@babylonjs/core 5.9.0 → 5.11.0
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/Cameras/Inputs/freeCameraTouchInput.d.ts +1 -0
- package/Cameras/Inputs/freeCameraTouchInput.js +3 -2
- package/Cameras/Inputs/freeCameraTouchInput.js.map +1 -1
- package/Engines/IPipelineContext.d.ts +7 -1
- package/Engines/IPipelineContext.js.map +1 -1
- package/Engines/WebGL/webGLPipelineContext.d.ts +7 -1
- package/Engines/WebGL/webGLPipelineContext.js +12 -0
- package/Engines/WebGL/webGLPipelineContext.js.map +1 -1
- package/Engines/WebGPU/webgpuPipelineContext.d.ts +7 -1
- package/Engines/WebGPU/webgpuPipelineContext.js +8 -0
- package/Engines/WebGPU/webgpuPipelineContext.js.map +1 -1
- package/Engines/engine.js +1 -0
- package/Engines/engine.js.map +1 -1
- package/Engines/nativeEngine.js +12 -0
- package/Engines/nativeEngine.js.map +1 -1
- package/Engines/thinEngine.js +2 -2
- package/Engines/thinEngine.js.map +1 -1
- package/Inputs/scene.inputManager.js +4 -8
- package/Inputs/scene.inputManager.js.map +1 -1
- package/Materials/PBR/pbrAnisotropicConfiguration.d.ts +1 -1
- package/Materials/PBR/pbrAnisotropicConfiguration.js +1 -1
- package/Materials/PBR/pbrAnisotropicConfiguration.js.map +1 -1
- package/Materials/PBR/pbrBaseMaterial.js +6 -3
- package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
- package/Materials/PBR/pbrMaterial.js +4 -0
- package/Materials/PBR/pbrMaterial.js.map +1 -1
- package/Materials/PBR/pbrMetallicRoughnessMaterial.js +4 -0
- package/Materials/PBR/pbrMetallicRoughnessMaterial.js.map +1 -1
- package/Materials/PBR/pbrSpecularGlossinessMaterial.js +4 -0
- package/Materials/PBR/pbrSpecularGlossinessMaterial.js.map +1 -1
- package/Materials/Textures/baseTexture.d.ts +2 -1
- package/Materials/Textures/baseTexture.js +6 -3
- package/Materials/Textures/baseTexture.js.map +1 -1
- package/Materials/Textures/cubeTexture.js +1 -1
- package/Materials/Textures/cubeTexture.js.map +1 -1
- package/Materials/Textures/equiRectangularCubeTexture.js +1 -1
- package/Materials/Textures/equiRectangularCubeTexture.js.map +1 -1
- package/Materials/Textures/hdrCubeTexture.js +1 -1
- package/Materials/Textures/hdrCubeTexture.js.map +1 -1
- package/Materials/effect.d.ts +8 -1
- package/Materials/effect.js +10 -0
- package/Materials/effect.js.map +1 -1
- package/Materials/material.d.ts +2 -0
- package/Materials/material.js +3 -1
- package/Materials/material.js.map +1 -1
- package/Materials/materialPluginBase.d.ts +12 -0
- package/Materials/materialPluginBase.js +14 -0
- package/Materials/materialPluginBase.js.map +1 -1
- package/Materials/materialPluginEvent.d.ts +1 -0
- package/Materials/materialPluginEvent.js.map +1 -1
- package/Materials/materialPluginManager.d.ts +1 -0
- package/Materials/materialPluginManager.js +13 -1
- package/Materials/materialPluginManager.js.map +1 -1
- package/Materials/standardMaterial.js +5 -2
- package/Materials/standardMaterial.js.map +1 -1
- package/Maths/math.like.d.ts +6 -0
- package/Maths/math.like.js.map +1 -1
- package/Meshes/geometry.js +2 -2
- package/Meshes/geometry.js.map +1 -1
- package/Meshes/subMesh.d.ts +2 -1
- package/Meshes/subMesh.js +4 -2
- package/Meshes/subMesh.js.map +1 -1
- package/Misc/computePressure.js +4 -1
- package/Misc/computePressure.js.map +1 -1
- package/Offline/database.js +2 -2
- package/Offline/database.js.map +1 -1
- package/PostProcesses/volumetricLightScatteringPostProcess.d.ts +1 -1
- package/PostProcesses/volumetricLightScatteringPostProcess.js +1 -1
- package/PostProcesses/volumetricLightScatteringPostProcess.js.map +1 -1
- package/Rendering/prePassRendererSceneComponent.js +2 -2
- package/Rendering/prePassRendererSceneComponent.js.map +1 -1
- package/Rendering/utilityLayerRenderer.js +0 -4
- package/Rendering/utilityLayerRenderer.js.map +1 -1
- package/Shaders/extractHighlights.fragment.js +1 -1
- package/Shaders/extractHighlights.fragment.js.map +1 -1
- package/package.json +1 -1
- package/sceneComponent.d.ts +2 -2
- package/sceneComponent.js +2 -2
- package/sceneComponent.js.map +1 -1
package/Meshes/subMesh.js.map
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type { Nullable, IndicesArray, DeepImmutable, FloatArray } from \"../types\";\r\nimport type { Matrix, Vector3 } from \"../Maths/math.vector\";\r\nimport type { Engine } from \"../Engines/engine\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { IntersectionInfo } from \"../Collisions/intersectionInfo\";\r\nimport type { ICullable } from \"../Culling/boundingInfo\";\r\nimport { BoundingInfo } from \"../Culling/boundingInfo\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { extractMinAndMaxIndexed } from \"../Maths/math.functions\";\r\nimport type { Plane } from \"../Maths/math.plane\";\r\nimport { DrawWrapper } from \"../Materials/drawWrapper\";\r\nimport type { IMaterialContext } from \"../Engines/IMaterialContext\";\r\n\r\ndeclare type Collider = import(\"../Collisions/collider\").Collider;\r\ndeclare type Material = import(\"../Materials/material\").Material;\r\ndeclare type MaterialDefines = import(\"../Materials/materialDefines\").MaterialDefines;\r\ndeclare type MultiMaterial = import(\"../Materials/multiMaterial\").MultiMaterial;\r\ndeclare type AbstractMesh = import(\"./abstractMesh\").AbstractMesh;\r\ndeclare type Mesh = import(\"./mesh\").Mesh;\r\ndeclare type Ray = import(\"../Culling/ray\").Ray;\r\ndeclare type TrianglePickingPredicate = import(\"../Culling/ray\").TrianglePickingPredicate;\r\n\r\n/**\r\n * Defines a subdivision inside a mesh\r\n */\r\nexport class SubMesh implements ICullable {\r\n private _engine: Engine;\r\n /** @hidden */\r\n public _drawWrappers: Array<DrawWrapper>; // index in this array = pass id\r\n private _mainDrawWrapperOverride: Nullable<DrawWrapper> = null;\r\n\r\n /**\r\n * Gets material defines used by the effect associated to the sub mesh\r\n */\r\n public get materialDefines(): Nullable<MaterialDefines> {\r\n return this._mainDrawWrapperOverride ? (this._mainDrawWrapperOverride.defines as MaterialDefines) : (this._getDrawWrapper()?.defines as Nullable<MaterialDefines>);\r\n }\r\n\r\n /**\r\n * Sets material defines used by the effect associated to the sub mesh\r\n */\r\n public set materialDefines(defines: Nullable<MaterialDefines>) {\r\n const drawWrapper = this._mainDrawWrapperOverride ?? this._getDrawWrapper(undefined, true)!;\r\n drawWrapper.defines = defines;\r\n }\r\n\r\n /**\r\n * @param passId\r\n * @param createIfNotExisting\r\n * @hidden\r\n */\r\n public _getDrawWrapper(passId?: number, createIfNotExisting = false): DrawWrapper | undefined {\r\n passId = passId ?? this._engine.currentRenderPassId;\r\n let drawWrapper = this._drawWrappers[passId];\r\n if (!drawWrapper && createIfNotExisting) {\r\n this._drawWrappers[passId] = drawWrapper = new DrawWrapper(this._mesh.getScene().getEngine());\r\n }\r\n return drawWrapper;\r\n }\r\n\r\n /**\r\n * @param passId\r\n * @param disposeWrapper\r\n * @hidden\r\n */\r\n public _removeDrawWrapper(passId: number, disposeWrapper = true) {\r\n if (disposeWrapper) {\r\n this._drawWrappers[passId]?.dispose();\r\n }\r\n this._drawWrappers[passId] = undefined as any;\r\n }\r\n\r\n /**\r\n * Gets associated (main) effect (possibly the effect override if defined)\r\n */\r\n public get effect(): Nullable<Effect> {\r\n return this._mainDrawWrapperOverride ? this._mainDrawWrapperOverride.effect : this._getDrawWrapper()?.effect ?? null;\r\n }\r\n\r\n /** @hidden */\r\n public get _drawWrapper(): DrawWrapper {\r\n return this._mainDrawWrapperOverride ?? this._getDrawWrapper(undefined, true)!;\r\n }\r\n\r\n /** @hidden */\r\n public get _drawWrapperOverride(): Nullable<DrawWrapper> {\r\n return this._mainDrawWrapperOverride;\r\n }\r\n\r\n /**\r\n * @param wrapper\r\n * @hidden\r\n */\r\n public _setMainDrawWrapperOverride(wrapper: Nullable<DrawWrapper>): void {\r\n this._mainDrawWrapperOverride = wrapper;\r\n }\r\n\r\n /**\r\n * Sets associated effect (effect used to render this submesh)\r\n * @param effect defines the effect to associate with\r\n * @param defines defines the set of defines used to compile this effect\r\n * @param materialContext material context associated to the effect\r\n * @param resetContext true to reset the draw context\r\n */\r\n public setEffect(effect: Nullable<Effect>, defines: Nullable<string | MaterialDefines> = null, materialContext?: IMaterialContext, resetContext = true) {\r\n const drawWrapper = this._drawWrapper;\r\n drawWrapper.setEffect(effect, defines, resetContext);\r\n if (materialContext !== undefined) {\r\n drawWrapper.materialContext = materialContext;\r\n }\r\n if (!effect) {\r\n drawWrapper.defines = null;\r\n drawWrapper.materialContext = undefined;\r\n }\r\n }\r\n\r\n /**\r\n * Resets the draw wrappers cache\r\n * @param passId If provided, releases only the draw wrapper corresponding to this render pass id\r\n */\r\n public resetDrawCache(passId?: number): void {\r\n if (this._drawWrappers) {\r\n if (passId !== undefined) {\r\n this._removeDrawWrapper(passId);\r\n return;\r\n } else {\r\n for (const drawWrapper of this._drawWrappers) {\r\n drawWrapper?.dispose();\r\n }\r\n }\r\n }\r\n this._drawWrappers = [];\r\n }\r\n\r\n /** @hidden */\r\n public _linesIndexCount: number = 0;\r\n private _mesh: AbstractMesh;\r\n private _renderingMesh: Mesh;\r\n private _boundingInfo: BoundingInfo;\r\n private _linesIndexBuffer: Nullable<DataBuffer> = null;\r\n /** @hidden */\r\n public _lastColliderWorldVertices: Nullable<Vector3[]> = null;\r\n /** @hidden */\r\n public _trianglePlanes: Plane[];\r\n /** @hidden */\r\n public _lastColliderTransformMatrix: Nullable<Matrix> = null;\r\n\r\n /** @hidden */\r\n public _renderId = 0;\r\n /** @hidden */\r\n public _alphaIndex: number = 0;\r\n /** @hidden */\r\n public _distanceToCamera: number = 0;\r\n /** @hidden */\r\n public _id: number;\r\n\r\n private _currentMaterial: Nullable<Material> = null;\r\n\r\n /**\r\n * Add a new submesh to a mesh\r\n * @param materialIndex defines the material index to use\r\n * @param verticesStart defines vertex index start\r\n * @param verticesCount defines vertices count\r\n * @param indexStart defines index start\r\n * @param indexCount defines indices count\r\n * @param mesh defines the parent mesh\r\n * @param renderingMesh defines an optional rendering mesh\r\n * @param createBoundingBox defines if bounding box should be created for this submesh\r\n * @returns the new submesh\r\n */\r\n public static AddToMesh(\r\n materialIndex: number,\r\n verticesStart: number,\r\n verticesCount: number,\r\n indexStart: number,\r\n indexCount: number,\r\n mesh: AbstractMesh,\r\n renderingMesh?: Mesh,\r\n createBoundingBox: boolean = true\r\n ): SubMesh {\r\n return new SubMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh, renderingMesh, createBoundingBox);\r\n }\r\n\r\n /**\r\n * Creates a new submesh\r\n * @param materialIndex defines the material index to use\r\n * @param verticesStart defines vertex index start\r\n * @param verticesCount defines vertices count\r\n * @param indexStart defines index start\r\n * @param indexCount defines indices count\r\n * @param mesh defines the parent mesh\r\n * @param renderingMesh defines an optional rendering mesh\r\n * @param createBoundingBox defines if bounding box should be created for this submesh\r\n * @param addToMesh defines a boolean indicating that the submesh must be added to the mesh.subMeshes array (true by default)\r\n */\r\n constructor(\r\n /** the material index to use */\r\n public materialIndex: number,\r\n /** vertex index start */\r\n public verticesStart: number,\r\n /** vertices count */\r\n public verticesCount: number,\r\n /** index start */\r\n public indexStart: number,\r\n /** indices count */\r\n public indexCount: number,\r\n mesh: AbstractMesh,\r\n renderingMesh?: Mesh,\r\n createBoundingBox: boolean = true,\r\n addToMesh = true\r\n ) {\r\n this._mesh = mesh;\r\n this._renderingMesh = renderingMesh || <Mesh>mesh;\r\n if (addToMesh) {\r\n mesh.subMeshes.push(this);\r\n }\r\n\r\n this._engine = this._mesh.getScene().getEngine();\r\n this.resetDrawCache();\r\n this._trianglePlanes = [];\r\n\r\n this._id = mesh.subMeshes.length - 1;\r\n\r\n if (createBoundingBox) {\r\n this.refreshBoundingInfo();\r\n mesh.computeWorldMatrix(true);\r\n }\r\n }\r\n\r\n /**\r\n * Returns true if this submesh covers the entire parent mesh\r\n * @ignorenaming\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public get IsGlobal(): boolean {\r\n return this.verticesStart === 0 && this.verticesCount === this._mesh.getTotalVertices() && this.indexStart === 0 && this.indexCount === this._mesh.getTotalIndices();\r\n }\r\n\r\n /**\r\n * Returns the submesh BoundingInfo object\r\n * @returns current bounding info (or mesh's one if the submesh is global)\r\n */\r\n public getBoundingInfo(): BoundingInfo {\r\n if (this.IsGlobal) {\r\n return this._mesh.getBoundingInfo();\r\n }\r\n\r\n return this._boundingInfo;\r\n }\r\n\r\n /**\r\n * Sets the submesh BoundingInfo\r\n * @param boundingInfo defines the new bounding info to use\r\n * @returns the SubMesh\r\n */\r\n public setBoundingInfo(boundingInfo: BoundingInfo): SubMesh {\r\n this._boundingInfo = boundingInfo;\r\n return this;\r\n }\r\n\r\n /**\r\n * Returns the mesh of the current submesh\r\n * @return the parent mesh\r\n */\r\n public getMesh(): AbstractMesh {\r\n return this._mesh;\r\n }\r\n\r\n /**\r\n * Returns the rendering mesh of the submesh\r\n * @returns the rendering mesh (could be different from parent mesh)\r\n */\r\n public getRenderingMesh(): Mesh {\r\n return this._renderingMesh;\r\n }\r\n\r\n /**\r\n * Returns the replacement mesh of the submesh\r\n * @returns the replacement mesh (could be different from parent mesh)\r\n */\r\n public getReplacementMesh(): Nullable<AbstractMesh> {\r\n return this._mesh._internalAbstractMeshDataInfo._actAsRegularMesh ? this._mesh : null;\r\n }\r\n\r\n /**\r\n * Returns the effective mesh of the submesh\r\n * @returns the effective mesh (could be different from parent mesh)\r\n */\r\n public getEffectiveMesh(): AbstractMesh {\r\n const replacementMesh = this._mesh._internalAbstractMeshDataInfo._actAsRegularMesh ? this._mesh : null;\r\n\r\n return replacementMesh ? replacementMesh : this._renderingMesh;\r\n }\r\n\r\n /**\r\n * Returns the submesh material\r\n * @returns null or the current material\r\n */\r\n public getMaterial(): Nullable<Material> {\r\n const rootMaterial = this._renderingMesh.getMaterialForRenderPass(this._engine.currentRenderPassId) ?? this._renderingMesh.material;\r\n\r\n if (!rootMaterial) {\r\n return this._mesh.getScene().defaultMaterial;\r\n } else if (this._isMultiMaterial(rootMaterial)) {\r\n const effectiveMaterial = rootMaterial.getSubMaterial(this.materialIndex);\r\n\r\n if (this._currentMaterial !