@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/Meshes/groundMesh.js.map
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type { Scene } from \"../scene\";\r\nimport { Vector3, Vector2, TmpVectors, Vector4 } from \"../Maths/math.vector\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\n\r\nMesh._GroundMeshParser = (parsedMesh: any, scene: Scene): Mesh => {\r\n return GroundMesh.Parse(parsedMesh, scene);\r\n};\r\n\r\n/**\r\n * Mesh representing the ground\r\n */\r\nexport class GroundMesh extends Mesh {\r\n /** If octree should be generated */\r\n public generateOctree = false;\r\n\r\n private _heightQuads: { slope: Vector2; facet1: Vector4; facet2: Vector4 }[];\r\n\r\n /** @hidden */\r\n public _subdivisionsX: number;\r\n /** @hidden */\r\n public _subdivisionsY: number;\r\n /** @hidden */\r\n public _width: number;\r\n /** @hidden */\r\n public _height: number;\r\n /** @hidden */\r\n public _minX: number;\r\n /** @hidden */\r\n public _maxX: number;\r\n /** @hidden */\r\n public _minZ: number;\r\n /** @hidden */\r\n public _maxZ: number;\r\n\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n }\r\n\r\n /**\r\n * \"GroundMesh\"\r\n * @returns \"GroundMesh\"\r\n */\r\n public getClassName(): string {\r\n return \"GroundMesh\";\r\n }\r\n\r\n /**\r\n * The minimum of x and y subdivisions\r\n */\r\n public get subdivisions(): number {\r\n return Math.min(this._subdivisionsX, this._subdivisionsY);\r\n }\r\n\r\n /**\r\n * X subdivisions\r\n */\r\n public get subdivisionsX(): number {\r\n return this._subdivisionsX;\r\n }\r\n\r\n /**\r\n * Y subdivisions\r\n */\r\n public get subdivisionsY(): number {\r\n return this._subdivisionsY;\r\n }\r\n\r\n /**\r\n * This function will divide the mesh into submeshes and update an octree to help to select the right submeshes\r\n * for rendering, picking and collision computations. Please note that you must have a decent number of submeshes\r\n * to get performance improvements when using an octree.\r\n * @param chunksCount the number of submeshes the mesh will be divided into\r\n * @param octreeBlocksSize the maximum size of the octree blocks (Default: 32)\r\n */\r\n public optimize(chunksCount: number, octreeBlocksSize = 32): void {\r\n this._subdivisionsX = chunksCount;\r\n this._subdivisionsY = chunksCount;\r\n this.subdivide(chunksCount);\r\n\r\n // Call the octree system optimization if it is defined.\r\n const thisAsAny = this as any;\r\n if (thisAsAny.createOrUpdateSubmeshesOctree) {\r\n thisAsAny.createOrUpdateSubmeshesOctree(octreeBlocksSize);\r\n }\r\n }\r\n\r\n /**\r\n * Returns a height (y) value in the World system :\r\n * the ground altitude at the coordinates (x, z) expressed in the World system.\r\n * @param x x coordinate\r\n * @param z z coordinate\r\n * @returns the ground y position if (x, z) are outside the ground surface.\r\n */\r\n public getHeightAtCoordinates(x: number, z: number): number {\r\n const world = this.getWorldMatrix();\r\n const invMat = TmpVectors.Matrix[5];\r\n world.invertToRef(invMat);\r\n const tmpVect = TmpVectors.Vector3[8];\r\n Vector3.TransformCoordinatesFromFloatsToRef(x, 0.0, z, invMat, tmpVect); // transform x,z in the mesh local space\r\n x = tmpVect.x;\r\n z = tmpVect.z;\r\n if (x < this._minX || x >= this._maxX || z <= this._minZ || z > this._maxZ) {\r\n return this.position.y;\r\n }\r\n if (!this._heightQuads || this._heightQuads.length == 0) {\r\n this._initHeightQuads();\r\n this._computeHeightQuads();\r\n }\r\n const facet = this._getFacetAt(x, z);\r\n const y = -(facet.x * x + facet.z * z + facet.w) / facet.y;\r\n // return y in the World system\r\n Vector3.TransformCoordinatesFromFloatsToRef(0.0, y, 0.0, world, tmpVect);\r\n return tmpVect.y;\r\n }\r\n\r\n /**\r\n * Returns a normalized vector (Vector3) orthogonal to the ground\r\n * at the ground coordinates (x, z) expressed in the World system.\r\n * @param x x coordinate\r\n * @param z z coordinate\r\n * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.\r\n */\r\n public getNormalAtCoordinates(x: number, z: number): Vector3 {\r\n const normal = new Vector3(0.0, 1.0, 0.0);\r\n this.getNormalAtCoordinatesToRef(x, z, normal);\r\n return normal;\r\n }\r\n\r\n /**\r\n * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground\r\n * at the ground coordinates (x, z) expressed in the World system.\r\n * Doesn't update the reference Vector3 if (x, z) are outside the ground surface.\r\n * @param x x coordinate\r\n * @param z z coordinate\r\n * @param ref vector to store the result\r\n * @returns the GroundMesh.\r\n */\r\n public getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh {\r\n const world = this.getWorldMatrix();\r\n const tmpMat = TmpVectors.Matrix[5];\r\n world.invertToRef(tmpMat);\r\n const tmpVect = TmpVectors.Vector3[8];\r\n Vector3.TransformCoordinatesFromFloatsToRef(x, 0.0, z, tmpMat, tmpVect); // transform x,z in the mesh local space\r\n x = tmpVect.x;\r\n z = tmpVect.z;\r\n if (x < this._minX || x > this._maxX || z < this._minZ || z > this._maxZ) {\r\n return this;\r\n }\r\n if (!this._heightQuads || this._heightQuads.length == 0) {\r\n this._initHeightQuads();\r\n this._computeHeightQuads();\r\n }\r\n const facet = this._getFacetAt(x, z);\r\n Vector3.TransformNormalFromFloatsToRef(facet.x, facet.y, facet.z, world, ref);\r\n return this;\r\n }\r\n\r\n /**\r\n * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()\r\n * if the ground has been updated.\r\n * This can be used in the render loop.\r\n * @returns the GroundMesh.\r\n */\r\n public updateCoordinateHeights(): GroundMesh {\r\n if (!this._heightQuads || this._heightQuads.length == 0) {\r\n this._initHeightQuads();\r\n }\r\n this._computeHeightQuads();\r\n return this;\r\n }\r\n\r\n // Returns the element \"facet\" from the heightQuads array relative to (x, z) local coordinates\r\n private _getFacetAt(x: number, z: number): Vector4 {\r\n // retrieve col and row from x, z coordinates in the ground local system\r\n const col = Math.floor(((x + this._maxX) * this._subdivisionsX) / this._width);\r\n const row = Math.floor((-(z + this._maxZ) * this._subdivisionsY) / this._height + this._subdivisionsY);\r\n const quad = this._heightQuads[row * this._subdivisionsX + col];\r\n let facet;\r\n if (z < quad.slope.x * x + quad.slope.y) {\r\n facet = quad.facet1;\r\n } else {\r\n facet = quad.facet2;\r\n }\r\n return facet;\r\n }\r\n\r\n // Creates and populates the heightMap array with \"facet\" elements :\r\n // a quad is two triangular facets separated by a slope, so a \"facet\" element is 1 slope + 2 facets\r\n // slope : Vector2(c, h) = 2D diagonal line equation setting apart two triangular facets in a quad : z = cx + h\r\n // facet1 : Vector4(a, b, c, d) = first facet 3D plane equation : ax + by + cz + d = 0\r\n // facet2 : Vector4(a, b, c, d) = second facet 3D plane equation : ax + by + cz + d = 0\r\n // Returns the GroundMesh.\r\n private _initHeightQuads(): GroundMesh {\r\n const subdivisionsX = this._subdivisionsX;\r\n const subdivisionsY = this._subdivisionsY;\r\n this._heightQuads = new Array();\r\n for (let row = 0; row < subdivisionsY; row++) {\r\n for (let col = 0; col < subdivisionsX; col++) {\r\n const quad = { slope: Vector2.Zero(), facet1: new Vector4(0.0, 0.0, 0.0, 0.0), facet2: new Vector4(0.0, 0.0, 0.0, 0.0) };\r\n this._heightQuads[row * subdivisionsX + col] = quad;\r\n }\r\n }\r\n return this;\r\n }\r\n\r\n // Compute each quad element values and update the the heightMap array :\r\n // slope : Vector2(c, h) = 2D diagonal line equation setting apart two triangular facets in a quad : z = cx + h\r\n // facet1 : Vector4(a, b, c, d) = first facet 3D plane equation : ax + by + cz + d = 0\r\n // facet2 : Vector4(a, b, c, d) = second facet 3D plane equation : ax + by + cz + d = 0\r\n // Returns the GroundMesh.\r\n private _computeHeightQuads(): GroundMesh {\r\n const positions = this.getVerticesData(VertexBuffer.PositionKind);\r\n\r\n if (!positions) {\r\n return this;\r\n }\r\n\r\n const v1 = TmpVectors.Vector3[3];\r\n const v2 = TmpVectors.Vector3[2];\r\n const v3 = TmpVectors.Vector3[1];\r\n const v4 = TmpVectors.Vector3[0];\r\n const v1v2 = TmpVectors.Vector3[4];\r\n const v1v3 = TmpVectors.Vector3[5];\r\n const v1v4 = TmpVectors.Vector3[6];\r\n const norm1 = TmpVectors.Vector3[7];\r\n const norm2 = TmpVectors.Vector3[8];\r\n let i = 0;\r\n let j = 0;\r\n let k = 0;\r\n let cd = 0; // 2D slope coefficient : z = cd * x + h\r\n let h = 0;\r\n let d1 = 0; // facet plane equation : ax + by + cz + d = 0\r\n let d2 = 0;\r\n\r\n const subdivisionsX = this._subdivisionsX;\r\n const subdivisionsY = this._subdivisionsY;\r\n\r\n for (let row = 0; row < subdivisionsY; row++) {\r\n for (let col = 0; col < subdivisionsX; col++) {\r\n i = col * 3;\r\n j = row * (subdivisionsX + 1) * 3;\r\n k = (row + 1) * (subdivisionsX + 1) * 3;\r\n v1.x = positions[j + i];\r\n v1.y = positions[j + i + 1];\r\n v1.z = positions[j + i + 2];\r\n v2.x = positions[j + i + 3];\r\n v2.y = positions[j + i + 4];\r\n v2.z = positions[j + i + 5];\r\n v3.x = positions[k + i];\r\n v3.y = positions[k + i + 1];\r\n v3.z = positions[k + i + 2];\r\n v4.x = positions[k + i + 3];\r\n v4.y = positions[k + i + 4];\r\n v4.z = positions[k + i + 5];\r\n\r\n // 2D slope V1V4\r\n cd = (v4.z - v1.z) / (v4.x - v1.x);\r\n h = v1.z - cd * v1.x; // v1 belongs to the