@babylonjs/core 5.8.2 → 5.9.0
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/Buffers/buffer.js +2 -3
- package/Buffers/buffer.js.map +1 -1
- package/Culling/ray.js.map +1 -1
- package/Engines/Processors/shaderCodeNode.js +3 -4
- package/Engines/Processors/shaderCodeNode.js.map +1 -1
- package/Engines/thinEngine.js +2 -2
- package/Engines/thinEngine.js.map +1 -1
- package/Lights/shadowLight.d.ts +2 -0
- package/Lights/shadowLight.js +8 -0
- package/Lights/shadowLight.js.map +1 -1
- package/Loading/Plugins/babylonFileLoader.js +5 -2
- package/Loading/Plugins/babylonFileLoader.js.map +1 -1
- package/Loading/sceneLoader.js +1 -2
- package/Loading/sceneLoader.js.map +1 -1
- package/Materials/Node/nodeMaterialBuildState.js +2 -3
- package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
- package/Materials/Textures/Loaders/basisTextureLoader.js +1 -2
- package/Materials/Textures/Loaders/basisTextureLoader.js.map +1 -1
- package/Materials/Textures/Loaders/ddsTextureLoader.js +1 -2
- package/Materials/Textures/Loaders/ddsTextureLoader.js.map +1 -1
- package/Materials/Textures/Loaders/envTextureLoader.js +1 -2
- package/Materials/Textures/Loaders/envTextureLoader.js.map +1 -1
- package/Materials/Textures/Loaders/hdrTextureLoader.js +1 -2
- package/Materials/Textures/Loaders/hdrTextureLoader.js.map +1 -1
- package/Materials/Textures/Loaders/ktxTextureLoader.js +1 -2
- package/Materials/Textures/Loaders/ktxTextureLoader.js.map +1 -1
- package/Materials/Textures/Loaders/tgaTextureLoader.js +1 -2
- package/Materials/Textures/Loaders/tgaTextureLoader.js.map +1 -1
- package/Materials/Textures/cubeTexture.d.ts +2 -1
- package/Materials/Textures/cubeTexture.js +2 -2
- package/Materials/Textures/cubeTexture.js.map +1 -1
- package/Materials/Textures/texture.d.ts +5 -2
- package/Materials/Textures/texture.js +15 -11
- package/Materials/Textures/texture.js.map +1 -1
- package/Maths/math.vector.d.ts +45 -0
- package/Maths/math.vector.js +92 -7
- package/Maths/math.vector.js.map +1 -1
- package/Meshes/abstractMesh.js +2 -3
- package/Meshes/abstractMesh.js.map +1 -1
- package/Meshes/geometry.js +1 -1
- package/Meshes/geometry.js.map +1 -1
- package/Meshes/instancedMesh.js +11 -9
- package/Meshes/instancedMesh.js.map +1 -1
- package/Meshes/linesMesh.js +3 -0
- package/Meshes/linesMesh.js.map +1 -1
- package/Meshes/mesh.js +2 -2
- package/Meshes/mesh.js.map +1 -1
- package/Misc/deepCopier.js +1 -2
- package/Misc/deepCopier.js.map +1 -1
- package/Misc/index.d.ts +0 -1
- package/Misc/index.js +0 -1
- package/Misc/index.js.map +1 -1
- package/Misc/reflector.js +1 -2
- package/Misc/reflector.js.map +1 -1
- package/Misc/sceneSerializer.js +7 -2
- package/Misc/sceneSerializer.js.map +1 -1
- package/Misc/stringTools.d.ts +2 -0
- package/Misc/stringTools.js +4 -2
- package/Misc/stringTools.js.map +1 -1
- package/Misc/tools.d.ts +0 -17
- package/Misc/tools.js +0 -25
- package/Misc/tools.js.map +1 -1
- package/Particles/solidParticleSystem.js +6 -7
- package/Particles/solidParticleSystem.js.map +1 -1
- package/Rendering/edgesRenderer.js +1 -2
- package/Rendering/edgesRenderer.js.map +1 -1
- package/abstractScene.d.ts +1 -0
- package/abstractScene.js +1 -0
- package/abstractScene.js.map +1 -1
- package/package.json +1 -1
- package/scene.d.ts +2 -0
- package/scene.js +4 -6
- package/scene.js.map +1 -1
- package/Misc/promise.d.ts +0 -11
- package/Misc/promise.js +0 -230
- package/Misc/promise.js.map +0 -1
- package/Misc/sliceTools.d.ts +0 -22
- package/Misc/sliceTools.js +0 -37
- package/Misc/sliceTools.js.map +0 -1
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@@ -10,7 +10,6 @@ import { Camera } from "../Cameras/camera.js";
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import "../Shaders/line.fragment.js";
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import "../Shaders/line.vertex.js";
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import { SmartArray } from "../Misc/smartArray.js";
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-
import { Tools } from "../Misc/tools.js";
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import { DrawWrapper } from "../Materials/drawWrapper.js";
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AbstractMesh.prototype.disableEdgesRendering = function () {
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if (this._edgesRenderer) {
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@@ -359,7 +358,7 @@ var EdgesRenderer = /** @class */ (function () {
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return;
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}
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if (!Array.isArray(indices)) {
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-
indices =
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+
indices = Array.from(indices);
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}
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/**
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* Find all vertices that are at the same location (with an epsilon) and remapp them on the same vertex
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@@ -1 +1 @@
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1
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-
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type { Immutable, Nullable } from \"../types\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport { LinesMesh, InstancedLinesMesh } from \"../Meshes/linesMesh\";\r\nimport type { Matrix } from \"../Maths/math.vector\";\r\nimport { Vector3, TmpVectors } from \"../Maths/math.vector\";\r\nimport type { IDisposable, Scene } from \"../scene\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { ShaderMaterial } from \"../Materials/shaderMaterial\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { Node } from \"../node\";\r\n\r\nimport \"../Shaders/line.fragment\";\r\nimport \"../Shaders/line.vertex\";\r\nimport type { DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { SmartArray } from \"../Misc/smartArray\";\r\nimport { Tools } from \"../Misc/tools\";\r\nimport { DrawWrapper } from \"../Materials/drawWrapper\";\r\n\r\ndeclare module \"../scene\" {\r\n export interface Scene {\r\n /** @hidden */\r\n _edgeRenderLineShader: Nullable<ShaderMaterial>;\r\n }\r\n}\r\n\r\ndeclare module \"../Meshes/abstractMesh\" {\r\n export interface AbstractMesh {\r\n /**\r\n * Gets the edgesRenderer associated with the mesh\r\n */\r\n edgesRenderer: Nullable<EdgesRenderer>;\r\n }\r\n}\r\nAbstractMesh.prototype.disableEdgesRendering = function (): AbstractMesh {\r\n if (this._edgesRenderer) {\r\n this._edgesRenderer.dispose();\r\n this._edgesRenderer = null;\r\n }\r\n return this;\r\n};\r\n\r\nAbstractMesh.prototype.enableEdgesRendering = function (epsilon = 0.95, checkVerticesInsteadOfIndices = false, options?: IEdgesRendererOptions): AbstractMesh {\r\n this.disableEdgesRendering();\r\n this._edgesRenderer = new EdgesRenderer(this, epsilon, checkVerticesInsteadOfIndices, true, options);\r\n return this;\r\n};\r\n\r\nObject.defineProperty(AbstractMesh.prototype, \"edgesRenderer\", {\r\n get: function (this: AbstractMesh) {\r\n return this._edgesRenderer;\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\ndeclare module \"../Meshes/linesMesh\" {\r\n export interface LinesMesh {\r\n /**\r\n * Enables the edge rendering mode on the mesh.\r\n * This mode makes the mesh edges visible\r\n * @param epsilon defines the maximal distance between two angles to detect a face\r\n * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces\r\n * @returns the currentAbstractMesh\r\n * @see https://www.babylonjs-playground.com/#19O9TU#0\r\n */\r\n enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;\r\n }\r\n}\r\nLinesMesh.prototype.enableEdgesRendering = function (epsilon = 0.95, checkVerticesInsteadOfIndices = false): AbstractMesh {\r\n this.disableEdgesRendering();\r\n this._edgesRenderer = new LineEdgesRenderer(this, epsilon, checkVerticesInsteadOfIndices);\r\n return this;\r\n};\r\n\r\ndeclare module \"../Meshes/linesMesh\" {\r\n export interface InstancedLinesMesh {\r\n /**\r\n * Enables the edge rendering mode on the mesh.\r\n * This mode makes the mesh edges visible\r\n * @param epsilon defines the maximal distance between two angles to detect a face\r\n * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces\r\n * @returns the current InstancedLinesMesh\r\n * @see https://www.babylonjs-playground.com/#19O9TU#0\r\n */\r\n enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;\r\n }\r\n}\r\n\r\n// eslint-disable-next-line @typescript-eslint/no-unused-vars\r\nInstancedLinesMesh.prototype.enableEdgesRendering = function (epsilon = 0.95, checkVerticesInsteadOfIndices = false): InstancedLinesMesh {\r\n LinesMesh.prototype.enableEdgesRendering.apply(this, arguments);\r\n return this;\r\n};\r\n\r\n/**\r\n * FaceAdjacencies Helper class to generate edges\r\n */\r\nclass FaceAdjacencies {\r\n public edges = new Array<number>();\r\n public p0: Vector3;\r\n public p1: Vector3;\r\n public p2: Vector3;\r\n public edgesConnectedCount = 0;\r\n}\r\n\r\n/**\r\n * Defines the minimum contract an Edges renderer should follow.\r\n */\r\nexport interface IEdgesRenderer extends IDisposable {\r\n /**\r\n * Gets or sets a boolean indicating if the edgesRenderer is active\r\n */\r\n isEnabled: boolean;\r\n\r\n /**\r\n * Renders the edges of the attached mesh,\r\n */\r\n render(): void;\r\n\r\n /**\r\n * Checks whether or not the edges renderer is ready to render.\r\n * @return true if ready, otherwise false.\r\n */\r\n isReady(): boolean;\r\n\r\n /**\r\n * List of instances to render in case the source mesh has instances\r\n */\r\n customInstances: SmartArray<Matrix>;\r\n}\r\n\r\n/**\r\n * Defines the additional options of the edges renderer\r\n */\r\nexport interface IEdgesRendererOptions {\r\n /**\r\n * Gets or sets a boolean indicating that the alternate edge finder algorithm must be used\r\n * If not defined, the default value is true\r\n */\r\n useAlternateEdgeFinder?: boolean;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that the vertex merger fast processing must be used.\r\n * If not defined, the default value is true.\r\n * You should normally leave it undefined (or set it to true), except if you see some artifacts in the edges rendering (can happen with complex geometries)\r\n * This option is used only if useAlternateEdgeFinder = true\r\n */\r\n useFastVertexMerger?: boolean;\r\n\r\n /**\r\n * During edges processing, the vertices are merged if they are close enough: epsilonVertexMerge is the limit within which vertices are considered to be equal.\r\n * The default value is 1e-6\r\n * This option is used only if useAlternateEdgeFinder = true\r\n */\r\n epsilonVertexMerge?: number;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that tessellation should be applied before finding the edges. You may need to activate this option if your geometry is a bit\r\n * unusual, like having a vertex of a triangle in-between two vertices of an edge of another triangle. It happens often when using CSG to construct meshes.\r\n * This option is used only if useAlternateEdgeFinder = true\r\n */\r\n applyTessellation?: boolean;\r\n\r\n /**\r\n * The limit under which 3 vertices are considered to be aligned. 3 vertices PQR are considered aligned if distance(PQ) + distance(QR) - distance(PR) < epsilonVertexAligned\r\n * The default value is 1e-6\r\n * This option is used only if useAlternateEdgeFinder = true\r\n */\r\n epsilonVertexAligned?: number;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that degenerated triangles should not be processed.\r\n * Degenerated triangles are triangles that have 2 or 3 vertices with the same coordinates\r\n */\r\n removeDegeneratedTriangles?: boolean;\r\n}\r\n\r\n/**\r\n * This class is used to generate edges of the mesh that could then easily be rendered in a scene.