== effectiveMaterial) {\r\n this._currentMaterial = effectiveMaterial;\r\n this.resetDrawCache();\r\n }\r\n\r\n return effectiveMaterial;\r\n }\r\n\r\n return rootMaterial;\r\n }\r\n\r\n private _isMultiMaterial(material: Material): material is MultiMaterial {\r\n return (material as MultiMaterial).getSubMaterial !== undefined;\r\n }\r\n\r\n // Methods\r\n\r\n /**\r\n * Sets a new updated BoundingInfo object to the submesh\r\n * @param data defines an optional position array to use to determine the bounding info\r\n * @returns the SubMesh\r\n */\r\n public refreshBoundingInfo(data: Nullable<FloatArray> = null): SubMesh {\r\n this._lastColliderWorldVertices = null;\r\n\r\n if (this.IsGlobal || !this._renderingMesh || !this._renderingMesh.geometry) {\r\n return this;\r\n }\r\n\r\n if (!data) {\r\n data = this._renderingMesh.getVerticesData(VertexBuffer.PositionKind);\r\n }\r\n\r\n if (!data) {\r\n this._boundingInfo = this._mesh.getBoundingInfo();\r\n return this;\r\n }\r\n\r\n const indices = <IndicesArray>this._renderingMesh.getIndices();\r\n let extend: { minimum: Vector3; maximum: Vector3 };\r\n\r\n //is this the only submesh?\r\n if (this.indexStart === 0 && this.indexCount === indices.length) {\r\n const boundingInfo = this._renderingMesh.getBoundingInfo();\r\n\r\n //the rendering mesh's bounding info can be used, it is the standard submesh for all indices.\r\n extend = { minimum: boundingInfo.minimum.clone(), maximum: boundingInfo.maximum.clone() };\r\n } else {\r\n extend = extractMinAndMaxIndexed(data, indices, this.indexStart, this.indexCount, this._renderingMesh.geometry.boundingBias);\r\n }\r\n\r\n if (this._boundingInfo) {\r\n this._boundingInfo.reConstruct(extend.minimum, extend.maximum);\r\n } else {\r\n this._boundingInfo = new BoundingInfo(extend.minimum, extend.maximum);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * @param collider\r\n * @hidden\r\n */\r\n public _checkCollision(collider: Collider): boolean {\r\n const boundingInfo = this.getBoundingInfo();\r\n\r\n return boundingInfo._checkCollision(collider);\r\n }\r\n\r\n /**\r\n * Updates the submesh BoundingInfo\r\n * @param world defines the world matrix to use to update the bounding info\r\n * @returns the submesh\r\n */\r\n public updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh {\r\n let boundingInfo = this.getBoundingInfo();\r\n\r\n if (!boundingInfo) {\r\n this.refreshBoundingInfo();\r\n boundingInfo = this.getBoundingInfo();\r\n }\r\n if (boundingInfo) {\r\n (<BoundingInfo>boundingInfo).update(world);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * True is the submesh bounding box intersects the frustum defined by the passed array of planes.\r\n * @param frustumPlanes defines the frustum planes\r\n * @returns true if the submesh is intersecting with the frustum\r\n */\r\n public isInFrustum(frustumPlanes: Plane[]): boolean {\r\n const boundingInfo = this.getBoundingInfo();\r\n\r\n if (!boundingInfo) {\r\n return false;\r\n }\r\n return boundingInfo.isInFrustum(frustumPlanes, this._mesh.cullingStrategy);\r\n }\r\n\r\n /**\r\n * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes\r\n * @param frustumPlanes defines the frustum planes\r\n * @returns true if the submesh is inside the frustum\r\n */\r\n public isCompletelyInFrustum(frustumPlanes: Plane[]): boolean {\r\n const boundingInfo = this.getBoundingInfo();\r\n\r\n if (!boundingInfo) {\r\n return false;\r\n }\r\n return boundingInfo.isCompletelyInFrustum(frustumPlanes);\r\n }\r\n\r\n /**\r\n * Renders the submesh\r\n * @param enableAlphaMode defines if alpha needs to be used\r\n * @returns the submesh\r\n */\r\n public render(enableAlphaMode: boolean): SubMesh {\r\n this._renderingMesh.render(this, enableAlphaMode, this._mesh._internalAbstractMeshDataInfo._actAsRegularMesh ? this._mesh : undefined);\r\n return this;\r\n }\r\n\r\n /**\r\n * @param indices\r\n * @param engine\r\n * @hidden\r\n */\r\n public _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer {\r\n if (!this._linesIndexBuffer) {\r\n const linesIndices = [];\r\n\r\n for (let index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {\r\n linesIndices.push(indices[index], indices[index + 1], indices[index + 1], indices[index + 2], indices[index + 2], indices[index]);\r\n }\r\n\r\n this._linesIndexBuffer = engine.createIndexBuffer(linesIndices);\r\n this._linesIndexCount = linesIndices.length;\r\n }\r\n return this._linesIndexBuffer;\r\n }\r\n\r\n /**\r\n * Checks if the submesh intersects with a ray\r\n * @param ray defines the ray to test\r\n * @returns true is the passed ray intersects the submesh bounding box\r\n */\r\n public canIntersects(ray: Ray): boolean {\r\n const boundingInfo = this.getBoundingInfo();\r\n\r\n if (!boundingInfo) {\r\n return false;\r\n }\r\n return ray.intersectsBox(boundingInfo.boundingBox);\r\n }\r\n\r\n /**\r\n * Intersects current submesh with a ray\r\n * @param ray defines the ray to test\r\n * @param positions defines mesh's positions array\r\n * @param indices defines mesh's indices array\r\n * @param fastCheck defines if the first intersection will be used (and not the closest)\r\n * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected\r\n * @returns intersection info or null if no intersection\r\n */\r\n public intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo> {\r\n const material = this.getMaterial();\r\n if (!material) {\r\n return null;\r\n }\r\n let step = 3;\r\n let checkStopper = false;\r\n\r\n switch (material.fillMode) {\r\n case Constants.MATERIAL_PointListDrawMode:\r\n case Constants.MATERIAL_LineLoopDrawMode:\r\n case Constants.MATERIAL_LineStripDrawMode:\r\n case Constants.MATERIAL_TriangleFanDrawMode:\r\n return null;\r\n case Constants.MATERIAL_TriangleStripDrawMode:\r\n step = 1;\r\n checkStopper = true;\r\n break;\r\n default:\r\n break;\r\n }\r\n\r\n // LineMesh first as it's also a Mesh...\r\n if (material.fillMode === Constants.MATERIAL_LineListDrawMode) {\r\n // Check if mesh is unindexed\r\n if (!indices.length) {\r\n return this._intersectUnIndexedLines(ray, positions, indices, (this._mesh as any).intersectionThreshold, fastCheck);\r\n }\r\n return this._intersectLines(ray, positions, indices, (this._mesh as any).intersectionThreshold, fastCheck);\r\n } else {\r\n // Check if mesh is unindexed\r\n if (!indices.length && this._mesh._unIndexed) {\r\n return this._intersectUnIndexedTriangles(ray, positions, indices, fastCheck, trianglePredicate);\r\n }\r\n\r\n return this._intersectTriangles(ray, positions, indices, step, checkStopper, fastCheck, trianglePredicate);\r\n }\r\n }\r\n\r\n /**\r\n * @param ray\r\n * @param positions\r\n * @param indices\r\n * @param intersectionThreshold\r\n * @param fastCheck\r\n * @hidden\r\n */\r\n private _intersectLines(ray: Ray, positions: Vector3[], indices: IndicesArray, intersectionThreshold: number, fastCheck?: boolean): Nullable<IntersectionInfo> {\r\n let intersectInfo: Nullable<IntersectionInfo> = null;\r\n\r\n // Line test\r\n for (let index = this.indexStart; index < this.indexStart + this.indexCount; index += 2) {\r\n const p0 = positions[indices[index]];\r\n const p1 = positions[indices[index + 1]];\r\n\r\n const length = ray.intersectionSegment(p0, p1, intersectionThreshold);\r\n if (length < 0) {\r\n continue;\r\n }\r\n\r\n if (fastCheck || !intersectInfo || length < intersectInfo.distance) {\r\n intersectInfo = new IntersectionInfo(null, null, length);\r\n intersectInfo.faceId = index / 2;\r\n if (fastCheck) {\r\n break;\r\n }\r\n }\r\n }\r\n return intersectInfo;\r\n }\r\n\r\n /**\r\n * @param ray\r\n * @param positions\r\n * @param indices\r\n * @param intersectionThreshold\r\n * @param fastCheck\r\n * @hidden\r\n */\r\n private _intersectUnIndexedLines(ray: Ray, positions: Vector3[], indices: IndicesArray, intersectionThreshold: number, fastCheck?: boolean): Nullable<IntersectionInfo> {\r\n let intersectInfo: Nullable<IntersectionInfo> = null;\r\n\r\n // Line test\r\n for (let index = this.verticesStart; index < this.verticesStart + this.verticesCount; index += 2) {\r\n const p0 = positions[index];\r\n const p1 = positions[index + 1];\r\n\r\n const length = ray.intersectionSegment(p0, p1, intersectionThreshold);\r\n if (length < 0) {\r\n continue;\r\n }\r\n\r\n if (fastCheck || !intersectInfo || length < intersectInfo.distance) {\r\n intersectInfo = new IntersectionInfo(null, null, length);\r\n intersectInfo.faceId = index / 2;\r\n if (fastCheck) {\r\n break;\r\n }\r\n }\r\n }\r\n\r\n return intersectInfo;\r\n }\r\n\r\n /**\r\n * @param ray\r\n * @param positions\r\n * @param indices\r\n * @param step\r\n * @param checkStopper\r\n * @param fastCheck\r\n * @param trianglePredicate\r\n * @hidden\r\n */\r\n private _intersectTriangles(\r\n ray: Ray,\r\n positions: Vector3[],\r\n indices: IndicesArray,\r\n step: number,\r\n checkStopper: boolean,\r\n fastCheck?: boolean,\r\n trianglePredicate?: TrianglePickingPredicate\r\n ): Nullable<IntersectionInfo> {\r\n let intersectInfo: Nullable<IntersectionInfo> = null;\r\n\r\n // Triangles test\r\n let faceId = -1;\r\n for (let index = this.indexStart; index < this.indexStart + this.indexCount - (3 - step); index += step) {\r\n faceId++;\r\n const indexA = indices[index];\r\n const indexB = indices[index + 1];\r\n const indexC = indices[index + 2];\r\n\r\n if (checkStopper && indexC === 0xffffffff) {\r\n index += 2;\r\n continue;\r\n }\r\n\r\n const p0 = positions[indexA];\r\n const p1 = positions[indexB];\r\n const p2 = positions[indexC];\r\n\r\n // stay defensive and don't check against undefined positions.\r\n if (!p0 || !p1 || !p2) {\r\n continue;\r\n }\r\n\r\n if (trianglePredicate && !trianglePredicate(p0, p1, p2, ray)) {\r\n continue;\r\n }\r\n\r\n const currentIntersectInfo = ray.intersectsTriangle(p0, p1, p2);\r\n\r\n if (currentIntersectInfo) {\r\n if (currentIntersectInfo.distance < 0) {\r\n continue;\r\n }\r\n\r\n if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {\r\n intersectInfo = currentIntersectInfo;\r\n intersectInfo.faceId = faceId;\r\n\r\n if (fastCheck) {\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n return intersectInfo;\r\n }\r\n\r\n /**\r\n * @param ray\r\n * @param positions\r\n * @param indices\r\n * @param fastCheck\r\n * @param trianglePredicate\r\n * @hidden\r\n */\r\n private _intersectUnIndexedTriangles(\r\n ray: Ray,\r\n positions: Vector3[],\r\n indices: IndicesArray,\r\n fastCheck?: boolean,\r\n trianglePredicate?: TrianglePickingPredicate\r\n ): Nullable<IntersectionInfo> {\r\n let intersectInfo: Nullable<IntersectionInfo> = null;\r\n // Triangles test\r\n for (let index = this.verticesStart; index < this.verticesStart + this.verticesCount; index += 3) {\r\n const p0 = positions[index];\r\n const p1 = positions[index + 1];\r\n const p2 = positions[index + 2];\r\n\r\n if (trianglePredicate && !trianglePredicate(p0, p1, p2, ray)) {\r\n continue;\r\n }\r\n\r\n const currentIntersectInfo = ray.intersectsTriangle(p0, p1, p2);\r\n\r\n if (currentIntersectInfo) {\r\n if (currentIntersectInfo.distance < 0) {\r\n continue;\r\n }\r\n\r\n if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {\r\n intersectInfo = currentIntersectInfo;\r\n intersectInfo.faceId = index / 3;\r\n\r\n if (fastCheck) {\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n return intersectInfo;\r\n }\r\n\r\n /** @hidden */\r\n public _rebuild(): void {\r\n if (this._linesIndexBuffer) {\r\n this._linesIndexBuffer = null;\r\n }\r\n }\r\n\r\n // Clone\r\n /**\r\n * Creates a new submesh from the passed mesh\r\n * @param newMesh defines the new hosting mesh\r\n * @param newRenderingMesh defines an optional rendering mesh\r\n * @returns the new submesh\r\n */\r\n public clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh {\r\n const result = new SubMesh(this.materialIndex, this.verticesStart, this.verticesCount, this.indexStart, this.indexCount, newMesh, newRenderingMesh, false);\r\n\r\n if (!this.IsGlobal) {\r\n const boundingInfo = this.getBoundingInfo();\r\n\r\n if (!boundingInfo) {\r\n return result;\r\n }\r\n\r\n result._boundingInfo = new BoundingInfo(boundingInfo.minimum, boundingInfo.maximum);\r\n }\r\n\r\n return result;\r\n }\r\n\r\n // Dispose\r\n\r\n /**\r\n * Release associated resources\r\n */\r\n public dispose(): void {\r\n if (this._linesIndexBuffer) {\r\n this._mesh.getScene().getEngine()._releaseBuffer(this._linesIndexBuffer);\r\n this._linesIndexBuffer = null;\r\n }\r\n\r\n // Remove from mesh\r\n const index = this._mesh.subMeshes.indexOf(this);\r\n this._mesh.subMeshes.splice(index, 1);\r\n\r\n this.resetDrawCache();\r\n }\r\n\r\n /**\r\n * Gets the class name\r\n * @returns the string \"SubMesh\".\r\n */\r\n public getClassName(): string {\r\n return \"SubMesh\";\r\n }\r\n\r\n // Statics\r\n /**\r\n * Creates a new submesh from indices data\r\n * @param materialIndex the index of the main mesh material\r\n * @param startIndex the index where to start the copy in the mesh indices array\r\n * @param indexCount the number of indices to copy then from the startIndex\r\n * @param mesh the main mesh to create the submesh from\r\n * @param renderingMesh the optional rendering mesh\r\n * @param createBoundingBox defines if bounding box should be created for this submesh\r\n * @returns a new submesh\r\n */\r\n public static CreateFromIndices(\r\n materialIndex: number,\r\n startIndex: number,\r\n indexCount: number,\r\n mesh: AbstractMesh,\r\n renderingMesh?: Mesh,\r\n createBoundingBox: boolean = true\r\n ): SubMesh {\r\n let minVertexIndex = Number.MAX_VALUE;\r\n let maxVertexIndex = -Number.MAX_VALUE;\r\n\r\n const whatWillRender = renderingMesh || mesh;\r\n const indices = whatWillRender!.getIndices()!;\r\n\r\n for (let index = startIndex; index < startIndex + indexCount; index++) {\r\n const vertexIndex = indices[index];\r\n\r\n if (vertexIndex < minVertexIndex) {\r\n minVertexIndex = vertexIndex;\r\n }\r\n if (vertexIndex > maxVertexIndex) {\r\n maxVertexIndex = vertexIndex;\r\n }\r\n }\r\n\r\n return new SubMesh(materialIndex, minVertexIndex, maxVertexIndex - minVertexIndex + 1, startIndex, indexCount, mesh, renderingMesh, createBoundingBox);\r\n }\r\n}\r\n"]}
