@babylonjs/core 5.0.0-beta.1 → 5.0.0-beta.12

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (808) hide show
  1. package/Actions/actionManager.d.ts +1 -1
  2. package/Actions/actionManager.js +5 -1
  3. package/Actions/actionManager.js.map +1 -1
  4. package/Animations/animation.d.ts +6 -6
  5. package/Animations/animation.js +9 -5
  6. package/Animations/animation.js.map +1 -1
  7. package/Audio/analyser.d.ts +2 -1
  8. package/Audio/analyser.js +5 -0
  9. package/Audio/analyser.js.map +1 -1
  10. package/Audio/audioSceneComponent.d.ts +1 -1
  11. package/Audio/audioSceneComponent.js +5 -0
  12. package/Audio/audioSceneComponent.js.map +1 -1
  13. package/Audio/sound.d.ts +1 -1
  14. package/Audio/sound.js +17 -4
  15. package/Audio/sound.js.map +1 -1
  16. package/Audio/soundTrack.d.ts +2 -1
  17. package/Audio/soundTrack.js +5 -0
  18. package/Audio/soundTrack.js.map +1 -1
  19. package/BakedVertexAnimation/bakedVertexAnimationManager.d.ts +1 -1
  20. package/BakedVertexAnimation/bakedVertexAnimationManager.js +5 -0
  21. package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
  22. package/Behaviors/Meshes/baseSixDofDragBehavior.js +29 -26
  23. package/Behaviors/Meshes/baseSixDofDragBehavior.js.map +1 -1
  24. package/Behaviors/Meshes/pointerDragBehavior.js +2 -0
  25. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  26. package/Bones/bone.d.ts +2 -1
  27. package/Bones/bone.js +28 -18
  28. package/Bones/bone.js.map +1 -1
  29. package/Bones/skeleton.d.ts +0 -6
  30. package/Bones/skeleton.js +5 -17
  31. package/Bones/skeleton.js.map +1 -1
  32. package/Buffers/buffer.d.ts +4 -0
  33. package/Buffers/buffer.js +13 -3
  34. package/Buffers/buffer.js.map +1 -1
  35. package/Cameras/Inputs/freeCameraMouseInput.d.ts +1 -0
  36. package/Cameras/Inputs/freeCameraMouseInput.js +6 -3
  37. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  38. package/Cameras/Inputs/freeCameraTouchInput.js +2 -4
  39. package/Cameras/Inputs/freeCameraTouchInput.js.map +1 -1
  40. package/Cameras/Stereoscopic/anaglyphArcRotateCamera.d.ts +1 -1
  41. package/Cameras/Stereoscopic/anaglyphArcRotateCamera.js.map +1 -1
  42. package/Cameras/Stereoscopic/anaglyphFreeCamera.d.ts +1 -1
  43. package/Cameras/Stereoscopic/anaglyphFreeCamera.js.map +1 -1
  44. package/Cameras/Stereoscopic/anaglyphGamepadCamera.d.ts +1 -1
  45. package/Cameras/Stereoscopic/anaglyphGamepadCamera.js.map +1 -1
  46. package/Cameras/Stereoscopic/anaglyphUniversalCamera.d.ts +1 -1
  47. package/Cameras/Stereoscopic/anaglyphUniversalCamera.js.map +1 -1
  48. package/Cameras/Stereoscopic/stereoscopicArcRotateCamera.d.ts +1 -1
  49. package/Cameras/Stereoscopic/stereoscopicArcRotateCamera.js.map +1 -1
  50. package/Cameras/Stereoscopic/stereoscopicFreeCamera.d.ts +1 -1
  51. package/Cameras/Stereoscopic/stereoscopicFreeCamera.js.map +1 -1
  52. package/Cameras/Stereoscopic/stereoscopicGamepadCamera.d.ts +1 -1
  53. package/Cameras/Stereoscopic/stereoscopicGamepadCamera.js.map +1 -1
  54. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.d.ts +1 -1
  55. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js.map +1 -1
  56. package/Cameras/Stereoscopic/stereoscopicUniversalCamera.d.ts +1 -1
  57. package/Cameras/Stereoscopic/stereoscopicUniversalCamera.js.map +1 -1
  58. package/Cameras/VR/vrDeviceOrientationArcRotateCamera.d.ts +1 -1
  59. package/Cameras/VR/vrDeviceOrientationArcRotateCamera.js.map +1 -1
  60. package/Cameras/VR/vrDeviceOrientationFreeCamera.d.ts +1 -1
  61. package/Cameras/VR/vrDeviceOrientationFreeCamera.js.map +1 -1
  62. package/Cameras/VR/vrDeviceOrientationGamepadCamera.d.ts +1 -1
  63. package/Cameras/VR/vrDeviceOrientationGamepadCamera.js.map +1 -1
  64. package/Cameras/VR/vrExperienceHelper.d.ts +1 -0
  65. package/Cameras/VR/vrExperienceHelper.js +1 -0
  66. package/Cameras/VR/vrExperienceHelper.js.map +1 -1
  67. package/Cameras/VR/webVRCamera.d.ts +2 -1
  68. package/Cameras/VR/webVRCamera.js +3 -2
  69. package/Cameras/VR/webVRCamera.js.map +1 -1
  70. package/Cameras/arcRotateCamera.d.ts +1 -1
  71. package/Cameras/arcRotateCamera.js.map +1 -1
  72. package/Cameras/camera.d.ts +1 -1
  73. package/Cameras/camera.js +1 -1
  74. package/Cameras/camera.js.map +1 -1
  75. package/Cameras/deviceOrientationCamera.d.ts +1 -1
  76. package/Cameras/deviceOrientationCamera.js.map +1 -1
  77. package/Cameras/flyCamera.d.ts +1 -1
  78. package/Cameras/flyCamera.js.map +1 -1
  79. package/Cameras/followCamera.d.ts +1 -1
  80. package/Cameras/followCamera.js.map +1 -1
  81. package/Cameras/freeCamera.d.ts +1 -1
  82. package/Cameras/freeCamera.js.map +1 -1
  83. package/Cameras/gamepadCamera.d.ts +1 -1
  84. package/Cameras/gamepadCamera.js.map +1 -1
  85. package/Cameras/targetCamera.d.ts +1 -1
  86. package/Cameras/targetCamera.js.map +1 -1
  87. package/Cameras/touchCamera.d.ts +1 -1
  88. package/Cameras/touchCamera.js.map +1 -1
  89. package/Cameras/universalCamera.d.ts +1 -1
  90. package/Cameras/universalCamera.js.map +1 -1
  91. package/Cameras/virtualJoysticksCamera.d.ts +1 -1
  92. package/Cameras/virtualJoysticksCamera.js.map +1 -1
  93. package/Collisions/collider.d.ts +1 -1
  94. package/Collisions/collider.js +48 -2
  95. package/Collisions/collider.js.map +1 -1
  96. package/Compat/compatibilityOptions.d.ts +9 -0
  97. package/Compat/compatibilityOptions.js +14 -0
  98. package/Compat/compatibilityOptions.js.map +1 -0
  99. package/Compat/index.d.ts +1 -0
  100. package/Compat/index.js +2 -0
  101. package/Compat/index.js.map +1 -0
  102. package/Compute/computeEffect.js +2 -2
  103. package/Compute/computeEffect.js.map +1 -1
  104. package/Culling/Octrees/octreeSceneComponent.d.ts +1 -1
  105. package/Culling/Octrees/octreeSceneComponent.js +5 -0
  106. package/Culling/Octrees/octreeSceneComponent.js.map +1 -1
  107. package/Culling/ray.d.ts +6 -4
  108. package/Culling/ray.js +35 -13
  109. package/Culling/ray.js.map +1 -1
  110. package/Debug/axesViewer.d.ts +2 -1
  111. package/Debug/axesViewer.js +6 -0
  112. package/Debug/axesViewer.js.map +1 -1
  113. package/Debug/debugLayer.d.ts +1 -1
  114. package/Debug/debugLayer.js +6 -2
  115. package/Debug/debugLayer.js.map +1 -1
  116. package/Debug/physicsViewer.d.ts +1 -1
  117. package/Debug/physicsViewer.js +3 -0
  118. package/Debug/physicsViewer.js.map +1 -1
  119. package/Debug/skeletonViewer.js +3 -4
  120. package/Debug/skeletonViewer.js.map +1 -1
  121. package/DeviceInput/Helpers/eventFactory.d.ts +1 -1
  122. package/DeviceInput/Helpers/eventFactory.js +10 -6
  123. package/DeviceInput/Helpers/eventFactory.js.map +1 -1
  124. package/DeviceInput/InputDevices/deviceEnums.d.ts +55 -2
  125. package/DeviceInput/InputDevices/deviceEnums.js +54 -0
  126. package/DeviceInput/InputDevices/deviceEnums.js.map +1 -1
  127. package/DeviceInput/InputDevices/deviceSource.d.ts +35 -0
  128. package/DeviceInput/InputDevices/deviceSource.js +38 -0
  129. package/DeviceInput/InputDevices/deviceSource.js.map +1 -0
  130. package/DeviceInput/InputDevices/deviceSourceManager.d.ts +23 -66
  131. package/DeviceInput/InputDevices/deviceSourceManager.js +40 -149
  132. package/DeviceInput/InputDevices/deviceSourceManager.js.map +1 -1
  133. package/DeviceInput/InputDevices/deviceTypes.d.ts +2 -2
  134. package/DeviceInput/InputDevices/deviceTypes.js.map +1 -1
  135. package/DeviceInput/{Interfaces → InputDevices}/inputInterfaces.d.ts +1 -5
  136. package/DeviceInput/{Interfaces → InputDevices}/inputInterfaces.js +0 -0
  137. package/DeviceInput/InputDevices/inputInterfaces.js.map +1 -0
  138. package/DeviceInput/InputDevices/internalDeviceSourceManager.d.ts +51 -0
  139. package/DeviceInput/InputDevices/internalDeviceSourceManager.js +138 -0
  140. package/DeviceInput/InputDevices/internalDeviceSourceManager.js.map +1 -0
  141. package/DeviceInput/{Implementations → InputDevices}/nativeDeviceInputSystem.d.ts +3 -7
  142. package/DeviceInput/{Implementations → InputDevices}/nativeDeviceInputSystem.js +11 -16
  143. package/DeviceInput/InputDevices/nativeDeviceInputSystem.js.map +1 -0
  144. package/DeviceInput/{Implementations → InputDevices}/webDeviceInputSystem.d.ts +17 -19
  145. package/DeviceInput/{Implementations → InputDevices}/webDeviceInputSystem.js +212 -166
  146. package/DeviceInput/InputDevices/webDeviceInputSystem.js.map +1 -0
  147. package/DeviceInput/index.d.ts +1 -5
  148. package/DeviceInput/index.js +1 -5
  149. package/DeviceInput/index.js.map +1 -1
  150. package/Engines/Extensions/engine.cubeTexture.d.ts +1 -1
  151. package/Engines/Extensions/engine.cubeTexture.js +6 -2
  152. package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
  153. package/Engines/Extensions/engine.multiview.d.ts +5 -0
  154. package/Engines/Extensions/engine.multiview.js +4 -2
  155. package/Engines/Extensions/engine.multiview.js.map +1 -1
  156. package/Engines/Extensions/engine.query.d.ts +7 -0
  157. package/Engines/Extensions/engine.query.js +12 -0
  158. package/Engines/Extensions/engine.query.js.map +1 -1
  159. package/Engines/Extensions/engine.renderTarget.d.ts +5 -0
  160. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  161. package/Engines/Extensions/engine.views.d.ts +7 -0
  162. package/Engines/Extensions/engine.views.js +12 -0
  163. package/Engines/Extensions/engine.views.js.map +1 -1
  164. package/Engines/Native/nativeInterfaces.d.ts +3 -2
  165. package/Engines/Native/nativeInterfaces.js.map +1 -1
  166. package/Engines/Processors/Expressions/shaderDefineExpression.js +1 -1
  167. package/Engines/Processors/Expressions/shaderDefineExpression.js.map +1 -1
  168. package/Engines/Processors/shaderCodeInliner.js +13 -13
  169. package/Engines/Processors/shaderCodeInliner.js.map +1 -1
  170. package/Engines/WebGPU/Extensions/engine.computeShader.js +1 -1
  171. package/Engines/WebGPU/Extensions/engine.computeShader.js.map +1 -1
  172. package/Engines/WebGPU/Extensions/engine.cubeTexture.js +4 -1
  173. package/Engines/WebGPU/Extensions/engine.cubeTexture.js.map +1 -1
  174. package/Engines/WebGPU/webgpuCacheBindGroups.js +9 -9
  175. package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
  176. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +5 -7
  177. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  178. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.d.ts +1 -1
  179. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js.map +1 -1
  180. package/Engines/WebGPU/webgpuCacheSampler.d.ts +2 -0
  181. package/Engines/WebGPU/webgpuCacheSampler.js +23 -2
  182. package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
  183. package/Engines/WebGPU/webgpuComputeContext.js +1 -1
  184. package/Engines/WebGPU/webgpuComputeContext.js.map +1 -1
  185. package/Engines/WebGPU/webgpuConstants.d.ts +2 -1
  186. package/Engines/WebGPU/webgpuConstants.js +1 -0
  187. package/Engines/WebGPU/webgpuConstants.js.map +1 -1
  188. package/Engines/WebGPU/webgpuDrawContext.d.ts +1 -1
  189. package/Engines/WebGPU/webgpuDrawContext.js +3 -3
  190. package/Engines/WebGPU/webgpuDrawContext.js.map +1 -1
  191. package/Engines/WebGPU/webgpuHardwareTexture.d.ts +0 -1
  192. package/Engines/WebGPU/webgpuHardwareTexture.js +0 -3
  193. package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
  194. package/Engines/WebGPU/webgpuPipelineContext.d.ts +0 -8
  195. package/Engines/WebGPU/webgpuPipelineContext.js.map +1 -1
  196. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +13 -13
  197. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
  198. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +30 -30
  199. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
  200. package/Engines/WebGPU/webgpuTextureHelper.d.ts +0 -1
  201. package/Engines/WebGPU/webgpuTextureHelper.js +22 -37
  202. package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
  203. package/Engines/engine.d.ts +48 -33
  204. package/Engines/engine.js +2 -6
  205. package/Engines/engine.js.map +1 -1
  206. package/Engines/engineCapabilities.d.ts +4 -0
  207. package/Engines/engineCapabilities.js.map +1 -1
  208. package/Engines/index.d.ts +1 -0
  209. package/Engines/index.js +1 -0
  210. package/Engines/index.js.map +1 -1
  211. package/Engines/nativeEngine.d.ts +1 -0
  212. package/Engines/nativeEngine.js +41 -13
  213. package/Engines/nativeEngine.js.map +1 -1
  214. package/Engines/nullEngine.js +3 -1
  215. package/Engines/nullEngine.js.map +1 -1
  216. package/Engines/renderTargetWrapper.d.ts +8 -0
  217. package/Engines/renderTargetWrapper.js +20 -0
  218. package/Engines/renderTargetWrapper.js.map +1 -1
  219. package/Engines/thinEngine.d.ts +18 -2
  220. package/Engines/thinEngine.js +51 -21
  221. package/Engines/thinEngine.js.map +1 -1
  222. package/Engines/webgpuEngine.d.ts +3 -7
  223. package/Engines/webgpuEngine.js +43 -42
  224. package/Engines/webgpuEngine.js.map +1 -1
  225. package/Events/keyboardEvents.d.ts +7 -1
  226. package/Events/keyboardEvents.js +11 -1
  227. package/Events/keyboardEvents.js.map +1 -1
  228. package/Gamepads/Controllers/daydreamController.js +1 -1
  229. package/Gamepads/Controllers/daydreamController.js.map +1 -1
  230. package/Gamepads/Controllers/oculusTouchController.js +2 -2
  231. package/Gamepads/Controllers/oculusTouchController.js.map +1 -1
  232. package/Gamepads/Controllers/webVRController.d.ts +1 -0
  233. package/Gamepads/Controllers/webVRController.js +1 -0
  234. package/Gamepads/Controllers/webVRController.js.map +1 -1
  235. package/Gamepads/gamepadManager.js +1 -1
  236. package/Gamepads/gamepadManager.js.map +1 -1
  237. package/Gizmos/boundingBoxGizmo.js +0 -10
  238. package/Gizmos/boundingBoxGizmo.js.map +1 -1
  239. package/Gizmos/gizmo.js +1 -1
  240. package/Gizmos/gizmo.js.map +1 -1
  241. package/Gizmos/gizmoManager.d.ts +2 -0
  242. package/Gizmos/gizmoManager.js +28 -24
  243. package/Gizmos/gizmoManager.js.map +1 -1
  244. package/Helpers/environmentHelper.js +2 -2
  245. package/Helpers/environmentHelper.js.map +1 -1
  246. package/Helpers/sceneHelpers.d.ts +1 -0
  247. package/Helpers/sceneHelpers.js.map +1 -1
  248. package/Inputs/scene.inputManager.d.ts +2 -3
  249. package/Inputs/scene.inputManager.js +14 -16
  250. package/Inputs/scene.inputManager.js.map +1 -1
  251. package/Instrumentation/sceneInstrumentation.js +2 -2
  252. package/Instrumentation/sceneInstrumentation.js.map +1 -1
  253. package/Layers/effectLayer.d.ts +2 -1
  254. package/Layers/effectLayer.js +25 -1
  255. package/Layers/effectLayer.js.map +1 -1
  256. package/Layers/effectLayerSceneComponent.d.ts +1 -1
  257. package/Layers/effectLayerSceneComponent.js +7 -3
  258. package/Layers/effectLayerSceneComponent.js.map +1 -1
  259. package/Layers/glowLayer.d.ts +1 -1
  260. package/Layers/glowLayer.js.map +1 -1
  261. package/Layers/highlightLayer.d.ts +1 -1
  262. package/Layers/highlightLayer.js +2 -1
  263. package/Layers/highlightLayer.js.map +1 -1
  264. package/Layers/layer.d.ts +2 -2
  265. package/Layers/layer.js.map +1 -1
  266. package/Layers/layerSceneComponent.d.ts +1 -1
  267. package/Layers/layerSceneComponent.js +7 -3
  268. package/Layers/layerSceneComponent.js.map +1 -1
  269. package/Lights/Shadows/cascadedShadowGenerator.js +2 -2
  270. package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
  271. package/Lights/Shadows/shadowGenerator.js +7 -7
  272. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  273. package/Loading/Plugins/babylonFileLoader.js +115 -37
  274. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  275. package/Loading/loadingScreen.js +8 -8
  276. package/Loading/loadingScreen.js.map +1 -1
  277. package/Loading/sceneLoader.js +7 -6
  278. package/Loading/sceneLoader.js.map +1 -1
  279. package/Materials/Background/backgroundMaterial.d.ts +1 -1
