@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
@@ -32,7 +32,7 @@ import "./ShadersInclude/fogVertex.js";
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  import "./ShadersInclude/shadowsVertex.js";
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  import "./ShadersInclude/logDepthVertex.js";
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  var name = 'pbrVertexShader';
35
- var shader = "precision highp float;\n#include<__decl__pbrVertex>\n#define CUSTOM_VERTEX_BEGIN\n\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef TANGENT\nattribute vec4 tangent;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#include<uvAttributeDeclaration>[2..7]\n#include<mainUVVaryingDeclaration>[1..7]\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<helperFunctions>\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\n#include<prePassVertexDeclaration>\n#include<samplerVertexDeclaration>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail)\n#include<samplerVertexDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient)\n#include<samplerVertexDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive)\n#include<samplerVertexDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap)\n#include<samplerVertexDeclaration>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler)\n#include<samplerVertexDeclaration>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance)\n#include<samplerVertexDeclaration>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance)\n#include<samplerVertexDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump)\n#ifdef CLEARCOAT\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint)\n#endif\n#ifdef SHEEN\n#include<samplerVertexDeclaration>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness)\n#endif\n#ifdef ANISOTROPIC\n#include<samplerVertexDeclaration>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy)\n#endif\n#ifdef SUBSURFACE\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity)\n#endif\n\nvarying vec3 vPositionW;\n#if DEBUGMODE>0\nvarying vec4 vClipSpacePosition;\n#endif\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvarying vec3 vEnvironmentIrradiance;\n#include<harmonicsFunctions>\n#endif\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR)\nvarying vec4 vColor;\n#endif\n#include<bumpVertexDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightVxFragment>[0..maxSimultaneousLights]\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#include<logDepthDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvec3 positionUpdated=position;\n#ifdef NORMAL\nvec3 normalUpdated=normal;\n#endif\n#ifdef TANGENT\nvec4 tangentUpdated=tangent;\n#endif\n#ifdef UV1\nvec2 uvUpdated=uv;\n#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvPositionUVW=positionUpdated;\n#endif\n#define CUSTOM_VERTEX_UPDATE_POSITION\n#define CUSTOM_VERTEX_UPDATE_NORMAL\n#include<instancesVertex>\n#if defined(PREPASS) && defined(PREPASS_VELOCITY) && !defined(BONES_VELOCITY_ENABLED)\n\nvCurrentPosition=viewProjection*finalWorld*vec4(positionUpdated,1.0);\nvPreviousPosition=previousViewProjection*finalPreviousWorld*vec4(positionUpdated,1.0);\n#endif\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);\nvPositionW=vec3(worldPos);\n#include<prePassVertex>\n#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\n#if defined(INSTANCES) && defined(THIN_INSTANCES)\nvNormalW=normalUpdated/vec3(dot(normalWorld[0],normalWorld[0]),dot(normalWorld[1],normalWorld[1]),dot(normalWorld[2],normalWorld[2]));\nvNormalW=normalize(normalWorld*vNormalW);\n#else\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvNormalW=normalize(normalWorld*normalUpdated);\n#endif\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvec3 reflectionVector=vec3(reflectionMatrix*vec4(vNormalW,0)).xyz;\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\nvEnvironmentIrradiance=computeEnvironmentIrradiance(reflectionVector);\n#endif\n#endif\n#define CUSTOM_VERTEX_UPDATE_WORLDPOS\n#ifdef MULTIVIEW\nif (gl_ViewID_OVR == 0u) {\ngl_Position=viewProjection*worldPos;\n} else {\ngl_Position=viewProjectionR*worldPos;\n}\n#else\ngl_Position=viewProjection*worldPos;\n#endif\n#if DEBUGMODE>0\nvClipSpacePosition=gl_Position;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvDirectionW=normalize(vec3(finalWorld*vec4(positionUpdated,0.0)));\n#endif\n\n#ifndef UV1\nvec2 uvUpdated=vec2(0.,0.);\n#endif\n#ifdef MAINUV1\nvMainUV1=uvUpdated;\n#endif\n#include<uvVariableDeclaration>[2..7]\n#include<samplerVertexImplementation>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo,_MATRIXNAME_,albedo,_INFONAME_,AlbedoInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_MATRIXNAME_,detail,_INFONAME_,DetailInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_MATRIXNAME_,ambient,_INFONAME_,AmbientInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_MATRIXNAME_,opacity,_INFONAME_,OpacityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_MATRIXNAME_,emissive,_INFONAME_,EmissiveInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_MATRIXNAME_,lightmap,_INFONAME_,LightmapInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity,_MATRIXNAME_,reflectivity,_INFONAME_,ReflectivityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler,_MATRIXNAME_,microSurfaceSampler,_INFONAME_,MicroSurfaceSamplerInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance,_MATRIXNAME_,metallicReflectance,_INFONAME_,MetallicReflectanceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance,_MATRIXNAME_,reflectance,_INFONAME_,ReflectanceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump,_MATRIXNAME_,bump,_INFONAME_,BumpInfos.x)\n#ifdef CLEARCOAT\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat,_MATRIXNAME_,clearCoat,_INFONAME_,ClearCoatInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness,_MATRIXNAME_,clearCoatRoughness,_INFONAME_,ClearCoatInfos.z)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump,_MATRIXNAME_,clearCoatBump,_INFONAME_,ClearCoatBumpInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint,_MATRIXNAME_,clearCoatTint,_INFONAME_,ClearCoatTintInfos.x)\n#endif\n#ifdef SHEEN\n#include<samplerVertexImplementation>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen,_MATRIXNAME_,sheen,_INFONAME_,SheenInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness,_MATRIXNAME_,sheen,_INFONAME_,SheenInfos.z)\n#endif\n#ifdef ANISOTROPIC\n#include<samplerVertexImplementation>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy,_MATRIXNAME_,anisotropy,_INFONAME_,AnisotropyInfos.x)\n#endif\n#ifdef SUBSURFACE\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness,_MATRIXNAME_,thickness,_INFONAME_,ThicknessInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity,_MATRIXNAME_,refractionIntensity,_INFONAME_,RefractionIntensityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity,_MATRIXNAME_,translucencyIntensity,_INFONAME_,TranslucencyIntensityInfos.x)\n#endif\n\n#include<bumpVertex>\n\n#include<clipPlaneVertex>\n\n#include<fogVertex>\n\n#include<shadowsVertex>[0..maxSimultaneousLights]\n\n#ifdef VERTEXCOLOR\nvColor=color;\n#elif INSTANCESCOLOR\nvColor=instanceColor;\n#endif\n\n#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif\n\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}";
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+ var shader = "precision highp float;\n#include<__decl__pbrVertex>\n#define CUSTOM_VERTEX_BEGIN\n\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef TANGENT\nattribute vec4 tangent;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#include<uvAttributeDeclaration>[2..7]\n#include<mainUVVaryingDeclaration>[1..7]\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<helperFunctions>\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\n#include<prePassVertexDeclaration>\n#include<samplerVertexDeclaration>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail)\n#include<samplerVertexDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient)\n#include<samplerVertexDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive)\n#include<samplerVertexDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap)\n#include<samplerVertexDeclaration>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler)\n#include<samplerVertexDeclaration>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance)\n#include<samplerVertexDeclaration>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance)\n#include<samplerVertexDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump)\n#ifdef CLEARCOAT\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint)\n#endif\n#ifdef SHEEN\n#include<samplerVertexDeclaration>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness)\n#endif\n#ifdef ANISOTROPIC\n#include<samplerVertexDeclaration>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy)\n#endif\n#ifdef SUBSURFACE\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity)\n#endif\n\nvarying vec3 vPositionW;\n#if DEBUGMODE>0\nvarying vec4 vClipSpacePosition;\n#endif\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvarying vec3 vEnvironmentIrradiance;\n#include<harmonicsFunctions>\n#endif\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR)\nvarying vec4 vColor;\n#endif\n#include<bumpVertexDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightVxFragment>[0..maxSimultaneousLights]\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#include<logDepthDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvec3 positionUpdated=position;\n#ifdef NORMAL\nvec3 normalUpdated=normal;\n#endif\n#ifdef TANGENT\nvec4 tangentUpdated=tangent;\n#endif\n#ifdef UV1\nvec2 uvUpdated=uv;\n#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvPositionUVW=positionUpdated;\n#endif\n#define CUSTOM_VERTEX_UPDATE_POSITION\n#define CUSTOM_VERTEX_UPDATE_NORMAL\n#include<instancesVertex>\n#if defined(PREPASS) && defined(PREPASS_VELOCITY) && !defined(BONES_VELOCITY_ENABLED)\n\nvCurrentPosition=viewProjection*finalWorld*vec4(positionUpdated,1.0);\nvPreviousPosition=previousViewProjection*finalPreviousWorld*vec4(positionUpdated,1.0);\n#endif\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);\nvPositionW=vec3(worldPos);\n#include<prePassVertex>\n#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\n#if defined(INSTANCES) && defined(THIN_INSTANCES)\nvNormalW=normalUpdated/vec3(dot(normalWorld[0],normalWorld[0]),dot(normalWorld[1],normalWorld[1]),dot(normalWorld[2],normalWorld[2]));\nvNormalW=normalize(normalWorld*vNormalW);\n#else\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvNormalW=normalize(normalWorld*normalUpdated);\n#endif\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvec3 reflectionVector=vec3(reflectionMatrix*vec4(vNormalW,0)).xyz;\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\nvEnvironmentIrradiance=computeEnvironmentIrradiance(reflectionVector);\n#endif\n#endif\n#define CUSTOM_VERTEX_UPDATE_WORLDPOS\n#ifdef MULTIVIEW\nif (gl_ViewID_OVR == 0u) {\ngl_Position=viewProjection*worldPos;\n} else {\ngl_Position=viewProjectionR*worldPos;\n}\n#else\ngl_Position=viewProjection*worldPos;\n#endif\n#if DEBUGMODE>0\nvClipSpacePosition=gl_Position;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvDirectionW=normalize(vec3(finalWorld*vec4(positionUpdated,0.0)));\n#endif\n\n#ifndef UV1\nvec2 uvUpdated=vec2(0.,0.);\n#endif\n#ifdef MAINUV1\nvMainUV1=uvUpdated;\n#endif\n#include<uvVariableDeclaration>[2..7]\n#include<samplerVertexImplementation>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo,_MATRIXNAME_,albedo,_INFONAME_,AlbedoInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_MATRIXNAME_,detail,_INFONAME_,DetailInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_MATRIXNAME_,ambient,_INFONAME_,AmbientInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_MATRIXNAME_,opacity,_INFONAME_,OpacityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_MATRIXNAME_,emissive,_INFONAME_,EmissiveInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_MATRIXNAME_,lightmap,_INFONAME_,LightmapInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity,_MATRIXNAME_,reflectivity,_INFONAME_,ReflectivityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler,_MATRIXNAME_,microSurfaceSampler,_INFONAME_,MicroSurfaceSamplerInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance,_MATRIXNAME_,metallicReflectance,_INFONAME_,MetallicReflectanceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance,_MATRIXNAME_,reflectance,_INFONAME_,ReflectanceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump,_MATRIXNAME_,bump,_INFONAME_,BumpInfos.x)\n#ifdef CLEARCOAT\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat,_MATRIXNAME_,clearCoat,_INFONAME_,ClearCoatInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness,_MATRIXNAME_,clearCoatRoughness,_INFONAME_,ClearCoatInfos.z)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump,_MATRIXNAME_,clearCoatBump,_INFONAME_,ClearCoatBumpInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint,_MATRIXNAME_,clearCoatTint,_INFONAME_,ClearCoatTintInfos.x)\n#endif\n#ifdef SHEEN\n#include<samplerVertexImplementation>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen,_MATRIXNAME_,sheen,_INFONAME_,SheenInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness,_MATRIXNAME_,sheen,_INFONAME_,SheenInfos.z)\n#endif\n#ifdef ANISOTROPIC\n#include<samplerVertexImplementation>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy,_MATRIXNAME_,anisotropy,_INFONAME_,AnisotropyInfos.x)\n#endif\n#ifdef SUBSURFACE\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness,_MATRIXNAME_,thickness,_INFONAME_,ThicknessInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity,_MATRIXNAME_,refractionIntensity,_INFONAME_,RefractionIntensityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity,_MATRIXNAME_,translucencyIntensity,_INFONAME_,TranslucencyIntensityInfos.x)\n#endif\n\n#include<bumpVertex>\n\n#include<clipPlaneVertex>\n\n#include<fogVertex>\n\n#include<shadowsVertex>[0..maxSimultaneousLights]\n\n#ifdef VERTEXCOLOR\nvColor=color;\n#elif INSTANCESCOLOR\nvColor=instanceColor;\n#endif\n\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\n#endif\n\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}";
