@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
@@ -49,11 +49,11 @@ export class CloudPoint {
49
49
  this.translateFromPivot = false;
50
50
  /**
51
51
  * Index of this particle in the global "positions" array (Internal use)
52
- * @hidden
52
+ * @internal
53
53
  */
54
54
  this._pos = 0;
55
55
  /**
56
- * @hidden Index of this particle in the global "indices" array (Internal use)
56
+ * @internal Index of this particle in the global "indices" array (Internal use)
57
57
  */
58
58
  this._ind = 0;
59
59
  /**
@@ -65,11 +65,11 @@ export class CloudPoint {
65
65
  */
66
66
  this.idxInGroup = 0;
67
67
  /**
68
- * @hidden Still set as invisible in order to skip useless computations (Internal use)
68
+ * @internal Still set as invisible in order to skip useless computations (Internal use)
69
69
  */
70
70
  this._stillInvisible = false;
71
71
  /**
72
- * @hidden Last computed particle rotation matrix
72
+ * @internal Last computed particle rotation matrix
73
73
  */
74
74
  this._rotationMatrix = [1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0];
75
75
  /**
@@ -78,7 +78,7 @@ export class CloudPoint {
78
78
  */
79
79
  this.parentId = null;
80
80
  /**
81
- * @hidden Internal global position in the PCS.
81
+ * @internal Internal global position in the PCS.
82
82
  */
83
83
  this._globalPosition = Vector3.Zero();
84
84
  this.idx = particleIndex;
@@ -122,33 +122,27 @@ export class CloudPoint {
122
122
  if (!target.hasBoundingInfo) {
123
123
  return false;
124
124
  }
125
- isSphere = isSphere ? isSphere : false;
125
+ if (!this._pcs.mesh) {
126
+ throw new Error("Point Cloud System doesnt contain the Mesh");
127
+ }
126
128
  if (isSphere) {
127
129
  return target.getBoundingInfo().boundingSphere.intersectsPoint(this.position.add(this._pcs.mesh.position));
128
130
  }
129
- else {
130
- let maxX = 0;
131
- let minX = 0;
132
- let maxY = 0;
133
- let minY = 0;
134
- let maxZ = 0;
135
- let minZ = 0;
136
- maxX = target.getBoundingInfo().boundingBox.maximumWorld.x;
137
- minX = target.getBoundingInfo().boundingBox.minimumWorld.x;
138
- maxY = target.getBoundingInfo().boundingBox.maximumWorld.y;
139
- minY = target.getBoundingInfo().boundingBox.minimumWorld.y;
140
- maxZ = target.getBoundingInfo().boundingBox.maximumWorld.z;
141
- minZ = target.getBoundingInfo().boundingBox.minimumWorld.z;
142
- const x = this.position.x + this._pcs.mesh.position.x;
143
- const y = this.position.y + this._pcs.mesh.position.y;
144
- const z = this.position.z + this._pcs.mesh.position.z;
145
- return minX <= x && x <= maxX && minY <= y && y <= maxY && minZ <= z && z <= maxZ;
146
- }
131
+ const bbox = target.getBoundingInfo().boundingBox;
132
+ const maxX = bbox.maximumWorld.x;
133
+ const minX = bbox.minimumWorld.x;
134
+ const maxY = bbox.maximumWorld.y;
135
+ const minY = bbox.minimumWorld.y;
136
+ const maxZ = bbox.maximumWorld.z;
137
+ const minZ = bbox.minimumWorld.z;
138
+ const x = this.position.x + this._pcs.mesh.position.x;
139
+ const y = this.position.y + this._pcs.mesh.position.y;
140
+ const z = this.position.z + this._pcs.mesh.position.z;
141
+ return minX <= x && x <= maxX && minY <= y && y <= maxY && minZ <= z && z <= maxZ;
147
142
  }
148
143
  /**
149
144
  * get the rotation matrix of the particle
150
- * @param m
151
- * @hidden
145
+ * @internal
152
146
  */
153
147
  getRotationMatrix(m) {
154
148
  let quaternion;
@@ -171,9 +165,7 @@ export class PointsGroup {
171
165
  /**
172
166
  * Creates a points group object. This is an internal reference to produce particles for the PCS.
173
167
  * PCS internal tool, don't use it manually.
174
- * @param id
175
- * @param posFunction
176
- * @hidden
168
+ * @internal
177
169
  */
178
170
  constructor(id, posFunction) {
179
171
  this.groupId = id;
@@ -1 +1 @@
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(Not use if rotationQuaternion is set)\r\n */\r\n public rotation: Vector3 = Vector3.Zero();\r\n /**\r\n * The world space rotation quaternion of the particle.\r\n */\r\n public rotationQuaternion: Nullable<Quaternion>;\r\n /**\r\n * The uv of the particle.\r\n */\r\n public uv: Nullable<Vector2> = new Vector2(0.0, 0.0);\r\n /**\r\n * The current speed of the particle.\r\n */\r\n public velocity: Vector3 = Vector3.Zero();\r\n /**\r\n * The pivot point in the particle local space.\r\n */\r\n public pivot: Vector3 = Vector3.Zero();\r\n /**\r\n * Must the particle be translated from its pivot point in its local space ?\r\n * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.\r\n * Default : false\r\n */\r\n public translateFromPivot: boolean = false;\r\n /**\r\n * Index of this particle in the global \"positions\" array (Internal use)\r\n * @hidden\r\n */\r\n public _pos: number = 0;\r\n /**\r\n * @hidden Index of this particle in the global \"indices\" array (Internal use)\r\n */\r\n public _ind: number = 0;\r\n /**\r\n * Group this particle belongs to\r\n */\r\n public _group: PointsGroup;\r\n /**\r\n * Group id of this particle\r\n */\r\n public groupId: number = 0;\r\n /**\r\n * Index of the particle in its group id (Internal use)\r\n */\r\n public idxInGroup: number = 0;\r\n /**\r\n * @hidden Particle BoundingInfo object (Internal use)\r\n */\r\n public _boundingInfo: BoundingInfo;\r\n /**\r\n * @hidden Reference to the PCS that the particle belongs to (Internal use)\r\n */\r\n public _pcs: PointsCloudSystem;\r\n /**\r\n * @hidden Still set as invisible in order to skip useless computations (Internal use)\r\n */\r\n public _stillInvisible: boolean = false;\r\n /**\r\n * @hidden Last computed particle rotation matrix\r\n */\r\n public _rotationMatrix: number[] = [1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0];\r\n /**\r\n * Parent particle Id, if any.