@babylonjs/core 5.35.1 → 5.36.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (217) hide show
  1. package/Audio/sound.d.ts +5 -0
  2. package/Audio/sound.js +7 -0
  3. package/Audio/sound.js.map +1 -1
  4. package/Debug/physicsViewer.d.ts +4 -3
  5. package/Debug/physicsViewer.js +2 -2
  6. package/Debug/physicsViewer.js.map +1 -1
  7. package/Engines/Extensions/engine.views.d.ts +4 -0
  8. package/Engines/Extensions/engine.views.js +61 -42
  9. package/Engines/Extensions/engine.views.js.map +1 -1
  10. package/Engines/thinEngine.js +2 -2
  11. package/Engines/thinEngine.js.map +1 -1
  12. package/Gizmos/planeRotationGizmo.js +3 -1
  13. package/Gizmos/planeRotationGizmo.js.map +1 -1
  14. package/Inputs/scene.inputManager.js +4 -4
  15. package/Inputs/scene.inputManager.js.map +1 -1
  16. package/Loading/Plugins/babylonFileLoader.js +3 -3
  17. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  18. package/Materials/Node/Blocks/Dual/textureBlock.js +1 -1
  19. package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
  20. package/Materials/Node/nodeMaterial.d.ts +19 -1
  21. package/Materials/Node/nodeMaterial.js +30 -0
  22. package/Materials/Node/nodeMaterial.js.map +1 -1
  23. package/Materials/Node/nodeMaterialBuildStateSharedData.d.ts +2 -8
  24. package/Materials/Node/nodeMaterialBuildStateSharedData.js.map +1 -1
  25. package/Materials/Textures/baseTexture.d.ts +2 -1
  26. package/Materials/Textures/baseTexture.js +3 -2
  27. package/Materials/Textures/baseTexture.js.map +1 -1
  28. package/Materials/Textures/internalTexture.d.ts +2 -0
  29. package/Materials/Textures/internalTexture.js +4 -0
  30. package/Materials/Textures/internalTexture.js.map +1 -1
  31. package/Materials/Textures/mirrorTexture.js +0 -2
  32. package/Materials/Textures/mirrorTexture.js.map +1 -1
  33. package/Materials/Textures/texture.d.ts +2 -0
  34. package/Materials/Textures/texture.js +35 -7
  35. package/Materials/Textures/texture.js.map +1 -1
  36. package/Materials/material.js +1 -1
  37. package/Materials/material.js.map +1 -1
  38. package/Meshes/abstractMesh.d.ts +4 -4
  39. package/Meshes/abstractMesh.js +4 -4
  40. package/Meshes/abstractMesh.js.map +1 -1
  41. package/Meshes/mesh.d.ts +2 -2
  42. package/Meshes/mesh.js +1 -1
  43. package/Meshes/mesh.js.map +1 -1
  44. package/Misc/copyTextureToTexture.d.ts +9 -2
  45. package/Misc/copyTextureToTexture.js +23 -1
  46. package/Misc/copyTextureToTexture.js.map +1 -1
  47. package/Particles/IParticleSystem.d.ts +15 -1
  48. package/Particles/IParticleSystem.js.map +1 -1
  49. package/Particles/gpuParticleSystem.d.ts +24 -2
  50. package/Particles/gpuParticleSystem.js +98 -43
  51. package/Particles/gpuParticleSystem.js.map +1 -1
  52. package/Particles/particleSystem.d.ts +6 -1
  53. package/Particles/particleSystem.js +7 -2
  54. package/Particles/particleSystem.js.map +1 -1
  55. package/Physics/IPhysicsEngine.d.ts +8 -108
  56. package/Physics/IPhysicsEngine.js.map +1 -1
  57. package/Physics/Plugins/ammoJSPlugin.d.ts +1 -389
  58. package/Physics/Plugins/ammoJSPlugin.js +2 -1414
  59. package/Physics/Plugins/ammoJSPlugin.js.map +1 -1
  60. package/Physics/Plugins/cannonJSPlugin.d.ts +1 -75
  61. package/Physics/Plugins/cannonJSPlugin.js +2 -664
  62. package/Physics/Plugins/cannonJSPlugin.js.map +1 -1
  63. package/Physics/Plugins/oimoJSPlugin.d.ts +1 -59
  64. package/Physics/Plugins/oimoJSPlugin.js +2 -432
  65. package/Physics/Plugins/oimoJSPlugin.js.map +1 -1
  66. package/Physics/index.d.ts +3 -6
  67. package/Physics/index.js +3 -6
  68. package/Physics/index.js.map +1 -1
  69. package/Physics/physicsEngine.d.ts +1 -135
  70. package/Physics/physicsEngine.js +2 -221
  71. package/Physics/physicsEngine.js.map +1 -1
  72. package/Physics/physicsEngineComponent.d.ts +7 -42
  73. package/Physics/physicsEngineComponent.js +11 -71
  74. package/Physics/physicsEngineComponent.js.map +1 -1
  75. package/Physics/physicsHelper.d.ts +1 -411
  76. package/Physics/physicsHelper.js +2 -708
  77. package/Physics/physicsHelper.js.map +1 -1
  78. package/Physics/physicsImpostor.d.ts +1 -640
  79. package/Physics/physicsImpostor.js +2 -1004
  80. package/Physics/physicsImpostor.js.map +1 -1
  81. package/Physics/physicsJoint.d.ts +1 -275
  82. package/Physics/physicsJoint.js +2 -222
  83. package/Physics/physicsJoint.js.map +1 -1
  84. package/Physics/v1/IPhysicsEnginePlugin.d.ts +73 -0
  85. package/Physics/v1/IPhysicsEnginePlugin.js +2 -0
  86. package/Physics/v1/IPhysicsEnginePlugin.js.map +1 -0
  87. package/Physics/v1/Plugins/ammoJSPlugin.d.ts +401 -0
  88. package/Physics/v1/Plugins/ammoJSPlugin.js +1431 -0
  89. package/Physics/v1/Plugins/ammoJSPlugin.js.map +1 -0
  90. package/Physics/v1/Plugins/cannonJSPlugin.d.ts +87 -0
  91. package/Physics/v1/Plugins/cannonJSPlugin.js +683 -0
  92. package/Physics/v1/Plugins/cannonJSPlugin.js.map +1 -0
  93. package/Physics/{Plugins → v1/Plugins}/index.d.ts +0 -0
  94. package/Physics/{Plugins → v1/Plugins}/index.js +0 -0
  95. package/Physics/v1/Plugins/index.js.map +1 -0
  96. package/Physics/v1/Plugins/oimoJSPlugin.d.ts +71 -0
  97. package/Physics/v1/Plugins/oimoJSPlugin.js +450 -0
  98. package/Physics/v1/Plugins/oimoJSPlugin.js.map +1 -0
  99. package/Physics/v1/index.d.ts +7 -0
  100. package/Physics/v1/index.js +9 -0
  101. package/Physics/v1/index.js.map +1 -0
  102. package/Physics/v1/physicsEngine.d.ts +147 -0
  103. package/Physics/v1/physicsEngine.js +237 -0
  104. package/Physics/v1/physicsEngine.js.map +1 -0
  105. package/Physics/v1/physicsEngineComponent.d.ts +45 -0
  106. package/Physics/v1/physicsEngineComponent.js +70 -0
  107. package/Physics/v1/physicsEngineComponent.js.map +1 -0
  108. package/Physics/v1/physicsHelper.d.ts +411 -0
  109. package/Physics/v1/physicsHelper.js +709 -0
  110. package/Physics/v1/physicsHelper.js.map +1 -0
  111. package/Physics/v1/physicsImpostor.d.ts +636 -0
  112. package/Physics/v1/physicsImpostor.js +1001 -0
  113. package/Physics/v1/physicsImpostor.js.map +1 -0
  114. package/Physics/v1/physicsJoint.d.ts +275 -0
  115. package/Physics/v1/physicsJoint.js +223 -0
  116. package/Physics/v1/physicsJoint.js.map +1 -0
  117. package/Physics/v2/IPhysicsEnginePlugin.d.ts +170 -0
  118. package/Physics/v2/IPhysicsEnginePlugin.js +47 -0
  119. package/Physics/v2/IPhysicsEnginePlugin.js.map +1 -0
  120. package/Physics/v2/Plugins/index.d.ts +0 -0
  121. package/Physics/v2/Plugins/index.js +2 -0
  122. package/Physics/v2/Plugins/index.js.map +1 -0
  123. package/Physics/v2/index.d.ts +6 -0
  124. package/Physics/v2/index.js +8 -0
  125. package/Physics/v2/index.js.map +1 -0
  126. package/Physics/v2/physicsAggregate.d.ts +114 -0
  127. package/Physics/v2/physicsAggregate.js +46 -0
  128. package/Physics/v2/physicsAggregate.js.map +1 -0
  129. package/Physics/v2/physicsBody.d.ts +109 -0
  130. package/Physics/v2/physicsBody.js +158 -0
  131. package/Physics/v2/physicsBody.js.map +1 -0
  132. package/Physics/v2/physicsConstraint.d.ts +184 -0
