@babylonjs/core 5.0.0-beta.4 → 5.0.0-beta.8
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Actions/actionManager.d.ts +1 -1
- package/Actions/actionManager.js +5 -1
- package/Actions/actionManager.js.map +1 -1
- package/Animations/animation.d.ts +2 -2
- package/Animations/animation.js +5 -1
- package/Animations/animation.js.map +1 -1
- package/Audio/analyser.d.ts +2 -1
- package/Audio/analyser.js +5 -0
- package/Audio/analyser.js.map +1 -1
- package/Audio/audioSceneComponent.d.ts +1 -1
- package/Audio/audioSceneComponent.js +5 -0
- package/Audio/audioSceneComponent.js.map +1 -1
- package/Audio/sound.d.ts +1 -1
- package/Audio/sound.js +8 -1
- package/Audio/sound.js.map +1 -1
- package/Audio/soundTrack.d.ts +2 -1
- package/Audio/soundTrack.js +5 -0
- package/Audio/soundTrack.js.map +1 -1
- package/BakedVertexAnimation/bakedVertexAnimationManager.d.ts +1 -1
- package/BakedVertexAnimation/bakedVertexAnimationManager.js +5 -0
- package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
- package/Behaviors/Meshes/baseSixDofDragBehavior.js +29 -26
- package/Behaviors/Meshes/baseSixDofDragBehavior.js.map +1 -1
- package/Behaviors/Meshes/pointerDragBehavior.js +2 -0
- package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
- package/Bones/bone.d.ts +2 -1
- package/Bones/bone.js +28 -18
- package/Bones/bone.js.map +1 -1
- package/Bones/skeleton.d.ts +0 -6
- package/Bones/skeleton.js +5 -17
- package/Bones/skeleton.js.map +1 -1
- package/Buffers/buffer.d.ts +4 -0
- package/Buffers/buffer.js +13 -3
- package/Buffers/buffer.js.map +1 -1
- package/Cameras/Inputs/freeCameraMouseInput.d.ts +1 -0
- package/Cameras/Inputs/freeCameraMouseInput.js +6 -3
- package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraTouchInput.js +2 -4
- package/Cameras/Inputs/freeCameraTouchInput.js.map +1 -1
- package/Cameras/Stereoscopic/anaglyphArcRotateCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/anaglyphArcRotateCamera.js.map +1 -1
- package/Cameras/Stereoscopic/anaglyphFreeCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/anaglyphFreeCamera.js.map +1 -1
- package/Cameras/Stereoscopic/anaglyphGamepadCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/anaglyphGamepadCamera.js.map +1 -1
- package/Cameras/Stereoscopic/anaglyphUniversalCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/anaglyphUniversalCamera.js.map +1 -1
- package/Cameras/Stereoscopic/stereoscopicArcRotateCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/stereoscopicArcRotateCamera.js.map +1 -1
- package/Cameras/Stereoscopic/stereoscopicFreeCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/stereoscopicFreeCamera.js.map +1 -1
- package/Cameras/Stereoscopic/stereoscopicGamepadCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/stereoscopicGamepadCamera.js.map +1 -1
- package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js.map +1 -1
- package/Cameras/Stereoscopic/stereoscopicUniversalCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/stereoscopicUniversalCamera.js.map +1 -1
- package/Cameras/VR/vrDeviceOrientationArcRotateCamera.d.ts +1 -1
- package/Cameras/VR/vrDeviceOrientationArcRotateCamera.js.map +1 -1
- package/Cameras/VR/vrDeviceOrientationFreeCamera.d.ts +1 -1
- package/Cameras/VR/vrDeviceOrientationFreeCamera.js.map +1 -1
- package/Cameras/VR/vrDeviceOrientationGamepadCamera.d.ts +1 -1
- package/Cameras/VR/vrDeviceOrientationGamepadCamera.js.map +1 -1
- package/Cameras/VR/vrExperienceHelper.d.ts +1 -0
- package/Cameras/VR/vrExperienceHelper.js +1 -0
- package/Cameras/VR/vrExperienceHelper.js.map +1 -1
- package/Cameras/VR/webVRCamera.d.ts +2 -1
- package/Cameras/VR/webVRCamera.js +3 -2
- package/Cameras/VR/webVRCamera.js.map +1 -1
- package/Cameras/arcRotateCamera.d.ts +1 -1
- package/Cameras/arcRotateCamera.js.map +1 -1
- package/Cameras/camera.d.ts +1 -1
- package/Cameras/camera.js +1 -1
- package/Cameras/camera.js.map +1 -1
- package/Cameras/deviceOrientationCamera.d.ts +1 -1
- package/Cameras/deviceOrientationCamera.js.map +1 -1
- package/Cameras/flyCamera.d.ts +1 -1
- package/Cameras/flyCamera.js.map +1 -1
- package/Cameras/followCamera.d.ts +1 -1
- package/Cameras/followCamera.js.map +1 -1
- package/Cameras/freeCamera.d.ts +1 -1
- package/Cameras/freeCamera.js.map +1 -1
- package/Cameras/gamepadCamera.d.ts +1 -1
- package/Cameras/gamepadCamera.js.map +1 -1
- package/Cameras/targetCamera.d.ts +1 -1
- package/Cameras/targetCamera.js.map +1 -1
- package/Cameras/touchCamera.d.ts +1 -1
- package/Cameras/touchCamera.js.map +1 -1
- package/Cameras/universalCamera.d.ts +1 -1
- package/Cameras/universalCamera.js.map +1 -1
- package/Cameras/virtualJoysticksCamera.d.ts +1 -1
- package/Cameras/virtualJoysticksCamera.js.map +1 -1
- package/Collisions/collider.d.ts +1 -1
- package/Collisions/collider.js +48 -2
- package/Collisions/collider.js.map +1 -1
- package/Compat/compatibilityOptions.d.ts +9 -0
- package/Compat/compatibilityOptions.js +14 -0
- package/Compat/compatibilityOptions.js.map +1 -0
- package/Compat/index.d.ts +1 -0
- package/Compat/index.js +2 -0
- package/Compat/index.js.map +1 -0
- package/Compute/computeEffect.js +2 -2
- package/Compute/computeEffect.js.map +1 -1
- package/Culling/Octrees/octreeSceneComponent.d.ts +1 -1
- package/Culling/Octrees/octreeSceneComponent.js +5 -0
- package/Culling/Octrees/octreeSceneComponent.js.map +1 -1
- package/Culling/ray.js +2 -2
- package/Culling/ray.js.map +1 -1
- package/Debug/axesViewer.d.ts +1 -1
- package/Debug/axesViewer.js +5 -0
- package/Debug/axesViewer.js.map +1 -1
- package/Debug/debugLayer.d.ts +1 -1
- package/Debug/debugLayer.js +6 -2
- package/Debug/debugLayer.js.map +1 -1
- package/Debug/physicsViewer.d.ts +1 -1
- package/Debug/physicsViewer.js +3 -0
- package/Debug/physicsViewer.js.map +1 -1
- package/Debug/skeletonViewer.js +3 -4
- package/Debug/skeletonViewer.js.map +1 -1
- package/DeviceInput/Helpers/eventFactory.js +2 -5
- package/DeviceInput/Helpers/eventFactory.js.map +1 -1
- package/DeviceInput/InputDevices/deviceEnums.d.ts +55 -2
- package/DeviceInput/InputDevices/deviceEnums.js +54 -0
- package/DeviceInput/InputDevices/deviceEnums.js.map +1 -1
- package/DeviceInput/InputDevices/deviceTypes.d.ts +2 -2
- package/DeviceInput/InputDevices/deviceTypes.js.map +1 -1
- package/DeviceInput/InputDevices/internalDeviceSourceManager.js +1 -0
- package/DeviceInput/InputDevices/internalDeviceSourceManager.js.map +1 -1
- package/DeviceInput/InputDevices/nativeDeviceInputSystem.js +3 -2
- package/DeviceInput/InputDevices/nativeDeviceInputSystem.js.map +1 -1
- package/DeviceInput/InputDevices/webDeviceInputSystem.js +38 -82
- package/DeviceInput/InputDevices/webDeviceInputSystem.js.map +1 -1
- package/Engines/Extensions/engine.cubeTexture.d.ts +1 -1
- package/Engines/Extensions/engine.cubeTexture.js +6 -2
- package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
- package/Engines/Extensions/engine.multiview.d.ts +5 -0
- package/Engines/Extensions/engine.multiview.js +4 -2
- package/Engines/Extensions/engine.multiview.js.map +1 -1
- package/Engines/Native/nativeInterfaces.d.ts +2 -1
- package/Engines/Native/nativeInterfaces.js.map +1 -1
- package/Engines/Processors/Expressions/shaderDefineExpression.js +1 -1
- package/Engines/Processors/Expressions/shaderDefineExpression.js.map +1 -1
- package/Engines/Processors/shaderCodeInliner.js +13 -13
- package/Engines/Processors/shaderCodeInliner.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.computeShader.js +1 -1
- package/Engines/WebGPU/Extensions/engine.computeShader.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.cubeTexture.js +4 -1
- package/Engines/WebGPU/Extensions/engine.cubeTexture.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheBindGroups.js +9 -9
- package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipeline.js +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
- package/Engines/WebGPU/webgpuComputeContext.js +1 -1
- package/Engines/WebGPU/webgpuComputeContext.js.map +1 -1
- package/Engines/WebGPU/webgpuConstants.d.ts +2 -1
- package/Engines/WebGPU/webgpuConstants.js +1 -0
- package/Engines/WebGPU/webgpuConstants.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +13 -13
- package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +30 -30
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
- package/Engines/WebGPU/webgpuTextureHelper.js +18 -11
- package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
- package/Engines/engine.d.ts +47 -27
- package/Engines/engine.js +1 -1
- package/Engines/engine.js.map +1 -1
- package/Engines/engineCapabilities.d.ts +2 -0
- package/Engines/engineCapabilities.js.map +1 -1
- package/Engines/nativeEngine.d.ts +1 -0
- package/Engines/nativeEngine.js +39 -13
- package/Engines/nativeEngine.js.map +1 -1
- package/Engines/nullEngine.js +3 -2
- package/Engines/nullEngine.js.map +1 -1
- package/Engines/renderTargetWrapper.d.ts +8 -0
- package/Engines/renderTargetWrapper.js +20 -0
- package/Engines/renderTargetWrapper.js.map +1 -1
- package/Engines/thinEngine.d.ts +7 -0
- package/Engines/thinEngine.js +27 -9
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.js +37 -25
- package/Engines/webgpuEngine.js.map +1 -1
- package/Events/keyboardEvents.d.ts +7 -1
- package/Events/keyboardEvents.js +11 -1
- package/Events/keyboardEvents.js.map +1 -1
- package/Gamepads/Controllers/daydreamController.js +1 -1
- package/Gamepads/Controllers/daydreamController.js.map +1 -1
- package/Gamepads/Controllers/oculusTouchController.js +2 -2
- package/Gamepads/Controllers/oculusTouchController.js.map +1 -1
- package/Gamepads/Controllers/webVRController.d.ts +1 -0
- package/Gamepads/Controllers/webVRController.js +1 -0
- package/Gamepads/Controllers/webVRController.js.map +1 -1
- package/Gamepads/gamepadManager.js +1 -1
- package/Gamepads/gamepadManager.js.map +1 -1
- package/Gizmos/boundingBoxGizmo.js +0 -10
- package/Gizmos/boundingBoxGizmo.js.map +1 -1
- package/Gizmos/gizmo.js +1 -1
- package/Gizmos/gizmo.js.map +1 -1
- package/Gizmos/gizmoManager.d.ts +2 -0
- package/Gizmos/gizmoManager.js +28 -24
- package/Gizmos/gizmoManager.js.map +1 -1
- package/Helpers/sceneHelpers.d.ts +1 -0
- package/Helpers/sceneHelpers.js.map +1 -1
- package/Inputs/scene.inputManager.d.ts +1 -1
- package/Inputs/scene.inputManager.js +8 -7
- package/Inputs/scene.inputManager.js.map +1 -1
- package/Instrumentation/sceneInstrumentation.js +2 -2
- package/Instrumentation/sceneInstrumentation.js.map +1 -1
- package/Layers/effectLayer.d.ts +1 -1
- package/Layers/effectLayer.js +1 -1
- package/Layers/effectLayer.js.map +1 -1
- package/Layers/effectLayerSceneComponent.d.ts +1 -1
- package/Layers/effectLayerSceneComponent.js +7 -3
- package/Layers/effectLayerSceneComponent.js.map +1 -1
- package/Layers/glowLayer.d.ts +1 -1
- package/Layers/glowLayer.js.map +1 -1
- package/Layers/highlightLayer.d.ts +1 -1
- package/Layers/highlightLayer.js +2 -1
- package/Layers/highlightLayer.js.map +1 -1
- package/Layers/layer.d.ts +2 -2
- package/Layers/layer.js.map +1 -1
- package/Layers/layerSceneComponent.d.ts +1 -1
- package/Layers/layerSceneComponent.js +7 -3
- package/Layers/layerSceneComponent.js.map +1 -1
- package/Lights/Shadows/cascadedShadowGenerator.js +2 -2
- package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
- package/Lights/Shadows/shadowGenerator.js +7 -7
- package/Lights/Shadows/shadowGenerator.js.map +1 -1
- package/Loading/Plugins/babylonFileLoader.js +79 -36
- package/Loading/Plugins/babylonFileLoader.js.map +1 -1
- package/Loading/loadingScreen.js +8 -8
- package/Loading/loadingScreen.js.map +1 -1
- package/Loading/sceneLoader.js +3 -3
- package/Loading/sceneLoader.js.map +1 -1
- package/Materials/Background/backgroundMaterial.d.ts +1 -1
- package/Materials/Background/backgroundMaterial.js.map +1 -1
- package/Materials/Node/Blocks/Dual/clipPlanesBlock.d.ts +37 -0
- package/Materials/Node/Blocks/Dual/clipPlanesBlock.js +117 -0
- package/Materials/Node/Blocks/Dual/clipPlanesBlock.js.map +1 -0
- package/Materials/Node/Blocks/Dual/currentScreenBlock.js +12 -12
- package/Materials/Node/Blocks/Dual/currentScreenBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/fogBlock.js +5 -5
- package/Materials/Node/Blocks/Dual/fogBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/imageSourceBlock.js +13 -13
- package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/index.d.ts +1 -0
