@babylonjs/core 5.2.0 → 5.5.0
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.
- package/Animations/animatable.js +1 -1
- package/Animations/animatable.js.map +1 -1
- package/Behaviors/Cameras/autoRotationBehavior.d.ts +7 -0
- package/Behaviors/Cameras/autoRotationBehavior.js +15 -0
- package/Behaviors/Cameras/autoRotationBehavior.js.map +1 -1
- package/Behaviors/Meshes/pointerDragBehavior.js +1 -0
- package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
- package/Bones/skeleton.js +2 -0
- package/Bones/skeleton.js.map +1 -1
- package/Cameras/camera.d.ts +2 -1
- package/Cameras/camera.js +4 -1
- package/Cameras/camera.js.map +1 -1
- package/DeviceInput/Helpers/eventFactory.js +14 -3
- package/DeviceInput/Helpers/eventFactory.js.map +1 -1
- package/DeviceInput/InputDevices/deviceTypes.d.ts +1 -1
- package/DeviceInput/InputDevices/deviceTypes.js.map +1 -1
- package/DeviceInput/InputDevices/nativeDeviceInputSystem.js +2 -8
- package/DeviceInput/InputDevices/nativeDeviceInputSystem.js.map +1 -1
- package/Engines/Extensions/engine.renderTarget.js +4 -2
- package/Engines/Extensions/engine.renderTarget.js.map +1 -1
- package/Engines/Processors/shaderProcessor.js +1 -1
- package/Engines/Processors/shaderProcessor.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.renderTarget.js +13 -9
- package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
- package/Engines/WebGPU/webgpuBundleList.d.ts +1 -1
- package/Engines/WebGPU/webgpuBundleList.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipeline.d.ts +2 -2
- package/Engines/WebGPU/webgpuCacheRenderPipeline.js +28 -17
- package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
- package/Engines/WebGPU/webgpuClearQuad.d.ts +1 -1
- package/Engines/WebGPU/webgpuClearQuad.js +3 -3
- package/Engines/WebGPU/webgpuClearQuad.js.map +1 -1
- package/Engines/WebGPU/webgpuRenderPassWrapper.d.ts +1 -1
- package/Engines/WebGPU/webgpuRenderPassWrapper.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
- package/Engines/WebGPU/webgpuTextureHelper.d.ts +1 -0
- package/Engines/WebGPU/webgpuTextureHelper.js +16 -3
- package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
- package/Engines/constants.d.ts +4 -0
- package/Engines/constants.js +4 -0
- package/Engines/constants.js.map +1 -1
- package/Engines/engine.d.ts +2 -2
- package/Engines/engine.js +1 -0
- package/Engines/engine.js.map +1 -1
- package/Engines/thinEngine.js +2 -2
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.js +48 -32
- package/Engines/webgpuEngine.js.map +1 -1
- package/Gizmos/axisDragGizmo.js +1 -0
- package/Gizmos/axisDragGizmo.js.map +1 -1
- package/Gizmos/axisScaleGizmo.js +4 -2
- package/Gizmos/axisScaleGizmo.js.map +1 -1
- package/Gizmos/boundingBoxGizmo.js +5 -5
- package/Gizmos/boundingBoxGizmo.js.map +1 -1
- package/Gizmos/gizmo.js +3 -2
- package/Gizmos/gizmo.js.map +1 -1
- package/Gizmos/planeRotationGizmo.js +3 -3
- package/Gizmos/planeRotationGizmo.js.map +1 -1
- package/Layers/effectLayer.js +1 -1
- package/Layers/effectLayer.js.map +1 -1
- package/Lights/Shadows/shadowGenerator.d.ts +4 -0
- package/Lights/Shadows/shadowGenerator.js +5 -1
- package/Lights/Shadows/shadowGenerator.js.map +1 -1
- package/Loading/Plugins/babylonFileLoader.js +3 -3
- package/Loading/Plugins/babylonFileLoader.js.map +1 -1
- package/Materials/Background/backgroundMaterial.js +1 -1
- package/Materials/Background/backgroundMaterial.js.map +1 -1
- package/Materials/Node/Blocks/Dual/TBNBlock.d.ts +47 -0
- package/Materials/Node/Blocks/Dual/TBNBlock.js +154 -0
- package/Materials/Node/Blocks/Dual/TBNBlock.js.map +1 -0
- package/Materials/Node/Blocks/Dual/index.d.ts +1 -0
- package/Materials/Node/Blocks/Dual/index.js +1 -0
- package/Materials/Node/Blocks/Dual/index.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/perturbNormalBlock.d.ts +5 -1
- package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js +20 -1
- package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
- package/Materials/Node/Blocks/Input/inputBlock.js +1 -1
- package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/anisotropyBlock.d.ts +4 -0
- package/Materials/Node/Blocks/PBR/anisotropyBlock.js +18 -1
- package/Materials/Node/Blocks/PBR/anisotropyBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/clearCoatBlock.d.ts +4 -0
- package/Materials/Node/Blocks/PBR/clearCoatBlock.js +18 -1
- package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js +2 -1
- package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js.map +1 -1
- package/Materials/PBR/pbrBaseSimpleMaterial.d.ts +6 -5
- package/Materials/PBR/pbrBaseSimpleMaterial.js.map +1 -1
- package/Materials/PBR/pbrMaterial.d.ts +9 -9
- package/Materials/PBR/pbrMaterial.js.map +1 -1
- package/Materials/PBR/pbrMetallicRoughnessMaterial.d.ts +3 -2
- package/Materials/PBR/pbrMetallicRoughnessMaterial.js.map +1 -1
- package/Materials/PBR/pbrSpecularGlossinessMaterial.d.ts +3 -2
- package/Materials/PBR/pbrSpecularGlossinessMaterial.js.map +1 -1
- package/Materials/Textures/cubeTexture.js +3 -0
- package/Materials/Textures/cubeTexture.js.map +1 -1
- package/Materials/Textures/renderTargetTexture.d.ts +2 -1
- package/Materials/Textures/renderTargetTexture.js +24 -20
- package/Materials/Textures/renderTargetTexture.js.map +1 -1
- package/Materials/Textures/textureCreationOptions.d.ts +2 -0
- package/Materials/Textures/textureCreationOptions.js.map +1 -1
- package/Materials/materialHelper.js +1 -1
- package/Materials/materialHelper.js.map +1 -1
- package/Materials/shaderMaterial.js +1 -0
- package/Materials/shaderMaterial.js.map +1 -1
- package/Materials/uniformBuffer.d.ts +2 -1
- package/Materials/uniformBuffer.js +2 -1
- package/Materials/uniformBuffer.js.map +1 -1
- package/Maths/math.vector.d.ts +4 -0
- package/Maths/math.vector.js +12 -0
- package/Maths/math.vector.js.map +1 -1
- package/Meshes/instancedMesh.js +0 -1
- package/Meshes/instancedMesh.js.map +1 -1
- package/Meshes/subMesh.js +1 -1
- package/Meshes/subMesh.js.map +1 -1
- package/Meshes/thinInstanceMesh.js +34 -5
- package/Meshes/thinInstanceMesh.js.map +1 -1
- package/Misc/sceneOptimizer.d.ts +3 -2
- package/Misc/sceneOptimizer.js +4 -1
- package/Misc/sceneOptimizer.js.map +1 -1
- package/Misc/screenshotTools.js +6 -6
- package/Misc/screenshotTools.js.map +1 -1
- package/Physics/Plugins/oimoJSPlugin.js +1 -1
- package/Physics/Plugins/oimoJSPlugin.js.map +1 -1
- package/PostProcesses/volumetricLightScatteringPostProcess.js +6 -1
- package/PostProcesses/volumetricLightScatteringPostProcess.js.map +1 -1
- package/Rendering/renderingGroup.js +8 -0
- package/Rendering/renderingGroup.js.map +1 -1
- package/Shaders/pbr.vertex.js +1 -1
- package/Shaders/pbr.vertex.js.map +1 -1
- package/Shaders/spriteMap.fragment.js +1 -1
- package/Shaders/spriteMap.fragment.js.map +1 -1
- package/XR/features/WebXRControllerPointerSelection.js +1 -0
- package/XR/features/WebXRControllerPointerSelection.js.map +1 -1
- package/package.json +1 -1
- package/scene.d.ts +3 -1
- package/scene.js +9 -5
- package/scene.js.map +1 -1
package/Shaders/pbr.vertex.js
CHANGED
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@@ -33,7 +33,7 @@ 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";
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var shader = "precision highp float;\n#include<__decl__pbrVertex>\n#define CUSTOM_VERTEX_BEGIN\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\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)\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#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 IRIDESCENCE\n#include<samplerVertexImplementation>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence,_MATRIXNAME_,iridescence,_INFONAME_,IridescenceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness,_MATRIXNAME_,iridescenceThickness,_INFONAME_,IridescenceInfos.z)\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#include<bumpVertex>\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#ifdef VERTEXCOLOR\nvColor=color;\n#elif INSTANCESCOLOR\nvColor=instanceColor;\n#endif\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\n#endif\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\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 IRIDESCENCE\n#include<samplerVertexDeclaration>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence)\n#include<samplerVertexDeclaration>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness)\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\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)\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#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 IRIDESCENCE\n#include<samplerVertexImplementation>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence,_MATRIXNAME_,iridescence,_INFONAME_,IridescenceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness,_MATRIXNAME_,iridescenceThickness,_INFONAME_,IridescenceInfos.z)\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#include<bumpVertex>\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#ifdef VERTEXCOLOR\nvColor=color;\n#elif INSTANCESCOLOR\nvColor=instanceColor;\n#endif\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\n#endif\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}";
