@babylonjs/core 5.19.0 → 5.20.0

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 (67) hide show
  1. package/DeviceInput/InputDevices/deviceSource.d.ts +1 -1
  2. package/DeviceInput/InputDevices/deviceSource.js.map +1 -1
  3. package/DeviceInput/InputDevices/deviceSourceManager.d.ts +1 -1
  4. package/DeviceInput/InputDevices/deviceSourceManager.js +1 -1
  5. package/DeviceInput/InputDevices/deviceSourceManager.js.map +1 -1
  6. package/DeviceInput/{Helpers/eventFactory.d.ts → eventFactory.d.ts} +4 -4
  7. package/DeviceInput/{Helpers/eventFactory.js → eventFactory.js} +2 -2
  8. package/DeviceInput/eventFactory.js.map +1 -0
  9. package/DeviceInput/{InputDevices/inputInterfaces.d.ts → inputInterfaces.d.ts} +2 -2
  10. package/DeviceInput/{InputDevices/inputInterfaces.js → inputInterfaces.js} +0 -0
  11. package/DeviceInput/inputInterfaces.js.map +1 -0
  12. package/DeviceInput/{InputDevices/internalDeviceSourceManager.d.ts → internalDeviceSourceManager.d.ts} +7 -7
  13. package/DeviceInput/{InputDevices/internalDeviceSourceManager.js → internalDeviceSourceManager.js} +2 -2
  14. package/DeviceInput/internalDeviceSourceManager.js.map +1 -0
  15. package/DeviceInput/{InputDevices/nativeDeviceInputSystem.d.ts → nativeDeviceInputSystem.d.ts} +2 -2
  16. package/DeviceInput/{InputDevices/nativeDeviceInputSystem.js → nativeDeviceInputSystem.js} +2 -2
  17. package/DeviceInput/nativeDeviceInputSystem.js.map +1 -0
  18. package/DeviceInput/{InputDevices/webDeviceInputSystem.d.ts → webDeviceInputSystem.d.ts} +3 -3
  19. package/DeviceInput/{InputDevices/webDeviceInputSystem.js → webDeviceInputSystem.js} +4 -4
  20. package/DeviceInput/webDeviceInputSystem.js.map +1 -0
  21. package/Engines/Native/nativeInterfaces.d.ts +1 -1
  22. package/Engines/Native/nativeInterfaces.js.map +1 -1
  23. package/Engines/thinEngine.js +2 -2
  24. package/Engines/thinEngine.js.map +1 -1
  25. package/Loading/Plugins/babylonFileLoader.js +16 -4
  26. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  27. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.d.ts +39 -0
  28. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js +97 -0
  29. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js.map +1 -0
  30. package/Materials/Node/Blocks/Fragment/index.d.ts +1 -0
  31. package/Materials/Node/Blocks/Fragment/index.js +1 -0
  32. package/Materials/Node/Blocks/Fragment/index.js.map +1 -1
  33. package/Materials/Textures/Procedurals/proceduralTexture.js +5 -1
  34. package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
  35. package/Materials/Textures/texture.js +9 -5
  36. package/Materials/Textures/texture.js.map +1 -1
  37. package/Maths/math.vector.d.ts +116 -5
  38. package/Maths/math.vector.js +116 -5
  39. package/Maths/math.vector.js.map +1 -1
  40. package/Meshes/mesh.js +1 -0
  41. package/Meshes/mesh.js.map +1 -1
  42. package/Meshes/transformNode.js +1 -0
  43. package/Meshes/transformNode.js.map +1 -1
  44. package/Misc/iInspectable.d.ts +12 -2
  45. package/Misc/iInspectable.js +4 -0
  46. package/Misc/iInspectable.js.map +1 -1
  47. package/Misc/sceneSerializer.js +1 -1
  48. package/Misc/sceneSerializer.js.map +1 -1
  49. package/Particles/solidParticleSystem.d.ts +1 -0
  50. package/Particles/solidParticleSystem.js +4 -1
  51. package/Particles/solidParticleSystem.js.map +1 -1
  52. package/XR/webXRDefaultExperience.d.ts +10 -0
  53. package/XR/webXRDefaultExperience.js +2 -12
  54. package/XR/webXRDefaultExperience.js.map +1 -1
  55. package/XR/webXRExperienceHelper.js +12 -12
  56. package/XR/webXRExperienceHelper.js.map +1 -1
  57. package/node.d.ts +2 -0
  58. package/node.js +2 -0
  59. package/node.js.map +1 -1
  60. package/package.json +1 -1
  61. package/scene.d.ts +1 -1
  62. package/scene.js.map +1 -1
  63. package/DeviceInput/Helpers/eventFactory.js.map +0 -1
  64. package/DeviceInput/InputDevices/inputInterfaces.js.map +0 -1
  65. package/DeviceInput/InputDevices/internalDeviceSourceManager.js.map +0 -1
  66. package/DeviceInput/InputDevices/nativeDeviceInputSystem.js.map +0 -1
  67. package/DeviceInput/InputDevices/webDeviceInputSystem.js.map +0 -1
@@ -1 +1 @@
1
