@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
@@ -1 +1 @@
1
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index < this.indexStart + this.indexCount - (3 - step); index += step) {\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 const tmpDist = Vector3.ProjectOnTriangleToRef(vector, p0, p1, p2, tmp);\r\n if (tmpDist < distance) {\r\n proj.copyFrom(tmp);\r\n distance = tmpDist;\r\n }\r\n }\r\n\r\n ref.copyFrom(proj);\r\n\r\n return distance;\r\n};\r\n\r\n/**\r\n * @param vector\r\n * @param positions\r\n * @param indices\r\n * @param ref\r\n * @hidden\r\n */\r\nSubMesh.prototype._projectOnUnIndexedTrianglesToRef = function (vector: Vector3, positions: Vector3[], indices: IndicesArray, ref: Vector3): number {\r\n // Triangles test\r\n const proj = TmpVectors.Vector3[0];\r\n const tmp = TmpVectors.Vector3[1];\r\n let distance = +Infinity;\r\n\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 const tmpDist = Vector3.ProjectOnTriangleToRef(vector, p0, p1, p2, tmp);\r\n if (tmpDist < distance) {\r\n proj.copyFrom(tmp);\r\n distance = tmpDist;\r\n }\r\n }\r\n\r\n ref.copyFrom(proj);\r\n\r\n return distance;\r\n};\r\n\r\nSubMesh.prototype.projectToRef = function (vector: Vector3, positions: Vector3[], indices: IndicesArray, ref: Vector3): number {\r\n const material = this.getMaterial();\r\n if (!material) {\r\n return -1;\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 -1;\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 return -1;\r\n } else {\r\n // Check if mesh is unindexed\r\n if (!indices.length && (this as any)._mesh._unIndexed) {\r\n return this._projectOnUnIndexedTrianglesToRef(vector, positions, indices, ref);\r\n }\r\n\r\n return this._projectOnTrianglesToRef(vector, positions, indices, step, checkStopper, ref);\r\n }\r\n};\r\n"]}
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index < this.indexStart + this.indexCount - (3 - step); index += step) {\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 const tmpDist = Vector3.ProjectOnTriangleToRef(vector, p0, p1, p2, tmp);\r\n if (tmpDist < distance) {\r\n proj.copyFrom(tmp);\r\n distance = tmpDist;\r\n }\r\n }\r\n\r\n ref.copyFrom(proj);\r\n\r\n return distance;\r\n};\r\n\r\n/**\r\n * @internal\r\n */\r\nSubMesh.prototype._projectOnUnIndexedTrianglesToRef = function (vector: Vector3, positions: Vector3[], indices: IndicesArray, ref: Vector3): number {\r\n // Triangles test\r\n const proj = TmpVectors.Vector3[0];\r\n const tmp = TmpVectors.Vector3[1];\r\n let distance = +Infinity;\r\n\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 const tmpDist = Vector3.ProjectOnTriangleToRef(vector, p0, p1, p2, tmp);\r\n if (tmpDist < distance) {\r\n proj.copyFrom(tmp);\r\n distance = tmpDist;\r\n }\r\n }\r\n\r\n ref.copyFrom(proj);\r\n\r\n return distance;\r\n};\r\n\r\nSubMesh.prototype.projectToRef = function (vector: Vector3, positions: Vector3[], indices: IndicesArray, ref: Vector3): number {\r\n const material = this.getMaterial();\r\n if (!material) {\r\n return -1;\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 -1;\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 return -1;\r\n } else {\r\n // Check if mesh is unindexed\r\n if (!indices.length && (this as any)._mesh._unIndexed) {\r\n return this._projectOnUnIndexedTrianglesToRef(vector, positions, indices, ref);\r\n }\r\n\r\n return this._projectOnTrianglesToRef(vector, positions, indices, step, checkStopper, ref);\r\n }\r\n};\r\n"]}
@@ -78,13 +78,13 @@ declare module "./mesh" {
78
78
  * @param applyMorph defines whether to apply the morph target before computing the bounding info
79
79
  */
80
80
  thinInstanceRefreshBoundingInfo(forceRefreshParentInfo?: boolean, applySkeleton?: boolean, applyMorph?: boolean): void;
81
- /** @hidden */
81
+ /** @internal */
82
82
  _thinInstanceInitializeUserStorage(): void;
83
- /** @hidden */
83
+ /** @internal */
84
84
  _thinInstanceUpdateBufferSize(kind: string, numInstances?: number): void;
85
- /** @hidden */
85
+ /** @internal */
86
86
  _thinInstanceCreateMatrixBuffer(kind: string, buffer: Nullable<Float32Array>, staticBuffer: boolean): Buffer;
87
- /** @hidden */
87
+ /** @internal */
88
88
  _userThinInstanceBuffersStorage: {
89
89
  data: {
90
90
  [key: string]: Float32Array;
@@ -1 +1 @@
1
- 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type { Nullable, DeepImmutableObject } from \"../types\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { VertexBuffer, Buffer } from \"../Buffers/buffer\";\r\nimport { Matrix, Vector3, TmpVectors } from \"../Maths/math.vector\";\r\nimport { Logger } from \"../Misc/logger\";\r\n\r\ndeclare module \"./mesh\" {\r\n export interface Mesh {\r\n /**\r\n * Gets or sets a boolean defining if we want picking to pick thin instances as well\r\n */\r\n thinInstanceEnablePicking: boolean;\r\n /**\r\n * Creates a new thin instance\r\n * @param matrix the matrix or array of matrices (position, rotation, scale) of the thin instance(s) to create\r\n * @param refresh true to refresh the underlying gpu buffer (default: true). If you do multiple calls to this method in a row, set refresh to true only for the last call to save performance\r\n * @returns the thin instance index number. If you pass an array of matrices, other instance indexes are index+1, index+2, etc\r\n */\r\n thinInstanceAdd(matrix: DeepImmutableObject<Matrix> | Array<DeepImmutableObject<Matrix>>, refresh?: boolean): number;\r\n\r\n /**\r\n * Adds the transformation (matrix) of the current mesh as a thin instance\r\n * @param refresh true to refresh the underlying gpu buffer (default: true). If you do multiple calls to this method in a row, set refresh to true only for the last call to save performance\r\n * @returns the thin instance index number\r\n */\r\n thinInstanceAddSelf(refresh?: boolean): number;\r\n\r\n /**\r\n * Registers a custom attribute to be used with thin instances\r\n * @param