- package/Materials/Node/Blocks/Dual/index.js +1 -0
- package/Materials/Node/Blocks/Dual/index.js.map +1 -1
- package/Materials/Node/Blocks/Dual/lightBlock.js +10 -10
- package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +28 -28
- package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js +1 -1
- package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/sceneDepthBlock.js +7 -7
- package/Materials/Node/Blocks/Dual/sceneDepthBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/textureBlock.js +32 -32
- package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/derivativeBlock.js +2 -2
- package/Materials/Node/Blocks/Fragment/derivativeBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/discardBlock.js +1 -1
- package/Materials/Node/Blocks/Fragment/discardBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/fragCoordBlock.js +1 -1
- package/Materials/Node/Blocks/Fragment/fragCoordBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +10 -10
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js +7 -7
- package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js +12 -12
- package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/screenSizeBlock.js +1 -1
- package/Materials/Node/Blocks/Fragment/screenSizeBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js +7 -7
- package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/twirlBlock.js +4 -4
- package/Materials/Node/Blocks/Fragment/twirlBlock.js.map +1 -1
- package/Materials/Node/Blocks/Input/inputBlock.d.ts +2 -1
- package/Materials/Node/Blocks/Input/inputBlock.js +29 -24
- package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/anisotropyBlock.js +5 -5
- package/Materials/Node/Blocks/PBR/anisotropyBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/clearCoatBlock.js +5 -5
- package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +33 -33
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/reflectionBlock.js +11 -11
- package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/refractionBlock.js +11 -11
- package/Materials/Node/Blocks/PBR/refractionBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/sheenBlock.js +3 -3
- package/Materials/Node/Blocks/PBR/sheenBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/subSurfaceBlock.js +1 -1
- package/Materials/Node/Blocks/PBR/subSurfaceBlock.js.map +1 -1
- package/Materials/Node/Blocks/Particle/particleBlendMultiplyBlock.js +1 -1
- package/Materials/Node/Blocks/Particle/particleBlendMultiplyBlock.js.map +1 -1
- package/Materials/Node/Blocks/Particle/particleRampGradientBlock.js +1 -1
- package/Materials/Node/Blocks/Particle/particleRampGradientBlock.js.map +1 -1
- package/Materials/Node/Blocks/Particle/particleTextureBlock.js +7 -7
- package/Materials/Node/Blocks/Particle/particleTextureBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/bonesBlock.js +3 -3
- package/Materials/Node/Blocks/Vertex/bonesBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/instancesBlock.js +3 -3
- package/Materials/Node/Blocks/Vertex/instancesBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/lightInformationBlock.js +5 -5
- package/Materials/Node/Blocks/Vertex/lightInformationBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js +16 -16
- package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/vertexOutputBlock.js +1 -1
- package/Materials/Node/Blocks/Vertex/vertexOutputBlock.js.map +1 -1
- package/Materials/Node/Blocks/addBlock.js +1 -1
- package/Materials/Node/Blocks/addBlock.js.map +1 -1
- package/Materials/Node/Blocks/arcTan2Block.js +1 -1
- package/Materials/Node/Blocks/arcTan2Block.js.map +1 -1
- package/Materials/Node/Blocks/clampBlock.js +3 -3
- package/Materials/Node/Blocks/clampBlock.js.map +1 -1
- package/Materials/Node/Blocks/cloudBlock.js +7 -7
- package/Materials/Node/Blocks/cloudBlock.js.map +1 -1
- package/Materials/Node/Blocks/colorMergerBlock.js +8 -8
- package/Materials/Node/Blocks/colorMergerBlock.js.map +1 -1
- package/Materials/Node/Blocks/colorSplitterBlock.js +5 -5
- package/Materials/Node/Blocks/colorSplitterBlock.js.map +1 -1
- package/Materials/Node/Blocks/conditionalBlock.js +10 -10
- package/Materials/Node/Blocks/conditionalBlock.js.map +1 -1
- package/Materials/Node/Blocks/crossBlock.js +1 -1
- package/Materials/Node/Blocks/crossBlock.js.map +1 -1
- package/Materials/Node/Blocks/customBlock.js +1 -1
- package/Materials/Node/Blocks/customBlock.js.map +1 -1
- package/Materials/Node/Blocks/desaturateBlock.js +4 -4
- package/Materials/Node/Blocks/desaturateBlock.js.map +1 -1
- package/Materials/Node/Blocks/distanceBlock.js +1 -1
- package/Materials/Node/Blocks/distanceBlock.js.map +1 -1
- package/Materials/Node/Blocks/divideBlock.js +1 -1
- package/Materials/Node/Blocks/divideBlock.js.map +1 -1
- package/Materials/Node/Blocks/dotBlock.js +1 -1
- package/Materials/Node/Blocks/dotBlock.js.map +1 -1
- package/Materials/Node/Blocks/elbowBlock.d.ts +27 -0
- package/Materials/Node/Blocks/elbowBlock.js +60 -0
- package/Materials/Node/Blocks/elbowBlock.js.map +1 -0
- package/Materials/Node/Blocks/fresnelBlock.js +2 -2
- package/Materials/Node/Blocks/fresnelBlock.js.map +1 -1
- package/Materials/Node/Blocks/gradientBlock.js +8 -8
- package/Materials/Node/Blocks/gradientBlock.js.map +1 -1
- package/Materials/Node/Blocks/index.d.ts +1 -0
- package/Materials/Node/Blocks/index.js +1 -0
- package/Materials/Node/Blocks/index.js.map +1 -1
- package/Materials/Node/Blocks/lengthBlock.js +1 -1
- package/Materials/Node/Blocks/lengthBlock.js.map +1 -1
- package/Materials/Node/Blocks/lerpBlock.js +1 -1
- package/Materials/Node/Blocks/lerpBlock.js.map +1 -1
- package/Materials/Node/Blocks/matrixBuilderBlock.js +1 -1
- package/Materials/Node/Blocks/matrixBuilderBlock.js.map +1 -1
- package/Materials/Node/Blocks/maxBlock.js +1 -1
- package/Materials/Node/Blocks/maxBlock.js.map +1 -1
- package/Materials/Node/Blocks/minBlock.js +1 -1
- package/Materials/Node/Blocks/minBlock.js.map +1 -1
- package/Materials/Node/Blocks/modBlock.js +1 -1
- package/Materials/Node/Blocks/modBlock.js.map +1 -1
- package/Materials/Node/Blocks/multiplyBlock.js +1 -1
- package/Materials/Node/Blocks/multiplyBlock.js.map +1 -1
- package/Materials/Node/Blocks/nLerpBlock.js +1 -1
- package/Materials/Node/Blocks/nLerpBlock.js.map +1 -1
- package/Materials/Node/Blocks/negateBlock.js +1 -1
- package/Materials/Node/Blocks/negateBlock.js.map +1 -1
- package/Materials/Node/Blocks/normalBlendBlock.js +5 -5
- package/Materials/Node/Blocks/normalBlendBlock.js.map +1 -1
- package/Materials/Node/Blocks/normalizeBlock.js +1 -1
- package/Materials/Node/Blocks/normalizeBlock.js.map +1 -1
- package/Materials/Node/Blocks/oneMinusBlock.js +1 -1
- package/Materials/Node/Blocks/oneMinusBlock.js.map +1 -1
- package/Materials/Node/Blocks/posterizeBlock.js +1 -1
- package/Materials/Node/Blocks/posterizeBlock.js.map +1 -1
- package/Materials/Node/Blocks/powBlock.js +1 -1
- package/Materials/Node/Blocks/powBlock.js.map +1 -1
- package/Materials/Node/Blocks/randomNumberBlock.js +2 -2
- package/Materials/Node/Blocks/randomNumberBlock.js.map +1 -1
- package/Materials/Node/Blocks/reciprocalBlock.js +1 -1
- package/Materials/Node/Blocks/reciprocalBlock.js.map +1 -1
- package/Materials/Node/Blocks/reflectBlock.js +1 -1
- package/Materials/Node/Blocks/reflectBlock.js.map +1 -1
- package/Materials/Node/Blocks/refractBlock.js +1 -1
- package/Materials/Node/Blocks/refractBlock.js.map +1 -1
- package/Materials/Node/Blocks/remapBlock.js +3 -3
- package/Materials/Node/Blocks/remapBlock.js.map +1 -1
- package/Materials/Node/Blocks/replaceColorBlock.js +3 -3
- package/Materials/Node/Blocks/replaceColorBlock.js.map +1 -1
- package/Materials/Node/Blocks/rotate2dBlock.js +1 -1
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package/Bones/bone.js.map
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{ Skeleton } from \"./skeleton\";\r\n\r\nimport { Vector3, Quaternion, Matrix, TmpVectors } from \"../Maths/math.vector\";\r\nimport { ArrayTools } from \"../Misc/arrayTools\";\r\nimport { Nullable } from \"../types\";\r\nimport { TransformNode } from \"../Meshes/transformNode\";\r\nimport { Node } from \"../node\";\r\nimport { Space } from '../Maths/math.axis';\r\n\r\ndeclare type Animation = import(\"../Animations/animation\").Animation;\r\ndeclare type AnimationPropertiesOverride = import(\"../Animations/animationPropertiesOverride\").AnimationPropertiesOverride;\r\n\r\n/**\r\n * Class used to store bone information\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons\r\n */\r\nexport class Bone extends Node {\r\n\r\n private static _tmpVecs: Vector3[] = ArrayTools.BuildArray(2, Vector3.Zero);\r\n private static _tmpQuat = Quaternion.Identity();\r\n private static _tmpMats: Matrix[] = ArrayTools.BuildArray(5, Matrix.Identity);\r\n\r\n /**\r\n * Gets the list of child bones\r\n */\r\n public children = new Array<Bone>();\r\n\r\n /** Gets the animations associated with this bone */\r\n public animations = new Array<Animation>();\r\n\r\n /**\r\n * Gets or sets bone length\r\n */\r\n public length: number;\r\n\r\n /**\r\n * @hidden Internal only\r\n * Set this value to map this bone to a different index in the transform matrices\r\n * Set this value to -1 to exclude the bone from the transform matrices\r\n */\r\n public _index: Nullable<number> = null;\r\n\r\n private _skeleton: Skeleton;\r\n private _localMatrix: Matrix;\r\n private _restPose: Matrix;\r\n private _baseMatrix: Matrix;\r\n private _absoluteTransform = new Matrix();\r\n private _invertedAbsoluteTransform = new Matrix();\r\n private _parent: Nullable<Bone>;\r\n private _scalingDeterminant = 1;\r\n private _worldTransform = new Matrix();\r\n\r\n private _localScaling: Vector3;\r\n private _localRotation: Quaternion;\r\n private _localPosition: Vector3;\r\n private _needToDecompose = true;\r\n private _needToCompose = false;\r\n\r\n /** @hidden */\r\n public _linkedTransformNode: Nullable<TransformNode> = null;\r\n\r\n /** @hidden */\r\n public _waitingTransformNodeId: Nullable<string> = null;\r\n\r\n /** @hidden */\r\n get _matrix(): Matrix {\r\n this._compose();\r\n return this._localMatrix;\r\n }\r\n\r\n /** @hidden */\r\n set _matrix(value: Matrix) {\r\n this._needToCompose = false; // in case there was a pending compose\r\n\r\n // skip if the matrices are the same\r\n if (value.updateFlag === this._localMatrix.updateFlag) {\r\n return;\r\n }\r\n\r\n this._localMatrix.copyFrom(value);\r\n this._markAsDirtyAndDecompose();\r\n }\r\n\r\n /**\r\n * Create a new bone\r\n * @param name defines the bone name\r\n * @param skeleton defines the parent skeleton\r\n * @param parentBone defines the parent (can be null if the bone is the root)\r\n * @param localMatrix defines the local matrix\r\n * @param restPose defines the rest pose matrix\r\n * @param baseMatrix defines the base matrix\r\n * @param index defines index of the bone in the hierarchy\r\n */\r\n constructor(\r\n /**\r\n * defines the bone name\r\n */\r\n public name: string, skeleton: Skeleton, parentBone: Nullable<Bone> = null, localMatrix: Nullable<Matrix> = null,\r\n restPose: Nullable<Matrix> = null, baseMatrix: Nullable<Matrix> = null, index: Nullable<number> = null) {\r\n super(name, skeleton.getScene());\r\n this._skeleton = skeleton;\r\n this._localMatrix = localMatrix ? localMatrix.clone() : Matrix.Identity();\r\n this._restPose = restPose ? restPose : this._localMatrix.clone();\r\n this._baseMatrix = baseMatrix ? baseMatrix : this._localMatrix.clone();\r\n this._index = index;\r\n\r\n skeleton.bones.push(this);\r\n\r\n this.setParent(parentBone, false);\r\n\r\n if (baseMatrix || localMatrix) {\r\n this._updateDifferenceMatrix();\r\n }\r\n }\r\n\r\n /**\r\n * Gets the current object class name.