@babylonjs/core 5.45.2 → 5.46.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Actions/condition.js +23 -23
- package/Actions/condition.js.map +1 -1
- package/Animations/animatable.js +48 -48
- package/Animations/animatable.js.map +1 -1
- package/Animations/animation.js +53 -53
- package/Animations/animation.js.map +1 -1
- package/Animations/animationGroup.js +53 -53
- package/Animations/animationGroup.js.map +1 -1
- package/Animations/runtimeAnimation.js +36 -36
- package/Animations/runtimeAnimation.js.map +1 -1
- package/Audio/audioEngine.js +14 -14
- package/Audio/audioEngine.js.map +1 -1
- package/Audio/audioSceneComponent.js +14 -14
- package/Audio/audioSceneComponent.js.map +1 -1
- package/Audio/sound.js +47 -47
- package/Audio/sound.js.map +1 -1
- package/Behaviors/Meshes/baseSixDofDragBehavior.d.ts +1 -1
- package/Behaviors/Meshes/fadeInOutBehavior.js +11 -11
- package/Behaviors/Meshes/fadeInOutBehavior.js.map +1 -1
- package/Behaviors/Meshes/pointerDragBehavior.js +34 -34
- package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
- package/Bones/bone.js +15 -15
- package/Bones/bone.js.map +1 -1
- package/Bones/boneIKController.js +9 -9
- package/Bones/boneIKController.js.map +1 -1
- package/Bones/boneLookController.js +50 -50
- package/Bones/boneLookController.js.map +1 -1
- package/Bones/skeleton.js +35 -35
- package/Bones/skeleton.js.map +1 -1
- package/Buffers/buffer.js +14 -14
- package/Buffers/buffer.js.map +1 -1
- package/Buffers/dataBuffer.js +6 -6
- package/Buffers/dataBuffer.js.map +1 -1
- package/Cameras/Inputs/freeCameraDeviceOrientationInput.js +42 -42
- package/Cameras/Inputs/freeCameraDeviceOrientationInput.js.map +1 -1
- package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js +18 -18
- package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js.map +1 -1
- package/Cameras/VR/vrExperienceHelper.js +178 -178
- package/Cameras/VR/vrExperienceHelper.js.map +1 -1
- package/Cameras/arcRotateCamera.js +176 -176
- package/Cameras/arcRotateCamera.js.map +1 -1
- package/Cameras/camera.js +90 -90
- package/Cameras/camera.js.map +1 -1
- package/Cameras/flyCamera.js +82 -82
- package/Cameras/flyCamera.js.map +1 -1
- package/Cameras/freeCamera.js +54 -54
- package/Cameras/freeCamera.js.map +1 -1
- package/Compute/computeShader.js +12 -12
- package/Compute/computeShader.js.map +1 -1
- package/Culling/ray.d.ts +1 -1
- package/Debug/axesViewer.js +12 -12
- package/Debug/axesViewer.js.map +1 -1
- package/Debug/debugLayer.js +21 -21
- package/Debug/debugLayer.js.map +1 -1
- package/Debug/directionalLightFrustumViewer.js +20 -20
- package/Debug/directionalLightFrustumViewer.js.map +1 -1
- package/Debug/rayHelper.js +10 -10
- package/Debug/rayHelper.js.map +1 -1
- package/Debug/skeletonViewer.js +81 -81
- package/Debug/skeletonViewer.js.map +1 -1
- package/DeviceInput/InputDevices/deviceSource.d.ts +1 -1
- package/DeviceInput/InputDevices/deviceSourceManager.js +31 -31
- package/DeviceInput/InputDevices/deviceSourceManager.js.map +1 -1
- package/DeviceInput/InputDevices/deviceTypes.d.ts +1 -1
- package/DeviceInput/internalDeviceSourceManager.d.ts +2 -2
- package/Engines/Extensions/engine.computeShader.d.ts +3 -3
- package/Engines/Extensions/engine.multiRender.js +1 -1
- package/Engines/Extensions/engine.multiRender.js.map +1 -1
- package/Engines/Extensions/engine.query.d.ts +1 -1
- package/Engines/Extensions/engine.renderTarget.d.ts +1 -1
- package/Engines/Extensions/engine.renderTarget.js +1 -1
- package/Engines/Extensions/engine.renderTarget.js.map +1 -1
- package/Engines/Native/nativeDataStream.d.ts +1 -1
- package/Engines/Native/nativeHardwareTexture.js +3 -3
- package/Engines/Native/nativeHardwareTexture.js.map +1 -1
- package/Engines/Native/nativeInterfaces.d.ts +5 -5
- package/Engines/Native/nativePipelineContext.js +7 -7
- package/Engines/Native/nativePipelineContext.js.map +1 -1
- package/Engines/Native/nativeRenderTargetWrapper.js +6 -6
- package/Engines/Native/nativeRenderTargetWrapper.js.map +1 -1
- package/Engines/Processors/shaderCodeInliner.js +4 -4
- package/Engines/Processors/shaderCodeInliner.js.map +1 -1
- package/Engines/Processors/shaderProcessingOptions.d.ts +1 -1
- package/Engines/WebGL/webGLHardwareTexture.js +3 -3
- package/Engines/WebGL/webGLHardwareTexture.js.map +1 -1
- package/Engines/WebGPU/webgpuBufferManager.js +3 -3
- package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheBindGroups.js +6 -6
- package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js +5 -5
- package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js.map +1 -1
- package/Engines/WebGPU/webgpuClearQuad.js +11 -11
- package/Engines/WebGPU/webgpuClearQuad.js.map +1 -1
- package/Engines/WebGPU/webgpuComputeContext.js +7 -7
- package/Engines/WebGPU/webgpuComputeContext.js.map +1 -1
- package/Engines/WebGPU/webgpuComputePipelineContext.js +4 -4
- package/Engines/WebGPU/webgpuComputePipelineContext.js.map +1 -1
- package/Engines/WebGPU/webgpuDrawContext.js +7 -7
- package/Engines/WebGPU/webgpuDrawContext.js.map +1 -1
- package/Engines/WebGPU/webgpuHardwareTexture.js +9 -9
- package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
- package/Engines/WebGPU/webgpuMaterialContext.js +5 -5
- package/Engines/WebGPU/webgpuMaterialContext.js.map +1 -1
- package/Engines/WebGPU/webgpuOcclusionQuery.js +10 -10
- package/Engines/WebGPU/webgpuOcclusionQuery.js.map +1 -1
- package/Engines/WebGPU/webgpuPipelineContext.js +6 -6
- package/Engines/WebGPU/webgpuPipelineContext.js.map +1 -1
- package/Engines/WebGPU/webgpuQuerySet.js +3 -3
- package/Engines/WebGPU/webgpuQuerySet.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessingContext.js +3 -3
- package/Engines/WebGPU/webgpuShaderProcessingContext.js.map +1 -1
- package/Engines/WebGPU/webgpuTextureHelper.js +3 -3
- package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
- package/Engines/WebGPU/webgpuTimestampQuery.js +3 -3
- package/Engines/WebGPU/webgpuTimestampQuery.js.map +1 -1
- package/Engines/engine.js +134 -134
- package/Engines/engine.js.map +1 -1
- package/Engines/nativeEngine.js +6 -6
- package/Engines/nativeEngine.js.map +1 -1
- package/Engines/nullEngine.js +25 -25
- package/Engines/nullEngine.js.map +1 -1
- package/Engines/renderTargetWrapper.js +25 -25
- package/Engines/renderTargetWrapper.js.map +1 -1
- package/Engines/thinEngine.js +243 -243
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.js +132 -132
- package/Engines/webgpuEngine.js.map +1 -1
- package/Events/keyboardEvents.js +10 -10
- package/Events/keyboardEvents.js.map +1 -1
- package/Events/pointerEvents.js +9 -9
- package/Events/pointerEvents.js.map +1 -1
- package/Gamepads/Controllers/poseEnabledController.js +9 -9
- package/Gamepads/Controllers/poseEnabledController.js.map +1 -1
- package/Gamepads/Controllers/webVRController.js +13 -13
- package/Gamepads/Controllers/webVRController.js.map +1 -1
- package/Gamepads/gamepad.js +20 -20
- package/Gamepads/gamepad.js.map +1 -1
- package/Gizmos/axisDragGizmo.js +45 -45
- package/Gizmos/axisDragGizmo.js.map +1 -1
- package/Gizmos/axisScaleGizmo.js +12 -12
- package/Gizmos/axisScaleGizmo.js.map +1 -1
- package/Gizmos/boundingBoxGizmo.js +74 -74
- package/Gizmos/boundingBoxGizmo.js.map +1 -1
- package/Gizmos/gizmo.js +34 -34
- package/Gizmos/gizmo.js.map +1 -1
- package/Gizmos/gizmoManager.js +40 -40
- package/Gizmos/gizmoManager.js.map +1 -1
- package/Gizmos/planeDragGizmo.js +23 -23
- package/Gizmos/planeDragGizmo.js.map +1 -1
- package/Gizmos/planeRotationGizmo.js +12 -12
- package/Gizmos/planeRotationGizmo.js.map +1 -1
- package/Gizmos/positionGizmo.js +40 -40
- package/Gizmos/positionGizmo.js.map +1 -1
- package/Gizmos/rotationGizmo.js +47 -47
- package/Gizmos/rotationGizmo.js.map +1 -1
- package/Gizmos/scaleGizmo.js +41 -41
- package/Gizmos/scaleGizmo.js.map +1 -1
- package/Helpers/environmentHelper.js +18 -18
- package/Helpers/environmentHelper.js.map +1 -1
- package/Helpers/textureDome.js +96 -96
- package/Helpers/textureDome.js.map +1 -1
- package/IAccessibilityTag.d.ts +2 -2
- package/Instrumentation/engineInstrumentation.js +21 -21
- package/Instrumentation/engineInstrumentation.js.map +1 -1
- package/Instrumentation/sceneInstrumentation.js +90 -90
- package/Instrumentation/sceneInstrumentation.js.map +1 -1
- package/Layers/effectLayer.js +48 -48
- package/Layers/effectLayer.js.map +1 -1
- package/Layers/glowLayer.js +32 -32
- package/Layers/glowLayer.js.map +1 -1
- package/Layers/highlightLayer.js +26 -26
- package/Layers/highlightLayer.js.map +1 -1
- package/Layers/layer.js +40 -40
- package/Layers/layer.js.map +1 -1
- package/LensFlares/lensFlare.js +15 -15
- package/LensFlares/lensFlare.js.map +1 -1
- package/LensFlares/lensFlareSystem.js +4 -4
- package/LensFlares/lensFlareSystem.js.map +1 -1
- package/Lights/Shadows/cascadedShadowGenerator.js +18 -18
- package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
- package/Lights/Shadows/shadowGenerator.js +115 -115
- package/Lights/Shadows/shadowGenerator.js.map +1 -1
- package/Lights/directionalLight.js +31 -31
- package/Lights/directionalLight.js.map +1 -1
- package/Lights/light.js +72 -72
- package/Lights/light.js.map +1 -1
- package/Lights/pointLight.js +18 -18
- package/Lights/pointLight.js.map +1 -1
- package/Lights/spotLight.js +30 -30
- package/Lights/spotLight.js.map +1 -1
- package/Loading/sceneLoader.d.ts +1 -1
- package/Materials/Background/backgroundMaterial.js +124 -124
- package/Materials/Background/backgroundMaterial.js.map +1 -1
- package/Materials/Node/Blocks/Dual/imageSourceBlock.js +8 -8
- package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/lightBlock.js +14 -14
- package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +9 -9
- package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/textureBlock.js +26 -26
- package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
- package/Materials/Node/Blocks/Input/inputBlock.js +34 -34
- package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +14 -14
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/reflectionBlock.js +16 -16
- package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
- package/Materials/Node/Blocks/customBlock.js +7 -7
- package/Materials/Node/Blocks/customBlock.js.map +1 -1
- package/Materials/Node/Blocks/gradientBlock.js +13 -13
- package/Materials/Node/Blocks/gradientBlock.js.map +1 -1
- package/Materials/Node/Blocks/triPlanarBlock.js +30 -30
- package/Materials/Node/Blocks/triPlanarBlock.js.map +1 -1
- package/Materials/Node/nodeMaterial.d.ts +1 -1
- package/Materials/Node/nodeMaterial.js +60 -60
- package/Materials/Node/nodeMaterial.js.map +1 -1
- package/Materials/Node/nodeMaterialBlock.js +35 -35
- package/Materials/Node/nodeMaterialBlock.js.map +1 -1
- package/Materials/Node/nodeMaterialBlockConnectionPoint.js +50 -50
- package/Materials/Node/nodeMaterialBlockConnectionPoint.js.map +1 -1
- package/Materials/PBR/pbrAnisotropicConfiguration.js +5 -5
- package/Materials/PBR/pbrAnisotropicConfiguration.js.map +1 -1
- package/Materials/PBR/pbrBRDFConfiguration.js +4 -4
- package/Materials/PBR/pbrBRDFConfiguration.js.map +1 -1
- package/Materials/PBR/pbrBaseMaterial.js +52 -52
- package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
- package/Materials/PBR/pbrBaseSimpleMaterial.js +17 -17
- package/Materials/PBR/pbrBaseSimpleMaterial.js.map +1 -1
- package/Materials/PBR/pbrClearCoatConfiguration.js +5 -5
- package/Materials/PBR/pbrClearCoatConfiguration.js.map +1 -1
- package/Materials/PBR/pbrIridescenceConfiguration.js +5 -5
- package/Materials/PBR/pbrIridescenceConfiguration.js.map +1 -1
- package/Materials/PBR/pbrMaterial.js +209 -209
- package/Materials/PBR/pbrMaterial.js.map +1 -1
- package/Materials/PBR/pbrSheenConfiguration.js +5 -5
- package/Materials/PBR/pbrSheenConfiguration.js.map +1 -1
- package/Materials/PBR/pbrSpecularGlossinessMaterial.js +6 -6
- package/Materials/PBR/pbrSpecularGlossinessMaterial.js.map +1 -1
- package/Materials/PBR/pbrSubSurfaceConfiguration.js +51 -51
- package/Materials/PBR/pbrSubSurfaceConfiguration.js.map +1 -1
- package/Materials/Textures/baseTexture.js +99 -99
- package/Materials/Textures/baseTexture.js.map +1 -1
- package/Materials/Textures/cubeTexture.js +61 -61
- package/Materials/Textures/cubeTexture.js.map +1 -1
- package/Materials/Textures/externalTexture.js +16 -16
- package/Materials/Textures/externalTexture.js.map +1 -1
- package/Materials/Textures/hdrCubeTexture.js +44 -44
- package/Materials/Textures/hdrCubeTexture.js.map +1 -1
- package/Materials/Textures/internalTexture.js +31 -31
- package/Materials/Textures/internalTexture.js.map +1 -1
- package/Materials/Textures/mirrorTexture.js +73 -73
- package/Materials/Textures/mirrorTexture.js.map +1 -1
- package/Materials/Textures/multiRenderTarget.js +47 -47
- package/Materials/Textures/multiRenderTarget.js.map +1 -1
- package/Materials/Textures/rawTexture2DArray.js +6 -6
- package/Materials/Textures/rawTexture2DArray.js.map +1 -1
- package/Materials/Textures/renderTargetTexture.js +142 -142
- package/Materials/Textures/renderTargetTexture.js.map +1 -1
- package/Materials/Textures/texture.d.ts +1 -1
- package/Materials/Textures/texture.js +26 -26
- package/Materials/Textures/texture.js.map +1 -1
- package/Materials/Textures/textureCreationOptions.d.ts +1 -1
- package/Materials/Textures/textureSampler.js +20 -20
- package/Materials/Textures/textureSampler.js.map +1 -1
- package/Materials/Textures/thinRenderTargetTexture.js +6 -6
- package/Materials/Textures/thinRenderTargetTexture.js.map +1 -1