kind name of the attribute\r\n * @param stride size in floats of the attribute\r\n */\r\n thinInstanceRegisterAttribute(kind: string, stride: number): void;\r\n\r\n /**\r\n * Sets the matrix of a thin instance\r\n * @param index index of the thin instance\r\n * @param matrix matrix to set\r\n * @param refresh true to refresh the underlying gpu buffer (default: true). If you do multiple calls to this method in a row, set refresh to true only for the last call to save performance\r\n */\r\n thinInstanceSetMatrixAt(index: number, matrix: DeepImmutableObject<Matrix>, refresh?: boolean): void;\r\n\r\n /**\r\n * Sets the value of a custom attribute for a thin instance\r\n * @param kind name of the attribute\r\n * @param index index of the thin instance\r\n * @param value value to set\r\n * @param refresh true to refresh the underlying gpu buffer (default: true). If you do multiple calls to this method in a row, set refresh to true only for the last call to save performance\r\n */\r\n thinInstanceSetAttributeAt(kind: string, index: number, value: Array<number>, refresh?: boolean): void;\r\n\r\n /**\r\n * Gets / sets the number of thin instances to display. Note that you can't set a number higher than what the underlying buffer can handle.\r\n */\r\n thinInstanceCount: number;\r\n\r\n /**\r\n * Sets a buffer to be used with thin instances. This method is a faster way to setup multiple instances than calling thinInstanceAdd repeatedly\r\n * @param kind name of the attribute. Use \"matrix\" to setup the buffer of matrices\r\n * @param buffer buffer to set\r\n * @param stride size in floats of each value of the buffer\r\n * @param staticBuffer indicates that the buffer is static, so that you won't change it after it is set (better performances - false by default)\r\n */\r\n thinInstanceSetBuffer(kind: string, buffer: Nullable<Float32Array>, stride?: number, staticBuffer?: boolean): void;\r\n\r\n /**\r\n * Gets the list of world matrices\r\n * @returns an array containing all the world matrices from the thin instances\r\n */\r\n thinInstanceGetWorldMatrices(): Matrix[];\r\n\r\n /**\r\n * Synchronize the gpu buffers with a thin instance buffer. Call this method if you update later on the buffers passed to thinInstanceSetBuffer\r\n * @param kind name of the attribute to update. Use \"matrix\" to update the buffer of matrices\r\n */\r\n thinInstanceBufferUpdated(kind: string): void;\r\n\r\n /**\r\n * Applies a partial update to a buffer directly on the GPU\r\n * Note that the buffer located on the CPU is NOT updated! It's up to you to update it (or not) with the same data you pass to this method\r\n * @param kind name of the attribute to update. Use \"matrix\" to update the buffer of matrices\r\n * @param data the data to set in the GPU buffer\r\n * @param offset the offset in the GPU buffer where to update the data\r\n */\r\n thinInstancePartialBufferUpdate(kind: string, data: Float32Array, offset: number): void;\r\n\r\n /**\r\n * Refreshes the bounding info, taking into account all the thin instances defined\r\n * @param forceRefreshParentInfo true to force recomputing the mesh bounding info and use it to compute the aggregated bounding info\r\n * @param applySkeleton defines whether to apply the skeleton before computing the bounding info\r\n * @param applyMorph defines whether to apply the morph target before computing the bounding info\r\n */\r\n thinInstanceRefreshBoundingInfo(forceRefreshParentInfo?: boolean, applySkeleton?: boolean, applyMorph?: boolean): void;\r\n\r\n /** @hidden */\r\n _thinInstanceInitializeUserStorage(): void;\r\n\r\n /** @hidden */\r\n _thinInstanceUpdateBufferSize(kind: string, numInstances?: number): void;\r\n\r\n /** @hidden */\r\n _thinInstanceCreateMatrixBuffer(kind: string, buffer: Nullable<Float32Array>, staticBuffer: boolean): Buffer;\r\n\r\n /** @hidden */\r\n _userThinInstanceBuffersStorage: {\r\n data: { [key: string]: Float32Array };\r\n sizes: { [key: string]: number };\r\n vertexBuffers: { [key: string]: Nullable<VertexBuffer> };\r\n strides: { [key: string]: number };\r\n };\r\n }\r\n}\r\n\r\nMesh.prototype.thinInstanceAdd = function (matrix: DeepImmutableObject<Matrix> | Array<DeepImmutableObject<Matrix>>, refresh: boolean = true): number {\r\n if (!this.getScene().getEngine().getCaps().instancedArrays) {\r\n Logger.Error(\"Thin Instances are not supported on this device as Instanced Array extension not supported\");\r\n return -1;\r\n }\r\n\r\n this._thinInstanceUpdateBufferSize(\"matrix\", Array.isArray(matrix) ? matrix.length : 1);\r\n\r\n const index = this._thinInstanceDataStorage.instancesCount;\r\n\r\n if (Array.isArray(matrix)) {\r\n for (let i = 0; i < matrix.length; ++i) {\r\n this.thinInstanceSetMatrixAt(this._thinInstanceDataStorage.instancesCount++, matrix[i], i === matrix.length - 1 && refresh);\r\n }\r\n } else {\r\n this.thinInstanceSetMatrixAt(this._thinInstanceDataStorage.instancesCount++, matrix, refresh);\r\n }\r\n\r\n return index;\r\n};\r\n\r\nMesh.prototype.thinInstanceAddSelf = function (refresh: boolean = true): number {\r\n return this.thinInstanceAdd(Matrix.IdentityReadOnly, refresh);\r\n};\r\n\r\nMesh.prototype.thinInstanceRegisterAttribute = function (kind: string, stride: number): void {\r\n // preserve backward compatibility\r\n if (kind === VertexBuffer.ColorKind) {\r\n kind = VertexBuffer.ColorInstanceKind;\r\n }\r\n\r\n this.removeVerticesData(kind);\r\n\r\n this._thinInstanceInitializeUserStorage();\r\n\r\n this._userThinInstanceBuffersStorage.strides[kind] = stride;\r\n this._userThinInstanceBuffersStorage.sizes[kind] = stride * Math.max(32, this._thinInstanceDataStorage.instancesCount); // Initial size\r\n this._userThinInstanceBuffersStorage.data[kind] = new Float32Array(this._userThinInstanceBuffersStorage.sizes[kind]);\r\n this._userThinInstanceBuffersStorage.vertexBuffers[kind] = new