@babylonjs/core 5.0.0-beta.3 → 5.0.0-beta.7

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 (675) 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/Audio/analyser.d.ts +2 -1
  5. package/Audio/analyser.js +5 -0
  6. package/Audio/analyser.js.map +1 -1
  7. package/Audio/audioSceneComponent.d.ts +1 -1
  8. package/Audio/audioSceneComponent.js +5 -0
  9. package/Audio/audioSceneComponent.js.map +1 -1
  10. package/Audio/sound.d.ts +1 -1
  11. package/Audio/sound.js +8 -1
  12. package/Audio/sound.js.map +1 -1
  13. package/Audio/soundTrack.d.ts +2 -1
  14. package/Audio/soundTrack.js +5 -0
  15. package/Audio/soundTrack.js.map +1 -1
  16. package/BakedVertexAnimation/bakedVertexAnimationManager.d.ts +1 -1
  17. package/BakedVertexAnimation/bakedVertexAnimationManager.js +5 -0
  18. package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
  19. package/Behaviors/Meshes/baseSixDofDragBehavior.js +29 -26
  20. package/Behaviors/Meshes/baseSixDofDragBehavior.js.map +1 -1
  21. package/Behaviors/Meshes/pointerDragBehavior.js +2 -0
  22. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  23. package/Bones/bone.d.ts +2 -1
  24. package/Bones/bone.js +28 -18
  25. package/Bones/bone.js.map +1 -1
  26. package/Bones/skeleton.js +3 -3
  27. package/Bones/skeleton.js.map +1 -1
  28. package/Buffers/buffer.d.ts +4 -0
  29. package/Buffers/buffer.js +13 -3
  30. package/Buffers/buffer.js.map +1 -1
  31. package/Cameras/Inputs/freeCameraMouseInput.d.ts +1 -0
  32. package/Cameras/Inputs/freeCameraMouseInput.js +6 -3
  33. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  34. package/Cameras/Inputs/freeCameraTouchInput.js +2 -4
  35. package/Cameras/Inputs/freeCameraTouchInput.js.map +1 -1
  36. package/Cameras/Stereoscopic/anaglyphArcRotateCamera.d.ts +1 -1
  37. package/Cameras/Stereoscopic/anaglyphArcRotateCamera.js.map +1 -1
  38. package/Cameras/Stereoscopic/anaglyphFreeCamera.d.ts +1 -1
  39. package/Cameras/Stereoscopic/anaglyphFreeCamera.js.map +1 -1
  40. package/Cameras/Stereoscopic/anaglyphGamepadCamera.d.ts +1 -1
  41. package/Cameras/Stereoscopic/anaglyphGamepadCamera.js.map +1 -1
  42. package/Cameras/Stereoscopic/anaglyphUniversalCamera.d.ts +1 -1
  43. package/Cameras/Stereoscopic/anaglyphUniversalCamera.js.map +1 -1
  44. package/Cameras/Stereoscopic/stereoscopicArcRotateCamera.d.ts +1 -1
  45. package/Cameras/Stereoscopic/stereoscopicArcRotateCamera.js.map +1 -1
  46. package/Cameras/Stereoscopic/stereoscopicFreeCamera.d.ts +1 -1
  47. package/Cameras/Stereoscopic/stereoscopicFreeCamera.js.map +1 -1
  48. package/Cameras/Stereoscopic/stereoscopicGamepadCamera.d.ts +1 -1
  49. package/Cameras/Stereoscopic/stereoscopicGamepadCamera.js.map +1 -1
  50. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.d.ts +1 -1
  51. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js.map +1 -1
  52. package/Cameras/Stereoscopic/stereoscopicUniversalCamera.d.ts +1 -1
  53. package/Cameras/Stereoscopic/stereoscopicUniversalCamera.js.map +1 -1
  54. package/Cameras/VR/vrDeviceOrientationArcRotateCamera.d.ts +1 -1
  55. package/Cameras/VR/vrDeviceOrientationArcRotateCamera.js.map +1 -1
  56. package/Cameras/VR/vrDeviceOrientationFreeCamera.d.ts +1 -1
  57. package/Cameras/VR/vrDeviceOrientationFreeCamera.js.map +1 -1
  58. package/Cameras/VR/vrDeviceOrientationGamepadCamera.d.ts +1 -1
  59. package/Cameras/VR/vrDeviceOrientationGamepadCamera.js.map +1 -1
  60. package/Cameras/VR/vrExperienceHelper.d.ts +1 -0
  61. package/Cameras/VR/vrExperienceHelper.js +1 -0
  62. package/Cameras/VR/vrExperienceHelper.js.map +1 -1
  63. package/Cameras/VR/webVRCamera.d.ts +2 -1
  64. package/Cameras/VR/webVRCamera.js +3 -2
  65. package/Cameras/VR/webVRCamera.js.map +1 -1
  66. package/Cameras/arcRotateCamera.d.ts +1 -1
  67. package/Cameras/arcRotateCamera.js.map +1 -1
  68. package/Cameras/camera.d.ts +1 -1
  69. package/Cameras/camera.js +1 -1
  70. package/Cameras/camera.js.map +1 -1
  71. package/Cameras/deviceOrientationCamera.d.ts +1 -1
  72. package/Cameras/deviceOrientationCamera.js.map +1 -1
  73. package/Cameras/flyCamera.d.ts +1 -1
  74. package/Cameras/flyCamera.js.map +1 -1
  75. package/Cameras/followCamera.d.ts +1 -1
  76. package/Cameras/followCamera.js.map +1 -1
  77. package/Cameras/freeCamera.d.ts +1 -1
  78. package/Cameras/freeCamera.js.map +1 -1
  79. package/Cameras/gamepadCamera.d.ts +1 -1
  80. package/Cameras/gamepadCamera.js.map +1 -1
  81. package/Cameras/targetCamera.d.ts +1 -1
  82. package/Cameras/targetCamera.js.map +1 -1
  83. package/Cameras/touchCamera.d.ts +1 -1
  84. package/Cameras/touchCamera.js.map +1 -1
  85. package/Cameras/universalCamera.d.ts +1 -1
  86. package/Cameras/universalCamera.js.map +1 -1
  87. package/Cameras/virtualJoysticksCamera.d.ts +1 -1
  88. package/Cameras/virtualJoysticksCamera.js.map +1 -1
  89. package/Collisions/collider.d.ts +1 -1
  90. package/Collisions/collider.js +48 -2
  91. package/Collisions/collider.js.map +1 -1
  92. package/Compute/computeEffect.js +2 -2
  93. package/Compute/computeEffect.js.map +1 -1
  94. package/Culling/Octrees/octreeSceneComponent.d.ts +1 -1
  95. package/Culling/Octrees/octreeSceneComponent.js +5 -0
  96. package/Culling/Octrees/octreeSceneComponent.js.map +1 -1
  97. package/Culling/ray.d.ts +6 -4
  98. package/Culling/ray.js +31 -10
  99. package/Culling/ray.js.map +1 -1
  100. package/Debug/axesViewer.d.ts +1 -1
  101. package/Debug/axesViewer.js +5 -0
  102. package/Debug/axesViewer.js.map +1 -1
  103. package/Debug/debugLayer.d.ts +1 -1
  104. package/Debug/debugLayer.js +6 -2
  105. package/Debug/debugLayer.js.map +1 -1
  106. package/Debug/physicsViewer.d.ts +1 -1
  107. package/Debug/physicsViewer.js +3 -0
  108. package/Debug/physicsViewer.js.map +1 -1
  109. package/DeviceInput/Helpers/eventFactory.d.ts +1 -1
  110. package/DeviceInput/Helpers/eventFactory.js +2 -5
  111. package/DeviceInput/Helpers/eventFactory.js.map +1 -1
  112. package/DeviceInput/InputDevices/deviceEnums.d.ts +55 -2
  113. package/DeviceInput/InputDevices/deviceEnums.js +54 -0
  114. package/DeviceInput/InputDevices/deviceEnums.js.map +1 -1
  115. package/DeviceInput/InputDevices/deviceSource.d.ts +35 -0
  116. package/DeviceInput/InputDevices/deviceSource.js +38 -0
  117. package/DeviceInput/InputDevices/deviceSource.js.map +1 -0
  118. package/DeviceInput/InputDevices/deviceSourceManager.d.ts +14 -72
  119. package/DeviceInput/InputDevices/deviceSourceManager.js +10 -180
  120. package/DeviceInput/InputDevices/deviceSourceManager.js.map +1 -1
  121. package/DeviceInput/InputDevices/deviceTypes.d.ts +2 -2
  122. package/DeviceInput/InputDevices/deviceTypes.js.map +1 -1
  123. package/DeviceInput/{Interfaces → InputDevices}/inputInterfaces.d.ts +1 -5
  124. package/DeviceInput/{Interfaces → InputDevices}/inputInterfaces.js +0 -0
  125. package/DeviceInput/InputDevices/inputInterfaces.js.map +1 -0
  126. package/DeviceInput/InputDevices/internalDeviceSourceManager.d.ts +46 -0
  127. package/DeviceInput/InputDevices/internalDeviceSourceManager.js +144 -0
  128. package/DeviceInput/InputDevices/internalDeviceSourceManager.js.map +1 -0
  129. package/DeviceInput/{Implementations → InputDevices}/nativeDeviceInputSystem.d.ts +3 -7
  130. package/DeviceInput/{Implementations → InputDevices}/nativeDeviceInputSystem.js +11 -16
  131. package/DeviceInput/InputDevices/nativeDeviceInputSystem.js.map +1 -0
  132. package/DeviceInput/{Implementations → InputDevices}/webDeviceInputSystem.d.ts +11 -15
  133. package/DeviceInput/{Implementations → InputDevices}/webDeviceInputSystem.js +121 -146
  134. package/DeviceInput/InputDevices/webDeviceInputSystem.js.map +1 -0
  135. package/DeviceInput/index.d.ts +1 -5
  136. package/DeviceInput/index.js +1 -5
  137. package/DeviceInput/index.js.map +1 -1
  138. package/Engines/Extensions/engine.cubeTexture.d.ts +1 -1
  139. package/Engines/Extensions/engine.cubeTexture.js +6 -2
  140. package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
  141. package/Engines/Extensions/engine.multiview.d.ts +5 -0
  142. package/Engines/Extensions/engine.multiview.js +4 -1
  143. package/Engines/Extensions/engine.multiview.js.map +1 -1
  144. package/Engines/Native/nativeInterfaces.d.ts +3 -2
  145. package/Engines/Native/nativeInterfaces.js.map +1 -1
  146. package/Engines/Processors/Expressions/shaderDefineExpression.js +1 -1
  147. package/Engines/Processors/Expressions/shaderDefineExpression.js.map +1 -1
  148. package/Engines/Processors/shaderCodeInliner.js +13 -13
  149. package/Engines/Processors/shaderCodeInliner.js.map +1 -1
  150. package/Engines/WebGPU/Extensions/engine.cubeTexture.js +4 -1
  151. package/Engines/WebGPU/Extensions/engine.cubeTexture.js.map +1 -1
  152. package/Engines/WebGPU/webgpuCacheBindGroups.js +9 -9
  153. package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
  154. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +1 -1
  155. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  156. package/Engines/WebGPU/webgpuComputeContext.js +1 -1
  157. package/Engines/WebGPU/webgpuComputeContext.js.map +1 -1
  158. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +13 -13
  159. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
  160. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +30 -30
  161. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
  162. package/Engines/WebGPU/webgpuTextureHelper.js +13 -6
  163. package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
  164. package/Engines/engine.d.ts +2 -6
  165. package/Engines/engine.js +1 -5
  166. package/Engines/engine.js.map +1 -1
  167. package/Engines/engineCapabilities.d.ts +4 -0
  168. package/Engines/engineCapabilities.js.map +1 -1
  169. package/Engines/nativeEngine.d.ts +1 -0
  170. package/Engines/nativeEngine.js +39 -12
  171. package/Engines/nativeEngine.js.map +1 -1
  172. package/Engines/nullEngine.js +3 -1
  173. package/Engines/nullEngine.js.map +1 -1
  174. package/Engines/renderTargetWrapper.d.ts +8 -0
  175. package/Engines/renderTargetWrapper.js +20 -0
  176. package/Engines/renderTargetWrapper.js.map +1 -1
  177. package/Engines/thinEngine.d.ts +17 -1
  178. package/Engines/thinEngine.js +50 -20
  179. package/Engines/thinEngine.js.map +1 -1
  180. package/Engines/webgpuEngine.d.ts +0 -4
  181. package/Engines/webgpuEngine.js +7 -14
  182. package/Engines/webgpuEngine.js.map +1 -1
  183. package/Gamepads/Controllers/daydreamController.js +1 -1
  184. package/Gamepads/Controllers/daydreamController.js.map +1 -1
  185. package/Gamepads/Controllers/oculusTouchController.js +2 -2
  186. package/Gamepads/Controllers/oculusTouchController.js.map +1 -1
  187. package/Gamepads/Controllers/webVRController.d.ts +1 -0
  188. package/Gamepads/Controllers/webVRController.js +1 -0
  189. package/Gamepads/Controllers/webVRController.js.map +1 -1
  190. package/Gamepads/gamepadManager.js +1 -1
  191. package/Gamepads/gamepadManager.js.map +1 -1
  192. package/Gizmos/gizmoManager.d.ts +2 -0
  193. package/Gizmos/gizmoManager.js +28 -24
  194. package/Gizmos/gizmoManager.js.map +1 -1
  195. package/Helpers/sceneHelpers.d.ts +1 -0
  196. package/Helpers/sceneHelpers.js.map +1 -1
  197. package/Inputs/scene.inputManager.d.ts +2 -2
  198. package/Inputs/scene.inputManager.js +11 -13
