@babylonjs/core 5.32.2 → 5.33.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Bones/boneIKController.d.ts +2 -1
- package/Bones/boneIKController.js +27 -10
- package/Bones/boneIKController.js.map +1 -1
- package/Cameras/Inputs/freeCameraMouseInput.js +11 -3
- package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
- package/Culling/boundingInfo.d.ts +5 -0
- package/Culling/boundingInfo.js +5 -0
- package/Culling/boundingInfo.js.map +1 -1
- package/Engines/Extensions/engine.videoTexture.d.ts +2 -1
- package/Engines/Extensions/engine.videoTexture.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.videoTexture.js +21 -9
- package/Engines/WebGPU/Extensions/engine.videoTexture.js.map +1 -1
- package/Engines/WebGPU/webgpuTextureHelper.d.ts +6 -0
- package/Engines/WebGPU/webgpuTextureHelper.js +157 -0
- package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
- package/Engines/thinEngine.js +2 -2
- package/Engines/thinEngine.js.map +1 -1
- package/Layers/effectLayer.js +7 -28
- package/Layers/effectLayer.js.map +1 -1
- package/Lights/Shadows/shadowGenerator.js +9 -28
- package/Lights/Shadows/shadowGenerator.js.map +1 -1
- package/Materials/Background/backgroundMaterial.js +4 -8
- package/Materials/Background/backgroundMaterial.js.map +1 -1
- package/Materials/Node/Blocks/Dual/clipPlanesBlock.js +9 -8
- package/Materials/Node/Blocks/Dual/clipPlanesBlock.js.map +1 -1
- package/Materials/PBR/pbrBaseMaterial.js +7 -8
- package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
- package/Materials/Textures/htmlElementTexture.d.ts +1 -0
- package/Materials/Textures/htmlElementTexture.js +3 -1
- package/Materials/Textures/htmlElementTexture.js.map +1 -1
- package/Materials/Textures/renderTargetTexture.js +2 -2
- package/Materials/Textures/renderTargetTexture.js.map +1 -1
- package/Materials/Textures/videoTexture.d.ts +1 -0
- package/Materials/Textures/videoTexture.js +5 -1
- package/Materials/Textures/videoTexture.js.map +1 -1
- package/Materials/clipPlaneMaterialHelper.d.ts +8 -0
- package/Materials/clipPlaneMaterialHelper.js +78 -0
- package/Materials/clipPlaneMaterialHelper.js.map +1 -0
- package/Materials/index.d.ts +1 -1
- package/Materials/index.js +1 -1
- package/Materials/index.js.map +1 -1
- package/Materials/material.d.ts +27 -1
- package/Materials/material.js.map +1 -1
- package/Materials/materialHelper.d.ts +3 -7
- package/Materials/materialHelper.js +5 -45
- package/Materials/materialHelper.js.map +1 -1
- package/Materials/shaderMaterial.js +5 -36
- package/Materials/shaderMaterial.js.map +1 -1
- package/Materials/standardMaterial.js +4 -8
- package/Materials/standardMaterial.js.map +1 -1
- package/Maths/math.vector.d.ts +16 -16
- package/Maths/math.vector.js +16 -16
- package/Maths/math.vector.js.map +1 -1
- package/Meshes/linesMesh.js +1 -1
- package/Meshes/linesMesh.js.map +1 -1
- package/Meshes/mesh.js +3 -1
- package/Meshes/mesh.js.map +1 -1
- package/Misc/dumpTools.d.ts +49 -0
- package/Misc/dumpTools.js +145 -0
- package/Misc/dumpTools.js.map +1 -0
- package/Misc/environmentTextureTools.js +2 -1
- package/Misc/environmentTextureTools.js.map +1 -1
- package/Misc/index.d.ts +1 -0
- package/Misc/index.js +1 -0
- package/Misc/index.js.map +1 -1
- package/Misc/screenshotTools.js +17 -13
- package/Misc/screenshotTools.js.map +1 -1
- package/Misc/tools.d.ts +2 -6
- package/Misc/tools.js +7 -64
- package/Misc/tools.js.map +1 -1
- package/Particles/baseParticleSystem.d.ts +31 -6
- package/Particles/baseParticleSystem.js.map +1 -1
- package/Particles/gpuParticleSystem.js +5 -37
- package/Particles/gpuParticleSystem.js.map +1 -1
- package/Particles/particleSystem.js +5 -36
- package/Particles/particleSystem.js.map +1 -1
- package/PostProcesses/postProcess.d.ts +30 -0
- package/PostProcesses/postProcess.js +48 -2
- package/PostProcesses/postProcess.js.map +1 -1
- package/Rendering/depthRenderer.js +10 -28
- package/Rendering/depthRenderer.js.map +1 -1
- package/Rendering/outlineRenderer.js +26 -45
- package/Rendering/outlineRenderer.js.map +1 -1
- package/Shaders/ShadersInclude/imageProcessingFunctions.js +4 -1
- package/Shaders/ShadersInclude/imageProcessingFunctions.js.map +1 -1
- package/Shaders/circleOfConfusion.fragment.js +3 -1
- package/Shaders/circleOfConfusion.fragment.js.map +1 -1
- package/Sprites/spriteManager.d.ts +4 -0
- package/Sprites/spriteManager.js +9 -0
- package/Sprites/spriteManager.js.map +1 -1
- package/package.json +1 -1
- package/Materials/thinMaterialHelper.d.ts +0 -17
- package/Materials/thinMaterialHelper.js +0 -41
- package/Materials/thinMaterialHelper.js.map +0 -1
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@@ -59,6 +59,7 @@ export declare class BoneIKController {
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private _bendAxis;
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private _slerping;
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private _adjustRoll;
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private _notEnoughInformation;
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/**
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* Gets or sets maximum allowed angle
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*/
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@@ -67,7 +68,7 @@ export declare class BoneIKController {
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/**
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* Creates a new BoneIKController
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* @param mesh defines the TransformNode to control
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* @param bone defines the bone to control
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* @param bone defines the bone to control. The bone needs to have a parent bone. It also needs to have a length greater than 0 or a children we can use to infer its length.
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* @param options defines options to set up the controller
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* @param options.targetMesh
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* @param options.poleTargetMesh
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@@ -1,5 +1,6 @@
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import { Vector3, Quaternion, Matrix } from "../Maths/math.vector.js";
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import { Space } from "../Maths/math.axis.js";
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import { Logger } from "../Misc/logger.js";
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/**
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* Class used to apply inverse kinematics to bones
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* @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/bonesSkeletons#boneikcontroller
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@@ -8,7 +9,7 @@ export class BoneIKController {
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/**
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* Creates a new BoneIKController
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* @param mesh defines the TransformNode to control
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* @param bone defines the bone to control
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* @param bone defines the bone to control. The bone needs to have a parent bone. It also needs to have a length greater than 0 or a children we can use to infer its length.
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* @param options defines options to set up the controller
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* @param options.targetMesh
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* @param options.poleTargetMesh
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@@ -48,9 +49,18 @@ export class BoneIKController {
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this._bendAxis = Vector3.Right();
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this._slerping = false;
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this._adjustRoll = 0;
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this._notEnoughInformation = false;
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this._bone2 = bone;
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-
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if (!
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const bone1 = bone.getParent();
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if (!bone1) {
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this._notEnoughInformation = true;
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Logger.Error("BoneIKController: bone must have a parent for IK to work.");
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return;
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}
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this._bone1 = bone1;
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if (this._bone2.children.length === 0 && !this._bone2.length) {
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this._notEnoughInformation = true;
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Logger.Error("BoneIKController: bone must not be a leaf or it should have a length for IK to work.");
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return;
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}
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this.mesh = mesh;
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@@ -65,19 +75,27 @@ export class BoneIKController {
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this._bendAxis.z = 1;
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}
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}
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if (this._bone1.length) {
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if (this._bone1.length && this._bone2.length) {
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const boneScale1 = this._bone1.getScale();
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const boneScale2 = this._bone2.getScale();
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this._bone1Length = this._bone1.length * boneScale1.y * this.mesh.scaling.y;
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this._bone2Length = this._bone2.length * boneScale2.y * this.mesh.scaling.y;
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}
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else if (this.
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else if (this._bone2.children[0]) {
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mesh.computeWorldMatrix(true);
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const pos1 = this._bone2.children[0].getAbsolutePosition(mesh);
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const pos2 = this._bone2.getAbsolutePosition(mesh);
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const pos3 = this._bone1.getAbsolutePosition(mesh);
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this.
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this.
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this._bone2Length = Vector3.Distance(pos1, pos2);
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this._bone1Length = Vector3.Distance(pos2, pos3);
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}
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else {
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mesh.computeWorldMatrix(true);
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const boneScale2 = this._bone2.getScale();
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this._bone2Length = this._bone2.length * boneScale2.y * this.mesh.scaling.y;
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const pos2 = this._bone2.getAbsolutePosition(mesh);
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const pos3 = this._bone1.getAbsolutePosition(mesh);
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this._bone1Length = Vector3.Distance(pos2, pos3);
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}
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this._bone1.getRotationMatrixToRef(Space.WORLD, mesh, this._bone1Mat);
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this.maxAngle = Math.PI;
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@@ -138,8 +156,7 @@ export class BoneIKController {
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* Force the controller to update the bones
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*/
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update() {
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-
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if (!bone1) {
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if (this._notEnoughInformation) {
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return;
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}
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const target = this.targetPosition;
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@@ -161,7 +178,7 @@ export class BoneIKController {
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const yaxis = BoneIKController._TmpVecs[3];
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const upAxis = BoneIKController._TmpVecs[4];
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const tmpQuat = BoneIKController._TmpQuat;
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this._bone1.getAbsolutePositionToRef(this.mesh, bonePos);
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poleTarget.subtractToRef(bonePos, upAxis);
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if (upAxis.x == 0 && upAxis.y == 0 && upAxis.z == 0) {
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upAxis.y = 1;
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@@ -1 +1 @@
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-
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type { Bone } from \"./bone\";\r\nimport { Vector3, Quaternion, Matrix } from \"../Maths/math.vector\";\r\nimport type { TransformNode } from \"../Meshes/transformNode\";\r\nimport type { Nullable } from \"../types\";\r\nimport { Space } from \"../Maths/math.axis\";\r\n\r\n/**\r\n * Class used to apply inverse kinematics to bones\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/bonesSkeletons#boneikcontroller\r\n */\r\nexport class BoneIKController {\r\n private static _TmpVecs: Vector3[] = [Vector3.Zero(), Vector3.Zero(), Vector3.Zero(), Vector3.Zero(), Vector3.Zero(), Vector3.Zero()];\r\n private static _TmpQuat = Quaternion.Identity();\r\n private static _TmpMats: Matrix[] = [Matrix.Identity(), Matrix.Identity()];\r\n\r\n /**\r\n * Gets or sets the target TransformNode\r\n * Name kept as mesh for back compatibility\r\n */\r\n public targetMesh: TransformNode;\r\n\r\n /** Gets or sets the mesh used as pole */\r\n public poleTargetMesh: TransformNode;\r\n\r\n /**\r\n * Gets or sets the bone used as pole\r\n */\r\n public poleTargetBone: Nullable<Bone>;\r\n\r\n /**\r\n * Gets or sets the target position\r\n */\r\n public targetPosition = Vector3.Zero();\r\n\r\n /**\r\n * Gets or sets the pole target position\r\n */\r\n public poleTargetPosition = Vector3.Zero();\r\n\r\n /**\r\n * Gets or sets the pole target local offset\r\n */\r\n public poleTargetLocalOffset = Vector3.Zero();\r\n\r\n /**\r\n * Gets or sets the pole angle\r\n */\r\n public poleAngle = 0;\r\n\r\n /**\r\n * Gets or sets the TransformNode associated with the controller\r\n * Name kept as mesh for back compatibility\r\n */\r\n public mesh: TransformNode;\r\n\r\n /**\r\n * The amount to slerp (spherical linear interpolation) to the target. Set this to a value between 0 and 1 (a value of 1 disables slerp)\r\n */\r\n public slerpAmount = 1;\r\n\r\n private _bone1Quat = Quaternion.Identity();\r\n private _bone1Mat = Matrix.Identity();\r\n private _bone2Ang = Math.PI;\r\n\r\n private _bone1: Nullable<Bone>;\r\n private _bone2: Bone;\r\n private _bone1Length: number;\r\n private _bone2Length: number;\r\n private _maxAngle = Math.PI;\r\n private _maxReach: number;\r\n\r\n private _rightHandedSystem = false;\r\n\r\n private _bendAxis = Vector3.Right();\r\n private _slerping = false;\r\n\r\n private _adjustRoll = 0;\r\n\r\n /**\r\n * Gets or sets maximum allowed angle\r\n */\r\n public get maxAngle(): number {\r\n return this._maxAngle;\r\n }\r\n\r\n public set maxAngle(value: number) {\r\n this._setMaxAngle(value);\r\n }\r\n\r\n /**\r\n * Creates a new BoneIKController\r\n * @param mesh defines the TransformNode to control\r\n * @param bone defines the bone to control\r\n * @param options defines options to set up the controller\r\n * @param options.targetMesh\r\n * @param options.poleTargetMesh\r\n * @param options.poleTargetBone\r\n * @param options.poleTargetLocalOffset\r\n * @param options.poleAngle\r\n * @param options.bendAxis\r\n * @param options.maxAngle\r\n * @param options.slerpAmount\r\n */\r\n constructor(\r\n mesh: TransformNode,\r\n bone: Bone,\r\n options?: {\r\n targetMesh?: TransformNode;\r\n poleTargetMesh?: TransformNode;\r\n poleTargetBone?: Bone;\r\n poleTargetLocalOffset?: Vector3;\r\n poleAngle?: number;\r\n bendAxis?: Vector3;\r\n maxAngle?: number;\r\n slerpAmount?: number;\r\n }\r\n ) {\r\n this._bone2 = bone;\r\n this._bone1 = bone.getParent();\r\n\r\n if (!this._bone1) {\r\n return;\r\n }\r\n\r\n this.mesh = mesh;\r\n\r\n const bonePos = bone.getPosition();\r\n\r\n if (bone.getAbsoluteTransform().determinant() > 0) {\r\n this._rightHandedSystem = true;\r\n this._bendAxis.x = 0;\r\n this._bendAxis.y = 0;\r\n this._bendAxis.z = -1;\r\n\r\n if (bonePos.x > bonePos.y && bonePos.x > bonePos.z) {\r\n this._adjustRoll = Math.PI * 0.5;\r\n this._bendAxis.z = 1;\r\n }\r\n }\r\n\r\n if (this._bone1.length) {\r\n const boneScale1 = this._bone1.getScale();\r\n const boneScale2 = this._bone2.getScale();\r\n\r\n this._bone1Length = this._bone1.length * boneScale1.y * this.mesh.scaling.y;\r\n this._bone2Length = this._bone2.length * boneScale2.y * this.mesh.scaling.y;\r\n } else if (this._bone1.children[0]) {\r\n mesh.computeWorldMatrix(true);\r\n\r\n const pos1 = this._bone2.children[0].getAbsolutePosition(mesh);\r\n const pos2 = this._bone2.getAbsolutePosition(mesh);\r\n const pos3 = this._bone1.getAbsolutePosition(mesh);\r\n\r\n this._bone1Length = Vector3.Distance(pos1, pos2);\r\n this._bone2Length = Vector3.Distance(pos2, pos3);\r\n }\r\n\r\n this._bone1.getRotationMatrixToRef(Space.WORLD, mesh, this._bone1Mat);\r\n this.maxAngle = Math.PI;\r\n\r\n if (options) {\r\n if (options.targetMesh) {\r\n this.targetMesh = options.targetMesh;\r\n this.targetMesh.computeWorldMatrix(true);\r\n }\r\n\r\n if (options.poleTargetMesh) {\r\n this.poleTargetMesh = options.poleTargetMesh;\r\n this.poleTargetMesh.computeWorldMatrix(true);\r\n } else if (options.poleTargetBone) {\r\n this.poleTargetBone = options.poleTargetBone;\r\n } else if (this._bone1.getParent()) {\r\n this.poleTargetBone = this._bone1.getParent();\r\n }\r\n\r\n if (options.poleTargetLocalOffset) {\r\n this.poleTargetLocalOffset.copyFrom(options.poleTargetLocalOffset);\r\n }\r\n\r\n if (options.poleAngle) {\r\n this.poleAngle = options.poleAngle;\r\n }\r\n\r\n if (options.bendAxis) {\r\n this._bendAxis.copyFrom(options.bendAxis);\r\n }\r\n\r\n if (options.maxAngle) {\r\n this.maxAngle = options.maxAngle;\r\n }\r\n\r\n if (options.slerpAmount) {\r\n this.slerpAmount = options.slerpAmount;\r\n }\r\n }\r\n }\r\n\r\n private _setMaxAngle(ang: number): void {\r\n if (ang < 0) {\r\n ang = 0;\r\n }\r\n\r\n if (ang > Math.PI || ang == undefined) {\r\n ang = Math.PI;\r\n }\r\n\r\n this._maxAngle = ang;\r\n\r\n const a = this._bone1Length;\r\n const b = this._bone2Length;\r\n\r\n this._maxReach = Math.sqrt(a * a + b * b - 2 * a * b * Math.cos(ang));\r\n }\r\n\r\n /**\r\n * Force the controller to update the bones\r\n */\r\n public update(): void {\r\n const bone1 = this._bone1;\r\n\r\n if (!bone1) {\r\n return;\r\n }\r\n\r\n const target = this.targetPosition;\r\n const poleTarget = this.poleTargetPosition;\r\n\r\n const mat1 = BoneIKController._TmpMats[0];\r\n const mat2 = BoneIKController._TmpMats[1];\r\n\r\n if (this.targetMesh) {\r\n target.copyFrom(this.targetMesh.getAbsolutePosition());\r\n }\r\n\r\n if (this.poleTargetBone) {\r\n this.poleTargetBone.getAbsolutePositionFromLocalToRef(this.poleTargetLocalOffset, this.mesh, poleTarget);\r\n } else if (this.poleTargetMesh) {\r\n Vector3.TransformCoordinatesToRef(this.poleTargetLocalOffset, this.poleTargetMesh.getWorldMatrix(), poleTarget);\r\n }\r\n\r\n const bonePos = BoneIKController._TmpVecs[0];\r\n const zaxis = BoneIKController._TmpVecs[1];\r\n const xaxis = BoneIKController._TmpVecs[2];\r\n const yaxis = BoneIKController._TmpVecs[3];\r\n const upAxis = BoneIKController._TmpVecs[4];\r\n\r\n const tmpQuat = BoneIKController._TmpQuat;\r\n\r\n bone1.getAbsolutePositionToRef(this.mesh, bonePos);\r\n\r\n poleTarget.subtractToRef(bonePos, upAxis);\r\n\r\n if (upAxis.x == 0 && upAxis.y == 0 && upAxis.z == 0) {\r\n upAxis.y = 1;\r\n } else {\r\n upAxis.normalize();\r\n }\r\n\r\n target.subtractToRef(bonePos, yaxis);\r\n yaxis.normalize();\r\n\r\n Vector3.CrossToRef(yaxis, upAxis, zaxis);\r\n zaxis.normalize();\r\n\r\n Vector3.CrossToRef(yaxis, zaxis, xaxis);\r\n xaxis.normalize();\r\n\r\n Matrix.FromXYZAxesToRef(xaxis, yaxis, zaxis, mat1);\r\n\r\n const a = this._bone1Length;\r\n const b = this._bone2Length;\r\n\r\n let c = Vector3.Distance(bonePos, target);\r\n\r\n if (this._maxReach > 0) {\r\n c = Math.min(this._maxReach, c);\r\n }\r\n\r\n let acosa = (b * b + c * c - a * a) / (2 * b * c);\r\n let acosb = (c * c + a * a - b * b) / (2 * c * a);\r\n\r\n if (acosa > 1) {\r\n acosa = 1;\r\n }\r\n\r\n if (acosb > 1) {\r\n acosb = 1;\r\n }\r\n\r\n if (acosa < -1) {\r\n acosa = -1;\r\n }\r\n\r\n if (acosb < -1) {\r\n acosb = -1;\r\n }\r\n\r\n const angA = Math.acos(acosa);\r\n const angB = Math.acos(acosb);\r\n\r\n let angC = -angA - angB;\r\n\r\n if (this._rightHandedSystem) {\r\n Matrix.RotationYawPitchRollToRef(0, 0, this._adjustRoll, mat2);\r\n mat2.multiplyToRef(mat1, mat1);\r\n\r\n Matrix.RotationAxisToRef(this._bendAxis, angB, mat2);\r\n mat2.multiplyToRef(mat1, mat1);\r\n } else {\r\n const _tmpVec = BoneIKController._TmpVecs[5];\r\n\r\n _tmpVec.copyFrom(this._bendAxis);\r\n _tmpVec.x *= -1;\r\n\r\n Matrix.RotationAxisToRef(_tmpVec, -angB, mat2);\r\n mat2.multiplyToRef(mat1, mat1);\r\n }\r\n\r\n if (this.poleAngle) {\r\n Matrix.RotationAxisToRef(yaxis, this.poleAngle, mat2);\r\n mat1.multiplyToRef(mat2, mat1);\r\n }\r\n\r\n if (this._bone1) {\r\n if (this.slerpAmount < 1) {\r\n if (!this._slerping) {\r\n Quaternion.FromRotationMatrixToRef(this._bone1Mat, this._bone1Quat);\r\n }\r\n Quaternion.FromRotationMatrixToRef(mat1, tmpQuat);\r\n Quaternion.SlerpToRef(this._bone1Quat, tmpQuat, this.slerpAmount, this._bone1Quat);\r\n angC = this._bone2Ang * (1.0 - this.slerpAmount) + angC * this.slerpAmount;\r\n\r\n this._bone1.setRotationQuaternion(this._bone1Quat, Space.WORLD, this.mesh);\r\n this._slerping = true;\r\n } else {\r\n this._bone1.setRotationMatrix(mat1, Space.WORLD, this.mesh);\r\n this._bone1Mat.copyFrom(mat1);\r\n this._slerping = false;\r\n }\r\n this._updateLinkedTransformRotation(this._bone1);\r\n }\r\n\r\n this._bone2.setAxisAngle(this._bendAxis, angC, Space.LOCAL);\r\n this._updateLinkedTransformRotation(this._bone2);\r\n this._bone2Ang = angC;\r\n }\r\n\r\n private _updateLinkedTransformRotation(bone: Bone): void {\r\n if (bone._linkedTransformNode) {\r\n if (!bone._linkedTransformNode.rotationQuaternion) {\r\n bone._linkedTransformNode.rotationQuaternion = new Quaternion();\r\n }\r\n bone.getRotationQuaternionToRef(Space.LOCAL, null, bone._linkedTransformNode.rotationQuaternion);\r\n }\r\n }\r\n}\r\n"]}
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+
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type { Bone } from \"./bone\";\r\nimport { Vector3, Quaternion, Matrix } from \"../Maths/math.vector\";\r\nimport type { TransformNode } from \"../Meshes/transformNode\";\r\nimport type { Nullable } from \"../types\";\r\nimport { Space } from \"../Maths/math.axis\";\r\nimport { Logger } from \"../Misc/logger\";\r\n\r\n/**\r\n * Class used to apply inverse kinematics to bones\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/bonesSkeletons#boneikcontroller\r\n */\r\nexport class BoneIKController {\r\n private static _TmpVecs: Vector3[] = [Vector3.Zero(), Vector3.Zero(), Vector3.Zero(), Vector3.Zero(), Vector3.Zero(), Vector3.Zero()];\r\n private static _TmpQuat = Quaternion.Identity();\r\n private static _TmpMats: Matrix[] = [Matrix.Identity(), Matrix.Identity()];\r\n\r\n /**\r\n * Gets or sets the target TransformNode\r\n * Name kept as mesh for back compatibility\r\n */\r\n public targetMesh: TransformNode;\r\n\r\n /** Gets or sets the mesh used as pole */\r\n public poleTargetMesh: TransformNode;\r\n\r\n /**\r\n * Gets or sets the bone used as pole\r\n */\r\n public poleTargetBone: Nullable<Bone>;\r\n\r\n /**\r\n * Gets or sets the target position\r\n */\r\n public targetPosition = Vector3.Zero();\r\n\r\n /**\r\n * Gets or sets the pole target position\r\n */\r\n public poleTargetPosition = Vector3.Zero();\r\n\r\n /**\r\n * Gets or sets the pole target local offset\r\n */\r\n public poleTargetLocalOffset = Vector3.Zero();\r\n\r\n /**\r\n * Gets or sets the pole angle\r\n */\r\n public poleAngle = 0;\r\n\r\n /**\r\n * Gets or sets the TransformNode associated with the controller\r\n * Name kept as mesh for back compatibility\r\n */\r\n public mesh: TransformNode;\r\n\r\n /**\r\n * The amount to slerp (spherical linear interpolation) to the target. Set this to a value between 0 and 1 (a value of 1 disables slerp)\r\n */\r\n public slerpAmount = 1;\r\n\r\n private _bone1Quat = Quaternion.Identity();\r\n private _bone1Mat = Matrix.Identity();\r\n private _bone2Ang = Math.PI;\r\n\r\n private _bone1: Bone;\r\n private _bone2: Bone;\r\n private _bone1Length: number;\r\n private _bone2Length: number;\r\n private _maxAngle = Math.PI;\r\n private _maxReach: number;\r\n\r\n private _rightHandedSystem = false;\r\n\r\n private _bendAxis = Vector3.Right();\r\n private _slerping = false;\r\n\r\n private _adjustRoll = 0;\r\n\r\n private _notEnoughInformation = false;\r\n\r\n /**\r\n * Gets or sets maximum allowed angle\r\n */\r\n public get maxAngle(): number {\r\n return this._maxAngle;\r\n }\r\n\r\n public set maxAngle(value: number) {\r\n this._setMaxAngle(value);\r\n }\r\n\r\n /**\r\n * Creates a new BoneIKController\r\n * @param mesh defines the TransformNode to control\r\n * @param bone defines the bone to control. The bone needs to have a parent bone. It also needs to have a length greater than 0 or a children we can use to infer its length.\r\n * @param options defines options to set up the controller\r\n * @param options.targetMesh\r\n * @param options.poleTargetMesh\r\n * @param options.poleTargetBone\r\n * @param options.poleTargetLocalOffset\r\n * @param options.poleAngle\r\n * @param options.bendAxis\r\n * @param options.maxAngle\r\n * @param options.slerpAmount\r\n */\r\n constructor(\r\n mesh: TransformNode,\r\n bone: Bone,\r\n options?: {\r\n targetMesh?: TransformNode;\r\n poleTargetMesh?: TransformNode;\r\n poleTargetBone?: Bone;\r\n poleTargetLocalOffset?: Vector3;\r\n poleAngle?: number;\r\n bendAxis?: Vector3;\r\n maxAngle?: number;\r\n slerpAmount?: number;\r\n }\r\n ) {\r\n this._bone2 = bone;\r\n const bone1 = bone.getParent();\r\n\r\n if (!bone1) {\r\n this._notEnoughInformation = true;\r\n Logger.Error(\"BoneIKController: bone must have a parent for IK to work.\");\r\n return;\r\n }\r\n this._bone1 = bone1;\r\n\r\n if (this._bone2.children.length === 0 && !this._bone2.length) {\r\n this._notEnoughInformation = true;\r\n Logger.Error(\"BoneIKController: bone must not be a leaf or it should have a length for IK to work.\");\r\n return;\r\n }\r\n\r\n this.mesh = mesh;\r\n\r\n const bonePos = bone.getPosition();\r\n\r\n if (bone.getAbsoluteTransform().determinant() > 0) {\r\n this._rightHandedSystem = true;\r\n this._bendAxis.x = 0;\r\n this._bendAxis.y = 0;\r\n this._bendAxis.z = -1;\r\n\r\n if (bonePos.x > bonePos.y && bonePos.x > bonePos.z) {\r\n this._adjustRoll = Math.PI * 0.5;\r\n this._bendAxis.z = 1;\r\n }\r\n }\r\n\r\n if (this._bone1.length && this._bone2.length) {\r\n const boneScale1 = this._bone1.getScale();\r\n const boneScale2 = this._bone2.getScale();\r\n\r\n this._bone1Length = this._bone1.length * boneScale1.y * this.mesh.scaling.y;\r\n this._bone2Length = this._bone2.length * boneScale2.y * this.mesh.scaling.y;\r\n } else if (this._bone2.children[0]) {\r\n mesh.computeWorldMatrix(true);\r\n\r\n const pos1 = this._bone2.children[0].getAbsolutePosition(mesh);\r\n const pos2 = this._bone2.getAbsolutePosition(mesh);\r\n const pos3 = this._bone1.getAbsolutePosition(mesh);\r\n\r\n this._bone2Length = Vector3.Distance(pos1, pos2);\r\n this._bone1Length = Vector3.Distance(pos2, pos3);\r\n } else {\r\n mesh.computeWorldMatrix(true);\r\n\r\n const boneScale2 = this._bone2.getScale();\r\n this._bone2Length = this._bone2.length * boneScale2.y * this.mesh.scaling.y;\r\n\r\n const pos2 = this._bone2.getAbsolutePosition(mesh);\r\n const pos3 = this._bone1.getAbsolutePosition(mesh);\r\n\r\n this._bone1Length = Vector3.Distance(pos2, pos3);\r\n }\r\n\r\n this._bone1.getRotationMatrixToRef(Space.WORLD, mesh, this._bone1Mat);\r\n this.maxAngle = Math.PI;\r\n\r\n if (options) {\r\n if (options.targetMesh) {\r\n this.targetMesh = options.targetMesh;\r\n this.targetMesh.computeWorldMatrix(true);\r\n }\r\n\r\n if (options.poleTargetMesh) {\r\n this.poleTargetMesh = options.poleTargetMesh;\r\n this.poleTargetMesh.computeWorldMatrix(true);\r\n } else if (options.poleTargetBone) {\r\n this.poleTargetBone = options.poleTargetBone;\r\n } else if (this._bone1.getParent()) {\r\n this.poleTargetBone = this._bone1.getParent();\r\n }\r\n\r\n if (options.poleTargetLocalOffset) {\r\n this.poleTargetLocalOffset.copyFrom(options.poleTargetLocalOffset);\r\n }\r\n\r\n if (options.poleAngle) {\r\n this.poleAngle = options.poleAngle;\r\n }\r\n\r\n if (options.bendAxis) {\r\n this._bendAxis.copyFrom(options.bendAxis);\r\n }\r\n\r\n if (options.maxAngle) {\r\n this.maxAngle = options.maxAngle;\r\n }\r\n\r\n if (options.slerpAmount) {\r\n this.slerpAmount = options.slerpAmount;\r\n }\r\n }\r\n }\r\n\r\n private _setMaxAngle(ang: number): void {\r\n if (ang < 0) {\r\n ang = 0;\r\n }\r\n\r\n if (ang > Math.PI || ang == undefined) {\r\n ang = Math.PI;\r\n }\r\n\r\n this._maxAngle = ang;\r\n\r\n const a = this._bone1Length;\r\n const b = this._bone2Length;\r\n\r\n this._maxReach = Math.sqrt(a * a + b * b - 2 * a * b * Math.cos(ang));\r\n }\r\n\r\n /**\r\n * Force the controller to update the bones\r\n */\r\n public update(): void {\r\n if (this._notEnoughInformation) {\r\n return;\r\n }\r\n\r\n const target = this.targetPosition;\r\n const poleTarget = this.poleTargetPosition;\r\n\r\n const mat1 = BoneIKController._TmpMats[0];\r\n const mat2 = BoneIKController._TmpMats[1];\r\n\r\n if (this.targetMesh) {\r\n target.copyFrom(this.targetMesh.getAbsolutePosition());\r\n }\r\n\r\n if (this.poleTargetBone) {\r\n this.poleTargetBone.getAbsolutePositionFromLocalToRef(this.poleTargetLocalOffset, this.mesh, poleTarget);\r\n } else if (this.poleTargetMesh) {\r\n Vector3.TransformCoordinatesToRef(this.poleTargetLocalOffset, this.poleTargetMesh.getWorldMatrix(), poleTarget);\r\n }\r\n\r\n const bonePos = BoneIKController._TmpVecs[0];\r\n const zaxis = BoneIKController._TmpVecs[1];\r\n const xaxis = BoneIKController._TmpVecs[2];\r\n const yaxis = BoneIKController._TmpVecs[3];\r\n const upAxis = BoneIKController._TmpVecs[4];\r\n\r\n const tmpQuat = BoneIKController._TmpQuat;\r\n\r\n this._bone1.getAbsolutePositionToRef(this.mesh, bonePos);\r\n\r\n poleTarget.subtractToRef(bonePos, upAxis);\r\n\r\n if (upAxis.x == 0 && upAxis.y == 0 && upAxis.z == 0) {\r\n upAxis.y = 1;\r\n } else {\r\n upAxis.normalize();\r\n }\r\n\r\n target.subtractToRef(bonePos, yaxis);\r\n yaxis.normalize();\r\n\r\n Vector3.CrossToRef(yaxis, upAxis, zaxis);\r\n zaxis.normalize();\r\n\r\n Vector3.CrossToRef(yaxis, zaxis, xaxis);\r\n xaxis.normalize();\r\n\r\n Matrix.FromXYZAxesToRef(xaxis, yaxis, zaxis, mat1);\r\n\r\n const a = this._bone1Length;\r\n const b = this._bone2Length;\r\n\r\n let c = Vector3.Distance(bonePos, target);\r\n\r\n if (this._maxReach > 0) {\r\n c = Math.min(this._maxReach, c);\r\n }\r\n\r\n let acosa = (b * b + c * c - a * a) / (2 * b * c);\r\n let acosb = (c * c + a * a - b * b) / (2 * c * a);\r\n\r\n if (acosa > 1) {\r\n acosa = 1;\r\n }\r\n\r\n if (acosb > 1) {\r\n acosb = 1;\r\n }\r\n\r\n if (acosa < -1) {\r\n acosa = -1;\r\n }\r\n\r\n if (acosb < -1) {\r\n acosb = -1;\r\n }\r\n\r\n const angA = Math.acos(acosa);\r\n const angB = Math.acos(acosb);\r\n\r\n let angC = -angA - angB;\r\n\r\n if (this._rightHandedSystem) {\r\n Matrix.RotationYawPitchRollToRef(0, 0, this._adjustRoll, mat2);\r\n mat2.multiplyToRef(mat1, mat1);\r\n\r\n Matrix.RotationAxisToRef(this._bendAxis, angB, mat2);\r\n mat2.multiplyToRef(mat1, mat1);\r\n } else {\r\n const _tmpVec = BoneIKController._TmpVecs[5];\r\n\r\n _tmpVec.copyFrom(this._bendAxis);\r\n _tmpVec.x *= -1;\r\n\r\n Matrix.RotationAxisToRef(_tmpVec, -angB, mat2);\r\n mat2.multiplyToRef(mat1, mat1);\r\n }\r\n\r\n if (this.poleAngle) {\r\n Matrix.RotationAxisToRef(yaxis, this.poleAngle, mat2);\r\n mat1.multiplyToRef(mat2, mat1);\r\n }\r\n\r\n if (this._bone1) {\r\n if (this.slerpAmount < 1) {\r\n if (!this._slerping) {\r\n Quaternion.FromRotationMatrixToRef(this._bone1Mat, this._bone1Quat);\r\n }\r\n Quaternion.FromRotationMatrixToRef(mat1, tmpQuat);\r\n Quaternion.SlerpToRef(this._bone1Quat, tmpQuat, this.slerpAmount, this._bone1Quat);\r\n angC = this._bone2Ang * (1.0 - this.slerpAmount) + angC * this.slerpAmount;\r\n\r\n this._bone1.setRotationQuaternion(this._bone1Quat, Space.WORLD, this.mesh);\r\n this._slerping = true;\r\n } else {\r\n this._bone1.setRotationMatrix(mat1, Space.WORLD, this.mesh);\r\n this._bone1Mat.copyFrom(mat1);\r\n this._slerping = false;\r\n }\r\n this._updateLinkedTransformRotation(this._bone1);\r\n }\r\n\r\n this._bone2.setAxisAngle(this._bendAxis, angC, Space.LOCAL);\r\n this._updateLinkedTransformRotation(this._bone2);\r\n this._bone2Ang = angC;\r\n }\r\n\r\n private _updateLinkedTransformRotation(bone: Bone): void {\r\n if (bone._linkedTransformNode) {\r\n if (!bone._linkedTransformNode.rotationQuaternion) {\r\n bone._linkedTransformNode.rotationQuaternion = new Quaternion();\r\n }\r\n bone.getRotationQuaternionToRef(Space.LOCAL, null, bone._linkedTransformNode.rotationQuaternion);\r\n }\r\n }\r\n}\r\n"]}
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@@ -64,7 +64,11 @@ export class FreeCameraMouseInput {
|
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64
64
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return;
|
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65
65
|
}
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66
66
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const srcElement = evt.target;
|
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67
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-
if (p.type === PointerEventTypes.POINTERDOWN
|
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67
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+
if (p.type === PointerEventTypes.POINTERDOWN) {
|
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// If the input is touch with more than one touch OR if the input is mouse and there is already an active button, return
|
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69
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if ((isTouch && this._activePointerId !== -1) || (!isTouch && this._currentActiveButton !== -1)) {
|
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return;
|
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71
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+
}
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68
72
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this._activePointerId = evt.pointerId;
|
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69
73
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try {
|
|
70
74
|
srcElement === null || srcElement === void 0 ? void 0 : srcElement.setPointerCapture(evt.pointerId);
|
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@@ -88,7 +92,11 @@ export class FreeCameraMouseInput {
|
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88
92
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this._onMouseMove(p.event);
|
|
89
93
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}
|
|
90
94
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}
|
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91
|
-
else if (p.type === PointerEventTypes.POINTERUP
|
|
95
|
+
else if (p.type === PointerEventTypes.POINTERUP) {
|
|
96
|
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// If input is touch with a different touch id OR if input is mouse with a different button, return
|
|
97
|
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if ((isTouch && this._activePointerId !== evt.pointerId) || (!isTouch && this._currentActiveButton !== evt.button)) {
|
|
98
|
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return;
|
|
99
|
+
}
|
|
92
100
|
try {
|
|
93
101
|
srcElement === null || srcElement === void 0 ? void 0 : srcElement.releasePointerCapture(evt.pointerId);
|
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94
102
|
}
|
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@@ -102,7 +110,7 @@ export class FreeCameraMouseInput {
|
|
|
102
110
|
}
|
|
103
111
|
this._activePointerId = -1;
|
|
104
112
|
}
|
|
105
|
-
else if (p.type === PointerEventTypes.POINTERMOVE && this._activePointerId === evt.pointerId) {
|
|
113
|
+
else if (p.type === PointerEventTypes.POINTERMOVE && (this._activePointerId === evt.pointerId || !isTouch)) {
|
|
106
114
|
if (engine.isPointerLock && this._onMouseMove) {
|
|
107
115
|
this._onMouseMove(p.event);
|
|
108
116
|
}
|
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@@ -1 +1 @@
|
|
|
1
|
-
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type { Observer, EventState } from \"../../Misc/observable\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { ICameraInput } from \"../../Cameras/cameraInputsManager\";\r\nimport { CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport type { FreeCamera } from \"../../Cameras/freeCamera\";\r\nimport type { PointerInfo } from \"../../Events/pointerEvents\";\r\nimport { PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport type { IMouseEvent, IPointerEvent } from \"../../Events/deviceInputEvents\";\r\n/**\r\n * Manage the mouse inputs to control the movement of a free camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\nexport class FreeCameraMouseInput implements ICameraInput<FreeCamera> {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: FreeCamera;\r\n\r\n /**\r\n * Defines the buttons associated with the input to handle camera move.\r\n */\r\n @serialize()\r\n public buttons = [0, 1, 2];\r\n\r\n /**\r\n * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.\r\n */\r\n @serialize()\r\n public angularSensibility = 2000.0;\r\n\r\n private _pointerInput: (p: PointerInfo, s: EventState) => void;\r\n private _onMouseMove: Nullable<(e: IMouseEvent) => any>;\r\n private _observer: Nullable<Observer<PointerInfo>>;\r\n private _previousPosition: Nullable<{ x: number; y: number }> = null;\r\n\r\n /**\r\n * Observable for when a pointer move event occurs containing the move offset\r\n */\r\n public onPointerMovedObservable = new Observable<{ offsetX: number; offsetY: number }>();\r\n /**\r\n * @internal\r\n * If the camera should be rotated automatically based on pointer movement\r\n */\r\n public _allowCameraRotation = true;\r\n\r\n private _currentActiveButton: number = -1;\r\n private _activePointerId: number = -1;\r\n private _contextMenuBind: () => void;\r\n\r\n /**\r\n * Manage the mouse inputs to control the movement of a free camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n * @param touchEnabled Defines if touch is enabled or not\r\n */\r\n constructor(\r\n /**\r\n * Define if touch is enabled in the mouse input\r\n */\r\n public touchEnabled = true\r\n ) {}\r\n\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\r\n */\r\n public attachControl(noPreventDefault?: boolean): void {\r\n // eslint-disable-next-line prefer-rest-params\r\n noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\r\n const engine = this.camera.getEngine();\r\n const element = engine.getInputElement();\r\n\r\n if (!this._pointerInput) {\r\n this._pointerInput = (p) => {\r\n const evt = <IPointerEvent>p.event;\r\n const isTouch = evt.pointerType === \"touch\";\r\n\r\n if (engine.isInVRExclusivePointerMode) {\r\n return;\r\n }\r\n\r\n if (!this.touchEnabled && isTouch) {\r\n return;\r\n }\r\n\r\n if (p.type !== PointerEventTypes.POINTERMOVE && this.buttons.indexOf(evt.button) === -1) {\r\n return;\r\n }\r\n\r\n const srcElement = <HTMLElement>evt.target;\r\n\r\n if (p.type === PointerEventTypes.POINTERDOWN && (this._currentActiveButton === -1 || isTouch) && this._activePointerId === -1) {\r\n this._activePointerId = evt.pointerId;\r\n try {\r\n srcElement?.setPointerCapture(evt.pointerId);\r\n } catch (e) {\r\n //Nothing to do with the error. Execution will continue.\r\n }\r\n\r\n if (this._currentActiveButton === -1) {\r\n this._currentActiveButton = evt.button;\r\n }\r\n\r\n this._previousPosition = {\r\n x: evt.clientX,\r\n y: evt.clientY,\r\n };\r\n\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n element && element.focus();\r\n }\r\n\r\n // This is required to move while pointer button is down\r\n if (engine.isPointerLock && this._onMouseMove) {\r\n this._onMouseMove(p.event);\r\n }\r\n } else if (p.type === PointerEventTypes.POINTERUP && (this._currentActiveButton === evt.button || isTouch) && this._activePointerId === evt.pointerId) {\r\n try {\r\n srcElement?.releasePointerCapture(evt.pointerId);\r\n } catch (e) {\r\n //Nothing to do with the error.\r\n }\r\n this._currentActiveButton = -1;\r\n\r\n this._previousPosition = null;\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n\r\n this._activePointerId = -1;\r\n } else if (p.type === PointerEventTypes.POINTERMOVE && this._activePointerId === evt.pointerId) {\r\n if (engine.isPointerLock && this._onMouseMove) {\r\n this._onMouseMove(p.event);\r\n } else if (this._previousPosition) {\r\n let offsetX = evt.clientX - this._previousPosition.x;\r\n const offsetY = evt.clientY - this._previousPosition.y;\r\n if (this.camera.getScene().useRightHandedSystem) {\r\n offsetX *= -1;\r\n }\r\n if (this.camera.parent && this.camera.parent._getWorldMatrixDeterminant() < 0) {\r\n offsetX *= -1;\r\n }\r\n\r\n if (this._allowCameraRotation) {\r\n this.camera.cameraRotation.y += offsetX / this.angularSensibility;\r\n this.camera.cameraRotation.x += offsetY / this.angularSensibility;\r\n }\r\n this.onPointerMovedObservable.notifyObservers({ offsetX: offsetX, offsetY: offsetY });\r\n\r\n this._previousPosition = {\r\n x: evt.clientX,\r\n y: evt.clientY,\r\n };\r\n\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n }\r\n }\r\n };\r\n }\r\n\r\n this._onMouseMove = (evt) => {\r\n if (!engine.isPointerLock) {\r\n return;\r\n }\r\n\r\n if (engine.isInVRExclusivePointerMode) {\r\n return;\r\n }\r\n\r\n let offsetX = evt.movementX;\r\n if (this.camera.getScene().useRightHandedSystem) {\r\n offsetX *= -1;\r\n }\r\n if (this.camera.parent && this.camera.parent._getWorldMatrixDeterminant() < 0) {\r\n offsetX *= -1;\r\n }\r\n this.camera.cameraRotation.y += offsetX / this.angularSensibility;\r\n\r\n const offsetY = evt.movementY;\r\n this.camera.cameraRotation.x += offsetY / this.angularSensibility;\r\n\r\n this._previousPosition = null;\r\n\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n };\r\n\r\n this._observer = this.camera\r\n .getScene()\r\n ._onCameraInputObservable.add(this._pointerInput, PointerEventTypes.POINTERDOWN | PointerEventTypes.POINTERUP | PointerEventTypes.POINTERMOVE);\r\n\r\n if (element) {\r\n this._contextMenuBind = this.onContextMenu.bind(this);\r\n element.addEventListener(\"contextmenu\", this._contextMenuBind, false); // TODO: We need to figure out how to handle this for Native\r\n }\r\n }\r\n\r\n /**\r\n * Called on JS contextmenu event.\r\n * Override this method to provide functionality.\r\n * @param evt\r\n */\r\n public onContextMenu(evt: PointerEvent): void {\r\n evt.preventDefault();\r\n }\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n */\r\n public detachControl(): void {\r\n if (this._observer) {\r\n this.camera.getScene()._onCameraInputObservable.remove(this._observer);\r\n\r\n if (this._contextMenuBind) {\r\n const engine = this.camera.getEngine();\r\n const element = engine.getInputElement();\r\n element && element.removeEventListener(\"contextmenu\", this._contextMenuBind);\r\n }\r\n\r\n if (this.onPointerMovedObservable) {\r\n this.onPointerMovedObservable.clear();\r\n }\r\n\r\n this._observer = null;\r\n this._onMouseMove = null;\r\n this._previousPosition = null;\r\n }\r\n\r\n this._currentActiveButton = -1;\r\n }\r\n\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"FreeCameraMouseInput\";\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input friendly name\r\n */\r\n public getSimpleName(): string {\r\n return \"mouse\";\r\n }\r\n}\r\n\r\n(<any>CameraInputTypes)[\"FreeCameraMouseInput\"] = FreeCameraMouseInput;\r\n"]}
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1
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type { Observer, EventState } from \"../../Misc/observable\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { ICameraInput } from \"../../Cameras/cameraInputsManager\";\r\nimport { CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport type { FreeCamera } from \"../../Cameras/freeCamera\";\r\nimport type { PointerInfo } from \"../../Events/pointerEvents\";\r\nimport { PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport type { IMouseEvent, IPointerEvent } from \"../../Events/deviceInputEvents\";\r\n/**\r\n * Manage the mouse inputs to control the movement of a free camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\nexport class FreeCameraMouseInput implements ICameraInput<FreeCamera> {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: FreeCamera;\r\n\r\n /**\r\n * Defines the buttons associated with the input to handle camera move.\r\n */\r\n @serialize()\r\n public buttons = [0, 1, 2];\r\n\r\n /**\r\n * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.\r\n */\r\n @serialize()\r\n public angularSensibility = 2000.0;\r\n\r\n private _pointerInput: (p: PointerInfo, s: EventState) => void;\r\n private _onMouseMove: Nullable<(e: IMouseEvent) => any>;\r\n private _observer: Nullable<Observer<PointerInfo>>;\r\n private _previousPosition: Nullable<{ x: number; y: number }> = null;\r\n\r\n /**\r\n * Observable for when a pointer move event occurs containing the move offset\r\n */\r\n public onPointerMovedObservable = new Observable<{ offsetX: number; offsetY: number }>();\r\n /**\r\n * @internal\r\n * If the camera should be rotated automatically based on pointer movement\r\n */\r\n public _allowCameraRotation = true;\r\n\r\n private _currentActiveButton: number = -1;\r\n private _activePointerId: number = -1;\r\n private _contextMenuBind: () => void;\r\n\r\n /**\r\n * Manage the mouse inputs to control the movement of a free camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n * @param touchEnabled Defines if touch is enabled or not\r\n */\r\n constructor(\r\n /**\r\n * Define if touch is enabled in the mouse input\r\n */\r\n public touchEnabled = true\r\n ) {}\r\n\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\r\n */\r\n public attachControl(noPreventDefault?: boolean): void {\r\n // eslint-disable-next-line prefer-rest-params\r\n noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\r\n const engine = this.camera.getEngine();\r\n const element = engine.getInputElement();\r\n\r\n if (!this._pointerInput) {\r\n this._pointerInput = (p) => {\r\n const evt = <IPointerEvent>p.event;\r\n const isTouch = evt.pointerType === \"touch\";\r\n\r\n if (engine.isInVRExclusivePointerMode) {\r\n return;\r\n }\r\n\r\n if (!this.touchEnabled && isTouch) {\r\n return;\r\n }\r\n\r\n if (p.type !== PointerEventTypes.POINTERMOVE && this.buttons.indexOf(evt.button) === -1) {\r\n return;\r\n }\r\n\r\n const srcElement = <HTMLElement>evt.target;\r\n\r\n if (p.type === PointerEventTypes.POINTERDOWN) {\r\n // If the input is touch with more than one touch OR if the input is mouse and there is already an active button, return\r\n if ((isTouch && this._activePointerId !== -1) || (!isTouch && this._currentActiveButton !== -1)) {\r\n return;\r\n }\r\n\r\n this._activePointerId = evt.pointerId;\r\n try {\r\n srcElement?.setPointerCapture(evt.pointerId);\r\n } catch (e) {\r\n //Nothing to do with the error. Execution will continue.\r\n }\r\n\r\n if (this._currentActiveButton === -1) {\r\n this._currentActiveButton = evt.button;\r\n }\r\n\r\n this._previousPosition = {\r\n x: evt.clientX,\r\n y: evt.clientY,\r\n };\r\n\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n element && element.focus();\r\n }\r\n\r\n // This is required to move while pointer button is down\r\n if (engine.isPointerLock && this._onMouseMove) {\r\n this._onMouseMove(p.event);\r\n }\r\n } else if (p.type === PointerEventTypes.POINTERUP) {\r\n // If input is touch with a different touch id OR if input is mouse with a different button, return\r\n if ((isTouch && this._activePointerId !== evt.pointerId) || (!isTouch && this._currentActiveButton !== evt.button)) {\r\n return;\r\n }\r\n\r\n try {\r\n srcElement?.releasePointerCapture(evt.pointerId);\r\n } catch (e) {\r\n //Nothing to do with the error.\r\n }\r\n this._currentActiveButton = -1;\r\n\r\n this._previousPosition = null;\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n\r\n this._activePointerId = -1;\r\n } else if (p.type === PointerEventTypes.POINTERMOVE && (this._activePointerId === evt.pointerId || !isTouch)) {\r\n if (engine.isPointerLock && this._onMouseMove) {\r\n this._onMouseMove(p.event);\r\n } else if (this._previousPosition) {\r\n let offsetX = evt.clientX - this._previousPosition.x;\r\n const offsetY = evt.clientY - this._previousPosition.y;\r\n if (this.camera.getScene().useRightHandedSystem) {\r\n offsetX *= -1;\r\n }\r\n if (this.camera.parent && this.camera.parent._getWorldMatrixDeterminant() < 0) {\r\n offsetX *= -1;\r\n }\r\n\r\n if (this._allowCameraRotation) {\r\n this.camera.cameraRotation.y += offsetX / this.angularSensibility;\r\n this.camera.cameraRotation.x += offsetY / this.angularSensibility;\r\n }\r\n this.onPointerMovedObservable.notifyObservers({ offsetX: offsetX, offsetY: offsetY });\r\n\r\n this._previousPosition = {\r\n x: evt.clientX,\r\n y: evt.clientY,\r\n };\r\n\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n }\r\n }\r\n };\r\n }\r\n\r\n this._onMouseMove = (evt) => {\r\n if (!engine.isPointerLock) {\r\n return;\r\n }\r\n\r\n if (engine.isInVRExclusivePointerMode) {\r\n return;\r\n }\r\n\r\n let offsetX = evt.movementX;\r\n if (this.camera.getScene().useRightHandedSystem) {\r\n offsetX *= -1;\r\n }\r\n if (this.camera.parent && this.camera.parent._getWorldMatrixDeterminant() < 0) {\r\n offsetX *= -1;\r\n }\r\n this.camera.cameraRotation.y += offsetX / this.angularSensibility;\r\n\r\n const offsetY = evt.movementY;\r\n this.camera.cameraRotation.x += offsetY / this.angularSensibility;\r\n\r\n this._previousPosition = null;\r\n\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n };\r\n\r\n this._observer = this.camera\r\n .getScene()\r\n ._onCameraInputObservable.add(this._pointerInput, PointerEventTypes.POINTERDOWN | PointerEventTypes.POINTERUP | PointerEventTypes.POINTERMOVE);\r\n\r\n if (element) {\r\n this._contextMenuBind = this.onContextMenu.bind(this);\r\n element.addEventListener(\"contextmenu\", this._contextMenuBind, false); // TODO: We need to figure out how to handle this for Native\r\n }\r\n }\r\n\r\n /**\r\n * Called on JS contextmenu event.\r\n * Override this method to provide functionality.\r\n * @param evt\r\n */\r\n public onContextMenu(evt: PointerEvent): void {\r\n evt.preventDefault();\r\n }\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n */\r\n public detachControl(): void {\r\n if (this._observer) {\r\n this.camera.getScene()._onCameraInputObservable.remove(this._observer);\r\n\r\n if (this._contextMenuBind) {\r\n const engine = this.camera.getEngine();\r\n const element = engine.getInputElement();\r\n element && element.removeEventListener(\"contextmenu\", this._contextMenuBind);\r\n }\r\n\r\n if (this.onPointerMovedObservable) {\r\n this.onPointerMovedObservable.clear();\r\n }\r\n\r\n this._observer = null;\r\n this._onMouseMove = null;\r\n this._previousPosition = null;\r\n }\r\n\r\n this._currentActiveButton = -1;\r\n }\r\n\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"FreeCameraMouseInput\";\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input friendly name\r\n */\r\n public getSimpleName(): string {\r\n return \"mouse\";\r\n }\r\n}\r\n\r\n(<any>CameraInputTypes)[\"FreeCameraMouseInput\"] = FreeCameraMouseInput;\r\n"]}
|
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@@ -99,6 +99,11 @@ export declare class BoundingInfo implements ICullable {
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99
99
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* Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
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100
100
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* @param frustumPlanes defines the frustum to test
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101
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* @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)
|
|
102
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+
* The different strategies available are:
|
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103
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+
* * BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD most accurate but slower @see https://doc.babylonjs.com/typedoc/classes/BABYLON.AbstractMesh#CULLINGSTRATEGY_STANDARD
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104
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+
* * BABYLON.AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY faster but less accurate @see https://doc.babylonjs.com/typedoc/classes/BABYLON.AbstractMesh#CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
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105
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+
* * BABYLON.AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION can be faster if always visible @see https://doc.babylonjs.com/typedoc/classes/BABYLON.AbstractMesh#CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
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106
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+
* * BABYLON.AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY can be faster if always visible @see https://doc.babylonjs.com/typedoc/classes/BABYLON.AbstractMesh#CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
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* @returns true if the bounding info is in the frustum planes
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*/
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isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>, strategy?: number): boolean;
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package/Culling/boundingInfo.js
CHANGED
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@@ -125,6 +125,11 @@ export class BoundingInfo {
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125
125
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* Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
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126
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* @param frustumPlanes defines the frustum to test
|
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* @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)
|
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128
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+
* The different strategies available are:
|
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129
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+
* * BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD most accurate but slower @see https://doc.babylonjs.com/typedoc/classes/BABYLON.AbstractMesh#CULLINGSTRATEGY_STANDARD
|
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130
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+
* * BABYLON.AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY faster but less accurate @see https://doc.babylonjs.com/typedoc/classes/BABYLON.AbstractMesh#CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
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131
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+
* * BABYLON.AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION can be faster if always visible @see https://doc.babylonjs.com/typedoc/classes/BABYLON.AbstractMesh#CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
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132
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+
* * BABYLON.AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY can be faster if always visible @see https://doc.babylonjs.com/typedoc/classes/BABYLON.AbstractMesh#CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
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128
133
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* @returns true if the bounding info is in the frustum planes
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129
134
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*/
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130
135
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isInFrustum(frustumPlanes, strategy = 0) {
|
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@@ -1 +1 @@
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1
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-
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type { DeepImmutable } from \"../types\";\r\nimport { ArrayTools } from \"../Misc/arrayTools\";\r\nimport type { Matrix } from \"../Maths/math.vector\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { BoundingBox } from \"./boundingBox\";\r\nimport { BoundingSphere } from \"./boundingSphere\";\r\nimport type { Plane } from \"../Maths/math.plane\";\r\n\r\ndeclare type Collider = import(\"../Collisions/collider\").Collider;\r\n\r\nconst _result0 = { min: 0, max: 0 };\r\nconst _result1 = { min: 0, max: 0 };\r\nconst computeBoxExtents = (axis: DeepImmutable<Vector3>, box: DeepImmutable<BoundingBox>, result: { min: number; max: number }) => {\r\n const p = Vector3.Dot(box.centerWorld, axis);\r\n\r\n const r0 = Math.abs(Vector3.Dot(box.directions[0], axis)) * box.extendSize.x;\r\n const r1 = Math.abs(Vector3.Dot(box.directions[1], axis)) * box.extendSize.y;\r\n const r2 = Math.abs(Vector3.Dot(box.directions[2], axis)) * box.extendSize.z;\r\n\r\n const r = r0 + r1 + r2;\r\n result.min = p - r;\r\n result.max = p + r;\r\n};\r\n\r\nconst axisOverlap = (axis: DeepImmutable<Vector3>, box0: DeepImmutable<BoundingBox>, box1: DeepImmutable<BoundingBox>): boolean => {\r\n computeBoxExtents(axis, box0, _result0);\r\n computeBoxExtents(axis, box1, _result1);\r\n return !(_result0.min > _result1.max || _result1.min > _result0.max);\r\n};\r\n\r\n/**\r\n * Interface for cullable objects\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/materials_introduction#back-face-culling\r\n */\r\nexport interface ICullable {\r\n /**\r\n * Checks if the object or part of the object is in the frustum\r\n * @param frustumPlanes Camera near/planes\r\n * @returns true if the object is in frustum otherwise false\r\n */\r\n isInFrustum(frustumPlanes: Plane[]): boolean;\r\n /**\r\n * Checks if a cullable object (mesh...) is in the camera frustum\r\n * Unlike isInFrustum this checks the full bounding box\r\n * @param frustumPlanes Camera near/planes\r\n * @returns true if the object is in frustum otherwise false\r\n */\r\n isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;\r\n}\r\n\r\n/**\r\n * Info for a bounding data of a mesh\r\n */\r\nexport class BoundingInfo implements ICullable {\r\n /**\r\n * Bounding box for the mesh\r\n */\r\n public readonly boundingBox: BoundingBox;\r\n /**\r\n * Bounding sphere for the mesh\r\n */\r\n public readonly boundingSphere: BoundingSphere;\r\n\r\n private _isLocked = false;\r\n\r\n private static readonly _TmpVector3 = ArrayTools.BuildArray(2, Vector3.Zero);\r\n\r\n /**\r\n * Constructs bounding info\r\n * @param minimum min vector of the bounding box/sphere\r\n * @param maximum max vector of the bounding box/sphere\r\n * @param worldMatrix defines the new world matrix\r\n */\r\n constructor(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>) {\r\n this.boundingBox = new BoundingBox(minimum, maximum, worldMatrix);\r\n this.boundingSphere = new BoundingSphere(minimum, maximum, worldMatrix);\r\n }\r\n\r\n /**\r\n * Recreates the entire bounding info from scratch as if we call the constructor in place\r\n * @param min defines the new minimum vector (in local space)\r\n * @param max defines the new maximum vector (in local space)\r\n * @param worldMatrix defines the new world matrix\r\n */\r\n public reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>) {\r\n this.boundingBox.reConstruct(min, max, worldMatrix);\r\n this.boundingSphere.reConstruct(min, max, worldMatrix);\r\n }\r\n\r\n /**\r\n * min vector of the bounding box/sphere\r\n */\r\n public get minimum(): Vector3 {\r\n return this.boundingBox.minimum;\r\n }\r\n\r\n /**\r\n * max vector of the bounding box/sphere\r\n */\r\n public get maximum(): Vector3 {\r\n return this.boundingBox.maximum;\r\n }\r\n\r\n /**\r\n * If the info is locked and won't be updated to avoid perf overhead\r\n */\r\n public get isLocked(): boolean {\r\n return this._isLocked;\r\n }\r\n\r\n public set isLocked(value: boolean) {\r\n this._isLocked = value;\r\n }\r\n\r\n // Methods\r\n /**\r\n * Updates the bounding sphere and box\r\n * @param world world matrix to be used to update\r\n */\r\n public update(world: DeepImmutable<Matrix>) {\r\n if (this._isLocked) {\r\n return;\r\n }\r\n this.boundingBox._update(world);\r\n this.boundingSphere._update(world);\r\n }\r\n\r\n /**\r\n * Recreate the bounding info to be centered around a specific point given a specific extend.