@babylonjs/core 6.16.0 → 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.
- package/Bones/boneIKController.js +1 -0
- package/Bones/boneIKController.js.map +1 -1
- package/Decorators/nodeDecorator.d.ts +2 -1
- package/Decorators/nodeDecorator.js.map +1 -1
- package/Engines/thinEngine.js +2 -2
- package/Engines/thinEngine.js.map +1 -1
- package/Gizmos/planeDragGizmo.js +13 -5
- package/Gizmos/planeDragGizmo.js.map +1 -1
- package/Materials/Node/Blocks/Dual/sceneDepthBlock.js +7 -3
- package/Materials/Node/Blocks/Dual/sceneDepthBlock.js.map +1 -1
- package/Materials/Node/nodeMaterial.d.ts +1 -1
- package/Materials/Node/nodeMaterial.js +6 -2
- package/Materials/Node/nodeMaterial.js.map +1 -1
- package/Materials/greasedLinePluginMaterial.d.ts +96 -4
- package/Materials/greasedLinePluginMaterial.js +15 -6
- package/Materials/greasedLinePluginMaterial.js.map +1 -1
- package/Materials/greasedLineSimpleMaterial.d.ts +228 -0
- package/Materials/greasedLineSimpleMaterial.js +435 -0
- package/Materials/greasedLineSimpleMaterial.js.map +1 -0
- package/Materials/material.decalMapConfiguration.js +2 -0
- package/Materials/material.decalMapConfiguration.js.map +1 -1
- package/Materials/meshDebugPluginMaterial.d.ts +66 -17
- package/Materials/meshDebugPluginMaterial.js +65 -75
- package/Materials/meshDebugPluginMaterial.js.map +1 -1
- package/Maths/math.vector.js.map +1 -1
- package/Meshes/Builders/greasedLineBuilder.d.ts +3 -2
- package/Meshes/Builders/greasedLineBuilder.js +26 -15
- package/Meshes/Builders/greasedLineBuilder.js.map +1 -1
- package/Meshes/Builders/textBuilder.d.ts +4 -0
- package/Meshes/Builders/textBuilder.js +2 -0
- package/Meshes/Builders/textBuilder.js.map +1 -1
- package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.d.ts +2 -2
- package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.js +9 -3
- package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Instances/instantiateOnVerticesBlock.js +1 -1
- package/Meshes/Node/Blocks/Instances/instantiateOnVerticesBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Set/setNormalsBlock.d.ts +1 -1
- package/Meshes/Node/Blocks/Set/setNormalsBlock.js +1 -1
- package/Meshes/Node/Blocks/Set/setNormalsBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Set/setUVsBlock.js +1 -1
- package/Meshes/Node/Blocks/Set/setUVsBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/boxBlock.js +1 -1
- package/Meshes/Node/Blocks/Sources/boxBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/capsuleBlock.js +1 -1
- package/Meshes/Node/Blocks/Sources/capsuleBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/cylinderBlock.js +1 -1
- package/Meshes/Node/Blocks/Sources/cylinderBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/discBlock.d.ts +1 -1
- package/Meshes/Node/Blocks/Sources/discBlock.js +2 -2
- package/Meshes/Node/Blocks/Sources/discBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/gridBlock.js +1 -1
- package/Meshes/Node/Blocks/Sources/gridBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/icoSphereBlock.d.ts +3 -3
- package/Meshes/Node/Blocks/Sources/icoSphereBlock.js +4 -4
- package/Meshes/Node/Blocks/Sources/icoSphereBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/meshBlock.d.ts +1 -1
- package/Meshes/Node/Blocks/Sources/meshBlock.js +1 -1
- package/Meshes/Node/Blocks/Sources/meshBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/nullBlock.d.ts +22 -0
- package/Meshes/Node/Blocks/Sources/nullBlock.js +34 -0
- package/Meshes/Node/Blocks/Sources/nullBlock.js.map +1 -0
- package/Meshes/Node/Blocks/Sources/planeBlock.js +1 -1
- package/Meshes/Node/Blocks/Sources/planeBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/sphereBlock.js +1 -1
- package/Meshes/Node/Blocks/Sources/sphereBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/torusBlock.d.ts +1 -1
- package/Meshes/Node/Blocks/Sources/torusBlock.js +2 -2
- package/Meshes/Node/Blocks/Sources/torusBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Teleport/teleportOutBlock.js +1 -1
- package/Meshes/Node/Blocks/Teleport/teleportOutBlock.js.map +1 -1
- package/Meshes/Node/Blocks/conditionBlock.d.ts +1 -1
- package/Meshes/Node/Blocks/conditionBlock.js +2 -2
- package/Meshes/Node/Blocks/conditionBlock.js.map +1 -1
- package/Meshes/Node/Blocks/geometryInputBlock.d.ts +1 -0
- package/Meshes/Node/Blocks/geometryInputBlock.js +32 -1
- package/Meshes/Node/Blocks/geometryInputBlock.js.map +1 -1
- package/Meshes/Node/Blocks/geometryOptimizeBlock.d.ts +43 -0
- package/Meshes/Node/Blocks/geometryOptimizeBlock.js +118 -0
- package/Meshes/Node/Blocks/geometryOptimizeBlock.js.map +1 -0
- package/Meshes/Node/Blocks/geometryOutputBlock.js +1 -0
- package/Meshes/Node/Blocks/geometryOutputBlock.js.map +1 -1
- package/Meshes/Node/Blocks/geometryTransformBlock.d.ts +8 -1
- package/Meshes/Node/Blocks/geometryTransformBlock.js +20 -1
- package/Meshes/Node/Blocks/geometryTransformBlock.js.map +1 -1
- package/Meshes/Node/Blocks/geometryTrigonometryBlock.js +4 -1
- package/Meshes/Node/Blocks/geometryTrigonometryBlock.js.map +1 -1
- package/Meshes/Node/Blocks/{IntFloatConverterBlock.js → intFloatConverterBlock.js} +1 -1
- package/Meshes/Node/Blocks/{IntFloatConverterBlock.js.map → intFloatConverterBlock.js.map} +1 -1
- package/Meshes/Node/Blocks/mathBlock.d.ts +1 -1
- package/Meshes/Node/Blocks/mathBlock.js +6 -2
- package/Meshes/Node/Blocks/mathBlock.js.map +1 -1
- package/Meshes/Node/Blocks/mergeGeometryBlock.js +1 -1
- package/Meshes/Node/Blocks/mergeGeometryBlock.js.map +1 -1
- package/Meshes/Node/Blocks/noiseBlock.js +2 -2
- package/Meshes/Node/Blocks/noiseBlock.js.map +1 -1
- package/Meshes/Node/Blocks/normalizeVectorBlock.d.ts +1 -1
- package/Meshes/Node/Blocks/normalizeVectorBlock.js +1 -1
- package/Meshes/Node/Blocks/normalizeVectorBlock.js.map +1 -1
- package/Meshes/Node/Blocks/randomBlock.d.ts +2 -2
- package/Meshes/Node/Blocks/randomBlock.js +7 -2
- package/Meshes/Node/Blocks/randomBlock.js.map +1 -1
- package/Meshes/Node/Blocks/vectorConverterBlock.d.ts +1 -0
- package/Meshes/Node/Blocks/vectorConverterBlock.js +35 -7
- package/Meshes/Node/Blocks/vectorConverterBlock.js.map +1 -1
- package/Meshes/Node/Enums/nodeGeometryConnectionPointTypes.d.ts +5 -5
- package/Meshes/Node/Enums/nodeGeometryConnectionPointTypes.js +5 -5
- package/Meshes/Node/Enums/nodeGeometryConnectionPointTypes.js.map +1 -1
- package/Meshes/Node/Enums/nodeGeometryContextualSources.d.ts +1 -3
- package/Meshes/Node/Enums/nodeGeometryContextualSources.js +0 -2
- package/Meshes/Node/Enums/nodeGeometryContextualSources.js.map +1 -1
- package/Meshes/Node/Interfaces/nodeGeometryExecutionContext.d.ts +1 -1
- package/Meshes/Node/Interfaces/nodeGeometryExecutionContext.js.map +1 -1
- package/Meshes/Node/index.d.ts +3 -1
- package/Meshes/Node/index.js +3 -1
- package/Meshes/Node/index.js.map +1 -1
- package/Meshes/Node/nodeGeometry.d.ts +3 -2
- package/Meshes/Node/nodeGeometry.js +10 -9
- package/Meshes/Node/nodeGeometry.js.map +1 -1
- package/Meshes/Node/nodeGeometryBlock.d.ts +7 -1
- package/Meshes/Node/nodeGeometryBlock.js +26 -6
- package/Meshes/Node/nodeGeometryBlock.js.map +1 -1
- package/Meshes/Node/nodeGeometryBlockConnectionPoint.d.ts +1 -1
- package/Meshes/Node/nodeGeometryBlockConnectionPoint.js.map +1 -1
- package/Meshes/Node/nodeGeometryBuildState.d.ts +1 -1
- package/Meshes/Node/nodeGeometryBuildState.js +3 -3
- package/Meshes/Node/nodeGeometryBuildState.js.map +1 -1
- package/Meshes/greasedLineMesh.d.ts +4 -2
- package/Meshes/greasedLineMesh.js +26 -2
- package/Meshes/greasedLineMesh.js.map +1 -1
- package/Meshes/mesh.vertexData.js.map +1 -1
- package/Misc/greasedLineTools.d.ts +1 -1
- package/Misc/greasedLineTools.js +1 -1
- package/Misc/greasedLineTools.js.map +1 -1
- package/Shaders/greasedLine.fragment.d.ts +5 -0
- package/Shaders/greasedLine.fragment.js +16 -0
- package/Shaders/greasedLine.fragment.js.map +1 -0
- package/Shaders/greasedLine.vertex.d.ts +5 -0
- package/Shaders/greasedLine.vertex.js +19 -0
- package/Shaders/greasedLine.vertex.js.map +1 -0
- package/package.json +1 -1
- /package/Meshes/Node/Blocks/{IntFloatConverterBlock.d.ts → intFloatConverterBlock.d.ts} +0 -0