\r\n * @return the class name\r\n */\r\n public getClassName(): string {\r\n return \"Bone\";\r\n }\r\n\r\n // Members\r\n\r\n /**\r\n * Gets the parent skeleton\r\n * @returns a skeleton\r\n */\r\n public getSkeleton(): Skeleton {\r\n return this._skeleton;\r\n }\r\n\r\n /**\r\n * Gets parent bone\r\n * @returns a bone or null if the bone is the root of the bone hierarchy\r\n */\r\n public getParent(): Nullable<Bone> {\r\n return this._parent;\r\n }\r\n\r\n /**\r\n * Returns an array containing the root bones\r\n * @returns an array containing the root bones\r\n */\r\n public getChildren(): Array<Bone> {\r\n return this.children;\r\n }\r\n\r\n /**\r\n * Gets the node index in matrix array generated for rendering\r\n * @returns the node index\r\n */\r\n public getIndex(): number {\r\n return this._index === null ? this.getSkeleton().bones.indexOf(this) : this._index;\r\n }\r\n\r\n /**\r\n * Sets the parent bone\r\n * @param parent defines the parent (can be null if the bone is the root)\r\n * @param updateDifferenceMatrix defines if the difference matrix must be updated\r\n */\r\n public setParent(parent: Nullable<Bone>, updateDifferenceMatrix: boolean = true): void {\r\n if (this._parent === parent) {\r\n return;\r\n }\r\n\r\n if (this._parent) {\r\n var index = this._parent.children.indexOf(this);\r\n if (index !== -1) {\r\n this._parent.children.splice(index, 1);\r\n }\r\n }\r\n\r\n this._parent = parent;\r\n\r\n if (this._parent) {\r\n this._parent.children.push(this);\r\n }\r\n\r\n if (updateDifferenceMatrix) {\r\n this._updateDifferenceMatrix();\r\n }\r\n\r\n this.markAsDirty();\r\n }\r\n\r\n /**\r\n * Gets the local matrix\r\n * @returns a matrix\r\n */\r\n public getLocalMatrix(): Matrix {\r\n this._compose();\r\n return this._localMatrix;\r\n }\r\n\r\n /**\r\n * Gets the base matrix (initial matrix which remains unchanged)\r\n * @returns the base matrix (as known as bind pose matrix)\r\n */\r\n public getBaseMatrix(): Matrix {\r\n return this._baseMatrix;\r\n }\r\n\r\n /**\r\n * Gets the rest pose matrix\r\n * @returns a matrix\r\n */\r\n public getRestPose(): Matrix {\r\n return this._restPose;\r\n }\r\n\r\n /**\r\n * Sets the rest pose matrix\r\n * @param matrix the local-space rest pose to set for this bone\r\n */\r\n public setRestPose(matrix: Matrix): void {\r\n this._restPose.copyFrom(matrix);\r\n }\r\n\r\n /**\r\n * Gets the bind pose matrix\r\n * @returns the bind pose matrix\r\n * @deprecated Please use getBaseMatrix instead\r\n */\r\n public getBindPose(): Matrix {\r\n return this._baseMatrix;\r\n }\r\n\r\n /**\r\n * Sets the bind pose matrix\r\n * @param matrix the local-space bind pose to set for this bone\r\n * @deprecated Please use updateMatrix instead\r\n */\r\n public setBindPose(matrix: Matrix): void {\r\n this.updateMatrix(matrix);\r\n }\r\n\r\n /**\r\n * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)\r\n */\r\n public getWorldMatrix(): Matrix {\r\n return this._worldTransform;\r\n }\r\n\r\n /**\r\n * Sets the local matrix to rest pose matrix\r\n */\r\n public returnToRest(): void {\r\n if (this._linkedTransformNode) {\r\n const localScaling = TmpVectors.Vector3[0];\r\n const localRotation = TmpVectors.Quaternion[0];\r\n const localPosition = TmpVectors.Vector3[1];\r\n\r\n this.getRestPose().decompose(localScaling, localRotation, localPosition);\r\n\r\n this._linkedTransformNode.position.copyFrom(localPosition);\r\n this._linkedTransformNode.rotationQuaternion = this._linkedTransformNode.rotationQuaternion ?? Quaternion.Identity();\r\n this._linkedTransformNode.rotationQuaternion.copyFrom(localRotation);\r\n this._linkedTransformNode.scaling.copyFrom(localScaling);\r\n } else {\r\n this._matrix = this._restPose;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the inverse of the absolute transform matrix.\r\n * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)\r\n * @returns a matrix\r\n */\r\n public getInvertedAbsoluteTransform(): Matrix {\r\n return this._invertedAbsoluteTransform;\r\n }\r\n\r\n /**\r\n * Gets the absolute transform matrix (ie base matrix * parent world matrix)\r\n * @returns a matrix\r\n */\r\n public getAbsoluteTransform(): Matrix {\r\n return this._absoluteTransform;\r\n }\r\n\r\n /**\r\n * Links with the given transform node.\r\n * The local matrix of this bone is copied from the transform node every frame.\r\n * @param transformNode defines the transform node to link to\r\n */\r\n public linkTransformNode(transformNode: Nullable<TransformNode>): void {\r\n if (this._linkedTransformNode) {\r\n this._skeleton._numBonesWithLinkedTransformNode--;\r\n }\r\n\r\n this._linkedTransformNode = transformNode;\r\n\r\n if (this._linkedTransformNode) {\r\n this._skeleton._numBonesWithLinkedTransformNode++;\r\n }\r\n }\r\n\r\n // Properties (matches TransformNode properties)\r\n\r\n /**\r\n * Gets the node used to drive the bone's transformation\r\n * @returns a transform node or null\r\n */\r\n public getTransformNode() {\r\n return this._linkedTransformNode;\r\n }\r\n\r\n /** Gets or sets current position (in local space) */\r\n public get position(): Vector3 {\r\n this._decompose();\r\n return this._localPosition;\r\n }\r\n\r\n public set position(newPosition: Vector3) {\r\n this._decompose();\r\n this._localPosition.copyFrom(newPosition);\r\n\r\n this._markAsDirtyAndCompose();\r\n }\r\n\r\n /** Gets or sets current rotation (in local space) */\r\n public get rotation(): Vector3 {\r\n return this.getRotation();\r\n }\r\n\r\n public set rotation(newRotation: Vector3) {\r\n this.setRotation(newRotation);\r\n }\r\n\r\n /** Gets or sets current rotation quaternion (in local space) */\r\n public get rotationQuaternion() {\r\n this._decompose();\r\n return this._localRotation;\r\n }\r\n\r\n public set rotationQuaternion(newRotation: Quaternion) {\r\n this.setRotationQuaternion(newRotation);\r\n }\r\n\r\n /** Gets or sets current scaling (in local space) */\r\n public get scaling(): Vector3 {\r\n return this.getScale();\r\n }\r\n\r\n public set scaling(newScaling: Vector3) {\r\n this.setScale(newScaling);\r\n }\r\n\r\n /**\r\n * Gets the animation properties override\r\n */\r\n public get animationPropertiesOverride(): Nullable<AnimationPropertiesOverride> {\r\n return this._skeleton.animationPropertiesOverride;\r\n }\r\n\r\n // Methods\r\n private _decompose() {\r\n if (!this._needToDecompose) {\r\n return;\r\n }\r\n\r\n this._needToDecompose = false;\r\n\r\n if (!this._localScaling) {\r\n this._localScaling = Vector3.Zero();\r\n this._localRotation = Quaternion.Zero();\r\n this._localPosition = Vector3.Zero();\r\n }\r\n this._localMatrix.decompose(this._localScaling, this._localRotation, this._localPosition);\r\n }\r\n\r\n private _compose() {\r\n if (!this._needToCompose) {\r\n return;\r\n }\r\n\r\n if (!this._localScaling) {\r\n this._needToCompose = false;\r\n return;\r\n }\r\n\r\n this._needToCompose = false;\r\n Matrix.ComposeToRef(this._localScaling, this._localRotation, this._localPosition, this._localMatrix);\r\n }\r\n\r\n /**\r\n * Update the base and local matrices\r\n * @param matrix defines the new base or local matrix\r\n * @param updateDifferenceMatrix defines if the difference matrix must be updated\r\n * @param updateLocalMatrix defines if the local matrix should be updated\r\n */\r\n public updateMatrix(matrix: Matrix, updateDifferenceMatrix = true, updateLocalMatrix = true): void {\r\n this._baseMatrix.copyFrom(matrix);\r\n\r\n if (updateDifferenceMatrix) {\r\n this._updateDifferenceMatrix();\r\n }\r\n\r\n if (updateLocalMatrix) {\r\n this._matrix = matrix;\r\n }\r\n else {\r\n this.markAsDirty();\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _updateDifferenceMatrix(rootMatrix?: Matrix, updateChildren = true): void {\r\n if (!rootMatrix) {\r\n rootMatrix = this._baseMatrix;\r\n }\r\n\r\n if (this._parent) {\r\n rootMatrix.multiplyToRef(this._parent._absoluteTransform, this._absoluteTransform);\r\n } else {\r\n this._absoluteTransform.copyFrom(rootMatrix);\r\n }\r\n\r\n this._absoluteTransform.invertToRef(this._invertedAbsoluteTransform);\r\n\r\n if (updateChildren) {\r\n for (var index = 0; index < this.children.length; index++) {\r\n this.children[index]._updateDifferenceMatrix();\r\n }\r\n }\r\n\r\n this._scalingDeterminant = (this._absoluteTransform.determinant() < 0 ? -1 : 1);\r\n }\r\n\r\n /**\r\n * Flag the bone as dirty (Forcing it to update everything)\r\n * @param property helps children apply precise \"dirtyfication\"\r\n * @returns this bone\r\n */\r\n public markAsDirty(property?: string): Bone {\r\n this._currentRenderId++;\r\n this._childUpdateId++;\r\n this._skeleton._markAsDirty();\r\n return this;\r\n }\r\n\r\n /** @hidden */\r\n public _markAsDirtyAndCompose() {\r\n this.markAsDirty();\r\n this._needToCompose = true;\r\n }\r\n\r\n private _markAsDirtyAndDecompose() {\r\n this.markAsDirty();\r\n this._needToDecompose = true;\r\n }\r\n\r\n /**\r\n * Translate the bone in local or world space\r\n * @param vec The amount to translate the bone\r\n * @param space The space that the translation is in\r\n * @param tNode The TransformNode that this bone is attached to. This is only used in world space\r\n */\r\n public translate(vec: Vector3, space = Space.LOCAL, tNode?: TransformNode): void {\r\n var lm = this.getLocalMatrix();\r\n\r\n if (space == Space.LOCAL) {\r\n lm.addAtIndex(12, vec.x);\r\n lm.addAtIndex(13, vec.y);\r\n lm.addAtIndex(14, vec.z);\r\n } else {\r\n var wm: Nullable<Matrix> = null;\r\n\r\n //tNode.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()\r\n if (tNode) {\r\n wm = tNode.getWorldMatrix();\r\n }\r\n\r\n this._skeleton.computeAbsoluteTransforms();\r\n var tmat = Bone._tmpMats[0];\r\n var tvec = Bone._tmpVecs[0];\r\n\r\n if (this._parent) {\r\n if (tNode && wm) {\r\n tmat.copyFrom(this._parent.getAbsoluteTransform());\r\n tmat.multiplyToRef(wm, tmat);\r\n } else {\r\n tmat.copyFrom(this._parent.getAbsoluteTransform());\r\n }\r\n } else {\r\n Matrix.IdentityToRef(tmat);\r\n }\r\n\r\n tmat.setTranslationFromFloats(0, 0, 0);\r\n tmat.invert();\r\n Vector3.TransformCoordinatesToRef(vec, tmat, tvec);\r\n\r\n lm.addAtIndex(12, tvec.x);\r\n lm.addAtIndex(13, tvec.y);\r\n lm.addAtIndex(14, tvec.z);\r\n }\r\n\r\n this._markAsDirtyAndDecompose();\r\n }\r\n\r\n /**\r\n * Set the position of the bone in local or world space\r\n * @param position The position to set the bone\r\n * @param space The space that the position is in\r\n * @param tNode The TransformNode that this bone is attached to. This is only used in world space\r\n */\r\n public setPosition(position: Vector3, space = Space.LOCAL, tNode?: TransformNode): void {\r\n var lm = this.getLocalMatrix();\r\n\r\n if (space == Space.LOCAL) {\r\n lm.setTranslationFromFloats(position.x, position.y, position.z);\r\n } else {\r\n var wm: Nullable<Matrix> = null;\r\n\r\n //tNode.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()\r\n if (tNode) {\r\n wm = tNode.getWorldMatrix();\r\n }\r\n\r\n this._skeleton.computeAbsoluteTransforms();\r\n\r\n var tmat = Bone._tmpMats[0];\r\n var vec = Bone._tmpVecs[0];\r\n\r\n if (this._parent) {\r\n if (tNode && wm) {\r\n tmat.copyFrom(this._parent.getAbsoluteTransform());\r\n tmat.multiplyToRef(wm, tmat);\r\n } else {\r\n tmat.copyFrom(this._parent.getAbsoluteTransform());\r\n }\r\n tmat.invert();\r\n } else {\r\n Matrix.IdentityToRef(tmat);\r\n }\r\n\r\n Vector3.TransformCoordinatesToRef(position, tmat, vec);\r\n lm.setTranslationFromFloats(vec.x, vec.y, vec.z);\r\n }\r\n\r\n this._markAsDirtyAndDecompose();\r\n }\r\n\r\n /**\r\n * Set the absolute position of the bone (world space)\r\n * @param position The position to set the bone\r\n * @param tNode The TransformNode that this bone is attached to\r\n */\r\n public setAbsolutePosition(position: Vector3, tNode?: TransformNode) {\r\n this.setPosition(position, Space.WORLD, tNode);\r\n }\r\n\r\n /**\r\n * Scale the bone on the x, y and z axes (in local space)\r\n * @param x The amount to scale the bone on the x axis\r\n * @param y The amount to scale the bone on the y axis\r\n * @param z The amount to scale the bone on the z axis\r\n * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)\r\n */\r\n public scale(x: number, y: number, z: number, scaleChildren = false): void {\r\n var locMat = this.getLocalMatrix();\r\n\r\n // Apply new scaling on top of current local matrix\r\n var scaleMat = Bone._tmpMats[0];\r\n Matrix.ScalingToRef(x, y, z, scaleMat);\r\n scaleMat.multiplyToRef(locMat, locMat);\r\n\r\n // Invert scaling matrix and apply the inverse to all children\r\n scaleMat.invert();\r\n\r\n for (var child of this.children) {\r\n var cm = child.getLocalMatrix();\r\n cm.multiplyToRef(scaleMat, cm);\r\n cm.multiplyAtIndex(12, x);\r\n cm.multiplyAtIndex(13, y);\r\n cm.multiplyAtIndex(14, z);\r\n\r\n child._markAsDirtyAndDecompose();\r\n }\r\n\r\n this._markAsDirtyAndDecompose();\r\n\r\n if (scaleChildren) {\r\n for (var child of this.children) {\r\n