@babylonjs/core 5.27.0 → 5.28.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (432) hide show
  1. package/Animations/animatable.js +2 -1
  2. package/Animations/animatable.js.map +1 -1
  3. package/Animations/runtimeAnimation.js +1 -1
  4. package/Animations/runtimeAnimation.js.map +1 -1
  5. package/Audio/audioSceneComponent.js +2 -1
  6. package/Audio/audioSceneComponent.js.map +1 -1
  7. package/Audio/sound.js +70 -45
  8. package/Audio/sound.js.map +1 -1
  9. package/Audio/soundTrack.js +12 -6
  10. package/Audio/soundTrack.js.map +1 -1
  11. package/BakedVertexAnimation/bakedVertexAnimationManager.js +2 -1
  12. package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
  13. package/Behaviors/Cameras/autoRotationBehavior.js +1 -1
  14. package/Behaviors/Cameras/autoRotationBehavior.js.map +1 -1
  15. package/Behaviors/Meshes/followBehavior.js +2 -1
  16. package/Behaviors/Meshes/followBehavior.js.map +1 -1
  17. package/Behaviors/Meshes/handConstraintBehavior.js +6 -6
  18. package/Behaviors/Meshes/handConstraintBehavior.js.map +1 -1
  19. package/Bones/bone.js +2 -1
  20. package/Bones/bone.js.map +1 -1
  21. package/Bones/skeleton.js +3 -2
  22. package/Bones/skeleton.js.map +1 -1
  23. package/Cameras/Inputs/BaseCameraPointersInput.js +2 -2
  24. package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
  25. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js +5 -3
  26. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
  27. package/Cameras/Inputs/flyCameraMouseInput.js +2 -2
  28. package/Cameras/Inputs/flyCameraMouseInput.js.map +1 -1
  29. package/Cameras/Inputs/freeCameraMouseInput.js +2 -2
  30. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  31. package/Cameras/arcRotateCamera.js +2 -1
  32. package/Cameras/arcRotateCamera.js.map +1 -1
  33. package/Cameras/camera.js +6 -4
  34. package/Cameras/camera.js.map +1 -1
  35. package/Compute/computeEffect.js +8 -5
  36. package/Compute/computeEffect.js.map +1 -1
  37. package/Compute/computeShader.js +12 -11
  38. package/Compute/computeShader.js.map +1 -1
  39. package/Culling/Octrees/octreeSceneComponent.js +2 -1
  40. package/Culling/Octrees/octreeSceneComponent.js.map +1 -1
  41. package/Culling/boundingBox.js +3 -2
  42. package/Culling/boundingBox.js.map +1 -1
  43. package/Culling/ray.js +2 -1
  44. package/Culling/ray.js.map +1 -1
  45. package/Debug/directionalLightFrustumViewer.js +9 -7
  46. package/Debug/directionalLightFrustumViewer.js.map +1 -1
  47. package/Debug/rayHelper.js +2 -1
  48. package/Debug/rayHelper.js.map +1 -1
  49. package/Debug/skeletonViewer.js +29 -24
  50. package/Debug/skeletonViewer.js.map +1 -1
  51. package/DeviceInput/InputDevices/deviceSourceManager.js +5 -3
  52. package/DeviceInput/InputDevices/deviceSourceManager.js.map +1 -1
  53. package/DeviceInput/internalDeviceSourceManager.js +2 -1
  54. package/DeviceInput/internalDeviceSourceManager.js.map +1 -1
  55. package/DeviceInput/webDeviceInputSystem.js +12 -9
  56. package/DeviceInput/webDeviceInputSystem.js.map +1 -1
  57. package/Engines/Extensions/engine.rawTexture.js +4 -4
  58. package/Engines/Extensions/engine.rawTexture.js.map +1 -1
  59. package/Engines/Extensions/engine.readTexture.js +3 -2
  60. package/Engines/Extensions/engine.readTexture.js.map +1 -1
  61. package/Engines/Extensions/engine.views.js +2 -1
  62. package/Engines/Extensions/engine.views.js.map +1 -1
  63. package/Engines/Processors/shaderProcessor.js +11 -6
  64. package/Engines/Processors/shaderProcessor.js.map +1 -1
  65. package/Engines/WebGPU/Extensions/engine.cubeTexture.js +1 -1
  66. package/Engines/WebGPU/Extensions/engine.cubeTexture.js.map +1 -1
  67. package/Engines/WebGPU/Extensions/engine.dynamicTexture.js +2 -1
  68. package/Engines/WebGPU/Extensions/engine.dynamicTexture.js.map +1 -1
  69. package/Engines/WebGPU/Extensions/engine.multiRender.js +2 -1
  70. package/Engines/WebGPU/Extensions/engine.multiRender.js.map +1 -1
  71. package/Engines/WebGPU/Extensions/engine.query.js +4 -2
  72. package/Engines/WebGPU/Extensions/engine.query.js.map +1 -1
  73. package/Engines/WebGPU/Extensions/engine.rawTexture.js +4 -4
  74. package/Engines/WebGPU/Extensions/engine.rawTexture.js.map +1 -1
  75. package/Engines/WebGPU/Extensions/engine.renderTarget.js +2 -1
  76. package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
  77. package/Engines/WebGPU/Extensions/engine.storageBuffer.js +3 -2
  78. package/Engines/WebGPU/Extensions/engine.storageBuffer.js.map +1 -1
  79. package/Engines/WebGPU/Extensions/engine.textureSampler.js +2 -1
  80. package/Engines/WebGPU/Extensions/engine.textureSampler.js.map +1 -1
  81. package/Engines/WebGPU/Extensions/engine.videoTexture.js +2 -1
  82. package/Engines/WebGPU/Extensions/engine.videoTexture.js.map +1 -1
  83. package/Engines/WebGPU/webgpuCacheBindGroups.js +7 -6
  84. package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
  85. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +18 -14
  86. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  87. package/Engines/WebGPU/webgpuCacheSampler.js +4 -3
  88. package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
  89. package/Engines/WebGPU/webgpuClearQuad.js +3 -2
  90. package/Engines/WebGPU/webgpuClearQuad.js.map +1 -1
  91. package/Engines/WebGPU/webgpuComputePipelineContext.js +2 -1
  92. package/Engines/WebGPU/webgpuComputePipelineContext.js.map +1 -1
  93. package/Engines/WebGPU/webgpuDepthCullingState.js +2 -2
  94. package/Engines/WebGPU/webgpuDepthCullingState.js.map +1 -1
  95. package/Engines/WebGPU/webgpuDrawContext.js +2 -1
  96. package/Engines/WebGPU/webgpuDrawContext.js.map +1 -1
  97. package/Engines/WebGPU/webgpuHardwareTexture.js +4 -3
  98. package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
  99. package/Engines/WebGPU/webgpuMaterialContext.js +5 -4
  100. package/Engines/WebGPU/webgpuMaterialContext.js.map +1 -1
  101. package/Engines/WebGPU/webgpuOcclusionQuery.js +5 -3
  102. package/Engines/WebGPU/webgpuOcclusionQuery.js.map +1 -1
  103. package/Engines/WebGPU/webgpuPipelineContext.js +4 -2
  104. package/Engines/WebGPU/webgpuPipelineContext.js.map +1 -1
  105. package/Engines/WebGPU/webgpuShaderProcessingContext.js +4 -2
  106. package/Engines/WebGPU/webgpuShaderProcessingContext.js.map +1 -1
  107. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +2 -1
  108. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
  109. package/Engines/WebGPU/webgpuSnapshotRendering.js +3 -2
  110. package/Engines/WebGPU/webgpuSnapshotRendering.js.map +1 -1
  111. package/Engines/WebGPU/webgpuStencilStateComposer.js +2 -1
  112. package/Engines/WebGPU/webgpuStencilStateComposer.js.map +1 -1
  113. package/Engines/WebGPU/webgpuTextureHelper.js +40 -38
  114. package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
  115. package/Engines/engine.d.ts +898 -273
  116. package/Engines/engine.js +5 -3
  117. package/Engines/engine.js.map +1 -1
  118. package/Engines/nativeEngine.js +7 -5
  119. package/Engines/nativeEngine.js.map +1 -1
  120. package/Engines/nullEngine.d.ts +7 -0
  121. package/Engines/nullEngine.js +42 -0
  122. package/Engines/nullEngine.js.map +1 -1
  123. package/Engines/renderTargetWrapper.js +14 -9
  124. package/Engines/renderTargetWrapper.js.map +1 -1
  125. package/Engines/thinEngine.js +25 -16
  126. package/Engines/thinEngine.js.map +1 -1
  127. package/Engines/webgpuEngine.js +87 -61
  128. package/Engines/webgpuEngine.js.map +1 -1
  129. package/Gamepads/gamepadManager.js +1 -1
  130. package/Gamepads/gamepadManager.js.map +1 -1
  131. package/Gizmos/axisDragGizmo.js +4 -2
  132. package/Gizmos/axisDragGizmo.js.map +1 -1
  133. package/Gizmos/axisScaleGizmo.js +6 -4
  134. package/Gizmos/axisScaleGizmo.js.map +1 -1
  135. package/Gizmos/gizmo.js +21 -6
  136. package/Gizmos/gizmo.js.map +1 -1
  137. package/Gizmos/gizmoManager.js +3 -2
  138. package/Gizmos/gizmoManager.js.map +1 -1
  139. package/Gizmos/planeDragGizmo.js +4 -2
  140. package/Gizmos/planeDragGizmo.js.map +1 -1
  141. package/Gizmos/planeRotationGizmo.js +4 -2
  142. package/Gizmos/planeRotationGizmo.js.map +1 -1
  143. package/Helpers/videoDome.js +2 -1
  144. package/Helpers/videoDome.js.map +1 -1
  145. package/Layers/effectLayer.js +5 -3
  146. package/Layers/effectLayer.js.map +1 -1
  147. package/Layers/glowLayer.js +4 -3
  148. package/Layers/glowLayer.js.map +1 -1
  149. package/Layers/highlightLayer.js +2 -1
  150. package/Layers/highlightLayer.js.map +1 -1
  151. package/LensFlares/lensFlareSystem.js +2 -1
  152. package/LensFlares/lensFlareSystem.js.map +1 -1
  153. package/Lights/Shadows/cascadedShadowGenerator.js +25 -21
  154. package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
  155. package/Lights/Shadows/shadowGenerator.js +13 -8
  156. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  157. package/Loading/Plugins/babylonFileLoader.js +2 -1
  158. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  159. package/Loading/sceneLoader.d.ts +1 -1
  160. package/Loading/sceneLoader.js +3 -3
  161. package/Loading/sceneLoader.js.map +1 -1
  162. package/Materials/Node/Blocks/Dual/imageSourceBlock.js +2 -1
  163. package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
  164. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +2 -1
  165. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
  166. package/Materials/Node/Blocks/Dual/textureBlock.js +10 -6
  167. package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
  168. package/Materials/Node/Blocks/Fragment/TBNBlock.js +3 -2
  169. package/Materials/Node/Blocks/Fragment/TBNBlock.js.map +1 -1
  170. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +2 -1
  171. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
  172. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js +2 -1
  173. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js.map +1 -1
  174. package/Materials/Node/Blocks/Input/inputBlock.js +2 -1
  175. package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
  176. package/Materials/Node/Blocks/PBR/clearCoatBlock.js +26 -24
  177. package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
  178. package/Materials/Node/Blocks/PBR/iridescenceBlock.js +3 -3
  179. package/Materials/Node/Blocks/PBR/iridescenceBlock.js.map +1 -1
  180. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +48 -44
  181. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  182. package/Materials/Node/Blocks/PBR/reflectionBlock.js +2 -1
  183. package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
  184. package/Materials/Node/Blocks/PBR/refractionBlock.js +2 -1
  185. package/Materials/Node/Blocks/PBR/refractionBlock.js.map +1 -1
  186. package/Materials/Node/Blocks/PBR/sheenBlock.js +13 -13
  187. package/Materials/Node/Blocks/PBR/sheenBlock.js.map +1 -1
  188. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js +27 -26
  189. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js.map +1 -1
  190. package/Materials/Node/Blocks/Vertex/instancesBlock.js +2 -2
  191. package/Materials/Node/Blocks/Vertex/instancesBlock.js.map +1 -1
  192. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js +6 -6
  193. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js.map +1 -1
  194. package/Materials/Node/Blocks/cloudBlock.js +3 -2
  195. package/Materials/Node/Blocks/cloudBlock.js.map +1 -1
  196. package/Materials/Node/Blocks/colorMergerBlock.js +5 -4
  197. package/Materials/Node/Blocks/colorMergerBlock.js.map +1 -1
  198. package/Materials/Node/Blocks/customBlock.js +4 -3
  199. package/Materials/Node/Blocks/customBlock.js.map +1 -1
  200. package/Materials/Node/Blocks/vectorMergerBlock.js +5 -4
  201. package/Materials/Node/Blocks/vectorMergerBlock.js.map +1 -1
  202. package/Materials/Node/nodeMaterial.js +7 -6
  203. package/Materials/Node/nodeMaterial.js.map +1 -1
  204. package/Materials/Node/nodeMaterialBlock.js +4 -3
  205. package/Materials/Node/nodeMaterialBlock.js.map +1 -1
  206. package/Materials/Node/nodeMaterialDecorator.js +1 -1
  207. package/Materials/Node/nodeMaterialDecorator.js.map +1 -1
  208. package/Materials/PBR/pbrBaseMaterial.js +25 -19
  209. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  210. package/Materials/PBR/pbrClearCoatConfiguration.js +9 -6
  211. package/Materials/PBR/pbrClearCoatConfiguration.js.map +1 -1
  212. package/Materials/PBR/pbrIridescenceConfiguration.js +7 -4
  213. package/Materials/PBR/pbrIridescenceConfiguration.js.map +1 -1
  214. package/Materials/PBR/pbrSheenConfiguration.js +7 -4
  215. package/Materials/PBR/pbrSheenConfiguration.js.map +1 -1
  216. package/Materials/Textures/Loaders/envTextureLoader.js +2 -2
  217. package/Materials/Textures/Loaders/envTextureLoader.js.map +1 -1
  218. package/Materials/Textures/Packer/packer.js +14 -13
  219. package/Materials/Textures/Packer/packer.js.map +1 -1
  220. package/Materials/Textures/Procedurals/customProceduralTexture.d.ts +2 -1
  221. package/Materials/Textures/Procedurals/customProceduralTexture.js.map +1 -1
  222. package/Materials/Textures/Procedurals/noiseProceduralTexture.js +2 -1
  223. package/Materials/Textures/Procedurals/noiseProceduralTexture.js.map +1 -1
  224. package/Materials/Textures/Procedurals/proceduralTexture.js +7 -4
  225. package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
  226. package/Materials/Textures/baseTexture.d.ts +5 -4
  227. package/Materials/Textures/baseTexture.js +1 -0
  228. package/Materials/Textures/baseTexture.js.map +1 -1
  229. package/Materials/Textures/cubeTexture.js +8 -4
  230. package/Materials/Textures/cubeTexture.js.map +1 -1
  231. package/Materials/Textures/hdrCubeTexture.js +4 -2
  232. package/Materials/Textures/hdrCubeTexture.js.map +1 -1
  233. package/Materials/Textures/internalTexture.js +4 -2
  234. package/Materials/Textures/internalTexture.js.map +1 -1
  235. package/Materials/Textures/mirrorTexture.js +6 -3
  236. package/Materials/Textures/mirrorTexture.js.map +1 -1
  237. package/Materials/Textures/multiRenderTarget.js +6 -4
  238. package/Materials/Textures/multiRenderTarget.js.map +1 -1
  239. package/Materials/Textures/rawTexture.js +1 -1
  240. package/Materials/Textures/rawTexture.js.map +1 -1
  241. package/Materials/Textures/renderTargetTexture.js +26 -15
  242. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  243. package/Materials/Textures/texture.js +16 -13
  244. package/Materials/Textures/texture.js.map +1 -1
  245. package/Materials/Textures/thinRenderTargetTexture.js +4 -2
  246. package/Materials/Textures/thinRenderTargetTexture.js.map +1 -1
  247. package/Materials/Textures/thinTexture.d.ts +3 -3
  248. package/Materials/Textures/thinTexture.js.map +1 -1
  249. package/Materials/Textures/videoTexture.js +3 -3
  250. package/Materials/Textures/videoTexture.js.map +1 -1
  251. package/Materials/drawWrapper.js +4 -2
  252. package/Materials/drawWrapper.js.map +1 -1
  253. package/Materials/effect.js +15 -10
  254. package/Materials/effect.js.map +1 -1
  255. package/Materials/material.d.ts +14 -0
  256. package/Materials/material.detailMapConfiguration.js +2 -1
  257. package/Materials/material.detailMapConfiguration.js.map +1 -1
  258. package/Materials/material.js +35 -3
  259. package/Materials/material.js.map +1 -1
  260. package/Materials/materialDefines.js +6 -5
  261. package/Materials/materialDefines.js.map +1 -1
  262. package/Materials/materialHelper.js +1 -1
  263. package/Materials/materialHelper.js.map +1 -1
  264. package/Materials/materialPluginManager.js +3 -2
  265. package/Materials/materialPluginManager.js.map +1 -1
  266. package/Materials/multiMaterial.js +2 -1
  267. package/Materials/multiMaterial.js.map +1 -1
  268. package/Materials/shaderMaterial.js +12 -9
  269. package/Materials/shaderMaterial.js.map +1 -1
  270. package/Materials/shadowDepthWrapper.js +13 -8
  271. package/Materials/shadowDepthWrapper.js.map +1 -1
  272. package/Materials/standardMaterial.js +12 -10
  273. package/Materials/standardMaterial.js.map +1 -1
  274. package/Materials/uniformBuffer.js +1 -1
  275. package/Materials/uniformBuffer.js.map +1 -1
  276. package/Maths/math.vector.d.ts +7 -6