\r\n */\r\nexport class EdgesRenderer implements IEdgesRenderer {\r\n /**\r\n * Define the size of the edges with an orthographic camera\r\n */\r\n public edgesWidthScalerForOrthographic = 1000.0;\r\n\r\n /**\r\n * Define the size of the edges with a perspective camera\r\n */\r\n public edgesWidthScalerForPerspective = 50.0;\r\n\r\n protected _source: AbstractMesh;\r\n protected _linesPositions = new Array<number>();\r\n protected _linesNormals = new Array<number>();\r\n protected _linesIndices = new Array<number>();\r\n protected _epsilon: number;\r\n protected _indicesCount: number;\r\n protected _drawWrapper?: DrawWrapper;\r\n\r\n protected _lineShader: ShaderMaterial;\r\n protected _ib: DataBuffer;\r\n protected _buffers: { [key: string]: Nullable<VertexBuffer> } = {};\r\n protected _buffersForInstances: { [key: string]: Nullable<VertexBuffer> } = {};\r\n protected _checkVerticesInsteadOfIndices = false;\r\n protected _options: Nullable<IEdgesRendererOptions>;\r\n\r\n private _meshRebuildObserver: Nullable<Observer<AbstractMesh>>;\r\n private _meshDisposeObserver: Nullable<Observer<Node>>;\r\n\r\n /** Gets or sets a boolean indicating if the edgesRenderer is active */\r\n public isEnabled = true;\r\n\r\n /** Gets the vertices generated by the edge renderer */\r\n public get linesPositions(): Immutable<Array<number>> {\r\n return this._linesPositions;\r\n }\r\n\r\n /** Gets the normals generated by the edge renderer */\r\n public get linesNormals(): Immutable<Array<number>> {\r\n return this._linesNormals;\r\n }\r\n\r\n /** Gets the indices generated by the edge renderer */\r\n public get linesIndices(): Immutable<Array<number>> {\r\n return this._linesIndices;\r\n }\r\n\r\n /**\r\n * Gets or sets the shader used to draw the lines\r\n */\r\n public get lineShader(): ShaderMaterial {\r\n return this._lineShader;\r\n }\r\n\r\n public set lineShader(shader: ShaderMaterial) {\r\n this._lineShader = shader;\r\n }\r\n\r\n /**\r\n * List of instances to render in case the source mesh has instances\r\n */\r\n public customInstances = new SmartArray<Matrix>(32);\r\n\r\n private static _GetShader(scene: Scene): ShaderMaterial {\r\n if (!scene._edgeRenderLineShader) {\r\n const shader = new ShaderMaterial(\r\n \"lineShader\",\r\n scene,\r\n \"line\",\r\n {\r\n attributes: [\"position\", \"normal\"],\r\n uniforms: [\"world\", \"viewProjection\", \"color\", \"width\", \"aspectRatio\"],\r\n },\r\n false\r\n );\r\n\r\n shader.disableDepthWrite = true;\r\n shader.backFaceCulling = false;\r\n shader.checkReadyOnEveryCall = scene.getEngine().isWebGPU;\r\n\r\n scene._edgeRenderLineShader = shader;\r\n }\r\n\r\n return scene._edgeRenderLineShader;\r\n }\r\n\r\n /**\r\n * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.\r\n * Beware when you use this class with complex objects as the adjacencies computation can be really long\r\n * @param source Mesh used to create edges\r\n * @param epsilon sum of angles in adjacency to check for edge\r\n * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices. Note that this parameter is not used if options.useAlternateEdgeFinder = true\r\n * @param generateEdgesLines - should generate Lines or only prepare resources.\r\n * @param options The options to apply when generating the edges\r\n */\r\n constructor(source: AbstractMesh, epsilon = 0.95, checkVerticesInsteadOfIndices = false, generateEdgesLines = true, options?: IEdgesRendererOptions) {\r\n this._source = source;\r\n this._checkVerticesInsteadOfIndices = checkVerticesInsteadOfIndices;\r\n this._options = options ?? null;\r\n\r\n this._epsilon = epsilon;\r\n if (this._source.getScene().getEngine().isWebGPU) {\r\n this._drawWrapper = new DrawWrapper(source.getEngine());\r\n }\r\n\r\n this._prepareRessources();\r\n if (generateEdgesLines) {\r\n if (options?.useAlternateEdgeFinder ?? true) {\r\n this._generateEdgesLinesAlternate();\r\n } else {\r\n this._generateEdgesLines();\r\n }\r\n }\r\n\r\n this._meshRebuildObserver = this._source.onRebuildObservable.add(() => {\r\n this._rebuild();\r\n });\r\n\r\n this._meshDisposeObserver = this._source.onDisposeObservable.add(() => {\r\n this.dispose();\r\n });\r\n }\r\n\r\n protected _prepareRessources(): void {\r\n if (this._lineShader) {\r\n return;\r\n }\r\n\r\n this._lineShader = EdgesRenderer._GetShader(this._source.getScene());\r\n }\r\n\r\n /** @hidden */\r\n public _rebuild(): void {\r\n let buffer = this._buffers[VertexBuffer.PositionKind];\r\n if (buffer) {\r\n buffer._rebuild();\r\n }\r\n\r\n buffer = this._buffers[VertexBuffer.NormalKind];\r\n if (buffer) {\r\n buffer._rebuild();\r\n }\r\n\r\n const scene = this._source.getScene();\r\n const engine = scene.getEngine();\r\n this._ib = engine.createIndexBuffer(this._linesIndices);\r\n }\r\n\r\n /**\r\n * Releases the required resources for the edges renderer\r\n */\r\n public dispose(): void {\r\n this._source.onRebuildObservable.remove(this._meshRebuildObserver);\r\n this._source.onDisposeObservable.remove(this._meshDisposeObserver);\r\n\r\n let buffer = this._buffers[VertexBuffer.PositionKind];\r\n if (buffer) {\r\n buffer.dispose();\r\n this._buffers[VertexBuffer.PositionKind] = null;\r\n }\r\n buffer = this._buffers[VertexBuffer.NormalKind];\r\n if (buffer) {\r\n buffer.dispose();\r\n this._buffers[VertexBuffer.NormalKind] = null;\r\n }\r\n\r\n if (this._ib) {\r\n this._source.getScene().getEngine()._releaseBuffer(this._ib);\r\n }\r\n this._lineShader.dispose();\r\n\r\n this._drawWrapper?.dispose();\r\n }\r\n\r\n protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number {\r\n if ((pa === p0 && pb === p1) || (pa === p1 && pb === p0)) {\r\n return 0;\r\n }\r\n\r\n if ((pa === p1 && pb === p2) || (pa === p2 && pb === p1)) {\r\n return 1;\r\n }\r\n\r\n if ((pa === p2 && pb === p0) || (pa === p0 && pb === p2)) {\r\n return 2;\r\n }\r\n\r\n return -1;\r\n }\r\n\r\n protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number {\r\n const eps = 1e-10;\r\n if ((pa.equalsWithEpsilon(p0, eps) && pb.equalsWithEpsilon(p1, eps)) || (pa.equalsWithEpsilon(p1, eps) && pb.equalsWithEpsilon(p0, eps))) {\r\n return 0;\r\n }\r\n\r\n if ((pa.equalsWithEpsilon(p1, eps) && pb.equalsWithEpsilon(p2, eps)) || (pa.equalsWithEpsilon(p2, eps) && pb.equalsWithEpsilon(p1, eps))) {\r\n return 1;\r\n }\r\n\r\n if ((pa.equalsWithEpsilon(p2, eps) && pb.equalsWithEpsilon(p0, eps)) || (pa.equalsWithEpsilon(p0, eps) && pb.equalsWithEpsilon(p2, eps))) {\r\n return 2;\r\n }\r\n\r\n return -1;\r\n }\r\n\r\n /**\r\n * Checks if the pair of p0 and p1 is en edge\r\n * @param faceIndex\r\n * @param edge\r\n * @param faceNormals\r\n * @param p0\r\n * @param p1\r\n * @private\r\n */\r\n protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void {\r\n let needToCreateLine;\r\n\r\n if (edge === undefined) {\r\n needToCreateLine = true;\r\n } else {\r\n const dotProduct = Vector3.Dot(faceNormals[faceIndex], faceNormals[edge]);\r\n\r\n needToCreateLine = dotProduct < this._epsilon;\r\n }\r\n\r\n if (needToCreateLine) {\r\n this.createLine(p0, p1, this._linesPositions.length / 3);\r\n }\r\n }\r\n\r\n /**\r\n * push line into the position, normal and index buffer\r\n * @param p0\r\n * @param p1\r\n * @param offset\r\n * @protected\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n protected createLine(p0: Vector3, p1: Vector3, offset: number) {\r\n // Positions\r\n this._linesPositions.push(p0.x, p0.y, p0.z, p0.x, p0.y, p0.z, p1.x, p1.y, p1.z, p1.x, p1.y, p1.z);\r\n\r\n // Normals\r\n this._linesNormals.push(p1.x, p1.y, p1.z, -1, p1.x, p1.y, p1.z, 1, p0.x, p0.y, p0.z, -1, p0.x, p0.y, p0.z, 1);\r\n\r\n // Indices\r\n this._linesIndices.push(offset, offset + 1, offset + 2, offset, offset + 2, offset + 3);\r\n }\r\n\r\n /**\r\n * See https://playground.babylonjs.com/#R3JR6V#1 for a visual display of the algorithm\r\n * @param edgePoints\r\n * @param indexTriangle\r\n * @param indices\r\n * @param remapVertexIndices\r\n */\r\n private _tessellateTriangle(edgePoints: Array<Array<[number, number]>>, indexTriangle: number, indices: Array<number>, remapVertexIndices: Array<number>): void {\r\n const makePointList = (edgePoints: Array<[number, number]>, pointIndices: Array<number>, firstIndex: number) => {\r\n if (firstIndex >= 0) {\r\n pointIndices.push(firstIndex);\r\n }\r\n\r\n for (let i = 0; i < edgePoints.length; ++i) {\r\n pointIndices.push(edgePoints[i][0]);\r\n }\r\n };\r\n\r\n let startEdge = 0;\r\n\r\n if (edgePoints[1].length >= edgePoints[0].length && edgePoints[1].length >= edgePoints[2].length) {\r\n startEdge = 1;\r\n } else if (edgePoints[2].length >= edgePoints[0].length && edgePoints[2].length >= edgePoints[1].length) {\r\n startEdge = 2;\r\n }\r\n\r\n for (let e = 0; e < 3; ++e) {\r\n if (e === startEdge) {\r\n edgePoints[e].sort((a, b) => (a[1] < b[1] ? -1 : a[1] > b[1] ? 1 : 0));\r\n } else {\r\n edgePoints[e].sort((a, b) => (a[1] > b[1] ? -1 : a[1] < b[1] ? 1 : 0));\r\n }\r\n }\r\n\r\n const mainPointIndices: Array<number> = [],\r\n otherPointIndices: Array<number> = [];\r\n\r\n makePointList(edgePoints[startEdge], mainPointIndices, -1);\r\n\r\n const numMainPoints = mainPointIndices.length;\r\n\r\n for (let i = startEdge + 2; i >= startEdge + 1; --i) {\r\n makePointList(edgePoints[i % 3], otherPointIndices, i !== startEdge + 2 ? remapVertexIndices[indices[indexTriangle + ((i + 1) % 3)]] : -1);\r\n }\r\n\r\n const numOtherPoints = otherPointIndices.length;\r\n\r\n const idxMain = 0;\r\n const idxOther = 0;\r\n\r\n indices.push(remapVertexIndices[indices[indexTriangle + startEdge]], mainPointIndices[0], otherPointIndices[0]);\r\n indices.push(remapVertexIndices[indices[indexTriangle + ((startEdge + 1) % 3)]], otherPointIndices[numOtherPoints - 1], mainPointIndices[numMainPoints - 1]);\r\n\r\n const bucketIsMain = numMainPoints <= numOtherPoints;\r\n\r\n const bucketStep = bucketIsMain ? numMainPoints : numOtherPoints;\r\n const bucketLimit = bucketIsMain ? numOtherPoints : numMainPoints;\r\n const bucketIdxLimit = bucketIsMain ? numMainPoints - 1 : numOtherPoints - 1;\r\n const winding = bucketIsMain ? 0 : 1;\r\n\r\n let numTris = numMainPoints + numOtherPoints - 2;\r\n\r\n let bucketIdx = bucketIsMain ? idxMain : idxOther;\r\n let nbucketIdx = bucketIsMain ? idxOther : idxMain;\r\n const bucketPoints = bucketIsMain ? mainPointIndices : otherPointIndices;\r\n const nbucketPoints = bucketIsMain ? otherPointIndices : mainPointIndices;\r\n\r\n let bucket = 0;\r\n\r\n while (numTris-- > 0) {\r\n if (winding) {\r\n indices.push(bucketPoints[bucketIdx], nbucketPoints[nbucketIdx]);\r\n } else {\r\n indices.push(nbucketPoints[nbucketIdx], bucketPoints[bucketIdx]);\r\n }\r\n\r\n bucket += bucketStep;\r\n\r\n let lastIdx;\r\n\r\n if (bucket >= bucketLimit && bucketIdx < bucketIdxLimit) {\r\n lastIdx = bucketPoints[++bucketIdx];\r\n bucket -= bucketLimit;\r\n } else {\r\n lastIdx = nbucketPoints[++nbucketIdx];\r\n }\r\n\r\n indices.push(lastIdx);\r\n }\r\n\r\n indices[indexTriangle + 0] = indices[indices.length - 3];\r\n indices[indexTriangle + 1] = indices[indices.length - 2];\r\n indices[indexTriangle + 2] = indices[indices.length - 1];\r\n\r\n indices.length = indices.length - 3;\r\n }\r\n\r\n private _generateEdgesLinesAlternate(): void {\r\n const positions = this._source.getVerticesData(VertexBuffer.PositionKind);\r\n let indices = this._source.getIndices();\r\n\r\n if (!indices || !positions) {\r\n return;\r\n }\r\n\r\n if (!Array.isArray(indices)) {\r\n indices = Tools.SliceToArray(indices);\r\n }\r\n\r\n /**\r\n * Find all vertices that are at the same location (with an epsilon) and remapp them on the same vertex\r\n */\r\n const useFastVertexMerger = this._options?.useFastVertexMerger ?? true;\r\n const epsVertexMerge = useFastVertexMerger ? Math.round(-Math.log(this._options?.epsilonVertexMerge ?? 1e-6) / Math.log(10)) : this._options?.epsilonVertexMerge ?? 1e-6;\r\n const remapVertexIndices: Array<number> = [];\r\n const uniquePositions: Array<number> = []; // list of unique index of vertices - needed for tessellation\r\n\r\n if (useFastVertexMerger) {\r\n const mapVertices: { [key: string]: number } = {};\r\n for (let v1 = 0; v1 < positions.length; v1 += 3) {\r\n const x1 = positions[v1 + 0],\r\n y1 = positions[v1 + 1],\r\n z1 = positions[v1 + 2];\r\n\r\n const key = x1.toFixed(epsVertexMerge) + \"|\" + y1.toFixed(epsVertexMerge) + \"|\" + z1.toFixed(epsVertexMerge);\r\n\r\n if (mapVertices[key] !== undefined) {\r\n remapVertexIndices.push(mapVertices[key]);\r\n } else {\r\n const idx = v1 / 3;\r\n mapVertices[key] = idx;\r\n remapVertexIndices.push(idx);\r\n uniquePositions.push(idx);\r\n }\r\n }\r\n } else {\r\n for (let v1 = 0; v1 < positions.length; v1 += 3) {\r\n const x1 = positions[v1 + 0],\r\n y1 = positions[v1 + 1],\r\n z1 = positions[v1 + 2];\r\n let found = false;\r\n for (let v2 = 0; v2 < v1 && !found; v2 += 3) {\r\n const x2 = positions[v2 + 0],\r\n y2 = positions[v2 + 1],\r\n z2 = positions[v2 + 2];\r\n\r\n if (Math.abs(x1 - x2) < epsVertexMerge && Math.abs(y1 - y2) < epsVertexMerge && Math.abs(z1 - z2) < epsVertexMerge) {\r\n remapVertexIndices.push(v2 / 3);\r\n found = true;\r\n break;\r\n }\r\n }\r\n\r\n if (!found) {\r\n remapVertexIndices.push(v1 / 3);\r\n uniquePositions.push(v1 / 3);\r\n }\r\n }\r\n }\r\n\r\n if (this._options?.applyTessellation) {\r\n /**\r\n * Tessellate triangles if necessary:\r\n *\r\n * A\r\n * +\r\n * |\\\r\n * | \\\r\n * | \\\r\n * E + \\\r\n * /| \\\r\n * / | \\\r\n * / | \\\r\n * +---+-------+ B\r\n * D C\r\n *\r\n * For the edges to be rendered correctly, the ABC triangle has to be split into ABE and BCE, else AC is considered to be an edge, whereas only AE should be.\r\n *\r\n * The tessellation process looks for the vertices like E that are in-between two other vertices making of an edge and create new triangles as necessary\r\n */\r\n\r\n // First step: collect the triangles to tessellate\r\n const epsVertexAligned = this._options?.epsilonVertexAligned ?? 