@babylonjs/core 6.15.0 → 6.16.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1099) hide show
  1. package/Actions/actionManager.js +8 -3
  2. package/Actions/actionManager.js.map +1 -1
  3. package/Behaviors/Cameras/framingBehavior.d.ts +2 -1
  4. package/Behaviors/Cameras/framingBehavior.js +3 -1
  5. package/Behaviors/Cameras/framingBehavior.js.map +1 -1
  6. package/Bones/boneIKController.js +1 -0
  7. package/Bones/boneIKController.js.map +1 -1
  8. package/Bones/skeleton.js +1 -0
  9. package/Bones/skeleton.js.map +1 -1
  10. package/Compute/computeEffect.js +1 -1
  11. package/Compute/computeEffect.js.map +1 -1
  12. package/{Materials/Node/nodeMaterialDecorator.d.ts → Decorators/nodeDecorator.d.ts} +7 -7
  13. package/{Materials/Node/nodeMaterialDecorator.js → Decorators/nodeDecorator.js} +3 -3
  14. package/Decorators/nodeDecorator.js.map +1 -0
  15. package/Engines/Processors/shaderCodeNode.js +1 -1
  16. package/Engines/Processors/shaderCodeNode.js.map +1 -1
  17. package/Engines/WebGPU/webgpuShaderProcessor.js +3 -0
  18. package/Engines/WebGPU/webgpuShaderProcessor.js.map +1 -1
  19. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +9 -9
  20. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
  21. package/Engines/WebGPU/webgpuTextureHelper.js +3 -3
  22. package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
  23. package/Engines/nativeEngine.js +5 -4
  24. package/Engines/nativeEngine.js.map +1 -1
  25. package/Engines/thinEngine.d.ts +2 -0
  26. package/Engines/thinEngine.js +35 -4
  27. package/Engines/thinEngine.js.map +1 -1
  28. package/Engines/webgpuEngine.js +12 -2
  29. package/Engines/webgpuEngine.js.map +1 -1
  30. package/FlowGraph/Blocks/Data/flowGraphBinaryOpBlocks.d.ts +34 -0
  31. package/FlowGraph/Blocks/Data/flowGraphBinaryOpBlocks.js +29 -0
  32. package/FlowGraph/Blocks/Data/flowGraphBinaryOpBlocks.js.map +1 -0
  33. package/FlowGraph/Blocks/Data/index.d.ts +1 -0
  34. package/FlowGraph/Blocks/Data/index.js +2 -0
  35. package/FlowGraph/Blocks/Data/index.js.map +1 -0
  36. package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.d.ts +23 -0
  37. package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.js +51 -0
  38. package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.js.map +1 -0
  39. package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.d.ts +20 -0
  40. package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.js +29 -0
  41. package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.js.map +1 -0
  42. package/FlowGraph/Blocks/Event/index.d.ts +2 -0
  43. package/FlowGraph/Blocks/Event/index.js +3 -0
  44. package/FlowGraph/Blocks/Event/index.js.map +1 -0
  45. package/FlowGraph/Blocks/Execution/flowGraphForLoopBlock.d.ts +43 -0
  46. package/FlowGraph/Blocks/Execution/flowGraphForLoopBlock.js +40 -0
  47. package/FlowGraph/Blocks/Execution/flowGraphForLoopBlock.js.map +1 -0
  48. package/FlowGraph/Blocks/Execution/flowGraphLogBlock.d.ts +18 -0
  49. package/FlowGraph/Blocks/Execution/flowGraphLogBlock.js +21 -0
  50. package/FlowGraph/Blocks/Execution/flowGraphLogBlock.js.map +1 -0
  51. package/FlowGraph/Blocks/Execution/index.d.ts +2 -0
  52. package/FlowGraph/Blocks/Execution/index.js +3 -0
  53. package/FlowGraph/Blocks/Execution/index.js.map +1 -0
  54. package/FlowGraph/Blocks/index.d.ts +3 -0
  55. package/FlowGraph/Blocks/index.js +5 -0
  56. package/FlowGraph/Blocks/index.js.map +1 -0
  57. package/FlowGraph/flowGraph.d.ts +34 -0
  58. package/FlowGraph/flowGraph.js +54 -0
  59. package/FlowGraph/flowGraph.js.map +1 -0
  60. package/FlowGraph/flowGraphBlock.d.ts +33 -0
  61. package/FlowGraph/flowGraphBlock.js +39 -0
  62. package/FlowGraph/flowGraphBlock.js.map +1 -0
  63. package/FlowGraph/flowGraphConnection.d.ts +38 -0
  64. package/FlowGraph/flowGraphConnection.js +40 -0
  65. package/FlowGraph/flowGraphConnection.js.map +1 -0
  66. package/FlowGraph/flowGraphDataConnection.d.ts +15 -0
  67. package/FlowGraph/flowGraphDataConnection.js +30 -0
  68. package/FlowGraph/flowGraphDataConnection.js.map +1 -0
  69. package/FlowGraph/flowGraphEventBlock.d.ts +20 -0
  70. package/FlowGraph/flowGraphEventBlock.js +15 -0
  71. package/FlowGraph/flowGraphEventBlock.js.map +1 -0
  72. package/FlowGraph/flowGraphExecutionBlock.d.ts +24 -0
  73. package/FlowGraph/flowGraphExecutionBlock.js +27 -0
  74. package/FlowGraph/flowGraphExecutionBlock.js.map +1 -0
  75. package/FlowGraph/flowGraphSignalConnection.d.ts +14 -0
  76. package/FlowGraph/flowGraphSignalConnection.js +22 -0
  77. package/FlowGraph/flowGraphSignalConnection.js.map +1 -0
  78. package/FlowGraph/flowGraphWithOnDoneExecutionBlock.d.ts +7 -0
  79. package/FlowGraph/flowGraphWithOnDoneExecutionBlock.js +8 -0
  80. package/FlowGraph/flowGraphWithOnDoneExecutionBlock.js.map +1 -0
  81. package/FlowGraph/index.d.ts +6 -0
  82. package/FlowGraph/index.js +8 -0
  83. package/FlowGraph/index.js.map +1 -0
  84. package/Gizmos/lightGizmo.d.ts +5 -0
  85. package/Gizmos/lightGizmo.js +21 -7
  86. package/Gizmos/lightGizmo.js.map +1 -1
  87. package/Gizmos/planeDragGizmo.js +13 -5
  88. package/Gizmos/planeDragGizmo.js.map +1 -1
  89. package/Gizmos/planeRotationGizmo.d.ts +6 -0
  90. package/Gizmos/planeRotationGizmo.js +5 -1
  91. package/Gizmos/planeRotationGizmo.js.map +1 -1
  92. package/Gizmos/rotationGizmo.d.ts +8 -0
  93. package/Gizmos/rotationGizmo.js +15 -0
  94. package/Gizmos/rotationGizmo.js.map +1 -1
  95. package/Layers/layer.js +1 -1
  96. package/Layers/layer.js.map +1 -1
  97. package/Lights/Shadows/cascadedShadowGenerator.d.ts +2 -1
  98. package/Lights/Shadows/cascadedShadowGenerator.js +4 -3
  99. package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
  100. package/Lights/Shadows/shadowGenerator.d.ts +3 -1
  101. package/Lights/Shadows/shadowGenerator.js +4 -2
  102. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  103. package/Lights/directionalLight.d.ts +1 -1
  104. package/Lights/directionalLight.js.map +1 -1
  105. package/Lights/hemisphericLight.d.ts +1 -1
  106. package/Lights/hemisphericLight.js.map +1 -1
  107. package/Lights/light.d.ts +1 -1
  108. package/Lights/light.js.map +1 -1
  109. package/Lights/pointLight.d.ts +1 -1
  110. package/Lights/pointLight.js.map +1 -1
  111. package/Lights/spotLight.d.ts +1 -1
  112. package/Lights/spotLight.js.map +1 -1
  113. package/Loading/sceneLoader.js +2 -0
  114. package/Loading/sceneLoader.js.map +1 -1
  115. package/Materials/Node/Blocks/Dual/currentScreenBlock.js +13 -13
  116. package/Materials/Node/Blocks/Dual/currentScreenBlock.js.map +1 -1
  117. package/Materials/Node/Blocks/Dual/fogBlock.js +6 -6
  118. package/Materials/Node/Blocks/Dual/fogBlock.js.map +1 -1
  119. package/Materials/Node/Blocks/Dual/imageSourceBlock.js +11 -11
  120. package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
  121. package/Materials/Node/Blocks/Dual/lightBlock.js +16 -16
  122. package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
  123. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +27 -27
  124. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
  125. package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js +1 -1
  126. package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js.map +1 -1
  127. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js +15 -11
  128. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js.map +1 -1
  129. package/Materials/Node/Blocks/Dual/textureBlock.js +28 -28
  130. package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
  131. package/Materials/Node/Blocks/Fragment/TBNBlock.js +3 -5
  132. package/Materials/Node/Blocks/Fragment/TBNBlock.js.map +1 -1
  133. package/Materials/Node/Blocks/Fragment/derivativeBlock.js +2 -2
  134. package/Materials/Node/Blocks/Fragment/derivativeBlock.js.map +1 -1
  135. package/Materials/Node/Blocks/Fragment/discardBlock.js +1 -1
  136. package/Materials/Node/Blocks/Fragment/discardBlock.js.map +1 -1
  137. package/Materials/Node/Blocks/Fragment/fragCoordBlock.js +1 -1
  138. package/Materials/Node/Blocks/Fragment/fragCoordBlock.js.map +1 -1
  139. package/Materials/Node/Blocks/Fragment/fragDepthBlock.js +1 -1
  140. package/Materials/Node/Blocks/Fragment/fragDepthBlock.js.map +1 -1
  141. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +15 -15
  142. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
  143. package/Materials/Node/Blocks/Fragment/frontFacingBlock.js +1 -1
  144. package/Materials/Node/Blocks/Fragment/frontFacingBlock.js.map +1 -1
  145. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js +6 -6
  146. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js.map +1 -1
  147. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js +13 -13
  148. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js.map +1 -1
  149. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js +13 -13
  150. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
  151. package/Materials/Node/Blocks/Fragment/screenSizeBlock.js +1 -1
  152. package/Materials/Node/Blocks/Fragment/screenSizeBlock.js.map +1 -1
  153. package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js +5 -5
  154. package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js.map +1 -1
  155. package/Materials/Node/Blocks/Fragment/shadowMapBlock.js +7 -7
  156. package/Materials/Node/Blocks/Fragment/shadowMapBlock.js.map +1 -1
  157. package/Materials/Node/Blocks/Fragment/twirlBlock.js +3 -3
  158. package/Materials/Node/Blocks/Fragment/twirlBlock.js.map +1 -1
  159. package/Materials/Node/Blocks/Input/inputBlock.js +11 -11
  160. package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
  161. package/Materials/Node/Blocks/PBR/anisotropyBlock.js +6 -6
  162. package/Materials/Node/Blocks/PBR/anisotropyBlock.js.map +1 -1
  163. package/Materials/Node/Blocks/PBR/clearCoatBlock.js +9 -9
  164. package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
  165. package/Materials/Node/Blocks/PBR/iridescenceBlock.js +1 -1
  166. package/Materials/Node/Blocks/PBR/iridescenceBlock.js.map +1 -1
  167. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +47 -47
  168. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  169. package/Materials/Node/Blocks/PBR/reflectionBlock.js +9 -9
  170. package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
  171. package/Materials/Node/Blocks/PBR/refractionBlock.js +14 -14
  172. package/Materials/Node/Blocks/PBR/refractionBlock.js.map +1 -1
  173. package/Materials/Node/Blocks/PBR/sheenBlock.js +4 -4
  174. package/Materials/Node/Blocks/PBR/sheenBlock.js.map +1 -1
  175. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js +1 -1
  176. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js.map +1 -1
  177. package/Materials/Node/Blocks/Particle/particleTextureBlock.js +8 -8
  178. package/Materials/Node/Blocks/Particle/particleTextureBlock.js.map +1 -1
  179. package/Materials/Node/Blocks/Teleport/index.d.ts +2 -0
  180. package/Materials/Node/Blocks/Teleport/index.js +3 -0
  181. package/Materials/Node/Blocks/Teleport/index.js.map +1 -0
  182. package/Materials/Node/Blocks/Teleport/teleportInBlock.d.ts +42 -0
  183. package/Materials/Node/Blocks/Teleport/teleportInBlock.js +83 -0
  184. package/Materials/Node/Blocks/Teleport/teleportInBlock.js.map +1 -0
  185. package/Materials/Node/Blocks/Teleport/teleportOutBlock.d.ts +59 -0
  186. package/Materials/Node/Blocks/Teleport/teleportOutBlock.js +122 -0
  187. package/Materials/Node/Blocks/Teleport/teleportOutBlock.js.map +1 -0
  188. package/Materials/Node/Blocks/Vertex/bonesBlock.js +5 -5
  189. package/Materials/Node/Blocks/Vertex/bonesBlock.js.map +1 -1
  190. package/Materials/Node/Blocks/Vertex/instancesBlock.js +11 -11
  191. package/Materials/Node/Blocks/Vertex/instancesBlock.js.map +1 -1
  192. package/Materials/Node/Blocks/Vertex/lightInformationBlock.js +11 -11
  193. package/Materials/Node/Blocks/Vertex/lightInformationBlock.js.map +1 -1
  194. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js +39 -39
  195. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js.map +1 -1
  196. package/Materials/Node/Blocks/Vertex/vertexOutputBlock.js +3 -3
  197. package/Materials/Node/Blocks/Vertex/vertexOutputBlock.js.map +1 -1
  198. package/Materials/Node/Blocks/addBlock.js +1 -1
  199. package/Materials/Node/Blocks/addBlock.js.map +1 -1
  200. package/Materials/Node/Blocks/arcTan2Block.js +1 -1
  201. package/Materials/Node/Blocks/arcTan2Block.js.map +1 -1
  202. package/Materials/Node/Blocks/clampBlock.js +4 -4
  203. package/Materials/Node/Blocks/clampBlock.js.map +1 -1
  204. package/Materials/Node/Blocks/cloudBlock.js +7 -7
  205. package/Materials/Node/Blocks/cloudBlock.js.map +1 -1
  206. package/Materials/Node/Blocks/colorMergerBlock.js +8 -8
  207. package/Materials/Node/Blocks/colorMergerBlock.js.map +1 -1
  208. package/Materials/Node/Blocks/colorSplitterBlock.js +5 -5
  209. package/Materials/Node/Blocks/colorSplitterBlock.js.map +1 -1
  210. package/Materials/Node/Blocks/conditionalBlock.js +10 -10
  211. package/Materials/Node/Blocks/conditionalBlock.js.map +1 -1
  212. package/Materials/Node/Blocks/crossBlock.js +1 -1
  213. package/Materials/Node/Blocks/crossBlock.js.map +1 -1
  214. package/Materials/Node/Blocks/curveBlock.js +5 -5
  215. package/Materials/Node/Blocks/curveBlock.js.map +1 -1
  216. package/Materials/Node/Blocks/customBlock.js +4 -4
  217. package/Materials/Node/Blocks/customBlock.js.map +1 -1
  218. package/Materials/Node/Blocks/desaturateBlock.js +4 -4
  219. package/Materials/Node/Blocks/desaturateBlock.js.map +1 -1
  220. package/Materials/Node/Blocks/distanceBlock.js +1 -1
  221. package/Materials/Node/Blocks/distanceBlock.js.map +1 -1
  222. package/Materials/Node/Blocks/divideBlock.js +1 -1
  223. package/Materials/Node/Blocks/divideBlock.js.map +1 -1
  224. package/Materials/Node/Blocks/dotBlock.js +1 -1
  225. package/Materials/Node/Blocks/dotBlock.js.map +1 -1
  226. package/Materials/Node/Blocks/elbowBlock.js +1 -1
  227. package/Materials/Node/Blocks/elbowBlock.js.map +1 -1
  228. package/Materials/Node/Blocks/fresnelBlock.js +1 -1
  229. package/Materials/Node/Blocks/fresnelBlock.js.map +1 -1
  230. package/Materials/Node/Blocks/gradientBlock.js +8 -8
  231. package/Materials/Node/Blocks/gradientBlock.js.map +1 -1
  232. package/Materials/Node/Blocks/index.d.ts +1 -0
  233. package/Materials/Node/Blocks/index.js +1 -0
  234. package/Materials/Node/Blocks/index.js.map +1 -1
  235. package/Materials/Node/Blocks/lengthBlock.js +1 -1
  236. package/Materials/Node/Blocks/lengthBlock.js.map +1 -1
  237. package/Materials/Node/Blocks/lerpBlock.js +1 -1
  238. package/Materials/Node/Blocks/lerpBlock.js.map +1 -1
  239. package/Materials/Node/Blocks/matrixBuilderBlock.js +1 -1
  240. package/Materials/Node/Blocks/matrixBuilderBlock.js.map +1 -1
  241. package/Materials/Node/Blocks/matrixDeterminantBlock.js +1 -1
  242. package/Materials/Node/Blocks/matrixDeterminantBlock.js.map +1 -1
  243. package/Materials/Node/Blocks/matrixTransposeBlock.js +1 -1
  244. package/Materials/Node/Blocks/matrixTransposeBlock.js.map +1 -1
  245. package/Materials/Node/Blocks/maxBlock.js +1 -1
  246. package/Materials/Node/Blocks/maxBlock.js.map +1 -1
  247. package/Materials/Node/Blocks/meshAttributeExistsBlock.js +7 -7
  248. package/Materials/Node/Blocks/meshAttributeExistsBlock.js.map +1 -1
  249. package/Materials/Node/Blocks/minBlock.js +1 -1
  250. package/Materials/Node/Blocks/minBlock.js.map +1 -1
  251. package/Materials/Node/Blocks/modBlock.js +1 -1
  252. package/Materials/Node/Blocks/modBlock.js.map +1 -1
  253. package/Materials/Node/Blocks/multiplyBlock.js +1 -1
  254. package/Materials/Node/Blocks/multiplyBlock.js.map +1 -1
  255. package/Materials/Node/Blocks/nLerpBlock.js +1 -1
  256. package/Materials/Node/Blocks/nLerpBlock.js.map +1 -1
  257. package/Materials/Node/Blocks/negateBlock.js +1 -1
  258. package/Materials/Node/Blocks/negateBlock.js.map +1 -1
  259. package/Materials/Node/Blocks/normalBlendBlock.js +6 -6
  260. package/Materials/Node/Blocks/normalBlendBlock.js.map +1 -1
  261. package/Materials/Node/Blocks/normalizeBlock.js +1 -1
  262. package/Materials/Node/Blocks/normalizeBlock.js.map +1 -1
  263. package/Materials/Node/Blocks/oneMinusBlock.js +1 -1
  264. package/Materials/Node/Blocks/oneMinusBlock.js.map +1 -1
  265. package/Materials/Node/Blocks/posterizeBlock.js +1 -1
  266. package/Materials/Node/Blocks/posterizeBlock.js.map +1 -1
  267. package/Materials/Node/Blocks/powBlock.js +1 -1
  268. package/Materials/Node/Blocks/powBlock.js.map +1 -1
  269. package/Materials/Node/Blocks/randomNumberBlock.js +1 -1
  270. package/Materials/Node/Blocks/randomNumberBlock.js.map +1 -1
  271. package/Materials/Node/Blocks/reciprocalBlock.js +2 -2
  272. package/Materials/Node/Blocks/reciprocalBlock.js.map +1 -1
  273. package/Materials/Node/Blocks/reflectBlock.js +1 -1
  274. package/Materials/Node/Blocks/reflectBlock.js.map +1 -1
  275. package/Materials/Node/Blocks/refractBlock.js +1 -1
  276. package/Materials/Node/Blocks/refractBlock.js.map +1 -1
  277. package/Materials/Node/Blocks/remapBlock.js +4 -4
  278. package/Materials/Node/Blocks/remapBlock.js.map +1 -1
  279. package/Materials/Node/Blocks/replaceColorBlock.js +6 -6
