@babylonjs/core 5.33.0 → 5.33.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Collisions/pickingInfo.js +18 -8
- package/Collisions/pickingInfo.js.map +1 -1
- package/Engines/thinEngine.js +2 -2
- package/Engines/thinEngine.js.map +1 -1
- package/Materials/PBR/pbrBaseMaterial.d.ts +4 -0
- package/Materials/PBR/pbrBaseMaterial.js +14 -7
- package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
- package/Materials/clipPlaneMaterialHelper.js +1 -1
- package/Materials/clipPlaneMaterialHelper.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/mesh.js +3 -1
- package/Meshes/mesh.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
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@@ -89,13 +89,9 @@ export class PickingInfo {
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const p3p2 = vertex3.subtract(vertex2);
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result = Vector3.Cross(p1p2, p3p2);
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}
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-
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-
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}
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if (useWorldCoordinates) {
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let wm = this.pickedMesh.getWorldMatrix();
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-
if (this.pickedMesh.nonUniformScaling) {
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const transformNormalToWorld = (pickedMesh, n) => {
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let wm = pickedMesh.getWorldMatrix();
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if (pickedMesh.nonUniformScaling) {
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TmpVectors.Matrix[0].copyFrom(wm);
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wm = TmpVectors.Matrix[0];
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wm.setTranslationFromFloats(0, 0, 0);
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@@ -103,7 +99,21 @@ export class PickingInfo {
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wm.transposeToRef(TmpVectors.Matrix[1]);
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wm = TmpVectors.Matrix[1];
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}
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-
Vector3.TransformNormalToRef(
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Vector3.TransformNormalToRef(n, wm, n);
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};
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if (useWorldCoordinates) {
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transformNormalToWorld(this.pickedMesh, result);
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}
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if (this.ray) {
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const normalForDirectionChecking = TmpVectors.Vector3[0].copyFrom(result);
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if (!useWorldCoordinates) {
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// the normal has not been transformed to world space as part as the normal processing, so we must do it now
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transformNormalToWorld(this.pickedMesh, normalForDirectionChecking);
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}
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// Flip the normal if the picking ray is in the same direction.
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if (Vector3.Dot(normalForDirectionChecking, this.ray.direction) > 0) {
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result.negateInPlace();
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}
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}
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result.normalize();
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return result;
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@@ -1 +1 @@
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1
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-
