@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.
- package/Actions/action.d.ts +12 -21
- package/Actions/action.js +8 -17
- package/Actions/action.js.map +1 -1
- package/Actions/actionManager.d.ts +2 -5
- package/Actions/actionManager.js +2 -5
- package/Actions/actionManager.js.map +1 -1
- package/Actions/condition.d.ts +9 -50
- package/Actions/condition.js +3 -26
- package/Actions/condition.js.map +1 -1
- package/Actions/directActions.d.ts +7 -7
- package/Actions/directActions.js +7 -7
- package/Actions/directActions.js.map +1 -1
- package/Actions/directAudioActions.d.ts +2 -2
- package/Actions/directAudioActions.js +2 -2
- package/Actions/directAudioActions.js.map +1 -1
- package/Actions/interpolateValueAction.d.ts +1 -1
- package/Actions/interpolateValueAction.js +1 -1
- package/Actions/interpolateValueAction.js.map +1 -1
- package/Animations/animatable.d.ts +5 -6
- package/Animations/animatable.js +1 -2
- package/Animations/animatable.js.map +1 -1
- package/Animations/animation.d.ts +6 -20
- package/Animations/animation.js +6 -20
- package/Animations/animation.js.map +1 -1
- package/Animations/animationEvent.d.ts +1 -1
- package/Animations/animationEvent.js +1 -1
- package/Animations/animationEvent.js.map +1 -1
- package/Animations/animationGroup.d.ts +1 -1
- package/Animations/animationGroup.js +1 -1
- package/Animations/animationGroup.js.map +1 -1
- package/Animations/easing.d.ts +13 -26
- package/Animations/easing.js +13 -26
- package/Animations/easing.js.map +1 -1
- package/Animations/runtimeAnimation.d.ts +3 -4
- package/Animations/runtimeAnimation.js +1 -2
- package/Animations/runtimeAnimation.js.map +1 -1
- package/Audio/audioEngine.js +1 -2
- package/Audio/audioEngine.js.map +1 -1
- package/Audio/audioSceneComponent.d.ts +1 -1
- package/Audio/audioSceneComponent.js.map +1 -1
- package/Audio/sound.d.ts +3 -4
- package/Audio/sound.js +2 -3
- package/Audio/sound.js.map +1 -1
- package/BakedVertexAnimation/bakedVertexAnimationManager.d.ts +1 -1
- package/BakedVertexAnimation/bakedVertexAnimationManager.js +1 -1
- package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
- package/Behaviors/Meshes/attachToBoxBehavior.js +1 -1
- package/Behaviors/Meshes/attachToBoxBehavior.js.map +1 -1
- package/Behaviors/Meshes/baseSixDofDragBehavior.js +5 -5
- package/Behaviors/Meshes/baseSixDofDragBehavior.js.map +1 -1
- package/Behaviors/Meshes/followBehavior.d.ts +1 -1
- package/Behaviors/Meshes/followBehavior.js +1 -1
- package/Behaviors/Meshes/followBehavior.js.map +1 -1
- package/Behaviors/Meshes/pointerDragBehavior.d.ts +1 -1
- package/Behaviors/Meshes/pointerDragBehavior.js +1 -1
- package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
- package/Bones/bone.d.ts +7 -9
- package/Bones/bone.js +7 -9
- package/Bones/bone.js.map +1 -1
- package/Bones/skeleton.d.ts +6 -8
- package/Bones/skeleton.js +6 -8
- package/Bones/skeleton.js.map +1 -1
- package/Buffers/buffer.d.ts +6 -6
- package/Buffers/buffer.js +14 -16
- package/Buffers/buffer.js.map +1 -1
- package/Buffers/storageBuffer.d.ts +1 -1
- package/Buffers/storageBuffer.js +1 -1
- package/Buffers/storageBuffer.js.map +1 -1
- package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.d.ts +1 -2
- package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.js +1 -2
- package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.js.map +1 -1
- package/Cameras/Inputs/flyCameraKeyboardInput.d.ts +1 -1
- package/Cameras/Inputs/flyCameraKeyboardInput.js +1 -1
- package/Cameras/Inputs/flyCameraKeyboardInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraDeviceOrientationInput.d.ts +6 -3
- package/Cameras/Inputs/freeCameraDeviceOrientationInput.js +18 -5
- package/Cameras/Inputs/freeCameraDeviceOrientationInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraKeyboardMoveInput.d.ts +1 -1
- package/Cameras/Inputs/freeCameraKeyboardMoveInput.js +1 -1
- package/Cameras/Inputs/freeCameraKeyboardMoveInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraMouseInput.d.ts +1 -1
- package/Cameras/Inputs/freeCameraMouseInput.js +1 -1
- package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
- package/Cameras/RigModes/stereoscopicAnaglyphRigMode.d.ts +1 -2
- package/Cameras/RigModes/stereoscopicAnaglyphRigMode.js +1 -2
- package/Cameras/RigModes/stereoscopicAnaglyphRigMode.js.map +1 -1
- package/Cameras/RigModes/stereoscopicRigMode.d.ts +1 -2
- package/Cameras/RigModes/stereoscopicRigMode.js +1 -2
- package/Cameras/RigModes/stereoscopicRigMode.js.map +1 -1
- package/Cameras/RigModes/vrRigMode.d.ts +1 -3
- package/Cameras/RigModes/vrRigMode.js +1 -3
- package/Cameras/RigModes/vrRigMode.js.map +1 -1
- package/Cameras/RigModes/webVRRigMode.d.ts +1 -3
- package/Cameras/RigModes/webVRRigMode.js +1 -3
- package/Cameras/RigModes/webVRRigMode.js.map +1 -1
- package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.d.ts +2 -3
- package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js +2 -3
- package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js.map +1 -1
- package/Cameras/VR/vrCameraMetrics.d.ts +4 -4
- package/Cameras/VR/vrCameraMetrics.js +4 -4
- package/Cameras/VR/vrCameraMetrics.js.map +1 -1
- package/Cameras/VR/vrExperienceHelper.js +20 -48
- package/Cameras/VR/vrExperienceHelper.js.map +1 -1
- package/Cameras/VR/webVRCamera.d.ts +9 -9
- package/Cameras/VR/webVRCamera.js +9 -9
- package/Cameras/VR/webVRCamera.js.map +1 -1
- package/Cameras/arcRotateCamera.d.ts +11 -12
- package/Cameras/arcRotateCamera.js +8 -9
- package/Cameras/arcRotateCamera.js.map +1 -1
- package/Cameras/camera.d.ts +29 -38
- package/Cameras/camera.js +27 -36
- package/Cameras/camera.js.map +1 -1
- package/Cameras/deviceOrientationCamera.d.ts +1 -1
- package/Cameras/deviceOrientationCamera.js +1 -1
- package/Cameras/deviceOrientationCamera.js.map +1 -1
- package/Cameras/flyCamera.d.ts +8 -12
- package/Cameras/flyCamera.js +6 -10
- package/Cameras/flyCamera.js.map +1 -1
- package/Cameras/followCamera.d.ts +2 -2
- package/Cameras/followCamera.js +2 -2
- package/Cameras/followCamera.js.map +1 -1
- package/Cameras/freeCamera.d.ts +6 -7
- package/Cameras/freeCamera.js +4 -5
- package/Cameras/freeCamera.js.map +1 -1
- package/Cameras/freeCameraInputsManager.d.ts +2 -2
- package/Cameras/freeCameraInputsManager.js +2 -2
- package/Cameras/freeCameraInputsManager.js.map +1 -1
- package/Cameras/targetCamera.d.ts +21 -24
- package/Cameras/targetCamera.js +20 -23
- package/Cameras/targetCamera.js.map +1 -1
- package/Cameras/touchCamera.d.ts +1 -1
- package/Cameras/touchCamera.js +1 -1
- package/Cameras/touchCamera.js.map +1 -1
- package/Collisions/collider.d.ts +13 -44
- package/Collisions/collider.js +10 -41
- package/Collisions/collider.js.map +1 -1
- package/Collisions/collisionCoordinator.d.ts +2 -2
- package/Collisions/collisionCoordinator.js +1 -1
- package/Collisions/collisionCoordinator.js.map +1 -1
- package/Collisions/intersectionInfo.d.ts +1 -1
- package/Collisions/intersectionInfo.js +1 -1
- package/Collisions/intersectionInfo.js.map +1 -1
- package/Collisions/meshCollisionData.d.ts +1 -1
- package/Collisions/meshCollisionData.js +1 -1
- package/Collisions/meshCollisionData.js.map +1 -1
- package/Collisions/pickingInfo.d.ts +1 -1
- package/Collisions/pickingInfo.js +1 -1
- package/Collisions/pickingInfo.js.map +1 -1
- package/Compute/IComputeContext.d.ts +1 -1
- package/Compute/IComputeContext.js.map +1 -1
- package/Compute/IComputePipelineContext.d.ts +2 -2
- package/Compute/IComputePipelineContext.js.map +1 -1
- package/Compute/computeEffect.d.ts +5 -5
- package/Compute/computeEffect.js +5 -5
- package/Compute/computeEffect.js.map +1 -1
- package/Culling/Octrees/octreeBlock.d.ts +1 -9
- package/Culling/Octrees/octreeBlock.js +1 -9
- package/Culling/Octrees/octreeBlock.js.map +1 -1
- package/Culling/Octrees/octreeSceneComponent.d.ts +2 -2
- package/Culling/Octrees/octreeSceneComponent.js +1 -5
- package/Culling/Octrees/octreeSceneComponent.js.map +1 -1
- package/Culling/boundingBox.d.ts +4 -5
- package/Culling/boundingBox.js +3 -4
- package/Culling/boundingBox.js.map +1 -1
- package/Culling/boundingInfo.d.ts +1 -2
- package/Culling/boundingInfo.js +1 -2
- package/Culling/boundingInfo.js.map +1 -1
- package/Culling/boundingSphere.d.ts +1 -2
- package/Culling/boundingSphere.js +1 -2
- package/Culling/boundingSphere.js.map +1 -1
- package/Culling/ray.d.ts +6 -6
- package/Culling/ray.js.map +1 -1
- package/Debug/debugLayer.d.ts +1 -1
- package/Debug/debugLayer.js.map +1 -1
- package/Debug/physicsViewer.d.ts +6 -6
- package/Debug/physicsViewer.js +4 -4
- package/Debug/physicsViewer.js.map +1 -1
- package/DeviceInput/InputDevices/deviceEnums.d.ts +1 -1
- package/DeviceInput/InputDevices/deviceEnums.js +1 -1
- package/DeviceInput/InputDevices/deviceEnums.js.map +1 -1
- package/DeviceInput/InputDevices/deviceSourceManager.d.ts +3 -3
- package/DeviceInput/InputDevices/deviceSourceManager.js +3 -3
- package/DeviceInput/InputDevices/deviceSourceManager.js.map +1 -1
- package/DeviceInput/internalDeviceSourceManager.d.ts +3 -3
- package/DeviceInput/internalDeviceSourceManager.js +1 -1
- package/DeviceInput/internalDeviceSourceManager.js.map +1 -1
- package/DeviceInput/nativeDeviceInputSystem.d.ts +1 -1
- package/DeviceInput/nativeDeviceInputSystem.js +1 -1
- package/DeviceInput/nativeDeviceInputSystem.js.map +1 -1
- package/DeviceInput/webDeviceInputSystem.d.ts +1 -1
- package/DeviceInput/webDeviceInputSystem.js +1 -19
- package/DeviceInput/webDeviceInputSystem.js.map +1 -1
- package/Engines/Extensions/engine.computeShader.d.ts +7 -7
- package/Engines/Extensions/engine.computeShader.js +1 -1
- package/Engines/Extensions/engine.computeShader.js.map +1 -1
- package/Engines/Extensions/engine.cubeTexture.d.ts +6 -6
- package/Engines/Extensions/engine.cubeTexture.js +3 -2
- package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
- package/Engines/Extensions/engine.debugging.d.ts +4 -4
- package/Engines/Extensions/engine.debugging.js.map +1 -1
- package/Engines/Extensions/engine.multiview.d.ts +9 -9
- package/Engines/Extensions/engine.multiview.js.map +1 -1
- package/Engines/Extensions/engine.query.d.ts +22 -22
- package/Engines/Extensions/engine.query.js +8 -8
- package/Engines/Extensions/engine.query.js.map +1 -1
- package/Engines/Extensions/engine.rawTexture.js +3 -7
- package/Engines/Extensions/engine.rawTexture.js.map +1 -1
- package/Engines/Extensions/engine.readTexture.d.ts +2 -2
- package/Engines/Extensions/engine.readTexture.js.map +1 -1
- package/Engines/Extensions/engine.renderTarget.d.ts +2 -2
- package/Engines/Extensions/engine.renderTarget.js.map +1 -1
- package/Engines/Extensions/engine.textureSelector.d.ts +2 -2
- package/Engines/Extensions/engine.textureSelector.js.map +1 -1
- package/Engines/Extensions/engine.transformFeedback.d.ts +1 -1
- package/Engines/Extensions/engine.transformFeedback.js +1 -1
- package/Engines/Extensions/engine.transformFeedback.js.map +1 -1
- package/Engines/Extensions/engine.views.d.ts +2 -2
- package/Engines/Extensions/engine.views.js.map +1 -1
- package/Engines/Extensions/engine.webVR.d.ts +13 -13
- package/Engines/Extensions/engine.webVR.js.map +1 -1
- package/Engines/IDrawContext.d.ts +1 -1
- package/Engines/IDrawContext.js.map +1 -1
- package/Engines/IMaterialContext.d.ts +1 -1
- package/Engines/IMaterialContext.js.map +1 -1
- package/Engines/IPipelineContext.d.ts +5 -5
- package/Engines/IPipelineContext.js.map +1 -1
- package/Engines/Native/nativeDataStream.d.ts +2 -2
- package/Engines/Native/nativeDataStream.js +1 -1
- package/Engines/Native/nativeDataStream.js.map +1 -1
- package/Engines/Native/nativeInterfaces.d.ts +10 -10
- package/Engines/Native/nativeInterfaces.js.map +1 -1
- package/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.d.ts +1 -1
- package/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.js +1 -1
- package/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.js.map +1 -1
- package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.d.ts +1 -1
- package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.js +1 -1
- package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.js.map +1 -1
- package/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.d.ts +1 -1
- package/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.js +1 -1
- package/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.js.map +1 -1
- package/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.d.ts +1 -1
- package/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.js +1 -1
- package/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.js.map +1 -1
- package/Engines/Processors/Expressions/shaderDefineExpression.d.ts +1 -1
- package/Engines/Processors/Expressions/shaderDefineExpression.js +1 -1
- package/Engines/Processors/Expressions/shaderDefineExpression.js.map +1 -1
- package/Engines/Processors/iShaderProcessor.d.ts +1 -1
- package/Engines/Processors/iShaderProcessor.js.map +1 -1
- package/Engines/Processors/shaderCodeConditionNode.d.ts +1 -1
- package/Engines/Processors/shaderCodeConditionNode.js +1 -1