  280. package/Materials/Node/Blocks/replaceColorBlock.js.map +1 -1
  281. package/Materials/Node/Blocks/rotate2dBlock.js +1 -1
  282. package/Materials/Node/Blocks/rotate2dBlock.js.map +1 -1
  283. package/Materials/Node/Blocks/scaleBlock.js +1 -1
  284. package/Materials/Node/Blocks/scaleBlock.js.map +1 -1
  285. package/Materials/Node/Blocks/simplexPerlin3DBlock.js +41 -41
  286. package/Materials/Node/Blocks/simplexPerlin3DBlock.js.map +1 -1
  287. package/Materials/Node/Blocks/smoothStepBlock.js +1 -1
  288. package/Materials/Node/Blocks/smoothStepBlock.js.map +1 -1
  289. package/Materials/Node/Blocks/stepBlock.js +1 -1
  290. package/Materials/Node/Blocks/stepBlock.js.map +1 -1
  291. package/Materials/Node/Blocks/subtractBlock.js +1 -1
  292. package/Materials/Node/Blocks/subtractBlock.js.map +1 -1
  293. package/Materials/Node/Blocks/transformBlock.js +13 -14
  294. package/Materials/Node/Blocks/transformBlock.js.map +1 -1
  295. package/Materials/Node/Blocks/triPlanarBlock.js +17 -17
  296. package/Materials/Node/Blocks/triPlanarBlock.js.map +1 -1
  297. package/Materials/Node/Blocks/trigonometryBlock.js +2 -2
  298. package/Materials/Node/Blocks/trigonometryBlock.js.map +1 -1
  299. package/Materials/Node/Blocks/vectorMergerBlock.js +22 -22
  300. package/Materials/Node/Blocks/vectorMergerBlock.js.map +1 -1
  301. package/Materials/Node/Blocks/vectorSplitterBlock.js +8 -8
  302. package/Materials/Node/Blocks/vectorSplitterBlock.js.map +1 -1
  303. package/Materials/Node/Blocks/viewDirectionBlock.js +1 -1
  304. package/Materials/Node/Blocks/viewDirectionBlock.js.map +1 -1
  305. package/Materials/Node/Blocks/voronoiNoiseBlock.js +5 -5
  306. package/Materials/Node/Blocks/voronoiNoiseBlock.js.map +1 -1
  307. package/Materials/Node/Blocks/waveBlock.js +3 -4
  308. package/Materials/Node/Blocks/waveBlock.js.map +1 -1
  309. package/Materials/Node/Blocks/worleyNoise3DBlock.js +155 -155
  310. package/Materials/Node/Blocks/worleyNoise3DBlock.js.map +1 -1
  311. package/Materials/Node/index.d.ts +1 -1
  312. package/Materials/Node/index.js +1 -1
  313. package/Materials/Node/index.js.map +1 -1
  314. package/Materials/Node/nodeMaterial.d.ts +2 -1
  315. package/Materials/Node/nodeMaterial.js +56 -17
  316. package/Materials/Node/nodeMaterial.js.map +1 -1
  317. package/Materials/Node/nodeMaterialBlock.d.ts +14 -2
  318. package/Materials/Node/nodeMaterialBlock.js +34 -11
  319. package/Materials/Node/nodeMaterialBlock.js.map +1 -1
  320. package/Materials/Node/nodeMaterialBlockConnectionPoint.js +1 -1
  321. package/Materials/Node/nodeMaterialBlockConnectionPoint.js.map +1 -1
  322. package/Materials/Node/nodeMaterialBuildState.js +36 -36
  323. package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
  324. package/Materials/Node/nodeMaterialBuildStateSharedData.js +4 -4
  325. package/Materials/Node/nodeMaterialBuildStateSharedData.js.map +1 -1
  326. package/Materials/Textures/Filtering/hdrFiltering.js +1 -0
  327. package/Materials/Textures/Filtering/hdrFiltering.js.map +1 -1
  328. package/Materials/effect.js +1 -1
  329. package/Materials/effect.js.map +1 -1
  330. package/Materials/effectRenderer.d.ts +4 -0
  331. package/Materials/effectRenderer.js +8 -2
  332. package/Materials/effectRenderer.js.map +1 -1
  333. package/Materials/greasedLinePluginMaterial.d.ts +100 -4
  334. package/Materials/greasedLinePluginMaterial.js +27 -7
  335. package/Materials/greasedLinePluginMaterial.js.map +1 -1
  336. package/Materials/greasedLineSimpleMaterial.d.ts +228 -0
  337. package/Materials/greasedLineSimpleMaterial.js +435 -0
  338. package/Materials/greasedLineSimpleMaterial.js.map +1 -0
  339. package/Materials/material.decalMapConfiguration.js +2 -0
  340. package/Materials/material.decalMapConfiguration.js.map +1 -1
  341. package/Materials/materialPluginManager.js +5 -5
  342. package/Materials/materialPluginManager.js.map +1 -1
  343. package/Materials/meshDebugPluginMaterial.d.ts +58 -20
  344. package/Materials/meshDebugPluginMaterial.js +56 -87
  345. package/Materials/meshDebugPluginMaterial.js.map +1 -1
  346. package/Materials/shadowDepthWrapper.js +5 -5
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  1005. package/Shaders/screenSpaceReflection.fragment.js.map +1 -1
  1006. package/Shaders/screenSpaceReflection2.fragment.js +125 -51
  1007. package/Shaders/screenSpaceReflection2.fragment.js.map +1 -1
  1008. package/Shaders/screenSpaceReflection2Blur.fragment.js +7 -1
  1009. package/Shaders/screenSpaceReflection2Blur.fragment.js.map +1 -1
  1010. package/Shaders/screenSpaceReflection2BlurCombiner.fragment.js +28 -13
  1011. package/Shaders/screenSpaceReflection2BlurCombiner.fragment.js.map +1 -1
  1012. package/Shaders/shadowMap.fragment.js +14 -6
  1013. package/Shaders/shadowMap.fragment.js.map +1 -1
  1014. package/Shaders/shadowMap.vertex.js +35 -17
  1015. package/Shaders/shadowMap.vertex.js.map +1 -1
  1016. package/Shaders/sharpen.fragment.js +8 -2
  1017. package/Shaders/sharpen.fragment.js.map +1 -1
  1018. package/Shaders/spriteMap.fragment.js +17 -4
  1019. package/Shaders/spriteMap.fragment.js.map +1 -1
  1020. package/Shaders/spriteMap.vertex.js +2 -1
  1021. package/Shaders/spriteMap.vertex.js.map +1 -1
  1022. package/Shaders/sprites.fragment.js +17 -7
  1023. package/Shaders/sprites.fragment.js.map +1 -1
  1024. package/Shaders/sprites.vertex.js +10 -4
  1025. package/Shaders/sprites.vertex.js.map +1 -1
  1026. package/Shaders/ssao.fragment.js +0 -2
  1027. package/Shaders/ssao.fragment.js.map +1 -1
  1028. package/Shaders/ssao2.fragment.js +0 -2
  1029. package/Shaders/ssao2.fragment.js.map +1 -1
  1030. package/Shaders/ssaoCombine.fragment.js +8 -4
  1031. package/Shaders/ssaoCombine.fragment.js.map +1 -1
  1032. package/Shaders/standard.fragment.js +101 -25
  1033. package/Shaders/standard.fragment.js.map +1 -1
  1034. package/Shaders/stereoscopicInterlace.fragment.js +14 -6
  1035. package/Shaders/stereoscopicInterlace.fragment.js.map +1 -1
  1036. package/Shaders/subSurfaceScattering.fragment.js +58 -12
  1037. package/Shaders/subSurfaceScattering.fragment.js.map +1 -1
  1038. package/Shaders/tonemap.fragment.js +21 -9
  1039. package/Shaders/tonemap.fragment.js.map +1 -1
  1040. package/Shaders/velocity.fragment.js +8 -4
  1041. package/Shaders/velocity.fragment.js.map +1 -1
  1042. package/Shaders/velocity.vertex.js +18 -9
  1043. package/Shaders/velocity.vertex.js.map +1 -1
  1044. package/Shaders/volumetricLightScattering.fragment.js +9 -4
  1045. package/Shaders/volumetricLightScattering.fragment.js.map +1 -1
  1046. package/Shaders/volumetricLightScatteringPass.fragment.js +12 -5
  1047. package/Shaders/volumetricLightScatteringPass.fragment.js.map +1 -1
  1048. package/Shaders/volumetricLightScatteringPass.vertex.js +23 -11
  1049. package/Shaders/volumetricLightScatteringPass.vertex.js.map +1 -1
  1050. package/Shaders/vrDistortionCorrection.fragment.js +6 -2
  1051. package/Shaders/vrDistortionCorrection.fragment.js.map +1 -1
  1052. package/Shaders/vrMultiviewToSingleview.fragment.js +4 -2
  1053. package/Shaders/vrMultiviewToSingleview.fragment.js.map +1 -1
  1054. package/ShadersWGSL/ShadersInclude/bakedVertexAnimation.js +24 -12
  1055. package/ShadersWGSL/ShadersInclude/bakedVertexAnimation.js.map +1 -1
  1056. package/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration.js +7 -3
  1057. package/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration.js.map +1 -1
  1058. package/ShadersWGSL/ShadersInclude/bonesDeclaration.js +14 -6
  1059. package/ShadersWGSL/ShadersInclude/bonesDeclaration.js.map +1 -1
  1060. package/ShadersWGSL/ShadersInclude/bonesVertex.js +36 -18
  1061. package/ShadersWGSL/ShadersInclude/bonesVertex.js.map +1 -1
  1062. package/ShadersWGSL/ShadersInclude/clipPlaneFragment.js +20 -7
  1063. package/ShadersWGSL/ShadersInclude/clipPlaneFragment.js.map +1 -1
  1064. package/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration.js +12 -6
  1065. package/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration.js.map +1 -1
  1066. package/ShadersWGSL/ShadersInclude/clipPlaneVertex.js +12 -6
  1067. package/ShadersWGSL/ShadersInclude/clipPlaneVertex.js.map +1 -1
  1068. package/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.js +12 -6
  1069. package/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.js.map +1 -1
  1070. package/ShadersWGSL/ShadersInclude/instancesDeclaration.js +14 -7
  1071. package/ShadersWGSL/ShadersInclude/instancesDeclaration.js.map +1 -1
  1072. package/ShadersWGSL/ShadersInclude/instancesVertex.js +16 -8
  1073. package/ShadersWGSL/ShadersInclude/instancesVertex.js.map +1 -1
  1074. package/ShadersWGSL/ShadersInclude/meshUboDeclaration.js +3 -1
  1075. package/ShadersWGSL/ShadersInclude/meshUboDeclaration.js.map +1 -1
  1076. package/ShadersWGSL/ShadersInclude/morphTargetsVertex.js +16 -8
  1077. package/ShadersWGSL/ShadersInclude/morphTargetsVertex.js.map +1 -1
  1078. package/ShadersWGSL/ShadersInclude/morphTargetsVertexDeclaration.js +8 -4
  1079. package/ShadersWGSL/ShadersInclude/morphTargetsVertexDeclaration.js.map +1 -1
  1080. package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobal.js +2 -1
  1081. package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobal.js.map +1 -1
  1082. package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobalDeclaration.js +6 -2
  1083. package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobalDeclaration.js.map +1 -1
  1084. package/ShadersWGSL/ShadersInclude/sceneUboDeclaration.js +8 -3
  1085. package/ShadersWGSL/ShadersInclude/sceneUboDeclaration.js.map +1 -1
  1086. package/ShadersWGSL/gpuUpdateParticles.compute.js +229 -90
  1087. package/ShadersWGSL/gpuUpdateParticles.compute.js.map +1 -1
  1088. package/ShadersWGSL/postprocess.vertex.js +9 -4
  1089. package/ShadersWGSL/postprocess.vertex.js.map +1 -1
  1090. package/assetContainer.d.ts +7 -0
  1091. package/assetContainer.js +46 -0
  1092. package/assetContainer.js.map +1 -1
  1093. package/index.d.ts +1 -0
  1094. package/index.js +1 -0
  1095. package/index.js.map +1 -1
  1096. package/package.json +1 -1
  1097. package/scene.js +5 -0
  1098. package/scene.js.map +1 -1
  1099. package/Materials/Node/nodeMaterialDecorator.js.map +0 -1
@@ -3,6 +3,7 @@ import { StandardMaterial } from "./../../Materials/standardMaterial.js";
3
3
  import { PBRMaterial } from "../../Materials/PBR/pbrMaterial.js";
4
4
  import { GreasedLineMesh } from "../greasedLineMesh.js";
5
5
  import { EngineStore } from "../../Engines/engineStore.js";
6
+ import { GreasedLineSimpleMaterial } from "../../Materials/greasedLineSimpleMaterial.js";
6
7
  /**
7
8
  * How are the colors distributed along the color table
8
9
  * {@link https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param/greased_line#colors-and-colordistribution}
@@ -77,8 +78,20 @@ export var GreasedLineMeshWidthDistribution;
77
78
  */
78
79
  export function CreateGreasedLineMaterial(name, options, scene) {
79
80
  scene = (scene !== null && scene !== void 0 ? scene : EngineStore.LastCreatedScene);
80
- const material = options.materialType === GreasedLineMeshMaterialType.MATERIAL_TYPE_PBR ? new PBRMaterial(name, scene) : new StandardMaterial(name, scene);
81
- new GreasedLinePluginMaterial(material, scene, options);
81
+ let material;
82
+ switch (options.materialType) {
83
+ case GreasedLineMeshMaterialType.MATERIAL_TYPE_PBR:
84
+ material = new PBRMaterial(name, scene);
85
+ new GreasedLinePluginMaterial(material, scene, options);
86
+ break;
87
+ case GreasedLineMeshMaterialType.MATERIAL_TYPE_SIMPLE:
88
+ material = new GreasedLineSimpleMaterial(name, scene, options);
89
+ break;
90
+ default:
91
+ material = new StandardMaterial(name, scene);
92
+ new GreasedLinePluginMaterial(material, scene, options);
93
+ break;
94
+ }
82
95
  return material;
83
96
  }
84
97
  /**
@@ -90,7 +103,7 @@ export function CreateGreasedLineMaterial(name, options, scene) {
90
103
  * @returns instance of GreasedLineMesh
91
104
  */
92
105
  export function CreateGreasedLine(name, options, materialOptions, scene) {
93
- var _a, _b, _c, _d, _e;
106
+ var _a, _b, _c, _d, _e, _f;
94
107
  scene = (scene !== null && scene !== void 0 ? scene : EngineStore.LastCreatedScene);
95
108
  let instance;
96
109
  const allPoints = GreasedLineMesh.ConvertPoints(options.points);
@@ -106,9 +119,10 @@ export function CreateGreasedLine(name, options, materialOptions, scene) {
106
119
  };
107
120
  materialOptions.createAndAssignMaterial = (_b = materialOptions.createAndAssignMaterial) !== null && _b !== void 0 ? _b : true;
108
121
  materialOptions.colorDistribution = (_c = materialOptions === null || materialOptions === void 0 ? void 0 : materialOptions.colorDistribution) !== null && _c !== void 0 ? _c : GreasedLineMeshColorDistribution.COLOR_DISTRIBUTION_START;
109
- const widths = CompleteGreasedLineWidthTable(length, (_d = options.widths) !== null && _d !== void 0 ? _d : [], options.widthDistribution);
122
+ materialOptions.materialType = (_d = materialOptions.materialType) !== null && _d !== void 0 ? _d : GreasedLineMeshMaterialType.MATERIAL_TYPE_STANDARD;
123
+ const widths = CompleteGreasedLineWidthTable(length, (_e = options.widths) !== null && _e !== void 0 ? _e : [], options.widthDistribution);
110
124
  const colors = (materialOptions === null || materialOptions === void 0 ? void 0 : materialOptions.colors)
111
- ? CompleteGreasedLineColorTable(length, materialOptions.colors, materialOptions.colorDistribution, (_e = materialOptions.color) !== null && _e !== void 0 ? _e : GreasedLinePluginMaterial.DEFAULT_COLOR)
125
+ ? CompleteGreasedLineColorTable(length, materialOptions.colors, materialOptions.colorDistribution, (_f = materialOptions.color) !== null && _f !== void 0 ? _f : GreasedLinePluginMaterial.DEFAULT_COLOR)
112
126
  : undefined;
113
127
  // create new mesh if instance is not defined
114
128
  if (!options.instance) {
@@ -138,8 +152,7 @@ export function CreateGreasedLine(name, options, materialOptions, scene) {
138
152
  colors,
139
153
  };
140
154
  if (materialOptions.createAndAssignMaterial) {
141
- const material = materialOptions.materialType === GreasedLineMeshMaterialType.MATERIAL_TYPE_PBR ? new PBRMaterial(name, scene) : new StandardMaterial(name, scene);
142
- new GreasedLinePluginMaterial(material, scene, initialMaterialOptions);
155
+ const material = CreateGreasedLineMaterial(name, initialMaterialOptions, scene);
143
156
  instance.material = material;
144
157
  }
145
158
  }
@@ -163,13 +176,11 @@ export function CreateGreasedLine(name, options, materialOptions, scene) {
163
176
  // add colors
164
177
  // it will merge if any colors already on the instance
165
178
  if (colors && options.instance) {
166
- if (options.instance.material instanceof StandardMaterial || instance.material instanceof PBRMaterial) {
167
- if (options.instance.greasedLineMaterial) {
168
- const currentColors = options.instance.greasedLineMaterial.colors;
169
- if (currentColors) {
170
- const newColors = currentColors.concat(colors);
171
- options.instance.greasedLineMaterial.setColors(newColors, instance.isLazy());
172
- }
179
+ if (options.instance.greasedLineMaterial) {
180
+ const currentColors = options.instance.greasedLineMaterial.colors;
181
+ if (currentColors) {
182
+ const newColors = currentColors.concat(colors);
183
+ options.instance.greasedLineMaterial.setColors(newColors, instance.isLazy());
173
184
  }
174
185
  }
175
186
  }
@@ -290,6 +301,7 @@ export function CompleteGreasedLineWidthTable(pointCount, widths, widthsDistribu
290
301
  * @returns completed array of Color3s
291
302
  */
292
303
  export function CompleteGreasedLineColorTable(pointCount, colors, colorDistribution, defaultColor) {
304
+ pointCount = Math.max(colors.length, pointCount);
293
305
  const missingCount = pointCount - colors.length;
294
306
  if (missingCount < 0) {
295
307
  return colors.slice(0, pointCount);
@@ -365,5 +377,4 @@ export function CompleteGreasedLineColorTable(pointCount, colors, colorDistribut
365
377
  }
366
378
  return colorsData;
367
379
  }
368
- ``;
369
380
  //# sourceMappingURL=greasedLineBuilder.js.map
@@ -1 +1 @@
1