\r\n * Default null.\r\n */\r\n public parentId: Nullable<number> = null;\r\n /**\r\n * @hidden Internal global position in the PCS.\r\n */\r\n public _globalPosition: Vector3 = Vector3.Zero();\r\n\r\n /**\r\n * Creates a Point Cloud object.\r\n * Don't create particles manually, use instead the PCS internal tools like _addParticle()\r\n * @param particleIndex (integer) is the particle index in the PCS pool. It's also the particle identifier.\r\n * @param group (PointsGroup) is the group the particle belongs to\r\n * @param groupId (integer) is the group identifier in the PCS.\r\n * @param idxInGroup (integer) is the index of the particle in the current point group (ex: the 10th point of addPoints(30))\r\n * @param pcs defines the PCS it is associated to\r\n */\r\n constructor(particleIndex: number, group: PointsGroup, groupId: number, idxInGroup: number, pcs: PointsCloudSystem) {\r\n this.idx = particleIndex;\r\n this._group = group;\r\n this.groupId = groupId;\r\n this.idxInGroup = idxInGroup;\r\n this._pcs = pcs;\r\n }\r\n\r\n /**\r\n * get point size\r\n */\r\n public get size(): Vector3 {\r\n return this.size;\r\n }\r\n\r\n /**\r\n * Set point size\r\n */\r\n public set size(scale: Vector3) {\r\n this.size = scale;\r\n }\r\n\r\n /**\r\n * Legacy support, changed quaternion to rotationQuaternion\r\n */\r\n public get quaternion(): Nullable<Quaternion> {\r\n return this.rotationQuaternion;\r\n }\r\n\r\n /**\r\n * Legacy support, changed quaternion to rotationQuaternion\r\n */\r\n public set quaternion(q: Nullable<Quaternion>) {\r\n this.rotationQuaternion = q;\r\n }\r\n\r\n /**\r\n * Returns a boolean. True if the particle intersects a mesh, else false\r\n * The intersection is computed on the particle position and Axis Aligned Bounding Box (AABB) or Sphere\r\n * @param target is the object (point or mesh) what the intersection is computed against\r\n * @param isSphere is boolean flag when false (default) bounding box of mesh is used, when true the bounding sphere is used\r\n * @returns true if it intersects\r\n */\r\n public intersectsMesh(target: Mesh, isSphere: boolean): boolean {\r\n if (!target.hasBoundingInfo) {\r\n return false;\r\n }\r\n isSphere = isSphere ? isSphere : false;\r\n\r\n if (isSphere) {\r\n return target.getBoundingInfo().boundingSphere.intersectsPoint(this.position.add(this._pcs.mesh.position));\r\n } else {\r\n let maxX = 0;\r\n let minX = 0;\r\n let maxY = 0;\r\n let minY = 0;\r\n let maxZ = 0;\r\n let minZ = 0;\r\n maxX = target.getBoundingInfo().boundingBox.maximumWorld.x;\r\n minX = target.getBoundingInfo().boundingBox.minimumWorld.x;\r\n maxY = target.getBoundingInfo().boundingBox.maximumWorld.y;\r\n minY = target.getBoundingInfo().boundingBox.minimumWorld.y;\r\n maxZ = target.getBoundingInfo().boundingBox.maximumWorld.z;\r\n minZ = target.getBoundingInfo().boundingBox.minimumWorld.z;\r\n\r\n const x = this.position.x + this._pcs.mesh.position.x;\r\n const y = this.position.y + this._pcs.mesh.position.y;\r\n const z = this.position.z + this._pcs.mesh.position.z;\r\n return minX <= x && x <= maxX && minY <= y && y <= maxY && minZ <= z && z <= maxZ;\r\n }\r\n }\r\n\r\n /**\r\n * get the rotation matrix of the particle\r\n * @param m\r\n * @hidden\r\n */\r\n public getRotationMatrix(m: Matrix) {\r\n let quaternion: Quaternion;\r\n if (this.rotationQuaternion) {\r\n quaternion = this.rotationQuaternion;\r\n } else {\r\n quaternion = TmpVectors.Quaternion[0];\r\n const rotation = this.rotation;\r\n Quaternion.RotationYawPitchRollToRef(rotation.y, rotation.x, rotation.z, quaternion);\r\n }\r\n\r\n quaternion.toRotationMatrix(m);\r\n }\r\n}\r\n\r\n/**\r\n * Represents a group of points in a points cloud system\r\n * * PCS internal tool, don't use it manually.\r\n */\r\nexport class PointsGroup {\r\n /**\r\n * Get or set the groupId\r\n * @deprecated Please use groupId instead\r\n */\r\n public get groupID(): number {\r\n return this.groupId;\r\n }\r\n public set groupID(groupID: number) {\r\n this.groupId = groupID;\r\n }\r\n /**\r\n * The group id\r\n * @hidden\r\n */\r\n public groupId: number;\r\n /**\r\n * image data for group (internal use)\r\n * @hidden\r\n */\r\n public _groupImageData: Nullable<ArrayBufferView>;\r\n /**\r\n * Image Width (internal use)\r\n * @hidden\r\n */\r\n public _groupImgWidth: number;\r\n /**\r\n * Image Height (internal use)\r\n * @hidden\r\n */\r\n public _groupImgHeight: number;\r\n /**\r\n * Custom position function (internal use)\r\n * @hidden\r\n */\r\n public _positionFunction: Nullable<(particle: CloudPoint, i?: number, s?: number) => void>;\r\n /**\r\n * density per facet for surface points\r\n * @hidden\r\n */\r\n public _groupDensity: number[];\r\n /**\r\n * Only when points are colored by texture carries pointer to texture list array\r\n * @hidden\r\n */\r\n public _textureNb: number;\r\n\r\n /**\r\n * Creates a points group object. This is an internal reference to produce particles for the PCS.\r\n * PCS internal tool, don't use it manually.\r\n * @param id\r\n * @param posFunction\r\n * @hidden\r\n */\r\n constructor(id: number, posFunction: Nullable<(particle: CloudPoint, i?: number, s?: number) => void>) {\r\n this.groupId = id;\r\n this._positionFunction = posFunction;\r\n }\r\n}\r\n"]}