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type { Nullable } from \"../../types\";\r\nimport type { NodeGeometryBlock } from \"./nodeGeometryBlock\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { NodeGeometryBlockConnectionPointTypes } from \"./Enums/nodeGeometryConnectionPointTypes\";\r\nimport type { GeometryInputBlock } from \"./Blocks/geometryInputBlock\";\r\nimport type { NodeGeometryBuildState } from \"./nodeGeometryBuildState\";\r\n\r\n/**\r\n * Enum used to define the compatibility state between two connection points\r\n */\r\nexport enum NodeGeometryConnectionPointCompatibilityStates {\r\n /** Points are compatibles */\r\n Compatible,\r\n /** Points are incompatible because of their types */\r\n TypeIncompatible,\r\n /** Points are incompatible because they are in the same hierarchy **/\r\n HierarchyIssue,\r\n}\r\n\r\n/**\r\n * Defines the direction of a connection point\r\n */\r\nexport enum NodeGeometryConnectionPointDirection {\r\n /** Input */\r\n Input,\r\n /** Output */\r\n Output,\r\n}\r\n\r\n/**\r\n * Defines a connection point for a block\r\n */\r\nexport class NodeGeometryConnectionPoint {\r\n /** @internal */\r\n public _ownerBlock: NodeGeometryBlock;\r\n /** @internal */\r\n public _connectedPoint: Nullable<NodeGeometryConnectionPoint> = null;\r\n /** @internal */\r\n public _storedValue: any = null;\r\n /** @internal */\r\n public _storedFunction: Nullable<(state: NodeGeometryBuildState) => any> = null;\r\n\r\n /** @internal */\r\n public _acceptedConnectionPointType: Nullable<NodeGeometryConnectionPoint> = null;\r\n\r\n private _endpoints = new Array<NodeGeometryConnectionPoint>();\r\n private _direction: NodeGeometryConnectionPointDirection;\r\n private _type = NodeGeometryBlockConnectionPointTypes.Geometry;\r\n\r\n /** @internal */\r\n public _linkedConnectionSource: Nullable<NodeGeometryConnectionPoint> = null;\r\n\r\n /** @internal */\r\n public _typeConnectionSource: Nullable<NodeGeometryConnectionPoint> = null;\r\n\r\n /** @internal */\r\n public _defaultConnectionPointType: Nullable<NodeGeometryBlockConnectionPointTypes> = null;\r\n\r\n /** Gets the direction of the point */\r\n public get direction() {\r\n return this._direction;\r\n }\r\n\r\n /**\r\n * Gets or sets the additional types supported by this connection point\r\n */\r\n public acceptedConnectionPointTypes = new Array<NodeGeometryBlockConnectionPointTypes>();\r\n\r\n /**\r\n * Gets or sets the additional types excluded by this connection point\r\n */\r\n public excludedConnectionPointTypes = new Array<NodeGeometryBlockConnectionPointTypes>();\r\n\r\n /**\r\n * Observable triggered when this point is connected\r\n */\r\n public onConnectionObservable = new Observable<NodeGeometryConnectionPoint>();\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this connection point is exposed on a frame\r\n */\r\n public isExposedOnFrame: boolean = false;\r\n\r\n /**\r\n * Gets or sets number indicating the position that the port is exposed to on a frame\r\n */\r\n public exposedPortPosition: number = -1;\r\n\r\n /**\r\n * Gets or sets the default value used for this point if nothing is connected\r\n */\r\n public value: Nullable<any> = null;\r\n\r\n /**\r\n * Gets or sets the min value accepted for this point if nothing is connected\r\n */\r\n public valueMin: Nullable<any> = null;\r\n\r\n /**\r\n * Gets or sets the max value accepted for this point if nothing is connected\r\n */\r\n public valueMax: Nullable<any> = null;\r\n\r\n /**\r\n * Gets or sets the connection point type (default is float)\r\n */\r\n public get type(): NodeGeometryBlockConnectionPointTypes {\r\n if (this._type === NodeGeometryBlockConnectionPointTypes.AutoDetect) {\r\n if (this._ownerBlock.isInput) {\r\n return (this._ownerBlock as GeometryInputBlock).type;\r\n }\r\n\r\n if (this._connectedPoint) {\r\n return this._connectedPoint.type;\r\n }\r\n\r\n if (this._linkedConnectionSource && this._linkedConnectionSource.isConnected) {\r\n return this._linkedConnectionSource.type;\r\n }\r\n }\r\n\r\n if (this._type === NodeGeometryBlockConnectionPointTypes.BasedOnInput) {\r\n if (this._typeConnectionSource) {\r\n if (!this._typeConnectionSource.isConnected && this._defaultConnectionPointType) {\r\n return this._defaultConnectionPointType;\r\n }\r\n return this._typeConnectionSource.type;\r\n } else if (this._defaultConnectionPointType) {\r\n return this._defaultConnectionPointType;\r\n }\r\n }\r\n\r\n return this._type;\r\n }\r\n\r\n public set type(value: NodeGeometryBlockConnectionPointTypes) {\r\n this._type = value;\r\n }\r\n\r\n /**\r\n * Gets or sets the connection point name\r\n */\r\n public name: string;\r\n\r\n /**\r\n * Gets or sets the connection point name\r\n */\r\n public displayName: string;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this connection point can be omitted\r\n */\r\n public isOptional: boolean;\r\n\r\n /**\r\n * Gets a boolean indicating that the current point is connected to another NodeMaterialBlock\r\n */\r\n public get isConnected(): boolean {\r\n return this.connectedPoint !== null || this.hasEndpoints;\r\n }\r\n\r\n /** Get the other side of the connection (if any) */\r\n public get connectedPoint(): Nullable<NodeGeometryConnectionPoint> {\r\n return this._connectedPoint;\r\n }\r\n\r\n /** Get the block that owns this connection point */\r\n public get ownerBlock(): NodeGeometryBlock {\r\n return this._ownerBlock;\r\n }\r\n\r\n /** Get the block connected on the other side of this connection (if any) */\r\n public get sourceBlock(): Nullable<NodeGeometryBlock> {\r\n if (!this._connectedPoint) {\r\n return null;\r\n }\r\n\r\n return this._connectedPoint.ownerBlock;\r\n }\r\n\r\n /** Get the block connected on the endpoints of this connection (if any) */\r\n public get connectedBlocks(): Array<NodeGeometryBlock> {\r\n if (this._endpoints.length === 0) {\r\n return [];\r\n }\r\n\r\n return this._endpoints.map((e) => e.ownerBlock);\r\n }\r\n\r\n /** Gets the list of connected endpoints */\r\n public get endpoints() {\r\n return this._endpoints;\r\n }\r\n\r\n /** Gets a boolean indicating if that output point is connected to at least one input */\r\n public get hasEndpoints(): boolean {\r\n return this._endpoints && this._endpoints.length > 0;\r\n }\r\n\r\n /** Get the inner type (ie AutoDetect for instance instead of the inferred one) */\r\n public get innerType() {\r\n if (this._linkedConnectionSource && this._linkedConnectionSource.isConnected) {\r\n return this.type;\r\n }\r\n return this._type;\r\n }\r\n\r\n /**\r\n * Gets the value represented by this connection point\r\n * @param state current evaluation state\r\n * @returns the connected value or the value if nothing is connected\r\n */\r\n public getConnectedValue(state: NodeGeometryBuildState) {\r\n if (this.isConnected) {\r\n if (this._connectedPoint?._storedFunction) {\r\n return this._connectedPoint?._storedFunction(state);\r\n }\r\n return this._connectedPoint?._storedValue;\r\n }\r\n return this.value;\r\n }\r\n\r\n /**\r\n * Creates a new connection point\r\n * @param name defines the connection point name\r\n * @param ownerBlock defines the block hosting this connection point\r\n * @param direction defines the direction of the connection point\r\n */\r\n public constructor(name: string, ownerBlock: NodeGeometryBlock, direction: NodeGeometryConnectionPointDirection) {\r\n this._ownerBlock = ownerBlock;\r\n this.name = name;\r\n this._direction = direction;\r\n }\r\n\r\n /**\r\n * Gets the current class name e.g. \"NodeMaterialConnectionPoint\"\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"NodeGeometryConnectionPoint\";\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if the current point can be connected to another point\r\n * @param connectionPoint defines the other connection point\r\n * @returns a boolean\r\n */\r\n public canConnectTo(connectionPoint: NodeGeometryConnectionPoint) {\r\n return this.checkCompatibilityState(connectionPoint) === NodeGeometryConnectionPointCompatibilityStates.Compatible;\r\n }\r\n\r\n /**\r\n * Gets a number indicating if the current point can be connected to another point\r\n * @param connectionPoint defines the other connection point\r\n * @returns a number defining the compatibility state\r\n */\r\n public checkCompatibilityState(connectionPoint: NodeGeometryConnectionPoint): NodeGeometryConnectionPointCompatibilityStates {\r\n const ownerBlock = this._ownerBlock;\r\n const otherBlock = connectionPoint.ownerBlock;\r\n\r\n if (this.type !== connectionPoint.type && connectionPoint.innerType !== NodeGeometryBlockConnectionPointTypes.AutoDetect) {\r\n // Accepted types\r\n if (connectionPoint.acceptedConnectionPointTypes && connectionPoint.acceptedConnectionPointTypes.indexOf(this.type) !== -1) {\r\n return NodeGeometryConnectionPointCompatibilityStates.Compatible;\r\n } else {\r\n return NodeGeometryConnectionPointCompatibilityStates.TypeIncompatible;\r\n }\r\n }\r\n\r\n // Excluded\r\n if (connectionPoint.excludedConnectionPointTypes && connectionPoint.excludedConnectionPointTypes.indexOf(this.type) !== -1) {\r\n return NodeGeometryConnectionPointCompatibilityStates.TypeIncompatible;\r\n }\r\n\r\n // Check hierarchy\r\n let targetBlock = otherBlock;\r\n let sourceBlock = ownerBlock;\r\n if (this.direction === NodeGeometryConnectionPointDirection.Input) {\r\n targetBlock = ownerBlock;\r\n sourceBlock = otherBlock;\r\n }\r\n\r\n if (targetBlock.isAnAncestorOf(sourceBlock)) {\r\n return NodeGeometryConnectionPointCompatibilityStates.HierarchyIssue;\r\n }\r\n\r\n return NodeGeometryConnectionPointCompatibilityStates.Compatible;\r\n }\r\n\r\n /**\r\n * Connect this point to another connection point\r\n * @param connectionPoint defines the other connection point\r\n * @param ignoreConstraints defines if the system will ignore connection type constraints (default is false)\r\n * @returns the current connection point\r\n */\r\n public connectTo(connectionPoint: NodeGeometryConnectionPoint, ignoreConstraints = false): NodeGeometryConnectionPoint {\r\n if (!ignoreConstraints && !this.canConnectTo(connectionPoint)) {\r\n throw \"Cannot connect these two connectors.