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{"version":3,"file":"pbr.vertex.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/pbr.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,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,IAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,IAAM,MAAM,GAAG,2gTAsMb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,IAAM,eAAe,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { 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\nconst name = \"pbrVertexShader\";\nconst shader = `precision highp float;\r#include<__decl__pbrVertex>\n#define CUSTOM_VERTEX_BEGIN\nattribute vec3 position;\r#ifdef NORMAL\nattribute vec3 normal;\r#endif\n#ifdef TANGENT\nattribute vec4 tangent;\r#endif\n#ifdef UV1\nattribute vec2 uv;\r#endif\n#include<uvAttributeDeclaration>[2..7]\n#include<mainUVVaryingDeclaration>[1..7]\n#ifdef VERTEXCOLOR\nattribute vec4 color;\r#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\nvarying vec3 vPositionW;\r#if DEBUGMODE>0\nvarying vec4 vClipSpacePosition;\r#endif\n#ifdef NORMAL\nvarying vec3 vNormalW;\r#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvarying vec3 vEnvironmentIrradiance;\r#include<harmonicsFunctions>\n#endif\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR)\nvarying vec4 vColor;\r#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;\r#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\r#endif\n#include<logDepthDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_VERTEX_MAIN_BEGIN\nvec3 positionUpdated=position;\r#ifdef NORMAL\nvec3 normalUpdated=normal;\r#endif\n#ifdef TANGENT\nvec4 tangentUpdated=tangent;\r#endif\n#ifdef UV1\nvec2 uvUpdated=uv;\r#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvPositionUVW=positionUpdated;\r#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)\nvCurrentPosition=viewProjection*finalWorld*vec4(positionUpdated,1.0);\rvPreviousPosition=previousViewProjection*finalPreviousWorld*vec4(positionUpdated,1.0);\r#endif\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);\rvPositionW=vec3(worldPos);\r#include<prePassVertex>\n#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\r#if defined(INSTANCES) && defined(THIN_INSTANCES)\nvNormalW=normalUpdated/vec3(dot(normalWorld[0],normalWorld[0]),dot(normalWorld[1],normalWorld[1]),dot(normalWorld[2],normalWorld[2]));\rvNormalW=normalize(normalWorld*vNormalW);\r#else\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\r#endif\nvNormalW=normalize(normalWorld*normalUpdated);\r#endif\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvec3 reflectionVector=vec3(reflectionMatrix*vec4(vNormalW,0)).xyz;\r#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\r#endif\nvEnvironmentIrradiance=computeEnvironmentIrradiance(reflectionVector);\r#endif\n#endif\n#define CUSTOM_VERTEX_UPDATE_WORLDPOS\n#ifdef MULTIVIEW\nif (gl_ViewID_OVR==0u) {\rgl_Position=viewProjection*worldPos;\r} else {\rgl_Position=viewProjectionR*worldPos;\r}\r#else\ngl_Position=viewProjection*worldPos;\r#endif\n#if DEBUGMODE>0\nvClipSpacePosition=gl_Position;\r#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvDirectionW=normalize(vec3(finalWorld*vec4(positionUpdated,0.0)));\r#endif\n#ifndef UV1\nvec2 uvUpdated=vec2(0.,0.);\r#endif\n#ifdef MAINUV1\nvMainUV1=uvUpdated;\r#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 IRIDESCENCE\n#include<samplerVertexImplementation>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence,_MATRIXNAME_,iridescence,_INFONAME_,IridescenceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness,_MATRIXNAME_,iridescenceThickness,_INFONAME_,IridescenceInfos.z)\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#include<bumpVertex>\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#ifdef VERTEXCOLOR\nvColor=color;\r#elif INSTANCESCOLOR\nvColor=instanceColor;\r#endif\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\r#endif\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const pbrVertexShader = { name, shader };\n"]}
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+
{"version":3,"file":"pbr.vertex.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/pbr.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,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,IAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,IAAM,MAAM,GAAG,0vTA0Mb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,IAAM,eAAe,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { 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\nconst name = \"pbrVertexShader\";\nconst shader = `precision highp float;\r#include<__decl__pbrVertex>\n#define CUSTOM_VERTEX_BEGIN\nattribute vec3 position;\r#ifdef NORMAL\nattribute vec3 normal;\r#endif\n#ifdef TANGENT\nattribute vec4 tangent;\r#endif\n#ifdef UV1\nattribute vec2 uv;\r#endif\n#include<uvAttributeDeclaration>[2..7]\n#include<mainUVVaryingDeclaration>[1..7]\n#ifdef VERTEXCOLOR\nattribute vec4 color;\r#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 IRIDESCENCE\n#include<samplerVertexDeclaration>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence)\n#include<samplerVertexDeclaration>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness)\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\nvarying vec3 vPositionW;\r#if DEBUGMODE>0\nvarying vec4 vClipSpacePosition;\r#endif\n#ifdef NORMAL\nvarying vec3 vNormalW;\r#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvarying vec3 vEnvironmentIrradiance;\r#include<harmonicsFunctions>\n#endif\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR)\nvarying vec4 vColor;\r#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;\r#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\r#endif\n#include<logDepthDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_VERTEX_MAIN_BEGIN\nvec3 positionUpdated=position;\r#ifdef NORMAL\nvec3 normalUpdated=normal;\r#endif\n#ifdef TANGENT\nvec4 tangentUpdated=tangent;\r#endif\n#ifdef UV1\nvec2 uvUpdated=uv;\r#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvPositionUVW=positionUpdated;\r#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)\nvCurrentPosition=viewProjection*finalWorld*vec4(positionUpdated,1.0);\rvPreviousPosition=previousViewProjection*finalPreviousWorld*vec4(positionUpdated,1.0);\r#endif\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);\rvPositionW=vec3(worldPos);\r#include<prePassVertex>\n#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\r#if defined(INSTANCES) && defined(THIN_INSTANCES)\nvNormalW=normalUpdated/vec3(dot(normalWorld[0],normalWorld[0]),dot(normalWorld[1],normalWorld[1]),dot(normalWorld[2],normalWorld[2]));\rvNormalW=normalize(normalWorld*vNormalW);\r#else\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\r#endif\nvNormalW=normalize(normalWorld*normalUpdated);\r#endif\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvec3 reflectionVector=vec3(reflectionMatrix*vec4(vNormalW,0)).xyz;\r#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\r#endif\nvEnvironmentIrradiance=computeEnvironmentIrradiance(reflectionVector);\r#endif\n#endif\n#define CUSTOM_VERTEX_UPDATE_WORLDPOS\n#ifdef MULTIVIEW\nif (gl_ViewID_OVR==0u) {\rgl_Position=viewProjection*worldPos;\r} else {\rgl_Position=viewProjectionR*worldPos;\r}\r#else\ngl_Position=viewProjection*worldPos;\r#endif\n#if DEBUGMODE>0\nvClipSpacePosition=gl_Position;\r#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvDirectionW=normalize(vec3(finalWorld*vec4(positionUpdated,0.0)));\r#endif\n#ifndef UV1\nvec2 uvUpdated=vec2(0.,0.);\r#endif\n#ifdef MAINUV1\nvMainUV1=uvUpdated;\r#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 IRIDESCENCE\n#include<samplerVertexImplementation>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence,_MATRIXNAME_,iridescence,_INFONAME_,IridescenceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness,_MATRIXNAME_,iridescenceThickness,_INFONAME_,IridescenceInfos.z)\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#include<bumpVertex>\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#ifdef VERTEXCOLOR\nvColor=color;\r#elif INSTANCESCOLOR\nvColor=instanceColor;\r#endif\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\r#endif\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const pbrVertexShader = { name, shader };\n"]}
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@@ -1,7 +1,7 @@
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// Do not edit.
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2
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import { ShaderStore } from "../Engines/shaderStore.js";
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var name = "spriteMapPixelShader";
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4
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-
var shader = "precision highp float;\nvarying vec3 vPosition;\nvarying vec2 vUV;\nvarying vec2 tUV;\nuniform float time;\nuniform float spriteCount;\nuniform sampler2D spriteSheet;\nuniform vec2 spriteMapSize;\nuniform vec2 outputSize;\nuniform vec2 stageSize;\nuniform sampler2D frameMap;\nuniform sampler2D tileMaps[LAYERS];\nuniform sampler2D animationMap;\nuniform vec3 colorMul;\nfloat mt;\nconst float fdStep=1./4.;\nconst float aFrameSteps=1./MAX_ANIMATION_FRAMES;\nmat4 getFrameData(float frameID){\nfloat fX=frameID/spriteCount;\nreturn mat4(\ntexture2D(frameMap,vec2(fX,0.),0.),\ntexture2D(frameMap,vec2(fX,fdStep*1.),0.),\ntexture2D(frameMap,vec2(fX,fdStep*2.),0.),\nvec4(0.)\n);\n}\nvoid main(){\nvec4 color=vec4(0.);\nvec2 tileUV=fract(tUV);\n#ifdef FLIPU\ntileUV.y=1.0-tileUV.y;\n#endif\nvec2 tileID=floor(tUV);\nvec2 sheetUnits=1./spriteMapSize;\nfloat spriteUnits=1./spriteCount;\nvec2 stageUnits=1./stageSize;\nfor(int i=0; i<LAYERS; i++) {\nfloat frameID;\n#define LAYER_ID_SWITCH\nvec4 animationData=texture2D(animationMap,vec2((frameID+0.5)/spriteCount,0.),0.)
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4
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var shader = "precision highp float;\nvarying vec3 vPosition;\nvarying vec2 vUV;\nvarying vec2 tUV;\nuniform float time;\nuniform float spriteCount;\nuniform sampler2D spriteSheet;\nuniform vec2 spriteMapSize;\nuniform vec2 outputSize;\nuniform vec2 stageSize;\nuniform sampler2D frameMap;\nuniform sampler2D tileMaps[LAYERS];\nuniform sampler2D animationMap;\nuniform vec3 colorMul;\nfloat mt;\nconst float fdStep=1./4.;\nconst float aFrameSteps=1./MAX_ANIMATION_FRAMES;\nmat4 getFrameData(float frameID){\nfloat fX=frameID/spriteCount;\nreturn mat4(\ntexture2D(frameMap,vec2(fX,0.),0.),\ntexture2D(frameMap,vec2(fX,fdStep*1.),0.),\ntexture2D(frameMap,vec2(fX,fdStep*2.),0.),\nvec4(0.)\n);\n}\nvoid main(){\nvec4 color=vec4(0.);\nvec2 tileUV=fract(tUV);\n#ifdef FLIPU\ntileUV.y=1.0-tileUV.y;\n#endif\nvec2 tileID=floor(tUV);\nvec2 sheetUnits=1./spriteMapSize;\nfloat spriteUnits=1./spriteCount;\nvec2 stageUnits=1./stageSize;\nfor(int i=0; i<LAYERS; i++) {\nfloat frameID;\n#define LAYER_ID_SWITCH\nvec4 animationData=texture2D(animationMap,vec2((frameID+0.5)/spriteCount,0.),0.);\nif(animationData.y>0.) {\nmt=mod(time*animationData.z,1.0);\nfor(float f=0.; f<MAX_ANIMATION_FRAMES; f++){\nif(animationData.y>mt){\nframeID=animationData.x;\nbreak;\n}\nanimationData=texture2D(animationMap,vec2((frameID+0.5)/spriteCount,aFrameSteps*f),0.);\n}\n}\nmat4 frameData=getFrameData(frameID+0.5);\nvec2 frameSize=(frameData[0].zw)/spriteMapSize;\nvec2 offset=frameData[0].xy*sheetUnits;\nvec2 ratio=frameData[2].xy/frameData[0].zw;\nif (frameData[2].z==1.){\ntileUV.xy=tileUV.yx;\n}\nif (i==0){\ncolor=texture2D(spriteSheet,tileUV*frameSize+offset);\n} else {\nvec4 nc=texture2D(spriteSheet,tileUV*frameSize+offset);\nfloat alpha=min(color.a+nc.a,1.0);\nvec3 mixed=mix(color.xyz,nc.xyz,nc.a);\ncolor=vec4(mixed,alpha);\n}\n}\ncolor.xyz*=colorMul;\ngl_FragColor=color;\n}";
