@babylonjs/core 5.4.0 → 5.5.6
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/Animations/animatable.js +1 -1
- package/Animations/animatable.js.map +1 -1
- package/Debug/physicsViewer.js +8 -0
- package/Debug/physicsViewer.js.map +1 -1
- package/Debug/skeletonViewer.js +4 -3
- package/Debug/skeletonViewer.js.map +1 -1
- package/Engines/Extensions/engine.renderTarget.js +4 -2
- package/Engines/Extensions/engine.renderTarget.js.map +1 -1
- package/Engines/Processors/shaderProcessor.js +1 -1
- package/Engines/Processors/shaderProcessor.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.renderTarget.js +11 -7
- package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
- package/Engines/WebGPU/webgpuBundleList.d.ts +1 -1
- package/Engines/WebGPU/webgpuBundleList.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipeline.d.ts +2 -2
- package/Engines/WebGPU/webgpuCacheRenderPipeline.js +28 -17
- package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
- package/Engines/WebGPU/webgpuClearQuad.d.ts +1 -1
- package/Engines/WebGPU/webgpuClearQuad.js +3 -3
- package/Engines/WebGPU/webgpuClearQuad.js.map +1 -1
- package/Engines/WebGPU/webgpuRenderPassWrapper.d.ts +1 -1
- package/Engines/WebGPU/webgpuRenderPassWrapper.js.map +1 -1
- package/Engines/engine.d.ts +1 -0
- package/Engines/thinEngine.js +15 -3
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.js +34 -27
- package/Engines/webgpuEngine.js.map +1 -1
- package/Gizmos/axisDragGizmo.js +1 -0
- package/Gizmos/axisDragGizmo.js.map +1 -1
- package/Gizmos/axisScaleGizmo.js +1 -0
- package/Gizmos/axisScaleGizmo.js.map +1 -1
- package/Loading/Plugins/babylonFileLoader.js +1 -1
- package/Loading/Plugins/babylonFileLoader.js.map +1 -1
- package/Materials/Node/Blocks/Dual/TBNBlock.d.ts +47 -0
- package/Materials/Node/Blocks/Dual/TBNBlock.js +154 -0
- package/Materials/Node/Blocks/Dual/TBNBlock.js.map +1 -0
- package/Materials/Node/Blocks/Dual/index.d.ts +1 -0
- package/Materials/Node/Blocks/Dual/index.js +1 -0
- package/Materials/Node/Blocks/Dual/index.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/perturbNormalBlock.d.ts +5 -1
- package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js +20 -1
- package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
- package/Materials/Node/Blocks/Input/inputBlock.js +1 -1
- package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/anisotropyBlock.d.ts +4 -0
- package/Materials/Node/Blocks/PBR/anisotropyBlock.js +18 -1
- package/Materials/Node/Blocks/PBR/anisotropyBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/clearCoatBlock.d.ts +4 -0
- package/Materials/Node/Blocks/PBR/clearCoatBlock.js +18 -1
- package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js +2 -1
- package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js.map +1 -1
- package/Materials/Node/Blocks/colorMergerBlock.js +4 -4
- package/Materials/Node/Blocks/colorMergerBlock.js.map +1 -1
- package/Materials/PBR/pbrBaseSimpleMaterial.d.ts +6 -5
- package/Materials/PBR/pbrBaseSimpleMaterial.js.map +1 -1
- package/Materials/PBR/pbrMaterial.d.ts +9 -9
- package/Materials/PBR/pbrMaterial.js.map +1 -1
- package/Materials/PBR/pbrMetallicRoughnessMaterial.d.ts +3 -2
- package/Materials/PBR/pbrMetallicRoughnessMaterial.js.map +1 -1
- package/Materials/PBR/pbrSpecularGlossinessMaterial.d.ts +3 -2
- package/Materials/PBR/pbrSpecularGlossinessMaterial.js.map +1 -1
- package/Materials/Textures/renderTargetTexture.d.ts +3 -1
- package/Materials/Textures/renderTargetTexture.js +27 -20
- package/Materials/Textures/renderTargetTexture.js.map +1 -1
- package/Materials/Textures/textureCreationOptions.d.ts +4 -0
- package/Materials/Textures/textureCreationOptions.js.map +1 -1
- package/Materials/material.js +5 -1
- package/Materials/material.js.map +1 -1
- package/Materials/materialHelper.js +3 -0
- package/Materials/materialHelper.js.map +1 -1
- package/Materials/materialPluginManager.d.ts +3 -0
- package/Materials/materialPluginManager.js +12 -6
- package/Materials/materialPluginManager.js.map +1 -1
- package/Materials/standardMaterial.js +0 -3
- package/Materials/standardMaterial.js.map +1 -1
- package/Maths/math.vector.js +2 -0
- package/Maths/math.vector.js.map +1 -1
- package/Meshes/Compression/dracoCompression.d.ts +1 -1
- package/Meshes/Compression/dracoCompression.js +1 -1
- package/Meshes/Compression/dracoCompression.js.map +1 -1
- package/Meshes/abstractMesh.d.ts +2 -2
- package/Meshes/abstractMesh.js.map +1 -1
- package/Meshes/instancedMesh.js +0 -1
- package/Meshes/instancedMesh.js.map +1 -1
- package/Meshes/thinInstanceMesh.js +32 -4
- package/Meshes/thinInstanceMesh.js.map +1 -1
- package/Meshes/transformNode.js +6 -6
- package/Meshes/transformNode.js.map +1 -1
- package/Misc/sceneOptimizer.d.ts +3 -2
- package/Misc/sceneOptimizer.js +4 -1
- package/Misc/sceneOptimizer.js.map +1 -1
- package/Misc/webRequest.d.ts +3 -0
- package/Misc/webRequest.js +12 -0
- package/Misc/webRequest.js.map +1 -1
- package/Rendering/renderingGroup.d.ts +9 -5
- package/Rendering/renderingGroup.js +29 -25
- package/Rendering/renderingGroup.js.map +1 -1
- package/Shaders/ShadersInclude/vertexColorMixing.d.ts +5 -0
- package/Shaders/ShadersInclude/vertexColorMixing.js +9 -0
- package/Shaders/ShadersInclude/vertexColorMixing.js.map +1 -0
- package/Shaders/color.vertex.d.ts +1 -0
- package/Shaders/color.vertex.js +2 -1
- package/Shaders/color.vertex.js.map +1 -1
- package/Shaders/default.vertex.d.ts +1 -0
- package/Shaders/default.vertex.js +2 -1
- package/Shaders/default.vertex.js.map +1 -1
- package/Shaders/pbr.vertex.d.ts +1 -0
- package/Shaders/pbr.vertex.js +2 -1
- package/Shaders/pbr.vertex.js.map +1 -1
- package/package.json +1 -1
- package/scene.js +2 -2
- package/scene.js.map +1 -1
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{ Vector3, Matrix, TmpVectors } from \"../Maths/math.vector\";\r\nimport { Color3, Color4 } from \"../Maths/math.color\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { Bone } from \"../Bones/bone\";\r\nimport type { Skeleton } from \"../Bones/skeleton\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport type { LinesMesh } from \"../Meshes/linesMesh\";\r\nimport { CreateLineSystem } from \"../Meshes/Builders/linesBuilder\";\r\nimport { UtilityLayerRenderer } from \"../Rendering/utilityLayerRenderer\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { ShaderMaterial } from \"../Materials/shaderMaterial\";\r\nimport { DynamicTexture } from \"../Materials/Textures/dynamicTexture\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { Effect } from \"../Materials/effect\";\r\n\r\nimport type { ISkeletonViewerOptions, IBoneWeightShaderOptions, ISkeletonMapShaderOptions, ISkeletonMapShaderColorMapKnot } from \"./ISkeletonViewer\";\r\nimport type { Observer } from \"../Misc/observable\";\r\n\r\nimport { CreateSphere } from \"../Meshes/Builders/sphereBuilder\";\r\nimport { ExtrudeShapeCustom } from \"../Meshes/Builders/shapeBuilder\";\r\n\r\n/**\r\n * Class used to render a debug view of a given skeleton\r\n * @see http://www.babylonjs-playground.com/#1BZJVJ#8\r\n */\r\nexport class SkeletonViewer {\r\n /** public Display constants BABYLON.SkeletonViewer.DISPLAY_LINES */\r\n public static readonly DISPLAY_LINES = 0;\r\n /** public Display constants BABYLON.SkeletonViewer.DISPLAY_SPHERES */\r\n public static readonly DISPLAY_SPHERES = 1;\r\n /** public Display constants BABYLON.SkeletonViewer.DISPLAY_SPHERE_AND_SPURS */\r\n public static readonly DISPLAY_SPHERE_AND_SPURS = 2;\r\n\r\n /** public static method to create a BoneWeight Shader\r\n * @param options The constructor options\r\n * @param scene The scene that the shader is scoped to\r\n * @returns The created ShaderMaterial\r\n * @see http://www.babylonjs-playground.com/#1BZJVJ#395\r\n */\r\n static CreateBoneWeightShader(options: IBoneWeightShaderOptions, scene: Scene): ShaderMaterial {\r\n const skeleton: Skeleton = options.skeleton;\r\n const colorBase: Color3 = options.colorBase ?? Color3.Black();\r\n const colorZero: Color3 = options.colorZero ?? Color3.Blue();\r\n const colorQuarter: Color3 = options.colorQuarter ?? Color3.Green();\r\n const colorHalf: Color3 = options.colorHalf ?? Color3.Yellow();\r\n const colorFull: Color3 = options.colorFull ?? Color3.Red();\r\n const targetBoneIndex: number = options.targetBoneIndex ?? 0;\r\n\r\n Effect.ShadersStore[\"boneWeights:\" + skeleton.name + \"VertexShader\"] = `precision highp float;\r\n\r\n attribute vec3 position;\r\n attribute vec2 uv;\r\n\r\n uniform mat4 view;\r\n uniform mat4 projection;\r\n uniform mat4 worldViewProjection;\r\n\r\n #include<bonesDeclaration>\r\n #if NUM_BONE_INFLUENCERS == 0\r\n attribute vec4 matricesIndices;\r\n attribute vec4 matricesWeights;\r\n #endif\r\n #include<bakedVertexAnimationDeclaration>\r\n\r\n #include<instancesDeclaration>\r\n\r\n varying vec3 vColor;\r\n\r\n uniform vec3 colorBase;\r\n uniform vec3 colorZero;\r\n uniform vec3 colorQuarter;\r\n uniform vec3 colorHalf;\r\n uniform vec3 colorFull;\r\n\r\n uniform float targetBoneIndex;\r\n\r\n void main() {\r\n vec3 positionUpdated = position;\r\n\r\n #include<instancesVertex>\r\n #include<bonesVertex>\r\n #include<bakedVertexAnimation>\r\n\r\n vec4 worldPos = finalWorld * vec4(positionUpdated, 1.0);\r\n\r\n vec3 color = colorBase;\r\n float totalWeight = 0.;\r\n if(matricesIndices[0] == targetBoneIndex && matricesWeights[0] > 0.){\r\n totalWeight += matricesWeights[0];\r\n }\r\n if(matricesIndices[1] == targetBoneIndex && matricesWeights[1] > 0.){\r\n totalWeight += matricesWeights[1];\r\n }\r\n if(matricesIndices[2] == targetBoneIndex && matricesWeights[2] > 0.){\r\n totalWeight += matricesWeights[2];\r\n }\r\n if(matricesIndices[3] == targetBoneIndex && matricesWeights[3] > 0.){\r\n totalWeight += matricesWeights[3];\r\n }\r\n\r\n color = mix(color, colorZero, smoothstep(0., 0.25, totalWeight));\r\n color = mix(color, colorQuarter, smoothstep(0.25, 0.5, totalWeight));\r\n color = mix(color, colorHalf, smoothstep(0.5, 0.75, totalWeight));\r\n color = mix(color, colorFull, smoothstep(0.75, 1.0, totalWeight));\r\n vColor = color;\r\n\r\n gl_Position = projection * view * worldPos;\r\n }`;\r\n Effect.ShadersStore[\"boneWeights:\" + skeleton.name + \"FragmentShader\"] = `\r\n precision highp float;\r\n varying vec3 vPosition;\r\n\r\n varying vec3 vColor;\r\n\r\n void main() {\r\n vec4 color = vec4(vColor, 1.0);\r\n gl_FragColor = color;\r\n }\r\n `;\r\n const shader: ShaderMaterial = new ShaderMaterial(\r\n \"boneWeight:\" + skeleton.name,\r\n scene,\r\n {\r\n vertex: \"boneWeights:\" + skeleton.name,\r\n fragment: \"boneWeights:\" + skeleton.name,\r\n },\r\n {\r\n attributes: [\"position\", \"normal\", \"matricesIndices\", \"matricesWeights\"],\r\n uniforms: [\r\n \"world\",\r\n \"worldView\",\r\n \"worldViewProjection\",\r\n \"view\",\r\n \"projection\",\r\n \"viewProjection\",\r\n \"colorBase\",\r\n \"colorZero\",\r\n \"colorQuarter\",\r\n \"colorHalf\",\r\n \"colorFull\",\r\n \"targetBoneIndex\",\r\n ],\r\n }\r\n );\r\n\r\n shader.setColor3(\"colorBase\", colorBase);\r\n shader.setColor3(\"colorZero\", colorZero);\r\n shader.setColor3(\"colorQuarter\", colorQuarter);\r\n shader.setColor3(\"colorHalf\", colorHalf);\r\n shader.setColor3(\"colorFull\", colorFull);\r\n shader.setFloat(\"targetBoneIndex\", targetBoneIndex);\r\n\r\n shader.getClassName = (): string => {\r\n return \"BoneWeightShader\";\r\n };\r\n\r\n shader.transparencyMode = Material.MATERIAL_OPAQUE;\r\n\r\n return shader;\r\n }\r\n\r\n /** public static method to create a BoneWeight Shader\r\n * @param options The constructor options\r\n * @param scene The scene that the shader is scoped to\r\n * @returns The created ShaderMaterial\r\n */\r\n static CreateSkeletonMapShader(options: ISkeletonMapShaderOptions, scene: Scene) {\r\n const skeleton: Skeleton = options.skeleton;\r\n const colorMap: ISkeletonMapShaderColorMapKnot[] = options.colorMap ?? [\r\n {\r\n color: new Color3(1, 0.38, 0.18),\r\n location: 0,\r\n },\r\n {\r\n color: new Color3(0.59, 0.18, 1.0),\r\n location: 0.2,\r\n },\r\n {\r\n color: new Color3(0.59, 1, 0.18),\r\n location: 0.4,\r\n },\r\n {\r\n color: new Color3(1, 0.87, 0.17),\r\n location: 0.6,\r\n },\r\n {\r\n color: new Color3(1, 0.17, 0.42),\r\n location: 0.8,\r\n },\r\n {\r\n color: new Color3(0.17, 0.68, 1.0),\r\n location: 1.0,\r\n },\r\n ];\r\n\r\n const bufferWidth: number = skeleton.bones.length + 1;\r\n const colorMapBuffer: number[] = SkeletonViewer._CreateBoneMapColorBuffer(bufferWidth, colorMap, scene);\r\n const shader = new ShaderMaterial(\r\n \"boneWeights:\" + skeleton.name,\r\n scene,\r\n {\r\n vertexSource:\r\n `precision highp float;\r\n\r\n attribute vec3 position;\r\n attribute vec2 uv;\r\n\r\n uniform mat4 view;\r\n uniform mat4 projection;\r\n uniform mat4 worldViewProjection;\r\n uniform float colorMap[` +\r\n skeleton.bones.length * 4 +\r\n `];\r\n\r\n #include<bonesDeclaration>\r\n #if NUM_BONE_INFLUENCERS == 0\r\n attribute vec4 matricesIndices;\r\n attribute vec4 matricesWeights;\r\n #endif\r\n #include<bakedVertexAnimationDeclaration>\r\n #include<instancesDeclaration>\r\n\r\n varying vec3 vColor;\r\n\r\n void main() {\r\n vec3 positionUpdated = position;\r\n\r\n #include<instancesVertex>\r\n #include<bonesVertex>\r\n #include<bakedVertexAnimation>\r\n\r\n vec3 color = vec3(0.);\r\n bool first = true;\r\n\r\n for (int i = 0; i < 4; i++) {\r\n int boneIdx = int(matricesIndices[i]);\r\n float boneWgt = matricesWeights[i];\r\n\r\n vec3 c = vec3(colorMap[boneIdx * 4 + 0], colorMap[boneIdx * 4 + 1], colorMap[boneIdx * 4 + 2]);\r\n\r\n if (boneWgt > 0.) {\r\n if (first) {\r\n first = false;\r\n color = c;\r\n } else {\r\n color = mix(color, c, boneWgt);\r\n }\r\n }\r\n }\r\n\r\n vColor = color;\r\n\r\n vec4 worldPos = finalWorld * vec4(positionUpdated, 1.0);\r\n\r\n gl_Position = projection * view * worldPos;\r\n }`,\r\n fragmentSource: `\r\n precision highp float;\r\n varying vec3 vColor;\r\n\r\n void main() {\r\n vec4 color = vec4( vColor, 1.0 );\r\n gl_FragColor = color;\r\n }\r\n `,\r\n },\r\n {\r\n attributes: [\"position\", \"normal\", \"matricesIndices\", \"matricesWeights\"],\r\n uniforms: [\"world\", \"worldView\", \"worldViewProjection\", \"view\", \"projection\", \"viewProjection\", \"colorMap\"],\r\n }\r\n );\r\n\r\n shader.setFloats(\"colorMap\", colorMapBuffer);\r\n\r\n shader.getClassName = (): string => {\r\n return \"SkeletonMapShader\";\r\n };\r\n\r\n shader.transparencyMode = Material.MATERIAL_OPAQUE;\r\n\r\n return shader;\r\n }\r\n\r\n /** private static method to create a BoneWeight Shader\r\n * @param size The size of the buffer to create (usually the bone count)\r\n * @param colorMap The gradient data to generate\r\n * @param scene The scene that the shader is scoped to\r\n * @returns an Array of floats from the color gradient values\r\n */\r\n private static _CreateBoneMapColorBuffer(size: number, colorMap: ISkeletonMapShaderColorMapKnot[], scene: Scene) {\r\n const tempGrad = new DynamicTexture(\"temp\", { width: size, height: 1 }, scene, false);\r\n const ctx = tempGrad.getContext();\r\n const grad = ctx.createLinearGradient(0, 0, size, 0);\r\n\r\n colorMap.forEach((stop) => {\r\n grad.addColorStop(stop.location, stop.color.toHexString());\r\n });\r\n\r\n ctx.fillStyle = grad;\r\n ctx.fillRect(0, 0, size, 1);\r\n tempGrad.update();\r\n const buffer: number[] = [];\r\n const data: Uint8ClampedArray = ctx.getImageData(0, 0, size, 1).data;\r\n const rUnit = 1 / 255;\r\n for (let i = 0; i < data.length; i++) {\r\n buffer.push(data[i] * rUnit);\r\n }\r\n tempGrad.dispose();\r\n return buffer;\r\n }\r\n\r\n /** If SkeletonViewer scene scope. */\r\n private _scene: Scene;\r\n\r\n /** Gets or sets the color used to render the skeleton */\r\n public color: Color3 = Color3.White();\r\n\r\n /** Array of the points of the skeleton fo the line view. */\r\n private _debugLines = new Array<Array<Vector3>>();\r\n\r\n /** The SkeletonViewers Mesh. */\r\n private _debugMesh: Nullable<LinesMesh>;\r\n\r\n /** The local axes Meshes. */\r\n private _localAxes: Nullable<LinesMesh> = null;\r\n\r\n /** If SkeletonViewer is enabled. */\r\n private _isEnabled = true;\r\n\r\n /** If SkeletonViewer is ready. */\r\n private _ready: boolean;\r\n\r\n /** SkeletonViewer render observable. */\r\n private _obs: Nullable<Observer<Scene>> = null;\r\n\r\n /** The Utility Layer to render the gizmos in. */\r\n private _utilityLayer: Nullable<UtilityLayerRenderer>;\r\n\r\n private _boneIndices: Set<number>;\r\n\r\n /** Gets the Scene. */\r\n get scene(): Scene {\r\n return this._scene;\r\n }\r\n /** Gets the utilityLayer. */\r\n get utilityLayer(): Nullable<UtilityLayerRenderer> {\r\n return this._utilityLayer;\r\n }\r\n /** Checks Ready Status. */\r\n get isReady(): Boolean {\r\n return this._ready;\r\n }\r\n /** Sets Ready Status. */\r\n set ready(value: boolean) {\r\n this._ready = value;\r\n }\r\n /** Gets the debugMesh */\r\n get debugMesh(): Nullable<AbstractMesh> | Nullable<LinesMesh> {\r\n return this._debugMesh;\r\n }\r\n /** Sets the debugMesh */\r\n set debugMesh(value: Nullable<AbstractMesh> | Nullable<LinesMesh>) {\r\n this._debugMesh = value as any;\r\n }\r\n /** Gets the displayMode */\r\n get displayMode(): number {\r\n return this.options.displayMode || SkeletonViewer.DISPLAY_LINES;\r\n }\r\n /** Sets the displayMode */\r\n set displayMode(value: number) {\r\n if (value > SkeletonViewer.DISPLAY_SPHERE_AND_SPURS) {\r\n value = SkeletonViewer.DISPLAY_LINES;\r\n }\r\n this.options.displayMode = value;\r\n }\r\n /**\r\n * Creates a new SkeletonViewer\r\n * @param skeleton defines the skeleton to render\r\n * @param mesh defines the mesh attached to the skeleton\r\n * @param scene defines the hosting scene\r\n * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)\r\n * @param renderingGroupId defines the rendering group id to use with the viewer\r\n * @param options All of the extra constructor options for the SkeletonViewer\r\n */\r\n constructor(\r\n /** defines the skeleton to render */\r\n public skeleton: Skeleton,\r\n /** defines the mesh attached to the skeleton */\r\n public mesh: AbstractMesh,\r\n /** The Scene scope*/\r\n scene: Scene,\r\n /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */\r\n public autoUpdateBonesMatrices: boolean = true,\r\n /** defines the rendering group id to use with the viewer */\r\n public renderingGroupId: number = 3,\r\n /** is the options for the viewer */\r\n public options: Partial<ISkeletonViewerOptions> = {}\r\n ) {\r\n this._scene = scene;\r\n this._ready = false;\r\n\r\n //Defaults\r\n options.pauseAnimations = options.pauseAnimations ?? true;\r\n options.returnToRest = options.returnToRest ?? false;\r\n options.displayMode = options.displayMode ?? SkeletonViewer.DISPLAY_LINES;\r\n options.displayOptions = options.displayOptions ?? {};\r\n options.displayOptions.midStep = options.displayOptions.midStep ?? 0.235;\r\n options.displayOptions.midStepFactor = options.displayOptions.midStepFactor ?? 0.155;\r\n options.displayOptions.sphereBaseSize = options.displayOptions.sphereBaseSize ?? 0.15;\r\n options.displayOptions.sphereScaleUnit = options.displayOptions.sphereScaleUnit ?? 2;\r\n options.displayOptions.sphereFactor = options.displayOptions.sphereFactor ?? 0.865;\r\n options.displayOptions.spurFollowsChild = options.displayOptions.spurFollowsChild ?? false;\r\n options.displayOptions.showLocalAxes = options.displayOptions.showLocalAxes ?? false;\r\n options.displayOptions.localAxesSize = options.displayOptions.localAxesSize ?? 0.075;\r\n options.computeBonesUsingShaders = options.computeBonesUsingShaders ?? true;\r\n options.useAllBones = options.useAllBones ?? true;\r\n\r\n const initialMeshBoneIndices = mesh.getVerticesData(VertexBuffer.MatricesIndicesKind);\r\n const initialMeshBoneWeights = mesh.getVerticesData(VertexBuffer.MatricesWeightsKind);\r\n this._boneIndices = new Set();\r\n\r\n if (!options.useAllBones) {\r\n if (initialMeshBoneIndices && initialMeshBoneWeights) {\r\n for (let i = 0; i < initialMeshBoneIndices.length; ++i) {\r\n const index = initialMeshBoneIndices[i],\r\n weight = initialMeshBoneWeights[i];\r\n if (weight !== 0) {\r\n this._boneIndices.add(index);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /* Create Utility Layer */\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 let displayMode = this.options.displayMode || 0;\r\n if (displayMode > SkeletonViewer.DISPLAY_SPHERE_AND_SPURS) {\r\n displayMode = SkeletonViewer.DISPLAY_LINES;\r\n }\r\n this.displayMode = displayMode;\r\n //Prep the Systems\r\n this.update();\r\n this._bindObs();\r\n }\r\n\r\n /** The Dynamic bindings for the update functions */\r\n private _bindObs(): void {\r\n switch (this.displayMode) {\r\n case SkeletonViewer.DISPLAY_LINES: {\r\n this._obs = this.scene.onBeforeRenderObservable.add(() => {\r\n this._displayLinesUpdate();\r\n });\r\n break;\r\n }\r\n }\r\n }\r\n\r\n /** Update the viewer to sync with current skeleton state, only used to manually update. */\r\n public update(): void {\r\n switch (this.displayMode) {\r\n case SkeletonViewer.DISPLAY_LINES: {\r\n this._displayLinesUpdate();\r\n break;\r\n }\r\n case SkeletonViewer.DISPLAY_SPHERES: {\r\n this._buildSpheresAndSpurs(true);\r\n break;\r\n }\r\n case SkeletonViewer.DISPLAY_SPHERE_AND_SPURS: {\r\n this._buildSpheresAndSpurs(false);\r\n break;\r\n }\r\n }\r\n\r\n this._buildLocalAxes();\r\n }\r\n\r\n /** Gets or sets a boolean indicating if the viewer is enabled */\r\n public set isEnabled(value: boolean) {\r\n if (this.isEnabled === value) {\r\n return;\r\n }\r\n\r\n this._isEnabled = value;\r\n\r\n if (this.debugMesh) {\r\n this.debugMesh.setEnabled(value);\r\n }\r\n\r\n if (value && !this._obs) {\r\n this._bindObs();\r\n } else if (!value && this._obs) {\r\n this.scene.onBeforeRenderObservable.remove(this._obs);\r\n this._obs = null;\r\n }\r\n }\r\n\r\n public get isEnabled(): boolean {\r\n return this._isEnabled;\r\n }\r\n\r\n private _getBonePosition(position: Vector3, bone: Bone, meshMat: Matrix, x = 0, y = 0, z = 0): void {\r\n const tmat = TmpVectors.Matrix[0];\r\n const parentBone = bone.getParent();\r\n tmat.copyFrom(bone.getLocalMatrix());\r\n\r\n if (x !== 0 || y !== 0 || z !