@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.
- package/Animations/animatable.js +2 -1
- package/Animations/animatable.js.map +1 -1
- package/Animations/runtimeAnimation.js +1 -1
- package/Animations/runtimeAnimation.js.map +1 -1
- package/Audio/audioSceneComponent.js +2 -1
- package/Audio/audioSceneComponent.js.map +1 -1
- package/Audio/sound.js +70 -45
- package/Audio/sound.js.map +1 -1
- package/Audio/soundTrack.js +12 -6
- package/Audio/soundTrack.js.map +1 -1
- package/BakedVertexAnimation/bakedVertexAnimationManager.js +2 -1
- package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
- package/Behaviors/Cameras/autoRotationBehavior.js +1 -1
- package/Behaviors/Cameras/autoRotationBehavior.js.map +1 -1
- package/Behaviors/Meshes/followBehavior.js +2 -1
- package/Behaviors/Meshes/followBehavior.js.map +1 -1
- package/Behaviors/Meshes/handConstraintBehavior.js +2 -2
- package/Behaviors/Meshes/handConstraintBehavior.js.map +1 -1
- package/Bones/bone.js +2 -1
- package/Bones/bone.js.map +1 -1
- package/Bones/skeleton.js +3 -2
- package/Bones/skeleton.js.map +1 -1
- package/Cameras/Inputs/BaseCameraPointersInput.js +2 -2
- package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
- package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js +5 -3
- package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
- package/Cameras/Inputs/flyCameraMouseInput.js +2 -2
- package/Cameras/Inputs/flyCameraMouseInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraMouseInput.js +2 -2
- package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
- package/Cameras/arcRotateCamera.js +2 -1
- package/Cameras/arcRotateCamera.js.map +1 -1
- package/Cameras/camera.js +6 -4
- package/Cameras/camera.js.map +1 -1
- package/Compute/computeEffect.js +8 -5
- package/Compute/computeEffect.js.map +1 -1
- package/Compute/computeShader.js +12 -11
- package/Compute/computeShader.js.map +1 -1
- package/Culling/Octrees/octreeSceneComponent.js +2 -1
- package/Culling/Octrees/octreeSceneComponent.js.map +1 -1
- package/Culling/boundingBox.js +3 -2
- package/Culling/boundingBox.js.map +1 -1
- package/Culling/ray.js +2 -1
- package/Culling/ray.js.map +1 -1
- package/Debug/debugLayer.d.ts +3 -3
- package/Debug/debugLayer.js +2 -2
- package/Debug/debugLayer.js.map +1 -1
- package/Debug/directionalLightFrustumViewer.js +9 -7
- package/Debug/directionalLightFrustumViewer.js.map +1 -1
- package/Debug/rayHelper.js +2 -1
- package/Debug/rayHelper.js.map +1 -1
- package/Debug/skeletonViewer.js +29 -24
- package/Debug/skeletonViewer.js.map +1 -1
- package/DeviceInput/InputDevices/deviceSourceManager.js +5 -3
- package/DeviceInput/InputDevices/deviceSourceManager.js.map +1 -1
- package/DeviceInput/internalDeviceSourceManager.js +2 -1
- package/DeviceInput/internalDeviceSourceManager.js.map +1 -1
- package/DeviceInput/webDeviceInputSystem.js +12 -9
- package/DeviceInput/webDeviceInputSystem.js.map +1 -1
- package/Engines/Extensions/engine.rawTexture.js +4 -4
- package/Engines/Extensions/engine.rawTexture.js.map +1 -1
- package/Engines/Extensions/engine.readTexture.js +3 -2
- package/Engines/Extensions/engine.readTexture.js.map +1 -1
- package/Engines/Extensions/engine.views.js +2 -1
- package/Engines/Extensions/engine.views.js.map +1 -1
- package/Engines/Processors/shaderProcessor.js +11 -6
- package/Engines/Processors/shaderProcessor.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.cubeTexture.js +1 -1
- package/Engines/WebGPU/Extensions/engine.cubeTexture.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.dynamicTexture.js +2 -1
- package/Engines/WebGPU/Extensions/engine.dynamicTexture.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.multiRender.js +2 -1
- package/Engines/WebGPU/Extensions/engine.multiRender.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.query.js +4 -2
- package/Engines/WebGPU/Extensions/engine.query.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.rawTexture.js +4 -4
- package/Engines/WebGPU/Extensions/engine.rawTexture.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.renderTarget.js +2 -1
- package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.storageBuffer.js +3 -2
- package/Engines/WebGPU/Extensions/engine.storageBuffer.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.textureSampler.js +2 -1
- package/Engines/WebGPU/Extensions/engine.textureSampler.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.videoTexture.js +2 -1
- package/Engines/WebGPU/Extensions/engine.videoTexture.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheBindGroups.js +7 -6
- package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipeline.js +18 -14
- package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheSampler.js +4 -3
- package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
- package/Engines/WebGPU/webgpuClearQuad.js +3 -2
- package/Engines/WebGPU/webgpuClearQuad.js.map +1 -1
- package/Engines/WebGPU/webgpuComputePipelineContext.js +2 -1
- package/Engines/WebGPU/webgpuComputePipelineContext.js.map +1 -1
- package/Engines/WebGPU/webgpuDepthCullingState.js +2 -2
- package/Engines/WebGPU/webgpuDepthCullingState.js.map +1 -1
- package/Engines/WebGPU/webgpuDrawContext.js +2 -1
- package/Engines/WebGPU/webgpuDrawContext.js.map +1 -1
- package/Engines/WebGPU/webgpuHardwareTexture.js +4 -3
- package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
- package/Engines/WebGPU/webgpuMaterialContext.js +5 -4
- package/Engines/WebGPU/webgpuMaterialContext.js.map +1 -1
- package/Engines/WebGPU/webgpuOcclusionQuery.js +5 -3
- package/Engines/WebGPU/webgpuOcclusionQuery.js.map +1 -1
- package/Engines/WebGPU/webgpuPipelineContext.js +4 -2
- package/Engines/WebGPU/webgpuPipelineContext.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessingContext.js +4 -2
- package/Engines/WebGPU/webgpuShaderProcessingContext.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +2 -1
- package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
- package/Engines/WebGPU/webgpuSnapshotRendering.js +3 -2
- package/Engines/WebGPU/webgpuSnapshotRendering.js.map +1 -1
- package/Engines/WebGPU/webgpuStencilStateComposer.js +2 -1
- package/Engines/WebGPU/webgpuStencilStateComposer.js.map +1 -1
- package/Engines/WebGPU/webgpuTextureHelper.js +40 -38
- package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
- package/Engines/engine.js +5 -3
- package/Engines/engine.js.map +1 -1
- package/Engines/nativeEngine.js +7 -5
- package/Engines/nativeEngine.js.map +1 -1
- package/Engines/renderTargetWrapper.js +14 -9
- package/Engines/renderTargetWrapper.js.map +1 -1
- package/Engines/thinEngine.js +29 -20
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.js +87 -61
- package/Engines/webgpuEngine.js.map +1 -1
- package/Gamepads/gamepadManager.js +1 -1
- package/Gamepads/gamepadManager.js.map +1 -1
- package/Gizmos/axisDragGizmo.js +4 -2
- package/Gizmos/axisDragGizmo.js.map +1 -1
- package/Gizmos/axisScaleGizmo.js +6 -4
- package/Gizmos/axisScaleGizmo.js.map +1 -1
- package/Gizmos/gizmo.js +21 -6
- package/Gizmos/gizmo.js.map +1 -1
- package/Gizmos/gizmoManager.js +3 -2
- package/Gizmos/gizmoManager.js.map +1 -1
- package/Gizmos/planeDragGizmo.js +4 -2
- package/Gizmos/planeDragGizmo.js.map +1 -1
- package/Gizmos/planeRotationGizmo.js +4 -2
- package/Gizmos/planeRotationGizmo.js.map +1 -1
- package/Helpers/videoDome.js +2 -1
- package/Helpers/videoDome.js.map +1 -1
- package/Inputs/scene.inputManager.js +1 -1
- package/Inputs/scene.inputManager.js.map +1 -1
- package/Layers/effectLayer.js +5 -3
- package/Layers/effectLayer.js.map +1 -1
- package/Layers/glowLayer.d.ts +5 -0
- package/Layers/glowLayer.js +25 -11
- package/Layers/glowLayer.js.map +1 -1
- package/Layers/highlightLayer.js +2 -1
- package/Layers/highlightLayer.js.map +1 -1
- package/LensFlares/lensFlareSystem.js +2 -1
- package/LensFlares/lensFlareSystem.js.map +1 -1
- package/Lights/Shadows/cascadedShadowGenerator.js +25 -21
- package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
- package/Lights/Shadows/shadowGenerator.js +13 -8
- package/Lights/Shadows/shadowGenerator.js.map +1 -1
- package/Loading/Plugins/babylonFileLoader.js +5 -4
- package/Loading/Plugins/babylonFileLoader.js.map +1 -1
- package/Loading/sceneLoader.js +1 -1
- package/Loading/sceneLoader.js.map +1 -1
- package/Materials/Node/Blocks/Dual/imageSourceBlock.js +2 -1
- package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +2 -1
- package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/textureBlock.js +10 -6
- package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/TBNBlock.js +3 -2
- package/Materials/Node/Blocks/Fragment/TBNBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +2 -1
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js +2 -1
- package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js.map +1 -1
- package/Materials/Node/Blocks/Input/inputBlock.js +2 -1
- package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/clearCoatBlock.js +26 -24
- package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/iridescenceBlock.js +3 -3
- package/Materials/Node/Blocks/PBR/iridescenceBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +48 -44
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/reflectionBlock.js +2 -1
- package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/refractionBlock.js +2 -1
- package/Materials/Node/Blocks/PBR/refractionBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/sheenBlock.js +13 -13
- package/Materials/Node/Blocks/PBR/sheenBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/subSurfaceBlock.js +27 -26
- package/Materials/Node/Blocks/PBR/subSurfaceBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/instancesBlock.js +2 -2
- package/Materials/Node/Blocks/Vertex/instancesBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js +6 -6
- package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js.map +1 -1
- package/Materials/Node/Blocks/cloudBlock.js +3 -2
- package/Materials/Node/Blocks/cloudBlock.js.map +1 -1
- package/Materials/Node/Blocks/colorMergerBlock.js +5 -4
- package/Materials/Node/Blocks/colorMergerBlock.js.map +1 -1
- package/Materials/Node/Blocks/customBlock.js +4 -3
- package/Materials/Node/Blocks/customBlock.js.map +1 -1
- package/Materials/Node/Blocks/vectorMergerBlock.js +5 -4
- package/Materials/Node/Blocks/vectorMergerBlock.js.map +1 -1
- package/Materials/Node/nodeMaterial.js +7 -6
- package/Materials/Node/nodeMaterial.js.map +1 -1
- package/Materials/Node/nodeMaterialBlock.js +4 -3
- package/Materials/Node/nodeMaterialBlock.js.map +1 -1
- package/Materials/Node/nodeMaterialDecorator.js +1 -1
- package/Materials/Node/nodeMaterialDecorator.js.map +1 -1
- package/Materials/PBR/pbrAnisotropicConfiguration.js +2 -0
- package/Materials/PBR/pbrAnisotropicConfiguration.js.map +1 -1
- package/Materials/PBR/pbrBaseMaterial.js +25 -19
- package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
- package/Materials/PBR/pbrClearCoatConfiguration.js +16 -6
- package/Materials/PBR/pbrClearCoatConfiguration.js.map +1 -1
- package/Materials/PBR/pbrIridescenceConfiguration.js +9 -4
- package/Materials/PBR/pbrIridescenceConfiguration.js.map +1 -1
- package/Materials/PBR/pbrSheenConfiguration.js +10 -4
- package/Materials/PBR/pbrSheenConfiguration.js.map +1 -1
- package/Materials/PBR/pbrSubSurfaceConfiguration.js +22 -0
- package/Materials/PBR/pbrSubSurfaceConfiguration.js.map +1 -1
- package/Materials/Textures/Loaders/envTextureLoader.js +2 -2
- package/Materials/Textures/Loaders/envTextureLoader.js.map +1 -1
- package/Materials/Textures/Packer/packer.js +14 -13
- package/Materials/Textures/Packer/packer.js.map +1 -1
- package/Materials/Textures/Procedurals/customProceduralTexture.d.ts +2 -1
- package/Materials/Textures/Procedurals/customProceduralTexture.js.map +1 -1
- package/Materials/Textures/Procedurals/noiseProceduralTexture.js +2 -1
- package/Materials/Textures/Procedurals/noiseProceduralTexture.js.map +1 -1
- package/Materials/Textures/Procedurals/proceduralTexture.js +7 -4
- package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
- package/Materials/Textures/cubeTexture.js +8 -4
- package/Materials/Textures/cubeTexture.js.map +1 -1
- package/Materials/Textures/hdrCubeTexture.js +4 -2
- package/Materials/Textures/hdrCubeTexture.js.map +1 -1
- package/Materials/Textures/internalTexture.js +4 -2
- package/Materials/Textures/internalTexture.js.map +1 -1
- package/Materials/Textures/mirrorTexture.js +6 -3
- package/Materials/Textures/mirrorTexture.js.map +1 -1
- package/Materials/Textures/multiRenderTarget.js +6 -4
- package/Materials/Textures/multiRenderTarget.js.map +1 -1
- package/Materials/Textures/rawTexture.js +1 -1
- package/Materials/Textures/rawTexture.js.map +1 -1
- package/Materials/Textures/renderTargetTexture.js +26 -15
- package/Materials/Textures/renderTargetTexture.js.map +1 -1
- package/Materials/Textures/texture.d.ts +7 -2
- package/Materials/Textures/texture.js +49 -41
- package/Materials/Textures/texture.js.map +1 -1
- package/Materials/Textures/thinRenderTargetTexture.js +4 -2
- package/Materials/Textures/thinRenderTargetTexture.js.map +1 -1
- package/Materials/Textures/videoTexture.js +3 -3
- package/Materials/Textures/videoTexture.js.map +1 -1
- package/Materials/drawWrapper.js +4 -2
- package/Materials/drawWrapper.js.map +1 -1
- package/Materials/effect.js +15 -10
- package/Materials/effect.js.map +1 -1
- package/Materials/material.d.ts +14 -0
- package/Materials/material.detailMapConfiguration.js +2 -1
- package/Materials/material.detailMapConfiguration.js.map +1 -1
- package/Materials/material.js +35 -3
- package/Materials/material.js.map +1 -1
- package/Materials/materialDefines.js +6 -5
- package/Materials/materialDefines.js.map +1 -1
- package/Materials/materialHelper.js +1 -1
- package/Materials/materialHelper.js.map +1 -1
- package/Materials/materialPluginManager.js +3 -2
- package/Materials/materialPluginManager.js.map +1 -1
- package/Materials/multiMaterial.js +2 -1
- package/Materials/multiMaterial.js.map +1 -1
- package/Materials/shaderMaterial.js +12 -9
- package/Materials/shaderMaterial.js.map +1 -1
- package/Materials/shadowDepthWrapper.js +13 -8