- package/Materials/Textures/thinTexture.js +39 -39
- package/Materials/Textures/thinTexture.js.map +1 -1
- package/Materials/Textures/videoTexture.js +40 -40
- package/Materials/Textures/videoTexture.js.map +1 -1
- package/Materials/drawWrapper.js +6 -6
- package/Materials/drawWrapper.js.map +1 -1
- package/Materials/effect.js +18 -18
- package/Materials/effect.js.map +1 -1
- package/Materials/effectRenderer.js +9 -9
- package/Materials/effectRenderer.js.map +1 -1
- package/Materials/fresnelParameters.d.ts +2 -2
- package/Materials/fresnelParameters.js +13 -13
- package/Materials/fresnelParameters.js.map +1 -1
- package/Materials/material.detailMapConfiguration.js +5 -5
- package/Materials/material.detailMapConfiguration.js.map +1 -1
- package/Materials/material.js +223 -223
- package/Materials/material.js.map +1 -1
- package/Materials/materialPluginBase.js +5 -5
- package/Materials/materialPluginBase.js.map +1 -1
- package/Materials/materialPluginEvent.d.ts +14 -14
- package/Materials/materialPluginManager.d.ts +1 -1
- package/Materials/multiMaterial.js +16 -16
- package/Materials/multiMaterial.js.map +1 -1
- package/Materials/shadowDepthWrapper.js +14 -14
- package/Materials/shadowDepthWrapper.js.map +1 -1
- package/Materials/standardMaterial.js +100 -100
- package/Materials/standardMaterial.js.map +1 -1
- package/Materials/uniformBufferEffectCommonAccessor.js +3 -3
- package/Materials/uniformBufferEffectCommonAccessor.js.map +1 -1
- package/Maths/math.functions.js +2 -0
- package/Maths/math.functions.js.map +1 -1
- package/Maths/math.path.js +11 -11
- package/Maths/math.path.js.map +1 -1
- package/Maths/math.vector.d.ts +6 -7
- package/Maths/math.vector.js +48 -48
- package/Maths/math.vector.js.map +1 -1
- package/Meshes/Builders/goldbergBuilder.d.ts +2 -2
- package/Meshes/Compression/dracoCompression.js +23 -23
- package/Meshes/Compression/dracoCompression.js.map +1 -1
- package/Meshes/Compression/meshoptCompression.js +9 -9
- package/Meshes/Compression/meshoptCompression.js.map +1 -1
- package/Meshes/abstractMesh.js +179 -179
- package/Meshes/abstractMesh.js.map +1 -1
- package/Meshes/geometry.js +32 -32
- package/Meshes/geometry.js.map +1 -1
- package/Meshes/goldbergMesh.d.ts +1 -1
- package/Meshes/linesMesh.js +3 -3
- package/Meshes/linesMesh.js.map +1 -1
- package/Meshes/mesh.js +165 -165
- package/Meshes/mesh.js.map +1 -1
- package/Meshes/mesh.vertexData.js.map +1 -1
- package/Meshes/polygonMesh.js +5 -5
- package/Meshes/polygonMesh.js.map +1 -1
- package/Meshes/subMesh.js +59 -59
- package/Meshes/subMesh.js.map +1 -1
- package/Meshes/transformNode.js +52 -52
- package/Meshes/transformNode.js.map +1 -1
- package/Misc/PerformanceViewer/performanceViewerCollectionStrategies.d.ts +1 -1
- package/Misc/PerformanceViewer/performanceViewerCollector.js +12 -12
- package/Misc/PerformanceViewer/performanceViewerCollector.js.map +1 -1
- package/Misc/arrayTools.d.ts +1 -1
- package/Misc/copyTextureToTexture.js +3 -3
- package/Misc/copyTextureToTexture.js.map +1 -1
- package/Misc/coroutine.d.ts +5 -5
- package/Misc/deferred.js +9 -9
- package/Misc/deferred.js.map +1 -1
- package/Misc/depthReducer.js +7 -7
- package/Misc/depthReducer.js.map +1 -1
- package/Misc/environmentTextureTools.d.ts +1 -1
- package/Misc/error.d.ts +1 -1
- package/Misc/fileTools.d.ts +5 -5
- package/Misc/filesInput.js +6 -6
- package/Misc/filesInput.js.map +1 -1
- package/Misc/khronosTextureContainer2.js +9 -9
- package/Misc/khronosTextureContainer2.js.map +1 -1
- package/Misc/observable.js +12 -12
- package/Misc/observable.js.map +1 -1
- package/Misc/perfCounter.js +16 -16
- package/Misc/perfCounter.js.map +1 -1
- package/Misc/sceneOptimizer.js +76 -76
- package/Misc/sceneOptimizer.js.map +1 -1
- package/Misc/stringDictionary.d.ts +1 -1
- package/Misc/trajectoryClassifier.js +67 -67
- package/Misc/trajectoryClassifier.js.map +1 -1
- package/Misc/videoRecorder.js +15 -15
- package/Misc/videoRecorder.js.map +1 -1
- package/Misc/virtualJoystick.js +12 -12
- package/Misc/virtualJoystick.js.map +1 -1
- package/Morph/morphTarget.js +28 -28
- package/Morph/morphTarget.js.map +1 -1
- package/Morph/morphTargetManager.js +18 -18
- package/Morph/morphTargetManager.js.map +1 -1
- package/Offline/database.js +12 -12
- package/Offline/database.js.map +1 -1
- package/Particles/EmitterTypes/coneParticleEmitter.js +25 -25
- package/Particles/EmitterTypes/coneParticleEmitter.js.map +1 -1
- package/Particles/EmitterTypes/meshParticleEmitter.js +20 -20
- package/Particles/EmitterTypes/meshParticleEmitter.js.map +1 -1
- package/Particles/baseParticleSystem.js +232 -232
- package/Particles/baseParticleSystem.js.map +1 -1
- package/Particles/cloudPoint.js +9 -9
- package/Particles/cloudPoint.js.map +1 -1
- package/Particles/gpuParticleSystem.js +123 -123
- package/Particles/gpuParticleSystem.js.map +1 -1
- package/Particles/particleSystem.js +102 -102
- package/Particles/particleSystem.js.map +1 -1
- package/Particles/pointsCloudSystem.js +18 -18
- package/Particles/pointsCloudSystem.js.map +1 -1
- package/Particles/solidParticle.js +23 -23
- package/Particles/solidParticle.js.map +1 -1
- package/Physics/v1/physicsEngine.js +14 -14
- package/Physics/v1/physicsEngine.js.map +1 -1
- package/Physics/v1/physicsImpostor.js +149 -149
- package/Physics/v1/physicsImpostor.js.map +1 -1
- package/Physics/v2/physicsEngine.js +14 -14
- package/Physics/v2/physicsEngine.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js +129 -129
- package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js +68 -68
- package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline.js +6 -6
- package/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.js +226 -225
- package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.js.map +1 -1
- package/PostProcesses/RenderPipeline/postProcessRenderPipeline.js +10 -10
- package/PostProcesses/RenderPipeline/postProcessRenderPipeline.js.map +1 -1
- package/PostProcesses/anaglyphPostProcess.js +7 -7
- package/PostProcesses/anaglyphPostProcess.js.map +1 -1
- package/PostProcesses/blackAndWhitePostProcess.js +7 -7
- package/PostProcesses/blackAndWhitePostProcess.js.map +1 -1
- package/PostProcesses/bloomEffect.js +28 -28
- package/PostProcesses/bloomEffect.js.map +1 -1
- package/PostProcesses/bloomMergePostProcess.js +7 -7
- package/PostProcesses/bloomMergePostProcess.js.map +1 -1
- package/PostProcesses/blurPostProcess.js +32 -32
- package/PostProcesses/blurPostProcess.js.map +1 -1
- package/PostProcesses/chromaticAberrationPostProcess.js +7 -7
- package/PostProcesses/chromaticAberrationPostProcess.js.map +1 -1
- package/PostProcesses/circleOfConfusionPostProcess.js +7 -7
- package/PostProcesses/circleOfConfusionPostProcess.js.map +1 -1
- package/PostProcesses/colorCorrectionPostProcess.js +7 -7
- package/PostProcesses/colorCorrectionPostProcess.js.map +1 -1
- package/PostProcesses/convolutionPostProcess.js +7 -7
- package/PostProcesses/convolutionPostProcess.js.map +1 -1
- package/PostProcesses/depthOfFieldBlurPostProcess.js +7 -7
- package/PostProcesses/depthOfFieldBlurPostProcess.js.map +1 -1
- package/PostProcesses/depthOfFieldEffect.js +36 -36
- package/PostProcesses/depthOfFieldEffect.js.map +1 -1
- package/PostProcesses/depthOfFieldMergePostProcess.js +7 -7
- package/PostProcesses/depthOfFieldMergePostProcess.js.map +1 -1
- package/PostProcesses/extractHighlightsPostProcess.js +7 -7
- package/PostProcesses/extractHighlightsPostProcess.js.map +1 -1
- package/PostProcesses/filterPostProcess.js +7 -7
- package/PostProcesses/filterPostProcess.js.map +1 -1
- package/PostProcesses/grainPostProcess.js +7 -7
- package/PostProcesses/grainPostProcess.js.map +1 -1
- package/PostProcesses/imageProcessingPostProcess.js +42 -42
- package/PostProcesses/imageProcessingPostProcess.js.map +1 -1
- package/PostProcesses/motionBlurPostProcess.js +41 -41
- package/PostProcesses/motionBlurPostProcess.js.map +1 -1
- package/PostProcesses/passPostProcess.js +15 -15
- package/PostProcesses/passPostProcess.js.map +1 -1
- package/PostProcesses/postProcess.d.ts +2 -2
- package/PostProcesses/postProcess.js +123 -123
- package/PostProcesses/postProcess.js.map +1 -1
- package/PostProcesses/refractionPostProcess.js +21 -21
- package/PostProcesses/refractionPostProcess.js.map +1 -1
- package/PostProcesses/screenSpaceCurvaturePostProcess.js +7 -7
- package/PostProcesses/screenSpaceCurvaturePostProcess.js.map +1 -1
- package/PostProcesses/screenSpaceReflectionPostProcess.js +19 -19
- package/PostProcesses/screenSpaceReflectionPostProcess.js.map +1 -1
- package/PostProcesses/sharpenPostProcess.js +7 -7
- package/PostProcesses/sharpenPostProcess.js.map +1 -1
- package/PostProcesses/stereoscopicInterlacePostProcess.js +14 -14
- package/PostProcesses/stereoscopicInterlacePostProcess.js.map +1 -1
- package/PostProcesses/tonemapPostProcess.js +7 -7
- package/PostProcesses/tonemapPostProcess.js.map +1 -1
- package/PostProcesses/volumetricLightScatteringPostProcess.js +11 -11
- package/PostProcesses/volumetricLightScatteringPostProcess.js.map +1 -1
- package/PostProcesses/vrDistortionCorrectionPostProcess.js +7 -7
- package/PostProcesses/vrDistortionCorrectionPostProcess.js.map +1 -1
- package/Rendering/depthPeelingRenderer.js +36 -36
- package/Rendering/depthPeelingRenderer.js.map +1 -1
- package/Rendering/depthRenderer.js +8 -8
- package/Rendering/depthRenderer.js.map +1 -1
- package/Rendering/edgesRenderer.js +34 -34
- package/Rendering/edgesRenderer.js.map +1 -1
- package/Rendering/fluidRenderer/fluidRenderer.js +8 -8
- package/Rendering/fluidRenderer/fluidRenderer.js.map +1 -1
- package/Rendering/fluidRenderer/fluidRenderingDepthTextureCopy.js +3 -3
- package/Rendering/fluidRenderer/fluidRenderingDepthTextureCopy.js.map +1 -1
- package/Rendering/fluidRenderer/fluidRenderingObject.js +19 -19
- package/Rendering/fluidRenderer/fluidRenderingObject.js.map +1 -1
- package/Rendering/fluidRenderer/fluidRenderingObjectCustomParticles.js +12 -12
- package/Rendering/fluidRenderer/fluidRenderingObjectCustomParticles.js.map +1 -1
- package/Rendering/fluidRenderer/fluidRenderingObjectParticleSystem.js +18 -18
- package/Rendering/fluidRenderer/fluidRenderingObjectParticleSystem.js.map +1 -1
- package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.js +68 -68
- package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.js.map +1 -1
- package/Rendering/fluidRenderer/fluidRenderingTextures.js +29 -29
- package/Rendering/fluidRenderer/fluidRenderingTextures.js.map +1 -1
- package/Rendering/geometryBufferRenderer.js +44 -44
- package/Rendering/geometryBufferRenderer.js.map +1 -1
- package/Rendering/prePassRenderer.js +51 -51
- package/Rendering/prePassRenderer.js.map +1 -1
- package/Rendering/renderingGroup.js +25 -25
- package/Rendering/renderingGroup.js.map +1 -1
- package/Rendering/renderingManager.js +21 -21
- package/Rendering/renderingManager.js.map +1 -1
- package/Rendering/subSurfaceConfiguration.js +18 -18
- package/Rendering/subSurfaceConfiguration.js.map +1 -1
- package/Rendering/utilityLayerRenderer.js +76 -76
- package/Rendering/utilityLayerRenderer.js.map +1 -1
- package/Sprites/sprite.js +16 -16
- package/Sprites/sprite.js.map +1 -1
- package/Sprites/spriteManager.js +81 -81
- package/Sprites/spriteManager.js.map +1 -1
- package/Sprites/spriteMap.js +32 -32
- package/Sprites/spriteMap.js.map +1 -1
- package/Sprites/spriteRenderer.js +6 -6
- package/Sprites/spriteRenderer.js.map +1 -1
- package/Sprites/thinSprite.js +22 -22
- package/Sprites/thinSprite.js.map +1 -1
- package/States/stencilStateComposer.js +10 -10
- package/States/stencilStateComposer.js.map +1 -1
- package/XR/features/WebXRAnchorSystem.js +7 -7
- package/XR/features/WebXRAnchorSystem.js.map +1 -1
- package/XR/features/WebXRControllerMovement.d.ts +3 -3
- package/XR/features/WebXRControllerMovement.js +97 -97
- package/XR/features/WebXRControllerMovement.js.map +1 -1
- package/XR/features/WebXRControllerPhysics.js +24 -24
- package/XR/features/WebXRControllerPhysics.js.map +1 -1
- package/XR/features/WebXRControllerTeleportation.js +26 -26
- package/XR/features/WebXRControllerTeleportation.js.map +1 -1
- package/XR/features/WebXRDOMOverlay.d.ts +1 -1
- package/XR/features/WebXRFeaturePointSystem.js +6 -6
- package/XR/features/WebXRFeaturePointSystem.js.map +1 -1
- package/XR/features/WebXRHandTracking.d.ts +1 -1
- package/XR/features/WebXRHandTracking.js +95 -95
- package/XR/features/WebXRHandTracking.js.map +1 -1
- package/XR/features/WebXRWalkingLocomotion.js +21 -21
- package/XR/features/WebXRWalkingLocomotion.js.map +1 -1
- package/XR/motionController/webXRAbstractMotionController.d.ts +3 -3
- package/XR/motionController/webXRMotionControllerManager.d.ts +1 -1
- package/XR/native/nativeXRFrame.js +3 -3
- package/XR/native/nativeXRFrame.js.map +1 -1
- package/XR/webXRFeaturesManager.d.ts +1 -1
- package/XR/webXRLayerWrapper.d.ts +2 -2
- package/XR/webXRLayerWrapper.js +17 -17
- package/XR/webXRLayerWrapper.js.map +1 -1
- package/abstractScene.d.ts +2 -2
- package/node.d.ts +1 -1
- package/node.js +71 -71
- package/node.js.map +1 -1
- package/package.json +1 -1
- package/scene.js +777 -777
- package/scene.js.map +1 -1
- package/sceneComponent.d.ts +12 -12
- package/types.d.ts +11 -11
package/Debug/debugLayer.js
CHANGED
|
@@ -45,27 +45,6 @@ export var DebugLayerTab;
|
|
|
45
45
|
* @see https://doc.babylonjs.com/toolsAndResources/inspector
|
|
46
46
|
*/
|
|
47
47
|
export class DebugLayer {
|
|
48
|
-
/**
|
|
49
|
-
* Instantiates a new debug layer.
