@babylonjs/core 5.26.1 → 5.27.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (433) hide show
  1. package/Animations/animatable.js +2 -1
  2. package/Animations/animatable.js.map +1 -1
  3. package/Animations/runtimeAnimation.js +1 -1
  4. package/Animations/runtimeAnimation.js.map +1 -1
  5. package/Audio/audioSceneComponent.js +2 -1
  6. package/Audio/audioSceneComponent.js.map +1 -1
  7. package/Audio/sound.js +70 -45
  8. package/Audio/sound.js.map +1 -1
  9. package/Audio/soundTrack.js +12 -6
  10. package/Audio/soundTrack.js.map +1 -1
  11. package/BakedVertexAnimation/bakedVertexAnimationManager.js +2 -1
  12. package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
  13. package/Behaviors/Cameras/autoRotationBehavior.js +1 -1
  14. package/Behaviors/Cameras/autoRotationBehavior.js.map +1 -1
  15. package/Behaviors/Meshes/followBehavior.js +2 -1
  16. package/Behaviors/Meshes/followBehavior.js.map +1 -1
  17. package/Behaviors/Meshes/handConstraintBehavior.js +2 -2
  18. package/Behaviors/Meshes/handConstraintBehavior.js.map +1 -1
  19. package/Bones/bone.js +2 -1
  20. package/Bones/bone.js.map +1 -1
  21. package/Bones/skeleton.js +3 -2
  22. package/Bones/skeleton.js.map +1 -1
  23. package/Cameras/Inputs/BaseCameraPointersInput.js +2 -2
  24. package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
  25. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js +5 -3
  26. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
  27. package/Cameras/Inputs/flyCameraMouseInput.js +2 -2
  28. package/Cameras/Inputs/flyCameraMouseInput.js.map +1 -1
  29. package/Cameras/Inputs/freeCameraMouseInput.js +2 -2
  30. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  31. package/Cameras/arcRotateCamera.js +2 -1
  32. package/Cameras/arcRotateCamera.js.map +1 -1
  33. package/Cameras/camera.js +6 -4
  34. package/Cameras/camera.js.map +1 -1
  35. package/Compute/computeEffect.js +8 -5
  36. package/Compute/computeEffect.js.map +1 -1
  37. package/Compute/computeShader.js +12 -11
  38. package/Compute/computeShader.js.map +1 -1
  39. package/Culling/Octrees/octreeSceneComponent.js +2 -1
  40. package/Culling/Octrees/octreeSceneComponent.js.map +1 -1
  41. package/Culling/boundingBox.js +3 -2
  42. package/Culling/boundingBox.js.map +1 -1
  43. package/Culling/ray.js +2 -1
  44. package/Culling/ray.js.map +1 -1
  45. package/Debug/debugLayer.d.ts +3 -3
  46. package/Debug/debugLayer.js +2 -2
  47. package/Debug/debugLayer.js.map +1 -1
  48. package/Debug/directionalLightFrustumViewer.js +9 -7
  49. package/Debug/directionalLightFrustumViewer.js.map +1 -1
  50. package/Debug/rayHelper.js +2 -1
  51. package/Debug/rayHelper.js.map +1 -1
  52. package/Debug/skeletonViewer.js +29 -24
  53. package/Debug/skeletonViewer.js.map +1 -1
  54. package/DeviceInput/InputDevices/deviceSourceManager.js +5 -3
  55. package/DeviceInput/InputDevices/deviceSourceManager.js.map +1 -1
  56. package/DeviceInput/internalDeviceSourceManager.js +2 -1
  57. package/DeviceInput/internalDeviceSourceManager.js.map +1 -1
  58. package/DeviceInput/webDeviceInputSystem.js +12 -9
  59. package/DeviceInput/webDeviceInputSystem.js.map +1 -1
  60. package/Engines/Extensions/engine.rawTexture.js +4 -4
  61. package/Engines/Extensions/engine.rawTexture.js.map +1 -1
  62. package/Engines/Extensions/engine.readTexture.js +3 -2
  63. package/Engines/Extensions/engine.readTexture.js.map +1 -1
  64. package/Engines/Extensions/engine.views.js +2 -1
  65. package/Engines/Extensions/engine.views.js.map +1 -1
  66. package/Engines/Processors/shaderProcessor.js +11 -6
  67. package/Engines/Processors/shaderProcessor.js.map +1 -1
  68. package/Engines/WebGPU/Extensions/engine.cubeTexture.js +1 -1
  69. package/Engines/WebGPU/Extensions/engine.cubeTexture.js.map +1 -1
  70. package/Engines/WebGPU/Extensions/engine.dynamicTexture.js +2 -1
  71. package/Engines/WebGPU/Extensions/engine.dynamicTexture.js.map +1 -1
  72. package/Engines/WebGPU/Extensions/engine.multiRender.js +2 -1
  73. package/Engines/WebGPU/Extensions/engine.multiRender.js.map +1 -1
  74. package/Engines/WebGPU/Extensions/engine.query.js +4 -2
  75. package/Engines/WebGPU/Extensions/engine.query.js.map +1 -1
  76. package/Engines/WebGPU/Extensions/engine.rawTexture.js +4 -4
  77. package/Engines/WebGPU/Extensions/engine.rawTexture.js.map +1 -1
  78. package/Engines/WebGPU/Extensions/engine.renderTarget.js +2 -1
  79. package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
  80. package/Engines/WebGPU/Extensions/engine.storageBuffer.js +3 -2
  81. package/Engines/WebGPU/Extensions/engine.storageBuffer.js.map +1 -1
  82. package/Engines/WebGPU/Extensions/engine.textureSampler.js +2 -1
  83. package/Engines/WebGPU/Extensions/engine.textureSampler.js.map +1 -1
  84. package/Engines/WebGPU/Extensions/engine.videoTexture.js +2 -1
  85. package/Engines/WebGPU/Extensions/engine.videoTexture.js.map +1 -1
  86. package/Engines/WebGPU/webgpuCacheBindGroups.js +7 -6
  87. package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
  88. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +18 -14
  89. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  90. package/Engines/WebGPU/webgpuCacheSampler.js +4 -3
  91. package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
  92. package/Engines/WebGPU/webgpuClearQuad.js +3 -2
  93. package/Engines/WebGPU/webgpuClearQuad.js.map +1 -1
  94. package/Engines/WebGPU/webgpuComputePipelineContext.js +2 -1
  95. package/Engines/WebGPU/webgpuComputePipelineContext.js.map +1 -1
  96. package/Engines/WebGPU/webgpuDepthCullingState.js +2 -2
  97. package/Engines/WebGPU/webgpuDepthCullingState.js.map +1 -1
  98. package/Engines/WebGPU/webgpuDrawContext.js +2 -1
  99. package/Engines/WebGPU/webgpuDrawContext.js.map +1 -1
  100. package/Engines/WebGPU/webgpuHardwareTexture.js +4 -3
  101. package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
  102. package/Engines/WebGPU/webgpuMaterialContext.js +5 -4
  103. package/Engines/WebGPU/webgpuMaterialContext.js.map +1 -1
  104. package/Engines/WebGPU/webgpuOcclusionQuery.js +5 -3
  105. package/Engines/WebGPU/webgpuOcclusionQuery.js.map +1 -1
  106. package/Engines/WebGPU/webgpuPipelineContext.js +4 -2
  107. package/Engines/WebGPU/webgpuPipelineContext.js.map +1 -1
  108. package/Engines/WebGPU/webgpuShaderProcessingContext.js +4 -2
  109. package/Engines/WebGPU/webgpuShaderProcessingContext.js.map +1 -1
  110. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +2 -1
  111. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
  112. package/Engines/WebGPU/webgpuSnapshotRendering.js +3 -2
  113. package/Engines/WebGPU/webgpuSnapshotRendering.js.map +1 -1
  114. package/Engines/WebGPU/webgpuStencilStateComposer.js +2 -1
  115. package/Engines/WebGPU/webgpuStencilStateComposer.js.map +1 -1
  116. package/Engines/WebGPU/webgpuTextureHelper.js +40 -38
  117. package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
  118. package/Engines/engine.js +5 -3
  119. package/Engines/engine.js.map +1 -1
  120. package/Engines/nativeEngine.js +7 -5
  121. package/Engines/nativeEngine.js.map +1 -1
  122. package/Engines/renderTargetWrapper.js +14 -9
  123. package/Engines/renderTargetWrapper.js.map +1 -1
  124. package/Engines/thinEngine.js +29 -20
  125. package/Engines/thinEngine.js.map +1 -1
  126. package/Engines/webgpuEngine.js +87 -61
  127. package/Engines/webgpuEngine.js.map +1 -1
  128. package/Gamepads/gamepadManager.js +1 -1
  129. package/Gamepads/gamepadManager.js.map +1 -1
  130. package/Gizmos/axisDragGizmo.js +4 -2
  131. package/Gizmos/axisDragGizmo.js.map +1 -1
  132. package/Gizmos/axisScaleGizmo.js +6 -4
  133. package/Gizmos/axisScaleGizmo.js.map +1 -1
  134. package/Gizmos/gizmo.js +21 -6
  135. package/Gizmos/gizmo.js.map +1 -1
  136. package/Gizmos/gizmoManager.js +3 -2
  137. package/Gizmos/gizmoManager.js.map +1 -1
  138. package/Gizmos/planeDragGizmo.js +4 -2
  139. package/Gizmos/planeDragGizmo.js.map +1 -1
  140. package/Gizmos/planeRotationGizmo.js +4 -2
  141. package/Gizmos/planeRotationGizmo.js.map +1 -1
  142. package/Helpers/videoDome.js +2 -1
  143. package/Helpers/videoDome.js.map +1 -1
  144. package/Inputs/scene.inputManager.js +1 -1
  145. package/Inputs/scene.inputManager.js.map +1 -1
  146. package/Layers/effectLayer.js +5 -3
  147. package/Layers/effectLayer.js.map +1 -1
  148. package/Layers/glowLayer.d.ts +5 -0
  149. package/Layers/glowLayer.js +25 -11
  150. package/Layers/glowLayer.js.map +1 -1
  151. package/Layers/highlightLayer.js +2 -1
  152. package/Layers/highlightLayer.js.map +1 -1
  153. package/LensFlares/lensFlareSystem.js +2 -1
  154. package/LensFlares/lensFlareSystem.js.map +1 -1
  155. package/Lights/Shadows/cascadedShadowGenerator.js +25 -21
  156. package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
  157. package/Lights/Shadows/shadowGenerator.js +13 -8
  158. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  159. package/Loading/Plugins/babylonFileLoader.js +5 -4
  160. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  161. package/Loading/sceneLoader.js +1 -1
  162. package/Loading/sceneLoader.js.map +1 -1
