@babylonjs/core 5.32.0 → 5.32.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Actions/abstractActionManager.d.ts +1 -1
- package/Actions/abstractActionManager.js +1 -1
- package/Actions/abstractActionManager.js.map +1 -1
- package/Actions/action.d.ts +1 -1
- package/Actions/action.js +1 -1
- package/Actions/action.js.map +1 -1
- package/Actions/actionManager.d.ts +18 -18
- package/Actions/actionManager.js +18 -18
- package/Actions/actionManager.js.map +1 -1
- package/Actions/directActions.d.ts +10 -10
- package/Actions/directActions.js +10 -10
- package/Actions/directActions.js.map +1 -1
- package/Actions/interpolateValueAction.d.ts +1 -1
- package/Actions/interpolateValueAction.js +1 -1
- package/Actions/interpolateValueAction.js.map +1 -1
- package/Animations/animatable.d.ts +2 -2
- package/Animations/animatable.js +2 -2
- package/Animations/animatable.js.map +1 -1
- package/Animations/animationGroup.d.ts +3 -3
- package/Animations/animationGroup.js +3 -3
- package/Animations/animationGroup.js.map +1 -1
- package/Animations/easing.d.ts +14 -14
- package/Animations/easing.js +13 -13
- package/Animations/easing.js.map +1 -1
- package/Audio/Interfaces/IAudioEngine.d.ts +2 -2
- package/Audio/Interfaces/IAudioEngine.js.map +1 -1
- package/Audio/Interfaces/ISoundOptions.d.ts +3 -3
- package/Audio/Interfaces/ISoundOptions.js.map +1 -1
- package/Audio/analyser.d.ts +1 -1
- package/Audio/analyser.js +1 -1
- package/Audio/analyser.js.map +1 -1
- package/Audio/audioEngine.d.ts +2 -2
- package/Audio/audioEngine.js +2 -2
- package/Audio/audioEngine.js.map +1 -1
- package/Audio/audioSceneComponent.d.ts +4 -4
- package/Audio/audioSceneComponent.js.map +1 -1
- package/Audio/sound.d.ts +13 -13
- package/Audio/sound.js +13 -13
- package/Audio/sound.js.map +1 -1
- package/Audio/soundTrack.d.ts +5 -5
- package/Audio/soundTrack.js +5 -5
- package/Audio/soundTrack.js.map +1 -1
- package/BakedVertexAnimation/bakedVertexAnimationManager.d.ts +1 -1
- package/BakedVertexAnimation/bakedVertexAnimationManager.js +1 -1
- package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
- package/Behaviors/Cameras/autoRotationBehavior.d.ts +1 -1
- package/Behaviors/Cameras/autoRotationBehavior.js +1 -1
- package/Behaviors/Cameras/autoRotationBehavior.js.map +1 -1
- package/Behaviors/Cameras/bouncingBehavior.d.ts +1 -1
- package/Behaviors/Cameras/bouncingBehavior.js +1 -1
- package/Behaviors/Cameras/bouncingBehavior.js.map +1 -1
- package/Behaviors/Cameras/framingBehavior.d.ts +1 -1
- package/Behaviors/Cameras/framingBehavior.js +1 -1
- package/Behaviors/Cameras/framingBehavior.js.map +1 -1
- package/Behaviors/Meshes/pointerDragBehavior.d.ts +8 -0
- package/Behaviors/Meshes/pointerDragBehavior.js +9 -3
- package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
- package/Bones/bone.d.ts +1 -1
- package/Bones/bone.js +1 -1
- package/Bones/bone.js.map +1 -1
- package/Bones/boneIKController.d.ts +1 -1
- package/Bones/boneIKController.js +1 -1
- package/Bones/boneIKController.js.map +1 -1
- package/Bones/boneLookController.d.ts +1 -1
- package/Bones/boneLookController.js +1 -1
- package/Bones/boneLookController.js.map +1 -1
- package/Bones/skeleton.d.ts +3 -3
- package/Bones/skeleton.js +2 -2
- package/Bones/skeleton.js.map +1 -1
- package/Cameras/Inputs/BaseCameraMouseWheelInput.js +2 -2
- package/Cameras/Inputs/BaseCameraMouseWheelInput.js.map +1 -1
- package/Cameras/Inputs/BaseCameraPointersInput.js +2 -2
- package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
- package/Cameras/Inputs/arcRotateCameraGamepadInput.d.ts +1 -1
- package/Cameras/Inputs/arcRotateCameraGamepadInput.js +1 -1
- package/Cameras/Inputs/arcRotateCameraGamepadInput.js.map +1 -1
- package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.d.ts +1 -1
- package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js +1 -1
- package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js.map +1 -1
- package/Cameras/Inputs/arcRotateCameraMouseWheelInput.d.ts +1 -1
- package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js +3 -3
- package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
- package/Cameras/Inputs/arcRotateCameraPointersInput.d.ts +1 -1
- package/Cameras/Inputs/arcRotateCameraPointersInput.js +1 -1
- package/Cameras/Inputs/arcRotateCameraPointersInput.js.map +1 -1
- package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.d.ts +1 -1
- package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.js +1 -1
- package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.js.map +1 -1
- package/Cameras/Inputs/flyCameraKeyboardInput.d.ts +1 -1
- package/Cameras/Inputs/flyCameraKeyboardInput.js +1 -1
- package/Cameras/Inputs/flyCameraKeyboardInput.js.map +1 -1
- package/Cameras/Inputs/flyCameraMouseInput.d.ts +2 -2
- package/Cameras/Inputs/flyCameraMouseInput.js +4 -4
- package/Cameras/Inputs/flyCameraMouseInput.js.map +1 -1
- package/Cameras/Inputs/followCameraKeyboardMoveInput.d.ts +1 -1
- package/Cameras/Inputs/followCameraKeyboardMoveInput.js +1 -1
- package/Cameras/Inputs/followCameraKeyboardMoveInput.js.map +1 -1
- package/Cameras/Inputs/followCameraMouseWheelInput.d.ts +1 -1
- package/Cameras/Inputs/followCameraMouseWheelInput.js +3 -3
- package/Cameras/Inputs/followCameraMouseWheelInput.js.map +1 -1
- package/Cameras/Inputs/followCameraPointersInput.d.ts +1 -1
- package/Cameras/Inputs/followCameraPointersInput.js +1 -1
- package/Cameras/Inputs/followCameraPointersInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraDeviceOrientationInput.d.ts +2 -2
- package/Cameras/Inputs/freeCameraDeviceOrientationInput.js +2 -2
- package/Cameras/Inputs/freeCameraDeviceOrientationInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraGamepadInput.d.ts +1 -1
- package/Cameras/Inputs/freeCameraGamepadInput.js +1 -1
- package/Cameras/Inputs/freeCameraGamepadInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraKeyboardMoveInput.d.ts +1 -1
- package/Cameras/Inputs/freeCameraKeyboardMoveInput.js +1 -1
- package/Cameras/Inputs/freeCameraKeyboardMoveInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraMouseInput.d.ts +3 -2
- package/Cameras/Inputs/freeCameraMouseInput.js +10 -7
- package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraMouseWheelInput.d.ts +1 -1
- package/Cameras/Inputs/freeCameraMouseWheelInput.js +1 -1
- package/Cameras/Inputs/freeCameraMouseWheelInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraTouchInput.d.ts +2 -2
- package/Cameras/Inputs/freeCameraTouchInput.js +4 -4
- package/Cameras/Inputs/freeCameraTouchInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraVirtualJoystickInput.d.ts +1 -1
- package/Cameras/Inputs/freeCameraVirtualJoystickInput.js +1 -1
- package/Cameras/Inputs/freeCameraVirtualJoystickInput.js.map +1 -1
- package/Cameras/Stereoscopic/anaglyphArcRotateCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/anaglyphArcRotateCamera.js +1 -1
- package/Cameras/Stereoscopic/anaglyphArcRotateCamera.js.map +1 -1
- package/Cameras/Stereoscopic/anaglyphFreeCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/anaglyphFreeCamera.js +1 -1
- package/Cameras/Stereoscopic/anaglyphFreeCamera.js.map +1 -1
- package/Cameras/Stereoscopic/anaglyphGamepadCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/anaglyphGamepadCamera.js +1 -1
- package/Cameras/Stereoscopic/anaglyphGamepadCamera.js.map +1 -1
- package/Cameras/Stereoscopic/anaglyphUniversalCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/anaglyphUniversalCamera.js +1 -1
- package/Cameras/Stereoscopic/anaglyphUniversalCamera.js.map +1 -1
- package/Cameras/Stereoscopic/stereoscopicArcRotateCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/stereoscopicArcRotateCamera.js +1 -1
- package/Cameras/Stereoscopic/stereoscopicArcRotateCamera.js.map +1 -1
- package/Cameras/Stereoscopic/stereoscopicFreeCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/stereoscopicFreeCamera.js +1 -1
- package/Cameras/Stereoscopic/stereoscopicFreeCamera.js.map +1 -1
- package/Cameras/Stereoscopic/stereoscopicGamepadCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/stereoscopicGamepadCamera.js +1 -1
- package/Cameras/Stereoscopic/stereoscopicGamepadCamera.js.map +1 -1
- package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js +1 -1
- package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js.map +1 -1
- package/Cameras/Stereoscopic/stereoscopicUniversalCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/stereoscopicUniversalCamera.js +1 -1
- package/Cameras/Stereoscopic/stereoscopicUniversalCamera.js.map +1 -1
- package/Cameras/VR/vrCameraMetrics.d.ts +1 -1
- package/Cameras/VR/vrCameraMetrics.js +1 -1
- package/Cameras/VR/vrCameraMetrics.js.map +1 -1
- package/Cameras/VR/vrDeviceOrientationArcRotateCamera.d.ts +1 -1
- package/Cameras/VR/vrDeviceOrientationArcRotateCamera.js +1 -1
- package/Cameras/VR/vrDeviceOrientationArcRotateCamera.js.map +1 -1
- package/Cameras/VR/vrDeviceOrientationFreeCamera.d.ts +1 -1
- package/Cameras/VR/vrDeviceOrientationFreeCamera.js +1 -1
- package/Cameras/VR/vrDeviceOrientationFreeCamera.js.map +1 -1
- package/Cameras/VR/vrDeviceOrientationGamepadCamera.d.ts +1 -1
- package/Cameras/VR/vrDeviceOrientationGamepadCamera.js +1 -1
- package/Cameras/VR/vrDeviceOrientationGamepadCamera.js.map +1 -1
- package/Cameras/VR/vrExperienceHelper.d.ts +2 -2
- package/Cameras/VR/vrExperienceHelper.js +2 -2
- package/Cameras/VR/vrExperienceHelper.js.map +1 -1
- package/Cameras/VR/webVRCamera.d.ts +2 -2
- package/Cameras/VR/webVRCamera.js +2 -2
- package/Cameras/VR/webVRCamera.js.map +1 -1
- package/Cameras/arcRotateCamera.d.ts +9 -9
- package/Cameras/arcRotateCamera.js +9 -9
- package/Cameras/arcRotateCamera.js.map +1 -1
- package/Cameras/arcRotateCameraInputsManager.d.ts +1 -1
- package/Cameras/arcRotateCameraInputsManager.js +1 -1
- package/Cameras/arcRotateCameraInputsManager.js.map +1 -1
- package/Cameras/camera.d.ts +4 -4
- package/Cameras/camera.js +4 -4
- package/Cameras/camera.js.map +1 -1
- package/Cameras/cameraInputsManager.d.ts +1 -1
- package/Cameras/cameraInputsManager.js +1 -1
- package/Cameras/cameraInputsManager.js.map +1 -1
- package/Cameras/flyCamera.d.ts +1 -1
- package/Cameras/flyCamera.js +1 -1
- package/Cameras/flyCamera.js.map +1 -1
- package/Cameras/flyCameraInputsManager.d.ts +1 -1
- package/Cameras/flyCameraInputsManager.js +1 -1
- package/Cameras/flyCameraInputsManager.js.map +1 -1
- package/Cameras/followCamera.d.ts +4 -4
- package/Cameras/followCamera.js +4 -4
- package/Cameras/followCamera.js.map +1 -1
- package/Cameras/followCameraInputsManager.d.ts +1 -1
- package/Cameras/followCameraInputsManager.js +1 -1
- package/Cameras/followCameraInputsManager.js.map +1 -1
- package/Cameras/freeCamera.d.ts +3 -3
- package/Cameras/freeCamera.js +3 -3
- package/Cameras/freeCamera.js.map +1 -1
- package/Cameras/freeCameraInputsManager.d.ts +1 -1
- package/Cameras/freeCameraInputsManager.js +1 -1
- package/Cameras/freeCameraInputsManager.js.map +1 -1
- package/Cameras/gamepadCamera.d.ts +2 -2
- package/Cameras/gamepadCamera.js +2 -2
- package/Cameras/gamepadCamera.js.map +1 -1
- package/Cameras/targetCamera.d.ts +2 -2
- package/Cameras/targetCamera.js +2 -2
- package/Cameras/targetCamera.js.map +1 -1
- package/Cameras/touchCamera.d.ts +2 -2
- package/Cameras/touchCamera.js +2 -2
- package/Cameras/touchCamera.js.map +1 -1
- package/Cameras/universalCamera.d.ts +2 -2
- package/Cameras/universalCamera.js +2 -2
- package/Cameras/universalCamera.js.map +1 -1
- package/Cameras/virtualJoysticksCamera.d.ts +2 -2
- package/Cameras/virtualJoysticksCamera.js +2 -2
- package/Cameras/virtualJoysticksCamera.js.map +1 -1
- package/Collisions/pickingInfo.d.ts +1 -1
- package/Collisions/pickingInfo.js +1 -1
- package/Collisions/pickingInfo.js.map +1 -1
- package/Culling/Octrees/octree.d.ts +2 -2
- package/Culling/Octrees/octree.js +2 -2
- package/Culling/Octrees/octree.js.map +1 -1
- package/Culling/Octrees/octreeBlock.d.ts +1 -1
- package/Culling/Octrees/octreeBlock.js +1 -1
- package/Culling/Octrees/octreeBlock.js.map +1 -1
- package/Culling/Octrees/octreeSceneComponent.d.ts +3 -3
- package/Culling/Octrees/octreeSceneComponent.js +1 -1
- package/Culling/Octrees/octreeSceneComponent.js.map +1 -1
- package/Culling/boundingInfo.d.ts +3 -3
- package/Culling/boundingInfo.js +2 -2
- package/Culling/boundingInfo.js.map +1 -1
- package/Debug/debugLayer.d.ts +1 -1
- package/Debug/debugLayer.js.map +1 -1
- package/Debug/rayHelper.d.ts +2 -2
- package/Debug/rayHelper.js +2 -2
- package/Debug/rayHelper.js.map +1 -1
- package/Engines/Extensions/engine.alpha.d.ts +2 -2
- package/Engines/Extensions/engine.alpha.js.map +1 -1
- package/Engines/Extensions/engine.multiRender.d.ts +2 -2
- package/Engines/Extensions/engine.multiRender.js.map +1 -1
- package/Engines/Extensions/engine.query.d.ts +8 -8
- package/Engines/Extensions/engine.query.js.map +1 -1
- package/Engines/Extensions/engine.renderTarget.d.ts +1 -1
- package/Engines/Extensions/engine.renderTarget.js.map +1 -1
- package/Engines/Extensions/engine.uniformBuffer.d.ts +3 -3
- package/Engines/Extensions/engine.uniformBuffer.js.map +1 -1
- package/Engines/Extensions/engine.views.d.ts +2 -2
- package/Engines/Extensions/engine.views.js +1 -1
- package/Engines/Extensions/engine.views.js.map +1 -1
- package/Engines/Extensions/engine.webVR.d.ts +1 -1
- package/Engines/Extensions/engine.webVR.js.map +1 -1
- package/Engines/Processors/shaderProcessor.d.ts +2 -2
- package/Engines/Processors/shaderProcessor.js +2 -2
- package/Engines/Processors/shaderProcessor.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessor.js +11 -9
- package/Engines/WebGPU/webgpuShaderProcessor.js.map +1 -1
- package/Engines/constants.d.ts +17 -17
- package/Engines/constants.js +17 -17
- package/Engines/constants.js.map +1 -1
- package/Engines/engine.d.ts +12 -12
- package/Engines/engine.js +11 -11
- package/Engines/engine.js.map +1 -1
- package/Engines/nativeEngine.d.ts +2 -2
- package/Engines/nativeEngine.js +23 -2
- package/Engines/nativeEngine.js.map +1 -1
- package/Engines/nullEngine.d.ts +5 -5
- package/Engines/nullEngine.js +5 -5
- package/Engines/nullEngine.js.map +1 -1
- package/Engines/thinEngine.d.ts +8 -8
- package/Engines/thinEngine.js +6 -6
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.d.ts +4 -4
- package/Engines/webgpuEngine.js +1 -1
- package/Engines/webgpuEngine.js.map +1 -1
- package/Gamepads/gamepadSceneComponent.d.ts +1 -1
- package/Gamepads/gamepadSceneComponent.js.map +1 -1
- package/Gizmos/gizmo.d.ts +6 -7
- package/Gizmos/gizmo.js +43 -36
- package/Gizmos/gizmo.js.map +1 -1
- package/Gizmos/planeRotationGizmo.js +17 -7
- package/Gizmos/planeRotationGizmo.js.map +1 -1
- package/Gizmos/positionGizmo.d.ts +4 -0
- package/Gizmos/positionGizmo.js +21 -0
- package/Gizmos/positionGizmo.js.map +1 -1
- package/Gizmos/rotationGizmo.d.ts +4 -0
- package/Gizmos/rotationGizmo.js +20 -0
- package/Gizmos/rotationGizmo.js.map +1 -1
- package/Gizmos/scaleGizmo.d.ts +2 -0
- package/Gizmos/scaleGizmo.js +10 -0
- package/Gizmos/scaleGizmo.js.map +1 -1
- package/Helpers/sceneHelpers.d.ts +7 -7
- package/Helpers/sceneHelpers.js.map +1 -1
- package/Inputs/scene.inputManager.js +34 -25
- package/Inputs/scene.inputManager.js.map +1 -1
- package/Instrumentation/engineInstrumentation.d.ts +2 -2
- package/Instrumentation/engineInstrumentation.js +2 -2
- package/Instrumentation/engineInstrumentation.js.map +1 -1
- package/Instrumentation/sceneInstrumentation.d.ts +2 -2
- package/Instrumentation/sceneInstrumentation.js +2 -2
- package/Instrumentation/sceneInstrumentation.js.map +1 -1
- package/Layers/effectLayerSceneComponent.d.ts +2 -2
- package/Layers/effectLayerSceneComponent.js.map +1 -1
- package/Layers/glowLayer.d.ts +1 -1
- package/Layers/glowLayer.js +1 -1
- package/Layers/glowLayer.js.map +1 -1
- package/LensFlares/lensFlare.d.ts +3 -3
- package/LensFlares/lensFlare.js +3 -3
- package/LensFlares/lensFlare.js.map +1 -1
- package/LensFlares/lensFlareSystem.d.ts +2 -2
- package/LensFlares/lensFlareSystem.js +2 -2
- package/LensFlares/lensFlareSystem.js.map +1 -1
- package/LensFlares/lensFlareSystemSceneComponent.d.ts +1 -1
- package/LensFlares/lensFlareSystemSceneComponent.js.map +1 -1
- package/Lights/Shadows/shadowGenerator.d.ts +2 -2
- package/Lights/Shadows/shadowGenerator.js +2 -2
- package/Lights/Shadows/shadowGenerator.js.map +1 -1
- package/Lights/directionalLight.d.ts +2 -2
- package/Lights/directionalLight.js +2 -2
- package/Lights/directionalLight.js.map +1 -1
- package/Lights/hemisphericLight.d.ts +1 -1
- package/Lights/hemisphericLight.js +1 -1
- package/Lights/hemisphericLight.js.map +1 -1
- package/Lights/light.d.ts +1 -1
- package/Lights/light.js +1 -1
- package/Lights/light.js.map +1 -1
- package/Lights/pointLight.d.ts +2 -2
- package/Lights/pointLight.js +2 -2
- package/Lights/pointLight.js.map +1 -1
- package/Lights/spotLight.d.ts +2 -2
- package/Lights/spotLight.js +2 -2
- package/Lights/spotLight.js.map +1 -1
- package/Loading/loadingScreen.d.ts +2 -2
- package/Loading/loadingScreen.js +1 -1
- package/Loading/loadingScreen.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/instancesBlock.d.ts +1 -1
- package/Materials/Node/Blocks/Vertex/instancesBlock.js +1 -1
- package/Materials/Node/Blocks/Vertex/instancesBlock.js.map +1 -1
- package/Materials/Node/Blocks/reciprocalBlock.js +6 -2
- package/Materials/Node/Blocks/reciprocalBlock.js.map +1 -1
- package/Materials/PBR/pbrBaseMaterial.d.ts +1 -1
- package/Materials/PBR/pbrBaseMaterial.js +1 -1
- package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
- package/Materials/PBR/pbrMaterial.d.ts +1 -1
- package/Materials/PBR/pbrMaterial.js +1 -1
- package/Materials/PBR/pbrMaterial.js.map +1 -1
- package/Materials/Textures/Packer/packer.d.ts +1 -1
- package/Materials/Textures/Packer/packer.js +1 -1
- package/Materials/Textures/Packer/packer.js.map +1 -1
- package/Materials/Textures/Procedurals/customProceduralTexture.d.ts +2 -2
- package/Materials/Textures/Procedurals/customProceduralTexture.js +2 -2
- package/Materials/Textures/Procedurals/customProceduralTexture.js.map +1 -1
- package/Materials/Textures/Procedurals/proceduralTexture.d.ts +2 -2
- package/Materials/Textures/Procedurals/proceduralTexture.js +2 -2
- package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
- package/Materials/Textures/Procedurals/proceduralTextureSceneComponent.d.ts +1 -1
- package/Materials/Textures/Procedurals/proceduralTextureSceneComponent.js.map +1 -1
- package/Materials/Textures/cubeTexture.d.ts +2 -2
- package/Materials/Textures/cubeTexture.js +2 -2
- package/Materials/Textures/cubeTexture.js.map +1 -1
- package/Materials/Textures/dynamicTexture.d.ts +1 -1
- package/Materials/Textures/dynamicTexture.js +1 -1
- package/Materials/Textures/dynamicTexture.js.map +1 -1
- package/Materials/Textures/mirrorTexture.d.ts +3 -3
- package/Materials/Textures/mirrorTexture.js +3 -3
- package/Materials/Textures/mirrorTexture.js.map +1 -1
- package/Materials/Textures/refractionTexture.d.ts +3 -3
- package/Materials/Textures/refractionTexture.js +3 -3
- package/Materials/Textures/refractionTexture.js.map +1 -1
- package/Materials/Textures/texture.d.ts +10 -10
- package/Materials/Textures/texture.js +10 -10
- package/Materials/Textures/texture.js.map +1 -1
- package/Materials/Textures/videoTexture.d.ts +2 -2
- package/Materials/Textures/videoTexture.js +2 -2
- package/Materials/Textures/videoTexture.js.map +1 -1
- package/Materials/effect.d.ts +20 -2
- package/Materials/effect.js +28 -4
- package/Materials/effect.js.map +1 -1
- package/Materials/effectRenderer.js +1 -0
- package/Materials/effectRenderer.js.map +1 -1
- package/Materials/fresnelParameters.d.ts +1 -1
- package/Materials/fresnelParameters.js +1 -1
- package/Materials/fresnelParameters.js.map +1 -1
- package/Materials/material.d.ts +1 -1
- package/Materials/material.js.map +1 -1
- package/Materials/multiMaterial.d.ts +2 -2
- package/Materials/multiMaterial.js +2 -2
- package/Materials/multiMaterial.js.map +1 -1
- package/Materials/shaderMaterial.d.ts +2 -2
- package/Materials/shaderMaterial.js +2 -2
- package/Materials/shaderMaterial.js.map +1 -1
- package/Materials/shadowDepthWrapper.d.ts +1 -1
- package/Materials/shadowDepthWrapper.js +2 -2
- package/Materials/shadowDepthWrapper.js.map +1 -1
- package/Materials/standardMaterial.d.ts +18 -18
- package/Materials/standardMaterial.js +6 -6
- package/Materials/standardMaterial.js.map +1 -1
- package/Maths/math.path.d.ts +7 -7
- package/Maths/math.path.js +7 -7
- package/Maths/math.path.js.map +1 -1
- package/Maths/math.vector.d.ts +4 -4
- package/Maths/math.vector.js +4 -4
- package/Maths/math.vector.js.map +1 -1
- package/Meshes/Builders/boxBuilder.d.ts +3 -3
- package/Meshes/Builders/boxBuilder.js +3 -3
- package/Meshes/Builders/boxBuilder.js.map +1 -1
- package/Meshes/Builders/capsuleBuilder.d.ts +1 -1
- package/Meshes/Builders/capsuleBuilder.js +1 -1
- package/Meshes/Builders/capsuleBuilder.js.map +1 -1
- package/Meshes/Builders/cylinderBuilder.d.ts +2 -2
- package/Meshes/Builders/cylinderBuilder.js +2 -2
- package/Meshes/Builders/cylinderBuilder.js.map +1 -1
- package/Meshes/Builders/decalBuilder.d.ts +1 -1
- package/Meshes/Builders/decalBuilder.js +1 -1
- package/Meshes/Builders/decalBuilder.js.map +1 -1
- package/Meshes/Builders/discBuilder.d.ts +2 -2
- package/Meshes/Builders/discBuilder.js +2 -2
- package/Meshes/Builders/discBuilder.js.map +1 -1
- package/Meshes/Builders/geodesicBuilder.d.ts +1 -1
- package/Meshes/Builders/geodesicBuilder.js +1 -1
- package/Meshes/Builders/geodesicBuilder.js.map +1 -1
- package/Meshes/Builders/goldbergBuilder.d.ts +1 -1
- package/Meshes/Builders/goldbergBuilder.js +1 -1
- package/Meshes/Builders/goldbergBuilder.js.map +1 -1
- package/Meshes/Builders/groundBuilder.d.ts +4 -4
- package/Meshes/Builders/groundBuilder.js +4 -4