- package/Materials/shadowDepthWrapper.js.map +1 -1
- package/Materials/standardMaterial.js +12 -10
- package/Materials/standardMaterial.js.map +1 -1
- package/Materials/uniformBuffer.js +1 -1
- package/Materials/uniformBuffer.js.map +1 -1
- package/Maths/math.polar.d.ts +2 -2
- package/Maths/math.polar.js +4 -4
- package/Maths/math.polar.js.map +1 -1
- package/Maths/math.vector.d.ts +69 -7
- package/Maths/math.vector.js +72 -9
- package/Maths/math.vector.js.map +1 -1
- package/Meshes/Builders/groundBuilder.js +1 -1
- package/Meshes/Builders/groundBuilder.js.map +1 -1
- package/Meshes/abstractMesh.d.ts +8 -0
- package/Meshes/abstractMesh.js +20 -5
- package/Meshes/abstractMesh.js.map +1 -1
- package/Meshes/csg.js +2 -1
- package/Meshes/csg.js.map +1 -1
- package/Meshes/instancedMesh.js +2 -1
- package/Meshes/instancedMesh.js.map +1 -1
- package/Meshes/mesh.js +25 -13
- package/Meshes/mesh.js.map +1 -1
- package/Meshes/mesh.vertexData.js +4 -3
- package/Meshes/mesh.vertexData.js.map +1 -1
- package/Meshes/subMesh.js +14 -8
- package/Meshes/subMesh.js.map +1 -1
- package/Meshes/thinInstanceMesh.js +18 -12
- package/Meshes/thinInstanceMesh.js.map +1 -1
- package/Meshes/transformNode.js +4 -3
- package/Meshes/transformNode.js.map +1 -1
- package/Misc/HighDynamicRange/cubemapToSphericalPolynomial.js +2 -1
- package/Misc/HighDynamicRange/cubemapToSphericalPolynomial.js.map +1 -1
- package/Misc/PerformanceViewer/performanceViewerCollectionStrategies.js +12 -8
- package/Misc/PerformanceViewer/performanceViewerCollectionStrategies.js.map +1 -1
- package/Misc/PerformanceViewer/performanceViewerCollector.js +3 -2
- package/Misc/PerformanceViewer/performanceViewerCollector.js.map +1 -1
- package/Misc/arrayTools.js +1 -1
- package/Misc/arrayTools.js.map +1 -1
- package/Misc/computePressure.js +9 -6
- package/Misc/computePressure.js.map +1 -1
- package/Misc/dataStorage.js +1 -1
- package/Misc/dataStorage.js.map +1 -1
- package/Misc/environmentTextureTools.js +2 -1
- package/Misc/environmentTextureTools.js.map +1 -1
- package/Misc/fileTools.js +31 -8
- package/Misc/fileTools.js.map +1 -1
- package/Misc/logger.js +2 -1
- package/Misc/logger.js.map +1 -1
- package/Misc/minMaxReducer.js +3 -2
- package/Misc/minMaxReducer.js.map +1 -1
- package/Misc/sceneRecorder.js +1 -1
- package/Misc/sceneRecorder.js.map +1 -1
- package/Misc/screenshotTools.js +2 -12
- package/Misc/screenshotTools.js.map +1 -1
- package/Misc/textureTools.js +3 -3
- package/Misc/textureTools.js.map +1 -1
- package/Misc/timer.js +5 -3
- package/Misc/timer.js.map +1 -1
- package/Misc/tools.d.ts +2 -8
- package/Misc/tools.js +6 -6
- package/Misc/tools.js.map +1 -1
- package/Misc/trajectoryClassifier.js +3 -3
- package/Misc/trajectoryClassifier.js.map +1 -1
- package/Particles/EmitterTypes/meshParticleEmitter.js +2 -1
- package/Particles/EmitterTypes/meshParticleEmitter.js.map +1 -1
- package/Particles/computeShaderParticleSystem.js +6 -3
- package/Particles/computeShaderParticleSystem.js.map +1 -1
- package/Particles/gpuParticleSystem.js +13 -8
- package/Particles/gpuParticleSystem.js.map +1 -1
- package/Particles/particleSystem.js +22 -14
- package/Particles/particleSystem.js.map +1 -1
- package/Particles/particleSystemComponent.js +2 -1
- package/Particles/particleSystemComponent.js.map +1 -1
- package/Particles/pointsCloudSystem.js +7 -4
- package/Particles/pointsCloudSystem.js.map +1 -1
- package/Particles/solidParticleSystem.js +2 -2
- package/Particles/solidParticleSystem.js.map +1 -1
- package/Particles/webgl2ParticleSystem.js +2 -1
- package/Particles/webgl2ParticleSystem.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js +5 -4
- package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
- package/PostProcesses/blackAndWhitePostProcess.d.ts +1 -1
- package/PostProcesses/blackAndWhitePostProcess.js.map +1 -1
- package/PostProcesses/colorCorrectionPostProcess.d.ts +1 -1
- package/PostProcesses/colorCorrectionPostProcess.js +2 -1
- package/PostProcesses/colorCorrectionPostProcess.js.map +1 -1
- package/PostProcesses/postProcess.js +8 -5
- package/PostProcesses/postProcess.js.map +1 -1
- package/PostProcesses/postProcessManager.js +6 -4
- package/PostProcesses/postProcessManager.js.map +1 -1
- package/PostProcesses/refractionPostProcess.d.ts +2 -1
- package/PostProcesses/refractionPostProcess.js.map +1 -1
- package/PostProcesses/screenSpaceReflectionPostProcess.js +1 -1
- package/PostProcesses/screenSpaceReflectionPostProcess.js.map +1 -1
- package/PostProcesses/tonemapPostProcess.d.ts +2 -1
- package/PostProcesses/tonemapPostProcess.js.map +1 -1
- package/PostProcesses/volumetricLightScatteringPostProcess.d.ts +2 -1
- package/PostProcesses/volumetricLightScatteringPostProcess.js +7 -4
- package/PostProcesses/volumetricLightScatteringPostProcess.js.map +1 -1
- package/PostProcesses/vrDistortionCorrectionPostProcess.d.ts +2 -1
- package/PostProcesses/vrDistortionCorrectionPostProcess.js.map +1 -1
- package/PostProcesses/vrMultiviewToSingleviewPostProcess.d.ts +2 -1
- package/PostProcesses/vrMultiviewToSingleviewPostProcess.js +3 -2
- package/PostProcesses/vrMultiviewToSingleviewPostProcess.js.map +1 -1
- package/Probes/reflectionProbe.js +4 -2
- package/Probes/reflectionProbe.js.map +1 -1
- package/Rendering/boundingBoxRenderer.js +3 -2
- package/Rendering/boundingBoxRenderer.js.map +1 -1
- package/Rendering/depthPeelingRenderer.d.ts +12 -0
- package/Rendering/depthPeelingRenderer.js +30 -6
- package/Rendering/depthPeelingRenderer.js.map +1 -1
- package/Rendering/depthPeelingSceneComponent.js +4 -2
- package/Rendering/depthPeelingSceneComponent.js.map +1 -1
- package/Rendering/depthRenderer.js +10 -6
- package/Rendering/depthRenderer.js.map +1 -1
- package/Rendering/edgesRenderer.js +11 -8
- package/Rendering/edgesRenderer.js.map +1 -1
- package/Rendering/outlineRenderer.js +2 -2
- package/Rendering/outlineRenderer.js.map +1 -1
- package/Rendering/prePassRenderer.js +4 -2
- package/Rendering/prePassRenderer.js.map +1 -1
- package/Shaders/pbr.fragment.js +4 -1
- package/Shaders/pbr.fragment.js.map +1 -1
- package/Sprites/spriteManager.js +2 -1
- package/Sprites/spriteManager.js.map +1 -1
- package/Sprites/spriteRenderer.js +2 -1
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- package/States/stencilStateComposer.js +4 -2
- package/States/stencilStateComposer.js.map +1 -1
- package/XR/features/WebXRAnchorSystem.js +2 -1
- package/XR/features/WebXRAnchorSystem.js.map +1 -1
- package/XR/features/WebXRControllerMovement.js +7 -6
- package/XR/features/WebXRControllerMovement.js.map +1 -1
- package/XR/features/WebXRControllerPhysics.js +6 -4
- package/XR/features/WebXRControllerPhysics.js.map +1 -1
- package/XR/features/WebXRControllerPointerSelection.js +2 -1
- package/XR/features/WebXRControllerPointerSelection.js.map +1 -1
- package/XR/features/WebXRHandTracking.js +26 -18
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- package/XR/features/WebXRLayers.js +1 -1
- package/XR/features/WebXRLayers.js.map +1 -1
- package/XR/features/WebXRLightEstimation.js +6 -3
- package/XR/features/WebXRLightEstimation.js.map +1 -1
- package/XR/features/WebXRMeshDetector.js +2 -1
- package/XR/features/WebXRMeshDetector.js.map +1 -1
- package/XR/features/WebXRNearInteraction.js +7 -4
- package/XR/features/WebXRNearInteraction.js.map +1 -1
- package/XR/features/WebXRPlaneDetector.js +2 -1
- package/XR/features/WebXRPlaneDetector.js.map +1 -1
- package/XR/native/nativeXRFrame.js +2 -1
- package/XR/native/nativeXRFrame.js.map +1 -1
- package/XR/webXRCamera.js +2 -1
- package/XR/webXRCamera.js.map +1 -1
- package/XR/webXRExperienceHelper.js +7 -5
- package/XR/webXRExperienceHelper.js.map +1 -1
- package/XR/webXRInputSource.js +2 -1
- package/XR/webXRInputSource.js.map +1 -1
- package/XR/webXRSessionManager.js +27 -14
- package/XR/webXRSessionManager.js.map +1 -1
- package/package.json +1 -1
- package/scene.js +17 -11
- package/scene.js.map +1 -1
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{ Vector3, Matrix, TmpVectors } from \"../Maths/math.vector\";\r\nimport { Color3, Color4 } from \"../Maths/math.color\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { Bone } from \"../Bones/bone\";\r\nimport type { Skeleton } from \"../Bones/skeleton\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport type { LinesMesh } from \"../Meshes/linesMesh\";\r\nimport { CreateLineSystem } from \"../Meshes/Builders/linesBuilder\";\r\nimport { UtilityLayerRenderer } from \"../Rendering/utilityLayerRenderer\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { ShaderMaterial } from \"../Materials/shaderMaterial\";\r\nimport { DynamicTexture } from \"../Materials/Textures/dynamicTexture\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { Effect } from \"../Materials/effect\";\r\n\r\nimport type { ISkeletonViewerOptions, IBoneWeightShaderOptions, ISkeletonMapShaderOptions, ISkeletonMapShaderColorMapKnot } from \"./ISkeletonViewer\";\r\nimport type { Observer } from \"../Misc/observable\";\r\n\r\nimport { CreateSphere } from \"../Meshes/Builders/sphereBuilder\";\r\nimport { ExtrudeShapeCustom } from \"../Meshes/Builders/shapeBuilder\";\r\n\r\n/**\r\n * Class used to render a debug view of a given skeleton\r\n * @see http://www.babylonjs-playground.com/#1BZJVJ#8\r\n */\r\nexport class SkeletonViewer {\r\n /** public Display constants BABYLON.SkeletonViewer.DISPLAY_LINES */\r\n public static readonly DISPLAY_LINES = 0;\r\n /** public Display constants BABYLON.SkeletonViewer.DISPLAY_SPHERES */\r\n public static readonly DISPLAY_SPHERES = 1;\r\n /** public Display constants BABYLON.SkeletonViewer.DISPLAY_SPHERE_AND_SPURS */\r\n public static readonly DISPLAY_SPHERE_AND_SPURS = 2;\r\n\r\n /** public static method to create a BoneWeight Shader\r\n * @param options The constructor options\r\n * @param scene The scene that the shader is scoped to\r\n * @returns The created ShaderMaterial\r\n * @see http://www.babylonjs-playground.com/#1BZJVJ#395\r\n */\r\n static CreateBoneWeightShader(options: IBoneWeightShaderOptions, scene: Scene): ShaderMaterial {\r\n const skeleton: Skeleton = options.skeleton;\r\n const colorBase: Color3 = options.colorBase ?? Color3.Black();\r\n const colorZero: Color3 = options.colorZero ?? Color3.Blue();\r\n const colorQuarter: Color3 = options.colorQuarter ?? Color3.Green();\r\n const colorHalf: Color3 = options.colorHalf ?? Color3.Yellow();\r\n const colorFull: Color3 = options.colorFull ?? Color3.Red();\r\n const targetBoneIndex: number = options.targetBoneIndex ?? 0;\r\n\r\n Effect.ShadersStore[\"boneWeights:\" + skeleton.name + \"VertexShader\"] = `precision highp float;\r\n\r\n attribute vec3 position;\r\n attribute vec2 uv;\r\n\r\n uniform mat4 view;\r\n uniform mat4 projection;\r\n uniform mat4 worldViewProjection;\r\n\r\n #include<bonesDeclaration>\r\n #if NUM_BONE_INFLUENCERS == 0\r\n attribute vec4 matricesIndices;\r\n attribute vec4 matricesWeights;\r\n #endif\r\n #include<bakedVertexAnimationDeclaration>\r\n\r\n #include<instancesDeclaration>\r\n\r\n varying vec3 vColor;\r\n\r\n uniform vec3 colorBase;\r\n uniform vec3 colorZero;\r\n uniform vec3 colorQuarter;\r\n uniform vec3 colorHalf;\r\n uniform vec3 colorFull;\r\n\r\n uniform float targetBoneIndex;\r\n\r\n void main() {\r\n vec3 positionUpdated = position;\r\n\r\n #include<instancesVertex>\r\n #include<bonesVertex>\r\n #include<bakedVertexAnimation>\r\n\r\n vec4 worldPos = finalWorld * vec4(positionUpdated, 1.0);\r\n\r\n vec3 color = colorBase;\r\n float totalWeight = 0.;\r\n if(matricesIndices[0] == targetBoneIndex && matricesWeights[0] > 0.){\r\n totalWeight += matricesWeights[0];\r\n }\r\n if(matricesIndices[1] == targetBoneIndex && matricesWeights[1] > 0.){\r\n totalWeight += matricesWeights[1];\r\n }\r\n if(matricesIndices[2] == targetBoneIndex && matricesWeights[2] > 0.){\r\n totalWeight += matricesWeights[2];\r\n }\r\n if(matricesIndices[3] == targetBoneIndex && matricesWeights[3] > 0.){\r\n totalWeight += matricesWeights[3];\r\n }\r\n\r\n color = mix(color, colorZero, smoothstep(0., 0.25, totalWeight));\r\n color = mix(color, colorQuarter, smoothstep(0.25, 0.5, totalWeight));\r\n color = mix(color, colorHalf, smoothstep(0.5, 0.75, totalWeight));\r\n color = mix(color, colorFull, smoothstep(0.75, 1.0, totalWeight));\r\n vColor = color;\r\n\r\n gl_Position = projection * view * worldPos;\r\n }`;\r\n Effect.ShadersStore[\"boneWeights:\" + skeleton.name + \"FragmentShader\"] = `\r\n precision highp float;\r\n varying vec3 vPosition;\r\n\r\n varying vec3 vColor;\r\n\r\n void main() {\r\n vec4 color = vec4(vColor, 1.0);\r\n gl_FragColor = color;\r\n }\r\n `;\r\n const shader: ShaderMaterial = new ShaderMaterial(\r\n \"boneWeight:\" + skeleton.name,\r\n scene,\r\n {\r\n vertex: \"boneWeights:\" + skeleton.name,\r\n fragment: \"boneWeights:\" + skeleton.name,\r\n },\r\n {\r\n attributes: [\"position\", \"normal\", \"matricesIndices\", \"matricesWeights\"],\r\n uniforms: [\r\n \"world\",\r\n \"worldView\",\r\n \"worldViewProjection\",\r\n \"view\",\r\n \"projection\",\r\n \"viewProjection\",\r\n \"colorBase\",\r\n \"colorZero\",\r\n \"colorQuarter\",\r\n \"colorHalf\",\r\n \"colorFull\",\r\n \"targetBoneIndex\",\r\n ],\r\n }\r\n );\r\n\r\n shader.setColor3(\"colorBase\", colorBase);\r\n shader.setColor3(\"colorZero\", colorZero);\r\n shader.setColor3(\"colorQuarter\", colorQuarter);\r\n shader.setColor3(\"colorHalf\", colorHalf);\r\n shader.setColor3(\"colorFull\", colorFull);\r\n shader.setFloat(\"targetBoneIndex\", targetBoneIndex);\r\n\r\n shader.getClassName = (): string => {\r\n return \"BoneWeightShader\";\r\n };\r\n\r\n shader.transparencyMode = Material.MATERIAL_OPAQUE;\r\n\r\n return shader;\r\n }\r\n\r\n /** public static method to create a BoneWeight Shader\r\n * @param options The constructor options\r\n * @param scene The scene that the shader is scoped to\r\n * @returns The created ShaderMaterial\r\n */\r\n static CreateSkeletonMapShader(options: ISkeletonMapShaderOptions, scene: Scene) {\r\n const skeleton: Skeleton = options.skeleton;\r\n const colorMap: ISkeletonMapShaderColorMapKnot[] = options.colorMap ?? [\r\n {\r\n color: new Color3(1, 0.38, 0.18),\r\n location: 0,\r\n },\r\n {\r\n color: new Color3(0.59, 0.18, 1.0),\r\n location: 0.2,\r\n },\r\n {\r\n color: new Color3(0.59, 1, 0.18),\r\n location: 0.4,\r\n },\r\n {\r\n color: new Color3(1, 0.87, 0.17),\r\n location: 0.6,\r\n },\r\n {\r\n color: new Color3(1, 0.17, 0.42),\r\n location: 0.8,\r\n },\r\n {\r\n color: new Color3(0.17, 0.68, 1.0),\r\n location: 1.0,\r\n },\r\n ];\r\n\r\n const bufferWidth: number = skeleton.bones.length + 1;\r\n const colorMapBuffer: number[] = SkeletonViewer._CreateBoneMapColorBuffer(bufferWidth, colorMap, scene);\r\n const shader = new ShaderMaterial(\r\n \"boneWeights:\" + skeleton.name,\r\n scene,\r\n {\r\n vertexSource:\r\n `precision highp float;\r\n\r\n attribute vec3 position;\r\n attribute vec2 uv;\r\n\r\n uniform mat4 view;\r\n uniform mat4 projection;\r\n uniform mat4 worldViewProjection;\r\n uniform float colorMap[` +\r\n skeleton.bones.length * 4 +\r\n `];\r\n\r\n #include<bonesDeclaration>\r\n #if NUM_BONE_INFLUENCERS == 0\r\n attribute vec4 matricesIndices;\r\n attribute vec4 matricesWeights;\r\n #endif\r\n #include<bakedVertexAnimationDeclaration>\r\n #include<instancesDeclaration>\r\n\r\n varying vec3 vColor;\r\n\r\n void main() {\r\n vec3 positionUpdated = position;\r\n\r\n #include<instancesVertex>\r\n #include<bonesVertex>\r\n #include<bakedVertexAnimation>\r\n\r\n vec3 color = vec3(0.);\r\n bool first = true;\r\n\r\n for (int i = 0; i < 4; i++) {\r\n int boneIdx = int(matricesIndices[i]);\r\n float boneWgt = matricesWeights[i];\r\n\r\n vec3 c = vec3(colorMap[boneIdx * 4 + 0], colorMap[boneIdx * 4 + 1], colorMap[boneIdx * 4 + 2]);\r\n\r\n if (boneWgt > 0.) {\r\n if (first) {\r\n first = false;\r\n color = c;\r\n } else {\r\n color = mix(color, c, boneWgt);\r\n }\r\n }\r\n }\r\n\r\n vColor = color;\r\n\r\n vec4 worldPos = finalWorld * vec4(positionUpdated, 1.0);\r\n\r\n gl_Position = projection * view * worldPos;\r\n }`,\r\n fragmentSource: `\r\n precision highp float;\r\n varying vec3 vColor;\r\n\r\n void main() {\r\n vec4 color = vec4( vColor, 1.0 );\r\n gl_FragColor = color;\r\n }\r\n `,\r\n },\r\n {\r\n attributes: [\"position\", \"normal\", \"matricesIndices\", \"matricesWeights\"],\r\n uniforms: [\"world\", \"worldView\", \"worldViewProjection\", \"view\", \"projection\", \"viewProjection\", \"colorMap\"],\r\n }\r\n );\r\n\r\n shader.setFloats(\"colorMap\", colorMapBuffer);\r\n\r\n shader.getClassName = (): string => {\r\n return \"SkeletonMapShader\";\r\n };\r\n\r\n shader.transparencyMode = Material.MATERIAL_OPAQUE;\r\n\r\n return shader;\r\n }\r\n\r\n /** private static method to create a BoneWeight Shader\r\n * @param size The size of the buffer to create (usually the bone count)\r\n * @param colorMap The gradient data to generate\r\n * @param scene The scene that the shader is scoped to\r\n * @returns an Array of floats from the color gradient values\r\n */\r\n private static _CreateBoneMapColorBuffer(size: number, colorMap: ISkeletonMapShaderColorMapKnot[], scene: Scene) {\r\n const tempGrad = new DynamicTexture(\"temp\", { width: size, height: 1 }, scene, false);\r\n const ctx = tempGrad.getContext();\r\n const grad = ctx.createLinearGradient(0, 0, size, 0);\r\n\r\n colorMap.forEach((stop) => {\r\n grad.addColorStop(stop.location, stop.color.toHexString());\r\n });\r\n\r\n ctx.fillStyle = grad;\r\n ctx.fillRect(0, 0, size, 1);\r\n tempGrad.update();\r\n const buffer: number[] = [];\r\n const data: Uint8ClampedArray = ctx.getImageData(0, 0, size, 1).data;\r\n const rUnit = 1 / 255;\r\n for (let i = 0; i < data.length; i++) {\r\n buffer.push(data[i] * rUnit);\r\n }\r\n tempGrad.dispose();\r\n return buffer;\r\n }\r\n\r\n /** If SkeletonViewer scene scope. */\r\n private _scene: Scene;\r\n\r\n /** Gets or sets the color used to render the skeleton */\r\n public color: Color3 = Color3.White();\r\n\r\n /** Array of the points of the skeleton fo the line view. */\r\n private _debugLines = new Array<Array<Vector3>>();\r\n\r\n /** The SkeletonViewers Mesh. */\r\n private _debugMesh: Nullable<LinesMesh>;\r\n\r\n /** The local axes Meshes. */\r\n private _localAxes: Nullable<LinesMesh> = null;\r\n\r\n /** If SkeletonViewer is enabled. */\r\n private _isEnabled = true;\r\n\r\n /** If SkeletonViewer is ready. */\r\n private _ready: boolean;\r\n\r\n /** SkeletonViewer render observable. */\r\n private _obs: Nullable<Observer<Scene>> = null;\r\n\r\n /** The Utility Layer to render the gizmos in. */\r\n private _utilityLayer: Nullable<UtilityLayerRenderer>;\r\n\r\n private _boneIndices: Set<number>;\r\n\r\n /** Gets the Scene. */\r\n get scene(): Scene {\r\n return this._scene;\r\n }\r\n /** Gets the utilityLayer. */\r\n get utilityLayer(): Nullable<UtilityLayerRenderer> {\r\n return this._utilityLayer;\r\n }\r\n /** Checks Ready Status. */\r\n get isReady(): Boolean {\r\n return this._ready;\r\n }\r\n /** Sets Ready Status. */\r\n set ready(value: boolean) {\r\n this._ready = value;\r\n }\r\n /** Gets the debugMesh */\r\n get debugMesh(): Nullable<AbstractMesh> | Nullable<LinesMesh> {\r\n return this._debugMesh;\r\n }\r\n /** Sets the debugMesh */\r\n set debugMesh(value: Nullable<AbstractMesh> | Nullable<LinesMesh>) {\r\n this._debugMesh = value as any;\r\n }\r\n /** Gets the displayMode */\r\n get displayMode(): number {\r\n return this.options.displayMode || SkeletonViewer.DISPLAY_LINES;\r\n }\r\n /** Sets the displayMode */\r\n set displayMode(value: number) {\r\n if (value > SkeletonViewer.DISPLAY_SPHERE_AND_SPURS) {\r\n value = SkeletonViewer.DISPLAY_LINES;\r\n }\r\n this.options.displayMode = value;\r\n }\r\n /**\r\n * Creates a new SkeletonViewer\r\n * @param skeleton defines the skeleton to render\r\n * @param mesh defines the mesh attached to the skeleton\r\n * @param scene defines the hosting scene\r\n * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)\r\n * @param renderingGroupId defines the rendering group id to use with the viewer\r\n * @param options All of the extra constructor options for the SkeletonViewer\r\n */\r\n constructor(\r\n /** defines the skeleton to render */\r\n public skeleton: Skeleton,\r\n /** defines the mesh attached to the skeleton */\r\n public mesh: AbstractMesh,\r\n /** The Scene scope*/\r\n scene: Scene,\r\n /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */\r\n public autoUpdateBonesMatrices: boolean = true,\r\n /** defines the rendering group id to use with the viewer */\r\n public renderingGroupId: number = 3,\r\n /** is the options for the viewer */\r\n public options: Partial<ISkeletonViewerOptions> = {}\r\n ) {\r\n this._scene = scene;\r\n this._ready = false;\r\n\r\n //Defaults\r\n options.pauseAnimations = options.pauseAnimations ?? true;\r\n options.returnToRest = options.returnToRest ?? false;\r\n options.displayMode = options.displayMode ?? SkeletonViewer.DISPLAY_LINES;\r\n options.displayOptions = options.displayOptions ?? {};\r\n options.displayOptions.midStep = options.displayOptions.midStep ?? 0.235;\r\n options.displayOptions.midStepFactor = options.displayOptions.midStepFactor ?? 0.155;\r\n options.displayOptions.sphereBaseSize = options.displayOptions.sphereBaseSize ?? 0.15;\r\n options.displayOptions.sphereScaleUnit = options.displayOptions.sphereScaleUnit ?? 2;\r\n options.displayOptions.sphereFactor = options.displayOptions.sphereFactor ?? 0.865;\r\n options.displayOptions.spurFollowsChild = options.displayOptions.spurFollowsChild ?? false;\r\n options.displayOptions.showLocalAxes = options.displayOptions.showLocalAxes ?? false;\r\n options.displayOptions.localAxesSize = options.displayOptions.localAxesSize ?? 0.075;\r\n options.computeBonesUsingShaders = options.computeBonesUsingShaders ?? true;\r\n options.useAllBones = options.useAllBones ?? true;\r\n\r\n const initialMeshBoneIndices = mesh.getVerticesData(VertexBuffer.MatricesIndicesKind);\r\n const initialMeshBoneWeights = mesh.getVerticesData(VertexBuffer.MatricesWeightsKind);\r\n this._boneIndices = new Set();\r\n\r\n if (!options.useAllBones) {\r\n if (initialMeshBoneIndices && initialMeshBoneWeights) {\r\n for (let i = 0; i < initialMeshBoneIndices.length; ++i) {\r\n const index = initialMeshBoneIndices[i],\r\n weight = initialMeshBoneWeights[i];\r\n if (weight !== 0) {\r\n this._boneIndices.add(index);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /* Create Utility Layer */\r\n this._utilityLayer = new UtilityLayerRenderer(this._scene, false);\r\n this._utilityLayer.pickUtilitySceneFirst = false;\r\n this._utilityLayer.utilityLayerScene.autoClearDepthAndStencil = true;\r\n\r\n let displayMode = this.options.displayMode || 0;\r\n if (displayMode > SkeletonViewer.DISPLAY_SPHERE_AND_SPURS) {\r\n displayMode = SkeletonViewer.DISPLAY_LINES;\r\n }\r\n this.displayMode = displayMode;\r\n //Prep the Systems\r\n this.update();\r\n this._bindObs();\r\n }\r\n\r\n /** The Dynamic bindings for the update functions */\r\n private _bindObs(): void {\r\n switch (this.displayMode) {\r\n case SkeletonViewer.DISPLAY_LINES: {\r\n this._obs = this.scene.onBeforeRenderObservable.add(() => {\r\n this._displayLinesUpdate();\r\n });\r\n break;\r\n }\r\n }\r\n }\r\n\r\n /** Update the viewer to sync with current skeleton state, only used to manually update. */\r\n public update(): void {\r\n switch (this.displayMode) {\r\n case SkeletonViewer.DISPLAY_LINES: {\r\n this._displayLinesUpdate();\r\n break;\r\n }\r\n case SkeletonViewer.DISPLAY_SPHERES: {\r\n this._buildSpheresAndSpurs(true);\r\n break;\r\n }\r\n case SkeletonViewer.DISPLAY_SPHERE_AND_SPURS: {\r\n this._buildSpheresAndSpurs(false);\r\n break;\r\n }\r\n }\r\n\r\n this._buildLocalAxes();\r\n }\r\n\r\n /** Gets or sets a boolean indicating if the viewer is enabled */\r\n public set isEnabled(value: boolean) {\r\n if (this.isEnabled === value) {\r\n return;\r\n }\r\n\r\n this._isEnabled = value;\r\n\r\n if (this.debugMesh) {\r\n this.debugMesh.setEnabled(value);\r\n }\r\n\r\n if (value && !this._obs) {\r\n this._bindObs();\r\n } else if (!value && this._obs) {\r\n this.scene.onBeforeRenderObservable.remove(this._obs);\r\n this._obs = null;\r\n }\r\n }\r\n\r\n public get isEnabled(): boolean {\r\n return this._isEnabled;\r\n }\r\n\r\n private _getBonePosition(position: Vector3, bone: Bone, meshMat: Matrix, x = 0, y = 0, z = 0): void {\r\n const tmat = TmpVectors.Matrix[0];\r\n const parentBone = bone.getParent();\r\n tmat.copyFrom(bone.getLocalMatrix());\r\n\r\n if (x !== 0 || y !== 0 || z !== 0) {\r\n const tmat2 = TmpVectors.Matrix[1];\r\n Matrix.IdentityToRef(tmat2);\r\n tmat2.setTranslationFromFloats(x, y, z);\r\n tmat2.multiplyToRef(tmat, tmat);\r\n }\r\n\r\n if (parentBone) {\r\n tmat.multiplyToRef(parentBone.getAbsoluteTransform(), tmat);\r\n }\r\n\r\n tmat.multiplyToRef(meshMat, tmat);\r\n\r\n position.x = tmat.m[12];\r\n position.y = tmat.m[13];\r\n position.z = tmat.m[14];\r\n }\r\n\r\n private _getLinesForBonesWithLength(bones: Bone[], meshMat: Matrix): void {\r\n const len = bones.length;\r\n\r\n const mesh = this.mesh;\r\n const meshPos = mesh.position;\r\n let idx = 0;\r\n for (let i = 0; i < len; i++) {\r\n const bone = bones[i];\r\n let points = this._debugLines[idx];\r\n\r\n if (bone._index === -1 || (!this._boneIndices.has(bone.getIndex()) && !this.options.useAllBones)) {\r\n continue;\r\n }\r\n if (!points) {\r\n points = [Vector3.Zero(), Vector3.Zero()];\r\n this._debugLines[idx] = points;\r\n }\r\n this._getBonePosition(points[0], bone, meshMat);\r\n this._getBonePosition(points[1], bone, meshMat, 0, bone.length, 0);\r\n points[0].subtractInPlace(meshPos);\r\n points[1].subtractInPlace(meshPos);\r\n idx++;\r\n }\r\n }\r\n\r\n private _getLinesForBonesNoLength(bones: Bone[]): void {\r\n const len = bones.length;\r\n let boneNum = 0;\r\n\r\n const mesh = this.mesh;\r\n const meshPos = mesh.position;\r\n for (let i = len - 1; i >= 0; i--) {\r\n const childBone = bones[i];\r\n const parentBone = childBone.getParent();\r\n if (!parentBone || (!this._boneIndices.has(childBone.getIndex()) && !this.options.useAllBones)) {\r\n continue;\r\n }\r\n let points = this._debugLines[boneNum];\r\n if (!points) {\r\n points = [Vector3.Zero(), Vector3.Zero()];\r\n this._debugLines[boneNum] = points;\r\n }\r\n childBone.getAbsolutePositionToRef(mesh, points[0]);\r\n parentBone.getAbsolutePositionToRef(mesh, points[1]);\r\n points[0].subtractInPlace(meshPos);\r\n points[1].subtractInPlace(meshPos);\r\n boneNum++;\r\n }\r\n }\r\n\r\n /**\r\n * function to revert the mesh and scene back to the initial state.\r\n * @param animationState\r\n */\r\n private _revert(animationState: boolean): void {\r\n if (this.options.pauseAnimations) {\r\n this.scene.animationsEnabled = animationState;\r\n this.utilityLayer!.utilityLayerScene!.animationsEnabled = animationState;\r\n }\r\n }\r\n\r\n /**\r\n * function to get the absolute bind pose of a bone by accumulating transformations up the bone hierarchy.\r\n * @param bone\r\n * @param matrix\r\n */\r\n private _getAbsoluteBindPoseToRef(bone: Nullable<Bone>, matrix: Matrix) {\r\n if (bone === null || bone._index === -1) {\r\n matrix.copyFrom(Matrix.Identity());\r\n return;\r\n }\r\n\r\n this._getAbsoluteBindPoseToRef(bone.getParent(), matrix);\r\n bone.getBaseMatrix().multiplyToRef(matrix, matrix);\r\n return;\r\n }\r\n\r\n /**\r\n * function to build and bind sphere joint points and spur bone representations.