@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
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1
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type { Immutable, Nullable } from \"../types\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport { LinesMesh, InstancedLinesMesh } from \"../Meshes/linesMesh\";\r\nimport type { Matrix } from \"../Maths/math.vector\";\r\nimport { Vector3, TmpVectors } from \"../Maths/math.vector\";\r\nimport type { IDisposable, Scene } from \"../scene\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { ShaderMaterial } from \"../Materials/shaderMaterial\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { Node } from \"../node\";\r\n\r\nimport \"../Shaders/line.fragment\";\r\nimport \"../Shaders/line.vertex\";\r\nimport type { DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { SmartArray } from \"../Misc/smartArray\";\r\nimport { DrawWrapper } from \"../Materials/drawWrapper\";\r\n\r\ndeclare module \"../scene\" {\r\n export interface Scene {\r\n /** @hidden */\r\n _edgeRenderLineShader: Nullable<ShaderMaterial>;\r\n }\r\n}\r\n\r\ndeclare module \"../Meshes/abstractMesh\" {\r\n export interface AbstractMesh {\r\n /**\r\n * Gets the edgesRenderer associated with the mesh\r\n */\r\n edgesRenderer: Nullable<EdgesRenderer>;\r\n }\r\n}\r\nAbstractMesh.prototype.disableEdgesRendering = function (): AbstractMesh {\r\n if (this._edgesRenderer) {\r\n this._edgesRenderer.dispose();\r\n this._edgesRenderer = null;\r\n }\r\n return this;\r\n};\r\n\r\nAbstractMesh.prototype.enableEdgesRendering = function (epsilon = 0.95, checkVerticesInsteadOfIndices = false, options?: IEdgesRendererOptions): AbstractMesh {\r\n this.disableEdgesRendering();\r\n this._edgesRenderer = new EdgesRenderer(this, epsilon, checkVerticesInsteadOfIndices, true, options);\r\n return this;\r\n};\r\n\r\nObject.defineProperty(AbstractMesh.prototype, \"edgesRenderer\", {\r\n get: function (this: AbstractMesh) {\r\n return this._edgesRenderer;\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\ndeclare module \"../Meshes/linesMesh\" {\r\n export interface LinesMesh {\r\n /**\r\n * Enables the edge rendering mode on the mesh.\r\n * This mode makes the mesh edges visible\r\n * @param epsilon defines the maximal distance between two angles to detect a face\r\n * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces\r\n * @returns the currentAbstractMesh\r\n * @see https://www.babylonjs-playground.com/#19O9TU#0\r\n */\r\n enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;\r\n }\r\n}\r\nLinesMesh.prototype.enableEdgesRendering = function (epsilon = 0.95, checkVerticesInsteadOfIndices = false): AbstractMesh {\r\n this.disableEdgesRendering();\r\n this._edgesRenderer = new LineEdgesRenderer(this, epsilon, checkVerticesInsteadOfIndices);\r\n return this;\r\n};\r\n\r\ndeclare module \"../Meshes/linesMesh\" {\r\n export interface InstancedLinesMesh {\r\n /**\r\n * Enables the edge rendering mode on the mesh.\r\n * This mode makes the mesh edges visible\r\n * @param epsilon defines the maximal distance between two angles to detect a face\r\n * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces\r\n * @returns the current InstancedLinesMesh\r\n * @see https://www.babylonjs-playground.com/#19O9TU#0\r\n */\r\n enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;\r\n }\r\n}\r\n\r\n// eslint-disable-next-line @typescript-eslint/no-unused-vars\r\nInstancedLinesMesh.prototype.enableEdgesRendering = function (epsilon = 0.95, checkVerticesInsteadOfIndices = false): InstancedLinesMesh {\r\n LinesMesh.prototype.enableEdgesRendering.apply(this, arguments);\r\n return this;\r\n};\r\n\r\n/**\r\n * FaceAdjacencies Helper class to generate edges\r\n */\r\nclass FaceAdjacencies {\r\n public edges = new Array<number>();\r\n public p0: Vector3;\r\n public p1: Vector3;\r\n public p2: Vector3;\r\n public edgesConnectedCount = 0;\r\n}\r\n\r\n/**\r\n * Defines the minimum contract an Edges renderer should follow.\r\n */\r\nexport interface IEdgesRenderer extends IDisposable {\r\n /**\r\n * Gets or sets a boolean indicating if the edgesRenderer is active\r\n */\r\n isEnabled: boolean;\r\n\r\n /**\r\n * Renders the edges of the attached mesh,\r\n */\r\n render(): void;\r\n\r\n /**\r\n * Checks whether or not the edges renderer is ready to render.\r\n * @returns true if ready, otherwise false.\r\n */\r\n isReady(): boolean;\r\n\r\n /**\r\n * List of instances to render in case the source mesh has instances\r\n */\r\n customInstances: SmartArray<Matrix>;\r\n}\r\n\r\n/**\r\n * Defines the additional options of the edges renderer\r\n */\r\nexport interface IEdgesRendererOptions {\r\n /**\r\n * Gets or sets a boolean indicating that the alternate edge finder algorithm must be used\r\n * If not defined, the default value is true\r\n */\r\n useAlternateEdgeFinder?: boolean;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that the vertex merger fast processing must be used.\r\n * If not defined, the default value is true.\r\n * You should normally leave it undefined (or set it to true), except if you see some artifacts in the edges rendering (can happen with complex geometries)\r\n * This option is used only if useAlternateEdgeFinder = true\r\n */\r\n useFastVertexMerger?: boolean;\r\n\r\n /**\r\n * During edges processing, the vertices are merged if they are close enough: epsilonVertexMerge is the limit within which vertices are considered to be equal.\r\n * The default value is 1e-6\r\n * This option is used only if useAlternateEdgeFinder = true\r\n */\r\n epsilonVertexMerge?: number;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that tessellation should be applied before finding the edges. You may need to activate this option if your geometry is a bit\r\n * unusual, like having a vertex of a triangle in-between two vertices of an edge of another triangle. It happens often when using CSG to construct meshes.\r\n * This option is used only if useAlternateEdgeFinder = true\r\n */\r\n applyTessellation?: boolean;\r\n\r\n /**\r\n * The limit under which 3 vertices are considered to be aligned. 3 vertices PQR are considered aligned if distance(PQ) + distance(QR) - distance(PR) < epsilonVertexAligned\r\n * The default value is 1e-6\r\n * This option is used only if useAlternateEdgeFinder = true\r\n */\r\n epsilonVertexAligned?: number;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that degenerated triangles should not be processed.\r\n * Degenerated triangles are triangles that have 2 or 3 vertices with the same coordinates\r\n */\r\n removeDegeneratedTriangles?: boolean;\r\n}\r\n\r\n/**\r\n * This class is used to generate edges of the mesh that could then easily be rendered in a scene.\r\n */\r\nexport class EdgesRenderer implements IEdgesRenderer {\r\n /**\r\n * Define the size of the edges with an orthographic camera\r\n */\r\n public edgesWidthScalerForOrthographic = 1000.0;\r\n\r\n /**\r\n * Define the size of the edges with a perspective camera\r\n */\r\n public edgesWidthScalerForPerspective = 50.0;\r\n\r\n protected _source: AbstractMesh;\r\n protected _linesPositions = new Array<number>();\r\n protected _linesNormals = new Array<number>();\r\n protected _linesIndices = new Array<number>();\r\n protected _epsilon: number;\r\n protected _indicesCount: number;\r\n protected _drawWrapper?: DrawWrapper;\r\n\r\n protected _lineShader: ShaderMaterial;\r\n protected _ib: DataBuffer;\r\n protected _buffers: { [key: string]: Nullable<VertexBuffer> } = {};\r\n protected _buffersForInstances: { [key: string]: Nullable<VertexBuffer> } = {};\r\n protected _checkVerticesInsteadOfIndices = false;\r\n protected _options: Nullable<IEdgesRendererOptions>;\r\n\r\n private _meshRebuildObserver: Nullable<Observer<AbstractMesh>>;\r\n private _meshDisposeObserver: Nullable<Observer<Node>>;\r\n\r\n /** Gets or sets a boolean indicating if the edgesRenderer is active */\r\n public isEnabled = true;\r\n\r\n /** Gets the vertices generated by the edge renderer */\r\n public get linesPositions(): Immutable<Array<number>> {\r\n return this._linesPositions;\r\n }\r\n\r\n /** Gets the normals generated by the edge renderer */\r\n public get linesNormals(): Immutable<Array<number>> {\r\n return this._linesNormals;\r\n }\r\n\r\n /** Gets the indices generated by the edge renderer */\r\n public get linesIndices(): Immutable<Array<number>> {\r\n return this._linesIndices;\r\n }\r\n\r\n /**\r\n * Gets or sets the shader used to draw the lines\r\n */\r\n public get lineShader(): ShaderMaterial {\r\n return this._lineShader;\r\n }\r\n\r\n public set lineShader(shader: ShaderMaterial) {\r\n this._lineShader = shader;\r\n }\r\n\r\n /**\r\n * List of instances to render in case the source mesh has instances\r\n */\r\n public customInstances = new SmartArray<Matrix>(32);\r\n\r\n private static _GetShader(scene: Scene): ShaderMaterial {\r\n if (!scene._edgeRenderLineShader) {\r\n const shader = new ShaderMaterial(\r\n \"lineShader\",\r\n scene,\r\n \"line\",\r\n {\r\n attributes: [\"position\", \"normal\"],\r\n uniforms: [\"world\", \"viewProjection\", \"color\", \"width\", \"aspectRatio\"],\r\n },\r\n false\r\n );\r\n\r\n shader.disableDepthWrite = true;\r\n shader.backFaceCulling = false;\r\n shader.checkReadyOnEveryCall = scene.getEngine().isWebGPU;\r\n\r\n scene._edgeRenderLineShader = shader;\r\n }\r\n\r\n return scene._edgeRenderLineShader;\r\n }\r\n\r\n /**\r\n * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.\r\n * Beware when you use this class with complex objects as the adjacencies computation can be really long\r\n * @param source Mesh used to create edges\r\n * @param epsilon sum of angles in adjacency to check for edge\r\n * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices. Note that this parameter is not used if options.useAlternateEdgeFinder = true\r\n * @param generateEdgesLines - should generate Lines or only prepare resources.