1
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(Not use if rotationQuaternion is set)\r\n */\r\n public rotation: Vector3 = Vector3.Zero();\r\n /**\r\n * The world space rotation quaternion of the particle.\r\n */\r\n public rotationQuaternion: Nullable<Quaternion>;\r\n /**\r\n * The uv of the particle.\r\n */\r\n public uv: Nullable<Vector2> = new Vector2(0.0, 0.0);\r\n /**\r\n * The current speed of the particle.\r\n */\r\n public velocity: Vector3 = Vector3.Zero();\r\n /**\r\n * The pivot point in the particle local space.\r\n */\r\n public pivot: Vector3 = Vector3.Zero();\r\n /**\r\n * Must the particle be translated from its pivot point in its local space ?\r\n * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.\r\n * Default : false\r\n */\r\n public translateFromPivot: boolean = false;\r\n /**\r\n * Index of this particle in the global \"positions\" array (Internal use)\r\n * @internal\r\n */\r\n public _pos: number = 0;\r\n /**\r\n * @internal Index of this particle in the global \"indices\" array (Internal use)\r\n */\r\n public _ind: number = 0;\r\n /**\r\n * Group this particle belongs to\r\n */\r\n public _group: PointsGroup;\r\n /**\r\n * Group id of this particle\r\n */\r\n public groupId: number = 0;\r\n /**\r\n * Index of the particle in its group id (Internal use)\r\n */\r\n public idxInGroup: number = 0;\r\n /**\r\n * @internal Particle BoundingInfo object (Internal use)\r\n */\r\n public _boundingInfo: BoundingInfo;\r\n /**\r\n * @internal Reference to the PCS that the particle belongs to (Internal use)\r\n */\r\n public _pcs: PointsCloudSystem;\r\n /**\r\n * @internal Still set as invisible in order to skip useless computations (Internal use)\r\n */\r\n public _stillInvisible: boolean = false;\r\n /**\r\n * @internal Last computed particle rotation matrix\r\n */\r\n public _rotationMatrix: number[] = [1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0];\r\n /**\r\n * Parent particle Id, if any.\r\n * Default null.\r\n */\r\n public parentId: Nullable<number> = null;\r\n /**\r\n * @internal Internal global position in the PCS.\r\n */\r\n public _globalPosition: Vector3 = Vector3.Zero();\r\n\r\n /**\r\n * Creates a Point Cloud object.\r\n * Don't create particles manually, use instead the PCS internal tools like _addParticle()\r\n * @param particleIndex (integer) is the particle index in the PCS pool. It's also the particle identifier.\r\n * @param group (PointsGroup) is the group the particle belongs to\r\n * @param groupId (integer) is the group identifier in the PCS.\r\n * @param idxInGroup (integer) is the index of the particle in the current point group (ex: the 10th point of addPoints(30))\r\n * @param pcs defines the PCS it is associated to\r\n */\r\n constructor(particleIndex: number, group: PointsGroup, groupId: number, idxInGroup: number, pcs: PointsCloudSystem) {\r\n this.idx = particleIndex;\r\n this._group = group;\r\n this.groupId = groupId;\r\n this.idxInGroup = idxInGroup;\r\n this._pcs = pcs;\r\n }\r\n\r\n /**\r\n * get point size\r\n */\r\n public get size(): Vector3 {\r\n return this.size;\r\n }\r\n\r\n /**\r\n * Set point size\r\n */\r\n public set size(scale: Vector3) {\r\n this.size = scale;\r\n }\r\n\r\n /**\r\n * Legacy support, changed quaternion to rotationQuaternion\r\n */\r\n public get quaternion(): Nullable<Quaternion> {\r\n return this.rotationQuaternion;\r\n }\r\n\r\n /**\r\n * Legacy support, changed quaternion to rotationQuaternion\r\n */\r\n public set quaternion(q: Nullable<Quaternion>) {\r\n this.rotationQuaternion = q;\r\n }\r\n\r\n /**\r\n * Returns a boolean. True if the particle intersects a mesh, else false\r\n * The intersection is computed on the particle position and Axis Aligned Bounding Box (AABB) or Sphere\r\n * @param target is the object (point or mesh) what the intersection is computed against\r\n * @param isSphere is boolean flag when false (default) bounding box of mesh is used, when true the bounding sphere is used\r\n * @returns true if it intersects\r\n */\r\n public intersectsMesh(target: Mesh, isSphere: boolean): boolean {\r\n if (!target.hasBoundingInfo) {\r\n return false;\r\n }\r\n\r\n if (!this._pcs.mesh) {\r\n throw new Error(\"Point Cloud System doesnt contain the Mesh\");\r\n }\r\n\r\n if (isSphere) {\r\n return target.getBoundingInfo().boundingSphere.intersectsPoint(this.position.add(this._pcs.mesh.position));\r\n }\r\n\r\n const bbox = target.getBoundingInfo().boundingBox;\r\n\r\n const maxX = bbox.maximumWorld.x;\r\n const minX = bbox.minimumWorld.x;\r\n const maxY = bbox.maximumWorld.y;\r\n const minY = bbox.minimumWorld.y;\r\n const maxZ = bbox.maximumWorld.z;\r\n const minZ = bbox.minimumWorld.z;\r\n\r\n const x = this.position.x + this._pcs.mesh.position.x;\r\n const y = this.position.y + this._pcs.mesh.position.y;\r\n const z = this.position.z + this._pcs.mesh.position.z;\r\n\r\n return minX <= x && x <= maxX && minY <= y && y <= maxY && minZ <= z && z <= maxZ;\r\n }\r\n\r\n /**\r\n * get the rotation matrix of the particle\r\n * @internal\r\n */\r\n public getRotationMatrix(m: Matrix) {\r\n let quaternion: Quaternion;\r\n if (this.rotationQuaternion) {\r\n quaternion = this.rotationQuaternion;\r\n } else {\r\n quaternion = TmpVectors.Quaternion[0];\r\n const rotation = this.rotation;\r\n Quaternion.RotationYawPitchRollToRef(rotation.y, rotation.x, rotation.z, quaternion);\r\n }\r\n\r\n quaternion.toRotationMatrix(m);\r\n }\r\n}\r\n\r\n/**\r\n * Represents a group of points in a points cloud system\r\n * * PCS internal tool, don't use it manually.