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5
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// Sideeffect
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ShaderStore.ShadersStore[name] = shader;
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7
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/** @hidden */
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"spriteMap.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/spriteMap.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,IAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,IAAM,MAAM,GAAG,
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1
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+
{"version":3,"file":"spriteMap.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/spriteMap.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,IAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,IAAM,MAAM,GAAG,2zDAoEb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,IAAM,oBAAoB,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"spriteMapPixelShader\";\nconst shader = `precision highp float;\rvarying vec3 vPosition;\rvarying vec2 vUV;\rvarying vec2 tUV;\runiform float time;\runiform float spriteCount;\runiform sampler2D spriteSheet;\runiform vec2 spriteMapSize;\runiform vec2 outputSize;\runiform vec2 stageSize;\runiform sampler2D frameMap;\runiform sampler2D tileMaps[LAYERS];\runiform sampler2D animationMap;\runiform vec3 colorMul;\rfloat mt;\rconst float fdStep=1./4.;\rconst float aFrameSteps=1./MAX_ANIMATION_FRAMES;\rmat4 getFrameData(float frameID){\rfloat fX=frameID/spriteCount;\rreturn mat4(\rtexture2D(frameMap,vec2(fX,0.),0.),\rtexture2D(frameMap,vec2(fX,fdStep*1.),0.),\rtexture2D(frameMap,vec2(fX,fdStep*2.),0.),\rvec4(0.)\r);\r}\rvoid main(){\rvec4 color=vec4(0.);\rvec2 tileUV=fract(tUV);\r#ifdef FLIPU\ntileUV.y=1.0-tileUV.y;\r#endif\nvec2 tileID=floor(tUV);\rvec2 sheetUnits=1./spriteMapSize;\rfloat spriteUnits=1./spriteCount;\rvec2 stageUnits=1./stageSize;\rfor(int i=0; i<LAYERS; i++) {\rfloat frameID;\r#define LAYER_ID_SWITCH\nvec4 animationData=texture2D(animationMap,vec2((frameID+0.5)/spriteCount,0.),0.);\rif(animationData.y>0.) {\rmt=mod(time*animationData.z,1.0);\rfor(float f=0.; f<MAX_ANIMATION_FRAMES; f++){\rif(animationData.y>mt){\rframeID=animationData.x;\rbreak;\r}\ranimationData=texture2D(animationMap,vec2((frameID+0.5)/spriteCount,aFrameSteps*f),0.);\r}\r}\rmat4 frameData=getFrameData(frameID+0.5);\rvec2 frameSize=(frameData[0].zw)/spriteMapSize;\rvec2 offset=frameData[0].xy*sheetUnits;\rvec2 ratio=frameData[2].xy/frameData[0].zw;\rif (frameData[2].z==1.){\rtileUV.xy=tileUV.yx;\r}\rif (i==0){\rcolor=texture2D(spriteSheet,tileUV*frameSize+offset);\r} else {\rvec4 nc=texture2D(spriteSheet,tileUV*frameSize+offset);\rfloat alpha=min(color.a+nc.a,1.0);\rvec3 mixed=mix(color.xyz,nc.xyz,nc.a);\rcolor=vec4(mixed,alpha);\r}\r}\rcolor.xyz*=colorMul;\rgl_FragColor=color;\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const spriteMapPixelShader = { name, shader };\n"]}
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@@ -561,6 +561,7 @@ var WebXRControllerPointerSelection = /** @class */ (function (_super) {
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this._xrSessionManager.runInXRFrame(function () {
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_this._augmentPointerInit(pointerEventInit_1, controllerData.id, controllerData.screenCoordinates);
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_this._scene.simulatePointerUp(new PickingInfo(), pointerEventInit_1);
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+
controllerData.finalPointerUpTriggered = true;
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});
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}
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this._xrSessionManager.scene.onBeforeRenderObservable.addOnce(function () {
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@@ -1 +1 @@
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-
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{ WebXRFeaturesManager, WebXRFeatureName } from \"../webXRFeaturesManager\";\r\nimport type { WebXRSessionManager } from \"../webXRSessionManager\";\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport type { WebXRInput } from \"../webXRInput\";\r\nimport type { WebXRInputSource } from \"../webXRInputSource\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { WebXRControllerComponent } from \"../motionController/webXRControllerComponent\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { Matrix, Vector3 } from \"../../Maths/math.vector\";\r\nimport { Color3 } from \"../../Maths/math.color\";\r\nimport { Axis } from \"../../Maths/math.axis\";\r\nimport { StandardMaterial } from \"../../Materials/standardMaterial\";\r\nimport { CreateCylinder } from \"../../Meshes/Builders/cylinderBuilder\";\r\nimport { CreateTorus } from \"../../Meshes/Builders/torusBuilder\";\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 type { WebXRAbstractMotionController } from \"../motionController/webXRAbstractMotionController\";\r\nimport type { WebXRCamera } from \"../webXRCamera\";\r\nimport type { Node } from \"../../node\";\r\nimport { Viewport } from \"../../Maths/math.viewport\";\r\nimport type { Mesh } from \"../../Meshes/mesh\";\r\nimport { Tools } from \"../../Misc/tools\";\r\n\r\n/**\r\n * Options interface for the pointer selection module\r\n */\r\nexport interface IWebXRControllerPointerSelectionOptions {\r\n /**\r\n * if provided, this scene will be used to render meshes.\r\n */\r\n customUtilityLayerScene?: Scene;\r\n /**\r\n * Disable the pointer up event when the xr controller in screen and gaze mode is disposed (meaning - when the user removed the finger from the screen)\r\n * If not disabled, the last picked point will be used to execute a pointer up event\r\n * If disabled, pointer up event will be triggered right after the pointer down event.\r\n * Used in screen and gaze target ray mode only\r\n */\r\n disablePointerUpOnTouchOut: boolean;\r\n /**\r\n * For gaze mode for tracked-pointer / controllers (time to select instead of button press)\r\n */\r\n forceGazeMode: boolean;\r\n /**\r\n * Factor to be applied to the pointer-moved function in the gaze mode. How sensitive should the gaze mode be when checking if the pointer moved\r\n * to start a new countdown to the pointer down event.\r\n * Defaults to 1.\r\n */\r\n gazeModePointerMovedFactor?: number;\r\n /**\r\n * Different button type to use instead of the main component\r\n */\r\n overrideButtonId?: string;\r\n /**\r\n * use this rendering group id for the meshes (optional)\r\n */\r\n renderingGroupId?: number;\r\n /**\r\n * The amount of time in milliseconds it takes between pick found something to a pointer down event.\r\n * Used in gaze modes. Tracked pointer uses the trigger, screen uses touch events\r\n * 3000 means 3 seconds between pointing at something and selecting it\r\n */\r\n timeToSelect?: number;\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 * Optional WebXR camera to be used for gaze selection\r\n */\r\n gazeCamera?: WebXRCamera;\r\n /**\r\n * the xr input to use with this pointer selection\r\n */\r\n xrInput: WebXRInput;\r\n\r\n /**\r\n * Should the scene pointerX and pointerY update be disabled\r\n * This is required for fullscreen AR GUI, but might slow down other experiences.\r\n * Disable in VR, if not needed.\r\n * The first rig camera (left eye) will be used to calculate the projection\r\n */\r\n disableScenePointerVectorUpdate: boolean;\r\n\r\n /**\r\n * Enable pointer selection on all controllers instead of switching between them\r\n */\r\n enablePointerSelectionOnAllControllers?: boolean;\r\n\r\n /**\r\n * The preferred hand to give the pointer selection 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 /**\r\n * Disable switching the pointer selection 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 * The maximum distance of the pointer selection feature. Defaults to 100.\r\n */\r\n maxPointerDistance?: number;\r\n\r\n /**\r\n * A function that will be called when a new selection mesh is generated.\r\n * This function should return a mesh that will be used as the selection mesh.\r\n * The default is a torus with a 0.01 diameter and 0.0075 thickness .\r\n */\r\n customSelectionMeshGenerator?: () => Mesh;\r\n\r\n /**\r\n * A function that will be called when a new laser pointer mesh is generated.\r\n * This function should return a mesh that will be used as the laser pointer mesh.\r\n * The height (y) of the mesh must be 1.\r\n */\r\n customLasterPointerMeshGenerator?: () => AbstractMesh;\r\n}\r\n\r\n/**\r\n * A module that will enable pointer selection for motion controllers of XR Input Sources\r\n */\r\nexport class WebXRControllerPointerSelection extends WebXRAbstractFeature {\r\n private static _IdCounter = 200;\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\r\n const { laserPointer, selectionMesh } = this._generateNewMeshPair(xrController.pointer);\r\n\r\n // get two new meshes\r\n this._controllers[xrController.uniqueId] = {\r\n xrController,\r\n laserPointer,\r\n selectionMesh,\r\n meshUnderPointer: null,\r\n pick: null,\r\n tmpRay: new Ray(new Vector3(), new Vector3()),\r\n disabledByNearInteraction: false,\r\n id: WebXRControllerPointerSelection._IdCounter++,\r\n };\r\n\r\n if (this._attachedController) {\r\n if (\r\n !this._options.enablePointerSelectionOnAllControllers &&\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.enablePointerSelectionOnAllControllers) {\r\n this._attachedController = xrController.uniqueId;\r\n }\r\n }\r\n\r\n switch (xrController.inputSource.targetRayMode) {\r\n case \"tracked-pointer\":\r\n return this._attachTrackedPointerRayMode(xrController);\r\n case \"gaze\":\r\n return this._attachGazeMode(xrController);\r\n case \"screen\":\r\n return this._attachScreenRayMode(xrController);\r\n }\r\n };\r\n\r\n private _controllers: {\r\n [controllerUniqueId: string]: {\r\n xrController?: WebXRInputSource;\r\n webXRCamera?: WebXRCamera;\r\n selectionComponent?: WebXRControllerComponent;\r\n onButtonChangedObserver?: Nullable<Observer<WebXRControllerComponent>>;\r\n onFrameObserver?: Nullable<Observer<XRFrame>>;\r\n laserPointer: AbstractMesh;\r\n selectionMesh: AbstractMesh;\r\n meshUnderPointer: Nullable<AbstractMesh>;\r\n pick: Nullable<PickingInfo>;\r\n id: number;\r\n tmpRay: Ray;\r\n disabledByNearInteraction: boolean;\r\n // event support\r\n eventListeners?: { [event in XREventType]?: (event: XRInputSourceEvent) => void };\r\n screenCoordinates?: { x: number; y: number };\r\n pointerDownTriggered?: boolean;\r\n finalPointerUpTriggered?: boolean;\r\n };\r\n } = {};\r\n private _scene: Scene;\r\n private _tmpVectorForPickCompare = new Vector3();\r\n\r\n private _attachedController: string;\r\n\r\n /**\r\n * The module's name\r\n */\r\n public static readonly Name = WebXRFeatureName.POINTER_SELECTION;\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 * Disable lighting on the laser pointer (so it will always be visible)\r\n */\r\n public disablePointerLighting: boolean = true;\r\n /**\r\n * Disable lighting on the selection mesh (so it will always be visible)\r\n */\r\n public disableSelectionMeshLighting: boolean = true;\r\n /**\r\n * Should the laser pointer be displayed\r\n */\r\n public displayLaserPointer: boolean = true;\r\n /**\r\n * Should the selection mesh be displayed (The ring at the end of the laser pointer)\r\n */\r\n public displaySelectionMesh: boolean = true;\r\n /**\r\n * This color will be set to the laser pointer when selection is triggered\r\n */\r\n public laserPointerPickedColor: Color3 = new Color3(0.9, 0.9, 0.9);\r\n /**\r\n * Default color of the laser pointer\r\n */\r\n public laserPointerDefaultColor: Color3 = new Color3(0.7, 0.7, 0.7);\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 * Optional filter to be used for ray selection. This predicate shares behavior with\r\n * scene.pointerMovePredicate which takes priority if it is also assigned.