36
36
  ShaderStore.ShadersStore[name] = shader;
37
37
  /** @hidden */
38
38
  export var pbrVertexShader = { name: name, shader: shader };
@@ -1 +1 @@
1
- {"version":3,"file":"pbr.vertex.js","sourceRoot":"","sources":["../../../sourceES6/core/Shaders/pbr.vertex.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,oCAAoC,CAAC;AAC5C,OAAO,yCAAyC,CAAC;AACjD,OAAO,2CAA2C,CAAC;AACnD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,mCAAmC,CAAC;AAC3C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,uCAAuC,CAAC;AAC/C,OAAO,2CAA2C,CAAC;AACnD,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,wCAAwC,CAAC;AAChD,OAAO,6CAA6C,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,6CAA6C,CAAC;AACrD,OAAO,wCAAwC,CAAC;AAChD,OAAO,sDAAsD,CAAC;AAC9D,OAAO,gDAAgD,CAAC;AACxD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAC/C,OAAO,gCAAgC,CAAC;AACxC,OAAO,wCAAwC,CAAC;AAChD,OAAO,8CAA8C,CAAC;AACtD,OAAO,6BAA6B,CAAC;AACrC,OAAO,kCAAkC,CAAC;AAC1C,OAAO,4BAA4B,CAAC;AACpC,OAAO,gCAAgC,CAAC;AACxC,OAAO,iCAAiC,CAAC;AAEzC,IAAI,IAAI,GAAG,iBAAiB,CAAC;AAC7B,IAAI,MAAM,GAAG,6pSA6MX,CAAC;AAEH,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,IAAI,eAAe,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["import { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/pbrVertexDeclaration\";\nimport \"./ShadersInclude/pbrUboDeclaration\";\nimport \"./ShadersInclude/uvAttributeDeclaration\";\nimport \"./ShadersInclude/mainUVVaryingDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/prePassVertexDeclaration\";\nimport \"./ShadersInclude/samplerVertexDeclaration\";\nimport \"./ShadersInclude/harmonicsFunctions\";\nimport \"./ShadersInclude/bumpVertexDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/fogVertexDeclaration\";\nimport \"./ShadersInclude/lightVxFragmentDeclaration\";\nimport \"./ShadersInclude/lightVxUboDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\nimport \"./ShadersInclude/prePassVertex\";\nimport \"./ShadersInclude/uvVariableDeclaration\";\nimport \"./ShadersInclude/samplerVertexImplementation\";\nimport \"./ShadersInclude/bumpVertex\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/fogVertex\";\nimport \"./ShadersInclude/shadowsVertex\";\nimport \"./ShadersInclude/logDepthVertex\";\n\nlet name = 'pbrVertexShader';\nlet shader = `precision highp float;\n#include<__decl__pbrVertex>\n#define CUSTOM_VERTEX_BEGIN\n\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef TANGENT\nattribute vec4 tangent;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#include<uvAttributeDeclaration>[2..7]\n#include<mainUVVaryingDeclaration>[1..7]\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<helperFunctions>\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\n#include<prePassVertexDeclaration>\n#include<samplerVertexDeclaration>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail)\n#include<samplerVertexDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient)\n#include<samplerVertexDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive)\n#include<samplerVertexDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap)\n#include<samplerVertexDeclaration>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler)\n#include<samplerVertexDeclaration>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance)\n#include<samplerVertexDeclaration>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance)\n#include<samplerVertexDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump)\n#ifdef CLEARCOAT\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint)\n#endif\n#ifdef SHEEN\n#include<samplerVertexDeclaration>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness)\n#endif\n#ifdef ANISOTROPIC\n#include<samplerVertexDeclaration>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy)\n#endif\n#ifdef SUBSURFACE\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity)\n#endif\n\nvarying vec3 vPositionW;\n#if DEBUGMODE>0\nvarying vec4 vClipSpacePosition;\n#endif\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvarying vec3 vEnvironmentIrradiance;\n#include<harmonicsFunctions>\n#endif\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR)\nvarying vec4 vColor;\n#endif\n#include<bumpVertexDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightVxFragment>[0..maxSimultaneousLights]\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#include<logDepthDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvec3 positionUpdated=position;\n#ifdef NORMAL\nvec3 normalUpdated=normal;\n#endif\n#ifdef TANGENT\nvec4 tangentUpdated=tangent;\n#endif\n#ifdef UV1\nvec2 uvUpdated=uv;\n#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvPositionUVW=positionUpdated;\n#endif\n#define CUSTOM_VERTEX_UPDATE_POSITION\n#define CUSTOM_VERTEX_UPDATE_NORMAL\n#include<instancesVertex>\n#if defined(PREPASS) && defined(PREPASS_VELOCITY) && !defined(BONES_VELOCITY_ENABLED)\n\nvCurrentPosition=viewProjection*finalWorld*vec4(positionUpdated,1.0);\nvPreviousPosition=previousViewProjection*finalPreviousWorld*vec4(positionUpdated,1.0);\n#endif\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);\nvPositionW=vec3(worldPos);\n#include<prePassVertex>\n#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\n#if defined(INSTANCES) && defined(THIN_INSTANCES)\nvNormalW=normalUpdated/vec3(dot(normalWorld[0],normalWorld[0]),dot(normalWorld[1],normalWorld[1]),dot(normalWorld[2],normalWorld[2]));\nvNormalW=normalize(normalWorld*vNormalW);\n#else\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvNormalW=normalize(normalWorld*normalUpdated);\n#endif\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvec3 reflectionVector=vec3(reflectionMatrix*vec4(vNormalW,0)).xyz;\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\nvEnvironmentIrradiance=computeEnvironmentIrradiance(reflectionVector);\n#endif\n#endif\n#define CUSTOM_VERTEX_UPDATE_WORLDPOS\n#ifdef MULTIVIEW\nif (gl_ViewID_OVR == 0u) {\ngl_Position=viewProjection*worldPos;\n} else {\ngl_Position=viewProjectionR*worldPos;\n}\n#else\ngl_Position=viewProjection*worldPos;\n#endif\n#if DEBUGMODE>0\nvClipSpacePosition=gl_Position;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvDirectionW=normalize(vec3(finalWorld*vec4(positionUpdated,0.0)));\n#endif\n\n#ifndef UV1\nvec2 uvUpdated=vec2(0.,0.);\n#endif\n#ifdef MAINUV1\nvMainUV1=uvUpdated;\n#endif\n#include<uvVariableDeclaration>[2..7]\n#include<samplerVertexImplementation>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo,_MATRIXNAME_,albedo,_INFONAME_,AlbedoInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_MATRIXNAME_,detail,_INFONAME_,DetailInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_MATRIXNAME_,ambient,_INFONAME_,AmbientInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_MATRIXNAME_,opacity,_INFONAME_,OpacityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_MATRIXNAME_,emissive,_INFONAME_,EmissiveInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_MATRIXNAME_,lightmap,_INFONAME_,LightmapInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity,_MATRIXNAME_,reflectivity,_INFONAME_,ReflectivityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler,_MATRIXNAME_,microSurfaceSampler,_INFONAME_,MicroSurfaceSamplerInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance,_MATRIXNAME_,metallicReflectance,_INFONAME_,MetallicReflectanceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance,_MATRIXNAME_,reflectance,_INFONAME_,ReflectanceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump,_MATRIXNAME_,bump,_INFONAME_,BumpInfos.x)\n#ifdef CLEARCOAT\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat,_MATRIXNAME_,clearCoat,_INFONAME_,ClearCoatInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness,_MATRIXNAME_,clearCoatRoughness,_INFONAME_,ClearCoatInfos.z)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump,_MATRIXNAME_,clearCoatBump,_INFONAME_,ClearCoatBumpInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint,_MATRIXNAME_,clearCoatTint,_INFONAME_,ClearCoatTintInfos.x)\n#endif\n#ifdef SHEEN\n#include<samplerVertexImplementation>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen,_MATRIXNAME_,sheen,_INFONAME_,SheenInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness,_MATRIXNAME_,sheen,_INFONAME_,SheenInfos.z)\n#endif\n#ifdef ANISOTROPIC\n#include<samplerVertexImplementation>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy,_MATRIXNAME_,anisotropy,_INFONAME_,AnisotropyInfos.x)\n#endif\n#ifdef SUBSURFACE\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness,_MATRIXNAME_,thickness,_INFONAME_,ThicknessInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity,_MATRIXNAME_,refractionIntensity,_INFONAME_,RefractionIntensityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity,_MATRIXNAME_,translucencyIntensity,_INFONAME_,TranslucencyIntensityInfos.x)\n#endif\n\n#include<bumpVertex>\n\n#include<clipPlaneVertex>\n\n#include<fogVertex>\n\n#include<shadowsVertex>[0..maxSimultaneousLights]\n\n#ifdef VERTEXCOLOR\nvColor=color;\n#elif INSTANCESCOLOR\nvColor=instanceColor;\n#endif\n\n#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif\n\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}`;\n\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport var pbrVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"pbr.vertex.js","sourceRoot":"","sources":["../../../sourceES6/core/Shaders/pbr.vertex.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,oCAAoC,CAAC;AAC5C,OAAO,yCAAyC,CAAC;AACjD,OAAO,2CAA2C,CAAC;AACnD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,mCAAmC,CAAC;AAC3C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,uCAAuC,CAAC;AAC/C,OAAO,2CAA2C,CAAC;AACnD,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,wCAAwC,CAAC;AAChD,OAAO,6CAA6C,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,6CAA6C,CAAC;AACrD,OAAO,wCAAwC,CAAC;AAChD,OAAO,sDAAsD,CAAC;AAC9D,OAAO,gDAAgD,CAAC;AACxD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAC/C,OAAO,gCAAgC,CAAC;AACxC,OAAO,wCAAwC,CAAC;AAChD,OAAO,8CAA8C,CAAC;AACtD,OAAO,6BAA6B,CAAC;AACrC,OAAO,kCAAkC,CAAC;AAC1C,OAAO,4BAA4B,CAAC;AACpC,OAAO,gCAAgC,CAAC;AACxC,OAAO,iCAAiC,CAAC;AAEzC,IAAI,IAAI,GAAG,iBAAiB,CAAC;AAC7B,IAAI,MAAM,GAAG,urSA6MX,CAAC;AAEH,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,IAAI,eAAe,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["import { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/pbrVertexDeclaration\";\nimport \"./ShadersInclude/pbrUboDeclaration\";\nimport \"./ShadersInclude/uvAttributeDeclaration\";\nimport \"./ShadersInclude/mainUVVaryingDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/prePassVertexDeclaration\";\nimport \"./ShadersInclude/samplerVertexDeclaration\";\nimport \"./ShadersInclude/harmonicsFunctions\";\nimport \"./ShadersInclude/bumpVertexDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/fogVertexDeclaration\";\nimport \"./ShadersInclude/lightVxFragmentDeclaration\";\nimport \"./ShadersInclude/lightVxUboDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\nimport \"./ShadersInclude/prePassVertex\";\nimport \"./ShadersInclude/uvVariableDeclaration\";\nimport \"./ShadersInclude/samplerVertexImplementation\";\nimport \"./ShadersInclude/bumpVertex\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/fogVertex\";\nimport \"./ShadersInclude/shadowsVertex\";\nimport \"./ShadersInclude/logDepthVertex\";\n\nlet name = 'pbrVertexShader';\nlet shader = `precision highp float;\n#include<__decl__pbrVertex>\n#define CUSTOM_VERTEX_BEGIN\n\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef TANGENT\nattribute vec4 tangent;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#include<uvAttributeDeclaration>[2..7]\n#include<mainUVVaryingDeclaration>[1..7]\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<helperFunctions>\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\n#include<prePassVertexDeclaration>\n#include<samplerVertexDeclaration>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail)\n#include<samplerVertexDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient)\n#include<samplerVertexDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive)\n#include<samplerVertexDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap)\n#include<samplerVertexDeclaration>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler)\n#include<samplerVertexDeclaration>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance)\n#include<samplerVertexDeclaration>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance)\n#include<samplerVertexDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump)\n#ifdef CLEARCOAT\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint)\n#endif\n#ifdef SHEEN\n#include<samplerVertexDeclaration>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness)\n#endif\n#ifdef ANISOTROPIC\n#include<samplerVertexDeclaration>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy)\n#endif\n#ifdef SUBSURFACE\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity)\n#endif\n\nvarying vec3 vPositionW;\n#if DEBUGMODE>0\nvarying vec4 vClipSpacePosition;\n#endif\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvarying vec3 vEnvironmentIrradiance;\n#include<harmonicsFunctions>\n#endif\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR)\nvarying vec4 vColor;\n#endif\n#include<bumpVertexDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightVxFragment>[0..maxSimultaneousLights]\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#include<logDepthDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvec3 