  133. package/Physics/v2/physicsConstraint.js +257 -0
  134. package/Physics/v2/physicsConstraint.js.map +1 -0
  135. package/Physics/v2/physicsEngine.d.ts +103 -0
  136. package/Physics/v2/physicsEngine.js +146 -0
  137. package/Physics/v2/physicsEngine.js.map +1 -0
  138. package/Physics/v2/physicsEngineComponent.d.ts +31 -0
  139. package/Physics/v2/physicsEngineComponent.js +50 -0
  140. package/Physics/v2/physicsEngineComponent.js.map +1 -0
  141. package/Physics/v2/physicsMaterial.d.ts +45 -0
  142. package/Physics/v2/physicsMaterial.js +67 -0
  143. package/Physics/v2/physicsMaterial.js.map +1 -0
  144. package/Physics/v2/physicsShape.d.ts +182 -0
  145. package/Physics/v2/physicsShape.js +229 -0
  146. package/Physics/v2/physicsShape.js.map +1 -0
  147. package/PostProcesses/postProcess.d.ts +3 -1
  148. package/PostProcesses/postProcess.js +4 -1
  149. package/PostProcesses/postProcess.js.map +1 -1
  150. package/Rendering/fluidRenderer/fluidRenderer.d.ts +153 -0
  151. package/Rendering/fluidRenderer/fluidRenderer.js +410 -0
  152. package/Rendering/fluidRenderer/fluidRenderer.js.map +1 -0
  153. package/Rendering/fluidRenderer/fluidRenderingDepthTextureCopy.d.ts +13 -0
  154. package/Rendering/fluidRenderer/fluidRenderingDepthTextureCopy.js +31 -0
  155. package/Rendering/fluidRenderer/fluidRenderingDepthTextureCopy.js.map +1 -0
  156. package/Rendering/fluidRenderer/fluidRenderingObject.d.ts +81 -0
  157. package/Rendering/fluidRenderer/fluidRenderingObject.js +180 -0
  158. package/Rendering/fluidRenderer/fluidRenderingObject.js.map +1 -0
  159. package/Rendering/fluidRenderer/fluidRenderingObjectCustomParticles.d.ts +63 -0
  160. package/Rendering/fluidRenderer/fluidRenderingObjectCustomParticles.js +130 -0
  161. package/Rendering/fluidRenderer/fluidRenderingObjectCustomParticles.js.map +1 -0
  162. package/Rendering/fluidRenderer/fluidRenderingObjectParticleSystem.d.ts +64 -0
  163. package/Rendering/fluidRenderer/fluidRenderingObjectParticleSystem.js +104 -0
  164. package/Rendering/fluidRenderer/fluidRenderingObjectParticleSystem.js.map +1 -0
  165. package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.d.ts +234 -0
  166. package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.js +690 -0
  167. package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.js.map +1 -0
  168. package/Rendering/fluidRenderer/fluidRenderingTextures.d.ts +56 -0
  169. package/Rendering/fluidRenderer/fluidRenderingTextures.js +261 -0
  170. package/Rendering/fluidRenderer/fluidRenderingTextures.js.map +1 -0
  171. package/Rendering/fluidRenderer/index.d.ts +5 -0
  172. package/Rendering/fluidRenderer/index.js +6 -0
  173. package/Rendering/fluidRenderer/index.js.map +1 -0
  174. package/Rendering/index.d.ts +1 -0
  175. package/Rendering/index.js +2 -0
  176. package/Rendering/index.js.map +1 -1
  177. package/Shaders/copyTextureToTexture.fragment.js +4 -1
  178. package/Shaders/copyTextureToTexture.fragment.js.map +1 -1
  179. package/Shaders/fluidRenderingBilateralBlur.fragment.d.ts +5 -0
  180. package/Shaders/fluidRenderingBilateralBlur.fragment.js +9 -0
  181. package/Shaders/fluidRenderingBilateralBlur.fragment.js.map +1 -0
  182. package/Shaders/fluidRenderingParticleDepth.fragment.d.ts +5 -0
  183. package/Shaders/fluidRenderingParticleDepth.fragment.js +17 -0
  184. package/Shaders/fluidRenderingParticleDepth.fragment.js.map +1 -0
  185. package/Shaders/fluidRenderingParticleDepth.vertex.d.ts +5 -0
  186. package/Shaders/fluidRenderingParticleDepth.vertex.js +13 -0
  187. package/Shaders/fluidRenderingParticleDepth.vertex.js.map +1 -0
  188. package/Shaders/fluidRenderingParticleDiffuse.fragment.d.ts +5 -0
  189. package/Shaders/fluidRenderingParticleDiffuse.fragment.js +9 -0
  190. package/Shaders/fluidRenderingParticleDiffuse.fragment.js.map +1 -0
  191. package/Shaders/fluidRenderingParticleDiffuse.vertex.d.ts +5 -0
  192. package/Shaders/fluidRenderingParticleDiffuse.vertex.js +4 -0
  193. package/Shaders/fluidRenderingParticleDiffuse.vertex.js.map +1 -0
  194. package/Shaders/fluidRenderingParticleThickness.fragment.d.ts +5 -0
  195. package/Shaders/fluidRenderingParticleThickness.fragment.js +9 -0
  196. package/Shaders/fluidRenderingParticleThickness.fragment.js.map +1 -0
  197. package/Shaders/fluidRenderingParticleThickness.vertex.d.ts +5 -0
  198. package/Shaders/fluidRenderingParticleThickness.vertex.js +9 -0
  199. package/Shaders/fluidRenderingParticleThickness.vertex.js.map +1 -0
  200. package/Shaders/fluidRenderingRender.fragment.d.ts +5 -0
  201. package/Shaders/fluidRenderingRender.fragment.js +46 -0
  202. package/Shaders/fluidRenderingRender.fragment.js.map +1 -0
  203. package/Shaders/fluidRenderingStandardBlur.fragment.d.ts +5 -0
  204. package/Shaders/fluidRenderingStandardBlur.fragment.js +9 -0
  205. package/Shaders/fluidRenderingStandardBlur.fragment.js.map +1 -0
  206. package/XR/features/WebXRControllerPhysics.d.ts +1 -1
  207. package/XR/features/WebXRControllerPhysics.js +1 -1
  208. package/XR/features/WebXRControllerPhysics.js.map +1 -1
  209. package/XR/features/WebXRHandTracking.js +1 -1
  210. package/XR/features/WebXRHandTracking.js.map +1 -1
  211. package/package.json +1 -1
  212. package/scene.js +6 -1
  213. package/scene.js.map +1 -1
  214. package/sceneComponent.d.ts +3 -0
  215. package/sceneComponent.js +3 -0
  216. package/sceneComponent.js.map +1 -1
  217. package/Physics/Plugins/index.js.map +0 -1
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1
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type { Nullable } from \"../types\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { CreateBox } from \"../Meshes/Builders/boxBuilder\";\r\nimport { CreateSphere } from \"../Meshes/Builders/sphereBuilder\";\r\nimport { Quaternion, Vector3 } from \"../Maths/math.vector\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport type { Material } from \"../Materials/material\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { StandardMaterial } from \"../Materials/standardMaterial\";\r\nimport type { IPhysicsEnginePlugin } from \"../Physics/IPhysicsEngine\";\r\nimport { PhysicsImpostor } from \"../Physics/physicsImpostor\";\r\nimport { UtilityLayerRenderer } from \"../Rendering/utilityLayerRenderer\";\r\nimport { CreateCylinder } from \"../Meshes/Builders/cylinderBuilder\";\r\nimport type { ICreateCapsuleOptions } from \"../Meshes/Builders/capsuleBuilder\";\r\nimport { CreateCapsule } from \"../Meshes/Builders/capsuleBuilder\";\r\nimport { Logger } from \"../Misc/logger\";\r\n\r\n/**\r\n * Used to show the physics impostor around the specific mesh\r\n */\r\nexport class PhysicsViewer {\r\n /** @internal */\r\n protected _impostors: Array<Nullable<PhysicsImpostor>> = [];\r\n /** @internal */\r\n protected _meshes: Array<Nullable<AbstractMesh>> = [];\r\n /** @internal */\r\n protected _scene: Nullable<Scene>;\r\n /** @internal */\r\n protected _numMeshes = 0;\r\n /** @internal */\r\n protected _physicsEnginePlugin: Nullable<IPhysicsEnginePlugin>;\r\n