@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.
Files changed (94) hide show
  1. package/Bones/boneIKController.d.ts +2 -1
  2. package/Bones/boneIKController.js +27 -10
  3. package/Bones/boneIKController.js.map +1 -1
  4. package/Cameras/Inputs/freeCameraMouseInput.js +11 -3
  5. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  6. package/Culling/boundingInfo.d.ts +5 -0
  7. package/Culling/boundingInfo.js +5 -0
  8. package/Culling/boundingInfo.js.map +1 -1
  9. package/Engines/Extensions/engine.videoTexture.d.ts +2 -1
  10. package/Engines/Extensions/engine.videoTexture.js.map +1 -1
  11. package/Engines/WebGPU/Extensions/engine.videoTexture.js +21 -9
  12. package/Engines/WebGPU/Extensions/engine.videoTexture.js.map +1 -1
  13. package/Engines/WebGPU/webgpuTextureHelper.d.ts +6 -0
  14. package/Engines/WebGPU/webgpuTextureHelper.js +157 -0
  15. package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
  16. package/Engines/thinEngine.js +2 -2
  17. package/Engines/thinEngine.js.map +1 -1
  18. package/Layers/effectLayer.js +7 -28
  19. package/Layers/effectLayer.js.map +1 -1
  20. package/Lights/Shadows/shadowGenerator.js +9 -28
  21. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  22. package/Materials/Background/backgroundMaterial.js +4 -8
  23. package/Materials/Background/backgroundMaterial.js.map +1 -1
  24. package/Materials/Node/Blocks/Dual/clipPlanesBlock.js +9 -8
  25. package/Materials/Node/Blocks/Dual/clipPlanesBlock.js.map +1 -1
  26. package/Materials/PBR/pbrBaseMaterial.js +7 -8
  27. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  28. package/Materials/Textures/htmlElementTexture.d.ts +1 -0
  29. package/Materials/Textures/htmlElementTexture.js +3 -1
  30. package/Materials/Textures/htmlElementTexture.js.map +1 -1
  31. package/Materials/Textures/renderTargetTexture.js +2 -2
  32. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  33. package/Materials/Textures/videoTexture.d.ts +1 -0
  34. package/Materials/Textures/videoTexture.js +5 -1
  35. package/Materials/Textures/videoTexture.js.map +1 -1
  36. package/Materials/clipPlaneMaterialHelper.d.ts +8 -0
  37. package/Materials/clipPlaneMaterialHelper.js +78 -0
  38. package/Materials/clipPlaneMaterialHelper.js.map +1 -0
  39. package/Materials/index.d.ts +1 -1
  40. package/Materials/index.js +1 -1
  41. package/Materials/index.js.map +1 -1
  42. package/Materials/material.d.ts +27 -1
  43. package/Materials/material.js.map +1 -1
  44. package/Materials/materialHelper.d.ts +3 -7
  45. package/Materials/materialHelper.js +5 -45
  46. package/Materials/materialHelper.js.map +1 -1
  47. package/Materials/shaderMaterial.js +5 -36
  48. package/Materials/shaderMaterial.js.map +1 -1
  49. package/Materials/standardMaterial.js +4 -8
  50. package/Materials/standardMaterial.js.map +1 -1
  51. package/Maths/math.vector.d.ts +16 -16
  52. package/Maths/math.vector.js +16 -16
  53. package/Maths/math.vector.js.map +1 -1
  54. package/Meshes/linesMesh.js +1 -1
  55. package/Meshes/linesMesh.js.map +1 -1
  56. package/Meshes/mesh.js +3 -1
  57. package/Meshes/mesh.js.map +1 -1
  58. package/Misc/dumpTools.d.ts +49 -0
  59. package/Misc/dumpTools.js +145 -0
  60. package/Misc/dumpTools.js.map +1 -0
  61. package/Misc/environmentTextureTools.js +2 -1
  62. package/Misc/environmentTextureTools.js.map +1 -1
  63. package/Misc/index.d.ts +1 -0
  64. package/Misc/index.js +1 -0
  65. package/Misc/index.js.map +1 -1
  66. package/Misc/screenshotTools.js +17 -13
  67. package/Misc/screenshotTools.js.map +1 -1
  68. package/Misc/tools.d.ts +2 -6
  69. package/Misc/tools.js +7 -64
  70. package/Misc/tools.js.map +1 -1
  71. package/Particles/baseParticleSystem.d.ts +31 -6
  72. package/Particles/baseParticleSystem.js.map +1 -1
  73. package/Particles/gpuParticleSystem.js +5 -37