\r\n * @param spheresOnly\r\n */\r\n private _buildSpheresAndSpurs(spheresOnly = true): void {\r\n if (this._debugMesh) {\r\n this._debugMesh.dispose();\r\n this._debugMesh = null;\r\n this.ready = false;\r\n }\r\n\r\n this._ready = false;\r\n const utilityLayerScene = this.utilityLayer?.utilityLayerScene!;\r\n const bones: Bone[] = this.skeleton.bones;\r\n const spheres: Array<[Mesh, Bone]> = [];\r\n const spurs: Mesh[] = [];\r\n\r\n const animationState = this.scene.animationsEnabled;\r\n\r\n try {\r\n if (this.options.pauseAnimations) {\r\n this.scene.animationsEnabled = false;\r\n utilityLayerScene.animationsEnabled = false;\r\n }\r\n\r\n if (this.options.returnToRest) {\r\n this.skeleton.returnToRest();\r\n }\r\n\r\n if (this.autoUpdateBonesMatrices) {\r\n this.skeleton.computeAbsoluteTransforms();\r\n }\r\n\r\n let longestBoneLength = Number.NEGATIVE_INFINITY;\r\n const displayOptions = this.options.displayOptions || {};\r\n\r\n for (let i = 0; i < bones.length; i++) {\r\n const bone = bones[i];\r\n\r\n if (bone._index === -1 || (!this._boneIndices.has(bone.getIndex()) && !this.options.useAllBones)) {\r\n continue;\r\n }\r\n\r\n const boneAbsoluteBindPoseTransform = new Matrix();\r\n this._getAbsoluteBindPoseToRef(bone, boneAbsoluteBindPoseTransform);\r\n\r\n const anchorPoint = new Vector3();\r\n\r\n boneAbsoluteBindPoseTransform.decompose(undefined, undefined, anchorPoint);\r\n\r\n bone.children.forEach((bc) => {\r\n const childAbsoluteBindPoseTransform: Matrix = new Matrix();\r\n bc.getBaseMatrix().multiplyToRef(boneAbsoluteBindPoseTransform, childAbsoluteBindPoseTransform);\r\n const childPoint = new Vector3();\r\n childAbsoluteBindPoseTransform.decompose(undefined, undefined, childPoint);\r\n const distanceFromParent = Vector3.Distance(anchorPoint, childPoint);\r\n if (distanceFromParent > longestBoneLength) {\r\n longestBoneLength = distanceFromParent;\r\n }\r\n if (spheresOnly) {\r\n return;\r\n }\r\n\r\n const dir = childPoint.clone().subtract(anchorPoint.clone());\r\n const h = dir.length();\r\n const up = dir.normalize().scale(h);\r\n\r\n const midStep = displayOptions.midStep || 0.165;\r\n const midStepFactor = displayOptions.midStepFactor || 0.215;\r\n\r\n const up0 = up.scale(midStep);\r\n\r\n const spur = ExtrudeShapeCustom(\r\n \"skeletonViewer\",\r\n {\r\n shape: [new Vector3(1, -1, 0), new Vector3(1, 1, 0), new Vector3(-1, 1, 0), new Vector3(-1, -1, 0), new Vector3(1, -1, 0)],\r\n path: [Vector3.Zero(), up0, up],\r\n scaleFunction: (i: number) => {\r\n switch (i) {\r\n case 0:\r\n case 2:\r\n return 0;\r\n case 1:\r\n return h * midStepFactor;\r\n }\r\n return 0;\r\n },\r\n sideOrientation: Mesh.DEFAULTSIDE,\r\n updatable: false,\r\n },\r\n utilityLayerScene\r\n );\r\n\r\n const numVertices = spur.getTotalVertices();\r\n const mwk: number[] = [],\r\n mik: number[] = [];\r\n\r\n for (let i = 0; i < numVertices; i++) {\r\n mwk.push(1, 0, 0, 0);\r\n\r\n // Select verts at end of spur (ie vert 10 to 14) and bind to child\r\n // bone if spurFollowsChild is enabled.\r\n if (displayOptions.spurFollowsChild && i > 9) {\r\n mik.push(bc.getIndex(), 0, 0, 0);\r\n } else {\r\n mik.push(bone.getIndex(), 0, 0, 0);\r\n }\r\n }\r\n\r\n spur.position = anchorPoint.clone();\r\n\r\n spur.setVerticesData(VertexBuffer.MatricesWeightsKind, mwk, false);\r\n spur.setVerticesData(VertexBuffer.MatricesIndicesKind, mik, false);\r\n spur.convertToFlatShadedMesh();\r\n\r\n spurs.push(spur);\r\n });\r\n\r\n const sphereBaseSize = displayOptions.sphereBaseSize || 0.2;\r\n\r\n const sphere = CreateSphere(\r\n \"skeletonViewer\",\r\n {\r\n segments: 6,\r\n diameter: sphereBaseSize,\r\n updatable: true,\r\n },\r\n utilityLayerScene\r\n );\r\n\r\n const numVertices = sphere.getTotalVertices();\r\n\r\n const mwk: number[] = [],\r\n mik: number[] = [];\r\n\r\n for (let i = 0; i < numVertices; i++) {\r\n mwk.push(1, 0, 0, 0);\r\n mik.push(bone.getIndex(), 0, 0, 0);\r\n }\r\n\r\n sphere.setVerticesData(VertexBuffer.MatricesWeightsKind, mwk, false);\r\n sphere.setVerticesData(VertexBuffer.MatricesIndicesKind, mik, false);\r\n\r\n sphere.position = anchorPoint.clone();\r\n spheres.push([sphere, bone]);\r\n }\r\n\r\n const sphereScaleUnit = displayOptions.sphereScaleUnit || 2;\r\n const sphereFactor = displayOptions.sphereFactor || 0.85;\r\n\r\n const meshes = [];\r\n for (let i = 0; i < spheres.length; i++) {\r\n const [sphere, bone] = spheres[i];\r\n const scale = 1 / (sphereScaleUnit / longestBoneLength);\r\n\r\n let _stepsOut = 0;\r\n let _b = bone;\r\n\r\n while (_b.getParent() && (_b.getParent() as Bone).getIndex() !== -1) {\r\n _stepsOut++;\r\n _b = _b.getParent() as Bone;\r\n }\r\n sphere.scaling.scaleInPlace(scale * Math.pow(sphereFactor, _stepsOut));\r\n meshes.push(sphere);\r\n }\r\n\r\n this.debugMesh = Mesh.MergeMeshes(meshes.concat(spurs), true, true);\r\n if (this.debugMesh) {\r\n this.debugMesh.renderingGroupId = this.renderingGroupId;\r\n this.debugMesh.skeleton = this.skeleton;\r\n this.debugMesh.parent = this.mesh;\r\n this.debugMesh.computeBonesUsingShaders = this.options.computeBonesUsingShaders ?? true;\r\n this.debugMesh.alwaysSelectAsActiveMesh = true;\r\n }\r\n\r\n const light = this.utilityLayer!._getSharedGizmoLight();\r\n light.intensity = 0.7;\r\n\r\n this._revert(animationState);\r\n this.ready = true;\r\n } catch (err) {\r\n console.error(err);\r\n this._revert(animationState);\r\n this.dispose();\r\n }\r\n }\r\n\r\n private _buildLocalAxes(): void {\r\n if (this._localAxes) {\r\n this._localAxes.dispose();\r\n }\r\n\r\n this._localAxes = null;\r\n\r\n const displayOptions = this.options.displayOptions || {};\r\n\r\n if (!displayOptions.showLocalAxes) {\r\n return;\r\n }\r\n\r\n const targetScene = this._utilityLayer!.utilityLayerScene;\r\n const size = displayOptions.localAxesSize || 0.075;\r\n const lines = [];\r\n const colors = [];\r\n const red = new Color4(1, 0, 0, 1);\r\n const green = new Color4(0, 1, 0, 1);\r\n const blue = new Color4(0, 0, 1, 1);\r\n\r\n const mwk: number[] = [];\r\n const mik: number[] = [];\r\n const vertsPerBone = 6;\r\n\r\n for (const i in this.skeleton.bones) {\r\n const bone = this.skeleton.bones[i];\r\n\r\n if (bone._index === -1 || (!this._boneIndices.has(bone.getIndex()) && !this.options.useAllBones)) {\r\n continue;\r\n }\r\n\r\n const boneAbsoluteBindPoseTransform = new Matrix();\r\n const boneOrigin = new Vector3();\r\n\r\n this._getAbsoluteBindPoseToRef(bone, boneAbsoluteBindPoseTransform);\r\n boneAbsoluteBindPoseTransform.decompose(undefined, TmpVectors.Quaternion[0], boneOrigin);\r\n\r\n const m = new Matrix();\r\n TmpVectors.Quaternion[0].toRotationMatrix(m);\r\n\r\n const boneAxisX = Vector3.TransformCoordinates(new Vector3(0 + size, 0, 0), m);\r\n const boneAxisY = Vector3.TransformCoordinates(new Vector3(0, 0 + size, 0), m);\r\n const boneAxisZ = Vector3.TransformCoordinates(new Vector3(0, 0, 0 + size), m);\r\n\r\n const axisX = [boneOrigin, boneOrigin.add(boneAxisX)];\r\n const axisY = [boneOrigin, boneOrigin.add(boneAxisY)];\r\n const axisZ = [boneOrigin, boneOrigin.add(boneAxisZ)];\r\n\r\n const linePoints = [axisX, axisY, axisZ];\r\n const lineColors = [\r\n [red, red],\r\n [green, green],\r\n [blue, blue],\r\n ];\r\n\r\n lines.push(...linePoints);\r\n colors.push(...lineColors);\r\n\r\n for (let j = 0; j < vertsPerBone; j++) {\r\n mwk.push(1, 0, 0, 0);\r\n mik.push(bone.getIndex(), 0, 0, 0);\r\n }\r\n }\r\n\r\n this._localAxes = CreateLineSystem(\"localAxes\", { lines: lines, colors: colors, updatable: true }, targetScene);\r\n this._localAxes.setVerticesData(VertexBuffer.MatricesWeightsKind, mwk, false);\r\n this._localAxes.setVerticesData(VertexBuffer.MatricesIndicesKind, mik, false);\r\n this._localAxes.skeleton = this.skeleton;\r\n this._localAxes.renderingGroupId = this.renderingGroupId + 1;\r\n this._localAxes.parent = this.mesh;\r\n this._localAxes.computeBonesUsingShaders = this.options.computeBonesUsingShaders ?? true;\r\n }\r\n\r\n /** Update the viewer to sync with current skeleton state, only used for the line display. */\r\n private _displayLinesUpdate(): void {\r\n if (!this._utilityLayer) {\r\n return;\r\n }\r\n\r\n if (this.autoUpdateBonesMatrices) {\r\n this.skeleton.computeAbsoluteTransforms();\r\n }\r\n\r\n if (this.skeleton.bones[0].length === undefined) {\r\n this._getLinesForBonesNoLength(this.skeleton.bones);\r\n } else {\r\n this._getLinesForBonesWithLength(this.skeleton.bones, this.mesh.getWorldMatrix());\r\n }\r\n\r\n const targetScene = this._utilityLayer.utilityLayerScene;\r\n\r\n if (targetScene) {\r\n if (!this._debugMesh) {\r\n this._debugMesh = CreateLineSystem(\"\", { lines: this._debugLines, updatable: true, instance: null }, targetScene);\r\n this._debugMesh.renderingGroupId = this.renderingGroupId;\r\n } else {\r\n CreateLineSystem(\"\", { lines: this._debugLines, updatable: true, instance: this._debugMesh }, targetScene);\r\n }\r\n this._debugMesh.position.copyFrom(this.mesh.position);\r\n this._debugMesh.color = this.color;\r\n }\r\n }\r\n /** Changes the displayMode of the skeleton viewer\r\n * @param mode The displayMode numerical value\r\n */\r\n public changeDisplayMode(mode: number): void {\r\n const wasEnabled = this.isEnabled ? true : false;\r\n if (this.displayMode !== mode) {\r\n this.isEnabled = false;\r\n if (this._debugMesh) {\r\n this._debugMesh.dispose();\r\n this._debugMesh = null;\r\n this.ready = false;\r\n }\r\n this.displayMode = mode;\r\n\r\n this.update();\r\n this._bindObs();\r\n this.isEnabled = wasEnabled;\r\n }\r\n }\r\n\r\n /** Sets a display option of the skeleton viewer\r\n *\r\n * | Option | Type | Default | Description |\r\n * | ---------------- | ------- | ------- | ----------- |\r\n * | midStep | float | 0.235 | A percentage between a bone and its child that determines the widest part of a spur. Only used when `displayMode` is set to `DISPLAY_SPHERE_AND_SPURS`. |\r\n * | midStepFactor | float | 0.15 | Mid step width expressed as a factor of the length. A value of 0.5 makes the spur width half of the spur length. Only used when `displayMode` is set to `DISPLAY_SPHERE_AND_SPURS`. |\r\n * | sphereBaseSize | float | 2 | Sphere base size. Only used when `displayMode` is set to `DISPLAY_SPHERE_AND_SPURS`. |\r\n * | sphereScaleUnit | float | 0.865 | Sphere scale factor used to scale spheres in relation to the longest bone. Only used when `displayMode` is set to `DISPLAY_SPHERE_AND_SPURS`. |\r\n * | spurFollowsChild | boolean | false | Whether a spur should attach its far end to the child bone. |\r\n * | showLocalAxes | boolean | false | Displays local axes on all bones. |\r\n * | localAxesSize | float | 0.075 | Determines the length of each local axis. |\r\n *\r\n * @param option String of the option name\r\n * @param value The numerical option value\r\n */\r\n public changeDisplayOptions(option: string, value: number): void {\r\n const wasEnabled = this.isEnabled ? true : false;\r\n (this.options.displayOptions as any)[option] = value;\r\n this.isEnabled = false;\r\n if (this._debugMesh) {\r\n this._debugMesh.dispose();\r\n this._debugMesh = null;\r\n this.ready = false;\r\n }\r\n this.update();\r\n this._bindObs();\r\n this.isEnabled = wasEnabled;\r\n }\r\n\r\n /** Release associated resources */\r\n public dispose(): void {\r\n this.isEnabled = false;\r\n if (this._debugMesh) {\r\n this._debugMesh.dispose();\r\n this._debugMesh = null;\r\n }\r\n\r\n if (this._utilityLayer) {\r\n this._utilityLayer.dispose();\r\n this._utilityLayer = null;\r\n }\r\n\r\n this.ready = false;\r\n }\r\n}\r\n"]}
|
|
1
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+
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{ Vector3, Matrix, TmpVectors } from \"../Maths/math.vector\";\r\nimport { Color3, Color4 } from \"../Maths/math.color\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { Bone } from \"../Bones/bone\";\r\nimport type { Skeleton } from \"../Bones/skeleton\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport type { LinesMesh } from \"../Meshes/linesMesh\";\r\nimport { CreateLineSystem } from \"../Meshes/Builders/linesBuilder\";\r\nimport { UtilityLayerRenderer } from \"../Rendering/utilityLayerRenderer\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { ShaderMaterial } from \"../Materials/shaderMaterial\";\r\nimport { DynamicTexture } from \"../Materials/Textures/dynamicTexture\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { Effect } from \"../Materials/effect\";\r\n\r\nimport type { ISkeletonViewerOptions, IBoneWeightShaderOptions, ISkeletonMapShaderOptions, ISkeletonMapShaderColorMapKnot } from \"./ISkeletonViewer\";\r\nimport type { Observer } from \"../Misc/observable\";\r\n\r\nimport { CreateSphere } from \"../Meshes/Builders/sphereBuilder\";\r\nimport { ExtrudeShapeCustom } from \"../Meshes/Builders/shapeBuilder\";\r\n\r\n/**\r\n * Class used to render a debug view of a given skeleton\r\n * @see http://www.babylonjs-playground.com/#1BZJVJ#8\r\n */\r\nexport class SkeletonViewer {\r\n /** public Display constants BABYLON.SkeletonViewer.DISPLAY_LINES */\r\n public static readonly DISPLAY_LINES = 0;\r\n /** public Display constants BABYLON.SkeletonViewer.DISPLAY_SPHERES */\r\n public static readonly DISPLAY_SPHERES = 1;\r\n /** public Display constants BABYLON.SkeletonViewer.DISPLAY_SPHERE_AND_SPURS */\r\n public static readonly DISPLAY_SPHERE_AND_SPURS = 2;\r\n\r\n /** public static method to create a BoneWeight Shader\r\n * @param options The constructor options\r\n * @param scene The scene that the shader is scoped to\r\n * @returns The created ShaderMaterial\r\n * @see http://www.babylonjs-playground.com/#1BZJVJ#395\r\n */\r\n static CreateBoneWeightShader(options: IBoneWeightShaderOptions, scene: Scene): ShaderMaterial {\r\n const skeleton: Skeleton = options.skeleton;\r\n const colorBase: Color3 = options.colorBase ?? Color3.Black();\r\n const colorZero: Color3 = options.colorZero ?? Color3.Blue();\r\n const colorQuarter: Color3 = options.colorQuarter ?? Color3.Green();\r\n const colorHalf: Color3 = options.colorHalf ?? Color3.Yellow();\r\n const colorFull: Color3 = options.colorFull ?? Color3.Red();\r\n const targetBoneIndex: number = options.targetBoneIndex ?? 