private _renderFunction: () => void;\r\n private _utilityLayer: Nullable<UtilityLayerRenderer>;\r\n\r\n private _debugBoxMesh: Mesh;\r\n private _debugSphereMesh: Mesh;\r\n private _debugCapsuleMesh: Mesh;\r\n private _debugCylinderMesh: Mesh;\r\n private _debugMaterial: StandardMaterial;\r\n private _debugMeshMeshes = new Array<Mesh>();\r\n\r\n /**\r\n * Creates a new PhysicsViewer\r\n * @param scene defines the hosting scene\r\n */\r\n constructor(scene?: Scene) {\r\n this._scene = scene || EngineStore.LastCreatedScene;\r\n if (!this._scene) {\r\n return;\r\n }\r\n const physicEngine = this._scene.getPhysicsEngine();\r\n\r\n if (physicEngine) {\r\n this._physicsEnginePlugin = physicEngine.getPhysicsPlugin();\r\n }\r\n\r\n this._utilityLayer = new UtilityLayerRenderer(this._scene, false);\r\n this._utilityLayer.pickUtilitySceneFirst = false;\r\n this._utilityLayer.utilityLayerScene.autoClearDepthAndStencil = true;\r\n }\r\n\r\n /** @internal */\r\n protected _updateDebugMeshes(): void {\r\n const plugin = this._physicsEnginePlugin;\r\n\r\n for (let i = 0; i < this._numMeshes; i++) {\r\n const impostor = this._impostors[i];\r\n\r\n if (!impostor) {\r\n continue;\r\n }\r\n\r\n if (impostor.isDisposed) {\r\n this.hideImpostor(this._impostors[i--]);\r\n } else {\r\n if (impostor.type === PhysicsImpostor.MeshImpostor) {\r\n continue;\r\n }\r\n const mesh = this._meshes[i];\r\n\r\n if (mesh && plugin) {\r\n plugin.syncMeshWithImpostor(mesh, impostor);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Renders a specified physic impostor\r\n * @param impostor defines the impostor to render\r\n * @param targetMesh defines the mesh represented by the impostor\r\n * @returns the new debug mesh used to render the impostor\r\n */\r\n public showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh> {\r\n if (!this._scene) {\r\n return null;\r\n }\r\n\r\n for (let i = 0; i < this._numMeshes; i++) {\r\n if (this._impostors[i] == impostor) {\r\n return null;\r\n }\r\n }\r\n\r\n const debugMesh = this._getDebugMesh(impostor, targetMesh);\r\n\r\n if (debugMesh) {\r\n this._impostors[this._numMeshes] = impostor;\r\n this._meshes[this._numMeshes] = debugMesh;\r\n\r\n if (this._numMeshes === 0) {\r\n this._renderFunction = this._updateDebugMeshes.bind(this);\r\n this._scene.registerBeforeRender(this._renderFunction);\r\n }\r\n\r\n this._numMeshes++;\r\n }\r\n\r\n return debugMesh;\r\n }\r\n\r\n /**\r\n * Hides a specified physic impostor\r\n * @param impostor defines the impostor to hide\r\n */\r\n public hideImpostor(impostor: Nullable<PhysicsImpostor>) {\r\n if (!impostor || !this._scene || !this._utilityLayer) {\r\n return;\r\n }\r\n\r\n let removed = false;\r\n const utilityLayerScene = this._utilityLayer.utilityLayerScene;\r\n\r\n for (let i = 0; i < this._numMeshes; i++) {\r\n if (this._impostors[i] == impostor) {\r\n const mesh = this._meshes[i];\r\n\r\n if (!mesh) {\r\n continue;\r\n }\r\n\r\n utilityLayerScene.removeMesh(mesh);\r\n mesh.dispose();\r\n\r\n const index = this._debugMeshMeshes.indexOf(mesh as Mesh);\r\n if (index > -1) {\r\n this._debugMeshMeshes.splice(index, 1);\r\n }\r\n\r\n this._numMeshes--;\r\n if (this._numMeshes > 0) {\r\n this._meshes[i] = this._meshes[this._numMeshes];\r\n this._impostors[i] = this._impostors[this._numMeshes];\r\n this._meshes[this._numMeshes] = null;\r\n this._impostors[this._numMeshes] = null;\r\n } else {\r\n this._meshes[0] = null;\r\n this._impostors[0] = null;\r\n }\r\n removed = true;\r\n break;\r\n }\r\n }\r\n\r\n if (removed && this._numMeshes === 0) {\r\n this._scene.unregisterBeforeRender(this._renderFunction);\r\n }\r\n }\r\n\r\n private _getDebugMaterial(scene: Scene): Material {\r\n if (!this._debugMaterial) {\r\n this._debugMaterial = new StandardMaterial(\"\", scene);\r\n this._debugMaterial.wireframe = true;\r\n this._debugMaterial.emissiveColor = Color3.White();\r\n this._debugMaterial.disableLighting = true;\r\n }\r\n\r\n return this._debugMaterial;\r\n }\r\n\r\n private _getDebugBoxMesh(scene: Scene): AbstractMesh {\r\n if (!this._debugBoxMesh) {\r\n this._debugBoxMesh = CreateBox(\"physicsBodyBoxViewMesh\", { size: 1 }, scene);\r\n this._debugBoxMesh.rotationQuaternion = Quaternion.Identity();\r\n this._debugBoxMesh.material = this._getDebugMaterial(scene);\r\n this._debugBoxMesh.setEnabled(false);\r\n }\r\n\r\n return this._debugBoxMesh.createInstance(\"physicsBodyBoxViewInstance\");\r\n }\r\n\r\n private _getDebugSphereMesh(scene: Scene): AbstractMesh {\r\n if (!this._debugSphereMesh) {\r\n this._debugSphereMesh = CreateSphere(\"physicsBodySphereViewMesh\", { diameter: 1 }, scene);\r\n this._debugSphereMesh.rotationQuaternion = Quaternion.Identity();\r\n this._debugSphereMesh.material = this._getDebugMaterial(scene);\r\n this._debugSphereMesh.setEnabled(false);\r\n }\r\n\r\n return this._debugSphereMesh.createInstance(\"physicsBodySphereViewInstance\");\r\n }\r\n\r\n private _getDebugCapsuleMesh(scene: Scene): AbstractMesh {\r\n if (!this._debugCapsuleMesh) {\r\n this._debugCapsuleMesh = CreateCapsule(\"physicsBodyCapsuleViewMesh\", { height: 1 } as ICreateCapsuleOptions, scene);\r\n this._debugCapsuleMesh.rotationQuaternion = Quaternion.Identity();\r\n this._debugCapsuleMesh.material = this._getDebugMaterial(scene);\r\n this._debugCapsuleMesh.setEnabled(false);\r\n }\r\n\r\n return this._debugCapsuleMesh.createInstance(\"physicsBodyCapsuleViewInstance\");\r\n }\r\n\r\n private _getDebugCylinderMesh(scene: Scene): AbstractMesh {\r\n if (!this._debugCylinderMesh) {\r\n this._debugCylinderMesh = CreateCylinder(\"physicsBodyCylinderViewMesh\", { diameterTop: 1, diameterBottom: 1, height: 1 }, scene);\r\n this._debugCylinderMesh.rotationQuaternion = Quaternion.Identity();\r\n this._debugCylinderMesh.material = this._getDebugMaterial(scene);\r\n this._debugCylinderMesh.setEnabled(false);\r\n }\r\n\r\n return this._debugCylinderMesh.createInstance(\"physicsBodyCylinderViewInstance\");\r\n }\r\n\r\n private _getDebugMeshMesh(mesh: Mesh, scene: Scene): AbstractMesh {\r\n const wireframeOver = new Mesh(mesh.name, scene, null, mesh);\r\n wireframeOver.setParent(mesh);\r\n wireframeOver.position = Vector3.Zero();\r\n wireframeOver.material = this._getDebugMaterial(scene);\r\n\r\n this._debugMeshMeshes.push(wireframeOver);\r\n\r\n return wireframeOver;\r\n }\r\n\r\n private _getDebugMesh(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh> {\r\n if (!this._utilityLayer) {\r\n return null;\r\n }\r\n\r\n // Only create child impostor debug meshes when evaluating the parent\r\n if (targetMesh && targetMesh.parent && (targetMesh.parent as Mesh).physicsImpostor) {\r\n return null;\r\n }\r\n\r\n let mesh: Nullable<AbstractMesh> = null;\r\n const utilityLayerScene = this._utilityLayer.utilityLayerScene;\r\n if (!impostor.physicsBody) {\r\n Logger.Warn(\"Unable to get physicsBody of impostor. It might be initialized later by its parent's impostor.