|
|
50
|
-
* The debug layer (aka Inspector) is the go to tool in order to better understand
|
|
51
|
-
* what is happening in your scene
|
|
52
|
-
* @see https://doc.babylonjs.com/toolsAndResources/inspector
|
|
53
|
-
* @param scene Defines the scene to inspect
|
|
54
|
-
*/
|
|
55
|
-
constructor(scene) {
|
|
56
|
-
// eslint-disable-next-line @typescript-eslint/naming-convention
|
|
57
|
-
this.BJSINSPECTOR = this._getGlobalInspector();
|
|
58
|
-
this._scene = scene || EngineStore.LastCreatedScene;
|
|
59
|
-
if (!this._scene) {
|
|
60
|
-
return;
|
|
61
|
-
}
|
|
62
|
-
this._scene.onDisposeObservable.add(() => {
|
|
63
|
-
// Debug layer
|
|
64
|
-
if (this._scene._debugLayer) {
|
|
65
|
-
this._scene._debugLayer.hide();
|
|
66
|
-
}
|
|
67
|
-
});
|
|
68
|
-
}
|
|
69
48
|
/**
|
|
70
49
|
* Observable triggered when a property is changed through the inspector.
|
|
71
50
|
*/
|
|
@@ -90,6 +69,27 @@ export class DebugLayer {
|
|
|
90
69
|
}
|
|
91
70
|
return this._onSelectionChangedObservable;
|
|
92
71
|
}
|
|
72
|
+
/**
|
|
73
|
+
* Instantiates a new debug layer.
|
|
74
|
+
* The debug layer (aka Inspector) is the go to tool in order to better understand
|
|
75
|
+
* what is happening in your scene
|
|
76
|
+
* @see https://doc.babylonjs.com/toolsAndResources/inspector
|
|
77
|
+
* @param scene Defines the scene to inspect
|
|
78
|
+
*/
|
|
79
|
+
constructor(scene) {
|
|
80
|
+
// eslint-disable-next-line @typescript-eslint/naming-convention
|
|
81
|
+
this.BJSINSPECTOR = this._getGlobalInspector();
|
|
82
|
+
this._scene = scene || EngineStore.LastCreatedScene;
|
|
83
|
+
if (!this._scene) {
|
|
84
|
+
return;
|
|
85
|
+
}
|
|
86
|
+
this._scene.onDisposeObservable.add(() => {
|
|
87
|
+
// Debug layer
|
|
88
|
+
if (this._scene._debugLayer) {
|
|
89
|
+
this._scene._debugLayer.hide();
|
|
90
|
+
}
|
|
91
|
+
});
|
|
92
|
+
}
|
|
93
93
|
/**
|
|
94
94
|
* Creates the inspector window.
|
|
95
95
|
* @param config
|
package/Debug/debugLayer.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
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interface IExplorerExtensibilityGroup {\r\n /**\r\n * Defines a predicate to test if a given type mut be extended\r\n */\r\n predicate: (entity: any) => boolean;\r\n /**\r\n * Gets the list of options added to a type\r\n */\r\n entries: IExplorerExtensibilityOption[];\r\n}\r\n\r\n/**\r\n * Defines a new node that will be displayed as top level node in the explorer\r\n */\r\nexport interface IExplorerAdditionalChild {\r\n /**\r\n * Gets the name of the additional node\r\n */\r\n name: string;\r\n /**\r\n * Function used to return the class name of the child node\r\n */\r\n getClassName(): string;\r\n /**\r\n * List of inspectable custom properties (used by the Inspector)\r\n * @see https://doc.babylonjs.com/toolsAndResources/inspector#extensibility\r\n */\r\n inspectableCustomProperties: IInspectable[];\r\n}\r\n\r\n/**\r\n * Defines a new node that will be displayed as top level node in the explorer\r\n */\r\nexport interface IExplorerAdditionalNode {\r\n /**\r\n * Gets the name of the additional node\r\n */\r\n name: string;\r\n /**\r\n * Function used to return the list of child entries\r\n */\r\n getContent(): IExplorerAdditionalChild[];\r\n}\r\n\r\n/**\r\n * Interface used to define the options to use to create the Inspector\r\n */\r\nexport interface IInspectorOptions {\r\n /**\r\n * Display in overlay mode (default: false)\r\n */\r\n overlay?: boolean;\r\n /**\r\n * HTML element to use as root (the parent of the rendering canvas will be used as default value)\r\n */\r\n globalRoot?: HTMLElement;\r\n /**\r\n * Display the Scene explorer\r\n */\r\n showExplorer?: boolean;\r\n /**\r\n * Display the property inspector\r\n */\r\n showInspector?: boolean;\r\n /**\r\n * Display in embed mode (both panes on the right)\r\n */\r\n embedMode?: boolean;\r\n /**\r\n * let the Inspector handles resize of the canvas when panes are resized (default to true)\r\n */\r\n handleResize?: boolean;\r\n /**\r\n * Allow the panes to popup (default: true)\r\n */\r\n enablePopup?: boolean;\r\n /**\r\n * Allow the panes to be closed by users (default: true)\r\n */\r\n enableClose?: boolean;\r\n /**\r\n * Optional list of extensibility entries\r\n */\r\n explorerExtensibility?: IExplorerExtensibilityGroup[];\r\n /**\r\n * Optional list of additional top level nodes\r\n */\r\n additionalNodes?: IExplorerAdditionalNode[];\r\n /**\r\n * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).\r\n */\r\n inspectorURL?: string;\r\n /**\r\n * Optional initial tab (default to DebugLayerTab.Properties)\r\n */\r\n initialTab?: DebugLayerTab;\r\n /**\r\n * Optional camera to use to render the gizmos from the inspector (default to the scene.activeCamera or the latest from scene.activeCameras)\r\n */\r\n gizmoCamera?: Camera;\r\n}\r\n\r\ndeclare module \"../scene\" {\r\n export interface Scene {\r\n /**\r\n * @internal\r\n * Backing field\r\n */\r\n _debugLayer: DebugLayer;\r\n\r\n /**\r\n * Gets the debug layer (aka Inspector) associated with the scene\r\n * @see https://doc.babylonjs.com/toolsAndResources/inspector\r\n */\r\n debugLayer: DebugLayer;\r\n }\r\n}\r\nObject.defineProperty(Scene.prototype, \"debugLayer\", {\r\n get: function (this: Scene) {\r\n if (!this._debugLayer) {\r\n this._debugLayer = new DebugLayer(this);\r\n }\r\n return this._debugLayer;\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\n/**\r\n * Enum of inspector action tab\r\n */\r\nexport enum DebugLayerTab {\r\n /**\r\n * Properties tag (default)\r\n */\r\n Properties = 0,\r\n /**\r\n * Debug tab\r\n */\r\n Debug = 1,\r\n /**\r\n * Statistics tab\r\n */\r\n Statistics = 2,\r\n /**\r\n * Tools tab\r\n */\r\n Tools = 3,\r\n /**\r\n * Settings tab\r\n */\r\n Settings = 4,\r\n}\r\n\r\n/**\r\n * The debug layer (aka Inspector) is the go to tool in order to better understand\r\n * what is happening in your scene\r\n * @see https://doc.babylonjs.com/toolsAndResources/inspector\r\n */\r\nexport class DebugLayer {\r\n /**\r\n * Define the url to get the inspector script from.\r\n * By default it uses the babylonjs CDN.\r\n * @ignoreNaming\r\n */\r\n public static InspectorURL = `https://unpkg.com/babylonjs-inspector@${Engine.Version}/babylon.inspector.bundle.js`;\r\n\r\n private _scene: Scene;\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n private BJSINSPECTOR = this._getGlobalInspector();\r\n\r\n private _onPropertyChangedObservable?: Observable<{ object: any; property: string; value: any; initialValue: any }>;\r\n /**\r\n * Observable triggered when a property is changed through the inspector.\r\n */\r\n public get onPropertyChangedObservable() {\r\n if (this.BJSINSPECTOR && this.BJSINSPECTOR.Inspector) {\r\n return this.BJSINSPECTOR.Inspector.OnPropertyChangedObservable;\r\n }\r\n\r\n if (!this._onPropertyChangedObservable) {\r\n this._onPropertyChangedObservable = new Observable<{ object: any; property: string; value: any; initialValue: any }>();\r\n }\r\n\r\n return this._onPropertyChangedObservable;\r\n }\r\n\r\n private _onSelectionChangedObservable?: Observable<any>;\r\n /**\r\n * Observable triggered when the selection is changed through the inspector.\r\n */\r\n public get onSelectionChangedObservable() {\r\n if (this.BJSINSPECTOR && this.BJSINSPECTOR.Inspector) {\r\n return this.BJSINSPECTOR.Inspector.OnSelectionChangeObservable;\r\n }\r\n\r\n if (!this._onSelectionChangedObservable) {\r\n this._onSelectionChangedObservable = new Observable<any>();\r\n }\r\n\r\n return this._onSelectionChangedObservable;\r\n }\r\n\r\n /**\r\n * Instantiates a new debug layer.\r\n * The debug layer (aka Inspector) is the go to tool in order to better understand\r\n * what is happening in your scene\r\n * @see https://doc.babylonjs.com/toolsAndResources/inspector\r\n * @param scene Defines the scene to inspect\r\n */\r\n constructor(scene?: Scene) {\r\n this._scene = scene || <Scene>EngineStore.LastCreatedScene;\r\n if (!this._scene) {\r\n return;\r\n }\r\n this._scene.onDisposeObservable.add(() => {\r\n // Debug layer\r\n if (this._scene._debugLayer) {\r\n this._scene._debugLayer.hide();\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Creates the inspector window.\r\n * @param config\r\n */\r\n private _createInspector(config?: Partial<IInspectorOptions>) {\r\n if (this.isVisible()) {\r\n return;\r\n }\r\n\r\n if (this._onPropertyChangedObservable) {\r\n for (const observer of this._onPropertyChangedObservable!.observers) {\r\n this.BJSINSPECTOR.Inspector.OnPropertyChangedObservable.add(observer);\r\n }\r\n this._onPropertyChangedObservable.clear();\r\n this._onPropertyChangedObservable = undefined;\r\n }\r\n\r\n if (this._onSelectionChangedObservable) {\r\n for (const observer of this._onSelectionChangedObservable!.observers) {\r\n this.BJSINSPECTOR.Inspector.OnSelectionChangedObservable.add(observer);\r\n }\r\n this._onSelectionChangedObservable.clear();\r\n this._onSelectionChangedObservable = undefined;\r\n }\r\n\r\n const userOptions: IInspectorOptions = {\r\n overlay: false,\r\n showExplorer: true,\r\n showInspector: true,\r\n embedMode: false,\r\n handleResize: true,\r\n enablePopup: true,\r\n ...config,\r\n };\r\n\r\n this.BJSINSPECTOR = this.BJSINSPECTOR || this._getGlobalInspector();\r\n\r\n this.BJSINSPECTOR.Inspector.Show(this._scene, userOptions);\r\n }\r\n\r\n /**\r\n * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid\r\n * @param entity defines the entity to select\r\n * @param lineContainerTitles defines the specific blocks to highlight (could be a string or an array of strings)\r\n */\r\n public select(entity: any, lineContainerTitles?: string | string[]) {\r\n if (this.BJSINSPECTOR) {\r\n if (lineContainerTitles) {\r\n if (Object.prototype.toString.call(lineContainerTitles) == \"[object String]\") {\r\n this.BJSINSPECTOR.Inspector.MarkLineContainerTitleForHighlighting(lineContainerTitles);\r\n } else {\r\n this.BJSINSPECTOR.Inspector.MarkMultipleLineContainerTitlesForHighlighting(lineContainerTitles);\r\n }\r\n }\r\n this.BJSINSPECTOR.Inspector.OnSelectionChangeObservable.notifyObservers(entity);\r\n }\r\n }\r\n\r\n /** Get the inspector from bundle or global */\r\n private _getGlobalInspector(): any {\r\n // UMD Global name detection from Webpack Bundle UMD Name.\r\n if (typeof INSPECTOR !== \"undefined\") {\r\n return INSPECTOR;\r\n }\r\n\r\n // In case of module let s check the global emitted from the Inspector entry point.\r\n if (typeof BABYLON !== \"undefined\" && typeof BABYLON.Inspector !== \"undefined\") {\r\n return BABYLON;\r\n }\r\n\r\n return undefined;\r\n }\r\n\r\n /**\r\n * Get if the inspector is visible or not.\r\n * @returns true if visible otherwise, false\r\n */\r\n public isVisible(): boolean {\r\n return this.BJSINSPECTOR && this.BJSINSPECTOR.Inspector.IsVisible;\r\n }\r\n\r\n /**\r\n * Hide the inspector and close its window.\r\n */\r\n public hide() {\r\n if (this.BJSINSPECTOR) {\r\n this.BJSINSPECTOR.Inspector.Hide();\r\n }\r\n }\r\n\r\n /**\r\n * Update the scene in the inspector\r\n */\r\n public setAsActiveScene() {\r\n if (this.BJSINSPECTOR) {\r\n this.BJSINSPECTOR.Inspector._SetNewScene(this._scene);\r\n }\r\n }\r\n\r\n /**\r\n * Launch the debugLayer.\r\n * @param config Define the configuration of the inspector\r\n * @returns a promise fulfilled when the debug layer is visible\r\n */\r\n public show(config?: IInspectorOptions): Promise<DebugLayer> {\r\n return new Promise((resolve) => {\r\n if (typeof this.BJSINSPECTOR == \"undefined\") {\r\n const inspectorUrl = config && config.inspectorURL ? config.inspectorURL : DebugLayer.InspectorURL;\r\n\r\n // Load inspector and add it to the DOM\r\n Tools.LoadScript(inspectorUrl, () => {\r\n this._createInspector(config);\r\n resolve(this);\r\n });\r\n } else {\r\n // Otherwise creates the inspector\r\n this._createInspector(config);\r\n resolve(this);\r\n }\r\n });\r\n }\r\n}\r\n"]}
