@babylonjs/core 5.0.0-beta.1 → 5.0.0-beta.10
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.
- package/Actions/actionManager.d.ts +1 -1
- package/Actions/actionManager.js +5 -1
- package/Actions/actionManager.js.map +1 -1
- package/Animations/animation.d.ts +6 -6
- package/Animations/animation.js +9 -5
- package/Animations/animation.js.map +1 -1
- package/Audio/analyser.d.ts +2 -1
- package/Audio/analyser.js +5 -0
- package/Audio/analyser.js.map +1 -1
- package/Audio/audioSceneComponent.d.ts +1 -1
- package/Audio/audioSceneComponent.js +5 -0
- package/Audio/audioSceneComponent.js.map +1 -1
- package/Audio/sound.d.ts +1 -1
- package/Audio/sound.js +8 -1
- package/Audio/sound.js.map +1 -1
- package/Audio/soundTrack.d.ts +2 -1
- package/Audio/soundTrack.js +5 -0
- package/Audio/soundTrack.js.map +1 -1
- package/BakedVertexAnimation/bakedVertexAnimationManager.d.ts +1 -1
- package/BakedVertexAnimation/bakedVertexAnimationManager.js +5 -0
- package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
- package/Behaviors/Meshes/baseSixDofDragBehavior.js +29 -26
- package/Behaviors/Meshes/baseSixDofDragBehavior.js.map +1 -1
- package/Behaviors/Meshes/pointerDragBehavior.js +2 -0
- package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
- package/Bones/bone.d.ts +2 -1
- package/Bones/bone.js +28 -18
- package/Bones/bone.js.map +1 -1
- package/Bones/skeleton.d.ts +0 -6
- package/Bones/skeleton.js +5 -17
- package/Bones/skeleton.js.map +1 -1
- package/Buffers/buffer.d.ts +4 -0
- package/Buffers/buffer.js +13 -3
- package/Buffers/buffer.js.map +1 -1
- package/Cameras/Inputs/freeCameraMouseInput.d.ts +1 -0
- package/Cameras/Inputs/freeCameraMouseInput.js +6 -3
- package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraTouchInput.js +2 -4
- package/Cameras/Inputs/freeCameraTouchInput.js.map +1 -1
- package/Cameras/Stereoscopic/anaglyphArcRotateCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/anaglyphArcRotateCamera.js.map +1 -1
- package/Cameras/Stereoscopic/anaglyphFreeCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/anaglyphFreeCamera.js.map +1 -1
- package/Cameras/Stereoscopic/anaglyphGamepadCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/anaglyphGamepadCamera.js.map +1 -1
- package/Cameras/Stereoscopic/anaglyphUniversalCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/anaglyphUniversalCamera.js.map +1 -1
- package/Cameras/Stereoscopic/stereoscopicArcRotateCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/stereoscopicArcRotateCamera.js.map +1 -1
- package/Cameras/Stereoscopic/stereoscopicFreeCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/stereoscopicFreeCamera.js.map +1 -1
- package/Cameras/Stereoscopic/stereoscopicGamepadCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/stereoscopicGamepadCamera.js.map +1 -1
- package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js.map +1 -1
- package/Cameras/Stereoscopic/stereoscopicUniversalCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/stereoscopicUniversalCamera.js.map +1 -1
- package/Cameras/VR/vrDeviceOrientationArcRotateCamera.d.ts +1 -1
- package/Cameras/VR/vrDeviceOrientationArcRotateCamera.js.map +1 -1
- package/Cameras/VR/vrDeviceOrientationFreeCamera.d.ts +1 -1
- package/Cameras/VR/vrDeviceOrientationFreeCamera.js.map +1 -1
- package/Cameras/VR/vrDeviceOrientationGamepadCamera.d.ts +1 -1
- package/Cameras/VR/vrDeviceOrientationGamepadCamera.js.map +1 -1
- package/Cameras/VR/vrExperienceHelper.d.ts +1 -0
- package/Cameras/VR/vrExperienceHelper.js +1 -0
- package/Cameras/VR/vrExperienceHelper.js.map +1 -1
- package/Cameras/VR/webVRCamera.d.ts +2 -1
- package/Cameras/VR/webVRCamera.js +3 -2
- package/Cameras/VR/webVRCamera.js.map +1 -1
- package/Cameras/arcRotateCamera.d.ts +1 -1
- package/Cameras/arcRotateCamera.js.map +1 -1
- package/Cameras/camera.d.ts +1 -1
- package/Cameras/camera.js +1 -1
- package/Cameras/camera.js.map +1 -1
- package/Cameras/deviceOrientationCamera.d.ts +1 -1
- package/Cameras/deviceOrientationCamera.js.map +1 -1
- package/Cameras/flyCamera.d.ts +1 -1
- package/Cameras/flyCamera.js.map +1 -1
- package/Cameras/followCamera.d.ts +1 -1
- package/Cameras/followCamera.js.map +1 -1
- package/Cameras/freeCamera.d.ts +1 -1
- package/Cameras/freeCamera.js.map +1 -1
- package/Cameras/gamepadCamera.d.ts +1 -1
- package/Cameras/gamepadCamera.js.map +1 -1
- package/Cameras/targetCamera.d.ts +1 -1
- package/Cameras/targetCamera.js.map +1 -1
- package/Cameras/touchCamera.d.ts +1 -1
- package/Cameras/touchCamera.js.map +1 -1
- package/Cameras/universalCamera.d.ts +1 -1
- package/Cameras/universalCamera.js.map +1 -1
- package/Cameras/virtualJoysticksCamera.d.ts +1 -1
- package/Cameras/virtualJoysticksCamera.js.map +1 -1
- package/Collisions/collider.d.ts +1 -1
- package/Collisions/collider.js +48 -2
- package/Collisions/collider.js.map +1 -1
- package/Compat/compatibilityOptions.d.ts +9 -0
- package/Compat/compatibilityOptions.js +14 -0
- package/Compat/compatibilityOptions.js.map +1 -0
- package/Compat/index.d.ts +1 -0
- package/Compat/index.js +2 -0
- package/Compat/index.js.map +1 -0
- package/Compute/computeEffect.js +2 -2
- package/Compute/computeEffect.js.map +1 -1
- package/Culling/Octrees/octreeSceneComponent.d.ts +1 -1
- package/Culling/Octrees/octreeSceneComponent.js +5 -0
- package/Culling/Octrees/octreeSceneComponent.js.map +1 -1
- package/Culling/ray.d.ts +6 -4
- package/Culling/ray.js +35 -13
- package/Culling/ray.js.map +1 -1
- package/Debug/axesViewer.d.ts +2 -1
- package/Debug/axesViewer.js +6 -0
- package/Debug/axesViewer.js.map +1 -1
- package/Debug/debugLayer.d.ts +1 -1
- package/Debug/debugLayer.js +6 -2
- package/Debug/debugLayer.js.map +1 -1
- package/Debug/physicsViewer.d.ts +1 -1
- package/Debug/physicsViewer.js +3 -0
- package/Debug/physicsViewer.js.map +1 -1
- package/Debug/skeletonViewer.js +3 -4
- package/Debug/skeletonViewer.js.map +1 -1
- package/DeviceInput/Helpers/eventFactory.d.ts +1 -1
- package/DeviceInput/Helpers/eventFactory.js +10 -6
- package/DeviceInput/Helpers/eventFactory.js.map +1 -1
- package/DeviceInput/InputDevices/deviceEnums.d.ts +55 -2
- package/DeviceInput/InputDevices/deviceEnums.js +54 -0
- package/DeviceInput/InputDevices/deviceEnums.js.map +1 -1
- package/DeviceInput/InputDevices/deviceSource.d.ts +35 -0
- package/DeviceInput/InputDevices/deviceSource.js +38 -0
- package/DeviceInput/InputDevices/deviceSource.js.map +1 -0
- package/DeviceInput/InputDevices/deviceSourceManager.d.ts +23 -66
- package/DeviceInput/InputDevices/deviceSourceManager.js +40 -149
- package/DeviceInput/InputDevices/deviceSourceManager.js.map +1 -1
- package/DeviceInput/InputDevices/deviceTypes.d.ts +2 -2
- package/DeviceInput/InputDevices/deviceTypes.js.map +1 -1
- package/DeviceInput/{Interfaces → InputDevices}/inputInterfaces.d.ts +1 -5
- package/DeviceInput/{Interfaces → InputDevices}/inputInterfaces.js +0 -0
- package/DeviceInput/InputDevices/inputInterfaces.js.map +1 -0
- package/DeviceInput/InputDevices/internalDeviceSourceManager.d.ts +51 -0
- package/DeviceInput/InputDevices/internalDeviceSourceManager.js +138 -0
- package/DeviceInput/InputDevices/internalDeviceSourceManager.js.map +1 -0
- package/DeviceInput/{Implementations → InputDevices}/nativeDeviceInputSystem.d.ts +3 -7
- package/DeviceInput/{Implementations → InputDevices}/nativeDeviceInputSystem.js +11 -16
- package/DeviceInput/InputDevices/nativeDeviceInputSystem.js.map +1 -0
- package/DeviceInput/{Implementations → InputDevices}/webDeviceInputSystem.d.ts +17 -19
- package/DeviceInput/{Implementations → InputDevices}/webDeviceInputSystem.js +212 -166
- package/DeviceInput/InputDevices/webDeviceInputSystem.js.map +1 -0
- package/DeviceInput/index.d.ts +1 -5
- package/DeviceInput/index.js +1 -5
- package/DeviceInput/index.js.map +1 -1
- package/Engines/Extensions/engine.cubeTexture.d.ts +1 -1
- package/Engines/Extensions/engine.cubeTexture.js +6 -2
- package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
- package/Engines/Extensions/engine.multiview.d.ts +5 -0
- package/Engines/Extensions/engine.multiview.js +4 -2
- package/Engines/Extensions/engine.multiview.js.map +1 -1
- package/Engines/Extensions/engine.query.d.ts +7 -0
- package/Engines/Extensions/engine.query.js +12 -0
- package/Engines/Extensions/engine.query.js.map +1 -1
- package/Engines/Extensions/engine.views.d.ts +7 -0
- package/Engines/Extensions/engine.views.js +12 -0
- package/Engines/Extensions/engine.views.js.map +1 -1
- package/Engines/Native/nativeInterfaces.d.ts +3 -2
- package/Engines/Native/nativeInterfaces.js.map +1 -1
- package/Engines/Processors/Expressions/shaderDefineExpression.js +1 -1
- package/Engines/Processors/Expressions/shaderDefineExpression.js.map +1 -1
- package/Engines/Processors/shaderCodeInliner.js +13 -13
- package/Engines/Processors/shaderCodeInliner.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.computeShader.js +1 -1
- package/Engines/WebGPU/Extensions/engine.computeShader.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.cubeTexture.js +4 -1
- package/Engines/WebGPU/Extensions/engine.cubeTexture.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheBindGroups.js +9 -9
- package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipeline.js +5 -7
- package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipelineTree.d.ts +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheSampler.d.ts +2 -0
- package/Engines/WebGPU/webgpuCacheSampler.js +23 -2
- package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
- package/Engines/WebGPU/webgpuComputeContext.js +1 -1
- package/Engines/WebGPU/webgpuComputeContext.js.map +1 -1
- package/Engines/WebGPU/webgpuConstants.d.ts +2 -1
- package/Engines/WebGPU/webgpuConstants.js +1 -0
- package/Engines/WebGPU/webgpuConstants.js.map +1 -1
- package/Engines/WebGPU/webgpuDrawContext.d.ts +1 -1
- package/Engines/WebGPU/webgpuDrawContext.js +3 -3
- package/Engines/WebGPU/webgpuDrawContext.js.map +1 -1
- package/Engines/WebGPU/webgpuHardwareTexture.d.ts +0 -1
- package/Engines/WebGPU/webgpuHardwareTexture.js +0 -3
- package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
- package/Engines/WebGPU/webgpuPipelineContext.d.ts +0 -8
- package/Engines/WebGPU/webgpuPipelineContext.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +13 -13
- package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +30 -30
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
- package/Engines/WebGPU/webgpuTextureHelper.d.ts +0 -1
- package/Engines/WebGPU/webgpuTextureHelper.js +22 -37
- package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
- package/Engines/engine.d.ts +48 -33
- package/Engines/engine.js +2 -6
- package/Engines/engine.js.map +1 -1
- package/Engines/engineCapabilities.d.ts +4 -0
- package/Engines/engineCapabilities.js.map +1 -1
- package/Engines/index.d.ts +1 -0
- package/Engines/index.js +1 -0
- package/Engines/index.js.map +1 -1
- package/Engines/nativeEngine.d.ts +1 -0
