@babylonjs/core 5.24.0 → 5.26.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1729) hide show
  1. package/Actions/action.d.ts +12 -21
  2. package/Actions/action.js +8 -17
  3. package/Actions/action.js.map +1 -1
  4. package/Actions/actionManager.d.ts +2 -5
  5. package/Actions/actionManager.js +2 -5
  6. package/Actions/actionManager.js.map +1 -1
  7. package/Actions/condition.d.ts +9 -50
  8. package/Actions/condition.js +3 -26
  9. package/Actions/condition.js.map +1 -1
  10. package/Actions/directActions.d.ts +7 -7
  11. package/Actions/directActions.js +7 -7
  12. package/Actions/directActions.js.map +1 -1
  13. package/Actions/directAudioActions.d.ts +2 -2
  14. package/Actions/directAudioActions.js +2 -2
  15. package/Actions/directAudioActions.js.map +1 -1
  16. package/Actions/interpolateValueAction.d.ts +1 -1
  17. package/Actions/interpolateValueAction.js +1 -1
  18. package/Actions/interpolateValueAction.js.map +1 -1
  19. package/Animations/animatable.d.ts +5 -6
  20. package/Animations/animatable.js +1 -2
  21. package/Animations/animatable.js.map +1 -1
  22. package/Animations/animation.d.ts +6 -20
  23. package/Animations/animation.js +6 -20
  24. package/Animations/animation.js.map +1 -1
  25. package/Animations/animationEvent.d.ts +1 -1
  26. package/Animations/animationEvent.js +1 -1
  27. package/Animations/animationEvent.js.map +1 -1
  28. package/Animations/animationGroup.d.ts +1 -1
  29. package/Animations/animationGroup.js +1 -1
  30. package/Animations/animationGroup.js.map +1 -1
  31. package/Animations/easing.d.ts +13 -26
  32. package/Animations/easing.js +13 -26
  33. package/Animations/easing.js.map +1 -1
  34. package/Animations/runtimeAnimation.d.ts +3 -4
  35. package/Animations/runtimeAnimation.js +1 -2
  36. package/Animations/runtimeAnimation.js.map +1 -1
  37. package/Audio/audioEngine.js +1 -2
  38. package/Audio/audioEngine.js.map +1 -1
  39. package/Audio/audioSceneComponent.d.ts +1 -1
  40. package/Audio/audioSceneComponent.js.map +1 -1
  41. package/Audio/sound.d.ts +3 -4
  42. package/Audio/sound.js +2 -3
  43. package/Audio/sound.js.map +1 -1
  44. package/BakedVertexAnimation/bakedVertexAnimationManager.d.ts +1 -1
  45. package/BakedVertexAnimation/bakedVertexAnimationManager.js +1 -1
  46. package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
  47. package/Behaviors/Meshes/attachToBoxBehavior.js +1 -1
  48. package/Behaviors/Meshes/attachToBoxBehavior.js.map +1 -1
  49. package/Behaviors/Meshes/baseSixDofDragBehavior.js +5 -5
  50. package/Behaviors/Meshes/baseSixDofDragBehavior.js.map +1 -1
  51. package/Behaviors/Meshes/followBehavior.d.ts +1 -1
  52. package/Behaviors/Meshes/followBehavior.js +1 -1
  53. package/Behaviors/Meshes/followBehavior.js.map +1 -1
  54. package/Behaviors/Meshes/pointerDragBehavior.d.ts +1 -1
  55. package/Behaviors/Meshes/pointerDragBehavior.js +1 -1
  56. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  57. package/Bones/bone.d.ts +7 -9
  58. package/Bones/bone.js +7 -9
  59. package/Bones/bone.js.map +1 -1
  60. package/Bones/skeleton.d.ts +6 -8
  61. package/Bones/skeleton.js +6 -8
  62. package/Bones/skeleton.js.map +1 -1
  63. package/Buffers/buffer.d.ts +6 -6
  64. package/Buffers/buffer.js +14 -16
  65. package/Buffers/buffer.js.map +1 -1
  66. package/Buffers/storageBuffer.d.ts +1 -1
  67. package/Buffers/storageBuffer.js +1 -1
  68. package/Buffers/storageBuffer.js.map +1 -1
  69. package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.d.ts +1 -2
  70. package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.js +1 -2
  71. package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.js.map +1 -1
  72. package/Cameras/Inputs/flyCameraKeyboardInput.d.ts +1 -1
  73. package/Cameras/Inputs/flyCameraKeyboardInput.js +1 -1
  74. package/Cameras/Inputs/flyCameraKeyboardInput.js.map +1 -1
  75. package/Cameras/Inputs/freeCameraDeviceOrientationInput.d.ts +6 -3
  76. package/Cameras/Inputs/freeCameraDeviceOrientationInput.js +18 -5
  77. package/Cameras/Inputs/freeCameraDeviceOrientationInput.js.map +1 -1
  78. package/Cameras/Inputs/freeCameraKeyboardMoveInput.d.ts +1 -1
  79. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js +1 -1
  80. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js.map +1 -1
  81. package/Cameras/Inputs/freeCameraMouseInput.d.ts +1 -1
  82. package/Cameras/Inputs/freeCameraMouseInput.js +1 -1
  83. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  84. package/Cameras/RigModes/stereoscopicAnaglyphRigMode.d.ts +1 -2
  85. package/Cameras/RigModes/stereoscopicAnaglyphRigMode.js +1 -2
  86. package/Cameras/RigModes/stereoscopicAnaglyphRigMode.js.map +1 -1
  87. package/Cameras/RigModes/stereoscopicRigMode.d.ts +1 -2
  88. package/Cameras/RigModes/stereoscopicRigMode.js +1 -2
  89. package/Cameras/RigModes/stereoscopicRigMode.js.map +1 -1
  90. package/Cameras/RigModes/vrRigMode.d.ts +1 -3
  91. package/Cameras/RigModes/vrRigMode.js +1 -3
  92. package/Cameras/RigModes/vrRigMode.js.map +1 -1
  93. package/Cameras/RigModes/webVRRigMode.d.ts +1 -3
  94. package/Cameras/RigModes/webVRRigMode.js +1 -3
  95. package/Cameras/RigModes/webVRRigMode.js.map +1 -1
  96. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.d.ts +2 -3
  97. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js +2 -3
  98. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js.map +1 -1
  99. package/Cameras/VR/vrCameraMetrics.d.ts +4 -4
  100. package/Cameras/VR/vrCameraMetrics.js +4 -4
  101. package/Cameras/VR/vrCameraMetrics.js.map +1 -1
  102. package/Cameras/VR/vrExperienceHelper.js +20 -48
  103. package/Cameras/VR/vrExperienceHelper.js.map +1 -1
  104. package/Cameras/VR/webVRCamera.d.ts +9 -9
  105. package/Cameras/VR/webVRCamera.js +9 -9
  106. package/Cameras/VR/webVRCamera.js.map +1 -1
  107. package/Cameras/arcRotateCamera.d.ts +11 -12
  108. package/Cameras/arcRotateCamera.js +8 -9
  109. package/Cameras/arcRotateCamera.js.map +1 -1
  110. package/Cameras/camera.d.ts +29 -38
  111. package/Cameras/camera.js +27 -36
  112. package/Cameras/camera.js.map +1 -1
  113. package/Cameras/deviceOrientationCamera.d.ts +1 -1
  114. package/Cameras/deviceOrientationCamera.js +1 -1
  115. package/Cameras/deviceOrientationCamera.js.map +1 -1
  116. package/Cameras/flyCamera.d.ts +8 -12
  117. package/Cameras/flyCamera.js +6 -10
  118. package/Cameras/flyCamera.js.map +1 -1
  119. package/Cameras/followCamera.d.ts +2 -2
  120. package/Cameras/followCamera.js +2 -2
  121. package/Cameras/followCamera.js.map +1 -1
  122. package/Cameras/freeCamera.d.ts +6 -7
  123. package/Cameras/freeCamera.js +4 -5
  124. package/Cameras/freeCamera.js.map +1 -1
  125. package/Cameras/freeCameraInputsManager.d.ts +2 -2
  126. package/Cameras/freeCameraInputsManager.js +2 -2
  127. package/Cameras/freeCameraInputsManager.js.map +1 -1
  128. package/Cameras/targetCamera.d.ts +21 -24
  129. package/Cameras/targetCamera.js +20 -23
  130. package/Cameras/targetCamera.js.map +1 -1
  131. package/Cameras/touchCamera.d.ts +1 -1
  132. package/Cameras/touchCamera.js +1 -1
  133. package/Cameras/touchCamera.js.map +1 -1
  134. package/Collisions/collider.d.ts +13 -44
  135. package/Collisions/collider.js +10 -41
  136. package/Collisions/collider.js.map +1 -1
  137. package/Collisions/collisionCoordinator.d.ts +2 -2
  138. package/Collisions/collisionCoordinator.js +1 -1
  139. package/Collisions/collisionCoordinator.js.map +1 -1
  140. package/Collisions/intersectionInfo.d.ts +1 -1
  141. package/Collisions/intersectionInfo.js +1 -1
  142. package/Collisions/intersectionInfo.js.map +1 -1
  143. package/Collisions/meshCollisionData.d.ts +1 -1
  144. package/Collisions/meshCollisionData.js +1 -1
  145. package/Collisions/meshCollisionData.js.map +1 -1
  146. package/Collisions/pickingInfo.d.ts +1 -1
  147. package/Collisions/pickingInfo.js +1 -1
  148. package/Collisions/pickingInfo.js.map +1 -1
  149. package/Compute/IComputeContext.d.ts +1 -1
  150. package/Compute/IComputeContext.js.map +1 -1
  151. package/Compute/IComputePipelineContext.d.ts +2 -2
  152. package/Compute/IComputePipelineContext.js.map +1 -1
  153. package/Compute/computeEffect.d.ts +5 -5
  154. package/Compute/computeEffect.js +5 -5
  155. package/Compute/computeEffect.js.map +1 -1
  156. package/Culling/Octrees/octreeBlock.d.ts +1 -9
  157. package/Culling/Octrees/octreeBlock.js +1 -9
  158. package/Culling/Octrees/octreeBlock.js.map +1 -1
  159. package/Culling/Octrees/octreeSceneComponent.d.ts +2 -2
  160. package/Culling/Octrees/octreeSceneComponent.js +1 -5
  161. package/Culling/Octrees/octreeSceneComponent.js.map +1 -1
  162. package/Culling/boundingBox.d.ts +4 -5
  163. package/Culling/boundingBox.js +3 -4
  164. package/Culling/boundingBox.js.map +1 -1
  165. package/Culling/boundingInfo.d.ts +1 -2
  166. package/Culling/boundingInfo.js +1 -2
  167. package/Culling/boundingInfo.js.map +1 -1
  168. package/Culling/boundingSphere.d.ts +1 -2
  169. package/Culling/boundingSphere.js +1 -2
  170. package/Culling/boundingSphere.js.map +1 -1
  171. package/Culling/ray.d.ts +6 -6
  172. package/Culling/ray.js.map +1 -1
  173. package/Debug/debugLayer.d.ts +1 -1
  174. package/Debug/debugLayer.js.map +1 -1
  175. package/Debug/physicsViewer.d.ts +6 -6
  176. package/Debug/physicsViewer.js +4 -4
  177. package/Debug/physicsViewer.js.map +1 -1
  178. package/DeviceInput/InputDevices/deviceEnums.d.ts +1 -1
  179. package/DeviceInput/InputDevices/deviceEnums.js +1 -1
  180. package/DeviceInput/InputDevices/deviceEnums.js.map +1 -1
  181. package/DeviceInput/InputDevices/deviceSourceManager.d.ts +3 -3
  182. package/DeviceInput/InputDevices/deviceSourceManager.js +3 -3
  183. package/DeviceInput/InputDevices/deviceSourceManager.js.map +1 -1
  184. package/DeviceInput/internalDeviceSourceManager.d.ts +3 -3
  185. package/DeviceInput/internalDeviceSourceManager.js +1 -1
  186. package/DeviceInput/internalDeviceSourceManager.js.map +1 -1
  187. package/DeviceInput/nativeDeviceInputSystem.d.ts +1 -1
  188. package/DeviceInput/nativeDeviceInputSystem.js +1 -1
  189. package/DeviceInput/nativeDeviceInputSystem.js.map +1 -1
  190. package/DeviceInput/webDeviceInputSystem.d.ts +1 -1
  191. package/DeviceInput/webDeviceInputSystem.js +1 -19
  192. package/DeviceInput/webDeviceInputSystem.js.map +1 -1
  193. package/Engines/Extensions/engine.computeShader.d.ts +7 -7
  194. package/Engines/Extensions/engine.computeShader.js +1 -1
  195. package/Engines/Extensions/engine.computeShader.js.map +1 -1
  196. package/Engines/Extensions/engine.cubeTexture.d.ts +6 -6
  197. package/Engines/Extensions/engine.cubeTexture.js +3 -2
  198. package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
  199. package/Engines/Extensions/engine.debugging.d.ts +4 -4
  200. package/Engines/Extensions/engine.debugging.js.map +1 -1
  201. package/Engines/Extensions/engine.multiview.d.ts +9 -9
  202. package/Engines/Extensions/engine.multiview.js.map +1 -1
  203. package/Engines/Extensions/engine.query.d.ts +22 -22
  204. package/Engines/Extensions/engine.query.js +8 -8
  205. package/Engines/Extensions/engine.query.js.map +1 -1
  206. package/Engines/Extensions/engine.rawTexture.js +3 -7
  207. package/Engines/Extensions/engine.rawTexture.js.map +1 -1
  208. package/Engines/Extensions/engine.readTexture.d.ts +2 -2
  209. package/Engines/Extensions/engine.readTexture.js.map +1 -1
  210. package/Engines/Extensions/engine.renderTarget.d.ts +2 -2
  211. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  212. package/Engines/Extensions/engine.textureSelector.d.ts +2 -2
  213. package/Engines/Extensions/engine.textureSelector.js.map +1 -1