  163. package/Materials/Node/Blocks/Dual/imageSourceBlock.js +2 -1
  164. package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
  165. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +2 -1
  166. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
  167. package/Materials/Node/Blocks/Dual/textureBlock.js +10 -6
  168. package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
  169. package/Materials/Node/Blocks/Fragment/TBNBlock.js +3 -2
  170. package/Materials/Node/Blocks/Fragment/TBNBlock.js.map +1 -1
  171. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +2 -1
  172. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
  173. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js +2 -1
  174. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js.map +1 -1
  175. package/Materials/Node/Blocks/Input/inputBlock.js +2 -1
  176. package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
  177. package/Materials/Node/Blocks/PBR/clearCoatBlock.js +26 -24
  178. package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
  179. package/Materials/Node/Blocks/PBR/iridescenceBlock.js +3 -3
  180. package/Materials/Node/Blocks/PBR/iridescenceBlock.js.map +1 -1
  181. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +48 -44
  182. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  183. package/Materials/Node/Blocks/PBR/reflectionBlock.js +2 -1
  184. package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
  185. package/Materials/Node/Blocks/PBR/refractionBlock.js +2 -1
  186. package/Materials/Node/Blocks/PBR/refractionBlock.js.map +1 -1
  187. package/Materials/Node/Blocks/PBR/sheenBlock.js +13 -13
  188. package/Materials/Node/Blocks/PBR/sheenBlock.js.map +1 -1
  189. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js +27 -26
  190. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js.map +1 -1
  191. package/Materials/Node/Blocks/Vertex/instancesBlock.js +2 -2
  192. package/Materials/Node/Blocks/Vertex/instancesBlock.js.map +1 -1
  193. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js +6 -6
  194. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js.map +1 -1
  195. package/Materials/Node/Blocks/cloudBlock.js +3 -2
  196. package/Materials/Node/Blocks/cloudBlock.js.map +1 -1
  197. package/Materials/Node/Blocks/colorMergerBlock.js +5 -4
  198. package/Materials/Node/Blocks/colorMergerBlock.js.map +1 -1
  199. package/Materials/Node/Blocks/customBlock.js +4 -3
  200. package/Materials/Node/Blocks/customBlock.js.map +1 -1
  201. package/Materials/Node/Blocks/vectorMergerBlock.js +5 -4
  202. package/Materials/Node/Blocks/vectorMergerBlock.js.map +1 -1
  203. package/Materials/Node/nodeMaterial.js +7 -6
  204. package/Materials/Node/nodeMaterial.js.map +1 -1
  205. package/Materials/Node/nodeMaterialBlock.js +4 -3
  206. package/Materials/Node/nodeMaterialBlock.js.map +1 -1
  207. package/Materials/Node/nodeMaterialDecorator.js +1 -1
  208. package/Materials/Node/nodeMaterialDecorator.js.map +1 -1
  209. package/Materials/PBR/pbrAnisotropicConfiguration.js +2 -0
  210. package/Materials/PBR/pbrAnisotropicConfiguration.js.map +1 -1
  211. package/Materials/PBR/pbrBaseMaterial.js +25 -19
  212. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  213. package/Materials/PBR/pbrClearCoatConfiguration.js +16 -6
  214. package/Materials/PBR/pbrClearCoatConfiguration.js.map +1 -1
  215. package/Materials/PBR/pbrIridescenceConfiguration.js +9 -4
  216. package/Materials/PBR/pbrIridescenceConfiguration.js.map +1 -1
  217. package/Materials/PBR/pbrSheenConfiguration.js +10 -4
  218. package/Materials/PBR/pbrSheenConfiguration.js.map +1 -1
  219. package/Materials/PBR/pbrSubSurfaceConfiguration.js +22 -0
  220. package/Materials/PBR/pbrSubSurfaceConfiguration.js.map +1 -1
  221. package/Materials/Textures/Loaders/envTextureLoader.js +2 -2
  222. package/Materials/Textures/Loaders/envTextureLoader.js.map +1 -1
  223. package/Materials/Textures/Packer/packer.js +14 -13
  224. package/Materials/Textures/Packer/packer.js.map +1 -1
  225. package/Materials/Textures/Procedurals/customProceduralTexture.d.ts +2 -1
  226. package/Materials/Textures/Procedurals/customProceduralTexture.js.map +1 -1
  227. package/Materials/Textures/Procedurals/noiseProceduralTexture.js +2 -1
  228. package/Materials/Textures/Procedurals/noiseProceduralTexture.js.map +1 -1
  229. package/Materials/Textures/Procedurals/proceduralTexture.js +7 -4
  230. package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
  231. package/Materials/Textures/cubeTexture.js +8 -4
  232. package/Materials/Textures/cubeTexture.js.map +1 -1
  233. package/Materials/Textures/hdrCubeTexture.js +4 -2
  234. package/Materials/Textures/hdrCubeTexture.js.map +1 -1
  235. package/Materials/Textures/internalTexture.js +4 -2
  236. package/Materials/Textures/internalTexture.js.map +1 -1
  237. package/Materials/Textures/mirrorTexture.js +6 -3
  238. package/Materials/Textures/mirrorTexture.js.map +1 -1
  239. package/Materials/Textures/multiRenderTarget.js +6 -4
  240. package/Materials/Textures/multiRenderTarget.js.map +1 -1
  241. package/Materials/Textures/rawTexture.js +1 -1
  242. package/Materials/Textures/rawTexture.js.map +1 -1
  243. package/Materials/Textures/renderTargetTexture.js +26 -15
  244. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  245. package/Materials/Textures/texture.d.ts +7 -2
  246. package/Materials/Textures/texture.js +49 -41
  247. package/Materials/Textures/texture.js.map +1 -1
  248. package/Materials/Textures/thinRenderTargetTexture.js +4 -2
  249. package/Materials/Textures/thinRenderTargetTexture.js.map +1 -1
  250. package/Materials/Textures/videoTexture.js +3 -3
  251. package/Materials/Textures/videoTexture.js.map +1 -1
  252. package/Materials/drawWrapper.js +4 -2
  253. package/Materials/drawWrapper.js.map +1 -1
  254. package/Materials/effect.js +15 -10
  255. package/Materials/effect.js.map +1 -1
  256. package/Materials/material.d.ts +14 -0
  257. package/Materials/material.detailMapConfiguration.js +2 -1
  258. package/Materials/material.detailMapConfiguration.js.map +1 -1
  259. package/Materials/material.js +35 -3
  260. package/Materials/material.js.map +1 -1
  261. package/Materials/materialDefines.js +6 -5
  262. package/Materials/materialDefines.js.map +1 -1
  263. package/Materials/materialHelper.js +1 -1
  264. package/Materials/materialHelper.js.map +1 -1
  265. package/Materials/materialPluginManager.js +3 -2
  266. package/Materials/materialPluginManager.js.map +1 -1
  267. package/Materials/multiMaterial.js +2 -1
  268. package/Materials/multiMaterial.js.map +1 -1
  269. package/Materials/shaderMaterial.js +12 -9
  270. package/Materials/shaderMaterial.js.map +1 -1
  271. package/Materials/shadowDepthWrapper.js +13 -8
  272. package/Materials/shadowDepthWrapper.js.map +1 -1
  273. package/Materials/standardMaterial.js +12 -10
  274. package/Materials/standardMaterial.js.map +1 -1
  275. package/Materials/uniformBuffer.js +1 -1
  276. package/Materials/uniformBuffer.js.map +1 -1
  277. package/Maths/math.polar.d.ts +2 -2
  278. package/Maths/math.polar.js +4 -4
  279. package/Maths/math.polar.js.map +1 -1
  280. package/Maths/math.vector.d.ts +69 -7
  281. package/Maths/math.vector.js +72 -9
  282. package/Maths/math.vector.js.map +1 -1
  283. package/Meshes/Builders/groundBuilder.js +1 -1
  284. package/Meshes/Builders/groundBuilder.js.map +1 -1
  285. package/Meshes/abstractMesh.d.ts +8 -0
  286. package/Meshes/abstractMesh.js +20 -5
  287. package/Meshes/abstractMesh.js.map +1 -1
  288. package/Meshes/csg.js +2 -1
  289. package/Meshes/csg.js.map +1 -1
  290. package/Meshes/instancedMesh.js +2 -1
  291. package/Meshes/instancedMesh.js.map +1 -1
  292. package/Meshes/mesh.js +25 -13
  293. package/Meshes/mesh.js.map +1 -1
  294. package/Meshes/mesh.vertexData.js +4 -3
  295. package/Meshes/mesh.vertexData.js.map +1 -1
  296. package/Meshes/subMesh.js +14 -8
  297. package/Meshes/subMesh.js.map +1 -1
  298. package/Meshes/thinInstanceMesh.js +18 -12
  299. package/Meshes/thinInstanceMesh.js.map +1 -1
  300. package/Meshes/transformNode.js +4 -3
  301. package/Meshes/transformNode.js.map +1 -1
  302. package/Misc/HighDynamicRange/cubemapToSphericalPolynomial.js +2 -1
  303. package/Misc/HighDynamicRange/cubemapToSphericalPolynomial.js.map +1 -1
  304. package/Misc/PerformanceViewer/performanceViewerCollectionStrategies.js +12 -8
  305. package/Misc/PerformanceViewer/performanceViewerCollectionStrategies.js.map +1 -1
  306. package/Misc/PerformanceViewer/performanceViewerCollector.js +3 -2
  307. package/Misc/PerformanceViewer/performanceViewerCollector.js.map +1 -1
  308. package/Misc/arrayTools.js +1 -1
  309. package/Misc/arrayTools.js.map +1 -1
  310. package/Misc/computePressure.js +9 -6
  311. package/Misc/computePressure.js.map +1 -1
  312. package/Misc/dataStorage.js +1 -1
  313. package/Misc/dataStorage.js.map +1 -1
  314. package/Misc/environmentTextureTools.js +2 -1
  315. package/Misc/environmentTextureTools.js.map +1 -1
  316. package/Misc/fileTools.js +31 -8
  317. package/Misc/fileTools.js.map +1 -1
  318. package/Misc/logger.js +2 -1
  319. package/Misc/logger.js.map +1 -1