slope\r\n\r\n // facet equations :\r\n // we compute each facet normal vector\r\n // the equation of the facet plane is : norm.x * x + norm.y * y + norm.z * z + d = 0\r\n // we compute the value d by applying the equation to v1 which belongs to the plane\r\n // then we store the facet equation in a Vector4\r\n v2.subtractToRef(v1, v1v2);\r\n v3.subtractToRef(v1, v1v3);\r\n v4.subtractToRef(v1, v1v4);\r\n Vector3.CrossToRef(v1v4, v1v3, norm1); // caution : CrossToRef uses the Tmp class\r\n Vector3.CrossToRef(v1v2, v1v4, norm2);\r\n norm1.normalize();\r\n norm2.normalize();\r\n d1 = -(norm1.x * v1.x + norm1.y * v1.y + norm1.z * v1.z);\r\n d2 = -(norm2.x * v2.x + norm2.y * v2.y + norm2.z * v2.z);\r\n\r\n const quad = this._heightQuads[row * subdivisionsX + col];\r\n quad.slope.copyFromFloats(cd, h);\r\n quad.facet1.copyFromFloats(norm1.x, norm1.y, norm1.z, d1);\r\n quad.facet2.copyFromFloats(norm2.x, norm2.y, norm2.z, d2);\r\n }\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Serializes this ground mesh\r\n * @param serializationObject object to write serialization to\r\n */\r\n public serialize(serializationObject: any): void {\r\n super.serialize(serializationObject);\r\n serializationObject.subdivisionsX = this._subdivisionsX;\r\n serializationObject.subdivisionsY = this._subdivisionsY;\r\n\r\n serializationObject.minX = this._minX;\r\n serializationObject.maxX = this._maxX;\r\n\r\n serializationObject.minZ = this._minZ;\r\n serializationObject.maxZ = this._maxZ;\r\n\r\n serializationObject.width = this._width;\r\n serializationObject.height = this._height;\r\n }\r\n\r\n /**\r\n * Parses a serialized ground mesh\r\n * @param parsedMesh the serialized mesh\r\n * @param scene the scene to create the ground mesh in\r\n * @returns the created ground mesh\r\n */\r\n public static Parse(parsedMesh: any, scene: Scene): GroundMesh {\r\n const result = new GroundMesh(parsedMesh.name, scene);\r\n\r\n result._subdivisionsX = parsedMesh.subdivisionsX || 1;\r\n result._subdivisionsY = parsedMesh.subdivisionsY || 1;\r\n\r\n result._minX = parsedMesh.minX;\r\n result._maxX = parsedMesh.maxX;\r\n\r\n result._minZ = parsedMesh.minZ;\r\n result._maxZ = parsedMesh.maxZ;\r\n\r\n result._width = parsedMesh.width;\r\n result._height = parsedMesh.height;\r\n\r\n return result;\r\n }\r\n}\r\n"]}
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+
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type { Scene } from \"../scene\";\r\nimport { Vector3, Vector2, TmpVectors, Vector4 } from \"../Maths/math.vector\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\n\r\nMesh._GroundMeshParser = (parsedMesh: any, scene: Scene): Mesh => {\r\n return GroundMesh.Parse(parsedMesh, scene);\r\n};\r\n\r\n/**\r\n * Mesh representing the ground\r\n */\r\nexport class GroundMesh extends Mesh {\r\n /** If octree should be generated */\r\n public generateOctree = false;\r\n\r\n private _heightQuads: { slope: Vector2; facet1: Vector4; facet2: Vector4 }[];\r\n\r\n /** @internal */\r\n public _subdivisionsX: number;\r\n /** @internal */\r\n public _subdivisionsY: number;\r\n /** @internal */\r\n public _width: number;\r\n /** @internal */\r\n public _height: number;\r\n /** @internal */\r\n public _minX: number;\r\n /** @internal */\r\n public _maxX: number;\r\n /** @internal */\r\n public _minZ: number;\r\n /** @internal */\r\n public _maxZ: number;\r\n\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n }\r\n\r\n /**\r\n * \"GroundMesh\"\r\n * @returns \"GroundMesh\"\r\n */\r\n public getClassName(): string {\r\n return \"GroundMesh\";\r\n }\r\n\r\n /**\r\n * The minimum of x and y subdivisions\r\n */\r\n public get subdivisions(): number {\r\n return Math.min(this._subdivisionsX, this._subdivisionsY);\r\n }\r\n\r\n /**\r\n * X subdivisions\r\n */\r\n public get subdivisionsX(): number {\r\n return this._subdivisionsX;\r\n }\r\n\r\n /**\r\n * Y subdivisions\r\n */\r\n public get subdivisionsY(): number {\r\n return this._subdivisionsY;\r\n }\r\n\r\n /**\r\n * This function will divide the mesh into submeshes and update an octree to help to select the right submeshes\r\n * for rendering, picking and collision computations. Please note that you must have a decent number of submeshes\r\n * to get performance improvements when using an octree.\r\n * @param chunksCount the number of submeshes the mesh will be divided into\r\n * @param octreeBlocksSize the maximum size of the octree blocks (Default: 32)\r\n */\r\n public optimize(chunksCount: number, octreeBlocksSize = 32): void {\r\n this._subdivisionsX = chunksCount;\r\n this._subdivisionsY = chunksCount;\r\n this.subdivide(chunksCount);\r\n\r\n // Call the octree system optimization if it is defined.\r\n const thisAsAny = this as any;\r\n if (thisAsAny.createOrUpdateSubmeshesOctree) {\r\n thisAsAny.createOrUpdateSubmeshesOctree(octreeBlocksSize);\r\n }\r\n }\r\n\r\n /**\r\n * Returns a height (y) value in the World system :\r\n * the ground altitude at the coordinates (x, z) expressed in the World system.\r\n * @param x x coordinate\r\n * @param z z coordinate\r\n * @returns the ground y position if (x, z) are outside the ground surface.\r\n */\r\n public getHeightAtCoordinates(x: number, z: number): number {\r\n const world = this.getWorldMatrix();\r\n const invMat = TmpVectors.Matrix[5];\r\n world.invertToRef(invMat);\r\n const tmpVect = TmpVectors.Vector3[8];\r\n Vector3.TransformCoordinatesFromFloatsToRef(x, 0.0, z, invMat, tmpVect); // transform x,z in the mesh local space\r\n x = tmpVect.x;\r\n z = tmpVect.z;\r\n if (x < this._minX || x >= this._maxX || z <= this._minZ || z > this._maxZ) {\r\n return this.position.y;\r\n }\r\n if (!this._heightQuads || this._heightQuads.length == 0) {\r\n this._initHeightQuads();\r\n this._computeHeightQuads();\r\n }\r\n const facet = this._getFacetAt(x, z);\r\n const y = -(facet.x * x + facet.z * z + facet.w) / facet.y;\r\n // return y in the World system\r\n Vector3.TransformCoordinatesFromFloatsToRef(0.0, y, 0.0, world, tmpVect);\r\n return tmpVect.y;\r\n }\r\n\r\n /**\r\n * Returns a normalized vector (Vector3) orthogonal to the ground\r\n * at the ground coordinates (x, z) expressed in the World system.\r\n * @param x x coordinate\r\n * @param z z coordinate\r\n * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.\r\n */\r\n public getNormalAtCoordinates(x: number, z: number): Vector3 {\r\n const normal = new Vector3(0.0, 1.0, 0.0);\r\n this.getNormalAtCoordinatesToRef(x, z, normal);\r\n return normal;\r\n }\r\n\r\n /**\r\n * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground\r\n * at the ground coordinates (x, z) expressed in the World system.\r\n * Doesn't update the reference Vector3 if (x, z) are outside the ground surface.\r\n * @param x x coordinate\r\n * @param z z coordinate\r\n * @param ref vector to store the result\r\n * @returns the GroundMesh.\r\n */\r\n public getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh {\r\n const world = this.getWorldMatrix();\r\n const tmpMat = TmpVectors.Matrix[5];\r\n world.invertToRef(tmpMat);\r\n const tmpVect = TmpVectors.Vector3[8];\r\n Vector3.TransformCoordinatesFromFloatsToRef(x, 0.0, z, tmpMat, tmpVect); // transform x,z in the mesh local space\r\n x = tmpVect.x;\r\n z = tmpVect.z;\r\n if (x < this._minX || x > this._maxX || z < this._minZ || z > this._maxZ) {\r\n return this;\r\n }\r\n if (!this._heightQuads || this._heightQuads.length == 0) {\r\n this._initHeightQuads();\r\n this._computeHeightQuads();\r\n }\r\n const facet = this._getFacetAt(x, z);\r\n Vector3.TransformNormalFromFloatsToRef(facet.x, facet.y, facet.z, world, ref);\r\n return this;\r\n }\r\n\r\n /**\r\n * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()\r\n * if the ground has been updated.\r\n * This can be used in the render loop.\r\n * @returns the GroundMesh.\r\n */\r\n public updateCoordinateHeights(): GroundMesh {\r\n if (!this._heightQuads || this._heightQuads.length == 0) {\r\n this._initHeightQuads();\r\n }\r\n this._computeHeightQuads();\r\n return this;\r\n }\r\n\r\n // Returns the element \"facet\" from the heightQuads array relative to (x, z) local coordinates\r\n private _getFacetAt(x: number, z: number): Vector4 {\r\n // retrieve col and row from x, z coordinates in the ground local system\r\n const col = Math.floor(((x + this._maxX) * this._subdivisionsX) / this._width);\r\n const row = Math.floor((-(z + this._maxZ) * this._subdivisionsY) / this._height + this._subdivisionsY);\r\n const quad = this._heightQuads[row * this._subdivisionsX + col];\r\n let facet;\r\n if (z < quad.slope.x * x + quad.slope.y) {\r\n facet = quad.facet1;\r\n } else {\r\n facet = quad.facet2;\r\n }\r\n return facet;\r\n }\r\n\r\n // Creates and populates the heightMap array with \"facet\" elements :\r\n // a quad is two triangular facets separated by a slope, so a \"facet\" element is 1 slope + 2 facets\r\n // slope : Vector2(c, h) = 2D diagonal line equation setting apart two triangular facets in a quad : z = cx + h\r\n // facet1 : Vector4(a, b, c, d) = first facet 3D plane equation : ax + by + cz + d = 0\r\n // facet2 : Vector4(a, b, c, d) = second facet 3D plane equation : ax + by + cz + d = 0\r\n // Returns the GroundMesh.