  214. package/Engines/Extensions/engine.transformFeedback.d.ts +1 -1
  215. package/Engines/Extensions/engine.transformFeedback.js +1 -1
  216. package/Engines/Extensions/engine.transformFeedback.js.map +1 -1
  217. package/Engines/Extensions/engine.views.d.ts +2 -2
  218. package/Engines/Extensions/engine.views.js.map +1 -1
  219. package/Engines/Extensions/engine.webVR.d.ts +13 -13
  220. package/Engines/Extensions/engine.webVR.js.map +1 -1
  221. package/Engines/IDrawContext.d.ts +1 -1
  222. package/Engines/IDrawContext.js.map +1 -1
  223. package/Engines/IMaterialContext.d.ts +1 -1
  224. package/Engines/IMaterialContext.js.map +1 -1
  225. package/Engines/IPipelineContext.d.ts +5 -5
  226. package/Engines/IPipelineContext.js.map +1 -1
  227. package/Engines/Native/nativeDataStream.d.ts +2 -2
  228. package/Engines/Native/nativeDataStream.js +1 -1
  229. package/Engines/Native/nativeDataStream.js.map +1 -1
  230. package/Engines/Native/nativeInterfaces.d.ts +10 -10
  231. package/Engines/Native/nativeInterfaces.js.map +1 -1
  232. package/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.d.ts +1 -1
  233. package/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.js +1 -1
  234. package/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.js.map +1 -1
  235. package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.d.ts +1 -1
  236. package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.js +1 -1
  237. package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.js.map +1 -1
  238. package/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.d.ts +1 -1
  239. package/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.js +1 -1
  240. package/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.js.map +1 -1
  241. package/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.d.ts +1 -1
  242. package/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.js +1 -1
  243. package/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.js.map +1 -1
  244. package/Engines/Processors/Expressions/shaderDefineExpression.d.ts +1 -1
  245. package/Engines/Processors/Expressions/shaderDefineExpression.js +1 -1
  246. package/Engines/Processors/Expressions/shaderDefineExpression.js.map +1 -1
  247. package/Engines/Processors/iShaderProcessor.d.ts +1 -1
  248. package/Engines/Processors/iShaderProcessor.js.map +1 -1
  249. package/Engines/Processors/shaderCodeConditionNode.d.ts +1 -1
  250. package/Engines/Processors/shaderCodeConditionNode.js +1 -1
  251. package/Engines/Processors/shaderCodeConditionNode.js.map +1 -1
  252. package/Engines/Processors/shaderCodeCursor.d.ts +1 -1
  253. package/Engines/Processors/shaderCodeCursor.js +1 -1
  254. package/Engines/Processors/shaderCodeCursor.js.map +1 -1
  255. package/Engines/Processors/shaderCodeNode.d.ts +1 -1
  256. package/Engines/Processors/shaderCodeNode.js +1 -1
  257. package/Engines/Processors/shaderCodeNode.js.map +1 -1
  258. package/Engines/Processors/shaderCodeTestNode.d.ts +1 -1
  259. package/Engines/Processors/shaderCodeTestNode.js +1 -1
  260. package/Engines/Processors/shaderCodeTestNode.js.map +1 -1
  261. package/Engines/Processors/shaderProcessingOptions.d.ts +2 -2
  262. package/Engines/Processors/shaderProcessingOptions.js.map +1 -1
  263. package/Engines/Processors/shaderProcessor.d.ts +2 -2
  264. package/Engines/Processors/shaderProcessor.js +2 -2
  265. package/Engines/Processors/shaderProcessor.js.map +1 -1
  266. package/Engines/WebGL/webGL2ShaderProcessors.d.ts +1 -1
  267. package/Engines/WebGL/webGL2ShaderProcessors.js +1 -1
  268. package/Engines/WebGL/webGL2ShaderProcessors.js.map +1 -1
  269. package/Engines/WebGL/webGLHardwareTexture.d.ts +1 -1
  270. package/Engines/WebGL/webGLHardwareTexture.js +1 -1
  271. package/Engines/WebGL/webGLHardwareTexture.js.map +1 -1
  272. package/Engines/WebGL/webGLPipelineContext.d.ts +6 -25
  273. package/Engines/WebGL/webGLPipelineContext.js +6 -25
  274. package/Engines/WebGL/webGLPipelineContext.js.map +1 -1
  275. package/Engines/WebGL/webGLRenderTargetWrapper.d.ts +2 -2
  276. package/Engines/WebGL/webGLRenderTargetWrapper.js +2 -2
  277. package/Engines/WebGL/webGLRenderTargetWrapper.js.map +1 -1
  278. package/Engines/WebGL/webGLShaderProcessors.d.ts +1 -1
  279. package/Engines/WebGL/webGLShaderProcessors.js +1 -1
  280. package/Engines/WebGL/webGLShaderProcessors.js.map +1 -1
  281. package/Engines/WebGPU/Extensions/engine.computeShader.d.ts +1 -1
  282. package/Engines/WebGPU/Extensions/engine.computeShader.js.map +1 -1
  283. package/Engines/WebGPU/Extensions/engine.rawTexture.js +1 -5
  284. package/Engines/WebGPU/Extensions/engine.rawTexture.js.map +1 -1
  285. package/Engines/WebGPU/webgpuBufferManager.d.ts +1 -1
  286. package/Engines/WebGPU/webgpuBufferManager.js +1 -1
  287. package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
  288. package/Engines/WebGPU/webgpuBundleList.d.ts +8 -8
  289. package/Engines/WebGPU/webgpuBundleList.js +7 -7
  290. package/Engines/WebGPU/webgpuBundleList.js.map +1 -1
  291. package/Engines/WebGPU/webgpuCacheBindGroups.d.ts +1 -1
  292. package/Engines/WebGPU/webgpuCacheBindGroups.js +1 -1
  293. package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
  294. package/Engines/WebGPU/webgpuCacheRenderPipeline.d.ts +1 -1
  295. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +1 -1
  296. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  297. package/Engines/WebGPU/webgpuCacheRenderPipelineString.d.ts +1 -1
  298. package/Engines/WebGPU/webgpuCacheRenderPipelineString.js +1 -1
  299. package/Engines/WebGPU/webgpuCacheRenderPipelineString.js.map +1 -1
  300. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.d.ts +2 -2
  301. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js +2 -2
  302. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js.map +1 -1
  303. package/Engines/WebGPU/webgpuCacheSampler.d.ts +1 -1
  304. package/Engines/WebGPU/webgpuCacheSampler.js +1 -1
  305. package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
  306. package/Engines/WebGPU/webgpuClearQuad.d.ts +1 -1
  307. package/Engines/WebGPU/webgpuClearQuad.js +1 -1
  308. package/Engines/WebGPU/webgpuClearQuad.js.map +1 -1
  309. package/Engines/WebGPU/webgpuComputeContext.d.ts +1 -1
  310. package/Engines/WebGPU/webgpuComputeContext.js +1 -1
  311. package/Engines/WebGPU/webgpuComputeContext.js.map +1 -1
  312. package/Engines/WebGPU/webgpuComputePipelineContext.d.ts +2 -2
  313. package/Engines/WebGPU/webgpuComputePipelineContext.js +1 -1
  314. package/Engines/WebGPU/webgpuComputePipelineContext.js.map +1 -1
  315. package/Engines/WebGPU/webgpuConstants.d.ts +38 -38
  316. package/Engines/WebGPU/webgpuConstants.js +38 -38
  317. package/Engines/WebGPU/webgpuConstants.js.map +1 -1
  318. package/Engines/WebGPU/webgpuDepthCullingState.d.ts +1 -1
  319. package/Engines/WebGPU/webgpuDepthCullingState.js +1 -1
  320. package/Engines/WebGPU/webgpuDepthCullingState.js.map +1 -1
  321. package/Engines/WebGPU/webgpuDrawContext.d.ts +1 -1
  322. package/Engines/WebGPU/webgpuDrawContext.js +1 -1
  323. package/Engines/WebGPU/webgpuDrawContext.js.map +1 -1
  324. package/Engines/WebGPU/webgpuExternalTexture.d.ts +1 -1
  325. package/Engines/WebGPU/webgpuExternalTexture.js +1 -1
  326. package/Engines/WebGPU/webgpuExternalTexture.js.map +1 -1
  327. package/Engines/WebGPU/webgpuHardwareTexture.d.ts +9 -9
  328. package/Engines/WebGPU/webgpuHardwareTexture.js +1 -1
  329. package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
  330. package/Engines/WebGPU/webgpuMaterialContext.d.ts +3 -3
  331. package/Engines/WebGPU/webgpuMaterialContext.js +1 -1
  332. package/Engines/WebGPU/webgpuMaterialContext.js.map +1 -1
  333. package/Engines/WebGPU/webgpuOcclusionQuery.d.ts +1 -1
  334. package/Engines/WebGPU/webgpuOcclusionQuery.js +1 -1
  335. package/Engines/WebGPU/webgpuOcclusionQuery.js.map +1 -1
  336. package/Engines/WebGPU/webgpuPipelineContext.d.ts +4 -4
  337. package/Engines/WebGPU/webgpuPipelineContext.js +2 -2
  338. package/Engines/WebGPU/webgpuPipelineContext.js.map +1 -1
  339. package/Engines/WebGPU/webgpuQuerySet.d.ts +1 -1
  340. package/Engines/WebGPU/webgpuQuerySet.js +1 -1
  341. package/Engines/WebGPU/webgpuQuerySet.js.map +1 -1
  342. package/Engines/WebGPU/webgpuRenderPassWrapper.d.ts +1 -1
  343. package/Engines/WebGPU/webgpuRenderPassWrapper.js +1 -1
  344. package/Engines/WebGPU/webgpuRenderPassWrapper.js.map +1 -1
  345. package/Engines/WebGPU/webgpuRenderTargetWrapper.d.ts +2 -2
  346. package/Engines/WebGPU/webgpuRenderTargetWrapper.js +1 -1
  347. package/Engines/WebGPU/webgpuRenderTargetWrapper.js.map +1 -1
  348. package/Engines/WebGPU/webgpuShaderProcessingContext.d.ts +7 -7
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  1710. package/XR/webXRSessionManager.js.map +1 -1
  1711. package/XR/webXRWebGLLayer.d.ts +2 -2
  1712. package/XR/webXRWebGLLayer.js +2 -2
  1713. package/XR/webXRWebGLLayer.js.map +1 -1
  1714. package/abstractScene.d.ts +1 -1
  1715. package/abstractScene.js +1 -1
  1716. package/abstractScene.js.map +1 -1
  1717. package/node.d.ts +40 -52
  1718. package/node.js +40 -55
  1719. package/node.js.map +1 -1
  1720. package/package.json +1 -1
  1721. package/scene.d.ts +83 -107
  1722. package/scene.js +94 -108
  1723. package/scene.js.map +1 -1
  1724. package/sceneComponent.d.ts +4 -2
  1725. package/sceneComponent.js +4 -2
  1726. package/sceneComponent.js.map +1 -1
  1727. package/types.d.ts +2 -2
  1728. package/types.js +1 -1
  1729. package/types.js.map +1 -1
@@ -4,7 +4,7 @@ import { SimplificationQueue, SimplificationType } from "./meshSimplification";
4
4
  import type { ISceneComponent } from "../sceneComponent";
5
5
  declare module "../scene" {
6
6
  interface Scene {
7
- /** @hidden (Backing field) */
7
+ /** @internal (Backing field) */
8
8
  _simplificationQueue: SimplificationQueue;
9
9
  /**
10
10
  * Gets or sets the simplification queue attached to the scene
@@ -1 +1 @@
1