- package/Engines/Processors/shaderCodeConditionNode.js.map +1 -1
- package/Engines/Processors/shaderCodeCursor.d.ts +1 -1
- package/Engines/Processors/shaderCodeCursor.js +1 -1
- package/Engines/Processors/shaderCodeCursor.js.map +1 -1
- package/Engines/Processors/shaderCodeNode.d.ts +1 -1
- package/Engines/Processors/shaderCodeNode.js +1 -1
- package/Engines/Processors/shaderCodeNode.js.map +1 -1
- package/Engines/Processors/shaderCodeTestNode.d.ts +1 -1
- package/Engines/Processors/shaderCodeTestNode.js +1 -1
- package/Engines/Processors/shaderCodeTestNode.js.map +1 -1
- package/Engines/Processors/shaderProcessingOptions.d.ts +2 -2
- package/Engines/Processors/shaderProcessingOptions.js.map +1 -1
- package/Engines/Processors/shaderProcessor.d.ts +2 -2
- package/Engines/Processors/shaderProcessor.js +2 -2
- package/Engines/Processors/shaderProcessor.js.map +1 -1
- package/Engines/WebGL/webGL2ShaderProcessors.d.ts +1 -1
- package/Engines/WebGL/webGL2ShaderProcessors.js +1 -1
- package/Engines/WebGL/webGL2ShaderProcessors.js.map +1 -1
- package/Engines/WebGL/webGLHardwareTexture.d.ts +1 -1
- package/Engines/WebGL/webGLHardwareTexture.js +1 -1
- package/Engines/WebGL/webGLHardwareTexture.js.map +1 -1
- package/Engines/WebGL/webGLPipelineContext.d.ts +6 -25
- package/Engines/WebGL/webGLPipelineContext.js +6 -25
- package/Engines/WebGL/webGLPipelineContext.js.map +1 -1
- package/Engines/WebGL/webGLRenderTargetWrapper.d.ts +2 -2
- package/Engines/WebGL/webGLRenderTargetWrapper.js +2 -2
- package/Engines/WebGL/webGLRenderTargetWrapper.js.map +1 -1
- package/Engines/WebGL/webGLShaderProcessors.d.ts +1 -1
- package/Engines/WebGL/webGLShaderProcessors.js +1 -1
- package/Engines/WebGL/webGLShaderProcessors.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.computeShader.d.ts +1 -1
- package/Engines/WebGPU/Extensions/engine.computeShader.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.rawTexture.js +1 -5
- package/Engines/WebGPU/Extensions/engine.rawTexture.js.map +1 -1
- package/Engines/WebGPU/webgpuBufferManager.d.ts +1 -1
- package/Engines/WebGPU/webgpuBufferManager.js +1 -1
- package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
- package/Engines/WebGPU/webgpuBundleList.d.ts +8 -8
- package/Engines/WebGPU/webgpuBundleList.js +7 -7
- package/Engines/WebGPU/webgpuBundleList.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheBindGroups.d.ts +1 -1
- package/Engines/WebGPU/webgpuCacheBindGroups.js +1 -1
- package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipeline.d.ts +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipeline.js +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipelineString.d.ts +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipelineString.js +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipelineString.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipelineTree.d.ts +2 -2
- package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js +2 -2
- package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheSampler.d.ts +1 -1
- package/Engines/WebGPU/webgpuCacheSampler.js +1 -1
- package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
- package/Engines/WebGPU/webgpuClearQuad.d.ts +1 -1
- package/Engines/WebGPU/webgpuClearQuad.js +1 -1
- package/Engines/WebGPU/webgpuClearQuad.js.map +1 -1
- package/Engines/WebGPU/webgpuComputeContext.d.ts +1 -1
- package/Engines/WebGPU/webgpuComputeContext.js +1 -1
- package/Engines/WebGPU/webgpuComputeContext.js.map +1 -1
- package/Engines/WebGPU/webgpuComputePipelineContext.d.ts +2 -2
- package/Engines/WebGPU/webgpuComputePipelineContext.js +1 -1
- package/Engines/WebGPU/webgpuComputePipelineContext.js.map +1 -1
- package/Engines/WebGPU/webgpuConstants.d.ts +38 -38
- package/Engines/WebGPU/webgpuConstants.js +38 -38
- package/Engines/WebGPU/webgpuConstants.js.map +1 -1
- package/Engines/WebGPU/webgpuDepthCullingState.d.ts +1 -1
- package/Engines/WebGPU/webgpuDepthCullingState.js +1 -1
- package/Engines/WebGPU/webgpuDepthCullingState.js.map +1 -1
- package/Engines/WebGPU/webgpuDrawContext.d.ts +1 -1
- package/Engines/WebGPU/webgpuDrawContext.js +1 -1
- package/Engines/WebGPU/webgpuDrawContext.js.map +1 -1
- package/Engines/WebGPU/webgpuExternalTexture.d.ts +1 -1
- package/Engines/WebGPU/webgpuExternalTexture.js +1 -1
- package/Engines/WebGPU/webgpuExternalTexture.js.map +1 -1
- package/Engines/WebGPU/webgpuHardwareTexture.d.ts +9 -9
- package/Engines/WebGPU/webgpuHardwareTexture.js +1 -1
- package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
- package/Engines/WebGPU/webgpuMaterialContext.d.ts +3 -3
- package/Engines/WebGPU/webgpuMaterialContext.js +1 -1
- package/Engines/WebGPU/webgpuMaterialContext.js.map +1 -1
- package/Engines/WebGPU/webgpuOcclusionQuery.d.ts +1 -1
- package/Engines/WebGPU/webgpuOcclusionQuery.js +1 -1
- package/Engines/WebGPU/webgpuOcclusionQuery.js.map +1 -1
- package/Engines/WebGPU/webgpuPipelineContext.d.ts +4 -4
- package/Engines/WebGPU/webgpuPipelineContext.js +2 -2
- package/Engines/WebGPU/webgpuPipelineContext.js.map +1 -1
- package/Engines/WebGPU/webgpuQuerySet.d.ts +1 -1
- package/Engines/WebGPU/webgpuQuerySet.js +1 -1
- package/Engines/WebGPU/webgpuQuerySet.js.map +1 -1
- package/Engines/WebGPU/webgpuRenderPassWrapper.d.ts +1 -1
- package/Engines/WebGPU/webgpuRenderPassWrapper.js +1 -1
- package/Engines/WebGPU/webgpuRenderPassWrapper.js.map +1 -1
- package/Engines/WebGPU/webgpuRenderTargetWrapper.d.ts +2 -2
- package/Engines/WebGPU/webgpuRenderTargetWrapper.js +1 -1
- package/Engines/WebGPU/webgpuRenderTargetWrapper.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessingContext.d.ts +7 -7
- package/Engines/WebGPU/webgpuShaderProcessingContext.js +2 -2
- package/Engines/WebGPU/webgpuShaderProcessingContext.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessor.d.ts +1 -1
- package/Engines/WebGPU/webgpuShaderProcessor.js +1 -1
- package/Engines/WebGPU/webgpuShaderProcessor.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsGLSL.d.ts +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.d.ts +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
- package/Engines/WebGPU/webgpuSnapshotRendering.d.ts +1 -1
- package/Engines/WebGPU/webgpuSnapshotRendering.js +1 -1
- package/Engines/WebGPU/webgpuSnapshotRendering.js.map +1 -1
- package/Engines/WebGPU/webgpuStencilStateComposer.d.ts +1 -1
- package/Engines/WebGPU/webgpuStencilStateComposer.js +1 -1
- package/Engines/WebGPU/webgpuStencilStateComposer.js.map +1 -1
- package/Engines/WebGPU/webgpuTextureHelper.d.ts +1 -1
- package/Engines/WebGPU/webgpuTextureHelper.js +1 -1
- package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
- package/Engines/WebGPU/webgpuTimestampQuery.d.ts +2 -2
- package/Engines/WebGPU/webgpuTimestampQuery.js +2 -2
- package/Engines/WebGPU/webgpuTimestampQuery.js.map +1 -1
- package/Engines/WebGPU/webgpuTintWASM.d.ts +1 -1
- package/Engines/WebGPU/webgpuTintWASM.js +1 -1
- package/Engines/WebGPU/webgpuTintWASM.js.map +1 -1
- package/Engines/constants.d.ts +1 -1
- package/Engines/constants.js +1 -1
- package/Engines/constants.js.map +1 -1
- package/Engines/engine.d.ts +16 -35
- package/Engines/engine.js +19 -69
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- package/Shaders/rgbdEncode.fragment.js +1 -1
- package/Shaders/rgbdEncode.fragment.js.map +1 -1
- package/Shaders/screenSpaceCurvature.fragment.d.ts +1 -1
- package/Shaders/screenSpaceCurvature.fragment.js +1 -1
- package/Shaders/screenSpaceCurvature.fragment.js.map +1 -1
- package/Shaders/screenSpaceReflection.fragment.d.ts +1 -1
- package/Shaders/screenSpaceReflection.fragment.js +1 -1
- package/Shaders/screenSpaceReflection.fragment.js.map +1 -1
- package/Shaders/shadowMap.fragment.d.ts +1 -1
- package/Shaders/shadowMap.fragment.js +1 -1
- package/Shaders/shadowMap.fragment.js.map +1 -1
- package/Shaders/shadowMap.vertex.d.ts +1 -1
- package/Shaders/shadowMap.vertex.js +1 -1
- package/Shaders/shadowMap.vertex.js.map +1 -1
- package/Shaders/sharpen.fragment.d.ts +1 -1
- package/Shaders/sharpen.fragment.js +1 -1
- package/Shaders/sharpen.fragment.js.map +1 -1
- package/Shaders/spriteMap.fragment.d.ts +1 -1
- package/Shaders/spriteMap.fragment.js +1 -1
- package/Shaders/spriteMap.fragment.js.map +1 -1
- package/Shaders/spriteMap.vertex.d.ts +1 -1
- package/Shaders/spriteMap.vertex.js +1 -1
- package/Shaders/spriteMap.vertex.js.map +1 -1
- package/Shaders/sprites.fragment.d.ts +1 -1
- package/Shaders/sprites.fragment.js +1 -1
- package/Shaders/sprites.fragment.js.map +1 -1
- package/Shaders/sprites.vertex.d.ts +1 -1
- package/Shaders/sprites.vertex.js +1 -1
- package/Shaders/sprites.vertex.js.map +1 -1
- package/Shaders/ssao.fragment.d.ts +1 -1
- package/Shaders/ssao.fragment.js +1 -1
- package/Shaders/ssao.fragment.js.map +1 -1
- package/Shaders/ssao2.fragment.d.ts +1 -1
- package/Shaders/ssao2.fragment.js +1 -1
- package/Shaders/ssao2.fragment.js.map +1 -1
- package/Shaders/ssaoCombine.fragment.d.ts +1 -1
- package/Shaders/ssaoCombine.fragment.js +1 -1
- package/Shaders/ssaoCombine.fragment.js.map +1 -1
- package/Shaders/standard.fragment.d.ts +1 -1
- package/Shaders/standard.fragment.js +1 -1
- package/Shaders/standard.fragment.js.map +1 -1
- package/Shaders/stereoscopicInterlace.fragment.d.ts +1 -1
- package/Shaders/stereoscopicInterlace.fragment.js +1 -1
- package/Shaders/stereoscopicInterlace.fragment.js.map +1 -1
- package/Shaders/subSurfaceScattering.fragment.d.ts +1 -1
- package/Shaders/subSurfaceScattering.fragment.js +1 -1
- package/Shaders/subSurfaceScattering.fragment.js.map +1 -1
- package/Shaders/tonemap.fragment.d.ts +1 -1
- package/Shaders/tonemap.fragment.js +1 -1
- package/Shaders/tonemap.fragment.js.map +1 -1
- package/Shaders/volumetricLightScattering.fragment.d.ts +1 -1
- package/Shaders/volumetricLightScattering.fragment.js +1 -1
- package/Shaders/volumetricLightScattering.fragment.js.map +1 -1
- package/Shaders/volumetricLightScatteringPass.fragment.d.ts +1 -1
- package/Shaders/volumetricLightScatteringPass.fragment.js +1 -1
- package/Shaders/volumetricLightScatteringPass.fragment.js.map +1 -1
- package/Shaders/volumetricLightScatteringPass.vertex.d.ts +1 -1
- package/Shaders/volumetricLightScatteringPass.vertex.js +1 -1
- package/Shaders/volumetricLightScatteringPass.vertex.js.map +1 -1
- package/Shaders/vrDistortionCorrection.fragment.d.ts +1 -1
- package/Shaders/vrDistortionCorrection.fragment.js +1 -1
- package/Shaders/vrDistortionCorrection.fragment.js.map +1 -1
- package/Shaders/vrMultiviewToSingleview.fragment.d.ts +1 -1
- package/Shaders/vrMultiviewToSingleview.fragment.js +1 -1
- package/Shaders/vrMultiviewToSingleview.fragment.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/bakedVertexAnimation.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/bakedVertexAnimation.js +1 -1
- package/ShadersWGSL/ShadersInclude/bakedVertexAnimation.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration.js +1 -1
- package/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/bonesDeclaration.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/bonesDeclaration.js +1 -1
- package/ShadersWGSL/ShadersInclude/bonesDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/bonesVertex.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/bonesVertex.js +1 -1
- package/ShadersWGSL/ShadersInclude/bonesVertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/clipPlaneFragment.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/clipPlaneFragment.js +1 -1
- package/ShadersWGSL/ShadersInclude/clipPlaneFragment.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration.js +1 -1
- package/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/clipPlaneVertex.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/clipPlaneVertex.js +1 -1
- package/ShadersWGSL/ShadersInclude/clipPlaneVertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.js +1 -1
- package/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/instancesDeclaration.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/instancesDeclaration.js +1 -1
- package/ShadersWGSL/ShadersInclude/instancesDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/instancesVertex.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/instancesVertex.js +1 -1
- package/ShadersWGSL/ShadersInclude/instancesVertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/meshUboDeclaration.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/meshUboDeclaration.js +1 -1
- package/ShadersWGSL/ShadersInclude/meshUboDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/morphTargetsVertex.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/morphTargetsVertex.js +1 -1
- package/ShadersWGSL/ShadersInclude/morphTargetsVertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/morphTargetsVertexDeclaration.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/morphTargetsVertexDeclaration.js +1 -1
- package/ShadersWGSL/ShadersInclude/morphTargetsVertexDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobal.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobal.js +1 -1