- package/Meshes/Builders/groundBuilder.js.map +1 -1
- package/Meshes/Builders/icoSphereBuilder.d.ts +2 -2
- package/Meshes/Builders/icoSphereBuilder.js +2 -2
- package/Meshes/Builders/icoSphereBuilder.js.map +1 -1
- package/Meshes/Builders/latheBuilder.d.ts +2 -2
- package/Meshes/Builders/latheBuilder.js +2 -2
- package/Meshes/Builders/latheBuilder.js.map +1 -1
- package/Meshes/Builders/linesBuilder.d.ts +6 -6
- package/Meshes/Builders/linesBuilder.js +6 -6
- package/Meshes/Builders/linesBuilder.js.map +1 -1
- package/Meshes/Builders/planeBuilder.d.ts +2 -2
- package/Meshes/Builders/planeBuilder.js +2 -2
- package/Meshes/Builders/planeBuilder.js.map +1 -1
- package/Meshes/Builders/polygonBuilder.d.ts +1 -1
- package/Meshes/Builders/polygonBuilder.js +1 -1
- package/Meshes/Builders/polygonBuilder.js.map +1 -1
- package/Meshes/Builders/polyhedronBuilder.d.ts +3 -3
- package/Meshes/Builders/polyhedronBuilder.js +3 -3
- package/Meshes/Builders/polyhedronBuilder.js.map +1 -1
- package/Meshes/Builders/ribbonBuilder.d.ts +4 -4
- package/Meshes/Builders/ribbonBuilder.js +4 -4
- package/Meshes/Builders/ribbonBuilder.js.map +1 -1
- package/Meshes/Builders/shapeBuilder.d.ts +9 -9
- package/Meshes/Builders/shapeBuilder.js +9 -9
- package/Meshes/Builders/shapeBuilder.js.map +1 -1
- package/Meshes/Builders/sphereBuilder.d.ts +2 -2
- package/Meshes/Builders/sphereBuilder.js +2 -2
- package/Meshes/Builders/sphereBuilder.js.map +1 -1
- package/Meshes/Builders/tiledBoxBuilder.d.ts +2 -2
- package/Meshes/Builders/tiledBoxBuilder.js +2 -2
- package/Meshes/Builders/tiledBoxBuilder.js.map +1 -1
- package/Meshes/Builders/tiledPlaneBuilder.d.ts +2 -2
- package/Meshes/Builders/tiledPlaneBuilder.js +2 -2
- package/Meshes/Builders/tiledPlaneBuilder.js.map +1 -1
- package/Meshes/Builders/torusBuilder.d.ts +2 -2
- package/Meshes/Builders/torusBuilder.js +2 -2
- package/Meshes/Builders/torusBuilder.js.map +1 -1
- package/Meshes/Builders/torusKnotBuilder.d.ts +2 -2
- package/Meshes/Builders/torusKnotBuilder.js +2 -2
- package/Meshes/Builders/torusKnotBuilder.js.map +1 -1
- package/Meshes/Builders/tubeBuilder.d.ts +4 -4
- package/Meshes/Builders/tubeBuilder.js +4 -4
- package/Meshes/Builders/tubeBuilder.js.map +1 -1
- package/Meshes/abstractMesh.d.ts +35 -35
- package/Meshes/abstractMesh.js +34 -34
- package/Meshes/abstractMesh.js.map +1 -1
- package/Meshes/instancedMesh.d.ts +3 -3
- package/Meshes/instancedMesh.js +1 -1
- package/Meshes/instancedMesh.js.map +1 -1
- package/Meshes/linesMesh.d.ts +2 -2
- package/Meshes/linesMesh.js +2 -2
- package/Meshes/linesMesh.js.map +1 -1
- package/Meshes/mesh.d.ts +36 -36
- package/Meshes/mesh.js +9 -17
- package/Meshes/mesh.js.map +1 -1
- package/Meshes/meshLODLevel.d.ts +1 -1
- package/Meshes/meshLODLevel.js +1 -1
- package/Meshes/meshLODLevel.js.map +1 -1
- package/Meshes/meshSimplification.d.ts +6 -6
- package/Meshes/meshSimplification.js +4 -4
- package/Meshes/meshSimplification.js.map +1 -1
- package/Meshes/meshSimplificationSceneComponent.d.ts +1 -1
- package/Meshes/meshSimplificationSceneComponent.js.map +1 -1
- package/Meshes/polygonMesh.d.ts +2 -2
- package/Meshes/polygonMesh.js +2 -2
- package/Meshes/polygonMesh.js.map +1 -1
- package/Meshes/transformNode.d.ts +1 -1
- package/Meshes/transformNode.js +1 -1
- package/Meshes/transformNode.js.map +1 -1
- package/Misc/assetsManager.d.ts +2 -2
- package/Misc/assetsManager.js +2 -2
- package/Misc/assetsManager.js.map +1 -1
- package/Misc/iInspectable.d.ts +1 -1
- package/Misc/iInspectable.js.map +1 -1
- package/Misc/sceneOptimizer.d.ts +12 -12
- package/Misc/sceneOptimizer.js +12 -12
- package/Misc/sceneOptimizer.js.map +1 -1
- package/Misc/screenshotTools.d.ts +10 -10
- package/Misc/screenshotTools.js +10 -10
- package/Misc/screenshotTools.js.map +1 -1
- package/Misc/tools.d.ts +4 -4
- package/Misc/tools.js +4 -4
- package/Misc/tools.js.map +1 -1
- package/Misc/videoRecorder.d.ts +1 -1
- package/Misc/videoRecorder.js +1 -1
- package/Misc/videoRecorder.js.map +1 -1
- package/Morph/morphTarget.d.ts +1 -1
- package/Morph/morphTarget.js +1 -1
- package/Morph/morphTarget.js.map +1 -1
- package/Morph/morphTargetManager.d.ts +1 -1
- package/Morph/morphTargetManager.js +1 -1
- package/Morph/morphTargetManager.js.map +1 -1
- package/Offline/IOfflineProvider.d.ts +1 -1
- package/Offline/IOfflineProvider.js.map +1 -1
- package/Offline/database.d.ts +1 -1
- package/Offline/database.js +1 -1
- package/Offline/database.js.map +1 -1
- package/Particles/IParticleSystem.d.ts +1 -1
- package/Particles/IParticleSystem.js.map +1 -1
- package/Particles/baseParticleSystem.d.ts +1 -1
- package/Particles/baseParticleSystem.js +1 -1
- package/Particles/baseParticleSystem.js.map +1 -1
- package/Particles/gpuParticleSystem.d.ts +1 -1
- package/Particles/gpuParticleSystem.js +1 -1
- package/Particles/gpuParticleSystem.js.map +1 -1
- package/Particles/particleSystem.d.ts +2 -2
- package/Particles/particleSystem.js +2 -2
- package/Particles/particleSystem.js.map +1 -1
- package/Particles/solidParticleSystem.d.ts +15 -15
- package/Particles/solidParticleSystem.js +13 -13
- package/Particles/solidParticleSystem.js.map +1 -1
- package/Physics/IPhysicsEngine.d.ts +1 -1
- package/Physics/IPhysicsEngine.js.map +1 -1
- package/Physics/Plugins/ammoJSPlugin.d.ts +1 -1
- package/Physics/Plugins/ammoJSPlugin.js +1 -1
- package/Physics/Plugins/ammoJSPlugin.js.map +1 -1
- package/Physics/physicsEngine.d.ts +1 -1
- package/Physics/physicsEngine.js +1 -1
- package/Physics/physicsEngine.js.map +1 -1
- package/Physics/physicsEngineComponent.d.ts +3 -3
- package/Physics/physicsEngineComponent.js +2 -2
- package/Physics/physicsEngineComponent.js.map +1 -1
- package/Physics/physicsHelper.d.ts +12 -12
- package/Physics/physicsHelper.js +6 -6
- package/Physics/physicsHelper.js.map +1 -1
- package/Physics/physicsImpostor.d.ts +3 -3
- package/Physics/physicsImpostor.js +1 -1
- package/Physics/physicsImpostor.js.map +1 -1
- package/Physics/physicsJoint.d.ts +9 -9
- package/Physics/physicsJoint.js +5 -5
- package/Physics/physicsJoint.js.map +1 -1
- package/Physics/physicsRaycastResult.d.ts +1 -1
- package/Physics/physicsRaycastResult.js +1 -1
- package/Physics/physicsRaycastResult.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.d.ts +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.d.ts +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.js +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.js.map +1 -1
- package/PostProcesses/RenderPipeline/postProcessRenderEffect.d.ts +1 -1
- package/PostProcesses/RenderPipeline/postProcessRenderEffect.js +1 -1
- package/PostProcesses/RenderPipeline/postProcessRenderEffect.js.map +1 -1
- package/PostProcesses/RenderPipeline/postProcessRenderPipeline.d.ts +2 -2
- package/PostProcesses/RenderPipeline/postProcessRenderPipeline.js +1 -1
- package/PostProcesses/RenderPipeline/postProcessRenderPipeline.js.map +1 -1
- package/PostProcesses/RenderPipeline/postProcessRenderPipelineManager.d.ts +2 -2
- package/PostProcesses/RenderPipeline/postProcessRenderPipelineManager.js +2 -2
- package/PostProcesses/RenderPipeline/postProcessRenderPipelineManager.js.map +1 -1
- package/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent.d.ts +2 -2
- package/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent.js.map +1 -1
- package/PostProcesses/blackAndWhitePostProcess.d.ts +1 -1
- package/PostProcesses/blackAndWhitePostProcess.js +1 -1
- package/PostProcesses/blackAndWhitePostProcess.js.map +1 -1
- package/PostProcesses/fxaaPostProcess.d.ts +1 -1
- package/PostProcesses/fxaaPostProcess.js +1 -1
- package/PostProcesses/fxaaPostProcess.js.map +1 -1
- package/PostProcesses/highlightsPostProcess.d.ts +2 -2
- package/PostProcesses/highlightsPostProcess.js +2 -2
- package/PostProcesses/highlightsPostProcess.js.map +1 -1
- package/PostProcesses/imageProcessingPostProcess.d.ts +1 -1
- package/PostProcesses/imageProcessingPostProcess.js +1 -1
- package/PostProcesses/imageProcessingPostProcess.js.map +1 -1
- package/PostProcesses/postProcess.d.ts +2 -2
- package/PostProcesses/postProcess.js +1 -1
- package/PostProcesses/postProcess.js.map +1 -1
- package/PostProcesses/postProcessManager.d.ts +1 -1
- package/PostProcesses/postProcessManager.js +1 -1
- package/PostProcesses/postProcessManager.js.map +1 -1
- package/PostProcesses/refractionPostProcess.d.ts +2 -2
- package/PostProcesses/refractionPostProcess.js +2 -2
- package/PostProcesses/refractionPostProcess.js.map +1 -1
- package/Probes/reflectionProbe.d.ts +2 -2
- package/Probes/reflectionProbe.js +1 -1
- package/Probes/reflectionProbe.js.map +1 -1
- package/Rendering/geometryBufferRenderer.js +2 -2
- package/Rendering/geometryBufferRenderer.js.map +1 -1
- package/Sprites/sprite.d.ts +1 -1
- package/Sprites/sprite.js +1 -1
- package/Sprites/sprite.js.map +1 -1
- package/Sprites/spriteManager.d.ts +2 -2
- package/Sprites/spriteManager.js +1 -1
- package/Sprites/spriteManager.js.map +1 -1
- package/Sprites/spritePackedManager.d.ts +1 -1
- package/Sprites/spritePackedManager.js +1 -1
- package/Sprites/spritePackedManager.js.map +1 -1
- package/Sprites/spriteSceneComponent.d.ts +1 -1
- package/Sprites/spriteSceneComponent.js.map +1 -1
- package/Sprites/thinSprite.d.ts +1 -1
- package/Sprites/thinSprite.js +1 -1
- package/Sprites/thinSprite.js.map +1 -1
- package/XR/webXRCamera.d.ts +1 -1
- package/XR/webXRCamera.js +1 -1
- package/XR/webXRCamera.js.map +1 -1
- package/XR/webXRExperienceHelper.d.ts +1 -1
- package/XR/webXRExperienceHelper.js +1 -1
- package/XR/webXRExperienceHelper.js.map +1 -1
- package/XR/webXRInputSource.d.ts +1 -1
- package/XR/webXRInputSource.js +1 -1
- package/XR/webXRInputSource.js.map +1 -1
- package/XR/webXRSessionManager.d.ts +1 -1
- package/XR/webXRSessionManager.js +1 -1
- package/XR/webXRSessionManager.js.map +1 -1
- package/abstractScene.d.ts +9 -9
- package/abstractScene.js +9 -9
- package/abstractScene.js.map +1 -1
- package/node.d.ts +6 -6
- package/node.js +5 -5
- package/node.js.map +1 -1
- package/package.json +1 -1
- package/scene.d.ts +29 -24
- package/scene.js +24 -18
- package/scene.js.map +1 -1
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"groundBuilder.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Meshes/Builders/groundBuilder.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,OAAO,EAAE,MAAM,yBAAyB,CAAC;AAClD,OAAO,EAAE,MAAM,EAAE,MAAM,wBAAwB,CAAC;AAChD,OAAO,EAAE,IAAI,EAAE,MAAM,SAAS,CAAC;AAC/B,OAAO,EAAE,UAAU,EAAE,MAAM,oBAAoB,CAAC;AAChD,OAAO,EAAE,UAAU,EAAE,MAAM,eAAe,CAAC;AAC3C,OAAO,EAAE,KAAK,EAAE,MAAM,kBAAkB,CAAC;AAEzC,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,EAAE,OAAO,EAAE,MAAM,4BAA4B,CAAC;AACrD,OAAO,EAAE,oBAAoB,EAAE,MAAM,mCAAmC,CAAC;AAEzE;;;;;;;;;;;;GAYG;AACH,MAAM,UAAU,sBAAsB,CAAC,OAAmH;IACtJ,MAAM,OAAO,GAAG,EAAE,CAAC;IACnB,MAAM,SAAS,GAAG,EAAE,CAAC;IACrB,MAAM,OAAO,GAAG,EAAE,CAAC;IACnB,MAAM,GAAG,GAAG,EAAE,CAAC;IACf,IAAI,GAAW,EAAE,GAAW,CAAC;IAE7B,MAAM,KAAK,GAAW,OAAO,CAAC,KAAK,IAAI,CAAC,CAAC;IACzC,MAAM,MAAM,GAAW,OAAO,CAAC,MAAM,IAAI,CAAC,CAAC;IAC3C,MAAM,aAAa,GAAW,OAAO,CAAC,aAAa,IAAI,OAAO,CAAC,YAAY,IAAI,CAAC,CAAC;IACjF,MAAM,aAAa,GAAW,OAAO,CAAC,aAAa,IAAI,OAAO,CAAC,YAAY,IAAI,CAAC,CAAC;IAEjF,KAAK,GAAG,GAAG,CAAC,EAAE,GAAG,IAAI,aAAa,EAAE,GAAG,EAAE,EAAE;QACvC,KAAK,GAAG,GAAG,CAAC,EAAE,GAAG,IAAI,aAAa,EAAE,GAAG,EAAE,EAAE;YACvC,MAAM,QAAQ,GAAG,IAAI,OAAO,CAAC,CAAC,GAAG,GAAG,KAAK,CAAC,GAAG,aAAa,GAAG,KAAK,GAAG,GAAG,EAAE,CAAC,EAAE,CAAC,CAAC,aAAa,GAAG,GAAG,CAAC,GAAG,MAAM,CAAC,GAAG,aAAa,GAAG,MAAM,GAAG,GAAG,CAAC,CAAC;YAC9I,MAAM,MAAM,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,GAAG,EAAE,CAAC,CAAC,CAAC;YAEtC,SAAS,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC,EAAE,QAAQ,CAAC,CAAC,EAAE,QAAQ,CAAC,CAAC,CAAC,CAAC;YACnD,OAAO,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,CAAC,CAAC;YAC3C,GAAG,CAAC,IAAI,CAAC,GAAG,GAAG,aAAa,EAAE,oBAAoB,CAAC,yBAAyB,CAAC,CAAC,CAAC,GAAG,GAAG,aAAa,CAAC,CAAC,CAAC,GAAG,GAAG,GAAG,GAAG,aAAa,CAAC,CAAC;SACnI;KACJ;IAED,KAAK,GAAG,GAAG,CAAC,EAAE,GAAG,GAAG,aAAa,EAAE,GAAG,EAAE,EAAE;QACtC,KAAK,GAAG,GAAG,CAAC,EAAE,GAAG,GAAG,aAAa,EAAE,GAAG,EAAE,EAAE;YACtC,OAAO,CAAC,IAAI,CAAC,GAAG,GAAG,CAAC,GAAG,CAAC,GAAG,GAAG,CAAC,CAAC,GAAG,CAAC,aAAa,GAAG,CAAC,CAAC,CAAC,CAAC;YACxD,OAAO,CAAC,IAAI,CAAC,GAAG,GAAG,CAAC,GAAG,GAAG,GAAG,CAAC,aAAa,GAAG,CAAC,CAAC,CAAC,CAAC;YAClD,OAAO,CAAC,IAAI,CAAC,GAAG,GAAG,GAAG,GAAG,CAAC,aAAa,GAAG,CAAC,CAAC,CAAC,CAAC;YAE9C,OAAO,CAAC,IAAI,CAAC,GAAG,GAAG,CAAC,GAAG,GAAG,CAAC,CAAC,GAAG,CAAC,aAAa,GAAG,CAAC,CAAC,CAAC,CAAC;YACpD,OAAO,CAAC,IAAI,CAAC,GAAG,GAAG,CAAC,GAAG,CAAC,GAAG,GAAG,CAAC,CAAC,GAAG,CAAC,aAAa,GAAG,CAAC,CAAC,CAAC,CAAC;YACxD,OAAO,CAAC,IAAI,CAAC,GAAG,GAAG,GAAG,GAAG,CAAC,aAAa,GAAG,CAAC,CAAC,CAAC,CAAC;SACjD;KACJ;IAED,SAAS;IACT,MAAM,UAAU,GAAG,IAAI,UAAU,EAAE,CAAC;IAEpC,UAAU,CAAC,OAAO,GAAG,OAAO,CAAC;IAC7B,UAAU,CAAC,SAAS,GAAG,SAAS,CAAC;IACjC,UAAU,CAAC,OAAO,GAAG,OAAO,CAAC;IAC7B,UAAU,CAAC,GAAG,GAAG,GAAG,CAAC;IAErB,OAAO,UAAU,CAAC;AACtB,CAAC;AAED;;;;;;;;;;;;;;;;;;;;GAoBG;AACH,MAAM,UAAU,2BAA2B,CAAC,OAO3C;IACG,MAAM,IAAI,GAAG,OAAO,CAAC,IAAI,KAAK,SAAS,IAAI,OAAO,CAAC,IAAI,KAAK,IAAI,CAAC,CAAC,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC;IACvF,MAAM,IAAI,GAAG,OAAO,CAAC,IAAI,KAAK,SAAS,IAAI,OAAO,CAAC,IAAI,KAAK,IAAI,CAAC,CAAC,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC;IACvF,MAAM,IAAI,GAAG,OAAO,CAAC,IAAI,KAAK,SAAS,IAAI,OAAO,CAAC,IAAI,KAAK,IAAI,CAAC,CAAC,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC,GAAG,CAAC;IACtF,MAAM,IAAI,GAAG,OAAO,CAAC,IAAI,KAAK,SAAS,IAAI,OAAO,CAAC,IAAI,KAAK,IAAI,CAAC,CAAC,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC,GAAG,CAAC;IACtF,MAAM,YAAY,GAAG,OAAO,CAAC,YAAY,IAAI,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;IAC5D,MAAM,SAAS,GAAG,OAAO,CAAC,SAAS,IAAI,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;IAEtD,MAAM,OAAO,GAAG,IAAI,KAAK,EAAU,CAAC;IACpC,MAAM,SAAS,GAAG,IAAI,KAAK,EAAU,CAAC;IACtC,MAAM,OAAO,GAAG,IAAI,KAAK,EAAU,CAAC;IACpC,MAAM,GAAG,GAAG,IAAI,KAAK,EAAU,CAAC;IAChC,IAAI,GAAW,EAAE,GAAW,EAAE,OAAe,EAAE,OAAe,CAAC;IAE/D,YAAY,CAAC,CAAC,GAAG,YAAY,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,YAAY,CAAC,CAAC,CAAC;IACzD,YAAY,CAAC,CAAC,GAAG,YAAY,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,YAAY,CAAC,CAAC,CAAC;IACzD,SAAS,CAAC,CAAC,GAAG,SAAS,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,SAAS,CAAC,CAAC,CAAC;IAChD,SAAS,CAAC,CAAC,GAAG,SAAS,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,SAAS,CAAC,CAAC,CAAC;IAEhD,MAAM,QAAQ,GAAG;QACb,CAAC,EAAE,CAAC,IAAI,GAAG,IAAI,CAAC,GAAG,YAAY,CAAC,CAAC;QACjC,CAAC,EAAE,CAAC,IAAI,GAAG,IAAI,CAAC,GAAG,YAAY,CAAC,CAAC;KACpC,CAAC;IAEF,SAAS,SAAS,CAAC,QAAgB,EAAE,QAAgB,EAAE,QAAgB,EAAE,QAAgB;QACrF,UAAU;QACV,MAAM,IAAI,GAAG,SAAS,CAAC,MAAM,GAAG,CAAC,CAAC;QAClC,MAAM,SAAS,GAAG,SAAS,CAAC,CAAC,GAAG,CAAC,CAAC;QAClC,KAAK,GAAG,GAAG,CAAC,EAAE,GAAG,GAAG,SAAS,CAAC,CAAC,EAAE,GAAG,EAAE,EAAE;YACpC,KAAK,GAAG,GAAG,CAAC,EAAE,GAAG,GAAG,SAAS,CAAC,CAAC,EAAE,GAAG,EAAE,EAAE;gBACpC,MAAM,MAAM,GAAG,CAAC,IAAI,GAAG,GAAG,GAAG,GAAG,GAAG,SAAS,EAAE,IAAI,GAAG,CAAC,GAAG,GAAG,CAAC,CAAC,GAAG,GAAG,GAAG,SAAS,EAAE,IAAI,GAAG,CAAC,GAAG,GAAG,CAAC,CAAC,GAAG,CAAC,GAAG,GAAG,CAAC,CAAC,GAAG,SAAS,EAAE,IAAI,GAAG,GAAG,GAAG,CAAC,GAAG,GAAG,CAAC,CAAC,GAAG,SAAS,CAAC,CAAC;gBAEhK,OAAO,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;gBACxB,OAAO,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;gBACxB,OAAO,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;gBACxB,OAAO,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;gBACxB,OAAO,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;gBACxB,OAAO,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;aAC3B;SACJ;QAED,4BAA4B;QAC5B,MAAM,QAAQ,GAAG,OAAO,CAAC,IAAI,EAAE,CAAC;QAChC,MAAM,MAAM,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,GAAG,EAAE,CAAC,CAAC,CAAC;QACtC,KAAK,GAAG,GAAG,CAAC,EAAE,GAAG,IAAI,SAAS,CAAC,CAAC,EAAE,GAAG,EAAE,EAAE;YACrC,QAAQ,CAAC,CAAC,GAAG,CAAC,GAAG,GAAG,CAAC,QAAQ,GAAG,QAAQ,CAAC,CAAC,GAAG,SAAS,CAAC,CAAC,GAAG,QAAQ,CAAC;YACpE,KAAK,GAAG,GAAG,CAAC,EAAE,GAAG,IAAI,SAAS,CAAC,CAAC,EAAE,GAAG,EAAE,EAAE;gBACrC,QAAQ,CAAC,CAAC,GAAG,CAAC,GAAG,GAAG,CAAC,QAAQ,GAAG,QAAQ,CAAC,CAAC,GAAG,SAAS,CAAC,CAAC,GAAG,QAAQ,CAAC;gBACpE,QAAQ,CAAC,CAAC,GAAG,CAAC,CAAC;gBAEf,SAAS,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC,EAAE,QAAQ,CAAC,CAAC,EAAE,QAAQ,CAAC,CAAC,CAAC,CAAC;gBACnD,OAAO,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,CAAC,CAAC;gBAC3C,GAAG,CAAC,IAAI,CAAC,GAAG,GAAG,SAAS,CAAC,CAAC,EAAE,GAAG,GAAG,SAAS,CAAC,CAAC,CAAC,CAAC;aAClD;SACJ;IACL,CAAC;IAED,KAAK,OAAO,GAAG,CAAC,EAAE,OAAO,GAAG,YAAY,CAAC,CAAC,EAAE,OAAO,EAAE,EAAE;QACnD,KAAK,OAAO,GAAG,CAAC,EAAE,OAAO,GAAG,YAAY,CAAC,CAAC,EAAE,OAAO,EAAE,EAAE;YACnD,SAAS,CAAC,IAAI,GAAG,OAAO,GAAG,QAAQ,CAAC,CAAC,EAAE,IAAI,GAAG,OAAO,GAAG,QAAQ,CAAC,CAAC,EAAE,IAAI,GAAG,CAAC,OAAO,GAAG,CAAC,CAAC,GAAG,QAAQ,CAAC,CAAC,EAAE,IAAI,GAAG,CAAC,OAAO,GAAG,CAAC,CAAC,GAAG,QAAQ,CAAC,CAAC,CAAC,CAAC;SAC7I;KACJ;IAED,SAAS;IACT,MAAM,UAAU,GAAG,IAAI,UAAU,EAAE,CAAC;IAEpC,UAAU,CAAC,OAAO,GAAG,OAAO,CAAC;IAC7B,UAAU,CAAC,SAAS,GAAG,SAAS,CAAC;IACjC,UAAU,CAAC,OAAO,GAAG,OAAO,CAAC;IAC7B,UAAU,CAAC,GAAG,GAAG,GAAG,CAAC;IAErB,OAAO,UAAU,CAAC;AACtB,CAAC;AAED;;;;;;;;;;;;;;;;;;;;;;;;GAwBG;AACH,MAAM,UAAU,mCAAmC,CAAC,OAWnD;IACG,MAAM,OAAO,GAAG,EAAE,CAAC;IACnB,MAAM,SAAS,GAAG,EAAE,CAAC;IACrB,MAAM,OAAO,GAAG,EAAE,CAAC;IACnB,MAAM,GAAG,GAAG,EAAE,CAAC;IACf,IAAI,GAAG,EAAE,GAAG,CAAC;IACb,MAAM,MAAM,GAAG,OAAO,CAAC,WAAW,IAAI,IAAI,MAAM,CAAC,GAAG,EAAE,IAAI,EAAE,IAAI,CAAC,CAAC;IAClE,MAAM,WAAW,GAAG,OAAO,CAAC,WAAW,IAAI,GAAG,CAAC;IAC/C,IAAI,MAAM,GAAG,KAAK,CAAC;IAEnB,IAAI,OAAO,CAAC,SAAS,GAAG,OAAO,CAAC,SAAS,EAAE;QACvC,MAAM,GAAG,IAAI,CAAC;QACd,MAAM,IAAI,GAAG,OAAO,CAAC,SAAS,CAAC;QAC/B,OAAO,CAAC,SAAS,GAAG,OAAO,CAAC,SAAS,CAAC;QACtC,OAAO,CAAC,SAAS,GAAG,IAAI,CAAC;KAC5B;IAED,WAAW;IACX,KAAK,GAAG,GAAG,CAAC,EAAE,GAAG,IAAI,OAAO,CAAC,YAAY,EAAE,GAAG,EAAE,EAAE;QAC9C,KAAK,GAAG,GAAG,CAAC,EAAE,GAAG,IAAI,OAAO,CAAC,YAAY,EAAE,GAAG,EAAE,EAAE;YAC9C,MAAM,QAAQ,GAAG,IAAI,OAAO,CACxB,CAAC,GAAG,GAAG,OAAO,CAAC,KAAK,CAAC,GAAG,OAAO,CAAC,YAAY,GAAG,OAAO,CAAC,KAAK,GAAG,GAAG,EAClE,CAAC,EACD,CAAC,CAAC,OAAO,CAAC,YAAY,GAAG,GAAG,CAAC,GAAG,OAAO,CAAC,MAAM,CAAC,GAAG,OAAO,CAAC,YAAY,GAAG,OAAO,CAAC,MAAM,GAAG,GAAG,CAChG,CAAC;YAEF,iBAAiB;YACjB,MAAM,UAAU,GAAG,CAAC,CAAC,CAAC,QAAQ,CAAC,CAAC,GAAG,OAAO,CAAC,KAAK,GAAG,CAAC,CAAC,GAAG,OAAO,CAAC,KAAK,CAAC,GAAG,CAAC,OAAO,CAAC,WAAW,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;YACxG,MAAM,UAAU,GAAG,CAAC,CAAC,GAAG,GAAG,CAAC,QAAQ,CAAC,CAAC,GAAG,OAAO,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,OAAO,CAAC,MAAM,CAAC,GAAG,CAAC,OAAO,CAAC,YAAY,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;YAEjH,MAAM,GAAG,GAAG,CAAC,UAAU,GAAG,UAAU,GAAG,OAAO,CAAC,WAAW,CAAC,GAAG,CAAC,CAAC;YAChE,IAAI,CAAC,GAAG,OAAO,CAAC,MAAM,CAAC,GAAG,CAAC,GAAG,KAAK,CAAC;YACpC,IAAI,CAAC,GAAG,OAAO,CAAC,MAAM,CAAC,GAAG,GAAG,CAAC,CAAC,GAAG,KAAK,CAAC;YACxC,IAAI,CAAC,GAAG,OAAO,CAAC,MAAM,CAAC,GAAG,GAAG,CAAC,CAAC,GAAG,KAAK,CAAC;YACxC,MAAM,CAAC,GAAG,OAAO,CAAC,MAAM,CAAC,GAAG,GAAG,CAAC,CAAC,GAAG,KAAK,CAAC;YAE1C,IAAI,MAAM,EAAE;gBACR,CAAC,GAAG,GAAG,GAAG,CAAC,CAAC;gBACZ,CAAC,GAAG,GAAG,GAAG,CAAC,CAAC;gBACZ,CAAC,GAAG,GAAG,GAAG,CAAC,CAAC;aACf;YAED,MAAM,QAAQ,GAAG,CAAC,GAAG,MAAM,CAAC,CAAC,GAAG,CAAC,GAAG,MAAM,CAAC,CAAC,GAAG,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC;YAE5D,uFAAuF;YACvF,6FAA6F;YAC7F,IAAI,CAAC,IAAI,WAAW,EAAE;gBAClB,QAAQ,CAAC,CAAC,GAAG,OAAO,CAAC,SAAS,GAAG,CAAC,OAAO,CAAC,SAAS,GAAG,OAAO,CAAC,SAAS,CAAC,GAAG,QAAQ,CAAC;aACvF;iBAAM;gBACH,QAAQ,CAAC,CAAC,GAAG,OAAO,CAAC,SAAS,GAAG,OAAO,CAAC,CAAC,oDAAoD;aACjG;YAED,cAAc;YACd,SAAS,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC,EAAE,QAAQ,CAAC,CAAC,EAAE,QAAQ,CAAC,CAAC,CAAC,CAAC;YACnD,OAAO,CAAC,IAAI,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;YACtB,GAAG,CAAC,IAAI,CAAC,GAAG,GAAG,OAAO,CAAC,YAAY,EAAE,GAAG,GAAG,GAAG,GAAG,OAAO,CAAC,YAAY,CAAC,CAAC;SAC1E;KACJ;IAED,UAAU;IACV,KAAK,GAAG,GAAG,CAAC,EAAE,GAAG,GAAG,OAAO,CAAC,YAAY,EAAE,GAAG,EAAE,EAAE;QAC7C,KAAK,GAAG,GAAG,CAAC,EAAE,GAAG,GAAG,OAAO,CAAC,YAAY,EAAE,GAAG,EAAE,EAAE;YAC7C,oBAAoB;YACpB,MAAM,IAAI,GAAG,GAAG,GAAG,CAAC,GAAG,CAAC,GAAG,GAAG,CAAC,CAAC,GAAG,CAAC,OAAO,CAAC,YAAY,GAAG,CAAC,CAAC,CAAC;YAC9D,MAAM,IAAI,GAAG,GAAG,GAAG,CAAC,GAAG,GAAG,GAAG,CAAC,OAAO,CAAC,YAAY,GAAG,CAAC,CAAC,CAAC;YACxD,MAAM,IAAI,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC,OAAO,CAAC,YAAY,GAAG,CAAC,CAAC,CAAC;YACpD,MAAM,IAAI,GAAG,GAAG,GAAG,CAAC,GAAG,GAAG,CAAC,CAAC,GAAG,CAAC,OAAO,CAAC,YAAY,GAAG,CAAC,CAAC,CAAC;YAE1D,mEAAmE;YACnE,qDAAqD;YACrD,+EAA+E;YAC/E,MAAM,aAAa,GAAG,SAAS,CAAC,IAAI,GAAG,CAAC,GAAG,CAAC,CAAC,IAAI,OAAO,CAAC,SAAS,CAAC;YACnE,MAAM,aAAa,GAAG,SAAS,CAAC,IAAI,GAAG,CAAC,GAAG,CAAC,CAAC,IAAI,OAAO,CAAC,SAAS,CAAC;YACnE,MAAM,aAAa,GAAG,SAAS,CAAC,IAAI,GAAG,CAAC,GAAG,CAAC,CAAC,IAAI,OAAO,CAAC,SAAS,CAAC;YACnE,IAAI,aAAa,IAAI,aAAa,IAAI,aAAa,EAAE;gBACjD,OAAO,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;gBACnB,OAAO,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;gBACnB,OAAO,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;aACtB;YAED,MAAM,aAAa,GAAG,SAAS,CAAC,IAAI,GAAG,CAAC,GAAG,CAAC,CAAC,IAAI,OAAO,CAAC,SAAS,CAAC;YACnE,IAAI,aAAa,IAAI,aAAa,IAAI,aAAa,EAAE;gBACjD,OAAO,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;gBACnB,OAAO,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;gBACnB,OAAO,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;aACtB;SACJ;KACJ;IAED,UAAU;IACV,UAAU,CAAC,cAAc,CAAC,SAAS,EAAE,OAAO,EAAE,OAAO,CAAC,CAAC;IAEvD,SAAS;IACT,MAAM,UAAU,GAAG,IAAI,UAAU,EAAE,CAAC;IAEpC,UAAU,CAAC,OAAO,GAAG,OAAO,CAAC;IAC7B,UAAU,CAAC,SAAS,GAAG,SAAS,CAAC;IACjC,UAAU,CAAC,OAAO,GAAG,OAAO,CAAC;IAC7B,UAAU,CAAC,GAAG,GAAG,GAAG,CAAC;IAErB,OAAO,UAAU,CAAC;AACtB,CAAC;AAED;;;;;;;;;;;;;;;;GAgBG;AACH,MAAM,UAAU,YAAY,CACxB,IAAY,EACZ,UAA2I,EAAE,EAC7I,KAAa;IAEb,MAAM,MAAM,GAAG,IAAI,UAAU,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC;IAC3C,MAAM,CAAC,SAAS,CAAC,KAAK,CAAC,CAAC;IACxB,MAAM,CAAC,cAAc,GAAG,OAAO,CAAC,aAAa,IAAI,OAAO,CAAC,YAAY,IAAI,CAAC,CAAC;IAC3E,MAAM,CAAC,cAAc,GAAG,OAAO,CAAC,aAAa,IAAI,OAAO,CAAC,YAAY,IAAI,CAAC,CAAC;IAC3E,MAAM,CAAC,MAAM,GAAG,OAAO,CAAC,KAAK,IAAI,CAAC,CAAC;IACnC,MAAM,CAAC,OAAO,GAAG,OAAO,CAAC,MAAM,IAAI,CAAC,CAAC;IACrC,MAAM,CAAC,KAAK,GAAG,MAAM,CAAC,MAAM,GAAG,CAAC,CAAC;IACjC,MAAM,CAAC,KAAK,GAAG,MAAM,CAAC,OAAO,GAAG,CAAC,CAAC;IAClC,MAAM,CAAC,KAAK,GAAG,CAAC,MAAM,CAAC,KAAK,CAAC;IAC7B,MAAM,CAAC,KAAK,GAAG,CAAC,MAAM,CAAC,KAAK,CAAC;IAE7B,MAAM,UAAU,GAAG,sBAAsB,CAAC,OAAO,CAAC,CAAC;IAEnD,UAAU,CAAC,WAAW,CAAC,MAAM,EAAE,OAAO,CAAC,SAAS,CAAC,CAAC;IAElD,MAAM,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC;IAEvB,OAAO,MAAM,CAAC;AAClB,CAAC;AAED;;;;;;;;;;;;;;;;;;;;;;;GAuBG;AACH,MAAM,UAAU,iBAAiB,CAC7B,IAAY,EACZ,OAAuK,EACvK,QAAyB,IAAI;IAE7B,MAAM,WAAW,GAAG,IAAI,IAAI,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC;IAE1C,MAAM,UAAU,GAAG,2BAA2B,CAAC,OAAO,CAAC,CAAC;IAExD,UAAU,CAAC,WAAW,CAAC,WAAW,EAAE,OAAO,CAAC,SAAS,CAAC,CAAC;IAEvD,OAAO,WAAW,CAAC;AACvB,CAAC;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;GA2BG;AACH,MAAM,UAAU,yBAAyB,CACrC,IAAY,EACZ,GAAW,EACX,UAUI,EAAE,EACN,QAAyB,IAAI;IAE7B,MAAM,KAAK,GAAG,OAAO,CAAC,KAAK,IAAI,IAAI,CAAC;IACpC,MAAM,MAAM,GAAG,OAAO,CAAC,MAAM,IAAI,IAAI,CAAC;IACtC,MAAM,YAAY,GAAG,OAAO,CAAC,YAAY,IAAI,CAAC,GAAG,CAAC,CAAC;IACnD,MAAM,SAAS,GAAG,OAAO,CAAC,SAAS,IAAI,GAAG,CAAC;IAC3C,MAAM,SAAS,GAAG,OAAO,CAAC,SAAS,IAAI,GAAG,CAAC;IAC3C,MAAM,MAAM,GAAG,OAAO,CAAC,WAAW,IAAI,IAAI,MAAM,CAAC,GAAG,EAAE,IAAI,EAAE,IAAI,CAAC,CAAC;IAClE,MAAM,WAAW,GAAG,OAAO,CAAC,WAAW,IAAI,GAAG,CAAC;IAC/C,MAAM,SAAS,GAAG,OAAO,CAAC,SAAS,CAAC;IACpC,MAAM,OAAO,GAAG,OAAO,CAAC,OAAO,CAAC;IAEhC,KAAK,GAAG,KAAK,IAAI,WAAW,CAAC,gBAAiB,CAAC;IAE/C,MAAM,MAAM,GAAG,IAAI,UAAU,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC;IAC3C,MAAM,CAAC,cAAc,GAAG,YAAY,CAAC;IACrC,MAAM,CAAC,cAAc,GAAG,YAAY,CAAC;IACrC,MAAM,CAAC,MAAM,GAAG,KAAK,CAAC;IACtB,MAAM,CAAC,OAAO,GAAG,MAAM,CAAC;IACxB,MAAM,CAAC,KAAK,GAAG,MAAM,CAAC,MAAM,GAAG,GAAG,CAAC;IACnC,MAAM,CAAC,KAAK,GAAG,MAAM,CAAC,OAAO,GAAG,GAAG,CAAC;IACpC,MAAM,CAAC,KAAK,GAAG,CAAC,MAAM,CAAC,KAAK,CAAC;IAC7B,MAAM,CAAC,KAAK,GAAG,CAAC,MAAM,CAAC,KAAK,CAAC;IAE7B,MAAM,CAAC,SAAS,CAAC,KAAK,CAAC,CAAC;IAExB,MAAM,MAAM,GAAG,CAAC,GAAmC,EAAE,EAAE;QACnD,MAAM,WAAW,GAAG,GAAG,CAAC,KAAK,CAAC;QAC9B,MAAM,YAAY,GAAG,GAAG,CAAC,MAAM,CAAC;QAEhC,IAAI,KAAM,CAAC,UAAU,EAAE;YACnB,OAAO;SACV;QAED,MAAM,MAAM,GAAe,KAAK,aAAL,KAAK,uBAAL,KAAK,CAAE,SAAS,GAAG,iBAAiB,CAAC,GAAG,EAAE,WAAW,EAAE,YAAY,CAAC,CAAC;QAEhG,MAAM,UAAU,GAAG,mCAAmC,CAAC;YACnD,KAAK,EAAE,KAAK;YACZ,MAAM,EAAE,MAAM;YACd,YAAY,EAAE,YAAY;YAC1B,SAAS,EAAE,SAAS;YACpB,SAAS,EAAE,SAAS;YACpB,WAAW,EAAE,MAAM;YACnB,MAAM,EAAE,MAAM;YACd,WAAW,EAAE,WAAW;YACxB,YAAY,EAAE,YAAY;YAC1B,WAAW,EAAE,WAAW;SAC3B,CAAC,CAAC;QAEH,UAAU,CAAC,WAAW,CAAC,MAAM,EAAE,SAAS,CAAC,CAAC;QAE1C,gCAAgC;QAChC,IAAI,OAAO,EAAE;YACT,OAAO,CAAC,MAAM,CAAC,CAAC;SACnB;QAED,MAAM,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC;IAC3B,CAAC,CAAC;IAEF,KAAK,CAAC,SAAS,CAAC,GAAG,EAAE,MAAM,EAAE,GAAG,EAAE,GAAE,CAAC,EAAE,KAAK,CAAC,eAAe,CAAC,CAAC;IAE9D,OAAO,MAAM,CAAC;AAClB,CAAC;AACD;;;GAGG;AACH,MAAM,CAAC,MAAM,aAAa,GAAG;IACzB,gEAAgE;IAChE,YAAY;IACZ,gEAAgE;IAChE,yBAAyB;IACzB,gEAAgE;IAChE,iBAAiB;CACpB,CAAC;AAEF,UAAU,CAAC,YAAY,GAAG,sBAAsB,CAAC;AACjD,UAAU,CAAC,iBAAiB,GAAG,2BAA2B,CAAC;AAC3D,UAAU,CAAC,yBAAyB,GAAG,mCAAmC,CAAC;AAE1E,IAAY,CAAC,YAAY,GAAG,CAAC,IAAY,EAAE,KAAa,EAAE,MAAc,EAAE,YAAoB,EAAE,KAAa,EAAE,SAAmB,EAAQ,EAAE;IACzI,MAAM,OAAO,GAAG;QACZ,KAAK;QACL,MAAM;QACN,YAAY;QACZ,SAAS;KACZ,CAAC;IAEF,OAAO,YAAY,CAAC,IAAI,EAAE,OAAO,EAAE,KAAK,CAAC,CAAC;AAC9C,CAAC,CAAC;AAED,IAAY,CAAC,iBAAiB,GAAG,CAC9B,IAAY,EACZ,IAAY,EACZ,IAAY,EACZ,IAAY,EACZ,IAAY,EACZ,YAAsC,EACtC,SAAmC,EACnC,KAAY,EACZ,SAAmB,EACf,EAAE;IACN,MAAM,OAAO,GAAG;QACZ,IAAI;QACJ,IAAI;QACJ,IAAI;QACJ,IAAI;QACJ,YAAY;QACZ,SAAS;QACT,SAAS;KACZ,CAAC;IAEF,OAAO,iBAAiB,CAAC,IAAI,EAAE,OAAO,EAAE,KAAK,CAAC,CAAC;AACnD,CAAC,CAAC;AAED,IAAY,CAAC,yBAAyB,GAAG,CACtC,IAAY,EACZ,GAAW,EACX,KAAa,EACb,MAAc,EACd,YAAoB,EACpB,SAAiB,EACjB,SAAiB,EACjB,KAAY,EACZ,SAAmB,EACnB,OAAoC,EACpC,WAAoB,EACV,EAAE;IACZ,MAAM,OAAO,GAAG;QACZ,KAAK;QACL,MAAM;QACN,YAAY;QACZ,SAAS;QACT,SAAS;QACT,SAAS;QACT,OAAO;QACP,WAAW;KACd,CAAC;IAEF,OAAO,yBAAyB,CAAC,IAAI,EAAE,GAAG,EAAE,OAAO,EAAE,KAAK,CAAC,CAAC;AAChE,CAAC,CAAC","sourcesContent":["import type { Scene } from \"../../scene\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport { Color3 } from \"../../Maths/math.color\";\r\nimport { Mesh } from \"../mesh\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\nimport { GroundMesh } from \"../groundMesh\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { EngineStore } from \"../../Engines/engineStore\";\r\nimport { Epsilon } from \"../../Maths/math.constants\";\r\nimport { CompatibilityOptions } from \"../../Compat/compatibilityOptions\";\r\n\r\n/**\r\n * Creates the VertexData for a Ground\r\n * @param options an object used to set the following optional parameters for the Ground, required but can be empty\r\n * - width the width (x direction) of the ground, optional, default 1\r\n * - height the height (z direction) of the ground, optional, default 1\r\n * - subdivisions the number of subdivisions per side, optional, default 1\r\n * @param options.width\r\n * @param options.height\r\n * @param options.subdivisions\r\n * @param options.subdivisionsX\r\n * @param options.subdivisionsY\r\n * @returns the VertexData of the Ground\r\n */\r\nexport function CreateGroundVertexData(options: { width?: number; height?: number; subdivisions?: number; subdivisionsX?: number; subdivisionsY?: number }): VertexData {\r\n const indices = [];\r\n const positions = [];\r\n const normals = [];\r\n const uvs = [];\r\n let row: number, col: number;\r\n\r\n const width: number = options.width || 1;\r\n const height: number = options.height || 1;\r\n const subdivisionsX: number = options.subdivisionsX || options.subdivisions || 1;\r\n const subdivisionsY: number = options.subdivisionsY || options.subdivisions || 1;\r\n\r\n for (row = 0; row <= subdivisionsY; row++) {\r\n for (col = 0; col <= subdivisionsX; col++) {\r\n const position = new Vector3((col * width) / subdivisionsX - width / 2.0, 0, ((subdivisionsY - row) * height) / subdivisionsY - height / 2.0);\r\n const normal = new Vector3(0, 1.0, 0);\r\n\r\n positions.push(position.x, position.y, position.z);\r\n normals.push(normal.x, normal.y, normal.z);\r\n uvs.push(col / subdivisionsX, CompatibilityOptions.UseOpenGLOrientationForUV ? row / subdivisionsY : 1.0 - row / subdivisionsY);\r\n }\r\n }\r\n\r\n for (row = 0; row < subdivisionsY; row++) {\r\n for (col = 0; col < subdivisionsX; col++) {\r\n indices.push(col + 1 + (row + 1) * (subdivisionsX + 1));\r\n indices.push(col + 1 + row * (subdivisionsX + 1));\r\n indices.push(col + row * (subdivisionsX + 1));\r\n\r\n indices.push(col + (row + 1) * (subdivisionsX + 1));\r\n indices.push(col + 1 + (row + 1) * (subdivisionsX + 1));\r\n indices.push(col + row * (subdivisionsX + 1));\r\n }\r\n }\r\n\r\n // Result\r\n const vertexData = new VertexData();\r\n\r\n vertexData.indices = indices;\r\n vertexData.positions = positions;\r\n vertexData.normals = normals;\r\n vertexData.uvs = uvs;\r\n\r\n return vertexData;\r\n}\r\n\r\n/**\r\n * Creates the VertexData for a TiledGround by subdividing the ground into tiles\r\n * @param options an object used to set the following optional parameters for the Ground, required but can be empty\r\n * * xmin the ground minimum X coordinate, optional, default -1\r\n * * zmin the ground minimum Z coordinate, optional, default -1\r\n * * xmax the ground maximum X coordinate, optional, default 1\r\n * * zmax the ground maximum Z coordinate, optional, default 1\r\n * * subdivisions a javascript object {w: positive integer, h: positive integer}, `w` and `h` are the numbers of subdivisions on the ground width and height creating 'tiles', default {w: 6, h: 6}\r\n * * precision a javascript object {w: positive integer, h: positive integer}, `w` and `h` are the numbers of subdivisions on the tile width and height, default {w: 2, h: 2}\r\n * @param options.xmin\r\n * @param options.zmin\r\n * @param options.xmax\r\n * @param options.zmax\r\n * @param options.subdivisions\r\n * @param options.subdivisions.w\r\n * @param options.subdivisions.h\r\n * @param options.precision\r\n * @param options.precision.w\r\n * @param options.precision.h\r\n * @returns the VertexData of the TiledGround\r\n */\r\nexport function CreateTiledGroundVertexData(options: {\r\n xmin: number;\r\n zmin: number;\r\n xmax: number;\r\n zmax: number;\r\n subdivisions?: { w: number; h: number };\r\n precision?: { w: number; h: number };\r\n}): VertexData {\r\n const xmin = options.xmin !== undefined && options.xmin !== null ? options.xmin : -1.0;\r\n const zmin = options.zmin !== undefined && options.zmin !== null ? options.zmin : -1.0;\r\n const xmax = options.xmax !== undefined && options.xmax !== null ? options.xmax : 1.0;\r\n const zmax = options.zmax !== undefined && options.zmax !== null ? options.zmax : 1.0;\r\n const subdivisions = options.subdivisions || { w: 1, h: 1 };\r\n const precision = options.precision || { w: 1, h: 1 };\r\n\r\n const indices = new Array<number>();\r\n const positions = new Array<number>();\r\n const normals = new Array<number>();\r\n const uvs = new Array<number>();\r\n let row: number, col: number, tileRow: number, tileCol: number;\r\n\r\n subdivisions.h = subdivisions.h < 1 ? 1 : subdivisions.h;\r\n subdivisions.w = subdivisions.w < 1 ? 1 : subdivisions.w;\r\n precision.w = precision.w < 1 ? 1 : precision.w;\r\n precision.h = precision.h < 1 ? 1 : precision.h;\r\n\r\n const tileSize = {\r\n w: (xmax - xmin) / subdivisions.w,\r\n h: (zmax - zmin) / subdivisions.h,\r\n };\r\n\r\n function applyTile(xTileMin: number, zTileMin: number, xTileMax: number, zTileMax: number) {\r\n // Indices\r\n const base = positions.length / 3;\r\n const rowLength = precision.w + 1;\r\n for (row = 0; row < precision.h; row++) {\r\n for (col = 0; col < precision.w; col++) {\r\n const square = [base + col + row * rowLength, base + (col + 1) + row * rowLength, base + (col + 1) + (row + 1) * rowLength, base + col + (row + 1) * rowLength];\r\n\r\n indices.push(square[1]);\r\n indices.push(square[2]);\r\n indices.push(square[3]);\r\n indices.push(square[0]);\r\n indices.push(square[1]);\r\n indices.push(square[3]);\r\n }\r\n }\r\n\r\n // Position, normals and uvs\r\n const position = Vector3.Zero();\r\n const normal = new Vector3(0, 1.0, 0);\r\n for (row = 0; row <= precision.h; row++) {\r\n position.z = (row * (zTileMax - zTileMin)) / precision.h + zTileMin;\r\n for (col = 0; col <= precision.w; col++) {\r\n position.x = (col * (xTileMax - xTileMin)) / precision.w + xTileMin;\r\n position.y = 0;\r\n\r\n positions.push(position.x, position.y, position.z);\r\n normals.push(normal.x, normal.y, normal.z);\r\n uvs.push(col / precision.w, row / precision.h);\r\n }\r\n }\r\n }\r\n\r\n for (tileRow = 0; tileRow < subdivisions.h; tileRow++) {\r\n for (tileCol = 0; tileCol < subdivisions.w; tileCol++) {\r\n applyTile(xmin + tileCol * tileSize.w, zmin + tileRow * tileSize.h, xmin + (tileCol + 1) * tileSize.w, zmin + (tileRow + 1) * tileSize.h);\r\n }\r\n }\r\n\r\n // Result\r\n const vertexData = new VertexData();\r\n\r\n vertexData.indices = indices;\r\n vertexData.positions = positions;\r\n vertexData.normals = normals;\r\n vertexData.uvs = uvs;\r\n\r\n return vertexData;\r\n}\r\n\r\n/**\r\n * Creates the VertexData of the Ground designed from a heightmap\r\n * @param options an object used to set the following parameters for the Ground, required and provided by CreateGroundFromHeightMap\r\n * * width the width (x direction) of the ground\r\n * * height the height (z direction) of the ground\r\n * * subdivisions the number of subdivisions per side\r\n * * minHeight the minimum altitude on the ground, optional, default 0\r\n * * maxHeight the maximum altitude on the ground, optional default 1\r\n * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)\r\n * * buffer the array holding the image color data\r\n * * bufferWidth the width of image\r\n * * bufferHeight the height of image\r\n * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)\r\n * @param options.width\r\n * @param options.height\r\n * @param options.subdivisions\r\n * @param options.minHeight\r\n * @param options.maxHeight\r\n * @param options.colorFilter\r\n * @param options.buffer\r\n * @param options.bufferWidth\r\n * @param options.bufferHeight\r\n * @param options.alphaFilter\r\n * @returns the VertexData of the Ground designed from a heightmap\r\n */\r\nexport function CreateGroundFromHeightMapVertexData(options: {\r\n width: number;\r\n height: number;\r\n subdivisions: number;\r\n minHeight: number;\r\n maxHeight: number;\r\n colorFilter: Color3;\r\n buffer: Uint8Array;\r\n bufferWidth: number;\r\n bufferHeight: number;\r\n alphaFilter: number;\r\n}): VertexData {\r\n const indices = [];\r\n const positions = [];\r\n const normals = [];\r\n const uvs = [];\r\n let row, col;\r\n const filter = options.colorFilter || new Color3(0.3, 0.59, 0.11);\r\n const alphaFilter = options.alphaFilter || 0.0;\r\n let invert = false;\r\n\r\n if (options.minHeight > options.maxHeight) {\r\n invert = true;\r\n const temp = options.maxHeight;\r\n options.maxHeight = options.minHeight;\r\n options.minHeight = temp;\r\n }\r\n\r\n // Vertices\r\n for (row = 0; row <= options.subdivisions; row++) {\r\n for (col = 0; col <= options.subdivisions; col++) {\r\n const position = new Vector3(\r\n (col * options.width) / options.subdivisions - options.width / 2.0,\r\n 0,\r\n ((options.subdivisions - row) * options.height) / options.subdivisions - options.height / 2.0\r\n );\r\n\r\n // Compute height\r\n const heightMapX = (((position.x + options.width / 2) / options.width) * (options.bufferWidth - 1)) | 0;\r\n const heightMapY = ((1.0 - (position.z + options.height / 2) / options.height) * (options.bufferHeight - 1)) | 0;\r\n\r\n const pos = (heightMapX + heightMapY * options.bufferWidth) * 4;\r\n let r = options.buffer[pos] / 255.0;\r\n let g = options.buffer[pos + 1] / 255.0;\r\n let b = options.buffer[pos + 2] / 255.0;\r\n const a = options.buffer[pos + 3] / 255.0;\r\n\r\n if (invert) {\r\n r = 1.0 - r;\r\n g = 1.0 - g;\r\n b = 1.0 - b;\r\n }\r\n\r\n const gradient = r * filter.r + g * filter.g + b * filter.b;\r\n\r\n // If our alpha channel is not within our filter then we will assign a 'special' height\r\n // Then when building the indices, we will ignore any vertex that is using the special height\r\n if (a >= alphaFilter) {\r\n position.y = options.minHeight + (options.maxHeight - options.minHeight) * gradient;\r\n } else {\r\n position.y = options.minHeight - Epsilon; // We can't have a height below minHeight, normally.\r\n }\r\n\r\n // Add vertex\r\n positions.push(position.x, position.y, position.z);\r\n normals.push(0, 0, 0);\r\n uvs.push(col / options.subdivisions, 1.0 - row / options.subdivisions);\r\n }\r\n }\r\n\r\n // Indices\r\n for (row = 0; row < options.subdivisions; row++) {\r\n for (col = 0; col < options.subdivisions; col++) {\r\n // Calculate Indices\r\n const idx1 = col + 1 + (row + 1) * (options.subdivisions + 1);\r\n const idx2 = col + 1 + row * (options.subdivisions + 1);\r\n const idx3 = col + row * (options.subdivisions + 1);\r\n const idx4 = col + (row + 1) * (options.subdivisions + 1);\r\n\r\n // Check that all indices are visible (based on our special height)\r\n // Only display the vertex if all Indices are visible\r\n // Positions are stored x,y,z for each vertex, hence the * 3 and + 1 for height\r\n const isVisibleIdx1 = positions[idx1 * 3 + 1] >= options.minHeight;\r\n const isVisibleIdx2 = positions[idx2 * 3 + 1] >= options.minHeight;\r\n const isVisibleIdx3 = positions[idx3 * 3 + 1] >= options.minHeight;\r\n if (isVisibleIdx1 && isVisibleIdx2 && isVisibleIdx3) {\r\n indices.push(idx1);\r\n indices.push(idx2);\r\n indices.push(idx3);\r\n }\r\n\r\n const isVisibleIdx4 = positions[idx4 * 3 + 1] >= options.minHeight;\r\n if (isVisibleIdx4 && isVisibleIdx1 && isVisibleIdx3) {\r\n indices.push(idx4);\r\n indices.push(idx1);\r\n indices.push(idx3);\r\n }\r\n }\r\n }\r\n\r\n // Normals\r\n VertexData.ComputeNormals(positions, indices, normals);\r\n\r\n // Result\r\n const vertexData = new VertexData();\r\n\r\n vertexData.indices = indices;\r\n vertexData.positions = positions;\r\n vertexData.normals = normals;\r\n vertexData.uvs = uvs;\r\n\r\n return vertexData;\r\n}\r\n\r\n/**\r\n * Creates a ground mesh\r\n * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground\r\n * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param options.width\r\n * @param options.height\r\n * @param options.subdivisions\r\n * @param options.subdivisionsX\r\n * @param options.subdivisionsY\r\n * @param options.updatable\r\n * @param scene defines the hosting scene\r\n * @returns the ground mesh\r\n * @see https://doc.babylonjs.com/how_to/set_shapes#ground\r\n */\r\nexport function CreateGround(\r\n name: string,\r\n options: { width?: number; height?: number; subdivisions?: number; subdivisionsX?: number; subdivisionsY?: number; updatable?: boolean } = {},\r\n scene?: Scene\r\n): GroundMesh {\r\n const ground = new GroundMesh(name, scene);\r\n ground._setReady(false);\r\n ground._subdivisionsX = options.subdivisionsX || options.subdivisions || 1;\r\n ground._subdivisionsY = options.subdivisionsY || options.subdivisions || 1;\r\n ground._width = options.width || 1;\r\n ground._height = options.height || 1;\r\n ground._maxX = ground._width / 2;\r\n ground._maxZ = ground._height / 2;\r\n ground._minX = -ground._maxX;\r\n ground._minZ = -ground._maxZ;\r\n\r\n const vertexData = CreateGroundVertexData(options);\r\n\r\n vertexData.applyToMesh(ground, options.updatable);\r\n\r\n ground._setReady(true);\r\n\r\n return ground;\r\n}\r\n\r\n/**\r\n * Creates a tiled ground mesh\r\n * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates\r\n * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates\r\n * * The parameter `subdivisions` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 6, h: 6}`). `w` and `h` are the numbers of subdivisions on the ground width and height. Each subdivision is called a tile\r\n * * The parameter `precision` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 2, h: 2}`). `w` and `h` are the numbers of subdivisions on the ground width and height of each tile\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param options.xmin\r\n * @param options.zmin\r\n * @param options.xmax\r\n * @param options.zmax\r\n * @param options.subdivisions\r\n * @param options.subdivisions.w\r\n * @param options.subdivisions.h\r\n * @param options.precision\r\n * @param options.precision.w\r\n * @param options.precision.h\r\n * @param options.updatable\r\n * @param scene defines the hosting scene\r\n * @returns the tiled ground mesh\r\n * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground\r\n */\r\nexport function CreateTiledGround(\r\n name: string,\r\n options: { xmin: number; zmin: number; xmax: number; zmax: number; subdivisions?: { w: number; h: number }; precision?: { w: number; h: number }; updatable?: boolean },\r\n scene: Nullable<Scene> = null\r\n): Mesh {\r\n const tiledGround = new Mesh(name, scene);\r\n\r\n const vertexData = CreateTiledGroundVertexData(options);\r\n\r\n vertexData.applyToMesh(tiledGround, options.updatable);\r\n\r\n return tiledGround;\r\n}\r\n\r\n/**\r\n * Creates a ground mesh from a height map\r\n * * The parameter `url` sets the URL of the height map image resource.\r\n * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.\r\n * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.\r\n * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.\r\n * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.\r\n * * The parameter `colorFilter` (optional Color3, default (0.3, 0.59, 0.11) ) is the filter to apply to the image pixel colors to compute the height.\r\n * * The parameter `onReady` is a javascript callback function that will be called once the mesh is just built (the height map download can last some time).\r\n * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.\r\n * @param name defines the name of the mesh\r\n * @param url defines the url to the height map\r\n * @param options defines the options used to create the mesh\r\n * @param options.width\r\n * @param options.height\r\n * @param options.subdivisions\r\n * @param options.minHeight\r\n * @param options.maxHeight\r\n * @param options.colorFilter\r\n * @param options.alphaFilter\r\n * @param options.updatable\r\n * @param options.onReady\r\n * @param scene defines the hosting scene\r\n * @returns the ground mesh\r\n * @see https://doc.babylonjs.com/babylon101/height_map\r\n * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map\r\n */\r\nexport function CreateGroundFromHeightMap(\r\n name: string,\r\n url: string,\r\n options: {\r\n width?: number;\r\n height?: number;\r\n subdivisions?: number;\r\n minHeight?: number;\r\n maxHeight?: number;\r\n colorFilter?: Color3;\r\n alphaFilter?: number;\r\n updatable?: boolean;\r\n onReady?: (mesh: GroundMesh) => void;\r\n } = {},\r\n scene: Nullable<Scene> = null\r\n): GroundMesh {\r\n const width = options.width || 10.0;\r\n const height = options.height || 10.0;\r\n const subdivisions = options.subdivisions || 1 | 0;\r\n const minHeight = options.minHeight || 0.0;\r\n const maxHeight = options.maxHeight || 1.0;\r\n const filter = options.colorFilter || new Color3(0.3, 0.59, 0.11);\r\n const alphaFilter = options.alphaFilter || 0.0;\r\n const updatable = options.updatable;\r\n const onReady = options.onReady;\r\n\r\n scene = scene || EngineStore.LastCreatedScene!;\r\n\r\n const ground = new GroundMesh(name, scene);\r\n ground._subdivisionsX = subdivisions;\r\n ground._subdivisionsY = subdivisions;\r\n ground._width = width;\r\n ground._height = height;\r\n ground._maxX = ground._width / 2.0;\r\n ground._maxZ = ground._height / 2.0;\r\n ground._minX = -ground._maxX;\r\n ground._minZ = -ground._maxZ;\r\n\r\n ground._setReady(false);\r\n\r\n const onload = (img: HTMLImageElement | ImageBitmap) => {\r\n const bufferWidth = img.width;\r\n const bufferHeight = img.height;\r\n\r\n if (scene!.isDisposed) {\r\n return;\r\n }\r\n\r\n const buffer = <Uint8Array>scene?.getEngine().resizeImageBitmap(img, bufferWidth, bufferHeight);\r\n\r\n const vertexData = CreateGroundFromHeightMapVertexData({\r\n width: width,\r\n height: height,\r\n subdivisions: subdivisions,\r\n minHeight: minHeight,\r\n maxHeight: maxHeight,\r\n colorFilter: filter,\r\n buffer: buffer,\r\n bufferWidth: bufferWidth,\r\n bufferHeight: bufferHeight,\r\n alphaFilter: alphaFilter,\r\n });\r\n\r\n vertexData.applyToMesh(ground, updatable);\r\n\r\n //execute ready callback, if set\r\n if (onReady) {\r\n onReady(ground);\r\n }\r\n\r\n ground._setReady(true);\r\n };\r\n\r\n Tools.LoadImage(url, onload, () => {}, scene.offlineProvider);\r\n\r\n return ground;\r\n}\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n * @deprecated use the functions directly from the module\r\n */\r\nexport const GroundBuilder = {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CreateGround,\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CreateGroundFromHeightMap,\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CreateTiledGround,\r\n};\r\n\r\nVertexData.CreateGround = CreateGroundVertexData;\r\nVertexData.CreateTiledGround = CreateTiledGroundVertexData;\r\nVertexData.CreateGroundFromHeightMap = CreateGroundFromHeightMapVertexData;\r\n\r\n(Mesh as any).CreateGround = (name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh => {\r\n const options = {\r\n width,\r\n height,\r\n subdivisions,\r\n updatable,\r\n };\r\n\r\n return CreateGround(name, options, scene);\r\n};\r\n\r\n(Mesh as any).CreateTiledGround = (\r\n name: string,\r\n xmin: number,\r\n zmin: number,\r\n xmax: number,\r\n zmax: number,\r\n subdivisions: { w: number; h: number },\r\n precision: { w: number; h: number },\r\n scene: Scene,\r\n updatable?: boolean\r\n): Mesh => {\r\n const options = {\r\n xmin,\r\n zmin,\r\n xmax,\r\n zmax,\r\n subdivisions,\r\n precision,\r\n updatable,\r\n };\r\n\r\n return CreateTiledGround(name, options, scene);\r\n};\r\n\r\n(Mesh as any).CreateGroundFromHeightMap = (\r\n name: string,\r\n url: string,\r\n width: number,\r\n height: number,\r\n subdivisions: number,\r\n minHeight: number,\r\n maxHeight: number,\r\n scene: Scene,\r\n updatable?: boolean,\r\n onReady?: (mesh: GroundMesh) => void,\r\n alphaFilter?: number\r\n): GroundMesh => {\r\n const options = {\r\n width,\r\n height,\r\n subdivisions,\r\n minHeight,\r\n maxHeight,\r\n updatable,\r\n onReady,\r\n alphaFilter,\r\n };\r\n\r\n return CreateGroundFromHeightMap(name, url, options, scene);\r\n};\r\n"]}