\r\n * @param options The options to apply when generating the edges\r\n */\r\n constructor(source: AbstractMesh, epsilon = 0.95, checkVerticesInsteadOfIndices = false, generateEdgesLines = true, options?: IEdgesRendererOptions) {\r\n this._source = source;\r\n this._checkVerticesInsteadOfIndices = checkVerticesInsteadOfIndices;\r\n this._options = options ?? null;\r\n\r\n this._epsilon = epsilon;\r\n if (this._source.getScene().getEngine().isWebGPU) {\r\n this._drawWrapper = new DrawWrapper(source.getEngine());\r\n }\r\n\r\n this._prepareRessources();\r\n if (generateEdgesLines) {\r\n if (options?.useAlternateEdgeFinder ?? true) {\r\n this._generateEdgesLinesAlternate();\r\n } else {\r\n this._generateEdgesLines();\r\n }\r\n }\r\n\r\n this._meshRebuildObserver = this._source.onRebuildObservable.add(() => {\r\n this._rebuild();\r\n });\r\n\r\n this._meshDisposeObserver = this._source.onDisposeObservable.add(() => {\r\n this.dispose();\r\n });\r\n }\r\n\r\n protected _prepareRessources(): void {\r\n if (this._lineShader) {\r\n return;\r\n }\r\n\r\n this._lineShader = EdgesRenderer._GetShader(this._source.getScene());\r\n }\r\n\r\n /** @hidden */\r\n public _rebuild(): void {\r\n let buffer = this._buffers[VertexBuffer.PositionKind];\r\n if (buffer) {\r\n buffer._rebuild();\r\n }\r\n\r\n buffer = this._buffers[VertexBuffer.NormalKind];\r\n if (buffer) {\r\n buffer._rebuild();\r\n }\r\n\r\n const scene = this._source.getScene();\r\n const engine = scene.getEngine();\r\n this._ib = engine.createIndexBuffer(this._linesIndices);\r\n }\r\n\r\n /**\r\n * Releases the required resources for the edges renderer\r\n */\r\n public dispose(): void {\r\n this._source.onRebuildObservable.remove(this._meshRebuildObserver);\r\n this._source.onDisposeObservable.remove(this._meshDisposeObserver);\r\n\r\n let buffer = this._buffers[VertexBuffer.PositionKind];\r\n if (buffer) {\r\n buffer.dispose();\r\n this._buffers[VertexBuffer.PositionKind] = null;\r\n }\r\n buffer = this._buffers[VertexBuffer.NormalKind];\r\n if (buffer) {\r\n buffer.dispose();\r\n this._buffers[VertexBuffer.NormalKind] = null;\r\n }\r\n\r\n if (this._ib) {\r\n this._source.getScene().getEngine()._releaseBuffer(this._ib);\r\n }\r\n this._lineShader.dispose();\r\n\r\n this._drawWrapper?.dispose();\r\n }\r\n\r\n protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number {\r\n if ((pa === p0 && pb === p1) || (pa === p1 && pb === p0)) {\r\n return 0;\r\n }\r\n\r\n if ((pa === p1 && pb === p2) || (pa === p2 && pb === p1)) {\r\n return 1;\r\n }\r\n\r\n if ((pa === p2 && pb === p0) || (pa === p0 && pb === p2)) {\r\n return 2;\r\n }\r\n\r\n return -1;\r\n }\r\n\r\n protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number {\r\n const eps = 1e-10;\r\n if ((pa.equalsWithEpsilon(p0, eps) && pb.equalsWithEpsilon(p1, eps)) || (pa.equalsWithEpsilon(p1, eps) && pb.equalsWithEpsilon(p0, eps))) {\r\n return 0;\r\n }\r\n\r\n if ((pa.equalsWithEpsilon(p1, eps) && pb.equalsWithEpsilon(p2, eps)) || (pa.equalsWithEpsilon(p2, eps) && pb.equalsWithEpsilon(p1, eps))) {\r\n return 1;\r\n }\r\n\r\n if ((pa.equalsWithEpsilon(p2, eps) && pb.equalsWithEpsilon(p0, eps)) || (pa.equalsWithEpsilon(p0, eps) && pb.equalsWithEpsilon(p2, eps))) {\r\n return 2;\r\n }\r\n\r\n return -1;\r\n }\r\n\r\n /**\r\n * Checks if the pair of p0 and p1 is en edge\r\n * @param faceIndex\r\n * @param edge\r\n * @param faceNormals\r\n * @param p0\r\n * @param p1\r\n * @private\r\n */\r\n protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void {\r\n let needToCreateLine;\r\n\r\n if (edge === undefined) {\r\n needToCreateLine = true;\r\n } else {\r\n const dotProduct = Vector3.Dot(faceNormals[faceIndex], faceNormals[edge]);\r\n\r\n needToCreateLine = dotProduct < this._epsilon;\r\n }\r\n\r\n if (needToCreateLine) {\r\n this.createLine(p0, p1, this._linesPositions.length / 3);\r\n }\r\n }\r\n\r\n /**\r\n * push line into the position, normal and index buffer\r\n * @param p0\r\n * @param p1\r\n * @param offset\r\n * @protected\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n protected createLine(p0: Vector3, p1: Vector3, offset: number) {\r\n // Positions\r\n this._linesPositions.push(p0.x, p0.y, p0.z, p0.x, p0.y, p0.z, p1.x, p1.y, p1.z, p1.x, p1.y, p1.z);\r\n\r\n // Normals\r\n this._linesNormals.push(p1.x, p1.y, p1.z, -1, p1.x, p1.y, p1.z, 1, p0.x, p0.y, p0.z, -1, p0.x, p0.y, p0.z, 1);\r\n\r\n // Indices\r\n this._linesIndices.push(offset, offset + 1, offset + 2, offset, offset + 2, offset + 3);\r\n }\r\n\r\n /**\r\n * See https://playground.babylonjs.com/#R3JR6V#1 for a visual display of the algorithm\r\n * @param edgePoints\r\n * @param indexTriangle\r\n * @param indices\r\n * @param remapVertexIndices\r\n */\r\n private _tessellateTriangle(edgePoints: Array<Array<[number, number]>>, indexTriangle: number, indices: Array<number>, remapVertexIndices: Array<number>): void {\r\n const makePointList = (edgePoints: Array<[number, number]>, pointIndices: Array<number>, firstIndex: number) => {\r\n if (firstIndex >= 0) {\r\n pointIndices.push(firstIndex);\r\n }\r\n\r\n for (let i = 0; i < edgePoints.length; ++i) {\r\n pointIndices.push(edgePoints[i][0]);\r\n }\r\n };\r\n\r\n let startEdge = 0;\r\n\r\n if (edgePoints[1].length >= edgePoints[0].length && edgePoints[1].length >= edgePoints[2].length) {\r\n startEdge = 1;\r\n } else if (edgePoints[2].length >= edgePoints[0].length && edgePoints[2].length >= edgePoints[1].length) {\r\n startEdge = 2;\r\n }\r\n\r\n for (let e = 0; e < 3; ++e) {\r\n if (e === startEdge) {\r\n edgePoints[e].sort((a, b) => (a[1] < b[1] ? -1 : a[1] > b[1] ? 1 : 0));\r\n } else {\r\n edgePoints[e].sort((a, b) => (a[1] > b[1] ? -1 : a[1] < b[1] ? 1 : 0));\r\n }\r\n }\r\n\r\n const mainPointIndices: Array<number> = [],\r\n otherPointIndices: Array<number> = [];\r\n\r\n makePointList(edgePoints[startEdge], mainPointIndices, -1);\r\n\r\n const numMainPoints = mainPointIndices.length;\r\n\r\n for (let i = startEdge + 2; i >= startEdge + 1; --i) {\r\n makePointList(edgePoints[i % 3], otherPointIndices, i !== startEdge + 2 ? remapVertexIndices[indices[indexTriangle + ((i + 1) % 3)]] : -1);\r\n }\r\n\r\n const numOtherPoints = otherPointIndices.length;\r\n\r\n const idxMain = 0;\r\n const idxOther = 0;\r\n\r\n indices.push(remapVertexIndices[indices[indexTriangle + startEdge]], mainPointIndices[0], otherPointIndices[0]);\r\n indices.push(remapVertexIndices[indices[indexTriangle + ((startEdge + 1) % 3)]], otherPointIndices[numOtherPoints - 1], mainPointIndices[numMainPoints - 1]);\r\n\r\n const bucketIsMain = numMainPoints <= numOtherPoints;\r\n\r\n const bucketStep = bucketIsMain ? numMainPoints : numOtherPoints;\r\n const bucketLimit = bucketIsMain ? numOtherPoints : numMainPoints;\r\n const bucketIdxLimit = bucketIsMain ? numMainPoints - 1 : numOtherPoints - 1;\r\n const winding = bucketIsMain ? 0 : 1;\r\n\r\n let numTris = numMainPoints + numOtherPoints - 2;\r\n\r\n let bucketIdx = bucketIsMain ? idxMain : idxOther;\r\n let nbucketIdx = bucketIsMain ? idxOther : idxMain;\r\n const bucketPoints = bucketIsMain ? mainPointIndices : otherPointIndices;\r\n const nbucketPoints = bucketIsMain ? otherPointIndices : mainPointIndices;\r\n\r\n let bucket = 0;\r\n\r\n while (numTris-- > 0) {\r\n if (winding) {\r\n indices.push(bucketPoints[bucketIdx], nbucketPoints[nbucketIdx]);\r\n } else {\r\n indices.push(nbucketPoints[nbucketIdx], bucketPoints[bucketIdx]);\r\n }\r\n\r\n bucket += bucketStep;\r\n\r\n let lastIdx;\r\n\r\n if (bucket >= bucketLimit && bucketIdx < bucketIdxLimit) {\r\n lastIdx = bucketPoints[++bucketIdx];\r\n bucket -= bucketLimit;\r\n } else {\r\n lastIdx = nbucketPoints[++nbucketIdx];\r\n }\r\n\r\n indices.push(lastIdx);\r\n }\r\n\r\n indices[indexTriangle + 0] = indices[indices.length - 3];\r\n indices[indexTriangle + 1] = indices[indices.length - 2];\r\n indices[indexTriangle + 2] = indices[indices.length - 1];\r\n\r\n indices.length = indices.length - 3;\r\n }\r\n\r\n private _generateEdgesLinesAlternate(): void {\r\n const positions = this._source.getVerticesData(VertexBuffer.PositionKind);\r\n let indices = this._source.getIndices();\r\n\r\n if (!indices || !positions) {\r\n return;\r\n }\r\n\r\n if (!Array.isArray(indices)) {\r\n indices = Array.from(indices);\r\n }\r\n\r\n /**\r\n * Find all vertices that are at the same location (with an epsilon) and remapp them on the same vertex\r\n */\r\n const useFastVertexMerger = this._options?.useFastVertexMerger ?? true;\r\n const epsVertexMerge = useFastVertexMerger ? Math.round(-Math.log(this._options?.epsilonVertexMerge ?? 1e-6) / Math.log(10)) : this._options?.epsilonVertexMerge ?? 1e-6;\r\n const remapVertexIndices: Array<number> = [];\r\n const uniquePositions: Array<number> = []; // list of unique index of vertices - needed for tessellation\r\n\r\n if (useFastVertexMerger) {\r\n const mapVertices: { [key: string]: number } = {};\r\n for (let v1 = 0; v1 < positions.length; v1 += 3) {\r\n const x1 = positions[v1 + 0],\r\n y1 = positions[v1 + 1],\r\n z1 = positions[v1 + 2];\r\n\r\n const key = x1.toFixed(epsVertexMerge) + \"|\" + y1.toFixed(epsVertexMerge) + \"|\" + z1.toFixed(epsVertexMerge);\r\n\r\n if (mapVertices[key] !== undefined) {\r\n remapVertexIndices.push(mapVertices[key]);\r\n } else {\r\n const idx = v1 / 3;\r\n mapVertices[key] = idx;\r\n remapVertexIndices.push(idx);\r\n uniquePositions.push(idx);\r\n }\r\n }\r\n } else {\r\n for (let v1 = 0; v1 < positions.length; v1 += 3) {\r\n const x1 = positions[v1 + 0],\r\n y1 = positions[v1 + 1],\r\n z1 = positions[v1 + 2];\r\n let found = false;\r\n for (let v2 = 0; v2 < v1 && !found; v2 += 3) {\r\n const x2 = positions[v2 + 0],\r\n y2 = positions[v2 + 1],\r\n z2 = positions[v2 + 2];\r\n\r\n if (Math.abs(x1 - x2) < epsVertexMerge && Math.abs(y1 - y2) < epsVertexMerge && Math.abs(z1 - z2) < epsVertexMerge) {\r\n remapVertexIndices.push(v2 / 3);\r\n found = true;\r\n break;\r\n }\r\n }\r\n\r\n if (!found) {\r\n remapVertexIndices.push(v1 / 3);\r\n uniquePositions.push(v1 / 3);\r\n }\r\n }\r\n }\r\n\r\n if (this._options?.applyTessellation) {\r\n /**\r\n * Tessellate triangles if necessary:\r\n *\r\n * A\r\n * +\r\n * |\\\r\n * | \\\r\n * | \\\r\n * E + \\\r\n * /| \\\r\n * / | \\\r\n * / | \\\r\n * +---+-------+ B\r\n * D C\r\n *\r\n * For the edges to be rendered correctly, the ABC triangle has to be split into ABE and BCE, else AC is considered to be an edge, whereas only AE should be.