- {"version":3,"file":"meshSimplificationSceneComponent.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Meshes/meshSimplificationSceneComponent.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,KAAK,EAAE,MAAM,UAAU,CAAC;AACjC,OAAO,EAAE,IAAI,EAAE,MAAM,QAAQ,CAAC;AAE9B,OAAO,EAAE,mBAAmB,EAAE,kBAAkB,EAAE,MAAM,sBAAsB,CAAC;AAE/E,OAAO,EAAE,uBAAuB,EAAE,MAAM,mBAAmB,CAAC;AAc5D,MAAM,CAAC,cAAc,CAAC,KAAK,CAAC,SAAS,EAAE,qBAAqB,EAAE;IAC1D,GAAG,EAAE;QACD,IAAI,CAAC,IAAI,CAAC,oBAAoB,EAAE;YAC5B,IAAI,CAAC,oBAAoB,GAAG,IAAI,mBAAmB,EAAE,CAAC;YACtD,IAAI,SAAS,GAAG,IAAI,CAAC,aAAa,CAAC,uBAAuB,CAAC,wBAAwB,CAAoC,CAAC;YACxH,IAAI,CAAC,SAAS,EAAE;gBACZ,SAAS,GAAG,IAAI,+BAA+B,CAAC,IAAI,CAAC,CAAC;gBACtD,IAAI,CAAC,aAAa,CAAC,SAAS,CAAC,CAAC;aACjC;SACJ;QACD,OAAO,IAAI,CAAC,oBAAoB,CAAC;IACrC,CAAC;IACD,GAAG,EAAE,UAAuB,KAA0B;QAClD,IAAI,CAAC,oBAAoB,GAAG,KAAK,CAAC;IACtC,CAAC;IACD,UAAU,EAAE,IAAI;IAChB,YAAY,EAAE,IAAI;CACrB,CAAC,CAAC;AAsBH,IAAI,CAAC,SAAS,CAAC,QAAQ,GAAG,UACtB,QAAwC,EACxC,qBAA8B,IAAI,EAClC,qBAAyC,kBAAkB,CAAC,SAAS,EACrE,eAA8D;IAE9D,IAAI,CAAC,QAAQ,EAAE,CAAC,mBAAmB,CAAC,OAAO,CAAC;QACxC,QAAQ,EAAE,QAAQ;QAClB,kBAAkB,EAAE,kBAAkB;QACtC,IAAI,EAAE,IAAI;QACV,kBAAkB,EAAE,kBAAkB;QACtC,eAAe,EAAE,eAAe;KACnC,CAAC,CAAC;IACH,OAAO,IAAI,CAAC;AAChB,CAAC,CAAC;AAEF;;;GAGG;AACH,MAAM,OAAO,+BAA+B;IAWxC;;;OAGG;IACH,YAAY,KAAY;QAdxB;;WAEG;QACa,SAAI,GAAG,uBAAuB,CAAC,wBAAwB,CAAC;QAYpE,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;IACvB,CAAC;IAED;;OAEG;IACI,QAAQ;QACX,IAAI,CAAC,KAAK,CAAC,wBAAwB,CAAC,YAAY,CAAC,uBAAuB,CAAC,2CAA2C,EAAE,IAAI,EAAE,IAAI,CAAC,mBAAmB,CAAC,CAAC;IAC1J,CAAC;IAED;;;OAGG;IACI,OAAO;QACV,mCAAmC;IACvC,CAAC;IAED;;OAEG;IACI,OAAO;QACV,mCAAmC;IACvC,CAAC;IAEO,mBAAmB;QACvB,IAAI,IAAI,CAAC,KAAK,CAAC,oBAAoB,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,oBAAoB,CAAC,OAAO,EAAE;YAC7E,IAAI,CAAC,KAAK,CAAC,oBAAoB,CAAC,WAAW,EAAE,CAAC;SACjD;IACL,CAAC;CACJ","sourcesContent":["import { Scene } from \"../scene\";\r\nimport { Mesh } from \"./mesh\";\r\nimport type { ISimplificationSettings } from \"./meshSimplification\";\r\nimport { SimplificationQueue, SimplificationType } from \"./meshSimplification\";\r\nimport type { ISceneComponent } from \"../sceneComponent\";\r\nimport { SceneComponentConstants } from \"../sceneComponent\";\r\n\r\ndeclare module \"../scene\" {\r\n export interface Scene {\r\n /** @hidden (Backing field) */\r\n _simplificationQueue: SimplificationQueue;\r\n\r\n /**\r\n * Gets or sets the simplification queue attached to the scene\r\n * @see https://doc.babylonjs.com/how_to/in-browser_mesh_simplification\r\n */\r\n simplificationQueue: SimplificationQueue;\r\n }\r\n}\r\nObject.defineProperty(Scene.prototype, \"simplificationQueue\", {\r\n get: function (this: Scene) {\r\n if (!this._simplificationQueue) {\r\n this._simplificationQueue = new SimplificationQueue();\r\n let component = this._getComponent(SceneComponentConstants.NAME_SIMPLIFICATIONQUEUE) as SimplicationQueueSceneComponent;\r\n if (!component) {\r\n component = new SimplicationQueueSceneComponent(this);\r\n this._addComponent(component);\r\n }\r\n }\r\n return this._simplificationQueue;\r\n },\r\n set: function (this: Scene, value: SimplificationQueue) {\r\n this._simplificationQueue = value;\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\ndeclare module \"../Meshes/mesh\" {\r\n export interface Mesh {\r\n /**\r\n * Simplify the mesh according to the given array of settings.\r\n * Function will return immediately and will simplify async\r\n * @param settings a collection of simplification settings\r\n * @param parallelProcessing should all levels calculate parallel or one after the other\r\n * @param simplificationType the type of simplification to run\r\n * @param successCallback optional success callback to be called after the simplification finished processing all settings\r\n * @returns the current mesh\r\n */\r\n simplify(\r\n settings: Array<ISimplificationSettings>,\r\n parallelProcessing?: boolean,\r\n simplificationType?: SimplificationType,\r\n successCallback?: (mesh?: Mesh, submeshIndex?: number) => void\r\n ): Mesh;\r\n }\r\n}\r\n\r\nMesh.prototype.simplify = function (\r\n settings: Array<ISimplificationSettings>,\r\n parallelProcessing: boolean = true,\r\n simplificationType: SimplificationType = SimplificationType.QUADRATIC,\r\n successCallback?: (mesh?: Mesh, submeshIndex?: number) => void\r\n): Mesh {\r\n this.getScene().simplificationQueue.addTask({\r\n settings: settings,\r\n parallelProcessing: parallelProcessing,\r\n mesh: this,\r\n simplificationType: simplificationType,\r\n successCallback: successCallback,\r\n });\r\n return this;\r\n};\r\n\r\n/**\r\n * Defines the simplification queue scene component responsible to help scheduling the various simplification task\r\n * created in a scene\r\n */\r\nexport class SimplicationQueueSceneComponent implements ISceneComponent {\r\n /**\r\n * The component name helpfull to identify the component in the list of scene components.\r\n */\r\n public readonly name = SceneComponentConstants.NAME_SIMPLIFICATIONQUEUE;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /**\r\n * Creates a new instance of the component for the given scene\r\n * @param scene Defines the scene to register the component in\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n }\r\n\r\n /**\r\n * Registers the component in a given scene\r\n */\r\n public register(): void {\r\n this.scene._beforeCameraUpdateStage.registerStep(SceneComponentConstants.STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE, this, this._beforeCameraUpdate);\r\n }\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n // Nothing to do for this component\r\n }\r\n\r\n /**\r\n * Disposes the component and the associated resources\r\n */\r\n public dispose(): void {\r\n // Nothing to do for this component\r\n }\r\n\r\n private _beforeCameraUpdate(): void {\r\n if (this.scene._simplificationQueue && !this.scene._simplificationQueue.running) {\r\n this.scene._simplificationQueue.executeNext();\r\n }\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"meshSimplificationSceneComponent.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Meshes/meshSimplificationSceneComponent.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,KAAK,EAAE,MAAM,UAAU,CAAC;AACjC,OAAO,EAAE,IAAI,EAAE,MAAM,QAAQ,CAAC;AAE9B,OAAO,EAAE,mBAAmB,EAAE,kBAAkB,EAAE,MAAM,sBAAsB,CAAC;AAE/E,OAAO,EAAE,uBAAuB,EAAE,MAAM,mBAAmB,CAAC;AAc5D,MAAM,CAAC,cAAc,CAAC,KAAK,CAAC,SAAS,EAAE,qBAAqB,EAAE;IAC1D,GAAG,EAAE;QACD,IAAI,CAAC,IAAI,CAAC,oBAAoB,EAAE;YAC5B,IAAI,CAAC,oBAAoB,GAAG,IAAI,mBAAmB,EAAE,CAAC;YACtD,IAAI,SAAS,GAAG,IAAI,CAAC,aAAa,CAAC,uBAAuB,CAAC,wBAAwB,CAAoC,CAAC;YACxH,IAAI,CAAC,SAAS,EAAE;gBACZ,SAAS,GAAG,IAAI,+BAA+B,CAAC,IAAI,CAAC,CAAC;gBACtD,IAAI,CAAC,aAAa,CAAC,SAAS,CAAC,CAAC;aACjC;SACJ;QACD,OAAO,IAAI,CAAC,oBAAoB,CAAC;IACrC,CAAC;IACD,GAAG,EAAE,UAAuB,KAA0B;QAClD,IAAI,CAAC,oBAAoB,GAAG,KAAK,CAAC;IACtC,CAAC;IACD,UAAU,EAAE,IAAI;IAChB,YAAY,EAAE,IAAI;CACrB,CAAC,CAAC;AAsBH,IAAI,CAAC,SAAS,CAAC,QAAQ,GAAG,UACtB,QAAwC,EACxC,qBAA8B,IAAI,EAClC,qBAAyC,kBAAkB,CAAC,SAAS,EACrE,eAA8D;IAE9D,IAAI,CAAC,QAAQ,EAAE,CAAC,mBAAmB,CAAC,OAAO,CAAC;QACxC,QAAQ,EAAE,QAAQ;QAClB,kBAAkB,EAAE,kBAAkB;QACtC,IAAI,EAAE,IAAI;QACV,kBAAkB,EAAE,kBAAkB;QACtC,eAAe,EAAE,eAAe;KACnC,CAAC,CAAC;IACH,OAAO,IAAI,CAAC;AAChB,CAAC,CAAC;AAEF;;;GAGG;AACH,MAAM,OAAO,+BAA+B;IAWxC;;;OAGG;IACH,YAAY,KAAY;QAdxB;;WAEG;QACa,SAAI,GAAG,uBAAuB,CAAC,wBAAwB,CAAC;QAYpE,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;IACvB,CAAC;IAED;;OAEG;IACI,QAAQ;QACX,IAAI,CAAC,KAAK,CAAC,wBAAwB,CAAC,YAAY,CAAC,uBAAuB,CAAC,2CAA2C,EAAE,IAAI,EAAE,IAAI,CAAC,mBAAmB,CAAC,CAAC;IAC1J,CAAC;IAED;;;OAGG;IACI,OAAO;QACV,mCAAmC;IACvC,CAAC;IAED;;OAEG;IACI,OAAO;QACV,mCAAmC;IACvC,CAAC;IAEO,mBAAmB;QACvB,IAAI,IAAI,CAAC,KAAK,CAAC,oBAAoB,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,oBAAoB,CAAC,OAAO,EAAE;YAC7E,IAAI,CAAC,KAAK,CAAC,oBAAoB,CAAC,WAAW,EAAE,CAAC;SACjD;IACL,CAAC;CACJ","sourcesContent":["import { Scene } from \"../scene\";\r\nimport { Mesh } from \"./mesh\";\r\nimport type { ISimplificationSettings } from \"./meshSimplification\";\r\nimport { SimplificationQueue, SimplificationType } from \"./meshSimplification\";\r\nimport type { ISceneComponent } from \"../sceneComponent\";\r\nimport { SceneComponentConstants } from \"../sceneComponent\";\r\n\r\ndeclare module \"../scene\" {\r\n export interface Scene {\r\n /** @internal (Backing field) */\r\n _simplificationQueue: SimplificationQueue;\r\n\r\n /**\r\n * Gets or sets the simplification queue attached to the scene\r\n * @see https://doc.babylonjs.com/how_to/in-browser_mesh_simplification\r\n */\r\n simplificationQueue: SimplificationQueue;\r\n }\r\n}\r\nObject.defineProperty(Scene.prototype, \"simplificationQueue\", {\r\n get: function (this: Scene) {\r\n if (!this._simplificationQueue) {\r\n this._simplificationQueue = new SimplificationQueue();\r\n let component = this._getComponent(SceneComponentConstants.NAME_SIMPLIFICATIONQUEUE) as SimplicationQueueSceneComponent;\r\n if (!component) {\r\n component = new SimplicationQueueSceneComponent(this);\r\n this._addComponent(component);\r\n }\r\n }\r\n return this._simplificationQueue;\r\n },\r\n set: function (this: Scene, value: SimplificationQueue) {\r\n this._simplificationQueue = value;\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\ndeclare module \"../Meshes/mesh\" {\r\n export interface Mesh {\r\n /**\r\n * Simplify the mesh according to the given array of settings.\r\n * Function will return immediately and will simplify async\r\n * @param settings a collection of simplification settings\r\n * @param parallelProcessing should all levels calculate parallel or one after the other\r\n * @param simplificationType the type of simplification to run\r\n * @param successCallback optional success callback to be called after the simplification finished processing all settings\r\n * @returns the current mesh\r\n */\r\n simplify(\r\n settings: Array<ISimplificationSettings>,\r\n parallelProcessing?: boolean,\r\n simplificationType?: SimplificationType,\r\n successCallback?: (mesh?: Mesh, submeshIndex?: number) => void\r\n ): Mesh;\r\n }\r\n}\r\n\r\nMesh.prototype.simplify = function (\r\n settings: Array<ISimplificationSettings>,\r\n parallelProcessing: boolean = true,\r\n simplificationType: SimplificationType = SimplificationType.QUADRATIC,\r\n successCallback?: (mesh?: Mesh, submeshIndex?: number) => void\r\n): Mesh {\r\n this.getScene().simplificationQueue.addTask({\r\n settings: settings,\r\n parallelProcessing: parallelProcessing,\r\n mesh: this,\r\n simplificationType: simplificationType,\r\n successCallback: successCallback,\r\n });\r\n return this;\r\n};\r\n\r\n/**\r\n * Defines the simplification queue scene component responsible to help scheduling the various simplification task\r\n * created in a scene\r\n */\r\nexport class SimplicationQueueSceneComponent implements ISceneComponent {\r\n /**\r\n * The component name helpfull to identify the component in the list of scene components.\r\n */\r\n public readonly name = SceneComponentConstants.NAME_SIMPLIFICATIONQUEUE;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /**\r\n * Creates a new instance of the component for the given scene\r\n * @param scene Defines the scene to register the component in\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n }\r\n\r\n /**\r\n * Registers the component in a given scene\r\n */\r\n public register(): void {\r\n this.scene._beforeCameraUpdateStage.registerStep(SceneComponentConstants.STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE, this, this._beforeCameraUpdate);\r\n }\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n // Nothing to do for this component\r\n }\r\n\r\n /**\r\n * Disposes the component and the associated resources\r\n */\r\n public dispose(): void {\r\n // Nothing to do for this component\r\n }\r\n\r\n private _beforeCameraUpdate(): void {\r\n if (this.scene._simplificationQueue && !this.scene._simplificationQueue.running) {\r\n this.scene._simplificationQueue.executeNext();\r\n }\r\n }\r\n}\r\n"]}
@@ -31,7 +31,7 @@ export declare class SubMesh implements ICullable {
31
31
  /** indices count */
32
32
  indexCount: number;
33
33
  private _engine;
34
- /** @hidden */
34
+ /** @internal */
35
35
  _drawWrappers: Array<DrawWrapper>;
36
36
  private _mainDrawWrapperOverride;
37
37
  /**
@@ -43,28 +43,23 @@ export declare class SubMesh implements ICullable {
43
43
  */
44
44
  set materialDefines(defines: Nullable<MaterialDefines>);
45
45
  /**
46
- * @param passId
47
- * @param createIfNotExisting
48
- * @hidden
46
+ * @internal
49
47
  */
50
48
  _getDrawWrapper(passId?: number, createIfNotExisting?: boolean): DrawWrapper | undefined;
51
49
  /**
52
- * @param passId
53
- * @param disposeWrapper
54
- * @hidden
50
+ * @internal
55
51
  */
56
52
  _removeDrawWrapper(passId: number, disposeWrapper?: boolean): void;
57
53
  /**
58
54
  * Gets associated (main) effect (possibly the effect override if defined)
59
55
  */
60
56
  get effect(): Nullable<Effect>;
61
- /** @hidden */
57
+ /** @internal */
62
58
  get _drawWrapper(): DrawWrapper;
63
- /** @hidden */
59
+ /** @internal */
64
60
  get _drawWrapperOverride(): Nullable<DrawWrapper>;
65
61
  /**
66
- * @param wrapper
67
- * @hidden
62
+ * @internal
68
63
  */
69
64
  _setMainDrawWrapperOverride(wrapper: Nullable<DrawWrapper>): void;
70
65
  /**
@@ -80,25 +75,27 @@ export declare class SubMesh implements ICullable {