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type { Nullable, FloatArray } from \"../types\";\r\nimport { Vector3, Vector2, TmpVectors } from \"../Maths/math.vector\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { TransformNode } from \"../Meshes/transformNode\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport type { Sprite } from \"../Sprites/sprite\";\r\n\r\ndeclare type Ray = import(\"../Culling/ray\").Ray;\r\n\r\n/**\r\n * Information about the result of picking within a scene\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/interactions/picking_collisions\r\n */\r\nexport class PickingInfo {\r\n /**\r\n * If the pick collided with an object\r\n */\r\n public hit = false;\r\n /**\r\n * Distance away where the pick collided\r\n */\r\n public distance = 0;\r\n /**\r\n * The location of pick collision\r\n */\r\n public pickedPoint: Nullable<Vector3> = null;\r\n /**\r\n * The mesh corresponding the the pick collision\r\n */\r\n public pickedMesh: Nullable<AbstractMesh> = null;\r\n /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/\r\n public bu = 0;\r\n /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/\r\n public bv = 0;\r\n /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */\r\n public faceId = -1;\r\n /** The index of the face on the subMesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */\r\n public subMeshFaceId = -1;\r\n /** Id of the the submesh that was picked */\r\n public subMeshId = 0;\r\n /** If a sprite was picked, this will be the sprite the pick collided with */\r\n public pickedSprite: Nullable<Sprite> = null;\r\n /** If we are picking a mesh with thin instance, this will give you the picked thin instance */\r\n public thinInstanceIndex = -1;\r\n /**\r\n * The ray that was used to perform the picking.\r\n */\r\n public ray: Nullable<Ray> = null;\r\n /**\r\n * If a mesh was used to do the picking (eg. 6dof controller) as a \"near interaction\", this will be populated.\r\n */\r\n public originMesh: Nullable<AbstractMesh> = null;\r\n /**\r\n * The aim-space transform of the input used for picking, if it is an XR input source.\r\n */\r\n public aimTransform: Nullable<TransformNode> = null;\r\n /**\r\n * The grip-space transform of the input used for picking, if it is an XR input source.\r\n * Some XR sources, such as input coming from head mounted displays, do not have this.\r\n */\r\n public gripTransform: Nullable<TransformNode> = null;\r\n\r\n /**\r\n * Gets the normal corresponding to the face the pick collided with\r\n * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)\r\n * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map\r\n * @returns The normal corresponding to the face the pick collided with\r\n * @remarks Note that the returned normal will always point towards the picking ray.\r\n */\r\n public getNormal(useWorldCoordinates = false, useVerticesNormals = true): Nullable<Vector3> {\r\n if (!this.pickedMesh || (useVerticesNormals && !this.pickedMesh.isVerticesDataPresent(VertexBuffer.NormalKind))) {\r\n return null;\r\n }\r\n\r\n const indices = this.pickedMesh.getIndices();\r\n\r\n if (!indices) {\r\n return null;\r\n }\r\n\r\n let result: Vector3;\r\n\r\n if (useVerticesNormals) {\r\n const normals = <FloatArray>this.pickedMesh.getVerticesData(VertexBuffer.NormalKind);\r\n\r\n let normal0 = Vector3.FromArray(normals, indices[this.faceId * 3] * 3);\r\n let normal1 = Vector3.FromArray(normals, indices[this.faceId * 3 + 1] * 3);\r\n let normal2 = Vector3.FromArray(normals, indices[this.faceId * 3 + 2] * 3);\r\n\r\n normal0 = normal0.scale(this.bu);\r\n normal1 = normal1.scale(this.bv);\r\n normal2 = normal2.scale(1.0 - this.bu - this.bv);\r\n\r\n result = new Vector3(normal0.x + normal1.x + normal2.x, normal0.y + normal1.y + normal2.y, normal0.z + normal1.z + normal2.z);\r\n } else {\r\n const positions = <FloatArray>this.pickedMesh.getVerticesData(VertexBuffer.PositionKind);\r\n\r\n const vertex1 = Vector3.FromArray(positions, indices[this.faceId * 3] * 3);\r\n const vertex2 = Vector3.FromArray(positions, indices[this.faceId * 3 + 1] * 3);\r\n const vertex3 = Vector3.FromArray(positions, indices[this.faceId * 3 + 2] * 3);\r\n\r\n const p1p2 = vertex1.subtract(vertex2);\r\n const p3p2 = vertex3.subtract(vertex2);\r\n\r\n result = Vector3.Cross(p1p2, p3p2);\r\n }\r\n\r\n // Flip the normal if the picking ray is in the same direction.