\r\n *\r\n * The tessellation process looks for the vertices like E that are in-between two other vertices making of an edge and create new triangles as necessary\r\n */\r\n\r\n // First step: collect the triangles to tessellate\r\n const epsVertexAligned = this._options?.epsilonVertexAligned ?? 1e-6;\r\n const mustTesselate: Array<{ index: number; edgesPoints: Array<Array<[number, number]>> }> = []; // liste of triangles that must be tessellated\r\n\r\n for (let index = 0; index < indices.length; index += 3) {\r\n // loop over all triangles\r\n let triangleToTessellate: { index: number; edgesPoints: Array<Array<[number, number]>> } | undefined;\r\n\r\n for (let i = 0; i < 3; ++i) {\r\n // loop over the 3 edges of the triangle\r\n const p0Index = remapVertexIndices[indices[index + i]];\r\n const p1Index = remapVertexIndices[indices[index + ((i + 1) % 3)]];\r\n const p2Index = remapVertexIndices[indices[index + ((i + 2) % 3)]];\r\n\r\n if (p0Index === p1Index) {\r\n continue;\r\n } // degenerated triangle - don't process\r\n\r\n const p0x = positions[p0Index * 3 + 0],\r\n p0y = positions[p0Index * 3 + 1],\r\n p0z = positions[p0Index * 3 + 2];\r\n const p1x = positions[p1Index * 3 + 0],\r\n p1y = positions[p1Index * 3 + 1],\r\n p1z = positions[p1Index * 3 + 2];\r\n\r\n const p0p1 = Math.sqrt((p1x - p0x) * (p1x - p0x) + (p1y - p0y) * (p1y - p0y) + (p1z - p0z) * (p1z - p0z));\r\n\r\n for (let v = 0; v < uniquePositions.length - 1; v++) {\r\n // loop over all (unique) vertices and look for the ones that would be in-between p0 and p1\r\n const vIndex = uniquePositions[v];\r\n\r\n if (vIndex === p0Index || vIndex === p1Index || vIndex === p2Index) {\r\n continue;\r\n } // don't handle the vertex if it is a vertex of the current triangle\r\n\r\n const x = positions[vIndex * 3 + 0],\r\n y = positions[vIndex * 3 + 1],\r\n z = positions[vIndex * 3 + 2];\r\n\r\n const p0p = Math.sqrt((x - p0x) * (x - p0x) + (y - p0y) * (y - p0y) + (z - p0z) * (z - p0z));\r\n const pp1 = Math.sqrt((x - p1x) * (x - p1x) + (y - p1y) * (y - p1y) + (z - p1z) * (z - p1z));\r\n\r\n if (Math.abs(p0p + pp1 - p0p1) < epsVertexAligned) {\r\n // vertices are aligned and p in-between p0 and p1 if distance(p0, p) + distance (p, p1) ~ distance(p0, p1)\r\n if (!triangleToTessellate) {\r\n triangleToTessellate = {\r\n index: index,\r\n edgesPoints: [[], [], []],\r\n };\r\n mustTesselate.push(triangleToTessellate);\r\n }\r\n triangleToTessellate.edgesPoints[i].push([vIndex, p0p]);\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Second step: tesselate the triangles\r\n for (let t = 0; t < mustTesselate.length; ++t) {\r\n const triangle = mustTesselate[t];\r\n\r\n this._tessellateTriangle(triangle.edgesPoints, triangle.index, indices, remapVertexIndices);\r\n }\r\n\r\n mustTesselate.length = 0;\r\n }\r\n\r\n /**\r\n * Collect the edges to render\r\n */\r\n const edges: { [key: string]: { normal: Vector3; done: boolean; index: number; i: number } } = {};\r\n\r\n for (let index = 0; index < indices.length; index += 3) {\r\n let faceNormal;\r\n for (let i = 0; i < 3; ++i) {\r\n let p0Index = remapVertexIndices[indices[index + i]];\r\n let p1Index = remapVertexIndices[indices[index + ((i + 1) % 3)]];\r\n const p2Index = remapVertexIndices[indices[index + ((i + 2) % 3)]];\r\n\r\n if (p0Index === p1Index || ((p0Index === p2Index || p1Index === p2Index) && this._options?.removeDegeneratedTriangles)) {\r\n continue;\r\n }\r\n\r\n TmpVectors.Vector3[0].copyFromFloats(positions[p0Index * 3 + 0], positions[p0Index * 3 + 1], positions[p0Index * 3 + 2]);\r\n TmpVectors.Vector3[1].copyFromFloats(positions[p1Index * 3 + 0], positions[p1Index * 3 + 1], positions[p1Index * 3 + 2]);\r\n TmpVectors.Vector3[2].copyFromFloats(positions[p2Index * 3 + 0], positions[p2Index * 3 + 1], positions[p2Index * 3 + 2]);\r\n\r\n if (!faceNormal) {\r\n TmpVectors.Vector3[1].subtractToRef(TmpVectors.Vector3[0], TmpVectors.Vector3[3]);\r\n TmpVectors.Vector3[2].subtractToRef(TmpVectors.Vector3[1], TmpVectors.Vector3[4]);\r\n faceNormal = Vector3.Cross(TmpVectors.Vector3[3], TmpVectors.Vector3[4]);\r\n faceNormal.normalize();\r\n }\r\n\r\n if (p0Index > p1Index) {\r\n const tmp = p0Index;\r\n p0Index = p1Index;\r\n p1Index = tmp;\r\n }\r\n\r\n const key = p0Index + \"_\" + p1Index;\r\n const ei = edges[key];\r\n\r\n if (ei) {\r\n if (!ei.done) {\r\n const dotProduct = Vector3.Dot(faceNormal, ei.normal);\r\n\r\n if (dotProduct < this._epsilon) {\r\n this.createLine(TmpVectors.Vector3[0], TmpVectors.Vector3[1], this._linesPositions.length / 3);\r\n }\r\n\r\n ei.done = true;\r\n }\r\n } else {\r\n edges[key] = { normal: faceNormal, done: false, index: index, i: i };\r\n }\r\n }\r\n }\r\n\r\n for (const key in edges) {\r\n const ei = edges[key];\r\n if (!ei.done) {\r\n // Orphaned edge - we must display it\r\n const p0Index = remapVertexIndices[indices[ei.index + ei.i]];\r\n const p1Index = remapVertexIndices[indices[ei.index + ((ei.i + 1) % 3)]];\r\n\r\n TmpVectors.Vector3[0].copyFromFloats(positions[p0Index * 3 + 0], positions[p0Index * 3 + 1], positions[p0Index * 3 + 2]);\r\n TmpVectors.Vector3[1].copyFromFloats(positions[p1Index * 3 + 0], positions[p1Index * 3 + 1], positions[p1Index * 3 + 2]);\r\n\r\n this.createLine(TmpVectors.Vector3[0], TmpVectors.Vector3[1], this._linesPositions.length / 3);\r\n }\r\n }\r\n\r\n /**\r\n * Merge into a single mesh\r\n */\r\n const engine = this._source.getScene().getEngine();\r\n\r\n this._buffers[VertexBuffer.PositionKind] = new VertexBuffer(engine, this._linesPositions, VertexBuffer.PositionKind, false);\r\n this._buffers[VertexBuffer.NormalKind] = new VertexBuffer(engine, this._linesNormals, VertexBuffer.NormalKind, false, false, 4);\r\n\r\n this._buffersForInstances[VertexBuffer.PositionKind] = this._buffers[VertexBuffer.PositionKind];\r\n this._buffersForInstances[VertexBuffer.NormalKind] = this._buffers[VertexBuffer.NormalKind];\r\n\r\n this._ib = engine.createIndexBuffer(this._linesIndices);\r\n\r\n this._indicesCount = this._linesIndices.length;\r\n }\r\n\r\n /**\r\n * Generates lines edges from adjacencjes\r\n * @private\r\n */\r\n _generateEdgesLines(): void {\r\n const positions = this._source.getVerticesData(VertexBuffer.PositionKind);\r\n const indices = this._source.getIndices();\r\n\r\n if (!indices || !positions) {\r\n return;\r\n }\r\n\r\n // First let's find adjacencies\r\n const adjacencies = new Array<FaceAdjacencies>();\r\n const faceNormals = new Array<Vector3>();\r\n let index: number;\r\n let faceAdjacencies: FaceAdjacencies;\r\n\r\n // Prepare faces\r\n for (index = 0; index < indices.length; index += 3) {\r\n faceAdjacencies = new FaceAdjacencies();\r\n const p0Index = indices[index];\r\n const p1Index = indices[index + 1];\r\n const p2Index = indices[index + 2];\r\n\r\n faceAdjacencies.p0 = new Vector3(positions[p0Index * 3], positions[p0Index * 3 + 1], positions[p0Index * 3 + 2]);\r\n faceAdjacencies.p1 = new Vector3(positions[p1Index * 3], positions[p1Index * 3 + 1], positions[p1Index * 3 + 2]);\r\n faceAdjacencies.p2 = new Vector3(positions[p2Index * 3], positions[p2Index * 3 + 1], positions[p2Index * 3 + 2]);\r\n const faceNormal = Vector3.Cross(faceAdjacencies.p1.subtract(faceAdjacencies.p0), faceAdjacencies.p2.subtract(faceAdjacencies.p1));\r\n\r\n faceNormal.normalize();\r\n\r\n faceNormals.push(faceNormal);\r\n adjacencies.push(faceAdjacencies);\r\n }\r\n\r\n // Scan\r\n for (index = 0; index < adjacencies.length; index++) {\r\n faceAdjacencies = adjacencies[index];\r\n\r\n for (let otherIndex = index + 1; otherIndex < adjacencies.length; otherIndex++) {\r\n const otherFaceAdjacencies = adjacencies[otherIndex];\r\n\r\n if (faceAdjacencies.edgesConnectedCount === 3) {\r\n // Full\r\n break;\r\n }\r\n\r\n if (otherFaceAdjacencies.edgesConnectedCount === 3) {\r\n // Full\r\n continue;\r\n }\r\n\r\n const otherP0 = indices[otherIndex * 3];\r\n const otherP1 = indices[otherIndex * 3 + 1];\r\n const otherP2 = indices[otherIndex * 3 + 2];\r\n\r\n for (let edgeIndex = 0; edgeIndex < 3; edgeIndex++) {\r\n let otherEdgeIndex: number = 0;\r\n\r\n if (faceAdjacencies.edges[edgeIndex] !