1e-6;\r\n const mustTesselate: Array<{ index: number; edgesPoints: Array<Array<[number, number]>> }> = []; // liste of triangles that must be tessellated\r\n\r\n for (let index = 0; index < indices.length; index += 3) {\r\n // loop over all triangles\r\n let triangleToTessellate: { index: number; edgesPoints: Array<Array<[number, number]>> } | undefined;\r\n\r\n for (let i = 0; i < 3; ++i) {\r\n // loop over the 3 edges of the triangle\r\n const p0Index = remapVertexIndices[indices[index + i]];\r\n const p1Index = remapVertexIndices[indices[index + ((i + 1) % 3)]];\r\n const p2Index = remapVertexIndices[indices[index + ((i + 2) % 3)]];\r\n\r\n if (p0Index === p1Index) {\r\n continue;\r\n } // degenerated triangle - don't process\r\n\r\n const p0x = positions[p0Index * 3 + 0],\r\n p0y = positions[p0Index * 3 + 1],\r\n p0z = positions[p0Index * 3 + 2];\r\n const p1x = positions[p1Index * 3 + 0],\r\n p1y = positions[p1Index * 3 + 1],\r\n p1z = positions[p1Index * 3 + 2];\r\n\r\n const p0p1 = Math.sqrt((p1x - p0x) * (p1x - p0x) + (p1y - p0y) * (p1y - p0y) + (p1z - p0z) * (p1z - p0z));\r\n\r\n for (let v = 0; v < uniquePositions.length - 1; v++) {\r\n // loop over all (unique) vertices and look for the ones that would be in-between p0 and p1\r\n const vIndex = uniquePositions[v];\r\n\r\n if (vIndex === p0Index || vIndex === p1Index || vIndex === p2Index) {\r\n continue;\r\n } // don't handle the vertex if it is a vertex of the current triangle\r\n\r\n const x = positions[vIndex * 3 + 0],\r\n y = positions[vIndex * 3 + 1],\r\n z = positions[vIndex * 3 + 2];\r\n\r\n const p0p = Math.sqrt((x - p0x) * (x - p0x) + (y - p0y) * (y - p0y) + (z - p0z) * (z - p0z));\r\n const pp1 = Math.sqrt((x - p1x) * (x - p1x) + (y - p1y) * (y - p1y) + (z - p1z) * (z - p1z));\r\n\r\n if (Math.abs(p0p + pp1 - p0p1) < epsVertexAligned) {\r\n // vertices are aligned and p in-between p0 and p1 if distance(p0, p) + distance (p, p1) ~ distance(p0, p1)\r\n if (!triangleToTessellate) {\r\n triangleToTessellate = {\r\n index: index,\r\n edgesPoints: [[], [], []],\r\n };\r\n mustTesselate.push(triangleToTessellate);\r\n }\r\n triangleToTessellate.edgesPoints[i].push([vIndex, p0p]);\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Second step: tesselate the triangles\r\n for (let t = 0; t < mustTesselate.length; ++t) {\r\n const triangle = mustTesselate[t];\r\n\r\n this._tessellateTriangle(triangle.edgesPoints, triangle.index, indices, remapVertexIndices);\r\n }\r\n\r\n (mustTesselate as any) = null;\r\n }\r\n\r\n /**\r\n * Collect the edges to render\r\n */\r\n const edges: { [key: string]: { normal: Vector3; done: boolean; index: number; i: number } } = {};\r\n\r\n for (let index = 0; index < indices.length; index += 3) {\r\n let faceNormal;\r\n for (let i = 0; i < 3; ++i) {\r\n let p0Index = remapVertexIndices[indices[index + i]];\r\n let p1Index = remapVertexIndices[indices[index + ((i + 1) % 3)]];\r\n const p2Index = remapVertexIndices[indices[index + ((i + 2) % 3)]];\r\n\r\n if (p0Index === p1Index || ((p0Index === p2Index || p1Index === p2Index) && this._options?.removeDegeneratedTriangles)) {\r\n continue;\r\n }\r\n\r\n TmpVectors.Vector3[0].copyFromFloats(positions[p0Index * 3 + 0], positions[p0Index * 3 + 1], positions[p0Index * 3 + 2]);\r\n TmpVectors.Vector3[1].copyFromFloats(positions[p1Index * 3 + 0], positions[p1Index * 3 + 1], positions[p1Index * 3 + 2]);\r\n TmpVectors.Vector3[2].copyFromFloats(positions[p2Index * 3 + 0], positions[p2Index * 3 + 1], positions[p2Index * 3 + 2]);\r\n\r\n if (!faceNormal) {\r\n TmpVectors.Vector3[1].subtractToRef(TmpVectors.Vector3[0], TmpVectors.Vector3[3]);\r\n TmpVectors.Vector3[2].subtractToRef(TmpVectors.Vector3[1], TmpVectors.Vector3[4]);\r\n faceNormal = Vector3.Cross(TmpVectors.Vector3[3], TmpVectors.Vector3[4]);\r\n faceNormal.normalize();\r\n }\r\n\r\n if (p0Index > p1Index) {\r\n const tmp = p0Index;\r\n p0Index = p1Index;\r\n p1Index = tmp;\r\n }\r\n\r\n const key = p0Index + \"_\" + p1Index;\r\n const ei = edges[key];\r\n\r\n if (ei) {\r\n if (!ei.done) {\r\n const dotProduct = Vector3.Dot(faceNormal, ei.normal);\r\n\r\n if (dotProduct < this._epsilon) {\r\n this.createLine(TmpVectors.Vector3[0], TmpVectors.Vector3[1], this._linesPositions.length / 3);\r\n }\r\n\r\n ei.done = true;\r\n }\r\n } else {\r\n edges[key] = { normal: faceNormal, done: false, index: index, i: i };\r\n }\r\n }\r\n }\r\n\r\n for (const key in edges) {\r\n const ei = edges[key];\r\n if (!ei.done) {\r\n // Orphaned edge - we must display it\r\n const p0Index = remapVertexIndices[indices[ei.index + ei.i]];\r\n const p1Index = remapVertexIndices[indices[ei.index + ((ei.i + 1) % 3)]];\r\n\r\n TmpVectors.Vector3[0].copyFromFloats(positions[p0Index * 3 + 0], positions[p0Index * 3 + 1], positions[p0Index * 3 + 2]);\r\n TmpVectors.Vector3[1].copyFromFloats(positions[p1Index * 3 + 0], positions[p1Index * 3 + 1], positions[p1Index * 3 + 2]);\r\n\r\n this.createLine(TmpVectors.Vector3[0], TmpVectors.Vector3[1], this._linesPositions.length / 3);\r\n }\r\n }\r\n\r\n /**\r\n * Merge into a single mesh\r\n */\r\n const engine = this._source.getScene().getEngine();\r\n\r\n this._buffers[VertexBuffer.PositionKind] = new VertexBuffer(engine, this._linesPositions, VertexBuffer.PositionKind, false);\r\n this._buffers[VertexBuffer.NormalKind] = new VertexBuffer(engine, this._linesNormals, VertexBuffer.NormalKind, false, false, 4);\r\n\r\n this._buffersForInstances[VertexBuffer.PositionKind] = this._buffers[VertexBuffer.PositionKind];\r\n this._buffersForInstances[VertexBuffer.NormalKind] = this._buffers[VertexBuffer.NormalKind];\r\n\r\n this._ib = engine.createIndexBuffer(this._linesIndices);\r\n\r\n this._indicesCount = this._linesIndices.length;\r\n }\r\n\r\n /**\r\n * Generates lines edges from adjacencjes\r\n * @private\r\n */\r\n _generateEdgesLines(): void {\r\n const positions = this._source.getVerticesData(VertexBuffer.PositionKind);\r\n const indices = this._source.getIndices();\r\n\r\n if (!indices || !positions) {\r\n return;\r\n }\r\n\r\n // First let's find adjacencies\r\n const adjacencies = new Array<FaceAdjacencies>();\r\n const faceNormals = new Array<Vector3>();\r\n let index: number;\r\n let faceAdjacencies: FaceAdjacencies;\r\n\r\n // Prepare faces\r\n for (index = 0; index < indices.length; index += 3) {\r\n faceAdjacencies = new FaceAdjacencies();\r\n const p0Index = indices[index];\r\n const p1Index = indices[index + 1];\r\n const p2Index = indices[index + 2];\r\n\r\n faceAdjacencies.p0 = new Vector3(positions[p0Index * 3], positions[p0Index * 3 + 1], positions[p0Index * 3 + 2]);\r\n faceAdjacencies.p1 = new Vector3(positions[p1Index * 3], positions[p1Index * 3 + 1], positions[p1Index * 3 + 2]);\r\n faceAdjacencies.p2 = new Vector3(positions[p2Index * 3], positions[p2Index * 3 + 1], positions[p2Index * 3 + 2]);\r\n const faceNormal = Vector3.Cross(faceAdjacencies.p1.subtract(faceAdjacencies.p0), faceAdjacencies.p2.subtract(faceAdjacencies.p1));\r\n\r\n faceNormal.normalize();\r\n\r\n faceNormals.push(faceNormal);\r\n adjacencies.push(faceAdjacencies);\r\n }\r\n\r\n // Scan\r\n for (index = 0; index < adjacencies.length; index++) {\r\n faceAdjacencies = adjacencies[index];\r\n\r\n for (let otherIndex = index + 1; otherIndex < adjacencies.length; otherIndex++) {\r\n const otherFaceAdjacencies = adjacencies[otherIndex];\r\n\r\n if (faceAdjacencies.edgesConnectedCount === 3) {\r\n // Full\r\n break;\r\n }\r\n\r\n if (otherFaceAdjacencies.edgesConnectedCount === 3) {\r\n // Full\r\n continue;\r\n }\r\n\r\n const otherP0 = indices[otherIndex * 3];\r\n const otherP1 = indices[otherIndex * 3 + 1];\r\n const otherP2 = indices[otherIndex * 3 + 2];\r\n\r\n for (let edgeIndex = 0; edgeIndex < 3; edgeIndex++) {\r\n let otherEdgeIndex: number = 0;\r\n\r\n if (faceAdjacencies.edges[edgeIndex] !== undefined) {\r\n continue;\r\n }\r\n\r\n switch (edgeIndex) {\r\n case 0:\r\n if (this._checkVerticesInsteadOfIndices) {\r\n otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(\r\n faceAdjacencies.p0,\r\n faceAdjacencies.p1,\r\n otherFaceAdjacencies.p0,\r\n otherFaceAdjacencies.p1,\r\n otherFaceAdjacencies.p2\r\n );\r\n } else {\r\n otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3], indices[index * 3 + 1], otherP0, otherP1, otherP2);\r\n }\r\n break;\r\n case 1:\r\n if (this._checkVerticesInsteadOfIndices) {\r\n otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(\r\n faceAdjacencies.p1,\r\n faceAdjacencies.p2,\r\n otherFaceAdjacencies.p0,\r\n otherFaceAdjacencies.p1,\r\n otherFaceAdjacencies.p2\r\n );\r\n } else {\r\n otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3 + 1], indices[index * 3 + 2], otherP0, otherP1, otherP2);\r\n }\r\n break;\r\n case 2:\r\n if (this._checkVerticesInsteadOfIndices) {\r\n otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(\r\n faceAdjacencies.p2,\r\n faceAdjacencies.p0,\r\n otherFaceAdjacencies.p0,\r\n otherFaceAdjacencies.p1,\r\n otherFaceAdjacencies.p2\r\n );\r\n } else {\r\n otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3 + 2], indices[index * 3], otherP0, otherP1, otherP2);\r\n }\r\n break;\r\n }\r\n\r\n if (otherEdgeIndex === -1) {\r\n continue;\r\n }\r\n\r\n faceAdjacencies.edges[edgeIndex] = otherIndex;\r\n otherFaceAdjacencies.edges[otherEdgeIndex] = index;\r\n\r\n faceAdjacencies.edgesConnectedCount++;\r\n otherFaceAdjacencies.edgesConnectedCount++;\r\n\r\n if (faceAdjacencies.edgesConnectedCount === 3) {\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Create lines\r\n for (index = 0; index < adjacencies.length; index++) {\r\n // We need a line when a face has no adjacency on a specific edge or if all the adjacencies has an angle greater than epsilon\r\n const current = adjacencies[index];\r\n\r\n this._checkEdge(index, current.edges[0], faceNormals, current.p0, current.p1);\r\n this._checkEdge(index, current.edges[1], faceNormals, current.p1, current.p2);\r\n this._checkEdge(index, current.edges[2], faceNormals, current.p2, current.p0);\r\n }\r\n\r\n // Merge into a single mesh\r\n const engine = this._source.getScene().getEngine();\r\n\r\n this._buffers[VertexBuffer.PositionKind] = new VertexBuffer(engine, this._linesPositions, VertexBuffer.PositionKind, false);\r\n this._buffers[VertexBuffer.NormalKind] = new VertexBuffer(engine, this._linesNormals, VertexBuffer.NormalKind, false, false, 4);\r\n\r\n this._buffersForInstances[VertexBuffer.PositionKind] = this._buffers[VertexBuffer.PositionKind];\r\n this._buffersForInstances[VertexBuffer.NormalKind] = this._buffers[VertexBuffer.NormalKind];\r\n\r\n this._ib = engine.createIndexBuffer(this._linesIndices);\r\n\r\n this._indicesCount = this._linesIndices.length;\r\n }\r\n\r\n /**\r\n * Checks whether or not the edges renderer is ready to render.\r\n * @return true if ready, otherwise false.\r\n */\r\n public isReady(): boolean {\r\n return this._lineShader.isReady(this._source, (this._source.hasInstances && this.customInstances.length > 0) || this._source.hasThinInstances);\r\n }\r\n\r\n /**\r\n * Renders the edges of the attached mesh,\r\n */\r\n public render(): void {\r\n const scene = this._source.getScene();\r\n\r\n const currentDrawWrapper = this._lineShader._getDrawWrapper();\r\n if (this._drawWrapper) {\r\n this._lineShader._setDrawWrapper(this._drawWrapper);\r\n }\r\n\r\n if (!this.isReady() || !scene.activeCamera) {\r\n this._lineShader._setDrawWrapper(currentDrawWrapper);\r\n return;\r\n }\r\n\r\n const hasInstances = this._source.hasInstances && this.customInstances.length > 0;\r\n const useBuffersWithInstances = hasInstances || this._source.hasThinInstances;\r\n\r\n let instanceCount = 0;\r\n\r\n if (useBuffersWithInstances) {\r\n this._buffersForInstances[\"world0\"] = (this._source as Mesh).getVertexBuffer(\"world0\");\r\n this._buffersForInstances[\"world1\"] = (this._source as Mesh).getVertexBuffer(\"world1\");\r\n this._buffersForInstances[\"world2\"] = (this._source as Mesh).getVertexBuffer(\"world2\");\r\n this._buffersForInstances[\"world3\"] = (this._source as Mesh).getVertexBuffer(\"world3\");\r\n\r\n if (hasInstances) {\r\n const instanceStorage = (this._source as Mesh)._instanceDataStorage;\r\n\r\n instanceCount = this.customInstances.length;\r\n\r\n if (!instanceStorage.instancesData) {\r\n if (!this._source.getScene()._activeMeshesFrozen) {\r\n this.customInstances.reset();\r\n }\r\n return;\r\n }\r\n\r\n if (!instanceStorage.isFrozen) {\r\n let offset = 0;\r\n\r\n for (let i = 0; i < instanceCount; ++i) {\r\n this.customInstances.data[i].copyToArray(instanceStorage.instancesData, offset);\r\n offset += 16;\r\n }\r\n\r\n instanceStorage.instancesBuffer!.updateDirectly(instanceStorage.instancesData, 0, instanceCount);\r\n }\r\n } else {\r\n instanceCount = (this._source as Mesh).thinInstanceCount;\r\n }\r\n }\r\n\r\n const engine = scene.getEngine();\r\n this._lineShader._preBind();\r\n\r\n if (this._source.edgesColor.a !