- package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobal.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobalDeclaration.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobalDeclaration.js +1 -1
- package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobalDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/sceneUboDeclaration.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/sceneUboDeclaration.js +1 -1
- package/ShadersWGSL/ShadersInclude/sceneUboDeclaration.js.map +1 -1
- package/ShadersWGSL/gpuUpdateParticles.compute.d.ts +1 -1
- package/ShadersWGSL/gpuUpdateParticles.compute.js +1 -1
- package/ShadersWGSL/gpuUpdateParticles.compute.js.map +1 -1
- package/Sprites/spriteManager.d.ts +4 -0
- package/Sprites/spriteManager.js +2 -0
- package/Sprites/spriteManager.js.map +1 -1
- package/Sprites/spriteSceneComponent.d.ts +6 -6
- package/Sprites/spriteSceneComponent.js.map +1 -1
- package/Sprites/thinSprite.d.ts +5 -6
- package/Sprites/thinSprite.js +1 -2
- package/Sprites/thinSprite.js.map +1 -1
- package/States/IStencilState.d.ts +1 -1
- package/States/IStencilState.js.map +1 -1
- package/States/alphaCullingState.d.ts +1 -1
- package/States/alphaCullingState.js +1 -1
- package/States/alphaCullingState.js.map +1 -1
- package/States/depthCullingState.d.ts +1 -1
- package/States/depthCullingState.js +1 -1
- package/States/depthCullingState.js.map +1 -1
- package/States/stencilState.d.ts +1 -1
- package/States/stencilState.js +1 -1
- package/States/stencilState.js.map +1 -1
- package/States/stencilStateComposer.d.ts +1 -1
- package/States/stencilStateComposer.js +1 -1
- package/States/stencilStateComposer.js.map +1 -1
- package/XR/features/WebXRControllerPhysics.d.ts +1 -1
- package/XR/features/WebXRControllerPhysics.js +1 -1
- package/XR/features/WebXRControllerPhysics.js.map +1 -1
- package/XR/features/WebXRControllerPointerSelection.d.ts +3 -6
- package/XR/features/WebXRControllerPointerSelection.js +3 -6
- package/XR/features/WebXRControllerPointerSelection.js.map +1 -1
- package/XR/features/WebXRLayers.d.ts +2 -2
- package/XR/features/WebXRLayers.js +4 -4
- package/XR/features/WebXRLayers.js.map +1 -1
- package/XR/features/WebXRNearInteraction.js +2 -2
- package/XR/features/WebXRNearInteraction.js.map +1 -1
- package/XR/motionController/webXRAbstractMotionController.d.ts +3 -4
- package/XR/motionController/webXRAbstractMotionController.js +2 -3
- package/XR/motionController/webXRAbstractMotionController.js.map +1 -1
- package/XR/native/nativeXRFrame.d.ts +2 -2
- package/XR/native/nativeXRFrame.js +1 -1
- package/XR/native/nativeXRFrame.js.map +1 -1
- package/XR/native/nativeXRRenderTarget.d.ts +3 -3
- package/XR/native/nativeXRRenderTarget.js +3 -3
- package/XR/native/nativeXRRenderTarget.js.map +1 -1
- package/XR/webXRCamera.d.ts +2 -2
- package/XR/webXRCamera.js +1 -1
- package/XR/webXRCamera.js.map +1 -1
- package/XR/webXRDefaultExperience.d.ts +6 -6
- package/XR/webXRDefaultExperience.js.map +1 -1
- package/XR/webXRExperienceHelper.d.ts +21 -1
- package/XR/webXRExperienceHelper.js +37 -7
- package/XR/webXRExperienceHelper.js.map +1 -1
- package/XR/webXRInputSource.d.ts +1 -1
- package/XR/webXRInputSource.js.map +1 -1
- package/XR/webXRLayerWrapper.d.ts +1 -1
- package/XR/webXRLayerWrapper.js +1 -1
- package/XR/webXRLayerWrapper.js.map +1 -1
- package/XR/webXRRenderTargetTextureProvider.d.ts +1 -1
- package/XR/webXRRenderTargetTextureProvider.js +1 -1
- package/XR/webXRRenderTargetTextureProvider.js.map +1 -1
- package/XR/webXRSessionManager.d.ts +1 -2
- package/XR/webXRSessionManager.js +1 -2
- package/XR/webXRSessionManager.js.map +1 -1
- package/XR/webXRWebGLLayer.d.ts +2 -2
- package/XR/webXRWebGLLayer.js +2 -2
- package/XR/webXRWebGLLayer.js.map +1 -1
- package/abstractScene.d.ts +1 -1
- package/abstractScene.js +1 -1
- package/abstractScene.js.map +1 -1
- package/node.d.ts +40 -52
- package/node.js +40 -55
- package/node.js.map +1 -1
- package/package.json +1 -1
- package/scene.d.ts +83 -107
- package/scene.js +94 -108
- package/scene.js.map +1 -1
- package/sceneComponent.d.ts +4 -2
- package/sceneComponent.js +4 -2
- package/sceneComponent.js.map +1 -1
- package/types.d.ts +2 -2
- package/types.js +1 -1
- package/types.js.map +1 -1
package/Collisions/collider.js
CHANGED
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@@ -51,7 +51,7 @@ const getLowestRoot = (function () {
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51
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return result;
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52
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};
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53
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})();
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54
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-
/** @
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54
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+
/** @internal */
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55
55
|
export class Collider {
|
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56
56
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constructor() {
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57
57
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// Implementation of the "Improved Collision detection and Response" algorithm proposed by Kasper Fauerby
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@@ -67,11 +67,11 @@ export class Collider {
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67
67
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this._destinationPoint = Vector3.Zero();
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68
68
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this._slidePlaneNormal = Vector3.Zero();
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69
69
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this._displacementVector = Vector3.Zero();
|
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70
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-
/** @
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70
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+
/** @internal */
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71
71
|
this._radius = Vector3.One();
|
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72
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-
/** @
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72
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+
/** @internal */
|
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73
73
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this._retry = 0;
|
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74
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-
/** @
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74
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+
/** @internal */
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75
75
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this._basePointWorld = Vector3.Zero();
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76
76
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this._velocityWorld = Vector3.Zero();
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77
77
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this._normalizedVelocity = Vector3.Zero();
|
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@@ -91,10 +91,7 @@ export class Collider {
|
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91
91
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}
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92
92
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// Methods
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93
93
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/**
|
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94
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-
* @
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95
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* @param dir
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* @param e
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97
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-
* @hidden
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94
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+
* @internal
|
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98
95
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*/
|
|
99
96
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_initialize(source, dir, e) {
|
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100
97
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this._velocity = dir;
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@@ -114,12 +111,7 @@ export class Collider {
|
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114
111
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this.collisionFound = false;
|
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112
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}
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116
113
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/**
|
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117
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-
* @
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* @param pa
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* @param pb
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* @param pc
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121
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* @param n
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122
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-
* @hidden
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114
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+
* @internal
|
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123
115
|
*/
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|
124
116
|
_checkPointInTriangle(point, pa, pb, pc, n) {
|
|
125
117
|
pa.subtractToRef(point, this._tempVector);
|
|
@@ -140,11 +132,7 @@ export class Collider {
|
|
|
140
132
|
return d >= 0;
|
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141
133
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}
|
|
142
134
|
/**
|
|
143
|
-
* @
|
|
144
|
-
* @param sphereRadius
|
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145
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-
* @param vecMin
|
|
146
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-
* @param vecMax
|
|
147
|
-
* @hidden
|
|
135
|
+
* @internal
|
|
148
136
|
*/
|
|
149
137
|
_canDoCollision(sphereCenter, sphereRadius, vecMin, vecMax) {
|
|
150
138
|
const distance = Vector3.Distance(this._basePointWorld, sphereCenter);
|
|
@@ -158,14 +146,7 @@ export class Collider {
|
|
|
158
146
|
return true;
|
|
159
147
|
}
|
|
160
148
|
/**
|
|
161
|
-
* @
|
|
162
|
-
* @param trianglePlaneArray
|
|
163
|
-
* @param p1
|
|
164
|
-
* @param p2
|
|
165
|
-
* @param p3
|
|
166
|
-
* @param hasMaterial
|
|
167
|
-
* @param hostMesh
|
|
168
|
-
* @hidden
|
|
149
|
+
* @internal
|
|
169
150
|
*/
|
|
170
151
|
_testTriangle(faceIndex, trianglePlaneArray, p1, p2, p3, hasMaterial, hostMesh) {
|
|
171
152
|
let t0;
|
|
@@ -333,17 +314,7 @@ export class Collider {
|
|
|
333
314
|
}
|
|
334
315
|
}
|
|
335
316
|
/**
|
|
336
|
-
* @
|
|
337
|
-
* @param pts
|
|
338
|
-
* @param indices
|
|
339
|
-
* @param indexStart
|
|
340
|
-
* @param indexEnd
|
|
341
|
-
* @param decal
|
|
342
|
-
* @param hasMaterial
|
|
343
|
-
* @param hostMesh
|
|
344
|
-
* @param invertTriangles
|
|
345
|
-
* @param triangleStrip
|
|
346
|
-
* @hidden
|
|
317
|
+
* @internal
|
|
347
318
|
*/
|
|
348
319
|
_collide(trianglePlaneArray, pts, indices, indexStart, indexEnd, decal, hasMaterial, hostMesh, invertTriangles, triangleStrip = false) {
|
|
349
320
|
if (triangleStrip) {
|
|
@@ -419,9 +390,7 @@ export class Collider {
|
|
|
419
390
|
}
|
|
420
391
|
}
|
|
421
392
|
/**
|
|
422
|
-
* @
|
|
423
|
-
* @param vel
|
|
424
|
-
* @hidden
|
|
393
|
+
* @internal
|
|
425
394
|
*/
|
|
426
395
|
_getResponse(pos, vel) {
|
|
427
396
|
pos.addToRef(vel, this._destinationPoint);