positionUpdated=position;\n#ifdef NORMAL\nvec3 normalUpdated=normal;\n#endif\n#ifdef TANGENT\nvec4 tangentUpdated=tangent;\n#endif\n#ifdef UV1\nvec2 uvUpdated=uv;\n#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvPositionUVW=positionUpdated;\n#endif\n#define CUSTOM_VERTEX_UPDATE_POSITION\n#define CUSTOM_VERTEX_UPDATE_NORMAL\n#include<instancesVertex>\n#if defined(PREPASS) && defined(PREPASS_VELOCITY) && !defined(BONES_VELOCITY_ENABLED)\n\nvCurrentPosition=viewProjection*finalWorld*vec4(positionUpdated,1.0);\nvPreviousPosition=previousViewProjection*finalPreviousWorld*vec4(positionUpdated,1.0);\n#endif\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);\nvPositionW=vec3(worldPos);\n#include<prePassVertex>\n#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\n#if defined(INSTANCES) && defined(THIN_INSTANCES)\nvNormalW=normalUpdated/vec3(dot(normalWorld[0],normalWorld[0]),dot(normalWorld[1],normalWorld[1]),dot(normalWorld[2],normalWorld[2]));\nvNormalW=normalize(normalWorld*vNormalW);\n#else\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvNormalW=normalize(normalWorld*normalUpdated);\n#endif\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvec3 reflectionVector=vec3(reflectionMatrix*vec4(vNormalW,0)).xyz;\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\nvEnvironmentIrradiance=computeEnvironmentIrradiance(reflectionVector);\n#endif\n#endif\n#define CUSTOM_VERTEX_UPDATE_WORLDPOS\n#ifdef MULTIVIEW\nif (gl_ViewID_OVR == 0u) {\ngl_Position=viewProjection*worldPos;\n} else {\ngl_Position=viewProjectionR*worldPos;\n}\n#else\ngl_Position=viewProjection*worldPos;\n#endif\n#if DEBUGMODE>0\nvClipSpacePosition=gl_Position;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvDirectionW=normalize(vec3(finalWorld*vec4(positionUpdated,0.0)));\n#endif\n\n#ifndef UV1\nvec2 uvUpdated=vec2(0.,0.);\n#endif\n#ifdef MAINUV1\nvMainUV1=uvUpdated;\n#endif\n#include<uvVariableDeclaration>[2..7]\n#include<samplerVertexImplementation>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo,_MATRIXNAME_,albedo,_INFONAME_,AlbedoInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_MATRIXNAME_,detail,_INFONAME_,DetailInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_MATRIXNAME_,ambient,_INFONAME_,AmbientInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_MATRIXNAME_,opacity,_INFONAME_,OpacityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_MATRIXNAME_,emissive,_INFONAME_,EmissiveInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_MATRIXNAME_,lightmap,_INFONAME_,LightmapInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity,_MATRIXNAME_,reflectivity,_INFONAME_,ReflectivityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler,_MATRIXNAME_,microSurfaceSampler,_INFONAME_,MicroSurfaceSamplerInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance,_MATRIXNAME_,metallicReflectance,_INFONAME_,MetallicReflectanceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance,_MATRIXNAME_,reflectance,_INFONAME_,ReflectanceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump,_MATRIXNAME_,bump,_INFONAME_,BumpInfos.x)\n#ifdef CLEARCOAT\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat,_MATRIXNAME_,clearCoat,_INFONAME_,ClearCoatInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness,_MATRIXNAME_,clearCoatRoughness,_INFONAME_,ClearCoatInfos.z)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump,_MATRIXNAME_,clearCoatBump,_INFONAME_,ClearCoatBumpInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint,_MATRIXNAME_,clearCoatTint,_INFONAME_,ClearCoatTintInfos.x)\n#endif\n#ifdef SHEEN\n#include<samplerVertexImplementation>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen,_MATRIXNAME_,sheen,_INFONAME_,SheenInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness,_MATRIXNAME_,sheen,_INFONAME_,SheenInfos.z)\n#endif\n#ifdef ANISOTROPIC\n#include<samplerVertexImplementation>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy,_MATRIXNAME_,anisotropy,_INFONAME_,AnisotropyInfos.x)\n#endif\n#ifdef SUBSURFACE\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness,_MATRIXNAME_,thickness,_INFONAME_,ThicknessInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity,_MATRIXNAME_,refractionIntensity,_INFONAME_,RefractionIntensityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity,_MATRIXNAME_,translucencyIntensity,_INFONAME_,TranslucencyIntensityInfos.x)\n#endif\n\n#include<bumpVertex>\n\n#include<clipPlaneVertex>\n\n#include<fogVertex>\n\n#include<shadowsVertex>[0..maxSimultaneousLights]\n\n#ifdef VERTEXCOLOR\nvColor=color;\n#elif INSTANCESCOLOR\nvColor=instanceColor;\n#endif\n\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\n#endif\n\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}`;\n\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport var pbrVertexShader = { name, shader };\n"]}
@@ -75,6 +75,7 @@ var WebXRNearInteraction = /** @class */ (function (_super) {
75
75
  meshUnderPointer: null,
76
76
  nearInteractionTargetMesh: null,
77
77
  pick: null,
78
+ stalePick: null,
78
79
  touchCollisionMesh: touchCollisionMesh,
79
80
  touchCollisionMeshFunction: touchCollisionMeshFunction,
80
81
  hydrateCollisionMeshFunction: hydrateCollisionMeshFunction,
@@ -400,6 +401,7 @@ var WebXRNearInteraction = /** @class */ (function (_super) {
400
401
  controllerData.nearInteraction = true;
401
402
  }
402
403
  }
404
+ controllerData.stalePick = controllerData.pick;
403
405
  controllerData.pick = pick;
404
406
  // Update mesh under pointer
405
407
  if (controllerData.pick && controllerData.pick.pickedPoint && controllerData.pick.hit) {
@@ -484,8 +486,8 @@ var WebXRNearInteraction = /** @class */ (function (_super) {
484
486
  controllerData.nearInteractionTargetMesh = controllerData.meshUnderPointer;
485
487
  }
486
488
  }
487
- else if (controllerData.nearInteractionTargetMesh && controllerData.pick) {
488
- _this._scene.simulatePointerUp(controllerData.pick, pointerEventInit);
489
+ else if (controllerData.nearInteractionTargetMesh && controllerData.stalePick) {
490
+ _this._scene.simulatePointerUp(controllerData.stalePick, pointerEventInit);
489
491
  controllerData.nearInteractionTargetMesh = null;
490
492
  }
491
493
  });
@@ -1 +1 @@
1
- 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{ WebXRFeaturesManager, WebXRFeatureName } from \"../webXRFeaturesManager\";\r\nimport { WebXRControllerPointerSelection } from \"./WebXRControllerPointerSelection\";\r\nimport { WebXRSessionManager } from \"../webXRSessionManager\";\r\nimport { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { CreateSphere } from \"../../Meshes/Builders/sphereBuilder\";\r\nimport { Observer } from \"../../Misc/observable\";\r\nimport { WebXRInput } from \"../webXRInput\";\r\nimport { WebXRInputSource } from \"../webXRInputSource\";\r\nimport { Scene } from \"../../scene\";\r\nimport { WebXRControllerComponent } from \"../motionController/webXRControllerComponent\";\r\nimport { IndicesArray, Nullable } from \"../../types\";\r\nimport { Vector3, Quaternion, TmpVectors } from \"../../Maths/math.vector\";\r\nimport { Ray } from \"../../Culling/ray\";\r\nimport { PickingInfo } from \"../../Collisions/pickingInfo\";\r\nimport { WebXRAbstractFeature } from \"./WebXRAbstractFeature\";\r\nimport { UtilityLayerRenderer } from \"../../Rendering/utilityLayerRenderer\";\r\nimport { WebXRAbstractMotionController } from \"../motionController/webXRAbstractMotionController\";\r\nimport { BoundingSphere } from \"../../Culling/boundingSphere\";\r\nimport { TransformNode } from \"../../Meshes/transformNode\";\r\nimport { StandardMaterial } from \"../../Materials/standardMaterial\";\r\nimport { Color3 } from \"../../Maths/math.color\";\r\nimport { NodeMaterial } from \"../../Materials/Node/nodeMaterial\";\r\nimport { Material } from \"../../Materials/material\";\r\nimport { Animation } from \"../../Animations/animation\";\r\nimport { QuadraticEase, EasingFunction } from \"../../Animations/easing\";\r\n// side effects\r\nimport \"../../Meshes/subMesh.project\";\r\n\r\ntype ControllerData = {\r\n xrController?: WebXRInputSource;\r\n squeezeComponent?: WebXRControllerComponent;\r\n selectionComponent?: WebXRControllerComponent;\r\n onButtonChangedObserver?: Nullable<Observer<WebXRControllerComponent>>;\r\n onSqueezeButtonChangedObserver?: Nullable<Observer<WebXRControllerComponent>>;\r\n onFrameObserver?: Nullable<Observer<XRFrame>>;\r\n meshUnderPointer: Nullable<AbstractMesh>;\r\n nearInteractionTargetMesh: Nullable<AbstractMesh>;\r\n pick: Nullable<PickingInfo>;\r\n id: number;\r\n touchCollisionMesh: AbstractMesh;\r\n touchCollisionMeshFunction: (isTouch: boolean) => void;\r\n hydrateCollisionMeshFunction: (isHydration: boolean) => void;\r\n currentAnimationState: ControllerOrbAnimationState;\r\n grabRay: Ray;\r\n nearInteraction: boolean;\r\n hoverInteraction: boolean;\r\n grabInteraction: boolean;\r\n // event support\r\n eventListeners?: { [event in XREventType]?: (event: XRInputSourceEvent) => void };\r\n pickedPointVisualCue: AbstractMesh;\r\n};\r\n\r\n// Tracks the interaction animation state when using a motion controller with a near interaction orb\r\nenum ControllerOrbAnimationState {\r\n /**\r\n * Orb is invisible\r\n */\r\n DEHYDRATED,\r\n /**\r\n * Orb is visible and inside the hover range\r\n */\r\n HOVER,\r\n /**\r\n * Orb is visible and touching a near interaction target\r\n */\r\n TOUCH\r\n}\r\n\r\n/**\r\n * Where should the near interaction mesh be attached to when using a motion controller for near interaction\r\n */\r\nexport enum WebXRNearControllerMode {\r\n /**\r\n * Motion controllers will not support near interaction\r\n */\r\n DISABLED = 0,\r\n /**\r\n * The interaction point for motion controllers will be inside of them\r\n */\r\n CENTERED_ON_CONTROLLER = 1,\r\n /**\r\n * The interaction point for motion controllers will be in front of the controller\r\n */\r\n CENTERED_IN_FRONT = 2\r\n}\r\n\r\n/**\r\n * Options interface for the near interaction module\r\n */\r\nexport interface IWebXRNearInteractionOptions {\r\n /**\r\n * If provided, this scene will be used to render meshes.\r\n */\r\n customUtilityLayerScene?: Scene;\r\n /**\r\n * Should meshes created here be added to a utility layer or the main scene\r\n */\r\n useUtilityLayer?: boolean;\r\n /**\r\n * The xr input to use with this near interaction\r\n */\r\n xrInput: WebXRInput;\r\n /**\r\n * Enable near interaction on all controllers instead of switching between them\r\n */\r\n enableNearInteractionOnAllControllers?: boolean;\r\n /**\r\n * The preferred hand to give the near interaction to. This will be prioritized when the controller initialize.\r\n * If switch is enabled, it will still allow the user to switch between the different controllers\r\n */\r\n preferredHandedness?: XRHandedness;\r\n /**\r\n * Disable switching the near interaction from one controller to the other.\r\n * If the preferred hand is set it will be fixed on this hand, and if not it will be fixed on the first controller added to the scene\r\n */\r\n disableSwitchOnClick?: boolean;\r\n\r\n /**\r\n * Far interaction feature to toggle when near interaction takes precedence\r\n */\r\n farInteractionFeature?: WebXRControllerPointerSelection;\r\n\r\n /**\r\n * Near interaction mode for motion controllers\r\n */\r\n nearInteractionControllerMode?: WebXRNearControllerMode;\r\n\r\n /**\r\n * Optional material for the motion controller orb, if enabled\r\n */\r\n motionControllerOrbMaterial?: Material;\r\n}\r\n\r\n/**\r\n * A module that will enable near interaction near interaction for hands and motion controllers of XR Input Sources\r\n */\r\nexport class WebXRNearInteraction extends WebXRAbstractFeature {\r\n private static _idCounter = 200;\r\n\r\n private _tmpRay: Ray = new Ray(new Vector3(), new Vector3());\r\n\r\n private _attachController = (xrController: WebXRInputSource) => {\r\n if (this._controllers[xrController.uniqueId]) {\r\n // already attached\r\n return;\r\n }\r\n // get two new meshes\r\n const {touchCollisionMesh, touchCollisionMeshFunction, hydrateCollisionMeshFunction} = this._generateNewTouchPointMesh();\r\n const selectionMesh = this._generateVisualCue();\r\n\r\n this._controllers[xrController.uniqueId] = {\r\n xrController,\r\n meshUnderPointer: null,\r\n nearInteractionTargetMesh: null,\r\n pick: null,\r\n touchCollisionMesh,\r\n touchCollisionMeshFunction: touchCollisionMeshFunction,\r\n hydrateCollisionMeshFunction: hydrateCollisionMeshFunction,\r\n currentAnimationState: ControllerOrbAnimationState.DEHYDRATED,\r\n grabRay: new Ray(new Vector3(), new Vector3()),\r\n hoverInteraction: false,\r\n nearInteraction: false,\r\n grabInteraction: false,\r\n id: WebXRNearInteraction._idCounter++,\r\n pickedPointVisualCue: selectionMesh,\r\n };\r\n\r\n if (this._attachedController) {\r\n if (\r\n !this._options.enableNearInteractionOnAllControllers &&\r\n this._options.preferredHandedness &&\r\n xrController.inputSource.handedness === this._options.preferredHandedness\r\n ) {\r\n this._attachedController = xrController.uniqueId;\r\n }\r\n } else {\r\n if (!this._options.enableNearInteractionOnAllControllers) {\r\n this._attachedController = xrController.uniqueId;\r\n }\r\n }\r\n switch (xrController.inputSource.targetRayMode) {\r\n case \"tracked-pointer\":\r\n return this._attachNearInteractionMode(xrController);\r\n case \"gaze\":\r\n return null;\r\n case \"screen\":\r\n return null;\r\n }\r\n };\r\n\r\n private _controllers: {\r\n [controllerUniqueId: string]: ControllerData;\r\n } = {};\r\n private _scene: Scene;\r\n\r\n private _attachedController: string;\r\n\r\n private _farInteractionFeature: Nullable<WebXRControllerPointerSelection> = null;\r\n\r\n /**\r\n * The module's name\r\n */\r\n public static readonly Name = WebXRFeatureName.NEAR_INTERACTION;\r\n /**\r\n * The (Babylon) version of this module.