\r\n */\r\nexport class PointsGroup {\r\n /**\r\n * Get or set the groupId\r\n * @deprecated Please use groupId instead\r\n */\r\n public get groupID(): number {\r\n return this.groupId;\r\n }\r\n public set groupID(groupID: number) {\r\n this.groupId = groupID;\r\n }\r\n /**\r\n * The group id\r\n * @internal\r\n */\r\n public groupId: number;\r\n /**\r\n * image data for group (internal use)\r\n * @internal\r\n */\r\n public _groupImageData: Nullable<ArrayBufferView>;\r\n /**\r\n * Image Width (internal use)\r\n * @internal\r\n */\r\n public _groupImgWidth: number;\r\n /**\r\n * Image Height (internal use)\r\n * @internal\r\n */\r\n public _groupImgHeight: number;\r\n /**\r\n * Custom position function (internal use)\r\n * @internal\r\n */\r\n public _positionFunction: Nullable<(particle: CloudPoint, i?: number, s?: number) => void>;\r\n /**\r\n * density per facet for surface points\r\n * @internal\r\n */\r\n public _groupDensity: number[];\r\n /**\r\n * Only when points are colored by texture carries pointer to texture list array\r\n * @internal\r\n */\r\n public _textureNb: number;\r\n\r\n /**\r\n * Creates a points group object. This is an internal reference to produce particles for the PCS.\r\n * PCS internal tool, don't use it manually.\r\n * @internal\r\n */\r\n constructor(id: number, posFunction: Nullable<(particle: CloudPoint, i?: number, s?: number) => void>) {\r\n this.groupId = id;\r\n this._positionFunction = posFunction;\r\n }\r\n}\r\n"]}
@@ -7,7 +7,7 @@ import type { DataBuffer } from "../Buffers/dataBuffer";
7
7
  import { UniformBufferEffectCommonAccessor } from "../Materials/uniformBufferEffectCommonAccessor";
8
8
  import type { Effect } from "../Materials/effect";
9
9
  import "../ShadersWGSL/gpuUpdateParticles.compute";
10
- /** @hidden */
10
+ /** @internal */
11
11
  export declare class ComputeShaderParticleSystem implements IGPUParticleSystemPlatform {
12
12
  private _parent;
13
13
  private _engine;
@@ -5,7 +5,7 @@ import { UniformBuffer } from "../Materials/uniformBuffer.js";
5
5
  import { UniformBufferEffectCommonAccessor } from "../Materials/uniformBufferEffectCommonAccessor.js";
6
6
  import { RegisterClass } from "../Misc/typeStore.js";
7
7
  import "../ShadersWGSL/gpuUpdateParticles.compute.js";
8
- /** @hidden */
8
+ /** @internal */
9
9
  export class ComputeShaderParticleSystem {
10
10
  constructor(parent, engine) {
11
11
  this._bufferComputeShader = [];
@@ -1 +1 @@
1
- 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type { ThinEngine } from \"../Engines/thinEngine\";\r\nimport { StorageBuffer } from \"../Buffers/storageBuffer\";\r\nimport { ComputeShader } from \"../Compute/computeShader\";\r\nimport { UniformBuffer } from \"../Materials/uniformBuffer\";\r\nimport type { IGPUParticleSystemPlatform } from \"./IGPUParticleSystemPlatform\";\r\nimport type { Buffer, VertexBuffer } from \"../Buffers/buffer\";\r\nimport type { GPUParticleSystem } from \"./gpuParticleSystem\";\r\n\r\nimport type { DataArray } from \"../types\";\r\nimport type { DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { UniformBufferEffectCommonAccessor } from \"../Materials/uniformBufferEffectCommonAccessor\";\r\nimport type { ComputeBindingMapping } from \"../Engines/Extensions/engine.computeShader\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\n\r\nimport \"../ShadersWGSL/gpuUpdateParticles.compute\";\r\n\r\n/** @hidden */\r\nexport class ComputeShaderParticleSystem implements IGPUParticleSystemPlatform {\r\n private _parent: GPUParticleSystem;\r\n private _engine: ThinEngine;\r\n private _updateComputeShader: ComputeShader;\r\n private _simParamsComputeShader: UniformBuffer;\r\n private _bufferComputeShader: StorageBuffer[] = [];\r\n private _renderVertexBuffers: Array<{ [key: string]: VertexBuffer }> = [];\r\n\r\n public readonly alignDataInBuffer = true;\r\n\r\n constructor(parent: GPUParticleSystem, engine: ThinEngine) {\r\n this._parent = parent;\r\n this._engine = engine;\r\n }\r\n\r\n public isUpdateBufferCreated(): boolean {\r\n return !!this._updateComputeShader;\r\n }\r\n\r\n public isUpdateBufferReady(): boolean {\r\n return this._updateComputeShader?.isReady() ?? false;\r\n }\r\n\r\n public createUpdateBuffer(defines: string): UniformBufferEffectCommonAccessor {\r\n const bindingsMapping: ComputeBindingMapping = {\r\n params: { group: 0, binding: 0 },\r\n particlesIn: { group: 0, binding: 1 },\r\n particlesOut: { group: 0, binding: 2 },\r\n randomTexture: { group: 0, binding: 3 },\r\n randomTexture2: { group: 0, binding: 4 },\r\n };\r\n if (this._parent._sizeGradientsTexture) {\r\n bindingsMapping[\"sizeGradientTexture\"] = { group: 1, binding: 1 };\r\n }\r\n if (this._parent._angularSpeedGradientsTexture) {\r\n bindingsMapping[\"angularSpeedGradientTexture\"] = { group: 1, binding: 3 };\r\n }\r\n if (this._parent._velocityGradientsTexture) {\r\n bindingsMapping[\"velocityGradientTexture\"] = { group: 1, binding: 5 };\r\n }\r\n if (this._parent._limitVelocityGradientsTexture) {\r\n bindingsMapping[\"limitVelocityGradientTexture\"] = { group: 