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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type { Nullable, IndicesArray } from \"../types\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Plane } from \"../Maths/math.plane\";\r\n\r\nconst intersectBoxAASphere = (boxMin: Vector3, boxMax: Vector3, sphereCenter: Vector3, sphereRadius: number): boolean => {\r\n if (boxMin.x > sphereCenter.x + sphereRadius) {\r\n return false;\r\n }\r\n\r\n if (sphereCenter.x - sphereRadius > boxMax.x) {\r\n return false;\r\n }\r\n\r\n if (boxMin.y > sphereCenter.y + sphereRadius) {\r\n return false;\r\n }\r\n\r\n if (sphereCenter.y - sphereRadius > boxMax.y) {\r\n return false;\r\n }\r\n\r\n if (boxMin.z > sphereCenter.z + sphereRadius) {\r\n return false;\r\n }\r\n\r\n if (sphereCenter.z - sphereRadius > boxMax.z) {\r\n return false;\r\n }\r\n\r\n return true;\r\n};\r\n\r\nconst getLowestRoot: (a: number, b: number, c: number, maxR: number) => { root: number; found: boolean } = (function () {\r\n const result = { root: 0, found: false };\r\n return function (a: number, b: number, c: number, maxR: number) {\r\n result.root = 0;\r\n result.found = false;\r\n const determinant = b * b - 4.0 * a * c;\r\n if (determinant < 0) {\r\n return result;\r\n }\r\n\r\n const sqrtD = Math.sqrt(determinant);\r\n let r1 = (-b - sqrtD) / (2.0 * a);\r\n let r2 = (-b + sqrtD) / (2.0 * a);\r\n\r\n if (r1 > r2) {\r\n const temp = r2;\r\n r2 = r1;\r\n r1 = temp;\r\n }\r\n\r\n if (r1 > 0 && r1 < maxR) {\r\n result.root = r1;\r\n result.found = true;\r\n return result;\r\n }\r\n\r\n if (r2 > 0 && r2 < maxR) {\r\n result.root = r2;\r\n result.found = true;\r\n return result;\r\n }\r\n\r\n return result;\r\n };\r\n})();\r\n\r\n/** @hidden */\r\nexport class Collider {\r\n // Implementation of the \"Improved Collision detection and Response\" algorithm proposed by Kasper Fauerby\r\n // https://www.peroxide.dk/papers/collision/collision.pdf\r\n\r\n /** Define if a collision was found */\r\n public collisionFound: boolean;\r\n\r\n /**\r\n * Define last intersection point in local space\r\n */\r\n public intersectionPoint: Vector3;\r\n\r\n /**\r\n * Define last collided mesh\r\n */\r\n public collidedMesh: Nullable<AbstractMesh>;\r\n\r\n /**\r\n * If true, it check for double sided faces and only returns 1 collision instead of 2\r\n */\r\n public static DoubleSidedCheck = false;\r\n\r\n private _collisionPoint = Vector3.Zero();\r\n private _planeIntersectionPoint = Vector3.Zero();\r\n private _tempVector = Vector3.Zero();\r\n private _tempVector2 = Vector3.Zero();\r\n private _tempVector3 = Vector3.Zero();\r\n private _tempVector4 = Vector3.Zero();\r\n private _edge = Vector3.Zero();\r\n private _baseToVertex = Vector3.Zero();\r\n private _destinationPoint = Vector3.Zero();\r\n private _slidePlaneNormal = Vector3.Zero();\r\n private _displacementVector = Vector3.Zero();\r\n\r\n /** @hidden */\r\n public _radius = Vector3.One();\r\n /** @hidden */\r\n public _retry = 0;\r\n private _velocity: Vector3;\r\n private _basePoint: Vector3;\r\n private _epsilon: number;\r\n /** @hidden */\r\n public _velocityWorldLength: number;\r\n /** @hidden */\r\n public _basePointWorld = Vector3.Zero();\r\n private _velocityWorld = Vector3.Zero();\r\n private _normalizedVelocity = Vector3.Zero();\r\n /** @hidden */\r\n public _initialVelocity: Vector3;\r\n /** @hidden */\r\n public _initialPosition: Vector3;\r\n private _nearestDistance: number;\r\n\r\n private _collisionMask = -1;\r\n private _velocitySquaredLength: number;\r\n private _nearestDistanceSquared: number;\r\n\r\n public get collisionMask(): number {\r\n return this._collisionMask;\r\n }\r\n\r\n public set collisionMask(mask: number) {\r\n this._collisionMask = !isNaN(mask) ? mask : -1;\r\n }\r\n\r\n /**\r\n * Gets the plane normal used to compute the sliding response (in local space)\r\n */\r\n public get slidePlaneNormal(): Vector3 {\r\n return this._slidePlaneNormal;\r\n }\r\n\r\n // Methods\r\n /**\r\n * @param source\r\n * @param dir\r\n * @param e\r\n * @hidden\r\n */\r\n public _initialize(source: Vector3, dir: Vector3, e: number): void {\r\n this._velocity = dir;\r\n this._velocitySquaredLength = this._velocity.lengthSquared();\r\n const len = Math.sqrt(this._velocitySquaredLength);\r\n if (len === 0 || len === 1.0) {\r\n this._normalizedVelocity.copyFromFloats(dir._x, dir._y, dir._z);\r\n } else {\r\n dir.scaleToRef(1.0 / len, this._normalizedVelocity);\r\n }\r\n this._basePoint = source;\r\n\r\n source.multiplyToRef(this._radius, this._basePointWorld);\r\n dir.multiplyToRef(this._radius, this._velocityWorld);\r\n\r\n this._velocityWorldLength = this._velocityWorld.length();\r\n\r\n this._epsilon = e;\r\n this.collisionFound = false;\r\n }\r\n\r\n /**\r\n * @param point\r\n * @param pa\r\n * @param pb\r\n * @param pc\r\n * @param n\r\n * @hidden\r\n */\r\n public _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean {\r\n pa.subtractToRef(point, this._tempVector);\r\n pb.subtractToRef(point, this._tempVector2);\r\n\r\n Vector3.CrossToRef(this._tempVector, this._tempVector2, this._tempVector4);\r\n let d = Vector3.Dot(this._tempVector4, n);\r\n if (d < 0) {\r\n return false;\r\n }\r\n\r\n pc.subtractToRef(point, this._tempVector3);\r\n Vector3.CrossToRef(this._tempVector2, this._tempVector3, this._tempVector4);\r\n d = Vector3.Dot(this._tempVector4, n);\r\n if (d < 0) {\r\n return false;\r\n }\r\n\r\n Vector3.CrossToRef(this._tempVector3, this._tempVector, this._tempVector4);\r\n d = Vector3.Dot(this._tempVector4, n);\r\n return d >= 0;\r\n }\r\n\r\n /**\r\n * @param sphereCenter\r\n * @param sphereRadius\r\n * @param vecMin\r\n * @param vecMax\r\n * @hidden\r\n */\r\n public _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean {\r\n const distance = Vector3.Distance(this._basePointWorld, sphereCenter);\r\n\r\n const max = Math.max(this._radius.x, this._radius.y, this._radius.z);\r\n\r\n if (distance > this._velocityWorldLength + max + sphereRadius) {\r\n return false;\r\n }\r\n\r\n if (!intersectBoxAASphere(vecMin, vecMax, this._basePointWorld, this._velocityWorldLength + max)) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * @param faceIndex\r\n * @param trianglePlaneArray\r\n * @param p1\r\n * @param p2\r\n * @param p3\r\n * @param hasMaterial\r\n * @param hostMesh\r\n * @hidden\r\n */\r\n public _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean, hostMesh: AbstractMesh): void {\r\n let t0;\r\n let embeddedInPlane = false;\r\n\r\n //defensive programming, actually not needed.\r\n if (!trianglePlaneArray) {\r\n trianglePlaneArray = [];\r\n }\r\n\r\n if (!trianglePlaneArray[faceIndex]) {\r\n trianglePlaneArray[faceIndex] = new Plane(0, 0, 0, 0);\r\n trianglePlaneArray[faceIndex].copyFromPoints(p1, p2, p3);\r\n }\r\n\r\n const trianglePlane = trianglePlaneArray[faceIndex];\r\n\r\n if (!hasMaterial && !trianglePlane.isFrontFacingTo(this._normalizedVelocity, 0)) {\r\n return;\r\n }\r\n\r\n const signedDistToTrianglePlane = trianglePlane.signedDistanceTo(this._basePoint);\r\n const normalDotVelocity = Vector3.Dot(trianglePlane.normal, this._velocity);\r\n\r\n // if DoubleSidedCheck is false(default), a double sided face will be consided 2 times.\r\n // if true, it discard the faces having normal not facing velocity\r\n if (Collider.DoubleSidedCheck && normalDotVelocity > 0.0001) {\r\n return;\r\n }\r\n\r\n if (normalDotVelocity == 0) {\r\n if (Math.abs(signedDistToTrianglePlane) >= 1.0) {\r\n return;\r\n }\r\n embeddedInPlane = true;\r\n t0 = 0;\r\n } else {\r\n t0 = (-1.0 - signedDistToTrianglePlane) / normalDotVelocity;\r\n let t1 = (1.0 - signedDistToTrianglePlane) / normalDotVelocity;\r\n\r\n if (t0 > t1) {\r\n const temp = t1;\r\n t1 = t0;\r\n t0 = temp;\r\n }\r\n\r\n if (t0 > 1.0 || t1 < 0.0) {\r\n return;\r\n }\r\n\r\n if (t0 < 0) {\r\n t0 = 0;\r\n }\r\n if (t0 > 1.0) {\r\n t0 = 1.0;\r\n }\r\n }\r\n\r\n this._collisionPoint.copyFromFloats(0, 0, 0);\r\n\r\n let found = false;\r\n let t = 1.0;\r\n\r\n if (!embeddedInPlane) {\r\n this._basePoint.subtractToRef(trianglePlane.normal, this._planeIntersectionPoint);\r\n this._velocity.scaleToRef(t0, this._tempVector);\r\n this._planeIntersectionPoint.addInPlace(this._tempVector);\r\n\r\n if (this._checkPointInTriangle(this._planeIntersectionPoint, p1, p2, p3, trianglePlane.normal)) {\r\n found = true;\r\n t = t0;\r\n this._collisionPoint.copyFrom(this._planeIntersectionPoint);\r\n }\r\n }\r\n\r\n if (!found) {\r\n let a = this._velocitySquaredLength;\r\n\r\n this._basePoint.subtractToRef(p1, this._tempVector);\r\n let b = 2.0 * Vector3.Dot(this._velocity, this._tempVector);\r\n let c = this._tempVector.lengthSquared() - 1.0;\r\n\r\n let lowestRoot = getLowestRoot(a, b, c, t);\r\n if (lowestRoot.found) {\r\n t = lowestRoot.root;\r\n found = true;\r\n this._collisionPoint.copyFrom(p1);\r\n }\r\n\r\n this._basePoint.subtractToRef(p2, this._tempVector);\r\n b = 2.0 * Vector3.Dot(this._velocity, this._tempVector);\r\n c = this._tempVector.lengthSquared() - 1.0;\r\n\r\n lowestRoot = getLowestRoot(a, b, c, t);\r\n if (lowestRoot.found) {\r\n t = lowestRoot.root;\r\n found = true;\r\n this._collisionPoint.copyFrom(p2);\r\n }\r\n\r\n this._basePoint.subtractToRef(p3, this._tempVector);\r\n b = 2.0 * Vector3.Dot(this._velocity, this._tempVector);\r\n c = this._tempVector.lengthSquared() - 1.0;\r\n\r\n lowestRoot = getLowestRoot(a, b, c, t);\r\n if (lowestRoot.found) {\r\n t = lowestRoot.root;\r\n found = true;\r\n this._collisionPoint.copyFrom(p3);\r\n }\r\n\r\n p2.subtractToRef(p1, this._edge);\r\n p1.subtractToRef(this._basePoint, this._baseToVertex);\r\n let edgeSquaredLength = this._edge.lengthSquared();\r\n let edgeDotVelocity = Vector3.Dot(this._edge, this._velocity);\r\n let edgeDotBaseToVertex = Vector3.Dot(this._edge, this._baseToVertex);\r\n\r\n a = edgeSquaredLength * -this._velocitySquaredLength + edgeDotVelocity * edgeDotVelocity;\r\n b = 2 * (edgeSquaredLength * Vector3.Dot(this._velocity, this._baseToVertex) - edgeDotVelocity * edgeDotBaseToVertex);\r\n c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;\r\n\r\n lowestRoot = getLowestRoot(a, b, c, t);\r\n if (lowestRoot.found) {\r\n const f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;\r\n\r\n if (f >= 0.0 && f <= 1.0) {\r\n t = lowestRoot.root;\r\n found = true;\r\n this._edge.scaleInPlace(f);\r\n p1.addToRef(this._edge, this._collisionPoint);\r\n }\r\n }\r\n\r\n p3.subtractToRef(p2, this._edge);\r\n p2.subtractToRef(this._basePoint, this._baseToVertex);\r\n edgeSquaredLength = this._edge.lengthSquared();\r\n edgeDotVelocity = Vector3.Dot(this._edge, this._velocity);\r\n edgeDotBaseToVertex = Vector3.Dot(this._edge, this._baseToVertex);\r\n\r\n a = edgeSquaredLength * -this._velocitySquaredLength + edgeDotVelocity * edgeDotVelocity;\r\n b = 2 * (edgeSquaredLength * Vector3.Dot(this._velocity, this._baseToVertex) - edgeDotVelocity * edgeDotBaseToVertex);\r\n c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;\r\n lowestRoot = getLowestRoot(a, b, c, t);\r\n if (lowestRoot.found) {\r\n const f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;\r\n\r\n if (f >= 0.0 && f <= 1.0) {\r\n t = lowestRoot.root;\r\n found = true;\r\n this._edge.scaleInPlace(f);\r\n p2.addToRef(this._edge, this._collisionPoint);\r\n }\r\n }\r\n\r\n p1.subtractToRef(p3, this._edge);\r\n p3.subtractToRef(this._basePoint, this._baseToVertex);\r\n edgeSquaredLength = this._edge.lengthSquared();\r\n edgeDotVelocity = Vector3.Dot(this._edge, this._velocity);\r\n edgeDotBaseToVertex = Vector3.Dot(this._edge, this._baseToVertex);\r\n\r\n a = edgeSquaredLength * -this._velocitySquaredLength + edgeDotVelocity * edgeDotVelocity;\r\n b = 2 * (edgeSquaredLength * Vector3.Dot(this._velocity, this._baseToVertex) - edgeDotVelocity * edgeDotBaseToVertex);\r\n c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;\r\n\r\n lowestRoot = getLowestRoot(a, b, c, t);\r\n if (lowestRoot.found) {\r\n const f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;\r\n\r\n if (f >= 0.0 && f <= 1.0) {\r\n t = lowestRoot.root;\r\n found = true;\r\n this._edge.scaleInPlace(f);\r\n p3.addToRef(this._edge, this._collisionPoint);\r\n }\r\n }\r\n }\r\n\r\n if (found) {\r\n const distToCollisionSquared = t * t * this._velocitySquaredLength;\r\n\r\n if (!this.collisionFound || distToCollisionSquared < this._nearestDistanceSquared) {\r\n // if collisionResponse is false, collision is not found but the collidedMesh is set anyway.\r\n // onCollide observable are triggered if collideMesh is set\r\n // this allow trigger volumes to be created.\r\n if (hostMesh.collisionResponse) {\r\n if (!this.intersectionPoint) {\r\n this.intersectionPoint = this._collisionPoint.clone();\r\n } else {\r\n this.intersectionPoint.copyFrom(this._collisionPoint);\r\n }\r\n this._nearestDistanceSquared = distToCollisionSquared;\r\n this._nearestDistance = Math.sqrt(distToCollisionSquared);\r\n this.collisionFound = true;\r\n }\r\n this.collidedMesh = hostMesh;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @param trianglePlaneArray\r\n * @param pts\r\n * @param indices\r\n * @param indexStart\r\n * @param indexEnd\r\n * @param decal\r\n * @param hasMaterial\r\n * @param hostMesh\r\n * @param invertTriangles\r\n * @param triangleStrip\r\n * @hidden\r\n */\r\n public _collide(\r\n trianglePlaneArray: Array<Plane>,\r\n pts: Vector3[],\r\n indices: IndicesArray,\r\n indexStart: number,\r\n indexEnd: number,\r\n decal: number,\r\n hasMaterial: boolean,\r\n hostMesh: AbstractMesh,\r\n invertTriangles?: boolean,\r\n triangleStrip: boolean = false\r\n ): void {\r\n if (triangleStrip) {\r\n if (!indices || indices.length === 0) {\r\n for (let i = 0; i < pts.length - 2; i += 1) {\r\n const p1 = pts[i];\r\n const p2 = pts[i + 1];\r\n const p3 = pts[i + 2];\r\n\r\n // stay defensive and don't check against undefined positions.