== undefined) {\r\n continue;\r\n }\r\n\r\n switch (edgeIndex) {\r\n case 0:\r\n if (this._checkVerticesInsteadOfIndices) {\r\n otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(\r\n faceAdjacencies.p0,\r\n faceAdjacencies.p1,\r\n otherFaceAdjacencies.p0,\r\n otherFaceAdjacencies.p1,\r\n otherFaceAdjacencies.p2\r\n );\r\n } else {\r\n otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3], indices[index * 3 + 1], otherP0, otherP1, otherP2);\r\n }\r\n break;\r\n case 1:\r\n if (this._checkVerticesInsteadOfIndices) {\r\n otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(\r\n faceAdjacencies.p1,\r\n faceAdjacencies.p2,\r\n otherFaceAdjacencies.p0,\r\n otherFaceAdjacencies.p1,\r\n otherFaceAdjacencies.p2\r\n );\r\n } else {\r\n otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3 + 1], indices[index * 3 + 2], otherP0, otherP1, otherP2);\r\n }\r\n break;\r\n case 2:\r\n if (this._checkVerticesInsteadOfIndices) {\r\n otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(\r\n faceAdjacencies.p2,\r\n faceAdjacencies.p0,\r\n otherFaceAdjacencies.p0,\r\n otherFaceAdjacencies.p1,\r\n otherFaceAdjacencies.p2\r\n );\r\n } else {\r\n otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3 + 2], indices[index * 3], otherP0, otherP1, otherP2);\r\n }\r\n break;\r\n }\r\n\r\n if (otherEdgeIndex === -1) {\r\n continue;\r\n }\r\n\r\n faceAdjacencies.edges[edgeIndex] = otherIndex;\r\n otherFaceAdjacencies.edges[otherEdgeIndex] = index;\r\n\r\n faceAdjacencies.edgesConnectedCount++;\r\n otherFaceAdjacencies.edgesConnectedCount++;\r\n\r\n if (faceAdjacencies.edgesConnectedCount === 3) {\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Create lines\r\n for (index = 0; index < adjacencies.length; index++) {\r\n // We need a line when a face has no adjacency on a specific edge or if all the adjacencies has an angle greater than epsilon\r\n const current = adjacencies[index];\r\n\r\n this._checkEdge(index, current.edges[0], faceNormals, current.p0, current.p1);\r\n this._checkEdge(index, current.edges[1], faceNormals, current.p1, current.p2);\r\n this._checkEdge(index, current.edges[2], faceNormals, current.p2, current.p0);\r\n }\r\n\r\n // Merge into a single mesh\r\n const engine = this._source.getScene().getEngine();\r\n\r\n this._buffers[VertexBuffer.PositionKind] = new VertexBuffer(engine, this._linesPositions, VertexBuffer.PositionKind, false);\r\n this._buffers[VertexBuffer.NormalKind] = new VertexBuffer(engine, this._linesNormals, VertexBuffer.NormalKind, false, false, 4);\r\n\r\n this._buffersForInstances[VertexBuffer.PositionKind] = this._buffers[VertexBuffer.PositionKind];\r\n this._buffersForInstances[VertexBuffer.NormalKind] = this._buffers[VertexBuffer.NormalKind];\r\n\r\n this._ib = engine.createIndexBuffer(this._linesIndices);\r\n\r\n this._indicesCount = this._linesIndices.length;\r\n }\r\n\r\n /**\r\n * Checks whether or not the edges renderer is ready to render.\r\n * @returns true if ready, otherwise false.\r\n */\r\n public isReady(): boolean {\r\n return this._lineShader.isReady(this._source, (this._source.hasInstances && this.customInstances.length > 0) || this._source.hasThinInstances);\r\n }\r\n\r\n /**\r\n * Renders the edges of the attached mesh,\r\n */\r\n public render(): void {\r\n const scene = this._source.getScene();\r\n\r\n const currentDrawWrapper = this._lineShader._getDrawWrapper();\r\n if (this._drawWrapper) {\r\n this._lineShader._setDrawWrapper(this._drawWrapper);\r\n }\r\n\r\n if (!this.isReady() || !scene.activeCamera) {\r\n this._lineShader._setDrawWrapper(currentDrawWrapper);\r\n return;\r\n }\r\n\r\n const hasInstances = this._source.hasInstances && this.customInstances.length > 0;\r\n const useBuffersWithInstances = hasInstances || this._source.hasThinInstances;\r\n\r\n let instanceCount = 0;\r\n\r\n if (useBuffersWithInstances) {\r\n this._buffersForInstances[\"world0\"] = (this._source as Mesh).getVertexBuffer(\"world0\");\r\n this._buffersForInstances[\"world1\"] = (this._source as Mesh).getVertexBuffer(\"world1\");\r\n this._buffersForInstances[\"world2\"] = (this._source as Mesh).getVertexBuffer(\"world2\");\r\n this._buffersForInstances[\"world3\"] = (this._source as Mesh).getVertexBuffer(\"world3\");\r\n\r\n if (hasInstances) {\r\n const instanceStorage = (this._source as Mesh)._instanceDataStorage;\r\n\r\n instanceCount = this.customInstances.length;\r\n\r\n if (!instanceStorage.instancesData) {\r\n if (!this._source.getScene()._activeMeshesFrozen) {\r\n this.customInstances.reset();\r\n }\r\n return;\r\n }\r\n\r\n if (!instanceStorage.isFrozen) {\r\n let offset = 0;\r\n\r\n for (let i = 0; i < instanceCount; ++i) {\r\n this.customInstances.data[i].copyToArray(instanceStorage.instancesData, offset);\r\n offset += 16;\r\n }\r\n\r\n instanceStorage.instancesBuffer!.updateDirectly(instanceStorage.instancesData, 0, instanceCount);\r\n }\r\n } else {\r\n instanceCount = (this._source as Mesh).thinInstanceCount;\r\n }\r\n }\r\n\r\n const engine = scene.getEngine();\r\n this._lineShader._preBind();\r\n\r\n if (this._source.edgesColor.a !== 1) {\r\n engine.setAlphaMode(Constants.ALPHA_COMBINE);\r\n } else {\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n }\r\n\r\n // VBOs\r\n engine.bindBuffers(useBuffersWithInstances ? this._buffersForInstances : this._buffers, this._ib, <Effect>this._lineShader.getEffect());\r\n\r\n scene.resetCachedMaterial();\r\n this._lineShader.setColor4(\"color\", this._source.edgesColor);\r\n\r\n if (scene.activeCamera.mode === Camera.ORTHOGRAPHIC_CAMERA) {\r\n this._lineShader.setFloat(\"width\", this._source.edgesWidth / this.edgesWidthScalerForOrthographic);\r\n } else {\r\n this._lineShader.setFloat(\"width\", this._source.edgesWidth / this.edgesWidthScalerForPerspective);\r\n }\r\n\r\n this._lineShader.setFloat(\"aspectRatio\", engine.getAspectRatio(scene.activeCamera));\r\n this._lineShader.bind(this._source.getWorldMatrix());\r\n\r\n // Draw order\r\n engine.drawElementsType(Material.TriangleFillMode, 0, this._indicesCount, instanceCount);\r\n this._lineShader.unbind();\r\n\r\n if (useBuffersWithInstances) {\r\n engine.unbindInstanceAttributes();\r\n }\r\n\r\n if (!this._source.getScene()._activeMeshesFrozen) {\r\n this.customInstances.reset();\r\n }\r\n\r\n this._lineShader._setDrawWrapper(currentDrawWrapper);\r\n }\r\n}\r\n\r\n/**\r\n * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation\r\n */\r\nexport class LineEdgesRenderer extends EdgesRenderer {\r\n /**\r\n * This constructor turns off auto generating edges line in Edges Renderer to make it here.\r\n * @param source LineMesh used to generate edges\r\n * @param epsilon not important (specified angle for edge detection)\r\n * @param checkVerticesInsteadOfIndices not important for LineMesh\r\n */\r\n constructor(source: AbstractMesh, epsilon = 0.95, checkVerticesInsteadOfIndices = false) {\r\n super(source, epsilon, checkVerticesInsteadOfIndices, false);\r\n this._generateEdgesLines();\r\n }\r\n\r\n /**\r\n * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.\r\n */\r\n _generateEdgesLines(): void {\r\n const positions = this._source.getVerticesData(VertexBuffer.PositionKind);\r\n const indices = this._source.getIndices();\r\n\r\n if (!indices || !positions) {\r\n return;\r\n }\r\n\r\n const p0 = TmpVectors.Vector3[0];\r\n const p1 = TmpVectors.Vector3[1];\r\n const len = indices.length - 1;\r\n for (let i = 0, offset = 0; i < len; i += 2, offset += 4) {\r\n Vector3.FromArrayToRef(positions, 3 * indices[i], p0);\r\n Vector3.FromArrayToRef(positions, 3 * indices[i + 1], p1);\r\n this.createLine(p0, p1, offset);\r\n }\r\n\r\n // Merge into a single mesh\r\n const engine = this._source.getScene().getEngine();\r\n\r\n this._buffers[VertexBuffer.PositionKind] = new VertexBuffer(engine, this._linesPositions, VertexBuffer.PositionKind, false);\r\n this._buffers[VertexBuffer.NormalKind] = new VertexBuffer(engine, this._linesNormals, VertexBuffer.NormalKind, false, false, 4);\r\n\r\n this._ib = engine.createIndexBuffer(this._linesIndices);\r\n\r\n this._indicesCount = this._linesIndices.length;\r\n }\r\n}\r\n"]}
1
+ 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type { Immutable, Nullable } from \"../types\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport { LinesMesh, InstancedLinesMesh } from \"../Meshes/linesMesh\";\r\nimport type { Matrix } from \"../Maths/math.vector\";\r\nimport { Vector3, TmpVectors } from \"../Maths/math.vector\";\r\nimport type { IDisposable, Scene } from \"../scene\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { ShaderMaterial } from \"../Materials/shaderMaterial\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { Node } from \"../node\";\r\n\r\nimport \"../Shaders/line.fragment\";\r\nimport \"../Shaders/line.vertex\";\r\nimport type { DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { SmartArray } from \"../Misc/smartArray\";\r\nimport { DrawWrapper } from \"../Materials/drawWrapper\";\r\n\r\ndeclare module \"../scene\" {\r\n export interface Scene {\r\n /** @internal */\r\n _edgeRenderLineShader: Nullable<ShaderMaterial>;\r\n }\r\n}\r\n\r\ndeclare module \"../Meshes/abstractMesh\" {\r\n export interface AbstractMesh {\r\n /**\r\n * Gets the edgesRenderer associated with the mesh\r\n */\r\n edgesRenderer: Nullable<EdgesRenderer>;\r\n }\r\n}\r\nAbstractMesh.prototype.disableEdgesRendering = function (): AbstractMesh {\r\n if (this._edgesRenderer) {\r\n this._edgesRenderer.dispose();\r\n this._edgesRenderer = null;\r\n }\r\n return this;\r\n};\r\n\r\nAbstractMesh.prototype.enableEdgesRendering = function (epsilon = 0.95, checkVerticesInsteadOfIndices = false, options?: IEdgesRendererOptions): AbstractMesh {\r\n this.disableEdgesRendering();\r\n this._edgesRenderer = new EdgesRenderer(this, epsilon, checkVerticesInsteadOfIndices, true, options);\r\n return this;\r\n};\r\n\r\nObject.defineProperty(AbstractMesh.prototype, \"edgesRenderer\", {\r\n get: function (this: AbstractMesh) {\r\n return this._edgesRenderer;\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\ndeclare module \"../Meshes/linesMesh\" {\r\n export interface LinesMesh {\r\n /**\r\n * Enables the edge rendering mode on the mesh.\r\n * This mode makes the mesh edges visible\r\n * @param epsilon defines the maximal distance between two angles to detect a face\r\n * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces\r\n * @returns the currentAbstractMesh\r\n * @see https://www.babylonjs-playground.com/#19O9TU#0\r\n */\r\n enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;\r\n }\r\n}\r\nLinesMesh.prototype.enableEdgesRendering = function (epsilon = 0.95, checkVerticesInsteadOfIndices = false): AbstractMesh {\r\n this.disableEdgesRendering();\r\n this._edgesRenderer = new LineEdgesRenderer(this, epsilon, checkVerticesInsteadOfIndices);\r\n return this;\r\n};\r\n\r\ndeclare module \"../Meshes/linesMesh\" {\r\n export interface InstancedLinesMesh {\r\n /**\r\n * Enables the edge rendering mode on the mesh.