\r\n * This is an integer representing the implementation version.\r\n * This number does not correspond to the WebXR specs version\r\n */\r\n public static readonly Version = 1;\r\n\r\n /**\r\n * default color of the selection ring\r\n */\r\n public selectionMeshDefaultColor: Color3 = new Color3(0.8, 0.8, 0.8);\r\n /**\r\n * This color will be applied to the selection ring when selection is triggered\r\n */\r\n public selectionMeshPickedColor: Color3 = new Color3(0.3, 0.3, 1.0);\r\n\r\n /**\r\n * constructs a new background remover module\r\n * @param _xrSessionManager the session manager for this module\r\n * @param _options read-only options to be used in this module\r\n */\r\n constructor(_xrSessionManager: WebXRSessionManager, private readonly _options: IWebXRNearInteractionOptions) {\r\n super(_xrSessionManager);\r\n this._scene = this._xrSessionManager.scene;\r\n if (this._options.nearInteractionControllerMode === undefined) {\r\n this._options.nearInteractionControllerMode = WebXRNearControllerMode.CENTERED_IN_FRONT;\r\n }\r\n\r\n if (this._options.farInteractionFeature) {\r\n this._farInteractionFeature = this._options.farInteractionFeature;\r\n }\r\n }\r\n\r\n /**\r\n * Attach this feature\r\n * Will usually be called by the features manager\r\n *\r\n * @returns true if successful.\r\n */\r\n public attach(): boolean {\r\n if (!super.attach()) {\r\n return false;\r\n }\r\n\r\n this._options.xrInput.controllers.forEach(this._attachController);\r\n this._addNewAttachObserver(this._options.xrInput.onControllerAddedObservable, this._attachController);\r\n this._addNewAttachObserver(this._options.xrInput.onControllerRemovedObservable, (controller) => {\r\n // REMOVE the controller\r\n this._detachController(controller.uniqueId);\r\n });\r\n\r\n this._scene.constantlyUpdateMeshUnderPointer = true;\r\n return true;\r\n }\r\n\r\n /**\r\n * Detach this feature.\r\n * Will usually be called by the features manager\r\n *\r\n * @returns true if successful.\r\n */\r\n public detach(): boolean {\r\n if (!super.detach()) {\r\n return false;\r\n }\r\n\r\n Object.keys(this._controllers).forEach((controllerId) => {\r\n this._detachController(controllerId);\r\n });\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Will get the mesh under a specific pointer.\r\n * `scene.meshUnderPointer` will only return one mesh - either left or right.\r\n * @param controllerId the controllerId to check\r\n * @returns The mesh under pointer or null if no mesh is under the pointer\r\n */\r\n public getMeshUnderPointer(controllerId: string): Nullable<AbstractMesh> {\r\n if (this._controllers[controllerId]) {\r\n return this._controllers[controllerId].meshUnderPointer;\r\n } else {\r\n return null;\r\n }\r\n }\r\n\r\n /**\r\n * Get the xr controller that correlates to the pointer id in the pointer event\r\n *\r\n * @param id the pointer id to search for\r\n * @returns the controller that correlates to this id or null if not found\r\n */\r\n public getXRControllerByPointerId(id: number): Nullable<WebXRInputSource> {\r\n const keys = Object.keys(this._controllers);\r\n\r\n for (let i = 0; i < keys.length; ++i) {\r\n if (this._controllers[keys[i]].id === id) {\r\n return this._controllers[keys[i]].xrController || null;\r\n }\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * This function sets webXRControllerPointerSelection feature that will be disabled when\r\n * the hover range is reached for a mesh and will be reattached when not in hover range.\r\n * This is used to remove the selection rays when moving.\r\n * @param farInteractionFeature the feature to disable when finger is in hover range for a mesh\r\n */\r\n public setFarInteractionFeature(farInteractionFeature: Nullable<WebXRControllerPointerSelection>) {\r\n this._farInteractionFeature = farInteractionFeature;\r\n }\r\n\r\n /**\r\n * Filter used for near interaction pick and hover\r\n */\r\n private _nearPickPredicate(mesh: AbstractMesh): boolean {\r\n return mesh.isEnabled() && mesh.isVisible && mesh.isPickable && mesh.isNearPickable;\r\n }\r\n\r\n /**\r\n * Filter used for near interaction grab\r\n */\r\n private _nearGrabPredicate(mesh: AbstractMesh): boolean {\r\n return mesh.isEnabled() && mesh.isVisible && mesh.isPickable && mesh.isNearGrabbable;\r\n }\r\n\r\n /**\r\n * Filter used for any near interaction\r\n */\r\n private _nearInteractionPredicate(mesh: AbstractMesh): boolean {\r\n return mesh.isEnabled() && mesh.isVisible && mesh.isPickable && (mesh.isNearPickable || mesh.isNearGrabbable);\r\n }\r\n\r\n private _controllerAvailablePredicate(mesh: AbstractMesh, controllerId: string): boolean {\r\n let parent: TransformNode = mesh;\r\n\r\n while (parent) {\r\n if (parent.reservedDataStore && parent.reservedDataStore.nearInteraction && parent.reservedDataStore.nearInteraction.excludedControllerId === controllerId) {\r\n return false;\r\n }\r\n parent = parent.parent as TransformNode;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n private _handleTransitionAnimation(controllerData: ControllerData, newState: ControllerOrbAnimationState) {\r\n if (controllerData.currentAnimationState === newState ||\r\n this._options.nearInteractionControllerMode !== WebXRNearControllerMode.CENTERED_IN_FRONT ||\r\n !!controllerData.xrController?.inputSource.hand) {\r\n return;\r\n }\r\n\r\n // Don't always break to allow for animation fallthrough on rare cases of multi-transitions\r\n if (newState > controllerData.currentAnimationState) {\r\n switch (controllerData.currentAnimationState) {\r\n case ControllerOrbAnimationState.DEHYDRATED: {\r\n controllerData.hydrateCollisionMeshFunction(true);\r\n if (newState === ControllerOrbAnimationState.HOVER) {\r\n break;\r\n }\r\n }\r\n case ControllerOrbAnimationState.HOVER: {\r\n controllerData.touchCollisionMeshFunction(true);\r\n if (newState === ControllerOrbAnimationState.TOUCH) {\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n else {\r\n switch (controllerData.currentAnimationState) {\r\n case ControllerOrbAnimationState.TOUCH: {\r\n controllerData.touchCollisionMeshFunction(false);\r\n if (newState === ControllerOrbAnimationState.HOVER) {\r\n break;\r\n }\r\n }\r\n case ControllerOrbAnimationState.HOVER: {\r\n controllerData.hydrateCollisionMeshFunction(false);\r\n if (newState === ControllerOrbAnimationState.DEHYDRATED) {\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n\r\n controllerData.currentAnimationState = newState;\r\n }\r\n\r\n private readonly _hoverRadius = 0.1;\r\n private readonly _pickRadius = 0.02;\r\n private readonly _nearGrabLengthScale = 5;\r\n\r\n private _processTouchPoint(id: string, position: Vector3, orientation: Quaternion) {\r\n const controllerData = this._controllers[id];\r\n\r\n // Position and orientation could be temporary values, se we take care of them before calling any functions that use temporary vectors/quaternions\r\n controllerData.grabRay.origin.copyFrom(position);\r\n orientation.toEulerAnglesToRef(TmpVectors.Vector3[0]);\r\n controllerData.grabRay.direction.copyFrom(TmpVectors.Vector3[0]);\r\n\r\n if (this._options.nearInteractionControllerMode === WebXRNearControllerMode.CENTERED_IN_FRONT && !(controllerData.xrController?.inputSource.hand)) {\r\n // offset the touch point in the direction the transform is facing\r\n controllerData.xrController!.getWorldPointerRayToRef(this._tmpRay);\r\n controllerData.grabRay.origin.addInPlace(this._tmpRay.direction.scale(0.05));\r\n }\r\n\r\n controllerData.grabRay.length = this._nearGrabLengthScale * this._hoverRadius;\r\n controllerData.touchCollisionMesh.position.copyFrom(controllerData.grabRay.origin);\r\n }\r\n\r\n protected _onXRFrame(_xrFrame: XRFrame) {\r\n Object.keys(this._controllers).forEach((id) => {\r\n // only do this for the selected pointer\r\n const controllerData = this._controllers[id];\r\n // If near interaction is not enabled/available for this controller, return early\r\n if ((!this._options.enableNearInteractionOnAllControllers && id !== this._attachedController) ||\r\n !controllerData.xrController ||\r\n (!controllerData.xrController.inputSource.hand && (!this._options.nearInteractionControllerMode || !controllerData.xrController.inputSource.gamepad))) {\r\n controllerData.pick = null;\r\n return;\r\n }\r\n controllerData.hoverInteraction = false;\r\n controllerData.nearInteraction = false;\r\n\r\n // Every frame check collisions/input\r\n if (controllerData.xrController) {\r\n const hand = controllerData.xrController.inputSource.hand;\r\n if (hand) {\r\n const xrIndexTip = hand.get(\"index-finger-tip\");\r\n if (xrIndexTip) {\r\n let indexTipPose = _xrFrame.getJointPose!(xrIndexTip, this._xrSessionManager.referenceSpace);\r\n if (indexTipPose && indexTipPose.transform) {\r\n let axisRHSMultiplier = this._scene.useRightHandedSystem ? 1 : -1;\r\n TmpVectors.Vector3[0].set(indexTipPose.transform.position.x, indexTipPose.transform.position.y, indexTipPose.transform.position.z * axisRHSMultiplier);\r\n TmpVectors.Quaternion[0].set(\r\n indexTipPose.transform.orientation.x,\r\n indexTipPose.transform.orientation.y,\r\n indexTipPose.transform.orientation.z * axisRHSMultiplier,\r\n indexTipPose.transform.orientation.w * axisRHSMultiplier\r\n );\r\n\r\n this._processTouchPoint(id, TmpVectors.Vector3[0], TmpVectors.Quaternion[0]);\r\n }\r\n }\r\n }\r\n else if (controllerData.xrController.inputSource.gamepad && this._options.nearInteractionControllerMode !== WebXRNearControllerMode.DISABLED) {\r\n let controllerPose = controllerData.xrController.pointer;\r\n if (controllerData.xrController.grip && this._options.nearInteractionControllerMode === WebXRNearControllerMode.CENTERED_ON_CONTROLLER) {\r\n controllerPose = controllerData.xrController.grip;\r\n }\r\n\r\n this._processTouchPoint(id, controllerPose.position, controllerPose.rotationQuaternion!);\r\n }\r\n } else {\r\n return;\r\n }\r\n\r\n let accuratePickInfo = (originalScenePick: Nullable<PickingInfo>, utilityScenePick: Nullable<PickingInfo>): Nullable<PickingInfo> => {\r\n let pick = null;\r\n if (!utilityScenePick || !utilityScenePick.hit) {\r\n // No hit in utility scene\r\n pick = originalScenePick;\r\n } else if (!originalScenePick || !originalScenePick.hit) {\r\n // No hit in original scene\r\n pick = utilityScenePick;\r\n } else if (utilityScenePick.distance < originalScenePick.distance) {\r\n // Hit is closer in utility scene\r\n pick = utilityScenePick;\r\n } else {\r\n // Hit is closer in original scene\r\n pick = originalScenePick;\r\n }\r\n return pick;\r\n };\r\n let populateNearInteractionInfo = (nearInteractionInfo: Nullable<PickingInfo>): PickingInfo => {\r\n let result = new PickingInfo();\r\n\r\n let nearInteractionAtOrigin = false;\r\n let nearInteraction = nearInteractionInfo && nearInteractionInfo.pickedPoint && nearInteractionInfo.hit;\r\n if (nearInteractionInfo?.pickedPoint) {\r\n nearInteractionAtOrigin = nearInteractionInfo.pickedPoint.x === 0 && nearInteractionInfo.pickedPoint.y === 0 && nearInteractionInfo.pickedPoint.z === 0;\r\n }\r\n if (nearInteraction && !nearInteractionAtOrigin) {\r\n result = nearInteractionInfo!;\r\n }\r\n return result;\r\n };\r\n\r\n // Don't perform touch logic while grabbing, to prevent triggering touch interactions while in the middle of a grab interaction\r\n // Dont update cursor logic either - the cursor should already be visible for the grab to be in range,\r\n // and in order to maintain its position on the target mesh it is parented for the duration of the grab.\r\n if (!controllerData.grabInteraction) {\r\n let pick = null;\r\n\r\n // near interaction hover\r\n let utilitySceneHoverPick = null;\r\n if (this._options.useUtilityLayer && this._utilityLayerScene) {\r\n utilitySceneHoverPick = this._pickWithSphere(controllerData, this._hoverRadius, this._utilityLayerScene, (mesh: AbstractMesh) =>\r\n this._nearInteractionPredicate(mesh)\r\n );\r\n }\r\n let originalSceneHoverPick = this._pickWithSphere(controllerData, this._hoverRadius, this._scene, (mesh: AbstractMesh) => this._nearInteractionPredicate(mesh));\r\n\r\n let hoverPickInfo = accuratePickInfo(originalSceneHoverPick, utilitySceneHoverPick);\r\n if (hoverPickInfo && hoverPickInfo.hit) {\r\n pick = populateNearInteractionInfo(hoverPickInfo);\r\n if (pick.hit) {\r\n controllerData.hoverInteraction = true;\r\n }\r\n }\r\n\r\n // near interaction pick\r\n if (controllerData.hoverInteraction) {\r\n let utilitySceneNearPick = null;\r\n if (this._options.useUtilityLayer && this._utilityLayerScene) {\r\n utilitySceneNearPick = this._pickWithSphere(controllerData, this._pickRadius, this._utilityLayerScene, (mesh: AbstractMesh) => this._nearPickPredicate(mesh));\r\n }\r\n let originalSceneNearPick = this._pickWithSphere(controllerData, this._pickRadius, this._scene, (mesh: AbstractMesh) => this._nearPickPredicate(mesh));\r\n let pickInfo = accuratePickInfo(originalSceneNearPick, utilitySceneNearPick);\r\n const nearPick = populateNearInteractionInfo(pickInfo);\r\n if (nearPick.hit) {\r\n // Near pick takes precedence over hover interaction\r\n pick = nearPick;\r\n controllerData.nearInteraction = true;\r\n }\r\n }\r\n\r\n controllerData.pick = pick;\r\n\r\n // Update mesh under pointer\r\n if (controllerData.pick && controllerData.pick.pickedPoint && controllerData.pick.hit) {\r\n controllerData.meshUnderPointer = controllerData.pick.pickedMesh;\r\n controllerData.pickedPointVisualCue.position.copyFrom(controllerData.pick.pickedPoint);\r\n controllerData.pickedPointVisualCue.isVisible = true;\r\n\r\n if (this._farInteractionFeature && this._farInteractionFeature.attached) {\r\n