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type { GreasedLineMaterialOptions } from \"../../Materials/greasedLinePluginMaterial\";\r\nimport { GreasedLineMeshMaterialType, GreasedLinePluginMaterial } from \"../../Materials/greasedLinePluginMaterial\";\r\nimport { StandardMaterial } from \"./../../Materials/standardMaterial\";\r\nimport { PBRMaterial } from \"../../Materials/PBR/pbrMaterial\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { GreasedLineMeshOptions } from \"../greasedLineMesh\";\r\nimport { GreasedLineMesh } from \"../greasedLineMesh\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { EngineStore } from \"../../Engines/engineStore\";\r\nimport type { Color3 } from \"core/Maths/math.color\";\r\n\r\n/**\r\n * How are the colors distributed along the color table\r\n * {@link https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param/greased_line#colors-and-colordistribution}\r\n */\r\nexport enum GreasedLineMeshColorDistribution {\r\n /**\r\n * Do no modify the color table\r\n */\r\n COLOR_DISTRIBUTION_NONE = 0,\r\n /**\r\n * Repeat the colors until the color table is full\r\n */\r\n COLOR_DISTRIBUTION_REPEAT = 1,\r\n /**\r\n * Distribute the colors evenly through the color table\r\n */\r\n COLOR_DISTRIBUTION_EVEN = 2,\r\n /**\r\n * Put the colors to start of the color table a fill the rest with the default color\r\n */\r\n COLOR_DISTRIBUTION_START = 3,\r\n /**\r\n * Put the colors to the end of the color table and fill the rest with the default color\r\n */\r\n COLOR_DISTRIBUTION_END = 4,\r\n /**\r\n * Put the colors to start and to the end of the color table and fill the gap between with the default color\r\n */\r\n COLOR_DISTRIBUTION_START_END = 5,\r\n}\r\n\r\n/**\r\n * How are the widths distributed along the width table\r\n * {@link https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param/greased_line#widths-and-widthdistribution}\r\n */\r\nexport enum GreasedLineMeshWidthDistribution {\r\n /**\r\n * Do no modify the width table\r\n */\r\n WIDTH_DISTRIBUTION_NONE = 0,\r\n /**\r\n * Repeat the widths until the width table is full\r\n */\r\n WIDTH_DISTRIBUTION_REPEAT = 1,\r\n /**\r\n * Distribute the widths evenly through the width table\r\n */\r\n WIDTH_DISTRIBUTION_EVEN = 2,\r\n /**\r\n * Put the widths to start of the width table a fill the rest with the default width\r\n */\r\n WIDTH_DISTRIBUTION_START = 3,\r\n /**\r\n * Put the widths to the end of the width table and fill the rest with the default width\r\n */\r\n WIDTH_DISTRIBUTION_END = 4,\r\n /**\r\n * Put the widths to start and to the end of the width table and fill the gap between with the default width\r\n */\r\n WIDTH_DISTRIBUTION_START_END = 5,\r\n}\r\n\r\n/**\r\n * Material options for GreasedLineBuilder\r\n */\r\nexport interface GreasedLineMaterialBuilderOptions extends GreasedLineMaterialOptions {\r\n /**\r\n * If set to true a new material will be created and a new material plugin will be attached\r\n * to the material. The material will be set on the mesh. If the instance option is specified in the mesh options,\r\n * no material will be created/assigned. Defaults to true.\r\n */\r\n createAndAssignMaterial?: boolean;\r\n /**\r\n * Distribution of the colors if the color table contains fewer entries than needed. Defaults to GreasedLineMeshColorDistribution.COLOR_DISTRIBUTION_START\r\n * @see CompleteGreasedLineColorTable\r\n */\r\n colorDistribution?: GreasedLineMeshColorDistribution;\r\n}\r\n\r\n/**\r\n * Line mesh options for GreasedLineBuilder\r\n */\r\nexport interface GreasedLineMeshBuilderOptions extends GreasedLineMeshOptions {\r\n /**\r\n * Distribution of the widths if the width table contains fewer entries than needed. Defaults to GreasedLineMeshWidthDistribution.WIDTH_DISTRIBUTION_START\r\n * @see CompleteGreasedLineWidthTable\r\n */\r\n widthDistribution?: GreasedLineMeshWidthDistribution;\r\n}\r\n\r\n/**\r\n * Builder class for create GreasedLineMeshes\r\n */\r\n\r\n/**\r\n * Creates a new @see GreasedLinePluginMaterial\r\n * @param name name of the material\r\n * @param options material options @see GreasedLineMaterialOptions\r\n * @param scene scene or null to use the last scene\r\n * @returns StandardMaterial or PBRMaterial with the @see GreasedLinePluginMaterial attached to it\r\n */\r\nexport function CreateGreasedLineMaterial(name: string, options: GreasedLineMaterialOptions, scene: Nullable<Scene>) {\r\n scene = <Scene>(scene ?? EngineStore.LastCreatedScene);\r\n\r\n const material = options.materialType === GreasedLineMeshMaterialType.MATERIAL_TYPE_PBR ? new PBRMaterial(name, scene) : new StandardMaterial(name, scene);\r\n new GreasedLinePluginMaterial(material, scene, options);\r\n\r\n return material;\r\n}\r\n/**\r\n * Creates a GreasedLine mesh\r\n * @param name name of the mesh\r\n * @param options options for the mesh\r\n * @param materialOptions material options for the mesh\r\n * @param scene scene where the mesh will be created\r\n * @returns instance of GreasedLineMesh\r\n */\r\nexport function CreateGreasedLine(name: string, options: GreasedLineMeshBuilderOptions, materialOptions?: Nullable<GreasedLineMaterialBuilderOptions>, scene?: Nullable<Scene>) {\r\n scene = <Scene>(scene ?? EngineStore.LastCreatedScene);\r\n\r\n let instance;\r\n const allPoints = GreasedLineMesh.ConvertPoints(options.points);\r\n\r\n let length = 0;\r\n if (Array.isArray(allPoints[0])) {\r\n allPoints.forEach((points) => {\r\n length += points.length / 3;\r\n });\r\n }\r\n\r\n options.widthDistribution = options.widthDistribution ?? GreasedLineMeshWidthDistribution.WIDTH_DISTRIBUTION_START;\r\n\r\n materialOptions = materialOptions ?? {\r\n color: GreasedLinePluginMaterial.DEFAULT_COLOR,\r\n };\r\n materialOptions.createAndAssignMaterial = materialOptions.createAndAssignMaterial ?? true;\r\n materialOptions.colorDistribution = materialOptions?.colorDistribution ?? GreasedLineMeshColorDistribution.COLOR_DISTRIBUTION_START;\r\n\r\n const widths = CompleteGreasedLineWidthTable(length, options.widths ?? [], options.widthDistribution);\r\n\r\n const colors = materialOptions?.colors\r\n ? CompleteGreasedLineColorTable(length, materialOptions.colors, materialOptions.colorDistribution, materialOptions.color ?? GreasedLinePluginMaterial.DEFAULT_COLOR)\r\n : undefined;\r\n\r\n // create new mesh if instance is not defined\r\n if (!options.instance) {\r\n const initialGreasedLineOptions: GreasedLineMeshOptions = {\r\n points: allPoints,\r\n updatable: options.updatable,\r\n widths,\r\n lazy: options.lazy,\r\n };\r\n\r\n instance = new GreasedLineMesh(name, scene, initialGreasedLineOptions);\r\n\r\n if (materialOptions) {\r\n const initialMaterialOptions: GreasedLineMaterialOptions = {\r\n materialType: materialOptions.materialType,\r\n dashCount: materialOptions.dashCount,\r\n dashOffset: materialOptions.dashOffset,\r\n dashRatio: materialOptions.dashRatio,\r\n resolution: materialOptions.resolution,\r\n sizeAttenuation: materialOptions.sizeAttenuation,\r\n useColors: materialOptions.useColors,\r\n useDash: materialOptions.useDash,\r\n visibility: materialOptions.visibility,\r\n width: materialOptions.width,\r\n color: materialOptions.color,\r\n colorMode: materialOptions.colorMode,\r\n colorsSampling: materialOptions.colorsSampling,\r\n colorDistributionType: materialOptions.colorDistributionType,\r\n colors,\r\n };\r\n\r\n if (materialOptions.createAndAssignMaterial) {\r\n const material = materialOptions.materialType === GreasedLineMeshMaterialType.MATERIAL_TYPE_PBR ? new PBRMaterial(name, scene) : new StandardMaterial(name, scene);\r\n new GreasedLinePluginMaterial(material, scene, initialMaterialOptions);\r\n instance.material = material;\r\n }\r\n }\r\n } else {\r\n // update the data on the mesh instance\r\n instance = options.instance;\r\n const currentWidths = instance.widths;\r\n\r\n if (currentWidths) {\r\n const newWidths = currentWidths.slice();\r\n for (const w of widths) {\r\n newWidths.push(w);\r\n }\r\n instance.widths = newWidths;\r\n } else {\r\n instance.widths = widths;\r\n }\r\n instance.addPoints(allPoints);\r\n }\r\n\r\n // add colors\r\n // it will merge if any colors already on the instance\r\n if (colors && options.instance) {\r\n if (options.instance.material instanceof StandardMaterial || instance.material instanceof PBRMaterial) {\r\n if (options.instance.greasedLineMaterial) {\r\n const currentColors = options.instance.greasedLineMaterial.colors;\r\n if (currentColors) {\r\n const newColors = currentColors.concat(colors);\r\n options.instance.greasedLineMaterial.setColors(newColors, instance.isLazy());\r\n }\r\n }\r\n }\r\n }\r\n\r\n return instance;\r\n}\r\n\r\n/**\r\n * Completes the width table/fills the missing entries. It means it creates a width entry for every point of the line mesh.\r\n * You can provide more points the widths when creating the mesh. This function will fill the empty entries.\r\n * The algorithm used to fill the empty entries can be\r\n * GreasedLineMeshWidthDistribution.REPEAT - the width table will be repeatedly copied to the empty values [wL, wU] = [wL, wU, wL, wU, wL, wU, wL, wU, ...]\r\n * GreasedLineMeshWidthDistribution.EVEN - the width table will be evenly copied to the empty values [wL, wU] = [wL, wL, wL, wL, wU, wU, wU, wU]\r\n * GreasedLineMeshWidthDistribution.START - the width table will be copied at the start of the empty values\r\n * and rest will be filled width the default width upper and default width lower values [wU, wL] = [wL, wU, dwL, dwU, dwL, dwU, dwL, dwU]\r\n * GreasedLineMeshWidthDistribution.END - the width table will be copied at the end of the empty values\r\n * and rest will be filled width the default values [wL, wU] = [wL, wU, dwL, dwU, dwL, dwU, wL, wU]\r\n * @param pointCount number of points of the line mesh\r\n * @param widths array of widths [widhtLower, widthUpper, widthLower, widthUpper ...]. Two widths (lower/upper) per point.\r\n * @param widthsDistribution how to distribute widths if the widths array has fewer entries than pointCount\r\n * @param defaultWidthUpper the default value which will be used to fill empty width entries - upper width\r\n * @param defaultWidthLower the default value which will be used to fill empty width entries - lower width\r\n * @returns completed width table.\r\n */\r\nexport function CompleteGreasedLineWidthTable(\r\n pointCount: number,\r\n widths: number[],\r\n widthsDistribution: GreasedLineMeshWidthDistribution,\r\n defaultWidthUpper = 1,\r\n defaultWidthLower = 1\r\n): number[] {\r\n const missingCount = pointCount - widths.length / 2;\r\n\r\n const widthsData: number[] = [];\r\n if (missingCount < 0) {\r\n return widths.slice(0, pointCount * 2);\r\n }\r\n\r\n // is the width table shorter than the point table?\r\n if (missingCount > 0) {\r\n // it is, fill in the missing elements\r\n if (widthsDistribution === GreasedLineMeshWidthDistribution.WIDTH_DISTRIBUTION_START_END) {\r\n const halfCount = Math.floor(widths.length / 2);\r\n\r\n // start sector\r\n for (let i = 0, j = 0; i < halfCount - 1; i++) {\r\n widthsData.push(widths[j++]);\r\n widthsData.push(widths[j++]);\r\n }\r\n\r\n // middle sector\r\n const widthL = widths[halfCount / 2];\r\n const widthU = widths[halfCount / 2 + 1];\r\n for (let i = 0; i < missingCount; i++) {\r\n widthsData.push(widthU);\r\n widthsData.push(widthL);\r\n }\r\n\r\n // end sector\r\n for (let i = halfCount; i < widths.length; i += 2) {\r\n widthsData.push(widths[i]);\r\n widthsData.push(widths[i + 1]);\r\n }\r\n } else if (widthsDistribution === GreasedLineMeshWidthDistribution.WIDTH_DISTRIBUTION_START) {\r\n // start sector\r\n for (let i = 0; i < widths.length; i += 2) {\r\n widthsData.push(widths[i]);\r\n widthsData.push(widths[i + 1]);\r\n }\r\n\r\n // end sector\r\n for (let i = 0; i < missingCount; i++) {\r\n widthsData.push(defaultWidthUpper);\r\n widthsData.push(defaultWidthLower);\r\n }\r\n } else if (widthsDistribution === GreasedLineMeshWidthDistribution.WIDTH_DISTRIBUTION_END) {\r\n // start sector\r\n for (let i = 0; i < missingCount; i++) {\r\n widthsData.push(defaultWidthUpper);\r\n widthsData.push(defaultWidthLower);\r\n }\r\n\r\n // end sector\r\n for (let i = 0; i < widths.length; i += 2) {\r\n widthsData.push(widths[i]);\r\n widthsData.push(widths[i + 1]);\r\n }\r\n } else if (widthsDistribution === GreasedLineMeshWidthDistribution.WIDTH_DISTRIBUTION_REPEAT) {\r\n let i = 0;\r\n for (let x = 0; x < pointCount; x++) {\r\n widthsData.push(widths[i++]);\r\n widthsData.push(widths[i++]);\r\n\r\n if (i === widths.length) {\r\n i = 0;\r\n }\r\n }\r\n } else if (widthsDistribution === GreasedLineMeshWidthDistribution.WIDTH_DISTRIBUTION_EVEN) {\r\n let j = 0;\r\n const widthsectorLength = widths.length / ((pointCount - 1) * 2);\r\n for (let x = 0; x < pointCount; x++) {\r\n const i = Math.floor(j);\r\n\r\n widthsData.push(widths[i]);\r\n widthsData.push(widths[i + 1]);\r\n\r\n j += widthsectorLength;\r\n }\r\n }\r\n } else {\r\n for (let i = 0; i < widths.length; i++) {\r\n widthsData.push(widths[i]);\r\n }\r\n }\r\n\r\n return widthsData;\r\n}\r\n\r\n/**\r\n * Completes the color table/fill the missing color entries. It means it creates a color entry for every point of the line mesh.\r\n * You can provide more points the colors when creating the mesh. This function will fill the empty entries.\r\n * The algorithm used to fill the empty entries can be\r\n * GreasedLineMesColorhDistribution.REPEAT - the color table will be repeatedly copied to the empty values [c1, c2] = [c1, c2, c1, c2, c1, c2, c1, c2]\r\n * GreasedLineMesColorhDistribution.EVEN - the color table will be evenly copied to the empty values [c1, c2] = [c1, c1, c1, c1, c2, c2, c2, c2]\r\n * GreasedLineMesColorhDistribution.START - the color table will be copied at the start of the empty values\r\n * and rest will be filled color the default color value [c1, c2] = [c1, c2, dc, dc, dc, dc, dc, dc]\r\n * GreasedLineMesColorhDistribution.START_END - the color table will be copied at the start and the end of the empty values\r\n * and rest will be filled color the default color value [c1, c2] = [c1, c2, dc, dc, dc, dc, c1, c2]\r\n * @param pointCount number of points of the line mesh\r\n * @param colors array of Color3 for the color table\r\n * @param colorDistribution how to distribute colors if the colors array has fewer entries than pointCount\r\n * @param defaultColor default color to be used to fill empty entries in the color table\r\n * @returns completed array of Color3s\r\n */\r\nexport function CompleteGreasedLineColorTable(pointCount: number, colors: Color3[], colorDistribution: GreasedLineMeshColorDistribution, defaultColor: Color3): Color3[] {\r\n const missingCount = pointCount - colors.length;\r\n if (missingCount < 0) {\r\n return colors.slice(0, pointCount);\r\n }\r\n\r\n const colorsData: Color3[] = [];\r\n // is the color table shorter than the point table?\r\n if (missingCount > 0) {\r\n // it is, fill in the missing elements\r\n if (colorDistribution === GreasedLineMeshColorDistribution.COLOR_DISTRIBUTION_START_END) {\r\n const halfCount = Math.floor(colors.length / 2);\r\n\r\n // start sector\r\n for (let i = 0; i < halfCount; i++) {\r\n colorsData.push(colors[i]);\r\n }\r\n\r\n // middle sector\r\n for (let i = 0; i < missingCount - 1; i++) {\r\n colorsData.push(defaultColor);\r\n }\r\n\r\n // end sector\r\n for (let i = halfCount; i < colors.length; i++) {\r\n colorsData.push(colors[i]);\r\n }\r\n } else if (colorDistribution === GreasedLineMeshColorDistribution.COLOR_DISTRIBUTION_START) {\r\n // start sector\r\n for (let i = 0; i < colors.length; i++) {\r\n colorsData.push(colors[i]);\r\n }\r\n\r\n // end sector\r\n for (let i = 0; i < missingCount; i++) {\r\n colorsData.push(defaultColor);\r\n }\r\n } else if (colorDistribution === GreasedLineMeshColorDistribution.COLOR_DISTRIBUTION_END) {\r\n // start sector\r\n for (let i = 0; i < missingCount - 1; i++) {\r\n colorsData.push(defaultColor);\r\n }\r\n\r\n // end sector\r\n for (let i = 0; i < colors.length; i++) {\r\n colorsData.push(colors[i]);\r\n }\r\n } else if (colorDistribution === GreasedLineMeshColorDistribution.COLOR_DISTRIBUTION_REPEAT) {\r\n let i = 0;\r\n for (let x = 0; x < pointCount; x++) {\r\n colorsData.push(colors[i]);\r\n\r\n i++;\r\n\r\n if (i === colors.length) {\r\n i = 0;\r\n }\r\n }\r\n } else if (colorDistribution === GreasedLineMeshColorDistribution.COLOR_DISTRIBUTION_EVEN) {\r\n let j = 0;\r\n const colorSectorLength = colors.length / (pointCount - 1);\r\n for (let x = 0; x < pointCount - 1; x++) {\r\n const i = Math.floor(j);\r\n\r\n colorsData.push(colors[i]);\r\n\r\n j += colorSectorLength;\r\n }\r\n } else if (colorDistribution === GreasedLineMeshColorDistribution.COLOR_DISTRIBUTION_NONE) {\r\n for (let i = 0; i < colors.length; i++) {\r\n colorsData.push(colors[i]);\r\n }\r\n }\r\n } else {\r\n for (let i = 0; i < pointCount; i++) {\r\n colorsData.push(colors[i]);\r\n }\r\n }\r\n\r\n return colorsData;\r\n}\r\n``;\r\n"]}
1