  320. package/Misc/minMaxReducer.js +3 -2
  321. package/Misc/minMaxReducer.js.map +1 -1
  322. package/Misc/sceneRecorder.js +1 -1
  323. package/Misc/sceneRecorder.js.map +1 -1
  324. package/Misc/screenshotTools.js +2 -12
  325. package/Misc/screenshotTools.js.map +1 -1
  326. package/Misc/textureTools.js +3 -3
  327. package/Misc/textureTools.js.map +1 -1
  328. package/Misc/timer.js +5 -3
  329. package/Misc/timer.js.map +1 -1
  330. package/Misc/tools.d.ts +2 -8
  331. package/Misc/tools.js +6 -6
  332. package/Misc/tools.js.map +1 -1
  333. package/Misc/trajectoryClassifier.js +3 -3
  334. package/Misc/trajectoryClassifier.js.map +1 -1
  335. package/Particles/EmitterTypes/meshParticleEmitter.js +2 -1
  336. package/Particles/EmitterTypes/meshParticleEmitter.js.map +1 -1
  337. package/Particles/computeShaderParticleSystem.js +6 -3
  338. package/Particles/computeShaderParticleSystem.js.map +1 -1
  339. package/Particles/gpuParticleSystem.js +13 -8
  340. package/Particles/gpuParticleSystem.js.map +1 -1
  341. package/Particles/particleSystem.js +22 -14
  342. package/Particles/particleSystem.js.map +1 -1
  343. package/Particles/particleSystemComponent.js +2 -1
  344. package/Particles/particleSystemComponent.js.map +1 -1
  345. package/Particles/pointsCloudSystem.js +7 -4
  346. package/Particles/pointsCloudSystem.js.map +1 -1
  347. package/Particles/solidParticleSystem.js +2 -2
  348. package/Particles/solidParticleSystem.js.map +1 -1
  349. package/Particles/webgl2ParticleSystem.js +2 -1
  350. package/Particles/webgl2ParticleSystem.js.map +1 -1
  351. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js +5 -4
  352. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
  353. package/PostProcesses/blackAndWhitePostProcess.d.ts +1 -1
  354. package/PostProcesses/blackAndWhitePostProcess.js.map +1 -1
  355. package/PostProcesses/colorCorrectionPostProcess.d.ts +1 -1
  356. package/PostProcesses/colorCorrectionPostProcess.js +2 -1
  357. package/PostProcesses/colorCorrectionPostProcess.js.map +1 -1
  358. package/PostProcesses/postProcess.js +8 -5
  359. package/PostProcesses/postProcess.js.map +1 -1
  360. package/PostProcesses/postProcessManager.js +6 -4
  361. package/PostProcesses/postProcessManager.js.map +1 -1
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type { Camera } from \"../Cameras/camera\";\r\nimport type { DirectionalLight } from \"../Lights/directionalLight\";\r\nimport { StandardMaterial } from \"../Materials/standardMaterial\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport { Matrix, TmpVectors, Vector3 } from \"../Maths/math.vector\";\r\nimport { CreateLines } from \"../Meshes/Builders/linesBuilder\";\r\nimport type { LinesMesh } from \"../Meshes/linesMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { VertexData } from \"../Meshes/mesh.vertexData\";\r\nimport { TransformNode } from \"../Meshes/transformNode\";\r\nimport type { Scene } from \"../scene\";\r\n\r\n/**\r\n * Class used to render a debug view of the frustum for a directional light\r\n * @see https://playground.babylonjs.com/#7EFGSG#4\r\n * @since 5.0.0\r\n */\r\nexport class DirectionalLightFrustumViewer {\r\n private _scene: Scene;\r\n private _light: DirectionalLight;\r\n private _camera: Camera;\r\n private _inverseViewMatrix: Matrix;\r\n private _visible: boolean;\r\n\r\n private _rootNode: TransformNode;\r\n private _lightHelperFrustumMeshes: Mesh[];\r\n\r\n private _nearLinesPoints: Vector3[];\r\n private _farLinesPoints: Vector3[];\r\n private _trLinesPoints: Vector3[];\r\n private _brLinesPoints: Vector3[];\r\n private _tlLinesPoints: Vector3[];\r\n private _blLinesPoints: Vector3[];\r\n\r\n private _nearPlaneVertices: number[];\r\n private _farPlaneVertices: number[];\r\n private _rightPlaneVertices: number[];\r\n private _leftPlaneVertices: number[];\r\n private _topPlaneVertices: number[];\r\n private _bottomPlaneVertices: number[];\r\n\r\n private _oldPosition: Vector3 = new Vector3(Number.NaN, Number.NaN, Number.NaN);\r\n private _oldDirection: Vector3 = new Vector3(Number.NaN, Number.NaN, Number.NaN);\r\n private _oldAutoCalc: boolean;\r\n private _oldMinZ: number;\r\n private _oldMaxZ: number;\r\n\r\n private _transparency = 0.3;\r\n /**\r\n * Gets or sets the transparency of the frustum planes\r\n */\r\n public get transparency(): number {\r\n return this._transparency;\r\n }\r\n\r\n public set transparency(alpha: number) {\r\n this._transparency = alpha;\r\n for (let i = 6; i < 12; ++i) {\r\n this._lightHelperFrustumMeshes[i].material!.alpha = alpha;\r\n }\r\n }\r\n\r\n private _showLines = true;\r\n /**\r\n * true to display the edges of the frustum\r\n */\r\n public get showLines(): boolean {\r\n return this._showLines;\r\n }\r\n\r\n public set showLines(show: boolean) {\r\n if (this._showLines === show) {\r\n return;\r\n }\r\n this._showLines = show;\r\n for (let i = 0; i < 6; ++i) {\r\n this._lightHelperFrustumMeshes[i].setEnabled(show);\r\n }\r\n }\r\n\r\n private _showPlanes = true;\r\n /**\r\n * true to display the planes of the frustum\r\n */\r\n public get showPlanes(): boolean {\r\n return this._showPlanes;\r\n }\r\n\r\n public set showPlanes(show: boolean) {\r\n if (this._showPlanes === show) {\r\n return;\r\n }\r\n this._showPlanes = show;\r\n for (let i = 6; i < 12; ++i) {\r\n this._lightHelperFrustumMeshes[i].setEnabled(show);\r\n }\r\n }\r\n\r\n /**\r\n * Creates a new frustum viewer\r\n * @param light directional light to display the frustum for\r\n * @param camera camera used to retrieve the minZ / maxZ values if the shadowMinZ/shadowMaxZ values of the light are not setup\r\n */\r\n constructor(light: DirectionalLight, camera: Camera) {\r\n this._scene = light.getScene();\r\n this._light = light;\r\n this._camera = camera;\r\n this._inverseViewMatrix = Matrix.Identity();\r\n this._lightHelperFrustumMeshes = [];\r\n this._createGeometry();\r\n this.show();\r\n this.update();\r\n }\r\n\r\n /**\r\n * Shows the frustum\r\n */\r\n public show() {\r\n this._lightHelperFrustumMeshes.forEach((mesh, index) => {\r\n mesh.setEnabled((index < 6 && this._showLines) || (index >= 6 && this._showPlanes));\r\n });\r\n this._oldPosition.set(Number.NaN, Number.NaN, Number.NaN);\r\n this._visible = true;\r\n }\r\n\r\n /**\r\n * Hides the frustum\r\n */\r\n public hide() {\r\n this._lightHelperFrustumMeshes.forEach((mesh) => {\r\n mesh.setEnabled(false);\r\n });\r\n this._visible = false;\r\n }\r\n\r\n /**\r\n * Updates the frustum.\r\n * Call this method to update the frustum view if the light has changed position/direction\r\n */\r\n public update() {\r\n if (!this._visible) {\r\n return;\r\n }\r\n\r\n if (\r\n this._oldPosition.equals(this._light.position) &&\r\n this._oldDirection.equals(this._light.direction) &&\r\n this._oldAutoCalc === this._light.autoCalcShadowZBounds &&\r\n this._oldMinZ === this._light.shadowMinZ &&\r\n this._oldMaxZ === this._light.shadowMaxZ\r\n ) {\r\n return;\r\n }\r\n\r\n this._oldPosition.copyFrom(this._light.position);\r\n this._oldDirection.copyFrom(this._light.direction);\r\n this._oldAutoCalc = this._light.autoCalcShadowZBounds;\r\n this._oldMinZ = this._light.shadowMinZ;\r\n this._oldMaxZ = this._light.shadowMaxZ;\r\n\r\n TmpVectors.Vector3[0].set(this._light.orthoLeft, this._light.orthoBottom, this._light.shadowMinZ !== undefined ? this._light.shadowMinZ : this._camera.minZ); // min light extents\r\n TmpVectors.Vector3[1].set(this._light.orthoRight, this._light.orthoTop, this._light.shadowMaxZ !== undefined ? this._light.shadowMaxZ : this._camera.maxZ); // max light extents\r\n\r\n const invLightView = this._getInvertViewMatrix();\r\n\r\n TmpVectors.Vector3[2].copyFromFloats(TmpVectors.Vector3[1].x, TmpVectors.Vector3[1].y, TmpVectors.Vector3[0].z); // n1\r\n TmpVectors.Vector3[3].copyFromFloats(TmpVectors.Vector3[1].x, TmpVectors.Vector3[0].y, TmpVectors.Vector3[0].z); // n2\r\n TmpVectors.Vector3[4].copyFromFloats(TmpVectors.Vector3[0].x, TmpVectors.Vector3[0].y, TmpVectors.Vector3[0].z); // n3\r\n TmpVectors.Vector3[5].copyFromFloats(TmpVectors.Vector3[0].x, TmpVectors.Vector3[1].y, TmpVectors.Vector3[0].z); // n4\r\n\r\n Vector3.TransformCoordinatesToRef(TmpVectors.Vector3[2], invLightView, TmpVectors.Vector3[2]); // near1\r\n Vector3.TransformCoordinatesToRef(TmpVectors.Vector3[3], invLightView, TmpVectors.Vector3[3]); // near2\r\n Vector3.TransformCoordinatesToRef(TmpVectors.Vector3[4], invLightView, TmpVectors.Vector3[4]); // near3\r\n Vector3.TransformCoordinatesToRef(TmpVectors.Vector3[5], invLightView, TmpVectors.Vector3[5]); // near4\r\n\r\n TmpVectors.Vector3[6].copyFromFloats(TmpVectors.Vector3[1].x, TmpVectors.Vector3[1].y, TmpVectors.Vector3[1].z); // f1\r\n TmpVectors.Vector3[7].copyFromFloats(TmpVectors.Vector3[1].x, TmpVectors.Vector3[0].y, TmpVectors.Vector3[1].z); // f2\r\n TmpVectors.Vector3[8].copyFromFloats(TmpVectors.Vector3[0].x, TmpVectors.Vector3[0].y, TmpVectors.Vector3[1].z); // f3\r\n TmpVectors.Vector3[9].copyFromFloats(TmpVectors.Vector3[0].x, TmpVectors.Vector3[1].y, TmpVectors.Vector3[1].z); // f4\r\n\r\n Vector3.TransformCoordinatesToRef(TmpVectors.Vector3[6], invLightView, TmpVectors.Vector3[6]); // far1\r\n