  280. package/Materials/Background/backgroundMaterial.js.map +1 -1
  281. package/Materials/Node/Blocks/Dual/clipPlanesBlock.d.ts +37 -0
  282. package/Materials/Node/Blocks/Dual/clipPlanesBlock.js +117 -0
  283. package/Materials/Node/Blocks/Dual/clipPlanesBlock.js.map +1 -0
  284. package/Materials/Node/Blocks/Dual/currentScreenBlock.js +12 -12
  285. package/Materials/Node/Blocks/Dual/currentScreenBlock.js.map +1 -1
  286. package/Materials/Node/Blocks/Dual/fogBlock.js +5 -5
  287. package/Materials/Node/Blocks/Dual/fogBlock.js.map +1 -1
  288. package/Materials/Node/Blocks/Dual/imageSourceBlock.js +13 -13
  289. package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
  290. package/Materials/Node/Blocks/Dual/index.d.ts +1 -0
  291. package/Materials/Node/Blocks/Dual/index.js +1 -0
  292. package/Materials/Node/Blocks/Dual/index.js.map +1 -1
  293. package/Materials/Node/Blocks/Dual/lightBlock.js +10 -10
  294. package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
  295. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +28 -28
  296. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
  297. package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js +1 -1
  298. package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js.map +1 -1
  299. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js +7 -7
  300. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js.map +1 -1
  301. package/Materials/Node/Blocks/Dual/textureBlock.js +32 -32
  302. package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
  303. package/Materials/Node/Blocks/Fragment/derivativeBlock.js +2 -2
  304. package/Materials/Node/Blocks/Fragment/derivativeBlock.js.map +1 -1
  305. package/Materials/Node/Blocks/Fragment/discardBlock.js +1 -1
  306. package/Materials/Node/Blocks/Fragment/discardBlock.js.map +1 -1
  307. package/Materials/Node/Blocks/Fragment/fragCoordBlock.js +1 -1
  308. package/Materials/Node/Blocks/Fragment/fragCoordBlock.js.map +1 -1
  309. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +10 -10
  310. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
  311. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js +7 -7
  312. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js.map +1 -1
  313. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js +12 -12
  314. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
  315. package/Materials/Node/Blocks/Fragment/screenSizeBlock.js +1 -1
  316. package/Materials/Node/Blocks/Fragment/screenSizeBlock.js.map +1 -1
  317. package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js +7 -7
  318. package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js.map +1 -1
  319. package/Materials/Node/Blocks/Fragment/twirlBlock.js +4 -4
  320. package/Materials/Node/Blocks/Fragment/twirlBlock.js.map +1 -1
  321. package/Materials/Node/Blocks/Input/inputBlock.d.ts +2 -1
  322. package/Materials/Node/Blocks/Input/inputBlock.js +29 -24
  323. package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
  324. package/Materials/Node/Blocks/PBR/anisotropyBlock.js +5 -5
  325. package/Materials/Node/Blocks/PBR/anisotropyBlock.js.map +1 -1
  326. package/Materials/Node/Blocks/PBR/clearCoatBlock.js +5 -5
  327. package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
  328. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +33 -33
  329. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  330. package/Materials/Node/Blocks/PBR/reflectionBlock.js +11 -11
  331. package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
  332. package/Materials/Node/Blocks/PBR/refractionBlock.js +11 -11
  333. package/Materials/Node/Blocks/PBR/refractionBlock.js.map +1 -1
  334. package/Materials/Node/Blocks/PBR/sheenBlock.js +3 -3
  335. package/Materials/Node/Blocks/PBR/sheenBlock.js.map +1 -1
  336. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js +1 -1
  337. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js.map +1 -1
  338. package/Materials/Node/Blocks/Particle/particleBlendMultiplyBlock.js +1 -1
  339. package/Materials/Node/Blocks/Particle/particleBlendMultiplyBlock.js.map +1 -1
  340. package/Materials/Node/Blocks/Particle/particleRampGradientBlock.js +1 -1
  341. package/Materials/Node/Blocks/Particle/particleRampGradientBlock.js.map +1 -1
  342. package/Materials/Node/Blocks/Particle/particleTextureBlock.js +7 -7
  343. package/Materials/Node/Blocks/Particle/particleTextureBlock.js.map +1 -1
  344. package/Materials/Node/Blocks/Vertex/bonesBlock.js +3 -3
  345. package/Materials/Node/Blocks/Vertex/bonesBlock.js.map +1 -1
  346. package/Materials/Node/Blocks/Vertex/instancesBlock.js +3 -3
  347. package/Materials/Node/Blocks/Vertex/instancesBlock.js.map +1 -1
  348. package/Materials/Node/Blocks/Vertex/lightInformationBlock.js +5 -5
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{ Tools } from \"../Misc/tools\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Scene } from \"../scene\";\r\nimport { Engine } from \"../Engines/engine\";\r\n\r\n// declare INSPECTOR namespace for compilation issue\r\ndeclare var INSPECTOR: any;\r\ndeclare var BABYLON: any;\r\n// load the inspector using require, if not present in the global namespace.\r\n\r\n/**\r\n * Interface used to define scene explorer extensibility option\r\n */\r\nexport interface IExplorerExtensibilityOption {\r\n /**\r\n * Define the option label\r\n */\r\n label: string;\r\n /**\r\n * Defines the action to execute on click\r\n */\r\n action: (entity: any) => void;\r\n}\r\n\r\n/**\r\n * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer\r\n */\r\nexport interface IExplorerExtensibilityGroup {\r\n /**\r\n * Defines a predicate to test if a given type mut be extended\r\n */\r\n predicate: (entity: any) => boolean;\r\n /**\r\n * Gets the list of options added to a type\r\n */\r\n entries: IExplorerExtensibilityOption[];\r\n}\r\n\r\n/**\r\n * Interface used to define the options to use to create the Inspector\r\n */\r\nexport interface IInspectorOptions {\r\n /**\r\n * Display in overlay mode (default: false)\r\n */\r\n overlay?: boolean;\r\n /**\r\n * HTML element to use as root (the parent of the rendering canvas will be used as default value)\r\n */\r\n globalRoot?: HTMLElement;\r\n /**\r\n * Display the Scene explorer\r\n */\r\n showExplorer?: boolean;\r\n /**\r\n * Display the property inspector\r\n */\r\n showInspector?: boolean;\r\n /**\r\n * Display in embed mode (both panes on the right)\r\n */\r\n embedMode?: boolean;\r\n /**\r\n * let the Inspector handles resize of the canvas when panes are resized (default to true)\r\n */\r\n handleResize?: boolean;\r\n /**\r\n * Allow the panes to popup (default: true)\r\n */\r\n enablePopup?: boolean;\r\n /**\r\n * Allow the panes to be closed by users (default: true)\r\n */\r\n enableClose?: boolean;\r\n /**\r\n * Optional list of extensibility entries\r\n */\r\n explorerExtensibility?: IExplorerExtensibilityGroup[];\r\n /**\r\n * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).\r\n */\r\n inspectorURL?: string;\r\n /**\r\n * Optional initial tab (default to DebugLayerTab.Properties)\r\n */\r\n initialTab?: DebugLayerTab;\r\n}\r\n\r\ndeclare module \"../scene\" {\r\n export interface Scene {\r\n /**\r\n * @hidden\r\n * Backing field\r\n */\r\n _debugLayer: DebugLayer;\r\n\r\n /**\r\n * Gets the debug layer (aka Inspector) associated with the scene\r\n * @see https://doc.babylonjs.com/features/playground_debuglayer\r\n */\r\n debugLayer: DebugLayer;\r\n }\r\n}\r\nObject.defineProperty(Scene.prototype, \"debugLayer\", {\r\n get: function (this: Scene) {\r\n if (!this._debugLayer) {\r\n this._debugLayer = new DebugLayer(this);\r\n }\r\n return this._debugLayer;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n});\r\n\r\n/**\r\n * Enum of inspector action tab\r\n */\r\nexport enum DebugLayerTab {\r\n /**\r\n * Properties tag (default)\r\n */\r\n Properties = 0,\r\n /**\r\n * Debug tab\r\n */\r\n Debug = 1,\r\n /**\r\n * Statistics tab\r\n */\r\n Statistics = 2,\r\n /**\r\n * Tools tab\r\n */\r\n Tools = 3,\r\n /**\r\n * Settings tab\r\n */\r\n Settings = 4\r\n}\r\n\r\n/**\r\n * The debug layer (aka Inspector) is the go to tool in order to better understand\r\n * what is happening in your scene\r\n * @see https://doc.babylonjs.com/features/playground_debuglayer\r\n */\r\nexport class DebugLayer {\r\n /**\r\n * Define the url to get the inspector script from.\r\n * By default it uses the babylonjs CDN.\r\n * @ignoreNaming\r\n */\r\n public static InspectorURL = `https://unpkg.com/babylonjs-inspector@${Engine.Version}/babylon.inspector.bundle.js`;\r\n\r\n private _scene: Scene;\r\n\r\n private BJSINSPECTOR = this._getGlobalInspector();\r\n\r\n private _onPropertyChangedObservable?: Observable<{ object: any, property: string, value: any, initialValue: any }>;\r\n /**\r\n * Observable triggered when a property is changed through the inspector.\r\n */\r\n public get onPropertyChangedObservable() {\r\n if (this.BJSINSPECTOR && this.BJSINSPECTOR.Inspector) {\r\n return this.BJSINSPECTOR.Inspector.OnPropertyChangedObservable;\r\n }\r\n\r\n if (!this._onPropertyChangedObservable) {\r\n this._onPropertyChangedObservable = new Observable<{ object: any, property: string, value: any, initialValue: any }>();\r\n }\r\n\r\n return this._onPropertyChangedObservable;\r\n }\r\n\r\n /**\r\n * Instantiates a new debug layer.\r\n * The debug layer (aka Inspector) is the go to tool in order to better understand\r\n * what is happening in your scene\r\n * @see https://doc.babylonjs.com/features/playground_debuglayer\r\n * @param scene Defines the scene to inspect\r\n */\r\n constructor(scene: Scene) {\r\n this._scene = scene;\r\n this._scene.onDisposeObservable.add(() => {\r\n // Debug layer\r\n if (this._scene._debugLayer) {\r\n this._scene._debugLayer.hide();\r\n }\r\n });\r\n }\r\n\r\n /** Creates the inspector window. */\r\n private _createInspector(config?: Partial<IInspectorOptions>) {\r\n if (this.isVisible()) {\r\n return;\r\n }\r\n\r\n if (this._onPropertyChangedObservable) {\r\n for (var observer of this._onPropertyChangedObservable!.observers) {\r\n this.BJSINSPECTOR.Inspector.OnPropertyChangedObservable.add(observer);\r\n }\r\n this._onPropertyChangedObservable.clear();\r\n this._onPropertyChangedObservable = undefined;\r\n }\r\n\r\n const userOptions: IInspectorOptions = {\r\n overlay: false,\r\n showExplorer: true,\r\n showInspector: true,\r\n embedMode: false,\r\n handleResize: true,\r\n enablePopup: true,\r\n ...config\r\n };\r\n\r\n this.BJSINSPECTOR = this.BJSINSPECTOR || this._getGlobalInspector();\r\n\r\n this.BJSINSPECTOR.Inspector.Show(this._scene, userOptions);\r\n }\r\n\r\n /**\r\n * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid\r\n * @param entity defines the entity to select\r\n * @param lineContainerTitles defines the specific blocks to highlight (could be a string or an array of strings)\r\n */\r\n public select(entity: any, lineContainerTitles?: string | string[]) {\r\n if (this.BJSINSPECTOR) {\r\n\r\n if (lineContainerTitles) {\r\n if (Object.prototype.toString.call(lineContainerTitles) == '[object String]') {\r\n this.BJSINSPECTOR.Inspector.MarkLineContainerTitleForHighlighting(lineContainerTitles);\r\n } else {\r\n this.BJSINSPECTOR.Inspector.MarkMultipleLineContainerTitlesForHighlighting(lineContainerTitles);\r\n }\r\n }\r\n this.BJSINSPECTOR.Inspector.OnSelectionChangeObservable.notifyObservers(entity);\r\n }\r\n }\r\n\r\n /** Get the inspector from bundle or global */\r\n private _getGlobalInspector(): any {\r\n // UMD Global name detection from Webpack Bundle UMD Name.\r\n if (typeof INSPECTOR !== 'undefined') {\r\n return INSPECTOR;\r\n }\r\n\r\n // In case of module let s check the global emitted from the Inspector entry point.\r\n if (typeof BABYLON !== 'undefined' && typeof BABYLON.Inspector !== 'undefined') {\r\n return BABYLON;\r\n }\r\n\r\n return undefined;\r\n }\r\n\r\n /**\r\n * Get if the inspector is visible or not.\r\n * @returns true if visible otherwise, false\r\n */\r\n public isVisible(): boolean {\r\n return this.BJSINSPECTOR && this.BJSINSPECTOR.Inspector.IsVisible;\r\n }\r\n\r\n /**\r\n * Hide the inspector and close its window.\r\n */\r\n public hide() {\r\n if (this.BJSINSPECTOR) {\r\n this.BJSINSPECTOR.Inspector.Hide();\r\n }\r\n }\r\n\r\n /**\r\n * Update the scene in the inspector\r\n */\r\n public setAsActiveScene() {\r\n if (this.BJSINSPECTOR) {\r\n this.BJSINSPECTOR.Inspector._SetNewScene(this._scene);\r\n }\r\n }\r\n\r\n /**\r\n * Launch the debugLayer.\r\n * @param config Define the configuration of the inspector\r\n * @return a promise fulfilled when the debug layer is visible\r\n */\r\n public show(config?: IInspectorOptions): Promise<DebugLayer> {\r\n return new Promise((resolve, reject) => {\r\n if (typeof this.BJSINSPECTOR == 'undefined') {\r\n const inspectorUrl = config && config.inspectorURL ? config.inspectorURL : DebugLayer.InspectorURL;\r\n\r\n // Load inspector and add it to the DOM\r\n Tools.LoadScript(inspectorUrl, () => {\r\n this._createInspector(config);\r\n resolve(this);\r\n });\r\n } else {\r\n // Otherwise creates the inspector\r\n this._createInspector(config);\r\n resolve(this);\r\n }\r\n });\r\n }\r\n}\r\n"]}
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{ Tools } from \"../Misc/tools\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Scene } from \"../scene\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\n\r\n// declare INSPECTOR namespace for compilation issue\r\ndeclare var INSPECTOR: any;\r\ndeclare var BABYLON: any;\r\n// load the inspector using require, if not present in the global namespace.\r\n\r\n/**\r\n * Interface used to define scene explorer extensibility option\r\n */\r\nexport interface IExplorerExtensibilityOption {\r\n /**\r\n * Define the option label\r\n */\r\n label: string;\r\n /**\r\n * Defines the action to execute on click\r\n */\r\n action: (entity: any) => void;\r\n}\r\n\r\n/**\r\n * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer\r\n */\r\nexport interface IExplorerExtensibilityGroup {\r\n /**\r\n * Defines a predicate to test if a given type mut be extended\r\n */\r\n predicate: (entity: any) => boolean;\r\n /**\r\n * Gets the list of options added to a type\r\n */\r\n entries: IExplorerExtensibilityOption[];\r\n}\r\n\r\n/**\r\n * Interface used to define the options to use to create the Inspector\r\n */\r\nexport interface IInspectorOptions {\r\n /**\r\n * Display in overlay mode (default: false)\r\n */\r\n overlay?: boolean;\r\n /**\r\n * HTML element to use as root (the parent of the rendering canvas will be used as default value)\r\n */\r\n globalRoot?: HTMLElement;\r\n /**\r\n * Display the Scene explorer\r\n */\r\n showExplorer?: boolean;\r\n /**\r\n * Display the property inspector\r\n */\r\n showInspector?: boolean;\r\n /**\r\n * Display in embed mode (both panes on the right)\r\n */\r\n embedMode?: boolean;\r\n /**\r\n * let the Inspector handles resize of the canvas when panes are resized (default to true)\r\n */\r\n handleResize?: boolean;\r\n /**\r\n * Allow the panes to popup (default: true)\r\n */\r\n enablePopup?: boolean;\r\n /**\r\n * Allow the panes to be closed by users (default: true)\r\n */\r\n enableClose?: boolean;\r\n /**\r\n * Optional list of extensibility entries\r\n */\r\n explorerExtensibility?: IExplorerExtensibilityGroup[];\r\n /**\r\n * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).