|
|
1
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+
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type { Nullable, IndicesArray, DeepImmutable, FloatArray } from \"../types\";\r\nimport type { Matrix, Vector3 } from \"../Maths/math.vector\";\r\nimport type { Engine } from \"../Engines/engine\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { IntersectionInfo } from \"../Collisions/intersectionInfo\";\r\nimport type { ICullable } from \"../Culling/boundingInfo\";\r\nimport { BoundingInfo } from \"../Culling/boundingInfo\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { extractMinAndMaxIndexed } from \"../Maths/math.functions\";\r\nimport type { Plane } from \"../Maths/math.plane\";\r\nimport { DrawWrapper } from \"../Materials/drawWrapper\";\r\nimport type { IMaterialContext } from \"../Engines/IMaterialContext\";\r\n\r\ndeclare type Collider = import(\"../Collisions/collider\").Collider;\r\ndeclare type Material = import(\"../Materials/material\").Material;\r\ndeclare type MaterialDefines = import(\"../Materials/materialDefines\").MaterialDefines;\r\ndeclare type MultiMaterial = import(\"../Materials/multiMaterial\").MultiMaterial;\r\ndeclare type AbstractMesh = import(\"./abstractMesh\").AbstractMesh;\r\ndeclare type Mesh = import(\"./mesh\").Mesh;\r\ndeclare type Ray = import(\"../Culling/ray\").Ray;\r\ndeclare type TrianglePickingPredicate = import(\"../Culling/ray\").TrianglePickingPredicate;\r\n\r\n/**\r\n * Defines a subdivision inside a mesh\r\n */\r\nexport class SubMesh implements ICullable {\r\n private _engine: Engine;\r\n /** @hidden */\r\n public _drawWrappers: Array<DrawWrapper>; // index in this array = pass id\r\n private _mainDrawWrapperOverride: Nullable<DrawWrapper> = null;\r\n\r\n /**\r\n * Gets material defines used by the effect associated to the sub mesh\r\n */\r\n public get materialDefines(): Nullable<MaterialDefines> {\r\n return this._mainDrawWrapperOverride ? (this._mainDrawWrapperOverride.defines as MaterialDefines) : (this._getDrawWrapper()?.defines as Nullable<MaterialDefines>);\r\n }\r\n\r\n /**\r\n * Sets material defines used by the effect associated to the sub mesh\r\n */\r\n public set materialDefines(defines: Nullable<MaterialDefines>) {\r\n const drawWrapper = this._mainDrawWrapperOverride ?? this._getDrawWrapper(undefined, true)!;\r\n drawWrapper.defines = defines;\r\n }\r\n\r\n /**\r\n * @param passId\r\n * @param createIfNotExisting\r\n * @hidden\r\n */\r\n public _getDrawWrapper(passId?: number, createIfNotExisting = false): DrawWrapper | undefined {\r\n passId = passId ?? this._engine.currentRenderPassId;\r\n let drawWrapper = this._drawWrappers[passId];\r\n if (!drawWrapper && createIfNotExisting) {\r\n this._drawWrappers[passId] = drawWrapper = new DrawWrapper(this._mesh.getScene().getEngine());\r\n }\r\n return drawWrapper;\r\n }\r\n\r\n /**\r\n * @param passId\r\n * @param disposeWrapper\r\n * @hidden\r\n */\r\n public _removeDrawWrapper(passId: number, disposeWrapper = true) {\r\n if (disposeWrapper) {\r\n this._drawWrappers[passId]?.dispose();\r\n }\r\n this._drawWrappers[passId] = undefined as any;\r\n }\r\n\r\n /**\r\n * Gets associated (main) effect (possibly the effect override if defined)\r\n */\r\n public get effect(): Nullable<Effect> {\r\n return this._mainDrawWrapperOverride ? this._mainDrawWrapperOverride.effect : this._getDrawWrapper()?.effect ?? null;\r\n }\r\n\r\n /** @hidden */\r\n public get _drawWrapper(): DrawWrapper {\r\n return this._mainDrawWrapperOverride ?? this._getDrawWrapper(undefined, true)!;\r\n }\r\n\r\n /** @hidden */\r\n public get _drawWrapperOverride(): Nullable<DrawWrapper> {\r\n return this._mainDrawWrapperOverride;\r\n }\r\n\r\n /**\r\n * @param wrapper\r\n * @hidden\r\n */\r\n public _setMainDrawWrapperOverride(wrapper: Nullable<DrawWrapper>): void {\r\n this._mainDrawWrapperOverride = wrapper;\r\n }\r\n\r\n /**\r\n * Sets associated effect (effect used to render this submesh)\r\n * @param effect defines the effect to associate with\r\n * @param defines defines the set of defines used to compile this effect\r\n * @param materialContext material context associated to the effect\r\n * @param resetContext true to reset the draw context\r\n */\r\n public setEffect(effect: Nullable<Effect>, defines: Nullable<string | MaterialDefines> = null, materialContext?: IMaterialContext, resetContext = true) {\r\n const drawWrapper = this._drawWrapper;\r\n drawWrapper.setEffect(effect, defines, resetContext);\r\n if (materialContext !== undefined) {\r\n drawWrapper.materialContext = materialContext;\r\n }\r\n if (!effect) {\r\n drawWrapper.defines = null;\r\n drawWrapper.materialContext = undefined;\r\n }\r\n }\r\n\r\n /**\r\n * Resets the draw wrappers cache\r\n * @param passId If provided, releases only the draw wrapper corresponding to this render pass id\r\n */\r\n public resetDrawCache(passId?: number): void {\r\n if (this._drawWrappers) {\r\n if (passId !== undefined) {\r\n this._removeDrawWrapper(passId);\r\n return;\r\n } else {\r\n for (const drawWrapper of this._drawWrappers) {\r\n drawWrapper?.dispose();\r\n }\r\n }\r\n }\r\n this._drawWrappers = [];\r\n }\r\n\r\n /** @hidden */\r\n public _linesIndexCount: number = 0;\r\n private _mesh: AbstractMesh;\r\n private _renderingMesh: Mesh;\r\n private _boundingInfo: BoundingInfo;\r\n private _linesIndexBuffer: Nullable<DataBuffer> = null;\r\n /** @hidden */\r\n public _lastColliderWorldVertices: Nullable<Vector3[]> = null;\r\n /** @hidden */\r\n public _trianglePlanes: Plane[];\r\n /** @hidden */\r\n public _lastColliderTransformMatrix: Nullable<Matrix> = null;\r\n\r\n /** @hidden */\r\n public _renderId = 0;\r\n /** @hidden */\r\n public _alphaIndex: number = 0;\r\n /** @hidden */\r\n public _distanceToCamera: number = 0;\r\n /** @hidden */\r\n public _id: number;\r\n\r\n private _currentMaterial: Nullable<Material> = null;\r\n\r\n /**\r\n * Add a new submesh to a mesh\r\n * @param materialIndex defines the material index to use\r\n * @param verticesStart defines vertex index start\r\n * @param verticesCount defines vertices count\r\n * @param indexStart defines index start\r\n * @param indexCount defines indices count\r\n * @param mesh defines the parent mesh\r\n * @param renderingMesh defines an optional rendering mesh\r\n * @param createBoundingBox defines if bounding box should be created for this submesh\r\n * @returns the new submesh\r\n */\r\n public static AddToMesh(\r\n materialIndex: number,\r\n verticesStart: number,\r\n verticesCount: number,\r\n indexStart: number,\r\n indexCount: number,\r\n mesh: AbstractMesh,\r\n renderingMesh?: Mesh,\r\n createBoundingBox: boolean = true\r\n ): SubMesh {\r\n return new SubMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh, renderingMesh, createBoundingBox);\r\n }\r\n\r\n /**\r\n * Creates a new submesh\r\n * @param materialIndex defines the material index to use\r\n * @param verticesStart defines vertex index start\r\n * @param verticesCount defines vertices count\r\n * @param indexStart defines index start\r\n * @param indexCount defines indices count\r\n * @param mesh defines the parent mesh\r\n * @param renderingMesh defines an optional rendering mesh\r\n * @param createBoundingBox defines if bounding box should be created for this submesh\r\n * @param addToMesh defines a boolean indicating that the submesh must be added to the mesh.subMeshes array (true by default)\r\n */\r\n constructor(\r\n /** the material index to use */\r\n public materialIndex: number,\r\n /** vertex index start */\r\n public verticesStart: number,\r\n /** vertices count */\r\n public verticesCount: number,\r\n /** index start */\r\n public indexStart: number,\r\n /** indices count */\r\n public indexCount: number,\r\n mesh: AbstractMesh,\r\n renderingMesh?: Mesh,\r\n createBoundingBox: boolean = true,\r\n addToMesh = true\r\n ) {\r\n this._mesh = mesh;\r\n this._renderingMesh = renderingMesh || <Mesh>mesh;\r\n if (addToMesh) {\r\n mesh.subMeshes.push(this);\r\n }\r\n\r\n this._engine = this._mesh.getScene().getEngine();\r\n this.resetDrawCache();\r\n this._trianglePlanes = [];\r\n\r\n this._id = mesh.subMeshes.length - 1;\r\n\r\n if (createBoundingBox) {\r\n this.refreshBoundingInfo();\r\n mesh.computeWorldMatrix(true);\r\n }\r\n }\r\n\r\n /**\r\n * Returns true if this submesh covers the entire parent mesh\r\n * @ignorenaming\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public get IsGlobal(): boolean {\r\n return this.verticesStart === 0 && this.verticesCount === this._mesh.getTotalVertices() && this.indexStart === 0 && this.indexCount === this._mesh.getTotalIndices();\r\n }\r\n\r\n /**\r\n * Returns the submesh BoundingInfo object\r\n * @returns current bounding info (or mesh's one if the submesh is global)\r\n */\r\n public getBoundingInfo(): BoundingInfo {\r\n if (this.IsGlobal) {\r\n return this._mesh.getBoundingInfo();\r\n }\r\n\r\n return this._boundingInfo;\r\n }\r\n\r\n /**\r\n * Sets the submesh BoundingInfo\r\n * @param boundingInfo defines the new bounding info to use\r\n * @returns the SubMesh\r\n */\r\n public setBoundingInfo(boundingInfo: BoundingInfo): SubMesh {\r\n this._boundingInfo = boundingInfo;\r\n return this;\r\n }\r\n\r\n /**\r\n * Returns the mesh of the current submesh\r\n * @return the parent mesh\r\n */\r\n public getMesh(): AbstractMesh {\r\n return this._mesh;\r\n }\r\n\r\n /**\r\n * Returns the rendering mesh of the submesh\r\n * @returns the rendering mesh (could be different from parent mesh)\r\n */\r\n public getRenderingMesh(): Mesh {\r\n return this._renderingMesh;\r\n }\r\n\r\n /**\r\n * Returns the replacement mesh of the submesh\r\n * @returns the replacement mesh (could be different from parent mesh)\r\n */\r\n public getReplacementMesh(): Nullable<AbstractMesh> {\r\n return this._mesh._internalAbstractMeshDataInfo._actAsRegularMesh ? this._mesh : null;\r\n }\r\n\r\n /**\r\n * Returns the effective mesh of the submesh\r\n * @returns the effective mesh (could be different from parent mesh)\r\n */\r\n public getEffectiveMesh(): AbstractMesh {\r\n const replacementMesh = this._mesh._internalAbstractMeshDataInfo._actAsRegularMesh ? this._mesh : null;\r\n\r\n return replacementMesh ? replacementMesh : this._renderingMesh;\r\n }\r\n\r\n /**\r\n * Returns the submesh material\r\n * @param getDefaultMaterial Defines whether or not to get the default material if nothing has been defined.\r\n * @returns null or the current material\r\n */\r\n public getMaterial(getDefaultMaterial = true): Nullable<Material> {\r\n const rootMaterial = this._renderingMesh.getMaterialForRenderPass(this._engine.currentRenderPassId) ?? this._renderingMesh.material;\r\n\r\n if (!rootMaterial) {\r\n return getDefaultMaterial ? this._mesh.getScene().defaultMaterial : null;\r\n } else if (this._isMultiMaterial(rootMaterial)) {\r\n const effectiveMaterial = rootMaterial.getSubMaterial(this.materialIndex);\r\n\r\n if (this._currentMaterial !== effectiveMaterial) {\r\n this._currentMaterial = effectiveMaterial;\r\n this.resetDrawCache();\r\n }\r\n\r\n return effectiveMaterial;\r\n }\r\n\r\n return rootMaterial;\r\n }\r\n\r\n private _isMultiMaterial(material: Material): material is MultiMaterial {\r\n return (material as MultiMaterial).getSubMaterial !== undefined;\r\n }\r\n\r\n // Methods\r\n\r\n /**\r\n * Sets a new updated BoundingInfo object to the submesh\r\n * @param data defines an optional position array to use to determine the bounding info\r\n * @returns the SubMesh\r\n */\r\n public refreshBoundingInfo(data: Nullable<FloatArray> = null): SubMesh {\r\n this._lastColliderWorldVertices = null;\r\n\r\n if (this.IsGlobal || !this._renderingMesh || !this._renderingMesh.geometry) {\r\n return this;\r\n }\r\n\r\n if (!data) {\r\n data = this._renderingMesh.getVerticesData(VertexBuffer.PositionKind);\r\n }\r\n\r\n if (!data) {\r\n this._boundingInfo = this._mesh.getBoundingInfo();\r\n return this;\r\n }\r\n\r\n const indices = <IndicesArray>this._renderingMesh.getIndices();\r\n let extend: { minimum: Vector3; maximum: Vector3 };\r\n\r\n //is this the only submesh?