== 1) {\r\n engine.setAlphaMode(Constants.ALPHA_COMBINE);\r\n } else {\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n }\r\n\r\n // VBOs\r\n engine.bindBuffers(useBuffersWithInstances ? this._buffersForInstances : this._buffers, this._ib, <Effect>this._lineShader.getEffect());\r\n\r\n scene.resetCachedMaterial();\r\n this._lineShader.setColor4(\"color\", this._source.edgesColor);\r\n\r\n if (scene.activeCamera.mode === Camera.ORTHOGRAPHIC_CAMERA) {\r\n this._lineShader.setFloat(\"width\", this._source.edgesWidth / this.edgesWidthScalerForOrthographic);\r\n } else {\r\n this._lineShader.setFloat(\"width\", this._source.edgesWidth / this.edgesWidthScalerForPerspective);\r\n }\r\n\r\n this._lineShader.setFloat(\"aspectRatio\", engine.getAspectRatio(scene.activeCamera));\r\n this._lineShader.bind(this._source.getWorldMatrix());\r\n\r\n // Draw order\r\n engine.drawElementsType(Material.TriangleFillMode, 0, this._indicesCount, instanceCount);\r\n this._lineShader.unbind();\r\n\r\n if (useBuffersWithInstances) {\r\n engine.unbindInstanceAttributes();\r\n }\r\n\r\n if (!this._source.getScene()._activeMeshesFrozen) {\r\n this.customInstances.reset();\r\n }\r\n\r\n this._lineShader._setDrawWrapper(currentDrawWrapper);\r\n }\r\n}\r\n\r\n/**\r\n * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation\r\n */\r\nexport class LineEdgesRenderer extends EdgesRenderer {\r\n /**\r\n * This constructor turns off auto generating edges line in Edges Renderer to make it here.\r\n * @param source LineMesh used to generate edges\r\n * @param epsilon not important (specified angle for edge detection)\r\n * @param checkVerticesInsteadOfIndices not important for LineMesh\r\n */\r\n constructor(source: AbstractMesh, epsilon = 0.95, checkVerticesInsteadOfIndices = false) {\r\n super(source, epsilon, checkVerticesInsteadOfIndices, false);\r\n this._generateEdgesLines();\r\n }\r\n\r\n /**\r\n * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.\r\n */\r\n _generateEdgesLines(): void {\r\n const positions = this._source.getVerticesData(VertexBuffer.PositionKind);\r\n const indices = this._source.getIndices();\r\n\r\n if (!indices || !positions) {\r\n return;\r\n }\r\n\r\n const p0 = TmpVectors.Vector3[0];\r\n const p1 = TmpVectors.Vector3[1];\r\n const len = indices.length - 1;\r\n for (let i = 0, offset = 0; i < len; i += 2, offset += 4) {\r\n Vector3.FromArrayToRef(positions, 3 * indices[i], p0);\r\n Vector3.FromArrayToRef(positions, 3 * indices[i + 1], p1);\r\n this.createLine(p0, p1, offset);\r\n }\r\n\r\n // Merge into a single mesh\r\n const engine = this._source.getScene().getEngine();\r\n\r\n this._buffers[VertexBuffer.PositionKind] = new VertexBuffer(engine, this._linesPositions, VertexBuffer.PositionKind, false);\r\n this._buffers[VertexBuffer.NormalKind] = new VertexBuffer(engine, this._linesNormals, VertexBuffer.NormalKind, false, false, 4);\r\n\r\n this._ib = engine.createIndexBuffer(this._linesIndices);\r\n\r\n this._indicesCount = this._linesIndices.length;\r\n }\r\n}\r\n"]}
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1
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+
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type { Immutable, Nullable } from \"../types\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport { LinesMesh, InstancedLinesMesh } from \"../Meshes/linesMesh\";\r\nimport type { Matrix } from \"../Maths/math.vector\";\r\nimport { Vector3, TmpVectors } from \"../Maths/math.vector\";\r\nimport type { IDisposable, Scene } from \"../scene\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { ShaderMaterial } from \"../Materials/shaderMaterial\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { Node } from \"../node\";\r\n\r\nimport \"../Shaders/line.fragment\";\r\nimport \"../Shaders/line.vertex\";\r\nimport type { DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { SmartArray } from \"../Misc/smartArray\";\r\nimport { DrawWrapper } from \"../Materials/drawWrapper\";\r\n\r\ndeclare module \"../scene\" {\r\n export interface Scene {\r\n /** @hidden */\r\n _edgeRenderLineShader: Nullable<ShaderMaterial>;\r\n }\r\n}\r\n\r\ndeclare module \"../Meshes/abstractMesh\" {\r\n export interface AbstractMesh {\r\n /**\r\n * Gets the edgesRenderer associated with the mesh\r\n */\r\n edgesRenderer: Nullable<EdgesRenderer>;\r\n }\r\n}\r\nAbstractMesh.prototype.disableEdgesRendering = function (): AbstractMesh {\r\n if (this._edgesRenderer) {\r\n this._edgesRenderer.dispose();\r\n this._edgesRenderer = null;\r\n }\r\n return this;\r\n};\r\n\r\nAbstractMesh.prototype.enableEdgesRendering = function (epsilon = 0.95, checkVerticesInsteadOfIndices = false, options?: IEdgesRendererOptions): AbstractMesh {\r\n this.disableEdgesRendering();\r\n this._edgesRenderer = new EdgesRenderer(this, epsilon, checkVerticesInsteadOfIndices, true, options);\r\n return this;\r\n};\r\n\r\nObject.defineProperty(AbstractMesh.prototype, \"edgesRenderer\", {\r\n get: function (this: AbstractMesh) {\r\n return this._edgesRenderer;\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\ndeclare module \"../Meshes/linesMesh\" {\r\n export interface LinesMesh {\r\n /**\r\n * Enables the edge rendering mode on the mesh.\r\n * This mode makes the mesh edges visible\r\n * @param epsilon defines the maximal distance between two angles to detect a face\r\n * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces\r\n * @returns the currentAbstractMesh\r\n * @see https://www.babylonjs-playground.com/#19O9TU#0\r\n */\r\n enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;\r\n }\r\n}\r\nLinesMesh.prototype.enableEdgesRendering = function (epsilon = 0.95, checkVerticesInsteadOfIndices = false): AbstractMesh {\r\n this.disableEdgesRendering();\r\n this._edgesRenderer = new LineEdgesRenderer(this, epsilon, checkVerticesInsteadOfIndices);\r\n return this;\r\n};\r\n\r\ndeclare module \"../Meshes/linesMesh\" {\r\n export interface InstancedLinesMesh {\r\n /**\r\n * Enables the edge rendering mode on the mesh.\r\n * This mode makes the mesh edges visible\r\n * @param epsilon defines the maximal distance between two angles to detect a face\r\n * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces\r\n * @returns the current InstancedLinesMesh\r\n * @see https://www.babylonjs-playground.com/#19O9TU#0\r\n */\r\n enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;\r\n }\r\n}\r\n\r\n// eslint-disable-next-line @typescript-eslint/no-unused-vars\r\nInstancedLinesMesh.prototype.enableEdgesRendering = function (epsilon = 0.95, checkVerticesInsteadOfIndices = false): InstancedLinesMesh {\r\n LinesMesh.prototype.enableEdgesRendering.apply(this, arguments);\r\n return this;\r\n};\r\n\r\n/**\r\n * FaceAdjacencies Helper class to generate edges\r\n */\r\nclass FaceAdjacencies {\r\n public edges = new Array<number>();\r\n public p0: Vector3;\r\n public p1: Vector3;\r\n public p2: Vector3;\r\n public edgesConnectedCount = 0;\r\n}\r\n\r\n/**\r\n * Defines the minimum contract an Edges renderer should follow.\r\n */\r\nexport interface IEdgesRenderer extends IDisposable {\r\n /**\r\n * Gets or sets a boolean indicating if the edgesRenderer is active\r\n */\r\n isEnabled: boolean;\r\n\r\n /**\r\n * Renders the edges of the attached mesh,\r\n */\r\n render(): void;\r\n\r\n /**\r\n * Checks whether or not the edges renderer is ready to render.\r\n * @return true if ready, otherwise false.\r\n */\r\n isReady(): boolean;\r\n\r\n /**\r\n * List of instances to render in case the source mesh has instances\r\n */\r\n customInstances: SmartArray<Matrix>;\r\n}\r\n\r\n/**\r\n * Defines the additional options of the edges renderer\r\n */\r\nexport interface IEdgesRendererOptions {\r\n /**\r\n * Gets or sets a boolean indicating that the alternate edge finder algorithm must be used\r\n * If not defined, the default value is true\r\n */\r\n useAlternateEdgeFinder?: boolean;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that the vertex merger fast processing must be used.\r\n * If not defined, the default value is true.\r\n * You should normally leave it undefined (or set it to true), except if you see some artifacts in the edges rendering (can happen with complex geometries)\r\n * This option is used only if useAlternateEdgeFinder = true\r\n */\r\n useFastVertexMerger?: boolean;\r\n\r\n /**\r\n * During edges processing, the vertices are merged if they are close enough: epsilonVertexMerge is the limit within which vertices are considered to be equal.\r\n * The default value is 1e-6\r\n * This option is used only if useAlternateEdgeFinder = true\r\n */\r\n epsilonVertexMerge?: number;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that tessellation should be applied before finding the edges. You may need to activate this option if your geometry is a bit\r\n * unusual, like having a vertex of a triangle in-between two vertices of an edge of another triangle. It happens often when using CSG to construct meshes.\r\n * This option is used only if useAlternateEdgeFinder = true\r\n */\r\n applyTessellation?: boolean;\r\n\r\n /**\r\n * The limit under which 3 vertices are considered to be aligned. 3 vertices PQR are considered aligned if distance(PQ) + distance(QR) - distance(PR) < epsilonVertexAligned\r\n * The default value is 1e-6\r\n * This option is used only if useAlternateEdgeFinder = true\r\n */\r\n epsilonVertexAligned?: number;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that degenerated triangles should not be processed.\r\n * Degenerated triangles are triangles that have 2 or 3 vertices with the same coordinates\r\n */\r\n removeDegeneratedTriangles?: boolean;\r\n}\r\n\r\n/**\r\n * This class is used to generate edges of the mesh that could then easily be rendered in a scene.\r\n */\r\nexport class EdgesRenderer implements IEdgesRenderer {\r\n /**\r\n * Define the size of the edges with an orthographic camera\r\n */\r\n public edgesWidthScalerForOrthographic = 1000.0;\r\n\r\n /**\r\n * Define the size of the edges with a perspective camera\r\n */\r\n public edgesWidthScalerForPerspective = 50.0;\r\n\r\n protected _source: AbstractMesh;\r\n protected _linesPositions = new Array<number>();\r\n protected _linesNormals = new Array<number>();\r\n protected _linesIndices = new Array<number>();\r\n protected _epsilon: number;\r\n protected _indicesCount: number;\r\n protected _drawWrapper?: DrawWrapper;\r\n\r\n protected _lineShader: ShaderMaterial;\r\n protected _ib: DataBuffer;\r\n protected _buffers: { [key: string]: Nullable<VertexBuffer> } = {};\r\n protected _buffersForInstances: { [key: string]: Nullable<VertexBuffer> } = {};\r\n protected _checkVerticesInsteadOfIndices = false;\r\n protected _options: Nullable<IEdgesRendererOptions>;\r\n\r\n private _meshRebuildObserver: Nullable<Observer<AbstractMesh>>;\r\n private _meshDisposeObserver: Nullable<Observer<Node>>;\r\n\r\n /** Gets or sets a boolean indicating if the edgesRenderer is active */\r\n public isEnabled = true;\r\n\r\n /** Gets the vertices generated by the edge renderer */\r\n public get linesPositions(): Immutable<Array<number>> {\r\n return this._linesPositions;\r\n }\r\n\r\n /** Gets the normals generated by the edge renderer */\r\n public get linesNormals(): Immutable<Array<number>> {\r\n return this._linesNormals;\r\n }\r\n\r\n /** Gets the indices generated by the edge renderer */\r\n public get linesIndices(): Immutable<Array<number>> {\r\n return this._linesIndices;\r\n }\r\n\r\n /**\r\n * Gets or sets the shader used to draw the lines\r\n */\r\n public get lineShader(): ShaderMaterial {\r\n return this._lineShader;\r\n }\r\n\r\n public set lineShader(shader: ShaderMaterial) {\r\n this._lineShader = shader;\r\n }\r\n\r\n /**\r\n * List of instances to render in case the source mesh has instances\r\n */\r\n public customInstances = new SmartArray<Matrix>(32);\r\n\r\n private static _GetShader(scene: Scene): ShaderMaterial {\r\n if (!scene._edgeRenderLineShader) {\r\n const shader = new ShaderMaterial(\r\n \"lineShader\",\r\n scene,\r\n \"line\",\r\n {\r\n attributes: [\"position\", \"normal\"],\r\n uniforms: [\"world\", \"viewProjection\", \"color\", \"width\", \"aspectRatio\"],\r\n },\r\n false\r\n );\r\n\r\n shader.disableDepthWrite = true;\r\n shader.backFaceCulling = false;\r\n shader.checkReadyOnEveryCall = scene.getEngine().isWebGPU;\r\n\r\n scene._edgeRenderLineShader = shader;\r\n }\r\n\r\n return scene._edgeRenderLineShader;\r\n }\r\n\r\n /**\r\n * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.\r\n * Beware when you use this class with complex objects as the adjacencies computation can be really long\r\n * @param source Mesh used to create edges\r\n * @param epsilon sum of angles in adjacency to check for edge\r\n * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices. Note that this parameter is not used if options.useAlternateEdgeFinder = true\r\n * @param generateEdgesLines - should generate Lines or only prepare resources.