\r\n */\r\n inspectorURL?: string;\r\n /**\r\n * Optional initial tab (default to DebugLayerTab.Properties)\r\n */\r\n initialTab?: DebugLayerTab;\r\n}\r\n\r\ndeclare module \"../scene\" {\r\n export interface Scene {\r\n /**\r\n * @hidden\r\n * Backing field\r\n */\r\n _debugLayer: DebugLayer;\r\n\r\n /**\r\n * Gets the debug layer (aka Inspector) associated with the scene\r\n * @see https://doc.babylonjs.com/features/playground_debuglayer\r\n */\r\n debugLayer: DebugLayer;\r\n }\r\n}\r\nObject.defineProperty(Scene.prototype, \"debugLayer\", {\r\n get: function (this: Scene) {\r\n if (!this._debugLayer) {\r\n this._debugLayer = new DebugLayer(this);\r\n }\r\n return this._debugLayer;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n});\r\n\r\n/**\r\n * Enum of inspector action tab\r\n */\r\nexport enum DebugLayerTab {\r\n /**\r\n * Properties tag (default)\r\n */\r\n Properties = 0,\r\n /**\r\n * Debug tab\r\n */\r\n Debug = 1,\r\n /**\r\n * Statistics tab\r\n */\r\n Statistics = 2,\r\n /**\r\n * Tools tab\r\n */\r\n Tools = 3,\r\n /**\r\n * Settings tab\r\n */\r\n Settings = 4\r\n}\r\n\r\n/**\r\n * The debug layer (aka Inspector) is the go to tool in order to better understand\r\n * what is happening in your scene\r\n * @see https://doc.babylonjs.com/features/playground_debuglayer\r\n */\r\nexport class DebugLayer {\r\n /**\r\n * Define the url to get the inspector script from.\r\n * By default it uses the babylonjs CDN.\r\n * @ignoreNaming\r\n */\r\n public static InspectorURL = `https://unpkg.com/babylonjs-inspector@${Engine.Version}/babylon.inspector.bundle.js`;\r\n\r\n private _scene: Scene;\r\n\r\n private BJSINSPECTOR = this._getGlobalInspector();\r\n\r\n private _onPropertyChangedObservable?: Observable<{ object: any, property: string, value: any, initialValue: any }>;\r\n /**\r\n * Observable triggered when a property is changed through the inspector.\r\n */\r\n public get onPropertyChangedObservable() {\r\n if (this.BJSINSPECTOR && this.BJSINSPECTOR.Inspector) {\r\n return this.BJSINSPECTOR.Inspector.OnPropertyChangedObservable;\r\n }\r\n\r\n if (!this._onPropertyChangedObservable) {\r\n this._onPropertyChangedObservable = new Observable<{ object: any, property: string, value: any, initialValue: any }>();\r\n }\r\n\r\n return this._onPropertyChangedObservable;\r\n }\r\n\r\n /**\r\n * Instantiates a new debug layer.\r\n * The debug layer (aka Inspector) is the go to tool in order to better understand\r\n * what is happening in your scene\r\n * @see https://doc.babylonjs.com/features/playground_debuglayer\r\n * @param scene Defines the scene to inspect\r\n */\r\n constructor(scene?: Scene) {\r\n this._scene = scene || <Scene>EngineStore.LastCreatedScene;\r\n if (!this._scene) {\r\n return;\r\n }\r\n this._scene.onDisposeObservable.add(() => {\r\n // Debug layer\r\n if (this._scene._debugLayer) {\r\n this._scene._debugLayer.hide();\r\n }\r\n });\r\n }\r\n\r\n /** Creates the inspector window. */\r\n private _createInspector(config?: Partial<IInspectorOptions>) {\r\n if (this.isVisible()) {\r\n return;\r\n }\r\n\r\n if (this._onPropertyChangedObservable) {\r\n for (var observer of this._onPropertyChangedObservable!.observers) {\r\n this.BJSINSPECTOR.Inspector.OnPropertyChangedObservable.add(observer);\r\n }\r\n this._onPropertyChangedObservable.clear();\r\n this._onPropertyChangedObservable = undefined;\r\n }\r\n\r\n const userOptions: IInspectorOptions = {\r\n overlay: false,\r\n showExplorer: true,\r\n showInspector: true,\r\n embedMode: false,\r\n handleResize: true,\r\n enablePopup: true,\r\n ...config\r\n };\r\n\r\n this.BJSINSPECTOR = this.BJSINSPECTOR || this._getGlobalInspector();\r\n\r\n this.BJSINSPECTOR.Inspector.Show(this._scene, userOptions);\r\n }\r\n\r\n /**\r\n * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid\r\n * @param entity defines the entity to select\r\n * @param lineContainerTitles defines the specific blocks to highlight (could be a string or an array of strings)\r\n */\r\n public select(entity: any, lineContainerTitles?: string | string[]) {\r\n if (this.BJSINSPECTOR) {\r\n\r\n if (lineContainerTitles) {\r\n if (Object.prototype.toString.call(lineContainerTitles) == '[object String]') {\r\n this.BJSINSPECTOR.Inspector.MarkLineContainerTitleForHighlighting(lineContainerTitles);\r\n } else {\r\n this.BJSINSPECTOR.Inspector.MarkMultipleLineContainerTitlesForHighlighting(lineContainerTitles);\r\n }\r\n }\r\n this.BJSINSPECTOR.Inspector.OnSelectionChangeObservable.notifyObservers(entity);\r\n }\r\n }\r\n\r\n /** Get the inspector from bundle or global */\r\n private _getGlobalInspector(): any {\r\n // UMD Global name detection from Webpack Bundle UMD Name.\r\n if (typeof INSPECTOR !== 'undefined') {\r\n return INSPECTOR;\r\n }\r\n\r\n // In case of module let s check the global emitted from the Inspector entry point.\r\n if (typeof BABYLON !== 'undefined' && typeof BABYLON.Inspector !== 'undefined') {\r\n return BABYLON;\r\n }\r\n\r\n return undefined;\r\n }\r\n\r\n /**\r\n * Get if the inspector is visible or not.\r\n * @returns true if visible otherwise, false\r\n */\r\n public isVisible(): boolean {\r\n return this.BJSINSPECTOR && this.BJSINSPECTOR.Inspector.IsVisible;\r\n }\r\n\r\n /**\r\n * Hide the inspector and close its window.\r\n */\r\n public hide() {\r\n if (this.BJSINSPECTOR) {\r\n this.BJSINSPECTOR.Inspector.Hide();\r\n }\r\n }\r\n\r\n /**\r\n * Update the scene in the inspector\r\n */\r\n public setAsActiveScene() {\r\n if (this.BJSINSPECTOR) {\r\n this.BJSINSPECTOR.Inspector._SetNewScene(this._scene);\r\n }\r\n }\r\n\r\n /**\r\n * Launch the debugLayer.\r\n * @param config Define the configuration of the inspector\r\n * @return a promise fulfilled when the debug layer is visible\r\n */\r\n public show(config?: IInspectorOptions): Promise<DebugLayer> {\r\n return new Promise((resolve, reject) => {\r\n if (typeof this.BJSINSPECTOR == 'undefined') {\r\n const inspectorUrl = config && config.inspectorURL ? config.inspectorURL : DebugLayer.InspectorURL;\r\n\r\n // Load inspector and add it to the DOM\r\n Tools.LoadScript(inspectorUrl, () => {\r\n this._createInspector(config);\r\n resolve(this);\r\n });\r\n } else {\r\n // Otherwise creates the inspector\r\n this._createInspector(config);\r\n resolve(this);\r\n }\r\n });\r\n }\r\n}\r\n"]}
@@ -30,7 +30,7 @@ export declare class PhysicsViewer {
30
30
  * Creates a new PhysicsViewer
31
31
  * @param scene defines the hosting scene
32
32
  */
33
- constructor(scene: Scene);
33
+ constructor(scene?: Scene);
34
34
  /** @hidden */
35
35
  protected _updateDebugMeshes(): void;
36
36
  /**
@@ -26,6 +26,9 @@ var PhysicsViewer = /** @class */ (function () {
26
26
  this._numMeshes = 0;
27
27
  this._debugMeshMeshes = new Array();
28
28
  this._scene = scene || EngineStore.LastCreatedScene;
29
+ if (!this._scene) {
30
+ return;
31
+ }
29
32
  var physicEngine = this._scene.getPhysicsEngine();
30
33
  if (physicEngine) {
31
34
  this._physicsEnginePlugin = physicEngine.getPhysicsPlugin();
@@ -1 +1 @@
1
- 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{ Nullable } from \"../types\";\r\nimport { Scene } from \"../scene\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { CreateBox } from \"../Meshes/Builders/boxBuilder\";\r\nimport { CreateSphere } from \"../Meshes/Builders/sphereBuilder\";\r\nimport { Quaternion, Vector3 } from \"../Maths/math.vector\";\r\nimport { Color3 } from '../Maths/math.color';\r\nimport { Material } from \"../Materials/material\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { StandardMaterial } from \"../Materials/standardMaterial\";\r\nimport { IPhysicsEnginePlugin } from \"../Physics/IPhysicsEngine\";\r\nimport { PhysicsImpostor } from \"../Physics/physicsImpostor\";\r\nimport { UtilityLayerRenderer } from \"../Rendering/utilityLayerRenderer\";\r\nimport { CreateCylinder } from '../Meshes/Builders/cylinderBuilder';\r\nimport { CreateCapsule, ICreateCapsuleOptions } from '../Meshes/Builders/capsuleBuilder';\r\n\r\n/**\r\n * Used to show the physics impostor around the specific mesh\r\n */\r\nexport class PhysicsViewer {\r\n\r\n /** @hidden */\r\n protected _impostors: Array<Nullable<PhysicsImpostor>> = [];\r\n /** @hidden */\r\n protected _meshes: Array<Nullable<AbstractMesh>> = [];\r\n /** @hidden */\r\n protected _scene: Nullable<Scene>;\r\n /** @hidden */\r\n protected _numMeshes = 0;\r\n /** @hidden */\r\n protected _physicsEnginePlugin: Nullable<IPhysicsEnginePlugin>;\r\n private _renderFunction: () => void;\r\n private _utilityLayer: Nullable<UtilityLayerRenderer>;\r\n\r\n private _debugBoxMesh: Mesh;\r\n private _debugSphereMesh: Mesh;\r\n private _debugCapsuleMesh: Mesh;\r\n private _debugCylinderMesh: Mesh;\r\n private _debugMaterial: StandardMaterial;\r\n private _debugMeshMeshes = new Array<Mesh>();\r\n\r\n /**\r\n * Creates a new PhysicsViewer\r\n * @param scene defines the hosting scene\r\n */\r\n constructor(scene: Scene) {\r\n this._scene = scene || EngineStore.LastCreatedScene;\r\n let physicEngine = this._scene.getPhysicsEngine();\r\n\r\n if (physicEngine) {\r\n this._physicsEnginePlugin = physicEngine.getPhysicsPlugin();\r\n }\r\n\r\n this._utilityLayer = new UtilityLayerRenderer(this._scene, false);\r\n this._utilityLayer.pickUtilitySceneFirst = false;\r\n this._utilityLayer.utilityLayerScene.autoClearDepthAndStencil = true;\r\n }\r\n\r\n /** @hidden */\r\n protected _updateDebugMeshes(): void {\r\n var plugin = this._physicsEnginePlugin;\r\n\r\n for (var i = 0; i < this._numMeshes; i++) {\r\n let impostor = this._impostors[i];\r\n\r\n if (!impostor) {\r\n continue;\r\n }\r\n\r\n if (impostor.isDisposed) {\r\n this.hideImpostor(this._impostors[i--]);\r\n } else {\r\n if (impostor.type === PhysicsImpostor.MeshImpostor) {\r\n continue;\r\n }\r\n let mesh = this._meshes[i];\r\n\r\n if (mesh && plugin) {\r\n plugin.syncMeshWithImpostor(mesh, impostor);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Renders a specified physic impostor\r\n * @param impostor defines the impostor to render\r\n * @param targetMesh defines the mesh represented by the impostor\r\n * @returns the new debug mesh used to render the impostor\r\n */\r\n public showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh> {\r\n\r\n if (!this._scene) {\r\n return null;\r\n }\r\n\r\n for (var i = 0; i < this._numMeshes; i++) {\r\n if (this._impostors[i] == impostor) {\r\n return null;\r\n }\r\n }\r\n\r\n var debugMesh = this._getDebugMesh(impostor, targetMesh);\r\n\r\n if (debugMesh) {\r\n this._impostors[this._numMeshes] = impostor;\r\n this._meshes[this._numMeshes] = debugMesh;\r\n\r\n if (this._numMeshes === 0) {\r\n this._renderFunction = this._updateDebugMeshes.bind(this);\r\n this._scene.registerBeforeRender(this._renderFunction);\r\n }\r\n\r\n this._numMeshes++;\r\n }\r\n\r\n return debugMesh;\r\n }\r\n\r\n /**\r\n * Hides a specified physic impostor\r\n * @param impostor defines the impostor to hide\r\n */\r\n public hideImpostor(impostor: Nullable<PhysicsImpostor>) {\r\n\r\n if (!impostor || !this._scene || !this._utilityLayer) {\r\n return;\r\n }\r\n\r\n var removed = false;\r\n const utilityLayerScene = this._utilityLayer.utilityLayerScene;\r\n\r\n for (var i = 0; i < this._numMeshes; i++) {\r\n if (this._impostors[i] == impostor) {\r\n let mesh = this._meshes[i];\r\n\r\n if (!mesh) {\r\n continue;\r\n }\r\n\r\n utilityLayerScene.removeMesh(mesh);\r\n mesh.dispose();\r\n\r\n let index = this._debugMeshMeshes.indexOf(mesh as Mesh);\r\n if (index > -1) {\r\n this._debugMeshMeshes.splice(index, 1);\r\n }\r\n\r\n this._numMeshes--;\r\n if (this._numMeshes > 0) {\r\n this._meshes[i] = this._meshes[this._numMeshes];\r\n this._impostors[i] = this._impostors[this._numMeshes];\r\n this._meshes[this._numMeshes] = null;\r\n this._impostors[this._numMeshes] = null;\r\n } else {\r\n this._meshes[0] = null;\r\n this._impostors[0] = null;\r\n }\r\n removed = true;\r\n break;\r\n }\r\n }\r\n\r\n if (removed && this._numMeshes === 0) {\r\n this._scene.unregisterBeforeRender(this._renderFunction);\r\n }\r\n\r\n }\r\n\r\n private _getDebugMaterial(scene: Scene): Material {\r\n if (!this._debugMaterial) {\r\n this._debugMaterial = new StandardMaterial('', scene);\r\n this._debugMaterial.wireframe = true;\r\n this._debugMaterial.emissiveColor = Color3.White();\r\n this._debugMaterial.disableLighting = true;\r\n }\r\n\r\n return this._debugMaterial;\r\n }\r\n\r\n private _getDebugBoxMesh(scene: Scene): AbstractMesh {\r\n if (!this._debugBoxMesh) {\r\n this._debugBoxMesh = CreateBox('physicsBodyBoxViewMesh', { size: 1 }, scene);\r\n this._debugBoxMesh.rotationQuaternion = Quaternion.Identity();\r\n this._debugBoxMesh.material = this._getDebugMaterial(scene);\r\n this._debugBoxMesh.setEnabled(false);\r\n }\r\n\r\n return this._debugBoxMesh.createInstance('physicsBodyBoxViewInstance');\r\n }\r\n\r\n private _getDebugSphereMesh(scene: Scene): AbstractMesh {\r\n if (!this._debugSphereMesh) {\r\n this._debugSphereMesh = CreateSphere('physicsBodySphereViewMesh', { diameter: 1 }, scene);\r\n this._debugSphereMesh.rotationQuaternion = Quaternion.Identity();\r\n this._debugSphereMesh.material = this._getDebugMaterial(scene);\r\n this._debugSphereMesh.setEnabled(false);\r\n }\r\n\r\n return this._debugSphereMesh.createInstance('physicsBodySphereViewInstance');\r\n }\r\n\r\n private _getDebugCapsuleMesh(scene: Scene): AbstractMesh {\r\n if (!this._debugCapsuleMesh) {\r\n this._debugCapsuleMesh = CreateCapsule('physicsBodyCapsuleViewMesh', { height: 1 } as ICreateCapsuleOptions, scene);\r\n this._debugCapsuleMesh.rotationQuaternion = Quaternion.Identity();\r\n this._debugCapsuleMesh.material = this._getDebugMaterial(scene);\r\n this._debugCapsuleMesh.setEnabled(false);\r\n }\r\n\r\n return this._debugCapsuleMesh.createInstance('physicsBodyCapsuleViewInstance');\r\n }\r\n\r\n private _getDebugCylinderMesh(scene: Scene): AbstractMesh {\r\n if (!this._debugCylinderMesh) {\r\n this._debugCylinderMesh = CreateCylinder('physicsBodyCylinderViewMesh', { diameterTop: 1, diameterBottom: 1, height: 1 }, scene);\r\n this._debugCylinderMesh.rotationQuaternion = Quaternion.Identity();\r\n this._debugCylinderMesh.material = this._getDebugMaterial(scene);\r\n this._debugCylinderMesh.setEnabled(false);\r\n }\r\n\r\n return this._debugCylinderMesh.createInstance('physicsBodyCylinderViewInstance');\r\n }\r\n\r\n private _getDebugMeshMesh(mesh: Mesh, scene: Scene): AbstractMesh {\r\n var wireframeOver = new Mesh(mesh.name, scene, null, mesh);\r\n wireframeOver.setParent(mesh);\r\n wireframeOver.position = Vector3.Zero();\r\n wireframeOver.material = this._getDebugMaterial(scene);\r\n\r\n this._debugMeshMeshes.push(wireframeOver);\r\n\r\n return wireframeOver;\r\n }\r\n\r\n private _getDebugMesh(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh> {\r\n if (!this._utilityLayer) {\r\n return null;\r\n }\r\n\r\n // Only create child impostor debug meshes when evaluating the parent\r\n if (targetMesh && targetMesh.parent && (targetMesh.parent as Mesh).physicsImpostor) {\r\n return null;\r\n }\r\n\r\n var mesh: Nullable<AbstractMesh> = null;\r\n const utilityLayerScene = this._utilityLayer.utilityLayerScene;\r\n\r\n switch (impostor.type) {\r\n case PhysicsImpostor.BoxImpostor:\r\n mesh = this._getDebugBoxMesh(utilityLayerScene);\r\n impostor.getBoxSizeToRef(mesh.scaling);\r\n break;\r\n case PhysicsImpostor.SphereImpostor:\r\n mesh = this._getDebugSphereMesh(utilityLayerScene);\r\n var radius = impostor.getRadius();\r\n mesh.scaling.x = radius * 2;\r\n mesh.scaling.y = radius * 2;\r\n mesh.scaling.z = radius * 2;\r\n break;\r\n case PhysicsImpostor.CapsuleImpostor:\r\n mesh = this._getDebugCapsuleMesh(utilityLayerScene);\r\n var bi = impostor.object.getBoundingInfo();\r\n mesh.scaling.x = (bi.boundingBox.maximum.x - bi.boundingBox.minimum.x) * 2 * impostor.object.scaling.x;\r\n mesh.scaling.y = (bi.boundingBox.maximum.y - bi.boundingBox.minimum.y) * impostor.object.scaling.y;\r\n mesh.scaling.z = (bi.boundingBox.maximum.z - bi.boundingBox.minimum.z) * 2 * impostor.object.scaling.z;\r\n break;\r\n case PhysicsImpostor.MeshImpostor:\r\n if (targetMesh) {\r\n mesh = this._getDebugMeshMesh(targetMesh, utilityLayerScene);\r\n }\r\n break;\r\n case PhysicsImpostor.NoImpostor:\r\n if (targetMesh) {\r\n // Handle compound impostors\r\n var childMeshes = targetMesh.getChildMeshes().filter((c) => { return c.physicsImpostor ? 