\r\n if (this.indexStart === 0 && this.indexCount === indices.length) {\r\n const boundingInfo = this._renderingMesh.getBoundingInfo();\r\n\r\n //the rendering mesh's bounding info can be used, it is the standard submesh for all indices.\r\n extend = { minimum: boundingInfo.minimum.clone(), maximum: boundingInfo.maximum.clone() };\r\n } else {\r\n extend = extractMinAndMaxIndexed(data, indices, this.indexStart, this.indexCount, this._renderingMesh.geometry.boundingBias);\r\n }\r\n\r\n if (this._boundingInfo) {\r\n this._boundingInfo.reConstruct(extend.minimum, extend.maximum);\r\n } else {\r\n this._boundingInfo = new BoundingInfo(extend.minimum, extend.maximum);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * @param collider\r\n * @hidden\r\n */\r\n public _checkCollision(collider: Collider): boolean {\r\n const boundingInfo = this.getBoundingInfo();\r\n\r\n return boundingInfo._checkCollision(collider);\r\n }\r\n\r\n /**\r\n * Updates the submesh BoundingInfo\r\n * @param world defines the world matrix to use to update the bounding info\r\n * @returns the submesh\r\n */\r\n public updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh {\r\n let boundingInfo = this.getBoundingInfo();\r\n\r\n if (!boundingInfo) {\r\n this.refreshBoundingInfo();\r\n boundingInfo = this.getBoundingInfo();\r\n }\r\n if (boundingInfo) {\r\n (<BoundingInfo>boundingInfo).update(world);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * True is the submesh bounding box intersects the frustum defined by the passed array of planes.\r\n * @param frustumPlanes defines the frustum planes\r\n * @returns true if the submesh is intersecting with the frustum\r\n */\r\n public isInFrustum(frustumPlanes: Plane[]): boolean {\r\n const boundingInfo = this.getBoundingInfo();\r\n\r\n if (!boundingInfo) {\r\n return false;\r\n }\r\n return boundingInfo.isInFrustum(frustumPlanes, this._mesh.cullingStrategy);\r\n }\r\n\r\n /**\r\n * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes\r\n * @param frustumPlanes defines the frustum planes\r\n * @returns true if the submesh is inside the frustum\r\n */\r\n public isCompletelyInFrustum(frustumPlanes: Plane[]): boolean {\r\n const boundingInfo = this.getBoundingInfo();\r\n\r\n if (!boundingInfo) {\r\n return false;\r\n }\r\n return boundingInfo.isCompletelyInFrustum(frustumPlanes);\r\n }\r\n\r\n /**\r\n * Renders the submesh\r\n * @param enableAlphaMode defines if alpha needs to be used\r\n * @returns the submesh\r\n */\r\n public render(enableAlphaMode: boolean): SubMesh {\r\n this._renderingMesh.render(this, enableAlphaMode, this._mesh._internalAbstractMeshDataInfo._actAsRegularMesh ? this._mesh : undefined);\r\n return this;\r\n }\r\n\r\n /**\r\n * @param indices\r\n * @param engine\r\n * @hidden\r\n */\r\n public _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer {\r\n if (!this._linesIndexBuffer) {\r\n const linesIndices = [];\r\n\r\n for (let index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {\r\n linesIndices.push(indices[index], indices[index + 1], indices[index + 1], indices[index + 2], indices[index + 2], indices[index]);\r\n }\r\n\r\n this._linesIndexBuffer = engine.createIndexBuffer(linesIndices);\r\n this._linesIndexCount = linesIndices.length;\r\n }\r\n return this._linesIndexBuffer;\r\n }\r\n\r\n /**\r\n * Checks if the submesh intersects with a ray\r\n * @param ray defines the ray to test\r\n * @returns true is the passed ray intersects the submesh bounding box\r\n */\r\n public canIntersects(ray: Ray): boolean {\r\n const boundingInfo = this.getBoundingInfo();\r\n\r\n if (!boundingInfo) {\r\n return false;\r\n }\r\n return ray.intersectsBox(boundingInfo.boundingBox);\r\n }\r\n\r\n /**\r\n * Intersects current submesh with a ray\r\n * @param ray defines the ray to test\r\n * @param positions defines mesh's positions array\r\n * @param indices defines mesh's indices array\r\n * @param fastCheck defines if the first intersection will be used (and not the closest)\r\n * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected\r\n * @returns intersection info or null if no intersection\r\n */\r\n public intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo> {\r\n const material = this.getMaterial();\r\n if (!material) {\r\n return null;\r\n }\r\n let step = 3;\r\n let checkStopper = false;\r\n\r\n switch (material.fillMode) {\r\n case Constants.MATERIAL_PointListDrawMode:\r\n case Constants.MATERIAL_LineLoopDrawMode:\r\n case Constants.MATERIAL_LineStripDrawMode:\r\n case Constants.MATERIAL_TriangleFanDrawMode:\r\n return null;\r\n case Constants.MATERIAL_TriangleStripDrawMode:\r\n step = 1;\r\n checkStopper = true;\r\n break;\r\n default:\r\n break;\r\n }\r\n\r\n // LineMesh first as it's also a Mesh...\r\n if (material.fillMode === Constants.MATERIAL_LineListDrawMode) {\r\n // Check if mesh is unindexed\r\n if (!indices.length) {\r\n return this._intersectUnIndexedLines(ray, positions, indices, (this._mesh as any).intersectionThreshold, fastCheck);\r\n }\r\n return this._intersectLines(ray, positions, indices, (this._mesh as any).intersectionThreshold, fastCheck);\r\n } else {\r\n // Check if mesh is unindexed\r\n if (!indices.length && this._mesh._unIndexed) {\r\n return this._intersectUnIndexedTriangles(ray, positions, indices, fastCheck, trianglePredicate);\r\n }\r\n\r\n return this._intersectTriangles(ray, positions, indices, step, checkStopper, fastCheck, trianglePredicate);\r\n }\r\n }\r\n\r\n /**\r\n * @param ray\r\n * @param positions\r\n * @param indices\r\n * @param intersectionThreshold\r\n * @param fastCheck\r\n * @hidden\r\n */\r\n private _intersectLines(ray: Ray, positions: Vector3[], indices: IndicesArray, intersectionThreshold: number, fastCheck?: boolean): Nullable<IntersectionInfo> {\r\n let intersectInfo: Nullable<IntersectionInfo> = null;\r\n\r\n // Line test\r\n for (let index = this.indexStart; index < this.indexStart + this.indexCount; index += 2) {\r\n const p0 = positions[indices[index]];\r\n const p1 = positions[indices[index + 1]];\r\n\r\n const length = ray.intersectionSegment(p0, p1, intersectionThreshold);\r\n if (length < 0) {\r\n continue;\r\n }\r\n\r\n if (fastCheck || !intersectInfo || length < intersectInfo.distance) {\r\n intersectInfo = new IntersectionInfo(null, null, length);\r\n intersectInfo.faceId = index / 2;\r\n if (fastCheck) {\r\n break;\r\n }\r\n }\r\n }\r\n return intersectInfo;\r\n }\r\n\r\n /**\r\n * @param ray\r\n * @param positions\r\n * @param indices\r\n * @param intersectionThreshold\r\n * @param fastCheck\r\n * @hidden\r\n */\r\n private _intersectUnIndexedLines(ray: Ray, positions: Vector3[], indices: IndicesArray, intersectionThreshold: number, fastCheck?: boolean): Nullable<IntersectionInfo> {\r\n let intersectInfo: Nullable<IntersectionInfo> = null;\r\n\r\n // Line test\r\n for (let index = this.verticesStart; index < this.verticesStart + this.verticesCount; index += 2) {\r\n const p0 = positions[index];\r\n const p1 = positions[index + 1];\r\n\r\n const length = ray.intersectionSegment(p0, p1, intersectionThreshold);\r\n if (length < 0) {\r\n continue;\r\n }\r\n\r\n if (fastCheck || !intersectInfo || length < intersectInfo.distance) {\r\n intersectInfo = new IntersectionInfo(null, null, length);\r\n intersectInfo.faceId = index / 2;\r\n if (fastCheck) {\r\n break;\r\n }\r\n }\r\n }\r\n\r\n return intersectInfo;\r\n }\r\n\r\n /**\r\n * @param ray\r\n * @param positions\r\n * @param indices\r\n * @param step\r\n * @param checkStopper\r\n * @param fastCheck\r\n * @param trianglePredicate\r\n * @hidden\r\n */\r\n private _intersectTriangles(\r\n ray: Ray,\r\n positions: Vector3[],\r\n indices: IndicesArray,\r\n step: number,\r\n checkStopper: boolean,\r\n fastCheck?: boolean,\r\n trianglePredicate?: TrianglePickingPredicate\r\n ): Nullable<IntersectionInfo> {\r\n let intersectInfo: Nullable<IntersectionInfo> = null;\r\n\r\n // Triangles test\r\n let faceId = -1;\r\n for (let index = this.indexStart; index < this.indexStart + this.indexCount - (3 - step); index += step) {\r\n faceId++;\r\n const indexA = indices[index];\r\n const indexB = indices[index + 1];\r\n const indexC = indices[index + 2];\r\n\r\n if (checkStopper && indexC === 0xffffffff) {\r\n index += 2;\r\n continue;\r\n }\r\n\r\n const p0 = positions[indexA];\r\n const p1 = positions[indexB];\r\n const p2 = positions[indexC];\r\n\r\n // stay defensive and don't check against undefined positions.\r\n if (!p0 || !p1 || !p2) {\r\n continue;\r\n }\r\n\r\n if (trianglePredicate && !trianglePredicate(p0, p1, p2, ray)) {\r\n continue;\r\n }\r\n\r\n const currentIntersectInfo = ray.intersectsTriangle(p0, p1, p2);\r\n\r\n if (currentIntersectInfo) {\r\n if (currentIntersectInfo.distance < 0) {\r\n continue;\r\n }\r\n\r\n if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {\r\n intersectInfo = currentIntersectInfo;\r\n intersectInfo.faceId = faceId;\r\n\r\n if (fastCheck) {\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n return intersectInfo;\r\n }\r\n\r\n /**\r\n * @param ray\r\n * @param positions\r\n * @param indices\r\n * @param fastCheck\r\n * @param trianglePredicate\r\n * @hidden\r\n */\r\n private _intersectUnIndexedTriangles(\r\n ray: Ray,\r\n positions: Vector3[],\r\n indices: IndicesArray,\r\n fastCheck?: boolean,\r\n trianglePredicate?: TrianglePickingPredicate\r\n ): Nullable<IntersectionInfo> {\r\n let intersectInfo: Nullable<IntersectionInfo> = null;\r\n // Triangles test\r\n for (let index = this.verticesStart; index < this.verticesStart + this.verticesCount; index += 3) {\r\n const p0 = positions[index];\r\n const p1 = positions[index + 1];\r\n const p2 = positions[index + 2];\r\n\r\n if (trianglePredicate && !trianglePredicate(p0, p1, p2, ray)) {\r\n continue;\r\n }\r\n\r\n const currentIntersectInfo = ray.intersectsTriangle(p0, p1, p2);\r\n\r\n if (currentIntersectInfo) {\r\n if (currentIntersectInfo.distance < 0) {\r\n continue;\r\n }\r\n\r\n if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {\r\n intersectInfo = currentIntersectInfo;\r\n intersectInfo.faceId = index / 3;\r\n\r\n if (fastCheck) {\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n return intersectInfo;\r\n }\r\n\r\n /** @hidden */\r\n public _rebuild(): void {\r\n if (this._linesIndexBuffer) {\r\n this._linesIndexBuffer = null;\r\n }\r\n }\r\n\r\n // Clone\r\n /**\r\n * Creates a new submesh from the passed mesh\r\n * @param newMesh defines the new hosting mesh\r\n * @param newRenderingMesh defines an optional rendering mesh\r\n * @returns the new submesh\r\n */\r\n public clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh {\r\n const result = new SubMesh(this.materialIndex, this.verticesStart, this.verticesCount, this.indexStart, this.indexCount, newMesh, newRenderingMesh, false);\r\n\r\n if (!this.IsGlobal) {\r\n const boundingInfo = this.getBoundingInfo();\r\n\r\n if (!boundingInfo) {\r\n return result;\r\n }\r\n\r\n result._boundingInfo = new BoundingInfo(boundingInfo.minimum, boundingInfo.maximum);\r\n }\r\n\r\n return result;\r\n }\r\n\r\n // Dispose\r\n\r\n /**\r\n * Release associated resources\r\n */\r\n public dispose(): void {\r\n if (this._linesIndexBuffer) {\r\n this._mesh.getScene().getEngine()._releaseBuffer(this._linesIndexBuffer);\r\n this._linesIndexBuffer = null;\r\n }\r\n\r\n // Remove from mesh\r\n const index = this._mesh.subMeshes.indexOf(this);\r\n this._mesh.subMeshes.splice(index, 1);\r\n\r\n this.resetDrawCache();\r\n }\r\n\r\n /**\r\n * Gets the class name\r\n * @returns the string \"SubMesh\".\r\n */\r\n public getClassName(): string {\r\n return \"SubMesh\";\r\n }\r\n\r\n // Statics\r\n /**\r\n * Creates a new submesh from indices data\r\n * @param materialIndex the index of the main mesh material\r\n * @param startIndex the index where to start the copy in the mesh indices array\r\n * @param indexCount the number of indices to copy then from the startIndex\r\n * @param mesh the main mesh to create the submesh from\r\n * @param renderingMesh the optional rendering mesh\r\n * @param createBoundingBox defines if bounding box should be created for this submesh\r\n * @returns a new submesh\r\n */\r\n public static CreateFromIndices(\r\n materialIndex: number,\r\n startIndex: number,\r\n indexCount: number,\r\n mesh: AbstractMesh,\r\n renderingMesh?: Mesh,\r\n createBoundingBox: boolean = true\r\n ): SubMesh {\r\n let minVertexIndex = Number.MAX_VALUE;\r\n let maxVertexIndex = -Number.MAX_VALUE;\r\n\r\n const whatWillRender = renderingMesh || mesh;\r\n const indices = whatWillRender!.getIndices()!;\r\n\r\n for (let index = startIndex; index < startIndex + indexCount; index++) {\r\n const vertexIndex = indices[index];\r\n\r\n if (vertexIndex < minVertexIndex) {\r\n minVertexIndex = vertexIndex;\r\n }\r\n if (vertexIndex > maxVertexIndex) {\r\n maxVertexIndex = vertexIndex;\r\n }\r\n }\r\n\r\n return new SubMesh(materialIndex, minVertexIndex, maxVertexIndex - minVertexIndex + 1, startIndex, indexCount, mesh, renderingMesh, createBoundingBox);\r\n }\r\n}\r\n"]}
|
package/Misc/computePressure.js
CHANGED
|
@@ -28,7 +28,10 @@ var ComputePressureObserverWrapper = /** @class */ (function () {
|
|
|
28
28
|
*/
|
|
29
29
|
ComputePressureObserverWrapper.prototype.observe = function () {
|
|
30
30
|
var _a, _b;
|
|
31
|
-
((_a = this._observer) === null || _a === void 0 ? void 0 : _a.observe) &&
|
|
31
|
+
((_a = this._observer) === null || _a === void 0 ? void 0 : _a.observe) &&
|
|
32
|
+
((_b = this._observer) === null || _b === void 0 ? void 0 : _b.observe().catch(function () {
|
|
33
|
+
// Ignore error
|
|
34
|
+
}));
|
|
32
35
|
};
|
|
33
36
|
/**
|
|
34
37
|
* Method that must be called to stop observing changes and triggering callbacks (cleanup function).
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"computePressure.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Misc/computePressure.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,mBAAmB,EAAE,MAAM,iBAAiB,CAAC;AAEtD;;GAEG;AACH;IAEI;;;;OAIG;IACH,wCAAY,QAAgD,EAAE,UAAsC;QAChG,IAAI,8BAA8B,CAAC,WAAW,EAAE;YAC5C,IAAI,CAAC,SAAS,GAAG,IAAU,MAAO,CAAC,uBAAuB,CAAC,QAAQ,EAAE,UAAU,CAAC,CAAC;SACpF;IACL,CAAC;IAKD,sBAAkB,6CAAW;QAH7B;;WAEG;aACH;YACI,OAAO,mBAAmB,EAAE,IAAI,yBAAyB,IAAI,MAAM,CAAC;QACxE,CAAC;;;OAAA;IAED;;OAEG;IACH,gDAAO,GAAP;;QACI,CAAA,MAAA,IAAI,CAAC,SAAS,0CAAE,OAAO,
|
|
1
|
+
{"version":3,"file":"computePressure.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Misc/computePressure.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,mBAAmB,EAAE,MAAM,iBAAiB,CAAC;AAEtD;;GAEG;AACH;IAEI;;;;OAIG;IACH,wCAAY,QAAgD,EAAE,UAAsC;QAChG,IAAI,8BAA8B,CAAC,WAAW,EAAE;YAC5C,IAAI,CAAC,SAAS,GAAG,IAAU,MAAO,CAAC,uBAAuB,CAAC,QAAQ,EAAE,UAAU,CAAC,CAAC;SACpF;IACL,CAAC;IAKD,sBAAkB,6CAAW;QAH7B;;WAEG;aACH;YACI,OAAO,mBAAmB,EAAE,IAAI,yBAAyB,IAAI,MAAM,CAAC;QACxE,CAAC;;;OAAA;IAED;;OAEG;IACH,gDAAO,GAAP;;QACI,CAAA,MAAA,IAAI,CAAC,SAAS,0CAAE,OAAO;aACnB,MAAA,IAAI,CAAC,SAAS,0CAAE,OAAO,GAAG,KAAK,CAAC;gBAC5B,eAAe;YACnB,CAAC,CAAC,CAAA,CAAC;IACX,CAAC;IAED;;OAEG;IACH,kDAAS,GAAT;;QACI,CAAA,MAAA,IAAI,CAAC,SAAS,0CAAE,SAAS,MAAI,MAAA,IAAI,CAAC,SAAS,0CAAE,SAAS,EAAE,CAAA,CAAC;IAC7D,CAAC;IACL,qCAAC;AAAD,CAAC,AApCD,IAoCC","sourcesContent":["import { IsWindowObjectExist } from \"./domManagement\";\r\n\r\n/**\r\n * A wrapper for the experimental compute pressure api which allows a callback to be called whenever certain thresholds are met.\r\n */\r\nexport class ComputePressureObserverWrapper {\r\n private _observer: any;\r\n /**\r\n * A compute pressure observer will call this callback, whenever these thresholds are met.\r\n * @param callback The callback that is called whenever thresholds are met.\r\n * @param thresholds An object containing the thresholds used to decide what value to to return for each update property (average of start and end of a threshold boundary).\r\n */\r\n constructor(callback: (update: IComputePressureData) => void, thresholds: IComputePressureThresholds) {\r\n if (ComputePressureObserverWrapper.IsAvailable) {\r\n this._observer = new (<any>window).ComputePressureObserver(callback, thresholds);\r\n }\r\n }\r\n\r\n /**\r\n * Returns true if ComputePressureObserver is available for use, false otherwise.\r\n */\r\n public static get IsAvailable() {\r\n return IsWindowObjectExist() && \"ComputePressureObserver\" in window;\r\n }\r\n\r\n /**\r\n * Method that must be called to begin observing changes, and triggering callbacks.\r\n */\r\n observe(): void {\r\n this._observer?.observe &&\r\n this._observer?.observe().catch(() => {\r\n // Ignore error\r\n });\r\n }\r\n\r\n /**\r\n * Method that must be called to stop observing changes and triggering callbacks (cleanup function).\r\n */\r\n unobserve(): void {\r\n this._observer?.unobserve && this._observer?.unobserve();\r\n }\r\n}\r\n\r\n/**\r\n * An interface defining the shape of the thresholds parameter in the experimental compute pressure api\r\n */\r\nexport interface IComputePressureThresholds {\r\n /**\r\n * Thresholds to make buckets out of for the cpu utilization, the average between the start and end points of a threshold will be returned to the callback.\r\n */\r\n cpuUtilizationThresholds: number[];\r\n /**\r\n * Thresholds to make buckets out of for the cpu speed, the average between the start and end points of a threshold will be returned to the callback.\r\n * 0.5 represents base speed.\r\n */\r\n cpuSpeedThresholds: number[];\r\n}\r\n\r\n/**\r\n * An interface defining the shape of the data sent to the callback in the compute pressure observer.\r\n */\r\nexport interface IComputePressureData {\r\n /**\r\n * The cpu utilization which will be a number between 0.0 and 1.0.\r\n */\r\n cpuUtilization: number;\r\n /**\r\n * The cpu speed which will be a number between 0.0 and 1.0.\r\n */\r\n cpuSpeed: number;\r\n}\r\n"]}
|
package/Offline/database.js
CHANGED
|
@@ -584,13 +584,13 @@ var Database = /** @class */ (function () {
|
|
|
584
584
|
}, false);
|
|
585
585
|
xhr_2.addEventListener("error", function () {
|
|
586
586
|
Logger.Error("error on XHR request.");
|
|
587
|
-
|
|
587
|
+
errorCallback && errorCallback();
|
|
588
588
|
}, false);
|
|
589
589
|
xhr_2.send();
|
|
590
590
|
}
|
|
591
591
|
else {
|
|
592
592
|
Logger.Error("Error: IndexedDB not supported by your browser or Babylon.js database is not open.");
|
|
593
|
-
|
|
593
|
+
errorCallback && errorCallback();
|
|
594
594
|
}
|
|
595
595
|
};
|
|
596
596
|
/**
|
package/Offline/database.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
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type { Nullable } from \"../types\";\r\nimport { Tools } from \"../Misc/tools\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { GetTGAHeader } from \"../Misc/tga\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport type { IOfflineProvider } from \"./IOfflineProvider\";\r\nimport { WebRequest } from \"../Misc/webRequest\";\r\n\r\n// Sets the default offline provider to Babylon.js\r\nEngine.OfflineProviderFactory = (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck = false) => {\r\n return new Database(urlToScene, callbackManifestChecked, disableManifestCheck);\r\n};\r\n\r\n/**\r\n * Class used to enable access to IndexedDB\r\n * @see https://doc.babylonjs.com/how_to/caching_resources_in_indexeddb\r\n */\r\nexport class Database implements IOfflineProvider {\r\n private _currentSceneUrl: string;\r\n private _db: Nullable<IDBDatabase>;\r\n private _enableSceneOffline: boolean;\r\n private _enableTexturesOffline: boolean;\r\n private _manifestVersionFound: number;\r\n private _mustUpdateRessources: boolean;\r\n private _hasReachedQuota: boolean;\r\n private _isSupported: boolean;\r\n\r\n // Handling various flavors of prefixed version of IndexedDB\r\n private _idbFactory = <IDBFactory>(typeof window !== \"undefined\" ? window.indexedDB || window.mozIndexedDB || window.webkitIndexedDB || window.msIndexedDB : indexedDB);\r\n\r\n /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */\r\n private static _IsUASupportingBlobStorage = true;\r\n\r\n /**\r\n * Gets a boolean indicating if Database storage is enabled (off by default)\r\n */\r\n static IDBStorageEnabled = false;\r\n\r\n /**\r\n * Gets a boolean indicating if scene must be saved in the database\r\n */\r\n public get enableSceneOffline(): boolean {\r\n return this._enableSceneOffline;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if textures must be saved in the database\r\n */\r\n public get enableTexturesOffline(): boolean {\r\n return this._enableTexturesOffline;\r\n }\r\n\r\n /**\r\n * Creates a new Database\r\n * @param urlToScene defines the url to load the scene\r\n * @param callbackManifestChecked defines the callback to use when manifest is checked\r\n * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)\r\n */\r\n constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck = false) {\r\n this._currentSceneUrl = Database._ReturnFullUrlLocation(urlToScene);\r\n this._db = null;\r\n this._enableSceneOffline = false;\r\n this._enableTexturesOffline = false;\r\n this._manifestVersionFound = 0;\r\n this._mustUpdateRessources = false;\r\n this._hasReachedQuota = false;\r\n\r\n if (!Database.IDBStorageEnabled) {\r\n callbackManifestChecked(true);\r\n } else {\r\n if (disableManifestCheck) {\r\n this._enableSceneOffline = true;\r\n this._enableTexturesOffline = true;\r\n this._manifestVersionFound = 1;\r\n Tools.SetImmediate(() => {\r\n callbackManifestChecked(true);\r\n });\r\n } else {\r\n this._checkManifestFile(callbackManifestChecked);\r\n }\r\n }\r\n }\r\n\r\n private static _ParseURL = (url: string) => {\r\n const a = document.createElement(\"a\");\r\n a.href = url;\r\n const urlWithoutHash = url.substring(0, url.lastIndexOf(\"#\"));\r\n const fileName = url.substring(urlWithoutHash.lastIndexOf(\"/\") + 1, url.length);\r\n const absLocation = url.substring(0, url.indexOf(fileName, 0));\r\n return absLocation;\r\n };\r\n\r\n private static _ReturnFullUrlLocation = (url: string): string => {\r\n if (url.indexOf(\"http:/\") === -1 && url.indexOf(\"https:/\") === -1 && typeof window !== \"undefined\") {\r\n return Database._ParseURL(window.location.href) + url;\r\n } else {\r\n return url;\r\n }\r\n };\r\n\r\n private _checkManifestFile(callbackManifestChecked: (checked: boolean) => any) {\r\n const noManifestFile = () => {\r\n this._enableSceneOffline = false;\r\n this._enableTexturesOffline = false;\r\n callbackManifestChecked(false);\r\n };\r\n\r\n const createManifestURL = (): string => {\r\n try {\r\n // make sure we have a valid URL.\r\n if (typeof URL === \"function\" && this._currentSceneUrl.indexOf(\"http\") === 0) {\r\n // we don't have the base url, so the URL string must have a protocol\r\n const url = new URL(this._currentSceneUrl);\r\n url.pathname += \".manifest\";\r\n return url.toString();\r\n }\r\n } catch (e) {\r\n // defensive - if this fails for any reason, fall back to the older method\r\n }\r\n\r\n return `${this._currentSceneUrl}.manifest`;\r\n };\r\n\r\n let timeStampUsed = false;\r\n let manifestURL = createManifestURL();\r\n\r\n const xhr = new WebRequest();\r\n\r\n if (navigator.onLine) {\r\n // Adding a timestamp to by-pass browsers' cache\r\n timeStampUsed = true;\r\n manifestURL = manifestURL + (manifestURL.match(/\\?/) == null ? \"?\" : \"&\") + Date.now();\r\n }\r\n xhr.open(\"GET\", manifestURL);\r\n\r\n xhr.addEventListener(\r\n \"load\",\r\n () => {\r\n if (xhr.status === 200 || Database._ValidateXHRData(xhr, 1)) {\r\n try {\r\n const manifestFile = JSON.parse(xhr.response);\r\n this._enableSceneOffline = manifestFile.enableSceneOffline;\r\n this._enableTexturesOffline = manifestFile.enableTexturesOffline && Database._IsUASupportingBlobStorage;\r\n if (manifestFile.version && !isNaN(parseInt(manifestFile.version))) {\r\n this._manifestVersionFound = manifestFile.version;\r\n }\r\n callbackManifestChecked(true);\r\n } catch (ex) {\r\n noManifestFile();\r\n }\r\n } else {\r\n noManifestFile();\r\n }\r\n },\r\n false\r\n );\r\n\r\n xhr.addEventListener(\r\n \"error\",\r\n () => {\r\n if (timeStampUsed) {\r\n timeStampUsed = false;\r\n // Let's retry without the timeStamp\r\n // It could fail when coupled with HTML5 Offline API\r\n const retryManifestURL = createManifestURL();\r\n xhr.open(\"GET\", retryManifestURL);\r\n xhr.send();\r\n } else {\r\n noManifestFile();\r\n }\r\n },\r\n false\r\n );\r\n\r\n try {\r\n xhr.send();\r\n } catch (ex) {\r\n Logger.Error(\"Error on XHR send request.\");\r\n callbackManifestChecked(false);\r\n }\r\n }\r\n\r\n /**\r\n * Open the database and make it available\r\n * @param successCallback defines the callback to call on success\r\n * @param errorCallback defines the callback to call on error\r\n */\r\n public open(successCallback: () => void, errorCallback: () => void): void {\r\n const handleError = () => {\r\n this._isSupported = false;\r\n if (errorCallback) {\r\n errorCallback();\r\n }\r\n };\r\n\r\n if (!this._idbFactory || !(this._enableSceneOffline || this._enableTexturesOffline)) {\r\n // Your browser doesn't support IndexedDB\r\n this._isSupported = false;\r\n if (errorCallback) {\r\n errorCallback();\r\n }\r\n } else {\r\n // If the DB hasn't been opened or created yet\r\n if (!this._db) {\r\n this._hasReachedQuota = false;\r\n this._isSupported = true;\r\n\r\n const request: IDBOpenDBRequest = this._idbFactory.open(\"babylonjs\", 1);\r\n\r\n // Could occur if user is blocking the quota for the DB and/or doesn't grant access to IndexedDB\r\n request.onerror = () => {\r\n handleError();\r\n };\r\n\r\n // executes when a version change transaction cannot complete due to other active transactions\r\n request.onblocked = () => {\r\n Logger.Error(\"IDB request blocked. Please reload the page.\");\r\n handleError();\r\n };\r\n\r\n // DB has been opened successfully\r\n request.onsuccess = () => {\r\n this._db = request.result;\r\n successCallback();\r\n };\r\n\r\n // Initialization of the DB. Creating Scenes & Textures stores\r\n request.onupgradeneeded = (event: IDBVersionChangeEvent) => {\r\n this._db = (<any>event.target).result;\r\n if (this._db) {\r\n try {\r\n this._db.createObjectStore(\"scenes\", { keyPath: \"sceneUrl\" });\r\n this._db.createObjectStore(\"versions\", { keyPath: \"sceneUrl\" });\r\n this._db.createObjectStore(\"textures\", { keyPath: \"textureUrl\" });\r\n } catch (ex) {\r\n Logger.Error(\"Error while creating object stores. Exception: \" + ex.message);\r\n handleError();\r\n }\r\n }\r\n };\r\n }\r\n // DB has already been created and opened\r\n else {\r\n if (successCallback) {\r\n successCallback();\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Loads an image from the database\r\n * @param url defines the url to load from\r\n * @param image defines the target DOM image\r\n */\r\n public loadImage(url: string, image: HTMLImageElement) {\r\n const completeURL = Database._ReturnFullUrlLocation(url);\r\n\r\n const saveAndLoadImage = () => {\r\n if (!this._hasReachedQuota && this._db !== null) {\r\n // the texture is not yet in the DB, let's try to save it\r\n this._saveImageIntoDBAsync(completeURL, image);\r\n }\r\n // If the texture is not in the DB and we've reached the DB quota limit\r\n // let's load it directly from the web\r\n else {\r\n image.src = url;\r\n }\r\n };\r\n\r\n if (!this._mustUpdateRessources) {\r\n this._loadImageFromDBAsync(completeURL, image, saveAndLoadImage);\r\n }\r\n // First time we're download the images or update requested in the manifest file by a version change\r\n else {\r\n saveAndLoadImage();\r\n }\r\n }\r\n\r\n private _loadImageFromDBAsync(url: string, image: HTMLImageElement, notInDBCallback: () => any) {\r\n if (this._isSupported && this._db !== null) {\r\n let texture: any;\r\n const transaction: IDBTransaction = this._db.transaction([\"textures\"]);\r\n\r\n transaction.onabort = () => {\r\n image.src = url;\r\n };\r\n\r\n transaction.oncomplete = () => {\r\n let blobTextureURL: string;\r\n if (texture) {\r\n const URL = window.URL || window.webkitURL;\r\n blobTextureURL = URL.createObjectURL(texture.data);\r\n image.onerror = () => {\r\n Logger.Error(\"Error loading image from blob URL: \" + blobTextureURL + \" switching back to web url: \" + url);\r\n image.src = url;\r\n };\r\n image.src = blobTextureURL;\r\n } else {\r\n notInDBCallback();\r\n }\r\n };\r\n\r\n const getRequest: IDBRequest = transaction.objectStore(\"textures\").get(url);\r\n\r\n getRequest.onsuccess = (event) => {\r\n texture = (<any>event.target).result;\r\n };\r\n getRequest.onerror = () => {\r\n Logger.Error(\"Error loading texture \" + url + \" from DB.\");\r\n image.src = url;\r\n };\r\n } else {\r\n Logger.Error(\"Error: IndexedDB not supported by your browser or BabylonJS Database is not open.\");\r\n image.src = url;\r\n }\r\n }\r\n\r\n private _saveImageIntoDBAsync(url: string, image: HTMLImageElement) {\r\n let blob: Blob;\r\n\r\n if (this._isSupported) {\r\n // In case of error (type not supported or quota exceeded), we're at least sending back XHR data to allow texture loading later on\r\n const generateBlobUrl = () => {\r\n let blobTextureURL;\r\n\r\n if (blob) {\r\n const URL = window.URL || window.webkitURL;\r\n try {\r\n blobTextureURL = URL.createObjectURL(blob);\r\n } catch (ex) {\r\n // Chrome is raising a type error if we're setting the oneTimeOnly parameter\r\n blobTextureURL = URL.createObjectURL(blob);\r\n }\r\n }\r\n\r\n if (blobTextureURL) {\r\n image.src = blobTextureURL;\r\n }\r\n };\r\n\r\n if (Database._IsUASupportingBlobStorage) {\r\n // Create XHR\r\n const xhr = new WebRequest();\r\n\r\n xhr.open(\"GET\", url);\r\n xhr.responseType = \"blob\";\r\n\r\n xhr.addEventListener(\r\n \"load\",\r\n () => {\r\n if (xhr.status === 200 && this._db) {\r\n // Blob as response\r\n blob = xhr.response;\r\n\r\n const transaction = this._db.transaction([\"textures\"], \"readwrite\");\r\n\r\n // the transaction could abort because of a QuotaExceededError error\r\n transaction.onabort = (event) => {\r\n try {\r\n //backwards compatibility with ts 1.0, srcElement doesn't have an \"error\" according to ts 1.3\r\n const srcElement = <any>(event.srcElement || event.target);\r\n const error = srcElement.error;\r\n if (error && error.name === \"QuotaExceededError\") {\r\n this._hasReachedQuota = true;\r\n }\r\n } catch (ex) {}\r\n generateBlobUrl();\r\n };\r\n\r\n transaction.oncomplete = () => {\r\n generateBlobUrl();\r\n };\r\n\r\n const newTexture = { textureUrl: url, data: blob };\r\n\r\n try {\r\n // Put the blob into the dabase\r\n const addRequest = transaction.objectStore(\"textures\").put(newTexture);\r\n addRequest.onsuccess = () => {};\r\n addRequest.onerror = () => {\r\n generateBlobUrl();\r\n };\r\n } catch (ex) {\r\n // \"DataCloneError\" generated by Chrome when you try to inject blob into IndexedDB\r\n if (ex.code === 25) {\r\n Database._IsUASupportingBlobStorage = false;\r\n this._enableTexturesOffline = false;\r\n }\r\n image.src = url;\r\n }\r\n } else {\r\n image.src = url;\r\n }\r\n },\r\n false\r\n );\r\n\r\n xhr.addEventListener(\r\n \"error\",\r\n () => {\r\n Logger.Error(\"Error in XHR request in BABYLON.Database.\");\r\n image.src = url;\r\n },\r\n false\r\n );\r\n\r\n xhr.send();\r\n } else {\r\n image.src = url;\r\n }\r\n } else {\r\n Logger.Error(\"Error: IndexedDB not supported by your browser or Babylon.js database is not open.\");\r\n image.src = url;\r\n }\r\n }\r\n\r\n private _checkVersionFromDB(url: string, versionLoaded: (version: number) => void) {\r\n const updateVersion = () => {\r\n // the version is not yet in the DB or we need to update it\r\n this._saveVersionIntoDBAsync(url, versionLoaded);\r\n };\r\n this._loadVersionFromDBAsync(url, versionLoaded, updateVersion);\r\n }\r\n\r\n private _loadVersionFromDBAsync(url: string, callback: (version: number) => void, updateInDBCallback: () => void) {\r\n if (this._isSupported && this._db) {\r\n let version: any;\r\n try {\r\n const transaction = this._db.transaction([\"versions\"]);\r\n\r\n transaction.oncomplete = () => {\r\n if (version) {\r\n // If the version in the JSON file is different from the version in DB\r\n if (this._manifestVersionFound !== version.data) {\r\n this._mustUpdateRessources = true;\r\n updateInDBCallback();\r\n } else {\r\n callback(version.data);\r\n }\r\n }\r\n // version was not found in DB\r\n else {\r\n this._mustUpdateRessources = true;\r\n updateInDBCallback();\r\n }\r\n };\r\n\r\n transaction.onabort = () => {\r\n callback(-1);\r\n };\r\n\r\n const getRequest = transaction.objectStore(\"versions\").get(url);\r\n\r\n getRequest.onsuccess = (event) => {\r\n version = (<any>event.target).result;\r\n };\r\n getRequest.onerror = () => {\r\n Logger.Error(\"Error loading version for scene \" + url + \" from DB.\");\r\n callback(-1);\r\n };\r\n } catch (ex) {\r\n Logger.Error(\"Error while accessing 'versions' object store (READ OP). Exception: \" + ex.message);\r\n callback(-1);\r\n }\r\n } else {\r\n Logger.Error(\"Error: IndexedDB not supported by your browser or Babylon.js database is not open.\");\r\n callback(-1);\r\n }\r\n }\r\n\r\n private _saveVersionIntoDBAsync(url: string, callback: (version: number) => void) {\r\n if (this._isSupported && !this._hasReachedQuota && this._db) {\r\n try {\r\n // Open a transaction to the database\r\n const transaction = this._db.transaction([\"versions\"], \"readwrite\");\r\n\r\n // the transaction could abort because of a QuotaExceededError error\r\n transaction.onabort = (event) => {\r\n try {\r\n //backwards compatibility with ts 1.0, srcElement doesn't have an \"error\" according to ts 1.3\r\n const error = (<any>event.srcElement)[\"error\"];\r\n if (error && error.name === \"QuotaExceededError\") {\r\n this._hasReachedQuota = true;\r\n }\r\n } catch (ex) {}\r\n callback(-1);\r\n };\r\n\r\n transaction.oncomplete = () => {\r\n callback(this._manifestVersionFound);\r\n };\r\n\r\n const newVersion = { sceneUrl: url, data: this._manifestVersionFound };\r\n\r\n // Put the scene into the database\r\n const addRequest = transaction.objectStore(\"versions\").put(newVersion);\r\n addRequest.onsuccess = () => {};\r\n addRequest.onerror = () => {\r\n Logger.Error(\"Error in DB add version request in BABYLON.Database.\");\r\n };\r\n } catch (ex) {\r\n Logger.Error(\"Error while accessing 'versions' object store (WRITE OP). Exception: \" + ex.message);\r\n callback(-1);\r\n }\r\n } else {\r\n callback(-1);\r\n }\r\n }\r\n\r\n /**\r\n * Loads a file from database\r\n * @param url defines the URL to load from\r\n * @param sceneLoaded defines a callback to call on success\r\n * @param progressCallBack defines a callback to call when progress changed\r\n * @param errorCallback defines a callback to call on error\r\n * @param useArrayBuffer defines a boolean to use array buffer instead of text string\r\n */\r\n public loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void {\r\n const completeUrl = Database._ReturnFullUrlLocation(url);\r\n\r\n const saveAndLoadFile = () => {\r\n // the scene is not yet in the DB, let's try to save it\r\n this._saveFileAsync(completeUrl, sceneLoaded, progressCallBack, useArrayBuffer, errorCallback);\r\n };\r\n\r\n this._checkVersionFromDB(completeUrl, (version) => {\r\n if (version !== -1) {\r\n if (!this._mustUpdateRessources) {\r\n this._loadFileAsync(completeUrl, sceneLoaded, saveAndLoadFile);\r\n } else {\r\n this._saveFileAsync(completeUrl, sceneLoaded, progressCallBack, useArrayBuffer, errorCallback);\r\n }\r\n } else {\r\n if (errorCallback) {\r\n errorCallback();\r\n }\r\n }\r\n });\r\n }\r\n\r\n private _loadFileAsync(url: string, callback: (data?: any) => void, notInDBCallback: () => void) {\r\n if (this._isSupported && this._db) {\r\n let targetStore: string;\r\n if (url.indexOf(\".babylon\") !== -1) {\r\n targetStore = \"scenes\";\r\n } else {\r\n targetStore = \"textures\";\r\n }\r\n\r\n let file: any;\r\n const transaction = this._db.transaction([targetStore]);\r\n\r\n transaction.oncomplete = () => {\r\n if (file) {\r\n callback(file.data);\r\n }\r\n // file was not found in DB\r\n else {\r\n notInDBCallback();\r\n }\r\n };\r\n\r\n transaction.onabort = () => {\r\n notInDBCallback();\r\n };\r\n\r\n const getRequest = transaction.objectStore(targetStore).get(url);\r\n\r\n getRequest.onsuccess = (event) => {\r\n file = (<any>event.target).result;\r\n };\r\n getRequest.onerror = () => {\r\n Logger.Error(\"Error loading file \" + url + \" from DB.\");\r\n notInDBCallback();\r\n };\r\n } else {\r\n Logger.Error(\"Error: IndexedDB not supported by your browser or BabylonJS Database is not open.\");\r\n callback();\r\n }\r\n }\r\n\r\n private _saveFileAsync(\r\n url: string,\r\n callback: (data?: any) => void,\r\n progressCallback?: (this: XMLHttpRequestEventTarget, ev: ProgressEvent) => any,\r\n useArrayBuffer?: boolean,\r\n errorCallback?: (data?: any) => void\r\n ) {\r\n if (this._isSupported) {\r\n let targetStore: string;\r\n if (url.indexOf(\".babylon\") !== -1) {\r\n targetStore = \"scenes\";\r\n } else {\r\n targetStore = \"textures\";\r\n }\r\n\r\n // Create XHR\r\n const xhr = new WebRequest();\r\n let fileData: any;\r\n xhr.open(\"GET\", url + (url.match(/\\?/) == null ? \"?\" : \"&\") + Date.now());\r\n\r\n if (useArrayBuffer) {\r\n xhr.responseType = \"arraybuffer\";\r\n }\r\n\r\n if (progressCallback) {\r\n xhr.onprogress = progressCallback;\r\n }\r\n\r\n xhr.addEventListener(\r\n \"load\",\r\n () => {\r\n if (xhr.status === 200 || (xhr.status < 400 && Database._ValidateXHRData(xhr, !useArrayBuffer ? 1 : 6))) {\r\n // Blob as response\r\n fileData = !useArrayBuffer ? xhr.responseText : xhr.response;\r\n\r\n if (!this._hasReachedQuota && this._db) {\r\n // Open a transaction to the database\r\n const transaction = this._db.transaction([targetStore], \"readwrite\");\r\n\r\n // the transaction could abort because of a QuotaExceededError error\r\n transaction.onabort = (event) => {\r\n try {\r\n //backwards compatibility with ts 1.0, srcElement doesn't have an \"error\" according to ts 1.3\r\n const error = (<any>event.srcElement)[\"error\"];\r\n if (error && error.name === \"QuotaExceededError\") {\r\n this._hasReachedQuota = true;\r\n }\r\n } catch (ex) {}\r\n callback(fileData);\r\n };\r\n\r\n transaction.oncomplete = () => {\r\n callback(fileData);\r\n };\r\n\r\n let newFile;\r\n if (targetStore === \"scenes\") {\r\n newFile = { sceneUrl: url, data: fileData, version: this._manifestVersionFound };\r\n } else {\r\n newFile = { textureUrl: url, data: fileData };\r\n }\r\n\r\n try {\r\n // Put the scene into the database\r\n const addRequest = transaction.objectStore(targetStore).put(newFile);\r\n addRequest.onsuccess = () => {};\r\n addRequest.onerror = () => {\r\n Logger.Error(\"Error in DB add file request in BABYLON.Database.\");\r\n };\r\n } catch (ex) {\r\n callback(fileData);\r\n }\r\n } else {\r\n callback(fileData);\r\n }\r\n } else {\r\n if (xhr.status >= 400 && errorCallback) {\r\n errorCallback(xhr);\r\n } else {\r\n callback();\r\n }\r\n }\r\n },\r\n false\r\n );\r\n\r\n xhr.addEventListener(\r\n \"error\",\r\n () => {\r\n Logger.Error(\"error on XHR request.\");\r\n callback();\r\n },\r\n false\r\n );\r\n\r\n xhr.send();\r\n } else {\r\n Logger.Error(\"Error: IndexedDB not supported by your browser or Babylon.js database is not open.\");\r\n callback();\r\n }\r\n }\r\n\r\n /**\r\n * Validates if xhr data is correct\r\n * @param xhr defines the request to validate\r\n * @param dataType defines the expected data type\r\n * @returns true if data is correct\r\n */\r\n private static _ValidateXHRData(xhr: WebRequest, dataType = 7): boolean {\r\n // 1 for text (.babylon, manifest and shaders), 2 for TGA, 4 for DDS, 7 for all\r\n\r\n try {\r\n if (dataType & 1) {\r\n if (xhr.responseText && xhr.responseText.length > 0) {\r\n return true;\r\n } else if (dataType === 1) {\r\n return false;\r\n }\r\n }\r\n\r\n if (dataType & 2) {\r\n // Check header width and height since there is no \"TGA\" magic number\r\n const tgaHeader = GetTGAHeader(xhr.response);\r\n\r\n if (tgaHeader.width && tgaHeader.height && tgaHeader.width > 0 && tgaHeader.height > 0) {\r\n return true;\r\n } else if (dataType === 2) {\r\n return false;\r\n }\r\n }\r\n\r\n if (dataType & 4) {\r\n // Check for the \"DDS\" magic number\r\n const ddsHeader = new Uint8Array(xhr.response, 0, 3);\r\n\r\n if (ddsHeader[0] === 68 && ddsHeader[1] === 68 && ddsHeader[2] === 83) {\r\n return true;\r\n } else {\r\n return false;\r\n }\r\n }\r\n } catch (e) {\r\n // Global protection\r\n }\r\n\r\n return false;\r\n }\r\n}\r\n"]}
|
|
1
|
+
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type { Nullable } from \"../types\";\r\nimport { Tools } from \"../Misc/tools\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { GetTGAHeader } from \"../Misc/tga\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport type { IOfflineProvider } from \"./IOfflineProvider\";\r\nimport { WebRequest } from \"../Misc/webRequest\";\r\n\r\n// Sets the default offline provider to Babylon.js\r\nEngine.OfflineProviderFactory = (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck = false) => {\r\n return new Database(urlToScene, callbackManifestChecked, disableManifestCheck);\r\n};\r\n\r\n/**\r\n * Class used to enable access to IndexedDB\r\n * @see https://doc.babylonjs.com/how_to/caching_resources_in_indexeddb\r\n */\r\nexport class Database implements IOfflineProvider {\r\n private _currentSceneUrl: string;\r\n private _db: Nullable<IDBDatabase>;\r\n private _enableSceneOffline: boolean;\r\n private _enableTexturesOffline: boolean;\r\n private _manifestVersionFound: number;\r\n private _mustUpdateRessources: boolean;\r\n private _hasReachedQuota: boolean;\r\n private _isSupported: boolean;\r\n\r\n // Handling various flavors of prefixed version of IndexedDB\r\n private _idbFactory = <IDBFactory>(typeof window !== \"undefined\" ? window.indexedDB || window.mozIndexedDB || window.webkitIndexedDB || window.msIndexedDB : indexedDB);\r\n\r\n /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */\r\n private static _IsUASupportingBlobStorage = true;\r\n\r\n /**\r\n * Gets a boolean indicating if Database storage is enabled (off by default)\r\n */\r\n static IDBStorageEnabled = false;\r\n\r\n /**\r\n * Gets a boolean indicating if scene must be saved in the database\r\n */\r\n public get enableSceneOffline(): boolean {\r\n return this._enableSceneOffline;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if textures must be saved in the database\r\n */\r\n public get enableTexturesOffline(): boolean {\r\n return this._enableTexturesOffline;\r\n }\r\n\r\n /**\r\n * Creates a new Database\r\n * @param urlToScene defines the url to load the scene\r\n * @param callbackManifestChecked defines the callback to use when manifest is checked\r\n * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)\r\n */\r\n constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck = false) {\r\n this._currentSceneUrl = Database._ReturnFullUrlLocation(urlToScene);\r\n this._db = null;\r\n this._enableSceneOffline = false;\r\n this._enableTexturesOffline = false;\r\n this._manifestVersionFound = 0;\r\n this._mustUpdateRessources = false;\r\n this._hasReachedQuota = false;\r\n\r\n if (!Database.IDBStorageEnabled) {\r\n callbackManifestChecked(true);\r\n } else {\r\n if (disableManifestCheck) {\r\n this._enableSceneOffline = true;\r\n this._enableTexturesOffline = true;\r\n this._manifestVersionFound = 1;\r\n Tools.SetImmediate(() => {\r\n callbackManifestChecked(true);\r\n });\r\n } else {\r\n this._checkManifestFile(callbackManifestChecked);\r\n }\r\n }\r\n }\r\n\r\n private static _ParseURL = (url: string) => {\r\n const a = document.createElement(\"a\");\r\n a.href = url;\r\n const urlWithoutHash = url.substring(0, url.lastIndexOf(\"#\"));\r\n const fileName = url.substring(urlWithoutHash.lastIndexOf(\"/\") + 1, url.length);\r\n const absLocation = url.substring(0, url.indexOf(fileName, 0));\r\n return absLocation;\r\n };\r\n\r\n private static _ReturnFullUrlLocation = (url: string): string => {\r\n if (url.indexOf(\"http:/\") === -1 && url.indexOf(\"https:/\") === -1 && typeof window !== \"undefined\") {\r\n return Database._ParseURL(window.location.href) + url;\r\n } else {\r\n return url;\r\n }\r\n };\r\n\r\n private _checkManifestFile(callbackManifestChecked: (checked: boolean) => any) {\r\n const noManifestFile = () => {\r\n this._enableSceneOffline = false;\r\n this._enableTexturesOffline = false;\r\n callbackManifestChecked(false);\r\n };\r\n\r\n const createManifestURL = (): string => {\r\n try {\r\n // make sure we have a valid URL.\r\n if (typeof URL === \"function\" && this._currentSceneUrl.indexOf(\"http\") === 0) {\r\n // we don't have the base url, so the URL string must have a protocol\r\n const url = new URL(this._currentSceneUrl);\r\n url.pathname += \".manifest\";\r\n return url.toString();\r\n }\r\n } catch (e) {\r\n // defensive - if this fails for any reason, fall back to the older method\r\n }\r\n\r\n return `${this._currentSceneUrl}.manifest`;\r\n };\r\n\r\n let timeStampUsed = false;\r\n let manifestURL = createManifestURL();\r\n\r\n const xhr = new WebRequest();\r\n\r\n if (navigator.onLine) {\r\n // Adding a timestamp to by-pass browsers' cache\r\n timeStampUsed = true;\r\n manifestURL = manifestURL + (manifestURL.match(/\\?/) == null ? \"?\" : \"&\") + Date.now();\r\n }\r\n xhr.open(\"GET\", manifestURL);\r\n\r\n xhr.addEventListener(\r\n \"load\",\r\n () => {\r\n if (xhr.status === 200 || Database._ValidateXHRData(xhr, 1)) {\r\n try {\r\n const manifestFile = JSON.parse(xhr.response);\r\n this._enableSceneOffline = manifestFile.enableSceneOffline;\r\n this._enableTexturesOffline = manifestFile.enableTexturesOffline && Database._IsUASupportingBlobStorage;\r\n if (manifestFile.version && !isNaN(parseInt(manifestFile.version))) {\r\n this._manifestVersionFound = manifestFile.version;\r\n }\r\n callbackManifestChecked(true);\r\n } catch (ex) {\r\n noManifestFile();\r\n }\r\n } else {\r\n noManifestFile();\r\n }\r\n },\r\n false\r\n );\r\n\r\n xhr.addEventListener(\r\n \"error\",\r\n () => {\r\n if (timeStampUsed) {\r\n timeStampUsed = false;\r\n // Let's retry without the timeStamp\r\n // It could fail when coupled with HTML5 Offline API\r\n const retryManifestURL = createManifestURL();\r\n xhr.open(\"GET\", retryManifestURL);\r\n xhr.send();\r\n } else {\r\n noManifestFile();\r\n }\r\n },\r\n false\r\n );\r\n\r\n try {\r\n xhr.send();\r\n } catch (ex) {\r\n Logger.Error(\"Error on XHR send request.\");\r\n callbackManifestChecked(false);\r\n }\r\n }\r\n\r\n /**\r\n * Open the database and make it available\r\n * @param successCallback defines the callback to call on success\r\n * @param errorCallback defines the callback to call on error\r\n */\r\n public open(successCallback: () => void, errorCallback: () => void): void {\r\n const handleError = () => {\r\n this._isSupported = false;\r\n if (errorCallback) {\r\n errorCallback();\r\n }\r\n };\r\n\r\n if (!this._idbFactory || !(this._enableSceneOffline || this._enableTexturesOffline)) {\r\n // Your browser doesn't support IndexedDB\r\n this._isSupported = false;\r\n if (errorCallback) {\r\n errorCallback();\r\n }\r\n } else {\r\n // If the DB hasn't been opened or created yet\r\n if (!this._db) {\r\n this._hasReachedQuota = false;\r\n this._isSupported = true;\r\n\r\n const request: IDBOpenDBRequest = this._idbFactory.open(\"babylonjs\", 1);\r\n\r\n // Could occur if user is blocking the quota for the DB and/or doesn't grant access to IndexedDB\r\n request.onerror = () => {\r\n handleError();\r\n };\r\n\r\n // executes when a version change transaction cannot complete due to other active transactions\r\n request.onblocked = () => {\r\n Logger.Error(\"IDB request blocked. Please reload the page.\");\r\n handleError();\r\n };\r\n\r\n // DB has been opened successfully\r\n request.onsuccess = () => {\r\n this._db = request.result;\r\n successCallback();\r\n };\r\n\r\n // Initialization of the DB. Creating Scenes & Textures stores\r\n request.onupgradeneeded = (event: IDBVersionChangeEvent) => {\r\n this._db = (<any>event.target).result;\r\n if (this._db) {\r\n try {\r\n this._db.createObjectStore(\"scenes\", { keyPath: \"sceneUrl\" });\r\n this._db.createObjectStore(\"versions\", { keyPath: \"sceneUrl\" });\r\n this._db.createObjectStore(\"textures\", { keyPath: \"textureUrl\" });\r\n } catch (ex) {\r\n Logger.Error(\"Error while creating object stores. Exception: \" + ex.message);\r\n handleError();\r\n }\r\n }\r\n };\r\n }\r\n // DB has already been created and opened\r\n else {\r\n if (successCallback) {\r\n successCallback();\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Loads an image from the database\r\n * @param url defines the url to load from\r\n * @param image defines the target DOM image\r\n */\r\n public loadImage(url: string, image: HTMLImageElement) {\r\n const completeURL = Database._ReturnFullUrlLocation(url);\r\n\r\n const saveAndLoadImage = () => {\r\n if (!this._hasReachedQuota && this._db !== null) {\r\n // the texture is not yet in the DB, let's try to save it\r\n this._saveImageIntoDBAsync(completeURL, image);\r\n }\r\n // If the texture is not in the DB and we've reached the DB quota limit\r\n // let's load it directly from the web\r\n else {\r\n image.src = url;\r\n }\r\n };\r\n\r\n if (!this._mustUpdateRessources) {\r\n this._loadImageFromDBAsync(completeURL, image, saveAndLoadImage);\r\n }\r\n // First time we're download the images or update requested in the manifest file by a version change\r\n else {\r\n saveAndLoadImage();\r\n }\r\n }\r\n\r\n private _loadImageFromDBAsync(url: string, image: HTMLImageElement, notInDBCallback: () => any) {\r\n if (this._isSupported && this._db !== null) {\r\n let texture: any;\r\n const transaction: IDBTransaction = this._db.transaction([\"textures\"]);\r\n\r\n transaction.onabort = () => {\r\n image.src = url;\r\n };\r\n\r\n transaction.oncomplete = () => {\r\n let blobTextureURL: string;\r\n if (texture) {\r\n const URL = window.URL || window.webkitURL;\r\n blobTextureURL = URL.createObjectURL(texture.data);\r\n image.onerror = () => {\r\n Logger.Error(\"Error loading image from blob URL: \" + blobTextureURL + \" switching back to web url: \" + url);\r\n image.src = url;\r\n };\r\n image.src = blobTextureURL;\r\n } else {\r\n notInDBCallback();\r\n }\r\n };\r\n\r\n const getRequest: IDBRequest = transaction.objectStore(\"textures\").get(url);\r\n\r\n getRequest.onsuccess = (event) => {\r\n texture = (<any>event.target).result;\r\n };\r\n getRequest.onerror = () => {\r\n Logger.Error(\"Error loading texture \" + url + \" from DB.\");\r\n image.src = url;\r\n };\r\n } else {\r\n Logger.Error(\"Error: IndexedDB not supported by your browser or BabylonJS Database is not open.