@babylonjs/core 5.5.6 → 5.7.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (97) hide show
  1. package/Animations/animation.js +2 -1
  2. package/Animations/animation.js.map +1 -1
  3. package/Animations/easing.d.ts +14 -14
  4. package/Animations/easing.js +13 -13
  5. package/Animations/easing.js.map +1 -1
  6. package/Behaviors/Meshes/handConstraintBehavior.js +4 -3
  7. package/Behaviors/Meshes/handConstraintBehavior.js.map +1 -1
  8. package/Behaviors/Meshes/pointerDragBehavior.d.ts +5 -0
  9. package/Behaviors/Meshes/pointerDragBehavior.js +15 -2
  10. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  11. package/Cameras/Inputs/freeCameraTouchInput.js +2 -2
  12. package/Cameras/Inputs/freeCameraTouchInput.js.map +1 -1
  13. package/Engines/Extensions/engine.multiRender.js +10 -1
  14. package/Engines/Extensions/engine.multiRender.js.map +1 -1
  15. package/Engines/Native/nativeInterfaces.d.ts +2 -0
  16. package/Engines/Native/nativeInterfaces.js.map +1 -1
  17. package/Engines/WebGPU/Extensions/engine.multiRender.js +7 -0
  18. package/Engines/WebGPU/Extensions/engine.multiRender.js.map +1 -1
  19. package/Engines/constants.d.ts +2 -0
  20. package/Engines/constants.js +2 -0
  21. package/Engines/constants.js.map +1 -1
  22. package/Engines/engine.d.ts +2 -2
  23. package/Engines/engine.js +2 -2
  24. package/Engines/engine.js.map +1 -1
  25. package/Engines/engineCapabilities.d.ts +2 -0
  26. package/Engines/engineCapabilities.js.map +1 -1
  27. package/Engines/engineFactory.d.ts +2 -2
  28. package/Engines/engineFactory.js.map +1 -1
  29. package/Engines/nativeEngine.js +3 -2
  30. package/Engines/nativeEngine.js.map +1 -1
  31. package/Engines/nullEngine.js +1 -0
  32. package/Engines/nullEngine.js.map +1 -1
  33. package/Engines/thinEngine.d.ts +1 -0
  34. package/Engines/thinEngine.js +18 -3
  35. package/Engines/thinEngine.js.map +1 -1
  36. package/Engines/webgpuEngine.js +5 -1
  37. package/Engines/webgpuEngine.js.map +1 -1
  38. package/Gizmos/boundingBoxGizmo.js +3 -0
  39. package/Gizmos/boundingBoxGizmo.js.map +1 -1
  40. package/Materials/Background/backgroundMaterial.js +1 -1
  41. package/Materials/Background/backgroundMaterial.js.map +1 -1
  42. package/Materials/Node/Blocks/Dual/index.d.ts +0 -1
  43. package/Materials/Node/Blocks/Dual/index.js +0 -1
  44. package/Materials/Node/Blocks/Dual/index.js.map +1 -1
  45. package/Materials/Node/Blocks/{Dual → Fragment}/TBNBlock.d.ts +0 -0
  46. package/Materials/Node/Blocks/{Dual → Fragment}/TBNBlock.js +7 -9
  47. package/Materials/Node/Blocks/Fragment/TBNBlock.js.map +1 -0
  48. package/Materials/Node/Blocks/Fragment/index.d.ts +1 -0
  49. package/Materials/Node/Blocks/Fragment/index.js +1 -0
  50. package/Materials/Node/Blocks/Fragment/index.js.map +1 -1
  51. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js +1 -1
  52. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
  53. package/Materials/Node/Blocks/PBR/anisotropyBlock.js +1 -1
  54. package/Materials/Node/Blocks/PBR/anisotropyBlock.js.map +1 -1
  55. package/Materials/Node/Blocks/PBR/clearCoatBlock.js +1 -1
  56. package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
  57. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js +9 -3
  58. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js.map +1 -1
  59. package/Materials/Node/nodeMaterial.js +1 -1
  60. package/Materials/Node/nodeMaterial.js.map +1 -1
  61. package/Materials/PBR/pbrBaseMaterial.js +1 -1
  62. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  63. package/Materials/Textures/multiRenderTarget.d.ts +4 -0
  64. package/Materials/Textures/multiRenderTarget.js +16 -3
  65. package/Materials/Textures/multiRenderTarget.js.map +1 -1
  66. package/Materials/shaderMaterial.js +2 -1
  67. package/Materials/shaderMaterial.js.map +1 -1
  68. package/Materials/standardMaterial.js +2 -1
  69. package/Materials/standardMaterial.js.map +1 -1
  70. package/Meshes/Builders/linesBuilder.js +4 -0
  71. package/Meshes/Builders/linesBuilder.js.map +1 -1
  72. package/Meshes/abstractMesh.d.ts +15 -0
  73. package/Meshes/abstractMesh.js +45 -14
  74. package/Meshes/abstractMesh.js.map +1 -1
  75. package/Meshes/subMesh.js +1 -1
  76. package/Meshes/subMesh.js.map +1 -1
  77. package/Morph/morphTargetManager.js +2 -1
  78. package/Morph/morphTargetManager.js.map +1 -1
  79. package/Particles/particleHelper.js +3 -2
  80. package/Particles/particleHelper.js.map +1 -1
  81. package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.d.ts +1 -1
  82. package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js +1 -1
  83. package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js.map +1 -1
  84. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js +3 -3
  85. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
  86. package/Shaders/ShadersInclude/pbrBlockClearcoat.js +1 -1
  87. package/Shaders/ShadersInclude/pbrBlockClearcoat.js.map +1 -1
  88. package/Sprites/spriteManager.js +2 -1
  89. package/Sprites/spriteManager.js.map +1 -1
  90. package/XR/features/WebXRHandTracking.d.ts +2 -2
  91. package/XR/features/WebXRHandTracking.js +163 -76
  92. package/XR/features/WebXRHandTracking.js.map +1 -1
  93. package/package.json +1 -1
  94. package/scene.d.ts +1 -1
  95. package/scene.js +0 -3
  96. package/scene.js.map +1 -1
  97. package/Materials/Node/Blocks/Dual/TBNBlock.js.map +0 -1
@@ -4,6 +4,7 @@ import { _CreationDataStorage, Mesh } from "../mesh.js";
4
4
  import { VertexData } from "../mesh.vertexData.js";
5
5
  import { LinesMesh } from "../../Meshes/linesMesh.js";
6
6
  import { VertexBuffer } from "../../Buffers/buffer.js";
7
+ import { Logger } from "../../Misc/logger.js";
7
8
  /**
8
9
  * Creates the VertexData of the LineSystem
9
10
  * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
@@ -270,6 +271,9 @@ export function CreateDashedLines(name, options, scene) {
270
271
  p += 3;
271
272
  }
272
273
  };
274
+ if (options.dashNb || options.dashSize || options.gapSize || options.useVertexAlpha || options.material) {
275
+ Logger.Warn("You have used an option other than points with the instance option. Please be aware that these other options will be ignored.");
276
+ }
273
277
  instance.updateMeshPositions(positionFunction, false);
274
278
  return instance;
275
279
  }
@@ -1 +1 @@
1
- {"version":3,"file":"linesBuilder.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Meshes/Builders/linesBuilder.ts"],"names":[],"mappings":"AAAA,yDAAyD;AACzD,OAAO,EAAE,OAAO,EAAE,MAAM,yBAAyB,CAAC;AAElD,OAAO,EAAE,oBAAoB,EAAE,IAAI,EAAE,MAAM,SAAS,CAAC;AACrD,OAAO,EAAE,UAAU,EAAE,MAAM,oBAAoB,CAAC;AAEhD,OAAO,EAAE,SAAS,EAAE,MAAM,wBAAwB,CAAC;AAEnD,OAAO,EAAE,YAAY,EAAE,MAAM,sBAAsB,CAAC;AAIpD;;;;;;;;GAQG;AACH,MAAM,UAAU,0BAA0B,CAAC,OAA8D;IACrG,IAAM,OAAO,GAAG,EAAE,CAAC;IACnB,IAAM,SAAS,GAAG,EAAE,CAAC;IACrB,IAAM,KAAK,GAAG,OAAO,CAAC,KAAK,CAAC;IAC5B,IAAM,MAAM,GAAG,OAAO,CAAC,MAAM,CAAC;IAC9B,IAAM,YAAY,GAAG,EAAE,CAAC;IACxB,IAAI,GAAG,GAAG,CAAC,CAAC;IAEZ,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,KAAK,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;QACnC,IAAM,MAAM,GAAG,KAAK,CAAC,CAAC,CAAC,CAAC;QACxB,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,MAAM,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;YAChD,SAAS,CAAC,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC,CAAC,EAAE,MAAM,CAAC,KAAK,CAAC,CAAC,CAAC,EAAE,MAAM,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC;YAClE,IAAI,MAAM,EAAE;gBACR,IAAM,KAAK,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC;gBACxB,YAAY,CAAC,IAAI,CAAC,KAAK,CAAC,KAAK,CAAC,CAAC,CAAC,EAAE,KAAK,CAAC,KAAK,CAAC,CAAC,CAAC,EAAE,KAAK,CAAC,KAAK,CAAC,CAAC,CAAC,EAAE,KAAK,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC;aACrF;YACD,IAAI,KAAK,GAAG,CAAC,EAAE;gBACX,OAAO,CAAC,IAAI,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC;gBACtB,OAAO,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;aACrB;YACD,GAAG,EAAE,CAAC;SACT;KACJ;IACD,IAAM,UAAU,GAAG,IAAI,UAAU,EAAE,CAAC;IACpC,UAAU,CAAC,OAAO,GAAG,OAAO,CAAC;IAC7B,UAAU,CAAC,SAAS,GAAG,SAAS,CAAC;IACjC,IAAI,MAAM,EAAE;QACR,UAAU,CAAC,MAAM,GAAG,YAAY,CAAC;KACpC;IACD,OAAO,UAAU,CAAC;AACtB,CAAC;AAED;;;;;;;;;;;;GAYG;AACH,MAAM,UAAU,2BAA2B,CAAC,OAAoF;IAC5H,IAAM,QAAQ,GAAG,OAAO,CAAC,QAAQ,IAAI,CAAC,CAAC;IACvC,IAAM,OAAO,GAAG,OAAO,CAAC,OAAO,IAAI,CAAC,CAAC;IACrC,IAAM,MAAM,GAAG,OAAO,CAAC,MAAM,IAAI,GAAG,CAAC;IACrC,IAAM,MAAM,GAAG,OAAO,CAAC,MAAM,CAAC;IAE9B,IAAM,SAAS,GAAG,IAAI,KAAK,EAAU,CAAC;IACtC,IAAM,OAAO,GAAG,IAAI,KAAK,EAAU,CAAC;IAEpC,IAAM,OAAO,GAAG,OAAO,CAAC,IAAI,EAAE,CAAC;IAC/B,IAAI,EAAE,GAAG,CAAC,CAAC;IACX,IAAI,EAAE,GAAG,CAAC,CAAC;IACX,IAAI,IAAI,GAAG,CAAC,CAAC;IACb,IAAI,QAAQ,GAAG,CAAC,CAAC;IACjB,IAAI,OAAO,GAAG,CAAC,CAAC;IAChB,IAAI,GAAG,GAAG,CAAC,CAAC;IACZ,IAAI,CAAC,GAAG,CAAC,CAAC;IACV,KAAK,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC,EAAE,EAAE;QACpC,MAAM,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,aAAa,CAAC,MAAM,CAAC,CAAC,CAAC,EAAE,OAAO,CAAC,CAAC;QAChD,EAAE,IAAI,OAAO,CAAC,MAAM,EAAE,CAAC;KAC1B;IACD,IAAI,GAAG,EAAE,GAAG,MAAM,CAAC;IACnB,QAAQ,GAAG,CAAC,QAAQ,GAAG,IAAI,CAAC,GAAG,CAAC,QAAQ,GAAG,OAAO,CAAC,CAAC;IACpD,KAAK,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC,EAAE,EAAE;QACpC,MAAM,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,aAAa,CAAC,MAAM,CAAC,CAAC,CAAC,EAAE,OAAO,CAAC,CAAC;QAChD,EAAE,GAAG,IAAI,CAAC,KAAK,CAAC,OAAO,CAAC,MAAM,EAAE,GAAG,IAAI,CAAC,CAAC;QACzC,OAAO,CAAC,SAAS,EAAE,CAAC;QACpB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE;YACzB,OAAO,GAAG,IAAI,GAAG,CAAC,CAAC;YACnB,SAAS,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,OAAO,GAAG,OAAO,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,OAAO,GAAG,OAAO,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,OAAO,GAAG,OAAO,CAAC,CAAC,CAAC,CAAC;YACxH,SAAS,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,OAAO,GAAG,QAAQ,CAAC,GAAG,OAAO,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,OAAO,GAAG,QAAQ,CAAC,GAAG,OAAO,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,OAAO,GAAG,QAAQ,CAAC,GAAG,OAAO,CAAC,CAAC,CAAC,CAAC;YAC/J,OAAO,CAAC,IAAI,CAAC,GAAG,EAAE,GAAG,GAAG,CAAC,CAAC,CAAC;YAC3B,GAAG,IAAI,CAAC,CAAC;SACZ;KACJ;IAED,SAAS;IACT,IAAM,UAAU,GAAG,IAAI,UAAU,EAAE,CAAC;IACpC,UAAU,CAAC,SAAS,GAAG,SAAS,CAAC;IACjC,UAAU,CAAC,OAAO,GAAG,OAAO,CAAC;IAE7B,OAAO,UAAU,CAAC;AACtB,CAAC;AAED;;;;;;;;;;;;;;;;;;;;;;;GAuBG;AACH,MAAM,UAAU,gBAAgB,CAC5B,IAAY,EACZ,OAAkK,EAClK,KAAsB;IAEtB,IAAM,QAAQ,GAAG,OAAO,CAAC,QAAQ,CAAC;IAClC,IAAM,KAAK,GAAG,OAAO,CAAC,KAAK,CAAC;IAC5B,IAAM,MAAM,GAAG,OAAO,CAAC,MAAM,CAAC;IAE9B,IAAI,QAAQ,EAAE;QACV,eAAe;QACf,IAAM,SAAS,GAAG,QAAQ,CAAC,eAAe,CAAC,YAAY,CAAC,YAAY,CAAE,CAAC;QACvE,IAAI,WAAW,SAAA,CAAC;QAChB,IAAI,UAAU,SAAA,CAAC;QACf,IAAI,MAAM,EAAE;YACR,WAAW,GAAG,QAAQ,CAAC,eAAe,CAAC,YAAY,CAAC,SAAS,CAAE,CAAC;SACnE;QACD,IAAI,CAAC,GAAG,CAAC,CAAC;QACV,IAAI,CAAC,GAAG,CAAC,CAAC;QACV,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,KAAK,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YACnC,IAAM,MAAM,GAAG,KAAK,CAAC,CAAC,CAAC,CAAC;YACxB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;gBACpC,SAAS,CAAC,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;gBAC3B,SAAS,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;gBAC/B,SAAS,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;gBAC/B,IAAI,MAAM,IAAI,WAAW,EAAE;oBACvB,UAAU,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC;oBACvB,WAAW,CAAC,CAAC,CAAC,GAAG,UAAU,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;oBACjC,WAAW,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,UAAU,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;oBACrC,WAAW,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,UAAU,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;oBACrC,WAAW,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,UAAU,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;oBACrC,CAAC,IAAI,CAAC,CAAC;iBACV;gBACD,CAAC,IAAI,CAAC,CAAC;aACV;SACJ;QACD,QAAQ,CAAC,kBAAkB,CAAC,YAAY,CAAC,YAAY,EAAE,SAAS,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;QAChF,IAAI,MAAM,IAAI,WAAW,EAAE;YACvB,QAAQ,CAAC,kBAAkB,CAAC,YAAY,CAAC,SAAS,EAAE,WAAW,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;SAClF;QACD,OAAO,QAAQ,CAAC;KACnB;IAED,uBAAuB;IACvB,IAAM,cAAc,GAAG,MAAM,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK,CAAC;IAC7C,IAAM,UAAU,GAAG,IAAI,SAAS,CAAC,IAAI,EAAE,KAAK,EAAE,IAAI,EAAE,SAAS,EAAE,SAAS,EAAE,cAAc,EAAE,OAAO,CAAC,cAAc,EAAE,OAAO,CAAC,QAAQ,CAAC,CAAC;IACpI,IAAM,UAAU,GAAG,0BAA0B,CAAC,OAAO,CAAC,CAAC;IACvD,UAAU,CAAC,WAAW,CAAC,UAAU,EAAE,OAAO,CAAC,SAAS,CAAC,CAAC;IACtD,OAAO,UAAU,CAAC;AACtB,CAAC;AAED;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH,MAAM,UAAU,WAAW,CACvB,IAAY,EACZ,OAAqJ,EACrJ,KAA6B;IAA7B,sBAAA,EAAA,YAA6B;IAE7B,IAAM,MAAM,GAAG,OAAO,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC;IACxD,IAAM,KAAK,GAAG,gBAAgB,CAC1B,IAAI,EACJ,EAAE,KAAK,EAAE,CAAC,OAAO,CAAC,MAAM,CAAC,EAAE,SAAS,EAAE,OAAO,CAAC,SAAS,EAAE,QAAQ,EAAE,OAAO,CAAC,QAAQ,EAAE,MAAM,EAAE,MAAM,EAAE,cAAc,EAAE,OAAO,CAAC,cAAc,EAAE,QAAQ,EAAE,OAAO,CAAC,QAAQ,EAAE,EACzK,KAAK,CACR,CAAC;IACF,OAAO,KAAK,CAAC;AACjB,CAAC;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;GA0BG;AACH,MAAM,UAAU,iBAAiB,CAC7B,IAAY,EACZ,OAA8K,EAC9K,KAA6B;IAA7B,sBAAA,EAAA,YAA6B;IAE7B,IAAM,MAAM,GAAG,OAAO,CAAC,MAAM,CAAC;IAC9B,IAAM,QAAQ,GAAG,OAAO,CAAC,QAAQ,CAAC;IAClC,IAAM,OAAO,GAAG,OAAO,CAAC,OAAO,IAAI,CAAC,CAAC;IACrC,IAAM,QAAQ,GAAG,OAAO,CAAC,QAAQ,IAAI,CAAC,CAAC;IAEvC,IAAI,QAAQ,EAAE;QACV,uBAAuB;QACvB,IAAM,gBAAgB,GAAG,UAAC,SAAqB;YAC3C,IAAM,OAAO,GAAG,OAAO,CAAC,IAAI,EAAE,CAAC;YAC/B,IAAM,KAAK,GAAG,SAAS,CAAC,MAAM,GAAG,CAAC,CAAC;YACnC,IAAI,EAAE,GAAG,CAAC,CAAC;YACX,IAAI,EAAE,GAAG,CAAC,CAAC;YACX,IAAI,IAAI,GAAG,CAAC,CAAC;YACb,IAAI,QAAQ,GAAG,CAAC,CAAC;YACjB,IAAI,OAAO,GAAG,CAAC,CAAC;YAChB,IAAI,CAAC,GAAG,CAAC,CAAC;YACV,IAAI,CAAC,GAAG,CAAC,CAAC;YACV,IAAI,CAAC,GAAG,CAAC,CAAC;YACV,KAAK,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC,EAAE,EAAE;gBACpC,MAAM,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,aAAa,CAAC,MAAM,CAAC,CAAC,CAAC,EAAE,OAAO,CAAC,CAAC;gBAChD,EAAE,IAAI,OAAO,CAAC,MAAM,EAAE,CAAC;aAC1B;YACD,IAAI,GAAG,EAAE,GAAG,KAAK,CAAC;YAClB,IAAM,QAAQ,GAAG,QAAS,CAAC,oBAAqB,CAAC,QAAQ,CAAC;YAC1D,IAAM,OAAO,GAAG,QAAS,CAAC,oBAAqB,CAAC,OAAO,CAAC;YACxD,QAAQ,GAAG,CAAC,QAAQ,GAAG,IAAI,CAAC,GAAG,CAAC,QAAQ,GAAG,OAAO,CAAC,CAAC;YACpD,KAAK,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC,EAAE,EAAE;gBACpC,MAAM,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,aAAa,CAAC,MAAM,CAAC,CAAC,CAAC,EAAE,OAAO,CAAC,CAAC;gBAChD,EAAE,GAAG,IAAI,CAAC,KAAK,CAAC,OAAO,CAAC,MAAM,EAAE,GAAG,IAAI,CAAC,CAAC;gBACzC,OAAO,CAAC,SAAS,EAAE,CAAC;gBACpB,CAAC,GAAG,CAAC,CAAC;gBACN,OAAO,CAAC,GAAG,EAAE,IAAI,CAAC,GAAG,SAAS,CAAC,MAAM,EAAE;oBACnC,OAAO,GAAG,IAAI,GAAG,CAAC,CAAC;oBACnB,SAAS,CAAC,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,OAAO,GAAG,OAAO,CAAC,CAAC,CAAC;oBACjD,SAAS,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,OAAO,GAAG,OAAO,CAAC,CAAC,CAAC;oBACrD,SAAS,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,OAAO,GAAG,OAAO,CAAC,CAAC,CAAC;oBACrD,SAAS,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,OAAO,GAAG,QAAQ,CAAC,GAAG,OAAO,CAAC,CAAC,CAAC;oBAClE,SAAS,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,OAAO,GAAG,QAAQ,CAAC,GAAG,OAAO,CAAC,CAAC,CAAC;oBAClE,SAAS,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,OAAO,GAAG,QAAQ,CAAC,GAAG,OAAO,CAAC,CAAC,CAAC;oBAClE,CAAC,IAAI,CAAC,CAAC;oBACP,CAAC,EAAE,CAAC;iBACP;aACJ;YACD,OAAO,CAAC,GAAG,SAAS,CAAC,MAAM,EAAE;gBACzB,SAAS,CAAC,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;gBAC3B,SAAS,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;gBAC/B,SAAS,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;gBAC/B,CAAC,IAAI,CAAC,CAAC;aACV;QACL,CAAC,CAAC;QACF,QAAQ,CAAC,mBAAmB,CAAC,gBAAgB,EAAE,KAAK,CAAC,CAAC;QACtD,OAAO,QAAQ,CAAC;KACnB;IACD,wBAAwB;IACxB,IAAM,WAAW,GAAG,IAAI,SAAS,CAAC,IAAI,EAAE,KAAK,EAAE,IAAI,EAAE,SAAS,EAAE,SAAS,EAAE,SAAS,EAAE,OAAO,CAAC,cAAc,EAAE,OAAO,CAAC,QAAQ,CAAC,CAAC;IAChI,IAAM,UAAU,GAAG,2BAA2B,CAAC,OAAO,CAAC,CAAC;IACxD,UAAU,CAAC,WAAW,CAAC,WAAW,EAAE,OAAO,CAAC,SAAS,CAAC,CAAC;IAEvD,WAAW,CAAC,oBAAoB,GAAG,IAAI,oBAAoB,EAAE,CAAC;IAC9D,WAAW,CAAC,oBAAoB,CAAC,QAAQ,GAAG,QAAQ,CAAC;IACrD,WAAW,CAAC,oBAAoB,CAAC,OAAO,GAAG,OAAO,CAAC;IACnD,OAAO,WAAW,CAAC;AACvB,CAAC;AACD;;;GAGG;AACH,MAAM,CAAC,IAAM,YAAY,GAAG;IACxB,iBAAiB,mBAAA;IACjB,gBAAgB,kBAAA;IAChB,WAAW,aAAA;CACd,CAAC;AAEF,UAAU,CAAC,gBAAgB,GAAG,0BAA0B,CAAC;AACzD,UAAU,CAAC,iBAAiB,GAAG,2BAA2B,CAAC;AAE1D,IAAY,CAAC,WAAW,GAAG,UAAC,IAAY,EAAE,MAAiB,EAAE,KAA6B,EAAE,SAA0B,EAAE,QAAoC;IAA/F,sBAAA,EAAA,YAA6B;IAAE,0BAAA,EAAA,iBAA0B;IAAE,yBAAA,EAAA,eAAoC;IACzJ,IAAM,OAAO,GAAG;QACZ,MAAM,QAAA;QACN,SAAS,WAAA;QACT,QAAQ,UAAA;KACX,CAAC;IACF,OAAO,WAAW,CAAC,IAAI,EAAE,OAAO,EAAE,KAAK,CAAC,CAAC;AAC7C,CAAC,CAAC;AAED,IAAY,CAAC,iBAAiB,GAAG,UAC9B,IAAY,EACZ,MAAiB,EACjB,QAAgB,EAChB,OAAe,EACf,MAAc,EACd,KAA6B,EAC7B,SAAmB,EACnB,QAAoB;IAFpB,sBAAA,EAAA,YAA6B;IAI7B,IAAM,OAAO,GAAG;QACZ,MAAM,QAAA;QACN,QAAQ,UAAA;QACR,OAAO,SAAA;QACP,MAAM,QAAA;QACN,SAAS,WAAA;QACT,QAAQ,UAAA;KACX,CAAC;IACF,OAAO,iBAAiB,CAAC,IAAI,EAAE,OAAO,EAAE,KAAK,CAAC,CAAC;AACnD,CAAC,CAAC","sourcesContent":["/* eslint-disable @typescript-eslint/naming-convention */\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport type { Color4 } from \"../../Maths/math.color\";\r\nimport { _CreationDataStorage, Mesh } from \"../mesh\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\nimport type { FloatArray, Nullable } from \"../../types\";\r\nimport { LinesMesh } from \"../../Meshes/linesMesh\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { VertexBuffer } from \"../../Buffers/buffer\";\r\n\r\ndeclare type Material = import(\"../../Materials/material\").Material;\r\n\r\n/**\r\n * Creates the VertexData of the LineSystem\r\n * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty\r\n * - lines an array of lines, each line being an array of successive Vector3\r\n * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point\r\n * @param options.lines\r\n * @param options.colors\r\n * @returns the VertexData of the LineSystem\r\n */\r\nexport function CreateLineSystemVertexData(options: { lines: Vector3[][]; colors?: Nullable<Color4[][]> }): VertexData {\r\n const indices = [];\r\n const positions = [];\r\n const lines = options.lines;\r\n const colors = options.colors;\r\n const vertexColors = [];\r\n let idx = 0;\r\n\r\n for (let l = 0; l < lines.length; l++) {\r\n const points = lines[l];\r\n for (let index = 0; index < points.length; index++) {\r\n positions.push(points[index].x, points[index].y, points[index].z);\r\n if (colors) {\r\n const color = colors[l];\r\n vertexColors.push(color[index].r, color[index].g, color[index].b, color[index].a);\r\n }\r\n if (index > 0) {\r\n indices.push(idx - 1);\r\n indices.push(idx);\r\n }\r\n idx++;\r\n }\r\n }\r\n const vertexData = new VertexData();\r\n vertexData.indices = indices;\r\n vertexData.positions = positions;\r\n if (colors) {\r\n vertexData.colors = vertexColors;\r\n }\r\n return vertexData;\r\n}\r\n\r\n/**\r\n * Create the VertexData for a DashedLines\r\n * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty\r\n * - points an array successive Vector3\r\n * - dashSize the size of the dashes relative to the dash number, optional, default 3\r\n * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1\r\n * - dashNb the intended total number of dashes, optional, default 200\r\n * @param options.points\r\n * @param options.dashSize\r\n * @param options.gapSize\r\n * @param options.dashNb\r\n * @returns the VertexData for the DashedLines\r\n */\r\nexport function CreateDashedLinesVertexData(options: { points: Vector3[]; dashSize?: number; gapSize?: number; dashNb?: number }): VertexData {\r\n const dashSize = options.dashSize || 3;\r\n const gapSize = options.gapSize || 1;\r\n const dashNb = options.dashNb || 200;\r\n const points = options.points;\r\n\r\n const positions = new Array<number>();\r\n const indices = new Array<number>();\r\n\r\n const curvect = Vector3.Zero();\r\n let lg = 0;\r\n let nb = 0;\r\n let shft = 0;\r\n let dashshft = 0;\r\n let curshft = 0;\r\n let idx = 0;\r\n let i = 0;\r\n for (i = 0; i < points.length - 1; i++) {\r\n points[i + 1].subtractToRef(points[i], curvect);\r\n lg += curvect.length();\r\n }\r\n shft = lg / dashNb;\r\n dashshft = (dashSize * shft) / (dashSize + gapSize);\r\n for (i = 0; i < points.length - 1; i++) {\r\n points[i + 1].subtractToRef(points[i], curvect);\r\n nb = Math.floor(curvect.length() / shft);\r\n curvect.normalize();\r\n for (let j = 0; j < nb; j++) {\r\n curshft = shft * j;\r\n positions.push(points[i].x + curshft * curvect.x, points[i].y + curshft * curvect.y, points[i].z + curshft * curvect.z);\r\n positions.push(points[i].x + (curshft + dashshft) * curvect.x, points[i].y + (curshft + dashshft) * curvect.y, points[i].z + (curshft + dashshft) * curvect.z);\r\n indices.push(idx, idx + 1);\r\n idx += 2;\r\n }\r\n }\r\n\r\n // Result\r\n const vertexData = new VertexData();\r\n vertexData.positions = positions;\r\n vertexData.indices = indices;\r\n\r\n return vertexData;\r\n}\r\n\r\n/**\r\n * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh\r\n * * A line system mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of lines as an input parameter\r\n * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function\r\n * * The parameter `lines` is an array of lines, each line being an array of successive Vector3\r\n * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter\r\n * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point\r\n * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)\r\n * * The optional parameter `material` is the material to use to draw the lines if provided. If not, a default material will be created\r\n * * Updating a simple Line mesh, you just need to update every line in the `lines` array : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines\r\n * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system\r\n * @param name defines the name of the new line system\r\n * @param options defines the options used to create the line system\r\n * @param options.lines\r\n * @param options.updatable\r\n * @param options.instance\r\n * @param options.colors\r\n * @param options.useVertexAlpha\r\n * @param options.material\r\n * @param scene defines the hosting scene\r\n * @returns a new line system mesh\r\n */\r\nexport function CreateLineSystem(\r\n name: string,\r\n options: { lines: Vector3[][]; updatable?: boolean; instance?: Nullable<LinesMesh>; colors?: Nullable<Color4[][]>; useVertexAlpha?: boolean; material?: Material },\r\n scene: Nullable<Scene>\r\n): LinesMesh {\r\n const instance = options.instance;\r\n const lines = options.lines;\r\n const colors = options.colors;\r\n\r\n if (instance) {\r\n // lines update\r\n const positions = instance.getVerticesData(VertexBuffer.PositionKind)!;\r\n let vertexColor;\r\n let lineColors;\r\n if (colors) {\r\n vertexColor = instance.getVerticesData(VertexBuffer.ColorKind)!;\r\n }\r\n let