0;\r\n\r\n Effect.ShadersStore[\"boneWeights:\" + skeleton.name + \"VertexShader\"] = `precision highp float;\r\n\r\n attribute vec3 position;\r\n attribute vec2 uv;\r\n\r\n uniform mat4 view;\r\n uniform mat4 projection;\r\n uniform mat4 worldViewProjection;\r\n\r\n #include<bonesDeclaration>\r\n #if NUM_BONE_INFLUENCERS == 0\r\n attribute vec4 matricesIndices;\r\n attribute vec4 matricesWeights;\r\n #endif\r\n #include<bakedVertexAnimationDeclaration>\r\n\r\n #include<instancesDeclaration>\r\n\r\n varying vec3 vColor;\r\n\r\n uniform vec3 colorBase;\r\n uniform vec3 colorZero;\r\n uniform vec3 colorQuarter;\r\n uniform vec3 colorHalf;\r\n uniform vec3 colorFull;\r\n\r\n uniform float targetBoneIndex;\r\n\r\n void main() {\r\n vec3 positionUpdated = position;\r\n\r\n #include<instancesVertex>\r\n #include<bonesVertex>\r\n #include<bakedVertexAnimation>\r\n\r\n vec4 worldPos = finalWorld * vec4(positionUpdated, 1.0);\r\n\r\n vec3 color = colorBase;\r\n float totalWeight = 0.;\r\n if(matricesIndices[0] == targetBoneIndex && matricesWeights[0] > 0.){\r\n totalWeight += matricesWeights[0];\r\n }\r\n if(matricesIndices[1] == targetBoneIndex && matricesWeights[1] > 0.){\r\n totalWeight += matricesWeights[1];\r\n }\r\n if(matricesIndices[2] == targetBoneIndex && matricesWeights[2] > 0.){\r\n totalWeight += matricesWeights[2];\r\n }\r\n if(matricesIndices[3] == targetBoneIndex && matricesWeights[3] > 0.){\r\n totalWeight += matricesWeights[3];\r\n }\r\n\r\n color = mix(color, colorZero, smoothstep(0., 0.25, totalWeight));\r\n color = mix(color, colorQuarter, smoothstep(0.25, 0.5, totalWeight));\r\n color = mix(color, colorHalf, smoothstep(0.5, 0.75, totalWeight));\r\n color = mix(color, colorFull, smoothstep(0.75, 1.0, totalWeight));\r\n vColor = color;\r\n\r\n gl_Position = projection * view * worldPos;\r\n }`;\r\n Effect.ShadersStore[\"boneWeights:\" + skeleton.name + \"FragmentShader\"] = `\r\n precision highp float;\r\n varying vec3 vPosition;\r\n\r\n varying vec3 vColor;\r\n\r\n void main() {\r\n vec4 color = vec4(vColor, 1.0);\r\n gl_FragColor = color;\r\n }\r\n `;\r\n const shader: ShaderMaterial = new ShaderMaterial(\r\n \"boneWeight:\" + skeleton.name,\r\n scene,\r\n {\r\n vertex: \"boneWeights:\" + skeleton.name,\r\n fragment: \"boneWeights:\" + skeleton.name,\r\n },\r\n {\r\n attributes: [\"position\", \"normal\", \"matricesIndices\", \"matricesWeights\"],\r\n uniforms: [\r\n \"world\",\r\n \"worldView\",\r\n \"worldViewProjection\",\r\n \"view\",\r\n \"projection\",\r\n \"viewProjection\",\r\n \"colorBase\",\r\n \"colorZero\",\r\n \"colorQuarter\",\r\n \"colorHalf\",\r\n \"colorFull\",\r\n \"targetBoneIndex\",\r\n ],\r\n }\r\n );\r\n\r\n shader.setColor3(\"colorBase\", colorBase);\r\n shader.setColor3(\"colorZero\", colorZero);\r\n shader.setColor3(\"colorQuarter\", colorQuarter);\r\n shader.setColor3(\"colorHalf\", colorHalf);\r\n shader.setColor3(\"colorFull\", colorFull);\r\n shader.setFloat(\"targetBoneIndex\", targetBoneIndex);\r\n\r\n shader.getClassName = (): string => {\r\n return \"BoneWeightShader\";\r\n };\r\n\r\n shader.transparencyMode = Material.MATERIAL_OPAQUE;\r\n\r\n return shader;\r\n }\r\n\r\n /** public static method to create a BoneWeight Shader\r\n * @param options The constructor options\r\n * @param scene The scene that the shader is scoped to\r\n * @returns The created ShaderMaterial\r\n */\r\n static CreateSkeletonMapShader(options: ISkeletonMapShaderOptions, scene: Scene) {\r\n const skeleton: Skeleton = options.skeleton;\r\n const colorMap: ISkeletonMapShaderColorMapKnot[] = options.colorMap ?? [\r\n {\r\n color: new Color3(1, 0.38, 0.18),\r\n location: 0,\r\n },\r\n {\r\n color: new Color3(0.59, 0.18, 1.0),\r\n location: 0.2,\r\n },\r\n {\r\n color: new Color3(0.59, 1, 0.18),\r\n location: 0.4,\r\n },\r\n {\r\n color: new Color3(1, 0.87, 0.17),\r\n location: 0.6,\r\n },\r\n {\r\n color: new Color3(1, 0.17, 0.42),\r\n location: 0.8,\r\n },\r\n {\r\n color: new Color3(0.17, 0.68, 1.0),\r\n location: 1.0,\r\n },\r\n ];\r\n\r\n const bufferWidth: number = skeleton.bones.length + 1;\r\n const colorMapBuffer: number[] = SkeletonViewer._CreateBoneMapColorBuffer(bufferWidth, colorMap, scene);\r\n const shader = new ShaderMaterial(\r\n \"boneWeights:\" + skeleton.name,\r\n scene,\r\n {\r\n vertexSource:\r\n `precision highp float;\r\n\r\n attribute vec3 position;\r\n attribute vec2 uv;\r\n\r\n uniform mat4 view;\r\n uniform mat4 projection;\r\n uniform mat4 worldViewProjection;\r\n uniform float colorMap[` +\r\n skeleton.bones.length * 4 +\r\n `];\r\n\r\n #include<bonesDeclaration>\r\n #if NUM_BONE_INFLUENCERS == 0\r\n attribute vec4 matricesIndices;\r\n attribute vec4 matricesWeights;\r\n #endif\r\n #include<bakedVertexAnimationDeclaration>\r\n #include<instancesDeclaration>\r\n\r\n varying vec3 vColor;\r\n\r\n void main() {\r\n vec3 positionUpdated = position;\r\n\r\n #include<instancesVertex>\r\n #include<bonesVertex>\r\n #include<bakedVertexAnimation>\r\n\r\n vec3 color = vec3(0.);\r\n bool first = true;\r\n\r\n for (int i = 0; i < 4; i++) {\r\n int boneIdx = int(matricesIndices[i]);\r\n float boneWgt = matricesWeights[i];\r\n\r\n vec3 c = vec3(colorMap[boneIdx * 4 + 0], colorMap[boneIdx * 4 + 1], colorMap[boneIdx * 4 + 2]);\r\n\r\n if (boneWgt > 0.) {\r\n if (first) {\r\n first = false;\r\n color = c;\r\n } else {\r\n color = mix(color, c, boneWgt);\r\n }\r\n }\r\n }\r\n\r\n vColor = color;\r\n\r\n vec4 worldPos = finalWorld * vec4(positionUpdated, 1.0);\r\n\r\n gl_Position = projection * view * worldPos;\r\n }`,\r\n fragmentSource: `\r\n precision highp float;\r\n varying vec3 vColor;\r\n\r\n void main() {\r\n vec4 color = vec4( vColor, 1.0 );\r\n gl_FragColor = color;\r\n }\r\n `,\r\n },\r\n {\r\n attributes: [\"position\", \"normal\", \"matricesIndices\", \"matricesWeights\"],\r\n uniforms: [\"world\", \"worldView\", \"worldViewProjection\", \"view\", \"projection\", \"viewProjection\", \"colorMap\"],\r\n }\r\n );\r\n\r\n shader.setFloats(\"colorMap\", colorMapBuffer);\r\n\r\n shader.getClassName = (): string => {\r\n return \"SkeletonMapShader\";\r\n };\r\n\r\n shader.transparencyMode = Material.MATERIAL_OPAQUE;\r\n\r\n return shader;\r\n }\r\n\r\n /** private static method to create a BoneWeight Shader\r\n * @param size The size of the buffer to create (usually the bone count)\r\n * @param colorMap The gradient data to generate\r\n * @param scene The scene that the shader is scoped to\r\n * @returns an Array of floats from the color gradient values\r\n */\r\n private static _CreateBoneMapColorBuffer(size: number, colorMap: ISkeletonMapShaderColorMapKnot[], scene: Scene) {\r\n const tempGrad = new DynamicTexture(\"temp\", { width: size, height: 1 }, scene, false);\r\n const ctx = tempGrad.getContext();\r\n const grad = ctx.createLinearGradient(0, 0, size, 0);\r\n\r\n colorMap.forEach((stop) => {\r\n grad.addColorStop(stop.location, stop.color.toHexString());\r\n });\r\n\r\n ctx.fillStyle = grad;\r\n ctx.fillRect(0, 0, size, 1);\r\n tempGrad.update();\r\n const buffer: number[] = [];\r\n const data: Uint8ClampedArray = ctx.getImageData(0, 0, size, 1).data;\r\n const rUnit = 1 / 255;\r\n for (let i = 0; i < data.length; i++) {\r\n buffer.push(data[i] * rUnit);\r\n }\r\n tempGrad.dispose();\r\n return buffer;\r\n }\r\n\r\n /** If SkeletonViewer scene scope. */\r\n private _scene: Scene;\r\n\r\n /** Gets or sets the color used to render the skeleton */\r\n public color: Color3 = Color3.White();\r\n\r\n /** Array of the points of the skeleton fo the line view. */\r\n private _debugLines = new Array<Array<Vector3>>();\r\n\r\n /** The SkeletonViewers Mesh. */\r\n private _debugMesh: Nullable<LinesMesh>;\r\n\r\n /** The local axes Meshes. */\r\n private _localAxes: Nullable<LinesMesh> = null;\r\n\r\n /** If SkeletonViewer is enabled. */\r\n private _isEnabled = true;\r\n\r\n /** If SkeletonViewer is ready. */\r\n private _ready: boolean;\r\n\r\n /** SkeletonViewer render observable. */\r\n private _obs: Nullable<Observer<Scene>> = null;\r\n\r\n /** The Utility Layer to render the gizmos in. */\r\n private _utilityLayer: Nullable<UtilityLayerRenderer>;\r\n\r\n private _boneIndices: Set<number>;\r\n\r\n /** Gets the Scene. */\r\n get scene(): Scene {\r\n return this._scene;\r\n }\r\n /** Gets the utilityLayer. */\r\n get utilityLayer(): Nullable<UtilityLayerRenderer> {\r\n return this._utilityLayer;\r\n }\r\n /** Checks Ready Status. */\r\n get isReady(): Boolean {\r\n return this._ready;\r\n }\r\n /** Sets Ready Status. */\r\n set ready(value: boolean) {\r\n this._ready = value;\r\n }\r\n /** Gets the debugMesh */\r\n get debugMesh(): Nullable<AbstractMesh> | Nullable<LinesMesh> {\r\n return this._debugMesh;\r\n }\r\n /** Sets the debugMesh */\r\n set debugMesh(value: Nullable<AbstractMesh> | Nullable<LinesMesh>) {\r\n this._debugMesh = value as any;\r\n }\r\n /** Gets the displayMode */\r\n get displayMode(): number {\r\n return this.options.displayMode || SkeletonViewer.DISPLAY_LINES;\r\n }\r\n /** Sets the displayMode */\r\n set displayMode(value: number) {\r\n if (value > SkeletonViewer.DISPLAY_SPHERE_AND_SPURS) {\r\n value = SkeletonViewer.DISPLAY_LINES;\r\n }\r\n this.options.displayMode = value;\r\n }\r\n /**\r\n * Creates a new SkeletonViewer\r\n * @param skeleton defines the skeleton to render\r\n * @param mesh defines the mesh attached to the skeleton\r\n * @param scene defines the hosting scene\r\n * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)\r\n * @param renderingGroupId defines the rendering group id to use with the viewer\r\n * @param options All of the extra constructor options for the SkeletonViewer\r\n */\r\n constructor(\r\n /** defines the skeleton to render */\r\n public skeleton: Skeleton,\r\n /** defines the mesh attached to the skeleton */\r\n public mesh: AbstractMesh,\r\n /** The Scene scope*/\r\n scene: Scene,\r\n /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */\r\n public autoUpdateBonesMatrices: boolean = true,\r\n /** defines the rendering group id to use with the viewer */\r\n public renderingGroupId: number = 3,\r\n /** is the options for the viewer */\r\n public options: Partial<ISkeletonViewerOptions> = {}\r\n ) {\r\n this._scene = scene;\r\n this._ready = false;\r\n\r\n //Defaults\r\n options.pauseAnimations = options.pauseAnimations ?? true;\r\n options.returnToRest = options.returnToRest ?? false;\r\n options.displayMode = options.displayMode ?? SkeletonViewer.DISPLAY_LINES;\r\n options.displayOptions = options.displayOptions ?? {};\r\n options.displayOptions.midStep = options.displayOptions.midStep ?? 0.235;\r\n options.displayOptions.midStepFactor = options.displayOptions.midStepFactor ?? 0.155;\r\n options.displayOptions.sphereBaseSize = options.displayOptions.sphereBaseSize ?? 0.15;\r\n options.displayOptions.sphereScaleUnit = options.displayOptions.sphereScaleUnit ?? 2;\r\n options.displayOptions.sphereFactor = options.displayOptions.sphereFactor ?? 0.865;\r\n options.displayOptions.spurFollowsChild = options.displayOptions.spurFollowsChild ?? false;\r\n options.displayOptions.showLocalAxes = options.displayOptions.showLocalAxes ?? false;\r\n options.displayOptions.localAxesSize = options.displayOptions.localAxesSize ?? 0.075;\r\n options.computeBonesUsingShaders = options.computeBonesUsingShaders ?? true;\r\n options.useAllBones = options.useAllBones ?? true;\r\n\r\n const initialMeshBoneIndices = mesh.getVerticesData(VertexBuffer.MatricesIndicesKind);\r\n const initialMeshBoneWeights = mesh.getVerticesData(VertexBuffer.MatricesWeightsKind);\r\n this._boneIndices = new Set();\r\n\r\n if (!options.useAllBones) {\r\n if (initialMeshBoneIndices && initialMeshBoneWeights) {\r\n for (let i = 0; i < initialMeshBoneIndices.length; ++i) {\r\n const index = initialMeshBoneIndices[i],\r\n weight = initialMeshBoneWeights[i];\r\n if (weight !== 0) {\r\n this._boneIndices.add(index);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /* Create Utility Layer */\r\n this._utilityLayer = new UtilityLayerRenderer(this._scene, false);\r\n this._utilityLayer.pickUtilitySceneFirst = false;\r\n this._utilityLayer.utilityLayerScene.autoClearDepthAndStencil = true;\r\n\r\n let displayMode = this.options.displayMode || 0;\r\n if (displayMode > SkeletonViewer.DISPLAY_SPHERE_AND_SPURS) {\r\n displayMode = SkeletonViewer.DISPLAY_LINES;\r\n }\r\n this.displayMode = displayMode;\r\n //Prep the Systems\r\n this.update();\r\n this._bindObs();\r\n }\r\n\r\n /** The Dynamic bindings for the update functions */\r\n private _bindObs(): void {\r\n switch (this.displayMode) {\r\n case SkeletonViewer.DISPLAY_LINES: {\r\n this._obs = this.scene.onBeforeRenderObservable.add(() => {\r\n this._displayLinesUpdate();\r\n });\r\n break;\r\n }\r\n }\r\n }\r\n\r\n /** Update the viewer to sync with current skeleton state, only used to manually update. */\r\n public update(): void {\r\n switch (this.displayMode) {\r\n case SkeletonViewer.DISPLAY_LINES: {\r\n this._displayLinesUpdate();\r\n break;\r\n }\r\n case SkeletonViewer.DISPLAY_SPHERES: {\r\n this._buildSpheresAndSpurs(true);\r\n break;\r\n }\r\n case SkeletonViewer.DISPLAY_SPHERE_AND_SPURS: {\r\n this._buildSpheresAndSpurs(false);\r\n break;\r\n }\r\n }\r\n\r\n this._buildLocalAxes();\r\n }\r\n\r\n /** Gets or sets a boolean indicating if the viewer is enabled */\r\n public set isEnabled(value: boolean) {\r\n if (this.isEnabled === value) {\r\n return;\r\n }\r\n\r\n this._isEnabled = value;\r\n\r\n if (this.debugMesh) {\r\n this.debugMesh.setEnabled(value);\r\n }\r\n\r\n if (value && !this._obs) {\r\n this._bindObs();\r\n } else if (!value && this._obs) {\r\n this.scene.onBeforeRenderObservable.remove(this._obs);\r\n this._obs = null;\r\n }\r\n }\r\n\r\n public get isEnabled(): boolean {\r\n return this._isEnabled;\r\n }\r\n\r\n private _getBonePosition(position: Vector3, bone: Bone, meshMat: Matrix, x = 0, y = 0, z = 0): void {\r\n const tmat = TmpVectors.Matrix[0];\r\n const parentBone = bone.getParent();\r\n tmat.copyFrom(bone.getLocalMatrix());\r\n\r\n if (x !== 0 || y !== 0 || z !== 0) {\r\n const tmat2 = TmpVectors.Matrix[1];\r\n Matrix.IdentityToRef(tmat2);\r\n tmat2.setTranslationFromFloats(x, y, z);\r\n tmat2.multiplyToRef(tmat, tmat);\r\n }\r\n\r\n if (parentBone) {\r\n tmat.multiplyToRef(parentBone.getAbsoluteTransform(), tmat);\r\n }\r\n\r\n tmat.multiplyToRef(meshMat, tmat);\r\n\r\n position.x = tmat.m[12];\r\n position.y = tmat.m[13];\r\n position.z = tmat.m[14];\r\n }\r\n\r\n private _getLinesForBonesWithLength(bones: Bone[], meshMat: Matrix): void {\r\n const len = bones.length;\r\n\r\n const mesh = this.mesh;\r\n const meshPos = mesh.position;\r\n let idx = 0;\r\n for (let i = 0; i < len; i++) {\r\n const bone = bones[i];\r\n let points = this._debugLines[idx];\r\n\r\n if (bone._index === -1 || (!this._boneIndices.has(bone.getIndex()) && !this.options.useAllBones)) {\r\n continue;\r\n }\r\n if (!points) {\r\n points = [Vector3.Zero(), Vector3.Zero()];\r\n this._debugLines[idx] = points;\r\n }\r\n this._getBonePosition(points[0], bone, meshMat);\r\n this._getBonePosition(points[1], bone, meshMat, 0, bone.length, 0);\r\n points[0].subtractInPlace(meshPos);\r\n points[1].subtractInPlace(meshPos);\r\n idx++;\r\n }\r\n }\r\n\r\n private _getLinesForBonesNoLength(bones: Bone[]): void {\r\n const len = bones.length;\r\n let boneNum = 0;\r\n\r\n const mesh = this.mesh;\r\n const meshPos = mesh.position;\r\n for (let i = len - 1; i >= 0; i--) {\r\n const childBone = bones[i];\r\n const parentBone = childBone.getParent();\r\n if (!parentBone || (!this._boneIndices.has(childBone.getIndex()) && !this.options.useAllBones)) {\r\n continue;\r\n }\r\n let points = this._debugLines[boneNum];\r\n if (!points) {\r\n points = [Vector3.Zero(), Vector3.Zero()];\r\n this._debugLines[boneNum] = points;\r\n }\r\n childBone.getAbsolutePositionToRef(mesh, points[0]);\r\n parentBone.getAbsolutePositionToRef(mesh, points[1]);\r\n points[0].subtractInPlace(meshPos);\r\n points[1].subtractInPlace(meshPos);\r\n boneNum++;\r\n }\r\n }\r\n\r\n /**\r\n * function to revert the mesh and scene back to the initial state.