this._farInteractionFeature._setPointerSelectionDisabledByPointerId(controllerData.id, true);\r\n }\r\n } else {\r\n controllerData.meshUnderPointer = null;\r\n controllerData.pickedPointVisualCue.isVisible = false;\r\n\r\n if (this._farInteractionFeature && this._farInteractionFeature.attached) {\r\n this._farInteractionFeature._setPointerSelectionDisabledByPointerId(controllerData.id, false);\r\n }\r\n }\r\n }\r\n\r\n // Update the interaction animation. Only updates if the visible touch mesh is active\r\n let state = ControllerOrbAnimationState.DEHYDRATED;\r\n if (controllerData.grabInteraction || controllerData.nearInteraction) {\r\n state = ControllerOrbAnimationState.TOUCH;\r\n } else if (controllerData.hoverInteraction) {\r\n state = ControllerOrbAnimationState.HOVER;\r\n }\r\n this._handleTransitionAnimation(controllerData, state);\r\n });\r\n }\r\n\r\n private get _utilityLayerScene() {\r\n return this._options.customUtilityLayerScene || UtilityLayerRenderer.DefaultUtilityLayer.utilityLayerScene;\r\n }\r\n\r\n private _generateVisualCue() {\r\n const sceneToRenderTo = this._options.useUtilityLayer ? this._options.customUtilityLayerScene || UtilityLayerRenderer.DefaultUtilityLayer.utilityLayerScene : this._scene;\r\n const selectionMesh = CreateSphere(\r\n \"nearInteraction\",\r\n {\r\n diameter: 0.0035 * 3,\r\n },\r\n sceneToRenderTo\r\n );\r\n selectionMesh.bakeCurrentTransformIntoVertices();\r\n selectionMesh.isPickable = false;\r\n selectionMesh.isVisible = false;\r\n selectionMesh.rotationQuaternion = Quaternion.Identity();\r\n let targetMat = new StandardMaterial(\"targetMat\", sceneToRenderTo);\r\n targetMat.specularColor = Color3.Black();\r\n targetMat.emissiveColor = this.selectionMeshDefaultColor;\r\n targetMat.backFaceCulling = false;\r\n selectionMesh.material = targetMat;\r\n\r\n return selectionMesh;\r\n }\r\n\r\n private _isControllerReadyForNearInteraction(id: number) {\r\n if (this._farInteractionFeature) {\r\n return this._farInteractionFeature._getPointerSelectionDisabledByPointerId(id);\r\n }\r\n\r\n return true;\r\n }\r\n\r\n private _attachNearInteractionMode(xrController: WebXRInputSource) {\r\n const controllerData = this._controllers[xrController.uniqueId];\r\n const pointerEventInit: PointerEventInit = {\r\n pointerId: controllerData.id,\r\n pointerType: \"xr\",\r\n };\r\n controllerData.onFrameObserver = this._xrSessionManager.onXRFrameObservable.add(() => {\r\n if ((!this._options.enableNearInteractionOnAllControllers && xrController.uniqueId !== this._attachedController) ||\r\n !controllerData.xrController ||\r\n (!controllerData.xrController.inputSource.hand && (!this._options.nearInteractionControllerMode || !controllerData.xrController.inputSource.gamepad))) {\r\n return;\r\n }\r\n if (controllerData.pick) {\r\n controllerData.pick.ray = controllerData.grabRay;\r\n }\r\n\r\n if (controllerData.pick && this._isControllerReadyForNearInteraction(controllerData.id)) {\r\n this._scene.simulatePointerMove(controllerData.pick, pointerEventInit);\r\n }\r\n\r\n // Near pick pointer event\r\n if (controllerData.nearInteraction && controllerData.pick && controllerData.pick.hit) {\r\n if (!controllerData.nearInteractionTargetMesh) {\r\n this._scene.simulatePointerDown(controllerData.pick, pointerEventInit);\r\n controllerData.nearInteractionTargetMesh = controllerData.meshUnderPointer;\r\n }\r\n } else if (controllerData.nearInteractionTargetMesh && controllerData.pick) {\r\n this._scene.simulatePointerUp(controllerData.pick, pointerEventInit);\r\n controllerData.nearInteractionTargetMesh = null;\r\n }\r\n });\r\n\r\n const grabCheck = (pressed: boolean) => {\r\n if (this._options.enableNearInteractionOnAllControllers || (xrController.uniqueId === this._attachedController && this._isControllerReadyForNearInteraction(controllerData.id))) {\r\n if (controllerData.pick) {\r\n controllerData.pick.ray = controllerData.grabRay;\r\n }\r\n if (pressed && controllerData.pick && controllerData.meshUnderPointer && this._nearGrabPredicate(controllerData.meshUnderPointer)) {\r\n controllerData.grabInteraction = true;\r\n controllerData.pickedPointVisualCue.isVisible = false;\r\n this._scene.simulatePointerDown(controllerData.pick, pointerEventInit);\r\n } else if (!pressed && controllerData.pick && controllerData.grabInteraction) {\r\n this._scene.simulatePointerUp(controllerData.pick, pointerEventInit);\r\n controllerData.grabInteraction = false;\r\n controllerData.pickedPointVisualCue.isVisible = true;\r\n }\r\n } else {\r\n if (pressed && !this._options.enableNearInteractionOnAllControllers && !this._options.disableSwitchOnClick) {\r\n this._attachedController = xrController.uniqueId;\r\n }\r\n }\r\n };\r\n\r\n if (xrController.inputSource.gamepad) {\r\n const init = (motionController: WebXRAbstractMotionController) => {\r\n controllerData.squeezeComponent = motionController.getComponent(\"grasp\");\r\n if (controllerData.squeezeComponent) {\r\n controllerData.onSqueezeButtonChangedObserver = controllerData.squeezeComponent.onButtonStateChangedObservable.add((component) => {\r\n if (component.changes.pressed) {\r\n const pressed = component.changes.pressed.current;\r\n grabCheck(pressed);\r\n }\r\n });\r\n } else {\r\n controllerData.selectionComponent = motionController.getMainComponent();\r\n controllerData.onButtonChangedObserver = controllerData.selectionComponent.onButtonStateChangedObservable.add((component) => {\r\n if (component.changes.pressed) {\r\n const pressed = component.changes.pressed.current;\r\n grabCheck(pressed);\r\n }\r\n });\r\n }\r\n };\r\n if (xrController.motionController) {\r\n init(xrController.motionController);\r\n } else {\r\n xrController.onMotionControllerInitObservable.add(init);\r\n }\r\n } else {\r\n // use the select and squeeze events\r\n const selectStartListener = (event: XRInputSourceEvent) => {\r\n if (\r\n controllerData.xrController &&\r\n event.inputSource === controllerData.xrController.inputSource &&\r\n controllerData.pick &&\r\n this._isControllerReadyForNearInteraction(controllerData.id) &&\r\n controllerData.meshUnderPointer &&\r\n this._nearGrabPredicate(controllerData.meshUnderPointer)\r\n ) {\r\n controllerData.grabInteraction = true;\r\n controllerData.pickedPointVisualCue.isVisible = false;\r\n this._scene.simulatePointerDown(controllerData.pick, pointerEventInit);\r\n }\r\n };\r\n\r\n const selectEndListener = (event: XRInputSourceEvent) => {\r\n if (controllerData.xrController && event.inputSource === controllerData.xrController.inputSource && controllerData.pick && this._isControllerReadyForNearInteraction(controllerData.id)) {\r\n this._scene.simulatePointerUp(controllerData.pick, pointerEventInit);\r\n controllerData.grabInteraction = false;\r\n controllerData.pickedPointVisualCue.isVisible = true;\r\n }\r\n };\r\n\r\n controllerData.eventListeners = {\r\n selectend: selectEndListener,\r\n selectstart: selectStartListener,\r\n };\r\n\r\n this._xrSessionManager.session.addEventListener(\"selectstart\", selectStartListener);\r\n this._xrSessionManager.session.addEventListener(\"selectend\", selectEndListener);\r\n }\r\n }\r\n\r\n private _detachController(xrControllerUniqueId: string) {\r\n const controllerData = this._controllers[xrControllerUniqueId];\r\n if (!controllerData) {\r\n return;\r\n }\r\n if (controllerData.squeezeComponent) {\r\n if (controllerData.onSqueezeButtonChangedObserver) {\r\n controllerData.squeezeComponent.onButtonStateChangedObservable.remove(controllerData.onSqueezeButtonChangedObserver);\r\n }\r\n }\r\n if (controllerData.selectionComponent) {\r\n if (controllerData.onButtonChangedObserver) {\r\n controllerData.selectionComponent.onButtonStateChangedObservable.remove(controllerData.onButtonChangedObserver);\r\n }\r\n }\r\n if (controllerData.onFrameObserver) {\r\n this._xrSessionManager.onXRFrameObservable.remove(controllerData.onFrameObserver);\r\n }\r\n if (controllerData.eventListeners) {\r\n Object.keys(controllerData.eventListeners).forEach((eventName: string) => {\r\n const func = controllerData.eventListeners && controllerData.eventListeners[eventName as XREventType];\r\n if (func) {\r\n this._xrSessionManager.session.removeEventListener(eventName as XREventType, func);\r\n }\r\n });\r\n }\r\n controllerData.touchCollisionMesh.dispose();\r\n controllerData.pickedPointVisualCue.dispose();\r\n\r\n this._xrSessionManager.runInXRFrame(() => {\r\n // Fire a pointerup\r\n const pointerEventInit: PointerEventInit = {\r\n pointerId: controllerData.id,\r\n pointerType: \"xr\",\r\n };\r\n this._scene.simulatePointerUp(new PickingInfo(), pointerEventInit);\r\n });\r\n\r\n // remove from the map\r\n delete this._controllers[xrControllerUniqueId];\r\n if (this._attachedController === xrControllerUniqueId) {\r\n // check for other controllers\r\n const keys = Object.keys(this._controllers);\r\n if (keys.length) {\r\n this._attachedController = keys[0];\r\n } else {\r\n this._attachedController = \"\";\r\n }\r\n }\r\n }\r\n\r\n private readonly _hoverSize = new Vector3(0.03, 0.03, 0.03);\r\n private readonly _touchSize = new Vector3(0.04, 0.04, 0.04);\r\n private readonly _hydrateTransitionSize = new Vector3(0.035, 0.035, 0.035);\r\n private readonly _touchHoverTransitionSize = new Vector3(0.024, 0.024, 0.024);\r\n private readonly _hoverTouchTransitionSize = new Vector3(0.046, 0.046, 0.046);\r\n\r\n private _generateNewTouchPointMesh() {\r\n // populate information for near hover, pick and pinch\r\n const meshCreationScene = this._options.useUtilityLayer ? this._options.customUtilityLayerScene || UtilityLayerRenderer.DefaultUtilityLayer.utilityLayerScene : this._scene;\r\n\r\n let touchCollisionMesh = CreateSphere(\"PickSphere\", { diameter: 1 }, meshCreationScene);\r\n touchCollisionMesh.scaling.set(this._pickRadius, this._pickRadius, this._pickRadius);\r\n touchCollisionMesh.isVisible = false;\r\n\r\n // Generate the material for the touch mesh visuals\r\n if (this._options.motionControllerOrbMaterial) {\r\n touchCollisionMesh.material = this._options.motionControllerOrbMaterial;\r\n } else {\r\n NodeMaterial.ParseFromSnippetAsync(\"8RUNKL#3\", meshCreationScene).then((nodeMaterial) => {\r\n touchCollisionMesh.material = nodeMaterial;\r\n });\r\n }\r\n\r\n const easingFunction = new QuadraticEase();\r\n easingFunction.setEasingMode(EasingFunction.EASINGMODE_EASEINOUT);\r\n\r\n let touchKeys = [\r\n {frame: 0, value: this._hoverSize},\r\n {frame: 10, value: this._hoverTouchTransitionSize},\r\n {frame: 18, value: this._touchSize}\r\n ];\r\n let releaseKeys = [\r\n {frame: 0, value: this._touchSize},\r\n {frame: 10, value: this._touchHoverTransitionSize},\r\n {frame: 18, value: this._hoverSize}\r\n ];\r\n let hydrateKeys = [\r\n {frame: 0, value: Vector3.ZeroReadOnly},\r\n {frame: 12, value: this._hydrateTransitionSize},\r\n {frame: 15, value: this._hoverSize}\r\n ];\r\n let dehydrateKeys = [\r\n {frame: 0, value: this._hoverSize},\r\n {frame: 10, value: Vector3.ZeroReadOnly},\r\n {frame: 15, value: Vector3.ZeroReadOnly}\r\n ];\r\n\r\n let touchAction = new Animation(\"touch\", \"scaling\", 60, Animation.ANIMATIONTYPE_VECTOR3, Animation.ANIMATIONLOOPMODE_CONSTANT);\r\n let releaseAction = new Animation(\"release\", \"scaling\", 60, Animation.ANIMATIONTYPE_VECTOR3, Animation.ANIMATIONLOOPMODE_CONSTANT);\r\n let hydrateAction = new Animation(\"hydrate\", \"scaling\", 60, Animation.ANIMATIONTYPE_VECTOR3, Animation.ANIMATIONLOOPMODE_CONSTANT);\r\n let dehydrateAction = new Animation(\"dehydrate\", \"scaling\", 60, Animation.ANIMATIONTYPE_VECTOR3, Animation.ANIMATIONLOOPMODE_CONSTANT);\r\n\r\n touchAction.setEasingFunction(easingFunction);\r\n releaseAction.setEasingFunction(easingFunction);\r\n hydrateAction.setEasingFunction(easingFunction);\r\n dehydrateAction.setEasingFunction(easingFunction);\r\n\r\n touchAction.setKeys(touchKeys);\r\n releaseAction.setKeys(releaseKeys);\r\n hydrateAction.setKeys(hydrateKeys);\r\n dehydrateAction.setKeys(dehydrateKeys);\r\n\r\n let touchCollisionMeshFunction = (isTouch: boolean) => {\r\n let action = isTouch ? touchAction : releaseAction;\r\n meshCreationScene.beginDirectAnimation(touchCollisionMesh, [action], 0, 18, false, 1);\r\n };\r\n\r\n let hydrateCollisionMeshFunction = (isHydration: boolean) => {\r\n let action = isHydration ? hydrateAction : dehydrateAction;\r\n if (isHydration) {\r\n touchCollisionMesh.isVisible = true;\r\n }\r\n meshCreationScene.beginDirectAnimation(touchCollisionMesh, [action], 0, 15, false, 1, () => {\r\n if (!isHydration) {\r\n touchCollisionMesh.isVisible = false;\r\n }\r\n });\r\n };\r\n\r\n return {touchCollisionMesh, touchCollisionMeshFunction, hydrateCollisionMeshFunction};\r\n }\r\n\r\n private _pickWithSphere(controllerData: ControllerData, radius: number, sceneToUse: Scene, predicate: (mesh: AbstractMesh) => boolean): Nullable<PickingInfo> {\r\n let pickingInfo = new PickingInfo();\r\n pickingInfo.distance = +Infinity;\r\n\r\n if (controllerData.touchCollisionMesh && controllerData.xrController) {\r\n const position = controllerData.touchCollisionMesh.position;\r\n const sphere = BoundingSphere.CreateFromCenterAndRadius(position, radius);\r\n\r\n for (let meshIndex = 0; meshIndex < sceneToUse.meshes.length; meshIndex++) {\r\n let mesh = sceneToUse.meshes[meshIndex];\r\n if (!predicate(mesh) || !this._controllerAvailablePredicate(mesh, controllerData.xrController.uniqueId)) {\r\n continue;\r\n }\r\n let result = WebXRNearInteraction.PickMeshWithSphere(mesh, sphere);\r\n\r\n if (result && result.hit && result.distance < pickingInfo.distance) {\r\n pickingInfo.hit = result.hit;\r\n pickingInfo.pickedMesh = mesh;\r\n pickingInfo.pickedPoint = result.pickedPoint;\r\n pickingInfo.aimTransform = controllerData.xrController.pointer;\r\n pickingInfo.gripTransform = controllerData.xrController.grip || null;\r\n pickingInfo.originMesh = controllerData.touchCollisionMesh;\r\n pickingInfo.distance = result.distance;\r\n }\r\n }\r\n }\r\n return pickingInfo;\r\n }\r\n\r\n /**\r\n * Picks a mesh with a sphere\r\n * @param mesh the mesh to pick\r\n * @param sphere picking sphere in world coordinates\r\n * @param skipBoundingInfo a boolean indicating if we should skip the bounding info check\r\n * @returns the picking info\r\n */\r\n public static PickMeshWithSphere(mesh: AbstractMesh, sphere: BoundingSphere, skipBoundingInfo = false): PickingInfo {\r\n const subMeshes = mesh.subMeshes;\r\n const pi = new PickingInfo();\r\n const boundingInfo = mesh.getBoundingInfo();\r\n\r\n if (!mesh._generatePointsArray()) {\r\n return pi;\r\n }\r\n\r\n if (!mesh.subMeshes || !boundingInfo) {\r\n return pi;\r\n }\r\n\r\n if (!skipBoundingInfo && !BoundingSphere.Intersects(boundingInfo.boundingSphere, sphere)) {\r\n return pi;\r\n }\r\n\r\n const result = TmpVectors.Vector3[0];\r\n const tmpVec = TmpVectors.Vector3[1];\r\n\r\n let distance = +Infinity;\r\n let tmp, tmpDistanceSphereToCenter, tmpDistanceSurfaceToCenter;\r\n const center = TmpVectors.Vector3[2];\r\n const worldToMesh = TmpVectors.Matrix[0];\r\n worldToMesh.copyFrom(mesh.getWorldMatrix());\r\n worldToMesh.invert();\r\n Vector3.TransformCoordinatesToRef(sphere.center, worldToMesh, center);\r\n\r\n for (var index = 0; index < subMeshes.length; index++) {\r\n const subMesh = subMeshes[index];\r\n\r\n subMesh.projectToRef(center, <Vector3[]>mesh._positions, <IndicesArray>mesh.getIndices(), tmpVec);\r\n\r\n Vector3.TransformCoordinatesToRef(tmpVec, mesh.getWorldMatrix(), tmpVec);\r\n tmp = Vector3.Distance(tmpVec, sphere.center);\r\n\r\n // Check for finger inside of mesh\r\n tmpDistanceSurfaceToCenter = Vector3.Distance(tmpVec, mesh.getAbsolutePosition());\r\n tmpDistanceSphereToCenter = Vector3.Distance(sphere.center, mesh.getAbsolutePosition());\r\n if (tmpDistanceSphereToCenter !