\";\r\n }\r\n\r\n this._endpoints.push(connectionPoint);\r\n connectionPoint._connectedPoint = this;\r\n\r\n this.onConnectionObservable.notifyObservers(connectionPoint);\r\n connectionPoint.onConnectionObservable.notifyObservers(this);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Disconnect this point from one of his endpoint\r\n * @param endpoint defines the other connection point\r\n * @returns the current connection point\r\n */\r\n public disconnectFrom(endpoint: NodeGeometryConnectionPoint): NodeGeometryConnectionPoint {\r\n const index = this._endpoints.indexOf(endpoint);\r\n\r\n if (index === -1) {\r\n return this;\r\n }\r\n\r\n this._endpoints.splice(index, 1);\r\n endpoint._connectedPoint = null;\r\n return this;\r\n }\r\n\r\n /**\r\n * Fill the list of excluded connection point types with all types other than those passed in the parameter\r\n * @param mask Types (ORed values of NodeMaterialBlockConnectionPointTypes) that are allowed, and thus will not be pushed to the excluded list\r\n */\r\n public addExcludedConnectionPointFromAllowedTypes(mask: number): void {\r\n let bitmask = 1;\r\n while (bitmask < NodeGeometryBlockConnectionPointTypes.All) {\r\n if (!(mask & bitmask)) {\r\n this.excludedConnectionPointTypes.push(bitmask);\r\n }\r\n bitmask = bitmask << 1;\r\n }\r\n }\r\n\r\n /**\r\n * Serializes this point in a JSON representation\r\n * @param isInput defines if the connection point is an input (default is true)\r\n * @returns the serialized point object\r\n */\r\n public serialize(isInput = true): any {\r\n const serializationObject: any = {};\r\n\r\n serializationObject.name = this.name;\r\n serializationObject.displayName = this.displayName;\r\n if (this.value !== undefined && this.value !== null) {\r\n if (this.value.asArray) {\r\n serializationObject.valueType = \"BABYLON.\" + this.value.getClassName();\r\n serializationObject.value = this.value.asArray();\r\n } else {\r\n serializationObject.valueType = \"number\";\r\n serializationObject.value = this.value;\r\n }\r\n }\r\n\r\n if (isInput && this.connectedPoint) {\r\n serializationObject.inputName = this.name;\r\n serializationObject.targetBlockId = this.connectedPoint.ownerBlock.uniqueId;\r\n serializationObject.targetConnectionName = this.connectedPoint.name;\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Release resources\r\n */\r\n public dispose() {\r\n this.onConnectionObservable.clear();\r\n }\r\n}\r\n"]}
|
|
1
|
+
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type { Nullable } from \"../../types\";\r\nimport type { NodeGeometryBlock } from \"./nodeGeometryBlock\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { NodeGeometryBlockConnectionPointTypes } from \"./Enums/nodeGeometryConnectionPointTypes\";\r\nimport type { GeometryInputBlock } from \"./Blocks/geometryInputBlock\";\r\nimport type { NodeGeometryBuildState } from \"./nodeGeometryBuildState\";\r\n\r\n/**\r\n * Enum used to define the compatibility state between two connection points\r\n */\r\nexport enum NodeGeometryConnectionPointCompatibilityStates {\r\n /** Points are compatibles */\r\n Compatible,\r\n /** Points are incompatible because of their types */\r\n TypeIncompatible,\r\n /** Points are incompatible because they are in the same hierarchy **/\r\n HierarchyIssue,\r\n}\r\n\r\n/**\r\n * Defines the direction of a connection point\r\n */\r\nexport enum NodeGeometryConnectionPointDirection {\r\n /** Input */\r\n Input,\r\n /** Output */\r\n Output,\r\n}\r\n\r\n/**\r\n * Defines a connection point for a block\r\n */\r\nexport class NodeGeometryConnectionPoint {\r\n /** @internal */\r\n public _ownerBlock: NodeGeometryBlock;\r\n /** @internal */\r\n public _connectedPoint: Nullable<NodeGeometryConnectionPoint> = null;\r\n /** @internal */\r\n public _storedValue: any = null;\r\n /** @internal */\r\n public _storedFunction: Nullable<(state: NodeGeometryBuildState) => any> = null;\r\n\r\n /** @internal */\r\n public _acceptedConnectionPointType: Nullable<NodeGeometryConnectionPoint> = null;\r\n\r\n private _endpoints = new Array<NodeGeometryConnectionPoint>();\r\n private _direction: NodeGeometryConnectionPointDirection;\r\n private _type = NodeGeometryBlockConnectionPointTypes.Geometry;\r\n\r\n /** @internal */\r\n public _linkedConnectionSource: Nullable<NodeGeometryConnectionPoint> = null;\r\n\r\n /** @internal */\r\n public _typeConnectionSource: Nullable<NodeGeometryConnectionPoint> = null;\r\n\r\n /** @internal */\r\n public _defaultConnectionPointType: Nullable<NodeGeometryBlockConnectionPointTypes> = null;\r\n\r\n /** Gets the direction of the point */\r\n public get direction() {\r\n return this._direction;\r\n }\r\n\r\n /**\r\n * Gets or sets the additional types supported by this connection point\r\n */\r\n public acceptedConnectionPointTypes = new Array<NodeGeometryBlockConnectionPointTypes>();\r\n\r\n /**\r\n * Gets or sets the additional types excluded by this connection point\r\n */\r\n public excludedConnectionPointTypes = new Array<NodeGeometryBlockConnectionPointTypes>();\r\n\r\n /**\r\n * Observable triggered when this point is connected\r\n */\r\n public onConnectionObservable = new Observable<NodeGeometryConnectionPoint>();\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this connection point is exposed on a frame\r\n */\r\n public isExposedOnFrame: boolean = false;\r\n\r\n /**\r\n * Gets or sets number indicating the position that the port is exposed to on a frame\r\n */\r\n public exposedPortPosition: number = -1;\r\n\r\n /**\r\n * Gets or sets the default value used for this point if nothing is connected\r\n */\r\n public value: Nullable<any> = null;\r\n\r\n /**\r\n * Gets or sets the min value accepted for this point if nothing is connected\r\n */\r\n public valueMin: Nullable<any> = null;\r\n\r\n /**\r\n * Gets or sets the max value accepted for this point if nothing is connected\r\n */\r\n public valueMax: Nullable<any> = null;\r\n\r\n /**\r\n * Gets or sets the connection point type (default is float)\r\n */\r\n public get type(): NodeGeometryBlockConnectionPointTypes {\r\n if (this._type === NodeGeometryBlockConnectionPointTypes.AutoDetect) {\r\n if (this._ownerBlock.isInput) {\r\n return (this._ownerBlock as GeometryInputBlock).type;\r\n }\r\n\r\n if (this._connectedPoint) {\r\n return this._connectedPoint.type;\r\n }\r\n\r\n if (this._linkedConnectionSource && this._linkedConnectionSource.isConnected) {\r\n return this._linkedConnectionSource.type;\r\n }\r\n }\r\n\r\n if (this._type === NodeGeometryBlockConnectionPointTypes.BasedOnInput) {\r\n if (this._typeConnectionSource) {\r\n if (!this._typeConnectionSource.isConnected && this._defaultConnectionPointType) {\r\n return this._defaultConnectionPointType;\r\n }\r\n return this._typeConnectionSource.type;\r\n } else if (this._defaultConnectionPointType) {\r\n return this._defaultConnectionPointType;\r\n }\r\n }\r\n\r\n return this._type;\r\n }\r\n\r\n public set type(value: NodeGeometryBlockConnectionPointTypes) {\r\n this._type = value;\r\n }\r\n\r\n /**\r\n * Gets or sets the connection point name\r\n */\r\n public name: string;\r\n\r\n /**\r\n * Gets or sets the connection point display name\r\n */\r\n public displayName: string;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this connection point can be omitted\r\n */\r\n public isOptional: boolean;\r\n\r\n /**\r\n * Gets a boolean indicating that the current point is connected to another NodeMaterialBlock\r\n */\r\n public get isConnected(): boolean {\r\n return this.connectedPoint !== null || this.hasEndpoints;\r\n }\r\n\r\n /** Get the other side of the connection (if any) */\r\n public get connectedPoint(): Nullable<NodeGeometryConnectionPoint> {\r\n return this._connectedPoint;\r\n }\r\n\r\n /** Get the block that owns this connection point */\r\n public get ownerBlock(): NodeGeometryBlock {\r\n return this._ownerBlock;\r\n }\r\n\r\n /** Get the block connected on the other side of this connection (if any) */\r\n public get sourceBlock(): Nullable<NodeGeometryBlock> {\r\n if (!this._connectedPoint) {\r\n return null;\r\n }\r\n\r\n return this._connectedPoint.ownerBlock;\r\n }\r\n\r\n /** Get the block connected on the endpoints of this connection (if any) */\r\n public get connectedBlocks(): Array<NodeGeometryBlock> {\r\n if (this._endpoints.length === 0) {\r\n return [];\r\n }\r\n\r\n return this._endpoints.map((e) => e.ownerBlock);\r\n }\r\n\r\n /** Gets the list of connected endpoints */\r\n public get endpoints() {\r\n return this._endpoints;\r\n }\r\n\r\n /** Gets a boolean indicating if that output point is connected to at least one input */\r\n public get hasEndpoints(): boolean {\r\n return this._endpoints && this._endpoints.length > 0;\r\n }\r\n\r\n /** Get the inner type (ie AutoDetect for instance instead of the inferred one) */\r\n public get innerType() {\r\n if (this._linkedConnectionSource && this._linkedConnectionSource.isConnected) {\r\n return this.type;\r\n }\r\n return this._type;\r\n }\r\n\r\n /**\r\n * Gets the value represented by this connection point\r\n * @param state current evaluation state\r\n * @returns the connected value or the value if nothing is connected\r\n */\r\n public getConnectedValue(state: NodeGeometryBuildState) {\r\n if (this.isConnected) {\r\n if (this._connectedPoint?._storedFunction) {\r\n return this._connectedPoint?._storedFunction(state);\r\n }\r\n return this._connectedPoint?._storedValue;\r\n }\r\n return this.value;\r\n }\r\n\r\n /**\r\n * Creates a new connection point\r\n * @param name defines the connection point name\r\n * @param ownerBlock defines the block hosting this connection point\r\n * @param direction defines the direction of the connection point\r\n */\r\n public constructor(name: string, ownerBlock: NodeGeometryBlock, direction: NodeGeometryConnectionPointDirection) {\r\n this._ownerBlock = ownerBlock;\r\n this.name = name;\r\n this._direction = direction;\r\n }\r\n\r\n /**\r\n * Gets the current class name e.g. \"NodeMaterialConnectionPoint\"\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"NodeGeometryConnectionPoint\";\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if the current point can be connected to another point\r\n * @param connectionPoint defines the other connection point\r\n * @returns a boolean\r\n */\r\n public canConnectTo(connectionPoint: NodeGeometryConnectionPoint) {\r\n return this.checkCompatibilityState(connectionPoint) === NodeGeometryConnectionPointCompatibilityStates.Compatible;\r\n }\r\n\r\n /**\r\n * Gets a number indicating if the current point can be connected to another point\r\n * @param connectionPoint defines the other connection point\r\n * @returns a number defining the compatibility state\r\n */\r\n public checkCompatibilityState(connectionPoint: NodeGeometryConnectionPoint): NodeGeometryConnectionPointCompatibilityStates {\r\n const ownerBlock = this._ownerBlock;\r\n const otherBlock = connectionPoint.ownerBlock;\r\n\r\n if (this.type !