+ 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type { GreasedLineMaterialOptions } from \"../../Materials/greasedLinePluginMaterial\";\r\nimport { GreasedLineMeshMaterialType, GreasedLinePluginMaterial } from \"../../Materials/greasedLinePluginMaterial\";\r\nimport { StandardMaterial } from \"./../../Materials/standardMaterial\";\r\nimport { PBRMaterial } from \"../../Materials/PBR/pbrMaterial\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { GreasedLineMeshOptions } from \"../greasedLineMesh\";\r\nimport { GreasedLineMesh } from \"../greasedLineMesh\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { EngineStore } from \"../../Engines/engineStore\";\r\nimport type { Color3 } from \"../../Maths/math.color\";\r\nimport { GreasedLineSimpleMaterial } from \"../../Materials/greasedLineSimpleMaterial\";\r\n\r\n/**\r\n * How are the colors distributed along the color table\r\n * {@link https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param/greased_line#colors-and-colordistribution}\r\n */\r\nexport enum GreasedLineMeshColorDistribution {\r\n /**\r\n * Do no modify the color table\r\n */\r\n COLOR_DISTRIBUTION_NONE = 0,\r\n /**\r\n * Repeat the colors until the color table is full\r\n */\r\n COLOR_DISTRIBUTION_REPEAT = 1,\r\n /**\r\n * Distribute the colors evenly through the color table\r\n */\r\n COLOR_DISTRIBUTION_EVEN = 2,\r\n /**\r\n * Put the colors to start of the color table a fill the rest with the default color\r\n */\r\n COLOR_DISTRIBUTION_START = 3,\r\n /**\r\n * Put the colors to the end of the color table and fill the rest with the default color\r\n */\r\n COLOR_DISTRIBUTION_END = 4,\r\n /**\r\n * Put the colors to start and to the end of the color table and fill the gap between with the default color\r\n */\r\n COLOR_DISTRIBUTION_START_END = 5,\r\n}\r\n\r\n/**\r\n * How are the widths distributed along the width table\r\n * {@link https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param/greased_line#widths-and-widthdistribution}\r\n */\r\nexport enum GreasedLineMeshWidthDistribution {\r\n /**\r\n * Do no modify the width table\r\n */\r\n WIDTH_DISTRIBUTION_NONE = 0,\r\n /**\r\n * Repeat the widths until the width table is full\r\n */\r\n WIDTH_DISTRIBUTION_REPEAT = 1,\r\n /**\r\n * Distribute the widths evenly through the width table\r\n */\r\n WIDTH_DISTRIBUTION_EVEN = 2,\r\n /**\r\n * Put the widths to start of the width table a fill the rest with the default width\r\n */\r\n WIDTH_DISTRIBUTION_START = 3,\r\n /**\r\n * Put the widths to the end of the width table and fill the rest with the default width\r\n */\r\n WIDTH_DISTRIBUTION_END = 4,\r\n /**\r\n * Put the widths to start and to the end of the width table and fill the gap between with the default width\r\n */\r\n WIDTH_DISTRIBUTION_START_END = 5,\r\n}\r\n\r\n/**\r\n * Material options for GreasedLineBuilder\r\n */\r\nexport interface GreasedLineMaterialBuilderOptions extends GreasedLineMaterialOptions {\r\n /**\r\n * If set to true a new material will be created and a new material plugin will be attached\r\n * to the material. The material will be set on the mesh. If the instance option is specified in the mesh options,\r\n * no material will be created/assigned. Defaults to true.\r\n */\r\n createAndAssignMaterial?: boolean;\r\n /**\r\n * Distribution of the colors if the color table contains fewer entries than needed. Defaults to GreasedLineMeshColorDistribution.COLOR_DISTRIBUTION_START\r\n * @see CompleteGreasedLineColorTable\r\n */\r\n colorDistribution?: GreasedLineMeshColorDistribution;\r\n}\r\n\r\n/**\r\n * Line mesh options for GreasedLineBuilder\r\n */\r\nexport interface GreasedLineMeshBuilderOptions extends GreasedLineMeshOptions {\r\n /**\r\n * Distribution of the widths if the width table contains fewer entries than needed. Defaults to GreasedLineMeshWidthDistribution.WIDTH_DISTRIBUTION_START\r\n * @see CompleteGreasedLineWidthTable\r\n */\r\n widthDistribution?: GreasedLineMeshWidthDistribution;\r\n}\r\n\r\n/**\r\n * Builder class for create GreasedLineMeshes\r\n */\r\n\r\n/**\r\n * Creates a new @see GreasedLinePluginMaterial\r\n * @param name name of the material\r\n * @param options material options @see GreasedLineMaterialOptions\r\n * @param scene scene or null to use the last scene\r\n * @returns StandardMaterial or PBRMaterial with the @see GreasedLinePluginMaterial attached to it\r\n */\r\nexport function CreateGreasedLineMaterial(name: string, options: GreasedLineMaterialOptions, scene: Nullable<Scene>) {\r\n scene = <Scene>(scene ?? EngineStore.LastCreatedScene);\r\n\r\n let material;\r\n switch (options.materialType) {\r\n case GreasedLineMeshMaterialType.MATERIAL_TYPE_PBR:\r\n material = new PBRMaterial(name, scene);\r\n new GreasedLinePluginMaterial(material, scene, options);\r\n break;\r\n case GreasedLineMeshMaterialType.MATERIAL_TYPE_SIMPLE:\r\n material = new GreasedLineSimpleMaterial(name, scene, options);\r\n break;\r\n default:\r\n material = new StandardMaterial(name, scene);\r\n new GreasedLinePluginMaterial(material, scene, options);\r\n break;\r\n }\r\n\r\n return material;\r\n}\r\n/**\r\n * Creates a GreasedLine mesh\r\n * @param name name of the mesh\r\n * @param options options for the mesh\r\n * @param materialOptions material options for the mesh\r\n * @param scene scene where the mesh will be created\r\n * @returns instance of GreasedLineMesh\r\n */\r\nexport function CreateGreasedLine(name: string, options: GreasedLineMeshBuilderOptions, materialOptions?: Nullable<GreasedLineMaterialBuilderOptions>, scene?: Nullable<Scene>) {\r\n scene = <Scene>(scene ?? EngineStore.LastCreatedScene);\r\n\r\n let instance;\r\n const allPoints = GreasedLineMesh.ConvertPoints(options.points);\r\n\r\n let length = 0;\r\n if (Array.isArray(allPoints[0])) {\r\n allPoints.forEach((points) => {\r\n length += points.length / 3;\r\n });\r\n }\r\n\r\n options.widthDistribution = options.widthDistribution ?? GreasedLineMeshWidthDistribution.WIDTH_DISTRIBUTION_START;\r\n\r\n materialOptions = materialOptions ?? {\r\n color: GreasedLinePluginMaterial.DEFAULT_COLOR,\r\n };\r\n materialOptions.createAndAssignMaterial = materialOptions.createAndAssignMaterial ?? true;\r\n materialOptions.colorDistribution = materialOptions?.colorDistribution ?? GreasedLineMeshColorDistribution.COLOR_DISTRIBUTION_START;\r\n materialOptions.materialType = materialOptions.materialType ?? GreasedLineMeshMaterialType.MATERIAL_TYPE_STANDARD;\r\n\r\n const widths = CompleteGreasedLineWidthTable(length, options.widths ?? [], options.widthDistribution);\r\n\r\n const colors = materialOptions?.colors\r\n ? CompleteGreasedLineColorTable(length, materialOptions.colors, materialOptions.colorDistribution, materialOptions.color ?? GreasedLinePluginMaterial.DEFAULT_COLOR)\r\n : undefined;\r\n\r\n // create new mesh if instance is not defined\r\n if (!options.instance) {\r\n const initialGreasedLineOptions: GreasedLineMeshOptions = {\r\n points: allPoints,\r\n updatable: options.updatable,\r\n widths,\r\n lazy: options.lazy,\r\n };\r\n\r\n instance = new GreasedLineMesh(name, scene, initialGreasedLineOptions);\r\n\r\n if (materialOptions) {\r\n const initialMaterialOptions: GreasedLineMaterialOptions = {\r\n materialType: materialOptions.materialType,\r\n dashCount: materialOptions.dashCount,\r\n dashOffset: materialOptions.dashOffset,\r\n dashRatio: materialOptions.dashRatio,\r\n resolution: materialOptions.resolution,\r\n sizeAttenuation: materialOptions.sizeAttenuation,\r\n useColors: materialOptions.useColors,\r\n useDash: materialOptions.useDash,\r\n visibility: materialOptions.visibility,\r\n width: materialOptions.width,\r\n color: materialOptions.color,\r\n colorMode: materialOptions.colorMode,\r\n colorsSampling: materialOptions.colorsSampling,\r\n colorDistributionType: materialOptions.colorDistributionType,\r\n colors,\r\n };\r\n\r\n if (materialOptions.createAndAssignMaterial) {\r\n const material = CreateGreasedLineMaterial(name, initialMaterialOptions, scene);\r\n instance.material = material;\r\n }\r\n }\r\n } else {\r\n // update the data on the mesh instance\r\n instance = options.instance;\r\n const currentWidths = instance.widths;\r\n\r\n if (currentWidths) {\r\n const newWidths = currentWidths.slice();\r\n for (const w of widths) {\r\n newWidths.push(w);\r\n }\r\n instance.widths = newWidths;\r\n } else {\r\n instance.widths = widths;\r\n }\r\n instance.addPoints(allPoints);\r\n }\r\n\r\n // add colors\r\n // it will merge if any colors already on the instance\r\n if (colors && options.instance) {\r\n if (options.instance.greasedLineMaterial) {\r\n const currentColors = options.instance.greasedLineMaterial.colors;\r\n if (currentColors) {\r\n const newColors = currentColors.concat(colors);\r\n options.instance.greasedLineMaterial.setColors(newColors, instance.isLazy());\r\n }\r\n }\r\n }\r\n\r\n return instance;\r\n}\r\n\r\n/**\r\n * Completes the width table/fills the missing entries. It means it creates a width entry for every point of the line mesh.\r\n * You can provide more points the widths when creating the mesh. This function will fill the empty entries.\r\n * The algorithm used to fill the empty entries can be\r\n * GreasedLineMeshWidthDistribution.REPEAT - the width table will be repeatedly copied to the empty values [wL, wU] = [wL, wU, wL, wU, wL, wU, wL, wU, ...]\r\n * GreasedLineMeshWidthDistribution.EVEN - the width table will be evenly copied to the empty values [wL, wU] = [wL, wL, wL, wL, wU, wU, wU, wU]\r\n * GreasedLineMeshWidthDistribution.START - the width table will be copied at the start of the empty values\r\n * and rest will be filled width the default width upper and default width lower values [wU, wL] = [wL, wU, dwL, dwU, dwL, dwU, dwL, dwU]\r\n * GreasedLineMeshWidthDistribution.END - the width table will be copied at the end of the empty values\r\n * and rest will be filled width the default values [wL, wU] = [wL, wU, dwL, dwU, dwL, dwU, wL, wU]\r\n * @param pointCount number of points of the line mesh\r\n * @param widths array of widths [widhtLower, widthUpper, widthLower, widthUpper ...]. Two widths (lower/upper) per point.\r\n * @param widthsDistribution how to distribute widths if the widths array has fewer entries than pointCount\r\n * @param defaultWidthUpper the default value which will be used to fill empty width entries - upper width\r\n * @param defaultWidthLower the default value which will be used to fill empty width entries - lower width\r\n * @returns completed width table.\r\n */\r\nexport function CompleteGreasedLineWidthTable(\r\n pointCount: number,\r\n widths: number[],\r\n widthsDistribution: GreasedLineMeshWidthDistribution,\r\n defaultWidthUpper = 1,\r\n defaultWidthLower = 1\r\n): number[] {\r\n const missingCount = pointCount - widths.length / 2;\r\n\r\n const widthsData: number[] = [];\r\n if (missingCount < 0) {\r\n return widths.slice(0, pointCount * 2);\r\n }\r\n\r\n // is the width table shorter than the point table?\r\n if (missingCount > 0) {\r\n // it is, fill in the missing elements\r\n if (widthsDistribution === GreasedLineMeshWidthDistribution.WIDTH_DISTRIBUTION_START_END) {\r\n const halfCount = Math.floor(widths.length / 2);\r\n\r\n // start sector\r\n for (let i = 0, j = 0; i < halfCount - 1; i++) {\r\n widthsData.push(widths[j++]);\r\n widthsData.push(widths[j++]);\r\n }\r\n\r\n // middle sector\r\n const widthL = widths[halfCount / 2];\r\n const widthU = widths[halfCount / 2 + 1];\r\n for (let i = 0; i < missingCount; i++) {\r\n widthsData.push(widthU);\r\n widthsData.push(widthL);\r\n }\r\n\r\n // end sector\r\n for (let i = halfCount; i < widths.length; i += 2) {\r\n widthsData.push(widths[i]);\r\n widthsData.push(widths[i + 1]);\r\n }\r\n } else if (widthsDistribution === GreasedLineMeshWidthDistribution.WIDTH_DISTRIBUTION_START) {\r\n // start sector\r\n for (let i = 0; i < widths.length; i += 2) {\r\n widthsData.push(widths[i]);\r\n widthsData.push(widths[i + 1]);\r\n }\r\n\r\n // end sector\r\n for (let i = 0; i < missingCount; i++) {\r\n widthsData.push(defaultWidthUpper);\r\n widthsData.push(defaultWidthLower);\r\n }\r\n } else if (widthsDistribution === GreasedLineMeshWidthDistribution.WIDTH_DISTRIBUTION_END) {\r\n // start sector\r\n for (let i = 0; i < missingCount; i++) {\r\n widthsData.push(defaultWidthUpper);\r\n widthsData.push(defaultWidthLower);\r\n }\r\n\r\n // end sector\r\n for (let i = 0; i < widths.length; i += 2) {\r\n widthsData.push(widths[i]);\r\n widthsData.push(widths[i + 1]);\r\n }\r\n } else if (widthsDistribution === GreasedLineMeshWidthDistribution.WIDTH_DISTRIBUTION_REPEAT) {\r\n let i = 0;\r\n for (let x = 0; x < pointCount; x++) {\r\n widthsData.push(widths[i++]);\r\n widthsData.push(widths[i++]);\r\n\r\n if (i === widths.length) {\r\n i = 0;\r\n }\r\n }\r\n } else if (widthsDistribution === GreasedLineMeshWidthDistribution.WIDTH_DISTRIBUTION_EVEN) {\r\n let j = 0;\r\n const widthsectorLength = widths.length / ((pointCount - 1) * 2);\r\n for (let x = 0; x < pointCount; x++) {\r\n const i = Math.floor(j);\r\n\r\n widthsData.push(widths[i]);\r\n widthsData.push(widths[i + 1]);\r\n\r\n j += widthsectorLength;\r\n }\r\n }\r\n } else {\r\n for (let i = 0; i < widths.length; i++) {\r\n widthsData.push(widths[i]);\r\n }\r\n }\r\n\r\n return widthsData;\r\n}\r\n\r\n/**\r\n * Completes the color table/fill the missing color entries. It means it creates a color entry for every point of the line mesh.\r\n * You can provide more points the colors when creating the mesh. This function will fill the empty entries.\r\n * The algorithm used to fill the empty entries can be\r\n * GreasedLineMesColorhDistribution.REPEAT - the color table will be repeatedly copied to the empty values [c1, c2] = [c1, c2, c1, c2, c1, c2, c1, c2]\r\n * GreasedLineMesColorhDistribution.EVEN - the color table will be evenly copied to the empty values [c1, c2] = [c1, c1, c1, c1, c2, c2, c2, c2]\r\n * GreasedLineMesColorhDistribution.START - the color table will be copied at the start of the empty values\r\n * and rest will be filled color the default color value [c1, c2] = [c1, c2, dc, dc, dc, dc, dc, dc]\r\n * GreasedLineMesColorhDistribution.START_END - the color table will be copied at the start and the end of the empty values\r\n * and rest will be filled color the default color value [c1, c2] = [c1, c2, dc, dc, dc, dc, c1, c2]\r\n * @param pointCount number of points of the line mesh\r\n * @param colors array of Color3 for the color table\r\n * @param colorDistribution how to distribute colors if the colors array has fewer entries than pointCount\r\n * @param defaultColor default color to be used to fill empty entries in the color table\r\n * @returns completed array of Color3s\r\n */\r\nexport function CompleteGreasedLineColorTable(pointCount: number, colors: Color3[], colorDistribution: GreasedLineMeshColorDistribution, defaultColor: Color3): Color3[] {\r\n pointCount = Math.max(colors.length, pointCount);\r\n const missingCount = pointCount - colors.length;\r\n if (missingCount < 0) {\r\n return colors.slice(0, pointCount);\r\n }\r\n\r\n const colorsData: Color3[] = [];\r\n // is the color table shorter than the point table?\r\n if (missingCount > 0) {\r\n // it is, fill in the missing elements\r\n if (colorDistribution === GreasedLineMeshColorDistribution.COLOR_DISTRIBUTION_START_END) {\r\n const halfCount = Math.floor(colors.length / 2);\r\n\r\n // start sector\r\n for (let i = 0; i < halfCount; i++) {\r\n colorsData.push(colors[i]);\r\n }\r\n\r\n // middle sector\r\n for (let i = 0; i < missingCount - 1; i++) {\r\n colorsData.push(defaultColor);\r\n }\r\n\r\n // end sector\r\n for (let i = halfCount; i < colors.length; i++) {\r\n colorsData.push(colors[i]);\r\n }\r\n } else if (colorDistribution === GreasedLineMeshColorDistribution.COLOR_DISTRIBUTION_START) {\r\n // start sector\r\n for (let i = 0; i < colors.length; i++) {\r\n colorsData.push(colors[i]);\r\n }\r\n\r\n // end sector\r\n for (let i = 0; i < missingCount; i++) {\r\n colorsData.push(defaultColor);\r\n }\r\n } else if (colorDistribution === GreasedLineMeshColorDistribution.COLOR_DISTRIBUTION_END) {\r\n // start sector\r\n for (let i = 0; i < missingCount - 1; i++) {\r\n colorsData.push(defaultColor);\r\n }\r\n\r\n // end sector\r\n for (let i = 0; i < colors.length; i++) {\r\n colorsData.push(colors[i]);\r\n }\r\n } else if (colorDistribution === GreasedLineMeshColorDistribution.COLOR_DISTRIBUTION_REPEAT) {\r\n let i = 0;\r\n for (let x = 0; x < pointCount; x++) {\r\n colorsData.push(colors[i]);\r\n\r\n i++;\r\n\r\n if (i === colors.length) {\r\n i = 0;\r\n }\r\n }\r\n } else if (colorDistribution === GreasedLineMeshColorDistribution.COLOR_DISTRIBUTION_EVEN) {\r\n let j = 0;\r\n const colorSectorLength = colors.length / (pointCount - 1);\r\n for (let x = 0; x < pointCount - 1; x++) {\r\n const i = Math.floor(j);\r\n\r\n colorsData.push(colors[i]);\r\n\r\n j += colorSectorLength;\r\n }\r\n } else if (colorDistribution === GreasedLineMeshColorDistribution.COLOR_DISTRIBUTION_NONE) {\r\n for (let i = 0; i < colors.length; i++) {\r\n colorsData.push(colors[i]);\r\n }\r\n }\r\n } else {\r\n for (let i = 0; i < pointCount; i++) {\r\n colorsData.push(colors[i]);\r\n }\r\n }\r\n\r\n return colorsData;\r\n}\r\n"]}
@@ -28,8 +28,8 @@ export function CreateGroundVertexData(options) {
28
28
  let row, col;
29
29
  const width = options.width || 1;
30
30
  const height = options.height || 1;
31
- const subdivisionsX = options.subdivisionsX || options.subdivisions || 1;
32
- const subdivisionsY = options.subdivisionsY || options.subdivisions || 1;
31
+ const subdivisionsX = (options.subdivisionsX || options.subdivisions || 1) | 0;
32
+ const subdivisionsY = (options.subdivisionsY || options.subdivisions || 1) | 0;
33
33
  for (row = 0; row <= subdivisionsY; row++) {
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34
  for (col = 0; col <= subdivisionsX; col++) {
35
35
  const position = new Vector3((col * width) / subdivisionsX - width / 2.0, 0, ((subdivisionsY - row) * height) / subdivisionsY - height / 2.0);
@@ -1 +1 @@
1