1, binding: 7 };\r\n }\r\n if (this._parent._dragGradientsTexture) {\r\n bindingsMapping[\"dragGradientTexture\"] = { group: 1, binding: 9 };\r\n }\r\n if (this._parent.noiseTexture) {\r\n bindingsMapping[\"noiseTexture\"] = { group: 1, binding: 11 };\r\n }\r\n\r\n this._updateComputeShader = new ComputeShader(\"updateParticles\", this._engine, \"gpuUpdateParticles\", { bindingsMapping, defines: defines.split(\"\\n\") });\r\n\r\n this._simParamsComputeShader?.dispose();\r\n this._simParamsComputeShader = new UniformBuffer(this._engine);\r\n\r\n this._simParamsComputeShader.addUniform(\"currentCount\", 1);\r\n this._simParamsComputeShader.addUniform(\"timeDelta\", 1);\r\n this._simParamsComputeShader.addUniform(\"stopFactor\", 1);\r\n this._simParamsComputeShader.addUniform(\"randomTextureSize\", 1);\r\n this._simParamsComputeShader.addUniform(\"lifeTime\", 2);\r\n this._simParamsComputeShader.addUniform(\"emitPower\", 2);\r\n if (!this._parent._colorGradientsTexture) {\r\n this._simParamsComputeShader.addUniform(\"color1\", 4);\r\n this._simParamsComputeShader.addUniform(\"color2\", 4);\r\n }\r\n this._simParamsComputeShader.addUniform(\"sizeRange\", 2);\r\n this._simParamsComputeShader.addUniform(\"scaleRange\", 4);\r\n this._simParamsComputeShader.addUniform(\"angleRange\", 4);\r\n this._simParamsComputeShader.addUniform(\"gravity\", 3);\r\n if (this._parent._limitVelocityGradientsTexture) {\r\n this._simParamsComputeShader.addUniform(\"limitVelocityDamping\", 1);\r\n }\r\n if (this._parent.isAnimationSheetEnabled) {\r\n this._simParamsComputeShader.addUniform(\"cellInfos\", 4);\r\n }\r\n if (this._parent.noiseTexture) {\r\n this._simParamsComputeShader.addUniform(\"noiseStrength\", 3);\r\n }\r\n if (!this._parent.isLocal) {\r\n this._simParamsComputeShader.addUniform(\"emitterWM\", 16);\r\n }\r\n if (this._parent.particleEmitterType) {\r\n this._parent.particleEmitterType.buildUniformLayout(this._simParamsComputeShader);\r\n }\r\n\r\n this._updateComputeShader.setUniformBuffer(\"params\", this._simParamsComputeShader);\r\n\r\n return new UniformBufferEffectCommonAccessor(this._simParamsComputeShader);\r\n }\r\n\r\n public createVertexBuffers(updateBuffer: Buffer, renderVertexBuffers: { [key: string]: VertexBuffer }): void {\r\n this._renderVertexBuffers.push(renderVertexBuffers);\r\n }\r\n\r\n public createParticleBuffer(data: number[]): DataArray | DataBuffer {\r\n const buffer = new StorageBuffer(this._engine, data.length * 4, Constants.BUFFER_CREATIONFLAG_READWRITE | Constants.BUFFER_CREATIONFLAG_VERTEX);\r\n\r\n buffer.update(data);\r\n this._bufferComputeShader.push(buffer);\r\n\r\n return buffer.getBuffer();\r\n }\r\n\r\n public bindDrawBuffers(index: number, effect: Effect): void {\r\n this._engine.bindBuffers(this._renderVertexBuffers[index], null, effect);\r\n }\r\n\r\n public preUpdateParticleBuffer(): void {}\r\n\r\n public updateParticleBuffer(index: number, targetBuffer: Buffer, currentActiveCount: number): void {\r\n this._simParamsComputeShader.update();\r\n\r\n this._updateComputeShader.setTexture(\"randomTexture\", this._parent._randomTexture, false);\r\n this._updateComputeShader.setTexture(\"randomTexture2\", this._parent._randomTexture2, false);\r\n if (this._parent._sizeGradientsTexture) {\r\n this._updateComputeShader.setTexture(\"sizeGradientTexture\", this._parent._sizeGradientsTexture);\r\n }\r\n\r\n if (this._parent._angularSpeedGradientsTexture) {\r\n this._updateComputeShader.setTexture(\"angularSpeedGradientTexture\", this._parent._angularSpeedGradientsTexture);\r\n }\r\n\r\n if (this._parent._velocityGradientsTexture) {\r\n this._updateComputeShader.setTexture(\"velocityGradientTexture\", this._parent._velocityGradientsTexture);\r\n }\r\n\r\n if (this._parent._limitVelocityGradientsTexture) {\r\n this._updateComputeShader.setTexture(\"limitVelocityGradientTexture\", this._parent._limitVelocityGradientsTexture);\r\n }\r\n\r\n if (this._parent._dragGradientsTexture) {\r\n this._updateComputeShader.setTexture(\"dragGradientTexture\", this._parent._dragGradientsTexture);\r\n }\r\n\r\n if (this._parent.noiseTexture) {\r\n this._updateComputeShader.setTexture(\"noiseTexture\", this._parent.noiseTexture);\r\n }\r\n\r\n this._updateComputeShader.setStorageBuffer(\"particlesIn\", this._bufferComputeShader[index]);\r\n this._updateComputeShader.setStorageBuffer(\"particlesOut\", this._bufferComputeShader[index ^ 1]);\r\n\r\n this._updateComputeShader.dispatch(Math.ceil(currentActiveCount / 64));\r\n }\r\n\r\n public releaseBuffers(): void {\r\n for (let i = 0; i < this._bufferComputeShader.length; ++i) {\r\n this._bufferComputeShader[i].dispose();\r\n }\r\n\r\n this._bufferComputeShader.length = 0;\r\n\r\n this._simParamsComputeShader?.dispose();\r\n (<any>this._simParamsComputeShader) = null;\r\n\r\n (<any>this._updateComputeShader) = null;\r\n }\r\n\r\n public releaseVertexBuffers(): void {\r\n this._renderVertexBuffers.length = 0;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ComputeShaderParticleSystem\", ComputeShaderParticleSystem);\r\n"]}
1