\r\n if (!p1 || !p2 || !p3) {\r\n continue;\r\n }\r\n // Handles strip faces one on two is reversed\r\n if ((invertTriangles ? 1 : 0) ^ i % 2) {\r\n this._testTriangle(i, trianglePlaneArray, p1, p2, p3, hasMaterial, hostMesh);\r\n } else {\r\n this._testTriangle(i, trianglePlaneArray, p2, p1, p3, hasMaterial, hostMesh);\r\n }\r\n }\r\n } else {\r\n for (let i = indexStart; i < indexEnd - 2; i += 1) {\r\n const indexA = indices[i];\r\n const indexB = indices[i + 1];\r\n const indexC = indices[i + 2];\r\n\r\n if (indexC === 0xffffffff) {\r\n i += 2;\r\n continue;\r\n }\r\n\r\n const p1 = pts[indexA];\r\n const p2 = pts[indexB];\r\n const p3 = pts[indexC];\r\n\r\n // stay defensive and don't check against undefined positions.\r\n if (!p1 || !p2 || !p3) {\r\n continue;\r\n }\r\n\r\n // Handles strip faces one on two is reversed\r\n if ((invertTriangles ? 1 : 0) ^ i % 2) {\r\n this._testTriangle(i, trianglePlaneArray, p1, p2, p3, hasMaterial, hostMesh);\r\n } else {\r\n this._testTriangle(i, trianglePlaneArray, p2, p1, p3, hasMaterial, hostMesh);\r\n }\r\n }\r\n }\r\n } else if (!indices || indices.length === 0) {\r\n for (let i = 0; i < pts.length; i += 3) {\r\n const p1 = pts[i];\r\n const p2 = pts[i + 1];\r\n const p3 = pts[i + 2];\r\n\r\n if (invertTriangles) {\r\n this._testTriangle(i, trianglePlaneArray, p1, p2, p3, hasMaterial, hostMesh);\r\n } else {\r\n this._testTriangle(i, trianglePlaneArray, p3, p2, p1, hasMaterial, hostMesh);\r\n }\r\n }\r\n } else {\r\n for (let i = indexStart; i < indexEnd; i += 3) {\r\n const p1 = pts[indices[i] - decal];\r\n const p2 = pts[indices[i + 1] - decal];\r\n const p3 = pts[indices[i + 2] - decal];\r\n\r\n if (invertTriangles) {\r\n this._testTriangle(i, trianglePlaneArray, p1, p2, p3, hasMaterial, hostMesh);\r\n } else {\r\n this._testTriangle(i, trianglePlaneArray, p3, p2, p1, hasMaterial, hostMesh);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @param pos\r\n * @param vel\r\n * @hidden\r\n */\r\n public _getResponse(pos: Vector3, vel: Vector3): void {\r\n pos.addToRef(vel, this._destinationPoint);\r\n vel.scaleInPlace(this._nearestDistance / vel.length());\r\n\r\n this._basePoint.addToRef(vel, pos);\r\n pos.subtractToRef(this.intersectionPoint, this._slidePlaneNormal);\r\n this._slidePlaneNormal.normalize();\r\n this._slidePlaneNormal.scaleToRef(this._epsilon, this._displacementVector);\r\n\r\n pos.addInPlace(this._displacementVector);\r\n this.intersectionPoint.addInPlace(this._displacementVector);\r\n\r\n this._slidePlaneNormal.scaleInPlace(Plane.SignedDistanceToPlaneFromPositionAndNormal(this.intersectionPoint, this._slidePlaneNormal, this._destinationPoint));\r\n this._destinationPoint.subtractInPlace(this._slidePlaneNormal);\r\n\r\n this._destinationPoint.subtractToRef(this.intersectionPoint, vel);\r\n }\r\n}\r\n"]}
|
|
1
|
+
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type { Nullable, IndicesArray } from \"../types\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Plane } from \"../Maths/math.plane\";\r\n\r\nconst intersectBoxAASphere = (boxMin: Vector3, boxMax: Vector3, sphereCenter: Vector3, sphereRadius: number): boolean => {\r\n if (boxMin.x > sphereCenter.x + sphereRadius) {\r\n return false;\r\n }\r\n\r\n if (sphereCenter.x - sphereRadius > boxMax.x) {\r\n return false;\r\n }\r\n\r\n if (boxMin.y > sphereCenter.y + sphereRadius) {\r\n return false;\r\n }\r\n\r\n if (sphereCenter.y - sphereRadius > boxMax.y) {\r\n return false;\r\n }\r\n\r\n if (boxMin.z > sphereCenter.z + sphereRadius) {\r\n return false;\r\n }\r\n\r\n if (sphereCenter.z - sphereRadius > boxMax.z) {\r\n return false;\r\n }\r\n\r\n return true;\r\n};\r\n\r\nconst getLowestRoot: (a: number, b: number, c: number, maxR: number) => { root: number; found: boolean } = (function () {\r\n const result = { root: 0, found: false };\r\n return function (a: number, b: number, c: number, maxR: number) {\r\n result.root = 0;\r\n result.found = false;\r\n const determinant = b * b - 4.0 * a * c;\r\n if (determinant < 0) {\r\n return result;\r\n }\r\n\r\n const sqrtD = Math.sqrt(determinant);\r\n let r1 = (-b - sqrtD) / (2.0 * a);\r\n let r2 = (-b + sqrtD) / (2.0 * a);\r\n\r\n if (r1 > r2) {\r\n const temp = r2;\r\n r2 = r1;\r\n r1 = temp;\r\n }\r\n\r\n if (r1 > 0 && r1 < maxR) {\r\n result.root = r1;\r\n result.found = true;\r\n return result;\r\n }\r\n\r\n if (r2 > 0 && r2 < maxR) {\r\n result.root = r2;\r\n result.found = true;\r\n return result;\r\n }\r\n\r\n return result;\r\n };\r\n})();\r\n\r\n/** @internal */\r\nexport class Collider {\r\n // Implementation of the \"Improved Collision detection and Response\" algorithm proposed by Kasper Fauerby\r\n // https://www.peroxide.dk/papers/collision/collision.pdf\r\n\r\n /** Define if a collision was found */\r\n public collisionFound: boolean;\r\n\r\n /**\r\n * Define last intersection point in local space\r\n */\r\n public intersectionPoint: Vector3;\r\n\r\n /**\r\n * Define last collided mesh\r\n */\r\n public collidedMesh: Nullable<AbstractMesh>;\r\n\r\n /**\r\n * If true, it check for double sided faces and only returns 1 collision instead of 2\r\n */\r\n public static DoubleSidedCheck = false;\r\n\r\n private _collisionPoint = Vector3.Zero();\r\n private _planeIntersectionPoint = Vector3.Zero();\r\n private _tempVector = Vector3.Zero();\r\n private _tempVector2 = Vector3.Zero();\r\n private _tempVector3 = Vector3.Zero();\r\n private _tempVector4 = Vector3.Zero();\r\n private _edge = Vector3.Zero();\r\n private _baseToVertex = Vector3.Zero();\r\n private _destinationPoint = Vector3.Zero();\r\n private _slidePlaneNormal = Vector3.Zero();\r\n private _displacementVector = Vector3.Zero();\r\n\r\n /** @internal */\r\n public _radius = Vector3.One();\r\n /** @internal */\r\n public _retry = 0;\r\n private _velocity: Vector3;\r\n private _basePoint: Vector3;\r\n private _epsilon: number;\r\n /** @internal */\r\n public _velocityWorldLength: number;\r\n /** @internal */\r\n public _basePointWorld = Vector3.Zero();\r\n private _velocityWorld = Vector3.Zero();\r\n private _normalizedVelocity = Vector3.Zero();\r\n /** @internal */\r\n public _initialVelocity: Vector3;\r\n /** @internal */\r\n public _initialPosition: Vector3;\r\n private _nearestDistance: number;\r\n\r\n private _collisionMask = -1;\r\n private _velocitySquaredLength: number;\r\n private _nearestDistanceSquared: number;\r\n\r\n public get collisionMask(): number {\r\n return this._collisionMask;\r\n }\r\n\r\n public set collisionMask(mask: number) {\r\n this._collisionMask = !isNaN(mask) ? mask : -1;\r\n }\r\n\r\n /**\r\n * Gets the plane normal used to compute the sliding response (in local space)\r\n */\r\n public get slidePlaneNormal(): Vector3 {\r\n return this._slidePlaneNormal;\r\n }\r\n\r\n // Methods\r\n /**\r\n * @internal\r\n */\r\n public _initialize(source: Vector3, dir: Vector3, e: number): void {\r\n this._velocity = dir;\r\n this._velocitySquaredLength = this._velocity.lengthSquared();\r\n const len = Math.sqrt(this._velocitySquaredLength);\r\n if (len === 0 || len === 1.0) {\r\n this._normalizedVelocity.copyFromFloats(dir._x, dir._y, dir._z);\r\n } else {\r\n dir.scaleToRef(1.0 / len, this._normalizedVelocity);\r\n }\r\n this._basePoint = source;\r\n\r\n source.multiplyToRef(this._radius, this._basePointWorld);\r\n dir.multiplyToRef(this._radius, this._velocityWorld);\r\n\r\n this._velocityWorldLength = this._velocityWorld.length();\r\n\r\n this._epsilon = e;\r\n this.collisionFound = false;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean {\r\n pa.subtractToRef(point, this._tempVector);\r\n pb.subtractToRef(point, this._tempVector2);\r\n\r\n Vector3.CrossToRef(this._tempVector, this._tempVector2, this._tempVector4);\r\n let d = Vector3.Dot(this._tempVector4, n);\r\n if (d < 0) {\r\n return false;\r\n }\r\n\r\n pc.subtractToRef(point, this._tempVector3);\r\n Vector3.CrossToRef(this._tempVector2, this._tempVector3, this._tempVector4);\r\n d = Vector3.Dot(this._tempVector4, n);\r\n if (d < 0) {\r\n return false;\r\n }\r\n\r\n Vector3.CrossToRef(this._tempVector3, this._tempVector, this._tempVector4);\r\n d = Vector3.Dot(this._tempVector4, n);\r\n return d >= 0;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean {\r\n const distance = Vector3.Distance(this._basePointWorld, sphereCenter);\r\n\r\n const max = Math.max(this._radius.x, this._radius.y, this._radius.z);\r\n\r\n if (distance > this._velocityWorldLength + max + sphereRadius) {\r\n return false;\r\n }\r\n\r\n if (!intersectBoxAASphere(vecMin, vecMax, this._basePointWorld, this._velocityWorldLength + max)) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean, hostMesh: AbstractMesh): void {\r\n let t0;\r\n let embeddedInPlane = false;\r\n\r\n //defensive programming, actually not needed.\r\n if (!trianglePlaneArray) {\r\n trianglePlaneArray = [];\r\n }\r\n\r\n if (!trianglePlaneArray[faceIndex]) {\r\n trianglePlaneArray[faceIndex] = new Plane(0, 0, 0, 0);\r\n trianglePlaneArray[faceIndex].copyFromPoints(p1, p2, p3);\r\n }\r\n\r\n const trianglePlane = trianglePlaneArray[faceIndex];\r\n\r\n if (!hasMaterial && !trianglePlane.isFrontFacingTo(this._normalizedVelocity, 0)) {\r\n return;\r\n }\r\n\r\n const signedDistToTrianglePlane = trianglePlane.signedDistanceTo(this._basePoint);\r\n const normalDotVelocity = Vector3.Dot(trianglePlane.normal, this._velocity);\r\n\r\n // if DoubleSidedCheck is false(default), a double sided face will be consided 2 times.\r\n // if true, it discard the faces having normal not facing velocity\r\n if (Collider.DoubleSidedCheck && normalDotVelocity > 0.0001) {\r\n return;\r\n }\r\n\r\n if (normalDotVelocity == 0) {\r\n if (Math.abs(signedDistToTrianglePlane) >= 1.0) {\r\n return;\r\n }\r\n embeddedInPlane = true;\r\n t0 = 0;\r\n } else {\r\n t0 = (-1.0 - signedDistToTrianglePlane) / normalDotVelocity;\r\n let t1 = (1.0 - signedDistToTrianglePlane) / normalDotVelocity;\r\n\r\n if (t0 > t1) {\r\n const temp = t1;\r\n t1 = t0;\r\n t0 = temp;\r\n }\r\n\r\n if (t0 > 1.0 || t1 < 0.0) {\r\n return;\r\n }\r\n\r\n if (t0 < 0) {\r\n t0 = 0;\r\n }\r\n if (t0 > 1.0) {\r\n t0 = 1.0;\r\n }\r\n }\r\n\r\n this._collisionPoint.copyFromFloats(0, 0, 0);\r\n\r\n let found = false;\r\n let t = 1.0;\r\n\r\n if (!embeddedInPlane) {\r\n this._basePoint.subtractToRef(trianglePlane.normal, this._planeIntersectionPoint);\r\n this._velocity.scaleToRef(t0, this._tempVector);\r\n this._planeIntersectionPoint.addInPlace(this._tempVector);\r\n\r\n if (this._checkPointInTriangle(this._planeIntersectionPoint, p1, p2, p3, trianglePlane.normal)) {\r\n found = true;\r\n t = t0;\r\n this._collisionPoint.copyFrom(this._planeIntersectionPoint);\r\n }\r\n }\r\n\r\n if (!found) {\r\n let a = this._velocitySquaredLength;\r\n\r\n this._basePoint.subtractToRef(p1, this._tempVector);\r\n let b = 2.0 * Vector3.Dot(this._velocity, this._tempVector);\r\n let c = this._tempVector.lengthSquared() - 1.0;\r\n\r\n let lowestRoot = getLowestRoot(a, b, c, t);\r\n if (lowestRoot.found) {\r\n t = lowestRoot.root;\r\n found = true;\r\n this._collisionPoint.copyFrom(p1);\r\n }\r\n\r\n this._basePoint.subtractToRef(p2, this._tempVector);\r\n b = 2.0 * Vector3.Dot(this._velocity, this._tempVector);\r\n c = this._tempVector.lengthSquared() - 1.0;\r\n\r\n lowestRoot = getLowestRoot(a, b, c, t);\r\n if (lowestRoot.found) {\r\n t = lowestRoot.root;\r\n found = true;\r\n this._collisionPoint.copyFrom(p2);\r\n }\r\n\r\n this._basePoint.subtractToRef(p3, this._tempVector);\r\n b = 2.0 * Vector3.Dot(this._velocity, this._tempVector);\r\n c = this._tempVector.lengthSquared() - 1.0;\r\n\r\n lowestRoot = getLowestRoot(a, b, c, t);\r\n if (lowestRoot.found) {\r\n t = lowestRoot.root;\r\n found = true;\r\n this._collisionPoint.copyFrom(p3);\r\n }\r\n\r\n p2.subtractToRef(p1, this._edge);\r\n p1.subtractToRef(this._basePoint, this._baseToVertex);\r\n let edgeSquaredLength = this._edge.lengthSquared();\r\n let edgeDotVelocity = Vector3.Dot(this._edge, this._velocity);\r\n let edgeDotBaseToVertex = Vector3.Dot(this._edge, this._baseToVertex);\r\n\r\n a = edgeSquaredLength * -this._velocitySquaredLength + edgeDotVelocity * edgeDotVelocity;\r\n b = 2 * (edgeSquaredLength * Vector3.Dot(this._velocity, this._baseToVertex) - edgeDotVelocity * edgeDotBaseToVertex);\r\n c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;\r\n\r\n lowestRoot = getLowestRoot(a, b, c, t);\r\n if (lowestRoot.found) {\r\n const f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;\r\n\r\n if (f >= 0.0 && f <= 1.0) {\r\n t = lowestRoot.root;\r\n found = true;\r\n this._edge.scaleInPlace(f);\r\n p1.addToRef(this._edge, this._collisionPoint);\r\n }\r\n }\r\n\r\n p3.subtractToRef(p2, this._edge);\r\n p2.subtractToRef(this._basePoint, this._baseToVertex);\r\n edgeSquaredLength = this._edge.lengthSquared();\r\n edgeDotVelocity = Vector3.Dot(this._edge, this._velocity);\r\n edgeDotBaseToVertex = Vector3.Dot(this._edge, this._baseToVertex);\r\n\r\n a = edgeSquaredLength * -this._velocitySquaredLength + edgeDotVelocity * edgeDotVelocity;\r\n b = 2 * (edgeSquaredLength * Vector3.Dot(this._velocity, this._baseToVertex) - edgeDotVelocity * edgeDotBaseToVertex);\r\n c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;\r\n lowestRoot = getLowestRoot(a, b, c, t);\r\n if (lowestRoot.found) {\r\n const f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;\r\n\r\n if (f >= 0.0 && f <= 1.0) {\r\n t = lowestRoot.root;\r\n found = true;\r\n this._edge.scaleInPlace(f);\r\n p2.addToRef(this._edge, this._collisionPoint);\r\n }\r\n }\r\n\r\n p1.subtractToRef(p3, this._edge);\r\n p3.subtractToRef(this._basePoint, this._baseToVertex);\r\n edgeSquaredLength = this._edge.lengthSquared();\r\n edgeDotVelocity = Vector3.Dot(this._edge, this._velocity);\r\n edgeDotBaseToVertex = Vector3.Dot(this._edge, this._baseToVertex);\r\n\r\n a = edgeSquaredLength * -this._velocitySquaredLength + edgeDotVelocity * edgeDotVelocity;\r\n b = 2 * (edgeSquaredLength * Vector3.Dot(this._velocity, this._baseToVertex) - edgeDotVelocity * edgeDotBaseToVertex);\r\n c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;\r\n\r\n lowestRoot = getLowestRoot(a, b, c, t);\r\n if (lowestRoot.found) {\r\n const f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;\r\n\r\n if (f >= 0.0 && f <= 1.0) {\r\n t = lowestRoot.root;\r\n found = true;\r\n this._edge.scaleInPlace(f);\r\n p3.addToRef(this._edge, this._collisionPoint);\r\n }\r\n }\r\n }\r\n\r\n if (found) {\r\n const distToCollisionSquared = t * t * this._velocitySquaredLength;\r\n\r\n if (!this.collisionFound || distToCollisionSquared < this._nearestDistanceSquared) {\r\n // if collisionResponse is false, collision is not found but the collidedMesh is set anyway.