\r\n * @param options The options to apply when generating the edges\r\n */\r\n constructor(source: AbstractMesh, epsilon = 0.95, checkVerticesInsteadOfIndices = false, generateEdgesLines = true, options?: IEdgesRendererOptions) {\r\n this._source = source;\r\n this._checkVerticesInsteadOfIndices = checkVerticesInsteadOfIndices;\r\n this._options = options ?? null;\r\n\r\n this._epsilon = epsilon;\r\n if (this._source.getScene().getEngine().isWebGPU) {\r\n this._drawWrapper = new DrawWrapper(source.getEngine());\r\n }\r\n\r\n this._prepareRessources();\r\n if (generateEdgesLines) {\r\n if (options?.useAlternateEdgeFinder ?? true) {\r\n this._generateEdgesLinesAlternate();\r\n } else {\r\n this._generateEdgesLines();\r\n }\r\n }\r\n\r\n this._meshRebuildObserver = this._source.onRebuildObservable.add(() => {\r\n this._rebuild();\r\n });\r\n\r\n this._meshDisposeObserver = this._source.onDisposeObservable.add(() => {\r\n this.dispose();\r\n });\r\n }\r\n\r\n protected _prepareRessources(): void {\r\n if (this._lineShader) {\r\n return;\r\n }\r\n\r\n this._lineShader = EdgesRenderer._GetShader(this._source.getScene());\r\n }\r\n\r\n /** @hidden */\r\n public _rebuild(): void {\r\n let buffer = this._buffers[VertexBuffer.PositionKind];\r\n if (buffer) {\r\n buffer._rebuild();\r\n }\r\n\r\n buffer = this._buffers[VertexBuffer.NormalKind];\r\n if (buffer) {\r\n buffer._rebuild();\r\n }\r\n\r\n const scene = this._source.getScene();\r\n const engine = scene.getEngine();\r\n this._ib = engine.createIndexBuffer(this._linesIndices);\r\n }\r\n\r\n /**\r\n * Releases the required resources for the edges renderer\r\n */\r\n public dispose(): void {\r\n this._source.onRebuildObservable.remove(this._meshRebuildObserver);\r\n this._source.onDisposeObservable.remove(this._meshDisposeObserver);\r\n\r\n let buffer = this._buffers[VertexBuffer.PositionKind];\r\n if (buffer) {\r\n buffer.dispose();\r\n this._buffers[VertexBuffer.PositionKind] = null;\r\n }\r\n buffer = this._buffers[VertexBuffer.NormalKind];\r\n if (buffer) {\r\n buffer.dispose();\r\n this._buffers[VertexBuffer.NormalKind] = null;\r\n }\r\n\r\n if (this._ib) {\r\n this._source.getScene().getEngine()._releaseBuffer(this._ib);\r\n }\r\n this._lineShader.dispose();\r\n\r\n this._drawWrapper?.dispose();\r\n }\r\n\r\n protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number {\r\n if ((pa === p0 && pb === p1) || (pa === p1 && pb === p0)) {\r\n return 0;\r\n }\r\n\r\n if ((pa === p1 && pb === p2) || (pa === p2 && pb === p1)) {\r\n return 1;\r\n }\r\n\r\n if ((pa === p2 && pb === p0) || (pa === p0 && pb === p2)) {\r\n return 2;\r\n }\r\n\r\n return -1;\r\n }\r\n\r\n protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number {\r\n const eps = 1e-10;\r\n if ((pa.equalsWithEpsilon(p0, eps) && pb.equalsWithEpsilon(p1, eps)) || (pa.equalsWithEpsilon(p1, eps) && pb.equalsWithEpsilon(p0, eps))) {\r\n return 0;\r\n }\r\n\r\n if ((pa.equalsWithEpsilon(p1, eps) && pb.equalsWithEpsilon(p2, eps)) || (pa.equalsWithEpsilon(p2, eps) && pb.equalsWithEpsilon(p1, eps))) {\r\n return 1;\r\n }\r\n\r\n if ((pa.equalsWithEpsilon(p2, eps) && pb.equalsWithEpsilon(p0, eps)) || (pa.equalsWithEpsilon(p0, eps) && pb.equalsWithEpsilon(p2, eps))) {\r\n return 2;\r\n }\r\n\r\n return -1;\r\n }\r\n\r\n /**\r\n * Checks if the pair of p0 and p1 is en edge\r\n * @param faceIndex\r\n * @param edge\r\n * @param faceNormals\r\n * @param p0\r\n * @param p1\r\n * @private\r\n */\r\n protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void {\r\n let needToCreateLine;\r\n\r\n if (edge === undefined) {\r\n needToCreateLine = true;\r\n } else {\r\n const dotProduct = Vector3.Dot(faceNormals[faceIndex], faceNormals[edge]);\r\n\r\n needToCreateLine = dotProduct < this._epsilon;\r\n }\r\n\r\n if (needToCreateLine) {\r\n this.createLine(p0, p1, this._linesPositions.length / 3);\r\n }\r\n }\r\n\r\n /**\r\n * push line into the position, normal and index buffer\r\n * @param p0\r\n * @param p1\r\n * @param offset\r\n * @protected\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n protected createLine(p0: Vector3, p1: Vector3, offset: number) {\r\n // Positions\r\n this._linesPositions.push(p0.x, p0.y, p0.z, p0.x, p0.y, p0.z, p1.x, p1.y, p1.z, p1.x, p1.y, p1.z);\r\n\r\n // Normals\r\n this._linesNormals.push(p1.x, p1.y, p1.z, -1, p1.x, p1.y, p1.z, 1, p0.x, p0.y, p0.z, -1, p0.x, p0.y, p0.z, 1);\r\n\r\n // Indices\r\n this._linesIndices.push(offset, offset + 1, offset + 2, offset, offset + 2, offset + 3);\r\n }\r\n\r\n /**\r\n * See https://playground.babylonjs.com/#R3JR6V#1 for a visual display of the algorithm\r\n * @param edgePoints\r\n * @param indexTriangle\r\n * @param indices\r\n * @param remapVertexIndices\r\n */\r\n private _tessellateTriangle(edgePoints: Array<Array<[number, number]>>, indexTriangle: number, indices: Array<number>, remapVertexIndices: Array<number>): void {\r\n const makePointList = (edgePoints: Array<[number, number]>, pointIndices: Array<number>, firstIndex: number) => {\r\n if (firstIndex >= 0) {\r\n pointIndices.push(firstIndex);\r\n }\r\n\r\n for (let i = 0; i < edgePoints.length; ++i) {\r\n pointIndices.push(edgePoints[i][0]);\r\n }\r\n };\r\n\r\n let startEdge = 0;\r\n\r\n if (edgePoints[1].length >= edgePoints[0].length && edgePoints[1].length >= edgePoints[2].length) {\r\n startEdge = 1;\r\n } else if (edgePoints[2].length >= edgePoints[0].length && edgePoints[2].length >= edgePoints[1].length) {\r\n startEdge = 2;\r\n }\r\n\r\n for (let e = 0; e < 3; ++e) {\r\n if (e === startEdge) {\r\n edgePoints[e].sort((a, b) => (a[1] < b[1] ? -1 : a[1] > b[1] ? 1 : 0));\r\n } else {\r\n edgePoints[e].sort((a, b) => (a[1] > b[1] ? -1 : a[1] < b[1] ? 1 : 0));\r\n }\r\n }\r\n\r\n const mainPointIndices: Array<number> = [],\r\n otherPointIndices: Array<number> = [];\r\n\r\n makePointList(edgePoints[startEdge], mainPointIndices, -1);\r\n\r\n const numMainPoints = mainPointIndices.length;\r\n\r\n for (let i = startEdge + 2; i >= startEdge + 1; --i) {\r\n makePointList(edgePoints[i % 3], otherPointIndices, i !== startEdge + 2 ? remapVertexIndices[indices[indexTriangle + ((i + 1) % 3)]] : -1);\r\n }\r\n\r\n const numOtherPoints = otherPointIndices.length;\r\n\r\n const idxMain = 0;\r\n const idxOther = 0;\r\n\r\n indices.push(remapVertexIndices[indices[indexTriangle + startEdge]], mainPointIndices[0], otherPointIndices[0]);\r\n indices.push(remapVertexIndices[indices[indexTriangle + ((startEdge + 1) % 3)]], otherPointIndices[numOtherPoints - 1], mainPointIndices[numMainPoints - 1]);\r\n\r\n const bucketIsMain = numMainPoints <= numOtherPoints;\r\n\r\n const bucketStep = bucketIsMain ? numMainPoints : numOtherPoints;\r\n const bucketLimit = bucketIsMain ? numOtherPoints : numMainPoints;\r\n const bucketIdxLimit = bucketIsMain ? numMainPoints - 1 : numOtherPoints - 1;\r\n const winding = bucketIsMain ? 0 : 1;\r\n\r\n let numTris = numMainPoints + numOtherPoints - 2;\r\n\r\n let bucketIdx = bucketIsMain ? idxMain : idxOther;\r\n let nbucketIdx = bucketIsMain ? idxOther : idxMain;\r\n const bucketPoints = bucketIsMain ? mainPointIndices : otherPointIndices;\r\n const nbucketPoints = bucketIsMain ? otherPointIndices : mainPointIndices;\r\n\r\n let bucket = 0;\r\n\r\n while (numTris-- > 0) {\r\n if (winding) {\r\n indices.push(bucketPoints[bucketIdx], nbucketPoints[nbucketIdx]);\r\n } else {\r\n indices.push(nbucketPoints[nbucketIdx], bucketPoints[bucketIdx]);\r\n }\r\n\r\n bucket += bucketStep;\r\n\r\n let lastIdx;\r\n\r\n if (bucket >= bucketLimit && bucketIdx < bucketIdxLimit) {\r\n lastIdx = bucketPoints[++bucketIdx];\r\n bucket -= bucketLimit;\r\n } else {\r\n lastIdx = nbucketPoints[++nbucketIdx];\r\n }\r\n\r\n indices.push(lastIdx);\r\n }\r\n\r\n indices[indexTriangle + 0] = indices[indices.length - 3];\r\n indices[indexTriangle + 1] = indices[indices.length - 2];\r\n indices[indexTriangle + 2] = indices[indices.length - 1];\r\n\r\n indices.length = indices.length - 3;\r\n }\r\n\r\n private _generateEdgesLinesAlternate(): void {\r\n const positions = this._source.getVerticesData(VertexBuffer.PositionKind);\r\n let indices = this._source.getIndices();\r\n\r\n if (!indices || !positions) {\r\n return;\r\n }\r\n\r\n if (!Array.isArray(indices)) {\r\n indices = Array.from(indices);\r\n }\r\n\r\n /**\r\n * Find all vertices that are at the same location (with an epsilon) and remapp them on the same vertex\r\n */\r\n const useFastVertexMerger = this._options?.useFastVertexMerger ?? true;\r\n const epsVertexMerge = useFastVertexMerger ? Math.round(-Math.log(this._options?.epsilonVertexMerge ?? 1e-6) / Math.log(10)) : this._options?.epsilonVertexMerge ?? 1e-6;\r\n const remapVertexIndices: Array<number> = [];\r\n const uniquePositions: Array<number> = []; // list of unique index of vertices - needed for tessellation\r\n\r\n if (useFastVertexMerger) {\r\n const mapVertices: { [key: string]: number } = {};\r\n for (let v1 = 0; v1 < positions.length; v1 += 3) {\r\n const x1 = positions[v1 + 0],\r\n y1 = positions[v1 + 1],\r\n z1 = positions[v1 + 2];\r\n\r\n const key = x1.toFixed(epsVertexMerge) + \"|\" + y1.toFixed(epsVertexMerge) + \"|\" + z1.toFixed(epsVertexMerge);\r\n\r\n if (mapVertices[key] !== undefined) {\r\n remapVertexIndices.push(mapVertices[key]);\r\n } else {\r\n const idx = v1 / 3;\r\n mapVertices[key] = idx;\r\n remapVertexIndices.push(idx);\r\n uniquePositions.push(idx);\r\n }\r\n }\r\n } else {\r\n for (let v1 = 0; v1 < positions.length; v1 += 3) {\r\n const x1 = positions[v1 + 0],\r\n y1 = positions[v1 + 1],\r\n z1 = positions[v1 + 2];\r\n let found = false;\r\n for (let v2 = 0; v2 < v1 && !found; v2 += 3) {\r\n const x2 = positions[v2 + 0],\r\n y2 = positions[v2 + 1],\r\n z2 = positions[v2 + 2];\r\n\r\n if (Math.abs(x1 - x2) < epsVertexMerge && Math.abs(y1 - y2) < epsVertexMerge && Math.abs(z1 - z2) < epsVertexMerge) {\r\n remapVertexIndices.push(v2 / 3);\r\n found = true;\r\n break;\r\n }\r\n }\r\n\r\n if (!found) {\r\n remapVertexIndices.push(v1 / 3);\r\n uniquePositions.push(v1 / 3);\r\n }\r\n }\r\n }\r\n\r\n if (this._options?.applyTessellation) {\r\n /**\r\n * Tessellate triangles if necessary:\r\n *\r\n * A\r\n * +\r\n * |\\\r\n * | \\\r\n * | \\\r\n * E + \\\r\n * /| \\\r\n * / | \\\r\n * / | \\\r\n * +---+-------+ B\r\n * D C\r\n *\r\n * For the edges to be rendered correctly, the ABC triangle has to be split into ABE and BCE, else AC is considered to be an edge, whereas only AE should be.\r\n *\r\n * The tessellation process looks for the vertices like E that are in-between two other vertices making of an edge and create new triangles as necessary\r\n */\r\n\r\n // First step: collect the triangles to tessellate\r\n const epsVertexAligned = this._options?.epsilonVertexAligned ?? 1e-6;\r\n const mustTesselate: Array<{ index: number; edgesPoints: Array<Array<[number, number]>> }> = []; // liste of triangles that must be tessellated\r\n\r\n for (let index = 0; index < indices.length; index += 3) {\r\n // loop over all triangles\r\n let triangleToTessellate: { index: number; edgesPoints: Array<Array<[number, number]>> } | undefined;\r\n\r\n for (let i = 0; i < 3; ++i) {\r\n // loop over the 3 edges of the triangle\r\n const p0Index = remapVertexIndices[indices[index + i]];\r\n const p1Index = remapVertexIndices[indices[index + ((i + 1) % 3)]];\r\n const p2Index = remapVertexIndices[indices[index + ((i + 2) % 3)]];\r\n\r\n if (p0Index === p1Index) {\r\n continue;\r\n } // degenerated triangle - don't process\r\n\r\n const p0x = positions[p0Index * 3 + 0],\r\n p0y = positions[p0Index * 3 + 1],\r\n p0z = positions[p0Index * 3 + 2];\r\n const p1x = positions[p1Index * 3 + 0],\r\n p1y = positions[p1Index * 3 + 1],\r\n p1z = positions[p1Index * 3 + 2];\r\n\r\n const p0p1 = Math.sqrt((p1x - p0x) * (p1x - p0x) + (p1y - p0y) * (p1y - p0y) + (p1z - p0z) * (p1z - p0z));\r\n\r\n for (let v = 0; v < uniquePositions.length - 1; v++) {\r\n // loop over all (unique) vertices and look for the ones that would be in-between p0 and p1\r\n const vIndex = uniquePositions[v];\r\n\r\n if (vIndex === p0Index || vIndex === p1Index || vIndex === p2Index) {\r\n continue;\r\n } // don't handle the vertex if it is a vertex of the current triangle\r\n\r\n const x = positions[vIndex * 3 + 0],\r\n y = positions[vIndex * 3 + 1],\r\n z = positions[vIndex * 3 + 2];\r\n\r\n const p0p = Math.sqrt((x - p0x) * (x - p0x) + (y - p0y) * (y - p0y) + (z - p0z) * (z - p0z));\r\n const pp1 = Math.sqrt((x - p1x) * (x - p1x) + (y - p1y) * (y - p1y) + (z - p1z) * (z - p1z));\r\n\r\n if (Math.abs(p0p + pp1 - p0p1) < epsVertexAligned) {\r\n // vertices are aligned and p in-between p0 and p1 if distance(p0, p) + distance (p, p1) ~ distance(p0, p1)\r\n if (!triangleToTessellate) {\r\n triangleToTessellate = {\r\n index: index,\r\n edgesPoints: [[], [], []],\r\n };\r\n mustTesselate.push(triangleToTessellate);\r\n }\r\n triangleToTessellate.edgesPoints[i].push([vIndex, p0p]);\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Second step: tesselate the triangles\r\n