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type { Geometry } from \"../Meshes/geometry\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { MultiMaterial } from \"../Materials/multiMaterial\";\r\nimport type { Material } from \"../Materials/material\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { Light } from \"../Lights/light\";\r\nimport { SerializationHelper } from \"./decorators\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport type { CubeTexture } from \"../Materials/Textures/cubeTexture\";\r\n\r\nlet serializedGeometries: Geometry[] = [];\r\nconst SerializeGeometry = (geometry: Geometry, serializationGeometries: any): any => {\r\n if (geometry.doNotSerialize) {\r\n return;\r\n }\r\n\r\n serializationGeometries.vertexData.push(geometry.serializeVerticeData());\r\n\r\n (<any>serializedGeometries)[geometry.id] = true;\r\n};\r\n\r\nconst SerializeMesh = (mesh: Mesh, serializationScene: any): any => {\r\n const serializationObject: any = {};\r\n\r\n // Geometry\r\n const geometry = mesh._geometry;\r\n if (geometry) {\r\n if (!mesh.getScene().getGeometryById(geometry.id)) {\r\n // Geometry was in the memory but not added to the scene, nevertheless it's better to serialize to be able to reload the mesh with its geometry\r\n SerializeGeometry(geometry, serializationScene.geometries);\r\n }\r\n }\r\n\r\n // Custom\r\n if (mesh.serialize) {\r\n mesh.serialize(serializationObject);\r\n }\r\n\r\n return serializationObject;\r\n};\r\n\r\nconst FinalizeSingleMesh = (mesh: Mesh, serializationObject: any) => {\r\n //only works if the mesh is already loaded\r\n if (mesh.delayLoadState === Constants.DELAYLOADSTATE_LOADED || mesh.delayLoadState === Constants.DELAYLOADSTATE_NONE) {\r\n const serializeMaterial = (material: Material) => {\r\n serializationObject.materials = serializationObject.materials || [];\r\n if (!serializationObject.materials.some((mat: Material) => mat.id === (<Material>mesh.material).id)) {\r\n serializationObject.materials.push(material.serialize());\r\n }\r\n };\r\n\r\n //serialize material\r\n if (mesh.material && !mesh.material.doNotSerialize) {\r\n if (mesh.material instanceof MultiMaterial) {\r\n serializationObject.multiMaterials = serializationObject.multiMaterials || [];\r\n if (!serializationObject.multiMaterials.some((mat: Material) => mat.id === (<Material>mesh.material).id)) {\r\n serializationObject.multiMaterials.push(mesh.material.serialize());\r\n for (const submaterial of mesh.material.subMaterials) {\r\n if (submaterial) {\r\n serializeMaterial(submaterial);\r\n }\r\n }\r\n }\r\n } else {\r\n serializeMaterial(mesh.material);\r\n }\r\n } else if (!mesh.material) {\r\n serializeMaterial(mesh.getScene().defaultMaterial);\r\n }\r\n\r\n //serialize geometry\r\n const geometry = mesh._geometry;\r\n if (geometry) {\r\n if (!serializationObject.geometries) {\r\n serializationObject.geometries = {};\r\n\r\n serializationObject.geometries.boxes = [];\r\n serializationObject.geometries.spheres = [];\r\n serializationObject.geometries.cylinders = [];\r\n serializationObject.geometries.toruses = [];\r\n serializationObject.geometries.grounds = [];\r\n serializationObject.geometries.planes = [];\r\n serializationObject.geometries.torusKnots = [];\r\n serializationObject.geometries.vertexData = [];\r\n }\r\n\r\n SerializeGeometry(geometry, serializationObject.geometries);\r\n }\r\n // Skeletons\r\n if (mesh.skeleton && !mesh.skeleton.doNotSerialize) {\r\n serializationObject.skeletons = serializationObject.skeletons || [];\r\n serializationObject.skeletons.push(mesh.skeleton.serialize());\r\n }\r\n\r\n //serialize the actual mesh\r\n serializationObject.meshes = serializationObject.meshes || [];\r\n serializationObject.meshes.push(SerializeMesh(mesh, serializationObject));\r\n }\r\n};\r\n\r\n/**\r\n * Class used to serialize a scene into a string\r\n */\r\nexport class SceneSerializer {\r\n /**\r\n * Clear cache used by a previous serialization\r\n */\r\n public static ClearCache(): void {\r\n serializedGeometries = [];\r\n }\r\n\r\n /**\r\n * Serialize a scene into a JSON compatible object\r\n * Note that if the current engine does not support synchronous texture reading (like WebGPU), you should use SerializeAsync instead\r\n * as else you may not retrieve the proper base64 encoded texture data (when using the Texture.ForceSerializeBuffers flag)\r\n * @param scene defines the scene to serialize\r\n * @returns a JSON compatible object\r\n */\r\n public static Serialize(scene: Scene): any {\r\n return SceneSerializer._Serialize(scene);\r\n }\r\n\r\n private static _Serialize(scene: Scene, checkSyncReadSupported = true): any {\r\n const serializationObject: any = {};\r\n\r\n if (checkSyncReadSupported && !scene.getEngine()._features.supportSyncTextureRead && Texture.ForceSerializeBuffers) {\r\n console.warn(\"The serialization object may not contain the proper base64 encoded texture data! You should use the SerializeAsync method instead.