@babylonjs/core 5.18.0 → 5.21.0

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 (128) hide show
  1. package/Debug/debugLayer.d.ts +36 -0
  2. package/Debug/debugLayer.js.map +1 -1
  3. package/DeviceInput/InputDevices/deviceSource.d.ts +1 -1
  4. package/DeviceInput/InputDevices/deviceSource.js.map +1 -1
  5. package/DeviceInput/InputDevices/deviceSourceManager.d.ts +1 -1
  6. package/DeviceInput/InputDevices/deviceSourceManager.js +1 -1
  7. package/DeviceInput/InputDevices/deviceSourceManager.js.map +1 -1
  8. package/DeviceInput/{Helpers/eventFactory.d.ts → eventFactory.d.ts} +4 -4
  9. package/DeviceInput/{Helpers/eventFactory.js → eventFactory.js} +2 -2
  10. package/DeviceInput/eventFactory.js.map +1 -0
  11. package/DeviceInput/{InputDevices/inputInterfaces.d.ts → inputInterfaces.d.ts} +2 -2
  12. package/DeviceInput/{InputDevices/inputInterfaces.js → inputInterfaces.js} +0 -0
  13. package/DeviceInput/inputInterfaces.js.map +1 -0
  14. package/DeviceInput/{InputDevices/internalDeviceSourceManager.d.ts → internalDeviceSourceManager.d.ts} +7 -7
  15. package/DeviceInput/{InputDevices/internalDeviceSourceManager.js → internalDeviceSourceManager.js} +2 -2
  16. package/DeviceInput/internalDeviceSourceManager.js.map +1 -0
  17. package/DeviceInput/{InputDevices/nativeDeviceInputSystem.d.ts → nativeDeviceInputSystem.d.ts} +2 -2
  18. package/DeviceInput/{InputDevices/nativeDeviceInputSystem.js → nativeDeviceInputSystem.js} +2 -2
  19. package/DeviceInput/nativeDeviceInputSystem.js.map +1 -0
  20. package/DeviceInput/{InputDevices/webDeviceInputSystem.d.ts → webDeviceInputSystem.d.ts} +3 -3
  21. package/DeviceInput/{InputDevices/webDeviceInputSystem.js → webDeviceInputSystem.js} +4 -4
  22. package/DeviceInput/webDeviceInputSystem.js.map +1 -0
  23. package/Engines/Extensions/engine.query.js +5 -1
  24. package/Engines/Extensions/engine.query.js.map +1 -1
  25. package/Engines/Extensions/engine.transformFeedback.js +5 -1
  26. package/Engines/Extensions/engine.transformFeedback.js.map +1 -1
  27. package/Engines/Native/nativeInterfaces.d.ts +1 -1
  28. package/Engines/Native/nativeInterfaces.js.map +1 -1
  29. package/Engines/engine.d.ts +21 -242
  30. package/Engines/thinEngine.d.ts +1 -1
  31. package/Engines/thinEngine.js +7 -3
  32. package/Engines/thinEngine.js.map +1 -1
  33. package/Gizmos/axisDragGizmo.d.ts +20 -1
  34. package/Gizmos/axisDragGizmo.js.map +1 -1
  35. package/Gizmos/axisScaleGizmo.d.ts +26 -1
  36. package/Gizmos/axisScaleGizmo.js.map +1 -1
  37. package/Gizmos/boundingBoxGizmo.d.ts +71 -1
  38. package/Gizmos/boundingBoxGizmo.js.map +1 -1
  39. package/Gizmos/cameraGizmo.d.ts +15 -1
  40. package/Gizmos/cameraGizmo.js.map +1 -1
  41. package/Gizmos/gizmoManager.d.ts +8 -8
  42. package/Gizmos/gizmoManager.js.map +1 -1
  43. package/Gizmos/lightGizmo.d.ts +13 -1
  44. package/Gizmos/lightGizmo.js.map +1 -1
  45. package/Gizmos/planeDragGizmo.d.ts +20 -1
  46. package/Gizmos/planeDragGizmo.js.map +1 -1
  47. package/Gizmos/planeRotationGizmo.d.ts +22 -1
  48. package/Gizmos/planeRotationGizmo.js.map +1 -1
  49. package/Gizmos/positionGizmo.d.ts +44 -10
  50. package/Gizmos/positionGizmo.js.map +1 -1
  51. package/Gizmos/rotationGizmo.d.ts +29 -6
  52. package/Gizmos/rotationGizmo.js.map +1 -1
  53. package/Gizmos/scaleGizmo.d.ts +34 -6
  54. package/Gizmos/scaleGizmo.js.map +1 -1
  55. package/Loading/Plugins/babylonFileLoader.js +16 -4
  56. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  57. package/Materials/Background/backgroundMaterial.js +1 -0
  58. package/Materials/Background/backgroundMaterial.js.map +1 -1
  59. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.d.ts +39 -0
  60. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js +97 -0
  61. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js.map +1 -0
  62. package/Materials/Node/Blocks/Fragment/index.d.ts +1 -0
  63. package/Materials/Node/Blocks/Fragment/index.js +1 -0
  64. package/Materials/Node/Blocks/Fragment/index.js.map +1 -1
  65. package/Materials/PBR/pbrBaseMaterial.js +10 -0
  66. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  67. package/Materials/Textures/Procedurals/proceduralTexture.js +5 -1
  68. package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
  69. package/Materials/Textures/renderTargetTexture.js +3 -0
  70. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  71. package/Materials/Textures/texture.js +9 -5