for (let t = 0; t < mustTesselate.length; ++t) {\r\n const triangle = mustTesselate[t];\r\n\r\n this._tessellateTriangle(triangle.edgesPoints, triangle.index, indices, remapVertexIndices);\r\n }\r\n\r\n (mustTesselate as any) = null;\r\n }\r\n\r\n /**\r\n * Collect the edges to render\r\n */\r\n const edges: { [key: string]: { normal: Vector3; done: boolean; index: number; i: number } } = {};\r\n\r\n for (let index = 0; index < indices.length; index += 3) {\r\n let faceNormal;\r\n for (let i = 0; i < 3; ++i) {\r\n let p0Index = remapVertexIndices[indices[index + i]];\r\n let p1Index = remapVertexIndices[indices[index + ((i + 1) % 3)]];\r\n const p2Index = remapVertexIndices[indices[index + ((i + 2) % 3)]];\r\n\r\n if (p0Index === p1Index || ((p0Index === p2Index || p1Index === p2Index) && this._options?.removeDegeneratedTriangles)) {\r\n continue;\r\n }\r\n\r\n TmpVectors.Vector3[0].copyFromFloats(positions[p0Index * 3 + 0], positions[p0Index * 3 + 1], positions[p0Index * 3 + 2]);\r\n TmpVectors.Vector3[1].copyFromFloats(positions[p1Index * 3 + 0], positions[p1Index * 3 + 1], positions[p1Index * 3 + 2]);\r\n TmpVectors.Vector3[2].copyFromFloats(positions[p2Index * 3 + 0], positions[p2Index * 3 + 1], positions[p2Index * 3 + 2]);\r\n\r\n if (!faceNormal) {\r\n TmpVectors.Vector3[1].subtractToRef(TmpVectors.Vector3[0], TmpVectors.Vector3[3]);\r\n TmpVectors.Vector3[2].subtractToRef(TmpVectors.Vector3[1], TmpVectors.Vector3[4]);\r\n faceNormal = Vector3.Cross(TmpVectors.Vector3[3], TmpVectors.Vector3[4]);\r\n faceNormal.normalize();\r\n }\r\n\r\n if (p0Index > p1Index) {\r\n const tmp = p0Index;\r\n p0Index = p1Index;\r\n p1Index = tmp;\r\n }\r\n\r\n const key = p0Index + \"_\" + p1Index;\r\n const ei = edges[key];\r\n\r\n if (ei) {\r\n if (!ei.done) {\r\n const dotProduct = Vector3.Dot(faceNormal, ei.normal);\r\n\r\n if (dotProduct < this._epsilon) {\r\n this.createLine(TmpVectors.Vector3[0], TmpVectors.Vector3[1], this._linesPositions.length / 3);\r\n }\r\n\r\n ei.done = true;\r\n }\r\n } else {\r\n edges[key] = { normal: faceNormal, done: false, index: index, i: i };\r\n }\r\n }\r\n }\r\n\r\n for (const key in edges) {\r\n const ei = edges[key];\r\n if (!ei.done) {\r\n // Orphaned edge - we must display it\r\n const p0Index = remapVertexIndices[indices[ei.index + ei.i]];\r\n const p1Index = remapVertexIndices[indices[ei.index + ((ei.i + 1) % 3)]];\r\n\r\n TmpVectors.Vector3[0].copyFromFloats(positions[p0Index * 3 + 0], positions[p0Index * 3 + 1], positions[p0Index * 3 + 2]);\r\n TmpVectors.Vector3[1].copyFromFloats(positions[p1Index * 3 + 0], positions[p1Index * 3 + 1], positions[p1Index * 3 + 2]);\r\n\r\n this.createLine(TmpVectors.Vector3[0], TmpVectors.Vector3[1], this._linesPositions.length / 3);\r\n }\r\n }\r\n\r\n /**\r\n * Merge into a single mesh\r\n */\r\n const engine = this._source.getScene().getEngine();\r\n\r\n this._buffers[VertexBuffer.PositionKind] = new VertexBuffer(engine, this._linesPositions, VertexBuffer.PositionKind, false);\r\n this._buffers[VertexBuffer.NormalKind] = new VertexBuffer(engine, this._linesNormals, VertexBuffer.NormalKind, false, false, 4);\r\n\r\n this._buffersForInstances[VertexBuffer.PositionKind] = this._buffers[VertexBuffer.PositionKind];\r\n this._buffersForInstances[VertexBuffer.NormalKind] = this._buffers[VertexBuffer.NormalKind];\r\n\r\n this._ib = engine.createIndexBuffer(this._linesIndices);\r\n\r\n this._indicesCount = this._linesIndices.length;\r\n }\r\n\r\n /**\r\n * Generates lines edges from adjacencjes\r\n * @private\r\n */\r\n _generateEdgesLines(): void {\r\n const positions = this._source.getVerticesData(VertexBuffer.PositionKind);\r\n const indices = this._source.getIndices();\r\n\r\n if (!indices || !positions) {\r\n return;\r\n }\r\n\r\n // First let's find adjacencies\r\n const adjacencies = new Array<FaceAdjacencies>();\r\n const faceNormals = new Array<Vector3>();\r\n let index: number;\r\n let faceAdjacencies: FaceAdjacencies;\r\n\r\n // Prepare faces\r\n for (index = 0; index < indices.length; index += 3) {\r\n faceAdjacencies = new FaceAdjacencies();\r\n const p0Index = indices[index];\r\n const p1Index = indices[index + 1];\r\n const p2Index = indices[index + 2];\r\n\r\n faceAdjacencies.p0 = new Vector3(positions[p0Index * 3], positions[p0Index * 3 + 1], positions[p0Index * 3 + 2]);\r\n faceAdjacencies.p1 = new Vector3(positions[p1Index * 3], positions[p1Index * 3 + 1], positions[p1Index * 3 + 2]);\r\n faceAdjacencies.p2 = new Vector3(positions[p2Index * 3], positions[p2Index * 3 + 1], positions[p2Index * 3 + 2]);\r\n const faceNormal = Vector3.Cross(faceAdjacencies.p1.subtract(faceAdjacencies.p0), faceAdjacencies.p2.subtract(faceAdjacencies.p1));\r\n\r\n faceNormal.normalize();\r\n\r\n faceNormals.push(faceNormal);\r\n adjacencies.push(faceAdjacencies);\r\n }\r\n\r\n // Scan\r\n for (index = 0; index < adjacencies.length; index++) {\r\n faceAdjacencies = adjacencies[index];\r\n\r\n for (let otherIndex = index + 1; otherIndex < adjacencies.length; otherIndex++) {\r\n const otherFaceAdjacencies = adjacencies[otherIndex];\r\n\r\n if (faceAdjacencies.edgesConnectedCount === 3) {\r\n // Full\r\n break;\r\n }\r\n\r\n if (otherFaceAdjacencies.edgesConnectedCount === 3) {\r\n // Full\r\n continue;\r\n }\r\n\r\n const otherP0 = indices[otherIndex * 3];\r\n const otherP1 = indices[otherIndex * 3 + 1];\r\n const otherP2 = indices[otherIndex * 3 + 2];\r\n\r\n for (let edgeIndex = 0; edgeIndex < 3; edgeIndex++) {\r\n let otherEdgeIndex: number = 0;\r\n\r\n if (faceAdjacencies.edges[edgeIndex] !== undefined) {\r\n continue;\r\n }\r\n\r\n switch (edgeIndex) {\r\n case 0:\r\n if (this._checkVerticesInsteadOfIndices) {\r\n otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(\r\n faceAdjacencies.p0,\r\n faceAdjacencies.p1,\r\n otherFaceAdjacencies.p0,\r\n otherFaceAdjacencies.p1,\r\n otherFaceAdjacencies.p2\r\n );\r\n } else {\r\n otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3], indices[index * 3 + 1], otherP0, otherP1, otherP2);\r\n }\r\n break;\r\n case 1:\r\n if (this._checkVerticesInsteadOfIndices) {\r\n otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(\r\n faceAdjacencies.p1,\r\n faceAdjacencies.p2,\r\n otherFaceAdjacencies.p0,\r\n otherFaceAdjacencies.p1,\r\n otherFaceAdjacencies.p2\r\n );\r\n } else {\r\n otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3 + 1], indices[index * 3 + 2], otherP0, otherP1, otherP2);\r\n }\r\n break;\r\n case 2:\r\n if (this._checkVerticesInsteadOfIndices) {\r\n otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(\r\n faceAdjacencies.p2,\r\n faceAdjacencies.p0,\r\n otherFaceAdjacencies.p0,\r\n otherFaceAdjacencies.p1,\r\n otherFaceAdjacencies.p2\r\n );\r\n } else {\r\n otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3 + 2], indices[index * 3], otherP0, otherP1, otherP2);\r\n }\r\n break;\r\n }\r\n\r\n if (otherEdgeIndex === -1) {\r\n continue;\r\n }\r\n\r\n faceAdjacencies.edges[edgeIndex] = otherIndex;\r\n otherFaceAdjacencies.edges[otherEdgeIndex] = index;\r\n\r\n faceAdjacencies.edgesConnectedCount++;\r\n otherFaceAdjacencies.edgesConnectedCount++;\r\n\r\n if (faceAdjacencies.edgesConnectedCount === 3) {\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Create lines\r\n for (index = 0; index < adjacencies.length; index++) {\r\n // We need a line when a face has no adjacency on a specific edge or if all the adjacencies has an angle greater than epsilon\r\n const current = adjacencies[index];\r\n\r\n this._checkEdge(index, current.edges[0], faceNormals, current.p0, current.p1);\r\n this._checkEdge(index, current.edges[1], faceNormals, current.p1, current.p2);\r\n this._checkEdge(index, current.edges[2], faceNormals, current.p2, current.p0);\r\n }\r\n\r\n // Merge into a single mesh\r\n const engine = this._source.getScene().getEngine();\r\n\r\n this._buffers[VertexBuffer.PositionKind] = new VertexBuffer(engine, this._linesPositions, VertexBuffer.PositionKind, false);\r\n this._buffers[VertexBuffer.NormalKind] = new VertexBuffer(engine, this._linesNormals, VertexBuffer.NormalKind, false, false, 4);\r\n\r\n this._buffersForInstances[VertexBuffer.PositionKind] = this._buffers[VertexBuffer.PositionKind];\r\n this._buffersForInstances[VertexBuffer.NormalKind] = this._buffers[VertexBuffer.NormalKind];\r\n\r\n this._ib = engine.createIndexBuffer(this._linesIndices);\r\n\r\n this._indicesCount = this._linesIndices.length;\r\n }\r\n\r\n /**\r\n * Checks whether or not the edges renderer is ready to render.\r\n * @return true if ready, otherwise false.\r\n */\r\n public isReady(): boolean {\r\n return this._lineShader.isReady(this._source, (this._source.hasInstances && this.customInstances.length > 0) || this._source.hasThinInstances);\r\n }\r\n\r\n /**\r\n * Renders the edges of the attached mesh,\r\n */\r\n public render(): void {\r\n const scene = this._source.getScene();\r\n\r\n const currentDrawWrapper = this._lineShader._getDrawWrapper();\r\n if (this._drawWrapper) {\r\n this._lineShader._setDrawWrapper(this._drawWrapper);\r\n }\r\n\r\n if (!this.isReady() || !scene.activeCamera) {\r\n this._lineShader._setDrawWrapper(currentDrawWrapper);\r\n return;\r\n }\r\n\r\n const hasInstances = this._source.hasInstances && this.customInstances.length > 0;\r\n const useBuffersWithInstances = hasInstances || this._source.hasThinInstances;\r\n\r\n let instanceCount = 0;\r\n\r\n if (useBuffersWithInstances) {\r\n this._buffersForInstances[\"world0\"] = (this._source as Mesh).getVertexBuffer(\"world0\");\r\n this._buffersForInstances[\"world1\"] = (this._source as Mesh).getVertexBuffer(\"world1\");\r\n this._buffersForInstances[\"world2\"] = (this._source as Mesh).getVertexBuffer(\"world2\");\r\n this._buffersForInstances[\"world3\"] = (this._source as Mesh).getVertexBuffer(\"world3\");\r\n\r\n if (hasInstances) {\r\n const instanceStorage = (this._source as Mesh)._instanceDataStorage;\r\n\r\n instanceCount = this.customInstances.length;\r\n\r\n if (!instanceStorage.instancesData) {\r\n if (!this._source.getScene()._activeMeshesFrozen) {\r\n this.customInstances.reset();\r\n }\r\n return;\r\n }\r\n\r\n if (!instanceStorage.isFrozen) {\r\n let offset = 0;\r\n\r\n for (let i = 0; i < instanceCount; ++i) {\r\n this.customInstances.data[i].copyToArray(instanceStorage.instancesData, offset);\r\n offset += 16;\r\n }\r\n\r\n instanceStorage.instancesBuffer!.updateDirectly(instanceStorage.instancesData, 0, instanceCount);\r\n }\r\n } else {\r\n instanceCount = (this._source as Mesh).thinInstanceCount;\r\n }\r\n }\r\n\r\n const engine = scene.getEngine();\r\n this._lineShader._preBind();\r\n\r\n if (this._source.edgesColor.a !== 1) {\r\n engine.setAlphaMode(Constants.ALPHA_COMBINE);\r\n } else {\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n }\r\n\r\n // VBOs\r\n engine.bindBuffers(useBuffersWithInstances ? this._buffersForInstances : this._buffers, this._ib, <Effect>this._lineShader.getEffect());\r\n\r\n scene.resetCachedMaterial();\r\n this._lineShader.setColor4(\"color\", this._source.edgesColor);\r\n\r\n if (scene.activeCamera.mode === Camera.ORTHOGRAPHIC_CAMERA) {\r\n this._lineShader.setFloat(\"width\", this._source.edgesWidth / this.edgesWidthScalerForOrthographic);\r\n } else {\r\n this._lineShader.setFloat(\"width\", this._source.edgesWidth / this.edgesWidthScalerForPerspective);\r\n }\r\n\r\n this._lineShader.setFloat(\"aspectRatio\", engine.getAspectRatio(scene.activeCamera));\r\n this._lineShader.bind(this._source.getWorldMatrix());\r\n\r\n // Draw order\r\n engine.drawElementsType(Material.TriangleFillMode, 0, this._indicesCount, instanceCount);\r\n this._lineShader.unbind();\r\n\r\n if (useBuffersWithInstances) {\r\n engine.unbindInstanceAttributes();\r\n }\r\n\r\n if (!this._source.getScene()._activeMeshesFrozen) {\r\n this.customInstances.reset();\r\n }\r\n\r\n this._lineShader._setDrawWrapper(currentDrawWrapper);\r\n }\r\n}\r\n\r\n/**\r\n * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation\r\n */\r\nexport class LineEdgesRenderer extends EdgesRenderer {\r\n /**\r\n * This constructor turns off auto generating edges line in Edges Renderer to make it here.\r\n * @param source LineMesh used to generate edges\r\n * @param epsilon not important (specified angle for edge detection)\r\n * @param checkVerticesInsteadOfIndices not important for LineMesh\r\n */\r\n constructor(source: AbstractMesh, epsilon = 0.95, checkVerticesInsteadOfIndices = false) {\r\n super(source, epsilon, checkVerticesInsteadOfIndices, false);\r\n this._generateEdgesLines();\r\n }\r\n\r\n /**\r\n * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.\r\n */\r\n _generateEdgesLines(): void {\r\n const positions = this._source.getVerticesData(VertexBuffer.PositionKind);\r\n const indices = this._source.getIndices();\r\n\r\n if (!indices || !positions) {\r\n return;\r\n }\r\n\r\n const p0 = TmpVectors.Vector3[0];\r\n const p1 = TmpVectors.Vector3[1];\r\n const len = indices.length - 1;\r\n for (let i = 0, offset = 0; i < len; i += 2, offset += 4) {\r\n Vector3.FromArrayToRef(positions, 3 * indices[i], p0);\r\n Vector3.FromArrayToRef(positions, 3 * indices[i + 1], p1);\r\n this.createLine(p0, p1, offset);\r\n }\r\n\r\n // Merge into a single mesh\r\n const engine = this._source.getScene().getEngine();\r\n\r\n this._buffers[VertexBuffer.PositionKind] = new VertexBuffer(engine, this._linesPositions, VertexBuffer.PositionKind, false);\r\n this._buffers[VertexBuffer.NormalKind] = new VertexBuffer(engine, this._linesNormals, VertexBuffer.NormalKind, false, false, 4);\r\n\r\n this._ib = engine.createIndexBuffer(this._linesIndices);\r\n\r\n this._indicesCount = this._linesIndices.length;\r\n }\r\n}\r\n"]}