\r\n private _initHeightQuads(): GroundMesh {\r\n const subdivisionsX = this._subdivisionsX;\r\n const subdivisionsY = this._subdivisionsY;\r\n this._heightQuads = new Array();\r\n for (let row = 0; row < subdivisionsY; row++) {\r\n for (let col = 0; col < subdivisionsX; col++) {\r\n const quad = { slope: Vector2.Zero(), facet1: new Vector4(0.0, 0.0, 0.0, 0.0), facet2: new Vector4(0.0, 0.0, 0.0, 0.0) };\r\n this._heightQuads[row * subdivisionsX + col] = quad;\r\n }\r\n }\r\n return this;\r\n }\r\n\r\n // Compute each quad element values and update the the heightMap array :\r\n // slope : Vector2(c, h) = 2D diagonal line equation setting apart two triangular facets in a quad : z = cx + h\r\n // facet1 : Vector4(a, b, c, d) = first facet 3D plane equation : ax + by + cz + d = 0\r\n // facet2 : Vector4(a, b, c, d) = second facet 3D plane equation : ax + by + cz + d = 0\r\n // Returns the GroundMesh.\r\n private _computeHeightQuads(): GroundMesh {\r\n const positions = this.getVerticesData(VertexBuffer.PositionKind);\r\n\r\n if (!positions) {\r\n return this;\r\n }\r\n\r\n const v1 = TmpVectors.Vector3[3];\r\n const v2 = TmpVectors.Vector3[2];\r\n const v3 = TmpVectors.Vector3[1];\r\n const v4 = TmpVectors.Vector3[0];\r\n const v1v2 = TmpVectors.Vector3[4];\r\n const v1v3 = TmpVectors.Vector3[5];\r\n const v1v4 = TmpVectors.Vector3[6];\r\n const norm1 = TmpVectors.Vector3[7];\r\n const norm2 = TmpVectors.Vector3[8];\r\n let i = 0;\r\n let j = 0;\r\n let k = 0;\r\n let cd = 0; // 2D slope coefficient : z = cd * x + h\r\n let h = 0;\r\n let d1 = 0; // facet plane equation : ax + by + cz + d = 0\r\n let d2 = 0;\r\n\r\n const subdivisionsX = this._subdivisionsX;\r\n const subdivisionsY = this._subdivisionsY;\r\n\r\n for (let row = 0; row < subdivisionsY; row++) {\r\n for (let col = 0; col < subdivisionsX; col++) {\r\n i = col * 3;\r\n j = row * (subdivisionsX + 1) * 3;\r\n k = (row + 1) * (subdivisionsX + 1) * 3;\r\n v1.x = positions[j + i];\r\n v1.y = positions[j + i + 1];\r\n v1.z = positions[j + i + 2];\r\n v2.x = positions[j + i + 3];\r\n v2.y = positions[j + i + 4];\r\n v2.z = positions[j + i + 5];\r\n v3.x = positions[k + i];\r\n v3.y = positions[k + i + 1];\r\n v3.z = positions[k + i + 2];\r\n v4.x = positions[k + i + 3];\r\n v4.y = positions[k + i + 4];\r\n v4.z = positions[k + i + 5];\r\n\r\n // 2D slope V1V4\r\n cd = (v4.z - v1.z) / (v4.x - v1.x);\r\n h = v1.z - cd * v1.x; // v1 belongs to the slope\r\n\r\n // facet equations :\r\n // we compute each facet normal vector\r\n // the equation of the facet plane is : norm.x * x + norm.y * y + norm.z * z + d = 0\r\n // we compute the value d by applying the equation to v1 which belongs to the plane\r\n // then we store the facet equation in a Vector4\r\n v2.subtractToRef(v1, v1v2);\r\n v3.subtractToRef(v1, v1v3);\r\n v4.subtractToRef(v1, v1v4);\r\n Vector3.CrossToRef(v1v4, v1v3, norm1); // caution : CrossToRef uses the Tmp class\r\n Vector3.CrossToRef(v1v2, v1v4, norm2);\r\n norm1.normalize();\r\n norm2.normalize();\r\n d1 = -(norm1.x * v1.x + norm1.y * v1.y + norm1.z * v1.z);\r\n d2 = -(norm2.x * v2.x + norm2.y * v2.y + norm2.z * v2.z);\r\n\r\n const quad = this._heightQuads[row * subdivisionsX + col];\r\n quad.slope.copyFromFloats(cd, h);\r\n quad.facet1.copyFromFloats(norm1.x, norm1.y, norm1.z, d1);\r\n quad.facet2.copyFromFloats(norm2.x, norm2.y, norm2.z, d2);\r\n }\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Serializes this ground mesh\r\n * @param serializationObject object to write serialization to\r\n */\r\n public serialize(serializationObject: any): void {\r\n super.serialize(serializationObject);\r\n serializationObject.subdivisionsX = this._subdivisionsX;\r\n serializationObject.subdivisionsY = this._subdivisionsY;\r\n\r\n serializationObject.minX = this._minX;\r\n serializationObject.maxX = this._maxX;\r\n\r\n serializationObject.minZ = this._minZ;\r\n serializationObject.maxZ = this._maxZ;\r\n\r\n serializationObject.width = this._width;\r\n serializationObject.height = this._height;\r\n }\r\n\r\n /**\r\n * Parses a serialized ground mesh\r\n * @param parsedMesh the serialized mesh\r\n * @param scene the scene to create the ground mesh in\r\n * @returns the created ground mesh\r\n */\r\n public static Parse(parsedMesh: any, scene: Scene): GroundMesh {\r\n const result = new GroundMesh(parsedMesh.name, scene);\r\n\r\n result._subdivisionsX = parsedMesh.subdivisionsX || 1;\r\n result._subdivisionsY = parsedMesh.subdivisionsY || 1;\r\n\r\n result._minX = parsedMesh.minX;\r\n result._maxX = parsedMesh.maxX;\r\n\r\n result._minZ = parsedMesh.minZ;\r\n result._maxZ = parsedMesh.maxZ;\r\n\r\n result._width = parsedMesh.width;\r\n result._height = parsedMesh.height;\r\n\r\n return result;\r\n }\r\n}\r\n"]}
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@@ -1 +1 @@
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type { Nullable, FloatArray, IndicesArray } from \"../types\";\r\nimport type { Vector3 } from \"../Maths/math.vector\";\r\nimport { Matrix, TmpVectors } from \"../Maths/math.vector\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { Node } from \"../node\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport type { Material } from \"../Materials/material\";\r\nimport type { Skeleton } from \"../Bones/skeleton\";\r\nimport { DeepCopier } from \"../Misc/deepCopier\";\r\nimport { TransformNode } from \"./transformNode\";\r\nimport type { Light } from \"../Lights/light\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\n\r\nMesh._instancedMeshFactory = (name: string, mesh: Mesh): InstancedMesh => {\r\n const instance = new InstancedMesh(name, mesh);\r\n\r\n if (mesh.instancedBuffers) {\r\n instance.instancedBuffers = {};\r\n\r\n for (const key in mesh.instancedBuffers) {\r\n instance.instancedBuffers[key] = mesh.instancedBuffers[key];\r\n }\r\n }\r\n\r\n return instance;\r\n};\r\n\r\n/**\r\n * Creates an instance based on a source mesh.\r\n */\r\nexport class InstancedMesh extends AbstractMesh {\r\n private _sourceMesh: Mesh;\r\n private _currentLOD: Mesh;\r\n private _billboardWorldMatrix: Matrix;\r\n\r\n /** @hidden */\r\n public _indexInSourceMeshInstanceArray = -1;\r\n /** @hidden */\r\n public _distanceToCamera: number = 0;\r\n /** @hidden */\r\n public _previousWorldMatrix: Nullable<Matrix>;\r\n\r\n constructor(name: string, source: Mesh) {\r\n super(name, source.getScene());\r\n\r\n source.addInstance(this);\r\n\r\n this._sourceMesh = source;\r\n\r\n this._unIndexed = source._unIndexed;\r\n\r\n this.position.copyFrom(source.position);\r\n this.rotation.copyFrom(source.rotation);\r\n this.scaling.copyFrom(source.scaling);\r\n\r\n if (source.rotationQuaternion) {\r\n this.rotationQuaternion = source.rotationQuaternion.clone();\r\n }\r\n\r\n this.animations = source.animations.slice();\r\n for (const range of source.getAnimationRanges()) {\r\n if (range != null) {\r\n this.createAnimationRange(range.name, range.from, range.to);\r\n }\r\n }\r\n\r\n this.infiniteDistance = source.infiniteDistance;\r\n\r\n this.setPivotMatrix(source.getPivotMatrix());\r\n\r\n this.refreshBoundingInfo(true, true);\r\n this._syncSubMeshes();\r\n }\r\n\r\n /**\r\n * Returns the string \"InstancedMesh\".\r\n */\r\n public getClassName(): string {\r\n return \"InstancedMesh\";\r\n }\r\n\r\n /** Gets the list of lights affecting that mesh */\r\n public get lightSources(): Light[] {\r\n return this._sourceMesh._lightSources;\r\n }\r\n\r\n public _resyncLightSources(): void {\r\n // Do nothing as all the work will be done by source mesh\r\n }\r\n\r\n public _resyncLightSource(): void {\r\n // Do nothing as all the work will be done by source mesh\r\n }\r\n\r\n public _removeLightSource(): void {\r\n // Do nothing as all the work will be done by source mesh\r\n }\r\n\r\n // Methods\r\n /**\r\n * If the source mesh receives shadows\r\n */\r\n public get receiveShadows(): boolean {\r\n return this._sourceMesh.receiveShadows;\r\n }\r\n\r\n /**\r\n * The material of the source mesh\r\n */\r\n public get material(): Nullable<Material> {\r\n return this._sourceMesh.material;\r\n }\r\n\r\n /**\r\n * Visibility of the source mesh\r\n */\r\n public get visibility(): number {\r\n return this._sourceMesh.visibility;\r\n }\r\n\r\n /**\r\n * Skeleton of the source mesh\r\n */\r\n public get skeleton(): Nullable<Skeleton> {\r\n return this._sourceMesh.skeleton;\r\n }\r\n\r\n /**\r\n * Rendering ground id of the source mesh\r\n */\r\n public get renderingGroupId(): number {\r\n return this._sourceMesh.renderingGroupId;\r\n }\r\n\r\n public set renderingGroupId(value: number) {\r\n if (!this._sourceMesh || value === this._sourceMesh.renderingGroupId) {\r\n return;\r\n }\r\n\r\n //no-op with warning\r\n Logger.Warn(\"Note - setting renderingGroupId of an instanced mesh has no effect on the scene\");\r\n }\r\n\r\n /**\r\n * Returns the total number of vertices (integer).\r\n */\r\n public getTotalVertices(): number {\r\n return this._sourceMesh ? this._sourceMesh.getTotalVertices() : 0;\r\n }\r\n\r\n /**\r\n * Returns a positive integer : the total number of indices in this mesh geometry.\r\n * @returns the number of indices or zero if the mesh has no geometry.\r\n */\r\n public getTotalIndices(): number {\r\n return this._sourceMesh.getTotalIndices();\r\n }\r\n\r\n /**\r\n * The source mesh of the instance\r\n */\r\n public get sourceMesh(): Mesh {\r\n return this._sourceMesh;\r\n }\r\n\r\n /**\r\n * Creates a new InstancedMesh object from the mesh model.\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_instances\r\n * @param name defines the name of the new instance\r\n * @returns a new InstancedMesh\r\n */\r\n public createInstance(name: string): InstancedMesh {\r\n return this._sourceMesh.createInstance(name);\r\n }\r\n\r\n /**\r\n * Is this node ready to be used/rendered\r\n * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)\r\n * @returns {boolean} is it ready\r\n */\r\n public isReady(completeCheck = false): boolean {\r\n return this._sourceMesh.isReady(completeCheck, true);\r\n }\r\n\r\n /**\r\n * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.\r\n * @param kind kind of verticies to retrieve (eg. positions, normals, uvs, etc.)\r\n * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.\r\n * @returns a float array or a Float32Array of the requested kind of data : positions, normals, uvs, etc.\r\n */\r\n public getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray> {\r\n return this._sourceMesh.getVerticesData(kind, copyWhenShared);\r\n }\r\n\r\n /**\r\n * Sets the vertex data of the mesh geometry for the requested `kind`.\r\n * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.\r\n * The `data` are either a numeric array either a Float32Array.\r\n * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initially none) or updater.\r\n * The parameter `stride` is an optional positive integer, it is usually automatically deducted from the `kind` (3 for positions or normals, 2 for UV, etc).\r\n * Note that a new underlying VertexBuffer object is created each call.\r\n * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.\r\n *\r\n * Possible `kind` values :\r\n * - VertexBuffer.PositionKind\r\n * - VertexBuffer.UVKind\r\n * - VertexBuffer.UV2Kind\r\n * - VertexBuffer.UV3Kind\r\n * - VertexBuffer.UV4Kind\r\n * - VertexBuffer.UV5Kind\r\n * - VertexBuffer.UV6Kind\r\n * - VertexBuffer.ColorKind\r\n * - VertexBuffer.MatricesIndicesKind\r\n * - VertexBuffer.MatricesIndicesExtraKind\r\n * - VertexBuffer.MatricesWeightsKind\r\n * - VertexBuffer.MatricesWeightsExtraKind\r\n *\r\n * Returns the Mesh.\r\n * @param kind\r\n * @param data\r\n * @param updatable\r\n * @param stride\r\n */\r\n public setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh {\r\n if (this.sourceMesh) {\r\n this.sourceMesh.setVerticesData(kind, data, updatable, stride);\r\n }\r\n return this.sourceMesh;\r\n }\r\n\r\n /**\r\n * Updates the existing vertex data of the mesh geometry for the requested `kind`.\r\n * If the mesh has no geometry, it is simply returned as it is.\r\n * The `data` are either a numeric array either a Float32Array.\r\n * No new underlying VertexBuffer object is created.\r\n * If the `kind` is the `PositionKind` and if `updateExtends` is true, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.\r\n * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.\r\n *\r\n * Possible `kind` values :\r\n * - VertexBuffer.PositionKind\r\n * - VertexBuffer.UVKind\r\n * - VertexBuffer.UV2Kind\r\n * - VertexBuffer.UV3Kind\r\n * - VertexBuffer.UV4Kind\r\n * - VertexBuffer.UV5Kind\r\n * - VertexBuffer.UV6Kind\r\n * - VertexBuffer.ColorKind\r\n * - VertexBuffer.MatricesIndicesKind\r\n * - VertexBuffer.MatricesIndicesExtraKind\r\n * - VertexBuffer.MatricesWeightsKind\r\n * - VertexBuffer.MatricesWeightsExtraKind\r\n *\r\n * Returns the Mesh.\r\n * @param kind\r\n * @param data\r\n * @param updateExtends\r\n * @param makeItUnique\r\n */\r\n public updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh {\r\n if (this.sourceMesh) {\r\n this.sourceMesh.updateVerticesData(kind, data, updateExtends, makeItUnique);\r\n }\r\n return this.sourceMesh;\r\n }\r\n\r\n /**\r\n * Sets the mesh indices.\r\n * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).\r\n * If the mesh has no geometry, a new Geometry object is created and set to the mesh.\r\n * This method creates a new index buffer each call.\r\n * Returns the Mesh.\r\n * @param indices\r\n * @param totalVertices\r\n */\r\n public setIndices(indices: IndicesArray, totalVertices: Nullable<number> = null): Mesh {\r\n if (this.sourceMesh) {\r\n this.sourceMesh.setIndices(indices, totalVertices);\r\n }\r\n return this.sourceMesh;\r\n }\r\n\r\n /**\r\n * Boolean : True if the mesh owns the requested kind of data.\r\n * @param kind\r\n */\r\n public isVerticesDataPresent(kind: string): boolean {\r\n return this._sourceMesh.isVerticesDataPresent(kind);\r\n }\r\n\r\n /**\r\n * Returns an array of indices (IndicesArray).\r\n */\r\n public getIndices(): Nullable<IndicesArray> {\r\n return this._sourceMesh.getIndices();\r\n }\r\n\r\n public get _positions(): Nullable<Vector3[]> {\r\n return this._sourceMesh._positions;\r\n }\r\n\r\n /**\r\n * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.\r\n * This means the mesh underlying bounding box and sphere are recomputed.\r\n * @param applySkeleton defines whether to apply the skeleton before computing the bounding info\r\n * @param applyMorph defines whether to apply the morph target before computing the bounding info\r\n * @returns the current mesh\r\n */\r\n public refreshBoundingInfo(applySkeleton: boolean = false, applyMorph: boolean = false): InstancedMesh {\r\n if (this.hasBoundingInfo && this.getBoundingInfo().isLocked) {\r\n return this;\r\n }\r\n\r\n const bias = this._sourceMesh.geometry ? this._sourceMesh.geometry.boundingBias : null;\r\n this._refreshBoundingInfo(this._sourceMesh._getPositionData(applySkeleton, applyMorph), bias);\r\n return this;\r\n }\r\n\r\n /** @hidden */\r\n public _preActivate(): InstancedMesh {\r\n if (this._currentLOD) {\r\n this._currentLOD._preActivate();\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * @param renderId\r\n * @param intermediateRendering\r\n * @hidden\r\n */\r\n public _activate(renderId: number, intermediateRendering: boolean): boolean {\r\n super._activate(renderId, intermediateRendering);\r\n\r\n if (!this._sourceMesh.subMeshes) {\r\n Logger.Warn(\"Instances should only be created for meshes with geometry.\");\r\n }\r\n\r\n if (this._currentLOD) {\r\n const differentSign = this._currentLOD._getWorldMatrixDeterminant() >= 0 !== this._getWorldMatrixDeterminant() >= 0;\r\n if (differentSign) {\r\n this._internalAbstractMeshDataInfo._actAsRegularMesh = true;\r\n return true;\r\n }\r\n this._internalAbstractMeshDataInfo._actAsRegularMesh = false;\r\n\r\n this._currentLOD._registerInstanceForRenderId(this, renderId);\r\n\r\n if (intermediateRendering) {\r\n if (!this._currentLOD._internalAbstractMeshDataInfo._isActiveIntermediate) {\r\n this._currentLOD._internalAbstractMeshDataInfo._onlyForInstancesIntermediate = true;\r\n return true;\r\n }\r\n } else {\r\n if (!this._currentLOD._internalAbstractMeshDataInfo._isActive) {\r\n this._currentLOD._internalAbstractMeshDataInfo._onlyForInstances = true;\r\n return true;\r\n }\r\n }\r\n }\r\n return false;\r\n }\r\n\r\n /** @hidden */\r\n public _postActivate(): void {\r\n if (this._sourceMesh.edgesShareWithInstances && this._sourceMesh._edgesRenderer && this._sourceMesh._edgesRenderer.isEnabled && this._sourceMesh._renderingGroup) {\r\n // we are using the edge renderer of the source mesh\r\n this._sourceMesh._renderingGroup._edgesRenderers.pushNoDuplicate(this._sourceMesh._edgesRenderer);\r\n this._sourceMesh._edgesRenderer.customInstances.push(this.getWorldMatrix());\r\n } else if (this._edgesRenderer && this._edgesRenderer.isEnabled && this._sourceMesh._renderingGroup) {\r\n // we are using the edge renderer defined for this instance\r\n this._sourceMesh._renderingGroup._edgesRenderers.push(this._edgesRenderer);\r\n }\r\n }\r\n\r\n public getWorldMatrix(): Matrix {\r\n if (this._currentLOD && this._currentLOD.billboardMode !== TransformNode.BILLBOARDMODE_NONE && this._currentLOD._masterMesh !== this) {\r\n if (!this._billboardWorldMatrix) {\r\n this._billboardWorldMatrix = new Matrix();\r\n }\r\n const tempMaster = this._currentLOD._masterMesh;\r\n this._currentLOD._masterMesh = this;\r\n TmpVectors.Vector3[7].copyFrom(this._currentLOD.position);\r\n this._currentLOD.position.set(0, 0, 0);\r\n this._billboardWorldMatrix.copyFrom(this._currentLOD.computeWorldMatrix(true));\r\n this._currentLOD.position.copyFrom(TmpVectors.Vector3[7]);\r\n this._currentLOD._masterMesh = tempMaster;\r\n return this._billboardWorldMatrix;\r\n }\r\n\r\n return super.getWorldMatrix();\r\n }\r\n\r\n public get isAnInstance(): boolean {\r\n return true;\r\n }\r\n\r\n /**\r\n * Returns the current associated LOD AbstractMesh.\r\n * @param camera\r\n */\r\n public getLOD(camera: Camera): AbstractMesh {\r\n if (!camera) {\r\n return this;\r\n }\r\n\r\n const sourceMeshLODLevels = this.sourceMesh.getLODLevels();\r\n if (!sourceMeshLODLevels || sourceMeshLODLevels.length === 0) {\r\n this._currentLOD = this.sourceMesh;\r\n } else {\r\n const boundingInfo = this.getBoundingInfo();\r\n this._currentLOD = <Mesh>this.sourceMesh.getLOD(camera, boundingInfo.boundingSphere);\r\n }\r\n\r\n return this._currentLOD;\r\n }\r\n\r\n /**\r\n * @param renderId\r\n * @hidden\r\n */\r\n public _preActivateForIntermediateRendering(renderId: number): Mesh {\r\n return <Mesh>this.sourceMesh._preActivateForIntermediateRendering(renderId);\r\n }\r\n\r\n /** @hidden */\r\n public _syncSubMeshes(): InstancedMesh {\r\n this.releaseSubMeshes();\r\n if (this._sourceMesh.subMeshes) {\r\n for (let index = 0; index < this._sourceMesh.subMeshes.length; index++) {\r\n this._sourceMesh.subMeshes[index].clone(this, this._sourceMesh);\r\n }\r\n }\r\n return this;\r\n }\r\n\r\n /** @hidden */\r\n public _generatePointsArray(): boolean {\r\n return this._sourceMesh._generatePointsArray();\r\n }\r\n\r\n /** @hidden */\r\n public _updateBoundingInfo(): AbstractMesh {\r\n if (this.hasBoundingInfo) {\r\n this.getBoundingInfo().update(this.worldMatrixFromCache);\r\n } else {\r\n this.buildBoundingInfo(this.absolutePosition, this.absolutePosition, this.worldMatrixFromCache);\r\n }\r\n this._updateSubMeshesBoundingInfo(this.worldMatrixFromCache);\r\n return this;\r\n }\r\n\r\n /**\r\n * Creates a new InstancedMesh from the current mesh.