== 0) {\r\n const tmat2 = TmpVectors.Matrix[1];\r\n Matrix.IdentityToRef(tmat2);\r\n tmat2.setTranslationFromFloats(x, y, z);\r\n tmat2.multiplyToRef(tmat, tmat);\r\n }\r\n\r\n if (parentBone) {\r\n tmat.multiplyToRef(parentBone.getAbsoluteTransform(), tmat);\r\n }\r\n\r\n tmat.multiplyToRef(meshMat, tmat);\r\n\r\n position.x = tmat.m[12];\r\n position.y = tmat.m[13];\r\n position.z = tmat.m[14];\r\n }\r\n\r\n private _getLinesForBonesWithLength(bones: Bone[], meshMat: Matrix): void {\r\n const len = bones.length;\r\n\r\n const mesh = this.mesh;\r\n const meshPos = mesh.position;\r\n let idx = 0;\r\n for (let i = 0; i < len; i++) {\r\n const bone = bones[i];\r\n let points = this._debugLines[idx];\r\n\r\n if (bone._index === -1 || (!this._boneIndices.has(bone.getIndex()) && !this.options.useAllBones)) {\r\n continue;\r\n }\r\n if (!points) {\r\n points = [Vector3.Zero(), Vector3.Zero()];\r\n this._debugLines[idx] = points;\r\n }\r\n this._getBonePosition(points[0], bone, meshMat);\r\n this._getBonePosition(points[1], bone, meshMat, 0, bone.length, 0);\r\n points[0].subtractInPlace(meshPos);\r\n points[1].subtractInPlace(meshPos);\r\n idx++;\r\n }\r\n }\r\n\r\n private _getLinesForBonesNoLength(bones: Bone[]): void {\r\n const len = bones.length;\r\n let boneNum = 0;\r\n\r\n const mesh = this.mesh;\r\n const meshPos = mesh.position;\r\n for (let i = len - 1; i >= 0; i--) {\r\n const childBone = bones[i];\r\n const parentBone = childBone.getParent();\r\n if (!parentBone || (!this._boneIndices.has(childBone.getIndex()) && !this.options.useAllBones)) {\r\n continue;\r\n }\r\n let points = this._debugLines[boneNum];\r\n if (!points) {\r\n points = [Vector3.Zero(), Vector3.Zero()];\r\n this._debugLines[boneNum] = points;\r\n }\r\n childBone.getAbsolutePositionToRef(mesh, points[0]);\r\n parentBone.getAbsolutePositionToRef(mesh, points[1]);\r\n points[0].subtractInPlace(meshPos);\r\n points[1].subtractInPlace(meshPos);\r\n boneNum++;\r\n }\r\n }\r\n\r\n /**\r\n * function to revert the mesh and scene back to the initial state.\r\n * @param animationState\r\n */\r\n private _revert(animationState: boolean): void {\r\n if (this.options.pauseAnimations) {\r\n this.scene.animationsEnabled = animationState;\r\n this.utilityLayer!.utilityLayerScene!.animationsEnabled = animationState;\r\n }\r\n }\r\n\r\n /**\r\n * function to get the absolute bind pose of a bone by accumulating transformations up the bone hierarchy.\r\n * @param bone\r\n * @param matrix\r\n */\r\n private _getAbsoluteBindPoseToRef(bone: Nullable<Bone>, matrix: Matrix) {\r\n if (bone === null || bone._index === -1) {\r\n matrix.copyFrom(Matrix.Identity());\r\n return;\r\n }\r\n\r\n this._getAbsoluteBindPoseToRef(bone.getParent(), matrix);\r\n bone.getBaseMatrix().multiplyToRef(matrix, matrix);\r\n return;\r\n }\r\n\r\n /**\r\n * function to build and bind sphere joint points and spur bone representations.\r\n * @param spheresOnly\r\n */\r\n private _buildSpheresAndSpurs(spheresOnly = true): void {\r\n if (this._debugMesh) {\r\n this._debugMesh.dispose();\r\n this._debugMesh = null;\r\n this.ready = false;\r\n }\r\n\r\n this._ready = false;\r\n const utilityLayerScene = this.utilityLayer?.utilityLayerScene!;\r\n const bones: Bone[] = this.skeleton.bones;\r\n const spheres: Array<[Mesh, Bone]> = [];\r\n const spurs: Mesh[] = [];\r\n\r\n const animationState = this.scene.animationsEnabled;\r\n\r\n try {\r\n if (this.options.pauseAnimations) {\r\n this.scene.animationsEnabled = false;\r\n utilityLayerScene.animationsEnabled = false;\r\n }\r\n\r\n if (this.options.returnToRest) {\r\n this.skeleton.returnToRest();\r\n }\r\n\r\n if (this.autoUpdateBonesMatrices) {\r\n this.skeleton.computeAbsoluteTransforms();\r\n }\r\n\r\n let longestBoneLength = Number.NEGATIVE_INFINITY;\r\n const displayOptions = this.options.displayOptions || {};\r\n\r\n for (let i = 0; i < bones.length; i++) {\r\n const bone = bones[i];\r\n\r\n if (bone._index === -1 || (!this._boneIndices.has(bone.getIndex()) && !this.options.useAllBones)) {\r\n continue;\r\n }\r\n\r\n const boneAbsoluteBindPoseTransform = new Matrix();\r\n this._getAbsoluteBindPoseToRef(bone, boneAbsoluteBindPoseTransform);\r\n\r\n const anchorPoint = new Vector3();\r\n\r\n boneAbsoluteBindPoseTransform.decompose(undefined, undefined, anchorPoint);\r\n\r\n bone.children.forEach((bc) => {\r\n const childAbsoluteBindPoseTransform: Matrix = new Matrix();\r\n bc.getBaseMatrix().multiplyToRef(boneAbsoluteBindPoseTransform, childAbsoluteBindPoseTransform);\r\n const childPoint = new Vector3();\r\n childAbsoluteBindPoseTransform.decompose(undefined, undefined, childPoint);\r\n const distanceFromParent = Vector3.Distance(anchorPoint, childPoint);\r\n if (distanceFromParent > longestBoneLength) {\r\n longestBoneLength = distanceFromParent;\r\n }\r\n if (spheresOnly) {\r\n return;\r\n }\r\n\r\n const dir = childPoint.clone().subtract(anchorPoint.clone());\r\n const h = dir.length();\r\n const up = dir.normalize().scale(h);\r\n\r\n const midStep = displayOptions.midStep || 0.165;\r\n const midStepFactor = displayOptions.midStepFactor || 0.215;\r\n\r\n const up0 = up.scale(midStep);\r\n\r\n const spur = ExtrudeShapeCustom(\r\n \"skeletonViewer\",\r\n {\r\n shape: [new Vector3(1, -1, 0), new Vector3(1, 1, 0), new Vector3(-1, 1, 0), new Vector3(-1, -1, 0), new Vector3(1, -1, 0)],\r\n path: [Vector3.Zero(), up0, up],\r\n scaleFunction: (i: number) => {\r\n switch (i) {\r\n case 0:\r\n case 2:\r\n return 0;\r\n case 1:\r\n return h * midStepFactor;\r\n }\r\n return 0;\r\n },\r\n sideOrientation: Mesh.DEFAULTSIDE,\r\n updatable: false,\r\n },\r\n utilityLayerScene\r\n );\r\n\r\n const numVertices = spur.getTotalVertices();\r\n const mwk: number[] = [],\r\n mik: number[] = [];\r\n\r\n for (let i = 0; i < numVertices; i++) {\r\n mwk.push(1, 0, 0, 0);\r\n\r\n // Select verts at end of spur (ie vert 10 to 14) and bind to child\r\n // bone if spurFollowsChild is enabled.\r\n if (displayOptions.spurFollowsChild && i > 9) {\r\n mik.push(bc.getIndex(), 0, 0, 0);\r\n } else {\r\n mik.push(bone.getIndex(), 0, 0, 0);\r\n }\r\n }\r\n\r\n spur.position = anchorPoint.clone();\r\n\r\n spur.setVerticesData(VertexBuffer.MatricesWeightsKind, mwk, false);\r\n spur.setVerticesData(VertexBuffer.MatricesIndicesKind, mik, false);\r\n spur.convertToFlatShadedMesh();\r\n\r\n spurs.push(spur);\r\n });\r\n\r\n const sphereBaseSize = displayOptions.sphereBaseSize || 0.2;\r\n\r\n const sphere = CreateSphere(\r\n \"skeletonViewer\",\r\n {\r\n segments: 6,\r\n diameter: sphereBaseSize,\r\n updatable: true,\r\n },\r\n utilityLayerScene\r\n );\r\n\r\n const numVertices = sphere.getTotalVertices();\r\n\r\n const mwk: number[] = [],\r\n mik: number[] = [];\r\n\r\n for (let i = 0; i < numVertices; i++) {\r\n mwk.push(1, 0, 0, 0);\r\n mik.push(bone.getIndex(), 0, 0, 0);\r\n }\r\n\r\n sphere.setVerticesData(VertexBuffer.MatricesWeightsKind, mwk, false);\r\n sphere.setVerticesData(VertexBuffer.MatricesIndicesKind, mik, false);\r\n\r\n sphere.position = anchorPoint.clone();\r\n spheres.push([sphere, bone]);\r\n }\r\n\r\n const sphereScaleUnit = displayOptions.sphereScaleUnit || 2;\r\n const sphereFactor = displayOptions.sphereFactor || 0.85;\r\n\r\n const meshes = [];\r\n for (let i = 0; i < spheres.length; i++) {\r\n const [sphere, bone] = spheres[i];\r\n const scale = 1 / (sphereScaleUnit / longestBoneLength);\r\n\r\n let _stepsOut = 0;\r\n let _b = bone;\r\n\r\n while (_b.getParent() && (_b.getParent() as Bone).getIndex() !== -1) {\r\n _stepsOut++;\r\n _b = _b.getParent() as Bone;\r\n }\r\n sphere.scaling.scaleInPlace(scale * Math.pow(sphereFactor, _stepsOut));\r\n meshes.push(sphere);\r\n }\r\n\r\n this.debugMesh = Mesh.MergeMeshes(meshes.concat(spurs), true, true);\r\n if (this.debugMesh) {\r\n this.debugMesh.renderingGroupId = this.renderingGroupId;\r\n this.debugMesh.skeleton = this.skeleton;\r\n this.debugMesh.parent = this.mesh;\r\n this.debugMesh.computeBonesUsingShaders = this.options.computeBonesUsingShaders ?? true;\r\n this.debugMesh.alwaysSelectAsActiveMesh = true;\r\n }\r\n\r\n const light = this.utilityLayer!._getSharedGizmoLight();\r\n light.intensity = 0.7;\r\n\r\n this._revert(animationState);\r\n this.ready = true;\r\n } catch (err) {\r\n console.error(err);\r\n this._revert(animationState);\r\n this.dispose();\r\n }\r\n }\r\n\r\n private _buildLocalAxes(): void {\r\n if (this._localAxes) {\r\n this._localAxes.dispose();\r\n }\r\n\r\n this._localAxes = null;\r\n\r\n const displayOptions = this.options.displayOptions || {};\r\n\r\n if (!displayOptions.showLocalAxes) {\r\n return;\r\n }\r\n\r\n const targetScene = this._utilityLayer!.utilityLayerScene;\r\n const size = displayOptions.localAxesSize || 0.075;\r\n const lines = [];\r\n const colors = [];\r\n const red = new Color4(1, 0, 0, 1);\r\n const green = new Color4(0, 1, 0, 1);\r\n const blue = new Color4(0, 0, 1, 1);\r\n\r\n const mwk: number[] = [];\r\n const mik: number[] = [];\r\n const vertsPerBone = 6;\r\n\r\n for (const i in this.skeleton.bones) {\r\n const bone = this.skeleton.bones[i];\r\n\r\n if (bone._index === -1 || (!this._boneIndices.has(bone.getIndex()) && !this.options.useAllBones)) {\r\n continue;\r\n }\r\n\r\n const boneAbsoluteBindPoseTransform = new Matrix();\r\n const boneOrigin = new Vector3();\r\n\r\n this._getAbsoluteBindPoseToRef(bone, boneAbsoluteBindPoseTransform);\r\n boneAbsoluteBindPoseTransform.decompose(undefined, undefined, boneOrigin);\r\n\r\n const m = bone.getBaseMatrix().getRotationMatrix();\r\n\r\n const boneAxisX = Vector3.TransformCoordinates(new Vector3(0 + size, 0, 0), m);\r\n const boneAxisY = Vector3.TransformCoordinates(new Vector3(0, 0 + size, 0), m);\r\n const boneAxisZ = Vector3.TransformCoordinates(new Vector3(0, 0, 0 + size), m);\r\n\r\n const axisX = [boneOrigin, boneOrigin.add(boneAxisX)];\r\n const axisY = [boneOrigin, boneOrigin.add(boneAxisY)];\r\n const axisZ = [boneOrigin, boneOrigin.add(boneAxisZ)];\r\n\r\n const linePoints = [axisX, axisY, axisZ];\r\n const lineColors = [\r\n [red, red],\r\n [green, green],\r\n [blue, blue],\r\n ];\r\n\r\n lines.push(...linePoints);\r\n colors.push(...lineColors);\r\n\r\n for (let j = 0; j < vertsPerBone; j++) {\r\n mwk.push(1, 0, 0, 0);\r\n mik.push(bone.getIndex(), 0, 0, 0);\r\n }\r\n }\r\n\r\n this._localAxes = CreateLineSystem(\"localAxes\", { lines: lines, colors: colors, updatable: true }, targetScene);\r\n this._localAxes.setVerticesData(VertexBuffer.MatricesWeightsKind, mwk, false);\r\n this._localAxes.setVerticesData(VertexBuffer.MatricesIndicesKind, mik, false);\r\n this._localAxes.skeleton = this.skeleton;\r\n this._localAxes.renderingGroupId = this.renderingGroupId;\r\n this._localAxes.parent = this.mesh;\r\n this._localAxes.computeBonesUsingShaders = this.options.computeBonesUsingShaders ?? true;\r\n }\r\n\r\n /** Update the viewer to sync with current skeleton state, only used for the line display. */\r\n private _displayLinesUpdate(): void {\r\n if (!this._utilityLayer) {\r\n return;\r\n }\r\n\r\n if (this.autoUpdateBonesMatrices) {\r\n this.skeleton.computeAbsoluteTransforms();\r\n }\r\n\r\n if (this.skeleton.bones[0].length === undefined) {\r\n this._getLinesForBonesNoLength(this.skeleton.bones);\r\n } else {\r\n this._getLinesForBonesWithLength(this.skeleton.bones, this.mesh.getWorldMatrix());\r\n }\r\n\r\n const targetScene = this._utilityLayer.utilityLayerScene;\r\n\r\n if (targetScene) {\r\n if (!this._debugMesh) {\r\n this._debugMesh = CreateLineSystem(\"\", { lines: this._debugLines, updatable: true, instance: null }, targetScene);\r\n this._debugMesh.renderingGroupId = this.renderingGroupId;\r\n } else {\r\n CreateLineSystem(\"\", { lines: this._debugLines, updatable: true, instance: this._debugMesh }, targetScene);\r\n }\r\n this._debugMesh.position.copyFrom(this.mesh.position);\r\n this._debugMesh.color = this.color;\r\n }\r\n }\r\n /** Changes the displayMode of the skeleton viewer\r\n * @param mode The displayMode numerical value\r\n */\r\n public changeDisplayMode(mode: number): void {\r\n const wasEnabled = this.isEnabled ? true : false;\r\n if (this.displayMode !