\r\n * This mode makes the mesh edges visible\r\n * @param epsilon defines the maximal distance between two angles to detect a face\r\n * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces\r\n * @returns the current InstancedLinesMesh\r\n * @see https://www.babylonjs-playground.com/#19O9TU#0\r\n */\r\n enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;\r\n }\r\n}\r\n\r\n// eslint-disable-next-line @typescript-eslint/no-unused-vars\r\nInstancedLinesMesh.prototype.enableEdgesRendering = function (epsilon = 0.95, checkVerticesInsteadOfIndices = false): InstancedLinesMesh {\r\n LinesMesh.prototype.enableEdgesRendering.apply(this, arguments);\r\n return this;\r\n};\r\n\r\n/**\r\n * FaceAdjacencies Helper class to generate edges\r\n */\r\nclass FaceAdjacencies {\r\n public edges = new Array<number>();\r\n public p0: Vector3;\r\n public p1: Vector3;\r\n public p2: Vector3;\r\n public edgesConnectedCount = 0;\r\n}\r\n\r\n/**\r\n * Defines the minimum contract an Edges renderer should follow.\r\n */\r\nexport interface IEdgesRenderer extends IDisposable {\r\n /**\r\n * Gets or sets a boolean indicating if the edgesRenderer is active\r\n */\r\n isEnabled: boolean;\r\n\r\n /**\r\n * Renders the edges of the attached mesh,\r\n */\r\n render(): void;\r\n\r\n /**\r\n * Checks whether or not the edges renderer is ready to render.\r\n * @returns true if ready, otherwise false.\r\n */\r\n isReady(): boolean;\r\n\r\n /**\r\n * List of instances to render in case the source mesh has instances\r\n */\r\n customInstances: SmartArray<Matrix>;\r\n}\r\n\r\n/**\r\n * Defines the additional options of the edges renderer\r\n */\r\nexport interface IEdgesRendererOptions {\r\n /**\r\n * Gets or sets a boolean indicating that the alternate edge finder algorithm must be used\r\n * If not defined, the default value is true\r\n */\r\n useAlternateEdgeFinder?: boolean;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that the vertex merger fast processing must be used.\r\n * If not defined, the default value is true.\r\n * You should normally leave it undefined (or set it to true), except if you see some artifacts in the edges rendering (can happen with complex geometries)\r\n * This option is used only if useAlternateEdgeFinder = true\r\n */\r\n useFastVertexMerger?: boolean;\r\n\r\n /**\r\n * During edges processing, the vertices are merged if they are close enough: epsilonVertexMerge is the limit within which vertices are considered to be equal.\r\n * The default value is 1e-6\r\n * This option is used only if useAlternateEdgeFinder = true\r\n */\r\n epsilonVertexMerge?: number;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that tessellation should be applied before finding the edges. You may need to activate this option if your geometry is a bit\r\n * unusual, like having a vertex of a triangle in-between two vertices of an edge of another triangle. It happens often when using CSG to construct meshes.\r\n * This option is used only if useAlternateEdgeFinder = true\r\n */\r\n applyTessellation?: boolean;\r\n\r\n /**\r\n * The limit under which 3 vertices are considered to be aligned. 3 vertices PQR are considered aligned if distance(PQ) + distance(QR) - distance(PR) < epsilonVertexAligned\r\n * The default value is 1e-6\r\n * This option is used only if useAlternateEdgeFinder = true\r\n */\r\n epsilonVertexAligned?: number;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that degenerated triangles should not be processed.\r\n * Degenerated triangles are triangles that have 2 or 3 vertices with the same coordinates\r\n */\r\n removeDegeneratedTriangles?: boolean;\r\n}\r\n\r\n/**\r\n * This class is used to generate edges of the mesh that could then easily be rendered in a scene.\r\n */\r\nexport class EdgesRenderer implements IEdgesRenderer {\r\n /**\r\n * Define the size of the edges with an orthographic camera\r\n */\r\n public edgesWidthScalerForOrthographic = 1000.0;\r\n\r\n /**\r\n * Define the size of the edges with a perspective camera\r\n */\r\n public edgesWidthScalerForPerspective = 50.0;\r\n\r\n protected _source: AbstractMesh;\r\n protected _linesPositions = new Array<number>();\r\n protected _linesNormals = new Array<number>();\r\n protected _linesIndices = new Array<number>();\r\n protected _epsilon: number;\r\n protected _indicesCount: number;\r\n protected _drawWrapper?: DrawWrapper;\r\n\r\n protected _lineShader: ShaderMaterial;\r\n protected _ib: DataBuffer;\r\n protected _buffers: { [key: string]: Nullable<VertexBuffer> } = {};\r\n protected _buffersForInstances: { [key: string]: Nullable<VertexBuffer> } = {};\r\n protected _checkVerticesInsteadOfIndices = false;\r\n protected _options: Nullable<IEdgesRendererOptions>;\r\n\r\n private _meshRebuildObserver: Nullable<Observer<AbstractMesh>>;\r\n private _meshDisposeObserver: Nullable<Observer<Node>>;\r\n\r\n /** Gets or sets a boolean indicating if the edgesRenderer is active */\r\n public isEnabled = true;\r\n\r\n /** Gets the vertices generated by the edge renderer */\r\n public get linesPositions(): Immutable<Array<number>> {\r\n return this._linesPositions;\r\n }\r\n\r\n /** Gets the normals generated by the edge renderer */\r\n public get linesNormals(): Immutable<Array<number>> {\r\n return this._linesNormals;\r\n }\r\n\r\n /** Gets the indices generated by the edge renderer */\r\n public get linesIndices(): Immutable<Array<number>> {\r\n return this._linesIndices;\r\n }\r\n\r\n /**\r\n * Gets or sets the shader used to draw the lines\r\n */\r\n public get lineShader(): ShaderMaterial {\r\n return this._lineShader;\r\n }\r\n\r\n public set lineShader(shader: ShaderMaterial) {\r\n this._lineShader = shader;\r\n }\r\n\r\n /**\r\n * List of instances to render in case the source mesh has instances\r\n */\r\n public customInstances = new SmartArray<Matrix>(32);\r\n\r\n private static _GetShader(scene: Scene): ShaderMaterial {\r\n if (!scene._edgeRenderLineShader) {\r\n const shader = new ShaderMaterial(\r\n \"lineShader\",\r\n scene,\r\n \"line\",\r\n {\r\n attributes: [\"position\", \"normal\"],\r\n uniforms: [\"world\", \"viewProjection\", \"color\", \"width\", \"aspectRatio\"],\r\n },\r\n false\r\n );\r\n\r\n shader.disableDepthWrite = true;\r\n shader.backFaceCulling = false;\r\n shader.checkReadyOnEveryCall = scene.getEngine().isWebGPU;\r\n\r\n scene._edgeRenderLineShader = shader;\r\n }\r\n\r\n return scene._edgeRenderLineShader;\r\n }\r\n\r\n /**\r\n * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.\r\n * Beware when you use this class with complex objects as the adjacencies computation can be really long\r\n * @param source Mesh used to create edges\r\n * @param epsilon sum of angles in adjacency to check for edge\r\n * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices. Note that this parameter is not used if options.useAlternateEdgeFinder = true\r\n * @param generateEdgesLines - should generate Lines or only prepare resources.\r\n * @param options The options to apply when generating the edges\r\n */\r\n constructor(source: AbstractMesh, epsilon = 0.95, checkVerticesInsteadOfIndices = false, generateEdgesLines = true, options?: IEdgesRendererOptions) {\r\n this._source = source;\r\n this._checkVerticesInsteadOfIndices = checkVerticesInsteadOfIndices;\r\n this._options = options ?? null;\r\n\r\n this._epsilon = epsilon;\r\n if (this._source.getScene().getEngine().isWebGPU) {\r\n this._drawWrapper = new DrawWrapper(source.getEngine());\r\n }\r\n\r\n this._prepareRessources();\r\n if (generateEdgesLines) {\r\n if (options?.useAlternateEdgeFinder ?? true) {\r\n this._generateEdgesLinesAlternate();\r\n } else {\r\n this._generateEdgesLines();\r\n }\r\n }\r\n\r\n this._meshRebuildObserver = this._source.onRebuildObservable.add(() => {\r\n this._rebuild();\r\n });\r\n\r\n this._meshDisposeObserver = this._source.onDisposeObservable.add(() => {\r\n this.dispose();\r\n });\r\n }\r\n\r\n protected _prepareRessources(): void {\r\n if (this._lineShader) {\r\n return;\r\n }\r\n\r\n this._lineShader = EdgesRenderer._GetShader(this._source.getScene());\r\n }\r\n\r\n /** @internal */\r\n public _rebuild(): void {\r\n let buffer = this._buffers[VertexBuffer.PositionKind];\r\n if (buffer) {\r\n buffer._rebuild();\r\n }\r\n\r\n buffer = this._buffers[VertexBuffer.NormalKind];\r\n if (buffer) {\r\n buffer._rebuild();\r\n }\r\n\r\n const scene = this._source.getScene();\r\n const engine = scene.getEngine();\r\n this._ib = engine.createIndexBuffer(this._linesIndices);\r\n }\r\n\r\n /**\r\n * Releases the required resources for the edges renderer\r\n */\r\n public dispose(): void {\r\n this._source.onRebuildObservable.remove(this._meshRebuildObserver);\r\n this._source.onDisposeObservable.remove(this._meshDisposeObserver);\r\n\r\n let buffer = this._buffers[VertexBuffer.PositionKind];\r\n if (buffer) {\r\n buffer.dispose();\r\n this._buffers[VertexBuffer.PositionKind] = null;\r\n }\r\n buffer = this._buffers[VertexBuffer.NormalKind];\r\n if (buffer) {\r\n buffer.dispose();\r\n this._buffers[VertexBuffer.NormalKind] = null;\r\n }\r\n\r\n if (this._ib) {\r\n this._source.getScene().getEngine()._releaseBuffer(this._ib);\r\n }\r\n this._lineShader.dispose();\r\n\r\n this._drawWrapper?.dispose();\r\n }\r\n\r\n protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number {\r\n if ((pa === p0 && pb === p1) || (pa === p1 && pb === p0)) {\r\n return 0;\r\n }\r\n\r\n if ((pa === p1 && pb === p2) || (pa === p2 && pb === p1)) {\r\n return 1;\r\n }\r\n\r\n if ((pa === p2 && pb === p0) || (pa === p0 && pb === p2)) {\r\n return 2;\r\n }\r\n\r\n return -1;\r\n }\r\n\r\n protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number {\r\n const eps = 1e-10;\r\n if ((pa.equalsWithEpsilon(p0, eps) && pb.equalsWithEpsilon(p1, eps)) || (pa.equalsWithEpsilon(p1, eps) && pb.equalsWithEpsilon(p0, eps))) {\r\n return 0;\r\n }\r\n\r\n if ((pa.equalsWithEpsilon(p1, eps) && pb.equalsWithEpsilon(p2, eps)) || (pa.equalsWithEpsilon(p2, eps) && pb.equalsWithEpsilon(p1, eps))) {\r\n