  277. package/Maths/math.vector.js +10 -8
  278. package/Maths/math.vector.js.map +1 -1
  279. package/Meshes/Builders/groundBuilder.js +1 -1
  280. package/Meshes/Builders/groundBuilder.js.map +1 -1
  281. package/Meshes/abstractMesh.js +8 -5
  282. package/Meshes/abstractMesh.js.map +1 -1
  283. package/Meshes/csg.js +2 -1
  284. package/Meshes/csg.js.map +1 -1
  285. package/Meshes/instancedMesh.js +2 -1
  286. package/Meshes/instancedMesh.js.map +1 -1
  287. package/Meshes/mesh.d.ts +1 -1
  288. package/Meshes/mesh.js +23 -13
  289. package/Meshes/mesh.js.map +1 -1
  290. package/Meshes/mesh.vertexData.js +4 -3
  291. package/Meshes/mesh.vertexData.js.map +1 -1
  292. package/Meshes/subMesh.js +14 -8
  293. package/Meshes/subMesh.js.map +1 -1
  294. package/Meshes/thinInstanceMesh.js +18 -12
  295. package/Meshes/thinInstanceMesh.js.map +1 -1
  296. package/Meshes/transformNode.d.ts +7 -1
  297. package/Meshes/transformNode.js +15 -4
  298. package/Meshes/transformNode.js.map +1 -1
  299. package/Misc/HighDynamicRange/cubemapToSphericalPolynomial.js +2 -1
  300. package/Misc/HighDynamicRange/cubemapToSphericalPolynomial.js.map +1 -1
  301. package/Misc/PerformanceViewer/performanceViewerCollectionStrategies.js +12 -8
  302. package/Misc/PerformanceViewer/performanceViewerCollectionStrategies.js.map +1 -1
  303. package/Misc/PerformanceViewer/performanceViewerCollector.js +3 -2
  304. package/Misc/PerformanceViewer/performanceViewerCollector.js.map +1 -1
  305. package/Misc/arrayTools.js +1 -1
  306. package/Misc/arrayTools.js.map +1 -1
  307. package/Misc/assetsManager.d.ts +22 -4
  308. package/Misc/assetsManager.js +20 -8
  309. package/Misc/assetsManager.js.map +1 -1
  310. package/Misc/computePressure.js +9 -6
  311. package/Misc/computePressure.js.map +1 -1
  312. package/Misc/dataStorage.js +1 -1
  313. package/Misc/dataStorage.js.map +1 -1
  314. package/Misc/dds.js +1 -1
  315. package/Misc/dds.js.map +1 -1
  316. package/Misc/environmentTextureTools.js +3 -2
  317. package/Misc/environmentTextureTools.js.map +1 -1
  318. package/Misc/fileTools.js +31 -8
  319. package/Misc/fileTools.js.map +1 -1
  320. package/Misc/logger.js +2 -1
  321. package/Misc/logger.js.map +1 -1
  322. package/Misc/minMaxReducer.js +3 -2
  323. package/Misc/minMaxReducer.js.map +1 -1
  324. package/Misc/sceneRecorder.js +1 -1
  325. package/Misc/sceneRecorder.js.map +1 -1
  326. package/Misc/textureTools.js +3 -3
  327. package/Misc/textureTools.js.map +1 -1
  328. package/Misc/timer.js +5 -3
  329. package/Misc/timer.js.map +1 -1
  330. package/Misc/tools.js +4 -4
  331. package/Misc/tools.js.map +1 -1
  332. package/Misc/trajectoryClassifier.js +3 -3
  333. package/Misc/trajectoryClassifier.js.map +1 -1
  334. package/Particles/EmitterTypes/meshParticleEmitter.js +2 -1
  335. package/Particles/EmitterTypes/meshParticleEmitter.js.map +1 -1
  336. package/Particles/computeShaderParticleSystem.js +6 -3
  337. package/Particles/computeShaderParticleSystem.js.map +1 -1
  338. package/Particles/gpuParticleSystem.js +13 -8
  339. package/Particles/gpuParticleSystem.js.map +1 -1
  340. package/Particles/particleSystem.js +22 -14
  341. package/Particles/particleSystem.js.map +1 -1
  342. package/Particles/particleSystemComponent.js +2 -1
  343. package/Particles/particleSystemComponent.js.map +1 -1
  344. package/Particles/pointsCloudSystem.js +7 -4
  345. package/Particles/pointsCloudSystem.js.map +1 -1
  346. package/Particles/solidParticleSystem.js +2 -2
  347. package/Particles/solidParticleSystem.js.map +1 -1
  348. package/Particles/webgl2ParticleSystem.js +2 -1
  349. package/Particles/webgl2ParticleSystem.js.map +1 -1
  350. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js +5 -4
  351. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
  352. package/PostProcesses/RenderPipeline/postProcessRenderPipeline.d.ts +4 -2
  353. package/PostProcesses/RenderPipeline/postProcessRenderPipeline.js.map +1 -1
  354. package/PostProcesses/colorCorrectionPostProcess.js +1 -1
  355. package/PostProcesses/colorCorrectionPostProcess.js.map +1 -1
  356. package/PostProcesses/postProcess.js +8 -5
  357. package/PostProcesses/postProcess.js.map +1 -1
  358. package/PostProcesses/postProcessManager.js +6 -4
  359. package/PostProcesses/postProcessManager.js.map +1 -1
  360. package/PostProcesses/screenSpaceReflectionPostProcess.js +1 -1
  361. package/PostProcesses/screenSpaceReflectionPostProcess.js.map +1 -1
  362. package/PostProcesses/volumetricLightScatteringPostProcess.js +7 -4
  363. package/PostProcesses/volumetricLightScatteringPostProcess.js.map +1 -1
  364. package/PostProcesses/vrMultiviewToSingleviewPostProcess.js +1 -1
  365. package/PostProcesses/vrMultiviewToSingleviewPostProcess.js.map +1 -1
  366. package/Probes/reflectionProbe.js +4 -2
  367. package/Probes/reflectionProbe.js.map +1 -1
  368. package/Rendering/boundingBoxRenderer.js +3 -2
  369. package/Rendering/boundingBoxRenderer.js.map +1 -1
  370. package/Rendering/depthPeelingRenderer.d.ts +12 -0
  371. package/Rendering/depthPeelingRenderer.js +30 -6
  372. package/Rendering/depthPeelingRenderer.js.map +1 -1
  373. package/Rendering/depthPeelingSceneComponent.js +4 -2
  374. package/Rendering/depthPeelingSceneComponent.js.map +1 -1
  375. package/Rendering/depthRenderer.js +10 -6
  376. package/Rendering/depthRenderer.js.map +1 -1
  377. package/Rendering/edgesRenderer.js +11 -8
  378. package/Rendering/edgesRenderer.js.map +1 -1
  379. package/Rendering/outlineRenderer.js +2 -2
  380. package/Rendering/outlineRenderer.js.map +1 -1
  381. package/Rendering/prePassRenderer.js +4 -2
  382. package/Rendering/prePassRenderer.js.map +1 -1
  383. package/Shaders/ShadersInclude/shadowsFragmentFunctions.js +3 -3
  384. package/Shaders/ShadersInclude/shadowsFragmentFunctions.js.map +1 -1
  385. package/Shaders/pbr.fragment.js +4 -1
  386. package/Shaders/pbr.fragment.js.map +1 -1
  387. package/Sprites/spriteManager.js +2 -1
  388. package/Sprites/spriteManager.js.map +1 -1
  389. package/Sprites/spriteRenderer.js +2 -1
  390. package/Sprites/spriteRenderer.js.map +1 -1
  391. package/States/stencilStateComposer.js +4 -2
  392. package/States/stencilStateComposer.js.map +1 -1
  393. package/XR/features/WebXRAnchorSystem.js +2 -1
  394. package/XR/features/WebXRAnchorSystem.js.map +1 -1
  395. package/XR/features/WebXRControllerMovement.js +7 -6
  396. package/XR/features/WebXRControllerMovement.js.map +1 -1
  397. package/XR/features/WebXRControllerPhysics.js +6 -4
  398. package/XR/features/WebXRControllerPhysics.js.map +1 -1
  399. package/XR/features/WebXRControllerPointerSelection.js +2 -1
  400. package/XR/features/WebXRControllerPointerSelection.js.map +1 -1
  401. package/XR/features/WebXRHandTracking.d.ts +3 -3
  402. package/XR/features/WebXRHandTracking.js +126 -118
  403. package/XR/features/WebXRHandTracking.js.map +1 -1
  404. package/XR/features/WebXRHitTest.js.map +1 -1
  405. package/XR/features/WebXRLayers.js +1 -1
  406. package/XR/features/WebXRLayers.js.map +1 -1
  407. package/XR/features/WebXRLightEstimation.js +7 -4
  408. package/XR/features/WebXRLightEstimation.js.map +1 -1
  409. package/XR/features/WebXRMeshDetector.js +2 -1
  410. package/XR/features/WebXRMeshDetector.js.map +1 -1
  411. package/XR/features/WebXRNearInteraction.js +7 -4
  412. package/XR/features/WebXRNearInteraction.js.map +1 -1
  413. package/XR/features/WebXRPlaneDetector.js +2 -1
  414. package/XR/features/WebXRPlaneDetector.js.map +1 -1
  415. package/XR/native/nativeXRFrame.js +2 -1
  416. package/XR/native/nativeXRFrame.js.map +1 -1
  417. package/XR/webXRCamera.js +2 -1
  418. package/XR/webXRCamera.js.map +1 -1
  419. package/XR/webXRExperienceHelper.js +7 -5
  420. package/XR/webXRExperienceHelper.js.map +1 -1
  421. package/XR/webXRInput.js.map +1 -1
  422. package/XR/webXRInputSource.js +2 -1
  423. package/XR/webXRInputSource.js.map +1 -1
  424. package/XR/webXRManagedOutputCanvas.js +0 -1
  425. package/XR/webXRManagedOutputCanvas.js.map +1 -1
  426. package/XR/webXRSessionManager.js +27 -14
  427. package/XR/webXRSessionManager.js.map +1 -1
  428. package/XR/webXRWebGLLayer.js +3 -0
  429. package/XR/webXRWebGLLayer.js.map +1 -1
  430. package/package.json +1 -1
  431. package/scene.js +17 -11
  432. package/scene.js.map +1 -1
package/Meshes/csg.js CHANGED
@@ -53,7 +53,8 @@ class Vertex {
53
53
  * @returns A new Vertex
54
54
  */
55
55
  clone() {
56
- return new Vertex(this.pos.clone(), this.normal.clone(), this.uv?.clone(), this.vertColor?.clone());
56
+ var _a, _b;
57
+ return new Vertex(this.pos.clone(), this.normal.clone(), (_a = this.uv) === null || _a === void 0 ? void 0 : _a.clone(), (_b = this.vertColor) === null || _b === void 0 ? void 0 : _b.clone());
57
58
  }
58
59
  /**
59
60
  * Invert all orientation-specific data (e.g. vertex normal). Called when the
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type { Nullable, FloatArray, IndicesArray } from \"../types\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Quaternion, Matrix, Vector3, Vector2 } from \"../Maths/math.vector\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { SubMesh } from \"../Meshes/subMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport type { Material } from \"../Materials/material\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport { Constants } from \"../Engines/constants\";\r\n/**\r\n * Unique ID when we import meshes from Babylon to CSG\r\n */\r\nlet currentCSGMeshId = 0;\r\n\r\n/**\r\n * Represents a vertex of a polygon. Use your own vertex class instead of this\r\n * one to provide additional features like texture coordinates and vertex\r\n * colors. Custom vertex classes need to provide a `pos` property and `clone()`,\r\n * `flip()`, and `interpolate()` methods that behave analogous to the ones\r\n * defined by `BABYLON.CSG.Vertex`. This class provides `normal` so convenience\r\n * functions like `BABYLON.CSG.sphere()` can return a smooth vertex normal, but `normal`\r\n * is not used anywhere else.\r\n * Same goes for uv, it allows to keep the original vertex uv coordinates of the 2 meshes\r\n */\r\nclass Vertex {\r\n /**\r\n * Initializes the vertex\r\n * @param pos The position of the vertex\r\n * @param normal The normal of the vertex\r\n * @param uv The texture coordinate of the vertex\r\n * @param vertColor The RGBA color of the vertex\r\n */\r\n constructor(\r\n /**\r\n * The position of the vertex\r\n */\r\n public pos: Vector3,\r\n /**\r\n * The normal of the vertex\r\n */\r\n public normal: Vector3,\r\n /**\r\n * The texture coordinate of the vertex\r\n */\r\n public uv?: Vector2,\r\n /**\r\n * The texture coordinate of the vertex\r\n */\r\n public vertColor?: Color4\r\n ) {}\r\n\r\n /**\r\n * Make a clone, or deep copy, of the vertex\r\n * @returns A new Vertex\r\n */\r\n public clone(): Vertex {\r\n return new Vertex(this.pos.clone(), this.normal.clone(), this.uv?.clone(), this.vertColor?.clone());\r\n }\r\n\r\n /**\r\n * Invert all orientation-specific data (e.g. vertex normal). Called when the\r\n * orientation of a polygon is flipped.\r\n */\r\n public flip(): void {\r\n this.normal = this.normal.scale(-1);\r\n }\r\n\r\n /**\r\n * Create a new vertex between this vertex and `other` by linearly\r\n * interpolating all properties using a parameter of `t`. Subclasses should\r\n * override this to interpolate additional properties.\r\n * @param other the vertex to interpolate against\r\n * @param t The factor used to linearly interpolate between the vertices\r\n */\r\n public interpolate(other: Vertex, t: number): Vertex {\r\n return new Vertex(\r\n Vector3.Lerp(this.pos, other.pos, t),\r\n Vector3.Lerp(this.normal, other.normal, t),\r\n this.uv && other.uv ? Vector2.Lerp(this.uv, other.uv, t) : undefined,\r\n this.vertColor && other.vertColor ? Color4.Lerp(this.vertColor, other.vertColor, t) : undefined\r\n );\r\n }\r\n}\r\n\r\n/**\r\n * Represents a plane in 3D space.\r\n */\r\nclass Plane {\r\n /**\r\n * Initializes the plane\r\n * @param normal The normal for the plane\r\n * @param w\r\n */\r\n constructor(public normal: Vector3, public w: number) {}\r\n\r\n /**\r\n * `CSG.Plane.EPSILON` is the tolerance used by `splitPolygon()` to decide if a\r\n * point is on the plane\r\n */\r\n static EPSILON = 1e-5;\r\n\r\n /**\r\n * Construct a plane from three points\r\n * @param a Point a\r\n * @param b Point b\r\n * @param c Point c\r\n */\r\n public static FromPoints(a: Vector3, b: Vector3, c: Vector3): Nullable<Plane> {\r\n const v0 = c.subtract(a);\r\n const v1 = b.subtract(a);\r\n\r\n if (v0.lengthSquared() === 0 || v1.lengthSquared() === 0) {\r\n return null;\r\n }\r\n\r\n const n = Vector3.Normalize(Vector3.Cross(v0, v1));\r\n return new Plane(n, Vector3.Dot(n, a));\r\n }\r\n\r\n /**\r\n * Clone, or make a deep copy of the plane\r\n * @returns a new Plane\r\n */\r\n public clone(): Plane {\r\n return new Plane(this.normal.clone(), this.w);\r\n }\r\n\r\n /**\r\n * Flip the face of the plane\r\n */\r\n public flip() {\r\n this.normal.scaleInPlace(-1);\r\n this.w = -this.w;\r\n }\r\n\r\n /**\r\n * Split `polygon` by this plane if needed, then put the polygon or polygon\r\n * fragments in the appropriate lists. Coplanar polygons go into either\r\n `* coplanarFront` or `coplanarBack` depending on their orientation with\r\n * respect to this plane. Polygons in front or in back of this plane go into\r\n * either `front` or `back`\r\n * @param polygon The polygon to be split\r\n * @param coplanarFront Will contain polygons coplanar with the plane that are oriented to the front of the plane\r\n * @param coplanarBack Will contain polygons coplanar with the plane that are oriented to the back of the plane\r\n * @param front Will contain the polygons in front of the plane\r\n * @param back Will contain the polygons begind the plane\r\n */\r\n public splitPolygon(polygon: Polygon, coplanarFront: Polygon[], coplanarBack: Polygon[], front: Polygon[], back: Polygon[]): void {\r\n const COPLANAR = 0;\r\n const FRONT = 1;\r\n const BACK = 2;\r\n const SPANNING = 3;\r\n\r\n // Classify each point as well as the entire polygon into one of the above\r\n // four classes.\r\n let polygonType = 0;\r\n const types = [];\r\n let i: number;\r\n let t: number;\r\n for (i = 0; i < polygon.vertices.length; i++) {\r\n t = Vector3.Dot(this.normal, polygon.vertices[i].pos) - this.w;\r\n const type = t < -Plane.EPSILON ? BACK : t > Plane.EPSILON ? FRONT : COPLANAR;\r\n polygonType |= type;\r\n types.push(type);\r\n }\r\n\r\n // Put the polygon in the correct list, splitting it when necessary\r\n switch (polygonType) {\r\n case COPLANAR:\r\n (Vector3.Dot(this.normal, polygon.plane.normal) > 0 ? coplanarFront : coplanarBack).push(polygon);\r\n break;\r\n case FRONT:\r\n front.push(polygon);\r\n break;\r\n case BACK:\r\n back.push(polygon);\r\n break;\r\n case SPANNING: {\r\n const f = [],\r\n b = [];\r\n for (i = 0; i < polygon.vertices.length; i++) {\r\n const j = (i + 1) % polygon.vertices.length;\r\n const ti = types[i],\r\n tj = types[j];\r\n const vi = polygon.vertices[i],\r\n vj = polygon.vertices[j];\r\n if (ti !== BACK) {\r\n f.push(vi);\r\n }\r\n if (ti !== FRONT) {\r\n b.push(ti !== BACK ? vi.clone() : vi);\r\n }\r\n if ((ti | tj) === SPANNING) {\r\n t = (this.w - Vector3.Dot(this.normal, vi.pos)) / Vector3.Dot(this.normal, vj.pos.subtract(vi.pos));\r\n const v = vi.interpolate(vj, t);\r\n f.push(v);\r\n b.push(v.clone());\r\n }\r\n }\r\n let poly: Polygon;\r\n if (f.length >= 3) {\r\n poly = new Polygon(f, polygon.shared);\r\n if (poly.plane) {\r\n front.push(poly);\r\n }\r\n }\r\n\r\n if (b.length >= 3) {\r\n poly = new Polygon(b, polygon.shared);\r\n\r\n if (poly.plane) {\r\n back.push(poly);\r\n }\r\n }\r\n\r\n break;\r\n }\r\n }\r\n }\r\n}\r\n\r\n/**\r\n * Represents a convex polygon. The vertices used to initialize a polygon must\r\n * be coplanar and form a convex loop.\r\n *\r\n * Each convex polygon has a `shared` property, which is shared between all\r\n * polygons that are clones of each other or were split from the same polygon.\r\n * This can be used to define per-polygon properties (such as surface color)\r\n */\r\nclass Polygon {\r\n /**\r\n * Vertices of the polygon\r\n */\r\n public vertices: Vertex[];\r\n /**\r\n * Properties that are shared across all polygons\r\n */\r\n public shared: any;\r\n /**\r\n * A plane formed from the vertices of the polygon\r\n */\r\n public plane: Plane;\r\n\r\n /**\r\n * Initializes the polygon\r\n * @param vertices The vertices of the polygon\r\n * @param shared The properties shared across all polygons\r\n */\r\n constructor(vertices: Vertex[], shared: any) {\r\n this.vertices = vertices;\r\n this.shared = shared;\r\n this.plane = <Plane>Plane.FromPoints(vertices[0].pos, vertices[1].pos, vertices[2].pos);\r\n }\r\n\r\n /**\r\n * Clones, or makes a deep copy, or the polygon\r\n */\r\n public clone(): Polygon {\r\n const vertices = this.vertices.map((v) => v.clone());\r\n return new Polygon(vertices, this.shared);\r\n }\r\n\r\n /**\r\n * Flips the faces of the polygon\r\n */\r\n public flip() {\r\n this.vertices.reverse().map((v) => {\r\n v.flip();\r\n });\r\n this.plane.flip();\r\n }\r\n}\r\n\r\n/**\r\n * Holds a node in a BSP tree. A BSP tree is built from a collection of polygons\r\n * by picking a polygon to split along. That polygon (and all other coplanar\r\n * polygons) are added directly to that node and the other polygons are added to\r\n * the front and/or back subtrees. This is not a leafy BSP tree since there is\r\n * no distinction between internal and leaf nodes\r\n */\r\nclass Node {\r\n private _plane: Nullable<Plane> = null;\r\n private _front: Nullable<Node> = null;\r\n private _back: Nullable<Node> = null;\r\n private _polygons = new Array<Polygon>();\r\n\r\n /**\r\n * Initializes the node\r\n * @param polygons A collection of polygons held in the node\r\n */\r\n constructor(polygons?: Array<Polygon>) {\r\n if (polygons) {\r\n this.build(polygons);\r\n }\r\n }\r\n\r\n /**\r\n * Clones, or makes a deep copy, of the node\r\n * @returns The cloned node\r\n */\r\n public clone(): Node {\r\n const node = new Node();\r\n node._plane = this._plane && this._plane.clone();\r\n node._front = this._front && this._front.clone();\r\n node._back = this._back && this._back.clone();\r\n node._polygons = this._polygons.map((p) => p.clone());\r\n return node;\r\n }\r\n\r\n /**\r\n * Convert solid space to empty space and empty space to solid space\r\n */\r\n public invert(): void {\r\n for (let i = 0; i < this._polygons.length; i++) {\r\n this._polygons[i].flip();\r\n }\r\n if (this._plane) {\r\n this._plane.flip();\r\n }\r\n if (this._front) {\r\n this._front.invert();\r\n }\r\n if (this._back) {\r\n this._back.invert();\r\n }\r\n const temp = this._front;\r\n this._front = this._back;\r\n this._back = temp;\r\n }\r\n\r\n /**\r\n * Recursively remove all polygons in `polygons` that are inside this BSP\r\n * tree.\r\n * @param polygons Polygons to remove from the BSP\r\n * @returns Polygons clipped from the BSP\r\n */\r\n clipPolygons(polygons: Polygon[]): Polygon[] {\r\n if (!this._plane) {\r\n return polygons.slice();\r\n }\r\n let front = new Array<Polygon>(),\r\n back = new Array<Polygon>();\r\n for (let i = 0; i < polygons.length; i++) {\r\n this._plane.splitPolygon(polygons[i], front, back, front, back);\r\n }\r\n if (this._front) {\r\n front = this._front.clipPolygons(front);\r\n }\r\n if (this._back) {\r\n back = this._back.clipPolygons(back);\r\n } else {\r\n back = [];\r\n }\r\n return front.concat(back);\r\n }\r\n\r\n /**\r\n * Remove all polygons in this BSP tree that are inside the other BSP tree\r\n * `bsp`.\r\n * @param bsp BSP containing polygons to remove from this BSP\r\n */\r\n clipTo(bsp: Node): void {\r\n this._polygons = bsp.clipPolygons(this._polygons);\r\n if (this._front) {\r\n this._front.clipTo(bsp);\r\n }\r\n if (this._back) {\r\n this._back.clipTo(bsp);\r\n }\r\n }\r\n\r\n /**\r\n * Return a list of all polygons in this BSP tree\r\n * @returns List of all polygons in this BSP tree\r\n */\r\n allPolygons(): Polygon[] {\r\n let polygons = this._polygons.slice();\r\n if (this._front) {\r\n polygons = polygons.concat(this._front.allPolygons());\r\n }\r\n if (this._back) {\r\n polygons = polygons.concat(this._back.allPolygons());\r\n }\r\n return polygons;\r\n }\r\n\r\n /**\r\n * Build a BSP tree out of `polygons`. When called on an existing tree, the\r\n * new polygons are filtered down to the bottom of the tree and become new\r\n * nodes there. Each set of polygons is partitioned using the first polygon\r\n * (no heuristic is used to pick a good split)\r\n * @param polygons Polygons used to construct the BSP tree\r\n */\r\n build(polygons: Polygon[]): void {\r\n if (!polygons.length) {\r\n return;\r\n }\r\n if (!this._plane) {\r\n this._plane = polygons[0].plane.clone();\r\n }\r\n const front = new Array<Polygon>(),\r\n back = new Array<Polygon>();\r\n for (let i = 0; i < polygons.length; i++) {\r\n this._plane.splitPolygon(polygons[i], this._polygons, this._polygons, front, back);\r\n }\r\n if (front.length) {\r\n if (!this._front) {\r\n this._front = new Node();\r\n }\r\n this._front.build(front);\r\n }\r\n if (back.length) {\r\n if (!this._back) {\r\n this._back = new Node();\r\n }\r\n this._back.build(back);\r\n }\r\n }\r\n}\r\n\r\n/**\r\n * Class for building Constructive Solid Geometry\r\n */\r\nexport class CSG {\r\n private _polygons = new Array<Polygon>();\r\n /**\r\n * The world matrix\r\n */\r\n public matrix: Matrix;\r\n /**\r\n * Stores the position\r\n */\r\n public position: Vector3;\r\n /**\r\n * Stores the rotation\r\n */\r\n public rotation: Vector3;\r\n /**\r\n * Stores the rotation quaternion\r\n */\r\n public rotationQuaternion: Nullable<Quaternion>;\r\n /**\r\n * Stores the scaling vector\r\n */\r\n public scaling: Vector3;\r\n\r\n /**\r\n * Convert the Mesh to CSG\r\n * @param mesh The Mesh to convert to CSG\r\n * @param absolute If true, the final (local) matrix transformation is set to the identity and not to that of `mesh`. It can help when dealing with right-handed meshes (default: false)\r\n * @returns A new CSG from the Mesh\r\n */\r\n public static FromMesh(mesh: Mesh, absolute = false): CSG {\r\n let vertex: Vertex,\r\n normal: Vector3,\r\n uv: Vector2 | undefined = undefined,\r\n position: Vector3,\r\n vertColor: Color4 | undefined = undefined,\r\n polygon: Polygon,\r\n vertices;\r\n const polygons = new Array<Polygon>();\r\n let matrix: Matrix,\r\n meshPosition: Vector3,\r\n meshRotation: Vector3,\r\n meshRotationQuaternion: Nullable<Quaternion> = null,\r\n meshScaling: Vector3;\r\n\r\n let invertWinding = false;\r\n if (mesh instanceof Mesh) {\r\n mesh.computeWorldMatrix(true);\r\n matrix = mesh.getWorldMatrix();\r\n meshPosition = mesh.position.clone();\r\n meshRotation = mesh.rotation.clone();\r\n if (mesh.rotationQuaternion) {\r\n meshRotationQuaternion = mesh.rotationQuaternion.clone();\r\n }\r\n meshScaling = mesh.scaling.clone();\r\n if (mesh.material && absolute) {\r\n invertWinding = mesh.material.sideOrientation === Constants.MATERIAL_ClockWiseSideOrientation;\r\n }\r\n } else {\r\n throw \"BABYLON.CSG: Wrong Mesh type, must be BABYLON.Mesh\";\r\n }\r\n\r\n const indices = <IndicesArray>mesh.getIndices(),\r\n positions = <FloatArray>mesh.getVerticesData(VertexBuffer.PositionKind),\r\n normals = <FloatArray>mesh.getVerticesData(VertexBuffer.NormalKind),\r\n uvs = <FloatArray>mesh.getVerticesData(VertexBuffer.UVKind),\r\n vertColors = <FloatArray>mesh.getVerticesData(VertexBuffer.ColorKind);\r\n\r\n const subMeshes = mesh.subMeshes;\r\n\r\n for (let sm = 0, sml = subMeshes.length; sm < sml; sm++) {\r\n for (let i = subMeshes[sm].indexStart, il = subMeshes[sm].indexCount + subMeshes[sm].indexStart; i < il; i += 3) {\r\n vertices = [];\r\n for (let j = 0; j < 3; j++) {\r\n const indexIndices = j === 0 ? i + j : invertWinding ? i + 3 - j : i + j;\r\n const sourceNormal = new Vector3(normals[indices[indexIndices] * 3], normals[indices[indexIndices] * 3 + 1], normals[indices[indexIndices] * 3 + 2]);\r\n if (uvs) {\r\n uv = new Vector2(uvs[indices[indexIndices] * 2], uvs[indices[indexIndices] * 2 + 1]);\r\n }\r\n if (vertColors) {\r\n vertColor = new Color4(\r\n vertColors[indices[indexIndices] * 4],\r\n vertColors[indices[indexIndices] * 4 + 1],\r\n vertColors[indices[indexIndices] * 4 + 2],\r\n vertColors[indices[indexIndices] * 4 + 3]\r\n );\r\n }\r\n const sourcePosition = new Vector3(positions[indices[indexIndices] * 3], positions[indices[indexIndices] * 3 + 1], positions[indices[indexIndices] * 3 + 2]);\r\n position = Vector3.TransformCoordinates(sourcePosition, matrix);\r\n normal = Vector3.TransformNormal(sourceNormal, matrix);\r\n\r\n vertex = new Vertex(position, normal, uv, vertColor);\r\n vertices.push(vertex);\r\n }\r\n\r\n polygon = new Polygon(vertices, { subMeshId: sm, meshId: currentCSGMeshId, materialIndex: subMeshes[sm].materialIndex });\r\n\r\n // To handle the case of degenerated triangle\r\n // polygon.plane == null <=> the polygon does not represent 1 single plane <=> the triangle is degenerated\r\n if (polygon.plane) {\r\n polygons.push(polygon);\r\n }\r\n }\r\n }\r\n\r\n const csg = CSG._FromPolygons(polygons);\r\n csg.matrix = absolute ? Matrix.Identity() : matrix;\r\n csg.position = absolute ? Vector3.Zero() : meshPosition;\r\n csg.rotation = absolute ? Vector3.Zero() : meshRotation;\r\n csg.scaling = absolute ? Vector3.One() : meshScaling;\r\n csg.rotationQuaternion = absolute && meshRotationQuaternion ? Quaternion.Identity() : meshRotationQuaternion;\r\n currentCSGMeshId++;\r\n\r\n return csg;\r\n }\r\n\r\n /**\r\n * Construct a CSG solid from a list of `CSG.Polygon` instances.\r\n * @param polygons Polygons used to construct a CSG solid\r\n */\r\n private static _FromPolygons(polygons: Polygon[]): CSG {\r\n const csg = new CSG();\r\n csg._polygons = polygons;\r\n return csg;\r\n }\r\n\r\n /**\r\n * Clones, or makes a deep copy, of the CSG\r\n * @returns A new CSG\r\n */\r\n public clone(): CSG {\r\n const csg = new CSG();\r\n csg._polygons = this._polygons.map((p) => p.clone());\r\n csg.copyTransformAttributes(this);\r\n return csg;\r\n }\r\n\r\n /**\r\n * Unions this CSG with another CSG\r\n * @param csg The CSG to union against this CSG\r\n * @returns The unioned CSG\r\n */\r\n public union(csg: CSG): CSG {\r\n const a = new Node(this.clone()._polygons);\r\n const b = new Node(csg.clone()._polygons);\r\n a.clipTo(b);\r\n b.clipTo(a);\r\n b.invert();\r\n b.clipTo(a);\r\n b.invert();\r\n a.build(b.allPolygons());\r\n return CSG._FromPolygons(a.allPolygons()).copyTransformAttributes(this);\r\n }\r\n\r\n /**\r\n * Unions this CSG with another CSG in place\r\n * @param csg The CSG to union against this CSG\r\n */\r\n public unionInPlace(csg: CSG): void {\r\n const a = new Node(this._polygons);\r\n const b = new Node(csg._polygons);\r\n\r\n a.clipTo(b);\r\n b.clipTo(a);\r\n b.invert();\r\n b.clipTo(a);\r\n b.invert();\r\n a.build(b.allPolygons());\r\n\r\n this._polygons = a.allPolygons();\r\n }\r\n\r\n /**\r\n * Subtracts this CSG with another CSG\r\n * @param csg The CSG to subtract against this CSG\r\n * @returns A new CSG\r\n */\r\n public subtract(csg: CSG): CSG {\r\n const a = new Node(this.clone()._polygons);\r\n const b = new Node(csg.clone()._polygons);\r\n a.invert();\r\n a.clipTo(b);\r\n b.clipTo(a);\r\n b.invert();\r\n b.clipTo(a);\r\n b.invert();\r\n a.build(b.allPolygons());\r\n a.invert();\r\n return CSG._FromPolygons(a.allPolygons()).copyTransformAttributes(this);\r\n }\r\n\r\n /**\r\n * Subtracts this CSG with another CSG in place\r\n * @param csg The CSG to subtract against this CSG\r\n */\r\n public subtractInPlace(csg: CSG): void {\r\n const a = new Node(this._polygons);\r\n const b = new Node(csg._polygons);\r\n\r\n a.invert();\r\n a.clipTo(b);\r\n b.clipTo(a);\r\n b.invert();\r\n b.clipTo(a);\r\n b.invert();\r\n a.build(b.allPolygons());\r\n a.invert();\r\n\r\n this._polygons = a.allPolygons();\r\n }\r\n\r\n /**\r\n * Intersect this CSG with another CSG\r\n * @param csg The CSG to intersect against this CSG\r\n * @returns A new CSG\r\n */\r\n public intersect(csg: CSG): CSG {\r\n const a = new Node(this.clone()._polygons);\r\n const b = new Node(csg.clone()._polygons);\r\n a.invert();\r\n b.clipTo(a);\r\n b.invert();\r\n a.clipTo(b);\r\n b.clipTo(a);\r\n a.build(b.allPolygons());\r\n a.invert();\r\n return CSG._FromPolygons(a.allPolygons()).copyTransformAttributes(this);\r\n }\r\n\r\n /**\r\n * Intersects this CSG with another CSG in place\r\n * @param csg The CSG to intersect against this CSG\r\n */\r\n public intersectInPlace(csg: CSG): void {\r\n const a = new Node(this._polygons);\r\n const b = new Node(csg._polygons);\r\n\r\n a.invert();\r\n b.clipTo(a);\r\n b.invert();\r\n a.clipTo(b);\r\n b.clipTo(a);\r\n a.build(b.allPolygons());\r\n a.invert();\r\n\r\n this._polygons = a.allPolygons();\r\n }\r\n\r\n /**\r\n * Return a new CSG solid with solid and empty space switched. This solid is\r\n * not modified.\r\n * @returns A new CSG solid with solid and empty space switched\r\n */\r\n public inverse(): CSG {\r\n const csg = this.clone();\r\n csg.inverseInPlace();\r\n return csg;\r\n }\r\n\r\n /**\r\n * Inverses the CSG in place\r\n */\r\n public inverseInPlace(): void {\r\n this._polygons.map((p) => {\r\n p.flip();\r\n });\r\n }\r\n\r\n /**\r\n * This is used to keep meshes transformations so they can be restored\r\n * when we build back a Babylon Mesh\r\n * NB : All CSG operations are performed in world coordinates\r\n * @param csg The CSG to copy the transform attributes from\r\n * @returns This CSG\r\n */\r\n public copyTransformAttributes(csg: CSG): CSG {\r\n this.matrix = csg.matrix;\r\n this.position = csg.position;\r\n this.rotation = csg.rotation;\r\n this.scaling = csg.scaling;\r\n this.rotationQuaternion = csg.rotationQuaternion;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Build Raw mesh from CSG\r\n * Coordinates here are in world space\r\n * @param name The name of the mesh geometry\r\n * @param scene The Scene\r\n * @param keepSubMeshes Specifies if the submeshes should be kept\r\n * @returns A new Mesh\r\n */\r\n public buildMeshGeometry(name: string, scene?: Scene, keepSubMeshes?: boolean): Mesh {\r\n const matrix = this.matrix.clone();\r\n matrix.invert();\r\n\r\n const mesh = new Mesh(name, scene);\r\n const vertices = [];\r\n const indices = [];\r\n const normals = [];\r\n let uvs: Nullable<number[]> = null;\r\n let vertColors: Nullable<number[]> = null;\r\n const vertex = Vector3.Zero();\r\n const normal = Vector3.Zero();\r\n const uv = Vector2.Zero();\r\n const vertColor = new Color4(0, 0, 0, 0);\r\n const polygons = this._polygons;\r\n const polygonIndices = [0, 0, 0];\r\n let polygon;\r\n const vertice_dict = {};\r\n let vertex_idx;\r\n let currentIndex = 0;\r\n const subMeshDict = {};\r\n let subMeshObj;\r\n\r\n if (keepSubMeshes) {\r\n // Sort Polygons, since subMeshes are indices range\r\n polygons.sort((a, b) => {\r\n if (a.shared.meshId === b.shared.meshId) {\r\n return a.shared.subMeshId - b.shared.subMeshId;\r\n } else {\r\n return a.shared.meshId - b.shared.meshId;\r\n }\r\n });\r\n }\r\n\r\n for (let i = 0, il = polygons.length; i < il; i++) {\r\n polygon = polygons[i];\r\n\r\n // Building SubMeshes\r\n if (!(<any>subMeshDict)[polygon.shared.meshId]) {\r\n (<any>subMeshDict)[polygon.shared.meshId] = {};\r\n }\r\n if (!(<any>subMeshDict)[polygon.shared.meshId][polygon.shared.subMeshId]) {\r\n (<any>subMeshDict)[polygon.shared.meshId][polygon.shared.subMeshId] = {\r\n indexStart: +Infinity,\r\n indexEnd: -Infinity,\r\n materialIndex: polygon.shared.materialIndex,\r\n };\r\n }\r\n subMeshObj = (<any>subMeshDict)[polygon.shared.meshId][polygon.shared.subMeshId];\r\n\r\n for (let j = 2, jl = polygon.vertices.length; j < jl; j++) {\r\n polygonIndices[0] = 0;\r\n polygonIndices[1] = j - 1;\r\n polygonIndices[2] = j;\r\n\r\n for (let k = 0; k < 3; k++) {\r\n vertex.copyFrom(polygon.vertices[polygonIndices[k]].pos);\r\n normal.copyFrom(polygon.vertices[polygonIndices[k]].normal);\r\n if (polygon.vertices[polygonIndices[k]].uv) {\r\n if (!uvs) {\r\n uvs = [];\r\n }\r\n uv.copyFrom(polygon.vertices[polygonIndices[k]].uv!);\r\n }\r\n\r\n if (polygon.vertices[polygonIndices[k]].vertColor) {\r\n if (!vertColors) {\r\n vertColors = [];\r\n }\r\n vertColor.copyFrom(polygon.vertices[polygonIndices[k]].vertColor!);\r\n }\r\n const localVertex = Vector3.TransformCoordinates(vertex, matrix);\r\n const localNormal = Vector3.TransformNormal(normal, matrix);\r\n\r\n vertex_idx = (<any>vertice_dict)[localVertex.x + \",\" + localVertex.y + \",\" + localVertex.z];\r\n\r\n let areUvsDifferent = false;\r\n\r\n if (uvs && !(uvs[vertex_idx * 2] === uv.x || uvs[vertex_idx * 2 + 1] === uv.y)) {\r\n areUvsDifferent = true;\r\n }\r\n\r\n let areColorsDifferent = false;\r\n\r\n if (\r\n vertColors &&\r\n !(\r\n vertColors[vertex_idx * 4] === vertColor.r ||\r\n vertColors[vertex_idx * 4 + 1] === vertColor.g ||\r\n vertColors[vertex_idx * 4 + 2] === vertColor.b ||\r\n vertColors[vertex_idx * 4 + 3] === vertColor.a\r\n )\r\n ) {\r\n areColorsDifferent = true;\r\n }\r\n\r\n // Check if 2 points can be merged\r\n if (\r\n !(\r\n typeof vertex_idx !== \"undefined\" &&\r\n normals[vertex_idx * 3] === localNormal.x &&\r\n normals[vertex_idx * 3 + 1] === localNormal.y &&\r\n normals[vertex_idx * 3 + 2] === localNormal.z\r\n ) ||\r\n areUvsDifferent ||\r\n areColorsDifferent\r\n ) {\r\n vertices.push(localVertex.x, localVertex.y, localVertex.z);\r\n if (uvs) {\r\n uvs.push(uv.x, uv.y);\r\n }\r\n normals.push(normal.x, normal.y, normal.z);\r\n if (vertColors) {\r\n vertColors.push(vertColor.r, vertColor.g, vertColor.b, vertColor.a);\r\n }\r\n vertex_idx = (<any>vertice_dict)[localVertex.x + \",\" + localVertex.y + \",\" + localVertex.z] = vertices.length / 3 - 1;\r\n }\r\n\r\n indices.push(vertex_idx);\r\n\r\n subMeshObj.indexStart = Math.min(currentIndex, subMeshObj.indexStart);\r\n subMeshObj.indexEnd = Math.max(currentIndex, subMeshObj.indexEnd);\r\n currentIndex++;\r\n }\r\n }\r\n }\r\n\r\n mesh.setVerticesData(VertexBuffer.PositionKind, vertices);\r\n mesh.setVerticesData(VertexBuffer.NormalKind, normals);\r\n if (uvs) {\r\n mesh.setVerticesData(VertexBuffer.UVKind, uvs);\r\n }\r\n if (vertColors) {\r\n mesh.setVerticesData(VertexBuffer.ColorKind, vertColors);\r\n }\r\n mesh.setIndices(indices, null);\r\n\r\n if (keepSubMeshes) {\r\n // We offset the materialIndex by the previous number of materials in the CSG mixed meshes\r\n let materialIndexOffset = 0,\r\n materialMaxIndex;\r\n\r\n mesh.subMeshes = new Array<SubMesh>();\r\n\r\n for (const m in subMeshDict) {\r\n materialMaxIndex = -1;\r\n for (const sm in (<any>subMeshDict)[m]) {\r\n subMeshObj = (<any>subMeshDict)[m][sm];\r\n SubMesh.CreateFromIndices(\r\n subMeshObj.materialIndex + materialIndexOffset,\r\n subMeshObj.indexStart,\r\n subMeshObj.indexEnd - subMeshObj.indexStart + 1,\r\n <AbstractMesh>mesh\r\n );\r\n materialMaxIndex = Math.max(subMeshObj.materialIndex, materialMaxIndex);\r\n }\r\n materialIndexOffset += ++materialMaxIndex;\r\n }\r\n }\r\n\r\n return mesh;\r\n }\r\n\r\n /**\r\n * Build Mesh from CSG taking material and transforms into account\r\n * @param name The name of the Mesh\r\n * @param material The material of the Mesh\r\n * @param scene The Scene\r\n * @param keepSubMeshes Specifies if submeshes should be kept\r\n * @returns The new Mesh\r\n */\r\n public toMesh(name: string, material: Nullable<Material> = null, scene?: Scene, keepSubMeshes?: boolean): Mesh {\r\n const mesh = this.buildMeshGeometry(name, scene, keepSubMeshes);\r\n\r\n mesh.material = material;\r\n\r\n mesh.position.copyFrom(this.position);\r\n mesh.rotation.copyFrom(this.rotation);\r\n if (this.rotationQuaternion) {\r\n mesh.rotationQuaternion = this.rotationQuaternion.clone();\r\n }\r\n mesh.scaling.copyFrom(this.scaling);\r\n mesh.computeWorldMatrix(true);\r\n\r\n return mesh;\r\n }\r\n}\r\n"]}
1
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type { Nullable, FloatArray, IndicesArray } from \"../types\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Quaternion, Matrix, Vector3, Vector2 } from \"../Maths/math.vector\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { SubMesh } from \"../Meshes/subMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport type { Material } from \"../Materials/material\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport { Constants } from \"../Engines/constants\";\r\n/**\r\n * Unique ID when we import meshes from Babylon to CSG\r\n */\r\nlet currentCSGMeshId = 0;\r\n\r\n/**\r\n * Represents a vertex of a polygon. Use your own vertex class instead of this\r\n * one to provide additional features like texture coordinates and vertex\r\n * colors. Custom vertex classes need to provide a `pos` property and `clone()`,\r\n * `flip()`, and `interpolate()` methods that behave analogous to the ones\r\n * defined by `BABYLON.CSG.Vertex`. This class provides `normal` so convenience\r\n * functions like `BABYLON.CSG.sphere()` can return a smooth vertex normal, but `normal`\r\n * is not used anywhere else.\r\n * Same goes for uv, it allows to keep the original vertex uv coordinates of the 2 meshes\r\n */\r\nclass Vertex {\r\n /**\r\n * Initializes the vertex\r\n * @param pos The position of the vertex\r\n * @param normal The normal of the vertex\r\n * @param uv The texture coordinate of the vertex\r\n * @param vertColor The RGBA color of the vertex\r\n */\r\n constructor(\r\n /**\r\n * The position of the vertex\r\n */\r\n public pos: Vector3,\r\n /**\r\n * The normal of the vertex\r\n */\r\n public normal: Vector3,\r\n /**\r\n * The texture coordinate of the vertex\r\n */\r\n public uv?: Vector2,\r\n /**\r\n * The texture coordinate of the vertex\r\n */\r\n public vertColor?: Color4\r\n ) {}\r\n\r\n /**\r\n * Make a clone, or deep copy, of the vertex\r\n * @returns A new Vertex\r\n */\r\n public clone(): Vertex {\r\n return new Vertex(this.pos.clone(), this.normal.clone(), this.uv?.clone(), this.vertColor?.clone());\r\n }\r\n\r\n /**\r\n * Invert all orientation-specific data (e.g. vertex normal). Called when the\r\n * orientation of a polygon is flipped.\r\n */\r\n public flip(): void {\r\n this.normal = this.normal.scale(-1);\r\n }\r\n\r\n /**\r\n * Create a new vertex between this vertex and `other` by linearly\r\n * interpolating all properties using a parameter of `t`. Subclasses should\r\n * override this to interpolate additional properties.\r\n * @param other the vertex to interpolate against\r\n * @param t The factor used to linearly interpolate between the vertices\r\n */\r\n public interpolate(other: Vertex, t: number): Vertex {\r\n return new Vertex(\r\n Vector3.Lerp(this.pos, other.pos, t),\r\n Vector3.Lerp(this.normal, other.normal, t),\r\n this.uv && other.uv ? Vector2.Lerp(this.uv, other.uv, t) : undefined,\r\n this.vertColor && other.vertColor ? Color4.Lerp(this.vertColor, other.vertColor, t) : undefined\r\n );\r\n }\r\n}\r\n\r\n/**\r\n * Represents a plane in 3D space.\r\n */\r\nclass Plane {\r\n /**\r\n * Initializes the plane\r\n * @param normal The normal for the plane\r\n * @param w\r\n */\r\n constructor(public normal: Vector3, public w: number) {}\r\n\r\n /**\r\n * `CSG.Plane.EPSILON` is the tolerance used by `splitPolygon()` to decide if a\r\n * point is on the plane\r\n */\r\n static EPSILON = 1e-5;\r\n\r\n /**\r\n * Construct a plane from three points\r\n * @param a Point a\r\n * @param b Point b\r\n * @param c Point c\r\n */\r\n public static FromPoints(a: Vector3, b: Vector3, c: Vector3): Nullable<Plane> {\r\n const v0 = c.subtract(a);\r\n const v1 = b.subtract(a);\r\n\r\n if (v0.lengthSquared() === 0 || v1.lengthSquared() === 0) {\r\n return null;\r\n }\r\n\r\n const n = Vector3.Normalize(Vector3.Cross(v0, v1));\r\n return new Plane(n, Vector3.Dot(n, a));\r\n }\r\n\r\n /**\r\n * Clone, or make a deep copy of the plane\r\n * @returns a new Plane\r\n */\r\n public clone(): Plane {\r\n return new Plane(this.normal.clone(), this.w);\r\n }\r\n\r\n /**\r\n * Flip the face of the plane\r\n */\r\n public flip() {\r\n this.normal.scaleInPlace(-1);\r\n this.w = -this.w;\r\n }\r\n\r\n /**\r\n * Split `polygon` by this plane if needed, then put the polygon or polygon\r\n * fragments in the appropriate lists. Coplanar polygons go into either\r\n `* coplanarFront` or `coplanarBack` depending on their orientation with\r\n * respect to this plane. Polygons in front or in back of this plane go into\r\n * either `front` or `back`\r\n * @param polygon The polygon to be split\r\n * @param coplanarFront Will contain polygons coplanar with the plane that are oriented to the front of the plane\r\n * @param coplanarBack Will contain polygons coplanar with the plane that are oriented to the back of the plane\r\n * @param front Will contain the polygons in front of the plane\r\n * @param back Will contain the polygons begind the plane\r\n */\r\n public splitPolygon(polygon: Polygon, coplanarFront: Polygon[], coplanarBack: Polygon[], front: Polygon[], back: Polygon[]): void {\r\n const COPLANAR = 0;\r\n const FRONT = 1;\r\n const BACK = 2;\r\n const SPANNING = 3;\r\n\r\n // Classify each point as well as the entire polygon into one of the above\r\n // four classes.\r\n let polygonType = 0;\r\n const types = [];\r\n let i: number;\r\n let t: number;\r\n for (i = 0; i < polygon.vertices.length; i++) {\r\n t = Vector3.Dot(this.normal, polygon.vertices[i].pos) - this.w;\r\n const type = t < -Plane.EPSILON ? BACK : t > Plane.EPSILON ? FRONT : COPLANAR;\r\n polygonType |= type;\r\n types.push(type);\r\n }\r\n\r\n // Put the polygon in the correct list, splitting it when necessary\r\n switch (polygonType) {\r\n case COPLANAR:\r\n (Vector3.Dot(this.normal, polygon.plane.normal) > 0 ? coplanarFront : coplanarBack).push(polygon);\r\n break;\r\n case FRONT:\r\n front.push(polygon);\r\n break;\r\n case BACK:\r\n back.push(polygon);\r\n break;\r\n case SPANNING: {\r\n const f = [],\r\n b = [];\r\n for (i = 0; i < polygon.vertices.length; i++) {\r\n const j = (i + 1) % polygon.vertices.length;\r\n const ti = types[i],\r\n tj = types[j];\r\n const vi = polygon.vertices[i],\r\n vj = polygon.vertices[j];\r\n if (ti !== BACK) {\r\n f.push(vi);\r\n }\r\n if (ti !== FRONT) {\r\n b.push(ti !== BACK ? vi.clone() : vi);\r\n }\r\n if ((ti | tj) === SPANNING) {\r\n t = (this.w - Vector3.Dot(this.normal, vi.pos)) / Vector3.Dot(this.normal, vj.pos.subtract(vi.pos));\r\n const v = vi.interpolate(vj, t);\r\n f.push(v);\r\n b.push(v.clone());\r\n }\r\n }\r\n let poly: Polygon;\r\n if (f.length >= 3) {\r\n poly = new Polygon(f, polygon.shared);\r\n if (poly.plane) {\r\n front.push(poly);\r\n }\r\n }\r\n\r\n if (b.length >= 3) {\r\n poly = new Polygon(b, polygon.shared);\r\n\r\n if (poly.plane) {\r\n back.push(poly);\r\n }\r\n }\r\n\r\n break;\r\n }\r\n }\r\n }\r\n}\r\n\r\n/**\r\n * Represents a convex polygon. The vertices used to initialize a polygon must\r\n * be coplanar and form a convex loop.\r\n *\r\n * Each convex polygon has a `shared` property, which is shared between all\r\n * polygons that are clones of each other or were split from the same polygon.\r\n * This can be used to define per-polygon properties (such as surface color)\r\n */\r\nclass Polygon {\r\n /**\r\n * Vertices of the polygon\r\n */\r\n public vertices: Vertex[];\r\n /**\r\n * Properties that are shared across all polygons\r\n */\r\n public shared: any;\r\n /**\r\n * A plane formed from the vertices of the polygon\r\n */\r\n public plane: Plane;\r\n\r\n /**\r\n * Initializes the polygon\r\n * @param vertices The vertices of the polygon\r\n * @param shared The properties shared across all polygons\r\n */\r\n constructor(vertices: Vertex[], shared: any) {\r\n this.vertices = vertices;\r\n this.shared = shared;\r\n this.plane = <Plane>Plane.FromPoints(vertices[0].pos, vertices[1].pos, vertices[2].pos);\r\n }\r\n\r\n /**\r\n * Clones, or makes a deep copy, or the polygon\r\n */\r\n public clone(): Polygon {\r\n const vertices = this.vertices.map((v) => v.clone());\r\n return new Polygon(vertices, this.shared);\r\n }\r\n\r\n /**\r\n * Flips the faces of the polygon\r\n */\r\n public flip() {\r\n this.vertices.reverse().map((v) => {\r\n v.flip();\r\n });\r\n this.plane.flip();\r\n }\r\n}\r\n\r\n/**\r\n * Holds a node in a BSP tree. A BSP tree is built from a collection of polygons\r\n * by picking a polygon to split along. That polygon (and all other coplanar\r\n * polygons) are added directly to that node and the other polygons are added to\r\n * the front and/or back subtrees. This is not a leafy BSP tree since there is\r\n * no distinction between internal and leaf nodes\r\n */\r\nclass Node {\r\n private _plane: Nullable<Plane> = null;\r\n private _front: Nullable<Node> = null;\r\n private _back: Nullable<Node> = null;\r\n private _polygons = new Array<Polygon>();\r\n\r\n /**\r\n * Initializes the node\r\n * @param polygons A collection of polygons held in the node\r\n */\r\n constructor(polygons?: Array<Polygon>) {\r\n if (polygons) {\r\n this.build(polygons);\r\n }\r\n }\r\n\r\n /**\r\n * Clones, or makes a deep copy, of the node\r\n * @returns The cloned node\r\n */\r\n public clone(): Node {\r\n const node = new Node();\r\n node._plane = this._plane && this._plane.clone();\r\n node._front = this._front && this._front.clone();\r\n node._back = this._back && this._back.clone();\r\n node._polygons = this._polygons.map((p) => p.clone());\r\n return node;\r\n }\r\n\r\n /**\r\n * Convert solid space to empty space and empty space to solid space\r\n */\r\n public invert(): void {\r\n for (let i = 0; i < this._polygons.length; i++) {\r\n this._polygons[i].flip();\r\n }\r\n if (this._plane) {\r\n this._plane.flip();\r\n }\r\n if (this._front) {\r\n this._front.invert();\r\n }\r\n if (this._back) {\r\n this._back.invert();\r\n }\r\n const temp = this._front;\r\n this._front = this._back;\r\n this._back = temp;\r\n }\r\n\r\n /**\r\n * Recursively remove all polygons in `polygons` that are inside this BSP\r\n * tree.\r\n * @param polygons Polygons to remove from the BSP\r\n * @returns Polygons clipped from the BSP\r\n */\r\n clipPolygons(polygons: Polygon[]): Polygon[] {\r\n if (!this._plane) {\r\n return polygons.slice();\r\n }\r\n let front = new Array<Polygon>(),\r\n back = new Array<Polygon>();\r\n for (let i = 0; i < polygons.length; i++) {\r\n this._plane.splitPolygon(polygons[i], front, back, front, back);\r\n }\r\n if (this._front) {\r\n front = this._front.clipPolygons(front);\r\n }\r\n if (this._back) {\r\n back = this._back.clipPolygons(back);\r\n } else {\r\n back = [];\r\n }\r\n return front.concat(back);\r\n }\r\n\r\n /**\r\n * Remove all polygons in this BSP tree that are inside the other BSP tree\r\n * `bsp`.\r\n * @param bsp BSP containing polygons to remove from this BSP\r\n */\r\n clipTo(bsp: Node): void {\r\n this._polygons = bsp.clipPolygons(this._polygons);\r\n if (this._front) {\r\n this._front.clipTo(bsp);\r\n }\r\n if (this._back) {\r\n this._back.clipTo(bsp);\r\n }\r\n }\r\n\r\n /**\r\n * Return a list of all polygons in this BSP tree\r\n * @returns List of all polygons in this BSP tree\r\n */\r\n allPolygons(): Polygon[] {\r\n let polygons = this._polygons.slice();\r\n if (this._front) {\r\n polygons = polygons.concat(this._front.allPolygons());\r\n }\r\n if (this._back) {\r\n polygons = polygons.concat(this._back.allPolygons());\r\n }\r\n return polygons;\r\n }\r\n\r\n /**\r\n * Build a BSP tree out of `polygons`. When called on an existing tree, the\r\n * new polygons are filtered down to the bottom of the tree and become new\r\n * nodes there. Each set of polygons is partitioned using the first polygon\r\n * (no heuristic is used to pick a good split)\r\n * @param polygons Polygons used to construct the BSP tree\r\n */\r\n build(polygons: Polygon[]): void {\r\n if (!polygons.length) {\r\n return;\r\n }\r\n if (!this._plane) {\r\n this._plane = polygons[0].plane.clone();\r\n }\r\n const front = new Array<Polygon>(),\r\n back = new Array<Polygon>();\r\n for (let i = 0; i < polygons.length; i++) {\r\n this._plane.splitPolygon(polygons[i], this._polygons, this._polygons, front, back);\r\n }\r\n if (front.length) {\r\n if (!this._front) {\r\n this._front = new Node();\r\n }\r\n this._front.build(front);\r\n }\r\n if (back.length) {\r\n if (!this._back) {\r\n this._back = new Node();\r\n }\r\n this._back.build(back);\r\n }\r\n }\r\n}\r\n\r\n/**\r\n * Class for building Constructive Solid Geometry\r\n */\r\nexport class CSG {\r\n private _polygons = new Array<Polygon>();\r\n /**\r\n * The world matrix\r\n */\r\n public matrix: Matrix;\r\n /**\r\n * Stores the position\r\n */\r\n public position: Vector3;\r\n /**\r\n * Stores the rotation\r\n */\r\n public rotation: Vector3;\r\n /**\r\n * Stores the rotation quaternion\r\n */\r\n public rotationQuaternion: Nullable<Quaternion>;\r\n /**\r\n * Stores the scaling vector\r\n */\r\n public scaling: Vector3;\r\n\r\n /**\r\n * Convert the Mesh to CSG\r\n * @param mesh The Mesh to convert to CSG\r\n * @param absolute If true, the final (local) matrix transformation is set to the identity and not to that of `mesh`. It can help when dealing with right-handed meshes (default: false)\r\n * @returns A new CSG from the Mesh\r\n */\r\n public static FromMesh(mesh: Mesh, absolute = false): CSG {\r\n let vertex: Vertex,\r\n normal: Vector3,\r\n uv: Vector2 | undefined = undefined,\r\n position: Vector3,\r\n vertColor: Color4 | undefined = undefined,\r\n polygon: Polygon,\r\n vertices;\r\n const polygons = new Array<Polygon>();\r\n let matrix: Matrix,\r\n meshPosition: Vector3,\r\n meshRotation: Vector3,\r\n meshRotationQuaternion: Nullable<Quaternion> = null,\r\n meshScaling: Vector3;\r\n\r\n let invertWinding = false;\r\n if (mesh instanceof Mesh) {\r\n mesh.computeWorldMatrix(true);\r\n matrix = mesh.getWorldMatrix();\r\n meshPosition = mesh.position.clone();\r\n meshRotation = mesh.rotation.clone();\r\n if (mesh.rotationQuaternion) {\r\n meshRotationQuaternion = mesh.rotationQuaternion.clone();\r\n }\r\n meshScaling = mesh.scaling.clone();\r\n if (mesh.material && absolute) {\r\n invertWinding = mesh.material.sideOrientation === Constants.MATERIAL_ClockWiseSideOrientation;\r\n }\r\n } else {\r\n throw \"BABYLON.CSG: Wrong Mesh type, must be BABYLON.Mesh\";\r\n }\r\n\r\n const indices = <IndicesArray>mesh.getIndices(),\r\n positions = <FloatArray>mesh.getVerticesData(VertexBuffer.PositionKind),\r\n normals = <FloatArray>mesh.getVerticesData(VertexBuffer.NormalKind),\r\n uvs = <FloatArray>mesh.getVerticesData(VertexBuffer.UVKind),\r\n vertColors = <FloatArray>mesh.getVerticesData(VertexBuffer.ColorKind);\r\n\r\n const subMeshes = mesh.subMeshes;\r\n\r\n for (let sm = 0, sml = subMeshes.length; sm < sml; sm++) {\r\n for (let i = subMeshes[sm].indexStart, il = subMeshes[sm].indexCount + subMeshes[sm].indexStart; i < il; i += 3) {\r\n vertices = [];\r\n for (let j = 0; j < 3; j++) {\r\n const indexIndices = j === 0 ? i + j : invertWinding ? i + 3 - j : i + j;\r\n const sourceNormal = new Vector3(normals[indices[indexIndices] * 3], normals[indices[indexIndices] * 3 + 1], normals[indices[indexIndices] * 3 + 2]);\r\n if (uvs) {\r\n uv = new Vector2(uvs[indices[indexIndices] * 2], uvs[indices[indexIndices] * 2 + 1]);\r\n }\r\n if (vertColors) {\r\n vertColor = new Color4(\r\n vertColors[indices[indexIndices] * 4],\r\n vertColors[indices[indexIndices] * 4 + 1],\r\n vertColors[indices[indexIndices] * 4 + 2],\r\n vertColors[indices[indexIndices] * 4 + 3]\r\n );\r\n }\r\n const sourcePosition = new Vector3(positions[indices[indexIndices] * 3], positions[indices[indexIndices] * 3 + 1], positions[indices[indexIndices] * 3 + 2]);\r\n position = Vector3.TransformCoordinates(sourcePosition, matrix);\r\n normal = Vector3.TransformNormal(sourceNormal, matrix);\r\n\r\n vertex = new Vertex(position, normal, uv, vertColor);\r\n vertices.push(vertex);\r\n }\r\n\r\n polygon = new Polygon(vertices, { subMeshId: sm, meshId: currentCSGMeshId, materialIndex: subMeshes[sm].materialIndex });\r\n\r\n // To handle the case of degenerated triangle\r\n // polygon.plane == null <=> the polygon does not represent 1 single plane <=> the triangle is degenerated\r\n if (polygon.plane) {\r\n polygons.push(polygon);\r\n }\r\n }\r\n }\r\n\r\n const csg = CSG._FromPolygons(polygons);\r\n csg.matrix = absolute ? Matrix.Identity() : matrix;\r\n csg.position = absolute ? Vector3.Zero() : meshPosition;\r\n csg.rotation = absolute ? Vector3.Zero() : meshRotation;\r\n csg.scaling = absolute ? Vector3.One() : meshScaling;\r\n csg.rotationQuaternion = absolute && meshRotationQuaternion ? Quaternion.Identity() : meshRotationQuaternion;\r\n currentCSGMeshId++;\r\n\r\n return csg;\r\n }\r\n\r\n /**\r\n * Construct a CSG solid from a list of `CSG.Polygon` instances.\r\n * @param polygons Polygons used to construct a CSG solid\r\n */\r\n private static _FromPolygons(polygons: Polygon[]): CSG {\r\n const csg = new CSG();\r\n csg._polygons = polygons;\r\n return csg;\r\n }\r\n\r\n /**\r\n * Clones, or makes a deep copy, of the CSG\r\n * @returns A new CSG\r\n */\r\n public clone(): CSG {\r\n const csg = new CSG();\r\n csg._polygons = this._polygons.map((p) => p.clone());\r\n csg.copyTransformAttributes(this);\r\n return csg;\r\n }\r\n\r\n /**\r\n * Unions this CSG with another CSG\r\n * @param csg The CSG to union against this CSG\r\n * @returns The unioned CSG\r\n */\r\n public union(csg: CSG): CSG {\r\n const a = new Node(this.clone()._polygons);\r\n const b = new Node(csg.clone()._polygons);\r\n a.clipTo(b);\r\n b.clipTo(a);\r\n b.invert();\r\n b.clipTo(a);\r\n b.invert();\r\n a.build(b.allPolygons());\r\n return CSG._FromPolygons(a.allPolygons()).copyTransformAttributes(this);\r\n }\r\n\r\n /**\r\n * Unions this CSG with another CSG in place\r\n * @param csg The CSG to union against this CSG\r\n */\r\n public unionInPlace(csg: CSG): void {\r\n const a = new Node(this._polygons);\r\n const b = new Node(csg._polygons);\r\n\r\n a.clipTo(b);\r\n b.clipTo(a);\r\n b.invert();\r\n b.clipTo(a);\r\n b.invert();\r\n a.build(b.allPolygons());\r\n\r\n this._polygons = a.allPolygons();\r\n }\r\n\r\n /**\r\n * Subtracts this CSG with another CSG\r\n * @param csg The CSG to subtract against this CSG\r\n * @returns A new CSG\r\n */\r\n public subtract(csg: CSG): CSG {\r\n const a = new Node(this.clone()._polygons);\r\n const b = new Node(csg.clone()._polygons);\r\n a.invert();\r\n a.clipTo(b);\r\n b.clipTo(a);\r\n b.invert();\r\n b.clipTo(a);\r\n b.invert();\r\n a.build(b.allPolygons());\r\n a.invert();\r\n return CSG._FromPolygons(a.allPolygons()).copyTransformAttributes(this);\r\n }\r\n\r\n /**\r\n * Subtracts this CSG with another CSG in place\r\n * @param csg The CSG to subtract against this CSG\r\n */\r\n public subtractInPlace(csg: CSG): void {\r\n const a = new Node(this._polygons);\r\n const b = new Node(csg._polygons);\r\n\r\n a.invert();\r\n a.clipTo(b);\r\n b.clipTo(a);\r\n b.invert();\r\n b.clipTo(a);\r\n b.invert();\r\n a.build(b.allPolygons());\r\n a.invert();\r\n\r\n this._polygons = a.allPolygons();\r\n }\r\n\r\n /**\r\n * Intersect this CSG with another CSG\r\n * @param csg The CSG to intersect against this CSG\r\n * @returns A new CSG\r\n */\r\n public intersect(csg: CSG): CSG {\r\n const a = new Node(this.clone()._polygons);\r\n const b = new Node(csg.clone()._polygons);\r\n a.invert();\r\n b.clipTo(a);\r\n b.invert();\r\n a.clipTo(b);\r\n b.clipTo(a);\r\n a.build(b.allPolygons());\r\n a.invert();\r\n return CSG._FromPolygons(a.allPolygons()).copyTransformAttributes(this);\r\n }\r\n\r\n /**\r\n * Intersects this CSG with another CSG in place\r\n * @param csg The CSG to intersect against this CSG\r\n */\r\n public intersectInPlace(csg: CSG): void {\r\n const a = new Node(this._polygons);\r\n const b = new Node(csg._polygons);\r\n\r\n a.invert();\r\n b.clipTo(a);\r\n b.invert();\r\n a.clipTo(b);\r\n b.clipTo(a);\r\n a.build(b.allPolygons());\r\n a.invert();\r\n\r\n this._polygons = a.allPolygons();\r\n }\r\n\r\n /**\r\n * Return a new CSG solid with solid and empty space switched. This solid is\r\n * not modified.\r\n * @returns A new CSG solid with solid and empty space switched\r\n */\r\n public inverse(): CSG {\r\n const csg = this.clone();\r\n csg.inverseInPlace();\r\n return csg;\r\n }\r\n\r\n /**\r\n * Inverses the CSG in place\r\n */\r\n public inverseInPlace(): void {\r\n this._polygons.map((p) => {\r\n p.flip();\r\n });\r\n }\r\n\r\n /**\r\n * This is used to keep meshes transformations so they can be restored\r\n * when we build back a Babylon Mesh\r\n * NB : All CSG operations are performed in world coordinates\r\n * @param csg The CSG to copy the transform attributes from\r\n * @returns This CSG\r\n */\r\n public copyTransformAttributes(csg: CSG): CSG {\r\n this.matrix = csg.matrix;\r\n this.position = csg.position;\r\n this.rotation = csg.rotation;\r\n this.scaling = csg.scaling;\r\n this.rotationQuaternion = csg.rotationQuaternion;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Build Raw mesh from CSG\r\n * Coordinates here are in world space\r\n * @param name The name of the mesh geometry\r\n * @param scene The Scene\r\n * @param keepSubMeshes Specifies if the submeshes should be kept\r\n * @returns A new Mesh\r\n */\r\n public buildMeshGeometry(name: string, scene?: Scene, keepSubMeshes?: boolean): Mesh {\r\n const matrix = this.matrix.clone();\r\n matrix.invert();\r\n\r\n const mesh = new Mesh(name, scene);\r\n const vertices = [];\r\n const indices = [];\r\n const normals = [];\r\n let uvs: Nullable<number[]> = null;\r\n let vertColors: Nullable<number[]> = null;\r\n const vertex = Vector3.Zero();\r\n const normal = Vector3.Zero();\r\n const uv = Vector2.Zero();\r\n const vertColor = new Color4(0, 0, 0, 0);\r\n const polygons = this._polygons;\r\n const polygonIndices = [0, 0, 0];\r\n let polygon;\r\n const vertice_dict = {};\r\n let vertex_idx;\r\n let currentIndex = 0;\r\n const subMeshDict = {};\r\n let subMeshObj;\r\n\r\n if (keepSubMeshes) {\r\n // Sort Polygons, since subMeshes are indices range\r\n polygons.sort((a, b) => {\r\n if (a.shared.meshId === b.shared.meshId) {\r\n return a.shared.subMeshId - b.shared.subMeshId;\r\n } else {\r\n return a.shared.meshId - b.shared.meshId;\r\n }\r\n });\r\n }\r\n\r\n for (let i = 0, il = polygons.length; i < il; i++) {\r\n polygon = polygons[i];\r\n\r\n // Building SubMeshes\r\n if (!(<any>subMeshDict)[polygon.shared.meshId]) {\r\n (<any>subMeshDict)[polygon.shared.meshId] = {};\r\n }\r\n if (!(<any>subMeshDict)[polygon.shared.meshId][polygon.shared.subMeshId]) {\r\n (<any>subMeshDict)[polygon.shared.meshId][polygon.shared.subMeshId] = {\r\n indexStart: +Infinity,\r\n indexEnd: -Infinity,\r\n materialIndex: polygon.shared.materialIndex,\r\n };\r\n }\r\n subMeshObj = (<any>subMeshDict)[polygon.shared.meshId][polygon.shared.subMeshId];\r\n\r\n for (let j = 2, jl = polygon.vertices.length; j < jl; j++) {\r\n polygonIndices[0] = 0;\r\n polygonIndices[1] = j - 1;\r\n polygonIndices[2] = j;\r\n\r\n for (let k = 0; k < 3; k++) {\r\n vertex.copyFrom(polygon.vertices[polygonIndices[k]].pos);\r\n normal.copyFrom(polygon.vertices[polygonIndices[k]].normal);\r\n if (polygon.vertices[polygonIndices[k]].uv) {\r\n if (!uvs) {\r\n uvs = [];\r\n }\r\n uv.copyFrom(polygon.vertices[polygonIndices[k]].uv!);\r\n }\r\n\r\n if (polygon.vertices[polygonIndices[k]].vertColor) {\r\n if (!vertColors) {\r\n vertColors = [];\r\n }\r\n vertColor.copyFrom(polygon.vertices[polygonIndices[k]].vertColor!);\r\n }\r\n const localVertex = Vector3.TransformCoordinates(vertex, matrix);\r\n const localNormal = Vector3.TransformNormal(normal, matrix);\r\n\r\n vertex_idx = (<any>vertice_dict)[localVertex.x + \",\" + localVertex.y + \",\" + localVertex.z];\r\n\r\n let areUvsDifferent = false;\r\n\r\n if (uvs && !(uvs[vertex_idx * 2] === uv.x || uvs[vertex_idx * 2 + 1] === uv.y)) {\r\n areUvsDifferent = true;\r\n }\r\n\r\n let areColorsDifferent = false;\r\n\r\n if (\r\n vertColors &&\r\n !(\r\n vertColors[vertex_idx * 4] === vertColor.r ||\r\n vertColors[vertex_idx * 4 + 1] === vertColor.g ||\r\n vertColors[vertex_idx * 4 + 2] === vertColor.b ||\r\n vertColors[vertex_idx * 4 + 3] === vertColor.a\r\n )\r\n ) {\r\n areColorsDifferent = true;\r\n }\r\n\r\n // Check if 2 points can be merged\r\n if (\r\n !(\r\n typeof vertex_idx !== \"undefined\" &&\r\n normals[vertex_idx * 3] === localNormal.x &&\r\n normals[vertex_idx * 3 + 1] === localNormal.y &&\r\n normals[vertex_idx * 3 + 2] === localNormal.z\r\n ) ||\r\n areUvsDifferent ||\r\n areColorsDifferent\r\n ) {\r\n vertices.push(localVertex.x, localVertex.y, localVertex.z);\r\n if (uvs) {\r\n uvs.push(uv.x, uv.y);\r\n }\r\n normals.push(normal.x, normal.y, normal.z);\r\n if (vertColors) {\r\n vertColors.push(vertColor.r, vertColor.g, vertColor.b, vertColor.a);\r\n }\r\n vertex_idx = (<any>vertice_dict)[localVertex.x + \",\" + localVertex.y + \",\" + localVertex.z] = vertices.length / 3 - 1;\r\n }\r\n\r\n indices.push(vertex_idx);\r\n\r\n subMeshObj.indexStart = Math.min(currentIndex, subMeshObj.indexStart);\r\n subMeshObj.indexEnd = Math.max(currentIndex, subMeshObj.indexEnd);\r\n currentIndex++;\r\n }\r\n }\r\n }\r\n\r\n mesh.setVerticesData(VertexBuffer.PositionKind, vertices);\r\n mesh.setVerticesData(VertexBuffer.NormalKind, normals);\r\n if (uvs) {\r\n mesh.setVerticesData(VertexBuffer.UVKind, uvs);\r\n }\r\n if (vertColors) {\r\n mesh.setVerticesData(VertexBuffer.ColorKind, vertColors);\r\n }\r\n mesh.setIndices(indices, null);\r\n\r\n if (keepSubMeshes) {\r\n // We offset the materialIndex by the previous number of materials in the CSG mixed meshes\r\n let materialIndexOffset = 0,\r\n materialMaxIndex;\r\n\r\n mesh.subMeshes = new Array<SubMesh>();\r\n\r\n for (const m in subMeshDict) {\r\n materialMaxIndex = -1;\r\n for (const sm in (<any>subMeshDict)[m]) {\r\n subMeshObj = (<any>subMeshDict)[m][sm];\r\n SubMesh.CreateFromIndices(\r\n subMeshObj.materialIndex + materialIndexOffset,\r\n subMeshObj.indexStart,\r\n subMeshObj.indexEnd - subMeshObj.indexStart + 1,\r\n <AbstractMesh>mesh\r\n );\r\n materialMaxIndex = Math.max(subMeshObj.materialIndex, materialMaxIndex);\r\n }\r\n materialIndexOffset += ++materialMaxIndex;\r\n }\r\n }\r\n\r\n return mesh;\r\n }\r\n\r\n /**\r\n * Build Mesh from CSG taking material and transforms into account\r\n * @param name The name of the Mesh\r\n * @param material The material of the Mesh\r\n * @param scene The Scene\r\n * @param keepSubMeshes Specifies if submeshes should be kept\r\n * @returns The new Mesh\r\n */\r\n public toMesh(name: string, material: Nullable<Material> = null, scene?: Scene, keepSubMeshes?: boolean): Mesh {\r\n const mesh = this.buildMeshGeometry(name, scene, keepSubMeshes);\r\n\r\n mesh.material = material;\r\n\r\n mesh.position.copyFrom(this.position);\r\n mesh.rotation.copyFrom(this.rotation);\r\n if (this.rotationQuaternion) {\r\n mesh.rotationQuaternion = this.rotationQuaternion.clone();\r\n }\r\n mesh.scaling.copyFrom(this.scaling);\r\n mesh.computeWorldMatrix(true);\r\n\r\n return mesh;\r\n }\r\n}\r\n"]}
@@ -486,8 +486,9 @@ export class InstancedMesh extends AbstractMesh {
486
486
  }
487
487
  }
488
488
  Mesh.prototype.registerInstancedBuffer = function (kind, stride) {
489
+ var _a, _b;
489
490
  // Remove existing one
490
- this._userInstancedBuffersStorage?.vertexBuffers[kind]?.dispose();
491
+ (_b = (_a = this._userInstancedBuffersStorage) === null || _a === void 0 ? void 0 : _a.vertexBuffers[kind]) === null || _b === void 0 ? void 0 : _b.dispose();
491
492
  // Creates the instancedBuffer field if not present
492
493
  if (!this.instancedBuffers) {
493
494
  this.instancedBuffers = {};
@@ -1 +1 @@
1
- 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type { Nullable, FloatArray, IndicesArray } from \"../types\";\r\nimport type { Vector3 } from \"../Maths/math.vector\";\r\nimport { Matrix, TmpVectors } from \"../Maths/math.vector\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { Node } from \"../node\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport type { Material } from \"../Materials/material\";\r\nimport type { Skeleton } from \"../Bones/skeleton\";\r\nimport { DeepCopier } from \"../Misc/deepCopier\";\r\nimport { TransformNode } from \"./transformNode\";\r\nimport type { Light } from \"../Lights/light\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\n\r\nMesh._instancedMeshFactory = (name: string, mesh: Mesh): InstancedMesh => {\r\n const instance = new InstancedMesh(name, mesh);\r\n\r\n if (mesh.instancedBuffers) {\r\n instance.instancedBuffers = {};\r\n\r\n for (const key in mesh.instancedBuffers) {\r\n instance.instancedBuffers[key] = mesh.instancedBuffers[key];\r\n }\r\n }\r\n\r\n return instance;\r\n};\r\n\r\n/**\r\n * Creates an instance based on a source mesh.\r\n */\r\nexport class InstancedMesh extends AbstractMesh {\r\n private _sourceMesh: Mesh;\r\n private _currentLOD: Mesh;\r\n private _billboardWorldMatrix: Matrix;\r\n\r\n /** @internal */\r\n public _indexInSourceMeshInstanceArray = -1;\r\n /** @internal */\r\n public _distanceToCamera: number = 0;\r\n /** @internal */\r\n public _previousWorldMatrix: Nullable<Matrix>;\r\n\r\n constructor(name: string, source: Mesh) {\r\n super(name, source.getScene());\r\n\r\n source.addInstance(this);\r\n\r\n this._sourceMesh = source;\r\n\r\n this._unIndexed = source._unIndexed;\r\n\r\n this.position.copyFrom(source.position);\r\n this.rotation.copyFrom(source.rotation);\r\n this.scaling.copyFrom(source.scaling);\r\n\r\n if (source.rotationQuaternion) {\r\n this.rotationQuaternion = source.rotationQuaternion.clone();\r\n }\r\n\r\n this.animations = source.animations.slice();\r\n for (const range of source.getAnimationRanges()) {\r\n if (range != null) {\r\n this.createAnimationRange(range.name, range.from, range.to);\r\n }\r\n }\r\n\r\n this.infiniteDistance = source.infiniteDistance;\r\n\r\n this.setPivotMatrix(source.getPivotMatrix());\r\n\r\n this.refreshBoundingInfo(true, true);\r\n this._syncSubMeshes();\r\n }\r\n\r\n /**\r\n * Returns the string \"InstancedMesh\".\r\n */\r\n public getClassName(): string {\r\n return \"InstancedMesh\";\r\n }\r\n\r\n /** Gets the list of lights affecting that mesh */\r\n public get lightSources(): Light[] {\r\n return this._sourceMesh._lightSources;\r\n }\r\n\r\n public _resyncLightSources(): void {\r\n // Do nothing as all the work will be done by source mesh\r\n }\r\n\r\n public _resyncLightSource(): void {\r\n // Do nothing as all the work will be done by source mesh\r\n }\r\n\r\n public _removeLightSource(): void {\r\n // Do nothing as all the work will be done by source mesh\r\n }\r\n\r\n // Methods\r\n /**\r\n * If the source mesh receives shadows\r\n */\r\n public get receiveShadows(): boolean {\r\n return this._sourceMesh.receiveShadows;\r\n }\r\n\r\n /**\r\n * The material of the source mesh\r\n */\r\n public get material(): Nullable<Material> {\r\n return this._sourceMesh.material;\r\n }\r\n\r\n /**\r\n * Visibility of the source mesh\r\n */\r\n public get visibility(): number {\r\n return this._sourceMesh.visibility;\r\n }\r\n\r\n /**\r\n * Skeleton of the source mesh\r\n */\r\n public get skeleton(): Nullable<Skeleton> {\r\n return this._sourceMesh.skeleton;\r\n }\r\n\r\n /**\r\n * Rendering ground id of the source mesh\r\n */\r\n public get renderingGroupId(): number {\r\n return this._sourceMesh.renderingGroupId;\r\n }\r\n\r\n public set renderingGroupId(value: number) {\r\n if (!this._sourceMesh || value === this._sourceMesh.renderingGroupId) {\r\n return;\r\n }\r\n\r\n //no-op with warning\r\n Logger.Warn(\"Note - setting renderingGroupId of an instanced mesh has no effect on the scene\");\r\n }\r\n\r\n /**\r\n * Returns the total number of vertices (integer).\r\n */\r\n public getTotalVertices(): number {\r\n return this._sourceMesh ? this._sourceMesh.getTotalVertices() : 0;\r\n }\r\n\r\n /**\r\n * Returns a positive integer : the total number of indices in this mesh geometry.\r\n * @returns the number of indices or zero if the mesh has no geometry.\r\n */\r\n public getTotalIndices(): number {\r\n return this._sourceMesh.getTotalIndices();\r\n }\r\n\r\n /**\r\n * The source mesh of the instance\r\n */\r\n public get sourceMesh(): Mesh {\r\n return this._sourceMesh;\r\n }\r\n\r\n /**\r\n * Creates a new InstancedMesh object from the mesh model.\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_instances\r\n * @param name defines the name of the new instance\r\n * @returns a new InstancedMesh\r\n */\r\n public createInstance(name: string): InstancedMesh {\r\n return this._sourceMesh.createInstance(name);\r\n }\r\n\r\n /**\r\n * Is this node ready to be used/rendered\r\n * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)\r\n * @returns {boolean} is it ready\r\n */\r\n public isReady(completeCheck = false): boolean {\r\n return this._sourceMesh.isReady(completeCheck, true);\r\n }\r\n\r\n /**\r\n * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.\r\n * @param kind kind of verticies to retrieve (eg. positions, normals, uvs, etc.)\r\n * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.\r\n * @returns a float array or a Float32Array of the requested kind of data : positions, normals, uvs, etc.\r\n */\r\n public getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray> {\r\n return this._sourceMesh.getVerticesData(kind, copyWhenShared);\r\n }\r\n\r\n /**\r\n * Sets the vertex data of the mesh geometry for the requested `kind`.\r\n * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.\r\n * The `data` are either a numeric array either a Float32Array.\r\n * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initially none) or updater.\r\n * The parameter `stride` is an optional positive integer, it is usually automatically deducted from the `kind` (3 for positions or normals, 2 for UV, etc).\r\n * Note that a new underlying VertexBuffer object is created each call.\r\n * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.\r\n *\r\n * Possible `kind` values :\r\n * - VertexBuffer.PositionKind\r\n * - VertexBuffer.UVKind\r\n * - VertexBuffer.UV2Kind\r\n * - VertexBuffer.UV3Kind\r\n * - VertexBuffer.UV4Kind\r\n * - VertexBuffer.UV5Kind\r\n * - VertexBuffer.UV6Kind\r\n * - VertexBuffer.ColorKind\r\n * - VertexBuffer.MatricesIndicesKind\r\n * - VertexBuffer.MatricesIndicesExtraKind\r\n * - VertexBuffer.MatricesWeightsKind\r\n * - VertexBuffer.MatricesWeightsExtraKind\r\n *\r\n * Returns the Mesh.\r\n * @param kind\r\n * @param data\r\n * @param updatable\r\n * @param stride\r\n */\r\n public setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh {\r\n if (this.sourceMesh) {\r\n this.sourceMesh.setVerticesData(kind, data, updatable, stride);\r\n }\r\n return this.sourceMesh;\r\n }\r\n\r\n /**\r\n * Updates the existing vertex data of the mesh geometry for the requested `kind`.\r\n * If the mesh has no geometry, it is simply returned as it is.\r\n * The `data` are either a numeric array either a Float32Array.\r\n * No new underlying VertexBuffer object is created.\r\n * If the `kind` is the `PositionKind` and if `updateExtends` is true, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.\r\n * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.\r\n *\r\n * Possible `kind` values :\r\n * - VertexBuffer.PositionKind\r\n * - VertexBuffer.UVKind\r\n * - VertexBuffer.UV2Kind\r\n * - VertexBuffer.UV3Kind\r\n * - VertexBuffer.UV4Kind\r\n * - VertexBuffer.UV5Kind\r\n * - VertexBuffer.UV6Kind\r\n * - VertexBuffer.ColorKind\r\n * - VertexBuffer.MatricesIndicesKind\r\n * - VertexBuffer.MatricesIndicesExtraKind\r\n * - VertexBuffer.MatricesWeightsKind\r\n * - VertexBuffer.MatricesWeightsExtraKind\r\n *\r\n * Returns the Mesh.\r\n * @param kind\r\n * @param data\r\n * @param updateExtends\r\n * @param makeItUnique\r\n */\r\n public updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh {\r\n if (this.sourceMesh) {\r\n this.sourceMesh.updateVerticesData(kind, data, updateExtends, makeItUnique);\r\n }\r\n return this.sourceMesh;\r\n }\r\n\r\n /**\r\n * Sets the mesh indices.\r\n * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).\r\n * If the mesh has no geometry, a new Geometry object is created and set to the mesh.\r\n * This method creates a new index buffer each call.\r\n * Returns the Mesh.\r\n * @param indices\r\n * @param totalVertices\r\n */\r\n public setIndices(indices: IndicesArray, totalVertices: Nullable<number> = null): Mesh {\r\n if (this.sourceMesh) {\r\n this.sourceMesh.setIndices(indices, totalVertices);\r\n }\r\n return this.sourceMesh;\r\n }\r\n\r\n /**\r\n * Boolean : True if the mesh owns the requested kind of data.\r\n * @param kind\r\n */\r\n public isVerticesDataPresent(kind: string): boolean {\r\n return this._sourceMesh.isVerticesDataPresent(kind);\r\n }\r\n\r\n /**\r\n * Returns an array of indices (IndicesArray).\r\n */\r\n public getIndices(): Nullable<IndicesArray> {\r\n return this._sourceMesh.getIndices();\r\n }\r\n\r\n public get _positions(): Nullable<Vector3[]> {\r\n return this._sourceMesh._positions;\r\n }\r\n\r\n /**\r\n * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.\r\n * This means the mesh underlying bounding box and sphere are recomputed.\r\n * @param applySkeleton defines whether to apply the skeleton before computing the bounding info\r\n * @param applyMorph defines whether to apply the morph target before computing the bounding info\r\n * @returns the current mesh\r\n */\r\n public refreshBoundingInfo(applySkeleton: boolean = false, applyMorph: boolean = false): InstancedMesh {\r\n if (this.hasBoundingInfo && this.getBoundingInfo().isLocked) {\r\n return this;\r\n }\r\n\r\n const bias = this._sourceMesh.geometry ? this._sourceMesh.geometry.boundingBias : null;\r\n this._refreshBoundingInfo(this._sourceMesh._getPositionData(applySkeleton, applyMorph), bias);\r\n return this;\r\n }\r\n\r\n /** @internal */\r\n public _preActivate(): InstancedMesh {\r\n if (this._currentLOD) {\r\n this._currentLOD._preActivate();\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _activate(renderId: number, intermediateRendering: boolean): boolean {\r\n super._activate(renderId, intermediateRendering);\r\n\r\n if (!this._sourceMesh.subMeshes) {\r\n Logger.Warn(\"Instances should only be created for meshes with geometry.\");\r\n }\r\n\r\n if (this._currentLOD) {\r\n const differentSign = this._currentLOD._getWorldMatrixDeterminant() >= 0 !== this._getWorldMatrixDeterminant() >= 0;\r\n if (differentSign) {\r\n this._internalAbstractMeshDataInfo._actAsRegularMesh = true;\r\n return true;\r\n }\r\n this._internalAbstractMeshDataInfo._actAsRegularMesh = false;\r\n\r\n this._currentLOD._registerInstanceForRenderId(this, renderId);\r\n\r\n if (intermediateRendering) {\r\n if (!this._currentLOD._internalAbstractMeshDataInfo._isActiveIntermediate) {\r\n this._currentLOD._internalAbstractMeshDataInfo._onlyForInstancesIntermediate = true;\r\n return true;\r\n }\r\n } else {\r\n if (!this._currentLOD._internalAbstractMeshDataInfo._isActive) {\r\n this._currentLOD._internalAbstractMeshDataInfo._onlyForInstances = true;\r\n return true;\r\n }\r\n }\r\n }\r\n return false;\r\n }\r\n\r\n /** @internal */\r\n public _postActivate(): void {\r\n if (this._sourceMesh.edgesShareWithInstances && this._sourceMesh._edgesRenderer && this._sourceMesh._edgesRenderer.isEnabled && this._sourceMesh._renderingGroup) {\r\n // we are using the edge renderer of the source mesh\r\n this._sourceMesh._renderingGroup._edgesRenderers.pushNoDuplicate(this._sourceMesh._edgesRenderer);\r\n this._sourceMesh._edgesRenderer.customInstances.push(this.getWorldMatrix());\r\n } else if (this._edgesRenderer && this._edgesRenderer.isEnabled && this._sourceMesh._renderingGroup) {\r\n // we are using the edge renderer defined for this instance\r\n this._sourceMesh._renderingGroup._edgesRenderers.push(this._edgesRenderer);\r\n }\r\n }\r\n\r\n public getWorldMatrix(): Matrix {\r\n if (this._currentLOD && this._currentLOD.billboardMode !== TransformNode.BILLBOARDMODE_NONE && this._currentLOD._masterMesh !== this) {\r\n if (!this._billboardWorldMatrix) {\r\n this._billboardWorldMatrix = new Matrix();\r\n }\r\n const tempMaster = this._currentLOD._masterMesh;\r\n this._currentLOD._masterMesh = this;\r\n TmpVectors.Vector3[7].copyFrom(this._currentLOD.position);\r\n this._currentLOD.position.set(0, 0, 0);\r\n this._billboardWorldMatrix.copyFrom(this._currentLOD.computeWorldMatrix(true));\r\n this._currentLOD.position.copyFrom(TmpVectors.Vector3[7]);\r\n this._currentLOD._masterMesh = tempMaster;\r\n return this._billboardWorldMatrix;\r\n }\r\n\r\n return super.getWorldMatrix();\r\n }\r\n\r\n public get isAnInstance(): boolean {\r\n return true;\r\n }\r\n\r\n /**\r\n * Returns the current associated LOD AbstractMesh.\r\n * @param camera\r\n */\r\n public getLOD(camera: Camera): AbstractMesh {\r\n if (!camera) {\r\n return this;\r\n }\r\n\r\n const sourceMeshLODLevels = this.sourceMesh.getLODLevels();\r\n if (!sourceMeshLODLevels || sourceMeshLODLevels.length === 0) {\r\n this._currentLOD = this.sourceMesh;\r\n } else {\r\n const boundingInfo = this.getBoundingInfo();\r\n this._currentLOD = <Mesh>this.sourceMesh.getLOD(camera, boundingInfo.boundingSphere);\r\n }\r\n\r\n return this._currentLOD;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _preActivateForIntermediateRendering(renderId: number): Mesh {\r\n return <Mesh>this.sourceMesh._preActivateForIntermediateRendering(renderId);\r\n }\r\n\r\n /** @internal */\r\n public _syncSubMeshes(): InstancedMesh {\r\n this.releaseSubMeshes();\r\n if (this._sourceMesh.subMeshes) {\r\n for (let index = 0; index < this._sourceMesh.subMeshes.length; index++) {\r\n this._sourceMesh.subMeshes[index].clone(this, this._sourceMesh);\r\n }\r\n }\r\n return this;\r\n }\r\n\r\n /** @internal */\r\n public _generatePointsArray(): boolean {\r\n return this._sourceMesh._generatePointsArray();\r\n }\r\n\r\n /** @internal */\r\n public _updateBoundingInfo(): AbstractMesh {\r\n if (this.hasBoundingInfo) {\r\n this.getBoundingInfo().update(this.worldMatrixFromCache);\r\n } else {\r\n this.buildBoundingInfo(this.absolutePosition, this.absolutePosition, this.worldMatrixFromCache);\r\n }\r\n this._updateSubMeshesBoundingInfo(this.worldMatrixFromCache);\r\n return this;\r\n }\r\n\r\n /**\r\n * Creates a new InstancedMesh from the current mesh.\r\n *\r\n * Returns the clone.\r\n * @param name the cloned mesh name\r\n * @param newParent the optional Node to parent the clone to.\r\n * @param doNotCloneChildren if `true` the model children aren't cloned.\r\n * @param newSourceMesh if set this mesh will be used as the source mesh instead of ths instance's one\r\n * @returns the clone\r\n */\r\n public clone(name: string, newParent: Nullable<Node> = null, doNotCloneChildren?: boolean, newSourceMesh?: Mesh): InstancedMesh {\r\n const result = (newSourceMesh || this._sourceMesh).createInstance(name);\r\n\r\n // Deep copy\r\n DeepCopier.DeepCopy(\r\n this,\r\n result,\r\n [\r\n \"name\",\r\n \"subMeshes\",\r\n \"uniqueId\",\r\n \"parent\",\r\n \"lightSources\",\r\n \"receiveShadows\",\r\n \"material\",\r\n \"visibility\",\r\n \"skeleton\",\r\n \"sourceMesh\",\r\n \"isAnInstance\",\r\n \"facetNb\",\r\n \"isFacetDataEnabled\",\r\n \"isBlocked\",\r\n \"useBones\",\r\n \"hasInstances\",\r\n \"collider\",\r\n \"edgesRenderer\",\r\n \"forward\",\r\n \"up\",\r\n \"right\",\r\n \"absolutePosition\",\r\n \"absoluteScaling\",\r\n \"absoluteRotationQuaternion\",\r\n \"isWorldMatrixFrozen\",\r\n \"nonUniformScaling\",\r\n \"behaviors\",\r\n \"worldMatrixFromCache\",\r\n \"hasThinInstances\",\r\n \"hasBoundingInfo\",\r\n ],\r\n []\r\n );\r\n\r\n // Bounding info\r\n this.refreshBoundingInfo();\r\n\r\n // Parent\r\n if (newParent) {\r\n result.parent = newParent;\r\n }\r\n\r\n if (!doNotCloneChildren) {\r\n // Children\r\n for (let index = 0; index < this.getScene().meshes.length; index++) {\r\n const mesh = this.getScene().meshes[index];\r\n\r\n if (mesh.parent === this) {\r\n mesh.clone(mesh.name, result);\r\n }\r\n }\r\n }\r\n\r\n result.computeWorldMatrix(true);\r\n\r\n this.onClonedObservable.notifyObservers(result);\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Disposes the InstancedMesh.\r\n * Returns nothing.\r\n * @param doNotRecurse\r\n * @param disposeMaterialAndTextures\r\n */\r\n public dispose(doNotRecurse?: boolean, disposeMaterialAndTextures = false): void {\r\n // Remove from mesh\r\n this._sourceMesh.removeInstance(this);\r\n super.dispose(doNotRecurse, disposeMaterialAndTextures);\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _serializeAsParent(serializationObject: any) {\r\n super._serializeAsParent(serializationObject);\r\n\r\n serializationObject.parentId = this._sourceMesh.uniqueId;\r\n serializationObject.parentInstanceIndex = this._indexInSourceMeshInstanceArray;\r\n }\r\n\r\n /**\r\n * Instantiate (when possible) or clone that node with its hierarchy\r\n * @param newParent defines the new parent to use for the instance (or clone)\r\n * @param options defines options to configure how copy is done\r\n * @param options.doNotInstantiate defines if the model must be instantiated or just cloned\r\n * @param options.newSourcedMesh newSourcedMesh the new source mesh for the instance (or clone)\r\n * @param onNewNodeCreated defines an option callback to call when a clone or an instance is created\r\n * @returns an instance (or a clone) of the current node with its hierarchy\r\n */\r\n public instantiateHierarchy(\r\n newParent: Nullable<TransformNode> = null,\r\n options?: { doNotInstantiate: boolean | ((node: TransformNode) => boolean); newSourcedMesh?: Mesh },\r\n onNewNodeCreated?: (source: TransformNode, clone: TransformNode) => void\r\n ): Nullable<TransformNode> {\r\n const clone = this.clone(\"Clone of \" + (this.name || this.id), newParent || this.parent, true, options && options.newSourcedMesh);\r\n\r\n if (clone) {\r\n if (onNewNodeCreated) {\r\n onNewNodeCreated(this, clone);\r\n }\r\n }\r\n\r\n for (const child of this.getChildTransformNodes(true)) {\r\n child.instantiateHierarchy(clone, options, onNewNodeCreated);\r\n }\r\n\r\n return clone;\r\n }\r\n}\r\n\r\ndeclare module \"./mesh\" {\r\n export interface Mesh {\r\n /**\r\n * Register a custom buffer that will be instanced\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_instances#custom-buffers\r\n * @param kind defines the buffer kind\r\n * @param stride defines the stride in floats\r\n */\r\n registerInstancedBuffer(kind: string, stride: number): void;\r\n\r\n /**\r\n * Invalidate VertexArrayObjects belonging to the mesh (but not to the Geometry of the mesh).\r\n */\r\n _invalidateInstanceVertexArrayObject(): void;\r\n\r\n /**\r\n * true to use the edge renderer for all instances of this mesh\r\n */\r\n edgesShareWithInstances: boolean;\r\n\r\n /** @internal */\r\n _userInstancedBuffersStorage: {\r\n data: { [key: string]: Float32Array };\r\n sizes: { [key: string]: number };\r\n vertexBuffers: { [key: string]: Nullable<VertexBuffer> };\r\n strides: { [key: string]: number };\r\n vertexArrayObjects?: { [key: string]: WebGLVertexArrayObject };\r\n };\r\n }\r\n}\r\n\r\ndeclare module \"./abstractMesh\" {\r\n export interface AbstractMesh {\r\n /**\r\n * Object used to store instanced buffers defined by user\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_instances#custom-buffers\r\n */\r\n instancedBuffers: { [key: string]: any };\r\n }\r\n}\r\n\r\nMesh.prototype.registerInstancedBuffer = function (kind: string, stride: number): void {\r\n // Remove existing one\r\n this._userInstancedBuffersStorage?.vertexBuffers[kind]?.dispose();\r\n\r\n // Creates the instancedBuffer field if not present\r\n if (!this.instancedBuffers) {\r\n this.instancedBuffers = {};\r\n\r\n for (const instance of this.instances) {\r\n instance.instancedBuffers = {};\r\n }\r\n\r\n if (!this._userInstancedBuffersStorage) {\r\n this._userInstancedBuffersStorage = {\r\n data: {},\r\n vertexBuffers: {},\r\n strides: {},\r\n sizes: {},\r\n vertexArrayObjects: this.getEngine().getCaps().vertexArrayObject ? {} : undefined,\r\n };\r\n }\r\n }\r\n\r\n // Creates an empty property for this kind\r\n this.instancedBuffers[kind] = null;\r\n\r\n this._userInstancedBuffersStorage.strides[kind] = stride;\r\n this._userInstancedBuffersStorage.sizes[kind] = stride * 32; // Initial size\r\n this._userInstancedBuffersStorage.data[kind] = new Float32Array(this._userInstancedBuffersStorage.sizes[kind]);\r\n this._userInstancedBuffersStorage.vertexBuffers[kind] = new VertexBuffer(this.getEngine(), this._userInstancedBuffersStorage.data[kind], kind, true, false, stride, true);\r\n\r\n for (const instance of this.instances) {\r\n instance.instancedBuffers[kind] = null;\r\n }\r\n\r\n this._invalidateInstanceVertexArrayObject();\r\n\r\n this._markSubMeshesAsAttributesDirty();\r\n};\r\n\r\nMesh.prototype._processInstancedBuffers = function (visibleInstances: Nullable<InstancedMesh[]>, renderSelf: boolean) {\r\n const instanceCount = visibleInstances ? visibleInstances.length : 0;\r\n\r\n for (const kind in this.instancedBuffers) {\r\n let size = this._userInstancedBuffersStorage.sizes[kind];\r\n const stride = this._userInstancedBuffersStorage.strides[kind];\r\n\r\n // Resize if required\r\n const expectedSize = (instanceCount + 1) * stride;\r\n\r\n while (size < expectedSize) {\r\n size *= 2;\r\n }\r\n\r\n if (this._userInstancedBuffersStorage.data[kind].length != size) {\r\n this._userInstancedBuffersStorage.data[kind] = new Float32Array(size);\r\n this._userInstancedBuffersStorage.sizes[kind] = size;\r\n if (this._userInstancedBuffersStorage.vertexBuffers[kind]) {\r\n this._userInstancedBuffersStorage.vertexBuffers[kind]!.dispose();\r\n this._userInstancedBuffersStorage.vertexBuffers[kind] = null;\r\n }\r\n }\r\n\r\n const data = this._userInstancedBuffersStorage.data[kind];\r\n\r\n // Update data buffer\r\n let offset = 0;\r\n if (renderSelf) {\r\n const value = this.instancedBuffers[kind];\r\n\r\n if (value.toArray) {\r\n value.toArray(data, offset);\r\n } else if (value.copyToArray) {\r\n value.copyToArray(data, offset);\r\n } else {\r\n data[offset] = value;\r\n }\r\n\r\n offset += stride;\r\n }\r\n\r\n for (let instanceIndex = 0; instanceIndex < instanceCount; instanceIndex++) {\r\n const instance = visibleInstances![instanceIndex]!;\r\n\r\n const value = instance.instancedBuffers[kind];\r\n\r\n if (value.toArray) {\r\n value.toArray(data, offset);\r\n } else if (value.copyToArray) {\r\n value.copyToArray(data, offset);\r\n } else {\r\n data[offset] = value;\r\n }\r\n\r\n offset += stride;\r\n }\r\n\r\n // Update vertex buffer\r\n if (!this._userInstancedBuffersStorage.vertexBuffers[kind]) {\r\n this._userInstancedBuffersStorage.vertexBuffers[kind] = new VertexBuffer(\r\n this.getEngine(),\r\n this._userInstancedBuffersStorage.data[kind],\r\n kind,\r\n true,\r\n false,\r\n stride,\r\n true\r\n );\r\n this._invalidateInstanceVertexArrayObject();\r\n } else {\r\n this._userInstancedBuffersStorage.vertexBuffers[kind]!.updateDirectly(data, 0);\r\n }\r\n }\r\n};\r\n\r\nMesh.prototype._invalidateInstanceVertexArrayObject = function () {\r\n if (!this._userInstancedBuffersStorage || this._userInstancedBuffersStorage.vertexArrayObjects === undefined) {\r\n return;\r\n }\r\n\r\n for (const kind in this._userInstancedBuffersStorage.vertexArrayObjects) {\r\n this.getEngine().releaseVertexArrayObject(this._userInstancedBuffersStorage.vertexArrayObjects[kind]);\r\n }\r\n\r\n this._userInstancedBuffersStorage.vertexArrayObjects = {};\r\n};\r\n\r\nMesh.prototype._disposeInstanceSpecificData = function () {\r\n if (this._instanceDataStorage.instancesBuffer) {\r\n this._instanceDataStorage.instancesBuffer.dispose();\r\n this._instanceDataStorage.instancesBuffer = null;\r\n }\r\n\r\n while (this.instances.length) {\r\n this.instances[0].dispose();\r\n }\r\n\r\n for (const kind in this.instancedBuffers) {\r\n if (this._userInstancedBuffersStorage.vertexBuffers[kind]) {\r\n this._userInstancedBuffersStorage.vertexBuffers[kind]!.dispose();\r\n }\r\n }\r\n\r\n this._invalidateInstanceVertexArrayObject();\r\n\r\n this.instancedBuffers = {};\r\n};\r\n"]}
1
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type { Nullable, FloatArray, IndicesArray } from \"../types\";\r\nimport type { Vector3 } from \"../Maths/math.vector\";\r\nimport { Matrix, TmpVectors } from \"../Maths/math.vector\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { Node } from \"../node\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport type { Material } from \"../Materials/material\";\r\nimport type { Skeleton } from \"../Bones/skeleton\";\r\nimport { DeepCopier } from \"../Misc/deepCopier\";\r\nimport { TransformNode } from \"./transformNode\";\r\nimport type { Light } from \"../Lights/light\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\n\r\nMesh._instancedMeshFactory = (name: string, mesh: Mesh): InstancedMesh => {\r\n const instance = new InstancedMesh(name, mesh);\r\n\r\n if (mesh.instancedBuffers) {\r\n instance.instancedBuffers = {};\r\n\r\n for (const key in mesh.instancedBuffers) {\r\n instance.instancedBuffers[key] = mesh.instancedBuffers[key];\r\n }\r\n }\r\n\r\n return instance;\r\n};\r\n\r\n/**\r\n * Creates an instance based on a source mesh.\r\n */\r\nexport class InstancedMesh extends AbstractMesh {\r\n private _sourceMesh: Mesh;\r\n private _currentLOD: Mesh;\r\n private _billboardWorldMatrix: Matrix;\r\n\r\n /** @internal */\r\n public _indexInSourceMeshInstanceArray = -1;\r\n /** @internal */\r\n public _distanceToCamera: number = 0;\r\n /** @internal */\r\n public _previousWorldMatrix: Nullable<Matrix>;\r\n\r\n constructor(name: string, source: Mesh) {\r\n super(name, source.getScene());\r\n\r\n source.addInstance(this);\r\n\r\n this._sourceMesh = source;\r\n\r\n this._unIndexed = source._unIndexed;\r\n\r\n this.position.copyFrom(source.position);\r\n this.rotation.copyFrom(source.rotation);\r\n this.scaling.copyFrom(source.scaling);\r\n\r\n if (source.rotationQuaternion) {\r\n this.rotationQuaternion = source.rotationQuaternion.clone();\r\n }\r\n\r\n this.animations = source.animations.slice();\r\n for (const range of source.getAnimationRanges()) {\r\n if (range != null) {\r\n this.createAnimationRange(range.name, range.from, range.to);\r\n }\r\n }\r\n\r\n this.infiniteDistance = source.infiniteDistance;\r\n\r\n this.setPivotMatrix(source.getPivotMatrix());\r\n\r\n this.refreshBoundingInfo(true, true);\r\n this._syncSubMeshes();\r\n }\r\n\r\n /**\r\n * Returns the string \"InstancedMesh\".\r\n */\r\n public getClassName(): string {\r\n return \"InstancedMesh\";\r\n }\r\n\r\n /** Gets the list of lights affecting that mesh */\r\n public get lightSources(): Light[] {\r\n return this._sourceMesh._lightSources;\r\n }\r\n\r\n public _resyncLightSources(): void {\r\n // Do nothing as all the work will be done by source mesh\r\n }\r\n\r\n public _resyncLightSource(): void {\r\n // Do nothing as all the work will be done by source mesh\r\n }\r\n\r\n public _removeLightSource(): void {\r\n // Do nothing as all the work will be done by source mesh\r\n }\r\n\r\n // Methods\r\n /**\r\n * If the source mesh receives shadows\r\n */\r\n public get receiveShadows(): boolean {\r\n return this._sourceMesh.receiveShadows;\r\n }\r\n\r\n /**\r\n * The material of the source mesh\r\n */\r\n public get material(): Nullable<Material> {\r\n return this._sourceMesh.material;\r\n }\r\n\r\n /**\r\n * Visibility of the source mesh\r\n */\r\n public get visibility(): number {\r\n return this._sourceMesh.visibility;\r\n }\r\n\r\n /**\r\n * Skeleton of the source mesh\r\n */\r\n public get skeleton(): Nullable<Skeleton> {\r\n return this._sourceMesh.skeleton;\r\n }\r\n\r\n /**\r\n * Rendering ground id of the source mesh\r\n */\r\n public get renderingGroupId(): number {\r\n return this._sourceMesh.renderingGroupId;\r\n }\r\n\r\n public set renderingGroupId(value: number) {\r\n if (!this._sourceMesh || value === this._sourceMesh.renderingGroupId) {\r\n return;\r\n }\r\n\r\n //no-op with warning\r\n Logger.Warn(\"Note - setting renderingGroupId of an instanced mesh has no effect on the scene\");\r\n }\r\n\r\n /**\r\n * Returns the total number of vertices (integer).\r\n */\r\n public getTotalVertices(): number {\r\n return this._sourceMesh ? this._sourceMesh.getTotalVertices() : 0;\r\n }\r\n\r\n /**\r\n * Returns a positive integer : the total number of indices in this mesh geometry.\r\n * @returns the number of indices or zero if the mesh has no geometry.\r\n */\r\n public getTotalIndices(): number {\r\n return this._sourceMesh.getTotalIndices();\r\n }\r\n\r\n /**\r\n * The source mesh of the instance\r\n */\r\n public get sourceMesh(): Mesh {\r\n return this._sourceMesh;\r\n }\r\n\r\n /**\r\n * Creates a new InstancedMesh object from the mesh model.\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_instances\r\n * @param name defines the name of the new instance\r\n * @returns a new InstancedMesh\r\n */\r\n public createInstance(name: string): InstancedMesh {\r\n return this._sourceMesh.createInstance(name);\r\n }\r\n\r\n /**\r\n * Is this node ready to be used/rendered\r\n * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)\r\n * @returns {boolean} is it ready\r\n */\r\n public isReady(completeCheck = false): boolean {\r\n return this._sourceMesh.isReady(completeCheck, true);\r\n }\r\n\r\n /**\r\n * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.\r\n * @param kind kind of verticies to retrieve (eg. positions, normals, uvs, etc.)\r\n * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.\r\n * @returns a float array or a Float32Array of the requested kind of data : positions, normals, uvs, etc.\r\n */\r\n public getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray> {\r\n return this._sourceMesh.getVerticesData(kind, copyWhenShared);\r\n }\r\n\r\n /**\r\n * Sets the vertex data of the mesh geometry for the requested `kind`.\r\n * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.\r\n * The `data` are either a numeric array either a Float32Array.\r\n * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initially none) or updater.\r\n * The parameter `stride` is an optional positive integer, it is usually automatically deducted from the `kind` (3 for positions or normals, 2 for UV, etc).\r\n * Note that a new underlying VertexBuffer object is created each call.\r\n * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.\r\n *\r\n * Possible `kind` values :\r\n * - VertexBuffer.PositionKind\r\n * - VertexBuffer.UVKind\r\n * - VertexBuffer.UV2Kind\r\n * - VertexBuffer.UV3Kind\r\n * - VertexBuffer.UV4Kind\r\n * - VertexBuffer.UV5Kind\r\n * - VertexBuffer.UV6Kind\r\n * - VertexBuffer.ColorKind\r\n * - VertexBuffer.MatricesIndicesKind\r\n * - VertexBuffer.MatricesIndicesExtraKind\r\n * - VertexBuffer.MatricesWeightsKind\r\n * - VertexBuffer.MatricesWeightsExtraKind\r\n *\r\n * Returns the Mesh.\r\n * @param kind\r\n * @param data\r\n * @param updatable\r\n * @param stride\r\n */\r\n public setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh {\r\n if (this.sourceMesh) {\r\n this.sourceMesh.setVerticesData(kind, data, updatable, stride);\r\n }\r\n return this.sourceMesh;\r\n }\r\n\r\n /**\r\n * Updates the existing vertex data of the mesh geometry for the requested `kind`.\r\n * If the mesh has no geometry, it is simply returned as it is.\r\n * The `data` are either a numeric array either a Float32Array.\r\n * No new underlying VertexBuffer object is created.\r\n * If the `kind` is the `PositionKind` and if `updateExtends` is true, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.\r\n * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.\r\n *\r\n * Possible `kind` values :\r\n * - VertexBuffer.PositionKind\r\n * - VertexBuffer.UVKind\r\n * - VertexBuffer.UV2Kind\r\n * - VertexBuffer.UV3Kind\r\n * - VertexBuffer.UV4Kind\r\n * - VertexBuffer.UV5Kind\r\n * - VertexBuffer.UV6Kind\r\n * - VertexBuffer.ColorKind\r\n * - VertexBuffer.MatricesIndicesKind\r\n * - VertexBuffer.MatricesIndicesExtraKind\r\n * - VertexBuffer.MatricesWeightsKind\r\n * - VertexBuffer.MatricesWeightsExtraKind\r\n *\r\n * Returns the Mesh.\r\n * @param kind\r\n * @param data\r\n * @param updateExtends\r\n * @param makeItUnique\r\n */\r\n public updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh {\r\n if (this.sourceMesh) {\r\n this.sourceMesh.updateVerticesData(kind, data, updateExtends, makeItUnique);\r\n }\r\n return this.sourceMesh;\r\n }\r\n\r\n /**\r\n * Sets the mesh indices.\r\n * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).\r\n * If the mesh has no geometry, a new Geometry object is created and set to the mesh.\r\n * This method creates a new index buffer each call.\r\n * Returns the Mesh.\r\n * @param indices\r\n * @param totalVertices\r\n */\r\n public setIndices(indices: IndicesArray, totalVertices: Nullable<number> = null): Mesh {\r\n if (this.sourceMesh) {\r\n this.sourceMesh.setIndices(indices, totalVertices);\r\n }\r\n return this.sourceMesh;\r\n }\r\n\r\n /**\r\n * Boolean : True if the mesh owns the requested kind of data.\r\n * @param kind\r\n */\r\n public isVerticesDataPresent(kind: string): boolean {\r\n return this._sourceMesh.isVerticesDataPresent(kind);\r\n }\r\n\r\n /**\r\n * Returns an array of indices (IndicesArray).\r\n */\r\n public getIndices(): Nullable<IndicesArray> {\r\n return this._sourceMesh.getIndices();\r\n }\r\n\r\n public get _positions(): Nullable<Vector3[]> {\r\n return this._sourceMesh._positions;\r\n }\r\n\r\n /**\r\n * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.\r\n * This means the mesh underlying bounding box and sphere are recomputed.\r\n * @param applySkeleton defines whether to apply the skeleton before computing the bounding info\r\n * @param applyMorph defines whether to apply the morph target before computing the bounding info\r\n * @returns the current mesh\r\n */\r\n public refreshBoundingInfo(applySkeleton: boolean = false, applyMorph: boolean = false): InstancedMesh {\r\n if (this.hasBoundingInfo && this.getBoundingInfo().isLocked) {\r\n return this;\r\n }\r\n\r\n const bias = this._sourceMesh.geometry ? this._sourceMesh.geometry.boundingBias : null;\r\n this._refreshBoundingInfo(this._sourceMesh._getPositionData(applySkeleton, applyMorph), bias);\r\n return this;\r\n }\r\n\r\n /** @internal */\r\n public _preActivate(): InstancedMesh {\r\n if (this._currentLOD) {\r\n this._currentLOD._preActivate();\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _activate(renderId: number, intermediateRendering: boolean): boolean {\r\n super._activate(renderId, intermediateRendering);\r\n\r\n if (!this._sourceMesh.subMeshes) {\r\n Logger.Warn(\"Instances should only be created for meshes with geometry.\");\r\n }\r\n\r\n if (this._currentLOD) {\r\n const differentSign = this._currentLOD._getWorldMatrixDeterminant() >= 0 !== this._getWorldMatrixDeterminant() >= 0;\r\n if (differentSign) {\r\n this._internalAbstractMeshDataInfo._actAsRegularMesh = true;\r\n return true;\r\n }\r\n this._internalAbstractMeshDataInfo._actAsRegularMesh = false;\r\n\r\n this._currentLOD._registerInstanceForRenderId(this, renderId);\r\n\r\n if (intermediateRendering) {\r\n if (!this._currentLOD._internalAbstractMeshDataInfo._isActiveIntermediate) {\r\n this._currentLOD._internalAbstractMeshDataInfo._onlyForInstancesIntermediate = true;\r\n return true;\r\n }\r\n } else {\r\n if (!this._currentLOD._internalAbstractMeshDataInfo._isActive) {\r\n this._currentLOD._internalAbstractMeshDataInfo._onlyForInstances = true;\r\n return true;\r\n }\r\n }\r\n }\r\n return false;\r\n }\r\n\r\n /** @internal */\r\n public _postActivate(): void {\r\n if (this._sourceMesh.edgesShareWithInstances && this._sourceMesh._edgesRenderer && this._sourceMesh._edgesRenderer.isEnabled && this._sourceMesh._renderingGroup) {\r\n // we are using the edge renderer of the source mesh\r\n this._sourceMesh._renderingGroup._edgesRenderers.pushNoDuplicate(this._sourceMesh._edgesRenderer);\r\n this._sourceMesh._edgesRenderer.customInstances.push(this.getWorldMatrix());\r\n } else if (this._edgesRenderer && this._edgesRenderer.isEnabled && this._sourceMesh._renderingGroup) {\r\n // we are using the edge renderer defined for this instance\r\n this._sourceMesh._renderingGroup._edgesRenderers.push(this._edgesRenderer);\r\n }\r\n }\r\n\r\n public getWorldMatrix(): Matrix {\r\n if (this._currentLOD && this._currentLOD.billboardMode !== TransformNode.BILLBOARDMODE_NONE && this._currentLOD._masterMesh !== this) {\r\n if (!this._billboardWorldMatrix) {\r\n this._billboardWorldMatrix = new Matrix();\r\n }\r\n const tempMaster = this._currentLOD._masterMesh;\r\n this._currentLOD._masterMesh = this;\r\n TmpVectors.Vector3[7].copyFrom(this._currentLOD.position);\r\n this._currentLOD.position.set(0, 0, 0);\r\n this._billboardWorldMatrix.copyFrom(this._currentLOD.computeWorldMatrix(true));\r\n this._currentLOD.position.copyFrom(TmpVectors.Vector3[7]);\r\n this._currentLOD._masterMesh = tempMaster;\r\n return this._billboardWorldMatrix;\r\n }\r\n\r\n return super.getWorldMatrix();\r\n }\r\n\r\n public get isAnInstance(): boolean {\r\n return true;\r\n }\r\n\r\n /**\r\n * Returns the current associated LOD AbstractMesh.\r\n * @param camera\r\n */\r\n public getLOD(camera: Camera): AbstractMesh {\r\n if (!camera) {\r\n return this;\r\n }\r\n\r\n const sourceMeshLODLevels = this.sourceMesh.getLODLevels();\r\n if (!sourceMeshLODLevels || sourceMeshLODLevels.length === 0) {\r\n this._currentLOD = this.sourceMesh;\r\n } else {\r\n const boundingInfo = this.getBoundingInfo();\r\n this._currentLOD = <Mesh>this.sourceMesh.getLOD(camera, boundingInfo.boundingSphere);\r\n }\r\n\r\n return this._currentLOD;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _preActivateForIntermediateRendering(renderId: number): Mesh {\r\n return <Mesh>this.sourceMesh._preActivateForIntermediateRendering(renderId);\r\n }\r\n\r\n /** @internal */\r\n public _syncSubMeshes(): InstancedMesh {\r\n this.releaseSubMeshes();\r\n if (this._sourceMesh.subMeshes) {\r\n for (let index = 0; index < this._sourceMesh.subMeshes.length; index++) {\r\n this._sourceMesh.subMeshes[index].clone(this, this._sourceMesh);\r\n }\r\n }\r\n return this;\r\n }\r\n\r\n /** @internal */\r\n public _generatePointsArray(): boolean {\r\n return this._sourceMesh._generatePointsArray();\r\n }\r\n\r\n /** @internal */\r\n public _updateBoundingInfo(): AbstractMesh {\r\n if (this.hasBoundingInfo) {\r\n this.getBoundingInfo().update(this.worldMatrixFromCache);\r\n } else {\r\n this.buildBoundingInfo(this.absolutePosition, this.absolutePosition, this.worldMatrixFromCache);\r\n }\r\n this._updateSubMeshesBoundingInfo(this.worldMatrixFromCache);\r\n return this;\r\n }\r\n\r\n /**\r\n * Creates a new InstancedMesh from the current mesh.\r\n *\r\n * Returns the clone.\r\n * @param name the cloned mesh name\r\n * @param newParent the optional Node to parent the clone to.\r\n * @param doNotCloneChildren if `true` the model children aren't cloned.\r\n * @param newSourceMesh if set this mesh will be used as the source mesh instead of ths instance's one\r\n * @returns the clone\r\n */\r\n public clone(name: string, newParent: Nullable<Node> = null, doNotCloneChildren?: boolean, newSourceMesh?: Mesh): InstancedMesh {\r\n const result = (newSourceMesh || this._sourceMesh).createInstance(name);\r\n\r\n // Deep copy\r\n DeepCopier.DeepCopy(\r\n this,\r\n result,\r\n [\r\n \"name\",\r\n \"subMeshes\",\r\n \"uniqueId\",\r\n \"parent\",\r\n \"lightSources\",\r\n \"receiveShadows\",\r\n \"material\",\r\n \"visibility\",\r\n \"skeleton\",\r\n \"sourceMesh\",\r\n \"isAnInstance\",\r\n \"facetNb\",\r\n \"isFacetDataEnabled\",\r\n \"isBlocked\",\r\n \"useBones\",\r\n \"hasInstances\",\r\n \"collider\",\r\n \"edgesRenderer\",\r\n \"forward\",\r\n \"up\",\r\n \"right\",\r\n \"absolutePosition\",\r\n \"absoluteScaling\",\r\n \"absoluteRotationQuaternion\",\r\n \"isWorldMatrixFrozen\",\r\n \"nonUniformScaling\",\r\n \"behaviors\",\r\n \"worldMatrixFromCache\",\r\n \"hasThinInstances\",\r\n \"hasBoundingInfo\",\r\n ],\r\n []\r\n );\r\n\r\n // Bounding info\r\n this.refreshBoundingInfo();\r\n\r\n // Parent\r\n if (newParent) {\r\n result.parent = newParent;\r\n }\r\n\r\n if (!doNotCloneChildren) {\r\n // Children\r\n for (let index = 0; index < this.getScene().meshes.length; index++) {\r\n const mesh = this.getScene().meshes[index];\r\n\r\n if (mesh.parent === this) {\r\n mesh.clone(mesh.name, result);\r\n }\r\n }\r\n }\r\n\r\n result.computeWorldMatrix(true);\r\n\r\n this.onClonedObservable.notifyObservers(result);\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Disposes the InstancedMesh.\r\n * Returns nothing.\r\n * @param doNotRecurse\r\n * @param disposeMaterialAndTextures\r\n */\r\n public dispose(doNotRecurse?: boolean, disposeMaterialAndTextures = false): void {\r\n // Remove from mesh\r\n this._sourceMesh.removeInstance(this);\r\n super.dispose(doNotRecurse, disposeMaterialAndTextures);\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _serializeAsParent(serializationObject: any) {\r\n super._serializeAsParent(serializationObject);\r\n\r\n serializationObject.parentId = this._sourceMesh.uniqueId;\r\n serializationObject.parentInstanceIndex = this._indexInSourceMeshInstanceArray;\r\n }\r\n\r\n /**\r\n * Instantiate (when possible) or clone that node with its hierarchy\r\n * @param newParent defines the new parent to use for the instance (or clone)\r\n * @param options defines options to configure how copy is done\r\n * @param options.doNotInstantiate defines if the model must be instantiated or just cloned\r\n * @param options.newSourcedMesh newSourcedMesh the new source mesh for the instance (or clone)\r\n * @param onNewNodeCreated defines an option callback to call when a clone or an instance is created\r\n * @returns an instance (or a clone) of the current node with its hierarchy\r\n */\r\n public instantiateHierarchy(\r\n newParent: Nullable<TransformNode> = null,\r\n options?: { doNotInstantiate: boolean | ((node: TransformNode) => boolean); newSourcedMesh?: Mesh },\r\n onNewNodeCreated?: (source: TransformNode, clone: TransformNode) => void\r\n ): Nullable<TransformNode> {\r\n const clone = this.clone(\"Clone of \" + (this.name || this.id), newParent || this.parent, true, options && options.newSourcedMesh);\r\n\r\n if (clone) {\r\n if (onNewNodeCreated) {\r\n onNewNodeCreated(this, clone);\r\n }\r\n }\r\n\r\n for (const child of this.getChildTransformNodes(true)) {\r\n child.instantiateHierarchy(clone, options, onNewNodeCreated);\r\n }\r\n\r\n return clone;\r\n }\r\n}\r\n\r\ndeclare module \"./mesh\" {\r\n export interface Mesh {\r\n /**\r\n * Register a custom buffer that will be instanced\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_instances#custom-buffers\r\n * @param kind defines the buffer kind\r\n * @param stride defines the stride in floats\r\n */\r\n registerInstancedBuffer(kind: string, stride: number): void;\r\n\r\n /**\r\n * Invalidate VertexArrayObjects belonging to the mesh (but not to the Geometry of the mesh).\r\n */\r\n _invalidateInstanceVertexArrayObject(): void;\r\n\r\n /**\r\n * true to use the edge renderer for all instances of this mesh\r\n */\r\n edgesShareWithInstances: boolean;\r\n\r\n /** @internal */\r\n _userInstancedBuffersStorage: {\r\n data: { [key: string]: Float32Array };\r\n sizes: { [key: string]: number };\r\n vertexBuffers: { [key: string]: Nullable<VertexBuffer> };\r\n strides: { [key: string]: number };\r\n vertexArrayObjects?: { [key: string]: WebGLVertexArrayObject };\r\n };\r\n }\r\n}\r\n\r\ndeclare module \"./abstractMesh\" {\r\n export interface AbstractMesh {\r\n /**\r\n * Object used to store instanced buffers defined by user\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_instances#custom-buffers\r\n */\r\n instancedBuffers: { [key: string]: any };\r\n }\r\n}\r\n\r\nMesh.prototype.registerInstancedBuffer = function (kind: string, stride: number): void {\r\n // Remove existing one\r\n this._userInstancedBuffersStorage?.vertexBuffers[kind]?.dispose();\r\n\r\n // Creates the instancedBuffer field if not present\r\n if (!this.instancedBuffers) {\r\n this.instancedBuffers = {};\r\n\r\n for (const instance of this.instances) {\r\n instance.instancedBuffers = {};\r\n }\r\n\r\n if (!this._userInstancedBuffersStorage) {\r\n this._userInstancedBuffersStorage = {\r\n data: {},\r\n vertexBuffers: {},\r\n strides: {},\r\n sizes: {},\r\n vertexArrayObjects: this.getEngine().getCaps().vertexArrayObject ? {} : undefined,\r\n };\r\n }\r\n }\r\n\r\n // Creates an empty property for this kind\r\n this.instancedBuffers[kind] = null;\r\n\r\n this._userInstancedBuffersStorage.strides[kind] = stride;\r\n this._userInstancedBuffersStorage.sizes[kind] = stride * 32; // Initial size\r\n this._userInstancedBuffersStorage.data[kind] = new Float32Array(this._userInstancedBuffersStorage.sizes[kind]);\r\n this._userInstancedBuffersStorage.vertexBuffers[kind] = new VertexBuffer(this.getEngine(), this._userInstancedBuffersStorage.data[kind], kind, true, false, stride, true);\r\n\r\n for (const instance of this.instances) {\r\n instance.instancedBuffers[kind] = null;\r\n }\r\n\r\n this._invalidateInstanceVertexArrayObject();\r\n\r\n this._markSubMeshesAsAttributesDirty();\r\n};\r\n\r\nMesh.prototype._processInstancedBuffers = function (visibleInstances: Nullable<InstancedMesh[]>, renderSelf: boolean) {\r\n const instanceCount = visibleInstances ? visibleInstances.length : 0;\r\n\r\n for (const kind in this.instancedBuffers) {\r\n let size = this._userInstancedBuffersStorage.sizes[kind];\r\n const stride = this._userInstancedBuffersStorage.strides[kind];\r\n\r\n // Resize if required\r\n const expectedSize = (instanceCount + 1) * stride;\r\n\r\n while (size < expectedSize) {\r\n size *= 2;\r\n }\r\n\r\n if (this._userInstancedBuffersStorage.data[kind].length != size) {\r\n this._userInstancedBuffersStorage.data[kind] = new Float32Array(size);\r\n this._userInstancedBuffersStorage.sizes[kind] = size;\r\n if (this._userInstancedBuffersStorage.vertexBuffers[kind]) {\r\n this._userInstancedBuffersStorage.vertexBuffers[kind]!.dispose();\r\n this._userInstancedBuffersStorage.vertexBuffers[kind] = null;\r\n }\r\n }\r\n\r\n const data = this._userInstancedBuffersStorage.data[kind];\r\n\r\n // Update data buffer\r\n let offset = 0;\r\n if (renderSelf) {\r\n const value = this.instancedBuffers[kind];\r\n\r\n if (value.toArray) {\r\n value.toArray(data, offset);\r\n } else if (value.copyToArray) {\r\n value.copyToArray(data, offset);\r\n } else {\r\n data[offset] = value;\r\n }\r\n\r\n offset += stride;\r\n }\r\n\r\n for (let instanceIndex = 0; instanceIndex < instanceCount; instanceIndex++) {\r\n const instance = visibleInstances![instanceIndex]!;\r\n\r\n const value = instance.instancedBuffers[kind];\r\n\r\n if (value.toArray) {\r\n value.toArray(data, offset);\r\n } else if (value.copyToArray) {\r\n value.copyToArray(data, offset);\r\n } else {\r\n data[offset] = value;\r\n }\r\n\r\n offset += stride;\r\n }\r\n\r\n // Update vertex buffer\r\n if (!this._userInstancedBuffersStorage.vertexBuffers[kind]) {\r\n this._userInstancedBuffersStorage.vertexBuffers[kind] = new VertexBuffer(\r\n this.getEngine(),\r\n this._userInstancedBuffersStorage.data[kind],\r\n kind,\r\n true,\r\n false,\r\n stride,\r\n true\r\n );\r\n this._invalidateInstanceVertexArrayObject();\r\n } else {\r\n this._userInstancedBuffersStorage.vertexBuffers[kind]!.updateDirectly(data, 0);\r\n }\r\n }\r\n};\r\n\r\nMesh.prototype._invalidateInstanceVertexArrayObject = function () {\r\n if (!this._userInstancedBuffersStorage || this._userInstancedBuffersStorage.vertexArrayObjects === undefined) {\r\n return;\r\n }\r\n\r\n for (const kind in this._userInstancedBuffersStorage.vertexArrayObjects) {\r\n this.getEngine().releaseVertexArrayObject(this._userInstancedBuffersStorage.vertexArrayObjects[kind]);\r\n }\r\n\r\n this._userInstancedBuffersStorage.vertexArrayObjects = {};\r\n};\r\n\r\nMesh.prototype._disposeInstanceSpecificData = function () {\r\n if (this._instanceDataStorage.instancesBuffer) {\r\n this._instanceDataStorage.instancesBuffer.dispose();\r\n this._instanceDataStorage.instancesBuffer = null;\r\n }\r\n\r\n while (this.instances.length) {\r\n this.instances[0].dispose();\r\n }\r\n\r\n for (const kind in this.instancedBuffers) {\r\n if (this._userInstancedBuffersStorage.vertexBuffers[kind]) {\r\n this._userInstancedBuffersStorage.vertexBuffers[kind]!.dispose();\r\n }\r\n }\r\n\r\n this._invalidateInstanceVertexArrayObject();\r\n\r\n this.instancedBuffers = {};\r\n};\r\n"]}
package/Meshes/mesh.d.ts CHANGED
@@ -900,7 +900,7 @@ export declare class Mesh extends AbstractMesh implements IGetSetVerticesData {
900
900
  * Serialize current mesh
901
901
  * @param serializationObject defines the object which will receive the serialization data
902
902
  */
903
- serialize(serializationObject: any): void;
903
+ serialize(serializationObject?: any): any;
904
904
  /** @internal */
905
905
  _syncGeometryWithMorphTargetManager(): void;
906
906
  /**