Vector3.TransformCoordinatesToRef(TmpVectors.Vector3[7], invLightView, TmpVectors.Vector3[7]); // far2\r\n Vector3.TransformCoordinatesToRef(TmpVectors.Vector3[8], invLightView, TmpVectors.Vector3[8]); // far3\r\n Vector3.TransformCoordinatesToRef(TmpVectors.Vector3[9], invLightView, TmpVectors.Vector3[9]); // far4\r\n\r\n CreateLines(\"nearlines\", { updatable: true, points: this._nearLinesPoints, instance: this._lightHelperFrustumMeshes[0] as LinesMesh }, this._scene);\r\n\r\n CreateLines(\"farlines\", { updatable: true, points: this._farLinesPoints, instance: this._lightHelperFrustumMeshes[1] as LinesMesh }, this._scene);\r\n\r\n CreateLines(\"trlines\", { updatable: true, points: this._trLinesPoints, instance: this._lightHelperFrustumMeshes[2] as LinesMesh }, this._scene);\r\n\r\n CreateLines(\"brlines\", { updatable: true, points: this._brLinesPoints, instance: this._lightHelperFrustumMeshes[3] as LinesMesh }, this._scene);\r\n\r\n CreateLines(\"tllines\", { updatable: true, points: this._tlLinesPoints, instance: this._lightHelperFrustumMeshes[4] as LinesMesh }, this._scene);\r\n\r\n CreateLines(\"bllines\", { updatable: true, points: this._blLinesPoints, instance: this._lightHelperFrustumMeshes[5] as LinesMesh }, this._scene);\r\n\r\n TmpVectors.Vector3[2].toArray(this._nearPlaneVertices, 0);\r\n TmpVectors.Vector3[3].toArray(this._nearPlaneVertices, 3);\r\n TmpVectors.Vector3[4].toArray(this._nearPlaneVertices, 6);\r\n TmpVectors.Vector3[5].toArray(this._nearPlaneVertices, 9);\r\n this._lightHelperFrustumMeshes[6].geometry?.updateVerticesDataDirectly(\"position\", this._nearPlaneVertices, 0);\r\n\r\n TmpVectors.Vector3[6].toArray(this._farPlaneVertices, 0);\r\n TmpVectors.Vector3[7].toArray(this._farPlaneVertices, 3);\r\n TmpVectors.Vector3[8].toArray(this._farPlaneVertices, 6);\r\n TmpVectors.Vector3[9].toArray(this._farPlaneVertices, 9);\r\n this._lightHelperFrustumMeshes[7].geometry?.updateVerticesDataDirectly(\"position\", this._farPlaneVertices, 0);\r\n\r\n TmpVectors.Vector3[2].toArray(this._rightPlaneVertices, 0);\r\n TmpVectors.Vector3[6].toArray(this._rightPlaneVertices, 3);\r\n TmpVectors.Vector3[7].toArray(this._rightPlaneVertices, 6);\r\n TmpVectors.Vector3[3].toArray(this._rightPlaneVertices, 9);\r\n this._lightHelperFrustumMeshes[8].geometry?.updateVerticesDataDirectly(\"position\", this._rightPlaneVertices, 0);\r\n\r\n TmpVectors.Vector3[5].toArray(this._leftPlaneVertices, 0);\r\n TmpVectors.Vector3[9].toArray(this._leftPlaneVertices, 3);\r\n TmpVectors.Vector3[8].toArray(this._leftPlaneVertices, 6);\r\n TmpVectors.Vector3[4].toArray(this._leftPlaneVertices, 9);\r\n this._lightHelperFrustumMeshes[9].geometry?.updateVerticesDataDirectly(\"position\", this._leftPlaneVertices, 0);\r\n\r\n TmpVectors.Vector3[2].toArray(this._topPlaneVertices, 0);\r\n TmpVectors.Vector3[6].toArray(this._topPlaneVertices, 3);\r\n TmpVectors.Vector3[9].toArray(this._topPlaneVertices, 6);\r\n TmpVectors.Vector3[5].toArray(this._topPlaneVertices, 9);\r\n this._lightHelperFrustumMeshes[10].geometry?.updateVerticesDataDirectly(\"position\", this._topPlaneVertices, 0);\r\n\r\n TmpVectors.Vector3[3].toArray(this._bottomPlaneVertices, 0);\r\n TmpVectors.Vector3[7].toArray(this._bottomPlaneVertices, 3);\r\n TmpVectors.Vector3[8].toArray(this._bottomPlaneVertices, 6);\r\n TmpVectors.Vector3[4].toArray(this._bottomPlaneVertices, 9);\r\n this._lightHelperFrustumMeshes[11].geometry?.updateVerticesDataDirectly(\"position\", this._bottomPlaneVertices, 0);\r\n }\r\n\r\n /**\r\n * Dispose of the class / remove the frustum view\r\n */\r\n public dispose() {\r\n this._lightHelperFrustumMeshes.forEach((mesh) => {\r\n mesh.material?.dispose();\r\n mesh.dispose();\r\n });\r\n this._rootNode.dispose();\r\n }\r\n\r\n protected _createGeometry() {\r\n this._rootNode = new TransformNode(\"directionalLightHelperRoot_\" + this._light.name, this._scene);\r\n this._rootNode.parent = this._light.parent;\r\n\r\n this._nearLinesPoints = [Vector3.ZeroReadOnly, Vector3.ZeroReadOnly, Vector3.ZeroReadOnly, Vector3.ZeroReadOnly, Vector3.ZeroReadOnly];\r\n const nearLines = CreateLines(\"nearlines\", { updatable: true, points: this._nearLinesPoints }, this._scene);\r\n nearLines.parent = this._rootNode;\r\n nearLines.alwaysSelectAsActiveMesh = true;\r\n\r\n this._farLinesPoints = [Vector3.ZeroReadOnly, Vector3.ZeroReadOnly, Vector3.ZeroReadOnly, Vector3.ZeroReadOnly, Vector3.ZeroReadOnly];\r\n const farLines = CreateLines(\"farlines\", { updatable: true, points: this._farLinesPoints }, this._scene);\r\n farLines.parent = this._rootNode;\r\n farLines.alwaysSelectAsActiveMesh = true;\r\n\r\n this._trLinesPoints = [Vector3.ZeroReadOnly, Vector3.ZeroReadOnly];\r\n const trLines = CreateLines(\"trlines\", { updatable: true, points: this._trLinesPoints }, this._scene);\r\n trLines.parent = this._rootNode;\r\n trLines.alwaysSelectAsActiveMesh = true;\r\n\r\n this._brLinesPoints = [Vector3.ZeroReadOnly, Vector3.ZeroReadOnly];\r\n const brLines = CreateLines(\"brlines\", { updatable: true, points: this._brLinesPoints }, this._scene);\r\n brLines.parent = this._rootNode;\r\n brLines.alwaysSelectAsActiveMesh = true;\r\n\r\n this._tlLinesPoints = [Vector3.ZeroReadOnly, Vector3.ZeroReadOnly];\r\n const tlLines = CreateLines(\"tllines\", { updatable: true, points: this._tlLinesPoints }, this._scene);\r\n tlLines.parent = this._rootNode;\r\n tlLines.alwaysSelectAsActiveMesh = true;\r\n\r\n this._blLinesPoints = [Vector3.ZeroReadOnly, Vector3.ZeroReadOnly];\r\n const blLines = CreateLines(\"bllines\", { updatable: true, points: this._blLinesPoints }, this._scene);\r\n blLines.parent = this._rootNode;\r\n blLines.alwaysSelectAsActiveMesh = true;\r\n\r\n this._lightHelperFrustumMeshes.push(nearLines, farLines, trLines, brLines, tlLines, blLines);\r\n\r\n const makePlane = (name: string, color: Color3, positions: number[]) => {\r\n const plane = new Mesh(name + \"plane\", this._scene);\r\n const mat = new StandardMaterial(name + \"PlaneMat\", this._scene);\r\n\r\n plane.material = mat;\r\n plane.parent = this._rootNode;\r\n plane.alwaysSelectAsActiveMesh = true;\r\n\r\n mat.emissiveColor = color;\r\n mat.alpha = this.transparency;\r\n mat.backFaceCulling = false;\r\n mat.disableLighting = true;\r\n\r\n const indices = [0, 1, 2, 0, 2, 3];\r\n\r\n const vertexData = new VertexData();\r\n\r\n vertexData.positions = positions;\r\n vertexData.indices = indices;\r\n\r\n vertexData.applyToMesh(plane, true);\r\n\r\n this._lightHelperFrustumMeshes.push(plane);\r\n };\r\n\r\n this._nearPlaneVertices = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0];\r\n this._farPlaneVertices = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0];\r\n this._rightPlaneVertices = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0];\r\n this._leftPlaneVertices = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0];\r\n this._topPlaneVertices = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0];\r\n this._bottomPlaneVertices = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0];\r\n\r\n makePlane(\"near\", new Color3(1, 0, 0), this._nearPlaneVertices);\r\n makePlane(\"far\", new Color3(0.3, 0, 0), this._farPlaneVertices);\r\n makePlane(\"right\", new Color3(0, 1, 0), this._rightPlaneVertices);\r\n makePlane(\"left\", new Color3(0, 0.3, 0), this._leftPlaneVertices);\r\n makePlane(\"top\", new Color3(0, 0, 1), this._topPlaneVertices);\r\n makePlane(\"bottom\", new Color3(0, 0, 0.3), this._bottomPlaneVertices);\r\n\r\n this._nearLinesPoints[0] = TmpVectors.Vector3[2];\r\n this._nearLinesPoints[1] = TmpVectors.Vector3[3];\r\n this._nearLinesPoints[2] = TmpVectors.Vector3[4];\r\n this._nearLinesPoints[3] = TmpVectors.Vector3[5];\r\n this._nearLinesPoints[4] = TmpVectors.Vector3[2];\r\n\r\n this._farLinesPoints[0] = TmpVectors.Vector3[6];\r\n this._farLinesPoints[1] = TmpVectors.Vector3[7];\r\n this._farLinesPoints[2] = TmpVectors.Vector3[8];\r\n this._farLinesPoints[3] = TmpVectors.Vector3[9];\r\n this._farLinesPoints[4] = TmpVectors.Vector3[6];\r\n\r\n this._trLinesPoints[0] = TmpVectors.Vector3[2];\r\n this._trLinesPoints[1] = TmpVectors.Vector3[6];\r\n\r\n this._brLinesPoints[0] = TmpVectors.Vector3[3];\r\n this._brLinesPoints[1] = TmpVectors.Vector3[7];\r\n\r\n this._tlLinesPoints[0] = TmpVectors.Vector3[4];\r\n this._tlLinesPoints[1] = TmpVectors.Vector3[8];\r\n\r\n this._blLinesPoints[0] = TmpVectors.Vector3[5];\r\n this._blLinesPoints[1] = TmpVectors.Vector3[9];\r\n }\r\n\r\n protected _getInvertViewMatrix(): Matrix {\r\n Matrix.LookAtLHToRef(this._light.position, this._light.position.add(this._light.direction), Vector3.UpReadOnly, this._inverseViewMatrix);\r\n this._inverseViewMatrix.invertToRef(this._inverseViewMatrix);\r\n return this._inverseViewMatrix;\r\n }\r\n}\r\n"]}
1