== connectionPoint.type && connectionPoint.innerType !== NodeGeometryBlockConnectionPointTypes.AutoDetect) {\r\n // Accepted types\r\n if (connectionPoint.acceptedConnectionPointTypes && connectionPoint.acceptedConnectionPointTypes.indexOf(this.type) !== -1) {\r\n return NodeGeometryConnectionPointCompatibilityStates.Compatible;\r\n } else {\r\n return NodeGeometryConnectionPointCompatibilityStates.TypeIncompatible;\r\n }\r\n }\r\n\r\n // Excluded\r\n if (connectionPoint.excludedConnectionPointTypes && connectionPoint.excludedConnectionPointTypes.indexOf(this.type) !== -1) {\r\n return NodeGeometryConnectionPointCompatibilityStates.TypeIncompatible;\r\n }\r\n\r\n // Check hierarchy\r\n let targetBlock = otherBlock;\r\n let sourceBlock = ownerBlock;\r\n if (this.direction === NodeGeometryConnectionPointDirection.Input) {\r\n targetBlock = ownerBlock;\r\n sourceBlock = otherBlock;\r\n }\r\n\r\n if (targetBlock.isAnAncestorOf(sourceBlock)) {\r\n return NodeGeometryConnectionPointCompatibilityStates.HierarchyIssue;\r\n }\r\n\r\n return NodeGeometryConnectionPointCompatibilityStates.Compatible;\r\n }\r\n\r\n /**\r\n * Connect this point to another connection point\r\n * @param connectionPoint defines the other connection point\r\n * @param ignoreConstraints defines if the system will ignore connection type constraints (default is false)\r\n * @returns the current connection point\r\n */\r\n public connectTo(connectionPoint: NodeGeometryConnectionPoint, ignoreConstraints = false): NodeGeometryConnectionPoint {\r\n if (!ignoreConstraints && !this.canConnectTo(connectionPoint)) {\r\n throw \"Cannot connect these two connectors.\";\r\n }\r\n\r\n this._endpoints.push(connectionPoint);\r\n connectionPoint._connectedPoint = this;\r\n\r\n this.onConnectionObservable.notifyObservers(connectionPoint);\r\n connectionPoint.onConnectionObservable.notifyObservers(this);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Disconnect this point from one of his endpoint\r\n * @param endpoint defines the other connection point\r\n * @returns the current connection point\r\n */\r\n public disconnectFrom(endpoint: NodeGeometryConnectionPoint): NodeGeometryConnectionPoint {\r\n const index = this._endpoints.indexOf(endpoint);\r\n\r\n if (index === -1) {\r\n return this;\r\n }\r\n\r\n this._endpoints.splice(index, 1);\r\n endpoint._connectedPoint = null;\r\n return this;\r\n }\r\n\r\n /**\r\n * Fill the list of excluded connection point types with all types other than those passed in the parameter\r\n * @param mask Types (ORed values of NodeMaterialBlockConnectionPointTypes) that are allowed, and thus will not be pushed to the excluded list\r\n */\r\n public addExcludedConnectionPointFromAllowedTypes(mask: number): void {\r\n let bitmask = 1;\r\n while (bitmask < NodeGeometryBlockConnectionPointTypes.All) {\r\n if (!(mask & bitmask)) {\r\n this.excludedConnectionPointTypes.push(bitmask);\r\n }\r\n bitmask = bitmask << 1;\r\n }\r\n }\r\n\r\n /**\r\n * Serializes this point in a JSON representation\r\n * @param isInput defines if the connection point is an input (default is true)\r\n * @returns the serialized point object\r\n */\r\n public serialize(isInput = true): any {\r\n const serializationObject: any = {};\r\n\r\n serializationObject.name = this.name;\r\n serializationObject.displayName = this.displayName;\r\n if (this.value !== undefined && this.value !== null) {\r\n if (this.value.asArray) {\r\n serializationObject.valueType = \"BABYLON.\" + this.value.getClassName();\r\n serializationObject.value = this.value.asArray();\r\n } else {\r\n serializationObject.valueType = \"number\";\r\n serializationObject.value = this.value;\r\n }\r\n }\r\n\r\n if (isInput && this.connectedPoint) {\r\n serializationObject.inputName = this.name;\r\n serializationObject.targetBlockId = this.connectedPoint.ownerBlock.uniqueId;\r\n serializationObject.targetConnectionName = this.connectedPoint.name;\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Release resources\r\n */\r\n public dispose() {\r\n this.onConnectionObservable.clear();\r\n }\r\n}\r\n"]}
|
|
@@ -52,6 +52,6 @@ export declare class NodeGeometryBuildState {
|
|
|
52
52
|
* Emits console errors and exceptions if there is a failing check
|
|
53
53
|
*/
|
|
54
54
|
emitErrors(): void;
|
|
55
|
-
/** @
|
|
55
|
+
/** @internal */
|
|
56
56
|
_instantiate(clone: VertexData, currentPosition: Vector3, rotation: Vector3, scaling: Vector3, additionalVertexData: VertexData[]): void;
|
|
57
57
|
}
|
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@@ -148,13 +148,13 @@ export class NodeGeometryBuildState {
|
|
|
148
148
|
emitErrors() {
|
|
149
149
|
let errorMessage = "";
|
|
150
150
|
for (const notConnectedInput of this.notConnectedNonOptionalInputs) {
|
|
151
|
-
errorMessage += `input ${notConnectedInput.name} from block ${notConnectedInput.ownerBlock.name}[${notConnectedInput.ownerBlock.getClassName()}] is not connected and is not optional.\
|
|
151
|
+
errorMessage += `input ${notConnectedInput.name} from block ${notConnectedInput.ownerBlock.name}[${notConnectedInput.ownerBlock.getClassName()}] is not connected and is not optional.\n`;
|
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152
152
|
}
|
|
153
153
|
if (errorMessage) {
|
|
154
|
-
throw "Build of NodeGeometry failed:\
|
|
154
|
+
throw "Build of NodeGeometry failed:\n" + errorMessage;
|
|
155
155
|
}
|
|
156
156
|
}
|
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157
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-
/** @
|
|
157
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+
/** @internal */
|
|
158
158
|
_instantiate(clone, currentPosition, rotation, scaling, additionalVertexData) {
|
|
159
159
|
// Transform
|
|
160
160
|
Matrix.ScalingToRef(scaling.x, scaling.y, scaling.z, this._scalingMatrix);
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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type { Nullable } from \"../../types\";\r\nimport type { VertexData } from \"../mesh.vertexData\";\r\nimport type { NodeGeometryConnectionPoint } from \"./nodeGeometryBlockConnectionPoint\";\r\nimport { NodeGeometryContextualSources } from \"./Enums/nodeGeometryContextualSources\";\r\nimport { Matrix, Vector2, Vector3, Vector4 } from \"../../Maths/math.vector\";\r\nimport type { INodeGeometryExecutionContext } from \"./Interfaces/nodeGeometryExecutionContext\";\r\nimport { NodeGeometryBlockConnectionPointTypes } from \"./Enums/nodeGeometryConnectionPointTypes\";\r\n\r\n/**\r\n * Class used to store node based geometry build state\r\n */\r\nexport class NodeGeometryBuildState {\r\n private _rotationMatrix = new Matrix();\r\n private _scalingMatrix = new Matrix();\r\n private _positionMatrix = new Matrix();\r\n private _scalingRotationMatrix = new Matrix();\r\n private _transformMatrix = new Matrix();\r\n private _tempVector3 = new Vector3();\r\n\r\n /** Gets or sets the list of non connected mandatory inputs */\r\n public notConnectedNonOptionalInputs: NodeGeometryConnectionPoint[] = [];\r\n /** Gets or sets the build identifier */\r\n public buildId: number;\r\n /** Gets or sets a boolean indicating that verbose mode is on */\r\n public verbose: boolean;\r\n /** Gets or sets the vertex data */\r\n public vertexData: Nullable<VertexData> = null;\r\n /** Gets or sets the geometry context */\r\n public geometryContext: Nullable<VertexData> = null;\r\n /** Gets or sets the execution context */\r\n public executionContext: Nullable<INodeGeometryExecutionContext> = null;\r\n\r\n /**\r\n * Gets the value associated with a contextual source\r\n * @param source Source of the contextual value\r\n * @returns the value associated with the source\r\n */\r\n getContextualValue(source: NodeGeometryContextualSources) {\r\n if (!this.executionContext || !this.geometryContext) {\r\n return null;\r\n }\r\n\r\n const index = this.executionContext.getExecutionIndex();\r\n\r\n switch (source) {\r\n case NodeGeometryContextualSources.Positions:\r\n if (this.executionContext.getOverridePositionsContextualValue) {\r\n return this.executionContext.getOverridePositionsContextualValue();\r\n }\r\n if (!this.geometryContext.positions) {\r\n return Vector3.Zero();\r\n }\r\n return Vector3.FromArray(this.geometryContext.positions as ArrayLike<number>, index * 3);\r\n case NodeGeometryContextualSources.Normals:\r\n if (this.executionContext.getOverrideNormalsContextualValue) {\r\n