  199. package/Inputs/scene.inputManager.js.map +1 -1
  200. package/Instrumentation/sceneInstrumentation.js +2 -2
  201. package/Instrumentation/sceneInstrumentation.js.map +1 -1
  202. package/Layers/effectLayer.d.ts +1 -1
  203. package/Layers/effectLayer.js +1 -1
  204. package/Layers/effectLayer.js.map +1 -1
  205. package/Layers/effectLayerSceneComponent.d.ts +1 -1
  206. package/Layers/effectLayerSceneComponent.js +7 -3
  207. package/Layers/effectLayerSceneComponent.js.map +1 -1
  208. package/Layers/glowLayer.d.ts +1 -1
  209. package/Layers/glowLayer.js.map +1 -1
  210. package/Layers/highlightLayer.d.ts +1 -1
  211. package/Layers/highlightLayer.js +2 -1
  212. package/Layers/highlightLayer.js.map +1 -1
  213. package/Layers/layer.d.ts +2 -2
  214. package/Layers/layer.js.map +1 -1
  215. package/Layers/layerSceneComponent.d.ts +1 -1
  216. package/Layers/layerSceneComponent.js +7 -3
  217. package/Layers/layerSceneComponent.js.map +1 -1
  218. package/Lights/Shadows/cascadedShadowGenerator.js +2 -2
  219. package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
  220. package/Lights/Shadows/shadowGenerator.js +2 -2
  221. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  222. package/Loading/Plugins/babylonFileLoader.js +115 -29
  223. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  224. package/Loading/loadingScreen.js +8 -8
  225. package/Loading/loadingScreen.js.map +1 -1
  226. package/Loading/sceneLoader.js +3 -3
  227. package/Loading/sceneLoader.js.map +1 -1
  228. package/Materials/Background/backgroundMaterial.d.ts +1 -1
  229. package/Materials/Background/backgroundMaterial.js.map +1 -1
  230. package/Materials/Node/Blocks/Dual/clipPlanesBlock.d.ts +37 -0
  231. package/Materials/Node/Blocks/Dual/clipPlanesBlock.js +117 -0
  232. package/Materials/Node/Blocks/Dual/clipPlanesBlock.js.map +1 -0
  233. package/Materials/Node/Blocks/Dual/currentScreenBlock.js +12 -12
  234. package/Materials/Node/Blocks/Dual/currentScreenBlock.js.map +1 -1
  235. package/Materials/Node/Blocks/Dual/fogBlock.js +5 -5
  236. package/Materials/Node/Blocks/Dual/fogBlock.js.map +1 -1
  237. package/Materials/Node/Blocks/Dual/imageSourceBlock.js +13 -13
  238. package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
  239. package/Materials/Node/Blocks/Dual/index.d.ts +1 -0
  240. package/Materials/Node/Blocks/Dual/index.js +1 -0
  241. package/Materials/Node/Blocks/Dual/index.js.map +1 -1
  242. package/Materials/Node/Blocks/Dual/lightBlock.js +10 -10
  243. package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
  244. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +28 -28
  245. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
  246. package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js +1 -1
  247. package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js.map +1 -1
  248. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js +7 -7
  249. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js.map +1 -1
  250. package/Materials/Node/Blocks/Dual/textureBlock.js +32 -32
  251. package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
  252. package/Materials/Node/Blocks/Fragment/derivativeBlock.js +2 -2
  253. package/Materials/Node/Blocks/Fragment/derivativeBlock.js.map +1 -1
  254. package/Materials/Node/Blocks/Fragment/discardBlock.js +1 -1
  255. package/Materials/Node/Blocks/Fragment/discardBlock.js.map +1 -1
  256. package/Materials/Node/Blocks/Fragment/fragCoordBlock.js +1 -1
  257. package/Materials/Node/Blocks/Fragment/fragCoordBlock.js.map +1 -1
  258. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +10 -10
  259. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
  260. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js +7 -7
  261. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js.map +1 -1
  262. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js +12 -12
  263. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
  264. package/Materials/Node/Blocks/Fragment/screenSizeBlock.js +1 -1
  265. package/Materials/Node/Blocks/Fragment/screenSizeBlock.js.map +1 -1
  266. package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js +7 -7
  267. package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js.map +1 -1
  268. package/Materials/Node/Blocks/Fragment/twirlBlock.js +4 -4
  269. package/Materials/Node/Blocks/Fragment/twirlBlock.js.map +1 -1
  270. package/Materials/Node/Blocks/Input/inputBlock.d.ts +2 -1
  271. package/Materials/Node/Blocks/Input/inputBlock.js +29 -24
  272. package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
  273. package/Materials/Node/Blocks/PBR/anisotropyBlock.js +5 -5
  274. package/Materials/Node/Blocks/PBR/anisotropyBlock.js.map +1 -1
  275. package/Materials/Node/Blocks/PBR/clearCoatBlock.js +5 -5
  276. package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
  277. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +33 -33
  278. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  279. package/Materials/Node/Blocks/PBR/reflectionBlock.js +11 -11
  280. package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
  281. package/Materials/Node/Blocks/PBR/refractionBlock.js +11 -11
  282. package/Materials/Node/Blocks/PBR/refractionBlock.js.map +1 -1
  283. package/Materials/Node/Blocks/PBR/sheenBlock.js +3 -3
  284. package/Materials/Node/Blocks/PBR/sheenBlock.js.map +1 -1
  285. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js +1 -1
  286. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js.map +1 -1
  287. package/Materials/Node/Blocks/Particle/particleBlendMultiplyBlock.js +1 -1
  288. package/Materials/Node/Blocks/Particle/particleBlendMultiplyBlock.js.map +1 -1
  289. package/Materials/Node/Blocks/Particle/particleRampGradientBlock.js +1 -1
  290. package/Materials/Node/Blocks/Particle/particleRampGradientBlock.js.map +1 -1
  291. package/Materials/Node/Blocks/Particle/particleTextureBlock.js +7 -7
  292. package/Materials/Node/Blocks/Particle/particleTextureBlock.js.map +1 -1
  293. package/Materials/Node/Blocks/Vertex/bonesBlock.js +3 -3
  294. package/Materials/Node/Blocks/Vertex/bonesBlock.js.map +1 -1
  295. package/Materials/Node/Blocks/Vertex/instancesBlock.js +3 -3
  296. package/Materials/Node/Blocks/Vertex/instancesBlock.js.map +1 -1
  297. package/Materials/Node/Blocks/Vertex/lightInformationBlock.js +5 -5
  298. package/Materials/Node/Blocks/Vertex/lightInformationBlock.js.map +1 -1
  299. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js +16 -16
  300. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js.map +1 -1
  301. package/Materials/Node/Blocks/Vertex/vertexOutputBlock.js +1 -1
  302. package/Materials/Node/Blocks/Vertex/vertexOutputBlock.js.map +1 -1
  303. package/Materials/Node/Blocks/addBlock.js +1 -1
  304. package/Materials/Node/Blocks/addBlock.js.map +1 -1
  305. package/Materials/Node/Blocks/arcTan2Block.js +1 -1
  306. package/Materials/Node/Blocks/arcTan2Block.js.map +1 -1
  307. package/Materials/Node/Blocks/clampBlock.js +3 -3
  308. package/Materials/Node/Blocks/clampBlock.js.map +1 -1
  309. package/Materials/Node/Blocks/cloudBlock.js +7 -7
  310. package/Materials/Node/Blocks/cloudBlock.js.map +1 -1
  311. package/Materials/Node/Blocks/colorMergerBlock.js +8 -8
  312. package/Materials/Node/Blocks/colorMergerBlock.js.map +1 -1
  313. package/Materials/Node/Blocks/colorSplitterBlock.js +5 -5
  314. package/Materials/Node/Blocks/colorSplitterBlock.js.map +1 -1
  315. package/Materials/Node/Blocks/conditionalBlock.js +10 -10
  316. package/Materials/Node/Blocks/conditionalBlock.js.map +1 -1
  317. package/Materials/Node/Blocks/crossBlock.js +1 -1
  318. package/Materials/Node/Blocks/crossBlock.js.map +1 -1
  319. package/Materials/Node/Blocks/customBlock.js +1 -1
  320. package/Materials/Node/Blocks/customBlock.js.map +1 -1
  321. package/Materials/Node/Blocks/desaturateBlock.js +4 -4
  322. package/Materials/Node/Blocks/desaturateBlock.js.map +1 -1
  323. package/Materials/Node/Blocks/distanceBlock.js +1 -1
  324. package/Materials/Node/Blocks/distanceBlock.js.map +1 -1
  325. package/Materials/Node/Blocks/divideBlock.js +1 -1
  326. package/Materials/Node/Blocks/divideBlock.js.map +1 -1
  327. package/Materials/Node/Blocks/dotBlock.js +1 -1
  328. package/Materials/Node/Blocks/dotBlock.js.map +1 -1
  329. package/Materials/Node/Blocks/elbowBlock.d.ts +27 -0
  330. package/Materials/Node/Blocks/elbowBlock.js +60 -0
  331. package/Materials/Node/Blocks/elbowBlock.js.map +1 -0
  332. package/Materials/Node/Blocks/fresnelBlock.js +2 -2
  333. package/Materials/Node/Blocks/fresnelBlock.js.map +1 -1
  334. package/Materials/Node/Blocks/gradientBlock.js +8 -8
  335. package/Materials/Node/Blocks/gradientBlock.js.map +1 -1
  336. package/Materials/Node/Blocks/index.d.ts +1 -0
  337. package/Materials/Node/Blocks/index.js +1 -0
  338. package/Materials/Node/Blocks/index.js.map +1 -1
  339. package/Materials/Node/Blocks/lengthBlock.js +1 -1
  340. package/Materials/Node/Blocks/lengthBlock.js.map +1 -1
  341. package/Materials/Node/Blocks/lerpBlock.js +1 -1
  342. package/Materials/Node/Blocks/lerpBlock.js.map +1 -1
  343. package/Materials/Node/Blocks/matrixBuilderBlock.js +1 -1
  344. package/Materials/Node/Blocks/matrixBuilderBlock.js.map +1 -1
  345. package/Materials/Node/Blocks/maxBlock.js +1 -1
  346. package/Materials/Node/Blocks/maxBlock.js.map +1 -1
  347. package/Materials/Node/Blocks/minBlock.js +1 -1
  348. package/Materials/Node/Blocks/minBlock.js.map +1 -1
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  667. package/scene.d.ts +5 -2
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  673. package/DeviceInput/deviceInputSystem.d.ts +0 -60
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@@ -309,8 +309,54 @@ var Collider = /** @class */ (function () {
309
309
  }
310
310
  };
311
311
  /** @hidden */
312
- Collider.prototype._collide = function (trianglePlaneArray, pts, indices, indexStart, indexEnd, decal, hasMaterial, hostMesh, invertTriangles) {
313
- if (!indices || indices.length === 0) {
312
+ Collider.prototype._collide = function (trianglePlaneArray, pts, indices, indexStart, indexEnd, decal, hasMaterial, hostMesh, invertTriangles, triangleStrip) {
313
+ if (triangleStrip === void 0) { triangleStrip = false; }
314
+ if (triangleStrip) {
315
+ if (!indices || indices.length === 0) {
316
+ for (var i = 0; i < pts.length - 2; i += 1) {
317
+ var p1 = pts[i];
318
+ var p2 = pts[i + 1];
319
+ var p3 = pts[i + 2];
320
+ // stay defensive and don't check against undefined positions.
321
+ if (!p1 || !p2 || !p3) {
322
+ continue;
323
+ }
324
+ // Handles strip faces one on two is reversed
325
+ if ((invertTriangles ? 1 : 0) ^ (i % 2)) {
326
+ this._testTriangle(i, trianglePlaneArray, p1, p2, p3, hasMaterial, hostMesh);
327
+ }
328
+ else {
329
+ this._testTriangle(i, trianglePlaneArray, p2, p1, p3, hasMaterial, hostMesh);
330
+ }
331
+ }
332
+ }
333
+ else {
334
+ for (var i = indexStart; i < indexEnd - 2; i += 1) {
335
+ var indexA = indices[i];
336
+ var indexB = indices[i + 1];
337
+ var indexC = indices[i + 2];
338
+ if (indexC === 0xffffffff) {
339
+ i += 2;
340
+ continue;
341
+ }
342
+ var p1 = pts[indexA];
343
+ var p2 = pts[indexB];
344
+ var p3 = pts[indexC];
345
+ // stay defensive and don't check against undefined positions.