  74. package/Particles/gpuParticleSystem.js.map +1 -1
  75. package/Particles/particleSystem.js +5 -36
  76. package/Particles/particleSystem.js.map +1 -1
  77. package/PostProcesses/postProcess.d.ts +30 -0
  78. package/PostProcesses/postProcess.js +48 -2
  79. package/PostProcesses/postProcess.js.map +1 -1
  80. package/Rendering/depthRenderer.js +10 -28
  81. package/Rendering/depthRenderer.js.map +1 -1
  82. package/Rendering/outlineRenderer.js +26 -45
  83. package/Rendering/outlineRenderer.js.map +1 -1
  84. package/Shaders/ShadersInclude/imageProcessingFunctions.js +4 -1
  85. package/Shaders/ShadersInclude/imageProcessingFunctions.js.map +1 -1
  86. package/Shaders/circleOfConfusion.fragment.js +3 -1
  87. package/Shaders/circleOfConfusion.fragment.js.map +1 -1
  88. package/Sprites/spriteManager.d.ts +4 -0
  89. package/Sprites/spriteManager.js +9 -0
  90. package/Sprites/spriteManager.js.map +1 -1
  91. package/package.json +1 -1
  92. package/Materials/thinMaterialHelper.d.ts +0 -17
  93. package/Materials/thinMaterialHelper.js +0 -41
  94. package/Materials/thinMaterialHelper.js.map +0 -1
@@ -57,7 +57,7 @@ export class LinesMesh extends Mesh {
57
57
  const defines = [];
58
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  const options = {
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  attributes: [VertexBuffer.PositionKind],
60
- uniforms: ["vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "vClipPlane5", "vClipPlane6", "world", "viewProjection"],
60
+ uniforms: ["world", "viewProjection"],
61
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  needAlphaBlending: true,
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  defines: defines,
63
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  useClipPlane: null,
@@ -1 +1 @@
1
- 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type { Nullable } from \"../types\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Color3, Color4 } from \"../Maths/math.color\";\r\nimport type { Node } from \"../node\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { InstancedMesh } from \"../Meshes/instancedMesh\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { ShaderMaterial } from \"../Materials/shaderMaterial\";\r\n\r\nimport \"../Shaders/color.fragment\";\r\nimport \"../Shaders/color.vertex\";\r\n\r\nMesh._LinesMeshParser = (parsedMesh: any, scene: Scene): Mesh => {\r\n return LinesMesh.Parse(parsedMesh, scene);\r\n};\r\n\r\n/**\r\n * Line mesh\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param\r\n */\r\nexport class LinesMesh extends Mesh {\r\n /**\r\n * Color of the line (Default: White)\r\n */\r\n public color = new Color3(1, 1, 1);\r\n\r\n /**\r\n * Alpha of the line (Default: 1)\r\n */\r\n public alpha = 1;\r\n\r\n /**\r\n * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.\r\n * This margin is expressed in world space coordinates, so its value may vary.\r\n * Default value is 0.1\r\n */\r\n public intersectionThreshold: number;\r\n\r\n private _lineMaterial: Material;\r\n\r\n private _isShaderMaterial(shader: Material): shader is ShaderMaterial {\r\n return shader.getClassName() === \"ShaderMaterial\";\r\n }\r\n\r\n private _color4: Color4;\r\n\r\n /**\r\n * Creates a new LinesMesh\r\n * @param name defines the name\r\n * @param scene defines the hosting scene\r\n * @param parent defines the parent mesh if any\r\n * @param source defines the optional source LinesMesh used to clone data from\r\n * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.\r\n * When false, achieved by calling a clone(), also passing False.\r\n * This will make creation of children, recursive.