return this.executionContext.getOverrideNormalsContextualValue();\r\n }\r\n if (!this.geometryContext.normals) {\r\n return Vector3.Zero();\r\n }\r\n return Vector3.FromArray(this.geometryContext.normals as ArrayLike<number>, index * 3);\r\n case NodeGeometryContextualSources.Colors:\r\n if (!this.geometryContext.colors) {\r\n return Vector4.Zero();\r\n }\r\n return Vector4.FromArray(this.geometryContext.colors as ArrayLike<number>, index * 4);\r\n case NodeGeometryContextualSources.Tangents:\r\n if (!this.geometryContext.tangents) {\r\n return Vector4.Zero();\r\n }\r\n return Vector4.FromArray(this.geometryContext.tangents as ArrayLike<number>, index * 4);\r\n case NodeGeometryContextualSources.UV:\r\n if (!this.geometryContext.uvs) {\r\n return Vector2.Zero();\r\n }\r\n return Vector2.FromArray(this.geometryContext.uvs as ArrayLike<number>, index * 2);\r\n case NodeGeometryContextualSources.UV2:\r\n if (!this.geometryContext.uvs2) {\r\n return Vector2.Zero();\r\n }\r\n return Vector2.FromArray(this.geometryContext.uvs2 as ArrayLike<number>, index * 2);\r\n case NodeGeometryContextualSources.UV3:\r\n if (!this.geometryContext.uvs3) {\r\n return Vector2.Zero();\r\n }\r\n return Vector2.FromArray(this.geometryContext.uvs3 as ArrayLike<number>, index * 2);\r\n case NodeGeometryContextualSources.UV4:\r\n if (!this.geometryContext.uvs4) {\r\n return Vector2.Zero();\r\n }\r\n return Vector2.FromArray(this.geometryContext.uvs4 as ArrayLike<number>, index * 2);\r\n case NodeGeometryContextualSources.UV5:\r\n if (!this.geometryContext.uvs5) {\r\n return Vector2.Zero();\r\n }\r\n return Vector2.FromArray(this.geometryContext.uvs5 as ArrayLike<number>, index * 2);\r\n case NodeGeometryContextualSources.UV6:\r\n if (!this.geometryContext.uvs6) {\r\n return Vector2.Zero();\r\n }\r\n return Vector2.FromArray(this.geometryContext.uvs6 as ArrayLike<number>, index * 2);\r\n case NodeGeometryContextualSources.VertexID:\r\n return index;\r\n case NodeGeometryContextualSources.FaceID:\r\n return this.executionContext.getExecutionFaceIndex();\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Adapt a value to a target type\r\n * @param source defines the value to adapt\r\n * @param targetType defines the target type\r\n * @returns the adapted value\r\n */\r\n adapt(source: NodeGeometryConnectionPoint, targetType: NodeGeometryBlockConnectionPointTypes) {\r\n const value = source.getConnectedValue(this);\r\n\r\n if (source.type === targetType) {\r\n return value;\r\n }\r\n\r\n switch (targetType) {\r\n case NodeGeometryBlockConnectionPointTypes.Vector2:\r\n return new Vector2(value, value);\r\n case NodeGeometryBlockConnectionPointTypes.Vector3:\r\n return new Vector3(value, value, value);\r\n case NodeGeometryBlockConnectionPointTypes.Vector4:\r\n return new Vector4(value, value, value, value);\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Adapt an input value to a target type\r\n * @param source defines the value to adapt\r\n * @param targetType defines the target type\r\n * @param defaultValue defines the default value to use if not connected\r\n * @returns the adapted value\r\n */\r\n adaptInput(source: NodeGeometryConnectionPoint, targetType: NodeGeometryBlockConnectionPointTypes, defaultValue: any) {\r\n if (!source.isConnected) {\r\n return source.value || defaultValue;\r\n }\r\n\r\n const value = source.getConnectedValue(this);\r\n\r\n if (source._connectedPoint?.type === targetType) {\r\n return value;\r\n }\r\n\r\n switch (targetType) {\r\n case NodeGeometryBlockConnectionPointTypes.Vector2:\r\n return new Vector2(value, value);\r\n case NodeGeometryBlockConnectionPointTypes.Vector3:\r\n return new Vector3(value, value, value);\r\n case NodeGeometryBlockConnectionPointTypes.Vector4:\r\n return new Vector4(value, value, value, value);\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Emits console errors and exceptions if there is a failing check\r\n */\r\n public emitErrors() {\r\n let errorMessage = \"\";\r\n\r\n for (const notConnectedInput of this.notConnectedNonOptionalInputs) {\r\n errorMessage += `input ${notConnectedInput.name} from block ${\r\n notConnectedInput.ownerBlock.name\r\n }[${notConnectedInput.ownerBlock.getClassName()}] is not connected and is not optional.\\r\\n`;\r\n }\r\n\r\n if (errorMessage) {\r\n throw \"Build of NodeGeometry failed:\\r\\n\" + errorMessage;\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _instantiate(clone: VertexData, currentPosition: Vector3, rotation: Vector3, scaling: Vector3, additionalVertexData: VertexData[]) {\r\n // Transform\r\n Matrix.ScalingToRef(scaling.x, scaling.y, scaling.z, this._scalingMatrix);\r\n Matrix.RotationYawPitchRollToRef(rotation.y, rotation.x, rotation.z, this._rotationMatrix);\r\n Matrix.TranslationToRef(currentPosition.x, currentPosition.y, currentPosition.z, this._positionMatrix);\r\n\r\n this._scalingMatrix.multiplyToRef(this._rotationMatrix, this._scalingRotationMatrix);\r\n this._scalingRotationMatrix.multiplyToRef(this._positionMatrix, this._transformMatrix);\r\n for (let clonePositionIndex = 0; clonePositionIndex < clone.positions!.length; clonePositionIndex += 3) {\r\n this._tempVector3.fromArray(clone.positions!, clonePositionIndex);\r\n Vector3.TransformCoordinatesToRef(this._tempVector3, this._transformMatrix, this._tempVector3);\r\n this._tempVector3.toArray(clone.positions!, clonePositionIndex);\r\n\r\n if (clone.normals) {\r\n this._tempVector3.fromArray(clone.normals, clonePositionIndex);\r\n Vector3.TransformNormalToRef(this._tempVector3, this._scalingRotationMatrix, this._tempVector3);\r\n this._tempVector3.toArray(clone.normals, clonePositionIndex);\r\n }\r\n }\r\n\r\n additionalVertexData.push(clone);\r\n }\r\n}\r\n"]}
|
|
1
|
+
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type { Nullable } from \"../../types\";\r\nimport type { VertexData } from \"../mesh.vertexData\";\r\nimport type { NodeGeometryConnectionPoint } from \"./nodeGeometryBlockConnectionPoint\";\r\nimport { NodeGeometryContextualSources } from \"./Enums/nodeGeometryContextualSources\";\r\nimport { Matrix, Vector2, Vector3, Vector4 } from \"../../Maths/math.vector\";\r\nimport type { INodeGeometryExecutionContext } from \"./Interfaces/nodeGeometryExecutionContext\";\r\nimport { NodeGeometryBlockConnectionPointTypes } from \"./Enums/nodeGeometryConnectionPointTypes\";\r\n\r\n/**\r\n * Class used to store node based geometry build state\r\n */\r\nexport class NodeGeometryBuildState {\r\n private _rotationMatrix = new Matrix();\r\n private _scalingMatrix = new Matrix();\r\n private _positionMatrix = new Matrix();\r\n private _scalingRotationMatrix = new Matrix();\r\n private _transformMatrix = new Matrix();\r\n private _tempVector3 = new Vector3();\r\n\r\n /** Gets or sets the list of non connected mandatory inputs */\r\n public notConnectedNonOptionalInputs: NodeGeometryConnectionPoint[] = [];\r\n /** Gets or sets the build identifier */\r\n public buildId: number;\r\n /** Gets or sets a boolean indicating that verbose mode is on */\r\n public verbose: boolean;\r\n /** Gets or sets the vertex data */\r\n public vertexData: Nullable<VertexData> = null;\r\n /** Gets or sets the geometry context */\r\n public geometryContext: Nullable<VertexData> = null;\r\n /** Gets or sets the execution context */\r\n public executionContext: Nullable<INodeGeometryExecutionContext> = null;\r\n\r\n /**\r\n * Gets the value associated with a contextual source\r\n * @param source Source of the contextual value\r\n * @returns the value associated with the source\r\n */\r\n public getContextualValue(source: NodeGeometryContextualSources) {\r\n if (!this.executionContext || !this.geometryContext) {\r\n return null;\r\n }\r\n\r\n const index = this.executionContext.getExecutionIndex();\r\n\r\n switch (source) {\r\n case NodeGeometryContextualSources.Positions:\r\n if (this.executionContext.getOverridePositionsContextualValue) {\r\n return this.executionContext.getOverridePositionsContextualValue();\r\n }\r\n if (!this.geometryContext.positions) {\r\n return Vector3.Zero();\r\n }\r\n return Vector3.FromArray(this.geometryContext.positions as ArrayLike<number>, index * 3);\r\n case NodeGeometryContextualSources.Normals:\r\n if (this.executionContext.getOverrideNormalsContextualValue) {\r\n return this.executionContext.getOverrideNormalsContextualValue();\r\n }\r\n if (!this.geometryContext.normals) {\r\n return Vector3.Zero();\r\n }\r\n return Vector3.FromArray(this.geometryContext.normals as ArrayLike<number>, index * 3);\r\n case NodeGeometryContextualSources.Colors:\r\n if (!this.geometryContext.colors) {\r\n return Vector4.Zero();\r\n }\r\n return Vector4.FromArray(this.geometryContext.colors as ArrayLike<number>, index * 4);\r\n case NodeGeometryContextualSources.Tangents:\r\n if (!this.geometryContext.tangents) {\r\n return Vector4.Zero();\r\n }\r\n return Vector4.FromArray(this.geometryContext.tangents as ArrayLike<number>, index * 4);\r\n case NodeGeometryContextualSources.UV:\r\n if (!this.geometryContext.uvs) {\r\n return Vector2.Zero();\r\n }\r\n return Vector2.FromArray(this.geometryContext.uvs as ArrayLike<number>, index * 2);\r\n case NodeGeometryContextualSources.UV2:\r\n if (!this.geometryContext.uvs2) {\r\n return Vector2.Zero();\r\n }\r\n return Vector2.FromArray(this.geometryContext.uvs2 as ArrayLike<number>, index * 2);\r\n case NodeGeometryContextualSources.UV3:\r\n