\r\n * @param animationState\r\n */\r\n private _revert(animationState: boolean): void {\r\n if (this.options.pauseAnimations) {\r\n this.scene.animationsEnabled = animationState;\r\n this.utilityLayer!.utilityLayerScene!.animationsEnabled = animationState;\r\n }\r\n }\r\n\r\n /**\r\n * function to get the absolute bind pose of a bone by accumulating transformations up the bone hierarchy.\r\n * @param bone\r\n * @param matrix\r\n */\r\n private _getAbsoluteBindPoseToRef(bone: Nullable<Bone>, matrix: Matrix) {\r\n if (bone === null || bone._index === -1) {\r\n matrix.copyFrom(Matrix.Identity());\r\n return;\r\n }\r\n\r\n this._getAbsoluteBindPoseToRef(bone.getParent(), matrix);\r\n bone.getBaseMatrix().multiplyToRef(matrix, matrix);\r\n return;\r\n }\r\n\r\n /**\r\n * function to build and bind sphere joint points and spur bone representations.\r\n * @param spheresOnly\r\n */\r\n private _buildSpheresAndSpurs(spheresOnly = true): void {\r\n if (this._debugMesh) {\r\n this._debugMesh.dispose();\r\n this._debugMesh = null;\r\n this.ready = false;\r\n }\r\n\r\n this._ready = false;\r\n const utilityLayerScene = this.utilityLayer?.utilityLayerScene!;\r\n const bones: Bone[] = this.skeleton.bones;\r\n const spheres: Array<[Mesh, Bone]> = [];\r\n const spurs: Mesh[] = [];\r\n\r\n const animationState = this.scene.animationsEnabled;\r\n\r\n try {\r\n if (this.options.pauseAnimations) {\r\n this.scene.animationsEnabled = false;\r\n utilityLayerScene.animationsEnabled = false;\r\n }\r\n\r\n if (this.options.returnToRest) {\r\n this.skeleton.returnToRest();\r\n }\r\n\r\n if (this.autoUpdateBonesMatrices) {\r\n this.skeleton.computeAbsoluteTransforms();\r\n }\r\n\r\n let longestBoneLength = Number.NEGATIVE_INFINITY;\r\n const displayOptions = this.options.displayOptions || {};\r\n\r\n for (let i = 0; i < bones.length; i++) {\r\n const bone = bones[i];\r\n\r\n if (bone._index === -1 || (!this._boneIndices.has(bone.getIndex()) && !this.options.useAllBones)) {\r\n continue;\r\n }\r\n\r\n const boneAbsoluteBindPoseTransform = new Matrix();\r\n this._getAbsoluteBindPoseToRef(bone, boneAbsoluteBindPoseTransform);\r\n\r\n const anchorPoint = new Vector3();\r\n\r\n boneAbsoluteBindPoseTransform.decompose(undefined, undefined, anchorPoint);\r\n\r\n bone.children.forEach((bc) => {\r\n const childAbsoluteBindPoseTransform: Matrix = new Matrix();\r\n bc.getBaseMatrix().multiplyToRef(boneAbsoluteBindPoseTransform, childAbsoluteBindPoseTransform);\r\n const childPoint = new Vector3();\r\n childAbsoluteBindPoseTransform.decompose(undefined, undefined, childPoint);\r\n const distanceFromParent = Vector3.Distance(anchorPoint, childPoint);\r\n if (distanceFromParent > longestBoneLength) {\r\n longestBoneLength = distanceFromParent;\r\n }\r\n if (spheresOnly) {\r\n return;\r\n }\r\n\r\n const dir = childPoint.clone().subtract(anchorPoint.clone());\r\n const h = dir.length();\r\n const up = dir.normalize().scale(h);\r\n\r\n const midStep = displayOptions.midStep || 0.165;\r\n const midStepFactor = displayOptions.midStepFactor || 0.215;\r\n\r\n const up0 = up.scale(midStep);\r\n\r\n const spur = ExtrudeShapeCustom(\r\n \"skeletonViewer\",\r\n {\r\n shape: [new Vector3(1, -1, 0), new Vector3(1, 1, 0), new Vector3(-1, 1, 0), new Vector3(-1, -1, 0), new Vector3(1, -1, 0)],\r\n path: [Vector3.Zero(), up0, up],\r\n scaleFunction: (i: number) => {\r\n switch (i) {\r\n case 0:\r\n case 2:\r\n return 0;\r\n case 1:\r\n return h * midStepFactor;\r\n }\r\n return 0;\r\n },\r\n sideOrientation: Mesh.DEFAULTSIDE,\r\n updatable: false,\r\n },\r\n utilityLayerScene\r\n );\r\n\r\n const numVertices = spur.getTotalVertices();\r\n const mwk: number[] = [],\r\n mik: number[] = [];\r\n\r\n for (let i = 0; i < numVertices; i++) {\r\n mwk.push(1, 0, 0, 0);\r\n\r\n // Select verts at end of spur (ie vert 10 to 14) and bind to child\r\n // bone if spurFollowsChild is enabled.\r\n if (displayOptions.spurFollowsChild && i > 9) {\r\n mik.push(bc.getIndex(), 0, 0, 0);\r\n } else {\r\n mik.push(bone.getIndex(), 0, 0, 0);\r\n }\r\n }\r\n\r\n spur.position = anchorPoint.clone();\r\n\r\n spur.setVerticesData(VertexBuffer.MatricesWeightsKind, mwk, false);\r\n spur.setVerticesData(VertexBuffer.MatricesIndicesKind, mik, false);\r\n spur.convertToFlatShadedMesh();\r\n\r\n spurs.push(spur);\r\n });\r\n\r\n const sphereBaseSize = displayOptions.sphereBaseSize || 0.2;\r\n\r\n const sphere = CreateSphere(\r\n \"skeletonViewer\",\r\n {\r\n segments: 6,\r\n diameter: sphereBaseSize,\r\n updatable: true,\r\n },\r\n utilityLayerScene\r\n );\r\n\r\n const numVertices = sphere.getTotalVertices();\r\n\r\n const mwk: number[] = [],\r\n mik: number[] = [];\r\n\r\n for (let i = 0; i < numVertices; i++) {\r\n mwk.push(1, 0, 0, 0);\r\n mik.push(bone.getIndex(), 0, 0, 0);\r\n }\r\n\r\n sphere.setVerticesData(VertexBuffer.MatricesWeightsKind, mwk, false);\r\n sphere.setVerticesData(VertexBuffer.MatricesIndicesKind, mik, false);\r\n\r\n sphere.position = anchorPoint.clone();\r\n spheres.push([sphere, bone]);\r\n }\r\n\r\n const sphereScaleUnit = displayOptions.sphereScaleUnit || 2;\r\n const sphereFactor = displayOptions.sphereFactor || 0.85;\r\n\r\n const meshes = [];\r\n for (let i = 0; i < spheres.length; i++) {\r\n const [sphere, bone] = spheres[i];\r\n const scale = 1 / (sphereScaleUnit / longestBoneLength);\r\n\r\n let _stepsOut = 0;\r\n let _b = bone;\r\n\r\n while (_b.getParent() && (_b.getParent() as Bone).getIndex() !== -1) {\r\n _stepsOut++;\r\n _b = _b.getParent() as Bone;\r\n }\r\n sphere.scaling.scaleInPlace(scale * Math.pow(sphereFactor, _stepsOut));\r\n meshes.push(sphere);\r\n }\r\n\r\n this.debugMesh = Mesh.MergeMeshes(meshes.concat(spurs), true, true);\r\n if (this.debugMesh) {\r\n this.debugMesh.renderingGroupId = this.renderingGroupId;\r\n this.debugMesh.skeleton = this.skeleton;\r\n this.debugMesh.parent = this.mesh;\r\n this.debugMesh.computeBonesUsingShaders = this.options.computeBonesUsingShaders ?? true;\r\n this.debugMesh.alwaysSelectAsActiveMesh = true;\r\n }\r\n\r\n const light = this.utilityLayer!._getSharedGizmoLight();\r\n light.intensity = 0.7;\r\n\r\n this._revert(animationState);\r\n this.ready = true;\r\n } catch (err) {\r\n console.error(err);\r\n this._revert(animationState);\r\n this.dispose();\r\n }\r\n }\r\n\r\n private _buildLocalAxes(): void {\r\n if (this._localAxes) {\r\n this._localAxes.dispose();\r\n }\r\n\r\n this._localAxes = null;\r\n\r\n const displayOptions = this.options.displayOptions || {};\r\n\r\n if (!displayOptions.showLocalAxes) {\r\n return;\r\n }\r\n\r\n const targetScene = this._utilityLayer!.utilityLayerScene;\r\n const size = displayOptions.localAxesSize || 0.075;\r\n const lines = [];\r\n const colors = [];\r\n const red = new Color4(1, 0, 0, 1);\r\n const green = new Color4(0, 1, 0, 1);\r\n const blue = new Color4(0, 0, 1, 1);\r\n\r\n const mwk: number[] = [];\r\n const mik: number[] = [];\r\n const vertsPerBone = 6;\r\n\r\n for (const i in this.skeleton.bones) {\r\n const bone = this.skeleton.bones[i];\r\n\r\n if (bone._index === -1 || (!this._boneIndices.has(bone.getIndex()) && !this.options.useAllBones)) {\r\n continue;\r\n }\r\n\r\n const boneAbsoluteBindPoseTransform = new Matrix();\r\n const boneOrigin = new Vector3();\r\n\r\n this._getAbsoluteBindPoseToRef(bone, boneAbsoluteBindPoseTransform);\r\n boneAbsoluteBindPoseTransform.decompose(undefined, TmpVectors.Quaternion[0], boneOrigin);\r\n\r\n const m = new Matrix();\r\n TmpVectors.Quaternion[0].toRotationMatrix(m);\r\n\r\n const boneAxisX = Vector3.TransformCoordinates(new Vector3(0 + size, 0, 0), m);\r\n const boneAxisY = Vector3.TransformCoordinates(new Vector3(0, 0 + size, 0), m);\r\n const boneAxisZ = Vector3.TransformCoordinates(new Vector3(0, 0, 0 + size), m);\r\n\r\n const axisX = [boneOrigin, boneOrigin.add(boneAxisX)];\r\n const axisY = [boneOrigin, boneOrigin.add(boneAxisY)];\r\n const axisZ = [boneOrigin, boneOrigin.add(boneAxisZ)];\r\n\r\n const linePoints = [axisX, axisY, axisZ];\r\n const lineColors = [\r\n [red, red],\r\n [green, green],\r\n [blue, blue],\r\n ];\r\n\r\n lines.push(...linePoints);\r\n colors.push(...lineColors);\r\n\r\n for (let j = 0; j < vertsPerBone; j++) {\r\n mwk.push(1, 0, 0, 0);\r\n mik.push(bone.getIndex(), 0, 0, 0);\r\n }\r\n }\r\n\r\n this._localAxes = CreateLineSystem(\"localAxes\", { lines: lines, colors: colors, updatable: true }, targetScene);\r\n this._localAxes.setVerticesData(VertexBuffer.MatricesWeightsKind, mwk, false);\r\n this._localAxes.setVerticesData(VertexBuffer.MatricesIndicesKind, mik, false);\r\n this._localAxes.skeleton = this.skeleton;\r\n this._localAxes.renderingGroupId = this.renderingGroupId + 1;\r\n this._localAxes.parent = this.mesh;\r\n this._localAxes.computeBonesUsingShaders = this.options.computeBonesUsingShaders ?? true;\r\n }\r\n\r\n /** Update the viewer to sync with current skeleton state, only used for the line display. */\r\n private _displayLinesUpdate(): void {\r\n if (!this._utilityLayer) {\r\n return;\r\n }\r\n\r\n if (this.autoUpdateBonesMatrices) {\r\n this.skeleton.computeAbsoluteTransforms();\r\n }\r\n\r\n if (this.skeleton.bones[0].length === undefined) {\r\n this._getLinesForBonesNoLength(this.skeleton.bones);\r\n } else {\r\n this._getLinesForBonesWithLength(this.skeleton.bones, this.mesh.getWorldMatrix());\r\n }\r\n\r\n const targetScene = this._utilityLayer.utilityLayerScene;\r\n\r\n if (targetScene) {\r\n if (!this._debugMesh) {\r\n this._debugMesh = CreateLineSystem(\"\", { lines: this._debugLines, updatable: true, instance: null }, targetScene);\r\n this._debugMesh.renderingGroupId = this.renderingGroupId;\r\n } else {\r\n CreateLineSystem(\"\", { lines: this._debugLines, updatable: true, instance: this._debugMesh }, targetScene);\r\n }\r\n this._debugMesh.position.copyFrom(this.mesh.position);\r\n this._debugMesh.color = this.color;\r\n }\r\n }\r\n /** Changes the displayMode of the skeleton viewer\r\n * @param mode The displayMode numerical value\r\n */\r\n public changeDisplayMode(mode: number): void {\r\n const wasEnabled = this.isEnabled ? true : false;\r\n if (this.displayMode !== mode) {\r\n this.isEnabled = false;\r\n if (this._debugMesh) {\r\n this._debugMesh.dispose();\r\n this._debugMesh = null;\r\n this.ready = false;\r\n }\r\n this.displayMode = mode;\r\n\r\n this.update();\r\n this._bindObs();\r\n this.isEnabled = wasEnabled;\r\n }\r\n }\r\n\r\n /** Sets a display option of the skeleton viewer\r\n *\r\n * | Option | Type | Default | Description |\r\n * | ---------------- | ------- | ------- | ----------- |\r\n * | midStep | float | 0.235 | A percentage between a bone and its child that determines the widest part of a spur. Only used when `displayMode` is set to `DISPLAY_SPHERE_AND_SPURS`. |\r\n * | midStepFactor | float | 0.15 | Mid step width expressed as a factor of the length. A value of 0.5 makes the spur width half of the spur length. Only used when `displayMode` is set to `DISPLAY_SPHERE_AND_SPURS`. |\r\n * | sphereBaseSize | float | 2 | Sphere base size. Only used when `displayMode` is set to `DISPLAY_SPHERE_AND_SPURS`. |\r\n * | sphereScaleUnit | float | 0.865 | Sphere scale factor used to scale spheres in relation to the longest bone. Only used when `displayMode` is set to `DISPLAY_SPHERE_AND_SPURS`. |\r\n * | spurFollowsChild | boolean | false | Whether a spur should attach its far end to the child bone. |\r\n * | showLocalAxes | boolean | false | Displays local axes on all bones. |\r\n * | localAxesSize | float | 0.075 | Determines the length of each local axis. |\r\n *\r\n * @param option String of the option name\r\n * @param value The numerical option value\r\n */\r\n public changeDisplayOptions(option: string, value: number): void {\r\n const wasEnabled = this.isEnabled ? true : false;\r\n (this.options.displayOptions as any)[option] = value;\r\n this.isEnabled = false;\r\n if (this._debugMesh) {\r\n this._debugMesh.dispose();\r\n this._debugMesh = null;\r\n this.ready = false;\r\n }\r\n this.update();\r\n this._bindObs();\r\n this.isEnabled = wasEnabled;\r\n }\r\n\r\n /** Release associated resources */\r\n public dispose(): void {\r\n this.isEnabled = false;\r\n if (this._debugMesh) {\r\n this._debugMesh.dispose();\r\n this._debugMesh = null;\r\n }\r\n\r\n if (this._utilityLayer) {\r\n this._utilityLayer.dispose();\r\n this._utilityLayer = null;\r\n }\r\n\r\n this.ready = false;\r\n }\r\n}\r\n"]}
|
|
@@ -106,9 +106,10 @@ export class DeviceSourceManager {
|
|
|
106
106
|
* @internal
|
|
107
107
|
*/
|
|
108
108
|
_removeDevice(deviceType, deviceSlot) {
|
|
109
|
-
|
|
109
|
+
var _a, _b;
|
|
110
|
+
const deviceSource = (_a = this._devices[deviceType]) === null || _a === void 0 ? void 0 : _a[deviceSlot]; // Grab local reference to use before removing from devices
|
|
110
111
|
this.onDeviceDisconnectedObservable.notifyObservers(deviceSource);
|
|
111
|
-
if (this._devices[deviceType]
|
|
112
|
+
if ((_b = this._devices[deviceType]) === null || _b === void 0 ? void 0 : _b[deviceSlot]) {
|
|
112
113
|
delete this._devices[deviceType][deviceSlot];
|
|
113
114
|
}
|
|
114
115
|
// Even if we don't delete a device, we should still check for the first device as things may have gotten out of sync.