\");\r\n return null;\r\n }\r\n switch (impostor.type) {\r\n case PhysicsImpostor.BoxImpostor:\r\n mesh = this._getDebugBoxMesh(utilityLayerScene);\r\n impostor.getBoxSizeToRef(mesh.scaling);\r\n break;\r\n case PhysicsImpostor.SphereImpostor: {\r\n mesh = this._getDebugSphereMesh(utilityLayerScene);\r\n const radius = impostor.getRadius();\r\n mesh.scaling.x = radius * 2;\r\n mesh.scaling.y = radius * 2;\r\n mesh.scaling.z = radius * 2;\r\n break;\r\n }\r\n case PhysicsImpostor.CapsuleImpostor: {\r\n mesh = this._getDebugCapsuleMesh(utilityLayerScene);\r\n const bi = impostor.object.getBoundingInfo();\r\n mesh.scaling.x = (bi.boundingBox.maximum.x - bi.boundingBox.minimum.x) * 2 * impostor.object.scaling.x;\r\n mesh.scaling.y = (bi.boundingBox.maximum.y - bi.boundingBox.minimum.y) * impostor.object.scaling.y;\r\n mesh.scaling.z = (bi.boundingBox.maximum.z - bi.boundingBox.minimum.z) * 2 * impostor.object.scaling.z;\r\n break;\r\n }\r\n case PhysicsImpostor.MeshImpostor:\r\n if (targetMesh) {\r\n mesh = this._getDebugMeshMesh(targetMesh, utilityLayerScene);\r\n }\r\n break;\r\n case PhysicsImpostor.NoImpostor:\r\n if (targetMesh) {\r\n // Handle compound impostors\r\n const childMeshes = targetMesh.getChildMeshes().filter((c) => {\r\n return c.physicsImpostor ? 1 : 0;\r\n });\r\n childMeshes.forEach((m) => {\r\n if (m.physicsImpostor && m.getClassName() === \"Mesh\") {\r\n const boundingInfo = m.getBoundingInfo();\r\n const min = boundingInfo.boundingBox.minimum;\r\n const max = boundingInfo.boundingBox.maximum;\r\n switch (m.physicsImpostor.type) {\r\n case PhysicsImpostor.BoxImpostor:\r\n mesh = this._getDebugBoxMesh(utilityLayerScene);\r\n mesh.position.copyFrom(min);\r\n mesh.position.addInPlace(max);\r\n mesh.position.scaleInPlace(0.5);\r\n break;\r\n case PhysicsImpostor.SphereImpostor:\r\n mesh = this._getDebugSphereMesh(utilityLayerScene);\r\n break;\r\n case PhysicsImpostor.CylinderImpostor:\r\n mesh = this._getDebugCylinderMesh(utilityLayerScene);\r\n break;\r\n default:\r\n mesh = null;\r\n break;\r\n }\r\n if (mesh) {\r\n mesh.scaling.x = max.x - min.x;\r\n mesh.scaling.y = max.y - min.y;\r\n mesh.scaling.z = max.z - min.z;\r\n mesh.parent = m;\r\n }\r\n }\r\n });\r\n } else {\r\n Logger.Warn(\"No target mesh parameter provided for NoImpostor. Skipping.\");\r\n }\r\n mesh = null;\r\n break;\r\n case PhysicsImpostor.CylinderImpostor: {\r\n mesh = this._getDebugCylinderMesh(utilityLayerScene);\r\n const bi = impostor.object.getBoundingInfo();\r\n mesh.scaling.x = (bi.boundingBox.maximum.x - bi.boundingBox.minimum.x) * impostor.object.scaling.x;\r\n mesh.scaling.y = (bi.boundingBox.maximum.y - bi.boundingBox.minimum.y) * impostor.object.scaling.y;\r\n mesh.scaling.z = (bi.boundingBox.maximum.z - bi.boundingBox.minimum.z) * impostor.object.scaling.z;\r\n break;\r\n }\r\n }\r\n return mesh;\r\n }\r\n\r\n /** Releases all resources */\r\n public dispose() {\r\n const count = this._numMeshes;\r\n for (let index = 0; index < count; index++) {\r\n this.hideImpostor(this._impostors[0]);\r\n }\r\n\r\n if (this._debugBoxMesh) {\r\n this._debugBoxMesh.dispose();\r\n }\r\n if (this._debugSphereMesh) {\r\n this._debugSphereMesh.dispose();\r\n }\r\n if (this._debugCylinderMesh) {\r\n this._debugCylinderMesh.dispose();\r\n }\r\n if (this._debugMaterial) {\r\n this._debugMaterial.dispose();\r\n }\r\n\r\n this._impostors.length = 0;\r\n this._scene = null;\r\n this._physicsEnginePlugin = null;\r\n\r\n if (this._utilityLayer) {\r\n this._utilityLayer.dispose();\r\n this._utilityLayer = null;\r\n }\r\n }\r\n}\r\n"]}
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type { Nullable } from \"../types\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { CreateBox } from \"../Meshes/Builders/boxBuilder\";\r\nimport { CreateSphere } from \"../Meshes/Builders/sphereBuilder\";\r\nimport { Quaternion, Vector3 } from \"../Maths/math.vector\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport type { Material } from \"../Materials/material\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { StandardMaterial } from \"../Materials/standardMaterial\";\r\nimport type { IPhysicsEnginePlugin as IPhysicsEnginePluginV1 } from \"../Physics/v1/IPhysicsEnginePlugin\";\r\nimport type { IPhysicsEnginePlugin as IPhysicsEnginePluginV2 } from \"../Physics/v2/IPhysicsEnginePlugin\";\r\nimport { PhysicsImpostor } from \"../Physics/v1/physicsImpostor\";\r\nimport { UtilityLayerRenderer } from \"../Rendering/utilityLayerRenderer\";\r\nimport { CreateCylinder } from \"../Meshes/Builders/cylinderBuilder\";\r\nimport type { ICreateCapsuleOptions } from \"../Meshes/Builders/capsuleBuilder\";\r\nimport { CreateCapsule } from \"../Meshes/Builders/capsuleBuilder\";\r\nimport { Logger } from \"../Misc/logger\";\r\n\r\n/**\r\n * Used to show the physics impostor around the specific mesh\r\n */\r\nexport class PhysicsViewer {\r\n /** @internal */\r\n protected _impostors: Array<Nullable<PhysicsImpostor>> = [];\r\n /** @internal */\r\n protected _meshes: Array<Nullable<AbstractMesh>> = [];\r\n /** @internal */\r\n protected _scene: Nullable<Scene>;\r\n /** @internal */\r\n protected _numMeshes = 0;\r\n /** @internal */\r\n protected _physicsEnginePlugin: IPhysicsEnginePluginV1 | IPhysicsEnginePluginV2 | null;\r\n private _renderFunction: () => void;\r\n private _utilityLayer: Nullable<UtilityLayerRenderer>;\r\n\r\n private _debugBoxMesh: Mesh;\r\n private _debugSphereMesh: Mesh;\r\n private _debugCapsuleMesh: Mesh;\r\n private _debugCylinderMesh: Mesh;\r\n private _debugMaterial: StandardMaterial;\r\n private _debugMeshMeshes = new Array<Mesh>();\r\n\r\n /**\r\n * Creates a new PhysicsViewer\r\n * @param scene defines the hosting scene\r\n */\r\n constructor(scene?: Scene) {\r\n this._scene = scene || EngineStore.LastCreatedScene;\r\n if (!this._scene) {\r\n return;\r\n }\r\n const physicEngine = this._scene.getPhysicsEngine();\r\n\r\n if (physicEngine) {\r\n this._physicsEnginePlugin = physicEngine.getPhysicsPlugin();\r\n }\r\n\r\n this._utilityLayer = new UtilityLayerRenderer(this._scene, false);\r\n this._utilityLayer.pickUtilitySceneFirst = false;\r\n this._utilityLayer.utilityLayerScene.autoClearDepthAndStencil = true;\r\n }\r\n\r\n /** @internal */\r\n protected _updateDebugMeshes(): void {\r\n const plugin = this._physicsEnginePlugin;\r\n\r\n for (let i = 0; i < this._numMeshes; i++) {\r\n const impostor = this._impostors[i];\r\n\r\n if (!impostor) {\r\n continue;\r\n }\r\n\r\n if (impostor.isDisposed) {\r\n this.hideImpostor(this._impostors[i--]);\r\n } else {\r\n if (impostor.type === PhysicsImpostor.MeshImpostor) {\r\n continue;\r\n }\r\n const mesh = this._meshes[i];\r\n\r\n if (mesh && plugin && plugin.getPluginVersion() === 1) {\r\n (plugin as IPhysicsEnginePluginV1).syncMeshWithImpostor(mesh, impostor);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Renders a specified physic impostor\r\n * @param impostor defines the impostor to render\r\n * @param targetMesh defines the mesh represented by the impostor\r\n * @returns the new debug mesh used to render the impostor\r\n */\r\n public showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh> {\r\n