VertexBuffer(this.getEngine(), this._userThinInstanceBuffersStorage.data[kind], kind, true, false, stride, true);\r\n\r\n this.setVerticesBuffer(this._userThinInstanceBuffersStorage.vertexBuffers[kind]!);\r\n};\r\n\r\nMesh.prototype.thinInstanceSetMatrixAt = function (index: number, matrix: DeepImmutableObject<Matrix>, refresh: boolean = true): boolean {\r\n if (!this._thinInstanceDataStorage.matrixData || index >= this._thinInstanceDataStorage.instancesCount) {\r\n return false;\r\n }\r\n\r\n const matrixData = this._thinInstanceDataStorage.matrixData;\r\n\r\n matrix.copyToArray(matrixData, index * 16);\r\n\r\n if (this._thinInstanceDataStorage.worldMatrices) {\r\n this._thinInstanceDataStorage.worldMatrices[index] = matrix as Matrix;\r\n }\r\n\r\n if (refresh) {\r\n this.thinInstanceBufferUpdated(\"matrix\");\r\n\r\n if (!this.doNotSyncBoundingInfo) {\r\n this.thinInstanceRefreshBoundingInfo(false);\r\n }\r\n }\r\n\r\n return true;\r\n};\r\n\r\nMesh.prototype.thinInstanceSetAttributeAt = function (kind: string, index: number, value: Array<number>, refresh: boolean = true): boolean {\r\n // preserve backward compatibility\r\n if (kind === VertexBuffer.ColorKind) {\r\n kind = VertexBuffer.ColorInstanceKind;\r\n }\r\n\r\n if (!this._userThinInstanceBuffersStorage || !this._userThinInstanceBuffersStorage.data[kind] || index >= this._thinInstanceDataStorage.instancesCount) {\r\n return false;\r\n }\r\n\r\n this._thinInstanceUpdateBufferSize(kind, 0); // make sur the buffer for the kind attribute is big enough\r\n\r\n this._userThinInstanceBuffersStorage.data[kind].set(value, index * this._userThinInstanceBuffersStorage.strides[kind]);\r\n\r\n if (refresh) {\r\n this.thinInstanceBufferUpdated(kind);\r\n }\r\n\r\n return true;\r\n};\r\n\r\nObject.defineProperty(Mesh.prototype, \"thinInstanceCount\", {\r\n get: function (this: Mesh) {\r\n return this._thinInstanceDataStorage.instancesCount;\r\n },\r\n set: function (this: Mesh, value: number) {\r\n const matrixData = this._thinInstanceDataStorage.matrixData ?? this.source?._thinInstanceDataStorage.matrixData;\r\n const numMaxInstances = matrixData ? matrixData.length / 16 : 0;\r\n\r\n if (value <= numMaxInstances) {\r\n this._thinInstanceDataStorage.instancesCount = value;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\nMesh.prototype._thinInstanceCreateMatrixBuffer = function (kind: string, buffer: Float32Array, staticBuffer: boolean = false): Buffer {\r\n // preserve backward compatibility\r\n if (kind === VertexBuffer.ColorKind) {\r\n kind = VertexBuffer.ColorInstanceKind;\r\n }\r\n\r\n const matrixBuffer = new Buffer(this.getEngine(), buffer, !staticBuffer, 16, false, true);\r\n\r\n for (let i = 0; i < 4; i++) {\r\n this.setVerticesBuffer(matrixBuffer.createVertexBuffer(kind + i, i * 4, 4));\r\n }\r\n\r\n return matrixBuffer;\r\n};\r\n\r\nMesh.prototype.thinInstanceSetBuffer = function (kind: string, buffer: Nullable<Float32Array>, stride: number = 0, staticBuffer: boolean = false): void {\r\n stride = stride || 16;\r\n\r\n if (kind === \"matrix\") {\r\n this._thinInstanceDataStorage.matrixBuffer?.dispose();\r\n this._thinInstanceDataStorage.matrixBuffer = null;\r\n this._thinInstanceDataStorage.matrixBufferSize = buffer ? buffer.length : 32 * stride;\r\n this._thinInstanceDataStorage.matrixData = buffer;\r\n this._thinInstanceDataStorage.worldMatrices = null;\r\n\r\n if (buffer !== null) {\r\n this._thinInstanceDataStorage.instancesCount = buffer.length / stride;\r\n this._thinInstanceDataStorage.matrixBuffer = this._thinInstanceCreateMatrixBuffer(\"world\", buffer, staticBuffer);\r\n\r\n if (!this.doNotSyncBoundingInfo) {\r\n this.thinInstanceRefreshBoundingInfo(false);\r\n }\r\n } else {\r\n this._thinInstanceDataStorage.instancesCount = 0;\r\n if (!this.doNotSyncBoundingInfo) {\r\n // mesh has no more thin instances, so need to recompute the bounding box because it's the regular mesh that will now be displayed\r\n this.refreshBoundingInfo();\r\n }\r\n }\r\n } else if (kind === \"previousMatrix\") {\r\n this._thinInstanceDataStorage.previousMatrixBuffer?.dispose();\r\n this._thinInstanceDataStorage.previousMatrixBuffer = null;\r\n this._thinInstanceDataStorage.previousMatrixData = buffer;\r\n if (buffer !== null) {\r\n this._thinInstanceDataStorage.previousMatrixBuffer = this._thinInstanceCreateMatrixBuffer(\"previousWorld\", buffer, staticBuffer);\r\n }\r\n } else {\r\n // color for instanced mesh is ColorInstanceKind and not ColorKind because of native that needs to do the differenciation\r\n // hot switching kind here to preserve backward compatibility\r\n if (kind === VertexBuffer.ColorKind) {\r\n kind = VertexBuffer.ColorInstanceKind;\r\n }\r\n\r\n if (buffer === null) {\r\n if (this._userThinInstanceBuffersStorage?.data[kind]) {\r\n this.removeVerticesData(kind);\r\n delete this._userThinInstanceBuffersStorage.data[kind];\r\n delete this._userThinInstanceBuffersStorage.strides[kind];\r\n delete this._userThinInstanceBuffersStorage.sizes[kind];\r\n delete this._userThinInstanceBuffersStorage.vertexBuffers[kind];\r\n }\r\n } else {\r\n this._thinInstanceInitializeUserStorage();\r\n\r\n this._userThinInstanceBuffersStorage.data[kind] = buffer;\r\n this._userThinInstanceBuffersStorage.strides[kind] = stride;\r\n this._userThinInstanceBuffersStorage.sizes[kind] = buffer.length;\r\n this._userThinInstanceBuffersStorage.vertexBuffers[kind] = new VertexBuffer(this.getEngine(), buffer, kind, !staticBuffer, false, stride, true);\r\n\r\n this.setVerticesBuffer(this._userThinInstanceBuffersStorage.vertexBuffers[kind]!);\r\n }\r\n }\r\n};\r\n\r\nMesh.prototype.thinInstanceBufferUpdated = function (kind: string): void {\r\n if (kind === \"matrix\") {\r\n this._thinInstanceDataStorage.matrixBuffer?.updateDirectly(this._thinInstanceDataStorage.matrixData!, 0, this._thinInstanceDataStorage.instancesCount);\r\n } else if (kind === \"previousMatrix\") {\r\n