- 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type { Scene } from \"../../scene\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport { Color3 } from \"../../Maths/math.color\";\r\nimport { Mesh } from \"../mesh\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\nimport { GroundMesh } from \"../groundMesh\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { EngineStore } from \"../../Engines/engineStore\";\r\nimport { Epsilon } from \"../../Maths/math.constants\";\r\nimport { CompatibilityOptions } from \"../../Compat/compatibilityOptions\";\r\n\r\n/**\r\n * Creates the VertexData for a Ground\r\n * @param options an object used to set the following optional parameters for the Ground, required but can be empty\r\n * - width the width (x direction) of the ground, optional, default 1\r\n * - height the height (z direction) of the ground, optional, default 1\r\n * - subdivisions the number of subdivisions per side, optional, default 1\r\n * @param options.width\r\n * @param options.height\r\n * @param options.subdivisions\r\n * @param options.subdivisionsX\r\n * @param options.subdivisionsY\r\n * @returns the VertexData of the Ground\r\n */\r\nexport function CreateGroundVertexData(options: { width?: number; height?: number; subdivisions?: number; subdivisionsX?: number; subdivisionsY?: number }): VertexData {\r\n const indices = [];\r\n const positions = [];\r\n const normals = [];\r\n const uvs = [];\r\n let row: number, col: number;\r\n\r\n const width: number = options.width || 1;\r\n const height: number = options.height || 1;\r\n const subdivisionsX: number = options.subdivisionsX || options.subdivisions || 1;\r\n const subdivisionsY: number = options.subdivisionsY || options.subdivisions || 1;\r\n\r\n for (row = 0; row <= subdivisionsY; row++) {\r\n for (col = 0; col <= subdivisionsX; col++) {\r\n const position = new Vector3((col * width) / subdivisionsX - width / 2.0, 0, ((subdivisionsY - row) * height) / subdivisionsY - height / 2.0);\r\n const normal = new Vector3(0, 1.0, 0);\r\n\r\n positions.push(position.x, position.y, position.z);\r\n normals.push(normal.x, normal.y, normal.z);\r\n uvs.push(col / subdivisionsX, CompatibilityOptions.UseOpenGLOrientationForUV ? row / subdivisionsY : 1.0 - row / subdivisionsY);\r\n }\r\n }\r\n\r\n for (row = 0; row < subdivisionsY; row++) {\r\n for (col = 0; col < subdivisionsX; col++) {\r\n indices.push(col + 1 + (row + 1) * (subdivisionsX + 1));\r\n indices.push(col + 1 + row * (subdivisionsX + 1));\r\n indices.push(col + row * (subdivisionsX + 1));\r\n\r\n indices.push(col + (row + 1) * (subdivisionsX + 1));\r\n indices.push(col + 1 + (row + 1) * (subdivisionsX + 1));\r\n indices.push(col + row * (subdivisionsX + 1));\r\n }\r\n }\r\n\r\n // Result\r\n const vertexData = new VertexData();\r\n\r\n vertexData.indices = indices;\r\n vertexData.positions = positions;\r\n vertexData.normals = normals;\r\n vertexData.uvs = uvs;\r\n\r\n return vertexData;\r\n}\r\n\r\n/**\r\n * Creates the VertexData for a TiledGround by subdividing the ground into tiles\r\n * @param options an object used to set the following optional parameters for the Ground, required but can be empty\r\n * * xmin the ground minimum X coordinate, optional, default -1\r\n * * zmin the ground minimum Z coordinate, optional, default -1\r\n * * xmax the ground maximum X coordinate, optional, default 1\r\n * * zmax the ground maximum Z coordinate, optional, default 1\r\n * * subdivisions a javascript object {w: positive integer, h: positive integer}, `w` and `h` are the numbers of subdivisions on the ground width and height creating 'tiles', default {w: 6, h: 6}\r\n * * precision a javascript object {w: positive integer, h: positive integer}, `w` and `h` are the numbers of subdivisions on the tile width and height, default {w: 2, h: 2}\r\n * @param options.xmin\r\n * @param options.zmin\r\n * @param options.xmax\r\n * @param options.zmax\r\n * @param options.subdivisions\r\n * @param options.subdivisions.w\r\n * @param options.subdivisions.h\r\n * @param options.precision\r\n * @param options.precision.w\r\n * @param options.precision.h\r\n * @returns the VertexData of the TiledGround\r\n */\r\nexport function CreateTiledGroundVertexData(options: {\r\n xmin: number;\r\n zmin: number;\r\n xmax: number;\r\n zmax: number;\r\n subdivisions?: { w: number; h: number };\r\n precision?: { w: number; h: number };\r\n}): VertexData {\r\n const xmin = options.xmin !== undefined && options.xmin !== null ? options.xmin : -1.0;\r\n const zmin = options.zmin !== undefined && options.zmin !== null ? options.zmin : -1.0;\r\n const xmax = options.xmax !== undefined && options.xmax !== null ? options.xmax : 1.0;\r\n const zmax = options.zmax !== undefined && options.zmax !== null ? options.zmax : 1.0;\r\n const subdivisions = options.subdivisions || { w: 1, h: 1 };\r\n const precision = options.precision || { w: 1, h: 1 };\r\n\r\n const indices = new Array<number>();\r\n const positions = new Array<number>();\r\n const normals = new Array<number>();\r\n const uvs = new Array<number>();\r\n let row: number, col: number, tileRow: number, tileCol: number;\r\n\r\n subdivisions.h = subdivisions.h < 1 ? 1 : subdivisions.h;\r\n subdivisions.w = subdivisions.w < 1 ? 1 : subdivisions.w;\r\n precision.w = precision.w < 1 ? 1 : precision.w;\r\n precision.h = precision.h < 1 ? 1 : precision.h;\r\n\r\n const tileSize = {\r\n w: (xmax - xmin) / subdivisions.w,\r\n h: (zmax - zmin) / subdivisions.h,\r\n };\r\n\r\n function applyTile(xTileMin: number, zTileMin: number, xTileMax: number, zTileMax: number) {\r\n // Indices\r\n const base = positions.length / 3;\r\n const rowLength = precision.w + 1;\r\n for (row = 0; row < precision.h; row++) {\r\n for (col = 0; col < precision.w; col++) {\r\n const square = [base + col + row * rowLength, base + (col + 1) + row * rowLength, base + (col + 1) + (row + 1) * rowLength, base + col + (row + 1) * rowLength];\r\n\r\n indices.push(square[1]);\r\n indices.push(square[2]);\r\n indices.push(square[3]);\r\n indices.push(square[0]);\r\n indices.push(square[1]);\r\n indices.push(square[3]);\r\n }\r\n }\r\n\r\n // Position, normals and uvs\r\n const position = Vector3.Zero();\r\n const normal = new Vector3(0, 1.0, 0);\r\n for (row = 0; row <= precision.h; row++) {\r\n position.z = (row * (zTileMax - zTileMin)) / precision.h + zTileMin;\r\n for (col = 0; col <= precision.w; col++) {\r\n position.x = (col * (xTileMax - xTileMin)) / precision.w + xTileMin;\r\n position.y = 0;\r\n\r\n positions.push(position.x, position.y, position.z);\r\n normals.push(normal.x, normal.y, normal.z);\r\n uvs.push(col / precision.w, row / precision.h);\r\n }\r\n }\r\n }\r\n\r\n for (tileRow = 0; tileRow < subdivisions.h; tileRow++) {\r\n for (tileCol = 0; tileCol < subdivisions.w; tileCol++) {\r\n applyTile(xmin + tileCol * tileSize.w, zmin + tileRow * tileSize.h, xmin + (tileCol + 1) * tileSize.w, zmin + (tileRow + 1) * tileSize.h);\r\n }\r\n }\r\n\r\n // Result\r\n const vertexData = new VertexData();\r\n\r\n vertexData.indices = indices;\r\n vertexData.positions = positions;\r\n vertexData.normals = normals;\r\n vertexData.uvs = uvs;\r\n\r\n return vertexData;\r\n}\r\n\r\n/**\r\n * Creates the VertexData of the Ground designed from a heightmap\r\n * @param options an object used to set the following parameters for the Ground, required and provided by CreateGroundFromHeightMap\r\n * * width the width (x direction) of the ground\r\n * * height the height (z direction) of the ground\r\n * * subdivisions the number of subdivisions per side\r\n * * minHeight the minimum altitude on the ground, optional, default 0\r\n * * maxHeight the maximum altitude on the ground, optional default 1\r\n * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)\r\n * * buffer the array holding the image color data\r\n * * bufferWidth the width of image\r\n * * bufferHeight the height of image\r\n * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)\r\n * @param options.width\r\n * @param options.height\r\n * @param options.subdivisions\r\n * @param options.minHeight\r\n * @param options.maxHeight\r\n * @param options.colorFilter\r\n * @param options.buffer\r\n * @param options.bufferWidth\r\n * @param options.bufferHeight\r\n * @param options.alphaFilter\r\n * @returns the VertexData of the Ground designed from a heightmap\r\n */\r\nexport function CreateGroundFromHeightMapVertexData(options: {\r\n width: number;\r\n height: number;\r\n subdivisions: number;\r\n minHeight: number;\r\n maxHeight: number;\r\n colorFilter: Color3;\r\n buffer: Uint8Array;\r\n bufferWidth: number;\r\n bufferHeight: number;\r\n alphaFilter: number;\r\n}): VertexData {\r\n const indices = [];\r\n const positions = [];\r\n const normals = [];\r\n const uvs = [];\r\n let row, col;\r\n const filter = options.colorFilter || new Color3(0.3, 0.59, 0.11);\r\n const alphaFilter = options.alphaFilter || 0.0;\r\n let invert = false;\r\n\r\n if (options.minHeight > options.maxHeight) {\r\n invert = true;\r\n const temp = options.maxHeight;\r\n options.maxHeight = options.minHeight;\r\n options.minHeight = temp;\r\n }\r\n\r\n // Vertices\r\n for (row = 0; row <= options.subdivisions; row++) {\r\n for (col = 0; col <= options.subdivisions; col++) {\r\n const position = new Vector3(\r\n (col * options.width) / options.subdivisions - options.width / 2.0,\r\n 0,\r\n ((options.subdivisions - row) * options.height) / options.subdivisions - options.height / 2.0\r\n );\r\n\r\n // Compute height\r\n const heightMapX = (((position.x + options.width / 2) / options.width) * (options.bufferWidth - 1)) | 0;\r\n const heightMapY = ((1.0 - (position.z + options.height / 2) / options.height) * (options.bufferHeight - 1)) | 0;\r\n\r\n const pos = (heightMapX + heightMapY * options.bufferWidth) * 4;\r\n let r = options.buffer[pos] / 255.0;\r\n let g = options.buffer[pos + 1] / 255.0;\r\n let b = options.buffer[pos + 2] / 255.0;\r\n const a = options.buffer[pos + 3] / 255.0;\r\n\r\n if (invert) {\r\n r = 1.0 - r;\r\n g = 1.0 - g;\r\n b = 1.0 - b;\r\n }\r\n\r\n const gradient = r * filter.r + g * filter.g + b * filter.b;\r\n\r\n // If our alpha channel is not within our filter then we will assign a 'special' height\r\n // Then when building the indices, we will ignore any vertex that is using the special height\r\n if (a >= alphaFilter) {\r\n position.y = options.minHeight + (options.maxHeight - options.minHeight) * gradient;\r\n } else {\r\n position.y = options.minHeight - Epsilon; // We can't have a height below minHeight, normally.\r\n }\r\n\r\n // Add vertex\r\n positions.push(position.x, position.y, position.z);\r\n normals.push(0, 0, 0);\r\n uvs.push(col / options.subdivisions, 1.0 - row / options.subdivisions);\r\n }\r\n }\r\n\r\n // Indices\r\n for (row = 0; row < options.subdivisions; row++) {\r\n for (col = 0; col < options.subdivisions; col++) {\r\n // Calculate Indices\r\n const idx1 = col + 1 + (row + 1) * (options.subdivisions + 1);\r\n const idx2 = col + 1 + row * (options.subdivisions + 1);\r\n const idx3 = col + row * (options.subdivisions + 1);\r\n const idx4 = col + (row + 1) * (options.subdivisions + 1);\r\n\r\n // Check that all indices are visible (based on our special height)\r\n // Only display the vertex if all Indices are visible\r\n // Positions are stored x,y,z for each vertex, hence the * 3 and + 1 for height\r\n const isVisibleIdx1 = positions[idx1 * 3 + 1] >= options.minHeight;\r\n const isVisibleIdx2 = positions[idx2 * 3 + 1] >= options.minHeight;\r\n const isVisibleIdx3 = positions[idx3 * 3 + 1] >= options.minHeight;\r\n if (isVisibleIdx1 && isVisibleIdx2 && isVisibleIdx3) {\r\n indices.push(idx1);\r\n indices.push(idx2);\r\n indices.push(idx3);\r\n }\r\n\r\n const isVisibleIdx4 = positions[idx4 * 3 + 1] >= options.minHeight;\r\n if (isVisibleIdx4 && isVisibleIdx1 && isVisibleIdx3) {\r\n indices.push(idx4);\r\n indices.push(idx1);\r\n indices.push(idx3);\r\n }\r\n }\r\n }\r\n\r\n // Normals\r\n VertexData.ComputeNormals(positions, indices, normals);\r\n\r\n // Result\r\n const vertexData = new VertexData();\r\n\r\n vertexData.indices = indices;\r\n vertexData.positions = positions;\r\n vertexData.normals = normals;\r\n vertexData.uvs = uvs;\r\n\r\n return vertexData;\r\n}\r\n\r\n/**\r\n * Creates a ground mesh\r\n * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground\r\n * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param options.width\r\n * @param options.height\r\n * @param options.subdivisions\r\n * @param options.subdivisionsX\r\n * @param options.subdivisionsY\r\n * @param options.updatable\r\n * @param scene defines the hosting scene\r\n * @returns the ground mesh\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#ground\r\n */\r\nexport function CreateGround(\r\n name: string,\r\n options: { width?: number; height?: number; subdivisions?: number; subdivisionsX?: number; subdivisionsY?: number; updatable?: boolean } = {},\r\n scene?: Scene\r\n): GroundMesh {\r\n const ground = new GroundMesh(name, scene);\r\n ground._setReady(false);\r\n ground._subdivisionsX = options.subdivisionsX || options.subdivisions || 1;\r\n ground._subdivisionsY = options.subdivisionsY || options.subdivisions || 1;\r\n ground._width = options.width || 1;\r\n ground._height = options.height || 1;\r\n ground._maxX = ground._width / 2;\r\n ground._maxZ = ground._height / 2;\r\n ground._minX = -ground._maxX;\r\n ground._minZ = -ground._maxZ;\r\n\r\n const vertexData = CreateGroundVertexData(options);\r\n\r\n vertexData.applyToMesh(ground, options.updatable);\r\n\r\n ground._setReady(true);\r\n\r\n return ground;\r\n}\r\n\r\n/**\r\n * Creates a tiled ground mesh\r\n * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates\r\n * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates\r\n * * The parameter `subdivisions` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 6, h: 6}`). `w` and `h` are the numbers of subdivisions on the ground width and height. Each subdivision is called a tile\r\n * * The parameter `precision` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 2, h: 2}`). `w` and `h` are the numbers of subdivisions on the ground width and height of each tile\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param options.xmin\r\n * @param options.zmin\r\n * @param options.xmax\r\n * @param options.zmax\r\n * @param options.subdivisions\r\n * @param options.subdivisions.w\r\n * @param options.subdivisions.h\r\n * @param options.precision\r\n * @param options.precision.w\r\n * @param options.precision.h\r\n * @param options.updatable\r\n * @param scene defines the hosting scene\r\n * @returns the tiled ground mesh\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#tiled-ground\r\n */\r\nexport function CreateTiledGround(\r\n name: string,\r\n options: { xmin: number; zmin: number; xmax: number; zmax: number; subdivisions?: { w: number; h: number }; precision?: { w: number; h: number }; updatable?: boolean },\r\n scene: Nullable<Scene> = null\r\n): Mesh {\r\n const tiledGround = new Mesh(name, scene);\r\n\r\n const vertexData = CreateTiledGroundVertexData(options);\r\n\r\n vertexData.applyToMesh(tiledGround, options.updatable);\r\n\r\n return tiledGround;\r\n}\r\n\r\n/**\r\n * Creates a ground mesh from a height map\r\n * * The parameter `url` sets the URL of the height map image resource.\r\n * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.\r\n * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.\r\n * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.\r\n * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.\r\n * * The parameter `colorFilter` (optional Color3, default (0.3, 0.59, 0.11) ) is the filter to apply to the image pixel colors to compute the height.\r\n * * The parameter `onReady` is a javascript callback function that will be called once the mesh is just built (the height map download can last some time).\r\n * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.