if (!this._scene) {\r\n return null;\r\n }\r\n\r\n for (let i = 0; i < this._numMeshes; i++) {\r\n if (this._impostors[i] == impostor) {\r\n return null;\r\n }\r\n }\r\n\r\n const debugMesh = this._getDebugMesh(impostor, targetMesh);\r\n\r\n if (debugMesh) {\r\n this._impostors[this._numMeshes] = impostor;\r\n this._meshes[this._numMeshes] = debugMesh;\r\n\r\n if (this._numMeshes === 0) {\r\n this._renderFunction = this._updateDebugMeshes.bind(this);\r\n this._scene.registerBeforeRender(this._renderFunction);\r\n }\r\n\r\n this._numMeshes++;\r\n }\r\n\r\n return debugMesh;\r\n }\r\n\r\n /**\r\n * Hides a specified physic impostor\r\n * @param impostor defines the impostor to hide\r\n */\r\n public hideImpostor(impostor: Nullable<PhysicsImpostor>) {\r\n if (!impostor || !this._scene || !this._utilityLayer) {\r\n return;\r\n }\r\n\r\n let removed = false;\r\n const utilityLayerScene = this._utilityLayer.utilityLayerScene;\r\n\r\n for (let i = 0; i < this._numMeshes; i++) {\r\n if (this._impostors[i] == impostor) {\r\n const mesh = this._meshes[i];\r\n\r\n if (!mesh) {\r\n continue;\r\n }\r\n\r\n utilityLayerScene.removeMesh(mesh);\r\n mesh.dispose();\r\n\r\n const index = this._debugMeshMeshes.indexOf(mesh as Mesh);\r\n if (index > -1) {\r\n this._debugMeshMeshes.splice(index, 1);\r\n }\r\n\r\n this._numMeshes--;\r\n if (this._numMeshes > 0) {\r\n this._meshes[i] = this._meshes[this._numMeshes];\r\n this._impostors[i] = this._impostors[this._numMeshes];\r\n this._meshes[this._numMeshes] = null;\r\n this._impostors[this._numMeshes] = null;\r\n } else {\r\n this._meshes[0] = null;\r\n this._impostors[0] = null;\r\n }\r\n removed = true;\r\n break;\r\n }\r\n }\r\n\r\n if (removed && this._numMeshes === 0) {\r\n this._scene.unregisterBeforeRender(this._renderFunction);\r\n }\r\n }\r\n\r\n private _getDebugMaterial(scene: Scene): Material {\r\n if (!this._debugMaterial) {\r\n this._debugMaterial = new StandardMaterial(\"\", scene);\r\n this._debugMaterial.wireframe = true;\r\n this._debugMaterial.emissiveColor = Color3.White();\r\n this._debugMaterial.disableLighting = true;\r\n }\r\n\r\n return this._debugMaterial;\r\n }\r\n\r\n private _getDebugBoxMesh(scene: Scene): AbstractMesh {\r\n if (!this._debugBoxMesh) {\r\n this._debugBoxMesh = CreateBox(\"physicsBodyBoxViewMesh\", { size: 1 }, scene);\r\n this._debugBoxMesh.rotationQuaternion = Quaternion.Identity();\r\n this._debugBoxMesh.material = this._getDebugMaterial(scene);\r\n this._debugBoxMesh.setEnabled(false);\r\n }\r\n\r\n return this._debugBoxMesh.createInstance(\"physicsBodyBoxViewInstance\");\r\n }\r\n\r\n private _getDebugSphereMesh(scene: Scene): AbstractMesh {\r\n if (!this._debugSphereMesh) {\r\n this._debugSphereMesh = CreateSphere(\"physicsBodySphereViewMesh\", { diameter: 1 }, scene);\r\n this._debugSphereMesh.rotationQuaternion = Quaternion.Identity();\r\n this._debugSphereMesh.material = this._getDebugMaterial(scene);\r\n this._debugSphereMesh.setEnabled(false);\r\n }\r\n\r\n return this._debugSphereMesh.createInstance(\"physicsBodySphereViewInstance\");\r\n }\r\n\r\n private _getDebugCapsuleMesh(scene: Scene): AbstractMesh {\r\n if (!this._debugCapsuleMesh) {\r\n this._debugCapsuleMesh = CreateCapsule(\"physicsBodyCapsuleViewMesh\", { height: 1 } as ICreateCapsuleOptions, scene);\r\n this._debugCapsuleMesh.rotationQuaternion = Quaternion.Identity();\r\n this._debugCapsuleMesh.material = this._getDebugMaterial(scene);\r\n this._debugCapsuleMesh.setEnabled(false);\r\n }\r\n\r\n return this._debugCapsuleMesh.createInstance(\"physicsBodyCapsuleViewInstance\");\r\n }\r\n\r\n private _getDebugCylinderMesh(scene: Scene): AbstractMesh {\r\n if (!this._debugCylinderMesh) {\r\n this._debugCylinderMesh = CreateCylinder(\"physicsBodyCylinderViewMesh\", { diameterTop: 1, diameterBottom: 1, height: 1 }, scene);\r\n this._debugCylinderMesh.rotationQuaternion = Quaternion.Identity();\r\n this._debugCylinderMesh.material = this._getDebugMaterial(scene);\r\n this._debugCylinderMesh.setEnabled(false);\r\n }\r\n\r\n return this._debugCylinderMesh.createInstance(\"physicsBodyCylinderViewInstance\");\r\n }\r\n\r\n private _getDebugMeshMesh(mesh: Mesh, scene: Scene): AbstractMesh {\r\n const wireframeOver = new Mesh(mesh.name, scene, null, mesh);\r\n wireframeOver.setParent(mesh);\r\n wireframeOver.position = Vector3.Zero();\r\n wireframeOver.material = this._getDebugMaterial(scene);\r\n\r\n this._debugMeshMeshes.push(wireframeOver);\r\n\r\n return wireframeOver;\r\n }\r\n\r\n private _getDebugMesh(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh> {\r\n if (!this._utilityLayer) {\r\n return null;\r\n }\r\n\r\n // Only create child impostor debug meshes when evaluating the parent\r\n if (targetMesh && targetMesh.parent && (targetMesh.parent as Mesh).physicsImpostor) {\r\n return null;\r\n }\r\n\r\n let mesh: Nullable<AbstractMesh> = null;\r\n const utilityLayerScene = this._utilityLayer.utilityLayerScene;\r\n if (!impostor.physicsBody) {\r\n Logger.Warn(\"Unable to get physicsBody of impostor. It might be initialized later by its parent's impostor.\");\r\n return null;\r\n }\r\n switch (impostor.type) {\r\n case PhysicsImpostor.BoxImpostor:\r\n mesh = this._getDebugBoxMesh(utilityLayerScene);\r\n impostor.getBoxSizeToRef(mesh.scaling);\r\n break;\r\n case PhysicsImpostor.SphereImpostor: {\r\n mesh = this._getDebugSphereMesh(utilityLayerScene);\r\n const radius = impostor.getRadius();\r\n mesh.scaling.x = radius * 2;\r\n mesh.scaling.y = radius * 2;\r\n mesh.scaling.z = radius * 2;\r\n break;\r\n }\r\n case PhysicsImpostor.CapsuleImpostor: {\r\n mesh = this._getDebugCapsuleMesh(utilityLayerScene);\r\n const bi = impostor.object.getBoundingInfo();\r\n mesh.scaling.x = (bi.boundingBox.maximum.x - bi.boundingBox.minimum.x) * 2 * impostor.object.scaling.x;\r\n mesh.scaling.y = (bi.boundingBox.maximum.y - bi.boundingBox.minimum.y) * impostor.object.scaling.y;\r\n mesh.scaling.z = (bi.boundingBox.maximum.z - bi.boundingBox.minimum.z) * 2 * impostor.object.scaling.z;\r\n break;\r\n }\r\n case PhysicsImpostor.MeshImpostor:\r\n if (targetMesh) {\r\n mesh = this._getDebugMeshMesh(targetMesh, utilityLayerScene);\r\n }\r\n break;\r\n case PhysicsImpostor.NoImpostor:\r\n if (targetMesh) {\r\n // Handle compound impostors\r\n const childMeshes = targetMesh.getChildMeshes().filter((c) => {\r\n return c.physicsImpostor ? 1 : 0;\r\n });\r\n childMeshes.forEach((m) => {\r\n if (m.physicsImpostor && m.getClassName() === \"Mesh\") {\r\n const boundingInfo = m.getBoundingInfo();\r\n const min = boundingInfo.boundingBox.minimum;\r\n const max = boundingInfo.boundingBox.maximum;\r\n switch (m.physicsImpostor.type) {\r\n case PhysicsImpostor.BoxImpostor:\r\n mesh = this._getDebugBoxMesh(utilityLayerScene);\r\n mesh.position.copyFrom(min);\r\n mesh.position.addInPlace(max);\r\n mesh.position.scaleInPlace(0.5);\r\n break;\r\n case PhysicsImpostor.SphereImpostor:\r\n mesh = this._getDebugSphereMesh(utilityLayerScene);\r\n break;\r\n case PhysicsImpostor.CylinderImpostor:\r\n mesh = this._getDebugCylinderMesh(utilityLayerScene);\r\n break;\r\n default:\r\n mesh = null;\r\n break;\r\n }\r\n if (mesh) {\r\n mesh.scaling.x = max.x - min.x;\r\n mesh.scaling.y = max.y - min.y;\r\n mesh.scaling.z = max.z - min.z;\r\n mesh.parent = m;\r\n }\r\n }\r\n });\r\n } else {\r\n Logger.Warn(\"No target mesh parameter provided for NoImpostor. Skipping.