\r\n *\r\n * Returns the clone.\r\n * @param name the cloned mesh name\r\n * @param newParent the optional Node to parent the clone to.\r\n * @param doNotCloneChildren if `true` the model children aren't cloned.\r\n * @param newSourceMesh if set this mesh will be used as the source mesh instead of ths instance's one\r\n * @returns the clone\r\n */\r\n public clone(name: string, newParent: Nullable<Node> = null, doNotCloneChildren?: boolean, newSourceMesh?: Mesh): InstancedMesh {\r\n const result = (newSourceMesh || this._sourceMesh).createInstance(name);\r\n\r\n // Deep copy\r\n DeepCopier.DeepCopy(\r\n this,\r\n result,\r\n [\r\n \"name\",\r\n \"subMeshes\",\r\n \"uniqueId\",\r\n \"parent\",\r\n \"lightSources\",\r\n \"receiveShadows\",\r\n \"material\",\r\n \"visibility\",\r\n \"skeleton\",\r\n \"sourceMesh\",\r\n \"isAnInstance\",\r\n \"facetNb\",\r\n \"isFacetDataEnabled\",\r\n \"isBlocked\",\r\n \"useBones\",\r\n \"hasInstances\",\r\n \"collider\",\r\n \"edgesRenderer\",\r\n \"forward\",\r\n \"up\",\r\n \"right\",\r\n \"absolutePosition\",\r\n \"absoluteScaling\",\r\n \"absoluteRotationQuaternion\",\r\n \"isWorldMatrixFrozen\",\r\n \"nonUniformScaling\",\r\n \"behaviors\",\r\n \"worldMatrixFromCache\",\r\n \"hasThinInstances\",\r\n \"hasBoundingInfo\",\r\n ],\r\n []\r\n );\r\n\r\n // Bounding info\r\n this.refreshBoundingInfo();\r\n\r\n // Parent\r\n if (newParent) {\r\n result.parent = newParent;\r\n }\r\n\r\n if (!doNotCloneChildren) {\r\n // Children\r\n for (let index = 0; index < this.getScene().meshes.length; index++) {\r\n const mesh = this.getScene().meshes[index];\r\n\r\n if (mesh.parent === this) {\r\n mesh.clone(mesh.name, result);\r\n }\r\n }\r\n }\r\n\r\n result.computeWorldMatrix(true);\r\n\r\n this.onClonedObservable.notifyObservers(result);\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Disposes the InstancedMesh.\r\n * Returns nothing.\r\n * @param doNotRecurse\r\n * @param disposeMaterialAndTextures\r\n */\r\n public dispose(doNotRecurse?: boolean, disposeMaterialAndTextures = false): void {\r\n // Remove from mesh\r\n this._sourceMesh.removeInstance(this);\r\n super.dispose(doNotRecurse, disposeMaterialAndTextures);\r\n }\r\n\r\n /**\r\n * @param serializationObject\r\n * @hidden\r\n */\r\n public _serializeAsParent(serializationObject: any) {\r\n super._serializeAsParent(serializationObject);\r\n\r\n serializationObject.parentId = this._sourceMesh.uniqueId;\r\n serializationObject.parentInstanceIndex = this._indexInSourceMeshInstanceArray;\r\n }\r\n\r\n /**\r\n * Instantiate (when possible) or clone that node with its hierarchy\r\n * @param newParent defines the new parent to use for the instance (or clone)\r\n * @param options defines options to configure how copy is done\r\n * @param options.doNotInstantiate defines if the model must be instantiated or just cloned\r\n * @param options.newSourcedMesh newSourcedMesh the new source mesh for the instance (or clone)\r\n * @param onNewNodeCreated defines an option callback to call when a clone or an instance is created\r\n * @returns an instance (or a clone) of the current node with its hierarchy\r\n */\r\n public instantiateHierarchy(\r\n newParent: Nullable<TransformNode> = null,\r\n options?: { doNotInstantiate: boolean | ((node: TransformNode) => boolean); newSourcedMesh?: Mesh },\r\n onNewNodeCreated?: (source: TransformNode, clone: TransformNode) => void\r\n ): Nullable<TransformNode> {\r\n const clone = this.clone(\"Clone of \" + (this.name || this.id), newParent || this.parent, true, options && options.newSourcedMesh);\r\n\r\n if (clone) {\r\n if (onNewNodeCreated) {\r\n onNewNodeCreated(this, clone);\r\n }\r\n }\r\n\r\n for (const child of this.getChildTransformNodes(true)) {\r\n child.instantiateHierarchy(clone, options, onNewNodeCreated);\r\n }\r\n\r\n return clone;\r\n }\r\n}\r\n\r\ndeclare module \"./mesh\" {\r\n export interface Mesh {\r\n /**\r\n * Register a custom buffer that will be instanced\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_instances#custom-buffers\r\n * @param kind defines the buffer kind\r\n * @param stride defines the stride in floats\r\n */\r\n registerInstancedBuffer(kind: string, stride: number): void;\r\n\r\n /**\r\n * Invalidate VertexArrayObjects belonging to the mesh (but not to the Geometry of the mesh).\r\n */\r\n _invalidateInstanceVertexArrayObject(): void;\r\n\r\n /**\r\n * true to use the edge renderer for all instances of this mesh\r\n */\r\n edgesShareWithInstances: boolean;\r\n\r\n /** @hidden */\r\n _userInstancedBuffersStorage: {\r\n data: { [key: string]: Float32Array };\r\n sizes: { [key: string]: number };\r\n vertexBuffers: { [key: string]: Nullable<VertexBuffer> };\r\n strides: { [key: string]: number };\r\n vertexArrayObjects?: { [key: string]: WebGLVertexArrayObject };\r\n };\r\n }\r\n}\r\n\r\ndeclare module \"./abstractMesh\" {\r\n export interface AbstractMesh {\r\n /**\r\n * Object used to store instanced buffers defined by user\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_instances#custom-buffers\r\n */\r\n instancedBuffers: { [key: string]: any };\r\n }\r\n}\r\n\r\nMesh.prototype.registerInstancedBuffer = function (kind: string, stride: number): void {\r\n // Remove existing one\r\n this._userInstancedBuffersStorage?.vertexBuffers[kind]?.dispose();\r\n\r\n // Creates the instancedBuffer field if not present\r\n if (!this.instancedBuffers) {\r\n this.instancedBuffers = {};\r\n\r\n for (const instance of this.instances) {\r\n instance.instancedBuffers = {};\r\n }\r\n\r\n if (!this._userInstancedBuffersStorage) {\r\n this._userInstancedBuffersStorage = {\r\n data: {},\r\n vertexBuffers: {},\r\n strides: {},\r\n sizes: {},\r\n vertexArrayObjects: this.getEngine().getCaps().vertexArrayObject ? {} : undefined,\r\n };\r\n }\r\n }\r\n\r\n // Creates an empty property for this kind\r\n this.instancedBuffers[kind] = null;\r\n\r\n this._userInstancedBuffersStorage.strides[kind] = stride;\r\n this._userInstancedBuffersStorage.sizes[kind] = stride * 32; // Initial size\r\n this._userInstancedBuffersStorage.data[kind] = new Float32Array(this._userInstancedBuffersStorage.sizes[kind]);\r\n this._userInstancedBuffersStorage.vertexBuffers[kind] = new VertexBuffer(this.getEngine(), this._userInstancedBuffersStorage.data[kind], kind, true, false, stride, true);\r\n\r\n for (const instance of this.instances) {\r\n instance.instancedBuffers[kind] = null;\r\n }\r\n\r\n this._invalidateInstanceVertexArrayObject();\r\n\r\n this._markSubMeshesAsAttributesDirty();\r\n};\r\n\r\nMesh.prototype._processInstancedBuffers = function (visibleInstances: InstancedMesh[], renderSelf: boolean) {\r\n const instanceCount = visibleInstances.length;\r\n\r\n for (const kind in this.instancedBuffers) {\r\n let size = this._userInstancedBuffersStorage.sizes[kind];\r\n const stride = this._userInstancedBuffersStorage.strides[kind];\r\n\r\n // Resize if required\r\n const expectedSize = (instanceCount + 1) * stride;\r\n\r\n while (size < expectedSize) {\r\n size *= 2;\r\n }\r\n\r\n if (this._userInstancedBuffersStorage.data[kind].length != size) {\r\n this._userInstancedBuffersStorage.data[kind] = new Float32Array(size);\r\n this._userInstancedBuffersStorage.sizes[kind] = size;\r\n if (this._userInstancedBuffersStorage.vertexBuffers[kind]) {\r\n this._userInstancedBuffersStorage.vertexBuffers[kind]!.dispose();\r\n this._userInstancedBuffersStorage.vertexBuffers[kind] = null;\r\n }\r\n }\r\n\r\n const data = this._userInstancedBuffersStorage.data[kind];\r\n\r\n // Update data buffer\r\n let offset = 0;\r\n if (renderSelf) {\r\n const value = this.instancedBuffers[kind];\r\n\r\n if (value.toArray) {\r\n value.toArray(data, offset);\r\n } else if (value.copyToArray) {\r\n value.copyToArray(data, offset);\r\n } else {\r\n data[offset] = value;\r\n }\r\n\r\n offset += stride;\r\n }\r\n\r\n for (let instanceIndex = 0; instanceIndex < instanceCount; instanceIndex++) {\r\n const instance = visibleInstances[instanceIndex]!;\r\n\r\n const value = instance.instancedBuffers[kind];\r\n\r\n if (value.toArray) {\r\n value.toArray(data, offset);\r\n } else if (value.copyToArray) {\r\n value.copyToArray(data, offset);\r\n } else {\r\n data[offset] = value;\r\n }\r\n\r\n offset += stride;\r\n }\r\n\r\n // Update vertex buffer\r\n if (!this._userInstancedBuffersStorage.vertexBuffers[kind]) {\r\n this._userInstancedBuffersStorage.vertexBuffers[kind] = new VertexBuffer(\r\n this.getEngine(),\r\n this._userInstancedBuffersStorage.data[kind],\r\n kind,\r\n true,\r\n false,\r\n stride,\r\n true\r\n );\r\n this._invalidateInstanceVertexArrayObject();\r\n } else {\r\n this._userInstancedBuffersStorage.vertexBuffers[kind]!.updateDirectly(data, 0);\r\n }\r\n }\r\n};\r\n\r\nMesh.prototype._invalidateInstanceVertexArrayObject = function () {\r\n if (!this._userInstancedBuffersStorage || this._userInstancedBuffersStorage.vertexArrayObjects === undefined) {\r\n return;\r\n }\r\n\r\n for (const kind in this._userInstancedBuffersStorage.vertexArrayObjects) {\r\n this.getEngine().releaseVertexArrayObject(this._userInstancedBuffersStorage.vertexArrayObjects[kind]);\r\n }\r\n\r\n this._userInstancedBuffersStorage.vertexArrayObjects = {};\r\n};\r\n\r\nMesh.prototype._disposeInstanceSpecificData = function () {\r\n if (this._instanceDataStorage.instancesBuffer) {\r\n this._instanceDataStorage.instancesBuffer.dispose();\r\n this._instanceDataStorage.instancesBuffer = null;\r\n }\r\n\r\n while (this.instances.length) {\r\n this.instances[0].dispose();\r\n }\r\n\r\n for (const kind in this.instancedBuffers) {\r\n if (this._userInstancedBuffersStorage.vertexBuffers[kind]) {\r\n this._userInstancedBuffersStorage.vertexBuffers[kind]!.dispose();\r\n }\r\n }\r\n\r\n this._invalidateInstanceVertexArrayObject();\r\n\r\n this.instancedBuffers = {};\r\n};\r\n"]}