\r\n */\r\n public raySelectionPredicate: (mesh: AbstractMesh) => boolean;\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: IWebXRControllerPointerSelectionOptions) {\r\n super(_xrSessionManager);\r\n this._scene = this._xrSessionManager.scene;\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\r\n if (this._options.gazeCamera) {\r\n const webXRCamera = this._options.gazeCamera;\r\n\r\n const { laserPointer, selectionMesh } = this._generateNewMeshPair(webXRCamera);\r\n\r\n this._controllers[\"camera\"] = {\r\n webXRCamera,\r\n laserPointer,\r\n selectionMesh,\r\n meshUnderPointer: null,\r\n pick: null,\r\n tmpRay: new Ray(new Vector3(), new Vector3()),\r\n disabledByNearInteraction: false,\r\n id: WebXRControllerPointerSelection._IdCounter++,\r\n };\r\n this._attachGazeMode();\r\n }\r\n\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 * @param id\r\n * @hidden\r\n */\r\n public _getPointerSelectionDisabledByPointerId(id: number): boolean {\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]].disabledByNearInteraction;\r\n }\r\n }\r\n return true;\r\n }\r\n\r\n /**\r\n * @param id\r\n * @param state\r\n * @hidden\r\n */\r\n public _setPointerSelectionDisabledByPointerId(id: number, state: boolean) {\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 this._controllers[keys[i]].disabledByNearInteraction = state;\r\n return;\r\n }\r\n }\r\n }\r\n\r\n private _identityMatrix = Matrix.Identity();\r\n private _screenCoordinatesRef = Vector3.Zero();\r\n private _viewportRef = new Viewport(0, 0, 0, 0);\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 ((!this._options.enablePointerSelectionOnAllControllers && id !== this._attachedController) || controllerData.disabledByNearInteraction) {\r\n controllerData.selectionMesh.isVisible = false;\r\n controllerData.laserPointer.isVisible = false;\r\n controllerData.pick = null;\r\n return;\r\n }\r\n\r\n controllerData.laserPointer.isVisible = this.displayLaserPointer;\r\n\r\n let controllerGlobalPosition: Vector3;\r\n\r\n // Every frame check collisions/input\r\n if (controllerData.xrController) {\r\n controllerGlobalPosition = controllerData.xrController.pointer.position;\r\n controllerData.xrController.getWorldPointerRayToRef(controllerData.tmpRay);\r\n } else if (controllerData.webXRCamera) {\r\n controllerGlobalPosition = controllerData.webXRCamera.position;\r\n controllerData.webXRCamera.getForwardRayToRef(controllerData.tmpRay);\r\n } else {\r\n return;\r\n }\r\n\r\n if (this._options.maxPointerDistance) {\r\n controllerData.tmpRay.length = this._options.maxPointerDistance;\r\n }\r\n // update pointerX and pointerY of the scene. Only if the flag is set to true!\r\n if (!this._options.disableScenePointerVectorUpdate && controllerGlobalPosition) {\r\n const scene = this._xrSessionManager.scene;\r\n const camera = this._options.xrInput.xrCamera;\r\n if (camera) {\r\n camera.viewport.toGlobalToRef(scene.getEngine().getRenderWidth(), scene.getEngine().getRenderHeight(), this._viewportRef);\r\n Vector3.ProjectToRef(controllerGlobalPosition, this._identityMatrix, scene.getTransformMatrix(), this._viewportRef, this._screenCoordinatesRef);\r\n // stay safe\r\n if (\r\n typeof this._screenCoordinatesRef.x === \"number\" &&\r\n typeof this._screenCoordinatesRef.y === \"number\" &&\r\n !isNaN(this._screenCoordinatesRef.x) &&\r\n !isNaN(this._screenCoordinatesRef.y)\r\n ) {\r\n scene.pointerX = this._screenCoordinatesRef.x;\r\n scene.pointerY = this._screenCoordinatesRef.y;\r\n\r\n controllerData.screenCoordinates = {\r\n x: this._screenCoordinatesRef.x,\r\n y: this._screenCoordinatesRef.y,\r\n };\r\n }\r\n }\r\n }\r\n\r\n let utilityScenePick = null;\r\n if (this._utilityLayerScene) {\r\n utilityScenePick = this._utilityLayerScene.pickWithRay(controllerData.tmpRay, this._utilityLayerScene.pointerMovePredicate || this.raySelectionPredicate);\r\n }\r\n\r\n const originalScenePick = this._scene.pickWithRay(controllerData.tmpRay, this._scene.pointerMovePredicate || this.raySelectionPredicate);\r\n if (!utilityScenePick || !utilityScenePick.hit) {\r\n // No hit in utility scene\r\n controllerData.pick = originalScenePick;\r\n } else if (!originalScenePick || !originalScenePick.hit) {\r\n // No hit in original scene\r\n controllerData.pick = utilityScenePick;\r\n } else if (utilityScenePick.distance < originalScenePick.distance) {\r\n // Hit is closer in utility scene\r\n controllerData.pick = utilityScenePick;\r\n } else {\r\n // Hit is closer in original scene\r\n controllerData.pick = originalScenePick;\r\n }\r\n\r\n if (controllerData.pick && controllerData.xrController) {\r\n controllerData.pick.aimTransform = controllerData.xrController.pointer;\r\n controllerData.pick.gripTransform = controllerData.xrController.grip || null;\r\n }\r\n\r\n const pick = controllerData.pick;\r\n\r\n if (pick && pick.pickedPoint && pick.hit) {\r\n // Update laser state\r\n this._updatePointerDistance(controllerData.laserPointer, pick.distance);\r\n\r\n // Update cursor state\r\n controllerData.selectionMesh.position.copyFrom(pick.pickedPoint);\r\n controllerData.selectionMesh.scaling.x = Math.sqrt(pick.distance);\r\n controllerData.selectionMesh.scaling.y = Math.sqrt(pick.distance);\r\n controllerData.selectionMesh.scaling.z = Math.sqrt(pick.distance);\r\n\r\n // To avoid z-fighting\r\n const pickNormal = this._convertNormalToDirectionOfRay(pick.getNormal(true), controllerData.tmpRay);\r\n const deltaFighting = 0.001;\r\n controllerData.selectionMesh.position.copyFrom(pick.pickedPoint);\r\n if (pickNormal) {\r\n const axis1 = Vector3.Cross(Axis.Y, pickNormal);\r\n const axis2 = Vector3.Cross(pickNormal, axis1);\r\n Vector3.RotationFromAxisToRef(axis2, pickNormal, axis1, controllerData.selectionMesh.rotation);\r\n controllerData.selectionMesh.position.addInPlace(pickNormal.scale(deltaFighting));\r\n }\r\n controllerData.selectionMesh.isVisible = true && this.displaySelectionMesh;\r\n controllerData.meshUnderPointer = pick.pickedMesh;\r\n } else {\r\n controllerData.selectionMesh.isVisible = false;\r\n this._updatePointerDistance(controllerData.laserPointer, 1);\r\n controllerData.meshUnderPointer = null;\r\n }\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 _attachGazeMode(xrController?: WebXRInputSource) {\r\n const controllerData = this._controllers[(xrController && xrController.uniqueId) || \"camera\"];\r\n // attached when touched, detaches when raised\r\n const timeToSelect = this._options.timeToSelect || 3000;\r\n const sceneToRenderTo = this._options.useUtilityLayer ? this._utilityLayerScene : this._scene;\r\n let oldPick = new PickingInfo();\r\n const discMesh = CreateTorus(\r\n \"selection\",\r\n {\r\n diameter: 0.0035 * 15,\r\n thickness: 0.0025 * 6,\r\n tessellation: 20,\r\n },\r\n sceneToRenderTo\r\n );\r\n discMesh.isVisible = false;\r\n discMesh.isPickable = false;\r\n discMesh.parent = controllerData.selectionMesh;\r\n let timer = 0;\r\n let downTriggered = false;\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 (!controllerData.pick) {\r\n return;\r\n }\r\n this._augmentPointerInit(pointerEventInit, controllerData.id, controllerData.screenCoordinates);\r\n controllerData.laserPointer.material!.alpha = 0;\r\n discMesh.isVisible = false;\r\n if (controllerData.pick.hit) {\r\n if (!this._pickingMoved(oldPick, controllerData.pick)) {\r\n if (timer > timeToSelect / 10) {\r\n discMesh.isVisible = true;\r\n }\r\n\r\n timer += this._scene.getEngine().getDeltaTime();\r\n if (timer >= timeToSelect) {\r\n this._scene.simulatePointerDown(controllerData.pick, pointerEventInit);\r\n // this pointerdown event is not setting the controllerData.pointerDownTriggered to avoid a pointerUp event when this feature is detached\r\n downTriggered = true;\r\n // pointer up right after down, if disable on touch out\r\n if (this._options.disablePointerUpOnTouchOut) {\r\n this._scene.simulatePointerUp(controllerData.pick, pointerEventInit);\r\n }\r\n discMesh.isVisible = false;\r\n } else {\r\n const scaleFactor = 1 - timer / timeToSelect;\r\n discMesh.scaling.set(scaleFactor, scaleFactor, scaleFactor);\r\n }\r\n } else {\r\n if (downTriggered) {\r\n if (!this._options.disablePointerUpOnTouchOut) {\r\n this._scene.simulatePointerUp(controllerData.pick, pointerEventInit);\r\n }\r\n }\r\n downTriggered = false;\r\n timer = 0;\r\n }\r\n } else {\r\n downTriggered = false;\r\n timer = 0;\r\n }\r\n\r\n this._scene.simulatePointerMove(controllerData.pick, pointerEventInit);\r\n\r\n oldPick = controllerData.pick;\r\n });\r\n\r\n if (this._options.renderingGroupId !