if (!this.geometryContext.uvs3) {\r\n return Vector2.Zero();\r\n }\r\n return Vector2.FromArray(this.geometryContext.uvs3 as ArrayLike<number>, index * 2);\r\n case NodeGeometryContextualSources.UV4:\r\n if (!this.geometryContext.uvs4) {\r\n return Vector2.Zero();\r\n }\r\n return Vector2.FromArray(this.geometryContext.uvs4 as ArrayLike<number>, index * 2);\r\n case NodeGeometryContextualSources.UV5:\r\n if (!this.geometryContext.uvs5) {\r\n return Vector2.Zero();\r\n }\r\n return Vector2.FromArray(this.geometryContext.uvs5 as ArrayLike<number>, index * 2);\r\n case NodeGeometryContextualSources.UV6:\r\n if (!this.geometryContext.uvs6) {\r\n return Vector2.Zero();\r\n }\r\n return Vector2.FromArray(this.geometryContext.uvs6 as ArrayLike<number>, index * 2);\r\n case NodeGeometryContextualSources.VertexID:\r\n return index;\r\n case NodeGeometryContextualSources.FaceID:\r\n return this.executionContext.getExecutionFaceIndex();\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Adapt a value to a target type\r\n * @param source defines the value to adapt\r\n * @param targetType defines the target type\r\n * @returns the adapted value\r\n */\r\n adapt(source: NodeGeometryConnectionPoint, targetType: NodeGeometryBlockConnectionPointTypes) {\r\n const value = source.getConnectedValue(this);\r\n\r\n if (source.type === targetType) {\r\n return value;\r\n }\r\n\r\n switch (targetType) {\r\n case NodeGeometryBlockConnectionPointTypes.Vector2:\r\n return new Vector2(value, value);\r\n case NodeGeometryBlockConnectionPointTypes.Vector3:\r\n return new Vector3(value, value, value);\r\n case NodeGeometryBlockConnectionPointTypes.Vector4:\r\n return new Vector4(value, value, value, value);\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Adapt an input value to a target type\r\n * @param source defines the value to adapt\r\n * @param targetType defines the target type\r\n * @param defaultValue defines the default value to use if not connected\r\n * @returns the adapted value\r\n */\r\n adaptInput(source: NodeGeometryConnectionPoint, targetType: NodeGeometryBlockConnectionPointTypes, defaultValue: any) {\r\n if (!source.isConnected) {\r\n return source.value || defaultValue;\r\n }\r\n\r\n const value = source.getConnectedValue(this);\r\n\r\n if (source._connectedPoint?.type === targetType) {\r\n return value;\r\n }\r\n\r\n switch (targetType) {\r\n case NodeGeometryBlockConnectionPointTypes.Vector2:\r\n return new Vector2(value, value);\r\n case NodeGeometryBlockConnectionPointTypes.Vector3:\r\n return new Vector3(value, value, value);\r\n case NodeGeometryBlockConnectionPointTypes.Vector4:\r\n return new Vector4(value, value, value, value);\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Emits console errors and exceptions if there is a failing check\r\n */\r\n public emitErrors() {\r\n let errorMessage = \"\";\r\n\r\n for (const notConnectedInput of this.notConnectedNonOptionalInputs) {\r\n errorMessage += `input ${notConnectedInput.name} from block ${\r\n notConnectedInput.ownerBlock.name\r\n }[${notConnectedInput.ownerBlock.getClassName()}] is not connected and is not optional.\\n`;\r\n }\r\n\r\n if (errorMessage) {\r\n throw \"Build of NodeGeometry failed:\\n\" + errorMessage;\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _instantiate(clone: VertexData, currentPosition: Vector3, rotation: Vector3, scaling: Vector3, additionalVertexData: VertexData[]) {\r\n // Transform\r\n Matrix.ScalingToRef(scaling.x, scaling.y, scaling.z, this._scalingMatrix);\r\n Matrix.RotationYawPitchRollToRef(rotation.y, rotation.x, rotation.z, this._rotationMatrix);\r\n Matrix.TranslationToRef(currentPosition.x, currentPosition.y, currentPosition.z, this._positionMatrix);\r\n\r\n this._scalingMatrix.multiplyToRef(this._rotationMatrix, this._scalingRotationMatrix);\r\n this._scalingRotationMatrix.multiplyToRef(this._positionMatrix, this._transformMatrix);\r\n for (let clonePositionIndex = 0; clonePositionIndex < clone.positions!.length; clonePositionIndex += 3) {\r\n this._tempVector3.fromArray(clone.positions!, clonePositionIndex);\r\n Vector3.TransformCoordinatesToRef(this._tempVector3, this._transformMatrix, this._tempVector3);\r\n this._tempVector3.toArray(clone.positions!, clonePositionIndex);\r\n\r\n if (clone.normals) {\r\n this._tempVector3.fromArray(clone.normals, clonePositionIndex);\r\n Vector3.TransformNormalToRef(this._tempVector3, this._scalingRotationMatrix, this._tempVector3);\r\n this._tempVector3.toArray(clone.normals, clonePositionIndex);\r\n }\r\n }\r\n\r\n additionalVertexData.push(clone);\r\n }\r\n}\r\n"]}
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@@ -1,7 +1,7 @@
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1
1
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import type { Scene } from "../scene";
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import type { Matrix } from "../Maths/math.vector";
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import { Vector3 } from "../Maths/math.vector";
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import {
|
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+
import type { IGreasedLineMaterial } from "../Materials/greasedLinePluginMaterial";
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import { Mesh } from "./mesh";
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import type { Ray, TrianglePickingPredicate } from "../Culling/ray";
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get greasedLineMaterial():
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|
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|
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@@ -141,11 +141,13 @@ export declare class GreasedLineMesh extends Mesh {
|
|
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|
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142
|
addPoints(points: number[][]): void;
|
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private _updateColorPointers;
|
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|
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private _updateWidths;
|
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|
/**
|
|
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|
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|
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|
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|
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|
|
148
149
|
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|
|
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|
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private _setPoints;
|
|
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151
|
private _createLineOptions;
|
|
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|
/**
|
|
151
153
|
* Clones the GreasedLineMesh.
|
|
@@ -6,6 +6,7 @@ import { VertexData } from "./mesh.vertexData.js";
|
|
|
6
6
|
import { PickingInfo } from "../Collisions/pickingInfo.js";
|
|
7
7
|
import { DeepCopier } from "../Misc/deepCopier.js";
|
|
8
8
|
import { GreasedLineTools } from "../Misc/greasedLineTools.js";
|
|
9
|
+
import { GreasedLineSimpleMaterial } from "../Materials/greasedLineSimpleMaterial.js";
|
|
9
10
|
Mesh._GreasedLineMeshParser = (parsedMesh, scene) => {
|
|
10
11
|
return GreasedLineMesh.Parse(parsedMesh, scene);
|
|
11
12
|
};
|
|
@@ -90,7 +91,7 @@ export class GreasedLineMesh extends Mesh {
|
|
|
90
91
|
*/
|
|
91
92
|
updateLazy() {
|
|
92
93
|
var _a;
|
|
93
|
-
this.
|
|
94
|
+
this._setPoints(this._points);
|
|
94
95
|
if (!this._options.colorPointers) {
|
|
95
96
|
this._updateColorPointers();
|
|
96
97
|
}
|
|
@@ -167,7 +168,14 @@ export class GreasedLineMesh extends Mesh {
|
|
|
167
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|
*/
|
|
168
169
|
get greasedLineMaterial() {
|
|
169
170
|
var _a, _b;
|
|
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|
-
|
|
171
|
+
if (this.material && this.material instanceof GreasedLineSimpleMaterial) {
|
|
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|
+
return this.material;
|
|
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|
+
}
|
|
174
|
+
const materialPlugin = (_b = (_a = this.material) === null || _a === void 0 ? void 0 : _a.pluginManager) === null || _b === void 0 ? void 0 : _b.getPlugin(GreasedLinePluginMaterial.GREASED_LINE_MATERIAL_NAME);
|
|
175
|
+
if (materialPlugin) {
|
|
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|
+
return materialPlugin;
|
|
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|
+
}
|
|
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|
+
return;
|
|
171
179
|
}
|
|
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180
|
/**
|
|
173
181
|
* Return copy the points.
|
|
@@ -199,11 +207,27 @@ export class GreasedLineMesh extends Mesh {
|
|
|
199
207
|
}
|
|
200
208
|
});
|
|
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209
|
}
|
|
210
|
+
_updateWidths() {
|
|
211
|
+
let pointCount = 0;
|
|
212
|
+
for (const points of this._points) {
|
|
213
|
+
pointCount += points.length;
|
|
214
|
+
}
|
|
215
|
+
const countDiff = (pointCount / 3) * 2 - this._widths.length;
|
|
216
|
+
for (let i = 0; i < countDiff; i++) {
|
|
217
|
+
this._widths.push(1);
|
|
218
|
+
}
|
|
219
|
+
}
|
|
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220
|
/**
|
|
203
221
|
* Sets line points and rerenders the line.