346
+ if (!p1 || !p2 || !p3) {
347
+ continue;
348
+ }
349
+ // Handles strip faces one on two is reversed
350
+ if ((invertTriangles ? 1 : 0) ^ (i % 2)) {
351
+ this._testTriangle(i, trianglePlaneArray, p1, p2, p3, hasMaterial, hostMesh);
352
+ }
353
+ else {
354
+ this._testTriangle(i, trianglePlaneArray, p2, p1, p3, hasMaterial, hostMesh);
355
+ }
356
+ }
357
+ }
358
+ }
359
+ else if (!indices || indices.length === 0) {
314
360
  for (var i = 0; i < pts.length; i += 3) {
315
361
  var p1 = pts[i];
316
362
  var p2 = pts[i + 1];
@@ -1 +1 @@
1
- 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{ Nullable, IndicesArray } from \"../types\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Plane } from '../Maths/math.plane';\r\n\r\nvar intersectBoxAASphere = (boxMin: Vector3, boxMax: Vector3, sphereCenter: Vector3, sphereRadius: number): boolean => {\r\n if (boxMin.x > sphereCenter.x + sphereRadius) {\r\n return false;\r\n }\r\n\r\n if (sphereCenter.x - sphereRadius > boxMax.x) {\r\n return false;\r\n }\r\n\r\n if (boxMin.y > sphereCenter.y + sphereRadius) {\r\n return false;\r\n }\r\n\r\n if (sphereCenter.y - sphereRadius > boxMax.y) {\r\n return false;\r\n }\r\n\r\n if (boxMin.z > sphereCenter.z + sphereRadius) {\r\n return false;\r\n }\r\n\r\n if (sphereCenter.z - sphereRadius > boxMax.z) {\r\n return false;\r\n }\r\n\r\n return true;\r\n};\r\n\r\nvar getLowestRoot: (a: number, b: number, c: number, maxR: number) => { root: number, found: boolean } =\r\n (function () {\r\n var result = { root: 0, found: false };\r\n return function (a: number, b: number, c: number, maxR: number) {\r\n result.root = 0; result.found = false;\r\n var determinant = b * b - 4.0 * a * c;\r\n if (determinant < 0) {\r\n return result;\r\n }\r\n\r\n var sqrtD = Math.sqrt(determinant);\r\n var r1 = (-b - sqrtD) / (2.0 * a);\r\n var r2 = (-b + sqrtD) / (2.0 * a);\r\n\r\n if (r1 > r2) {\r\n var temp = r2;\r\n r2 = r1;\r\n r1 = temp;\r\n }\r\n\r\n if (r1 > 0 && r1 < maxR) {\r\n result.root = r1;\r\n result.found = true;\r\n return result;\r\n }\r\n\r\n if (r2 > 0 && r2 < maxR) {\r\n result.root = r2;\r\n result.found = true;\r\n return result;\r\n }\r\n\r\n return result;\r\n };\r\n }\r\n )();\r\n\r\n/** @hidden */\r\nexport class Collider {\r\n // Implementation of the \"Improved Collision detection and Response\" algorithm proposed by Kasper Fauerby\r\n // https://www.peroxide.dk/papers/collision/collision.pdf\r\n\r\n /** Define if a collision was found */\r\n public collisionFound: boolean;\r\n\r\n /**\r\n * Define last intersection point in local space\r\n */\r\n public intersectionPoint: Vector3;\r\n\r\n /**\r\n * Define last collided mesh\r\n */\r\n public collidedMesh: Nullable<AbstractMesh>;\r\n\r\n private _collisionPoint = Vector3.Zero();\r\n private _planeIntersectionPoint = Vector3.Zero();\r\n private _tempVector = Vector3.Zero();\r\n private _tempVector2 = Vector3.Zero();\r\n private _tempVector3 = Vector3.Zero();\r\n private _tempVector4 = Vector3.Zero();\r\n private _edge = Vector3.Zero();\r\n private _baseToVertex = Vector3.Zero();\r\n private _destinationPoint = Vector3.Zero();\r\n private _slidePlaneNormal = Vector3.Zero();\r\n private _displacementVector = Vector3.Zero();\r\n\r\n /** @hidden */\r\n public _radius = Vector3.One();\r\n /** @hidden */\r\n public _retry = 0;\r\n private _velocity: Vector3;\r\n private _basePoint: Vector3;\r\n private _epsilon: number;\r\n /** @hidden */\r\n public _velocityWorldLength: number;\r\n /** @hidden */\r\n public _basePointWorld = Vector3.Zero();\r\n private _velocityWorld = Vector3.Zero();\r\n private _normalizedVelocity = Vector3.Zero();\r\n /** @hidden */\r\n public _initialVelocity: Vector3;\r\n /** @hidden */\r\n public _initialPosition: Vector3;\r\n private _nearestDistance: number;\r\n\r\n private _collisionMask = -1;\r\n private _velocitySquaredLength: number;\r\n private _nearestDistanceSquared: number;\r\n\r\n public get collisionMask(): number {\r\n return this._collisionMask;\r\n }\r\n\r\n public set collisionMask(mask: number) {\r\n this._collisionMask = !isNaN(mask) ? mask : -1;\r\n }\r\n\r\n /**\r\n * Gets the plane normal used to compute the sliding response (in local space)\r\n */\r\n public get slidePlaneNormal(): Vector3 {\r\n return this._slidePlaneNormal;\r\n }\r\n\r\n // Methods\r\n /** @hidden */\r\n public _initialize(source: Vector3, dir: Vector3, e: number): void {\r\n this._velocity = dir;\r\n this._velocitySquaredLength = this._velocity.lengthSquared();\r\n const len = Math.sqrt(this._velocitySquaredLength);\r\n if (len === 0 || len === 1.0) {\r\n this._normalizedVelocity.copyFromFloats(dir._x, dir._y, dir._z);\r\n }\r\n else {\r\n dir.scaleToRef(1.0 / len, this._normalizedVelocity);\r\n }\r\n this._basePoint = source;\r\n\r\n source.multiplyToRef(this._radius, this._basePointWorld);\r\n dir.multiplyToRef(this._radius, this._velocityWorld);\r\n\r\n this._velocityWorldLength = this._velocityWorld.length();\r\n\r\n this._epsilon = e;\r\n this.collisionFound = false;\r\n }\r\n\r\n /** @hidden */\r\n public _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean {\r\n pa.subtractToRef(point, this._tempVector);\r\n pb.subtractToRef(point, this._tempVector2);\r\n\r\n Vector3.CrossToRef(this._tempVector, this._tempVector2, this._tempVector4);\r\n var d = Vector3.Dot(this._tempVector4, n);\r\n if (d < 0) {\r\n return false;\r\n }\r\n\r\n pc.subtractToRef(point, this._tempVector3);\r\n Vector3.CrossToRef(this._tempVector2, this._tempVector3, this._tempVector4);\r\n d = Vector3.Dot(this._tempVector4, n);\r\n if (d < 0) {\r\n return false;\r\n }\r\n\r\n Vector3.CrossToRef(this._tempVector3, this._tempVector, this._tempVector4);\r\n d = Vector3.Dot(this._tempVector4, n);\r\n return d >= 0;\r\n }\r\n\r\n /** @hidden */\r\n public _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean {\r\n var distance = Vector3.Distance(this._basePointWorld, sphereCenter);\r\n\r\n var max = Math.max(this._radius.x, this._radius.y, this._radius.z);\r\n\r\n if (distance > this._velocityWorldLength + max + sphereRadius) {\r\n return false;\r\n }\r\n\r\n if (!intersectBoxAASphere(vecMin, vecMax, this._basePointWorld, this._velocityWorldLength + max)) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /** @hidden */\r\n public _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean, hostMesh: AbstractMesh): void {\r\n var t0;\r\n var embeddedInPlane = false;\r\n\r\n //defensive programming, actually not needed.\r\n if (!trianglePlaneArray) {\r\n trianglePlaneArray = [];\r\n }\r\n\r\n if (!trianglePlaneArray[faceIndex]) {\r\n trianglePlaneArray[faceIndex] = new Plane(0, 0, 0, 0);\r\n trianglePlaneArray[faceIndex].copyFromPoints(p1, p2, p3);\r\n }\r\n\r\n var trianglePlane = trianglePlaneArray[faceIndex];\r\n\r\n if ((!hasMaterial) && !trianglePlane.isFrontFacingTo(this._normalizedVelocity, 0)) {\r\n return;\r\n }\r\n\r\n var signedDistToTrianglePlane = trianglePlane.signedDistanceTo(this._basePoint);\r\n var normalDotVelocity = Vector3.Dot(trianglePlane.normal, this._velocity);\r\n\r\n if (normalDotVelocity == 0) {\r\n if (Math.abs(signedDistToTrianglePlane) >= 1.0) {\r\n return;\r\n }\r\n embeddedInPlane = true;\r\n t0 = 0;\r\n }\r\n else {\r\n t0 = (-1.0 - signedDistToTrianglePlane) / normalDotVelocity;\r\n var t1 = (1.0 - signedDistToTrianglePlane) / normalDotVelocity;\r\n\r\n if (t0 > t1) {\r\n var temp = t1;\r\n t1 = t0;\r\n t0 = temp;\r\n }\r\n\r\n if (t0 > 1.0 || t1 < 0.0) {\r\n return;\r\n }\r\n\r\n if (t0 < 0) {\r\n t0 = 0;\r\n }\r\n if (t0 > 1.0) {\r\n t0 = 1.0;\r\n }\r\n }\r\n\r\n this._collisionPoint.copyFromFloats(0, 0, 0);\r\n\r\n var found = false;\r\n var t = 1.0;\r\n\r\n if (!embeddedInPlane) {\r\n this._basePoint.subtractToRef(trianglePlane.normal, this._planeIntersectionPoint);\r\n this._velocity.scaleToRef(t0, this._tempVector);\r\n this._planeIntersectionPoint.addInPlace(this._tempVector);\r\n\r\n if (this._checkPointInTriangle(this._planeIntersectionPoint, p1, p2, p3, trianglePlane.normal)) {\r\n found = true;\r\n t = t0;\r\n this._collisionPoint.copyFrom(this._planeIntersectionPoint);\r\n }\r\n }\r\n\r\n if (!found) {\r\n var a = this._velocitySquaredLength;\r\n\r\n this._basePoint.subtractToRef(p1, this._tempVector);\r\n var b = 2.0 * (Vector3.Dot(this._velocity, this._tempVector));\r\n var c = this._tempVector.lengthSquared() - 1.0;\r\n\r\n var lowestRoot = getLowestRoot(a, b, c, t);\r\n if (lowestRoot.found) {\r\n t = lowestRoot.root;\r\n found = true;\r\n this._collisionPoint.copyFrom(p1);\r\n }\r\n\r\n this._basePoint.subtractToRef(p2, this._tempVector);\r\n b = 2.0 * (Vector3.Dot(this._velocity, this._tempVector));\r\n c = this._tempVector.lengthSquared() - 1.0;\r\n\r\n lowestRoot = getLowestRoot(a, b, c, t);\r\n if (lowestRoot.found) {\r\n t = lowestRoot.root;\r\n found = true;\r\n this._collisionPoint.copyFrom(p2);\r\n }\r\n\r\n this._basePoint.subtractToRef(p3, this._tempVector);\r\n b = 2.0 * (Vector3.Dot(this._velocity, this._tempVector));\r\n c = this._tempVector.lengthSquared() - 1.0;\r\n\r\n lowestRoot = getLowestRoot(a, b, c, t);\r\n if (lowestRoot.found) {\r\n t = lowestRoot.root;\r\n found = true;\r\n this._collisionPoint.copyFrom(p3);\r\n }\r\n\r\n p2.subtractToRef(p1, this._edge);\r\n p1.subtractToRef(this._basePoint, this._baseToVertex);\r\n var edgeSquaredLength = this._edge.lengthSquared();\r\n var edgeDotVelocity = Vector3.Dot(this._edge, this._velocity);\r\n var edgeDotBaseToVertex = Vector3.Dot(this._edge, this._baseToVertex);\r\n\r\n a = edgeSquaredLength * (-this._velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;\r\n b = 2 * (edgeSquaredLength * Vector3.Dot(this._velocity, this._baseToVertex) - edgeDotVelocity * edgeDotBaseToVertex);\r\n c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;\r\n\r\n lowestRoot = getLowestRoot(a, b, c, t);\r\n if (lowestRoot.found) {\r\n var f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;\r\n\r\n if (f >= 0.0 && f <= 1.0) {\r\n t = lowestRoot.root;\r\n found = true;\r\n this._edge.scaleInPlace(f);\r\n p1.addToRef(this._edge, this._collisionPoint);\r\n }\r\n }\r\n\r\n p3.subtractToRef(p2, this._edge);\r\n p2.subtractToRef(this._basePoint, this._baseToVertex);\r\n edgeSquaredLength = this._edge.lengthSquared();\r\n edgeDotVelocity = Vector3.Dot(this._edge, this._velocity);\r\n edgeDotBaseToVertex = Vector3.Dot(this._edge, this._baseToVertex);\r\n\r\n a = edgeSquaredLength * (-this._velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;\r\n b = 2 * (edgeSquaredLength * Vector3.Dot(this._velocity, this._baseToVertex) - edgeDotVelocity * edgeDotBaseToVertex);\r\n c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;\r\n lowestRoot = getLowestRoot(a, b, c, t);\r\n if (lowestRoot.found) {\r\n f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;\r\n\r\n if (f >= 0.0 && f <= 1.0) {\r\n t = lowestRoot.root;\r\n found = true;\r\n this._edge.scaleInPlace(f);\r\n p2.addToRef(this._edge, this._collisionPoint);\r\n }\r\n }\r\n\r\n p1.subtractToRef(p3, this._edge);\r\n p3.subtractToRef(this._basePoint, this._baseToVertex);\r\n edgeSquaredLength = this._edge.lengthSquared();\r\n edgeDotVelocity = Vector3.Dot(this._edge, this._velocity);\r\n edgeDotBaseToVertex = Vector3.Dot(this._edge, this._baseToVertex);\r\n\r\n a = edgeSquaredLength * (-this._velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;\r\n b = 2 * (edgeSquaredLength * Vector3.Dot(this._velocity, this._baseToVertex) - edgeDotVelocity * edgeDotBaseToVertex);\r\n c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;\r\n\r\n lowestRoot = getLowestRoot(a, b, c, t);\r\n if (lowestRoot.found) {\r\n f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;\r\n\r\n if (f >= 0.0 && f <= 1.0) {\r\n t = lowestRoot.root;\r\n found = true;\r\n this._edge.scaleInPlace(f);\r\n p3.addToRef(this._edge, this._collisionPoint);\r\n }\r\n }\r\n }\r\n\r\n if (found) {\r\n var distToCollisionSquared = t * t * this._velocitySquaredLength;\r\n\r\n if (!this.collisionFound || distToCollisionSquared < this._nearestDistanceSquared) {\r\n // if collisionResponse is false, collision is not found but the collidedMesh is set anyway.\r\n // onCollide observable are triggered if collideMesh is set\r\n // this allow trigger volumes to be created.\r\n if (hostMesh.collisionResponse) {\r\n if (!this.intersectionPoint) {\r\n this.intersectionPoint = this._collisionPoint.clone();\r\n } else {\r\n this.intersectionPoint.copyFrom(this._collisionPoint);\r\n }\r\n this._nearestDistanceSquared = distToCollisionSquared;\r\n this._nearestDistance = Math.sqrt(distToCollisionSquared);\r\n this.collisionFound = true;\r\n }\r\n this.collidedMesh = hostMesh;\r\n }\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: IndicesArray, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean, hostMesh: AbstractMesh, invertTriangles?: boolean): void {\r\n if (!indices || indices.length === 0) {\r\n for (let i = 0; i < pts.length; i += 3) {\r\n const p1 = pts[i];\r\n const p2 = pts[i + 1];\r\n const p3 = pts[i + 2];\r\n\r\n if (invertTriangles) {\r\n this._testTriangle(i, trianglePlaneArray, p1, p2, p3, hasMaterial, hostMesh);\r\n } else {\r\n this._testTriangle(i, trianglePlaneArray, p3, p2, p1, hasMaterial, hostMesh);\r\n }\r\n }\r\n } else {\r\n for (let i = indexStart; i < indexEnd; i += 3) {\r\n const p1 = pts[indices[i] - decal];\r\n const p2 = pts[indices[i + 1] - decal];\r\n const p3 = pts[indices[i + 2] - decal];\r\n\r\n if (invertTriangles) {\r\n this._testTriangle(i, trianglePlaneArray, p1, p2, p3, hasMaterial, hostMesh);\r\n } else {\r\n this._testTriangle(i, trianglePlaneArray, p3, p2, p1, hasMaterial, hostMesh);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _getResponse(pos: Vector3, vel: Vector3): void {\r\n pos.addToRef(vel, this._destinationPoint);\r\n vel.scaleInPlace((this._nearestDistance / vel.length()));\r\n\r\n this._basePoint.addToRef(vel, pos);\r\n pos.subtractToRef(this.intersectionPoint, this._slidePlaneNormal);\r\n this._slidePlaneNormal.normalize();\r\n this._slidePlaneNormal.scaleToRef(this._epsilon, this._displacementVector);\r\n\r\n pos.addInPlace(this._displacementVector);\r\n this.intersectionPoint.addInPlace(this._displacementVector);\r\n\r\n this._slidePlaneNormal.scaleInPlace(Plane.SignedDistanceToPlaneFromPositionAndNormal(this.intersectionPoint, this._slidePlaneNormal, this._destinationPoint));\r\n this._destinationPoint.subtractInPlace(this._slidePlaneNormal);\r\n\r\n this._destinationPoint.subtractToRef(this.intersectionPoint, vel);\r\n }\r\n}\r\n"]}