80
75
  * @param passId If provided, releases only the draw wrapper corresponding to this render pass id
81
76
  */
82
77
  resetDrawCache(passId?: number): void;
83
- /** @hidden */
78
+ /** @internal */
84
79
  _linesIndexCount: number;
85
80
  private _mesh;
86
81
  private _renderingMesh;
87
82
  private _boundingInfo;
88
83
  private _linesIndexBuffer;
89
- /** @hidden */
84
+ /** @internal */
90
85
  _lastColliderWorldVertices: Nullable<Vector3[]>;
91
- /** @hidden */
86
+ /** @internal */
92
87
  _trianglePlanes: Plane[];
93
- /** @hidden */
88
+ /** @internal */
94
89
  _lastColliderTransformMatrix: Nullable<Matrix>;
95
- /** @hidden */
90
+ /** @internal */
91
+ _wasDispatched: boolean;
92
+ /** @internal */
96
93
  _renderId: number;
97
- /** @hidden */
94
+ /** @internal */
98
95
  _alphaIndex: number;
99
- /** @hidden */
96
+ /** @internal */
100
97
  _distanceToCamera: number;
101
- /** @hidden */
98
+ /** @internal */
102
99
  _id: number;
103
100
  private _currentMaterial;
104
101
  /**
@@ -187,8 +184,7 @@ export declare class SubMesh implements ICullable {
187
184
  */
188
185
  refreshBoundingInfo(data?: Nullable<FloatArray>): SubMesh;
189
186
  /**
190
- * @param collider
191
- * @hidden
187
+ * @internal
192
188
  */
193
189
  _checkCollision(collider: Collider): boolean;
194
190
  /**
@@ -216,9 +212,7 @@ export declare class SubMesh implements ICullable {
216
212
  */
217
213
  render(enableAlphaMode: boolean): SubMesh;
218
214
  /**
219
- * @param indices
220
- * @param engine
221
- * @hidden
215
+ * @internal
222
216
  */
223
217
  _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer;
224
218
  /**
@@ -238,44 +232,22 @@ export declare class SubMesh implements ICullable {
238
232
  */
239
233
  intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo>;
240
234
  /**
241
- * @param ray
242
- * @param positions
243
- * @param indices
244
- * @param intersectionThreshold
245
- * @param fastCheck
246
- * @hidden
235
+ * @internal
247
236
  */
248
237
  private _intersectLines;
249
238
  /**
250
- * @param ray
251
- * @param positions
252
- * @param indices
253
- * @param intersectionThreshold
254
- * @param fastCheck
255
- * @hidden
239
+ * @internal
256
240
  */
257
241
  private _intersectUnIndexedLines;
258
242
  /**
259
- * @param ray
260
- * @param positions
261
- * @param indices
262
- * @param step
263
- * @param checkStopper
264
- * @param fastCheck
265
- * @param trianglePredicate
266
- * @hidden
243
+ * @internal
267
244
  */
268
245
  private _intersectTriangles;
269
246
  /**
270
- * @param ray
271
- * @param positions
272
- * @param indices
273
- * @param fastCheck
274
- * @param trianglePredicate
275
- * @hidden
247
+ * @internal
276
248
  */
277
249
  private _intersectUnIndexedTriangles;
278
- /** @hidden */
250
+ /** @internal */
279
251
  _rebuild(): void;
280
252
  /**
281
253
  * Creates a new submesh from the passed mesh
package/Meshes/subMesh.js CHANGED
@@ -37,18 +37,20 @@ export class SubMesh {
37
37
  this.indexStart = indexStart;
38
38
  this.indexCount = indexCount;
39
39
  this._mainDrawWrapperOverride = null;
40
- /** @hidden */
40
+ /** @internal */
41
41
  this._linesIndexCount = 0;
42
42
  this._linesIndexBuffer = null;
43
- /** @hidden */
43
+ /** @internal */
44
44
  this._lastColliderWorldVertices = null;
45
- /** @hidden */
45
+ /** @internal */
46
46
  this._lastColliderTransformMatrix = null;
47
- /** @hidden */
47
+ /** @internal */
48
+ this._wasDispatched = false;
49
+ /** @internal */
48
50
  this._renderId = 0;
49
- /** @hidden */
51
+ /** @internal */
50
52
  this._alphaIndex = 0;
51
- /** @hidden */
53
+ /** @internal */
52
54
  this._distanceToCamera = 0;
53
55
  this._currentMaterial = null;
54
56
  this._mesh = mesh;
@@ -79,9 +81,7 @@ export class SubMesh {
79
81
  drawWrapper.defines = defines;
80
82
  }
81
83
  /**
82
- * @param passId
83
- * @param createIfNotExisting
84
- * @hidden
84
+ * @internal
85
85
  */
86
86
  _getDrawWrapper(passId, createIfNotExisting = false) {
87
87
  passId = passId ?? this._engine.currentRenderPassId;
@@ -92,9 +92,7 @@ export class SubMesh {
92
92
  return drawWrapper;
93
93
  }
94
94
  /**
95
- * @param passId
96
- * @param disposeWrapper
97
- * @hidden
95
+ * @internal
98
96
  */
99
97
  _removeDrawWrapper(passId, disposeWrapper = true) {
100
98
  if (disposeWrapper) {
@@ -108,17 +106,16 @@ export class SubMesh {
108
106
  get effect() {
109
107
  return this._mainDrawWrapperOverride ? this._mainDrawWrapperOverride.effect : this._getDrawWrapper()?.effect ?? null;
110
108
  }
111
- /** @hidden */
109
+ /** @internal */
112
110
  get _drawWrapper() {
113
111
  return this._mainDrawWrapperOverride ?? this._getDrawWrapper(undefined, true);
114
112
  }
115
- /** @hidden */
113
+ /** @internal */
116
114
  get _drawWrapperOverride() {
117
115
  return this._mainDrawWrapperOverride;
118
116
  }
119
117
  /**
120
- * @param wrapper
121
- * @hidden
118
+ * @internal
122
119
  */
123
120
  _setMainDrawWrapperOverride(wrapper) {
124
121
  this._mainDrawWrapperOverride = wrapper;
@@ -291,8 +288,7 @@ export class SubMesh {
291
288
  return this;
292
289
  }
293
290
  /**
294
- * @param collider
295
- * @hidden
291
+ * @internal
296
292
  */
297
293
  _checkCollision(collider) {
298
294
  const boundingInfo = this.getBoundingInfo();
@@ -348,9 +344,7 @@ export class SubMesh {
348
344
  return this;
349
345
  }
350
346
  /**
351
- * @param indices
352
- * @param engine
353
- * @hidden
347
+ * @internal
354
348
  */
355
349
  _getLinesIndexBuffer(indices, engine) {
356
350
  if (!this._linesIndexBuffer) {
@@ -421,12 +415,7 @@ export class SubMesh {
421
415
  }
422
416
  }
423
417
  /**
424
- * @param ray
425
- * @param positions
426
- * @param indices
427
- * @param intersectionThreshold
428
- * @param fastCheck
429
- * @hidden
418
+ * @internal
430
419
  */
431
420
  _intersectLines(ray, positions, indices, intersectionThreshold, fastCheck) {
432
421
  let intersectInfo = null;
@@ -449,12 +438,7 @@ export class SubMesh {
449
438
  return intersectInfo;
450
439
  }
451
440
  /**
452
- * @param ray
453
- * @param positions
454
- * @param indices
455
- * @param intersectionThreshold
456
- * @param fastCheck
457
- * @hidden
441
+ * @internal
458
442
  */
459
443
  _intersectUnIndexedLines(ray, positions, indices, intersectionThreshold, fastCheck) {
460
444
  let intersectInfo = null;
@@ -477,14 +461,7 @@ export class SubMesh {
477
461
  return intersectInfo;
478
462
  }
479
463
  /**
480
- * @param ray
481
- * @param positions
482
- * @param indices
483
- * @param step
484
- * @param checkStopper
485
- * @param fastCheck
486
- * @param trianglePredicate
487
- * @hidden
464
+ * @internal
488
465
  */
489
466
  _intersectTriangles(ray, positions, indices, step, checkStopper, fastCheck, trianglePredicate) {
490
467
  let intersectInfo = null;
@@ -526,12 +503,7 @@ export class SubMesh {
526
503
  return intersectInfo;
527
504
  }
528
505
  /**
529
- * @param ray
530
- * @param positions
531
- * @param indices
532
- * @param fastCheck
533
- * @param trianglePredicate
534
- * @hidden
506
+ * @internal
535
507
  */
536
508
  _intersectUnIndexedTriangles(ray, positions, indices, fastCheck, trianglePredicate) {
537
509
  let intersectInfo = null;
@@ -559,7 +531,7 @@ export class SubMesh {
559
531
  }
560
532
  return intersectInfo;
561
533
  }
562
- /** @hidden */
534
+ /** @internal */
563
535
  _rebuild() {
564
536
  if (this._linesIndexBuffer) {
565
537
  this._linesIndexBuffer = null;
@@ -1 +1 @@
1
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type { Nullable, IndicesArray, DeepImmutable, FloatArray } from \"../types\";\r\nimport type { Matrix, Vector3 } from \"../Maths/math.vector\";\r\nimport type { Engine } from \"../Engines/engine\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { IntersectionInfo } from \"../Collisions/intersectionInfo\";\r\nimport type { ICullable } from \"../Culling/boundingInfo\";\r\nimport { BoundingInfo } from \"../Culling/boundingInfo\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { extractMinAndMaxIndexed } from \"../Maths/math.functions\";\r\nimport type { Plane } from \"../Maths/math.plane\";\r\nimport { DrawWrapper } from \"../Materials/drawWrapper\";\r\nimport type { IMaterialContext } from \"../Engines/IMaterialContext\";\r\n\r\ndeclare type Collider = import(\"../Collisions/collider\").Collider;\r\ndeclare type Material = import(\"../Materials/material\").Material;\r\ndeclare type MaterialDefines = import(\"../Materials/materialDefines\").MaterialDefines;\r\ndeclare type MultiMaterial = import(\"../Materials/multiMaterial\").MultiMaterial;\r\ndeclare type AbstractMesh = import(\"./abstractMesh\").AbstractMesh;\r\ndeclare type Mesh = import(\"./mesh\").Mesh;\r\ndeclare type Ray = import(\"../Culling/ray\").Ray;\r\ndeclare type TrianglePickingPredicate = import(\"../Culling/ray\").TrianglePickingPredicate;\r\n\r\n/**\r\n * Defines a subdivision inside a mesh\r\n */\r\nexport class SubMesh implements ICullable {\r\n private _engine: Engine;\r\n /** @hidden */\r\n public _drawWrappers: Array<DrawWrapper>; // index in this array = pass id\r\n private _mainDrawWrapperOverride: Nullable<DrawWrapper> = null;\r\n\r\n /**\r\n * Gets material defines used by the effect associated to the sub mesh\r\n */\r\n public get materialDefines(): Nullable<MaterialDefines> {\r\n return this._mainDrawWrapperOverride ? (this._mainDrawWrapperOverride.defines as MaterialDefines) : (this._getDrawWrapper()?.defines as Nullable<MaterialDefines>);\r\n }\r\n\r\n /**\r\n * Sets material defines used by the effect associated to the sub mesh\r\n */\r\n public set materialDefines(defines: Nullable<MaterialDefines>) {\r\n const drawWrapper = this._mainDrawWrapperOverride ?? this._getDrawWrapper(undefined, true)!;\r\n drawWrapper.defines = defines;\r\n }\r\n\r\n /**\r\n * @param passId\r\n * @param createIfNotExisting\r\n * @hidden\r\n */\r\n public _getDrawWrapper(passId?: number, createIfNotExisting = false): DrawWrapper | undefined {\r\n passId = passId ?? this._engine.currentRenderPassId;\r\n let drawWrapper = this._drawWrappers[passId];\r\n if (!drawWrapper && createIfNotExisting) {\r\n this._drawWrappers[passId] = drawWrapper = new DrawWrapper(this._mesh.getScene().getEngine());\r\n }\r\n return drawWrapper;\r\n }\r\n\r\n /**\r\n * @param passId\r\n * @param disposeWrapper\r\n * @hidden\r\n */\r\n public _removeDrawWrapper(passId: number, disposeWrapper = true) {\r\n if (disposeWrapper) {\r\n this._drawWrappers[passId]?.dispose();\r\n }\r\n this._drawWrappers[passId] = undefined as any;\r\n }\r\n\r\n /**\r\n * Gets associated (main) effect (possibly the effect override if defined)\r\n */\r\n public get effect(): Nullable<Effect> {\r\n return this._mainDrawWrapperOverride ? this._mainDrawWrapperOverride.effect : this._getDrawWrapper()?.effect ?? null;\r\n }\r\n\r\n /** @hidden */\r\n public get _drawWrapper(): DrawWrapper {\r\n return this._mainDrawWrapperOverride ?? this._getDrawWrapper(undefined, true)!;\r\n }\r\n\r\n /** @hidden */\r\n public get _drawWrapperOverride(): Nullable<DrawWrapper> {\r\n return this._mainDrawWrapperOverride;\r\n }\r\n\r\n /**\r\n * @param wrapper\r\n * @hidden\r\n */\r\n public _setMainDrawWrapperOverride(wrapper: Nullable<DrawWrapper>): void {\r\n this._mainDrawWrapperOverride = wrapper;\r\n }\r\n\r\n /**\r\n * Sets associated effect (effect used to render this submesh)\r\n * @param effect defines the effect to associate with\r\n * @param defines defines the set of defines used to compile this effect\r\n * @param materialContext material context associated to the effect\r\n * @param resetContext true to reset the draw context\r\n */\r\n public setEffect(effect: Nullable<Effect>, defines: Nullable<string | MaterialDefines> = null, materialContext?: IMaterialContext, resetContext = true) {\r\n const drawWrapper = this._drawWrapper;\r\n drawWrapper.setEffect(effect, defines, resetContext);\r\n if (materialContext !