|
|
1
|
+
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type { Nullable, FloatArray, IndicesArray } from \"../types\";\r\nimport type { Vector3 } from \"../Maths/math.vector\";\r\nimport { Matrix, TmpVectors } from \"../Maths/math.vector\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { Node } from \"../node\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport type { Material } from \"../Materials/material\";\r\nimport type { Skeleton } from \"../Bones/skeleton\";\r\nimport { DeepCopier } from \"../Misc/deepCopier\";\r\nimport { TransformNode } from \"./transformNode\";\r\nimport type { Light } from \"../Lights/light\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\n\r\nMesh._instancedMeshFactory = (name: string, mesh: Mesh): InstancedMesh => {\r\n const instance = new InstancedMesh(name, mesh);\r\n\r\n if (mesh.instancedBuffers) {\r\n instance.instancedBuffers = {};\r\n\r\n for (const key in mesh.instancedBuffers) {\r\n instance.instancedBuffers[key] = mesh.instancedBuffers[key];\r\n }\r\n }\r\n\r\n return instance;\r\n};\r\n\r\n/**\r\n * Creates an instance based on a source mesh.\r\n */\r\nexport class InstancedMesh extends AbstractMesh {\r\n private _sourceMesh: Mesh;\r\n private _currentLOD: Mesh;\r\n private _billboardWorldMatrix: Matrix;\r\n\r\n /** @internal */\r\n public _indexInSourceMeshInstanceArray = -1;\r\n /** @internal */\r\n public _distanceToCamera: number = 0;\r\n /** @internal */\r\n public _previousWorldMatrix: Nullable<Matrix>;\r\n\r\n constructor(name: string, source: Mesh) {\r\n super(name, source.getScene());\r\n\r\n source.addInstance(this);\r\n\r\n this._sourceMesh = source;\r\n\r\n this._unIndexed = source._unIndexed;\r\n\r\n this.position.copyFrom(source.position);\r\n this.rotation.copyFrom(source.rotation);\r\n this.scaling.copyFrom(source.scaling);\r\n\r\n if (source.rotationQuaternion) {\r\n this.rotationQuaternion = source.rotationQuaternion.clone();\r\n }\r\n\r\n this.animations = source.animations.slice();\r\n for (const range of source.getAnimationRanges()) {\r\n if (range != null) {\r\n this.createAnimationRange(range.name, range.from, range.to);\r\n }\r\n }\r\n\r\n this.infiniteDistance = source.infiniteDistance;\r\n\r\n this.setPivotMatrix(source.getPivotMatrix());\r\n\r\n this.refreshBoundingInfo(true, true);\r\n this._syncSubMeshes();\r\n }\r\n\r\n /**\r\n * Returns the string \"InstancedMesh\".\r\n */\r\n public getClassName(): string {\r\n return \"InstancedMesh\";\r\n }\r\n\r\n /** Gets the list of lights affecting that mesh */\r\n public get lightSources(): Light[] {\r\n return this._sourceMesh._lightSources;\r\n }\r\n\r\n public _resyncLightSources(): void {\r\n // Do nothing as all the work will be done by source mesh\r\n }\r\n\r\n public _resyncLightSource(): void {\r\n // Do nothing as all the work will be done by source mesh\r\n }\r\n\r\n public _removeLightSource(): void {\r\n // Do nothing as all the work will be done by source mesh\r\n }\r\n\r\n // Methods\r\n /**\r\n * If the source mesh receives shadows\r\n */\r\n public get receiveShadows(): boolean {\r\n return this._sourceMesh.receiveShadows;\r\n }\r\n\r\n /**\r\n * The material of the source mesh\r\n */\r\n public get material(): Nullable<Material> {\r\n return this._sourceMesh.material;\r\n }\r\n\r\n /**\r\n * Visibility of the source mesh\r\n */\r\n public get visibility(): number {\r\n return this._sourceMesh.visibility;\r\n }\r\n\r\n /**\r\n * Skeleton of the source mesh\r\n */\r\n public get skeleton(): Nullable<Skeleton> {\r\n return this._sourceMesh.skeleton;\r\n }\r\n\r\n /**\r\n * Rendering ground id of the source mesh\r\n */\r\n public get renderingGroupId(): number {\r\n return this._sourceMesh.renderingGroupId;\r\n }\r\n\r\n public set renderingGroupId(value: number) {\r\n if (!this._sourceMesh || value === this._sourceMesh.renderingGroupId) {\r\n return;\r\n }\r\n\r\n //no-op with warning\r\n Logger.Warn(\"Note - setting renderingGroupId of an instanced mesh has no effect on the scene\");\r\n }\r\n\r\n /**\r\n * Returns the total number of vertices (integer).\r\n */\r\n public getTotalVertices(): number {\r\n return this._sourceMesh ? this._sourceMesh.getTotalVertices() : 0;\r\n }\r\n\r\n /**\r\n * Returns a positive integer : the total number of indices in this mesh geometry.\r\n * @returns the number of indices or zero if the mesh has no geometry.\r\n */\r\n public getTotalIndices(): number {\r\n return this._sourceMesh.getTotalIndices();\r\n }\r\n\r\n /**\r\n * The source mesh of the instance\r\n */\r\n public get sourceMesh(): Mesh {\r\n return this._sourceMesh;\r\n }\r\n\r\n /**\r\n * Creates a new InstancedMesh object from the mesh model.\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_instances\r\n * @param name defines the name of the new instance\r\n * @returns a new InstancedMesh\r\n */\r\n public createInstance(name: string): InstancedMesh {\r\n return this._sourceMesh.createInstance(name);\r\n }\r\n\r\n /**\r\n * Is this node ready to be used/rendered\r\n * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)\r\n * @returns {boolean} is it ready\r\n */\r\n public isReady(completeCheck = false): boolean {\r\n return this._sourceMesh.isReady(completeCheck, true);\r\n }\r\n\r\n /**\r\n * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.\r\n * @param kind kind of verticies to retrieve (eg. positions, normals, uvs, etc.)\r\n * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.\r\n * @returns a float array or a Float32Array of the requested kind of data : positions, normals, uvs, etc.\r\n */\r\n public getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray> {\r\n return this._sourceMesh.getVerticesData(kind, copyWhenShared);\r\n }\r\n\r\n /**\r\n * Sets the vertex data of the mesh geometry for the requested `kind`.\r\n * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.\r\n * The `data` are either a numeric array either a Float32Array.\r\n * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initially none) or updater.\r\n * The parameter `stride` is an optional positive integer, it is usually automatically deducted from the `kind` (3 for positions or normals, 2 for UV, etc).\r\n * Note that a new underlying VertexBuffer object is created each call.\r\n * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.\r\n *\r\n * Possible `kind` values :\r\n * - VertexBuffer.PositionKind\r\n * - VertexBuffer.UVKind\r\n * - VertexBuffer.UV2Kind\r\n * - VertexBuffer.UV3Kind\r\n * - VertexBuffer.UV4Kind\r\n * - VertexBuffer.UV5Kind\r\n * - VertexBuffer.UV6Kind\r\n * - VertexBuffer.ColorKind\r\n * - VertexBuffer.MatricesIndicesKind\r\n * - VertexBuffer.MatricesIndicesExtraKind\r\n * - VertexBuffer.MatricesWeightsKind\r\n * - VertexBuffer.MatricesWeightsExtraKind\r\n *\r\n * Returns the Mesh.\r\n * @param kind\r\n * @param data\r\n * @param updatable\r\n * @param stride\r\n */\r\n public setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh {\r\n if (this.sourceMesh) {\r\n this.sourceMesh.setVerticesData(kind, data, updatable, stride);\r\n }\r\n return this.sourceMesh;\r\n }\r\n\r\n /**\r\n * Updates the existing vertex data of the mesh geometry for the requested `kind`.\r\n * If the mesh has no geometry, it is simply returned as it is.\r\n * The `data` are either a numeric array either a Float32Array.\r\n * No new underlying VertexBuffer object is created.\r\n * If the `kind` is the `PositionKind` and if `updateExtends` is true, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.\r\n * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.\r\n *\r\n * Possible `kind` values :\r\n * - VertexBuffer.PositionKind\r\n * - VertexBuffer.UVKind\r\n * - VertexBuffer.UV2Kind\r\n * - VertexBuffer.UV3Kind\r\n * - VertexBuffer.UV4Kind\r\n * - VertexBuffer.UV5Kind\r\n * - VertexBuffer.UV6Kind\r\n * - VertexBuffer.ColorKind\r\n * - VertexBuffer.MatricesIndicesKind\r\n * - VertexBuffer.MatricesIndicesExtraKind\r\n * - VertexBuffer.MatricesWeightsKind\r\n * - VertexBuffer.MatricesWeightsExtraKind\r\n *\r\n * Returns the Mesh.