|
|
204
222
|
* @param points points table
|
|
205
223
|
*/
|
|
206
224
|
setPoints(points) {
|
|
225
|
+
this._points = points;
|
|
226
|
+
this._updateWidths();
|
|
227
|
+
this._updateColorPointers();
|
|
228
|
+
this._setPoints(points);
|
|
229
|
+
}
|
|
230
|
+
_setPoints(points) {
|
|
207
231
|
this._points = points;
|
|
208
232
|
this._options.points = points;
|
|
209
233
|
this._initGreasedLine();
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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type { Scene } from \"../scene\";\r\nimport type { Matrix } from \"../Maths/math.vector\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport { GreasedLinePluginMaterial } from \"../Materials/greasedLinePluginMaterial\";\r\nimport { Mesh } from \"./mesh\";\r\nimport type { Ray, TrianglePickingPredicate } from \"../Culling/ray\";\r\nimport { Buffer, VertexBuffer } from \"../Buffers/buffer\";\r\nimport { VertexData } from \"./mesh.vertexData\";\r\nimport { PickingInfo } from \"../Collisions/pickingInfo\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { Node } from \"../node\";\r\nimport { DeepCopier } from \"../Misc/deepCopier\";\r\nimport { GreasedLineTools } from \"../Misc/greasedLineTools\";\r\n\r\nexport type GreasedLinePoints = Vector3[] | Vector3[][] | Float32Array | Float32Array[] | number[][] | number[];\r\n\r\n/**\r\n * Options for creating a GreasedLineMesh\r\n */\r\nexport interface GreasedLineMeshOptions {\r\n /**\r\n * Points of the line.\r\n */\r\n points: GreasedLinePoints;\r\n /**\r\n * Each line segmment (from point to point) can have it's width multiplier. Final width = widths[segmentIdx] * width.\r\n * Defaults to empty array.\r\n */\r\n widths?: number[];\r\n /**\r\n * If instance is specified, lines are added to the specified instance.\r\n * Defaults to undefined.\r\n */\r\n instance?: GreasedLineMesh;\r\n /**\r\n * You can manually set the color pointers so you can control which segment/part\r\n * will use which color from the colors material option\r\n */\r\n colorPointers?: number[];\r\n /**\r\n * UVs for the mesh\r\n */\r\n uvs?: number[];\r\n /**\r\n * If true, offsets and widths are updatable.\r\n * Defaults to false.\r\n */\r\n updatable?: boolean;\r\n /**\r\n * Use when @see instance is specified.\r\n * If true, the line will be rendered only after calling instance.updateLazy(). If false, line will be rerendered after every call to @see CreateGreasedLine\r\n * Defaults to false.\r\n */\r\n lazy?: boolean;\r\n}\r\n\r\nMesh._GreasedLineMeshParser = (parsedMesh: any, scene: Scene): Mesh => {\r\n return GreasedLineMesh.Parse(parsedMesh, scene);\r\n};\r\n\r\n/**\r\n * GreasedLine\r\n */\r\nexport class GreasedLineMesh extends Mesh {\r\n private _vertexPositions: number[];\r\n private _previousAndSide: number[];\r\n private _nextAndCounters: number[];\r\n\r\n private _indices: number[];\r\n private _uvs: number[];\r\n private _points: number[][];\r\n private _offsets: number[];\r\n private _colorPointers: number[];\r\n private _widths: number[];\r\n\r\n private _offsetsBuffer?: Buffer;\r\n private _widthsBuffer?: Buffer;\r\n private _colorPointersBuffer?: Buffer;\r\n\r\n private _lazy = false;\r\n private _updatable = false;\r\n\r\n private static _V_START = new Vector3();\r\n private static _V_END = new Vector3();\r\n private static _V_OFFSET_START = new Vector3();\r\n private static _V_OFFSET_END = new Vector3();\r\n\r\n /**\r\n * Treshold used to pick the mesh\r\n */\r\n public intersectionThreshold = 0.1;\r\n\r\n constructor(public readonly name: string, scene: Scene, private _options: GreasedLineMeshOptions) {\r\n super(name, scene, null, null, false, false);\r\n\r\n this._lazy = _options.lazy ?? false;\r\n this._updatable = _options.updatable ?? false;\r\n\r\n this._vertexPositions = [];\r\n this._indices = [];\r\n this._uvs = [];\r\n this._points = [];\r\n this._colorPointers = _options.colorPointers ?? [];\r\n this._widths = _options.widths ?? new Array(_options.points.length).fill(1);\r\n\r\n this._previousAndSide = [];\r\n this._nextAndCounters = [];\r\n\r\n if (_options.points) {\r\n this.addPoints(GreasedLineMesh.ConvertPoints(_options.points));\r\n }\r\n }\r\n\r\n /**\r\n * \"GreasedLineMesh\"\r\n * @returns \"GreasedLineMesh\"\r\n */\r\n public getClassName(): string {\r\n return \"GreasedLineMesh\";\r\n }\r\n\r\n /**\r\n * Converts GreasedLinePoints to number[][]\r\n * @param points GreasedLinePoints\r\n * @returns number[][] with x, y, z coordinates of the points, like [[x, y, z, x, y, z, ...], [x, y, z, ...]]\r\n */\r\n public static ConvertPoints(points: GreasedLinePoints): number[][] {\r\n if (points.length && Array.isArray(points) && typeof points[0] === \"number\") {\r\n return [<number[]>points];\r\n } else if (points.length && Array.isArray(points[0]) && typeof points[0][0] === \"number\") {\r\n return <number[][]>points;\r\n } else if (points.length && !Array.isArray(points[0]) && points[0] instanceof Vector3) {\r\n const positions: number[] = [];\r\n for (let j = 0; j < points.length; j++) {\r\n const p = points[j] as Vector3;\r\n positions.push(p.x, p.y, p.z);\r\n }\r\n return [positions];\r\n } else if (points.length > 0 && Array.isArray(points[0]) && points[0].length > 0 && points[0][0] instanceof Vector3) {\r\n const positions: number[][] = [];\r\n const vectorPoints = points as Vector3[][];\r\n vectorPoints.forEach((p) => {\r\n positions.push(p.flatMap((p2) => [p2.x, p2.y, p2.z]));\r\n });\r\n return positions;\r\n } else if (points instanceof Float32Array) {\r\n return [Array.from(points)];\r\n } else if (points.length && points[0] instanceof Float32Array) {\r\n const positions: number[][] = [];\r\n points.forEach((p) => {\r\n positions.push(Array.from(p as Float32Array));\r\n });\r\n return positions;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n /**\r\n * Updated a lazy line. Rerenders the line and updates boundinfo as well.\r\n */\r\n public updateLazy() {\r\n this.setPoints(this._points);\r\n if (!this._options.colorPointers) {\r\n this._updateColorPointers();\r\n }\r\n this._createVertexBuffers();\r\n this.refreshBoundingInfo();\r\n\r\n this.greasedLineMaterial?.updateLazy();\r\n }\r\n\r\n /**\r\n * Dispose the line and it's resources\r\n */\r\n public dispose() {\r\n super.dispose();\r\n }\r\n\r\n /**\r\n *\r\n * @returns true if the mesh was created in lazy mode\r\n */\r\n public isLazy(): boolean {\r\n return this._lazy;\r\n }\r\n\r\n /**\r\n * Return the the points offsets\r\n */\r\n get offsets() {\r\n return this._offsets;\r\n }\r\n\r\n /**\r\n * Sets point offests\r\n * @param offsets offset table [x,y,z, x,y,z, ....]\r\n */\r\n set offsets(offsets: number[]) {\r\n this._offsets = offsets;\r\n if (!this._offsetsBuffer) {\r\n this._createOffsetsBuffer(offsets);\r\n } else {\r\n this._offsetsBuffer && this._offsetsBuffer.update(offsets);\r\n }\r\n }\r\n\r\n /**\r\n * Gets widths at each line point like [widthLower, widthUpper, widthLower, widthUpper, ...]\r\n */\r\n get widths() {\r\n return this._widths;\r\n }\r\n\r\n /**\r\n * Sets widths at each line point\r\n * @param widths width table [widthLower, widthUpper, widthLower, widthUpper ...]\r\n */\r\n set widths(widths: number[]) {\r\n this._widths = widths;\r\n if (!this._lazy) {\r\n this._widthsBuffer && this._widthsBuffer.update(widths);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the color pointer. Each vertex need a color pointer. These color pointers points to the colors in the color table @see colors\r\n */\r\n get colorPointers() {\r\n return this._colorPointers;\r\n }\r\n\r\n /**\r\n * Sets the color pointer\r\n * @param colorPointers array of color pointer in the colors array. One pointer for every vertex is needed.\r\n */\r\n set colorPointers(colorPointers: number[]) {\r\n this._colorPointers = colorPointers;\r\n if (!this._lazy) {\r\n this._colorPointersBuffer && this._colorPointersBuffer.update(colorPointers);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the pluginMaterial associated with line\r\n */\r\n get greasedLineMaterial() {\r\n return <GreasedLinePluginMaterial>this.material?.pluginManager?.getPlugin(GreasedLinePluginMaterial.GREASED_LINE_MATERIAL_NAME);\r\n }\r\n\r\n /**\r\n * Return copy the points.\r\n */\r\n get points() {\r\n const pointsCopy: number[][] = [];\r\n DeepCopier.DeepCopy(this._points, pointsCopy);\r\n return pointsCopy;\r\n }\r\n\r\n /**\r\n * Adds new points to the line. It doesn't rerenders the line if in lazy mode.\r\n * @param points points table\r\n */\r\n public addPoints(points: number[][]) {\r\n for (const p of points) {\r\n this._points.push(p);\r\n }\r\n\r\n if (!this._lazy) {\r\n this.setPoints(this._points);\r\n }\r\n }\r\n\r\n private _updateColorPointers() {\r\n let colorPointer = 0;\r\n this._colorPointers = [];\r\n this._points.forEach((p) => {\r\n for (let jj = 0; jj < p.length; jj += 3) {\r\n this._colorPointers.push(colorPointer);\r\n this._colorPointers.push(colorPointer++);\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Sets line points and rerenders the line.