== mode) {\r\n this.isEnabled = false;\r\n if (this._debugMesh) {\r\n this._debugMesh.dispose();\r\n this._debugMesh = null;\r\n this.ready = false;\r\n }\r\n this.displayMode = mode;\r\n\r\n this.update();\r\n this._bindObs();\r\n this.isEnabled = wasEnabled;\r\n }\r\n }\r\n\r\n /** Sets a display option of the skeleton viewer\r\n *\r\n * | Option | Type | Default | Description |\r\n * | ---------------- | ------- | ------- | ----------- |\r\n * | midStep | float | 0.235 | A percentage between a bone and its child that determines the widest part of a spur. Only used when `displayMode` is set to `DISPLAY_SPHERE_AND_SPURS`. |\r\n * | midStepFactor | float | 0.15 | Mid step width expressed as a factor of the length. A value of 0.5 makes the spur width half of the spur length. Only used when `displayMode` is set to `DISPLAY_SPHERE_AND_SPURS`. |\r\n * | sphereBaseSize | float | 2 | Sphere base size. Only used when `displayMode` is set to `DISPLAY_SPHERE_AND_SPURS`. |\r\n * | sphereScaleUnit | float | 0.865 | Sphere scale factor used to scale spheres in relation to the longest bone. Only used when `displayMode` is set to `DISPLAY_SPHERE_AND_SPURS`. |\r\n * | spurFollowsChild | boolean | false | Whether a spur should attach its far end to the child bone. |\r\n * | showLocalAxes | boolean | false | Displays local axes on all bones. |\r\n * | localAxesSize | float | 0.075 | Determines the length of each local axis. |\r\n *\r\n * @param option String of the option name\r\n * @param value The numerical option value\r\n */\r\n public changeDisplayOptions(option: string, value: number): void {\r\n const wasEnabled = this.isEnabled ? true : false;\r\n (this.options.displayOptions as any)[option] = value;\r\n this.isEnabled = false;\r\n if (this._debugMesh) {\r\n this._debugMesh.dispose();\r\n this._debugMesh = null;\r\n this.ready = false;\r\n }\r\n this.update();\r\n this._bindObs();\r\n this.isEnabled = wasEnabled;\r\n }\r\n\r\n /** Release associated resources */\r\n public dispose(): void {\r\n this.isEnabled = false;\r\n if (this._debugMesh) {\r\n this._debugMesh.dispose();\r\n this._debugMesh = null;\r\n }\r\n\r\n if (this._utilityLayer) {\r\n this._utilityLayer.dispose();\r\n this._utilityLayer = null;\r\n }\r\n\r\n this.ready = false;\r\n }\r\n}\r\n"]}
|
|
1
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{ Vector3, Matrix, TmpVectors } from \"../Maths/math.vector\";\r\nimport { Color3, Color4 } from \"../Maths/math.color\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { Bone } from \"../Bones/bone\";\r\nimport type { Skeleton } from \"../Bones/skeleton\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport type { LinesMesh } from \"../Meshes/linesMesh\";\r\nimport { CreateLineSystem } from \"../Meshes/Builders/linesBuilder\";\r\nimport { UtilityLayerRenderer } from \"../Rendering/utilityLayerRenderer\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { ShaderMaterial } from \"../Materials/shaderMaterial\";\r\nimport { DynamicTexture } from \"../Materials/Textures/dynamicTexture\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { Effect } from \"../Materials/effect\";\r\n\r\nimport type { ISkeletonViewerOptions, IBoneWeightShaderOptions, ISkeletonMapShaderOptions, ISkeletonMapShaderColorMapKnot } from \"./ISkeletonViewer\";\r\nimport type { Observer } from \"../Misc/observable\";\r\n\r\nimport { CreateSphere } from \"../Meshes/Builders/sphereBuilder\";\r\nimport { ExtrudeShapeCustom } from \"../Meshes/Builders/shapeBuilder\";\r\n\r\n/**\r\n * Class used to render a debug view of a given skeleton\r\n * @see http://www.babylonjs-playground.com/#1BZJVJ#8\r\n */\r\nexport class SkeletonViewer {\r\n /** public Display constants BABYLON.SkeletonViewer.DISPLAY_LINES */\r\n public static readonly DISPLAY_LINES = 0;\r\n /** public Display constants BABYLON.SkeletonViewer.DISPLAY_SPHERES */\r\n public static readonly DISPLAY_SPHERES = 1;\r\n /** public Display constants BABYLON.SkeletonViewer.DISPLAY_SPHERE_AND_SPURS */\r\n public static readonly DISPLAY_SPHERE_AND_SPURS = 2;\r\n\r\n /** public static method to create a BoneWeight Shader\r\n * @param options The constructor options\r\n * @param scene The scene that the shader is scoped to\r\n * @returns The created ShaderMaterial\r\n * @see http://www.babylonjs-playground.com/#1BZJVJ#395\r\n */\r\n static CreateBoneWeightShader(options: IBoneWeightShaderOptions, scene: Scene): ShaderMaterial {\r\n const skeleton: Skeleton = options.skeleton;\r\n const colorBase: Color3 = options.colorBase ?? Color3.Black();\r\n const colorZero: Color3 = options.colorZero ?? Color3.Blue();\r\n const colorQuarter: Color3 = options.colorQuarter ?? Color3.Green();\r\n const colorHalf: Color3 = options.colorHalf ?? Color3.Yellow();\r\n const colorFull: Color3 = options.colorFull ?? Color3.Red();\r\n const targetBoneIndex: number = options.targetBoneIndex ?? 0;\r\n\r\n Effect.ShadersStore[\"boneWeights:\" + skeleton.name + \"VertexShader\"] = `precision highp float;\r\n\r\n attribute vec3 position;\r\n attribute vec2 uv;\r\n\r\n uniform mat4 view;\r\n uniform mat4 projection;\r\n uniform mat4 worldViewProjection;\r\n\r\n #include<bonesDeclaration>\r\n #if NUM_BONE_INFLUENCERS == 0\r\n attribute vec4 matricesIndices;\r\n attribute vec4 matricesWeights;\r\n #endif\r\n #include<bakedVertexAnimationDeclaration>\r\n\r\n #include<instancesDeclaration>\r\n\r\n varying vec3 vColor;\r\n\r\n uniform vec3 colorBase;\r\n uniform vec3 colorZero;\r\n uniform vec3 colorQuarter;\r\n uniform vec3 colorHalf;\r\n uniform vec3 colorFull;\r\n\r\n uniform float targetBoneIndex;\r\n\r\n void main() {\r\n vec3 positionUpdated = position;\r\n\r\n #include<instancesVertex>\r\n #include<bonesVertex>\r\n #include<bakedVertexAnimation>\r\n\r\n vec4 worldPos = finalWorld * vec4(positionUpdated, 1.0);\r\n\r\n vec3 color = colorBase;\r\n float totalWeight = 0.;\r\n if(matricesIndices[0] == targetBoneIndex && matricesWeights[0] > 0.){\r\n totalWeight += matricesWeights[0];\r\n }\r\n if(matricesIndices[1] == targetBoneIndex && matricesWeights[1] > 0.){\r\n totalWeight += matricesWeights[1];\r\n }\r\n if(matricesIndices[2] == targetBoneIndex && matricesWeights[2] > 0.){\r\n totalWeight += matricesWeights[2];\r\n }\r\n if(matricesIndices[3] == targetBoneIndex && matricesWeights[3] > 0.){\r\n totalWeight += matricesWeights[3];\r\n }\r\n\r\n color = mix(color, colorZero, smoothstep(0., 0.25, totalWeight));\r\n color = mix(color, colorQuarter, smoothstep(0.25, 0.5, totalWeight));\r\n color = mix(color, colorHalf, smoothstep(0.5, 0.75, totalWeight));\r\n color = mix(color, colorFull, smoothstep(0.75, 1.0, totalWeight));\r\n vColor = color;\r\n\r\n gl_Position = projection * view * worldPos;\r\n }`;\r\n Effect.ShadersStore[\"boneWeights:\" + skeleton.name + \"FragmentShader\"] = `\r\n precision highp float;\r\n varying vec3 vPosition;\r\n\r\n varying vec3 vColor;\r\n\r\n void main() {\r\n vec4 color = vec4(vColor, 1.0);\r\n gl_FragColor = color;\r\n }\r\n `;\r\n const shader: ShaderMaterial = new ShaderMaterial(\r\n \"boneWeight:\" + skeleton.name,\r\n scene,\r\n {\r\n vertex: \"boneWeights:\" + skeleton.name,\r\n fragment: \"boneWeights:\" + skeleton.name,\r\n },\r\n {\r\n attributes: [\"position\", \"normal\", \"matricesIndices\", \"matricesWeights\"],\r\n uniforms: [\r\n \"world\",\r\n \"worldView\",\r\n \"worldViewProjection\",\r\n \"view\",\r\n \"projection\",\r\n \"viewProjection\",\r\n \"colorBase\",\r\n \"colorZero\",\r\n \"colorQuarter\",\r\n \"colorHalf\",\r\n \"colorFull\",\r\n \"targetBoneIndex\",\r\n ],\r\n }\r\n );\r\n\r\n shader.setColor3(\"colorBase\", colorBase);\r\n shader.setColor3(\"colorZero\", colorZero);\r\n shader.setColor3(\"colorQuarter\", colorQuarter);\r\n shader.setColor3(\"colorHalf\", colorHalf);\r\n shader.setColor3(\"colorFull\", colorFull);\r\n shader.setFloat(\"targetBoneIndex\", targetBoneIndex);\r\n\r\n shader.getClassName = (): string => {\r\n return \"BoneWeightShader\";\r\n };\r\n\r\n shader.transparencyMode = Material.MATERIAL_OPAQUE;\r\n\r\n return shader;\r\n }\r\n\r\n /** public static method to create a BoneWeight Shader\r\n * @param options The constructor options\r\n * @param scene The scene that the shader is scoped to\r\n * @returns The created ShaderMaterial\r\n */\r\n static CreateSkeletonMapShader(options: ISkeletonMapShaderOptions, scene: Scene) {\r\n const skeleton: Skeleton = options.skeleton;\r\n const colorMap: ISkeletonMapShaderColorMapKnot[] = options.colorMap ?? [\r\n {\r\n color: new Color3(1, 0.38, 0.18),\r\n location: 0,\r\n },\r\n {\r\n color: new Color3(0.59, 0.18, 1.0),\r\n location: 0.2,\r\n },\r\n {\r\n color: new Color3(0.59, 1, 0.18),\r\n location: 0.4,\r\n },\r\n {\r\n color: new Color3(1, 0.87, 0.17),\r\n location: 0.6,\r\n },\r\n {\r\n color: new Color3(1, 0.17, 0.42),\r\n location: 0.8,\r\n },\r\n {\r\n color: new Color3(0.17, 0.68, 1.0),\r\n location: 1.0,\r\n },\r\n ];\r\n\r\n const bufferWidth: number = skeleton.bones.length + 1;\r\n const colorMapBuffer: number[] = SkeletonViewer._CreateBoneMapColorBuffer(bufferWidth, colorMap, scene);\r\n const shader = new ShaderMaterial(\r\n \"boneWeights:\" + skeleton.name,\r\n scene,\r\n {\r\n vertexSource:\r\n `precision highp float;\r\n\r\n attribute vec3 position;\r\n attribute vec2 uv;\r\n\r\n uniform mat4 view;\r\n uniform mat4 projection;\r\n uniform mat4 worldViewProjection;\r\n uniform float colorMap[` +\r\n skeleton.bones.length * 4 +\r\n `];\r\n\r\n #include<bonesDeclaration>\r\n #if NUM_BONE_INFLUENCERS == 0\r\n attribute vec4 matricesIndices;\r\n attribute vec4 matricesWeights;\r\n #endif\r\n #include<bakedVertexAnimationDeclaration>\r\n #include<instancesDeclaration>\r\n\r\n varying vec3 vColor;\r\n\r\n void main() {\r\n vec3 positionUpdated = position;\r\n\r\n #include<instancesVertex>\r\n #include<bonesVertex>\r\n #include<bakedVertexAnimation>\r\n\r\n vec3 color = vec3(0.);\r\n bool first = true;\r\n\r\n for (int i = 0; i < 4; i++) {\r\n int boneIdx = int(matricesIndices[i]);\r\n float boneWgt = matricesWeights[i];\r\n\r\n vec3 c = vec3(colorMap[boneIdx * 4 + 0], colorMap[boneIdx * 4 + 1], colorMap[boneIdx * 4 + 2]);\r\n\r\n if (boneWgt > 0.) {\r\n if (first) {\r\n first = false;\r\n color = c;\r\n } else {\r\n color = mix(color, c, boneWgt);\r\n }\r\n }\r\n }\r\n\r\n vColor = color;\r\n\r\n vec4 worldPos = finalWorld * vec4(positionUpdated, 1.0);\r\n\r\n gl_Position = projection * view * worldPos;\r\n }`,\r\n fragmentSource: `\r\n precision highp float;\r\n varying vec3 vColor;\r\n\r\n void main() {\r\n vec4 color = vec4( vColor, 1.0 );\r\n gl_FragColor = color;\r\n }\r\n `,\r\n },\r\n {\r\n attributes: [\"position\", \"normal\", \"matricesIndices\", \"matricesWeights\"],\r\n uniforms: [\"world\", \"worldView\", \"worldViewProjection\", \"view\", \"projection\", \"viewProjection\", \"colorMap\"],\r\n }\r\n );\r\n\r\n shader.setFloats(\"colorMap\", colorMapBuffer);\r\n\r\n shader.getClassName = (): string => {\r\n return \"SkeletonMapShader\";\r\n };\r\n\r\n shader.transparencyMode = Material.MATERIAL_OPAQUE;\r\n\r\n return shader;\r\n }\r\n\r\n /** private static method to create a BoneWeight Shader\r\n * @param size The size of the buffer to create (usually the bone count)\r\n * @param colorMap The gradient data to generate\r\n * @param scene The scene that the shader