\r\n // onCollide observable are triggered if collideMesh is set\r\n // this allow trigger volumes to be created.\r\n if (hostMesh.collisionResponse) {\r\n if (!this.intersectionPoint) {\r\n this.intersectionPoint = this._collisionPoint.clone();\r\n } else {\r\n this.intersectionPoint.copyFrom(this._collisionPoint);\r\n }\r\n this._nearestDistanceSquared = distToCollisionSquared;\r\n this._nearestDistance = Math.sqrt(distToCollisionSquared);\r\n this.collisionFound = true;\r\n }\r\n this.collidedMesh = hostMesh;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _collide(\r\n trianglePlaneArray: Array<Plane>,\r\n pts: Vector3[],\r\n indices: IndicesArray,\r\n indexStart: number,\r\n indexEnd: number,\r\n decal: number,\r\n hasMaterial: boolean,\r\n hostMesh: AbstractMesh,\r\n invertTriangles?: boolean,\r\n triangleStrip: boolean = false\r\n ): void {\r\n if (triangleStrip) {\r\n if (!indices || indices.length === 0) {\r\n for (let i = 0; i < pts.length - 2; i += 1) {\r\n const p1 = pts[i];\r\n const p2 = pts[i + 1];\r\n const p3 = pts[i + 2];\r\n\r\n // stay defensive and don't check against undefined positions.\r\n if (!p1 || !p2 || !p3) {\r\n continue;\r\n }\r\n // Handles strip faces one on two is reversed\r\n if ((invertTriangles ? 1 : 0) ^ i % 2) {\r\n this._testTriangle(i, trianglePlaneArray, p1, p2, p3, hasMaterial, hostMesh);\r\n } else {\r\n this._testTriangle(i, trianglePlaneArray, p2, p1, p3, hasMaterial, hostMesh);\r\n }\r\n }\r\n } else {\r\n for (let i = indexStart; i < indexEnd - 2; i += 1) {\r\n const indexA = indices[i];\r\n const indexB = indices[i + 1];\r\n const indexC = indices[i + 2];\r\n\r\n if (indexC === 0xffffffff) {\r\n i += 2;\r\n continue;\r\n }\r\n\r\n const p1 = pts[indexA];\r\n const p2 = pts[indexB];\r\n const p3 = pts[indexC];\r\n\r\n // stay defensive and don't check against undefined positions.\r\n if (!p1 || !p2 || !p3) {\r\n continue;\r\n }\r\n\r\n // Handles strip faces one on two is reversed\r\n if ((invertTriangles ? 1 : 0) ^ i % 2) {\r\n this._testTriangle(i, trianglePlaneArray, p1, p2, p3, hasMaterial, hostMesh);\r\n } else {\r\n this._testTriangle(i, trianglePlaneArray, p2, p1, p3, hasMaterial, hostMesh);\r\n }\r\n }\r\n }\r\n } else if (!indices || indices.length === 0) {\r\n for (let i = 0; i < pts.length; i += 3) {\r\n const p1 = pts[i];\r\n const p2 = pts[i + 1];\r\n const p3 = pts[i + 2];\r\n\r\n if (invertTriangles) {\r\n this._testTriangle(i, trianglePlaneArray, p1, p2, p3, hasMaterial, hostMesh);\r\n } else {\r\n this._testTriangle(i, trianglePlaneArray, p3, p2, p1, hasMaterial, hostMesh);\r\n }\r\n }\r\n } else {\r\n for (let i = indexStart; i < indexEnd; i += 3) {\r\n const p1 = pts[indices[i] - decal];\r\n const p2 = pts[indices[i + 1] - decal];\r\n const p3 = pts[indices[i + 2] - decal];\r\n\r\n if (invertTriangles) {\r\n this._testTriangle(i, trianglePlaneArray, p1, p2, p3, hasMaterial, hostMesh);\r\n } else {\r\n this._testTriangle(i, trianglePlaneArray, p3, p2, p1, hasMaterial, hostMesh);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getResponse(pos: Vector3, vel: Vector3): void {\r\n pos.addToRef(vel, this._destinationPoint);\r\n vel.scaleInPlace(this._nearestDistance / vel.length());\r\n\r\n this._basePoint.addToRef(vel, pos);\r\n pos.subtractToRef(this.intersectionPoint, this._slidePlaneNormal);\r\n this._slidePlaneNormal.normalize();\r\n this._slidePlaneNormal.scaleToRef(this._epsilon, this._displacementVector);\r\n\r\n pos.addInPlace(this._displacementVector);\r\n this.intersectionPoint.addInPlace(this._displacementVector);\r\n\r\n this._slidePlaneNormal.scaleInPlace(Plane.SignedDistanceToPlaneFromPositionAndNormal(this.intersectionPoint, this._slidePlaneNormal, this._destinationPoint));\r\n this._destinationPoint.subtractInPlace(this._slidePlaneNormal);\r\n\r\n this._destinationPoint.subtractToRef(this.intersectionPoint, vel);\r\n }\r\n}\r\n"]}
|
|
@@ -3,13 +3,13 @@ import { Scene } from "../scene";
|
|
|
3
3
|
import { Vector3 } from "../Maths/math.vector";
|
|
4
4
|
import { Collider } from "./collider";
|
|
5
5
|
import type { AbstractMesh } from "../Meshes/abstractMesh";
|
|
6
|
-
/** @
|
|
6
|
+
/** @internal */
|
|
7
7
|
export interface ICollisionCoordinator {
|
|
8
8
|
createCollider(): Collider;
|
|
9
9
|
getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: Nullable<AbstractMesh>, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
|
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10
10
|
init(scene: Scene): void;
|
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11
11
|
}
|
|
12
|
-
/** @
|
|
12
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+
/** @internal */
|
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13
13
|
export declare class DefaultCollisionCoordinator implements ICollisionCoordinator {
|
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14
14
|
private _scene;
|
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15
15
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private _scaledPosition;
|
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@@ -2,7 +2,7 @@ import { Scene } from "../scene.js";
|
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2
2
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import { Vector3 } from "../Maths/math.vector.js";
|
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3
3
|
import { Engine } from "../Engines/engine.js";
|
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4
4
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import { Collider } from "./collider.js";
|
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5
|
-
/** @
|
|
5
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+
/** @internal */
|
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6
6
|
export class DefaultCollisionCoordinator {
|
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7
7
|
constructor() {
|
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8
8
|
this._scaledPosition = Vector3.Zero();
|
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"collisionCoordinator.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Collisions/collisionCoordinator.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,KAAK,EAAE,MAAM,UAAU,CAAC;AACjC,OAAO,EAAE,OAAO,EAAE,MAAM,sBAAsB,CAAC;AAC/C,OAAO,EAAE,MAAM,EAAE,MAAM,mBAAmB,CAAC;AAC3C,OAAO,EAAE,QAAQ,EAAE,MAAM,YAAY,CAAC;AAkBtC,
|
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1
|
+
{"version":3,"file":"collisionCoordinator.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Collisions/collisionCoordinator.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,KAAK,EAAE,MAAM,UAAU,CAAC;AACjC,OAAO,EAAE,OAAO,EAAE,MAAM,sBAAsB,CAAC;AAC/C,OAAO,EAAE,MAAM,EAAE,MAAM,mBAAmB,CAAC;AAC3C,OAAO,EAAE,QAAQ,EAAE,MAAM,YAAY,CAAC;AAkBtC,gBAAgB;AAChB,MAAM,OAAO,2BAA2B;IAAxC;QAGY,oBAAe,GAAG,OAAO,CAAC,IAAI,EAAE,CAAC;QACjC,oBAAe,GAAG,OAAO,CAAC,IAAI,EAAE,CAAC;QAEjC,mBAAc,GAAG,OAAO,CAAC,IAAI,EAAE,CAAC;IAgF5C,CAAC;IA9EU,cAAc,CACjB,QAAiB,EACjB,YAAqB,EACrB,QAAkB,EAClB,YAAoB,EACpB,YAA0B,EAC1B,aAA2G,EAC3G,cAAsB;QAEtB,QAAQ,CAAC,WAAW,CAAC,QAAQ,CAAC,OAAO,EAAE,IAAI,CAAC,eAAe,CAAC,CAAC;QAC7D,YAAY,CAAC,WAAW,CAAC,QAAQ,CAAC,OAAO,EAAE,IAAI,CAAC,eAAe,CAAC,CAAC;QACjE,QAAQ,CAAC,YAAY,GAAG,IAAI,CAAC;QAC7B,QAAQ,CAAC,MAAM,GAAG,CAAC,CAAC;QACpB,QAAQ,CAAC,gBAAgB,GAAG,IAAI,CAAC,eAAe,CAAC;QACjD,QAAQ,CAAC,gBAAgB,GAAG,IAAI,CAAC,eAAe,CAAC;QACjD,IAAI,CAAC,iBAAiB,CAAC,IAAI,CAAC,eAAe,EAAE,IAAI,CAAC,eAAe,EAAE,QAAQ,EAAE,YAAY,EAAE,IAAI,CAAC,cAAc,EAAE,YAAY,CAAC,CAAC;QAE9H,IAAI,CAAC,cAAc,CAAC,eAAe,CAAC,QAAQ,CAAC,OAAO,CAAC,CAAC;QACtD,kBAAkB;QAClB,aAAa,CAAC,cAAc,EAAE,IAAI,CAAC,cAAc,EAAE,QAAQ,CAAC,YAAY,CAAC,CAAC;IAC9E,CAAC;IAEM,cAAc;QACjB,OAAO,IAAI,QAAQ,EAAE,CAAC;IAC1B,CAAC;IAEM,IAAI,CAAC,KAAY;QACpB,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;IACxB,CAAC;IAEO,iBAAiB,CACrB,QAAiB,EACjB,QAAiB,EACjB,QAAkB,EAClB,YAAoB,EACpB,aAAsB,EACtB,eAAuC,IAAI;QAE3C,MAAM,aAAa,GAAG,MAAM,CAAC,iBAAiB,GAAG,IAAI,CAAC;QAEtD,IAAI,QAAQ,CAAC,MAAM,IAAI,YAAY,EAAE;YACjC,aAAa,CAAC,QAAQ,CAAC,QAAQ,CAAC,CAAC;YACjC,OAAO;SACV;QAED,4CAA4C;QAC5C,MAAM,aAAa,GAAG,YAAY,CAAC,CAAC,CAAC,YAAY,CAAC,aAAa,CAAC,CAAC,CAAC,QAAQ,CAAC,aAAa,CAAC;QAEzF,QAAQ,CAAC,WAAW,CAAC,QAAQ,EAAE,QAAQ,EAAE,aAAa,CAAC,CAAC;QAExD,kFAAkF;QAClF,oDAAoD;QACpD,MAAM,MAAM,GAAG,CAAC,YAAY,IAAI,YAAY,CAAC,iBAAiB,CAAC,IAAI,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC;QAEtF,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,MAAM,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;YAChD,MAAM,IAAI,GAAG,MAAM,CAAC,KAAK,CAAC,CAAC;YAC3B,IAAI,IAAI,CAAC,SAAS,EAAE,IAAI,IAAI,CAAC,eAAe,IAAI,IAAI,CAAC,SAAS,IAAI,IAAI,KAAK,YAAY,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC,cAAc,CAAC,KAAK,CAAC,EAAE;gBACpI,IAAI,CAAC,eAAe,CAAC,QAAQ,CAAC,CAAC;aAClC;SACJ;QAED,IAAI,CAAC,QAAQ,CAAC,cAAc,EAAE;YAC1B,QAAQ,CAAC,QAAQ,CAAC,QAAQ,EAAE,aAAa,CAAC,CAAC;YAC3C,OAAO;SACV;QAED,IAAI,QAAQ,CAAC,CAAC,KAAK,CAAC,IAAI,QAAQ,CAAC,CAAC,KAAK,CAAC,IAAI,QAAQ,CAAC,CAAC,KAAK,CAAC,EAAE;YAC1D,QAAQ,CAAC,YAAY,CAAC,QAAQ,EAAE,QAAQ,CAAC,CAAC;SAC7C;QAED,IAAI,QAAQ,CAAC,MAAM,EAAE,IAAI,aAAa,EAAE;YACpC,aAAa,CAAC,QAAQ,CAAC,QAAQ,CAAC,CAAC;YACjC,OAAO;SACV;QAED,QAAQ,CAAC,MAAM,EAAE,CAAC;QAClB,IAAI,CAAC,iBAAiB,CAAC,QAAQ,EAAE,QAAQ,EAAE,QAAQ,EAAE,YAAY,EAAE,aAAa,EAAE,YAAY,CAAC,CAAC;IACpG,CAAC;CACJ;AAED,KAAK,CAAC,2BAA2B,GAAG,GAAG,EAAE;IACrC,OAAO,IAAI,2BAA2B,EAAE,CAAC;AAC7C,CAAC,CAAC","sourcesContent":["import type { Nullable } from \"../types\";\r\nimport { Scene } from \"../scene\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { Collider } from \"./collider\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\n\r\n/** @internal */\r\nexport interface ICollisionCoordinator {\r\n createCollider(): Collider;\r\n getNewPosition(\r\n position: Vector3,\r\n displacement: Vector3,\r\n collider: Collider,\r\n maximumRetry: number,\r\n excludedMesh: Nullable<AbstractMesh>,\r\n onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void,\r\n collisionIndex: number\r\n ): void;\r\n init(scene: Scene): void;\r\n}\r\n\r\n/** @internal */\r\nexport class DefaultCollisionCoordinator implements ICollisionCoordinator {\r\n private _scene: Scene;\r\n\r\n private _scaledPosition = Vector3.Zero();\r\n private _scaledVelocity = Vector3.Zero();\r\n\r\n private _finalPosition = Vector3.Zero();\r\n\r\n public getNewPosition(\r\n position: Vector3,\r\n displacement: Vector3,\r\n collider: Collider,\r\n maximumRetry: number,\r\n excludedMesh: AbstractMesh,\r\n onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void,\r\n collisionIndex: number\r\n ): void {\r\n position.divideToRef(collider._radius, this._scaledPosition);\r\n displacement.divideToRef(collider._radius, this._scaledVelocity);\r\n collider.collidedMesh = null;\r\n collider._retry = 0;\r\n collider._initialVelocity = this._scaledVelocity;\r\n collider._initialPosition = this._scaledPosition;\r\n this._collideWithWorld(this._scaledPosition, this._scaledVelocity, collider, maximumRetry, this._finalPosition, excludedMesh);\r\n\r\n this._finalPosition.multiplyInPlace(collider._radius);\r\n //run the callback\r\n onNewPosition(collisionIndex, this._finalPosition, collider.collidedMesh);\r\n }\r\n\r\n public createCollider(): Collider {\r\n return new Collider();\r\n }\r\n\r\n public init(scene: Scene): void {\r\n this._scene = scene;\r\n }\r\n\r\n private _collideWithWorld(\r\n position: Vector3,\r\n velocity: Vector3,\r\n collider: Collider,\r\n maximumRetry: number,\r\n finalPosition: Vector3,\r\n excludedMesh: Nullable<AbstractMesh> = null\r\n ): void {\r\n const closeDistance = Engine.CollisionsEpsilon * 10.0;\r\n\r\n if (collider._retry >= maximumRetry) {\r\n finalPosition.copyFrom(position);\r\n return;\r\n }\r\n\r\n // Check if this is a mesh else camera or -1\r\n const collisionMask = excludedMesh ? excludedMesh.collisionMask : collider.collisionMask;\r\n\r\n collider._initialize(position, velocity, closeDistance);\r\n\r\n // Check if collision detection should happen against specified list of meshes or,\r\n // if not specified, against all meshes in the scene\r\n const meshes = (excludedMesh && excludedMesh.surroundingMeshes) || this._scene.meshes;\r\n\r\n for (let index = 0; index < meshes.length; index++) {\r\n const mesh = meshes[index];\r\n if (mesh.isEnabled() && mesh.checkCollisions && mesh.subMeshes && mesh !== excludedMesh && (collisionMask & mesh.collisionGroup) !== 0) {\r\n mesh._checkCollision(collider);\r\n }\r\n }\r\n\r\n if (!collider.collisionFound) {\r\n position.addToRef(velocity, finalPosition);\r\n return;\r\n }\r\n\r\n if (velocity.x !== 0 || velocity.y !== 0 || velocity.z !== 0) {\r\n collider._getResponse(position, velocity);\r\n }\r\n\r\n if (velocity.length() <= closeDistance) {\r\n finalPosition.copyFrom(position);\r\n return;\r\n }\r\n\r\n collider._retry++;\r\n this._collideWithWorld(position, velocity, collider, maximumRetry, finalPosition, excludedMesh);\r\n }\r\n}\r\n\r\nScene.CollisionCoordinatorFactory = () => {\r\n return new DefaultCollisionCoordinator();\r\n};\r\n"]}