== undefined) {\r\n discMesh.renderingGroupId = this._options.renderingGroupId;\r\n }\r\n if (xrController) {\r\n xrController.onDisposeObservable.addOnce(() => {\r\n if (controllerData.pick && !this._options.disablePointerUpOnTouchOut && downTriggered) {\r\n this._scene.simulatePointerUp(controllerData.pick, pointerEventInit);\r\n controllerData.finalPointerUpTriggered = true;\r\n }\r\n discMesh.dispose();\r\n });\r\n }\r\n }\r\n\r\n private _attachScreenRayMode(xrController: WebXRInputSource) {\r\n const controllerData = this._controllers[xrController.uniqueId];\r\n let downTriggered = false;\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 this._augmentPointerInit(pointerEventInit, controllerData.id, controllerData.screenCoordinates);\r\n if (!controllerData.pick || (this._options.disablePointerUpOnTouchOut && downTriggered)) {\r\n return;\r\n }\r\n if (!downTriggered) {\r\n this._scene.simulatePointerDown(controllerData.pick, pointerEventInit);\r\n controllerData.pointerDownTriggered = true;\r\n downTriggered = true;\r\n if (this._options.disablePointerUpOnTouchOut) {\r\n this._scene.simulatePointerUp(controllerData.pick, pointerEventInit);\r\n }\r\n } else {\r\n this._scene.simulatePointerMove(controllerData.pick, pointerEventInit);\r\n }\r\n });\r\n xrController.onDisposeObservable.addOnce(() => {\r\n this._augmentPointerInit(pointerEventInit, controllerData.id, controllerData.screenCoordinates);\r\n this._xrSessionManager.runInXRFrame(() => {\r\n if (controllerData.pick && !controllerData.finalPointerUpTriggered && downTriggered && !this._options.disablePointerUpOnTouchOut) {\r\n this._scene.simulatePointerUp(controllerData.pick, pointerEventInit);\r\n controllerData.finalPointerUpTriggered = true;\r\n }\r\n });\r\n });\r\n }\r\n\r\n private _attachTrackedPointerRayMode(xrController: WebXRInputSource) {\r\n const controllerData = this._controllers[xrController.uniqueId];\r\n if (this._options.forceGazeMode) {\r\n return this._attachGazeMode(xrController);\r\n }\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 (<StandardMaterial>controllerData.laserPointer.material).disableLighting = this.disablePointerLighting;\r\n (<StandardMaterial>controllerData.selectionMesh.material).disableLighting = this.disableSelectionMeshLighting;\r\n\r\n if (controllerData.pick) {\r\n this._augmentPointerInit(pointerEventInit, controllerData.id, controllerData.screenCoordinates);\r\n this._scene.simulatePointerMove(controllerData.pick, pointerEventInit);\r\n }\r\n });\r\n if (xrController.inputSource.gamepad) {\r\n const init = (motionController: WebXRAbstractMotionController) => {\r\n if (this._options.overrideButtonId) {\r\n controllerData.selectionComponent = motionController.getComponent(this._options.overrideButtonId);\r\n }\r\n if (!controllerData.selectionComponent) {\r\n controllerData.selectionComponent = motionController.getMainComponent();\r\n }\r\n\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 if (controllerData.pick) {\r\n if (this._options.enablePointerSelectionOnAllControllers || xrController.uniqueId === this._attachedController) {\r\n this._augmentPointerInit(pointerEventInit, controllerData.id, controllerData.screenCoordinates);\r\n if (pressed) {\r\n this._scene.simulatePointerDown(controllerData.pick, pointerEventInit);\r\n controllerData.pointerDownTriggered = true;\r\n (<StandardMaterial>controllerData.selectionMesh.material).emissiveColor = this.selectionMeshPickedColor;\r\n (<StandardMaterial>controllerData.laserPointer.material).emissiveColor = this.laserPointerPickedColor;\r\n } else {\r\n this._scene.simulatePointerUp(controllerData.pick, pointerEventInit);\r\n (<StandardMaterial>controllerData.selectionMesh.material).emissiveColor = this.selectionMeshDefaultColor;\r\n (<StandardMaterial>controllerData.laserPointer.material).emissiveColor = this.laserPointerDefaultColor;\r\n }\r\n }\r\n } else {\r\n if (pressed && !this._options.enablePointerSelectionOnAllControllers && !this._options.disableSwitchOnClick) {\r\n this._attachedController = xrController.uniqueId;\r\n }\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 this._augmentPointerInit(pointerEventInit, controllerData.id, controllerData.screenCoordinates);\r\n if (controllerData.xrController && event.inputSource === controllerData.xrController.inputSource && controllerData.pick) {\r\n this._scene.simulatePointerDown(controllerData.pick, pointerEventInit);\r\n controllerData.pointerDownTriggered = true;\r\n (<StandardMaterial>controllerData.selectionMesh.material).emissiveColor = this.selectionMeshPickedColor;\r\n (<StandardMaterial>controllerData.laserPointer.material).emissiveColor = this.laserPointerPickedColor;\r\n }\r\n };\r\n\r\n const selectEndListener = (event: XRInputSourceEvent) => {\r\n this._augmentPointerInit(pointerEventInit, controllerData.id, controllerData.screenCoordinates);\r\n if (controllerData.xrController && event.inputSource === controllerData.xrController.inputSource && controllerData.pick) {\r\n this._scene.simulatePointerUp(controllerData.pick, pointerEventInit);\r\n (<StandardMaterial>controllerData.selectionMesh.material).emissiveColor = this.selectionMeshDefaultColor;\r\n (<StandardMaterial>controllerData.laserPointer.material).emissiveColor = this.laserPointerDefaultColor;\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 _convertNormalToDirectionOfRay(normal: Nullable<Vector3>, ray: Ray) {\r\n if (normal) {\r\n const angle = Math.acos(Vector3.Dot(normal, ray.direction));\r\n if (angle < Math.PI / 2) {\r\n normal.scaleInPlace(-1);\r\n }\r\n }\r\n return normal;\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.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\r\n if (!controllerData.finalPointerUpTriggered && controllerData.pointerDownTriggered) {\r\n // Stay safe and fire a pointerup, in case it wasn't already triggered\r\n const pointerEventInit: PointerEventInit = {\r\n pointerId: controllerData.id,\r\n pointerType: \"xr\",\r\n };\r\n this._xrSessionManager.runInXRFrame(() => {\r\n this._augmentPointerInit(pointerEventInit, controllerData.id, controllerData.screenCoordinates);\r\n this._scene.simulatePointerUp(new PickingInfo(), pointerEventInit);\r\n });\r\n }\r\n this._xrSessionManager.scene.onBeforeRenderObservable.addOnce(() => {\r\n try {\r\n controllerData.selectionMesh.dispose();\r\n controllerData.laserPointer.dispose();\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 } catch (e) {\r\n Tools.Warn(\"controller already detached.\");\r\n }\r\n });\r\n }\r\n\r\n private _generateNewMeshPair(meshParent: Node) {\r\n const sceneToRenderTo = this._options.useUtilityLayer ? this._options.customUtilityLayerScene || UtilityLayerRenderer.DefaultUtilityLayer.utilityLayerScene : this._scene;\r\n const laserPointer = this._options.customLasterPointerMeshGenerator\r\n ? this._options.customLasterPointerMeshGenerator()\r\n : CreateCylinder(\r\n \"laserPointer\",\r\n {\r\n height: 1,\r\n diameterTop: 0.0002,\r\n diameterBottom: 0.004,\r\n tessellation: 20,\r\n subdivisions: 1,\r\n },\r\n sceneToRenderTo\r\n );\r\n laserPointer.parent = meshParent;\r\n const laserPointerMaterial = new StandardMaterial(\"laserPointerMat\", sceneToRenderTo);\r\n laserPointerMaterial.emissiveColor = this.laserPointerDefaultColor;\r\n laserPointerMaterial.alpha = 0.7;\r\n laserPointer.material = laserPointerMaterial;\r\n laserPointer.rotation.x = Math.PI / 2;\r\n this._updatePointerDistance(laserPointer, 1);\r\n laserPointer.isPickable = false;\r\n laserPointer.isVisible = false;\r\n\r\n // Create a gaze tracker for the XR controller\r\n const selectionMesh = this._options.customSelectionMeshGenerator\r\n ? this._options.customSelectionMeshGenerator()\r\n : CreateTorus(\r\n \"gazeTracker\",\r\n {\r\n diameter: 0.0035 * 3,\r\n thickness: 0.0025 * 3,\r\n tessellation: 20,\r\n },\r\n sceneToRenderTo\r\n );\r\n selectionMesh.bakeCurrentTransformIntoVertices();\r\n selectionMesh.isPickable = false;\r\n selectionMesh.isVisible = false;\r\n const 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 if (this._options.renderingGroupId !== undefined) {\r\n laserPointer.renderingGroupId = this._options.renderingGroupId;\r\n selectionMesh.renderingGroupId = this._options.renderingGroupId;\r\n }\r\n\r\n return {\r\n laserPointer,\r\n selectionMesh,\r\n };\r\n }\r\n\r\n private _pickingMoved(oldPick: PickingInfo, newPick: PickingInfo) {\r\n if (!oldPick.hit || !newPick.hit) {\r\n return true;\r\n }\r\n if (!oldPick.pickedMesh || !oldPick.pickedPoint || !newPick.pickedMesh || !newPick.pickedPoint) {\r\n return true;\r\n }\r\n if (oldPick.pickedMesh !== newPick.pickedMesh) {\r\n return true;\r\n }\r\n oldPick.pickedPoint?.subtractToRef(newPick.pickedPoint, this._tmpVectorForPickCompare);\r\n this._tmpVectorForPickCompare.set(Math.abs(this._tmpVectorForPickCompare.x), Math.abs(this._tmpVectorForPickCompare.y), Math.abs(this._tmpVectorForPickCompare.z));\r\n const delta = (this._options.gazeModePointerMovedFactor || 1) * 0.01 * newPick.distance;\r\n const length = this._tmpVectorForPickCompare.length();\r\n if (length > delta) {\r\n return true;\r\n }\r\n return false;\r\n }\r\n\r\n private _updatePointerDistance(_laserPointer: AbstractMesh, distance: number = 100) {\r\n _laserPointer.scaling.y = distance;\r\n // a bit of distance from the controller\r\n if (this._scene.useRightHandedSystem) {\r\n distance *= -1;\r\n }\r\n _laserPointer.position.z = distance / 2 + 0.05;\r\n }\r\n\r\n private _augmentPointerInit(pointerEventInit: PointerEventInit, id: number, screenCoordinates?: { x: number; y: number }): void {\r\n pointerEventInit.pointerId = id;\r\n pointerEventInit.pointerType = \"xr\";\r\n if (screenCoordinates) {\r\n pointerEventInit.screenX = screenCoordinates.x;\r\n pointerEventInit.screenY = screenCoordinates.y;\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public get lasterPointerDefaultColor(): Color3 {\r\n // here due to a typo\r\n return this.laserPointerDefaultColor;\r\n }\r\n}\r\n\r\n//register the plugin\r\nWebXRFeaturesManager.AddWebXRFeature(\r\n WebXRControllerPointerSelection.Name,\r\n (xrSessionManager, options) => {\r\n return () => new WebXRControllerPointerSelection(xrSessionManager, options);\r\n },\r\n WebXRControllerPointerSelection.Version,\r\n true\r\n);\r\n"]}
|
|
1
|
+