1 : 0; });\r\n childMeshes.forEach((m) => {\r\n if (m.physicsImpostor && m.getClassName() === \"Mesh\") {\r\n const boundingInfo = m.getBoundingInfo();\r\n const min = boundingInfo.boundingBox.minimum;\r\n const max = boundingInfo.boundingBox.maximum;\r\n switch (m.physicsImpostor.type) {\r\n case PhysicsImpostor.BoxImpostor:\r\n mesh = this._getDebugBoxMesh(utilityLayerScene);\r\n mesh.position.copyFrom(min);\r\n mesh.position.addInPlace(max);\r\n mesh.position.scaleInPlace(0.5);\r\n break;\r\n case PhysicsImpostor.SphereImpostor:\r\n mesh = this._getDebugSphereMesh(utilityLayerScene);\r\n break;\r\n case PhysicsImpostor.CylinderImpostor:\r\n mesh = this._getDebugCylinderMesh(utilityLayerScene);\r\n break;\r\n default:\r\n mesh = null;\r\n break;\r\n }\r\n if (mesh) {\r\n mesh.scaling.x = max.x - min.x;\r\n mesh.scaling.y = max.y - min.y;\r\n mesh.scaling.z = max.z - min.z;\r\n mesh.parent = m;\r\n }\r\n }\r\n });\r\n }\r\n mesh = null;\r\n break;\r\n case PhysicsImpostor.CylinderImpostor:\r\n mesh = this._getDebugCylinderMesh(utilityLayerScene);\r\n var bi = impostor.object.getBoundingInfo();\r\n mesh.scaling.x = (bi.boundingBox.maximum.x - bi.boundingBox.minimum.x) * impostor.object.scaling.x;\r\n mesh.scaling.y = (bi.boundingBox.maximum.y - bi.boundingBox.minimum.y) * impostor.object.scaling.y;\r\n mesh.scaling.z = (bi.boundingBox.maximum.z - bi.boundingBox.minimum.z) * impostor.object.scaling.z;\r\n break;\r\n }\r\n return mesh;\r\n }\r\n\r\n /** Releases all resources */\r\n public dispose() {\r\n let count = this._numMeshes;\r\n for (var index = 0; index < count; index++) {\r\n this.hideImpostor(this._impostors[0]);\r\n }\r\n\r\n if (this._debugBoxMesh) {\r\n this._debugBoxMesh.dispose();\r\n }\r\n if (this._debugSphereMesh) {\r\n this._debugSphereMesh.dispose();\r\n }\r\n if (this._debugCylinderMesh) {\r\n this._debugCylinderMesh.dispose();\r\n }\r\n if (this._debugMaterial) {\r\n this._debugMaterial.dispose();\r\n }\r\n\r\n this._impostors.length = 0;\r\n this._scene = null;\r\n this._physicsEnginePlugin = null;\r\n\r\n if (this._utilityLayer) {\r\n this._utilityLayer.dispose();\r\n this._utilityLayer = null;\r\n }\r\n }\r\n}\r\n"]}
1
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{ Nullable } from \"../types\";\r\nimport { Scene } from \"../scene\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { CreateBox } from \"../Meshes/Builders/boxBuilder\";\r\nimport { CreateSphere } from \"../Meshes/Builders/sphereBuilder\";\r\nimport { Quaternion, Vector3 } from \"../Maths/math.vector\";\r\nimport { Color3 } from '../Maths/math.color';\r\nimport { Material } from \"../Materials/material\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { StandardMaterial } from \"../Materials/standardMaterial\";\r\nimport { IPhysicsEnginePlugin } from \"../Physics/IPhysicsEngine\";\r\nimport { PhysicsImpostor } from \"../Physics/physicsImpostor\";\r\nimport { UtilityLayerRenderer } from \"../Rendering/utilityLayerRenderer\";\r\nimport { CreateCylinder } from '../Meshes/Builders/cylinderBuilder';\r\nimport { CreateCapsule, ICreateCapsuleOptions } from '../Meshes/Builders/capsuleBuilder';\r\n\r\n/**\r\n * Used to show the physics impostor around the specific mesh\r\n */\r\nexport class PhysicsViewer {\r\n\r\n /** @hidden */\r\n protected _impostors: Array<Nullable<PhysicsImpostor>> = [];\r\n /** @hidden */\r\n protected _meshes: Array<Nullable<AbstractMesh>> = [];\r\n /** @hidden */\r\n protected _scene: Nullable<Scene>;\r\n /** @hidden */\r\n protected _numMeshes = 0;\r\n /** @hidden */\r\n protected _physicsEnginePlugin: Nullable<IPhysicsEnginePlugin>;\r\n private _renderFunction: () => void;\r\n private _utilityLayer: Nullable<UtilityLayerRenderer>;\r\n\r\n private _debugBoxMesh: Mesh;\r\n private _debugSphereMesh: Mesh;\r\n private _debugCapsuleMesh: Mesh;\r\n private _debugCylinderMesh: Mesh;\r\n private _debugMaterial: StandardMaterial;\r\n private _debugMeshMeshes = new Array<Mesh>();\r\n\r\n /**\r\n * Creates a new PhysicsViewer\r\n * @param scene defines the hosting scene\r\n */\r\n constructor(scene?: Scene) {\r\n this._scene = scene || EngineStore.LastCreatedScene;\r\n if (!this._scene) {\r\n return;\r\n }\r\n let physicEngine = this._scene.getPhysicsEngine();\r\n\r\n if (physicEngine) {\r\n this._physicsEnginePlugin = physicEngine.getPhysicsPlugin();\r\n }\r\n\r\n this._utilityLayer = new UtilityLayerRenderer(this._scene, false);\r\n this._utilityLayer.pickUtilitySceneFirst = false;\r\n this._utilityLayer.utilityLayerScene.autoClearDepthAndStencil = true;\r\n }\r\n\r\n /** @hidden */\r\n protected _updateDebugMeshes(): void {\r\n var plugin = this._physicsEnginePlugin;\r\n\r\n for (var i = 0; i < this._numMeshes; i++) {\r\n let impostor = this._impostors[i];\r\n\r\n if (!impostor) {\r\n continue;\r\n }\r\n\r\n if (impostor.isDisposed) {\r\n this.hideImpostor(this._impostors[i--]);\r\n } else {\r\n if (impostor.type === PhysicsImpostor.MeshImpostor) {\r\n continue;\r\n }\r\n let mesh = this._meshes[i];\r\n\r\n if (mesh && plugin) {\r\n plugin.syncMeshWithImpostor(mesh, impostor);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Renders a specified physic impostor\r\n * @param impostor defines the impostor to render\r\n * @param targetMesh defines the mesh represented by the impostor\r\n * @returns the new debug mesh used to render the impostor\r\n */\r\n public showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh> {\r\n\r\n if (!this._scene) {\r\n return null;\r\n }\r\n\r\n for (var i = 0; i < this._numMeshes; i++) {\r\n if (this._impostors[i] == impostor) {\r\n return null;\r\n }\r\n }\r\n\r\n var debugMesh = this._getDebugMesh(impostor, targetMesh);\r\n\r\n if (debugMesh) {\r\n this._impostors[this._numMeshes] = impostor;\r\n this._meshes[this._numMeshes] = debugMesh;\r\n\r\n if (this._numMeshes === 0) {\r\n this._renderFunction = this._updateDebugMeshes.bind(this);\r\n this._scene.registerBeforeRender(this._renderFunction);\r\n }\r\n\r\n this._numMeshes++;\r\n }\r\n\r\n return debugMesh;\r\n }\r\n\r\n /**\r\n * Hides a specified physic impostor\r\n * @param impostor defines the impostor to hide\r\n */\r\n public hideImpostor(impostor: Nullable<PhysicsImpostor>) {\r\n\r\n if (!impostor || !this._scene || !this._utilityLayer) {\r\n return;\r\n }\r\n\r\n var removed = false;\r\n const utilityLayerScene = this._utilityLayer.utilityLayerScene;\r\n\r\n for (var i = 0; i < this._numMeshes; i++) {\r\n if (this._impostors[i] == impostor) {\r\n let mesh = this._meshes[i];\r\n\r\n if (!mesh) {\r\n continue;\r\n }\r\n\r\n utilityLayerScene.removeMesh(mesh);\r\n mesh.dispose();\r\n\r\n let index = this._debugMeshMeshes.indexOf(mesh as Mesh);\r\n if (index > -1) {\r\n this._debugMeshMeshes.splice(index, 1);\r\n }\r\n\r\n this._numMeshes--;\r\n if (this._numMeshes > 0) {\r\n this._meshes[i] = this._meshes[this._numMeshes];\r\n this._impostors[i] = this._impostors[this._numMeshes];\r\n this._meshes[this._numMeshes] = null;\r\n this._impostors[this._numMeshes] = null;\r\n } else {\r\n this._meshes[0] = null;\r\n this._impostors[0] = null;\r\n }\r\n removed = true;\r\n break;\r\n }\r\n }\r\n\r\n if (removed && this._numMeshes === 0) {\r\n this._scene.unregisterBeforeRender(this._renderFunction);\r\n }\r\n\r\n }\r\n\r\n private _getDebugMaterial(scene: Scene): Material {\r\n if (!this._debugMaterial) {\r\n this._debugMaterial = new StandardMaterial('', scene);\r\n this._debugMaterial.wireframe = true;\r\n this._debugMaterial.emissiveColor = Color3.White();\r\n this._debugMaterial.disableLighting = true;\r\n }\r\n\r\n return this._debugMaterial;\r\n }\r\n\r\n private _getDebugBoxMesh(scene: Scene): AbstractMesh {\r\n if (!this._debugBoxMesh) {\r\n this._debugBoxMesh = CreateBox('physicsBodyBoxViewMesh', { size: 1 }, scene);\r\n this._debugBoxMesh.rotationQuaternion = Quaternion.Identity();\r\n this._debugBoxMesh.material = this._getDebugMaterial(scene);\r\n this._debugBoxMesh.setEnabled(false);\r\n }\r\n\r\n return this._debugBoxMesh.createInstance('physicsBodyBoxViewInstance');\r\n }\r\n\r\n private _getDebugSphereMesh(scene: Scene): AbstractMesh {\r\n if (!this._debugSphereMesh) {\r\n this._debugSphereMesh = CreateSphere('physicsBodySphereViewMesh', { diameter: 1 }, scene);\r\n this._debugSphereMesh.rotationQuaternion = Quaternion.Identity();\r\n this._debugSphereMesh.material = this._getDebugMaterial(scene);\r\n this._debugSphereMesh.setEnabled(false);\r\n }\r\n\r\n return this._debugSphereMesh.createInstance('physicsBodySphereViewInstance');\r\n }\r\n\r\n private _getDebugCapsuleMesh(scene: Scene): AbstractMesh {\r\n if (!this._debugCapsuleMesh) {\r\n this._debugCapsuleMesh = CreateCapsule('physicsBodyCapsuleViewMesh', { height: 1 } as ICreateCapsuleOptions, scene);\r\n this._debugCapsuleMesh.rotationQuaternion = Quaternion.Identity();\r\n this._debugCapsuleMesh.material = this._getDebugMaterial(scene);\r\n this._debugCapsuleMesh.setEnabled(false);\r\n }\r\n\r\n return this._debugCapsuleMesh.createInstance('physicsBodyCapsuleViewInstance');\r\n }\r\n\r\n private _getDebugCylinderMesh(scene: Scene): AbstractMesh {\r\n if (!this._debugCylinderMesh) {\r\n this._debugCylinderMesh = CreateCylinder('physicsBodyCylinderViewMesh', { diameterTop: 1, diameterBottom: 1, height: 1 }, scene);\r\n this._debugCylinderMesh.rotationQuaternion = Quaternion.Identity();\r\n this._debugCylinderMesh.material = this._getDebugMaterial(scene);\r\n this._debugCylinderMesh.setEnabled(false);\r\n }\r\n\r\n return this._debugCylinderMesh.createInstance('physicsBodyCylinderViewInstance');\r\n }\r\n\r\n private _getDebugMeshMesh(mesh: Mesh, scene: Scene): AbstractMesh {\r\n var wireframeOver = new Mesh(mesh.name, scene, null, mesh);\r\n wireframeOver.setParent(mesh);\r\n wireframeOver.position = Vector3.Zero();\r\n wireframeOver.material = this._getDebugMaterial(scene);\r\n\r\n this._debugMeshMeshes.push(wireframeOver);\r\n\r\n return wireframeOver;\r\n }\r\n\r\n private _getDebugMesh(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh> {\r\n if (!this._utilityLayer) {\r\n return null;\r\n }\r\n\r\n // Only create child impostor debug meshes when evaluating the parent\r\n if (targetMesh && targetMesh.parent && (targetMesh.parent as Mesh).physicsImpostor) {\r\n return null;\r\n }\r\n\r\n var mesh: Nullable<AbstractMesh> = null;\r\n const utilityLayerScene = this._utilityLayer.utilityLayerScene;\r\n\r\n switch (impostor.type) {\r\n case PhysicsImpostor.BoxImpostor:\r\n mesh = this._getDebugBoxMesh(utilityLayerScene);\r\n impostor.getBoxSizeToRef(mesh.scaling);\r\n break;\r\n case PhysicsImpostor.SphereImpostor:\r\n mesh = this._getDebugSphereMesh(utilityLayerScene);\r\n var radius = impostor.getRadius();\r\n mesh.scaling.x = radius * 2;\r\n mesh.scaling.y = radius * 2;\r\n mesh.scaling.z = radius * 2;\r\n break;\r\n case PhysicsImpostor.CapsuleImpostor:\r\n mesh = this._getDebugCapsuleMesh(utilityLayerScene);\r\n var bi = impostor.object.getBoundingInfo();\r\n mesh.scaling.x = (bi.boundingBox.maximum.x - bi.boundingBox.minimum.x) * 2 * impostor.object.scaling.x;\r\n mesh.scaling.y = (bi.boundingBox.maximum.y - bi.boundingBox.minimum.y) * impostor.object.scaling.y;\r\n mesh.scaling.z = (bi.boundingBox.maximum.z - bi.boundingBox.minimum.z) * 2 * impostor.object.scaling.z;\r\n break;\r\n case PhysicsImpostor.MeshImpostor:\r\n if (targetMesh) {\r\n mesh = this._getDebugMeshMesh(targetMesh, utilityLayerScene);\r\n }\r\n break;\r\n case PhysicsImpostor.NoImpostor:\r\n if (targetMesh) {\r\n // Handle compound impostors\r\n var childMeshes = targetMesh.getChildMeshes().filter((c) => { return c.physicsImpostor ? 1 : 0; });\r\n childMeshes.forEach((m) => {\r\n if (m.physicsImpostor && m.getClassName() === \"Mesh\") {\r\n const boundingInfo = m.getBoundingInfo();\r\n const min = boundingInfo.boundingBox.minimum;\r\n const max = boundingInfo.boundingBox.maximum;\r\n switch (m.physicsImpostor.type) {\r\n case PhysicsImpostor.BoxImpostor:\r\n mesh = this._getDebugBoxMesh(utilityLayerScene);\r\n mesh.position.copyFrom(min);\r\n mesh.position.addInPlace(max);\r\n mesh.position.scaleInPlace(0.5);\r\n break;\r\n case PhysicsImpostor.SphereImpostor:\r\n mesh = this._getDebugSphereMesh(utilityLayerScene);\r\n break;\r\n case PhysicsImpostor.CylinderImpostor:\r\n mesh = this._getDebugCylinderMesh(utilityLayerScene);\r\n break;\r\n default:\r\n mesh = null;\r\n break;\r\n }\r\n if (mesh) {\r\n mesh.scaling.x = max.x - min.x;\r\n mesh.scaling.y = max.y - min.y;\r\n mesh.scaling.z = max.z - min.z;\r\n mesh.parent = m;\r\n }\r\n }\r\n });\r\n }\r\n mesh = null;\r\n break;\r\n case PhysicsImpostor.CylinderImpostor:\r\n mesh = this._getDebugCylinderMesh(utilityLayerScene);\r\n var bi = impostor.object.getBoundingInfo();\r\n mesh.scaling.x = (bi.boundingBox.maximum.x - bi.boundingBox.minimum.x) * impostor.object.scaling.x;\r\n mesh.scaling.y = (bi.boundingBox.maximum.y - bi.boundingBox.minimum.y) * impostor.object.scaling.y;\r\n mesh.scaling.z = (bi.boundingBox.maximum.z - bi.boundingBox.minimum.z) * impostor.object.scaling.z;\r\n break;\r\n }\r\n return mesh;\r\n }\r\n\r\n /** Releases all resources */\r\n public dispose() {\r\n let count = this._numMeshes;\r\n for (var index = 0; index < count; index++) {\r\n this.hideImpostor(this._impostors[0]);\r\n }\r\n\r\n if (this._debugBoxMesh) {\r\n this._debugBoxMesh.dispose();\r\n }\r\n if (this._debugSphereMesh) {\r\n this._debugSphereMesh.dispose();\r\n }\r\n if (this._debugCylinderMesh) {\r\n this._debugCylinderMesh.dispose();\r\n }\r\n if (this._debugMaterial) {\r\n this._debugMaterial.dispose();\r\n }\r\n\r\n this._impostors.length = 0;\r\n this._scene = null;\r\n this._physicsEnginePlugin = null;\r\n\r\n if (this._utilityLayer) {\r\n this._utilityLayer.dispose();\r\n this._utilityLayer = null;\r\n }\r\n }\r\n}\r\n"]}
@@ -354,7 +354,7 @@ var SkeletonViewer = /** @class */ (function () {
354
354
  };
355
355
  SkeletonViewer.prototype._getLinesForBonesWithLength = function (bones, meshMat) {
356
356
  var len = bones.length;
357
- var mesh = this.mesh._effectiveMesh;
357
+ var mesh = this.mesh;
358
358
  var meshPos = mesh.position;
359
359
  var idx = 0;
360
360
  for (var i = 0; i < len; i++) {
@@ -377,7 +377,7 @@ var SkeletonViewer = /** @class */ (function () {
377
377
  SkeletonViewer.prototype._getLinesForBonesNoLength = function (bones) {
378
378
  var len = bones.length;
379
379
  var boneNum = 0;
380
- var mesh = this.mesh._effectiveMesh;
380
+ var mesh = this.mesh;
381
381
  var meshPos = mesh.position;
382
382
  for (var i = len - 1; i >= 0; i--) {
383
383
  var childBone = bones[i];
@@ -626,12 +626,11 @@ var SkeletonViewer = /** @class */ (function () {
626
626
  if (this.autoUpdateBonesMatrices) {
627
627
  this.skeleton.computeAbsoluteTransforms();
628
628
  }
629
- var mesh = this.mesh._effectiveMesh;
630
629
  if (this.skeleton.bones[0].length === undefined) {
631
630
  this._getLinesForBonesNoLength(this.skeleton.bones);
632
631
  }
633
632
  else {
634
- this._getLinesForBonesWithLength(this.skeleton.bones, mesh.getWorldMatrix());
633
+ this._getLinesForBonesWithLength(this.skeleton.bones, this.mesh.getWorldMatrix());
635
634
  }
636
635
  var targetScene = this._utilityLayer.utilityLayerScene;
637
636
  if (targetScene) {
@@ -1 +1 @@
1
- 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{ Vector3, Matrix, TmpVectors } from \"../Maths/math.vector\";\r\nimport { Color3, Color4 } from '../Maths/math.color';\r\nimport { Scene } from \"../scene\";\r\nimport { Nullable } from \"../types\";\r\nimport { Bone } from \"../Bones/bone\";\r\nimport { Skeleton } from \"../Bones/skeleton\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { LinesMesh } from \"../Meshes/linesMesh\";\r\nimport { CreateLineSystem } from \"../Meshes/Builders/linesBuilder\";\r\nimport { UtilityLayerRenderer } from \"../Rendering/utilityLayerRenderer\";\r\nimport { Material } from '../Materials/material';\r\nimport { ShaderMaterial } from '../Materials/shaderMaterial';\r\nimport { DynamicTexture } from '../Materials/Textures/dynamicTexture';\r\nimport { VertexBuffer } from '../Buffers/buffer';\r\nimport { Effect } from '../Materials/effect';\r\n\r\nimport { ISkeletonViewerOptions, IBoneWeightShaderOptions, ISkeletonMapShaderOptions, ISkeletonMapShaderColorMapKnot } from './ISkeletonViewer';\r\nimport { Observer } from '../Misc/observable';\r\n\r\nimport { CreateSphere } from '../Meshes/Builders/sphereBuilder';\r\nimport { ExtrudeShapeCustom } from '../Meshes/Builders/shapeBuilder';\r\n\r\n/**\r\n * Class used to render a debug view of a given skeleton\r\n * @see http://www.babylonjs-playground.com/#1BZJVJ#8\r\n */\r\nexport class SkeletonViewer {\r\n /** public Display constants BABYLON.SkeletonViewer.DISPLAY_LINES */\r\n public static readonly DISPLAY_LINES = 0;\r\n /** public Display constants BABYLON.SkeletonViewer.DISPLAY_SPHERES */\r\n public static readonly DISPLAY_SPHERES = 1;\r\n /** public Display constants BABYLON.SkeletonViewer.DISPLAY_SPHERE_AND_SPURS */\r\n public static readonly DISPLAY_SPHERE_AND_SPURS = 2;\r\n\r\n /** public static method to create a BoneWeight Shader\r\n * @param options The constructor options\r\n * @param scene The scene that the shader is scoped to\r\n * @returns The created ShaderMaterial\r\n * @see http://www.babylonjs-playground.com/#1BZJVJ#395\r\n */\r\n static CreateBoneWeightShader(options: IBoneWeightShaderOptions, scene: Scene): ShaderMaterial {\r\n\r\n let skeleton: Skeleton = options.skeleton;\r\n let colorBase: Color3 = options.colorBase ?? Color3.Black();\r\n let colorZero: Color3 = options.colorZero ?? Color3.Blue();\r\n let colorQuarter: Color3 = options.colorQuarter ?? Color3.Green();\r\n let colorHalf: Color3 = options.colorHalf ?? Color3.Yellow();\r\n let colorFull: Color3 = options.colorFull ?? Color3.Red();\r\n let targetBoneIndex: number = options.targetBoneIndex ?? 0;\r\n\r\n Effect.ShadersStore['boneWeights:' + skeleton.name + \"VertexShader\"] =\r\n `precision highp float;\r\n\r\n attribute vec3 position;\r\n attribute vec2 uv;\r\n\r\n uniform mat4 view;\r\n uniform mat4 projection;\r\n uniform mat4 worldViewProjection;\r\n\r\n #include<bonesDeclaration>\r\n #if NUM_BONE_INFLUENCERS == 0\r\n attribute vec4 matricesIndices;\r\n attribute vec4 matricesWeights;\r\n #endif\r\n #include<bakedVertexAnimationDeclaration>\r\n\r\n #include<instancesDeclaration>\r\n\r\n varying vec3 vColor;\r\n\r\n uniform vec3 colorBase;\r\n uniform vec3 colorZero;\r\n uniform vec3 colorQuarter;\r\n uniform vec3 colorHalf;\r\n uniform vec3 colorFull;\r\n\r\n uniform float targetBoneIndex;\r\n\r\n void main() {\r\n vec3 positionUpdated = position;\r\n\r\n #include<instancesVertex>\r\n #include<bonesVertex>\r\n #include<bakedVertexAnimation>\r\n\r\n vec4 worldPos = finalWorld * vec4(positionUpdated, 1.0);\r\n\r\n vec3 color = colorBase;\r\n float totalWeight = 0.;\r\n if(matricesIndices[0] == targetBoneIndex && matricesWeights[0] > 0.){\r\n totalWeight += matricesWeights[0];\r\n }\r\n if(matricesIndices[1] == targetBoneIndex && matricesWeights[1] > 0.){\r\n totalWeight += matricesWeights[1];\r\n }\r\n if(matricesIndices[2] == targetBoneIndex && matricesWeights[2] > 0.){\r\n totalWeight += matricesWeights[2];\r\n }\r\n if(matricesIndices[3] == targetBoneIndex && matricesWeights[3] > 0.){\r\n totalWeight += matricesWeights[3];\r\n }\r\n\r\n color = mix(color, colorZero, smoothstep(0., 0.25, totalWeight));\r\n color = mix(color, colorQuarter, smoothstep(0.25, 0.5, totalWeight));\r\n color = mix(color, colorHalf, smoothstep(0.5, 0.75, totalWeight));\r\n color = mix(color, colorFull, smoothstep(0.75, 1.0, totalWeight));\r\n vColor = color;\r\n\r\n gl_Position = projection * view * worldPos;\r\n }`;\r\n Effect.ShadersStore['boneWeights:' + skeleton.name + \"FragmentShader\"] =\r\n `\r\n precision highp float;\r\n varying vec3 vPosition;\r\n\r\n varying vec3 vColor;\r\n\r\n void main() {\r\n vec4 color = vec4(vColor, 1.0);\r\n gl_FragColor = color;\r\n }\r\n `;\r\n let shader: ShaderMaterial = new ShaderMaterial('boneWeight:' + skeleton.name, scene,\r\n {\r\n vertex: 'boneWeights:' + skeleton.name,\r\n fragment: 'boneWeights:' + skeleton.name\r\n },\r\n {\r\n attributes: ['position', 'normal', 'matricesIndices', 'matricesWeights'],\r\n uniforms: [\r\n 'world', 'worldView', 'worldViewProjection', 'view', 'projection', 'viewProjection',\r\n 'colorBase', 'colorZero', 'colorQuarter', 'colorHalf', 'colorFull', 'targetBoneIndex'\r\n ]\r\n });\r\n\r\n shader.setColor3('colorBase', colorBase);\r\n shader.setColor3('colorZero', colorZero);\r\n shader.setColor3('colorQuarter', colorQuarter);\r\n shader.setColor3('colorHalf', colorHalf);\r\n shader.setColor3('colorFull', colorFull);\r\n shader.setFloat('targetBoneIndex', targetBoneIndex);\r\n\r\n shader.getClassName = (): string => {\r\n return \"BoneWeightShader\";\r\n };\r\n\r\n shader.transparencyMode = Material.MATERIAL_OPAQUE;\r\n\r\n return shader;\r\n }\r\n\r\n /** public static method to create a BoneWeight Shader\r\n * @param options The constructor options\r\n * @param scene The scene that the shader is scoped to\r\n * @returns The created ShaderMaterial\r\n */\r\n static CreateSkeletonMapShader(options: ISkeletonMapShaderOptions, scene: Scene) {\r\n\r\n let skeleton: Skeleton = options.skeleton;\r\n let colorMap: ISkeletonMapShaderColorMapKnot[] = options.colorMap ?? [\r\n {\r\n color: new Color3(1, 0.38, 0.18),\r\n location: 0\r\n },\r\n {\r\n color: new Color3(.59, 0.18, 1.00),\r\n location: 0.2\r\n },\r\n {\r\n color: new Color3(0.59, 1, 0.18),\r\n location: 0.4\r\n },\r\n {\r\n color: new Color3(1, 0.87, 0.17),\r\n location: 0.6\r\n },\r\n {\r\n color: new Color3(1, 0.17, 0.42),\r\n location: 0.8\r\n },\r\n {\r\n color: new Color3(0.17, 0.68, 1.0),\r\n location: 1.0\r\n }\r\n ];\r\n\r\n let bufferWidth: number = skeleton.bones.length + 1;\r\n let colorMapBuffer: number[] = SkeletonViewer._CreateBoneMapColorBuffer(bufferWidth, colorMap, scene);\r\n let shader = new ShaderMaterial('boneWeights:' + skeleton.name, scene,\r\n {\r\n vertexSource:\r\n `precision highp float;\r\n\r\n attribute vec3 position;\r\n attribute vec2 uv;\r\n\r\n uniform mat4 view;\r\n uniform mat4 projection;\r\n uniform mat4 worldViewProjection;\r\n uniform float colorMap[` + ((skeleton.bones.length) * 4) + `];\r\n\r\n #include<bonesDeclaration>\r\n #if NUM_BONE_INFLUENCERS == 0\r\n attribute vec4 matricesIndices;\r\n attribute vec4 matricesWeights;\r\n #endif\r\n #include<bakedVertexAnimationDeclaration>\r\n #include<instancesDeclaration>\r\n\r\n varying vec3 vColor;\r\n\r\n void main() {\r\n vec3 positionUpdated = position;\r\n\r\n #include<instancesVertex>\r\n #include<bonesVertex>\r\n #include<bakedVertexAnimation>\r\n\r\n vec3 color = vec3(0.);\r\n bool first = true;\r\n\r\n for (int i = 0; i < 4; i++) {\r\n int boneIdx = int(matricesIndices[i]);\r\n float boneWgt = matricesWeights[i];\r\n\r\n vec3 c = vec3(colorMap[boneIdx * 4 + 0], colorMap[boneIdx * 4 + 1], colorMap[boneIdx * 4 + 2]);\r\n\r\n if (boneWgt > 0.) {\r\n if (first) {\r\n first = false;\r\n color = c;\r\n } else {\r\n color = mix(color, c, boneWgt);\r\n }\r\n }\r\n }\r\n\r\n vColor = color;\r\n\r\n vec4 worldPos = finalWorld * vec4(positionUpdated, 1.0);\r\n\r\n gl_Position = projection * view * worldPos;\r\n }`,\r\n fragmentSource:\r\n `\r\n precision highp float;\r\n varying vec3 vColor;\r\n\r\n void main() {\r\n vec4 color = vec4( vColor, 1.0 );\r\n gl_FragColor = color;\r\n }\r\n `\r\n },\r\n {\r\n attributes: ['position', 'normal', 'matricesIndices', 'matricesWeights'],\r\n uniforms: [\r\n 'world', 'worldView', 'worldViewProjection', 'view', 'projection', 'viewProjection',\r\n 'colorMap'\r\n ]\r\n });\r\n\r\n shader.setFloats('colorMap', colorMapBuffer);\r\n\r\n shader.getClassName = (): string => {\r\n return \"SkeletonMapShader\";\r\n };\r\n\r\n shader.transparencyMode = Material.MATERIAL_OPAQUE;\r\n\r\n return shader;\r\n }\r\n\r\n /** private static method to create a BoneWeight Shader\r\n * @param size The size of the buffer to create (usually the bone count)\r\n * @param colorMap The gradient data to generate\r\n * @param scene The scene that the shader is scoped to\r\n * @returns an Array of floats from the color gradient values\r\n */\r\n private static _CreateBoneMapColorBuffer(size: number, colorMap: ISkeletonMapShaderColorMapKnot[], scene: Scene) {\r\n let tempGrad = new DynamicTexture('temp', { width: size, height: 1 }, scene, false);\r\n let ctx = tempGrad.getContext();\r\n let grad = ctx.createLinearGradient(0, 0, size, 0);\r\n\r\n colorMap.forEach((stop) => {\r\n grad.addColorStop(stop.location, stop.color.toHexString());\r\n });\r\n\r\n ctx.fillStyle = grad;\r\n ctx.fillRect(0, 0, size, 1);\r\n tempGrad.update();\r\n let buffer: number[] = [];\r\n let data: Uint8ClampedArray = ctx.getImageData(0, 0, size, 1).data;\r\n let rUnit = 1 / 255;\r\n for (let i = 0; i < data.length; i++) {\r\n buffer.push(data[i] * rUnit);\r\n }\r\n tempGrad.dispose();\r\n return buffer;\r\n }\r\n\r\n /** If SkeletonViewer scene scope. */\r\n private _scene: Scene;\r\n\r\n /** Gets or sets the color used to render the skeleton */\r\n public color: Color3 = Color3.White();\r\n\r\n /** Array of the points of the skeleton fo the line view. */\r\n private _debugLines = new Array<Array<Vector3>>();\r\n\r\n /** The SkeletonViewers Mesh. */\r\n private _debugMesh: Nullable<LinesMesh>;\r\n\r\n /** The local axes Meshes. */\r\n private _localAxes: Nullable<LinesMesh> = null;\r\n\r\n /** If SkeletonViewer is enabled. */\r\n private _isEnabled = true;\r\n\r\n /** If SkeletonViewer is ready. */\r\n private _ready: boolean;\r\n\r\n /** SkeletonViewer render observable. */\r\n private _obs: Nullable<Observer<Scene>> = null;\r\n\r\n /** The Utility Layer to render the gizmos in. */\r\n private _utilityLayer: Nullable<UtilityLayerRenderer>;\r\n\r\n private _boneIndices: Set<number>;\r\n\r\n /** Gets the Scene. */\r\n get scene(): Scene {\r\n return this._scene;\r\n }\r\n /** Gets the utilityLayer. */\r\n get utilityLayer(): Nullable<UtilityLayerRenderer> {\r\n return this._utilityLayer;\r\n }\r\n /** Checks Ready Status. */\r\n get isReady(): Boolean {\r\n return this._ready;\r\n }\r\n /** Sets Ready Status. */\r\n set ready(value: boolean) {\r\n this._ready = value;\r\n }\r\n /** Gets the debugMesh */\r\n get debugMesh(): Nullable<AbstractMesh> | Nullable<LinesMesh> {\r\n return this._debugMesh;\r\n }\r\n /** Sets the debugMesh */\r\n set debugMesh(value: Nullable<AbstractMesh> | Nullable<LinesMesh>) {\r\n this._debugMesh = (value as any);\r\n }\r\n /** Gets the displayMode */\r\n get displayMode(): number {\r\n return this.options.displayMode || SkeletonViewer.DISPLAY_LINES;\r\n }\r\n /** Sets the displayMode */\r\n set displayMode(value: number) {\r\n if (value > SkeletonViewer.DISPLAY_SPHERE_AND_SPURS) {\r\n value = SkeletonViewer.DISPLAY_LINES;\r\n }\r\n this.options.displayMode = value;\r\n }\r\n /**\r\n * Creates a new SkeletonViewer\r\n * @param skeleton defines the skeleton to render\r\n * @param mesh defines the mesh attached to the skeleton\r\n * @param scene defines the hosting scene\r\n * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)\r\n * @param renderingGroupId defines the rendering group id to use with the viewer\r\n * @param options All of the extra constructor options for the SkeletonViewer\r\n */\r\n constructor(\r\n /** defines the skeleton to render */\r\n public skeleton: Skeleton,\r\n /** defines the mesh attached to the skeleton */\r\n public mesh: AbstractMesh,\r\n /** The Scene scope*/\r\n scene: Scene,\r\n /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */\r\n public autoUpdateBonesMatrices: boolean = true,\r\n /** defines the rendering group id to use with the viewer */\r\n public renderingGroupId: number = 3,\r\n /** is the options for the viewer */\r\n public options: Partial<ISkeletonViewerOptions> = {}\r\n ) {\r\n\r\n this._scene = scene;\r\n this._ready = false;\r\n\r\n //Defaults\r\n options.pauseAnimations = options.pauseAnimations ?? true;\r\n options.returnToRest = options.returnToRest ?? false;\r\n options.displayMode = options.displayMode ?? SkeletonViewer.DISPLAY_LINES;\r\n options.displayOptions = options.displayOptions ?? {};\r\n options.displayOptions.midStep = options.displayOptions.midStep ?? 0.235;\r\n options.displayOptions.midStepFactor = options.displayOptions.midStepFactor ?? 0.155;\r\n options.displayOptions.sphereBaseSize = options.displayOptions.sphereBaseSize ?? 0.15;\r\n options.displayOptions.sphereScaleUnit = options.displayOptions.sphereScaleUnit ?? 2;\r\n options.displayOptions.sphereFactor = options.displayOptions.sphereFactor ?? 0.865;\r\n options.displayOptions.spurFollowsChild = options.displayOptions.spurFollowsChild ?? false;\r\n options.displayOptions.showLocalAxes = options.displayOptions.showLocalAxes ?? false;\r\n options.displayOptions.localAxesSize = options.displayOptions.localAxesSize ?? 0.075;\r\n options.computeBonesUsingShaders = options.computeBonesUsingShaders ?? true;\r\n options.useAllBones = options.useAllBones ?? true;\r\n\r\n const initialMeshBoneIndices = mesh.getVerticesData(VertexBuffer.MatricesIndicesKind);\r\n const initialMeshBoneWeights = mesh.getVerticesData(VertexBuffer.MatricesWeightsKind);\r\n this._boneIndices = new Set();\r\n\r\n if (!options.useAllBones) {\r\n if (initialMeshBoneIndices && initialMeshBoneWeights) {\r\n for (let i = 0; i < initialMeshBoneIndices.length; ++i) {\r\n const index = initialMeshBoneIndices[i], weight = initialMeshBoneWeights[i];\r\n if (weight !== 0) {\r\n this._boneIndices.add(index);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /* Create Utility Layer */\r\n this._utilityLayer = new UtilityLayerRenderer(this._scene, false);\r\n this._utilityLayer.pickUtilitySceneFirst = false;\r\n this._utilityLayer.utilityLayerScene.autoClearDepthAndStencil = true;\r\n\r\n let displayMode = this.options.displayMode || 0;\r\n if (displayMode > SkeletonViewer.DISPLAY_SPHERE_AND_SPURS) {\r\n displayMode = SkeletonViewer.DISPLAY_LINES;\r\n }\r\n this.displayMode = displayMode;\r\n //Prep the Systems\r\n this.update();\r\n this._bindObs();\r\n }\r\n\r\n /** The Dynamic bindings for the update functions */\r\n private _bindObs(): void {\r\n switch (this.displayMode) {\r\n case SkeletonViewer.DISPLAY_LINES: {\r\n this._obs = this.scene.onBeforeRenderObservable.add(() => {\r\n this._displayLinesUpdate();\r\n });\r\n break;\r\n }\r\n }\r\n }\r\n\r\n /** Update the viewer to sync with current skeleton state, only used to manually update. */\r\n public update(): void {\r\n switch (this.displayMode) {\r\n case SkeletonViewer.DISPLAY_LINES: {\r\n this._displayLinesUpdate();\r\n break;\r\n }\r\n case SkeletonViewer.DISPLAY_SPHERES: {\r\n this._buildSpheresAndSpurs(true);\r\n break;\r\n }\r\n case SkeletonViewer.DISPLAY_SPHERE_AND_SPURS: {\r\n this._buildSpheresAndSpurs(false);\r\n break;\r\n }\r\n }\r\n\r\n this._buildLocalAxes();\r\n }\r\n\r\n /** Gets or sets a boolean indicating if the viewer is enabled */\r\n public set isEnabled(value: boolean) {\r\n if (this.isEnabled === value) {\r\n return;\r\n }\r\n\r\n this._isEnabled = value;\r\n\r\n if (this.debugMesh) {\r\n this.debugMesh.setEnabled(value);\r\n }\r\n\r\n if (value && !this._obs) {\r\n this._bindObs();\r\n } else if (!value && this._obs) {\r\n this.scene.onBeforeRenderObservable.remove(this._obs);\r\n this._obs = null;\r\n }\r\n }\r\n\r\n public get isEnabled(): boolean {\r\n return this._isEnabled;\r\n }\r\n\r\n private _getBonePosition(position: Vector3, bone: Bone, meshMat: Matrix, x = 0, y = 0, z = 0): void {\r\n var tmat = TmpVectors.Matrix[0];\r\n var parentBone = bone.getParent();\r\n tmat.copyFrom(bone.getLocalMatrix());\r\n\r\n if (x !