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1
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+
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{ Tools } from \"../Misc/tools\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Scene } from \"../scene\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport type { IInspectable } from \"../Misc/iInspectable\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\n\r\n// declare INSPECTOR namespace for compilation issue\r\ndeclare let INSPECTOR: any;\r\ndeclare let BABYLON: any;\r\n// load the inspector using require, if not present in the global namespace.\r\n\r\n/**\r\n * Interface used to define scene explorer extensibility option\r\n */\r\nexport interface IExplorerExtensibilityOption {\r\n /**\r\n * Define the option label\r\n */\r\n label: string;\r\n /**\r\n * Defines the action to execute on click\r\n */\r\n action: (entity: any) => void;\r\n}\r\n\r\n/**\r\n * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer\r\n */\r\nexport interface IExplorerExtensibilityGroup {\r\n /**\r\n * Defines a predicate to test if a given type mut be extended\r\n */\r\n predicate: (entity: any) => boolean;\r\n /**\r\n * Gets the list of options added to a type\r\n */\r\n entries: IExplorerExtensibilityOption[];\r\n}\r\n\r\n/**\r\n * Defines a new node that will be displayed as top level node in the explorer\r\n */\r\nexport interface IExplorerAdditionalChild {\r\n /**\r\n * Gets the name of the additional node\r\n */\r\n name: string;\r\n /**\r\n * Function used to return the class name of the child node\r\n */\r\n getClassName(): string;\r\n /**\r\n * List of inspectable custom properties (used by the Inspector)\r\n * @see https://doc.babylonjs.com/toolsAndResources/inspector#extensibility\r\n */\r\n inspectableCustomProperties: IInspectable[];\r\n}\r\n\r\n/**\r\n * Defines a new node that will be displayed as top level node in the explorer\r\n */\r\nexport interface IExplorerAdditionalNode {\r\n /**\r\n * Gets the name of the additional node\r\n */\r\n name: string;\r\n /**\r\n * Function used to return the list of child entries\r\n */\r\n getContent(): IExplorerAdditionalChild[];\r\n}\r\n\r\n/**\r\n * Interface used to define the options to use to create the Inspector\r\n */\r\nexport interface IInspectorOptions {\r\n /**\r\n * Display in overlay mode (default: false)\r\n */\r\n overlay?: boolean;\r\n /**\r\n * HTML element to use as root (the parent of the rendering canvas will be used as default value)\r\n */\r\n globalRoot?: HTMLElement;\r\n /**\r\n * Display the Scene explorer\r\n */\r\n showExplorer?: boolean;\r\n /**\r\n * Display the property inspector\r\n */\r\n showInspector?: boolean;\r\n /**\r\n * Display in embed mode (both panes on the right)\r\n */\r\n embedMode?: boolean;\r\n /**\r\n * let the Inspector handles resize of the canvas when panes are resized (default to true)\r\n */\r\n handleResize?: boolean;\r\n /**\r\n * Allow the panes to popup (default: true)\r\n */\r\n enablePopup?: boolean;\r\n /**\r\n * Allow the panes to be closed by users (default: true)\r\n */\r\n enableClose?: boolean;\r\n /**\r\n * Optional list of extensibility entries\r\n */\r\n explorerExtensibility?: IExplorerExtensibilityGroup[];\r\n /**\r\n * Optional list of additional top level nodes\r\n */\r\n additionalNodes?: IExplorerAdditionalNode[];\r\n /**\r\n * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).\r\n */\r\n inspectorURL?: string;\r\n /**\r\n * Optional initial tab (default to DebugLayerTab.Properties)\r\n */\r\n initialTab?: DebugLayerTab;\r\n /**\r\n * Optional camera to use to render the gizmos from the inspector (default to the scene.activeCamera or the latest from scene.activeCameras)\r\n */\r\n gizmoCamera?: Camera;\r\n}\r\n\r\ndeclare module \"../scene\" {\r\n export interface Scene {\r\n /**\r\n * @internal\r\n * Backing field\r\n */\r\n _debugLayer: DebugLayer;\r\n\r\n /**\r\n * Gets the debug layer (aka Inspector) associated with the scene\r\n * @see https://doc.babylonjs.com/toolsAndResources/inspector\r\n */\r\n debugLayer: DebugLayer;\r\n }\r\n}\r\nObject.defineProperty(Scene.prototype, \"debugLayer\", {\r\n get: function (this: Scene) {\r\n if (!this._debugLayer) {\r\n this._debugLayer = new DebugLayer(this);\r\n }\r\n return this._debugLayer;\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\n/**\r\n * Enum of inspector action tab\r\n */\r\nexport enum DebugLayerTab {\r\n /**\r\n * Properties tag (default)\r\n */\r\n Properties = 0,\r\n /**\r\n * Debug tab\r\n */\r\n Debug = 1,\r\n /**\r\n * Statistics tab\r\n */\r\n Statistics = 2,\r\n /**\r\n * Tools tab\r\n */\r\n Tools = 3,\r\n /**\r\n * Settings tab\r\n */\r\n Settings = 4,\r\n}\r\n\r\n/**\r\n * The debug layer (aka Inspector) is the go to tool in order to better understand\r\n * what is happening in your scene\r\n * @see https://doc.babylonjs.com/toolsAndResources/inspector\r\n */\r\nexport class DebugLayer {\r\n /**\r\n * Define the url to get the inspector script from.\r\n * By default it uses the babylonjs CDN.\r\n * @ignoreNaming\r\n */\r\n public static InspectorURL = `https://unpkg.com/babylonjs-inspector@${Engine.Version}/babylon.inspector.bundle.js`;\r\n\r\n private _scene: Scene;\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n private BJSINSPECTOR = this._getGlobalInspector();\r\n\r\n private _onPropertyChangedObservable?: Observable<{ object: any; property: string; value: any; initialValue: any }>;\r\n /**\r\n * Observable triggered when a property is changed through the inspector.\r\n */\r\n public get onPropertyChangedObservable() {\r\n if (this.BJSINSPECTOR && this.BJSINSPECTOR.Inspector) {\r\n return this.BJSINSPECTOR.Inspector.OnPropertyChangedObservable;\r\n }\r\n\r\n if (!this._onPropertyChangedObservable) {\r\n this._onPropertyChangedObservable = new Observable<{ object: any; property: string; value: any; initialValue: any }>();\r\n }\r\n\r\n return this._onPropertyChangedObservable;\r\n }\r\n\r\n private _onSelectionChangedObservable?: Observable<any>;\r\n /**\r\n * Observable triggered when the selection is changed through the inspector.\r\n */\r\n public get onSelectionChangedObservable() {\r\n if (this.BJSINSPECTOR && this.BJSINSPECTOR.Inspector) {\r\n return this.BJSINSPECTOR.Inspector.OnSelectionChangeObservable;\r\n }\r\n\r\n if (!this._onSelectionChangedObservable) {\r\n this._onSelectionChangedObservable = new Observable<any>();\r\n }\r\n\r\n return this._onSelectionChangedObservable;\r\n }\r\n\r\n /**\r\n * Instantiates a new debug layer.\r\n * The debug layer (aka Inspector) is the go to tool in order to better understand\r\n * what is happening in your scene\r\n * @see https://doc.babylonjs.com/toolsAndResources/inspector\r\n * @param scene Defines the scene to inspect\r\n */\r\n constructor(scene?: Scene) {\r\n this._scene = scene || <Scene>EngineStore.LastCreatedScene;\r\n if (!this._scene) {\r\n return;\r\n }\r\n this._scene.onDisposeObservable.add(() => {\r\n // Debug layer\r\n if (this._scene._debugLayer) {\r\n this._scene._debugLayer.hide();\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Creates the inspector window.\r\n * @param config\r\n */\r\n private _createInspector(config?: Partial<IInspectorOptions>) {\r\n if (this.isVisible()) {\r\n return;\r\n }\r\n\r\n if (this._onPropertyChangedObservable) {\r\n for (const observer of this._onPropertyChangedObservable!.observers) {\r\n this.BJSINSPECTOR.Inspector.OnPropertyChangedObservable.add(observer);\r\n }\r\n this._onPropertyChangedObservable.clear();\r\n this._onPropertyChangedObservable = undefined;\r\n }\r\n\r\n if (this._onSelectionChangedObservable) {\r\n for (const observer of this._onSelectionChangedObservable!.observers) {\r\n this.BJSINSPECTOR.Inspector.OnSelectionChangedObservable.add(observer);\r\n }\r\n this._onSelectionChangedObservable.clear();\r\n this._onSelectionChangedObservable = undefined;\r\n }\r\n\r\n const userOptions: IInspectorOptions = {\r\n overlay: false,\r\n showExplorer: true,\r\n showInspector: true,\r\n embedMode: false,\r\n handleResize: true,\r\n enablePopup: true,\r\n ...config,\r\n };\r\n\r\n this.BJSINSPECTOR = this.BJSINSPECTOR || this._getGlobalInspector();\r\n\r\n this.BJSINSPECTOR.Inspector.Show(this._scene, userOptions);\r\n }\r\n\r\n /**\r\n * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid\r\n * @param entity defines the entity to select\r\n * @param lineContainerTitles defines the specific blocks to highlight (could be a string or an array of strings)\r\n */\r\n public select(entity: any, lineContainerTitles?: string | string[]) {\r\n if (this.BJSINSPECTOR) {\r\n if (lineContainerTitles) {\r\n if (Object.prototype.toString.call(lineContainerTitles) == \"[object String]\") {\r\n this.BJSINSPECTOR.Inspector.MarkLineContainerTitleForHighlighting(lineContainerTitles);\r\n } else {\r\n this.BJSINSPECTOR.Inspector.MarkMultipleLineContainerTitlesForHighlighting(lineContainerTitles);\r\n }\r\n }\r\n this.BJSINSPECTOR.Inspector.OnSelectionChangeObservable.notifyObservers(entity);\r\n }\r\n }\r\n\r\n /** Get the inspector from bundle or global */\r\n private _getGlobalInspector(): any {\r\n // UMD Global name detection from Webpack Bundle UMD Name.\r\n if (typeof INSPECTOR !== \"undefined\") {\r\n return INSPECTOR;\r\n }\r\n\r\n // In case of module let s check the global emitted from the Inspector entry point.\r\n if (typeof BABYLON !== \"undefined\" && typeof BABYLON.Inspector !== \"undefined\") {\r\n return BABYLON;\r\n }\r\n\r\n return undefined;\r\n }\r\n\r\n /**\r\n * Get if the inspector is visible or not.\r\n * @returns true if visible otherwise, false\r\n */\r\n public isVisible(): boolean {\r\n return this.BJSINSPECTOR && this.BJSINSPECTOR.Inspector.IsVisible;\r\n }\r\n\r\n /**\r\n * Hide the inspector and close its window.\r\n */\r\n public hide() {\r\n if (this.BJSINSPECTOR) {\r\n this.BJSINSPECTOR.Inspector.Hide();\r\n }\r\n }\r\n\r\n /**\r\n * Update the scene in the inspector\r\n */\r\n public setAsActiveScene() {\r\n if (this.BJSINSPECTOR) {\r\n this.BJSINSPECTOR.Inspector._SetNewScene(this._scene);\r\n }\r\n }\r\n\r\n /**\r\n * Launch the debugLayer.\r\n * @param config Define the configuration of the inspector\r\n * @returns a promise fulfilled when the debug layer is visible\r\n */\r\n public show(config?: IInspectorOptions): Promise<DebugLayer> {\r\n return new Promise((resolve) => {\r\n if (typeof this.BJSINSPECTOR == \"undefined\") {\r\n const inspectorUrl = config && config.inspectorURL ? config.inspectorURL : DebugLayer.InspectorURL;\r\n\r\n // Load inspector and add it to the DOM\r\n Tools.LoadScript(inspectorUrl, () => {\r\n this._createInspector(config);\r\n resolve(this);\r\n });\r\n } else {\r\n // Otherwise creates the inspector\r\n this._createInspector(config);\r\n resolve(this);\r\n }\r\n });\r\n }\r\n}\r\n"]}
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@@ -11,26 +11,6 @@ import { TransformNode } from "../Meshes/transformNode.js";