child.scale(x, y, z, scaleChildren);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Set the bone scaling in local space\r\n * @param scale defines the scaling vector\r\n */\r\n public setScale(scale: Vector3): void {\r\n this._decompose();\r\n this._localScaling.copyFrom(scale);\r\n this._markAsDirtyAndCompose();\r\n }\r\n\r\n /**\r\n * Gets the current scaling in local space\r\n * @returns the current scaling vector\r\n */\r\n public getScale(): Vector3 {\r\n this._decompose();\r\n return this._localScaling;\r\n }\r\n\r\n /**\r\n * Gets the current scaling in local space and stores it in a target vector\r\n * @param result defines the target vector\r\n */\r\n public getScaleToRef(result: Vector3) {\r\n this._decompose();\r\n result.copyFrom(this._localScaling);\r\n }\r\n\r\n /**\r\n * Set the yaw, pitch, and roll of the bone in local or world space\r\n * @param yaw The rotation of the bone on the y axis\r\n * @param pitch The rotation of the bone on the x axis\r\n * @param roll The rotation of the bone on the z axis\r\n * @param space The space that the axes of rotation are in\r\n * @param tNode The TransformNode that this bone is attached to. This is only used in world space\r\n */\r\n public setYawPitchRoll(yaw: number, pitch: number, roll: number, space = Space.LOCAL, tNode?: TransformNode): void {\r\n if (space === Space.LOCAL) {\r\n var quat = Bone._tmpQuat;\r\n Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, quat);\r\n this.setRotationQuaternion(quat, space, tNode);\r\n return;\r\n }\r\n\r\n var rotMatInv = Bone._tmpMats[0];\r\n if (!this._getNegativeRotationToRef(rotMatInv, tNode)) {\r\n return;\r\n }\r\n\r\n var rotMat = Bone._tmpMats[1];\r\n Matrix.RotationYawPitchRollToRef(yaw, pitch, roll, rotMat);\r\n\r\n rotMatInv.multiplyToRef(rotMat, rotMat);\r\n this._rotateWithMatrix(rotMat, space, tNode);\r\n\r\n }\r\n\r\n /**\r\n * Add a rotation to the bone on an axis in local or world space\r\n * @param axis The axis to rotate the bone on\r\n * @param amount The amount to rotate the bone\r\n * @param space The space that the axis is in\r\n * @param tNode The TransformNode that this bone is attached to. This is only used in world space\r\n */\r\n public rotate(axis: Vector3, amount: number, space = Space.LOCAL, tNode?: TransformNode): void {\r\n var rmat = Bone._tmpMats[0];\r\n rmat.setTranslationFromFloats(0, 0, 0);\r\n Matrix.RotationAxisToRef(axis, amount, rmat);\r\n this._rotateWithMatrix(rmat, space, tNode);\r\n }\r\n\r\n /**\r\n * Set the rotation of the bone to a particular axis angle in local or world space\r\n * @param axis The axis to rotate the bone on\r\n * @param angle The angle that the bone should be rotated to\r\n * @param space The space that the axis is in\r\n * @param tNode The TransformNode that this bone is attached to. This is only used in world space\r\n */\r\n public setAxisAngle(axis: Vector3, angle: number, space = Space.LOCAL, tNode?: TransformNode): void {\r\n if (space === Space.LOCAL) {\r\n var quat = Bone._tmpQuat;\r\n Quaternion.RotationAxisToRef(axis, angle, quat);\r\n\r\n this.setRotationQuaternion(quat, space, tNode);\r\n return;\r\n }\r\n\r\n var rotMatInv = Bone._tmpMats[0];\r\n if (!this._getNegativeRotationToRef(rotMatInv, tNode)) {\r\n return;\r\n }\r\n\r\n var rotMat = Bone._tmpMats[1];\r\n Matrix.RotationAxisToRef(axis, angle, rotMat);\r\n\r\n rotMatInv.multiplyToRef(rotMat, rotMat);\r\n this._rotateWithMatrix(rotMat, space, tNode);\r\n }\r\n\r\n /**\r\n * Set the euler rotation of the bone in local or world space\r\n * @param rotation The euler rotation that the bone should be set to\r\n * @param space The space that the rotation is in\r\n * @param tNode The TransformNode that this bone is attached to. This is only used in world space\r\n */\r\n public setRotation(rotation: Vector3, space = Space.LOCAL, tNode?: TransformNode): void {\r\n this.setYawPitchRoll(rotation.y, rotation.x, rotation.z, space, tNode);\r\n }\r\n\r\n /**\r\n * Set the quaternion rotation of the bone in local or world space\r\n * @param quat The quaternion rotation that the bone should be set to\r\n * @param space The space that the rotation is in\r\n * @param tNode The TransformNode that this bone is attached to. This is only used in world space\r\n */\r\n public setRotationQuaternion(quat: Quaternion, space = Space.LOCAL, tNode?: TransformNode): void {\r\n if (space === Space.LOCAL) {\r\n this._decompose();\r\n this._localRotation.copyFrom(quat);\r\n\r\n this._markAsDirtyAndCompose();\r\n\r\n return;\r\n }\r\n\r\n var rotMatInv = Bone._tmpMats[0];\r\n if (!this._getNegativeRotationToRef(rotMatInv, tNode)) {\r\n return;\r\n }\r\n\r\n var rotMat = Bone._tmpMats[1];\r\n Matrix.FromQuaternionToRef(quat, rotMat);\r\n\r\n rotMatInv.multiplyToRef(rotMat, rotMat);\r\n\r\n this._rotateWithMatrix(rotMat, space, tNode);\r\n\r\n }\r\n\r\n /**\r\n * Set the rotation matrix of the bone in local or world space\r\n * @param rotMat The rotation matrix that the bone should be set to\r\n * @param space The space that the rotation is in\r\n * @param tNode The TransformNode that this bone is attached to. This is only used in world space\r\n */\r\n public setRotationMatrix(rotMat: Matrix, space = Space.LOCAL, tNode?: TransformNode): void {\r\n if (space === Space.LOCAL) {\r\n var quat = Bone._tmpQuat;\r\n Quaternion.FromRotationMatrixToRef(rotMat, quat);\r\n this.setRotationQuaternion(quat, space, tNode);\r\n return;\r\n }\r\n\r\n var rotMatInv = Bone._tmpMats[0];\r\n if (!this._getNegativeRotationToRef(rotMatInv, tNode)) {\r\n return;\r\n }\r\n\r\n var rotMat2 = Bone._tmpMats[1];\r\n rotMat2.copyFrom(rotMat);\r\n\r\n rotMatInv.multiplyToRef(rotMat, rotMat2);\r\n\r\n this._rotateWithMatrix(rotMat2, space, tNode);\r\n\r\n }\r\n\r\n private _rotateWithMatrix(rmat: Matrix, space = Space.LOCAL, tNode?: TransformNode): void {\r\n var lmat = this.getLocalMatrix();\r\n var lx = lmat.m[12];\r\n var ly = lmat.m[13];\r\n var lz = lmat.m[14];\r\n var parent = this.getParent();\r\n var parentScale = Bone._tmpMats[3];\r\n var parentScaleInv = Bone._tmpMats[4];\r\n\r\n if (parent && space == Space.WORLD) {\r\n if (tNode) {\r\n parentScale.copyFrom(tNode.getWorldMatrix());\r\n parent.getAbsoluteTransform().multiplyToRef(parentScale, parentScale);\r\n } else {\r\n parentScale.copyFrom(parent.getAbsoluteTransform());\r\n }\r\n parentScaleInv.copyFrom(parentScale);\r\n parentScaleInv.invert();\r\n lmat.multiplyToRef(parentScale, lmat);\r\n lmat.multiplyToRef(rmat, lmat);\r\n lmat.multiplyToRef(parentScaleInv, lmat);\r\n } else {\r\n if (space == Space.WORLD && tNode) {\r\n parentScale.copyFrom(tNode.getWorldMatrix());\r\n parentScaleInv.copyFrom(parentScale);\r\n parentScaleInv.invert();\r\n lmat.multiplyToRef(parentScale, lmat);\r\n lmat.multiplyToRef(rmat, lmat);\r\n lmat.multiplyToRef(parentScaleInv, lmat);\r\n } else {\r\n lmat.multiplyToRef(rmat, lmat);\r\n }\r\n }\r\n\r\n lmat.setTranslationFromFloats(lx, ly, lz);\r\n\r\n this.computeAbsoluteTransforms();\r\n this._markAsDirtyAndDecompose();\r\n }\r\n\r\n private _getNegativeRotationToRef(rotMatInv: Matrix, tNode?: TransformNode): boolean {\r\n var scaleMatrix = Bone._tmpMats[2];\r\n rotMatInv.copyFrom(this.getAbsoluteTransform());\r\n\r\n if (tNode) {\r\n rotMatInv.multiplyToRef(tNode.getWorldMatrix(), rotMatInv);\r\n Matrix.ScalingToRef(tNode.scaling.x, tNode.scaling.y, tNode.scaling.z, scaleMatrix);\r\n } else {\r\n Matrix.IdentityToRef(scaleMatrix);\r\n }\r\n\r\n rotMatInv.invert();\r\n if (isNaN(rotMatInv.m[0])) {\r\n // Matrix failed to invert.\r\n // This can happen if scale is zero for example.\r\n return false;\r\n }\r\n\r\n scaleMatrix.multiplyAtIndex(0, this._scalingDeterminant);\r\n rotMatInv.multiplyToRef(scaleMatrix, rotMatInv);\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Get the position of the bone in local or world space\r\n * @param space The space that the returned position is in\r\n * @param tNode The TransformNode that this bone is attached to. This is only used in world space\r\n * @returns The position of the bone\r\n */\r\n public getPosition(space = Space.LOCAL, tNode: Nullable<TransformNode> = null): Vector3 {\r\n var pos = Vector3.Zero();\r\n\r\n this.getPositionToRef(space, tNode, pos);\r\n\r\n return pos;\r\n }\r\n\r\n /**\r\n * Copy the position of the bone to a vector3 in local or world space\r\n * @param space The space that the returned position is in\r\n * @param tNode The TransformNode that this bone is attached to. This is only used in world space\r\n * @param result The vector3 to copy the position to\r\n */\r\n public getPositionToRef(space = Space.LOCAL, tNode: Nullable<TransformNode>, result: Vector3): void {\r\n if (space == Space.LOCAL) {\r\n var lm = this.getLocalMatrix();\r\n\r\n result.x = lm.m[12];\r\n result.y = lm.m[13];\r\n result.z = lm.m[14];\r\n } else {\r\n var wm: Nullable<Matrix> = null;\r\n\r\n //tNode.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()\r\n if (tNode) {\r\n wm = tNode.getWorldMatrix();\r\n }\r\n\r\n this._skeleton.computeAbsoluteTransforms();\r\n\r\n var tmat = Bone._tmpMats[0];\r\n\r\n if (tNode && wm) {\r\n tmat.copyFrom(this.getAbsoluteTransform());\r\n tmat.multiplyToRef(wm, tmat);\r\n } else {\r\n tmat = this.getAbsoluteTransform();\r\n }\r\n\r\n result.x = tmat.m[12];\r\n result.y = tmat.m[13];\r\n result.z = tmat.m[14];\r\n }\r\n }\r\n\r\n /**\r\n * Get the absolute position of the bone (world space)\r\n * @param tNode The TransformNode that this bone is attached to\r\n * @returns The absolute position of the bone\r\n */\r\n public getAbsolutePosition(tNode: Nullable<TransformNode> = null): Vector3 {\r\n var pos = Vector3.Zero();\r\n\r\n this.getPositionToRef(Space.WORLD, tNode, pos);\r\n\r\n return pos;\r\n }\r\n\r\n /**\r\n * Copy the absolute position of the bone (world space) to the result param\r\n * @param tNode The TransformNode that this bone is attached to\r\n * @param result The vector3 to copy the absolute position to\r\n */\r\n public getAbsolutePositionToRef(tNode: TransformNode, result: Vector3) {\r\n this.getPositionToRef(Space.WORLD, tNode, result);\r\n }\r\n\r\n /**\r\n * Compute the absolute transforms of this bone and its children\r\n */\r\n public computeAbsoluteTransforms(): void {\r\n this._compose();\r\n\r\n if (this._parent) {\r\n this._localMatrix.multiplyToRef(this._parent._absoluteTransform, this._absoluteTransform);\r\n } else {\r\n this._absoluteTransform.copyFrom(this._localMatrix);\r\n\r\n var poseMatrix = this._skeleton.getPoseMatrix();\r\n\r\n if (poseMatrix) {\r\n this._absoluteTransform.multiplyToRef(poseMatrix, this._absoluteTransform);\r\n }\r\n }\r\n\r\n var children = this.children;\r\n var len = children.length;\r\n\r\n for (var i = 0; i < len; i++) {\r\n children[i].computeAbsoluteTransforms();\r\n }\r\n }\r\n\r\n /**\r\n * Get the world direction from an axis that is in the local space of the bone\r\n * @param localAxis The local direction that is used to compute the world direction\r\n * @param tNode The TransformNode that this bone is attached to\r\n * @returns The world direction\r\n */\r\n public getDirection(localAxis: Vector3, tNode: Nullable<TransformNode> = null): Vector3 {\r\n var result = Vector3.Zero();\r\n\r\n this.getDirectionToRef(localAxis, tNode, result);\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Copy the world direction to a vector3 from an axis that is in the local space of the bone\r\n * @param localAxis The local direction that is used to compute the world direction\r\n * @param tNode The TransformNode that this bone is attached to\r\n * @param result The vector3 that the world direction will be copied to\r\n */\r\n public getDirectionToRef(localAxis: Vector3, tNode: Nullable<TransformNode> = null, result: Vector3): void {\r\n var wm: Nullable<Matrix> = null;\r\n\r\n //tNode.