i = 0;\r\n let c = 0;\r\n for (let l = 0; l < lines.length; l++) {\r\n const points = lines[l];\r\n for (let p = 0; p < points.length; p++) {\r\n positions[i] = points[p].x;\r\n positions[i + 1] = points[p].y;\r\n positions[i + 2] = points[p].z;\r\n if (colors && vertexColor) {\r\n lineColors = colors[l];\r\n vertexColor[c] = lineColors[p].r;\r\n vertexColor[c + 1] = lineColors[p].g;\r\n vertexColor[c + 2] = lineColors[p].b;\r\n vertexColor[c + 3] = lineColors[p].a;\r\n c += 4;\r\n }\r\n i += 3;\r\n }\r\n }\r\n instance.updateVerticesData(VertexBuffer.PositionKind, positions, false, false);\r\n if (colors && vertexColor) {\r\n instance.updateVerticesData(VertexBuffer.ColorKind, vertexColor, false, false);\r\n }\r\n return instance;\r\n }\r\n\r\n // line system creation\r\n const useVertexColor = colors ? true : false;\r\n const lineSystem = new LinesMesh(name, scene, null, undefined, undefined, useVertexColor, options.useVertexAlpha, options.material);\r\n const vertexData = CreateLineSystemVertexData(options);\r\n vertexData.applyToMesh(lineSystem, options.updatable);\r\n return lineSystem;\r\n}\r\n\r\n/**\r\n * Creates a line mesh\r\n * A line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter\r\n * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function\r\n * * The parameter `points` is an array successive Vector3\r\n * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines\r\n * * The optional parameter `colors` is an array of successive Color4, one per line point\r\n * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)\r\n * * The optional parameter `material` is the material to use to draw the lines if provided. If not, a default material will be created\r\n * * When updating an instance, remember that only point positions can change, not the number of points\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines\r\n * @param name defines the name of the new line system\r\n * @param options defines the options used to create the line system\r\n * @param options.points\r\n * @param options.updatable\r\n * @param options.instance\r\n * @param options.colors\r\n * @param options.useVertexAlpha\r\n * @param options.material\r\n * @param scene defines the hosting scene\r\n * @returns a new line mesh\r\n */\r\nexport function CreateLines(\r\n name: string,\r\n options: { points: Vector3[]; updatable?: boolean; instance?: Nullable<LinesMesh>; colors?: Color4[]; useVertexAlpha?: boolean; material?: Material },\r\n scene: Nullable<Scene> = null\r\n): LinesMesh {\r\n const colors = options.colors ? [options.colors] : null;\r\n const lines = CreateLineSystem(\r\n name,\r\n { lines: [options.points], updatable: options.updatable, instance: options.instance, colors: colors, useVertexAlpha: options.useVertexAlpha, material: options.material },\r\n scene\r\n );\r\n return lines;\r\n}\r\n\r\n/**\r\n * Creates a dashed line mesh\r\n * * A dashed line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter\r\n * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function\r\n * * The parameter `points` is an array successive Vector3\r\n * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)\r\n * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)\r\n * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)\r\n * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines\r\n * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)\r\n * * The optional parameter `material` is the material to use to draw the lines if provided. If not, a default material will be created\r\n * * When updating an instance, remember that only point positions can change, not the number of points\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param options.points\r\n * @param options.dashSize\r\n * @param options.gapSize\r\n * @param options.dashNb\r\n * @param options.updatable\r\n * @param options.instance\r\n * @param options.useVertexAlpha\r\n * @param options.material\r\n * @param scene defines the hosting scene\r\n * @returns the dashed line mesh\r\n * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines\r\n */\r\nexport function CreateDashedLines(\r\n name: string,\r\n options: { points: Vector3[]; dashSize?: number; gapSize?: number; dashNb?: number; updatable?: boolean; instance?: LinesMesh; useVertexAlpha?: boolean; material?: Material },\r\n scene: Nullable<Scene> = null\r\n): LinesMesh {\r\n const points = options.points;\r\n const instance = options.instance;\r\n const gapSize = options.gapSize || 1;\r\n const dashSize = options.dashSize || 3;\r\n\r\n if (instance) {\r\n // dashed lines update\r\n const positionFunction = (positions: FloatArray): void => {\r\n const curvect = Vector3.Zero();\r\n const nbSeg = positions.length / 6;\r\n let lg = 0;\r\n let nb = 0;\r\n let shft = 0;\r\n let dashshft = 0;\r\n let curshft = 0;\r\n let p = 0;\r\n let i = 0;\r\n let j = 0;\r\n for (i = 0; i < points.length - 1; i++) {\r\n points[i + 1].subtractToRef(points[i], curvect);\r\n lg += curvect.length();\r\n }\r\n shft = lg / nbSeg;\r\n const dashSize = instance!._creationDataStorage!.dashSize;\r\n const gapSize = instance!._creationDataStorage!.gapSize;\r\n dashshft = (dashSize * shft) / (dashSize + gapSize);\r\n for (i = 0; i < points.length - 1; i++) {\r\n points[i + 1].subtractToRef(points[i], curvect);\r\n nb = Math.floor(curvect.length() / shft);\r\n curvect.normalize();\r\n j = 0;\r\n while (j < nb && p < positions.length) {\r\n curshft = shft * j;\r\n positions[p] = points[i].x + curshft * curvect.x;\r\n positions[p + 1] = points[i].y + curshft * curvect.y;\r\n positions[p + 2] = points[i].z + curshft * curvect.z;\r\n positions[p + 3] = points[i].x + (curshft + dashshft) * curvect.x;\r\n positions[p + 4] = points[i].y + (curshft + dashshft) * curvect.y;\r\n positions[p + 5] = points[i].z + (curshft + dashshft) * curvect.z;\r\n p += 6;\r\n j++;\r\n }\r\n }\r\n while (p < positions.length) {\r\n positions[p] = points[i].x;\r\n positions[p + 1] = points[i].y;\r\n positions[p + 2] = points[i].z;\r\n p += 3;\r\n }\r\n };\r\n instance.updateMeshPositions(positionFunction, false);\r\n return instance;\r\n }\r\n // dashed lines creation\r\n const dashedLines = new LinesMesh(name, scene, null, undefined, undefined, undefined, options.useVertexAlpha, options.material);\r\n const vertexData = CreateDashedLinesVertexData(options);\r\n vertexData.applyToMesh(dashedLines, options.updatable);\r\n\r\n dashedLines._creationDataStorage = new _CreationDataStorage();\r\n dashedLines._creationDataStorage.dashSize = dashSize;\r\n dashedLines._creationDataStorage.gapSize = gapSize;\r\n return dashedLines;\r\n}\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n * @deprecated use the functions directly from the module\r\n */\r\nexport const LinesBuilder = {\r\n CreateDashedLines,\r\n CreateLineSystem,\r\n CreateLines,\r\n};\r\n\r\nVertexData.CreateLineSystem = CreateLineSystemVertexData;\r\nVertexData.CreateDashedLines = CreateDashedLinesVertexData;\r\n\r\n(Mesh as any).CreateLines = (name: string, points: Vector3[], scene: Nullable<Scene> = null, updatable: boolean = false, instance: Nullable<LinesMesh> = null): LinesMesh => {\r\n const options = {\r\n points,\r\n updatable,\r\n instance,\r\n };\r\n return CreateLines(name, options, scene);\r\n};\r\n\r\n(Mesh as any).CreateDashedLines = (\r\n name: string,\r\n points: Vector3[],\r\n dashSize: number,\r\n gapSize: number,\r\n dashNb: number,\r\n scene: Nullable<Scene> = null,\r\n updatable?: boolean,\r\n instance?: LinesMesh\r\n): LinesMesh => {\r\n const options = {\r\n points,\r\n dashSize,\r\n gapSize,\r\n dashNb,\r\n updatable,\r\n instance,\r\n };\r\n return CreateDashedLines(name, options, scene);\r\n};\r\n"]}
1
+ {"version":3,"file":"linesBuilder.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Meshes/Builders/linesBuilder.ts"],"names":[],"mappings":"AAAA,yDAAyD;AACzD,OAAO,EAAE,OAAO,EAAE,MAAM,yBAAyB,CAAC;AAElD,OAAO,EAAE,oBAAoB,EAAE,IAAI,EAAE,MAAM,SAAS,CAAC;AACrD,OAAO,EAAE,UAAU,EAAE,MAAM,oBAAoB,CAAC;AAEhD,OAAO,EAAE,SAAS,EAAE,MAAM,wBAAwB,CAAC;AAEnD,OAAO,EAAE,YAAY,EAAE,MAAM,sBAAsB,CAAC;AACpD,OAAO,EAAE,MAAM,EAAE,MAAM,mBAAmB,CAAC;AAI3C;;;;;;;;GAQG;AACH,MAAM,UAAU,0BAA0B,CAAC,OAA8D;IACrG,IAAM,OAAO,GAAG,EAAE,CAAC;IACnB,IAAM,SAAS,GAAG,EAAE,CAAC;IACrB,IAAM,KAAK,GAAG,OAAO,CAAC,KAAK,CAAC;IAC5B,IAAM,MAAM,GAAG,OAAO,CAAC,MAAM,CAAC;IAC9B,IAAM,YAAY,GAAG,EAAE,CAAC;IACxB,IAAI,GAAG,GAAG,CAAC,CAAC;IAEZ,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,KAAK,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;QACnC,IAAM,MAAM,GAAG,KAAK,CAAC,CAAC,CAAC,CAAC;QACxB,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,MAAM,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;YAChD,SAAS,CAAC,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC,CAAC,EAAE,MAAM,CAAC,KAAK,CAAC,CAAC,CAAC,EAAE,MAAM,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC;YAClE,IAAI,MAAM,EAAE;gBACR,IAAM,KAAK,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC;gBACxB,YAAY,CAAC,IAAI,CAAC,KAAK,CAAC,KAAK,CAAC,CAAC,CAAC,EAAE,KAAK,CAAC,KAAK,CAAC,CAAC,CAAC,EAAE,KAAK,CAAC,KAAK,CAAC,CAAC,CAAC,EAAE,KAAK,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC;aACrF;YACD,IAAI,KAAK,GAAG,CAAC,EAAE;gBACX,OAAO,CAAC,IAAI,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC;gBACtB,OAAO,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;aACrB;YACD,GAAG,EAAE,CAAC;SACT;KACJ;IACD,IAAM,UAAU,GAAG,IAAI,UAAU,EAAE,CAAC;IACpC,UAAU,CAAC,OAAO,GAAG,OAAO,CAAC;IAC7B,UAAU,CAAC,SAAS,GAAG,SAAS,CAAC;IACjC,IAAI,MAAM,EAAE;QACR,UAAU,CAAC,MAAM,GAAG,YAAY,CAAC;KACpC;IACD,OAAO,UAAU,CAAC;AACtB,CAAC;AAED;;;;;;;;;;;;GAYG;AACH,MAAM,UAAU,2BAA2B,CAAC,OAAoF;IAC5H,IAAM,QAAQ,GAAG,OAAO,CAAC,QAAQ,IAAI,CAAC,CAAC;IACvC,IAAM,OAAO,GAAG,OAAO,CAAC,OAAO,IAAI,CAAC,CAAC;IACrC,IAAM,MAAM,GAAG,OAAO,CAAC,MAAM,IAAI,GAAG,CAAC;IACrC,IAAM,MAAM,GAAG,OAAO,CAAC,MAAM,CAAC;IAE9B,IAAM,SAAS,GAAG,IAAI,KAAK,EAAU,CAAC;IACtC,IAAM,OAAO,GAAG,IAAI,KAAK,EAAU,CAAC;IAEpC,IAAM,OAAO,GAAG,OAAO,CAAC,IAAI,EAAE,CAAC;IAC/B,IAAI,EAAE,GAAG,CAAC,CAAC;IACX,IAAI,EAAE,GAAG,CAAC,CAAC;IACX,IAAI,IAAI,GAAG,CAAC,CAAC;IACb,IAAI,QAAQ,GAAG,CAAC,CAAC;IACjB,IAAI,OAAO,GAAG,CAAC,CAAC;IAChB,IAAI,GAAG,GAAG,CAAC,CAAC;IACZ,IAAI,CAAC,GAAG,CAAC,CAAC;IACV,KAAK,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC,EAAE,EAAE;QACpC,MAAM,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,aAAa,CAAC,MAAM,CAAC,CAAC,CAAC,EAAE,OAAO,CAAC,CAAC;QAChD,EAAE,IAAI,OAAO,CAAC,MAAM,EAAE,CAAC;KAC1B;IACD,IAAI,GAAG,EAAE,GAAG,MAAM,CAAC;IACnB,QAAQ,GAAG,CAAC,QAAQ,GAAG,IAAI,CAAC,GAAG,CAAC,QAAQ,GAAG,OAAO,CAAC,CAAC;IACpD,KAAK,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC,EAAE,EAAE;QACpC,MAAM,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,aAAa,CAAC,MAAM,CAAC,CAAC,CAAC,EAAE,OAAO,CAAC,CAAC;QAChD,EAAE,GAAG,IAAI,CAAC,KAAK,CAAC,OAAO,CAAC,MAAM,EAAE,GAAG,IAAI,CAAC,CAAC;QACzC,OAAO,CAAC,SAAS,EAAE,CAAC;QACpB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE;YACzB,OAAO,GAAG,IAAI,GAAG,CAAC,CAAC;YACnB,SAAS,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,OAAO,GAAG,OAAO,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,OAAO,GAAG,OAAO,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,OAAO,GAAG,OAAO,CAAC,CAAC,CAAC,CAAC;YACxH,SAAS,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,OAAO,GAAG,QAAQ,CAAC,GAAG,OAAO,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,OAAO,GAAG,QAAQ,CAAC,GAAG,OAAO,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,OAAO,GAAG,QAAQ,CAAC,GAAG,OAAO,CAAC,CAAC,CAAC,CAAC;YAC/J,OAAO,CAAC,IAAI,CAAC,GAAG,EAAE,GAAG,GAAG,CAAC,CAAC,CAAC;YAC3B,GAAG,IAAI,CAAC,CAAC;SACZ;KACJ;IAED,SAAS;IACT,IAAM,UAAU,GAAG,IAAI,UAAU,EAAE,CAAC;IACpC,UAAU,CAAC,SAAS,GAAG,SAAS,CAAC;IACjC,UAAU,CAAC,OAAO,GAAG,OAAO,CAAC;IAE7B,OAAO,UAAU,CAAC;AACtB,CAAC;AAED;;;;;;;;;;;;;;;;;;;;;;;GAuBG;AACH,MAAM,UAAU,gBAAgB,CAC5B,IAAY,EACZ,OAAkK,EAClK,KAAsB;IAEtB,IAAM,QAAQ,GAAG,OAAO,CAAC,QAAQ,CAAC;IAClC,IAAM,KAAK,GAAG,OAAO,CAAC,KAAK,CAAC;IAC5B,IAAM,MAAM,GAAG,OAAO,CAAC,MAAM,CAAC;IAE9B,IAAI,QAAQ,EAAE;QACV,eAAe;QACf,IAAM,SAAS,GAAG,QAAQ,CAAC,eAAe,CAAC,YAAY,CAAC,YAAY,CAAE,CAAC;QACvE,IAAI,WAAW,SAAA,CAAC;QAChB,IAAI,UAAU,SAAA,CAAC;QACf,IAAI,MAAM,EAAE;YACR,WAAW,GAAG,QAAQ,CAAC,eAAe,CAAC,YAAY,CAAC,SAAS,CAAE,CAAC;SACnE;QACD,IAAI,CAAC,GAAG,CAAC,CAAC;QACV,IAAI,CAAC,GAAG,CAAC,CAAC;QACV,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,KAAK,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YACnC,IAAM,MAAM,GAAG,KAAK,CAAC,CAAC,CAAC,CAAC;YACxB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;gBACpC,SAAS,CAAC,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;gBAC3B,SAAS,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;gBAC/B,SAAS,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;gBAC/B,IAAI,MAAM,IAAI,WAAW,EAAE;oBACvB,UAAU,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC;oBACvB,WAAW,CAAC,CAAC,CAAC,GAAG,UAAU,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;oBACjC,WAAW,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,UAAU,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;oBACrC,WAAW,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,UAAU,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;oBACrC,WAAW,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,UAAU,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;oBACrC,CAAC,IAAI,CAAC,CAAC;iBACV;gBACD,CAAC,IAAI,CAAC,CAAC;aACV;SACJ;QACD,QAAQ,CAAC,kBAAkB,CAAC,YAAY,CAAC,YAAY,EAAE,SAAS,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;QAChF,IAAI,MAAM,IAAI,WAAW,EAAE;YACvB,QAAQ,CAAC,kBAAkB,CAAC,YAAY,CAAC,SAAS,EAAE,WAAW,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;SAClF;QACD,OAAO,QAAQ,CAAC;KACnB;IAED,uBAAuB;IACvB,IAAM,cAAc,GAAG,MAAM,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK,CAAC;IAC7C,IAAM,UAAU,GAAG,IAAI,SAAS,CAAC,IAAI,EAAE,KAAK,EAAE,IAAI,EAAE,SAAS,EAAE,SAAS,EAAE,cAAc,EAAE,OAAO,CAAC,cAAc,EAAE,OAAO,CAAC,QAAQ,CAAC,CAAC;IACpI,IAAM,UAAU,GAAG,0BAA0B,CAAC,OAAO,CAAC,CAAC;IACvD,UAAU,CAAC,WAAW,CAAC,UAAU,EAAE,OAAO,CAAC,SAAS,CAAC,CAAC;IACtD,OAAO,UAAU,CAAC;AACtB,CAAC;AAED;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH,MAAM,UAAU,WAAW,CACvB,IAAY,EACZ,OAAqJ,EACrJ,KAA6B;IAA7B,sBAAA,EAAA,YAA6B;IAE7B,IAAM,MAAM,GAAG,OAAO,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC;IACxD,IAAM,KAAK,GAAG,gBAAgB,CAC1B,IAAI,EACJ,EAAE,KAAK,EAAE,CAAC,OAAO,CAAC,MAAM,CAAC,EAAE,SAAS,EAAE,OAAO,CAAC,SAAS,EAAE,QAAQ,EAAE,OAAO,CAAC,QAAQ,EAAE,MAAM,EAAE,MAAM,EAAE,cAAc,EAAE,OAAO,CAAC,cAAc,EAAE,QAAQ,EAAE,OAAO,CAAC,QAAQ,EAAE,EACzK,KAAK,CACR,CAAC;IACF,OAAO,KAAK,CAAC;AACjB,CAAC;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;GA0BG;AACH,MAAM,UAAU,iBAAiB,CAC7B,IAAY,EACZ,OAA8K,EAC9K,KAA6B;IAA7B,sBAAA,EAAA,YAA6B;IAE7B,IAAM,MAAM,GAAG,OAAO,CAAC,MAAM,CAAC;IAC9B,IAAM,QAAQ,GAAG,OAAO,CAAC,QAAQ,CAAC;IAClC,IAAM,OAAO,GAAG,OAAO,CAAC,OAAO,IAAI,CAAC,CAAC;IACrC,IAAM,QAAQ,GAAG,OAAO,CAAC,QAAQ,IAAI,CAAC,CAAC;IAEvC,IAAI,QAAQ,EAAE;QACV,uBAAuB;QACvB,IAAM,gBAAgB,GAAG,UAAC,SAAqB;YAC3C,IAAM,OAAO,GAAG,OAAO,CAAC,IAAI,EAAE,CAAC;YAC/B,IAAM,KAAK,GAAG,SAAS,CAAC,MAAM,GAAG,CAAC,CAAC;YACnC,IAAI,EAAE,GAAG,CAAC,CAAC;YACX,IAAI,EAAE,GAAG,CAAC,CAAC;YACX,IAAI,IAAI,GAAG,CAAC,CAAC;YACb,IAAI,QAAQ,GAAG,CAAC,CAAC;YACjB,IAAI,OAAO,GAAG,CAAC,CAAC;YAChB,IAAI,CAAC,GAAG,CAAC,CAAC;YACV,IAAI,CAAC,GAAG,CAAC,CAAC;YACV,IAAI,CAAC,GAAG,CAAC,CAAC;YACV,KAAK,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC,EAAE,EAAE;gBACpC,MAAM,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,aAAa,CAAC,MAAM,CAAC,CAAC,CAAC,EAAE,OAAO,CAAC,CAAC;gBAChD,EAAE,IAAI,OAAO,CAAC,MAAM,EAAE,CAAC;aAC1B;YACD,IAAI,GAAG,EAAE,GAAG,KAAK,CAAC;YAClB,IAAM,QAAQ,GAAG,QAAS,CAAC,oBAAqB,CAAC,QAAQ,CAAC;YAC1D,IAAM,OAAO,GAAG,QAAS,CAAC,oBAAqB,CAAC,OAAO,CAAC;YACxD,QAAQ,GAAG,CAAC,QAAQ,GAAG,IAAI,CAAC,GAAG,CAAC,QAAQ,GAAG,OAAO,CAAC,CAAC;YACpD,KAAK,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC,EAAE,EAAE;gBACpC,MAAM,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,aAAa,CAAC,MAAM,CAAC,CAAC,CAAC,EAAE,OAAO,CAAC,CAAC;gBAChD,EAAE,GAAG,IAAI,CAAC,KAAK,CAAC,OAAO,CAAC,MAAM,EAAE,GAAG,IAAI,CAAC,CAAC;gBACzC,OAAO,CAAC,SAAS,EAAE,CAAC;gBACpB,CAAC,GAAG,CAAC,CAAC;gBACN,OAAO,CAAC,GAAG,EAAE,IAAI,CAAC,GAAG,SAAS,CAAC,MAAM,EAAE;oBACnC,OAAO,GAAG,IAAI,GAAG,CAAC,CAAC;oBACnB,SAAS,CAAC,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,OAAO,GAAG,OAAO,CAAC,CAAC,CAAC;oBACjD,SAAS,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,OAAO,GAAG,OAAO,CAAC,CAAC,CAAC;oBACrD,SAAS,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,OAAO,GAAG,OAAO,CAAC,CAAC,CAAC;oBACrD,SAAS,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,OAAO,GAAG,QAAQ,CAAC,GAAG,OAAO,CAAC,CAAC,CAAC;oBAClE,SAAS,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,OAAO,GAAG,QAAQ,CAAC,GAAG,OAAO,CAAC,CAAC,CAAC;oBAClE,SAAS,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,OAAO,GAAG,QAAQ,CAAC,GAAG,OAAO,CAAC,CAAC,CAAC;oBAClE,CAAC,IAAI,CAAC,CAAC;oBACP,CAAC,EAAE,CAAC;iBACP;aACJ;YACD,OAAO,CAAC,GAAG,SAAS,CAAC,MAAM,EAAE;gBACzB,SAAS,CAAC,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;gBAC3B,SAAS,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;gBAC/B,SAAS,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;gBAC/B,CAAC,IAAI,CAAC,CAAC;aACV;QACL,CAAC,CAAC;QACF,IAAI,OAAO,CAAC,MAAM,IAAI,OAAO,CAAC,QAAQ,IAAI,OAAO,CAAC,OAAO,IAAI,OAAO,CAAC,cAAc,IAAI,OAAO,CAAC,QAAQ,EAAE;YACrG,MAAM,CAAC,IAAI,CAAC,+HAA+H,CAAC,CAAC;SAChJ;QACD,QAAQ,CAAC,mBAAmB,CAAC,gBAAgB,EAAE,KAAK,CAAC,CAAC;QACtD,OAAO,QAAQ,CAAC;KACnB;IACD,wBAAwB;IACxB,IAAM,WAAW,GAAG,IAAI,SAAS,CAAC,IAAI,EAAE,KAAK,EAAE,IAAI,EAAE,SAAS,EAAE,SAAS,EAAE,SAAS,EAAE,OAAO,CAAC,cAAc,EAAE,OAAO,CAAC,QAAQ,CAAC,CAAC;IAChI,IAAM,UAAU,GAAG,2BAA2B,CAAC,OAAO,CAAC,CAAC;IACxD,UAAU,CAAC,WAAW,CAAC,WAAW,EAAE,OAAO,CAAC,SAAS,CAAC,CAAC;IAEvD,WAAW,CAAC,oBAAoB,GAAG,IAAI,oBAAoB,EAAE,CAAC;IAC9D,WAAW,CAAC,oBAAoB,CAAC,QAAQ,GAAG,QAAQ,CAAC;IACrD,WAAW,CAAC,oBAAoB,CAAC,OAAO,GAAG,OAAO,CAAC;IACnD,OAAO,WAAW,CAAC;AACvB,CAAC;AACD;;;GAGG;AACH,MAAM,CAAC,IAAM,YAAY,GAAG;IACxB,iBAAiB,mBAAA;IACjB,gBAAgB,kBAAA;IAChB,WAAW,aAAA;CACd,CAAC;AAEF,UAAU,CAAC,gBAAgB,GAAG,0BAA0B,CAAC;AACzD,UAAU,CAAC,iBAAiB,GAAG,2BAA2B,CAAC;AAE1D,IAAY,CAAC,WAAW,GAAG,UAAC,IAAY,EAAE,MAAiB,EAAE,KAA6B,EAAE,SAA0B,EAAE,QAAoC;IAA/F,sBAAA,EAAA,YAA6B;IAAE,0BAAA,EAAA,iBAA0B;IAAE,yBAAA,EAAA,eAAoC;IACzJ,IAAM,OAAO,GAAG;QACZ,MAAM,QAAA;QACN,SAAS,WAAA;QACT,QAAQ,UAAA;KACX,CAAC;IACF,OAAO,WAAW,CAAC,IAAI,EAAE,OAAO,EAAE,KAAK,CAAC,CAAC;AAC7C,CAAC,CAAC;AAED,IAAY,CAAC,iBAAiB,GAAG,UAC9B,IAAY,EACZ,MAAiB,EACjB,QAAgB,EAChB,OAAe,EACf,MAAc,EACd,KAA6B,EAC7B,SAAmB,EACnB,QAAoB;IAFpB,sBAAA,EAAA,YAA6B;IAI7B,IAAM,OAAO,GAAG;QACZ,MAAM,QAAA;QACN,QAAQ,UAAA;QACR,OAAO,SAAA;QACP,MAAM,QAAA;QACN,SAAS,WAAA;QACT,QAAQ,UAAA;KACX,CAAC;IACF,OAAO,iBAAiB,CAAC,IAAI,EAAE,OAAO,EAAE,KAAK,CAAC,CAAC;AACnD,CAAC,CAAC","sourcesContent":["/* eslint-disable @typescript-eslint/naming-convention */\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport type { Color4 } from \"../../Maths/math.color\";\r\nimport { _CreationDataStorage, Mesh } from \"../mesh\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\nimport type { FloatArray, Nullable } from \"../../types\";\r\nimport { LinesMesh } from \"../../Meshes/linesMesh\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { VertexBuffer } from \"../../Buffers/buffer\";\r\nimport { Logger } from \"../../Misc/logger\";\r\n\r\ndeclare type Material = import(\"../../Materials/material\").Material;\r\n\r\n/**\r\n * Creates the VertexData of the LineSystem\r\n * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty\r\n * - lines an array of lines, each line being an array of successive Vector3\r\n * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point\r\n * @param options.lines\r\n * @param options.colors\r\n * @returns the VertexData of the LineSystem\r\n */\r\nexport function CreateLineSystemVertexData(options: { lines: Vector3[][]; colors?: Nullable<Color4[][]> }): VertexData {\r\n const indices = [];\r\n const positions = [];\r\n const lines = options.lines;\r\n const colors = options.colors;\r\n const vertexColors = [];\r\n let idx = 0;\r\n\r\n for (let l = 0; l < lines.length; l++) {\r\n const points = lines[l];\r\n for (let index = 0; index < points.length; index++) {\r\n positions.push(points[index].x, points[index].y, points[index].z);\r\n if (colors) {\r\n const color = colors[l];\r\n vertexColors.push(color[index].r, color[index].g, color[index].b, color[index].a);\r\n }\r\n if (index > 0) {\r\n indices.push(idx - 1);\r\n indices.push(idx);\r\n }\r\n idx++;\r\n }\r\n }\r\n const vertexData = new VertexData();\r\n vertexData.indices = indices;\r\n vertexData.positions = positions;\r\n if (colors) {\r\n vertexData.colors = vertexColors;\r\n }\r\n return vertexData;\r\n}\r\n\r\n/**\r\n * Create the VertexData for a DashedLines\r\n * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty\r\n * - points an array successive Vector3\r\n * - dashSize the size of the dashes relative to the dash number, optional, default 3\r\n * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1\r\n * - dashNb the intended total number of dashes, optional, default 200\r\n * @param options.points\r\n * @param options.dashSize\r\n * @param options.gapSize\r\n * @param options.dashNb\r\n * @returns the VertexData for the DashedLines\r\n */\r\nexport function CreateDashedLinesVertexData(options: { points: Vector3[]; dashSize?: number; gapSize?: number; dashNb?: number }): VertexData {\r\n const dashSize = options.dashSize || 3;\r\n const gapSize = options.gapSize || 1;\r\n const dashNb = options.dashNb || 200;\r\n const points = options.points;\r\n\r\n const positions = new Array<number>();\r\n const indices = new Array<number>();\r\n\r\n const curvect = Vector3.Zero();\r\n let lg = 0;\r\n let nb = 0;\r\n let shft = 0;\r\n let dashshft = 0;\r\n let curshft = 0;\r\n let idx = 0;\r\n let i = 0;\r\n for (i = 0; i < points.length - 1; i++) {\r\n points[i + 1].subtractToRef(points[i], curvect);\r\n lg += curvect.length();\r\n }\r\n shft = lg / dashNb;\r\n dashshft = (dashSize * shft) / (dashSize + gapSize);\r\n for (i = 0; i < points.length - 1; i++) {\r\n points[i + 1].subtractToRef(points[i], curvect);\r\n nb = Math.floor(curvect.length() / shft);\r\n curvect.normalize();\r\n for (let j = 0; j < nb; j++) {\r\n curshft = shft * j;\r\n positions.push(points[i].x + curshft * curvect.x, points[i].y + curshft * curvect.y, points[i].z + curshft * curvect.z);\r\n positions.push(points[i].x + (curshft + dashshft) * curvect.x, points[i].y + (curshft + dashshft) * curvect.y, points[i].z + (curshft + dashshft) * curvect.z);\r\n indices.push(idx, idx + 1);\r\n idx += 2;\r\n }\r\n }\r\n\r\n // Result\r\n const vertexData = new VertexData();\r\n vertexData.positions = positions;\r\n vertexData.indices = indices;\r\n\r\n return vertexData;\r\n}\r\n\r\n/**\r\n * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh\r\n * * A line system mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of lines as an input parameter\r\n * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function\r\n * * The parameter `lines` is an array of lines, each line being an array of successive Vector3\r\n * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter\r\n * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point\r\n * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)\r\n * * The optional parameter `material` is the material to use to draw the lines if provided. If not, a default material will be created\r\n * * Updating a simple Line mesh, you just need to update every line in the `lines` array : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines\r\n * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system\r\n * @param name defines the name of the new line system\r\n * @param options defines the options used to create the line system\r\n * @param options.lines\r\n * @param options.updatable\r\n * @param options.instance\r\n * @param options.colors\r\n * @param options.useVertexAlpha\r\n * @param options.material\r\n * @param scene defines the hosting scene\r\n * @returns a new line system mesh\r\n */\r\nexport function CreateLineSystem(\r\n name: string,\r\n options: { lines: Vector3[][]; updatable?: boolean; instance?: Nullable<LinesMesh>; colors?: Nullable<Color4[][]>; useVertexAlpha?: boolean; material?: Material },\r\n scene: Nullable<Scene>\r\n): LinesMesh {\r\n const instance = options.instance;\r\n const lines = options.lines;\r\n const colors = options.colors;\r\n\r\n if (instance) {\r\n // lines update\r\n const positions = instance.getVerticesData(VertexBuffer.PositionKind)!;\r\n let vertexColor;\r\n let lineColors;\r\n if (colors) {\r\n vertexColor = instance.getVerticesData(VertexBuffer.ColorKind)!;\r\n }\r\n let i = 0;\r\n let c = 0;\r\n for (let l = 0; l < lines.length; l++) {\r\n const points = lines[l];\r\n for (let p = 0; p < points.length; p++) {\r\n positions[i] = points[p].x;\r\n positions[i + 1] = points[p].y;\r\n positions[i + 2] = points[p].z;\r\n if (colors && vertexColor) {\r\n lineColors = colors[l];\r\n vertexColor[c] = lineColors[p].r;\r\n vertexColor[c + 1] = lineColors[p].g;\r\n vertexColor[c + 2] = lineColors[p].b;\r\n vertexColor[c + 3] = lineColors[p].a;\r\n c += 4;\r\n }\r\n i += 3;\r\n }\r\n }\r\n instance.updateVerticesData(VertexBuffer.PositionKind, positions, false, false);\r\n if (colors && vertexColor) {\r\n instance.updateVerticesData(VertexBuffer.ColorKind, vertexColor, false, false);\r\n }\r\n return instance;\r\n }\r\n\r\n // line system creation\r\n const useVertexColor = colors ? true : false;\r\n const lineSystem = new LinesMesh(name, scene, null, undefined, undefined, useVertexColor, options.useVertexAlpha, options.material);\r\n const vertexData = CreateLineSystemVertexData(options);\r\n vertexData.applyToMesh(lineSystem, options.updatable);\r\n return lineSystem;\r\n}\r\n\r\n/**\r\n * Creates a line mesh\r\n * A line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter\r\n * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function\r\n * * The parameter `points` is an array successive Vector3\r\n * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines\r\n * * The optional parameter `colors` is an array of successive Color4, one per line point\r\n * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)\r\n * * The optional parameter `material` is the material to use to draw the lines if provided. If not, a default material will be created\r\n * * When updating an instance, remember that only point positions can change, not the number of points\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines\r\n * @param name defines the name of the new line system\r\n * @param options defines the options used to create the line system\r\n * @param options.points\r\n * @param options.updatable\r\n * @param options.instance\r\n * @param options.colors\r\n * @param options.useVertexAlpha\r\n * @param options.material\r\n * @param scene defines the hosting scene\r\n * @returns a new line mesh\r\n */\r\nexport function CreateLines(\r\n name: string,\r\n options: { points: Vector3[]; updatable?: boolean; instance?: Nullable<LinesMesh>; colors?: Color4[]; useVertexAlpha?: boolean; material?: Material },\r\n scene: Nullable<Scene> = null\r\n): LinesMesh {\r\n const colors = options.colors ? [options.colors] : null;\r\n const lines = CreateLineSystem(\r\n name,\r\n { lines: [options.points], updatable: options.updatable, instance: options.instance, colors: colors, useVertexAlpha: options.useVertexAlpha, material: options.material },\r\n scene\r\n );\r\n return lines;\r\n}\r\n\r\n/**\r\n * Creates a dashed line mesh\r\n * * A dashed line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter\r\n * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function\r\n * * The parameter `points` is an array successive Vector3\r\n * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)\r\n * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)\r\n * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)\r\n * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines\r\n * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)\r\n * * The optional parameter `material` is the material to use to draw the lines if provided. If not, a default material will be created\r\n * * When updating an instance, remember that only point positions can change, not the number of points\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param options.points\r\n * @param options.dashSize\r\n * @param options.gapSize\r\n * @param options.dashNb\r\n * @param options.updatable\r\n * @param options.instance\r\n * @param options.useVertexAlpha\r\n * @param options.material\r\n * @param scene defines the hosting scene\r\n * @returns the dashed line mesh\r\n * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines\r\n */\r\nexport function CreateDashedLines(\r\n name: string,\r\n options: { points: Vector3[]; dashSize?: number; gapSize?: number; dashNb?: number; updatable?: boolean; instance?: LinesMesh; useVertexAlpha?: boolean; material?: Material },\r\n scene: Nullable<Scene> = null\r\n): LinesMesh {\r\n const points = options.points;\r\n const instance = options.instance;\r\n const gapSize = options.gapSize || 1;\r\n const dashSize = options.dashSize || 3;\r\n\r\n if (instance) {\r\n // dashed lines update\r\n const positionFunction = (positions: FloatArray): void => {\r\n const curvect = Vector3.Zero();\r\n const nbSeg = positions.length / 6;\r\n let lg = 0;\r\n let nb = 0;\r\n let shft = 0;\r\n let dashshft = 0;\r\n let curshft = 0;\r\n let p = 0;\r\n let i = 0;\r\n let j = 0;\r\n for (i = 0; i < points.length - 1; i++) {\r\n points[i + 1].subtractToRef(points[i], curvect);\r\n lg += curvect.length();\r\n }\r\n shft = lg / nbSeg;\r\n const dashSize = instance!._creationDataStorage!.dashSize;\r\n const gapSize = instance!._creationDataStorage!.gapSize;\r\n dashshft = (dashSize * shft) / (dashSize + gapSize);\r\n for (i = 0; i < points.length - 1; i++) {\r\n points[i + 1].subtractToRef(points[i], curvect);\r\n nb = Math.floor(curvect.length() / shft);\r\n curvect.normalize();\r\n j = 0;\r\n while (j < nb && p < positions.length) {\r\n curshft = shft * j;\r\n positions[p] = points[i].x + curshft * curvect.x;\r\n positions[p + 1] = points[i].y + curshft * curvect.y;\r\n positions[p + 2] = points[i].z + curshft * curvect.z;\r\n positions[p + 3] = points[i].x + (curshft + dashshft) * curvect.x;\r\n positions[p + 4] = points[i].y + (curshft + dashshft) * curvect.y;\r\n positions[p + 5] = points[i].z + (curshft + dashshft) * curvect.z;\r\n p += 6;\r\n j++;\r\n }\r\n }\r\n while (p < positions.length) {\r\n positions[p] = points[i].x;\r\n positions[p + 1] = points[i].y;\r\n positions[p + 2] = points[i].z;\r\n p += 3;\r\n }\r\n };\r\n if (options.dashNb || options.dashSize || options.gapSize || options.useVertexAlpha || options.material) {\r\n Logger.Warn(\"You have used an option other than points with the instance option. Please be aware that these other options will be ignored.