== 0 || y !== 0 || z !== 0) {\r\n var tmat2 = TmpVectors.Matrix[1];\r\n Matrix.IdentityToRef(tmat2);\r\n tmat2.setTranslationFromFloats(x, y, z);\r\n tmat2.multiplyToRef(tmat, tmat);\r\n }\r\n\r\n if (parentBone) {\r\n tmat.multiplyToRef(parentBone.getAbsoluteTransform(), tmat);\r\n }\r\n\r\n tmat.multiplyToRef(meshMat, tmat);\r\n\r\n position.x = tmat.m[12];\r\n position.y = tmat.m[13];\r\n position.z = tmat.m[14];\r\n }\r\n\r\n private _getLinesForBonesWithLength(bones: Bone[], meshMat: Matrix): void {\r\n var len = bones.length;\r\n\r\n let mesh = this.mesh._effectiveMesh;\r\n var meshPos = mesh.position;\r\n let idx = 0;\r\n for (var i = 0; i < len; i++) {\r\n var bone = bones[i];\r\n var points = this._debugLines[idx];\r\n\r\n if (bone._index === -1 || (!this._boneIndices.has(bone.getIndex()) && !this.options.useAllBones)) {\r\n continue;\r\n }\r\n if (!points) {\r\n points = [Vector3.Zero(), Vector3.Zero()];\r\n this._debugLines[idx] = points;\r\n }\r\n this._getBonePosition(points[0], bone, meshMat);\r\n this._getBonePosition(points[1], bone, meshMat, 0, bone.length, 0);\r\n points[0].subtractInPlace(meshPos);\r\n points[1].subtractInPlace(meshPos);\r\n idx++;\r\n }\r\n }\r\n\r\n private _getLinesForBonesNoLength(bones: Bone[]): void {\r\n var len = bones.length;\r\n var boneNum = 0;\r\n\r\n let mesh = this.mesh._effectiveMesh;\r\n var meshPos = mesh.position;\r\n for (var i = len - 1; i >= 0; i--) {\r\n var childBone = bones[i];\r\n var parentBone = childBone.getParent();\r\n if (!parentBone || (!this._boneIndices.has(childBone.getIndex()) && !this.options.useAllBones)) {\r\n continue;\r\n }\r\n var points = this._debugLines[boneNum];\r\n if (!points) {\r\n points = [Vector3.Zero(), Vector3.Zero()];\r\n this._debugLines[boneNum] = points;\r\n }\r\n childBone.getAbsolutePositionToRef(mesh, points[0]);\r\n parentBone.getAbsolutePositionToRef(mesh, points[1]);\r\n points[0].subtractInPlace(meshPos);\r\n points[1].subtractInPlace(meshPos);\r\n boneNum++;\r\n }\r\n }\r\n\r\n /** function to revert the mesh and scene back to the initial state. */\r\n private _revert(animationState: boolean): void {\r\n if (this.options.pauseAnimations) {\r\n this.scene.animationsEnabled = animationState;\r\n this.utilityLayer!.utilityLayerScene!.animationsEnabled = animationState;\r\n }\r\n }\r\n\r\n /** function to get the absolute bind pose of a bone by accumulating transformations up the bone hierarchy. */\r\n private _getAbsoluteBindPoseToRef(bone: Nullable<Bone>, matrix: Matrix) {\r\n if (bone === null || bone._index === -1) {\r\n matrix.copyFrom(Matrix.Identity());\r\n return;\r\n }\r\n\r\n this._getAbsoluteBindPoseToRef(bone.getParent(), matrix);\r\n bone.getBaseMatrix().multiplyToRef(matrix, matrix);\r\n return;\r\n }\r\n\r\n /** function to build and bind sphere joint points and spur bone representations. */\r\n private _buildSpheresAndSpurs(spheresOnly = true): void {\r\n\r\n if (this._debugMesh) {\r\n this._debugMesh.dispose();\r\n this._debugMesh = null;\r\n this.ready = false;\r\n }\r\n\r\n this._ready = false;\r\n let utilityLayerScene = this.utilityLayer?.utilityLayerScene!;\r\n let bones: Bone[] = this.skeleton.bones;\r\n let spheres: Array<[Mesh, Bone]> = [];\r\n let spurs: Mesh[] = [];\r\n\r\n const animationState = this.scene.animationsEnabled;\r\n\r\n try {\r\n if (this.options.pauseAnimations) {\r\n this.scene.animationsEnabled = false;\r\n utilityLayerScene.animationsEnabled = false;\r\n }\r\n\r\n if (this.options.returnToRest) {\r\n this.skeleton.returnToRest();\r\n }\r\n\r\n if (this.autoUpdateBonesMatrices) {\r\n this.skeleton.computeAbsoluteTransforms();\r\n }\r\n\r\n let longestBoneLength = Number.NEGATIVE_INFINITY;\r\n let displayOptions = this.options.displayOptions || {};\r\n\r\n for (let i = 0; i < bones.length; i++) {\r\n let bone = bones[i];\r\n\r\n if (bone._index === -1 || (!this._boneIndices.has(bone.getIndex()) && !this.options.useAllBones)) {\r\n continue;\r\n }\r\n\r\n let boneAbsoluteBindPoseTransform = new Matrix();\r\n this._getAbsoluteBindPoseToRef(bone, boneAbsoluteBindPoseTransform);\r\n\r\n let anchorPoint = new Vector3();\r\n\r\n boneAbsoluteBindPoseTransform.decompose(undefined, undefined, anchorPoint);\r\n\r\n bone.children.forEach((bc, i) => {\r\n let childAbsoluteBindPoseTransform: Matrix = new Matrix();\r\n bc.getBaseMatrix().multiplyToRef(boneAbsoluteBindPoseTransform, childAbsoluteBindPoseTransform);\r\n let childPoint = new Vector3();\r\n childAbsoluteBindPoseTransform.decompose(undefined, undefined, childPoint);\r\n let distanceFromParent = Vector3.Distance(anchorPoint, childPoint);\r\n if (distanceFromParent > longestBoneLength) {\r\n longestBoneLength = distanceFromParent;\r\n }\r\n if (spheresOnly) {\r\n return;\r\n }\r\n\r\n let dir = childPoint.clone().subtract(anchorPoint.clone());\r\n let h = dir.length();\r\n let up = dir.normalize().scale(h);\r\n\r\n let midStep = displayOptions.midStep || 0.165;\r\n let midStepFactor = displayOptions.midStepFactor || 0.215;\r\n\r\n let up0 = up.scale(midStep);\r\n\r\n let spur = ExtrudeShapeCustom('skeletonViewer',\r\n {\r\n shape: [\r\n new Vector3(1, -1, 0),\r\n new Vector3(1, 1, 0),\r\n new Vector3(-1, 1, 0),\r\n new Vector3(-1, -1, 0),\r\n new Vector3(1, -1, 0)\r\n ],\r\n path: [Vector3.Zero(), up0, up],\r\n scaleFunction:\r\n (i: number) => {\r\n switch (i) {\r\n case 0:\r\n case 2:\r\n return 0;\r\n case 1:\r\n return h * midStepFactor;\r\n }\r\n return 0;\r\n },\r\n sideOrientation: Mesh.DEFAULTSIDE,\r\n updatable: false\r\n }, utilityLayerScene);\r\n\r\n let numVertices = spur.getTotalVertices();\r\n let mwk: number[] = [], mik: number[] = [];\r\n\r\n for (let i = 0; i < numVertices; i++) {\r\n mwk.push(1, 0, 0, 0);\r\n\r\n // Select verts at end of spur (ie vert 10 to 14) and bind to child\r\n // bone if spurFollowsChild is enabled.\r\n if (displayOptions.spurFollowsChild && i > 9) {\r\n mik.push(bc.getIndex(), 0, 0, 0);\r\n }\r\n else {\r\n mik.push(bone.getIndex(), 0, 0, 0);\r\n }\r\n }\r\n\r\n spur.position = anchorPoint.clone();\r\n\r\n spur.setVerticesData(VertexBuffer.MatricesWeightsKind, mwk, false);\r\n spur.setVerticesData(VertexBuffer.MatricesIndicesKind, mik, false);\r\n spur.convertToFlatShadedMesh();\r\n\r\n spurs.push(spur);\r\n });\r\n\r\n let sphereBaseSize = displayOptions.sphereBaseSize || 0.2;\r\n\r\n let sphere = CreateSphere('skeletonViewer', {\r\n segments: 6,\r\n diameter: sphereBaseSize,\r\n updatable: true\r\n }, utilityLayerScene);\r\n\r\n const numVertices = sphere.getTotalVertices();\r\n\r\n let mwk: number[] = [], mik: number[] = [];\r\n\r\n for (let i = 0; i < numVertices; i++) {\r\n mwk.push(1, 0, 0, 0);\r\n mik.push(bone.getIndex(), 0, 0, 0);\r\n }\r\n\r\n sphere.setVerticesData(VertexBuffer.MatricesWeightsKind, mwk, false);\r\n sphere.setVerticesData(VertexBuffer.MatricesIndicesKind, mik, false);\r\n\r\n sphere.position = anchorPoint.clone();\r\n spheres.push([sphere, bone]);\r\n }\r\n\r\n let sphereScaleUnit = displayOptions.sphereScaleUnit || 2;\r\n let sphereFactor = displayOptions.sphereFactor || 0.85;\r\n\r\n const meshes = [];\r\n for (let i = 0; i < spheres.length; i++) {\r\n let [sphere, bone] = spheres[i];\r\n let scale = 1 / (sphereScaleUnit / longestBoneLength);\r\n\r\n let _stepsOut = 0;\r\n let _b = bone;\r\n\r\n while ((_b.getParent()) && (_b.getParent() as Bone).getIndex() !== -1) {\r\n _stepsOut++;\r\n _b = (_b.getParent() as Bone);\r\n }\r\n sphere.scaling.scaleInPlace(scale * Math.pow(sphereFactor, _stepsOut));\r\n meshes.push(sphere);\r\n }\r\n\r\n this.debugMesh = Mesh.MergeMeshes(meshes.concat(spurs), true, true);\r\n if (this.debugMesh) {\r\n this.debugMesh.renderingGroupId = this.renderingGroupId;\r\n this.debugMesh.skeleton = this.skeleton;\r\n this.debugMesh.parent = this.mesh;\r\n this.debugMesh.computeBonesUsingShaders = this.options.computeBonesUsingShaders ?? true;\r\n this.debugMesh.alwaysSelectAsActiveMesh = true;\r\n }\r\n\r\n const light = this.utilityLayer!._getSharedGizmoLight();\r\n light.intensity = 0.7;\r\n\r\n this._revert(animationState);\r\n this.ready = true;\r\n } catch (err) {\r\n console.error(err);\r\n this._revert(animationState);\r\n this.dispose();\r\n }\r\n }\r\n\r\n private _buildLocalAxes(): void {\r\n if (this._localAxes) {\r\n this._localAxes.dispose();\r\n }\r\n\r\n this._localAxes = null;\r\n\r\n let displayOptions = this.options.displayOptions || {};\r\n\r\n if (!displayOptions.showLocalAxes) {\r\n return;\r\n }\r\n\r\n const targetScene = this._utilityLayer!.utilityLayerScene;\r\n const size = displayOptions.localAxesSize || 0.075;\r\n let lines = [];\r\n let colors = [];\r\n let red = new Color4(1, 0, 0, 1);\r\n let green = new Color4(0, 1, 0, 1);\r\n let blue = new Color4(0, 0, 1, 1);\r\n\r\n let mwk: number[] = [];\r\n let mik: number[] = [];\r\n const vertsPerBone = 6;\r\n\r\n for (let i in this.skeleton.bones) {\r\n let bone = this.skeleton.bones[i];\r\n\r\n if (bone._index === -1 || (!this._boneIndices.has(bone.getIndex()) && !this.options.useAllBones)) {\r\n continue;\r\n }\r\n\r\n let boneAbsoluteBindPoseTransform = new Matrix();\r\n let boneOrigin = new Vector3();\r\n\r\n this._getAbsoluteBindPoseToRef(bone, boneAbsoluteBindPoseTransform);\r\n boneAbsoluteBindPoseTransform.decompose(undefined, undefined, boneOrigin);\r\n\r\n let m = bone.getBaseMatrix().getRotationMatrix();\r\n\r\n let boneAxisX = Vector3.TransformCoordinates(new Vector3(0 + size, 0, 0), m);\r\n let boneAxisY = Vector3.TransformCoordinates(new Vector3(0, 0 + size, 0), m);\r\n let boneAxisZ = Vector3.TransformCoordinates(new Vector3(0, 0, 0 + size), m);\r\n\r\n let axisX = [boneOrigin, boneOrigin.add(boneAxisX)];\r\n let axisY = [boneOrigin, boneOrigin.add(boneAxisY)];\r\n let axisZ = [boneOrigin, boneOrigin.add(boneAxisZ)];\r\n\r\n let linePoints = [axisX, axisY, axisZ];\r\n let lineColors = [[red, red], [green, green], [blue, blue]];\r\n\r\n lines.push(...linePoints);\r\n colors.push(...lineColors);\r\n\r\n for (let j = 0; j < vertsPerBone; j++) {\r\n mwk.push(1, 0, 0, 0);\r\n mik.push(bone.getIndex(), 0, 0, 0);\r\n }\r\n }\r\n\r\n this._localAxes = CreateLineSystem('localAxes', { lines: lines, colors: colors, updatable: true }, targetScene);\r\n this._localAxes.setVerticesData(VertexBuffer.MatricesWeightsKind, mwk, false);\r\n this._localAxes.setVerticesData(VertexBuffer.MatricesIndicesKind, mik, false);\r\n this._localAxes.skeleton = this.skeleton;\r\n this._localAxes.renderingGroupId = this.renderingGroupId;\r\n this._localAxes.parent = this.mesh;\r\n this._localAxes.computeBonesUsingShaders = this.options.computeBonesUsingShaders ?? true;\r\n }\r\n\r\n /** Update the viewer to sync with current skeleton state, only used for the line display. */\r\n private _displayLinesUpdate(): void {\r\n if (!this._utilityLayer) {\r\n return;\r\n }\r\n\r\n if (this.autoUpdateBonesMatrices) {\r\n this.skeleton.computeAbsoluteTransforms();\r\n }\r\n\r\n let mesh = this.mesh._effectiveMesh;\r\n\r\n if (this.skeleton.bones[0].length === undefined) {\r\n this._getLinesForBonesNoLength(this.skeleton.bones);\r\n } else {\r\n this._getLinesForBonesWithLength(this.skeleton.bones, mesh.getWorldMatrix());\r\n }\r\n\r\n const targetScene = this._utilityLayer.utilityLayerScene;\r\n\r\n if (targetScene) {\r\n if (!this._debugMesh) {\r\n this._debugMesh = CreateLineSystem(\"\", { lines: this._debugLines, updatable: true, instance: null }, targetScene);\r\n this._debugMesh.renderingGroupId = this.renderingGroupId;\r\n } else {\r\n CreateLineSystem(\"\", { lines: this._debugLines, updatable: true, instance: this._debugMesh }, targetScene);\r\n }\r\n this._debugMesh.position.copyFrom(this.mesh.position);\r\n this._debugMesh.color = this.color;\r\n }\r\n }\r\n /** Changes the displayMode of the skeleton viewer\r\n * @param mode The displayMode numerical value\r\n */\r\n public changeDisplayMode(mode: number): void {\r\n let wasEnabled = (this.isEnabled) ? true : false;\r\n if (this.displayMode !== mode) {\r\n this.isEnabled = false;\r\n if (this._debugMesh) {\r\n this._debugMesh.dispose();\r\n this._debugMesh = null;\r\n this.ready = false;\r\n }\r\n this.displayMode = mode;\r\n\r\n this.update();\r\n this._bindObs();\r\n this.isEnabled = wasEnabled;\r\n }\r\n }\r\n\r\n /** Sets a display option of the skeleton viewer\r\n *\r\n * | Option | Type | Default | Description |\r\n * | ---------------- | ------- | ------- | ----------- |\r\n * | midStep | float | 0.235 | A percentage between a bone and its child that determines the widest part of a spur. Only used when `displayMode` is set to `DISPLAY_SPHERE_AND_SPURS`. |\r\n * | midStepFactor | float | 0.15 | Mid step width expressed as a factor of the length. A value of 0.5 makes the spur width half of the spur length. Only used when `displayMode` is set to `DISPLAY_SPHERE_AND_SPURS`. |\r\n * | sphereBaseSize | float | 2 | Sphere base size. Only used when `displayMode` is set to `DISPLAY_SPHERE_AND_SPURS`. |\r\n * | sphereScaleUnit | float | 0.865 | Sphere scale factor used to scale spheres in relation to the longest bone. Only used when `displayMode` is set to `DISPLAY_SPHERE_AND_SPURS`. |\r\n * | spurFollowsChild | boolean | false | Whether a spur should attach its far end to the child bone. |\r\n * | showLocalAxes | boolean | false | Displays local axes on all bones. |\r\n * | localAxesSize | float | 0.075 | Determines the length of each local axis. |\r\n *\r\n * @param option String of the option name\r\n * @param value The numerical option value\r\n */\r\n public changeDisplayOptions(option: string, value: number): void {\r\n let wasEnabled = (this.isEnabled) ? true : false;\r\n (this.options.displayOptions as any)[option] = value;\r\n this.isEnabled = false;\r\n if (this._debugMesh) {\r\n this._debugMesh.dispose();\r\n this._debugMesh = null;\r\n this.ready = false;\r\n }\r\n this.update();\r\n this._bindObs();\r\n this.isEnabled = wasEnabled;\r\n }\r\n\r\n /** Release associated resources */\r\n public dispose(): void {\r\n this.isEnabled = false;\r\n if (this._debugMesh) {\r\n this._debugMesh.dispose();\r\n this._debugMesh = null;\r\n }\r\n\r\n if (this._utilityLayer) {\r\n this._utilityLayer.dispose();\r\n this._utilityLayer = null;\r\n }\r\n\r\n this.ready = false;\r\n }\r\n}"]}
1