== -1 && tmpDistanceSurfaceToCenter !== -1 && tmpDistanceSurfaceToCenter > tmpDistanceSphereToCenter) {\r\n tmp = 0;\r\n tmpVec.copyFrom(sphere.center);\r\n }\r\n\r\n if (tmp !== -1 && tmp < distance) {\r\n distance = tmp;\r\n result.copyFrom(tmpVec);\r\n }\r\n }\r\n\r\n if (distance < sphere.radius) {\r\n pi.hit = true;\r\n pi.distance = distance;\r\n pi.pickedMesh = mesh;\r\n pi.pickedPoint = result.clone();\r\n }\r\n\r\n return pi;\r\n }\r\n}\r\n\r\n//Register the plugin\r\nWebXRFeaturesManager.AddWebXRFeature(\r\n WebXRNearInteraction.Name,\r\n (xrSessionManager, options) => {\r\n return () => new WebXRNearInteraction(xrSessionManager, options);\r\n },\r\n WebXRNearInteraction.Version,\r\n true\r\n);\r\n"]}
1
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{ WebXRFeaturesManager, WebXRFeatureName } from \"../webXRFeaturesManager\";\r\nimport { WebXRControllerPointerSelection } from \"./WebXRControllerPointerSelection\";\r\nimport { WebXRSessionManager } from \"../webXRSessionManager\";\r\nimport { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { CreateSphere } from \"../../Meshes/Builders/sphereBuilder\";\r\nimport { Observer } from \"../../Misc/observable\";\r\nimport { WebXRInput } from \"../webXRInput\";\r\nimport { WebXRInputSource } from \"../webXRInputSource\";\r\nimport { Scene } from \"../../scene\";\r\nimport { WebXRControllerComponent } from \"../motionController/webXRControllerComponent\";\r\nimport { IndicesArray, Nullable } from \"../../types\";\r\nimport { Vector3, Quaternion, TmpVectors } from \"../../Maths/math.vector\";\r\nimport { Ray } from \"../../Culling/ray\";\r\nimport { PickingInfo } from \"../../Collisions/pickingInfo\";\r\nimport { WebXRAbstractFeature } from \"./WebXRAbstractFeature\";\r\nimport { UtilityLayerRenderer } from \"../../Rendering/utilityLayerRenderer\";\r\nimport { WebXRAbstractMotionController } from \"../motionController/webXRAbstractMotionController\";\r\nimport { BoundingSphere } from \"../../Culling/boundingSphere\";\r\nimport { TransformNode } from \"../../Meshes/transformNode\";\r\nimport { StandardMaterial } from \"../../Materials/standardMaterial\";\r\nimport { Color3 } from \"../../Maths/math.color\";\r\nimport { NodeMaterial } from \"../../Materials/Node/nodeMaterial\";\r\nimport { Material } from \"../../Materials/material\";\r\nimport { Animation } from \"../../Animations/animation\";\r\nimport { QuadraticEase, EasingFunction } from \"../../Animations/easing\";\r\n// side effects\r\nimport \"../../Meshes/subMesh.project\";\r\n\r\ntype ControllerData = {\r\n xrController?: WebXRInputSource;\r\n squeezeComponent?: WebXRControllerComponent;\r\n selectionComponent?: WebXRControllerComponent;\r\n onButtonChangedObserver?: Nullable<Observer<WebXRControllerComponent>>;\r\n onSqueezeButtonChangedObserver?: Nullable<Observer<WebXRControllerComponent>>;\r\n onFrameObserver?: Nullable<Observer<XRFrame>>;\r\n meshUnderPointer: Nullable<AbstractMesh>;\r\n nearInteractionTargetMesh: Nullable<AbstractMesh>;\r\n pick: Nullable<PickingInfo>;\r\n stalePick: Nullable<PickingInfo>;\r\n id: number;\r\n touchCollisionMesh: AbstractMesh;\r\n touchCollisionMeshFunction: (isTouch: boolean) => void;\r\n hydrateCollisionMeshFunction: (isHydration: boolean) => void;\r\n currentAnimationState: ControllerOrbAnimationState;\r\n grabRay: Ray;\r\n nearInteraction: boolean;\r\n hoverInteraction: boolean;\r\n grabInteraction: boolean;\r\n // event support\r\n eventListeners?: { [event in XREventType]?: (event: XRInputSourceEvent) => void };\r\n pickedPointVisualCue: AbstractMesh;\r\n};\r\n\r\n// Tracks the interaction animation state when using a motion controller with a near interaction orb\r\nenum ControllerOrbAnimationState {\r\n /**\r\n * Orb is invisible\r\n */\r\n DEHYDRATED,\r\n /**\r\n * Orb is visible and inside the hover range\r\n */\r\n HOVER,\r\n /**\r\n * Orb is visible and touching a near interaction target\r\n */\r\n TOUCH\r\n}\r\n\r\n/**\r\n * Where should the near interaction mesh be attached to when using a motion controller for near interaction\r\n */\r\nexport enum WebXRNearControllerMode {\r\n /**\r\n * Motion controllers will not support near interaction\r\n */\r\n DISABLED = 0,\r\n /**\r\n * The interaction point for motion controllers will be inside of them\r\n */\r\n CENTERED_ON_CONTROLLER = 1,\r\n /**\r\n * The interaction point for motion controllers will be in front of the controller\r\n */\r\n CENTERED_IN_FRONT = 2\r\n}\r\n\r\n/**\r\n * Options interface for the near interaction module\r\n */\r\nexport interface IWebXRNearInteractionOptions {\r\n /**\r\n * If provided, this scene will be used to render meshes.\r\n */\r\n customUtilityLayerScene?: Scene;\r\n /**\r\n * Should meshes created here be added to a utility layer or the main scene\r\n */\r\n useUtilityLayer?: boolean;\r\n /**\r\n * The xr input to use with this near interaction\r\n */\r\n xrInput: WebXRInput;\r\n /**\r\n * Enable near interaction on all controllers instead of switching between them\r\n */\r\n enableNearInteractionOnAllControllers?: boolean;\r\n /**\r\n * The preferred hand to give the near interaction to. This will be prioritized when the controller initialize.\r\n * If switch is enabled, it will still allow the user to switch between the different controllers\r\n */\r\n preferredHandedness?: XRHandedness;\r\n /**\r\n * Disable switching the near interaction from one controller to the other.\r\n * If the preferred hand is set it will be fixed on this hand, and if not it will be fixed on the first controller added to the scene\r\n */\r\n disableSwitchOnClick?: boolean;\r\n\r\n /**\r\n * Far interaction feature to toggle when near interaction takes precedence\r\n */\r\n farInteractionFeature?: WebXRControllerPointerSelection;\r\n\r\n /**\r\n * Near interaction mode for motion controllers\r\n */\r\n nearInteractionControllerMode?: WebXRNearControllerMode;\r\n\r\n /**\r\n * Optional material for the motion controller orb, if enabled\r\n */\r\n motionControllerOrbMaterial?: Material;\r\n}\r\n\r\n/**\r\n * A module that will enable near interaction near interaction for hands and motion controllers of XR Input Sources\r\n */\r\nexport class WebXRNearInteraction extends WebXRAbstractFeature {\r\n private static _idCounter = 200;\r\n\r\n private _tmpRay: Ray = new Ray(new Vector3(), new Vector3());\r\n\r\n private _attachController = (xrController: WebXRInputSource) => {\r\n if (this._controllers[xrController.uniqueId]) {\r\n // already attached\r\n return;\r\n }\r\n // get two new meshes\r\n const {touchCollisionMesh, touchCollisionMeshFunction, hydrateCollisionMeshFunction} = this._generateNewTouchPointMesh();\r\n const selectionMesh = this._generateVisualCue();\r\n\r\n this._controllers[xrController.uniqueId] = {\r\n xrController,\r\n meshUnderPointer: null,\r\n nearInteractionTargetMesh: null,\r\n pick: null,\r\n stalePick: null,\r\n touchCollisionMesh,\r\n touchCollisionMeshFunction: touchCollisionMeshFunction,\r\n hydrateCollisionMeshFunction: hydrateCollisionMeshFunction,\r\n currentAnimationState: ControllerOrbAnimationState.DEHYDRATED,\r\n grabRay: new Ray(new Vector3(), new Vector3()),\r\n hoverInteraction: false,\r\n nearInteraction: false,\r\n grabInteraction: false,\r\n id: WebXRNearInteraction._idCounter++,\r\n pickedPointVisualCue: selectionMesh,\r\n };\r\n\r\n if (this._attachedController) {\r\n if (\r\n !this._options.enableNearInteractionOnAllControllers &&\r\n this._options.preferredHandedness &&\r\n xrController.inputSource.handedness === this._options.preferredHandedness\r\n ) {\r\n this._attachedController = xrController.uniqueId;\r\n }\r\n } else {\r\n if (!this._options.enableNearInteractionOnAllControllers) {\r\n this._attachedController = xrController.uniqueId;\r\n }\r\n }\r\n switch (xrController.inputSource.targetRayMode) {\r\n case \"tracked-pointer\":\r\n return this._attachNearInteractionMode(xrController);\r\n case \"gaze\":\r\n return null;\r\n case \"screen\":\r\n return null;\r\n }\r\n };\r\n\r\n private _controllers: {\r\n [controllerUniqueId: string]: ControllerData;\r\n } = {};\r\n private _scene: Scene;\r\n\r\n private _attachedController: string;\r\n\r\n private _farInteractionFeature: Nullable<WebXRControllerPointerSelection> = null;\r\n\r\n /**\r\n * The module's name\r\n */\r\n public static readonly Name = WebXRFeatureName.NEAR_INTERACTION;\r\n /**\r\n * The (Babylon) version of this module.\r\n * This is an integer representing the implementation version.\r\n * This number does not correspond to the WebXR specs version\r\n */\r\n public static readonly Version = 1;\r\n\r\n /**\r\n * default color of the selection ring\r\n */\r\n public selectionMeshDefaultColor: Color3 = new Color3(0.8, 0.8, 0.8);\r\n /**\r\n * This color will be applied to the selection ring when selection is triggered\r\n */\r\n public selectionMeshPickedColor: Color3 = new Color3(0.3, 0.3, 1.0);\r\n\r\n /**\r\n * constructs a new background remover module\r\n * @param _xrSessionManager the session manager for this module\r\n * @param _options read-only options to be used in this module\r\n */\r\n constructor(_xrSessionManager: WebXRSessionManager, private readonly _options: IWebXRNearInteractionOptions) {\r\n super(_xrSessionManager);\r\n this._scene = this._xrSessionManager.scene;\r\n if (this._options.nearInteractionControllerMode === undefined) {\r\n this._options.nearInteractionControllerMode = WebXRNearControllerMode.CENTERED_IN_FRONT;\r\n }\r\n\r\n if (this._options.farInteractionFeature) {\r\n this._farInteractionFeature = this._options.farInteractionFeature;\r\n }\r\n }\r\n\r\n /**\r\n * Attach this feature\r\n * Will usually be called by the features manager\r\n *\r\n * @returns true if successful.\r\n */\r\n public attach(): boolean {\r\n if (!super.attach()) {\r\n return false;\r\n }\r\n\r\n this._options.xrInput.controllers.forEach(this._attachController);\r\n this._addNewAttachObserver(this._options.xrInput.onControllerAddedObservable, this._attachController);\r\n this._addNewAttachObserver(this._options.xrInput.onControllerRemovedObservable, (controller) => {\r\n // REMOVE the controller\r\n this._detachController(controller.uniqueId);\r\n });\r\n\r\n this._scene.constantlyUpdateMeshUnderPointer = true;\r\n return true;\r\n }\r\n\r\n /**\r\n * Detach this feature.\r\n * Will usually be called by the features manager\r\n *\r\n * @returns true if successful.\r\n */\r\n public detach(): boolean {\r\n if (!super.detach()) {\r\n return false;\r\n }\r\n\r\n Object.keys(this._controllers).forEach((controllerId) => {\r\n this._detachController(controllerId);\r\n });\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Will get the mesh under a specific pointer.\r\n * `scene.meshUnderPointer` will only return one mesh - either left or right.\r\n * @param controllerId the controllerId to check\r\n * @returns The mesh under pointer or null if no mesh is under the pointer\r\n */\r\n public getMeshUnderPointer(controllerId: string): Nullable<AbstractMesh> {\r\n if (this._controllers[controllerId]) {\r\n return this._controllers[controllerId].meshUnderPointer;\r\n } else {\r\n return null;\r\n }\r\n }\r\n\r\n /**\r\n * Get the xr controller that correlates to the pointer id in the pointer event\r\n *\r\n * @param id the pointer id to search for\r\n * @returns the controller that correlates to this id or null if not found\r\n */\r\n public getXRControllerByPointerId(id: number): Nullable<WebXRInputSource> {\r\n const keys = Object.keys(this._controllers);\r\n\r\n for (let i = 0; i < keys.length; ++i) {\r\n if (this._controllers[keys[i]].id === id) {\r\n return this._controllers[keys[i]].xrController || null;\r\n }\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * This function sets webXRControllerPointerSelection feature that will be disabled when\r\n * the hover range is reached for a mesh and will be reattached when not in hover range.