|
|
1
|
+
{"version":3,"file":"groundBuilder.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Meshes/Builders/groundBuilder.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,OAAO,EAAE,MAAM,yBAAyB,CAAC;AAClD,OAAO,EAAE,MAAM,EAAE,MAAM,wBAAwB,CAAC;AAChD,OAAO,EAAE,IAAI,EAAE,MAAM,SAAS,CAAC;AAC/B,OAAO,EAAE,UAAU,EAAE,MAAM,oBAAoB,CAAC;AAChD,OAAO,EAAE,UAAU,EAAE,MAAM,eAAe,CAAC;AAC3C,OAAO,EAAE,KAAK,EAAE,MAAM,kBAAkB,CAAC;AAEzC,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,EAAE,OAAO,EAAE,MAAM,4BAA4B,CAAC;AACrD,OAAO,EAAE,oBAAoB,EAAE,MAAM,mCAAmC,CAAC;AAEzE;;;;;;;;;;;;GAYG;AACH,MAAM,UAAU,sBAAsB,CAAC,OAAmH;IACtJ,MAAM,OAAO,GAAG,EAAE,CAAC;IACnB,MAAM,SAAS,GAAG,EAAE,CAAC;IACrB,MAAM,OAAO,GAAG,EAAE,CAAC;IACnB,MAAM,GAAG,GAAG,EAAE,CAAC;IACf,IAAI,GAAW,EAAE,GAAW,CAAC;IAE7B,MAAM,KAAK,GAAW,OAAO,CAAC,KAAK,IAAI,CAAC,CAAC;IACzC,MAAM,MAAM,GAAW,OAAO,CAAC,MAAM,IAAI,CAAC,CAAC;IAC3C,MAAM,aAAa,GAAW,OAAO,CAAC,aAAa,IAAI,OAAO,CAAC,YAAY,IAAI,CAAC,CAAC;IACjF,MAAM,aAAa,GAAW,OAAO,CAAC,aAAa,IAAI,OAAO,CAAC,YAAY,IAAI,CAAC,CAAC;IAEjF,KAAK,GAAG,GAAG,CAAC,EAAE,GAAG,IAAI,aAAa,EAAE,GAAG,EAAE,EAAE;QACvC,KAAK,GAAG,GAAG,CAAC,EAAE,GAAG,IAAI,aAAa,EAAE,GAAG,EAAE,EAAE;YACvC,MAAM,QAAQ,GAAG,IAAI,OAAO,CAAC,CAAC,GAAG,GAAG,KAAK,CAAC,GAAG,aAAa,GAAG,KAAK,GAAG,GAAG,EAAE,CAAC,EAAE,CAAC,CAAC,aAAa,GAAG,GAAG,CAAC,GAAG,MAAM,CAAC,GAAG,aAAa,GAAG,MAAM,GAAG,GAAG,CAAC,CAAC;YAC9I,MAAM,MAAM,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,GAAG,EAAE,CAAC,CAAC,CAAC;YAEtC,SAAS,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC,EAAE,QAAQ,CAAC,CAAC,EAAE,QAAQ,CAAC,CAAC,CAAC,CAAC;YACnD,OAAO,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,CAAC,CAAC;YAC3C,GAAG,CAAC,IAAI,CAAC,GAAG,GAAG,aAAa,EAAE,oBAAoB,CAAC,yBAAyB,CAAC,CAAC,CAAC,GAAG,GAAG,aAAa,CAAC,CAAC,CAAC,GAAG,GAAG,GAAG,GAAG,aAAa,CAAC,CAAC;SACnI;KACJ;IAED,KAAK,GAAG,GAAG,CAAC,EAAE,GAAG,GAAG,aAAa,EAAE,GAAG,EAAE,EAAE;QACtC,KAAK,GAAG,GAAG,CAAC,EAAE,GAAG,GAAG,aAAa,EAAE,GAAG,EAAE,EAAE;YACtC,OAAO,CAAC,IAAI,CAAC,GAAG,GAAG,CAAC,GAAG,CAAC,GAAG,GAAG,CAAC,CAAC,GAAG,CAAC,aAAa,GAAG,CAAC,CAAC,CAAC,CAAC;YACxD,OAAO,CAAC,IAAI,CAAC,GAAG,GAAG,CAAC,GAAG,GAAG,GAAG,CAAC,aAAa,GAAG,CAAC,CAAC,CAAC,CAAC;YAClD,OAAO,CAAC,IAAI,CAAC,GAAG,GAAG,GAAG,GAAG,CAAC,aAAa,GAAG,CAAC,CAAC,CAAC,CAAC;YAE9C,OAAO,CAAC,IAAI,CAAC,GAAG,GAAG,CAAC,GAAG,GAAG,CAAC,CAAC,GAAG,CAAC,aAAa,GAAG,CAAC,CAAC,CAAC,CAAC;YACpD,OAAO,CAAC,IAAI,CAAC,GAAG,GAAG,CAAC,GAAG,CAAC,GAAG,GAAG,CAAC,CAAC,GAAG,CAAC,aAAa,GAAG,CAAC,CAAC,CAAC,CAAC;YACxD,OAAO,CAAC,IAAI,CAAC,GAAG,GAAG,GAAG,GAAG,CAAC,aAAa,GAAG,CAAC,CAAC,CAAC,CAAC;SACjD;KACJ;IAED,SAAS;IACT,MAAM,UAAU,GAAG,IAAI,UAAU,EAAE,CAAC;IAEpC,UAAU,CAAC,OAAO,GAAG,OAAO,CAAC;IAC7B,UAAU,CAAC,SAAS,GAAG,SAAS,CAAC;IACjC,UAAU,CAAC,OAAO,GAAG,OAAO,CAAC;IAC7B,UAAU,CAAC,GAAG,GAAG,GAAG,CAAC;IAErB,OAAO,UAAU,CAAC;AACtB,CAAC;AAED;;;;;;;;;;;;;;;;;;;;GAoBG;AACH,MAAM,UAAU,2BAA2B,CAAC,OAO3C;IACG,MAAM,IAAI,GAAG,OAAO,CAAC,IAAI,KAAK,SAAS,IAAI,OAAO,CAAC,IAAI,KAAK,IAAI,CAAC,CAAC,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC;IACvF,MAAM,IAAI,GAAG,OAAO,CAAC,IAAI,KAAK,SAAS,IAAI,OAAO,CAAC,IAAI,KAAK,IAAI,CAAC,CAAC,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC;IACvF,MAAM,IAAI,GAAG,OAAO,CAAC,IAAI,KAAK,SAAS,IAAI,OAAO,CAAC,IAAI,KAAK,IAAI,CAAC,CAAC,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC,GAAG,CAAC;IACtF,MAAM,IAAI,GAAG,OAAO,CAAC,IAAI,KAAK,SAAS,IAAI,OAAO,CAAC,IAAI,KAAK,IAAI,CAAC,CAAC,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC,GAAG,CAAC;IACtF,MAAM,YAAY,GAAG,OAAO,CAAC,YAAY,IAAI,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;IAC5D,MAAM,SAAS,GAAG,OAAO,CAAC,SAAS,IAAI,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;IAEtD,MAAM,OAAO,GAAG,IAAI,KAAK,EAAU,CAAC;IACpC,MAAM,SAAS,GAAG,IAAI,KAAK,EAAU,CAAC;IACtC,MAAM,OAAO,GAAG,IAAI,KAAK,EAAU,CAAC;IACpC,MAAM,GAAG,GAAG,IAAI,KAAK,EAAU,CAAC;IAChC,IAAI,GAAW,EAAE,GAAW,EAAE,OAAe,EAAE,OAAe,CAAC;IAE/D,YAAY,CAAC,CAAC,GAAG,YAAY,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,YAAY,CAAC,CAAC,CAAC;IACzD,YAAY,CAAC,CAAC,GAAG,YAAY,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,YAAY,CAAC,CAAC,CAAC;IACzD,SAAS,CAAC,CAAC,GAAG,SAAS,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,SAAS,CAAC,CAAC,CAAC;IAChD,SAAS,CAAC,CAAC,GAAG,SAAS,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,SAAS,CAAC,CAAC,CAAC;IAEhD,MAAM,QAAQ,GAAG;QACb,CAAC,EAAE,CAAC,IAAI,GAAG,IAAI,CAAC,GAAG,YAAY,CAAC,CAAC;QACjC,CAAC,EAAE,CAAC,IAAI,GAAG,IAAI,CAAC,GAAG,YAAY,CAAC,CAAC;KACpC,CAAC;IAEF,SAAS,SAAS,CAAC,QAAgB,EAAE,QAAgB,EAAE,QAAgB,EAAE,QAAgB;QACrF,UAAU;QACV,MAAM,IAAI,GAAG,SAAS,CAAC,MAAM,GAAG,CAAC,CAAC;QAClC,MAAM,SAAS,GAAG,SAAS,CAAC,CAAC,GAAG,CAAC,CAAC;QAClC,KAAK,GAAG,GAAG,CAAC,EAAE,GAAG,GAAG,SAAS,CAAC,CAAC,EAAE,GAAG,EAAE,EAAE;YACpC,KAAK,GAAG,GAAG,CAAC,EAAE,GAAG,GAAG,SAAS,CAAC,CAAC,EAAE,GAAG,EAAE,EAAE;gBACpC,MAAM,MAAM,GAAG,CAAC,IAAI,GAAG,GAAG,GAAG,GAAG,GAAG,SAAS,EAAE,IAAI,GAAG,CAAC,GAAG,GAAG,CAAC,CAAC,GAAG,GAAG,GAAG,SAAS,EAAE,IAAI,GAAG,CAAC,GAAG,GAAG,CAAC,CAAC,GAAG,CAAC,GAAG,GAAG,CAAC,CAAC,GAAG,SAAS,EAAE,IAAI,GAAG,GAAG,GAAG,CAAC,GAAG,GAAG,CAAC,CAAC,GAAG,SAAS,CAAC,CAAC;gBAEhK,OAAO,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;gBACxB,OAAO,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;gBACxB,OAAO,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;gBACxB,OAAO,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;gBACxB,OAAO,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;gBACxB,OAAO,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;aAC3B;SACJ;QAED,4BAA4B;QAC5B,MAAM,QAAQ,GAAG,OAAO,CAAC,IAAI,EAAE,CAAC;QAChC,MAAM,MAAM,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,GAAG,EAAE,CAAC,CAAC,CAAC;QACtC,KAAK,GAAG,GAAG,CAAC,EAAE,GAAG,IAAI,SAAS,CAAC,CAAC,EAAE,GAAG,EAAE,EAAE;YACrC,QAAQ,CAAC,CAAC,GAAG,CAAC,GAAG,GAAG,CAAC,QAAQ,GAAG,QAAQ,CAAC,CAAC,GAAG,SAAS,CAAC,CAAC,GAAG,QAAQ,CAAC;YACpE,KAAK,GAAG,GAAG,CAAC,EAAE,GAAG,IAAI,SAAS,CAAC,CAAC,EAAE,GAAG,EAAE,EAAE;gBACrC,QAAQ,CAAC,CAAC,GAAG,CAAC,GAAG,GAAG,CAAC,QAAQ,GAAG,QAAQ,CAAC,CAAC,GAAG,SAAS,CAAC,CAAC,GAAG,QAAQ,CAAC;gBACpE,QAAQ,CAAC,CAAC,GAAG,CAAC,CAAC;gBAEf,SAAS,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC,EAAE,QAAQ,CAAC,CAAC,EAAE,QAAQ,CAAC,CAAC,CAAC,CAAC;gBACnD,OAAO,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,CAAC,CAAC;gBAC3C,GAAG,CAAC,IAAI,CAAC,GAAG,GAAG,SAAS,CAAC,CAAC,EAAE,GAAG,GAAG,SAAS,CAAC,CAAC,CAAC,CAAC;aAClD;SACJ;IACL,CAAC;IAED,KAAK,OAAO,GAAG,CAAC,EAAE,OAAO,GAAG,YAAY,CAAC,CAAC,EAAE,OAAO,EAAE,EAAE;QACnD,KAAK,OAAO,GAAG,CAAC,EAAE,OAAO,GAAG,YAAY,CAAC,CAAC,EAAE,OAAO,EAAE,EAAE;YACnD,SAAS,CAAC,IAAI,GAAG,OAAO,GAAG,QAAQ,CAAC,CAAC,EAAE,IAAI,GAAG,OAAO,GAAG,QAAQ,CAAC,CAAC,EAAE,IAAI,GAAG,CAAC,OAAO,GAAG,CAAC,CAAC,GAAG,QAAQ,CAAC,CAAC,EAAE,IAAI,GAAG,CAAC,OAAO,GAAG,CAAC,CAAC,GAAG,QAAQ,CAAC,CAAC,CAAC,CAAC;SAC7I;KACJ;IAED,SAAS;IACT,MAAM,UAAU,GAAG,IAAI,UAAU,EAAE,CAAC;IAEpC,UAAU,CAAC,OAAO,GAAG,OAAO,CAAC;IAC7B,UAAU,CAAC,SAAS,GAAG,SAAS,CAAC;IACjC,UAAU,CAAC,OAAO,GAAG,OAAO,CAAC;IAC7B,UAAU,CAAC,GAAG,GAAG,GAAG,CAAC;IAErB,OAAO,UAAU,CAAC;AACtB,CAAC;AAED;;;;;;;;;;;;;;;;;;;;;;;;GAwBG;AACH,MAAM,UAAU,mCAAmC,CAAC,OAWnD;IACG,MAAM,OAAO,GAAG,EAAE,CAAC;IACnB,MAAM,SAAS,GAAG,EAAE,CAAC;IACrB,MAAM,OAAO,GAAG,EAAE,CAAC;IACnB,MAAM,GAAG,GAAG,EAAE,CAAC;IACf,IAAI,GAAG,EAAE,GAAG,CAAC;IACb,MAAM,MAAM,GAAG,OAAO,CAAC,WAAW,IAAI,IAAI,MAAM,CAAC,GAAG,EAAE,IAAI,EAAE,IAAI,CAAC,CAAC;IAClE,MAAM,WAAW,GAAG,OAAO,CAAC,WAAW,IAAI,GAAG,CAAC;IAC/C,IAAI,MAAM,GAAG,KAAK,CAAC;IAEnB,IAAI,OAAO,CAAC,SAAS,GAAG,OAAO,CAAC,SAAS,EAAE;QACvC,MAAM,GAAG,IAAI,CAAC;QACd,MAAM,IAAI,GAAG,OAAO,CAAC,SAAS,CAAC;QAC/B,OAAO,CAAC,SAAS,GAAG,OAAO,CAAC,SAAS,CAAC;QACtC,OAAO,CAAC,SAAS,GAAG,IAAI,CAAC;KAC5B;IAED,WAAW;IACX,KAAK,GAAG,GAAG,CAAC,EAAE,GAAG,IAAI,OAAO,CAAC,YAAY,EAAE,GAAG,EAAE,EAAE;QAC9C,KAAK,GAAG,GAAG,CAAC,EAAE,GAAG,IAAI,OAAO,CAAC,YAAY,EAAE,GAAG,EAAE,EAAE;YAC9C,MAAM,QAAQ,GAAG,IAAI,OAAO,CACxB,CAAC,GAAG,GAAG,OAAO,CAAC,KAAK,CAAC,GAAG,OAAO,CAAC,YAAY,GAAG,OAAO,CAAC,KAAK,GAAG,GAAG,EAClE,CAAC,EACD,CAAC,CAAC,OAAO,CAAC,YAAY,GAAG,GAAG,CAAC,GAAG,OAAO,CAAC,MAAM,CAAC,GAAG,OAAO,CAAC,YAAY,GAAG,OAAO,CAAC,MAAM,GAAG,GAAG,CAChG,CAAC;YAEF,iBAAiB;YACjB,MAAM,UAAU,GAAG,CAAC,CAAC,CAAC,QAAQ,CAAC,CAAC,GAAG,OAAO,CAAC,KAAK,GAAG,CAAC,CAAC,GAAG,OAAO,CAAC,KAAK,CAAC,GAAG,CAAC,OAAO,CAAC,WAAW,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;YACxG,MAAM,UAAU,GAAG,CAAC,CAAC,GAAG,GAAG,CAAC,QAAQ,CAAC,CAAC,GAAG,OAAO,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,OAAO,CAAC,MAAM,CAAC,GAAG,CAAC,OAAO,CAAC,YAAY,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;YAEjH,MAAM,GAAG,GAAG,CAAC,UAAU,GAAG,UAAU,GAAG,OAAO,CAAC,WAAW,CAAC,GAAG,CAAC,CAAC;YAChE,IAAI,CAAC,GAAG,OAAO,CAAC,MAAM,CAAC,GAAG,CAAC,GAAG,KAAK,CAAC;YACpC,IAAI,CAAC,GAAG,OAAO,CAAC,MAAM,CAAC,GAAG,GAAG,CAAC,CAAC,GAAG,KAAK,CAAC;YACxC,IAAI,CAAC,GAAG,OAAO,CAAC,MAAM,CAAC,GAAG,GAAG,CAAC,CAAC,GAAG,KAAK,CAAC;YACxC,MAAM,CAAC,GAAG,OAAO,CAAC,MAAM,CAAC,GAAG,GAAG,CAAC,CAAC,GAAG,KAAK,CAAC;YAE1C,IAAI,MAAM,EAAE;gBACR,CAAC,GAAG,GAAG,GAAG,CAAC,CAAC;gBACZ,CAAC,GAAG,GAAG,GAAG,CAAC,CAAC;gBACZ,CAAC,GAAG,GAAG,GAAG,CAAC,CAAC;aACf;YAED,MAAM,QAAQ,GAAG,CAAC,GAAG,MAAM,CAAC,CAAC,GAAG,CAAC,GAAG,MAAM,CAAC,CAAC,GAAG,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC;YAE5D,uFAAuF;YACvF,6FAA6F;YAC7F,IAAI,CAAC,IAAI,WAAW,EAAE;gBAClB,QAAQ,CAAC,CAAC,GAAG,OAAO,CAAC,SAAS,GAAG,CAAC,OAAO,CAAC,SAAS,GAAG,OAAO,CAAC,SAAS,CAAC,GAAG,QAAQ,CAAC;aACvF;iBAAM;gBACH,QAAQ,CAAC,CAAC,GAAG,OAAO,CAAC,SAAS,GAAG,OAAO,CAAC,CAAC,oDAAoD;aACjG;YAED,cAAc;YACd,SAAS,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC,EAAE,QAAQ,CAAC,CAAC,EAAE,QAAQ,CAAC,CAAC,CAAC,CAAC;YACnD,OAAO,CAAC,IAAI,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;YACtB,GAAG,CAAC,IAAI,CAAC,GAAG,GAAG,OAAO,CAAC,YAAY,EAAE,GAAG,GAAG,GAAG,GAAG,OAAO,CAAC,YAAY,CAAC,CAAC;SAC1E;KACJ;IAED,UAAU;IACV,KAAK,GAAG,GAAG,CAAC,EAAE,GAAG,GAAG,OAAO,CAAC,YAAY,EAAE,GAAG,EAAE,EAAE;QAC7C,KAAK,GAAG,GAAG,CAAC,EAAE,GAAG,GAAG,OAAO,CAAC,YAAY,EAAE,GAAG,EAAE,EAAE;YAC7C,oBAAoB;YACpB,MAAM,IAAI,GAAG,GAAG,GAAG,CAAC,GAAG,CAAC,GAAG,GAAG,CAAC,CAAC,GAAG,CAAC,OAAO,CAAC,YAAY,GAAG,CAAC,CAAC,CAAC;YAC9D,MAAM,IAAI,GAAG,GAAG,GAAG,CAAC,GAAG,GAAG,GAAG,CAAC,OAAO,CAAC,YAAY,GAAG,CAAC,CAAC,CAAC;YACxD,MAAM,IAAI,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC,OAAO,CAAC,YAAY,GAAG,CAAC,CAAC,CAAC;YACpD,MAAM,IAAI,GAAG,GAAG,GAAG,CAAC,GAAG,GAAG,CAAC,CAAC,GAAG,CAAC,OAAO,CAAC,YAAY,GAAG,CAAC,CAAC,CAAC;YAE1D,mEAAmE;YACnE,qDAAqD;YACrD,+EAA+E;YAC/E,MAAM,aAAa,GAAG,SAAS,CAAC,IAAI,GAAG,CAAC,GAAG,CAAC,CAAC,IAAI,OAAO,CAAC,SAAS,CAAC;YACnE,MAAM,aAAa,GAAG,SAAS,CAAC,IAAI,GAAG,CAAC,GAAG,CAAC,CAAC,IAAI,OAAO,CAAC,SAAS,CAAC;YACnE,MAAM,aAAa,GAAG,SAAS,CAAC,IAAI,GAAG,CAAC,GAAG,CAAC,CAAC,IAAI,OAAO,CAAC,SAAS,CAAC;YACnE,IAAI,aAAa,IAAI,aAAa,IAAI,aAAa,EAAE;gBACjD,OAAO,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;gBACnB,OAAO,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;gBACnB,OAAO,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;aACtB;YAED,MAAM,aAAa,GAAG,SAAS,CAAC,IAAI,GAAG,CAAC,GAAG,CAAC,CAAC,IAAI,OAAO,CAAC,SAAS,CAAC;YACnE,IAAI,aAAa,IAAI,aAAa,IAAI,aAAa,EAAE;gBACjD,OAAO,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;gBACnB,OAAO,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;gBACnB,OAAO,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;aACtB;SACJ;KACJ;IAED,UAAU;IACV,UAAU,CAAC,cAAc,CAAC,SAAS,EAAE,OAAO,EAAE,OAAO,CAAC,CAAC;IAEvD,SAAS;IACT,MAAM,UAAU,GAAG,IAAI,UAAU,EAAE,CAAC;IAEpC,UAAU,CAAC,OAAO,GAAG,OAAO,CAAC;IAC7B,UAAU,CAAC,SAAS,GAAG,SAAS,CAAC;IACjC,UAAU,CAAC,OAAO,GAAG,OAAO,CAAC;IAC7B,UAAU,CAAC,GAAG,GAAG,GAAG,CAAC;IAErB,OAAO,UAAU,CAAC;AACtB,CAAC;AAED;;;;;;;;;;;;;;;;GAgBG;AACH,MAAM,UAAU,YAAY,CACxB,IAAY,EACZ,UAA2I,EAAE,EAC7I,KAAa;IAEb,MAAM,MAAM,GAAG,IAAI,UAAU,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC;IAC3C,MAAM,CAAC,SAAS,CAAC,KAAK,CAAC,CAAC;IACxB,MAAM,CAAC,cAAc,GAAG,OAAO,CAAC,aAAa,IAAI,OAAO,CAAC,YAAY,IAAI,CAAC,CAAC;IAC3E,MAAM,CAAC,cAAc,GAAG,OAAO,CAAC,aAAa,IAAI,OAAO,CAAC,YAAY,IAAI,CAAC,CAAC;IAC3E,MAAM,CAAC,MAAM,GAAG,OAAO,CAAC,KAAK,IAAI,CAAC,CAAC;IACnC,MAAM,CAAC,OAAO,GAAG,OAAO,CAAC,MAAM,IAAI,CAAC,CAAC;IACrC,MAAM,CAAC,KAAK,GAAG,MAAM,CAAC,MAAM,GAAG,CAAC,CAAC;IACjC,MAAM,CAAC,KAAK,GAAG,MAAM,CAAC,OAAO,GAAG,CAAC,CAAC;IAClC,MAAM,CAAC,KAAK,GAAG,CAAC,MAAM,CAAC,KAAK,CAAC;IAC7B,MAAM,CAAC,KAAK,GAAG,CAAC,MAAM,CAAC,KAAK,CAAC;IAE7B,MAAM,UAAU,GAAG,sBAAsB,CAAC,OAAO,CAAC,CAAC;IAEnD,UAAU,CAAC,WAAW,CAAC,MAAM,EAAE,OAAO,CAAC,SAAS,CAAC,CAAC;IAElD,MAAM,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC;IAEvB,OAAO,MAAM,CAAC;AAClB,CAAC;AAED;;;;;;;;;;;;;;;;;;;;;;;GAuBG;AACH,MAAM,UAAU,iBAAiB,CAC7B,IAAY,EACZ,OAAuK,EACvK,QAAyB,IAAI;IAE7B,MAAM,WAAW,GAAG,IAAI,IAAI,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC;IAE1C,MAAM,UAAU,GAAG,2BAA2B,CAAC,OAAO,CAAC,CAAC;IAExD,UAAU,CAAC,WAAW,CAAC,WAAW,EAAE,OAAO,CAAC,SAAS,CAAC,CAAC;IAEvD,OAAO,WAAW,CAAC;AACvB,CAAC;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;GA2BG;AACH,MAAM,UAAU,yBAAyB,CACrC,IAAY,EACZ,GAAW,EACX,UAUI,EAAE,EACN,QAAyB,IAAI;IAE7B,MAAM,KAAK,GAAG,OAAO,CAAC,KAAK,IAAI,IAAI,CAAC;IACpC,MAAM,MAAM,GAAG,OAAO,CAAC,MAAM,IAAI,IAAI,CAAC;IACtC,MAAM,YAAY,GAAG,OAAO,CAAC,YAAY,IAAI,CAAC,GAAG,CAAC,CAAC;IACnD,MAAM,SAAS,GAAG,OAAO,CAAC,SAAS,IAAI,GAAG,CAAC;IAC3C,MAAM,SAAS,GAAG,OAAO,CAAC,SAAS,IAAI,GAAG,CAAC;IAC3C,MAAM,MAAM,GAAG,OAAO,CAAC,WAAW,IAAI,IAAI,MAAM,CAAC,GAAG,EAAE,IAAI,EAAE,IAAI,CAAC,CAAC;IAClE,MAAM,WAAW,GAAG,OAAO,CAAC,WAAW,IAAI,GAAG,CAAC;IAC/C,MAAM,SAAS,GAAG,OAAO,CAAC,SAAS,CAAC;IACpC,MAAM,OAAO,GAAG,OAAO,CAAC,OAAO,CAAC;IAEhC,KAAK,GAAG,KAAK,IAAI,WAAW,CAAC,gBAAiB,CAAC;IAE/C,MAAM,MAAM,GAAG,IAAI,UAAU,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC;IAC3C,MAAM,CAAC,cAAc,GAAG,YAAY,CAAC;IACrC,MAAM,CAAC,cAAc,GAAG,YAAY,CAAC;IACrC,MAAM,CAAC,MAAM,GAAG,KAAK,CAAC;IACtB,MAAM,CAAC,OAAO,GAAG,MAAM,CAAC;IACxB,MAAM,CAAC,KAAK,GAAG,MAAM,CAAC,MAAM,GAAG,GAAG,CAAC;IACnC,MAAM,CAAC,KAAK,GAAG,MAAM,CAAC,OAAO,GAAG,GAAG,CAAC;IACpC,MAAM,CAAC,KAAK,GAAG,CAAC,MAAM,CAAC,KAAK,CAAC;IAC7B,MAAM,CAAC,KAAK,GAAG,CAAC,MAAM,CAAC,KAAK,CAAC;IAE7B,MAAM,CAAC,SAAS,CAAC,KAAK,CAAC,CAAC;IAExB,MAAM,MAAM,GAAG,CAAC,GAAmC,EAAE,EAAE;QACnD,MAAM,WAAW,GAAG,GAAG,CAAC,KAAK,CAAC;QAC9B,MAAM,YAAY,GAAG,GAAG,CAAC,MAAM,CAAC;QAEhC,IAAI,KAAM,CAAC,UAAU,EAAE;YACnB,OAAO;SACV;QAED,MAAM,MAAM,GAAe,KAAK,aAAL,KAAK,uBAAL,KAAK,CAAE,SAAS,GAAG,iBAAiB,CAAC,GAAG,EAAE,WAAW,EAAE,YAAY,CAAC,CAAC;QAEhG,MAAM,UAAU,GAAG,mCAAmC,CAAC;YACnD,KAAK,EAAE,KAAK;YACZ,MAAM,EAAE,MAAM;YACd,YAAY,EAAE,YAAY;YAC1B,SAAS,EAAE,SAAS;YACpB,SAAS,EAAE,SAAS;YACpB,WAAW,EAAE,MAAM;YACnB,MAAM,EAAE,MAAM;YACd,WAAW,EAAE,WAAW;YACxB,YAAY,EAAE,YAAY;YAC1B,WAAW,EAAE,WAAW;SAC3B,CAAC,CAAC;QAEH,UAAU,CAAC,WAAW,CAAC,MAAM,EAAE,SAAS,CAAC,CAAC;QAE1C,gCAAgC;QAChC,IAAI,OAAO,EAAE;YACT,OAAO,CAAC,MAAM,CAAC,CAAC;SACnB;QAED,MAAM,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC;IAC3B,CAAC,CAAC;IAEF,KAAK,CAAC,SAAS,CAAC,GAAG,EAAE,MAAM,EAAE,GAAG,EAAE,GAAE,CAAC,EAAE,KAAK,CAAC,eAAe,CAAC,CAAC;IAE9D,OAAO,MAAM,CAAC;AAClB,CAAC;AACD;;;GAGG;AACH,MAAM,CAAC,MAAM,aAAa,GAAG;IACzB,gEAAgE;IAChE,YAAY;IACZ,gEAAgE;IAChE,yBAAyB;IACzB,gEAAgE;IAChE,iBAAiB;CACpB,CAAC;AAEF,UAAU,CAAC,YAAY,GAAG,sBAAsB,CAAC;AACjD,UAAU,CAAC,iBAAiB,GAAG,2BAA2B,CAAC;AAC3D,UAAU,CAAC,yBAAyB,GAAG,mCAAmC,CAAC;AAE1E,IAAY,CAAC,YAAY,GAAG,CAAC,IAAY,EAAE,KAAa,EAAE,MAAc,EAAE,YAAoB,EAAE,KAAa,EAAE,SAAmB,EAAQ,EAAE;IACzI,MAAM,OAAO,GAAG;QACZ,KAAK;QACL,MAAM;QACN,YAAY;QACZ,SAAS;KACZ,CAAC;IAEF,OAAO,YAAY,CAAC,IAAI,EAAE,OAAO,EAAE,KAAK,CAAC,CAAC;AAC9C,CAAC,CAAC;AAED,IAAY,CAAC,iBAAiB,GAAG,CAC9B,IAAY,EACZ,IAAY,EACZ,IAAY,EACZ,IAAY,EACZ,IAAY,EACZ,YAAsC,EACtC,SAAmC,EACnC,KAAY,EACZ,SAAmB,EACf,EAAE;IACN,MAAM,OAAO,GAAG;QACZ,IAAI;QACJ,IAAI;QACJ,IAAI;QACJ,IAAI;QACJ,YAAY;QACZ,SAAS;QACT,SAAS;KACZ,CAAC;IAEF,OAAO,iBAAiB,CAAC,IAAI,EAAE,OAAO,EAAE,KAAK,CAAC,CAAC;AACnD,CAAC,CAAC;AAED,IAAY,CAAC,yBAAyB,GAAG,CACtC,IAAY,EACZ,GAAW,EACX,KAAa,EACb,MAAc,EACd,YAAoB,EACpB,SAAiB,EACjB,SAAiB,EACjB,KAAY,EACZ,SAAmB,EACnB,OAAoC,EACpC,WAAoB,EACV,EAAE;IACZ,MAAM,OAAO,GAAG;QACZ,KAAK;QACL,MAAM;QACN,YAAY;QACZ,SAAS;QACT,SAAS;QACT,SAAS;QACT,OAAO;QACP,WAAW;KACd,CAAC;IAEF,OAAO,yBAAyB,CAAC,IAAI,EAAE,GAAG,EAAE,OAAO,EAAE,KAAK,CAAC,CAAC;AAChE,CAAC,CAAC","sourcesContent":["import type { Scene } from \"../../scene\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport { Color3 } from \"../../Maths/math.color\";\r\nimport { Mesh } from \"../mesh\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\nimport { GroundMesh } from \"../groundMesh\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { EngineStore } from \"../../Engines/engineStore\";\r\nimport { Epsilon } from \"../../Maths/math.constants\";\r\nimport { CompatibilityOptions } from \"../../Compat/compatibilityOptions\";\r\n\r\n/**\r\n * Creates the VertexData for a Ground\r\n * @param options an object used to set the following optional parameters for the Ground, required but can be empty\r\n * - width the width (x direction) of the ground, optional, default 1\r\n * - height the height (z direction) of the ground, optional, default 1\r\n * - subdivisions the number of subdivisions per side, optional, default 1\r\n * @param options.width\r\n * @param options.height\r\n * @param options.subdivisions\r\n * @param options.subdivisionsX\r\n * @param options.subdivisionsY\r\n * @returns the VertexData of the Ground\r\n */\r\nexport function CreateGroundVertexData(options: { width?: number; height?: number; subdivisions?: number; subdivisionsX?: number; subdivisionsY?: number }): VertexData {\r\n const indices = [];\r\n const positions = [];\r\n const normals = [];\r\n const uvs = [];\r\n let row: number, col: number;\r\n\r\n const width: number = options.width || 1;\r\n const height: number = options.height || 1;\r\n const subdivisionsX: number = options.subdivisionsX || options.subdivisions || 1;\r\n const subdivisionsY: number = options.subdivisionsY || options.subdivisions || 1;\r\n\r\n for (row = 0; row <= subdivisionsY; row++) {\r\n for (col = 0; col <= subdivisionsX; col++) {\r\n const position = new Vector3((col * width) / subdivisionsX - width / 2.0, 0, ((subdivisionsY - row) * height) / subdivisionsY - height / 2.0);\r\n const normal = new Vector3(0, 1.0, 0);\r\n\r\n positions.push(position.x, position.y, position.z);\r\n normals.push(normal.x, normal.y, normal.z);\r\n uvs.push(col / subdivisionsX, CompatibilityOptions.UseOpenGLOrientationForUV ? row / subdivisionsY : 1.0 - row / subdivisionsY);\r\n }\r\n }\r\n\r\n for (row = 0; row < subdivisionsY; row++) {\r\n for (col = 0; col < subdivisionsX; col++) {\r\n indices.push(col + 1 + (row + 1) * (subdivisionsX + 1));\r\n indices.push(col + 1 + row * (subdivisionsX + 1));\r\n indices.push(col + row * (subdivisionsX + 1));\r\n\r\n indices.push(col + (row + 1) * (subdivisionsX + 1));\r\n indices.push(col + 1 + (row + 1) * (subdivisionsX + 1));\r\n indices.push(col + row * (subdivisionsX + 1));\r\n }\r\n }\r\n\r\n // Result\r\n const vertexData = new VertexData();\r\n\r\n vertexData.indices = indices;\r\n vertexData.positions = positions;\r\n vertexData.normals = normals;\r\n vertexData.uvs = uvs;\r\n\r\n return vertexData;\r\n}\r\n\r\n/**\r\n * Creates the VertexData for a TiledGround by subdividing the ground into tiles\r\n * @param options an object used to set the following optional parameters for the Ground, required but can be empty\r\n * * xmin the ground minimum X coordinate, optional, default -1\r\n * * zmin the ground minimum Z coordinate, optional, default -1\r\n * * xmax the ground maximum X coordinate, optional, default 1\r\n * * zmax the ground maximum Z coordinate, optional, default 1\r\n * * subdivisions a javascript object {w: positive integer, h: positive integer}, `w` and `h` are the numbers of subdivisions on the ground width and height creating 'tiles', default {w: 6, h: 6}\r\n * * precision a javascript object {w: positive integer, h: positive integer}, `w` and `h` are the numbers of subdivisions on the tile width and height, default {w: 2, h: 2}\r\n * @param options.xmin\r\n * @param options.zmin\r\n * @param options.xmax\r\n * @param options.zmax\r\n * @param options.subdivisions\r\n * @param options.subdivisions.w\r\n * @param options.subdivisions.h\r\n * @param options.precision\r\n * @param options.precision.w\r\n * @param options.precision.h\r\n * @returns the VertexData of the TiledGround\r\n */\r\nexport function CreateTiledGroundVertexData(options: {\r\n xmin: number;\r\n zmin: number;\r\n xmax: number;\r\n zmax: number;\r\n subdivisions?: { w: number; h: number };\r\n precision?: { w: number; h: number };\r\n}): VertexData {\r\n const xmin = options.xmin !