\r\n * @param name defines the name of the mesh\r\n * @param url defines the url to the height map\r\n * @param options defines the options used to create the mesh\r\n * @param options.width\r\n * @param options.height\r\n * @param options.subdivisions\r\n * @param options.minHeight\r\n * @param options.maxHeight\r\n * @param options.colorFilter\r\n * @param options.alphaFilter\r\n * @param options.updatable\r\n * @param options.onReady\r\n * @param scene defines the hosting scene\r\n * @returns the ground mesh\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set/height_map\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#ground-from-a-height-map\r\n */\r\nexport function CreateGroundFromHeightMap(\r\n name: string,\r\n url: string,\r\n options: {\r\n width?: number;\r\n height?: number;\r\n subdivisions?: number;\r\n minHeight?: number;\r\n maxHeight?: number;\r\n colorFilter?: Color3;\r\n alphaFilter?: number;\r\n updatable?: boolean;\r\n onReady?: (mesh: GroundMesh) => void;\r\n } = {},\r\n scene: Nullable<Scene> = null\r\n): GroundMesh {\r\n const width = options.width || 10.0;\r\n const height = options.height || 10.0;\r\n const subdivisions = options.subdivisions || 1 | 0;\r\n const minHeight = options.minHeight || 0.0;\r\n const maxHeight = options.maxHeight || 1.0;\r\n const filter = options.colorFilter || new Color3(0.3, 0.59, 0.11);\r\n const alphaFilter = options.alphaFilter || 0.0;\r\n const updatable = options.updatable;\r\n const onReady = options.onReady;\r\n\r\n scene = scene || EngineStore.LastCreatedScene!;\r\n\r\n const ground = new GroundMesh(name, scene);\r\n ground._subdivisionsX = subdivisions;\r\n ground._subdivisionsY = subdivisions;\r\n ground._width = width;\r\n ground._height = height;\r\n ground._maxX = ground._width / 2.0;\r\n ground._maxZ = ground._height / 2.0;\r\n ground._minX = -ground._maxX;\r\n ground._minZ = -ground._maxZ;\r\n\r\n ground._setReady(false);\r\n\r\n const onload = (img: HTMLImageElement | ImageBitmap) => {\r\n const bufferWidth = img.width;\r\n const bufferHeight = img.height;\r\n\r\n if (scene!.isDisposed) {\r\n return;\r\n }\r\n\r\n const buffer = <Uint8Array>scene?.getEngine().resizeImageBitmap(img, bufferWidth, bufferHeight);\r\n\r\n const vertexData = CreateGroundFromHeightMapVertexData({\r\n width: width,\r\n height: height,\r\n subdivisions: subdivisions,\r\n minHeight: minHeight,\r\n maxHeight: maxHeight,\r\n colorFilter: filter,\r\n buffer: buffer,\r\n bufferWidth: bufferWidth,\r\n bufferHeight: bufferHeight,\r\n alphaFilter: alphaFilter,\r\n });\r\n\r\n vertexData.applyToMesh(ground, updatable);\r\n\r\n //execute ready callback, if set\r\n if (onReady) {\r\n onReady(ground);\r\n }\r\n\r\n ground._setReady(true);\r\n };\r\n\r\n Tools.LoadImage(url, onload, () => {}, scene.offlineProvider);\r\n\r\n return ground;\r\n}\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n * @deprecated use the functions directly from the module\r\n */\r\nexport const GroundBuilder = {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CreateGround,\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CreateGroundFromHeightMap,\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CreateTiledGround,\r\n};\r\n\r\nVertexData.CreateGround = CreateGroundVertexData;\r\nVertexData.CreateTiledGround = CreateTiledGroundVertexData;\r\nVertexData.CreateGroundFromHeightMap = CreateGroundFromHeightMapVertexData;\r\n\r\nMesh.CreateGround = (name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh => {\r\n const options = {\r\n width,\r\n height,\r\n subdivisions,\r\n updatable,\r\n };\r\n\r\n return CreateGround(name, options, scene);\r\n};\r\n\r\nMesh.CreateTiledGround = (\r\n name: string,\r\n xmin: number,\r\n zmin: number,\r\n xmax: number,\r\n zmax: number,\r\n subdivisions: { w: number; h: number },\r\n precision: { w: number; h: number },\r\n scene: Scene,\r\n updatable?: boolean\r\n): Mesh => {\r\n const options = {\r\n xmin,\r\n zmin,\r\n xmax,\r\n zmax,\r\n subdivisions,\r\n precision,\r\n updatable,\r\n };\r\n\r\n return CreateTiledGround(name, options, scene);\r\n};\r\n\r\nMesh.CreateGroundFromHeightMap = (\r\n name: string,\r\n url: string,\r\n width: number,\r\n height: number,\r\n subdivisions: number,\r\n minHeight: number,\r\n maxHeight: number,\r\n scene: Scene,\r\n updatable?: boolean,\r\n onReady?: (mesh: GroundMesh) => void,\r\n alphaFilter?: number\r\n): GroundMesh => {\r\n const options = {\r\n width,\r\n height,\r\n subdivisions,\r\n minHeight,\r\n maxHeight,\r\n updatable,\r\n onReady,\r\n alphaFilter,\r\n };\r\n\r\n return CreateGroundFromHeightMap(name, url, options, scene);\r\n};\r\n"]}
1
+ 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type { Scene } from \"../../scene\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport { Color3 } from \"../../Maths/math.color\";\r\nimport { Mesh } from \"../mesh\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\nimport { GroundMesh } from \"../groundMesh\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { EngineStore } from \"../../Engines/engineStore\";\r\nimport { Epsilon } from \"../../Maths/math.constants\";\r\nimport { CompatibilityOptions } from \"../../Compat/compatibilityOptions\";\r\n\r\n/**\r\n * Creates the VertexData for a Ground\r\n * @param options an object used to set the following optional parameters for the Ground, required but can be empty\r\n * - width the width (x direction) of the ground, optional, default 1\r\n * - height the height (z direction) of the ground, optional, default 1\r\n * - subdivisions the number of subdivisions per side, optional, default 1\r\n * @param options.width\r\n * @param options.height\r\n * @param options.subdivisions\r\n * @param options.subdivisionsX\r\n * @param options.subdivisionsY\r\n * @returns the VertexData of the Ground\r\n */\r\nexport function CreateGroundVertexData(options: { width?: number; height?: number; subdivisions?: number; subdivisionsX?: number; subdivisionsY?: number }): VertexData {\r\n const indices = [];\r\n const positions = [];\r\n const normals = [];\r\n const uvs = [];\r\n let row: number, col: number;\r\n\r\n const width: number = options.width || 1;\r\n const height: number = options.height || 1;\r\n const subdivisionsX: number = (options.subdivisionsX || options.subdivisions || 1) | 0;\r\n const subdivisionsY: number = (options.subdivisionsY || options.subdivisions || 1) | 0;\r\n\r\n for (row = 0; row <= subdivisionsY; row++) {\r\n for (col = 0; col <= subdivisionsX; col++) {\r\n const position = new Vector3((col * width) / subdivisionsX - width / 2.0, 0, ((subdivisionsY - row) * height) / subdivisionsY - height / 2.0);\r\n const normal = new Vector3(0, 1.0, 0);\r\n\r\n positions.push(position.x, position.y, position.z);\r\n normals.push(normal.x, normal.y, normal.z);\r\n uvs.push(col / subdivisionsX, CompatibilityOptions.UseOpenGLOrientationForUV ? row / subdivisionsY : 1.0 - row / subdivisionsY);\r\n }\r\n }\r\n\r\n for (row = 0; row < subdivisionsY; row++) {\r\n for (col = 0; col < subdivisionsX; col++) {\r\n indices.push(col + 1 + (row + 1) * (subdivisionsX + 1));\r\n indices.push(col + 1 + row * (subdivisionsX + 1));\r\n indices.push(col + row * (subdivisionsX + 1));\r\n\r\n indices.push(col + (row + 1) * (subdivisionsX + 1));\r\n indices.push(col + 1 + (row + 1) * (subdivisionsX + 1));\r\n indices.push(col + row * (subdivisionsX + 1));\r\n }\r\n }\r\n\r\n // Result\r\n const vertexData = new VertexData();\r\n\r\n vertexData.indices = indices;\r\n vertexData.positions = positions;\r\n vertexData.normals = normals;\r\n vertexData.uvs = uvs;\r\n\r\n return vertexData;\r\n}\r\n\r\n/**\r\n * Creates the VertexData for a TiledGround by subdividing the ground into tiles\r\n * @param options an object used to set the following optional parameters for the Ground, required but can be empty\r\n * * xmin the ground minimum X coordinate, optional, default -1\r\n * * zmin the ground minimum Z coordinate, optional, default -1\r\n * * xmax the ground maximum X coordinate, optional, default 1\r\n * * zmax the ground maximum Z coordinate, optional, default 1\r\n * * subdivisions a javascript object {w: positive integer, h: positive integer}, `w` and `h` are the numbers of subdivisions on the ground width and height creating 'tiles', default {w: 6, h: 6}\r\n * * precision a javascript object {w: positive integer, h: positive integer}, `w` and `h` are the numbers of subdivisions on the tile width and height, default {w: 2, h: 2}\r\n * @param options.xmin\r\n * @param options.zmin\r\n * @param options.xmax\r\n * @param options.zmax\r\n * @param options.subdivisions\r\n * @param options.subdivisions.w\r\n * @param options.subdivisions.h\r\n * @param options.precision\r\n * @param options.precision.w\r\n * @param options.precision.h\r\n * @returns the VertexData of the TiledGround\r\n */\r\nexport function CreateTiledGroundVertexData(options: {\r\n xmin: number;\r\n zmin: number;\r\n xmax: number;\r\n zmax: number;\r\n subdivisions?: { w: number; h: number };\r\n precision?: { w: number; h: number };\r\n}): VertexData {\r\n const xmin = options.xmin !== undefined && options.xmin !== null ? options.xmin : -1.0;\r\n const zmin = options.zmin !== undefined && options.zmin !== null ? options.zmin : -1.0;\r\n const xmax = options.xmax !== undefined && options.xmax !== null ? options.xmax : 1.0;\r\n const zmax = options.zmax !== undefined && options.zmax !== null ? options.zmax : 1.0;\r\n const subdivisions = options.subdivisions || { w: 1, h: 1 };\r\n const precision = options.precision || { w: 1, h: 1 };\r\n\r\n const indices = new Array<number>();\r\n const positions = new Array<number>();\r\n const normals = new Array<number>();\r\n const uvs = new Array<number>();\r\n let row: number, col: number, tileRow: number, tileCol: number;\r\n\r\n subdivisions.h = subdivisions.h < 1 ? 1 : subdivisions.h;\r\n subdivisions.w = subdivisions.w < 1 ? 1 : subdivisions.w;\r\n precision.w = precision.w < 1 ? 1 : precision.w;\r\n precision.h = precision.h < 1 ? 1 : precision.h;\r\n\r\n const tileSize = {\r\n w: (xmax - xmin) / subdivisions.w,\r\n h: (zmax - zmin) / subdivisions.h,\r\n };\r\n\r\n function applyTile(xTileMin: number, zTileMin: number, xTileMax: number, zTileMax: number) {\r\n // Indices\r\n const base = positions.length / 3;\r\n const rowLength = precision.w + 1;\r\n for (row = 0; row < precision.h; row++) {\r\n for (col = 0; col < precision.w; col++) {\r\n const square = [base + col + row * rowLength, base + (col + 1) + row * rowLength, base + (col + 1) + (row + 1) * rowLength, base + col + (row + 1) * rowLength];\r\n\r\n indices.push(square[1]);\r\n indices.push(square[2]);\r\n indices.push(square[3]);\r\n indices.push(square[0]);\r\n indices.push(square[1]);\r\n indices.push(square[3]);\r\n }\r\n }\r\n\r\n // Position, normals and uvs\r\n const position = Vector3.Zero();\r\n const normal = new Vector3(0, 1.0, 0);\r\n for (row = 0; row <= precision.h; row++) {\r\n position.z = (row * (zTileMax - zTileMin)) / precision.h + zTileMin;\r\n for (col = 0; col <= precision.w; col++) {\r\n position.x = (col * (xTileMax - xTileMin)) / precision.w + xTileMin;\r\n position.y = 0;\r\n\r\n positions.push(position.x, position.y, position.z);\r\n normals.push(normal.x, normal.y, normal.z);\r\n uvs.push(col / precision.w, row / precision.h);\r\n }\r\n }\r\n }\r\n\r\n for (tileRow = 0; tileRow < subdivisions.h; tileRow++) {\r\n for (tileCol = 0; tileCol < subdivisions.w; tileCol++) {\r\n applyTile(xmin + tileCol * tileSize.w, zmin + tileRow * tileSize.h, xmin + (tileCol + 1) * tileSize.w, zmin + (tileRow + 1) * tileSize.h);\r\n }\r\n }\r\n\r\n // Result\r\n const vertexData = new VertexData();\r\n\r\n vertexData.indices = indices;\r\n vertexData.positions = positions;\r\n vertexData.normals = normals;\r\n vertexData.uvs = uvs;\r\n\r\n return vertexData;\r\n}\r\n\r\n/**\r\n * Creates the VertexData of the Ground designed from a heightmap\r\n * @param options an object used to set the following parameters for the Ground, required and provided by CreateGroundFromHeightMap\r\n * * width the width (x direction) of the ground\r\n * * height the height (z direction) of the ground\r\n * * subdivisions the number of subdivisions per side\r\n * * minHeight the minimum altitude on the ground, optional, default 0\r\n * * maxHeight the maximum altitude on the ground, optional default 1\r\n * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)\r\n * * buffer the array holding the image color data\r\n * * bufferWidth the width of image\r\n * * bufferHeight the height of image\r\n * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)\r\n * @param options.width\r\n * @param options.height\r\n * @param options.subdivisions\r\n * @param options.minHeight\r\n * @param options.maxHeight\r\n * @param options.colorFilter\r\n * @param options.buffer\r\n * @param options.bufferWidth\r\n * @param options.bufferHeight\r\n * @param options.alphaFilter\r\n * @returns the VertexData of the Ground designed from a heightmap\r\n */\r\nexport function CreateGroundFromHeightMapVertexData(options: {\r\n width: number;\r\n height: number;\r\n subdivisions: number;\r\n minHeight: number;\r\n maxHeight: number;\r\n colorFilter: Color3;\r\n buffer: Uint8Array;\r\n bufferWidth: number;\r\n bufferHeight: number;\r\n alphaFilter: number;\r\n}): VertexData {\r\n const indices = [];\r\n const positions = [];\r\n const normals = [];\r\n const uvs = [];\r\n let row, col;\r\n const filter = options.colorFilter || new Color3(0.3, 0.59, 0.11);\r\n const alphaFilter = options.alphaFilter || 0.0;\r\n let invert = false;\r\n\r\n if (options.minHeight > options.maxHeight) {\r\n invert = true;\r\n const temp = options.maxHeight;\r\n options.maxHeight = options.minHeight;\r\n options.minHeight = temp;\r\n }\r\n\r\n // Vertices\r\n for (row = 0; row <= options.subdivisions; row++) {\r\n for (col = 0; col <= options.subdivisions; col++) {\r\n const position = new Vector3(\r\n (col * options.width) / options.subdivisions - options.width / 2.0,\r\n 0,\r\n ((options.subdivisions - row) * options.height) / options.subdivisions - options.height / 2.0\r\n );\r\n\r\n // Compute height\r\n const heightMapX = (((position.x + options.width / 2) / options.width) * (options.bufferWidth - 1)) | 0;\r\n const heightMapY = ((1.0 - (position.z + options.height / 2) / options.height) * (options.bufferHeight - 1)) | 0;\r\n\r\n const pos = (heightMapX + heightMapY * options.bufferWidth) * 4;\r\n let r = options.buffer[pos] / 255.0;\r\n let g = options.buffer[pos + 1] / 255.0;\r\n let b = options.buffer[pos + 2] / 255.0;\r\n const a = options.buffer[pos + 3] / 255.0;\r\n\r\n if (invert) {\r\n r = 1.0 - r;\r\n g = 1.0 - g;\r\n b = 1.0 - b;\r\n }\r\n\r\n const gradient = r * filter.r + g * filter.g + b * filter.b;\r\n\r\n // If our alpha channel is not within our filter then we will assign a 'special' height\r\n // Then when building the indices, we will ignore any vertex that is using the special height\r\n if (a >= alphaFilter) {\r\n position.y = options.minHeight + (options.maxHeight - options.minHeight) * gradient;\r\n } else {\r\n position.y = options.minHeight - Epsilon; // We can't have a height below minHeight, normally.\r\n }\r\n\r\n // Add vertex\r\n positions.push(position.x, position.y, position.z);\r\n normals.push(0, 0, 0);\r\n uvs.push(col / options.subdivisions, 1.0 - row / options.subdivisions);\r\n }\r\n }\r\n\r\n // Indices\r\n for (row = 0; row < options.subdivisions; row++) {\r\n for (col = 0; col < options.subdivisions; col++) {\r\n // Calculate Indices\r\n const idx1 = col + 1 + (row + 1) * (options.subdivisions + 1);\r\n const idx2 = col + 1 + row * (options.subdivisions + 1);\r\n const idx3 = col + row * (options.subdivisions + 1);\r\n const idx4 = col + (row + 1) * (options.subdivisions + 1);\r\n\r\n // Check that all indices are visible (based on our special height)\r\n // Only display the vertex if all Indices are visible\r\n // Positions are stored x,y,z for each vertex, hence the * 3 and + 1 for height\r\n const isVisibleIdx1 = positions[idx1 * 3 + 1] >= options.minHeight;\r\n const isVisibleIdx2 = positions[idx2 * 3 + 1] >= options.minHeight;\r\n const isVisibleIdx3 = positions[idx3 * 3 + 1] >= options.minHeight;\r\n if (isVisibleIdx1 && isVisibleIdx2 && isVisibleIdx3) {\r\n indices.push(idx1);\r\n indices.push(idx2);\r\n indices.push(idx3);\r\n }\r\n\r\n const isVisibleIdx4 = positions[idx4 * 3 + 1] >= options.minHeight;\r\n if (isVisibleIdx4 && isVisibleIdx1 && isVisibleIdx3) {\r\n indices.push(idx4);\r\n indices.push(idx1);\r\n indices.push(idx3);\r\n }\r\n }\r\n }\r\n\r\n // Normals\r\n VertexData.ComputeNormals(positions, indices, normals);\r\n\r\n // Result\r\n const vertexData = new VertexData();\r\n\r\n vertexData.indices = indices;\r\n vertexData.positions = positions;\r\n vertexData.normals = normals;\r\n vertexData.uvs = uvs;\r\n\r\n return vertexData;\r\n}\r\n\r\n/**\r\n * Creates a ground mesh\r\n * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground\r\n * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param options.width\r\n * @param options.height\r\n * @param options.subdivisions\r\n * @param options.subdivisionsX\r\n * @param options.subdivisionsY\r\n * @param options.updatable\r\n * @param scene defines the hosting scene\r\n * @returns the ground mesh\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#ground\r\n */\r\nexport function CreateGround(\r\n name: string,\r\n options: { width?: number; height?: number; subdivisions?: number; subdivisionsX?: number; subdivisionsY?: number; updatable?: boolean } = {},\r\n scene?: Scene\r\n): GroundMesh {\r\n const ground = new GroundMesh(name, scene);\r\n ground._setReady(false);\r\n ground._subdivisionsX = options.subdivisionsX || options.subdivisions || 1;\r\n ground._subdivisionsY = options.subdivisionsY || options.subdivisions || 1;\r\n ground._width = options.width || 1;\r\n ground._height = options.height || 1;\r\n ground._maxX = ground._width / 2;\r\n ground._maxZ = ground._height / 2;\r\n ground._minX = -ground._maxX;\r\n ground._minZ = -ground._maxZ;\r\n\r\n const vertexData = CreateGroundVertexData(options);\r\n\r\n vertexData.applyToMesh(ground, options.updatable);\r\n\r\n ground._setReady(true);\r\n\r\n return ground;\r\n}\r\n\r\n/**\r\n * Creates a tiled ground mesh\r\n * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates\r\n * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates\r\n * * The parameter `subdivisions` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 6, h: 6}`). `w` and `h` are the numbers of subdivisions on the ground width and height. Each subdivision is called a tile\r\n * * The parameter `precision` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 2, h: 2}`). `w` and `h` are the numbers of subdivisions on the ground width and height of each tile\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param options.xmin\r\n * @param options.zmin\r\n * @param options.xmax\r\n * @param options.zmax\r\n * @param options.subdivisions\r\n * @param options.subdivisions.w\r\n * @param options.subdivisions.h\r\n * @param options.precision\r\n * @param options.precision.w\r\n * @param options.precision.h\r\n * @param options.updatable\r\n * @param scene defines the hosting scene\r\n * @returns the tiled ground mesh\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#tiled-ground\r\n */\r\nexport function CreateTiledGround(\r\n name: string,\r\n options: { xmin: number; zmin: number; xmax: number; zmax: number; subdivisions?: { w: number; h: number }; precision?: { w: number; h: number }; updatable?: boolean },\r\n scene: Nullable<Scene> = null\r\n): Mesh {\r\n const tiledGround = new Mesh(name, scene);\r\n\r\n const vertexData = CreateTiledGroundVertexData(options);\r\n\r\n vertexData.applyToMesh(tiledGround, options.updatable);\r\n\r\n return tiledGround;\r\n}\r\n\r\n/**\r\n * Creates a ground mesh from a height map\r\n * * The parameter `url` sets the URL of the height map image resource.