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type { Camera } from \"../Cameras/camera\";\r\nimport type { DirectionalLight } from \"../Lights/directionalLight\";\r\nimport { StandardMaterial } from \"../Materials/standardMaterial\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport { Matrix, TmpVectors, Vector3 } from \"../Maths/math.vector\";\r\nimport { CreateLines } from \"../Meshes/Builders/linesBuilder\";\r\nimport type { LinesMesh } from \"../Meshes/linesMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { VertexData } from \"../Meshes/mesh.vertexData\";\r\nimport { TransformNode } from \"../Meshes/transformNode\";\r\nimport type { Scene } from \"../scene\";\r\n\r\n/**\r\n * Class used to render a debug view of the frustum for a directional light\r\n * @see https://playground.babylonjs.com/#7EFGSG#4\r\n * @since 5.0.0\r\n */\r\nexport class DirectionalLightFrustumViewer {\r\n private _scene: Scene;\r\n private _light: DirectionalLight;\r\n private _camera: Camera;\r\n private _inverseViewMatrix: Matrix;\r\n private _visible: boolean;\r\n\r\n private _rootNode: TransformNode;\r\n private _lightHelperFrustumMeshes: Mesh[];\r\n\r\n private _nearLinesPoints: Vector3[];\r\n private _farLinesPoints: Vector3[];\r\n private _trLinesPoints: Vector3[];\r\n private _brLinesPoints: Vector3[];\r\n private _tlLinesPoints: Vector3[];\r\n private _blLinesPoints: Vector3[];\r\n\r\n private _nearPlaneVertices: number[];\r\n private _farPlaneVertices: number[];\r\n private _rightPlaneVertices: number[];\r\n private _leftPlaneVertices: number[];\r\n private _topPlaneVertices: number[];\r\n private _bottomPlaneVertices: number[];\r\n\r\n private _oldPosition: Vector3 = new Vector3(Number.NaN, Number.NaN, Number.NaN);\r\n private _oldDirection: Vector3 = new Vector3(Number.NaN, Number.NaN, Number.NaN);\r\n private _oldAutoCalc: boolean;\r\n private _oldMinZ: number;\r\n private _oldMaxZ: number;\r\n\r\n private _transparency = 0.3;\r\n /**\r\n * Gets or sets the transparency of the frustum planes\r\n */\r\n public get transparency(): number {\r\n return this._transparency;\r\n }\r\n\r\n public set transparency(alpha: number) {\r\n this._transparency = alpha;\r\n for (let i = 6; i < 12; ++i) {\r\n this._lightHelperFrustumMeshes[i].material!.alpha = alpha;\r\n }\r\n }\r\n\r\n private _showLines = true;\r\n /**\r\n * true to display the edges of the frustum\r\n */\r\n public get showLines(): boolean {\r\n return this._showLines;\r\n }\r\n\r\n public set showLines(show: boolean) {\r\n if (this._showLines === show) {\r\n return;\r\n }\r\n this._showLines = show;\r\n for (let i = 0; i < 6; ++i) {\r\n this._lightHelperFrustumMeshes[i].setEnabled(show);\r\n }\r\n }\r\n\r\n private _showPlanes = true;\r\n /**\r\n * true to display the planes of the frustum\r\n */\r\n public get showPlanes(): boolean {\r\n return this._showPlanes;\r\n }\r\n\r\n public set showPlanes(show: boolean) {\r\n if (this._showPlanes === show) {\r\n return;\r\n }\r\n this._showPlanes = show;\r\n for (let i = 6; i < 12; ++i) {\r\n this._lightHelperFrustumMeshes[i].setEnabled(show);\r\n }\r\n }\r\n\r\n /**\r\n * Creates a new frustum viewer\r\n * @param light directional light to display the frustum for\r\n * @param camera camera used to retrieve the minZ / maxZ values if the shadowMinZ/shadowMaxZ values of the light are not setup\r\n */\r\n constructor(light: DirectionalLight, camera: Camera) {\r\n this._scene = light.getScene();\r\n this._light = light;\r\n this._camera = camera;\r\n this._inverseViewMatrix = Matrix.Identity();\r\n this._lightHelperFrustumMeshes = [];\r\n this._createGeometry();\r\n this.show();\r\n this.update();\r\n }\r\n\r\n /**\r\n * Shows the frustum\r\n */\r\n public show() {\r\n this._lightHelperFrustumMeshes.forEach((mesh, index) => {\r\n mesh.setEnabled((index < 6 && this._showLines) || (index >= 6 && this._showPlanes));\r\n });\r\n this._oldPosition.set(Number.NaN, Number.NaN, Number.NaN);\r\n this._visible = true;\r\n }\r\n\r\n /**\r\n * Hides the frustum\r\n */\r\n public hide() {\r\n this._lightHelperFrustumMeshes.forEach((mesh) => {\r\n mesh.setEnabled(false);\r\n });\r\n this._visible = false;\r\n }\r\n\r\n /**\r\n * Updates the frustum.\r\n * Call this method to update the frustum view if the light has changed position/direction\r\n */\r\n public update() {\r\n if (!this._visible) {\r\n return;\r\n }\r\n\r\n if (\r\n this._oldPosition.equals(this._light.position) &&\r\n this._oldDirection.equals(this._light.direction) &&\r\n this._oldAutoCalc === this._light.autoCalcShadowZBounds &&\r\n this._oldMinZ === this._light.shadowMinZ &&\r\n this._oldMaxZ === this._light.shadowMaxZ\r\n ) {\r\n return;\r\n }\r\n\r\n this._oldPosition.copyFrom(this._light.position);\r\n this._oldDirection.copyFrom(this._light.direction);\r\n this._oldAutoCalc = this._light.autoCalcShadowZBounds;\r\n this._oldMinZ = this._light.shadowMinZ;\r\n this._oldMaxZ = this._light.shadowMaxZ;\r\n\r\n TmpVectors.Vector3[0].set(this._light.orthoLeft, this._light.orthoBottom, this._light.shadowMinZ !== undefined ? this._light.shadowMinZ : this._camera.minZ); // min light extents\r\n TmpVectors.Vector3[1].set(this._light.orthoRight, this._light.orthoTop, this._light.shadowMaxZ !== undefined ? this._light.shadowMaxZ : this._camera.maxZ); // max light extents\r\n\r\n const invLightView = this._getInvertViewMatrix();\r\n\r\n TmpVectors.Vector3[2].copyFromFloats(TmpVectors.Vector3[1].x, TmpVectors.Vector3[1].y, TmpVectors.Vector3[0].z); // n1\r\n TmpVectors.Vector3[3].copyFromFloats(TmpVectors.Vector3[1].x, TmpVectors.Vector3[0].y, TmpVectors.Vector3[0].z); // n2\r\n TmpVectors.Vector3[4].copyFromFloats(TmpVectors.Vector3[0].x, TmpVectors.Vector3[0].y, TmpVectors.Vector3[0].z); // n3\r\n TmpVectors.Vector3[5].copyFromFloats(TmpVectors.Vector3[0].x, TmpVectors.Vector3[1].y, TmpVectors.Vector3[0].z); // n4\r\n\r\n Vector3.TransformCoordinatesToRef(TmpVectors.Vector3[2], invLightView, TmpVectors.Vector3[2]); // near1\r\n Vector3.TransformCoordinatesToRef(TmpVectors.Vector3[3], invLightView, TmpVectors.Vector3[3]); // near2\r\n Vector3.TransformCoordinatesToRef(TmpVectors.Vector3[4], invLightView, TmpVectors.Vector3[4]); // near3\r\n Vector3.TransformCoordinatesToRef(TmpVectors.Vector3[5], invLightView, TmpVectors.Vector3[5]); // near4\r\n\r\n TmpVectors.Vector3[6].copyFromFloats(TmpVectors.Vector3[1].x, TmpVectors.Vector3[1].y, TmpVectors.Vector3[1].z); // f1\r\n TmpVectors.Vector3[7].copyFromFloats(TmpVectors.Vector3[1].x, TmpVectors.Vector3[0].y, TmpVectors.Vector3[1].z); // f2\r\n TmpVectors.Vector3[8].copyFromFloats(TmpVectors.Vector3[0].x, TmpVectors.Vector3[0].y, TmpVectors.Vector3[1].z); // f3\r\n TmpVectors.Vector3[9].copyFromFloats(TmpVectors.Vector3[0].x, TmpVectors.Vector3[1].y, TmpVectors.Vector3[1].z); // f4\r\n\r\n Vector3.TransformCoordinatesToRef(TmpVectors.Vector3[6], invLightView, TmpVectors.Vector3[6]); // far1\r\n Vector3.TransformCoordinatesToRef(TmpVectors.Vector3[7], invLightView, TmpVectors.Vector3[7]); // far2\r\n Vector3.TransformCoordinatesToRef(TmpVectors.Vector3[8], invLightView, TmpVectors.Vector3[8]); // far3\r\n Vector3.TransformCoordinatesToRef(TmpVectors.Vector3[9], invLightView, TmpVectors.Vector3[9]); // far4\r\n\r\n CreateLines(\"nearlines\", { updatable: true, points: this._nearLinesPoints, instance: this._lightHelperFrustumMeshes[0] as LinesMesh }, this._scene);\r\n\r\n CreateLines(\"farlines\", { updatable: true, points: this._farLinesPoints, instance: this._lightHelperFrustumMeshes[1] as LinesMesh }, this._scene);\r\n\r\n CreateLines(\"trlines\", { updatable: true, points: this._trLinesPoints, instance: this._lightHelperFrustumMeshes[2] as LinesMesh }, this._scene);\r\n\r\n CreateLines(\"brlines\", { updatable: true, points: this._brLinesPoints, instance: this._lightHelperFrustumMeshes[3] as LinesMesh }, this._scene);\r\n\r\n CreateLines(\"tllines\", { updatable: true, points: this._tlLinesPoints, instance: this._lightHelperFrustumMeshes[4] as LinesMesh }, this._scene);\r\n\r\n CreateLines(\"bllines\", { updatable: true, points: this._blLinesPoints, instance: this._lightHelperFrustumMeshes[5] as LinesMesh }, this._scene);\r\n\r\n TmpVectors.Vector3[2].toArray(this._nearPlaneVertices, 0);\r\n TmpVectors.Vector3[3].toArray(this._nearPlaneVertices, 3);\r\n TmpVectors.Vector3[4].toArray(this._nearPlaneVertices, 6);\r\n TmpVectors.Vector3[5].toArray(this._nearPlaneVertices, 9);\r\n this._lightHelperFrustumMeshes[6].geometry?.updateVerticesDataDirectly(\"position\", this._nearPlaneVertices, 0);\r\n\r\n TmpVectors.Vector3[6].toArray(this._farPlaneVertices, 0);\r\n TmpVectors.Vector3[7].toArray(this._farPlaneVertices, 3);\r\n TmpVectors.Vector3[8].toArray(this._farPlaneVertices, 6);\r\n TmpVectors.Vector3[9].toArray(this._farPlaneVertices, 9);\r\n this._lightHelperFrustumMeshes[7].geometry?.updateVerticesDataDirectly(\"position\", this._farPlaneVertices, 0);\r\n\r\n TmpVectors.Vector3[2].toArray(this._rightPlaneVertices, 0);\r\n TmpVectors.Vector3[6].toArray(this._rightPlaneVertices, 3);\r\n TmpVectors.Vector3[7].toArray(this._rightPlaneVertices, 6);\r\n TmpVectors.Vector3[3].toArray(this._rightPlaneVertices, 9);\r\n this._lightHelperFrustumMeshes[8].geometry?.updateVerticesDataDirectly(\"position\", this._rightPlaneVertices, 0);\r\n\r\n TmpVectors.Vector3[5].toArray(this._leftPlaneVertices, 0);\r\n TmpVectors.Vector3[9].toArray(this._leftPlaneVertices, 3);\r\n TmpVectors.Vector3[8].toArray(this._leftPlaneVertices, 6);\r\n TmpVectors.Vector3[4].toArray(this._leftPlaneVertices, 9);\r\n