this._thinInstanceDataStorage.previousMatrixBuffer?.updateDirectly(this._thinInstanceDataStorage.previousMatrixData!, 0, this._thinInstanceDataStorage.instancesCount);\r\n } else {\r\n // preserve backward compatibility\r\n if (kind === VertexBuffer.ColorKind) {\r\n kind = VertexBuffer.ColorInstanceKind;\r\n }\r\n\r\n if (this._userThinInstanceBuffersStorage?.vertexBuffers[kind]) {\r\n this._userThinInstanceBuffersStorage.vertexBuffers[kind]!.updateDirectly(this._userThinInstanceBuffersStorage.data[kind], 0);\r\n }\r\n }\r\n};\r\n\r\nMesh.prototype.thinInstancePartialBufferUpdate = function (kind: string, data: Float32Array, offset: number): void {\r\n if (kind === \"matrix\") {\r\n if (this._thinInstanceDataStorage.matrixBuffer) {\r\n this._thinInstanceDataStorage.matrixBuffer.updateDirectly(data, offset);\r\n }\r\n } else {\r\n // preserve backward compatibility\r\n if (kind === VertexBuffer.ColorKind) {\r\n kind = VertexBuffer.ColorInstanceKind;\r\n }\r\n\r\n if (this._userThinInstanceBuffersStorage?.vertexBuffers[kind]) {\r\n this._userThinInstanceBuffersStorage.vertexBuffers[kind]!.updateDirectly(data, offset);\r\n }\r\n }\r\n};\r\n\r\nMesh.prototype.thinInstanceGetWorldMatrices = function (): Matrix[] {\r\n if (!this._thinInstanceDataStorage.matrixData || !this._thinInstanceDataStorage.matrixBuffer) {\r\n return [];\r\n }\r\n const matrixData = this._thinInstanceDataStorage.matrixData;\r\n\r\n if (!this._thinInstanceDataStorage.worldMatrices) {\r\n this._thinInstanceDataStorage.worldMatrices = new Array<Matrix>();\r\n\r\n for (let i = 0; i < this._thinInstanceDataStorage.instancesCount; ++i) {\r\n this._thinInstanceDataStorage.worldMatrices[i] = Matrix.FromArray(matrixData, i * 16);\r\n }\r\n }\r\n\r\n return this._thinInstanceDataStorage.worldMatrices;\r\n};\r\n\r\nMesh.prototype.thinInstanceRefreshBoundingInfo = function (forceRefreshParentInfo: boolean = false, applySkeleton: boolean = false, applyMorph: boolean = false) {\r\n if (!this._thinInstanceDataStorage.matrixData || !this._thinInstanceDataStorage.matrixBuffer) {\r\n return;\r\n }\r\n\r\n const vectors = this._thinInstanceDataStorage.boundingVectors;\r\n\r\n if (forceRefreshParentInfo) {\r\n vectors.length = 0;\r\n this.refreshBoundingInfo(applySkeleton, applyMorph);\r\n }\r\n\r\n const boundingInfo = this.getBoundingInfo();\r\n const matrixData = this._thinInstanceDataStorage.matrixData;\r\n\r\n if (vectors.length === 0) {\r\n for (let v = 0; v < boundingInfo.boundingBox.vectors.length; ++v) {\r\n vectors.push(boundingInfo.boundingBox.vectors[v].clone());\r\n }\r\n }\r\n\r\n TmpVectors.Vector3[0].setAll(Number.POSITIVE_INFINITY); // min\r\n TmpVectors.Vector3[1].setAll(Number.NEGATIVE_INFINITY); // max\r\n\r\n for (let i = 0; i < this._thinInstanceDataStorage.instancesCount; ++i) {\r\n Matrix.FromArrayToRef(matrixData, i * 16, TmpVectors.Matrix[0]);\r\n\r\n for (let v = 0; v < vectors.length; ++v) {\r\n Vector3.TransformCoordinatesToRef(vectors[v], TmpVectors.Matrix[0], TmpVectors.Vector3[2]);\r\n TmpVectors.Vector3[0].minimizeInPlace(TmpVectors.Vector3[2]);\r\n TmpVectors.Vector3[1].maximizeInPlace(TmpVectors.Vector3[2]);\r\n }\r\n }\r\n\r\n boundingInfo.reConstruct(TmpVectors.Vector3[0], TmpVectors.Vector3[1]);\r\n\r\n this._updateBoundingInfo();\r\n};\r\n\r\nMesh.prototype._thinInstanceUpdateBufferSize = function (kind: string, numInstances: number = 1) {\r\n // preserve backward compatibility\r\n if (kind === VertexBuffer.ColorKind) {\r\n kind = VertexBuffer.ColorInstanceKind;\r\n }\r\n\r\n const kindIsMatrix = kind === \"matrix\";\r\n\r\n if (!kindIsMatrix && (!this._userThinInstanceBuffersStorage || !this._userThinInstanceBuffersStorage.strides[kind])) {\r\n return;\r\n }\r\n\r\n const stride = kindIsMatrix ? 16 : this._userThinInstanceBuffersStorage.strides[kind];\r\n const currentSize = kindIsMatrix ? this._thinInstanceDataStorage.matrixBufferSize : this._userThinInstanceBuffersStorage.sizes[kind];\r\n let data = kindIsMatrix ? this._thinInstanceDataStorage.matrixData : this._userThinInstanceBuffersStorage.data[kind];\r\n\r\n const bufferSize = (this._thinInstanceDataStorage.instancesCount + numInstances) * stride;\r\n\r\n let newSize = currentSize;\r\n\r\n while (newSize < bufferSize) {\r\n newSize *= 2;\r\n }\r\n\r\n if (!data || currentSize != newSize) {\r\n if (!data) {\r\n data = new Float32Array(newSize);\r\n } else {\r\n const newData = new Float32Array(newSize);\r\n newData.set(data, 0);\r\n data = newData;\r\n }\r\n\r\n if (kindIsMatrix) {\r\n this._thinInstanceDataStorage.matrixBuffer?.dispose();\r\n this._thinInstanceDataStorage.matrixBuffer = this._thinInstanceCreateMatrixBuffer(\"world\", data, false);\r\n this._thinInstanceDataStorage.matrixData = data;\r\n this._thinInstanceDataStorage.matrixBufferSize = newSize;\r\n if (this._scene.needsPreviousWorldMatrices && !this._thinInstanceDataStorage.previousMatrixData) {\r\n this._thinInstanceDataStorage.previousMatrixBuffer?.dispose();\r\n this._thinInstanceDataStorage.previousMatrixBuffer = this._thinInstanceCreateMatrixBuffer(\"previousWorld\", data, false);\r\n }\r\n } else {\r\n this._userThinInstanceBuffersStorage.vertexBuffers[kind]?.dispose();\r\n\r\n this._userThinInstanceBuffersStorage.data[kind] = data;\r\n this._userThinInstanceBuffersStorage.sizes[kind] = newSize;\r\n this._userThinInstanceBuffersStorage.vertexBuffers[kind] = new VertexBuffer(this.getEngine(), data, kind, true, false, stride, true);\r\n\r\n this.setVerticesBuffer(this._userThinInstanceBuffersStorage.vertexBuffers[kind]!);\r\n }\r\n }\r\n};\r\n\r\nMesh.prototype._thinInstanceInitializeUserStorage = function () {\r\n if (!this._userThinInstanceBuffersStorage) {\r\n this._userThinInstanceBuffersStorage = {\r\n data: {},\r\n sizes: {},\r\n vertexBuffers: {},\r\n strides: {},\r\n };\r\n }\r\n};\r\n\r\nMesh.prototype._disposeThinInstanceSpecificData = function () {\r\n if (this._thinInstanceDataStorage?.matrixBuffer) {\r\n this._thinInstanceDataStorage.matrixBuffer.dispose();\r\n this._thinInstanceDataStorage.matrixBuffer = null;\r\n }\r\n};\r\n"]}