1
+ 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{ Nullable, IndicesArray } from \"../types\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Plane } from '../Maths/math.plane';\r\n\r\nvar intersectBoxAASphere = (boxMin: Vector3, boxMax: Vector3, sphereCenter: Vector3, sphereRadius: number): boolean => {\r\n if (boxMin.x > sphereCenter.x + sphereRadius) {\r\n return false;\r\n }\r\n\r\n if (sphereCenter.x - sphereRadius > boxMax.x) {\r\n return false;\r\n }\r\n\r\n if (boxMin.y > sphereCenter.y + sphereRadius) {\r\n return false;\r\n }\r\n\r\n if (sphereCenter.y - sphereRadius > boxMax.y) {\r\n return false;\r\n }\r\n\r\n if (boxMin.z > sphereCenter.z + sphereRadius) {\r\n return false;\r\n }\r\n\r\n if (sphereCenter.z - sphereRadius > boxMax.z) {\r\n return false;\r\n }\r\n\r\n return true;\r\n};\r\n\r\nvar getLowestRoot: (a: number, b: number, c: number, maxR: number) => { root: number, found: boolean } =\r\n (function () {\r\n var result = { root: 0, found: false };\r\n return function (a: number, b: number, c: number, maxR: number) {\r\n result.root = 0; result.found = false;\r\n var determinant = b * b - 4.0 * a * c;\r\n if (determinant < 0) {\r\n return result;\r\n }\r\n\r\n var sqrtD = Math.sqrt(determinant);\r\n var r1 = (-b - sqrtD) / (2.0 * a);\r\n var r2 = (-b + sqrtD) / (2.0 * a);\r\n\r\n if (r1 > r2) {\r\n var temp = r2;\r\n r2 = r1;\r\n r1 = temp;\r\n }\r\n\r\n if (r1 > 0 && r1 < maxR) {\r\n result.root = r1;\r\n result.found = true;\r\n return result;\r\n }\r\n\r\n if (r2 > 0 && r2 < maxR) {\r\n result.root = r2;\r\n result.found = true;\r\n return result;\r\n }\r\n\r\n return result;\r\n };\r\n }\r\n )();\r\n\r\n/** @hidden */\r\nexport class Collider {\r\n // Implementation of the \"Improved Collision detection and Response\" algorithm proposed by Kasper Fauerby\r\n // https://www.peroxide.dk/papers/collision/collision.pdf\r\n\r\n /** Define if a collision was found */\r\n public collisionFound: boolean;\r\n\r\n /**\r\n * Define last intersection point in local space\r\n */\r\n public intersectionPoint: Vector3;\r\n\r\n /**\r\n * Define last collided mesh\r\n */\r\n public collidedMesh: Nullable<AbstractMesh>;\r\n\r\n private _collisionPoint = Vector3.Zero();\r\n private _planeIntersectionPoint = Vector3.Zero();\r\n private _tempVector = Vector3.Zero();\r\n private _tempVector2 = Vector3.Zero();\r\n private _tempVector3 = Vector3.Zero();\r\n private _tempVector4 = Vector3.Zero();\r\n private _edge = Vector3.Zero();\r\n private _baseToVertex = Vector3.Zero();\r\n private _destinationPoint = Vector3.Zero();\r\n private _slidePlaneNormal = Vector3.Zero();\r\n private _displacementVector = Vector3.Zero();\r\n\r\n /** @hidden */\r\n public _radius = Vector3.One();\r\n /** @hidden */\r\n public _retry = 0;\r\n private _velocity: Vector3;\r\n private _basePoint: Vector3;\r\n private _epsilon: number;\r\n /** @hidden */\r\n public _velocityWorldLength: number;\r\n /** @hidden */\r\n public _basePointWorld = Vector3.Zero();\r\n private _velocityWorld = Vector3.Zero();\r\n private _normalizedVelocity = Vector3.Zero();\r\n /** @hidden */\r\n public _initialVelocity: Vector3;\r\n /** @hidden */\r\n public _initialPosition: Vector3;\r\n private _nearestDistance: number;\r\n\r\n private _collisionMask = -1;\r\n private _velocitySquaredLength: number;\r\n private _nearestDistanceSquared: number;\r\n\r\n public get collisionMask(): number {\r\n return this._collisionMask;\r\n }\r\n\r\n public set collisionMask(mask: number) {\r\n this._collisionMask = !isNaN(mask) ? mask : -1;\r\n }\r\n\r\n /**\r\n * Gets the plane normal used to compute the sliding response (in local space)\r\n */\r\n public get slidePlaneNormal(): Vector3 {\r\n return this._slidePlaneNormal;\r\n }\r\n\r\n // Methods\r\n /** @hidden */\r\n public _initialize(source: Vector3, dir: Vector3, e: number): void {\r\n this._velocity = dir;\r\n this._velocitySquaredLength = this._velocity.lengthSquared();\r\n const len = Math.sqrt(this._velocitySquaredLength);\r\n if (len === 0 || len === 1.0) {\r\n this._normalizedVelocity.copyFromFloats(dir._x, dir._y, dir._z);\r\n }\r\n else {\r\n dir.scaleToRef(1.0 / len, this._normalizedVelocity);\r\n }\r\n this._basePoint = source;\r\n\r\n source.multiplyToRef(this._radius, this._basePointWorld);\r\n dir.multiplyToRef(this._radius, this._velocityWorld);\r\n\r\n this._velocityWorldLength = this._velocityWorld.length();\r\n\r\n this._epsilon = e;\r\n this.collisionFound = false;\r\n }\r\n\r\n /** @hidden */\r\n public _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean {\r\n pa.subtractToRef(point, this._tempVector);\r\n pb.subtractToRef(point, this._tempVector2);\r\n\r\n Vector3.CrossToRef(this._tempVector, this._tempVector2, this._tempVector4);\r\n var d = Vector3.Dot(this._tempVector4, n);\r\n if (d < 0) {\r\n return false;\r\n }\r\n\r\n pc.subtractToRef(point, this._tempVector3);\r\n Vector3.CrossToRef(this._tempVector2, this._tempVector3, this._tempVector4);\r\n d = Vector3.Dot(this._tempVector4, n);\r\n if (d < 0) {\r\n return false;\r\n }\r\n\r\n Vector3.CrossToRef(this._tempVector3, this._tempVector, this._tempVector4);\r\n d = Vector3.Dot(this._tempVector4, n);\r\n return d >= 0;\r\n }\r\n\r\n /** @hidden */\r\n public _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean {\r\n var distance = Vector3.Distance(this._basePointWorld, sphereCenter);\r\n\r\n var max = Math.max(this._radius.x, this._radius.y, this._radius.z);\r\n\r\n if (distance > this._velocityWorldLength + max + sphereRadius) {\r\n return false;\r\n }\r\n\r\n if (!intersectBoxAASphere(vecMin, vecMax, this._basePointWorld, this._velocityWorldLength + max)) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /** @hidden */\r\n public _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean, hostMesh: AbstractMesh): void {\r\n var t0;\r\n var embeddedInPlane = false;\r\n\r\n //defensive programming, actually not needed.\r\n if (!trianglePlaneArray) {\r\n trianglePlaneArray = [];\r\n }\r\n\r\n if (!trianglePlaneArray[faceIndex]) {\r\n trianglePlaneArray[faceIndex] = new Plane(0, 0, 0, 0);\r\n trianglePlaneArray[faceIndex].copyFromPoints(p1, p2, p3);\r\n }\r\n\r\n var trianglePlane = trianglePlaneArray[faceIndex];\r\n\r\n if ((!hasMaterial) && !trianglePlane.isFrontFacingTo(this._normalizedVelocity, 0)) {\r\n return;\r\n }\r\n\r\n var signedDistToTrianglePlane = trianglePlane.signedDistanceTo(this._basePoint);\r\n var normalDotVelocity = Vector3.Dot(trianglePlane.normal, this._velocity);\r\n\r\n if (normalDotVelocity == 0) {\r\n if (Math.abs(signedDistToTrianglePlane) >= 1.0) {\r\n return;\r\n }\r\n embeddedInPlane = true;\r\n t0 = 0;\r\n }\r\n else {\r\n t0 = (-1.0 - signedDistToTrianglePlane) / normalDotVelocity;\r\n var t1 = (1.0 - signedDistToTrianglePlane) / normalDotVelocity;\r\n\r\n if (t0 > t1) {\r\n var temp = t1;\r\n t1 = t0;\r\n t0 = temp;\r\n }\r\n\r\n if (t0 > 1.0 || t1 < 0.0) {\r\n return;\r\n }\r\n\r\n if (t0 < 0) {\r\n t0 = 0;\r\n }\r\n if (t0 > 1.0) {\r\n t0 = 1.0;\r\n }\r\n }\r\n\r\n this._collisionPoint.copyFromFloats(0, 0, 0);\r\n\r\n var found = false;\r\n var t = 1.0;\r\n\r\n if (!embeddedInPlane) {\r\n this._basePoint.subtractToRef(trianglePlane.normal, this._planeIntersectionPoint);\r\n this._velocity.scaleToRef(t0, this._tempVector);\r\n this._planeIntersectionPoint.addInPlace(this._tempVector);\r\n\r\n if (this._checkPointInTriangle(this._planeIntersectionPoint, p1, p2, p3, trianglePlane.normal)) {\r\n found = true;\r\n t = t0;\r\n this._collisionPoint.copyFrom(this._planeIntersectionPoint);\r\n }\r\n }\r\n\r\n if (!found) {\r\n var a = this._velocitySquaredLength;\r\n\r\n this._basePoint.subtractToRef(p1, this._tempVector);\r\n var b = 2.0 * (Vector3.Dot(this._velocity, this._tempVector));\r\n var c = this._tempVector.lengthSquared() - 1.0;\r\n\r\n var lowestRoot = getLowestRoot(a, b, c, t);\r\n if (lowestRoot.found) {\r\n t = lowestRoot.root;\r\n found = true;\r\n this._collisionPoint.copyFrom(p1);\r\n }\r\n\r\n this._basePoint.subtractToRef(p2, this._tempVector);\r\n b = 2.0 * (Vector3.Dot(this._velocity, this._tempVector));\r\n c = this._tempVector.lengthSquared() - 1.0;\r\n\r\n lowestRoot = getLowestRoot(a, b, c, t);\r\n if (lowestRoot.found) {\r\n t = lowestRoot.root;\r\n found = true;\r\n this._collisionPoint.copyFrom(p2);\r\n }\r\n\r\n this._basePoint.subtractToRef(p3, this._tempVector);\r\n b = 2.0 * (Vector3.Dot(this._velocity, this._tempVector));\r\n c = this._tempVector.lengthSquared() - 1.0;\r\n\r\n lowestRoot = getLowestRoot(a, b, c, t);\r\n if (lowestRoot.found) {\r\n t = lowestRoot.root;\r\n found = true;\r\n this._collisionPoint.copyFrom(p3);\r\n }\r\n\r\n p2.subtractToRef(p1, this._edge);\r\n p1.subtractToRef(this._basePoint, this._baseToVertex);\r\n var edgeSquaredLength = this._edge.lengthSquared();\r\n var edgeDotVelocity = Vector3.Dot(this._edge, this._velocity);\r\n var edgeDotBaseToVertex = Vector3.Dot(this._edge, this._baseToVertex);\r\n\r\n a = edgeSquaredLength * (-this._velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;\r\n b = 2 * (edgeSquaredLength * Vector3.Dot(this._velocity, this._baseToVertex) - edgeDotVelocity * edgeDotBaseToVertex);\r\n c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;\r\n\r\n lowestRoot = getLowestRoot(a, b, c, t);\r\n if (lowestRoot.found) {\r\n var f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;\r\n\r\n if (f >= 0.0 && f <= 1.0) {\r\n t = lowestRoot.root;\r\n found = true;\r\n this._edge.scaleInPlace(f);\r\n p1.addToRef(this._edge, this._collisionPoint);\r\n }\r\n }\r\n\r\n p3.subtractToRef(p2, this._edge);\r\n p2.subtractToRef(this._basePoint, this._baseToVertex);\r\n edgeSquaredLength = this._edge.lengthSquared();\r\n edgeDotVelocity = Vector3.Dot(this._edge, this._velocity);\r\n edgeDotBaseToVertex = Vector3.Dot(this._edge, this._baseToVertex);\r\n\r\n a = edgeSquaredLength * (-this._velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;\r\n b = 2 * (edgeSquaredLength * Vector3.Dot(this._velocity, this._baseToVertex) - edgeDotVelocity * edgeDotBaseToVertex);\r\n c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;\r\n lowestRoot = getLowestRoot(a, b, c, t);\r\n if (lowestRoot.found) {\r\n f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;\r\n\r\n if (f >= 0.0 && f <= 1.0) {\r\n t = lowestRoot.root;\r\n found = true;\r\n this._edge.scaleInPlace(f);\r\n p2.addToRef(this._edge, this._collisionPoint);\r\n }\r\n }\r\n\r\n p1.subtractToRef(p3, this._edge);\r\n p3.subtractToRef(this._basePoint, this._baseToVertex);\r\n edgeSquaredLength = this._edge.lengthSquared();\r\n edgeDotVelocity = Vector3.Dot(this._edge, this._velocity);\r\n edgeDotBaseToVertex = Vector3.Dot(this._edge, this._baseToVertex);\r\n\r\n a = edgeSquaredLength * (-this._velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;\r\n b = 2 * (edgeSquaredLength * Vector3.Dot(this._velocity, this._baseToVertex) - edgeDotVelocity * edgeDotBaseToVertex);\r\n c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;\r\n\r\n lowestRoot = getLowestRoot(a, b, c, t);\r\n if (lowestRoot.found) {\r\n f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;\r\n\r\n if (f >= 0.0 && f <= 1.0) {\r\n t = lowestRoot.root;\r\n found = true;\r\n this._edge.scaleInPlace(f);\r\n p3.addToRef(this._edge, this._collisionPoint);\r\n }\r\n }\r\n }\r\n\r\n if (found) {\r\n var distToCollisionSquared = t * t * this._velocitySquaredLength;\r\n\r\n if (!this.collisionFound || distToCollisionSquared < this._nearestDistanceSquared) {\r\n // if collisionResponse is false, collision is not found but the collidedMesh is set anyway.\r\n // onCollide observable are triggered if collideMesh is set\r\n // this allow trigger volumes to be created.