  72. package/Materials/Textures/texture.js.map +1 -1
  73. package/Materials/index.d.ts +1 -0
  74. package/Materials/index.js +1 -0
  75. package/Materials/index.js.map +1 -1
  76. package/Materials/materialHelper.js +1 -1
  77. package/Materials/materialHelper.js.map +1 -1
  78. package/Materials/standardMaterial.js +7 -0
  79. package/Materials/standardMaterial.js.map +1 -1
  80. package/Maths/math.vector.d.ts +132 -6
  81. package/Maths/math.vector.js +151 -7
  82. package/Maths/math.vector.js.map +1 -1
  83. package/Meshes/groundMesh.js +1 -1
  84. package/Meshes/groundMesh.js.map +1 -1
  85. package/Meshes/mesh.d.ts +12 -12
  86. package/Meshes/mesh.js +13 -12
  87. package/Meshes/mesh.js.map +1 -1
  88. package/Meshes/transformNode.js +1 -0
  89. package/Meshes/transformNode.js.map +1 -1
  90. package/Misc/assetsManager.d.ts +9 -0
  91. package/Misc/assetsManager.js +3 -1
  92. package/Misc/assetsManager.js.map +1 -1
  93. package/Misc/basis.js +7 -4
  94. package/Misc/basis.js.map +1 -1
  95. package/Misc/computePressure.d.ts +9 -3
  96. package/Misc/computePressure.js +13 -5
  97. package/Misc/computePressure.js.map +1 -1
  98. package/Misc/fileTools.js +7 -1
  99. package/Misc/fileTools.js.map +1 -1
  100. package/Misc/iInspectable.d.ts +14 -1
  101. package/Misc/iInspectable.js +4 -0
  102. package/Misc/iInspectable.js.map +1 -1
  103. package/Misc/sceneSerializer.js +1 -1
  104. package/Misc/sceneSerializer.js.map +1 -1
  105. package/Misc/tools.js +12 -1
  106. package/Misc/tools.js.map +1 -1
  107. package/Particles/solidParticleSystem.d.ts +1 -0
  108. package/Particles/solidParticleSystem.js +4 -1
  109. package/Particles/solidParticleSystem.js.map +1 -1
  110. package/Physics/physicsImpostor.js +8 -2
  111. package/Physics/physicsImpostor.js.map +1 -1
  112. package/XR/webXRDefaultExperience.d.ts +10 -0
  113. package/XR/webXRDefaultExperience.js +2 -12
  114. package/XR/webXRDefaultExperience.js.map +1 -1
  115. package/XR/webXRExperienceHelper.js +12 -12
  116. package/XR/webXRExperienceHelper.js.map +1 -1
  117. package/node.d.ts +2 -0
  118. package/node.js +2 -0
  119. package/node.js.map +1 -1
  120. package/package.json +1 -1
  121. package/scene.d.ts +1 -1
  122. package/scene.js +7 -3
  123. package/scene.js.map +1 -1
  124. package/DeviceInput/Helpers/eventFactory.js.map +0 -1
  125. package/DeviceInput/InputDevices/inputInterfaces.js.map +0 -1
  126. package/DeviceInput/InputDevices/internalDeviceSourceManager.js.map +0 -1
  127. package/DeviceInput/InputDevices/nativeDeviceInputSystem.js.map +0 -1
  128. package/DeviceInput/InputDevices/webDeviceInputSystem.js.map +0 -1
@@ -85,7 +85,7 @@ var GroundMesh = /** @class */ (function (_super) {
85
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  Vector3.TransformCoordinatesFromFloatsToRef(x, 0.0, z, invMat, tmpVect); // transform x,z in the mesh local space
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  x = tmpVect.x;
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  z = tmpVect.z;
88
- if (x < this._minX || x > this._maxX || z < this._minZ || z > this._maxZ) {
88
+ if (x < this._minX || x >= this._maxX || z <= this._minZ || z > this._maxZ) {
89
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  return this.position.y;
90
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  }
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  if (!this._heightQuads || this._heightQuads.length == 0) {
@@ -1 +1 @@
1
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type { Scene } from \"../scene\";\r\nimport { Vector3, Vector2, TmpVectors, Vector4 } from \"../Maths/math.vector\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\n\r\nMesh._GroundMeshParser = (parsedMesh: any, scene: Scene): Mesh => {\r\n return GroundMesh.Parse(parsedMesh, scene);\r\n};\r\n\r\n/**\r\n * Mesh representing the ground\r\n */\r\nexport class GroundMesh extends Mesh {\r\n /** If octree should be generated */\r\n public generateOctree = false;\r\n\r\n private _heightQuads: { slope: Vector2; facet1: Vector4; facet2: Vector4 }[];\r\n\r\n /** @hidden */\r\n public _subdivisionsX: number;\r\n /** @hidden */\r\n public _subdivisionsY: number;\r\n /** @hidden */\r\n public _width: number;\r\n /** @hidden */\r\n public _height: number;\r\n /** @hidden */\r\n public _minX: number;\r\n /** @hidden */\r\n public _maxX: number;\r\n /** @hidden */\r\n public _minZ: number;\r\n /** @hidden */\r\n public _maxZ: number;\r\n\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n }\r\n\r\n /**\r\n * \"GroundMesh\"\r\n * @returns \"GroundMesh\"\r\n */\r\n public getClassName(): string {\r\n return \"GroundMesh\";\r\n }\r\n\r\n /**\r\n * The minimum of x and y subdivisions\r\n */\r\n public get subdivisions(): number {\r\n return Math.min(this._subdivisionsX, this._subdivisionsY);\r\n }\r\n\r\n /**\r\n * X subdivisions\r\n */\r\n public get subdivisionsX(): number {\r\n return this._subdivisionsX;\r\n }\r\n\r\n /**\r\n * Y subdivisions\r\n */\r\n public get subdivisionsY(): number {\r\n return this._subdivisionsY;\r\n }\r\n\r\n /**\r\n * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.\r\n * Please note that you must have a decent number of submeshes to get performance improvements when using an octree\r\n * @param chunksCount the number of subdivisions for x and y\r\n * @param octreeBlocksSize (Default: 32)\r\n */\r\n public optimize(chunksCount: number, octreeBlocksSize = 32): void {\r\n this._subdivisionsX = chunksCount;\r\n this._subdivisionsY = chunksCount;\r\n this.subdivide(chunksCount);\r\n\r\n // Call the octree system optimization if it is defined.\r\n const thisAsAny = this as any;\r\n if (thisAsAny.createOrUpdateSubmeshesOctree) {\r\n thisAsAny.createOrUpdateSubmeshesOctree(octreeBlocksSize);\r\n }\r\n }\r\n\r\n /**\r\n * Returns a height (y) value in the World system :\r\n * the ground altitude at the coordinates (x, z) expressed in the World system.\r\n * @param x x coordinate\r\n * @param z z coordinate\r\n * @returns the ground y position if (x, z) are outside the ground surface.\r\n */\r\n public getHeightAtCoordinates(x: number, z: number): number {\r\n const world = this.getWorldMatrix();\r\n const invMat = TmpVectors.Matrix[5];\r\n world.invertToRef(invMat);\r\n const tmpVect = TmpVectors.Vector3[8];\r\n Vector3.TransformCoordinatesFromFloatsToRef(x, 0.0, z, invMat, tmpVect); // transform x,z in the mesh local space\r\n x = tmpVect.x;\r\n z = tmpVect.z;\r\n if (x < this._minX || x > this._maxX || z < this._minZ || z > this._maxZ) {\r\n return this.position.y;\r\n }\r\n if (!this._heightQuads || this._heightQuads.length == 0) {\r\n this._initHeightQuads();\r\n this._computeHeightQuads();\r\n }\r\n const facet = this._getFacetAt(x, z);\r\n const y = -(facet.x * x + facet.z * z + facet.w) / facet.y;\r\n // return y in the World system\r\n Vector3.TransformCoordinatesFromFloatsToRef(0.0, y, 0.0, world, tmpVect);\r\n return tmpVect.y;\r\n }\r\n\r\n /**\r\n * Returns a normalized vector (Vector3) orthogonal to the ground\r\n * at the ground coordinates (x, z) expressed in the World system.\r\n * @param x x coordinate\r\n * @param z z coordinate\r\n * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.\r\n */\r\n public getNormalAtCoordinates(x: number, z: number): Vector3 {\r\n const normal = new Vector3(0.0, 1.0, 0.0);\r\n this.getNormalAtCoordinatesToRef(x, z, normal);\r\n return normal;\r\n }\r\n\r\n /**\r\n * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground\r\n * at the ground coordinates (x, z) expressed in the World system.\r\n * Doesn't update the reference Vector3 if (x, z) are outside the ground surface.\r\n * @param x x coordinate\r\n * @param z z coordinate\r\n * @param ref vector to store the result\r\n * @returns the GroundMesh.\r\n */\r\n public getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh {\r\n const world = this.getWorldMatrix();\r\n const tmpMat = TmpVectors.Matrix[5];\r\n world.invertToRef(tmpMat);\r\n const tmpVect = TmpVectors.Vector3[8];\r\n Vector3.TransformCoordinatesFromFloatsToRef(x, 0.0, z, tmpMat, tmpVect); // transform x,z in the mesh local space\r\n x = tmpVect.x;\r\n z = tmpVect.z;\r\n if (x < this._minX || x > this._maxX || z < this._minZ || z > this._maxZ) {\r\n return this;\r\n }\r\n if (!this._heightQuads || this._heightQuads.length == 0) {\r\n this._initHeightQuads();\r\n this._computeHeightQuads();\r\n }\r\n const facet = this._getFacetAt(x, z);\r\n Vector3.TransformNormalFromFloatsToRef(facet.x, facet.y, facet.z, world, ref);\r\n return this;\r\n }\r\n\r\n /**\r\n * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()\r\n * if the ground has been updated.\r\n * This can be used in the render loop.\r\n * @returns the GroundMesh.