return 1;\r\n }\r\n\r\n if ((pa.equalsWithEpsilon(p2, eps) && pb.equalsWithEpsilon(p0, eps)) || (pa.equalsWithEpsilon(p0, eps) && pb.equalsWithEpsilon(p2, eps))) {\r\n return 2;\r\n }\r\n\r\n return -1;\r\n }\r\n\r\n /**\r\n * Checks if the pair of p0 and p1 is en edge\r\n * @param faceIndex\r\n * @param edge\r\n * @param faceNormals\r\n * @param p0\r\n * @param p1\r\n * @private\r\n */\r\n protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void {\r\n let needToCreateLine;\r\n\r\n if (edge === undefined) {\r\n needToCreateLine = true;\r\n } else {\r\n const dotProduct = Vector3.Dot(faceNormals[faceIndex], faceNormals[edge]);\r\n\r\n needToCreateLine = dotProduct < this._epsilon;\r\n }\r\n\r\n if (needToCreateLine) {\r\n this.createLine(p0, p1, this._linesPositions.length / 3);\r\n }\r\n }\r\n\r\n /**\r\n * push line into the position, normal and index buffer\r\n * @param p0\r\n * @param p1\r\n * @param offset\r\n * @protected\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n protected createLine(p0: Vector3, p1: Vector3, offset: number) {\r\n // Positions\r\n this._linesPositions.push(p0.x, p0.y, p0.z, p0.x, p0.y, p0.z, p1.x, p1.y, p1.z, p1.x, p1.y, p1.z);\r\n\r\n // Normals\r\n this._linesNormals.push(p1.x, p1.y, p1.z, -1, p1.x, p1.y, p1.z, 1, p0.x, p0.y, p0.z, -1, p0.x, p0.y, p0.z, 1);\r\n\r\n // Indices\r\n this._linesIndices.push(offset, offset + 1, offset + 2, offset, offset + 2, offset + 3);\r\n }\r\n\r\n /**\r\n * See https://playground.babylonjs.com/#R3JR6V#1 for a visual display of the algorithm\r\n * @param edgePoints\r\n * @param indexTriangle\r\n * @param indices\r\n * @param remapVertexIndices\r\n */\r\n private _tessellateTriangle(edgePoints: Array<Array<[number, number]>>, indexTriangle: number, indices: Array<number>, remapVertexIndices: Array<number>): void {\r\n const makePointList = (edgePoints: Array<[number, number]>, pointIndices: Array<number>, firstIndex: number) => {\r\n if (firstIndex >= 0) {\r\n pointIndices.push(firstIndex);\r\n }\r\n\r\n for (let i = 0; i < edgePoints.length; ++i) {\r\n pointIndices.push(edgePoints[i][0]);\r\n }\r\n };\r\n\r\n let startEdge = 0;\r\n\r\n if (edgePoints[1].length >= edgePoints[0].length && edgePoints[1].length >= edgePoints[2].length) {\r\n startEdge = 1;\r\n } else if (edgePoints[2].length >= edgePoints[0].length && edgePoints[2].length >= edgePoints[1].length) {\r\n startEdge = 2;\r\n }\r\n\r\n for (let e = 0; e < 3; ++e) {\r\n if (e === startEdge) {\r\n edgePoints[e].sort((a, b) => (a[1] < b[1] ? -1 : a[1] > b[1] ? 1 : 0));\r\n } else {\r\n edgePoints[e].sort((a, b) => (a[1] > b[1] ? -1 : a[1] < b[1] ? 1 : 0));\r\n }\r\n }\r\n\r\n const mainPointIndices: Array<number> = [],\r\n otherPointIndices: Array<number> = [];\r\n\r\n makePointList(edgePoints[startEdge], mainPointIndices, -1);\r\n\r\n const numMainPoints = mainPointIndices.length;\r\n\r\n for (let i = startEdge + 2; i >= startEdge + 1; --i) {\r\n makePointList(edgePoints[i % 3], otherPointIndices, i !== startEdge + 2 ? remapVertexIndices[indices[indexTriangle + ((i + 1) % 3)]] : -1);\r\n }\r\n\r\n const numOtherPoints = otherPointIndices.length;\r\n\r\n const idxMain = 0;\r\n const idxOther = 0;\r\n\r\n indices.push(remapVertexIndices[indices[indexTriangle + startEdge]], mainPointIndices[0], otherPointIndices[0]);\r\n indices.push(remapVertexIndices[indices[indexTriangle + ((startEdge + 1) % 3)]], otherPointIndices[numOtherPoints - 1], mainPointIndices[numMainPoints - 1]);\r\n\r\n const bucketIsMain = numMainPoints <= numOtherPoints;\r\n\r\n const bucketStep = bucketIsMain ? numMainPoints : numOtherPoints;\r\n const bucketLimit = bucketIsMain ? numOtherPoints : numMainPoints;\r\n const bucketIdxLimit = bucketIsMain ? numMainPoints - 1 : numOtherPoints - 1;\r\n const winding = bucketIsMain ? 0 : 1;\r\n\r\n let numTris = numMainPoints + numOtherPoints - 2;\r\n\r\n let bucketIdx = bucketIsMain ? idxMain : idxOther;\r\n let nbucketIdx = bucketIsMain ? idxOther : idxMain;\r\n const bucketPoints = bucketIsMain ? mainPointIndices : otherPointIndices;\r\n const nbucketPoints = bucketIsMain ? otherPointIndices : mainPointIndices;\r\n\r\n let bucket = 0;\r\n\r\n while (numTris-- > 0) {\r\n if (winding) {\r\n indices.push(bucketPoints[bucketIdx], nbucketPoints[nbucketIdx]);\r\n } else {\r\n indices.push(nbucketPoints[nbucketIdx], bucketPoints[bucketIdx]);\r\n }\r\n\r\n bucket += bucketStep;\r\n\r\n let lastIdx;\r\n\r\n if (bucket >= bucketLimit && bucketIdx < bucketIdxLimit) {\r\n lastIdx = bucketPoints[++bucketIdx];\r\n bucket -= bucketLimit;\r\n } else {\r\n lastIdx = nbucketPoints[++nbucketIdx];\r\n }\r\n\r\n indices.push(lastIdx);\r\n }\r\n\r\n indices[indexTriangle + 0] = indices[indices.length - 3];\r\n indices[indexTriangle + 1] = indices[indices.length - 2];\r\n indices[indexTriangle + 2] = indices[indices.length - 1];\r\n\r\n indices.length = indices.length - 3;\r\n }\r\n\r\n private _generateEdgesLinesAlternate(): void {\r\n const positions = this._source.getVerticesData(VertexBuffer.PositionKind);\r\n let indices = this._source.getIndices();\r\n\r\n if (!indices || !positions) {\r\n return;\r\n }\r\n\r\n if (!Array.isArray(indices)) {\r\n indices = Array.from(indices);\r\n }\r\n\r\n /**\r\n * Find all vertices that are at the same location (with an epsilon) and remapp them on the same vertex\r\n */\r\n const useFastVertexMerger = this._options?.useFastVertexMerger ?? true;\r\n const epsVertexMerge = useFastVertexMerger ? Math.round(-Math.log(this._options?.epsilonVertexMerge ?? 1e-6) / Math.log(10)) : this._options?.epsilonVertexMerge ?? 1e-6;\r\n const remapVertexIndices: Array<number> = [];\r\n const uniquePositions: Array<number> = []; // list of unique index of vertices - needed for tessellation\r\n\r\n if (useFastVertexMerger) {\r\n const mapVertices: { [key: string]: number } = {};\r\n for (let v1 = 0; v1 < positions.length; v1 += 3) {\r\n const x1 = positions[v1 + 0],\r\n y1 = positions[v1 + 1],\r\n z1 = positions[v1 + 2];\r\n\r\n const key = x1.toFixed(epsVertexMerge) + \"|\" + y1.toFixed(epsVertexMerge) + \"|\" + z1.toFixed(epsVertexMerge);\r\n\r\n if (mapVertices[key] !== undefined) {\r\n remapVertexIndices.push(mapVertices[key]);\r\n } else {\r\n const idx = v1 / 3;\r\n mapVertices[key] = idx;\r\n remapVertexIndices.push(idx);\r\n uniquePositions.push(idx);\r\n }\r\n }\r\n } else {\r\n for (let v1 = 0; v1 < positions.length; v1 += 3) {\r\n const x1 = positions[v1 + 0],\r\n y1 = positions[v1 + 1],\r\n z1 = positions[v1 + 2];\r\n let found = false;\r\n for (let v2 = 0; v2 < v1 && !found; v2 += 3) {\r\n const x2 = positions[v2 + 0],\r\n y2 = positions[v2 + 1],\r\n z2 = positions[v2 + 2];\r\n\r\n if (Math.abs(x1 - x2) < epsVertexMerge && Math.abs(y1 - y2) < epsVertexMerge && Math.abs(z1 - z2) < epsVertexMerge) {\r\n remapVertexIndices.push(v2 / 3);\r\n found = true;\r\n break;\r\n }\r\n }\r\n\r\n if (!found) {\r\n remapVertexIndices.push(v1 / 3);\r\n uniquePositions.push(v1 / 3);\r\n }\r\n }\r\n }\r\n\r\n if (this._options?.applyTessellation) {\r\n /**\r\n * Tessellate triangles if necessary:\r\n *\r\n * A\r\n * +\r\n * |\\\r\n * | \\\r\n * | \\\r\n * E + \\\r\n * /| \\\r\n * / | \\\r\n * / | \\\r\n * +---+-------+ B\r\n * D C\r\n *\r\n * For the edges to be rendered correctly, the ABC triangle has to be split into ABE and BCE, else AC is considered to be an edge, whereas only AE should be.\r\n *\r\n * The tessellation process looks for the vertices like E that are in-between two other vertices making of an edge and create new triangles as necessary\r\n */\r\n\r\n // First step: collect the triangles to tessellate\r\n const epsVertexAligned = this._options?.epsilonVertexAligned ?? 1e-6;\r\n const mustTesselate: Array<{ index: number; edgesPoints: Array<Array<[number, number]>> }> = []; // liste of triangles that must be tessellated\r\n\r\n for (let index = 0; index < indices.length; index += 3) {\r\n // loop over all triangles\r\n let triangleToTessellate: { index: number; edgesPoints: Array<Array<[number, number]>> } | undefined;\r\n\r\n for (let i = 0; i < 3; ++i) {\r\n // loop over the 3 edges of the triangle\r\n const p0Index = remapVertexIndices[indices[index + i]];\r\n const p1Index = remapVertexIndices[indices[index + ((i + 1) % 3)]];\r\n const p2Index = remapVertexIndices[indices[index + ((i + 2) % 3)]];\r\n\r\n if (p0Index === p1Index) {\r\n continue;\r\n } // degenerated triangle - don't process\r\n\r\n const p0x = positions[p0Index * 3 + 0],\r\n p0y = positions[p0Index * 3 + 1],\r\n p0z = positions[p0Index * 3 + 2];\r\n const p1x = positions[p1Index * 3 + 0],\r\n p1y = positions[p1Index * 3 + 1],\r\n p1z = positions[p1Index * 3 + 2];\r\n\r\n const p0p1 = Math.sqrt((p1x - p0x) * (p1x - p0x) + (p1y - p0y) * (p1y - p0y) + (p1z - p0z) * (p1z - p0z));\r\n\r\n for (let v = 0; v < uniquePositions.length - 1; v++) {\r\n // loop over all (unique) vertices and look for the ones that would be in-between p0 and p1\r\n const vIndex = uniquePositions[v];\r\n\r\n if (vIndex === p0Index || vIndex === p1Index || vIndex === p2Index) {\r\n continue;\r\n } // don't handle the vertex if it is a vertex of the current triangle\r\n\r\n const x = positions[vIndex * 3 + 0],\r\n y = positions[vIndex * 3 + 1],\r\n z = positions[vIndex * 3 + 2];\r\n\r\n const p0p = Math.sqrt((x - p0x) * (x - p0x) + (y - p0y) * (y - p0y) + (z - p0z) * (z - p0z));\r\n const pp1 = Math.sqrt((x - p1x) * (x - p1x) + (y - p1y) * (y - p1y) + (z - p1z) * (z - p1z));\r\n\r\n if (Math.abs(p0p + pp1 - p0p1) < epsVertexAligned) {\r\n // vertices are aligned and p in-between p0 and p1 if distance(p0, p) + distance (p, p1) ~ distance(p0, p1)\r\n if (!triangleToTessellate) {\r\n triangleToTessellate = {\r\n index: index,\r\n edgesPoints: [[], [], []],\r\n };\r\n mustTesselate.push(triangleToTessellate);\r\n }\r\n