|
|
@@ -121,7 +122,8 @@ export class DeviceSourceManager {
|
|
|
121
122
|
* @internal
|
|
122
123
|
*/
|
|
123
124
|
_onInputChanged(deviceType, deviceSlot, eventData) {
|
|
124
|
-
|
|
125
|
+
var _a, _b;
|
|
126
|
+
(_b = (_a = this._devices[deviceType]) === null || _a === void 0 ? void 0 : _a[deviceSlot]) === null || _b === void 0 ? void 0 : _b.onInputChangedObservable.notifyObservers(eventData);
|
|
125
127
|
}
|
|
126
128
|
// Private Functions
|
|
127
129
|
_updateFirstDevices(type) {
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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type { Engine } from \"../../Engines/engine\";\r\nimport { DeviceType } from \"./deviceEnums\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport type { DeviceSource } from \"./deviceSource\";\r\nimport type { IObservableManager, DeviceSourceType } from \"../internalDeviceSourceManager\";\r\nimport { InternalDeviceSourceManager } from \"../internalDeviceSourceManager\";\r\nimport type { IDisposable } from \"../../scene\";\r\nimport type { ThinEngine } from \"../../Engines/thinEngine\";\r\nimport type { IKeyboardEvent, IPointerEvent, IUIEvent, IWheelEvent } from \"../../Events/deviceInputEvents\";\r\n\r\n/**\r\n * Class to keep track of devices\r\n */\r\nexport class DeviceSourceManager implements IDisposable, IObservableManager {\r\n // Public Members\r\n /**\r\n * Observable to be triggered when after a device is connected, any new observers added will be triggered against already connected devices\r\n */\r\n public readonly onDeviceConnectedObservable: Observable<DeviceSourceType>;\r\n\r\n /**\r\n * Observable to be triggered when after a device is disconnected\r\n */\r\n public readonly onDeviceDisconnectedObservable: Observable<DeviceSourceType>;\r\n\r\n // Private Members\r\n private _engine: Engine;\r\n private _onDisposeObserver: Nullable<Observer<ThinEngine>>;\r\n private readonly _devices: Array<Array<DeviceSource<DeviceType>>>;\r\n private readonly _firstDevice: Array<number>;\r\n\r\n // Public Functions\r\n /**\r\n * Gets a DeviceSource, given a type and slot\r\n * @param deviceType - Type of Device\r\n * @param deviceSlot - Slot or ID of device\r\n * @returns DeviceSource\r\n */\r\n public getDeviceSource<T extends DeviceType>(deviceType: T, deviceSlot?: number): Nullable<DeviceSource<T>> {\r\n if (deviceSlot === undefined) {\r\n if (this._firstDevice[deviceType] === undefined) {\r\n return null;\r\n }\r\n\r\n deviceSlot = this._firstDevice[deviceType];\r\n }\r\n\r\n if (!this._devices[deviceType] || this._devices[deviceType][deviceSlot] === undefined) {\r\n return null;\r\n }\r\n\r\n return this._devices[deviceType][deviceSlot] as DeviceSource<T>;\r\n }\r\n /**\r\n * Gets an array of DeviceSource objects for a given device type\r\n * @param deviceType - Type of Device\r\n * @returns All available DeviceSources of a given type\r\n */\r\n public getDeviceSources<T extends DeviceType>(deviceType: T): ReadonlyArray<DeviceSource<T>> {\r\n // If device type hasn't had any devices connected yet, return empty array.\r\n if (!this._devices[deviceType]) {\r\n return [];\r\n }\r\n return this._devices[deviceType].filter((source) => {\r\n return !!source;\r\n }) as Array<DeviceSource<T>>;\r\n }\r\n\r\n /**\r\n * Default constructor\r\n * @param engine - Used to get canvas (if applicable)\r\n */\r\n constructor(engine: Engine) {\r\n const numberOfDeviceTypes = Object.keys(DeviceType).length / 2;\r\n this._devices = new Array(numberOfDeviceTypes);\r\n this._firstDevice = new Array(numberOfDeviceTypes);\r\n this._engine = engine;\r\n\r\n if (!this._engine._deviceSourceManager) {\r\n this._engine._deviceSourceManager = new InternalDeviceSourceManager(engine);\r\n }\r\n this._engine._deviceSourceManager._refCount++;\r\n\r\n // Observables\r\n this.onDeviceConnectedObservable = new Observable((observer) => {\r\n for (const devices of this._devices) {\r\n if (devices) {\r\n for (const device of devices) {\r\n if (device) {\r\n this.onDeviceConnectedObservable.notifyObserver(observer, device as DeviceSourceType);\r\n }\r\n }\r\n }\r\n }\r\n });\r\n this.onDeviceDisconnectedObservable = new Observable();\r\n\r\n this._engine._deviceSourceManager.registerManager(this);\r\n\r\n this._onDisposeObserver = engine.onDisposeObservable.add(() => {\r\n this.dispose();\r\n });\r\n }\r\n\r\n /**\r\n * Dispose of DeviceSourceManager\r\n */\r\n public dispose(): void {\r\n // Null out observable refs\r\n this.onDeviceConnectedObservable.clear();\r\n this.onDeviceDisconnectedObservable.clear();\r\n\r\n if (this._engine._deviceSourceManager) {\r\n this._engine._deviceSourceManager.unregisterManager(this);\r\n if (--this._engine._deviceSourceManager._refCount < 1) {\r\n this._engine._deviceSourceManager.dispose();\r\n delete this._engine._deviceSourceManager;\r\n }\r\n }\r\n this._engine.onDisposeObservable.remove(this._onDisposeObserver);\r\n }\r\n\r\n // Hidden Functions\r\n /**\r\n * @param deviceSource - Source to add\r\n * @internal\r\n */\r\n public _addDevice(deviceSource: DeviceSourceType): void {\r\n if (!this._devices[deviceSource.deviceType]) {\r\n this._devices[deviceSource.deviceType] = new Array();\r\n }\r\n\r\n if (!this._devices[deviceSource.deviceType][deviceSource.deviceSlot]) {\r\n this._devices[deviceSource.deviceType][deviceSource.deviceSlot] = deviceSource;\r\n this._updateFirstDevices(deviceSource.deviceType);\r\n }\r\n\r\n this.onDeviceConnectedObservable.notifyObservers(deviceSource);\r\n }\r\n\r\n /**\r\n * @param deviceType - DeviceType\r\n * @param deviceSlot - DeviceSlot\r\n * @internal\r\n */\r\n public _removeDevice(deviceType: DeviceType, deviceSlot: number): void {\r\n const deviceSource = this._devices[deviceType]?.[deviceSlot]; // Grab local reference to use before removing from devices\r\n this.onDeviceDisconnectedObservable.notifyObservers(deviceSource as DeviceSourceType);\r\n if (this._devices[deviceType]?.[deviceSlot]) {\r\n delete this._devices[deviceType][deviceSlot];\r\n }\r\n // Even if we don't delete a device, we should still check for the first device as things may have gotten out of sync.\r\n this._updateFirstDevices(deviceType);\r\n }\r\n\r\n /**\r\n * @param deviceType - DeviceType\r\n * @param deviceSlot - DeviceSlot\r\n * @param eventData - Event\r\n * @internal\r\n */\r\n public _onInputChanged<T extends DeviceType>(deviceType: T, deviceSlot: number, eventData: IUIEvent): void {\r\n this._devices[deviceType]?.[deviceSlot]?.onInputChangedObservable.notifyObservers(eventData as IKeyboardEvent | IWheelEvent | IPointerEvent);\r\n }\r\n\r\n // Private Functions\r\n private _updateFirstDevices(type: DeviceType): void {\r\n switch (type) {\r\n case DeviceType.Keyboard:\r\n case DeviceType.Mouse:\r\n this._firstDevice[type] = 0;\r\n break;\r\n case DeviceType.Touch:\r\n case DeviceType.DualSense:\r\n case DeviceType.DualShock:\r\n case DeviceType.Xbox:\r\n case DeviceType.Switch:\r\n case DeviceType.Generic: {\r\n delete this._firstDevice[type];\r\n // eslint-disable-next-line no-case-declarations\r\n const devices = this._devices[type];\r\n if (devices) {\r\n for (let i = 0; i < devices.length; i++) {\r\n if (devices[i]) {\r\n this._firstDevice[type] = i;\r\n break;\r\n }\r\n }\r\n }\r\n break;\r\n }\r\n }\r\n }\r\n}\r\n"]}
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+
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type { Engine } from \"../../Engines/engine\";\r\nimport { DeviceType } from \"./deviceEnums\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport type { DeviceSource } from \"./deviceSource\";\r\nimport type { IObservableManager, DeviceSourceType } from \"../internalDeviceSourceManager\";\r\nimport { InternalDeviceSourceManager } from \"../internalDeviceSourceManager\";\r\nimport type { IDisposable } from \"../../scene\";\r\nimport type { ThinEngine } from \"../../Engines/thinEngine\";\r\nimport type { IKeyboardEvent, IPointerEvent, IUIEvent, IWheelEvent } from \"../../Events/deviceInputEvents\";\r\n\r\n/**\r\n * Class to keep track of devices\r\n */\r\nexport class DeviceSourceManager implements IDisposable, IObservableManager {\r\n // Public Members\r\n /**\r\n * Observable to be triggered when after a device is connected, any new observers added will be triggered against already connected devices\r\n */\r\n public readonly onDeviceConnectedObservable: Observable<DeviceSourceType>;\r\n\r\n /**\r\n * Observable to be triggered when after a device is disconnected\r\n */\r\n public readonly onDeviceDisconnectedObservable: Observable<DeviceSourceType>;\r\n\r\n // Private Members\r\n private _engine: Engine;\r\n private _onDisposeObserver: Nullable<Observer<ThinEngine>>;\r\n private readonly _devices: Array<Array<DeviceSource<DeviceType>>>;\r\n private readonly _firstDevice: Array<number>;\r\n\r\n // Public Functions\r\n /**\r\n * Gets a DeviceSource, given a type and slot\r\n * @param deviceType - Type of Device\r\n * @param deviceSlot - Slot or ID of device\r\n * @returns DeviceSource\r\n */\r\n public getDeviceSource<T extends DeviceType>(deviceType: T, deviceSlot?: number): Nullable<DeviceSource<T>> {\r\n if (deviceSlot === undefined) {\r\n if (this._firstDevice[deviceType] === undefined) {\r\n return null;\r\n }\r\n\r\n deviceSlot = this._firstDevice[deviceType];\r\n }\r\n\r\n if (!this._devices[deviceType] || this._devices[deviceType][deviceSlot] === undefined) {\r\n return null;\r\n }\r\n\r\n return this._devices[deviceType][deviceSlot] as DeviceSource<T>;\r\n }\r\n /**\r\n * Gets an array of DeviceSource objects for a given device type\r\n * @param deviceType - Type of Device\r\n * @returns All available DeviceSources of a given type\r\n */\r\n public getDeviceSources<T extends DeviceType>(deviceType: T): ReadonlyArray<DeviceSource<T>> {\r\n // If device type hasn't had any devices connected yet, return empty array.\r\n if (!this._devices[deviceType]) {\r\n return [];\r\n }\r\n return this._devices[deviceType].filter((source) => {\r\n return !!source;\r\n }) as Array<DeviceSource<T>>;\r\n }\r\n\r\n /**\r\n * Default constructor\r\n * @param engine - Used to get canvas (if applicable)\r\n */\r\n constructor(engine: Engine) {\r\n const numberOfDeviceTypes = Object.keys(DeviceType).length / 2;\r\n this._devices = new Array(numberOfDeviceTypes);\r\n this._firstDevice = new Array(numberOfDeviceTypes);\r\n this._engine = engine;\r\n\r\n if (!this._engine._deviceSourceManager) {\r\n this._engine._deviceSourceManager = new InternalDeviceSourceManager(engine);\r\n }\r\n this._engine._deviceSourceManager._refCount++;\r\n\r\n // Observables\r\n this.onDeviceConnectedObservable = new Observable((observer) => {\r\n for (const devices of this._devices) {\r\n if (devices) {\r\n for (const device of devices) {\r\n if (device) {\r\n this.onDeviceConnectedObservable.notifyObserver(observer, device as DeviceSourceType);\r\n }\r\n }\r\n }\r\n }\r\n });\r\n this.onDeviceDisconnectedObservable = new Observable();\r\n\r\n this._engine._deviceSourceManager.registerManager(this);\r\n\r\n this._onDisposeObserver = engine.onDisposeObservable.add(() => {\r\n this.dispose();\r\n });\r\n }\r\n\r\n /**\r\n * Dispose of DeviceSourceManager\r\n */\r\n public dispose(): void {\r\n // Null out observable refs\r\n this.onDeviceConnectedObservable.clear();\r\n this.onDeviceDisconnectedObservable.clear();\r\n\r\n if (this._engine._deviceSourceManager) {\r\n this._engine._deviceSourceManager.unregisterManager(this);\r\n if (--this._engine._deviceSourceManager._refCount < 1) {\r\n this._engine._deviceSourceManager.dispose();\r\n delete this._engine._deviceSourceManager;\r\n }\r\n }\r\n this._engine.onDisposeObservable.remove(this._onDisposeObserver);\r\n }\r\n\r\n // Hidden Functions\r\n /**\r\n * @param deviceSource - Source to add\r\n * @internal\r\n */\r\n public _addDevice(deviceSource: DeviceSourceType): void {\r\n if (!this._devices[deviceSource.deviceType]) {\r\n this._devices[deviceSource.deviceType] = new Array();\r\n }\r\n\r\n if (!this._devices[deviceSource.deviceType][deviceSource.deviceSlot]) {\r\n this._devices[deviceSource.deviceType][deviceSource.deviceSlot] = deviceSource;\r\n this._updateFirstDevices(deviceSource.deviceType);\r\n }\r\n\r\n this.onDeviceConnectedObservable.notifyObservers(deviceSource);\r\n }\r\n\r\n /**\r\n * @param deviceType - DeviceType\r\n * @param deviceSlot - DeviceSlot\r\n * @internal\r\n */\r\n public _removeDevice(deviceType: DeviceType, deviceSlot: number): void {\r\n const deviceSource = this._devices[deviceType]?.[deviceSlot]; // Grab local reference to use before removing from devices\r\n this.onDeviceDisconnectedObservable.notifyObservers(deviceSource as DeviceSourceType);\r\n if (this._devices[deviceType]?.[deviceSlot]) {\r\n delete this._devices[deviceType][deviceSlot];\r\n }\r\n // Even if we don't delete a device, we should still check for the first device as things may have gotten out of sync.\r\n this._updateFirstDevices(deviceType);\r\n }\r\n\r\n /**\r\n * @param deviceType - DeviceType\r\n * @param deviceSlot - DeviceSlot\r\n * @param eventData - Event\r\n * @internal\r\n */\r\n public _onInputChanged<T extends DeviceType>(deviceType: T, deviceSlot: number, eventData: IUIEvent): void {\r\n this._devices[deviceType]?.[deviceSlot]?.onInputChangedObservable.notifyObservers(eventData as IKeyboardEvent | IWheelEvent | IPointerEvent);\r\n }\r\n\r\n // Private Functions\r\n private _updateFirstDevices(type: DeviceType): void {\r\n switch (type) {\r\n case DeviceType.Keyboard:\r\n case DeviceType.Mouse:\r\n this._firstDevice[type] = 0;\r\n break;\r\n case DeviceType.Touch:\r\n case DeviceType.DualSense:\r\n case DeviceType.DualShock:\r\n case DeviceType.Xbox:\r\n case DeviceType.Switch:\r\n case DeviceType.Generic: {\r\n delete this._firstDevice[type];\r\n // eslint-disable-next-line no-case-declarations\r\n const devices = this._devices[type];\r\n if (devices) {\r\n for (let i = 0; i < devices.length; i++) {\r\n if (devices[i]) {\r\n this._firstDevice[type] = i;\r\n break;\r\n }\r\n }\r\n }\r\n break;\r\n }\r\n }\r\n }\r\n}\r\n"]}
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@@ -39,7 +39,8 @@ export class InternalDeviceSourceManager {
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}
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};
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const onDeviceDisconnected = (deviceType, deviceSlot) => {
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var _a;
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if ((_a = this._devices[deviceType]) === null || _a === void 0 ? void 0 : _a[deviceSlot]) {
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delete this._devices[deviceType][deviceSlot];
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}
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for (const manager of this._registeredManagers) {
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@@ -1 +1 @@
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1