\r\n */\r\n public updateCoordinateHeights(): GroundMesh {\r\n if (!this._heightQuads || this._heightQuads.length == 0) {\r\n this._initHeightQuads();\r\n }\r\n this._computeHeightQuads();\r\n return this;\r\n }\r\n\r\n // Returns the element \"facet\" from the heightQuads array relative to (x, z) local coordinates\r\n private _getFacetAt(x: number, z: number): Vector4 {\r\n // retrieve col and row from x, z coordinates in the ground local system\r\n const col = Math.floor(((x + this._maxX) * this._subdivisionsX) / this._width);\r\n const row = Math.floor((-(z + this._maxZ) * this._subdivisionsY) / this._height + this._subdivisionsY);\r\n const quad = this._heightQuads[row * this._subdivisionsX + col];\r\n let facet;\r\n if (z < quad.slope.x * x + quad.slope.y) {\r\n facet = quad.facet1;\r\n } else {\r\n facet = quad.facet2;\r\n }\r\n return facet;\r\n }\r\n\r\n // Creates and populates the heightMap array with \"facet\" elements :\r\n // a quad is two triangular facets separated by a slope, so a \"facet\" element is 1 slope + 2 facets\r\n // slope : Vector2(c, h) = 2D diagonal line equation setting apart two triangular facets in a quad : z = cx + h\r\n // facet1 : Vector4(a, b, c, d) = first facet 3D plane equation : ax + by + cz + d = 0\r\n // facet2 : Vector4(a, b, c, d) = second facet 3D plane equation : ax + by + cz + d = 0\r\n // Returns the GroundMesh.\r\n private _initHeightQuads(): GroundMesh {\r\n const subdivisionsX = this._subdivisionsX;\r\n const subdivisionsY = this._subdivisionsY;\r\n this._heightQuads = new Array();\r\n for (let row = 0; row < subdivisionsY; row++) {\r\n for (let col = 0; col < subdivisionsX; col++) {\r\n const quad = { slope: Vector2.Zero(), facet1: new Vector4(0.0, 0.0, 0.0, 0.0), facet2: new Vector4(0.0, 0.0, 0.0, 0.0) };\r\n this._heightQuads[row * subdivisionsX + col] = quad;\r\n }\r\n }\r\n return this;\r\n }\r\n\r\n // Compute each quad element values and update the the heightMap array :\r\n // slope : Vector2(c, h) = 2D diagonal line equation setting apart two triangular facets in a quad : z = cx + h\r\n // facet1 : Vector4(a, b, c, d) = first facet 3D plane equation : ax + by + cz + d = 0\r\n // facet2 : Vector4(a, b, c, d) = second facet 3D plane equation : ax + by + cz + d = 0\r\n // Returns the GroundMesh.\r\n private _computeHeightQuads(): GroundMesh {\r\n const positions = this.getVerticesData(VertexBuffer.PositionKind);\r\n\r\n if (!positions) {\r\n return this;\r\n }\r\n\r\n const v1 = TmpVectors.Vector3[3];\r\n const v2 = TmpVectors.Vector3[2];\r\n const v3 = TmpVectors.Vector3[1];\r\n const v4 = TmpVectors.Vector3[0];\r\n const v1v2 = TmpVectors.Vector3[4];\r\n const v1v3 = TmpVectors.Vector3[5];\r\n const v1v4 = TmpVectors.Vector3[6];\r\n const norm1 = TmpVectors.Vector3[7];\r\n const norm2 = TmpVectors.Vector3[8];\r\n let i = 0;\r\n let j = 0;\r\n let k = 0;\r\n let cd = 0; // 2D slope coefficient : z = cd * x + h\r\n let h = 0;\r\n let d1 = 0; // facet plane equation : ax + by + cz + d = 0\r\n let d2 = 0;\r\n\r\n const subdivisionsX = this._subdivisionsX;\r\n const subdivisionsY = this._subdivisionsY;\r\n\r\n for (let row = 0; row < subdivisionsY; row++) {\r\n for (let col = 0; col < subdivisionsX; col++) {\r\n i = col * 3;\r\n j = row * (subdivisionsX + 1) * 3;\r\n k = (row + 1) * (subdivisionsX + 1) * 3;\r\n v1.x = positions[j + i];\r\n v1.y = positions[j + i + 1];\r\n v1.z = positions[j + i + 2];\r\n v2.x = positions[j + i + 3];\r\n v2.y = positions[j + i + 4];\r\n v2.z = positions[j + i + 5];\r\n v3.x = positions[k + i];\r\n v3.y = positions[k + i + 1];\r\n v3.z = positions[k + i + 2];\r\n v4.x = positions[k + i + 3];\r\n v4.y = positions[k + i + 4];\r\n v4.z = positions[k + i + 5];\r\n\r\n // 2D slope V1V4\r\n cd = (v4.z - v1.z) / (v4.x - v1.x);\r\n h = v1.z - cd * v1.x; // v1 belongs to the slope\r\n\r\n // facet equations :\r\n // we compute each facet normal vector\r\n // the equation of the facet plane is : norm.x * x + norm.y * y + norm.z * z + d = 0\r\n // we compute the value d by applying the equation to v1 which belongs to the plane\r\n // then we store the facet equation in a Vector4\r\n v2.subtractToRef(v1, v1v2);\r\n v3.subtractToRef(v1, v1v3);\r\n v4.subtractToRef(v1, v1v4);\r\n Vector3.CrossToRef(v1v4, v1v3, norm1); // caution : CrossToRef uses the Tmp class\r\n Vector3.CrossToRef(v1v2, v1v4, norm2);\r\n norm1.normalize();\r\n norm2.normalize();\r\n d1 = -(norm1.x * v1.x + norm1.y * v1.y + norm1.z * v1.z);\r\n d2 = -(norm2.x * v2.x + norm2.y * v2.y + norm2.z * v2.z);\r\n\r\n const quad = this._heightQuads[row * subdivisionsX + col];\r\n quad.slope.copyFromFloats(cd, h);\r\n quad.facet1.copyFromFloats(norm1.x, norm1.y, norm1.z, d1);\r\n quad.facet2.copyFromFloats(norm2.x, norm2.y, norm2.z, d2);\r\n }\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Serializes this ground mesh\r\n * @param serializationObject object to write serialization to\r\n */\r\n public serialize(serializationObject: any): void {\r\n super.serialize(serializationObject);\r\n serializationObject.subdivisionsX = this._subdivisionsX;\r\n serializationObject.subdivisionsY = this._subdivisionsY;\r\n\r\n serializationObject.minX = this._minX;\r\n serializationObject.maxX = this._maxX;\r\n\r\n serializationObject.minZ = this._minZ;\r\n serializationObject.maxZ = this._maxZ;\r\n\r\n serializationObject.width = this._width;\r\n serializationObject.height = this._height;\r\n }\r\n\r\n /**\r\n * Parses a serialized ground mesh\r\n * @param parsedMesh the serialized mesh\r\n * @param scene the scene to create the ground mesh in\r\n * @returns the created ground mesh\r\n */\r\n public static Parse(parsedMesh: any, scene: Scene): GroundMesh {\r\n const result = new GroundMesh(parsedMesh.name, scene);\r\n\r\n result._subdivisionsX = parsedMesh.subdivisionsX || 1;\r\n result._subdivisionsY = parsedMesh.subdivisionsY || 1;\r\n\r\n result._minX = parsedMesh.minX;\r\n result._maxX = parsedMesh.maxX;\r\n\r\n result._minZ = parsedMesh.minZ;\r\n result._maxZ = parsedMesh.maxZ;\r\n\r\n result._width = parsedMesh.width;\r\n result._height = parsedMesh.height;\r\n\r\n return result;\r\n }\r\n}\r\n"]}
1
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type { Scene } from \"../scene\";\r\nimport { Vector3, Vector2, TmpVectors, Vector4 } from \"../Maths/math.vector\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\n\r\nMesh._GroundMeshParser = (parsedMesh: any, scene: Scene): Mesh => {\r\n return GroundMesh.Parse(parsedMesh, scene);\r\n};\r\n\r\n/**\r\n * Mesh representing the ground\r\n */\r\nexport class GroundMesh extends Mesh {\r\n /** If octree should be generated */\r\n public generateOctree = false;\r\n\r\n private _heightQuads: { slope: Vector2; facet1: Vector4; facet2: Vector4 }[];\r\n\r\n /** @hidden */\r\n public _subdivisionsX: number;\r\n /** @hidden */\r\n public _subdivisionsY: number;\r\n /** @hidden */\r\n public _width: number;\r\n /** @hidden */\r\n public _height: number;\r\n /** @hidden */\r\n public _minX: number;\r\n /** @hidden */\r\n public _maxX: number;\r\n /** @hidden */\r\n public _minZ: number;\r\n /** @hidden */\r\n public _maxZ: number;\r\n\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n }\r\n\r\n /**\r\n * \"GroundMesh\"\r\n * @returns \"GroundMesh\"\r\n */\r\n public getClassName(): string {\r\n return \"GroundMesh\";\r\n }\r\n\r\n /**\r\n * The minimum of x and y subdivisions\r\n */\r\n public get subdivisions(): number {\r\n return Math.min(this._subdivisionsX, this._subdivisionsY);\r\n }\r\n\r\n /**\r\n * X subdivisions\r\n */\r\n public get subdivisionsX(): number {\r\n return this._subdivisionsX;\r\n }\r\n\r\n /**\r\n * Y subdivisions\r\n */\r\n public get subdivisionsY(): number {\r\n return this._subdivisionsY;\r\n }\r\n\r\n /**\r\n * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.\r\n * Please note that you must have a decent number of submeshes to get performance improvements when using an octree\r\n * @param chunksCount the number of subdivisions for x and y\r\n * @param octreeBlocksSize (Default: 32)\r\n */\r\n public optimize(chunksCount: number, octreeBlocksSize = 32): void {\r\n this._subdivisionsX = chunksCount;\r\n this._subdivisionsY = chunksCount;\r\n this.subdivide(chunksCount);\r\n\r\n // Call the octree system optimization if it is defined.\r\n const thisAsAny = this as any;\r\n if (thisAsAny.createOrUpdateSubmeshesOctree) {\r\n thisAsAny.createOrUpdateSubmeshesOctree(octreeBlocksSize);\r\n }\r\n }\r\n\r\n /**\r\n * Returns a height (y) value in the World system :\r\n * the ground altitude at the coordinates (x, z) expressed in the World system.\r\n * @param x x coordinate\r\n * @param z z coordinate\r\n * @returns the ground y position if (x, z) are outside the ground surface.