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"intersectionInfo.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Collisions/intersectionInfo.ts"],"names":[],"mappings":"AAEA;;GAEG;AACH,MAAM,OAAO,gBAAgB;IAIzB,YAAmB,EAAoB,EAAS,EAAoB,EAAS,QAAgB;QAA1E,OAAE,GAAF,EAAE,CAAkB;QAAS,OAAE,GAAF,EAAE,CAAkB;QAAS,aAAQ,GAAR,QAAQ,CAAQ;QAHtF,WAAM,GAAG,CAAC,CAAC;QACX,cAAS,GAAG,CAAC,CAAC;IAE2E,CAAC;CACpG","sourcesContent":["import type { Nullable } from \"../types\";\r\n\r\n/**\r\n * @
|
|
1
|
+
{"version":3,"file":"intersectionInfo.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Collisions/intersectionInfo.ts"],"names":[],"mappings":"AAEA;;GAEG;AACH,MAAM,OAAO,gBAAgB;IAIzB,YAAmB,EAAoB,EAAS,EAAoB,EAAS,QAAgB;QAA1E,OAAE,GAAF,EAAE,CAAkB;QAAS,OAAE,GAAF,EAAE,CAAkB;QAAS,aAAQ,GAAR,QAAQ,CAAQ;QAHtF,WAAM,GAAG,CAAC,CAAC;QACX,cAAS,GAAG,CAAC,CAAC;IAE2E,CAAC;CACpG","sourcesContent":["import type { Nullable } from \"../types\";\r\n\r\n/**\r\n * @internal\r\n */\r\nexport class IntersectionInfo {\r\n public faceId = 0;\r\n public subMeshId = 0;\r\n\r\n constructor(public bu: Nullable<number>, public bv: Nullable<number>, public distance: number) {}\r\n}\r\n"]}
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@@ -4,7 +4,7 @@ import type { Nullable } from "../types";
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4
4
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import type { Observer } from "../Misc/observable";
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5
5
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declare type AbstractMesh = import("../Meshes/abstractMesh").AbstractMesh;
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6
6
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/**
|
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7
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-
* @
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7
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+
* @internal
|
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8
8
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*/
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9
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export declare class _MeshCollisionData {
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_checkCollisions: boolean;
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"meshCollisionData.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Collisions/meshCollisionData.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,OAAO,EAAE,MAAM,sBAAsB,CAAC;AAM/C;;GAEG;AACH,gEAAgE;AAChE,MAAM,OAAO,kBAAkB;IAA/B;QACW,qBAAgB,GAAG,KAAK,CAAC;QACzB,mBAAc,GAAG,CAAC,CAAC,CAAC;QACpB,oBAAe,GAAG,CAAC,CAAC,CAAC;QACrB,uBAAkB,GAA6B,IAAI,CAAC;QACpD,cAAS,GAAuB,IAAI,CAAC;QACrC,8BAAyB,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QACjD,+BAA0B,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAGlD,uBAAkB,GAAG,IAAI,CAAC;IACrC,CAAC;CAAA","sourcesContent":["import type { Collider } from \"./collider\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { Observer } from \"../Misc/observable\";\r\n\r\ndeclare type AbstractMesh = import(\"../Meshes/abstractMesh\").AbstractMesh;\r\n\r\n/**\r\n * @
|
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1
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+
{"version":3,"file":"meshCollisionData.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Collisions/meshCollisionData.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,OAAO,EAAE,MAAM,sBAAsB,CAAC;AAM/C;;GAEG;AACH,gEAAgE;AAChE,MAAM,OAAO,kBAAkB;IAA/B;QACW,qBAAgB,GAAG,KAAK,CAAC;QACzB,mBAAc,GAAG,CAAC,CAAC,CAAC;QACpB,oBAAe,GAAG,CAAC,CAAC,CAAC;QACrB,uBAAkB,GAA6B,IAAI,CAAC;QACpD,cAAS,GAAuB,IAAI,CAAC;QACrC,8BAAyB,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QACjD,+BAA0B,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAGlD,uBAAkB,GAAG,IAAI,CAAC;IACrC,CAAC;CAAA","sourcesContent":["import type { Collider } from \"./collider\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { Observer } from \"../Misc/observable\";\r\n\r\ndeclare type AbstractMesh = import(\"../Meshes/abstractMesh\").AbstractMesh;\r\n\r\n/**\r\n * @internal\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport class _MeshCollisionData {\r\n public _checkCollisions = false;\r\n public _collisionMask = -1;\r\n public _collisionGroup = -1;\r\n public _surroundingMeshes: Nullable<AbstractMesh[]> = null;\r\n public _collider: Nullable<Collider> = null;\r\n public _oldPositionForCollisions = new Vector3(0, 0, 0);\r\n public _diffPositionForCollisions = new Vector3(0, 0, 0);\r\n public _onCollideObserver: Nullable<Observer<AbstractMesh>>;\r\n public _onCollisionPositionChangeObserver: Nullable<Observer<Vector3>>;\r\n public _collisionResponse = true;\r\n}\r\n"]}
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@@ -9,7 +9,7 @@ declare type Ray = import("../Culling/ray").Ray;
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* @see https://doc.babylonjs.com/divingDeeper/mesh/interactions/picking_collisions
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*/
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11
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export declare class PickingInfo {
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12
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-
/** @
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+
/** @internal */
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_pickingUnavailable: boolean;
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14
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/**
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* If the pick collided with an object
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"pickingInfo.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Collisions/pickingInfo.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,OAAO,EAAE,OAAO,EAAE,UAAU,EAAE,MAAM,sBAAsB,CAAC;AAGpE,OAAO,EAAE,YAAY,EAAE,MAAM,mBAAmB,CAAC;AAKjD;;;GAGG;AACH,MAAM,OAAO,WAAW;IAAxB;QACI,cAAc;QACP,wBAAmB,GAAG,KAAK,CAAC;QAEnC;;WAEG;QACI,QAAG,GAAG,KAAK,CAAC;QACnB;;WAEG;QACI,aAAQ,GAAG,CAAC,CAAC;QACpB;;WAEG;QACI,gBAAW,GAAsB,IAAI,CAAC;QAC7C;;WAEG;QACI,eAAU,GAA2B,IAAI,CAAC;QACjD,sIAAsI;QAC/H,OAAE,GAAG,CAAC,CAAC;QACd,sIAAsI;QAC/H,OAAE,GAAG,CAAC,CAAC;QACd,oHAAoH;QAC7G,WAAM,GAAG,CAAC,CAAC,CAAC;QACnB,uHAAuH;QAChH,kBAAa,GAAG,CAAC,CAAC,CAAC;QAC1B,4CAA4C;QACrC,cAAS,GAAG,CAAC,CAAC;QACrB,6EAA6E;QACtE,iBAAY,GAAqB,IAAI,CAAC;QAC7C,+FAA+F;QACxF,sBAAiB,GAAG,CAAC,CAAC,CAAC;QAC9B;;WAEG;QACI,QAAG,GAAkB,IAAI,CAAC;QACjC;;WAEG;QACI,eAAU,GAA2B,IAAI,CAAC;QACjD;;WAEG;QACI,iBAAY,GAA4B,IAAI,CAAC;QACpD;;;WAGG;QACI,kBAAa,GAA4B,IAAI,CAAC;IAgGzD,CAAC;IA9FG;;;;;OAKG;IACI,SAAS,CAAC,mBAAmB,GAAG,KAAK,EAAE,kBAAkB,GAAG,IAAI;QACnE,IAAI,CAAC,IAAI,CAAC,UAAU,IAAI,CAAC,IAAI,CAAC,UAAU,CAAC,qBAAqB,CAAC,YAAY,CAAC,UAAU,CAAC,EAAE;YACrF,OAAO,IAAI,CAAC;SACf;QAED,MAAM,OAAO,GAAG,IAAI,CAAC,UAAU,CAAC,UAAU,EAAE,CAAC;QAE7C,IAAI,CAAC,OAAO,EAAE;YACV,OAAO,IAAI,CAAC;SACf;QAED,IAAI,MAAe,CAAC;QAEpB,IAAI,kBAAkB,EAAE;YACpB,MAAM,OAAO,GAAe,IAAI,CAAC,UAAU,CAAC,eAAe,CAAC,YAAY,CAAC,UAAU,CAAC,CAAC;YAErF,IAAI,OAAO,GAAG,OAAO,CAAC,SAAS,CAAC,OAAO,EAAE,OAAO,CAAC,IAAI,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC;YACvE,IAAI,OAAO,GAAG,OAAO,CAAC,SAAS,CAAC,OAAO,EAAE,OAAO,CAAC,IAAI,CAAC,MAAM,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC;YAC3E,IAAI,OAAO,GAAG,OAAO,CAAC,SAAS,CAAC,OAAO,EAAE,OAAO,CAAC,IAAI,CAAC,MAAM,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC;YAE3E,OAAO,GAAG,OAAO,CAAC,KAAK,CAAC,IAAI,CAAC,EAAE,CAAC,CAAC;YACjC,OAAO,GAAG,OAAO,CAAC,KAAK,CAAC,IAAI,CAAC,EAAE,CAAC,CAAC;YACjC,OAAO,GAAG,OAAO,CAAC,KAAK,CAAC,GAAG,GAAG,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,CAAC,CAAC;YAEjD,MAAM,GAAG,IAAI,OAAO,CAAC,OAAO,CAAC,CAAC,GAAG,OAAO,CAAC,CAAC,GAAG,OAAO,CAAC,CAAC,EAAE,OAAO,CAAC,CAAC,GAAG,OAAO,CAAC,CAAC,GAAG,OAAO,CAAC,CAAC,EAAE,OAAO,CAAC,CAAC,GAAG,OAAO,CAAC,CAAC,GAAG,OAAO,CAAC,CAAC,CAAC,CAAC;SACjI;aAAM;YACH,MAAM,SAAS,GAAe,IAAI,CAAC,UAAU,CAAC,eAAe,CAAC,YAAY,CAAC,YAAY,CAAC,CAAC;YAEzF,MAAM,OAAO,GAAG,OAAO,CAAC,SAAS,CAAC,SAAS,EAAE,OAAO,CAAC,IAAI,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC;YAC3E,MAAM,OAAO,GAAG,OAAO,CAAC,SAAS,CAAC,SAAS,EAAE,OAAO,CAAC,IAAI,CAAC,MAAM,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC;YAC/E,MAAM,OAAO,GAAG,OAAO,CAAC,SAAS,CAAC,SAAS,EAAE,OAAO,CAAC,IAAI,CAAC,MAAM,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC;YAE/E,MAAM,IAAI,GAAG,OAAO,CAAC,QAAQ,CAAC,OAAO,CAAC,CAAC;YACvC,MAAM,IAAI,GAAG,OAAO,CAAC,QAAQ,CAAC,OAAO,CAAC,CAAC;YAEvC,MAAM,GAAG,OAAO,CAAC,KAAK,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC;SACtC;QAED,IAAI,mBAAmB,EAAE;YACrB,IAAI,EAAE,GAAG,IAAI,CAAC,UAAU,CAAC,cAAc,EAAE,CAAC;YAE1C,IAAI,IAAI,CAAC,UAAU,CAAC,iBAAiB,EAAE;gBACnC,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,QAAQ,CAAC,EAAE,CAAC,CAAC;gBAClC,EAAE,GAAG,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC;gBAC1B,EAAE,CAAC,wBAAwB,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;gBACrC,EAAE,CAAC,MAAM,EAAE,CAAC;gBACZ,EAAE,CAAC,cAAc,CAAC,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;gBAExC,EAAE,GAAG,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC;aAC7B;YAED,MAAM,GAAG,OAAO,CAAC,eAAe,CAAC,MAAM,EAAE,EAAE,CAAC,CAAC;SAChD;QAED,MAAM,CAAC,SAAS,EAAE,CAAC;QAEnB,OAAO,MAAM,CAAC;IAClB,CAAC;IAED;;;OAGG;IACI,qBAAqB;QACxB,IAAI,CAAC,IAAI,CAAC,UAAU,IAAI,CAAC,IAAI,CAAC,UAAU,CAAC,qBAAqB,CAAC,YAAY,CAAC,MAAM,CAAC,EAAE;YACjF,OAAO,IAAI,CAAC;SACf;QAED,MAAM,OAAO,GAAG,IAAI,CAAC,UAAU,CAAC,UAAU,EAAE,CAAC;QAC7C,IAAI,CAAC,OAAO,EAAE;YACV,OAAO,IAAI,CAAC;SACf;QAED,MAAM,GAAG,GAAG,IAAI,CAAC,UAAU,CAAC,eAAe,CAAC,YAAY,CAAC,MAAM,CAAC,CAAC;QACjE,IAAI,CAAC,GAAG,EAAE;YACN,OAAO,IAAI,CAAC;SACf;QAED,IAAI,GAAG,GAAG,OAAO,CAAC,SAAS,CAAC,GAAG,EAAE,OAAO,CAAC,IAAI,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC;QAC/D,IAAI,GAAG,GAAG,OAAO,CAAC,SAAS,CAAC,GAAG,EAAE,OAAO,CAAC,IAAI,CAAC,MAAM,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC;QACnE,IAAI,GAAG,GAAG,OAAO,CAAC,SAAS,CAAC,GAAG,EAAE,OAAO,CAAC,IAAI,CAAC,MAAM,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC;QAEnE,GAAG,GAAG,GAAG,CAAC,KAAK,CAAC,IAAI,CAAC,EAAE,CAAC,CAAC;QACzB,GAAG,GAAG,GAAG,CAAC,KAAK,CAAC,IAAI,CAAC,EAAE,CAAC,CAAC;QACzB,GAAG,GAAG,GAAG,CAAC,KAAK,CAAC,GAAG,GAAG,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,CAAC,CAAC;QAEzC,OAAO,IAAI,OAAO,CAAC,GAAG,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC;IACrE,CAAC;CACJ","sourcesContent":["import type { Nullable, FloatArray } from \"../types\";\r\nimport { Vector3, Vector2, TmpVectors } from \"../Maths/math.vector\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { TransformNode } from \"../Meshes/transformNode\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport type { Sprite } from \"../Sprites/sprite\";\r\n\r\ndeclare type Ray = import(\"../Culling/ray\").Ray;\r\n\r\n/**\r\n * Information about the result of picking within a scene\r\n * @see https://doc.babylonjs.com/divingDeeper/mesh/interactions/picking_collisions\r\n */\r\nexport class PickingInfo {\r\n /** @hidden */\r\n public _pickingUnavailable = false;\r\n\r\n /**\r\n * If the pick collided with an object\r\n */\r\n public hit = false;\r\n /**\r\n * Distance away where the pick collided\r\n */\r\n public distance = 0;\r\n /**\r\n * The location of pick collision\r\n */\r\n public pickedPoint: Nullable<Vector3> = null;\r\n /**\r\n * The mesh corresponding the the pick collision\r\n */\r\n public pickedMesh: Nullable<AbstractMesh> = null;\r\n /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/\r\n public bu = 0;\r\n /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/\r\n public bv = 0;\r\n /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */\r\n public faceId = -1;\r\n /** The index of the face on the subMesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */\r\n public subMeshFaceId = -1;\r\n /** Id of the the submesh that was picked */\r\n public subMeshId = 0;\r\n /** If a sprite was picked, this will be the sprite the pick collided with */\r\n public pickedSprite: Nullable<Sprite> = null;\r\n /** If we are picking a mesh with thin instance, this will give you the picked thin instance */\r\n public thinInstanceIndex = -1;\r\n /**\r\n * The ray that was used to perform the picking.