\r\n * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.\r\n * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.\r\n * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.\r\n * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.\r\n * * The parameter `colorFilter` (optional Color3, default (0.3, 0.59, 0.11) ) is the filter to apply to the image pixel colors to compute the height.\r\n * * The parameter `onReady` is a javascript callback function that will be called once the mesh is just built (the height map download can last some time).\r\n * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.\r\n * @param name defines the name of the mesh\r\n * @param url defines the url to the height map\r\n * @param options defines the options used to create the mesh\r\n * @param options.width\r\n * @param options.height\r\n * @param options.subdivisions\r\n * @param options.minHeight\r\n * @param options.maxHeight\r\n * @param options.colorFilter\r\n * @param options.alphaFilter\r\n * @param options.updatable\r\n * @param options.onReady\r\n * @param scene defines the hosting scene\r\n * @returns the ground mesh\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set/height_map\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#ground-from-a-height-map\r\n */\r\nexport function CreateGroundFromHeightMap(\r\n name: string,\r\n url: string,\r\n options: {\r\n width?: number;\r\n height?: number;\r\n subdivisions?: number;\r\n minHeight?: number;\r\n maxHeight?: number;\r\n colorFilter?: Color3;\r\n alphaFilter?: number;\r\n updatable?: boolean;\r\n onReady?: (mesh: GroundMesh) => void;\r\n } = {},\r\n scene: Nullable<Scene> = null\r\n): GroundMesh {\r\n const width = options.width || 10.0;\r\n const height = options.height || 10.0;\r\n const subdivisions = options.subdivisions || 1 | 0;\r\n const minHeight = options.minHeight || 0.0;\r\n const maxHeight = options.maxHeight || 1.0;\r\n const filter = options.colorFilter || new Color3(0.3, 0.59, 0.11);\r\n const alphaFilter = options.alphaFilter || 0.0;\r\n const updatable = options.updatable;\r\n const onReady = options.onReady;\r\n\r\n scene = scene || EngineStore.LastCreatedScene!;\r\n\r\n const ground = new GroundMesh(name, scene);\r\n ground._subdivisionsX = subdivisions;\r\n ground._subdivisionsY = subdivisions;\r\n ground._width = width;\r\n ground._height = height;\r\n ground._maxX = ground._width / 2.0;\r\n ground._maxZ = ground._height / 2.0;\r\n ground._minX = -ground._maxX;\r\n ground._minZ = -ground._maxZ;\r\n\r\n ground._setReady(false);\r\n\r\n const onload = (img: HTMLImageElement | ImageBitmap) => {\r\n const bufferWidth = img.width;\r\n const bufferHeight = img.height;\r\n\r\n if (scene!.isDisposed) {\r\n return;\r\n }\r\n\r\n const buffer = <Uint8Array>scene?.getEngine().resizeImageBitmap(img, bufferWidth, bufferHeight);\r\n\r\n const vertexData = CreateGroundFromHeightMapVertexData({\r\n width: width,\r\n height: height,\r\n subdivisions: subdivisions,\r\n minHeight: minHeight,\r\n maxHeight: maxHeight,\r\n colorFilter: filter,\r\n buffer: buffer,\r\n bufferWidth: bufferWidth,\r\n bufferHeight: bufferHeight,\r\n alphaFilter: alphaFilter,\r\n });\r\n\r\n vertexData.applyToMesh(ground, updatable);\r\n\r\n //execute ready callback, if set\r\n if (onReady) {\r\n onReady(ground);\r\n }\r\n\r\n ground._setReady(true);\r\n };\r\n\r\n Tools.LoadImage(url, onload, () => {}, scene.offlineProvider);\r\n\r\n return ground;\r\n}\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n * @deprecated use the functions directly from the module\r\n */\r\nexport const GroundBuilder = {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CreateGround,\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CreateGroundFromHeightMap,\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CreateTiledGround,\r\n};\r\n\r\nVertexData.CreateGround = CreateGroundVertexData;\r\nVertexData.CreateTiledGround = CreateTiledGroundVertexData;\r\nVertexData.CreateGroundFromHeightMap = CreateGroundFromHeightMapVertexData;\r\n\r\nMesh.CreateGround = (name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh => {\r\n const options = {\r\n width,\r\n height,\r\n subdivisions,\r\n updatable,\r\n };\r\n\r\n return CreateGround(name, options, scene);\r\n};\r\n\r\nMesh.CreateTiledGround = (\r\n name: string,\r\n xmin: number,\r\n zmin: number,\r\n xmax: number,\r\n zmax: number,\r\n subdivisions: { w: number; h: number },\r\n precision: { w: number; h: number },\r\n scene: Scene,\r\n updatable?: boolean\r\n): Mesh => {\r\n const options = {\r\n xmin,\r\n zmin,\r\n xmax,\r\n zmax,\r\n subdivisions,\r\n precision,\r\n updatable,\r\n };\r\n\r\n return CreateTiledGround(name, options, scene);\r\n};\r\n\r\nMesh.CreateGroundFromHeightMap = (\r\n name: string,\r\n url: string,\r\n width: number,\r\n height: number,\r\n subdivisions: number,\r\n minHeight: number,\r\n maxHeight: number,\r\n scene: Scene,\r\n updatable?: boolean,\r\n onReady?: (mesh: GroundMesh) => void,\r\n alphaFilter?: number\r\n): GroundMesh => {\r\n const options = {\r\n width,\r\n height,\r\n subdivisions,\r\n minHeight,\r\n maxHeight,\r\n updatable,\r\n onReady,\r\n alphaFilter,\r\n };\r\n\r\n return CreateGroundFromHeightMap(name, url, options, scene);\r\n};\r\n"]}
@@ -29,7 +29,7 @@ export function CreateIcoSphereVertexData(options) {
29
29
  const sideOrientation = options.sideOrientation || VertexData.DEFAULTSIDE;
30
30
  const radius = options.radius || 1;
31
31
  const flat = options.flat === undefined ? true : options.flat;
32
- const subdivisions = options.subdivisions || 4;
32
+ const subdivisions = (options.subdivisions || 4) | 0;
33
33
  const radiusX = options.radiusX || radius;
34
34
  const radiusY = options.radiusY || radius;
35
35
  const radiusZ = options.radiusZ || radius;
@@ -1 +1 @@
1
- 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type { Scene } from \"../../scene\";\r\nimport type { Vector4 } from \"../../Maths/math.vector\";\r\nimport { Vector3, Vector2 } from \"../../Maths/math.vector\";\r\nimport { Mesh } from \"../mesh\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { CompatibilityOptions } from \"../../Compat/compatibilityOptions\";\r\n\r\n/**\r\n * Creates the VertexData of the IcoSphere\r\n * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty\r\n * * radius the radius of the IcoSphere, optional default 1\r\n * * radiusX allows stretching in the x direction, optional, default radius\r\n * * radiusY allows stretching in the y direction, optional, default radius\r\n * * radiusZ allows stretching in the z direction, optional, default radius\r\n * * flat when true creates a flat shaded mesh, optional, default true\r\n * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)\r\n * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)\r\n * @param options.radius\r\n * @param options.radiusX\r\n * @param options.radiusY\r\n * @param options.radiusZ\r\n * @param options.flat\r\n * @param options.subdivisions\r\n * @param options.sideOrientation\r\n * @param options.frontUVs\r\n * @param options.backUVs\r\n * @returns the VertexData of the IcoSphere\r\n */\r\nexport function CreateIcoSphereVertexData(options: {\r\n radius?: number;\r\n radiusX?: number;\r\n radiusY?: number;\r\n radiusZ?: number;\r\n flat?: boolean;\r\n subdivisions?: number;\r\n sideOrientation?: number;\r\n frontUVs?: Vector4;\r\n backUVs?: Vector4;\r\n}): VertexData {\r\n const sideOrientation = options.sideOrientation || VertexData.DEFAULTSIDE;\r\n const radius = options.radius || 1;\r\n const flat = options.flat === undefined ? true : options.flat;\r\n const subdivisions = options.subdivisions || 4;\r\n const radiusX = options.radiusX || radius;\r\n const radiusY = options.radiusY || radius;\r\n const radiusZ = options.radiusZ || radius;\r\n\r\n const t = (1 + Math.sqrt(5)) / 2;\r\n\r\n // 12 vertex x,y,z\r\n const icoVertices = [\r\n -1,\r\n t,\r\n -0,\r\n 1,\r\n t,\r\n 0,\r\n -1,\r\n -t,\r\n 0,\r\n 1,\r\n -t,\r\n 0, // v0-3\r\n 0,\r\n -1,\r\n -t,\r\n 0,\r\n 1,\r\n -t,\r\n 0,\r\n -1,\r\n t,\r\n 0,\r\n 1,\r\n t, // v4-7\r\n t,\r\n 0,\r\n 1,\r\n t,\r\n 0,\r\n -1,\r\n -t,\r\n 0,\r\n 1,\r\n -t,\r\n 0,\r\n -1, // v8-11\r\n ];\r\n\r\n // index of 3 vertex makes a face of icopshere\r\n const ico_indices = [\r\n 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 12, 22, 23, 1, 5, 20, 5, 11, 4, 23, 22, 13, 22, 18, 6, 7, 1, 8, 14, 21, 4, 14, 4, 2, 16, 13, 6, 15, 6, 19, 3, 8, 9, 4, 21, 5, 13, 17,\r\n 23, 6, 13, 22, 19, 6, 18, 9, 8, 1,\r\n ];\r\n // vertex for uv have aliased position, not for UV\r\n const vertices_unalias_id = [\r\n 0,\r\n 1,\r\n 2,\r\n 3,\r\n 4,\r\n 5,\r\n 6,\r\n 7,\r\n 8,\r\n 9,\r\n 10,\r\n 11,\r\n // vertex alias\r\n 0, // 12: 0 + 12\r\n 2, // 13: 2 + 11\r\n 3, // 14: 3 + 11\r\n 3, // 15: 3 + 12\r\n 3, // 16: 3 + 13\r\n 4, // 17: 4 + 13\r\n 7, // 18: 7 + 11\r\n 8, // 19: 8 + 11\r\n 9, // 20: 9 + 11\r\n 9, // 21: 9 + 12\r\n 10, // 22: A + 12\r\n 11, // 23: B + 12\r\n ];\r\n\r\n // uv as integer step (not pixels !)\r\n const ico_vertexuv = [\r\n 5,\r\n 1,\r\n 3,\r\n 1,\r\n 6,\r\n 4,\r\n 0,\r\n 0, // v0-3\r\n 5,\r\n 3,\r\n 4,\r\n 2,\r\n 2,\r\n 2,\r\n 4,\r\n 0, // v4-7\r\n 2,\r\n 0,\r\n 1,\r\n 1,\r\n 6,\r\n 0,\r\n 6,\r\n 2, // v8-11\r\n // vertex alias (for same vertex on different faces)\r\n 0,\r\n 4, // 12: 0 + 12\r\n 3,\r\n 3, // 13: 2 + 11\r\n 4,\r\n 4, // 14: 3 + 11\r\n 3,\r\n 1, // 15: 3 + 12\r\n 4,\r\n 2, // 16: 3 + 13\r\n 4,\r\n 4, // 17: 4 + 13\r\n 0,\r\n 2, // 18: 7 + 11\r\n 1,\r\n 1, // 19: 8 + 11\r\n 2,\r\n 2, // 20: 9 + 11\r\n 3,\r\n 3, // 21: 9 + 12\r\n 1,\r\n 3, // 22: A + 12\r\n 2,\r\n 4, // 23: B + 12\r\n ];\r\n\r\n // Vertices[0, 1, ...9, A, B] : position on UV plane\r\n // '+' indicate duplicate position to be fixed (3,9:0,2,3,4,7,8,A,B)\r\n // First island of uv mapping\r\n // v = 4h 3+ 2\r\n // v = 3h 9+ 4\r\n // v = 2h 9+ 5 B\r\n // v = 1h 9 1 0\r\n // v = 0h 3 8 7 A\r\n // u = 0 1 2 3 4 5 6 *a\r\n\r\n // Second island of uv mapping\r\n // v = 4h 0+ B+ 4+\r\n // v = 3h A+ 2+\r\n // v = 2h 7+ 6 3+\r\n // v = 1h 8+ 3+\r\n // v = 0h\r\n // u = 0 1 2 3 4 5 6 *a\r\n\r\n // Face layout on texture UV mapping\r\n // ============\r\n // \\ 4 /\\ 16 / ======\r\n // \\ / \\ / /\\ 11 /\r\n // \\/ 7 \\/ / \\ /\r\n // ======= / 10 \\/\r\n // /\\ 17 /\\ =======\r\n // / \\ / \\ \\ 15 /\\\r\n // / 8 \\/ 12 \\ \\ / \\\r\n // ============ \\/ 6 \\\r\n // \\ 18 /\\ ============\r\n // \\ / \\ \\ 5 /\\ 0 /\r\n // \\/ 13 \\ \\ / \\ /\r\n // ======= \\/ 1 \\/\r\n // =============\r\n // /\\ 19 /\\ 2 /\\\r\n // / \\ / \\ / \\\r\n // / 14 \\/ 9 \\/ 3 \\\r\n // ===================\r\n\r\n // uv step is u:1 or 0.5, v:cos(30)=sqrt(3)/2, ratio approx is 84/97\r\n const ustep = 138 / 1024;\r\n const vstep = 239 / 1024;\r\n const uoffset = 60 / 1024;\r\n const voffset = 26 / 1024;\r\n // Second island should have margin, not to touch the first island\r\n // avoid any borderline artefact in pixel rounding\r\n const island_u_offset = -40 / 1024;\r\n const island_v_offset = +20 / 1024;\r\n // face is either island 0 or 1 :\r\n // second island is for faces : [4, 7, 8, 12, 13, 16, 17, 18]\r\n const island = [\r\n 0,\r\n 0,\r\n 0,\r\n 0,\r\n 1, // 0 - 4\r\n 0,\r\n 0,\r\n 1,\r\n 1,\r\n 0, // 5 - 9\r\n 0,\r\n 0,\r\n 1,\r\n 1,\r\n 0, // 10 - 14\r\n 0,\r\n 1,\r\n 1,\r\n 1,\r\n 0, // 15 - 19\r\n ];\r\n\r\n const indices = new Array<number>();\r\n const positions = new Array<number>();\r\n const normals = new Array<number>();\r\n const uvs = new Array<number>();\r\n\r\n let current_indice = 0;\r\n // prepare array of 3 vector (empty) (to be worked in place, shared for each face)\r\n const face_vertex_pos = new Array(3);\r\n const face_vertex_uv = new Array(3);\r\n let v012;\r\n for (v012 = 0; v012 < 3; v012++) {\r\n face_vertex_pos[v012] = Vector3.Zero();\r\n face_vertex_uv[v012] = Vector2.Zero();\r\n }\r\n // create all with normals\r\n for (let face = 0; face < 20; face++) {\r\n // 3 vertex per face\r\n for (v012 = 0; v012 < 3; v012++) {\r\n // look up vertex 0,1,2 to its index in 0 to 11 (or 23 including alias)\r\n const v_id = ico_indices[3 * face + v012];\r\n // vertex have 3D position (x,y,z)\r\n face_vertex_pos[v012].copyFromFloats(\r\n icoVertices[3 * vertices_unalias_id[v_id]],\r\n icoVertices[3 * vertices_unalias_id[v_id] + 1],\r\n icoVertices[3 * vertices_unalias_id[v_id] + 2]\r\n );\r\n // Normalize to get normal\r\n face_vertex_pos[v012].normalize();\r\n\r\n // uv Coordinates from vertex ID\r\n face_vertex_uv[v012].copyFromFloats(\r\n ico_vertexuv[2 * v_id] * ustep + uoffset + island[face] * island_u_offset,\r\n ico_vertexuv[2 * v_id + 1] * vstep + voffset + island[face] * island_v_offset\r\n );\r\n }\r\n\r\n // Subdivide the face (interpolate pos, norm, uv)\r\n // - pos is linear interpolation, then projected to sphere (converge polyhedron to sphere)\r\n // - norm is linear interpolation of vertex corner normal\r\n // (to be checked if better to re-calc from face vertex, or if approximation is OK ??? )\r\n // - uv is linear interpolation\r\n //\r\n // Topology is as below for sub-divide by 2\r\n // vertex shown as v0,v1,v2\r\n // interp index is i1 to progress in range [v0,v1[\r\n // interp index is i2 to progress in range [v0,v2[\r\n // face index as (i1,i2) for /\\ : (i1,i2),(i1+1,i2),(i1,i2+1)\r\n // and (i1,i2)' for \\/ : (i1+1,i2),(i1+1,i2+1),(i1,i2+1)\r\n //\r\n //\r\n // i2 v2\r\n // ^ ^\r\n // / / \\\r\n // / / \\\r\n // / / \\\r\n // / / (0,1) \\\r\n // / #---------\\\r\n // / / \\ (0,0)'/ \\\r\n // / / \\ / \\\r\n // / / \\ / \\\r\n // / / (0,0) \\ / (1,0) \\\r\n // / #---------#---------\\\r\n // v0 v1\r\n //\r\n // --------------------> i1\r\n //\r\n // interp of (i1,i2):\r\n // along i2 : x0=lerp(v0,v2, i2/S) <---> x1=lerp(v1,v2, i2/S)\r\n // along i1 : lerp(x0,x1, i1/(S-i2))\r\n //\r\n // centroid of triangle is needed to get help normal computation\r\n // (c1,c2) are used for centroid location\r\n\r\n const interp_vertex = (i1: number, i2: number, c1: number, c2: number) => {\r\n // vertex is interpolated from\r\n // - face_vertex_pos[0..2]\r\n // - face_vertex_uv[0..2]\r\n const pos_x0 = Vector3.Lerp(face_vertex_pos[0], face_vertex_pos[2], i2 / subdivisions);\r\n const pos_x1 = Vector3.Lerp(face_vertex_pos[1], face_vertex_pos[2], i2 / subdivisions);\r\n const pos_interp = subdivisions === i2 ? face_vertex_pos[2] : Vector3.Lerp(pos_x0, pos_x1, i1 / (subdivisions - i2));\r\n pos_interp.normalize();\r\n\r\n let vertex_normal;\r\n if (flat) {\r\n // in flat mode, recalculate normal as face centroid normal\r\n const centroid_x0 = Vector3.Lerp(face_vertex_pos[0], face_vertex_pos[2], c2 / subdivisions);\r\n const centroid_x1 = Vector3.Lerp(face_vertex_pos[1], face_vertex_pos[2], c2 / subdivisions);\r\n vertex_normal = Vector3.Lerp(centroid_x0, centroid_x1, c1 / (subdivisions - c2));\r\n } else {\r\n // in smooth mode, recalculate normal from each single vertex position\r\n vertex_normal = new Vector3(pos_interp.x, pos_interp.y, pos_interp.z);\r\n }\r\n // Vertex normal need correction due to X,Y,Z radius scaling\r\n vertex_normal.x /= radiusX;\r\n vertex_normal.y /= radiusY;\r\n vertex_normal.z /= radiusZ;\r\n vertex_normal.normalize();\r\n\r\n const uv_x0 = Vector2.Lerp(face_vertex_uv[0], face_vertex_uv[2], i2 / subdivisions);\r\n const uv_x1 = Vector2.Lerp(face_vertex_uv[1], face_vertex_uv[2], i2 / subdivisions);\r\n const uv_interp = subdivisions === i2 ? face_vertex_uv[2] : Vector2.Lerp(uv_x0, uv_x1, i1 / (subdivisions - i2));\r\n positions.push(pos_interp.x * radiusX, pos_interp.y * radiusY, pos_interp.z * radiusZ);\r\n normals.push(vertex_normal.x, vertex_normal.y, vertex_normal.z);\r\n uvs.push(uv_interp.x, CompatibilityOptions.UseOpenGLOrientationForUV ? 