== undefined && options.xmin !== null ? options.xmin : -1.0;\r\n const zmin = options.zmin !== undefined && options.zmin !== null ? options.zmin : -1.0;\r\n const xmax = options.xmax !== undefined && options.xmax !== null ? options.xmax : 1.0;\r\n const zmax = options.zmax !== undefined && options.zmax !== null ? options.zmax : 1.0;\r\n const subdivisions = options.subdivisions || { w: 1, h: 1 };\r\n const precision = options.precision || { w: 1, h: 1 };\r\n\r\n const indices = new Array<number>();\r\n const positions = new Array<number>();\r\n const normals = new Array<number>();\r\n const uvs = new Array<number>();\r\n let row: number, col: number, tileRow: number, tileCol: number;\r\n\r\n subdivisions.h = subdivisions.h < 1 ? 1 : subdivisions.h;\r\n subdivisions.w = subdivisions.w < 1 ? 1 : subdivisions.w;\r\n precision.w = precision.w < 1 ? 1 : precision.w;\r\n precision.h = precision.h < 1 ? 1 : precision.h;\r\n\r\n const tileSize = {\r\n w: (xmax - xmin) / subdivisions.w,\r\n h: (zmax - zmin) / subdivisions.h,\r\n };\r\n\r\n function applyTile(xTileMin: number, zTileMin: number, xTileMax: number, zTileMax: number) {\r\n // Indices\r\n const base = positions.length / 3;\r\n const rowLength = precision.w + 1;\r\n for (row = 0; row < precision.h; row++) {\r\n for (col = 0; col < precision.w; col++) {\r\n const square = [base + col + row * rowLength, base + (col + 1) + row * rowLength, base + (col + 1) + (row + 1) * rowLength, base + col + (row + 1) * rowLength];\r\n\r\n indices.push(square[1]);\r\n indices.push(square[2]);\r\n indices.push(square[3]);\r\n indices.push(square[0]);\r\n indices.push(square[1]);\r\n indices.push(square[3]);\r\n }\r\n }\r\n\r\n // Position, normals and uvs\r\n const position = Vector3.Zero();\r\n const normal = new Vector3(0, 1.0, 0);\r\n for (row = 0; row <= precision.h; row++) {\r\n position.z = (row * (zTileMax - zTileMin)) / precision.h + zTileMin;\r\n for (col = 0; col <= precision.w; col++) {\r\n position.x = (col * (xTileMax - xTileMin)) / precision.w + xTileMin;\r\n position.y = 0;\r\n\r\n positions.push(position.x, position.y, position.z);\r\n normals.push(normal.x, normal.y, normal.z);\r\n uvs.push(col / precision.w, row / precision.h);\r\n }\r\n }\r\n }\r\n\r\n for (tileRow = 0; tileRow < subdivisions.h; tileRow++) {\r\n for (tileCol = 0; tileCol < subdivisions.w; tileCol++) {\r\n applyTile(xmin + tileCol * tileSize.w, zmin + tileRow * tileSize.h, xmin + (tileCol + 1) * tileSize.w, zmin + (tileRow + 1) * tileSize.h);\r\n }\r\n }\r\n\r\n // Result\r\n const vertexData = new VertexData();\r\n\r\n vertexData.indices = indices;\r\n vertexData.positions = positions;\r\n vertexData.normals = normals;\r\n vertexData.uvs = uvs;\r\n\r\n return vertexData;\r\n}\r\n\r\n/**\r\n * Creates the VertexData of the Ground designed from a heightmap\r\n * @param options an object used to set the following parameters for the Ground, required and provided by CreateGroundFromHeightMap\r\n * * width the width (x direction) of the ground\r\n * * height the height (z direction) of the ground\r\n * * subdivisions the number of subdivisions per side\r\n * * minHeight the minimum altitude on the ground, optional, default 0\r\n * * maxHeight the maximum altitude on the ground, optional default 1\r\n * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)\r\n * * buffer the array holding the image color data\r\n * * bufferWidth the width of image\r\n * * bufferHeight the height of image\r\n * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)\r\n * @param options.width\r\n * @param options.height\r\n * @param options.subdivisions\r\n * @param options.minHeight\r\n * @param options.maxHeight\r\n * @param options.colorFilter\r\n * @param options.buffer\r\n * @param options.bufferWidth\r\n * @param options.bufferHeight\r\n * @param options.alphaFilter\r\n * @returns the VertexData of the Ground designed from a heightmap\r\n */\r\nexport function CreateGroundFromHeightMapVertexData(options: {\r\n width: number;\r\n height: number;\r\n subdivisions: number;\r\n minHeight: number;\r\n maxHeight: number;\r\n colorFilter: Color3;\r\n buffer: Uint8Array;\r\n bufferWidth: number;\r\n bufferHeight: number;\r\n alphaFilter: number;\r\n}): VertexData {\r\n const indices = [];\r\n const positions = [];\r\n const normals = [];\r\n const uvs = [];\r\n let row, col;\r\n const filter = options.colorFilter || new Color3(0.3, 0.59, 0.11);\r\n const alphaFilter = options.alphaFilter || 0.0;\r\n let invert = false;\r\n\r\n if (options.minHeight > options.maxHeight) {\r\n invert = true;\r\n const temp = options.maxHeight;\r\n options.maxHeight = options.minHeight;\r\n options.minHeight = temp;\r\n }\r\n\r\n // Vertices\r\n for (row = 0; row <= options.subdivisions; row++) {\r\n for (col = 0; col <= options.subdivisions; col++) {\r\n const position = new Vector3(\r\n (col * options.width) / options.subdivisions - options.width / 2.0,\r\n 0,\r\n ((options.subdivisions - row) * options.height) / options.subdivisions - options.height / 2.0\r\n );\r\n\r\n // Compute height\r\n const heightMapX = (((position.x + options.width / 2) / options.width) * (options.bufferWidth - 1)) | 0;\r\n const heightMapY = ((1.0 - (position.z + options.height / 2) / options.height) * (options.bufferHeight - 1)) | 0;\r\n\r\n const pos = (heightMapX + heightMapY * options.bufferWidth) * 4;\r\n let r = options.buffer[pos] / 255.0;\r\n let g = options.buffer[pos + 1] / 255.0;\r\n let b = options.buffer[pos + 2] / 255.0;\r\n const a = options.buffer[pos + 3] / 255.0;\r\n\r\n if (invert) {\r\n r = 1.0 - r;\r\n g = 1.0 - g;\r\n b = 1.0 - b;\r\n }\r\n\r\n const gradient = r * filter.r + g * filter.g + b * filter.b;\r\n\r\n // If our alpha channel is not within our filter then we will assign a 'special' height\r\n // Then when building the indices, we will ignore any vertex that is using the special height\r\n if (a >= alphaFilter) {\r\n position.y = options.minHeight + (options.maxHeight - options.minHeight) * gradient;\r\n } else {\r\n position.y = options.minHeight - Epsilon; // We can't have a height below minHeight, normally.\r\n }\r\n\r\n // Add vertex\r\n positions.push(position.x, position.y, position.z);\r\n normals.push(0, 0, 0);\r\n uvs.push(col / options.subdivisions, 1.0 - row / options.subdivisions);\r\n }\r\n }\r\n\r\n // Indices\r\n for (row = 0; row < options.subdivisions; row++) {\r\n for (col = 0; col < options.subdivisions; col++) {\r\n // Calculate Indices\r\n const idx1 = col + 1 + (row + 1) * (options.subdivisions + 1);\r\n const idx2 = col + 1 + row * (options.subdivisions + 1);\r\n const idx3 = col + row * (options.subdivisions + 1);\r\n const idx4 = col + (row + 1) * (options.subdivisions + 1);\r\n\r\n // Check that all indices are visible (based on our special height)\r\n // Only display the vertex if all Indices are visible\r\n // Positions are stored x,y,z for each vertex, hence the * 3 and + 1 for height\r\n const isVisibleIdx1 = positions[idx1 * 3 + 1] >= options.minHeight;\r\n const isVisibleIdx2 = positions[idx2 * 3 + 1] >= options.minHeight;\r\n const isVisibleIdx3 = positions[idx3 * 3 + 1] >= options.minHeight;\r\n if (isVisibleIdx1 && isVisibleIdx2 && isVisibleIdx3) {\r\n indices.push(idx1);\r\n indices.push(idx2);\r\n indices.push(idx3);\r\n }\r\n\r\n const isVisibleIdx4 = positions[idx4 * 3 + 1] >= options.minHeight;\r\n if (isVisibleIdx4 && isVisibleIdx1 && isVisibleIdx3) {\r\n indices.push(idx4);\r\n indices.push(idx1);\r\n indices.push(idx3);\r\n }\r\n }\r\n }\r\n\r\n // Normals\r\n VertexData.ComputeNormals(positions, indices, normals);\r\n\r\n // Result\r\n const vertexData = new VertexData();\r\n\r\n vertexData.indices = indices;\r\n vertexData.positions = positions;\r\n vertexData.normals = normals;\r\n vertexData.uvs = uvs;\r\n\r\n return vertexData;\r\n}\r\n\r\n/**\r\n * Creates a ground mesh\r\n * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground\r\n * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param options.width\r\n * @param options.height\r\n * @param options.subdivisions\r\n * @param options.subdivisionsX\r\n * @param options.subdivisionsY\r\n * @param options.updatable\r\n * @param scene defines the hosting scene\r\n * @returns the ground mesh\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#ground\r\n */\r\nexport function CreateGround(\r\n name: string,\r\n options: { width?: number; height?: number; subdivisions?: number; subdivisionsX?: number; subdivisionsY?: number; updatable?: boolean } = {},\r\n scene?: Scene\r\n): GroundMesh {\r\n const ground = new GroundMesh(name, scene);\r\n ground._setReady(false);\r\n ground._subdivisionsX = options.subdivisionsX || options.subdivisions || 1;\r\n ground._subdivisionsY = options.subdivisionsY || options.subdivisions || 1;\r\n ground._width = options.width || 1;\r\n ground._height = options.height || 1;\r\n ground._maxX = ground._width / 2;\r\n ground._maxZ = ground._height / 2;\r\n ground._minX = -ground._maxX;\r\n ground._minZ = -ground._maxZ;\r\n\r\n const vertexData = CreateGroundVertexData(options);\r\n\r\n vertexData.applyToMesh(ground, options.updatable);\r\n\r\n ground._setReady(true);\r\n\r\n return ground;\r\n}\r\n\r\n/**\r\n * Creates a tiled ground mesh\r\n * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates\r\n * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates\r\n * * The parameter `subdivisions` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 6, h: 6}`). `w` and `h` are the numbers of subdivisions on the ground width and height. Each subdivision is called a tile\r\n * * The parameter `precision` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 2, h: 2}`). `w` and `h` are the numbers of subdivisions on the ground width and height of each tile\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param options.xmin\r\n * @param options.zmin\r\n * @param options.xmax\r\n * @param options.zmax\r\n * @param options.subdivisions\r\n * @param options.subdivisions.w\r\n * @param options.subdivisions.h\r\n * @param options.precision\r\n * @param options.precision.w\r\n * @param options.precision.h\r\n * @param options.updatable\r\n * @param scene defines the hosting scene\r\n * @returns the tiled ground mesh\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#tiled-ground\r\n */\r\nexport function CreateTiledGround(\r\n name: string,\r\n options: { xmin: number; zmin: number; xmax: number; zmax: number; subdivisions?: { w: number; h: number }; precision?: { w: number; h: number }; updatable?: boolean },\r\n scene: Nullable<Scene> = null\r\n): Mesh {\r\n const tiledGround = new Mesh(name, scene);\r\n\r\n const vertexData = CreateTiledGroundVertexData(options);\r\n\r\n vertexData.applyToMesh(tiledGround, options.updatable);\r\n\r\n return tiledGround;\r\n}\r\n\r\n/**\r\n * Creates a ground mesh from a height map\r\n * * The parameter `url` sets the URL of the height map image resource.\r\n * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.\r\n * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.\r\n * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.\r\n * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.\r\n * * The parameter `colorFilter` (optional Color3, default (0.3, 0.59, 0.11) ) is the filter to apply to the image pixel colors to compute the height.\r\n * * The parameter `onReady` is a javascript callback function that will be called once the mesh is just built (the height map download can last some time).\r\n * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.\r\n * @param name defines the name of the mesh\r\n * @param url defines the url to the height map\r\n * @param options defines the options used to create the mesh\r\n * @param options.width\r\n * @param options.height\r\n * @param options.subdivisions\r\n * @param options.minHeight\r\n * @param options.maxHeight\r\n * @param options.colorFilter\r\n * @param options.alphaFilter\r\n * @param options.updatable\r\n * @param options.onReady\r\n * @param scene defines the hosting scene\r\n * @returns the ground mesh\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set/height_map\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#ground-from-a-height-map\r\n */\r\nexport function CreateGroundFromHeightMap(\r\n name: string,\r\n url: string,\r\n options: {\r\n width?: number;\r\n height?: number;\r\n subdivisions?: number;\r\n minHeight?: number;\r\n maxHeight?: number;\r\n colorFilter?: Color3;\r\n alphaFilter?: number;\r\n updatable?: boolean;\r\n onReady?: (mesh: GroundMesh) => void;\r\n } = {},\r\n scene: Nullable<Scene> = null\r\n): GroundMesh {\r\n const width = options.width || 10.0;\r\n const height = options.height || 10.0;\r\n const subdivisions = options.subdivisions || 1 | 0;\r\n const minHeight = options.minHeight || 0.0;\r\n const maxHeight = options.maxHeight || 1.0;\r\n const filter = options.colorFilter || new Color3(0.3, 0.59, 0.11);\r\n const alphaFilter = options.alphaFilter || 0.0;\r\n const updatable = options.updatable;\r\n const onReady = options.onReady;\r\n\r\n scene = scene || EngineStore.LastCreatedScene!;\r\n\r\n const ground = new GroundMesh(name, scene);\r\n ground._subdivisionsX = subdivisions;\r\n ground._subdivisionsY = subdivisions;\r\n ground._width = width;\r\n ground._height = height;\r\n ground._maxX = ground._width / 2.0;\r\n ground._maxZ = ground._height / 2.0;\r\n ground._minX = -ground._maxX;\r\n ground._minZ = -ground._maxZ;\r\n\r\n ground._setReady(false);\r\n\r\n const onload = (img: HTMLImageElement | ImageBitmap) => {\r\n const bufferWidth = img.width;\r\n const bufferHeight = img.height;\r\n\r\n if (scene!.isDisposed) {\r\n return;\r\n }\r\n\r\n const buffer = <Uint8Array>scene?.getEngine().resizeImageBitmap(img, bufferWidth, bufferHeight);\r\n\r\n const vertexData = CreateGroundFromHeightMapVertexData({\r\n width: width,\r\n height: height,\r\n subdivisions: subdivisions,\r\n minHeight: minHeight,\r\n maxHeight: maxHeight,\r\n colorFilter: filter,\r\n buffer: buffer,\r\n bufferWidth: bufferWidth,\r\n bufferHeight: bufferHeight,\r\n alphaFilter: alphaFilter,\r\n });\r\n\r\n vertexData.applyToMesh(ground, updatable);\r\n\r\n //execute ready callback, if set\r\n if (onReady) {\r\n onReady(ground);\r\n }\r\n\r\n ground._setReady(true);\r\n };\r\n\r\n Tools.LoadImage(url, onload, () => {}, scene.offlineProvider);\r\n\r\n return ground;\r\n}\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n * @deprecated use the functions directly from the module\r\n */\r\nexport const GroundBuilder = {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CreateGround,\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CreateGroundFromHeightMap,\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CreateTiledGround,\r\n};\r\n\r\nVertexData.CreateGround = CreateGroundVertexData;\r\nVertexData.CreateTiledGround = CreateTiledGroundVertexData;\r\nVertexData.CreateGroundFromHeightMap = CreateGroundFromHeightMapVertexData;\r\n\r\n(Mesh as any).CreateGround = (name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh => {\r\n const options = {\r\n width,\r\n height,\r\n subdivisions,\r\n updatable,\r\n };\r\n\r\n return CreateGround(name, options, scene);\r\n};\r\n\r\n(Mesh as any).CreateTiledGround = (\r\n name: string,\r\n xmin: number,\r\n zmin: number,\r\n xmax: number,\r\n zmax: number,\r\n subdivisions: { w: number; h: number },\r\n precision: { w: number; h: number },\r\n scene: Scene,\r\n updatable?: boolean\r\n): Mesh => {\r\n const options = {\r\n xmin,\r\n zmin,\r\n xmax,\r\n zmax,\r\n subdivisions,\r\n precision,\r\n updatable,\r\n };\r\n\r\n return CreateTiledGround(name, options, scene);\r\n};\r\n\r\n(Mesh as any).CreateGroundFromHeightMap = (\r\n name: string,\r\n url: string,\r\n width: number,\r\n height: number,\r\n subdivisions: number,\r\n minHeight: number,\r\n maxHeight: number,\r\n scene: Scene,\r\n updatable?: boolean,\r\n onReady?: (mesh: GroundMesh) => void,\r\n alphaFilter?: number\r\n): GroundMesh => {\r\n const options = {\r\n width,\r\n height,\r\n subdivisions,\r\n minHeight,\r\n maxHeight,\r\n updatable,\r\n onReady,\r\n alphaFilter,\r\n };\r\n\r\n return CreateGroundFromHeightMap(name, url, options, scene);\r\n};\r\n"]}
|
|
@@ -44,7 +44,7 @@ export declare function CreateIcoSphereVertexData(options: {
|
|
|
44
44
|
* * The parameter `subdivisions` sets the number of subdivisions (positive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
|
|
45
45
|
* * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface
|
|
46
46
|
* * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
|
|
47
|
-
* * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/
|
|
47
|
+
* * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#side-orientation
|
|
48
48
|
* * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
|
|
49
49
|
* @param name defines the name of the mesh
|
|
50
50
|
* @param options defines the options used to create the mesh
|
|
@@ -60,7 +60,7 @@ export declare function CreateIcoSphereVertexData(options: {
|
|
|
60
60
|
* @param options.updatable
|
|
61
61
|
* @param scene defines the hosting scene
|
|
62
62
|
* @returns the icosahedron mesh
|
|
63
|
-
* @see https://doc.babylonjs.com/
|
|
63
|
+
* @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/polyhedra#icosphere
|
|
64
64
|
*/
|
|
65
65
|
export declare function CreateIcoSphere(name: string, options?: {
|
|
66
66
|
radius?: number;
|
|
@@ -357,7 +357,7 @@ export function CreateIcoSphereVertexData(options) {
|
|
|
357
357
|
* * The parameter `subdivisions` sets the number of subdivisions (positive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
|
|
358
358
|
* * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface
|
|
359
359
|
* * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
|
|
360
|
-
* * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/
|
|
360
|
+
* * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#side-orientation
|
|
361
361
|
* * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
|
|
362
362
|
* @param name defines the name of the mesh
|
|
363
363
|
* @param options defines the options used to create the mesh
|
|
@@ -373,7 +373,7 @@ export function CreateIcoSphereVertexData(options) {
|
|
|
373
373
|
* @param options.updatable
|
|
374
374
|
* @param scene defines the hosting scene
|
|
375
375
|
* @returns the icosahedron mesh
|
|
376
|
-
* @see https://doc.babylonjs.com/
|
|
376
|
+
* @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/polyhedra#icosphere
|
|
377
377
|
*/
|
|
378
378
|
export function CreateIcoSphere(name, options = {}, scene = null) {
|
|
379
379
|
const sphere = new Mesh(name, scene);