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{ WebXRFeaturesManager, WebXRFeatureName } from \"../webXRFeaturesManager\";\r\nimport type { WebXRSessionManager } from \"../webXRSessionManager\";\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport type { WebXRInput } from \"../webXRInput\";\r\nimport type { WebXRInputSource } from \"../webXRInputSource\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { WebXRControllerComponent } from \"../motionController/webXRControllerComponent\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { Matrix, Vector3 } from \"../../Maths/math.vector\";\r\nimport { Color3 } from \"../../Maths/math.color\";\r\nimport { Axis } from \"../../Maths/math.axis\";\r\nimport { StandardMaterial } from \"../../Materials/standardMaterial\";\r\nimport { CreateCylinder } from \"../../Meshes/Builders/cylinderBuilder\";\r\nimport { CreateTorus } from \"../../Meshes/Builders/torusBuilder\";\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 type { WebXRAbstractMotionController } from \"../motionController/webXRAbstractMotionController\";\r\nimport type { WebXRCamera } from \"../webXRCamera\";\r\nimport type { Node } from \"../../node\";\r\nimport { Viewport } from \"../../Maths/math.viewport\";\r\nimport type { Mesh } from \"../../Meshes/mesh\";\r\nimport { Tools } from \"../../Misc/tools\";\r\n\r\n/**\r\n * Options interface for the pointer selection module\r\n */\r\nexport interface IWebXRControllerPointerSelectionOptions {\r\n /**\r\n * if provided, this scene will be used to render meshes.\r\n */\r\n customUtilityLayerScene?: Scene;\r\n /**\r\n * Disable the pointer up event when the xr controller in screen and gaze mode is disposed (meaning - when the user removed the finger from the screen)\r\n * If not disabled, the last picked point will be used to execute a pointer up event\r\n * If disabled, pointer up event will be triggered right after the pointer down event.\r\n * Used in screen and gaze target ray mode only\r\n */\r\n disablePointerUpOnTouchOut: boolean;\r\n /**\r\n * For gaze mode for tracked-pointer / controllers (time to select instead of button press)\r\n */\r\n forceGazeMode: boolean;\r\n /**\r\n * Factor to be applied to the pointer-moved function in the gaze mode. How sensitive should the gaze mode be when checking if the pointer moved\r\n * to start a new countdown to the pointer down event.\r\n * Defaults to 1.\r\n */\r\n gazeModePointerMovedFactor?: number;\r\n /**\r\n * Different button type to use instead of the main component\r\n */\r\n overrideButtonId?: string;\r\n /**\r\n * use this rendering group id for the meshes (optional)\r\n */\r\n renderingGroupId?: number;\r\n /**\r\n * The amount of time in milliseconds it takes between pick found something to a pointer down event.\r\n * Used in gaze modes. Tracked pointer uses the trigger, screen uses touch events\r\n * 3000 means 3 seconds between pointing at something and selecting it\r\n */\r\n timeToSelect?: number;\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 * Optional WebXR camera to be used for gaze selection\r\n */\r\n gazeCamera?: WebXRCamera;\r\n /**\r\n * the xr input to use with this pointer selection\r\n */\r\n xrInput: WebXRInput;\r\n\r\n /**\r\n * Should the scene pointerX and pointerY update be disabled\r\n * This is required for fullscreen AR GUI, but might slow down other experiences.\r\n * Disable in VR, if not needed.\r\n * The first rig camera (left eye) will be used to calculate the projection\r\n */\r\n disableScenePointerVectorUpdate: boolean;\r\n\r\n /**\r\n * Enable pointer selection on all controllers instead of switching between them\r\n */\r\n enablePointerSelectionOnAllControllers?: boolean;\r\n\r\n /**\r\n * The preferred hand to give the pointer selection 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 /**\r\n * Disable switching the pointer selection 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 * The maximum distance of the pointer selection feature. Defaults to 100.\r\n */\r\n maxPointerDistance?: number;\r\n\r\n /**\r\n * A function that will be called when a new selection mesh is generated.\r\n * This function should return a mesh that will be used as the selection mesh.\r\n * The default is a torus with a 0.01 diameter and 0.0075 thickness .\r\n */\r\n customSelectionMeshGenerator?: () => Mesh;\r\n\r\n /**\r\n * A function that will be called when a new laser pointer mesh is generated.\r\n * This function should return a mesh that will be used as the laser pointer mesh.\r\n * The height (y) of the mesh must be 1.\r\n */\r\n customLasterPointerMeshGenerator?: () => AbstractMesh;\r\n}\r\n\r\n/**\r\n * A module that will enable pointer selection for motion controllers of XR Input Sources\r\n */\r\nexport class WebXRControllerPointerSelection extends WebXRAbstractFeature {\r\n private static _IdCounter = 200;\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\r\n const { laserPointer, selectionMesh } = this._generateNewMeshPair(xrController.pointer);\r\n\r\n // get two new meshes\r\n this._controllers[xrController.uniqueId] = {\r\n xrController,\r\n laserPointer,\r\n selectionMesh,\r\n meshUnderPointer: null,\r\n pick: null,\r\n tmpRay: new Ray(new Vector3(), new Vector3()),\r\n disabledByNearInteraction: false,\r\n id: WebXRControllerPointerSelection._IdCounter++,\r\n };\r\n\r\n if (this._attachedController) {\r\n if (\r\n !this._options.enablePointerSelectionOnAllControllers &&\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.enablePointerSelectionOnAllControllers) {\r\n this._attachedController = xrController.uniqueId;\r\n }\r\n }\r\n\r\n switch (xrController.inputSource.targetRayMode) {\r\n case \"tracked-pointer\":\r\n return this._attachTrackedPointerRayMode(xrController);\r\n case \"gaze\":\r\n return this._attachGazeMode(xrController);\r\n case \"screen\":\r\n return this._attachScreenRayMode(xrController);\r\n }\r\n };\r\n\r\n private _controllers: {\r\n [controllerUniqueId: string]: {\r\n xrController?: WebXRInputSource;\r\n webXRCamera?: WebXRCamera;\r\n selectionComponent?: WebXRControllerComponent;\r\n onButtonChangedObserver?: Nullable<Observer<WebXRControllerComponent>>;\r\n onFrameObserver?: Nullable<Observer<XRFrame>>;\r\n laserPointer: AbstractMesh;\r\n selectionMesh: AbstractMesh;\r\n meshUnderPointer: Nullable<AbstractMesh>;\r\n pick: Nullable<PickingInfo>;\r\n id: number;\r\n tmpRay: Ray;\r\n disabledByNearInteraction: boolean;\r\n // event support\r\n eventListeners?: { [event in XREventType]?: (event: XRInputSourceEvent) => void };\r\n screenCoordinates?: { x: number; y: number };\r\n pointerDownTriggered?: boolean;\r\n finalPointerUpTriggered?: boolean;\r\n };\r\n } = {};\r\n private _scene: Scene;\r\n private _tmpVectorForPickCompare = new Vector3();\r\n\r\n private _attachedController: string;\r\n\r\n /**\r\n * The module's name\r\n */\r\n public static readonly Name = WebXRFeatureName.POINTER_SELECTION;\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 * Disable lighting on the laser pointer (so it will always be visible)\r\n */\r\n public disablePointerLighting: boolean = true;\r\n /**\r\n * Disable lighting on the selection mesh (so it will always be visible)\r\n */\r\n public disableSelectionMeshLighting: boolean = true;\r\n /**\r\n * Should the laser pointer be displayed\r\n */\r\n public displayLaserPointer: boolean = true;\r\n /**\r\n * Should the selection mesh be displayed (The ring at the end of the laser pointer)\r\n */\r\n public displaySelectionMesh: boolean = true;\r\n /**\r\n * This color will be set to the laser pointer when selection is triggered\r\n */\r\n public laserPointerPickedColor: Color3 = new Color3(0.9, 0.9, 0.9);\r\n /**\r\n * Default color of the laser pointer\r\n */\r\n public laserPointerDefaultColor: Color3 = new Color3(0.7, 0.7, 0.7);\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 * Optional filter to be used for ray selection. This predicate shares behavior with\r\n * scene.pointerMovePredicate which takes priority if it is also assigned.\r\n */\r\n public raySelectionPredicate: (mesh: AbstractMesh) => boolean;\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: IWebXRControllerPointerSelectionOptions) {\r\n super(_xrSessionManager);\r\n this._scene = this._xrSessionManager.scene;\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\r\n if (this._options.gazeCamera) {\r\n const webXRCamera = this._options.gazeCamera;\r\n\r\n const { laserPointer, selectionMesh } = this._generateNewMeshPair(webXRCamera);\r\n\r\n this._controllers[\"camera\"] = {\r\n webXRCamera,\r\n laserPointer,\r\n selectionMesh,\r\n meshUnderPointer: null,\r\n pick: null,\r\n tmpRay: new Ray(new Vector3(), new Vector3()),\r\n disabledByNearInteraction: false,\r\n id: WebXRControllerPointerSelection._IdCounter++,\r\n };\r\n this._attachGazeMode();\r\n }\r\n\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 * @param id\r\n * @hidden\r\n */\r\n public _getPointerSelectionDisabledByPointerId(id: number): boolean {\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]].disabledByNearInteraction;\r\n }\r\n }\r\n return true;\r\n }\r\n\r\n /**\r\n * @param id\r\n * @param state\r\n * @hidden\r\n */\r\n public _setPointerSelectionDisabledByPointerId(id: number, state: boolean) {\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 this._controllers[keys[i]].disabledByNearInteraction = state;\r\n return;\r\n }\r\n }\r\n }\r\n\r\n private _identityMatrix = Matrix.Identity();\r\n private _screenCoordinatesRef = Vector3.Zero();\r\n private _viewportRef = new Viewport(0, 0, 0, 0);\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 ((!this._options.enablePointerSelectionOnAllControllers && id !== this._attachedController) || controllerData.disabledByNearInteraction) {\r\n controllerData.selectionMesh.isVisible = false;\r\n controllerData.laserPointer.isVisible = false;\r\n controllerData.pick = null;\r\n return;\r\n }\r\n\r\n controllerData.laserPointer.isVisible = this.displayLaserPointer;\r\n\r\n let controllerGlobalPosition: Vector3;\r\n\r\n // Every frame check collisions/input\r\n if (controllerData.xrController) {\r\n controllerGlobalPosition = controllerData.xrController.pointer.position;\r\n controllerData.xrController.getWorldPointerRayToRef(controllerData.tmpRay);\r\n } else if (controllerData.webXRCamera) {\r\n controllerGlobalPosition = controllerData.webXRCamera.position;\r\n controllerData.webXRCamera.getForwardRayToRef(controllerData.tmpRay);\r\n } else {\r\n return;\r\n }\r\n\r\n if (this._options.maxPointerDistance) {\r\n controllerData.tmpRay.length = this._options.maxPointerDistance;\r\n }\r\n // update pointerX and pointerY of the scene. Only if the flag is set to true!