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()\r\n if (tNode) {\r\n wm = tNode.getWorldMatrix();\r\n }\r\n\r\n this._skeleton.computeAbsoluteTransforms();\r\n\r\n var mat = Bone._tmpMats[0];\r\n\r\n mat.copyFrom(this.getAbsoluteTransform());\r\n\r\n if (tNode && wm) {\r\n mat.multiplyToRef(wm, mat);\r\n }\r\n\r\n Vector3.TransformNormalToRef(localAxis, mat, result);\r\n\r\n result.normalize();\r\n }\r\n\r\n /**\r\n * Get the euler rotation of the bone in local or world space\r\n * @param space The space that the rotation should be in\r\n * @param tNode The TransformNode that this bone is attached to. This is only used in world space\r\n * @returns The euler rotation\r\n */\r\n public getRotation(space = Space.LOCAL, tNode: Nullable<TransformNode> = null): Vector3 {\r\n var result = Vector3.Zero();\r\n\r\n this.getRotationToRef(space, tNode, result);\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space\r\n * @param space The space that the rotation should be in\r\n * @param tNode The TransformNode that this bone is attached to. This is only used in world space\r\n * @param result The vector3 that the rotation should be copied to\r\n */\r\n public getRotationToRef(space = Space.LOCAL, tNode: Nullable<TransformNode> = null, result: Vector3): void {\r\n var quat = Bone._tmpQuat;\r\n\r\n this.getRotationQuaternionToRef(space, tNode, quat);\r\n\r\n quat.toEulerAnglesToRef(result);\r\n }\r\n\r\n /**\r\n * Get the quaternion rotation of the bone in either local or world space\r\n * @param space The space that the rotation should be in\r\n * @param tNode The TransformNode that this bone is attached to. This is only used in world space\r\n * @returns The quaternion rotation\r\n */\r\n public getRotationQuaternion(space = Space.LOCAL, tNode: Nullable<TransformNode> = null): Quaternion {\r\n var result = Quaternion.Identity();\r\n\r\n this.getRotationQuaternionToRef(space, tNode, result);\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space\r\n * @param space The space that the rotation should be in\r\n * @param tNode The TransformNode that this bone is attached to. This is only used in world space\r\n * @param result The quaternion that the rotation should be copied to\r\n */\r\n public getRotationQuaternionToRef(space = Space.LOCAL, tNode: Nullable<TransformNode> = null, result: Quaternion): void {\r\n if (space == Space.LOCAL) {\r\n this._decompose();\r\n result.copyFrom(this._localRotation);\r\n } else {\r\n var mat = Bone._tmpMats[0];\r\n var amat = this.getAbsoluteTransform();\r\n\r\n if (tNode) {\r\n amat.multiplyToRef(tNode.getWorldMatrix(), mat);\r\n } else {\r\n mat.copyFrom(amat);\r\n }\r\n\r\n mat.multiplyAtIndex(0, this._scalingDeterminant);\r\n mat.multiplyAtIndex(1, this._scalingDeterminant);\r\n mat.multiplyAtIndex(2, this._scalingDeterminant);\r\n\r\n mat.decompose(undefined, result, undefined);\r\n }\r\n }\r\n\r\n /**\r\n * Get the rotation matrix of the bone in local or world space\r\n * @param space The space that the rotation should be in\r\n * @param tNode The TransformNode that this bone is attached to. This is only used in world space\r\n * @returns The rotation matrix\r\n */\r\n public getRotationMatrix(space = Space.LOCAL, tNode: TransformNode): Matrix {\r\n var result = Matrix.Identity();\r\n\r\n this.getRotationMatrixToRef(space, tNode, result);\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space\r\n * @param space The space that the rotation should be in\r\n * @param tNode The TransformNode that this bone is attached to. This is only used in world space\r\n * @param result The quaternion that the rotation should be copied to\r\n */\r\n public getRotationMatrixToRef(space = Space.LOCAL, tNode: TransformNode, result: Matrix): void {\r\n if (space == Space.LOCAL) {\r\n this.getLocalMatrix().getRotationMatrixToRef(result);\r\n } else {\r\n\r\n var mat = Bone._tmpMats[0];\r\n var amat = this.getAbsoluteTransform();\r\n\r\n if (tNode) {\r\n amat.multiplyToRef(tNode.getWorldMatrix(), mat);\r\n } else {\r\n mat.copyFrom(amat);\r\n }\r\n\r\n mat.multiplyAtIndex(0, this._scalingDeterminant);\r\n mat.multiplyAtIndex(1, this._scalingDeterminant);\r\n mat.multiplyAtIndex(2, this._scalingDeterminant);\r\n\r\n mat.getRotationMatrixToRef(result);\r\n }\r\n }\r\n\r\n /**\r\n * Get the world position of a point that is in the local space of the bone\r\n * @param position The local position\r\n * @param tNode The TransformNode that this bone is attached to\r\n * @returns The world position\r\n */\r\n public getAbsolutePositionFromLocal(position: Vector3, tNode: Nullable<TransformNode> = null): Vector3 {\r\n var result = Vector3.Zero();\r\n\r\n this.getAbsolutePositionFromLocalToRef(position, tNode, result);\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Get the world position of a point that is in the local space of the bone and copy it to the result param\r\n * @param position The local position\r\n * @param tNode The TransformNode that this bone is attached to\r\n * @param result The vector3 that the world position should be copied to\r\n */\r\n public getAbsolutePositionFromLocalToRef(position: Vector3, tNode: Nullable<TransformNode> = null, result: Vector3): void {\r\n var wm: Nullable<Matrix> = null;\r\n\r\n //tNode.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()\r\n if (tNode) {\r\n wm = tNode.getWorldMatrix();\r\n }\r\n\r\n this._skeleton.computeAbsoluteTransforms();\r\n\r\n var tmat = Bone._tmpMats[0];\r\n\r\n if (tNode && wm) {\r\n tmat.copyFrom(this.getAbsoluteTransform());\r\n tmat.multiplyToRef(wm, tmat);\r\n } else {\r\n tmat = this.getAbsoluteTransform();\r\n }\r\n\r\n Vector3.TransformCoordinatesToRef(position, tmat, result);\r\n }\r\n\r\n /**\r\n * Get the local position of a point that is in world space\r\n * @param position The world position\r\n * @param tNode The TransformNode that this bone is attached to\r\n * @returns The local position\r\n */\r\n public getLocalPositionFromAbsolute(position: Vector3, tNode: Nullable<TransformNode> = null): Vector3 {\r\n var result = Vector3.Zero();\r\n\r\n this.getLocalPositionFromAbsoluteToRef(position, tNode, result);\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Get the local position of a point that is in world space and copy it to the result param\r\n * @param position The world position\r\n * @param tNode The TransformNode that this bone is attached to\r\n * @param result The vector3 that the local position should be copied to\r\n */\r\n public getLocalPositionFromAbsoluteToRef(position: Vector3, tNode: Nullable<TransformNode> = null, result: Vector3): void {\r\n var wm: Nullable<Matrix> = null;\r\n\r\n //tNode.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()\r\n if (tNode) {\r\n wm = tNode.getWorldMatrix();\r\n }\r\n\r\n this._skeleton.computeAbsoluteTransforms();\r\n\r\n var tmat = Bone._tmpMats[0];\r\n\r\n tmat.copyFrom(this.getAbsoluteTransform());\r\n\r\n if (tNode && wm) {\r\n tmat.multiplyToRef(wm, tmat);\r\n }\r\n\r\n tmat.invert();\r\n\r\n Vector3.TransformCoordinatesToRef(position, tmat, result);\r\n }\r\n\r\n /**\r\n * Set the current local matrix as the restPose for this bone.\r\n */\r\n public setCurrentPoseAsRest(): void {\r\n this.setRestPose(this.getLocalMatrix());\r\n }\r\n}\r\n"]}
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1
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+
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{ Skeleton } from \"./skeleton\";\r\n\r\nimport { Vector3, Quaternion, Matrix, TmpVectors } from \"../Maths/math.vector\";\r\nimport { ArrayTools } from \"../Misc/arrayTools\";\r\nimport { Nullable } from \"../types\";\r\nimport { TransformNode } from \"../Meshes/transformNode\";\r\nimport { Node } from \"../node\";\r\nimport { Space } from '../Maths/math.axis';\r\n\r\ndeclare type Animation = import(\"../Animations/animation\").Animation;\r\ndeclare type AnimationPropertiesOverride = import(\"../Animations/animationPropertiesOverride\").AnimationPropertiesOverride;\r\n\r\n/**\r\n * Class used to store bone information\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons\r\n */\r\nexport class Bone extends Node {\r\n\r\n private static _tmpVecs: Vector3[] = ArrayTools.BuildArray(2, Vector3.Zero);\r\n private static _tmpQuat = Quaternion.Identity();\r\n private static _tmpMats: Matrix[] = ArrayTools.BuildArray(5, Matrix.Identity);\r\n\r\n /**\r\n * Gets the list of child bones\r\n */\r\n public children = new Array<Bone>();\r\n\r\n /** Gets the animations associated with this bone */\r\n public animations = new Array<Animation>();\r\n\r\n /**\r\n * Gets or sets bone length\r\n */\r\n public length: number;\r\n\r\n /**\r\n * @hidden Internal only\r\n * Set this value to map this bone to a different index in the transform matrices\r\n * Set this value to -1 to exclude the bone from the transform matrices\r\n */\r\n public _index: Nullable<number> = null;\r\n\r\n private _skeleton: Skeleton;\r\n private _localMatrix: Matrix;\r\n private _restPose: Matrix;\r\n private _baseMatrix: Matrix;\r\n private _absoluteTransform = new Matrix();\r\n private _invertedAbsoluteTransform = new Matrix();\r\n private _scalingDeterminant = 1;\r\n private _worldTransform = new Matrix();\r\n\r\n private _localScaling: Vector3;\r\n private _localRotation: Quaternion;\r\n private _localPosition: Vector3;\r\n private _needToDecompose = true;\r\n private _needToCompose = false;\r\n\r\n /** @hidden */\r\n public _linkedTransformNode: Nullable<TransformNode> = null;\r\n\r\n /** @hidden */\r\n public _waitingTransformNodeId: Nullable<string> = null;\r\n\r\n /** @hidden */\r\n get _matrix(): Matrix {\r\n this._compose();\r\n return this._localMatrix;\r\n }\r\n\r\n /** @hidden */\r\n set _matrix(value: Matrix) {\r\n this._needToCompose = false; // in case there was a pending compose\r\n\r\n // skip if the matrices are the same\r\n if (value.updateFlag === this._localMatrix.updateFlag) {\r\n return;\r\n }\r\n\r\n this._localMatrix.copyFrom(value);\r\n this._markAsDirtyAndDecompose();\r\n }\r\n\r\n /**\r\n * Create a new bone\r\n * @param name defines the bone name\r\n * @param skeleton defines the parent skeleton\r\n * @param parentBone defines the parent (can be null if the bone is the root)\r\n * @param localMatrix defines the local matrix\r\n * @param restPose defines the rest pose matrix\r\n * @param baseMatrix defines the base matrix\r\n * @param index defines index of the bone in the hierarchy\r\n */\r\n constructor(\r\n /**\r\n * defines the bone name\r\n */\r\n public name: string, skeleton: Skeleton, parentBone: Nullable<Bone> = null, localMatrix: Nullable<Matrix> = null,\r\n restPose: Nullable<Matrix> = null, baseMatrix: Nullable<Matrix> = null, index: Nullable<number> = null) {\r\n super(name, skeleton.getScene());\r\n this._skeleton = skeleton;\r\n this._localMatrix = localMatrix ? localMatrix.clone() : Matrix.Identity();\r\n this._restPose = restPose ? restPose : this._localMatrix.clone();\r\n this._baseMatrix = baseMatrix ? baseMatrix : this._localMatrix.clone();\r\n this._index = index;\r\n\r\n skeleton.bones.push(this);\r\n\r\n this.setParent(parentBone, false);\r\n\r\n if (baseMatrix || localMatrix) {\r\n this._updateDifferenceMatrix();\r\n }\r\n }\r\n\r\n /**\r\n * Gets the current object class name.\r\n * @return the class name\r\n */\r\n public getClassName(): string {\r\n return \"Bone\";\r\n }\r\n\r\n // Members\r\n\r\n /**\r\n * Gets the parent skeleton\r\n * @returns a skeleton\r\n */\r\n public getSkeleton(): Skeleton {\r\n return this._skeleton;\r\n }\r\n\r\n public get parent(): Bone {\r\n return this._parentNode as Bone;\r\n }\r\n\r\n /**\r\n * Gets parent bone\r\n * @returns a bone or null if the bone is the root of the bone hierarchy\r\n */\r\n public getParent(): Nullable<Bone> {\r\n return this.parent;\r\n }\r\n\r\n /**\r\n * Returns an array containing the root bones\r\n * @returns an array containing the root bones\r\n */\r\n public getChildren(): Array<Bone> {\r\n return this.children;\r\n }\r\n\r\n /**\r\n * Gets the node index in matrix array generated for rendering\r\n * @returns the node index\r\n */\r\n public getIndex(): number {\r\n return this._index === null ? this.getSkeleton().bones.indexOf(this) : this._index;\r\n }\r\n\r\n public set parent(newParent: Nullable<Bone>) {\r\n this.setParent(newParent);\r\n }\r\n\r\n /**\r\n * Sets the parent bone\r\n * @param parent defines the parent (can be null if the bone is the root)\r\n * @param updateDifferenceMatrix defines if the difference matrix must be updated\r\n */\r\n public setParent(parent: Nullable<Bone>, updateDifferenceMatrix: boolean = true): void {\r\n if (this.parent === parent) {\r\n return;\r\n }\r\n\r\n if (this.parent) {\r\n var index = this.parent.children.indexOf(this);\r\n if (index !