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"icoSphereBuilder.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Meshes/Builders/icoSphereBuilder.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,OAAO,EAAE,OAAO,EAAE,MAAM,yBAAyB,CAAC;AAC3D,OAAO,EAAE,IAAI,EAAE,MAAM,SAAS,CAAC;AAC/B,OAAO,EAAE,UAAU,EAAE,MAAM,oBAAoB,CAAC;AAEhD,OAAO,EAAE,oBAAoB,EAAE,MAAM,mCAAmC,CAAC;AAEzE;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH,MAAM,UAAU,yBAAyB,CAAC,OAUzC;IACG,MAAM,eAAe,GAAG,OAAO,CAAC,eAAe,IAAI,UAAU,CAAC,WAAW,CAAC;IAC1E,MAAM,MAAM,GAAG,OAAO,CAAC,MAAM,IAAI,CAAC,CAAC;IACnC,MAAM,IAAI,GAAG,OAAO,CAAC,IAAI,KAAK,SAAS,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,OAAO,CAAC,IAAI,CAAC;IAC9D,MAAM,YAAY,GAAG,OAAO,CAAC,YAAY,IAAI,CAAC,CAAC;IAC/C,MAAM,OAAO,GAAG,OAAO,CAAC,OAAO,IAAI,MAAM,CAAC;IAC1C,MAAM,OAAO,GAAG,OAAO,CAAC,OAAO,IAAI,MAAM,CAAC;IAC1C,MAAM,OAAO,GAAG,OAAO,CAAC,OAAO,IAAI,MAAM,CAAC;IAE1C,MAAM,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;IAEjC,kBAAkB;IAClB,MAAM,WAAW,GAAG;QAChB,CAAC,CAAC;QACF,CAAC;QACD,CAAC,CAAC;QACF,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC,CAAC;QACF,CAAC,CAAC;QACF,CAAC;QACD,CAAC;QACD,CAAC,CAAC;QACF,CAAC;QACD,CAAC;QACD,CAAC,CAAC;QACF,CAAC,CAAC;QACF,CAAC;QACD,CAAC;QACD,CAAC,CAAC;QACF,CAAC;QACD,CAAC,CAAC;QACF,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC,CAAC;QACF,CAAC,CAAC;QACF,CAAC;QACD,CAAC;QACD,CAAC,CAAC;QACF,CAAC;QACD,CAAC,CAAC,EAAE,QAAQ;KACf,CAAC;IAEF,8CAA8C;IAC9C,MAAM,WAAW,GAAG;QAChB,CAAC,EAAE,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE;QAC1K,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;KACpC,CAAC;IACF,kDAAkD;IAClD,MAAM,mBAAmB,GAAG;QACxB,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,EAAE;QACF,EAAE;QACF,eAAe;QACf,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,EAAE;QACF,EAAE,EAAE,aAAa;KACpB,CAAC;IAEF,oCAAoC;IACpC,MAAM,YAAY,GAAG;QACjB,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,oDAAoD;QACpD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC,EAAE,aAAa;KACnB,CAAC;IAEF,oDAAoD;IACpD,oEAAoE;IACpE,6BAA6B;IAC7B,wBAAwB;IACxB,sBAAsB;IACtB,wBAAwB;IACxB,sBAAsB;IACtB,wBAAwB;IACxB,4BAA4B;IAE5B,8BAA8B;IAC9B,qBAAqB;IACrB,mBAAmB;IACnB,qBAAqB;IACrB,mBAAmB;IACnB,SAAS;IACT,4BAA4B;IAE5B,oCAAoC;IACpC,eAAe;IACf,wBAAwB;IACxB,wBAAwB;IACxB,uBAAuB;IACvB,sBAAsB;IACtB,sBAAsB;IACtB,sBAAsB;IACtB,uBAAuB;IACvB,wBAAwB;IACxB,wBAAwB;IACxB,wBAAwB;IACxB,uBAAuB;IACvB,sBAAsB;IACtB,sBAAsB;IACtB,sBAAsB;IACtB,uBAAuB;IACvB,wBAAwB;IACxB,wBAAwB;IAExB,oEAAoE;IACpE,MAAM,KAAK,GAAG,GAAG,GAAG,IAAI,CAAC;IACzB,MAAM,KAAK,GAAG,GAAG,GAAG,IAAI,CAAC;IACzB,MAAM,OAAO,GAAG,EAAE,GAAG,IAAI,CAAC;IAC1B,MAAM,OAAO,GAAG,EAAE,GAAG,IAAI,CAAC;IAC1B,kEAAkE;IAClE,kDAAkD;IAClD,MAAM,eAAe,GAAG,CAAC,EAAE,GAAG,IAAI,CAAC;IACnC,MAAM,eAAe,GAAG,CAAC,EAAE,GAAG,IAAI,CAAC;IACnC,iCAAiC;IACjC,6DAA6D;IAC7D,MAAM,MAAM,GAAG;QACX,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC,EAAE,WAAW;KACjB,CAAC;IAEF,MAAM,OAAO,GAAG,IAAI,KAAK,EAAU,CAAC;IACpC,MAAM,SAAS,GAAG,IAAI,KAAK,EAAU,CAAC;IACtC,MAAM,OAAO,GAAG,IAAI,KAAK,EAAU,CAAC;IACpC,MAAM,GAAG,GAAG,IAAI,KAAK,EAAU,CAAC;IAEhC,IAAI,cAAc,GAAG,CAAC,CAAC;IACvB,kFAAkF;IAClF,MAAM,eAAe,GAAG,IAAI,KAAK,CAAC,CAAC,CAAC,CAAC;IACrC,MAAM,cAAc,GAAG,IAAI,KAAK,CAAC,CAAC,CAAC,CAAC;IACpC,IAAI,IAAI,CAAC;IACT,KAAK,IAAI,GAAG,CAAC,EAAE,IAAI,GAAG,CAAC,EAAE,IAAI,EAAE,EAAE;QAC7B,eAAe,CAAC,IAAI,CAAC,GAAG,OAAO,CAAC,IAAI,EAAE,CAAC;QACvC,cAAc,CAAC,IAAI,CAAC,GAAG,OAAO,CAAC,IAAI,EAAE,CAAC;KACzC;IACD,0BAA0B;IAC1B,KAAK,IAAI,IAAI,GAAG,CAAC,EAAE,IAAI,GAAG,EAAE,EAAE,IAAI,EAAE,EAAE;QAClC,oBAAoB;QACpB,KAAK,IAAI,GAAG,CAAC,EAAE,IAAI,GAAG,CAAC,EAAE,IAAI,EAAE,EAAE;YAC7B,uEAAuE;YACvE,MAAM,IAAI,GAAG,WAAW,CAAC,CAAC,GAAG,IAAI,GAAG,IAAI,CAAC,CAAC;YAC1C,kCAAkC;YAClC,eAAe,CAAC,IAAI,CAAC,CAAC,cAAc,CAChC,WAAW,CAAC,CAAC,GAAG,mBAAmB,CAAC,IAAI,CAAC,CAAC,EAC1C,WAAW,CAAC,CAAC,GAAG,mBAAmB,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC,EAC9C,WAAW,CAAC,CAAC,GAAG,mBAAmB,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC,CACjD,CAAC;YACF,0BAA0B;YAC1B,eAAe,CAAC,IAAI,CAAC,CAAC,SAAS,EAAE,CAAC;YAElC,gCAAgC;YAChC,cAAc,CAAC,IAAI,CAAC,CAAC,cAAc,CAC/B,YAAY,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,KAAK,GAAG,OAAO,GAAG,MAAM,CAAC,IAAI,CAAC,GAAG,eAAe,EACzE,YAAY,CAAC,CAAC,GAAG,IAAI,GAAG,CAAC,CAAC,GAAG,KAAK,GAAG,OAAO,GAAG,MAAM,CAAC,IAAI,CAAC,GAAG,eAAe,CAChF,CAAC;SACL;QAED,iDAAiD;QACjD,0FAA0F;QAC1F,yDAAyD;QACzD,0FAA0F;QAC1F,+BAA+B;QAC/B,EAAE;QACF,2CAA2C;QAC3C,2BAA2B;QAC3B,kDAAkD;QAClD,kDAAkD;QAClD,gEAAgE;QAChE,oEAAoE;QACpE,EAAE;QACF,EAAE;QACF,8BAA8B;QAC9B,4BAA4B;QAC5B,6BAA6B;QAC7B,8BAA8B;QAC9B,+BAA+B;QAC/B,gCAAgC;QAChC,iCAAiC;QACjC,kCAAkC;QAClC,mCAAmC;QACnC,oCAAoC;QACpC,qCAAqC;QACrC,sCAAsC;QACtC,wCAAwC;QACxC,EAAE;QACF,wCAAwC;QACxC,EAAE;QACF,qBAAqB;QACrB,+DAA+D;QAC/D,sCAAsC;QACtC,EAAE;QACF,gEAAgE;QAChE,0CAA0C;QAE1C,MAAM,aAAa,GAAG,CAAC,EAAU,EAAE,EAAU,EAAE,EAAU,EAAE,EAAU,EAAE,EAAE;YACrE,8BAA8B;YAC9B,4BAA4B;YAC5B,2BAA2B;YAC3B,MAAM,MAAM,GAAG,OAAO,CAAC,IAAI,CAAC,eAAe,CAAC,CAAC,CAAC,EAAE,eAAe,CAAC,CAAC,CAAC,EAAE,EAAE,GAAG,YAAY,CAAC,CAAC;YACvF,MAAM,MAAM,GAAG,OAAO,CAAC,IAAI,CAAC,eAAe,CAAC,CAAC,CAAC,EAAE,eAAe,CAAC,CAAC,CAAC,EAAE,EAAE,GAAG,YAAY,CAAC,CAAC;YACvF,MAAM,UAAU,GAAG,YAAY,KAAK,EAAE,CAAC,CAAC,CAAC,eAAe,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,OAAO,CAAC,IAAI,CAAC,MAAM,EAAE,MAAM,EAAE,EAAE,GAAG,CAAC,YAAY,GAAG,EAAE,CAAC,CAAC,CAAC;YACrH,UAAU,CAAC,SAAS,EAAE,CAAC;YAEvB,IAAI,aAAa,CAAC;YAClB,IAAI,IAAI,EAAE;gBACN,2DAA2D;gBAC3D,MAAM,WAAW,GAAG,OAAO,CAAC,IAAI,CAAC,eAAe,CAAC,CAAC,CAAC,EAAE,eAAe,CAAC,CAAC,CAAC,EAAE,EAAE,GAAG,YAAY,CAAC,CAAC;gBAC5F,MAAM,WAAW,GAAG,OAAO,CAAC,IAAI,CAAC,eAAe,CAAC,CAAC,CAAC,EAAE,eAAe,CAAC,CAAC,CAAC,EAAE,EAAE,GAAG,YAAY,CAAC,CAAC;gBAC5F,aAAa,GAAG,OAAO,CAAC,IAAI,CAAC,WAAW,EAAE,WAAW,EAAE,EAAE,GAAG,CAAC,YAAY,GAAG,EAAE,CAAC,CAAC,CAAC;aACpF;iBAAM;gBACH,sEAAsE;gBACtE,aAAa,GAAG,IAAI,OAAO,CAAC,UAAU,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC,CAAC,CAAC;aACzE;YACD,4DAA4D;YAC5D,aAAa,CAAC,CAAC,IAAI,OAAO,CAAC;YAC3B,aAAa,CAAC,CAAC,IAAI,OAAO,CAAC;YAC3B,aAAa,CAAC,CAAC,IAAI,OAAO,CAAC;YAC3B,aAAa,CAAC,SAAS,EAAE,CAAC;YAE1B,MAAM,KAAK,GAAG,OAAO,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC,CAAC,EAAE,cAAc,CAAC,CAAC,CAAC,EAAE,EAAE,GAAG,YAAY,CAAC,CAAC;YACpF,MAAM,KAAK,GAAG,OAAO,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC,CAAC,EAAE,cAAc,CAAC,CAAC,CAAC,EAAE,EAAE,GAAG,YAAY,CAAC,CAAC;YACpF,MAAM,SAAS,GAAG,YAAY,KAAK,EAAE,CAAC,CAAC,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,OAAO,CAAC,IAAI,CAAC,KAAK,EAAE,KAAK,EAAE,EAAE,GAAG,CAAC,YAAY,GAAG,EAAE,CAAC,CAAC,CAAC;YACjH,SAAS,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,GAAG,OAAO,EAAE,UAAU,CAAC,CAAC,GAAG,OAAO,EAAE,UAAU,CAAC,CAAC,GAAG,OAAO,CAAC,CAAC;YACvF,OAAO,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC,EAAE,aAAa,CAAC,CAAC,EAAE,aAAa,CAAC,CAAC,CAAC,CAAC;YAChE,GAAG,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC,EAAE,oBAAoB,CAAC,yBAAyB,CAAC,CAAC,CAAC,GAAG,GAAG,SAAS,CAAC,CAAC,CAAC,CAAC,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC;YACxG,wCAAwC;YACxC,qGAAqG;YACrG,OAAO,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC;YAC7B,cAAc,EAAE,CAAC;QACrB,CAAC,CAAC;QAEF,KAAK,IAAI,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,YAAY,EAAE,EAAE,EAAE,EAAE;YACtC,KAAK,IAAI,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,EAAE,GAAG,YAAY,EAAE,EAAE,EAAE,EAAE;gBAC3C,4BAA4B;gBAC5B,2CAA2C;gBAC3C,aAAa,CAAC,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,GAAG,CAAC,EAAE,EAAE,GAAG,GAAG,GAAG,CAAC,CAAC,CAAC;gBAClD,aAAa,CAAC,EAAE,GAAG,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,GAAG,CAAC,EAAE,EAAE,GAAG,GAAG,GAAG,CAAC,CAAC,CAAC;gBACtD,aAAa,CAAC,EAAE,EAAE,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,GAAG,GAAG,CAAC,EAAE,EAAE,GAAG,GAAG,GAAG,CAAC,CAAC,CAAC;gBACtD,IAAI,EAAE,GAAG,EAAE,GAAG,CAAC,GAAG,YAAY,EAAE;oBAC5B,4BAA4B;oBAC5B,6CAA6C;oBAC7C,aAAa,CAAC,EAAE,GAAG,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,GAAG,CAAC,EAAE,EAAE,GAAG,GAAG,GAAG,CAAC,CAAC,CAAC;oBACtD,aAAa,CAAC,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,GAAG,GAAG,CAAC,EAAE,EAAE,GAAG,GAAG,GAAG,CAAC,CAAC,CAAC;oBAC1D,aAAa,CAAC,EAAE,EAAE,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,GAAG,GAAG,CAAC,EAAE,EAAE,GAAG,GAAG,GAAG,CAAC,CAAC,CAAC;iBACzD;aACJ;SACJ;KACJ;IAED,QAAQ;IACR,UAAU,CAAC,aAAa,CAAC,eAAe,EAAE,SAAS,EAAE,OAAO,EAAE,OAAO,EAAE,GAAG,EAAE,OAAO,CAAC,QAAQ,EAAE,OAAO,CAAC,OAAO,CAAC,CAAC;IAE/G,SAAS;IACT,MAAM,UAAU,GAAG,IAAI,UAAU,EAAE,CAAC;IACpC,UAAU,CAAC,OAAO,GAAG,OAAO,CAAC;IAC7B,UAAU,CAAC,SAAS,GAAG,SAAS,CAAC;IACjC,UAAU,CAAC,OAAO,GAAG,OAAO,CAAC;IAC7B,UAAU,CAAC,GAAG,GAAG,GAAG,CAAC;IACrB,OAAO,UAAU,CAAC;AACtB,CAAC;AAED;;;;;;;;;;;;;;;;;;;;;;;;GAwBG;AACH,MAAM,UAAU,eAAe,CAC3B,IAAY,EACZ,UAWI,EAAE,EACN,QAAyB,IAAI;IAE7B,MAAM,MAAM,GAAG,IAAI,IAAI,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC;IAErC,OAAO,CAAC,eAAe,GAAG,IAAI,CAAC,0BAA0B,CAAC,OAAO,CAAC,eAAe,CAAC,CAAC;IACnF,MAAM,CAAC,+BAA+B,GAAG,OAAO,CAAC,eAAe,CAAC;IAEjE,MAAM,UAAU,GAAG,yBAAyB,CAAC,OAAO,CAAC,CAAC;IAEtD,UAAU,CAAC,WAAW,CAAC,MAAM,EAAE,OAAO,CAAC,SAAS,CAAC,CAAC;IAElD,OAAO,MAAM,CAAC;AAClB,CAAC;AACD;;;GAGG;AACH,MAAM,CAAC,MAAM,gBAAgB,GAAG;IAC5B,gEAAgE;IAChE,eAAe;CAClB,CAAC;AAEF,UAAU,CAAC,eAAe,GAAG,yBAAyB,CAAC;AAEtD,IAAY,CAAC,eAAe,GAAG,CAC5B,IAAY,EACZ,OAAkH,EAClH,KAAY,EACR,EAAE;IACN,OAAO,eAAe,CAAC,IAAI,EAAE,OAAO,EAAE,KAAK,CAAC,CAAC;AACjD,CAAC,CAAC","sourcesContent":["import type { Scene } from \"../../scene\";\r\nimport type { Vector4 } from \"../../Maths/math.vector\";\r\nimport { Vector3, Vector2 } from \"../../Maths/math.vector\";\r\nimport { Mesh } from \"../mesh\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { CompatibilityOptions } from \"../../Compat/compatibilityOptions\";\r\n\r\n/**\r\n * Creates the VertexData of the IcoSphere\r\n * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty\r\n * * radius the radius of the IcoSphere, optional default 1\r\n * * radiusX allows stretching in the x direction, optional, default radius\r\n * * radiusY allows stretching in the y direction, optional, default radius\r\n * * radiusZ allows stretching in the z direction, optional, default radius\r\n * * flat when true creates a flat shaded mesh, optional, default true\r\n * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)\r\n * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)\r\n * @param options.radius\r\n * @param options.radiusX\r\n * @param options.radiusY\r\n * @param options.radiusZ\r\n * @param options.flat\r\n * @param options.subdivisions\r\n * @param options.sideOrientation\r\n * @param options.frontUVs\r\n * @param options.backUVs\r\n * @returns the VertexData of the IcoSphere\r\n */\r\nexport function CreateIcoSphereVertexData(options: {\r\n radius?: number;\r\n radiusX?: number;\r\n radiusY?: number;\r\n radiusZ?: number;\r\n flat?: boolean;\r\n subdivisions?: number;\r\n sideOrientation?: number;\r\n frontUVs?: Vector4;\r\n backUVs?: Vector4;\r\n}): VertexData {\r\n const sideOrientation = options.sideOrientation || VertexData.DEFAULTSIDE;\r\n const radius = options.radius || 1;\r\n const flat = options.flat === undefined ? true : options.flat;\r\n const subdivisions = options.subdivisions || 4;\r\n const radiusX = options.radiusX || radius;\r\n const radiusY = options.radiusY || radius;\r\n const radiusZ = options.radiusZ || radius;\r\n\r\n const t = (1 + Math.sqrt(5)) / 2;\r\n\r\n // 12 vertex x,y,z\r\n const icoVertices = [\r\n -1,\r\n t,\r\n -0,\r\n 1,\r\n t,\r\n 0,\r\n -1,\r\n -t,\r\n 0,\r\n 1,\r\n -t,\r\n 0, // v0-3\r\n 0,\r\n -1,\r\n -t,\r\n 0,\r\n 1,\r\n -t,\r\n 0,\r\n -1,\r\n t,\r\n 0,\r\n 1,\r\n t, // v4-7\r\n t,\r\n 0,\r\n 1,\r\n t,\r\n 0,\r\n -1,\r\n -t,\r\n 0,\r\n 1,\r\n -t,\r\n 0,\r\n -1, // v8-11\r\n ];\r\n\r\n // index of 3 vertex makes a face of icopshere\r\n const ico_indices = [\r\n 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 12, 22, 23, 1, 5, 20, 5, 11, 4, 23, 22, 13, 22, 18, 6, 7, 1, 8, 14, 21, 4, 14, 4, 2, 16, 13, 6, 15, 6, 19, 3, 8, 9, 4, 21, 5, 13, 17,\r\n 23, 6, 13, 22, 19, 6, 18, 9, 8, 1,\r\n ];\r\n // vertex for uv have aliased position, not for UV\r\n const vertices_unalias_id = [\r\n 0,\r\n 1,\r\n 2,\r\n 3,\r\n 4,\r\n 5,\r\n 6,\r\n 7,\r\n 8,\r\n 9,\r\n 10,\r\n 11,\r\n // vertex alias\r\n 0, // 12: 0 + 12\r\n 2, // 13: 2 + 11\r\n 3, // 14: 3 + 11\r\n 3, // 15: 3 + 12\r\n 3, // 16: 3 + 13\r\n 4, // 17: 4 + 13\r\n 7, // 18: 7 + 11\r\n 8, // 19: 8 + 11\r\n 9, // 20: 9 + 11\r\n 9, // 21: 9 + 12\r\n 10, // 22: A + 12\r\n 11, // 23: B + 12\r\n ];\r\n\r\n // uv as integer step (not pixels !)\r\n const ico_vertexuv = [\r\n 5,\r\n 1,\r\n 3,\r\n 1,\r\n 6,\r\n 4,\r\n 0,\r\n 0, // v0-3\r\n 5,\r\n 3,\r\n 4,\r\n 2,\r\n 2,\r\n 2,\r\n 4,\r\n 0, // v4-7\r\n 2,\r\n 0,\r\n 1,\r\n 1,\r\n 6,\r\n 0,\r\n 6,\r\n 2, // v8-11\r\n // vertex alias (for same vertex on different faces)\r\n 0,\r\n 4, // 12: 0 + 12\r\n 3,\r\n 3, // 13: 2 + 11\r\n 4,\r\n 4, // 14: 3 + 11\r\n 3,\r\n 1, // 15: 3 + 12\r\n 4,\r\n 2, // 16: 3 + 13\r\n 4,\r\n 4, // 17: 4 + 13\r\n 0,\r\n 2, // 18: 7 + 11\r\n 1,\r\n 1, // 19: 8 + 11\r\n 2,\r\n 2, // 20: 9 + 11\r\n 3,\r\n 3, // 21: 9 + 12\r\n 1,\r\n 3, // 22: A + 12\r\n 2,\r\n 4, // 23: B + 12\r\n ];\r\n\r\n // Vertices[0, 1, ...9, A, B] : position on UV plane\r\n // '+' indicate duplicate position to be fixed (3,9:0,2,3,4,7,8,A,B)\r\n // First island of uv mapping\r\n // v = 4h 3+ 2\r\n // v = 3h 9+ 4\r\n // v = 2h 9+ 5 B\r\n // v = 1h 9 1 0\r\n // v = 0h 3 8 7 A\r\n // u = 0 1 2 3 4 5 6 *a\r\n\r\n // Second island of uv mapping\r\n // v = 4h 0+ B+ 4+\r\n // v = 3h A+ 2+\r\n // v = 2h 7+ 6 3+\r\n // v = 1h 8+ 3+\r\n // v = 0h\r\n // u = 0 1 2 3 4 5 6 *a\r\n\r\n // Face layout on texture UV mapping\r\n // ============\r\n // \\ 4 /\\ 16 / ======\r\n // \\ / \\ / /\\ 11 /\r\n // \\/ 7 \\/ / \\ /\r\n // ======= / 10 \\/\r\n // /\\ 17 /\\ =======\r\n // / \\ / \\ \\ 15 /\\\r\n // / 8 \\/ 12 \\ \\ / \\\r\n // ============ \\/ 6 \\\r\n // \\ 18 /\\ ============\r\n // \\ / \\ \\ 5 /\\ 0 /\r\n // \\/ 13 \\ \\ / \\ /\r\n // ======= \\/ 1 \\/\r\n // =============\r\n // /\\ 19 /\\ 2 /\\\r\n // / \\ / \\ / \\\r\n // / 14 \\/ 9 \\/ 3 \\\r\n // ===================\r\n\r\n // uv step is u:1 or 0.5, v:cos(30)=sqrt(3)/2, ratio approx is 84/97\r\n const ustep = 138 / 1024;\r\n const vstep = 239 / 1024;\r\n const uoffset = 60 / 1024;\r\n const voffset = 26 / 1024;\r\n // Second island should have margin, not to touch the first island\r\n // avoid any borderline artefact in pixel rounding\r\n const island_u_offset = -40 / 1024;\r\n const island_v_offset = +20 / 1024;\r\n // face is either island 0 or 1 :\r\n // second island is for faces : [4, 7, 8, 12, 13, 16, 17, 18]\r\n const island = [\r\n 0,\r\n 0,\r\n 0,\r\n 0,\r\n 1, // 0 - 4\r\n 0,\r\n 0,\r\n 1,\r\n 1,\r\n 0, // 5 - 9\r\n 0,\r\n 0,\r\n 1,\r\n 1,\r\n 0, // 10 - 14\r\n 0,\r\n 1,\r\n 1,\r\n 1,\r\n 0, // 15 - 19\r\n ];\r\n\r\n const indices = new Array<number>();\r\n const positions = new Array<number>();\r\n const normals = new Array<number>();\r\n const uvs = new Array<number>();\r\n\r\n let current_indice = 0;\r\n // prepare array of 3 vector (empty) (to be worked in place, shared for each face)\r\n const face_vertex_pos = new Array(3);\r\n const face_vertex_uv = new Array(3);\r\n let v012;\r\n for (v012 = 0; v012 < 3; v012++) {\r\n face_vertex_pos[v012] = Vector3.Zero();\r\n face_vertex_uv[v012] = Vector2.Zero();\r\n }\r\n // create all with normals\r\n for (let face = 0; face < 20; face++) {\r\n // 3 vertex per face\r\n for (v012 = 0; v012 < 3; v012++) {\r\n // look up vertex 0,1,2 to its index in 0 to 11 (or 23 including alias)\r\n const v_id = ico_indices[3 * face + v012];\r\n // vertex have 3D position (x,y,z)\r\n face_vertex_pos[v012].copyFromFloats(\r\n icoVertices[3 * vertices_unalias_id[v_id]],\r\n icoVertices[3 * vertices_unalias_id[v_id] + 1],\r\n icoVertices[3 * vertices_unalias_id[v_id] + 2]\r\n );\r\n // Normalize to get normal\r\n face_vertex_pos[v012].normalize();\r\n\r\n // uv Coordinates from vertex ID\r\n face_vertex_uv[v012].copyFromFloats(\r\n ico_vertexuv[2 * v_id] * ustep + uoffset + island[face] * island_u_offset,\r\n ico_vertexuv[2 * v_id + 1] * vstep + voffset + island[face] * island_v_offset\r\n );\r\n }\r\n\r\n // Subdivide the face (interpolate pos, norm, uv)\r\n // - pos is linear interpolation, then projected to sphere (converge polyhedron to sphere)\r\n // - norm is linear interpolation of vertex corner normal\r\n // (to be checked if better to re-calc from face vertex, or if approximation is OK ??? )\r\n // - uv is linear interpolation\r\n //\r\n // Topology is as below for sub-divide by 2\r\n // vertex shown as v0,v1,v2\r\n // interp index is i1 to progress in range [v0,v1[\r\n // interp index is i2 to progress in range [v0,v2[\r\n // face index as (i1,i2) for /\\ : (i1,i2),(i1+1,i2),(i1,i2+1)\r\n // and (i1,i2)' for \\/ : (i1+1,i2),(i1+1,i2+1),(i1,i2+1)\r\n //\r\n //\r\n // i2 v2\r\n // ^ ^\r\n // / / \\\r\n // / / \\\r\n // / / \\\r\n // / / (0,1) \\\r\n // / #---------\\\r\n // / / \\ (0,0)'/ \\\r\n // / / \\ / \\\r\n // / / \\ / \\\r\n // / / (0,0) \\ / (1,0) \\\r\n // / #---------#---------\\\r\n // v0 v1\r\n //\r\n // --------------------> i1\r\n //\r\n // interp of (i1,i2):\r\n // along i2 : x0=lerp(v0,v2, i2/S) <---> x1=lerp(v1,v2, i2/S)\r\n // along i1 : lerp(x0,x1, i1/(S-i2))\r\n //\r\n // centroid of triangle is needed to get help normal computation\r\n // (c1,c2) are used for centroid location\r\n\r\n const interp_vertex = (i1: number, i2: number, c1: number, c2: number) => {\r\n // vertex is interpolated from\r\n // - face_vertex_pos[0..2]\r\n // - face_vertex_uv[0..2]\r\n const pos_x0 = Vector3.Lerp(face_vertex_pos[0], face_vertex_pos[2], i2 / subdivisions);\r\n const pos_x1 = Vector3.Lerp(face_vertex_pos[1], face_vertex_pos[2], i2 / subdivisions);\r\n const pos_interp = subdivisions === i2 ? face_vertex_pos[2] : Vector3.Lerp(pos_x0, pos_x1, i1 / (subdivisions - i2));\r\n pos_interp.normalize();\r\n\r\n let vertex_normal;\r\n if (flat) {\r\n // in flat mode, recalculate normal as face centroid normal\r\n const centroid_x0 = Vector3.Lerp(face_vertex_pos[0], face_vertex_pos[2], c2 / subdivisions);\r\n const centroid_x1 = Vector3.Lerp(face_vertex_pos[1], face_vertex_pos[2], c2 / subdivisions);\r\n vertex_normal = Vector3.Lerp(centroid_x0, centroid_x1, c1 / (subdivisions - c2));\r\n } else {\r\n // in smooth mode, recalculate normal from each single vertex position\r\n vertex_normal = new Vector3(pos_interp.x, pos_interp.y, pos_interp.z);\r\n }\r\n // Vertex normal need correction due to X,Y,Z radius scaling\r\n vertex_normal.x /= radiusX;\r\n vertex_normal.y /= radiusY;\r\n vertex_normal.z /= radiusZ;\r\n vertex_normal.normalize();\r\n\r\n const uv_x0 = Vector2.Lerp(face_vertex_uv[0], face_vertex_uv[2], i2 / subdivisions);\r\n const uv_x1 = Vector2.Lerp(face_vertex_uv[1], face_vertex_uv[2], i2 / subdivisions);\r\n const uv_interp = subdivisions === i2 ? face_vertex_uv[2] : Vector2.Lerp(uv_x0, uv_x1, i1 / (subdivisions - i2));\r\n positions.push(pos_interp.x * radiusX, pos_interp.y * radiusY, pos_interp.z * radiusZ);\r\n normals.push(vertex_normal.x, vertex_normal.y, vertex_normal.z);\r\n uvs.push(uv_interp.x, CompatibilityOptions.UseOpenGLOrientationForUV ? 1.0 - uv_interp.y : uv_interp.y);\r\n // push each vertex has member of a face\r\n // Same vertex can belong to multiple face, it is pushed multiple time (duplicate vertex are present)\r\n indices.push(current_indice);\r\n current_indice++;\r\n };\r\n\r\n for (let i2 = 0; i2 < subdivisions; i2++) {\r\n for (let i1 = 0; i1 + i2 < subdivisions; i1++) {\r\n // face : (i1,i2) for /\\ :\r\n // interp for : (i1,i2),(i1+1,i2),(i1,i2+1)\r\n interp_vertex(i1, i2, i1 + 1.0 / 3, i2 + 1.0 / 3);\r\n interp_vertex(i1 + 1, i2, i1 + 1.0 / 3, i2 + 1.0 / 3);\r\n interp_vertex(i1, i2 + 1, i1 + 1.0 / 3, i2 + 1.0 / 3);\r\n if (i1 + i2 + 1 < subdivisions) {\r\n // face : (i1,i2)' for \\/ :\r\n // interp for (i1+1,i2),(i1+1,i2+1),(i1,i2+1)\r\n interp_vertex(i1 + 1, i2, i1 + 2.0 / 3, i2 + 2.0 / 3);\r\n interp_vertex(i1 + 1, i2 + 1, i1 + 2.0 / 3, i2 + 2.0 / 3);\r\n interp_vertex(i1, i2 + 1, i1 + 2.0 / 3, i2 + 2.0 / 3);\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Sides\r\n VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);\r\n\r\n // Result\r\n const vertexData = new VertexData();\r\n vertexData.indices = indices;\r\n vertexData.positions = positions;\r\n vertexData.normals = normals;\r\n vertexData.uvs = uvs;\r\n return vertexData;\r\n}\r\n\r\n/**\r\n * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided\r\n * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)\r\n * * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value of `radius`)\r\n * * The parameter `subdivisions` sets the number of subdivisions (positive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size\r\n * * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface\r\n * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE\r\n * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param options.radius\r\n * @param options.radiusX\r\n * @param options.radiusY\r\n * @param options.radiusZ\r\n * @param options.flat\r\n * @param options.subdivisions\r\n * @param options.sideOrientation\r\n * @param options.frontUVs\r\n * @param options.backUVs\r\n * @param options.updatable\r\n * @param scene defines the hosting scene\r\n * @returns the icosahedron mesh\r\n * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere\r\n */\r\nexport function CreateIcoSphere(\r\n name: string,\r\n options: {\r\n radius?: number;\r\n radiusX?: number;\r\n radiusY?: number;\r\n radiusZ?: number;\r\n flat?: boolean;\r\n subdivisions?: number;\r\n sideOrientation?: number;\r\n frontUVs?: Vector4;\r\n backUVs?: Vector4;\r\n updatable?: boolean;\r\n } = {},\r\n scene: Nullable<Scene> = null\r\n): Mesh {\r\n const sphere = new Mesh(name, scene);\r\n\r\n options.sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);\r\n sphere._originalBuilderSideOrientation = options.sideOrientation;\r\n\r\n const vertexData = CreateIcoSphereVertexData(options);\r\n\r\n vertexData.applyToMesh(sphere, options.updatable);\r\n\r\n return sphere;\r\n}\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n * @deprecated use the function directly from the module\r\n */\r\nexport const IcoSphereBuilder = {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CreateIcoSphere,\r\n};\r\n\r\nVertexData.CreateIcoSphere = CreateIcoSphereVertexData;\r\n\r\n(Mesh as any).CreateIcoSphere = (\r\n name: string,\r\n options: { radius?: number; flat?: boolean; subdivisions?: number; sideOrientation?: number; updatable?: boolean },\r\n scene: Scene\r\n): Mesh => {\r\n return CreateIcoSphere(name, options, scene);\r\n};\r\n"]}
|
|
1
|
+
{"version":3,"file":"icoSphereBuilder.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Meshes/Builders/icoSphereBuilder.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,OAAO,EAAE,OAAO,EAAE,MAAM,yBAAyB,CAAC;AAC3D,OAAO,EAAE,IAAI,EAAE,MAAM,SAAS,CAAC;AAC/B,OAAO,EAAE,UAAU,EAAE,MAAM,oBAAoB,CAAC;AAEhD,OAAO,EAAE,oBAAoB,EAAE,MAAM,mCAAmC,CAAC;AAEzE;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH,MAAM,UAAU,yBAAyB,CAAC,OAUzC;IACG,MAAM,eAAe,GAAG,OAAO,CAAC,eAAe,IAAI,UAAU,CAAC,WAAW,CAAC;IAC1E,MAAM,MAAM,GAAG,OAAO,CAAC,MAAM,IAAI,CAAC,CAAC;IACnC,MAAM,IAAI,GAAG,OAAO,CAAC,IAAI,KAAK,SAAS,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,OAAO,CAAC,IAAI,CAAC;IAC9D,MAAM,YAAY,GAAG,OAAO,CAAC,YAAY,IAAI,CAAC,CAAC;IAC/C,MAAM,OAAO,GAAG,OAAO,CAAC,OAAO,IAAI,MAAM,CAAC;IAC1C,MAAM,OAAO,GAAG,OAAO,CAAC,OAAO,IAAI,MAAM,CAAC;IAC1C,MAAM,OAAO,GAAG,OAAO,CAAC,OAAO,IAAI,MAAM,CAAC;IAE1C,MAAM,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;IAEjC,kBAAkB;IAClB,MAAM,WAAW,GAAG;QAChB,CAAC,CAAC;QACF,CAAC;QACD,CAAC,CAAC;QACF,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC,CAAC;QACF,CAAC,CAAC;QACF,CAAC;QACD,CAAC;QACD,CAAC,CAAC;QACF,CAAC;QACD,CAAC;QACD,CAAC,CAAC;QACF,CAAC,CAAC;QACF,CAAC;QACD,CAAC;QACD,CAAC,CAAC;QACF,CAAC;QACD,CAAC,CAAC;QACF,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC,CAAC;QACF,CAAC,CAAC;QACF,CAAC;QACD,CAAC;QACD,CAAC,CAAC;QACF,CAAC;QACD,CAAC,CAAC,EAAE,QAAQ;KACf,CAAC;IAEF,8CAA8C;IAC9C,MAAM,WAAW,GAAG;QAChB,CAAC,EAAE,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE;QAC1K,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;KACpC,CAAC;IACF,kDAAkD;IAClD,MAAM,mBAAmB,GAAG;QACxB,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,EAAE;QACF,EAAE;QACF,eAAe;QACf,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,EAAE;QACF,EAAE,EAAE,aAAa;KACpB,CAAC;IAEF,oCAAoC;IACpC,MAAM,YAAY,GAAG;QACjB,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,oDAAoD;QACpD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC,EAAE,aAAa;KACnB,CAAC;IAEF,oDAAoD;IACpD,oEAAoE;IACpE,6BAA6B;IAC7B,wBAAwB;IACxB,sBAAsB;IACtB,wBAAwB;IACxB,sBAAsB;IACtB,wBAAwB;IACxB,4BAA4B;IAE5B,8BAA8B;IAC9B,qBAAqB;IACrB,mBAAmB;IACnB,qBAAqB;IACrB,mBAAmB;IACnB,SAAS;IACT,4BAA4B;IAE5B,oCAAoC;IACpC,eAAe;IACf,wBAAwB;IACxB,wBAAwB;IACxB,uBAAuB;IACvB,sBAAsB;IACtB,sBAAsB;IACtB,sBAAsB;IACtB,uBAAuB;IACvB,wBAAwB;IACxB,wBAAwB;IACxB,wBAAwB;IACxB,uBAAuB;IACvB,sBAAsB;IACtB,sBAAsB;IACtB,sBAAsB;IACtB,uBAAuB;IACvB,wBAAwB;IACxB,wBAAwB;IAExB,oEAAoE;IACpE,MAAM,KAAK,GAAG,GAAG,GAAG,IAAI,CAAC;IACzB,MAAM,KAAK,GAAG,GAAG,GAAG,IAAI,CAAC;IACzB,MAAM,OAAO,GAAG,EAAE,GAAG,IAAI,CAAC;IAC1B,MAAM,OAAO,GAAG,EAAE,GAAG,IAAI,CAAC;IAC1B,kEAAkE;IAClE,kDAAkD;IAClD,MAAM,eAAe,GAAG,CAAC,EAAE,GAAG,IAAI,CAAC;IACnC,MAAM,eAAe,GAAG,CAAC,EAAE,GAAG,IAAI,CAAC;IACnC,iCAAiC;IACjC,6DAA6D;IAC7D,MAAM,MAAM,GAAG;QACX,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC;QACD,CAAC,EAAE,WAAW;KACjB,CAAC;IAEF,MAAM,OAAO,GAAG,IAAI,KAAK,EAAU,CAAC;IACpC,MAAM,SAAS,GAAG,IAAI,KAAK,EAAU,CAAC;IACtC,MAAM,OAAO,GAAG,IAAI,KAAK,EAAU,CAAC;IACpC,MAAM,GAAG,GAAG,IAAI,KAAK,EAAU,CAAC;IAEhC,IAAI,cAAc,GAAG,CAAC,CAAC;IACvB,kFAAkF;IAClF,MAAM,eAAe,GAAG,IAAI,KAAK,CAAC,CAAC,CAAC,CAAC;IACrC,MAAM,cAAc,GAAG,IAAI,KAAK,CAAC,CAAC,CAAC,CAAC;IACpC,IAAI,IAAI,CAAC;IACT,KAAK,IAAI,GAAG,CAAC,EAAE,IAAI,GAAG,CAAC,EAAE,IAAI,EAAE,EAAE;QAC7B,eAAe,CAAC,IAAI,CAAC,GAAG,OAAO,CAAC,IAAI,EAAE,CAAC;QACvC,cAAc,CAAC,IAAI,CAAC,GAAG,OAAO,CAAC,IAAI,EAAE,CAAC;KACzC;IACD,0BAA0B;IAC1B,KAAK,IAAI,IAAI,GAAG,CAAC,EAAE,IAAI,GAAG,EAAE,EAAE,IAAI,EAAE,EAAE;QAClC,oBAAoB;QACpB,KAAK,IAAI,GAAG,CAAC,EAAE,IAAI,GAAG,CAAC,EAAE,IAAI,EAAE,EAAE;YAC7B,uEAAuE;YACvE,MAAM,IAAI,GAAG,WAAW,CAAC,CAAC,GAAG,IAAI,GAAG,IAAI,CAAC,CAAC;YAC1C,kCAAkC;YAClC,eAAe,CAAC,IAAI,CAAC,CAAC,cAAc,CAChC,WAAW,CAAC,CAAC,GAAG,mBAAmB,CAAC,IAAI,CAAC,CAAC,EAC1C,WAAW,CAAC,CAAC,GAAG,mBAAmB,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC,EAC9C,WAAW,CAAC,CAAC,GAAG,mBAAmB,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC,CACjD,CAAC;YACF,0BAA0B;YAC1B,eAAe,CAAC,IAAI,CAAC,CAAC,SAAS,EAAE,CAAC;YAElC,gCAAgC;YAChC,cAAc,CAAC,IAAI,CAAC,CAAC,cAAc,CAC/B,YAAY,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,KAAK,GAAG,OAAO,GAAG,MAAM,CAAC,IAAI,CAAC,GAAG,eAAe,EACzE,YAAY,CAAC,CAAC,GAAG,IAAI,GAAG,CAAC,CAAC,GAAG,KAAK,GAAG,OAAO,GAAG,MAAM,CAAC,IAAI,CAAC,GAAG,eAAe,CAChF,CAAC;SACL;QAED,iDAAiD;QACjD,0FAA0F;QAC1F,yDAAyD;QACzD,0FAA0F;QAC1F,+BAA+B;QAC/B,EAAE;QACF,2CAA2C;QAC3C,2BAA2B;QAC3B,kDAAkD;QAClD,kDAAkD;QAClD,gEAAgE;QAChE,oEAAoE;QACpE,EAAE;QACF,EAAE;QACF,8BAA8B;QAC9B,4BAA4B;QAC5B,6BAA6B;QAC7B,8BAA8B;QAC9B,+BAA+B;QAC/B,gCAAgC;QAChC,iCAAiC;QACjC,kCAAkC;QAClC,mCAAmC;QACnC,oCAAoC;QACpC,qCAAqC;QACrC,sCAAsC;QACtC,wCAAwC;QACxC,EAAE;QACF,wCAAwC;QACxC,EAAE;QACF,qBAAqB;QACrB,+DAA+D;QAC/D,sCAAsC;QACtC,EAAE;QACF,gEAAgE;QAChE,0CAA0C;QAE1C,MAAM,aAAa,GAAG,CAAC,EAAU,EAAE,EAAU,EAAE,EAAU,EAAE,EAAU,EAAE,EAAE;YACrE,8BAA8B;YAC9B,4BAA4B;YAC5B,2BAA2B;YAC3B,MAAM,MAAM,GAAG,OAAO,CAAC,IAAI,CAAC,eAAe,CAAC,CAAC,CAAC,EAAE,eAAe,CAAC,CAAC,CAAC,EAAE,EAAE,GAAG,YAAY,CAAC,CAAC;YACvF,MAAM,MAAM,GAAG,OAAO,CAAC,IAAI,CAAC,eAAe,CAAC,CAAC,CAAC,EAAE,eAAe,CAAC,CAAC,CAAC,EAAE,EAAE,GAAG,YAAY,CAAC,CAAC;YACvF,MAAM,UAAU,GAAG,YAAY,KAAK,EAAE,CAAC,CAAC,CAAC,eAAe,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,OAAO,CAAC,IAAI,CAAC,MAAM,EAAE,MAAM,EAAE,EAAE,GAAG,CAAC,YAAY,GAAG,EAAE,CAAC,CAAC,CAAC;YACrH,UAAU,CAAC,SAAS,EAAE,CAAC;YAEvB,IAAI,aAAa,CAAC;YAClB,IAAI,IAAI,EAAE;gBACN,2DAA2D;gBAC3D,MAAM,WAAW,GAAG,OAAO,CAAC,IAAI,CAAC,eAAe,CAAC,CAAC,CAAC,EAAE,eAAe,CAAC,CAAC,CAAC,EAAE,EAAE,GAAG,YAAY,CAAC,CAAC;gBAC5F,MAAM,WAAW,GAAG,OAAO,CAAC,IAAI,CAAC,eAAe,CAAC,CAAC,CAAC,EAAE,eAAe,CAAC,CAAC,CAAC,EAAE,EAAE,GAAG,YAAY,CAAC,CAAC;gBAC5F,aAAa,GAAG,OAAO,CAAC,IAAI,CAAC,WAAW,EAAE,WAAW,EAAE,EAAE,GAAG,CAAC,YAAY,GAAG,EAAE,CAAC,CAAC,CAAC;aACpF;iBAAM;gBACH,sEAAsE;gBACtE,aAAa,GAAG,IAAI,OAAO,CAAC,UAAU,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC,CAAC,CAAC;aACzE;YACD,4DAA4D;YAC5D,aAAa,CAAC,CAAC,IAAI,OAAO,CAAC;YAC3B,aAAa,CAAC,CAAC,IAAI,OAAO,CAAC;YAC3B,aAAa,CAAC,CAAC,IAAI,OAAO,CAAC;YAC3B,aAAa,CAAC,SAAS,EAAE,CAAC;YAE1B,MAAM,KAAK,GAAG,OAAO,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC,CAAC,EAAE,cAAc,CAAC,CAAC,CAAC,EAAE,EAAE,GAAG,YAAY,CAAC,CAAC;YACpF,MAAM,KAAK,GAAG,OAAO,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC,CAAC,EAAE,cAAc,CAAC,CAAC,CAAC,EAAE,EAAE,GAAG,YAAY,CAAC,CAAC;YACpF,MAAM,SAAS,GAAG,YAAY,KAAK,EAAE,CAAC,CAAC,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,OAAO,CAAC,IAAI,CAAC,KAAK,EAAE,KAAK,EAAE,EAAE,GAAG,CAAC,YAAY,GAAG,EAAE,CAAC,CAAC,CAAC;YACjH,SAAS,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,GAAG,OAAO,EAAE,UAAU,CAAC,CAAC,GAAG,OAAO,EAAE,UAAU,CAAC,CAAC,GAAG,OAAO,CAAC,CAAC;YACvF,OAAO,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC,EAAE,aAAa,CAAC,CAAC,EAAE,aAAa,CAAC,CAAC,CAAC,CAAC;YAChE,GAAG,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC,EAAE,oBAAoB,CAAC,yBAAyB,CAAC,CAAC,CAAC,GAAG,GAAG,SAAS,CAAC,CAAC,CAAC,CAAC,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC;YACxG,wCAAwC;YACxC,qGAAqG;YACrG,OAAO,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC;YAC7B,cAAc,EAAE,CAAC;QACrB,CAAC,CAAC;QAEF,KAAK,IAAI,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,YAAY,EAAE,EAAE,EAAE,EAAE;YACtC,KAAK,IAAI,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,EAAE,GAAG,YAAY,EAAE,EAAE,EAAE,EAAE;gBAC3C,4BAA4B;gBAC5B,2CAA2C;gBAC3C,aAAa,CAAC,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,GAAG,CAAC,EAAE,EAAE,GAAG,GAAG,GAAG,CAAC,CAAC,CAAC;gBAClD,aAAa,CAAC,EAAE,GAAG,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,GAAG,CAAC,EAAE,EAAE,GAAG,GAAG,GAAG,CAAC,CAAC,CAAC;gBACtD,aAAa,CAAC,EAAE,EAAE,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,GAAG,GAAG,CAAC,EAAE,EAAE,GAAG,GAAG,GAAG,CAAC,CAAC,CAAC;gBACtD,IAAI,EAAE,GAAG,EAAE,GAAG,CAAC,GAAG,YAAY,EAAE;oBAC5B,4BAA4B;oBAC5B,6CAA6C;oBAC7C,aAAa,CAAC,EAAE,GAAG,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,GAAG,CAAC,EAAE,EAAE,GAAG,GAAG,GAAG,CAAC,CAAC,CAAC;oBACtD,aAAa,CAAC,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,GAAG,GAAG,CAAC,EAAE,EAAE,GAAG,GAAG,GAAG,CAAC,CAAC,CAAC;oBAC1D,aAAa,CAAC,EAAE,EAAE,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,GAAG,GAAG,CAAC,EAAE,EAAE,GAAG,GAAG,GAAG,CAAC,CAAC,CAAC;iBACzD;aACJ;SACJ;KACJ;IAED,QAAQ;IACR,UAAU,CAAC,aAAa,CAAC,eAAe,EAAE,SAAS,EAAE,OAAO,EAAE,OAAO,EAAE,GAAG,EAAE,OAAO,CAAC,QAAQ,EAAE,OAAO,CAAC,OAAO,CAAC,CAAC;IAE/G,SAAS;IACT,MAAM,UAAU,GAAG,IAAI,UAAU,EAAE,CAAC;IACpC,UAAU,CAAC,OAAO,GAAG,OAAO,CAAC;IAC7B,UAAU,CAAC,SAAS,GAAG,SAAS,CAAC;IACjC,UAAU,CAAC,OAAO,GAAG,OAAO,CAAC;IAC7B,UAAU,CAAC,GAAG,GAAG,GAAG,CAAC;IACrB,OAAO,UAAU,CAAC;AACtB,CAAC;AAED;;;;;;;;;;;;;;;;;;;;;;;;GAwBG;AACH,MAAM,UAAU,eAAe,CAC3B,IAAY,EACZ,UAWI,EAAE,EACN,QAAyB,IAAI;IAE7B,MAAM,MAAM,GAAG,IAAI,IAAI,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC;IAErC,OAAO,CAAC,eAAe,GAAG,IAAI,CAAC,0BAA0B,CAAC,OAAO,CAAC,eAAe,CAAC,CAAC;IACnF,MAAM,CAAC,+BAA+B,GAAG,OAAO,CAAC,eAAe,CAAC;IAEjE,MAAM,UAAU,GAAG,yBAAyB,CAAC,OAAO,CAAC,CAAC;IAEtD,UAAU,CAAC,WAAW,CAAC,MAAM,EAAE,OAAO,CAAC,SAAS,CAAC,CAAC;IAElD,OAAO,MAAM,CAAC;AAClB,CAAC;AACD;;;GAGG;AACH,MAAM,CAAC,MAAM,gBAAgB,GAAG;IAC5B,gEAAgE;IAChE,eAAe;CAClB,CAAC;AAEF,UAAU,CAAC,eAAe,GAAG,yBAAyB,CAAC;AAEtD,IAAY,CAAC,eAAe,GAAG,CAC5B,IAAY,EACZ,OAAkH,EAClH,KAAY,EACR,EAAE;IACN,OAAO,eAAe,CAAC,IAAI,EAAE,OAAO,EAAE,KAAK,CAAC,CAAC;AACjD,CAAC,CAAC","sourcesContent":["import type { Scene } from \"../../scene\";\r\nimport type { Vector4 } from \"../../Maths/math.vector\";\r\nimport { Vector3, Vector2 } from \"../../Maths/math.vector\";\r\nimport { Mesh } from \"../mesh\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { CompatibilityOptions } from \"../../Compat/compatibilityOptions\";\r\n\r\n/**\r\n * Creates the VertexData of the IcoSphere\r\n * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty\r\n * * radius the radius of the IcoSphere, optional default 1\r\n * * radiusX allows stretching in the x direction, optional, default radius\r\n * * radiusY allows stretching in the y direction, optional, default radius\r\n * * radiusZ allows stretching in the z direction, optional, default radius\r\n * * flat when true creates a flat shaded mesh, optional, default true\r\n * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)\r\n * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)\r\n * @param options.radius\r\n * @param options.radiusX\r\n * @param options.radiusY\r\n * @param options.radiusZ\r\n * @param options.flat\r\n * @param options.subdivisions\r\n * @param options.sideOrientation\r\n * @param options.frontUVs\r\n * @param options.backUVs\r\n * @returns the VertexData of the IcoSphere\r\n */\r\nexport function CreateIcoSphereVertexData(options: {\r\n radius?: number;\r\n radiusX?: number;\r\n radiusY?: number;\r\n radiusZ?: number;\r\n flat?: boolean;\r\n subdivisions?: number;\r\n sideOrientation?: number;\r\n frontUVs?: Vector4;\r\n backUVs?: Vector4;\r\n}): VertexData {\r\n const sideOrientation = options.sideOrientation || VertexData.DEFAULTSIDE;\r\n const radius = options.radius || 1;\r\n const flat = options.flat === undefined ? true : options.flat;\r\n const subdivisions = options.subdivisions || 4;\r\n const radiusX = options.radiusX || radius;\r\n const radiusY = options.radiusY || radius;\r\n const radiusZ = options.radiusZ || radius;\r\n\r\n const t = (1 + Math.sqrt(5)) / 2;\r\n\r\n // 12 vertex x,y,z\r\n const icoVertices = [\r\n -1,\r\n t,\r\n -0,\r\n 1,\r\n t,\r\n 0,\r\n -1,\r\n -t,\r\n 0,\r\n 1,\r\n -t,\r\n 0, // v0-3\r\n 0,\r\n -1,\r\n -t,\r\n 0,\r\n 1,\r\n -t,\r\n 0,\r\n -1,\r\n t,\r\n 0,\r\n 1,\r\n t, // v4-7\r\n t,\r\n 0,\r\n 1,\r\n t,\r\n 0,\r\n -1,\r\n -t,\r\n 0,\r\n 1,\r\n -t,\r\n 0,\r\n -1, // v8-11\r\n ];\r\n\r\n // index of 3 vertex makes a face of icopshere\r\n const ico_indices = [\r\n 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 12, 22, 23, 1, 5, 20, 5, 11, 4, 23, 22, 13, 22, 18, 6, 7, 1, 8, 14, 21, 4, 14, 4, 2, 16, 13, 6, 15, 6, 19, 3, 8, 9, 4, 21, 5, 13, 17,\r\n 23, 6, 13, 22, 19, 6, 18, 9, 8, 1,\r\n ];\r\n // vertex for uv have aliased position, not for UV\r\n const vertices_unalias_id = [\r\n 0,\r\n 1,\r\n 2,\r\n 3,\r\n 4,\r\n 5,\r\n 6,\r\n 7,\r\n 8,\r\n 9,\r\n 10,\r\n 11,\r\n // vertex alias\r\n 0, // 12: 0 + 12\r\n 2, // 13: 2 + 11\r\n 3, // 14: 3 + 11\r\n 3, // 15: 3 + 12\r\n 3, // 16: 3 + 13\r\n 4, // 17: 4 + 13\r\n 7, // 18: 7 + 11\r\n 8, // 19: 8 + 11\r\n 9, // 20: 9 + 11\r\n 9, // 21: 9 + 12\r\n 10, // 22: A + 12\r\n 11, // 23: B + 12\r\n ];\r\n\r\n // uv as integer step (not pixels !)\r\n const ico_vertexuv = [\r\n 5,\r\n 1,\r\n 3,\r\n 1,\r\n 6,\r\n 4,\r\n 0,\r\n 0, // v0-3\r\n 5,\r\n 3,\r\n 4,\r\n 2,\r\n 2,\r\n 2,\r\n 4,\r\n 0, // v4-7\r\n 2,\r\n 0,\r\n 1,\r\n 1,\r\n 6,\r\n 0,\r\n 6,\r\n 2, // v8-11\r\n // vertex alias (for same vertex on different faces)\r\n 0,\r\n 4, // 12: 0 + 12\r\n 3,\r\n 3, // 13: 2 + 11\r\n 4,\r\n 4, // 14: 3 + 11\r\n 3,\r\n 1, // 15: 3 + 12\r\n 4,\r\n 2, // 16: 3 + 13\r\n 4,\r\n 4, // 17: 4 + 13\r\n 0,\r\n 2, // 18: 7 + 11\r\n 1,\r\n 1, // 19: 8 + 11\r\n 2,\r\n 2, // 20: 9 + 11\r\n 3,\r\n 3, // 21: 9 + 12\r\n 1,\r\n 3, // 22: A + 12\r\n 2,\r\n 4, // 23: B + 12\r\n ];\r\n\r\n // Vertices[0, 1, ...9, A, B] : position on UV plane\r\n // '+' indicate duplicate position to be fixed (3,9:0,2,3,4,7,8,A,B)\r\n // First island of uv mapping\r\n // v = 4h 3+ 2\r\n // v = 3h 9+ 4\r\n // v = 2h 9+ 5 B\r\n // v = 1h 9 1 0\r\n // v = 0h 3 8 7 A\r\n // u = 0 1 2 3 4 5 6 *a\r\n\r\n // Second island of uv mapping\r\n // v = 4h 0+ B+ 4+\r\n // v = 3h A+ 2+\r\n // v = 2h 7+ 6 3+\r\n // v = 1h 8+ 3+\r\n // v = 0h\r\n // u = 0 1 2 3 4 5 6 *a\r\n\r\n // Face layout on texture UV mapping\r\n // ============\r\n // \\ 4 /\\ 16 / ======\r\n // \\ / \\ / /\\ 11 /\r\n // \\/ 7 \\/ / \\ /\r\n // ======= / 10 \\/\r\n // /\\ 17 /\\ =======\r\n // / \\ / \\ \\ 15 /\\\r\n // / 8 \\/ 12 \\ \\ / \\\r\n // ============ \\/ 6 \\\r\n // \\ 18 /\\ ============\r\n // \\ / \\ \\ 5 /\\ 0 /\r\n // \\/ 13 \\ \\ / \\ /\r\n // ======= \\/ 1 \\/\r\n // =============\r\n // /\\ 19 /\\ 2 /\\\r\n // / \\ / \\ / \\\r\n // / 14 \\/ 9 \\/ 3 \\\r\n // ===================\r\n\r\n // uv step is u:1 or 0.5, v:cos(30)=sqrt(3)/2, ratio approx is 84/97\r\n const ustep = 138 / 1024;\r\n const vstep = 239 / 1024;\r\n const uoffset = 60 / 1024;\r\n const voffset = 26 / 1024;\r\n // Second island should have margin, not to touch the first island\r\n // avoid any borderline artefact in pixel rounding\r\n const island_u_offset = -40 / 1024;\r\n const island_v_offset = +20 / 1024;\r\n // face is either island 0 or 1 :\r\n // second island is for faces : [4, 7, 8, 12, 13, 16, 17, 18]\r\n const island = [\r\n 0,\r\n 0,\r\n 0,\r\n 0,\r\n 1, // 0 - 4\r\n 0,\r\n 0,\r\n 1,\r\n 1,\r\n 0, // 5 - 9\r\n 0,\r\n 0,\r\n 1,\r\n 1,\r\n 0, // 10 - 14\r\n 0,\r\n 1,\r\n 1,\r\n 1,\r\n 0, // 15 - 19\r\n ];\r\n\r\n const indices = new Array<number>();\r\n const positions = new Array<number>();\r\n const normals = new Array<number>();\r\n const uvs = new Array<number>();\r\n\r\n let current_indice = 0;\r\n // prepare array of 3 vector (empty) (to be worked in place, shared for each face)\r\n const face_vertex_pos = new Array(3);\r\n const face_vertex_uv = new Array(3);\r\n let v012;\r\n for (v012 = 0; v012 < 3; v012++) {\r\n face_vertex_pos[v012] = Vector3.Zero();\r\n face_vertex_uv[v012] = Vector2.Zero();\r\n }\r\n // create all with normals\r\n for (let face = 0; face < 20; face++) {\r\n // 3 vertex per face\r\n for (v012 = 0; v012 < 3; v012++) {\r\n // look up vertex 0,1,2 to its index in 0 to 11 (or 23 including alias)\r\n const v_id = ico_indices[3 * face + v012];\r\n // vertex have 3D position (x,y,z)\r\n face_vertex_pos[v012].copyFromFloats(\r\n icoVertices[3 * vertices_unalias_id[v_id]],\r\n icoVertices[3 * vertices_unalias_id[v_id] + 1],\r\n icoVertices[3 * vertices_unalias_id[v_id] + 2]\r\n );\r\n // Normalize to get normal\r\n face_vertex_pos[v012].normalize();\r\n\r\n // uv Coordinates from vertex ID\r\n face_vertex_uv[v012].copyFromFloats(\r\n ico_vertexuv[2 * v_id] * ustep + uoffset + island[face] * island_u_offset,\r\n ico_vertexuv[2 * v_id + 1] * vstep + voffset + island[face] * island_v_offset\r\n );\r\n }\r\n\r\n // Subdivide the face (interpolate pos, norm, uv)\r\n // - pos is linear interpolation, then projected to sphere (converge polyhedron to sphere)\r\n // - norm is linear interpolation of vertex corner normal\r\n // (to be checked if better to re-calc from face vertex, or if approximation is OK ??? )\r\n // - uv is linear interpolation\r\n //\r\n // Topology is as below for sub-divide by 2\r\n // vertex shown as v0,v1,v2\r\n // interp index is i1 to progress in range [v0,v1[\r\n // interp index is i2 to progress in range [v0,v2[\r\n // face index as (i1,i2) for /\\ : (i1,i2),(i1+1,i2),(i1,i2+1)\r\n // and (i1,i2)' for \\/ : (i1+1,i2),(i1+1,i2+1),(i1,i2+1)\r\n //\r\n //\r\n // i2 v2\r\n // ^ ^\r\n // / / \\\r\n // / / \\\r\n // / / \\\r\n // / / (0,1) \\\r\n // / #---------\\\r\n // / / \\ (0,0)'/ \\\r\n // / / \\ / \\\r\n // / / \\ / \\\r\n // / / (0,0) \\ / (1,0) \\\r\n // / #---------#---------\\\r\n // v0 v1\r\n //\r\n // --------------------> i1\r\n //\r\n // interp of (i1,i2):\r\n // along i2 : x0=lerp(v0,v2, i2/S) <---> x1=lerp(v1,v2, i2/S)\r\n // along i1 : lerp(x0,x1, i1/(S-i2))\r\n //\r\n // centroid of triangle is needed to get help normal computation\r\n // (c1,c2) are used for centroid location\r\n\r\n const interp_vertex = (i1: number, i2: number, c1: number, c2: number) => {\r\n // vertex is interpolated from\r\n // - face_vertex_pos[0..2]\r\n // - face_vertex_uv[0..2]\r\n const pos_x0 = Vector3.Lerp(face_vertex_pos[0], face_vertex_pos[2], i2 / subdivisions);\r\n const pos_x1 = Vector3.Lerp(face_vertex_pos[1], face_vertex_pos[2], i2 / subdivisions);\r\n const pos_interp = subdivisions === i2 ? face_vertex_pos[2] : Vector3.Lerp(pos_x0, pos_x1, i1 / (subdivisions - i2));\r\n pos_interp.normalize();\r\n\r\n let vertex_normal;\r\n if (flat) {\r\n // in flat mode, recalculate normal as face centroid normal\r\n const centroid_x0 = Vector3.Lerp(face_vertex_pos[0], face_vertex_pos[2], c2 / subdivisions);\r\n const centroid_x1 = Vector3.Lerp(face_vertex_pos[1], face_vertex_pos[2], c2 / subdivisions);\r\n vertex_normal = Vector3.Lerp(centroid_x0, centroid_x1, c1 / (subdivisions - c2));\r\n } else {\r\n // in smooth mode, recalculate normal from each single vertex position\r\n vertex_normal = new Vector3(pos_interp.x, pos_interp.y, pos_interp.z);\r\n }\r\n // Vertex normal need correction due to X,Y,Z radius scaling\r\n vertex_normal.x /= radiusX;\r\n vertex_normal.y /= radiusY;\r\n vertex_normal.z /= radiusZ;\r\n vertex_normal.normalize();\r\n\r\n const uv_x0 = Vector2.Lerp(face_vertex_uv[0], face_vertex_uv[2], i2 / subdivisions);\r\n const uv_x1 = Vector2.Lerp(face_vertex_uv[1], face_vertex_uv[2], i2 / subdivisions);\r\n const uv_interp = subdivisions === i2 ? face_vertex_uv[2] : Vector2.Lerp(uv_x0, uv_x1, i1 / (subdivisions - i2));\r\n positions.push(pos_interp.x * radiusX, pos_interp.y * radiusY, pos_interp.z * radiusZ);\r\n normals.push(vertex_normal.x, vertex_normal.y, vertex_normal.z);\r\n uvs.push(uv_interp.x, CompatibilityOptions.UseOpenGLOrientationForUV ? 1.0 - uv_interp.y : uv_interp.y);\r\n // push each vertex has member of a face\r\n // Same vertex can belong to multiple face, it is pushed multiple time (duplicate vertex are present)\r\n indices.push(current_indice);\r\n current_indice++;\r\n };\r\n\r\n for (let i2 = 0; i2 < subdivisions; i2++) {\r\n for (let i1 = 0; i1 + i2 < subdivisions; i1++) {\r\n // face : (i1,i2) for /\\ :\r\n // interp for : (i1,i2),(i1+1,i2),(i1,i2+1)\r\n interp_vertex(i1, i2, i1 + 1.0 / 3, i2 + 1.0 / 3);\r\n interp_vertex(i1 + 1, i2, i1 + 1.0 / 3, i2 + 1.0 / 3);\r\n interp_vertex(i1, i2 + 1, i1 + 1.0 / 3, i2 + 1.0 / 3);\r\n if (i1 + i2 + 1 < subdivisions) {\r\n // face : (i1,i2)' for \\/ :\r\n // interp for (i1+1,i2),(i1+1,i2+1),(i1,i2+1)\r\n interp_vertex(i1 + 1, i2, i1 + 2.0 / 3, i2 + 2.0 / 3);\r\n interp_vertex(i1 + 1, i2 + 1, i1 + 2.0 / 3, i2 + 2.0 / 3);\r\n interp_vertex(i1, i2 + 1, i1 + 2.0 / 3, i2 + 2.0 / 3);\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Sides\r\n VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);\r\n\r\n // Result\r\n const vertexData = new VertexData();\r\n vertexData.indices = indices;\r\n vertexData.positions = positions;\r\n vertexData.normals = normals;\r\n vertexData.uvs = uvs;\r\n return vertexData;\r\n}\r\n\r\n/**\r\n * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided\r\n * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)\r\n * * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value of `radius`)\r\n * * The parameter `subdivisions` sets the number of subdivisions (positive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size\r\n * * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface\r\n * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE\r\n * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#side-orientation\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param options.radius\r\n * @param options.radiusX\r\n * @param options.radiusY\r\n * @param options.radiusZ\r\n * @param options.flat\r\n * @param options.subdivisions\r\n * @param options.sideOrientation\r\n * @param options.frontUVs\r\n * @param options.backUVs\r\n * @param options.updatable\r\n * @param scene defines the hosting scene\r\n * @returns the icosahedron mesh\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/polyhedra#icosphere\r\n */\r\nexport function CreateIcoSphere(\r\n name: string,\r\n options: {\r\n radius?: number;\r\n radiusX?: number;\r\n radiusY?: number;\r\n radiusZ?: number;\r\n flat?: boolean;\r\n subdivisions?: number;\r\n sideOrientation?: number;\r\n frontUVs?: Vector4;\r\n backUVs?: Vector4;\r\n updatable?: boolean;\r\n } = {},\r\n scene: Nullable<Scene> = null\r\n): Mesh {\r\n const sphere = new Mesh(name, scene);\r\n\r\n options.sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);\r\n sphere._originalBuilderSideOrientation = options.sideOrientation;\r\n\r\n const vertexData = CreateIcoSphereVertexData(options);\r\n\r\n vertexData.applyToMesh(sphere, options.updatable);\r\n\r\n return sphere;\r\n}\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n * @deprecated use the function directly from the module\r\n */\r\nexport const IcoSphereBuilder = {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CreateIcoSphere,\r\n};\r\n\r\nVertexData.CreateIcoSphere = CreateIcoSphereVertexData;\r\n\r\n(Mesh as any).CreateIcoSphere = (\r\n name: string,\r\n options: { radius?: number; flat?: boolean; subdivisions?: number; sideOrientation?: number; updatable?: boolean },\r\n scene: Scene\r\n): Mesh => {\r\n return CreateIcoSphere(name, options, scene);\r\n};\r\n"]}
|
|
@@ -14,7 +14,7 @@ import type { Nullable } from "../../types";
|
|
|
14
14
|
* * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
|
|
15
15
|
* * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
|
|
16
16
|
* * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
|
|
17
|
-
* * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/
|
|
17
|
+
* * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#side-orientation
|
|
18
18
|
* * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
|
|
19
19
|
* * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
|
|
20
20
|
* @param name defines the name of the mesh
|
|
@@ -33,7 +33,7 @@ import type { Nullable } from "../../types";
|
|
|
33
33
|
* @param options.invertUV
|
|
34
34
|
* @param scene defines the hosting scene
|
|
35
35
|
* @returns the lathe mesh
|
|
36
|
-
* @see https://doc.babylonjs.com/
|
|
36
|
+
* @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param#lathe
|
|
37
37
|
*/
|
|
38
38
|
export declare function CreateLathe(name: string, options: {
|
|
39
39
|
shape: Vector3[];
|
|
@@ -12,7 +12,7 @@ import { CreateRibbon } from "./ribbonBuilder.js";
|
|
|
12
12
|
* * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
|
|
13
13
|
* * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
|
|
14
14
|
* * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
|
|
15
|
-
* * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/
|
|
15
|
+
* * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#side-orientation
|
|
16
16
|
* * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
|
|
17
17
|
* * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
|
|
18
18
|
* @param name defines the name of the mesh
|
|
@@ -31,7 +31,7 @@ import { CreateRibbon } from "./ribbonBuilder.js";
|
|
|
31
31
|
* @param options.invertUV
|
|
32
32
|
* @param scene defines the hosting scene
|
|
33
33
|
* @returns the lathe mesh
|
|
34
|
-
* @see https://doc.babylonjs.com/
|
|
34
|
+
* @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param#lathe
|
|
35
35
|
*/
|
|
36
36
|
export function CreateLathe(name, options, scene = null) {
|
|
37
37
|
const arc = options.arc ? (options.arc <= 0 || options.arc > 1 ? 1.0 : options.arc) : 1.0;
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"latheBuilder.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Meshes/Builders/latheBuilder.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,OAAO,EAAE,MAAM,yBAAyB,CAAC;AAClD,OAAO,EAAE,IAAI,EAAE,MAAM,SAAS,CAAC;AAC/B,OAAO,EAAE,YAAY,EAAE,MAAM,iBAAiB,CAAC;AAG/C;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA+BG;AACH,MAAM,UAAU,WAAW,CACvB,IAAY,EACZ,OAaC,EACD,QAAyB,IAAI;IAE7B,MAAM,GAAG,GAAW,OAAO,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,OAAO,CAAC,GAAG,IAAI,CAAC,IAAI,OAAO,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,OAAO,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC;IAClG,MAAM,MAAM,GAAY,OAAO,CAAC,MAAM,KAAK,SAAS,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,OAAO,CAAC,MAAM,CAAC;IAC7E,MAAM,KAAK,GAAG,OAAO,CAAC,KAAK,CAAC;IAC5B,MAAM,MAAM,GAAG,OAAO,CAAC,MAAM,IAAI,CAAC,CAAC;IACnC,MAAM,YAAY,GAAG,OAAO,CAAC,YAAY,IAAI,EAAE,CAAC;IAChD,MAAM,IAAI,GAAG,OAAO,CAAC,IAAI,IAAI,CAAC,CAAC;IAC/B,MAAM,SAAS,GAAG,OAAO,CAAC,SAAS,CAAC;IACpC,MAAM,eAAe,GAAG,IAAI,CAAC,0BAA0B,CAAC,OAAO,CAAC,eAAe,CAAC,CAAC;IACjF,MAAM,GAAG,GAAG,OAAO,CAAC,GAAG,IAAI,IAAI,CAAC,MAAM,CAAC;IACvC,MAAM,GAAG,GAAG,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;IACxB,MAAM,KAAK,GAAG,IAAI,KAAK,EAAE,CAAC;IAC1B,MAAM,QAAQ,GAAG,OAAO,CAAC,QAAQ,IAAI,KAAK,CAAC;IAE3C,IAAI,CAAC,GAAG,CAAC,CAAC;IACV,IAAI,CAAC,GAAG,CAAC,CAAC;IACV,MAAM,IAAI,GAAG,CAAC,GAAG,GAAG,YAAY,CAAC,GAAG,GAAG,CAAC;IACxC,IAAI,OAAO,CAAC;IACZ,IAAI,IAAoB,CAAC;IACzB,KAAK,CAAC,GAAG,CAAC,EAAE,CAAC,IAAI,YAAY,GAAG,IAAI,EAAE,CAAC,EAAE,EAAE;QACvC,IAAI,GAAG,EAAE,CAAC;QACV,IAAI,GAAG,IAAI,IAAI,CAAC,SAAS,IAAI,GAAG,IAAI,IAAI,CAAC,OAAO,EAAE;YAC9C,IAAI,CAAC,IAAI,CAAC,IAAI,OAAO,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;YACzC,IAAI,CAAC,IAAI,CAAC,IAAI,OAAO,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,MAAM,EAAE,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC;SAC1H;QACD,KAAK,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,KAAK,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YAC/B,OAAO,GAAG,IAAI,OAAO,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,MAAM,EAAE,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC;YACtH,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;SACtB;QACD,IAAI,GAAG,IAAI,IAAI,CAAC,OAAO,IAAI,GAAG,IAAI,IAAI,CAAC,OAAO,EAAE;YAC5C,IAAI,CAAC,IAAI,CAAC,IAAI,OAAO,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,KAAK,CAAC,KAAK,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC,CAAC,GAAG,MAAM,EAAE,KAAK,CAAC,KAAK,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,KAAK,CAAC,KAAK,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC;YACpK,IAAI,CAAC,IAAI,CAAC,IAAI,OAAO,CAAC,CAAC,EAAE,KAAK,CAAC,KAAK,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;SAC3D;QACD,KAAK,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;KACpB;IAED,eAAe;IACf,MAAM,KAAK,GAAG,YAAY,CACtB,IAAI,EACJ,EAAE,SAAS,EAAE,KAAK,EAAE,UAAU,EAAE,MAAM,EAAE,eAAe,EAAE,eAAe,EAAE,SAAS,EAAE,SAAS,EAAE,QAAQ,EAAE,QAAQ,EAAE,QAAQ,EAAE,OAAO,CAAC,QAAQ,EAAE,OAAO,EAAE,OAAO,CAAC,OAAO,EAAE,EAC1K,KAAK,CACR,CAAC;IACF,OAAO,KAAK,CAAC;AACjB,CAAC;AAED;;;GAGG;AACH,MAAM,CAAC,MAAM,YAAY,GAAG;IACxB,gEAAgE;IAChE,WAAW;CACd,CAAC;AAED,IAAY,CAAC,WAAW,GAAG,CAAC,IAAY,EAAE,KAAgB,EAAE,MAAc,EAAE,YAAoB,EAAE,KAAY,EAAE,SAAmB,EAAE,eAAwB,EAAQ,EAAE;IACpK,MAAM,OAAO,GAAG;QACZ,KAAK,EAAE,KAAK;QACZ,MAAM,EAAE,MAAM;QACd,YAAY,EAAE,YAAY;QAC1B,eAAe,EAAE,eAAe;QAChC,SAAS,EAAE,SAAS;KACvB,CAAC;IAEF,OAAO,WAAW,CAAC,IAAI,EAAE,OAAO,EAAE,KAAK,CAAC,CAAC;AAC7C,CAAC,CAAC","sourcesContent":["import type { Scene } from \"../../scene\";\r\nimport type { Vector4 } from \"../../Maths/math.vector\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport { Mesh } from \"../mesh\";\r\nimport { CreateRibbon } from \"./ribbonBuilder\";\r\nimport type { Nullable } from \"../../types\";\r\n\r\n/**\r\n * Creates lathe mesh.\r\n * The lathe is a shape with a symmetry axis : a 2D model shape is rotated around this axis to design the lathe\r\n * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be rotated in its local space : the shape must be designed in the xOy plane and will be rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero\r\n * * The parameter `radius` (positive float, default 1) is the radius value of the lathe\r\n * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe\r\n * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides\r\n * * The parameter `arc` (positive float, default 1) is the ratio of the lathe. 0.5 builds for instance half a lathe, so an opened shape\r\n * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter \"arc\"\r\n * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL\r\n * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE\r\n * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/
|
|
1
|
+
{"version":3,"file":"latheBuilder.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Meshes/Builders/latheBuilder.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,OAAO,EAAE,MAAM,yBAAyB,CAAC;AAClD,OAAO,EAAE,IAAI,EAAE,MAAM,SAAS,CAAC;AAC/B,OAAO,EAAE,YAAY,EAAE,MAAM,iBAAiB,CAAC;AAG/C;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA+BG;AACH,MAAM,UAAU,WAAW,CACvB,IAAY,EACZ,OAaC,EACD,QAAyB,IAAI;IAE7B,MAAM,GAAG,GAAW,OAAO,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,OAAO,CAAC,GAAG,IAAI,CAAC,IAAI,OAAO,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,OAAO,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC;IAClG,MAAM,MAAM,GAAY,OAAO,CAAC,MAAM,KAAK,SAAS,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,OAAO,CAAC,MAAM,CAAC;IAC7E,MAAM,KAAK,GAAG,OAAO,CAAC,KAAK,CAAC;IAC5B,MAAM,MAAM,GAAG,OAAO,CAAC,MAAM,IAAI,CAAC,CAAC;IACnC,MAAM,YAAY,GAAG,OAAO,CAAC,YAAY,IAAI,EAAE,CAAC;IAChD,MAAM,IAAI,GAAG,OAAO,CAAC,IAAI,IAAI,CAAC,CAAC;IAC/B,MAAM,SAAS,GAAG,OAAO,CAAC,SAAS,CAAC;IACpC,MAAM,eAAe,GAAG,IAAI,CAAC,0BAA0B,CAAC,OAAO,CAAC,eAAe,CAAC,CAAC;IACjF,MAAM,GAAG,GAAG,OAAO,CAAC,GAAG,IAAI,IAAI,CAAC,MAAM,CAAC;IACvC,MAAM,GAAG,GAAG,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;IACxB,MAAM,KAAK,GAAG,IAAI,KAAK,EAAE,CAAC;IAC1B,MAAM,QAAQ,GAAG,OAAO,CAAC,QAAQ,IAAI,KAAK,CAAC;IAE3C,IAAI,CAAC,GAAG,CAAC,CAAC;IACV,IAAI,CAAC,GAAG,CAAC,CAAC;IACV,MAAM,IAAI,GAAG,CAAC,GAAG,GAAG,YAAY,CAAC,GAAG,GAAG,CAAC;IACxC,IAAI,OAAO,CAAC;IACZ,IAAI,IAAoB,CAAC;IACzB,KAAK,CAAC,GAAG,CAAC,EAAE,CAAC,IAAI,YAAY,GAAG,IAAI,EAAE,CAAC,EAAE,EAAE;QACvC,IAAI,GAAG,EAAE,CAAC;QACV,IAAI,GAAG,IAAI,IAAI,CAAC,SAAS,IAAI,GAAG,IAAI,IAAI,CAAC,OAAO,EAAE;YAC9C,IAAI,CAAC,IAAI,CAAC,IAAI,OAAO,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;YACzC,IAAI,CAAC,IAAI,CAAC,IAAI,OAAO,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,MAAM,EAAE,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC;SAC1H;QACD,KAAK,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,KAAK,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YAC/B,OAAO,GAAG,IAAI,OAAO,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,MAAM,EAAE,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC;YACtH,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;SACtB;QACD,IAAI,GAAG,IAAI,IAAI,CAAC,OAAO,IAAI,GAAG,IAAI,IAAI,CAAC,OAAO,EAAE;YAC5C,IAAI,CAAC,IAAI,CAAC,IAAI,OAAO,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,KAAK,CAAC,KAAK,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC,CAAC,GAAG,MAAM,EAAE,KAAK,CAAC,KAAK,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,KAAK,CAAC,KAAK,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC;YACpK,IAAI,CAAC,IAAI,CAAC,IAAI,OAAO,CAAC,CAAC,EAAE,KAAK,CAAC,KAAK,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;SAC3D;QACD,KAAK,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;KACpB;IAED,eAAe;IACf,MAAM,KAAK,GAAG,YAAY,CACtB,IAAI,EACJ,EAAE,SAAS,EAAE,KAAK,EAAE,UAAU,EAAE,MAAM,EAAE,eAAe,EAAE,eAAe,EAAE,SAAS,EAAE,SAAS,EAAE,QAAQ,EAAE,QAAQ,EAAE,QAAQ,EAAE,OAAO,CAAC,QAAQ,EAAE,OAAO,EAAE,OAAO,CAAC,OAAO,EAAE,EAC1K,KAAK,CACR,CAAC;IACF,OAAO,KAAK,CAAC;AACjB,CAAC;AAED;;;GAGG;AACH,MAAM,CAAC,MAAM,YAAY,GAAG;IACxB,gEAAgE;IAChE,WAAW;CACd,CAAC;AAED,IAAY,CAAC,WAAW,GAAG,CAAC,IAAY,EAAE,KAAgB,EAAE,MAAc,EAAE,YAAoB,EAAE,KAAY,EAAE,SAAmB,EAAE,eAAwB,EAAQ,EAAE;IACpK,MAAM,OAAO,GAAG;QACZ,KAAK,EAAE,KAAK;QACZ,MAAM,EAAE,MAAM;QACd,YAAY,EAAE,YAAY;QAC1B,eAAe,EAAE,eAAe;QAChC,SAAS,EAAE,SAAS;KACvB,CAAC;IAEF,OAAO,WAAW,CAAC,IAAI,EAAE,OAAO,EAAE,KAAK,CAAC,CAAC;AAC7C,CAAC,CAAC","sourcesContent":["import type { Scene } from \"../../scene\";\r\nimport type { Vector4 } from \"../../Maths/math.vector\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport { Mesh } from \"../mesh\";\r\nimport { CreateRibbon } from \"./ribbonBuilder\";\r\nimport type { Nullable } from \"../../types\";\r\n\r\n/**\r\n * Creates lathe mesh.\r\n * The lathe is a shape with a symmetry axis : a 2D model shape is rotated around this axis to design the lathe\r\n * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be rotated in its local space : the shape must be designed in the xOy plane and will be rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero\r\n * * The parameter `radius` (positive float, default 1) is the radius value of the lathe\r\n * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe\r\n * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides\r\n * * The parameter `arc` (positive float, default 1) is the ratio of the lathe. 0.5 builds for instance half a lathe, so an opened shape\r\n * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter \"arc\"\r\n * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL\r\n * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE\r\n * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#side-orientation\r\n * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param options.shape\r\n * @param options.radius\r\n * @param options.tessellation\r\n * @param options.clip\r\n * @param options.arc\r\n * @param options.closed\r\n * @param options.updatable\r\n * @param options.sideOrientation\r\n * @param options.frontUVs\r\n * @param options.backUVs\r\n * @param options.cap\r\n * @param options.invertUV\r\n * @param scene defines the hosting scene\r\n * @returns the lathe mesh\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param#lathe\r\n */\r\nexport function CreateLathe(\r\n name: string,\r\n options: {\r\n shape: Vector3[];\r\n radius?: number;\r\n tessellation?: number;\r\n clip?: number;\r\n arc?: number;\r\n closed?: boolean;\r\n updatable?: boolean;\r\n sideOrientation?: number;\r\n frontUVs?: Vector4;\r\n backUVs?: Vector4;\r\n cap?: number;\r\n invertUV?: boolean;\r\n },\r\n scene: Nullable<Scene> = null\r\n): Mesh {\r\n const arc: number = options.arc ? (options.arc <= 0 || options.arc > 1 ? 1.0 : options.arc) : 1.0;\r\n const closed: boolean = options.closed === undefined ? true : options.closed;\r\n const shape = options.shape;\r\n const radius = options.radius || 1;\r\n const tessellation = options.tessellation || 64;\r\n const clip = options.clip || 0;\r\n const updatable = options.updatable;\r\n const sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);\r\n const cap = options.cap || Mesh.NO_CAP;\r\n const pi2 = Math.PI * 2;\r\n const paths = new Array();\r\n const invertUV = options.invertUV || false;\r\n\r\n let i = 0;\r\n let p = 0;\r\n const step = (pi2 / tessellation) * arc;\r\n let rotated;\r\n let path: Array<Vector3>;\r\n for (i = 0; i <= tessellation - clip; i++) {\r\n path = [];\r\n if (cap == Mesh.CAP_START || cap == Mesh.CAP_ALL) {\r\n path.push(new Vector3(0, shape[0].y, 0));\r\n path.push(new Vector3(Math.cos(i * step) * shape[0].x * radius, shape[0].y, Math.sin(i * step) * shape[0].x * radius));\r\n }\r\n for (p = 0; p < shape.length; p++) {\r\n rotated = new Vector3(Math.cos(i * step) * shape[p].x * radius, shape[p].y, Math.sin(i * step) * shape[p].x * radius);\r\n path.push(rotated);\r\n }\r\n if (cap == Mesh.CAP_END || cap == Mesh.CAP_ALL) {\r\n path.push(new Vector3(Math.cos(i * step) * shape[shape.length - 1].x * radius, shape[shape.length - 1].y, Math.sin(i * step) * shape[shape.length - 1].x * radius));\r\n path.push(new Vector3(0, shape[shape.length - 1].y, 0));\r\n }\r\n paths.push(path);\r\n }\r\n\r\n // lathe ribbon\r\n const lathe = CreateRibbon(\r\n name,\r\n { pathArray: paths, closeArray: closed, sideOrientation: sideOrientation, updatable: updatable, invertUV: invertUV, frontUVs: options.frontUVs, backUVs: options.backUVs },\r\n scene\r\n );\r\n return lathe;\r\n}\r\n\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n * @deprecated use the function direction from the module\r\n */\r\nexport const LatheBuilder = {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CreateLathe,\r\n};\r\n\r\n(Mesh as any).CreateLathe = (name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh => {\r\n const options = {\r\n shape: shape,\r\n radius: radius,\r\n tessellation: tessellation,\r\n sideOrientation: sideOrientation,\r\n updatable: updatable,\r\n };\r\n\r\n return CreateLathe(name, options, scene);\r\n};\r\n"]}
|
|
@@ -46,10 +46,10 @@ export declare function CreateDashedLinesVertexData(options: {
|
|
|
46
46
|
* * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
|
|
47
47
|
* * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
|
|
48
48
|
* * The optional parameter `material` is the material to use to draw the lines if provided. If not, a default material will be created
|
|
49
|
-
* * Updating a simple Line mesh, you just need to update every line in the `lines` array : https://doc.babylonjs.com/
|
|
49
|
+
* * Updating a simple Line mesh, you just need to update every line in the `lines` array : https://doc.babylonjs.com/features/featuresDeepDive/mesh/dynamicMeshMorph#lines-and-dashedlines
|
|
50
50
|
* * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
|
|
51
51
|
* * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
|
|
52
|
-
* @see https://doc.babylonjs.com/
|
|
52
|
+
* @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param#line-system
|
|
53
53
|
* @param name defines the name of the new line system
|
|
54
54
|
* @param options defines the options used to create the line system
|
|
55
55
|
* @param options.lines
|
|
@@ -74,13 +74,13 @@ export declare function CreateLineSystem(name: string, options: {
|
|
|
74
74
|
* A line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
|
|
75
75
|
* * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
|
|
76
76
|
* * The parameter `points` is an array successive Vector3
|
|
77
|
-
* * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/
|
|
77
|
+
* * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/features/featuresDeepDive/mesh/dynamicMeshMorph#lines-and-dashedlines
|
|
78
78
|
* * The optional parameter `colors` is an array of successive Color4, one per line point
|
|
79
79
|
* * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
|
|
80
80
|
* * The optional parameter `material` is the material to use to draw the lines if provided. If not, a default material will be created
|
|
81
81
|
* * When updating an instance, remember that only point positions can change, not the number of points
|
|
82
82
|
* * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
|
|
83
|
-
* @see https://doc.babylonjs.com/
|
|
83
|
+
* @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param#lines
|
|
84
84
|
* @param name defines the name of the new line system
|
|
85
85
|
* @param options defines the options used to create the line system
|
|
86
86
|
* @param options.points
|
|
@@ -108,7 +108,7 @@ export declare function CreateLines(name: string, options: {
|
|
|
108
108
|
* * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
|
|
109
109
|
* * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
|
|
110
110
|
* * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
|
|
111
|
-
* * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/
|
|
111
|
+
* * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/features/featuresDeepDive/mesh/dynamicMeshMorph#lines-and-dashedlines
|
|
112
112
|
* * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
|
|
113
113
|
* * The optional parameter `material` is the material to use to draw the lines if provided. If not, a default material will be created
|
|
114
114
|
* * When updating an instance, remember that only point positions can change, not the number of points
|
|
@@ -125,7 +125,7 @@ export declare function CreateLines(name: string, options: {
|
|
|
125
125
|
* @param options.material
|
|
126
126
|
* @param scene defines the hosting scene
|
|
127
127
|
* @returns the dashed line mesh
|
|
128
|
-
* @see https://doc.babylonjs.com/
|
|
128
|
+
* @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param#dashed-lines
|
|
129
129
|
*/
|
|
130
130
|
export declare function CreateDashedLines(name: string, options: {
|
|
131
131
|
points: Vector3[];
|
|
@@ -105,10 +105,10 @@ export function CreateDashedLinesVertexData(options) {
|
|
|
105
105
|
* * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
|
|
106
106
|
* * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
|
|
107
107
|
* * The optional parameter `material` is the material to use to draw the lines if provided. If not, a default material will be created
|
|
108
|
-
* * Updating a simple Line mesh, you just need to update every line in the `lines` array : https://doc.babylonjs.com/
|
|
108
|
+
* * Updating a simple Line mesh, you just need to update every line in the `lines` array : https://doc.babylonjs.com/features/featuresDeepDive/mesh/dynamicMeshMorph#lines-and-dashedlines
|
|
109
109
|
* * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
|
|
110
110
|
* * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
|
|
111
|
-
* @see https://doc.babylonjs.com/
|
|
111
|
+
* @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param#line-system
|
|
112
112
|
* @param name defines the name of the new line system
|
|
113
113
|
* @param options defines the options used to create the line system
|
|
114
114
|
* @param options.lines
|
|
@@ -169,13 +169,13 @@ export function CreateLineSystem(name, options, scene) {
|
|
|
169
169
|
* A line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
|
|
170
170
|
* * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
|
|
171
171
|
* * The parameter `points` is an array successive Vector3
|
|
172
|
-
* * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/
|
|
172
|
+
* * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/features/featuresDeepDive/mesh/dynamicMeshMorph#lines-and-dashedlines
|
|
173
173
|
* * The optional parameter `colors` is an array of successive Color4, one per line point
|
|
174
174
|
* * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
|
|
175
175
|
* * The optional parameter `material` is the material to use to draw the lines if provided. If not, a default material will be created
|
|
176
176
|
* * When updating an instance, remember that only point positions can change, not the number of points
|
|
177
177
|
* * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
|
|
178
|
-
* @see https://doc.babylonjs.com/
|
|
178
|
+
* @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param#lines
|
|
179
179
|
* @param name defines the name of the new line system
|
|
180
180
|
* @param options defines the options used to create the line system
|
|
181
181
|
* @param options.points
|
|
@@ -200,7 +200,7 @@ export function CreateLines(name, options, scene = null) {
|
|
|
200
200
|
* * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
|
|
201
201
|
* * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
|
|
202
202
|
* * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
|
|
203
|
-
* * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/
|
|
203
|
+
* * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/features/featuresDeepDive/mesh/dynamicMeshMorph#lines-and-dashedlines
|
|
204
204
|
* * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
|
|
205
205
|
* * The optional parameter `material` is the material to use to draw the lines if provided. If not, a default material will be created
|
|
206
206
|
* * When updating an instance, remember that only point positions can change, not the number of points
|
|
@@ -217,7 +217,7 @@ export function CreateLines(name, options, scene = null) {
|
|
|
217
217
|
* @param options.material
|
|
218
218
|
* @param scene defines the hosting scene
|
|
219
219
|
* @returns the dashed line mesh
|
|
220
|
-
* @see https://doc.babylonjs.com/
|
|
220
|
+
* @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param#dashed-lines
|
|
221
221
|
*/
|
|
222
222
|
export function CreateDashedLines(name, options, scene = null) {
|
|
223
223
|
const points = options.points;
|