\r\n if (!this._options.disableScenePointerVectorUpdate && controllerGlobalPosition) {\r\n const scene = this._xrSessionManager.scene;\r\n const camera = this._options.xrInput.xrCamera;\r\n if (camera) {\r\n camera.viewport.toGlobalToRef(scene.getEngine().getRenderWidth(), scene.getEngine().getRenderHeight(), this._viewportRef);\r\n Vector3.ProjectToRef(controllerGlobalPosition, this._identityMatrix, scene.getTransformMatrix(), this._viewportRef, this._screenCoordinatesRef);\r\n // stay safe\r\n if (\r\n typeof this._screenCoordinatesRef.x === \"number\" &&\r\n typeof this._screenCoordinatesRef.y === \"number\" &&\r\n !isNaN(this._screenCoordinatesRef.x) &&\r\n !isNaN(this._screenCoordinatesRef.y)\r\n ) {\r\n scene.pointerX = this._screenCoordinatesRef.x;\r\n scene.pointerY = this._screenCoordinatesRef.y;\r\n\r\n controllerData.screenCoordinates = {\r\n x: this._screenCoordinatesRef.x,\r\n y: this._screenCoordinatesRef.y,\r\n };\r\n }\r\n }\r\n }\r\n\r\n let utilityScenePick = null;\r\n if (this._utilityLayerScene) {\r\n utilityScenePick = this._utilityLayerScene.pickWithRay(controllerData.tmpRay, this._utilityLayerScene.pointerMovePredicate || this.raySelectionPredicate);\r\n }\r\n\r\n const originalScenePick = this._scene.pickWithRay(controllerData.tmpRay, this._scene.pointerMovePredicate || this.raySelectionPredicate);\r\n if (!utilityScenePick || !utilityScenePick.hit) {\r\n // No hit in utility scene\r\n controllerData.pick = originalScenePick;\r\n } else if (!originalScenePick || !originalScenePick.hit) {\r\n // No hit in original scene\r\n controllerData.pick = utilityScenePick;\r\n } else if (utilityScenePick.distance < originalScenePick.distance) {\r\n // Hit is closer in utility scene\r\n controllerData.pick = utilityScenePick;\r\n } else {\r\n // Hit is closer in original scene\r\n controllerData.pick = originalScenePick;\r\n }\r\n\r\n if (controllerData.pick && controllerData.xrController) {\r\n controllerData.pick.aimTransform = controllerData.xrController.pointer;\r\n controllerData.pick.gripTransform = controllerData.xrController.grip || null;\r\n }\r\n\r\n const pick = controllerData.pick;\r\n\r\n if (pick && pick.pickedPoint && pick.hit) {\r\n // Update laser state\r\n this._updatePointerDistance(controllerData.laserPointer, pick.distance);\r\n\r\n // Update cursor state\r\n controllerData.selectionMesh.position.copyFrom(pick.pickedPoint);\r\n controllerData.selectionMesh.scaling.x = Math.sqrt(pick.distance);\r\n controllerData.selectionMesh.scaling.y = Math.sqrt(pick.distance);\r\n controllerData.selectionMesh.scaling.z = Math.sqrt(pick.distance);\r\n\r\n // To avoid z-fighting\r\n const pickNormal = this._convertNormalToDirectionOfRay(pick.getNormal(true), controllerData.tmpRay);\r\n const deltaFighting = 0.001;\r\n controllerData.selectionMesh.position.copyFrom(pick.pickedPoint);\r\n if (pickNormal) {\r\n const axis1 = Vector3.Cross(Axis.Y, pickNormal);\r\n const axis2 = Vector3.Cross(pickNormal, axis1);\r\n Vector3.RotationFromAxisToRef(axis2, pickNormal, axis1, controllerData.selectionMesh.rotation);\r\n controllerData.selectionMesh.position.addInPlace(pickNormal.scale(deltaFighting));\r\n }\r\n controllerData.selectionMesh.isVisible = true && this.displaySelectionMesh;\r\n controllerData.meshUnderPointer = pick.pickedMesh;\r\n } else {\r\n controllerData.selectionMesh.isVisible = false;\r\n this._updatePointerDistance(controllerData.laserPointer, 1);\r\n controllerData.meshUnderPointer = null;\r\n }\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 _attachGazeMode(xrController?: WebXRInputSource) {\r\n const controllerData = this._controllers[(xrController && xrController.uniqueId) || \"camera\"];\r\n // attached when touched, detaches when raised\r\n const timeToSelect = this._options.timeToSelect || 3000;\r\n const sceneToRenderTo = this._options.useUtilityLayer ? this._utilityLayerScene : this._scene;\r\n let oldPick = new PickingInfo();\r\n const discMesh = CreateTorus(\r\n \"selection\",\r\n {\r\n diameter: 0.0035 * 15,\r\n thickness: 0.0025 * 6,\r\n tessellation: 20,\r\n },\r\n sceneToRenderTo\r\n );\r\n discMesh.isVisible = false;\r\n discMesh.isPickable = false;\r\n discMesh.parent = controllerData.selectionMesh;\r\n let timer = 0;\r\n let downTriggered = false;\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 (!controllerData.pick) {\r\n return;\r\n }\r\n this._augmentPointerInit(pointerEventInit, controllerData.id, controllerData.screenCoordinates);\r\n controllerData.laserPointer.material!.alpha = 0;\r\n discMesh.isVisible = false;\r\n if (controllerData.pick.hit) {\r\n if (!this._pickingMoved(oldPick, controllerData.pick)) {\r\n if (timer > timeToSelect / 10) {\r\n discMesh.isVisible = true;\r\n }\r\n\r\n timer += this._scene.getEngine().getDeltaTime();\r\n if (timer >= timeToSelect) {\r\n this._scene.simulatePointerDown(controllerData.pick, pointerEventInit);\r\n // this pointerdown event is not setting the controllerData.pointerDownTriggered to avoid a pointerUp event when this feature is detached\r\n downTriggered = true;\r\n // pointer up right after down, if disable on touch out\r\n if (this._options.disablePointerUpOnTouchOut) {\r\n this._scene.simulatePointerUp(controllerData.pick, pointerEventInit);\r\n }\r\n discMesh.isVisible = false;\r\n } else {\r\n const scaleFactor = 1 - timer / timeToSelect;\r\n discMesh.scaling.set(scaleFactor, scaleFactor, scaleFactor);\r\n }\r\n } else {\r\n if (downTriggered) {\r\n if (!this._options.disablePointerUpOnTouchOut) {\r\n this._scene.simulatePointerUp(controllerData.pick, pointerEventInit);\r\n }\r\n }\r\n downTriggered = false;\r\n timer = 0;\r\n }\r\n } else {\r\n downTriggered = false;\r\n timer = 0;\r\n }\r\n\r\n this._scene.simulatePointerMove(controllerData.pick, pointerEventInit);\r\n\r\n oldPick = controllerData.pick;\r\n });\r\n\r\n if (this._options.renderingGroupId !== undefined) {\r\n discMesh.renderingGroupId = this._options.renderingGroupId;\r\n }\r\n if (xrController) {\r\n xrController.onDisposeObservable.addOnce(() => {\r\n if (controllerData.pick && !this._options.disablePointerUpOnTouchOut && downTriggered) {\r\n this._scene.simulatePointerUp(controllerData.pick, pointerEventInit);\r\n controllerData.finalPointerUpTriggered = true;\r\n }\r\n discMesh.dispose();\r\n });\r\n }\r\n }\r\n\r\n private _attachScreenRayMode(xrController: WebXRInputSource) {\r\n const controllerData = this._controllers[xrController.uniqueId];\r\n let downTriggered = false;\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 this._augmentPointerInit(pointerEventInit, controllerData.id, controllerData.screenCoordinates);\r\n if (!controllerData.pick || (this._options.disablePointerUpOnTouchOut && downTriggered)) {\r\n return;\r\n }\r\n if (!downTriggered) {\r\n this._scene.simulatePointerDown(controllerData.pick, pointerEventInit);\r\n controllerData.pointerDownTriggered = true;\r\n downTriggered = true;\r\n if (this._options.disablePointerUpOnTouchOut) {\r\n this._scene.simulatePointerUp(controllerData.pick, pointerEventInit);\r\n }\r\n } else {\r\n this._scene.simulatePointerMove(controllerData.pick, pointerEventInit);\r\n }\r\n });\r\n xrController.onDisposeObservable.addOnce(() => {\r\n this._augmentPointerInit(pointerEventInit, controllerData.id, controllerData.screenCoordinates);\r\n this._xrSessionManager.runInXRFrame(() => {\r\n if (controllerData.pick && !controllerData.finalPointerUpTriggered && downTriggered && !this._options.disablePointerUpOnTouchOut) {\r\n this._scene.simulatePointerUp(controllerData.pick, pointerEventInit);\r\n controllerData.finalPointerUpTriggered = true;\r\n }\r\n });\r\n });\r\n }\r\n\r\n private _attachTrackedPointerRayMode(xrController: WebXRInputSource) {\r\n const controllerData = this._controllers[xrController.uniqueId];\r\n if (this._options.forceGazeMode) {\r\n return this._attachGazeMode(xrController);\r\n }\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 (<StandardMaterial>controllerData.laserPointer.material).disableLighting = this.disablePointerLighting;\r\n (<StandardMaterial>controllerData.selectionMesh.material).disableLighting = this.disableSelectionMeshLighting;\r\n\r\n if (controllerData.pick) {\r\n this._augmentPointerInit(pointerEventInit, controllerData.id, controllerData.screenCoordinates);\r\n this._scene.simulatePointerMove(controllerData.pick, pointerEventInit);\r\n }\r\n });\r\n if (xrController.inputSource.gamepad) {\r\n const init = (motionController: WebXRAbstractMotionController) => {\r\n if (this._options.overrideButtonId) {\r\n controllerData.selectionComponent = motionController.getComponent(this._options.overrideButtonId);\r\n }\r\n if (!controllerData.selectionComponent) {\r\n controllerData.selectionComponent = motionController.getMainComponent();\r\n }\r\n\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 if (controllerData.pick) {\r\n if (this._options.enablePointerSelectionOnAllControllers || xrController.uniqueId === this._attachedController) {\r\n this._augmentPointerInit(pointerEventInit, controllerData.id, controllerData.screenCoordinates);\r\n if (pressed) {\r\n this._scene.simulatePointerDown(controllerData.pick, pointerEventInit);\r\n controllerData.pointerDownTriggered = true;\r\n (<StandardMaterial>controllerData.selectionMesh.material).emissiveColor = this.selectionMeshPickedColor;\r\n (<StandardMaterial>controllerData.laserPointer.material).emissiveColor = this.laserPointerPickedColor;\r\n } else {\r\n this._scene.simulatePointerUp(controllerData.pick, pointerEventInit);\r\n (<StandardMaterial>controllerData.selectionMesh.material).emissiveColor = this.selectionMeshDefaultColor;\r\n (<StandardMaterial>controllerData.laserPointer.material).emissiveColor = this.laserPointerDefaultColor;\r\n }\r\n }\r\n } else {\r\n if (pressed && !this._options.enablePointerSelectionOnAllControllers && !this._options.disableSwitchOnClick) {\r\n this._attachedController = xrController.uniqueId;\r\n }\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 this._augmentPointerInit(pointerEventInit, controllerData.id, controllerData.screenCoordinates);\r\n if (controllerData.xrController && event.inputSource === controllerData.xrController.inputSource && controllerData.pick) {\r\n this._scene.simulatePointerDown(controllerData.pick, pointerEventInit);\r\n controllerData.pointerDownTriggered = true;\r\n (<StandardMaterial>controllerData.selectionMesh.material).emissiveColor = this.selectionMeshPickedColor;\r\n (<StandardMaterial>controllerData.laserPointer.material).emissiveColor = this.laserPointerPickedColor;\r\n }\r\n };\r\n\r\n const selectEndListener = (event: XRInputSourceEvent) => {\r\n this._augmentPointerInit(pointerEventInit, controllerData.id, controllerData.screenCoordinates);\r\n if (controllerData.xrController && event.inputSource === controllerData.xrController.inputSource && controllerData.pick) {\r\n this._scene.simulatePointerUp(controllerData.pick, pointerEventInit);\r\n (<StandardMaterial>controllerData.selectionMesh.material).emissiveColor = this.selectionMeshDefaultColor;\r\n (<StandardMaterial>controllerData.laserPointer.material).emissiveColor = this.laserPointerDefaultColor;\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 _convertNormalToDirectionOfRay(normal: Nullable<Vector3>, ray: Ray) {\r\n if (normal) {\r\n const angle = Math.acos(Vector3.Dot(normal, ray.direction));\r\n if (angle < Math.PI / 2) {\r\n normal.scaleInPlace(-1);\r\n }\r\n }\r\n return normal;\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.