triangleToTessellate.edgesPoints[i].push([vIndex, p0p]);\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Second step: tesselate the triangles\r\n for (let t = 0; t < mustTesselate.length; ++t) {\r\n const triangle = mustTesselate[t];\r\n\r\n this._tessellateTriangle(triangle.edgesPoints, triangle.index, indices, remapVertexIndices);\r\n }\r\n\r\n mustTesselate.length = 0;\r\n }\r\n\r\n /**\r\n * Collect the edges to render\r\n */\r\n const edges: { [key: string]: { normal: Vector3; done: boolean; index: number; i: number } } = {};\r\n\r\n for (let index = 0; index < indices.length; index += 3) {\r\n let faceNormal;\r\n for (let i = 0; i < 3; ++i) {\r\n let p0Index = remapVertexIndices[indices[index + i]];\r\n let p1Index = remapVertexIndices[indices[index + ((i + 1) % 3)]];\r\n const p2Index = remapVertexIndices[indices[index + ((i + 2) % 3)]];\r\n\r\n if (p0Index === p1Index || ((p0Index === p2Index || p1Index === p2Index) && this._options?.removeDegeneratedTriangles)) {\r\n continue;\r\n }\r\n\r\n TmpVectors.Vector3[0].copyFromFloats(positions[p0Index * 3 + 0], positions[p0Index * 3 + 1], positions[p0Index * 3 + 2]);\r\n TmpVectors.Vector3[1].copyFromFloats(positions[p1Index * 3 + 0], positions[p1Index * 3 + 1], positions[p1Index * 3 + 2]);\r\n TmpVectors.Vector3[2].copyFromFloats(positions[p2Index * 3 + 0], positions[p2Index * 3 + 1], positions[p2Index * 3 + 2]);\r\n\r\n if (!faceNormal) {\r\n TmpVectors.Vector3[1].subtractToRef(TmpVectors.Vector3[0], TmpVectors.Vector3[3]);\r\n TmpVectors.Vector3[2].subtractToRef(TmpVectors.Vector3[1], TmpVectors.Vector3[4]);\r\n faceNormal = Vector3.Cross(TmpVectors.Vector3[3], TmpVectors.Vector3[4]);\r\n faceNormal.normalize();\r\n }\r\n\r\n if (p0Index > p1Index) {\r\n const tmp = p0Index;\r\n p0Index = p1Index;\r\n p1Index = tmp;\r\n }\r\n\r\n const key = p0Index + \"_\" + p1Index;\r\n const ei = edges[key];\r\n\r\n if (ei) {\r\n if (!ei.done) {\r\n const dotProduct = Vector3.Dot(faceNormal, ei.normal);\r\n\r\n if (dotProduct < this._epsilon) {\r\n this.createLine(TmpVectors.Vector3[0], TmpVectors.Vector3[1], this._linesPositions.length / 3);\r\n }\r\n\r\n ei.done = true;\r\n }\r\n } else {\r\n edges[key] = { normal: faceNormal, done: false, index: index, i: i };\r\n }\r\n }\r\n }\r\n\r\n for (const key in edges) {\r\n const ei = edges[key];\r\n if (!ei.done) {\r\n // Orphaned edge - we must display it\r\n const p0Index = remapVertexIndices[indices[ei.index + ei.i]];\r\n const p1Index = remapVertexIndices[indices[ei.index + ((ei.i + 1) % 3)]];\r\n\r\n TmpVectors.Vector3[0].copyFromFloats(positions[p0Index * 3 + 0], positions[p0Index * 3 + 1], positions[p0Index * 3 + 2]);\r\n TmpVectors.Vector3[1].copyFromFloats(positions[p1Index * 3 + 0], positions[p1Index * 3 + 1], positions[p1Index * 3 + 2]);\r\n\r\n this.createLine(TmpVectors.Vector3[0], TmpVectors.Vector3[1], this._linesPositions.length / 3);\r\n }\r\n }\r\n\r\n /**\r\n * Merge into a single mesh\r\n */\r\n const engine = this._source.getScene().getEngine();\r\n\r\n this._buffers[VertexBuffer.PositionKind] = new VertexBuffer(engine, this._linesPositions, VertexBuffer.PositionKind, false);\r\n this._buffers[VertexBuffer.NormalKind] = new VertexBuffer(engine, this._linesNormals, VertexBuffer.NormalKind, false, false, 4);\r\n\r\n this._buffersForInstances[VertexBuffer.PositionKind] = this._buffers[VertexBuffer.PositionKind];\r\n this._buffersForInstances[VertexBuffer.NormalKind] = this._buffers[VertexBuffer.NormalKind];\r\n\r\n this._ib = engine.createIndexBuffer(this._linesIndices);\r\n\r\n this._indicesCount = this._linesIndices.length;\r\n }\r\n\r\n /**\r\n * Generates lines edges from adjacencjes\r\n * @private\r\n */\r\n _generateEdgesLines(): void {\r\n const positions = this._source.getVerticesData(VertexBuffer.PositionKind);\r\n const indices = this._source.getIndices();\r\n\r\n if (!indices || !positions) {\r\n return;\r\n }\r\n\r\n // First let's find adjacencies\r\n const adjacencies = new Array<FaceAdjacencies>();\r\n const faceNormals = new Array<Vector3>();\r\n let index: number;\r\n let faceAdjacencies: FaceAdjacencies;\r\n\r\n // Prepare faces\r\n for (index = 0; index < indices.length; index += 3) {\r\n faceAdjacencies = new FaceAdjacencies();\r\n const p0Index = indices[index];\r\n const p1Index = indices[index + 1];\r\n const p2Index = indices[index + 2];\r\n\r\n faceAdjacencies.p0 = new Vector3(positions[p0Index * 3], positions[p0Index * 3 + 1], positions[p0Index * 3 + 2]);\r\n faceAdjacencies.p1 = new Vector3(positions[p1Index * 3], positions[p1Index * 3 + 1], positions[p1Index * 3 + 2]);\r\n faceAdjacencies.p2 = new Vector3(positions[p2Index * 3], positions[p2Index * 3 + 1], positions[p2Index * 3 + 2]);\r\n const faceNormal = Vector3.Cross(faceAdjacencies.p1.subtract(faceAdjacencies.p0), faceAdjacencies.p2.subtract(faceAdjacencies.p1));\r\n\r\n faceNormal.normalize();\r\n\r\n faceNormals.push(faceNormal);\r\n adjacencies.push(faceAdjacencies);\r\n }\r\n\r\n // Scan\r\n for (index = 0; index < adjacencies.length; index++) {\r\n faceAdjacencies = adjacencies[index];\r\n\r\n for (let otherIndex = index + 1; otherIndex < adjacencies.length; otherIndex++) {\r\n const otherFaceAdjacencies = adjacencies[otherIndex];\r\n\r\n if (faceAdjacencies.edgesConnectedCount === 3) {\r\n // Full\r\n break;\r\n }\r\n\r\n if (otherFaceAdjacencies.edgesConnectedCount === 3) {\r\n // Full\r\n continue;\r\n }\r\n\r\n const otherP0 = indices[otherIndex * 3];\r\n const otherP1 = indices[otherIndex * 3 + 1];\r\n const otherP2 = indices[otherIndex * 3 + 2];\r\n\r\n for (let edgeIndex = 0; edgeIndex < 3; edgeIndex++) {\r\n let otherEdgeIndex: number = 0;\r\n\r\n if (faceAdjacencies.edges[edgeIndex] !== undefined) {\r\n continue;\r\n }\r\n\r\n switch (edgeIndex) {\r\n case 0:\r\n if (this._checkVerticesInsteadOfIndices) {\r\n otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(\r\n faceAdjacencies.p0,\r\n faceAdjacencies.p1,\r\n otherFaceAdjacencies.p0,\r\n otherFaceAdjacencies.p1,\r\n otherFaceAdjacencies.p2\r\n );\r\n } else {\r\n otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3], indices[index * 3 + 1], otherP0, otherP1, otherP2);\r\n }\r\n break;\r\n case 1:\r\n if (this._checkVerticesInsteadOfIndices) {\r\n otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(\r\n faceAdjacencies.p1,\r\n faceAdjacencies.p2,\r\n otherFaceAdjacencies.p0,\r\n otherFaceAdjacencies.p1,\r\n otherFaceAdjacencies.p2\r\n );\r\n } else {\r\n otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3 + 1], indices[index * 3 + 2], otherP0, otherP1, otherP2);\r\n }\r\n break;\r\n case 2:\r\n if (this._checkVerticesInsteadOfIndices) {\r\n otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(\r\n faceAdjacencies.p2,\r\n faceAdjacencies.p0,\r\n otherFaceAdjacencies.p0,\r\n otherFaceAdjacencies.p1,\r\n otherFaceAdjacencies.p2\r\n );\r\n } else {\r\n otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3 + 2], indices[index * 3], otherP0, otherP1, otherP2);\r\n }\r\n break;\r\n }\r\n\r\n if (otherEdgeIndex === -1) {\r\n continue;\r\n }\r\n\r\n faceAdjacencies.edges[edgeIndex] = otherIndex;\r\n otherFaceAdjacencies.edges[otherEdgeIndex] = index;\r\n\r\n faceAdjacencies.edgesConnectedCount++;\r\n otherFaceAdjacencies.edgesConnectedCount++;\r\n\r\n if (faceAdjacencies.edgesConnectedCount === 3) {\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Create lines\r\n for (index = 0; index < adjacencies.length; index++) {\r\n // We need a line when a face has no adjacency on a specific edge or if all the adjacencies has an angle greater than epsilon\r\n const current = adjacencies[index];\r\n\r\n this._checkEdge(index, current.edges[0], faceNormals, current.p0, current.p1);\r\n this._checkEdge(index, current.edges[1], faceNormals, current.p1, current.p2);\r\n this._checkEdge(index, current.edges[2], faceNormals, current.p2, current.p0);\r\n }\r\n\r\n // Merge into a single mesh\r\n const engine = this._source.getScene().getEngine();\r\n\r\n this._buffers[VertexBuffer.PositionKind] = new VertexBuffer(engine, this._linesPositions, VertexBuffer.PositionKind, false);\r\n this._buffers[VertexBuffer.NormalKind] = new VertexBuffer(engine, this._linesNormals, VertexBuffer.NormalKind, false, false, 4);\r\n\r\n this._buffersForInstances[VertexBuffer.PositionKind] = this._buffers[VertexBuffer.PositionKind];\r\n this._buffersForInstances[VertexBuffer.NormalKind] = this._buffers[VertexBuffer.NormalKind];\r\n\r\n this._ib = engine.createIndexBuffer(this._linesIndices);\r\n\r\n this._indicesCount = this._linesIndices.length;\r\n }\r\n\r\n /**\r\n * Checks whether or not the edges renderer is ready to render.\r\n * @returns true if ready, otherwise false.\r\n */\r\n public isReady(): boolean {\r\n return this._lineShader.isReady(this._source, (this._source.hasInstances && this.customInstances.length > 0) || this._source.hasThinInstances);\r\n }\r\n\r\n /**\r\n * Renders the edges of the attached mesh,\r\n */\r\n public render(): void {\r\n const scene = this._source.getScene();\r\n\r\n const currentDrawWrapper = this._lineShader._getDrawWrapper();\r\n if (this._drawWrapper) {\r\n this._lineShader._setDrawWrapper(this._drawWrapper);\r\n }\r\n\r\n if (!this.isReady() || !scene.activeCamera) {\r\n this._lineShader._setDrawWrapper(currentDrawWrapper);\r\n return;\r\n }\r\n\r\n const hasInstances = this._source.hasInstances && this.customInstances.length > 0;\r\n const useBuffersWithInstances = hasInstances || this._source.hasThinInstances;\r\n\r\n let instanceCount = 0;\r\n\r\n if (useBuffersWithInstances) {\r\n this._buffersForInstances[\"world0\"] = (this._source as Mesh).getVertexBuffer(\"world0\");\r\n this._buffersForInstances[\"world1\"] = (this._source as Mesh).getVertexBuffer(\"world1\");\r\n this._buffersForInstances[\"world2\"] = (this._source as Mesh).getVertexBuffer(\"world2\");\r\n this._buffersForInstances[\"world3\"] = (this._source as Mesh).getVertexBuffer(\"world3\");\r\n\r\n if (hasInstances) {\r\n const instanceStorage = (this._source as Mesh)._instanceDataStorage;\r\n\r\n instanceCount = this.customInstances.length;\r\n\r\n if (!instanceStorage.instancesData) {\r\n if (!this._source.getScene()._activeMeshesFrozen) {\r\n this.customInstances.reset();\r\n }\r\n return;\r\n }\r\n\r\n if (!instanceStorage.isFrozen) {\r\n let offset = 0;\r\n\r\n for (let i = 0; i < instanceCount; ++i) {\r\n this.customInstances.data[i].copyToArray(instanceStorage.instancesData, offset);\r\n offset += 16;\r\n }\r\n\r\n instanceStorage.instancesBuffer!.updateDirectly(instanceStorage.instancesData, 0, instanceCount);\r\n }\r\n } else {\r\n instanceCount = (this._source as Mesh).thinInstanceCount;\r\n }\r\n }\r\n\r\n const engine = scene.getEngine();\r\n this._lineShader._preBind();\r\n\r\n if (this._source.edgesColor.a !