\r\n if (hostMesh.collisionResponse) {\r\n if (!this.intersectionPoint) {\r\n this.intersectionPoint = this._collisionPoint.clone();\r\n } else {\r\n this.intersectionPoint.copyFrom(this._collisionPoint);\r\n }\r\n this._nearestDistanceSquared = distToCollisionSquared;\r\n this._nearestDistance = Math.sqrt(distToCollisionSquared);\r\n this.collisionFound = true;\r\n }\r\n this.collidedMesh = hostMesh;\r\n }\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _collide(trianglePlaneArray: Array<Plane>,\r\n pts: Vector3[],\r\n indices: IndicesArray,\r\n indexStart: number,\r\n indexEnd: number,\r\n decal: number,\r\n hasMaterial: boolean,\r\n hostMesh: AbstractMesh,\r\n invertTriangles?: boolean,\r\n triangleStrip: boolean = false): void {\r\n\r\n if (triangleStrip) {\r\n if (!indices || indices.length === 0) {\r\n for (let i = 0; i < pts.length - 2; i += 1) {\r\n const p1 = pts[i];\r\n const p2 = pts[i + 1];\r\n const p3 = pts[i + 2];\r\n\r\n // stay defensive and don't check against undefined positions.\r\n if (!p1 || !p2 || !p3) {\r\n continue;\r\n }\r\n // Handles strip faces one on two is reversed\r\n if ((invertTriangles ? 1 : 0) ^ (i % 2)) {\r\n this._testTriangle(i, trianglePlaneArray, p1, p2, p3, hasMaterial, hostMesh);\r\n }\r\n else {\r\n this._testTriangle(i, trianglePlaneArray, p2, p1, p3, hasMaterial, hostMesh);\r\n }\r\n }\r\n } else {\r\n for (let i = indexStart; i < indexEnd - 2; i += 1) {\r\n const indexA = indices[i];\r\n const indexB = indices[i + 1];\r\n const indexC = indices[i + 2];\r\n\r\n if (indexC === 0xffffffff) {\r\n i += 2;\r\n continue;\r\n }\r\n\r\n const p1 = pts[indexA];\r\n const p2 = pts[indexB];\r\n const p3 = pts[indexC];\r\n\r\n // stay defensive and don't check against undefined positions.\r\n if (!p1 || !p2 || !p3) {\r\n continue;\r\n }\r\n\r\n // Handles strip faces one on two is reversed\r\n if ((invertTriangles ? 1 : 0) ^ (i % 2)) {\r\n this._testTriangle(i, trianglePlaneArray, p1, p2, p3, hasMaterial, hostMesh);\r\n }\r\n else {\r\n this._testTriangle(i, trianglePlaneArray, p2, p1, p3, hasMaterial, hostMesh);\r\n }\r\n }\r\n }\r\n }\r\n else if (!indices || indices.length === 0) {\r\n for (let i = 0; i < pts.length; i += 3) {\r\n const p1 = pts[i];\r\n const p2 = pts[i + 1];\r\n const p3 = pts[i + 2];\r\n\r\n if (invertTriangles) {\r\n this._testTriangle(i, trianglePlaneArray, p1, p2, p3, hasMaterial, hostMesh);\r\n } else {\r\n this._testTriangle(i, trianglePlaneArray, p3, p2, p1, hasMaterial, hostMesh);\r\n }\r\n }\r\n } else {\r\n for (let i = indexStart; i < indexEnd; i += 3) {\r\n const p1 = pts[indices[i] - decal];\r\n const p2 = pts[indices[i + 1] - decal];\r\n const p3 = pts[indices[i + 2] - decal];\r\n\r\n if (invertTriangles) {\r\n this._testTriangle(i, trianglePlaneArray, p1, p2, p3, hasMaterial, hostMesh);\r\n } else {\r\n this._testTriangle(i, trianglePlaneArray, p3, p2, p1, hasMaterial, hostMesh);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _getResponse(pos: Vector3, vel: Vector3): void {\r\n pos.addToRef(vel, this._destinationPoint);\r\n vel.scaleInPlace((this._nearestDistance / vel.length()));\r\n\r\n this._basePoint.addToRef(vel, pos);\r\n pos.subtractToRef(this.intersectionPoint, this._slidePlaneNormal);\r\n this._slidePlaneNormal.normalize();\r\n this._slidePlaneNormal.scaleToRef(this._epsilon, this._displacementVector);\r\n\r\n pos.addInPlace(this._displacementVector);\r\n this.intersectionPoint.addInPlace(this._displacementVector);\r\n\r\n this._slidePlaneNormal.scaleInPlace(Plane.SignedDistanceToPlaneFromPositionAndNormal(this.intersectionPoint, this._slidePlaneNormal, this._destinationPoint));\r\n this._destinationPoint.subtractInPlace(this._slidePlaneNormal);\r\n\r\n this._destinationPoint.subtractToRef(this.intersectionPoint, vel);\r\n }\r\n}\r\n"]}
@@ -318,7 +318,7 @@ var ComputeEffect = /** @class */ (function () {
318
318
  var lineNumber = parseInt(res[1]);
319
319
  var lines = code.split("\n", -1);
320
320
  if (lines.length >= lineNumber) {
321
- errorLine = "Offending line [" + lineNumber + "] in compute code: " + lines[lineNumber - 1];
321
+ errorLine = "Offending line [".concat(lineNumber, "] in compute code: ").concat(lines[lineNumber - 1]);
322
322
  }
323
323
  }
324
324
  }
@@ -370,7 +370,7 @@ var ComputeEffect = /** @class */ (function () {
370
370
  * @param computeShader compute shader content
371
371
  */
372
372
  ComputeEffect.RegisterShader = function (name, computeShader) {
373
- ShaderStore.GetShadersStore(ShaderLanguage.WGSL)[name + "ComputeShader"] = computeShader;
373
+ ShaderStore.GetShadersStore(ShaderLanguage.WGSL)["".concat(name, "ComputeShader")] = computeShader;
374
374
  };
375
375
  ComputeEffect._uniqueIdSeed = 0;
376
376
  /**
@@ -1 +1 @@
1
- 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{ Logger } from \"../Misc/logger\";\r\nimport { Nullable } from \"../types\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { IComputePipelineContext } from \"./IComputePipelineContext\";\r\nimport { GetDOMTextContent, IsWindowObjectExist } from \"../Misc/domManagement\";\r\nimport { ShaderProcessor } from \"../Engines/Processors/shaderProcessor\";\r\nimport { ProcessingOptions } from \"../Engines/Processors/shaderProcessingOptions\";\r\nimport { ShaderStore } from '../Engines/shaderStore';\r\nimport { ShaderLanguage } from \"../Materials/shaderLanguage\";\r\n\r\ndeclare type Engine = import(\"../Engines/engine\").Engine;\r\n\r\n/**\r\n * Options to be used when creating a compute effect.\r\n */\r\nexport interface IComputeEffectCreationOptions {\r\n /**\r\n * Define statements that will be set in the shader.\r\n */\r\n defines: any;\r\n /**\r\n * The name of the entry point in the shader source (defaut: \"main\")\r\n */\r\n entryPoint?: string;\r\n /**\r\n * Callback that will be called when the shader is compiled.\r\n */\r\n onCompiled: Nullable<(effect: ComputeEffect) => void>;\r\n /**\r\n * Callback that will be called if an error occurs during shader compilation.\r\n */\r\n onError: Nullable<(effect: ComputeEffect, errors: string) => void>;\r\n /**\r\n * If provided, will be called with the shader code so that this code can be updated before it is compiled by the GPU\r\n */\r\n processFinalCode?: Nullable<(code: string) => string>;\r\n}\r\n\r\n/**\r\n * Effect wrapping a compute shader and let execute (dispatch) the shader\r\n */\r\nexport class ComputeEffect {\r\n private static _uniqueIdSeed = 0;\r\n\r\n /**\r\n * Enable logging of the shader code when a compilation error occurs\r\n */\r\n public static LogShaderCodeOnCompilationError = true;\r\n /**\r\n * Name of the effect.\r\n */\r\n public name: any = null;\r\n /**\r\n * String container all the define statements that should be set on the shader.\r\n */\r\n public defines: string = \"\";\r\n /**\r\n * Callback that will be called when the shader is compiled.\r\n */\r\n public onCompiled: Nullable<(effect: ComputeEffect) => void> = null;\r\n /**\r\n * Callback that will be called if an error occurs during shader compilation.\r\n */\r\n public onError: Nullable<(effect: ComputeEffect, errors: string) => void> = null;\r\n /**\r\n * Unique ID of the effect.\r\n */\r\n public uniqueId = 0;\r\n /**\r\n * Observable that will be called when the shader is compiled.\r\n * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.\r\n */\r\n public onCompileObservable = new Observable<ComputeEffect>();\r\n /**\r\n * Observable that will be called if an error occurs during shader compilation.\r\n */\r\n public onErrorObservable = new Observable<ComputeEffect>();\r\n /**\r\n * Observable that will be called when effect is bound.\r\n */\r\n public onBindObservable = new Observable<ComputeEffect>();\r\n\r\n /**\r\n * @hidden\r\n * Specifies if the effect was previously ready\r\n */\r\n public _wasPreviouslyReady = false;\r\n\r\n private _engine: Engine;\r\n private _isReady = false;\r\n private _compilationError = \"\";\r\n /** @hidden */\r\n public _key: string = \"\";\r\n private _computeSourceCodeOverride: string = \"\";\r\n /** @hidden */\r\n public _pipelineContext: Nullable<IComputePipelineContext> = null;\r\n /** @hidden */\r\n public _computeSourceCode: string = \"\";\r\n private _rawComputeSourceCode: string = \"\";\r\n private _entryPoint: string;\r\n private _shaderLanguage = ShaderLanguage.WGSL;\r\n private _shaderStore: { [key: string]: string };\r\n private _shaderRepository: string;\r\n private _includeShaderStore: { [key: string]: string };\r\n\r\n /**\r\n * Creates a compute effect that can be used to execute a compute shader\r\n * @param baseName Name of the effect\r\n * @param options Set of all options to create the effect\r\n * @param engine The engine the effect is created for\r\n * @param key Effect Key identifying uniquely compiled shader variants\r\n */\r\n constructor(baseName: any, options: IComputeEffectCreationOptions, engine: Engine, key = \"\") {\r\n this.name = baseName;\r\n this._key = key;\r\n\r\n this._engine = engine;\r\n this.uniqueId = ComputeEffect._uniqueIdSeed++;\r\n\r\n this.defines = options.defines ?? \"\";\r\n this.onError = options.onError;\r\n this.onCompiled = options.onCompiled;\r\n this._entryPoint = options.entryPoint ?? \"main\";\r\n\r\n this._shaderStore = ShaderStore.GetShadersStore(this._shaderLanguage);\r\n this._shaderRepository = ShaderStore.GetShadersRepository(this._shaderLanguage);\r\n this._includeShaderStore = ShaderStore.GetIncludesShadersStore(this._shaderLanguage);\r\n\r\n let computeSource: any;\r\n\r\n const hostDocument = IsWindowObjectExist() ? this._engine.getHostDocument() : null;\r\n\r\n if (baseName.computeSource) {\r\n computeSource = \"source:\" + baseName.computeSource;\r\n } else if (baseName.computeElement) {\r\n computeSource = hostDocument ? hostDocument.getElementById(baseName.computeElement) : null;\r\n\r\n if (!computeSource) {\r\n computeSource = baseName.computeElement;\r\n }\r\n } else {\r\n computeSource = baseName.compute || baseName;\r\n }\r\n\r\n const processorOptions: ProcessingOptions = {\r\n defines: this.defines.split(\"\\n\"),\r\n indexParameters: undefined,\r\n isFragment: false,\r\n shouldUseHighPrecisionShader: false,\r\n processor: null,\r\n supportsUniformBuffers: this._engine.supportsUniformBuffers,\r\n shadersRepository: this._shaderRepository,\r\n includesShadersStore: this._includeShaderStore,\r\n version: (this._engine.version * 100).toString(),\r\n platformName: this._engine.shaderPlatformName,\r\n processingContext: null,\r\n isNDCHalfZRange: this._engine.isNDCHalfZRange,\r\n useReverseDepthBuffer: this._engine.useReverseDepthBuffer,\r\n };\r\n\r\n this._loadShader(computeSource, \"Compute\", \"\", (computeCode) => {\r\n ShaderProcessor.Initialize(processorOptions);\r\n ShaderProcessor.PreProcess(computeCode, processorOptions, (migratedCommputeCode) => {\r\n this._rawComputeSourceCode = computeCode;\r\n if (options.processFinalCode) {\r\n migratedCommputeCode = options.processFinalCode(migratedCommputeCode);\r\n }\r\n const finalShaders = ShaderProcessor.Finalize(migratedCommputeCode, \"\", processorOptions);\r\n this._useFinalCode(finalShaders.vertexCode, baseName);\r\n }, this._engine);\r\n });\r\n }\r\n\r\n private _useFinalCode(migratedCommputeCode: string, baseName: any) {\r\n if (baseName) {\r\n const compute = baseName.computeElement || baseName.compute || baseName.spectorName || baseName;\r\n\r\n this._computeSourceCode = \"//#define SHADER_NAME compute:\" + compute + \"\\n\" + migratedCommputeCode;\r\n } else {\r\n this._computeSourceCode = migratedCommputeCode;\r\n }\r\n this._prepareEffect();\r\n }\r\n\r\n /**\r\n * Unique key for this effect\r\n */\r\n public get key(): string {\r\n return this._key;\r\n }\r\n\r\n /**\r\n * If the effect has been compiled and prepared.\r\n * @returns if the effect is compiled and prepared.\r\n */\r\n public isReady(): boolean {\r\n try {\r\n return this._isReadyInternal();\r\n }\r\n catch {\r\n return false;\r\n }\r\n }\r\n\r\n private _isReadyInternal(): boolean {\r\n if (this._isReady) {\r\n return true;\r\n }\r\n if (this._pipelineContext) {\r\n return this._pipelineContext.isReady;\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * The engine the effect was initialized with.\r\n * @returns the engine.\r\n */\r\n public getEngine(): Engine {\r\n return this._engine;\r\n }\r\n\r\n /**\r\n * The pipeline context for this effect\r\n * @returns the associated pipeline context\r\n */\r\n public getPipelineContext(): Nullable<IComputePipelineContext> {\r\n return this._pipelineContext;\r\n }\r\n\r\n /**\r\n * The error from the last compilation.\r\n * @returns the error string.\r\n */\r\n public getCompilationError(): string {\r\n return this._compilationError;\r\n }\r\n\r\n /**\r\n * Adds a callback to the onCompiled observable and call the callback immediately if already ready.\r\n * @param func The callback to be used.\r\n */\r\n public executeWhenCompiled(func: (effect: ComputeEffect) => void): void {\r\n if (this.isReady()) {\r\n func(this);\r\n return;\r\n }\r\n\r\n this.onCompileObservable.add((effect) => {\r\n func(effect);\r\n });\r\n\r\n if (!this._pipelineContext || this._pipelineContext.isAsync) {\r\n setTimeout(() => {\r\n this._checkIsReady(null);\r\n }, 16);\r\n }\r\n }\r\n\r\n private _checkIsReady(previousPipelineContext: Nullable<IComputePipelineContext>) {\r\n try {\r\n if (this._isReadyInternal()) {\r\n return;\r\n }\r\n } catch (e) {\r\n this._processCompilationErrors(e, previousPipelineContext);\r\n return;\r\n }\r\n\r\n setTimeout(() => {\r\n this._checkIsReady(previousPipelineContext);\r\n }, 16);\r\n }\r\n\r\n private _loadShader(shader: any, key: string, optionalKey: string, callback: (data: any) => void): void {\r\n if (typeof (HTMLElement) !== \"undefined\") {\r\n // DOM element ?