\r\n if (this.ray && Vector3.Dot(result, this.ray.direction) > 0) {\r\n result.negateInPlace();\r\n }\r\n\r\n if (useWorldCoordinates) {\r\n let wm = this.pickedMesh.getWorldMatrix();\r\n\r\n if (this.pickedMesh.nonUniformScaling) {\r\n TmpVectors.Matrix[0].copyFrom(wm);\r\n wm = TmpVectors.Matrix[0];\r\n wm.setTranslationFromFloats(0, 0, 0);\r\n wm.invert();\r\n wm.transposeToRef(TmpVectors.Matrix[1]);\r\n\r\n wm = TmpVectors.Matrix[1];\r\n }\r\n\r\n Vector3.TransformNormalToRef(result, wm, result);\r\n }\r\n\r\n result.normalize();\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Gets the texture coordinates of where the pick occurred\r\n * @returns the vector containing the coordinates of the texture\r\n */\r\n public getTextureCoordinates(): Nullable<Vector2> {\r\n if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n return null;\r\n }\r\n\r\n const indices = this.pickedMesh.getIndices();\r\n if (!indices) {\r\n return null;\r\n }\r\n\r\n const uvs = this.pickedMesh.getVerticesData(VertexBuffer.UVKind);\r\n if (!uvs) {\r\n return null;\r\n }\r\n\r\n let uv0 = Vector2.FromArray(uvs, indices[this.faceId * 3] * 2);\r\n let uv1 = Vector2.FromArray(uvs, indices[this.faceId * 3 + 1] * 2);\r\n let uv2 = Vector2.FromArray(uvs, indices[this.faceId * 3 + 2] * 2);\r\n\r\n uv0 = uv0.scale(this.bu);\r\n uv1 = uv1.scale(this.bv);\r\n uv2 = uv2.scale(1.0 - this.bu - this.bv);\r\n\r\n return new Vector2(uv0.x + uv1.x + uv2.x, uv0.y + uv1.y + uv2.y);\r\n }\r\n}\r\n"]}
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type { Nullable, FloatArray } from \"../types\";\r\nimport { Vector3, Vector2, TmpVectors } from \"../Maths/math.vector\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { TransformNode } from \"../Meshes/transformNode\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport type { Sprite } from \"../Sprites/sprite\";\r\n\r\ndeclare type Ray = import(\"../Culling/ray\").Ray;\r\n\r\n/**\r\n * Information about the result of picking within a scene\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/interactions/picking_collisions\r\n */\r\nexport class PickingInfo {\r\n /**\r\n * If the pick collided with an object\r\n */\r\n public hit = false;\r\n /**\r\n * Distance away where the pick collided\r\n */\r\n public distance = 0;\r\n /**\r\n * The location of pick collision\r\n */\r\n public pickedPoint: Nullable<Vector3> = null;\r\n /**\r\n * The mesh corresponding the the pick collision\r\n */\r\n public pickedMesh: Nullable<AbstractMesh> = null;\r\n /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/\r\n public bu = 0;\r\n /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/\r\n public bv = 0;\r\n /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */\r\n public faceId = -1;\r\n /** The index of the face on the subMesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */\r\n public subMeshFaceId = -1;\r\n /** Id of the the submesh that was picked */\r\n public subMeshId = 0;\r\n /** If a sprite was picked, this will be the sprite the pick collided with */\r\n public pickedSprite: Nullable<Sprite> = null;\r\n /** If we are picking a mesh with thin instance, this will give you the picked thin instance */\r\n public thinInstanceIndex = -1;\r\n /**\r\n * The ray that was used to perform the picking.\r\n */\r\n public ray: Nullable<Ray> = null;\r\n /**\r\n * If a mesh was used to do the picking (eg. 6dof controller) as a \"near interaction\", this will be populated.\r\n */\r\n public originMesh: Nullable<AbstractMesh> = null;\r\n /**\r\n * The aim-space transform of the input used for picking, if it is an XR input source.\r\n */\r\n public aimTransform: Nullable<TransformNode> = null;\r\n /**\r\n * The grip-space transform of the input used for picking, if it is an XR input source.\r\n * Some XR sources, such as input coming from head mounted displays, do not have this.\r\n */\r\n public gripTransform: Nullable<TransformNode> = null;\r\n\r\n /**\r\n * Gets the normal corresponding to the face the pick collided with\r\n * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)\r\n * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map\r\n * @returns The normal corresponding to the face the pick collided with\r\n * @remarks Note that the returned normal will always point towards the picking ray.