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* @since 5.0.0
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export class DirectionalLightFrustumViewer {
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/**
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* Creates a new frustum viewer
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constructor(light, camera) {
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this._oldPosition = new Vector3(Number.NaN, Number.NaN, Number.NaN);
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@@ -73,6 +53,26 @@ export class DirectionalLightFrustumViewer {
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this._lightHelperFrustumMeshes[i].setEnabled(show);
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/**
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* Creates a new frustum viewer
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constructor(light, camera) {
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this._showLines = true;
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this._showPlanes = true;
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@@ -1 +1 @@
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type { Camera } from \"../Cameras/camera\";\r\nimport type { DirectionalLight } from \"../Lights/directionalLight\";\r\nimport { StandardMaterial } from \"../Materials/standardMaterial\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport { Matrix, TmpVectors, Vector3 } from \"../Maths/math.vector\";\r\nimport { CreateLines } from \"../Meshes/Builders/linesBuilder\";\r\nimport type { LinesMesh } from \"../Meshes/linesMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { VertexData } from \"../Meshes/mesh.vertexData\";\r\nimport { TransformNode } from \"../Meshes/transformNode\";\r\nimport type { Scene } from \"../scene\";\r\n\r\n/**\r\n * Class used to render a debug view of the frustum for a directional light\r\n * @see https://playground.babylonjs.com/#7EFGSG#4\r\n * @since 5.0.0\r\n */\r\nexport class DirectionalLightFrustumViewer {\r\n private _scene: Scene;\r\n private _light: DirectionalLight;\r\n private _camera: Camera;\r\n private _inverseViewMatrix: Matrix;\r\n private _visible: boolean;\r\n\r\n private _rootNode: TransformNode;\r\n private _lightHelperFrustumMeshes: Mesh[];\r\n\r\n private _nearLinesPoints: Vector3[];\r\n private _farLinesPoints: Vector3[];\r\n private _trLinesPoints: Vector3[];\r\n private _brLinesPoints: Vector3[];\r\n private _tlLinesPoints: Vector3[];\r\n private _blLinesPoints: Vector3[];\r\n\r\n private _nearPlaneVertices: number[];\r\n private _farPlaneVertices: number[];\r\n private _rightPlaneVertices: number[];\r\n private _leftPlaneVertices: number[];\r\n private _topPlaneVertices: number[];\r\n private _bottomPlaneVertices: number[];\r\n\r\n private _oldPosition: Vector3 = new Vector3(Number.NaN, Number.NaN, Number.NaN);\r\n private _oldDirection: Vector3 = new Vector3(Number.NaN, Number.NaN, Number.NaN);\r\n private _oldAutoCalc: boolean;\r\n private _oldMinZ: number;\r\n private _oldMaxZ: number;\r\n\r\n private _transparency = 0.3;\r\n /**\r\n * Gets or sets the transparency of the frustum planes\r\n */\r\n public get transparency(): number {\r\n return this._transparency;\r\n }\r\n\r\n public set transparency(alpha: number) {\r\n this._transparency = alpha;\r\n for (let i = 6; i < 12; ++i) {\r\n this._lightHelperFrustumMeshes[i].material!.alpha = alpha;\r\n }\r\n }\r\n\r\n private _showLines = true;\r\n /**\r\n * true to display the edges of the frustum\r\n */\r\n public get showLines(): boolean {\r\n return this._showLines;\r\n }\r\n\r\n public set showLines(show: boolean) {\r\n if (this._showLines === show) {\r\n return;\r\n }\r\n this._showLines = show;\r\n for (let i = 0; i < 6; ++i) {\r\n this._lightHelperFrustumMeshes[i].setEnabled(show);\r\n }\r\n }\r\n\r\n private _showPlanes = true;\r\n /**\r\n * true to display the planes of the frustum\r\n */\r\n public get showPlanes(): boolean {\r\n return this._showPlanes;\r\n }\r\n\r\n public set showPlanes(show: boolean) {\r\n if (this._showPlanes === show) {\r\n return;\r\n }\r\n this._showPlanes = show;\r\n for (let i = 6; i < 12; ++i) {\r\n this._lightHelperFrustumMeshes[i].setEnabled(show);\r\n }\r\n }\r\n\r\n /**\r\n * Creates a new frustum viewer\r\n * @param light directional light to display the frustum for\r\n * @param camera camera used to retrieve the minZ / maxZ values if the shadowMinZ/shadowMaxZ values of the light are not setup\r\n */\r\n constructor(light: DirectionalLight, camera: Camera) {\r\n this._scene = light.getScene();\r\n this._light = light;\r\n this._camera = camera;\r\n this._inverseViewMatrix = Matrix.Identity();\r\n this._lightHelperFrustumMeshes = [];\r\n this._createGeometry();\r\n this.show();\r\n this.update();\r\n }\r\n\r\n /**\r\n * Shows the frustum\r\n */\r\n public show() {\r\n this._lightHelperFrustumMeshes.forEach((mesh, index) => {\r\n mesh.setEnabled((index < 6 && this._showLines) || (index >= 6 && this._showPlanes));\r\n });\r\n this._oldPosition.set(Number.NaN, Number.NaN, Number.NaN);\r\n this._visible = true;\r\n }\r\n\r\n /**\r\n * Hides the frustum\r\n */\r\n public hide() {\r\n this._lightHelperFrustumMeshes.forEach((mesh) => {\r\n mesh.setEnabled(false);\r\n });\r\n this._visible = false;\r\n }\r\n\r\n /**\r\n * Updates the frustum.\r\n * Call this method to update the frustum view if the light has changed position/direction\r\n */\r\n public update() {\r\n if (!this._visible) {\r\n return;\r\n }\r\n\r\n if (\r\n this._oldPosition.equals(this._light.position) &&\r\n this._oldDirection.equals(this._light.direction) &&\r\n this._oldAutoCalc === this._light.autoCalcShadowZBounds &&\r\n this._oldMinZ === this._light.shadowMinZ &&\r\n this._oldMaxZ === this._light.shadowMaxZ\r\n ) {\r\n return;\r\n }\r\n\r\n this._oldPosition.copyFrom(this._light.position);\r\n this._oldDirection.copyFrom(this._light.direction);\r\n this._oldAutoCalc = this._light.autoCalcShadowZBounds;\r\n this._oldMinZ = this._light.shadowMinZ;\r\n this._oldMaxZ = this._light.shadowMaxZ;\r\n\r\n TmpVectors.Vector3[0].set(this._light.orthoLeft, this._light.orthoBottom, this._light.shadowMinZ !== undefined ? this._light.shadowMinZ : this._camera.minZ); // min light extents\r\n TmpVectors.Vector3[1].set(this._light.orthoRight, this._light.orthoTop, this._light.shadowMaxZ !== undefined ? this._light.shadowMaxZ : this._camera.maxZ); // max light extents\r\n\r\n const invLightView = this._getInvertViewMatrix();\r\n\r\n TmpVectors.Vector3[2].copyFromFloats(TmpVectors.Vector3[1].x, TmpVectors.Vector3[1].y, TmpVectors.Vector3[0].z); // n1\r\n TmpVectors.Vector3[3].copyFromFloats(TmpVectors.Vector3[1].x, TmpVectors.Vector3[0].y, TmpVectors.Vector3[0].z); // n2\r\n TmpVectors.Vector3[4].copyFromFloats(TmpVectors.Vector3[0].x, TmpVectors.Vector3[0].y, TmpVectors.Vector3[0].z); // n3\r\n TmpVectors.Vector3[5].copyFromFloats(TmpVectors.Vector3[0].x, TmpVectors.Vector3[1].y, TmpVectors.Vector3[0].z); // n4\r\n\r\n Vector3.TransformCoordinatesToRef(TmpVectors.Vector3[2], invLightView, TmpVectors.Vector3[2]); // near1\r\n Vector3.TransformCoordinatesToRef(TmpVectors.Vector3[3], invLightView, TmpVectors.Vector3[3]); // near2\r\n Vector3.TransformCoordinatesToRef(TmpVectors.Vector3[4], invLightView, TmpVectors.Vector3[4]); // near3\r\n Vector3.TransformCoordinatesToRef(TmpVectors.Vector3[5], invLightView, TmpVectors.Vector3[5]); // near4\r\n\r\n TmpVectors.Vector3[6].copyFromFloats(TmpVectors.Vector3[1].x, TmpVectors.Vector3[1].y, TmpVectors.Vector3[1].z); // f1\r\n TmpVectors.Vector3[7].copyFromFloats(TmpVectors.Vector3[1].x, TmpVectors.Vector3[0].y, TmpVectors.Vector3[1].z); // f2\r\n TmpVectors.Vector3[8].copyFromFloats(TmpVectors.Vector3[0].x, TmpVectors.Vector3[0].y, TmpVectors.Vector3[1].z); // f3\r\n TmpVectors.Vector3[9].copyFromFloats(TmpVectors.Vector3[0].x, TmpVectors.Vector3[1].y, TmpVectors.Vector3[1].z); // f4\r\n\r\n Vector3.TransformCoordinatesToRef(TmpVectors.Vector3[6], invLightView, TmpVectors.Vector3[6]); // far1\r\n Vector3.TransformCoordinatesToRef(TmpVectors.Vector3[7], invLightView, TmpVectors.Vector3[7]); // far2\r\n Vector3.TransformCoordinatesToRef(TmpVectors.Vector3[8], invLightView, TmpVectors.Vector3[8]); // far3\r\n Vector3.TransformCoordinatesToRef(TmpVectors.Vector3[9], invLightView, TmpVectors.Vector3[9]); // far4\r\n\r\n CreateLines(\"nearlines\", { updatable: true, points: this._nearLinesPoints, instance: this._lightHelperFrustumMeshes[0] as LinesMesh }, this._scene);\r\n\r\n CreateLines(\"farlines\", { updatable: true, points: this._farLinesPoints, instance: this._lightHelperFrustumMeshes[1] as LinesMesh }, this._scene);\r\n\r\n CreateLines(\"trlines\", { updatable: true, points: this._trLinesPoints, instance: this._lightHelperFrustumMeshes[2] as LinesMesh }, this._scene);\r\n\r\n CreateLines(\"brlines\", { updatable: true, points: this._brLinesPoints, instance: this._lightHelperFrustumMeshes[3] as LinesMesh }, this._scene);\r\n\r\n CreateLines(\"tllines\", { updatable: true, points: this._tlLinesPoints, instance: this._lightHelperFrustumMeshes[4] as LinesMesh }, this._scene);\r\n\r\n CreateLines(\"bllines\", { updatable: true, points: this._blLinesPoints, instance: this._lightHelperFrustumMeshes[5] as LinesMesh }, this._scene);\r\n\r\n TmpVectors.Vector3[2].toArray(this._nearPlaneVertices, 0);\r\n TmpVectors.Vector3[3].toArray(this._nearPlaneVertices, 3);\r\n TmpVectors.Vector3[4].toArray(this._nearPlaneVertices, 6);\r\n TmpVectors.Vector3[5].toArray(this._nearPlaneVertices, 9);\r\n this._lightHelperFrustumMeshes[6].geometry?.updateVerticesDataDirectly(\"position\", this._nearPlaneVertices, 0);\r\n\r\n TmpVectors.Vector3[6].toArray(this._farPlaneVertices, 0);\r\n TmpVectors.Vector3[7].toArray(this._farPlaneVertices, 3);\r\n TmpVectors.Vector3[8].toArray(this._farPlaneVertices, 6);\r\n TmpVectors.Vector3[9].toArray(this._farPlaneVertices, 9);\r\n this._lightHelperFrustumMeshes[7].geometry?.updateVerticesDataDirectly(\"position\", this._farPlaneVertices, 0);\r\n\r\n TmpVectors.Vector3[2].toArray(this._rightPlaneVertices, 0);\r\n TmpVectors.Vector3[6].toArray(this._rightPlaneVertices, 3);\r\n TmpVectors.Vector3[7].toArray(this._rightPlaneVertices, 6);\r\n TmpVectors.Vector3[3].toArray(this._rightPlaneVertices, 9);\r\n this._lightHelperFrustumMeshes[8].geometry?.updateVerticesDataDirectly(\"position\", this._rightPlaneVertices, 0);\r\n\r\n TmpVectors.Vector3[5].toArray(this._leftPlaneVertices, 0);\r\n TmpVectors.Vector3[9].toArray(this._leftPlaneVertices, 3);\r\n TmpVectors.Vector3[8].toArray(this._leftPlaneVertices, 6);\r\n TmpVectors.Vector3[4].toArray(this._leftPlaneVertices, 9);\r\n this._lightHelperFrustumMeshes[9].geometry?.updateVerticesDataDirectly(\"position\", this._leftPlaneVertices, 0);\r\n\r\n TmpVectors.Vector3[2].toArray(this._topPlaneVertices, 0);\r\n TmpVectors.Vector3[6].toArray(this._topPlaneVertices, 3);\r\n TmpVectors.Vector3[9].toArray(this._topPlaneVertices, 6);\r\n TmpVectors.Vector3[5].toArray(this._topPlaneVertices, 9);\r\n this._lightHelperFrustumMeshes[10].geometry?.updateVerticesDataDirectly(\"position\", this._topPlaneVertices, 0);\r\n\r\n TmpVectors.Vector3[3].toArray(this._bottomPlaneVertices, 0);\r\n TmpVectors.Vector3[7].toArray(this._bottomPlaneVertices, 3);\r\n TmpVectors.Vector3[8].toArray(this._bottomPlaneVertices, 6);\r\n TmpVectors.Vector3[4].toArray(this._bottomPlaneVertices, 