\r\n if (shader instanceof HTMLElement) {\r\n var shaderCode = GetDOMTextContent(shader);\r\n callback(shaderCode);\r\n return;\r\n }\r\n }\r\n\r\n // Direct source ?\r\n if (shader.substr(0, 7) === \"source:\") {\r\n callback(shader.substr(7));\r\n return;\r\n }\r\n\r\n // Base64 encoded ?\r\n if (shader.substr(0, 7) === \"base64:\") {\r\n var shaderBinary = window.atob(shader.substr(7));\r\n callback(shaderBinary);\r\n return;\r\n }\r\n\r\n // Is in local store ?\r\n if (this._shaderStore[shader + key + \"Shader\"]) {\r\n callback(this._shaderStore[shader + key + \"Shader\"]);\r\n return;\r\n }\r\n\r\n if (optionalKey && this._shaderStore[shader + optionalKey + \"Shader\"]) {\r\n callback(this._shaderStore[shader + optionalKey + \"Shader\"]);\r\n return;\r\n }\r\n\r\n let shaderUrl;\r\n\r\n if (shader[0] === \".\" || shader[0] === \"/\" || shader.indexOf(\"http\") > -1) {\r\n shaderUrl = shader;\r\n } else {\r\n shaderUrl = this._shaderRepository + shader;\r\n }\r\n\r\n this._engine._loadFile(shaderUrl + \".\" + key.toLowerCase() + \".fx\", callback);\r\n }\r\n\r\n /**\r\n * Gets the compute shader source code of this effect\r\n */\r\n public get computeSourceCode(): string {\r\n return this._computeSourceCodeOverride ? this._computeSourceCodeOverride : (this._pipelineContext?._getComputeShaderCode() ?? this._computeSourceCode);\r\n }\r\n\r\n /**\r\n * Gets the compute shader source code before it has been processed by the preprocessor\r\n */\r\n public get rawComputeSourceCode(): string {\r\n return this._rawComputeSourceCode;\r\n }\r\n\r\n /**\r\n * Prepares the effect\r\n * @hidden\r\n */\r\n public _prepareEffect() {\r\n let defines = this.defines;\r\n\r\n var previousPipelineContext = this._pipelineContext;\r\n\r\n this._isReady = false;\r\n\r\n try {\r\n let engine = this._engine;\r\n\r\n this._pipelineContext = engine.createComputePipelineContext();\r\n this._pipelineContext._name = this._key;\r\n\r\n engine._prepareComputePipelineContext(this._pipelineContext, this._computeSourceCodeOverride ? this._computeSourceCodeOverride : this._computeSourceCode, this._rawComputeSourceCode, this._computeSourceCodeOverride ? null : defines, this._entryPoint);\r\n\r\n engine._executeWhenComputeStateIsCompiled(this._pipelineContext, () => {\r\n this._compilationError = \"\";\r\n this._isReady = true;\r\n if (this.onCompiled) {\r\n this.onCompiled(this);\r\n }\r\n this.onCompileObservable.notifyObservers(this);\r\n this.onCompileObservable.clear();\r\n\r\n if (previousPipelineContext) {\r\n this.getEngine()._deleteComputePipelineContext(previousPipelineContext);\r\n }\r\n });\r\n\r\n if (this._pipelineContext.isAsync) {\r\n this._checkIsReady(previousPipelineContext);\r\n }\r\n\r\n } catch (e) {\r\n this._processCompilationErrors(e, previousPipelineContext);\r\n }\r\n }\r\n\r\n private _getShaderCodeAndErrorLine(code: Nullable<string>, error: Nullable<string>): [Nullable<string>, Nullable<string>] {\r\n const regexp = /COMPUTE SHADER ERROR: 0:(\\d+?):/;\r\n\r\n let errorLine = null;\r\n\r\n if (error && code) {\r\n const res = error.match(regexp);\r\n if (res && res.length === 2) {\r\n const lineNumber = parseInt(res[1]);\r\n const lines = code.split(\"\\n\", -1);\r\n if (lines.length >= lineNumber) {\r\n errorLine = `Offending line [${lineNumber}] in compute code: ${lines[lineNumber - 1]}`;\r\n }\r\n }\r\n }\r\n\r\n return [code, errorLine];\r\n }\r\n\r\n private _processCompilationErrors(e: any, previousPipelineContext: Nullable<IComputePipelineContext> = null) {\r\n this._compilationError = e.message;\r\n\r\n // Let's go through fallbacks then\r\n Logger.Error(\"Unable to compile compute effect:\");\r\n Logger.Error(\"Defines:\\r\\n\" + this.defines);\r\n if (ComputeEffect.LogShaderCodeOnCompilationError) {\r\n let lineErrorVertex = null, code = null;\r\n if (this._pipelineContext?._getComputeShaderCode()) {\r\n [code, lineErrorVertex] = this._getShaderCodeAndErrorLine(this._pipelineContext._getComputeShaderCode(), this._compilationError);\r\n if (code) {\r\n Logger.Error(\"Compute code:\");\r\n Logger.Error(code);\r\n }\r\n }\r\n if (lineErrorVertex) {\r\n Logger.Error(lineErrorVertex);\r\n }\r\n }\r\n Logger.Error(\"Error: \" + this._compilationError);\r\n if (previousPipelineContext) {\r\n this._pipelineContext = previousPipelineContext;\r\n this._isReady = true;\r\n if (this.onError) {\r\n this.onError(this, this._compilationError);\r\n }\r\n this.onErrorObservable.notifyObservers(this);\r\n }\r\n }\r\n\r\n /**\r\n * Release all associated resources.\r\n **/\r\n public dispose() {\r\n if (this._pipelineContext) {\r\n this._pipelineContext.dispose();\r\n }\r\n this._engine._releaseComputeEffect(this);\r\n }\r\n\r\n /**\r\n * This function will add a new compute shader to the shader store\r\n * @param name the name of the shader\r\n * @param computeShader compute shader content\r\n */\r\n public static RegisterShader(name: string, computeShader: string) {\r\n ShaderStore.GetShadersStore(ShaderLanguage.WGSL)[`${name}ComputeShader`] = computeShader;\r\n }\r\n}\r\n"]}
1
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{ Logger } from \"../Misc/logger\";\r\nimport { Nullable } from \"../types\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { IComputePipelineContext } from \"./IComputePipelineContext\";\r\nimport { GetDOMTextContent, IsWindowObjectExist } from \"../Misc/domManagement\";\r\nimport { ShaderProcessor } from \"../Engines/Processors/shaderProcessor\";\r\nimport { ProcessingOptions } from \"../Engines/Processors/shaderProcessingOptions\";\r\nimport { ShaderStore } from '../Engines/shaderStore';\r\nimport { ShaderLanguage } from \"../Materials/shaderLanguage\";\r\n\r\ndeclare type Engine = import(\"../Engines/engine\").Engine;\r\n\r\n/**\r\n * Options to be used when creating a compute effect.\r\n */\r\nexport interface IComputeEffectCreationOptions {\r\n /**\r\n * Define statements that will be set in the shader.\r\n */\r\n defines: any;\r\n /**\r\n * The name of the entry point in the shader source (defaut: \"main\")\r\n */\r\n entryPoint?: string;\r\n /**\r\n * Callback that will be called when the shader is compiled.\r\n */\r\n onCompiled: Nullable<(effect: ComputeEffect) => void>;\r\n /**\r\n * Callback that will be called if an error occurs during shader compilation.\r\n */\r\n onError: Nullable<(effect: ComputeEffect, errors: string) => void>;\r\n /**\r\n * If provided, will be called with the shader code so that this code can be updated before it is compiled by the GPU\r\n */\r\n processFinalCode?: Nullable<(code: string) => string>;\r\n}\r\n\r\n/**\r\n * Effect wrapping a compute shader and let execute (dispatch) the shader\r\n */\r\nexport class ComputeEffect {\r\n private static _uniqueIdSeed = 0;\r\n\r\n /**\r\n * Enable logging of the shader code when a compilation error occurs\r\n */\r\n public static LogShaderCodeOnCompilationError = true;\r\n /**\r\n * Name of the effect.\r\n */\r\n public name: any = null;\r\n /**\r\n * String container all the define statements that should be set on the shader.\r\n */\r\n public defines: string = \"\";\r\n /**\r\n * Callback that will be called when the shader is compiled.\r\n */\r\n public onCompiled: Nullable<(effect: ComputeEffect) => void> = null;\r\n /**\r\n * Callback that will be called if an error occurs during shader compilation.\r\n */\r\n public onError: Nullable<(effect: ComputeEffect, errors: string) => void> = null;\r\n /**\r\n * Unique ID of the effect.\r\n */\r\n public uniqueId = 0;\r\n /**\r\n * Observable that will be called when the shader is compiled.\r\n * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.\r\n */\r\n public onCompileObservable = new Observable<ComputeEffect>();\r\n /**\r\n * Observable that will be called if an error occurs during shader compilation.\r\n */\r\n public onErrorObservable = new Observable<ComputeEffect>();\r\n /**\r\n * Observable that will be called when effect is bound.\r\n */\r\n public onBindObservable = new Observable<ComputeEffect>();\r\n\r\n /**\r\n * @hidden\r\n * Specifies if the effect was previously ready\r\n */\r\n public _wasPreviouslyReady = false;\r\n\r\n private _engine: Engine;\r\n private _isReady = false;\r\n private _compilationError = \"\";\r\n /** @hidden */\r\n public _key: string = \"\";\r\n private _computeSourceCodeOverride: string = \"\";\r\n /** @hidden */\r\n public _pipelineContext: Nullable<IComputePipelineContext> = null;\r\n /** @hidden */\r\n public _computeSourceCode: string = \"\";\r\n private _rawComputeSourceCode: string = \"\";\r\n private _entryPoint: string;\r\n private _shaderLanguage = ShaderLanguage.WGSL;\r\n private _shaderStore: { [key: string]: string };\r\n private _shaderRepository: string;\r\n private _includeShaderStore: { [key: string]: string };\r\n\r\n /**\r\n * Creates a compute effect that can be used to execute a compute shader\r\n * @param baseName Name of the effect\r\n * @param options Set of all options to create the effect\r\n * @param engine The engine the effect is created for\r\n * @param key Effect Key identifying uniquely compiled shader variants\r\n */\r\n constructor(baseName: any, options: IComputeEffectCreationOptions, engine: Engine, key = \"\") {\r\n this.name = baseName;\r\n this._key = key;\r\n\r\n this._engine = engine;\r\n this.uniqueId = ComputeEffect._uniqueIdSeed++;\r\n\r\n this.defines = options.defines ?? \"\";\r\n this.onError = options.onError;\r\n this.onCompiled = options.onCompiled;\r\n this._entryPoint = options.entryPoint ?? \"main\";\r\n\r\n this._shaderStore = ShaderStore.GetShadersStore(this._shaderLanguage);\r\n this._shaderRepository = ShaderStore.GetShadersRepository(this._shaderLanguage);\r\n this._includeShaderStore = ShaderStore.GetIncludesShadersStore(this._shaderLanguage);\r\n\r\n let computeSource: any;\r\n\r\n const hostDocument = IsWindowObjectExist() ? this._engine.getHostDocument() : null;\r\n\r\n if (baseName.computeSource) {\r\n computeSource = \"source:\" + baseName.computeSource;\r\n } else if (baseName.computeElement) {\r\n computeSource = hostDocument ? hostDocument.getElementById(baseName.computeElement) : null;\r\n\r\n if (!computeSource) {\r\n computeSource = baseName.computeElement;\r\n }\r\n } else {\r\n computeSource = baseName.compute || baseName;\r\n }\r\n\r\n const processorOptions: ProcessingOptions = {\r\n defines: this.defines.split(\"\\n\"),\r\n indexParameters: undefined,\r\n isFragment: false,\r\n shouldUseHighPrecisionShader: false,\r\n processor: null,\r\n supportsUniformBuffers: this._engine.supportsUniformBuffers,\r\n shadersRepository: this._shaderRepository,\r\n includesShadersStore: this._includeShaderStore,\r\n version: (this._engine.version * 100).toString(),\r\n platformName: this._engine.shaderPlatformName,\r\n processingContext: null,\r\n isNDCHalfZRange: this._engine.isNDCHalfZRange,\r\n useReverseDepthBuffer: this._engine.useReverseDepthBuffer,\r\n };\r\n\r\n this._loadShader(computeSource, \"Compute\", \"\", (computeCode) => {\r\n ShaderProcessor.Initialize(processorOptions);\r\n ShaderProcessor.PreProcess(computeCode, processorOptions, (migratedCommputeCode) => {\r\n this._rawComputeSourceCode = computeCode;\r\n if (options.processFinalCode) {\r\n migratedCommputeCode = options.processFinalCode(migratedCommputeCode);\r\n }\r\n const finalShaders = ShaderProcessor.Finalize(migratedCommputeCode, \"\", processorOptions);\r\n this._useFinalCode(finalShaders.vertexCode, baseName);\r\n }, this._engine);\r\n });\r\n }\r\n\r\n private _useFinalCode(migratedCommputeCode: string, baseName: any) {\r\n if (baseName) {\r\n const compute = baseName.computeElement || baseName.compute || baseName.spectorName || baseName;\r\n\r\n this._computeSourceCode = \"//#define SHADER_NAME compute:\" + compute + \"\\n\" + migratedCommputeCode;\r\n } else {\r\n this._computeSourceCode = migratedCommputeCode;\r\n }\r\n this._prepareEffect();\r\n }\r\n\r\n /**\r\n * Unique key for this effect\r\n */\r\n public get key(): string {\r\n return this._key;\r\n }\r\n\r\n /**\r\n * If the effect has been compiled and prepared.\r\n * @returns if the effect is compiled and prepared.\r\n */\r\n public isReady(): boolean {\r\n try {\r\n return this._isReadyInternal();\r\n }\r\n catch {\r\n return false;\r\n }\r\n }\r\n\r\n private _isReadyInternal(): boolean {\r\n if (this._isReady) {\r\n return true;\r\n }\r\n if (this._pipelineContext) {\r\n return this._pipelineContext.isReady;\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * The engine the effect was initialized with.\r\n * @returns the engine.\r\n */\r\n public getEngine(): Engine {\r\n return this._engine;\r\n }\r\n\r\n /**\r\n * The pipeline context for this effect\r\n * @returns the associated pipeline context\r\n */\r\n public getPipelineContext(): Nullable<IComputePipelineContext> {\r\n return this._pipelineContext;\r\n }\r\n\r\n /**\r\n * The error from the last compilation.\r\n * @returns the error string.\r\n */\r\n public getCompilationError(): string {\r\n return this._compilationError;\r\n }\r\n\r\n /**\r\n * Adds a callback to the onCompiled observable and call the callback immediately if already ready.\r\n * @param func The callback to be used.