\r\n */\r\n public getNormal(useWorldCoordinates = false, useVerticesNormals = true): Nullable<Vector3> {\r\n if (!this.pickedMesh || (useVerticesNormals && !this.pickedMesh.isVerticesDataPresent(VertexBuffer.NormalKind))) {\r\n return null;\r\n }\r\n\r\n const indices = this.pickedMesh.getIndices();\r\n\r\n if (!indices) {\r\n return null;\r\n }\r\n\r\n let result: Vector3;\r\n\r\n if (useVerticesNormals) {\r\n const normals = <FloatArray>this.pickedMesh.getVerticesData(VertexBuffer.NormalKind);\r\n\r\n let normal0 = Vector3.FromArray(normals, indices[this.faceId * 3] * 3);\r\n let normal1 = Vector3.FromArray(normals, indices[this.faceId * 3 + 1] * 3);\r\n let normal2 = Vector3.FromArray(normals, indices[this.faceId * 3 + 2] * 3);\r\n\r\n normal0 = normal0.scale(this.bu);\r\n normal1 = normal1.scale(this.bv);\r\n normal2 = normal2.scale(1.0 - this.bu - this.bv);\r\n\r\n result = new Vector3(normal0.x + normal1.x + normal2.x, normal0.y + normal1.y + normal2.y, normal0.z + normal1.z + normal2.z);\r\n } else {\r\n const positions = <FloatArray>this.pickedMesh.getVerticesData(VertexBuffer.PositionKind);\r\n\r\n const vertex1 = Vector3.FromArray(positions, indices[this.faceId * 3] * 3);\r\n const vertex2 = Vector3.FromArray(positions, indices[this.faceId * 3 + 1] * 3);\r\n const vertex3 = Vector3.FromArray(positions, indices[this.faceId * 3 + 2] * 3);\r\n\r\n const p1p2 = vertex1.subtract(vertex2);\r\n const p3p2 = vertex3.subtract(vertex2);\r\n\r\n result = Vector3.Cross(p1p2, p3p2);\r\n }\r\n\r\n const transformNormalToWorld = (pickedMesh: AbstractMesh, n: Vector3) => {\r\n let wm = pickedMesh.getWorldMatrix();\r\n\r\n if (pickedMesh.nonUniformScaling) {\r\n TmpVectors.Matrix[0].copyFrom(wm);\r\n wm = TmpVectors.Matrix[0];\r\n wm.setTranslationFromFloats(0, 0, 0);\r\n wm.invert();\r\n wm.transposeToRef(TmpVectors.Matrix[1]);\r\n\r\n wm = TmpVectors.Matrix[1];\r\n }\r\n\r\n Vector3.TransformNormalToRef(n, wm, n);\r\n };\r\n\r\n if (useWorldCoordinates) {\r\n transformNormalToWorld(this.pickedMesh, result);\r\n }\r\n\r\n if (this.ray) {\r\n const normalForDirectionChecking = TmpVectors.Vector3[0].copyFrom(result);\r\n\r\n if (!useWorldCoordinates) {\r\n // the normal has not been transformed to world space as part as the normal processing, so we must do it now\r\n transformNormalToWorld(this.pickedMesh, normalForDirectionChecking);\r\n }\r\n\r\n // Flip the normal if the picking ray is in the same direction.\r\n if (Vector3.Dot(normalForDirectionChecking, this.ray.direction) > 0) {\r\n result.negateInPlace();\r\n }\r\n }\r\n\r\n result.normalize();\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Gets the texture coordinates of where the pick occurred\r\n * @returns the vector containing the coordinates of the texture\r\n */\r\n public getTextureCoordinates(): Nullable<Vector2> {\r\n if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n return null;\r\n }\r\n\r\n const indices = this.pickedMesh.getIndices();\r\n if (!indices) {\r\n return null;\r\n }\r\n\r\n const uvs = this.pickedMesh.getVerticesData(VertexBuffer.UVKind);\r\n if (!uvs) {\r\n return null;\r\n }\r\n\r\n let uv0 = Vector2.FromArray(uvs, indices[this.faceId * 3] * 2);\r\n let uv1 = Vector2.FromArray(uvs, indices[this.faceId * 3 + 1] * 2);\r\n let uv2 = Vector2.FromArray(uvs, indices[this.faceId * 3 + 2] * 2);\r\n\r\n uv0 = uv0.scale(this.bu);\r\n uv1 = uv1.scale(this.bv);\r\n uv2 = uv2.scale(1.0 - this.bu - this.bv);\r\n\r\n return new Vector2(uv0.x + uv1.x + uv2.x, uv0.y + uv1.y + uv2.y);\r\n }\r\n}\r\n"]}
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package/Engines/thinEngine.js
CHANGED
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@@ -401,13 +401,13 @@ export class ThinEngine {
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*/
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// Not mixed with Version for tooling purpose.
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static get NpmPackage() {
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404
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-
return "babylonjs@5.33.
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+
return "babylonjs@5.33.2";
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}
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/**
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* Returns the current version of the framework
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*/
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static get Version() {
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-
return "5.33.
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+
return "5.33.2";
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}
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/**
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* Returns a string describing the current engine
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