- package/Engines/nativeEngine.js +40 -12
- package/Engines/nativeEngine.js.map +1 -1
- package/Engines/nullEngine.js +3 -1
- package/Engines/nullEngine.js.map +1 -1
- package/Engines/renderTargetWrapper.d.ts +8 -0
- package/Engines/renderTargetWrapper.js +20 -0
- package/Engines/renderTargetWrapper.js.map +1 -1
- package/Engines/thinEngine.d.ts +18 -2
- package/Engines/thinEngine.js +51 -21
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.d.ts +3 -7
- package/Engines/webgpuEngine.js +43 -42
- package/Engines/webgpuEngine.js.map +1 -1
- package/Events/keyboardEvents.d.ts +7 -1
- package/Events/keyboardEvents.js +11 -1
- package/Events/keyboardEvents.js.map +1 -1
- package/Gamepads/Controllers/daydreamController.js +1 -1
- package/Gamepads/Controllers/daydreamController.js.map +1 -1
- package/Gamepads/Controllers/oculusTouchController.js +2 -2
- package/Gamepads/Controllers/oculusTouchController.js.map +1 -1
- package/Gamepads/Controllers/webVRController.d.ts +1 -0
- package/Gamepads/Controllers/webVRController.js +1 -0
- package/Gamepads/Controllers/webVRController.js.map +1 -1
- package/Gamepads/gamepadManager.js +1 -1
- package/Gamepads/gamepadManager.js.map +1 -1
- package/Gizmos/boundingBoxGizmo.js +0 -10
- package/Gizmos/boundingBoxGizmo.js.map +1 -1
- package/Gizmos/gizmo.js +1 -1
- package/Gizmos/gizmo.js.map +1 -1
- package/Gizmos/gizmoManager.d.ts +2 -0
- package/Gizmos/gizmoManager.js +28 -24
- package/Gizmos/gizmoManager.js.map +1 -1
- package/Helpers/sceneHelpers.d.ts +1 -0
- package/Helpers/sceneHelpers.js.map +1 -1
- package/Inputs/scene.inputManager.d.ts +2 -3
- package/Inputs/scene.inputManager.js +14 -16
- package/Inputs/scene.inputManager.js.map +1 -1
- package/Instrumentation/sceneInstrumentation.js +2 -2
- package/Instrumentation/sceneInstrumentation.js.map +1 -1
- package/Layers/effectLayer.d.ts +2 -1
- package/Layers/effectLayer.js +25 -1
- package/Layers/effectLayer.js.map +1 -1
- package/Layers/effectLayerSceneComponent.d.ts +1 -1
- package/Layers/effectLayerSceneComponent.js +7 -3
- package/Layers/effectLayerSceneComponent.js.map +1 -1
- package/Layers/glowLayer.d.ts +1 -1
- package/Layers/glowLayer.js.map +1 -1
- package/Layers/highlightLayer.d.ts +1 -1
- package/Layers/highlightLayer.js +2 -1
- package/Layers/highlightLayer.js.map +1 -1
- package/Layers/layer.d.ts +2 -2
- package/Layers/layer.js.map +1 -1
- package/Layers/layerSceneComponent.d.ts +1 -1
- package/Layers/layerSceneComponent.js +7 -3
- package/Layers/layerSceneComponent.js.map +1 -1
- package/Lights/Shadows/cascadedShadowGenerator.js +2 -2
- package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
- package/Lights/Shadows/shadowGenerator.js +7 -7
- package/Lights/Shadows/shadowGenerator.js.map +1 -1
- package/Loading/Plugins/babylonFileLoader.js +115 -37
- package/Loading/Plugins/babylonFileLoader.js.map +1 -1
- package/Loading/loadingScreen.js +8 -8
- package/Loading/loadingScreen.js.map +1 -1
- package/Loading/sceneLoader.js +7 -6
- package/Loading/sceneLoader.js.map +1 -1
- package/Materials/Background/backgroundMaterial.d.ts +1 -1
- package/Materials/Background/backgroundMaterial.js.map +1 -1
- package/Materials/Node/Blocks/Dual/clipPlanesBlock.d.ts +37 -0
- package/Materials/Node/Blocks/Dual/clipPlanesBlock.js +117 -0
- package/Materials/Node/Blocks/Dual/clipPlanesBlock.js.map +1 -0
- package/Materials/Node/Blocks/Dual/currentScreenBlock.js +12 -12
- package/Materials/Node/Blocks/Dual/currentScreenBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/fogBlock.js +5 -5
- package/Materials/Node/Blocks/Dual/fogBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/imageSourceBlock.js +13 -13
- package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/index.d.ts +1 -0
- package/Materials/Node/Blocks/Dual/index.js +1 -0
- package/Materials/Node/Blocks/Dual/index.js.map +1 -1
- package/Materials/Node/Blocks/Dual/lightBlock.js +10 -10
- package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +28 -28
- package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js +1 -1
- package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/sceneDepthBlock.js +7 -7
- package/Materials/Node/Blocks/Dual/sceneDepthBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/textureBlock.js +32 -32
- package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/derivativeBlock.js +2 -2
- package/Materials/Node/Blocks/Fragment/derivativeBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/discardBlock.js +1 -1
- package/Materials/Node/Blocks/Fragment/discardBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/fragCoordBlock.js +1 -1
- package/Materials/Node/Blocks/Fragment/fragCoordBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +10 -10
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js +7 -7
- package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js +12 -12
- package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/screenSizeBlock.js +1 -1
- package/Materials/Node/Blocks/Fragment/screenSizeBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js +7 -7
- package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/twirlBlock.js +4 -4
- package/Materials/Node/Blocks/Fragment/twirlBlock.js.map +1 -1
- package/Materials/Node/Blocks/Input/inputBlock.d.ts +2 -1
- package/Materials/Node/Blocks/Input/inputBlock.js +29 -24
- package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/anisotropyBlock.js +5 -5
- package/Materials/Node/Blocks/PBR/anisotropyBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/clearCoatBlock.js +5 -5
- package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +33 -33
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/reflectionBlock.js +11 -11
- package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/refractionBlock.js +11 -11
- package/Materials/Node/Blocks/PBR/refractionBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/sheenBlock.js +3 -3
- package/Materials/Node/Blocks/PBR/sheenBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/subSurfaceBlock.js +1 -1
- package/Materials/Node/Blocks/PBR/subSurfaceBlock.js.map +1 -1
- package/Materials/Node/Blocks/Particle/particleBlendMultiplyBlock.js +1 -1
- package/Materials/Node/Blocks/Particle/particleBlendMultiplyBlock.js.map +1 -1
- package/Materials/Node/Blocks/Particle/particleRampGradientBlock.js +1 -1
- package/Materials/Node/Blocks/Particle/particleRampGradientBlock.js.map +1 -1
- package/Materials/Node/Blocks/Particle/particleTextureBlock.js +7 -7
- package/Materials/Node/Blocks/Particle/particleTextureBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/bonesBlock.js +3 -3
- package/Materials/Node/Blocks/Vertex/bonesBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/instancesBlock.js +3 -3
- package/Materials/Node/Blocks/Vertex/instancesBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/lightInformationBlock.js +5 -5
- package/Materials/Node/Blocks/Vertex/lightInformationBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js +16 -16
- package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/vertexOutputBlock.js +1 -1
- package/Materials/Node/Blocks/Vertex/vertexOutputBlock.js.map +1 -1
- package/Materials/Node/Blocks/addBlock.js +1 -1
- package/Materials/Node/Blocks/addBlock.js.map +1 -1
- package/Materials/Node/Blocks/arcTan2Block.js +1 -1
- package/Materials/Node/Blocks/arcTan2Block.js.map +1 -1
- package/Materials/Node/Blocks/clampBlock.js +3 -3
- package/Materials/Node/Blocks/clampBlock.js.map +1 -1
- package/Materials/Node/Blocks/cloudBlock.js +7 -7
- package/Materials/Node/Blocks/cloudBlock.js.map +1 -1
- package/Materials/Node/Blocks/colorMergerBlock.js +8 -8
- package/Materials/Node/Blocks/colorMergerBlock.js.map +1 -1
- package/Materials/Node/Blocks/colorSplitterBlock.js +5 -5
- package/Materials/Node/Blocks/colorSplitterBlock.js.map +1 -1
- package/Materials/Node/Blocks/conditionalBlock.js +10 -10
- package/Materials/Node/Blocks/conditionalBlock.js.map +1 -1
- package/Materials/Node/Blocks/crossBlock.js +1 -1
- package/Materials/Node/Blocks/crossBlock.js.map +1 -1
- package/Materials/Node/Blocks/customBlock.js +1 -1
- package/Materials/Node/Blocks/customBlock.js.map +1 -1
- package/Materials/Node/Blocks/desaturateBlock.js +4 -4
- package/Materials/Node/Blocks/desaturateBlock.js.map +1 -1
- package/Materials/Node/Blocks/distanceBlock.js +1 -1
- package/Materials/Node/Blocks/distanceBlock.js.map +1 -1
- package/Materials/Node/Blocks/divideBlock.js +1 -1
- package/Materials/Node/Blocks/divideBlock.js.map +1 -1
- package/Materials/Node/Blocks/dotBlock.js +1 -1
- package/Materials/Node/Blocks/dotBlock.js.map +1 -1
- package/Materials/Node/Blocks/elbowBlock.d.ts +27 -0
- package/Materials/Node/Blocks/elbowBlock.js +60 -0
- package/Materials/Node/Blocks/elbowBlock.js.map +1 -0
- package/Materials/Node/Blocks/fresnelBlock.js +2 -2
- package/Materials/Node/Blocks/fresnelBlock.js.map +1 -1
- package/Materials/Node/Blocks/gradientBlock.js +8 -8
- package/Materials/Node/Blocks/gradientBlock.js.map +1 -1
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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)\r\n * @returns the VertexData of the torus\r\n */\r\nexport function CreateTorusVertexData(options: { diameter?: number, thickness?: number, tessellation?: number, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4 }) {\r\n var indices = [];\r\n var positions = [];\r\n var normals = [];\r\n var uvs = [];\r\n\r\n var diameter = options.diameter || 1;\r\n var thickness = options.thickness || 0.5;\r\n var tessellation = options.tessellation || 16;\r\n var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || VertexData.DEFAULTSIDE;\r\n\r\n var stride = tessellation + 1;\r\n\r\n for (var i = 0; i <= tessellation; i++) {\r\n var u = i / tessellation;\r\n\r\n var outerAngle = i * Math.PI * 2.0 / tessellation - Math.PI / 2.0;\r\n\r\n var transform = Matrix.Translation(diameter / 2.0, 0, 0).multiply(Matrix.RotationY(outerAngle));\r\n\r\n for (var j = 0; j <= tessellation; j++) {\r\n var v = 1 - j / tessellation;\r\n\r\n var innerAngle = j * Math.PI * 2.0 / tessellation + Math.PI;\r\n var dx = Math.cos(innerAngle);\r\n var dy = Math.sin(innerAngle);\r\n\r\n // Create a vertex.\r\n var normal = new Vector3(dx, dy, 0);\r\n var position = normal.scale(thickness / 2);\r\n var textureCoordinate = new Vector2(u, v);\r\n\r\n position = Vector3.TransformCoordinates(position, transform);\r\n normal = Vector3.TransformNormal(normal, transform);\r\n\r\n positions.push(position.x, position.y, position.z);\r\n normals.push(normal.x, normal.y, normal.z);\r\n uvs.push(textureCoordinate.x, textureCoordinate.y);\r\n\r\n // And create indices for two triangles.