\r\n */\r\n public executeWhenCompiled(func: (effect: ComputeEffect) => void): void {\r\n if (this.isReady()) {\r\n func(this);\r\n return;\r\n }\r\n\r\n this.onCompileObservable.add((effect) => {\r\n func(effect);\r\n });\r\n\r\n if (!this._pipelineContext || this._pipelineContext.isAsync) {\r\n setTimeout(() => {\r\n this._checkIsReady(null);\r\n }, 16);\r\n }\r\n }\r\n\r\n private _checkIsReady(previousPipelineContext: Nullable<IComputePipelineContext>) {\r\n try {\r\n if (this._isReadyInternal()) {\r\n return;\r\n }\r\n } catch (e) {\r\n this._processCompilationErrors(e, previousPipelineContext);\r\n return;\r\n }\r\n\r\n setTimeout(() => {\r\n this._checkIsReady(previousPipelineContext);\r\n }, 16);\r\n }\r\n\r\n private _loadShader(shader: any, key: string, optionalKey: string, callback: (data: any) => void): void {\r\n if (typeof (HTMLElement) !== \"undefined\") {\r\n // DOM element ?\r\n if (shader instanceof HTMLElement) {\r\n var shaderCode = GetDOMTextContent(shader);\r\n callback(shaderCode);\r\n return;\r\n }\r\n }\r\n\r\n // Direct source ?\r\n if (shader.substr(0, 7) === \"source:\") {\r\n callback(shader.substr(7));\r\n return;\r\n }\r\n\r\n // Base64 encoded ?\r\n if (shader.substr(0, 7) === \"base64:\") {\r\n var shaderBinary = window.atob(shader.substr(7));\r\n callback(shaderBinary);\r\n return;\r\n }\r\n\r\n // Is in local store ?\r\n if (this._shaderStore[shader + key + \"Shader\"]) {\r\n callback(this._shaderStore[shader + key + \"Shader\"]);\r\n return;\r\n }\r\n\r\n if (optionalKey && this._shaderStore[shader + optionalKey + \"Shader\"]) {\r\n callback(this._shaderStore[shader + optionalKey + \"Shader\"]);\r\n return;\r\n }\r\n\r\n let shaderUrl;\r\n\r\n if (shader[0] === \".\" || shader[0] === \"/\" || shader.indexOf(\"http\") > -1) {\r\n shaderUrl = shader;\r\n } else {\r\n shaderUrl = this._shaderRepository + shader;\r\n }\r\n\r\n this._engine._loadFile(shaderUrl + \".\" + key.toLowerCase() + \".fx\", callback);\r\n }\r\n\r\n /**\r\n * Gets the compute shader source code of this effect\r\n */\r\n public get computeSourceCode(): string {\r\n return this._computeSourceCodeOverride ? this._computeSourceCodeOverride : (this._pipelineContext?._getComputeShaderCode() ?? this._computeSourceCode);\r\n }\r\n\r\n /**\r\n * Gets the compute shader source code before it has been processed by the preprocessor\r\n */\r\n public get rawComputeSourceCode(): string {\r\n return this._rawComputeSourceCode;\r\n }\r\n\r\n /**\r\n * Prepares the effect\r\n * @hidden\r\n */\r\n public _prepareEffect() {\r\n let defines = this.defines;\r\n\r\n var previousPipelineContext = this._pipelineContext;\r\n\r\n this._isReady = false;\r\n\r\n try {\r\n let engine = this._engine;\r\n\r\n this._pipelineContext = engine.createComputePipelineContext();\r\n this._pipelineContext._name = this._key;\r\n\r\n engine._prepareComputePipelineContext(this._pipelineContext, this._computeSourceCodeOverride ? this._computeSourceCodeOverride : this._computeSourceCode, this._rawComputeSourceCode, this._computeSourceCodeOverride ? null : defines, this._entryPoint);\r\n\r\n engine._executeWhenComputeStateIsCompiled(this._pipelineContext, () => {\r\n this._compilationError = \"\";\r\n this._isReady = true;\r\n if (this.onCompiled) {\r\n this.onCompiled(this);\r\n }\r\n this.onCompileObservable.notifyObservers(this);\r\n this.onCompileObservable.clear();\r\n\r\n if (previousPipelineContext) {\r\n this.getEngine()._deleteComputePipelineContext(previousPipelineContext);\r\n }\r\n });\r\n\r\n if (this._pipelineContext.isAsync) {\r\n this._checkIsReady(previousPipelineContext);\r\n }\r\n\r\n } catch (e) {\r\n this._processCompilationErrors(e, previousPipelineContext);\r\n }\r\n }\r\n\r\n private _getShaderCodeAndErrorLine(code: Nullable<string>, error: Nullable<string>): [Nullable<string>, Nullable<string>] {\r\n const regexp = /COMPUTE SHADER ERROR: 0:(\\d+?):/;\r\n\r\n let errorLine = null;\r\n\r\n if (error && code) {\r\n const res = error.match(regexp);\r\n if (res && res.length === 2) {\r\n const lineNumber = parseInt(res[1]);\r\n const lines = code.split(\"\\n\", -1);\r\n if (lines.length >= lineNumber) {\r\n errorLine = `Offending line [${lineNumber}] in compute code: ${lines[lineNumber - 1]}`;\r\n }\r\n }\r\n }\r\n\r\n return [code, errorLine];\r\n }\r\n\r\n private _processCompilationErrors(e: any, previousPipelineContext: Nullable<IComputePipelineContext> = null) {\r\n this._compilationError = e.message;\r\n\r\n // Let's go through fallbacks then\r\n Logger.Error(\"Unable to compile compute effect:\");\r\n Logger.Error(\"Defines:\\r\\n\" + this.defines);\r\n if (ComputeEffect.LogShaderCodeOnCompilationError) {\r\n let lineErrorVertex = null, code = null;\r\n if (this._pipelineContext?._getComputeShaderCode()) {\r\n [code, lineErrorVertex] = this._getShaderCodeAndErrorLine(this._pipelineContext._getComputeShaderCode(), this._compilationError);\r\n if (code) {\r\n Logger.Error(\"Compute code:\");\r\n Logger.Error(code);\r\n }\r\n }\r\n if (lineErrorVertex) {\r\n Logger.Error(lineErrorVertex);\r\n }\r\n }\r\n Logger.Error(\"Error: \" + this._compilationError);\r\n if (previousPipelineContext) {\r\n this._pipelineContext = previousPipelineContext;\r\n this._isReady = true;\r\n if (this.onError) {\r\n this.onError(this, this._compilationError);\r\n }\r\n this.onErrorObservable.notifyObservers(this);\r\n }\r\n }\r\n\r\n /**\r\n * Release all associated resources.\r\n **/\r\n public dispose() {\r\n if (this._pipelineContext) {\r\n this._pipelineContext.dispose();\r\n }\r\n this._engine._releaseComputeEffect(this);\r\n }\r\n\r\n /**\r\n * This function will add a new compute shader to the shader store\r\n * @param name the name of the shader\r\n * @param computeShader compute shader content\r\n */\r\n public static RegisterShader(name: string, computeShader: string) {\r\n ShaderStore.GetShadersStore(ShaderLanguage.WGSL)[`${name}ComputeShader`] = computeShader;\r\n }\r\n}\r\n"]}
@@ -67,7 +67,7 @@ export declare class OctreeSceneComponent {
67
67
  * Creates a new instance of the component for the given scene
68
68
  * @param scene Defines the scene to register the component in
69
69
  */
70
- constructor(scene: Scene);
70
+ constructor(scene?: Scene);
71
71
  /**
72
72
  * Registers the component in a given scene
73
73
  */
@@ -4,6 +4,7 @@ import { AbstractMesh } from "../../Meshes/abstractMesh.js";
4
4
  import { Ray } from "../../Culling/ray.js";
5
5
  import { SceneComponentConstants } from "../../sceneComponent.js";
6
6
  import { Octree } from "./octree.js";
7
+ import { EngineStore } from "../../Engines/engineStore.js";
7
8
  Scene.prototype.createOrUpdateSelectionOctree = function (maxCapacity, maxDepth) {
8
9
  if (maxCapacity === void 0) { maxCapacity = 64; }
9
10
  if (maxDepth === void 0) { maxDepth = 2; }
@@ -74,6 +75,10 @@ var OctreeSceneComponent = /** @class */ (function () {
74
75
  */
75
76
  this.checksIsEnabled = true;
76
77
  this._tempRay = new Ray(Vector3.Zero(), new Vector3(1, 1, 1));
78
+ scene = scene || EngineStore.LastCreatedScene;
79
+ if (!scene) {
80
+ return;
81
+ }
77
82
  this.scene = scene;
78
83
  this.scene.getActiveMeshCandidates = this.getActiveMeshCandidates.bind(this);
79
84
  this.scene.getActiveSubMeshCandidates = this.getActiveSubMeshCandidates.bind(this);
@@ -1 +1 @@
1
- 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{ ISmartArrayLike } from \"../../Misc/smartArray\";\r\nimport { Scene } from \"../../scene\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport { SubMesh } from \"../../Meshes/subMesh\";\r\nimport { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { Ray } from \"../../Culling/ray\";\r\nimport { SceneComponentConstants } from \"../../sceneComponent\";\r\n\r\nimport { Octree } from \"./octree\";\r\n\r\ndeclare type Collider = import(\"../../Collisions/collider\").Collider;\r\n\r\ndeclare module \"../../scene\" {\r\n export interface Scene {\r\n /**\r\n * @hidden\r\n * Backing Filed\r\n */\r\n _selectionOctree: Octree<AbstractMesh>;\r\n\r\n /**\r\n * Gets the octree used to boost mesh selection (picking)\r\n * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees\r\n */\r\n selectionOctree: Octree<AbstractMesh>;\r\n\r\n /**\r\n * Creates or updates the octree used to boost selection (picking)\r\n * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees\r\n * @param maxCapacity defines the maximum capacity per leaf\r\n * @param maxDepth defines the maximum depth of the octree\r\n * @returns an octree of AbstractMesh\r\n */\r\n createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;\r\n }\r\n}\r\n\r\nScene.prototype.createOrUpdateSelectionOctree = function (maxCapacity = 64, maxDepth = 2): Octree<AbstractMesh> {\r\n let component = this._getComponent(SceneComponentConstants.NAME_OCTREE);\r\n if (!component) {\r\n component = new OctreeSceneComponent(this);\r\n this._addComponent(component);\r\n }\r\n\r\n if (!this._selectionOctree) {\r\n this._selectionOctree = new Octree<AbstractMesh>(Octree.CreationFuncForMeshes, maxCapacity, maxDepth);\r\n }\r\n\r\n var worldExtends = this.getWorldExtends();\r\n\r\n // Update octree\r\n this._selectionOctree.update(worldExtends.min, worldExtends.max, this.meshes);\r\n\r\n return this._selectionOctree;\r\n};\r\n\r\nObject.defineProperty(Scene.prototype, \"selectionOctree\", {\r\n get: function (this: Scene) {\r\n return this._selectionOctree;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n});\r\n\r\ndeclare module \"../../Meshes/abstractMesh\" {\r\n export interface AbstractMesh {\r\n /**\r\n * @hidden\r\n * Backing Field\r\n */\r\n _submeshesOctree: Octree<SubMesh>;\r\n\r\n /**\r\n * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.\r\n * Please note that you must have a decent number of submeshes to get performance improvements when using an octree\r\n * @param maxCapacity defines the maximum size of each block (64 by default)\r\n * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)\r\n * @returns the new octree\r\n * @see https://www.babylonjs-playground.com/#NA4OQ#12\r\n * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees\r\n */\r\n createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;\r\n }\r\n}\r\n\r\n/**\r\n * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.\r\n * Please note that you must have a decent number of submeshes to get performance improvements when using an octree\r\n * @param maxCapacity defines the maximum size of each block (64 by default)\r\n * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)\r\n * @returns the new octree\r\n * @see https://www.babylonjs-playground.com/#NA4OQ#12\r\n * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees\r\n */\r\nAbstractMesh.prototype.createOrUpdateSubmeshesOctree = function (maxCapacity = 64, maxDepth = 2): Octree<SubMesh> {\r\n const scene = this.getScene();\r\n let component = scene._getComponent(SceneComponentConstants.NAME_OCTREE);\r\n if (!component) {\r\n component = new OctreeSceneComponent(scene);\r\n scene._addComponent(component);\r\n }\r\n\r\n if (!this._submeshesOctree) {\r\n this._submeshesOctree = new Octree<SubMesh>(Octree.CreationFuncForSubMeshes, maxCapacity, maxDepth);\r\n }\r\n\r\n this.computeWorldMatrix(true);\r\n\r\n let boundingInfo = this.getBoundingInfo();\r\n\r\n // Update octree\r\n var bbox = boundingInfo.boundingBox;\r\n this._submeshesOctree.update(bbox.minimumWorld, bbox.maximumWorld, this.subMeshes);\r\n\r\n return this._submeshesOctree;\r\n};\r\n\r\n/**\r\n * Defines the octree scene component responsible to manage any octrees\r\n * in a given scene.\r\n */\r\nexport class OctreeSceneComponent {\r\n /**\r\n * The component name help to identify the component in the list of scene components.\r\n */\r\n public readonly name = SceneComponentConstants.NAME_OCTREE;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /**\r\n * Indicates if the meshes have been checked to make sure they are isEnabled()\r\n */\r\n public readonly checksIsEnabled = true;\r\n\r\n /**\r\n * Creates a new instance of the component for the given scene\r\n * @param scene Defines the scene to register the component in\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n\r\n this.scene.getActiveMeshCandidates = this.getActiveMeshCandidates.bind(this);\r\n\r\n this.scene.getActiveSubMeshCandidates = this.getActiveSubMeshCandidates.bind(this);\r\n this.scene.getCollidingSubMeshCandidates = this.getCollidingSubMeshCandidates.bind(this);\r\n this.scene.getIntersectingSubMeshCandidates = this.getIntersectingSubMeshCandidates.bind(this);\r\n }\r\n\r\n /**\r\n * Registers the component in a given scene\r\n */\r\n public register(): void {\r\n this.scene.onMeshRemovedObservable.add((mesh: AbstractMesh) => {\r\n const sceneOctree = this.scene.selectionOctree;\r\n if (sceneOctree !== undefined && sceneOctree !== null) {\r\n var index = sceneOctree.dynamicContent.indexOf(mesh);\r\n\r\n if (index !== -1) {\r\n sceneOctree.dynamicContent.splice(index, 1);\r\n }\r\n }\r\n });\r\n\r\n this.scene.onMeshImportedObservable.add((mesh: AbstractMesh) => {\r\n const sceneOctree = this.scene.selectionOctree;\r\n if (sceneOctree !== undefined && sceneOctree !