1
+ 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type { Nullable, DeepImmutableObject } from \"../types\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { VertexBuffer, Buffer } from \"../Buffers/buffer\";\r\nimport { Matrix, Vector3, TmpVectors } from \"../Maths/math.vector\";\r\nimport { Logger } from \"../Misc/logger\";\r\n\r\ndeclare module \"./mesh\" {\r\n export interface Mesh {\r\n /**\r\n * Gets or sets a boolean defining if we want picking to pick thin instances as well\r\n */\r\n thinInstanceEnablePicking: boolean;\r\n /**\r\n * Creates a new thin instance\r\n * @param matrix the matrix or array of matrices (position, rotation, scale) of the thin instance(s) to create\r\n * @param refresh true to refresh the underlying gpu buffer (default: true). If you do multiple calls to this method in a row, set refresh to true only for the last call to save performance\r\n * @returns the thin instance index number. If you pass an array of matrices, other instance indexes are index+1, index+2, etc\r\n */\r\n thinInstanceAdd(matrix: DeepImmutableObject<Matrix> | Array<DeepImmutableObject<Matrix>>, refresh?: boolean): number;\r\n\r\n /**\r\n * Adds the transformation (matrix) of the current mesh as a thin instance\r\n * @param refresh true to refresh the underlying gpu buffer (default: true). If you do multiple calls to this method in a row, set refresh to true only for the last call to save performance\r\n * @returns the thin instance index number\r\n */\r\n thinInstanceAddSelf(refresh?: boolean): number;\r\n\r\n /**\r\n * Registers a custom attribute to be used with thin instances\r\n * @param kind name of the attribute\r\n * @param stride size in floats of the attribute\r\n */\r\n thinInstanceRegisterAttribute(kind: string, stride: number): void;\r\n\r\n /**\r\n * Sets the matrix of a thin instance\r\n * @param index index of the thin instance\r\n * @param matrix matrix to set\r\n * @param refresh true to refresh the underlying gpu buffer (default: true). If you do multiple calls to this method in a row, set refresh to true only for the last call to save performance\r\n */\r\n thinInstanceSetMatrixAt(index: number, matrix: DeepImmutableObject<Matrix>, refresh?: boolean): void;\r\n\r\n /**\r\n * Sets the value of a custom attribute for a thin instance\r\n * @param kind name of the attribute\r\n * @param index index of the thin instance\r\n * @param value value to set\r\n * @param refresh true to refresh the underlying gpu buffer (default: true). If you do multiple calls to this method in a row, set refresh to true only for the last call to save performance\r\n */\r\n thinInstanceSetAttributeAt(kind: string, index: number, value: Array<number>, refresh?: boolean): void;\r\n\r\n /**\r\n * Gets / sets the number of thin instances to display. Note that you can't set a number higher than what the underlying buffer can handle.\r\n */\r\n thinInstanceCount: number;\r\n\r\n /**\r\n * Sets a buffer to be used with thin instances. This method is a faster way to setup multiple instances than calling thinInstanceAdd repeatedly\r\n * @param kind name of the attribute. Use \"matrix\" to setup the buffer of matrices\r\n * @param buffer buffer to set\r\n * @param stride size in floats of each value of the buffer\r\n * @param staticBuffer indicates that the buffer is static, so that you won't change it after it is set (better performances - false by default)\r\n */\r\n thinInstanceSetBuffer(kind: string, buffer: Nullable<Float32Array>, stride?: number, staticBuffer?: boolean): void;\r\n\r\n /**\r\n * Gets the list of world matrices\r\n * @returns an array containing all the world matrices from the thin instances\r\n */\r\n thinInstanceGetWorldMatrices(): Matrix[];\r\n\r\n /**\r\n * Synchronize the gpu buffers with a thin instance buffer. Call this method if you update later on the buffers passed to thinInstanceSetBuffer\r\n * @param kind name of the attribute to update. Use \"matrix\" to update the buffer of matrices\r\n */\r\n thinInstanceBufferUpdated(kind: string): void;\r\n\r\n /**\r\n * Applies a partial update to a buffer directly on the GPU\r\n * Note that the buffer located on the CPU is NOT updated! It's up to you to update it (or not) with the same data you pass to this method\r\n * @param kind name of the attribute to update. Use \"matrix\" to update the buffer of matrices\r\n * @param data the data to set in the GPU buffer\r\n * @param offset the offset in the GPU buffer where to update the data\r\n */\r\n thinInstancePartialBufferUpdate(kind: string, data: Float32Array, offset: number): void;\r\n\r\n /**\r\n * Refreshes the bounding info, taking into account all the thin instances defined\r\n * @param forceRefreshParentInfo true to force recomputing the mesh bounding info and use it to compute the aggregated bounding info\r\n * @param applySkeleton defines whether to apply the skeleton before computing the bounding info\r\n * @param applyMorph defines whether to apply the morph target before computing the bounding info\r\n */\r\n thinInstanceRefreshBoundingInfo(forceRefreshParentInfo?: boolean, applySkeleton?: boolean, applyMorph?: boolean): void;\r\n\r\n /** @internal */\r\n _thinInstanceInitializeUserStorage(): void;\r\n\r\n /** @internal */\r\n _thinInstanceUpdateBufferSize(kind: string, numInstances?: number): void;\r\n\r\n /** @internal */\r\n _thinInstanceCreateMatrixBuffer(kind: string, buffer: Nullable<Float32Array>, staticBuffer: boolean): Buffer;\r\n\r\n /** @internal */\r\n _userThinInstanceBuffersStorage: {\r\n data: { [key: string]: Float32Array };\r\n sizes: { [key: string]: number };\r\n vertexBuffers: { [key: string]: Nullable<VertexBuffer> };\r\n strides: { [key: string]: number };\r\n };\r\n }\r\n}\r\n\r\nMesh.prototype.thinInstanceAdd = function (matrix: DeepImmutableObject<Matrix> | Array<DeepImmutableObject<Matrix>>, refresh: boolean = true): number {\r\n if (!this.getScene().getEngine().getCaps().instancedArrays) {\r\n Logger.Error(\"Thin Instances are not supported on this device as Instanced Array extension not supported\");\r\n return -1;\r\n }\r\n\r\n this._thinInstanceUpdateBufferSize(\"matrix\", Array.isArray(matrix) ? matrix.length : 1);\r\n\r\n const index = this._thinInstanceDataStorage.instancesCount;\r\n\r\n if (Array.isArray(matrix)) {\r\n for (let i = 0; i < matrix.length; ++i) {\r\n this.thinInstanceSetMatrixAt(this._thinInstanceDataStorage.instancesCount++, matrix[i], i === matrix.length - 1 && refresh);\r\n }\r\n } else {\r\n this.thinInstanceSetMatrixAt(this._thinInstanceDataStorage.instancesCount++, matrix, refresh);\r\n }\r\n\r\n return index;\r\n};\r\n\r\nMesh.prototype.thinInstanceAddSelf = function (refresh: boolean = true): number {\r\n return this.thinInstanceAdd(Matrix.IdentityReadOnly, refresh);\r\n};\r\n\r\nMesh.prototype.thinInstanceRegisterAttribute = function (kind: string, stride: number): void {\r\n // preserve backward compatibility\r\n if (kind === VertexBuffer.ColorKind) {\r\n kind = VertexBuffer.ColorInstanceKind;\r\n }\r\n\r\n this.removeVerticesData(kind);\r\n\r\n this._thinInstanceInitializeUserStorage();\r\n\r\n this._userThinInstanceBuffersStorage.strides[kind] = stride;\r\n this._userThinInstanceBuffersStorage.sizes[kind] = stride * Math.max(32, this._thinInstanceDataStorage.instancesCount); // Initial size\r\n this._userThinInstanceBuffersStorage.data[kind] = new Float32Array(this._userThinInstanceBuffersStorage.sizes[kind]);\r\n this._userThinInstanceBuffersStorage.vertexBuffers[kind] = new VertexBuffer(this.getEngine(), this._userThinInstanceBuffersStorage.data[kind], kind, true, false, stride, true);\r\n\r\n this.setVerticesBuffer(this._userThinInstanceBuffersStorage.vertexBuffers[kind]!);\r\n};\r\n\r\nMesh.prototype.thinInstanceSetMatrixAt = function (index: number, matrix: DeepImmutableObject<Matrix>, refresh: boolean = true): boolean {\r\n if (!this._thinInstanceDataStorage.matrixData || index >= this._thinInstanceDataStorage.instancesCount) {\r\n return false;\r\n }\r\n\r\n const matrixData = this._thinInstanceDataStorage.matrixData;\r\n\r\n matrix.copyToArray(matrixData, index * 16);\r\n\r\n if (this._thinInstanceDataStorage.worldMatrices) {\r\n this._thinInstanceDataStorage.worldMatrices[index] = matrix as Matrix;\r\n }\r\n\r\n if (refresh) {\r\n this.thinInstanceBufferUpdated(\"matrix\");\r\n\r\n if (!this.doNotSyncBoundingInfo) {\r\n this.thinInstanceRefreshBoundingInfo(false);\r\n }\r\n }\r\n\r\n return true;\r\n};\r\n\r\nMesh.prototype.thinInstanceSetAttributeAt = function (kind: string, index: number, value: Array<number>, refresh: boolean = true): boolean {\r\n // preserve backward compatibility\r\n if (kind === VertexBuffer.ColorKind) {\r\n kind = VertexBuffer.ColorInstanceKind;\r\n }\r\n\r\n if (!this._userThinInstanceBuffersStorage || !this._userThinInstanceBuffersStorage.data[kind] || index >= this._thinInstanceDataStorage.instancesCount) {\r\n return false;\r\n }\r\n\r\n this._thinInstanceUpdateBufferSize(kind, 0); // make sur the buffer for the kind attribute is big enough\r\n\r\n this._userThinInstanceBuffersStorage.data[kind].set(value, index * this._userThinInstanceBuffersStorage.strides[kind]);\r\n\r\n if (refresh) {\r\n this.thinInstanceBufferUpdated(kind);\r\n }\r\n\r\n return true;\r\n};\r\n\r\nObject.defineProperty(Mesh.prototype, \"thinInstanceCount\", {\r\n get: function (this: Mesh) {\r\n return this._thinInstanceDataStorage.instancesCount;\r\n },\r\n set: function (this: Mesh, value: number) {\r\n const matrixData = this._thinInstanceDataStorage.matrixData ?? this.source?._thinInstanceDataStorage.matrixData;\r\n const numMaxInstances = matrixData ? matrixData.length / 16 : 0;\r\n\r\n if (value <= numMaxInstances) {\r\n this._thinInstanceDataStorage.instancesCount = value;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\nMesh.prototype._thinInstanceCreateMatrixBuffer = function (kind: string, buffer: Float32Array, staticBuffer: boolean = false): Buffer {\r\n // preserve backward compatibility\r\n if (kind === VertexBuffer.ColorKind) {\r\n kind = VertexBuffer.ColorInstanceKind;\r\n }\r\n\r\n const matrixBuffer = new Buffer(this.getEngine(), buffer, !staticBuffer, 16, false, true);\r\n\r\n for (let i = 0; i < 4; i++) {\r\n this.setVerticesBuffer(matrixBuffer.createVertexBuffer(kind + i, i * 4, 4));\r\n }\r\n\r\n return matrixBuffer;\r\n};\r\n\r\nMesh.prototype.thinInstanceSetBuffer = function (kind: string, buffer: Nullable<Float32Array>, stride: number = 0, staticBuffer: boolean = false): void {\r\n stride = stride || 16;\r\n\r\n if (kind === \"matrix\") {\r\n this._thinInstanceDataStorage.matrixBuffer?.dispose();\r\n this._thinInstanceDataStorage.matrixBuffer = null;\r\n this._thinInstanceDataStorage.matrixBufferSize = buffer ? buffer.length : 32 * stride;\r\n this._thinInstanceDataStorage.matrixData = buffer;\r\n this._thinInstanceDataStorage.worldMatrices = null;\r\n\r\n if (buffer !== null) {\r\n this._thinInstanceDataStorage.instancesCount = buffer.length / stride;\r\n this._thinInstanceDataStorage.matrixBuffer = this._thinInstanceCreateMatrixBuffer(\"world\", buffer, staticBuffer);\r\n\r\n if (!this.doNotSyncBoundingInfo) {\r\n this.thinInstanceRefreshBoundingInfo(false);\r\n }\r\n } else {\r\n this._thinInstanceDataStorage.instancesCount = 0;\r\n if (!this.doNotSyncBoundingInfo) {\r\n // mesh has no more thin instances, so need to recompute the bounding box because it's the regular mesh that will now be displayed\r\n this.refreshBoundingInfo();\r\n }\r\n }\r\n } else if (kind === \"previousMatrix\") {\r\n this._thinInstanceDataStorage.previousMatrixBuffer?.dispose();\r\n this._thinInstanceDataStorage.previousMatrixBuffer = null;\r\n this._thinInstanceDataStorage.previousMatrixData = buffer;\r\n if (buffer !