\r\n * This is used to remove the selection rays when moving.\r\n * @param farInteractionFeature the feature to disable when finger is in hover range for a mesh\r\n */\r\n public setFarInteractionFeature(farInteractionFeature: Nullable<WebXRControllerPointerSelection>) {\r\n this._farInteractionFeature = farInteractionFeature;\r\n }\r\n\r\n /**\r\n * Filter used for near interaction pick and hover\r\n */\r\n private _nearPickPredicate(mesh: AbstractMesh): boolean {\r\n return mesh.isEnabled() && mesh.isVisible && mesh.isPickable && mesh.isNearPickable;\r\n }\r\n\r\n /**\r\n * Filter used for near interaction grab\r\n */\r\n private _nearGrabPredicate(mesh: AbstractMesh): boolean {\r\n return mesh.isEnabled() && mesh.isVisible && mesh.isPickable && mesh.isNearGrabbable;\r\n }\r\n\r\n /**\r\n * Filter used for any near interaction\r\n */\r\n private _nearInteractionPredicate(mesh: AbstractMesh): boolean {\r\n return mesh.isEnabled() && mesh.isVisible && mesh.isPickable && (mesh.isNearPickable || mesh.isNearGrabbable);\r\n }\r\n\r\n private _controllerAvailablePredicate(mesh: AbstractMesh, controllerId: string): boolean {\r\n let parent: TransformNode = mesh;\r\n\r\n while (parent) {\r\n if (parent.reservedDataStore && parent.reservedDataStore.nearInteraction && parent.reservedDataStore.nearInteraction.excludedControllerId === controllerId) {\r\n return false;\r\n }\r\n parent = parent.parent as TransformNode;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n private _handleTransitionAnimation(controllerData: ControllerData, newState: ControllerOrbAnimationState) {\r\n if (controllerData.currentAnimationState === newState ||\r\n this._options.nearInteractionControllerMode !== WebXRNearControllerMode.CENTERED_IN_FRONT ||\r\n !!controllerData.xrController?.inputSource.hand) {\r\n return;\r\n }\r\n\r\n // Don't always break to allow for animation fallthrough on rare cases of multi-transitions\r\n if (newState > controllerData.currentAnimationState) {\r\n switch (controllerData.currentAnimationState) {\r\n case ControllerOrbAnimationState.DEHYDRATED: {\r\n controllerData.hydrateCollisionMeshFunction(true);\r\n if (newState === ControllerOrbAnimationState.HOVER) {\r\n break;\r\n }\r\n }\r\n case ControllerOrbAnimationState.HOVER: {\r\n controllerData.touchCollisionMeshFunction(true);\r\n if (newState === ControllerOrbAnimationState.TOUCH) {\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n else {\r\n switch (controllerData.currentAnimationState) {\r\n case ControllerOrbAnimationState.TOUCH: {\r\n controllerData.touchCollisionMeshFunction(false);\r\n if (newState === ControllerOrbAnimationState.HOVER) {\r\n break;\r\n }\r\n }\r\n case ControllerOrbAnimationState.HOVER: {\r\n controllerData.hydrateCollisionMeshFunction(false);\r\n if (newState === ControllerOrbAnimationState.DEHYDRATED) {\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n\r\n controllerData.currentAnimationState = newState;\r\n }\r\n\r\n private readonly _hoverRadius = 0.1;\r\n private readonly _pickRadius = 0.02;\r\n private readonly _nearGrabLengthScale = 5;\r\n\r\n private _processTouchPoint(id: string, position: Vector3, orientation: Quaternion) {\r\n const controllerData = this._controllers[id];\r\n\r\n // Position and orientation could be temporary values, se we take care of them before calling any functions that use temporary vectors/quaternions\r\n controllerData.grabRay.origin.copyFrom(position);\r\n orientation.toEulerAnglesToRef(TmpVectors.Vector3[0]);\r\n controllerData.grabRay.direction.copyFrom(TmpVectors.Vector3[0]);\r\n\r\n if (this._options.nearInteractionControllerMode === WebXRNearControllerMode.CENTERED_IN_FRONT && !(controllerData.xrController?.inputSource.hand)) {\r\n // offset the touch point in the direction the transform is facing\r\n controllerData.xrController!.getWorldPointerRayToRef(this._tmpRay);\r\n controllerData.grabRay.origin.addInPlace(this._tmpRay.direction.scale(0.05));\r\n }\r\n\r\n controllerData.grabRay.length = this._nearGrabLengthScale * this._hoverRadius;\r\n controllerData.touchCollisionMesh.position.copyFrom(controllerData.grabRay.origin);\r\n }\r\n\r\n protected _onXRFrame(_xrFrame: XRFrame) {\r\n Object.keys(this._controllers).forEach((id) => {\r\n // only do this for the selected pointer\r\n const controllerData = this._controllers[id];\r\n // If near interaction is not enabled/available for this controller, return early\r\n if ((!this._options.enableNearInteractionOnAllControllers && id !== this._attachedController) ||\r\n !controllerData.xrController ||\r\n (!controllerData.xrController.inputSource.hand && (!this._options.nearInteractionControllerMode || !controllerData.xrController.inputSource.gamepad))) {\r\n controllerData.pick = null;\r\n return;\r\n }\r\n controllerData.hoverInteraction = false;\r\n controllerData.nearInteraction = false;\r\n\r\n // Every frame check collisions/input\r\n if (controllerData.xrController) {\r\n const hand = controllerData.xrController.inputSource.hand;\r\n if (hand) {\r\n const xrIndexTip = hand.get(\"index-finger-tip\");\r\n if (xrIndexTip) {\r\n let indexTipPose = _xrFrame.getJointPose!(xrIndexTip, this._xrSessionManager.referenceSpace);\r\n if (indexTipPose && indexTipPose.transform) {\r\n let axisRHSMultiplier = this._scene.useRightHandedSystem ? 1 : -1;\r\n TmpVectors.Vector3[0].set(indexTipPose.transform.position.x, indexTipPose.transform.position.y, indexTipPose.transform.position.z * axisRHSMultiplier);\r\n TmpVectors.Quaternion[0].set(\r\n indexTipPose.transform.orientation.x,\r\n indexTipPose.transform.orientation.y,\r\n indexTipPose.transform.orientation.z * axisRHSMultiplier,\r\n indexTipPose.transform.orientation.w * axisRHSMultiplier\r\n );\r\n\r\n this._processTouchPoint(id, TmpVectors.Vector3[0], TmpVectors.Quaternion[0]);\r\n }\r\n }\r\n }\r\n else if (controllerData.xrController.inputSource.gamepad && this._options.nearInteractionControllerMode !== WebXRNearControllerMode.DISABLED) {\r\n let controllerPose = controllerData.xrController.pointer;\r\n if (controllerData.xrController.grip && this._options.nearInteractionControllerMode === WebXRNearControllerMode.CENTERED_ON_CONTROLLER) {\r\n controllerPose = controllerData.xrController.grip;\r\n }\r\n\r\n this._processTouchPoint(id, controllerPose.position, controllerPose.rotationQuaternion!);\r\n }\r\n } else {\r\n return;\r\n }\r\n\r\n let accuratePickInfo = (originalScenePick: Nullable<PickingInfo>, utilityScenePick: Nullable<PickingInfo>): Nullable<PickingInfo> => {\r\n let pick = null;\r\n if (!utilityScenePick || !utilityScenePick.hit) {\r\n // No hit in utility scene\r\n pick = originalScenePick;\r\n } else if (!originalScenePick || !originalScenePick.hit) {\r\n // No hit in original scene\r\n pick = utilityScenePick;\r\n } else if (utilityScenePick.distance < originalScenePick.distance) {\r\n // Hit is closer in utility scene\r\n pick = utilityScenePick;\r\n } else {\r\n // Hit is closer in original scene\r\n pick = originalScenePick;\r\n }\r\n return pick;\r\n };\r\n let populateNearInteractionInfo = (nearInteractionInfo: Nullable<PickingInfo>): PickingInfo => {\r\n let result = new PickingInfo();\r\n\r\n let nearInteractionAtOrigin = false;\r\n let nearInteraction = nearInteractionInfo && nearInteractionInfo.pickedPoint && nearInteractionInfo.hit;\r\n if (nearInteractionInfo?.pickedPoint) {\r\n nearInteractionAtOrigin = nearInteractionInfo.pickedPoint.x === 0 && nearInteractionInfo.pickedPoint.y === 0 && nearInteractionInfo.pickedPoint.z === 0;\r\n }\r\n if (nearInteraction && !nearInteractionAtOrigin) {\r\n result = nearInteractionInfo!;\r\n }\r\n return result;\r\n };\r\n\r\n // Don't perform touch logic while grabbing, to prevent triggering touch interactions while in the middle of a grab interaction\r\n // Dont update cursor logic either - the cursor should already be visible for the grab to be in range,\r\n // and in order to maintain its position on the target mesh it is parented for the duration of the grab.\r\n if (!controllerData.grabInteraction) {\r\n let pick = null;\r\n\r\n // near interaction hover\r\n let utilitySceneHoverPick = null;\r\n if (this._options.useUtilityLayer && this._utilityLayerScene) {\r\n utilitySceneHoverPick = this._pickWithSphere(controllerData, this._hoverRadius, this._utilityLayerScene, (mesh: AbstractMesh) =>\r\n this._nearInteractionPredicate(mesh)\r\n );\r\n }\r\n let originalSceneHoverPick = this._pickWithSphere(controllerData, this._hoverRadius, this._scene, (mesh: AbstractMesh) => this._nearInteractionPredicate(mesh));\r\n\r\n let hoverPickInfo = accuratePickInfo(originalSceneHoverPick, utilitySceneHoverPick);\r\n if (hoverPickInfo && hoverPickInfo.hit) {\r\n pick = populateNearInteractionInfo(hoverPickInfo);\r\n if (pick.hit) {\r\n controllerData.hoverInteraction = true;\r\n }\r\n }\r\n\r\n // near interaction pick\r\n if (controllerData.hoverInteraction) {\r\n let utilitySceneNearPick = null;\r\n if (this._options.useUtilityLayer && this._utilityLayerScene) {\r\n utilitySceneNearPick = this._pickWithSphere(controllerData, this._pickRadius, this._utilityLayerScene, (mesh: AbstractMesh) => this._nearPickPredicate(mesh));\r\n }\r\n let originalSceneNearPick = this._pickWithSphere(controllerData, this._pickRadius, this._scene, (mesh: AbstractMesh) => this._nearPickPredicate(mesh));\r\n let pickInfo = accuratePickInfo(originalSceneNearPick, utilitySceneNearPick);\r\n const nearPick = populateNearInteractionInfo(pickInfo);\r\n if (nearPick.hit) {\r\n // Near pick takes precedence over hover interaction\r\n pick = nearPick;\r\n controllerData.nearInteraction = true;\r\n }\r\n }\r\n\r\n controllerData.stalePick = controllerData.pick;\r\n controllerData.pick = pick;\r\n\r\n // Update mesh under pointer\r\n if (controllerData.pick && controllerData.pick.pickedPoint && controllerData.pick.hit) {\r\n controllerData.meshUnderPointer = controllerData.pick.pickedMesh;\r\n controllerData.pickedPointVisualCue.position.copyFrom(controllerData.pick.pickedPoint);\r\n controllerData.pickedPointVisualCue.isVisible = true;\r\n\r\n if (this._farInteractionFeature && this._farInteractionFeature.attached) {\r\n this._farInteractionFeature._setPointerSelectionDisabledByPointerId(controllerData.id, true);\r\n }\r\n } else {\r\n controllerData.meshUnderPointer = null;\r\n controllerData.pickedPointVisualCue.isVisible = false;\r\n\r\n if (this._farInteractionFeature && this._farInteractionFeature.attached) {\r\n this._farInteractionFeature._setPointerSelectionDisabledByPointerId(controllerData.id, false);\r\n }\r\n }\r\n }\r\n\r\n // Update the interaction animation. Only updates if the visible touch mesh is active\r\n let state = ControllerOrbAnimationState.DEHYDRATED;\r\n if (controllerData.grabInteraction || controllerData.nearInteraction) {\r\n state = ControllerOrbAnimationState.TOUCH;\r\n } else if (controllerData.hoverInteraction) {\r\n state = ControllerOrbAnimationState.HOVER;\r\n }\r\n this._handleTransitionAnimation(controllerData, state);\r\n });\r\n }\r\n\r\n private get _utilityLayerScene() {\r\n return this._options.customUtilityLayerScene || UtilityLayerRenderer.DefaultUtilityLayer.utilityLayerScene;\r\n }\r\n\r\n private _generateVisualCue() {\r\n const sceneToRenderTo = this._options.useUtilityLayer ? this._options.customUtilityLayerScene || UtilityLayerRenderer.DefaultUtilityLayer.utilityLayerScene : this._scene;\r\n const selectionMesh = CreateSphere(\r\n \"nearInteraction\",\r\n {\r\n diameter: 0.0035 * 3,\r\n },\r\n sceneToRenderTo\r\n );\r\n selectionMesh.bakeCurrentTransformIntoVertices();\r\n selectionMesh.isPickable = false;\r\n selectionMesh.isVisible = false;\r\n selectionMesh.rotationQuaternion = Quaternion.Identity();\r\n let targetMat = new StandardMaterial(\"targetMat\", sceneToRenderTo);\r\n targetMat.specularColor = Color3.Black();\r\n targetMat.emissiveColor = this.selectionMeshDefaultColor;\r\n targetMat.backFaceCulling = false;\r\n selectionMesh.material = targetMat;\r\n\r\n return selectionMesh;\r\n }\r\n\r\n private _isControllerReadyForNearInteraction(id: number) {\r\n if (this._farInteractionFeature) {\r\n return this._farInteractionFeature._getPointerSelectionDisabledByPointerId(id);\r\n }\r\n\r\n return true;\r\n }\r\n\r\n private _attachNearInteractionMode(xrController: WebXRInputSource) {\r\n const controllerData = this._controllers[xrController.uniqueId];\r\n const pointerEventInit: PointerEventInit = {\r\n pointerId: controllerData.id,\r\n pointerType: \"xr\",\r\n };\r\n controllerData.onFrameObserver = this._xrSessionManager.onXRFrameObservable.add(() => {\r\n if ((!this._options.enableNearInteractionOnAllControllers && xrController.uniqueId !