\r\n * @param useVertexColor defines if this LinesMesh supports vertex color\r\n * @param useVertexAlpha defines if this LinesMesh supports vertex alpha\r\n * @param material material to use to draw the line. If not provided, will create a new one\r\n */\r\n constructor(\r\n name: string,\r\n scene: Nullable<Scene> = null,\r\n parent: Nullable<Node> = null,\r\n source: Nullable<LinesMesh> = null,\r\n doNotCloneChildren?: boolean,\r\n /**\r\n * If vertex color should be applied to the mesh\r\n */\r\n public readonly useVertexColor?: boolean,\r\n /**\r\n * If vertex alpha should be applied to the mesh\r\n */\r\n public readonly useVertexAlpha?: boolean,\r\n material?: Material\r\n ) {\r\n super(name, scene, parent, source, doNotCloneChildren);\r\n\r\n if (source) {\r\n this.color = source.color.clone();\r\n this.alpha = source.alpha;\r\n this.useVertexColor = source.useVertexColor;\r\n this.useVertexAlpha = source.useVertexAlpha;\r\n }\r\n\r\n this.intersectionThreshold = 0.1;\r\n\r\n const defines: string[] = [];\r\n const options = {\r\n attributes: [VertexBuffer.PositionKind],\r\n uniforms: [\"vClipPlane\", \"vClipPlane2\", \"vClipPlane3\", \"vClipPlane4\", \"vClipPlane5\", \"vClipPlane6\", \"world\", \"viewProjection\"],\r\n needAlphaBlending: true,\r\n defines: defines,\r\n useClipPlane: null,\r\n };\r\n\r\n if (useVertexAlpha === false) {\r\n options.needAlphaBlending = false;\r\n } else {\r\n options.defines.push(\"#define VERTEXALPHA\");\r\n }\r\n\r\n if (!useVertexColor) {\r\n options.uniforms.push(\"color\");\r\n this._color4 = new Color4();\r\n } else {\r\n options.defines.push(\"#define VERTEXCOLOR\");\r\n options.attributes.push(VertexBuffer.ColorKind);\r\n }\r\n\r\n if (material) {\r\n this.material = material;\r\n } else {\r\n this.material = new ShaderMaterial(\"colorShader\", this.getScene(), \"color\", options, false);\r\n }\r\n }\r\n\r\n public isReady() {\r\n if (!this._lineMaterial.isReady(this, !!this._userInstancedBuffersStorage)) {\r\n return false;\r\n }\r\n\r\n return super.isReady();\r\n }\r\n\r\n /**\r\n * Returns the string \"LineMesh\"\r\n */\r\n public getClassName(): string {\r\n return \"LinesMesh\";\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public get material(): Material {\r\n return this._lineMaterial;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public set material(value: Material) {\r\n this._lineMaterial = value;\r\n this._lineMaterial.fillMode = Material.LineListDrawMode;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public get checkCollisions(): boolean {\r\n return false;\r\n }\r\n\r\n public set checkCollisions(value: boolean) {\r\n // Just ignore it\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _bind(): Mesh {\r\n if (!this._geometry) {\r\n return this;\r\n }\r\n const colorEffect = this._lineMaterial.getEffect();\r\n\r\n // VBOs\r\n const indexToBind = this.isUnIndexed ? null : this._geometry.getIndexBuffer();\r\n if (!this._userInstancedBuffersStorage) {\r\n this._geometry._bind(colorEffect, indexToBind);\r\n } else {\r\n this._geometry._bind(colorEffect, indexToBind, this._userInstancedBuffersStorage.vertexBuffers, this._userInstancedBuffersStorage.vertexArrayObjects);\r\n }\r\n\r\n // Color\r\n if (!this.useVertexColor && this._isShaderMaterial(this._lineMaterial)) {\r\n const { r, g, b } = this.color;\r\n this._color4.set(r, g, b, this.alpha);\r\n this._lineMaterial.setColor4(\"color\", this._color4);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh {\r\n if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {\r\n return this;\r\n }\r\n\r\n const engine = this.getScene().getEngine();\r\n\r\n // Draw order\r\n\r\n if (this._unIndexed) {\r\n engine.drawArraysType(Material.LineListDrawMode, subMesh.verticesStart, subMesh.verticesCount, instancesCount);\r\n } else {\r\n engine.drawElementsType(Material.LineListDrawMode, subMesh.indexStart, subMesh.indexCount, instancesCount);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Disposes of the line mesh\r\n * @param doNotRecurse If children should be disposed\r\n */\r\n public dispose(doNotRecurse?: boolean): void {\r\n this._lineMaterial.dispose(false, false, true);\r\n super.dispose(doNotRecurse);\r\n }\r\n\r\n /**\r\n * Returns a new LineMesh object cloned from the current one.\r\n * @param name\r\n * @param newParent\r\n * @param doNotCloneChildren\r\n */\r\n public clone(name: string, newParent: Nullable<Node> = null, doNotCloneChildren?: boolean): LinesMesh {\r\n return new LinesMesh(name, this.getScene(), newParent, this, doNotCloneChildren);\r\n }\r\n\r\n /**\r\n * Creates a new InstancedLinesMesh object from the mesh model.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/copies/instances\r\n * @param name defines the name of the new instance\r\n * @returns a new InstancedLinesMesh\r\n */\r\n public createInstance(name: string): InstancedLinesMesh {\r\n const instance = new InstancedLinesMesh(name, this);\r\n\r\n if (this.instancedBuffers) {\r\n instance.instancedBuffers = {};\r\n\r\n for (const key in this.instancedBuffers) {\r\n instance.instancedBuffers[key] = this.instancedBuffers[key];\r\n }\r\n }\r\n\r\n return instance;\r\n }\r\n\r\n /**\r\n * Serializes this ground mesh\r\n * @param serializationObject object to write serialization to\r\n */\r\n public serialize(serializationObject: any): void {\r\n super.serialize(serializationObject);\r\n serializationObject.color = this.color.asArray();\r\n serializationObject.alpha = this.alpha;\r\n }\r\n\r\n /**\r\n * Parses a serialized ground mesh\r\n * @param parsedMesh the serialized mesh\r\n * @param scene the scene to create the ground mesh in\r\n * @returns the created ground mesh\r\n */\r\n public static Parse(parsedMesh: any, scene: Scene): LinesMesh {\r\n const result = new LinesMesh(parsedMesh.name, scene);\r\n\r\n result.color = Color3.FromArray(parsedMesh.color);\r\n result.alpha = parsedMesh.alpha;\r\n\r\n return result;\r\n }\r\n}\r\n\r\n/**\r\n * Creates an instance based on a source LinesMesh\r\n */\r\nexport class InstancedLinesMesh extends InstancedMesh {\r\n /**\r\n * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.\r\n * This margin is expressed in world space coordinates, so its value may vary.\r\n * Initialized with the intersectionThreshold value of the source LinesMesh\r\n */\r\n public intersectionThreshold: number;\r\n\r\n constructor(name: string, source: LinesMesh) {\r\n super(name, source);\r\n this.intersectionThreshold = source.intersectionThreshold;\r\n }\r\n\r\n /**\r\n * Returns the string \"InstancedLinesMesh\".\r\n */\r\n public getClassName(): string {\r\n return \"InstancedLinesMesh\";\r\n }\r\n}\r\n"]}
1
+ 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type { Nullable } from \"../types\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Color3, Color4 } from \"../Maths/math.color\";\r\nimport type { Node } from \"../node\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { InstancedMesh } from \"../Meshes/instancedMesh\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { ShaderMaterial } from \"../Materials/shaderMaterial\";\r\n\r\nimport \"../Shaders/color.fragment\";\r\nimport \"../Shaders/color.vertex\";\r\n\r\nMesh._LinesMeshParser = (parsedMesh: any, scene: Scene): Mesh => {\r\n return LinesMesh.Parse(parsedMesh, scene);\r\n};\r\n\r\n/**\r\n * Line mesh\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param\r\n */\r\nexport class LinesMesh extends Mesh {\r\n /**\r\n * Color of the line (Default: White)\r\n */\r\n public color = new Color3(1, 1, 1);\r\n\r\n /**\r\n * Alpha of the line (Default: 1)\r\n */\r\n public alpha = 1;\r\n\r\n /**\r\n * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.\r\n * This margin is expressed in world space coordinates, so its value may vary.