+ 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type { ThinEngine } from \"../Engines/thinEngine\";\r\nimport { StorageBuffer } from \"../Buffers/storageBuffer\";\r\nimport { ComputeShader } from \"../Compute/computeShader\";\r\nimport { UniformBuffer } from \"../Materials/uniformBuffer\";\r\nimport type { IGPUParticleSystemPlatform } from \"./IGPUParticleSystemPlatform\";\r\nimport type { Buffer, VertexBuffer } from \"../Buffers/buffer\";\r\nimport type { GPUParticleSystem } from \"./gpuParticleSystem\";\r\n\r\nimport type { DataArray } from \"../types\";\r\nimport type { DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { UniformBufferEffectCommonAccessor } from \"../Materials/uniformBufferEffectCommonAccessor\";\r\nimport type { ComputeBindingMapping } from \"../Engines/Extensions/engine.computeShader\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\n\r\nimport \"../ShadersWGSL/gpuUpdateParticles.compute\";\r\n\r\n/** @internal */\r\nexport class ComputeShaderParticleSystem implements IGPUParticleSystemPlatform {\r\n private _parent: GPUParticleSystem;\r\n private _engine: ThinEngine;\r\n private _updateComputeShader: ComputeShader;\r\n private _simParamsComputeShader: UniformBuffer;\r\n private _bufferComputeShader: StorageBuffer[] = [];\r\n private _renderVertexBuffers: Array<{ [key: string]: VertexBuffer }> = [];\r\n\r\n public readonly alignDataInBuffer = true;\r\n\r\n constructor(parent: GPUParticleSystem, engine: ThinEngine) {\r\n this._parent = parent;\r\n this._engine = engine;\r\n }\r\n\r\n public isUpdateBufferCreated(): boolean {\r\n return !!this._updateComputeShader;\r\n }\r\n\r\n public isUpdateBufferReady(): boolean {\r\n return this._updateComputeShader?.isReady() ?? false;\r\n }\r\n\r\n public createUpdateBuffer(defines: string): UniformBufferEffectCommonAccessor {\r\n const bindingsMapping: ComputeBindingMapping = {\r\n params: { group: 0, binding: 0 },\r\n particlesIn: { group: 0, binding: 1 },\r\n particlesOut: { group: 0, binding: 2 },\r\n randomTexture: { group: 0, binding: 3 },\r\n randomTexture2: { group: 0, binding: 4 },\r\n };\r\n if (this._parent._sizeGradientsTexture) {\r\n bindingsMapping[\"sizeGradientTexture\"] = { group: 1, binding: 1 };\r\n }\r\n if (this._parent._angularSpeedGradientsTexture) {\r\n bindingsMapping[\"angularSpeedGradientTexture\"] = { group: 1, binding: 3 };\r\n }\r\n if (this._parent._velocityGradientsTexture) {\r\n bindingsMapping[\"velocityGradientTexture\"] = { group: 1, binding: 5 };\r\n }\r\n if (this._parent._limitVelocityGradientsTexture) {\r\n bindingsMapping[\"limitVelocityGradientTexture\"] = { group: 1, binding: 7 };\r\n }\r\n if (this._parent._dragGradientsTexture) {\r\n bindingsMapping[\"dragGradientTexture\"] = { group: 1, binding: 9 };\r\n }\r\n if (this._parent.noiseTexture) {\r\n bindingsMapping[\"noiseTexture\"] = { group: 1, binding: 11 };\r\n }\r\n\r\n this._updateComputeShader = new ComputeShader(\"updateParticles\", this._engine, \"gpuUpdateParticles\", { bindingsMapping, defines: defines.split(\"\\n\") });\r\n\r\n this._simParamsComputeShader?.dispose();\r\n this._simParamsComputeShader = new UniformBuffer(this._engine);\r\n\r\n this._simParamsComputeShader.addUniform(\"currentCount\", 1);\r\n this._simParamsComputeShader.addUniform(\"timeDelta\", 1);\r\n this._simParamsComputeShader.addUniform(\"stopFactor\", 1);\r\n this._simParamsComputeShader.addUniform(\"randomTextureSize\", 1);\r\n this._simParamsComputeShader.addUniform(\"lifeTime\", 2);\r\n this._simParamsComputeShader.addUniform(\"emitPower\", 2);\r\n if (!this._parent._colorGradientsTexture) {\r\n this._simParamsComputeShader.addUniform(\"color1\", 4);\r\n this._simParamsComputeShader.addUniform(\"color2\", 4);\r\n }\r\n this._simParamsComputeShader.addUniform(\"sizeRange\", 2);\r\n this._simParamsComputeShader.addUniform(\"scaleRange\", 4);\r\n this._simParamsComputeShader.addUniform(\"angleRange\", 4);\r\n this._simParamsComputeShader.addUniform(\"gravity\", 3);\r\n if (this._parent._limitVelocityGradientsTexture) {\r\n this._simParamsComputeShader.addUniform(\"limitVelocityDamping\", 1);\r\n }\r\n if (this._parent.isAnimationSheetEnabled) {\r\n this._simParamsComputeShader.addUniform(\"cellInfos\", 4);\r\n }\r\n if (this._parent.noiseTexture) {\r\n this._simParamsComputeShader.addUniform(\"noiseStrength\", 3);\r\n }\r\n if (!this._parent.isLocal) {\r\n this._simParamsComputeShader.addUniform(\"emitterWM\", 16);\r\n }\r\n if (this._parent.particleEmitterType) {\r\n this._parent.particleEmitterType.buildUniformLayout(this._simParamsComputeShader);\r\n }\r\n\r\n this._updateComputeShader.setUniformBuffer(\"params\", this._simParamsComputeShader);\r\n\r\n return new UniformBufferEffectCommonAccessor(this._simParamsComputeShader);\r\n }\r\n\r\n public createVertexBuffers(updateBuffer: Buffer, renderVertexBuffers: { [key: string]: VertexBuffer }): void {\r\n this._renderVertexBuffers.push(renderVertexBuffers);\r\n }\r\n\r\n public createParticleBuffer(data: number[]): DataArray | DataBuffer {\r\n const buffer = new StorageBuffer(this._engine, data.length * 4, Constants.BUFFER_CREATIONFLAG_READWRITE | Constants.BUFFER_CREATIONFLAG_VERTEX);\r\n\r\n buffer.update(data);\r\n this._bufferComputeShader.push(buffer);\r\n\r\n return buffer.getBuffer();\r\n }\r\n\r\n public bindDrawBuffers(index: number, effect: Effect): void {\r\n this._engine.bindBuffers(this._renderVertexBuffers[index], null, effect);\r\n }\r\n\r\n public preUpdateParticleBuffer(): void {}\r\n\r\n public updateParticleBuffer(index: number, targetBuffer: Buffer, currentActiveCount: number): void {\r\n this._simParamsComputeShader.update();\r\n\r\n this._updateComputeShader.setTexture(\"randomTexture\", this._parent._randomTexture, false);\r\n