this._lightHelperFrustumMeshes[9].geometry?.updateVerticesDataDirectly(\"position\", this._leftPlaneVertices, 0);\r\n\r\n TmpVectors.Vector3[2].toArray(this._topPlaneVertices, 0);\r\n TmpVectors.Vector3[6].toArray(this._topPlaneVertices, 3);\r\n TmpVectors.Vector3[9].toArray(this._topPlaneVertices, 6);\r\n TmpVectors.Vector3[5].toArray(this._topPlaneVertices, 9);\r\n this._lightHelperFrustumMeshes[10].geometry?.updateVerticesDataDirectly(\"position\", this._topPlaneVertices, 0);\r\n\r\n TmpVectors.Vector3[3].toArray(this._bottomPlaneVertices, 0);\r\n TmpVectors.Vector3[7].toArray(this._bottomPlaneVertices, 3);\r\n TmpVectors.Vector3[8].toArray(this._bottomPlaneVertices, 6);\r\n TmpVectors.Vector3[4].toArray(this._bottomPlaneVertices, 9);\r\n this._lightHelperFrustumMeshes[11].geometry?.updateVerticesDataDirectly(\"position\", this._bottomPlaneVertices, 0);\r\n }\r\n\r\n /**\r\n * Dispose of the class / remove the frustum view\r\n */\r\n public dispose() {\r\n this._lightHelperFrustumMeshes.forEach((mesh) => {\r\n mesh.material?.dispose();\r\n mesh.dispose();\r\n });\r\n this._rootNode.dispose();\r\n }\r\n\r\n protected _createGeometry() {\r\n this._rootNode = new TransformNode(\"directionalLightHelperRoot_\" + this._light.name, this._scene);\r\n this._rootNode.parent = this._light.parent;\r\n\r\n this._nearLinesPoints = [Vector3.ZeroReadOnly, Vector3.ZeroReadOnly, Vector3.ZeroReadOnly, Vector3.ZeroReadOnly, Vector3.ZeroReadOnly];\r\n const nearLines = CreateLines(\"nearlines\", { updatable: true, points: this._nearLinesPoints }, this._scene);\r\n nearLines.parent = this._rootNode;\r\n nearLines.alwaysSelectAsActiveMesh = true;\r\n\r\n this._farLinesPoints = [Vector3.ZeroReadOnly, Vector3.ZeroReadOnly, Vector3.ZeroReadOnly, Vector3.ZeroReadOnly, Vector3.ZeroReadOnly];\r\n const farLines = CreateLines(\"farlines\", { updatable: true, points: this._farLinesPoints }, this._scene);\r\n farLines.parent = this._rootNode;\r\n farLines.alwaysSelectAsActiveMesh = true;\r\n\r\n this._trLinesPoints = [Vector3.ZeroReadOnly, Vector3.ZeroReadOnly];\r\n const trLines = CreateLines(\"trlines\", { updatable: true, points: this._trLinesPoints }, this._scene);\r\n trLines.parent = this._rootNode;\r\n trLines.alwaysSelectAsActiveMesh = true;\r\n\r\n this._brLinesPoints = [Vector3.ZeroReadOnly, Vector3.ZeroReadOnly];\r\n const brLines = CreateLines(\"brlines\", { updatable: true, points: this._brLinesPoints }, this._scene);\r\n brLines.parent = this._rootNode;\r\n brLines.alwaysSelectAsActiveMesh = true;\r\n\r\n this._tlLinesPoints = [Vector3.ZeroReadOnly, Vector3.ZeroReadOnly];\r\n const tlLines = CreateLines(\"tllines\", { updatable: true, points: this._tlLinesPoints }, this._scene);\r\n tlLines.parent = this._rootNode;\r\n tlLines.alwaysSelectAsActiveMesh = true;\r\n\r\n this._blLinesPoints = [Vector3.ZeroReadOnly, Vector3.ZeroReadOnly];\r\n const blLines = CreateLines(\"bllines\", { updatable: true, points: this._blLinesPoints }, this._scene);\r\n blLines.parent = this._rootNode;\r\n blLines.alwaysSelectAsActiveMesh = true;\r\n\r\n this._lightHelperFrustumMeshes.push(nearLines, farLines, trLines, brLines, tlLines, blLines);\r\n\r\n const makePlane = (name: string, color: Color3, positions: number[]) => {\r\n const plane = new Mesh(name + \"plane\", this._scene);\r\n const mat = new StandardMaterial(name + \"PlaneMat\", this._scene);\r\n\r\n plane.material = mat;\r\n plane.parent = this._rootNode;\r\n plane.alwaysSelectAsActiveMesh = true;\r\n\r\n mat.emissiveColor = color;\r\n mat.alpha = this.transparency;\r\n mat.backFaceCulling = false;\r\n mat.disableLighting = true;\r\n\r\n const indices = [0, 1, 2, 0, 2, 3];\r\n\r\n const vertexData = new VertexData();\r\n\r\n vertexData.positions = positions;\r\n vertexData.indices = indices;\r\n\r\n vertexData.applyToMesh(plane, true);\r\n\r\n this._lightHelperFrustumMeshes.push(plane);\r\n };\r\n\r\n this._nearPlaneVertices = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0];\r\n this._farPlaneVertices = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0];\r\n this._rightPlaneVertices = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0];\r\n this._leftPlaneVertices = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0];\r\n this._topPlaneVertices = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0];\r\n this._bottomPlaneVertices = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0];\r\n\r\n makePlane(\"near\", new Color3(1, 0, 0), this._nearPlaneVertices);\r\n makePlane(\"far\", new Color3(0.3, 0, 0), this._farPlaneVertices);\r\n makePlane(\"right\", new Color3(0, 1, 0), this._rightPlaneVertices);\r\n makePlane(\"left\", new Color3(0, 0.3, 0), this._leftPlaneVertices);\r\n makePlane(\"top\", new Color3(0, 0, 1), this._topPlaneVertices);\r\n makePlane(\"bottom\", new Color3(0, 0, 0.3), this._bottomPlaneVertices);\r\n\r\n this._nearLinesPoints[0] = TmpVectors.Vector3[2];\r\n this._nearLinesPoints[1] = TmpVectors.Vector3[3];\r\n this._nearLinesPoints[2] = TmpVectors.Vector3[4];\r\n this._nearLinesPoints[3] = TmpVectors.Vector3[5];\r\n this._nearLinesPoints[4] = TmpVectors.Vector3[2];\r\n\r\n this._farLinesPoints[0] = TmpVectors.Vector3[6];\r\n this._farLinesPoints[1] = TmpVectors.Vector3[7];\r\n this._farLinesPoints[2] = TmpVectors.Vector3[8];\r\n this._farLinesPoints[3] = TmpVectors.Vector3[9];\r\n this._farLinesPoints[4] = TmpVectors.Vector3[6];\r\n\r\n this._trLinesPoints[0] = TmpVectors.Vector3[2];\r\n this._trLinesPoints[1] = TmpVectors.Vector3[6];\r\n\r\n this._brLinesPoints[0] = TmpVectors.Vector3[3];\r\n this._brLinesPoints[1] = TmpVectors.Vector3[7];\r\n\r\n this._tlLinesPoints[0] = TmpVectors.Vector3[4];\r\n this._tlLinesPoints[1] = TmpVectors.Vector3[8];\r\n\r\n this._blLinesPoints[0] = TmpVectors.Vector3[5];\r\n this._blLinesPoints[1] = TmpVectors.Vector3[9];\r\n }\r\n\r\n protected _getInvertViewMatrix(): Matrix {\r\n Matrix.LookAtLHToRef(this._light.position, this._light.position.add(this._light.direction), Vector3.UpReadOnly, this._inverseViewMatrix);\r\n this._inverseViewMatrix.invertToRef(this._inverseViewMatrix);\r\n return this._inverseViewMatrix;\r\n }\r\n}\r\n"]}
@@ -65,6 +65,7 @@ export class RayHelper {
65
65
  }
66
66
  }
67
67
  _render() {
68
+ var _a;
68
69
  const ray = this.ray;
69
70
  if (!ray) {
70
71
  return;
@@ -76,7 +77,7 @@ export class RayHelper {
76
77
  point.addInPlace(ray.origin);
77
78
  this._renderPoints[0].copyFrom(ray.origin);
78
79
  CreateLines("ray", { points: this._renderPoints, updatable: true, instance: this._renderLine }, this._scene);
79
- this._renderLine?.refreshBoundingInfo();
80
+ (_a = this._renderLine) === null || _a === void 0 ? void 0 : _a.refreshBoundingInfo();
80
81
  }
81
82
  /**
82
83
  * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
@@ -1 +1 @@
1
- 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type { Nullable } from \"../types\";\r\nimport type { Ray } from \"../Culling/ray\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport type { Color3 } from \"../Maths/math.color\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { LinesMesh } from \"../Meshes/linesMesh\";\r\n\r\nimport { CreateLines } from \"../Meshes/Builders/linesBuilder\";\r\nimport type { Observer } from \"../Misc/observable\";\r\n\r\n/**\r\n * As raycast might be hard to debug, the RayHelper can help rendering the different rays\r\n * in order to better appreciate the issue one might have.\r\n * @see https://doc.babylonjs.com/babylon101/raycasts#debugging\r\n */\r\nexport class RayHelper {\r\n /**\r\n * Defines the ray we are currently tryin to visualize.\r\n */\r\n public ray: Nullable<Ray>;\r\n\r\n private _renderPoints: Vector3[];\r\n private _renderLine: Nullable<LinesMesh>;\r\n private _renderFunction: Nullable<() => void>;\r\n private _scene: Nullable<Scene>;\r\n\r\n private _onAfterRenderObserver: Nullable<Observer<Scene>>;\r\n private _onAfterStepObserver: Nullable<Observer<Scene>>;\r\n private _attachedToMesh: Nullable<AbstractMesh>;\r\n private _meshSpaceDirection: Vector3;\r\n private _meshSpaceOrigin: Vector3;\r\n\r\n /**\r\n * Helper function to create a colored helper in a scene in one line.\r\n * @param ray Defines the ray we are currently tryin to visualize\r\n * @param scene Defines the scene the ray is used in\r\n * @param color Defines the color we want to see the ray in\r\n * @returns The newly created ray helper.\r\n */\r\n public static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper {\r\n const helper = new RayHelper(ray);\r\n\r\n helper.show(scene, color);\r\n\r\n return helper;\r\n }\r\n\r\n /**\r\n * Instantiate a new ray helper.\r\n * As raycast might be hard to debug, the RayHelper can help rendering the different rays\r\n * in order to better appreciate the issue one might have.\r\n * @see https://doc.babylonjs.com/babylon101/raycasts#debugging\r\n * @param ray Defines the ray we are currently tryin to visualize\r\n */\r\n constructor(ray: Ray) {\r\n this.ray = ray;\r\n }\r\n\r\n /**\r\n * Shows the ray we are willing to debug.