\");\r\n }\r\n mesh = null;\r\n break;\r\n case PhysicsImpostor.CylinderImpostor: {\r\n mesh = this._getDebugCylinderMesh(utilityLayerScene);\r\n const bi = impostor.object.getBoundingInfo();\r\n mesh.scaling.x = (bi.boundingBox.maximum.x - bi.boundingBox.minimum.x) * impostor.object.scaling.x;\r\n mesh.scaling.y = (bi.boundingBox.maximum.y - bi.boundingBox.minimum.y) * impostor.object.scaling.y;\r\n mesh.scaling.z = (bi.boundingBox.maximum.z - bi.boundingBox.minimum.z) * impostor.object.scaling.z;\r\n break;\r\n }\r\n }\r\n return mesh;\r\n }\r\n\r\n /** Releases all resources */\r\n public dispose() {\r\n const count = this._numMeshes;\r\n for (let index = 0; index < count; index++) {\r\n this.hideImpostor(this._impostors[0]);\r\n }\r\n\r\n if (this._debugBoxMesh) {\r\n this._debugBoxMesh.dispose();\r\n }\r\n if (this._debugSphereMesh) {\r\n this._debugSphereMesh.dispose();\r\n }\r\n if (this._debugCylinderMesh) {\r\n this._debugCylinderMesh.dispose();\r\n }\r\n if (this._debugMaterial) {\r\n this._debugMaterial.dispose();\r\n }\r\n\r\n this._impostors.length = 0;\r\n this._scene = null;\r\n this._physicsEnginePlugin = null;\r\n\r\n if (this._utilityLayer) {\r\n this._utilityLayer.dispose();\r\n this._utilityLayer = null;\r\n }\r\n }\r\n}\r\n"]}
@@ -63,5 +63,9 @@ declare module "../../Engines/engine" {
63
63
  * @returns the current engine
64
64
  */
65
65
  unRegisterView(canvas: HTMLCanvasElement): Engine;
66
+ /**
67
+ * @internal
68
+ */
69
+ _renderViewStep(view: EngineView): boolean;
66
70
  }
67
71
  }
@@ -71,6 +71,58 @@ Engine.prototype.unRegisterView = function (canvas) {
71
71
  }
72
72
  return this;
73
73
  };
74
+ Engine.prototype._renderViewStep = function (view) {
75
+ const canvas = view.target;
76
+ const context = canvas.getContext("2d");
77
+ if (!context) {
78
+ return true;
79
+ }
80
+ const parent = this.getRenderingCanvas();
81
+ _onBeforeViewRenderObservable.notifyObservers(view);
82
+ const camera = view.camera;
83
+ let previewCamera = null;
84
+ let scene = null;
85
+ if (camera) {
86
+ scene = camera.getScene();
87
+ if (!scene || (scene.activeCameras && scene.activeCameras.length)) {
88
+ return true;
89
+ }
90
+ this.activeView = view;
91
+ previewCamera = scene.activeCamera;
92
+ scene.activeCamera = camera;
93
+ }
94
+ if (view.customResize) {
95
+ view.customResize(canvas);
96
+ }
97
+ else {
98
+ // Set sizes
99
+ const width = Math.floor(canvas.clientWidth / this._hardwareScalingLevel);
100
+ const height = Math.floor(canvas.clientHeight / this._hardwareScalingLevel);
101
+ const dimsChanged = width !== canvas.width || parent.width !== canvas.width || height !== canvas.height || parent.height !== canvas.height;
102
+ if (canvas.clientWidth && canvas.clientHeight && dimsChanged) {
103
+ canvas.width = width;
104
+ canvas.height = height;
105
+ this.setSize(width, height);
106
+ }
107
+ }
108
+ if (!parent.width || !parent.height) {
109
+ return false;
110
+ }
111
+ // Render the frame
112
+ this._renderFrame();
113
+ this.flushFramebuffer();
114
+ // Copy to target
115
+ if (view.clearBeforeCopy) {
116
+ context.clearRect(0, 0, parent.width, parent.height);
117
+ }
118
+ context.drawImage(parent, 0, 0);
119
+ // Restore
120
+ if (previewCamera && scene) {
121
+ scene.activeCamera = previewCamera;
122
+ }
123
+ _onAfterViewRenderObservable.notifyObservers(view);
124
+ return true;
125
+ };
74
126
  Engine.prototype._renderViews = function () {
75
127
  if (!this.views || this.views.length === 0) {
76
128
  return false;
@@ -79,58 +131,25 @@ Engine.prototype._renderViews = function () {
79
131
  if (!parent) {
80
132
  return false;
81
133
  }
134
+ let inputElementView;
82
135
  for (const view of this.views) {
83
136
  if (!view.enabled) {
84
137
  continue;
85
138
  }
86
139
  const canvas = view.target;
87
- const context = canvas.getContext("2d");
88
- if (!context) {
140
+ // Always render the view correspondent to the inputElement for last
141
+ if (canvas === this.inputElement) {
142
+ inputElementView = view;
89
143
  continue;
90
144
  }
91
- _onBeforeViewRenderObservable.notifyObservers(view);
92
- const camera = view.camera;
93
- let previewCamera = null;
94
- let scene = null;
95
- if (camera) {
96
- scene = camera.getScene();
97
- if (scene.activeCameras && scene.activeCameras.length) {
98
- continue;
99
- }
100
- this.activeView = view;
101
- previewCamera = scene.activeCamera;
102
- scene.activeCamera = camera;
103
- }
104
- if (view.customResize) {
105
- view.customResize(canvas);
106
- }
107
- else {
108
- // Set sizes
109
- const width = Math.floor(canvas.clientWidth / this._hardwareScalingLevel);
110
- const height = Math.floor(canvas.clientHeight / this._hardwareScalingLevel);
111
- const dimsChanged = width !== canvas.width || parent.width !== canvas.width || height !== canvas.height || parent.height !== canvas.height;
112
- if (canvas.clientWidth && canvas.clientHeight && dimsChanged) {
113
- canvas.width = width;
114
- canvas.height = height;
115
- this.setSize(width, height);
116
- }
117
- }
118
- if (!parent.width || !parent.height) {
145
+ if (!this._renderViewStep(view)) {
119
146
  return false;
120
147
  }
121
- // Render the frame
122
- this._renderFrame();
123
- this.flushFramebuffer();
124
- // Copy to target
125
- if (view.clearBeforeCopy) {
126
- context.clearRect(0, 0, parent.width, parent.height);
127
- }
128
- context.drawImage(parent, 0, 0);
129
- // Restore
130
- if (previewCamera && scene) {
131
- scene.activeCamera = previewCamera;
148
+ }
149
+ if (inputElementView) {
150
+ if (!this._renderViewStep(inputElementView)) {
151
+ return false;
132
152
  }
133
- _onAfterViewRenderObservable.notifyObservers(view);
134
153
  }
135
154
  this.activeView = null;
136
155
  return true;
@@ -1 +1 @@
1