== null) {\r\n this._thinInstanceDataStorage.previousMatrixBuffer = this._thinInstanceCreateMatrixBuffer(\"previousWorld\", buffer, staticBuffer);\r\n }\r\n } else {\r\n // color for instanced mesh is ColorInstanceKind and not ColorKind because of native that needs to do the differenciation\r\n // hot switching kind here to preserve backward compatibility\r\n if (kind === VertexBuffer.ColorKind) {\r\n kind = VertexBuffer.ColorInstanceKind;\r\n }\r\n\r\n if (buffer === null) {\r\n if (this._userThinInstanceBuffersStorage?.data[kind]) {\r\n this.removeVerticesData(kind);\r\n delete this._userThinInstanceBuffersStorage.data[kind];\r\n delete this._userThinInstanceBuffersStorage.strides[kind];\r\n delete this._userThinInstanceBuffersStorage.sizes[kind];\r\n delete this._userThinInstanceBuffersStorage.vertexBuffers[kind];\r\n }\r\n } else {\r\n this._thinInstanceInitializeUserStorage();\r\n\r\n this._userThinInstanceBuffersStorage.data[kind] = buffer;\r\n this._userThinInstanceBuffersStorage.strides[kind] = stride;\r\n this._userThinInstanceBuffersStorage.sizes[kind] = buffer.length;\r\n this._userThinInstanceBuffersStorage.vertexBuffers[kind] = new VertexBuffer(this.getEngine(), buffer, kind, !staticBuffer, false, stride, true);\r\n\r\n this.setVerticesBuffer(this._userThinInstanceBuffersStorage.vertexBuffers[kind]!);\r\n }\r\n }\r\n};\r\n\r\nMesh.prototype.thinInstanceBufferUpdated = function (kind: string): void {\r\n if (kind === \"matrix\") {\r\n this._thinInstanceDataStorage.matrixBuffer?.updateDirectly(this._thinInstanceDataStorage.matrixData!, 0, this._thinInstanceDataStorage.instancesCount);\r\n } else if (kind === \"previousMatrix\") {\r\n this._thinInstanceDataStorage.previousMatrixBuffer?.updateDirectly(this._thinInstanceDataStorage.previousMatrixData!, 0, this._thinInstanceDataStorage.instancesCount);\r\n } else {\r\n // preserve backward compatibility\r\n if (kind === VertexBuffer.ColorKind) {\r\n kind = VertexBuffer.ColorInstanceKind;\r\n }\r\n\r\n if (this._userThinInstanceBuffersStorage?.vertexBuffers[kind]) {\r\n this._userThinInstanceBuffersStorage.vertexBuffers[kind]!.updateDirectly(this._userThinInstanceBuffersStorage.data[kind], 0);\r\n }\r\n }\r\n};\r\n\r\nMesh.prototype.thinInstancePartialBufferUpdate = function (kind: string, data: Float32Array, offset: number): void {\r\n if (kind === \"matrix\") {\r\n if (this._thinInstanceDataStorage.matrixBuffer) {\r\n this._thinInstanceDataStorage.matrixBuffer.updateDirectly(data, offset);\r\n }\r\n } else {\r\n // preserve backward compatibility\r\n if (kind === VertexBuffer.ColorKind) {\r\n kind = VertexBuffer.ColorInstanceKind;\r\n }\r\n\r\n if (this._userThinInstanceBuffersStorage?.vertexBuffers[kind]) {\r\n this._userThinInstanceBuffersStorage.vertexBuffers[kind]!.updateDirectly(data, offset);\r\n }\r\n }\r\n};\r\n\r\nMesh.prototype.thinInstanceGetWorldMatrices = function (): Matrix[] {\r\n if (!this._thinInstanceDataStorage.matrixData || !this._thinInstanceDataStorage.matrixBuffer) {\r\n return [];\r\n }\r\n const matrixData = this._thinInstanceDataStorage.matrixData;\r\n\r\n if (!this._thinInstanceDataStorage.worldMatrices) {\r\n this._thinInstanceDataStorage.worldMatrices = new Array<Matrix>();\r\n\r\n for (let i = 0; i < this._thinInstanceDataStorage.instancesCount; ++i) {\r\n this._thinInstanceDataStorage.worldMatrices[i] = Matrix.FromArray(matrixData, i * 16);\r\n }\r\n }\r\n\r\n return this._thinInstanceDataStorage.worldMatrices;\r\n};\r\n\r\nMesh.prototype.thinInstanceRefreshBoundingInfo = function (forceRefreshParentInfo: boolean = false, applySkeleton: boolean = false, applyMorph: boolean = false) {\r\n if (!this._thinInstanceDataStorage.matrixData || !this._thinInstanceDataStorage.matrixBuffer) {\r\n return;\r\n }\r\n\r\n const vectors = this._thinInstanceDataStorage.boundingVectors;\r\n\r\n if (forceRefreshParentInfo) {\r\n vectors.length = 0;\r\n this.refreshBoundingInfo(applySkeleton, applyMorph);\r\n }\r\n\r\n const boundingInfo = this.getBoundingInfo();\r\n const matrixData = this._thinInstanceDataStorage.matrixData;\r\n\r\n if (vectors.length === 0) {\r\n for (let v = 0; v < boundingInfo.boundingBox.vectors.length; ++v) {\r\n vectors.push(boundingInfo.boundingBox.vectors[v].clone());\r\n }\r\n }\r\n\r\n TmpVectors.Vector3[0].setAll(Number.POSITIVE_INFINITY); // min\r\n TmpVectors.Vector3[1].setAll(Number.NEGATIVE_INFINITY); // max\r\n\r\n for (let i = 0; i < this._thinInstanceDataStorage.instancesCount; ++i) {\r\n Matrix.FromArrayToRef(matrixData, i * 16, TmpVectors.Matrix[0]);\r\n\r\n for (let v = 0; v < vectors.length; ++v) {\r\n Vector3.TransformCoordinatesToRef(vectors[v], TmpVectors.Matrix[0], TmpVectors.Vector3[2]);\r\n TmpVectors.Vector3[0].minimizeInPlace(TmpVectors.Vector3[2]);\r\n TmpVectors.Vector3[1].maximizeInPlace(TmpVectors.Vector3[2]);\r\n }\r\n }\r\n\r\n boundingInfo.reConstruct(TmpVectors.Vector3[0], TmpVectors.Vector3[1]);\r\n\r\n this._updateBoundingInfo();\r\n};\r\n\r\nMesh.prototype._thinInstanceUpdateBufferSize = function (kind: string, numInstances: number = 1) {\r\n // preserve backward compatibility\r\n if (kind === VertexBuffer.ColorKind) {\r\n kind = VertexBuffer.ColorInstanceKind;\r\n }\r\n\r\n const kindIsMatrix = kind === \"matrix\";\r\n\r\n if (!kindIsMatrix && (!this._userThinInstanceBuffersStorage || !this._userThinInstanceBuffersStorage.strides[kind])) {\r\n return;\r\n }\r\n\r\n const stride = kindIsMatrix ? 