\");\r\n }\r\n\r\n SceneSerializer.ClearCache();\r\n\r\n // Scene\r\n serializationObject.useDelayedTextureLoading = scene.useDelayedTextureLoading;\r\n serializationObject.autoClear = scene.autoClear;\r\n serializationObject.clearColor = scene.clearColor.asArray();\r\n serializationObject.ambientColor = scene.ambientColor.asArray();\r\n serializationObject.gravity = scene.gravity.asArray();\r\n serializationObject.collisionsEnabled = scene.collisionsEnabled;\r\n serializationObject.useRightHandedSystem = scene.useRightHandedSystem;\r\n\r\n // Fog\r\n if (scene.fogMode && scene.fogMode !== 0) {\r\n serializationObject.fogMode = scene.fogMode;\r\n serializationObject.fogColor = scene.fogColor.asArray();\r\n serializationObject.fogStart = scene.fogStart;\r\n serializationObject.fogEnd = scene.fogEnd;\r\n serializationObject.fogDensity = scene.fogDensity;\r\n }\r\n\r\n //Physics\r\n if (scene.isPhysicsEnabled()) {\r\n const physicEngine = scene.getPhysicsEngine();\r\n\r\n if (physicEngine) {\r\n serializationObject.physicsEnabled = true;\r\n serializationObject.physicsGravity = physicEngine.gravity.asArray();\r\n serializationObject.physicsEngine = physicEngine.getPhysicsPluginName();\r\n }\r\n }\r\n\r\n // Metadata\r\n if (scene.metadata) {\r\n serializationObject.metadata = scene.metadata;\r\n }\r\n\r\n // Morph targets\r\n serializationObject.morphTargetManagers = [];\r\n for (const abstractMesh of scene.meshes) {\r\n const manager = (<Mesh>abstractMesh).morphTargetManager;\r\n\r\n if (manager) {\r\n serializationObject.morphTargetManagers.push(manager.serialize());\r\n }\r\n }\r\n\r\n // Lights\r\n serializationObject.lights = [];\r\n let index: number;\r\n let light: Light;\r\n for (index = 0; index < scene.lights.length; index++) {\r\n light = scene.lights[index];\r\n\r\n if (!light.doNotSerialize) {\r\n serializationObject.lights.push(light.serialize());\r\n }\r\n }\r\n\r\n // Cameras\r\n serializationObject.cameras = [];\r\n for (index = 0; index < scene.cameras.length; index++) {\r\n const camera = scene.cameras[index];\r\n\r\n if (!camera.doNotSerialize) {\r\n serializationObject.cameras.push(camera.serialize());\r\n }\r\n }\r\n\r\n if (scene.activeCamera) {\r\n serializationObject.activeCameraID = scene.activeCamera.id;\r\n }\r\n\r\n // Animations\r\n SerializationHelper.AppendSerializedAnimations(scene, serializationObject);\r\n\r\n // Animation Groups\r\n if (scene.animationGroups && scene.animationGroups.length > 0) {\r\n serializationObject.animationGroups = [];\r\n for (let animationGroupIndex = 0; animationGroupIndex < scene.animationGroups.length; animationGroupIndex++) {\r\n const animationGroup = scene.animationGroups[animationGroupIndex];\r\n\r\n serializationObject.animationGroups.push(animationGroup.serialize());\r\n }\r\n }\r\n\r\n // Reflection probes\r\n if (scene.reflectionProbes && scene.reflectionProbes.length > 0) {\r\n serializationObject.reflectionProbes = [];\r\n\r\n for (index = 0; index < scene.reflectionProbes.length; index++) {\r\n const reflectionProbe = scene.reflectionProbes[index];\r\n serializationObject.reflectionProbes.push(reflectionProbe.serialize());\r\n }\r\n }\r\n\r\n // Materials\r\n serializationObject.materials = [];\r\n serializationObject.multiMaterials = [];\r\n let material: Material;\r\n for (index = 0; index < scene.materials.length; index++) {\r\n material = scene.materials[index];\r\n if (!material.doNotSerialize) {\r\n serializationObject.materials.push(material.serialize());\r\n }\r\n }\r\n\r\n // MultiMaterials\r\n serializationObject.multiMaterials = [];\r\n for (index = 0; index < scene.multiMaterials.length; index++) {\r\n const multiMaterial = scene.multiMaterials[index];\r\n serializationObject.multiMaterials.push(multiMaterial.serialize());\r\n }\r\n\r\n // Environment texture\r\n if (scene.environmentTexture) {\r\n if ((scene.environmentTexture as CubeTexture)._files) {\r\n serializationObject.environmentTexture = scene.environmentTexture.serialize();\r\n } else {\r\n serializationObject.environmentTexture = scene.environmentTexture.name;\r\n serializationObject.environmentTextureRotationY = (scene.environmentTexture as CubeTexture).rotationY;\r\n }\r\n }\r\n\r\n // Environment Intensity\r\n serializationObject.environmentIntensity = scene.environmentIntensity;\r\n\r\n // Skeletons\r\n serializationObject.skeletons = [];\r\n for (index = 0; index < scene.skeletons.length; index++) {\r\n const skeleton = scene.skeletons[index];\r\n if (!skeleton.doNotSerialize) {\r\n serializationObject.skeletons.push(skeleton.serialize());\r\n }\r\n }\r\n\r\n // Transform nodes\r\n serializationObject.transformNodes = [];\r\n for (index = 0; index < scene.transformNodes.length; index++) {\r\n if (!scene.transformNodes[index].doNotSerialize) {\r\n serializationObject.transformNodes.push(scene.transformNodes[index].serialize());\r\n }\r\n }\r\n\r\n // Geometries\r\n serializationObject.geometries = {};\r\n\r\n serializationObject.geometries.boxes = [];\r\n serializationObject.geometries.spheres = [];\r\n serializationObject.geometries.cylinders = [];\r\n serializationObject.geometries.toruses = [];\r\n serializationObject.geometries.grounds = [];\r\n serializationObject.geometries.planes = [];\r\n serializationObject.geometries.torusKnots = [];\r\n serializationObject.geometries.vertexData = [];\r\n\r\n serializedGeometries = [];\r\n const geometries = scene.getGeometries();\r\n for (index = 0; index < geometries.length; index++) {\r\n const geometry = geometries[index];\r\n\r\n if (geometry.isReady()) {\r\n SerializeGeometry(geometry, serializationObject.geometries);\r\n }\r\n }\r\n\r\n // Meshes\r\n serializationObject.meshes = [];\r\n for (index = 0; index < scene.meshes.length; index++) {\r\n const abstractMesh = scene.meshes[index];\r\n\r\n if (abstractMesh instanceof Mesh) {\r\n const mesh = abstractMesh;\r\n if (!mesh.doNotSerialize) {\r\n if (mesh.delayLoadState === Constants.DELAYLOADSTATE_LOADED || mesh.delayLoadState === Constants.DELAYLOADSTATE_NONE) {\r\n serializationObject.meshes.push(SerializeMesh(mesh, serializationObject));\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Particles Systems\r\n serializationObject.particleSystems = [];\r\n for (index = 0; index < scene.particleSystems.length; index++) {\r\n serializationObject.particleSystems.push(scene.particleSystems[index].serialize(false));\r\n }\r\n\r\n // Post processes\r\n serializationObject.postProcesses = [];\r\n for (index = 0; index < scene.postProcesses.length; index++) {\r\n serializationObject.postProcesses.push(scene.postProcesses[index].serialize());\r\n }\r\n\r\n // Action Manager\r\n if (scene.actionManager) {\r\n serializationObject.actions = scene.actionManager.serialize(\"scene\");\r\n }\r\n\r\n // Components\r\n for (const component of scene._serializableComponents) {\r\n component.serialize(serializationObject);\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Serialize a scene into a JSON compatible object\r\n * @param scene defines the scene to serialize\r\n * @returns a JSON promise compatible object\r\n */\r\n public static SerializeAsync(scene: Scene): Promise<any> {\r\n const serializationObject = SceneSerializer._Serialize(scene, false);\r\n\r\n const promises: Array<Promise<any>> = [];\r\n\r\n this._CollectPromises(serializationObject, promises);\r\n\r\n return Promise.all(promises).then(() => serializationObject);\r\n }\r\n\r\n private static _CollectPromises(obj: any, promises: Array<Promise<any>>): void {\r\n if (Array.isArray(obj)) {\r\n for (let i = 0; i < obj.length; ++i) {\r\n const o = obj[i];\r\n if (o instanceof Promise) {\r\n promises.push(o.then((res: any) => (obj[i] = res)));\r\n } else if (o instanceof Object || Array.isArray(o)) {\r\n this._CollectPromises(o, promises);\r\n }\r\n }\r\n } else if (obj instanceof Object) {\r\n for (const name in obj) {\r\n if (Object.prototype.hasOwnProperty.call(obj, name)) {\r\n const o = obj[name];\r\n if (o instanceof Promise) {\r\n promises.push(o.then((res: any) => (obj[name] = res)));\r\n } else if (o instanceof Object || Array.isArray(o)) {\r\n this._CollectPromises(o, promises);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Serialize a mesh into a JSON compatible object\r\n * @param toSerialize defines the mesh to serialize\r\n * @param withParents defines if parents must be serialized as well\r\n * @param withChildren defines if children must be serialized as well\r\n * @returns a JSON compatible object\r\n */\r\n public static SerializeMesh(toSerialize: any /* Mesh || Mesh[] */, withParents: boolean = false, withChildren: boolean = false): any {\r\n const serializationObject: any = {};\r\n\r\n SceneSerializer.ClearCache();\r\n\r\n toSerialize = toSerialize instanceof Array ? toSerialize : [toSerialize];\r\n\r\n if (withParents || withChildren) {\r\n //deliberate for loop! not for each, appended should be processed as well.