\r\n * @param kind\r\n * @param data\r\n * @param updateExtends\r\n * @param makeItUnique\r\n */\r\n public updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh {\r\n if (this.sourceMesh) {\r\n this.sourceMesh.updateVerticesData(kind, data, updateExtends, makeItUnique);\r\n }\r\n return this.sourceMesh;\r\n }\r\n\r\n /**\r\n * Sets the mesh indices.\r\n * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).\r\n * If the mesh has no geometry, a new Geometry object is created and set to the mesh.\r\n * This method creates a new index buffer each call.\r\n * Returns the Mesh.\r\n * @param indices\r\n * @param totalVertices\r\n */\r\n public setIndices(indices: IndicesArray, totalVertices: Nullable<number> = null): Mesh {\r\n if (this.sourceMesh) {\r\n this.sourceMesh.setIndices(indices, totalVertices);\r\n }\r\n return this.sourceMesh;\r\n }\r\n\r\n /**\r\n * Boolean : True if the mesh owns the requested kind of data.\r\n * @param kind\r\n */\r\n public isVerticesDataPresent(kind: string): boolean {\r\n return this._sourceMesh.isVerticesDataPresent(kind);\r\n }\r\n\r\n /**\r\n * Returns an array of indices (IndicesArray).\r\n */\r\n public getIndices(): Nullable<IndicesArray> {\r\n return this._sourceMesh.getIndices();\r\n }\r\n\r\n public get _positions(): Nullable<Vector3[]> {\r\n return this._sourceMesh._positions;\r\n }\r\n\r\n /**\r\n * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.\r\n * This means the mesh underlying bounding box and sphere are recomputed.\r\n * @param applySkeleton defines whether to apply the skeleton before computing the bounding info\r\n * @param applyMorph defines whether to apply the morph target before computing the bounding info\r\n * @returns the current mesh\r\n */\r\n public refreshBoundingInfo(applySkeleton: boolean = false, applyMorph: boolean = false): InstancedMesh {\r\n if (this.hasBoundingInfo && this.getBoundingInfo().isLocked) {\r\n return this;\r\n }\r\n\r\n const bias = this._sourceMesh.geometry ? this._sourceMesh.geometry.boundingBias : null;\r\n this._refreshBoundingInfo(this._sourceMesh._getPositionData(applySkeleton, applyMorph), bias);\r\n return this;\r\n }\r\n\r\n /** @internal */\r\n public _preActivate(): InstancedMesh {\r\n if (this._currentLOD) {\r\n this._currentLOD._preActivate();\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _activate(renderId: number, intermediateRendering: boolean): boolean {\r\n super._activate(renderId, intermediateRendering);\r\n\r\n if (!this._sourceMesh.subMeshes) {\r\n Logger.Warn(\"Instances should only be created for meshes with geometry.\");\r\n }\r\n\r\n if (this._currentLOD) {\r\n const differentSign = this._currentLOD._getWorldMatrixDeterminant() >= 0 !== this._getWorldMatrixDeterminant() >= 0;\r\n if (differentSign) {\r\n this._internalAbstractMeshDataInfo._actAsRegularMesh = true;\r\n return true;\r\n }\r\n this._internalAbstractMeshDataInfo._actAsRegularMesh = false;\r\n\r\n this._currentLOD._registerInstanceForRenderId(this, renderId);\r\n\r\n if (intermediateRendering) {\r\n if (!this._currentLOD._internalAbstractMeshDataInfo._isActiveIntermediate) {\r\n this._currentLOD._internalAbstractMeshDataInfo._onlyForInstancesIntermediate = true;\r\n return true;\r\n }\r\n } else {\r\n if (!this._currentLOD._internalAbstractMeshDataInfo._isActive) {\r\n this._currentLOD._internalAbstractMeshDataInfo._onlyForInstances = true;\r\n return true;\r\n }\r\n }\r\n }\r\n return false;\r\n }\r\n\r\n /** @internal */\r\n public _postActivate(): void {\r\n if (this._sourceMesh.edgesShareWithInstances && this._sourceMesh._edgesRenderer && this._sourceMesh._edgesRenderer.isEnabled && this._sourceMesh._renderingGroup) {\r\n // we are using the edge renderer of the source mesh\r\n this._sourceMesh._renderingGroup._edgesRenderers.pushNoDuplicate(this._sourceMesh._edgesRenderer);\r\n this._sourceMesh._edgesRenderer.customInstances.push(this.getWorldMatrix());\r\n } else if (this._edgesRenderer && this._edgesRenderer.isEnabled && this._sourceMesh._renderingGroup) {\r\n // we are using the edge renderer defined for this instance\r\n this._sourceMesh._renderingGroup._edgesRenderers.push(this._edgesRenderer);\r\n }\r\n }\r\n\r\n public getWorldMatrix(): Matrix {\r\n if (this._currentLOD && this._currentLOD.billboardMode !== TransformNode.BILLBOARDMODE_NONE && this._currentLOD._masterMesh !== this) {\r\n if (!this._billboardWorldMatrix) {\r\n this._billboardWorldMatrix = new Matrix();\r\n }\r\n const tempMaster = this._currentLOD._masterMesh;\r\n this._currentLOD._masterMesh = this;\r\n TmpVectors.Vector3[7].copyFrom(this._currentLOD.position);\r\n this._currentLOD.position.set(0, 0, 0);\r\n this._billboardWorldMatrix.copyFrom(this._currentLOD.computeWorldMatrix(true));\r\n this._currentLOD.position.copyFrom(TmpVectors.Vector3[7]);\r\n this._currentLOD._masterMesh = tempMaster;\r\n return this._billboardWorldMatrix;\r\n }\r\n\r\n return super.getWorldMatrix();\r\n }\r\n\r\n public get isAnInstance(): boolean {\r\n return true;\r\n }\r\n\r\n /**\r\n * Returns the current associated LOD AbstractMesh.\r\n * @param camera\r\n */\r\n public getLOD(camera: Camera): AbstractMesh {\r\n if (!camera) {\r\n return this;\r\n }\r\n\r\n const sourceMeshLODLevels = this.sourceMesh.getLODLevels();\r\n if (!sourceMeshLODLevels || sourceMeshLODLevels.length === 0) {\r\n this._currentLOD = this.sourceMesh;\r\n } else {\r\n const boundingInfo = this.getBoundingInfo();\r\n this._currentLOD = <Mesh>this.sourceMesh.getLOD(camera, boundingInfo.boundingSphere);\r\n }\r\n\r\n return this._currentLOD;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _preActivateForIntermediateRendering(renderId: number): Mesh {\r\n return <Mesh>this.sourceMesh._preActivateForIntermediateRendering(renderId);\r\n }\r\n\r\n /** @internal */\r\n public _syncSubMeshes(): InstancedMesh {\r\n this.releaseSubMeshes();\r\n if (this._sourceMesh.subMeshes) {\r\n for (let index = 0; index < this._sourceMesh.subMeshes.length; index++) {\r\n this._sourceMesh.subMeshes[index].clone(this, this._sourceMesh);\r\n }\r\n }\r\n return this;\r\n }\r\n\r\n /** @internal */\r\n public _generatePointsArray(): boolean {\r\n return this._sourceMesh._generatePointsArray();\r\n }\r\n\r\n /** @internal */\r\n public _updateBoundingInfo(): AbstractMesh {\r\n if (this.hasBoundingInfo) {\r\n this.getBoundingInfo().update(this.worldMatrixFromCache);\r\n } else {\r\n this.buildBoundingInfo(this.absolutePosition, this.absolutePosition, this.worldMatrixFromCache);\r\n }\r\n this._updateSubMeshesBoundingInfo(this.worldMatrixFromCache);\r\n return this;\r\n }\r\n\r\n /**\r\n * Creates a new InstancedMesh from the current mesh.\r\n *\r\n * Returns the clone.\r\n * @param name the cloned mesh name\r\n * @param newParent the optional Node to parent the clone to.\r\n * @param doNotCloneChildren if `true` the model children aren't cloned.\r\n * @param newSourceMesh if set this mesh will be used as the source mesh instead of ths instance's one\r\n * @returns the clone\r\n */\r\n public clone(name: string, newParent: Nullable<Node> = null, doNotCloneChildren?: boolean, newSourceMesh?: Mesh): InstancedMesh {\r\n const result = (newSourceMesh || this._sourceMesh).createInstance(name);\r\n\r\n // Deep copy\r\n DeepCopier.DeepCopy(\r\n this,\r\n result,\r\n [\r\n \"name\",\r\n \"subMeshes\",\r\n \"uniqueId\",\r\n \"parent\",\r\n \"lightSources\",\r\n \"receiveShadows\",\r\n \"material\",\r\n \"visibility\",\r\n \"skeleton\",\r\n \"sourceMesh\",\r\n \"isAnInstance\",\r\n \"facetNb\",\r\n \"isFacetDataEnabled\",\r\n \"isBlocked\",\r\n \"useBones\",\r\n \"hasInstances\",\r\n \"collider\",\r\n \"edgesRenderer\",\r\n \"forward\",\r\n \"up\",\r\n \"right\",\r\n \"absolutePosition\",\r\n \"absoluteScaling\",\r\n \"absoluteRotationQuaternion\",\r\n \"isWorldMatrixFrozen\",\r\n \"nonUniformScaling\",\r\n \"behaviors\",\r\n \"worldMatrixFromCache\",\r\n \"hasThinInstances\",\r\n \"hasBoundingInfo\",\r\n ],\r\n []\r\n );\r\n\r\n // Bounding info\r\n this.refreshBoundingInfo();\r\n\r\n // Parent\r\n if (newParent) {\r\n result.parent = newParent;\r\n }\r\n\r\n if (!doNotCloneChildren) {\r\n // Children\r\n for (let index = 0; index < this.getScene().meshes.length; index++) {\r\n const mesh = this.getScene().meshes[index];\r\n\r\n if (mesh.parent === this) {\r\n mesh.clone(mesh.name, result);\r\n }\r\n }\r\n }\r\n\r\n result.computeWorldMatrix(true);\r\n\r\n this.onClonedObservable.notifyObservers(result);\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Disposes the InstancedMesh.\r\n * Returns nothing.