\r\n */\r\n public getHeightAtCoordinates(x: number, z: number): number {\r\n const world = this.getWorldMatrix();\r\n const invMat = TmpVectors.Matrix[5];\r\n world.invertToRef(invMat);\r\n const tmpVect = TmpVectors.Vector3[8];\r\n Vector3.TransformCoordinatesFromFloatsToRef(x, 0.0, z, invMat, tmpVect); // transform x,z in the mesh local space\r\n x = tmpVect.x;\r\n z = tmpVect.z;\r\n if (x < this._minX || x >= this._maxX || z <= this._minZ || z > this._maxZ) {\r\n return this.position.y;\r\n }\r\n if (!this._heightQuads || this._heightQuads.length == 0) {\r\n this._initHeightQuads();\r\n this._computeHeightQuads();\r\n }\r\n const facet = this._getFacetAt(x, z);\r\n const y = -(facet.x * x + facet.z * z + facet.w) / facet.y;\r\n // return y in the World system\r\n Vector3.TransformCoordinatesFromFloatsToRef(0.0, y, 0.0, world, tmpVect);\r\n return tmpVect.y;\r\n }\r\n\r\n /**\r\n * Returns a normalized vector (Vector3) orthogonal to the ground\r\n * at the ground coordinates (x, z) expressed in the World system.\r\n * @param x x coordinate\r\n * @param z z coordinate\r\n * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.\r\n */\r\n public getNormalAtCoordinates(x: number, z: number): Vector3 {\r\n const normal = new Vector3(0.0, 1.0, 0.0);\r\n this.getNormalAtCoordinatesToRef(x, z, normal);\r\n return normal;\r\n }\r\n\r\n /**\r\n * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground\r\n * at the ground coordinates (x, z) expressed in the World system.\r\n * Doesn't update the reference Vector3 if (x, z) are outside the ground surface.\r\n * @param x x coordinate\r\n * @param z z coordinate\r\n * @param ref vector to store the result\r\n * @returns the GroundMesh.\r\n */\r\n public getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh {\r\n const world = this.getWorldMatrix();\r\n const tmpMat = TmpVectors.Matrix[5];\r\n world.invertToRef(tmpMat);\r\n const tmpVect = TmpVectors.Vector3[8];\r\n Vector3.TransformCoordinatesFromFloatsToRef(x, 0.0, z, tmpMat, tmpVect); // transform x,z in the mesh local space\r\n x = tmpVect.x;\r\n z = tmpVect.z;\r\n if (x < this._minX || x > this._maxX || z < this._minZ || z > this._maxZ) {\r\n return this;\r\n }\r\n if (!this._heightQuads || this._heightQuads.length == 0) {\r\n this._initHeightQuads();\r\n this._computeHeightQuads();\r\n }\r\n const facet = this._getFacetAt(x, z);\r\n Vector3.TransformNormalFromFloatsToRef(facet.x, facet.y, facet.z, world, ref);\r\n return this;\r\n }\r\n\r\n /**\r\n * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()\r\n * if the ground has been updated.\r\n * This can be used in the render loop.\r\n * @returns the GroundMesh.\r\n */\r\n public updateCoordinateHeights(): GroundMesh {\r\n if (!this._heightQuads || this._heightQuads.length == 0) {\r\n this._initHeightQuads();\r\n }\r\n this._computeHeightQuads();\r\n return this;\r\n }\r\n\r\n // Returns the element \"facet\" from the heightQuads array relative to (x, z) local coordinates\r\n private _getFacetAt(x: number, z: number): Vector4 {\r\n // retrieve col and row from x, z coordinates in the ground local system\r\n const col = Math.floor(((x + this._maxX) * this._subdivisionsX) / this._width);\r\n const row = Math.floor((-(z + this._maxZ) * this._subdivisionsY) / this._height + this._subdivisionsY);\r\n const quad = this._heightQuads[row * this._subdivisionsX + col];\r\n let facet;\r\n if (z < quad.slope.x * x + quad.slope.y) {\r\n facet = quad.facet1;\r\n } else {\r\n facet = quad.facet2;\r\n }\r\n return facet;\r\n }\r\n\r\n // Creates and populates the heightMap array with \"facet\" elements :\r\n // a quad is two triangular facets separated by a slope, so a \"facet\" element is 1 slope + 2 facets\r\n // slope : Vector2(c, h) = 2D diagonal line equation setting apart two triangular facets in a quad : z = cx + h\r\n // facet1 : Vector4(a, b, c, d) = first facet 3D plane equation : ax + by + cz + d = 0\r\n // facet2 : Vector4(a, b, c, d) = second facet 3D plane equation : ax + by + cz + d = 0\r\n // Returns the GroundMesh.\r\n private _initHeightQuads(): GroundMesh {\r\n const subdivisionsX = this._subdivisionsX;\r\n const subdivisionsY = this._subdivisionsY;\r\n this._heightQuads = new Array();\r\n for (let row = 0; row < subdivisionsY; row++) {\r\n for (let col = 0; col < subdivisionsX; col++) {\r\n const quad = { slope: Vector2.Zero(), facet1: new Vector4(0.0, 0.0, 0.0, 0.0), facet2: new Vector4(0.0, 0.0, 0.0, 0.0) };\r\n this._heightQuads[row * subdivisionsX + col] = quad;\r\n }\r\n }\r\n return this;\r\n }\r\n\r\n // Compute each quad element values and update the the heightMap array :\r\n // slope : Vector2(c, h) = 2D diagonal line equation setting apart two triangular facets in a quad : z = cx + h\r\n // facet1 : Vector4(a, b, c, d) = first facet 3D plane equation : ax + by + cz + d = 0\r\n // facet2 : Vector4(a, b, c, d) = second facet 3D plane equation : ax + by + cz + d = 0\r\n // Returns the GroundMesh.