== undefined) {\r\n drawWrapper.materialContext = materialContext;\r\n }\r\n if (!effect) {\r\n drawWrapper.defines = null;\r\n drawWrapper.materialContext = undefined;\r\n }\r\n }\r\n\r\n /**\r\n * Resets the draw wrappers cache\r\n * @param passId If provided, releases only the draw wrapper corresponding to this render pass id\r\n */\r\n public resetDrawCache(passId?: number): void {\r\n if (this._drawWrappers) {\r\n if (passId !== undefined) {\r\n this._removeDrawWrapper(passId);\r\n return;\r\n } else {\r\n for (const drawWrapper of this._drawWrappers) {\r\n drawWrapper?.dispose();\r\n }\r\n }\r\n }\r\n this._drawWrappers = [];\r\n }\r\n\r\n /** @hidden */\r\n public _linesIndexCount: number = 0;\r\n private _mesh: AbstractMesh;\r\n private _renderingMesh: Mesh;\r\n private _boundingInfo: BoundingInfo;\r\n private _linesIndexBuffer: Nullable<DataBuffer> = null;\r\n /** @hidden */\r\n public _lastColliderWorldVertices: Nullable<Vector3[]> = null;\r\n /** @hidden */\r\n public _trianglePlanes: Plane[];\r\n /** @hidden */\r\n public _lastColliderTransformMatrix: Nullable<Matrix> = null;\r\n\r\n /** @hidden */\r\n public _renderId = 0;\r\n /** @hidden */\r\n public _alphaIndex: number = 0;\r\n /** @hidden */\r\n public _distanceToCamera: number = 0;\r\n /** @hidden */\r\n public _id: number;\r\n\r\n private _currentMaterial: Nullable<Material> = null;\r\n\r\n /**\r\n * Add a new submesh to a mesh\r\n * @param materialIndex defines the material index to use\r\n * @param verticesStart defines vertex index start\r\n * @param verticesCount defines vertices count\r\n * @param indexStart defines index start\r\n * @param indexCount defines indices count\r\n * @param mesh defines the parent mesh\r\n * @param renderingMesh defines an optional rendering mesh\r\n * @param createBoundingBox defines if bounding box should be created for this submesh\r\n * @returns the new submesh\r\n */\r\n public static AddToMesh(\r\n materialIndex: number,\r\n verticesStart: number,\r\n verticesCount: number,\r\n indexStart: number,\r\n indexCount: number,\r\n mesh: AbstractMesh,\r\n renderingMesh?: Mesh,\r\n createBoundingBox: boolean = true\r\n ): SubMesh {\r\n return new SubMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh, renderingMesh, createBoundingBox);\r\n }\r\n\r\n /**\r\n * Creates a new submesh\r\n * @param materialIndex defines the material index to use\r\n * @param verticesStart defines vertex index start\r\n * @param verticesCount defines vertices count\r\n * @param indexStart defines index start\r\n * @param indexCount defines indices count\r\n * @param mesh defines the parent mesh\r\n * @param renderingMesh defines an optional rendering mesh\r\n * @param createBoundingBox defines if bounding box should be created for this submesh\r\n * @param addToMesh defines a boolean indicating that the submesh must be added to the mesh.subMeshes array (true by default)\r\n */\r\n constructor(\r\n /** the material index to use */\r\n public materialIndex: number,\r\n /** vertex index start */\r\n public verticesStart: number,\r\n /** vertices count */\r\n public verticesCount: number,\r\n /** index start */\r\n public indexStart: number,\r\n /** indices count */\r\n public indexCount: number,\r\n mesh: AbstractMesh,\r\n renderingMesh?: Mesh,\r\n createBoundingBox: boolean = true,\r\n addToMesh = true\r\n ) {\r\n this._mesh = mesh;\r\n this._renderingMesh = renderingMesh || <Mesh>mesh;\r\n if (addToMesh) {\r\n mesh.subMeshes.push(this);\r\n }\r\n\r\n this._engine = this._mesh.getScene().getEngine();\r\n this.resetDrawCache();\r\n this._trianglePlanes = [];\r\n\r\n this._id = mesh.subMeshes.length - 1;\r\n\r\n if (createBoundingBox) {\r\n this.refreshBoundingInfo();\r\n mesh.computeWorldMatrix(true);\r\n }\r\n }\r\n\r\n /**\r\n * Returns true if this submesh covers the entire parent mesh\r\n * @ignorenaming\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public get IsGlobal(): boolean {\r\n return this.verticesStart === 0 && this.verticesCount === this._mesh.getTotalVertices() && this.indexStart === 0 && this.indexCount === this._mesh.getTotalIndices();\r\n }\r\n\r\n /**\r\n * Returns the submesh BoundingInfo object\r\n * @returns current bounding info (or mesh's one if the submesh is global)\r\n */\r\n public getBoundingInfo(): BoundingInfo {\r\n if (this.IsGlobal) {\r\n return this._mesh.getBoundingInfo();\r\n }\r\n\r\n return this._boundingInfo;\r\n }\r\n\r\n /**\r\n * Sets the submesh BoundingInfo\r\n * @param boundingInfo defines the new bounding info to use\r\n * @returns the SubMesh\r\n */\r\n public setBoundingInfo(boundingInfo: BoundingInfo): SubMesh {\r\n this._boundingInfo = boundingInfo;\r\n return this;\r\n }\r\n\r\n /**\r\n * Returns the mesh of the current submesh\r\n * @returns the parent mesh\r\n */\r\n public getMesh(): AbstractMesh {\r\n return this._mesh;\r\n }\r\n\r\n /**\r\n * Returns the rendering mesh of the submesh\r\n * @returns the rendering mesh (could be different from parent mesh)\r\n */\r\n public getRenderingMesh(): Mesh {\r\n return this._renderingMesh;\r\n }\r\n\r\n /**\r\n * Returns the replacement mesh of the submesh\r\n * @returns the replacement mesh (could be different from parent mesh)\r\n */\r\n public getReplacementMesh(): Nullable<AbstractMesh> {\r\n return this._mesh._internalAbstractMeshDataInfo._actAsRegularMesh ? this._mesh : null;\r\n }\r\n\r\n /**\r\n * Returns the effective mesh of the submesh\r\n * @returns the effective mesh (could be different from parent mesh)\r\n */\r\n public getEffectiveMesh(): AbstractMesh {\r\n const replacementMesh = this._mesh._internalAbstractMeshDataInfo._actAsRegularMesh ? this._mesh : null;\r\n\r\n return replacementMesh ? replacementMesh : this._renderingMesh;\r\n }\r\n\r\n /**\r\n * Returns the submesh material\r\n * @param getDefaultMaterial Defines whether or not to get the default material if nothing has been defined.\r\n * @returns null or the current material\r\n */\r\n public getMaterial(getDefaultMaterial = true): Nullable<Material> {\r\n const rootMaterial = this._renderingMesh.getMaterialForRenderPass(this._engine.currentRenderPassId) ?? this._renderingMesh.material;\r\n\r\n if (!rootMaterial) {\r\n return getDefaultMaterial ? this._mesh.getScene().defaultMaterial : null;\r\n } else if (this._isMultiMaterial(rootMaterial)) {\r\n const effectiveMaterial = rootMaterial.getSubMaterial(this.materialIndex);\r\n\r\n if (this._currentMaterial !== effectiveMaterial) {\r\n this._currentMaterial = effectiveMaterial;\r\n this.resetDrawCache();\r\n }\r\n\r\n return effectiveMaterial;\r\n }\r\n\r\n return rootMaterial;\r\n }\r\n\r\n private _isMultiMaterial(material: Material): material is MultiMaterial {\r\n return (material as MultiMaterial).getSubMaterial !== undefined;\r\n }\r\n\r\n // Methods\r\n\r\n /**\r\n * Sets a new updated BoundingInfo object to the submesh\r\n * @param data defines an optional position array to use to determine the bounding info\r\n * @returns the SubMesh\r\n */\r\n public refreshBoundingInfo(data: Nullable<FloatArray> = null): SubMesh {\r\n this._lastColliderWorldVertices = null;\r\n\r\n if (this.IsGlobal || !this._renderingMesh || !this._renderingMesh.geometry) {\r\n return this;\r\n }\r\n\r\n if (!data) {\r\n data = this._renderingMesh.getVerticesData(VertexBuffer.PositionKind);\r\n }\r\n\r\n if (!data) {\r\n this._boundingInfo = this._mesh.getBoundingInfo();\r\n return this;\r\n }\r\n\r\n const indices = <IndicesArray>this._renderingMesh.getIndices();\r\n let extend: { minimum: Vector3; maximum: Vector3 };\r\n\r\n //is this the only submesh?\r\n if (this.indexStart === 0 && this.indexCount === indices.length) {\r\n const boundingInfo = this._renderingMesh.getBoundingInfo();\r\n\r\n //the rendering mesh's bounding info can be used, it is the standard submesh for all indices.\r\n extend = { minimum: boundingInfo.minimum.clone(), maximum: boundingInfo.maximum.clone() };\r\n } else {\r\n extend = extractMinAndMaxIndexed(data, indices, this.indexStart, this.indexCount, this._renderingMesh.geometry.boundingBias);\r\n }\r\n\r\n if (this._boundingInfo) {\r\n this._boundingInfo.reConstruct(extend.minimum, extend.maximum);\r\n } else {\r\n this._boundingInfo = new BoundingInfo(extend.minimum, extend.maximum);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * @param collider\r\n * @hidden\r\n */\r\n public _checkCollision(collider: Collider): boolean {\r\n const boundingInfo = this.getBoundingInfo();\r\n\r\n return boundingInfo._checkCollision(collider);\r\n }\r\n\r\n /**\r\n * Updates the submesh BoundingInfo\r\n * @param world defines the world matrix to use to update the bounding info\r\n * @returns the submesh\r\n */\r\n public updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh {\r\n let boundingInfo = this.getBoundingInfo();\r\n\r\n if (!boundingInfo) {\r\n this.refreshBoundingInfo();\r\n boundingInfo = this.getBoundingInfo();\r\n }\r\n if (boundingInfo) {\r\n (<BoundingInfo>boundingInfo).update(world);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * True is the submesh bounding box intersects the frustum defined by the passed array of planes.\r\n * @param frustumPlanes defines the frustum planes\r\n * @returns true if the submesh is intersecting with the frustum\r\n */\r\n public isInFrustum(frustumPlanes: Plane[]): boolean {\r\n const boundingInfo = this.getBoundingInfo();\r\n\r\n if (!boundingInfo) {\r\n return false;\r\n }\r\n return boundingInfo.isInFrustum(frustumPlanes, this._mesh.cullingStrategy);\r\n }\r\n\r\n /**\r\n * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes\r\n * @param frustumPlanes defines the frustum planes\r\n * @returns true if the submesh is inside the frustum\r\n */\r\n public isCompletelyInFrustum(frustumPlanes: Plane[]): boolean {\r\n const boundingInfo = this.getBoundingInfo();\r\n\r\n if (!boundingInfo) {\r\n return false;\r\n }\r\n return boundingInfo.isCompletelyInFrustum(frustumPlanes);\r\n }\r\n\r\n /**\r\n * Renders the submesh\r\n * @param enableAlphaMode defines if alpha needs to be used\r\n * @returns the submesh\r\n */\r\n public render(enableAlphaMode: boolean): SubMesh {\r\n this._renderingMesh.render(this, enableAlphaMode, this._mesh._internalAbstractMeshDataInfo._actAsRegularMesh ? this._mesh : undefined);\r\n return this;\r\n }\r\n\r\n /**\r\n * @param indices\r\n * @param engine\r\n * @hidden\r\n */\r\n public _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer {\r\n if (!this._linesIndexBuffer) {\r\n const linesIndices = [];\r\n\r\n for (let index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {\r\n linesIndices.push(indices[index], indices[index + 1], indices[index + 1], indices[index + 2], indices[index + 2], indices[index]);\r\n }\r\n\r\n this._linesIndexBuffer = engine.createIndexBuffer(linesIndices);\r\n this._linesIndexCount = linesIndices.length;\r\n }\r\n return this._linesIndexBuffer;\r\n }\r\n\r\n /**\r\n * Checks if the submesh intersects with a ray\r\n * @param ray defines the ray to test\r\n * @returns true is the passed ray intersects the submesh bounding box\r\n */\r\n public canIntersects(ray: Ray): boolean {\r\n const boundingInfo = this.getBoundingInfo();\r\n\r\n if (!boundingInfo) {\r\n return false;\r\n }\r\n return ray.intersectsBox(boundingInfo.boundingBox);\r\n }\r\n\r\n /**\r\n * Intersects current submesh with a ray\r\n * @param ray defines the ray to test\r\n * @param positions defines mesh's positions array\r\n * @param indices defines mesh's indices array\r\n * @param fastCheck defines if the first intersection will be used (and not the closest)\r\n * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected\r\n * @returns intersection info or null if no intersection\r\n */\r\n public intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo> {\r\n const material = this.getMaterial();\r\n if (!material) {\r\n return null;\r\n }\r\n let step = 3;\r\n let checkStopper = false;\r\n\r\n switch (material.fillMode) {\r\n case Constants.MATERIAL_PointListDrawMode:\r\n case Constants.MATERIAL_LineLoopDrawMode:\r\n case Constants.MATERIAL_LineStripDrawMode:\r\n case Constants.MATERIAL_TriangleFanDrawMode:\r\n return null;\r\n case Constants.MATERIAL_TriangleStripDrawMode:\r\n step = 1;\r\n checkStopper = true;\r\n break;\r\n default:\r\n break;\r\n }\r\n\r\n // LineMesh first as it's also a Mesh...