== null) {\r\n sceneOctree.addMesh(mesh);\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Return the list of active meshes\r\n * @returns the list of active meshes\r\n */\r\n public getActiveMeshCandidates(): ISmartArrayLike<AbstractMesh> {\r\n if (this.scene._selectionOctree) {\r\n var selection = this.scene._selectionOctree.select(this.scene.frustumPlanes);\r\n return selection;\r\n }\r\n return this.scene._getDefaultMeshCandidates();\r\n }\r\n\r\n /**\r\n * Return the list of active sub meshes\r\n * @param mesh The mesh to get the candidates sub meshes from\r\n * @returns the list of active sub meshes\r\n */\r\n public getActiveSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh> {\r\n if (mesh._submeshesOctree && mesh.useOctreeForRenderingSelection) {\r\n var intersections = mesh._submeshesOctree.select(this.scene.frustumPlanes);\r\n return intersections;\r\n }\r\n return this.scene._getDefaultSubMeshCandidates(mesh);\r\n }\r\n\r\n private _tempRay = new Ray(Vector3.Zero(), new Vector3(1, 1, 1));\r\n /**\r\n * Return the list of sub meshes intersecting with a given local ray\r\n * @param mesh defines the mesh to find the submesh for\r\n * @param localRay defines the ray in local space\r\n * @returns the list of intersecting sub meshes\r\n */\r\n public getIntersectingSubMeshCandidates(mesh: AbstractMesh, localRay: Ray): ISmartArrayLike<SubMesh> {\r\n if (mesh._submeshesOctree && mesh.useOctreeForPicking) {\r\n Ray.TransformToRef(localRay, mesh.getWorldMatrix(), this._tempRay);\r\n var intersections = mesh._submeshesOctree.intersectsRay(this._tempRay);\r\n\r\n return intersections;\r\n }\r\n return this.scene._getDefaultSubMeshCandidates(mesh);\r\n }\r\n\r\n /**\r\n * Return the list of sub meshes colliding with a collider\r\n * @param mesh defines the mesh to find the submesh for\r\n * @param collider defines the collider to evaluate the collision against\r\n * @returns the list of colliding sub meshes\r\n */\r\n public getCollidingSubMeshCandidates(mesh: AbstractMesh, collider: Collider): ISmartArrayLike<SubMesh> {\r\n if (mesh._submeshesOctree && mesh.useOctreeForCollisions) {\r\n var radius = collider._velocityWorldLength + Math.max(collider._radius.x, collider._radius.y, collider._radius.z);\r\n var intersections = mesh._submeshesOctree.intersects(collider._basePointWorld, radius);\r\n\r\n return intersections;\r\n }\r\n return this.scene._getDefaultSubMeshCandidates(mesh);\r\n }\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n // Nothing to do here.\r\n }\r\n\r\n /**\r\n * Disposes the component and the associated resources.\r\n */\r\n public dispose(): void {\r\n // Nothing to do here.\r\n }\r\n}\r\n"]}
1
+ 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{ ISmartArrayLike } from \"../../Misc/smartArray\";\r\nimport { Scene } from \"../../scene\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport { SubMesh } from \"../../Meshes/subMesh\";\r\nimport { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { Ray } from \"../../Culling/ray\";\r\nimport { SceneComponentConstants } from \"../../sceneComponent\";\r\n\r\nimport { Octree } from \"./octree\";\r\nimport { EngineStore } from \"../../Engines/engineStore\";\r\n\r\ndeclare type Collider = import(\"../../Collisions/collider\").Collider;\r\n\r\ndeclare module \"../../scene\" {\r\n export interface Scene {\r\n /**\r\n * @hidden\r\n * Backing Filed\r\n */\r\n _selectionOctree: Octree<AbstractMesh>;\r\n\r\n /**\r\n * Gets the octree used to boost mesh selection (picking)\r\n * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees\r\n */\r\n selectionOctree: Octree<AbstractMesh>;\r\n\r\n /**\r\n * Creates or updates the octree used to boost selection (picking)\r\n * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees\r\n * @param maxCapacity defines the maximum capacity per leaf\r\n * @param maxDepth defines the maximum depth of the octree\r\n * @returns an octree of AbstractMesh\r\n */\r\n createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;\r\n }\r\n}\r\n\r\nScene.prototype.createOrUpdateSelectionOctree = function (maxCapacity = 64, maxDepth = 2): Octree<AbstractMesh> {\r\n let component = this._getComponent(SceneComponentConstants.NAME_OCTREE);\r\n if (!component) {\r\n component = new OctreeSceneComponent(this);\r\n this._addComponent(component);\r\n }\r\n\r\n if (!this._selectionOctree) {\r\n this._selectionOctree = new Octree<AbstractMesh>(Octree.CreationFuncForMeshes, maxCapacity, maxDepth);\r\n }\r\n\r\n var worldExtends = this.getWorldExtends();\r\n\r\n // Update octree\r\n this._selectionOctree.update(worldExtends.min, worldExtends.max, this.meshes);\r\n\r\n return this._selectionOctree;\r\n};\r\n\r\nObject.defineProperty(Scene.prototype, \"selectionOctree\", {\r\n get: function (this: Scene) {\r\n return this._selectionOctree;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n});\r\n\r\ndeclare module \"../../Meshes/abstractMesh\" {\r\n export interface AbstractMesh {\r\n /**\r\n * @hidden\r\n * Backing Field\r\n */\r\n _submeshesOctree: Octree<SubMesh>;\r\n\r\n /**\r\n * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.\r\n * Please note that you must have a decent number of submeshes to get performance improvements when using an octree\r\n * @param maxCapacity defines the maximum size of each block (64 by default)\r\n * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)\r\n * @returns the new octree\r\n * @see https://www.babylonjs-playground.com/#NA4OQ#12\r\n * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees\r\n */\r\n createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;\r\n }\r\n}\r\n\r\n/**\r\n * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.\r\n * Please note that you must have a decent number of submeshes to get performance improvements when using an octree\r\n * @param maxCapacity defines the maximum size of each block (64 by default)\r\n * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)\r\n * @returns the new octree\r\n * @see https://www.babylonjs-playground.com/#NA4OQ#12\r\n * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees\r\n */\r\nAbstractMesh.prototype.createOrUpdateSubmeshesOctree = function (maxCapacity = 64, maxDepth = 2): Octree<SubMesh> {\r\n const scene = this.getScene();\r\n let component = scene._getComponent(SceneComponentConstants.NAME_OCTREE);\r\n if (!component) {\r\n component = new OctreeSceneComponent(scene);\r\n scene._addComponent(component);\r\n }\r\n\r\n if (!this._submeshesOctree) {\r\n this._submeshesOctree = new Octree<SubMesh>(Octree.CreationFuncForSubMeshes, maxCapacity, maxDepth);\r\n }\r\n\r\n this.computeWorldMatrix(true);\r\n\r\n let boundingInfo = this.getBoundingInfo();\r\n\r\n // Update octree\r\n var bbox = boundingInfo.boundingBox;\r\n this._submeshesOctree.update(bbox.minimumWorld, bbox.maximumWorld, this.subMeshes);\r\n\r\n return this._submeshesOctree;\r\n};\r\n\r\n/**\r\n * Defines the octree scene component responsible to manage any octrees\r\n * in a given scene.\r\n */\r\nexport class OctreeSceneComponent {\r\n /**\r\n * The component name help to identify the component in the list of scene components.\r\n */\r\n public readonly name = SceneComponentConstants.NAME_OCTREE;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /**\r\n * Indicates if the meshes have been checked to make sure they are isEnabled()\r\n */\r\n public readonly checksIsEnabled = true;\r\n\r\n /**\r\n * Creates a new instance of the component for the given scene\r\n * @param scene Defines the scene to register the component in\r\n */\r\n constructor(scene?: Scene) {\r\n scene = scene || <Scene>EngineStore.LastCreatedScene;\r\n if (!scene) {\r\n return;\r\n }\r\n this.scene = scene;\r\n\r\n this.scene.getActiveMeshCandidates = this.getActiveMeshCandidates.bind(this);\r\n\r\n this.scene.getActiveSubMeshCandidates = this.getActiveSubMeshCandidates.bind(this);\r\n this.scene.getCollidingSubMeshCandidates = this.getCollidingSubMeshCandidates.bind(this);\r\n this.scene.getIntersectingSubMeshCandidates = this.getIntersectingSubMeshCandidates.bind(this);\r\n }\r\n\r\n /**\r\n * Registers the component in a given scene\r\n */\r\n public register(): void {\r\n this.scene.onMeshRemovedObservable.add((mesh: AbstractMesh) => {\r\n const sceneOctree = this.scene.selectionOctree;\r\n if (sceneOctree !== undefined && sceneOctree !== null) {\r\n var index = sceneOctree.dynamicContent.indexOf(mesh);\r\n\r\n if (index !== -1) {\r\n sceneOctree.dynamicContent.splice(index, 1);\r\n }\r\n }\r\n });\r\n\r\n this.scene.onMeshImportedObservable.add((mesh: AbstractMesh) => {\r\n const sceneOctree = this.scene.selectionOctree;\r\n if (sceneOctree !== undefined && sceneOctree !== null) {\r\n sceneOctree.addMesh(mesh);\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Return the list of active meshes\r\n * @returns the list of active meshes\r\n */\r\n public getActiveMeshCandidates(): ISmartArrayLike<AbstractMesh> {\r\n if (this.scene._selectionOctree) {\r\n var selection = this.scene._selectionOctree.select(this.scene.frustumPlanes);\r\n return selection;\r\n }\r\n return this.scene._getDefaultMeshCandidates();\r\n }\r\n\r\n /**\r\n * Return the list of active sub meshes\r\n * @param mesh The mesh to get the candidates sub meshes from\r\n * @returns the list of active sub meshes\r\n */\r\n public getActiveSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh> {\r\n if (mesh._submeshesOctree && mesh.useOctreeForRenderingSelection) {\r\n var intersections = mesh._submeshesOctree.select(this.scene.frustumPlanes);\r\n return intersections;\r\n }\r\n return this.scene._getDefaultSubMeshCandidates(mesh);\r\n }\r\n\r\n private _tempRay = new Ray(Vector3.Zero(), new Vector3(1, 1, 1));\r\n /**\r\n * Return the list of sub meshes intersecting with a given local ray\r\n * @param mesh defines the mesh to find the submesh for\r\n * @param localRay defines the ray in local space\r\n * @returns the list of intersecting sub meshes\r\n */\r\n public getIntersectingSubMeshCandidates(mesh: AbstractMesh, localRay: Ray): ISmartArrayLike<SubMesh> {\r\n if (mesh._submeshesOctree && mesh.useOctreeForPicking) {\r\n Ray.TransformToRef(localRay, mesh.getWorldMatrix(), this._tempRay);\r\n var intersections = mesh._submeshesOctree.intersectsRay(this._tempRay);\r\n\r\n return intersections;\r\n }\r\n return this.scene._getDefaultSubMeshCandidates(mesh);\r\n }\r\n\r\n /**\r\n * Return the list of sub meshes colliding with a collider\r\n * @param mesh defines the mesh to find the submesh for\r\n * @param collider defines the collider to evaluate the collision against\r\n * @returns the list of colliding sub meshes\r\n */\r\n public getCollidingSubMeshCandidates(mesh: AbstractMesh, collider: Collider): ISmartArrayLike<SubMesh> {\r\n if (mesh._submeshesOctree && mesh.useOctreeForCollisions) {\r\n var radius = collider._velocityWorldLength + Math.max(collider._radius.x, collider._radius.y, collider._radius.z);\r\n var intersections = mesh._submeshesOctree.intersects(collider._basePointWorld, radius);\r\n\r\n return intersections;\r\n }\r\n return this.scene._getDefaultSubMeshCandidates(mesh);\r\n }\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n // Nothing to do here.\r\n }\r\n\r\n /**\r\n * Disposes the component and the associated resources.\r\n */\r\n public dispose(): void {\r\n // Nothing to do here.\r\n }\r\n}\r\n"]}
package/Culling/ray.d.ts CHANGED
@@ -17,6 +17,7 @@ export declare class Ray {
17
17
  /** length of the ray */
18
18
  length: number;
19
19
  private static readonly _TmpVector3;
20
+ private static _rayDistant;
20
21
  private _tmpRay;
21
22
  /**
22
23
  * Creates a new ray
@@ -116,9 +117,10 @@ export declare class Ray {
116
117
  * @param world world matrix
117
118
  * @param view view matrix
118
119
  * @param projection projection matrix
120
+ * @param enableDistantPicking defines if picking should handle large values for mesh position/scaling (false by default)
119
121
  * @returns this ray updated
120
122
  */
121
- update(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
123
+ update(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, enableDistantPicking?: boolean): Ray;
122
124
  /**
123
125
  * Creates a ray with origin and direction of 0,0,0
124
126
  * @returns the new ray
@@ -184,10 +186,10 @@ declare module "../scene" {
184
186
  /** @hidden */
185
187
  _pickWithRayInverseMatrix: Matrix;
186
188
  /** @hidden */
187
- _internalPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, onlyBoundingInfo?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
189
+ _internalPick(rayFunction: (world: Matrix, enableDistantPicking: boolean) => Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, onlyBoundingInfo?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
188
190
  /** @hidden */
189
- _internalMultiPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
191
+ _internalMultiPick(rayFunction: (world: Matrix, enableDistantPicking: boolean) => Ray, predicate?: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
190
192
  /** @hidden */
191
- _internalPickForMesh(pickingInfo: Nullable<PickingInfo>, rayFunction: (world: Matrix) => Ray, mesh: AbstractMesh, world: Matrix, fastCheck?: boolean, onlyBoundingInfo?: boolean, trianglePredicate?: TrianglePickingPredicate, skipBoundingInfo?: boolean): Nullable<PickingInfo>;
193
+ _internalPickForMesh(pickingInfo: Nullable<PickingInfo>, rayFunction: (world: Matrix, enableDistantPicking: boolean) => Ray, mesh: AbstractMesh, world: Matrix, fastCheck?: boolean, onlyBoundingInfo?: boolean, trianglePredicate?: TrianglePickingPredicate, skipBoundingInfo?: boolean): Nullable<PickingInfo>;
192
194
  }
193
195
  }