\r\n * @param scene Defines the scene the ray needs to be rendered in\r\n * @param color Defines the color the ray needs to be rendered in\r\n */\r\n public show(scene: Scene, color?: Color3): void {\r\n if (!this._renderFunction && this.ray) {\r\n const ray = this.ray;\r\n\r\n this._renderFunction = this._render.bind(this);\r\n this._scene = scene;\r\n this._renderPoints = [ray.origin, ray.origin.add(ray.direction.scale(ray.length))];\r\n this._renderLine = CreateLines(\"ray\", { points: this._renderPoints, updatable: true }, scene);\r\n this._renderLine.isPickable = false;\r\n\r\n if (this._renderFunction) {\r\n this._scene.registerBeforeRender(this._renderFunction);\r\n }\r\n }\r\n\r\n if (color && this._renderLine) {\r\n this._renderLine.color.copyFrom(color);\r\n }\r\n }\r\n\r\n /**\r\n * Hides the ray we are debugging.\r\n */\r\n public hide(): void {\r\n if (this._renderFunction && this._scene) {\r\n this._scene.unregisterBeforeRender(this._renderFunction);\r\n this._scene = null;\r\n this._renderFunction = null;\r\n if (this._renderLine) {\r\n this._renderLine.dispose();\r\n this._renderLine = null;\r\n }\r\n\r\n this._renderPoints = [];\r\n }\r\n }\r\n\r\n private _render(): void {\r\n const ray = this.ray;\r\n\r\n if (!ray) {\r\n return;\r\n }\r\n\r\n const point = this._renderPoints[1];\r\n const len = Math.min(ray.length, 1000000);\r\n\r\n point.copyFrom(ray.direction);\r\n point.scaleInPlace(len);\r\n point.addInPlace(ray.origin);\r\n\r\n this._renderPoints[0].copyFrom(ray.origin);\r\n\r\n CreateLines(\"ray\", { points: this._renderPoints, updatable: true, instance: this._renderLine }, this._scene);\r\n\r\n this._renderLine?.refreshBoundingInfo();\r\n }\r\n\r\n /**\r\n * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.\r\n * @param mesh Defines the mesh we want the helper attached to\r\n * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)\r\n * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)\r\n * @param length Defines the length of the ray\r\n */\r\n public attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void {\r\n this._attachedToMesh = mesh;\r\n\r\n const ray = this.ray;\r\n\r\n if (!ray) {\r\n return;\r\n }\r\n\r\n if (!ray.direction) {\r\n ray.direction = Vector3.Zero();\r\n }\r\n\r\n if (!ray.origin) {\r\n ray.origin = Vector3.Zero();\r\n }\r\n\r\n if (length) {\r\n ray.length = length;\r\n }\r\n\r\n if (!meshSpaceOrigin) {\r\n meshSpaceOrigin = Vector3.Zero();\r\n }\r\n\r\n if (!meshSpaceDirection) {\r\n // -1 so that this will work with Mesh.lookAt\r\n meshSpaceDirection = new Vector3(0, 0, -1);\r\n }\r\n\r\n if (!this._scene) {\r\n this._scene = mesh.getScene();\r\n }\r\n\r\n if (!this._meshSpaceDirection) {\r\n this._meshSpaceDirection = meshSpaceDirection.clone();\r\n this._meshSpaceOrigin = meshSpaceOrigin.clone();\r\n } else {\r\n this._meshSpaceDirection.copyFrom(meshSpaceDirection);\r\n this._meshSpaceOrigin.copyFrom(meshSpaceOrigin);\r\n }\r\n\r\n if (!this._onAfterRenderObserver) {\r\n this._onAfterRenderObserver = this._scene.onBeforeRenderObservable.add(() => this._updateToMesh());\r\n this._onAfterStepObserver = this._scene.onAfterStepObservable.add(() => this._updateToMesh());\r\n }\r\n\r\n // force world matrix computation before the first ray helper computation\r\n this._attachedToMesh.computeWorldMatrix(true);\r\n\r\n this._updateToMesh();\r\n }\r\n\r\n /**\r\n * Detach the ray helper from the mesh it has previously been attached to.\r\n */\r\n public detachFromMesh(): void {\r\n if (this._attachedToMesh && this._scene) {\r\n if (this._onAfterRenderObserver) {\r\n this._scene.onBeforeRenderObservable.remove(this._onAfterRenderObserver);\r\n this._scene.onAfterStepObservable.remove(this._onAfterStepObserver);\r\n }\r\n this._attachedToMesh = null;\r\n this._onAfterRenderObserver = null;\r\n this._onAfterStepObserver = null;\r\n this._scene = null;\r\n }\r\n }\r\n\r\n private _updateToMesh(): void {\r\n const ray = this.ray;\r\n\r\n if (!this._attachedToMesh || !ray) {\r\n return;\r\n }\r\n\r\n if (this._attachedToMesh.isDisposed()) {\r\n this.detachFromMesh();\r\n return;\r\n }\r\n\r\n this._attachedToMesh.getDirectionToRef(this._meshSpaceDirection, ray.direction);\r\n Vector3.TransformCoordinatesToRef(this._meshSpaceOrigin, this._attachedToMesh.getWorldMatrix(), ray.origin);\r\n }\r\n\r\n /**\r\n * Dispose the helper and release its associated resources.\r\n */\r\n public dispose(): void {\r\n this.hide();\r\n this.detachFromMesh();\r\n this.ray = null;\r\n }\r\n}\r\n"]}
1
+ 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type { Nullable } from \"../types\";\r\nimport type { Ray } from \"../Culling/ray\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport type { Color3 } from \"../Maths/math.color\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { LinesMesh } from \"../Meshes/linesMesh\";\r\n\r\nimport { CreateLines } from \"../Meshes/Builders/linesBuilder\";\r\nimport type { Observer } from \"../Misc/observable\";\r\n\r\n/**\r\n * As raycast might be hard to debug, the RayHelper can help rendering the different rays\r\n * in order to better appreciate the issue one might have.\r\n * @see https://doc.babylonjs.com/babylon101/raycasts#debugging\r\n */\r\nexport class RayHelper {\r\n /**\r\n * Defines the ray we are currently tryin to visualize.\r\n */\r\n public ray: Nullable<Ray>;\r\n\r\n private _renderPoints: Vector3[];\r\n private _renderLine: Nullable<LinesMesh>;\r\n private _renderFunction: Nullable<() => void>;\r\n private _scene: Nullable<Scene>;\r\n\r\n private _onAfterRenderObserver: Nullable<Observer<Scene>>;\r\n private _onAfterStepObserver: Nullable<Observer<Scene>>;\r\n private _attachedToMesh: Nullable<AbstractMesh>;\r\n private _meshSpaceDirection: Vector3;\r\n private _meshSpaceOrigin: Vector3;\r\n\r\n /**\r\n * Helper function to create a colored helper in a scene in one line.\r\n * @param ray Defines the ray we are currently tryin to visualize\r\n * @param scene Defines the scene the ray is used in\r\n * @param color Defines the color we want to see the ray in\r\n * @returns The newly created ray helper.\r\n */\r\n public static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper {\r\n const helper = new RayHelper(ray);\r\n\r\n helper.show(scene, color);\r\n\r\n return helper;\r\n }\r\n\r\n /**\r\n * Instantiate a new ray helper.\r\n * As raycast might be hard to debug, the RayHelper can help rendering the different rays\r\n * in order to better appreciate the issue one might have.\r\n * @see https://doc.babylonjs.com/babylon101/raycasts#debugging\r\n * @param ray Defines the ray we are currently tryin to visualize\r\n */\r\n constructor(ray: Ray) {\r\n this.ray = ray;\r\n }\r\n\r\n /**\r\n * Shows the ray we are willing to debug.\r\n * @param scene Defines the scene the ray needs to be rendered in\r\n * @param color Defines the color the ray needs to be rendered in\r\n */\r\n public show(scene: Scene, color?: Color3): void {\r\n if (!this._renderFunction && this.ray) {\r\n const ray = this.ray;\r\n\r\n this._renderFunction = this._render.bind(this);\r\n this._scene = scene;\r\n this._renderPoints = [ray.origin, ray.origin.add(ray.direction.scale(ray.length))];\r\n this._renderLine = CreateLines(\"ray\", { points: this._renderPoints, updatable: true }, scene);\r\n this._renderLine.isPickable = false;\r\n\r\n if (this._renderFunction) {\r\n this._scene.registerBeforeRender(this._renderFunction);\r\n }\r\n }\r\n\r\n if (color && this._renderLine) {\r\n this._renderLine.color.copyFrom(color);\r\n }\r\n }\r\n\r\n /**\r\n * Hides the ray we are debugging.\r\n */\r\n public hide(): void {\r\n if (this._renderFunction && this._scene) {\r\n this._scene.unregisterBeforeRender(this._renderFunction);\r\n this._scene = null;\r\n this._renderFunction = null;\r\n if (this._renderLine) {\r\n this._renderLine.dispose();\r\n this._renderLine = null;\r\n }\r\n\r\n this._renderPoints = [];\r\n }\r\n }\r\n\r\n private _render(): void {\r\n const ray = this.ray;\r\n\r\n if (!ray) {\r\n return;\r\n }\r\n\r\n const point = this._renderPoints[1];\r\n const len = Math.min(ray.length, 1000000);\r\n\r\n point.copyFrom(ray.direction);\r\n point.scaleInPlace(len);\r\n point.addInPlace(ray.origin);\r\n\r\n this._renderPoints[0].copyFrom(ray.origin);\r\n\r\n CreateLines(\"ray\", { points: this._renderPoints, updatable: true, instance: this._renderLine }, this._scene);\r\n\r\n this._renderLine?.refreshBoundingInfo();\r\n }\r\n\r\n /**\r\n * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.