== -1) {\r\n this.parent.children.splice(index, 1);\r\n }\r\n }\r\n\r\n this._parentNode = parent;\r\n\r\n if (this.parent) {\r\n this.parent.children.push(this);\r\n }\r\n\r\n if (updateDifferenceMatrix) {\r\n this._updateDifferenceMatrix();\r\n }\r\n\r\n this.markAsDirty();\r\n }\r\n\r\n /**\r\n * Gets the local matrix\r\n * @returns a matrix\r\n */\r\n public getLocalMatrix(): Matrix {\r\n this._compose();\r\n return this._localMatrix;\r\n }\r\n\r\n /**\r\n * Gets the base matrix (initial matrix which remains unchanged)\r\n * @returns the base matrix (as known as bind pose matrix)\r\n */\r\n public getBaseMatrix(): Matrix {\r\n return this._baseMatrix;\r\n }\r\n\r\n /**\r\n * Gets the rest pose matrix\r\n * @returns a matrix\r\n */\r\n public getRestPose(): Matrix {\r\n return this._restPose;\r\n }\r\n\r\n /**\r\n * Sets the rest pose matrix\r\n * @param matrix the local-space rest pose to set for this bone\r\n */\r\n public setRestPose(matrix: Matrix): void {\r\n this._restPose.copyFrom(matrix);\r\n }\r\n\r\n /**\r\n * Gets the bind pose matrix\r\n * @returns the bind pose matrix\r\n * @deprecated Please use getBaseMatrix instead\r\n */\r\n public getBindPose(): Matrix {\r\n return this._baseMatrix;\r\n }\r\n\r\n /**\r\n * Sets the bind pose matrix\r\n * @param matrix the local-space bind pose to set for this bone\r\n * @deprecated Please use updateMatrix instead\r\n */\r\n public setBindPose(matrix: Matrix): void {\r\n this.updateMatrix(matrix);\r\n }\r\n\r\n /**\r\n * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)\r\n */\r\n public getWorldMatrix(): Matrix {\r\n return this._worldTransform;\r\n }\r\n\r\n /**\r\n * Sets the local matrix to rest pose matrix\r\n */\r\n public returnToRest(): void {\r\n if (this._linkedTransformNode) {\r\n const localScaling = TmpVectors.Vector3[0];\r\n const localRotation = TmpVectors.Quaternion[0];\r\n const localPosition = TmpVectors.Vector3[1];\r\n\r\n this.getRestPose().decompose(localScaling, localRotation, localPosition);\r\n\r\n this._linkedTransformNode.position.copyFrom(localPosition);\r\n this._linkedTransformNode.rotationQuaternion = this._linkedTransformNode.rotationQuaternion ?? Quaternion.Identity();\r\n this._linkedTransformNode.rotationQuaternion.copyFrom(localRotation);\r\n this._linkedTransformNode.scaling.copyFrom(localScaling);\r\n } else {\r\n this._matrix = this._restPose;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the inverse of the absolute transform matrix.\r\n * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)\r\n * @returns a matrix\r\n */\r\n public getInvertedAbsoluteTransform(): Matrix {\r\n return this._invertedAbsoluteTransform;\r\n }\r\n\r\n /**\r\n * Gets the absolute transform matrix (ie base matrix * parent world matrix)\r\n * @returns a matrix\r\n */\r\n public getAbsoluteTransform(): Matrix {\r\n return this._absoluteTransform;\r\n }\r\n\r\n /**\r\n * Links with the given transform node.\r\n * The local matrix of this bone is copied from the transform node every frame.\r\n * @param transformNode defines the transform node to link to\r\n */\r\n public linkTransformNode(transformNode: Nullable<TransformNode>): void {\r\n if (this._linkedTransformNode) {\r\n this._skeleton._numBonesWithLinkedTransformNode--;\r\n }\r\n\r\n this._linkedTransformNode = transformNode;\r\n\r\n if (this._linkedTransformNode) {\r\n this._skeleton._numBonesWithLinkedTransformNode++;\r\n }\r\n }\r\n\r\n // Properties (matches TransformNode properties)\r\n\r\n /**\r\n * Gets the node used to drive the bone's transformation\r\n * @returns a transform node or null\r\n */\r\n public getTransformNode() {\r\n return this._linkedTransformNode;\r\n }\r\n\r\n /** Gets or sets current position (in local space) */\r\n public get position(): Vector3 {\r\n this._decompose();\r\n return this._localPosition;\r\n }\r\n\r\n public set position(newPosition: Vector3) {\r\n this._decompose();\r\n this._localPosition.copyFrom(newPosition);\r\n\r\n this._markAsDirtyAndCompose();\r\n }\r\n\r\n /** Gets or sets current rotation (in local space) */\r\n public get rotation(): Vector3 {\r\n return this.getRotation();\r\n }\r\n\r\n public set rotation(newRotation: Vector3) {\r\n this.setRotation(newRotation);\r\n }\r\n\r\n /** Gets or sets current rotation quaternion (in local space) */\r\n public get rotationQuaternion() {\r\n this._decompose();\r\n return this._localRotation;\r\n }\r\n\r\n public set rotationQuaternion(newRotation: Quaternion) {\r\n this.setRotationQuaternion(newRotation);\r\n }\r\n\r\n /** Gets or sets current scaling (in local space) */\r\n public get scaling(): Vector3 {\r\n return this.getScale();\r\n }\r\n\r\n public set scaling(newScaling: Vector3) {\r\n this.setScale(newScaling);\r\n }\r\n\r\n /**\r\n * Gets the animation properties override\r\n */\r\n public get animationPropertiesOverride(): Nullable<AnimationPropertiesOverride> {\r\n return this._skeleton.animationPropertiesOverride;\r\n }\r\n\r\n // Methods\r\n private _decompose() {\r\n if (!this._needToDecompose) {\r\n return;\r\n }\r\n\r\n this._needToDecompose = false;\r\n\r\n if (!this._localScaling) {\r\n this._localScaling = Vector3.Zero();\r\n this._localRotation = Quaternion.Zero();\r\n this._localPosition = Vector3.Zero();\r\n }\r\n this._localMatrix.decompose(this._localScaling, this._localRotation, this._localPosition);\r\n }\r\n\r\n private _compose() {\r\n if (!this._needToCompose) {\r\n return;\r\n }\r\n\r\n if (!this._localScaling) {\r\n this._needToCompose = false;\r\n return;\r\n }\r\n\r\n this._needToCompose = false;\r\n Matrix.ComposeToRef(this._localScaling, this._localRotation, this._localPosition, this._localMatrix);\r\n }\r\n\r\n /**\r\n * Update the base and local matrices\r\n * @param matrix defines the new base or local matrix\r\n * @param updateDifferenceMatrix defines if the difference matrix must be updated\r\n * @param updateLocalMatrix defines if the local matrix should be updated\r\n */\r\n public updateMatrix(matrix: Matrix, updateDifferenceMatrix = true, updateLocalMatrix = true): void {\r\n this._baseMatrix.copyFrom(matrix);\r\n\r\n if (updateDifferenceMatrix) {\r\n this._updateDifferenceMatrix();\r\n }\r\n\r\n if (updateLocalMatrix) {\r\n this._matrix = matrix;\r\n }\r\n else {\r\n this.markAsDirty();\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _updateDifferenceMatrix(rootMatrix?: Matrix, updateChildren = true): void {\r\n if (!rootMatrix) {\r\n rootMatrix = this._baseMatrix;\r\n }\r\n\r\n if (this.parent) {\r\n rootMatrix.multiplyToRef(this.parent._absoluteTransform, this._absoluteTransform);\r\n } else {\r\n this._absoluteTransform.copyFrom(rootMatrix);\r\n }\r\n\r\n this._absoluteTransform.invertToRef(this._invertedAbsoluteTransform);\r\n\r\n if (updateChildren) {\r\n for (var index = 0; index < this.children.length; index++) {\r\n this.children[index]._updateDifferenceMatrix();\r\n }\r\n }\r\n\r\n this._scalingDeterminant = (this._absoluteTransform.determinant() < 0 ? -1 : 1);\r\n }\r\n\r\n /**\r\n * Flag the bone as dirty (Forcing it to update everything)\r\n * @param property helps children apply precise \"dirtyfication\"\r\n * @returns this bone\r\n */\r\n public markAsDirty(property?: string): Bone {\r\n this._currentRenderId++;\r\n this._childUpdateId++;\r\n this._skeleton._markAsDirty();\r\n return this;\r\n }\r\n\r\n /** @hidden */\r\n public _markAsDirtyAndCompose() {\r\n this.markAsDirty();\r\n this._needToCompose = true;\r\n }\r\n\r\n private _markAsDirtyAndDecompose() {\r\n this.markAsDirty();\r\n this._needToDecompose = true;\r\n }\r\n\r\n /**\r\n * Translate the bone in local or world space\r\n * @param vec The amount to translate the bone\r\n * @param space The space that the translation is in\r\n * @param tNode The TransformNode that this bone is attached to. This is only used in world space\r\n */\r\n public translate(vec: Vector3, space = Space.LOCAL, tNode?: TransformNode): void {\r\n var lm = this.getLocalMatrix();\r\n\r\n if (space == Space.LOCAL) {\r\n lm.addAtIndex(12, vec.x);\r\n lm.addAtIndex(13, vec.y);\r\n lm.addAtIndex(14, vec.z);\r\n } else {\r\n var wm: Nullable<Matrix> = null;\r\n\r\n //tNode.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()\r\n if (tNode) {\r\n wm = tNode.getWorldMatrix();\r\n }\r\n\r\n this._skeleton.computeAbsoluteTransforms();\r\n var tmat = Bone._tmpMats[0];\r\n var tvec = Bone._tmpVecs[0];\r\n\r\n if (this.parent) {\r\n if (tNode && wm) {\r\n tmat.copyFrom(this.parent.getAbsoluteTransform());\r\n tmat.multiplyToRef(wm, tmat);\r\n } else {\r\n tmat.copyFrom(this.parent.getAbsoluteTransform());\r\n }\r\n } else {\r\n Matrix.IdentityToRef(tmat);\r\n }\r\n\r\n tmat.setTranslationFromFloats(0, 0, 0);\r\n tmat.invert();\r\n Vector3.TransformCoordinatesToRef(vec, tmat, tvec);\r\n\r\n lm.addAtIndex(12, tvec.x);\r\n lm.addAtIndex(13, tvec.y);\r\n lm.addAtIndex(14, tvec.z);\r\n }\r\n\r\n this._markAsDirtyAndDecompose();\r\n }\r\n\r\n /**\r\n * Set the position of the bone in local or world space\r\n * @param position The position to set the bone\r\n * @param space The space that the position is in\r\n * @param tNode The TransformNode that this bone is attached to. This is only used in world space\r\n */\r\n public setPosition(position: Vector3, space = Space.LOCAL, tNode?: TransformNode): void {\r\n var lm = this.getLocalMatrix();\r\n\r\n if (space == Space.LOCAL) {\r\n lm.setTranslationFromFloats(position.x, position.y, position.z);\r\n } else {\r\n var wm: Nullable<Matrix> = null;\r\n\r\n //tNode.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()\r\n if (tNode) {\r\n wm = tNode.getWorldMatrix();\r\n }\r\n\r\n this._skeleton.computeAbsoluteTransforms();\r\n\r\n var tmat = Bone._tmpMats[0];\r\n var vec = Bone._tmpVecs[0];\r\n\r\n if (this.parent) {\r\n if (tNode && wm) {\r\n tmat.copyFrom(this.parent.getAbsoluteTransform());\r\n tmat.multiplyToRef(wm, tmat);\r\n } else {\r\n tmat.copyFrom(this.parent.getAbsoluteTransform());\r\n }\r\n tmat.invert();\r\n } else {\r\n Matrix.IdentityToRef(tmat);\r\n }\r\n\r\n Vector3.TransformCoordinatesToRef(position, tmat, vec);\r\n lm.setTranslationFromFloats(vec.x, vec.y, vec.z);\r\n }\r\n\r\n this._markAsDirtyAndDecompose();\r\n }\r\n\r\n /**\r\n * Set the absolute position of the bone (world space)\r\n * @param position The position to set the bone\r\n * @param tNode The TransformNode that this bone is attached to\r\n */\r\n public setAbsolutePosition(position: Vector3, tNode?: TransformNode) {\r\n this.setPosition(position, Space.WORLD, tNode);\r\n }\r\n\r\n /**\r\n * Scale the bone on the x, y and z axes (in local space)\r\n * @param x The amount to scale the bone on the x axis\r\n * @param y The amount to scale the bone on the y axis\r\n * @param z The amount to scale the bone on the z axis\r\n * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)\r\n */\r\n public scale(x: number, y: number, z: number, scaleChildren = false): void {\r\n var locMat = this.getLocalMatrix();\r\n\r\n // Apply new scaling on top of current local matrix\r\n var scaleMat = Bone._tmpMats[0];\r\n Matrix.ScalingToRef(x, y, z, scaleMat);\r\n scaleMat.multiplyToRef(locMat, locMat);\r\n\r\n // Invert scaling matrix and apply the inverse to all children\r\n scaleMat.invert();\r\n\r\n for (var child of this.children) {\r\n var cm = child.getLocalMatrix();\r\n cm.multiplyToRef(scaleMat, cm);\r\n cm.multiplyAtIndex(12, x);\r\n cm.multiplyAtIndex(13, y);\r\n cm.multiplyAtIndex(14, z);\r\n\r\n child._markAsDirtyAndDecompose();\r\n }\r\n\r\n this._markAsDirtyAndDecompose();\r\n\r\n if (scaleChildren) {\r\n for (var child of this.children) {\r\n child.scale(x, y, z, scaleChildren);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Set the bone scaling in local space\r\n * @param scale defines the scaling vector\r\n */\r\n public setScale(scale: Vector3): void {\r\n this._decompose();\r\n this._localScaling.copyFrom(scale);\r\n this._markAsDirtyAndCompose();\r\n }\r\n\r\n /**\r\n * Gets the current scaling in local space\r\n * @returns the current scaling vector\r\n */\r\n public getScale(): Vector3 {\r\n this._decompose();\r\n return this._localScaling;\r\n }\r\n\r\n /**\r\n * Gets the current scaling in local space and stores it in a target vector\r\n * @param result defines the target vector\r\n */\r\n public getScaleToRef(result: Vector3) {\r\n this._decompose();\r\n result.copyFrom(this._localScaling);\r\n }\r\n\r\n /**\r\n * Set the yaw, pitch, and roll of the bone in local or world space\r\n * @param yaw The rotation of the bone on the