@babylonjs/core 5.0.0-alpha.48 → 5.0.0-alpha.51

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1305) hide show
  1. package/Actions/action.js +5 -5
  2. package/Actions/action.js.map +1 -1
  3. package/Actions/actionManager.js +11 -11
  4. package/Actions/actionManager.js.map +1 -1
  5. package/Actions/condition.js +5 -5
  6. package/Actions/condition.js.map +1 -1
  7. package/Actions/directActions.js +13 -13
  8. package/Actions/directActions.js.map +1 -1
  9. package/Actions/directAudioActions.js +4 -4
  10. package/Actions/directAudioActions.js.map +1 -1
  11. package/Actions/index.js +8 -8
  12. package/Actions/interpolateValueAction.js +8 -8
  13. package/Actions/interpolateValueAction.js.map +1 -1
  14. package/Animations/animatable.js +12 -7
  15. package/Animations/animatable.js.map +1 -1
  16. package/Animations/animation.js +11 -11
  17. package/Animations/animation.js.map +1 -1
  18. package/Animations/animationGroup.js +4 -14
  19. package/Animations/animationGroup.js.map +1 -1
  20. package/Animations/animationPropertiesOverride.js +1 -1
  21. package/Animations/easing.js +1 -1
  22. package/Animations/index.js +12 -12
  23. package/Animations/pathCursor.js +1 -1
  24. package/Animations/runtimeAnimation.js +12 -7
  25. package/Animations/runtimeAnimation.js.map +1 -1
  26. package/Audio/analyser.js +2 -2
  27. package/Audio/audioEngine.js +5 -5
  28. package/Audio/audioEngine.js.map +1 -1
  29. package/Audio/audioSceneComponent.js +9 -9
  30. package/Audio/index.js +8 -8
  31. package/Audio/sound.js +7 -7
  32. package/Audio/sound.js.map +1 -1
  33. package/Audio/soundTrack.js +1 -1
  34. package/Audio/weightedsound.js +1 -1
  35. package/Behaviors/Cameras/autoRotationBehavior.js +2 -2
  36. package/Behaviors/Cameras/bouncingBehavior.js +2 -2
  37. package/Behaviors/Cameras/framingBehavior.js +5 -5
  38. package/Behaviors/Cameras/index.js +3 -3
  39. package/Behaviors/Meshes/attachToBoxBehavior.js +1 -1
  40. package/Behaviors/Meshes/baseSixDofDragBehavior.d.ts +9 -1
  41. package/Behaviors/Meshes/baseSixDofDragBehavior.js +119 -62
  42. package/Behaviors/Meshes/baseSixDofDragBehavior.js.map +1 -1
  43. package/Behaviors/Meshes/followBehavior.js +3 -3
  44. package/Behaviors/Meshes/handConstraintBehavior.js +2 -2
  45. package/Behaviors/Meshes/index.js +9 -9
  46. package/Behaviors/Meshes/multiPointerScaleBehavior.js +2 -2
  47. package/Behaviors/Meshes/pointerDragBehavior.js +10 -9
  48. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  49. package/Behaviors/Meshes/sixDofDragBehavior.d.ts +4 -0
  50. package/Behaviors/Meshes/sixDofDragBehavior.js +24 -13
  51. package/Behaviors/Meshes/sixDofDragBehavior.js.map +1 -1
  52. package/Behaviors/Meshes/surfaceMagnetismBehavior.js +2 -2
  53. package/Behaviors/index.js +3 -3
  54. package/Bones/bone.js +4 -4
  55. package/Bones/boneIKController.js +2 -2
  56. package/Bones/boneLookController.js +3 -3
  57. package/Bones/index.js +4 -4
  58. package/Bones/skeleton.js +9 -9
  59. package/Buffers/buffer.js +2 -5
  60. package/Buffers/buffer.js.map +1 -1
  61. package/Buffers/index.js +3 -3
  62. package/Cameras/Inputs/BaseCameraMouseWheelInput.js +5 -5
  63. package/Cameras/Inputs/BaseCameraPointersInput.js +3 -3
  64. package/Cameras/Inputs/arcRotateCameraGamepadInput.js +3 -3
  65. package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js +4 -4
  66. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js +9 -9
  67. package/Cameras/Inputs/arcRotateCameraPointersInput.js +3 -3
  68. package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.js +3 -3
  69. package/Cameras/Inputs/flyCameraKeyboardInput.js +5 -5
  70. package/Cameras/Inputs/flyCameraMouseInput.js +6 -6
  71. package/Cameras/Inputs/followCameraKeyboardMoveInput.js +4 -4
  72. package/Cameras/Inputs/followCameraMouseWheelInput.js +4 -4
  73. package/Cameras/Inputs/followCameraPointersInput.js +3 -3
  74. package/Cameras/Inputs/freeCameraDeviceOrientationInput.js +5 -5
  75. package/Cameras/Inputs/freeCameraGamepadInput.js +4 -4
  76. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js +5 -5
  77. package/Cameras/Inputs/freeCameraMouseInput.js +5 -5
  78. package/Cameras/Inputs/freeCameraMouseWheelInput.js +5 -5
  79. package/Cameras/Inputs/freeCameraTouchInput.js +5 -5
  80. package/Cameras/Inputs/freeCameraVirtualJoystickInput.js +4 -4
  81. package/Cameras/Inputs/index.js +19 -19
  82. package/Cameras/RigModes/index.js +4 -4
  83. package/Cameras/RigModes/stereoscopicAnaglyphRigMode.js +2 -2
  84. package/Cameras/RigModes/stereoscopicRigMode.js +4 -4
  85. package/Cameras/RigModes/vrRigMode.js +6 -6
  86. package/Cameras/RigModes/webVRRigMode.js +2 -2
  87. package/Cameras/Stereoscopic/anaglyphArcRotateCamera.js +5 -5
  88. package/Cameras/Stereoscopic/anaglyphFreeCamera.js +5 -5
  89. package/Cameras/Stereoscopic/anaglyphGamepadCamera.js +5 -5
  90. package/Cameras/Stereoscopic/anaglyphUniversalCamera.js +5 -5
  91. package/Cameras/Stereoscopic/index.js +9 -9
  92. package/Cameras/Stereoscopic/stereoscopicArcRotateCamera.js +5 -5
  93. package/Cameras/Stereoscopic/stereoscopicFreeCamera.js +5 -5
  94. package/Cameras/Stereoscopic/stereoscopicGamepadCamera.js +5 -5
  95. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.d.ts +3 -3
  96. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js +29 -16
  97. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js.map +1 -1
  98. package/Cameras/Stereoscopic/stereoscopicUniversalCamera.js +5 -5
  99. package/Cameras/VR/index.js +6 -6
  100. package/Cameras/VR/vrCameraMetrics.js +1 -1
  101. package/Cameras/VR/vrDeviceOrientationArcRotateCamera.js +7 -7
  102. package/Cameras/VR/vrDeviceOrientationFreeCamera.js +6 -6
  103. package/Cameras/VR/vrDeviceOrientationGamepadCamera.js +6 -6
  104. package/Cameras/VR/vrExperienceHelper.d.ts +0 -3
  105. package/Cameras/VR/vrExperienceHelper.js +52 -39
  106. package/Cameras/VR/vrExperienceHelper.js.map +1 -1
  107. package/Cameras/VR/webVRCamera.js +13 -13
  108. package/Cameras/arcRotateCamera.d.ts +10 -0
  109. package/Cameras/arcRotateCamera.js +40 -13
  110. package/Cameras/arcRotateCamera.js.map +1 -1
  111. package/Cameras/arcRotateCameraInputsManager.js +4 -4
  112. package/Cameras/camera.js +15 -15
  113. package/Cameras/camera.js.map +1 -1
  114. package/Cameras/cameraInputsManager.js +3 -3
  115. package/Cameras/deviceOrientationCamera.js +5 -5
  116. package/Cameras/flyCamera.js +6 -6
  117. package/Cameras/flyCameraInputsManager.js +3 -3
  118. package/Cameras/followCamera.js +6 -6
  119. package/Cameras/followCameraInputsManager.js +4 -4
  120. package/Cameras/freeCamera.js +6 -6
  121. package/Cameras/freeCameraInputsManager.js +5 -5
  122. package/Cameras/gamepadCamera.js +3 -3
  123. package/Cameras/index.js +20 -20
  124. package/Cameras/targetCamera.js +5 -5
  125. package/Cameras/touchCamera.js +3 -3
  126. package/Cameras/universalCamera.js +5 -5
  127. package/Cameras/virtualJoysticksCamera.js +4 -4
  128. package/Collisions/collider.js +2 -2
  129. package/Collisions/collisionCoordinator.js +4 -4
  130. package/Collisions/index.js +5 -5
  131. package/Collisions/meshCollisionData.js +1 -1
  132. package/Collisions/pickingInfo.d.ts +12 -2
  133. package/Collisions/pickingInfo.js +13 -4
  134. package/Collisions/pickingInfo.js.map +1 -1
  135. package/Compute/computeEffect.js +8 -8
  136. package/Compute/computeEffect.js.map +1 -1
  137. package/Compute/computeShader.js +8 -8
  138. package/Compute/computeShader.js.map +1 -1
  139. package/Compute/index.js +2 -2
  140. package/Culling/Octrees/index.js +3 -3
  141. package/Culling/Octrees/octree.js +2 -2
  142. package/Culling/Octrees/octreeBlock.js +2 -2
  143. package/Culling/Octrees/octreeSceneComponent.js +6 -6
  144. package/Culling/boundingBox.js +3 -3
  145. package/Culling/boundingInfo.js +4 -4
  146. package/Culling/boundingSphere.js +2 -2
  147. package/Culling/index.js +5 -5
  148. package/Culling/ray.js +6 -6
  149. package/Debug/axesViewer.js +4 -4
  150. package/Debug/boneAxesViewer.js +3 -3
  151. package/Debug/debugLayer.js +4 -4
  152. package/Debug/directionalLightFrustumViewer.js +19 -19
  153. package/Debug/directionalLightFrustumViewer.js.map +1 -1
  154. package/Debug/index.js +8 -8
  155. package/Debug/physicsViewer.js +15 -15
  156. package/Debug/physicsViewer.js.map +1 -1
  157. package/Debug/rayHelper.js +5 -5
  158. package/Debug/rayHelper.js.map +1 -1