\r\n * @param mesh Defines the mesh we want the helper attached to\r\n * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)\r\n * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)\r\n * @param length Defines the length of the ray\r\n */\r\n public attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void {\r\n this._attachedToMesh = mesh;\r\n\r\n const ray = this.ray;\r\n\r\n if (!ray) {\r\n return;\r\n }\r\n\r\n if (!ray.direction) {\r\n ray.direction = Vector3.Zero();\r\n }\r\n\r\n if (!ray.origin) {\r\n ray.origin = Vector3.Zero();\r\n }\r\n\r\n if (length) {\r\n ray.length = length;\r\n }\r\n\r\n if (!meshSpaceOrigin) {\r\n meshSpaceOrigin = Vector3.Zero();\r\n }\r\n\r\n if (!meshSpaceDirection) {\r\n // -1 so that this will work with Mesh.lookAt\r\n meshSpaceDirection = new Vector3(0, 0, -1);\r\n }\r\n\r\n if (!this._scene) {\r\n this._scene = mesh.getScene();\r\n }\r\n\r\n if (!this._meshSpaceDirection) {\r\n this._meshSpaceDirection = meshSpaceDirection.clone();\r\n this._meshSpaceOrigin = meshSpaceOrigin.clone();\r\n } else {\r\n this._meshSpaceDirection.copyFrom(meshSpaceDirection);\r\n this._meshSpaceOrigin.copyFrom(meshSpaceOrigin);\r\n }\r\n\r\n if (!this._onAfterRenderObserver) {\r\n this._onAfterRenderObserver = this._scene.onBeforeRenderObservable.add(() => this._updateToMesh());\r\n this._onAfterStepObserver = this._scene.onAfterStepObservable.add(() => this._updateToMesh());\r\n }\r\n\r\n // force world matrix computation before the first ray helper computation\r\n this._attachedToMesh.computeWorldMatrix(true);\r\n\r\n this._updateToMesh();\r\n }\r\n\r\n /**\r\n * Detach the ray helper from the mesh it has previously been attached to.\r\n */\r\n public detachFromMesh(): void {\r\n if (this._attachedToMesh && this._scene) {\r\n if (this._onAfterRenderObserver) {\r\n this._scene.onBeforeRenderObservable.remove(this._onAfterRenderObserver);\r\n this._scene.onAfterStepObservable.remove(this._onAfterStepObserver);\r\n }\r\n this._attachedToMesh = null;\r\n this._onAfterRenderObserver = null;\r\n this._onAfterStepObserver = null;\r\n this._scene = null;\r\n }\r\n }\r\n\r\n private _updateToMesh(): void {\r\n const ray = this.ray;\r\n\r\n if (!this._attachedToMesh || !ray) {\r\n return;\r\n }\r\n\r\n if (this._attachedToMesh.isDisposed()) {\r\n this.detachFromMesh();\r\n return;\r\n }\r\n\r\n this._attachedToMesh.getDirectionToRef(this._meshSpaceDirection, ray.direction);\r\n Vector3.TransformCoordinatesToRef(this._meshSpaceOrigin, this._attachedToMesh.getWorldMatrix(), ray.origin);\r\n }\r\n\r\n /**\r\n * Dispose the helper and release its associated resources.\r\n */\r\n public dispose(): void {\r\n this.hide();\r\n this.detachFromMesh();\r\n this.ray = null;\r\n }\r\n}\r\n"]}
@@ -37,6 +37,7 @@ export class SkeletonViewer {
37
37
  renderingGroupId = 3,
38
38
  /** is the options for the viewer */
39
39
  options = {}) {
40
+ var _a, _c, _d, _e, _f, _g, _h, _j, _k, _l, _m, _o, _p, _q;
40
41
  this.skeleton = skeleton;
41
42
  this.mesh = mesh;
42
43
  this.autoUpdateBonesMatrices = autoUpdateBonesMatrices;
@@ -55,20 +56,20 @@ export class SkeletonViewer {
55
56
  this._scene = scene;
56
57
  this._ready = false;
57
58
  //Defaults
58
- options.pauseAnimations = options.pauseAnimations ?? true;
59
- options.returnToRest = options.returnToRest ?? false;
60
- options.displayMode = options.displayMode ?? SkeletonViewer.DISPLAY_LINES;
61
- options.displayOptions = options.displayOptions ?? {};
62
- options.displayOptions.midStep = options.displayOptions.midStep ?? 0.235;
63
- options.displayOptions.midStepFactor = options.displayOptions.midStepFactor ?? 0.155;
64
- options.displayOptions.sphereBaseSize = options.displayOptions.sphereBaseSize ?? 0.15;
65
- options.displayOptions.sphereScaleUnit = options.displayOptions.sphereScaleUnit ?? 2;
66
- options.displayOptions.sphereFactor = options.displayOptions.sphereFactor ?? 0.865;
67
- options.displayOptions.spurFollowsChild = options.displayOptions.spurFollowsChild ?? false;
68
- options.displayOptions.showLocalAxes = options.displayOptions.showLocalAxes ?? false;
69
- options.displayOptions.localAxesSize = options.displayOptions.localAxesSize ?? 0.075;
70
- options.computeBonesUsingShaders = options.computeBonesUsingShaders ?? true;
71
- options.useAllBones = options.useAllBones ?? true;
59
+ options.pauseAnimations = (_a = options.pauseAnimations) !== null && _a !== void 0 ? _a : true;
60
+ options.returnToRest = (_c = options.returnToRest) !== null && _c !== void 0 ? _c : false;
61
+ options.displayMode = (_d = options.displayMode) !== null && _d !== void 0 ? _d : SkeletonViewer.DISPLAY_LINES;
62
+ options.displayOptions = (_e = options.displayOptions) !== null && _e !== void 0 ? _e : {};
63
+ options.displayOptions.midStep = (_f = options.displayOptions.midStep) !== null && _f !== void 0 ? _f : 0.235;
64
+ options.displayOptions.midStepFactor = (_g = options.displayOptions.midStepFactor) !== null && _g !== void 0 ? _g : 0.155;
65
+ options.displayOptions.sphereBaseSize = (_h = options.displayOptions.sphereBaseSize) !== null && _h !== void 0 ? _h : 0.15;
66
+ options.displayOptions.sphereScaleUnit = (_j = options.displayOptions.sphereScaleUnit) !== null && _j !== void 0 ? _j : 2;
67
+ options.displayOptions.sphereFactor = (_k = options.displayOptions.sphereFactor) !== null && _k !== void 0 ? _k : 0.865;
68
+ options.displayOptions.spurFollowsChild = (_l = options.displayOptions.spurFollowsChild) !== null && _l !== void 0 ? _l : false;
69
+ options.displayOptions.showLocalAxes = (_m = options.displayOptions.showLocalAxes) !== null && _m !== void 0 ? _m : false;
70
+ options.displayOptions.localAxesSize = (_o = options.displayOptions.localAxesSize) !== null && _o !== void 0 ? _o : 0.075;
71
+ options.computeBonesUsingShaders = (_p = options.computeBonesUsingShaders) !== null && _p !== void 0 ? _p : true;
72
+ options.useAllBones = (_q = options.useAllBones) !== null && _q !== void 0 ? _q : true;
72
73
  const initialMeshBoneIndices = mesh.getVerticesData(VertexBuffer.MatricesIndicesKind);
73
74
  const initialMeshBoneWeights = mesh.getVerticesData(VertexBuffer.MatricesWeightsKind);
74
75
  this._boneIndices = new Set();
@@ -102,13 +103,14 @@ export class SkeletonViewer {
102
103
  * @see http://www.babylonjs-playground.com/#1BZJVJ#395
103
104
  */
104
105
  static CreateBoneWeightShader(options, scene) {
106
+ var _a, _c, _d, _e, _f, _g;
105
107
  const skeleton = options.skeleton;
106
- const colorBase = options.colorBase ?? Color3.Black();
107
- const colorZero = options.colorZero ?? Color3.Blue();
108
- const colorQuarter = options.colorQuarter ?? Color3.Green();
109
- const colorHalf = options.colorHalf ?? Color3.Yellow();
110
- const colorFull = options.colorFull ?? Color3.Red();
111
- const targetBoneIndex = options.targetBoneIndex ?? 0;
108
+ const colorBase = (_a = options.colorBase) !== null && _a !== void 0 ? _a : Color3.Black();
109
+ const colorZero = (_c = options.colorZero) !== null && _c !== void 0 ? _c : Color3.Blue();
110
+ const colorQuarter = (_d = options.colorQuarter) !== null && _d !== void 0 ? _d : Color3.Green();
111
+ const colorHalf = (_e = options.colorHalf) !== null && _e !== void 0 ? _e : Color3.Yellow();
112
+ const colorFull = (_f = options.colorFull) !== null && _f !== void 0 ? _f : Color3.Red();
113
+ const targetBoneIndex = (_g = options.targetBoneIndex) !== null && _g !== void 0 ? _g : 0;
112
114
  Effect.ShadersStore["boneWeights:" + skeleton.name + "VertexShader"] = `precision highp float;
113
115
 
114
116
  attribute vec3 position;
@@ -218,8 +220,9 @@ export class SkeletonViewer {
218
220
  * @returns The created ShaderMaterial
219
221
  */
220
222
  static CreateSkeletonMapShader(options, scene) {
223
+ var _a;
221
224
  const skeleton = options.skeleton;
222
- const colorMap = options.colorMap ?? [
225
+ const colorMap = (_a = options.colorMap) !== null && _a !== void 0 ? _a : [
223
226
  {
224
227
  color: new Color3(1, 0.38, 0.18),
225
228
  location: 0,
@@ -523,13 +526,14 @@ export class SkeletonViewer {
523
526
  * @param spheresOnly
524
527
  */
525
528
  _buildSpheresAndSpurs(spheresOnly = true) {
529
+ var _a, _c;
526
530
  if (this._debugMesh) {
527
531
  this._debugMesh.dispose();
528
532
  this._debugMesh = null;
529
533
  this.ready = false;
530
534
  }
531
535
  this._ready = false;
532
- const utilityLayerScene = this.utilityLayer?.utilityLayerScene;
536
+ const utilityLayerScene = (_a = this.utilityLayer) === null || _a === void 0 ? void 0 : _a.utilityLayerScene;
533
537
  const bones = this.skeleton.bones;
534
538
  const spheres = [];
535
539
  const spurs = [];
@@ -646,7 +650,7 @@ export class SkeletonViewer {
646
650
  this.debugMesh.renderingGroupId = this.renderingGroupId;
647
651
  this.debugMesh.skeleton = this.skeleton;
648
652
  this.debugMesh.parent = this.mesh;
649
- this.debugMesh.computeBonesUsingShaders = this.options.computeBonesUsingShaders ?? true;
653
+ this.debugMesh.computeBonesUsingShaders = (_c = this.options.computeBonesUsingShaders) !== null && _c !== void 0 ? _c : true;
650
654
  this.debugMesh.alwaysSelectAsActiveMesh = true;
651
655
  }
652
656
  const light = this.utilityLayer._getSharedGizmoLight();
@@ -661,6 +665,7 @@ export class SkeletonViewer {
661
665
  }
662
666
  }
663
667
  _buildLocalAxes() {
668
+ var _a;
664
669
  if (this._localAxes) {
665
670
  this._localAxes.dispose();
666
671
  }
@@ -715,7 +720,7 @@ export class SkeletonViewer {
715
720
  this._localAxes.skeleton = this.skeleton;
716
721
  this._localAxes.renderingGroupId = this.renderingGroupId + 1;
717
722
  this._localAxes.parent = this.mesh;
718
- this._localAxes.computeBonesUsingShaders = this.options.computeBonesUsingShaders ?? true;
723
+ this._localAxes.computeBonesUsingShaders = (_a = this.options.computeBonesUsingShaders) !== null && _a !== void 0 ? _a : true;
719
724
  }
720
725
  /** Update the viewer to sync with current skeleton state, only used for the line display. */
721
726
  _displayLinesUpdate() {