y axis\r\n * @param pitch The rotation of the bone on the x axis\r\n * @param roll The rotation of the bone on the z axis\r\n * @param space The space that the axes of rotation are in\r\n * @param tNode The TransformNode that this bone is attached to. This is only used in world space\r\n */\r\n public setYawPitchRoll(yaw: number, pitch: number, roll: number, space = Space.LOCAL, tNode?: TransformNode): void {\r\n if (space === Space.LOCAL) {\r\n var quat = Bone._tmpQuat;\r\n Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, quat);\r\n this.setRotationQuaternion(quat, space, tNode);\r\n return;\r\n }\r\n\r\n var rotMatInv = Bone._tmpMats[0];\r\n if (!this._getNegativeRotationToRef(rotMatInv, tNode)) {\r\n return;\r\n }\r\n\r\n var rotMat = Bone._tmpMats[1];\r\n Matrix.RotationYawPitchRollToRef(yaw, pitch, roll, rotMat);\r\n\r\n rotMatInv.multiplyToRef(rotMat, rotMat);\r\n this._rotateWithMatrix(rotMat, space, tNode);\r\n\r\n }\r\n\r\n /**\r\n * Add a rotation to the bone on an axis in local or world space\r\n * @param axis The axis to rotate the bone on\r\n * @param amount The amount to rotate the bone\r\n * @param space The space that the axis is in\r\n * @param tNode The TransformNode that this bone is attached to. This is only used in world space\r\n */\r\n public rotate(axis: Vector3, amount: number, space = Space.LOCAL, tNode?: TransformNode): void {\r\n var rmat = Bone._tmpMats[0];\r\n rmat.setTranslationFromFloats(0, 0, 0);\r\n Matrix.RotationAxisToRef(axis, amount, rmat);\r\n this._rotateWithMatrix(rmat, space, tNode);\r\n }\r\n\r\n /**\r\n * Set the rotation of the bone to a particular axis angle in local or world space\r\n * @param axis The axis to rotate the bone on\r\n * @param angle The angle that the bone should be rotated to\r\n * @param space The space that the axis is in\r\n * @param tNode The TransformNode that this bone is attached to. This is only used in world space\r\n */\r\n public setAxisAngle(axis: Vector3, angle: number, space = Space.LOCAL, tNode?: TransformNode): void {\r\n if (space === Space.LOCAL) {\r\n var quat = Bone._tmpQuat;\r\n Quaternion.RotationAxisToRef(axis, angle, quat);\r\n\r\n this.setRotationQuaternion(quat, space, tNode);\r\n return;\r\n }\r\n\r\n var rotMatInv = Bone._tmpMats[0];\r\n if (!this._getNegativeRotationToRef(rotMatInv, tNode)) {\r\n return;\r\n }\r\n\r\n var rotMat = Bone._tmpMats[1];\r\n Matrix.RotationAxisToRef(axis, angle, rotMat);\r\n\r\n rotMatInv.multiplyToRef(rotMat, rotMat);\r\n this._rotateWithMatrix(rotMat, space, tNode);\r\n }\r\n\r\n /**\r\n * Set the euler rotation of the bone in local or world space\r\n * @param rotation The euler rotation that the bone should be set to\r\n * @param space The space that the rotation is in\r\n * @param tNode The TransformNode that this bone is attached to. This is only used in world space\r\n */\r\n public setRotation(rotation: Vector3, space = Space.LOCAL, tNode?: TransformNode): void {\r\n this.setYawPitchRoll(rotation.y, rotation.x, rotation.z, space, tNode);\r\n }\r\n\r\n /**\r\n * Set the quaternion rotation of the bone in local or world space\r\n * @param quat The quaternion rotation that the bone should be set to\r\n * @param space The space that the rotation is in\r\n * @param tNode The TransformNode that this bone is attached to. This is only used in world space\r\n */\r\n public setRotationQuaternion(quat: Quaternion, space = Space.LOCAL, tNode?: TransformNode): void {\r\n if (space === Space.LOCAL) {\r\n this._decompose();\r\n this._localRotation.copyFrom(quat);\r\n\r\n this._markAsDirtyAndCompose();\r\n\r\n return;\r\n }\r\n\r\n var rotMatInv = Bone._tmpMats[0];\r\n if (!this._getNegativeRotationToRef(rotMatInv, tNode)) {\r\n return;\r\n }\r\n\r\n var rotMat = Bone._tmpMats[1];\r\n Matrix.FromQuaternionToRef(quat, rotMat);\r\n\r\n rotMatInv.multiplyToRef(rotMat, rotMat);\r\n\r\n this._rotateWithMatrix(rotMat, space, tNode);\r\n\r\n }\r\n\r\n /**\r\n * Set the rotation matrix of the bone in local or world space\r\n * @param rotMat The rotation matrix that the bone should be set to\r\n * @param space The space that the rotation is in\r\n * @param tNode The TransformNode that this bone is attached to. This is only used in world space\r\n */\r\n public setRotationMatrix(rotMat: Matrix, space = Space.LOCAL, tNode?: TransformNode): void {\r\n if (space === Space.LOCAL) {\r\n var quat = Bone._tmpQuat;\r\n Quaternion.FromRotationMatrixToRef(rotMat, quat);\r\n this.setRotationQuaternion(quat, space, tNode);\r\n return;\r\n }\r\n\r\n var rotMatInv = Bone._tmpMats[0];\r\n if (!this._getNegativeRotationToRef(rotMatInv, tNode)) {\r\n return;\r\n }\r\n\r\n var rotMat2 = Bone._tmpMats[1];\r\n rotMat2.copyFrom(rotMat);\r\n\r\n rotMatInv.multiplyToRef(rotMat, rotMat2);\r\n\r\n this._rotateWithMatrix(rotMat2, space, tNode);\r\n\r\n }\r\n\r\n private _rotateWithMatrix(rmat: Matrix, space = Space.LOCAL, tNode?: TransformNode): void {\r\n var lmat = this.getLocalMatrix();\r\n var lx = lmat.m[12];\r\n var ly = lmat.m[13];\r\n var lz = lmat.m[14];\r\n var parent = this.getParent();\r\n var parentScale = Bone._tmpMats[3];\r\n var parentScaleInv = Bone._tmpMats[4];\r\n\r\n if (parent && space == Space.WORLD) {\r\n if (tNode) {\r\n parentScale.copyFrom(tNode.getWorldMatrix());\r\n parent.getAbsoluteTransform().multiplyToRef(parentScale, parentScale);\r\n } else {\r\n parentScale.copyFrom(parent.getAbsoluteTransform());\r\n }\r\n parentScaleInv.copyFrom(parentScale);\r\n parentScaleInv.invert();\r\n lmat.multiplyToRef(parentScale, lmat);\r\n lmat.multiplyToRef(rmat, lmat);\r\n lmat.multiplyToRef(parentScaleInv, lmat);\r\n } else {\r\n if (space == Space.WORLD && tNode) {\r\n parentScale.copyFrom(tNode.getWorldMatrix());\r\n parentScaleInv.copyFrom(parentScale);\r\n parentScaleInv.invert();\r\n lmat.multiplyToRef(parentScale, lmat);\r\n lmat.multiplyToRef(rmat, lmat);\r\n lmat.multiplyToRef(parentScaleInv, lmat);\r\n } else {\r\n lmat.multiplyToRef(rmat, lmat);\r\n }\r\n }\r\n\r\n lmat.setTranslationFromFloats(lx, ly, lz);\r\n\r\n this.computeAbsoluteTransforms();\r\n this._markAsDirtyAndDecompose();\r\n }\r\n\r\n private _getNegativeRotationToRef(rotMatInv: Matrix, tNode?: TransformNode): boolean {\r\n var scaleMatrix = Bone._tmpMats[2];\r\n rotMatInv.copyFrom(this.getAbsoluteTransform());\r\n\r\n if (tNode) {\r\n rotMatInv.multiplyToRef(tNode.getWorldMatrix(), rotMatInv);\r\n Matrix.ScalingToRef(tNode.scaling.x, tNode.scaling.y, tNode.scaling.z, scaleMatrix);\r\n } else {\r\n Matrix.IdentityToRef(scaleMatrix);\r\n }\r\n\r\n rotMatInv.invert();\r\n if (isNaN(rotMatInv.m[0])) {\r\n // Matrix failed to invert.\r\n // This can happen if scale is zero for example.\r\n return false;\r\n }\r\n\r\n scaleMatrix.multiplyAtIndex(0, this._scalingDeterminant);\r\n rotMatInv.multiplyToRef(scaleMatrix, rotMatInv);\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Get the position of the bone in local or world space\r\n * @param space The space that the returned position is in\r\n * @param tNode The TransformNode that this bone is attached to. This is only used in world space\r\n * @returns The position of the bone\r\n */\r\n public getPosition(space = Space.LOCAL, tNode: Nullable<TransformNode> = null): Vector3 {\r\n var pos = Vector3.Zero();\r\n\r\n this.getPositionToRef(space, tNode, pos);\r\n\r\n return pos;\r\n }\r\n\r\n /**\r\n * Copy the position of the bone to a vector3 in local or world space\r\n * @param space The space that the returned position is in\r\n * @param tNode The TransformNode that this bone is attached to. This is only used in world space\r\n * @param result The vector3 to copy the position to\r\n */\r\n public getPositionToRef(space = Space.LOCAL, tNode: Nullable<TransformNode>, result: Vector3): void {\r\n if (space == Space.LOCAL) {\r\n var lm = this.getLocalMatrix();\r\n\r\n result.x = lm.m[12];\r\n result.y = lm.m[13];\r\n result.z = lm.m[14];\r\n } else {\r\n var wm: Nullable<Matrix> = null;\r\n\r\n //tNode.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()\r\n if (tNode) {\r\n wm = tNode.getWorldMatrix();\r\n }\r\n\r\n this._skeleton.computeAbsoluteTransforms();\r\n\r\n var tmat = Bone._tmpMats[0];\r\n\r\n if (tNode && wm) {\r\n tmat.copyFrom(this.getAbsoluteTransform());\r\n tmat.multiplyToRef(wm, tmat);\r\n } else {\r\n tmat = this.getAbsoluteTransform();\r\n }\r\n\r\n result.x = tmat.m[12];\r\n result.y = tmat.m[13];\r\n result.z = tmat.m[14];\r\n }\r\n }\r\n\r\n /**\r\n * Get the absolute position of the bone (world space)\r\n * @param tNode The TransformNode that this bone is attached to\r\n * @returns The absolute position of the bone\r\n */\r\n public getAbsolutePosition(tNode: Nullable<TransformNode> = null): Vector3 {\r\n var pos = Vector3.Zero();\r\n\r\n this.getPositionToRef(Space.WORLD, tNode, pos);\r\n\r\n return pos;\r\n }\r\n\r\n /**\r\n * Copy the absolute position of the bone (world space) to the result param\r\n * @param tNode The TransformNode that this bone is attached to\r\n * @param result The vector3 to copy the absolute position to\r\n */\r\n public getAbsolutePositionToRef(tNode: TransformNode, result: Vector3) {\r\n this.getPositionToRef(Space.WORLD, tNode, result);\r\n }\r\n\r\n /**\r\n * Compute the absolute transforms of this bone and its children\r\n */\r\n public computeAbsoluteTransforms(): void {\r\n this._compose();\r\n\r\n if (this.parent) {\r\n this._localMatrix.multiplyToRef(this.parent._absoluteTransform, this._absoluteTransform);\r\n } else {\r\n this._absoluteTransform.copyFrom(this._localMatrix);\r\n\r\n var poseMatrix = this._skeleton.getPoseMatrix();\r\n\r\n if (poseMatrix) {\r\n this._absoluteTransform.multiplyToRef(poseMatrix, this._absoluteTransform);\r\n }\r\n }\r\n\r\n var children = this.children;\r\n var len = children.length;\r\n\r\n for (var i = 0; i < len; i++) {\r\n children[i].computeAbsoluteTransforms();\r\n }\r\n }\r\n\r\n /**\r\n * Get the world direction from an axis that is in the local space of the bone\r\n * @param localAxis The local direction that is used to compute the world direction\r\n * @param tNode The TransformNode that this bone is attached to\r\n * @returns The world direction\r\n */\r\n public getDirection(localAxis: Vector3, tNode: Nullable<TransformNode> = null): Vector3 {\r\n var result = Vector3.Zero();\r\n\r\n this.getDirectionToRef(localAxis, tNode, result);\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Copy the world direction to a vector3 from an axis that is in the local space of the bone\r\n * @param localAxis The local direction that is used to compute the world direction\r\n * @param tNode The TransformNode that this bone is attached to\r\n * @param result The vector3 that the world direction will be copied to\r\n */\r\n public getDirectionToRef(localAxis: Vector3, tNode: Nullable<TransformNode> = null, result: Vector3): void {\r\n var wm: Nullable<Matrix> = null;\r\n\r\n //tNode.