  159. package/Debug/skeletonViewer.js +17 -17
  160. package/Debug/skeletonViewer.js.map +1 -1
  161. package/DeviceInput/Helpers/eventFactory.js +2 -2
  162. package/DeviceInput/Implementations/nativeDeviceInputWrapper.js +3 -3
  163. package/DeviceInput/Implementations/webDeviceInputSystem.js +5 -5
  164. package/DeviceInput/Implementations/webDeviceInputSystem.js.map +1 -1
  165. package/DeviceInput/InputDevices/deviceSourceManager.js +3 -3
  166. package/DeviceInput/deviceInputSystem.js +2 -2
  167. package/DeviceInput/index.js +8 -8
  168. package/Engines/Extensions/engine.alpha.js +1 -1
  169. package/Engines/Extensions/engine.computeShader.js +1 -1
  170. package/Engines/Extensions/engine.cubeTexture.js +7 -7
  171. package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
  172. package/Engines/Extensions/engine.debugging.js +1 -1
  173. package/Engines/Extensions/engine.dynamicBuffer.js +1 -1
  174. package/Engines/Extensions/engine.dynamicTexture.js +2 -2
  175. package/Engines/Extensions/engine.externalTexture.js +1 -1
  176. package/Engines/Extensions/engine.multiRender.js +3 -3
  177. package/Engines/Extensions/engine.multiview.js +8 -8
  178. package/Engines/Extensions/engine.query.js +4 -4
  179. package/Engines/Extensions/engine.rawTexture.js +4 -4
  180. package/Engines/Extensions/engine.readTexture.js +1 -1
  181. package/Engines/Extensions/engine.renderTarget.js +5 -5
  182. package/Engines/Extensions/engine.renderTargetCube.js +3 -3
  183. package/Engines/Extensions/engine.storageBuffer.js +1 -1
  184. package/Engines/Extensions/engine.textureSampler.js +1 -1
  185. package/Engines/Extensions/engine.textureSelector.js +1 -1
  186. package/Engines/Extensions/engine.transformFeedback.js +1 -1
  187. package/Engines/Extensions/engine.uniformBuffer.js +2 -2
  188. package/Engines/Extensions/engine.videoTexture.js +1 -1
  189. package/Engines/Extensions/engine.views.js +1 -1
  190. package/Engines/Extensions/engine.webVR.js +7 -7
  191. package/Engines/Extensions/engine.webVR.js.map +1 -1
  192. package/Engines/Extensions/index.js +23 -23
  193. package/Engines/Processors/Expressions/Operators/index.js +4 -4
  194. package/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.js +1 -1
  195. package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.js +1 -1
  196. package/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.js +1 -1
  197. package/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.js +1 -1
  198. package/Engines/Processors/Expressions/index.js +2 -2
  199. package/Engines/Processors/index.js +9 -9
  200. package/Engines/Processors/shaderCodeConditionNode.js +1 -1
  201. package/Engines/Processors/shaderCodeInliner.js +13 -13
  202. package/Engines/Processors/shaderCodeInliner.js.map +1 -1
  203. package/Engines/Processors/shaderCodeNode.js +4 -4
  204. package/Engines/Processors/shaderCodeNode.js.map +1 -1
  205. package/Engines/Processors/shaderCodeTestNode.js +1 -1
  206. package/Engines/Processors/shaderProcessor.js +12 -12
  207. package/Engines/Processors/shaderProcessor.js.map +1 -1
  208. package/Engines/WebGL/webGL2ShaderProcessors.js +1 -1
  209. package/Engines/WebGL/webGLRenderTargetWrapper.js +1 -1
  210. package/Engines/WebGL/webGLShaderProcessors.js +1 -1
  211. package/Engines/WebGPU/Extensions/engine.alpha.js +2 -2
  212. package/Engines/WebGPU/Extensions/engine.computeShader.js +4 -4
  213. package/Engines/WebGPU/Extensions/engine.cubeTexture.js +2 -2
  214. package/Engines/WebGPU/Extensions/engine.debugging.js +1 -1
  215. package/Engines/WebGPU/Extensions/engine.dynamicBuffer.js +1 -1
  216. package/Engines/WebGPU/Extensions/engine.dynamicTexture.js +1 -1
  217. package/Engines/WebGPU/Extensions/engine.externalTexture.js +3 -3
  218. package/Engines/WebGPU/Extensions/engine.multiRender.js +3 -3
  219. package/Engines/WebGPU/Extensions/engine.query.js +1 -1
  220. package/Engines/WebGPU/Extensions/engine.rawTexture.js +3 -3
  221. package/Engines/WebGPU/Extensions/engine.readTexture.js +1 -1
  222. package/Engines/WebGPU/Extensions/engine.renderTarget.js +4 -4
  223. package/Engines/WebGPU/Extensions/engine.renderTargetCube.js +2 -2
  224. package/Engines/WebGPU/Extensions/engine.storageBuffer.js +3 -3
  225. package/Engines/WebGPU/Extensions/engine.textureSampler.js +2 -2
  226. package/Engines/WebGPU/Extensions/engine.uniformBuffer.js +2 -2
  227. package/Engines/WebGPU/Extensions/engine.videoTexture.js +1 -1
  228. package/Engines/WebGPU/Extensions/index.js +17 -17
  229. package/Engines/WebGPU/webgpuBufferManager.js +5 -5
  230. package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
  231. package/Engines/WebGPU/webgpuCacheBindGroups.js +1 -1
  232. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +3 -3
  233. package/Engines/WebGPU/webgpuCacheRenderPipelineString.js +1 -1
  234. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js +1 -1
  235. package/Engines/WebGPU/webgpuCacheSampler.js +2 -2
  236. package/Engines/WebGPU/webgpuClearQuad.js +4 -4
  237. package/Engines/WebGPU/webgpuComputeContext.js +3 -3
  238. package/Engines/WebGPU/webgpuDepthCullingState.js +1 -1
  239. package/Engines/WebGPU/webgpuExternalTexture.js +1 -1
  240. package/Engines/WebGPU/webgpuHardwareTexture.js +3 -3
  241. package/Engines/WebGPU/webgpuMaterialContext.js +2 -2
  242. package/Engines/WebGPU/webgpuOcclusionQuery.js +2 -2
  243. package/Engines/WebGPU/webgpuPipelineContext.js +2 -2
  244. package/Engines/WebGPU/webgpuQuerySet.js +1 -1
  245. package/Engines/WebGPU/webgpuShaderProcessor.js +2 -2
  246. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +5 -5
  247. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +17 -17
  248. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
  249. package/Engines/WebGPU/webgpuStencilStateComposer.js +1 -1
  250. package/Engines/WebGPU/webgpuTextureHelper.js +5 -5
  251. package/Engines/WebGPU/webgpuTimestampQuery.js +3 -3
  252. package/Engines/WebGPU/webgpuTintWASM.js +3 -3
  253. package/Engines/WebGPU/webgpuTintWASM.js.map +1 -1
  254. package/Engines/engine.js +21 -20
  255. package/Engines/engine.js.map +1 -1
  256. package/Engines/engineFactory.js +3 -3
  257. package/Engines/index.js +30 -30
  258. package/Engines/nativeEngine.d.ts +4 -12
  259. package/Engines/nativeEngine.js +32 -42
  260. package/Engines/nativeEngine.js.map +1 -1
  261. package/Engines/nullEngine.d.ts +25 -0
  262. package/Engines/nullEngine.js +62 -8
  263. package/Engines/nullEngine.js.map +1 -1
  264. package/Engines/renderTargetWrapper.js +2 -2
  265. package/Engines/shaderStore.js +1 -1
  266. package/Engines/thinEngine.js +40 -37
  267. package/Engines/thinEngine.js.map +1 -1
  268. package/Engines/webgpuEngine.js +37 -37
  269. package/Engines/webgpuEngine.js.map +1 -1
  270. package/Events/index.js +4 -4
  271. package/Events/pointerEvents.js +1 -1
  272. package/Gamepads/Controllers/daydreamController.js +4 -4
  273. package/Gamepads/Controllers/gearVRController.js +5 -5
  274. package/Gamepads/Controllers/genericController.js +3 -3
  275. package/Gamepads/Controllers/index.js +8 -8
  276. package/Gamepads/Controllers/oculusTouchController.js +5 -5
  277. package/Gamepads/Controllers/poseEnabledController.js +5 -5
  278. package/Gamepads/Controllers/viveController.js +3 -3
  279. package/Gamepads/Controllers/webVRController.js +2 -2
  280. package/Gamepads/Controllers/windowsMotionController.js +9 -9
  281. package/Gamepads/dualShockGamepad.js +2 -2
  282. package/Gamepads/gamepad.js +1 -1
  283. package/Gamepads/gamepadManager.js +9 -9
  284. package/Gamepads/gamepadManager.js.map +1 -1
  285. package/Gamepads/gamepadSceneComponent.js +7 -7
  286. package/Gamepads/index.js +6 -6
  287. package/Gamepads/xboxGamepad.js +2 -2
  288. package/Gizmos/axisDragGizmo.js +36 -22
  289. package/Gizmos/axisDragGizmo.js.map +1 -1
  290. package/Gizmos/axisScaleGizmo.js +12 -12
  291. package/Gizmos/axisScaleGizmo.js.map +1 -1
  292. package/Gizmos/boundingBoxGizmo.js +31 -32
  293. package/Gizmos/boundingBoxGizmo.js.map +1 -1
  294. package/Gizmos/cameraGizmo.js +19 -19
  295. package/Gizmos/cameraGizmo.js.map +1 -1
  296. package/Gizmos/gizmo.js +5 -5
  297. package/Gizmos/gizmoManager.js +11 -11
  298. package/Gizmos/index.js +12 -12
  299. package/Gizmos/lightGizmo.js +45 -23
  300. package/Gizmos/lightGizmo.js.map +1 -1
  301. package/Gizmos/planeDragGizmo.js +10 -10