\r\n if (material.fillMode === Constants.MATERIAL_LineListDrawMode) {\r\n // Check if mesh is unindexed\r\n if (!indices.length) {\r\n return this._intersectUnIndexedLines(ray, positions, indices, (this._mesh as any).intersectionThreshold, fastCheck);\r\n }\r\n return this._intersectLines(ray, positions, indices, (this._mesh as any).intersectionThreshold, fastCheck);\r\n } else {\r\n // Check if mesh is unindexed\r\n if (!indices.length && this._mesh._unIndexed) {\r\n return this._intersectUnIndexedTriangles(ray, positions, indices, fastCheck, trianglePredicate);\r\n }\r\n\r\n return this._intersectTriangles(ray, positions, indices, step, checkStopper, fastCheck, trianglePredicate);\r\n }\r\n }\r\n\r\n /**\r\n * @param ray\r\n * @param positions\r\n * @param indices\r\n * @param intersectionThreshold\r\n * @param fastCheck\r\n * @hidden\r\n */\r\n private _intersectLines(ray: Ray, positions: Vector3[], indices: IndicesArray, intersectionThreshold: number, fastCheck?: boolean): Nullable<IntersectionInfo> {\r\n let intersectInfo: Nullable<IntersectionInfo> = null;\r\n\r\n // Line test\r\n for (let index = this.indexStart; index < this.indexStart + this.indexCount; index += 2) {\r\n const p0 = positions[indices[index]];\r\n const p1 = positions[indices[index + 1]];\r\n\r\n const length = ray.intersectionSegment(p0, p1, intersectionThreshold);\r\n if (length < 0) {\r\n continue;\r\n }\r\n\r\n if (fastCheck || !intersectInfo || length < intersectInfo.distance) {\r\n intersectInfo = new IntersectionInfo(null, null, length);\r\n intersectInfo.faceId = index / 2;\r\n if (fastCheck) {\r\n break;\r\n }\r\n }\r\n }\r\n return intersectInfo;\r\n }\r\n\r\n /**\r\n * @param ray\r\n * @param positions\r\n * @param indices\r\n * @param intersectionThreshold\r\n * @param fastCheck\r\n * @hidden\r\n */\r\n private _intersectUnIndexedLines(ray: Ray, positions: Vector3[], indices: IndicesArray, intersectionThreshold: number, fastCheck?: boolean): Nullable<IntersectionInfo> {\r\n let intersectInfo: Nullable<IntersectionInfo> = null;\r\n\r\n // Line test\r\n for (let index = this.verticesStart; index < this.verticesStart + this.verticesCount; index += 2) {\r\n const p0 = positions[index];\r\n const p1 = positions[index + 1];\r\n\r\n const length = ray.intersectionSegment(p0, p1, intersectionThreshold);\r\n if (length < 0) {\r\n continue;\r\n }\r\n\r\n if (fastCheck || !intersectInfo || length < intersectInfo.distance) {\r\n intersectInfo = new IntersectionInfo(null, null, length);\r\n intersectInfo.faceId = index / 2;\r\n if (fastCheck) {\r\n break;\r\n }\r\n }\r\n }\r\n\r\n return intersectInfo;\r\n }\r\n\r\n /**\r\n * @param ray\r\n * @param positions\r\n * @param indices\r\n * @param step\r\n * @param checkStopper\r\n * @param fastCheck\r\n * @param trianglePredicate\r\n * @hidden\r\n */\r\n private _intersectTriangles(\r\n ray: Ray,\r\n positions: Vector3[],\r\n indices: IndicesArray,\r\n step: number,\r\n checkStopper: boolean,\r\n fastCheck?: boolean,\r\n trianglePredicate?: TrianglePickingPredicate\r\n ): Nullable<IntersectionInfo> {\r\n let intersectInfo: Nullable<IntersectionInfo> = null;\r\n\r\n // Triangles test\r\n let faceId = -1;\r\n for (let index = this.indexStart; index < this.indexStart + this.indexCount - (3 - step); index += step) {\r\n faceId++;\r\n const indexA = indices[index];\r\n const indexB = indices[index + 1];\r\n const indexC = indices[index + 2];\r\n\r\n if (checkStopper && indexC === 0xffffffff) {\r\n index += 2;\r\n continue;\r\n }\r\n\r\n const p0 = positions[indexA];\r\n const p1 = positions[indexB];\r\n const p2 = positions[indexC];\r\n\r\n // stay defensive and don't check against undefined positions.\r\n if (!p0 || !p1 || !p2) {\r\n continue;\r\n }\r\n\r\n if (trianglePredicate && !trianglePredicate(p0, p1, p2, ray)) {\r\n continue;\r\n }\r\n\r\n const currentIntersectInfo = ray.intersectsTriangle(p0, p1, p2);\r\n\r\n if (currentIntersectInfo) {\r\n if (currentIntersectInfo.distance < 0) {\r\n continue;\r\n }\r\n\r\n if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {\r\n intersectInfo = currentIntersectInfo;\r\n intersectInfo.faceId = faceId;\r\n\r\n if (fastCheck) {\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n return intersectInfo;\r\n }\r\n\r\n /**\r\n * @param ray\r\n * @param positions\r\n * @param indices\r\n * @param fastCheck\r\n * @param trianglePredicate\r\n * @hidden\r\n */\r\n private _intersectUnIndexedTriangles(\r\n ray: Ray,\r\n positions: Vector3[],\r\n indices: IndicesArray,\r\n fastCheck?: boolean,\r\n trianglePredicate?: TrianglePickingPredicate\r\n ): Nullable<IntersectionInfo> {\r\n let intersectInfo: Nullable<IntersectionInfo> = null;\r\n // Triangles test\r\n for (let index = this.verticesStart; index < this.verticesStart + this.verticesCount; index += 3) {\r\n const p0 = positions[index];\r\n const p1 = positions[index + 1];\r\n const p2 = positions[index + 2];\r\n\r\n if (trianglePredicate && !trianglePredicate(p0, p1, p2, ray)) {\r\n continue;\r\n }\r\n\r\n const currentIntersectInfo = ray.intersectsTriangle(p0, p1, p2);\r\n\r\n if (currentIntersectInfo) {\r\n if (currentIntersectInfo.distance < 0) {\r\n continue;\r\n }\r\n\r\n if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {\r\n intersectInfo = currentIntersectInfo;\r\n intersectInfo.faceId = index / 3;\r\n\r\n if (fastCheck) {\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n return intersectInfo;\r\n }\r\n\r\n /** @hidden */\r\n public _rebuild(): void {\r\n if (this._linesIndexBuffer) {\r\n this._linesIndexBuffer = null;\r\n }\r\n }\r\n\r\n // Clone\r\n /**\r\n * Creates a new submesh from the passed mesh\r\n * @param newMesh defines the new hosting mesh\r\n * @param newRenderingMesh defines an optional rendering mesh\r\n * @returns the new submesh\r\n */\r\n public clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh {\r\n const result = new SubMesh(this.materialIndex, this.verticesStart, this.verticesCount, this.indexStart, this.indexCount, newMesh, newRenderingMesh, false);\r\n\r\n if (!this.IsGlobal) {\r\n const boundingInfo = this.getBoundingInfo();\r\n\r\n if (!boundingInfo) {\r\n return result;\r\n }\r\n\r\n result._boundingInfo = new BoundingInfo(boundingInfo.minimum, boundingInfo.maximum);\r\n }\r\n\r\n return result;\r\n }\r\n\r\n // Dispose\r\n\r\n /**\r\n * Release associated resources\r\n */\r\n public dispose(): void {\r\n if (this._linesIndexBuffer) {\r\n this._mesh.getScene().getEngine()._releaseBuffer(this._linesIndexBuffer);\r\n this._linesIndexBuffer = null;\r\n }\r\n\r\n // Remove from mesh\r\n const index = this._mesh.subMeshes.indexOf(this);\r\n this._mesh.subMeshes.splice(index, 1);\r\n\r\n this.resetDrawCache();\r\n }\r\n\r\n /**\r\n * Gets the class name\r\n * @returns the string \"SubMesh\".\r\n */\r\n public getClassName(): string {\r\n return \"SubMesh\";\r\n }\r\n\r\n // Statics\r\n /**\r\n * Creates a new submesh from indices data\r\n * @param materialIndex the index of the main mesh material\r\n * @param startIndex the index where to start the copy in the mesh indices array\r\n * @param indexCount the number of indices to copy then from the startIndex\r\n * @param mesh the main mesh to create the submesh from\r\n * @param renderingMesh the optional rendering mesh\r\n * @param createBoundingBox defines if bounding box should be created for this submesh\r\n * @returns a new submesh\r\n */\r\n public static CreateFromIndices(\r\n materialIndex: number,\r\n startIndex: number,\r\n indexCount: number,\r\n mesh: AbstractMesh,\r\n renderingMesh?: Mesh,\r\n createBoundingBox: boolean = true\r\n ): SubMesh {\r\n let minVertexIndex = Number.MAX_VALUE;\r\n let maxVertexIndex = -Number.MAX_VALUE;\r\n\r\n const whatWillRender = renderingMesh || mesh;\r\n const indices = whatWillRender!.getIndices()!;\r\n\r\n for (let index = startIndex; index < startIndex + indexCount; index++) {\r\n const vertexIndex = indices[index];\r\n\r\n if (vertexIndex < minVertexIndex) {\r\n minVertexIndex = vertexIndex;\r\n }\r\n if (vertexIndex > maxVertexIndex) {\r\n maxVertexIndex = vertexIndex;\r\n }\r\n }\r\n\r\n return new SubMesh(materialIndex, minVertexIndex, maxVertexIndex - minVertexIndex + 1, startIndex, indexCount, mesh, renderingMesh, createBoundingBox);\r\n }\r\n}\r\n"]}
1
+ 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type { Nullable, IndicesArray, DeepImmutable, FloatArray } from \"../types\";\r\nimport type { Matrix, Vector3 } from \"../Maths/math.vector\";\r\nimport type { Engine } from \"../Engines/engine\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { IntersectionInfo } from \"../Collisions/intersectionInfo\";\r\nimport type { ICullable } from \"../Culling/boundingInfo\";\r\nimport { BoundingInfo } from \"../Culling/boundingInfo\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { extractMinAndMaxIndexed } from \"../Maths/math.functions\";\r\nimport type { Plane } from \"../Maths/math.plane\";\r\nimport { DrawWrapper } from \"../Materials/drawWrapper\";\r\nimport type { IMaterialContext } from \"../Engines/IMaterialContext\";\r\n\r\ndeclare type Collider = import(\"../Collisions/collider\").Collider;\r\ndeclare type Material = import(\"../Materials/material\").Material;\r\ndeclare type MaterialDefines = import(\"../Materials/materialDefines\").MaterialDefines;\r\ndeclare type MultiMaterial = import(\"../Materials/multiMaterial\").MultiMaterial;\r\ndeclare type AbstractMesh = import(\"./abstractMesh\").AbstractMesh;\r\ndeclare type Mesh = import(\"./mesh\").Mesh;\r\ndeclare type Ray = import(\"../Culling/ray\").Ray;\r\ndeclare type TrianglePickingPredicate = import(\"../Culling/ray\").TrianglePickingPredicate;\r\n\r\n/**\r\n * Defines a subdivision inside a mesh\r\n */\r\nexport class SubMesh implements ICullable {\r\n private _engine: Engine;\r\n /** @internal */\r\n public _drawWrappers: Array<DrawWrapper>; // index in this array = pass id\r\n private _mainDrawWrapperOverride: Nullable<DrawWrapper> = null;\r\n\r\n /**\r\n * Gets material defines used by the effect associated to the sub mesh\r\n */\r\n public get materialDefines(): Nullable<MaterialDefines> {\r\n return this._mainDrawWrapperOverride ? (this._mainDrawWrapperOverride.defines as MaterialDefines) : (this._getDrawWrapper()?.defines as Nullable<MaterialDefines>);\r\n }\r\n\r\n /**\r\n * Sets material defines used by the effect associated to the sub mesh\r\n */\r\n public set materialDefines(defines: Nullable<MaterialDefines>) {\r\n const drawWrapper = this._mainDrawWrapperOverride ?? this._getDrawWrapper(undefined, true)!;\r\n drawWrapper.defines = defines;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getDrawWrapper(passId?: number, createIfNotExisting = false): DrawWrapper | undefined {\r\n passId = passId ?? this._engine.currentRenderPassId;\r\n let drawWrapper = this._drawWrappers[passId];\r\n if (!drawWrapper && createIfNotExisting) {\r\n this._drawWrappers[passId] = drawWrapper = new DrawWrapper(this._mesh.getScene().getEngine());\r\n }\r\n return drawWrapper;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _removeDrawWrapper(passId: number, disposeWrapper = true) {\r\n if (disposeWrapper) {\r\n this._drawWrappers[passId]?.dispose();\r\n }\r\n this._drawWrappers[passId] = undefined as any;\r\n }\r\n\r\n /**\r\n * Gets associated (main) effect (possibly the effect override if defined)\r\n */\r\n public get effect(): Nullable<Effect> {\r\n return this._mainDrawWrapperOverride ? this._mainDrawWrapperOverride.effect : this._getDrawWrapper()?.effect ?? null;\r\n }\r\n\r\n /** @internal */\r\n public get _drawWrapper(): DrawWrapper {\r\n return this._mainDrawWrapperOverride ?? this._getDrawWrapper(undefined, true)!;\r\n }\r\n\r\n /** @internal */\r\n public get _drawWrapperOverride(): Nullable<DrawWrapper> {\r\n return this._mainDrawWrapperOverride;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _setMainDrawWrapperOverride(wrapper: Nullable<DrawWrapper>): void {\r\n this._mainDrawWrapperOverride = wrapper;\r\n }\r\n\r\n /**\r\n * Sets associated effect (effect used to render this submesh)\r\n * @param effect defines the effect to associate with\r\n * @param defines defines the set of defines used to compile this effect\r\n * @param materialContext material context associated to the effect\r\n * @param resetContext true to reset the draw context\r\n */\r\n public setEffect(effect: Nullable<Effect>, defines: Nullable<string | MaterialDefines> = null, materialContext?: IMaterialContext, resetContext = true) {\r\n const drawWrapper = this._drawWrapper;\r\n drawWrapper.setEffect(effect, defines, resetContext);\r\n if (materialContext !== undefined) {\r\n drawWrapper.materialContext = materialContext;\r\n }\r\n if (!effect) {\r\n drawWrapper.defines = null;\r\n drawWrapper.materialContext = undefined;\r\n }\r\n }\r\n\r\n /**\r\n * Resets the draw wrappers cache\r\n * @param passId If provided, releases only the draw wrapper corresponding to this render pass id\r\n */\r\n public resetDrawCache(passId?: number): void {\r\n if (this._drawWrappers) {\r\n if (passId !== undefined) {\r\n this._removeDrawWrapper(passId);\r\n return;\r\n } else {\r\n for (const drawWrapper of this._drawWrappers) {\r\n drawWrapper?.dispose();\r\n }\r\n }\r\n }\r\n this._drawWrappers = [];\r\n }\r\n\r\n /** @internal */\r\n public _linesIndexCount: number = 0;\r\n private _mesh: AbstractMesh;\r\n private _renderingMesh: Mesh;\r\n private _boundingInfo: BoundingInfo;\r\n private _linesIndexBuffer: Nullable<DataBuffer> = null;\r\n /** @internal */\r\n public _lastColliderWorldVertices: Nullable<Vector3[]> = null;\r\n /** @internal */\r\n public _trianglePlanes: Plane[];\r\n /** @internal */\r\n public _lastColliderTransformMatrix: Nullable<Matrix> = null;\r\n /** @internal */\r\n public _wasDispatched = false;\r\n\r\n /** @internal */\r\n public _renderId = 0;\r\n /** @internal */\r\n public _alphaIndex: number = 0;\r\n /** @internal */\r\n public _distanceToCamera: number = 0;\r\n /** @internal */\r\n public _id: number;\r\n\r\n private _currentMaterial: Nullable<Material> = null;\r\n\r\n /**\r\n * Add a new submesh to a mesh\r\n * @param materialIndex defines the material index to use\r\n * @param verticesStart defines vertex index start\r\n * @param verticesCount defines vertices count\r\n * @param indexStart defines index start\r\n * @param indexCount defines indices count\r\n * @param mesh defines the parent mesh\r\n * @param renderingMesh defines an optional rendering mesh\r\n * @param createBoundingBox defines if bounding box should be created for this submesh\r\n * @returns the new submesh\r\n */\r\n public static AddToMesh(\r\n materialIndex: number,\r\n verticesStart: number,\r\n verticesCount: number,\r\n indexStart: number,\r\n indexCount: number,\r\n mesh: AbstractMesh,\r\n renderingMesh?: Mesh,\r\n createBoundingBox: boolean = true\r\n ): SubMesh {\r\n return new SubMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh, renderingMesh, createBoundingBox);\r\n }\r\n\r\n /**\r\n * Creates a new submesh\r\n * @param materialIndex defines the material index to use\r\n * @param verticesStart defines vertex index start\r\n * @param verticesCount defines vertices count\r\n * @param indexStart defines index start\r\n * @param indexCount defines indices count\r\n * @param mesh defines the parent mesh\r\n * @param renderingMesh defines an optional rendering mesh\r\n * @param createBoundingBox defines if bounding box should be created for this submesh\r\n * @param addToMesh defines a boolean indicating that the submesh must be added to the mesh.subMeshes array (true by default)\r\n */\r\n constructor(\r\n /** the material index to use */\r\n public materialIndex: number,\r\n /** vertex index start */\r\n public verticesStart: number,\r\n /** vertices count */\r\n public verticesCount: number,\r\n /** index start */\r\n public indexStart: number,\r\n /** indices count */\r\n public indexCount: number,\r\n mesh: AbstractMesh,\r\n renderingMesh?: Mesh,\r\n createBoundingBox: boolean = true,\r\n addToMesh = true\r\n ) {\r\n this._mesh = mesh;\r\n this._renderingMesh = renderingMesh || <Mesh>mesh;\r\n if (addToMesh) {\r\n mesh.subMeshes.push(this);\r\n }\r\n\r\n this._engine = this._mesh.getScene().getEngine();\r\n this.resetDrawCache();\r\n this._trianglePlanes = [];\r\n\r\n this._id = mesh.subMeshes.length - 1;\r\n\r\n if (createBoundingBox) {\r\n this.refreshBoundingInfo();\r\n mesh.computeWorldMatrix(true);\r\n }\r\n }\r\n\r\n /**\r\n * Returns true if this submesh covers the entire parent mesh\r\n * @ignorenaming\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public get IsGlobal(): boolean {\r\n return this.verticesStart === 0 && this.verticesCount === this._mesh.getTotalVertices() && this.indexStart === 0 && this.indexCount === this._mesh.getTotalIndices();\r\n }\r\n\r\n /**\r\n * Returns the submesh BoundingInfo object\r\n * @returns current bounding info (or mesh's one if the submesh is global)\r\n */\r\n public getBoundingInfo(): BoundingInfo {\r\n if (this.IsGlobal) {\r\n return this._mesh.getBoundingInfo();\r\n }\r\n\r\n return this._boundingInfo;\r\n }\r\n\r\n /**\r\n * Sets the submesh BoundingInfo\r\n * @param boundingInfo defines the new bounding info to use\r\n * @returns the SubMesh\r\n */\r\n public setBoundingInfo(boundingInfo: BoundingInfo): SubMesh {\r\n this._boundingInfo = boundingInfo;\r\n return this;\r\n }\r\n\r\n /**\r\n * Returns the mesh of the current submesh\r\n * @returns the parent mesh\r\n */\r\n public getMesh(): AbstractMesh {\r\n return this._mesh;\r\n }\r\n\r\n /**\r\n * Returns the rendering mesh of the submesh\r\n * @returns the rendering mesh (could be different from parent mesh)\r\n */\r\n public getRenderingMesh(): Mesh {\r\n return this._renderingMesh;\r\n }\r\n\r\n /**\r\n * Returns the replacement mesh of the submesh\r\n * @returns the replacement mesh (could be different from parent mesh)\r\n */\r\n public getReplacementMesh(): Nullable<AbstractMesh> {\r\n return this._mesh._internalAbstractMeshDataInfo._actAsRegularMesh ? this._mesh : null;\r\n }\r\n\r\n /**\r\n * Returns the effective mesh of the submesh\r\n * @returns the effective mesh (could be different from parent mesh)\r\n */\r\n public getEffectiveMesh(): AbstractMesh {\r\n const replacementMesh = this._mesh._internalAbstractMeshDataInfo._actAsRegularMesh ? this._mesh : null;\r\n\r\n return replacementMesh ? replacementMesh : this._renderingMesh;\r\n }\r\n\r\n /**\r\n * Returns the submesh material\r\n * @param getDefaultMaterial Defines whether or not to get the default material if nothing has been defined.\r\n * @returns null or the current material\r\n */\r\n public getMaterial(getDefaultMaterial = true): Nullable<Material> {\r\n const rootMaterial = this._renderingMesh.getMaterialForRenderPass(this._engine.currentRenderPassId) ?? this._renderingMesh.material;\r\n\r\n if (!rootMaterial) {\r\n return getDefaultMaterial ? this._mesh.getScene().defaultMaterial : null;\r\n } else if (this._isMultiMaterial(rootMaterial)) {\r\n const effectiveMaterial = rootMaterial.getSubMaterial(this.materialIndex);\r\n\r\n if (this._currentMaterial !== effectiveMaterial) {\r\n this._currentMaterial = effectiveMaterial;\r\n this.resetDrawCache();\r\n }\r\n\r\n return effectiveMaterial;\r\n }\r\n\r\n return rootMaterial;\r\n }\r\n\r\n private _isMultiMaterial(material: Material): material is MultiMaterial {\r\n return (material as MultiMaterial).getSubMaterial !== undefined;\r\n }\r\n\r\n // Methods\r\n\r\n /**\r\n * Sets a new updated BoundingInfo object to the submesh\r\n * @param data defines an optional position array to use to determine the bounding info\r\n * @returns the SubMesh\r\n */\r\n public refreshBoundingInfo(data: Nullable<FloatArray> = null): SubMesh {\r\n this._lastColliderWorldVertices = null;\r\n\r\n if (this.IsGlobal || !this._renderingMesh || !this._renderingMesh.geometry) {\r\n return this;\r\n }\r\n\r\n if (!data) {\r\n data = this._renderingMesh.getVerticesData(VertexBuffer.PositionKind);\r\n }\r\n\r\n if (!data) {\r\n this._boundingInfo = this._mesh.getBoundingInfo();\r\n return this;\r\n }\r\n\r\n const indices = <IndicesArray>this._renderingMesh.getIndices();\r\n let extend: { minimum: Vector3; maximum: Vector3 };\r\n\r\n //is this the only submesh?\r\n if (this.indexStart === 0 && this.indexCount === indices.length) {\r\n const boundingInfo = this._renderingMesh.getBoundingInfo();\r\n\r\n //the rendering mesh's bounding info can be used, it is the standard submesh for all indices.\r\n extend = { minimum: boundingInfo.minimum.clone(), maximum: boundingInfo.maximum.clone() };\r\n } else {\r\n extend = extractMinAndMaxIndexed(data, indices, this.indexStart, this.indexCount, this._renderingMesh.geometry.boundingBias);\r\n }\r\n\r\n if (this._boundingInfo) {\r\n this._boundingInfo.reConstruct(extend.minimum, extend.maximum);\r\n } else {\r\n this._boundingInfo = new BoundingInfo(extend.minimum, extend.maximum);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _checkCollision(collider: Collider): boolean {\r\n const boundingInfo = this.getBoundingInfo();\r\n\r\n return boundingInfo._checkCollision(collider);\r\n }\r\n\r\n /**\r\n * Updates the submesh BoundingInfo\r\n * @param world defines the world matrix to use to update the bounding info\r\n * @returns the submesh\r\n */\r\n public updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh {\r\n let boundingInfo = this.getBoundingInfo();\r\n\r\n if (!boundingInfo) {\r\n this.refreshBoundingInfo();\r\n boundingInfo = this.getBoundingInfo();\r\n }\r\n if (boundingInfo) {\r\n (<BoundingInfo>boundingInfo).update(world);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * True is the submesh bounding box intersects the frustum defined by the passed array of planes.