this._updateComputeShader.setTexture(\"randomTexture2\", this._parent._randomTexture2, false);\r\n if (this._parent._sizeGradientsTexture) {\r\n this._updateComputeShader.setTexture(\"sizeGradientTexture\", this._parent._sizeGradientsTexture);\r\n }\r\n\r\n if (this._parent._angularSpeedGradientsTexture) {\r\n this._updateComputeShader.setTexture(\"angularSpeedGradientTexture\", this._parent._angularSpeedGradientsTexture);\r\n }\r\n\r\n if (this._parent._velocityGradientsTexture) {\r\n this._updateComputeShader.setTexture(\"velocityGradientTexture\", this._parent._velocityGradientsTexture);\r\n }\r\n\r\n if (this._parent._limitVelocityGradientsTexture) {\r\n this._updateComputeShader.setTexture(\"limitVelocityGradientTexture\", this._parent._limitVelocityGradientsTexture);\r\n }\r\n\r\n if (this._parent._dragGradientsTexture) {\r\n this._updateComputeShader.setTexture(\"dragGradientTexture\", this._parent._dragGradientsTexture);\r\n }\r\n\r\n if (this._parent.noiseTexture) {\r\n this._updateComputeShader.setTexture(\"noiseTexture\", this._parent.noiseTexture);\r\n }\r\n\r\n this._updateComputeShader.setStorageBuffer(\"particlesIn\", this._bufferComputeShader[index]);\r\n this._updateComputeShader.setStorageBuffer(\"particlesOut\", this._bufferComputeShader[index ^ 1]);\r\n\r\n this._updateComputeShader.dispatch(Math.ceil(currentActiveCount / 64));\r\n }\r\n\r\n public releaseBuffers(): void {\r\n for (let i = 0; i < this._bufferComputeShader.length; ++i) {\r\n this._bufferComputeShader[i].dispose();\r\n }\r\n\r\n this._bufferComputeShader.length = 0;\r\n\r\n this._simParamsComputeShader?.dispose();\r\n (<any>this._simParamsComputeShader) = null;\r\n\r\n (<any>this._updateComputeShader) = null;\r\n }\r\n\r\n public releaseVertexBuffers(): void {\r\n this._renderVertexBuffers.length = 0;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ComputeShaderParticleSystem\", ComputeShaderParticleSystem);\r\n"]}
@@ -40,9 +40,9 @@ export declare class GPUParticleSystem extends BaseParticleSystem implements IDi
40
40
  private _started;
41
41
  private _stopped;
42
42
  private _timeDelta;
43
- /** @hidden */
43
+ /** @internal */
44
44
  _randomTexture: RawTexture;
45
- /** @hidden */
45
+ /** @internal */
46
46
  _randomTexture2: RawTexture;
47
47
  private _attributesStrideSize;
48
48
  private _cachedUpdateDefines;
@@ -142,7 +142,7 @@ export declare class GPUParticleSystem extends BaseParticleSystem implements IDi
142
142
  * @param blendMode Blend mode for which the effect should be set
143
143
  */
144
144
  setCustomEffect(effect: Nullable<Effect>, blendMode?: number): void;
145
- /** @hidden */
145
+ /** @internal */
146
146
  protected _onBeforeDrawParticlesObservable: Nullable<Observable<Nullable<Effect>>>;
147
147
  /**
148
148
  * Observable that will be called just before the particles are drawn
@@ -152,7 +152,7 @@ export declare class GPUParticleSystem extends BaseParticleSystem implements IDi
152
152
  * Gets the name of the particle vertex shader
153
153
  */
154
154
  get vertexShaderName(): string;
155
- /** @hidden */
155
+ /** @internal */
156
156
  _colorGradientsTexture: RawTexture;
157
157
  protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem;
158
158
  /**
@@ -175,15 +175,15 @@ export declare class GPUParticleSystem extends BaseParticleSystem implements IDi
175
175
  * Resets the draw wrappers cache
176
176
  */
177
177
  resetDrawCache(): void;
178
- /** @hidden */
178
+ /** @internal */
179
179
  _angularSpeedGradientsTexture: RawTexture;
180
- /** @hidden */
180
+ /** @internal */
181
181
  _sizeGradientsTexture: RawTexture;
182
- /** @hidden */
182
+ /** @internal */
183
183
  _velocityGradientsTexture: RawTexture;
184
- /** @hidden */
184
+ /** @internal */
185
185
  _limitVelocityGradientsTexture: RawTexture;
186
- /** @hidden */
186
+ /** @internal */
187
187
  _dragGradientsTexture: RawTexture;
188
188
  private _addFactorGradient;
189
189
  /**
@@ -340,26 +340,20 @@ export declare class GPUParticleSystem extends BaseParticleSystem implements IDi
340
340
  protected _reset(): void;
341
341
  private _createVertexBuffers;
342
342
  private _initialize;
343
- /** @hidden */
343
+ /** @internal */
344
344
  _recreateUpdateEffect(): void;
345
345
  /**
346
- * @param blendMode
347
- * @hidden
346
+ * @internal
348
347
  */
349
348
  _getWrapper(blendMode: number): DrawWrapper;
350
349
  /**
351
- * @param hasColorGradients
352
- * @param isAnimationSheetEnabled
353
- * @param isBillboardBased
354
- * @param isBillboardStretched
355
- * @hidden
350
+ * @internal
356
351
  */
357
352
  static _GetAttributeNamesOrOptions(hasColorGradients?: boolean, isAnimationSheetEnabled?: boolean, isBillboardBased?: boolean, isBillboardStretched?: boolean): string[];
358
353
  /**
359
- * @param isAnimationSheetEnabled
360
- * @hidden
354
+ * @internal
361
355
  */
362
- static _GetEffectCreationOptions(isAnimationSheetEnabled?: boolean): string[];
356
+ static _GetEffectCreationOptions(isAnimationSheetEnabled?: boolean, useLogarithmicDepth?: boolean): string[];
363
357
  /**
364
358
  * Fill the defines array according to the current settings of the particle system
365
359
  * @param defines Array to be updated
@@ -66,7 +66,7 @@ export class GPUParticleSystem extends BaseParticleSystem {
66
66
  * Specifies if the particles are updated in emitter local space or world space.