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{ Vector3, Matrix, TmpVectors } from \"../Maths/math.vector\";\r\nimport { Color3, Color4 } from '../Maths/math.color';\r\nimport { Scene } from \"../scene\";\r\nimport { Nullable } from \"../types\";\r\nimport { Bone } from \"../Bones/bone\";\r\nimport { Skeleton } from \"../Bones/skeleton\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { LinesMesh } from \"../Meshes/linesMesh\";\r\nimport { CreateLineSystem } from \"../Meshes/Builders/linesBuilder\";\r\nimport { UtilityLayerRenderer } from \"../Rendering/utilityLayerRenderer\";\r\nimport { Material } from '../Materials/material';\r\nimport { ShaderMaterial } from '../Materials/shaderMaterial';\r\nimport { DynamicTexture } from '../Materials/Textures/dynamicTexture';\r\nimport { VertexBuffer } from '../Buffers/buffer';\r\nimport { Effect } from '../Materials/effect';\r\n\r\nimport { ISkeletonViewerOptions, IBoneWeightShaderOptions, ISkeletonMapShaderOptions, ISkeletonMapShaderColorMapKnot } from './ISkeletonViewer';\r\nimport { Observer } from '../Misc/observable';\r\n\r\nimport { CreateSphere } from '../Meshes/Builders/sphereBuilder';\r\nimport { ExtrudeShapeCustom } from '../Meshes/Builders/shapeBuilder';\r\n\r\n/**\r\n * Class used to render a debug view of a given skeleton\r\n * @see http://www.babylonjs-playground.com/#1BZJVJ#8\r\n */\r\nexport class SkeletonViewer {\r\n /** public Display constants BABYLON.SkeletonViewer.DISPLAY_LINES */\r\n public static readonly DISPLAY_LINES = 0;\r\n /** public Display constants BABYLON.SkeletonViewer.DISPLAY_SPHERES */\r\n public static readonly DISPLAY_SPHERES = 1;\r\n /** public Display constants BABYLON.SkeletonViewer.DISPLAY_SPHERE_AND_SPURS */\r\n public static readonly DISPLAY_SPHERE_AND_SPURS = 2;\r\n\r\n /** public static method to create a BoneWeight Shader\r\n * @param options The constructor options\r\n * @param scene The scene that the shader is scoped to\r\n * @returns The created ShaderMaterial\r\n * @see http://www.babylonjs-playground.com/#1BZJVJ#395\r\n */\r\n static CreateBoneWeightShader(options: IBoneWeightShaderOptions, scene: Scene): ShaderMaterial {\r\n\r\n let skeleton: Skeleton = options.skeleton;\r\n let colorBase: Color3 = options.colorBase ?? Color3.Black();\r\n let colorZero: Color3 = options.colorZero ?? Color3.Blue();\r\n let colorQuarter: Color3 = options.colorQuarter ?? Color3.Green();\r\n let colorHalf: Color3 = options.colorHalf ?? Color3.Yellow();\r\n let colorFull: Color3 = options.colorFull ?? Color3.Red();\r\n let targetBoneIndex: number = options.targetBoneIndex ?? 0;\r\n\r\n Effect.ShadersStore['boneWeights:' + skeleton.name + \"VertexShader\"] =\r\n `precision highp float;\r\n\r\n attribute vec3 position;\r\n attribute vec2 uv;\r\n\r\n uniform mat4 view;\r\n uniform mat4 projection;\r\n uniform mat4 worldViewProjection;\r\n\r\n #include<bonesDeclaration>\r\n #if NUM_BONE_INFLUENCERS == 0\r\n attribute vec4 matricesIndices;\r\n attribute vec4 matricesWeights;\r\n #endif\r\n #include<bakedVertexAnimationDeclaration>\r\n\r\n #include<instancesDeclaration>\r\n\r\n varying vec3 vColor;\r\n\r\n uniform vec3 colorBase;\r\n uniform vec3 colorZero;\r\n uniform vec3 colorQuarter;\r\n uniform vec3 colorHalf;\r\n uniform vec3 colorFull;\r\n\r\n uniform float targetBoneIndex;\r\n\r\n void main() {\r\n vec3 positionUpdated = position;\r\n\r\n #include<instancesVertex>\r\n #include<bonesVertex>\r\n #include<bakedVertexAnimation>\r\n\r\n vec4 worldPos = finalWorld * vec4(positionUpdated, 1.0);\r\n\r\n vec3 color = colorBase;\r\n float totalWeight = 0.;\r\n if(matricesIndices[0] == targetBoneIndex && matricesWeights[0] > 0.){\r\n totalWeight += matricesWeights[0];\r\n }\r\n if(matricesIndices[1] == targetBoneIndex && matricesWeights[1] > 0.){\r\n totalWeight += matricesWeights[1];\r\n }\r\n if(matricesIndices[2] == targetBoneIndex && matricesWeights[2] > 0.){\r\n totalWeight += matricesWeights[2];\r\n }\r\n if(matricesIndices[3] == targetBoneIndex && matricesWeights[3] > 0.){\r\n totalWeight += matricesWeights[3];\r\n }\r\n\r\n color = mix(color, colorZero, smoothstep(0., 0.25, totalWeight));\r\n color = mix(color, colorQuarter, smoothstep(0.25, 0.5, totalWeight));\r\n color = mix(color, colorHalf, smoothstep(0.5, 0.75, totalWeight));\r\n color = mix(color, colorFull, smoothstep(0.75, 1.0, totalWeight));\r\n vColor = color;\r\n\r\n gl_Position = projection * view * worldPos;\r\n }`;\r\n Effect.ShadersStore['boneWeights:' + skeleton.name + \"FragmentShader\"] =\r\n `\r\n precision highp float;\r\n varying vec3 vPosition;\r\n\r\n varying vec3 vColor;\r\n\r\n void main() {\r\n vec4 color = vec4(vColor, 1.0);\r\n gl_FragColor = color;\r\n }\r\n `;\r\n let shader: ShaderMaterial = new ShaderMaterial('boneWeight:' + skeleton.name, scene,\r\n {\r\n vertex: 'boneWeights:' + skeleton.name,\r\n fragment: 'boneWeights:' + skeleton.name\r\n },\r\n {\r\n attributes: ['position', 'normal', 'matricesIndices', 'matricesWeights'],\r\n uniforms: [\r\n 'world', 'worldView', 'worldViewProjection', 'view', 'projection', 'viewProjection',\r\n 'colorBase', 'colorZero', 'colorQuarter', 'colorHalf', 'colorFull', 'targetBoneIndex'\r\n ]\r\n });\r\n\r\n shader.setColor3('colorBase', colorBase);\r\n shader.setColor3('colorZero', colorZero);\r\n shader.setColor3('colorQuarter', colorQuarter);\r\n shader.setColor3('colorHalf', colorHalf);\r\n shader.setColor3('colorFull', colorFull);\r\n shader.setFloat('targetBoneIndex', targetBoneIndex);\r\n\r\n shader.getClassName = (): string => {\r\n return \"BoneWeightShader\";\r\n };\r\n\r\n shader.transparencyMode = Material.MATERIAL_OPAQUE;\r\n\r\n return shader;\r\n }\r\n\r\n /** public static method to create a BoneWeight Shader\r\n * @param options The constructor options\r\n * @param scene The scene that the shader is scoped to\r\n * @returns The created ShaderMaterial\r\n */\r\n static CreateSkeletonMapShader(options: ISkeletonMapShaderOptions, scene: Scene) {\r\n\r\n let skeleton: Skeleton = options.skeleton;\r\n let colorMap: ISkeletonMapShaderColorMapKnot[] = options.colorMap ?? [\r\n {\r\n color: new Color3(1, 0.38, 0.18),\r\n location: 0\r\n },\r\n {\r\n color: new Color3(.59, 0.18, 1.00),\r\n location: 0.2\r\n },\r\n {\r\n color: new Color3(0.59, 1, 0.18),\r\n location: 0.4\r\n },\r\n {\r\n color: new Color3(1, 0.87, 0.17),\r\n location: 0.6\r\n },\r\n {\r\n color: new Color3(1, 0.17, 0.42),\r\n location: 0.8\r\n },\r\n {\r\n color: new Color3(0.17, 0.68, 1.0),\r\n location: 1.0\r\n }\r\n ];\r\n\r\n let bufferWidth: number = skeleton.bones.length + 1;\r\n let colorMapBuffer: number[] = SkeletonViewer._CreateBoneMapColorBuffer(bufferWidth, colorMap, scene);\r\n let shader = new ShaderMaterial('boneWeights:' + skeleton.name, scene,\r\n {\r\n vertexSource:\r\n `precision highp float;\r\n\r\n attribute vec3 position;\r\n attribute vec2 uv;\r\n\r\n uniform mat4 view;\r\n uniform mat4 projection;\r\n uniform mat4 worldViewProjection;\r\n uniform float colorMap[` + ((skeleton.bones.length) * 4) + `];\r\n\r\n #include<bonesDeclaration>\r\n #if NUM_BONE_INFLUENCERS == 0\r\n attribute vec4 matricesIndices;\r\n attribute vec4 matricesWeights;\r\n #endif\r\n #include<bakedVertexAnimationDeclaration>\r\n #include<instancesDeclaration>\r\n\r\n varying vec3 vColor;\r\n\r\n void main() {\r\n vec3 positionUpdated = position;\r\n\r\n #include<instancesVertex>\r\n #include<bonesVertex>\r\n #include<bakedVertexAnimation>\r\n\r\n vec3 color = vec3(0.);\r\n bool first = true;\r\n\r\n for (int i = 0; i < 4; i++) {\r\n int boneIdx = int(matricesIndices[i]);\r\n float boneWgt = matricesWeights[i];\r\n\r\n vec3 c = vec3(colorMap[boneIdx * 4 + 0], colorMap[boneIdx * 4 + 1], colorMap[boneIdx * 4 + 2]);\r\n\r\n if (boneWgt > 0.) {\r\n if (first) {\r\n first = false;\r\n color = c;\r\n } else {\r\n color = mix(color, c, boneWgt);\r\n }\r\n }\r\n }\r\n\r\n vColor = color;\r\n\r\n vec4 worldPos = finalWorld * vec4(positionUpdated, 1.0);\r\n\r\n gl_Position = projection * view * worldPos;\r\n }`,\r\n fragmentSource:\r\n `\r\n precision highp float;\r\n varying vec3 vColor;\r\n\r\n void main() {\r\n vec4 color = vec4( vColor, 1.0 );\r\n gl_FragColor = color;\r\n }\r\n `\r\n },\r\n {\r\n attributes: ['position', 'normal', 'matricesIndices', 'matricesWeights'],\r\n uniforms: [\r\n 'world', 'worldView', 'worldViewProjection', 'view', 'projection', 'viewProjection',\r\n 'colorMap'\r\n ]\r\n });\r\n\r\n shader.setFloats('colorMap', colorMapBuffer);\r\n\r\n shader.getClassName = (): string => {\r\n return \"SkeletonMapShader\";\r\n };\r\n\r\n shader.transparencyMode = Material.MATERIAL_OPAQUE;\r\n\r\n return shader;\r\n }\r\n\r\n /** private static method to create a BoneWeight Shader\r\n * @param size The size of the buffer to create (usually the bone count)\r\n * @param colorMap The gradient data to generate\r\n * @param scene The scene that the shader is scoped to\r\n * @returns an Array of floats from the color gradient values\r\n */\r\n private static _CreateBoneMapColorBuffer(size: number, colorMap: ISkeletonMapShaderColorMapKnot[], scene: Scene) {\r\n let tempGrad = new DynamicTexture('temp', { width: size, height: 1 }, scene, false);\r\n let ctx = tempGrad.getContext();\r\n let grad = ctx.createLinearGradient(0, 0, size, 0);\r\n\r\n colorMap.forEach((stop) => {\r\n grad.addColorStop(stop.location, stop.color.toHexString());\r\n });\r\n\r\n ctx.fillStyle = grad;\r\n ctx.fillRect(0, 0, size, 1);\r\n tempGrad.update();\r\n let buffer: number[] = [];\r\n let data: Uint8ClampedArray = ctx.getImageData(0, 0, size, 1).data;\r\n let rUnit = 1 / 255;\r\n for (let i = 0; i < data.length; i++) {\r\n buffer.push(data[i] * rUnit);\r\n }\r\n tempGrad.dispose();\r\n return buffer;\r\n }\r\n\r\n /** If SkeletonViewer scene scope. */\r\n private _scene: Scene;\r\n\r\n /** Gets or sets the color used to render the skeleton */\r\n public color: Color3 = Color3.White();\r\n\r\n /** Array of the points of the skeleton fo the line view. */\r\n private _debugLines = new Array<Array<Vector3>>();\r\n\r\n /** The SkeletonViewers Mesh. */\r\n private _debugMesh: Nullable<LinesMesh>;\r\n\r\n /** The local axes Meshes. */\r\n private _localAxes: Nullable<LinesMesh> = null;\r\n\r\n /** If SkeletonViewer is enabled. */\r\n private _isEnabled = true;\r\n\r\n /** If SkeletonViewer is ready. */\r\n private _ready: boolean;\r\n\r\n /** SkeletonViewer render observable. */\r\n private _obs: Nullable<Observer<Scene>> = null;\r\n\r\n /** The Utility Layer to render the gizmos in. */\r\n private _utilityLayer: Nullable<UtilityLayerRenderer>;\r\n\r\n private _boneIndices: Set<number>;\r\n\r\n /** Gets the Scene. */\r\n get scene(): Scene {\r\n return this._scene;\r\n }\r\n /** Gets the utilityLayer. */\r\n get utilityLayer(): Nullable<UtilityLayerRenderer> {\r\n return this._utilityLayer;\r\n }\r\n /** Checks Ready Status. */\r\n get isReady(): Boolean {\r\n return this._ready;\r\n }\r\n /** Sets Ready Status. */\r\n set ready(value: boolean) {\r\n this._ready = value;\r\n }\r\n /** Gets the debugMesh */\r\n get debugMesh(): Nullable<AbstractMesh> | Nullable<LinesMesh> {\r\n return this._debugMesh;\r\n }\r\n /** Sets the debugMesh */\r\n set debugMesh(value: Nullable<AbstractMesh> | Nullable<LinesMesh>) {\r\n this._debugMesh = (value as any);\r\n }\r\n /** Gets the displayMode */\r\n get displayMode(): number {\r\n return this.options.displayMode || SkeletonViewer.DISPLAY_LINES;\r\n }\r\n /** Sets the displayMode */\r\n set displayMode(value: number) {\r\n if (value > SkeletonViewer.DISPLAY_SPHERE_AND_SPURS) {\r\n value = SkeletonViewer.DISPLAY_LINES;\r\n }\r\n this.options.displayMode = value;\r\n }\r\n /**\r\n * Creates a new SkeletonViewer\r\n * @param skeleton defines the skeleton to render\r\n * @param mesh defines the mesh attached to the skeleton\r\n * @param scene defines the hosting scene\r\n * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)\r\n * @param renderingGroupId defines the rendering group id to use with the viewer\r\n * @param options All of the extra constructor options for the SkeletonViewer\r\n */\r\n constructor(\r\n /** defines the skeleton to render */\r\n public skeleton: Skeleton,\r\n /** defines the mesh attached to the skeleton */\r\n public mesh: AbstractMesh,\r\n /** The Scene scope*/\r\n scene: Scene,\r\n /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */\r\n public autoUpdateBonesMatrices: boolean = true,\r\n /** defines the rendering group id to use with the viewer */\r\n public renderingGroupId: number = 3,\r\n /** is the options for the viewer */\r\n public options: Partial<ISkeletonViewerOptions> = {}\r\n ) {\r\n\r\n this._scene = scene;\r\n this._ready = false;\r\n\r\n //Defaults\r\n options.pauseAnimations = options.pauseAnimations ?? true;\r\n options.returnToRest = options.returnToRest ?? false;\r\n options.displayMode = options.displayMode ?? SkeletonViewer.DISPLAY_LINES;\r\n options.displayOptions = options.displayOptions ?? {};\r\n options.displayOptions.midStep = options.displayOptions.midStep ?? 0.235;\r\n options.displayOptions.midStepFactor = options.displayOptions.midStepFactor ?? 0.155;\r\n options.displayOptions.sphereBaseSize = options.displayOptions.sphereBaseSize ?? 0.15;\r\n options.displayOptions.sphereScaleUnit = options.displayOptions.sphereScaleUnit ?? 2;\r\n options.displayOptions.sphereFactor = options.displayOptions.sphereFactor ?? 0.865;\r\n options.displayOptions.spurFollowsChild = options.displayOptions.spurFollowsChild ?? false;\r\n options.displayOptions.showLocalAxes = options.displayOptions.showLocalAxes ?? false;\r\n options.displayOptions.localAxesSize = options.displayOptions.localAxesSize ?? 0.075;\r\n options.computeBonesUsingShaders = options.computeBonesUsingShaders ?? true;\r\n options.useAllBones = options.useAllBones ?? true;\r\n\r\n const initialMeshBoneIndices = mesh.getVerticesData(VertexBuffer.MatricesIndicesKind);\r\n const initialMeshBoneWeights = mesh.getVerticesData(VertexBuffer.MatricesWeightsKind);\r\n this._boneIndices = new Set();\r\n\r\n if (!options.useAllBones) {\r\n if (initialMeshBoneIndices && initialMeshBoneWeights) {\r\n for (let i = 0; i < initialMeshBoneIndices.length; ++i) {\r\n const index = initialMeshBoneIndices[i], weight = initialMeshBoneWeights[i];\r\n if (weight !== 0) {\r\n this._boneIndices.add(index);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /* Create Utility Layer */\r\n this._utilityLayer = new UtilityLayerRenderer(this._scene, false);\r\n this._utilityLayer.pickUtilitySceneFirst = false;\r\n this._utilityLayer.utilityLayerScene.autoClearDepthAndStencil = true;\r\n\r\n let displayMode = this.options.displayMode || 0;\r\n if (displayMode > SkeletonViewer.DISPLAY_SPHERE_AND_SPURS) {\r\n displayMode = SkeletonViewer.DISPLAY_LINES;\r\n }\r\n this.displayMode = displayMode;\r\n //Prep the Systems\r\n this.update();\r\n this._bindObs();\r\n }\r\n\r\n /** The Dynamic bindings for the update functions */\r\n private _bindObs(): void {\r\n switch (this.displayMode) {\r\n case SkeletonViewer.DISPLAY_LINES: {\r\n this._obs = this.scene.onBeforeRenderObservable.add(() => {\r\n this._displayLinesUpdate();\r\n });\r\n break;\r\n }\r\n }\r\n }\r\n\r\n /** Update the viewer to sync with current skeleton state, only used to manually update. */\r\n public update(): void {\r\n switch (this.displayMode) {\r\n case SkeletonViewer.DISPLAY_LINES: {\r\n this._displayLinesUpdate();\r\n break;\r\n }\r\n case SkeletonViewer.DISPLAY_SPHERES: {\r\n this._buildSpheresAndSpurs(true);\r\n break;\r\n }\r\n case SkeletonViewer.DISPLAY_SPHERE_AND_SPURS: {\r\n this._buildSpheresAndSpurs(false);\r\n break;\r\n }\r\n }\r\n\r\n this._buildLocalAxes();\r\n }\r\n\r\n /** Gets or sets a boolean indicating if the viewer is enabled */\r\n public set isEnabled(value: boolean) {\r\n if (this.isEnabled === value) {\r\n return;\r\n }\r\n\r\n this._isEnabled = value;\r\n\r\n if (this.debugMesh) {\r\n this.debugMesh.setEnabled(value);\r\n }\r\n\r\n if (value && !this._obs) {\r\n this._bindObs();\r\n } else if (!value && this._obs) {\r\n this.scene.onBeforeRenderObservable.remove(this._obs);\r\n this._obs = null;\r\n }\r\n }\r\n\r\n public get isEnabled(): boolean {\r\n return this._isEnabled;\r\n }\r\n\r\n private _getBonePosition(position: Vector3, bone: Bone, meshMat: Matrix, x = 0, y = 0, z = 0): void {\r\n var tmat = TmpVectors.Matrix[0];\r\n var parentBone = bone.getParent();\r\n tmat.copyFrom(bone.getLocalMatrix());\r\n\r\n if (x !== 0 || y !== 0 || z !