  302. package/Gizmos/planeDragGizmo.js.map +1 -1
  303. package/Gizmos/planeRotationGizmo.js +24 -14
  304. package/Gizmos/planeRotationGizmo.js.map +1 -1
  305. package/Gizmos/positionGizmo.js +8 -8
  306. package/Gizmos/rotationGizmo.js +7 -7
  307. package/Gizmos/scaleGizmo.js +11 -11
  308. package/Gizmos/scaleGizmo.js.map +1 -1
  309. package/Helpers/environmentHelper.js +17 -15
  310. package/Helpers/environmentHelper.js.map +1 -1
  311. package/Helpers/index.js +4 -4
  312. package/Helpers/photoDome.js +2 -2
  313. package/Helpers/sceneHelpers.js +18 -18
  314. package/Helpers/sceneHelpers.js.map +1 -1
  315. package/Helpers/textureDome.js +11 -11
  316. package/Helpers/textureDome.js.map +1 -1
  317. package/Helpers/videoDome.js +3 -3
  318. package/Inputs/scene.inputManager.js +8 -8
  319. package/Inputs/scene.inputManager.js.map +1 -1
  320. package/Instrumentation/engineInstrumentation.js +1 -1
  321. package/Instrumentation/index.js +3 -3
  322. package/Instrumentation/sceneInstrumentation.js +2 -2
  323. package/Layers/effectLayer.js +17 -17
  324. package/Layers/effectLayer.js.map +1 -1
  325. package/Layers/effectLayerSceneComponent.js +4 -4
  326. package/Layers/glowLayer.js +19 -16
  327. package/Layers/glowLayer.js.map +1 -1
  328. package/Layers/highlightLayer.js +20 -20
  329. package/Layers/highlightLayer.js.map +1 -1
  330. package/Layers/index.js +6 -6
  331. package/Layers/layer.js +12 -12
  332. package/Layers/layerSceneComponent.js +1 -1
  333. package/Legacy/legacy.js +3 -3
  334. package/LensFlares/index.js +3 -3
  335. package/LensFlares/lensFlare.js +2 -2
  336. package/LensFlares/lensFlareSystem.js +14 -14
  337. package/LensFlares/lensFlareSystem.js.map +1 -1
  338. package/LensFlares/lensFlareSystemSceneComponent.js +4 -4
  339. package/Lights/Shadows/cascadedShadowGenerator.js +12 -12
  340. package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
  341. package/Lights/Shadows/index.js +3 -3
  342. package/Lights/Shadows/shadowGenerator.js +19 -19
  343. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  344. package/Lights/Shadows/shadowGeneratorSceneComponent.js +4 -4
  345. package/Lights/directionalLight.js +5 -5
  346. package/Lights/hemisphericLight.js +5 -5
  347. package/Lights/index.js +7 -7
  348. package/Lights/light.js +8 -8
  349. package/Lights/light.js.map +1 -1
  350. package/Lights/pointLight.js +5 -5
  351. package/Lights/shadowLight.js +4 -4
  352. package/Lights/spotLight.js +6 -6
  353. package/Loading/Plugins/babylonFileLoader.js +30 -30
  354. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  355. package/Loading/Plugins/index.js +1 -1
  356. package/Loading/index.js +4 -4
  357. package/Loading/loadingScreen.js +1 -1
  358. package/Loading/sceneLoader.js +11 -11
  359. package/Loading/sceneLoader.js.map +1 -1
  360. package/Materials/Background/backgroundMaterial.js +17 -17
  361. package/Materials/Background/backgroundMaterial.js.map +1 -1
  362. package/Materials/Background/index.js +1 -1
  363. package/Materials/Node/Blocks/Dual/currentScreenBlock.js +6 -6
  364. package/Materials/Node/Blocks/Dual/currentScreenBlock.js.map +1 -1
  365. package/Materials/Node/Blocks/Dual/fogBlock.js +9 -9
  366. package/Materials/Node/Blocks/Dual/fogBlock.js.map +1 -1
  367. package/Materials/Node/Blocks/Dual/imageSourceBlock.js +10 -10
  368. package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
  369. package/Materials/Node/Blocks/Dual/index.js +7 -7
  370. package/Materials/Node/Blocks/Dual/lightBlock.js +17 -17
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@@ -1,9 +1,16 @@
1
- import { Vector3 } from "../../Maths/math.vector";
2
- import { _CreationDataStorage, Mesh } from "../mesh";
3
- import { VertexData } from "../mesh.vertexData";
4
- import { LinesMesh } from "../../Meshes/linesMesh";
5
- import { VertexBuffer } from "../../Buffers/buffer";
6
- VertexData.CreateLineSystem = function (options) {
1
+ import { Vector3 } from "../../Maths/math.vector.js";
2
+ import { _CreationDataStorage, Mesh } from "../mesh.js";
3
+ import { VertexData } from "../mesh.vertexData.js";
4
+ import { LinesMesh } from "../../Meshes/linesMesh.js";
5
+ import { VertexBuffer } from "../../Buffers/buffer.js";
6
+ /**
7
+ * Creates the VertexData of the LineSystem
8
+ * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
9
+ * - lines an array of lines, each line being an array of successive Vector3
10
+ * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
11
+ * @returns the VertexData of the LineSystem
12
+ */
13
+ export function CreateLineSystemVertexData(options) {
7
14
  var indices = [];
8
15
  var positions = [];
9
16
  var lines = options.lines;
@@ -32,8 +39,17 @@ VertexData.CreateLineSystem = function (options) {
32
39
  vertexData.colors = vertexColors;
33
40
  }
34
41
  return vertexData;
35
- };
36
- VertexData.CreateDashedLines = function (options) {
42
+ }
43
+ /**
44
+ * Create the VertexData for a DashedLines
45
+ * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
46
+ * - points an array successive Vector3
47
+ * - dashSize the size of the dashes relative to the dash number, optional, default 3
48
+ * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
49
+ * - dashNb the intended total number of dashes, optional, default 200
50
+ * @returns the VertexData for the DashedLines
51
+ */
52
+ export function CreateDashedLinesVertexData(options) {
37
53
  var dashSize = options.dashSize || 3;
38
54
  var gapSize = options.gapSize || 1;
39
55
  var dashNb = options.dashNb || 200;
@@ -71,7 +87,183 @@ VertexData.CreateDashedLines = function (options) {
71
87
  vertexData.positions = positions;
72
88
  vertexData.indices = indices;
73
89
  return vertexData;
90
+ }
91
+ /**
92
+ * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
93
+ * * A line system mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of lines as an input parameter
94
+ * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
95
+ * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
96
+ * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
97
+ * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
98
+ * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
99
+ * * The optional parameter `material` is the material to use to draw the lines if provided. If not, a default material will be created
100
+ * * Updating a simple Line mesh, you just need to update every line in the `lines` array : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
101
+ * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
102
+ * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
103
+ * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
104
+ * @param name defines the name of the new line system
105
+ * @param options defines the options used to create the line system
106
+ * @param scene defines the hosting scene
107
+ * @returns a new line system mesh
108
+ */
109
+ export function CreateLineSystem(name, options, scene) {
110
+ var instance = options.instance;
111
+ var lines = options.lines;
112
+ var colors = options.colors;
113
+ if (instance) { // lines update
114
+ var positions = instance.getVerticesData(VertexBuffer.PositionKind);
115
+ var vertexColor;
116
+ var lineColors;
117
+ if (colors) {
118
+ vertexColor = instance.getVerticesData(VertexBuffer.ColorKind);
119
+ }
120
+ var i = 0;
121
+ var c = 0;
122
+ for (var l = 0; l < lines.length; l++) {
123
+ var points = lines[l];
124
+ for (var p = 0; p < points.length; p++) {
125
+ positions[i] = points[p].x;
126
+ positions[i + 1] = points[p].y;
127
+ positions[i + 2] = points[p].z;
128
+ if (colors && vertexColor) {
129
+ lineColors = colors[l];
130
+ vertexColor[c] = lineColors[p].r;
131
+ vertexColor[c + 1] = lineColors[p].g;
132
+ vertexColor[c + 2] = lineColors[p].b;
133
+ vertexColor[c + 3] = lineColors[p].a;
134
+ c += 4;
135
+ }
136
+ i += 3;
137
+ }
138
+ }
139
+ instance.updateVerticesData(VertexBuffer.PositionKind, positions, false, false);
140
+ if (colors && vertexColor) {
141
+ instance.updateVerticesData(VertexBuffer.ColorKind, vertexColor, false, false);
142
+ }
143
+ return instance;
144
+ }
145
+ // line system creation
146
+ var useVertexColor = (colors) ? true : false;
147
+ var lineSystem = new LinesMesh(name, scene, null, undefined, undefined, useVertexColor, options.useVertexAlpha, options.material);
148
+ var vertexData = CreateLineSystemVertexData(options);
149
+ vertexData.applyToMesh(lineSystem, options.updatable);
150
+ return lineSystem;
151
+ }
152
+ /**
153
+ * Creates a line mesh
154
+ * A line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
155
+ * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
156
+ * * The parameter `points` is an array successive Vector3
157
+ * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
158
+ * * The optional parameter `colors` is an array of successive Color4, one per line point
159
+ * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
160
+ * * The optional parameter `material` is the material to use to draw the lines if provided. If not, a default material will be created
161
+ * * When updating an instance, remember that only point positions can change, not the number of points
162
+ * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
163
+ * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
164
+ * @param name defines the name of the new line system
165
+ * @param options defines the options used to create the line system
166
+ * @param scene defines the hosting scene
167
+ * @returns a new line mesh
168
+ */
169
+ export function CreateLines(name, options, scene) {
170
+ if (scene === void 0) { scene = null; }
171
+ var colors = (options.colors) ? [options.colors] : null;
172
+ var lines = CreateLineSystem(name, { lines: [options.points], updatable: options.updatable, instance: options.instance, colors: colors, useVertexAlpha: options.useVertexAlpha, material: options.material }, scene);
173
+ return lines;
174
+ }
175
+ /**
176
+ * Creates a dashed line mesh
177
+ * * A dashed line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
178
+ * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
179
+ * * The parameter `points` is an array successive Vector3
180
+ * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
181
+ * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
182
+ * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
183
+ * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
184
+ * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
185
+ * * The optional parameter `material` is the material to use to draw the lines if provided. If not, a default material will be created
186
+ * * When updating an instance, remember that only point positions can change, not the number of points
187
+ * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
188
+ * @param name defines the name of the mesh
189
+ * @param options defines the options used to create the mesh
190
+ * @param scene defines the hosting scene
191
+ * @returns the dashed line mesh
192
+ * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
193
+ */
194
+ export function CreateDashedLines(name, options, scene) {
195
+ if (scene === void 0) { scene = null; }
196
+ var points = options.points;
197
+ var instance = options.instance;
198
+ var gapSize = options.gapSize || 1;
199
+ var dashSize = options.dashSize || 3;
200
+ if (instance) { // dashed lines update
201
+ var positionFunction = function (positions) {
202
+ var curvect = Vector3.Zero();
203
+ var nbSeg = positions.length / 6;
204
+ var lg = 0;
205
+ var nb = 0;
206
+ var shft = 0;
207
+ var dashshft = 0;
208
+ var curshft = 0;
209
+ var p = 0;
210
+ var i = 0;
211
+ var j = 0;
212
+ for (i = 0; i < points.length - 1; i++) {
213
+ points[i + 1].subtractToRef(points[i], curvect);
214
+ lg += curvect.length();
215
+ }
216
+ shft = lg / nbSeg;
217
+ var dashSize = instance._creationDataStorage.dashSize;
218
+ var gapSize = instance._creationDataStorage.gapSize;
219
+ dashshft = dashSize * shft / (dashSize + gapSize);
220
+ for (i = 0; i < points.length - 1; i++) {
221
+ points[i + 1].subtractToRef(points[i], curvect);
222
+ nb = Math.floor(curvect.length() / shft);
223
+ curvect.normalize();
224
+ j = 0;
225
+ while (j < nb && p < positions.length) {
226
+ curshft = shft * j;
227
+ positions[p] = points[i].x + curshft * curvect.x;
228
+ positions[p + 1] = points[i].y + curshft * curvect.y;
229
+ positions[p + 2] = points[i].z + curshft * curvect.z;
230
+ positions[p + 3] = points[i].x + (curshft + dashshft) * curvect.x;
231
+ positions[p + 4] = points[i].y + (curshft + dashshft) * curvect.y;
232
+ positions[p + 5] = points[i].z + (curshft + dashshft) * curvect.z;
233
+ p += 6;
234
+ j++;
235
+ }
236
+ }
237
+ while (p < positions.length) {
238
+ positions[p] = points[i].x;
239
+ positions[p + 1] = points[i].y;
240
+ positions[p + 2] = points[i].z;
241
+ p += 3;
242
+ }
243
+ };
244
+ instance.updateMeshPositions(positionFunction, false);
245
+ return instance;
246
+ }
247
+ // dashed lines creation
248
+ var dashedLines = new LinesMesh(name, scene, null, undefined, undefined, undefined, options.useVertexAlpha, options.material);
249
+ var vertexData = CreateDashedLinesVertexData(options);
250
+ vertexData.applyToMesh(dashedLines, options.updatable);
251
+ dashedLines._creationDataStorage = new _CreationDataStorage();
252
+ dashedLines._creationDataStorage.dashSize = dashSize;
253
+ dashedLines._creationDataStorage.gapSize = gapSize;
254
+ return dashedLines;
255
+ }
256
+ /**
257
+ * Class containing static functions to help procedurally build meshes
258
+ * @deprecated use the functions directly from the module
259
+ */
260
+ export var LinesBuilder = {
261
+ CreateDashedLines: CreateDashedLines,
262
+ CreateLineSystem: CreateLineSystem,
263
+ CreateLines: CreateLines
74
264
  };
265
+ VertexData.CreateLineSystem = CreateLineSystemVertexData;
266
+ VertexData.CreateDashedLines = CreateDashedLinesVertexData;
75
267
  Mesh.CreateLines = function (name, points, scene, updatable, instance) {
76
268
  if (scene === void 0) { scene = null; }
77
269
  if (updatable === void 0) { updatable = false; }
@@ -81,7 +273,7 @@ Mesh.CreateLines = function (name, points, scene, updatable, instance) {
81
273
  updatable: updatable,
82
274
  instance: instance
83
275
  };
84
- return LinesBuilder.CreateLines(name, options, scene);
276
+ return CreateLines(name, options, scene);
85
277
  };
86
278
  Mesh.CreateDashedLines = function (name, points, dashSize, gapSize, dashNb, scene, updatable, instance) {
87
279
  if (scene === void 0) { scene = null; }
@@ -93,180 +285,6 @@ Mesh.CreateDashedLines = function (name, points, dashSize, gapSize, dashNb, scen
93
285
  updatable: updatable,
94
286
  instance: instance
95
287
  };
96
- return LinesBuilder.CreateDashedLines(name, options, scene);
288
+ return CreateDashedLines(name, options, scene);
97
289
  };
98
- /**
99
- * Class containing static functions to help procedurally build meshes
100
- */
101
- var LinesBuilder = /** @class */ (function () {
102
- function LinesBuilder() {
103
- }
104
- /**
105
- * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
106
- * * A line system mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of lines as an input parameter
107
- * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
108
- * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
109
- * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
110
- * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
111
- * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
112
- * * The optional parameter `material` is the material to use to draw the lines if provided. If not, a default material will be created
113
- * * Updating a simple Line mesh, you just need to update every line in the `lines` array : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
114
- * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
115
- * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
116
- * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
117
- * @param name defines the name of the new line system
118
- * @param options defines the options used to create the line system
119
- * @param scene defines the hosting scene
120
- * @returns a new line system mesh
121
- */
122
- LinesBuilder.CreateLineSystem = function (name, options, scene) {
123
- var instance = options.instance;
124
- var lines = options.lines;
125
- var colors = options.colors;
126
- if (instance) { // lines update
127
- var positions = instance.getVerticesData(VertexBuffer.PositionKind);
128
- var vertexColor;
129
- var lineColors;
130
- if (colors) {
131
- vertexColor = instance.getVerticesData(VertexBuffer.ColorKind);
132
- }
133
- var i = 0;
134
- var c = 0;
135
- for (var l = 0; l < lines.length; l++) {
136
- var points = lines[l];
137
- for (var p = 0; p < points.length; p++) {
138
- positions[i] = points[p].x;
139
- positions[i + 1] = points[p].y;
140
- positions[i + 2] = points[p].z;
141
- if (colors && vertexColor) {
142
- lineColors = colors[l];
143
- vertexColor[c] = lineColors[p].r;
144
- vertexColor[c + 1] = lineColors[p].g;
145
- vertexColor[c + 2] = lineColors[p].b;
146
- vertexColor[c + 3] = lineColors[p].a;
147
- c += 4;
148
- }
149
- i += 3;
150
- }
151
- }
152
- instance.updateVerticesData(VertexBuffer.PositionKind, positions, false, false);
153
- if (colors && vertexColor) {
154
- instance.updateVerticesData(VertexBuffer.ColorKind, vertexColor, false, false);
155
- }
156
- return instance;
157
- }
158
- // line system creation
159
- var useVertexColor = (colors) ? true : false;
160
- var lineSystem = new LinesMesh(name, scene, null, undefined, undefined, useVertexColor, options.useVertexAlpha, options.material);
161
- var vertexData = VertexData.CreateLineSystem(options);
162
- vertexData.applyToMesh(lineSystem, options.updatable);
163
- return lineSystem;
164
- };
165
- /**
166
- * Creates a line mesh
167
- * A line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
168
- * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
169
- * * The parameter `points` is an array successive Vector3
170
- * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
171
- * * The optional parameter `colors` is an array of successive Color4, one per line point
172
- * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
173
- * * The optional parameter `material` is the material to use to draw the lines if provided. If not, a default material will be created
174
- * * When updating an instance, remember that only point positions can change, not the number of points
175
- * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
176
- * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
177
- * @param name defines the name of the new line system
178
- * @param options defines the options used to create the line system
179
- * @param scene defines the hosting scene
180
- * @returns a new line mesh
181
- */
182
- LinesBuilder.CreateLines = function (name, options, scene) {
183
- if (scene === void 0) { scene = null; }
184
- var colors = (options.colors) ? [options.colors] : null;
185
- var lines = LinesBuilder.CreateLineSystem(name, { lines: [options.points], updatable: options.updatable, instance: options.instance, colors: colors, useVertexAlpha: options.useVertexAlpha, material: options.material }, scene);
186
- return lines;
187
- };
188
- /**
189
- * Creates a dashed line mesh
190
- * * A dashed line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
191
- * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
192
- * * The parameter `points` is an array successive Vector3
193
- * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
194
- * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
195
- * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
196
- * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
197
- * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
198
- * * The optional parameter `material` is the material to use to draw the lines if provided. If not, a default material will be created
199
- * * When updating an instance, remember that only point positions can change, not the number of points
200
- * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
201
- * @param name defines the name of the mesh
202
- * @param options defines the options used to create the mesh
203
- * @param scene defines the hosting scene
204
- * @returns the dashed line mesh
205
- * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
206
- */
207
- LinesBuilder.CreateDashedLines = function (name, options, scene) {
208
- if (scene === void 0) { scene = null; }
209
- var points = options.points;
210
- var instance = options.instance;
211
- var gapSize = options.gapSize || 1;
212
- var dashSize = options.dashSize || 3;
213
- if (instance) { // dashed lines update
214
- var positionFunction = function (positions) {
215
- var curvect = Vector3.Zero();
216
- var nbSeg = positions.length / 6;
217
- var lg = 0;
218
- var nb = 0;
219
- var shft = 0;
220
- var dashshft = 0;
221
- var curshft = 0;
222
- var p = 0;
223
- var i = 0;
224
- var j = 0;
225
- for (i = 0; i < points.length - 1; i++) {
226
- points[i + 1].subtractToRef(points[i], curvect);
227
- lg += curvect.length();
228
- }
229
- shft = lg / nbSeg;
230
- var dashSize = instance._creationDataStorage.dashSize;
231
- var gapSize = instance._creationDataStorage.gapSize;
232
- dashshft = dashSize * shft / (dashSize + gapSize);
233
- for (i = 0; i < points.length - 1; i++) {
234
- points[i + 1].subtractToRef(points[i], curvect);
235
- nb = Math.floor(curvect.length() / shft);
236
- curvect.normalize();
237
- j = 0;
238
- while (j < nb && p < positions.length) {
239
- curshft = shft * j;
240
- positions[p] = points[i].x + curshft * curvect.x;
241
- positions[p + 1] = points[i].y + curshft * curvect.y;
242
- positions[p + 2] = points[i].z + curshft * curvect.z;
243
- positions[p + 3] = points[i].x + (curshft + dashshft) * curvect.x;
244
- positions[p + 4] = points[i].y + (curshft + dashshft) * curvect.y;
245
- positions[p + 5] = points[i].z + (curshft + dashshft) * curvect.z;
246
- p += 6;
247
- j++;
248
- }
249
- }
250
- while (p < positions.length) {
251
- positions[p] = points[i].x;
252
- positions[p + 1] = points[i].y;
253
- positions[p + 2] = points[i].z;
254
- p += 3;
255
- }
256
- };
257
- instance.updateMeshPositions(positionFunction, false);
258
- return instance;
259
- }
260
- // dashed lines creation
261
- var dashedLines = new LinesMesh(name, scene, null, undefined, undefined, undefined, options.useVertexAlpha, options.material);
262
- var vertexData = VertexData.CreateDashedLines(options);
263
- vertexData.applyToMesh(dashedLines, options.updatable);
264
- dashedLines._creationDataStorage = new _CreationDataStorage();
265
- dashedLines._creationDataStorage.dashSize = dashSize;
266
- dashedLines._creationDataStorage.gapSize = gapSize;
267
- return dashedLines;
268
- };
269
- return LinesBuilder;
270
- }());
271
- export { LinesBuilder };
272
290
  //# sourceMappingURL=linesBuilder.js.map
@@ -1 +1 @@
1
- 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{ Vector3 } from \"../../Maths/math.vector\";\r\nimport { Color4 } from '../../Maths/math.color';\r\nimport { _CreationDataStorage, Mesh } from \"../mesh\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\nimport { FloatArray, Nullable } from \"../../types\";\r\nimport { LinesMesh } from \"../../Meshes/linesMesh\";\r\nimport { Scene } from \"../../scene\";\r\nimport { VertexBuffer } from \"../../Buffers/buffer\";\r\n\r\ndeclare type Material = import(\"../../Materials/material\").Material;\r\n\r\nVertexData.CreateLineSystem = function (options: { lines: Vector3[][], colors?: Nullable<Color4[][]> }): VertexData {\r\n var indices = [];\r\n var positions = [];\r\n var lines = options.lines;\r\n var colors = options.colors;\r\n var vertexColors = [];\r\n var idx = 0;\r\n\r\n for (var l = 0; l < lines.length; l++) {\r\n var points = lines[l];\r\n for (var index = 0; index < points.length; index++) {\r\n positions.push(points[index].x, points[index].y, points[index].z);\r\n if (colors) {\r\n var color = colors[l];\r\n vertexColors.push(color[index].r, color[index].g, color[index].b, color[index].a);\r\n }\r\n if (index > 0) {\r\n indices.push(idx - 1);\r\n indices.push(idx);\r\n }\r\n idx++;\r\n }\r\n }\r\n var vertexData = new VertexData();\r\n vertexData.indices = indices;\r\n vertexData.positions = positions;\r\n if (colors) {\r\n vertexData.colors = vertexColors;\r\n }\r\n return vertexData;\r\n};\r\n\r\nVertexData.CreateDashedLines = function (options: { points: Vector3[], dashSize?: number, gapSize?: number, dashNb?: number }): VertexData {\r\n var dashSize = options.dashSize || 3;\r\n var gapSize = options.gapSize || 1;\r\n var dashNb = options.dashNb || 200;\r\n var points = options.points;\r\n\r\n var positions = new Array<number>();\r\n var indices = new Array<number>();\r\n\r\n var curvect = Vector3.Zero();\r\n var lg = 0;\r\n var nb = 0;\r\n var shft = 0;\r\n var dashshft = 0;\r\n var curshft = 0;\r\n var idx = 0;\r\n var i = 0;\r\n for (i = 0; i < points.length - 1; i++) {\r\n points[i + 1].subtractToRef(points[i], curvect);\r\n lg += curvect.length();\r\n }\r\n shft = lg / dashNb;\r\n dashshft = dashSize * shft / (dashSize + gapSize);\r\n for (i = 0; i < points.length - 1; i++) {\r\n points[i + 1].subtractToRef(points[i], curvect);\r\n nb = Math.floor(curvect.length() / shft);\r\n curvect.normalize();\r\n for (var j = 0; j < nb; j++) {\r\n curshft = shft * j;\r\n positions.push(points[i].x + curshft * curvect.x, points[i].y + curshft * curvect.y, points[i].z + curshft * curvect.z);\r\n positions.push(points[i].x + (curshft + dashshft) * curvect.x, points[i].y + (curshft + dashshft) * curvect.y, points[i].z + (curshft + dashshft) * curvect.z);\r\n indices.push(idx, idx + 1);\r\n idx += 2;\r\n }\r\n }\r\n\r\n // Result\r\n var vertexData = new VertexData();\r\n vertexData.positions = positions;\r\n vertexData.indices = indices;\r\n\r\n return vertexData;\r\n};\r\n\r\nMesh.CreateLines = (name: string, points: Vector3[], scene: Nullable<Scene> = null, updatable: boolean = false, instance: Nullable<LinesMesh> = null): LinesMesh => {\r\n var options = {\r\n points: points,\r\n updatable: updatable,\r\n instance: instance\r\n };\r\n return LinesBuilder.CreateLines(name, options, scene);\r\n};\r\n\r\nMesh.CreateDashedLines = (name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene: Nullable<Scene> = null, updatable?: boolean, instance?: LinesMesh): LinesMesh => {\r\n var options = {\r\n points: points,\r\n dashSize: dashSize,\r\n gapSize: gapSize,\r\n dashNb: dashNb,\r\n updatable: updatable,\r\n instance: instance\r\n };\r\n return LinesBuilder.CreateDashedLines(name, options, scene);\r\n};\r\n\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n */\r\nexport class LinesBuilder {\r\n /**\r\n * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh\r\n * * A line system mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of lines as an input parameter\r\n * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function\r\n * * The parameter `lines` is an array of lines, each line being an array of successive Vector3\r\n * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter\r\n * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point\r\n * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)\r\n * * The optional parameter `material` is the material to use to draw the lines if provided. If not, a default material will be created\r\n * * Updating a simple Line mesh, you just need to update every line in the `lines` array : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines\r\n * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system\r\n * @param name defines the name of the new line system\r\n * @param options defines the options used to create the line system\r\n * @param scene defines the hosting scene\r\n * @returns a new line system mesh\r\n */\r\n public static CreateLineSystem(name: string, options: { lines: Vector3[][], updatable?: boolean, instance?: Nullable<LinesMesh>, colors?: Nullable<Color4[][]>, useVertexAlpha?: boolean; material?: Material }, scene: Nullable<Scene>): LinesMesh {\r\n var instance = options.instance;\r\n var lines = options.lines;\r\n var colors = options.colors;\r\n\r\n if (instance) { // lines update\r\n var positions = instance.getVerticesData(VertexBuffer.PositionKind)!;\r\n var vertexColor;\r\n var lineColors;\r\n if (colors) {\r\n vertexColor = instance.getVerticesData(VertexBuffer.ColorKind)!;\r\n }\r\n var i = 0;\r\n var c = 0;\r\n for (var l = 0; l < lines.length; l++) {\r\n var points = lines[l];\r\n for (var p = 0; p < points.length; p++) {\r\n positions[i] = points[p].x;\r\n positions[i + 1] = points[p].y;\r\n positions[i + 2] = points[p].z;\r\n if (colors && vertexColor) {\r\n lineColors = colors[l];\r\n vertexColor[c] = lineColors[p].r;\r\n vertexColor[c + 1] = lineColors[p].g;\r\n vertexColor[c + 2] = lineColors[p].b;\r\n vertexColor[c + 3] = lineColors[p].a;\r\n c += 4;\r\n }\r\n i += 3;\r\n }\r\n }\r\n instance.updateVerticesData(VertexBuffer.PositionKind, positions, false, false);\r\n if (colors && vertexColor) {\r\n instance.updateVerticesData(VertexBuffer.ColorKind, vertexColor, false, false);\r\n }\r\n return instance;\r\n }\r\n\r\n // line system creation\r\n var useVertexColor = (colors) ? true : false;\r\n var lineSystem = new LinesMesh(name, scene, null, undefined, undefined, useVertexColor, options.useVertexAlpha, options.material);\r\n var vertexData = VertexData.CreateLineSystem(options);\r\n vertexData.applyToMesh(lineSystem, options.updatable);\r\n return lineSystem;\r\n }\r\n\r\n /**\r\n * Creates a line mesh\r\n * A line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter\r\n * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function\r\n * * The parameter `points` is an array successive Vector3\r\n * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines\r\n * * The optional parameter `colors` is an array of successive Color4, one per line point\r\n * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)\r\n * * The optional parameter `material` is the material to use to draw the lines if provided. If not, a default material will be created\r\n * * When updating an instance, remember that only point positions can change, not the number of points\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines\r\n * @param name defines the name of the new line system\r\n * @param options defines the options used to create the line system\r\n * @param scene defines the hosting scene\r\n * @returns a new line mesh\r\n */\r\n public static CreateLines(name: string, options: { points: Vector3[], updatable?: boolean, instance?: Nullable<LinesMesh>, colors?: Color4[], useVertexAlpha?: boolean, material?: Material }, scene: Nullable<Scene> = null): LinesMesh {\r\n var colors = (options.colors) ? [options.colors] : null;\r\n var lines = LinesBuilder.CreateLineSystem(name, { lines: [options.points], updatable: options.updatable, instance: options.instance, colors: colors, useVertexAlpha: options.useVertexAlpha, material: options.material }, scene);\r\n return lines;\r\n }\r\n\r\n /**\r\n * Creates a dashed line mesh\r\n * * A dashed line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter\r\n * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function\r\n * * The parameter `points` is an array successive Vector3\r\n * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)\r\n * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)\r\n * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)\r\n * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines\r\n * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)\r\n * * The optional parameter `material` is the material to use to draw the lines if provided. If not, a default material will be created\r\n * * When updating an instance, remember that only point positions can change, not the number of points\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @returns the dashed line mesh\r\n * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines\r\n */\r\n public static CreateDashedLines(name: string, options: { points: Vector3[], dashSize?: number, gapSize?: number, dashNb?: number, updatable?: boolean, instance?: LinesMesh, useVertexAlpha?: boolean, material?: Material }, scene: Nullable<Scene> = null): LinesMesh {\r\n var points = options.points;\r\n var instance = options.instance;\r\n var gapSize = options.gapSize || 1;\r\n var dashSize = options.dashSize || 3;\r\n\r\n if (instance) { // dashed lines update\r\n var positionFunction = (positions: FloatArray): void => {\r\n var curvect = Vector3.Zero();\r\n var nbSeg = positions.length / 6;\r\n var lg = 0;\r\n var nb = 0;\r\n var shft = 0;\r\n var dashshft = 0;\r\n var curshft = 0;\r\n var p = 0;\r\n var i = 0;\r\n var j = 0;\r\n for (i = 0; i < points.length - 1; i++) {\r\n points[i + 1].subtractToRef(points[i], curvect);\r\n lg += curvect.length();\r\n }\r\n shft = lg / nbSeg;\r\n let dashSize = instance!._creationDataStorage!.dashSize;\r\n let gapSize = instance!._creationDataStorage!.gapSize;\r\n dashshft = dashSize * shft / (dashSize + gapSize);\r\n for (i = 0; i < points.length - 1; i++) {\r\n points[i + 1].subtractToRef(points[i], curvect);\r\n nb = Math.floor(curvect.length() / shft);\r\n curvect.normalize();\r\n j = 0;\r\n while (j < nb && p < positions.length) {\r\n curshft = shft * j;\r\n positions[p] = points[i].x + curshft * curvect.x;\r\n positions[p + 1] = points[i].y + curshft * curvect.y;\r\n positions[p + 2] = points[i].z + curshft * curvect.z;\r\n positions[p + 3] = points[i].x + (curshft + dashshft) * curvect.x;\r\n positions[p + 4] = points[i].y + (curshft + dashshft) * curvect.y;\r\n positions[p + 5] = points[i].z + (curshft + dashshft) * curvect.z;\r\n p += 6;\r\n j++;\r\n }\r\n }\r\n while (p < positions.length) {\r\n positions[p] = points[i].x;\r\n positions[p + 1] = points[i].y;\r\n positions[p + 2] = points[i].z;\r\n p += 3;\r\n }\r\n };\r\n instance.updateMeshPositions(positionFunction, false);\r\n return instance;\r\n }\r\n // dashed lines creation\r\n var dashedLines = new LinesMesh(name, scene, null, undefined, undefined, undefined, options.useVertexAlpha, options.material);\r\n var vertexData = VertexData.CreateDashedLines(options);\r\n vertexData.applyToMesh(dashedLines, options.updatable);\r\n\r\n dashedLines._creationDataStorage = new _CreationDataStorage();\r\n dashedLines._creationDataStorage.dashSize = dashSize;\r\n dashedLines._creationDataStorage.gapSize = gapSize;\r\n return dashedLines;\r\n }\r\n}"]}
1
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{ Vector3 } from \"../../Maths/math.vector\";\r\nimport { Color4 } from '../../Maths/math.color';\r\nimport { _CreationDataStorage, Mesh } from \"../mesh\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\nimport { FloatArray, Nullable } from \"../../types\";\r\nimport { LinesMesh } from \"../../Meshes/linesMesh\";\r\nimport { Scene } from \"../../scene\";\r\nimport { VertexBuffer } from \"../../Buffers/buffer\";\r\n\r\ndeclare type Material = import(\"../../Materials/material\").Material;\r\n\r\n/**\r\n * Creates the VertexData of the LineSystem\r\n * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty\r\n * - lines an array of lines, each line being an array of successive Vector3\r\n * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point\r\n * @returns the VertexData of the LineSystem\r\n */\r\nexport function CreateLineSystemVertexData(options: { lines: Vector3[][], colors?: Nullable<Color4[][]> }): VertexData {\r\n var indices = [];\r\n var positions = [];\r\n var lines = options.lines;\r\n var colors = options.colors;\r\n var vertexColors = [];\r\n var idx = 0;\r\n\r\n for (var l = 0; l < lines.length; l++) {\r\n var points = lines[l];\r\n for (var index = 0; index < points.length; index++) {\r\n positions.push(points[index].x, points[index].y, points[index].z);\r\n if (colors) {\r\n var color = colors[l];\r\n vertexColors.push(color[index].r, color[index].g, color[index].b, color[index].a);\r\n }\r\n if (index > 0) {\r\n indices.push(idx - 1);\r\n indices.push(idx);\r\n }\r\n idx++;\r\n }\r\n }\r\n var vertexData = new VertexData();\r\n vertexData.indices = indices;\r\n vertexData.positions = positions;\r\n if (colors) {\r\n vertexData.colors = vertexColors;\r\n }\r\n return vertexData;\r\n}\r\n\r\n/**\r\n * Create the VertexData for a DashedLines\r\n * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty\r\n * - points an array successive Vector3\r\n * - dashSize the size of the dashes relative to the dash number, optional, default 3\r\n * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1\r\n * - dashNb the intended total number of dashes, optional, default 200\r\n * @returns the VertexData for the DashedLines\r\n */\r\nexport function CreateDashedLinesVertexData(options: { points: Vector3[], dashSize?: number, gapSize?: number, dashNb?: number }): VertexData {\r\n var dashSize = options.dashSize || 3;\r\n var gapSize = options.gapSize || 1;\r\n var dashNb = options.dashNb || 200;\r\n var points = options.points;\r\n\r\n var positions = new Array<number>();\r\n var indices = new Array<number>();\r\n\r\n var curvect = Vector3.Zero();\r\n var lg = 0;\r\n var nb = 0;\r\n var shft = 0;\r\n var dashshft = 0;\r\n var curshft = 0;\r\n var idx = 0;\r\n var i = 0;\r\n for (i = 0; i < points.length - 1; i++) {\r\n points[i + 1].subtractToRef(points[i], curvect);\r\n lg += curvect.length();\r\n }\r\n shft = lg / dashNb;\r\n dashshft = dashSize * shft / (dashSize + gapSize);\r\n for (i = 0; i < points.length - 1; i++) {\r\n points[i + 1].subtractToRef(points[i], curvect);\r\n nb = Math.floor(curvect.length() / shft);\r\n curvect.normalize();\r\n for (var j = 0; j < nb; j++) {\r\n curshft = shft * j;\r\n positions.push(points[i].x + curshft * curvect.x, points[i].y + curshft * curvect.y, points[i].z + curshft * curvect.z);\r\n positions.push(points[i].x + (curshft + dashshft) * curvect.x, points[i].y + (curshft + dashshft) * curvect.y, points[i].z + (curshft + dashshft) * curvect.z);\r\n indices.push(idx, idx + 1);\r\n idx += 2;\r\n }\r\n }\r\n\r\n // Result\r\n var vertexData = new VertexData();\r\n vertexData.positions = positions;\r\n vertexData.indices = indices;\r\n\r\n return vertexData;\r\n}\r\n\r\n/**\r\n * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh\r\n * * A line system mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of lines as an input parameter\r\n * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function\r\n * * The parameter `lines` is an array of lines, each line being an array of successive Vector3\r\n * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter\r\n * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point\r\n * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)\r\n * * The optional parameter `material` is the material to use to draw the lines if provided. If not, a default material will be created\r\n * * Updating a simple Line mesh, you just need to update every line in the `lines` array : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines\r\n * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system\r\n * @param name defines the name of the new line system\r\n * @param options defines the options used to create the line system\r\n * @param scene defines the hosting scene\r\n * @returns a new line system mesh\r\n */\r\nexport function CreateLineSystem(name: string, options: { lines: Vector3[][], updatable?: boolean, instance?: Nullable<LinesMesh>, colors?: Nullable<Color4[][]>, useVertexAlpha?: boolean; material?: Material }, scene: Nullable<Scene>): LinesMesh {\r\n var instance = options.instance;\r\n var lines = options.lines;\r\n var colors = options.colors;\r\n\r\n if (instance) { // lines update\r\n var positions = instance.getVerticesData(VertexBuffer.PositionKind)!;\r\n var vertexColor;\r\n var lineColors;\r\n if (colors) {\r\n vertexColor = instance.getVerticesData(VertexBuffer.ColorKind)!;\r\n }\r\n var i = 0;\r\n var c = 0;\r\n for (var l = 0; l < lines.length; l++) {\r\n var points = lines[l];\r\n for (var p = 0; p < points.length; p++) {\r\n positions[i] = points[p].x;\r\n positions[i + 1] = points[p].y;\r\n positions[i + 2] = points[p].z;\r\n if (colors && vertexColor) {\r\n lineColors = colors[l];\r\n vertexColor[c] = lineColors[p].r;\r\n vertexColor[c + 1] = lineColors[p].g;\r\n vertexColor[c + 2] = lineColors[p].b;\r\n vertexColor[c + 3] = lineColors[p].a;\r\n c += 4;\r\n }\r\n i += 3;\r\n }\r\n }\r\n instance.updateVerticesData(VertexBuffer.PositionKind, positions, false, false);\r\n if (colors && vertexColor) {\r\n instance.updateVerticesData(VertexBuffer.ColorKind, vertexColor, false, false);\r\n }\r\n return instance;\r\n }\r\n\r\n // line system creation\r\n var useVertexColor = (colors) ? true : false;\r\n var lineSystem = new LinesMesh(name, scene, null, undefined, undefined, useVertexColor, options.useVertexAlpha, options.material);\r\n var vertexData = CreateLineSystemVertexData(options);\r\n vertexData.applyToMesh(lineSystem, options.updatable);\r\n return lineSystem;\r\n}\r\n\r\n/**\r\n * Creates a line mesh\r\n * A line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter\r\n * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function\r\n * * The parameter `points` is an array successive Vector3\r\n * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines\r\n * * The optional parameter `colors` is an array of successive Color4, one per line point\r\n * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)\r\n * * The optional parameter `material` is the material to use to draw the lines if provided. If not, a default material will be created\r\n * * When updating an instance, remember that only point positions can change, not the number of points\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines\r\n * @param name defines the name of the new line system\r\n * @param options defines the options used to create the line system\r\n * @param scene defines the hosting scene\r\n * @returns a new line mesh\r\n */\r\nexport function CreateLines(name: string, options: { points: Vector3[], updatable?: boolean, instance?: Nullable<LinesMesh>, colors?: Color4[], useVertexAlpha?: boolean, material?: Material }, scene: Nullable<Scene> = null): LinesMesh {\r\n var colors = (options.colors) ? [options.colors] : null;\r\n var lines = CreateLineSystem(name, { lines: [options.points], updatable: options.updatable, instance: options.instance, colors: colors, useVertexAlpha: options.useVertexAlpha, material: options.material }, scene);\r\n return lines;\r\n}\r\n\r\n/**\r\n * Creates a dashed line mesh\r\n * * A dashed line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter\r\n * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function\r\n * * The parameter `points` is an array successive Vector3\r\n * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)\r\n * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)\r\n * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)\r\n * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines\r\n * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)\r\n * * The optional parameter `material` is the material to use to draw the lines if provided. If not, a default material will be created\r\n * * When updating an instance, remember that only point positions can change, not the number of points\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @returns the dashed line mesh\r\n * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines\r\n */\r\nexport function CreateDashedLines(name: string, options: { points: Vector3[], dashSize?: number, gapSize?: number, dashNb?: number, updatable?: boolean, instance?: LinesMesh, useVertexAlpha?: boolean, material?: Material }, scene: Nullable<Scene> = null): LinesMesh {\r\n var points = options.points;\r\n var instance = options.instance;\r\n var gapSize = options.gapSize || 1;\r\n var dashSize = options.dashSize || 3;\r\n\r\n if (instance) { // dashed lines update\r\n var positionFunction = (positions: FloatArray): void => {\r\n var curvect = Vector3.Zero();\r\n var nbSeg = positions.length / 6;\r\n var lg = 0;\r\n var nb = 0;\r\n var shft = 0;\r\n var dashshft = 0;\r\n var curshft = 0;\r\n var p = 0;\r\n var i = 0;\r\n var j = 0;\r\n for (i = 0; i < points.length - 1; i++) {\r\n points[i + 1].subtractToRef(points[i], curvect);\r\n lg += curvect.length();\r\n }\r\n shft = lg / nbSeg;\r\n let dashSize = instance!._creationDataStorage!.dashSize;\r\n let gapSize = instance!._creationDataStorage!.gapSize;\r\n dashshft = dashSize * shft / (dashSize + gapSize);\r\n for (i = 0; i < points.length - 1; i++) {\r\n points[i + 1].subtractToRef(points[i], curvect);\r\n nb = Math.floor(curvect.length() / shft);\r\n curvect.normalize();\r\n j = 0;\r\n while (j < nb && p < positions.length) {\r\n curshft = shft * j;\r\n positions[p] = points[i].x + curshft * curvect.x;\r\n positions[p + 1] = points[i].y + curshft * curvect.y;\r\n positions[p + 2] = points[i].z + curshft * curvect.z;\r\n positions[p + 3] = points[i].x + (curshft + dashshft) * curvect.x;\r\n positions[p + 4] = points[i].y + (curshft + dashshft) * curvect.y;\r\n positions[p + 5] = points[i].z + (curshft + dashshft) * curvect.z;\r\n p += 6;\r\n j++;\r\n }\r\n }\r\n while (p < positions.length) {\r\n positions[p] = points[i].x;\r\n positions[p + 1] = points[i].y;\r\n positions[p + 2] = points[i].z;\r\n p += 3;\r\n }\r\n };\r\n instance.updateMeshPositions(positionFunction, false);\r\n return instance;\r\n }\r\n // dashed lines creation\r\n var dashedLines = new LinesMesh(name, scene, null, undefined, undefined, undefined, options.useVertexAlpha, options.material);\r\n var vertexData = CreateDashedLinesVertexData(options);\r\n vertexData.applyToMesh(dashedLines, options.updatable);\r\n\r\n dashedLines._creationDataStorage = new _CreationDataStorage();\r\n dashedLines._creationDataStorage.dashSize = dashSize;\r\n dashedLines._creationDataStorage.gapSize = gapSize;\r\n return dashedLines;\r\n}\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n * @deprecated use the functions directly from the module\r\n */\r\nexport const LinesBuilder = {\r\n CreateDashedLines,\r\n CreateLineSystem,\r\n CreateLines\r\n};\r\n\r\nVertexData.CreateLineSystem = CreateLineSystemVertexData;\r\nVertexData.CreateDashedLines = CreateDashedLinesVertexData;\r\n\r\nMesh.CreateLines = (name: string, points: Vector3[], scene: Nullable<Scene> = null, updatable: boolean = false, instance: Nullable<LinesMesh> = null): LinesMesh => {\r\n var options = {\r\n points: points,\r\n updatable: updatable,\r\n instance: instance\r\n };\r\n return CreateLines(name, options, scene);\r\n};\r\n\r\nMesh.CreateDashedLines = (name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene: Nullable<Scene> = null, updatable?: boolean, instance?: LinesMesh): LinesMesh => {\r\n var options = {\r\n points: points,\r\n dashSize: dashSize,\r\n gapSize: gapSize,\r\n dashNb: dashNb,\r\n updatable: updatable,\r\n instance: instance\r\n };\r\n return CreateDashedLines(name, options, scene);\r\n};"]}
@@ -1,34 +1,56 @@
1
1
  import { Scene } from "../../scene";
2
2
  import { Vector4 } from "../../Maths/math.vector";
3
3
  import { Mesh } from "../mesh";
4
+ import { VertexData } from "../mesh.vertexData";
4
5
  import { Nullable } from '../../types';
5
6
  import { Plane } from '../../Maths/math.plane';
7
+ /**
8
+ * Creates the VertexData for a Plane
9
+ * @param options an object used to set the following optional parameters for the plane, required but can be empty
10
+ * * size sets the width and height of the plane to the value of size, optional default 1
11
+ * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
12
+ * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
13
+ * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
14
+ * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
15
+ * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
16
+ * @returns the VertexData of the box
17
+ */
18
+ export declare function CreatePlaneVertexData(options: {
19
+ size?: number;
20
+ width?: number;
21
+ height?: number;
22
+ sideOrientation?: number;
23
+ frontUVs?: Vector4;
24
+ backUVs?: Vector4;
25
+ }): VertexData;
26
+ /**
27
+ * Creates a plane mesh
28
+ * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
29
+ * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
30
+ * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
31
+ * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
32
+ * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
33
+ * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
34
+ * @param name defines the name of the mesh
35
+ * @param options defines the options used to create the mesh
36
+ * @param scene defines the hosting scene
37
+ * @returns the plane mesh
38
+ * @see https://doc.babylonjs.com/how_to/set_shapes#plane
39
+ */
40
+ export declare function CreatePlane(name: string, options: {
41
+ size?: number;
42
+ width?: number;
43
+ height?: number;
44
+ sideOrientation?: number;
45
+ frontUVs?: Vector4;
46
+ backUVs?: Vector4;
47
+ updatable?: boolean;
48
+ sourcePlane?: Plane;
49
+ }, scene?: Nullable<Scene>): Mesh;
6
50
  /**
7
51
  * Class containing static functions to help procedurally build meshes
52
+ * @deprecated use the function directly from the module
8
53
  */
9
- export declare class PlaneBuilder {
10
- /**
11
- * Creates a plane mesh
12
- * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
13
- * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
14
- * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
15
- * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
16
- * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
17
- * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
18
- * @param name defines the name of the mesh
19
- * @param options defines the options used to create the mesh
20
- * @param scene defines the hosting scene
21
- * @returns the plane mesh
22
- * @see https://doc.babylonjs.com/how_to/set_shapes#plane
23
- */
24
- static CreatePlane(name: string, options: {
25
- size?: number;
26
- width?: number;
27
- height?: number;
28
- sideOrientation?: number;
29
- frontUVs?: Vector4;
30
- backUVs?: Vector4;
31
- updatable?: boolean;
32
- sourcePlane?: Plane;
33
- }, scene?: Nullable<Scene>): Mesh;
34
- }
54
+ export declare const PlaneBuilder: {
55
+ CreatePlane: typeof CreatePlane;
56
+ };