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package/abstractScene.d.ts
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package/abstractScene.js
CHANGED
package/abstractScene.js.map
CHANGED
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@@ -1 +1 @@
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type { Scene } from \"./scene\";\r\nimport type { Nullable } from \"./types\";\r\nimport type { AbstractMesh } from \"./Meshes/abstractMesh\";\r\nimport type { TransformNode } from \"./Meshes/transformNode\";\r\nimport type { Geometry } from \"./Meshes/geometry\";\r\nimport type { Skeleton } from \"./Bones/skeleton\";\r\nimport type { MorphTargetManager } from \"./Morph/morphTargetManager\";\r\nimport type { AssetContainer } from \"./assetContainer\";\r\nimport type { IParticleSystem } from \"./Particles/IParticleSystem\";\r\nimport type { AnimationGroup } from \"./Animations/animationGroup\";\r\nimport type { BaseTexture } from \"./Materials/Textures/baseTexture\";\r\nimport type { Material } from \"./Materials/material\";\r\nimport type { MultiMaterial } from \"./Materials/multiMaterial\";\r\nimport type { AbstractActionManager } from \"./Actions/abstractActionManager\";\r\nimport type { Camera } from \"./Cameras/camera\";\r\nimport type { Light } from \"./Lights/light\";\r\nimport type { Node } from \"./node\";\r\n\r\ndeclare type Animation = import(\"./Animations/animation\").Animation;\r\ndeclare type PostProcess = import(\"./PostProcesses/postProcess\").PostProcess;\r\n\r\n/**\r\n * Defines how the parser contract is defined.\r\n * These parsers are used to parse a list of specific assets (like particle systems, etc..)\r\n */\r\nexport type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;\r\n\r\n/**\r\n * Defines how the individual parser contract is defined.\r\n * These parser can parse an individual asset\r\n */\r\nexport type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;\r\n\r\n/**\r\n * Base class of the scene acting as a container for the different elements composing a scene.\r\n * This class is dynamically extended by the different components of the scene increasing\r\n * flexibility and reducing coupling\r\n */\r\nexport abstract class AbstractScene {\r\n /**\r\n * Stores the list of available parsers in the application.\r\n */\r\n private static _BabylonFileParsers: { [key: string]: BabylonFileParser } = {};\r\n\r\n /**\r\n * Stores the list of available individual parsers in the application.\r\n */\r\n private static _IndividualBabylonFileParsers: { [key: string]: IndividualBabylonFileParser } = {};\r\n\r\n /**\r\n * Adds a parser in the list of available ones\r\n * @param name Defines the name of the parser\r\n * @param parser Defines the parser to add\r\n */\r\n public static AddParser(name: string, parser: BabylonFileParser): void {\r\n this._BabylonFileParsers[name] = parser;\r\n }\r\n\r\n /**\r\n * Gets a general parser from the list of available ones\r\n * @param name Defines the name of the parser\r\n * @returns the requested parser or null\r\n */\r\n public static GetParser(name: string): Nullable<BabylonFileParser> {\r\n if (this._BabylonFileParsers[name]) {\r\n return this._BabylonFileParsers[name];\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Adds n individual parser in the list of available ones\r\n * @param name Defines the name of the parser\r\n * @param parser Defines the parser to add\r\n */\r\n public static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void {\r\n this._IndividualBabylonFileParsers[name] = parser;\r\n }\r\n\r\n /**\r\n * Gets an individual parser from the list of available ones\r\n * @param name Defines the name of the parser\r\n * @returns the requested parser or null\r\n */\r\n public static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser> {\r\n if (this._IndividualBabylonFileParsers[name]) {\r\n return this._IndividualBabylonFileParsers[name];\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Parser json data and populate both a scene and its associated container object\r\n * @param jsonData Defines the data to parse\r\n * @param scene Defines the scene to parse the data for\r\n * @param container Defines the container attached to the parsing sequence\r\n * @param rootUrl Defines the root url of the data\r\n */\r\n public static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void {\r\n for (const parserName in this._BabylonFileParsers) {\r\n if (Object.prototype.hasOwnProperty.call(this._BabylonFileParsers, parserName)) {\r\n this._BabylonFileParsers[parserName](jsonData, scene, container, rootUrl);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Gets the list of root nodes (ie. nodes with no parent)\r\n */\r\n public rootNodes = new Array<Node>();\r\n\r\n /** All of the cameras added to this scene\r\n * @see https://doc.babylonjs.com/babylon101/cameras\r\n */\r\n public cameras = new Array<Camera>();\r\n\r\n /**\r\n * All of the lights added to this scene\r\n * @see https://doc.babylonjs.com/babylon101/lights\r\n */\r\n public lights = new Array<Light>();\r\n\r\n /**\r\n * All of the (abstract) meshes added to this scene\r\n */\r\n public meshes = new Array<AbstractMesh>();\r\n\r\n /**\r\n * The list of skeletons added to the scene\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons\r\n */\r\n public skeletons = new Array<Skeleton>();\r\n\r\n /**\r\n * All of the particle systems added to this scene\r\n * @see https://doc.babylonjs.com/babylon101/particles\r\n */\r\n public particleSystems = new Array<IParticleSystem>();\r\n\r\n /**\r\n * Gets a list of Animations associated with the scene\r\n */\r\n public animations: Animation[] = [];\r\n\r\n /**\r\n * All of the animation groups added to this scene\r\n * @see https://doc.babylonjs.com/divingDeeper/animation/groupAnimations\r\n */\r\n public animationGroups = new Array<AnimationGroup>();\r\n\r\n /**\r\n * All of the multi-materials added to this scene\r\n * @see https://doc.babylonjs.com/how_to/multi_materials\r\n */\r\n public multiMaterials = new Array<MultiMaterial>();\r\n\r\n /**\r\n * All of the materials added to this scene\r\n * In the context of a Scene, it is not supposed to be modified manually.\r\n * Any addition or removal should be done using the addMaterial and removeMaterial Scene methods.\r\n * Note also that the order of the Material within the array is not significant and might change.\r\n * @see https://doc.babylonjs.com/babylon101/materials\r\n */\r\n public materials = new Array<Material>();\r\n\r\n /**\r\n * The list of morph target managers added to the scene\r\n * @see https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh\r\n */\r\n public morphTargetManagers = new Array<MorphTargetManager>();\r\n\r\n /**\r\n * The list of geometries used in the scene.\r\n */\r\n public geometries = new Array<Geometry>();\r\n\r\n /**\r\n * All of the transform nodes added to this scene\r\n * In the context of a Scene, it is not supposed to be modified manually.\r\n * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.\r\n * Note also that the order of the TransformNode within the array is not significant and might change.\r\n * @see https://doc.babylonjs.com/how_to/transformnode\r\n */\r\n public transformNodes = new Array<TransformNode>();\r\n\r\n /**\r\n * ActionManagers available on the scene.\r\n */\r\n public actionManagers = new Array<AbstractActionManager>();\r\n\r\n /**\r\n * Textures to keep.\r\n */\r\n public textures = new Array<BaseTexture>();\r\n\r\n /** @hidden */\r\n protected _environmentTexture: Nullable<BaseTexture> = null;\r\n /**\r\n * Texture used in all pbr material as the reflection texture.\r\n * As in the majority of the scene they are the same (exception for multi room and so on),\r\n * this is easier to reference from here than from all the materials.\r\n */\r\n public get environmentTexture(): Nullable<BaseTexture> {\r\n return this._environmentTexture;\r\n }\r\n\r\n public set environmentTexture(value: Nullable<BaseTexture>) {\r\n this._environmentTexture = value;\r\n }\r\n\r\n /**\r\n * The list of postprocesses added to the scene\r\n */\r\n public postProcesses = new Array<PostProcess>();\r\n\r\n /**\r\n * @returns all meshes, lights, cameras, transformNodes and bones\r\n */\r\n public getNodes(): Array<Node> {\r\n let nodes = new Array<Node>();\r\n nodes = nodes.concat(this.meshes);\r\n nodes = nodes.concat(this.lights);\r\n nodes = nodes.concat(this.cameras);\r\n nodes = nodes.concat(this.transformNodes); // dummies\r\n this.skeletons.forEach((skeleton) => (nodes = nodes.concat(skeleton.bones)));\r\n return nodes;\r\n }\r\n}\r\n"]}
|
|
1
|
+
{"version":3,"file":"abstractScene.js","sourceRoot":"","sources":["../../../../lts/core/generated/abstractScene.ts"],"names":[],"mappings":"AAiCA;;;;GAIG;AACH;IAAA;QAsEI;;WAEG;QACI,cAAS,GAAG,IAAI,KAAK,EAAQ,CAAC;QAErC;;WAEG;QACI,YAAO,GAAG,IAAI,KAAK,EAAU,CAAC;QAErC;;;WAGG;QACI,WAAM,GAAG,IAAI,KAAK,EAAS,CAAC;QAEnC;;WAEG;QACI,WAAM,GAAG,IAAI,KAAK,EAAgB,CAAC;QAE1C;;;WAGG;QACI,cAAS,GAAG,IAAI,KAAK,EAAY,CAAC;QAEzC;;;WAGG;QACI,oBAAe,GAAG,IAAI,KAAK,EAAmB,CAAC;QAEtD;;WAEG;QACI,eAAU,GAAgB,EAAE,CAAC;QAEpC;;;WAGG;QACI,oBAAe,GAAG,IAAI,KAAK,EAAkB,CAAC;QAErD;;;WAGG;QACI,mBAAc,GAAG,IAAI,KAAK,EAAiB,CAAC;QAEnD;;;;;;WAMG;QACI,cAAS,GAAG,IAAI,KAAK,EAAY,CAAC;QAEzC;;;WAGG;QACI,wBAAmB,GAAG,IAAI,KAAK,EAAsB,CAAC;QAE7D;;WAEG;QACI,eAAU,GAAG,IAAI,KAAK,EAAY,CAAC;QAE1C;;;;;;WAMG;QACI,mBAAc,GAAG,IAAI,KAAK,EAAiB,CAAC;QAEnD;;;WAGG;QACI,mBAAc,GAAG,IAAI,KAAK,EAAyB,CAAC;QAE3D;;WAEG;QACI,aAAQ,GAAG,IAAI,KAAK,EAAe,CAAC;QAE3C,cAAc;QACJ,wBAAmB,GAA0B,IAAI,CAAC;QAc5D;;WAEG;QACI,kBAAa,GAAG,IAAI,KAAK,EAAe,CAAC;IAcpD,CAAC;IArLG;;;;OAIG;IACW,uBAAS,GAAvB,UAAwB,IAAY,EAAE,MAAyB;QAC3D,IAAI,CAAC,mBAAmB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;IAC5C,CAAC;IAED;;;;OAIG;IACW,uBAAS,GAAvB,UAAwB,IAAY;QAChC,IAAI,IAAI,CAAC,mBAAmB,CAAC,IAAI,CAAC,EAAE;YAChC,OAAO,IAAI,CAAC,mBAAmB,CAAC,IAAI,CAAC,CAAC;SACzC;QAED,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;;OAIG;IACW,iCAAmB,GAAjC,UAAkC,IAAY,EAAE,MAAmC;QAC/E,IAAI,CAAC,6BAA6B,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;IACtD,CAAC;IAED;;;;OAIG;IACW,iCAAmB,GAAjC,UAAkC,IAAY;QAC1C,IAAI,IAAI,CAAC,6BAA6B,CAAC,IAAI,CAAC,EAAE;YAC1C,OAAO,IAAI,CAAC,6BAA6B,CAAC,IAAI,CAAC,CAAC;SACnD;QAED,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;;;;OAMG;IACW,mBAAK,GAAnB,UAAoB,QAAa,EAAE,KAAY,EAAE,SAAyB,EAAE,OAAe;QACvF,KAAK,IAAM,UAAU,IAAI,IAAI,CAAC,mBAAmB,EAAE;YAC/C,IAAI,MAAM,CAAC,SAAS,CAAC,cAAc,CAAC,IAAI,CAAC,IAAI,CAAC,mBAAmB,EAAE,UAAU,CAAC,EAAE;gBAC5E,IAAI,CAAC,mBAAmB,CAAC,UAAU,CAAC,CAAC,QAAQ,EAAE,KAAK,EAAE,SAAS,EAAE,OAAO,CAAC,CAAC;aAC7E;SACJ;IACL,CAAC;IAmGD,sBAAW,6CAAkB;QAL7B;;;;WAIG;aACH;YACI,OAAO,IAAI,CAAC,mBAAmB,CAAC;QACpC,CAAC;aAED,UAA8B,KAA4B;YACtD,IAAI,CAAC,mBAAmB,GAAG,KAAK,CAAC;QACrC,CAAC;;;OAJA;IAWD;;OAEG;IACI,gCAAQ,GAAf;QACI,IAAI,KAAK,GAAG,IAAI,KAAK,EAAQ,CAAC;QAC9B,KAAK,GAAG,KAAK,CAAC,MAAM,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;QAClC,KAAK,GAAG,KAAK,CAAC,MAAM,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;QAClC,KAAK,GAAG,KAAK,CAAC,MAAM,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;QACnC,KAAK,GAAG,KAAK,CAAC,MAAM,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC,CAAC,UAAU;QACrD,IAAI,CAAC,SAAS,CAAC,OAAO,CAAC,UAAC,QAAQ,IAAK,OAAA,CAAC,KAAK,GAAG,KAAK,CAAC,MAAM,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC,EAAtC,CAAsC,CAAC,CAAC;QAC7E,OAAO,KAAK,CAAC;IACjB,CAAC;IA9LD;;OAEG;IACY,iCAAmB,GAAyC,EAAE,CAAC;IAE9E;;OAEG;IACY,2CAA6B,GAAmD,EAAE,CAAC;IAuLtG,oBAAC;CAAA,AAhMD,IAgMC;SAhMqB,aAAa","sourcesContent":["import type { Scene } from \"./scene\";\r\nimport type { Nullable } from \"./types\";\r\nimport type { AbstractMesh } from \"./Meshes/abstractMesh\";\r\nimport type { TransformNode } from \"./Meshes/transformNode\";\r\nimport type { Geometry } from \"./Meshes/geometry\";\r\nimport type { Skeleton } from \"./Bones/skeleton\";\r\nimport type { MorphTargetManager } from \"./Morph/morphTargetManager\";\r\nimport type { AssetContainer } from \"./assetContainer\";\r\nimport type { IParticleSystem } from \"./Particles/IParticleSystem\";\r\nimport type { AnimationGroup } from \"./Animations/animationGroup\";\r\nimport type { BaseTexture } from \"./Materials/Textures/baseTexture\";\r\nimport type { Material } from \"./Materials/material\";\r\nimport type { MultiMaterial } from \"./Materials/multiMaterial\";\r\nimport type { AbstractActionManager } from \"./Actions/abstractActionManager\";\r\nimport type { Camera } from \"./Cameras/camera\";\r\nimport type { Light } from \"./Lights/light\";\r\nimport type { Node } from \"./node\";\r\n\r\ndeclare type Animation = import(\"./Animations/animation\").Animation;\r\ndeclare type PostProcess = import(\"./PostProcesses/postProcess\").PostProcess;\r\n\r\n/**\r\n * Defines how the parser contract is defined.