== 1) {\r\n engine.setAlphaMode(Constants.ALPHA_COMBINE);\r\n } else {\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n }\r\n\r\n // VBOs\r\n engine.bindBuffers(useBuffersWithInstances ? this._buffersForInstances : this._buffers, this._ib, <Effect>this._lineShader.getEffect());\r\n\r\n scene.resetCachedMaterial();\r\n this._lineShader.setColor4(\"color\", this._source.edgesColor);\r\n\r\n if (scene.activeCamera.mode === Camera.ORTHOGRAPHIC_CAMERA) {\r\n this._lineShader.setFloat(\"width\", this._source.edgesWidth / this.edgesWidthScalerForOrthographic);\r\n } else {\r\n this._lineShader.setFloat(\"width\", this._source.edgesWidth / this.edgesWidthScalerForPerspective);\r\n }\r\n\r\n this._lineShader.setFloat(\"aspectRatio\", engine.getAspectRatio(scene.activeCamera));\r\n this._lineShader.bind(this._source.getWorldMatrix());\r\n\r\n // Draw order\r\n engine.drawElementsType(Material.TriangleFillMode, 0, this._indicesCount, instanceCount);\r\n this._lineShader.unbind();\r\n\r\n if (useBuffersWithInstances) {\r\n engine.unbindInstanceAttributes();\r\n }\r\n\r\n if (!this._source.getScene()._activeMeshesFrozen) {\r\n this.customInstances.reset();\r\n }\r\n\r\n this._lineShader._setDrawWrapper(currentDrawWrapper);\r\n }\r\n}\r\n\r\n/**\r\n * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation\r\n */\r\nexport class LineEdgesRenderer extends EdgesRenderer {\r\n /**\r\n * This constructor turns off auto generating edges line in Edges Renderer to make it here.\r\n * @param source LineMesh used to generate edges\r\n * @param epsilon not important (specified angle for edge detection)\r\n * @param checkVerticesInsteadOfIndices not important for LineMesh\r\n */\r\n constructor(source: AbstractMesh, epsilon = 0.95, checkVerticesInsteadOfIndices = false) {\r\n super(source, epsilon, checkVerticesInsteadOfIndices, false);\r\n this._generateEdgesLines();\r\n }\r\n\r\n /**\r\n * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.\r\n */\r\n _generateEdgesLines(): void {\r\n const positions = this._source.getVerticesData(VertexBuffer.PositionKind);\r\n const indices = this._source.getIndices();\r\n\r\n if (!indices || !positions) {\r\n return;\r\n }\r\n\r\n const p0 = TmpVectors.Vector3[0];\r\n const p1 = TmpVectors.Vector3[1];\r\n const len = indices.length - 1;\r\n for (let i = 0, offset = 0; i < len; i += 2, offset += 4) {\r\n Vector3.FromArrayToRef(positions, 3 * indices[i], p0);\r\n Vector3.FromArrayToRef(positions, 3 * indices[i + 1], p1);\r\n this.createLine(p0, p1, offset);\r\n }\r\n\r\n // Merge into a single mesh\r\n const engine = this._source.getScene().getEngine();\r\n\r\n this._buffers[VertexBuffer.PositionKind] = new VertexBuffer(engine, this._linesPositions, VertexBuffer.PositionKind, false);\r\n this._buffers[VertexBuffer.NormalKind] = new VertexBuffer(engine, this._linesNormals, VertexBuffer.NormalKind, false, false, 4);\r\n\r\n this._ib = engine.createIndexBuffer(this._linesIndices);\r\n\r\n this._indicesCount = this._linesIndices.length;\r\n }\r\n}\r\n"]}
@@ -8,7 +8,7 @@ import type { AbstractMesh } from "../Meshes/abstractMesh";
8
8
  import type { Nullable } from "../types";
9
9
  import "../Shaders/geometry.fragment";
10
10
  import "../Shaders/geometry.vertex";
11
- /** @hidden */
11
+ /** @internal */
12
12
  interface ISavedTransformationMatrix {
13
13
  world: Matrix;
14
14
  viewProjection: Matrix;
@@ -45,7 +45,7 @@ export declare class GeometryBufferRenderer {
45
45
  /**
46
46
  * Dictionary used to store the previous transformation matrices of each rendered mesh
47
47
  * in order to compute objects velocities when enableVelocity is set to "true"
48
- * @hidden
48
+ * @internal
49
49
  */
50
50
  _previousTransformationMatrices: {
51
51
  [index: number]: ISavedTransformationMatrix;
@@ -53,7 +53,7 @@ export declare class GeometryBufferRenderer {
53
53
  /**
54
54
  * Dictionary used to store the previous bones transformation matrices of each rendered mesh
55
55
  * in order to compute objects velocities when enableVelocity is set to "true"
56
- * @hidden
56
+ * @internal
57
57
  */
58
58
  _previousBonesTransformationMatrices: {
59
59
  [index: number]: Float32Array;
@@ -84,41 +84,36 @@ export declare class GeometryBufferRenderer {
84
84
  private _useUbo;
85
85
  protected _cachedDefines: string;
86
86
  /**
87
- * @param prePassRenderer
88
- * @hidden
87
+ * @internal
89
88
  * Sets up internal structures to share outputs with PrePassRenderer
90
89
  * This method should only be called by the PrePassRenderer itself
91
90
  */
92
91
  _linkPrePassRenderer(prePassRenderer: PrePassRenderer): void;
93
92
  /**
94
- * @hidden
93
+ * @internal
95
94
  * Separates internal structures from PrePassRenderer so the geometry buffer can now operate by itself.
96
95
  * This method should only be called by the PrePassRenderer itself
97
96
  */
98
97
  _unlinkPrePassRenderer(): void;
99
98
  /**
100
- * @hidden
99
+ * @internal
101
100
  * Resets the geometry buffer layout
102
101
  */
103
102
  _resetLayout(): void;
104
103
  /**
105
- * @param geometryBufferType
106
- * @param index
107
- * @hidden
104
+ * @internal
108
105
  * Replaces a texture in the geometry buffer renderer
109
106
  * Useful when linking textures of the prepass renderer
110
107
  */
111
108
  _forceTextureType(geometryBufferType: number, index: number): void;
112
109
  /**
113
- * @param attachments
114
- * @hidden
110
+ * @internal
115
111
  * Sets texture attachments
116
112
  * Useful when linking textures of the prepass renderer
117
113
  */
118
114
  _setAttachments(attachments: number[]): void;
119
115
  /**
120
- * @param internalTexture
121
- * @hidden
116
+ * @internal
122
117
  * Replaces the first texture which is hard coded as a depth texture in the geometry buffer
123
118
  * Useful when linking textures of the prepass renderer
124
119
  */
@@ -180,8 +175,7 @@ export declare class GeometryBufferRenderer {
180
175
  */
181
176
  get ratio(): number;
182
177
  /**
183
- * @param _
184
- * @hidden
178
+ * @internal
185
179
  */
186
180
  static _SceneComponentInitialization: (scene: Scene) => void;
187
181
  /**
@@ -24,13 +24,13 @@ export class GeometryBufferRenderer {
24
24
  /**
25
25
  * Dictionary used to store the previous transformation matrices of each rendered mesh
26
26
  * in order to compute objects velocities when enableVelocity is set to "true"
27
- * @hidden
27
+ * @internal
28
28
  */
29
29
  this._previousTransformationMatrices = {};
30
30
  /**
31
31
  * Dictionary used to store the previous bones transformation matrices of each rendered mesh
32
32
  * in order to compute objects velocities when enableVelocity is set to "true"
33
- * @hidden
33
+ * @internal
34
34
  */
35
35
  this._previousBonesTransformationMatrices = {};
36
36
  /**
@@ -59,8 +59,7 @@ export class GeometryBufferRenderer {
59
59
  this._createRenderTargets();
60
60
  }
61
61
  /**
62
- * @param prePassRenderer
63
- * @hidden
62
+ * @internal
64
63
  * Sets up internal structures to share outputs with PrePassRenderer
65
64
  * This method should only be called by the PrePassRenderer itself
66
65
  */
@@ -76,7 +75,7 @@ export class GeometryBufferRenderer {
76
75
  }
77
76
  }
78
77
  /**
79
- * @hidden
78
+ * @internal
80
79
  * Separates internal structures from PrePassRenderer so the geometry buffer can now operate by itself.
81
80
  * This method should only be called by the PrePassRenderer itself
82
81
  */
@@ -85,7 +84,7 @@ export class GeometryBufferRenderer {
85
84
  this._createRenderTargets();
86
85
  }
87
86
  /**
88
- * @hidden
87
+ * @internal
89
88
  * Resets the geometry buffer layout
90
89
  */
91
90
  _resetLayout() {
@@ -95,9 +94,7 @@ export class GeometryBufferRenderer {
95
94
  this._attachments = [];
96
95
  }
97
96
  /**
98
- * @param geometryBufferType
99
- * @param index
100
- * @hidden
97
+ * @internal
101
98
  * Replaces a texture in the geometry buffer renderer
102
99
  * Useful when linking textures of the prepass renderer
103
100
  */
@@ -122,8 +119,7 @@ export class GeometryBufferRenderer {
122
119
  }
123
120
  }
124
121
  /**
125
- * @param attachments
126
- * @hidden
122
+ * @internal
127
123
  * Sets texture attachments
128
124
  * Useful when linking textures of the prepass renderer
129
125
  */
@@ -131,8 +127,7 @@ export class GeometryBufferRenderer {
131
127
  this._attachments = attachments;
132
128
  }
133
129
  /**
134
- * @param internalTexture
135
- * @hidden
130
+ * @internal
136
131
  * Replaces the first texture which is hard coded as a depth texture in the geometry buffer
137
132
  * Useful when linking textures of the prepass renderer
138
133
  */
@@ -882,8 +877,7 @@ GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE = 3;
882
877
  */
883
878
  GeometryBufferRenderer.REFLECTIVITY_TEXTURE_TYPE = 4;
884
879
  /**
885
- * @param _
886
- * @hidden
880
+ * @internal
887
881
  */
888
882
  GeometryBufferRenderer._SceneComponentInitialization = (_) => {
889
883
  throw _WarnImport("GeometryBufferRendererSceneComponent");