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()\r\n if (tNode) {\r\n wm = tNode.getWorldMatrix();\r\n }\r\n\r\n this._skeleton.computeAbsoluteTransforms();\r\n\r\n var mat = Bone._tmpMats[0];\r\n\r\n mat.copyFrom(this.getAbsoluteTransform());\r\n\r\n if (tNode && wm) {\r\n mat.multiplyToRef(wm, mat);\r\n }\r\n\r\n Vector3.TransformNormalToRef(localAxis, mat, result);\r\n\r\n result.normalize();\r\n }\r\n\r\n /**\r\n * Get the euler rotation of the bone in local or world space\r\n * @param space The space that the rotation should be in\r\n * @param tNode The TransformNode that this bone is attached to. This is only used in world space\r\n * @returns The euler rotation\r\n */\r\n public getRotation(space = Space.LOCAL, tNode: Nullable<TransformNode> = null): Vector3 {\r\n var result = Vector3.Zero();\r\n\r\n this.getRotationToRef(space, tNode, result);\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space\r\n * @param space The space that the rotation should be in\r\n * @param tNode The TransformNode that this bone is attached to. This is only used in world space\r\n * @param result The vector3 that the rotation should be copied to\r\n */\r\n public getRotationToRef(space = Space.LOCAL, tNode: Nullable<TransformNode> = null, result: Vector3): void {\r\n var quat = Bone._tmpQuat;\r\n\r\n this.getRotationQuaternionToRef(space, tNode, quat);\r\n\r\n quat.toEulerAnglesToRef(result);\r\n }\r\n\r\n /**\r\n * Get the quaternion rotation of the bone in either local or world space\r\n * @param space The space that the rotation should be in\r\n * @param tNode The TransformNode that this bone is attached to. This is only used in world space\r\n * @returns The quaternion rotation\r\n */\r\n public getRotationQuaternion(space = Space.LOCAL, tNode: Nullable<TransformNode> = null): Quaternion {\r\n var result = Quaternion.Identity();\r\n\r\n this.getRotationQuaternionToRef(space, tNode, result);\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space\r\n * @param space The space that the rotation should be in\r\n * @param tNode The TransformNode that this bone is attached to. This is only used in world space\r\n * @param result The quaternion that the rotation should be copied to\r\n */\r\n public getRotationQuaternionToRef(space = Space.LOCAL, tNode: Nullable<TransformNode> = null, result: Quaternion): void {\r\n if (space == Space.LOCAL) {\r\n this._decompose();\r\n result.copyFrom(this._localRotation);\r\n } else {\r\n var mat = Bone._tmpMats[0];\r\n var amat = this.getAbsoluteTransform();\r\n\r\n if (tNode) {\r\n amat.multiplyToRef(tNode.getWorldMatrix(), mat);\r\n } else {\r\n mat.copyFrom(amat);\r\n }\r\n\r\n mat.multiplyAtIndex(0, this._scalingDeterminant);\r\n mat.multiplyAtIndex(1, this._scalingDeterminant);\r\n mat.multiplyAtIndex(2, this._scalingDeterminant);\r\n\r\n mat.decompose(undefined, result, undefined);\r\n }\r\n }\r\n\r\n /**\r\n * Get the rotation matrix of the bone in local or world space\r\n * @param space The space that the rotation should be in\r\n * @param tNode The TransformNode that this bone is attached to. This is only used in world space\r\n * @returns The rotation matrix\r\n */\r\n public getRotationMatrix(space = Space.LOCAL, tNode: TransformNode): Matrix {\r\n var result = Matrix.Identity();\r\n\r\n this.getRotationMatrixToRef(space, tNode, result);\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space\r\n * @param space The space that the rotation should be in\r\n * @param tNode The TransformNode that this bone is attached to. This is only used in world space\r\n * @param result The quaternion that the rotation should be copied to\r\n */\r\n public getRotationMatrixToRef(space = Space.LOCAL, tNode: TransformNode, result: Matrix): void {\r\n if (space == Space.LOCAL) {\r\n this.getLocalMatrix().getRotationMatrixToRef(result);\r\n } else {\r\n\r\n var mat = Bone._tmpMats[0];\r\n var amat = this.getAbsoluteTransform();\r\n\r\n if (tNode) {\r\n amat.multiplyToRef(tNode.getWorldMatrix(), mat);\r\n } else {\r\n mat.copyFrom(amat);\r\n }\r\n\r\n mat.multiplyAtIndex(0, this._scalingDeterminant);\r\n mat.multiplyAtIndex(1, this._scalingDeterminant);\r\n mat.multiplyAtIndex(2, this._scalingDeterminant);\r\n\r\n mat.getRotationMatrixToRef(result);\r\n }\r\n }\r\n\r\n /**\r\n * Get the world position of a point that is in the local space of the bone\r\n * @param position The local position\r\n * @param tNode The TransformNode that this bone is attached to\r\n * @returns The world position\r\n */\r\n public getAbsolutePositionFromLocal(position: Vector3, tNode: Nullable<TransformNode> = null): Vector3 {\r\n var result = Vector3.Zero();\r\n\r\n this.getAbsolutePositionFromLocalToRef(position, tNode, result);\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Get the world position of a point that is in the local space of the bone and copy it to the result param\r\n * @param position The local position\r\n * @param tNode The TransformNode that this bone is attached to\r\n * @param result The vector3 that the world position should be copied to\r\n */\r\n public getAbsolutePositionFromLocalToRef(position: Vector3, tNode: Nullable<TransformNode> = null, result: Vector3): void {\r\n var wm: Nullable<Matrix> = null;\r\n\r\n //tNode.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()\r\n if (tNode) {\r\n wm = tNode.getWorldMatrix();\r\n }\r\n\r\n this._skeleton.computeAbsoluteTransforms();\r\n\r\n var tmat = Bone._tmpMats[0];\r\n\r\n if (tNode && wm) {\r\n tmat.copyFrom(this.getAbsoluteTransform());\r\n tmat.multiplyToRef(wm, tmat);\r\n } else {\r\n tmat = this.getAbsoluteTransform();\r\n }\r\n\r\n Vector3.TransformCoordinatesToRef(position, tmat, result);\r\n }\r\n\r\n /**\r\n * Get the local position of a point that is in world space\r\n * @param position The world position\r\n * @param tNode The TransformNode that this bone is attached to\r\n * @returns The local position\r\n */\r\n public getLocalPositionFromAbsolute(position: Vector3, tNode: Nullable<TransformNode> = null): Vector3 {\r\n var result = Vector3.Zero();\r\n\r\n this.getLocalPositionFromAbsoluteToRef(position, tNode, result);\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Get the local position of a point that is in world space and copy it to the result param\r\n * @param position The world position\r\n * @param tNode The TransformNode that this bone is attached to\r\n * @param result The vector3 that the local position should be copied to\r\n */\r\n public getLocalPositionFromAbsoluteToRef(position: Vector3, tNode: Nullable<TransformNode> = null, result: Vector3): void {\r\n var wm: Nullable<Matrix> = null;\r\n\r\n //tNode.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()\r\n if (tNode) {\r\n wm = tNode.getWorldMatrix();\r\n }\r\n\r\n this._skeleton.computeAbsoluteTransforms();\r\n\r\n var tmat = Bone._tmpMats[0];\r\n\r\n tmat.copyFrom(this.getAbsoluteTransform());\r\n\r\n if (tNode && wm) {\r\n tmat.multiplyToRef(wm, tmat);\r\n }\r\n\r\n tmat.invert();\r\n\r\n Vector3.TransformCoordinatesToRef(position, tmat, result);\r\n }\r\n\r\n /**\r\n * Set the current local matrix as the restPose for this bone.\r\n */\r\n public setCurrentPoseAsRest(): void {\r\n this.setRestPose(this.getLocalMatrix());\r\n }\r\n}\r\n"]}
|
package/Bones/skeleton.d.ts
CHANGED
|
@@ -33,10 +33,6 @@ export declare class Skeleton implements IAnimatable {
|
|
|
33
33
|
* Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
|
|
34
34
|
*/
|
|
35
35
|
needInitialSkinMatrix: boolean;
|
|
36
|
-
/**
|
|
37
|
-
* Defines a mesh that override the matrix used to get the world matrix (null by default).
|
|
38
|
-
*/
|
|
39
|
-
overrideMesh: Nullable<AbstractMesh>;
|
|
40
36
|
/**
|
|
41
37
|
* Gets the list of animations attached to this skeleton
|
|
42
38
|
*/
|
|
@@ -58,8 +54,6 @@ export declare class Skeleton implements IAnimatable {
|
|
|
58
54
|
/** @hidden */
|
|
59
55
|
_hasWaitingData: Nullable<boolean>;
|
|
60
56
|
/** @hidden */
|
|
61
|
-
_waitingOverrideMeshId: Nullable<string>;
|
|
62
|
-
/** @hidden */
|
|
63
57
|
_parentContainer: Nullable<AbstractScene>;
|
|
64
58
|
/**
|
|
65
59
|
* Specifies if the skeleton should be serialized
|
package/Bones/skeleton.js
CHANGED
|
@@ -33,10 +33,6 @@ var Skeleton = /** @class */ (function () {
|
|
|
33
33
|
* Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
|
|
34
34
|
*/
|
|
35
35
|
this.needInitialSkinMatrix = false;
|
|
36
|
-
/**
|
|
37
|
-
* Defines a mesh that override the matrix used to get the world matrix (null by default).
|
|
38
|
-
*/
|
|
39
|
-
this.overrideMesh = null;
|
|
40
36
|
this._isDirty = true;
|
|
41
37
|
this._meshesWithPoseMatrix = new Array();
|
|
42
38
|
this._identity = Matrix.Identity();
|
|
@@ -49,8 +45,6 @@ var Skeleton = /** @class */ (function () {
|
|
|
49
45
|
/** @hidden */
|
|
50
46
|
this._hasWaitingData = null;
|
|
51
47
|
/** @hidden */
|
|
52
|
-
this._waitingOverrideMeshId = null;
|
|
53
|
-
/** @hidden */
|
|
54
48
|
this._parentContainer = null;
|
|
55
49
|
/**
|
|
56
50
|
* Specifies if the skeleton should be serialized
|
|
@@ -177,8 +171,8 @@ var Skeleton = /** @class */ (function () {
|
|
|
177
171
|
* @returns a string representing the current skeleton data
|
|
178
172
|
*/
|
|
179
173
|
Skeleton.prototype.toString = function (fullDetails) {
|
|
180
|
-
var ret = "Name: "
|
|
181
|
-
ret += ", nAnimationRanges: "
|
|
174
|
+
var ret = "Name: ".concat(this.name, ", nBones: ").concat(this.bones.length);
|
|
175
|
+
ret += ", nAnimationRanges: ".concat(this._ranges ? Object.keys(this._ranges).length : "none");
|
|
182
176
|
if (fullDetails) {
|
|
183
177
|
ret += ", Ranges: {";
|
|
184
178
|
var first = true;
|
|
@@ -281,7 +275,7 @@ var Skeleton = /** @class */ (function () {
|
|
|
281
275
|
boneDict[sourceBones[i].name] = sourceBones[i];
|
|
282
276
|
}
|
|
283
277
|
if (this.bones.length !== sourceBones.length) {
|
|
284
|
-
Logger.Warn("copyAnimationRange: this rig has "
|
|
278
|
+
Logger.Warn("copyAnimationRange: this rig has ".concat(this.bones.length, " bones, while source as ").concat(sourceBones.length));
|
|
285
279
|
ret = false;
|
|
286
280
|
}
|
|
287
281
|
var skelDimensionsRatio = (rescaleAsRequired && this.dimensionsAtRest && source.dimensionsAtRest) ? this.dimensionsAtRest.divide(source.dimensionsAtRest) : null;
|
|
@@ -514,7 +508,6 @@ var Skeleton = /** @class */ (function () {
|
|
|
514
508
|
Skeleton.prototype.clone = function (name, id) {
|
|
515
509
|
var result = new Skeleton(name, id || name, this._scene);
|
|
516
510
|
result.needInitialSkinMatrix = this.needInitialSkinMatrix;
|
|
517
|
-
result.overrideMesh = this.overrideMesh;
|
|
518
511
|
for (var index = 0; index < this.bones.length; index++) {
|
|
519
512
|
var source = this.bones[index];
|
|
520
513
|
var parentBone = null;
|
|
@@ -582,7 +575,7 @@ var Skeleton = /** @class */ (function () {
|
|
|
582
575
|
* @returns a JSON object
|
|
583
576
|
*/
|
|
584
577
|
Skeleton.prototype.serialize = function () {
|
|
585
|
-
var _a
|
|
578
|
+
var _a;
|
|
586
579
|
var serializationObject = {};
|
|
587
580
|
serializationObject.name = this.name;
|
|
588
581
|
serializationObject.id = this.id;
|
|
@@ -591,7 +584,6 @@ var Skeleton = /** @class */ (function () {
|
|
|
591
584
|
}
|
|
592
585
|
serializationObject.bones = [];
|
|
593
586
|
serializationObject.needInitialSkinMatrix = this.needInitialSkinMatrix;
|
|
594
|
-
serializationObject.overrideMeshId = (_a = this.overrideMesh) === null || _a === void 0 ? void 0 : _a.id;
|
|
595
587
|
for (var index = 0; index < this.bones.length; index++) {
|
|
596
588
|
var bone = this.bones[index];
|
|
597
589
|
var parent_2 = bone.getParent();
|
|
@@ -602,7 +594,7 @@ var Skeleton = /** @class */ (function () {
|
|
|
602
594
|
id: bone.id,
|
|
603
595
|
matrix: bone.getBaseMatrix().toArray(),
|
|
604
596
|
rest: bone.getRestPose().toArray(),
|
|
605
|
-
linkedTransformNodeId: (
|
|
597
|
+
linkedTransformNodeId: (_a = bone.getTransformNode()) === null || _a === void 0 ? void 0 : _a.id
|
|
606
598
|
};
|
|
607
599
|
serializationObject.bones.push(serializedBone);
|
|
608
600
|
if (bone.length) {
|
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@@ -641,10 +633,6 @@ var Skeleton = /** @class */ (function () {
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641
633
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skeleton.dimensionsAtRest = Vector3.FromArray(parsedSkeleton.dimensionsAtRest);
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642
634
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}
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643
635
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skeleton.needInitialSkinMatrix = parsedSkeleton.needInitialSkinMatrix;
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644
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-
if (parsedSkeleton.overrideMeshId) {
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645
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skeleton._hasWaitingData = true;
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646
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skeleton._waitingOverrideMeshId = parsedSkeleton.overrideMeshId;
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647
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}
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648
636
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var index;
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649
637
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for (index = 0; index < parsedSkeleton.bones.length; index++) {
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650
638
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var parsedBone = parsedSkeleton.bones[index];
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