\r\n * These parsers are used to parse a list of specific assets (like particle systems, etc..)\r\n */\r\nexport type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;\r\n\r\n/**\r\n * Defines how the individual parser contract is defined.\r\n * These parser can parse an individual asset\r\n */\r\nexport type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;\r\n\r\n/**\r\n * Base class of the scene acting as a container for the different elements composing a scene.\r\n * This class is dynamically extended by the different components of the scene increasing\r\n * flexibility and reducing coupling\r\n */\r\nexport abstract class AbstractScene {\r\n /**\r\n * Stores the list of available parsers in the application.\r\n */\r\n private static _BabylonFileParsers: { [key: string]: BabylonFileParser } = {};\r\n\r\n /**\r\n * Stores the list of available individual parsers in the application.\r\n */\r\n private static _IndividualBabylonFileParsers: { [key: string]: IndividualBabylonFileParser } = {};\r\n\r\n /**\r\n * Adds a parser in the list of available ones\r\n * @param name Defines the name of the parser\r\n * @param parser Defines the parser to add\r\n */\r\n public static AddParser(name: string, parser: BabylonFileParser): void {\r\n this._BabylonFileParsers[name] = parser;\r\n }\r\n\r\n /**\r\n * Gets a general parser from the list of available ones\r\n * @param name Defines the name of the parser\r\n * @returns the requested parser or null\r\n */\r\n public static GetParser(name: string): Nullable<BabylonFileParser> {\r\n if (this._BabylonFileParsers[name]) {\r\n return this._BabylonFileParsers[name];\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Adds n individual parser in the list of available ones\r\n * @param name Defines the name of the parser\r\n * @param parser Defines the parser to add\r\n */\r\n public static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void {\r\n this._IndividualBabylonFileParsers[name] = parser;\r\n }\r\n\r\n /**\r\n * Gets an individual parser from the list of available ones\r\n * @param name Defines the name of the parser\r\n * @returns the requested parser or null\r\n */\r\n public static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser> {\r\n if (this._IndividualBabylonFileParsers[name]) {\r\n return this._IndividualBabylonFileParsers[name];\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Parser json data and populate both a scene and its associated container object\r\n * @param jsonData Defines the data to parse\r\n * @param scene Defines the scene to parse the data for\r\n * @param container Defines the container attached to the parsing sequence\r\n * @param rootUrl Defines the root url of the data\r\n */\r\n public static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void {\r\n for (const parserName in this._BabylonFileParsers) {\r\n if (Object.prototype.hasOwnProperty.call(this._BabylonFileParsers, parserName)) {\r\n this._BabylonFileParsers[parserName](jsonData, scene, container, rootUrl);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Gets the list of root nodes (ie. nodes with no parent)\r\n */\r\n public rootNodes = new Array<Node>();\r\n\r\n /** All of the cameras added to this scene\r\n * @see https://doc.babylonjs.com/babylon101/cameras\r\n */\r\n public cameras = new Array<Camera>();\r\n\r\n /**\r\n * All of the lights added to this scene\r\n * @see https://doc.babylonjs.com/babylon101/lights\r\n */\r\n public lights = new Array<Light>();\r\n\r\n /**\r\n * All of the (abstract) meshes added to this scene\r\n */\r\n public meshes = new Array<AbstractMesh>();\r\n\r\n /**\r\n * The list of skeletons added to the scene\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons\r\n */\r\n public skeletons = new Array<Skeleton>();\r\n\r\n /**\r\n * All of the particle systems added to this scene\r\n * @see https://doc.babylonjs.com/babylon101/particles\r\n */\r\n public particleSystems = new Array<IParticleSystem>();\r\n\r\n /**\r\n * Gets a list of Animations associated with the scene\r\n */\r\n public animations: Animation[] = [];\r\n\r\n /**\r\n * All of the animation groups added to this scene\r\n * @see https://doc.babylonjs.com/divingDeeper/animation/groupAnimations\r\n */\r\n public animationGroups = new Array<AnimationGroup>();\r\n\r\n /**\r\n * All of the multi-materials added to this scene\r\n * @see https://doc.babylonjs.com/how_to/multi_materials\r\n */\r\n public multiMaterials = new Array<MultiMaterial>();\r\n\r\n /**\r\n * All of the materials added to this scene\r\n * In the context of a Scene, it is not supposed to be modified manually.\r\n * Any addition or removal should be done using the addMaterial and removeMaterial Scene methods.\r\n * Note also that the order of the Material within the array is not significant and might change.\r\n * @see https://doc.babylonjs.com/babylon101/materials\r\n */\r\n public materials = new Array<Material>();\r\n\r\n /**\r\n * The list of morph target managers added to the scene\r\n * @see https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh\r\n */\r\n public morphTargetManagers = new Array<MorphTargetManager>();\r\n\r\n /**\r\n * The list of geometries used in the scene.\r\n */\r\n public geometries = new Array<Geometry>();\r\n\r\n /**\r\n * All of the transform nodes added to this scene\r\n * In the context of a Scene, it is not supposed to be modified manually.\r\n * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.\r\n * Note also that the order of the TransformNode within the array is not significant and might change.\r\n * @see https://doc.babylonjs.com/how_to/transformnode\r\n */\r\n public transformNodes = new Array<TransformNode>();\r\n\r\n /**\r\n * ActionManagers available on the scene.\r\n * @deprecated\r\n */\r\n public actionManagers = new Array<AbstractActionManager>();\r\n\r\n /**\r\n * Textures to keep.\r\n */\r\n public textures = new Array<BaseTexture>();\r\n\r\n /** @hidden */\r\n protected _environmentTexture: Nullable<BaseTexture> = null;\r\n /**\r\n * Texture used in all pbr material as the reflection texture.\r\n * As in the majority of the scene they are the same (exception for multi room and so on),\r\n * this is easier to reference from here than from all the materials.\r\n */\r\n public get environmentTexture(): Nullable<BaseTexture> {\r\n return this._environmentTexture;\r\n }\r\n\r\n public set environmentTexture(value: Nullable<BaseTexture>) {\r\n this._environmentTexture = value;\r\n }\r\n\r\n /**\r\n * The list of postprocesses added to the scene\r\n */\r\n public postProcesses = new Array<PostProcess>();\r\n\r\n /**\r\n * @returns all meshes, lights, cameras, transformNodes and bones\r\n */\r\n public getNodes(): Array<Node> {\r\n let nodes = new Array<Node>();\r\n nodes = nodes.concat(this.meshes);\r\n nodes = nodes.concat(this.lights);\r\n nodes = nodes.concat(this.cameras);\r\n nodes = nodes.concat(this.transformNodes); // dummies\r\n this.skeletons.forEach((skeleton) => (nodes = nodes.concat(skeleton.bones)));\r\n return nodes;\r\n }\r\n}\r\n"]}
|
package/package.json
CHANGED
package/scene.d.ts
CHANGED
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@@ -1380,6 +1380,7 @@ export declare class Scene extends AbstractScene implements IAnimatable, IClipPl
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removeMaterial(toRemove: Material): number;
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/**
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* Removes the given action manager from this scene.
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* @deprecated
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* @param toRemove The action manager to remove
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* @returns The index of the removed action manager
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*/
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@@ -1446,6 +1447,7 @@ export declare class Scene extends AbstractScene implements IAnimatable, IClipPl
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addGeometry(newGeometry: Geometry): void;
|
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/**
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* Adds the given action manager to this scene
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* @deprecated
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* @param newActionManager The action manager to add
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*/
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addActionManager(newActionManager: AbstractActionManager): void;
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package/scene.js
CHANGED
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@@ -26,7 +26,6 @@ import { UniqueIdGenerator } from "./Misc/uniqueIdGenerator.js";
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26
26
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import { ReadFile, RequestFile, LoadFile } from "./Misc/fileTools.js";
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import { LightConstants } from "./Lights/lightConstants.js";
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import { ComputePressureObserverWrapper } from "./Misc/computePressure.js";
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-
import { SliceTools } from "./Misc/sliceTools.js";
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/**
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* Represents a scene to be rendered by the engine.
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* @see https://doc.babylonjs.com/features/scene
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@@ -1738,15 +1737,12 @@ var Scene = /** @class */ (function (_super) {
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* @param checkRenderTargets true to also check that the meshes rendered as part of a render target are ready (default: false)
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*/
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Scene.prototype.executeWhenReady = function (func, checkRenderTargets) {
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var _this = this;
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if (checkRenderTargets === void 0) { checkRenderTargets = false; }
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this.onReadyObservable.add(func);
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if (this._executeWhenReadyTimeoutId !== null) {
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return;
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}
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-
this.
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-
_this._checkIsReady(checkRenderTargets);
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-
}, 150);
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+
this._checkIsReady(checkRenderTargets);
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1750
1746
|
};
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1751
1747
|
/**
|
|
1752
1748
|
* Returns a promise that resolves when the scene is ready
|
|
@@ -2155,6 +2151,7 @@ var Scene = /** @class */ (function (_super) {
|
|
|
2155
2151
|
};
|
|
2156
2152
|
/**
|
|
2157
2153
|
* Removes the given action manager from this scene.
|
|
2154
|
+
* @deprecated
|
|
2158
2155
|
* @param toRemove The action manager to remove
|
|
2159
2156
|
* @returns The index of the removed action manager
|
|
2160
2157
|
*/
|
|
@@ -2316,6 +2313,7 @@ var Scene = /** @class */ (function (_super) {
|
|
|
2316
2313
|
};
|
|
2317
2314
|
/**
|
|
2318
2315
|
* Adds the given action manager to this scene
|
|
2316
|
+
* @deprecated
|
|
2319
2317
|
* @param newActionManager The action manager to add
|
|
2320
2318
|
*/
|
|
2321
2319
|
Scene.prototype.addActionManager = function (newActionManager) {
|
|
@@ -4037,7 +4035,7 @@ var Scene = /** @class */ (function (_super) {
|
|
|
4037
4035
|
this._isDisposed = true;
|
|
4038
4036
|
};
|
|
4039
4037
|
Scene.prototype._disposeList = function (items, callback) {
|
|
4040
|
-
var itemsCopy =
|
|
4038
|
+
var itemsCopy = items.slice(0);
|
|
4041
4039
|
callback = callback !== null && callback !== void 0 ? callback : (function (item) { return item.dispose(); });
|
|
4042
4040
|
for (var _i = 0, itemsCopy_1 = itemsCopy; _i < itemsCopy_1.length; _i++) {
|
|
4043
4041
|
var item = itemsCopy_1[_i];
|