\r\n * @param frustumPlanes defines the frustum planes\r\n * @returns true if the submesh is intersecting with the frustum\r\n */\r\n public isInFrustum(frustumPlanes: Plane[]): boolean {\r\n const boundingInfo = this.getBoundingInfo();\r\n\r\n if (!boundingInfo) {\r\n return false;\r\n }\r\n return boundingInfo.isInFrustum(frustumPlanes, this._mesh.cullingStrategy);\r\n }\r\n\r\n /**\r\n * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes\r\n * @param frustumPlanes defines the frustum planes\r\n * @returns true if the submesh is inside the frustum\r\n */\r\n public isCompletelyInFrustum(frustumPlanes: Plane[]): boolean {\r\n const boundingInfo = this.getBoundingInfo();\r\n\r\n if (!boundingInfo) {\r\n return false;\r\n }\r\n return boundingInfo.isCompletelyInFrustum(frustumPlanes);\r\n }\r\n\r\n /**\r\n * Renders the submesh\r\n * @param enableAlphaMode defines if alpha needs to be used\r\n * @returns the submesh\r\n */\r\n public render(enableAlphaMode: boolean): SubMesh {\r\n this._renderingMesh.render(this, enableAlphaMode, this._mesh._internalAbstractMeshDataInfo._actAsRegularMesh ? this._mesh : undefined);\r\n return this;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer {\r\n if (!this._linesIndexBuffer) {\r\n const linesIndices = [];\r\n\r\n for (let index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {\r\n linesIndices.push(indices[index], indices[index + 1], indices[index + 1], indices[index + 2], indices[index + 2], indices[index]);\r\n }\r\n\r\n this._linesIndexBuffer = engine.createIndexBuffer(linesIndices);\r\n this._linesIndexCount = linesIndices.length;\r\n }\r\n return this._linesIndexBuffer;\r\n }\r\n\r\n /**\r\n * Checks if the submesh intersects with a ray\r\n * @param ray defines the ray to test\r\n * @returns true is the passed ray intersects the submesh bounding box\r\n */\r\n public canIntersects(ray: Ray): boolean {\r\n const boundingInfo = this.getBoundingInfo();\r\n\r\n if (!boundingInfo) {\r\n return false;\r\n }\r\n return ray.intersectsBox(boundingInfo.boundingBox);\r\n }\r\n\r\n /**\r\n * Intersects current submesh with a ray\r\n * @param ray defines the ray to test\r\n * @param positions defines mesh's positions array\r\n * @param indices defines mesh's indices array\r\n * @param fastCheck defines if the first intersection will be used (and not the closest)\r\n * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected\r\n * @returns intersection info or null if no intersection\r\n */\r\n public intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo> {\r\n const material = this.getMaterial();\r\n if (!material) {\r\n return null;\r\n }\r\n let step = 3;\r\n let checkStopper = false;\r\n\r\n switch (material.fillMode) {\r\n case Constants.MATERIAL_PointListDrawMode:\r\n case Constants.MATERIAL_LineLoopDrawMode:\r\n case Constants.MATERIAL_LineStripDrawMode:\r\n case Constants.MATERIAL_TriangleFanDrawMode:\r\n return null;\r\n case Constants.MATERIAL_TriangleStripDrawMode:\r\n step = 1;\r\n checkStopper = true;\r\n break;\r\n default:\r\n break;\r\n }\r\n\r\n // LineMesh first as it's also a Mesh...\r\n if (material.fillMode === Constants.MATERIAL_LineListDrawMode) {\r\n // Check if mesh is unindexed\r\n if (!indices.length) {\r\n return this._intersectUnIndexedLines(ray, positions, indices, (this._mesh as any).intersectionThreshold, fastCheck);\r\n }\r\n return this._intersectLines(ray, positions, indices, (this._mesh as any).intersectionThreshold, fastCheck);\r\n } else {\r\n // Check if mesh is unindexed\r\n if (!indices.length && this._mesh._unIndexed) {\r\n return this._intersectUnIndexedTriangles(ray, positions, indices, fastCheck, trianglePredicate);\r\n }\r\n\r\n return this._intersectTriangles(ray, positions, indices, step, checkStopper, fastCheck, trianglePredicate);\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n private _intersectLines(ray: Ray, positions: Vector3[], indices: IndicesArray, intersectionThreshold: number, fastCheck?: boolean): Nullable<IntersectionInfo> {\r\n let intersectInfo: Nullable<IntersectionInfo> = null;\r\n\r\n // Line test\r\n for (let index = this.indexStart; index < this.indexStart + this.indexCount; index += 2) {\r\n const p0 = positions[indices[index]];\r\n const p1 = positions[indices[index + 1]];\r\n\r\n const length = ray.intersectionSegment(p0, p1, intersectionThreshold);\r\n if (length < 0) {\r\n continue;\r\n }\r\n\r\n if (fastCheck || !intersectInfo || length < intersectInfo.distance) {\r\n intersectInfo = new IntersectionInfo(null, null, length);\r\n intersectInfo.faceId = index / 2;\r\n if (fastCheck) {\r\n break;\r\n }\r\n }\r\n }\r\n return intersectInfo;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n private _intersectUnIndexedLines(ray: Ray, positions: Vector3[], indices: IndicesArray, intersectionThreshold: number, fastCheck?: boolean): Nullable<IntersectionInfo> {\r\n let intersectInfo: Nullable<IntersectionInfo> = null;\r\n\r\n // Line test\r\n for (let index = this.verticesStart; index < this.verticesStart + this.verticesCount; index += 2) {\r\n const p0 = positions[index];\r\n const p1 = positions[index + 1];\r\n\r\n const length = ray.intersectionSegment(p0, p1, intersectionThreshold);\r\n if (length < 0) {\r\n continue;\r\n }\r\n\r\n if (fastCheck || !intersectInfo || length < intersectInfo.distance) {\r\n intersectInfo = new IntersectionInfo(null, null, length);\r\n intersectInfo.faceId = index / 2;\r\n if (fastCheck) {\r\n break;\r\n }\r\n }\r\n }\r\n\r\n return intersectInfo;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n private _intersectTriangles(\r\n ray: Ray,\r\n positions: Vector3[],\r\n indices: IndicesArray,\r\n step: number,\r\n checkStopper: boolean,\r\n fastCheck?: boolean,\r\n trianglePredicate?: TrianglePickingPredicate\r\n ): Nullable<IntersectionInfo> {\r\n let intersectInfo: Nullable<IntersectionInfo> = null;\r\n\r\n // Triangles test\r\n let faceId = -1;\r\n for (let index = this.indexStart; index < this.indexStart + this.indexCount - (3 - step); index += step) {\r\n faceId++;\r\n const indexA = indices[index];\r\n const indexB = indices[index + 1];\r\n const indexC = indices[index + 2];\r\n\r\n if (checkStopper && indexC === 0xffffffff) {\r\n index += 2;\r\n continue;\r\n }\r\n\r\n const p0 = positions[indexA];\r\n const p1 = positions[indexB];\r\n const p2 = positions[indexC];\r\n\r\n // stay defensive and don't check against undefined positions.\r\n if (!p0 || !p1 || !p2) {\r\n continue;\r\n }\r\n\r\n if (trianglePredicate && !trianglePredicate(p0, p1, p2, ray)) {\r\n continue;\r\n }\r\n\r\n const currentIntersectInfo = ray.intersectsTriangle(p0, p1, p2);\r\n\r\n if (currentIntersectInfo) {\r\n if (currentIntersectInfo.distance < 0) {\r\n continue;\r\n }\r\n\r\n if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {\r\n intersectInfo = currentIntersectInfo;\r\n intersectInfo.faceId = faceId;\r\n\r\n if (fastCheck) {\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n return intersectInfo;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n private _intersectUnIndexedTriangles(\r\n ray: Ray,\r\n positions: Vector3[],\r\n indices: IndicesArray,\r\n fastCheck?: boolean,\r\n trianglePredicate?: TrianglePickingPredicate\r\n ): Nullable<IntersectionInfo> {\r\n let intersectInfo: Nullable<IntersectionInfo> = null;\r\n // Triangles test\r\n for (let index = this.verticesStart; index < this.verticesStart + this.verticesCount; index += 3) {\r\n const p0 = positions[index];\r\n const p1 = positions[index + 1];\r\n const p2 = positions[index + 2];\r\n\r\n if (trianglePredicate && !trianglePredicate(p0, p1, p2, ray)) {\r\n continue;\r\n }\r\n\r\n const currentIntersectInfo = ray.intersectsTriangle(p0, p1, p2);\r\n\r\n if (currentIntersectInfo) {\r\n if (currentIntersectInfo.distance < 0) {\r\n continue;\r\n }\r\n\r\n if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {\r\n intersectInfo = currentIntersectInfo;\r\n intersectInfo.faceId = index / 3;\r\n\r\n if (fastCheck) {\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n return intersectInfo;\r\n }\r\n\r\n /** @internal */\r\n public _rebuild(): void {\r\n if (this._linesIndexBuffer) {\r\n this._linesIndexBuffer = null;\r\n }\r\n }\r\n\r\n // Clone\r\n /**\r\n * Creates a new submesh from the passed mesh\r\n * @param newMesh defines the new hosting mesh\r\n * @param newRenderingMesh defines an optional rendering mesh\r\n * @returns the new submesh\r\n */\r\n public clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh {\r\n const result = new SubMesh(this.materialIndex, this.verticesStart, this.verticesCount, this.indexStart, this.indexCount, newMesh, newRenderingMesh, false);\r\n\r\n if (!this.IsGlobal) {\r\n const boundingInfo = this.getBoundingInfo();\r\n\r\n if (!boundingInfo) {\r\n return result;\r\n }\r\n\r\n result._boundingInfo = new BoundingInfo(boundingInfo.minimum, boundingInfo.maximum);\r\n }\r\n\r\n return result;\r\n }\r\n\r\n // Dispose\r\n\r\n /**\r\n * Release associated resources\r\n */\r\n public dispose(): void {\r\n if (this._linesIndexBuffer) {\r\n this._mesh.getScene().getEngine()._releaseBuffer(this._linesIndexBuffer);\r\n this._linesIndexBuffer = null;\r\n }\r\n\r\n // Remove from mesh\r\n const index = this._mesh.subMeshes.indexOf(this);\r\n this._mesh.subMeshes.splice(index, 1);\r\n\r\n this.resetDrawCache();\r\n }\r\n\r\n /**\r\n * Gets the class name\r\n * @returns the string \"SubMesh\".\r\n */\r\n public getClassName(): string {\r\n return \"SubMesh\";\r\n }\r\n\r\n // Statics\r\n /**\r\n * Creates a new submesh from indices data\r\n * @param materialIndex the index of the main mesh material\r\n * @param startIndex the index where to start the copy in the mesh indices array\r\n * @param indexCount the number of indices to copy then from the startIndex\r\n * @param mesh the main mesh to create the submesh from\r\n * @param renderingMesh the optional rendering mesh\r\n * @param createBoundingBox defines if bounding box should be created for this submesh\r\n * @returns a new submesh\r\n */\r\n public static CreateFromIndices(\r\n materialIndex: number,\r\n startIndex: number,\r\n indexCount: number,\r\n mesh: AbstractMesh,\r\n renderingMesh?: Mesh,\r\n createBoundingBox: boolean = true\r\n ): SubMesh {\r\n let minVertexIndex = Number.MAX_VALUE;\r\n let maxVertexIndex = -Number.MAX_VALUE;\r\n\r\n const whatWillRender = renderingMesh || mesh;\r\n const indices = whatWillRender!.getIndices()!;\r\n\r\n for (let index = startIndex; index < startIndex + indexCount; index++) {\r\n const vertexIndex = indices[index];\r\n\r\n if (vertexIndex < minVertexIndex) {\r\n minVertexIndex = vertexIndex;\r\n }\r\n if (vertexIndex > maxVertexIndex) {\r\n maxVertexIndex = vertexIndex;\r\n }\r\n }\r\n\r\n return new SubMesh(materialIndex, minVertexIndex, maxVertexIndex - minVertexIndex + 1, startIndex, indexCount, mesh, renderingMesh, createBoundingBox);\r\n }\r\n}\r\n"]}
@@ -2,9 +2,9 @@ import { Vector3 } from "../Maths/math.vector";
2
2
  import type { IndicesArray } from "../types";
3
3
  declare module "./subMesh" {
4
4
  interface SubMesh {
5
- /** @hidden */
5
+ /** @internal */
6
6
  _projectOnTrianglesToRef(vector: Vector3, positions: Vector3[], indices: IndicesArray, step: number, checkStopper: boolean, ref: Vector3): number;
7
- /** @hidden */
7
+ /** @internal */
8
8
  _projectOnUnIndexedTrianglesToRef(vector: Vector3, positions: Vector3[], indices: IndicesArray, ref: Vector3): number;
9
9
  /**
10
10
  * Projects a point on this submesh and stores the result in "ref"
@@ -2,13 +2,7 @@
2
2
  import { TmpVectors, Vector3 } from "../Maths/math.vector.js";
3
3
  import { SubMesh } from "./subMesh.js";
4
4
  /**
5
- * @param vector
6
- * @param positions
7
- * @param indices
8
- * @param step
9
- * @param checkStopper
10
- * @param ref
11
- * @hidden
5
+ * @internal
12
6
  */
13
7
  SubMesh.prototype._projectOnTrianglesToRef = function (vector, positions, indices, step, checkStopper, ref) {
14
8
  // Triangles test
@@ -40,11 +34,7 @@ SubMesh.prototype._projectOnTrianglesToRef = function (vector, positions, indice
40
34
  return distance;
41
35
  };
42
36
  /**
43
- * @param vector
44
- * @param positions
45
- * @param indices
46
- * @param ref
47
- * @hidden
37
+ * @internal
48
38
  */
49
39
  SubMesh.prototype._projectOnUnIndexedTrianglesToRef = function (vector, positions, indices, ref) {
50
40
  // Triangles test