\r\n */\r\n public ray: Nullable<Ray> = null;\r\n /**\r\n * If a mesh was used to do the picking (eg. 6dof controller) as a \"near interaction\", this will be populated.\r\n */\r\n public originMesh: Nullable<AbstractMesh> = null;\r\n /**\r\n * The aim-space transform of the input used for picking, if it is an XR input source.\r\n */\r\n public aimTransform: Nullable<TransformNode> = null;\r\n /**\r\n * The grip-space transform of the input used for picking, if it is an XR input source.\r\n * Some XR sources, such as input coming from head mounted displays, do not have this.\r\n */\r\n public gripTransform: Nullable<TransformNode> = null;\r\n\r\n /**\r\n * Gets the normal corresponding to the face the pick collided with\r\n * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)\r\n * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map\r\n * @returns The normal corresponding to the face the pick collided with\r\n */\r\n public getNormal(useWorldCoordinates = false, useVerticesNormals = true): Nullable<Vector3> {\r\n if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(VertexBuffer.NormalKind)) {\r\n return null;\r\n }\r\n\r\n const indices = this.pickedMesh.getIndices();\r\n\r\n if (!indices) {\r\n return null;\r\n }\r\n\r\n let result: Vector3;\r\n\r\n if (useVerticesNormals) {\r\n const normals = <FloatArray>this.pickedMesh.getVerticesData(VertexBuffer.NormalKind);\r\n\r\n let normal0 = Vector3.FromArray(normals, indices[this.faceId * 3] * 3);\r\n let normal1 = Vector3.FromArray(normals, indices[this.faceId * 3 + 1] * 3);\r\n let normal2 = Vector3.FromArray(normals, indices[this.faceId * 3 + 2] * 3);\r\n\r\n normal0 = normal0.scale(this.bu);\r\n normal1 = normal1.scale(this.bv);\r\n normal2 = normal2.scale(1.0 - this.bu - this.bv);\r\n\r\n result = new Vector3(normal0.x + normal1.x + normal2.x, normal0.y + normal1.y + normal2.y, normal0.z + normal1.z + normal2.z);\r\n } else {\r\n const positions = <FloatArray>this.pickedMesh.getVerticesData(VertexBuffer.PositionKind);\r\n\r\n const vertex1 = Vector3.FromArray(positions, indices[this.faceId * 3] * 3);\r\n const vertex2 = Vector3.FromArray(positions, indices[this.faceId * 3 + 1] * 3);\r\n const vertex3 = Vector3.FromArray(positions, indices[this.faceId * 3 + 2] * 3);\r\n\r\n const p1p2 = vertex1.subtract(vertex2);\r\n const p3p2 = vertex3.subtract(vertex2);\r\n\r\n result = Vector3.Cross(p1p2, p3p2);\r\n }\r\n\r\n if (useWorldCoordinates) {\r\n let wm = this.pickedMesh.getWorldMatrix();\r\n\r\n if (this.pickedMesh.nonUniformScaling) {\r\n TmpVectors.Matrix[0].copyFrom(wm);\r\n wm = TmpVectors.Matrix[0];\r\n wm.setTranslationFromFloats(0, 0, 0);\r\n wm.invert();\r\n wm.transposeToRef(TmpVectors.Matrix[1]);\r\n\r\n wm = TmpVectors.Matrix[1];\r\n }\r\n\r\n result = Vector3.TransformNormal(result, wm);\r\n }\r\n\r\n result.normalize();\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Gets the texture coordinates of where the pick occurred\r\n * @returns the vector containing the coordinates of the texture\r\n */\r\n public getTextureCoordinates(): Nullable<Vector2> {\r\n if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n return null;\r\n }\r\n\r\n const indices = this.pickedMesh.getIndices();\r\n if (!indices) {\r\n return null;\r\n }\r\n\r\n const uvs = this.pickedMesh.getVerticesData(VertexBuffer.UVKind);\r\n if (!uvs) {\r\n return null;\r\n }\r\n\r\n let uv0 = Vector2.FromArray(uvs, indices[this.faceId * 3] * 2);\r\n let uv1 = Vector2.FromArray(uvs, indices[this.faceId * 3 + 1] * 2);\r\n let uv2 = Vector2.FromArray(uvs, indices[this.faceId * 3 + 2] * 2);\r\n\r\n uv0 = uv0.scale(this.bu);\r\n uv1 = uv1.scale(this.bv);\r\n uv2 = uv2.scale(1.0 - this.bu - this.bv);\r\n\r\n return new Vector2(uv0.x + uv1.x + uv2.x, uv0.y + uv1.y + uv2.y);\r\n }\r\n}\r\n"]}
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1
|
+
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type { Nullable, FloatArray } from \"../types\";\r\nimport { Vector3, Vector2, TmpVectors } from \"../Maths/math.vector\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { TransformNode } from \"../Meshes/transformNode\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport type { Sprite } from \"../Sprites/sprite\";\r\n\r\ndeclare type Ray = import(\"../Culling/ray\").Ray;\r\n\r\n/**\r\n * Information about the result of picking within a scene\r\n * @see https://doc.babylonjs.com/divingDeeper/mesh/interactions/picking_collisions\r\n */\r\nexport class PickingInfo {\r\n /** @internal */\r\n public _pickingUnavailable = false;\r\n\r\n /**\r\n * If the pick collided with an object\r\n */\r\n public hit = false;\r\n /**\r\n * Distance away where the pick collided\r\n */\r\n public distance = 0;\r\n /**\r\n * The location of pick collision\r\n */\r\n public pickedPoint: Nullable<Vector3> = null;\r\n /**\r\n * The mesh corresponding the the pick collision\r\n */\r\n public pickedMesh: Nullable<AbstractMesh> = null;\r\n /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/\r\n public bu = 0;\r\n /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/\r\n public bv = 0;\r\n /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */\r\n public faceId = -1;\r\n /** The index of the face on the subMesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */\r\n public subMeshFaceId = -1;\r\n /** Id of the the submesh that was picked */\r\n public subMeshId = 0;\r\n /** If a sprite was picked, this will be the sprite the pick collided with */\r\n public pickedSprite: Nullable<Sprite> = null;\r\n /** If we are picking a mesh with thin instance, this will give you the picked thin instance */\r\n public thinInstanceIndex = -1;\r\n /**\r\n * The ray that was used to perform the picking.\r\n */\r\n public ray: Nullable<Ray> = null;\r\n /**\r\n * If a mesh was used to do the picking (eg. 6dof controller) as a \"near interaction\", this will be populated.\r\n */\r\n public originMesh: Nullable<AbstractMesh> = null;\r\n /**\r\n * The aim-space transform of the input used for picking, if it is an XR input source.\r\n */\r\n public aimTransform: Nullable<TransformNode> = null;\r\n /**\r\n * The grip-space transform of the input used for picking, if it is an XR input source.\r\n * Some XR sources, such as input coming from head mounted displays, do not have this.\r\n */\r\n public gripTransform: Nullable<TransformNode> = null;\r\n\r\n /**\r\n * Gets the normal corresponding to the face the pick collided with\r\n * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)\r\n * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map\r\n * @returns The normal corresponding to the face the pick collided with\r\n */\r\n public getNormal(useWorldCoordinates = false, useVerticesNormals = true): Nullable<Vector3> {\r\n if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(VertexBuffer.NormalKind)) {\r\n return null;\r\n }\r\n\r\n const indices = this.pickedMesh.getIndices();\r\n\r\n if (!indices) {\r\n return null;\r\n }\r\n\r\n let result: Vector3;\r\n\r\n if (useVerticesNormals) {\r\n const normals = <FloatArray>this.pickedMesh.getVerticesData(VertexBuffer.NormalKind);\r\n\r\n let normal0 = Vector3.FromArray(normals, indices[this.faceId * 3] * 3);\r\n let normal1 = Vector3.FromArray(normals, indices[this.faceId * 3 + 1] * 3);\r\n let normal2 = Vector3.FromArray(normals, indices[this.faceId * 3 + 2] * 3);\r\n\r\n normal0 = normal0.scale(this.bu);\r\n normal1 = normal1.scale(this.bv);\r\n normal2 = normal2.scale(1.0 - this.bu - this.bv);\r\n\r\n result = new Vector3(normal0.x + normal1.x + normal2.x, normal0.y + normal1.y + normal2.y, normal0.z + normal1.z + normal2.z);\r\n } else {\r\n const positions = <FloatArray>this.pickedMesh.getVerticesData(VertexBuffer.PositionKind);\r\n\r\n const vertex1 = Vector3.FromArray(positions, indices[this.faceId * 3] * 3);\r\n const vertex2 = Vector3.FromArray(positions, indices[this.faceId * 3 + 1] * 3);\r\n const vertex3 = Vector3.FromArray(positions, indices[this.faceId * 3 + 2] * 3);\r\n\r\n const p1p2 = vertex1.subtract(vertex2);\r\n const p3p2 = vertex3.subtract(vertex2);\r\n\r\n result = Vector3.Cross(p1p2, p3p2);\r\n }\r\n\r\n if (useWorldCoordinates) {\r\n let wm = this.pickedMesh.getWorldMatrix();\r\n\r\n if (this.pickedMesh.nonUniformScaling) {\r\n TmpVectors.Matrix[0].copyFrom(wm);\r\n wm = TmpVectors.Matrix[0];\r\n wm.setTranslationFromFloats(0, 0, 0);\r\n wm.invert();\r\n wm.transposeToRef(TmpVectors.Matrix[1]);\r\n\r\n wm = TmpVectors.Matrix[1];\r\n }\r\n\r\n result = Vector3.TransformNormal(result, wm);\r\n }\r\n\r\n result.normalize();\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Gets the texture coordinates of where the pick occurred\r\n * @returns the vector containing the coordinates of the texture\r\n */\r\n public getTextureCoordinates(): Nullable<Vector2> {\r\n if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n return null;\r\n }\r\n\r\n const indices = this.pickedMesh.getIndices();\r\n if (!indices) {\r\n return null;\r\n }\r\n\r\n const uvs = this.pickedMesh.getVerticesData(VertexBuffer.UVKind);\r\n if (!uvs) {\r\n return null;\r\n }\r\n\r\n let uv0 = Vector2.FromArray(uvs, indices[this.faceId * 3] * 2);\r\n let uv1 = Vector2.FromArray(uvs, indices[this.faceId * 3 + 1] * 2);\r\n let uv2 = Vector2.FromArray(uvs, indices[this.faceId * 3 + 2] * 2);\r\n\r\n uv0 = uv0.scale(this.bu);\r\n uv1 = uv1.scale(this.bv);\r\n uv2 = uv2.scale(1.0 - this.bu - this.bv);\r\n\r\n return new Vector2(uv0.x + uv1.x + uv2.x, uv0.y + uv1.y + uv2.y);\r\n }\r\n}\r\n"]}
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{"version":3,"file":"IComputeContext.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Compute/IComputeContext.ts"],"names":[],"mappings":"","sourcesContent":["/** @
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{"version":3,"file":"IComputeContext.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Compute/IComputeContext.ts"],"names":[],"mappings":"","sourcesContent":["/** @internal */\r\nexport interface IComputeContext {\r\n clear(): void;\r\n}\r\n"]}
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{"version":3,"file":"IComputePipelineContext.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Compute/IComputePipelineContext.ts"],"names":[],"mappings":"","sourcesContent":["/**\r\n * Class used to store and describe the pipeline context associated with a compute effect\r\n */\r\nexport interface IComputePipelineContext {\r\n /**\r\n * Gets a boolean indicating that this pipeline context is supporting asynchronous creating\r\n */\r\n isAsync: boolean;\r\n /**\r\n * Gets a boolean indicating that the context is ready to be used (like shader / pipeline are compiled and ready for instance)\r\n */\r\n isReady: boolean;\r\n\r\n /** @
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{"version":3,"file":"IComputePipelineContext.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Compute/IComputePipelineContext.ts"],"names":[],"mappings":"","sourcesContent":["/**\r\n * Class used to store and describe the pipeline context associated with a compute effect\r\n */\r\nexport interface IComputePipelineContext {\r\n /**\r\n * Gets a boolean indicating that this pipeline context is supporting asynchronous creating\r\n */\r\n isAsync: boolean;\r\n /**\r\n * Gets a boolean indicating that the context is ready to be used (like shader / pipeline are compiled and ready for instance)\r\n */\r\n isReady: boolean;\r\n\r\n /** @internal */\r\n _name?: string;\r\n\r\n /** @internal */\r\n _getComputeShaderCode(): string | null;\r\n\r\n /** Releases the resources associated with the pipeline. */\r\n dispose(): void;\r\n}\r\n"]}
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CHANGED
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this.onBindObservable = new Observable();
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/** @internal */
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this._computeSourceCode = "";
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}
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_prepareEffect() {
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const defines = this.defines;
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