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\r\n if (!controllerData.finalPointerUpTriggered && controllerData.pointerDownTriggered) {\r\n // Stay safe and fire a pointerup, in case it wasn't already triggered\r\n const pointerEventInit: PointerEventInit = {\r\n pointerId: controllerData.id,\r\n pointerType: \"xr\",\r\n };\r\n this._xrSessionManager.runInXRFrame(() => {\r\n this._augmentPointerInit(pointerEventInit, controllerData.id, controllerData.screenCoordinates);\r\n this._scene.simulatePointerUp(new PickingInfo(), pointerEventInit);\r\n controllerData.finalPointerUpTriggered = true;\r\n });\r\n }\r\n this._xrSessionManager.scene.onBeforeRenderObservable.addOnce(() => {\r\n try {\r\n controllerData.selectionMesh.dispose();\r\n controllerData.laserPointer.dispose();\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 } catch (e) {\r\n Tools.Warn(\"controller already detached.\");\r\n }\r\n });\r\n }\r\n\r\n private _generateNewMeshPair(meshParent: Node) {\r\n const sceneToRenderTo = this._options.useUtilityLayer ? this._options.customUtilityLayerScene || UtilityLayerRenderer.DefaultUtilityLayer.utilityLayerScene : this._scene;\r\n const laserPointer = this._options.customLasterPointerMeshGenerator\r\n ? this._options.customLasterPointerMeshGenerator()\r\n : CreateCylinder(\r\n \"laserPointer\",\r\n {\r\n height: 1,\r\n diameterTop: 0.0002,\r\n diameterBottom: 0.004,\r\n tessellation: 20,\r\n subdivisions: 1,\r\n },\r\n sceneToRenderTo\r\n );\r\n laserPointer.parent = meshParent;\r\n const laserPointerMaterial = new StandardMaterial(\"laserPointerMat\", sceneToRenderTo);\r\n laserPointerMaterial.emissiveColor = this.laserPointerDefaultColor;\r\n laserPointerMaterial.alpha = 0.7;\r\n laserPointer.material = laserPointerMaterial;\r\n laserPointer.rotation.x = Math.PI / 2;\r\n this._updatePointerDistance(laserPointer, 1);\r\n laserPointer.isPickable = false;\r\n laserPointer.isVisible = false;\r\n\r\n // Create a gaze tracker for the XR controller\r\n const selectionMesh = this._options.customSelectionMeshGenerator\r\n ? this._options.customSelectionMeshGenerator()\r\n : CreateTorus(\r\n \"gazeTracker\",\r\n {\r\n diameter: 0.0035 * 3,\r\n thickness: 0.0025 * 3,\r\n tessellation: 20,\r\n },\r\n sceneToRenderTo\r\n );\r\n selectionMesh.bakeCurrentTransformIntoVertices();\r\n selectionMesh.isPickable = false;\r\n selectionMesh.isVisible = false;\r\n const 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 if (this._options.renderingGroupId !== undefined) {\r\n laserPointer.renderingGroupId = this._options.renderingGroupId;\r\n selectionMesh.renderingGroupId = this._options.renderingGroupId;\r\n }\r\n\r\n return {\r\n laserPointer,\r\n selectionMesh,\r\n };\r\n }\r\n\r\n private _pickingMoved(oldPick: PickingInfo, newPick: PickingInfo) {\r\n if (!oldPick.hit || !newPick.hit) {\r\n return true;\r\n }\r\n if (!oldPick.pickedMesh || !oldPick.pickedPoint || !newPick.pickedMesh || !newPick.pickedPoint) {\r\n return true;\r\n }\r\n if (oldPick.pickedMesh !== newPick.pickedMesh) {\r\n return true;\r\n }\r\n oldPick.pickedPoint?.subtractToRef(newPick.pickedPoint, this._tmpVectorForPickCompare);\r\n this._tmpVectorForPickCompare.set(Math.abs(this._tmpVectorForPickCompare.x), Math.abs(this._tmpVectorForPickCompare.y), Math.abs(this._tmpVectorForPickCompare.z));\r\n const delta = (this._options.gazeModePointerMovedFactor || 1) * 0.01 * newPick.distance;\r\n const length = this._tmpVectorForPickCompare.length();\r\n if (length > delta) {\r\n return true;\r\n }\r\n return false;\r\n }\r\n\r\n private _updatePointerDistance(_laserPointer: AbstractMesh, distance: number = 100) {\r\n _laserPointer.scaling.y = distance;\r\n // a bit of distance from the controller\r\n if (this._scene.useRightHandedSystem) {\r\n distance *= -1;\r\n }\r\n _laserPointer.position.z = distance / 2 + 0.05;\r\n }\r\n\r\n private _augmentPointerInit(pointerEventInit: PointerEventInit, id: number, screenCoordinates?: { x: number; y: number }): void {\r\n pointerEventInit.pointerId = id;\r\n pointerEventInit.pointerType = \"xr\";\r\n if (screenCoordinates) {\r\n pointerEventInit.screenX = screenCoordinates.x;\r\n pointerEventInit.screenY = screenCoordinates.y;\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public get lasterPointerDefaultColor(): Color3 {\r\n // here due to a typo\r\n return this.laserPointerDefaultColor;\r\n }\r\n}\r\n\r\n//register the plugin\r\nWebXRFeaturesManager.AddWebXRFeature(\r\n WebXRControllerPointerSelection.Name,\r\n (xrSessionManager, options) => {\r\n return () => new WebXRControllerPointerSelection(xrSessionManager, options);\r\n },\r\n WebXRControllerPointerSelection.Version,\r\n true\r\n);\r\n"]}
|
package/package.json
CHANGED
package/scene.d.ts
CHANGED
|
@@ -1789,6 +1789,7 @@ export declare class Scene extends AbstractScene implements IAnimatable, IClipPl
|
|
|
1789
1789
|
getCollidingSubMeshCandidates: (mesh: AbstractMesh, collider: Collider) => ISmartArrayLike<SubMesh>;
|
|
1790
1790
|
/** @hidden */
|
|
1791
1791
|
_activeMeshesFrozen: boolean;
|
|
1792
|
+
_activeMeshesFrozenButKeepClipping: boolean;
|
|
1792
1793
|
private _skipEvaluateActiveMeshesCompletely;
|
|
1793
1794
|
/**
|
|
1794
1795
|
* Use this function to stop evaluating active meshes. The current list will be keep alive between frames
|
|
@@ -1796,9 +1797,10 @@ export declare class Scene extends AbstractScene implements IAnimatable, IClipPl
|
|
|
1796
1797
|
* @param onSuccess optional success callback
|
|
1797
1798
|
* @param onError optional error callback
|
|
1798
1799
|
* @param freezeMeshes defines if meshes should be frozen (true by default)
|
|
1800
|
+
* @param keepFrustumCulling defines if you want to keep running the frustum clipping (false by default)
|
|
1799
1801
|
* @returns the current scene
|
|
1800
1802
|
*/
|
|
1801
|
-
freezeActiveMeshes(skipEvaluateActiveMeshes?: boolean, onSuccess?: () => void, onError?: (message: string) => void, freezeMeshes?: boolean): Scene;
|
|
1803
|
+
freezeActiveMeshes(skipEvaluateActiveMeshes?: boolean, onSuccess?: () => void, onError?: (message: string) => void, freezeMeshes?: boolean, keepFrustumCulling?: boolean): Scene;
|
|
1802
1804
|
/**
|
|
1803
1805
|
* Use this function to restart evaluating active meshes on every frame
|
|
1804
1806
|
* @returns the current scene
|
package/scene.js
CHANGED
|
@@ -639,6 +639,7 @@ var Scene = /** @class */ (function (_super) {
|
|
|
639
639
|
_this._preventFreeActiveMeshesAndRenderingGroups = false;
|
|
640
640
|
/** @hidden */
|
|
641
641
|
_this._activeMeshesFrozen = false;
|
|
642
|
+
_this._activeMeshesFrozenButKeepClipping = false;
|
|
642
643
|
_this._skipEvaluateActiveMeshesCompletely = false;
|
|
643
644
|
/** @hidden */
|
|
644
645
|
_this._allowPostProcessClearColor = true;
|
|
@@ -1524,16 +1525,16 @@ var Scene = /** @class */ (function (_super) {
|
|
|
1524
1525
|
}
|
|
1525
1526
|
var index;
|
|
1526
1527
|
var engine = this.getEngine();
|
|
1528
|
+
var isReady = true;
|
|
1527
1529
|
// Pending data
|
|
1528
1530
|
if (this._pendingData.length > 0) {
|
|
1529
|
-
|
|
1531
|
+
isReady = false;
|
|
1530
1532
|
}
|
|
1531
1533
|
// Meshes
|
|
1532
1534
|
if (checkRenderTargets) {
|
|
1533
1535
|
this._processedMaterials.reset();
|
|
1534
1536
|
this._materialsRenderTargets.reset();
|
|
1535
1537
|
}
|
|
1536
|
-
var isReady = true;
|
|
1537
1538
|
for (index = 0; index < this.meshes.length; index++) {
|
|
1538
1539
|
var mesh = this.meshes[index];
|
|
1539
1540
|
if (!mesh.isEnabled()) {
|
|
@@ -3159,12 +3160,14 @@ var Scene = /** @class */ (function (_super) {
|
|
|
3159
3160
|
* @param onSuccess optional success callback
|
|
3160
3161
|
* @param onError optional error callback
|
|
3161
3162
|
* @param freezeMeshes defines if meshes should be frozen (true by default)
|
|
3163
|
+
* @param keepFrustumCulling defines if you want to keep running the frustum clipping (false by default)
|
|
3162
3164
|
* @returns the current scene
|
|
3163
3165
|
*/
|
|
3164
|
-
Scene.prototype.freezeActiveMeshes = function (skipEvaluateActiveMeshes, onSuccess, onError, freezeMeshes) {
|
|
3166
|
+
Scene.prototype.freezeActiveMeshes = function (skipEvaluateActiveMeshes, onSuccess, onError, freezeMeshes, keepFrustumCulling) {
|
|
3165
3167
|
var _this = this;
|
|
3166
3168
|
if (skipEvaluateActiveMeshes === void 0) { skipEvaluateActiveMeshes = false; }
|
|
3167
3169
|
if (freezeMeshes === void 0) { freezeMeshes = true; }
|
|
3170
|
+
if (keepFrustumCulling === void 0) { keepFrustumCulling = false; }
|
|
3168
3171
|
this.executeWhenReady(function () {
|
|
3169
3172
|
if (!_this.activeCamera) {
|
|
3170
3173
|
onError && onError("No active camera found");
|
|
@@ -3175,6 +3178,7 @@ var Scene = /** @class */ (function (_super) {
|
|
|
3175
3178
|
}
|
|
3176
3179
|
_this._evaluateActiveMeshes();
|
|
3177
3180
|
_this._activeMeshesFrozen = true;
|
|
3181
|
+
_this._activeMeshesFrozenButKeepClipping = keepFrustumCulling;
|
|
3178
3182
|
_this._skipEvaluateActiveMeshesCompletely = skipEvaluateActiveMeshes;
|
|
3179
3183
|
if (freezeMeshes) {
|
|
3180
3184
|
for (var index = 0; index < _this._activeMeshes.length; index++) {
|
|
@@ -3267,7 +3271,7 @@ var Scene = /** @class */ (function (_super) {
|
|
|
3267
3271
|
continue;
|
|
3268
3272
|
}
|
|
3269
3273
|
this._totalVertices.addCount(mesh.getTotalVertices(), false);
|
|
3270
|
-
if (!mesh.isReady() || !mesh.isEnabled() || mesh.scaling.
|
|
3274
|
+
if (!mesh.isReady() || !mesh.isEnabled() || mesh.scaling.hasAZeroComponent) {
|
|
3271
3275
|
continue;
|
|
3272
3276
|
}
|
|
3273
3277
|
mesh.computeWorldMatrix();
|
|
@@ -3344,7 +3348,7 @@ var Scene = /** @class */ (function (_super) {
|
|
|
3344
3348
|
this._softwareSkinnedMeshes.pushNoDuplicate(mesh);
|
|
3345
3349
|
}
|
|
3346
3350
|
}
|
|
3347
|
-
if (mesh
|
|
3351
|
+
if (mesh && mesh.subMeshes && mesh.subMeshes.length > 0) {
|
|
3348
3352
|
var subMeshes = this.getActiveSubMeshCandidates(mesh);
|
|
3349
3353
|
var len = subMeshes.length;
|
|
3350
3354
|
for (var i = 0; i < len; i++) {
|