is scoped to\r\n * @returns an Array of floats from the color gradient values\r\n */\r\n private static _CreateBoneMapColorBuffer(size: number, colorMap: ISkeletonMapShaderColorMapKnot[], scene: Scene) {\r\n const tempGrad = new DynamicTexture(\"temp\", { width: size, height: 1 }, scene, false);\r\n const ctx = tempGrad.getContext();\r\n const grad = ctx.createLinearGradient(0, 0, size, 0);\r\n\r\n colorMap.forEach((stop) => {\r\n grad.addColorStop(stop.location, stop.color.toHexString());\r\n });\r\n\r\n ctx.fillStyle = grad;\r\n ctx.fillRect(0, 0, size, 1);\r\n tempGrad.update();\r\n const buffer: number[] = [];\r\n const data: Uint8ClampedArray = ctx.getImageData(0, 0, size, 1).data;\r\n const rUnit = 1 / 255;\r\n for (let i = 0; i < data.length; i++) {\r\n buffer.push(data[i] * rUnit);\r\n }\r\n tempGrad.dispose();\r\n return buffer;\r\n }\r\n\r\n /** If SkeletonViewer scene scope. */\r\n private _scene: Scene;\r\n\r\n /** Gets or sets the color used to render the skeleton */\r\n public color: Color3 = Color3.White();\r\n\r\n /** Array of the points of the skeleton fo the line view. */\r\n private _debugLines = new Array<Array<Vector3>>();\r\n\r\n /** The SkeletonViewers Mesh. */\r\n private _debugMesh: Nullable<LinesMesh>;\r\n\r\n /** The local axes Meshes. */\r\n private _localAxes: Nullable<LinesMesh> = null;\r\n\r\n /** If SkeletonViewer is enabled. */\r\n private _isEnabled = true;\r\n\r\n /** If SkeletonViewer is ready. */\r\n private _ready: boolean;\r\n\r\n /** SkeletonViewer render observable. */\r\n private _obs: Nullable<Observer<Scene>> = null;\r\n\r\n /** The Utility Layer to render the gizmos in. */\r\n private _utilityLayer: Nullable<UtilityLayerRenderer>;\r\n\r\n private _boneIndices: Set<number>;\r\n\r\n /** Gets the Scene. */\r\n get scene(): Scene {\r\n return this._scene;\r\n }\r\n /** Gets the utilityLayer. */\r\n get utilityLayer(): Nullable<UtilityLayerRenderer> {\r\n return this._utilityLayer;\r\n }\r\n /** Checks Ready Status. */\r\n get isReady(): Boolean {\r\n return this._ready;\r\n }\r\n /** Sets Ready Status. */\r\n set ready(value: boolean) {\r\n this._ready = value;\r\n }\r\n /** Gets the debugMesh */\r\n get debugMesh(): Nullable<AbstractMesh> | Nullable<LinesMesh> {\r\n return this._debugMesh;\r\n }\r\n /** Sets the debugMesh */\r\n set debugMesh(value: Nullable<AbstractMesh> | Nullable<LinesMesh>) {\r\n this._debugMesh = value as any;\r\n }\r\n /** Gets the displayMode */\r\n get displayMode(): number {\r\n return this.options.displayMode || SkeletonViewer.DISPLAY_LINES;\r\n }\r\n /** Sets the displayMode */\r\n set displayMode(value: number) {\r\n if (value > SkeletonViewer.DISPLAY_SPHERE_AND_SPURS) {\r\n value = SkeletonViewer.DISPLAY_LINES;\r\n }\r\n this.options.displayMode = value;\r\n }\r\n /**\r\n * Creates a new SkeletonViewer\r\n * @param skeleton defines the skeleton to render\r\n * @param mesh defines the mesh attached to the skeleton\r\n * @param scene defines the hosting scene\r\n * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)\r\n * @param renderingGroupId defines the rendering group id to use with the viewer\r\n * @param options All of the extra constructor options for the SkeletonViewer\r\n */\r\n constructor(\r\n /** defines the skeleton to render */\r\n public skeleton: Skeleton,\r\n /** defines the mesh attached to the skeleton */\r\n public mesh: AbstractMesh,\r\n /** The Scene scope*/\r\n scene: Scene,\r\n /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */\r\n public autoUpdateBonesMatrices: boolean = true,\r\n /** defines the rendering group id to use with the viewer */\r\n public renderingGroupId: number = 3,\r\n /** is the options for the viewer */\r\n public options: Partial<ISkeletonViewerOptions> = {}\r\n ) {\r\n this._scene = scene;\r\n this._ready = false;\r\n\r\n //Defaults\r\n options.pauseAnimations = options.pauseAnimations ?? true;\r\n options.returnToRest = options.returnToRest ?? false;\r\n options.displayMode = options.displayMode ?? SkeletonViewer.DISPLAY_LINES;\r\n options.displayOptions = options.displayOptions ?? {};\r\n options.displayOptions.midStep = options.displayOptions.midStep ?? 0.235;\r\n options.displayOptions.midStepFactor = options.displayOptions.midStepFactor ?? 0.155;\r\n options.displayOptions.sphereBaseSize = options.displayOptions.sphereBaseSize ?? 0.15;\r\n options.displayOptions.sphereScaleUnit = options.displayOptions.sphereScaleUnit ?? 2;\r\n options.displayOptions.sphereFactor = options.displayOptions.sphereFactor ?? 0.865;\r\n options.displayOptions.spurFollowsChild = options.displayOptions.spurFollowsChild ?? false;\r\n options.displayOptions.showLocalAxes = options.displayOptions.showLocalAxes ?? false;\r\n options.displayOptions.localAxesSize = options.displayOptions.localAxesSize ?? 0.075;\r\n options.computeBonesUsingShaders = options.computeBonesUsingShaders ?? true;\r\n options.useAllBones = options.useAllBones ?? true;\r\n\r\n const initialMeshBoneIndices = mesh.getVerticesData(VertexBuffer.MatricesIndicesKind);\r\n const initialMeshBoneWeights = mesh.getVerticesData(VertexBuffer.MatricesWeightsKind);\r\n this._boneIndices = new Set();\r\n\r\n if (!options.useAllBones) {\r\n if (initialMeshBoneIndices && initialMeshBoneWeights) {\r\n for (let i = 0; i < initialMeshBoneIndices.length; ++i) {\r\n const index = initialMeshBoneIndices[i],\r\n weight = initialMeshBoneWeights[i];\r\n if (weight !== 0) {\r\n this._boneIndices.add(index);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /* Create Utility Layer */\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 let displayMode = this.options.displayMode || 0;\r\n if (displayMode > SkeletonViewer.DISPLAY_SPHERE_AND_SPURS) {\r\n displayMode = SkeletonViewer.DISPLAY_LINES;\r\n }\r\n this.displayMode = displayMode;\r\n //Prep the Systems\r\n this.update();\r\n this._bindObs();\r\n }\r\n\r\n /** The Dynamic bindings for the update functions */\r\n private _bindObs(): void {\r\n switch (this.displayMode) {\r\n case SkeletonViewer.DISPLAY_LINES: {\r\n this._obs = this.scene.onBeforeRenderObservable.add(() => {\r\n this._displayLinesUpdate();\r\n });\r\n break;\r\n }\r\n }\r\n }\r\n\r\n /** Update the viewer to sync with current skeleton state, only used to manually update. */\r\n public update(): void {\r\n switch (this.displayMode) {\r\n case SkeletonViewer.DISPLAY_LINES: {\r\n this._displayLinesUpdate();\r\n break;\r\n }\r\n case SkeletonViewer.DISPLAY_SPHERES: {\r\n this._buildSpheresAndSpurs(true);\r\n break;\r\n }\r\n case SkeletonViewer.DISPLAY_SPHERE_AND_SPURS: {\r\n this._buildSpheresAndSpurs(false);\r\n break;\r\n }\r\n }\r\n\r\n this._buildLocalAxes();\r\n }\r\n\r\n /** Gets or sets a boolean indicating if the viewer is enabled */\r\n public set isEnabled(value: boolean) {\r\n if (this.isEnabled === value) {\r\n return;\r\n }\r\n\r\n this._isEnabled = value;\r\n\r\n if (this.debugMesh) {\r\n this.debugMesh.setEnabled(value);\r\n }\r\n\r\n if (value && !this._obs) {\r\n this._bindObs();\r\n } else if (!value && this._obs) {\r\n this.scene.onBeforeRenderObservable.remove(this._obs);\r\n this._obs = null;\r\n }\r\n }\r\n\r\n public get isEnabled(): boolean {\r\n return this._isEnabled;\r\n }\r\n\r\n private _getBonePosition(position: Vector3, bone: Bone, meshMat: Matrix, x = 0, y = 0, z = 0): void {\r\n const tmat = TmpVectors.Matrix[0];\r\n const parentBone = bone.getParent();\r\n tmat.copyFrom(bone.getLocalMatrix());\r\n\r\n if (x !== 0 || y !== 0 || z !== 0) {\r\n const tmat2 = TmpVectors.Matrix[1];\r\n Matrix.IdentityToRef(tmat2);\r\n tmat2.setTranslationFromFloats(x, y, z);\r\n tmat2.multiplyToRef(tmat, tmat);\r\n }\r\n\r\n if (parentBone) {\r\n tmat.multiplyToRef(parentBone.getAbsoluteTransform(), tmat);\r\n }\r\n\r\n tmat.multiplyToRef(meshMat, tmat);\r\n\r\n position.x = tmat.m[12];\r\n position.y = tmat.m[13];\r\n position.z = tmat.m[14];\r\n }\r\n\r\n private _getLinesForBonesWithLength(bones: Bone[], meshMat: Matrix): void {\r\n const len = bones.length;\r\n\r\n const mesh = this.mesh;\r\n const meshPos = mesh.position;\r\n let idx = 0;\r\n for (let i = 0; i < len; i++) {\r\n const bone = bones[i];\r\n let points = this._debugLines[idx];\r\n\r\n if (bone._index === -1 || (!this._boneIndices.has(bone.getIndex()) && !this.options.useAllBones)) {\r\n continue;\r\n }\r\n if (!points) {\r\n points = [Vector3.Zero(), Vector3.Zero()];\r\n this._debugLines[idx] = points;\r\n }\r\n this._getBonePosition(points[0], bone, meshMat);\r\n this._getBonePosition(points[1], bone, meshMat, 0, bone.length, 0);\r\n points[0].subtractInPlace(meshPos);\r\n points[1].subtractInPlace(meshPos);\r\n idx++;\r\n }\r\n }\r\n\r\n private _getLinesForBonesNoLength(bones: Bone[]): void {\r\n const len = bones.length;\r\n let boneNum = 0;\r\n\r\n const mesh = this.mesh;\r\n const meshPos = mesh.position;\r\n for (let i = len - 1; i >= 0; i--) {\r\n const childBone = bones[i];\r\n const parentBone = childBone.getParent();\r\n if (!parentBone || (!this._boneIndices.has(childBone.getIndex()) && !this.options.useAllBones)) {\r\n continue;\r\n }\r\n let points = this._debugLines[boneNum];\r\n if (!points) {\r\n points = [Vector3.Zero(), Vector3.Zero()];\r\n this._debugLines[boneNum] = points;\r\n }\r\n childBone.getAbsolutePositionToRef(mesh, points[0]);\r\n parentBone.getAbsolutePositionToRef(mesh, points[1]);\r\n points[0].subtractInPlace(meshPos);\r\n points[1].subtractInPlace(meshPos);\r\n boneNum++;\r\n }\r\n }\r\n\r\n /**\r\n * function to revert the mesh and scene back to the initial state.\r\n * @param animationState\r\n */\r\n private _revert(animationState: boolean): void {\r\n if (this.options.pauseAnimations) {\r\n this.scene.animationsEnabled = animationState;\r\n this.utilityLayer!.utilityLayerScene!.animationsEnabled = animationState;\r\n }\r\n }\r\n\r\n /**\r\n * function to get the absolute bind pose of a bone by accumulating transformations up the bone hierarchy.\r\n * @param bone\r\n * @param matrix\r\n */\r\n private _getAbsoluteBindPoseToRef(bone: Nullable<Bone>, matrix: Matrix) {\r\n if (bone === null || bone._index === -1) {\r\n matrix.copyFrom(Matrix.Identity());\r\n return;\r\n }\r\n\r\n this._getAbsoluteBindPoseToRef(bone.getParent(), matrix);\r\n bone.getBaseMatrix().multiplyToRef(matrix, matrix);\r\n return;\r\n }\r\n\r\n /**\r\n * function to build and bind sphere joint points and spur bone representations.\r\n * @param spheresOnly\r\n */\r\n private _buildSpheresAndSpurs(spheresOnly = true): void {\r\n if (this._debugMesh) {\r\n this._debugMesh.dispose();\r\n this._debugMesh = null;\r\n this.ready = false;\r\n }\r\n\r\n this._ready = false;\r\n const utilityLayerScene = this.utilityLayer?.utilityLayerScene!;\r\n const bones: Bone[] = this.skeleton.bones;\r\n const spheres: Array<[Mesh, Bone]> = [];\r\n const spurs: Mesh[] = [];\r\n\r\n const animationState = this.scene.animationsEnabled;\r\n\r\n try {\r\n if (this.options.pauseAnimations) {\r\n this.scene.animationsEnabled = false;\r\n utilityLayerScene.animationsEnabled = false;\r\n }\r\n\r\n if (this.options.returnToRest) {\r\n this.skeleton.returnToRest();\r\n }\r\n\r\n if (this.autoUpdateBonesMatrices) {\r\n this.skeleton.computeAbsoluteTransforms();\r\n }\r\n\r\n let longestBoneLength = Number.NEGATIVE_INFINITY;\r\n const displayOptions = this.options.displayOptions || {};\r\n\r\n for (let i = 0; i < bones.length; i++) {\r\n const bone = bones[i];\r\n\r\n if (bone._index === -1 || (!this._boneIndices.has(bone.getIndex()) && !this.options.useAllBones)) {\r\n continue;\r\n }\r\n\r\n const boneAbsoluteBindPoseTransform = new Matrix();\r\n this._getAbsoluteBindPoseToRef(bone, boneAbsoluteBindPoseTransform);\r\n\r\n const anchorPoint = new Vector3();\r\n\r\n boneAbsoluteBindPoseTransform.decompose(undefined, undefined, anchorPoint);\r\n\r\n bone.children.forEach((bc) => {\r\n const childAbsoluteBindPoseTransform: Matrix = new Matrix();\r\n bc.getBaseMatrix().multiplyToRef(boneAbsoluteBindPoseTransform, childAbsoluteBindPoseTransform);\r\n const childPoint = new Vector3();\r\n childAbsoluteBindPoseTransform.decompose(undefined, undefined, childPoint);\r\n const distanceFromParent = Vector3.Distance(anchorPoint, childPoint);\r\n if (distanceFromParent > longestBoneLength) {\r\n longestBoneLength = distanceFromParent;\r\n }\r\n if (spheresOnly) {\r\n return;\r\n }\r\n\r\n const dir = childPoint.clone().subtract(anchorPoint.clone());\r\n const h = dir.length();\r\n const up = dir.normalize().scale(h);\r\n\r\n const midStep = displayOptions.midStep || 0.165;\r\n const midStepFactor = displayOptions.midStepFactor || 0.215;\r\n\r\n const up0 = up.scale(midStep);\r\n\r\n const spur = ExtrudeShapeCustom(\r\n \"skeletonViewer\",\r\n {\r\n shape: [new Vector3(1, -1, 0), new Vector3(1, 1, 0), new Vector3(-1, 1, 0), new Vector3(-1, -1, 0), new Vector3(1, -1, 0)],\r\n path: [Vector3.Zero(), up0, up],\r\n scaleFunction: (i: number) => {\r\n switch (i) {\r\n case 0:\r\n case 2:\r\n return 0;\r\n case 1:\r\n return h * midStepFactor;\r\n }\r\n return 0;\r\n },\r\n sideOrientation: Mesh.DEFAULTSIDE,\r\n updatable: false,\r\n },\r\n utilityLayerScene\r\n );\r\n\r\n const numVertices = spur.getTotalVertices();\r\n const mwk: number[] = [],\r\n mik: number[] = [];\r\n\r\n for (let i = 0; i < numVertices; i++) {\r\n mwk.push(1, 0, 0, 0);\r\n\r\n // Select verts at end of spur (ie vert 10 to 14) and bind to child\r\n // bone if spurFollowsChild is enabled.\r\n if (displayOptions.spurFollowsChild && i > 9) {\r\n mik.push(bc.getIndex(), 0, 0, 0);\r\n } else {\r\n mik.push(bone.getIndex(), 0, 0, 0);\r\n }\r\n }\r\n\r\n spur.position = anchorPoint.clone();\r\n\r\n spur.setVerticesData(VertexBuffer.MatricesWeightsKind, mwk, false);\r\n spur.setVerticesData(VertexBuffer.MatricesIndicesKind, mik, false);\r\n spur.convertToFlatShadedMesh();\r\n\r\n spurs.push(spur);\r\n });\r\n\r\n const sphereBaseSize = displayOptions.sphereBaseSize || 0.2;\r\n\r\n const sphere = CreateSphere(\r\n \"skeletonViewer\",\r\n {\r\n segments: 6,\r\n diameter: sphereBaseSize,\r\n updatable: true,\r\n },\r\n utilityLayerScene\r\n );\r\n\r\n const numVertices = sphere.getTotalVertices();\r\n\r\n const mwk: number[] = [],\r\n mik: number[] = [];\r\n\r\n for (let i = 0; i < numVertices; i++) {\r\n mwk.push(1, 0, 0, 0);\r\n mik.push(bone.getIndex(), 0, 0, 0);\r\n }\r\n\r\n sphere.setVerticesData(VertexBuffer.MatricesWeightsKind, mwk, false);\r\n sphere.setVerticesData(VertexBuffer.MatricesIndicesKind, mik, false);\r\n\r\n sphere.position = anchorPoint.clone();\r\n spheres.push([sphere, bone]);\r\n }\r\n\r\n const sphereScaleUnit = displayOptions.sphereScaleUnit || 2;\r\n const sphereFactor = displayOptions.sphereFactor || 0.85;\r\n\r\n const meshes = [];\r\n for (let i = 0; i < spheres.length; i++) {\r\n const [sphere, bone] = spheres[i];\r\n const scale = 1 / (sphereScaleUnit / longestBoneLength);\r\n\r\n let _stepsOut = 0;\r\n let _b = bone;\r\n\r\n while (_b.getParent() && (_b.getParent() as Bone).getIndex() !== -1) {\r\n _stepsOut++;\r\n _b = _b.getParent() as Bone;\r\n }\r\n sphere.scaling.scaleInPlace(scale * Math.pow(sphereFactor, _stepsOut));\r\n meshes.push(sphere);\r\n }\r\n\r\n this.debugMesh = Mesh.MergeMeshes(meshes.concat(spurs), true, true);\r\n if (this.debugMesh) {\r\n this.debugMesh.renderingGroupId = this.renderingGroupId;\r\n this.debugMesh.skeleton = this.skeleton;\r\n this.debugMesh.parent = this.mesh;\r\n this.debugMesh.computeBonesUsingShaders = this.options.computeBonesUsingShaders ?? true;\r\n this.debugMesh.alwaysSelectAsActiveMesh = true;\r\n }\r\n\r\n const light = this.utilityLayer!._getSharedGizmoLight();\r\n light.intensity = 0.7;\r\n\r\n this._revert(animationState);\r\n this.ready = true;\r\n } catch (err) {\r\n console.error(err);\r\n this._revert(animationState);\r\n this.dispose();\r\n }\r\n }\r\n\r\n private _buildLocalAxes(): void {\r\n if (this._localAxes) {\r\n this._localAxes.dispose();\r\n }\r\n\r\n this._localAxes = null;\r\n\r\n const displayOptions = this.options.displayOptions || {};\r\n\r\n if (!displayOptions.showLocalAxes) {\r\n return;\r\n }\r\n\r\n const targetScene = this._utilityLayer!.utilityLayerScene;\r\n const size = displayOptions.localAxesSize || 0.075;\r\n const lines = [];\r\n const colors = [];\r\n const red = new Color4(1, 0, 0, 1);\r\n const green = new Color4(0, 1, 0, 1);\r\n const blue = new Color4(0, 0, 1, 1);\r\n\r\n const mwk: number[] = [];\r\n const mik: number[] = [];\r\n const vertsPerBone = 6;\r\n\r\n for (const i in this.skeleton.bones) {\r\n const bone = this.skeleton.bones[i];\r\n\r\n if (bone._index === -1 || (!this._boneIndices.has(bone.getIndex()) && !this.options.useAllBones)) {\r\n continue;\r\n }\r\n\r\n const boneAbsoluteBindPoseTransform = new Matrix();\r\n const boneOrigin = new Vector3();\r\n\r\n this._getAbsoluteBindPoseToRef(bone, boneAbsoluteBindPoseTransform);\r\n boneAbsoluteBindPoseTransform.decompose(undefined, TmpVectors.Quaternion[0], boneOrigin);\r\n\r\n const m = new Matrix();\r\n TmpVectors.Quaternion[0].toRotationMatrix(m);\r\n\r\n const boneAxisX = Vector3.TransformCoordinates(new Vector3(0 + size, 0, 0), m);\r\n const boneAxisY = Vector3.TransformCoordinates(new Vector3(0, 0 + size, 0), m);\r\n const boneAxisZ = Vector3.TransformCoordinates(new Vector3(0, 0, 0 + size), m);\r\n\r\n const axisX = [boneOrigin, boneOrigin.add(boneAxisX)];\r\n const axisY = [boneOrigin, boneOrigin.add(boneAxisY)];\r\n const axisZ = [boneOrigin, boneOrigin.add(boneAxisZ)];\r\n\r\n const linePoints = [axisX, axisY, axisZ];\r\n const lineColors = [\r\n [red, red],\r\n [green, green],\r\n [blue, blue],\r\n ];\r\n\r\n lines.push(...linePoints);\r\n colors.push(...lineColors);\r\n\r\n for (let j = 0; j < vertsPerBone; j++) {\r\n mwk.push(1, 0, 0, 0);\r\n mik.push(bone.getIndex(), 0, 0, 0);\r\n }\r\n }\r\n\r\n this._localAxes = CreateLineSystem(\"localAxes\", { lines: lines, colors: colors, updatable: true }, targetScene);\r\n this._localAxes.setVerticesData(VertexBuffer.MatricesWeightsKind, mwk, false);\r\n this._localAxes.setVerticesData(VertexBuffer.MatricesIndicesKind, mik, false);\r\n this._localAxes.skeleton = this.skeleton;\r\n this._localAxes.renderingGroupId = this.renderingGroupId + 1;\r\n this._localAxes.parent = this.mesh;\r\n this._localAxes.computeBonesUsingShaders = this.options.computeBonesUsingShaders ?? true;\r\n }\r\n\r\n /** Update the viewer to sync with current skeleton state, only used for the line display. */\r\n private _displayLinesUpdate(): void {\r\n if (!this._utilityLayer) {\r\n return;\r\n }\r\n\r\n if (this.autoUpdateBonesMatrices) {\r\n this.skeleton.computeAbsoluteTransforms();\r\n }\r\n\r\n if (this.skeleton.bones[0].length === undefined) {\r\n this._getLinesForBonesNoLength(this.skeleton.bones);\r\n } else {\r\n this._getLinesForBonesWithLength(this.skeleton.bones, this.mesh.getWorldMatrix());\r\n }\r\n\r\n const targetScene = this._utilityLayer.utilityLayerScene;\r\n\r\n if (targetScene) {\r\n if (!this._debugMesh) {\r\n this._debugMesh = CreateLineSystem(\"\", { lines: this._debugLines, updatable: true, instance: null }, targetScene);\r\n this._debugMesh.renderingGroupId = this.renderingGroupId;\r\n } else {\r\n CreateLineSystem(\"\", { lines: this._debugLines, updatable: true, instance: this._debugMesh }, targetScene);\r\n }\r\n this._debugMesh.position.copyFrom(this.mesh.position);\r\n this._debugMesh.color = this.color;\r\n }\r\n }\r\n /** Changes the displayMode of the skeleton viewer\r\n * @param mode The displayMode numerical value\r\n */\r\n public changeDisplayMode(mode: number): void {\r\n const wasEnabled = this.isEnabled ? true : false;\r\n if (this.displayMode !== mode) {\r\n this.isEnabled = false;\r\n if (this._debugMesh) {\r\n this._debugMesh.dispose();\r\n this._debugMesh = null;\r\n this.ready = false;\r\n }\r\n this.displayMode = mode;\r\n\r\n this.update();\r\n this._bindObs();\r\n this.isEnabled = wasEnabled;\r\n }\r\n }\r\n\r\n /** Sets a display option of the skeleton viewer\r\n *\r\n * | Option | Type | Default | Description |\r\n * | ---------------- | ------- | ------- | ----------- |\r\n * | midStep | float | 0.235 | A percentage between a bone and its child that determines the widest part of a spur. Only used when `displayMode` is set to `DISPLAY_SPHERE_AND_SPURS`. |\r\n * | midStepFactor | float | 0.15 | Mid step width expressed as a factor of the length. A value of 0.5 makes the spur width half of the spur length. Only used when `displayMode` is set to `DISPLAY_SPHERE_AND_SPURS`. |\r\n * | sphereBaseSize | float | 2 | Sphere base size. Only used when `displayMode` is set to `DISPLAY_SPHERE_AND_SPURS`. |\r\n * | sphereScaleUnit | float | 0.865 | Sphere scale factor used to scale spheres in relation to the longest bone. Only used when `displayMode` is set to `DISPLAY_SPHERE_AND_SPURS`. |\r\n * | spurFollowsChild | boolean | false | Whether a spur should attach its far end to the child bone. |\r\n * | showLocalAxes | boolean | false | Displays local axes on all bones. |\r\n * | localAxesSize | float | 0.075 | Determines the length of each local axis. |\r\n *\r\n * @param option String of the option name\r\n * @param value The numerical option value\r\n */\r\n public changeDisplayOptions(option: string, value: number): void {\r\n const wasEnabled = this.isEnabled ? true : false;\r\n (this.options.displayOptions as any)[option] = value;\r\n this.isEnabled = false;\r\n if (this._debugMesh) {\r\n this._debugMesh.dispose();\r\n this._debugMesh = null;\r\n this.ready = false;\r\n }\r\n this.update();\r\n this._bindObs();\r\n this.isEnabled = wasEnabled;\r\n }\r\n\r\n /** Release associated resources */\r\n public dispose(): void {\r\n this.isEnabled = false;\r\n if (this._debugMesh) {\r\n this._debugMesh.dispose();\r\n this._debugMesh = null;\r\n }\r\n\r\n if (this._utilityLayer) {\r\n this._utilityLayer.dispose();\r\n this._utilityLayer = null;\r\n }\r\n\r\n this.ready = false;\r\n }\r\n}\r\n"]}
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@@ -15,12 +15,14 @@ ThinEngine.prototype.createRenderTargetTexture = function (size, options) {
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if (options !== undefined && typeof options === "object") {
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16
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fullOptions.generateDepthBuffer = !!options.generateDepthBuffer;
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17
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fullOptions.generateStencilBuffer = !!options.generateStencilBuffer;
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fullOptions.noColorTarget = !!options.noColorTarget;
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19
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else {
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21