1.0 - uv_interp.y : uv_interp.y);\r\n // push each vertex has member of a face\r\n // Same vertex can belong to multiple face, it is pushed multiple time (duplicate vertex are present)\r\n indices.push(current_indice);\r\n current_indice++;\r\n };\r\n\r\n for (let i2 = 0; i2 < subdivisions; i2++) {\r\n for (let i1 = 0; i1 + i2 < subdivisions; i1++) {\r\n // face : (i1,i2) for /\\ :\r\n // interp for : (i1,i2),(i1+1,i2),(i1,i2+1)\r\n interp_vertex(i1, i2, i1 + 1.0 / 3, i2 + 1.0 / 3);\r\n interp_vertex(i1 + 1, i2, i1 + 1.0 / 3, i2 + 1.0 / 3);\r\n interp_vertex(i1, i2 + 1, i1 + 1.0 / 3, i2 + 1.0 / 3);\r\n if (i1 + i2 + 1 < subdivisions) {\r\n // face : (i1,i2)' for \\/ :\r\n // interp for (i1+1,i2),(i1+1,i2+1),(i1,i2+1)\r\n interp_vertex(i1 + 1, i2, i1 + 2.0 / 3, i2 + 2.0 / 3);\r\n interp_vertex(i1 + 1, i2 + 1, i1 + 2.0 / 3, i2 + 2.0 / 3);\r\n interp_vertex(i1, i2 + 1, i1 + 2.0 / 3, i2 + 2.0 / 3);\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Sides\r\n VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);\r\n\r\n // Result\r\n const vertexData = new VertexData();\r\n vertexData.indices = indices;\r\n vertexData.positions = positions;\r\n vertexData.normals = normals;\r\n vertexData.uvs = uvs;\r\n return vertexData;\r\n}\r\n\r\n/**\r\n * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided\r\n * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)\r\n * * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value of `radius`)\r\n * * The parameter `subdivisions` sets the number of subdivisions (positive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size\r\n * * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface\r\n * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE\r\n * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#side-orientation\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param options.radius\r\n * @param options.radiusX\r\n * @param options.radiusY\r\n * @param options.radiusZ\r\n * @param options.flat\r\n * @param options.subdivisions\r\n * @param options.sideOrientation\r\n * @param options.frontUVs\r\n * @param options.backUVs\r\n * @param options.updatable\r\n * @param scene defines the hosting scene\r\n * @returns the icosahedron mesh\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/polyhedra#icosphere\r\n */\r\nexport function CreateIcoSphere(\r\n name: string,\r\n options: {\r\n radius?: number;\r\n radiusX?: number;\r\n radiusY?: number;\r\n radiusZ?: number;\r\n flat?: boolean;\r\n subdivisions?: number;\r\n sideOrientation?: number;\r\n frontUVs?: Vector4;\r\n backUVs?: Vector4;\r\n updatable?: boolean;\r\n } = {},\r\n scene: Nullable<Scene> = null\r\n): Mesh {\r\n const sphere = new Mesh(name, scene);\r\n\r\n options.sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);\r\n sphere._originalBuilderSideOrientation = options.sideOrientation;\r\n\r\n const vertexData = CreateIcoSphereVertexData(options);\r\n\r\n vertexData.applyToMesh(sphere, options.updatable);\r\n\r\n return sphere;\r\n}\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n * @deprecated use the function directly from the module\r\n */\r\nexport const IcoSphereBuilder = {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CreateIcoSphere,\r\n};\r\n\r\nVertexData.CreateIcoSphere = CreateIcoSphereVertexData;\r\n\r\nMesh.CreateIcoSphere = (name: string, options: { radius?: number; flat?: boolean; subdivisions?: number; sideOrientation?: number; updatable?: boolean }, scene: Scene): Mesh => {\r\n return CreateIcoSphere(name, options, scene);\r\n};\r\n"]}
1
+ 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type { Scene } from \"../../scene\";\r\nimport type { Vector4 } from \"../../Maths/math.vector\";\r\nimport { Vector3, Vector2 } from \"../../Maths/math.vector\";\r\nimport { Mesh } from \"../mesh\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { CompatibilityOptions } from \"../../Compat/compatibilityOptions\";\r\n\r\n/**\r\n * Creates the VertexData of the IcoSphere\r\n * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty\r\n * * radius the radius of the IcoSphere, optional default 1\r\n * * radiusX allows stretching in the x direction, optional, default radius\r\n * * radiusY allows stretching in the y direction, optional, default radius\r\n * * radiusZ allows stretching in the z direction, optional, default radius\r\n * * flat when true creates a flat shaded mesh, optional, default true\r\n * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)\r\n * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)\r\n * @param options.radius\r\n * @param options.radiusX\r\n * @param options.radiusY\r\n * @param options.radiusZ\r\n * @param options.flat\r\n * @param options.subdivisions\r\n * @param options.sideOrientation\r\n * @param options.frontUVs\r\n * @param options.backUVs\r\n * @returns the VertexData of the IcoSphere\r\n */\r\nexport function CreateIcoSphereVertexData(options: {\r\n radius?: number;\r\n radiusX?: number;\r\n radiusY?: number;\r\n radiusZ?: number;\r\n flat?: boolean;\r\n subdivisions?: number;\r\n sideOrientation?: number;\r\n frontUVs?: Vector4;\r\n backUVs?: Vector4;\r\n}): VertexData {\r\n const sideOrientation = options.sideOrientation || VertexData.DEFAULTSIDE;\r\n const radius = options.radius || 1;\r\n const flat = options.flat === undefined ? true : options.flat;\r\n const subdivisions = (options.subdivisions || 4) | 0;\r\n const radiusX = options.radiusX || radius;\r\n const radiusY = options.radiusY || radius;\r\n const radiusZ = options.radiusZ || radius;\r\n\r\n const t = (1 + Math.sqrt(5)) / 2;\r\n\r\n // 12 vertex x,y,z\r\n const icoVertices = [\r\n -1,\r\n t,\r\n -0,\r\n 1,\r\n t,\r\n 0,\r\n -1,\r\n -t,\r\n 0,\r\n 1,\r\n -t,\r\n 0, // v0-3\r\n 0,\r\n -1,\r\n -t,\r\n 0,\r\n 1,\r\n -t,\r\n 0,\r\n -1,\r\n t,\r\n 0,\r\n 1,\r\n t, // v4-7\r\n t,\r\n 0,\r\n 1,\r\n t,\r\n 0,\r\n -1,\r\n -t,\r\n 0,\r\n 1,\r\n -t,\r\n 0,\r\n -1, // v8-11\r\n ];\r\n\r\n // index of 3 vertex makes a face of icopshere\r\n const ico_indices = [\r\n 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 12, 22, 23, 1, 5, 20, 5, 11, 4, 23, 22, 13, 22, 18, 6, 7, 1, 8, 14, 21, 4, 14, 4, 2, 16, 13, 6, 15, 6, 19, 3, 8, 9, 4, 21, 5, 13, 17,\r\n 23, 6, 13, 22, 19, 6, 18, 9, 8, 1,\r\n ];\r\n // vertex for uv have aliased position, not for UV\r\n const vertices_unalias_id = [\r\n 0,\r\n 1,\r\n 2,\r\n 3,\r\n 4,\r\n 5,\r\n 6,\r\n 7,\r\n 8,\r\n 9,\r\n 10,\r\n 11,\r\n // vertex alias\r\n 0, // 12: 0 + 12\r\n 2, // 13: 2 + 11\r\n 3, // 14: 3 + 11\r\n 3, // 15: 3 + 12\r\n 3, // 16: 3 + 13\r\n 4, // 17: 4 + 13\r\n 7, // 18: 7 + 11\r\n 8, // 19: 8 + 11\r\n 9, // 20: 9 + 11\r\n 9, // 21: 9 + 12\r\n 10, // 22: A + 12\r\n 11, // 23: B + 12\r\n ];\r\n\r\n // uv as integer step (not pixels !)\r\n const ico_vertexuv = [\r\n 5,\r\n 1,\r\n 3,\r\n 1,\r\n 6,\r\n 4,\r\n 0,\r\n 0, // v0-3\r\n 5,\r\n 3,\r\n 4,\r\n 2,\r\n 2,\r\n 2,\r\n 4,\r\n 0, // v4-7\r\n 2,\r\n 0,\r\n 1,\r\n 1,\r\n 6,\r\n 0,\r\n 6,\r\n 2, // v8-11\r\n // vertex alias (for same vertex on different faces)\r\n 0,\r\n 4, // 12: 0 + 12\r\n 3,\r\n 3, // 13: 2 + 11\r\n 4,\r\n 4, // 14: 3 + 11\r\n 3,\r\n 1, // 15: 3 + 12\r\n 4,\r\n 2, // 16: 3 + 13\r\n 4,\r\n 4, // 17: 4 + 13\r\n 0,\r\n 2, // 18: 7 + 11\r\n 1,\r\n 1, // 19: 8 + 11\r\n 2,\r\n 2, // 20: 9 + 11\r\n 3,\r\n 3, // 21: 9 + 12\r\n 1,\r\n 3, // 22: A + 12\r\n 2,\r\n 4, // 23: B + 12\r\n ];\r\n\r\n // Vertices[0, 1, ...9, A, B] : position on UV plane\r\n // '+' indicate duplicate position to be fixed (3,9:0,2,3,4,7,8,A,B)\r\n // First island of uv mapping\r\n // v = 4h 3+ 2\r\n // v = 3h 9+ 4\r\n // v = 2h 9+ 5 B\r\n // v = 1h 9 1 0\r\n // v = 0h 3 8 7 A\r\n // u = 0 1 2 3 4 5 6 *a\r\n\r\n // Second island of uv mapping\r\n // v = 4h 0+ B+ 4+\r\n // v = 3h A+ 2+\r\n // v = 2h 7+ 6 3+\r\n // v = 1h 8+ 3+\r\n // v = 0h\r\n // u = 0 1 2 3 4 5 6 *a\r\n\r\n // Face layout on texture UV mapping\r\n // ============\r\n // \\ 4 /\\ 16 / ======\r\n // \\ / \\ / /\\ 11 /\r\n // \\/ 7 \\/ / \\ /\r\n // ======= / 10 \\/\r\n // /\\ 17 /\\ =======\r\n // / \\ / \\ \\ 15 /\\\r\n // / 8 \\/ 12 \\ \\ / \\\r\n // ============ \\/ 6 \\\r\n // \\ 18 /\\ ============\r\n // \\ / \\ \\ 5 /\\ 0 /\r\n // \\/ 13 \\ \\ / \\ /\r\n // ======= \\/ 1 \\/\r\n // =============\r\n // /\\ 19 /\\ 2 /\\\r\n // / \\ / \\ / \\\r\n // / 14 \\/ 9 \\/ 3 \\\r\n // ===================\r\n\r\n // uv step is u:1 or 0.5, v:cos(30)=sqrt(3)/2, ratio approx is 84/97\r\n const ustep = 138 / 1024;\r\n const vstep = 239 / 1024;\r\n const uoffset = 60 / 1024;\r\n const voffset = 26 / 1024;\r\n // Second island should have margin, not to touch the first island\r\n // avoid any borderline artefact in pixel rounding\r\n const island_u_offset = -40 / 1024;\r\n const island_v_offset = +20 / 1024;\r\n // face is either island 0 or 1 :\r\n // second island is for faces : [4, 7, 8, 12, 13, 16, 17, 18]\r\n const island = [\r\n 0,\r\n 0,\r\n 0,\r\n 0,\r\n 1, // 0 - 4\r\n 0,\r\n 0,\r\n 1,\r\n 1,\r\n 0, // 5 - 9\r\n 0,\r\n 0,\r\n 1,\r\n 1,\r\n 0, // 10 - 14\r\n 0,\r\n 1,\r\n 1,\r\n 1,\r\n 0, // 15 - 19\r\n ];\r\n\r\n const indices = new Array<number>();\r\n const positions = new Array<number>();\r\n const normals = new Array<number>();\r\n const uvs = new Array<number>();\r\n\r\n let current_indice = 0;\r\n // prepare array of 3 vector (empty) (to be worked in place, shared for each face)\r\n const face_vertex_pos = new Array(3);\r\n const face_vertex_uv = new Array(3);\r\n let v012;\r\n for (v012 = 0; v012 < 3; v012++) {\r\n face_vertex_pos[v012] = Vector3.Zero();\r\n face_vertex_uv[v012] = Vector2.Zero();\r\n }\r\n // create all with normals\r\n for (let face = 0; face < 20; face++) {\r\n // 3 vertex per face\r\n for (v012 = 0; v012 < 3; v012++) {\r\n // look up vertex 0,1,2 to its index in 0 to 11 (or 23 including alias)\r\n const v_id = ico_indices[3 * face + v012];\r\n // vertex have 3D position (x,y,z)\r\n face_vertex_pos[v012].copyFromFloats(\r\n icoVertices[3 * vertices_unalias_id[v_id]],\r\n icoVertices[3 * vertices_unalias_id[v_id] + 1],\r\n icoVertices[3 * vertices_unalias_id[v_id] + 2]\r\n );\r\n // Normalize to get normal\r\n face_vertex_pos[v012].normalize();\r\n\r\n // uv Coordinates from vertex ID\r\n face_vertex_uv[v012].copyFromFloats(\r\n ico_vertexuv[2 * v_id] * ustep + uoffset + island[face] * island_u_offset,\r\n ico_vertexuv[2 * v_id + 1] * vstep + voffset + island[face] * island_v_offset\r\n );\r\n }\r\n\r\n // Subdivide the face (interpolate pos, norm, uv)\r\n // - pos is linear interpolation, then projected to sphere (converge polyhedron to sphere)\r\n // - norm is linear interpolation of vertex corner normal\r\n // (to be checked if better to re-calc from face vertex, or if approximation is OK ??? )\r\n // - uv is linear interpolation\r\n //\r\n // Topology is as below for sub-divide by 2\r\n // vertex shown as v0,v1,v2\r\n // interp index is i1 to progress in range [v0,v1[\r\n // interp index is i2 to progress in range [v0,v2[\r\n // face index as (i1,i2) for /\\ : (i1,i2),(i1+1,i2),(i1,i2+1)\r\n // and (i1,i2)' for \\/ : (i1+1,i2),(i1+1,i2+1),(i1,i2+1)\r\n //\r\n //\r\n // i2 v2\r\n // ^ ^\r\n // / / \\\r\n // / / \\\r\n // / / \\\r\n // / / (0,1) \\\r\n // / #---------\\\r\n // / / \\ (0,0)'/ \\\r\n // / / \\ / \\\r\n // / / \\ / \\\r\n // / / (0,0) \\ / (1,0) \\\r\n // / #---------#---------\\\r\n // v0 v1\r\n //\r\n // --------------------> i1\r\n //\r\n // interp of (i1,i2):\r\n // along i2 : x0=lerp(v0,v2, i2/S) <---> x1=lerp(v1,v2, i2/S)\r\n // along i1 : lerp(x0,x1, i1/(S-i2))\r\n //\r\n // centroid of triangle is needed to get help normal computation\r\n // (c1,c2) are used for centroid location\r\n\r\n const interp_vertex = (i1: number, i2: number, c1: number, c2: number) => {\r\n // vertex is interpolated from\r\n // - face_vertex_pos[0..2]\r\n // - face_vertex_uv[0..2]\r\n const pos_x0 = Vector3.Lerp(face_vertex_pos[0], face_vertex_pos[2], i2 / subdivisions);\r\n const pos_x1 = Vector3.Lerp(face_vertex_pos[1], face_vertex_pos[2], i2 / subdivisions);\r\n const pos_interp = subdivisions === i2 ? face_vertex_pos[2] : Vector3.Lerp(pos_x0, pos_x1, i1 / (subdivisions - i2));\r\n pos_interp.normalize();\r\n\r\n let vertex_normal;\r\n if (flat) {\r\n // in flat mode, recalculate normal as face centroid normal\r\n const centroid_x0 = Vector3.Lerp(face_vertex_pos[0], face_vertex_pos[2], c2 / subdivisions);\r\n const centroid_x1 = Vector3.Lerp(face_vertex_pos[1], face_vertex_pos[2], c2 / subdivisions);\r\n vertex_normal = Vector3.Lerp(centroid_x0, centroid_x1, c1 / (subdivisions - c2));\r\n } else {\r\n // in smooth mode, recalculate normal from each single vertex position\r\n vertex_normal = new Vector3(pos_interp.x, pos_interp.y, pos_interp.z);\r\n }\r\n // Vertex normal need correction due to X,Y,Z radius scaling\r\n vertex_normal.x /= radiusX;\r\n vertex_normal.y /= radiusY;\r\n vertex_normal.z /= radiusZ;\r\n vertex_normal.normalize();\r\n\r\n const uv_x0 = Vector2.Lerp(face_vertex_uv[0], face_vertex_uv[2], i2 / subdivisions);\r\n const uv_x1 = Vector2.Lerp(face_vertex_uv[1], face_vertex_uv[2], i2 / subdivisions);\r\n const uv_interp = subdivisions === i2 ? face_vertex_uv[2] : Vector2.Lerp(uv_x0, uv_x1, i1 / (subdivisions - i2));\r\n positions.push(pos_interp.x * radiusX, pos_interp.y * radiusY, pos_interp.z * radiusZ);\r\n normals.push(vertex_normal.x, vertex_normal.y, vertex_normal.z);\r\n uvs.push(uv_interp.x, CompatibilityOptions.UseOpenGLOrientationForUV ? 1.0 - uv_interp.y : uv_interp.y);\r\n // push each vertex has member of a face\r\n // Same vertex can belong to multiple face, it is pushed multiple time (duplicate vertex are present)\r\n indices.push(current_indice);\r\n current_indice++;\r\n };\r\n\r\n for (let i2 = 0; i2 < subdivisions; i2++) {\r\n for (let i1 = 0; i1 + i2 < subdivisions; i1++) {\r\n // face : (i1,i2) for /\\ :\r\n // interp for : (i1,i2),(i1+1,i2),(i1,i2+1)\r\n interp_vertex(i1, i2, i1 + 1.0 / 3, i2 + 1.0 / 3);\r\n interp_vertex(i1 + 1, i2, i1 + 1.0 / 3, i2 + 1.0 / 3);\r\n interp_vertex(i1, i2 + 1, i1 + 1.0 / 3, i2 + 1.0 / 3);\r\n if (i1 + i2 + 1 < subdivisions) {\r\n // face : (i1,i2)' for \\/ :\r\n // interp for (i1+1,i2),(i1+1,i2+1),(i1,i2+1)\r\n interp_vertex(i1 + 1, i2, i1 + 2.0 / 3, i2 + 2.0 / 3);\r\n interp_vertex(i1 + 1, i2 + 1, i1 + 2.0 / 3, i2 + 2.0 / 3);\r\n interp_vertex(i1, i2 + 1, i1 + 2.0 / 3, i2 + 2.0 / 3);\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Sides\r\n VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);\r\n\r\n // Result\r\n const vertexData = new VertexData();\r\n vertexData.indices = indices;\r\n vertexData.positions = positions;\r\n vertexData.normals = normals;\r\n vertexData.uvs = uvs;\r\n return vertexData;\r\n}\r\n\r\n/**\r\n * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided\r\n * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)\r\n * * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value of `radius`)\r\n * * The parameter `subdivisions` sets the number of subdivisions (positive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size\r\n * * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface\r\n * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE\r\n * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#side-orientation\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param options.radius\r\n * @param options.radiusX\r\n * @param options.radiusY\r\n * @param options.radiusZ\r\n * @param options.flat\r\n * @param options.subdivisions\r\n * @param options.sideOrientation\r\n * @param options.frontUVs\r\n * @param options.backUVs\r\n * @param options.updatable\r\n * @param scene defines the hosting scene\r\n * @returns the icosahedron mesh\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/polyhedra#icosphere\r\n */\r\nexport function CreateIcoSphere(\r\n name: string,\r\n options: {\r\n radius?: number;\r\n radiusX?: number;\r\n radiusY?: number;\r\n radiusZ?: number;\r\n flat?: boolean;\r\n subdivisions?: number;\r\n sideOrientation?: number;\r\n frontUVs?: Vector4;\r\n backUVs?: Vector4;\r\n updatable?: boolean;\r\n } = {},\r\n scene: Nullable<Scene> = null\r\n): Mesh {\r\n const sphere = new Mesh(name, scene);\r\n\r\n options.sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);\r\n sphere._originalBuilderSideOrientation = options.sideOrientation;\r\n\r\n const vertexData = CreateIcoSphereVertexData(options);\r\n\r\n vertexData.applyToMesh(sphere, options.updatable);\r\n\r\n return sphere;\r\n}\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n * @deprecated use the function directly from the module\r\n */\r\nexport const IcoSphereBuilder = {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CreateIcoSphere,\r\n};\r\n\r\nVertexData.CreateIcoSphere = CreateIcoSphereVertexData;\r\n\r\nMesh.CreateIcoSphere = (name: string, options: { radius?: number; flat?: boolean; subdivisions?: number; sideOrientation?: number; updatable?: boolean }, scene: Scene): Mesh => {\r\n return CreateIcoSphere(name, options, scene);\r\n};\r\n"]}
@@ -68,7 +68,7 @@ export declare function CreateLineSystem(name: string, options: {
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  colors?: Nullable<Color4[][]>;
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  useVertexAlpha?: boolean;
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  material?: Material;
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- }, scene: Nullable<Scene>): LinesMesh;
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+ }, scene?: Nullable<Scene>): LinesMesh;
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  /**
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  * Creates a line mesh
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  * A line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter