@babylonjs/core 5.0.0-beta.8 → 5.0.0-rc.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (158) hide show
  1. package/Actions/actionEvent.d.ts +3 -4
  2. package/Actions/actionEvent.js.map +1 -1
  3. package/Animations/animation.d.ts +4 -4
  4. package/Animations/animation.js +4 -4
  5. package/Animations/animation.js.map +1 -1
  6. package/Audio/sound.d.ts +12 -6
  7. package/Audio/sound.js +48 -24
  8. package/Audio/sound.js.map +1 -1
  9. package/Behaviors/Meshes/baseSixDofDragBehavior.js.map +1 -1
  10. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  11. package/Cameras/Inputs/BaseCameraPointersInput.d.ts +1 -0
  12. package/Cameras/Inputs/BaseCameraPointersInput.js +4 -3
  13. package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
  14. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js +7 -5
  15. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
  16. package/Cameras/Inputs/followCameraMouseWheelInput.js.map +1 -1
  17. package/Cameras/VR/vrExperienceHelper.js.map +1 -1
  18. package/Cameras/arcRotateCamera.js +3 -3
  19. package/Cameras/arcRotateCamera.js.map +1 -1
  20. package/DeviceInput/Helpers/eventFactory.d.ts +6 -6
  21. package/DeviceInput/Helpers/eventFactory.js +34 -16
  22. package/DeviceInput/Helpers/eventFactory.js.map +1 -1
  23. package/DeviceInput/InputDevices/deviceEnums.d.ts +26 -3
  24. package/DeviceInput/InputDevices/deviceEnums.js +31 -7
  25. package/DeviceInput/InputDevices/deviceEnums.js.map +1 -1
  26. package/DeviceInput/InputDevices/deviceSource.d.ts +11 -3
  27. package/DeviceInput/InputDevices/deviceSource.js.map +1 -1
  28. package/DeviceInput/InputDevices/deviceSourceManager.d.ts +28 -10
  29. package/DeviceInput/InputDevices/deviceSourceManager.js +131 -7
  30. package/DeviceInput/InputDevices/deviceSourceManager.js.map +1 -1
  31. package/DeviceInput/InputDevices/deviceTypes.d.ts +1 -1
  32. package/DeviceInput/InputDevices/deviceTypes.js.map +1 -1
  33. package/DeviceInput/InputDevices/inputInterfaces.d.ts +3 -28
  34. package/DeviceInput/InputDevices/inputInterfaces.js.map +1 -1
  35. package/DeviceInput/InputDevices/internalDeviceSourceManager.d.ts +15 -30
  36. package/DeviceInput/InputDevices/internalDeviceSourceManager.js +40 -110
  37. package/DeviceInput/InputDevices/internalDeviceSourceManager.js.map +1 -1
  38. package/DeviceInput/InputDevices/nativeDeviceInputSystem.d.ts +3 -2
  39. package/DeviceInput/InputDevices/nativeDeviceInputSystem.js +7 -13
  40. package/DeviceInput/InputDevices/nativeDeviceInputSystem.js.map +1 -1
  41. package/DeviceInput/InputDevices/webDeviceInputSystem.d.ts +11 -8
  42. package/DeviceInput/InputDevices/webDeviceInputSystem.js +116 -110
  43. package/DeviceInput/InputDevices/webDeviceInputSystem.js.map +1 -1
  44. package/Engines/Extensions/engine.query.d.ts +7 -0
  45. package/Engines/Extensions/engine.query.js +12 -0
  46. package/Engines/Extensions/engine.query.js.map +1 -1
  47. package/Engines/Extensions/engine.renderTarget.d.ts +5 -0
  48. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  49. package/Engines/Extensions/engine.views.d.ts +7 -0
  50. package/Engines/Extensions/engine.views.js +12 -0
  51. package/Engines/Extensions/engine.views.js.map +1 -1
  52. package/Engines/engine.d.ts +6 -2
  53. package/Engines/engine.js.map +1 -1
  54. package/Engines/index.d.ts +1 -0
  55. package/Engines/index.js +1 -0
  56. package/Engines/index.js.map +1 -1
  57. package/Engines/nativeEngine.js +12 -11
  58. package/Engines/nativeEngine.js.map +1 -1
  59. package/Engines/thinEngine.js +2 -2
  60. package/Engines/thinEngine.js.map +1 -1
  61. package/Engines/webgpuEngine.js +2 -2
  62. package/Engines/webgpuEngine.js.map +1 -1
  63. package/Events/deviceInputEvents.d.ts +17 -18
  64. package/Events/deviceInputEvents.js.map +1 -1
  65. package/Gizmos/boundingBoxGizmo.js.map +1 -1
  66. package/Helpers/environmentHelper.js +2 -2
  67. package/Helpers/environmentHelper.js.map +1 -1
  68. package/Inputs/scene.inputManager.d.ts +0 -1
  69. package/Inputs/scene.inputManager.js +54 -28
  70. package/Inputs/scene.inputManager.js.map +1 -1
  71. package/Layers/effectLayer.d.ts +1 -0
  72. package/Layers/effectLayer.js +24 -0
  73. package/Layers/effectLayer.js.map +1 -1
  74. package/Loading/sceneLoader.js +4 -3
  75. package/Loading/sceneLoader.js.map +1 -1
  76. package/Materials/Node/Blocks/Dual/textureBlock.d.ts +6 -2
  77. package/Materials/Node/Blocks/Dual/textureBlock.js +50 -8
  78. package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
  79. package/Materials/PBR/pbrBaseMaterial.js +1 -0
  80. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  81. package/Materials/Textures/Procedurals/proceduralTexture.d.ts +1 -1
  82. package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
  83. package/Materials/Textures/dynamicTexture.d.ts +1 -1
  84. package/Materials/Textures/dynamicTexture.js.map +1 -1
  85. package/Materials/materialPluginBase.d.ts +5 -0
  86. package/Materials/materialPluginBase.js +5 -0
  87. package/Materials/materialPluginBase.js.map +1 -1
  88. package/Materials/materialPluginEvent.d.ts +1 -0
  89. package/Materials/materialPluginEvent.js.map +1 -1
  90. package/Materials/materialPluginManager.d.ts +1 -0
  91. package/Materials/materialPluginManager.js +20 -15
  92. package/Materials/materialPluginManager.js.map +1 -1
  93. package/Materials/standardMaterial.js +1 -0
  94. package/Materials/standardMaterial.js.map +1 -1
  95. package/Maths/math.vector.d.ts +5 -0
  96. package/Maths/math.vector.js +11 -0
  97. package/Maths/math.vector.js.map +1 -1
  98. package/Meshes/Builders/polygonBuilder.js +2 -1
  99. package/Meshes/Builders/polygonBuilder.js.map +1 -1
  100. package/Meshes/abstractMesh.d.ts +1 -1
  101. package/Meshes/abstractMesh.js.map +1 -1
  102. package/Meshes/instancedMesh.js +7 -4
  103. package/Meshes/instancedMesh.js.map +1 -1
  104. package/Meshes/mesh.js +21 -22
  105. package/Meshes/mesh.js.map +1 -1
  106. package/Meshes/mesh.vertexData.d.ts +2 -2
  107. package/Meshes/mesh.vertexData.js +100 -76
  108. package/Meshes/mesh.vertexData.js.map +1 -1
  109. package/Meshes/transformNode.d.ts +0 -2
  110. package/Meshes/transformNode.js +6 -5
  111. package/Meshes/transformNode.js.map +1 -1
  112. package/Misc/error.d.ts +51 -0
  113. package/Misc/error.js +66 -0
  114. package/Misc/error.js.map +1 -0
  115. package/Misc/fileTools.d.ts +4 -4
  116. package/Misc/fileTools.js +30 -16
  117. package/Misc/fileTools.js.map +1 -1
  118. package/Misc/index.d.ts +1 -0
  119. package/Misc/index.js +1 -0
  120. package/Misc/index.js.map +1 -1
  121. package/Misc/khronosTextureContainer2.d.ts +8 -7
  122. package/Misc/khronosTextureContainer2.js.map +1 -1
  123. package/Misc/videoRecorder.d.ts +1 -1
  124. package/Misc/videoRecorder.js +1 -1
  125. package/Misc/videoRecorder.js.map +1 -1
  126. package/Morph/morphTarget.d.ts +2 -1
  127. package/Morph/morphTarget.js +5 -1
  128. package/Morph/morphTarget.js.map +1 -1
  129. package/Morph/morphTargetManager.js +1 -1
  130. package/Morph/morphTargetManager.js.map +1 -1
  131. package/Particles/particleSystem.d.ts +13 -1
  132. package/Particles/particleSystem.js +27 -1
  133. package/Particles/particleSystem.js.map +1 -1
  134. package/Rendering/prePassRenderer.js +12 -2
  135. package/Rendering/prePassRenderer.js.map +1 -1
  136. package/Rendering/subSurfaceConfiguration.js +1 -1
  137. package/Rendering/subSurfaceConfiguration.js.map +1 -1
  138. package/Rendering/utilityLayerRenderer.js +2 -0
  139. package/Rendering/utilityLayerRenderer.js.map +1 -1
  140. package/Shaders/ShadersInclude/pointCloudVertex.js +1 -1
  141. package/Shaders/ShadersInclude/pointCloudVertex.js.map +1 -1
  142. package/Shaders/background.vertex.js +1 -1
  143. package/Shaders/background.vertex.js.map +1 -1
  144. package/Shaders/pbr.vertex.js +1 -1
  145. package/Shaders/pbr.vertex.js.map +1 -1
  146. package/XR/features/WebXRNearInteraction.js +4 -2
  147. package/XR/features/WebXRNearInteraction.js.map +1 -1
  148. package/XR/webXRSessionManager.js +1 -0
  149. package/XR/webXRSessionManager.js.map +1 -1
  150. package/package.json +4 -4
  151. package/scene.d.ts +1 -10
  152. package/scene.js +20 -39
  153. package/scene.js.map +1 -1
  154. package/types.d.ts +1 -1
  155. package/types.js.map +1 -1
  156. package/Misc/baseError.d.ts +0 -7
  157. package/Misc/baseError.js +0 -18
  158. package/Misc/baseError.js.map +0 -1
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{ Observer, Observable } from \"../Misc/observable\";\r\nimport { Tools, AsyncLoop } from \"../Misc/tools\";\r\nimport { IAnimatable } from \"../Animations/animatable.interface\";\r\nimport { DeepCopier } from \"../Misc/deepCopier\";\r\nimport { Tags } from \"../Misc/tags\";\r\nimport { Coroutine, runCoroutineSync, runCoroutineAsync, createYieldingScheduler } from \"../Misc/coroutine\";\r\nimport { Nullable, FloatArray, IndicesArray } from \"../types\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Scene } from \"../scene\";\r\nimport { Quaternion, Matrix, Vector3, Vector2 } from \"../Maths/math.vector\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { Node } from \"../node\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { VertexData, IGetSetVerticesData } from \"./mesh.vertexData\";\r\nimport { Buffer } from \"../Buffers/buffer\";\r\nimport { Geometry } from \"./geometry\";\r\nimport { AbstractMesh } from \"./abstractMesh\";\r\nimport { SubMesh } from \"./subMesh\";\r\nimport { BoundingSphere } from \"../Culling/boundingSphere\";\r\nimport { Effect } from \"../Materials/effect\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { MultiMaterial } from \"../Materials/multiMaterial\";\r\nimport { SceneLoaderFlags } from \"../Loading/sceneLoaderFlags\";\r\nimport { Skeleton } from \"../Bones/skeleton\";\r\n\r\nimport { SerializationHelper } from \"../Misc/decorators\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { GetClass, RegisterClass } from \"../Misc/typeStore\";\r\nimport { _WarnImport } from \"../Misc/devTools\";\r\nimport { SceneComponentConstants } from \"../sceneComponent\";\r\nimport { MeshLODLevel } from \"./meshLODLevel\";\r\nimport { Path3D } from \"../Maths/math.path\";\r\nimport { Plane } from \"../Maths/math.plane\";\r\nimport { TransformNode } from \"./transformNode\";\r\nimport { DrawWrapper } from \"../Materials/drawWrapper\";\r\n\r\ndeclare type GoldbergMesh = import(\"./goldbergMesh\").GoldbergMesh;\r\ndeclare type InstancedMesh = import(\"./instancedMesh\").InstancedMesh;\r\ndeclare type IPhysicsEnabledObject = import(\"../Physics/physicsImpostor\").IPhysicsEnabledObject;\r\ndeclare type PhysicsImpostor = import(\"../Physics/physicsImpostor\").PhysicsImpostor;\r\n\r\n/**\r\n * @hidden\r\n **/\r\nexport class _CreationDataStorage {\r\n public closePath?: boolean;\r\n public closeArray?: boolean;\r\n public idx: number[];\r\n public dashSize: number;\r\n public gapSize: number;\r\n public path3D: Path3D;\r\n public pathArray: Vector3[][];\r\n public arc: number;\r\n public radius: number;\r\n public cap: number;\r\n public tessellation: number;\r\n}\r\n\r\n/**\r\n * @hidden\r\n **/\r\nclass _InstanceDataStorage {\r\n public visibleInstances: any = {};\r\n public batchCache = new _InstancesBatch();\r\n public batchCacheReplacementModeInFrozenMode = new _InstancesBatch();\r\n public instancesBufferSize = 32 * 16 * 4; // let's start with a maximum of 32 instances\r\n public instancesBuffer: Nullable<Buffer>;\r\n public instancesPreviousBuffer: Nullable<Buffer>;\r\n public instancesData: Float32Array;\r\n public instancesPreviousData: Float32Array;\r\n public overridenInstanceCount: number;\r\n public isFrozen: boolean;\r\n public previousBatch: Nullable<_InstancesBatch>;\r\n public hardwareInstancedRendering: boolean;\r\n public sideOrientation: number;\r\n public manualUpdate: boolean;\r\n public previousManualUpdate: boolean;\r\n public previousRenderId: number;\r\n public masterMeshPreviousWorldMatrix: Nullable<Matrix>;\r\n}\r\n\r\n/**\r\n * @hidden\r\n **/\r\nexport class _InstancesBatch {\r\n public mustReturn = false;\r\n public visibleInstances = new Array<Nullable<Array<InstancedMesh>>>();\r\n public renderSelf = new Array<boolean>();\r\n public hardwareInstancedRendering = new Array<boolean>();\r\n}\r\n\r\n/**\r\n * @hidden\r\n **/\r\nclass _ThinInstanceDataStorage {\r\n public instancesCount: number = 0;\r\n public matrixBuffer: Nullable<Buffer> = null;\r\n public previousMatrixBuffer: Nullable<Buffer> = null;\r\n public matrixBufferSize = 32 * 16; // let's start with a maximum of 32 thin instances\r\n public matrixData: Nullable<Float32Array> = null;\r\n public previousMatrixData: Nullable<Float32Array>;\r\n public boundingVectors: Array<Vector3> = [];\r\n public worldMatrices: Nullable<Matrix[]> = null;\r\n public masterMeshPreviousWorldMatrix: Nullable<Matrix>;\r\n}\r\n\r\n/**\r\n * @hidden\r\n **/\r\nclass _InternalMeshDataInfo {\r\n // Events\r\n public _onBeforeRenderObservable: Nullable<Observable<Mesh>>;\r\n public _onBeforeBindObservable: Nullable<Observable<Mesh>>;\r\n public _onAfterRenderObservable: Nullable<Observable<Mesh>>;\r\n public _onBeforeDrawObservable: Nullable<Observable<Mesh>>;\r\n public _onBetweenPassObservable: Nullable<Observable<SubMesh>>;\r\n\r\n public _areNormalsFrozen: boolean = false; // Will be used by ribbons mainly\r\n public _sourcePositions: Float32Array; // Will be used to save original positions when using software skinning\r\n public _sourceNormals: Float32Array; // Will be used to save original normals when using software skinning\r\n\r\n // Will be used to save a source mesh reference, If any\r\n public _source: Nullable<Mesh> = null;\r\n // Will be used to for fast cloned mesh lookup\r\n public meshMap: Nullable<{ [id: string]: Mesh | undefined }> = null;\r\n\r\n public _preActivateId: number = -1;\r\n public _LODLevels = new Array<MeshLODLevel>();\r\n /** Alternative definition of LOD level, using screen coverage instead of distance */\r\n public _useLODScreenCoverage: boolean = false;\r\n public _checkReadinessObserver: Nullable<Observer<Scene>>;\r\n\r\n public _onMeshReadyObserverAdded: (observer: Observer<Mesh>) => void;\r\n\r\n public _effectiveMaterial: Nullable<Material> = null;\r\n\r\n public _forcedInstanceCount: number = 0;\r\n}\r\n\r\n/**\r\n * Class used to represent renderable models\r\n */\r\nexport class Mesh extends AbstractMesh implements IGetSetVerticesData {\r\n // Consts\r\n\r\n /**\r\n * Mesh side orientation : usually the external or front surface\r\n */\r\n public static readonly FRONTSIDE = VertexData.FRONTSIDE;\r\n\r\n /**\r\n * Mesh side orientation : usually the internal or back surface\r\n */\r\n public static readonly BACKSIDE = VertexData.BACKSIDE;\r\n /**\r\n * Mesh side orientation : both internal and external or front and back surfaces\r\n */\r\n public static readonly DOUBLESIDE = VertexData.DOUBLESIDE;\r\n /**\r\n * Mesh side orientation : by default, `FRONTSIDE`\r\n */\r\n public static readonly DEFAULTSIDE = VertexData.DEFAULTSIDE;\r\n /**\r\n * Mesh cap setting : no cap\r\n */\r\n public static readonly NO_CAP = 0;\r\n /**\r\n * Mesh cap setting : one cap at the beginning of the mesh\r\n */\r\n public static readonly CAP_START = 1;\r\n /**\r\n * Mesh cap setting : one cap at the end of the mesh\r\n */\r\n public static readonly CAP_END = 2;\r\n /**\r\n * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh\r\n */\r\n public static readonly CAP_ALL = 3;\r\n /**\r\n * Mesh pattern setting : no flip or rotate\r\n */\r\n public static readonly NO_FLIP = 0;\r\n /**\r\n * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column\r\n */\r\n public static readonly FLIP_TILE = 1;\r\n /**\r\n * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column\r\n */\r\n public static readonly ROTATE_TILE = 2;\r\n /**\r\n * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows\r\n */\r\n public static readonly FLIP_ROW = 3;\r\n /**\r\n * Mesh pattern setting : rotate (180degs) all tiles on alternate rows\r\n */\r\n public static readonly ROTATE_ROW = 4;\r\n /**\r\n * Mesh pattern setting : flip and rotate alternate tiles on each row or column\r\n */\r\n public static readonly FLIP_N_ROTATE_TILE = 5;\r\n /**\r\n * Mesh pattern setting : rotate pattern and rotate\r\n */\r\n public static readonly FLIP_N_ROTATE_ROW = 6;\r\n /**\r\n * Mesh tile positioning : part tiles same on left/right or top/bottom\r\n */\r\n public static readonly CENTER = 0;\r\n /**\r\n * Mesh tile positioning : part tiles on left\r\n */\r\n public static readonly LEFT = 1;\r\n /**\r\n * Mesh tile positioning : part tiles on right\r\n */\r\n public static readonly RIGHT = 2;\r\n /**\r\n * Mesh tile positioning : part tiles on top\r\n */\r\n public static readonly TOP = 3;\r\n /**\r\n * Mesh tile positioning : part tiles on bottom\r\n */\r\n public static readonly BOTTOM = 4;\r\n\r\n /**\r\n * Indicates that the instanced meshes should be sorted from back to front before rendering if their material is transparent\r\n */\r\n public static INSTANCEDMESH_SORT_TRANSPARENT = false;\r\n\r\n /**\r\n * Gets the default side orientation.\r\n * @param orientation the orientation to value to attempt to get\r\n * @returns the default orientation\r\n * @hidden\r\n */\r\n public static _GetDefaultSideOrientation(orientation?: number): number {\r\n return orientation || Mesh.FRONTSIDE; // works as Mesh.FRONTSIDE is 0\r\n }\r\n\r\n // Internal data\r\n private _internalMeshDataInfo = new _InternalMeshDataInfo();\r\n\r\n /**\r\n * Determines if the LOD levels are intended to be calculated using screen coverage (surface area ratio) instead of distance\r\n */\r\n public get useLODScreenCoverage() {\r\n return this._internalMeshDataInfo._useLODScreenCoverage;\r\n }\r\n\r\n public set useLODScreenCoverage(value: boolean) {\r\n this._internalMeshDataInfo._useLODScreenCoverage = value;\r\n }\r\n\r\n /**\r\n * Will notify when the mesh is completely ready, including materials.\r\n * Observers added to this observable will be removed once triggered\r\n */\r\n public onMeshReadyObservable: Observable<Mesh>;\r\n\r\n public get computeBonesUsingShaders(): boolean {\r\n return this._internalAbstractMeshDataInfo._computeBonesUsingShaders;\r\n }\r\n public set computeBonesUsingShaders(value: boolean) {\r\n if (this._internalAbstractMeshDataInfo._computeBonesUsingShaders === value) {\r\n return;\r\n }\r\n\r\n if (value && this._internalMeshDataInfo._sourcePositions) {\r\n // switch from software to GPU computation: we need to reset the vertex and normal buffers that have been updated by the software process\r\n this.setVerticesData(VertexBuffer.PositionKind, this._internalMeshDataInfo._sourcePositions.slice(), true);\r\n if (this._internalMeshDataInfo._sourceNormals) {\r\n this.setVerticesData(VertexBuffer.NormalKind, this._internalMeshDataInfo._sourceNormals.slice(), true);\r\n }\r\n }\r\n\r\n this._internalAbstractMeshDataInfo._computeBonesUsingShaders = value;\r\n this._markSubMeshesAsAttributesDirty();\r\n }\r\n\r\n /**\r\n * An event triggered before rendering the mesh\r\n */\r\n public get onBeforeRenderObservable(): Observable<Mesh> {\r\n if (!this._internalMeshDataInfo._onBeforeRenderObservable) {\r\n this._internalMeshDataInfo._onBeforeRenderObservable = new Observable<Mesh>();\r\n }\r\n\r\n return this._internalMeshDataInfo._onBeforeRenderObservable;\r\n }\r\n\r\n /**\r\n * An event triggered before binding the mesh\r\n */\r\n public get onBeforeBindObservable(): Observable<Mesh> {\r\n if (!this._internalMeshDataInfo._onBeforeBindObservable) {\r\n this._internalMeshDataInfo._onBeforeBindObservable = new Observable<Mesh>();\r\n }\r\n\r\n return this._internalMeshDataInfo._onBeforeBindObservable;\r\n }\r\n\r\n /**\r\n * An event triggered after rendering the mesh\r\n */\r\n public get onAfterRenderObservable(): Observable<Mesh> {\r\n if (!this._internalMeshDataInfo._onAfterRenderObservable) {\r\n this._internalMeshDataInfo._onAfterRenderObservable = new Observable<Mesh>();\r\n }\r\n\r\n return this._internalMeshDataInfo._onAfterRenderObservable;\r\n }\r\n\r\n /**\r\n * An event triggeredbetween rendering pass when using separateCullingPass = true\r\n */\r\n public get onBetweenPassObservable(): Observable<SubMesh> {\r\n if (!this._internalMeshDataInfo._onBetweenPassObservable) {\r\n this._internalMeshDataInfo._onBetweenPassObservable = new Observable<SubMesh>();\r\n }\r\n\r\n return this._internalMeshDataInfo._onBetweenPassObservable;\r\n }\r\n\r\n /**\r\n * An event triggered before drawing the mesh\r\n */\r\n public get onBeforeDrawObservable(): Observable<Mesh> {\r\n if (!this._internalMeshDataInfo._onBeforeDrawObservable) {\r\n this._internalMeshDataInfo._onBeforeDrawObservable = new Observable<Mesh>();\r\n }\r\n\r\n return this._internalMeshDataInfo._onBeforeDrawObservable;\r\n }\r\n\r\n private _onBeforeDrawObserver: Nullable<Observer<Mesh>>;\r\n\r\n /**\r\n * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead\r\n */\r\n public set onBeforeDraw(callback: () => void) {\r\n if (this._onBeforeDrawObserver) {\r\n this.onBeforeDrawObservable.remove(this._onBeforeDrawObserver);\r\n }\r\n this._onBeforeDrawObserver = this.onBeforeDrawObservable.add(callback);\r\n }\r\n\r\n public get hasInstances(): boolean {\r\n return this.instances.length > 0;\r\n }\r\n\r\n public get hasThinInstances(): boolean {\r\n return (this._thinInstanceDataStorage.instancesCount ?? 0) > 0;\r\n }\r\n\r\n // Members\r\n\r\n /**\r\n * Gets the delay loading state of the mesh (when delay loading is turned on)\r\n * @see https://doc.babylonjs.com/how_to/using_the_incremental_loading_system\r\n */\r\n public delayLoadState = 0;\r\n\r\n /**\r\n * Gets the list of instances created from this mesh\r\n * it is not supposed to be modified manually.\r\n * Note also that the order of the InstancedMesh wihin the array is not significant and might change.\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_instances\r\n */\r\n public instances = new Array<InstancedMesh>();\r\n\r\n /**\r\n * Gets the file containing delay loading data for this mesh\r\n */\r\n public delayLoadingFile: string;\r\n\r\n /** @hidden */\r\n public _binaryInfo: any;\r\n\r\n /**\r\n * User defined function used to change how LOD level selection is done\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_lod\r\n */\r\n public onLODLevelSelection: (distance: number, mesh: Mesh, selectedLevel: Nullable<Mesh>) => void;\r\n\r\n // Private\r\n /** @hidden */\r\n public _creationDataStorage: Nullable<_CreationDataStorage> = null;\r\n\r\n /** @hidden */\r\n public _geometry: Nullable<Geometry> = null;\r\n /** @hidden */\r\n public _delayInfo: Array<string>;\r\n /** @hidden */\r\n public _delayLoadingFunction: (any: any, mesh: Mesh) => void;\r\n\r\n /**\r\n * Gets or sets the forced number of instances to display.\r\n * If 0 (default value), the number of instances is not forced and depends on the draw type\r\n * (regular / instance / thin instances mesh)\r\n */\r\n public get forcedInstanceCount(): number {\r\n return this._internalMeshDataInfo._forcedInstanceCount;\r\n }\r\n\r\n public set forcedInstanceCount(count: number) {\r\n this._internalMeshDataInfo._forcedInstanceCount = count;\r\n }\r\n\r\n /** @hidden */\r\n public _instanceDataStorage = new _InstanceDataStorage();\r\n\r\n /** @hidden */\r\n public _thinInstanceDataStorage = new _ThinInstanceDataStorage();\r\n\r\n /** @hidden */\r\n public _shouldGenerateFlatShading: boolean = false;\r\n\r\n // Use by builder only to know what orientation were the mesh build in.\r\n /** @hidden */\r\n public _originalBuilderSideOrientation: number = Mesh.DEFAULTSIDE;\r\n\r\n /**\r\n * Use this property to change the original side orientation defined at construction time\r\n */\r\n public overrideMaterialSideOrientation: Nullable<number> = null;\r\n\r\n /**\r\n * Gets or sets a boolean indicating whether to render ignoring the active camera's max z setting. (false by default)\r\n * Note this will reduce performance when set to true.\r\n */\r\n public ignoreCameraMaxZ = false;\r\n\r\n /**\r\n * Gets the source mesh (the one used to clone this one from)\r\n */\r\n public get source(): Nullable<Mesh> {\r\n return this._internalMeshDataInfo._source;\r\n }\r\n\r\n /**\r\n * Gets the list of clones of this mesh\r\n * The scene must have been constructed with useClonedMeshMap=true for this to work!\r\n * Note that useClonedMeshMap=true is the default setting\r\n */\r\n public get cloneMeshMap(): Nullable<{ [id: string]: Mesh | undefined }> {\r\n return this._internalMeshDataInfo.meshMap;\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this mesh does not use index buffer\r\n */\r\n public get isUnIndexed(): boolean {\r\n return this._unIndexed;\r\n }\r\n\r\n public set isUnIndexed(value: boolean) {\r\n if (this._unIndexed !== value) {\r\n this._unIndexed = value;\r\n this._markSubMeshesAsAttributesDirty();\r\n }\r\n }\r\n\r\n /** Gets the array buffer used to store the instanced buffer used for instances' world matrices */\r\n public get worldMatrixInstancedBuffer() {\r\n return this._instanceDataStorage.instancesData;\r\n }\r\n\r\n /** Gets the array buffer used to store the instanced buffer used for instances' previous world matrices */\r\n public get previousWorldMatrixInstancedBuffer() {\r\n return this._instanceDataStorage.instancesPreviousData;\r\n }\r\n\r\n /** Gets or sets a boolean indicating that the update of the instance buffer of the world matrices is manual */\r\n public get manualUpdateOfWorldMatrixInstancedBuffer() {\r\n return this._instanceDataStorage.manualUpdate;\r\n }\r\n\r\n public set manualUpdateOfWorldMatrixInstancedBuffer(value: boolean) {\r\n this._instanceDataStorage.manualUpdate = value;\r\n }\r\n\r\n /** Gets or sets a boolean indicating that the update of the instance buffer of the world matrices is manual */\r\n public get manualUpdateOfPreviousWorldMatrixInstancedBuffer() {\r\n return this._instanceDataStorage.previousManualUpdate;\r\n }\r\n\r\n public set manualUpdateOfPreviousWorldMatrixInstancedBuffer(value: boolean) {\r\n this._instanceDataStorage.previousManualUpdate = value;\r\n }\r\n\r\n /**\r\n * @constructor\r\n * @param name The value used by scene.getMeshByName() to do a lookup.\r\n * @param scene The scene to add this mesh to.\r\n * @param parent The parent of this mesh, if it has one\r\n * @param source An optional Mesh from which geometry is shared, cloned.\r\n * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.\r\n * When false, achieved by calling a clone(), also passing False.\r\n * This will make creation of children, recursive.\r\n * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.\r\n */\r\n constructor(\r\n name: string,\r\n scene: Nullable<Scene> = null,\r\n parent: Nullable<Node> = null,\r\n source: Nullable<Mesh> = null,\r\n doNotCloneChildren?: boolean,\r\n clonePhysicsImpostor: boolean = true\r\n ) {\r\n super(name, scene);\r\n\r\n scene = this.getScene();\r\n\r\n this._onBeforeDraw = ((isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => {\r\n if (isInstance && effectiveMaterial) {\r\n if (this._uniformBuffer) {\r\n this.transferToEffect(world);\r\n } else {\r\n effectiveMaterial.bindOnlyWorldMatrix(world);\r\n }\r\n }\r\n });\r\n\r\n if (source) {\r\n // Geometry\r\n if (source._geometry) {\r\n source._geometry.applyToMesh(this);\r\n }\r\n\r\n // Deep copy\r\n DeepCopier.DeepCopy(\r\n source,\r\n this,\r\n [\r\n \"name\",\r\n \"material\",\r\n \"skeleton\",\r\n \"instances\",\r\n \"parent\",\r\n \"uniqueId\",\r\n \"source\",\r\n \"metadata\",\r\n \"morphTargetManager\",\r\n \"hasInstances\",\r\n \"worldMatrixInstancedBuffer\",\r\n \"previousWorldMatrixInstancedBuffer\",\r\n \"hasLODLevels\",\r\n \"geometry\",\r\n \"isBlocked\",\r\n \"areNormalsFrozen\",\r\n \"facetNb\",\r\n \"isFacetDataEnabled\",\r\n \"lightSources\",\r\n \"useBones\",\r\n \"isAnInstance\",\r\n \"collider\",\r\n \"edgesRenderer\",\r\n \"forward\",\r\n \"up\",\r\n \"right\",\r\n \"absolutePosition\",\r\n \"absoluteScaling\",\r\n \"absoluteRotationQuaternion\",\r\n \"isWorldMatrixFrozen\",\r\n \"nonUniformScaling\",\r\n \"behaviors\",\r\n \"worldMatrixFromCache\",\r\n \"hasThinInstances\",\r\n \"cloneMeshMap\",\r\n \"hasBoundingInfo\",\r\n ],\r\n [\"_poseMatrix\"]\r\n );\r\n\r\n // Source mesh\r\n this._internalMeshDataInfo._source = source;\r\n if (scene.useClonedMeshMap) {\r\n if (!source._internalMeshDataInfo.meshMap) {\r\n source._internalMeshDataInfo.meshMap = {};\r\n }\r\n source._internalMeshDataInfo.meshMap[this.uniqueId] = this;\r\n }\r\n\r\n // Construction Params\r\n // Clone parameters allowing mesh to be updated in case of parametric shapes.\r\n this._originalBuilderSideOrientation = source._originalBuilderSideOrientation;\r\n this._creationDataStorage = source._creationDataStorage;\r\n\r\n // Animation ranges\r\n if (source._ranges) {\r\n const ranges = source._ranges;\r\n for (var name in ranges) {\r\n if (!ranges.hasOwnProperty(name)) {\r\n continue;\r\n }\r\n\r\n if (!ranges[name]) {\r\n continue;\r\n }\r\n\r\n this.createAnimationRange(name, ranges[name]!.from, ranges[name]!.to);\r\n }\r\n }\r\n\r\n // Metadata\r\n if (source.metadata && source.metadata.clone) {\r\n this.metadata = source.metadata.clone();\r\n } else {\r\n this.metadata = source.metadata;\r\n }\r\n\r\n // Tags\r\n if (Tags && Tags.HasTags(source)) {\r\n Tags.AddTagsTo(this, Tags.GetTags(source, true));\r\n }\r\n\r\n // Enabled\r\n this.setEnabled(source.isEnabled());\r\n\r\n // Parent\r\n this.parent = source.parent;\r\n\r\n // Pivot\r\n this.setPivotMatrix(source.getPivotMatrix());\r\n\r\n this.id = name + \".\" + source.id;\r\n\r\n // Material\r\n this.material = source.material;\r\n\r\n if (!doNotCloneChildren) {\r\n // Children\r\n let directDescendants = source.getDescendants(true);\r\n for (let index = 0; index < directDescendants.length; index++) {\r\n var child = directDescendants[index];\r\n\r\n if ((<any>child).clone) {\r\n (<any>child).clone(name + \".\" + child.name, this);\r\n }\r\n }\r\n }\r\n\r\n // Morphs\r\n if (source.morphTargetManager) {\r\n this.morphTargetManager = source.morphTargetManager;\r\n }\r\n\r\n // Physics clone\r\n if (scene.getPhysicsEngine) {\r\n var physicsEngine = scene.getPhysicsEngine();\r\n if (clonePhysicsImpostor && physicsEngine) {\r\n var impostor = physicsEngine.getImpostorForPhysicsObject(source);\r\n if (impostor) {\r\n this.physicsImpostor = impostor.clone(this);\r\n }\r\n }\r\n }\r\n\r\n // Particles\r\n for (let index = 0; index < scene.particleSystems.length; index++) {\r\n var system = scene.particleSystems[index];\r\n\r\n if (system.emitter === source) {\r\n system.clone(system.name, this);\r\n }\r\n }\r\n\r\n // Skeleton\r\n this.skeleton = source.skeleton;\r\n\r\n this.refreshBoundingInfo(true, true);\r\n this.computeWorldMatrix(true);\r\n }\r\n\r\n // Parent\r\n if (parent !== null) {\r\n this.parent = parent;\r\n }\r\n\r\n this._instanceDataStorage.hardwareInstancedRendering = this.getEngine().getCaps().instancedArrays;\r\n\r\n this._internalMeshDataInfo._onMeshReadyObserverAdded = (observer: Observer<Mesh>) => {\r\n // only notify once! then unregister the observer\r\n observer.unregisterOnNextCall = true;\r\n if (this.isReady(true)) {\r\n this.onMeshReadyObservable.notifyObservers(this);\r\n } else {\r\n if (!this._internalMeshDataInfo._checkReadinessObserver) {\r\n this._internalMeshDataInfo._checkReadinessObserver = this._scene.onBeforeRenderObservable.add(() => {\r\n // check for complete readiness\r\n if (this.isReady(true)) {\r\n this._scene.onBeforeRenderObservable.remove(this._internalMeshDataInfo._checkReadinessObserver);\r\n this._internalMeshDataInfo._checkReadinessObserver = null;\r\n this.onMeshReadyObservable.notifyObservers(this);\r\n }\r\n });\r\n }\r\n }\r\n };\r\n\r\n this.onMeshReadyObservable = new Observable(this._internalMeshDataInfo._onMeshReadyObserverAdded);\r\n\r\n if (source) {\r\n source.onClonedObservable.notifyObservers(this);\r\n }\r\n }\r\n\r\n public instantiateHierarchy(\r\n newParent: Nullable<TransformNode> = null,\r\n options?: { doNotInstantiate: boolean },\r\n onNewNodeCreated?: (source: TransformNode, clone: TransformNode) => void\r\n ): Nullable<TransformNode> {\r\n let instance =\r\n this.getTotalVertices() > 0 && (!options || !options.doNotInstantiate)\r\n ? this.createInstance(\"instance of \" + (this.name || this.id))\r\n : this.clone(\"Clone of \" + (this.name || this.id), newParent || this.parent, true);\r\n\r\n instance.parent = newParent || this.parent;\r\n instance.position = this.position.clone();\r\n instance.scaling = this.scaling.clone();\r\n if (this.rotationQuaternion) {\r\n instance.rotationQuaternion = this.rotationQuaternion.clone();\r\n } else {\r\n instance.rotation = this.rotation.clone();\r\n }\r\n\r\n if (onNewNodeCreated) {\r\n onNewNodeCreated(this, instance);\r\n }\r\n\r\n for (var child of this.getChildTransformNodes(true)) {\r\n child.instantiateHierarchy(instance, options, onNewNodeCreated);\r\n }\r\n\r\n return instance;\r\n }\r\n\r\n /**\r\n * Gets the class name\r\n * @returns the string \"Mesh\".\r\n */\r\n public getClassName(): string {\r\n return \"Mesh\";\r\n }\r\n\r\n /** @hidden */\r\n public get _isMesh() {\r\n return true;\r\n }\r\n\r\n /**\r\n * Returns a description of this mesh\r\n * @param fullDetails define if full details about this mesh must be used\r\n * @returns a descriptive string representing this mesh\r\n */\r\n public toString(fullDetails?: boolean): string {\r\n var ret = super.toString(fullDetails);\r\n ret += \", n vertices: \" + this.getTotalVertices();\r\n ret += \", parent: \" + (this._waitingParentId ? this._waitingParentId : this.parent ? this.parent.name : \"NONE\");\r\n\r\n if (this.animations) {\r\n for (var i = 0; i < this.animations.length; i++) {\r\n ret += \", animation[0]: \" + this.animations[i].toString(fullDetails);\r\n }\r\n }\r\n\r\n if (fullDetails) {\r\n if (this._geometry) {\r\n let ib = this.getIndices();\r\n let vb = this.getVerticesData(VertexBuffer.PositionKind);\r\n\r\n if (vb && ib) {\r\n ret += \", flat shading: \" + (vb.length / 3 === ib.length ? \"YES\" : \"NO\");\r\n }\r\n } else {\r\n ret += \", flat shading: UNKNOWN\";\r\n }\r\n }\r\n return ret;\r\n }\r\n\r\n /** @hidden */\r\n public _unBindEffect() {\r\n super._unBindEffect();\r\n\r\n for (var instance of this.instances) {\r\n instance._unBindEffect();\r\n }\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this mesh has LOD\r\n */\r\n public get hasLODLevels(): boolean {\r\n return this._internalMeshDataInfo._LODLevels.length > 0;\r\n }\r\n\r\n /**\r\n * Gets the list of MeshLODLevel associated with the current mesh\r\n * @returns an array of MeshLODLevel\r\n */\r\n public getLODLevels(): MeshLODLevel[] {\r\n return this._internalMeshDataInfo._LODLevels;\r\n }\r\n\r\n private _sortLODLevels(): void {\r\n const sortingOrderFactor = this._internalMeshDataInfo._useLODScreenCoverage ? -1 : 1;\r\n this._internalMeshDataInfo._LODLevels.sort((a, b) => {\r\n if (a.distanceOrScreenCoverage < b.distanceOrScreenCoverage) {\r\n return sortingOrderFactor;\r\n }\r\n if (a.distanceOrScreenCoverage > b.distanceOrScreenCoverage) {\r\n return -sortingOrderFactor;\r\n }\r\n\r\n return 0;\r\n });\r\n }\r\n\r\n /**\r\n * Add a mesh as LOD level triggered at the given distance.\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_lod\r\n * @param distanceOrScreenCoverage Either distance from the center of the object to show this level or the screen coverage if `useScreenCoverage` is set to `true`.\r\n * If screen coverage, value is a fraction of the screen's total surface, between 0 and 1.\r\n * @param mesh The mesh to be added as LOD level (can be null)\r\n * @return This mesh (for chaining)\r\n */\r\n public addLODLevel(distanceOrScreenCoverage: number, mesh: Nullable<Mesh>): Mesh {\r\n if (mesh && mesh._masterMesh) {\r\n Logger.Warn(\"You cannot use a mesh as LOD level twice\");\r\n return this;\r\n }\r\n\r\n var level = new MeshLODLevel(distanceOrScreenCoverage, mesh);\r\n this._internalMeshDataInfo._LODLevels.push(level);\r\n\r\n if (mesh) {\r\n mesh._masterMesh = this;\r\n }\r\n\r\n this._sortLODLevels();\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Returns the LOD level mesh at the passed distance or null if not found.\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_lod\r\n * @param distance The distance from the center of the object to show this level\r\n * @returns a Mesh or `null`\r\n */\r\n public getLODLevelAtDistance(distance: number): Nullable<Mesh> {\r\n let internalDataInfo = this._internalMeshDataInfo;\r\n for (var index = 0; index < internalDataInfo._LODLevels.length; index++) {\r\n var level = internalDataInfo._LODLevels[index];\r\n\r\n if (level.distanceOrScreenCoverage === distance) {\r\n return level.mesh;\r\n }\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * Remove a mesh from the LOD array\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_lod\r\n * @param mesh defines the mesh to be removed\r\n * @return This mesh (for chaining)\r\n */\r\n public removeLODLevel(mesh: Mesh): Mesh {\r\n let internalDataInfo = this._internalMeshDataInfo;\r\n for (var index = 0; index < internalDataInfo._LODLevels.length; index++) {\r\n if (internalDataInfo._LODLevels[index].mesh === mesh) {\r\n internalDataInfo._LODLevels.splice(index, 1);\r\n if (mesh) {\r\n mesh._masterMesh = null;\r\n }\r\n }\r\n }\r\n\r\n this._sortLODLevels();\r\n return this;\r\n }\r\n\r\n /**\r\n * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_lod\r\n * @param camera defines the camera to use to compute distance\r\n * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh\r\n * @return This mesh (for chaining)\r\n */\r\n public getLOD(camera: Camera, boundingSphere?: BoundingSphere): Nullable<AbstractMesh> {\r\n let internalDataInfo = this._internalMeshDataInfo;\r\n if (!internalDataInfo._LODLevels || internalDataInfo._LODLevels.length === 0) {\r\n return this;\r\n }\r\n\r\n let bSphere: BoundingSphere;\r\n\r\n if (boundingSphere) {\r\n bSphere = boundingSphere;\r\n } else {\r\n let boundingInfo = this.getBoundingInfo();\r\n\r\n bSphere = boundingInfo.boundingSphere;\r\n }\r\n\r\n var distanceToCamera = bSphere.centerWorld.subtract(camera.globalPosition).length();\r\n const useScreenCoverage = internalDataInfo._useLODScreenCoverage;\r\n let compareValue = distanceToCamera;\r\n let compareSign = 1;\r\n\r\n if (useScreenCoverage) {\r\n const screenArea = camera.screenArea;\r\n let meshArea = bSphere.radiusWorld * camera.minZ / distanceToCamera;\r\n meshArea = meshArea * meshArea * Math.PI;\r\n compareValue = meshArea / screenArea;\r\n compareSign = -1;\r\n }\r\n\r\n if (compareSign * internalDataInfo._LODLevels[internalDataInfo._LODLevels.length - 1].distanceOrScreenCoverage > compareSign * compareValue) {\r\n if (this.onLODLevelSelection) {\r\n this.onLODLevelSelection(compareValue, this, this);\r\n }\r\n return this;\r\n }\r\n\r\n for (var index = 0; index < internalDataInfo._LODLevels.length; index++) {\r\n var level = internalDataInfo._LODLevels[index];\r\n\r\n if (compareSign * level.distanceOrScreenCoverage < compareSign * compareValue) {\r\n if (level.mesh) {\r\n if (level.mesh.delayLoadState === 4) {\r\n level.mesh._checkDelayState();\r\n return this;\r\n }\r\n\r\n if (level.mesh.delayLoadState === 2) {\r\n return this;\r\n }\r\n\r\n level.mesh._preActivate();\r\n level.mesh._updateSubMeshesBoundingInfo(this.worldMatrixFromCache);\r\n }\r\n\r\n if (this.onLODLevelSelection) {\r\n this.onLODLevelSelection(compareValue, this, level.mesh);\r\n }\r\n\r\n return level.mesh;\r\n }\r\n }\r\n\r\n if (this.onLODLevelSelection) {\r\n this.onLODLevelSelection(compareValue, this, this);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Gets the mesh internal Geometry object\r\n */\r\n public get geometry(): Nullable<Geometry> {\r\n return this._geometry;\r\n }\r\n\r\n /**\r\n * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.\r\n * @returns the total number of vertices\r\n */\r\n public getTotalVertices(): number {\r\n if (this._geometry === null || this._geometry === undefined) {\r\n return 0;\r\n }\r\n return this._geometry.getTotalVertices();\r\n }\r\n\r\n /**\r\n * Returns the content of an associated vertex buffer\r\n * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :\r\n * - VertexBuffer.PositionKind\r\n * - VertexBuffer.UVKind\r\n * - VertexBuffer.UV2Kind\r\n * - VertexBuffer.UV3Kind\r\n * - VertexBuffer.UV4Kind\r\n * - VertexBuffer.UV5Kind\r\n * - VertexBuffer.UV6Kind\r\n * - VertexBuffer.ColorKind\r\n * - VertexBuffer.MatricesIndicesKind\r\n * - VertexBuffer.MatricesIndicesExtraKind\r\n * - VertexBuffer.MatricesWeightsKind\r\n * - VertexBuffer.MatricesWeightsExtraKind\r\n * @param copyWhenShared defines a boolean indicating that if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one\r\n * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is\r\n * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.\r\n */\r\n public getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray> {\r\n if (!this._geometry) {\r\n return null;\r\n }\r\n let data = this._userInstancedBuffersStorage?.vertexBuffers[kind]?.getFloatData(\r\n this._geometry.getTotalVertices(),\r\n forceCopy || (copyWhenShared && this._geometry.meshes.length !== 1)\r\n );\r\n if (!data) {\r\n data = this._geometry.getVerticesData(kind, copyWhenShared, forceCopy);\r\n }\r\n return data;\r\n }\r\n\r\n /**\r\n * Returns the mesh VertexBuffer object from the requested `kind`\r\n * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :\r\n * - VertexBuffer.PositionKind\r\n * - VertexBuffer.NormalKind\r\n * - VertexBuffer.UVKind\r\n * - VertexBuffer.UV2Kind\r\n * - VertexBuffer.UV3Kind\r\n * - VertexBuffer.UV4Kind\r\n * - VertexBuffer.UV5Kind\r\n * - VertexBuffer.UV6Kind\r\n * - VertexBuffer.ColorKind\r\n * - VertexBuffer.MatricesIndicesKind\r\n * - VertexBuffer.MatricesIndicesExtraKind\r\n * - VertexBuffer.MatricesWeightsKind\r\n * - VertexBuffer.MatricesWeightsExtraKind\r\n * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.\r\n */\r\n public getVertexBuffer(kind: string): Nullable<VertexBuffer> {\r\n if (!this._geometry) {\r\n return null;\r\n }\r\n\r\n return this._userInstancedBuffersStorage?.vertexBuffers[kind] ?? this._geometry.getVertexBuffer(kind);\r\n }\r\n\r\n /**\r\n * Tests if a specific vertex buffer is associated with this mesh\r\n * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :\r\n * - VertexBuffer.PositionKind\r\n * - VertexBuffer.NormalKind\r\n * - VertexBuffer.UVKind\r\n * - VertexBuffer.UV2Kind\r\n * - VertexBuffer.UV3Kind\r\n * - VertexBuffer.UV4Kind\r\n * - VertexBuffer.UV5Kind\r\n * - VertexBuffer.UV6Kind\r\n * - VertexBuffer.ColorKind\r\n * - VertexBuffer.MatricesIndicesKind\r\n * - VertexBuffer.MatricesIndicesExtraKind\r\n * - VertexBuffer.MatricesWeightsKind\r\n * - VertexBuffer.MatricesWeightsExtraKind\r\n * @returns a boolean\r\n */\r\n public isVerticesDataPresent(kind: string): boolean {\r\n if (!this._geometry) {\r\n if (this._delayInfo) {\r\n return this._delayInfo.indexOf(kind) !== -1;\r\n }\r\n return false;\r\n }\r\n return this._userInstancedBuffersStorage?.vertexBuffers[kind] !== undefined || this._geometry.isVerticesDataPresent(kind);\r\n }\r\n\r\n /**\r\n * Returns a boolean defining if the vertex data for the requested `kind` is updatable.\r\n * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :\r\n * - VertexBuffer.PositionKind\r\n * - VertexBuffer.UVKind\r\n * - VertexBuffer.UV2Kind\r\n * - VertexBuffer.UV3Kind\r\n * - VertexBuffer.UV4Kind\r\n * - VertexBuffer.UV5Kind\r\n * - VertexBuffer.UV6Kind\r\n * - VertexBuffer.ColorKind\r\n * - VertexBuffer.MatricesIndicesKind\r\n * - VertexBuffer.MatricesIndicesExtraKind\r\n * - VertexBuffer.MatricesWeightsKind\r\n * - VertexBuffer.MatricesWeightsExtraKind\r\n * @returns a boolean\r\n */\r\n public isVertexBufferUpdatable(kind: string): boolean {\r\n if (!this._geometry) {\r\n if (this._delayInfo) {\r\n return this._delayInfo.indexOf(kind) !== -1;\r\n }\r\n return false;\r\n }\r\n return this._userInstancedBuffersStorage?.vertexBuffers[kind]?.isUpdatable() || this._geometry.isVertexBufferUpdatable(kind);\r\n }\r\n\r\n /**\r\n * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.\r\n * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :\r\n * - VertexBuffer.PositionKind\r\n * - VertexBuffer.NormalKind\r\n * - VertexBuffer.UVKind\r\n * - VertexBuffer.UV2Kind\r\n * - VertexBuffer.UV3Kind\r\n * - VertexBuffer.UV4Kind\r\n * - VertexBuffer.UV5Kind\r\n * - VertexBuffer.UV6Kind\r\n * - VertexBuffer.ColorKind\r\n * - VertexBuffer.MatricesIndicesKind\r\n * - VertexBuffer.MatricesIndicesExtraKind\r\n * - VertexBuffer.MatricesWeightsKind\r\n * - VertexBuffer.MatricesWeightsExtraKind\r\n * @returns an array of strings\r\n */\r\n public getVerticesDataKinds(): string[] {\r\n if (!this._geometry) {\r\n var result = new Array<string>();\r\n if (this._delayInfo) {\r\n this._delayInfo.forEach(function (kind) {\r\n result.push(kind);\r\n });\r\n }\r\n return result;\r\n }\r\n const kinds = this._geometry.getVerticesDataKinds();\r\n if (this._userInstancedBuffersStorage) {\r\n for (const kind in this._userInstancedBuffersStorage.vertexBuffers) {\r\n kinds.push(kind);\r\n }\r\n }\r\n return kinds;\r\n }\r\n\r\n /**\r\n * Returns a positive integer : the total number of indices in this mesh geometry.\r\n * @returns the numner of indices or zero if the mesh has no geometry.\r\n */\r\n public getTotalIndices(): number {\r\n if (!this._geometry) {\r\n return 0;\r\n }\r\n return this._geometry.getTotalIndices();\r\n }\r\n\r\n /**\r\n * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.\r\n * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.\r\n * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it\r\n * @returns the indices array or an empty array if the mesh has no geometry\r\n */\r\n public getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray> {\r\n if (!this._geometry) {\r\n return [];\r\n }\r\n return this._geometry.getIndices(copyWhenShared, forceCopy);\r\n }\r\n\r\n public get isBlocked(): boolean {\r\n return this._masterMesh !== null && this._masterMesh !== undefined;\r\n }\r\n\r\n /**\r\n * Determine if the current mesh is ready to be rendered\r\n * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)\r\n * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)\r\n * @returns true if all associated assets are ready (material, textures, shaders)\r\n */\r\n public isReady(completeCheck = false, forceInstanceSupport = false): boolean {\r\n if (this.delayLoadState === 2) {\r\n return false;\r\n }\r\n\r\n if (!super.isReady(completeCheck)) {\r\n return false;\r\n }\r\n\r\n if (!this.subMeshes || this.subMeshes.length === 0) {\r\n return true;\r\n }\r\n\r\n if (!completeCheck) {\r\n return true;\r\n }\r\n\r\n let engine = this.getEngine();\r\n let scene = this.getScene();\r\n let hardwareInstancedRendering = forceInstanceSupport || (engine.getCaps().instancedArrays && (this.instances.length > 0 || this.hasThinInstances));\r\n\r\n this.computeWorldMatrix();\r\n\r\n let mat = this.material || scene.defaultMaterial;\r\n if (mat) {\r\n if (mat._storeEffectOnSubMeshes) {\r\n for (var subMesh of this.subMeshes) {\r\n let effectiveMaterial = subMesh.getMaterial();\r\n if (effectiveMaterial) {\r\n if (effectiveMaterial._storeEffectOnSubMeshes) {\r\n if (!effectiveMaterial.isReadyForSubMesh(this, subMesh, hardwareInstancedRendering)) {\r\n return false;\r\n }\r\n } else {\r\n if (!effectiveMaterial.isReady(this, hardwareInstancedRendering)) {\r\n return false;\r\n }\r\n }\r\n }\r\n }\r\n } else {\r\n if (!mat.isReady(this, hardwareInstancedRendering)) {\r\n return false;\r\n }\r\n }\r\n }\r\n\r\n // Shadows\r\n const currentRenderPassId = engine.currentRenderPassId;\r\n for (var light of this.lightSources) {\r\n let generator = light.getShadowGenerator();\r\n\r\n if (generator && (!generator.getShadowMap()?.renderList || (generator.getShadowMap()?.renderList && generator.getShadowMap()?.renderList?.indexOf(this) !== -1))) {\r\n if (generator.getShadowMap()) {\r\n engine.currentRenderPassId = generator.getShadowMap()!.renderPassId;\r\n }\r\n for (var subMesh of this.subMeshes) {\r\n if (!generator.isReady(subMesh, hardwareInstancedRendering, subMesh.getMaterial()?.needAlphaBlendingForMesh(this) ?? false)) {\r\n engine.currentRenderPassId = currentRenderPassId;\r\n return false;\r\n }\r\n }\r\n engine.currentRenderPassId = currentRenderPassId;\r\n }\r\n }\r\n\r\n // LOD\r\n for (var lod of this._internalMeshDataInfo._LODLevels) {\r\n if (lod.mesh && !lod.mesh.isReady(hardwareInstancedRendering)) {\r\n return false;\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if the normals aren't to be recomputed on next mesh `positions` array update. This property is pertinent only for updatable parametric shapes.\r\n */\r\n public get areNormalsFrozen(): boolean {\r\n return this._internalMeshDataInfo._areNormalsFrozen;\r\n }\r\n\r\n /**\r\n * This function affects parametric shapes on vertex position update only : ribbons, tubes, etc. It has no effect at all on other shapes. It prevents the mesh normals from being recomputed on next `positions` array update.\r\n * @returns the current mesh\r\n */\r\n public freezeNormals(): Mesh {\r\n this._internalMeshDataInfo._areNormalsFrozen = true;\r\n return this;\r\n }\r\n\r\n /**\r\n * This function affects parametric shapes on vertex position update only : ribbons, tubes, etc. It has no effect at all on other shapes. It reactivates the mesh normals computation if it was previously frozen\r\n * @returns the current mesh\r\n */\r\n public unfreezeNormals(): Mesh {\r\n this._internalMeshDataInfo._areNormalsFrozen = false;\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs\r\n */\r\n public set overridenInstanceCount(count: number) {\r\n this._instanceDataStorage.overridenInstanceCount = count;\r\n }\r\n\r\n // Methods\r\n /** @hidden */\r\n public _preActivate(): Mesh {\r\n let internalDataInfo = this._internalMeshDataInfo;\r\n var sceneRenderId = this.getScene().getRenderId();\r\n if (internalDataInfo._preActivateId === sceneRenderId) {\r\n return this;\r\n }\r\n\r\n internalDataInfo._preActivateId = sceneRenderId;\r\n this._instanceDataStorage.visibleInstances = null;\r\n return this;\r\n }\r\n\r\n /** @hidden */\r\n public _preActivateForIntermediateRendering(renderId: number): Mesh {\r\n if (this._instanceDataStorage.visibleInstances) {\r\n this._instanceDataStorage.visibleInstances.intermediateDefaultRenderId = renderId;\r\n }\r\n return this;\r\n }\r\n\r\n /** @hidden */\r\n public _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): Mesh {\r\n if (!this._instanceDataStorage.visibleInstances) {\r\n this._instanceDataStorage.visibleInstances = {\r\n defaultRenderId: renderId,\r\n selfDefaultRenderId: this._renderId,\r\n };\r\n }\r\n\r\n if (!this._instanceDataStorage.visibleInstances[renderId]) {\r\n if (this._instanceDataStorage.previousRenderId !== undefined && this._instanceDataStorage.isFrozen) {\r\n this._instanceDataStorage.visibleInstances[this._instanceDataStorage.previousRenderId] = null;\r\n }\r\n this._instanceDataStorage.previousRenderId = renderId;\r\n this._instanceDataStorage.visibleInstances[renderId] = new Array<InstancedMesh>();\r\n }\r\n\r\n this._instanceDataStorage.visibleInstances[renderId].push(instance);\r\n return this;\r\n }\r\n\r\n protected _afterComputeWorldMatrix(): void {\r\n super._afterComputeWorldMatrix();\r\n\r\n if (!this.hasThinInstances) {\r\n return;\r\n }\r\n\r\n if (!this.doNotSyncBoundingInfo) {\r\n this.thinInstanceRefreshBoundingInfo(false);\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _postActivate(): void {\r\n if (this.edgesShareWithInstances && this.edgesRenderer && this.edgesRenderer.isEnabled && this._renderingGroup) {\r\n this._renderingGroup._edgesRenderers.pushNoDuplicate(this.edgesRenderer);\r\n this.edgesRenderer.customInstances.push(this.getWorldMatrix());\r\n }\r\n }\r\n\r\n /**\r\n * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.\r\n * This means the mesh underlying bounding box and sphere are recomputed.\r\n * @param applySkeleton defines whether to apply the skeleton before computing the bounding info\r\n * @param applyMorph defines whether to apply the morph target before computing the bounding info\r\n * @returns the current mesh\r\n */\r\n public refreshBoundingInfo(applySkeleton: boolean = false, applyMorph: boolean = false): Mesh {\r\n if (this.hasBoundingInfo && this.getBoundingInfo().isLocked) {\r\n return this;\r\n }\r\n\r\n const bias = this.geometry ? this.geometry.boundingBias : null;\r\n this._refreshBoundingInfo(this._getPositionData(applySkeleton, applyMorph), bias);\r\n return this;\r\n }\r\n\r\n /** @hidden */\r\n public _createGlobalSubMesh(force: boolean): Nullable<SubMesh> {\r\n var totalVertices = this.getTotalVertices();\r\n if (!totalVertices || !this.getIndices()) {\r\n return null;\r\n }\r\n\r\n // Check if we need to recreate the submeshes\r\n if (this.subMeshes && this.subMeshes.length > 0) {\r\n let ib = this.getIndices();\r\n\r\n if (!ib) {\r\n return null;\r\n }\r\n\r\n var totalIndices = ib.length;\r\n let needToRecreate = false;\r\n\r\n if (force) {\r\n needToRecreate = true;\r\n } else {\r\n for (var submesh of this.subMeshes) {\r\n if (submesh.indexStart + submesh.indexCount > totalIndices) {\r\n needToRecreate = true;\r\n break;\r\n }\r\n\r\n if (submesh.verticesStart + submesh.verticesCount > totalVertices) {\r\n needToRecreate = true;\r\n break;\r\n }\r\n }\r\n }\r\n\r\n if (!needToRecreate) {\r\n return this.subMeshes[0];\r\n }\r\n }\r\n\r\n this.releaseSubMeshes();\r\n return new SubMesh(0, 0, totalVertices, 0, this.getTotalIndices(), this);\r\n }\r\n\r\n /**\r\n * This function will subdivide the mesh into multiple submeshes\r\n * @param count defines the expected number of submeshes\r\n */\r\n public subdivide(count: number): void {\r\n if (count < 1) {\r\n return;\r\n }\r\n\r\n var totalIndices = this.getTotalIndices();\r\n var subdivisionSize = (totalIndices / count) | 0;\r\n var offset = 0;\r\n\r\n // Ensure that subdivisionSize is a multiple of 3\r\n while (subdivisionSize % 3 !== 0) {\r\n subdivisionSize++;\r\n }\r\n\r\n this.releaseSubMeshes();\r\n for (var index = 0; index < count; index++) {\r\n if (offset >= totalIndices) {\r\n break;\r\n }\r\n\r\n SubMesh.CreateFromIndices(0, offset, index === count - 1 ? totalIndices - offset : subdivisionSize, this);\r\n\r\n offset += subdivisionSize;\r\n }\r\n\r\n this.synchronizeInstances();\r\n }\r\n\r\n /**\r\n * Copy a FloatArray into a specific associated vertex buffer\r\n * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :\r\n * - VertexBuffer.PositionKind\r\n * - VertexBuffer.UVKind\r\n * - VertexBuffer.UV2Kind\r\n * - VertexBuffer.UV3Kind\r\n * - VertexBuffer.UV4Kind\r\n * - VertexBuffer.UV5Kind\r\n * - VertexBuffer.UV6Kind\r\n * - VertexBuffer.ColorKind\r\n * - VertexBuffer.MatricesIndicesKind\r\n * - VertexBuffer.MatricesIndicesExtraKind\r\n * - VertexBuffer.MatricesWeightsKind\r\n * - VertexBuffer.MatricesWeightsExtraKind\r\n * @param data defines the data source\r\n * @param updatable defines if the updated vertex buffer must be flagged as updatable\r\n * @param stride defines the data stride size (can be null)\r\n * @returns the current mesh\r\n */\r\n public setVerticesData(kind: string, data: FloatArray, updatable: boolean = false, stride?: number): AbstractMesh {\r\n if (!this._geometry) {\r\n var vertexData = new VertexData();\r\n vertexData.set(data, kind);\r\n\r\n var scene = this.getScene();\r\n\r\n new Geometry(Geometry.RandomId(), scene, vertexData, updatable, this);\r\n } else {\r\n this._geometry.setVerticesData(kind, data, updatable, stride);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Delete a vertex buffer associated with this mesh\r\n * @param kind defines which buffer to delete (positions, indices, normals, etc). Possible `kind` values :\r\n * - VertexBuffer.PositionKind\r\n * - VertexBuffer.UVKind\r\n * - VertexBuffer.UV2Kind\r\n * - VertexBuffer.UV3Kind\r\n * - VertexBuffer.UV4Kind\r\n * - VertexBuffer.UV5Kind\r\n * - VertexBuffer.UV6Kind\r\n * - VertexBuffer.ColorKind\r\n * - VertexBuffer.MatricesIndicesKind\r\n * - VertexBuffer.MatricesIndicesExtraKind\r\n * - VertexBuffer.MatricesWeightsKind\r\n * - VertexBuffer.MatricesWeightsExtraKind\r\n */\r\n public removeVerticesData(kind: string) {\r\n if (!this._geometry) {\r\n return;\r\n }\r\n\r\n this._geometry.removeVerticesData(kind);\r\n }\r\n\r\n /**\r\n * Flags an associated vertex buffer as updatable\r\n * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :\r\n * - VertexBuffer.PositionKind\r\n * - VertexBuffer.UVKind\r\n * - VertexBuffer.UV2Kind\r\n * - VertexBuffer.UV3Kind\r\n * - VertexBuffer.UV4Kind\r\n * - VertexBuffer.UV5Kind\r\n * - VertexBuffer.UV6Kind\r\n * - VertexBuffer.ColorKind\r\n * - VertexBuffer.MatricesIndicesKind\r\n * - VertexBuffer.MatricesIndicesExtraKind\r\n * - VertexBuffer.MatricesWeightsKind\r\n * - VertexBuffer.MatricesWeightsExtraKind\r\n * @param updatable defines if the updated vertex buffer must be flagged as updatable\r\n */\r\n public markVerticesDataAsUpdatable(kind: string, updatable = true) {\r\n let vb = this.getVertexBuffer(kind);\r\n\r\n if (!vb || vb.isUpdatable() === updatable) {\r\n return;\r\n }\r\n\r\n this.setVerticesData(kind, <FloatArray>this.getVerticesData(kind), updatable);\r\n }\r\n\r\n /**\r\n * Sets the mesh global Vertex Buffer\r\n * @param buffer defines the buffer to use\r\n * @param disposeExistingBuffer disposes the existing buffer, if any (default: true)\r\n * @returns the current mesh\r\n */\r\n public setVerticesBuffer(buffer: VertexBuffer, disposeExistingBuffer = true): Mesh {\r\n if (!this._geometry) {\r\n this._geometry = Geometry.CreateGeometryForMesh(this);\r\n }\r\n\r\n this._geometry.setVerticesBuffer(buffer, null, disposeExistingBuffer);\r\n return this;\r\n }\r\n\r\n /**\r\n * Update a specific associated vertex buffer\r\n * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :\r\n * - VertexBuffer.PositionKind\r\n * - VertexBuffer.UVKind\r\n * - VertexBuffer.UV2Kind\r\n * - VertexBuffer.UV3Kind\r\n * - VertexBuffer.UV4Kind\r\n * - VertexBuffer.UV5Kind\r\n * - VertexBuffer.UV6Kind\r\n * - VertexBuffer.ColorKind\r\n * - VertexBuffer.MatricesIndicesKind\r\n * - VertexBuffer.MatricesIndicesExtraKind\r\n * - VertexBuffer.MatricesWeightsKind\r\n * - VertexBuffer.MatricesWeightsExtraKind\r\n * @param data defines the data source\r\n * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for \"position\" kind\r\n * @param makeItUnique defines if the geometry associated with the mesh must be cloned to make the change only for this mesh (and not all meshes associated with the same geometry)\r\n * @returns the current mesh\r\n */\r\n public updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh {\r\n if (!this._geometry) {\r\n return this;\r\n }\r\n if (!makeItUnique) {\r\n this._geometry.updateVerticesData(kind, data, updateExtends);\r\n } else {\r\n this.makeGeometryUnique();\r\n this.updateVerticesData(kind, data, updateExtends, false);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.\r\n * @see https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions\r\n * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything\r\n * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update\r\n * @returns the current mesh\r\n */\r\n public updateMeshPositions(positionFunction: (data: FloatArray) => void, computeNormals: boolean = true): Mesh {\r\n var positions = this.getVerticesData(VertexBuffer.PositionKind);\r\n if (!positions) {\r\n return this;\r\n }\r\n\r\n positionFunction(positions);\r\n this.updateVerticesData(VertexBuffer.PositionKind, positions, false, false);\r\n\r\n if (computeNormals) {\r\n var indices = this.getIndices();\r\n var normals = this.getVerticesData(VertexBuffer.NormalKind);\r\n\r\n if (!normals) {\r\n return this;\r\n }\r\n\r\n VertexData.ComputeNormals(positions, indices, normals);\r\n this.updateVerticesData(VertexBuffer.NormalKind, normals, false, false);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Creates a un-shared specific occurence of the geometry for the mesh.\r\n * @returns the current mesh\r\n */\r\n public makeGeometryUnique(): Mesh {\r\n if (!this._geometry) {\r\n return this;\r\n }\r\n\r\n if (this._geometry.meshes.length === 1) {\r\n return this;\r\n }\r\n\r\n var oldGeometry = this._geometry;\r\n var geometry = this._geometry.copy(Geometry.RandomId());\r\n oldGeometry.releaseForMesh(this, true);\r\n geometry.applyToMesh(this);\r\n return this;\r\n }\r\n\r\n /**\r\n * Set the index buffer of this mesh\r\n * @param indices defines the source data\r\n * @param totalVertices defines the total number of vertices referenced by this index data (can be null)\r\n * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)\r\n * @returns the current mesh\r\n */\r\n public setIndices(indices: IndicesArray, totalVertices: Nullable<number> = null, updatable: boolean = false): AbstractMesh {\r\n if (!this._geometry) {\r\n var vertexData = new VertexData();\r\n vertexData.indices = indices;\r\n\r\n var scene = this.getScene();\r\n\r\n new Geometry(Geometry.RandomId(), scene, vertexData, updatable, this);\r\n } else {\r\n this._geometry.setIndices(indices, totalVertices, updatable);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Update the current index buffer\r\n * @param indices defines the source data\r\n * @param offset defines the offset in the index buffer where to store the new data (can be null)\r\n * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)\r\n * @returns the current mesh\r\n */\r\n public updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly = false): AbstractMesh {\r\n if (!this._geometry) {\r\n return this;\r\n }\r\n\r\n this._geometry.updateIndices(indices, offset, gpuMemoryOnly);\r\n return this;\r\n }\r\n\r\n /**\r\n * Invert the geometry to move from a right handed system to a left handed one.\r\n * @returns the current mesh\r\n */\r\n public toLeftHanded(): Mesh {\r\n if (!this._geometry) {\r\n return this;\r\n }\r\n this._geometry.toLeftHanded();\r\n return this;\r\n }\r\n\r\n /** @hidden */\r\n public _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh {\r\n if (!this._geometry) {\r\n return this;\r\n }\r\n\r\n var engine = this.getScene().getEngine();\r\n\r\n // Morph targets\r\n if (this.morphTargetManager && this.morphTargetManager.isUsingTextureForTargets) {\r\n this.morphTargetManager._bind(effect);\r\n }\r\n\r\n // Wireframe\r\n var indexToBind;\r\n\r\n if (this._unIndexed) {\r\n indexToBind = null;\r\n } else {\r\n switch (fillMode) {\r\n case Material.PointFillMode:\r\n indexToBind = null;\r\n break;\r\n case Material.WireFrameFillMode:\r\n indexToBind = subMesh._getLinesIndexBuffer(<IndicesArray>this.getIndices(), engine);\r\n break;\r\n default:\r\n case Material.TriangleFillMode:\r\n indexToBind = this._geometry.getIndexBuffer();\r\n break;\r\n }\r\n }\r\n\r\n // VBOs\r\n if (!this._userInstancedBuffersStorage || this.hasThinInstances) {\r\n this._geometry._bind(effect, indexToBind);\r\n } else {\r\n this._geometry._bind(effect, indexToBind, this._userInstancedBuffersStorage.vertexBuffers, this._userInstancedBuffersStorage.vertexArrayObjects);\r\n }\r\n return this;\r\n }\r\n\r\n /** @hidden */\r\n public _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh {\r\n if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {\r\n return this;\r\n }\r\n\r\n if (this._internalMeshDataInfo._onBeforeDrawObservable) {\r\n this._internalMeshDataInfo._onBeforeDrawObservable.notifyObservers(this);\r\n }\r\n\r\n let scene = this.getScene();\r\n let engine = scene.getEngine();\r\n\r\n if (this._unIndexed || fillMode == Material.PointFillMode) {\r\n // or triangles as points\r\n engine.drawArraysType(fillMode, subMesh.verticesStart, subMesh.verticesCount, this.forcedInstanceCount || instancesCount);\r\n } else if (fillMode == Material.WireFrameFillMode) {\r\n // Triangles as wireframe\r\n engine.drawElementsType(fillMode, 0, subMesh._linesIndexCount, this.forcedInstanceCount || instancesCount);\r\n } else {\r\n engine.drawElementsType(fillMode, subMesh.indexStart, subMesh.indexCount, this.forcedInstanceCount || instancesCount);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Registers for this mesh a javascript function called just before the rendering process\r\n * @param func defines the function to call before rendering this mesh\r\n * @returns the current mesh\r\n */\r\n public registerBeforeRender(func: (mesh: AbstractMesh) => void): Mesh {\r\n this.onBeforeRenderObservable.add(func);\r\n return this;\r\n }\r\n\r\n /**\r\n * Disposes a previously registered javascript function called before the rendering\r\n * @param func defines the function to remove\r\n * @returns the current mesh\r\n */\r\n public unregisterBeforeRender(func: (mesh: AbstractMesh) => void): Mesh {\r\n this.onBeforeRenderObservable.removeCallback(func);\r\n return this;\r\n }\r\n\r\n /**\r\n * Registers for this mesh a javascript function called just after the rendering is complete\r\n * @param func defines the function to call after rendering this mesh\r\n * @returns the current mesh\r\n */\r\n public registerAfterRender(func: (mesh: AbstractMesh) => void): Mesh {\r\n this.onAfterRenderObservable.add(func);\r\n return this;\r\n }\r\n\r\n /**\r\n * Disposes a previously registered javascript function called after the rendering.\r\n * @param func defines the function to remove\r\n * @returns the current mesh\r\n */\r\n public unregisterAfterRender(func: (mesh: AbstractMesh) => void): Mesh {\r\n this.onAfterRenderObservable.removeCallback(func);\r\n return this;\r\n }\r\n\r\n /** @hidden */\r\n public _getInstancesRenderList(subMeshId: number, isReplacementMode: boolean = false): _InstancesBatch {\r\n if (this._instanceDataStorage.isFrozen) {\r\n if (isReplacementMode) {\r\n this._instanceDataStorage.batchCacheReplacementModeInFrozenMode.hardwareInstancedRendering[subMeshId] = false;\r\n this._instanceDataStorage.batchCacheReplacementModeInFrozenMode.renderSelf[subMeshId] = true;\r\n return this._instanceDataStorage.batchCacheReplacementModeInFrozenMode;\r\n }\r\n if (this._instanceDataStorage.previousBatch) {\r\n return this._instanceDataStorage.previousBatch;\r\n }\r\n }\r\n var scene = this.getScene();\r\n const isInIntermediateRendering = scene._isInIntermediateRendering();\r\n const onlyForInstances = isInIntermediateRendering\r\n ? this._internalAbstractMeshDataInfo._onlyForInstancesIntermediate\r\n : this._internalAbstractMeshDataInfo._onlyForInstances;\r\n let batchCache = this._instanceDataStorage.batchCache;\r\n batchCache.mustReturn = false;\r\n batchCache.renderSelf[subMeshId] = isReplacementMode || (!onlyForInstances && this.isEnabled() && this.isVisible);\r\n batchCache.visibleInstances[subMeshId] = null;\r\n\r\n if (this._instanceDataStorage.visibleInstances && !isReplacementMode) {\r\n let visibleInstances = this._instanceDataStorage.visibleInstances;\r\n var currentRenderId = scene.getRenderId();\r\n var defaultRenderId = isInIntermediateRendering ? visibleInstances.intermediateDefaultRenderId : visibleInstances.defaultRenderId;\r\n batchCache.visibleInstances[subMeshId] = visibleInstances[currentRenderId];\r\n\r\n if (!batchCache.visibleInstances[subMeshId] && defaultRenderId) {\r\n batchCache.visibleInstances[subMeshId] = visibleInstances[defaultRenderId];\r\n }\r\n }\r\n batchCache.hardwareInstancedRendering[subMeshId] =\r\n !isReplacementMode &&\r\n this._instanceDataStorage.hardwareInstancedRendering &&\r\n batchCache.visibleInstances[subMeshId] !== null &&\r\n batchCache.visibleInstances[subMeshId] !== undefined;\r\n this._instanceDataStorage.previousBatch = batchCache;\r\n return batchCache;\r\n }\r\n\r\n /** @hidden */\r\n public _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh {\r\n var visibleInstances = batch.visibleInstances[subMesh._id];\r\n if (!visibleInstances) {\r\n return this;\r\n }\r\n\r\n let instanceStorage = this._instanceDataStorage;\r\n var currentInstancesBufferSize = instanceStorage.instancesBufferSize;\r\n var instancesBuffer = instanceStorage.instancesBuffer;\r\n var instancesPreviousBuffer = instanceStorage.instancesPreviousBuffer;\r\n var matricesCount = visibleInstances.length + 1;\r\n var bufferSize = matricesCount * 16 * 4;\r\n\r\n while (instanceStorage.instancesBufferSize < bufferSize) {\r\n instanceStorage.instancesBufferSize *= 2;\r\n }\r\n\r\n if (!instanceStorage.instancesData || currentInstancesBufferSize != instanceStorage.instancesBufferSize) {\r\n instanceStorage.instancesData = new Float32Array(instanceStorage.instancesBufferSize / 4);\r\n }\r\n if ((this._scene.needsPreviousWorldMatrices && !instanceStorage.instancesPreviousData) || currentInstancesBufferSize != instanceStorage.instancesBufferSize) {\r\n instanceStorage.instancesPreviousData = new Float32Array(instanceStorage.instancesBufferSize / 4);\r\n }\r\n\r\n var offset = 0;\r\n var instancesCount = 0;\r\n\r\n let renderSelf = batch.renderSelf[subMesh._id];\r\n\r\n const needUpdateBuffer =\r\n !instancesBuffer ||\r\n currentInstancesBufferSize !== instanceStorage.instancesBufferSize ||\r\n (this._scene.needsPreviousWorldMatrices && !instanceStorage.instancesPreviousBuffer);\r\n\r\n if (!this._instanceDataStorage.manualUpdate && (!instanceStorage.isFrozen || needUpdateBuffer)) {\r\n var world = this.getWorldMatrix();\r\n if (renderSelf) {\r\n if (this._scene.needsPreviousWorldMatrices) {\r\n if (!instanceStorage.masterMeshPreviousWorldMatrix) {\r\n instanceStorage.masterMeshPreviousWorldMatrix = world.clone();\r\n instanceStorage.masterMeshPreviousWorldMatrix.copyToArray(instanceStorage.instancesPreviousData, offset);\r\n } else {\r\n instanceStorage.masterMeshPreviousWorldMatrix.copyToArray(instanceStorage.instancesPreviousData, offset);\r\n instanceStorage.masterMeshPreviousWorldMatrix.copyFrom(world);\r\n }\r\n }\r\n world.copyToArray(instanceStorage.instancesData, offset);\r\n offset += 16;\r\n instancesCount++;\r\n }\r\n\r\n if (visibleInstances) {\r\n if (Mesh.INSTANCEDMESH_SORT_TRANSPARENT && this._scene.activeCamera && subMesh.getMaterial()?.needAlphaBlendingForMesh(subMesh.getRenderingMesh())) {\r\n const cameraPosition = this._scene.activeCamera.globalPosition;\r\n for (let instanceIndex = 0; instanceIndex < visibleInstances.length; instanceIndex++) {\r\n const instanceMesh = visibleInstances[instanceIndex];\r\n instanceMesh._distanceToCamera = Vector3.Distance(instanceMesh.getBoundingInfo().boundingSphere.centerWorld, cameraPosition);\r\n }\r\n visibleInstances.sort((m1, m2) => {\r\n return m1._distanceToCamera > m2._distanceToCamera ? -1 : m1._distanceToCamera < m2._distanceToCamera ? 1 : 0;\r\n });\r\n }\r\n for (var instanceIndex = 0; instanceIndex < visibleInstances.length; instanceIndex++) {\r\n var instance = visibleInstances[instanceIndex];\r\n var matrix = instance.getWorldMatrix();\r\n matrix.copyToArray(instanceStorage.instancesData, offset);\r\n\r\n if (this._scene.needsPreviousWorldMatrices) {\r\n if (!instance._previousWorldMatrix) {\r\n instance._previousWorldMatrix = matrix.clone();\r\n instance._previousWorldMatrix.copyToArray(instanceStorage.instancesPreviousData, offset);\r\n } else {\r\n instance._previousWorldMatrix.copyToArray(instanceStorage.instancesPreviousData, offset);\r\n instance._previousWorldMatrix.copyFrom(matrix);\r\n }\r\n }\r\n\r\n offset += 16;\r\n instancesCount++;\r\n }\r\n }\r\n } else {\r\n instancesCount = (renderSelf ? 1 : 0) + visibleInstances.length;\r\n }\r\n\r\n if (needUpdateBuffer) {\r\n if (instancesBuffer) {\r\n instancesBuffer.dispose();\r\n }\r\n\r\n if (instancesPreviousBuffer) {\r\n instancesPreviousBuffer.dispose();\r\n }\r\n\r\n instancesBuffer = new Buffer(engine, instanceStorage.instancesData, true, 16, false, true);\r\n instanceStorage.instancesBuffer = instancesBuffer;\r\n if (!this._userInstancedBuffersStorage) {\r\n this._userInstancedBuffersStorage = {\r\n data: {},\r\n vertexBuffers: {},\r\n strides: {},\r\n sizes: {},\r\n vertexArrayObjects: this.getEngine().getCaps().vertexArrayObject ? {} : undefined,\r\n };\r\n }\r\n\r\n this._userInstancedBuffersStorage.vertexBuffers[\"world0\"] = instancesBuffer.createVertexBuffer(\"world0\", 0, 4);\r\n this._userInstancedBuffersStorage.vertexBuffers[\"world1\"] = instancesBuffer.createVertexBuffer(\"world1\", 4, 4);\r\n this._userInstancedBuffersStorage.vertexBuffers[\"world2\"] = instancesBuffer.createVertexBuffer(\"world2\", 8, 4);\r\n this._userInstancedBuffersStorage.vertexBuffers[\"world3\"] = instancesBuffer.createVertexBuffer(\"world3\", 12, 4);\r\n\r\n if (this._scene.needsPreviousWorldMatrices) {\r\n instancesPreviousBuffer = new Buffer(engine, instanceStorage.instancesPreviousData, true, 16, false, true);\r\n instanceStorage.instancesPreviousBuffer = instancesPreviousBuffer;\r\n\r\n this._userInstancedBuffersStorage.vertexBuffers[\"previousWorld0\"] = instancesPreviousBuffer.createVertexBuffer(\"previousWorld0\", 0, 4);\r\n this._userInstancedBuffersStorage.vertexBuffers[\"previousWorld1\"] = instancesPreviousBuffer.createVertexBuffer(\"previousWorld1\", 4, 4);\r\n this._userInstancedBuffersStorage.vertexBuffers[\"previousWorld2\"] = instancesPreviousBuffer.createVertexBuffer(\"previousWorld2\", 8, 4);\r\n this._userInstancedBuffersStorage.vertexBuffers[\"previousWorld3\"] = instancesPreviousBuffer.createVertexBuffer(\"previousWorld3\", 12, 4);\r\n }\r\n this._invalidateInstanceVertexArrayObject();\r\n } else {\r\n if (!this._instanceDataStorage.isFrozen) {\r\n instancesBuffer!.updateDirectly(instanceStorage.instancesData, 0, instancesCount);\r\n if (this._scene.needsPreviousWorldMatrices && (!this._instanceDataStorage.manualUpdate || this._instanceDataStorage.previousManualUpdate)) {\r\n instancesPreviousBuffer!.updateDirectly(instanceStorage.instancesPreviousData, 0, instancesCount);\r\n }\r\n }\r\n }\r\n\r\n this._processInstancedBuffers(visibleInstances, renderSelf);\r\n\r\n // Stats\r\n this.getScene()._activeIndices.addCount(subMesh.indexCount * instancesCount, false);\r\n\r\n // Draw\r\n if (engine._currentDrawContext) {\r\n engine._currentDrawContext.useInstancing = true;\r\n }\r\n this._bind(subMesh, effect, fillMode);\r\n this._draw(subMesh, fillMode, instancesCount);\r\n\r\n // Write current matrices as previous matrices in case of manual update\r\n // Default behaviour when previous matrices are not specified explicitly\r\n // Will break if instances number/order changes\r\n if (\r\n this._scene.needsPreviousWorldMatrices &&\r\n !needUpdateBuffer &&\r\n this._instanceDataStorage.manualUpdate &&\r\n !this._instanceDataStorage.isFrozen &&\r\n !this._instanceDataStorage.previousManualUpdate\r\n ) {\r\n instancesPreviousBuffer!.updateDirectly(instanceStorage.instancesData, 0, instancesCount);\r\n }\r\n\r\n engine.unbindInstanceAttributes();\r\n return this;\r\n }\r\n\r\n /** @hidden */\r\n public _renderWithThinInstances(subMesh: SubMesh, fillMode: number, effect: Effect, engine: Engine) {\r\n // Stats\r\n const instancesCount = this._thinInstanceDataStorage?.instancesCount ?? 0;\r\n\r\n this.getScene()._activeIndices.addCount(subMesh.indexCount * instancesCount, false);\r\n\r\n // Draw\r\n if (engine._currentDrawContext) {\r\n engine._currentDrawContext.useInstancing = true;\r\n }\r\n this._bind(subMesh, effect, fillMode);\r\n this._draw(subMesh, fillMode, instancesCount);\r\n\r\n // Write current matrices as previous matrices\r\n // Default behaviour when previous matrices are not specified explicitly\r\n // Will break if instances number/order changes\r\n if (this._scene.needsPreviousWorldMatrices && !this._thinInstanceDataStorage.previousMatrixData && this._thinInstanceDataStorage.matrixData) {\r\n if (!this._thinInstanceDataStorage.previousMatrixBuffer) {\r\n this._thinInstanceDataStorage.previousMatrixBuffer = this._thinInstanceCreateMatrixBuffer(\"previousWorld\", this._thinInstanceDataStorage.matrixData, false);\r\n } else {\r\n this._thinInstanceDataStorage.previousMatrixBuffer!.updateDirectly(this._thinInstanceDataStorage.matrixData, 0, instancesCount);\r\n }\r\n }\r\n\r\n engine.unbindInstanceAttributes();\r\n }\r\n\r\n /** @hidden */\r\n public _processInstancedBuffers(visibleInstances: InstancedMesh[], renderSelf: boolean) {\r\n // Do nothing\r\n }\r\n\r\n /** @hidden */\r\n public _processRendering(\r\n renderingMesh: AbstractMesh,\r\n subMesh: SubMesh,\r\n effect: Effect,\r\n fillMode: number,\r\n batch: _InstancesBatch,\r\n hardwareInstancedRendering: boolean,\r\n onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void,\r\n effectiveMaterial?: Material\r\n ): Mesh {\r\n var scene = this.getScene();\r\n var engine = scene.getEngine();\r\n\r\n if (hardwareInstancedRendering && subMesh.getRenderingMesh().hasThinInstances) {\r\n this._renderWithThinInstances(subMesh, fillMode, effect, engine);\r\n return this;\r\n }\r\n\r\n if (hardwareInstancedRendering) {\r\n this._renderWithInstances(subMesh, fillMode, batch, effect, engine);\r\n } else {\r\n if (engine._currentDrawContext) {\r\n engine._currentDrawContext.useInstancing = false;\r\n }\r\n\r\n let instanceCount = 0;\r\n if (batch.renderSelf[subMesh._id]) {\r\n // Draw\r\n if (onBeforeDraw) {\r\n onBeforeDraw(false, renderingMesh.getWorldMatrix(), effectiveMaterial);\r\n }\r\n instanceCount++;\r\n\r\n this._draw(subMesh, fillMode, this._instanceDataStorage.overridenInstanceCount);\r\n }\r\n\r\n let visibleInstancesForSubMesh = batch.visibleInstances[subMesh._id];\r\n\r\n if (visibleInstancesForSubMesh) {\r\n let visibleInstanceCount = visibleInstancesForSubMesh.length;\r\n instanceCount += visibleInstanceCount;\r\n\r\n // Stats\r\n for (var instanceIndex = 0; instanceIndex < visibleInstanceCount; instanceIndex++) {\r\n var instance = visibleInstancesForSubMesh[instanceIndex];\r\n\r\n // World\r\n var world = instance.getWorldMatrix();\r\n if (onBeforeDraw) {\r\n onBeforeDraw(true, world, effectiveMaterial);\r\n }\r\n // Draw\r\n this._draw(subMesh, fillMode);\r\n }\r\n }\r\n\r\n // Stats\r\n scene._activeIndices.addCount(subMesh.indexCount * instanceCount, false);\r\n }\r\n return this;\r\n }\r\n\r\n /** @hidden */\r\n public _rebuild(dispose = false): void {\r\n if (this._instanceDataStorage.instancesBuffer) {\r\n // Dispose instance buffer to be recreated in _renderWithInstances when rendered\r\n if (dispose) {\r\n this._instanceDataStorage.instancesBuffer.dispose();\r\n }\r\n this._instanceDataStorage.instancesBuffer = null;\r\n }\r\n if (this._userInstancedBuffersStorage) {\r\n for (var kind in this._userInstancedBuffersStorage.vertexBuffers) {\r\n var buffer = this._userInstancedBuffersStorage.vertexBuffers[kind];\r\n if (buffer) {\r\n // Dispose instance buffer to be recreated in _renderWithInstances when rendered\r\n if (dispose) {\r\n buffer.dispose();\r\n }\r\n this._userInstancedBuffersStorage.vertexBuffers[kind] = null;\r\n }\r\n }\r\n if (this._userInstancedBuffersStorage.vertexArrayObjects) {\r\n this._userInstancedBuffersStorage.vertexArrayObjects = {};\r\n }\r\n }\r\n this._internalMeshDataInfo._effectiveMaterial = null;\r\n super._rebuild(dispose);\r\n }\r\n\r\n /** @hidden */\r\n public _freeze() {\r\n if (!this.subMeshes) {\r\n return;\r\n }\r\n\r\n // Prepare batches\r\n for (var index = 0; index < this.subMeshes.length; index++) {\r\n this._getInstancesRenderList(index);\r\n }\r\n\r\n this._internalMeshDataInfo._effectiveMaterial = null;\r\n this._instanceDataStorage.isFrozen = true;\r\n }\r\n\r\n /** @hidden */\r\n public _unFreeze() {\r\n this._instanceDataStorage.isFrozen = false;\r\n this._instanceDataStorage.previousBatch = null;\r\n }\r\n\r\n /**\r\n * Triggers the draw call for the mesh. Usually, you don't need to call this method by your own because the mesh rendering is handled by the scene rendering manager\r\n * @param subMesh defines the subMesh to render\r\n * @param enableAlphaMode defines if alpha mode can be changed\r\n * @param effectiveMeshReplacement defines an optional mesh used to provide info for the rendering\r\n * @returns the current mesh\r\n */\r\n public render(subMesh: SubMesh, enableAlphaMode: boolean, effectiveMeshReplacement?: AbstractMesh): Mesh {\r\n var scene = this.getScene();\r\n\r\n if (this._internalAbstractMeshDataInfo._isActiveIntermediate) {\r\n this._internalAbstractMeshDataInfo._isActiveIntermediate = false;\r\n } else {\r\n this._internalAbstractMeshDataInfo._isActive = false;\r\n }\r\n\r\n if (this._checkOcclusionQuery()) {\r\n return this;\r\n }\r\n\r\n // Managing instances\r\n var batch = this._getInstancesRenderList(subMesh._id, !!effectiveMeshReplacement);\r\n\r\n if (batch.mustReturn) {\r\n return this;\r\n }\r\n\r\n // Checking geometry state\r\n if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {\r\n return this;\r\n }\r\n\r\n const engine = scene.getEngine();\r\n let oldCameraMaxZ = 0;\r\n let oldCamera: Nullable<Camera> = null;\r\n if (this.ignoreCameraMaxZ && scene.activeCamera && !scene._isInIntermediateRendering()) {\r\n oldCameraMaxZ = scene.activeCamera.maxZ;\r\n oldCamera = scene.activeCamera;\r\n scene.activeCamera.maxZ = 0;\r\n scene.updateTransformMatrix(true);\r\n }\r\n\r\n if (this._internalMeshDataInfo._onBeforeRenderObservable) {\r\n this._internalMeshDataInfo._onBeforeRenderObservable.notifyObservers(this);\r\n }\r\n\r\n var hardwareInstancedRendering = batch.hardwareInstancedRendering[subMesh._id] || subMesh.getRenderingMesh().hasThinInstances;\r\n let instanceDataStorage = this._instanceDataStorage;\r\n\r\n let material = subMesh.getMaterial();\r\n if (!material) {\r\n if (oldCamera) {\r\n oldCamera.maxZ = oldCameraMaxZ;\r\n scene.updateTransformMatrix(true);\r\n }\r\n return this;\r\n }\r\n\r\n // Material\r\n if (!instanceDataStorage.isFrozen || !this._internalMeshDataInfo._effectiveMaterial || this._internalMeshDataInfo._effectiveMaterial !== material) {\r\n if (material._storeEffectOnSubMeshes) {\r\n if (!material.isReadyForSubMesh(this, subMesh, hardwareInstancedRendering)) {\r\n if (oldCamera) {\r\n oldCamera.maxZ = oldCameraMaxZ;\r\n scene.updateTransformMatrix(true);\r\n }\r\n return this;\r\n }\r\n } else if (!material.isReady(this, hardwareInstancedRendering)) {\r\n if (oldCamera) {\r\n oldCamera.maxZ = oldCameraMaxZ;\r\n scene.updateTransformMatrix(true);\r\n }\r\n return this;\r\n }\r\n\r\n this._internalMeshDataInfo._effectiveMaterial = material;\r\n } else if (\r\n (material._storeEffectOnSubMeshes && !subMesh.effect?._wasPreviouslyReady) ||\r\n (!material._storeEffectOnSubMeshes && !material.getEffect()?._wasPreviouslyReady)\r\n ) {\r\n if (oldCamera) {\r\n oldCamera.maxZ = oldCameraMaxZ;\r\n scene.updateTransformMatrix(true);\r\n }\r\n return this;\r\n }\r\n\r\n // Alpha mode\r\n if (enableAlphaMode) {\r\n engine.setAlphaMode(this._internalMeshDataInfo._effectiveMaterial.alphaMode);\r\n }\r\n\r\n var drawWrapper: Nullable<DrawWrapper>;\r\n if (this._internalMeshDataInfo._effectiveMaterial._storeEffectOnSubMeshes) {\r\n drawWrapper = subMesh._drawWrapper;\r\n } else {\r\n drawWrapper = this._internalMeshDataInfo._effectiveMaterial._getDrawWrapper();\r\n }\r\n\r\n var effect = drawWrapper?.effect ?? null;\r\n\r\n for (let step of scene._beforeRenderingMeshStage) {\r\n step.action(this, subMesh, batch, effect);\r\n }\r\n\r\n if (!drawWrapper || !effect) {\r\n if (oldCamera) {\r\n oldCamera.maxZ = oldCameraMaxZ;\r\n scene.updateTransformMatrix(true);\r\n }\r\n return this;\r\n }\r\n\r\n const effectiveMesh = effectiveMeshReplacement || this;\r\n\r\n var sideOrientation: Nullable<number>;\r\n\r\n if (!instanceDataStorage.isFrozen && (this._internalMeshDataInfo._effectiveMaterial.backFaceCulling || this.overrideMaterialSideOrientation !== null)) {\r\n let mainDeterminant = effectiveMesh._getWorldMatrixDeterminant();\r\n sideOrientation = this.overrideMaterialSideOrientation;\r\n if (sideOrientation == null) {\r\n sideOrientation = this._internalMeshDataInfo._effectiveMaterial.sideOrientation;\r\n }\r\n if (mainDeterminant < 0) {\r\n sideOrientation = sideOrientation === Material.ClockWiseSideOrientation ? Material.CounterClockWiseSideOrientation : Material.ClockWiseSideOrientation;\r\n }\r\n instanceDataStorage.sideOrientation = sideOrientation!;\r\n } else {\r\n sideOrientation = instanceDataStorage.sideOrientation;\r\n }\r\n\r\n var reverse = this._internalMeshDataInfo._effectiveMaterial._preBind(drawWrapper, sideOrientation);\r\n\r\n if (this._internalMeshDataInfo._effectiveMaterial.forceDepthWrite) {\r\n engine.setDepthWrite(true);\r\n }\r\n\r\n // Bind\r\n var fillMode = scene.forcePointsCloud ? Material.PointFillMode : scene.forceWireframe ? Material.WireFrameFillMode : this._internalMeshDataInfo._effectiveMaterial.fillMode;\r\n\r\n if (this._internalMeshDataInfo._onBeforeBindObservable) {\r\n this._internalMeshDataInfo._onBeforeBindObservable.notifyObservers(this);\r\n }\r\n\r\n if (!hardwareInstancedRendering) {\r\n // Binding will be done later because we need to add more info to the VB\r\n this._bind(subMesh, effect, fillMode);\r\n }\r\n\r\n const effectiveMaterial = this._internalMeshDataInfo._effectiveMaterial;\r\n var world = effectiveMesh.getWorldMatrix();\r\n if (effectiveMaterial._storeEffectOnSubMeshes) {\r\n effectiveMaterial.bindForSubMesh(world, this, subMesh);\r\n } else {\r\n effectiveMaterial.bind(world, this);\r\n }\r\n\r\n if (!effectiveMaterial.backFaceCulling && effectiveMaterial.separateCullingPass) {\r\n engine.setState(true, effectiveMaterial.zOffset, false, !reverse, effectiveMaterial.cullBackFaces, effectiveMaterial.stencil, effectiveMaterial.zOffsetUnits);\r\n this._processRendering(this, subMesh, effect, fillMode, batch, hardwareInstancedRendering, this._onBeforeDraw, this._internalMeshDataInfo._effectiveMaterial);\r\n engine.setState(true, effectiveMaterial.zOffset, false, reverse, effectiveMaterial.cullBackFaces, effectiveMaterial.stencil, effectiveMaterial.zOffsetUnits);\r\n\r\n if (this._internalMeshDataInfo._onBetweenPassObservable) {\r\n this._internalMeshDataInfo._onBetweenPassObservable.notifyObservers(subMesh);\r\n }\r\n }\r\n\r\n // Draw\r\n this._processRendering(this, subMesh, effect, fillMode, batch, hardwareInstancedRendering, this._onBeforeDraw, this._internalMeshDataInfo._effectiveMaterial);\r\n\r\n // Unbind\r\n this._internalMeshDataInfo._effectiveMaterial.unbind();\r\n\r\n for (let step of scene._afterRenderingMeshStage) {\r\n step.action(this, subMesh, batch, effect);\r\n }\r\n\r\n if (this._internalMeshDataInfo._onAfterRenderObservable) {\r\n this._internalMeshDataInfo._onAfterRenderObservable.notifyObservers(this);\r\n }\r\n\r\n if (oldCamera) {\r\n oldCamera.maxZ = oldCameraMaxZ;\r\n scene.updateTransformMatrix(true);\r\n }\r\n return this;\r\n }\r\n\r\n private _onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void;\r\n\r\n /**\r\n * Renormalize the mesh and patch it up if there are no weights\r\n * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.\r\n * However in the case of zero weights then we set just a single influence to 1.\r\n * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.\r\n */\r\n public cleanMatrixWeights(): void {\r\n if (this.isVerticesDataPresent(VertexBuffer.MatricesWeightsKind)) {\r\n if (this.isVerticesDataPresent(VertexBuffer.MatricesWeightsExtraKind)) {\r\n this.normalizeSkinWeightsAndExtra();\r\n } else {\r\n this.normalizeSkinFourWeights();\r\n }\r\n }\r\n }\r\n\r\n // faster 4 weight version.\r\n private normalizeSkinFourWeights(): void {\r\n let matricesWeights = <FloatArray>this.getVerticesData(VertexBuffer.MatricesWeightsKind);\r\n let numWeights = matricesWeights.length;\r\n\r\n for (var a = 0; a < numWeights; a += 4) {\r\n // accumulate weights\r\n var t = matricesWeights[a] + matricesWeights[a + 1] + matricesWeights[a + 2] + matricesWeights[a + 3];\r\n // check for invalid weight and just set it to 1.\r\n if (t === 0) {\r\n matricesWeights[a] = 1;\r\n } else {\r\n // renormalize so everything adds to 1 use reciprocal\r\n let recip = 1 / t;\r\n matricesWeights[a] *= recip;\r\n matricesWeights[a + 1] *= recip;\r\n matricesWeights[a + 2] *= recip;\r\n matricesWeights[a + 3] *= recip;\r\n }\r\n }\r\n this.setVerticesData(VertexBuffer.MatricesWeightsKind, matricesWeights);\r\n }\r\n // handle special case of extra verts. (in theory gltf can handle 12 influences)\r\n private normalizeSkinWeightsAndExtra(): void {\r\n let matricesWeightsExtra = <FloatArray>this.getVerticesData(VertexBuffer.MatricesWeightsExtraKind);\r\n let matricesWeights = <FloatArray>this.getVerticesData(VertexBuffer.MatricesWeightsKind);\r\n let numWeights = matricesWeights.length;\r\n\r\n for (var a = 0; a < numWeights; a += 4) {\r\n // accumulate weights\r\n var t = matricesWeights[a] + matricesWeights[a + 1] + matricesWeights[a + 2] + matricesWeights[a + 3];\r\n t += matricesWeightsExtra[a] + matricesWeightsExtra[a + 1] + matricesWeightsExtra[a + 2] + matricesWeightsExtra[a + 3];\r\n // check for invalid weight and just set it to 1.\r\n if (t === 0) {\r\n matricesWeights[a] = 1;\r\n } else {\r\n // renormalize so everything adds to 1 use reciprocal\r\n let recip = 1 / t;\r\n matricesWeights[a] *= recip;\r\n matricesWeights[a + 1] *= recip;\r\n matricesWeights[a + 2] *= recip;\r\n matricesWeights[a + 3] *= recip;\r\n // same goes for extras\r\n matricesWeightsExtra[a] *= recip;\r\n matricesWeightsExtra[a + 1] *= recip;\r\n matricesWeightsExtra[a + 2] *= recip;\r\n matricesWeightsExtra[a + 3] *= recip;\r\n }\r\n }\r\n this.setVerticesData(VertexBuffer.MatricesWeightsKind, matricesWeights);\r\n this.setVerticesData(VertexBuffer.MatricesWeightsKind, matricesWeightsExtra);\r\n }\r\n\r\n /**\r\n * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,\r\n * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let\r\n * the user know there was an issue with importing the mesh\r\n * @returns a validation object with skinned, valid and report string\r\n */\r\n public validateSkinning(): { skinned: boolean; valid: boolean; report: string } {\r\n let matricesWeightsExtra = <FloatArray>this.getVerticesData(VertexBuffer.MatricesWeightsExtraKind);\r\n let matricesWeights = <FloatArray>this.getVerticesData(VertexBuffer.MatricesWeightsKind);\r\n if (matricesWeights === null || this.skeleton == null) {\r\n return { skinned: false, valid: true, report: \"not skinned\" };\r\n }\r\n\r\n let numWeights = matricesWeights.length;\r\n let numberNotSorted: number = 0;\r\n let missingWeights: number = 0;\r\n let maxUsedWeights: number = 0;\r\n let numberNotNormalized: number = 0;\r\n let numInfluences: number = matricesWeightsExtra === null ? 4 : 8;\r\n var usedWeightCounts = new Array<number>();\r\n for (var a = 0; a <= numInfluences; a++) {\r\n usedWeightCounts[a] = 0;\r\n }\r\n const toleranceEpsilon: number = 0.001;\r\n\r\n for (var a = 0; a < numWeights; a += 4) {\r\n let lastWeight: number = matricesWeights[a];\r\n var t = lastWeight;\r\n let usedWeights: number = t === 0 ? 0 : 1;\r\n\r\n for (var b = 1; b < numInfluences; b++) {\r\n var d = b < 4 ? matricesWeights[a + b] : matricesWeightsExtra[a + b - 4];\r\n if (d > lastWeight) {\r\n numberNotSorted++;\r\n }\r\n if (d !== 0) {\r\n usedWeights++;\r\n }\r\n t += d;\r\n lastWeight = d;\r\n }\r\n // count the buffer weights usage\r\n usedWeightCounts[usedWeights]++;\r\n\r\n // max influences\r\n if (usedWeights > maxUsedWeights) {\r\n maxUsedWeights = usedWeights;\r\n }\r\n\r\n // check for invalid weight and just set it to 1.\r\n if (t === 0) {\r\n missingWeights++;\r\n } else {\r\n // renormalize so everything adds to 1 use reciprocal\r\n let recip = 1 / t;\r\n let tolerance = 0;\r\n for (b = 0; b < numInfluences; b++) {\r\n if (b < 4) {\r\n tolerance += Math.abs(matricesWeights[a + b] - matricesWeights[a + b] * recip);\r\n } else {\r\n tolerance += Math.abs(matricesWeightsExtra[a + b - 4] - matricesWeightsExtra[a + b - 4] * recip);\r\n }\r\n }\r\n // arbitrary epsilon value for dictating not normalized\r\n if (tolerance > toleranceEpsilon) {\r\n numberNotNormalized++;\r\n }\r\n }\r\n }\r\n\r\n // validate bone indices are in range of the skeleton\r\n let numBones: number = this.skeleton.bones.length;\r\n let matricesIndices = <FloatArray>this.getVerticesData(VertexBuffer.MatricesIndicesKind);\r\n let matricesIndicesExtra = <FloatArray>this.getVerticesData(VertexBuffer.MatricesIndicesExtraKind);\r\n let numBadBoneIndices: number = 0;\r\n for (var a = 0; a < numWeights; a += 4) {\r\n for (var b = 0; b < numInfluences; b++) {\r\n let index = b < 4 ? matricesIndices[a + b] : matricesIndicesExtra[a + b - 4];\r\n if (index >= numBones || index < 0) {\r\n numBadBoneIndices++;\r\n }\r\n }\r\n }\r\n\r\n // log mesh stats\r\n var output =\r\n \"Number of Weights = \" +\r\n numWeights / 4 +\r\n \"\\nMaximum influences = \" +\r\n maxUsedWeights +\r\n \"\\nMissing Weights = \" +\r\n missingWeights +\r\n \"\\nNot Sorted = \" +\r\n numberNotSorted +\r\n \"\\nNot Normalized = \" +\r\n numberNotNormalized +\r\n \"\\nWeightCounts = [\" +\r\n usedWeightCounts +\r\n \"]\" +\r\n \"\\nNumber of bones = \" +\r\n numBones +\r\n \"\\nBad Bone Indices = \" +\r\n numBadBoneIndices;\r\n\r\n return { skinned: true, valid: missingWeights === 0 && numberNotNormalized === 0 && numBadBoneIndices === 0, report: output };\r\n }\r\n\r\n /** @hidden */\r\n public _checkDelayState(): Mesh {\r\n var scene = this.getScene();\r\n if (this._geometry) {\r\n this._geometry.load(scene);\r\n } else if (this.delayLoadState === 4) {\r\n this.delayLoadState = 2;\r\n\r\n this._queueLoad(scene);\r\n }\r\n return this;\r\n }\r\n\r\n private _queueLoad(scene: Scene): Mesh {\r\n scene._addPendingData(this);\r\n\r\n var getBinaryData = this.delayLoadingFile.indexOf(\".babylonbinarymeshdata\") !== -1;\r\n\r\n Tools.LoadFile(\r\n this.delayLoadingFile,\r\n (data) => {\r\n if (data instanceof ArrayBuffer) {\r\n this._delayLoadingFunction(data, this);\r\n } else {\r\n this._delayLoadingFunction(JSON.parse(data), this);\r\n }\r\n\r\n this.instances.forEach((instance) => {\r\n instance.refreshBoundingInfo();\r\n instance._syncSubMeshes();\r\n });\r\n\r\n this.delayLoadState = 1;\r\n scene._removePendingData(this);\r\n },\r\n () => { },\r\n scene.offlineProvider,\r\n getBinaryData\r\n );\r\n return this;\r\n }\r\n\r\n /**\r\n * Returns `true` if the mesh is within the frustum defined by the passed array of planes.\r\n * A mesh is in the frustum if its bounding box intersects the frustum\r\n * @param frustumPlanes defines the frustum to test\r\n * @returns true if the mesh is in the frustum planes\r\n */\r\n public isInFrustum(frustumPlanes: Plane[]): boolean {\r\n if (this.delayLoadState === 2) {\r\n return false;\r\n }\r\n\r\n if (!super.isInFrustum(frustumPlanes)) {\r\n return false;\r\n }\r\n\r\n this._checkDelayState();\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Sets the mesh material by the material or multiMaterial `id` property\r\n * @param id is a string identifying the material or the multiMaterial\r\n * @returns the current mesh\r\n */\r\n public setMaterialById(id: string): Mesh {\r\n var materials = this.getScene().materials;\r\n var index: number;\r\n for (index = materials.length - 1; index > -1; index--) {\r\n if (materials[index].id === id) {\r\n this.material = materials[index];\r\n return this;\r\n }\r\n }\r\n\r\n // Multi\r\n var multiMaterials = this.getScene().multiMaterials;\r\n for (index = multiMaterials.length - 1; index > -1; index--) {\r\n if (multiMaterials[index].id === id) {\r\n this.material = multiMaterials[index];\r\n return this;\r\n }\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Returns as a new array populated with the mesh material and/or skeleton, if any.\r\n * @returns an array of IAnimatable\r\n */\r\n public getAnimatables(): IAnimatable[] {\r\n var results = new Array<IAnimatable>();\r\n\r\n if (this.material) {\r\n results.push(this.material);\r\n }\r\n\r\n if (this.skeleton) {\r\n results.push(this.skeleton);\r\n }\r\n\r\n return results;\r\n }\r\n\r\n /**\r\n * Modifies the mesh geometry according to the passed transformation matrix.\r\n * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.\r\n * The mesh normals are modified using the same transformation.\r\n * Note that, under the hood, this method sets a new VertexBuffer each call.\r\n * @param transform defines the transform matrix to use\r\n * @see https://doc.babylonjs.com/resources/baking_transformations\r\n * @returns the current mesh\r\n */\r\n public bakeTransformIntoVertices(transform: Matrix): Mesh {\r\n // Position\r\n if (!this.isVerticesDataPresent(VertexBuffer.PositionKind)) {\r\n return this;\r\n }\r\n\r\n var submeshes = this.subMeshes.splice(0);\r\n\r\n this._resetPointsArrayCache();\r\n\r\n var data = <FloatArray>this.getVerticesData(VertexBuffer.PositionKind);\r\n\r\n var temp = new Array<number>();\r\n var index: number;\r\n for (index = 0; index < data.length; index += 3) {\r\n Vector3.TransformCoordinates(Vector3.FromArray(data, index), transform).toArray(temp, index);\r\n }\r\n\r\n this.setVerticesData(VertexBuffer.PositionKind, temp, (<VertexBuffer>this.getVertexBuffer(VertexBuffer.PositionKind)).isUpdatable());\r\n\r\n // Normals\r\n if (this.isVerticesDataPresent(VertexBuffer.NormalKind)) {\r\n data = <FloatArray>this.getVerticesData(VertexBuffer.NormalKind);\r\n temp = [];\r\n for (index = 0; index < data.length; index += 3) {\r\n Vector3.TransformNormal(Vector3.FromArray(data, index), transform).normalize().toArray(temp, index);\r\n }\r\n this.setVerticesData(VertexBuffer.NormalKind, temp, (<VertexBuffer>this.getVertexBuffer(VertexBuffer.NormalKind)).isUpdatable());\r\n }\r\n\r\n // flip faces?\r\n if (transform.determinant() < 0) {\r\n this.flipFaces();\r\n }\r\n\r\n // Restore submeshes\r\n this.releaseSubMeshes();\r\n this.subMeshes = submeshes;\r\n return this;\r\n }\r\n\r\n /**\r\n * Modifies the mesh geometry according to its own current World Matrix.\r\n * The mesh World Matrix is then reset.\r\n * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.\r\n * Note that, under the hood, this method sets a new VertexBuffer each call.\r\n * @see https://doc.babylonjs.com/resources/baking_transformations\r\n * @param bakeIndependenlyOfChildren indicates whether to preserve all child nodes' World Matrix during baking\r\n * @returns the current mesh\r\n */\r\n public bakeCurrentTransformIntoVertices(bakeIndependenlyOfChildren: boolean = true): Mesh {\r\n this.bakeTransformIntoVertices(this.computeWorldMatrix(true));\r\n this.resetLocalMatrix(bakeIndependenlyOfChildren);\r\n return this;\r\n }\r\n\r\n // Cache\r\n\r\n /** @hidden */\r\n public get _positions(): Nullable<Vector3[]> {\r\n if (this._internalAbstractMeshDataInfo._positions) {\r\n return this._internalAbstractMeshDataInfo._positions;\r\n }\r\n\r\n if (this._geometry) {\r\n return this._geometry._positions;\r\n }\r\n return null;\r\n }\r\n\r\n /** @hidden */\r\n public _resetPointsArrayCache(): Mesh {\r\n if (this._geometry) {\r\n this._geometry._resetPointsArrayCache();\r\n }\r\n return this;\r\n }\r\n\r\n /** @hidden */\r\n public _generatePointsArray(): boolean {\r\n if (this._geometry) {\r\n return this._geometry._generatePointsArray();\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * Returns a new Mesh object generated from the current mesh properties.\r\n * This method must not get confused with createInstance()\r\n * @param name is a string, the name given to the new mesh\r\n * @param newParent can be any Node object (default `null`)\r\n * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)\r\n * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)\r\n * @returns a new mesh\r\n */\r\n public clone(name: string = \"\", newParent: Nullable<Node> = null, doNotCloneChildren?: boolean, clonePhysicsImpostor: boolean = true): Mesh {\r\n return new Mesh(name, this.getScene(), newParent, this, doNotCloneChildren, clonePhysicsImpostor);\r\n }\r\n\r\n /**\r\n * Releases resources associated with this mesh.\r\n * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)\r\n * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)\r\n */\r\n public dispose(doNotRecurse?: boolean, disposeMaterialAndTextures = false): void {\r\n this.morphTargetManager = null;\r\n\r\n if (this._geometry) {\r\n this._geometry.releaseForMesh(this, true);\r\n }\r\n\r\n let internalDataInfo = this._internalMeshDataInfo;\r\n\r\n if (internalDataInfo._onBeforeDrawObservable) {\r\n internalDataInfo._onBeforeDrawObservable.clear();\r\n }\r\n\r\n if (internalDataInfo._onBeforeBindObservable) {\r\n internalDataInfo._onBeforeBindObservable.clear();\r\n }\r\n\r\n if (internalDataInfo._onBeforeRenderObservable) {\r\n internalDataInfo._onBeforeRenderObservable.clear();\r\n }\r\n\r\n if (internalDataInfo._onAfterRenderObservable) {\r\n internalDataInfo._onAfterRenderObservable.clear();\r\n }\r\n\r\n if (internalDataInfo._onBetweenPassObservable) {\r\n internalDataInfo._onBetweenPassObservable.clear();\r\n }\r\n\r\n // Sources\r\n if (this._scene.useClonedMeshMap) {\r\n if (internalDataInfo.meshMap) {\r\n for (const uniqueId in internalDataInfo.meshMap) {\r\n const mesh = internalDataInfo.meshMap[uniqueId];\r\n if (mesh) {\r\n mesh._internalMeshDataInfo._source = null;\r\n internalDataInfo.meshMap[uniqueId] = undefined;\r\n }\r\n }\r\n }\r\n\r\n if (internalDataInfo._source && internalDataInfo._source._internalMeshDataInfo.meshMap) {\r\n internalDataInfo._source._internalMeshDataInfo.meshMap[this.uniqueId] = undefined;\r\n }\r\n } else {\r\n var meshes = this.getScene().meshes;\r\n for (const abstractMesh of meshes) {\r\n let mesh = abstractMesh as Mesh;\r\n if (mesh._internalMeshDataInfo && mesh._internalMeshDataInfo._source && mesh._internalMeshDataInfo._source === this) {\r\n mesh._internalMeshDataInfo._source = null;\r\n }\r\n }\r\n }\r\n\r\n internalDataInfo._source = null;\r\n\r\n // Instances\r\n this._disposeInstanceSpecificData();\r\n\r\n // Thin instances\r\n this._disposeThinInstanceSpecificData();\r\n\r\n if (this._internalMeshDataInfo._checkReadinessObserver) {\r\n this._scene.onBeforeRenderObservable.remove(this._internalMeshDataInfo._checkReadinessObserver);\r\n }\r\n\r\n super.dispose(doNotRecurse, disposeMaterialAndTextures);\r\n }\r\n\r\n /** @hidden */\r\n public _disposeInstanceSpecificData() {\r\n // Do nothing\r\n }\r\n\r\n /** @hidden */\r\n public _disposeThinInstanceSpecificData() {\r\n // Do nothing\r\n }\r\n\r\n /** @hidden */\r\n public _invalidateInstanceVertexArrayObject() {\r\n // Do nothing\r\n }\r\n\r\n /**\r\n * Modifies the mesh geometry according to a displacement map.\r\n * A displacement map is a colored image. Each pixel color value (actually a gradient computed from red, green, blue values) will give the displacement to apply to each mesh vertex.\r\n * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.\r\n * @param url is a string, the URL from the image file is to be downloaded.\r\n * @param minHeight is the lower limit of the displacement.\r\n * @param maxHeight is the upper limit of the displacement.\r\n * @param onSuccess is an optional Javascript function to be called just after the mesh is modified. It is passed the modified mesh and must return nothing.\r\n * @param uvOffset is an optional vector2 used to offset UV.\r\n * @param uvScale is an optional vector2 used to scale UV.\r\n * @param forceUpdate defines whether or not to force an update of the generated buffers. This is useful to apply on a deserialized model for instance.\r\n * @returns the Mesh.\r\n */\r\n public applyDisplacementMap(\r\n url: string,\r\n minHeight: number,\r\n maxHeight: number,\r\n onSuccess?: (mesh: Mesh) => void,\r\n uvOffset?: Vector2,\r\n uvScale?: Vector2,\r\n forceUpdate = false\r\n ): Mesh {\r\n var scene = this.getScene();\r\n\r\n var onload = (img: HTMLImageElement | ImageBitmap) => {\r\n // Getting height map data\r\n var heightMapWidth = img.width;\r\n var heightMapHeight = img.height;\r\n var canvas = this.getEngine().createCanvas(heightMapWidth, heightMapHeight);\r\n var context = <CanvasRenderingContext2D>canvas.getContext(\"2d\");\r\n\r\n context.drawImage(img, 0, 0);\r\n\r\n // Create VertexData from map data\r\n //Cast is due to wrong definition in lib.d.ts from ts 1.3 - https://github.com/Microsoft/TypeScript/issues/949\r\n var buffer = <Uint8Array>(<any>context.getImageData(0, 0, heightMapWidth, heightMapHeight).data);\r\n\r\n this.applyDisplacementMapFromBuffer(buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight, uvOffset, uvScale, forceUpdate);\r\n //execute success callback, if set\r\n if (onSuccess) {\r\n onSuccess(this);\r\n }\r\n };\r\n\r\n Tools.LoadImage(url, onload, () => { }, scene.offlineProvider);\r\n return this;\r\n }\r\n\r\n /**\r\n * Modifies the mesh geometry according to a displacementMap buffer.\r\n * A displacement map is a colored image. Each pixel color value (actually a gradient computed from red, green, blue values) will give the displacement to apply to each mesh vertex.\r\n * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.\r\n * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.\r\n * @param heightMapWidth is the width of the buffer image.\r\n * @param heightMapHeight is the height of the buffer image.\r\n * @param minHeight is the lower limit of the displacement.\r\n * @param maxHeight is the upper limit of the displacement.\r\n * @param onSuccess is an optional Javascript function to be called just after the mesh is modified. It is passed the modified mesh and must return nothing.\r\n * @param uvOffset is an optional vector2 used to offset UV.\r\n * @param uvScale is an optional vector2 used to scale UV.\r\n * @param forceUpdate defines whether or not to force an update of the generated buffers. This is useful to apply on a deserialized model for instance.\r\n * @returns the Mesh.\r\n */\r\n public applyDisplacementMapFromBuffer(\r\n buffer: Uint8Array,\r\n heightMapWidth: number,\r\n heightMapHeight: number,\r\n minHeight: number,\r\n maxHeight: number,\r\n uvOffset?: Vector2,\r\n uvScale?: Vector2,\r\n forceUpdate = false\r\n ): Mesh {\r\n if (!this.isVerticesDataPresent(VertexBuffer.PositionKind) || !this.isVerticesDataPresent(VertexBuffer.NormalKind) || !this.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n Logger.Warn(\"Cannot call applyDisplacementMap: Given mesh is not complete. Position, Normal or UV are missing\");\r\n return this;\r\n }\r\n\r\n var positions = <FloatArray>this.getVerticesData(VertexBuffer.PositionKind, true, true);\r\n var normals = <FloatArray>this.getVerticesData(VertexBuffer.NormalKind);\r\n var uvs = <number[]>this.getVerticesData(VertexBuffer.UVKind);\r\n var position = Vector3.Zero();\r\n var normal = Vector3.Zero();\r\n var uv = Vector2.Zero();\r\n\r\n uvOffset = uvOffset || Vector2.Zero();\r\n uvScale = uvScale || new Vector2(1, 1);\r\n\r\n for (var index = 0; index < positions.length; index += 3) {\r\n Vector3.FromArrayToRef(positions, index, position);\r\n Vector3.FromArrayToRef(normals, index, normal);\r\n Vector2.FromArrayToRef(uvs, (index / 3) * 2, uv);\r\n\r\n // Compute height\r\n var u = (Math.abs(uv.x * uvScale.x + (uvOffset.x % 1)) * (heightMapWidth - 1)) % heightMapWidth | 0;\r\n var v = (Math.abs(uv.y * uvScale.y + (uvOffset.y % 1)) * (heightMapHeight - 1)) % heightMapHeight | 0;\r\n\r\n var pos = (u + v * heightMapWidth) * 4;\r\n var r = buffer[pos] / 255.0;\r\n var g = buffer[pos + 1] / 255.0;\r\n var b = buffer[pos + 2] / 255.0;\r\n\r\n var gradient = r * 0.3 + g * 0.59 + b * 0.11;\r\n\r\n normal.normalize();\r\n normal.scaleInPlace(minHeight + (maxHeight - minHeight) * gradient);\r\n position = position.add(normal);\r\n\r\n position.toArray(positions, index);\r\n }\r\n\r\n VertexData.ComputeNormals(positions, this.getIndices(), normals);\r\n\r\n if (forceUpdate) {\r\n this.setVerticesData(VertexBuffer.PositionKind, positions);\r\n this.setVerticesData(VertexBuffer.NormalKind, normals);\r\n this.setVerticesData(VertexBuffer.UVKind, uvs);\r\n } else {\r\n this.updateVerticesData(VertexBuffer.PositionKind, positions);\r\n this.updateVerticesData(VertexBuffer.NormalKind, normals);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Modify the mesh to get a flat shading rendering.\r\n * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.\r\n * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.\r\n * @returns current mesh\r\n */\r\n public convertToFlatShadedMesh(): Mesh {\r\n var kinds = this.getVerticesDataKinds();\r\n var vbs: { [key: string]: VertexBuffer } = {};\r\n var data: { [key: string]: FloatArray } = {};\r\n var newdata: { [key: string]: Array<number> } = {};\r\n var updatableNormals = false;\r\n var kindIndex: number;\r\n var kind: string;\r\n\r\n for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {\r\n kind = kinds[kindIndex];\r\n var vertexBuffer = <VertexBuffer>this.getVertexBuffer(kind);\r\n\r\n // Check data consistency\r\n const vertexData = vertexBuffer.getData();\r\n if (vertexData instanceof Array || vertexData instanceof Float32Array) {\r\n if (vertexData.length === 0) {\r\n continue;\r\n }\r\n }\r\n\r\n if (kind === VertexBuffer.NormalKind) {\r\n updatableNormals = vertexBuffer.isUpdatable();\r\n kinds.splice(kindIndex, 1);\r\n kindIndex--;\r\n continue;\r\n }\r\n\r\n vbs[kind] = vertexBuffer;\r\n data[kind] = this.getVerticesData(kind)!;\r\n newdata[kind] = [];\r\n }\r\n\r\n // Save previous submeshes\r\n var previousSubmeshes = this.subMeshes.slice(0);\r\n\r\n var indices = <IndicesArray>this.getIndices();\r\n var totalIndices = this.getTotalIndices();\r\n\r\n // Generating unique vertices per face\r\n var index: number;\r\n for (index = 0; index < totalIndices; index++) {\r\n var vertexIndex = indices[index];\r\n\r\n for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {\r\n kind = kinds[kindIndex];\r\n if (!vbs[kind]) {\r\n continue;\r\n }\r\n\r\n var stride = vbs[kind].getStrideSize();\r\n\r\n for (var offset = 0; offset < stride; offset++) {\r\n newdata[kind].push(data[kind][vertexIndex * stride + offset]);\r\n }\r\n }\r\n }\r\n\r\n // Updating faces & normal\r\n var normals = [];\r\n var positions = newdata[VertexBuffer.PositionKind];\r\n const useRightHandedSystem = this.getScene().useRightHandedSystem;\r\n let flipNormalGeneration: boolean;\r\n if (useRightHandedSystem) {\r\n flipNormalGeneration = this.overrideMaterialSideOrientation === 1;\r\n }\r\n else {\r\n flipNormalGeneration = this.overrideMaterialSideOrientation === 0;\r\n }\r\n\r\n for (index = 0; index < totalIndices; index += 3) {\r\n indices[index] = index;\r\n indices[index + 1] = index + 1;\r\n indices[index + 2] = index + 2;\r\n\r\n var p1 = Vector3.FromArray(positions, index * 3);\r\n var p2 = Vector3.FromArray(positions, (index + 1) * 3);\r\n var p3 = Vector3.FromArray(positions, (index + 2) * 3);\r\n\r\n var p1p2 = p1.subtract(p2);\r\n var p3p2 = p3.subtract(p2);\r\n\r\n var normal = Vector3.Normalize(Vector3.Cross(p1p2, p3p2));\r\n if (flipNormalGeneration) {\r\n normal.scaleInPlace(-1);\r\n }\r\n\r\n // Store same normals for every vertex\r\n for (var localIndex = 0; localIndex < 3; localIndex++) {\r\n normals.push(normal.x);\r\n normals.push(normal.y);\r\n normals.push(normal.z);\r\n }\r\n }\r\n\r\n this.setIndices(indices);\r\n this.setVerticesData(VertexBuffer.NormalKind, normals, updatableNormals);\r\n\r\n // Updating vertex buffers\r\n for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {\r\n kind = kinds[kindIndex];\r\n\r\n if (!newdata[kind]) {\r\n continue;\r\n }\r\n\r\n this.setVerticesData(kind, newdata[kind], vbs[kind].isUpdatable());\r\n }\r\n\r\n // Updating submeshes\r\n this.releaseSubMeshes();\r\n for (var submeshIndex = 0; submeshIndex < previousSubmeshes.length; submeshIndex++) {\r\n var previousOne = previousSubmeshes[submeshIndex];\r\n SubMesh.AddToMesh(previousOne.materialIndex, previousOne.indexStart, previousOne.indexCount, previousOne.indexStart, previousOne.indexCount, this);\r\n }\r\n\r\n this.synchronizeInstances();\r\n return this;\r\n }\r\n\r\n /**\r\n * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.\r\n * In other words, more vertices, no more indices and a single bigger VBO.\r\n * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.\r\n * @returns current mesh\r\n */\r\n public convertToUnIndexedMesh(): Mesh {\r\n var kinds = this.getVerticesDataKinds();\r\n var vbs: { [key: string]: VertexBuffer } = {};\r\n var data: { [key: string]: FloatArray } = {};\r\n var newdata: { [key: string]: Array<number> } = {};\r\n var kindIndex: number;\r\n var kind: string;\r\n for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {\r\n kind = kinds[kindIndex];\r\n var vertexBuffer = <VertexBuffer>this.getVertexBuffer(kind);\r\n vbs[kind] = vertexBuffer;\r\n data[kind] = <FloatArray>vbs[kind].getData();\r\n newdata[kind] = [];\r\n }\r\n\r\n // Save previous submeshes\r\n var previousSubmeshes = this.subMeshes.slice(0);\r\n\r\n var indices = <IndicesArray>this.getIndices();\r\n var totalIndices = this.getTotalIndices();\r\n\r\n // Generating unique vertices per face\r\n var index: number;\r\n for (index = 0; index < totalIndices; index++) {\r\n var vertexIndex = indices[index];\r\n\r\n for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {\r\n kind = kinds[kindIndex];\r\n var stride = vbs[kind].getStrideSize();\r\n\r\n for (var offset = 0; offset < stride; offset++) {\r\n newdata[kind].push(data[kind][vertexIndex * stride + offset]);\r\n }\r\n }\r\n }\r\n\r\n // Updating indices\r\n for (index = 0; index < totalIndices; index += 3) {\r\n indices[index] = index;\r\n indices[index + 1] = index + 1;\r\n indices[index + 2] = index + 2;\r\n }\r\n\r\n this.setIndices(indices);\r\n\r\n // Updating vertex buffers\r\n for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {\r\n kind = kinds[kindIndex];\r\n this.setVerticesData(kind, newdata[kind], vbs[kind].isUpdatable());\r\n }\r\n\r\n // Updating submeshes\r\n this.releaseSubMeshes();\r\n for (var submeshIndex = 0; submeshIndex < previousSubmeshes.length; submeshIndex++) {\r\n var previousOne = previousSubmeshes[submeshIndex];\r\n SubMesh.AddToMesh(previousOne.materialIndex, previousOne.indexStart, previousOne.indexCount, previousOne.indexStart, previousOne.indexCount, this);\r\n }\r\n\r\n this._unIndexed = true;\r\n\r\n this.synchronizeInstances();\r\n return this;\r\n }\r\n\r\n /**\r\n * Inverses facet orientations.\r\n * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.\r\n * @param flipNormals will also inverts the normals\r\n * @returns current mesh\r\n */\r\n public flipFaces(flipNormals: boolean = false): Mesh {\r\n var vertex_data = VertexData.ExtractFromMesh(this);\r\n var i: number;\r\n if (flipNormals && this.isVerticesDataPresent(VertexBuffer.NormalKind) && vertex_data.normals) {\r\n for (i = 0; i < vertex_data.normals.length; i++) {\r\n vertex_data.normals[i] *= -1;\r\n }\r\n }\r\n\r\n if (vertex_data.indices) {\r\n var temp;\r\n for (i = 0; i < vertex_data.indices.length; i += 3) {\r\n // reassign indices\r\n temp = vertex_data.indices[i + 1];\r\n vertex_data.indices[i + 1] = vertex_data.indices[i + 2];\r\n vertex_data.indices[i + 2] = temp;\r\n }\r\n }\r\n\r\n vertex_data.applyToMesh(this, this.isVertexBufferUpdatable(VertexBuffer.PositionKind));\r\n return this;\r\n }\r\n\r\n /**\r\n * Increase the number of facets and hence vertices in a mesh\r\n * Vertex normals are interpolated from existing vertex normals\r\n * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.\r\n * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1\r\n */\r\n public increaseVertices(numberPerEdge: number): void {\r\n var vertex_data = VertexData.ExtractFromMesh(this);\r\n var uvs = vertex_data.uvs && !Array.isArray(vertex_data.uvs) && Array.from ? Array.from(vertex_data.uvs) : vertex_data.uvs;\r\n var currentIndices = vertex_data.indices && !Array.isArray(vertex_data.indices) && Array.from ? Array.from(vertex_data.indices) : vertex_data.indices;\r\n var positions = vertex_data.positions && !Array.isArray(vertex_data.positions) && Array.from ? Array.from(vertex_data.positions) : vertex_data.positions;\r\n var normals = vertex_data.normals && !Array.isArray(vertex_data.normals) && Array.from ? Array.from(vertex_data.normals) : vertex_data.normals;\r\n\r\n if (!currentIndices || !positions || !normals || !uvs) {\r\n Logger.Warn(\"VertexData contains null entries\");\r\n } else {\r\n vertex_data.indices = currentIndices;\r\n vertex_data.positions = positions;\r\n vertex_data.normals = normals;\r\n vertex_data.uvs = uvs;\r\n\r\n var segments: number = numberPerEdge + 1; //segments per current facet edge, become sides of new facets\r\n var tempIndices: Array<Array<number>> = new Array();\r\n for (var i = 0; i < segments + 1; i++) {\r\n tempIndices[i] = new Array();\r\n }\r\n var a: number; //vertex index of one end of a side\r\n var b: number; //vertex index of other end of the side\r\n var deltaPosition: Vector3 = new Vector3(0, 0, 0);\r\n var deltaNormal: Vector3 = new Vector3(0, 0, 0);\r\n var deltaUV: Vector2 = new Vector2(0, 0);\r\n var indices: number[] = new Array();\r\n var vertexIndex: number[] = new Array();\r\n var side: Array<Array<Array<number>>> = new Array();\r\n var len: number;\r\n var positionPtr: number = positions.length;\r\n var uvPtr: number = uvs.length;\r\n\r\n for (var i = 0; i < currentIndices.length; i += 3) {\r\n vertexIndex[0] = currentIndices[i];\r\n vertexIndex[1] = currentIndices[i + 1];\r\n vertexIndex[2] = currentIndices[i + 2];\r\n for (var j = 0; j < 3; j++) {\r\n a = vertexIndex[j];\r\n b = vertexIndex[(j + 1) % 3];\r\n if (side[a] === undefined && side[b] === undefined) {\r\n side[a] = new Array();\r\n side[b] = new Array();\r\n } else {\r\n if (side[a] === undefined) {\r\n side[a] = new Array();\r\n }\r\n if (side[b] === undefined) {\r\n side[b] = new Array();\r\n }\r\n }\r\n if (side[a][b] === undefined && side[b][a] === undefined) {\r\n side[a][b] = [];\r\n deltaPosition.x = (positions[3 * b] - positions[3 * a]) / segments;\r\n deltaPosition.y = (positions[3 * b + 1] - positions[3 * a + 1]) / segments;\r\n deltaPosition.z = (positions[3 * b + 2] - positions[3 * a + 2]) / segments;\r\n deltaNormal.x = (normals[3 * b] - normals[3 * a]) / segments;\r\n deltaNormal.y = (normals[3 * b + 1] - normals[3 * a + 1]) / segments;\r\n deltaNormal.z = (normals[3 * b + 2] - normals[3 * a + 2]) / segments;\r\n deltaUV.x = (uvs[2 * b] - uvs[2 * a]) / segments;\r\n deltaUV.y = (uvs[2 * b + 1] - uvs[2 * a + 1]) / segments;\r\n side[a][b].push(a);\r\n for (var k = 1; k < segments; k++) {\r\n side[a][b].push(positions.length / 3);\r\n positions[positionPtr] = positions[3 * a] + k * deltaPosition.x;\r\n normals[positionPtr++] = normals[3 * a] + k * deltaNormal.x;\r\n positions[positionPtr] = positions[3 * a + 1] + k * deltaPosition.y;\r\n normals[positionPtr++] = normals[3 * a + 1] + k * deltaNormal.y;\r\n positions[positionPtr] = positions[3 * a + 2] + k * deltaPosition.z;\r\n normals[positionPtr++] = normals[3 * a + 2] + k * deltaNormal.z;\r\n uvs[uvPtr++] = uvs[2 * a] + k * deltaUV.x;\r\n uvs[uvPtr++] = uvs[2 * a + 1] + k * deltaUV.y;\r\n }\r\n side[a][b].push(b);\r\n side[b][a] = new Array();\r\n len = side[a][b].length;\r\n for (var idx = 0; idx < len; idx++) {\r\n side[b][a][idx] = side[a][b][len - 1 - idx];\r\n }\r\n }\r\n }\r\n //Calculate positions, normals and uvs of new internal vertices\r\n tempIndices[0][0] = currentIndices[i];\r\n tempIndices[1][0] = side[currentIndices[i]][currentIndices[i + 1]][1];\r\n tempIndices[1][1] = side[currentIndices[i]][currentIndices[i + 2]][1];\r\n for (var k = 2; k < segments; k++) {\r\n tempIndices[k][0] = side[currentIndices[i]][currentIndices[i + 1]][k];\r\n tempIndices[k][k] = side[currentIndices[i]][currentIndices[i + 2]][k];\r\n deltaPosition.x = (positions[3 * tempIndices[k][k]] - positions[3 * tempIndices[k][0]]) / k;\r\n deltaPosition.y = (positions[3 * tempIndices[k][k] + 1] - positions[3 * tempIndices[k][0] + 1]) / k;\r\n deltaPosition.z = (positions[3 * tempIndices[k][k] + 2] - positions[3 * tempIndices[k][0] + 2]) / k;\r\n deltaNormal.x = (normals[3 * tempIndices[k][k]] - normals[3 * tempIndices[k][0]]) / k;\r\n deltaNormal.y = (normals[3 * tempIndices[k][k] + 1] - normals[3 * tempIndices[k][0] + 1]) / k;\r\n deltaNormal.z = (normals[3 * tempIndices[k][k] + 2] - normals[3 * tempIndices[k][0] + 2]) / k;\r\n deltaUV.x = (uvs[2 * tempIndices[k][k]] - uvs[2 * tempIndices[k][0]]) / k;\r\n deltaUV.y = (uvs[2 * tempIndices[k][k] + 1] - uvs[2 * tempIndices[k][0] + 1]) / k;\r\n for (var j = 1; j < k; j++) {\r\n tempIndices[k][j] = positions.length / 3;\r\n positions[positionPtr] = positions[3 * tempIndices[k][0]] + j * deltaPosition.x;\r\n normals[positionPtr++] = normals[3 * tempIndices[k][0]] + j * deltaNormal.x;\r\n positions[positionPtr] = positions[3 * tempIndices[k][0] + 1] + j * deltaPosition.y;\r\n normals[positionPtr++] = normals[3 * tempIndices[k][0] + 1] + j * deltaNormal.y;\r\n positions[positionPtr] = positions[3 * tempIndices[k][0] + 2] + j * deltaPosition.z;\r\n normals[positionPtr++] = normals[3 * tempIndices[k][0] + 2] + j * deltaNormal.z;\r\n uvs[uvPtr++] = uvs[2 * tempIndices[k][0]] + j * deltaUV.x;\r\n uvs[uvPtr++] = uvs[2 * tempIndices[k][0] + 1] + j * deltaUV.y;\r\n }\r\n }\r\n tempIndices[segments] = side[currentIndices[i + 1]][currentIndices[i + 2]];\r\n\r\n // reform indices\r\n indices.push(tempIndices[0][0], tempIndices[1][0], tempIndices[1][1]);\r\n for (var k = 1; k < segments; k++) {\r\n for (var j = 0; j < k; j++) {\r\n indices.push(tempIndices[k][j], tempIndices[k + 1][j], tempIndices[k + 1][j + 1]);\r\n indices.push(tempIndices[k][j], tempIndices[k + 1][j + 1], tempIndices[k][j + 1]);\r\n }\r\n indices.push(tempIndices[k][j], tempIndices[k + 1][j], tempIndices[k + 1][j + 1]);\r\n }\r\n }\r\n\r\n vertex_data.indices = indices;\r\n vertex_data.applyToMesh(this, this.isVertexBufferUpdatable(VertexBuffer.PositionKind));\r\n }\r\n }\r\n\r\n /**\r\n * Force adjacent facets to share vertices and remove any facets that have all vertices in a line\r\n * This will undo any application of covertToFlatShadedMesh\r\n * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.\r\n */\r\n public forceSharedVertices(): void {\r\n var vertex_data = VertexData.ExtractFromMesh(this);\r\n var currentUVs = vertex_data.uvs;\r\n var currentIndices = vertex_data.indices;\r\n var currentPositions = vertex_data.positions;\r\n var currentColors = vertex_data.colors;\r\n\r\n if (currentIndices === void 0 || currentPositions === void 0 || currentIndices === null || currentPositions === null) {\r\n Logger.Warn(\"VertexData contains empty entries\");\r\n } else {\r\n var positions: Array<number> = new Array();\r\n var indices: Array<number> = new Array();\r\n var uvs: Array<number> = new Array();\r\n var colors: Array<number> = new Array();\r\n var pstring: Array<string> = new Array(); //lists facet vertex positions (a,b,c) as string \"a|b|c\"\r\n\r\n var indexPtr: number = 0; // pointer to next available index value\r\n var uniquePositions: { [key: string]: number } = {}; // unique vertex positions\r\n var ptr: number; // pointer to element in uniquePositions\r\n var facet: Array<number>;\r\n\r\n for (var i = 0; i < currentIndices.length; i += 3) {\r\n facet = [currentIndices[i], currentIndices[i + 1], currentIndices[i + 2]]; //facet vertex indices\r\n pstring = new Array();\r\n for (var j = 0; j < 3; j++) {\r\n pstring[j] = \"\";\r\n for (var k = 0; k < 3; k++) {\r\n //small values make 0\r\n if (Math.abs(currentPositions[3 * facet[j] + k]) < 0.00000001) {\r\n currentPositions[3 * facet[j] + k] = 0;\r\n }\r\n pstring[j] += currentPositions[3 * facet[j] + k] + \"|\";\r\n }\r\n }\r\n //check facet vertices to see that none are repeated\r\n // do not process any facet that has a repeated vertex, ie is a line\r\n if (!(pstring[0] == pstring[1] || pstring[0] == pstring[2] || pstring[1] == pstring[2])) {\r\n //for each facet position check if already listed in uniquePositions\r\n // if not listed add to uniquePositions and set index pointer\r\n // if listed use its index in uniquePositions and new index pointer\r\n for (var j = 0; j < 3; j++) {\r\n ptr = uniquePositions[pstring[j]];\r\n if (ptr === undefined) {\r\n uniquePositions[pstring[j]] = indexPtr;\r\n ptr = indexPtr++;\r\n //not listed so add individual x, y, z coordinates to positions\r\n for (var k = 0; k < 3; k++) {\r\n positions.push(currentPositions[3 * facet[j] + k]);\r\n }\r\n if (currentColors !== null && currentColors !== void 0) {\r\n for (var k = 0; k < 4; k++) {\r\n colors.push(currentColors[4 * facet[j] + k]);\r\n }\r\n }\r\n if (currentUVs !== null && currentUVs !== void 0) {\r\n for (var k = 0; k < 2; k++) {\r\n uvs.push(currentUVs[2 * facet[j] + k]);\r\n }\r\n }\r\n }\r\n // add new index pointer to indices array\r\n indices.push(ptr);\r\n }\r\n }\r\n }\r\n\r\n var normals: Array<number> = new Array();\r\n VertexData.ComputeNormals(positions, indices, normals);\r\n\r\n //create new vertex data object and update\r\n vertex_data.positions = positions;\r\n vertex_data.indices = indices;\r\n vertex_data.normals = normals;\r\n if (currentUVs !== null && currentUVs !== void 0) {\r\n vertex_data.uvs = uvs;\r\n }\r\n if (currentColors !== null && currentColors !== void 0) {\r\n vertex_data.colors = colors;\r\n }\r\n\r\n vertex_data.applyToMesh(this, this.isVertexBufferUpdatable(VertexBuffer.PositionKind));\r\n }\r\n }\r\n\r\n // Instances\r\n /** @hidden */\r\n public static _instancedMeshFactory(name: string, mesh: Mesh): InstancedMesh {\r\n throw _WarnImport(\"InstancedMesh\");\r\n }\r\n\r\n /** @hidden */\r\n public static _PhysicsImpostorParser(scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor {\r\n throw _WarnImport(\"PhysicsImpostor\");\r\n }\r\n\r\n /**\r\n * Creates a new InstancedMesh object from the mesh model.\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_instances\r\n * @param name defines the name of the new instance\r\n * @returns a new InstancedMesh\r\n */\r\n public createInstance(name: string): InstancedMesh {\r\n return Mesh._instancedMeshFactory(name, this);\r\n }\r\n\r\n /**\r\n * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.\r\n * After this call, all the mesh instances have the same submeshes than the current mesh.\r\n * @returns the current mesh\r\n */\r\n public synchronizeInstances(): Mesh {\r\n for (var instanceIndex = 0; instanceIndex < this.instances.length; instanceIndex++) {\r\n var instance = this.instances[instanceIndex];\r\n instance._syncSubMeshes();\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Optimization of the mesh's indices, in case a mesh has duplicated vertices.\r\n * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.\r\n * This should be used together with the simplification to avoid disappearing triangles.\r\n * @param successCallback an optional success callback to be called after the optimization finished.\r\n * @returns the current mesh\r\n */\r\n public optimizeIndices(successCallback?: (mesh?: Mesh) => void): Mesh {\r\n var indices = <IndicesArray>this.getIndices();\r\n var positions = this.getVerticesData(VertexBuffer.PositionKind);\r\n\r\n if (!positions || !indices) {\r\n return this;\r\n }\r\n\r\n var vectorPositions = new Array<Vector3>();\r\n for (var pos = 0; pos < positions.length; pos = pos + 3) {\r\n vectorPositions.push(Vector3.FromArray(positions, pos));\r\n }\r\n var dupes = new Array<number>();\r\n\r\n AsyncLoop.SyncAsyncForLoop(\r\n vectorPositions.length,\r\n 40,\r\n (iteration) => {\r\n var realPos = vectorPositions.length - 1 - iteration;\r\n var testedPosition = vectorPositions[realPos];\r\n for (var j = 0; j < realPos; ++j) {\r\n var againstPosition = vectorPositions[j];\r\n if (testedPosition.equals(againstPosition)) {\r\n dupes[realPos] = j;\r\n break;\r\n }\r\n }\r\n },\r\n () => {\r\n for (var i = 0; i < indices.length; ++i) {\r\n indices[i] = dupes[indices[i]] || indices[i];\r\n }\r\n\r\n //indices are now reordered\r\n var originalSubMeshes = this.subMeshes.slice(0);\r\n this.setIndices(indices);\r\n this.subMeshes = originalSubMeshes;\r\n if (successCallback) {\r\n successCallback(this);\r\n }\r\n }\r\n );\r\n return this;\r\n }\r\n\r\n /**\r\n * Serialize current mesh\r\n * @param serializationObject defines the object which will receive the serialization data\r\n */\r\n public serialize(serializationObject: any): void {\r\n serializationObject.name = this.name;\r\n serializationObject.id = this.id;\r\n serializationObject.uniqueId = this.uniqueId;\r\n serializationObject.type = this.getClassName();\r\n\r\n if (Tags && Tags.HasTags(this)) {\r\n serializationObject.tags = Tags.GetTags(this);\r\n }\r\n\r\n serializationObject.position = this.position.asArray();\r\n\r\n if (this.rotationQuaternion) {\r\n serializationObject.rotationQuaternion = this.rotationQuaternion.asArray();\r\n } else if (this.rotation) {\r\n serializationObject.rotation = this.rotation.asArray();\r\n }\r\n\r\n serializationObject.scaling = this.scaling.asArray();\r\n if (this._postMultiplyPivotMatrix) {\r\n serializationObject.pivotMatrix = this.getPivotMatrix().asArray();\r\n } else {\r\n serializationObject.localMatrix = this.getPivotMatrix().asArray();\r\n }\r\n\r\n serializationObject.isEnabled = this.isEnabled(false);\r\n serializationObject.isVisible = this.isVisible;\r\n serializationObject.infiniteDistance = this.infiniteDistance;\r\n serializationObject.pickable = this.isPickable;\r\n\r\n serializationObject.receiveShadows = this.receiveShadows;\r\n\r\n serializationObject.billboardMode = this.billboardMode;\r\n serializationObject.visibility = this.visibility;\r\n\r\n serializationObject.checkCollisions = this.checkCollisions;\r\n serializationObject.isBlocker = this.isBlocker;\r\n serializationObject.overrideMaterialSideOrientation = this.overrideMaterialSideOrientation;\r\n\r\n // Parent\r\n if (this.parent) {\r\n serializationObject.parentId = this.parent.uniqueId;\r\n }\r\n\r\n // Geometry\r\n serializationObject.isUnIndexed = this.isUnIndexed;\r\n var geometry = this._geometry;\r\n if (geometry && this.subMeshes) {\r\n serializationObject.geometryUniqueId = geometry.uniqueId;\r\n serializationObject.geometryId = geometry.id;\r\n\r\n // SubMeshes\r\n serializationObject.subMeshes = [];\r\n for (var subIndex = 0; subIndex < this.subMeshes.length; subIndex++) {\r\n var subMesh = this.subMeshes[subIndex];\r\n\r\n serializationObject.subMeshes.push({\r\n materialIndex: subMesh.materialIndex,\r\n verticesStart: subMesh.verticesStart,\r\n verticesCount: subMesh.verticesCount,\r\n indexStart: subMesh.indexStart,\r\n indexCount: subMesh.indexCount,\r\n });\r\n }\r\n }\r\n\r\n // Material\r\n if (this.material) {\r\n if (!this.material.doNotSerialize) {\r\n serializationObject.materialUniqueId = this.material.uniqueId;\r\n serializationObject.materialId = this.material.id; // back compat\r\n }\r\n } else {\r\n this.material = null;\r\n serializationObject.materialUniqueId = this._scene.defaultMaterial.uniqueId;\r\n serializationObject.materialId = this._scene.defaultMaterial.id; // back compat\r\n }\r\n\r\n // Morph targets\r\n if (this.morphTargetManager) {\r\n serializationObject.morphTargetManagerId = this.morphTargetManager.uniqueId;\r\n }\r\n\r\n // Skeleton\r\n if (this.skeleton) {\r\n serializationObject.skeletonId = this.skeleton.id;\r\n serializationObject.numBoneInfluencers = this.numBoneInfluencers;\r\n }\r\n\r\n // Physics\r\n //TODO implement correct serialization for physics impostors.\r\n if (this.getScene()._getComponent(SceneComponentConstants.NAME_PHYSICSENGINE)) {\r\n let impostor = this.getPhysicsImpostor();\r\n if (impostor) {\r\n serializationObject.physicsMass = impostor.getParam(\"mass\");\r\n serializationObject.physicsFriction = impostor.getParam(\"friction\");\r\n serializationObject.physicsRestitution = impostor.getParam(\"mass\");\r\n serializationObject.physicsImpostor = impostor.type;\r\n }\r\n }\r\n\r\n // Metadata\r\n if (this.metadata) {\r\n serializationObject.metadata = this.metadata;\r\n }\r\n\r\n // Instances\r\n serializationObject.instances = [];\r\n for (var index = 0; index < this.instances.length; index++) {\r\n var instance = this.instances[index];\r\n if (instance.doNotSerialize) {\r\n continue;\r\n }\r\n\r\n var serializationInstance: any = {\r\n name: instance.name,\r\n id: instance.id,\r\n isEnabled: instance.isEnabled(false),\r\n isVisible: instance.isVisible,\r\n isPickable: instance.isPickable,\r\n checkCollisions: instance.checkCollisions,\r\n position: instance.position.asArray(),\r\n scaling: instance.scaling.asArray(),\r\n };\r\n\r\n if (instance.parent) {\r\n serializationInstance.parentId = instance.parent.uniqueId;\r\n }\r\n\r\n if (instance.rotationQuaternion) {\r\n serializationInstance.rotationQuaternion = instance.rotationQuaternion.asArray();\r\n } else if (instance.rotation) {\r\n serializationInstance.rotation = instance.rotation.asArray();\r\n }\r\n\r\n // Physics\r\n //TODO implement correct serialization for physics impostors.\r\n if (this.getScene()._getComponent(SceneComponentConstants.NAME_PHYSICSENGINE)) {\r\n let impostor = instance.getPhysicsImpostor();\r\n if (impostor) {\r\n serializationInstance.physicsMass = impostor.getParam(\"mass\");\r\n serializationInstance.physicsFriction = impostor.getParam(\"friction\");\r\n serializationInstance.physicsRestitution = impostor.getParam(\"mass\");\r\n serializationInstance.physicsImpostor = impostor.type;\r\n }\r\n }\r\n\r\n // Metadata\r\n if (instance.metadata) {\r\n serializationInstance.metadata = instance.metadata;\r\n }\r\n\r\n serializationObject.instances.push(serializationInstance);\r\n\r\n // Animations\r\n SerializationHelper.AppendSerializedAnimations(instance, serializationInstance);\r\n serializationInstance.ranges = instance.serializeAnimationRanges();\r\n }\r\n\r\n // Thin instances\r\n if (this._thinInstanceDataStorage.instancesCount && this._thinInstanceDataStorage.matrixData) {\r\n serializationObject.thinInstances = {\r\n instancesCount: this._thinInstanceDataStorage.instancesCount,\r\n matrixData: Tools.SliceToArray(this._thinInstanceDataStorage.matrixData),\r\n matrixBufferSize: this._thinInstanceDataStorage.matrixBufferSize,\r\n enablePicking: this.thinInstanceEnablePicking,\r\n };\r\n\r\n if (this._userThinInstanceBuffersStorage) {\r\n const userThinInstance: any = {\r\n data: {},\r\n sizes: {},\r\n strides: {},\r\n };\r\n\r\n for (const kind in this._userThinInstanceBuffersStorage.data) {\r\n userThinInstance.data[kind] = Tools.SliceToArray(this._userThinInstanceBuffersStorage.data[kind]);\r\n userThinInstance.sizes[kind] = this._userThinInstanceBuffersStorage.sizes[kind];\r\n userThinInstance.strides[kind] = this._userThinInstanceBuffersStorage.strides[kind];\r\n }\r\n\r\n serializationObject.thinInstances.userThinInstance = userThinInstance;\r\n }\r\n }\r\n\r\n // Animations\r\n SerializationHelper.AppendSerializedAnimations(this, serializationObject);\r\n serializationObject.ranges = this.serializeAnimationRanges();\r\n\r\n // Layer mask\r\n serializationObject.layerMask = this.layerMask;\r\n\r\n // Alpha\r\n serializationObject.alphaIndex = this.alphaIndex;\r\n serializationObject.hasVertexAlpha = this.hasVertexAlpha;\r\n\r\n // Overlay\r\n serializationObject.overlayAlpha = this.overlayAlpha;\r\n serializationObject.overlayColor = this.overlayColor.asArray();\r\n serializationObject.renderOverlay = this.renderOverlay;\r\n\r\n // Fog\r\n serializationObject.applyFog = this.applyFog;\r\n\r\n // Action Manager\r\n if (this.actionManager) {\r\n serializationObject.actions = this.actionManager.serialize(this.name);\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _syncGeometryWithMorphTargetManager() {\r\n if (!this.geometry) {\r\n return;\r\n }\r\n\r\n this._markSubMeshesAsAttributesDirty();\r\n\r\n let morphTargetManager = this._internalAbstractMeshDataInfo._morphTargetManager;\r\n if (morphTargetManager && morphTargetManager.vertexCount) {\r\n if (morphTargetManager.vertexCount !== this.getTotalVertices()) {\r\n Logger.Error(\"Mesh is incompatible with morph targets. Targets and mesh must all have the same vertices count.\");\r\n this.morphTargetManager = null;\r\n return;\r\n }\r\n\r\n if (morphTargetManager.isUsingTextureForTargets) {\r\n return;\r\n }\r\n\r\n for (var index = 0; index < morphTargetManager.numInfluencers; index++) {\r\n var morphTarget = morphTargetManager.getActiveTarget(index);\r\n\r\n const positions = morphTarget.getPositions();\r\n if (!positions) {\r\n Logger.Error(\"Invalid morph target. Target must have positions.\");\r\n return;\r\n }\r\n\r\n this.geometry.setVerticesData(VertexBuffer.PositionKind + index, positions, false, 3);\r\n\r\n const normals = morphTarget.getNormals();\r\n if (normals) {\r\n this.geometry.setVerticesData(VertexBuffer.NormalKind + index, normals, false, 3);\r\n }\r\n\r\n const tangents = morphTarget.getTangents();\r\n if (tangents) {\r\n this.geometry.setVerticesData(VertexBuffer.TangentKind + index, tangents, false, 3);\r\n }\r\n\r\n const uvs = morphTarget.getUVs();\r\n if (uvs) {\r\n this.geometry.setVerticesData(VertexBuffer.UVKind + \"_\" + index, uvs, false, 2);\r\n }\r\n }\r\n } else {\r\n var index = 0;\r\n\r\n // Positions\r\n while (this.geometry.isVerticesDataPresent(VertexBuffer.PositionKind + index)) {\r\n this.geometry.removeVerticesData(VertexBuffer.PositionKind + index);\r\n\r\n if (this.geometry.isVerticesDataPresent(VertexBuffer.NormalKind + index)) {\r\n this.geometry.removeVerticesData(VertexBuffer.NormalKind + index);\r\n }\r\n if (this.geometry.isVerticesDataPresent(VertexBuffer.TangentKind + index)) {\r\n this.geometry.removeVerticesData(VertexBuffer.TangentKind + index);\r\n }\r\n if (this.geometry.isVerticesDataPresent(VertexBuffer.UVKind + index)) {\r\n this.geometry.removeVerticesData(VertexBuffer.UVKind + \"_\" + index);\r\n }\r\n index++;\r\n }\r\n }\r\n }\r\n\r\n // Statics\r\n /** @hidden */\r\n public static _GroundMeshParser = (parsedMesh: any, scene: Scene): Mesh => {\r\n throw _WarnImport(\"GroundMesh\");\r\n };\r\n\r\n /** @hidden */\r\n public static _GoldbergMeshParser = (parsedMesh: any, scene: Scene): GoldbergMesh => {\r\n throw _WarnImport(\"GoldbergMesh\");\r\n };\r\n\r\n /** @hidden */\r\n public static _LinesMeshParser = (parsedMesh: any, scene: Scene): Mesh => {\r\n throw _WarnImport(\"LinesMesh\");\r\n };\r\n\r\n /**\r\n * Returns a new Mesh object parsed from the source provided.\r\n * @param parsedMesh is the source\r\n * @param scene defines the hosting scene\r\n * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with\r\n * @returns a new Mesh\r\n */\r\n public static Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh {\r\n var mesh: Mesh;\r\n\r\n if (parsedMesh.type && parsedMesh.type === \"LinesMesh\") {\r\n mesh = Mesh._LinesMeshParser(parsedMesh, scene);\r\n } else if (parsedMesh.type && parsedMesh.type === \"GroundMesh\") {\r\n mesh = Mesh._GroundMeshParser(parsedMesh, scene);\r\n } else if (parsedMesh.type && parsedMesh.type === \"GoldbergMesh\") {\r\n mesh = Mesh._GoldbergMeshParser(parsedMesh, scene);\r\n } else {\r\n mesh = new Mesh(parsedMesh.name, scene);\r\n }\r\n mesh.id = parsedMesh.id;\r\n\r\n if (Tags) {\r\n Tags.AddTagsTo(mesh, parsedMesh.tags);\r\n }\r\n\r\n mesh.position = Vector3.FromArray(parsedMesh.position);\r\n\r\n if (parsedMesh.metadata !== undefined) {\r\n mesh.metadata = parsedMesh.metadata;\r\n }\r\n\r\n if (parsedMesh.rotationQuaternion) {\r\n mesh.rotationQuaternion = Quaternion.FromArray(parsedMesh.rotationQuaternion);\r\n } else if (parsedMesh.rotation) {\r\n mesh.rotation = Vector3.FromArray(parsedMesh.rotation);\r\n }\r\n\r\n mesh.scaling = Vector3.FromArray(parsedMesh.scaling);\r\n\r\n if (parsedMesh.localMatrix) {\r\n mesh.setPreTransformMatrix(Matrix.FromArray(parsedMesh.localMatrix));\r\n } else if (parsedMesh.pivotMatrix) {\r\n mesh.setPivotMatrix(Matrix.FromArray(parsedMesh.pivotMatrix));\r\n }\r\n\r\n mesh.setEnabled(parsedMesh.isEnabled);\r\n mesh.isVisible = parsedMesh.isVisible;\r\n mesh.infiniteDistance = parsedMesh.infiniteDistance;\r\n\r\n mesh.showBoundingBox = parsedMesh.showBoundingBox;\r\n mesh.showSubMeshesBoundingBox = parsedMesh.showSubMeshesBoundingBox;\r\n\r\n if (parsedMesh.applyFog !== undefined) {\r\n mesh.applyFog = parsedMesh.applyFog;\r\n }\r\n\r\n if (parsedMesh.pickable !== undefined) {\r\n mesh.isPickable = parsedMesh.pickable;\r\n }\r\n\r\n if (parsedMesh.alphaIndex !== undefined) {\r\n mesh.alphaIndex = parsedMesh.alphaIndex;\r\n }\r\n\r\n mesh.receiveShadows = parsedMesh.receiveShadows;\r\n\r\n mesh.billboardMode = parsedMesh.billboardMode;\r\n\r\n if (parsedMesh.visibility !== undefined) {\r\n mesh.visibility = parsedMesh.visibility;\r\n }\r\n\r\n mesh.checkCollisions = parsedMesh.checkCollisions;\r\n mesh.overrideMaterialSideOrientation = parsedMesh.overrideMaterialSideOrientation;\r\n\r\n if (parsedMesh.isBlocker !== undefined) {\r\n mesh.isBlocker = parsedMesh.isBlocker;\r\n }\r\n\r\n mesh._shouldGenerateFlatShading = parsedMesh.useFlatShading;\r\n\r\n // freezeWorldMatrix\r\n if (parsedMesh.freezeWorldMatrix) {\r\n mesh._waitingData.freezeWorldMatrix = parsedMesh.freezeWorldMatrix;\r\n }\r\n\r\n // Parent\r\n if (parsedMesh.parentId !== undefined) {\r\n mesh._waitingParentId = parsedMesh.parentId;\r\n }\r\n\r\n // Actions\r\n if (parsedMesh.actions !== undefined) {\r\n mesh._waitingData.actions = parsedMesh.actions;\r\n }\r\n\r\n // Overlay\r\n if (parsedMesh.overlayAlpha !== undefined) {\r\n mesh.overlayAlpha = parsedMesh.overlayAlpha;\r\n }\r\n\r\n if (parsedMesh.overlayColor !== undefined) {\r\n mesh.overlayColor = Color3.FromArray(parsedMesh.overlayColor);\r\n }\r\n\r\n if (parsedMesh.renderOverlay !== undefined) {\r\n mesh.renderOverlay = parsedMesh.renderOverlay;\r\n }\r\n\r\n // Geometry\r\n mesh.isUnIndexed = !!parsedMesh.isUnIndexed;\r\n mesh.hasVertexAlpha = parsedMesh.hasVertexAlpha;\r\n\r\n if (parsedMesh.delayLoadingFile) {\r\n mesh.delayLoadState = 4;\r\n mesh.delayLoadingFile = rootUrl + parsedMesh.delayLoadingFile;\r\n mesh.buildBoundingInfo(Vector3.FromArray(parsedMesh.boundingBoxMinimum), Vector3.FromArray(parsedMesh.boundingBoxMaximum));\r\n\r\n if (parsedMesh._binaryInfo) {\r\n mesh._binaryInfo = parsedMesh._binaryInfo;\r\n }\r\n\r\n mesh._delayInfo = [];\r\n if (parsedMesh.hasUVs) {\r\n mesh._delayInfo.push(VertexBuffer.UVKind);\r\n }\r\n\r\n if (parsedMesh.hasUVs2) {\r\n mesh._delayInfo.push(VertexBuffer.UV2Kind);\r\n }\r\n\r\n if (parsedMesh.hasUVs3) {\r\n mesh._delayInfo.push(VertexBuffer.UV3Kind);\r\n }\r\n\r\n if (parsedMesh.hasUVs4) {\r\n mesh._delayInfo.push(VertexBuffer.UV4Kind);\r\n }\r\n\r\n if (parsedMesh.hasUVs5) {\r\n mesh._delayInfo.push(VertexBuffer.UV5Kind);\r\n }\r\n\r\n if (parsedMesh.hasUVs6) {\r\n mesh._delayInfo.push(VertexBuffer.UV6Kind);\r\n }\r\n\r\n if (parsedMesh.hasColors) {\r\n mesh._delayInfo.push(VertexBuffer.ColorKind);\r\n }\r\n\r\n if (parsedMesh.hasMatricesIndices) {\r\n mesh._delayInfo.push(VertexBuffer.MatricesIndicesKind);\r\n }\r\n\r\n if (parsedMesh.hasMatricesWeights) {\r\n mesh._delayInfo.push(VertexBuffer.MatricesWeightsKind);\r\n }\r\n\r\n mesh._delayLoadingFunction = Geometry._ImportGeometry;\r\n\r\n if (SceneLoaderFlags.ForceFullSceneLoadingForIncremental) {\r\n mesh._checkDelayState();\r\n }\r\n } else {\r\n Geometry._ImportGeometry(parsedMesh, mesh);\r\n }\r\n\r\n // Material\r\n if (parsedMesh.materialUniqueId) {\r\n mesh._waitingMaterialId = parsedMesh.materialUniqueId;\r\n }\r\n else if (parsedMesh.materialId) {\r\n mesh._waitingMaterialId = parsedMesh.materialId;\r\n }\r\n\r\n // Morph targets\r\n if (parsedMesh.morphTargetManagerId > -1) {\r\n mesh.morphTargetManager = scene.getMorphTargetManagerById(parsedMesh.morphTargetManagerId);\r\n }\r\n\r\n // Skeleton\r\n if (parsedMesh.skeletonId !== undefined && parsedMesh.skeletonId !== null) {\r\n mesh.skeleton = scene.getLastSkeletonById(parsedMesh.skeletonId);\r\n if (parsedMesh.numBoneInfluencers) {\r\n mesh.numBoneInfluencers = parsedMesh.numBoneInfluencers;\r\n }\r\n }\r\n\r\n // Animations\r\n if (parsedMesh.animations) {\r\n for (var animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {\r\n var parsedAnimation = parsedMesh.animations[animationIndex];\r\n const internalClass = GetClass(\"BABYLON.Animation\");\r\n if (internalClass) {\r\n mesh.animations.push(internalClass.Parse(parsedAnimation));\r\n }\r\n }\r\n Node.ParseAnimationRanges(mesh, parsedMesh, scene);\r\n }\r\n\r\n if (parsedMesh.autoAnimate) {\r\n scene.beginAnimation(mesh, parsedMesh.autoAnimateFrom, parsedMesh.autoAnimateTo, parsedMesh.autoAnimateLoop, parsedMesh.autoAnimateSpeed || 1.0);\r\n }\r\n\r\n // Layer Mask\r\n if (parsedMesh.layerMask && !isNaN(parsedMesh.layerMask)) {\r\n mesh.layerMask = Math.abs(parseInt(parsedMesh.layerMask));\r\n } else {\r\n mesh.layerMask = 0x0fffffff;\r\n }\r\n\r\n // Physics\r\n if (parsedMesh.physicsImpostor) {\r\n Mesh._PhysicsImpostorParser(scene, mesh, parsedMesh);\r\n }\r\n\r\n // Levels\r\n if (parsedMesh.lodMeshIds) {\r\n mesh._waitingData.lods = {\r\n ids: parsedMesh.lodMeshIds,\r\n distances: parsedMesh.lodDistances ? parsedMesh.lodDistances : null,\r\n coverages: parsedMesh.lodCoverages ? parsedMesh.lodCoverages : null,\r\n };\r\n }\r\n\r\n // Instances\r\n if (parsedMesh.instances) {\r\n for (var index = 0; index < parsedMesh.instances.length; index++) {\r\n var parsedInstance = parsedMesh.instances[index];\r\n var instance = mesh.createInstance(parsedInstance.name);\r\n\r\n if (parsedInstance.id) {\r\n instance.id = parsedInstance.id;\r\n }\r\n\r\n if (Tags) {\r\n if (parsedInstance.tags) {\r\n Tags.AddTagsTo(instance, parsedInstance.tags);\r\n } else {\r\n Tags.AddTagsTo(instance, parsedMesh.tags);\r\n }\r\n }\r\n\r\n instance.position = Vector3.FromArray(parsedInstance.position);\r\n\r\n if (parsedInstance.metadata !== undefined) {\r\n instance.metadata = parsedInstance.metadata;\r\n }\r\n\r\n if (parsedInstance.parentId !== undefined) {\r\n instance._waitingParentId = parsedInstance.parentId;\r\n }\r\n\r\n if (parsedInstance.isEnabled !== undefined && parsedInstance.isEnabled !== null) {\r\n instance.setEnabled(parsedInstance.isEnabled);\r\n }\r\n\r\n if (parsedInstance.isVisible !== undefined && parsedInstance.isVisible !== null) {\r\n instance.isVisible = parsedInstance.isVisible;\r\n }\r\n\r\n if (parsedInstance.isPickable !== undefined && parsedInstance.isPickable !== null) {\r\n instance.isPickable = parsedInstance.isPickable;\r\n }\r\n\r\n if (parsedInstance.rotationQuaternion) {\r\n instance.rotationQuaternion = Quaternion.FromArray(parsedInstance.rotationQuaternion);\r\n } else if (parsedInstance.rotation) {\r\n instance.rotation = Vector3.FromArray(parsedInstance.rotation);\r\n }\r\n\r\n instance.scaling = Vector3.FromArray(parsedInstance.scaling);\r\n\r\n if (parsedInstance.checkCollisions != undefined && parsedInstance.checkCollisions != null) {\r\n instance.checkCollisions = parsedInstance.checkCollisions;\r\n }\r\n if (parsedInstance.pickable != undefined && parsedInstance.pickable != null) {\r\n instance.isPickable = parsedInstance.pickable;\r\n }\r\n if (parsedInstance.showBoundingBox != undefined && parsedInstance.showBoundingBox != null) {\r\n instance.showBoundingBox = parsedInstance.showBoundingBox;\r\n }\r\n if (parsedInstance.showSubMeshesBoundingBox != undefined && parsedInstance.showSubMeshesBoundingBox != null) {\r\n instance.showSubMeshesBoundingBox = parsedInstance.showSubMeshesBoundingBox;\r\n }\r\n if (parsedInstance.alphaIndex != undefined && parsedInstance.showSubMeshesBoundingBox != null) {\r\n instance.alphaIndex = parsedInstance.alphaIndex;\r\n }\r\n\r\n // Physics\r\n if (parsedInstance.physicsImpostor) {\r\n Mesh._PhysicsImpostorParser(scene, instance, parsedInstance);\r\n }\r\n\r\n // Animation\r\n if (parsedInstance.animations) {\r\n for (animationIndex = 0; animationIndex < parsedInstance.animations.length; animationIndex++) {\r\n parsedAnimation = parsedInstance.animations[animationIndex];\r\n const internalClass = GetClass(\"BABYLON.Animation\");\r\n if (internalClass) {\r\n instance.animations.push(internalClass.Parse(parsedAnimation));\r\n }\r\n }\r\n Node.ParseAnimationRanges(instance, parsedInstance, scene);\r\n\r\n if (parsedInstance.autoAnimate) {\r\n scene.beginAnimation(\r\n instance,\r\n parsedInstance.autoAnimateFrom,\r\n parsedInstance.autoAnimateTo,\r\n parsedInstance.autoAnimateLoop,\r\n parsedInstance.autoAnimateSpeed || 1.0\r\n );\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Thin instances\r\n if (parsedMesh.thinInstances) {\r\n const thinInstances = parsedMesh.thinInstances;\r\n\r\n mesh.thinInstanceEnablePicking = !!thinInstances.enablePicking;\r\n\r\n if (thinInstances.matrixData) {\r\n mesh.thinInstanceSetBuffer(\"matrix\", new Float32Array(thinInstances.matrixData), 16, false);\r\n\r\n mesh._thinInstanceDataStorage.matrixBufferSize = thinInstances.matrixBufferSize;\r\n mesh._thinInstanceDataStorage.instancesCount = thinInstances.instancesCount;\r\n } else {\r\n mesh._thinInstanceDataStorage.matrixBufferSize = thinInstances.matrixBufferSize;\r\n }\r\n\r\n if (parsedMesh.thinInstances.userThinInstance) {\r\n const userThinInstance = parsedMesh.thinInstances.userThinInstance;\r\n\r\n for (const kind in userThinInstance.data) {\r\n mesh.thinInstanceSetBuffer(kind, new Float32Array(userThinInstance.data[kind]), userThinInstance.strides[kind], false);\r\n mesh._userThinInstanceBuffersStorage.sizes[kind] = userThinInstance.sizes[kind];\r\n }\r\n }\r\n }\r\n\r\n return mesh;\r\n }\r\n\r\n // Skeletons\r\n\r\n /**\r\n * Prepare internal position array for software CPU skinning\r\n * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh\r\n */\r\n public setPositionsForCPUSkinning(): Float32Array {\r\n let internalDataInfo = this._internalMeshDataInfo;\r\n if (!internalDataInfo._sourcePositions) {\r\n let source = this.getVerticesData(VertexBuffer.PositionKind);\r\n if (!source) {\r\n return internalDataInfo._sourcePositions;\r\n }\r\n\r\n internalDataInfo._sourcePositions = new Float32Array(<any>source);\r\n\r\n if (!this.isVertexBufferUpdatable(VertexBuffer.PositionKind)) {\r\n this.setVerticesData(VertexBuffer.PositionKind, source, true);\r\n }\r\n }\r\n return internalDataInfo._sourcePositions;\r\n }\r\n\r\n /**\r\n * Prepare internal normal array for software CPU skinning\r\n * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.\r\n */\r\n public setNormalsForCPUSkinning(): Float32Array {\r\n let internalDataInfo = this._internalMeshDataInfo;\r\n\r\n if (!internalDataInfo._sourceNormals) {\r\n let source = this.getVerticesData(VertexBuffer.NormalKind);\r\n\r\n if (!source) {\r\n return internalDataInfo._sourceNormals;\r\n }\r\n\r\n internalDataInfo._sourceNormals = new Float32Array(<any>source);\r\n\r\n if (!this.isVertexBufferUpdatable(VertexBuffer.NormalKind)) {\r\n this.setVerticesData(VertexBuffer.NormalKind, source, true);\r\n }\r\n }\r\n return internalDataInfo._sourceNormals;\r\n }\r\n\r\n /**\r\n * Updates the vertex buffer by applying transformation from the bones\r\n * @param skeleton defines the skeleton to apply to current mesh\r\n * @returns the current mesh\r\n */\r\n public applySkeleton(skeleton: Skeleton): Mesh {\r\n if (!this.geometry) {\r\n return this;\r\n }\r\n\r\n if (this.geometry._softwareSkinningFrameId == this.getScene().getFrameId()) {\r\n return this;\r\n }\r\n\r\n this.geometry._softwareSkinningFrameId = this.getScene().getFrameId();\r\n\r\n if (!this.isVerticesDataPresent(VertexBuffer.PositionKind)) {\r\n return this;\r\n }\r\n if (!this.isVerticesDataPresent(VertexBuffer.MatricesIndicesKind)) {\r\n return this;\r\n }\r\n if (!this.isVerticesDataPresent(VertexBuffer.MatricesWeightsKind)) {\r\n return this;\r\n }\r\n\r\n const hasNormals = this.isVerticesDataPresent(VertexBuffer.NormalKind);\r\n\r\n let internalDataInfo = this._internalMeshDataInfo;\r\n\r\n if (!internalDataInfo._sourcePositions) {\r\n var submeshes = this.subMeshes.slice();\r\n this.setPositionsForCPUSkinning();\r\n this.subMeshes = submeshes;\r\n }\r\n\r\n if (hasNormals && !internalDataInfo._sourceNormals) {\r\n this.setNormalsForCPUSkinning();\r\n }\r\n\r\n // positionsData checks for not being Float32Array will only pass at most once\r\n var positionsData = this.getVerticesData(VertexBuffer.PositionKind);\r\n\r\n if (!positionsData) {\r\n return this;\r\n }\r\n\r\n if (!(positionsData instanceof Float32Array)) {\r\n positionsData = new Float32Array(positionsData);\r\n }\r\n\r\n // normalsData checks for not being Float32Array will only pass at most once\r\n var normalsData = this.getVerticesData(VertexBuffer.NormalKind);\r\n\r\n if (hasNormals) {\r\n if (!normalsData) {\r\n return this;\r\n }\r\n\r\n if (!(normalsData instanceof Float32Array)) {\r\n normalsData = new Float32Array(normalsData);\r\n }\r\n }\r\n\r\n var matricesIndicesData = this.getVerticesData(VertexBuffer.MatricesIndicesKind);\r\n var matricesWeightsData = this.getVerticesData(VertexBuffer.MatricesWeightsKind);\r\n\r\n if (!matricesWeightsData || !matricesIndicesData) {\r\n return this;\r\n }\r\n\r\n var needExtras = this.numBoneInfluencers > 4;\r\n var matricesIndicesExtraData = needExtras ? this.getVerticesData(VertexBuffer.MatricesIndicesExtraKind) : null;\r\n var matricesWeightsExtraData = needExtras ? this.getVerticesData(VertexBuffer.MatricesWeightsExtraKind) : null;\r\n\r\n var skeletonMatrices = skeleton.getTransformMatrices(this);\r\n\r\n var tempVector3 = Vector3.Zero();\r\n var finalMatrix = new Matrix();\r\n var tempMatrix = new Matrix();\r\n\r\n var matWeightIdx = 0;\r\n var inf: number;\r\n for (var index = 0; index < positionsData.length; index += 3, matWeightIdx += 4) {\r\n var weight: number;\r\n for (inf = 0; inf < 4; inf++) {\r\n weight = matricesWeightsData[matWeightIdx + inf];\r\n if (weight > 0) {\r\n Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesData[matWeightIdx + inf] * 16), weight, tempMatrix);\r\n finalMatrix.addToSelf(tempMatrix);\r\n }\r\n }\r\n if (needExtras) {\r\n for (inf = 0; inf < 4; inf++) {\r\n weight = matricesWeightsExtraData![matWeightIdx + inf];\r\n if (weight > 0) {\r\n Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesExtraData![matWeightIdx + inf] * 16), weight, tempMatrix);\r\n finalMatrix.addToSelf(tempMatrix);\r\n }\r\n }\r\n }\r\n\r\n Vector3.TransformCoordinatesFromFloatsToRef(\r\n internalDataInfo._sourcePositions[index],\r\n internalDataInfo._sourcePositions[index + 1],\r\n internalDataInfo._sourcePositions[index + 2],\r\n finalMatrix,\r\n tempVector3\r\n );\r\n tempVector3.toArray(positionsData, index);\r\n\r\n if (hasNormals) {\r\n Vector3.TransformNormalFromFloatsToRef(\r\n internalDataInfo._sourceNormals[index],\r\n internalDataInfo._sourceNormals[index + 1],\r\n internalDataInfo._sourceNormals[index + 2],\r\n finalMatrix,\r\n tempVector3\r\n );\r\n tempVector3.toArray(normalsData!, index);\r\n }\r\n\r\n finalMatrix.reset();\r\n }\r\n\r\n this.updateVerticesData(VertexBuffer.PositionKind, positionsData);\r\n if (hasNormals) {\r\n this.updateVerticesData(VertexBuffer.NormalKind, normalsData!);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n // Tools\r\n\r\n /**\r\n * Returns an object containing a min and max Vector3 which are the minimum and maximum vectors of each mesh bounding box from the passed array, in the world coordinates\r\n * @param meshes defines the list of meshes to scan\r\n * @returns an object `{min:` Vector3`, max:` Vector3`}`\r\n */\r\n public static MinMax(meshes: AbstractMesh[]): { min: Vector3; max: Vector3 } {\r\n var minVector: Nullable<Vector3> = null;\r\n var maxVector: Nullable<Vector3> = null;\r\n\r\n meshes.forEach(function (mesh) {\r\n let boundingInfo = mesh.getBoundingInfo();\r\n\r\n let boundingBox = boundingInfo.boundingBox;\r\n if (!minVector || !maxVector) {\r\n minVector = boundingBox.minimumWorld;\r\n maxVector = boundingBox.maximumWorld;\r\n } else {\r\n minVector.minimizeInPlace(boundingBox.minimumWorld);\r\n maxVector.maximizeInPlace(boundingBox.maximumWorld);\r\n }\r\n });\r\n\r\n if (!minVector || !maxVector) {\r\n return {\r\n min: Vector3.Zero(),\r\n max: Vector3.Zero(),\r\n };\r\n }\r\n\r\n return {\r\n min: minVector,\r\n max: maxVector,\r\n };\r\n }\r\n\r\n /**\r\n * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array\r\n * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object\r\n * @returns a vector3\r\n */\r\n public static Center(meshesOrMinMaxVector: { min: Vector3; max: Vector3 } | AbstractMesh[]): Vector3 {\r\n var minMaxVector = meshesOrMinMaxVector instanceof Array ? Mesh.MinMax(meshesOrMinMaxVector) : meshesOrMinMaxVector;\r\n return Vector3.Center(minMaxVector.min, minMaxVector.max);\r\n }\r\n\r\n /**\r\n * Merge the array of meshes into a single mesh for performance reasons.\r\n * @param meshes defines he vertices source. They should all be of the same material. Entries can empty\r\n * @param disposeSource when true (default), dispose of the vertices from the source meshes\r\n * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true\r\n * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.\r\n * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.\r\n * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.\r\n * @returns a new mesh\r\n */\r\n public static MergeMeshes(\r\n meshes: Array<Mesh>,\r\n disposeSource = true,\r\n allow32BitsIndices?: boolean,\r\n meshSubclass?: Mesh,\r\n subdivideWithSubMeshes?: boolean,\r\n multiMultiMaterials?: boolean,\r\n ) {\r\n return runCoroutineSync(Mesh._MergeMeshesCoroutine(meshes, disposeSource, allow32BitsIndices, meshSubclass, subdivideWithSubMeshes, multiMultiMaterials, false));\r\n }\r\n\r\n /**\r\n * Merge the array of meshes into a single mesh for performance reasons.\r\n * @param meshes defines he vertices source. They should all be of the same material. Entries can empty\r\n * @param disposeSource when true (default), dispose of the vertices from the source meshes\r\n * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true\r\n * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.\r\n * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.\r\n * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.\r\n * @returns a new mesh\r\n */\r\n public static MergeMeshesAsync(\r\n meshes: Array<Mesh>,\r\n disposeSource = true,\r\n allow32BitsIndices?: boolean,\r\n meshSubclass?: Mesh,\r\n subdivideWithSubMeshes?: boolean,\r\n multiMultiMaterials?: boolean,\r\n ) {\r\n return runCoroutineAsync(Mesh._MergeMeshesCoroutine(meshes, disposeSource, allow32BitsIndices, meshSubclass, subdivideWithSubMeshes, multiMultiMaterials, true), createYieldingScheduler());\r\n }\r\n\r\n private static *_MergeMeshesCoroutine(\r\n meshes: Array<Mesh>,\r\n disposeSource = true,\r\n allow32BitsIndices: boolean | undefined,\r\n meshSubclass: Mesh | undefined,\r\n subdivideWithSubMeshes: boolean | undefined,\r\n multiMultiMaterials: boolean | undefined,\r\n isAsync: boolean,\r\n ): Coroutine<Nullable<Mesh>> {\r\n // Remove any null/undefined entries from the mesh array\r\n meshes = meshes.filter(Boolean);\r\n\r\n if (meshes.length === 0) {\r\n return null;\r\n }\r\n\r\n var index: number;\r\n if (!allow32BitsIndices) {\r\n var totalVertices = 0;\r\n\r\n // Counting vertices\r\n for (index = 0; index < meshes.length; index++) {\r\n totalVertices += meshes[index].getTotalVertices();\r\n\r\n if (totalVertices >= 65536) {\r\n Logger.Warn(\"Cannot merge meshes because resulting mesh will have more than 65536 vertices. Please use allow32BitsIndices = true to use 32 bits indices\");\r\n return null;\r\n }\r\n }\r\n }\r\n if (multiMultiMaterials) {\r\n var newMultiMaterial: Nullable<MultiMaterial> = null;\r\n var subIndex: number;\r\n var matIndex: number;\r\n subdivideWithSubMeshes = false;\r\n }\r\n var materialArray: Array<Material> = new Array<Material>();\r\n var materialIndexArray: Array<number> = new Array<number>();\r\n // Merge\r\n var indiceArray: Array<number> = new Array<number>();\r\n for (index = 0; index < meshes.length; index++) {\r\n var mesh = meshes[index];\r\n if (mesh.isAnInstance) {\r\n Logger.Warn(\"Cannot merge instance meshes.\");\r\n return null;\r\n }\r\n\r\n if (subdivideWithSubMeshes) {\r\n indiceArray.push(mesh.getTotalIndices());\r\n }\r\n\r\n if (multiMultiMaterials) {\r\n if (mesh.material) {\r\n var material = mesh.material;\r\n if (material instanceof MultiMaterial) {\r\n for (matIndex = 0; matIndex < material.subMaterials.length; matIndex++) {\r\n if (materialArray.indexOf(<Material>material.subMaterials[matIndex]) < 0) {\r\n materialArray.push(<Material>material.subMaterials[matIndex]);\r\n }\r\n }\r\n for (subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {\r\n materialIndexArray.push(materialArray.indexOf(<Material>material.subMaterials[mesh.subMeshes[subIndex].materialIndex]));\r\n indiceArray.push(mesh.subMeshes[subIndex].indexCount);\r\n }\r\n } else {\r\n if (materialArray.indexOf(<Material>material) < 0) {\r\n materialArray.push(<Material>material);\r\n }\r\n for (subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {\r\n materialIndexArray.push(materialArray.indexOf(<Material>material));\r\n indiceArray.push(mesh.subMeshes[subIndex].indexCount);\r\n }\r\n }\r\n } else {\r\n for (subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {\r\n materialIndexArray.push(0);\r\n indiceArray.push(mesh.subMeshes[subIndex].indexCount);\r\n }\r\n }\r\n }\r\n }\r\n\r\n const source = meshes[0];\r\n\r\n const getVertexDataFromMesh = (mesh: Mesh) => {\r\n const wm = mesh.computeWorldMatrix(true);\r\n const vertexData = VertexData.ExtractFromMesh(mesh, true, true);\r\n vertexData.transform(wm);\r\n return vertexData;\r\n };\r\n\r\n const sourceVertexData = getVertexDataFromMesh(source);\r\n if (isAsync) { yield; }\r\n\r\n const meshVertexDatas = new Array<VertexData>(meshes.length - 1);\r\n for (let i = 1; i < meshes.length; i++) {\r\n meshVertexDatas[i - 1] = getVertexDataFromMesh(meshes[i]);\r\n if (isAsync) { yield; }\r\n }\r\n\r\n const mergeCoroutine = sourceVertexData._mergeCoroutine(meshVertexDatas, allow32BitsIndices, isAsync);\r\n let mergeCoroutineStep = mergeCoroutine.next();\r\n while (!mergeCoroutineStep.done) {\r\n if (isAsync) { yield; }\r\n mergeCoroutineStep = mergeCoroutine.next();\r\n }\r\n const vertexData = mergeCoroutineStep.value;\r\n\r\n if (!meshSubclass) {\r\n meshSubclass = new Mesh(source.name + \"_merged\", source.getScene());\r\n }\r\n\r\n const applyToCoroutine = vertexData._applyToCoroutine(meshSubclass, undefined, isAsync);\r\n let applyToCoroutineStep = applyToCoroutine.next();\r\n while (!applyToCoroutineStep.done) {\r\n if (isAsync) { yield; }\r\n applyToCoroutineStep = applyToCoroutine.next();\r\n }\r\n\r\n // Setting properties\r\n meshSubclass.checkCollisions = source.checkCollisions;\r\n meshSubclass.overrideMaterialSideOrientation = source.overrideMaterialSideOrientation;\r\n\r\n // Cleaning\r\n if (disposeSource) {\r\n for (index = 0; index < meshes.length; index++) {\r\n meshes[index].dispose();\r\n }\r\n }\r\n\r\n // Subdivide\r\n if (subdivideWithSubMeshes || multiMultiMaterials) {\r\n //-- removal of global submesh\r\n meshSubclass.releaseSubMeshes();\r\n index = 0;\r\n var offset = 0;\r\n\r\n //-- apply subdivision according to index table\r\n while (index < indiceArray.length) {\r\n SubMesh.CreateFromIndices(0, offset, indiceArray[index], meshSubclass, undefined, false);\r\n offset += indiceArray[index];\r\n index++;\r\n }\r\n\r\n for (const subMesh of meshSubclass.subMeshes) {\r\n subMesh.refreshBoundingInfo();\r\n }\r\n\r\n meshSubclass.computeWorldMatrix(true);\r\n }\r\n\r\n if (multiMultiMaterials) {\r\n newMultiMaterial = new MultiMaterial(source.name + \"_merged\", source.getScene());\r\n newMultiMaterial.subMaterials = materialArray;\r\n for (subIndex = 0; subIndex < meshSubclass.subMeshes.length; subIndex++) {\r\n meshSubclass.subMeshes[subIndex].materialIndex = materialIndexArray[subIndex];\r\n }\r\n meshSubclass.material = newMultiMaterial;\r\n } else {\r\n meshSubclass.material = source.material;\r\n }\r\n\r\n return meshSubclass;\r\n }\r\n\r\n /** @hidden */\r\n public addInstance(instance: InstancedMesh) {\r\n instance._indexInSourceMeshInstanceArray = this.instances.length;\r\n this.instances.push(instance);\r\n }\r\n\r\n /** @hidden */\r\n public removeInstance(instance: InstancedMesh) {\r\n // Remove from mesh\r\n const index = instance._indexInSourceMeshInstanceArray;\r\n if (index != -1) {\r\n if (index !== this.instances.length - 1) {\r\n const last = this.instances[this.instances.length - 1];\r\n this.instances[index] = last;\r\n last._indexInSourceMeshInstanceArray = index;\r\n }\r\n\r\n instance._indexInSourceMeshInstanceArray = -1;\r\n this.instances.pop();\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _shouldConvertRHS() {\r\n return this.overrideMaterialSideOrientation === Material.CounterClockWiseSideOrientation;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.Mesh\", Mesh);\r\n\r\n// LTS\r\nimport { _injectLTSMesh } from \"./mesh.lts\";\r\n_injectLTSMesh(Mesh);\r\n"]}
1
+ 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{ Observer, Observable } from \"../Misc/observable\";\r\nimport { Tools, AsyncLoop } from \"../Misc/tools\";\r\nimport { IAnimatable } from \"../Animations/animatable.interface\";\r\nimport { DeepCopier } from \"../Misc/deepCopier\";\r\nimport { Tags } from \"../Misc/tags\";\r\nimport { Coroutine, runCoroutineSync, runCoroutineAsync, createYieldingScheduler } from \"../Misc/coroutine\";\r\nimport { Nullable, FloatArray, IndicesArray } from \"../types\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Scene } from \"../scene\";\r\nimport { Quaternion, Matrix, Vector3, Vector2 } from \"../Maths/math.vector\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { Node } from \"../node\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { VertexData, IGetSetVerticesData } from \"./mesh.vertexData\";\r\nimport { Buffer } from \"../Buffers/buffer\";\r\nimport { Geometry } from \"./geometry\";\r\nimport { AbstractMesh } from \"./abstractMesh\";\r\nimport { SubMesh } from \"./subMesh\";\r\nimport { BoundingSphere } from \"../Culling/boundingSphere\";\r\nimport { Effect } from \"../Materials/effect\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { MultiMaterial } from \"../Materials/multiMaterial\";\r\nimport { SceneLoaderFlags } from \"../Loading/sceneLoaderFlags\";\r\nimport { Skeleton } from \"../Bones/skeleton\";\r\n\r\nimport { SerializationHelper } from \"../Misc/decorators\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { GetClass, RegisterClass } from \"../Misc/typeStore\";\r\nimport { _WarnImport } from \"../Misc/devTools\";\r\nimport { SceneComponentConstants } from \"../sceneComponent\";\r\nimport { MeshLODLevel } from \"./meshLODLevel\";\r\nimport { Path3D } from \"../Maths/math.path\";\r\nimport { Plane } from \"../Maths/math.plane\";\r\nimport { TransformNode } from \"./transformNode\";\r\nimport { DrawWrapper } from \"../Materials/drawWrapper\";\r\n\r\ndeclare type GoldbergMesh = import(\"./goldbergMesh\").GoldbergMesh;\r\ndeclare type InstancedMesh = import(\"./instancedMesh\").InstancedMesh;\r\ndeclare type IPhysicsEnabledObject = import(\"../Physics/physicsImpostor\").IPhysicsEnabledObject;\r\ndeclare type PhysicsImpostor = import(\"../Physics/physicsImpostor\").PhysicsImpostor;\r\n\r\n/**\r\n * @hidden\r\n **/\r\nexport class _CreationDataStorage {\r\n public closePath?: boolean;\r\n public closeArray?: boolean;\r\n public idx: number[];\r\n public dashSize: number;\r\n public gapSize: number;\r\n public path3D: Path3D;\r\n public pathArray: Vector3[][];\r\n public arc: number;\r\n public radius: number;\r\n public cap: number;\r\n public tessellation: number;\r\n}\r\n\r\n/**\r\n * @hidden\r\n **/\r\nclass _InstanceDataStorage {\r\n public visibleInstances: any = {};\r\n public batchCache = new _InstancesBatch();\r\n public batchCacheReplacementModeInFrozenMode = new _InstancesBatch();\r\n public instancesBufferSize = 32 * 16 * 4; // let's start with a maximum of 32 instances\r\n public instancesBuffer: Nullable<Buffer>;\r\n public instancesPreviousBuffer: Nullable<Buffer>;\r\n public instancesData: Float32Array;\r\n public instancesPreviousData: Float32Array;\r\n public overridenInstanceCount: number;\r\n public isFrozen: boolean;\r\n public previousBatch: Nullable<_InstancesBatch>;\r\n public hardwareInstancedRendering: boolean;\r\n public sideOrientation: number;\r\n public manualUpdate: boolean;\r\n public previousManualUpdate: boolean;\r\n public previousRenderId: number;\r\n public masterMeshPreviousWorldMatrix: Nullable<Matrix>;\r\n}\r\n\r\n/**\r\n * @hidden\r\n **/\r\nexport class _InstancesBatch {\r\n public mustReturn = false;\r\n public visibleInstances = new Array<Nullable<Array<InstancedMesh>>>();\r\n public renderSelf = new Array<boolean>();\r\n public hardwareInstancedRendering = new Array<boolean>();\r\n}\r\n\r\n/**\r\n * @hidden\r\n **/\r\nclass _ThinInstanceDataStorage {\r\n public instancesCount: number = 0;\r\n public matrixBuffer: Nullable<Buffer> = null;\r\n public previousMatrixBuffer: Nullable<Buffer> = null;\r\n public matrixBufferSize = 32 * 16; // let's start with a maximum of 32 thin instances\r\n public matrixData: Nullable<Float32Array> = null;\r\n public previousMatrixData: Nullable<Float32Array>;\r\n public boundingVectors: Array<Vector3> = [];\r\n public worldMatrices: Nullable<Matrix[]> = null;\r\n public masterMeshPreviousWorldMatrix: Nullable<Matrix>;\r\n}\r\n\r\n/**\r\n * @hidden\r\n **/\r\nclass _InternalMeshDataInfo {\r\n // Events\r\n public _onBeforeRenderObservable: Nullable<Observable<Mesh>>;\r\n public _onBeforeBindObservable: Nullable<Observable<Mesh>>;\r\n public _onAfterRenderObservable: Nullable<Observable<Mesh>>;\r\n public _onBeforeDrawObservable: Nullable<Observable<Mesh>>;\r\n public _onBetweenPassObservable: Nullable<Observable<SubMesh>>;\r\n\r\n public _areNormalsFrozen: boolean = false; // Will be used by ribbons mainly\r\n public _sourcePositions: Float32Array; // Will be used to save original positions when using software skinning\r\n public _sourceNormals: Float32Array; // Will be used to save original normals when using software skinning\r\n\r\n // Will be used to save a source mesh reference, If any\r\n public _source: Nullable<Mesh> = null;\r\n // Will be used to for fast cloned mesh lookup\r\n public meshMap: Nullable<{ [id: string]: Mesh | undefined }> = null;\r\n\r\n public _preActivateId: number = -1;\r\n public _LODLevels = new Array<MeshLODLevel>();\r\n /** Alternative definition of LOD level, using screen coverage instead of distance */\r\n public _useLODScreenCoverage: boolean = false;\r\n public _checkReadinessObserver: Nullable<Observer<Scene>>;\r\n\r\n public _onMeshReadyObserverAdded: (observer: Observer<Mesh>) => void;\r\n\r\n public _effectiveMaterial: Nullable<Material> = null;\r\n\r\n public _forcedInstanceCount: number = 0;\r\n}\r\n\r\n/**\r\n * Class used to represent renderable models\r\n */\r\nexport class Mesh extends AbstractMesh implements IGetSetVerticesData {\r\n // Consts\r\n\r\n /**\r\n * Mesh side orientation : usually the external or front surface\r\n */\r\n public static readonly FRONTSIDE = VertexData.FRONTSIDE;\r\n\r\n /**\r\n * Mesh side orientation : usually the internal or back surface\r\n */\r\n public static readonly BACKSIDE = VertexData.BACKSIDE;\r\n /**\r\n * Mesh side orientation : both internal and external or front and back surfaces\r\n */\r\n public static readonly DOUBLESIDE = VertexData.DOUBLESIDE;\r\n /**\r\n * Mesh side orientation : by default, `FRONTSIDE`\r\n */\r\n public static readonly DEFAULTSIDE = VertexData.DEFAULTSIDE;\r\n /**\r\n * Mesh cap setting : no cap\r\n */\r\n public static readonly NO_CAP = 0;\r\n /**\r\n * Mesh cap setting : one cap at the beginning of the mesh\r\n */\r\n public static readonly CAP_START = 1;\r\n /**\r\n * Mesh cap setting : one cap at the end of the mesh\r\n */\r\n public static readonly CAP_END = 2;\r\n /**\r\n * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh\r\n */\r\n public static readonly CAP_ALL = 3;\r\n /**\r\n * Mesh pattern setting : no flip or rotate\r\n */\r\n public static readonly NO_FLIP = 0;\r\n /**\r\n * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column\r\n */\r\n public static readonly FLIP_TILE = 1;\r\n /**\r\n * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column\r\n */\r\n public static readonly ROTATE_TILE = 2;\r\n /**\r\n * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows\r\n */\r\n public static readonly FLIP_ROW = 3;\r\n /**\r\n * Mesh pattern setting : rotate (180degs) all tiles on alternate rows\r\n */\r\n public static readonly ROTATE_ROW = 4;\r\n /**\r\n * Mesh pattern setting : flip and rotate alternate tiles on each row or column\r\n */\r\n public static readonly FLIP_N_ROTATE_TILE = 5;\r\n /**\r\n * Mesh pattern setting : rotate pattern and rotate\r\n */\r\n public static readonly FLIP_N_ROTATE_ROW = 6;\r\n /**\r\n * Mesh tile positioning : part tiles same on left/right or top/bottom\r\n */\r\n public static readonly CENTER = 0;\r\n /**\r\n * Mesh tile positioning : part tiles on left\r\n */\r\n public static readonly LEFT = 1;\r\n /**\r\n * Mesh tile positioning : part tiles on right\r\n */\r\n public static readonly RIGHT = 2;\r\n /**\r\n * Mesh tile positioning : part tiles on top\r\n */\r\n public static readonly TOP = 3;\r\n /**\r\n * Mesh tile positioning : part tiles on bottom\r\n */\r\n public static readonly BOTTOM = 4;\r\n\r\n /**\r\n * Indicates that the instanced meshes should be sorted from back to front before rendering if their material is transparent\r\n */\r\n public static INSTANCEDMESH_SORT_TRANSPARENT = false;\r\n\r\n /**\r\n * Gets the default side orientation.\r\n * @param orientation the orientation to value to attempt to get\r\n * @returns the default orientation\r\n * @hidden\r\n */\r\n public static _GetDefaultSideOrientation(orientation?: number): number {\r\n return orientation || Mesh.FRONTSIDE; // works as Mesh.FRONTSIDE is 0\r\n }\r\n\r\n // Internal data\r\n private _internalMeshDataInfo = new _InternalMeshDataInfo();\r\n\r\n /**\r\n * Determines if the LOD levels are intended to be calculated using screen coverage (surface area ratio) instead of distance\r\n */\r\n public get useLODScreenCoverage() {\r\n return this._internalMeshDataInfo._useLODScreenCoverage;\r\n }\r\n\r\n public set useLODScreenCoverage(value: boolean) {\r\n this._internalMeshDataInfo._useLODScreenCoverage = value;\r\n }\r\n\r\n /**\r\n * Will notify when the mesh is completely ready, including materials.\r\n * Observers added to this observable will be removed once triggered\r\n */\r\n public onMeshReadyObservable: Observable<Mesh>;\r\n\r\n public get computeBonesUsingShaders(): boolean {\r\n return this._internalAbstractMeshDataInfo._computeBonesUsingShaders;\r\n }\r\n public set computeBonesUsingShaders(value: boolean) {\r\n if (this._internalAbstractMeshDataInfo._computeBonesUsingShaders === value) {\r\n return;\r\n }\r\n\r\n if (value && this._internalMeshDataInfo._sourcePositions) {\r\n // switch from software to GPU computation: we need to reset the vertex and normal buffers that have been updated by the software process\r\n this.setVerticesData(VertexBuffer.PositionKind, this._internalMeshDataInfo._sourcePositions.slice(), true);\r\n if (this._internalMeshDataInfo._sourceNormals) {\r\n this.setVerticesData(VertexBuffer.NormalKind, this._internalMeshDataInfo._sourceNormals.slice(), true);\r\n }\r\n }\r\n\r\n this._internalAbstractMeshDataInfo._computeBonesUsingShaders = value;\r\n this._markSubMeshesAsAttributesDirty();\r\n }\r\n\r\n /**\r\n * An event triggered before rendering the mesh\r\n */\r\n public get onBeforeRenderObservable(): Observable<Mesh> {\r\n if (!this._internalMeshDataInfo._onBeforeRenderObservable) {\r\n this._internalMeshDataInfo._onBeforeRenderObservable = new Observable<Mesh>();\r\n }\r\n\r\n return this._internalMeshDataInfo._onBeforeRenderObservable;\r\n }\r\n\r\n /**\r\n * An event triggered before binding the mesh\r\n */\r\n public get onBeforeBindObservable(): Observable<Mesh> {\r\n if (!this._internalMeshDataInfo._onBeforeBindObservable) {\r\n this._internalMeshDataInfo._onBeforeBindObservable = new Observable<Mesh>();\r\n }\r\n\r\n return this._internalMeshDataInfo._onBeforeBindObservable;\r\n }\r\n\r\n /**\r\n * An event triggered after rendering the mesh\r\n */\r\n public get onAfterRenderObservable(): Observable<Mesh> {\r\n if (!this._internalMeshDataInfo._onAfterRenderObservable) {\r\n this._internalMeshDataInfo._onAfterRenderObservable = new Observable<Mesh>();\r\n }\r\n\r\n return this._internalMeshDataInfo._onAfterRenderObservable;\r\n }\r\n\r\n /**\r\n * An event triggeredbetween rendering pass when using separateCullingPass = true\r\n */\r\n public get onBetweenPassObservable(): Observable<SubMesh> {\r\n if (!this._internalMeshDataInfo._onBetweenPassObservable) {\r\n this._internalMeshDataInfo._onBetweenPassObservable = new Observable<SubMesh>();\r\n }\r\n\r\n return this._internalMeshDataInfo._onBetweenPassObservable;\r\n }\r\n\r\n /**\r\n * An event triggered before drawing the mesh\r\n */\r\n public get onBeforeDrawObservable(): Observable<Mesh> {\r\n if (!this._internalMeshDataInfo._onBeforeDrawObservable) {\r\n this._internalMeshDataInfo._onBeforeDrawObservable = new Observable<Mesh>();\r\n }\r\n\r\n return this._internalMeshDataInfo._onBeforeDrawObservable;\r\n }\r\n\r\n private _onBeforeDrawObserver: Nullable<Observer<Mesh>>;\r\n\r\n /**\r\n * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead\r\n */\r\n public set onBeforeDraw(callback: () => void) {\r\n if (this._onBeforeDrawObserver) {\r\n this.onBeforeDrawObservable.remove(this._onBeforeDrawObserver);\r\n }\r\n this._onBeforeDrawObserver = this.onBeforeDrawObservable.add(callback);\r\n }\r\n\r\n public get hasInstances(): boolean {\r\n return this.instances.length > 0;\r\n }\r\n\r\n public get hasThinInstances(): boolean {\r\n return (this._thinInstanceDataStorage.instancesCount ?? 0) > 0;\r\n }\r\n\r\n // Members\r\n\r\n /**\r\n * Gets the delay loading state of the mesh (when delay loading is turned on)\r\n * @see https://doc.babylonjs.com/how_to/using_the_incremental_loading_system\r\n */\r\n public delayLoadState = 0;\r\n\r\n /**\r\n * Gets the list of instances created from this mesh\r\n * it is not supposed to be modified manually.\r\n * Note also that the order of the InstancedMesh wihin the array is not significant and might change.\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_instances\r\n */\r\n public instances = new Array<InstancedMesh>();\r\n\r\n /**\r\n * Gets the file containing delay loading data for this mesh\r\n */\r\n public delayLoadingFile: string;\r\n\r\n /** @hidden */\r\n public _binaryInfo: any;\r\n\r\n /**\r\n * User defined function used to change how LOD level selection is done\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_lod\r\n */\r\n public onLODLevelSelection: (distance: number, mesh: Mesh, selectedLevel: Nullable<Mesh>) => void;\r\n\r\n // Private\r\n /** @hidden */\r\n public _creationDataStorage: Nullable<_CreationDataStorage> = null;\r\n\r\n /** @hidden */\r\n public _geometry: Nullable<Geometry> = null;\r\n /** @hidden */\r\n public _delayInfo: Array<string>;\r\n /** @hidden */\r\n public _delayLoadingFunction: (any: any, mesh: Mesh) => void;\r\n\r\n /**\r\n * Gets or sets the forced number of instances to display.\r\n * If 0 (default value), the number of instances is not forced and depends on the draw type\r\n * (regular / instance / thin instances mesh)\r\n */\r\n public get forcedInstanceCount(): number {\r\n return this._internalMeshDataInfo._forcedInstanceCount;\r\n }\r\n\r\n public set forcedInstanceCount(count: number) {\r\n this._internalMeshDataInfo._forcedInstanceCount = count;\r\n }\r\n\r\n /** @hidden */\r\n public _instanceDataStorage = new _InstanceDataStorage();\r\n\r\n /** @hidden */\r\n public _thinInstanceDataStorage = new _ThinInstanceDataStorage();\r\n\r\n /** @hidden */\r\n public _shouldGenerateFlatShading: boolean = false;\r\n\r\n // Use by builder only to know what orientation were the mesh build in.\r\n /** @hidden */\r\n public _originalBuilderSideOrientation: number = Mesh.DEFAULTSIDE;\r\n\r\n /**\r\n * Use this property to change the original side orientation defined at construction time\r\n */\r\n public overrideMaterialSideOrientation: Nullable<number> = null;\r\n\r\n /**\r\n * Gets or sets a boolean indicating whether to render ignoring the active camera's max z setting. (false by default)\r\n * Note this will reduce performance when set to true.\r\n */\r\n public ignoreCameraMaxZ = false;\r\n\r\n /**\r\n * Gets the source mesh (the one used to clone this one from)\r\n */\r\n public get source(): Nullable<Mesh> {\r\n return this._internalMeshDataInfo._source;\r\n }\r\n\r\n /**\r\n * Gets the list of clones of this mesh\r\n * The scene must have been constructed with useClonedMeshMap=true for this to work!\r\n * Note that useClonedMeshMap=true is the default setting\r\n */\r\n public get cloneMeshMap(): Nullable<{ [id: string]: Mesh | undefined }> {\r\n return this._internalMeshDataInfo.meshMap;\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this mesh does not use index buffer\r\n */\r\n public get isUnIndexed(): boolean {\r\n return this._unIndexed;\r\n }\r\n\r\n public set isUnIndexed(value: boolean) {\r\n if (this._unIndexed !== value) {\r\n this._unIndexed = value;\r\n this._markSubMeshesAsAttributesDirty();\r\n }\r\n }\r\n\r\n /** Gets the array buffer used to store the instanced buffer used for instances' world matrices */\r\n public get worldMatrixInstancedBuffer() {\r\n return this._instanceDataStorage.instancesData;\r\n }\r\n\r\n /** Gets the array buffer used to store the instanced buffer used for instances' previous world matrices */\r\n public get previousWorldMatrixInstancedBuffer() {\r\n return this._instanceDataStorage.instancesPreviousData;\r\n }\r\n\r\n /** Gets or sets a boolean indicating that the update of the instance buffer of the world matrices is manual */\r\n public get manualUpdateOfWorldMatrixInstancedBuffer() {\r\n return this._instanceDataStorage.manualUpdate;\r\n }\r\n\r\n public set manualUpdateOfWorldMatrixInstancedBuffer(value: boolean) {\r\n this._instanceDataStorage.manualUpdate = value;\r\n }\r\n\r\n /** Gets or sets a boolean indicating that the update of the instance buffer of the world matrices is manual */\r\n public get manualUpdateOfPreviousWorldMatrixInstancedBuffer() {\r\n return this._instanceDataStorage.previousManualUpdate;\r\n }\r\n\r\n public set manualUpdateOfPreviousWorldMatrixInstancedBuffer(value: boolean) {\r\n this._instanceDataStorage.previousManualUpdate = value;\r\n }\r\n\r\n /**\r\n * @constructor\r\n * @param name The value used by scene.getMeshByName() to do a lookup.\r\n * @param scene The scene to add this mesh to.\r\n * @param parent The parent of this mesh, if it has one\r\n * @param source An optional Mesh from which geometry is shared, cloned.\r\n * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.\r\n * When false, achieved by calling a clone(), also passing False.\r\n * This will make creation of children, recursive.\r\n * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.\r\n */\r\n constructor(\r\n name: string,\r\n scene: Nullable<Scene> = null,\r\n parent: Nullable<Node> = null,\r\n source: Nullable<Mesh> = null,\r\n doNotCloneChildren?: boolean,\r\n clonePhysicsImpostor: boolean = true\r\n ) {\r\n super(name, scene);\r\n\r\n scene = this.getScene();\r\n\r\n this._onBeforeDraw = ((isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => {\r\n if (isInstance && effectiveMaterial) {\r\n if (this._uniformBuffer) {\r\n this.transferToEffect(world);\r\n } else {\r\n effectiveMaterial.bindOnlyWorldMatrix(world);\r\n }\r\n }\r\n });\r\n\r\n if (source) {\r\n // Geometry\r\n if (source._geometry) {\r\n source._geometry.applyToMesh(this);\r\n }\r\n\r\n // Deep copy\r\n DeepCopier.DeepCopy(\r\n source,\r\n this,\r\n [\r\n \"name\",\r\n \"material\",\r\n \"skeleton\",\r\n \"instances\",\r\n \"parent\",\r\n \"uniqueId\",\r\n \"source\",\r\n \"metadata\",\r\n \"morphTargetManager\",\r\n \"hasInstances\",\r\n \"worldMatrixInstancedBuffer\",\r\n \"previousWorldMatrixInstancedBuffer\",\r\n \"hasLODLevels\",\r\n \"geometry\",\r\n \"isBlocked\",\r\n \"areNormalsFrozen\",\r\n \"facetNb\",\r\n \"isFacetDataEnabled\",\r\n \"lightSources\",\r\n \"useBones\",\r\n \"isAnInstance\",\r\n \"collider\",\r\n \"edgesRenderer\",\r\n \"forward\",\r\n \"up\",\r\n \"right\",\r\n \"absolutePosition\",\r\n \"absoluteScaling\",\r\n \"absoluteRotationQuaternion\",\r\n \"isWorldMatrixFrozen\",\r\n \"nonUniformScaling\",\r\n \"behaviors\",\r\n \"worldMatrixFromCache\",\r\n \"hasThinInstances\",\r\n \"cloneMeshMap\",\r\n \"hasBoundingInfo\",\r\n ],\r\n [\"_poseMatrix\"]\r\n );\r\n\r\n // Source mesh\r\n this._internalMeshDataInfo._source = source;\r\n if (scene.useClonedMeshMap) {\r\n if (!source._internalMeshDataInfo.meshMap) {\r\n source._internalMeshDataInfo.meshMap = {};\r\n }\r\n source._internalMeshDataInfo.meshMap[this.uniqueId] = this;\r\n }\r\n\r\n // Construction Params\r\n // Clone parameters allowing mesh to be updated in case of parametric shapes.\r\n this._originalBuilderSideOrientation = source._originalBuilderSideOrientation;\r\n this._creationDataStorage = source._creationDataStorage;\r\n\r\n // Animation ranges\r\n if (source._ranges) {\r\n const ranges = source._ranges;\r\n for (var name in ranges) {\r\n if (!ranges.hasOwnProperty(name)) {\r\n continue;\r\n }\r\n\r\n if (!ranges[name]) {\r\n continue;\r\n }\r\n\r\n this.createAnimationRange(name, ranges[name]!.from, ranges[name]!.to);\r\n }\r\n }\r\n\r\n // Metadata\r\n if (source.metadata && source.metadata.clone) {\r\n this.metadata = source.metadata.clone();\r\n } else {\r\n this.metadata = source.metadata;\r\n }\r\n\r\n // Tags\r\n if (Tags && Tags.HasTags(source)) {\r\n Tags.AddTagsTo(this, Tags.GetTags(source, true));\r\n }\r\n\r\n // Enabled\r\n this.setEnabled(source.isEnabled());\r\n\r\n // Parent\r\n this.parent = source.parent;\r\n\r\n // Pivot\r\n this.setPivotMatrix(source.getPivotMatrix());\r\n\r\n this.id = name + \".\" + source.id;\r\n\r\n // Material\r\n this.material = source.material;\r\n\r\n if (!doNotCloneChildren) {\r\n // Children\r\n let directDescendants = source.getDescendants(true);\r\n for (let index = 0; index < directDescendants.length; index++) {\r\n var child = directDescendants[index];\r\n\r\n if ((<any>child).clone) {\r\n (<any>child).clone(name + \".\" + child.name, this);\r\n }\r\n }\r\n }\r\n\r\n // Morphs\r\n if (source.morphTargetManager) {\r\n this.morphTargetManager = source.morphTargetManager;\r\n }\r\n\r\n // Physics clone\r\n if (scene.getPhysicsEngine) {\r\n var physicsEngine = scene.getPhysicsEngine();\r\n if (clonePhysicsImpostor && physicsEngine) {\r\n var impostor = physicsEngine.getImpostorForPhysicsObject(source);\r\n if (impostor) {\r\n this.physicsImpostor = impostor.clone(this);\r\n }\r\n }\r\n }\r\n\r\n // Particles\r\n for (let index = 0; index < scene.particleSystems.length; index++) {\r\n var system = scene.particleSystems[index];\r\n\r\n if (system.emitter === source) {\r\n system.clone(system.name, this);\r\n }\r\n }\r\n\r\n // Skeleton\r\n this.skeleton = source.skeleton;\r\n\r\n this.refreshBoundingInfo(true, true);\r\n this.computeWorldMatrix(true);\r\n }\r\n\r\n // Parent\r\n if (parent !== null) {\r\n this.parent = parent;\r\n }\r\n\r\n this._instanceDataStorage.hardwareInstancedRendering = this.getEngine().getCaps().instancedArrays;\r\n\r\n this._internalMeshDataInfo._onMeshReadyObserverAdded = (observer: Observer<Mesh>) => {\r\n // only notify once! then unregister the observer\r\n observer.unregisterOnNextCall = true;\r\n if (this.isReady(true)) {\r\n this.onMeshReadyObservable.notifyObservers(this);\r\n } else {\r\n if (!this._internalMeshDataInfo._checkReadinessObserver) {\r\n this._internalMeshDataInfo._checkReadinessObserver = this._scene.onBeforeRenderObservable.add(() => {\r\n // check for complete readiness\r\n if (this.isReady(true)) {\r\n this._scene.onBeforeRenderObservable.remove(this._internalMeshDataInfo._checkReadinessObserver);\r\n this._internalMeshDataInfo._checkReadinessObserver = null;\r\n this.onMeshReadyObservable.notifyObservers(this);\r\n }\r\n });\r\n }\r\n }\r\n };\r\n\r\n this.onMeshReadyObservable = new Observable(this._internalMeshDataInfo._onMeshReadyObserverAdded);\r\n\r\n if (source) {\r\n source.onClonedObservable.notifyObservers(this);\r\n }\r\n }\r\n\r\n public instantiateHierarchy(\r\n newParent: Nullable<TransformNode> = null,\r\n options?: { doNotInstantiate: boolean },\r\n onNewNodeCreated?: (source: TransformNode, clone: TransformNode) => void\r\n ): Nullable<TransformNode> {\r\n let instance =\r\n this.getTotalVertices() > 0 && (!options || !options.doNotInstantiate)\r\n ? this.createInstance(\"instance of \" + (this.name || this.id))\r\n : this.clone(\"Clone of \" + (this.name || this.id), newParent || this.parent, true);\r\n\r\n instance.parent = newParent || this.parent;\r\n instance.position = this.position.clone();\r\n instance.scaling = this.scaling.clone();\r\n if (this.rotationQuaternion) {\r\n instance.rotationQuaternion = this.rotationQuaternion.clone();\r\n } else {\r\n instance.rotation = this.rotation.clone();\r\n }\r\n\r\n if (onNewNodeCreated) {\r\n onNewNodeCreated(this, instance);\r\n }\r\n\r\n for (var child of this.getChildTransformNodes(true)) {\r\n child.instantiateHierarchy(instance, options, onNewNodeCreated);\r\n }\r\n\r\n return instance;\r\n }\r\n\r\n /**\r\n * Gets the class name\r\n * @returns the string \"Mesh\".\r\n */\r\n public getClassName(): string {\r\n return \"Mesh\";\r\n }\r\n\r\n /** @hidden */\r\n public get _isMesh() {\r\n return true;\r\n }\r\n\r\n /**\r\n * Returns a description of this mesh\r\n * @param fullDetails define if full details about this mesh must be used\r\n * @returns a descriptive string representing this mesh\r\n */\r\n public toString(fullDetails?: boolean): string {\r\n var ret = super.toString(fullDetails);\r\n ret += \", n vertices: \" + this.getTotalVertices();\r\n ret += \", parent: \" + (this._waitingParentId ? this._waitingParentId : this.parent ? this.parent.name : \"NONE\");\r\n\r\n if (this.animations) {\r\n for (var i = 0; i < this.animations.length; i++) {\r\n ret += \", animation[0]: \" + this.animations[i].toString(fullDetails);\r\n }\r\n }\r\n\r\n if (fullDetails) {\r\n if (this._geometry) {\r\n let ib = this.getIndices();\r\n let vb = this.getVerticesData(VertexBuffer.PositionKind);\r\n\r\n if (vb && ib) {\r\n ret += \", flat shading: \" + (vb.length / 3 === ib.length ? \"YES\" : \"NO\");\r\n }\r\n } else {\r\n ret += \", flat shading: UNKNOWN\";\r\n }\r\n }\r\n return ret;\r\n }\r\n\r\n /** @hidden */\r\n public _unBindEffect() {\r\n super._unBindEffect();\r\n\r\n for (var instance of this.instances) {\r\n instance._unBindEffect();\r\n }\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this mesh has LOD\r\n */\r\n public get hasLODLevels(): boolean {\r\n return this._internalMeshDataInfo._LODLevels.length > 0;\r\n }\r\n\r\n /**\r\n * Gets the list of MeshLODLevel associated with the current mesh\r\n * @returns an array of MeshLODLevel\r\n */\r\n public getLODLevels(): MeshLODLevel[] {\r\n return this._internalMeshDataInfo._LODLevels;\r\n }\r\n\r\n private _sortLODLevels(): void {\r\n const sortingOrderFactor = this._internalMeshDataInfo._useLODScreenCoverage ? -1 : 1;\r\n this._internalMeshDataInfo._LODLevels.sort((a, b) => {\r\n if (a.distanceOrScreenCoverage < b.distanceOrScreenCoverage) {\r\n return sortingOrderFactor;\r\n }\r\n if (a.distanceOrScreenCoverage > b.distanceOrScreenCoverage) {\r\n return -sortingOrderFactor;\r\n }\r\n\r\n return 0;\r\n });\r\n }\r\n\r\n /**\r\n * Add a mesh as LOD level triggered at the given distance.\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_lod\r\n * @param distanceOrScreenCoverage Either distance from the center of the object to show this level or the screen coverage if `useScreenCoverage` is set to `true`.\r\n * If screen coverage, value is a fraction of the screen's total surface, between 0 and 1.\r\n * @param mesh The mesh to be added as LOD level (can be null)\r\n * @return This mesh (for chaining)\r\n */\r\n public addLODLevel(distanceOrScreenCoverage: number, mesh: Nullable<Mesh>): Mesh {\r\n if (mesh && mesh._masterMesh) {\r\n Logger.Warn(\"You cannot use a mesh as LOD level twice\");\r\n return this;\r\n }\r\n\r\n var level = new MeshLODLevel(distanceOrScreenCoverage, mesh);\r\n this._internalMeshDataInfo._LODLevels.push(level);\r\n\r\n if (mesh) {\r\n mesh._masterMesh = this;\r\n }\r\n\r\n this._sortLODLevels();\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Returns the LOD level mesh at the passed distance or null if not found.\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_lod\r\n * @param distance The distance from the center of the object to show this level\r\n * @returns a Mesh or `null`\r\n */\r\n public getLODLevelAtDistance(distance: number): Nullable<Mesh> {\r\n let internalDataInfo = this._internalMeshDataInfo;\r\n for (var index = 0; index < internalDataInfo._LODLevels.length; index++) {\r\n var level = internalDataInfo._LODLevels[index];\r\n\r\n if (level.distanceOrScreenCoverage === distance) {\r\n return level.mesh;\r\n }\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * Remove a mesh from the LOD array\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_lod\r\n * @param mesh defines the mesh to be removed\r\n * @return This mesh (for chaining)\r\n */\r\n public removeLODLevel(mesh: Mesh): Mesh {\r\n let internalDataInfo = this._internalMeshDataInfo;\r\n for (var index = 0; index < internalDataInfo._LODLevels.length; index++) {\r\n if (internalDataInfo._LODLevels[index].mesh === mesh) {\r\n internalDataInfo._LODLevels.splice(index, 1);\r\n if (mesh) {\r\n mesh._masterMesh = null;\r\n }\r\n }\r\n }\r\n\r\n this._sortLODLevels();\r\n return this;\r\n }\r\n\r\n /**\r\n * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_lod\r\n * @param camera defines the camera to use to compute distance\r\n * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh\r\n * @return This mesh (for chaining)\r\n */\r\n public getLOD(camera: Camera, boundingSphere?: BoundingSphere): Nullable<AbstractMesh> {\r\n let internalDataInfo = this._internalMeshDataInfo;\r\n if (!internalDataInfo._LODLevels || internalDataInfo._LODLevels.length === 0) {\r\n return this;\r\n }\r\n\r\n let bSphere: BoundingSphere;\r\n\r\n if (boundingSphere) {\r\n bSphere = boundingSphere;\r\n } else {\r\n let boundingInfo = this.getBoundingInfo();\r\n\r\n bSphere = boundingInfo.boundingSphere;\r\n }\r\n\r\n var distanceToCamera = bSphere.centerWorld.subtract(camera.globalPosition).length();\r\n const useScreenCoverage = internalDataInfo._useLODScreenCoverage;\r\n let compareValue = distanceToCamera;\r\n let compareSign = 1;\r\n\r\n if (useScreenCoverage) {\r\n const screenArea = camera.screenArea;\r\n let meshArea = bSphere.radiusWorld * camera.minZ / distanceToCamera;\r\n meshArea = meshArea * meshArea * Math.PI;\r\n compareValue = meshArea / screenArea;\r\n compareSign = -1;\r\n }\r\n\r\n if (compareSign * internalDataInfo._LODLevels[internalDataInfo._LODLevels.length - 1].distanceOrScreenCoverage > compareSign * compareValue) {\r\n if (this.onLODLevelSelection) {\r\n this.onLODLevelSelection(compareValue, this, this);\r\n }\r\n return this;\r\n }\r\n\r\n for (var index = 0; index < internalDataInfo._LODLevels.length; index++) {\r\n var level = internalDataInfo._LODLevels[index];\r\n\r\n if (compareSign * level.distanceOrScreenCoverage < compareSign * compareValue) {\r\n if (level.mesh) {\r\n if (level.mesh.delayLoadState === 4) {\r\n level.mesh._checkDelayState();\r\n return this;\r\n }\r\n\r\n if (level.mesh.delayLoadState === 2) {\r\n return this;\r\n }\r\n\r\n level.mesh._preActivate();\r\n level.mesh._updateSubMeshesBoundingInfo(this.worldMatrixFromCache);\r\n }\r\n\r\n if (this.onLODLevelSelection) {\r\n this.onLODLevelSelection(compareValue, this, level.mesh);\r\n }\r\n\r\n return level.mesh;\r\n }\r\n }\r\n\r\n if (this.onLODLevelSelection) {\r\n this.onLODLevelSelection(compareValue, this, this);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Gets the mesh internal Geometry object\r\n */\r\n public get geometry(): Nullable<Geometry> {\r\n return this._geometry;\r\n }\r\n\r\n /**\r\n * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.\r\n * @returns the total number of vertices\r\n */\r\n public getTotalVertices(): number {\r\n if (this._geometry === null || this._geometry === undefined) {\r\n return 0;\r\n }\r\n return this._geometry.getTotalVertices();\r\n }\r\n\r\n /**\r\n * Returns the content of an associated vertex buffer\r\n * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :\r\n * - VertexBuffer.PositionKind\r\n * - VertexBuffer.UVKind\r\n * - VertexBuffer.UV2Kind\r\n * - VertexBuffer.UV3Kind\r\n * - VertexBuffer.UV4Kind\r\n * - VertexBuffer.UV5Kind\r\n * - VertexBuffer.UV6Kind\r\n * - VertexBuffer.ColorKind\r\n * - VertexBuffer.MatricesIndicesKind\r\n * - VertexBuffer.MatricesIndicesExtraKind\r\n * - VertexBuffer.MatricesWeightsKind\r\n * - VertexBuffer.MatricesWeightsExtraKind\r\n * @param copyWhenShared defines a boolean indicating that if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one\r\n * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is\r\n * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.\r\n */\r\n public getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray> {\r\n if (!this._geometry) {\r\n return null;\r\n }\r\n let data = this._userInstancedBuffersStorage?.vertexBuffers[kind]?.getFloatData(\r\n this._geometry.getTotalVertices(),\r\n forceCopy || (copyWhenShared && this._geometry.meshes.length !== 1)\r\n );\r\n if (!data) {\r\n data = this._geometry.getVerticesData(kind, copyWhenShared, forceCopy);\r\n }\r\n return data;\r\n }\r\n\r\n /**\r\n * Returns the mesh VertexBuffer object from the requested `kind`\r\n * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :\r\n * - VertexBuffer.PositionKind\r\n * - VertexBuffer.NormalKind\r\n * - VertexBuffer.UVKind\r\n * - VertexBuffer.UV2Kind\r\n * - VertexBuffer.UV3Kind\r\n * - VertexBuffer.UV4Kind\r\n * - VertexBuffer.UV5Kind\r\n * - VertexBuffer.UV6Kind\r\n * - VertexBuffer.ColorKind\r\n * - VertexBuffer.MatricesIndicesKind\r\n * - VertexBuffer.MatricesIndicesExtraKind\r\n * - VertexBuffer.MatricesWeightsKind\r\n * - VertexBuffer.MatricesWeightsExtraKind\r\n * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.\r\n */\r\n public getVertexBuffer(kind: string): Nullable<VertexBuffer> {\r\n if (!this._geometry) {\r\n return null;\r\n }\r\n\r\n return this._userInstancedBuffersStorage?.vertexBuffers[kind] ?? this._geometry.getVertexBuffer(kind);\r\n }\r\n\r\n /**\r\n * Tests if a specific vertex buffer is associated with this mesh\r\n * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :\r\n * - VertexBuffer.PositionKind\r\n * - VertexBuffer.NormalKind\r\n * - VertexBuffer.UVKind\r\n * - VertexBuffer.UV2Kind\r\n * - VertexBuffer.UV3Kind\r\n * - VertexBuffer.UV4Kind\r\n * - VertexBuffer.UV5Kind\r\n * - VertexBuffer.UV6Kind\r\n * - VertexBuffer.ColorKind\r\n * - VertexBuffer.MatricesIndicesKind\r\n * - VertexBuffer.MatricesIndicesExtraKind\r\n * - VertexBuffer.MatricesWeightsKind\r\n * - VertexBuffer.MatricesWeightsExtraKind\r\n * @returns a boolean\r\n */\r\n public isVerticesDataPresent(kind: string): boolean {\r\n if (!this._geometry) {\r\n if (this._delayInfo) {\r\n return this._delayInfo.indexOf(kind) !== -1;\r\n }\r\n return false;\r\n }\r\n return this._userInstancedBuffersStorage?.vertexBuffers[kind] !== undefined || this._geometry.isVerticesDataPresent(kind);\r\n }\r\n\r\n /**\r\n * Returns a boolean defining if the vertex data for the requested `kind` is updatable.\r\n * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :\r\n * - VertexBuffer.PositionKind\r\n * - VertexBuffer.UVKind\r\n * - VertexBuffer.UV2Kind\r\n * - VertexBuffer.UV3Kind\r\n * - VertexBuffer.UV4Kind\r\n * - VertexBuffer.UV5Kind\r\n * - VertexBuffer.UV6Kind\r\n * - VertexBuffer.ColorKind\r\n * - VertexBuffer.MatricesIndicesKind\r\n * - VertexBuffer.MatricesIndicesExtraKind\r\n * - VertexBuffer.MatricesWeightsKind\r\n * - VertexBuffer.MatricesWeightsExtraKind\r\n * @returns a boolean\r\n */\r\n public isVertexBufferUpdatable(kind: string): boolean {\r\n if (!this._geometry) {\r\n if (this._delayInfo) {\r\n return this._delayInfo.indexOf(kind) !== -1;\r\n }\r\n return false;\r\n }\r\n return this._userInstancedBuffersStorage?.vertexBuffers[kind]?.isUpdatable() || this._geometry.isVertexBufferUpdatable(kind);\r\n }\r\n\r\n /**\r\n * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.\r\n * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :\r\n * - VertexBuffer.PositionKind\r\n * - VertexBuffer.NormalKind\r\n * - VertexBuffer.UVKind\r\n * - VertexBuffer.UV2Kind\r\n * - VertexBuffer.UV3Kind\r\n * - VertexBuffer.UV4Kind\r\n * - VertexBuffer.UV5Kind\r\n * - VertexBuffer.UV6Kind\r\n * - VertexBuffer.ColorKind\r\n * - VertexBuffer.MatricesIndicesKind\r\n * - VertexBuffer.MatricesIndicesExtraKind\r\n * - VertexBuffer.MatricesWeightsKind\r\n * - VertexBuffer.MatricesWeightsExtraKind\r\n * @returns an array of strings\r\n */\r\n public getVerticesDataKinds(): string[] {\r\n if (!this._geometry) {\r\n var result = new Array<string>();\r\n if (this._delayInfo) {\r\n this._delayInfo.forEach(function (kind) {\r\n result.push(kind);\r\n });\r\n }\r\n return result;\r\n }\r\n const kinds = this._geometry.getVerticesDataKinds();\r\n if (this._userInstancedBuffersStorage) {\r\n for (const kind in this._userInstancedBuffersStorage.vertexBuffers) {\r\n kinds.push(kind);\r\n }\r\n }\r\n return kinds;\r\n }\r\n\r\n /**\r\n * Returns a positive integer : the total number of indices in this mesh geometry.\r\n * @returns the numner of indices or zero if the mesh has no geometry.\r\n */\r\n public getTotalIndices(): number {\r\n if (!this._geometry) {\r\n return 0;\r\n }\r\n return this._geometry.getTotalIndices();\r\n }\r\n\r\n /**\r\n * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.\r\n * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.\r\n * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it\r\n * @returns the indices array or an empty array if the mesh has no geometry\r\n */\r\n public getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray> {\r\n if (!this._geometry) {\r\n return [];\r\n }\r\n return this._geometry.getIndices(copyWhenShared, forceCopy);\r\n }\r\n\r\n public get isBlocked(): boolean {\r\n return this._masterMesh !== null && this._masterMesh !== undefined;\r\n }\r\n\r\n /**\r\n * Determine if the current mesh is ready to be rendered\r\n * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)\r\n * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)\r\n * @returns true if all associated assets are ready (material, textures, shaders)\r\n */\r\n public isReady(completeCheck = false, forceInstanceSupport = false): boolean {\r\n if (this.delayLoadState === 2) {\r\n return false;\r\n }\r\n\r\n if (!super.isReady(completeCheck)) {\r\n return false;\r\n }\r\n\r\n if (!this.subMeshes || this.subMeshes.length === 0) {\r\n return true;\r\n }\r\n\r\n if (!completeCheck) {\r\n return true;\r\n }\r\n\r\n let engine = this.getEngine();\r\n let scene = this.getScene();\r\n let hardwareInstancedRendering = forceInstanceSupport || (engine.getCaps().instancedArrays && (this.instances.length > 0 || this.hasThinInstances));\r\n\r\n this.computeWorldMatrix();\r\n\r\n let mat = this.material || scene.defaultMaterial;\r\n if (mat) {\r\n if (mat._storeEffectOnSubMeshes) {\r\n for (var subMesh of this.subMeshes) {\r\n let effectiveMaterial = subMesh.getMaterial();\r\n if (effectiveMaterial) {\r\n if (effectiveMaterial._storeEffectOnSubMeshes) {\r\n if (!effectiveMaterial.isReadyForSubMesh(this, subMesh, hardwareInstancedRendering)) {\r\n return false;\r\n }\r\n } else {\r\n if (!effectiveMaterial.isReady(this, hardwareInstancedRendering)) {\r\n return false;\r\n }\r\n }\r\n }\r\n }\r\n } else {\r\n if (!mat.isReady(this, hardwareInstancedRendering)) {\r\n return false;\r\n }\r\n }\r\n }\r\n\r\n // Shadows\r\n const currentRenderPassId = engine.currentRenderPassId;\r\n for (var light of this.lightSources) {\r\n let generator = light.getShadowGenerator();\r\n\r\n if (generator && (!generator.getShadowMap()?.renderList || (generator.getShadowMap()?.renderList && generator.getShadowMap()?.renderList?.indexOf(this) !== -1))) {\r\n if (generator.getShadowMap()) {\r\n engine.currentRenderPassId = generator.getShadowMap()!.renderPassId;\r\n }\r\n for (var subMesh of this.subMeshes) {\r\n if (!generator.isReady(subMesh, hardwareInstancedRendering, subMesh.getMaterial()?.needAlphaBlendingForMesh(this) ?? false)) {\r\n engine.currentRenderPassId = currentRenderPassId;\r\n return false;\r\n }\r\n }\r\n engine.currentRenderPassId = currentRenderPassId;\r\n }\r\n }\r\n\r\n // LOD\r\n for (var lod of this._internalMeshDataInfo._LODLevels) {\r\n if (lod.mesh && !lod.mesh.isReady(hardwareInstancedRendering)) {\r\n return false;\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if the normals aren't to be recomputed on next mesh `positions` array update. This property is pertinent only for updatable parametric shapes.\r\n */\r\n public get areNormalsFrozen(): boolean {\r\n return this._internalMeshDataInfo._areNormalsFrozen;\r\n }\r\n\r\n /**\r\n * This function affects parametric shapes on vertex position update only : ribbons, tubes, etc. It has no effect at all on other shapes. It prevents the mesh normals from being recomputed on next `positions` array update.\r\n * @returns the current mesh\r\n */\r\n public freezeNormals(): Mesh {\r\n this._internalMeshDataInfo._areNormalsFrozen = true;\r\n return this;\r\n }\r\n\r\n /**\r\n * This function affects parametric shapes on vertex position update only : ribbons, tubes, etc. It has no effect at all on other shapes. It reactivates the mesh normals computation if it was previously frozen\r\n * @returns the current mesh\r\n */\r\n public unfreezeNormals(): Mesh {\r\n this._internalMeshDataInfo._areNormalsFrozen = false;\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs\r\n */\r\n public set overridenInstanceCount(count: number) {\r\n this._instanceDataStorage.overridenInstanceCount = count;\r\n }\r\n\r\n // Methods\r\n /** @hidden */\r\n public _preActivate(): Mesh {\r\n let internalDataInfo = this._internalMeshDataInfo;\r\n var sceneRenderId = this.getScene().getRenderId();\r\n if (internalDataInfo._preActivateId === sceneRenderId) {\r\n return this;\r\n }\r\n\r\n internalDataInfo._preActivateId = sceneRenderId;\r\n this._instanceDataStorage.visibleInstances = null;\r\n return this;\r\n }\r\n\r\n /** @hidden */\r\n public _preActivateForIntermediateRendering(renderId: number): Mesh {\r\n if (this._instanceDataStorage.visibleInstances) {\r\n this._instanceDataStorage.visibleInstances.intermediateDefaultRenderId = renderId;\r\n }\r\n return this;\r\n }\r\n\r\n /** @hidden */\r\n public _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): Mesh {\r\n if (!this._instanceDataStorage.visibleInstances) {\r\n this._instanceDataStorage.visibleInstances = {\r\n defaultRenderId: renderId,\r\n selfDefaultRenderId: this._renderId,\r\n };\r\n }\r\n\r\n if (!this._instanceDataStorage.visibleInstances[renderId]) {\r\n if (this._instanceDataStorage.previousRenderId !== undefined && this._instanceDataStorage.isFrozen) {\r\n this._instanceDataStorage.visibleInstances[this._instanceDataStorage.previousRenderId] = null;\r\n }\r\n this._instanceDataStorage.previousRenderId = renderId;\r\n this._instanceDataStorage.visibleInstances[renderId] = new Array<InstancedMesh>();\r\n }\r\n\r\n this._instanceDataStorage.visibleInstances[renderId].push(instance);\r\n return this;\r\n }\r\n\r\n protected _afterComputeWorldMatrix(): void {\r\n super._afterComputeWorldMatrix();\r\n\r\n if (!this.hasThinInstances) {\r\n return;\r\n }\r\n\r\n if (!this.doNotSyncBoundingInfo) {\r\n this.thinInstanceRefreshBoundingInfo(false);\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _postActivate(): void {\r\n if (this.edgesShareWithInstances && this.edgesRenderer && this.edgesRenderer.isEnabled && this._renderingGroup) {\r\n this._renderingGroup._edgesRenderers.pushNoDuplicate(this.edgesRenderer);\r\n this.edgesRenderer.customInstances.push(this.getWorldMatrix());\r\n }\r\n }\r\n\r\n /**\r\n * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.\r\n * This means the mesh underlying bounding box and sphere are recomputed.\r\n * @param applySkeleton defines whether to apply the skeleton before computing the bounding info\r\n * @param applyMorph defines whether to apply the morph target before computing the bounding info\r\n * @returns the current mesh\r\n */\r\n public refreshBoundingInfo(applySkeleton: boolean = false, applyMorph: boolean = false): Mesh {\r\n if (this.hasBoundingInfo && this.getBoundingInfo().isLocked) {\r\n return this;\r\n }\r\n\r\n const bias = this.geometry ? this.geometry.boundingBias : null;\r\n this._refreshBoundingInfo(this._getPositionData(applySkeleton, applyMorph), bias);\r\n return this;\r\n }\r\n\r\n /** @hidden */\r\n public _createGlobalSubMesh(force: boolean): Nullable<SubMesh> {\r\n var totalVertices = this.getTotalVertices();\r\n if (!totalVertices || !this.getIndices()) {\r\n return null;\r\n }\r\n\r\n // Check if we need to recreate the submeshes\r\n if (this.subMeshes && this.subMeshes.length > 0) {\r\n let ib = this.getIndices();\r\n\r\n if (!ib) {\r\n return null;\r\n }\r\n\r\n var totalIndices = ib.length;\r\n let needToRecreate = false;\r\n\r\n if (force) {\r\n needToRecreate = true;\r\n } else {\r\n for (var submesh of this.subMeshes) {\r\n if (submesh.indexStart + submesh.indexCount > totalIndices) {\r\n needToRecreate = true;\r\n break;\r\n }\r\n\r\n if (submesh.verticesStart + submesh.verticesCount > totalVertices) {\r\n needToRecreate = true;\r\n break;\r\n }\r\n }\r\n }\r\n\r\n if (!needToRecreate) {\r\n return this.subMeshes[0];\r\n }\r\n }\r\n\r\n this.releaseSubMeshes();\r\n return new SubMesh(0, 0, totalVertices, 0, this.getTotalIndices(), this);\r\n }\r\n\r\n /**\r\n * This function will subdivide the mesh into multiple submeshes\r\n * @param count defines the expected number of submeshes\r\n */\r\n public subdivide(count: number): void {\r\n if (count < 1) {\r\n return;\r\n }\r\n\r\n var totalIndices = this.getTotalIndices();\r\n var subdivisionSize = (totalIndices / count) | 0;\r\n var offset = 0;\r\n\r\n // Ensure that subdivisionSize is a multiple of 3\r\n while (subdivisionSize % 3 !== 0) {\r\n subdivisionSize++;\r\n }\r\n\r\n this.releaseSubMeshes();\r\n for (var index = 0; index < count; index++) {\r\n if (offset >= totalIndices) {\r\n break;\r\n }\r\n\r\n SubMesh.CreateFromIndices(0, offset, index === count - 1 ? totalIndices - offset : subdivisionSize, this);\r\n\r\n offset += subdivisionSize;\r\n }\r\n\r\n this.synchronizeInstances();\r\n }\r\n\r\n /**\r\n * Copy a FloatArray into a specific associated vertex buffer\r\n * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :\r\n * - VertexBuffer.PositionKind\r\n * - VertexBuffer.UVKind\r\n * - VertexBuffer.UV2Kind\r\n * - VertexBuffer.UV3Kind\r\n * - VertexBuffer.UV4Kind\r\n * - VertexBuffer.UV5Kind\r\n * - VertexBuffer.UV6Kind\r\n * - VertexBuffer.ColorKind\r\n * - VertexBuffer.MatricesIndicesKind\r\n * - VertexBuffer.MatricesIndicesExtraKind\r\n * - VertexBuffer.MatricesWeightsKind\r\n * - VertexBuffer.MatricesWeightsExtraKind\r\n * @param data defines the data source\r\n * @param updatable defines if the updated vertex buffer must be flagged as updatable\r\n * @param stride defines the data stride size (can be null)\r\n * @returns the current mesh\r\n */\r\n public setVerticesData(kind: string, data: FloatArray, updatable: boolean = false, stride?: number): AbstractMesh {\r\n if (!this._geometry) {\r\n var vertexData = new VertexData();\r\n vertexData.set(data, kind);\r\n\r\n var scene = this.getScene();\r\n\r\n new Geometry(Geometry.RandomId(), scene, vertexData, updatable, this);\r\n } else {\r\n this._geometry.setVerticesData(kind, data, updatable, stride);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Delete a vertex buffer associated with this mesh\r\n * @param kind defines which buffer to delete (positions, indices, normals, etc). Possible `kind` values :\r\n * - VertexBuffer.PositionKind\r\n * - VertexBuffer.UVKind\r\n * - VertexBuffer.UV2Kind\r\n * - VertexBuffer.UV3Kind\r\n * - VertexBuffer.UV4Kind\r\n * - VertexBuffer.UV5Kind\r\n * - VertexBuffer.UV6Kind\r\n * - VertexBuffer.ColorKind\r\n * - VertexBuffer.MatricesIndicesKind\r\n * - VertexBuffer.MatricesIndicesExtraKind\r\n * - VertexBuffer.MatricesWeightsKind\r\n * - VertexBuffer.MatricesWeightsExtraKind\r\n */\r\n public removeVerticesData(kind: string) {\r\n if (!this._geometry) {\r\n return;\r\n }\r\n\r\n this._geometry.removeVerticesData(kind);\r\n }\r\n\r\n /**\r\n * Flags an associated vertex buffer as updatable\r\n * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :\r\n * - VertexBuffer.PositionKind\r\n * - VertexBuffer.UVKind\r\n * - VertexBuffer.UV2Kind\r\n * - VertexBuffer.UV3Kind\r\n * - VertexBuffer.UV4Kind\r\n * - VertexBuffer.UV5Kind\r\n * - VertexBuffer.UV6Kind\r\n * - VertexBuffer.ColorKind\r\n * - VertexBuffer.MatricesIndicesKind\r\n * - VertexBuffer.MatricesIndicesExtraKind\r\n * - VertexBuffer.MatricesWeightsKind\r\n * - VertexBuffer.MatricesWeightsExtraKind\r\n * @param updatable defines if the updated vertex buffer must be flagged as updatable\r\n */\r\n public markVerticesDataAsUpdatable(kind: string, updatable = true) {\r\n let vb = this.getVertexBuffer(kind);\r\n\r\n if (!vb || vb.isUpdatable() === updatable) {\r\n return;\r\n }\r\n\r\n this.setVerticesData(kind, <FloatArray>this.getVerticesData(kind), updatable);\r\n }\r\n\r\n /**\r\n * Sets the mesh global Vertex Buffer\r\n * @param buffer defines the buffer to use\r\n * @param disposeExistingBuffer disposes the existing buffer, if any (default: true)\r\n * @returns the current mesh\r\n */\r\n public setVerticesBuffer(buffer: VertexBuffer, disposeExistingBuffer = true): Mesh {\r\n if (!this._geometry) {\r\n this._geometry = Geometry.CreateGeometryForMesh(this);\r\n }\r\n\r\n this._geometry.setVerticesBuffer(buffer, null, disposeExistingBuffer);\r\n return this;\r\n }\r\n\r\n /**\r\n * Update a specific associated vertex buffer\r\n * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :\r\n * - VertexBuffer.PositionKind\r\n * - VertexBuffer.UVKind\r\n * - VertexBuffer.UV2Kind\r\n * - VertexBuffer.UV3Kind\r\n * - VertexBuffer.UV4Kind\r\n * - VertexBuffer.UV5Kind\r\n * - VertexBuffer.UV6Kind\r\n * - VertexBuffer.ColorKind\r\n * - VertexBuffer.MatricesIndicesKind\r\n * - VertexBuffer.MatricesIndicesExtraKind\r\n * - VertexBuffer.MatricesWeightsKind\r\n * - VertexBuffer.MatricesWeightsExtraKind\r\n * @param data defines the data source\r\n * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for \"position\" kind\r\n * @param makeItUnique defines if the geometry associated with the mesh must be cloned to make the change only for this mesh (and not all meshes associated with the same geometry)\r\n * @returns the current mesh\r\n */\r\n public updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh {\r\n if (!this._geometry) {\r\n return this;\r\n }\r\n if (!makeItUnique) {\r\n this._geometry.updateVerticesData(kind, data, updateExtends);\r\n } else {\r\n this.makeGeometryUnique();\r\n this.updateVerticesData(kind, data, updateExtends, false);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.\r\n * @see https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions\r\n * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything\r\n * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update\r\n * @returns the current mesh\r\n */\r\n public updateMeshPositions(positionFunction: (data: FloatArray) => void, computeNormals: boolean = true): Mesh {\r\n var positions = this.getVerticesData(VertexBuffer.PositionKind);\r\n if (!positions) {\r\n return this;\r\n }\r\n\r\n positionFunction(positions);\r\n this.updateVerticesData(VertexBuffer.PositionKind, positions, false, false);\r\n\r\n if (computeNormals) {\r\n var indices = this.getIndices();\r\n var normals = this.getVerticesData(VertexBuffer.NormalKind);\r\n\r\n if (!normals) {\r\n return this;\r\n }\r\n\r\n VertexData.ComputeNormals(positions, indices, normals);\r\n this.updateVerticesData(VertexBuffer.NormalKind, normals, false, false);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Creates a un-shared specific occurence of the geometry for the mesh.\r\n * @returns the current mesh\r\n */\r\n public makeGeometryUnique(): Mesh {\r\n if (!this._geometry) {\r\n return this;\r\n }\r\n\r\n if (this._geometry.meshes.length === 1) {\r\n return this;\r\n }\r\n\r\n var oldGeometry = this._geometry;\r\n var geometry = this._geometry.copy(Geometry.RandomId());\r\n oldGeometry.releaseForMesh(this, true);\r\n geometry.applyToMesh(this);\r\n return this;\r\n }\r\n\r\n /**\r\n * Set the index buffer of this mesh\r\n * @param indices defines the source data\r\n * @param totalVertices defines the total number of vertices referenced by this index data (can be null)\r\n * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)\r\n * @returns the current mesh\r\n */\r\n public setIndices(indices: IndicesArray, totalVertices: Nullable<number> = null, updatable: boolean = false): AbstractMesh {\r\n if (!this._geometry) {\r\n var vertexData = new VertexData();\r\n vertexData.indices = indices;\r\n\r\n var scene = this.getScene();\r\n\r\n new Geometry(Geometry.RandomId(), scene, vertexData, updatable, this);\r\n } else {\r\n this._geometry.setIndices(indices, totalVertices, updatable);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Update the current index buffer\r\n * @param indices defines the source data\r\n * @param offset defines the offset in the index buffer where to store the new data (can be null)\r\n * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)\r\n * @returns the current mesh\r\n */\r\n public updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly = false): AbstractMesh {\r\n if (!this._geometry) {\r\n return this;\r\n }\r\n\r\n this._geometry.updateIndices(indices, offset, gpuMemoryOnly);\r\n return this;\r\n }\r\n\r\n /**\r\n * Invert the geometry to move from a right handed system to a left handed one.\r\n * @returns the current mesh\r\n */\r\n public toLeftHanded(): Mesh {\r\n if (!this._geometry) {\r\n return this;\r\n }\r\n this._geometry.toLeftHanded();\r\n return this;\r\n }\r\n\r\n /** @hidden */\r\n public _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh {\r\n if (!this._geometry) {\r\n return this;\r\n }\r\n\r\n var engine = this.getScene().getEngine();\r\n\r\n // Morph targets\r\n if (this.morphTargetManager && this.morphTargetManager.isUsingTextureForTargets) {\r\n this.morphTargetManager._bind(effect);\r\n }\r\n\r\n // Wireframe\r\n var indexToBind;\r\n\r\n if (this._unIndexed) {\r\n indexToBind = null;\r\n } else {\r\n switch (fillMode) {\r\n case Material.PointFillMode:\r\n indexToBind = null;\r\n break;\r\n case Material.WireFrameFillMode:\r\n indexToBind = subMesh._getLinesIndexBuffer(<IndicesArray>this.getIndices(), engine);\r\n break;\r\n default:\r\n case Material.TriangleFillMode:\r\n indexToBind = this._geometry.getIndexBuffer();\r\n break;\r\n }\r\n }\r\n\r\n // VBOs\r\n if (!this._userInstancedBuffersStorage || this.hasThinInstances) {\r\n this._geometry._bind(effect, indexToBind);\r\n } else {\r\n this._geometry._bind(effect, indexToBind, this._userInstancedBuffersStorage.vertexBuffers, this._userInstancedBuffersStorage.vertexArrayObjects);\r\n }\r\n return this;\r\n }\r\n\r\n /** @hidden */\r\n public _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh {\r\n if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {\r\n return this;\r\n }\r\n\r\n if (this._internalMeshDataInfo._onBeforeDrawObservable) {\r\n this._internalMeshDataInfo._onBeforeDrawObservable.notifyObservers(this);\r\n }\r\n\r\n let scene = this.getScene();\r\n let engine = scene.getEngine();\r\n\r\n if (this._unIndexed || fillMode == Material.PointFillMode) {\r\n // or triangles as points\r\n engine.drawArraysType(fillMode, subMesh.verticesStart, subMesh.verticesCount, this.forcedInstanceCount || instancesCount);\r\n } else if (fillMode == Material.WireFrameFillMode) {\r\n // Triangles as wireframe\r\n engine.drawElementsType(fillMode, 0, subMesh._linesIndexCount, this.forcedInstanceCount || instancesCount);\r\n } else {\r\n engine.drawElementsType(fillMode, subMesh.indexStart, subMesh.indexCount, this.forcedInstanceCount || instancesCount);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Registers for this mesh a javascript function called just before the rendering process\r\n * @param func defines the function to call before rendering this mesh\r\n * @returns the current mesh\r\n */\r\n public registerBeforeRender(func: (mesh: AbstractMesh) => void): Mesh {\r\n this.onBeforeRenderObservable.add(func);\r\n return this;\r\n }\r\n\r\n /**\r\n * Disposes a previously registered javascript function called before the rendering\r\n * @param func defines the function to remove\r\n * @returns the current mesh\r\n */\r\n public unregisterBeforeRender(func: (mesh: AbstractMesh) => void): Mesh {\r\n this.onBeforeRenderObservable.removeCallback(func);\r\n return this;\r\n }\r\n\r\n /**\r\n * Registers for this mesh a javascript function called just after the rendering is complete\r\n * @param func defines the function to call after rendering this mesh\r\n * @returns the current mesh\r\n */\r\n public registerAfterRender(func: (mesh: AbstractMesh) => void): Mesh {\r\n this.onAfterRenderObservable.add(func);\r\n return this;\r\n }\r\n\r\n /**\r\n * Disposes a previously registered javascript function called after the rendering.\r\n * @param func defines the function to remove\r\n * @returns the current mesh\r\n */\r\n public unregisterAfterRender(func: (mesh: AbstractMesh) => void): Mesh {\r\n this.onAfterRenderObservable.removeCallback(func);\r\n return this;\r\n }\r\n\r\n /** @hidden */\r\n public _getInstancesRenderList(subMeshId: number, isReplacementMode: boolean = false): _InstancesBatch {\r\n if (this._instanceDataStorage.isFrozen) {\r\n if (isReplacementMode) {\r\n this._instanceDataStorage.batchCacheReplacementModeInFrozenMode.hardwareInstancedRendering[subMeshId] = false;\r\n this._instanceDataStorage.batchCacheReplacementModeInFrozenMode.renderSelf[subMeshId] = true;\r\n return this._instanceDataStorage.batchCacheReplacementModeInFrozenMode;\r\n }\r\n if (this._instanceDataStorage.previousBatch) {\r\n return this._instanceDataStorage.previousBatch;\r\n }\r\n }\r\n var scene = this.getScene();\r\n const isInIntermediateRendering = scene._isInIntermediateRendering();\r\n const onlyForInstances = isInIntermediateRendering\r\n ? this._internalAbstractMeshDataInfo._onlyForInstancesIntermediate\r\n : this._internalAbstractMeshDataInfo._onlyForInstances;\r\n let batchCache = this._instanceDataStorage.batchCache;\r\n batchCache.mustReturn = false;\r\n batchCache.renderSelf[subMeshId] = isReplacementMode || (!onlyForInstances && this.isEnabled() && this.isVisible);\r\n batchCache.visibleInstances[subMeshId] = null;\r\n\r\n if (this._instanceDataStorage.visibleInstances && !isReplacementMode) {\r\n let visibleInstances = this._instanceDataStorage.visibleInstances;\r\n var currentRenderId = scene.getRenderId();\r\n var defaultRenderId = isInIntermediateRendering ? visibleInstances.intermediateDefaultRenderId : visibleInstances.defaultRenderId;\r\n batchCache.visibleInstances[subMeshId] = visibleInstances[currentRenderId];\r\n\r\n if (!batchCache.visibleInstances[subMeshId] && defaultRenderId) {\r\n batchCache.visibleInstances[subMeshId] = visibleInstances[defaultRenderId];\r\n }\r\n }\r\n batchCache.hardwareInstancedRendering[subMeshId] =\r\n !isReplacementMode &&\r\n this._instanceDataStorage.hardwareInstancedRendering &&\r\n batchCache.visibleInstances[subMeshId] !== null &&\r\n batchCache.visibleInstances[subMeshId] !== undefined;\r\n this._instanceDataStorage.previousBatch = batchCache;\r\n return batchCache;\r\n }\r\n\r\n /** @hidden */\r\n public _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh {\r\n var visibleInstances = batch.visibleInstances[subMesh._id];\r\n if (!visibleInstances) {\r\n return this;\r\n }\r\n\r\n let instanceStorage = this._instanceDataStorage;\r\n var currentInstancesBufferSize = instanceStorage.instancesBufferSize;\r\n var instancesBuffer = instanceStorage.instancesBuffer;\r\n var instancesPreviousBuffer = instanceStorage.instancesPreviousBuffer;\r\n var matricesCount = visibleInstances.length + 1;\r\n var bufferSize = matricesCount * 16 * 4;\r\n\r\n while (instanceStorage.instancesBufferSize < bufferSize) {\r\n instanceStorage.instancesBufferSize *= 2;\r\n }\r\n\r\n if (!instanceStorage.instancesData || currentInstancesBufferSize != instanceStorage.instancesBufferSize) {\r\n instanceStorage.instancesData = new Float32Array(instanceStorage.instancesBufferSize / 4);\r\n }\r\n if ((this._scene.needsPreviousWorldMatrices && !instanceStorage.instancesPreviousData) || currentInstancesBufferSize != instanceStorage.instancesBufferSize) {\r\n instanceStorage.instancesPreviousData = new Float32Array(instanceStorage.instancesBufferSize / 4);\r\n }\r\n\r\n var offset = 0;\r\n var instancesCount = 0;\r\n\r\n let renderSelf = batch.renderSelf[subMesh._id];\r\n\r\n const needUpdateBuffer =\r\n !instancesBuffer ||\r\n currentInstancesBufferSize !== instanceStorage.instancesBufferSize ||\r\n (this._scene.needsPreviousWorldMatrices && !instanceStorage.instancesPreviousBuffer);\r\n\r\n if (!this._instanceDataStorage.manualUpdate && (!instanceStorage.isFrozen || needUpdateBuffer)) {\r\n var world = this.getWorldMatrix();\r\n if (renderSelf) {\r\n if (this._scene.needsPreviousWorldMatrices) {\r\n if (!instanceStorage.masterMeshPreviousWorldMatrix) {\r\n instanceStorage.masterMeshPreviousWorldMatrix = world.clone();\r\n instanceStorage.masterMeshPreviousWorldMatrix.copyToArray(instanceStorage.instancesPreviousData, offset);\r\n } else {\r\n instanceStorage.masterMeshPreviousWorldMatrix.copyToArray(instanceStorage.instancesPreviousData, offset);\r\n instanceStorage.masterMeshPreviousWorldMatrix.copyFrom(world);\r\n }\r\n }\r\n world.copyToArray(instanceStorage.instancesData, offset);\r\n offset += 16;\r\n instancesCount++;\r\n }\r\n\r\n if (visibleInstances) {\r\n if (Mesh.INSTANCEDMESH_SORT_TRANSPARENT && this._scene.activeCamera && subMesh.getMaterial()?.needAlphaBlendingForMesh(subMesh.getRenderingMesh())) {\r\n const cameraPosition = this._scene.activeCamera.globalPosition;\r\n for (let instanceIndex = 0; instanceIndex < visibleInstances.length; instanceIndex++) {\r\n const instanceMesh = visibleInstances[instanceIndex];\r\n instanceMesh._distanceToCamera = Vector3.Distance(instanceMesh.getBoundingInfo().boundingSphere.centerWorld, cameraPosition);\r\n }\r\n visibleInstances.sort((m1, m2) => {\r\n return m1._distanceToCamera > m2._distanceToCamera ? -1 : m1._distanceToCamera < m2._distanceToCamera ? 1 : 0;\r\n });\r\n }\r\n for (var instanceIndex = 0; instanceIndex < visibleInstances.length; instanceIndex++) {\r\n var instance = visibleInstances[instanceIndex];\r\n var matrix = instance.getWorldMatrix();\r\n matrix.copyToArray(instanceStorage.instancesData, offset);\r\n\r\n if (this._scene.needsPreviousWorldMatrices) {\r\n if (!instance._previousWorldMatrix) {\r\n instance._previousWorldMatrix = matrix.clone();\r\n instance._previousWorldMatrix.copyToArray(instanceStorage.instancesPreviousData, offset);\r\n } else {\r\n instance._previousWorldMatrix.copyToArray(instanceStorage.instancesPreviousData, offset);\r\n instance._previousWorldMatrix.copyFrom(matrix);\r\n }\r\n }\r\n\r\n offset += 16;\r\n instancesCount++;\r\n }\r\n }\r\n } else {\r\n instancesCount = (renderSelf ? 1 : 0) + visibleInstances.length;\r\n }\r\n\r\n if (needUpdateBuffer) {\r\n if (instancesBuffer) {\r\n instancesBuffer.dispose();\r\n }\r\n\r\n if (instancesPreviousBuffer) {\r\n instancesPreviousBuffer.dispose();\r\n }\r\n\r\n instancesBuffer = new Buffer(engine, instanceStorage.instancesData, true, 16, false, true);\r\n instanceStorage.instancesBuffer = instancesBuffer;\r\n if (!this._userInstancedBuffersStorage) {\r\n this._userInstancedBuffersStorage = {\r\n data: {},\r\n vertexBuffers: {},\r\n strides: {},\r\n sizes: {},\r\n vertexArrayObjects: this.getEngine().getCaps().vertexArrayObject ? {} : undefined,\r\n };\r\n }\r\n\r\n this._userInstancedBuffersStorage.vertexBuffers[\"world0\"] = instancesBuffer.createVertexBuffer(\"world0\", 0, 4);\r\n this._userInstancedBuffersStorage.vertexBuffers[\"world1\"] = instancesBuffer.createVertexBuffer(\"world1\", 4, 4);\r\n this._userInstancedBuffersStorage.vertexBuffers[\"world2\"] = instancesBuffer.createVertexBuffer(\"world2\", 8, 4);\r\n this._userInstancedBuffersStorage.vertexBuffers[\"world3\"] = instancesBuffer.createVertexBuffer(\"world3\", 12, 4);\r\n\r\n if (this._scene.needsPreviousWorldMatrices) {\r\n instancesPreviousBuffer = new Buffer(engine, instanceStorage.instancesPreviousData, true, 16, false, true);\r\n instanceStorage.instancesPreviousBuffer = instancesPreviousBuffer;\r\n\r\n this._userInstancedBuffersStorage.vertexBuffers[\"previousWorld0\"] = instancesPreviousBuffer.createVertexBuffer(\"previousWorld0\", 0, 4);\r\n this._userInstancedBuffersStorage.vertexBuffers[\"previousWorld1\"] = instancesPreviousBuffer.createVertexBuffer(\"previousWorld1\", 4, 4);\r\n this._userInstancedBuffersStorage.vertexBuffers[\"previousWorld2\"] = instancesPreviousBuffer.createVertexBuffer(\"previousWorld2\", 8, 4);\r\n this._userInstancedBuffersStorage.vertexBuffers[\"previousWorld3\"] = instancesPreviousBuffer.createVertexBuffer(\"previousWorld3\", 12, 4);\r\n }\r\n this._invalidateInstanceVertexArrayObject();\r\n } else {\r\n if (!this._instanceDataStorage.isFrozen) {\r\n instancesBuffer!.updateDirectly(instanceStorage.instancesData, 0, instancesCount);\r\n if (this._scene.needsPreviousWorldMatrices && (!this._instanceDataStorage.manualUpdate || this._instanceDataStorage.previousManualUpdate)) {\r\n instancesPreviousBuffer!.updateDirectly(instanceStorage.instancesPreviousData, 0, instancesCount);\r\n }\r\n }\r\n }\r\n\r\n this._processInstancedBuffers(visibleInstances, renderSelf);\r\n\r\n // Stats\r\n this.getScene()._activeIndices.addCount(subMesh.indexCount * instancesCount, false);\r\n\r\n // Draw\r\n if (engine._currentDrawContext) {\r\n engine._currentDrawContext.useInstancing = true;\r\n }\r\n this._bind(subMesh, effect, fillMode);\r\n this._draw(subMesh, fillMode, instancesCount);\r\n\r\n // Write current matrices as previous matrices in case of manual update\r\n // Default behaviour when previous matrices are not specified explicitly\r\n // Will break if instances number/order changes\r\n if (\r\n this._scene.needsPreviousWorldMatrices &&\r\n !needUpdateBuffer &&\r\n this._instanceDataStorage.manualUpdate &&\r\n !this._instanceDataStorage.isFrozen &&\r\n !this._instanceDataStorage.previousManualUpdate\r\n ) {\r\n instancesPreviousBuffer!.updateDirectly(instanceStorage.instancesData, 0, instancesCount);\r\n }\r\n\r\n engine.unbindInstanceAttributes();\r\n return this;\r\n }\r\n\r\n /** @hidden */\r\n public _renderWithThinInstances(subMesh: SubMesh, fillMode: number, effect: Effect, engine: Engine) {\r\n // Stats\r\n const instancesCount = this._thinInstanceDataStorage?.instancesCount ?? 0;\r\n\r\n this.getScene()._activeIndices.addCount(subMesh.indexCount * instancesCount, false);\r\n\r\n // Draw\r\n if (engine._currentDrawContext) {\r\n engine._currentDrawContext.useInstancing = true;\r\n }\r\n this._bind(subMesh, effect, fillMode);\r\n this._draw(subMesh, fillMode, instancesCount);\r\n\r\n // Write current matrices as previous matrices\r\n // Default behaviour when previous matrices are not specified explicitly\r\n // Will break if instances number/order changes\r\n if (this._scene.needsPreviousWorldMatrices && !this._thinInstanceDataStorage.previousMatrixData && this._thinInstanceDataStorage.matrixData) {\r\n if (!this._thinInstanceDataStorage.previousMatrixBuffer) {\r\n this._thinInstanceDataStorage.previousMatrixBuffer = this._thinInstanceCreateMatrixBuffer(\"previousWorld\", this._thinInstanceDataStorage.matrixData, false);\r\n } else {\r\n this._thinInstanceDataStorage.previousMatrixBuffer!.updateDirectly(this._thinInstanceDataStorage.matrixData, 0, instancesCount);\r\n }\r\n }\r\n\r\n engine.unbindInstanceAttributes();\r\n }\r\n\r\n /** @hidden */\r\n public _processInstancedBuffers(visibleInstances: InstancedMesh[], renderSelf: boolean) {\r\n // Do nothing\r\n }\r\n\r\n /** @hidden */\r\n public _processRendering(\r\n renderingMesh: AbstractMesh,\r\n subMesh: SubMesh,\r\n effect: Effect,\r\n fillMode: number,\r\n batch: _InstancesBatch,\r\n hardwareInstancedRendering: boolean,\r\n onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void,\r\n effectiveMaterial?: Material\r\n ): Mesh {\r\n var scene = this.getScene();\r\n var engine = scene.getEngine();\r\n\r\n if (hardwareInstancedRendering && subMesh.getRenderingMesh().hasThinInstances) {\r\n this._renderWithThinInstances(subMesh, fillMode, effect, engine);\r\n return this;\r\n }\r\n\r\n if (hardwareInstancedRendering) {\r\n this._renderWithInstances(subMesh, fillMode, batch, effect, engine);\r\n } else {\r\n if (engine._currentDrawContext) {\r\n engine._currentDrawContext.useInstancing = false;\r\n }\r\n\r\n let instanceCount = 0;\r\n if (batch.renderSelf[subMesh._id]) {\r\n // Draw\r\n if (onBeforeDraw) {\r\n onBeforeDraw(false, renderingMesh.getWorldMatrix(), effectiveMaterial);\r\n }\r\n instanceCount++;\r\n\r\n this._draw(subMesh, fillMode, this._instanceDataStorage.overridenInstanceCount);\r\n }\r\n\r\n let visibleInstancesForSubMesh = batch.visibleInstances[subMesh._id];\r\n\r\n if (visibleInstancesForSubMesh) {\r\n let visibleInstanceCount = visibleInstancesForSubMesh.length;\r\n instanceCount += visibleInstanceCount;\r\n\r\n // Stats\r\n for (var instanceIndex = 0; instanceIndex < visibleInstanceCount; instanceIndex++) {\r\n var instance = visibleInstancesForSubMesh[instanceIndex];\r\n\r\n // World\r\n var world = instance.getWorldMatrix();\r\n if (onBeforeDraw) {\r\n onBeforeDraw(true, world, effectiveMaterial);\r\n }\r\n // Draw\r\n this._draw(subMesh, fillMode);\r\n }\r\n }\r\n\r\n // Stats\r\n scene._activeIndices.addCount(subMesh.indexCount * instanceCount, false);\r\n }\r\n return this;\r\n }\r\n\r\n /** @hidden */\r\n public _rebuild(dispose = false): void {\r\n if (this._instanceDataStorage.instancesBuffer) {\r\n // Dispose instance buffer to be recreated in _renderWithInstances when rendered\r\n if (dispose) {\r\n this._instanceDataStorage.instancesBuffer.dispose();\r\n }\r\n this._instanceDataStorage.instancesBuffer = null;\r\n }\r\n if (this._userInstancedBuffersStorage) {\r\n for (var kind in this._userInstancedBuffersStorage.vertexBuffers) {\r\n var buffer = this._userInstancedBuffersStorage.vertexBuffers[kind];\r\n if (buffer) {\r\n // Dispose instance buffer to be recreated in _renderWithInstances when rendered\r\n if (dispose) {\r\n buffer.dispose();\r\n }\r\n this._userInstancedBuffersStorage.vertexBuffers[kind] = null;\r\n }\r\n }\r\n if (this._userInstancedBuffersStorage.vertexArrayObjects) {\r\n this._userInstancedBuffersStorage.vertexArrayObjects = {};\r\n }\r\n }\r\n this._internalMeshDataInfo._effectiveMaterial = null;\r\n super._rebuild(dispose);\r\n }\r\n\r\n /** @hidden */\r\n public _freeze() {\r\n if (!this.subMeshes) {\r\n return;\r\n }\r\n\r\n // Prepare batches\r\n for (var index = 0; index < this.subMeshes.length; index++) {\r\n this._getInstancesRenderList(index);\r\n }\r\n\r\n this._internalMeshDataInfo._effectiveMaterial = null;\r\n this._instanceDataStorage.isFrozen = true;\r\n }\r\n\r\n /** @hidden */\r\n public _unFreeze() {\r\n this._instanceDataStorage.isFrozen = false;\r\n this._instanceDataStorage.previousBatch = null;\r\n }\r\n\r\n /**\r\n * Triggers the draw call for the mesh. Usually, you don't need to call this method by your own because the mesh rendering is handled by the scene rendering manager\r\n * @param subMesh defines the subMesh to render\r\n * @param enableAlphaMode defines if alpha mode can be changed\r\n * @param effectiveMeshReplacement defines an optional mesh used to provide info for the rendering\r\n * @returns the current mesh\r\n */\r\n public render(subMesh: SubMesh, enableAlphaMode: boolean, effectiveMeshReplacement?: AbstractMesh): Mesh {\r\n var scene = this.getScene();\r\n\r\n if (this._internalAbstractMeshDataInfo._isActiveIntermediate) {\r\n this._internalAbstractMeshDataInfo._isActiveIntermediate = false;\r\n } else {\r\n this._internalAbstractMeshDataInfo._isActive = false;\r\n }\r\n\r\n if (this._checkOcclusionQuery() && !this._occlusionDataStorage.forceRenderingWhenOccluded) {\r\n return this;\r\n }\r\n\r\n // Managing instances\r\n var batch = this._getInstancesRenderList(subMesh._id, !!effectiveMeshReplacement);\r\n\r\n if (batch.mustReturn) {\r\n return this;\r\n }\r\n\r\n // Checking geometry state\r\n if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {\r\n return this;\r\n }\r\n\r\n const engine = scene.getEngine();\r\n let oldCameraMaxZ = 0;\r\n let oldCamera: Nullable<Camera> = null;\r\n if (this.ignoreCameraMaxZ && scene.activeCamera && !scene._isInIntermediateRendering()) {\r\n oldCameraMaxZ = scene.activeCamera.maxZ;\r\n oldCamera = scene.activeCamera;\r\n scene.activeCamera.maxZ = 0;\r\n scene.updateTransformMatrix(true);\r\n }\r\n\r\n if (this._internalMeshDataInfo._onBeforeRenderObservable) {\r\n this._internalMeshDataInfo._onBeforeRenderObservable.notifyObservers(this);\r\n }\r\n\r\n var hardwareInstancedRendering = batch.hardwareInstancedRendering[subMesh._id] || subMesh.getRenderingMesh().hasThinInstances;\r\n let instanceDataStorage = this._instanceDataStorage;\r\n\r\n let material = subMesh.getMaterial();\r\n if (!material) {\r\n if (oldCamera) {\r\n oldCamera.maxZ = oldCameraMaxZ;\r\n scene.updateTransformMatrix(true);\r\n }\r\n return this;\r\n }\r\n\r\n // Material\r\n if (!instanceDataStorage.isFrozen || !this._internalMeshDataInfo._effectiveMaterial || this._internalMeshDataInfo._effectiveMaterial !== material) {\r\n if (material._storeEffectOnSubMeshes) {\r\n if (!material.isReadyForSubMesh(this, subMesh, hardwareInstancedRendering)) {\r\n if (oldCamera) {\r\n oldCamera.maxZ = oldCameraMaxZ;\r\n scene.updateTransformMatrix(true);\r\n }\r\n return this;\r\n }\r\n } else if (!material.isReady(this, hardwareInstancedRendering)) {\r\n if (oldCamera) {\r\n oldCamera.maxZ = oldCameraMaxZ;\r\n scene.updateTransformMatrix(true);\r\n }\r\n return this;\r\n }\r\n\r\n this._internalMeshDataInfo._effectiveMaterial = material;\r\n } else if (\r\n (material._storeEffectOnSubMeshes && !subMesh.effect?._wasPreviouslyReady) ||\r\n (!material._storeEffectOnSubMeshes && !material.getEffect()?._wasPreviouslyReady)\r\n ) {\r\n if (oldCamera) {\r\n oldCamera.maxZ = oldCameraMaxZ;\r\n scene.updateTransformMatrix(true);\r\n }\r\n return this;\r\n }\r\n\r\n // Alpha mode\r\n if (enableAlphaMode) {\r\n engine.setAlphaMode(this._internalMeshDataInfo._effectiveMaterial.alphaMode);\r\n }\r\n\r\n var drawWrapper: Nullable<DrawWrapper>;\r\n if (this._internalMeshDataInfo._effectiveMaterial._storeEffectOnSubMeshes) {\r\n drawWrapper = subMesh._drawWrapper;\r\n } else {\r\n drawWrapper = this._internalMeshDataInfo._effectiveMaterial._getDrawWrapper();\r\n }\r\n\r\n var effect = drawWrapper?.effect ?? null;\r\n\r\n for (let step of scene._beforeRenderingMeshStage) {\r\n step.action(this, subMesh, batch, effect);\r\n }\r\n\r\n if (!drawWrapper || !effect) {\r\n if (oldCamera) {\r\n oldCamera.maxZ = oldCameraMaxZ;\r\n scene.updateTransformMatrix(true);\r\n }\r\n return this;\r\n }\r\n\r\n const effectiveMesh = effectiveMeshReplacement || this;\r\n\r\n var sideOrientation: Nullable<number>;\r\n\r\n if (!instanceDataStorage.isFrozen && (this._internalMeshDataInfo._effectiveMaterial.backFaceCulling || this.overrideMaterialSideOrientation !== null)) {\r\n let mainDeterminant = effectiveMesh._getWorldMatrixDeterminant();\r\n sideOrientation = this.overrideMaterialSideOrientation;\r\n if (sideOrientation == null) {\r\n sideOrientation = this._internalMeshDataInfo._effectiveMaterial.sideOrientation;\r\n }\r\n if (mainDeterminant < 0) {\r\n sideOrientation = sideOrientation === Material.ClockWiseSideOrientation ? Material.CounterClockWiseSideOrientation : Material.ClockWiseSideOrientation;\r\n }\r\n instanceDataStorage.sideOrientation = sideOrientation!;\r\n } else {\r\n sideOrientation = instanceDataStorage.sideOrientation;\r\n }\r\n\r\n var reverse = this._internalMeshDataInfo._effectiveMaterial._preBind(drawWrapper, sideOrientation);\r\n\r\n if (this._internalMeshDataInfo._effectiveMaterial.forceDepthWrite) {\r\n engine.setDepthWrite(true);\r\n }\r\n\r\n // Bind\r\n var fillMode = scene.forcePointsCloud ? Material.PointFillMode : scene.forceWireframe ? Material.WireFrameFillMode : this._internalMeshDataInfo._effectiveMaterial.fillMode;\r\n\r\n if (this._internalMeshDataInfo._onBeforeBindObservable) {\r\n this._internalMeshDataInfo._onBeforeBindObservable.notifyObservers(this);\r\n }\r\n\r\n if (!hardwareInstancedRendering) {\r\n // Binding will be done later because we need to add more info to the VB\r\n this._bind(subMesh, effect, fillMode);\r\n }\r\n\r\n const effectiveMaterial = this._internalMeshDataInfo._effectiveMaterial;\r\n var world = effectiveMesh.getWorldMatrix();\r\n if (effectiveMaterial._storeEffectOnSubMeshes) {\r\n effectiveMaterial.bindForSubMesh(world, this, subMesh);\r\n } else {\r\n effectiveMaterial.bind(world, this);\r\n }\r\n\r\n if (!effectiveMaterial.backFaceCulling && effectiveMaterial.separateCullingPass) {\r\n engine.setState(true, effectiveMaterial.zOffset, false, !reverse, effectiveMaterial.cullBackFaces, effectiveMaterial.stencil, effectiveMaterial.zOffsetUnits);\r\n this._processRendering(this, subMesh, effect, fillMode, batch, hardwareInstancedRendering, this._onBeforeDraw, this._internalMeshDataInfo._effectiveMaterial);\r\n engine.setState(true, effectiveMaterial.zOffset, false, reverse, effectiveMaterial.cullBackFaces, effectiveMaterial.stencil, effectiveMaterial.zOffsetUnits);\r\n\r\n if (this._internalMeshDataInfo._onBetweenPassObservable) {\r\n this._internalMeshDataInfo._onBetweenPassObservable.notifyObservers(subMesh);\r\n }\r\n }\r\n\r\n // Draw\r\n this._processRendering(this, subMesh, effect, fillMode, batch, hardwareInstancedRendering, this._onBeforeDraw, this._internalMeshDataInfo._effectiveMaterial);\r\n\r\n // Unbind\r\n this._internalMeshDataInfo._effectiveMaterial.unbind();\r\n\r\n for (let step of scene._afterRenderingMeshStage) {\r\n step.action(this, subMesh, batch, effect);\r\n }\r\n\r\n if (this._internalMeshDataInfo._onAfterRenderObservable) {\r\n this._internalMeshDataInfo._onAfterRenderObservable.notifyObservers(this);\r\n }\r\n\r\n if (oldCamera) {\r\n oldCamera.maxZ = oldCameraMaxZ;\r\n scene.updateTransformMatrix(true);\r\n }\r\n return this;\r\n }\r\n\r\n private _onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void;\r\n\r\n /**\r\n * Renormalize the mesh and patch it up if there are no weights\r\n * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.\r\n * However in the case of zero weights then we set just a single influence to 1.\r\n * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.\r\n */\r\n public cleanMatrixWeights(): void {\r\n if (this.isVerticesDataPresent(VertexBuffer.MatricesWeightsKind)) {\r\n if (this.isVerticesDataPresent(VertexBuffer.MatricesWeightsExtraKind)) {\r\n this.normalizeSkinWeightsAndExtra();\r\n } else {\r\n this.normalizeSkinFourWeights();\r\n }\r\n }\r\n }\r\n\r\n // faster 4 weight version.\r\n private normalizeSkinFourWeights(): void {\r\n let matricesWeights = <FloatArray>this.getVerticesData(VertexBuffer.MatricesWeightsKind);\r\n let numWeights = matricesWeights.length;\r\n\r\n for (var a = 0; a < numWeights; a += 4) {\r\n // accumulate weights\r\n var t = matricesWeights[a] + matricesWeights[a + 1] + matricesWeights[a + 2] + matricesWeights[a + 3];\r\n // check for invalid weight and just set it to 1.\r\n if (t === 0) {\r\n matricesWeights[a] = 1;\r\n } else {\r\n // renormalize so everything adds to 1 use reciprocal\r\n let recip = 1 / t;\r\n matricesWeights[a] *= recip;\r\n matricesWeights[a + 1] *= recip;\r\n matricesWeights[a + 2] *= recip;\r\n matricesWeights[a + 3] *= recip;\r\n }\r\n }\r\n this.setVerticesData(VertexBuffer.MatricesWeightsKind, matricesWeights);\r\n }\r\n // handle special case of extra verts. (in theory gltf can handle 12 influences)\r\n private normalizeSkinWeightsAndExtra(): void {\r\n let matricesWeightsExtra = <FloatArray>this.getVerticesData(VertexBuffer.MatricesWeightsExtraKind);\r\n let matricesWeights = <FloatArray>this.getVerticesData(VertexBuffer.MatricesWeightsKind);\r\n let numWeights = matricesWeights.length;\r\n\r\n for (var a = 0; a < numWeights; a += 4) {\r\n // accumulate weights\r\n var t = matricesWeights[a] + matricesWeights[a + 1] + matricesWeights[a + 2] + matricesWeights[a + 3];\r\n t += matricesWeightsExtra[a] + matricesWeightsExtra[a + 1] + matricesWeightsExtra[a + 2] + matricesWeightsExtra[a + 3];\r\n // check for invalid weight and just set it to 1.\r\n if (t === 0) {\r\n matricesWeights[a] = 1;\r\n } else {\r\n // renormalize so everything adds to 1 use reciprocal\r\n let recip = 1 / t;\r\n matricesWeights[a] *= recip;\r\n matricesWeights[a + 1] *= recip;\r\n matricesWeights[a + 2] *= recip;\r\n matricesWeights[a + 3] *= recip;\r\n // same goes for extras\r\n matricesWeightsExtra[a] *= recip;\r\n matricesWeightsExtra[a + 1] *= recip;\r\n matricesWeightsExtra[a + 2] *= recip;\r\n matricesWeightsExtra[a + 3] *= recip;\r\n }\r\n }\r\n this.setVerticesData(VertexBuffer.MatricesWeightsKind, matricesWeights);\r\n this.setVerticesData(VertexBuffer.MatricesWeightsKind, matricesWeightsExtra);\r\n }\r\n\r\n /**\r\n * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,\r\n * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let\r\n * the user know there was an issue with importing the mesh\r\n * @returns a validation object with skinned, valid and report string\r\n */\r\n public validateSkinning(): { skinned: boolean; valid: boolean; report: string } {\r\n let matricesWeightsExtra = <FloatArray>this.getVerticesData(VertexBuffer.MatricesWeightsExtraKind);\r\n let matricesWeights = <FloatArray>this.getVerticesData(VertexBuffer.MatricesWeightsKind);\r\n if (matricesWeights === null || this.skeleton == null) {\r\n return { skinned: false, valid: true, report: \"not skinned\" };\r\n }\r\n\r\n let numWeights = matricesWeights.length;\r\n let numberNotSorted: number = 0;\r\n let missingWeights: number = 0;\r\n let maxUsedWeights: number = 0;\r\n let numberNotNormalized: number = 0;\r\n let numInfluences: number = matricesWeightsExtra === null ? 4 : 8;\r\n var usedWeightCounts = new Array<number>();\r\n for (var a = 0; a <= numInfluences; a++) {\r\n usedWeightCounts[a] = 0;\r\n }\r\n const toleranceEpsilon: number = 0.001;\r\n\r\n for (var a = 0; a < numWeights; a += 4) {\r\n let lastWeight: number = matricesWeights[a];\r\n var t = lastWeight;\r\n let usedWeights: number = t === 0 ? 0 : 1;\r\n\r\n for (var b = 1; b < numInfluences; b++) {\r\n var d = b < 4 ? matricesWeights[a + b] : matricesWeightsExtra[a + b - 4];\r\n if (d > lastWeight) {\r\n numberNotSorted++;\r\n }\r\n if (d !== 0) {\r\n usedWeights++;\r\n }\r\n t += d;\r\n lastWeight = d;\r\n }\r\n // count the buffer weights usage\r\n usedWeightCounts[usedWeights]++;\r\n\r\n // max influences\r\n if (usedWeights > maxUsedWeights) {\r\n maxUsedWeights = usedWeights;\r\n }\r\n\r\n // check for invalid weight and just set it to 1.\r\n if (t === 0) {\r\n missingWeights++;\r\n } else {\r\n // renormalize so everything adds to 1 use reciprocal\r\n let recip = 1 / t;\r\n let tolerance = 0;\r\n for (b = 0; b < numInfluences; b++) {\r\n if (b < 4) {\r\n tolerance += Math.abs(matricesWeights[a + b] - matricesWeights[a + b] * recip);\r\n } else {\r\n tolerance += Math.abs(matricesWeightsExtra[a + b - 4] - matricesWeightsExtra[a + b - 4] * recip);\r\n }\r\n }\r\n // arbitrary epsilon value for dictating not normalized\r\n if (tolerance > toleranceEpsilon) {\r\n numberNotNormalized++;\r\n }\r\n }\r\n }\r\n\r\n // validate bone indices are in range of the skeleton\r\n let numBones: number = this.skeleton.bones.length;\r\n let matricesIndices = <FloatArray>this.getVerticesData(VertexBuffer.MatricesIndicesKind);\r\n let matricesIndicesExtra = <FloatArray>this.getVerticesData(VertexBuffer.MatricesIndicesExtraKind);\r\n let numBadBoneIndices: number = 0;\r\n for (var a = 0; a < numWeights; a += 4) {\r\n for (var b = 0; b < numInfluences; b++) {\r\n let index = b < 4 ? matricesIndices[a + b] : matricesIndicesExtra[a + b - 4];\r\n if (index >= numBones || index < 0) {\r\n numBadBoneIndices++;\r\n }\r\n }\r\n }\r\n\r\n // log mesh stats\r\n var output =\r\n \"Number of Weights = \" +\r\n numWeights / 4 +\r\n \"\\nMaximum influences = \" +\r\n maxUsedWeights +\r\n \"\\nMissing Weights = \" +\r\n missingWeights +\r\n \"\\nNot Sorted = \" +\r\n numberNotSorted +\r\n \"\\nNot Normalized = \" +\r\n numberNotNormalized +\r\n \"\\nWeightCounts = [\" +\r\n usedWeightCounts +\r\n \"]\" +\r\n \"\\nNumber of bones = \" +\r\n numBones +\r\n \"\\nBad Bone Indices = \" +\r\n numBadBoneIndices;\r\n\r\n return { skinned: true, valid: missingWeights === 0 && numberNotNormalized === 0 && numBadBoneIndices === 0, report: output };\r\n }\r\n\r\n /** @hidden */\r\n public _checkDelayState(): Mesh {\r\n var scene = this.getScene();\r\n if (this._geometry) {\r\n this._geometry.load(scene);\r\n } else if (this.delayLoadState === 4) {\r\n this.delayLoadState = 2;\r\n\r\n this._queueLoad(scene);\r\n }\r\n return this;\r\n }\r\n\r\n private _queueLoad(scene: Scene): Mesh {\r\n scene._addPendingData(this);\r\n\r\n var getBinaryData = this.delayLoadingFile.indexOf(\".babylonbinarymeshdata\") !== -1;\r\n\r\n Tools.LoadFile(\r\n this.delayLoadingFile,\r\n (data) => {\r\n if (data instanceof ArrayBuffer) {\r\n this._delayLoadingFunction(data, this);\r\n } else {\r\n this._delayLoadingFunction(JSON.parse(data), this);\r\n }\r\n\r\n this.instances.forEach((instance) => {\r\n instance.refreshBoundingInfo();\r\n instance._syncSubMeshes();\r\n });\r\n\r\n this.delayLoadState = 1;\r\n scene._removePendingData(this);\r\n },\r\n () => { },\r\n scene.offlineProvider,\r\n getBinaryData\r\n );\r\n return this;\r\n }\r\n\r\n /**\r\n * Returns `true` if the mesh is within the frustum defined by the passed array of planes.\r\n * A mesh is in the frustum if its bounding box intersects the frustum\r\n * @param frustumPlanes defines the frustum to test\r\n * @returns true if the mesh is in the frustum planes\r\n */\r\n public isInFrustum(frustumPlanes: Plane[]): boolean {\r\n if (this.delayLoadState === 2) {\r\n return false;\r\n }\r\n\r\n if (!super.isInFrustum(frustumPlanes)) {\r\n return false;\r\n }\r\n\r\n this._checkDelayState();\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Sets the mesh material by the material or multiMaterial `id` property\r\n * @param id is a string identifying the material or the multiMaterial\r\n * @returns the current mesh\r\n */\r\n public setMaterialById(id: string): Mesh {\r\n var materials = this.getScene().materials;\r\n var index: number;\r\n for (index = materials.length - 1; index > -1; index--) {\r\n if (materials[index].id === id) {\r\n this.material = materials[index];\r\n return this;\r\n }\r\n }\r\n\r\n // Multi\r\n var multiMaterials = this.getScene().multiMaterials;\r\n for (index = multiMaterials.length - 1; index > -1; index--) {\r\n if (multiMaterials[index].id === id) {\r\n this.material = multiMaterials[index];\r\n return this;\r\n }\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Returns as a new array populated with the mesh material and/or skeleton, if any.\r\n * @returns an array of IAnimatable\r\n */\r\n public getAnimatables(): IAnimatable[] {\r\n var results = new Array<IAnimatable>();\r\n\r\n if (this.material) {\r\n results.push(this.material);\r\n }\r\n\r\n if (this.skeleton) {\r\n results.push(this.skeleton);\r\n }\r\n\r\n return results;\r\n }\r\n\r\n /**\r\n * Modifies the mesh geometry according to the passed transformation matrix.\r\n * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.\r\n * The mesh normals are modified using the same transformation.\r\n * Note that, under the hood, this method sets a new VertexBuffer each call.\r\n * @param transform defines the transform matrix to use\r\n * @see https://doc.babylonjs.com/resources/baking_transformations\r\n * @returns the current mesh\r\n */\r\n public bakeTransformIntoVertices(transform: Matrix): Mesh {\r\n // Position\r\n if (!this.isVerticesDataPresent(VertexBuffer.PositionKind)) {\r\n return this;\r\n }\r\n\r\n var submeshes = this.subMeshes.splice(0);\r\n\r\n this._resetPointsArrayCache();\r\n\r\n var data = <FloatArray>this.getVerticesData(VertexBuffer.PositionKind);\r\n\r\n var temp = new Array<number>();\r\n var index: number;\r\n for (index = 0; index < data.length; index += 3) {\r\n Vector3.TransformCoordinates(Vector3.FromArray(data, index), transform).toArray(temp, index);\r\n }\r\n\r\n this.setVerticesData(VertexBuffer.PositionKind, temp, (<VertexBuffer>this.getVertexBuffer(VertexBuffer.PositionKind)).isUpdatable());\r\n\r\n // Normals\r\n if (this.isVerticesDataPresent(VertexBuffer.NormalKind)) {\r\n data = <FloatArray>this.getVerticesData(VertexBuffer.NormalKind);\r\n temp = [];\r\n for (index = 0; index < data.length; index += 3) {\r\n Vector3.TransformNormal(Vector3.FromArray(data, index), transform).normalize().toArray(temp, index);\r\n }\r\n this.setVerticesData(VertexBuffer.NormalKind, temp, (<VertexBuffer>this.getVertexBuffer(VertexBuffer.NormalKind)).isUpdatable());\r\n }\r\n\r\n // flip faces?\r\n if (transform.determinant() < 0) {\r\n this.flipFaces();\r\n }\r\n\r\n // Restore submeshes\r\n this.releaseSubMeshes();\r\n this.subMeshes = submeshes;\r\n return this;\r\n }\r\n\r\n /**\r\n * Modifies the mesh geometry according to its own current World Matrix.\r\n * The mesh World Matrix is then reset.\r\n * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.\r\n * Note that, under the hood, this method sets a new VertexBuffer each call.\r\n * @see https://doc.babylonjs.com/resources/baking_transformations\r\n * @param bakeIndependenlyOfChildren indicates whether to preserve all child nodes' World Matrix during baking\r\n * @returns the current mesh\r\n */\r\n public bakeCurrentTransformIntoVertices(bakeIndependenlyOfChildren: boolean = true): Mesh {\r\n this.bakeTransformIntoVertices(this.computeWorldMatrix(true));\r\n this.resetLocalMatrix(bakeIndependenlyOfChildren);\r\n return this;\r\n }\r\n\r\n // Cache\r\n\r\n /** @hidden */\r\n public get _positions(): Nullable<Vector3[]> {\r\n if (this._internalAbstractMeshDataInfo._positions) {\r\n return this._internalAbstractMeshDataInfo._positions;\r\n }\r\n\r\n if (this._geometry) {\r\n return this._geometry._positions;\r\n }\r\n return null;\r\n }\r\n\r\n /** @hidden */\r\n public _resetPointsArrayCache(): Mesh {\r\n if (this._geometry) {\r\n this._geometry._resetPointsArrayCache();\r\n }\r\n return this;\r\n }\r\n\r\n /** @hidden */\r\n public _generatePointsArray(): boolean {\r\n if (this._geometry) {\r\n return this._geometry._generatePointsArray();\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * Returns a new Mesh object generated from the current mesh properties.\r\n * This method must not get confused with createInstance()\r\n * @param name is a string, the name given to the new mesh\r\n * @param newParent can be any Node object (default `null`)\r\n * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)\r\n * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)\r\n * @returns a new mesh\r\n */\r\n public clone(name: string = \"\", newParent: Nullable<Node> = null, doNotCloneChildren?: boolean, clonePhysicsImpostor: boolean = true): Mesh {\r\n return new Mesh(name, this.getScene(), newParent, this, doNotCloneChildren, clonePhysicsImpostor);\r\n }\r\n\r\n /**\r\n * Releases resources associated with this mesh.\r\n * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)\r\n * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)\r\n */\r\n public dispose(doNotRecurse?: boolean, disposeMaterialAndTextures = false): void {\r\n this.morphTargetManager = null;\r\n\r\n if (this._geometry) {\r\n this._geometry.releaseForMesh(this, true);\r\n }\r\n\r\n let internalDataInfo = this._internalMeshDataInfo;\r\n\r\n if (internalDataInfo._onBeforeDrawObservable) {\r\n internalDataInfo._onBeforeDrawObservable.clear();\r\n }\r\n\r\n if (internalDataInfo._onBeforeBindObservable) {\r\n internalDataInfo._onBeforeBindObservable.clear();\r\n }\r\n\r\n if (internalDataInfo._onBeforeRenderObservable) {\r\n internalDataInfo._onBeforeRenderObservable.clear();\r\n }\r\n\r\n if (internalDataInfo._onAfterRenderObservable) {\r\n internalDataInfo._onAfterRenderObservable.clear();\r\n }\r\n\r\n if (internalDataInfo._onBetweenPassObservable) {\r\n internalDataInfo._onBetweenPassObservable.clear();\r\n }\r\n\r\n // Sources\r\n if (this._scene.useClonedMeshMap) {\r\n if (internalDataInfo.meshMap) {\r\n for (const uniqueId in internalDataInfo.meshMap) {\r\n const mesh = internalDataInfo.meshMap[uniqueId];\r\n if (mesh) {\r\n mesh._internalMeshDataInfo._source = null;\r\n internalDataInfo.meshMap[uniqueId] = undefined;\r\n }\r\n }\r\n }\r\n\r\n if (internalDataInfo._source && internalDataInfo._source._internalMeshDataInfo.meshMap) {\r\n internalDataInfo._source._internalMeshDataInfo.meshMap[this.uniqueId] = undefined;\r\n }\r\n } else {\r\n var meshes = this.getScene().meshes;\r\n for (const abstractMesh of meshes) {\r\n let mesh = abstractMesh as Mesh;\r\n if (mesh._internalMeshDataInfo && mesh._internalMeshDataInfo._source && mesh._internalMeshDataInfo._source === this) {\r\n mesh._internalMeshDataInfo._source = null;\r\n }\r\n }\r\n }\r\n\r\n internalDataInfo._source = null;\r\n\r\n // Instances\r\n this._disposeInstanceSpecificData();\r\n\r\n // Thin instances\r\n this._disposeThinInstanceSpecificData();\r\n\r\n if (this._internalMeshDataInfo._checkReadinessObserver) {\r\n this._scene.onBeforeRenderObservable.remove(this._internalMeshDataInfo._checkReadinessObserver);\r\n }\r\n\r\n super.dispose(doNotRecurse, disposeMaterialAndTextures);\r\n }\r\n\r\n /** @hidden */\r\n public _disposeInstanceSpecificData() {\r\n // Do nothing\r\n }\r\n\r\n /** @hidden */\r\n public _disposeThinInstanceSpecificData() {\r\n // Do nothing\r\n }\r\n\r\n /** @hidden */\r\n public _invalidateInstanceVertexArrayObject() {\r\n // Do nothing\r\n }\r\n\r\n /**\r\n * Modifies the mesh geometry according to a displacement map.\r\n * A displacement map is a colored image. Each pixel color value (actually a gradient computed from red, green, blue values) will give the displacement to apply to each mesh vertex.\r\n * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.\r\n * @param url is a string, the URL from the image file is to be downloaded.\r\n * @param minHeight is the lower limit of the displacement.\r\n * @param maxHeight is the upper limit of the displacement.\r\n * @param onSuccess is an optional Javascript function to be called just after the mesh is modified. It is passed the modified mesh and must return nothing.\r\n * @param uvOffset is an optional vector2 used to offset UV.\r\n * @param uvScale is an optional vector2 used to scale UV.\r\n * @param forceUpdate defines whether or not to force an update of the generated buffers. This is useful to apply on a deserialized model for instance.\r\n * @returns the Mesh.\r\n */\r\n public applyDisplacementMap(\r\n url: string,\r\n minHeight: number,\r\n maxHeight: number,\r\n onSuccess?: (mesh: Mesh) => void,\r\n uvOffset?: Vector2,\r\n uvScale?: Vector2,\r\n forceUpdate = false\r\n ): Mesh {\r\n var scene = this.getScene();\r\n\r\n var onload = (img: HTMLImageElement | ImageBitmap) => {\r\n // Getting height map data\r\n var heightMapWidth = img.width;\r\n var heightMapHeight = img.height;\r\n var canvas = this.getEngine().createCanvas(heightMapWidth, heightMapHeight);\r\n var context = <CanvasRenderingContext2D>canvas.getContext(\"2d\");\r\n\r\n context.drawImage(img, 0, 0);\r\n\r\n // Create VertexData from map data\r\n //Cast is due to wrong definition in lib.d.ts from ts 1.3 - https://github.com/Microsoft/TypeScript/issues/949\r\n var buffer = <Uint8Array>(<any>context.getImageData(0, 0, heightMapWidth, heightMapHeight).data);\r\n\r\n this.applyDisplacementMapFromBuffer(buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight, uvOffset, uvScale, forceUpdate);\r\n //execute success callback, if set\r\n if (onSuccess) {\r\n onSuccess(this);\r\n }\r\n };\r\n\r\n Tools.LoadImage(url, onload, () => { }, scene.offlineProvider);\r\n return this;\r\n }\r\n\r\n /**\r\n * Modifies the mesh geometry according to a displacementMap buffer.\r\n * A displacement map is a colored image. Each pixel color value (actually a gradient computed from red, green, blue values) will give the displacement to apply to each mesh vertex.\r\n * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.\r\n * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.\r\n * @param heightMapWidth is the width of the buffer image.\r\n * @param heightMapHeight is the height of the buffer image.\r\n * @param minHeight is the lower limit of the displacement.\r\n * @param maxHeight is the upper limit of the displacement.\r\n * @param onSuccess is an optional Javascript function to be called just after the mesh is modified. It is passed the modified mesh and must return nothing.\r\n * @param uvOffset is an optional vector2 used to offset UV.\r\n * @param uvScale is an optional vector2 used to scale UV.\r\n * @param forceUpdate defines whether or not to force an update of the generated buffers. This is useful to apply on a deserialized model for instance.\r\n * @returns the Mesh.\r\n */\r\n public applyDisplacementMapFromBuffer(\r\n buffer: Uint8Array,\r\n heightMapWidth: number,\r\n heightMapHeight: number,\r\n minHeight: number,\r\n maxHeight: number,\r\n uvOffset?: Vector2,\r\n uvScale?: Vector2,\r\n forceUpdate = false\r\n ): Mesh {\r\n if (!this.isVerticesDataPresent(VertexBuffer.PositionKind) || !this.isVerticesDataPresent(VertexBuffer.NormalKind) || !this.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n Logger.Warn(\"Cannot call applyDisplacementMap: Given mesh is not complete. Position, Normal or UV are missing\");\r\n return this;\r\n }\r\n\r\n var positions = <FloatArray>this.getVerticesData(VertexBuffer.PositionKind, true, true);\r\n var normals = <FloatArray>this.getVerticesData(VertexBuffer.NormalKind);\r\n var uvs = <number[]>this.getVerticesData(VertexBuffer.UVKind);\r\n var position = Vector3.Zero();\r\n var normal = Vector3.Zero();\r\n var uv = Vector2.Zero();\r\n\r\n uvOffset = uvOffset || Vector2.Zero();\r\n uvScale = uvScale || new Vector2(1, 1);\r\n\r\n for (var index = 0; index < positions.length; index += 3) {\r\n Vector3.FromArrayToRef(positions, index, position);\r\n Vector3.FromArrayToRef(normals, index, normal);\r\n Vector2.FromArrayToRef(uvs, (index / 3) * 2, uv);\r\n\r\n // Compute height\r\n var u = (Math.abs(uv.x * uvScale.x + (uvOffset.x % 1)) * (heightMapWidth - 1)) % heightMapWidth | 0;\r\n var v = (Math.abs(uv.y * uvScale.y + (uvOffset.y % 1)) * (heightMapHeight - 1)) % heightMapHeight | 0;\r\n\r\n var pos = (u + v * heightMapWidth) * 4;\r\n var r = buffer[pos] / 255.0;\r\n var g = buffer[pos + 1] / 255.0;\r\n var b = buffer[pos + 2] / 255.0;\r\n\r\n var gradient = r * 0.3 + g * 0.59 + b * 0.11;\r\n\r\n normal.normalize();\r\n normal.scaleInPlace(minHeight + (maxHeight - minHeight) * gradient);\r\n position = position.add(normal);\r\n\r\n position.toArray(positions, index);\r\n }\r\n\r\n VertexData.ComputeNormals(positions, this.getIndices(), normals);\r\n\r\n if (forceUpdate) {\r\n this.setVerticesData(VertexBuffer.PositionKind, positions);\r\n this.setVerticesData(VertexBuffer.NormalKind, normals);\r\n this.setVerticesData(VertexBuffer.UVKind, uvs);\r\n } else {\r\n this.updateVerticesData(VertexBuffer.PositionKind, positions);\r\n this.updateVerticesData(VertexBuffer.NormalKind, normals);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Modify the mesh to get a flat shading rendering.\r\n * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.\r\n * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.\r\n * @returns current mesh\r\n */\r\n public convertToFlatShadedMesh(): Mesh {\r\n var kinds = this.getVerticesDataKinds();\r\n var vbs: { [key: string]: VertexBuffer } = {};\r\n var data: { [key: string]: FloatArray } = {};\r\n var newdata: { [key: string]: Array<number> } = {};\r\n var updatableNormals = false;\r\n var kindIndex: number;\r\n var kind: string;\r\n\r\n for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {\r\n kind = kinds[kindIndex];\r\n var vertexBuffer = <VertexBuffer>this.getVertexBuffer(kind);\r\n\r\n // Check data consistency\r\n const vertexData = vertexBuffer.getData();\r\n if (vertexData instanceof Array || vertexData instanceof Float32Array) {\r\n if (vertexData.length === 0) {\r\n continue;\r\n }\r\n }\r\n\r\n if (kind === VertexBuffer.NormalKind) {\r\n updatableNormals = vertexBuffer.isUpdatable();\r\n kinds.splice(kindIndex, 1);\r\n kindIndex--;\r\n continue;\r\n }\r\n\r\n vbs[kind] = vertexBuffer;\r\n data[kind] = this.getVerticesData(kind)!;\r\n newdata[kind] = [];\r\n }\r\n\r\n // Save previous submeshes\r\n var previousSubmeshes = this.subMeshes.slice(0);\r\n\r\n var indices = <IndicesArray>this.getIndices();\r\n var totalIndices = this.getTotalIndices();\r\n\r\n // Generating unique vertices per face\r\n var index: number;\r\n for (index = 0; index < totalIndices; index++) {\r\n var vertexIndex = indices[index];\r\n\r\n for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {\r\n kind = kinds[kindIndex];\r\n if (!vbs[kind]) {\r\n continue;\r\n }\r\n\r\n var stride = vbs[kind].getStrideSize();\r\n\r\n for (var offset = 0; offset < stride; offset++) {\r\n newdata[kind].push(data[kind][vertexIndex * stride + offset]);\r\n }\r\n }\r\n }\r\n\r\n // Updating faces & normal\r\n var normals = [];\r\n var positions = newdata[VertexBuffer.PositionKind];\r\n const useRightHandedSystem = this.getScene().useRightHandedSystem;\r\n let flipNormalGeneration: boolean;\r\n if (useRightHandedSystem) {\r\n flipNormalGeneration = this.overrideMaterialSideOrientation === 1;\r\n }\r\n else {\r\n flipNormalGeneration = this.overrideMaterialSideOrientation === 0;\r\n }\r\n\r\n for (index = 0; index < totalIndices; index += 3) {\r\n indices[index] = index;\r\n indices[index + 1] = index + 1;\r\n indices[index + 2] = index + 2;\r\n\r\n var p1 = Vector3.FromArray(positions, index * 3);\r\n var p2 = Vector3.FromArray(positions, (index + 1) * 3);\r\n var p3 = Vector3.FromArray(positions, (index + 2) * 3);\r\n\r\n var p1p2 = p1.subtract(p2);\r\n var p3p2 = p3.subtract(p2);\r\n\r\n var normal = Vector3.Normalize(Vector3.Cross(p1p2, p3p2));\r\n if (flipNormalGeneration) {\r\n normal.scaleInPlace(-1);\r\n }\r\n\r\n // Store same normals for every vertex\r\n for (var localIndex = 0; localIndex < 3; localIndex++) {\r\n normals.push(normal.x);\r\n normals.push(normal.y);\r\n normals.push(normal.z);\r\n }\r\n }\r\n\r\n this.setIndices(indices);\r\n this.setVerticesData(VertexBuffer.NormalKind, normals, updatableNormals);\r\n\r\n // Updating vertex buffers\r\n for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {\r\n kind = kinds[kindIndex];\r\n\r\n if (!newdata[kind]) {\r\n continue;\r\n }\r\n\r\n this.setVerticesData(kind, newdata[kind], vbs[kind].isUpdatable());\r\n }\r\n\r\n // Updating submeshes\r\n this.releaseSubMeshes();\r\n for (var submeshIndex = 0; submeshIndex < previousSubmeshes.length; submeshIndex++) {\r\n var previousOne = previousSubmeshes[submeshIndex];\r\n SubMesh.AddToMesh(previousOne.materialIndex, previousOne.indexStart, previousOne.indexCount, previousOne.indexStart, previousOne.indexCount, this);\r\n }\r\n\r\n this.synchronizeInstances();\r\n return this;\r\n }\r\n\r\n /**\r\n * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.\r\n * In other words, more vertices, no more indices and a single bigger VBO.\r\n * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.\r\n * @returns current mesh\r\n */\r\n public convertToUnIndexedMesh(): Mesh {\r\n var kinds = this.getVerticesDataKinds();\r\n var vbs: { [key: string]: VertexBuffer } = {};\r\n var data: { [key: string]: FloatArray } = {};\r\n var newdata: { [key: string]: Array<number> } = {};\r\n var kindIndex: number;\r\n var kind: string;\r\n for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {\r\n kind = kinds[kindIndex];\r\n var vertexBuffer = <VertexBuffer>this.getVertexBuffer(kind);\r\n vbs[kind] = vertexBuffer;\r\n data[kind] = <FloatArray>vbs[kind].getData();\r\n newdata[kind] = [];\r\n }\r\n\r\n // Save previous submeshes\r\n var previousSubmeshes = this.subMeshes.slice(0);\r\n\r\n var indices = <IndicesArray>this.getIndices();\r\n var totalIndices = this.getTotalIndices();\r\n\r\n // Generating unique vertices per face\r\n var index: number;\r\n for (index = 0; index < totalIndices; index++) {\r\n var vertexIndex = indices[index];\r\n\r\n for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {\r\n kind = kinds[kindIndex];\r\n var stride = vbs[kind].getStrideSize();\r\n\r\n for (var offset = 0; offset < stride; offset++) {\r\n newdata[kind].push(data[kind][vertexIndex * stride + offset]);\r\n }\r\n }\r\n }\r\n\r\n // Updating indices\r\n for (index = 0; index < totalIndices; index += 3) {\r\n indices[index] = index;\r\n indices[index + 1] = index + 1;\r\n indices[index + 2] = index + 2;\r\n }\r\n\r\n this.setIndices(indices);\r\n\r\n // Updating vertex buffers\r\n for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {\r\n kind = kinds[kindIndex];\r\n this.setVerticesData(kind, newdata[kind], vbs[kind].isUpdatable());\r\n }\r\n\r\n // Updating submeshes\r\n this.releaseSubMeshes();\r\n for (var submeshIndex = 0; submeshIndex < previousSubmeshes.length; submeshIndex++) {\r\n var previousOne = previousSubmeshes[submeshIndex];\r\n SubMesh.AddToMesh(previousOne.materialIndex, previousOne.indexStart, previousOne.indexCount, previousOne.indexStart, previousOne.indexCount, this);\r\n }\r\n\r\n this._unIndexed = true;\r\n\r\n this.synchronizeInstances();\r\n return this;\r\n }\r\n\r\n /**\r\n * Inverses facet orientations.\r\n * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.\r\n * @param flipNormals will also inverts the normals\r\n * @returns current mesh\r\n */\r\n public flipFaces(flipNormals: boolean = false): Mesh {\r\n var vertex_data = VertexData.ExtractFromMesh(this);\r\n var i: number;\r\n if (flipNormals && this.isVerticesDataPresent(VertexBuffer.NormalKind) && vertex_data.normals) {\r\n for (i = 0; i < vertex_data.normals.length; i++) {\r\n vertex_data.normals[i] *= -1;\r\n }\r\n }\r\n\r\n if (vertex_data.indices) {\r\n var temp;\r\n for (i = 0; i < vertex_data.indices.length; i += 3) {\r\n // reassign indices\r\n temp = vertex_data.indices[i + 1];\r\n vertex_data.indices[i + 1] = vertex_data.indices[i + 2];\r\n vertex_data.indices[i + 2] = temp;\r\n }\r\n }\r\n\r\n vertex_data.applyToMesh(this, this.isVertexBufferUpdatable(VertexBuffer.PositionKind));\r\n return this;\r\n }\r\n\r\n /**\r\n * Increase the number of facets and hence vertices in a mesh\r\n * Vertex normals are interpolated from existing vertex normals\r\n * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.\r\n * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1\r\n */\r\n public increaseVertices(numberPerEdge: number): void {\r\n var vertex_data = VertexData.ExtractFromMesh(this);\r\n var uvs = vertex_data.uvs && !Array.isArray(vertex_data.uvs) && Array.from ? Array.from(vertex_data.uvs) : vertex_data.uvs;\r\n var currentIndices = vertex_data.indices && !Array.isArray(vertex_data.indices) && Array.from ? Array.from(vertex_data.indices) : vertex_data.indices;\r\n var positions = vertex_data.positions && !Array.isArray(vertex_data.positions) && Array.from ? Array.from(vertex_data.positions) : vertex_data.positions;\r\n var normals = vertex_data.normals && !Array.isArray(vertex_data.normals) && Array.from ? Array.from(vertex_data.normals) : vertex_data.normals;\r\n\r\n if (!currentIndices || !positions || !normals || !uvs) {\r\n Logger.Warn(\"VertexData contains null entries\");\r\n } else {\r\n vertex_data.indices = currentIndices;\r\n vertex_data.positions = positions;\r\n vertex_data.normals = normals;\r\n vertex_data.uvs = uvs;\r\n\r\n var segments: number = numberPerEdge + 1; //segments per current facet edge, become sides of new facets\r\n var tempIndices: Array<Array<number>> = new Array();\r\n for (var i = 0; i < segments + 1; i++) {\r\n tempIndices[i] = new Array();\r\n }\r\n var a: number; //vertex index of one end of a side\r\n var b: number; //vertex index of other end of the side\r\n var deltaPosition: Vector3 = new Vector3(0, 0, 0);\r\n var deltaNormal: Vector3 = new Vector3(0, 0, 0);\r\n var deltaUV: Vector2 = new Vector2(0, 0);\r\n var indices: number[] = new Array();\r\n var vertexIndex: number[] = new Array();\r\n var side: Array<Array<Array<number>>> = new Array();\r\n var len: number;\r\n var positionPtr: number = positions.length;\r\n var uvPtr: number = uvs.length;\r\n\r\n for (var i = 0; i < currentIndices.length; i += 3) {\r\n vertexIndex[0] = currentIndices[i];\r\n vertexIndex[1] = currentIndices[i + 1];\r\n vertexIndex[2] = currentIndices[i + 2];\r\n for (var j = 0; j < 3; j++) {\r\n a = vertexIndex[j];\r\n b = vertexIndex[(j + 1) % 3];\r\n if (side[a] === undefined && side[b] === undefined) {\r\n side[a] = new Array();\r\n side[b] = new Array();\r\n } else {\r\n if (side[a] === undefined) {\r\n side[a] = new Array();\r\n }\r\n if (side[b] === undefined) {\r\n side[b] = new Array();\r\n }\r\n }\r\n if (side[a][b] === undefined && side[b][a] === undefined) {\r\n side[a][b] = [];\r\n deltaPosition.x = (positions[3 * b] - positions[3 * a]) / segments;\r\n deltaPosition.y = (positions[3 * b + 1] - positions[3 * a + 1]) / segments;\r\n deltaPosition.z = (positions[3 * b + 2] - positions[3 * a + 2]) / segments;\r\n deltaNormal.x = (normals[3 * b] - normals[3 * a]) / segments;\r\n deltaNormal.y = (normals[3 * b + 1] - normals[3 * a + 1]) / segments;\r\n deltaNormal.z = (normals[3 * b + 2] - normals[3 * a + 2]) / segments;\r\n deltaUV.x = (uvs[2 * b] - uvs[2 * a]) / segments;\r\n deltaUV.y = (uvs[2 * b + 1] - uvs[2 * a + 1]) / segments;\r\n side[a][b].push(a);\r\n for (var k = 1; k < segments; k++) {\r\n side[a][b].push(positions.length / 3);\r\n positions[positionPtr] = positions[3 * a] + k * deltaPosition.x;\r\n normals[positionPtr++] = normals[3 * a] + k * deltaNormal.x;\r\n positions[positionPtr] = positions[3 * a + 1] + k * deltaPosition.y;\r\n normals[positionPtr++] = normals[3 * a + 1] + k * deltaNormal.y;\r\n positions[positionPtr] = positions[3 * a + 2] + k * deltaPosition.z;\r\n normals[positionPtr++] = normals[3 * a + 2] + k * deltaNormal.z;\r\n uvs[uvPtr++] = uvs[2 * a] + k * deltaUV.x;\r\n uvs[uvPtr++] = uvs[2 * a + 1] + k * deltaUV.y;\r\n }\r\n side[a][b].push(b);\r\n side[b][a] = new Array();\r\n len = side[a][b].length;\r\n for (var idx = 0; idx < len; idx++) {\r\n side[b][a][idx] = side[a][b][len - 1 - idx];\r\n }\r\n }\r\n }\r\n //Calculate positions, normals and uvs of new internal vertices\r\n tempIndices[0][0] = currentIndices[i];\r\n tempIndices[1][0] = side[currentIndices[i]][currentIndices[i + 1]][1];\r\n tempIndices[1][1] = side[currentIndices[i]][currentIndices[i + 2]][1];\r\n for (var k = 2; k < segments; k++) {\r\n tempIndices[k][0] = side[currentIndices[i]][currentIndices[i + 1]][k];\r\n tempIndices[k][k] = side[currentIndices[i]][currentIndices[i + 2]][k];\r\n deltaPosition.x = (positions[3 * tempIndices[k][k]] - positions[3 * tempIndices[k][0]]) / k;\r\n deltaPosition.y = (positions[3 * tempIndices[k][k] + 1] - positions[3 * tempIndices[k][0] + 1]) / k;\r\n deltaPosition.z = (positions[3 * tempIndices[k][k] + 2] - positions[3 * tempIndices[k][0] + 2]) / k;\r\n deltaNormal.x = (normals[3 * tempIndices[k][k]] - normals[3 * tempIndices[k][0]]) / k;\r\n deltaNormal.y = (normals[3 * tempIndices[k][k] + 1] - normals[3 * tempIndices[k][0] + 1]) / k;\r\n deltaNormal.z = (normals[3 * tempIndices[k][k] + 2] - normals[3 * tempIndices[k][0] + 2]) / k;\r\n deltaUV.x = (uvs[2 * tempIndices[k][k]] - uvs[2 * tempIndices[k][0]]) / k;\r\n deltaUV.y = (uvs[2 * tempIndices[k][k] + 1] - uvs[2 * tempIndices[k][0] + 1]) / k;\r\n for (var j = 1; j < k; j++) {\r\n tempIndices[k][j] = positions.length / 3;\r\n positions[positionPtr] = positions[3 * tempIndices[k][0]] + j * deltaPosition.x;\r\n normals[positionPtr++] = normals[3 * tempIndices[k][0]] + j * deltaNormal.x;\r\n positions[positionPtr] = positions[3 * tempIndices[k][0] + 1] + j * deltaPosition.y;\r\n normals[positionPtr++] = normals[3 * tempIndices[k][0] + 1] + j * deltaNormal.y;\r\n positions[positionPtr] = positions[3 * tempIndices[k][0] + 2] + j * deltaPosition.z;\r\n normals[positionPtr++] = normals[3 * tempIndices[k][0] + 2] + j * deltaNormal.z;\r\n uvs[uvPtr++] = uvs[2 * tempIndices[k][0]] + j * deltaUV.x;\r\n uvs[uvPtr++] = uvs[2 * tempIndices[k][0] + 1] + j * deltaUV.y;\r\n }\r\n }\r\n tempIndices[segments] = side[currentIndices[i + 1]][currentIndices[i + 2]];\r\n\r\n // reform indices\r\n indices.push(tempIndices[0][0], tempIndices[1][0], tempIndices[1][1]);\r\n for (var k = 1; k < segments; k++) {\r\n for (var j = 0; j < k; j++) {\r\n indices.push(tempIndices[k][j], tempIndices[k + 1][j], tempIndices[k + 1][j + 1]);\r\n indices.push(tempIndices[k][j], tempIndices[k + 1][j + 1], tempIndices[k][j + 1]);\r\n }\r\n indices.push(tempIndices[k][j], tempIndices[k + 1][j], tempIndices[k + 1][j + 1]);\r\n }\r\n }\r\n\r\n vertex_data.indices = indices;\r\n vertex_data.applyToMesh(this, this.isVertexBufferUpdatable(VertexBuffer.PositionKind));\r\n }\r\n }\r\n\r\n /**\r\n * Force adjacent facets to share vertices and remove any facets that have all vertices in a line\r\n * This will undo any application of covertToFlatShadedMesh\r\n * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.\r\n */\r\n public forceSharedVertices(): void {\r\n var vertex_data = VertexData.ExtractFromMesh(this);\r\n var currentUVs = vertex_data.uvs;\r\n var currentIndices = vertex_data.indices;\r\n var currentPositions = vertex_data.positions;\r\n var currentColors = vertex_data.colors;\r\n\r\n if (currentIndices === void 0 || currentPositions === void 0 || currentIndices === null || currentPositions === null) {\r\n Logger.Warn(\"VertexData contains empty entries\");\r\n } else {\r\n var positions: Array<number> = new Array();\r\n var indices: Array<number> = new Array();\r\n var uvs: Array<number> = new Array();\r\n var colors: Array<number> = new Array();\r\n var pstring: Array<string> = new Array(); //lists facet vertex positions (a,b,c) as string \"a|b|c\"\r\n\r\n var indexPtr: number = 0; // pointer to next available index value\r\n var uniquePositions: { [key: string]: number } = {}; // unique vertex positions\r\n var ptr: number; // pointer to element in uniquePositions\r\n var facet: Array<number>;\r\n\r\n for (var i = 0; i < currentIndices.length; i += 3) {\r\n facet = [currentIndices[i], currentIndices[i + 1], currentIndices[i + 2]]; //facet vertex indices\r\n pstring = new Array();\r\n for (var j = 0; j < 3; j++) {\r\n pstring[j] = \"\";\r\n for (var k = 0; k < 3; k++) {\r\n //small values make 0\r\n if (Math.abs(currentPositions[3 * facet[j] + k]) < 0.00000001) {\r\n currentPositions[3 * facet[j] + k] = 0;\r\n }\r\n pstring[j] += currentPositions[3 * facet[j] + k] + \"|\";\r\n }\r\n }\r\n //check facet vertices to see that none are repeated\r\n // do not process any facet that has a repeated vertex, ie is a line\r\n if (!(pstring[0] == pstring[1] || pstring[0] == pstring[2] || pstring[1] == pstring[2])) {\r\n //for each facet position check if already listed in uniquePositions\r\n // if not listed add to uniquePositions and set index pointer\r\n // if listed use its index in uniquePositions and new index pointer\r\n for (var j = 0; j < 3; j++) {\r\n ptr = uniquePositions[pstring[j]];\r\n if (ptr === undefined) {\r\n uniquePositions[pstring[j]] = indexPtr;\r\n ptr = indexPtr++;\r\n //not listed so add individual x, y, z coordinates to positions\r\n for (var k = 0; k < 3; k++) {\r\n positions.push(currentPositions[3 * facet[j] + k]);\r\n }\r\n if (currentColors !== null && currentColors !== void 0) {\r\n for (var k = 0; k < 4; k++) {\r\n colors.push(currentColors[4 * facet[j] + k]);\r\n }\r\n }\r\n if (currentUVs !== null && currentUVs !== void 0) {\r\n for (var k = 0; k < 2; k++) {\r\n uvs.push(currentUVs[2 * facet[j] + k]);\r\n }\r\n }\r\n }\r\n // add new index pointer to indices array\r\n indices.push(ptr);\r\n }\r\n }\r\n }\r\n\r\n var normals: Array<number> = new Array();\r\n VertexData.ComputeNormals(positions, indices, normals);\r\n\r\n //create new vertex data object and update\r\n vertex_data.positions = positions;\r\n vertex_data.indices = indices;\r\n vertex_data.normals = normals;\r\n if (currentUVs !== null && currentUVs !== void 0) {\r\n vertex_data.uvs = uvs;\r\n }\r\n if (currentColors !== null && currentColors !== void 0) {\r\n vertex_data.colors = colors;\r\n }\r\n\r\n vertex_data.applyToMesh(this, this.isVertexBufferUpdatable(VertexBuffer.PositionKind));\r\n }\r\n }\r\n\r\n // Instances\r\n /** @hidden */\r\n public static _instancedMeshFactory(name: string, mesh: Mesh): InstancedMesh {\r\n throw _WarnImport(\"InstancedMesh\");\r\n }\r\n\r\n /** @hidden */\r\n public static _PhysicsImpostorParser(scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor {\r\n throw _WarnImport(\"PhysicsImpostor\");\r\n }\r\n\r\n /**\r\n * Creates a new InstancedMesh object from the mesh model.\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_instances\r\n * @param name defines the name of the new instance\r\n * @returns a new InstancedMesh\r\n */\r\n public createInstance(name: string): InstancedMesh {\r\n return Mesh._instancedMeshFactory(name, this);\r\n }\r\n\r\n /**\r\n * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.\r\n * After this call, all the mesh instances have the same submeshes than the current mesh.\r\n * @returns the current mesh\r\n */\r\n public synchronizeInstances(): Mesh {\r\n for (var instanceIndex = 0; instanceIndex < this.instances.length; instanceIndex++) {\r\n var instance = this.instances[instanceIndex];\r\n instance._syncSubMeshes();\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Optimization of the mesh's indices, in case a mesh has duplicated vertices.\r\n * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.\r\n * This should be used together with the simplification to avoid disappearing triangles.\r\n * @param successCallback an optional success callback to be called after the optimization finished.\r\n * @returns the current mesh\r\n */\r\n public optimizeIndices(successCallback?: (mesh?: Mesh) => void): Mesh {\r\n var indices = <IndicesArray>this.getIndices();\r\n var positions = this.getVerticesData(VertexBuffer.PositionKind);\r\n\r\n if (!positions || !indices) {\r\n return this;\r\n }\r\n\r\n var vectorPositions = new Array<Vector3>();\r\n for (var pos = 0; pos < positions.length; pos = pos + 3) {\r\n vectorPositions.push(Vector3.FromArray(positions, pos));\r\n }\r\n var dupes = new Array<number>();\r\n\r\n AsyncLoop.SyncAsyncForLoop(\r\n vectorPositions.length,\r\n 40,\r\n (iteration) => {\r\n var realPos = vectorPositions.length - 1 - iteration;\r\n var testedPosition = vectorPositions[realPos];\r\n for (var j = 0; j < realPos; ++j) {\r\n var againstPosition = vectorPositions[j];\r\n if (testedPosition.equals(againstPosition)) {\r\n dupes[realPos] = j;\r\n break;\r\n }\r\n }\r\n },\r\n () => {\r\n for (var i = 0; i < indices.length; ++i) {\r\n indices[i] = dupes[indices[i]] || indices[i];\r\n }\r\n\r\n //indices are now reordered\r\n var originalSubMeshes = this.subMeshes.slice(0);\r\n this.setIndices(indices);\r\n this.subMeshes = originalSubMeshes;\r\n if (successCallback) {\r\n successCallback(this);\r\n }\r\n }\r\n );\r\n return this;\r\n }\r\n\r\n /**\r\n * Serialize current mesh\r\n * @param serializationObject defines the object which will receive the serialization data\r\n */\r\n public serialize(serializationObject: any): void {\r\n serializationObject.name = this.name;\r\n serializationObject.id = this.id;\r\n serializationObject.uniqueId = this.uniqueId;\r\n serializationObject.type = this.getClassName();\r\n\r\n if (Tags && Tags.HasTags(this)) {\r\n serializationObject.tags = Tags.GetTags(this);\r\n }\r\n\r\n serializationObject.position = this.position.asArray();\r\n\r\n if (this.rotationQuaternion) {\r\n serializationObject.rotationQuaternion = this.rotationQuaternion.asArray();\r\n } else if (this.rotation) {\r\n serializationObject.rotation = this.rotation.asArray();\r\n }\r\n\r\n serializationObject.scaling = this.scaling.asArray();\r\n if (this._postMultiplyPivotMatrix) {\r\n serializationObject.pivotMatrix = this.getPivotMatrix().asArray();\r\n } else {\r\n serializationObject.localMatrix = this.getPivotMatrix().asArray();\r\n }\r\n\r\n serializationObject.isEnabled = this.isEnabled(false);\r\n serializationObject.isVisible = this.isVisible;\r\n serializationObject.infiniteDistance = this.infiniteDistance;\r\n serializationObject.pickable = this.isPickable;\r\n\r\n serializationObject.receiveShadows = this.receiveShadows;\r\n\r\n serializationObject.billboardMode = this.billboardMode;\r\n serializationObject.visibility = this.visibility;\r\n\r\n serializationObject.checkCollisions = this.checkCollisions;\r\n serializationObject.isBlocker = this.isBlocker;\r\n serializationObject.overrideMaterialSideOrientation = this.overrideMaterialSideOrientation;\r\n\r\n // Parent\r\n if (this.parent) {\r\n serializationObject.parentId = this.parent.uniqueId;\r\n }\r\n\r\n // Geometry\r\n serializationObject.isUnIndexed = this.isUnIndexed;\r\n var geometry = this._geometry;\r\n if (geometry && this.subMeshes) {\r\n serializationObject.geometryUniqueId = geometry.uniqueId;\r\n serializationObject.geometryId = geometry.id;\r\n\r\n // SubMeshes\r\n serializationObject.subMeshes = [];\r\n for (var subIndex = 0; subIndex < this.subMeshes.length; subIndex++) {\r\n var subMesh = this.subMeshes[subIndex];\r\n\r\n serializationObject.subMeshes.push({\r\n materialIndex: subMesh.materialIndex,\r\n verticesStart: subMesh.verticesStart,\r\n verticesCount: subMesh.verticesCount,\r\n indexStart: subMesh.indexStart,\r\n indexCount: subMesh.indexCount,\r\n });\r\n }\r\n }\r\n\r\n // Material\r\n if (this.material) {\r\n if (!this.material.doNotSerialize) {\r\n serializationObject.materialUniqueId = this.material.uniqueId;\r\n serializationObject.materialId = this.material.id; // back compat\r\n }\r\n } else {\r\n this.material = null;\r\n serializationObject.materialUniqueId = this._scene.defaultMaterial.uniqueId;\r\n serializationObject.materialId = this._scene.defaultMaterial.id; // back compat\r\n }\r\n\r\n // Morph targets\r\n if (this.morphTargetManager) {\r\n serializationObject.morphTargetManagerId = this.morphTargetManager.uniqueId;\r\n }\r\n\r\n // Skeleton\r\n if (this.skeleton) {\r\n serializationObject.skeletonId = this.skeleton.id;\r\n serializationObject.numBoneInfluencers = this.numBoneInfluencers;\r\n }\r\n\r\n // Physics\r\n //TODO implement correct serialization for physics impostors.\r\n if (this.getScene()._getComponent(SceneComponentConstants.NAME_PHYSICSENGINE)) {\r\n let impostor = this.getPhysicsImpostor();\r\n if (impostor) {\r\n serializationObject.physicsMass = impostor.getParam(\"mass\");\r\n serializationObject.physicsFriction = impostor.getParam(\"friction\");\r\n serializationObject.physicsRestitution = impostor.getParam(\"mass\");\r\n serializationObject.physicsImpostor = impostor.type;\r\n }\r\n }\r\n\r\n // Metadata\r\n if (this.metadata) {\r\n serializationObject.metadata = this.metadata;\r\n }\r\n\r\n // Instances\r\n serializationObject.instances = [];\r\n for (var index = 0; index < this.instances.length; index++) {\r\n var instance = this.instances[index];\r\n if (instance.doNotSerialize) {\r\n continue;\r\n }\r\n\r\n var serializationInstance: any = {\r\n name: instance.name,\r\n id: instance.id,\r\n isEnabled: instance.isEnabled(false),\r\n isVisible: instance.isVisible,\r\n isPickable: instance.isPickable,\r\n checkCollisions: instance.checkCollisions,\r\n position: instance.position.asArray(),\r\n scaling: instance.scaling.asArray(),\r\n };\r\n\r\n if (instance.parent) {\r\n serializationInstance.parentId = instance.parent.uniqueId;\r\n }\r\n\r\n if (instance.rotationQuaternion) {\r\n serializationInstance.rotationQuaternion = instance.rotationQuaternion.asArray();\r\n } else if (instance.rotation) {\r\n serializationInstance.rotation = instance.rotation.asArray();\r\n }\r\n\r\n // Physics\r\n //TODO implement correct serialization for physics impostors.\r\n if (this.getScene()._getComponent(SceneComponentConstants.NAME_PHYSICSENGINE)) {\r\n let impostor = instance.getPhysicsImpostor();\r\n if (impostor) {\r\n serializationInstance.physicsMass = impostor.getParam(\"mass\");\r\n serializationInstance.physicsFriction = impostor.getParam(\"friction\");\r\n serializationInstance.physicsRestitution = impostor.getParam(\"mass\");\r\n serializationInstance.physicsImpostor = impostor.type;\r\n }\r\n }\r\n\r\n // Metadata\r\n if (instance.metadata) {\r\n serializationInstance.metadata = instance.metadata;\r\n }\r\n\r\n serializationObject.instances.push(serializationInstance);\r\n\r\n // Animations\r\n SerializationHelper.AppendSerializedAnimations(instance, serializationInstance);\r\n serializationInstance.ranges = instance.serializeAnimationRanges();\r\n }\r\n\r\n // Thin instances\r\n if (this._thinInstanceDataStorage.instancesCount && this._thinInstanceDataStorage.matrixData) {\r\n serializationObject.thinInstances = {\r\n instancesCount: this._thinInstanceDataStorage.instancesCount,\r\n matrixData: Tools.SliceToArray(this._thinInstanceDataStorage.matrixData),\r\n matrixBufferSize: this._thinInstanceDataStorage.matrixBufferSize,\r\n enablePicking: this.thinInstanceEnablePicking,\r\n };\r\n\r\n if (this._userThinInstanceBuffersStorage) {\r\n const userThinInstance: any = {\r\n data: {},\r\n sizes: {},\r\n strides: {},\r\n };\r\n\r\n for (const kind in this._userThinInstanceBuffersStorage.data) {\r\n userThinInstance.data[kind] = Tools.SliceToArray(this._userThinInstanceBuffersStorage.data[kind]);\r\n userThinInstance.sizes[kind] = this._userThinInstanceBuffersStorage.sizes[kind];\r\n userThinInstance.strides[kind] = this._userThinInstanceBuffersStorage.strides[kind];\r\n }\r\n\r\n serializationObject.thinInstances.userThinInstance = userThinInstance;\r\n }\r\n }\r\n\r\n // Animations\r\n SerializationHelper.AppendSerializedAnimations(this, serializationObject);\r\n serializationObject.ranges = this.serializeAnimationRanges();\r\n\r\n // Layer mask\r\n serializationObject.layerMask = this.layerMask;\r\n\r\n // Alpha\r\n serializationObject.alphaIndex = this.alphaIndex;\r\n serializationObject.hasVertexAlpha = this.hasVertexAlpha;\r\n\r\n // Overlay\r\n serializationObject.overlayAlpha = this.overlayAlpha;\r\n serializationObject.overlayColor = this.overlayColor.asArray();\r\n serializationObject.renderOverlay = this.renderOverlay;\r\n\r\n // Fog\r\n serializationObject.applyFog = this.applyFog;\r\n\r\n // Action Manager\r\n if (this.actionManager) {\r\n serializationObject.actions = this.actionManager.serialize(this.name);\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _syncGeometryWithMorphTargetManager() {\r\n if (!this.geometry) {\r\n return;\r\n }\r\n\r\n this._markSubMeshesAsAttributesDirty();\r\n\r\n let morphTargetManager = this._internalAbstractMeshDataInfo._morphTargetManager;\r\n if (morphTargetManager && morphTargetManager.vertexCount) {\r\n if (morphTargetManager.vertexCount !== this.getTotalVertices()) {\r\n Logger.Error(\"Mesh is incompatible with morph targets. Targets and mesh must all have the same vertices count.\");\r\n this.morphTargetManager = null;\r\n return;\r\n }\r\n\r\n if (morphTargetManager.isUsingTextureForTargets) {\r\n return;\r\n }\r\n\r\n for (var index = 0; index < morphTargetManager.numInfluencers; index++) {\r\n var morphTarget = morphTargetManager.getActiveTarget(index);\r\n\r\n const positions = morphTarget.getPositions();\r\n if (!positions) {\r\n Logger.Error(\"Invalid morph target. Target must have positions.\");\r\n return;\r\n }\r\n\r\n this.geometry.setVerticesData(VertexBuffer.PositionKind + index, positions, false, 3);\r\n\r\n const normals = morphTarget.getNormals();\r\n if (normals) {\r\n this.geometry.setVerticesData(VertexBuffer.NormalKind + index, normals, false, 3);\r\n }\r\n\r\n const tangents = morphTarget.getTangents();\r\n if (tangents) {\r\n this.geometry.setVerticesData(VertexBuffer.TangentKind + index, tangents, false, 3);\r\n }\r\n\r\n const uvs = morphTarget.getUVs();\r\n if (uvs) {\r\n this.geometry.setVerticesData(VertexBuffer.UVKind + \"_\" + index, uvs, false, 2);\r\n }\r\n }\r\n } else {\r\n var index = 0;\r\n\r\n // Positions\r\n while (this.geometry.isVerticesDataPresent(VertexBuffer.PositionKind + index)) {\r\n this.geometry.removeVerticesData(VertexBuffer.PositionKind + index);\r\n\r\n if (this.geometry.isVerticesDataPresent(VertexBuffer.NormalKind + index)) {\r\n this.geometry.removeVerticesData(VertexBuffer.NormalKind + index);\r\n }\r\n if (this.geometry.isVerticesDataPresent(VertexBuffer.TangentKind + index)) {\r\n this.geometry.removeVerticesData(VertexBuffer.TangentKind + index);\r\n }\r\n if (this.geometry.isVerticesDataPresent(VertexBuffer.UVKind + index)) {\r\n this.geometry.removeVerticesData(VertexBuffer.UVKind + \"_\" + index);\r\n }\r\n index++;\r\n }\r\n }\r\n }\r\n\r\n // Statics\r\n /** @hidden */\r\n public static _GroundMeshParser = (parsedMesh: any, scene: Scene): Mesh => {\r\n throw _WarnImport(\"GroundMesh\");\r\n };\r\n\r\n /** @hidden */\r\n public static _GoldbergMeshParser = (parsedMesh: any, scene: Scene): GoldbergMesh => {\r\n throw _WarnImport(\"GoldbergMesh\");\r\n };\r\n\r\n /** @hidden */\r\n public static _LinesMeshParser = (parsedMesh: any, scene: Scene): Mesh => {\r\n throw _WarnImport(\"LinesMesh\");\r\n };\r\n\r\n /**\r\n * Returns a new Mesh object parsed from the source provided.\r\n * @param parsedMesh is the source\r\n * @param scene defines the hosting scene\r\n * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with\r\n * @returns a new Mesh\r\n */\r\n public static Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh {\r\n var mesh: Mesh;\r\n\r\n if (parsedMesh.type && parsedMesh.type === \"LinesMesh\") {\r\n mesh = Mesh._LinesMeshParser(parsedMesh, scene);\r\n } else if (parsedMesh.type && parsedMesh.type === \"GroundMesh\") {\r\n mesh = Mesh._GroundMeshParser(parsedMesh, scene);\r\n } else if (parsedMesh.type && parsedMesh.type === \"GoldbergMesh\") {\r\n mesh = Mesh._GoldbergMeshParser(parsedMesh, scene);\r\n } else {\r\n mesh = new Mesh(parsedMesh.name, scene);\r\n }\r\n mesh.id = parsedMesh.id;\r\n\r\n if (Tags) {\r\n Tags.AddTagsTo(mesh, parsedMesh.tags);\r\n }\r\n\r\n mesh.position = Vector3.FromArray(parsedMesh.position);\r\n\r\n if (parsedMesh.metadata !== undefined) {\r\n mesh.metadata = parsedMesh.metadata;\r\n }\r\n\r\n if (parsedMesh.rotationQuaternion) {\r\n mesh.rotationQuaternion = Quaternion.FromArray(parsedMesh.rotationQuaternion);\r\n } else if (parsedMesh.rotation) {\r\n mesh.rotation = Vector3.FromArray(parsedMesh.rotation);\r\n }\r\n\r\n mesh.scaling = Vector3.FromArray(parsedMesh.scaling);\r\n\r\n if (parsedMesh.localMatrix) {\r\n mesh.setPreTransformMatrix(Matrix.FromArray(parsedMesh.localMatrix));\r\n } else if (parsedMesh.pivotMatrix) {\r\n mesh.setPivotMatrix(Matrix.FromArray(parsedMesh.pivotMatrix));\r\n }\r\n\r\n mesh.setEnabled(parsedMesh.isEnabled);\r\n mesh.isVisible = parsedMesh.isVisible;\r\n mesh.infiniteDistance = parsedMesh.infiniteDistance;\r\n\r\n mesh.showBoundingBox = parsedMesh.showBoundingBox;\r\n mesh.showSubMeshesBoundingBox = parsedMesh.showSubMeshesBoundingBox;\r\n\r\n if (parsedMesh.applyFog !== undefined) {\r\n mesh.applyFog = parsedMesh.applyFog;\r\n }\r\n\r\n if (parsedMesh.pickable !== undefined) {\r\n mesh.isPickable = parsedMesh.pickable;\r\n }\r\n\r\n if (parsedMesh.alphaIndex !== undefined) {\r\n mesh.alphaIndex = parsedMesh.alphaIndex;\r\n }\r\n\r\n mesh.receiveShadows = parsedMesh.receiveShadows;\r\n\r\n mesh.billboardMode = parsedMesh.billboardMode;\r\n\r\n if (parsedMesh.visibility !== undefined) {\r\n mesh.visibility = parsedMesh.visibility;\r\n }\r\n\r\n mesh.checkCollisions = parsedMesh.checkCollisions;\r\n mesh.overrideMaterialSideOrientation = parsedMesh.overrideMaterialSideOrientation;\r\n\r\n if (parsedMesh.isBlocker !== undefined) {\r\n mesh.isBlocker = parsedMesh.isBlocker;\r\n }\r\n\r\n mesh._shouldGenerateFlatShading = parsedMesh.useFlatShading;\r\n\r\n // freezeWorldMatrix\r\n if (parsedMesh.freezeWorldMatrix) {\r\n mesh._waitingData.freezeWorldMatrix = parsedMesh.freezeWorldMatrix;\r\n }\r\n\r\n // Parent\r\n if (parsedMesh.parentId !== undefined) {\r\n mesh._waitingParentId = parsedMesh.parentId;\r\n }\r\n\r\n // Actions\r\n if (parsedMesh.actions !== undefined) {\r\n mesh._waitingData.actions = parsedMesh.actions;\r\n }\r\n\r\n // Overlay\r\n if (parsedMesh.overlayAlpha !== undefined) {\r\n mesh.overlayAlpha = parsedMesh.overlayAlpha;\r\n }\r\n\r\n if (parsedMesh.overlayColor !== undefined) {\r\n mesh.overlayColor = Color3.FromArray(parsedMesh.overlayColor);\r\n }\r\n\r\n if (parsedMesh.renderOverlay !== undefined) {\r\n mesh.renderOverlay = parsedMesh.renderOverlay;\r\n }\r\n\r\n // Geometry\r\n mesh.isUnIndexed = !!parsedMesh.isUnIndexed;\r\n mesh.hasVertexAlpha = parsedMesh.hasVertexAlpha;\r\n\r\n if (parsedMesh.delayLoadingFile) {\r\n mesh.delayLoadState = 4;\r\n mesh.delayLoadingFile = rootUrl + parsedMesh.delayLoadingFile;\r\n mesh.buildBoundingInfo(Vector3.FromArray(parsedMesh.boundingBoxMinimum), Vector3.FromArray(parsedMesh.boundingBoxMaximum));\r\n\r\n if (parsedMesh._binaryInfo) {\r\n mesh._binaryInfo = parsedMesh._binaryInfo;\r\n }\r\n\r\n mesh._delayInfo = [];\r\n if (parsedMesh.hasUVs) {\r\n mesh._delayInfo.push(VertexBuffer.UVKind);\r\n }\r\n\r\n if (parsedMesh.hasUVs2) {\r\n mesh._delayInfo.push(VertexBuffer.UV2Kind);\r\n }\r\n\r\n if (parsedMesh.hasUVs3) {\r\n mesh._delayInfo.push(VertexBuffer.UV3Kind);\r\n }\r\n\r\n if (parsedMesh.hasUVs4) {\r\n mesh._delayInfo.push(VertexBuffer.UV4Kind);\r\n }\r\n\r\n if (parsedMesh.hasUVs5) {\r\n mesh._delayInfo.push(VertexBuffer.UV5Kind);\r\n }\r\n\r\n if (parsedMesh.hasUVs6) {\r\n mesh._delayInfo.push(VertexBuffer.UV6Kind);\r\n }\r\n\r\n if (parsedMesh.hasColors) {\r\n mesh._delayInfo.push(VertexBuffer.ColorKind);\r\n }\r\n\r\n if (parsedMesh.hasMatricesIndices) {\r\n mesh._delayInfo.push(VertexBuffer.MatricesIndicesKind);\r\n }\r\n\r\n if (parsedMesh.hasMatricesWeights) {\r\n mesh._delayInfo.push(VertexBuffer.MatricesWeightsKind);\r\n }\r\n\r\n mesh._delayLoadingFunction = Geometry._ImportGeometry;\r\n\r\n if (SceneLoaderFlags.ForceFullSceneLoadingForIncremental) {\r\n mesh._checkDelayState();\r\n }\r\n } else {\r\n Geometry._ImportGeometry(parsedMesh, mesh);\r\n }\r\n\r\n // Material\r\n if (parsedMesh.materialUniqueId) {\r\n mesh._waitingMaterialId = parsedMesh.materialUniqueId;\r\n }\r\n else if (parsedMesh.materialId) {\r\n mesh._waitingMaterialId = parsedMesh.materialId;\r\n }\r\n\r\n // Morph targets\r\n if (parsedMesh.morphTargetManagerId > -1) {\r\n mesh.morphTargetManager = scene.getMorphTargetManagerById(parsedMesh.morphTargetManagerId);\r\n }\r\n\r\n // Skeleton\r\n if (parsedMesh.skeletonId !== undefined && parsedMesh.skeletonId !== null) {\r\n mesh.skeleton = scene.getLastSkeletonById(parsedMesh.skeletonId);\r\n if (parsedMesh.numBoneInfluencers) {\r\n mesh.numBoneInfluencers = parsedMesh.numBoneInfluencers;\r\n }\r\n }\r\n\r\n // Animations\r\n if (parsedMesh.animations) {\r\n for (var animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {\r\n var parsedAnimation = parsedMesh.animations[animationIndex];\r\n const internalClass = GetClass(\"BABYLON.Animation\");\r\n if (internalClass) {\r\n mesh.animations.push(internalClass.Parse(parsedAnimation));\r\n }\r\n }\r\n Node.ParseAnimationRanges(mesh, parsedMesh, scene);\r\n }\r\n\r\n if (parsedMesh.autoAnimate) {\r\n scene.beginAnimation(mesh, parsedMesh.autoAnimateFrom, parsedMesh.autoAnimateTo, parsedMesh.autoAnimateLoop, parsedMesh.autoAnimateSpeed || 1.0);\r\n }\r\n\r\n // Layer Mask\r\n if (parsedMesh.layerMask && !isNaN(parsedMesh.layerMask)) {\r\n mesh.layerMask = Math.abs(parseInt(parsedMesh.layerMask));\r\n } else {\r\n mesh.layerMask = 0x0fffffff;\r\n }\r\n\r\n // Physics\r\n if (parsedMesh.physicsImpostor) {\r\n Mesh._PhysicsImpostorParser(scene, mesh, parsedMesh);\r\n }\r\n\r\n // Levels\r\n if (parsedMesh.lodMeshIds) {\r\n mesh._waitingData.lods = {\r\n ids: parsedMesh.lodMeshIds,\r\n distances: parsedMesh.lodDistances ? parsedMesh.lodDistances : null,\r\n coverages: parsedMesh.lodCoverages ? parsedMesh.lodCoverages : null,\r\n };\r\n }\r\n\r\n // Instances\r\n if (parsedMesh.instances) {\r\n for (var index = 0; index < parsedMesh.instances.length; index++) {\r\n var parsedInstance = parsedMesh.instances[index];\r\n var instance = mesh.createInstance(parsedInstance.name);\r\n\r\n if (parsedInstance.id) {\r\n instance.id = parsedInstance.id;\r\n }\r\n\r\n if (Tags) {\r\n if (parsedInstance.tags) {\r\n Tags.AddTagsTo(instance, parsedInstance.tags);\r\n } else {\r\n Tags.AddTagsTo(instance, parsedMesh.tags);\r\n }\r\n }\r\n\r\n instance.position = Vector3.FromArray(parsedInstance.position);\r\n\r\n if (parsedInstance.metadata !== undefined) {\r\n instance.metadata = parsedInstance.metadata;\r\n }\r\n\r\n if (parsedInstance.parentId !== undefined) {\r\n instance._waitingParentId = parsedInstance.parentId;\r\n }\r\n\r\n if (parsedInstance.isEnabled !== undefined && parsedInstance.isEnabled !== null) {\r\n instance.setEnabled(parsedInstance.isEnabled);\r\n }\r\n\r\n if (parsedInstance.isVisible !== undefined && parsedInstance.isVisible !== null) {\r\n instance.isVisible = parsedInstance.isVisible;\r\n }\r\n\r\n if (parsedInstance.isPickable !== undefined && parsedInstance.isPickable !== null) {\r\n instance.isPickable = parsedInstance.isPickable;\r\n }\r\n\r\n if (parsedInstance.rotationQuaternion) {\r\n instance.rotationQuaternion = Quaternion.FromArray(parsedInstance.rotationQuaternion);\r\n } else if (parsedInstance.rotation) {\r\n instance.rotation = Vector3.FromArray(parsedInstance.rotation);\r\n }\r\n\r\n instance.scaling = Vector3.FromArray(parsedInstance.scaling);\r\n\r\n if (parsedInstance.checkCollisions != undefined && parsedInstance.checkCollisions != null) {\r\n instance.checkCollisions = parsedInstance.checkCollisions;\r\n }\r\n if (parsedInstance.pickable != undefined && parsedInstance.pickable != null) {\r\n instance.isPickable = parsedInstance.pickable;\r\n }\r\n if (parsedInstance.showBoundingBox != undefined && parsedInstance.showBoundingBox != null) {\r\n instance.showBoundingBox = parsedInstance.showBoundingBox;\r\n }\r\n if (parsedInstance.showSubMeshesBoundingBox != undefined && parsedInstance.showSubMeshesBoundingBox != null) {\r\n instance.showSubMeshesBoundingBox = parsedInstance.showSubMeshesBoundingBox;\r\n }\r\n if (parsedInstance.alphaIndex != undefined && parsedInstance.showSubMeshesBoundingBox != null) {\r\n instance.alphaIndex = parsedInstance.alphaIndex;\r\n }\r\n\r\n // Physics\r\n if (parsedInstance.physicsImpostor) {\r\n Mesh._PhysicsImpostorParser(scene, instance, parsedInstance);\r\n }\r\n\r\n // Animation\r\n if (parsedInstance.animations) {\r\n for (animationIndex = 0; animationIndex < parsedInstance.animations.length; animationIndex++) {\r\n parsedAnimation = parsedInstance.animations[animationIndex];\r\n const internalClass = GetClass(\"BABYLON.Animation\");\r\n if (internalClass) {\r\n instance.animations.push(internalClass.Parse(parsedAnimation));\r\n }\r\n }\r\n Node.ParseAnimationRanges(instance, parsedInstance, scene);\r\n\r\n if (parsedInstance.autoAnimate) {\r\n scene.beginAnimation(\r\n instance,\r\n parsedInstance.autoAnimateFrom,\r\n parsedInstance.autoAnimateTo,\r\n parsedInstance.autoAnimateLoop,\r\n parsedInstance.autoAnimateSpeed || 1.0\r\n );\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Thin instances\r\n if (parsedMesh.thinInstances) {\r\n const thinInstances = parsedMesh.thinInstances;\r\n\r\n mesh.thinInstanceEnablePicking = !!thinInstances.enablePicking;\r\n\r\n if (thinInstances.matrixData) {\r\n mesh.thinInstanceSetBuffer(\"matrix\", new Float32Array(thinInstances.matrixData), 16, false);\r\n\r\n mesh._thinInstanceDataStorage.matrixBufferSize = thinInstances.matrixBufferSize;\r\n mesh._thinInstanceDataStorage.instancesCount = thinInstances.instancesCount;\r\n } else {\r\n mesh._thinInstanceDataStorage.matrixBufferSize = thinInstances.matrixBufferSize;\r\n }\r\n\r\n if (parsedMesh.thinInstances.userThinInstance) {\r\n const userThinInstance = parsedMesh.thinInstances.userThinInstance;\r\n\r\n for (const kind in userThinInstance.data) {\r\n mesh.thinInstanceSetBuffer(kind, new Float32Array(userThinInstance.data[kind]), userThinInstance.strides[kind], false);\r\n mesh._userThinInstanceBuffersStorage.sizes[kind] = userThinInstance.sizes[kind];\r\n }\r\n }\r\n }\r\n\r\n return mesh;\r\n }\r\n\r\n // Skeletons\r\n\r\n /**\r\n * Prepare internal position array for software CPU skinning\r\n * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh\r\n */\r\n public setPositionsForCPUSkinning(): Float32Array {\r\n let internalDataInfo = this._internalMeshDataInfo;\r\n if (!internalDataInfo._sourcePositions) {\r\n let source = this.getVerticesData(VertexBuffer.PositionKind);\r\n if (!source) {\r\n return internalDataInfo._sourcePositions;\r\n }\r\n\r\n internalDataInfo._sourcePositions = new Float32Array(<any>source);\r\n\r\n if (!this.isVertexBufferUpdatable(VertexBuffer.PositionKind)) {\r\n this.setVerticesData(VertexBuffer.PositionKind, source, true);\r\n }\r\n }\r\n return internalDataInfo._sourcePositions;\r\n }\r\n\r\n /**\r\n * Prepare internal normal array for software CPU skinning\r\n * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.\r\n */\r\n public setNormalsForCPUSkinning(): Float32Array {\r\n let internalDataInfo = this._internalMeshDataInfo;\r\n\r\n if (!internalDataInfo._sourceNormals) {\r\n let source = this.getVerticesData(VertexBuffer.NormalKind);\r\n\r\n if (!source) {\r\n return internalDataInfo._sourceNormals;\r\n }\r\n\r\n internalDataInfo._sourceNormals = new Float32Array(<any>source);\r\n\r\n if (!this.isVertexBufferUpdatable(VertexBuffer.NormalKind)) {\r\n this.setVerticesData(VertexBuffer.NormalKind, source, true);\r\n }\r\n }\r\n return internalDataInfo._sourceNormals;\r\n }\r\n\r\n /**\r\n * Updates the vertex buffer by applying transformation from the bones\r\n * @param skeleton defines the skeleton to apply to current mesh\r\n * @returns the current mesh\r\n */\r\n public applySkeleton(skeleton: Skeleton): Mesh {\r\n if (!this.geometry) {\r\n return this;\r\n }\r\n\r\n if (this.geometry._softwareSkinningFrameId == this.getScene().getFrameId()) {\r\n return this;\r\n }\r\n\r\n this.geometry._softwareSkinningFrameId = this.getScene().getFrameId();\r\n\r\n if (!this.isVerticesDataPresent(VertexBuffer.PositionKind)) {\r\n return this;\r\n }\r\n if (!this.isVerticesDataPresent(VertexBuffer.MatricesIndicesKind)) {\r\n return this;\r\n }\r\n if (!this.isVerticesDataPresent(VertexBuffer.MatricesWeightsKind)) {\r\n return this;\r\n }\r\n\r\n const hasNormals = this.isVerticesDataPresent(VertexBuffer.NormalKind);\r\n\r\n let internalDataInfo = this._internalMeshDataInfo;\r\n\r\n if (!internalDataInfo._sourcePositions) {\r\n var submeshes = this.subMeshes.slice();\r\n this.setPositionsForCPUSkinning();\r\n this.subMeshes = submeshes;\r\n }\r\n\r\n if (hasNormals && !internalDataInfo._sourceNormals) {\r\n this.setNormalsForCPUSkinning();\r\n }\r\n\r\n // positionsData checks for not being Float32Array will only pass at most once\r\n var positionsData = this.getVerticesData(VertexBuffer.PositionKind);\r\n\r\n if (!positionsData) {\r\n return this;\r\n }\r\n\r\n if (!(positionsData instanceof Float32Array)) {\r\n positionsData = new Float32Array(positionsData);\r\n }\r\n\r\n // normalsData checks for not being Float32Array will only pass at most once\r\n var normalsData = this.getVerticesData(VertexBuffer.NormalKind);\r\n\r\n if (hasNormals) {\r\n if (!normalsData) {\r\n return this;\r\n }\r\n\r\n if (!(normalsData instanceof Float32Array)) {\r\n normalsData = new Float32Array(normalsData);\r\n }\r\n }\r\n\r\n var matricesIndicesData = this.getVerticesData(VertexBuffer.MatricesIndicesKind);\r\n var matricesWeightsData = this.getVerticesData(VertexBuffer.MatricesWeightsKind);\r\n\r\n if (!matricesWeightsData || !matricesIndicesData) {\r\n return this;\r\n }\r\n\r\n var needExtras = this.numBoneInfluencers > 4;\r\n var matricesIndicesExtraData = needExtras ? this.getVerticesData(VertexBuffer.MatricesIndicesExtraKind) : null;\r\n var matricesWeightsExtraData = needExtras ? this.getVerticesData(VertexBuffer.MatricesWeightsExtraKind) : null;\r\n\r\n var skeletonMatrices = skeleton.getTransformMatrices(this);\r\n\r\n var tempVector3 = Vector3.Zero();\r\n var finalMatrix = new Matrix();\r\n var tempMatrix = new Matrix();\r\n\r\n var matWeightIdx = 0;\r\n var inf: number;\r\n for (var index = 0; index < positionsData.length; index += 3, matWeightIdx += 4) {\r\n var weight: number;\r\n for (inf = 0; inf < 4; inf++) {\r\n weight = matricesWeightsData[matWeightIdx + inf];\r\n if (weight > 0) {\r\n Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesData[matWeightIdx + inf] * 16), weight, tempMatrix);\r\n finalMatrix.addToSelf(tempMatrix);\r\n }\r\n }\r\n if (needExtras) {\r\n for (inf = 0; inf < 4; inf++) {\r\n weight = matricesWeightsExtraData![matWeightIdx + inf];\r\n if (weight > 0) {\r\n Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesExtraData![matWeightIdx + inf] * 16), weight, tempMatrix);\r\n finalMatrix.addToSelf(tempMatrix);\r\n }\r\n }\r\n }\r\n\r\n Vector3.TransformCoordinatesFromFloatsToRef(\r\n internalDataInfo._sourcePositions[index],\r\n internalDataInfo._sourcePositions[index + 1],\r\n internalDataInfo._sourcePositions[index + 2],\r\n finalMatrix,\r\n tempVector3\r\n );\r\n tempVector3.toArray(positionsData, index);\r\n\r\n if (hasNormals) {\r\n Vector3.TransformNormalFromFloatsToRef(\r\n internalDataInfo._sourceNormals[index],\r\n internalDataInfo._sourceNormals[index + 1],\r\n internalDataInfo._sourceNormals[index + 2],\r\n finalMatrix,\r\n tempVector3\r\n );\r\n tempVector3.toArray(normalsData!, index);\r\n }\r\n\r\n finalMatrix.reset();\r\n }\r\n\r\n this.updateVerticesData(VertexBuffer.PositionKind, positionsData);\r\n if (hasNormals) {\r\n this.updateVerticesData(VertexBuffer.NormalKind, normalsData!);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n // Tools\r\n\r\n /**\r\n * Returns an object containing a min and max Vector3 which are the minimum and maximum vectors of each mesh bounding box from the passed array, in the world coordinates\r\n * @param meshes defines the list of meshes to scan\r\n * @returns an object `{min:` Vector3`, max:` Vector3`}`\r\n */\r\n public static MinMax(meshes: AbstractMesh[]): { min: Vector3; max: Vector3 } {\r\n var minVector: Nullable<Vector3> = null;\r\n var maxVector: Nullable<Vector3> = null;\r\n\r\n meshes.forEach(function (mesh) {\r\n let boundingInfo = mesh.getBoundingInfo();\r\n\r\n let boundingBox = boundingInfo.boundingBox;\r\n if (!minVector || !maxVector) {\r\n minVector = boundingBox.minimumWorld;\r\n maxVector = boundingBox.maximumWorld;\r\n } else {\r\n minVector.minimizeInPlace(boundingBox.minimumWorld);\r\n maxVector.maximizeInPlace(boundingBox.maximumWorld);\r\n }\r\n });\r\n\r\n if (!minVector || !maxVector) {\r\n return {\r\n min: Vector3.Zero(),\r\n max: Vector3.Zero(),\r\n };\r\n }\r\n\r\n return {\r\n min: minVector,\r\n max: maxVector,\r\n };\r\n }\r\n\r\n /**\r\n * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array\r\n * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object\r\n * @returns a vector3\r\n */\r\n public static Center(meshesOrMinMaxVector: { min: Vector3; max: Vector3 } | AbstractMesh[]): Vector3 {\r\n var minMaxVector = meshesOrMinMaxVector instanceof Array ? Mesh.MinMax(meshesOrMinMaxVector) : meshesOrMinMaxVector;\r\n return Vector3.Center(minMaxVector.min, minMaxVector.max);\r\n }\r\n\r\n /**\r\n * Merge the array of meshes into a single mesh for performance reasons.\r\n * @param meshes defines he vertices source. They should all be of the same material. Entries can empty\r\n * @param disposeSource when true (default), dispose of the vertices from the source meshes\r\n * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true\r\n * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.\r\n * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.\r\n * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.\r\n * @returns a new mesh\r\n */\r\n public static MergeMeshes(\r\n meshes: Array<Mesh>,\r\n disposeSource = true,\r\n allow32BitsIndices?: boolean,\r\n meshSubclass?: Mesh,\r\n subdivideWithSubMeshes?: boolean,\r\n multiMultiMaterials?: boolean,\r\n ) {\r\n return runCoroutineSync(Mesh._MergeMeshesCoroutine(meshes, disposeSource, allow32BitsIndices, meshSubclass, subdivideWithSubMeshes, multiMultiMaterials, false));\r\n }\r\n\r\n /**\r\n * Merge the array of meshes into a single mesh for performance reasons.\r\n * @param meshes defines he vertices source. They should all be of the same material. Entries can empty\r\n * @param disposeSource when true (default), dispose of the vertices from the source meshes\r\n * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true\r\n * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.\r\n * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.\r\n * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.\r\n * @returns a new mesh\r\n */\r\n public static MergeMeshesAsync(\r\n meshes: Array<Mesh>,\r\n disposeSource = true,\r\n allow32BitsIndices?: boolean,\r\n meshSubclass?: Mesh,\r\n subdivideWithSubMeshes?: boolean,\r\n multiMultiMaterials?: boolean,\r\n ) {\r\n return runCoroutineAsync(Mesh._MergeMeshesCoroutine(meshes, disposeSource, allow32BitsIndices, meshSubclass, subdivideWithSubMeshes, multiMultiMaterials, true), createYieldingScheduler());\r\n }\r\n\r\n private static *_MergeMeshesCoroutine(\r\n meshes: Array<Mesh>,\r\n disposeSource = true,\r\n allow32BitsIndices: boolean | undefined,\r\n meshSubclass: Mesh | undefined,\r\n subdivideWithSubMeshes: boolean | undefined,\r\n multiMultiMaterials: boolean | undefined,\r\n isAsync: boolean,\r\n ): Coroutine<Nullable<Mesh>> {\r\n // Remove any null/undefined entries from the mesh array\r\n meshes = meshes.filter(Boolean);\r\n\r\n if (meshes.length === 0) {\r\n return null;\r\n }\r\n\r\n var index: number;\r\n if (!allow32BitsIndices) {\r\n var totalVertices = 0;\r\n\r\n // Counting vertices\r\n for (index = 0; index < meshes.length; index++) {\r\n totalVertices += meshes[index].getTotalVertices();\r\n\r\n if (totalVertices >= 65536) {\r\n Logger.Warn(\"Cannot merge meshes because resulting mesh will have more than 65536 vertices. Please use allow32BitsIndices = true to use 32 bits indices\");\r\n return null;\r\n }\r\n }\r\n }\r\n if (multiMultiMaterials) {\r\n var newMultiMaterial: Nullable<MultiMaterial> = null;\r\n var subIndex: number;\r\n var matIndex: number;\r\n subdivideWithSubMeshes = false;\r\n }\r\n var materialArray: Array<Material> = new Array<Material>();\r\n var materialIndexArray: Array<number> = new Array<number>();\r\n // Merge\r\n var indiceArray: Array<number> = new Array<number>();\r\n for (index = 0; index < meshes.length; index++) {\r\n var mesh = meshes[index];\r\n if (mesh.isAnInstance) {\r\n Logger.Warn(\"Cannot merge instance meshes.\");\r\n return null;\r\n }\r\n\r\n if (subdivideWithSubMeshes) {\r\n indiceArray.push(mesh.getTotalIndices());\r\n }\r\n\r\n if (multiMultiMaterials) {\r\n if (mesh.material) {\r\n var material = mesh.material;\r\n if (material instanceof MultiMaterial) {\r\n for (matIndex = 0; matIndex < material.subMaterials.length; matIndex++) {\r\n if (materialArray.indexOf(<Material>material.subMaterials[matIndex]) < 0) {\r\n materialArray.push(<Material>material.subMaterials[matIndex]);\r\n }\r\n }\r\n for (subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {\r\n materialIndexArray.push(materialArray.indexOf(<Material>material.subMaterials[mesh.subMeshes[subIndex].materialIndex]));\r\n indiceArray.push(mesh.subMeshes[subIndex].indexCount);\r\n }\r\n } else {\r\n if (materialArray.indexOf(<Material>material) < 0) {\r\n materialArray.push(<Material>material);\r\n }\r\n for (subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {\r\n materialIndexArray.push(materialArray.indexOf(<Material>material));\r\n indiceArray.push(mesh.subMeshes[subIndex].indexCount);\r\n }\r\n }\r\n } else {\r\n for (subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {\r\n materialIndexArray.push(0);\r\n indiceArray.push(mesh.subMeshes[subIndex].indexCount);\r\n }\r\n }\r\n }\r\n }\r\n\r\n const source = meshes[0];\r\n\r\n const getVertexDataFromMesh = (mesh: Mesh) => {\r\n const wm = mesh.computeWorldMatrix(true);\r\n const vertexData = VertexData.ExtractFromMesh(mesh, false, false);\r\n return [vertexData, wm] as const;\r\n };\r\n\r\n const [sourceVertexData, sourceTransform] = getVertexDataFromMesh(source);\r\n if (isAsync) { yield; }\r\n\r\n const meshVertexDatas = new Array<readonly [VertexData, Matrix]>(meshes.length - 1);\r\n for (let i = 1; i < meshes.length; i++) {\r\n meshVertexDatas[i - 1] = getVertexDataFromMesh(meshes[i]);\r\n if (isAsync) { yield; }\r\n }\r\n\r\n const mergeCoroutine = sourceVertexData._mergeCoroutine(sourceTransform, meshVertexDatas, allow32BitsIndices, isAsync);\r\n let mergeCoroutineStep = mergeCoroutine.next();\r\n while (!mergeCoroutineStep.done) {\r\n if (isAsync) { yield; }\r\n mergeCoroutineStep = mergeCoroutine.next();\r\n }\r\n const vertexData = mergeCoroutineStep.value;\r\n\r\n if (!meshSubclass) {\r\n meshSubclass = new Mesh(source.name + \"_merged\", source.getScene());\r\n }\r\n\r\n const applyToCoroutine = vertexData._applyToCoroutine(meshSubclass, undefined, isAsync);\r\n let applyToCoroutineStep = applyToCoroutine.next();\r\n while (!applyToCoroutineStep.done) {\r\n if (isAsync) { yield; }\r\n applyToCoroutineStep = applyToCoroutine.next();\r\n }\r\n\r\n // Setting properties\r\n meshSubclass.checkCollisions = source.checkCollisions;\r\n meshSubclass.overrideMaterialSideOrientation = source.overrideMaterialSideOrientation;\r\n\r\n // Cleaning\r\n if (disposeSource) {\r\n for (index = 0; index < meshes.length; index++) {\r\n meshes[index].dispose();\r\n }\r\n }\r\n\r\n // Subdivide\r\n if (subdivideWithSubMeshes || multiMultiMaterials) {\r\n //-- removal of global submesh\r\n meshSubclass.releaseSubMeshes();\r\n index = 0;\r\n var offset = 0;\r\n\r\n //-- apply subdivision according to index table\r\n while (index < indiceArray.length) {\r\n SubMesh.CreateFromIndices(0, offset, indiceArray[index], meshSubclass, undefined, false);\r\n offset += indiceArray[index];\r\n index++;\r\n }\r\n\r\n for (const subMesh of meshSubclass.subMeshes) {\r\n subMesh.refreshBoundingInfo();\r\n }\r\n\r\n meshSubclass.computeWorldMatrix(true);\r\n }\r\n\r\n if (multiMultiMaterials) {\r\n newMultiMaterial = new MultiMaterial(source.name + \"_merged\", source.getScene());\r\n newMultiMaterial.subMaterials = materialArray;\r\n for (subIndex = 0; subIndex < meshSubclass.subMeshes.length; subIndex++) {\r\n meshSubclass.subMeshes[subIndex].materialIndex = materialIndexArray[subIndex];\r\n }\r\n meshSubclass.material = newMultiMaterial;\r\n } else {\r\n meshSubclass.material = source.material;\r\n }\r\n\r\n return meshSubclass;\r\n }\r\n\r\n /** @hidden */\r\n public addInstance(instance: InstancedMesh) {\r\n instance._indexInSourceMeshInstanceArray = this.instances.length;\r\n this.instances.push(instance);\r\n }\r\n\r\n /** @hidden */\r\n public removeInstance(instance: InstancedMesh) {\r\n // Remove from mesh\r\n const index = instance._indexInSourceMeshInstanceArray;\r\n if (index != -1) {\r\n if (index !== this.instances.length - 1) {\r\n const last = this.instances[this.instances.length - 1];\r\n this.instances[index] = last;\r\n last._indexInSourceMeshInstanceArray = index;\r\n }\r\n\r\n instance._indexInSourceMeshInstanceArray = -1;\r\n this.instances.pop();\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _shouldConvertRHS() {\r\n return this.overrideMaterialSideOrientation === Material.CounterClockWiseSideOrientation;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.Mesh\", Mesh);\r\n\r\n// LTS\r\nimport { _injectLTSMesh } from \"./mesh.lts\";\r\n_injectLTSMesh(Mesh);\r\n"]}