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+
{"version":3,"file":"internalDeviceSourceManager.js","sourceRoot":"","sources":["../../../../../lts/core/generated/DeviceInput/internalDeviceSourceManager.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,UAAU,EAAE,MAAM,4BAA4B,CAAC;AAGxD,OAAO,EAAE,uBAAuB,EAAE,MAAM,2BAA2B,CAAC;AACpE,OAAO,EAAE,oBAAoB,EAAE,MAAM,wBAAwB,CAAC;AAC9D,OAAO,EAAE,YAAY,EAAE,MAAM,6BAA6B,CAAC;AA6B3D,gBAAgB;AAChB,MAAM,OAAO,2BAA2B;IAYpC,YAAmB,MAAc;QAJhB,wBAAmB,GAAG,IAAI,KAAK,EAAsB,CAAC;QAEhE,cAAS,GAAG,CAAC,CAAC;QA4CrB,mBAAmB;QACH,oBAAe,GAAG,CAAC,OAA2B,EAAQ,EAAE;YACpE,KAAK,IAAI,UAAU,GAAG,CAAC,EAAE,UAAU,GAAG,IAAI,CAAC,QAAQ,CAAC,MAAM,EAAE,UAAU,EAAE,EAAE;gBACtE,MAAM,MAAM,GAAG,IAAI,CAAC,QAAQ,CAAC,UAAU,CAAC,CAAC;gBACzC,KAAK,MAAM,aAAa,IAAI,MAAM,EAAE;oBAChC,MAAM,UAAU,GAAG,CAAC,aAAa,CAAC;oBAClC,OAAO,CAAC,UAAU,CAAC,IAAI,YAAY,CAAC,IAAI,CAAC,kBAAkB,EAAE,UAAU,EAAE,UAAU,CAAC,CAAC,CAAC;iBACzF;aACJ;YACD,IAAI,CAAC,mBAAmB,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;QAC3C,CAAC,CAAC;QAEc,sBAAiB,GAAG,CAAC,OAA2B,EAAQ,EAAE;YACtE,MAAM,GAAG,GAAG,IAAI,CAAC,mBAAmB,CAAC,OAAO,CAAC,OAAO,CAAC,CAAC;YAEtD,IAAI,GAAG,GAAG,CAAC,CAAC,EAAE;gBACV,IAAI,CAAC,mBAAmB,CAAC,MAAM,CAAC,GAAG,EAAE,CAAC,CAAC,CAAC;aAC3C;QACL,CAAC,CAAC;QA3DE,MAAM,mBAAmB,GAAG,MAAM,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,MAAM,GAAG,CAAC,CAAC;QAC/D,IAAI,CAAC,QAAQ,GAAG,IAAI,KAAK,CAAgB,mBAAmB,CAAC,CAAC;QAE9D,MAAM,iBAAiB,GAAG,CAAC,UAAsB,EAAE,UAAkB,EAAE,EAAE;YACrE,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC,UAAU,CAAC,EAAE;gBAC5B,IAAI,CAAC,QAAQ,CAAC,UAAU,CAAC,GAAG,IAAI,KAAK,EAAU,CAAC;aACnD;YAED,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC,UAAU,CAAC,CAAC,UAAU,CAAC,EAAE;gBACxC,IAAI,CAAC,QAAQ,CAAC,UAAU,CAAC,CAAC,UAAU,CAAC,GAAG,UAAU,CAAC;aACtD;YACD,KAAK,MAAM,OAAO,IAAI,IAAI,CAAC,mBAAmB,EAAE;gBAC5C,MAAM,YAAY,GAAG,IAAI,YAAY,CAAC,IAAI,CAAC,kBAAkB,EAAE,UAAU,EAAE,UAAU,CAAC,CAAC;gBACvF,OAAO,CAAC,UAAU,CAAC,YAAY,CAAC,CAAC;aACpC;QACL,CAAC,CAAC;QAEF,MAAM,oBAAoB,GAAG,CAAC,UAAsB,EAAE,UAAkB,EAAE,EAAE;;YACxE,IAAI,MAAA,IAAI,CAAC,QAAQ,CAAC,UAAU,CAAC,0CAAG,UAAU,CAAC,EAAE;gBACzC,OAAO,IAAI,CAAC,QAAQ,CAAC,UAAU,CAAC,CAAC,UAAU,CAAC,CAAC;aAChD;YACD,KAAK,MAAM,OAAO,IAAI,IAAI,CAAC,mBAAmB,EAAE;gBAC5C,OAAO,CAAC,aAAa,CAAC,UAAU,EAAE,UAAU,CAAC,CAAC;aACjD;QACL,CAAC,CAAC;QAEF,MAAM,cAAc,GAAG,CAAC,UAAsB,EAAE,UAAkB,EAAE,SAAmB,EAAE,EAAE;YACvF,IAAI,SAAS,EAAE;gBACX,KAAK,MAAM,OAAO,IAAI,IAAI,CAAC,mBAAmB,EAAE;oBAC5C,OAAO,CAAC,eAAe,CAAC,UAAU,EAAE,UAAU,EAAE,SAAS,CAAC,CAAC;iBAC9D;aACJ;QACL,CAAC,CAAC;QAEF,IAAI,OAAO,OAAO,KAAK,WAAW,EAAE;YAChC,IAAI,CAAC,kBAAkB,GAAG,IAAI,uBAAuB,CAAC,iBAAiB,EAAE,oBAAoB,EAAE,cAAc,CAAC,CAAC;SAClH;aAAM;YACH,IAAI,CAAC,kBAAkB,GAAG,IAAI,oBAAoB,CAAC,MAAM,EAAE,iBAAiB,EAAE,oBAAoB,EAAE,cAAc,CAAC,CAAC;SACvH;IACL,CAAC;IAsBM,OAAO;QACV,IAAI,CAAC,kBAAkB,CAAC,OAAO,EAAE,CAAC;IACtC,CAAC;CACJ","sourcesContent":["import type { IDisposable } from \"../scene\";\r\nimport { DeviceType } from \"./InputDevices/deviceEnums\";\r\nimport type { Observable } from \"../Misc/observable\";\r\nimport type { IDeviceInputSystem } from \"./inputInterfaces\";\r\nimport { NativeDeviceInputSystem } from \"./nativeDeviceInputSystem\";\r\nimport { WebDeviceInputSystem } from \"./webDeviceInputSystem\";\r\nimport { DeviceSource } from \"./InputDevices/deviceSource\";\r\nimport type { INative } from \"../Engines/Native/nativeInterfaces\";\r\nimport type { Engine } from \"../Engines/engine\";\r\nimport type { IUIEvent } from \"../Events/deviceInputEvents\";\r\n\r\ntype Distribute<T> = T extends DeviceType ? DeviceSource<T> : never;\r\n\r\nexport type DeviceSourceType = Distribute<DeviceType>;\r\n\r\ndeclare const _native: INative;\r\n\r\ndeclare module \"../Engines/engine\" {\r\n interface Engine {\r\n /** @internal */\r\n _deviceSourceManager?: InternalDeviceSourceManager;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport interface IObservableManager {\r\n onDeviceConnectedObservable: Observable<DeviceSourceType>;\r\n onDeviceDisconnectedObservable: Observable<DeviceSourceType>;\r\n\r\n // Functions\r\n _onInputChanged(deviceType: DeviceType, deviceSlot: number, eventData: IUIEvent): void;\r\n _addDevice(deviceSource: DeviceSource<DeviceType>): void;\r\n _removeDevice(deviceType: DeviceType, deviceSlot: number): void;\r\n}\r\n\r\n/** @internal */\r\nexport class InternalDeviceSourceManager implements IDisposable {\r\n // Public Members\r\n public readonly _deviceInputSystem: IDeviceInputSystem;\r\n\r\n // Private Members\r\n // This is a master list of all device type/slot combos\r\n private readonly _devices: Array<Array<number>>;\r\n\r\n private readonly _registeredManagers = new Array<IObservableManager>();\r\n\r\n public _refCount = 0;\r\n\r\n public constructor(engine: Engine) {\r\n const numberOfDeviceTypes = Object.keys(DeviceType).length / 2;\r\n this._devices = new Array<Array<number>>(numberOfDeviceTypes);\r\n\r\n const onDeviceConnected = (deviceType: DeviceType, deviceSlot: number) => {\r\n if (!this._devices[deviceType]) {\r\n this._devices[deviceType] = new Array<number>();\r\n }\r\n\r\n if (!this._devices[deviceType][deviceSlot]) {\r\n this._devices[deviceType][deviceSlot] = deviceSlot;\r\n }\r\n for (const manager of this._registeredManagers) {\r\n const deviceSource = new DeviceSource(this._deviceInputSystem, deviceType, deviceSlot);\r\n manager._addDevice(deviceSource);\r\n }\r\n };\r\n\r\n const onDeviceDisconnected = (deviceType: DeviceType, deviceSlot: number) => {\r\n if (this._devices[deviceType]?.[deviceSlot]) {\r\n delete this._devices[deviceType][deviceSlot];\r\n }\r\n for (const manager of this._registeredManagers) {\r\n manager._removeDevice(deviceType, deviceSlot);\r\n }\r\n };\r\n\r\n const onInputChanged = (deviceType: DeviceType, deviceSlot: number, eventData: IUIEvent) => {\r\n if (eventData) {\r\n for (const manager of this._registeredManagers) {\r\n manager._onInputChanged(deviceType, deviceSlot, eventData);\r\n }\r\n }\r\n };\r\n\r\n if (typeof _native !== \"undefined\") {\r\n this._deviceInputSystem = new NativeDeviceInputSystem(onDeviceConnected, onDeviceDisconnected, onInputChanged);\r\n } else {\r\n this._deviceInputSystem = new WebDeviceInputSystem(engine, onDeviceConnected, onDeviceDisconnected, onInputChanged);\r\n }\r\n }\r\n\r\n // Public Functions\r\n public readonly registerManager = (manager: IObservableManager): void => {\r\n for (let deviceType = 0; deviceType < this._devices.length; deviceType++) {\r\n const device = this._devices[deviceType];\r\n for (const deviceSlotKey in device) {\r\n const deviceSlot = +deviceSlotKey;\r\n manager._addDevice(new DeviceSource(this._deviceInputSystem, deviceType, deviceSlot));\r\n }\r\n }\r\n this._registeredManagers.push(manager);\r\n };\r\n\r\n public readonly unregisterManager = (manager: IObservableManager): void => {\r\n const idx = this._registeredManagers.indexOf(manager);\r\n\r\n if (idx > -1) {\r\n this._registeredManagers.splice(idx, 1);\r\n }\r\n };\r\n\r\n public dispose(): void {\r\n this._deviceInputSystem.dispose();\r\n }\r\n}\r\n"]}
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@@ -110,7 +110,7 @@ export class WebDeviceInputSystem {
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* Enable listening for user input events
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*/
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_enableEvents() {
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const inputElement = this
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+
const inputElement = this === null || this === void 0 ? void 0 : this._engine.getInputElement();
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if (inputElement && (!this._eventsAttached || this._elementToAttachTo !== inputElement)) {
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// Remove events before adding to avoid double events or simultaneous events on multiple canvases
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this._disableEvents();
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}
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};
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this._pointerUpEvent = (evt) => {
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var _a, _b, _c, _d, _e;
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const deviceType = this._getPointerType(evt);
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const deviceSlot = deviceType === DeviceType.Mouse ? 0 : this._activeTouchIds.indexOf(evt.pointerId);
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if (deviceType === DeviceType.Touch) {
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this._activeTouchIds[deviceSlot] = -1;
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}
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}
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const pointer = this._inputs[deviceType]
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const pointer = (_a = this._inputs[deviceType]) === null || _a === void 0 ? void 0 : _a[deviceSlot];
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if (pointer && pointer[evt.button + 2] !== 0) {
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const previousHorizontal = pointer[PointerInput.Horizontal];
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const previousVertical = pointer[PointerInput.Vertical];
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// However, we have our X and Y values front-loaded to group together the touch inputs but not break this progression
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// EG. ([X, Y, Left-click], Middle-click, etc...)
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deviceEvent.inputIndex = evt.button + 2;
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if (deviceType === DeviceType.Mouse && this._mouseId >= 0 && this._elementToAttachTo.hasPointerCapture
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if (deviceType === DeviceType.Mouse && this._mouseId >= 0 && ((_c = (_b = this._elementToAttachTo).hasPointerCapture) === null || _c === void 0 ? void 0 : _c.call(_b, this._mouseId))) {
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this._elementToAttachTo.releasePointerCapture(this._mouseId);
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}
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else if (evt.pointerId && this._elementToAttachTo.hasPointerCapture
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else if (evt.pointerId && ((_e = (_d = this._elementToAttachTo).hasPointerCapture) === null || _e === void 0 ? void 0 : _e.call(_d, evt.pointerId))) {
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this._elementToAttachTo.releasePointerCapture(evt.pointerId);
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}
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this._onInputChanged(deviceType, deviceSlot, deviceEvent);
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};
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this._pointerCancelEvent = (evt) => {
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var _a, _b, _c, _d;
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if (evt.pointerType === "mouse") {
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const pointer = this._inputs[DeviceType.Mouse][0];
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if (this._mouseId >= 0 && this._elementToAttachTo.hasPointerCapture
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if (this._mouseId >= 0 && ((_b = (_a = this._elementToAttachTo).hasPointerCapture) === null || _b === void 0 ? void 0 : _b.call(_a, this._mouseId))) {
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}
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for (let inputIndex = PointerInput.LeftClick; inputIndex <= PointerInput.BrowserForward; inputIndex++) {
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}
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else {
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const deviceSlot = this._activeTouchIds.indexOf(evt.pointerId);
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if (this._elementToAttachTo.hasPointerCapture
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if ((_d = (_c = this._elementToAttachTo).hasPointerCapture) === null || _d === void 0 ? void 0 : _d.call(_c, evt.pointerId)) {
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this._inputs[DeviceType.Touch][deviceSlot][PointerInput.LeftClick] = 0;
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/* */
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this._pointerBlurEvent = () => {
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var _a, _b, _c, _d, _e;
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if (this.isDeviceAvailable(DeviceType.Mouse)) {
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const pointer = this._inputs[DeviceType.Mouse][0];
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if (this._mouseId >= 0 && this._elementToAttachTo.hasPointerCapture
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if (this._mouseId >= 0 && ((_b = (_a = this._elementToAttachTo).hasPointerCapture) === null || _b === void 0 ? void 0 : _b.call(_a, this._mouseId))) {
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for (let inputIndex = PointerInput.LeftClick; inputIndex <= PointerInput.BrowserForward; inputIndex++) {
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@@ -528,10 +531,10 @@ export class WebDeviceInputSystem {
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const pointer = this._inputs[DeviceType.Touch];
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for (let deviceSlot = 0; deviceSlot < this._activeTouchIds.length; deviceSlot++) {
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const pointerId = this._activeTouchIds[deviceSlot];
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if (this._elementToAttachTo.hasPointerCapture
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if ((_d = (_c = this._elementToAttachTo).hasPointerCapture) === null || _d === void 0 ? void 0 : _d.call(_c, pointerId)) {
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this._elementToAttachTo.releasePointerCapture(pointerId);
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}
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if (pointerId !== -1 && pointer[deviceSlot]
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if (pointerId !== -1 && ((_e = pointer[deviceSlot]) === null || _e === void 0 ? void 0 : _e[PointerInput.LeftClick]) === 1) {
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pointer[deviceSlot][PointerInput.LeftClick] = 0;
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const deviceEvent = DeviceEventFactory.CreateDeviceEvent(DeviceType.Touch, deviceSlot, PointerInput.LeftClick, 0, this, this._elementToAttachTo);
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this._onInputChanged(DeviceType.Touch, deviceSlot, deviceEvent);
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