\r\n for (let i = 0; i < toSerialize.length; ++i) {\r\n if (withChildren) {\r\n toSerialize[i].getDescendants().forEach((node: Node) => {\r\n if (node instanceof Mesh && toSerialize.indexOf(node) < 0 && !node.doNotSerialize) {\r\n toSerialize.push(node);\r\n }\r\n });\r\n }\r\n //make sure the array doesn't contain the object already\r\n if (withParents && toSerialize[i].parent && toSerialize.indexOf(toSerialize[i].parent) < 0 && !toSerialize[i].parent.doNotSerialize) {\r\n toSerialize.push(toSerialize[i].parent);\r\n }\r\n }\r\n }\r\n\r\n toSerialize.forEach((mesh: Mesh) => {\r\n FinalizeSingleMesh(mesh, serializationObject);\r\n });\r\n\r\n return serializationObject;\r\n }\r\n}\r\n"]}
1
+ 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type { Geometry } from \"../Meshes/geometry\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { MultiMaterial } from \"../Materials/multiMaterial\";\r\nimport type { Material } from \"../Materials/material\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { Light } from \"../Lights/light\";\r\nimport { SerializationHelper } from \"./decorators\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport type { CubeTexture } from \"../Materials/Textures/cubeTexture\";\r\n\r\nlet serializedGeometries: Geometry[] = [];\r\nconst SerializeGeometry = (geometry: Geometry, serializationGeometries: any): any => {\r\n if (geometry.doNotSerialize) {\r\n return;\r\n }\r\n\r\n serializationGeometries.vertexData.push(geometry.serializeVerticeData());\r\n\r\n (<any>serializedGeometries)[geometry.id] = true;\r\n};\r\n\r\nconst SerializeMesh = (mesh: Mesh, serializationScene: any): any => {\r\n const serializationObject: any = {};\r\n\r\n // Geometry\r\n const geometry = mesh._geometry;\r\n if (geometry) {\r\n if (!mesh.getScene().getGeometryById(geometry.id)) {\r\n // Geometry was in the memory but not added to the scene, nevertheless it's better to serialize to be able to reload the mesh with its geometry\r\n SerializeGeometry(geometry, serializationScene.geometries);\r\n }\r\n }\r\n\r\n // Custom\r\n if (mesh.serialize) {\r\n mesh.serialize(serializationObject);\r\n }\r\n\r\n return serializationObject;\r\n};\r\n\r\nconst FinalizeSingleMesh = (mesh: Mesh, serializationObject: any) => {\r\n //only works if the mesh is already loaded\r\n if (mesh.delayLoadState === Constants.DELAYLOADSTATE_LOADED || mesh.delayLoadState === Constants.DELAYLOADSTATE_NONE) {\r\n const serializeMaterial = (material: Material) => {\r\n serializationObject.materials = serializationObject.materials || [];\r\n if (mesh.material && !serializationObject.materials.some((mat: Material) => mat.id === (<Material>mesh.material).id)) {\r\n serializationObject.materials.push(material.serialize());\r\n }\r\n };\r\n\r\n //serialize material\r\n if (mesh.material && !mesh.material.doNotSerialize) {\r\n if (mesh.material instanceof MultiMaterial) {\r\n serializationObject.multiMaterials = serializationObject.multiMaterials || [];\r\n if (!serializationObject.multiMaterials.some((mat: Material) => mat.id === (<Material>mesh.material).id)) {\r\n serializationObject.multiMaterials.push(mesh.material.serialize());\r\n for (const submaterial of mesh.material.subMaterials) {\r\n if (submaterial) {\r\n serializeMaterial(submaterial);\r\n }\r\n }\r\n }\r\n } else {\r\n serializeMaterial(mesh.material);\r\n }\r\n } else if (!mesh.material) {\r\n serializeMaterial(mesh.getScene().defaultMaterial);\r\n }\r\n\r\n //serialize geometry\r\n const geometry = mesh._geometry;\r\n if (geometry) {\r\n if (!serializationObject.geometries) {\r\n serializationObject.geometries = {};\r\n\r\n serializationObject.geometries.boxes = [];\r\n serializationObject.geometries.spheres = [];\r\n serializationObject.geometries.cylinders = [];\r\n serializationObject.geometries.toruses = [];\r\n serializationObject.geometries.grounds = [];\r\n serializationObject.geometries.planes = [];\r\n serializationObject.geometries.torusKnots = [];\r\n serializationObject.geometries.vertexData = [];\r\n }\r\n\r\n