67
67
  */
68
68
  this.isLocal = false;
69
- /** @hidden */
69
+ /** @internal */
70
70
  this._onBeforeDrawParticlesObservable = null;
71
71
  if (!sceneOrEngine || sceneOrEngine.getClassName() === "Scene") {
72
72
  this._scene = sceneOrEngine || EngineStore.LastCreatedScene;
@@ -873,7 +873,7 @@ export class GPUParticleSystem extends BaseParticleSystem {
873
873
  this._sourceBuffer = this._buffer0;
874
874
  this._targetBuffer = this._buffer1;
875
875
  }
876
- /** @hidden */
876
+ /** @internal */
877
877
  _recreateUpdateEffect() {
878
878
  let defines = this.particleEmitterType ? this.particleEmitterType.getEffectDefines() : "";
879
879
  if (this._isBillboardBased) {
@@ -916,8 +916,7 @@ export class GPUParticleSystem extends BaseParticleSystem {
916
916
  this._updateBuffer = this._platform.createUpdateBuffer(defines);
917
917
  }
918
918
  /**
919
- * @param blendMode
920
- * @hidden
919
+ * @internal
921
920
  */
922
921
  _getWrapper(blendMode) {
923
922
  const customWrapper = this._getCustomDrawWrapper(blendMode);
@@ -946,11 +945,7 @@ export class GPUParticleSystem extends BaseParticleSystem {
946
945
  return drawWrapper;
947
946
  }
948
947
  /**
949
- * @param hasColorGradients
950
- * @param isAnimationSheetEnabled
951
- * @param isBillboardBased
952
- * @param isBillboardStretched
953
- * @hidden
948
+ * @internal
954
949
  */
955
950
  static _GetAttributeNamesOrOptions(hasColorGradients = false, isAnimationSheetEnabled = false, isBillboardBased = false, isBillboardStretched = false) {
956
951
  const attributeNamesOrOptions = [VertexBuffer.PositionKind, "age", "life", "size", "angle"];
@@ -970,10 +965,9 @@ export class GPUParticleSystem extends BaseParticleSystem {
970
965
  return attributeNamesOrOptions;
971
966
  }
972
967
  /**
973
- * @param isAnimationSheetEnabled
974
- * @hidden
968
+ * @internal
975
969
  */
976
- static _GetEffectCreationOptions(isAnimationSheetEnabled = false) {
970
+ static _GetEffectCreationOptions(isAnimationSheetEnabled = false, useLogarithmicDepth = false) {
977
971
  const effectCreationOption = [
978
972
  "emitterWM",
979
973
  "worldOffset",
@@ -993,6 +987,9 @@ export class GPUParticleSystem extends BaseParticleSystem {
993
987
  if (isAnimationSheetEnabled) {
994
988
  effectCreationOption.push("sheetInfos");
995
989
  }
990
+ if (useLogarithmicDepth) {
991
+ effectCreationOption.push("logarithmicDepthConstant");
992
+ }
996
993
  return effectCreationOption;
997
994
  }
998
995
  /**
@@ -1027,6 +1024,9 @@ export class GPUParticleSystem extends BaseParticleSystem {
1027
1024
  if (this.isLocal) {
1028
1025
  defines.push("#define LOCAL");
1029
1026
  }
1027
+ if (this.useLogarithmicDepth) {
1028
+ defines.push("#define LOGARITHMICDEPTH");
1029
+ }
1030
1030
  if (this._isBillboardBased) {
1031
1031
  defines.push("#define BILLBOARD");
1032
1032
  switch (this.billboardMode) {
@@ -1062,7 +1062,7 @@ export class GPUParticleSystem extends BaseParticleSystem {
1062
1062
  */
1063
1063
  fillUniformsAttributesAndSamplerNames(uniforms, attributes, samplers) {
1064
1064
  attributes.push(...GPUParticleSystem._GetAttributeNamesOrOptions(!!this._colorGradientsTexture, this._isAnimationSheetEnabled, this._isBillboardBased, this._isBillboardBased && this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED));
1065
- uniforms.push(...GPUParticleSystem._GetEffectCreationOptions(this._isAnimationSheetEnabled));
1065
+ uniforms.push(...GPUParticleSystem._GetEffectCreationOptions(this._isAnimationSheetEnabled, this.useLogarithmicDepth));
1066
1066
  samplers.push("diffuseSampler", "colorGradientSampler");
1067
1067
  if (this._imageProcessingConfiguration) {
1068
1068
  ImageProcessingConfiguration.PrepareUniforms(uniforms, this._imageProcessingConfigurationDefines);
@@ -1168,6 +1168,10 @@ export class GPUParticleSystem extends BaseParticleSystem {
1168
1168
  invView.invert();
1169
1169
  effect.setMatrix("invView", invView);
1170
1170
  }
1171
+ // Log. depth
1172
+ if (this.useLogarithmicDepth && this._scene) {
1173
+ MaterialHelper.BindLogDepth(defines, effect, this._scene);
1174
+ }
1171
1175
  // image processing
1172
1176
  if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {
1173
1177
  this._imageProcessingConfiguration.bind(effect);