\r\n * Default value is 0.1\r\n */\r\n public intersectionThreshold: number;\r\n\r\n private _lineMaterial: Material;\r\n\r\n private _isShaderMaterial(shader: Material): shader is ShaderMaterial {\r\n return shader.getClassName() === \"ShaderMaterial\";\r\n }\r\n\r\n private _color4: Color4;\r\n\r\n /**\r\n * Creates a new LinesMesh\r\n * @param name defines the name\r\n * @param scene defines the hosting scene\r\n * @param parent defines the parent mesh if any\r\n * @param source defines the optional source LinesMesh used to clone data from\r\n * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.\r\n * When false, achieved by calling a clone(), also passing False.\r\n * This will make creation of children, recursive.\r\n * @param useVertexColor defines if this LinesMesh supports vertex color\r\n * @param useVertexAlpha defines if this LinesMesh supports vertex alpha\r\n * @param material material to use to draw the line. If not provided, will create a new one\r\n */\r\n constructor(\r\n name: string,\r\n scene: Nullable<Scene> = null,\r\n parent: Nullable<Node> = null,\r\n source: Nullable<LinesMesh> = null,\r\n doNotCloneChildren?: boolean,\r\n /**\r\n * If vertex color should be applied to the mesh\r\n */\r\n public readonly useVertexColor?: boolean,\r\n /**\r\n * If vertex alpha should be applied to the mesh\r\n */\r\n public readonly useVertexAlpha?: boolean,\r\n material?: Material\r\n ) {\r\n super(name, scene, parent, source, doNotCloneChildren);\r\n\r\n if (source) {\r\n this.color = source.color.clone();\r\n this.alpha = source.alpha;\r\n this.useVertexColor = source.useVertexColor;\r\n this.useVertexAlpha = source.useVertexAlpha;\r\n }\r\n\r\n this.intersectionThreshold = 0.1;\r\n\r\n const defines: string[] = [];\r\n const options = {\r\n attributes: [VertexBuffer.PositionKind],\r\n uniforms: [\"world\", \"viewProjection\"],\r\n needAlphaBlending: true,\r\n defines: defines,\r\n useClipPlane: null,\r\n };\r\n\r\n if (useVertexAlpha === false) {\r\n options.needAlphaBlending = false;\r\n } else {\r\n options.defines.push(\"#define VERTEXALPHA\");\r\n }\r\n\r\n if (!useVertexColor) {\r\n options.uniforms.push(\"color\");\r\n this._color4 = new Color4();\r\n } else {\r\n options.defines.push(\"#define VERTEXCOLOR\");\r\n options.attributes.push(VertexBuffer.ColorKind);\r\n }\r\n\r\n if (material) {\r\n this.material = material;\r\n } else {\r\n this.material = new ShaderMaterial(\"colorShader\", this.getScene(), \"color\", options, false);\r\n }\r\n }\r\n\r\n public isReady() {\r\n if (!this._lineMaterial.isReady(this, !!this._userInstancedBuffersStorage)) {\r\n return false;\r\n }\r\n\r\n return super.isReady();\r\n }\r\n\r\n /**\r\n * Returns the string \"LineMesh\"\r\n */\r\n public getClassName(): string {\r\n return \"LinesMesh\";\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public get material(): Material {\r\n return this._lineMaterial;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public set material(value: Material) {\r\n this._lineMaterial = value;\r\n this._lineMaterial.fillMode = Material.LineListDrawMode;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public get checkCollisions(): boolean {\r\n return false;\r\n }\r\n\r\n public set checkCollisions(value: boolean) {\r\n // Just ignore it\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _bind(): Mesh {\r\n if (!this._geometry) {\r\n return this;\r\n }\r\n const colorEffect = this._lineMaterial.getEffect();\r\n\r\n // VBOs\r\n const indexToBind = this.isUnIndexed ? null : this._geometry.getIndexBuffer();\r\n if (!this._userInstancedBuffersStorage) {\r\n this._geometry._bind(colorEffect, indexToBind);\r\n } else {\r\n this._geometry._bind(colorEffect, indexToBind, this._userInstancedBuffersStorage.vertexBuffers, this._userInstancedBuffersStorage.vertexArrayObjects);\r\n }\r\n\r\n // Color\r\n if (!this.useVertexColor && this._isShaderMaterial(this._lineMaterial)) {\r\n const { r, g, b } = this.color;\r\n this._color4.set(r, g, b, this.alpha);\r\n this._lineMaterial.setColor4(\"color\", this._color4);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh {\r\n if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {\r\n return this;\r\n }\r\n\r\n const engine = this.getScene().getEngine();\r\n\r\n // Draw order\r\n\r\n if (this._unIndexed) {\r\n engine.drawArraysType(Material.LineListDrawMode, subMesh.verticesStart, subMesh.verticesCount, instancesCount);\r\n } else {\r\n engine.drawElementsType(Material.LineListDrawMode, subMesh.indexStart, subMesh.indexCount, instancesCount);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Disposes of the line mesh\r\n * @param doNotRecurse If children should be disposed\r\n */\r\n public dispose(doNotRecurse?: boolean): void {\r\n this._lineMaterial.dispose(false, false, true);\r\n super.dispose(doNotRecurse);\r\n }\r\n\r\n /**\r\n * Returns a new LineMesh object cloned from the current one.\r\n * @param name\r\n * @param newParent\r\n * @param doNotCloneChildren\r\n */\r\n public clone(name: string, newParent: Nullable<Node> = null, doNotCloneChildren?: boolean): LinesMesh {\r\n return new LinesMesh(name, this.getScene(), newParent, this, doNotCloneChildren);\r\n }\r\n\r\n /**\r\n * Creates a new InstancedLinesMesh object from the mesh model.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/copies/instances\r\n * @param name defines the name of the new instance\r\n * @returns a new InstancedLinesMesh\r\n */\r\n public createInstance(name: string): InstancedLinesMesh {\r\n const instance = new InstancedLinesMesh(name, this);\r\n\r\n if (this.instancedBuffers) {\r\n instance.instancedBuffers = {};\r\n\r\n for (const key in this.instancedBuffers) {\r\n instance.instancedBuffers[key] = this.instancedBuffers[key];\r\n }\r\n }\r\n\r\n return instance;\r\n }\r\n\r\n /**\r\n * Serializes this ground mesh\r\n * @param serializationObject object to write serialization to\r\n */\r\n public serialize(serializationObject: any): void {\r\n super.serialize(serializationObject);\r\n serializationObject.color = this.color.asArray();\r\n serializationObject.alpha = this.alpha;\r\n }\r\n\r\n /**\r\n * Parses a serialized ground mesh\r\n * @param parsedMesh the serialized mesh\r\n * @param scene the scene to create the ground mesh in\r\n * @returns the created ground mesh\r\n */\r\n public static Parse(parsedMesh: any, scene: Scene): LinesMesh {\r\n const result = new LinesMesh(parsedMesh.name, scene);\r\n\r\n result.color = Color3.FromArray(parsedMesh.color);\r\n result.alpha = parsedMesh.alpha;\r\n\r\n return result;\r\n }\r\n}\r\n\r\n/**\r\n * Creates an instance based on a source LinesMesh\r\n */\r\nexport class InstancedLinesMesh extends InstancedMesh {\r\n /**\r\n * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.\r\n * This margin is expressed in world space coordinates, so its value may vary.\r\n * Initialized with the intersectionThreshold value of the source LinesMesh\r\n */\r\n public intersectionThreshold: number;\r\n\r\n constructor(name: string, source: LinesMesh) {\r\n super(name, source);\r\n this.intersectionThreshold = source.intersectionThreshold;\r\n }\r\n\r\n /**\r\n * Returns the string \"InstancedLinesMesh\".\r\n */\r\n public getClassName(): string {\r\n return \"InstancedLinesMesh\";\r\n }\r\n}\r\n"]}
package/Meshes/mesh.js CHANGED
@@ -3228,7 +3228,9 @@ export class Mesh extends AbstractMesh {
3228
3228
  mesh.alphaIndex = parsedMesh.alphaIndex;
3229
3229
  }
3230
3230
  mesh.receiveShadows = parsedMesh.receiveShadows;
3231
- mesh.billboardMode = parsedMesh.billboardMode;
3231
+ if (parsedMesh.billboardMode !== undefined) {
3232
+ mesh.billboardMode = parsedMesh.billboardMode;
3233
+ }
3232
3234
  if (parsedMesh.visibility !== undefined) {
3233
3235
  mesh.visibility = parsedMesh.visibility;
3234
3236
  }