SerializeGeometry(geometry, serializationObject.geometries);\r\n }\r\n // Skeletons\r\n if (mesh.skeleton && !mesh.skeleton.doNotSerialize) {\r\n serializationObject.skeletons = serializationObject.skeletons || [];\r\n serializationObject.skeletons.push(mesh.skeleton.serialize());\r\n }\r\n\r\n //serialize the actual mesh\r\n serializationObject.meshes = serializationObject.meshes || [];\r\n serializationObject.meshes.push(SerializeMesh(mesh, serializationObject));\r\n }\r\n};\r\n\r\n/**\r\n * Class used to serialize a scene into a string\r\n */\r\nexport class SceneSerializer {\r\n /**\r\n * Clear cache used by a previous serialization\r\n */\r\n public static ClearCache(): void {\r\n serializedGeometries = [];\r\n }\r\n\r\n /**\r\n * Serialize a scene into a JSON compatible object\r\n * Note that if the current engine does not support synchronous texture reading (like WebGPU), you should use SerializeAsync instead\r\n * as else you may not retrieve the proper base64 encoded texture data (when using the Texture.ForceSerializeBuffers flag)\r\n * @param scene defines the scene to serialize\r\n * @returns a JSON compatible object\r\n */\r\n public static Serialize(scene: Scene): any {\r\n return SceneSerializer._Serialize(scene);\r\n }\r\n\r\n private static _Serialize(scene: Scene, checkSyncReadSupported = true): any {\r\n const serializationObject: any = {};\r\n\r\n if (checkSyncReadSupported && !scene.getEngine()._features.supportSyncTextureRead && Texture.ForceSerializeBuffers) {\r\n console.warn(\"The serialization object may not contain the proper base64 encoded texture data! You should use the SerializeAsync method instead.\");\r\n }\r\n\r\n SceneSerializer.ClearCache();\r\n\r\n // Scene\r\n serializationObject.useDelayedTextureLoading = scene.useDelayedTextureLoading;\r\n serializationObject.autoClear = scene.autoClear;\r\n serializationObject.clearColor = scene.clearColor.asArray();\r\n serializationObject.ambientColor = scene.ambientColor.asArray();\r\n serializationObject.gravity = scene.gravity.asArray();\r\n serializationObject.collisionsEnabled = scene.collisionsEnabled;\r\n serializationObject.useRightHandedSystem = scene.useRightHandedSystem;\r\n\r\n // Fog\r\n if (scene.fogMode && scene.fogMode !== 0) {\r\n serializationObject.fogMode = scene.fogMode;\r\n serializationObject.fogColor = scene.fogColor.asArray();\r\n serializationObject.fogStart = scene.fogStart;\r\n serializationObject.fogEnd = scene.fogEnd;\r\n serializationObject.fogDensity = scene.fogDensity;\r\n }\r\n\r\n //Physics\r\n if (scene.isPhysicsEnabled()) {\r\n const physicEngine = scene.getPhysicsEngine();\r\n\r\n if (physicEngine) {\r\n serializationObject.physicsEnabled = true;\r\n serializationObject.physicsGravity = physicEngine.gravity.asArray();\r\n serializationObject.physicsEngine = physicEngine.getPhysicsPluginName();\r\n }\r\n }\r\n\r\n // Metadata\r\n if (scene.metadata) {\r\n serializationObject.metadata = scene.metadata;\r\n }\r\n\r\n // Morph targets\r\n serializationObject.morphTargetManagers = [];\r\n for (const abstractMesh of scene.meshes) {\r\n const manager = (<Mesh>abstractMesh).morphTargetManager;\r\n\r\n if (manager) {\r\n serializationObject.morphTargetManagers.push(manager.serialize());\r\n }\r\n }\r\n\r\n // Lights\r\n serializationObject.lights = [];\r\n let index: number;\r\n let light: Light;\r\n for (index = 0; index < scene.lights.length; index++) {\r\n light = scene.lights[index];\r\n\r\n if (!light.doNotSerialize) {\r\n serializationObject.lights.push(light.serialize());\r\n }\r\n }\r\n\r\n // Cameras\r\n serializationObject.cameras = [];\r\n for (index = 0; index < scene.cameras.length; index++) {\r\n const camera = scene.cameras[index];\r\n\r\n if (!camera.doNotSerialize) {\r\n serializationObject.cameras.push(camera.serialize());\r\n }\r\n }\r\n\r\n if (scene.activeCamera) {\r\n serializationObject.activeCameraID = scene.activeCamera.id;\r\n }\r\n\r\n // Animations\r\n SerializationHelper.AppendSerializedAnimations(scene, serializationObject);\r\n\r\n // Animation Groups\r\n if (scene.animationGroups && scene.animationGroups.length > 0) {\r\n serializationObject.animationGroups = [];\r\n for (let animationGroupIndex = 0; animationGroupIndex < scene.animationGroups.length; animationGroupIndex++) {\r\n const animationGroup = scene.animationGroups[animationGroupIndex];\r\n\r\n serializationObject.animationGroups.push(animationGroup.serialize());\r\n }\r\n }\r\n\r\n // Reflection probes\r\n if (scene.reflectionProbes && scene.reflectionProbes.length > 0) {\r\n serializationObject.reflectionProbes = [];\r\n\r\n for (index = 0; index < scene.reflectionProbes.length; index++) {\r\n const reflectionProbe = scene.reflectionProbes[index];\r\n serializationObject.reflectionProbes.push(reflectionProbe.serialize());\r\n }\r\n }\r\n\r\n // Materials\r\n serializationObject.materials = [];\r\n serializationObject.multiMaterials = [];\r\n let material: Material;\r\n for (index = 0; index < scene.materials.length; index++) {\r\n material = scene.materials[index];\r\n if (!material.doNotSerialize) {\r\n serializationObject.materials.push(material.serialize());\r\n }\r\n }\r\n\r\n // MultiMaterials\r\n serializationObject.multiMaterials = [];\r\n for (index = 0; index < scene.multiMaterials.length; index++) {\r\n const multiMaterial = scene.multiMaterials[index];\r\n serializationObject.multiMaterials.push(multiMaterial.serialize());\r\n }\r\n\r\n // Environment texture\r\n if (scene.environmentTexture) {\r\n if ((scene.environmentTexture as CubeTexture)._files) {\r\n serializationObject.environmentTexture = scene.environmentTexture.serialize();\r\n } else {\r\n serializationObject.environmentTexture = scene.environmentTexture.name;\r\n serializationObject.environmentTextureRotationY = (scene.environmentTexture as CubeTexture).rotationY;\r\n }\r\n }\r\n\r\n // Environment Intensity\r\n serializationObject.environmentIntensity = scene.environmentIntensity;\r\n\r\n // Skeletons\r\n serializationObject.skeletons = [];\r\n for (index = 0; index < scene.skeletons.length; index++) {\r\n const skeleton = scene.skeletons[index];\r\n if (!skeleton.doNotSerialize) {\r\n serializationObject.skeletons.push(skeleton.serialize());\r\n }\r\n }\r\n\r\n // Transform nodes\r\n serializationObject.transformNodes = [];\r\n for (index = 0; index < scene.transformNodes.length; index++) {\r\n if (!scene.transformNodes[index].doNotSerialize) {\r\n serializationObject.transformNodes.push(scene.transformNodes[index].serialize());\r\n }\r\n }\r\n\r\n // Geometries\r\n serializationObject.geometries = {};\r\n\r\n serializationObject.geometries.boxes = [];\r\n serializationObject.geometries.spheres = [];\r\n serializationObject.geometries.cylinders = [];\r\n serializationObject.geometries.toruses = [];\r\n serializationObject.geometries.grounds = [];\r\n serializationObject.geometries.planes = [];\r\n serializationObject.geometries.torusKnots = [];\r\n serializationObject.geometries.vertexData = [];\r\n\r\n serializedGeometries = [];\r\n const geometries = scene.getGeometries();\r\n for (index = 0; index < geometries.length; index++) {\r\n const geometry = geometries[index];\r\n\r\n if (geometry.isReady()) {\r\n SerializeGeometry(geometry, serializationObject.geometries);\r\n }\r\n }\r\n\r\n // Meshes\r\n serializationObject.meshes = [];\r\n for (index = 0; index < scene.meshes.length; index++) {\r\n const abstractMesh = scene.meshes[index];\r\n\r\n if (abstractMesh instanceof Mesh) {\r\n const mesh = abstractMesh;\r\n if (!mesh.doNotSerialize) {\r\n if (mesh.delayLoadState === Constants.DELAYLOADSTATE_LOADED || mesh.delayLoadState === Constants.DELAYLOADSTATE_NONE) {\r\n serializationObject.meshes.push(SerializeMesh(mesh, serializationObject));\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Particles Systems\r\n serializationObject.particleSystems = [];\r\n for (index = 0; index < scene.particleSystems.length; index++) {\r\n serializationObject.particleSystems.push(scene.particleSystems[index].serialize(false));\r\n }\r\n\r\n // Post processes\r\n serializationObject.postProcesses = [];\r\n for (index = 0; index < scene.postProcesses.length; index++) {\r\n serializationObject.postProcesses.push(scene.postProcesses[index].serialize());\r\n }\r\n\r\n // Action Manager\r\n if (scene.actionManager) {\r\n serializationObject.actions = scene.actionManager.serialize(\"scene\");\r\n }\r\n\r\n // Components\r\n for (const component of scene._serializableComponents) {\r\n component.serialize(serializationObject);\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Serialize a scene into a JSON compatible object\r\n * @param scene defines the scene to serialize\r\n * @returns a JSON promise compatible object\r\n */\r\n public static SerializeAsync(scene: Scene): Promise<any> {\r\n const serializationObject = SceneSerializer._Serialize(scene, false);\r\n\r\n const promises: Array<Promise<any>> = [];\r\n\r\n this._CollectPromises(serializationObject, promises);\r\n\r\n return Promise.all(promises).then(() => serializationObject);\r\n }\r\n\r\n private static _CollectPromises(obj: any, promises: Array<Promise<any>>): void {\r\n if (Array.isArray(obj)) {\r\n for (let i = 0; i < obj.length; ++i) {\r\n const o = obj[i];\r\n if (o instanceof Promise) {\r\n promises.push(o.then((res: any) => (obj[i] = res)));\r\n } else if (o instanceof Object || Array.isArray(o)) {\r\n this._CollectPromises(o, promises);\r\n }\r\n }\r\n } else if (obj instanceof Object) {\r\n for (const name in obj) {\r\n if (Object.prototype.hasOwnProperty.call(obj, name)) {\r\n const o = obj[name];\r\n if (o instanceof Promise) {\r\n promises.push(o.then((res: any) => (obj[name] = res)));\r\n } else if (o instanceof Object || Array.isArray(o)) {\r\n this._CollectPromises(o, promises);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Serialize a mesh into a JSON compatible object\r\n * @param toSerialize defines the mesh to serialize\r\n * @param withParents defines if parents must be serialized as well\r\n * @param withChildren defines if children must be serialized as well\r\n * @returns a JSON compatible object\r\n */\r\n public static SerializeMesh(toSerialize: any /* Mesh || Mesh[] */, withParents: boolean = false, withChildren: boolean = false): any {\r\n const serializationObject: any = {};\r\n\r\n SceneSerializer.ClearCache();\r\n\r\n toSerialize = toSerialize instanceof Array ? toSerialize : [toSerialize];\r\n\r\n if (withParents || withChildren) {\r\n //deliberate for loop! not for each, appended should be processed as well.\r\n for (let i = 0; i < toSerialize.length; ++i) {\r\n if (withChildren) {\r\n toSerialize[i].getDescendants().forEach((node: Node) => {\r\n if (node instanceof Mesh && toSerialize.indexOf(node) < 0 && !node.doNotSerialize) {\r\n toSerialize.push(node);\r\n }\r\n });\r\n }\r\n //make sure the array doesn't contain the object already\r\n if (withParents && toSerialize[i].parent && toSerialize.indexOf(toSerialize[i].parent) < 0 && !toSerialize[i].parent.doNotSerialize) {\r\n toSerialize.push(toSerialize[i].parent);\r\n }\r\n }\r\n }\r\n\r\n toSerialize.forEach((mesh: Mesh) => {\r\n FinalizeSingleMesh(mesh, serializationObject);\r\n });\r\n\r\n return serializationObject;\r\n }\r\n}\r\n"]}
@@ -141,6 +141,7 @@ export declare class SolidParticleSystem implements IDisposable {
141
141
  private _defaultMaterial;
142
142
  private _autoUpdateSubMeshes;
143
143
  private _tmpVertex;
144
+ private _recomputeInvisibles;
144
145
  /**
145
146
  * Creates a SPS (Solid Particle System) object.
146
147
  * @param name (String) is the SPS name, this will be the underlying mesh name.
@@ -117,6 +117,7 @@ var SolidParticleSystem = /** @class */ (function () {
117
117
  this._depthSortFunction = function (p1, p2) { return p2.sqDistance - p1.sqDistance; };
118
118
  this._materialSortFunction = function (p1, p2) { return p1.materialIndex - p2.materialIndex; };
119
119
  this._autoUpdateSubMeshes = false;
120
+ this._recomputeInvisibles = false;
120
121
  this.name = name;
121
122
  this._scene = scene || EngineStore.LastCreatedScene;
122
123
  this._camera = scene.activeCamera;
@@ -230,6 +231,7 @@ var SolidParticleSystem = /** @class */ (function () {
230
231
  }
231
232
  this._isNotBuilt = false;
232
233
  this.recomputeNormals = false;
234
+ this._recomputeInvisibles = true;
233
235
  return this.mesh;
234
236
  };
235
237
  /**
@@ -951,7 +953,7 @@ var SolidParticleSystem = /** @class */ (function () {
951
953
  dsp.sqDistance = Vector3.DistanceSquared(particle.position, camInvertedPosition);
952
954
  }
953
955
  // skip the computations for inactive or already invisible particles
954
- if (!particle.alive || (particle._stillInvisible && !particle.isVisible)) {
956
+ if (!particle.alive || (particle._stillInvisible && !particle.isVisible && !this._recomputeInvisibles)) {
955
957
  // increment indexes for the next particle
956
958
  pt = shape.length;
957
959
  index += pt * 3;
@@ -1243,6 +1245,7 @@ var SolidParticleSystem = /** @class */ (function () {
1243
1245
  if (this._autoUpdateSubMeshes) {
1244
1246
  this.computeSubMeshes();
1245
1247
  }
1248
+ this._recomputeInvisibles = false;
1246
1249
  this.afterUpdateParticles(start, end, update);
1247
1250
  return this;
1248
1251
  };