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fullOptions.generateDepthBuffer = true;
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fullOptions.noColorTarget = false;
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24
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var texture = this._createInternalTexture(size, options, true, InternalTextureSource.RenderTarget);
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var texture = fullOptions.noColorTarget ? null : this._createInternalTexture(size, options, true, InternalTextureSource.RenderTarget);
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var width = size.width || size;
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var height = size.height || size;
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var currentFrameBuffer = this._currentFramebuffer;
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@@ -30,7 +32,7 @@ ThinEngine.prototype.createRenderTargetTexture = function (size, options) {
|
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32
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this._bindUnboundFramebuffer(framebuffer);
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rtWrapper._depthStencilBuffer = this._setupFramebufferDepthAttachments(fullOptions.generateStencilBuffer ? true : false, fullOptions.generateDepthBuffer, width, height);
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if (!texture.is2DArray) {
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if (texture && !texture.is2DArray) {
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gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._hardwareTexture.underlyingResource, 0);
|
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|
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this._bindUnboundFramebuffer(currentFrameBuffer);
|
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@@ -1 +1 @@
|
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-
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{ InternalTexture, InternalTextureSource } from \"../../Materials/Textures/internalTexture\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport type { RenderTargetCreationOptions, DepthTextureCreationOptions, TextureSize } from \"../../Materials/Textures/textureCreationOptions\";\r\nimport { ThinEngine } from \"../thinEngine\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { RenderTargetWrapper } from \"../renderTargetWrapper\";\r\nimport { WebGLRenderTargetWrapper } from \"../WebGL/webGLRenderTargetWrapper\";\r\nimport type { WebGLHardwareTexture } from \"../WebGL/webGLHardwareTexture\";\r\n\r\nimport { Constants } from \"../constants\";\r\n\r\n/**\r\n * Type used to define a texture size (either with a number or with a rect width and height)\r\n * @deprecated please use TextureSize instead\r\n */\r\nexport type RenderTargetTextureSize = TextureSize;\r\n\r\ndeclare module \"../../Engines/thinEngine\" {\r\n export interface ThinEngine {\r\n /**\r\n * Creates a new render target texture\r\n * @param size defines the size of the texture\r\n * @param options defines the options used to create the texture\r\n * @returns a new render target wrapper ready to render texture\r\n */\r\n createRenderTargetTexture(size: TextureSize, options: boolean | RenderTargetCreationOptions): RenderTargetWrapper;\r\n\r\n /**\r\n * Creates a depth stencil texture.\r\n * This is only available in WebGL 2 or with the depth texture extension available.\r\n * @param size The size of face edge in the texture.\r\n * @param options The options defining the texture.\r\n * @param rtWrapper The render target wrapper for which the depth/stencil texture must be created\r\n * @returns The texture\r\n */\r\n createDepthStencilTexture(size: TextureSize, options: DepthTextureCreationOptions, rtWrapper: RenderTargetWrapper): InternalTexture;\r\n\r\n /**\r\n * Updates the sample count of a render target texture\r\n * @see https://doc.babylonjs.com/features/webgl2#multisample-render-targets\r\n * @param rtWrapper defines the render target wrapper to update\r\n * @param samples defines the sample count to set\r\n * @returns the effective sample count (could be 0 if multisample render targets are not supported)\r\n */\r\n updateRenderTargetTextureSampleCount(rtWrapper: Nullable<RenderTargetWrapper>, samples: number): number;\r\n\r\n /** @hidden */\r\n _createDepthStencilTexture(size: TextureSize, options: DepthTextureCreationOptions, rtWrapper: RenderTargetWrapper): InternalTexture;\r\n\r\n /** @hidden */\r\n _createHardwareRenderTargetWrapper(isMulti: boolean, isCube: boolean, size: TextureSize): RenderTargetWrapper;\r\n }\r\n}\r\n\r\nThinEngine.prototype._createHardwareRenderTargetWrapper = function (isMulti: boolean, isCube: boolean, size: TextureSize): RenderTargetWrapper {\r\n const rtWrapper = new WebGLRenderTargetWrapper(isMulti, isCube, size, this, this._gl);\r\n this._renderTargetWrapperCache.push(rtWrapper);\r\n return rtWrapper;\r\n};\r\n\r\nThinEngine.prototype.createRenderTargetTexture = function (this: ThinEngine, size: TextureSize, options: boolean | RenderTargetCreationOptions): RenderTargetWrapper {\r\n const rtWrapper = this._createHardwareRenderTargetWrapper(false, false, size) as WebGLRenderTargetWrapper;\r\n\r\n const fullOptions: RenderTargetCreationOptions = {};\r\n if (options !== undefined && typeof options === \"object\") {\r\n fullOptions.generateDepthBuffer = !!options.generateDepthBuffer;\r\n fullOptions.generateStencilBuffer = !!options.generateStencilBuffer;\r\n } else {\r\n fullOptions.generateDepthBuffer = true;\r\n fullOptions.generateStencilBuffer = false;\r\n }\r\n\r\n const texture = this._createInternalTexture(size, options, true, InternalTextureSource.RenderTarget);\r\n const width = (<{ width: number; height: number; layers?: number }>size).width || <number>size;\r\n const height = (<{ width: number; height: number; layers?: number }>size).height || <number>size;\r\n\r\n const currentFrameBuffer = this._currentFramebuffer;\r\n const gl = this._gl;\r\n\r\n // Create the framebuffer\r\n const framebuffer = gl.createFramebuffer();\r\n this._bindUnboundFramebuffer(framebuffer);\r\n rtWrapper._depthStencilBuffer = this._setupFramebufferDepthAttachments(fullOptions.generateStencilBuffer ? true : false, fullOptions.generateDepthBuffer, width, height);\r\n\r\n // No need to rebind on every frame\r\n if (!texture.is2DArray) {\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._hardwareTexture!.underlyingResource, 0);\r\n }\r\n\r\n this._bindUnboundFramebuffer(currentFrameBuffer);\r\n\r\n rtWrapper._framebuffer = framebuffer;\r\n rtWrapper._generateDepthBuffer = fullOptions.generateDepthBuffer;\r\n rtWrapper._generateStencilBuffer = fullOptions.generateStencilBuffer ? true : false;\r\n\r\n rtWrapper.setTextures(texture);\r\n\r\n return rtWrapper;\r\n};\r\n\r\nThinEngine.prototype.createDepthStencilTexture = function (size: TextureSize, options: DepthTextureCreationOptions, rtWrapper: RenderTargetWrapper): InternalTexture {\r\n if (options.isCube) {\r\n const width = (<{ width: number; height: number }>size).width || <number>size;\r\n return this._createDepthStencilCubeTexture(width, options, rtWrapper);\r\n } else {\r\n return this._createDepthStencilTexture(size, options, rtWrapper);\r\n }\r\n};\r\n\r\nThinEngine.prototype._createDepthStencilTexture = function (size: TextureSize, options: DepthTextureCreationOptions, rtWrapper: RenderTargetWrapper): InternalTexture {\r\n const gl = this._gl;\r\n const layers = (<{ width: number; height: number; layers?: number }>size).layers || 0;\r\n const target = layers !== 0 ? gl.TEXTURE_2D_ARRAY : gl.TEXTURE_2D;\r\n const internalTexture = new InternalTexture(this, InternalTextureSource.DepthStencil);\r\n if (!this._caps.depthTextureExtension) {\r\n Logger.Error(\"Depth texture is not supported by your browser or hardware.\");\r\n return internalTexture;\r\n }\r\n\r\n const internalOptions = {\r\n bilinearFiltering: false,\r\n comparisonFunction: 0,\r\n generateStencil: false,\r\n ...options,\r\n };\r\n\r\n this._bindTextureDirectly(target, internalTexture, true);\r\n\r\n this._setupDepthStencilTexture(\r\n internalTexture,\r\n size,\r\n internalOptions.generateStencil,\r\n\r\n internalOptions.comparisonFunction === 0 ? false : internalOptions.bilinearFiltering,\r\n internalOptions.comparisonFunction\r\n );\r\n\r\n internalTexture.format = internalOptions.generateStencil ? Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 : Constants.TEXTUREFORMAT_DEPTH24;\r\n\r\n rtWrapper._depthStencilTexture = internalTexture;\r\n rtWrapper._depthStencilTextureWithStencil = internalOptions.generateStencil;\r\n\r\n const type = internalOptions.generateStencil ? gl.UNSIGNED_INT_24_8 : gl.UNSIGNED_INT;\r\n const internalFormat = internalOptions.generateStencil ? gl.DEPTH_STENCIL : gl.DEPTH_COMPONENT;\r\n let sizedFormat = internalFormat;\r\n if (this.webGLVersion > 1) {\r\n sizedFormat = internalOptions.generateStencil ? gl.DEPTH24_STENCIL8 : gl.DEPTH_COMPONENT24;\r\n }\r\n\r\n if (internalTexture.is2DArray) {\r\n gl.texImage3D(target, 0, sizedFormat, internalTexture.width, internalTexture.height, layers, 0, internalFormat, type, null);\r\n } else {\r\n gl.texImage2D(target, 0, sizedFormat, internalTexture.width, internalTexture.height, 0, internalFormat, type, null);\r\n }\r\n\r\n this._bindTextureDirectly(target, null);\r\n\r\n this._internalTexturesCache.push(internalTexture);\r\n\r\n return internalTexture;\r\n};\r\n\r\nThinEngine.prototype.updateRenderTargetTextureSampleCount = function (rtWrapper: Nullable<WebGLRenderTargetWrapper>, samples: number): number {\r\n if (this.webGLVersion < 2 || !rtWrapper || !rtWrapper.texture) {\r\n return 1;\r\n }\r\n\r\n if (rtWrapper.samples === samples) {\r\n return samples;\r\n }\r\n\r\n const gl = this._gl;\r\n\r\n samples = Math.min(samples, this.getCaps().maxMSAASamples);\r\n\r\n // Dispose previous render buffers\r\n if (rtWrapper._depthStencilBuffer) {\r\n gl.deleteRenderbuffer(rtWrapper._depthStencilBuffer);\r\n rtWrapper._depthStencilBuffer = null;\r\n }\r\n\r\n if (rtWrapper._MSAAFramebuffer) {\r\n gl.deleteFramebuffer(rtWrapper._MSAAFramebuffer);\r\n rtWrapper._MSAAFramebuffer = null;\r\n }\r\n\r\n const hardwareTexture = rtWrapper.texture._hardwareTexture as WebGLHardwareTexture;\r\n if (hardwareTexture._MSAARenderBuffer) {\r\n gl.deleteRenderbuffer(hardwareTexture._MSAARenderBuffer);\r\n hardwareTexture._MSAARenderBuffer = null;\r\n }\r\n\r\n if (samples > 1 && gl.renderbufferStorageMultisample) {\r\n const framebuffer = gl.createFramebuffer();\r\n\r\n if (!framebuffer) {\r\n throw new Error(\"Unable to create multi sampled framebuffer\");\r\n }\r\n\r\n rtWrapper._MSAAFramebuffer = framebuffer;\r\n this._bindUnboundFramebuffer(rtWrapper._MSAAFramebuffer);\r\n\r\n const colorRenderbuffer = this._createRenderBuffer(\r\n rtWrapper.texture.width,\r\n rtWrapper.texture.height,\r\n samples,\r\n -1 /* not used */,\r\n this._getRGBAMultiSampleBufferFormat(rtWrapper.texture.type),\r\n gl.COLOR_ATTACHMENT0,\r\n false\r\n );\r\n\r\n if (!colorRenderbuffer) {\r\n throw new Error(\"Unable to create multi sampled framebuffer\");\r\n }\r\n\r\n hardwareTexture._MSAARenderBuffer = colorRenderbuffer;\r\n } else {\r\n this._bindUnboundFramebuffer(rtWrapper._framebuffer);\r\n }\r\n\r\n rtWrapper.texture.samples = samples;\r\n rtWrapper._depthStencilBuffer = this._setupFramebufferDepthAttachments(\r\n rtWrapper._generateStencilBuffer,\r\n rtWrapper._generateDepthBuffer,\r\n rtWrapper.texture.width,\r\n rtWrapper.texture.height,\r\n samples\r\n );\r\n\r\n this._bindUnboundFramebuffer(null);\r\n\r\n return samples;\r\n};\r\n"]}
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1
|
+
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{ InternalTexture, InternalTextureSource } from \"../../Materials/Textures/internalTexture\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport type { RenderTargetCreationOptions, DepthTextureCreationOptions, TextureSize } from \"../../Materials/Textures/textureCreationOptions\";\r\nimport { ThinEngine } from \"../thinEngine\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { RenderTargetWrapper } from \"../renderTargetWrapper\";\r\nimport { WebGLRenderTargetWrapper } from \"../WebGL/webGLRenderTargetWrapper\";\r\nimport type { WebGLHardwareTexture } from \"../WebGL/webGLHardwareTexture\";\r\n\r\nimport { Constants } from \"../constants\";\r\n\r\n/**\r\n * Type used to define a texture size (either with a number or with a rect width and height)\r\n * @deprecated please use TextureSize instead\r\n */\r\nexport type RenderTargetTextureSize = TextureSize;\r\n\r\ndeclare module \"../../Engines/thinEngine\" {\r\n export interface ThinEngine {\r\n /**\r\n * Creates a new render target texture\r\n * @param size defines the size of the texture\r\n * @param options defines the options used to create the texture\r\n * @returns a new render target wrapper ready to render texture\r\n */\r\n createRenderTargetTexture(size: TextureSize, options: boolean | RenderTargetCreationOptions): RenderTargetWrapper;\r\n\r\n /**\r\n * Creates a depth stencil texture.\r\n * This is only available in WebGL 2 or with the depth texture extension available.\r\n * @param size The size of face edge in the texture.\r\n * @param options The options defining the texture.\r\n * @param rtWrapper The render target wrapper for which the depth/stencil texture must be created\r\n * @returns The texture\r\n */\r\n createDepthStencilTexture(size: TextureSize, options: DepthTextureCreationOptions, rtWrapper: RenderTargetWrapper): InternalTexture;\r\n\r\n /**\r\n * Updates the sample count of a render target texture\r\n * @see https://doc.babylonjs.com/features/webgl2#multisample-render-targets\r\n * @param rtWrapper defines the render target wrapper to update\r\n * @param samples defines the sample count to set\r\n * @returns the effective sample count (could be 0 if multisample render targets are not supported)\r\n */\r\n updateRenderTargetTextureSampleCount(rtWrapper: Nullable<RenderTargetWrapper>, samples: number): number;\r\n\r\n /** @hidden */\r\n _createDepthStencilTexture(size: TextureSize, options: DepthTextureCreationOptions, rtWrapper: RenderTargetWrapper): InternalTexture;\r\n\r\n /** @hidden */\r\n _createHardwareRenderTargetWrapper(isMulti: boolean, isCube: boolean, size: TextureSize): RenderTargetWrapper;\r\n }\r\n}\r\n\r\nThinEngine.prototype._createHardwareRenderTargetWrapper = function (isMulti: boolean, isCube: boolean, size: TextureSize): RenderTargetWrapper {\r\n const rtWrapper = new WebGLRenderTargetWrapper(isMulti, isCube, size, this, this._gl);\r\n this._renderTargetWrapperCache.push(rtWrapper);\r\n return rtWrapper;\r\n};\r\n\r\nThinEngine.prototype.createRenderTargetTexture = function (this: ThinEngine, size: TextureSize, options: boolean | RenderTargetCreationOptions): RenderTargetWrapper {\r\n const rtWrapper = this._createHardwareRenderTargetWrapper(false, false, size) as WebGLRenderTargetWrapper;\r\n\r\n const fullOptions: RenderTargetCreationOptions = {};\r\n if (options !== undefined && typeof options === \"object\") {\r\n fullOptions.generateDepthBuffer = !!options.generateDepthBuffer;\r\n fullOptions.generateStencilBuffer = !!options.generateStencilBuffer;\r\n fullOptions.noColorTarget = !!options.noColorTarget;\r\n } else {\r\n fullOptions.generateDepthBuffer = true;\r\n fullOptions.generateStencilBuffer = false;\r\n fullOptions.noColorTarget = false;\r\n }\r\n\r\n const texture = fullOptions.noColorTarget ? null : this._createInternalTexture(size, options, true, InternalTextureSource.RenderTarget);\r\n const width = (<{ width: number; height: number; layers?: number }>size).width || <number>size;\r\n const height = (<{ width: number; height: number; layers?: number }>size).height || <number>size;\r\n\r\n const currentFrameBuffer = this._currentFramebuffer;\r\n const gl = this._gl;\r\n\r\n // Create the framebuffer\r\n const framebuffer = gl.createFramebuffer();\r\n this._bindUnboundFramebuffer(framebuffer);\r\n rtWrapper._depthStencilBuffer = this._setupFramebufferDepthAttachments(fullOptions.generateStencilBuffer ? true : false, fullOptions.generateDepthBuffer, width, height);\r\n\r\n // No need to rebind on every frame\r\n if (texture && !texture.is2DArray) {\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._hardwareTexture!.underlyingResource, 0);\r\n }\r\n\r\n this._bindUnboundFramebuffer(currentFrameBuffer);\r\n\r\n rtWrapper._framebuffer = framebuffer;\r\n rtWrapper._generateDepthBuffer = fullOptions.generateDepthBuffer;\r\n rtWrapper._generateStencilBuffer = fullOptions.generateStencilBuffer ? true : false;\r\n\r\n rtWrapper.setTextures(texture);\r\n\r\n return rtWrapper;\r\n};\r\n\r\nThinEngine.prototype.createDepthStencilTexture = function (size: TextureSize, options: DepthTextureCreationOptions, rtWrapper: RenderTargetWrapper): InternalTexture {\r\n if (options.isCube) {\r\n const width = (<{ width: number; height: number }>size).width || <number>size;\r\n return this._createDepthStencilCubeTexture(width, options, rtWrapper);\r\n } else {\r\n return this._createDepthStencilTexture(size, options, rtWrapper);\r\n }\r\n};\r\n\r\nThinEngine.prototype._createDepthStencilTexture = function (size: TextureSize, options: DepthTextureCreationOptions, rtWrapper: RenderTargetWrapper): InternalTexture {\r\n const gl = this._gl;\r\n const layers = (<{ width: number; height: number; layers?: number }>size).layers || 0;\r\n const target = layers !== 0 ? gl.TEXTURE_2D_ARRAY : gl.TEXTURE_2D;\r\n const internalTexture = new InternalTexture(this, InternalTextureSource.DepthStencil);\r\n if (!this._caps.depthTextureExtension) {\r\n Logger.Error(\"Depth texture is not supported by your browser or hardware.\");\r\n return internalTexture;\r\n }\r\n\r\n const internalOptions = {\r\n bilinearFiltering: false,\r\n comparisonFunction: 0,\r\n generateStencil: false,\r\n ...options,\r\n };\r\n\r\n this._bindTextureDirectly(target, internalTexture, true);\r\n\r\n this._setupDepthStencilTexture(\r\n internalTexture,\r\n size,\r\n internalOptions.generateStencil,\r\n\r\n internalOptions.comparisonFunction === 0 ? false : internalOptions.bilinearFiltering,\r\n internalOptions.comparisonFunction\r\n );\r\n\r\n internalTexture.format = internalOptions.generateStencil ? Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 : Constants.TEXTUREFORMAT_DEPTH24;\r\n\r\n rtWrapper._depthStencilTexture = internalTexture;\r\n rtWrapper._depthStencilTextureWithStencil = internalOptions.generateStencil;\r\n\r\n const type = internalOptions.generateStencil ? gl.UNSIGNED_INT_24_8 : gl.UNSIGNED_INT;\r\n const internalFormat = internalOptions.generateStencil ? gl.DEPTH_STENCIL : gl.DEPTH_COMPONENT;\r\n let sizedFormat = internalFormat;\r\n if (this.webGLVersion > 1) {\r\n sizedFormat = internalOptions.generateStencil ? gl.DEPTH24_STENCIL8 : gl.DEPTH_COMPONENT24;\r\n }\r\n\r\n if (internalTexture.is2DArray) {\r\n gl.texImage3D(target, 0, sizedFormat, internalTexture.width, internalTexture.height, layers, 0, internalFormat, type, null);\r\n } else {\r\n gl.texImage2D(target, 0, sizedFormat, internalTexture.width, internalTexture.height, 0, internalFormat, type, null);\r\n }\r\n\r\n this._bindTextureDirectly(target, null);\r\n\r\n this._internalTexturesCache.push(internalTexture);\r\n\r\n return internalTexture;\r\n};\r\n\r\nThinEngine.prototype.updateRenderTargetTextureSampleCount = function (rtWrapper: Nullable<WebGLRenderTargetWrapper>, samples: number): number {\r\n if (this.webGLVersion < 2 || !rtWrapper || !rtWrapper.texture) {\r\n return 1;\r\n }\r\n\r\n if (rtWrapper.samples === samples) {\r\n return samples;\r\n }\r\n\r\n const gl = this._gl;\r\n\r\n samples = Math.min(samples, this.getCaps().maxMSAASamples);\r\n\r\n // Dispose previous render buffers\r\n if (rtWrapper._depthStencilBuffer) {\r\n gl.deleteRenderbuffer(rtWrapper._depthStencilBuffer);\r\n rtWrapper._depthStencilBuffer = null;\r\n }\r\n\r\n if (rtWrapper._MSAAFramebuffer) {\r\n gl.deleteFramebuffer(rtWrapper._MSAAFramebuffer);\r\n rtWrapper._MSAAFramebuffer = null;\r\n }\r\n\r\n const hardwareTexture = rtWrapper.texture._hardwareTexture as WebGLHardwareTexture;\r\n if (hardwareTexture._MSAARenderBuffer) {\r\n gl.deleteRenderbuffer(hardwareTexture._MSAARenderBuffer);\r\n hardwareTexture._MSAARenderBuffer = null;\r\n }\r\n\r\n if (samples > 1 && gl.renderbufferStorageMultisample) {\r\n const framebuffer = gl.createFramebuffer();\r\n\r\n if (!framebuffer) {\r\n throw new Error(\"Unable to create multi sampled framebuffer\");\r\n }\r\n\r\n rtWrapper._MSAAFramebuffer = framebuffer;\r\n this._bindUnboundFramebuffer(rtWrapper._MSAAFramebuffer);\r\n\r\n const colorRenderbuffer = this._createRenderBuffer(\r\n rtWrapper.texture.width,\r\n rtWrapper.texture.height,\r\n samples,\r\n -1 /* not used */,\r\n this._getRGBAMultiSampleBufferFormat(rtWrapper.texture.type),\r\n gl.COLOR_ATTACHMENT0,\r\n false\r\n );\r\n\r\n if (!colorRenderbuffer) {\r\n throw new Error(\"Unable to create multi sampled framebuffer\");\r\n }\r\n\r\n hardwareTexture._MSAARenderBuffer = colorRenderbuffer;\r\n } else {\r\n this._bindUnboundFramebuffer(rtWrapper._framebuffer);\r\n }\r\n\r\n rtWrapper.texture.samples = samples;\r\n rtWrapper._depthStencilBuffer = this._setupFramebufferDepthAttachments(\r\n rtWrapper._generateStencilBuffer,\r\n rtWrapper._generateDepthBuffer,\r\n rtWrapper.texture.width,\r\n rtWrapper.texture.height,\r\n samples\r\n );\r\n\r\n this._bindUnboundFramebuffer(null);\r\n\r\n return samples;\r\n};\r\n"]}
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@@ -12,6 +12,7 @@ import { _WarnImport } from "../../Misc/devTools.js";
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import { ShaderLanguage } from "../../Materials/shaderLanguage.js";
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var regexSERevert = /defined\s*?\[(.+?)\]/g;
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var regexShaderInclude = /#include\s?<(.+)>(\((.*)\))*(\[(.*)\])*/g;
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/** @hidden */
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var ShaderProcessor = /** @class */ (function () {
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function ShaderProcessor() {
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@@ -297,7 +298,6 @@ var ShaderProcessor = /** @class */ (function () {
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ShaderProcessor._ProcessIncludes = function (sourceCode, options, callback) {
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var regexShaderInclude = /#include\s?<(.+)>(\((.*)\))*(\[(.*)\])*/g;
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var keepProcessing = false;
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