\r\n * @param center New center of the bounding info\r\n * @param extend New extend of the bounding info\r\n * @returns the current bounding info\r\n */\r\n public centerOn(center: DeepImmutable<Vector3>, extend: DeepImmutable<Vector3>): BoundingInfo {\r\n const minimum = BoundingInfo._TmpVector3[0].copyFrom(center).subtractInPlace(extend);\r\n const maximum = BoundingInfo._TmpVector3[1].copyFrom(center).addInPlace(extend);\r\n\r\n this.boundingBox.reConstruct(minimum, maximum, this.boundingBox.getWorldMatrix());\r\n this.boundingSphere.reConstruct(minimum, maximum, this.boundingBox.getWorldMatrix());\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Grows the bounding info to include the given point.\r\n * @param point The point that will be included in the current bounding info\r\n * @returns the current bounding info\r\n */\r\n public encapsulate(point: Vector3): BoundingInfo {\r\n const minimum = Vector3.Minimize(this.minimum, point);\r\n const maximum = Vector3.Maximize(this.maximum, point);\r\n this.reConstruct(minimum, maximum, this.boundingBox.getWorldMatrix());\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Grows the bounding info to encapsulate the given bounding info.\r\n * @param toEncapsulate The bounding info that will be encapsulated in the current bounding info\r\n * @returns the current bounding info\r\n */\r\n public encapsulateBoundingInfo(toEncapsulate: BoundingInfo): BoundingInfo {\r\n this.encapsulate(toEncapsulate.boundingBox.centerWorld.subtract(toEncapsulate.boundingBox.extendSizeWorld));\r\n this.encapsulate(toEncapsulate.boundingBox.centerWorld.add(toEncapsulate.boundingBox.extendSizeWorld));\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Scale the current bounding info by applying a scale factor\r\n * @param factor defines the scale factor to apply\r\n * @returns the current bounding info\r\n */\r\n public scale(factor: number): BoundingInfo {\r\n this.boundingBox.scale(factor);\r\n this.boundingSphere.scale(factor);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.\r\n * @param frustumPlanes defines the frustum to test\r\n * @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)\r\n * @returns true if the bounding info is in the frustum planes\r\n */\r\n public isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>, strategy: number = Constants.MESHES_CULLINGSTRATEGY_STANDARD): boolean {\r\n const inclusionTest =\r\n strategy === Constants.MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION || strategy === Constants.MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY;\r\n if (inclusionTest) {\r\n if (this.boundingSphere.isCenterInFrustum(frustumPlanes)) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!this.boundingSphere.isInFrustum(frustumPlanes)) {\r\n return false;\r\n }\r\n\r\n const bSphereOnlyTest =\r\n strategy === Constants.MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY || strategy === Constants.MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY;\r\n if (bSphereOnlyTest) {\r\n return true;\r\n }\r\n\r\n return this.boundingBox.isInFrustum(frustumPlanes);\r\n }\r\n\r\n /**\r\n * Gets the world distance between the min and max points of the bounding box\r\n */\r\n public get diagonalLength(): number {\r\n const boundingBox = this.boundingBox;\r\n const diag = boundingBox.maximumWorld.subtractToRef(boundingBox.minimumWorld, BoundingInfo._TmpVector3[0]);\r\n return diag.length();\r\n }\r\n\r\n /**\r\n * Checks if a cullable object (mesh...) is in the camera frustum\r\n * Unlike isInFrustum this checks the full bounding box\r\n * @param frustumPlanes Camera near/planes\r\n * @returns true if the object is in frustum otherwise false\r\n */\r\n public isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean {\r\n return this.boundingBox.isCompletelyInFrustum(frustumPlanes);\r\n }\r\n /**\r\n * @internal\r\n */\r\n public _checkCollision(collider: Collider): boolean {\r\n return collider._canDoCollision(this.boundingSphere.centerWorld, this.boundingSphere.radiusWorld, this.boundingBox.minimumWorld, this.boundingBox.maximumWorld);\r\n }\r\n\r\n /**\r\n * Checks if a point is inside the bounding box and bounding sphere or the mesh\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/interactions/mesh_intersect\r\n * @param point the point to check intersection with\r\n * @returns if the point intersects\r\n */\r\n public intersectsPoint(point: DeepImmutable<Vector3>): boolean {\r\n if (!this.boundingSphere.centerWorld) {\r\n return false;\r\n }\r\n\r\n if (!this.boundingSphere.intersectsPoint(point)) {\r\n return false;\r\n }\r\n\r\n if (!this.boundingBox.intersectsPoint(point)) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/interactions/mesh_intersect\r\n * @param boundingInfo the bounding info to check intersection with\r\n * @param precise if the intersection should be done using OBB\r\n * @returns if the bounding info intersects\r\n */\r\n public intersects(boundingInfo: DeepImmutable<BoundingInfo>, precise: boolean): boolean {\r\n if (!BoundingSphere.Intersects(this.boundingSphere, boundingInfo.boundingSphere)) {\r\n return false;\r\n }\r\n\r\n if (!BoundingBox.Intersects(this.boundingBox, boundingInfo.boundingBox)) {\r\n return false;\r\n }\r\n\r\n if (!precise) {\r\n return true;\r\n }\r\n\r\n const box0 = this.boundingBox;\r\n const box1 = boundingInfo.boundingBox;\r\n\r\n if (!axisOverlap(box0.directions[0], box0, box1)) {\r\n return false;\r\n }\r\n if (!axisOverlap(box0.directions[1], box0, box1)) {\r\n return false;\r\n }\r\n if (!axisOverlap(box0.directions[2], box0, box1)) {\r\n return false;\r\n }\r\n if (!axisOverlap(box1.directions[0], box0, box1)) {\r\n return false;\r\n }\r\n if (!axisOverlap(box1.directions[1], box0, box1)) {\r\n return false;\r\n }\r\n if (!axisOverlap(box1.directions[2], box0, box1)) {\r\n return false;\r\n }\r\n if (!axisOverlap(Vector3.Cross(box0.directions[0], box1.directions[0]), box0, box1)) {\r\n return false;\r\n }\r\n if (!axisOverlap(Vector3.Cross(box0.directions[0], box1.directions[1]), box0, box1)) {\r\n return false;\r\n }\r\n if (!axisOverlap(Vector3.Cross(box0.directions[0], box1.directions[2]), box0, box1)) {\r\n return false;\r\n }\r\n if (!axisOverlap(Vector3.Cross(box0.directions[1], box1.directions[0]), box0, box1)) {\r\n return false;\r\n }\r\n if (!axisOverlap(Vector3.Cross(box0.directions[1], box1.directions[1]), box0, box1)) {\r\n return false;\r\n }\r\n if (!axisOverlap(Vector3.Cross(box0.directions[1], box1.directions[2]), box0, box1)) {\r\n return false;\r\n }\r\n if (!axisOverlap(Vector3.Cross(box0.directions[2], box1.directions[0]), box0, box1)) {\r\n return false;\r\n }\r\n if (!axisOverlap(Vector3.Cross(box0.directions[2], box1.directions[1]), box0, box1)) {\r\n return false;\r\n }\r\n if (!axisOverlap(Vector3.Cross(box0.directions[2], box1.directions[2]), box0, box1)) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n}\r\n"]}
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1
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+
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type { DeepImmutable } from \"../types\";\r\nimport { ArrayTools } from \"../Misc/arrayTools\";\r\nimport type { Matrix } from \"../Maths/math.vector\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { BoundingBox } from \"./boundingBox\";\r\nimport { BoundingSphere } from \"./boundingSphere\";\r\nimport type { Plane } from \"../Maths/math.plane\";\r\n\r\ndeclare type Collider = import(\"../Collisions/collider\").Collider;\r\n\r\nconst _result0 = { min: 0, max: 0 };\r\nconst _result1 = { min: 0, max: 0 };\r\nconst computeBoxExtents = (axis: DeepImmutable<Vector3>, box: DeepImmutable<BoundingBox>, result: { min: number; max: number }) => {\r\n const p = Vector3.Dot(box.centerWorld, axis);\r\n\r\n const r0 = Math.abs(Vector3.Dot(box.directions[0], axis)) * box.extendSize.x;\r\n const r1 = Math.abs(Vector3.Dot(box.directions[1], axis)) * box.extendSize.y;\r\n const r2 = Math.abs(Vector3.Dot(box.directions[2], axis)) * box.extendSize.z;\r\n\r\n const r = r0 + r1 + r2;\r\n result.min = p - r;\r\n result.max = p + r;\r\n};\r\n\r\nconst axisOverlap = (axis: DeepImmutable<Vector3>, box0: DeepImmutable<BoundingBox>, box1: DeepImmutable<BoundingBox>): boolean => {\r\n computeBoxExtents(axis, box0, _result0);\r\n computeBoxExtents(axis, box1, _result1);\r\n return !(_result0.min > _result1.max || _result1.min > _result0.max);\r\n};\r\n\r\n/**\r\n * Interface for cullable objects\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/materials_introduction#back-face-culling\r\n */\r\nexport interface ICullable {\r\n /**\r\n * Checks if the object or part of the object is in the frustum\r\n * @param frustumPlanes Camera near/planes\r\n * @returns true if the object is in frustum otherwise false\r\n */\r\n isInFrustum(frustumPlanes: Plane[]): boolean;\r\n /**\r\n * Checks if a cullable object (mesh...) is in the camera frustum\r\n * Unlike isInFrustum this checks the full bounding box\r\n * @param frustumPlanes Camera near/planes\r\n * @returns true if the object is in frustum otherwise false\r\n */\r\n isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;\r\n}\r\n\r\n/**\r\n * Info for a bounding data of a mesh\r\n */\r\nexport class BoundingInfo implements ICullable {\r\n /**\r\n * Bounding box for the mesh\r\n */\r\n public readonly boundingBox: BoundingBox;\r\n /**\r\n * Bounding sphere for the mesh\r\n */\r\n public readonly boundingSphere: BoundingSphere;\r\n\r\n private _isLocked = false;\r\n\r\n private static readonly _TmpVector3 = ArrayTools.BuildArray(2, Vector3.Zero);\r\n\r\n /**\r\n * Constructs bounding info\r\n * @param minimum min vector of the bounding box/sphere\r\n * @param maximum max vector of the bounding box/sphere\r\n * @param worldMatrix defines the new world matrix\r\n */\r\n constructor(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>) {\r\n this.boundingBox = new BoundingBox(minimum, maximum, worldMatrix);\r\n this.boundingSphere = new BoundingSphere(minimum, maximum, worldMatrix);\r\n }\r\n\r\n /**\r\n * Recreates the entire bounding info from scratch as if we call the constructor in place\r\n * @param min defines the new minimum vector (in local space)\r\n * @param max defines the new maximum vector (in local space)\r\n * @param worldMatrix defines the new world matrix\r\n */\r\n public reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>) {\r\n this.boundingBox.reConstruct(min, max, worldMatrix);\r\n this.boundingSphere.reConstruct(min, max, worldMatrix);\r\n }\r\n\r\n /**\r\n * min vector of the bounding box/sphere\r\n */\r\n public get minimum(): Vector3 {\r\n return this.boundingBox.minimum;\r\n }\r\n\r\n /**\r\n * max vector of the bounding box/sphere\r\n */\r\n public get maximum(): Vector3 {\r\n return this.boundingBox.maximum;\r\n }\r\n\r\n /**\r\n * If the info is locked and won't be updated to avoid perf overhead\r\n */\r\n public get isLocked(): boolean {\r\n return this._isLocked;\r\n }\r\n\r\n public set isLocked(value: boolean) {\r\n this._isLocked = value;\r\n }\r\n\r\n // Methods\r\n /**\r\n * Updates the bounding sphere and box\r\n * @param world world matrix to be used to update\r\n */\r\n public update(world: DeepImmutable<Matrix>) {\r\n if (this._isLocked) {\r\n return;\r\n }\r\n this.boundingBox._update(world);\r\n this.boundingSphere._update(world);\r\n }\r\n\r\n /**\r\n * Recreate the bounding info to be centered around a specific point given a specific extend.