== this._attachedController) ||\r\n !controllerData.xrController ||\r\n (!controllerData.xrController.inputSource.hand && (!this._options.nearInteractionControllerMode || !controllerData.xrController.inputSource.gamepad))) {\r\n return;\r\n }\r\n if (controllerData.pick) {\r\n controllerData.pick.ray = controllerData.grabRay;\r\n }\r\n\r\n if (controllerData.pick && this._isControllerReadyForNearInteraction(controllerData.id)) {\r\n this._scene.simulatePointerMove(controllerData.pick, pointerEventInit);\r\n }\r\n\r\n // Near pick pointer event\r\n if (controllerData.nearInteraction && controllerData.pick && controllerData.pick.hit) {\r\n if (!controllerData.nearInteractionTargetMesh) {\r\n this._scene.simulatePointerDown(controllerData.pick, pointerEventInit);\r\n controllerData.nearInteractionTargetMesh = controllerData.meshUnderPointer;\r\n }\r\n } else if (controllerData.nearInteractionTargetMesh && controllerData.stalePick) {\r\n this._scene.simulatePointerUp(controllerData.stalePick, pointerEventInit);\r\n controllerData.nearInteractionTargetMesh = null;\r\n }\r\n });\r\n\r\n const grabCheck = (pressed: boolean) => {\r\n if (this._options.enableNearInteractionOnAllControllers || (xrController.uniqueId === this._attachedController && this._isControllerReadyForNearInteraction(controllerData.id))) {\r\n if (controllerData.pick) {\r\n controllerData.pick.ray = controllerData.grabRay;\r\n }\r\n if (pressed && controllerData.pick && controllerData.meshUnderPointer && this._nearGrabPredicate(controllerData.meshUnderPointer)) {\r\n controllerData.grabInteraction = true;\r\n controllerData.pickedPointVisualCue.isVisible = false;\r\n this._scene.simulatePointerDown(controllerData.pick, pointerEventInit);\r\n } else if (!pressed && controllerData.pick && controllerData.grabInteraction) {\r\n this._scene.simulatePointerUp(controllerData.pick, pointerEventInit);\r\n controllerData.grabInteraction = false;\r\n controllerData.pickedPointVisualCue.isVisible = true;\r\n }\r\n } else {\r\n if (pressed && !this._options.enableNearInteractionOnAllControllers && !this._options.disableSwitchOnClick) {\r\n this._attachedController = xrController.uniqueId;\r\n }\r\n }\r\n };\r\n\r\n if (xrController.inputSource.gamepad) {\r\n const init = (motionController: WebXRAbstractMotionController) => {\r\n controllerData.squeezeComponent = motionController.getComponent(\"grasp\");\r\n if (controllerData.squeezeComponent) {\r\n controllerData.onSqueezeButtonChangedObserver = controllerData.squeezeComponent.onButtonStateChangedObservable.add((component) => {\r\n if (component.changes.pressed) {\r\n const pressed = component.changes.pressed.current;\r\n grabCheck(pressed);\r\n }\r\n });\r\n } else {\r\n controllerData.selectionComponent = motionController.getMainComponent();\r\n controllerData.onButtonChangedObserver = controllerData.selectionComponent.onButtonStateChangedObservable.add((component) => {\r\n if (component.changes.pressed) {\r\n const pressed = component.changes.pressed.current;\r\n grabCheck(pressed);\r\n }\r\n });\r\n }\r\n };\r\n if (xrController.motionController) {\r\n init(xrController.motionController);\r\n } else {\r\n xrController.onMotionControllerInitObservable.add(init);\r\n }\r\n } else {\r\n // use the select and squeeze events\r\n const selectStartListener = (event: XRInputSourceEvent) => {\r\n if (\r\n controllerData.xrController &&\r\n event.inputSource === controllerData.xrController.inputSource &&\r\n controllerData.pick &&\r\n this._isControllerReadyForNearInteraction(controllerData.id) &&\r\n controllerData.meshUnderPointer &&\r\n this._nearGrabPredicate(controllerData.meshUnderPointer)\r\n ) {\r\n controllerData.grabInteraction = true;\r\n controllerData.pickedPointVisualCue.isVisible = false;\r\n this._scene.simulatePointerDown(controllerData.pick, pointerEventInit);\r\n }\r\n };\r\n\r\n const selectEndListener = (event: XRInputSourceEvent) => {\r\n if (controllerData.xrController && event.inputSource === controllerData.xrController.inputSource && controllerData.pick && this._isControllerReadyForNearInteraction(controllerData.id)) {\r\n this._scene.simulatePointerUp(controllerData.pick, pointerEventInit);\r\n controllerData.grabInteraction = false;\r\n controllerData.pickedPointVisualCue.isVisible = true;\r\n }\r\n };\r\n\r\n controllerData.eventListeners = {\r\n selectend: selectEndListener,\r\n selectstart: selectStartListener,\r\n };\r\n\r\n this._xrSessionManager.session.addEventListener(\"selectstart\", selectStartListener);\r\n this._xrSessionManager.session.addEventListener(\"selectend\", selectEndListener);\r\n }\r\n }\r\n\r\n private _detachController(xrControllerUniqueId: string) {\r\n const controllerData = this._controllers[xrControllerUniqueId];\r\n if (!controllerData) {\r\n return;\r\n }\r\n if (controllerData.squeezeComponent) {\r\n if (controllerData.onSqueezeButtonChangedObserver) {\r\n controllerData.squeezeComponent.onButtonStateChangedObservable.remove(controllerData.onSqueezeButtonChangedObserver);\r\n }\r\n }\r\n if (controllerData.selectionComponent) {\r\n if (controllerData.onButtonChangedObserver) {\r\n controllerData.selectionComponent.onButtonStateChangedObservable.remove(controllerData.onButtonChangedObserver);\r\n }\r\n }\r\n if (controllerData.onFrameObserver) {\r\n this._xrSessionManager.onXRFrameObservable.remove(controllerData.onFrameObserver);\r\n }\r\n if (controllerData.eventListeners) {\r\n Object.keys(controllerData.eventListeners).forEach((eventName: string) => {\r\n const func = controllerData.eventListeners && controllerData.eventListeners[eventName as XREventType];\r\n if (func) {\r\n this._xrSessionManager.session.removeEventListener(eventName as XREventType, func);\r\n }\r\n });\r\n }\r\n controllerData.touchCollisionMesh.dispose();\r\n controllerData.pickedPointVisualCue.dispose();\r\n\r\n this._xrSessionManager.runInXRFrame(() => {\r\n // Fire a pointerup\r\n const pointerEventInit: PointerEventInit = {\r\n pointerId: controllerData.id,\r\n pointerType: \"xr\",\r\n };\r\n this._scene.simulatePointerUp(new PickingInfo(), pointerEventInit);\r\n });\r\n\r\n // remove from the map\r\n delete this._controllers[xrControllerUniqueId];\r\n if (this._attachedController === xrControllerUniqueId) {\r\n // check for other controllers\r\n const keys = Object.keys(this._controllers);\r\n if (keys.length) {\r\n this._attachedController = keys[0];\r\n } else {\r\n this._attachedController = \"\";\r\n }\r\n }\r\n }\r\n\r\n private readonly _hoverSize = new Vector3(0.03, 0.03, 0.03);\r\n private readonly _touchSize = new Vector3(0.04, 0.04, 0.04);\r\n private readonly _hydrateTransitionSize = new Vector3(0.035, 0.035, 0.035);\r\n private readonly _touchHoverTransitionSize = new Vector3(0.024, 0.024, 0.024);\r\n private readonly _hoverTouchTransitionSize = new Vector3(0.046, 0.046, 0.046);\r\n\r\n private _generateNewTouchPointMesh() {\r\n // populate information for near hover, pick and pinch\r\n const meshCreationScene = this._options.useUtilityLayer ? this._options.customUtilityLayerScene || UtilityLayerRenderer.DefaultUtilityLayer.utilityLayerScene : this._scene;\r\n\r\n let touchCollisionMesh = CreateSphere(\"PickSphere\", { diameter: 1 }, meshCreationScene);\r\n touchCollisionMesh.scaling.set(this._pickRadius, this._pickRadius, this._pickRadius);\r\n touchCollisionMesh.isVisible = false;\r\n\r\n // Generate the material for the touch mesh visuals\r\n if (this._options.motionControllerOrbMaterial) {\r\n touchCollisionMesh.material = this._options.motionControllerOrbMaterial;\r\n } else {\r\n NodeMaterial.ParseFromSnippetAsync(\"8RUNKL#3\", meshCreationScene).then((nodeMaterial) => {\r\n touchCollisionMesh.material = nodeMaterial;\r\n });\r\n }\r\n\r\n const easingFunction = new QuadraticEase();\r\n easingFunction.setEasingMode(EasingFunction.EASINGMODE_EASEINOUT);\r\n\r\n let touchKeys = [\r\n {frame: 0, value: this._hoverSize},\r\n {frame: 10, value: this._hoverTouchTransitionSize},\r\n {frame: 18, value: this._touchSize}\r\n ];\r\n let releaseKeys = [\r\n {frame: 0, value: this._touchSize},\r\n {frame: 10, value: this._touchHoverTransitionSize},\r\n {frame: 18, value: this._hoverSize}\r\n ];\r\n let hydrateKeys = [\r\n {frame: 0, value: Vector3.ZeroReadOnly},\r\n {frame: 12, value: this._hydrateTransitionSize},\r\n {frame: 15, value: this._hoverSize}\r\n ];\r\n let dehydrateKeys = [\r\n {frame: 0, value: this._hoverSize},\r\n {frame: 10, value: Vector3.ZeroReadOnly},\r\n {frame: 15, value: Vector3.ZeroReadOnly}\r\n ];\r\n\r\n let touchAction = new Animation(\"touch\", \"scaling\", 60, Animation.ANIMATIONTYPE_VECTOR3, Animation.ANIMATIONLOOPMODE_CONSTANT);\r\n let releaseAction = new Animation(\"release\", \"scaling\", 60, Animation.ANIMATIONTYPE_VECTOR3, Animation.ANIMATIONLOOPMODE_CONSTANT);\r\n let hydrateAction = new Animation(\"hydrate\", \"scaling\", 60, Animation.ANIMATIONTYPE_VECTOR3, Animation.ANIMATIONLOOPMODE_CONSTANT);\r\n let dehydrateAction = new Animation(\"dehydrate\", \"scaling\", 60, Animation.ANIMATIONTYPE_VECTOR3, Animation.ANIMATIONLOOPMODE_CONSTANT);\r\n\r\n touchAction.setEasingFunction(easingFunction);\r\n releaseAction.setEasingFunction(easingFunction);\r\n hydrateAction.setEasingFunction(easingFunction);\r\n dehydrateAction.setEasingFunction(easingFunction);\r\n\r\n touchAction.setKeys(touchKeys);\r\n releaseAction.setKeys(releaseKeys);\r\n hydrateAction.setKeys(hydrateKeys);\r\n dehydrateAction.setKeys(dehydrateKeys);\r\n\r\n let touchCollisionMeshFunction = (isTouch: boolean) => {\r\n let action = isTouch ? touchAction : releaseAction;\r\n meshCreationScene.beginDirectAnimation(touchCollisionMesh, [action], 0, 18, false, 1);\r\n };\r\n\r\n let hydrateCollisionMeshFunction = (isHydration: boolean) => {\r\n let action = isHydration ? hydrateAction : dehydrateAction;\r\n if (isHydration) {\r\n touchCollisionMesh.isVisible = true;\r\n }\r\n meshCreationScene.beginDirectAnimation(touchCollisionMesh, [action], 0, 15, false, 1, () => {\r\n if (!isHydration) {\r\n touchCollisionMesh.isVisible = false;\r\n }\r\n });\r\n };\r\n\r\n return {touchCollisionMesh, touchCollisionMeshFunction, hydrateCollisionMeshFunction};\r\n }\r\n\r\n private _pickWithSphere(controllerData: ControllerData, radius: number, sceneToUse: Scene, predicate: (mesh: AbstractMesh) => boolean): Nullable<PickingInfo> {\r\n let pickingInfo = new PickingInfo();\r\n pickingInfo.distance = +Infinity;\r\n\r\n if (controllerData.touchCollisionMesh && controllerData.xrController) {\r\n const position = controllerData.touchCollisionMesh.position;\r\n const sphere = BoundingSphere.CreateFromCenterAndRadius(position, radius);\r\n\r\n for (let meshIndex = 0; meshIndex < sceneToUse.meshes.length; meshIndex++) {\r\n let mesh = sceneToUse.meshes[meshIndex];\r\n if (!predicate(mesh) || !this._controllerAvailablePredicate(mesh, controllerData.xrController.uniqueId)) {\r\n continue;\r\n }\r\n let result = WebXRNearInteraction.PickMeshWithSphere(mesh, sphere);\r\n\r\n if (result && result.hit && result.distance < pickingInfo.distance) {\r\n pickingInfo.hit = result.hit;\r\n pickingInfo.pickedMesh = mesh;\r\n pickingInfo.pickedPoint = result.pickedPoint;\r\n pickingInfo.aimTransform = controllerData.xrController.pointer;\r\n pickingInfo.gripTransform = controllerData.xrController.grip || null;\r\n pickingInfo.originMesh = controllerData.touchCollisionMesh;\r\n pickingInfo.distance = result.distance;\r\n }\r\n }\r\n }\r\n return pickingInfo;\r\n }\r\n\r\n /**\r\n * Picks a mesh with a sphere\r\n * @param mesh the mesh to pick\r\n * @param sphere picking sphere in world coordinates\r\n * @param skipBoundingInfo a boolean indicating if we should skip the bounding info check\r\n * @returns the picking info\r\n */\r\n public static PickMeshWithSphere(mesh: AbstractMesh, sphere: BoundingSphere, skipBoundingInfo = false): PickingInfo {\r\n const subMeshes = mesh.subMeshes;\r\n const pi = new PickingInfo();\r\n const boundingInfo = mesh.getBoundingInfo();\r\n\r\n if (!mesh._generatePointsArray()) {\r\n return pi;\r\n }\r\n\r\n if (!mesh.subMeshes || !boundingInfo) {\r\n return pi;\r\n }\r\n\r\n if (!skipBoundingInfo && !BoundingSphere.Intersects(boundingInfo.boundingSphere, sphere)) {\r\n return pi;\r\n }\r\n\r\n const result = TmpVectors.Vector3[0];\r\n const tmpVec = TmpVectors.Vector3[1];\r\n\r\n let distance = +Infinity;\r\n let tmp, tmpDistanceSphereToCenter, tmpDistanceSurfaceToCenter;\r\n const center = TmpVectors.Vector3[2];\r\n const worldToMesh = TmpVectors.Matrix[0];\r\n worldToMesh.copyFrom(mesh.getWorldMatrix());\r\n worldToMesh.invert();\r\n Vector3.TransformCoordinatesToRef(sphere.center, worldToMesh, center);\r\n\r\n for (var index = 0; index < subMeshes.length; index++) {\r\n const subMesh = subMeshes[index];\r\n\r\n subMesh.projectToRef(center, <Vector3[]>mesh._positions, <IndicesArray>mesh.getIndices(), tmpVec);\r\n\r\n Vector3.TransformCoordinatesToRef(tmpVec, mesh.getWorldMatrix(), tmpVec);\r\n tmp = Vector3.Distance(tmpVec, sphere.center);\r\n\r\n // Check for finger inside of mesh\r\n tmpDistanceSurfaceToCenter = Vector3.Distance(tmpVec, mesh.getAbsolutePosition());\r\n tmpDistanceSphereToCenter = Vector3.Distance(sphere.center, mesh.getAbsolutePosition());\r\n if (tmpDistanceSphereToCenter !== -1 && tmpDistanceSurfaceToCenter !== -1 && tmpDistanceSurfaceToCenter > tmpDistanceSphereToCenter) {\r\n tmp = 0;\r\n tmpVec.copyFrom(sphere.center);\r\n }\r\n\r\n if (tmp !== -1 && tmp < distance) {\r\n distance = tmp;\r\n result.copyFrom(tmpVec);\r\n }\r\n }\r\n\r\n if (distance < sphere.radius) {\r\n pi.hit = true;\r\n pi.distance = distance;\r\n pi.pickedMesh = mesh;\r\n pi.pickedPoint = result.clone();\r\n }\r\n\r\n return pi;\r\n }\r\n}\r\n\r\n//Register the plugin\r\nWebXRFeaturesManager.AddWebXRFeature(\r\n WebXRNearInteraction.Name,\r\n (xrSessionManager, options) => {\r\n return () => new WebXRNearInteraction(xrSessionManager, options);\r\n },\r\n WebXRNearInteraction.Version,\r\n true\r\n);\r\n"]}
@@ -99,6 +99,7 @@ var WebXRSessionManager = /** @class */ (function () {
99
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  this.onXRReferenceSpaceChanged.clear();
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  this.onXRSessionInit.clear();
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  (_a = this._engine) === null || _a === void 0 ? void 0 : _a.onDisposeObservable.remove(this._onEngineDisposedObserver);
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+ this._engine = null;
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  };
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  /**
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  * Stops the xrSession and restores the render loop