\r\n private _computeHeightQuads(): GroundMesh {\r\n const positions = this.getVerticesData(VertexBuffer.PositionKind);\r\n\r\n if (!positions) {\r\n return this;\r\n }\r\n\r\n const v1 = TmpVectors.Vector3[3];\r\n const v2 = TmpVectors.Vector3[2];\r\n const v3 = TmpVectors.Vector3[1];\r\n const v4 = TmpVectors.Vector3[0];\r\n const v1v2 = TmpVectors.Vector3[4];\r\n const v1v3 = TmpVectors.Vector3[5];\r\n const v1v4 = TmpVectors.Vector3[6];\r\n const norm1 = TmpVectors.Vector3[7];\r\n const norm2 = TmpVectors.Vector3[8];\r\n let i = 0;\r\n let j = 0;\r\n let k = 0;\r\n let cd = 0; // 2D slope coefficient : z = cd * x + h\r\n let h = 0;\r\n let d1 = 0; // facet plane equation : ax + by + cz + d = 0\r\n let d2 = 0;\r\n\r\n const subdivisionsX = this._subdivisionsX;\r\n const subdivisionsY = this._subdivisionsY;\r\n\r\n for (let row = 0; row < subdivisionsY; row++) {\r\n for (let col = 0; col < subdivisionsX; col++) {\r\n i = col * 3;\r\n j = row * (subdivisionsX + 1) * 3;\r\n k = (row + 1) * (subdivisionsX + 1) * 3;\r\n v1.x = positions[j + i];\r\n v1.y = positions[j + i + 1];\r\n v1.z = positions[j + i + 2];\r\n v2.x = positions[j + i + 3];\r\n v2.y = positions[j + i + 4];\r\n v2.z = positions[j + i + 5];\r\n v3.x = positions[k + i];\r\n v3.y = positions[k + i + 1];\r\n v3.z = positions[k + i + 2];\r\n v4.x = positions[k + i + 3];\r\n v4.y = positions[k + i + 4];\r\n v4.z = positions[k + i + 5];\r\n\r\n // 2D slope V1V4\r\n cd = (v4.z - v1.z) / (v4.x - v1.x);\r\n h = v1.z - cd * v1.x; // v1 belongs to the slope\r\n\r\n // facet equations :\r\n // we compute each facet normal vector\r\n // the equation of the facet plane is : norm.x * x + norm.y * y + norm.z * z + d = 0\r\n // we compute the value d by applying the equation to v1 which belongs to the plane\r\n // then we store the facet equation in a Vector4\r\n v2.subtractToRef(v1, v1v2);\r\n v3.subtractToRef(v1, v1v3);\r\n v4.subtractToRef(v1, v1v4);\r\n Vector3.CrossToRef(v1v4, v1v3, norm1); // caution : CrossToRef uses the Tmp class\r\n Vector3.CrossToRef(v1v2, v1v4, norm2);\r\n norm1.normalize();\r\n norm2.normalize();\r\n d1 = -(norm1.x * v1.x + norm1.y * v1.y + norm1.z * v1.z);\r\n d2 = -(norm2.x * v2.x + norm2.y * v2.y + norm2.z * v2.z);\r\n\r\n const quad = this._heightQuads[row * subdivisionsX + col];\r\n quad.slope.copyFromFloats(cd, h);\r\n quad.facet1.copyFromFloats(norm1.x, norm1.y, norm1.z, d1);\r\n quad.facet2.copyFromFloats(norm2.x, norm2.y, norm2.z, d2);\r\n }\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Serializes this ground mesh\r\n * @param serializationObject object to write serialization to\r\n */\r\n public serialize(serializationObject: any): void {\r\n super.serialize(serializationObject);\r\n serializationObject.subdivisionsX = this._subdivisionsX;\r\n serializationObject.subdivisionsY = this._subdivisionsY;\r\n\r\n serializationObject.minX = this._minX;\r\n serializationObject.maxX = this._maxX;\r\n\r\n serializationObject.minZ = this._minZ;\r\n serializationObject.maxZ = this._maxZ;\r\n\r\n serializationObject.width = this._width;\r\n serializationObject.height = this._height;\r\n }\r\n\r\n /**\r\n * Parses a serialized ground mesh\r\n * @param parsedMesh the serialized mesh\r\n * @param scene the scene to create the ground mesh in\r\n * @returns the created ground mesh\r\n */\r\n public static Parse(parsedMesh: any, scene: Scene): GroundMesh {\r\n const result = new GroundMesh(parsedMesh.name, scene);\r\n\r\n result._subdivisionsX = parsedMesh.subdivisionsX || 1;\r\n result._subdivisionsY = parsedMesh.subdivisionsY || 1;\r\n\r\n result._minX = parsedMesh.minX;\r\n result._maxX = parsedMesh.maxX;\r\n\r\n result._minZ = parsedMesh.minZ;\r\n result._maxZ = parsedMesh.maxZ;\r\n\r\n result._width = parsedMesh.width;\r\n result._height = parsedMesh.height;\r\n\r\n return result;\r\n }\r\n}\r\n"]}
package/Meshes/mesh.d.ts CHANGED
@@ -1002,23 +1002,23 @@ export declare class Mesh extends AbstractMesh implements IGetSetVerticesData {
1002
1002
  } | AbstractMesh[]): Vector3;
1003
1003
  /**
1004
1004
  * Merge the array of meshes into a single mesh for performance reasons.