16 : this._userThinInstanceBuffersStorage.strides[kind];\r\n const currentSize = kindIsMatrix ? this._thinInstanceDataStorage.matrixBufferSize : this._userThinInstanceBuffersStorage.sizes[kind];\r\n let data = kindIsMatrix ? this._thinInstanceDataStorage.matrixData : this._userThinInstanceBuffersStorage.data[kind];\r\n\r\n const bufferSize = (this._thinInstanceDataStorage.instancesCount + numInstances) * stride;\r\n\r\n let newSize = currentSize;\r\n\r\n while (newSize < bufferSize) {\r\n newSize *= 2;\r\n }\r\n\r\n if (!data || currentSize != newSize) {\r\n if (!data) {\r\n data = new Float32Array(newSize);\r\n } else {\r\n const newData = new Float32Array(newSize);\r\n newData.set(data, 0);\r\n data = newData;\r\n }\r\n\r\n if (kindIsMatrix) {\r\n this._thinInstanceDataStorage.matrixBuffer?.dispose();\r\n this._thinInstanceDataStorage.matrixBuffer = this._thinInstanceCreateMatrixBuffer(\"world\", data, false);\r\n this._thinInstanceDataStorage.matrixData = data;\r\n this._thinInstanceDataStorage.matrixBufferSize = newSize;\r\n if (this._scene.needsPreviousWorldMatrices && !this._thinInstanceDataStorage.previousMatrixData) {\r\n this._thinInstanceDataStorage.previousMatrixBuffer?.dispose();\r\n this._thinInstanceDataStorage.previousMatrixBuffer = this._thinInstanceCreateMatrixBuffer(\"previousWorld\", data, false);\r\n }\r\n } else {\r\n this._userThinInstanceBuffersStorage.vertexBuffers[kind]?.dispose();\r\n\r\n this._userThinInstanceBuffersStorage.data[kind] = data;\r\n this._userThinInstanceBuffersStorage.sizes[kind] = newSize;\r\n this._userThinInstanceBuffersStorage.vertexBuffers[kind] = new VertexBuffer(this.getEngine(), data, kind, true, false, stride, true);\r\n\r\n this.setVerticesBuffer(this._userThinInstanceBuffersStorage.vertexBuffers[kind]!);\r\n }\r\n }\r\n};\r\n\r\nMesh.prototype._thinInstanceInitializeUserStorage = function () {\r\n if (!this._userThinInstanceBuffersStorage) {\r\n this._userThinInstanceBuffersStorage = {\r\n data: {},\r\n sizes: {},\r\n vertexBuffers: {},\r\n strides: {},\r\n };\r\n }\r\n};\r\n\r\nMesh.prototype._disposeThinInstanceSpecificData = function () {\r\n if (this._thinInstanceDataStorage?.matrixBuffer) {\r\n this._thinInstanceDataStorage.matrixBuffer.dispose();\r\n this._thinInstanceDataStorage.matrixBuffer = null;\r\n }\r\n};\r\n"]}
@@ -90,9 +90,9 @@ export declare class TransformNode extends Node {
90
90
  * Gets or sets a boolean indicating that even if rotationQuaternion is defined, you can keep updating rotation property and Babylon.js will just mix both
91
91
  */
92
92
  reIntegrateRotationIntoRotationQuaternion: boolean;
93
- /** @hidden */
93
+ /** @internal */
94
94
  _poseMatrix: Nullable<Matrix>;
95
- /** @hidden */
95
+ /** @internal */
96
96
  _localMatrix: Matrix;
97
97
  private _usePivotMatrix;
98
98
  private _absolutePosition;
@@ -100,10 +100,10 @@ export declare class TransformNode extends Node {
100
100
  private _absoluteRotationQuaternion;
101
101
  private _pivotMatrix;
102
102
  private _pivotMatrixInverse;
103
- /** @hidden */
103
+ /** @internal */
104
104
  _postMultiplyPivotMatrix: boolean;
105
105
  protected _isWorldMatrixFrozen: boolean;
106
- /** @hidden */
106
+ /** @internal */
107
107
  _indexInSceneTransformNodesArray: number;
108
108
  /**
109
109
  * An event triggered after the world matrix is updated
@@ -165,9 +165,9 @@ export declare class TransformNode extends Node {
165
165
  * @returns the pose matrix
166
166
  */
167
167
  getPoseMatrix(): Matrix;
168
- /** @hidden */
168
+ /** @internal */
169
169
  _isSynchronized(): boolean;
170
- /** @hidden */
170
+ /** @internal */
171
171
  _initCache(): void;
172
172
  /**
173
173
  * Returns the current mesh absolute position.
@@ -346,8 +346,7 @@ export declare class TransformNode extends Node {
346
346
  */
347
347
  get nonUniformScaling(): boolean;
348
348
  /**
349
- * @param value
350
- * @hidden
349
+ * @internal
351
350
  */
352
351
  _updateNonUniformScalingState(value: boolean): boolean;
353
352
  /**
@@ -414,7 +413,7 @@ export declare class TransformNode extends Node {
414
413
  */
415
414
  addRotation(x: number, y: number, z: number): TransformNode;
416
415
  /**
417
- * @hidden
416
+ * @internal
418
417
  */
419
418
  protected _getEffectiveParent(): Nullable<Node>;
420
419
  /**
@@ -38,19 +38,19 @@ export class TransformNode extends Node {
38
38
  */
39
39
  this.reIntegrateRotationIntoRotationQuaternion = false;
40
40
  // Cache
41
- /** @hidden */
41
+ /** @internal */
42
42
  this._poseMatrix = null;
43
- /** @hidden */
43
+ /** @internal */
44
44
  this._localMatrix = Matrix.Zero();
45
45
  this._usePivotMatrix = false;
46
46
  this._absolutePosition = Vector3.Zero();
47
47
  this._absoluteScaling = Vector3.Zero();
48
48
  this._absoluteRotationQuaternion = Quaternion.Identity();
49
49
  this._pivotMatrix = Matrix.Identity();
50
- /** @hidden */
50
+ /** @internal */
51
51
  this._postMultiplyPivotMatrix = false;
52
52
  this._isWorldMatrixFrozen = false;
53
- /** @hidden */
53
+ /** @internal */
54
54
  this._indexInSceneTransformNodesArray = -1;
55
55
  /**
56
56
  * An event triggered after the world matrix is updated
@@ -212,7 +212,7 @@ export class TransformNode extends Node {
212
212
  }
213
213
  return this._poseMatrix;
214
214
  }
215
- /** @hidden */
215
+ /** @internal */
216
216
  _isSynchronized() {
217
217
  const cache = this._cache;
218
218
  if (this._billboardMode !== cache.billboardMode || this._billboardMode !== TransformNode.BILLBOARDMODE_NONE) {
@@ -235,7 +235,7 @@ export class TransformNode extends Node {
235
235
  }
236
236
  return true;
237
237
  }
238
- /** @hidden */
238
+ /** @internal */
239
239
  _initCache() {
240
240
  super._initCache();
241
241
  const cache = this._cache;
@@ -661,8 +661,7 @@ export class TransformNode extends Node {
661
661
  return this._nonUniformScaling;
662
662
  }
663
663
  /**
664
- * @param value
665
- * @hidden
664
+ * @internal
666
665
  */
667
666
  _updateNonUniformScalingState(value) {
668
667
  if (this._nonUniformScaling === value) {
@@ -832,7 +831,7 @@ export class TransformNode extends Node {
832
831
  return this;
833
832
  }
834
833
  /**
835
- * @hidden
834
+ * @internal
836
835
  */
837
836
  _getEffectiveParent() {
838
837
  return this.parent;