- 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{ Engine } from \"../engine\";\r\nimport type { Camera } from \"../../Cameras/camera\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Observable } from \"../../Misc/observable\";\r\n\r\n/**\r\n * Class used to define an additional view for the engine\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/multiCanvas\r\n */\r\nexport class EngineView {\r\n /**\r\n * A randomly generated unique id\r\n */\r\n readonly id: string;\r\n /** Defines the canvas where to render the view */\r\n target: HTMLCanvasElement;\r\n /** Defines an optional camera used to render the view (will use active camera else) */\r\n camera?: Camera;\r\n /** Indicates if the destination view canvas should be cleared before copying the parent canvas. Can help if the scene clear color has alpha < 1 */\r\n clearBeforeCopy?: boolean;\r\n /** Indicates if the view is enabled (true by default) */\r\n enabled: boolean;\r\n /** Defines a custom function to handle canvas size changes. (the canvas to render into is provided to the callback) */\r\n customResize?: (canvas: HTMLCanvasElement) => void;\r\n}\r\n\r\ndeclare module \"../../Engines/engine\" {\r\n export interface Engine {\r\n /** @internal */\r\n _inputElement: Nullable<HTMLElement>;\r\n\r\n /**\r\n * Gets or sets the HTML element to use for attaching events\r\n */\r\n inputElement: Nullable<HTMLElement>;\r\n\r\n /**\r\n * Observable to handle when a change to inputElement occurs\r\n * @internal\r\n */\r\n _onEngineViewChanged?: () => void;\r\n\r\n /**\r\n * Will be triggered before the view renders\r\n */\r\n readonly onBeforeViewRenderObservable: Observable<EngineView>;\r\n /**\r\n * Will be triggered after the view rendered\r\n */\r\n readonly onAfterViewRenderObservable: Observable<EngineView>;\r\n\r\n /**\r\n * Gets the current engine view\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/multiCanvas\r\n */\r\n activeView: Nullable<EngineView>;\r\n\r\n /** Gets or sets the list of views */\r\n views: EngineView[];\r\n\r\n /**\r\n * Register a new child canvas\r\n * @param canvas defines the canvas to register\r\n * @param camera defines an optional camera to use with this canvas (it will overwrite the scene.camera for this view)\r\n * @param clearBeforeCopy Indicates if the destination view canvas should be cleared before copying the parent canvas. Can help if the scene clear color has alpha < 1\r\n * @returns the associated view\r\n */\r\n registerView(canvas: HTMLCanvasElement, camera?: Camera, clearBeforeCopy?: boolean): EngineView;\r\n\r\n /**\r\n * Remove a registered child canvas\r\n * @param canvas defines the canvas to remove\r\n * @returns the current engine\r\n */\r\n unRegisterView(canvas: HTMLCanvasElement): Engine;\r\n }\r\n}\r\n\r\nconst _onBeforeViewRenderObservable = new Observable<EngineView>();\r\nconst _onAfterViewRenderObservable = new Observable<EngineView>();\r\n\r\nObject.defineProperty(Engine.prototype, \"onBeforeViewRenderObservable\", {\r\n get: function (this: Engine) {\r\n return _onBeforeViewRenderObservable;\r\n },\r\n});\r\n\r\nObject.defineProperty(Engine.prototype, \"onAfterViewRenderObservable\", {\r\n get: function (this: Engine) {\r\n return _onAfterViewRenderObservable;\r\n },\r\n});\r\n\r\nObject.defineProperty(Engine.prototype, \"inputElement\", {\r\n get: function (this: Engine) {\r\n return this._inputElement;\r\n },\r\n set: function (this: Engine, value: HTMLElement) {\r\n if (this._inputElement !== value) {\r\n this._inputElement = value;\r\n this._onEngineViewChanged?.();\r\n }\r\n },\r\n});\r\n\r\nEngine.prototype.getInputElement = function (): Nullable<HTMLElement> {\r\n return this.inputElement || this.getRenderingCanvas();\r\n};\r\n\r\nEngine.prototype.registerView = function (canvas: HTMLCanvasElement, camera?: Camera, clearBeforeCopy?: boolean): EngineView {\r\n if (!this.views) {\r\n this.views = [];\r\n }\r\n\r\n for (const view of this.views) {\r\n if (view.target === canvas) {\r\n return view;\r\n }\r\n }\r\n\r\n const masterCanvas = this.getRenderingCanvas();\r\n if (masterCanvas) {\r\n canvas.width = masterCanvas.width;\r\n canvas.height = masterCanvas.height;\r\n }\r\n\r\n const newView = { target: canvas, camera, clearBeforeCopy, enabled: true, id: (Math.random() * 100000).toFixed() };\r\n this.views.push(newView);\r\n\r\n if (camera) {\r\n camera.onDisposeObservable.add(() => {\r\n this.unRegisterView(canvas);\r\n });\r\n }\r\n\r\n return newView;\r\n};\r\n\r\nEngine.prototype.unRegisterView = function (canvas: HTMLCanvasElement): Engine {\r\n if (!this.views || this.views.length === 0) {\r\n return this;\r\n }\r\n\r\n for (const view of this.views) {\r\n if (view.target === canvas) {\r\n const index = this.views.indexOf(view);\r\n\r\n if (index !== -1) {\r\n this.views.splice(index, 1);\r\n }\r\n break;\r\n }\r\n }\r\n\r\n return this;\r\n};\r\n\r\nEngine.prototype._renderViews = function () {\r\n if (!this.views || this.views.length === 0) {\r\n return false;\r\n }\r\n\r\n const parent = this.getRenderingCanvas();\r\n\r\n if (!parent) {\r\n return false;\r\n }\r\n\r\n for (const view of this.views) {\r\n if (!view.enabled) {\r\n continue;\r\n }\r\n const canvas = view.target;\r\n const context = canvas.getContext(\"2d\");\r\n if (!context) {\r\n continue;\r\n }\r\n _onBeforeViewRenderObservable.notifyObservers(view);\r\n const camera = view.camera;\r\n let previewCamera: Nullable<Camera> = null;\r\n let scene: Nullable<Scene> = null;\r\n if (camera) {\r\n scene = camera.getScene();\r\n\r\n if (scene.activeCameras && scene.activeCameras.length) {\r\n continue;\r\n }\r\n\r\n this.activeView = view;\r\n\r\n previewCamera = scene.activeCamera;\r\n scene.activeCamera = camera;\r\n }\r\n\r\n if (view.customResize) {\r\n view.customResize(canvas);\r\n } else {\r\n // Set sizes\r\n const width = Math.floor(canvas.clientWidth / this._hardwareScalingLevel);\r\n const height = Math.floor(canvas.clientHeight / this._hardwareScalingLevel);\r\n\r\n const dimsChanged = width !== canvas.width || parent.width !== canvas.width || height !== canvas.height || parent.height !== canvas.height;\r\n if (canvas.clientWidth && canvas.clientHeight && dimsChanged) {\r\n canvas.width = width;\r\n canvas.height = height;\r\n this.setSize(width, height);\r\n }\r\n }\r\n\r\n if (!parent.width || !parent.height) {\r\n return false;\r\n }\r\n\r\n // Render the frame\r\n this._renderFrame();\r\n\r\n this.flushFramebuffer();\r\n\r\n // Copy to target\r\n if (view.clearBeforeCopy) {\r\n context.clearRect(0, 0, parent.width, parent.height);\r\n }\r\n context.drawImage(parent, 0, 0);\r\n\r\n // Restore\r\n if (previewCamera && scene) {\r\n scene.activeCamera = previewCamera;\r\n }\r\n _onAfterViewRenderObservable.notifyObservers(view);\r\n }\r\n\r\n this.activeView = null;\r\n\r\n return true;\r\n};\r\n"]}
1
+ 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{ Engine } from \"../engine\";\r\nimport type { Camera } from \"../../Cameras/camera\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Observable } from \"../../Misc/observable\";\r\n\r\n/**\r\n * Class used to define an additional view for the engine\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/multiCanvas\r\n */\r\nexport class EngineView {\r\n /**\r\n * A randomly generated unique id\r\n */\r\n readonly id: string;\r\n /** Defines the canvas where to render the view */\r\n target: HTMLCanvasElement;\r\n /** Defines an optional camera used to render the view (will use active camera else) */\r\n camera?: Camera;\r\n /** Indicates if the destination view canvas should be cleared before copying the parent canvas. Can help if the scene clear color has alpha < 1 */\r\n clearBeforeCopy?: boolean;\r\n /** Indicates if the view is enabled (true by default) */\r\n enabled: boolean;\r\n /** Defines a custom function to handle canvas size changes. (the canvas to render into is provided to the callback) */\r\n customResize?: (canvas: HTMLCanvasElement) => void;\r\n}\r\n\r\ndeclare module \"../../Engines/engine\" {\r\n export interface Engine {\r\n /** @internal */\r\n _inputElement: Nullable<HTMLElement>;\r\n\r\n /**\r\n * Gets or sets the HTML element to use for attaching events\r\n */\r\n inputElement: Nullable<HTMLElement>;\r\n\r\n /**\r\n * Observable to handle when a change to inputElement occurs\r\n * @internal\r\n */\r\n _onEngineViewChanged?: () => void;\r\n\r\n /**\r\n * Will be triggered before the view renders\r\n */\r\n readonly onBeforeViewRenderObservable: Observable<EngineView>;\r\n /**\r\n * Will be triggered after the view rendered\r\n */\r\n readonly onAfterViewRenderObservable: Observable<EngineView>;\r\n\r\n /**\r\n * Gets the current engine view\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/multiCanvas\r\n */\r\n activeView: Nullable<EngineView>;\r\n\r\n /** Gets or sets the list of views */\r\n views: EngineView[];\r\n\r\n /**\r\n * Register a new child canvas\r\n * @param canvas defines the canvas to register\r\n * @param camera defines an optional camera to use with this canvas (it will overwrite the scene.camera for this view)\r\n * @param clearBeforeCopy Indicates if the destination view canvas should be cleared before copying the parent canvas. Can help if the scene clear color has alpha < 1\r\n * @returns the associated view\r\n */\r\n registerView(canvas: HTMLCanvasElement, camera?: Camera, clearBeforeCopy?: boolean): EngineView;\r\n\r\n /**\r\n * Remove a registered child canvas\r\n * @param canvas defines the canvas to remove\r\n * @returns the current engine\r\n */\r\n unRegisterView(canvas: HTMLCanvasElement): Engine;\r\n\r\n /**\r\n * @internal\r\n */\r\n _renderViewStep(view: EngineView): boolean;\r\n }\r\n}\r\n\r\nconst _onBeforeViewRenderObservable = new Observable<EngineView>();\r\nconst _onAfterViewRenderObservable = new Observable<EngineView>();\r\n\r\nObject.defineProperty(Engine.prototype, \"onBeforeViewRenderObservable\", {\r\n get: function (this: Engine) {\r\n return _onBeforeViewRenderObservable;\r\n },\r\n});\r\n\r\nObject.defineProperty(Engine.prototype, \"onAfterViewRenderObservable\", {\r\n get: function (this: Engine) {\r\n return _onAfterViewRenderObservable;\r\n },\r\n});\r\n\r\nObject.defineProperty(Engine.prototype, \"inputElement\", {\r\n get: function (this: Engine) {\r\n return this._inputElement;\r\n },\r\n set: function (this: Engine, value: HTMLElement) {\r\n if (this._inputElement !== value) {\r\n this._inputElement = value;\r\n this._onEngineViewChanged?.();\r\n }\r\n },\r\n});\r\n\r\nEngine.prototype.getInputElement = function (): Nullable<HTMLElement> {\r\n return this.inputElement || this.getRenderingCanvas();\r\n};\r\n\r\nEngine.prototype.registerView = function (canvas: HTMLCanvasElement, camera?: Camera, clearBeforeCopy?: boolean): EngineView {\r\n if (!this.views) {\r\n this.views = [];\r\n }\r\n\r\n for (const view of this.views) {\r\n if (view.target === canvas) {\r\n return view;\r\n }\r\n }\r\n\r\n const masterCanvas = this.getRenderingCanvas();\r\n if (masterCanvas) {\r\n canvas.width = masterCanvas.width;\r\n canvas.height = masterCanvas.height;\r\n }\r\n\r\n const newView = { target: canvas, camera, clearBeforeCopy, enabled: true, id: (Math.random() * 100000).toFixed() };\r\n this.views.push(newView);\r\n\r\n if (camera) {\r\n camera.onDisposeObservable.add(() => {\r\n this.unRegisterView(canvas);\r\n });\r\n }\r\n\r\n return newView;\r\n};\r\n\r\nEngine.prototype.unRegisterView = function (canvas: HTMLCanvasElement): Engine {\r\n if (!this.views || this.views.length === 0) {\r\n return this;\r\n }\r\n\r\n for (const view of this.views) {\r\n if (view.target === canvas) {\r\n const index = this.views.indexOf(view);\r\n\r\n if (index !== -1) {\r\n this.views.splice(index, 1);\r\n }\r\n break;\r\n }\r\n }\r\n\r\n return this;\r\n};\r\n\r\nEngine.prototype._renderViewStep = function (view: EngineView): boolean {\r\n const canvas = view.target;\r\n const context = canvas.getContext(\"2d\");\r\n if (!context) {\r\n return true;\r\n }\r\n const parent = this.getRenderingCanvas()!;\r\n\r\n _onBeforeViewRenderObservable.notifyObservers(view);\r\n const camera = view.camera;\r\n let previewCamera: Nullable<Camera> = null;\r\n let scene: Nullable<Scene> = null;\r\n if (camera) {\r\n scene = camera.getScene();\r\n\r\n if (!scene || (scene.activeCameras && scene.activeCameras.length)) {\r\n return true;\r\n }\r\n\r\n this.activeView = view;\r\n\r\n previewCamera = scene.activeCamera;\r\n scene.activeCamera = camera;\r\n }\r\n\r\n if (view.customResize) {\r\n view.customResize(canvas);\r\n } else {\r\n // Set sizes\r\n const width = Math.floor(canvas.clientWidth / this._hardwareScalingLevel);\r\n const height = Math.floor(canvas.clientHeight / this._hardwareScalingLevel);\r\n\r\n const dimsChanged = width !== canvas.width || parent.width !== canvas.width || height !== canvas.height || parent.height !== canvas.height;\r\n if (canvas.clientWidth && canvas.clientHeight && dimsChanged) {\r\n canvas.width = width;\r\n canvas.height = height;\r\n this.setSize(width, height);\r\n }\r\n }\r\n\r\n if (!parent.width || !parent.height) {\r\n return false;\r\n }\r\n\r\n // Render the frame\r\n this._renderFrame();\r\n\r\n this.flushFramebuffer();\r\n\r\n // Copy to target\r\n if (view.clearBeforeCopy) {\r\n context.clearRect(0, 0, parent.width, parent.height);\r\n }\r\n context.drawImage(parent, 0, 0);\r\n\r\n // Restore\r\n if (previewCamera && scene) {\r\n scene.activeCamera = previewCamera;\r\n }\r\n _onAfterViewRenderObservable.notifyObservers(view);\r\n return true;\r\n};\r\n\r\nEngine.prototype._renderViews = function () {\r\n if (!this.views || this.views.length === 0) {\r\n return false;\r\n }\r\n\r\n const parent = this.getRenderingCanvas();\r\n\r\n if (!parent) {\r\n return false;\r\n }\r\n\r\n let inputElementView;\r\n for (const view of this.views) {\r\n if (!view.enabled) {\r\n continue;\r\n }\r\n const canvas = view.target;\r\n // Always render the view correspondent to the inputElement for last\r\n if (canvas === this.inputElement) {\r\n inputElementView = view;\r\n continue;\r\n }\r\n\r\n if (!this._renderViewStep(view)) {\r\n return false;\r\n }\r\n }\r\n\r\n if (inputElementView) {\r\n if (!this._renderViewStep(inputElementView)) {\r\n return false;\r\n }\r\n }\r\n\r\n this.activeView = null;\r\n\r\n return true;\r\n};\r\n"]}
@@ -401,13 +401,13 @@ export class ThinEngine {
401
401
  */
402
402
  // Not mixed with Version for tooling purpose.
403
403
  static get NpmPackage() {
404
- return "babylonjs@5.35.1";
404
+ return "babylonjs@5.36.0";
405
405
  }
406
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  /**
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407
  * Returns the current version of the framework
408
408
  */
409
409
  static get Version() {
410
- return "5.35.1";
410
+ return "5.36.0";
411
411
  }
412
412
  /**
413
413
  * Returns a string describing the current engine