1005
- * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
1006
- * @param disposeSource when true (default), dispose of the vertices from the source meshes
1007
- * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
1008
- * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
1009
- * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
1010
- * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
1005
+ * @param meshes array of meshes with the vertices to merge. Entries cannot be empty meshes.
1006
+ * @param disposeSource when true (default), dispose of the vertices from the source meshes.
1007
+ * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true.
1008
+ * @param meshSubclass (optional) can be set to a Mesh where the merged vertices will be inserted.
1009
+ * @param subdivideWithSubMeshes when true (false default), subdivide mesh into subMeshes.
1010
+ * @param multiMultiMaterials when true (false default), subdivide mesh into subMeshes with multiple materials, ignores subdivideWithSubMeshes.
1011
1011
  * @returns a new mesh
1012
1012
  */
1013
1013
  static MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean, multiMultiMaterials?: boolean): Nullable<Mesh>;
1014
1014
  /**
1015
1015
  * Merge the array of meshes into a single mesh for performance reasons.
1016
- * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
1017
- * @param disposeSource when true (default), dispose of the vertices from the source meshes
1018
- * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
1019
- * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
1020
- * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
1021
- * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
1016
+ * @param meshes array of meshes with the vertices to merge. Entries cannot be empty meshes.
1017
+ * @param disposeSource when true (default), dispose of the vertices from the source meshes.
1018
+ * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true.
1019
+ * @param meshSubclass (optional) can be set to a Mesh where the merged vertices will be inserted.
1020
+ * @param subdivideWithSubMeshes when true (false default), subdivide mesh into subMeshes.
1021
+ * @param multiMultiMaterials when true (false default), subdivide mesh into subMeshes with multiple materials, ignores subdivideWithSubMeshes.
1022
1022
  * @returns a new mesh
1023
1023
  */
1024
1024
  static MergeMeshesAsync(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean, multiMultiMaterials?: boolean): Promise<any>;
package/Meshes/mesh.js CHANGED
@@ -3322,6 +3322,7 @@ var Mesh = /** @class */ (function (_super) {
3322
3322
  mesh = new Mesh(parsedMesh.name, scene);
3323
3323
  }
3324
3324
  mesh.id = parsedMesh.id;
3325
+ mesh._waitingParsedUniqueId = parsedMesh.uniqueId;
3325
3326
  if (Tags) {
3326
3327
  Tags.AddTagsTo(mesh, parsedMesh.tags);
3327
3328
  }
@@ -3764,12 +3765,12 @@ var Mesh = /** @class */ (function (_super) {
3764
3765
  };
3765
3766
  /**
3766
3767
  * Merge the array of meshes into a single mesh for performance reasons.
3767
- * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
3768
- * @param disposeSource when true (default), dispose of the vertices from the source meshes
3769
- * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
3770
- * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
3771
- * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
3772
- * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
3768
+ * @param meshes array of meshes with the vertices to merge. Entries cannot be empty meshes.
3769
+ * @param disposeSource when true (default), dispose of the vertices from the source meshes.
3770
+ * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true.
3771
+ * @param meshSubclass (optional) can be set to a Mesh where the merged vertices will be inserted.
3772
+ * @param subdivideWithSubMeshes when true (false default), subdivide mesh into subMeshes.
3773
+ * @param multiMultiMaterials when true (false default), subdivide mesh into subMeshes with multiple materials, ignores subdivideWithSubMeshes.
3773
3774
  * @returns a new mesh
3774
3775
  */
3775
3776
  Mesh.MergeMeshes = function (meshes, disposeSource, allow32BitsIndices, meshSubclass, subdivideWithSubMeshes, multiMultiMaterials) {
@@ -3778,12 +3779,12 @@ var Mesh = /** @class */ (function (_super) {
3778
3779
  };
3779
3780
  /**
3780
3781
  * Merge the array of meshes into a single mesh for performance reasons.
3781
- * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
3782
- * @param disposeSource when true (default), dispose of the vertices from the source meshes
3783
- * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
3784
- * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
3785
- * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
3786
- * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
3782
+ * @param meshes array of meshes with the vertices to merge. Entries cannot be empty meshes.
3783
+ * @param disposeSource when true (default), dispose of the vertices from the source meshes.
3784
+ * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true.
3785
+ * @param meshSubclass (optional) can be set to a Mesh where the merged vertices will be inserted.
3786
+ * @param subdivideWithSubMeshes when true (false default), subdivide mesh into subMeshes.
3787
+ * @param multiMultiMaterials when true (false default), subdivide mesh into subMeshes with multiple materials, ignores subdivideWithSubMeshes.
3787
3788
  * @returns a new mesh
3788
3789
  */
3789
3790
  Mesh.MergeMeshesAsync = function (meshes, disposeSource, allow32BitsIndices, meshSubclass, subdivideWithSubMeshes, multiMultiMaterials) {