\");\r\n image.src = url;\r\n }\r\n }\r\n\r\n private _saveImageIntoDBAsync(url: string, image: HTMLImageElement) {\r\n let blob: Blob;\r\n\r\n if (this._isSupported) {\r\n // In case of error (type not supported or quota exceeded), we're at least sending back XHR data to allow texture loading later on\r\n const generateBlobUrl = () => {\r\n let blobTextureURL;\r\n\r\n if (blob) {\r\n const URL = window.URL || window.webkitURL;\r\n try {\r\n blobTextureURL = URL.createObjectURL(blob);\r\n } catch (ex) {\r\n // Chrome is raising a type error if we're setting the oneTimeOnly parameter\r\n blobTextureURL = URL.createObjectURL(blob);\r\n }\r\n }\r\n\r\n if (blobTextureURL) {\r\n image.src = blobTextureURL;\r\n }\r\n };\r\n\r\n if (Database._IsUASupportingBlobStorage) {\r\n // Create XHR\r\n const xhr = new WebRequest();\r\n\r\n xhr.open(\"GET\", url);\r\n xhr.responseType = \"blob\";\r\n\r\n xhr.addEventListener(\r\n \"load\",\r\n () => {\r\n if (xhr.status === 200 && this._db) {\r\n // Blob as response\r\n blob = xhr.response;\r\n\r\n const transaction = this._db.transaction([\"textures\"], \"readwrite\");\r\n\r\n // the transaction could abort because of a QuotaExceededError error\r\n transaction.onabort = (event) => {\r\n try {\r\n //backwards compatibility with ts 1.0, srcElement doesn't have an \"error\" according to ts 1.3\r\n const srcElement = <any>(event.srcElement || event.target);\r\n const error = srcElement.error;\r\n if (error && error.name === \"QuotaExceededError\") {\r\n this._hasReachedQuota = true;\r\n }\r\n } catch (ex) {}\r\n generateBlobUrl();\r\n };\r\n\r\n transaction.oncomplete = () => {\r\n generateBlobUrl();\r\n };\r\n\r\n const newTexture = { textureUrl: url, data: blob };\r\n\r\n try {\r\n // Put the blob into the dabase\r\n const addRequest = transaction.objectStore(\"textures\").put(newTexture);\r\n addRequest.onsuccess = () => {};\r\n addRequest.onerror = () => {\r\n generateBlobUrl();\r\n };\r\n } catch (ex) {\r\n // \"DataCloneError\" generated by Chrome when you try to inject blob into IndexedDB\r\n if (ex.code === 25) {\r\n Database._IsUASupportingBlobStorage = false;\r\n this._enableTexturesOffline = false;\r\n }\r\n image.src = url;\r\n }\r\n } else {\r\n image.src = url;\r\n }\r\n },\r\n false\r\n );\r\n\r\n xhr.addEventListener(\r\n \"error\",\r\n () => {\r\n Logger.Error(\"Error in XHR request in BABYLON.Database.\");\r\n image.src = url;\r\n },\r\n false\r\n );\r\n\r\n xhr.send();\r\n } else {\r\n image.src = url;\r\n }\r\n } else {\r\n Logger.Error(\"Error: IndexedDB not supported by your browser or Babylon.js database is not open.\");\r\n image.src = url;\r\n }\r\n }\r\n\r\n private _checkVersionFromDB(url: string, versionLoaded: (version: number) => void) {\r\n const updateVersion = () => {\r\n // the version is not yet in the DB or we need to update it\r\n this._saveVersionIntoDBAsync(url, versionLoaded);\r\n };\r\n this._loadVersionFromDBAsync(url, versionLoaded, updateVersion);\r\n }\r\n\r\n private _loadVersionFromDBAsync(url: string, callback: (version: number) => void, updateInDBCallback: () => void) {\r\n if (this._isSupported && this._db) {\r\n let version: any;\r\n try {\r\n const transaction = this._db.transaction([\"versions\"]);\r\n\r\n transaction.oncomplete = () => {\r\n if (version) {\r\n // If the version in the JSON file is different from the version in DB\r\n if (this._manifestVersionFound !== version.data) {\r\n this._mustUpdateRessources = true;\r\n updateInDBCallback();\r\n } else {\r\n callback(version.data);\r\n }\r\n }\r\n // version was not found in DB\r\n else {\r\n this._mustUpdateRessources = true;\r\n updateInDBCallback();\r\n }\r\n };\r\n\r\n transaction.onabort = () => {\r\n callback(-1);\r\n };\r\n\r\n const getRequest = transaction.objectStore(\"versions\").get(url);\r\n\r\n getRequest.onsuccess = (event) => {\r\n version = (<any>event.target).result;\r\n };\r\n getRequest.onerror = () => {\r\n Logger.Error(\"Error loading version for scene \" + url + \" from DB.\");\r\n callback(-1);\r\n };\r\n } catch (ex) {\r\n Logger.Error(\"Error while accessing 'versions' object store (READ OP). Exception: \" + ex.message);\r\n callback(-1);\r\n }\r\n } else {\r\n Logger.Error(\"Error: IndexedDB not supported by your browser or Babylon.js database is not open.\");\r\n callback(-1);\r\n }\r\n }\r\n\r\n private _saveVersionIntoDBAsync(url: string, callback: (version: number) => void) {\r\n if (this._isSupported && !this._hasReachedQuota && this._db) {\r\n try {\r\n // Open a transaction to the database\r\n const transaction = this._db.transaction([\"versions\"], \"readwrite\");\r\n\r\n // the transaction could abort because of a QuotaExceededError error\r\n transaction.onabort = (event) => {\r\n try {\r\n //backwards compatibility with ts 1.0, srcElement doesn't have an \"error\" according to ts 1.3\r\n const error = (<any>event.srcElement)[\"error\"];\r\n if (error && error.name === \"QuotaExceededError\") {\r\n this._hasReachedQuota = true;\r\n }\r\n } catch (ex) {}\r\n callback(-1);\r\n };\r\n\r\n transaction.oncomplete = () => {\r\n callback(this._manifestVersionFound);\r\n };\r\n\r\n const newVersion = { sceneUrl: url, data: this._manifestVersionFound };\r\n\r\n // Put the scene into the database\r\n const addRequest = transaction.objectStore(\"versions\").put(newVersion);\r\n addRequest.onsuccess = () => {};\r\n addRequest.onerror = () => {\r\n Logger.Error(\"Error in DB add version request in BABYLON.Database.\");\r\n };\r\n } catch (ex) {\r\n Logger.Error(\"Error while accessing 'versions' object store (WRITE OP). Exception: \" + ex.message);\r\n callback(-1);\r\n }\r\n } else {\r\n callback(-1);\r\n }\r\n }\r\n\r\n /**\r\n * Loads a file from database\r\n * @param url defines the URL to load from\r\n * @param sceneLoaded defines a callback to call on success\r\n * @param progressCallBack defines a callback to call when progress changed\r\n * @param errorCallback defines a callback to call on error\r\n * @param useArrayBuffer defines a boolean to use array buffer instead of text string\r\n */\r\n public loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void {\r\n const completeUrl = Database._ReturnFullUrlLocation(url);\r\n\r\n const saveAndLoadFile = () => {\r\n // the scene is not yet in the DB, let's try to save it\r\n this._saveFileAsync(completeUrl, sceneLoaded, progressCallBack, useArrayBuffer, errorCallback);\r\n };\r\n\r\n this._checkVersionFromDB(completeUrl, (version) => {\r\n if (version !== -1) {\r\n if (!this._mustUpdateRessources) {\r\n this._loadFileAsync(completeUrl, sceneLoaded, saveAndLoadFile);\r\n } else {\r\n this._saveFileAsync(completeUrl, sceneLoaded, progressCallBack, useArrayBuffer, errorCallback);\r\n }\r\n } else {\r\n if (errorCallback) {\r\n errorCallback();\r\n }\r\n }\r\n });\r\n }\r\n\r\n private _loadFileAsync(url: string, callback: (data?: any) => void, notInDBCallback: () => void) {\r\n if (this._isSupported && this._db) {\r\n let targetStore: string;\r\n if (url.indexOf(\".babylon\") !== -1) {\r\n targetStore = \"scenes\";\r\n } else {\r\n targetStore = \"textures\";\r\n }\r\n\r\n let file: any;\r\n const transaction = this._db.transaction([targetStore]);\r\n\r\n transaction.oncomplete = () => {\r\n if (file) {\r\n callback(file.data);\r\n }\r\n // file was not found in DB\r\n else {\r\n notInDBCallback();\r\n }\r\n };\r\n\r\n transaction.onabort = () => {\r\n notInDBCallback();\r\n };\r\n\r\n const getRequest = transaction.objectStore(targetStore).get(url);\r\n\r\n getRequest.onsuccess = (event) => {\r\n file = (<any>event.target).result;\r\n };\r\n getRequest.onerror = () => {\r\n Logger.Error(\"Error loading file \" + url + \" from DB.\");\r\n notInDBCallback();\r\n };\r\n } else {\r\n Logger.Error(\"Error: IndexedDB not supported by your browser or BabylonJS Database is not open.\");\r\n callback();\r\n }\r\n }\r\n\r\n private _saveFileAsync(\r\n url: string,\r\n callback: (data?: any) => void,\r\n progressCallback?: (this: XMLHttpRequestEventTarget, ev: ProgressEvent) => any,\r\n useArrayBuffer?: boolean,\r\n errorCallback?: (data?: any) => void\r\n ) {\r\n if (this._isSupported) {\r\n let targetStore: string;\r\n if (url.indexOf(\".babylon\") !== -1) {\r\n targetStore = \"scenes\";\r\n } else {\r\n targetStore = \"textures\";\r\n }\r\n\r\n // Create XHR\r\n const xhr = new WebRequest();\r\n let fileData: any;\r\n xhr.open(\"GET\", url + (url.match(/\\?/) == null ? \"?\" : \"&\") + Date.now());\r\n\r\n if (useArrayBuffer) {\r\n xhr.responseType = \"arraybuffer\";\r\n }\r\n\r\n if (progressCallback) {\r\n xhr.onprogress = progressCallback;\r\n }\r\n\r\n xhr.addEventListener(\r\n \"load\",\r\n () => {\r\n if (xhr.status === 200 || (xhr.status < 400 && Database._ValidateXHRData(xhr, !useArrayBuffer ? 1 : 6))) {\r\n // Blob as response\r\n fileData = !useArrayBuffer ? xhr.responseText : xhr.response;\r\n\r\n if (!this._hasReachedQuota && this._db) {\r\n // Open a transaction to the database\r\n const transaction = this._db.transaction([targetStore], \"readwrite\");\r\n\r\n // the transaction could abort because of a QuotaExceededError error\r\n transaction.onabort = (event) => {\r\n try {\r\n //backwards compatibility with ts 1.0, srcElement doesn't have an \"error\" according to ts 1.3\r\n const error = (<any>event.srcElement)[\"error\"];\r\n if (error && error.name === \"QuotaExceededError\") {\r\n this._hasReachedQuota = true;\r\n }\r\n } catch (ex) {}\r\n callback(fileData);\r\n };\r\n\r\n transaction.oncomplete = () => {\r\n callback(fileData);\r\n };\r\n\r\n let newFile;\r\n if (targetStore === \"scenes\") {\r\n newFile = { sceneUrl: url, data: fileData, version: this._manifestVersionFound };\r\n } else {\r\n newFile = { textureUrl: url, data: fileData };\r\n }\r\n\r\n try {\r\n // Put the scene into the database\r\n const addRequest = transaction.objectStore(targetStore).put(newFile);\r\n addRequest.onsuccess = () => {};\r\n addRequest.onerror = () => {\r\n Logger.Error(\"Error in DB add file request in BABYLON.Database.\");\r\n };\r\n } catch (ex) {\r\n callback(fileData);\r\n }\r\n } else {\r\n callback(fileData);\r\n }\r\n } else {\r\n if (xhr.status >= 400 && errorCallback) {\r\n errorCallback(xhr);\r\n } else {\r\n callback();\r\n }\r\n }\r\n },\r\n false\r\n );\r\n\r\n xhr.addEventListener(\r\n \"error\",\r\n () => {\r\n Logger.Error(\"error on XHR request.\");\r\n errorCallback && errorCallback();\r\n },\r\n false\r\n );\r\n\r\n xhr.send();\r\n } else {\r\n Logger.Error(\"Error: IndexedDB not supported by your browser or Babylon.js database is not open.\");\r\n errorCallback && errorCallback();\r\n }\r\n }\r\n\r\n /**\r\n * Validates if xhr data is correct\r\n * @param xhr defines the request to validate\r\n * @param dataType defines the expected data type\r\n * @returns true if data is correct\r\n */\r\n private static _ValidateXHRData(xhr: WebRequest, dataType = 7): boolean {\r\n // 1 for text (.babylon, manifest and shaders), 2 for TGA, 4 for DDS, 7 for all\r\n\r\n try {\r\n if (dataType & 1) {\r\n if (xhr.responseText && xhr.responseText.length > 0) {\r\n return true;\r\n } else if (dataType === 1) {\r\n return false;\r\n }\r\n }\r\n\r\n if (dataType & 2) {\r\n // Check header width and height since there is no \"TGA\" magic number\r\n const tgaHeader = GetTGAHeader(xhr.response);\r\n\r\n if (tgaHeader.width && tgaHeader.height && tgaHeader.width > 0 && tgaHeader.height > 0) {\r\n return true;\r\n } else if (dataType === 2) {\r\n return false;\r\n }\r\n }\r\n\r\n if (dataType & 4) {\r\n // Check for the \"DDS\" magic number\r\n const ddsHeader = new Uint8Array(xhr.response, 0, 3);\r\n\r\n if (ddsHeader[0] === 68 && ddsHeader[1] === 68 && ddsHeader[2] === 83) {\r\n return true;\r\n } else {\r\n return false;\r\n }\r\n }\r\n } catch (e) {\r\n // Global protection\r\n }\r\n\r\n return false;\r\n }\r\n}\r\n"]}
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@@ -11,7 +11,7 @@ import "../Shaders/volumetricLightScatteringPass.vertex";
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import "../Shaders/volumetricLightScatteringPass.fragment";
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declare type Engine = import("../Engines/engine").Engine;
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/**
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-
* Inspired by
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* Inspired by https://developer.nvidia.com/gpugems/gpugems3/part-ii-light-and-shadows/chapter-13-volumetric-light-scattering-post-process
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*/
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export declare class VolumetricLightScatteringPostProcess extends PostProcess {
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private _volumetricLightScatteringPass;
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@@ -21,7 +21,7 @@ import { Viewport } from "../Maths/math.viewport.js";
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import { RegisterClass } from "../Misc/typeStore.js";
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import { DrawWrapper } from "../Materials/drawWrapper.js";
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/**
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* Inspired by
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* Inspired by https://developer.nvidia.com/gpugems/gpugems3/part-ii-light-and-shadows/chapter-13-volumetric-light-scattering-post-process
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*/
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var VolumetricLightScatteringPostProcess = /** @class */ (function (_super) {
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__extends(VolumetricLightScatteringPostProcess, _super);
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