9);\r\n this._lightHelperFrustumMeshes[11].geometry?.updateVerticesDataDirectly(\"position\", this._bottomPlaneVertices, 0);\r\n }\r\n\r\n /**\r\n * Dispose of the class / remove the frustum view\r\n */\r\n public dispose() {\r\n this._lightHelperFrustumMeshes.forEach((mesh) => {\r\n mesh.material?.dispose();\r\n mesh.dispose();\r\n });\r\n this._rootNode.dispose();\r\n }\r\n\r\n protected _createGeometry() {\r\n this._rootNode = new TransformNode(\"directionalLightHelperRoot_\" + this._light.name, this._scene);\r\n this._rootNode.parent = this._light.parent;\r\n\r\n this._nearLinesPoints = [Vector3.ZeroReadOnly, Vector3.ZeroReadOnly, Vector3.ZeroReadOnly, Vector3.ZeroReadOnly, Vector3.ZeroReadOnly];\r\n const nearLines = CreateLines(\"nearlines\", { updatable: true, points: this._nearLinesPoints }, this._scene);\r\n nearLines.parent = this._rootNode;\r\n nearLines.alwaysSelectAsActiveMesh = true;\r\n\r\n this._farLinesPoints = [Vector3.ZeroReadOnly, Vector3.ZeroReadOnly, Vector3.ZeroReadOnly, Vector3.ZeroReadOnly, Vector3.ZeroReadOnly];\r\n const farLines = CreateLines(\"farlines\", { updatable: true, points: this._farLinesPoints }, this._scene);\r\n farLines.parent = this._rootNode;\r\n farLines.alwaysSelectAsActiveMesh = true;\r\n\r\n this._trLinesPoints = [Vector3.ZeroReadOnly, Vector3.ZeroReadOnly];\r\n const trLines = CreateLines(\"trlines\", { updatable: true, points: this._trLinesPoints }, this._scene);\r\n trLines.parent = this._rootNode;\r\n trLines.alwaysSelectAsActiveMesh = true;\r\n\r\n this._brLinesPoints = [Vector3.ZeroReadOnly, Vector3.ZeroReadOnly];\r\n const brLines = CreateLines(\"brlines\", { updatable: true, points: this._brLinesPoints }, this._scene);\r\n brLines.parent = this._rootNode;\r\n brLines.alwaysSelectAsActiveMesh = true;\r\n\r\n this._tlLinesPoints = [Vector3.ZeroReadOnly, Vector3.ZeroReadOnly];\r\n const tlLines = CreateLines(\"tllines\", { updatable: true, points: this._tlLinesPoints }, this._scene);\r\n tlLines.parent = this._rootNode;\r\n tlLines.alwaysSelectAsActiveMesh = true;\r\n\r\n this._blLinesPoints = [Vector3.ZeroReadOnly, Vector3.ZeroReadOnly];\r\n const blLines = CreateLines(\"bllines\", { updatable: true, points: this._blLinesPoints }, this._scene);\r\n blLines.parent = this._rootNode;\r\n blLines.alwaysSelectAsActiveMesh = true;\r\n\r\n this._lightHelperFrustumMeshes.push(nearLines, farLines, trLines, brLines, tlLines, blLines);\r\n\r\n const makePlane = (name: string, color: Color3, positions: number[]) => {\r\n const plane = new Mesh(name + \"plane\", this._scene);\r\n const mat = new StandardMaterial(name + \"PlaneMat\", this._scene);\r\n\r\n plane.material = mat;\r\n plane.parent = this._rootNode;\r\n plane.alwaysSelectAsActiveMesh = true;\r\n\r\n mat.emissiveColor = color;\r\n mat.alpha = this.transparency;\r\n mat.backFaceCulling = false;\r\n mat.disableLighting = true;\r\n\r\n const indices = [0, 1, 2, 0, 2, 3];\r\n\r\n const vertexData = new VertexData();\r\n\r\n vertexData.positions = positions;\r\n vertexData.indices = indices;\r\n\r\n vertexData.applyToMesh(plane, true);\r\n\r\n this._lightHelperFrustumMeshes.push(plane);\r\n };\r\n\r\n this._nearPlaneVertices = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0];\r\n this._farPlaneVertices = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0];\r\n this._rightPlaneVertices = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0];\r\n this._leftPlaneVertices = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0];\r\n this._topPlaneVertices = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0];\r\n this._bottomPlaneVertices = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0];\r\n\r\n makePlane(\"near\", new Color3(1, 0, 0), this._nearPlaneVertices);\r\n makePlane(\"far\", new Color3(0.3, 0, 0), this._farPlaneVertices);\r\n makePlane(\"right\", new Color3(0, 1, 0), this._rightPlaneVertices);\r\n makePlane(\"left\", new Color3(0, 0.3, 0), this._leftPlaneVertices);\r\n makePlane(\"top\", new Color3(0, 0, 1), this._topPlaneVertices);\r\n makePlane(\"bottom\", new Color3(0, 0, 0.3), this._bottomPlaneVertices);\r\n\r\n this._nearLinesPoints[0] = TmpVectors.Vector3[2];\r\n this._nearLinesPoints[1] = TmpVectors.Vector3[3];\r\n this._nearLinesPoints[2] = TmpVectors.Vector3[4];\r\n this._nearLinesPoints[3] = TmpVectors.Vector3[5];\r\n this._nearLinesPoints[4] = TmpVectors.Vector3[2];\r\n\r\n this._farLinesPoints[0] = TmpVectors.Vector3[6];\r\n this._farLinesPoints[1] = TmpVectors.Vector3[7];\r\n this._farLinesPoints[2] = TmpVectors.Vector3[8];\r\n this._farLinesPoints[3] = TmpVectors.Vector3[9];\r\n this._farLinesPoints[4] = TmpVectors.Vector3[6];\r\n\r\n this._trLinesPoints[0] = TmpVectors.Vector3[2];\r\n this._trLinesPoints[1] = TmpVectors.Vector3[6];\r\n\r\n this._brLinesPoints[0] = TmpVectors.Vector3[3];\r\n this._brLinesPoints[1] = TmpVectors.Vector3[7];\r\n\r\n this._tlLinesPoints[0] = TmpVectors.Vector3[4];\r\n this._tlLinesPoints[1] = TmpVectors.Vector3[8];\r\n\r\n this._blLinesPoints[0] = TmpVectors.Vector3[5];\r\n this._blLinesPoints[1] = TmpVectors.Vector3[9];\r\n }\r\n\r\n protected _getInvertViewMatrix(): Matrix {\r\n Matrix.LookAtLHToRef(this._light.position, this._light.position.add(this._light.direction), Vector3.UpReadOnly, this._inverseViewMatrix);\r\n this._inverseViewMatrix.invertToRef(this._inverseViewMatrix);\r\n return this._inverseViewMatrix;\r\n }\r\n}\r\n"]}
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1
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+
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type { Camera } from \"../Cameras/camera\";\r\nimport type { DirectionalLight } from \"../Lights/directionalLight\";\r\nimport { StandardMaterial } from \"../Materials/standardMaterial\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport { Matrix, TmpVectors, Vector3 } from \"../Maths/math.vector\";\r\nimport { CreateLines } from \"../Meshes/Builders/linesBuilder\";\r\nimport type { LinesMesh } from \"../Meshes/linesMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { VertexData } from \"../Meshes/mesh.vertexData\";\r\nimport { TransformNode } from \"../Meshes/transformNode\";\r\nimport type { Scene } from \"../scene\";\r\n\r\n/**\r\n * Class used to render a debug view of the frustum for a directional light\r\n * @see https://playground.babylonjs.com/#7EFGSG#4\r\n * @since 5.0.0\r\n */\r\nexport class DirectionalLightFrustumViewer {\r\n private _scene: Scene;\r\n private _light: DirectionalLight;\r\n private _camera: Camera;\r\n private _inverseViewMatrix: Matrix;\r\n private _visible: boolean;\r\n\r\n private _rootNode: TransformNode;\r\n private _lightHelperFrustumMeshes: Mesh[];\r\n\r\n private _nearLinesPoints: Vector3[];\r\n private _farLinesPoints: Vector3[];\r\n private _trLinesPoints: Vector3[];\r\n private _brLinesPoints: Vector3[];\r\n private _tlLinesPoints: Vector3[];\r\n private _blLinesPoints: Vector3[];\r\n\r\n private _nearPlaneVertices: number[];\r\n private _farPlaneVertices: number[];\r\n private _rightPlaneVertices: number[];\r\n private _leftPlaneVertices: number[];\r\n private _topPlaneVertices: number[];\r\n private _bottomPlaneVertices: number[];\r\n\r\n private _oldPosition: Vector3 = new Vector3(Number.NaN, Number.NaN, Number.NaN);\r\n private _oldDirection: Vector3 = new Vector3(Number.NaN, Number.NaN, Number.NaN);\r\n private _oldAutoCalc: boolean;\r\n private _oldMinZ: number;\r\n private _oldMaxZ: number;\r\n\r\n private _transparency = 0.3;\r\n /**\r\n * Gets or sets the transparency of the frustum planes\r\n */\r\n public get transparency(): number {\r\n return this._transparency;\r\n }\r\n\r\n public set transparency(alpha: number) {\r\n this._transparency = alpha;\r\n for (let i = 6; i < 12; ++i) {\r\n this._lightHelperFrustumMeshes[i].material!.alpha = alpha;\r\n }\r\n }\r\n\r\n private _showLines = true;\r\n /**\r\n * true to display the edges of the frustum\r\n */\r\n public get showLines(): boolean {\r\n return this._showLines;\r\n }\r\n\r\n public set showLines(show: boolean) {\r\n if (this._showLines === show) {\r\n return;\r\n }\r\n this._showLines = show;\r\n for (let i = 0; i < 6; ++i) {\r\n this._lightHelperFrustumMeshes[i].setEnabled(show);\r\n }\r\n }\r\n\r\n private _showPlanes = true;\r\n /**\r\n * true to display the planes of the frustum\r\n */\r\n public get showPlanes(): boolean {\r\n return this._showPlanes;\r\n }\r\n\r\n public set showPlanes(show: boolean) {\r\n if (this._showPlanes === show) {\r\n return;\r\n }\r\n this._showPlanes = show;\r\n for (let i = 6; i < 12; ++i) {\r\n this._lightHelperFrustumMeshes[i].setEnabled(show);\r\n }\r\n }\r\n\r\n /**\r\n * Creates a new frustum viewer\r\n * @param light directional light to display the frustum for\r\n * @param camera camera used to retrieve the minZ / maxZ values if the shadowMinZ/shadowMaxZ values of the light are not setup\r\n */\r\n constructor(light: DirectionalLight, camera: Camera) {\r\n this._scene = light.getScene();\r\n this._light = light;\r\n this._camera = camera;\r\n this._inverseViewMatrix = Matrix.Identity();\r\n this._lightHelperFrustumMeshes = [];\r\n this._createGeometry();\r\n this.show();\r\n this.update();\r\n }\r\n\r\n /**\r\n * Shows the frustum\r\n */\r\n public show() {\r\n this._lightHelperFrustumMeshes.forEach((mesh, index) => {\r\n mesh.setEnabled((index < 6 && this._showLines) || (index >= 6 && this._showPlanes));\r\n });\r\n this._oldPosition.set(Number.NaN, Number.NaN, Number.NaN);\r\n this._visible = true;\r\n }\r\n\r\n /**\r\n * Hides the frustum\r\n */\r\n public hide() {\r\n this._lightHelperFrustumMeshes.forEach((mesh) => {\r\n mesh.setEnabled(false);\r\n });\r\n this._visible = false;\r\n }\r\n\r\n /**\r\n * Updates the frustum.\r\n * Call this method to update the frustum view if the light has changed position/direction\r\n */\r\n public update() {\r\n if (!this._visible) {\r\n return;\r\n }\r\n\r\n if (\r\n this._oldPosition.equals(this._light.position) &&\r\n this._oldDirection.equals(this._light.direction) &&\r\n this._oldAutoCalc === this._light.autoCalcShadowZBounds &&\r\n this._oldMinZ === this._light.shadowMinZ &&\r\n this._oldMaxZ === this._light.shadowMaxZ\r\n ) {\r\n return;\r\n }\r\n\r\n this._oldPosition.copyFrom(this._light.position);\r\n this._oldDirection.copyFrom(this._light.direction);\r\n this._oldAutoCalc = this._light.autoCalcShadowZBounds;\r\n this._oldMinZ = this._light.shadowMinZ;\r\n this._oldMaxZ = this._light.shadowMaxZ;\r\n\r\n TmpVectors.Vector3[0].set(this._light.orthoLeft, this._light.orthoBottom, this._light.shadowMinZ !== undefined ? this._light.shadowMinZ : this._camera.minZ); // min light extents\r\n TmpVectors.Vector3[1].set(this._light.orthoRight, this._light.orthoTop, this._light.shadowMaxZ !== undefined ? this._light.shadowMaxZ : this._camera.maxZ); // max light extents\r\n\r\n const invLightView = this._getInvertViewMatrix();\r\n\r\n TmpVectors.Vector3[2].copyFromFloats(TmpVectors.Vector3[1].x, TmpVectors.Vector3[1].y, TmpVectors.Vector3[0].z); // n1\r\n TmpVectors.Vector3[3].copyFromFloats(TmpVectors.Vector3[1].x, TmpVectors.Vector3[0].y, TmpVectors.Vector3[0].z); // n2\r\n TmpVectors.Vector3[4].copyFromFloats(TmpVectors.Vector3[0].x, TmpVectors.Vector3[0].y, TmpVectors.Vector3[0].z); // n3\r\n TmpVectors.Vector3[5].copyFromFloats(TmpVectors.Vector3[0].x, TmpVectors.Vector3[1].y, TmpVectors.Vector3[0].z); // n4\r\n\r\n Vector3.TransformCoordinatesToRef(TmpVectors.Vector3[2], invLightView, TmpVectors.Vector3[2]); // near1\r\n Vector3.TransformCoordinatesToRef(TmpVectors.Vector3[3], invLightView, TmpVectors.Vector3[3]); // near2\r\n Vector3.TransformCoordinatesToRef(TmpVectors.Vector3[4], invLightView, TmpVectors.Vector3[4]); // near3\r\n Vector3.TransformCoordinatesToRef(TmpVectors.Vector3[5], invLightView, TmpVectors.Vector3[5]); // near4\r\n\r\n TmpVectors.Vector3[6].copyFromFloats(TmpVectors.Vector3[1].x, TmpVectors.Vector3[1].y, TmpVectors.Vector3[1].z); // f1\r\n TmpVectors.Vector3[7].copyFromFloats(TmpVectors.Vector3[1].x, TmpVectors.Vector3[0].y, TmpVectors.Vector3[1].z); // f2\r\n TmpVectors.Vector3[8].copyFromFloats(TmpVectors.Vector3[0].x, TmpVectors.Vector3[0].y, TmpVectors.Vector3[1].z); // f3\r\n TmpVectors.Vector3[9].copyFromFloats(TmpVectors.Vector3[0].x, TmpVectors.Vector3[1].y, TmpVectors.Vector3[1].z); // f4\r\n\r\n Vector3.TransformCoordinatesToRef(TmpVectors.Vector3[6], invLightView, TmpVectors.Vector3[6]); // far1\r\n Vector3.TransformCoordinatesToRef(TmpVectors.Vector3[7], invLightView, TmpVectors.Vector3[7]); // far2\r\n Vector3.TransformCoordinatesToRef(TmpVectors.Vector3[8], invLightView, TmpVectors.Vector3[8]); // far3\r\n Vector3.TransformCoordinatesToRef(TmpVectors.Vector3[9], invLightView, TmpVectors.Vector3[9]); // far4\r\n\r\n CreateLines(\"nearlines\", { updatable: true, points: this._nearLinesPoints, instance: this._lightHelperFrustumMeshes[0] as LinesMesh }, this._scene);\r\n\r\n CreateLines(\"farlines\", { updatable: true, points: this._farLinesPoints, instance: this._lightHelperFrustumMeshes[1] as LinesMesh }, this._scene);\r\n\r\n CreateLines(\"trlines\", { updatable: true, points: this._trLinesPoints, instance: this._lightHelperFrustumMeshes[2] as LinesMesh }, this._scene);\r\n\r\n CreateLines(\"brlines\", { updatable: true, points: this._brLinesPoints, instance: this._lightHelperFrustumMeshes[3] as LinesMesh }, this._scene);\r\n\r\n CreateLines(\"tllines\", { updatable: true, points: this._tlLinesPoints, instance: this._lightHelperFrustumMeshes[4] as LinesMesh }, this._scene);\r\n\r\n CreateLines(\"bllines\", { updatable: true, points: this._blLinesPoints, instance: this._lightHelperFrustumMeshes[5] as LinesMesh }, this._scene);\r\n\r\n TmpVectors.Vector3[2].toArray(this._nearPlaneVertices, 0);\r\n TmpVectors.Vector3[3].toArray(this._nearPlaneVertices, 3);\r\n TmpVectors.Vector3[4].toArray(this._nearPlaneVertices, 6);\r\n TmpVectors.Vector3[5].toArray(this._nearPlaneVertices, 9);\r\n this._lightHelperFrustumMeshes[6].geometry?.updateVerticesDataDirectly(\"position\", this._nearPlaneVertices, 0);\r\n\r\n TmpVectors.Vector3[6].toArray(this._farPlaneVertices, 0);\r\n TmpVectors.Vector3[7].toArray(this._farPlaneVertices, 3);\r\n TmpVectors.Vector3[8].toArray(this._farPlaneVertices, 6);\r\n TmpVectors.Vector3[9].toArray(this._farPlaneVertices, 9);\r\n this._lightHelperFrustumMeshes[7].geometry?.updateVerticesDataDirectly(\"position\", this._farPlaneVertices, 0);\r\n\r\n TmpVectors.Vector3[2].toArray(this._rightPlaneVertices, 0);\r\n TmpVectors.Vector3[6].toArray(this._rightPlaneVertices, 3);\r\n TmpVectors.Vector3[7].toArray(this._rightPlaneVertices, 6);\r\n TmpVectors.Vector3[3].toArray(this._rightPlaneVertices, 9);\r\n this._lightHelperFrustumMeshes[8].geometry?.updateVerticesDataDirectly(\"position\", this._rightPlaneVertices, 0);\r\n\r\n TmpVectors.Vector3[5].toArray(this._leftPlaneVertices, 0);\r\n TmpVectors.Vector3[9].toArray(this._leftPlaneVertices, 3);\r\n TmpVectors.Vector3[8].toArray(this._leftPlaneVertices, 6);\r\n TmpVectors.Vector3[4].toArray(this._leftPlaneVertices, 9);\r\n this._lightHelperFrustumMeshes[9].geometry?.updateVerticesDataDirectly(\"position\", this._leftPlaneVertices, 0);\r\n\r\n TmpVectors.Vector3[2].toArray(this._topPlaneVertices, 0);\r\n TmpVectors.Vector3[6].toArray(this._topPlaneVertices, 3);\r\n TmpVectors.Vector3[9].toArray(this._topPlaneVertices, 6);\r\n TmpVectors.Vector3[5].toArray(this._topPlaneVertices, 9);\r\n this._lightHelperFrustumMeshes[10].geometry?.updateVerticesDataDirectly(\"position\", this._topPlaneVertices, 0);\r\n\r\n TmpVectors.Vector3[3].toArray(this._bottomPlaneVertices, 0);\r\n TmpVectors.Vector3[7].toArray(this._bottomPlaneVertices, 3);\r\n TmpVectors.Vector3[8].toArray(this._bottomPlaneVertices, 6);\r\n TmpVectors.Vector3[4].toArray(this._bottomPlaneVertices, 9);\r\n this._lightHelperFrustumMeshes[11].geometry?.updateVerticesDataDirectly(\"position\", this._bottomPlaneVertices, 0);\r\n }\r\n\r\n /**\r\n * Dispose of the class / remove the frustum view\r\n */\r\n public dispose() {\r\n this._lightHelperFrustumMeshes.forEach((mesh) => {\r\n mesh.material?.dispose();\r\n mesh.dispose();\r\n });\r\n this._rootNode.dispose();\r\n }\r\n\r\n protected _createGeometry() {\r\n this._rootNode = new TransformNode(\"directionalLightHelperRoot_\" + this._light.name, this._scene);\r\n this._rootNode.parent = this._light.parent;\r\n\r\n this._nearLinesPoints = [Vector3.ZeroReadOnly, Vector3.ZeroReadOnly, Vector3.ZeroReadOnly, Vector3.ZeroReadOnly, Vector3.ZeroReadOnly];\r\n const nearLines = CreateLines(\"nearlines\", { updatable: true, points: this._nearLinesPoints }, this._scene);\r\n nearLines.parent = this._rootNode;\r\n nearLines.alwaysSelectAsActiveMesh = true;\r\n\r\n this._farLinesPoints = [Vector3.ZeroReadOnly, Vector3.ZeroReadOnly, Vector3.ZeroReadOnly, Vector3.ZeroReadOnly, Vector3.ZeroReadOnly];\r\n const farLines = CreateLines(\"farlines\", { updatable: true, points: this._farLinesPoints }, this._scene);\r\n farLines.parent = this._rootNode;\r\n farLines.alwaysSelectAsActiveMesh = true;\r\n\r\n this._trLinesPoints = [Vector3.ZeroReadOnly, Vector3.ZeroReadOnly];\r\n const trLines = CreateLines(\"trlines\", { updatable: true, points: this._trLinesPoints }, this._scene);\r\n trLines.parent = this._rootNode;\r\n trLines.alwaysSelectAsActiveMesh = true;\r\n\r\n this._brLinesPoints = [Vector3.ZeroReadOnly, Vector3.ZeroReadOnly];\r\n const brLines = CreateLines(\"brlines\", { updatable: true, points: this._brLinesPoints }, this._scene);\r\n brLines.parent = this._rootNode;\r\n brLines.alwaysSelectAsActiveMesh = true;\r\n\r\n this._tlLinesPoints = [Vector3.ZeroReadOnly, Vector3.ZeroReadOnly];\r\n const tlLines = CreateLines(\"tllines\", { updatable: true, points: this._tlLinesPoints }, this._scene);\r\n tlLines.parent = this._rootNode;\r\n tlLines.alwaysSelectAsActiveMesh = true;\r\n\r\n this._blLinesPoints = [Vector3.ZeroReadOnly, Vector3.ZeroReadOnly];\r\n const blLines = CreateLines(\"bllines\", { updatable: true, points: this._blLinesPoints }, this._scene);\r\n blLines.parent = this._rootNode;\r\n blLines.alwaysSelectAsActiveMesh = true;\r\n\r\n this._lightHelperFrustumMeshes.push(nearLines, farLines, trLines, brLines, tlLines, blLines);\r\n\r\n const makePlane = (name: string, color: Color3, positions: number[]) => {\r\n const plane = new Mesh(name + \"plane\", this._scene);\r\n const mat = new StandardMaterial(name + \"PlaneMat\", this._scene);\r\n\r\n plane.material = mat;\r\n plane.parent = this._rootNode;\r\n plane.alwaysSelectAsActiveMesh = true;\r\n\r\n mat.emissiveColor = color;\r\n mat.alpha = this.transparency;\r\n mat.backFaceCulling = false;\r\n mat.disableLighting = true;\r\n\r\n const indices = [0, 1, 2, 0, 2, 3];\r\n\r\n const vertexData = new VertexData();\r\n\r\n vertexData.positions = positions;\r\n vertexData.indices = indices;\r\n\r\n vertexData.applyToMesh(plane, true);\r\n\r\n this._lightHelperFrustumMeshes.push(plane);\r\n };\r\n\r\n this._nearPlaneVertices = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0];\r\n this._farPlaneVertices = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0];\r\n this._rightPlaneVertices = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0];\r\n this._leftPlaneVertices = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0];\r\n this._topPlaneVertices = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0];\r\n this._bottomPlaneVertices = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0];\r\n\r\n makePlane(\"near\", new Color3(1, 0, 0), this._nearPlaneVertices);\r\n makePlane(\"far\", new Color3(0.3, 0, 0), this._farPlaneVertices);\r\n makePlane(\"right\", new Color3(0, 1, 0), this._rightPlaneVertices);\r\n makePlane(\"left\", new Color3(0, 0.3, 0), this._leftPlaneVertices);\r\n makePlane(\"top\", new Color3(0, 0, 1), this._topPlaneVertices);\r\n makePlane(\"bottom\", new Color3(0, 0, 0.3), this._bottomPlaneVertices);\r\n\r\n this._nearLinesPoints[0] = TmpVectors.Vector3[2];\r\n this._nearLinesPoints[1] = TmpVectors.Vector3[3];\r\n this._nearLinesPoints[2] = TmpVectors.Vector3[4];\r\n this._nearLinesPoints[3] = TmpVectors.Vector3[5];\r\n this._nearLinesPoints[4] = TmpVectors.Vector3[2];\r\n\r\n this._farLinesPoints[0] = TmpVectors.Vector3[6];\r\n this._farLinesPoints[1] = TmpVectors.Vector3[7];\r\n this._farLinesPoints[2] = TmpVectors.Vector3[8];\r\n this._farLinesPoints[3] = TmpVectors.Vector3[9];\r\n this._farLinesPoints[4] = TmpVectors.Vector3[6];\r\n\r\n this._trLinesPoints[0] = TmpVectors.Vector3[2];\r\n this._trLinesPoints[1] = TmpVectors.Vector3[6];\r\n\r\n this._brLinesPoints[0] = TmpVectors.Vector3[3];\r\n this._brLinesPoints[1] = TmpVectors.Vector3[7];\r\n\r\n this._tlLinesPoints[0] = TmpVectors.Vector3[4];\r\n this._tlLinesPoints[1] = TmpVectors.Vector3[8];\r\n\r\n this._blLinesPoints[0] = TmpVectors.Vector3[5];\r\n this._blLinesPoints[1] = TmpVectors.Vector3[9];\r\n }\r\n\r\n protected _getInvertViewMatrix(): Matrix {\r\n Matrix.LookAtLHToRef(this._light.position, this._light.position.add(this._light.direction), Vector3.UpReadOnly, this._inverseViewMatrix);\r\n this._inverseViewMatrix.invertToRef(this._inverseViewMatrix);\r\n return this._inverseViewMatrix;\r\n }\r\n}\r\n"]}
|
package/Debug/rayHelper.js
CHANGED
|
@@ -6,16 +6,6 @@ import { CreateLines } from "../Meshes/Builders/linesBuilder.js";
|
|
|
6
6
|
* @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/interactions/picking_collisions#debugging
|
|
7
7
|
*/
|
|
8
8
|
export class RayHelper {
|
|
9
|
-
/**
|
|
10
|
-
* Instantiate a new ray helper.
|
|
11
|
-
* As raycast might be hard to debug, the RayHelper can help rendering the different rays
|
|
12
|
-
* in order to better appreciate the issue one might have.
|
|
13
|
-
* @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/interactions/picking_collisions#debugging
|
|
14
|
-
* @param ray Defines the ray we are currently tryin to visualize
|
|
15
|
-
*/
|
|
16
|
-
constructor(ray) {
|
|
17
|
-
this.ray = ray;
|
|
18
|
-
}
|
|
19
9
|
/**
|
|
20
10
|
* Helper function to create a colored helper in a scene in one line.
|
|
21
11
|
* @param ray Defines the ray we are currently tryin to visualize
|
|
@@ -28,6 +18,16 @@ export class RayHelper {
|
|
|
28
18
|
helper.show(scene, color);
|
|
29
19
|
return helper;
|
|
30
20
|
}
|
|
21
|
+
/**
|
|
22
|
+
* Instantiate a new ray helper.
|
|
23
|
+
* As raycast might be hard to debug, the RayHelper can help rendering the different rays
|
|
24
|
+
* in order to better appreciate the issue one might have.
|
|
25
|
+
* @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/interactions/picking_collisions#debugging
|
|
26
|
+
* @param ray Defines the ray we are currently tryin to visualize
|
|
27
|
+
*/
|
|
28
|
+
constructor(ray) {
|
|
29
|
+
this.ray = ray;
|
|
30
|
+
}
|
|
31
31
|
/**
|
|
32
32
|
* Shows the ray we are willing to debug.