\r\n * @param center New center of the bounding info\r\n * @param extend New extend of the bounding info\r\n * @returns the current bounding info\r\n */\r\n public centerOn(center: DeepImmutable<Vector3>, extend: DeepImmutable<Vector3>): BoundingInfo {\r\n const minimum = BoundingInfo._TmpVector3[0].copyFrom(center).subtractInPlace(extend);\r\n const maximum = BoundingInfo._TmpVector3[1].copyFrom(center).addInPlace(extend);\r\n\r\n this.boundingBox.reConstruct(minimum, maximum, this.boundingBox.getWorldMatrix());\r\n this.boundingSphere.reConstruct(minimum, maximum, this.boundingBox.getWorldMatrix());\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Grows the bounding info to include the given point.\r\n * @param point The point that will be included in the current bounding info\r\n * @returns the current bounding info\r\n */\r\n public encapsulate(point: Vector3): BoundingInfo {\r\n const minimum = Vector3.Minimize(this.minimum, point);\r\n const maximum = Vector3.Maximize(this.maximum, point);\r\n this.reConstruct(minimum, maximum, this.boundingBox.getWorldMatrix());\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Grows the bounding info to encapsulate the given bounding info.\r\n * @param toEncapsulate The bounding info that will be encapsulated in the current bounding info\r\n * @returns the current bounding info\r\n */\r\n public encapsulateBoundingInfo(toEncapsulate: BoundingInfo): BoundingInfo {\r\n this.encapsulate(toEncapsulate.boundingBox.centerWorld.subtract(toEncapsulate.boundingBox.extendSizeWorld));\r\n this.encapsulate(toEncapsulate.boundingBox.centerWorld.add(toEncapsulate.boundingBox.extendSizeWorld));\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Scale the current bounding info by applying a scale factor\r\n * @param factor defines the scale factor to apply\r\n * @returns the current bounding info\r\n */\r\n public scale(factor: number): BoundingInfo {\r\n this.boundingBox.scale(factor);\r\n this.boundingSphere.scale(factor);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.\r\n * @param frustumPlanes defines the frustum to test\r\n * @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)\r\n * The different strategies available are:\r\n * * BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD most accurate but slower @see https://doc.babylonjs.com/typedoc/classes/BABYLON.AbstractMesh#CULLINGSTRATEGY_STANDARD\r\n * * BABYLON.AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY faster but less accurate @see https://doc.babylonjs.com/typedoc/classes/BABYLON.AbstractMesh#CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY\r\n * * BABYLON.AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION can be faster if always visible @see https://doc.babylonjs.com/typedoc/classes/BABYLON.AbstractMesh#CULLINGSTRATEGY_OPTIMISTIC_INCLUSION\r\n * * BABYLON.AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY can be faster if always visible @see https://doc.babylonjs.com/typedoc/classes/BABYLON.AbstractMesh#CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY\r\n * @returns true if the bounding info is in the frustum planes\r\n */\r\n public isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>, strategy: number = Constants.MESHES_CULLINGSTRATEGY_STANDARD): boolean {\r\n const inclusionTest =\r\n strategy === Constants.MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION || strategy === Constants.MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY;\r\n if (inclusionTest) {\r\n if (this.boundingSphere.isCenterInFrustum(frustumPlanes)) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!this.boundingSphere.isInFrustum(frustumPlanes)) {\r\n return false;\r\n }\r\n\r\n const bSphereOnlyTest =\r\n strategy === Constants.MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY || strategy === Constants.MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY;\r\n if (bSphereOnlyTest) {\r\n return true;\r\n }\r\n\r\n return this.boundingBox.isInFrustum(frustumPlanes);\r\n }\r\n\r\n /**\r\n * Gets the world distance between the min and max points of the bounding box\r\n */\r\n public get diagonalLength(): number {\r\n const boundingBox = this.boundingBox;\r\n const diag = boundingBox.maximumWorld.subtractToRef(boundingBox.minimumWorld, BoundingInfo._TmpVector3[0]);\r\n return diag.length();\r\n }\r\n\r\n /**\r\n * Checks if a cullable object (mesh...) is in the camera frustum\r\n * Unlike isInFrustum this checks the full bounding box\r\n * @param frustumPlanes Camera near/planes\r\n * @returns true if the object is in frustum otherwise false\r\n */\r\n public isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean {\r\n return this.boundingBox.isCompletelyInFrustum(frustumPlanes);\r\n }\r\n /**\r\n * @internal\r\n */\r\n public _checkCollision(collider: Collider): boolean {\r\n return collider._canDoCollision(this.boundingSphere.centerWorld, this.boundingSphere.radiusWorld, this.boundingBox.minimumWorld, this.boundingBox.maximumWorld);\r\n }\r\n\r\n /**\r\n * Checks if a point is inside the bounding box and bounding sphere or the mesh\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/interactions/mesh_intersect\r\n * @param point the point to check intersection with\r\n * @returns if the point intersects\r\n */\r\n public intersectsPoint(point: DeepImmutable<Vector3>): boolean {\r\n if (!this.boundingSphere.centerWorld) {\r\n return false;\r\n }\r\n\r\n if (!this.boundingSphere.intersectsPoint(point)) {\r\n return false;\r\n }\r\n\r\n if (!this.boundingBox.intersectsPoint(point)) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/interactions/mesh_intersect\r\n * @param boundingInfo the bounding info to check intersection with\r\n * @param precise if the intersection should be done using OBB\r\n * @returns if the bounding info intersects\r\n */\r\n public intersects(boundingInfo: DeepImmutable<BoundingInfo>, precise: boolean): boolean {\r\n if (!BoundingSphere.Intersects(this.boundingSphere, boundingInfo.boundingSphere)) {\r\n return false;\r\n }\r\n\r\n if (!BoundingBox.Intersects(this.boundingBox, boundingInfo.boundingBox)) {\r\n return false;\r\n }\r\n\r\n if (!precise) {\r\n return true;\r\n }\r\n\r\n const box0 = this.boundingBox;\r\n const box1 = boundingInfo.boundingBox;\r\n\r\n if (!axisOverlap(box0.directions[0], box0, box1)) {\r\n return false;\r\n }\r\n if (!axisOverlap(box0.directions[1], box0, box1)) {\r\n return false;\r\n }\r\n if (!axisOverlap(box0.directions[2], box0, box1)) {\r\n return false;\r\n }\r\n if (!axisOverlap(box1.directions[0], box0, box1)) {\r\n return false;\r\n }\r\n if (!axisOverlap(box1.directions[1], box0, box1)) {\r\n return false;\r\n }\r\n if (!axisOverlap(box1.directions[2], box0, box1)) {\r\n return false;\r\n }\r\n if (!axisOverlap(Vector3.Cross(box0.directions[0], box1.directions[0]), box0, box1)) {\r\n return false;\r\n }\r\n if (!axisOverlap(Vector3.Cross(box0.directions[0], box1.directions[1]), box0, box1)) {\r\n return false;\r\n }\r\n if (!axisOverlap(Vector3.Cross(box0.directions[0], box1.directions[2]), box0, box1)) {\r\n return false;\r\n }\r\n if (!axisOverlap(Vector3.Cross(box0.directions[1], box1.directions[0]), box0, box1)) {\r\n return false;\r\n }\r\n if (!axisOverlap(Vector3.Cross(box0.directions[1], box1.directions[1]), box0, box1)) {\r\n return false;\r\n }\r\n if (!axisOverlap(Vector3.Cross(box0.directions[1], box1.directions[2]), box0, box1)) {\r\n return false;\r\n }\r\n if (!axisOverlap(Vector3.Cross(box0.directions[2], box1.directions[0]), box0, box1)) {\r\n return false;\r\n }\r\n if (!axisOverlap(Vector3.Cross(box0.directions[2], box1.directions[1]), box0, box1)) {\r\n return false;\r\n }\r\n if (!axisOverlap(Vector3.Cross(box0.directions[2], box1.directions[2]), box0, box1)) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n}\r\n"]}
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@@ -1,5 +1,6 @@
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1
1
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import type { InternalTexture } from "../../Materials/Textures/internalTexture";
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import type { Nullable } from "../../types";
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import type { ExternalTexture } from "../../Materials/Textures/externalTexture";
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declare module "../../Engines/thinEngine" {
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interface ThinEngine {
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/**
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@@ -8,6 +9,6 @@ declare module "../../Engines/thinEngine" {
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* @param video defines the video element to use
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* @param invertY defines if data must be stored with Y axis inverted
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*/
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-
updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement
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updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement | Nullable<ExternalTexture>, invertY: boolean): void;
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}
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}
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"engine.videoTexture.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Engines/Extensions/engine.videoTexture.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,UAAU,EAAE,MAAM,0BAA0B,CAAC;AAGtD,OAAO,EAAE,SAAS,EAAE,MAAM,cAAc,CAAC;
|
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1
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+
{"version":3,"file":"engine.videoTexture.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Engines/Extensions/engine.videoTexture.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,UAAU,EAAE,MAAM,0BAA0B,CAAC;AAGtD,OAAO,EAAE,SAAS,EAAE,MAAM,cAAc,CAAC;AAezC,UAAU,CAAC,SAAS,CAAC,kBAAkB,GAAG,UAAU,OAAkC,EAAE,KAAuB,EAAE,OAAgB;IAC7H,IAAI,CAAC,OAAO,IAAI,OAAO,CAAC,WAAW,EAAE;QACjC,OAAO;KACV;IAED,MAAM,QAAQ,GAAG,IAAI,CAAC,kBAAkB,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC;IACzD,MAAM,cAAc,GAAG,IAAI,CAAC,iCAAiC,CAAC,SAAS,CAAC,yBAAyB,EAAE,OAAO,CAAC,MAAM,CAAC,CAAC;IAEnH,MAAM,kBAAkB,GAAG,IAAI,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,CAAC,UAAU,EAAE,OAAO,EAAE,IAAI,CAAC,CAAC;IACzF,IAAI,CAAC,YAAY,CAAC,CAAC,OAAO,CAAC,CAAC,CAAC,mCAAmC;IAEhE,IAAI;QACA,gCAAgC;QAChC,IAAI,IAAI,CAAC,sBAAsB,KAAK,SAAS,EAAE;YAC3C,iCAAiC;YACjC,IAAI,CAAC,GAAG,CAAC,QAAQ,EAAE,CAAC;YAEpB,IAAI,CAAC,GAAG,CAAC,UAAU,CAAC,IAAI,CAAC,GAAG,CAAC,UAAU,EAAE,CAAC,EAAE,cAAc,EAAE,QAAQ,EAAE,IAAI,CAAC,GAAG,CAAC,aAAa,EAAE,KAAK,CAAC,CAAC;YAErG,IAAI,IAAI,CAAC,GAAG,CAAC,QAAQ,EAAE,KAAK,CAAC,EAAE;gBAC3B,IAAI,CAAC,sBAAsB,GAAG,KAAK,CAAC;aACvC;iBAAM;gBACH,IAAI,CAAC,sBAAsB,GAAG,IAAI,CAAC;aACtC;SACJ;QAED,kFAAkF;QAClF,IAAI,CAAC,IAAI,CAAC,sBAAsB,EAAE;YAC9B,IAAI,CAAC,OAAO,CAAC,cAAc,EAAE;gBACzB,OAAO,CAAC,cAAc,GAAG,IAAI,CAAC,YAAY,CAAC,OAAO,CAAC,KAAK,EAAE,OAAO,CAAC,MAAM,CAAC,CAAC;gBAC1E,MAAM,OAAO,GAAG,OAAO,CAAC,cAAc,CAAC,UAAU,CAAC,IAAI,CAAC,CAAC;gBAExD,IAAI,CAAC,OAAO,EAAE;oBACV,MAAM,IAAI,KAAK,CAAC,0BAA0B,CAAC,CAAC;iBAC/C;gBAED,OAAO,CAAC,eAAe,GAAG,OAAO,CAAC;gBAClC,OAAO,CAAC,cAAc,CAAC,KAAK,GAAG,OAAO,CAAC,KAAK,CAAC;gBAC7C,OAAO,CAAC,cAAc,CAAC,MAAM,GAAG,OAAO,CAAC,MAAM,CAAC;aAClD;YAED,OAAO,CAAC,eAAgB,CAAC,SAAS,CAAC,CAAC,EAAE,CAAC,EAAE,OAAO,CAAC,KAAK,EAAE,OAAO,CAAC,MAAM,CAAC,CAAC;YACxE,OAAO,CAAC,eAAgB,CAAC,SAAS,CAAC,KAAK,EAAE,CAAC,EAAE,CAAC,EAAE,KAAK,CAAC,UAAU,EAAE,KAAK,CAAC,WAAW,EAAE,CAAC,EAAE,CAAC,EAAE,OAAO,CAAC,KAAK,EAAE,OAAO,CAAC,MAAM,CAAC,CAAC;YAE1H,IAAI,CAAC,GAAG,CAAC,UAAU,CAAC,IAAI,CAAC,GAAG,CAAC,UAAU,EAAE,CAAC,EAAE,cAAc,EAAE,QAAQ,EAAE,IAAI,CAAC,GAAG,CAAC,aAAa,EAAE,OAAO,CAAC,cAAgC,CAAC,CAAC;SAC3I;aAAM;YACH,IAAI,CAAC,GAAG,CAAC,UAAU,CAAC,IAAI,CAAC,GAAG,CAAC,UAAU,EAAE,CAAC,EAAE,cAAc,EAAE,QAAQ,EAAE,IAAI,CAAC,GAAG,CAAC,aAAa,EAAE,KAAK,CAAC,CAAC;SACxG;QAED,IAAI,OAAO,CAAC,eAAe,EAAE;YACzB,IAAI,CAAC,GAAG,CAAC,cAAc,CAAC,IAAI,CAAC,GAAG,CAAC,UAAU,CAAC,CAAC;SAChD;QAED,IAAI,CAAC,kBAAkB,EAAE;YACrB,IAAI,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,CAAC,UAAU,EAAE,IAAI,CAAC,CAAC;SACxD;QACD,+BAA+B;QAC/B,OAAO,CAAC,OAAO,GAAG,IAAI,CAAC;KAC1B;IAAC,OAAO,EAAE,EAAE;QACT,uBAAuB;QACvB,4BAA4B;QAC5B,OAAO,CAAC,WAAW,GAAG,IAAI,CAAC;KAC9B;AACL,CAAC,CAAC","sourcesContent":["import { ThinEngine } from \"../../Engines/thinEngine\";\r\nimport type { InternalTexture } from \"../../Materials/Textures/internalTexture\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { Constants } from \"../constants\";\r\nimport type { ExternalTexture } from \"../../Materials/Textures/externalTexture\";\r\n\r\ndeclare module \"../../Engines/thinEngine\" {\r\n export interface ThinEngine {\r\n /**\r\n * Update a video texture\r\n * @param texture defines the texture to update\r\n * @param video defines the video element to use\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n */\r\n updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement | Nullable<ExternalTexture>, invertY: boolean): void;\r\n }\r\n}\r\n\r\nThinEngine.prototype.updateVideoTexture = function (texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void {\r\n if (!texture || texture._isDisabled) {\r\n return;\r\n }\r\n\r\n const glformat = this._getInternalFormat(texture.format);\r\n const internalFormat = this._getRGBABufferInternalSizedFormat(Constants.TEXTURETYPE_UNSIGNED_BYTE, texture.format);\r\n\r\n const wasPreviouslyBound = this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);\r\n this._unpackFlipY(!invertY); // Video are upside down by default\r\n\r\n try {\r\n // Testing video texture support\r\n if (this._videoTextureSupported === undefined) {\r\n // clear old errors just in case.\r\n this._gl.getError();\r\n\r\n this._gl.texImage2D(this._gl.TEXTURE_2D, 0, internalFormat, glformat, this._gl.UNSIGNED_BYTE, video);\r\n\r\n if (this._gl.getError() !== 0) {\r\n this._videoTextureSupported = false;\r\n } else {\r\n this._videoTextureSupported = true;\r\n }\r\n }\r\n\r\n // Copy video through the current working canvas if video texture is not supported\r\n if (!this._videoTextureSupported) {\r\n if (!texture._workingCanvas) {\r\n texture._workingCanvas = this.createCanvas(texture.width, texture.height);\r\n const context = texture._workingCanvas.getContext(\"2d\");\r\n\r\n if (!context) {\r\n throw new Error(\"Unable to get 2d context\");\r\n }\r\n\r\n texture._workingContext = context;\r\n texture._workingCanvas.width = texture.width;\r\n texture._workingCanvas.height = texture.height;\r\n }\r\n\r\n texture._workingContext!.clearRect(0, 0, texture.width, texture.height);\r\n texture._workingContext!.drawImage(video, 0, 0, video.videoWidth, video.videoHeight, 0, 0, texture.width, texture.height);\r\n\r\n this._gl.texImage2D(this._gl.TEXTURE_2D, 0, internalFormat, glformat, this._gl.UNSIGNED_BYTE, texture._workingCanvas as TexImageSource);\r\n } else {\r\n this._gl.texImage2D(this._gl.TEXTURE_2D, 0, internalFormat, glformat, this._gl.UNSIGNED_BYTE, video);\r\n }\r\n\r\n if (texture.generateMipMaps) {\r\n this._gl.generateMipmap(this._gl.TEXTURE_2D);\r\n }\r\n\r\n if (!wasPreviouslyBound) {\r\n this._bindTextureDirectly(this._gl.TEXTURE_2D, null);\r\n }\r\n // this.resetTextureCache();\r\n texture.isReady = true;\r\n } catch (ex) {\r\n // Something unexpected\r\n // Let's disable the texture\r\n texture._isDisabled = true;\r\n }\r\n};\r\n"]}
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@@ -1,4 +1,7 @@
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1
1
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import { WebGPUEngine } from "../../webgpuEngine.js";
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2
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+
function IsExternalTexture(texture) {
|
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3
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+
return texture && texture.underlyingResource !== undefined ? true : false;
|
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4
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+
}
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2
5
|
WebGPUEngine.prototype.updateVideoTexture = function (texture, video, invertY) {
|
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3
6
|
var _a;
|
|
4
7
|
if (!texture || texture._isDisabled) {
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@@ -11,18 +14,27 @@ WebGPUEngine.prototype.updateVideoTexture = function (texture, video, invertY) {
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11
14
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if (!((_a = texture._hardwareTexture) === null || _a === void 0 ? void 0 : _a.underlyingResource)) {
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12
15
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gpuTextureWrapper = this._textureHelper.createGPUTextureForInternalTexture(texture);
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}
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-
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15
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-
.
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16
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-
this._textureHelper.updateTexture(bitmap, texture, texture.width, texture.height, texture.depth, gpuTextureWrapper.format, 0, 0, !invertY, false, 0, 0);
|
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if (IsExternalTexture(video)) {
|
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18
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+
this._textureHelper.copyVideoToTexture(video, texture, gpuTextureWrapper.format, !invertY);
|
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19
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if (texture.generateMipMaps) {
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20
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this._generateMipmaps(texture, this._uploadEncoder);
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}
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texture.isReady = true;
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-
}
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-
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}
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else if (video) {
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this.createImageBitmap(video)
|
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.then((bitmap) => {
|
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+
this._textureHelper.updateTexture(bitmap, texture, texture.width, texture.height, texture.depth, gpuTextureWrapper.format, 0, 0, !invertY, false, 0, 0);
|
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+
if (texture.generateMipMaps) {
|
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+
this._generateMipmaps(texture, this._uploadEncoder);
|
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}
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texture.isReady = true;
|
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})
|
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.catch(() => {
|
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+
// Sometimes createImageBitmap(video) fails with "Failed to execute 'createImageBitmap' on 'Window': The provided element's player has no current data."
|
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|
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// Just keep going on
|
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texture.isReady = true;
|
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});
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}
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};
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//# sourceMappingURL=engine.videoTexture.js.map
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@@ -1 +1 @@
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1
|
-
{"version":3,"file":"engine.videoTexture.js","sourceRoot":"","sources":["../../../../../../../lts/core/generated/Engines/WebGPU/Extensions/engine.videoTexture.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,YAAY,EAAE,MAAM,oBAAoB,CAAC;
|
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1
|
+
{"version":3,"file":"engine.videoTexture.js","sourceRoot":"","sources":["../../../../../../../lts/core/generated/Engines/WebGPU/Extensions/engine.videoTexture.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,YAAY,EAAE,MAAM,oBAAoB,CAAC;AAIlD,SAAS,iBAAiB,CAAC,OAAqD;IAC5E,OAAO,OAAO,IAAK,OAA2B,CAAC,kBAAkB,KAAK,SAAS,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK,CAAC;AACnG,CAAC;AAED,YAAY,CAAC,SAAS,CAAC,kBAAkB,GAAG,UAAU,OAAkC,EAAE,KAAmD,EAAE,OAAgB;;IAC3J,IAAI,CAAC,OAAO,IAAI,OAAO,CAAC,WAAW,EAAE;QACjC,OAAO;KACV;IAED,IAAI,IAAI,CAAC,sBAAsB,KAAK,SAAS,EAAE;QAC3C,IAAI,CAAC,sBAAsB,GAAG,IAAI,CAAC;KACtC;IAED,IAAI,iBAAiB,GAAG,OAAO,CAAC,gBAAyC,CAAC;IAE1E,IAAI,CAAC,CAAA,MAAA,OAAO,CAAC,gBAAgB,0CAAE,kBAAkB,CAAA,EAAE;QAC/C,iBAAiB,GAAG,IAAI,CAAC,cAAc,CAAC,kCAAkC,CAAC,OAAO,CAAC,CAAC;KACvF;IAED,IAAI,iBAAiB,CAAC,KAAK,CAAC,EAAE;QAC1B,IAAI,CAAC,cAAc,CAAC,kBAAkB,CAAC,KAAK,EAAE,OAAO,EAAE,iBAAiB,CAAC,MAAM,EAAE,CAAC,OAAO,CAAC,CAAC;QAC3F,IAAI,OAAO,CAAC,eAAe,EAAE;YACzB,IAAI,CAAC,gBAAgB,CAAC,OAAO,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC;SACvD;QACD,OAAO,CAAC,OAAO,GAAG,IAAI,CAAC;KAC1B;SAAM,IAAI,KAAK,EAAE;QACd,IAAI,CAAC,iBAAiB,CAAC,KAAK,CAAC;aACxB,IAAI,CAAC,CAAC,MAAM,EAAE,EAAE;YACb,IAAI,CAAC,cAAc,CAAC,aAAa,CAAC,MAAM,EAAE,OAAO,EAAE,OAAO,CAAC,KAAK,EAAE,OAAO,CAAC,MAAM,EAAE,OAAO,CAAC,KAAK,EAAE,iBAAiB,CAAC,MAAM,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,OAAO,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;YACxJ,IAAI,OAAO,CAAC,eAAe,EAAE;gBACzB,IAAI,CAAC,gBAAgB,CAAC,OAAO,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC;aACvD;YAED,OAAO,CAAC,OAAO,GAAG,IAAI,CAAC;QAC3B,CAAC,CAAC;aACD,KAAK,CAAC,GAAG,EAAE;YACR,wJAAwJ;YACxJ,qBAAqB;YACrB,OAAO,CAAC,OAAO,GAAG,IAAI,CAAC;QAC3B,CAAC,CAAC,CAAC;KACV;AACL,CAAC,CAAC","sourcesContent":["import type { InternalTexture } from \"../../../Materials/Textures/internalTexture\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport { WebGPUEngine } from \"../../webgpuEngine\";\r\nimport type { WebGPUHardwareTexture } from \"../webgpuHardwareTexture\";\r\nimport type { ExternalTexture } from \"../../../Materials/Textures/externalTexture\";\r\n\r\nfunction IsExternalTexture(texture: Nullable<ExternalTexture> | HTMLVideoElement): texture is ExternalTexture {\r\n return texture && (texture as ExternalTexture).underlyingResource !== undefined ? true : false;\r\n}\r\n\r\nWebGPUEngine.prototype.updateVideoTexture = function (texture: Nullable<InternalTexture>, video: HTMLVideoElement | Nullable<ExternalTexture>, invertY: boolean): void {\r\n if (!texture || texture._isDisabled) {\r\n return;\r\n }\r\n\r\n if (this._videoTextureSupported === undefined) {\r\n this._videoTextureSupported = true;\r\n }\r\n\r\n let gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;\r\n\r\n if (!texture._hardwareTexture?.underlyingResource) {\r\n gpuTextureWrapper = this._textureHelper.createGPUTextureForInternalTexture(texture);\r\n }\r\n\r\n if (IsExternalTexture(video)) {\r\n this._textureHelper.copyVideoToTexture(video, texture, gpuTextureWrapper.format, !invertY);\r\n if (texture.generateMipMaps) {\r\n this._generateMipmaps(texture, this._uploadEncoder);\r\n }\r\n texture.isReady = true;\r\n } else if (video) {\r\n this.createImageBitmap(video)\r\n .then((bitmap) => {\r\n this._textureHelper.updateTexture(bitmap, texture, texture.width, texture.height, texture.depth, gpuTextureWrapper.format, 0, 0, !invertY, false, 0, 0);\r\n if (texture.generateMipMaps) {\r\n this._generateMipmaps(texture, this._uploadEncoder);\r\n }\r\n\r\n texture.isReady = true;\r\n })\r\n .catch(() => {\r\n // Sometimes createImageBitmap(video) fails with \"Failed to execute 'createImageBitmap' on 'Window': The provided element's player has no current data.\"\r\n // Just keep going on\r\n texture.isReady = true;\r\n });\r\n }\r\n};\r\n"]}
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