\r\n * @param doNotRecurse\r\n * @param disposeMaterialAndTextures\r\n */\r\n public dispose(doNotRecurse?: boolean, disposeMaterialAndTextures = false): void {\r\n // Remove from mesh\r\n this._sourceMesh.removeInstance(this);\r\n super.dispose(doNotRecurse, disposeMaterialAndTextures);\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _serializeAsParent(serializationObject: any) {\r\n super._serializeAsParent(serializationObject);\r\n\r\n serializationObject.parentId = this._sourceMesh.uniqueId;\r\n serializationObject.parentInstanceIndex = this._indexInSourceMeshInstanceArray;\r\n }\r\n\r\n /**\r\n * Instantiate (when possible) or clone that node with its hierarchy\r\n * @param newParent defines the new parent to use for the instance (or clone)\r\n * @param options defines options to configure how copy is done\r\n * @param options.doNotInstantiate defines if the model must be instantiated or just cloned\r\n * @param options.newSourcedMesh newSourcedMesh the new source mesh for the instance (or clone)\r\n * @param onNewNodeCreated defines an option callback to call when a clone or an instance is created\r\n * @returns an instance (or a clone) of the current node with its hierarchy\r\n */\r\n public instantiateHierarchy(\r\n newParent: Nullable<TransformNode> = null,\r\n options?: { doNotInstantiate: boolean | ((node: TransformNode) => boolean); newSourcedMesh?: Mesh },\r\n onNewNodeCreated?: (source: TransformNode, clone: TransformNode) => void\r\n ): Nullable<TransformNode> {\r\n const clone = this.clone(\"Clone of \" + (this.name || this.id), newParent || this.parent, true, options && options.newSourcedMesh);\r\n\r\n if (clone) {\r\n if (onNewNodeCreated) {\r\n onNewNodeCreated(this, clone);\r\n }\r\n }\r\n\r\n for (const child of this.getChildTransformNodes(true)) {\r\n child.instantiateHierarchy(clone, options, onNewNodeCreated);\r\n }\r\n\r\n return clone;\r\n }\r\n}\r\n\r\ndeclare module \"./mesh\" {\r\n export interface Mesh {\r\n /**\r\n * Register a custom buffer that will be instanced\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_instances#custom-buffers\r\n * @param kind defines the buffer kind\r\n * @param stride defines the stride in floats\r\n */\r\n registerInstancedBuffer(kind: string, stride: number): void;\r\n\r\n /**\r\n * Invalidate VertexArrayObjects belonging to the mesh (but not to the Geometry of the mesh).\r\n */\r\n _invalidateInstanceVertexArrayObject(): void;\r\n\r\n /**\r\n * true to use the edge renderer for all instances of this mesh\r\n */\r\n edgesShareWithInstances: boolean;\r\n\r\n /** @internal */\r\n _userInstancedBuffersStorage: {\r\n data: { [key: string]: Float32Array };\r\n sizes: { [key: string]: number };\r\n vertexBuffers: { [key: string]: Nullable<VertexBuffer> };\r\n strides: { [key: string]: number };\r\n vertexArrayObjects?: { [key: string]: WebGLVertexArrayObject };\r\n };\r\n }\r\n}\r\n\r\ndeclare module \"./abstractMesh\" {\r\n export interface AbstractMesh {\r\n /**\r\n * Object used to store instanced buffers defined by user\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_instances#custom-buffers\r\n */\r\n instancedBuffers: { [key: string]: any };\r\n }\r\n}\r\n\r\nMesh.prototype.registerInstancedBuffer = function (kind: string, stride: number): void {\r\n // Remove existing one\r\n this._userInstancedBuffersStorage?.vertexBuffers[kind]?.dispose();\r\n\r\n // Creates the instancedBuffer field if not present\r\n if (!this.instancedBuffers) {\r\n this.instancedBuffers = {};\r\n\r\n for (const instance of this.instances) {\r\n instance.instancedBuffers = {};\r\n }\r\n\r\n if (!this._userInstancedBuffersStorage) {\r\n this._userInstancedBuffersStorage = {\r\n data: {},\r\n vertexBuffers: {},\r\n strides: {},\r\n sizes: {},\r\n vertexArrayObjects: this.getEngine().getCaps().vertexArrayObject ? {} : undefined,\r\n };\r\n }\r\n }\r\n\r\n // Creates an empty property for this kind\r\n this.instancedBuffers[kind] = null;\r\n\r\n this._userInstancedBuffersStorage.strides[kind] = stride;\r\n this._userInstancedBuffersStorage.sizes[kind] = stride * 32; // Initial size\r\n this._userInstancedBuffersStorage.data[kind] = new Float32Array(this._userInstancedBuffersStorage.sizes[kind]);\r\n this._userInstancedBuffersStorage.vertexBuffers[kind] = new VertexBuffer(this.getEngine(), this._userInstancedBuffersStorage.data[kind], kind, true, false, stride, true);\r\n\r\n for (const instance of this.instances) {\r\n instance.instancedBuffers[kind] = null;\r\n }\r\n\r\n this._invalidateInstanceVertexArrayObject();\r\n\r\n this._markSubMeshesAsAttributesDirty();\r\n};\r\n\r\nMesh.prototype._processInstancedBuffers = function (visibleInstances: Nullable<InstancedMesh[]>, renderSelf: boolean) {\r\n const instanceCount = visibleInstances ? visibleInstances.length : 0;\r\n\r\n for (const kind in this.instancedBuffers) {\r\n let size = this._userInstancedBuffersStorage.sizes[kind];\r\n const stride = this._userInstancedBuffersStorage.strides[kind];\r\n\r\n // Resize if required\r\n const expectedSize = (instanceCount + 1) * stride;\r\n\r\n while (size < expectedSize) {\r\n size *= 2;\r\n }\r\n\r\n if (this._userInstancedBuffersStorage.data[kind].length != size) {\r\n this._userInstancedBuffersStorage.data[kind] = new Float32Array(size);\r\n this._userInstancedBuffersStorage.sizes[kind] = size;\r\n if (this._userInstancedBuffersStorage.vertexBuffers[kind]) {\r\n this._userInstancedBuffersStorage.vertexBuffers[kind]!.dispose();\r\n this._userInstancedBuffersStorage.vertexBuffers[kind] = null;\r\n }\r\n }\r\n\r\n const data = this._userInstancedBuffersStorage.data[kind];\r\n\r\n // Update data buffer\r\n let offset = 0;\r\n if (renderSelf) {\r\n const value = this.instancedBuffers[kind];\r\n\r\n if (value.toArray) {\r\n value.toArray(data, offset);\r\n } else if (value.copyToArray) {\r\n value.copyToArray(data, offset);\r\n } else {\r\n data[offset] = value;\r\n }\r\n\r\n offset += stride;\r\n }\r\n\r\n for (let instanceIndex = 0; instanceIndex < instanceCount; instanceIndex++) {\r\n const instance = visibleInstances![instanceIndex]!;\r\n\r\n const value = instance.instancedBuffers[kind];\r\n\r\n if (value.toArray) {\r\n value.toArray(data, offset);\r\n } else if (value.copyToArray) {\r\n value.copyToArray(data, offset);\r\n } else {\r\n data[offset] = value;\r\n }\r\n\r\n offset += stride;\r\n }\r\n\r\n // Update vertex buffer\r\n if (!this._userInstancedBuffersStorage.vertexBuffers[kind]) {\r\n this._userInstancedBuffersStorage.vertexBuffers[kind] = new VertexBuffer(\r\n this.getEngine(),\r\n this._userInstancedBuffersStorage.data[kind],\r\n kind,\r\n true,\r\n false,\r\n stride,\r\n true\r\n );\r\n this._invalidateInstanceVertexArrayObject();\r\n } else {\r\n this._userInstancedBuffersStorage.vertexBuffers[kind]!.updateDirectly(data, 0);\r\n }\r\n }\r\n};\r\n\r\nMesh.prototype._invalidateInstanceVertexArrayObject = function () {\r\n if (!this._userInstancedBuffersStorage || this._userInstancedBuffersStorage.vertexArrayObjects === undefined) {\r\n return;\r\n }\r\n\r\n for (const kind in this._userInstancedBuffersStorage.vertexArrayObjects) {\r\n this.getEngine().releaseVertexArrayObject(this._userInstancedBuffersStorage.vertexArrayObjects[kind]);\r\n }\r\n\r\n this._userInstancedBuffersStorage.vertexArrayObjects = {};\r\n};\r\n\r\nMesh.prototype._disposeInstanceSpecificData = function () {\r\n if (this._instanceDataStorage.instancesBuffer) {\r\n this._instanceDataStorage.instancesBuffer.dispose();\r\n this._instanceDataStorage.instancesBuffer = null;\r\n }\r\n\r\n while (this.instances.length) {\r\n this.instances[0].dispose();\r\n }\r\n\r\n for (const kind in this.instancedBuffers) {\r\n if (this._userInstancedBuffersStorage.vertexBuffers[kind]) {\r\n this._userInstancedBuffersStorage.vertexBuffers[kind]!.dispose();\r\n }\r\n }\r\n\r\n this._invalidateInstanceVertexArrayObject();\r\n\r\n this.instancedBuffers = {};\r\n};\r\n"]}
|
package/Meshes/linesMesh.d.ts
CHANGED
|
@@ -66,27 +66,24 @@ export declare class LinesMesh extends Mesh {
|
|
|
66
66
|
*/
|
|
67
67
|
getClassName(): string;
|
|
68
68
|
/**
|
|
69
|
-
* @
|
|
69
|
+
* @internal
|
|
70
70
|
*/
|
|
71
71
|
get material(): Material;
|
|
72
72
|
/**
|
|
73
|
-
* @
|
|
73
|
+
* @internal
|
|
74
74
|
*/
|
|
75
75
|
set material(value: Material);
|
|
76
76
|
/**
|
|
77
|
-
* @
|
|
77
|
+
* @internal
|
|
78
78
|
*/
|
|
79
79
|
get checkCollisions(): boolean;
|
|
80
80
|
set checkCollisions(value: boolean);
|
|
81
81
|
/**
|
|
82
|
-
* @
|
|
82
|
+
* @internal
|
|
83
83
|
*/
|
|
84
84
|
_bind(): Mesh;
|
|
85
85
|
/**
|
|
86
|
-
* @
|
|
87
|
-
* @param fillMode
|
|
88
|
-
* @param instancesCount
|
|
89
|
-
* @hidden
|
|
86
|
+
* @internal
|
|
90
87
|
*/
|
|
91
88
|
_draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
|
|
92
89
|
/**
|
package/Meshes/linesMesh.js
CHANGED
|
@@ -99,20 +99,20 @@ export class LinesMesh extends Mesh {
|
|
|
99
99
|
return "LinesMesh";
|
|
100
100
|
}
|
|
101
101
|
/**
|
|
102
|
-
* @
|
|
102
|
+
* @internal
|
|
103
103
|
*/
|
|
104
104
|
get material() {
|
|
105
105
|
return this._lineMaterial;
|
|
106
106
|
}
|
|
107
107
|
/**
|
|
108
|
-
* @
|
|
108
|
+
* @internal
|
|
109
109
|
*/
|
|
110
110
|
set material(value) {
|
|
111
111
|
this._lineMaterial = value;
|
|
112
112
|
this._lineMaterial.fillMode = Material.LineListDrawMode;
|
|
113
113
|
}
|
|
114
114
|
/**
|
|
115
|
-
* @
|
|
115
|
+
* @internal
|
|
116
116
|
*/
|
|
117
117
|
get checkCollisions() {
|
|
118
118
|
return false;
|
|
@@ -121,7 +121,7 @@ export class LinesMesh extends Mesh {
|
|
|
121
121
|
// Just ignore it
|
|
122
122
|
}
|
|
123
123
|
/**
|
|
124
|
-
* @
|
|
124
|
+
* @internal
|
|
125
125
|
*/
|
|
126
126
|
_bind() {
|
|
127
127
|
if (!this._geometry) {
|
|
@@ -145,10 +145,7 @@ export class LinesMesh extends Mesh {
|
|
|
145
145
|
return this;
|
|
146
146
|
}
|
|
147
147
|
/**
|
|
148
|
-
* @
|
|
149
|
-
* @param fillMode
|
|
150
|
-
* @param instancesCount
|
|
151
|
-
* @hidden
|
|
148
|
+
* @internal
|
|
152
149
|
*/
|
|
153
150
|
_draw(subMesh, fillMode, instancesCount) {
|
|
154
151
|
if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {
|