|
|
33
33
|
* @param scene Defines the scene the ray needs to be rendered in
|
package/Debug/rayHelper.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
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type { Nullable } from \"../types\";\r\nimport type { Ray } from \"../Culling/ray\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport type { Color3 } from \"../Maths/math.color\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { LinesMesh } from \"../Meshes/linesMesh\";\r\n\r\nimport { CreateLines } from \"../Meshes/Builders/linesBuilder\";\r\nimport type { Observer } from \"../Misc/observable\";\r\n\r\n/**\r\n * As raycast might be hard to debug, the RayHelper can help rendering the different rays\r\n * in order to better appreciate the issue one might have.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/interactions/picking_collisions#debugging\r\n */\r\nexport class RayHelper {\r\n /**\r\n * Defines the ray we are currently tryin to visualize.\r\n */\r\n public ray: Nullable<Ray>;\r\n\r\n private _renderPoints: Vector3[];\r\n private _renderLine: Nullable<LinesMesh>;\r\n private _renderFunction: Nullable<() => void>;\r\n private _scene: Nullable<Scene>;\r\n\r\n private _onAfterRenderObserver: Nullable<Observer<Scene>>;\r\n private _onAfterStepObserver: Nullable<Observer<Scene>>;\r\n private _attachedToMesh: Nullable<AbstractMesh>;\r\n private _meshSpaceDirection: Vector3;\r\n private _meshSpaceOrigin: Vector3;\r\n\r\n /**\r\n * Helper function to create a colored helper in a scene in one line.\r\n * @param ray Defines the ray we are currently tryin to visualize\r\n * @param scene Defines the scene the ray is used in\r\n * @param color Defines the color we want to see the ray in\r\n * @returns The newly created ray helper.\r\n */\r\n public static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper {\r\n const helper = new RayHelper(ray);\r\n\r\n helper.show(scene, color);\r\n\r\n return helper;\r\n }\r\n\r\n /**\r\n * Instantiate a new ray helper.\r\n * As raycast might be hard to debug, the RayHelper can help rendering the different rays\r\n * in order to better appreciate the issue one might have.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/interactions/picking_collisions#debugging\r\n * @param ray Defines the ray we are currently tryin to visualize\r\n */\r\n constructor(ray: Ray) {\r\n this.ray = ray;\r\n }\r\n\r\n /**\r\n * Shows the ray we are willing to debug.\r\n * @param scene Defines the scene the ray needs to be rendered in\r\n * @param color Defines the color the ray needs to be rendered in\r\n */\r\n public show(scene: Scene, color?: Color3): void {\r\n if (!this._renderFunction && this.ray) {\r\n const ray = this.ray;\r\n\r\n this._renderFunction = this._render.bind(this);\r\n this._scene = scene;\r\n this._renderPoints = [ray.origin, ray.origin.add(ray.direction.scale(ray.length))];\r\n this._renderLine = CreateLines(\"ray\", { points: this._renderPoints, updatable: true }, scene);\r\n this._renderLine.isPickable = false;\r\n\r\n if (this._renderFunction) {\r\n this._scene.registerBeforeRender(this._renderFunction);\r\n }\r\n }\r\n\r\n if (color && this._renderLine) {\r\n this._renderLine.color.copyFrom(color);\r\n }\r\n }\r\n\r\n /**\r\n * Hides the ray we are debugging.\r\n */\r\n public hide(): void {\r\n if (this._renderFunction && this._scene) {\r\n this._scene.unregisterBeforeRender(this._renderFunction);\r\n this._scene = null;\r\n this._renderFunction = null;\r\n if (this._renderLine) {\r\n this._renderLine.dispose();\r\n this._renderLine = null;\r\n }\r\n\r\n this._renderPoints = [];\r\n }\r\n }\r\n\r\n private _render(): void {\r\n const ray = this.ray;\r\n\r\n if (!ray) {\r\n return;\r\n }\r\n\r\n const point = this._renderPoints[1];\r\n const len = Math.min(ray.length, 1000000);\r\n\r\n point.copyFrom(ray.direction);\r\n point.scaleInPlace(len);\r\n point.addInPlace(ray.origin);\r\n\r\n this._renderPoints[0].copyFrom(ray.origin);\r\n\r\n CreateLines(\"ray\", { points: this._renderPoints, updatable: true, instance: this._renderLine }, this._scene);\r\n\r\n this._renderLine?.refreshBoundingInfo();\r\n }\r\n\r\n /**\r\n * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.\r\n * @param mesh Defines the mesh we want the helper attached to\r\n * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)\r\n * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)\r\n * @param length Defines the length of the ray\r\n */\r\n public attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void {\r\n this._attachedToMesh = mesh;\r\n\r\n const ray = this.ray;\r\n\r\n if (!ray) {\r\n return;\r\n }\r\n\r\n if (!ray.direction) {\r\n ray.direction = Vector3.Zero();\r\n }\r\n\r\n if (!ray.origin) {\r\n ray.origin = Vector3.Zero();\r\n }\r\n\r\n if (length) {\r\n ray.length = length;\r\n }\r\n\r\n if (!meshSpaceOrigin) {\r\n meshSpaceOrigin = Vector3.Zero();\r\n }\r\n\r\n if (!meshSpaceDirection) {\r\n // -1 so that this will work with Mesh.lookAt\r\n meshSpaceDirection = new Vector3(0, 0, -1);\r\n }\r\n\r\n if (!this._scene) {\r\n this._scene = mesh.getScene();\r\n }\r\n\r\n if (!this._meshSpaceDirection) {\r\n this._meshSpaceDirection = meshSpaceDirection.clone();\r\n this._meshSpaceOrigin = meshSpaceOrigin.clone();\r\n } else {\r\n this._meshSpaceDirection.copyFrom(meshSpaceDirection);\r\n this._meshSpaceOrigin.copyFrom(meshSpaceOrigin);\r\n }\r\n\r\n if (!this._onAfterRenderObserver) {\r\n this._onAfterRenderObserver = this._scene.onBeforeRenderObservable.add(() => this._updateToMesh());\r\n this._onAfterStepObserver = this._scene.onAfterStepObservable.add(() => this._updateToMesh());\r\n }\r\n\r\n // force world matrix computation before the first ray helper computation\r\n this._attachedToMesh.computeWorldMatrix(true);\r\n\r\n this._updateToMesh();\r\n }\r\n\r\n /**\r\n * Detach the ray helper from the mesh it has previously been attached to.\r\n */\r\n public detachFromMesh(): void {\r\n if (this._attachedToMesh && this._scene) {\r\n if (this._onAfterRenderObserver) {\r\n this._scene.onBeforeRenderObservable.remove(this._onAfterRenderObserver);\r\n this._scene.onAfterStepObservable.remove(this._onAfterStepObserver);\r\n }\r\n this._attachedToMesh = null;\r\n this._onAfterRenderObserver = null;\r\n this._onAfterStepObserver = null;\r\n this._scene = null;\r\n }\r\n }\r\n\r\n private _updateToMesh(): void {\r\n const ray = this.ray;\r\n\r\n if (!this._attachedToMesh || !ray) {\r\n return;\r\n }\r\n\r\n if (this._attachedToMesh.isDisposed()) {\r\n this.detachFromMesh();\r\n return;\r\n }\r\n\r\n this._attachedToMesh.getDirectionToRef(this._meshSpaceDirection, ray.direction);\r\n Vector3.TransformCoordinatesToRef(this._meshSpaceOrigin, this._attachedToMesh.getWorldMatrix(), ray.origin);\r\n }\r\n\r\n /**\r\n * Dispose the helper and release its associated resources.\r\n */\r\n public dispose(): void {\r\n this.hide();\r\n this.detachFromMesh();\r\n this.ray = null;\r\n }\r\n}\r\n"]}
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type { Nullable } from \"../types\";\r\nimport type { Ray } from \"../Culling/ray\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport type { Color3 } from \"../Maths/math.color\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { LinesMesh } from \"../Meshes/linesMesh\";\r\n\r\nimport { CreateLines } from \"../Meshes/Builders/linesBuilder\";\r\nimport type { Observer } from \"../Misc/observable\";\r\n\r\n/**\r\n * As raycast might be hard to debug, the RayHelper can help rendering the different rays\r\n * in order to better appreciate the issue one might have.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/interactions/picking_collisions#debugging\r\n */\r\nexport class RayHelper {\r\n /**\r\n * Defines the ray we are currently tryin to visualize.\r\n */\r\n public ray: Nullable<Ray>;\r\n\r\n private _renderPoints: Vector3[];\r\n private _renderLine: Nullable<LinesMesh>;\r\n private _renderFunction: Nullable<() => void>;\r\n private _scene: Nullable<Scene>;\r\n\r\n private _onAfterRenderObserver: Nullable<Observer<Scene>>;\r\n private _onAfterStepObserver: Nullable<Observer<Scene>>;\r\n private _attachedToMesh: Nullable<AbstractMesh>;\r\n private _meshSpaceDirection: Vector3;\r\n private _meshSpaceOrigin: Vector3;\r\n\r\n /**\r\n * Helper function to create a colored helper in a scene in one line.\r\n * @param ray Defines the ray we are currently tryin to visualize\r\n * @param scene Defines the scene the ray is used in\r\n * @param color Defines the color we want to see the ray in\r\n * @returns The newly created ray helper.\r\n */\r\n public static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper {\r\n const helper = new RayHelper(ray);\r\n\r\n helper.show(scene, color);\r\n\r\n return helper;\r\n }\r\n\r\n /**\r\n * Instantiate a new ray helper.\r\n * As raycast might be hard to debug, the RayHelper can help rendering the different rays\r\n * in order to better appreciate the issue one might have.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/interactions/picking_collisions#debugging\r\n * @param ray Defines the ray we are currently tryin to visualize\r\n */\r\n constructor(ray: Ray) {\r\n this.ray = ray;\r\n }\r\n\r\n /**\r\n * Shows the ray we are willing to debug.\r\n * @param scene Defines the scene the ray needs to be rendered in\r\n * @param color Defines the color the ray needs to be rendered in\r\n */\r\n public show(scene: Scene, color?: Color3): void {\r\n if (!this._renderFunction && this.ray) {\r\n const ray = this.ray;\r\n\r\n this._renderFunction = this._render.bind(this);\r\n this._scene = scene;\r\n this._renderPoints = [ray.origin, ray.origin.add(ray.direction.scale(ray.length))];\r\n this._renderLine = CreateLines(\"ray\", { points: this._renderPoints, updatable: true }, scene);\r\n this._renderLine.isPickable = false;\r\n\r\n if (this._renderFunction) {\r\n this._scene.registerBeforeRender(this._renderFunction);\r\n }\r\n }\r\n\r\n if (color && this._renderLine) {\r\n this._renderLine.color.copyFrom(color);\r\n }\r\n }\r\n\r\n /**\r\n * Hides the ray we are debugging.\r\n */\r\n public hide(): void {\r\n if (this._renderFunction && this._scene) {\r\n this._scene.unregisterBeforeRender(this._renderFunction);\r\n this._scene = null;\r\n this._renderFunction = null;\r\n if (this._renderLine) {\r\n this._renderLine.dispose();\r\n this._renderLine = null;\r\n }\r\n\r\n this._renderPoints = [];\r\n }\r\n }\r\n\r\n private _render(): void {\r\n const ray = this.ray;\r\n\r\n if (!ray) {\r\n return;\r\n }\r\n\r\n const point = this._renderPoints[1];\r\n const len = Math.min(ray.length, 1000000);\r\n\r\n point.copyFrom(ray.direction);\r\n point.scaleInPlace(len);\r\n point.addInPlace(ray.origin);\r\n\r\n this._renderPoints[0].copyFrom(ray.origin);\r\n\r\n CreateLines(\"ray\", { points: this._renderPoints, updatable: true, instance: this._renderLine }, this._scene);\r\n\r\n this._renderLine?.refreshBoundingInfo();\r\n }\r\n\r\n /**\r\n * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.\r\n * @param mesh Defines the mesh we want the helper attached to\r\n * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)\r\n * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)\r\n * @param length Defines the length of the ray\r\n */\r\n public attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void {\r\n this._attachedToMesh = mesh;\r\n\r\n const ray = this.ray;\r\n\r\n if (!ray) {\r\n return;\r\n }\r\n\r\n if (!ray.direction) {\r\n ray.direction = Vector3.Zero();\r\n }\r\n\r\n if (!ray.origin) {\r\n ray.origin = Vector3.Zero();\r\n }\r\n\r\n if (length) {\r\n ray.length = length;\r\n }\r\n\r\n if (!meshSpaceOrigin) {\r\n meshSpaceOrigin = Vector3.Zero();\r\n }\r\n\r\n if (!meshSpaceDirection) {\r\n // -1 so that this will work with Mesh.lookAt\r\n meshSpaceDirection = new Vector3(0, 0, -1);\r\n }\r\n\r\n if (!this._scene) {\r\n this._scene = mesh.getScene();\r\n }\r\n\r\n if (!this._meshSpaceDirection) {\r\n this._meshSpaceDirection = meshSpaceDirection.clone();\r\n this._meshSpaceOrigin = meshSpaceOrigin.clone();\r\n } else {\r\n this._meshSpaceDirection.copyFrom(meshSpaceDirection);\r\n this._meshSpaceOrigin.copyFrom(meshSpaceOrigin);\r\n }\r\n\r\n if (!this._onAfterRenderObserver) {\r\n this._onAfterRenderObserver = this._scene.onBeforeRenderObservable.add(() => this._updateToMesh());\r\n this._onAfterStepObserver = this._scene.onAfterStepObservable.add(() => this._updateToMesh());\r\n }\r\n\r\n // force world matrix computation before the first ray helper computation\r\n this._attachedToMesh.computeWorldMatrix(true);\r\n\r\n this._updateToMesh();\r\n }\r\n\r\n /**\r\n * Detach the ray helper from the mesh it has previously been attached to.\r\n */\r\n public detachFromMesh(): void {\r\n if (this._attachedToMesh && this._scene) {\r\n if (this._onAfterRenderObserver) {\r\n this._scene.onBeforeRenderObservable.remove(this._onAfterRenderObserver);\r\n this._scene.onAfterStepObservable.remove(this._onAfterStepObserver);\r\n }\r\n this._attachedToMesh = null;\r\n this._onAfterRenderObserver = null;\r\n this._onAfterStepObserver = null;\r\n this._scene = null;\r\n }\r\n }\r\n\r\n private _updateToMesh(): void {\r\n const ray = this.ray;\r\n\r\n if (!this._attachedToMesh || !ray) {\r\n return;\r\n }\r\n\r\n if (this._attachedToMesh.isDisposed()) {\r\n this.detachFromMesh();\r\n return;\r\n }\r\n\r\n this._attachedToMesh.getDirectionToRef(this._meshSpaceDirection, ray.direction);\r\n Vector3.TransformCoordinatesToRef(this._meshSpaceOrigin, this._attachedToMesh.getWorldMatrix(), ray.origin);\r\n }\r\n\r\n /**\r\n * Dispose the helper and release its associated resources.\r\n */\r\n public dispose(): void {\r\n this.hide();\r\n this.detachFromMesh();\r\n this.ray = null;\r\n }\r\n}\r\n"]}
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