\r\n var nextI = (i + 1) % stride;\r\n var nextJ = (j + 1) % stride;\r\n\r\n indices.push(i * stride + j);\r\n indices.push(i * stride + nextJ);\r\n indices.push(nextI * stride + j);\r\n\r\n indices.push(i * stride + nextJ);\r\n indices.push(nextI * stride + nextJ);\r\n indices.push(nextI * stride + j);\r\n }\r\n }\r\n\r\n // Sides\r\n VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);\r\n\r\n // Result\r\n var vertexData = new VertexData();\r\n\r\n vertexData.indices = indices;\r\n vertexData.positions = positions;\r\n vertexData.normals = normals;\r\n vertexData.uvs = uvs;\r\n\r\n return vertexData;\r\n}\r\n\r\n/**\r\n * Creates a torus mesh\r\n * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)\r\n * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)\r\n * * The parameter `tessellation` sets the number of torus sides (positive integer, default 16)\r\n * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE\r\n * * 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\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 torus mesh\r\n * @see https://doc.babylonjs.com/how_to/set_shapes#torus\r\n */\r\nexport function CreateTorus(name: string, options: { diameter?: number, thickness?: number, tessellation?: number, updatable?: boolean, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4 } = {}, scene: any): Mesh {\r\n var torus = new Mesh(name, scene);\r\n\r\n options.sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);\r\n torus._originalBuilderSideOrientation = options.sideOrientation;\r\n\r\n var vertexData = CreateTorusVertexData(options);\r\n\r\n vertexData.applyToMesh(torus, options.updatable);\r\n\r\n return torus;\r\n}\r\n\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n * @deprecated use CreateTorus instead\r\n */\r\nexport const TorusBuilder = {\r\n CreateTorus\r\n};\r\n\r\nVertexData.CreateTorus = CreateTorusVertexData;\r\n\r\nMesh.CreateTorus = (name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh => {\r\n const options = {\r\n diameter,\r\n thickness,\r\n tessellation,\r\n sideOrientation,\r\n updatable\r\n };\r\n\r\n return CreateTorus(name, options, scene);\r\n};"]}
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{ Vector4, Matrix, Vector3, Vector2 } from \"../../Maths/math.vector\";\r\nimport { Mesh, _CreationDataStorage } from \"../mesh\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\nimport { Scene } from \"../../scene\";\r\nimport { CompatibilityOptions } from \"../../Compat/compatibilityOptions\";\r\n\r\n/**\r\n * Creates the VertexData for a torus\r\n * @param options an object used to set the following optional parameters for the box, required but can be empty\r\n * * diameter the diameter of the torus, optional default 1\r\n * * thickness the diameter of the tube forming the torus, optional default 0.5\r\n * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * * 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)\r\n * * 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)\r\n * @returns the VertexData of the torus\r\n */\r\nexport function CreateTorusVertexData(options: { diameter?: number, thickness?: number, tessellation?: number, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4 }) {\r\n var indices = [];\r\n var positions = [];\r\n var normals = [];\r\n var uvs = [];\r\n\r\n var diameter = options.diameter || 1;\r\n var thickness = options.thickness || 0.5;\r\n var tessellation = options.tessellation || 16;\r\n var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || VertexData.DEFAULTSIDE;\r\n\r\n var stride = tessellation + 1;\r\n\r\n for (var i = 0; i <= tessellation; i++) {\r\n var u = i / tessellation;\r\n\r\n var outerAngle = i * Math.PI * 2.0 / tessellation - Math.PI / 2.0;\r\n\r\n var transform = Matrix.Translation(diameter / 2.0, 0, 0).multiply(Matrix.RotationY(outerAngle));\r\n\r\n for (var j = 0; j <= tessellation; j++) {\r\n var v = 1 - j / tessellation;\r\n\r\n var innerAngle = j * Math.PI * 2.0 / tessellation + Math.PI;\r\n var dx = Math.cos(innerAngle);\r\n var dy = Math.sin(innerAngle);\r\n\r\n // Create a vertex.\r\n var normal = new Vector3(dx, dy, 0);\r\n var position = normal.scale(thickness / 2);\r\n var textureCoordinate = new Vector2(u, v);\r\n\r\n position = Vector3.TransformCoordinates(position, transform);\r\n normal = Vector3.TransformNormal(normal, transform);\r\n\r\n positions.push(position.x, position.y, position.z);\r\n normals.push(normal.x, normal.y, normal.z);\r\n uvs.push(textureCoordinate.x, CompatibilityOptions.UseOpenGLOrientationForUV ? 1.0 - textureCoordinate.y : textureCoordinate.y);\r\n\r\n // And create indices for two triangles.\r\n var nextI = (i + 1) % stride;\r\n var nextJ = (j + 1) % stride;\r\n\r\n indices.push(i * stride + j);\r\n indices.push(i * stride + nextJ);\r\n indices.push(nextI * stride + j);\r\n\r\n indices.push(i * stride + nextJ);\r\n indices.push(nextI * stride + nextJ);\r\n indices.push(nextI * stride + j);\r\n }\r\n }\r\n\r\n // Sides\r\n VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);\r\n\r\n // Result\r\n var vertexData = new VertexData();\r\n\r\n vertexData.indices = indices;\r\n vertexData.positions = positions;\r\n vertexData.normals = normals;\r\n vertexData.uvs = uvs;\r\n\r\n return vertexData;\r\n}\r\n\r\n/**\r\n * Creates a torus mesh\r\n * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)\r\n * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)\r\n * * The parameter `tessellation` sets the number of torus sides (positive integer, default 16)\r\n * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE\r\n * * 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\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 torus mesh\r\n * @see https://doc.babylonjs.com/how_to/set_shapes#torus\r\n */\r\nexport function CreateTorus(name: string, options: { diameter?: number, thickness?: number, tessellation?: number, updatable?: boolean, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4 } = {}, scene: any): Mesh {\r\n var torus = new Mesh(name, scene);\r\n\r\n options.sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);\r\n torus._originalBuilderSideOrientation = options.sideOrientation;\r\n\r\n var vertexData = CreateTorusVertexData(options);\r\n\r\n vertexData.applyToMesh(torus, options.updatable);\r\n\r\n return torus;\r\n}\r\n\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n * @deprecated use CreateTorus instead\r\n */\r\nexport const TorusBuilder = {\r\n CreateTorus\r\n};\r\n\r\nVertexData.CreateTorus = CreateTorusVertexData;\r\n\r\nMesh.CreateTorus = (name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh => {\r\n const options = {\r\n diameter,\r\n thickness,\r\n tessellation,\r\n sideOrientation,\r\n updatable\r\n };\r\n\r\n return CreateTorus(name, options, scene);\r\n};"]}
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import { Vector3 } from "../../Maths/math.vector.js";
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import { Mesh } from "../mesh.js";
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import { VertexData } from "../mesh.vertexData.js";
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import { CompatibilityOptions } from "../../Compat/compatibilityOptions.js";
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// based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3D/src/away3d/primitives/TorusKnot.as?spec=svn2473&r=2473
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/**
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* Creates the VertexData for a TorusKnot
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positions.push(p1.y + cx * n.y + cy * bitan.y);
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positions.push(p1.z + cx * n.z + cy * bitan.z);
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uvs.push(i / radialSegments);
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uvs.push(j / tubularSegments);
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uvs.push(CompatibilityOptions.UseOpenGLOrientationForUV ? 1.0 - j / tubularSegments : j / tubularSegments);
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}
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for (i = 0; i < radialSegments; i++) {
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-
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{ Vector4, Vector3 } from \"../../Maths/math.vector\";\r\nimport { Mesh, _CreationDataStorage } from \"../mesh\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\nimport { Scene } from \"../../scene\";\r\n\r\n// based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3D/src/away3d/primitives/TorusKnot.as?spec=svn2473&r=2473\r\n/**\r\n * Creates the VertexData for a TorusKnot\r\n * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty\r\n * * radius the radius of the torus knot, optional, default 2\r\n * * tube the thickness of the tube, optional, default 0.5\r\n * * radialSegments the number of sides on each tube segments, optional, default 32\r\n * * tubularSegments the number of tubes to decompose the knot into, optional, default 32\r\n * * p the number of windings around the z axis, optional, default 2\r\n * * q the number of windings around the x axis, optional, default 3\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * * 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)\r\n * * 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)\r\n * @returns the VertexData of the Torus Knot\r\n */\r\nexport function CreateTorusKnotVertexData(options: { radius?: number, tube?: number, radialSegments?: number, tubularSegments?: number, p?: number, q?: number, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4 }): VertexData {\r\n var indices = new Array<number>();\r\n var positions = new Array<number>();\r\n var normals = new Array<number>();\r\n var uvs = new Array<number>();\r\n\r\n var radius = options.radius || 2;\r\n var tube = options.tube || 0.5;\r\n var radialSegments = options.radialSegments || 32;\r\n var tubularSegments = options.tubularSegments || 32;\r\n var p = options.p || 2;\r\n var q = options.q || 3;\r\n var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || VertexData.DEFAULTSIDE;\r\n\r\n // Helper\r\n var getPos = (angle: number) => {\r\n\r\n var cu = Math.cos(angle);\r\n var su = Math.sin(angle);\r\n var quOverP = q / p * angle;\r\n var cs = Math.cos(quOverP);\r\n\r\n var tx = radius * (2 + cs) * 0.5 * cu;\r\n var ty = radius * (2 + cs) * su * 0.5;\r\n var tz = radius * Math.sin(quOverP) * 0.5;\r\n\r\n return new Vector3(tx, ty, tz);\r\n };\r\n\r\n // Vertices\r\n var i: number;\r\n var j: number;\r\n for (i = 0; i <= radialSegments; i++) {\r\n var modI = i % radialSegments;\r\n var u = modI / radialSegments * 2 * p * Math.PI;\r\n var p1 = getPos(u);\r\n var p2 = getPos(u + 0.01);\r\n var tang = p2.subtract(p1);\r\n var n = p2.add(p1);\r\n\r\n var bitan = Vector3.Cross(tang, n);\r\n n = Vector3.Cross(bitan, tang);\r\n\r\n bitan.normalize();\r\n n.normalize();\r\n\r\n for (j = 0; j < tubularSegments; j++) {\r\n var modJ = j % tubularSegments;\r\n var v = modJ / tubularSegments * 2 * Math.PI;\r\n var cx = -tube * Math.cos(v);\r\n var cy = tube * Math.sin(v);\r\n\r\n positions.push(p1.x + cx * n.x + cy * bitan.x);\r\n positions.push(p1.y + cx * n.y + cy * bitan.y);\r\n positions.push(p1.z + cx * n.z + cy * bitan.z);\r\n\r\n uvs.push(i / radialSegments);\r\n uvs.push(j / tubularSegments);\r\n }\r\n }\r\n\r\n for (i = 0; i < radialSegments; i++) {\r\n for (j = 0; j < tubularSegments; j++) {\r\n var jNext = (j + 1) % tubularSegments;\r\n var a = i * tubularSegments + j;\r\n var b = (i + 1) * tubularSegments + j;\r\n var c = (i + 1) * tubularSegments + jNext;\r\n var d = i * tubularSegments + jNext;\r\n\r\n indices.push(d); indices.push(b); indices.push(a);\r\n indices.push(d); indices.push(c); indices.push(b);\r\n }\r\n }\r\n\r\n // Normals\r\n VertexData.ComputeNormals(positions, indices, normals);\r\n\r\n // Sides\r\n VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);\r\n\r\n // Result\r\n var vertexData = new VertexData();\r\n\r\n vertexData.indices = indices;\r\n vertexData.positions = positions;\r\n vertexData.normals = normals;\r\n vertexData.uvs = uvs;\r\n\r\n return vertexData;\r\n}\r\n\r\n/**\r\n * Creates a torus knot mesh\r\n * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)\r\n * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)\r\n * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)\r\n * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)\r\n * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE\r\n * * 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\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 torus knot mesh\r\n * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot\r\n */\r\nexport function CreateTorusKnot(name: string, options: { radius?: number, tube?: number, radialSegments?: number, tubularSegments?: number, p?: number, q?: number, updatable?: boolean, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4 } = {}, scene: any): Mesh {\r\n var torusKnot = new Mesh(name, scene);\r\n\r\n options.sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);\r\n torusKnot._originalBuilderSideOrientation = options.sideOrientation;\r\n\r\n var vertexData = CreateTorusKnotVertexData(options);\r\n\r\n vertexData.applyToMesh(torusKnot, options.updatable);\r\n\r\n return torusKnot;\r\n}\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n * @deprecated use CreateTorusKnot instead\r\n */\r\nexport const TorusKnotBuilder = {\r\n CreateTorusKnot\r\n};\r\n\r\nVertexData.CreateTorusKnot = CreateTorusKnotVertexData;\r\n\r\nMesh.CreateTorusKnot = (name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh => {\r\n const options = {\r\n radius,\r\n tube,\r\n radialSegments,\r\n tubularSegments,\r\n p,\r\n q,\r\n sideOrientation,\r\n updatable\r\n };\r\n\r\n return CreateTorusKnot(name, options, scene);\r\n};"]}
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1
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+
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AAI,EAAE,OAAO,EAAE,KAAK,CAAC,CAAC;AACjD,CAAC,CAAC","sourcesContent":["import { Vector4, Vector3 } from \"../../Maths/math.vector\";\r\nimport { Mesh, _CreationDataStorage } from \"../mesh\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\nimport { Scene } from \"../../scene\";\r\nimport { CompatibilityOptions } from \"../../Compat/compatibilityOptions\";\r\n\r\n// based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3D/src/away3d/primitives/TorusKnot.as?spec=svn2473&r=2473\r\n/**\r\n * Creates the VertexData for a TorusKnot\r\n * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty\r\n * * radius the radius of the torus knot, optional, default 2\r\n * * tube the thickness of the tube, optional, default 0.5\r\n * * radialSegments the number of sides on each tube segments, optional, default 32\r\n * * tubularSegments the number of tubes to decompose the knot into, optional, default 32\r\n * * p the number of windings around the z axis, optional, default 2\r\n * * q the number of windings around the x axis, optional, default 3\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * * 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)\r\n * * 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)\r\n * @returns the VertexData of the Torus Knot\r\n */\r\nexport function CreateTorusKnotVertexData(options: { radius?: number, tube?: number, radialSegments?: number, tubularSegments?: number, p?: number, q?: number, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4 }): VertexData {\r\n var indices = new Array<number>();\r\n var positions = new Array<number>();\r\n var normals = new Array<number>();\r\n var uvs = new Array<number>();\r\n\r\n var radius = options.radius || 2;\r\n var tube = options.tube || 0.5;\r\n var radialSegments = options.radialSegments || 32;\r\n var tubularSegments = options.tubularSegments || 32;\r\n var p = options.p || 2;\r\n var q = options.q || 3;\r\n var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || VertexData.DEFAULTSIDE;\r\n\r\n // Helper\r\n var getPos = (angle: number) => {\r\n\r\n var cu = Math.cos(angle);\r\n var su = Math.sin(angle);\r\n var quOverP = q / p * angle;\r\n var cs = Math.cos(quOverP);\r\n\r\n var tx = radius * (2 + cs) * 0.5 * cu;\r\n var ty = radius * (2 + cs) * su * 0.5;\r\n var tz = radius * Math.sin(quOverP) * 0.5;\r\n\r\n return new Vector3(tx, ty, tz);\r\n };\r\n\r\n // Vertices\r\n var i: number;\r\n var j: number;\r\n for (i = 0; i <= radialSegments; i++) {\r\n var modI = i % radialSegments;\r\n var u = modI / radialSegments * 2 * p * Math.PI;\r\n var p1 = getPos(u);\r\n var p2 = getPos(u + 0.01);\r\n var tang = p2.subtract(p1);\r\n var n = p2.add(p1);\r\n\r\n var bitan = Vector3.Cross(tang, n);\r\n n = Vector3.Cross(bitan, tang);\r\n\r\n bitan.normalize();\r\n n.normalize();\r\n\r\n for (j = 0; j < tubularSegments; j++) {\r\n var modJ = j % tubularSegments;\r\n var v = modJ / tubularSegments * 2 * Math.PI;\r\n var cx = -tube * Math.cos(v);\r\n var cy = tube * Math.sin(v);\r\n\r\n positions.push(p1.x + cx * n.x + cy * bitan.x);\r\n positions.push(p1.y + cx * n.y + cy * bitan.y);\r\n positions.push(p1.z + cx * n.z + cy * bitan.z);\r\n\r\n uvs.push(i / radialSegments);\r\n uvs.push(CompatibilityOptions.UseOpenGLOrientationForUV ? 1.0 - j / tubularSegments : j / tubularSegments);\r\n }\r\n }\r\n\r\n for (i = 0; i < radialSegments; i++) {\r\n for (j = 0; j < tubularSegments; j++) {\r\n var jNext = (j + 1) % tubularSegments;\r\n var a = i * tubularSegments + j;\r\n var b = (i + 1) * tubularSegments + j;\r\n var c = (i + 1) * tubularSegments + jNext;\r\n var d = i * tubularSegments + jNext;\r\n\r\n indices.push(d); indices.push(b); indices.push(a);\r\n indices.push(d); indices.push(c); indices.push(b);\r\n }\r\n }\r\n\r\n // Normals\r\n VertexData.ComputeNormals(positions, indices, normals);\r\n\r\n // Sides\r\n VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);\r\n\r\n // Result\r\n var vertexData = new VertexData();\r\n\r\n vertexData.indices = indices;\r\n vertexData.positions = positions;\r\n vertexData.normals = normals;\r\n vertexData.uvs = uvs;\r\n\r\n return vertexData;\r\n}\r\n\r\n/**\r\n * Creates a torus knot mesh\r\n * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)\r\n * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)\r\n * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)\r\n * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)\r\n * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE\r\n * * 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\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 torus knot mesh\r\n * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot\r\n */\r\nexport function CreateTorusKnot(name: string, options: { radius?: number, tube?: number, radialSegments?: number, tubularSegments?: number, p?: number, q?: number, updatable?: boolean, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4 } = {}, scene: any): Mesh {\r\n var torusKnot = new Mesh(name, scene);\r\n\r\n options.sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);\r\n torusKnot._originalBuilderSideOrientation = options.sideOrientation;\r\n\r\n var vertexData = CreateTorusKnotVertexData(options);\r\n\r\n vertexData.applyToMesh(torusKnot, options.updatable);\r\n\r\n return torusKnot;\r\n}\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n * @deprecated use CreateTorusKnot instead\r\n */\r\nexport const TorusKnotBuilder = {\r\n CreateTorusKnot\r\n};\r\n\r\nVertexData.CreateTorusKnot = CreateTorusKnotVertexData;\r\n\r\nMesh.CreateTorusKnot = (name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh => {\r\n const options = {\r\n radius,\r\n tube,\r\n radialSegments,\r\n tubularSegments,\r\n p,\r\n q,\r\n sideOrientation,\r\n updatable\r\n };\r\n\r\n return CreateTorusKnot(name, options, scene);\r\n};"]}
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@@ -99,9 +99,12 @@ export declare class DracoCompression implements IDisposable {
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* Decode Draco compressed mesh data to vertex data.
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decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: {
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function decodeMesh(decoderModule, dataView, attributes, onIndicesData, onAttributeData) {
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function decodeMesh(decoderModule, dataView, attributes, onIndicesData, onAttributeData, dividers) {
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70
71
|
babylonData.set(new Float32Array(decoderModule.HEAPF32.buffer, ptr, numValues));
|
|
72
|
+
if (divider !== 1) {
|
|
73
|
+
for (var i = 0; i < babylonData.length; i++) {
|
|
74
|
+
babylonData[i] = babylonData[i] / divider;
|
|
75
|
+
}
|
|
76
|
+
}
|
|
71
77
|
onAttributeData(kind, babylonData);
|
|
72
78
|
}
|
|
73
79
|
}
|
|
@@ -79,7 +85,8 @@ function decodeMesh(decoderModule, dataView, attributes, onIndicesData, onAttrib
|
|
|
79
85
|
for (var kind in attributes) {
|
|
80
86
|
var id = attributes[kind];
|
|
81
87
|
var attribute = decoder.GetAttributeByUniqueId(geometry, id);
|
|
82
|
-
|
|
88
|
+
var divider = dividers && dividers[kind] || 1;
|
|
89
|
+
processAttribute(kind, attribute, divider);
|
|
83
90
|
}
|
|
84
91
|
}
|
|
85
92
|
else {
|
|
@@ -192,7 +199,7 @@ var DracoCompression = /** @class */ (function () {
|
|
|
192
199
|
};
|
|
193
200
|
if (numWorkers && typeof Worker === "function") {
|
|
194
201
|
this._workerPoolPromise = decoderInfo.wasmBinaryPromise.then(function (decoderWasmBinary) {
|
|
195
|
-
var workerContent = decodeMesh
|
|
202
|
+
var workerContent = "".concat(decodeMesh, "(").concat(worker, ")()");
|
|
196
203
|
var workerBlobUrl = URL.createObjectURL(new Blob([workerContent], { type: "application/javascript" }));
|
|
197
204
|
var workerPromises = new Array(numWorkers);
|
|
198
205
|
for (var i = 0; i < workerPromises.length; i++) {
|
|
@@ -297,9 +304,10 @@ var DracoCompression = /** @class */ (function () {
|
|
|
297
304
|
* Decode Draco compressed mesh data to vertex data.
|
|
298
305
|
* @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
|
|
299
306
|
* @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
|
|
307
|
+
* @param dividers a list of optional dividers for normalization
|
|
300
308
|
* @returns A promise that resolves with the decoded vertex data
|
|
301
309
|
*/
|
|
302
|
-
DracoCompression.prototype.decodeMeshAsync = function (data, attributes) {
|
|
310
|
+
DracoCompression.prototype.decodeMeshAsync = function (data, attributes, dividers) {
|
|
303
311
|
var dataView = data instanceof ArrayBuffer ? new Uint8Array(data) : data;
|
|
304
312
|
if (this._workerPoolPromise) {
|
|
305
313
|
return this._workerPoolPromise.then(function (workerPool) {
|
|
@@ -323,6 +331,14 @@ var DracoCompression = /** @class */ (function () {
|
|
|
323
331
|
vertexData.indices = message.data.value;
|
|
324
332
|
}
|
|
325
333
|
else {
|
|
334
|
+
// check normalization
|
|
335
|
+
var divider = dividers && dividers[message.data.id] ? dividers[message.data.id] : 1;
|
|
336
|
+
if (divider !== 1) {
|
|
337
|
+
// normalize
|
|
338
|
+
for (var i = 0; i < message.data.value.length; i++) {
|
|
339
|
+
message.data.value[i] = message.data.value[i] / divider;
|
|
340
|
+
}
|
|
341
|
+
}
|
|
326
342
|
vertexData.set(message.data.value, message.data.id);
|
|
327
343
|
}
|
|
328
344
|
};
|
|
@@ -342,7 +358,7 @@ var DracoCompression = /** @class */ (function () {
|
|
|
342
358
|
vertexData.indices = indices;
|
|
343
359
|
}, function (kind, data) {
|
|
344
360
|
vertexData.set(data, kind);
|
|
345
|
-
});
|
|
361
|
+
}, dividers);
|
|
346
362
|
return vertexData;
|
|
347
363
|
});
|
|
348
364
|
}
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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{ Tools } from \"../../Misc/tools\";\r\nimport { WorkerPool } from '../../Misc/workerPool';\r\nimport { Nullable } from \"../../types\";\r\nimport { IDisposable } from \"../../scene\";\r\nimport { VertexData } from \"../../Meshes/mesh.vertexData\";\r\n\r\ndeclare var DracoDecoderModule: any;\r\ndeclare var WebAssembly: any;\r\n\r\n// WorkerGlobalScope\r\ndeclare function importScripts(...urls: string[]): void;\r\ndeclare function postMessage(message: any, transfer?: any[]): void;\r\n\r\nfunction createDecoderAsync(wasmBinary?: ArrayBuffer): Promise<any> {\r\n return new Promise((resolve) => {\r\n DracoDecoderModule({ wasmBinary: wasmBinary }).then((module: any) => {\r\n resolve({ module: module });\r\n });\r\n });\r\n}\r\n\r\nfunction decodeMesh(decoderModule: any, dataView: ArrayBufferView, attributes: { [kind: string]: number } | undefined, onIndicesData: (data: Uint32Array) => void, onAttributeData: (kind: string, data: Float32Array) => void): void {\r\n const buffer = new decoderModule.DecoderBuffer();\r\n buffer.Init(dataView, dataView.byteLength);\r\n\r\n const decoder = new decoderModule.Decoder();\r\n let geometry: any;\r\n let status: any;\r\n\r\n try {\r\n const type = decoder.GetEncodedGeometryType(buffer);\r\n switch (type) {\r\n case decoderModule.TRIANGULAR_MESH:\r\n geometry = new decoderModule.Mesh();\r\n status = decoder.DecodeBufferToMesh(buffer, geometry);\r\n break;\r\n case decoderModule.POINT_CLOUD:\r\n geometry = new decoderModule.PointCloud();\r\n status = decoder.DecodeBufferToPointCloud(buffer, geometry);\r\n break;\r\n default:\r\n throw new Error(`Invalid geometry type ${type}`);\r\n }\r\n\r\n if (!status.ok() || !geometry.ptr) {\r\n throw new Error(status.error_msg());\r\n }\r\n\r\n if (type === decoderModule.TRIANGULAR_MESH) {\r\n const numFaces = geometry.num_faces();\r\n const numIndices = numFaces * 3;\r\n const byteLength = numIndices * 4;\r\n\r\n const ptr = decoderModule._malloc(byteLength);\r\n try {\r\n decoder.GetTrianglesUInt32Array(geometry, byteLength, ptr);\r\n const indices = new Uint32Array(numIndices);\r\n indices.set(new Uint32Array(decoderModule.HEAPF32.buffer, ptr, numIndices));\r\n onIndicesData(indices);\r\n }\r\n finally {\r\n decoderModule._free(ptr);\r\n }\r\n }\r\n\r\n const processAttribute = (kind: string, attribute: any) => {\r\n var numComponents = attribute.num_components();\r\n var numPoints = geometry.num_points();\r\n var numValues = numPoints * numComponents;\r\n var byteLength = numValues * Float32Array.BYTES_PER_ELEMENT;\r\n\r\n var ptr = decoderModule._malloc(byteLength);\r\n try {\r\n decoder.GetAttributeDataArrayForAllPoints(geometry, attribute, decoderModule.DT_FLOAT32, byteLength, ptr);\r\n const values = new Float32Array(decoderModule.HEAPF32.buffer, ptr, numValues);\r\n if (kind === \"color\" && numComponents === 3) {\r\n const babylonData = new Float32Array(numPoints * 4);\r\n for (let i = 0, j = 0; i < babylonData.length; i += 4, j += numComponents) {\r\n babylonData[i + 0] = values[j + 0];\r\n babylonData[i + 1] = values[j + 1];\r\n babylonData[i + 2] = values[j + 2];\r\n babylonData[i + 3] = 1;\r\n }\r\n onAttributeData(kind, babylonData);\r\n }\r\n else {\r\n const babylonData = new Float32Array(numValues);\r\n babylonData.set(new Float32Array(decoderModule.HEAPF32.buffer, ptr, numValues));\r\n onAttributeData(kind, babylonData);\r\n }\r\n }\r\n finally {\r\n decoderModule._free(ptr);\r\n }\r\n };\r\n\r\n if (attributes) {\r\n for (const kind in attributes) {\r\n const id = attributes[kind];\r\n const attribute = decoder.GetAttributeByUniqueId(geometry, id);\r\n processAttribute(kind, attribute);\r\n }\r\n }\r\n else {\r\n const nativeAttributeTypes: { [kind: string]: string } = {\r\n \"position\": \"POSITION\",\r\n \"normal\": \"NORMAL\",\r\n \"color\": \"COLOR\",\r\n \"uv\": \"TEX_COORD\"\r\n };\r\n\r\n for (const kind in nativeAttributeTypes) {\r\n const id = decoder.GetAttributeId(geometry, decoderModule[nativeAttributeTypes[kind]]);\r\n if (id !== -1) {\r\n const attribute = decoder.GetAttribute(geometry, id);\r\n processAttribute(kind, attribute);\r\n }\r\n }\r\n }\r\n }\r\n finally {\r\n if (geometry) {\r\n decoderModule.destroy(geometry);\r\n }\r\n\r\n decoderModule.destroy(decoder);\r\n decoderModule.destroy(buffer);\r\n }\r\n}\r\n\r\n/**\r\n * The worker function that gets converted to a blob url to pass into a worker.\r\n */\r\nfunction worker(): void {\r\n let decoderPromise: PromiseLike<any> | undefined;\r\n\r\n onmessage = (event) => {\r\n const data = event.data;\r\n switch (data.id) {\r\n case \"init\": {\r\n const decoder = data.decoder;\r\n if (decoder.url) {\r\n importScripts(decoder.url);\r\n decoderPromise = DracoDecoderModule({ wasmBinary: decoder.wasmBinary });\r\n }\r\n postMessage(\"done\");\r\n break;\r\n }\r\n case \"decodeMesh\": {\r\n if (!decoderPromise) {\r\n throw new Error(\"Draco decoder module is not available\");\r\n }\r\n decoderPromise.then((decoder) => {\r\n decodeMesh(decoder, data.dataView, data.attributes, (indices) => {\r\n postMessage({ id: \"indices\", value: indices }, [indices.buffer]);\r\n }, (kind, data) => {\r\n postMessage({ id: kind, value: data }, [data.buffer]);\r\n });\r\n postMessage(\"done\");\r\n });\r\n break;\r\n }\r\n }\r\n };\r\n}\r\n\r\n/**\r\n * Configuration for Draco compression\r\n */\r\nexport interface IDracoCompressionConfiguration {\r\n /**\r\n * Configuration for the decoder.\r\n */\r\n decoder: {\r\n /**\r\n * The url to the WebAssembly module.\r\n */\r\n wasmUrl?: string;\r\n\r\n /**\r\n * The url to the WebAssembly binary.\r\n */\r\n wasmBinaryUrl?: string;\r\n\r\n /**\r\n * The url to the fallback JavaScript module.\r\n */\r\n fallbackUrl?: string;\r\n };\r\n}\r\n\r\n/**\r\n * Draco compression (https://google.github.io/draco/)\r\n *\r\n * This class wraps the Draco module.\r\n *\r\n * **Encoder**\r\n *\r\n * The encoder is not currently implemented.\r\n *\r\n * **Decoder**\r\n *\r\n * By default, the configuration points to a copy of the Draco decoder files for glTF from the babylon.js preview cdn https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js.\r\n *\r\n * To update the configuration, use the following code:\r\n * ```javascript\r\n * DracoCompression.Configuration = {\r\n * decoder: {\r\n * wasmUrl: \"<url to the WebAssembly library>\",\r\n * wasmBinaryUrl: \"<url to the WebAssembly binary>\",\r\n * fallbackUrl: \"<url to the fallback JavaScript library>\",\r\n * }\r\n * };\r\n * ```\r\n *\r\n * Draco has two versions, one for WebAssembly and one for JavaScript. The decoder configuration can be set to only support WebAssembly or only support the JavaScript version.\r\n * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.\r\n * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.\r\n *\r\n * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshAsync:\r\n * ```javascript\r\n * var vertexData = await DracoCompression.Default.decodeMeshAsync(data);\r\n * ```\r\n *\r\n * @see https://www.babylonjs-playground.com/#N3EK4B#0\r\n */\r\nexport class DracoCompression implements IDisposable {\r\n private _workerPoolPromise?: Promise<WorkerPool>;\r\n private _decoderModulePromise?: Promise<any>;\r\n\r\n /**\r\n * The configuration. Defaults to the following urls:\r\n * - wasmUrl: \"https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js\"\r\n * - wasmBinaryUrl: \"https://preview.babylonjs.com/draco_decoder_gltf.wasm\"\r\n * - fallbackUrl: \"https://preview.babylonjs.com/draco_decoder_gltf.js\"\r\n */\r\n public static Configuration: IDracoCompressionConfiguration = {\r\n decoder: {\r\n wasmUrl: \"https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js\",\r\n wasmBinaryUrl: \"https://preview.babylonjs.com/draco_decoder_gltf.wasm\",\r\n fallbackUrl: \"https://preview.babylonjs.com/draco_decoder_gltf.js\"\r\n }\r\n };\r\n\r\n /**\r\n * Returns true if the decoder configuration is available.\r\n */\r\n public static get DecoderAvailable(): boolean {\r\n const decoder = DracoCompression.Configuration.decoder;\r\n return !!((decoder.wasmUrl && decoder.wasmBinaryUrl && typeof WebAssembly === \"object\") || decoder.fallbackUrl);\r\n }\r\n\r\n /**\r\n * Default number of workers to create when creating the draco compression object.\r\n */\r\n public static DefaultNumWorkers = DracoCompression.GetDefaultNumWorkers();\r\n\r\n private static GetDefaultNumWorkers(): number {\r\n if (typeof navigator !== \"object\" || !navigator.hardwareConcurrency) {\r\n return 1;\r\n }\r\n\r\n // Use 50% of the available logical processors but capped at 4.\r\n return Math.min(Math.floor(navigator.hardwareConcurrency * 0.5), 4);\r\n }\r\n\r\n private static _Default: Nullable<DracoCompression> = null;\r\n\r\n /**\r\n * Default instance for the draco compression object.\r\n */\r\n public static get Default(): DracoCompression {\r\n if (!DracoCompression._Default) {\r\n DracoCompression._Default = new DracoCompression();\r\n }\r\n\r\n return DracoCompression._Default;\r\n }\r\n\r\n /**\r\n * Constructor\r\n * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.\r\n */\r\n constructor(numWorkers = DracoCompression.DefaultNumWorkers) {\r\n const decoder = DracoCompression.Configuration.decoder;\r\n\r\n const decoderInfo: { url: string | undefined, wasmBinaryPromise: Promise<ArrayBuffer | string | undefined> } =\r\n (decoder.wasmUrl && decoder.wasmBinaryUrl && typeof WebAssembly === \"object\") ? {\r\n url: Tools.GetAbsoluteUrl(decoder.wasmUrl),\r\n wasmBinaryPromise: Tools.LoadFileAsync(Tools.GetAbsoluteUrl(decoder.wasmBinaryUrl))\r\n } : {\r\n url: Tools.GetAbsoluteUrl(decoder.fallbackUrl!),\r\n wasmBinaryPromise: Promise.resolve(undefined)\r\n };\r\n\r\n if (numWorkers && typeof Worker === \"function\") {\r\n this._workerPoolPromise = decoderInfo.wasmBinaryPromise.then((decoderWasmBinary) => {\r\n const workerContent = `${decodeMesh}(${worker})()`;\r\n const workerBlobUrl = URL.createObjectURL(new Blob([workerContent], { type: \"application/javascript\" }));\r\n const workerPromises = new Array<Promise<Worker>>(numWorkers);\r\n for (let i = 0; i < workerPromises.length; i++) {\r\n workerPromises[i] = new Promise((resolve, reject) => {\r\n const worker = new Worker(workerBlobUrl);\r\n const onError = (error: ErrorEvent) => {\r\n worker.removeEventListener(\"error\", onError);\r\n worker.removeEventListener(\"message\", onMessage);\r\n reject(error);\r\n };\r\n\r\n const onMessage = (message: MessageEvent) => {\r\n if (message.data === \"done\") {\r\n worker.removeEventListener(\"error\", onError);\r\n worker.removeEventListener(\"message\", onMessage);\r\n resolve(worker);\r\n }\r\n };\r\n\r\n worker.addEventListener(\"error\", onError);\r\n worker.addEventListener(\"message\", onMessage);\r\n\r\n worker.postMessage({\r\n id: \"init\",\r\n decoder: {\r\n url: decoderInfo.url,\r\n wasmBinary: decoderWasmBinary,\r\n }\r\n });\r\n });\r\n }\r\n\r\n return Promise.all(workerPromises).then((workers) => {\r\n return new WorkerPool(workers);\r\n });\r\n });\r\n }\r\n else {\r\n this._decoderModulePromise = decoderInfo.wasmBinaryPromise.then((decoderWasmBinary) => {\r\n if (!decoderInfo.url) {\r\n throw new Error(\"Draco decoder module is not available\");\r\n }\r\n\r\n return Tools.LoadScriptAsync(decoderInfo.url).then(() => {\r\n return createDecoderAsync(decoderWasmBinary as ArrayBuffer);\r\n });\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Stop all async operations and release resources.\r\n */\r\n public dispose(): void {\r\n if (this._workerPoolPromise) {\r\n this._workerPoolPromise.then((workerPool) => {\r\n workerPool.dispose();\r\n });\r\n }\r\n\r\n delete this._workerPoolPromise;\r\n delete this._decoderModulePromise;\r\n }\r\n\r\n /**\r\n * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.\r\n * @returns a promise that resolves when ready\r\n */\r\n public whenReadyAsync(): Promise<void> {\r\n if (this._workerPoolPromise) {\r\n return this._workerPoolPromise.then(() => { });\r\n }\r\n\r\n if (this._decoderModulePromise) {\r\n return this._decoderModulePromise.then(() => { });\r\n }\r\n\r\n return Promise.resolve();\r\n }\r\n\r\n /**\r\n * Decode Draco compressed mesh data to vertex data.\r\n * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data\r\n * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids\r\n * @returns A promise that resolves with the decoded vertex data\r\n */\r\n public decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: { [kind: string]: number }): Promise<VertexData> {\r\n const dataView = data instanceof ArrayBuffer ? new Uint8Array(data) : data;\r\n\r\n if (this._workerPoolPromise) {\r\n return this._workerPoolPromise.then((workerPool) => {\r\n return new Promise<VertexData>((resolve, reject) => {\r\n workerPool.push((worker, onComplete) => {\r\n const vertexData = new VertexData();\r\n\r\n const onError = (error: ErrorEvent) => {\r\n worker.removeEventListener(\"error\", onError);\r\n worker.removeEventListener(\"message\", onMessage);\r\n reject(error);\r\n onComplete();\r\n };\r\n\r\n const onMessage = (message: MessageEvent) => {\r\n if (message.data === \"done\") {\r\n worker.removeEventListener(\"error\", onError);\r\n worker.removeEventListener(\"message\", onMessage);\r\n resolve(vertexData);\r\n onComplete();\r\n }\r\n else if (message.data.id === \"indices\") {\r\n vertexData.indices = message.data.value;\r\n }\r\n else {\r\n vertexData.set(message.data.value, message.data.id);\r\n }\r\n };\r\n\r\n worker.addEventListener(\"error\", onError);\r\n worker.addEventListener(\"message\", onMessage);\r\n\r\n const dataViewCopy = new Uint8Array(dataView.byteLength);\r\n dataViewCopy.set(new Uint8Array(dataView.buffer, dataView.byteOffset, dataView.byteLength));\r\n\r\n worker.postMessage({ id: \"decodeMesh\", dataView: dataViewCopy, attributes: attributes }, [dataViewCopy.buffer]);\r\n });\r\n });\r\n });\r\n }\r\n\r\n if (this._decoderModulePromise) {\r\n return this._decoderModulePromise.then((decoder) => {\r\n const vertexData = new VertexData();\r\n decodeMesh(decoder.module, dataView, attributes, (indices) => {\r\n vertexData.indices = indices;\r\n }, (kind, data) => {\r\n vertexData.set(data, kind);\r\n });\r\n return vertexData;\r\n });\r\n }\r\n\r\n throw new Error(\"Draco decoder module is not available\");\r\n }\r\n}\r\n"]}
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+
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{ Tools } from \"../../Misc/tools\";\r\nimport { WorkerPool } from '../../Misc/workerPool';\r\nimport { Nullable } from \"../../types\";\r\nimport { IDisposable } from \"../../scene\";\r\nimport { VertexData } from \"../../Meshes/mesh.vertexData\";\r\n\r\ndeclare var DracoDecoderModule: any;\r\ndeclare var WebAssembly: any;\r\n\r\n// WorkerGlobalScope\r\ndeclare function importScripts(...urls: string[]): void;\r\ndeclare function postMessage(message: any, transfer?: any[]): void;\r\n\r\nfunction createDecoderAsync(wasmBinary?: ArrayBuffer): Promise<any> {\r\n return new Promise((resolve) => {\r\n DracoDecoderModule({ wasmBinary: wasmBinary }).then((module: any) => {\r\n resolve({ module: module });\r\n });\r\n });\r\n}\r\n\r\nfunction decodeMesh(decoderModule: any, dataView: ArrayBufferView, attributes: { [kind: string]: number } | undefined, onIndicesData: (data: Uint32Array) => void, onAttributeData: (kind: string, data: Float32Array) => void, dividers?: { [kind: string]: number }): void {\r\n const buffer = new decoderModule.DecoderBuffer();\r\n buffer.Init(dataView, dataView.byteLength);\r\n\r\n const decoder = new decoderModule.Decoder();\r\n let geometry: any;\r\n let status: any;\r\n\r\n try {\r\n const type = decoder.GetEncodedGeometryType(buffer);\r\n switch (type) {\r\n case decoderModule.TRIANGULAR_MESH:\r\n geometry = new decoderModule.Mesh();\r\n status = decoder.DecodeBufferToMesh(buffer, geometry);\r\n break;\r\n case decoderModule.POINT_CLOUD:\r\n geometry = new decoderModule.PointCloud();\r\n status = decoder.DecodeBufferToPointCloud(buffer, geometry);\r\n break;\r\n default:\r\n throw new Error(`Invalid geometry type ${type}`);\r\n }\r\n\r\n if (!status.ok() || !geometry.ptr) {\r\n throw new Error(status.error_msg());\r\n }\r\n\r\n if (type === decoderModule.TRIANGULAR_MESH) {\r\n const numFaces = geometry.num_faces();\r\n const numIndices = numFaces * 3;\r\n const byteLength = numIndices * 4;\r\n\r\n const ptr = decoderModule._malloc(byteLength);\r\n try {\r\n decoder.GetTrianglesUInt32Array(geometry, byteLength, ptr);\r\n const indices = new Uint32Array(numIndices);\r\n indices.set(new Uint32Array(decoderModule.HEAPF32.buffer, ptr, numIndices));\r\n onIndicesData(indices);\r\n }\r\n finally {\r\n decoderModule._free(ptr);\r\n }\r\n }\r\n\r\n const processAttribute = (kind: string, attribute: any, divider = 1) => {\r\n var numComponents = attribute.num_components();\r\n var numPoints = geometry.num_points();\r\n var numValues = numPoints * numComponents;\r\n var byteLength = numValues * Float32Array.BYTES_PER_ELEMENT;\r\n\r\n var ptr = decoderModule._malloc(byteLength);\r\n try {\r\n decoder.GetAttributeDataArrayForAllPoints(geometry, attribute, decoderModule.DT_FLOAT32, byteLength, ptr);\r\n const values = new Float32Array(decoderModule.HEAPF32.buffer, ptr, numValues);\r\n if (kind === \"color\" && numComponents === 3) {\r\n const babylonData = new Float32Array(numPoints * 4);\r\n for (let i = 0, j = 0; i < babylonData.length; i += 4, j += numComponents) {\r\n babylonData[i + 0] = values[j + 0];\r\n babylonData[i + 1] = values[j + 1];\r\n babylonData[i + 2] = values[j + 2];\r\n babylonData[i + 3] = 1;\r\n }\r\n onAttributeData(kind, babylonData);\r\n }\r\n else {\r\n const babylonData = new Float32Array(numValues);\r\n babylonData.set(new Float32Array(decoderModule.HEAPF32.buffer, ptr, numValues));\r\n if (divider !== 1) {\r\n for (let i = 0; i < babylonData.length; i++) {\r\n babylonData[i] = babylonData[i] / divider;\r\n }\r\n }\r\n onAttributeData(kind, babylonData);\r\n }\r\n }\r\n finally {\r\n decoderModule._free(ptr);\r\n }\r\n };\r\n\r\n if (attributes) {\r\n for (const kind in attributes) {\r\n const id = attributes[kind];\r\n const attribute = decoder.GetAttributeByUniqueId(geometry, id);\r\n const divider = dividers && dividers[kind] || 1;\r\n processAttribute(kind, attribute, divider);\r\n }\r\n }\r\n else {\r\n const nativeAttributeTypes: { [kind: string]: string } = {\r\n \"position\": \"POSITION\",\r\n \"normal\": \"NORMAL\",\r\n \"color\": \"COLOR\",\r\n \"uv\": \"TEX_COORD\"\r\n };\r\n\r\n for (const kind in nativeAttributeTypes) {\r\n const id = decoder.GetAttributeId(geometry, decoderModule[nativeAttributeTypes[kind]]);\r\n if (id !== -1) {\r\n const attribute = decoder.GetAttribute(geometry, id);\r\n processAttribute(kind, attribute);\r\n }\r\n }\r\n }\r\n }\r\n finally {\r\n if (geometry) {\r\n decoderModule.destroy(geometry);\r\n }\r\n\r\n decoderModule.destroy(decoder);\r\n decoderModule.destroy(buffer);\r\n }\r\n}\r\n\r\n/**\r\n * The worker function that gets converted to a blob url to pass into a worker.\r\n */\r\nfunction worker(): void {\r\n let decoderPromise: PromiseLike<any> | undefined;\r\n\r\n onmessage = (event) => {\r\n const data = event.data;\r\n switch (data.id) {\r\n case \"init\": {\r\n const decoder = data.decoder;\r\n if (decoder.url) {\r\n importScripts(decoder.url);\r\n decoderPromise = DracoDecoderModule({ wasmBinary: decoder.wasmBinary });\r\n }\r\n postMessage(\"done\");\r\n break;\r\n }\r\n case \"decodeMesh\": {\r\n if (!decoderPromise) {\r\n throw new Error(\"Draco decoder module is not available\");\r\n }\r\n decoderPromise.then((decoder) => {\r\n decodeMesh(decoder, data.dataView, data.attributes, (indices) => {\r\n postMessage({ id: \"indices\", value: indices }, [indices.buffer]);\r\n }, (kind, data) => {\r\n postMessage({ id: kind, value: data }, [data.buffer]);\r\n });\r\n postMessage(\"done\");\r\n });\r\n break;\r\n }\r\n }\r\n };\r\n}\r\n\r\n/**\r\n * Configuration for Draco compression\r\n */\r\nexport interface IDracoCompressionConfiguration {\r\n /**\r\n * Configuration for the decoder.\r\n */\r\n decoder: {\r\n /**\r\n * The url to the WebAssembly module.\r\n */\r\n wasmUrl?: string;\r\n\r\n /**\r\n * The url to the WebAssembly binary.\r\n */\r\n wasmBinaryUrl?: string;\r\n\r\n /**\r\n * The url to the fallback JavaScript module.\r\n */\r\n fallbackUrl?: string;\r\n };\r\n}\r\n\r\n/**\r\n * Draco compression (https://google.github.io/draco/)\r\n *\r\n * This class wraps the Draco module.\r\n *\r\n * **Encoder**\r\n *\r\n * The encoder is not currently implemented.\r\n *\r\n * **Decoder**\r\n *\r\n * By default, the configuration points to a copy of the Draco decoder files for glTF from the babylon.js preview cdn https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js.\r\n *\r\n * To update the configuration, use the following code:\r\n * ```javascript\r\n * DracoCompression.Configuration = {\r\n * decoder: {\r\n * wasmUrl: \"<url to the WebAssembly library>\",\r\n * wasmBinaryUrl: \"<url to the WebAssembly binary>\",\r\n * fallbackUrl: \"<url to the fallback JavaScript library>\",\r\n * }\r\n * };\r\n * ```\r\n *\r\n * Draco has two versions, one for WebAssembly and one for JavaScript. The decoder configuration can be set to only support WebAssembly or only support the JavaScript version.\r\n * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.\r\n * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.\r\n *\r\n * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshAsync:\r\n * ```javascript\r\n * var vertexData = await DracoCompression.Default.decodeMeshAsync(data);\r\n * ```\r\n *\r\n * @see https://www.babylonjs-playground.com/#N3EK4B#0\r\n */\r\nexport class DracoCompression implements IDisposable {\r\n private _workerPoolPromise?: Promise<WorkerPool>;\r\n private _decoderModulePromise?: Promise<any>;\r\n\r\n /**\r\n * The configuration. Defaults to the following urls:\r\n * - wasmUrl: \"https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js\"\r\n * - wasmBinaryUrl: \"https://preview.babylonjs.com/draco_decoder_gltf.wasm\"\r\n * - fallbackUrl: \"https://preview.babylonjs.com/draco_decoder_gltf.js\"\r\n */\r\n public static Configuration: IDracoCompressionConfiguration = {\r\n decoder: {\r\n wasmUrl: \"https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js\",\r\n wasmBinaryUrl: \"https://preview.babylonjs.com/draco_decoder_gltf.wasm\",\r\n fallbackUrl: \"https://preview.babylonjs.com/draco_decoder_gltf.js\"\r\n }\r\n };\r\n\r\n /**\r\n * Returns true if the decoder configuration is available.\r\n */\r\n public static get DecoderAvailable(): boolean {\r\n const decoder = DracoCompression.Configuration.decoder;\r\n return !!((decoder.wasmUrl && decoder.wasmBinaryUrl && typeof WebAssembly === \"object\") || decoder.fallbackUrl);\r\n }\r\n\r\n /**\r\n * Default number of workers to create when creating the draco compression object.\r\n */\r\n public static DefaultNumWorkers = DracoCompression.GetDefaultNumWorkers();\r\n\r\n private static GetDefaultNumWorkers(): number {\r\n if (typeof navigator !== \"object\" || !navigator.hardwareConcurrency) {\r\n return 1;\r\n }\r\n\r\n // Use 50% of the available logical processors but capped at 4.\r\n return Math.min(Math.floor(navigator.hardwareConcurrency * 0.5), 4);\r\n }\r\n\r\n private static _Default: Nullable<DracoCompression> = null;\r\n\r\n /**\r\n * Default instance for the draco compression object.\r\n */\r\n public static get Default(): DracoCompression {\r\n if (!DracoCompression._Default) {\r\n DracoCompression._Default = new DracoCompression();\r\n }\r\n\r\n return DracoCompression._Default;\r\n }\r\n\r\n /**\r\n * Constructor\r\n * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.\r\n */\r\n constructor(numWorkers = DracoCompression.DefaultNumWorkers) {\r\n const decoder = DracoCompression.Configuration.decoder;\r\n\r\n const decoderInfo: { url: string | undefined, wasmBinaryPromise: Promise<ArrayBuffer | string | undefined> } =\r\n (decoder.wasmUrl && decoder.wasmBinaryUrl && typeof WebAssembly === \"object\") ? {\r\n url: Tools.GetAbsoluteUrl(decoder.wasmUrl),\r\n wasmBinaryPromise: Tools.LoadFileAsync(Tools.GetAbsoluteUrl(decoder.wasmBinaryUrl))\r\n } : {\r\n url: Tools.GetAbsoluteUrl(decoder.fallbackUrl!),\r\n wasmBinaryPromise: Promise.resolve(undefined)\r\n };\r\n\r\n if (numWorkers && typeof Worker === \"function\") {\r\n this._workerPoolPromise = decoderInfo.wasmBinaryPromise.then((decoderWasmBinary) => {\r\n const workerContent = `${decodeMesh}(${worker})()`;\r\n const workerBlobUrl = URL.createObjectURL(new Blob([workerContent], { type: \"application/javascript\" }));\r\n const workerPromises = new Array<Promise<Worker>>(numWorkers);\r\n for (let i = 0; i < workerPromises.length; i++) {\r\n workerPromises[i] = new Promise((resolve, reject) => {\r\n const worker = new Worker(workerBlobUrl);\r\n const onError = (error: ErrorEvent) => {\r\n worker.removeEventListener(\"error\", onError);\r\n worker.removeEventListener(\"message\", onMessage);\r\n reject(error);\r\n };\r\n\r\n const onMessage = (message: MessageEvent) => {\r\n if (message.data === \"done\") {\r\n worker.removeEventListener(\"error\", onError);\r\n worker.removeEventListener(\"message\", onMessage);\r\n resolve(worker);\r\n }\r\n };\r\n\r\n worker.addEventListener(\"error\", onError);\r\n worker.addEventListener(\"message\", onMessage);\r\n\r\n worker.postMessage({\r\n id: \"init\",\r\n decoder: {\r\n url: decoderInfo.url,\r\n wasmBinary: decoderWasmBinary,\r\n }\r\n });\r\n });\r\n }\r\n\r\n return Promise.all(workerPromises).then((workers) => {\r\n return new WorkerPool(workers);\r\n });\r\n });\r\n }\r\n else {\r\n this._decoderModulePromise = decoderInfo.wasmBinaryPromise.then((decoderWasmBinary) => {\r\n if (!decoderInfo.url) {\r\n throw new Error(\"Draco decoder module is not available\");\r\n }\r\n\r\n return Tools.LoadScriptAsync(decoderInfo.url).then(() => {\r\n return createDecoderAsync(decoderWasmBinary as ArrayBuffer);\r\n });\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Stop all async operations and release resources.\r\n */\r\n public dispose(): void {\r\n if (this._workerPoolPromise) {\r\n this._workerPoolPromise.then((workerPool) => {\r\n workerPool.dispose();\r\n });\r\n }\r\n\r\n delete this._workerPoolPromise;\r\n delete this._decoderModulePromise;\r\n }\r\n\r\n /**\r\n * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.\r\n * @returns a promise that resolves when ready\r\n */\r\n public whenReadyAsync(): Promise<void> {\r\n if (this._workerPoolPromise) {\r\n return this._workerPoolPromise.then(() => { });\r\n }\r\n\r\n if (this._decoderModulePromise) {\r\n return this._decoderModulePromise.then(() => { });\r\n }\r\n\r\n return Promise.resolve();\r\n }\r\n\r\n /**\r\n * Decode Draco compressed mesh data to vertex data.\r\n * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data\r\n * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids\r\n * @param dividers a list of optional dividers for normalization\r\n * @returns A promise that resolves with the decoded vertex data\r\n */\r\n public decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: { [kind: string]: number }, dividers?: { [kind: string]: number }): Promise<VertexData> {\r\n const dataView = data instanceof ArrayBuffer ? new Uint8Array(data) : data;\r\n\r\n if (this._workerPoolPromise) {\r\n return this._workerPoolPromise.then((workerPool) => {\r\n return new Promise<VertexData>((resolve, reject) => {\r\n workerPool.push((worker, onComplete) => {\r\n const vertexData = new VertexData();\r\n\r\n const onError = (error: ErrorEvent) => {\r\n worker.removeEventListener(\"error\", onError);\r\n worker.removeEventListener(\"message\", onMessage);\r\n reject(error);\r\n onComplete();\r\n };\r\n\r\n const onMessage = (message: MessageEvent) => {\r\n if (message.data === \"done\") {\r\n worker.removeEventListener(\"error\", onError);\r\n worker.removeEventListener(\"message\", onMessage);\r\n resolve(vertexData);\r\n onComplete();\r\n }\r\n else if (message.data.id === \"indices\") {\r\n vertexData.indices = message.data.value;\r\n }\r\n else {\r\n // check normalization\r\n const divider = dividers && dividers[message.data.id] ? dividers[message.data.id] : 1;\r\n if (divider !== 1) {\r\n // normalize\r\n for (let i = 0; i < message.data.value.length; i++) {\r\n message.data.value[i] = message.data.value[i] / divider;\r\n }\r\n }\r\n vertexData.set(message.data.value, message.data.id);\r\n }\r\n };\r\n\r\n worker.addEventListener(\"error\", onError);\r\n worker.addEventListener(\"message\", onMessage);\r\n\r\n const dataViewCopy = new Uint8Array(dataView.byteLength);\r\n dataViewCopy.set(new Uint8Array(dataView.buffer, dataView.byteOffset, dataView.byteLength));\r\n\r\n worker.postMessage({ id: \"decodeMesh\", dataView: dataViewCopy, attributes: attributes }, [dataViewCopy.buffer]);\r\n });\r\n });\r\n });\r\n }\r\n\r\n if (this._decoderModulePromise) {\r\n return this._decoderModulePromise.then((decoder) => {\r\n const vertexData = new VertexData();\r\n decodeMesh(decoder.module, dataView, attributes, (indices) => {\r\n vertexData.indices = indices;\r\n }, (kind, data) => {\r\n vertexData.set(data, kind);\r\n }, dividers);\r\n return vertexData;\r\n });\r\n }\r\n\r\n throw new Error(\"Draco decoder module is not available\");\r\n }\r\n}\r\n"]}
|
package/Meshes/abstractMesh.d.ts
CHANGED
|
@@ -92,6 +92,7 @@ declare class _InternalAbstractMeshDataInfo {
|
|
|
92
92
|
_materialForRenderPass: Array<Material | undefined>;
|
|
93
93
|
_positions: Nullable<Vector3[]>;
|
|
94
94
|
_meshCollisionData: _MeshCollisionData;
|
|
95
|
+
_enableDistantPicking: boolean;
|
|
95
96
|
}
|
|
96
97
|
/**
|
|
97
98
|
* Class used to store all common mesh properties
|
|
@@ -157,6 +158,8 @@ export declare class AbstractMesh extends TransformNode implements IDisposable,
|
|
|
157
158
|
static get BILLBOARDMODE_USE_POSITION(): number;
|
|
158
159
|
/** @hidden */
|
|
159
160
|
_internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo;
|
|
161
|
+
/** @hidden */
|
|
162
|
+
_waitingMaterialId: Nullable<string>;
|
|
160
163
|
/**
|
|
161
164
|
* The culling strategy to use to check whether the mesh must be rendered or not.
|
|
162
165
|
* This value can be changed at any time and will be used on the next render mesh selection.
|
|
@@ -340,6 +343,9 @@ export declare class AbstractMesh extends TransformNode implements IDisposable,
|
|
|
340
343
|
/** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
|
|
341
344
|
get applyFog(): boolean;
|
|
342
345
|
set applyFog(value: boolean);
|
|
346
|
+
/** When enabled, decompose picking matrices for better precision with large values for mesh position and scling */
|
|
347
|
+
get enableDistantPicking(): boolean;
|
|
348
|
+
set enableDistantPicking(value: boolean);
|
|
343
349
|
/** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
|
|
344
350
|
useOctreeForRenderingSelection: boolean;
|
|
345
351
|
/** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
|
|
@@ -736,6 +742,14 @@ export declare class AbstractMesh extends TransformNode implements IDisposable,
|
|
|
736
742
|
refreshBoundingInfo(applySkeleton?: boolean, applyMorph?: boolean): AbstractMesh;
|
|
737
743
|
/** @hidden */
|
|
738
744
|
_refreshBoundingInfo(data: Nullable<FloatArray>, bias: Nullable<Vector2>): void;
|
|
745
|
+
/**
|
|
746
|
+
* Get the position vertex data and optionally apply skeleton and morphing.
|
|
747
|
+
* @param applySkeleton defines whether to apply the skeleton
|
|
748
|
+
* @param applyMorph defines whether to apply the morph target
|
|
749
|
+
* @param data defines the position data to apply the skeleton and morph to
|
|
750
|
+
* @returns the position data
|
|
751
|
+
*/
|
|
752
|
+
getPositionData(applySkeleton: boolean, applyMorph: boolean, data?: Nullable<FloatArray>): Nullable<FloatArray>;
|
|
739
753
|
/** @hidden */
|
|
740
754
|
_getPositionData(applySkeleton: boolean, applyMorph: boolean): Nullable<FloatArray>;
|
|
741
755
|
/** @hidden */
|
|
@@ -744,8 +758,6 @@ export declare class AbstractMesh extends TransformNode implements IDisposable,
|
|
|
744
758
|
_updateSubMeshesBoundingInfo(matrix: DeepImmutable<Matrix>): AbstractMesh;
|
|
745
759
|
/** @hidden */
|
|
746
760
|
protected _afterComputeWorldMatrix(): void;
|
|
747
|
-
/** @hidden */
|
|
748
|
-
get _effectiveMesh(): AbstractMesh;
|
|
749
761
|
/**
|
|
750
762
|
* Returns `true` if the mesh is within the frustum defined by the passed array of planes.
|
|
751
763
|
* A mesh is in the frustum if its bounding box intersects the frustum
|
package/Meshes/abstractMesh.js
CHANGED
|
@@ -67,6 +67,7 @@ var _InternalAbstractMeshDataInfo = /** @class */ (function () {
|
|
|
67
67
|
this._positions = null;
|
|
68
68
|
// Collisions
|
|
69
69
|
this._meshCollisionData = new _MeshCollisionData();
|
|
70
|
+
this._enableDistantPicking = false;
|
|
70
71
|
}
|
|
71
72
|
return _InternalAbstractMeshDataInfo;
|
|
72
73
|
}());
|
|
@@ -87,6 +88,8 @@ var AbstractMesh = /** @class */ (function (_super) {
|
|
|
87
88
|
// Internal data
|
|
88
89
|
/** @hidden */
|
|
89
90
|
_this._internalAbstractMeshDataInfo = new _InternalAbstractMeshDataInfo();
|
|
91
|
+
/** @hidden */
|
|
92
|
+
_this._waitingMaterialId = null;
|
|
90
93
|
/**
|
|
91
94
|
* The culling strategy to use to check whether the mesh must be rendered or not.
|
|
92
95
|
* This value can be changed at any time and will be used on the next render mesh selection.
|
|
@@ -639,6 +642,17 @@ var AbstractMesh = /** @class */ (function (_super) {
|
|
|
639
642
|
enumerable: false,
|
|
640
643
|
configurable: true
|
|
641
644
|
});
|
|
645
|
+
Object.defineProperty(AbstractMesh.prototype, "enableDistantPicking", {
|
|
646
|
+
/** When enabled, decompose picking matrices for better precision with large values for mesh position and scling */
|
|
647
|
+
get: function () {
|
|
648
|
+
return this._internalAbstractMeshDataInfo._enableDistantPicking;
|
|
649
|
+
},
|
|
650
|
+
set: function (value) {
|
|
651
|
+
this._internalAbstractMeshDataInfo._enableDistantPicking = value;
|
|
652
|
+
},
|
|
653
|
+
enumerable: false,
|
|
654
|
+
configurable: true
|
|
655
|
+
});
|
|
642
656
|
Object.defineProperty(AbstractMesh.prototype, "layerMask", {
|
|
643
657
|
/**
|
|
644
658
|
* Gets or sets the current layer mask (default is 0x0FFFFFFF)
|
|
@@ -1310,24 +1324,15 @@ var AbstractMesh = /** @class */ (function (_super) {
|
|
|
1310
1324
|
}
|
|
1311
1325
|
this._updateBoundingInfo();
|
|
1312
1326
|
};
|
|
1313
|
-
/**
|
|
1314
|
-
|
|
1315
|
-
|
|
1316
|
-
|
|
1317
|
-
|
|
1318
|
-
|
|
1319
|
-
|
|
1320
|
-
|
|
1321
|
-
|
|
1322
|
-
this._generatePointsArray();
|
|
1323
|
-
if (this._positions) {
|
|
1324
|
-
var pos = this._positions;
|
|
1325
|
-
this._internalAbstractMeshDataInfo._positions = new Array(pos.length);
|
|
1326
|
-
for (var i = 0; i < pos.length; i++) {
|
|
1327
|
-
this._internalAbstractMeshDataInfo._positions[i] = ((_a = pos[i]) === null || _a === void 0 ? void 0 : _a.clone()) || new Vector3();
|
|
1328
|
-
}
|
|
1329
|
-
}
|
|
1330
|
-
}
|
|
1327
|
+
/**
|
|
1328
|
+
* Get the position vertex data and optionally apply skeleton and morphing.
|
|
1329
|
+
* @param applySkeleton defines whether to apply the skeleton
|
|
1330
|
+
* @param applyMorph defines whether to apply the morph target
|
|
1331
|
+
* @param data defines the position data to apply the skeleton and morph to
|
|
1332
|
+
* @returns the position data
|
|
1333
|
+
*/
|
|
1334
|
+
AbstractMesh.prototype.getPositionData = function (applySkeleton, applyMorph, data) {
|
|
1335
|
+
data = data !== null && data !== void 0 ? data : this.getVerticesData(VertexBuffer.PositionKind);
|
|
1331
1336
|
if (data && applyMorph && this.morphTargetManager) {
|
|
1332
1337
|
var faceIndexCount = 0;
|
|
1333
1338
|
var positionIndex = 0;
|
|
@@ -1394,15 +1399,34 @@ var AbstractMesh = /** @class */ (function (_super) {
|
|
|
1394
1399
|
return data;
|
|
1395
1400
|
};
|
|
1396
1401
|
/** @hidden */
|
|
1402
|
+
AbstractMesh.prototype._getPositionData = function (applySkeleton, applyMorph) {
|
|
1403
|
+
var _a;
|
|
1404
|
+
var data = this.getVerticesData(VertexBuffer.PositionKind);
|
|
1405
|
+
if (this._internalAbstractMeshDataInfo._positions) {
|
|
1406
|
+
this._internalAbstractMeshDataInfo._positions = null;
|
|
1407
|
+
}
|
|
1408
|
+
if (data && ((applySkeleton && this.skeleton) || (applyMorph && this.morphTargetManager))) {
|
|
1409
|
+
data = Tools.Slice(data);
|
|
1410
|
+
this._generatePointsArray();
|
|
1411
|
+
if (this._positions) {
|
|
1412
|
+
var pos = this._positions;
|
|
1413
|
+
this._internalAbstractMeshDataInfo._positions = new Array(pos.length);
|
|
1414
|
+
for (var i = 0; i < pos.length; i++) {
|
|
1415
|
+
this._internalAbstractMeshDataInfo._positions[i] = ((_a = pos[i]) === null || _a === void 0 ? void 0 : _a.clone()) || new Vector3();
|
|
1416
|
+
}
|
|
1417
|
+
}
|
|
1418
|
+
}
|
|
1419
|
+
return this.getPositionData(applySkeleton, applyMorph, data);
|
|
1420
|
+
};
|
|
1421
|
+
/** @hidden */
|
|
1397
1422
|
AbstractMesh.prototype._updateBoundingInfo = function () {
|
|
1398
|
-
var effectiveMesh = this._effectiveMesh;
|
|
1399
1423
|
if (this._boundingInfo) {
|
|
1400
|
-
this._boundingInfo.update(
|
|
1424
|
+
this._boundingInfo.update(this.worldMatrixFromCache);
|
|
1401
1425
|
}
|
|
1402
1426
|
else {
|
|
1403
|
-
this._boundingInfo = new BoundingInfo(this.position, this.position,
|
|
1427
|
+
this._boundingInfo = new BoundingInfo(this.position, this.position, this.worldMatrixFromCache);
|
|
1404
1428
|
}
|
|
1405
|
-
this._updateSubMeshesBoundingInfo(
|
|
1429
|
+
this._updateSubMeshesBoundingInfo(this.worldMatrixFromCache);
|
|
1406
1430
|
return this;
|
|
1407
1431
|
};
|
|
1408
1432
|
/** @hidden */
|
|
@@ -1427,14 +1451,6 @@ var AbstractMesh = /** @class */ (function (_super) {
|
|
|
1427
1451
|
// Bounding info
|
|
1428
1452
|
this._boundingInfoIsDirty = true;
|
|
1429
1453
|
};
|
|
1430
|
-
Object.defineProperty(AbstractMesh.prototype, "_effectiveMesh", {
|
|
1431
|
-
/** @hidden */
|
|
1432
|
-
get: function () {
|
|
1433
|
-
return (this.skeleton && this.skeleton.overrideMesh) || this;
|
|
1434
|
-
},
|
|
1435
|
-
enumerable: false,
|
|
1436
|
-
configurable: true
|
|
1437
|
-
});
|
|
1438
1454
|
/**
|
|
1439
1455
|
* Returns `true` if the mesh is within the frustum defined by the passed array of planes.
|
|
1440
1456
|
* A mesh is in the frustum if its bounding box intersects the frustum
|
|
@@ -1531,6 +1547,7 @@ var AbstractMesh = /** @class */ (function (_super) {
|
|
|
1531
1547
|
// Collisions
|
|
1532
1548
|
/** @hidden */
|
|
1533
1549
|
AbstractMesh.prototype._collideForSubMesh = function (subMesh, transformMatrix, collider) {
|
|
1550
|
+
var _a;
|
|
1534
1551
|
this._generatePointsArray();
|
|
1535
1552
|
if (!this._positions) {
|
|
1536
1553
|
return this;
|
|
@@ -1547,7 +1564,7 @@ var AbstractMesh = /** @class */ (function (_super) {
|
|
|
1547
1564
|
}
|
|
1548
1565
|
}
|
|
1549
1566
|
// Collide
|
|
1550
|
-
collider._collide(subMesh._trianglePlanes, subMesh._lastColliderWorldVertices, this.getIndices(), subMesh.indexStart, subMesh.indexStart + subMesh.indexCount, subMesh.verticesStart, !!subMesh.getMaterial(), this, this._shouldConvertRHS());
|
|
1567
|
+
collider._collide(subMesh._trianglePlanes, subMesh._lastColliderWorldVertices, this.getIndices(), subMesh.indexStart, subMesh.indexStart + subMesh.indexCount, subMesh.verticesStart, !!subMesh.getMaterial(), this, this._shouldConvertRHS(), ((_a = subMesh.getMaterial()) === null || _a === void 0 ? void 0 : _a.fillMode) === 7);
|
|
1551
1568
|
return this;
|
|
1552
1569
|
};
|
|
1553
1570
|
/** @hidden */
|
|
@@ -1636,7 +1653,8 @@ var AbstractMesh = /** @class */ (function (_super) {
|
|
|
1636
1653
|
if (material.fillMode == 7 ||
|
|
1637
1654
|
material.fillMode == 0 ||
|
|
1638
1655
|
material.fillMode == 1 ||
|
|
1639
|
-
material.fillMode == 2
|
|
1656
|
+
material.fillMode == 2 ||
|
|
1657
|
+
material.fillMode == 4) {
|
|
1640
1658
|
anySubmeshSupportIntersect = true;
|
|
1641
1659
|
break;
|
|
1642
1660
|
}
|
|
@@ -1669,7 +1687,7 @@ var AbstractMesh = /** @class */ (function (_super) {
|
|
|
1669
1687
|
}
|
|
1670
1688
|
if (intersectInfo) {
|
|
1671
1689
|
// Get picked point
|
|
1672
|
-
var world = worldToUse !== null && worldToUse !== void 0 ? worldToUse :
|
|
1690
|
+
var world = worldToUse !== null && worldToUse !== void 0 ? worldToUse : this.getWorldMatrix();
|
|
1673
1691
|
var worldOrigin = TmpVectors.Vector3[0];
|
|
1674
1692
|
var direction = TmpVectors.Vector3[1];
|
|
1675
1693
|
Vector3.TransformCoordinatesToRef(ray.origin, world, worldOrigin);
|