== 0) {\r\n var tmat2 = TmpVectors.Matrix[1];\r\n Matrix.IdentityToRef(tmat2);\r\n tmat2.setTranslationFromFloats(x, y, z);\r\n tmat2.multiplyToRef(tmat, tmat);\r\n }\r\n\r\n if (parentBone) {\r\n tmat.multiplyToRef(parentBone.getAbsoluteTransform(), tmat);\r\n }\r\n\r\n tmat.multiplyToRef(meshMat, tmat);\r\n\r\n position.x = tmat.m[12];\r\n position.y = tmat.m[13];\r\n position.z = tmat.m[14];\r\n }\r\n\r\n private _getLinesForBonesWithLength(bones: Bone[], meshMat: Matrix): void {\r\n var len = bones.length;\r\n\r\n let mesh = this.mesh;\r\n var meshPos = mesh.position;\r\n let idx = 0;\r\n for (var i = 0; i < len; i++) {\r\n var bone = bones[i];\r\n var points = this._debugLines[idx];\r\n\r\n if (bone._index === -1 || (!this._boneIndices.has(bone.getIndex()) && !this.options.useAllBones)) {\r\n continue;\r\n }\r\n if (!points) {\r\n points = [Vector3.Zero(), Vector3.Zero()];\r\n this._debugLines[idx] = points;\r\n }\r\n this._getBonePosition(points[0], bone, meshMat);\r\n this._getBonePosition(points[1], bone, meshMat, 0, bone.length, 0);\r\n points[0].subtractInPlace(meshPos);\r\n points[1].subtractInPlace(meshPos);\r\n idx++;\r\n }\r\n }\r\n\r\n private _getLinesForBonesNoLength(bones: Bone[]): void {\r\n var len = bones.length;\r\n var boneNum = 0;\r\n\r\n let mesh = this.mesh;\r\n var meshPos = mesh.position;\r\n for (var i = len - 1; i >= 0; i--) {\r\n var childBone = bones[i];\r\n var parentBone = childBone.getParent();\r\n if (!parentBone || (!this._boneIndices.has(childBone.getIndex()) && !this.options.useAllBones)) {\r\n continue;\r\n }\r\n var points = this._debugLines[boneNum];\r\n if (!points) {\r\n points = [Vector3.Zero(), Vector3.Zero()];\r\n this._debugLines[boneNum] = points;\r\n }\r\n childBone.getAbsolutePositionToRef(mesh, points[0]);\r\n parentBone.getAbsolutePositionToRef(mesh, points[1]);\r\n points[0].subtractInPlace(meshPos);\r\n points[1].subtractInPlace(meshPos);\r\n boneNum++;\r\n }\r\n }\r\n\r\n /** function to revert the mesh and scene back to the initial state. */\r\n private _revert(animationState: boolean): void {\r\n if (this.options.pauseAnimations) {\r\n this.scene.animationsEnabled = animationState;\r\n this.utilityLayer!.utilityLayerScene!.animationsEnabled = animationState;\r\n }\r\n }\r\n\r\n /** function to get the absolute bind pose of a bone by accumulating transformations up the bone hierarchy. */\r\n private _getAbsoluteBindPoseToRef(bone: Nullable<Bone>, matrix: Matrix) {\r\n if (bone === null || bone._index === -1) {\r\n matrix.copyFrom(Matrix.Identity());\r\n return;\r\n }\r\n\r\n this._getAbsoluteBindPoseToRef(bone.getParent(), matrix);\r\n bone.getBaseMatrix().multiplyToRef(matrix, matrix);\r\n return;\r\n }\r\n\r\n /** function to build and bind sphere joint points and spur bone representations. */\r\n private _buildSpheresAndSpurs(spheresOnly = true): void {\r\n\r\n if (this._debugMesh) {\r\n this._debugMesh.dispose();\r\n this._debugMesh = null;\r\n this.ready = false;\r\n }\r\n\r\n this._ready = false;\r\n let utilityLayerScene = this.utilityLayer?.utilityLayerScene!;\r\n let bones: Bone[] = this.skeleton.bones;\r\n let spheres: Array<[Mesh, Bone]> = [];\r\n let spurs: Mesh[] = [];\r\n\r\n const animationState = this.scene.animationsEnabled;\r\n\r\n try {\r\n if (this.options.pauseAnimations) {\r\n this.scene.animationsEnabled = false;\r\n utilityLayerScene.animationsEnabled = false;\r\n }\r\n\r\n if (this.options.returnToRest) {\r\n this.skeleton.returnToRest();\r\n }\r\n\r\n if (this.autoUpdateBonesMatrices) {\r\n this.skeleton.computeAbsoluteTransforms();\r\n }\r\n\r\n let longestBoneLength = Number.NEGATIVE_INFINITY;\r\n let displayOptions = this.options.displayOptions || {};\r\n\r\n for (let i = 0; i < bones.length; i++) {\r\n let bone = bones[i];\r\n\r\n if (bone._index === -1 || (!this._boneIndices.has(bone.getIndex()) && !this.options.useAllBones)) {\r\n continue;\r\n }\r\n\r\n let boneAbsoluteBindPoseTransform = new Matrix();\r\n this._getAbsoluteBindPoseToRef(bone, boneAbsoluteBindPoseTransform);\r\n\r\n let anchorPoint = new Vector3();\r\n\r\n boneAbsoluteBindPoseTransform.decompose(undefined, undefined, anchorPoint);\r\n\r\n bone.children.forEach((bc, i) => {\r\n let childAbsoluteBindPoseTransform: Matrix = new Matrix();\r\n bc.getBaseMatrix().multiplyToRef(boneAbsoluteBindPoseTransform, childAbsoluteBindPoseTransform);\r\n let childPoint = new Vector3();\r\n childAbsoluteBindPoseTransform.decompose(undefined, undefined, childPoint);\r\n let distanceFromParent = Vector3.Distance(anchorPoint, childPoint);\r\n if (distanceFromParent > longestBoneLength) {\r\n longestBoneLength = distanceFromParent;\r\n }\r\n if (spheresOnly) {\r\n return;\r\n }\r\n\r\n let dir = childPoint.clone().subtract(anchorPoint.clone());\r\n let h = dir.length();\r\n let up = dir.normalize().scale(h);\r\n\r\n let midStep = displayOptions.midStep || 0.165;\r\n let midStepFactor = displayOptions.midStepFactor || 0.215;\r\n\r\n let up0 = up.scale(midStep);\r\n\r\n let spur = ExtrudeShapeCustom('skeletonViewer',\r\n {\r\n shape: [\r\n new Vector3(1, -1, 0),\r\n new Vector3(1, 1, 0),\r\n new Vector3(-1, 1, 0),\r\n new Vector3(-1, -1, 0),\r\n new Vector3(1, -1, 0)\r\n ],\r\n path: [Vector3.Zero(), up0, up],\r\n scaleFunction:\r\n (i: number) => {\r\n switch (i) {\r\n case 0:\r\n case 2:\r\n return 0;\r\n case 1:\r\n return h * midStepFactor;\r\n }\r\n return 0;\r\n },\r\n sideOrientation: Mesh.DEFAULTSIDE,\r\n updatable: false\r\n }, utilityLayerScene);\r\n\r\n let numVertices = spur.getTotalVertices();\r\n let mwk: number[] = [], mik: number[] = [];\r\n\r\n for (let i = 0; i < numVertices; i++) {\r\n mwk.push(1, 0, 0, 0);\r\n\r\n // Select verts at end of spur (ie vert 10 to 14) and bind to child\r\n // bone if spurFollowsChild is enabled.\r\n if (displayOptions.spurFollowsChild && i > 9) {\r\n mik.push(bc.getIndex(), 0, 0, 0);\r\n }\r\n else {\r\n mik.push(bone.getIndex(), 0, 0, 0);\r\n }\r\n }\r\n\r\n spur.position = anchorPoint.clone();\r\n\r\n spur.setVerticesData(VertexBuffer.MatricesWeightsKind, mwk, false);\r\n spur.setVerticesData(VertexBuffer.MatricesIndicesKind, mik, false);\r\n spur.convertToFlatShadedMesh();\r\n\r\n spurs.push(spur);\r\n });\r\n\r\n let sphereBaseSize = displayOptions.sphereBaseSize || 0.2;\r\n\r\n let sphere = CreateSphere('skeletonViewer', {\r\n segments: 6,\r\n diameter: sphereBaseSize,\r\n updatable: true\r\n }, utilityLayerScene);\r\n\r\n const numVertices = sphere.getTotalVertices();\r\n\r\n let mwk: number[] = [], mik: number[] = [];\r\n\r\n for (let i = 0; i < numVertices; i++) {\r\n mwk.push(1, 0, 0, 0);\r\n mik.push(bone.getIndex(), 0, 0, 0);\r\n }\r\n\r\n sphere.setVerticesData(VertexBuffer.MatricesWeightsKind, mwk, false);\r\n sphere.setVerticesData(VertexBuffer.MatricesIndicesKind, mik, false);\r\n\r\n sphere.position = anchorPoint.clone();\r\n spheres.push([sphere, bone]);\r\n }\r\n\r\n let sphereScaleUnit = displayOptions.sphereScaleUnit || 2;\r\n let sphereFactor = displayOptions.sphereFactor || 0.85;\r\n\r\n const meshes = [];\r\n for (let i = 0; i < spheres.length; i++) {\r\n let [sphere, bone] = spheres[i];\r\n let scale = 1 / (sphereScaleUnit / longestBoneLength);\r\n\r\n let _stepsOut = 0;\r\n let _b = bone;\r\n\r\n while ((_b.getParent()) && (_b.getParent() as Bone).getIndex() !== -1) {\r\n _stepsOut++;\r\n _b = (_b.getParent() as Bone);\r\n }\r\n sphere.scaling.scaleInPlace(scale * Math.pow(sphereFactor, _stepsOut));\r\n meshes.push(sphere);\r\n }\r\n\r\n this.debugMesh = Mesh.MergeMeshes(meshes.concat(spurs), true, true);\r\n if (this.debugMesh) {\r\n this.debugMesh.renderingGroupId = this.renderingGroupId;\r\n this.debugMesh.skeleton = this.skeleton;\r\n this.debugMesh.parent = this.mesh;\r\n this.debugMesh.computeBonesUsingShaders = this.options.computeBonesUsingShaders ?? true;\r\n this.debugMesh.alwaysSelectAsActiveMesh = true;\r\n }\r\n\r\n const light = this.utilityLayer!._getSharedGizmoLight();\r\n light.intensity = 0.7;\r\n\r\n this._revert(animationState);\r\n this.ready = true;\r\n } catch (err) {\r\n console.error(err);\r\n this._revert(animationState);\r\n this.dispose();\r\n }\r\n }\r\n\r\n private _buildLocalAxes(): void {\r\n if (this._localAxes) {\r\n this._localAxes.dispose();\r\n }\r\n\r\n this._localAxes = null;\r\n\r\n let displayOptions = this.options.displayOptions || {};\r\n\r\n if (!displayOptions.showLocalAxes) {\r\n return;\r\n }\r\n\r\n const targetScene = this._utilityLayer!.utilityLayerScene;\r\n const size = displayOptions.localAxesSize || 0.075;\r\n let lines = [];\r\n let colors = [];\r\n let red = new Color4(1, 0, 0, 1);\r\n let green = new Color4(0, 1, 0, 1);\r\n let blue = new Color4(0, 0, 1, 1);\r\n\r\n let mwk: number[] = [];\r\n let mik: number[] = [];\r\n const vertsPerBone = 6;\r\n\r\n for (let i in this.skeleton.bones) {\r\n let bone = this.skeleton.bones[i];\r\n\r\n if (bone._index === -1 || (!this._boneIndices.has(bone.getIndex()) && !this.options.useAllBones)) {\r\n continue;\r\n }\r\n\r\n let boneAbsoluteBindPoseTransform = new Matrix();\r\n let boneOrigin = new Vector3();\r\n\r\n this._getAbsoluteBindPoseToRef(bone, boneAbsoluteBindPoseTransform);\r\n boneAbsoluteBindPoseTransform.decompose(undefined, undefined, boneOrigin);\r\n\r\n let m = bone.getBaseMatrix().getRotationMatrix();\r\n\r\n let boneAxisX = Vector3.TransformCoordinates(new Vector3(0 + size, 0, 0), m);\r\n let boneAxisY = Vector3.TransformCoordinates(new Vector3(0, 0 + size, 0), m);\r\n let boneAxisZ = Vector3.TransformCoordinates(new Vector3(0, 0, 0 + size), m);\r\n\r\n let axisX = [boneOrigin, boneOrigin.add(boneAxisX)];\r\n let axisY = [boneOrigin, boneOrigin.add(boneAxisY)];\r\n let axisZ = [boneOrigin, boneOrigin.add(boneAxisZ)];\r\n\r\n let linePoints = [axisX, axisY, axisZ];\r\n let lineColors = [[red, red], [green, green], [blue, blue]];\r\n\r\n lines.push(...linePoints);\r\n colors.push(...lineColors);\r\n\r\n for (let j = 0; j < vertsPerBone; j++) {\r\n mwk.push(1, 0, 0, 0);\r\n mik.push(bone.getIndex(), 0, 0, 0);\r\n }\r\n }\r\n\r\n this._localAxes = CreateLineSystem('localAxes', { lines: lines, colors: colors, updatable: true }, targetScene);\r\n this._localAxes.setVerticesData(VertexBuffer.MatricesWeightsKind, mwk, false);\r\n this._localAxes.setVerticesData(VertexBuffer.MatricesIndicesKind, mik, false);\r\n this._localAxes.skeleton = this.skeleton;\r\n this._localAxes.renderingGroupId = this.renderingGroupId;\r\n this._localAxes.parent = this.mesh;\r\n this._localAxes.computeBonesUsingShaders = this.options.computeBonesUsingShaders ?? true;\r\n }\r\n\r\n /** Update the viewer to sync with current skeleton state, only used for the line display. */\r\n private _displayLinesUpdate(): void {\r\n if (!this._utilityLayer) {\r\n return;\r\n }\r\n\r\n if (this.autoUpdateBonesMatrices) {\r\n this.skeleton.computeAbsoluteTransforms();\r\n }\r\n\r\n if (this.skeleton.bones[0].length === undefined) {\r\n this._getLinesForBonesNoLength(this.skeleton.bones);\r\n } else {\r\n this._getLinesForBonesWithLength(this.skeleton.bones, this.mesh.getWorldMatrix());\r\n }\r\n\r\n const targetScene = this._utilityLayer.utilityLayerScene;\r\n\r\n if (targetScene) {\r\n if (!this._debugMesh) {\r\n this._debugMesh = CreateLineSystem(\"\", { lines: this._debugLines, updatable: true, instance: null }, targetScene);\r\n this._debugMesh.renderingGroupId = this.renderingGroupId;\r\n } else {\r\n CreateLineSystem(\"\", { lines: this._debugLines, updatable: true, instance: this._debugMesh }, targetScene);\r\n }\r\n this._debugMesh.position.copyFrom(this.mesh.position);\r\n this._debugMesh.color = this.color;\r\n }\r\n }\r\n /** Changes the displayMode of the skeleton viewer\r\n * @param mode The displayMode numerical value\r\n */\r\n public changeDisplayMode(mode: number): void {\r\n let wasEnabled = (this.isEnabled) ? true : false;\r\n if (this.displayMode !== mode) {\r\n this.isEnabled = false;\r\n if (this._debugMesh) {\r\n this._debugMesh.dispose();\r\n this._debugMesh = null;\r\n this.ready = false;\r\n }\r\n this.displayMode = mode;\r\n\r\n this.update();\r\n this._bindObs();\r\n this.isEnabled = wasEnabled;\r\n }\r\n }\r\n\r\n /** Sets a display option of the skeleton viewer\r\n *\r\n * | Option | Type | Default | Description |\r\n * | ---------------- | ------- | ------- | ----------- |\r\n * | midStep | float | 0.235 | A percentage between a bone and its child that determines the widest part of a spur. Only used when `displayMode` is set to `DISPLAY_SPHERE_AND_SPURS`. |\r\n * | midStepFactor | float | 0.15 | Mid step width expressed as a factor of the length. A value of 0.5 makes the spur width half of the spur length. Only used when `displayMode` is set to `DISPLAY_SPHERE_AND_SPURS`. |\r\n * | sphereBaseSize | float | 2 | Sphere base size. Only used when `displayMode` is set to `DISPLAY_SPHERE_AND_SPURS`. |\r\n * | sphereScaleUnit | float | 0.865 | Sphere scale factor used to scale spheres in relation to the longest bone. Only used when `displayMode` is set to `DISPLAY_SPHERE_AND_SPURS`. |\r\n * | spurFollowsChild | boolean | false | Whether a spur should attach its far end to the child bone. |\r\n * | showLocalAxes | boolean | false | Displays local axes on all bones. |\r\n * | localAxesSize | float | 0.075 | Determines the length of each local axis. |\r\n *\r\n * @param option String of the option name\r\n * @param value The numerical option value\r\n */\r\n public changeDisplayOptions(option: string, value: number): void {\r\n let wasEnabled = (this.isEnabled) ? true : false;\r\n (this.options.displayOptions as any)[option] = value;\r\n this.isEnabled = false;\r\n if (this._debugMesh) {\r\n this._debugMesh.dispose();\r\n this._debugMesh = null;\r\n this.ready = false;\r\n }\r\n this.update();\r\n this._bindObs();\r\n this.isEnabled = wasEnabled;\r\n }\r\n\r\n /** Release associated resources */\r\n public dispose(): void {\r\n this.isEnabled = false;\r\n if (this._debugMesh) {\r\n this._debugMesh.dispose();\r\n this._debugMesh = null;\r\n }\r\n\r\n if (this._utilityLayer) {\r\n this._utilityLayer.dispose();\r\n this._utilityLayer = null;\r\n }\r\n\r\n this.ready = false;\r\n }\r\n}"]}
@@ -1,7 +1,7 @@
1
1
  import { IEvent } from "../../Events/deviceInputEvents";
2
2
  import { Nullable } from "../../types";
3
3
  import { DeviceType } from "../InputDevices/deviceEnums";
4
- import { IDeviceInputSystem } from "../Interfaces/inputInterfaces";
4
+ import { IDeviceInputSystem } from "../InputDevices/inputInterfaces";
5
5
  /**
6
6
  * Class to wrap DeviceInputSystem data into an event object
7
7
  */
@@ -28,7 +28,7 @@ var DeviceEventFactory = /** @class */ (function () {
28
28
  case DeviceType.Touch:
29
29
  return this._createPointerEvent(deviceType, deviceSlot, inputIndex, currentState, deviceInputSystem, elementToAttachTo);
30
30
  default:
31
- throw "Unable to generate event for device " + DeviceType[deviceType];
31
+ throw "Unable to generate event for device ".concat(DeviceType[deviceType]);
32
32
  }
33
33
  };
34
34
  /**
@@ -44,11 +44,15 @@ var DeviceEventFactory = /** @class */ (function () {
44
44
  */
45
45
  DeviceEventFactory._createPointerEvent = function (deviceType, deviceSlot, inputIndex, currentState, deviceInputSystem, elementToAttachTo) {
46
46
  var evt = this._createMouseEvent(deviceType, deviceSlot, inputIndex, currentState, deviceInputSystem, elementToAttachTo);
47
- evt.pointerId = deviceType === DeviceType.Mouse ? 1 : deviceSlot;
48
- if (inputIndex === PointerInput.Horizontal ||
49
- inputIndex === PointerInput.Vertical ||
50
- inputIndex === PointerInput.DeltaHorizontal ||
51
- inputIndex === PointerInput.DeltaVertical) {
47
+ if (deviceType === DeviceType.Mouse) {
48
+ evt.pointerId = 1;
49
+ evt.pointerType = "mouse";
50
+ }
51
+ else {
52
+ evt.pointerId = deviceSlot;
53
+ evt.pointerType = "touch";
54
+ }
55
+ if (inputIndex === PointerInput.Move) {
52
56
  evt.type = "pointermove";
53
57
  }
54
58
  else if (inputIndex >= PointerInput.LeftClick && inputIndex <= PointerInput.RightClick) {