\");\r\n }\r\n instance.updateMeshPositions(positionFunction, false);\r\n return instance;\r\n }\r\n // dashed lines creation\r\n const dashedLines = new LinesMesh(name, scene, null, undefined, undefined, undefined, options.useVertexAlpha, options.material);\r\n const vertexData = CreateDashedLinesVertexData(options);\r\n vertexData.applyToMesh(dashedLines, options.updatable);\r\n\r\n dashedLines._creationDataStorage = new _CreationDataStorage();\r\n dashedLines._creationDataStorage.dashSize = dashSize;\r\n dashedLines._creationDataStorage.gapSize = gapSize;\r\n return dashedLines;\r\n}\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n * @deprecated use the functions directly from the module\r\n */\r\nexport const LinesBuilder = {\r\n CreateDashedLines,\r\n CreateLineSystem,\r\n CreateLines,\r\n};\r\n\r\nVertexData.CreateLineSystem = CreateLineSystemVertexData;\r\nVertexData.CreateDashedLines = CreateDashedLinesVertexData;\r\n\r\n(Mesh as any).CreateLines = (name: string, points: Vector3[], scene: Nullable<Scene> = null, updatable: boolean = false, instance: Nullable<LinesMesh> = null): LinesMesh => {\r\n const options = {\r\n points,\r\n updatable,\r\n instance,\r\n };\r\n return CreateLines(name, options, scene);\r\n};\r\n\r\n(Mesh as any).CreateDashedLines = (\r\n name: string,\r\n points: Vector3[],\r\n dashSize: number,\r\n gapSize: number,\r\n dashNb: number,\r\n scene: Nullable<Scene> = null,\r\n updatable?: boolean,\r\n instance?: LinesMesh\r\n): LinesMesh => {\r\n const options = {\r\n points,\r\n dashSize,\r\n gapSize,\r\n dashNb,\r\n updatable,\r\n instance,\r\n };\r\n return CreateDashedLines(name, options, scene);\r\n};\r\n"]}
@@ -775,6 +775,21 @@ export declare class AbstractMesh extends TransformNode implements IDisposable,
775
775
  * @hidden
776
776
  */
777
777
  _refreshBoundingInfo(data: Nullable<FloatArray>, bias: Nullable<Vector2>): void;
778
+ /**
779
+ * Internal function to get buffer data and possibly apply morphs and normals
780
+ * @param applySkeleton
781
+ * @param applyMorph
782
+ * @param data
783
+ * @param kind the kind of data you want. Can be Normal or Position
784
+ */
785
+ private _getData;
786
+ /**
787
+ * Get the normals vertex data and optionally apply skeleton and morphing.
788
+ * @param applySkeleton defines whether to apply the skeleton
789
+ * @param applyMorph defines whether to apply the morph target
790
+ * @returns the normals data
791
+ */
792
+ getNormalsData(applySkeleton?: boolean, applyMorph?: boolean): Nullable<FloatArray>;
778
793
  /**
779
794
  * Get the position vertex data and optionally apply skeleton and morphing.
780
795
  * @param applySkeleton defines whether to apply the skeleton
@@ -1372,16 +1372,17 @@ var AbstractMesh = /** @class */ (function (_super) {
1372
1372
  this._updateBoundingInfo();
1373
1373
  };
1374
1374
  /**
1375
- * Get the position vertex data and optionally apply skeleton and morphing.
1376
- * @param applySkeleton defines whether to apply the skeleton
1377
- * @param applyMorph defines whether to apply the morph target
1378
- * @param data defines the position data to apply the skeleton and morph to
1379
- * @returns the position data
1375
+ * Internal function to get buffer data and possibly apply morphs and normals
1376
+ * @param applySkeleton
1377
+ * @param applyMorph
1378
+ * @param data
1379
+ * @param kind the kind of data you want. Can be Normal or Position
1380
1380
  */
1381
- AbstractMesh.prototype.getPositionData = function (applySkeleton, applyMorph, data) {
1381
+ AbstractMesh.prototype._getData = function (applySkeleton, applyMorph, data, kind) {
1382
1382
  if (applySkeleton === void 0) { applySkeleton = false; }
1383
1383
  if (applyMorph === void 0) { applyMorph = false; }
1384
- data = data !== null && data !== void 0 ? data : Tools.Slice(this.getVerticesData(VertexBuffer.PositionKind));
1384
+ if (kind === void 0) { kind = VertexBuffer.PositionKind; }
1385
+ data = data !== null && data !== void 0 ? data : Tools.Slice(this.getVerticesData(kind));
1385
1386
  if (data && applyMorph && this.morphTargetManager) {
1386
1387
  var faceIndexCount = 0;
1387
1388
  var positionIndex = 0;
@@ -1397,11 +1398,13 @@ var AbstractMesh = /** @class */ (function (_super) {
1397
1398
  }
1398
1399
  }
1399
1400
  faceIndexCount++;
1400
- if (this._positions && faceIndexCount === 3) {
1401
- // We want to merge into positions every 3 indices starting (but not 0)
1402
- faceIndexCount = 0;
1403
- var index = positionIndex * 3;
1404
- this._positions[positionIndex++].copyFromFloats(data[index], data[index + 1], data[index + 2]);
1401
+ if (kind === VertexBuffer.PositionKind) {
1402
+ if (this._positions && faceIndexCount === 3) {
1403
+ // We want to merge into positions every 3 indices starting (but not 0)
1404
+ faceIndexCount = 0;
1405
+ var index = positionIndex * 3;
1406
+ this._positions[positionIndex++].copyFromFloats(data[index], data[index + 1], data[index + 2]);
1407
+ }
1405
1408
  }
1406
1409
  }
1407
1410
  }
@@ -1437,9 +1440,14 @@ var AbstractMesh = /** @class */ (function (_super) {
1437
1440
  }
1438
1441
  }
1439
1442
  }
1440
- Vector3.TransformCoordinatesFromFloatsToRef(data[index], data[index + 1], data[index + 2], finalMatrix, tempVector);
1443
+ if (kind === VertexBuffer.NormalKind) {
1444
+ Vector3.TransformNormalFromFloatsToRef(data[index], data[index + 1], data[index + 2], finalMatrix, tempVector);
1445
+ }
1446
+ else {
1447
+ Vector3.TransformCoordinatesFromFloatsToRef(data[index], data[index + 1], data[index + 2], finalMatrix, tempVector);
1448
+ }
1441
1449
  tempVector.toArray(data, index);
1442
- if (this._positions) {
1450
+ if (kind === VertexBuffer.PositionKind && this._positions) {
1443
1451
  this._positions[index / 3].copyFrom(tempVector);
1444
1452
  }
1445
1453
  }
@@ -1447,6 +1455,29 @@ var AbstractMesh = /** @class */ (function (_super) {
1447
1455
  }
1448
1456
  return data;
1449
1457
  };
1458
+ /**
1459
+ * Get the normals vertex data and optionally apply skeleton and morphing.
1460
+ * @param applySkeleton defines whether to apply the skeleton
1461
+ * @param applyMorph defines whether to apply the morph target
1462
+ * @returns the normals data
1463
+ */
1464
+ AbstractMesh.prototype.getNormalsData = function (applySkeleton, applyMorph) {
1465
+ if (applySkeleton === void 0) { applySkeleton = false; }
1466
+ if (applyMorph === void 0) { applyMorph = false; }
1467
+ return this._getData(applySkeleton, applyMorph, null, VertexBuffer.NormalKind);
1468
+ };
1469
+ /**
1470
+ * Get the position vertex data and optionally apply skeleton and morphing.
1471
+ * @param applySkeleton defines whether to apply the skeleton
1472
+ * @param applyMorph defines whether to apply the morph target
1473
+ * @param data defines the position data to apply the skeleton and morph to
1474
+ * @returns the position data
1475
+ */
1476
+ AbstractMesh.prototype.getPositionData = function (applySkeleton, applyMorph, data) {
1477
+ if (applySkeleton === void 0) { applySkeleton = false; }
1478
+ if (applyMorph === void 0) { applyMorph = false; }
1479
+ return this._getData(applySkeleton, applyMorph, data, VertexBuffer.PositionKind);
1480
+ };
1450
1481
  /**
1451
1482
  * @param applySkeleton
1452
1483
  * @param applyMorph