\r\n * @param points points table\r\n */\r\n public setPoints(points: number[][]) {\r\n this._points = points;\r\n this._options.points = points;\r\n\r\n this._initGreasedLine();\r\n\r\n let indiceOffset = 0;\r\n\r\n points.forEach((p) => {\r\n const counters: number[] = [];\r\n const positions: number[] = [];\r\n const indices: number[] = [];\r\n\r\n const totalLength = GreasedLineTools.GetLineLength(p);\r\n for (let j = 0, jj = 0; jj < p.length; j++, jj += 3) {\r\n const partialLine = p.slice(0, jj + 3);\r\n const partialLineLength = GreasedLineTools.GetLineLength(partialLine);\r\n const c = partialLineLength / totalLength;\r\n\r\n positions.push(p[jj], p[jj + 1], p[jj + 2]);\r\n positions.push(p[jj], p[jj + 1], p[jj + 2]);\r\n counters.push(c);\r\n counters.push(c);\r\n\r\n if (jj < p.length - 3) {\r\n const n = j * 2 + indiceOffset;\r\n indices.push(n, n + 1, n + 2);\r\n indices.push(n + 2, n + 1, n + 3);\r\n }\r\n }\r\n\r\n indiceOffset += (p.length / 3) * 2;\r\n\r\n const previous: number[] = [];\r\n const next: number[] = [];\r\n const side: number[] = [];\r\n let uvs: number[] = [];\r\n\r\n this._preprocess(positions, previous, next, side, uvs);\r\n\r\n for (const vp of positions) {\r\n this._vertexPositions.push(vp);\r\n }\r\n\r\n for (const i of indices) {\r\n this._indices.push(i);\r\n }\r\n\r\n for (let i = 0; i < side.length; i++) {\r\n this._previousAndSide.push(previous[i * 3], previous[i * 3 + 1], previous[i * 3 + 2], side[i]);\r\n this._nextAndCounters.push(next[i * 3], next[i * 3 + 1], next[i * 3 + 2], counters[i]);\r\n }\r\n\r\n uvs = this._options.uvs ?? uvs;\r\n for (const uv of uvs) {\r\n this._uvs.push(uv);\r\n }\r\n });\r\n\r\n if (!this._lazy) {\r\n if (!this._options.colorPointers) {\r\n this._updateColorPointers();\r\n }\r\n this._createVertexBuffers();\r\n this.refreshBoundingInfo();\r\n }\r\n }\r\n\r\n private _createLineOptions() {\r\n const lineOptions: GreasedLineMeshOptions = {\r\n points: this._points,\r\n colorPointers: this._colorPointers,\r\n lazy: this._lazy,\r\n updatable: this._updatable,\r\n uvs: this._uvs,\r\n widths: this._widths,\r\n };\r\n return lineOptions;\r\n }\r\n\r\n /**\r\n * Clones the GreasedLineMesh.\r\n * @param name new line name\r\n * @param newParent new parent node\r\n * @returns cloned line\r\n */\r\n public clone(name: string = `${this.name}-cloned`, newParent?: Nullable<Node>) {\r\n const lineOptions = this._createLineOptions();\r\n const deepCopiedLineOptions = {};\r\n DeepCopier.DeepCopy(lineOptions, deepCopiedLineOptions, [\"instance\"]);\r\n\r\n const cloned = new GreasedLineMesh(name, this._scene, <GreasedLineMeshOptions>deepCopiedLineOptions);\r\n if (newParent) {\r\n cloned.parent = newParent;\r\n }\r\n\r\n cloned.material = this.material;\r\n\r\n return cloned;\r\n }\r\n\r\n /**\r\n * Serializes this GreasedLineMesh\r\n * @param serializationObject object to write serialization to\r\n */\r\n public serialize(serializationObject: any): void {\r\n super.serialize(serializationObject);\r\n serializationObject.type = this.getClassName();\r\n\r\n serializationObject.lineOptions = this._createLineOptions();\r\n }\r\n\r\n /**\r\n * Parses a serialized GreasedLineMesh\r\n * @param parsedMesh the serialized GreasedLineMesh\r\n * @param scene the scene to create the GreasedLineMesh in\r\n * @returns the created GreasedLineMesh\r\n */\r\n public static Parse(parsedMesh: any, scene: Scene): Mesh {\r\n const lineOptions = <GreasedLineMeshOptions>parsedMesh.lineOptions;\r\n const name = <string>parsedMesh.name;\r\n const result = new GreasedLineMesh(name, scene, lineOptions);\r\n return result;\r\n }\r\n\r\n /**\r\n * Checks whether a ray is intersecting this GreasedLineMesh\r\n * @param ray ray to check the intersection of this mesh with\r\n * @param fastCheck not supported\r\n * @param trianglePredicate not supported\r\n * @param onlyBoundingInfo defines a boolean indicating if picking should only happen using bounding info (false by default)\r\n * @param worldToUse not supported\r\n * @param skipBoundingInfo a boolean indicating if we should skip the bounding info check\r\n * @returns the picking info\r\n */\r\n public intersects(\r\n ray: Ray,\r\n fastCheck?: boolean,\r\n trianglePredicate?: TrianglePickingPredicate,\r\n onlyBoundingInfo = false,\r\n worldToUse?: Matrix,\r\n skipBoundingInfo = false\r\n ): PickingInfo {\r\n const pickingInfo = new PickingInfo();\r\n const intersections = this.findAllIntersections(ray, fastCheck, trianglePredicate, onlyBoundingInfo, worldToUse, skipBoundingInfo, true);\r\n if (intersections?.length === 1) {\r\n const intersection = intersections[0];\r\n pickingInfo.hit = true;\r\n pickingInfo.distance = intersection.distance;\r\n pickingInfo.ray = ray;\r\n pickingInfo.pickedMesh = this;\r\n pickingInfo.pickedPoint = intersection.point;\r\n }\r\n return pickingInfo;\r\n }\r\n\r\n /**\r\n * Gets all intersections of a ray and the line\r\n * @param ray Ray to check the intersection of this mesh with\r\n * @param _fastCheck not supported\r\n * @param _trianglePredicate not supported\r\n * @param onlyBoundingInfo defines a boolean indicating if picking should only happen using bounding info (false by default)\r\n * @param _worldToUse not supported\r\n * @param skipBoundingInfo a boolean indicating if we should skip the bounding info check\r\n * @param firstOnly If true, the first and only intersection is immediatelly returned if found\r\n * @returns intersection(s)\r\n */\r\n public findAllIntersections(\r\n ray: Ray,\r\n _fastCheck?: boolean,\r\n _trianglePredicate?: TrianglePickingPredicate,\r\n onlyBoundingInfo = false,\r\n _worldToUse?: Matrix,\r\n skipBoundingInfo = false,\r\n firstOnly = false\r\n ): { distance: number; point: Vector3 }[] | undefined {\r\n if (onlyBoundingInfo && !skipBoundingInfo && ray.intersectsSphere(this._boundingSphere, this.intersectionThreshold) === false) {\r\n return;\r\n }\r\n\r\n const indices = this.getIndices();\r\n const positions = this.getVerticesData(VertexBuffer.PositionKind);\r\n const widths = this._widths;\r\n\r\n const lineWidth = this.greasedLineMaterial?.width ?? 1;\r\n\r\n const intersects = [];\r\n if (indices && positions && widths) {\r\n let i = 0,\r\n l = 0;\r\n for (i = 0, l = indices.length - 1; i < l; i += 3) {\r\n const a = indices[i];\r\n const b = indices[i + 1];\r\n\r\n GreasedLineMesh._V_START.fromArray(positions, a * 3);\r\n GreasedLineMesh._V_END.fromArray(positions, b * 3);\r\n\r\n if (this._offsets) {\r\n GreasedLineMesh._V_OFFSET_START.fromArray(this._offsets, a * 3);\r\n GreasedLineMesh._V_OFFSET_END.fromArray(this._offsets, b * 3);\r\n GreasedLineMesh._V_START.addInPlace(GreasedLineMesh._V_OFFSET_START);\r\n GreasedLineMesh._V_END.addInPlace(GreasedLineMesh._V_OFFSET_END);\r\n }\r\n\r\n const iFloored = Math.floor(i / 3);\r\n const width = widths[iFloored] !== undefined ? widths[iFloored] : 1;\r\n const precision = (this.intersectionThreshold * (lineWidth * width)) / 2;\r\n\r\n const distance = ray.intersectionSegment(GreasedLineMesh._V_START, GreasedLineMesh._V_END, precision);\r\n if (distance !== -1) {\r\n intersects.push({\r\n distance: distance,\r\n point: ray.direction.normalize().multiplyByFloats(distance, distance, distance).add(ray.origin),\r\n });\r\n if (firstOnly) {\r\n return intersects;\r\n }\r\n }\r\n }\r\n i = l;\r\n }\r\n\r\n return intersects;\r\n }\r\n\r\n private _initGreasedLine() {\r\n this._vertexPositions = [];\r\n this._previousAndSide = [];\r\n this._nextAndCounters = [];\r\n this._indices = [];\r\n this._uvs = [];\r\n }\r\n\r\n private get _boundingSphere() {\r\n return this.getBoundingInfo().boundingSphere;\r\n }\r\n\r\n private static _CompareV3(positionIdx1: number, positionIdx2: number, positions: number[]) {\r\n const arrayIdx1 = positionIdx1 * 6;\r\n const arrayIdx2 = positionIdx2 * 6;\r\n return positions[arrayIdx1] === positions[arrayIdx2] && positions[arrayIdx1 + 1] === positions[arrayIdx2 + 1] && positions[arrayIdx1 + 2] === positions[arrayIdx2 + 2];\r\n }\r\n\r\n private static _CopyV3(positionIdx: number, positions: number[]) {\r\n const arrayIdx = positionIdx * 6;\r\n return [positions[arrayIdx], positions[arrayIdx + 1], positions[arrayIdx + 2]];\r\n }\r\n\r\n private _preprocess(positions: number[], previous: number[], next: number[], side: number[], uvs: number[]) {\r\n const l = positions.length / 6;\r\n\r\n let v: number[] = [];\r\n\r\n if (GreasedLineMesh._CompareV3(0, l - 1, positions)) {\r\n v = GreasedLineMesh._CopyV3(l - 2, positions);\r\n } else {\r\n v = GreasedLineMesh._CopyV3(0, positions);\r\n }\r\n previous.push(v[0], v[1], v[2]);\r\n previous.push(v[0], v[1], v[2]);\r\n\r\n for (let j = 0; j < l; j++) {\r\n side.push(1);\r\n side.push(-1);\r\n\r\n // uvs\r\n if (!this._options.uvs) {\r\n uvs.push(j / (l - 1), 0);\r\n uvs.push(j / (l - 1), 1);\r\n }\r\n\r\n if (j < l - 1) {\r\n v = GreasedLineMesh._CopyV3(j, positions);\r\n previous.push(v[0], v[1], v[2]);\r\n previous.push(v[0], v[1], v[2]);\r\n }\r\n if (j > 0) {\r\n v = GreasedLineMesh._CopyV3(j, positions);\r\n next.push(v[0], v[1], v[2]);\r\n next.push(v[0], v[1], v[2]);\r\n }\r\n }\r\n\r\n if (GreasedLineMesh._CompareV3(l - 1, 0, positions)) {\r\n v = GreasedLineMesh._CopyV3(1, positions);\r\n } else {\r\n v = GreasedLineMesh._CopyV3(l - 1, positions);\r\n }\r\n next.push(v[0], v[1], v[2]);\r\n next.push(v[0], v[1], v[2]);\r\n\r\n return {\r\n previous,\r\n next,\r\n uvs,\r\n side,\r\n };\r\n }\r\n\r\n private _createVertexBuffers() {\r\n const vertexData = new VertexData();\r\n vertexData.positions = this._vertexPositions;\r\n vertexData.indices = this._indices;\r\n vertexData.uvs = this._uvs;\r\n vertexData.applyToMesh(this, this._options.updatable);\r\n\r\n const engine = this._scene.getEngine();\r\n\r\n const previousAndSideBuffer = new Buffer(engine, this._previousAndSide, false, 4);\r\n this.setVerticesBuffer(previousAndSideBuffer.createVertexBuffer(\"grl_previousAndSide\", 0, 4));\r\n\r\n const nextAndCountersBuffer = new Buffer(engine, this._nextAndCounters, false, 4);\r\n this.setVerticesBuffer(nextAndCountersBuffer.createVertexBuffer(\"grl_nextAndCounters\", 0, 4));\r\n\r\n const widthBuffer = new Buffer(engine, this._widths, this._updatable, 1);\r\n this.setVerticesBuffer(widthBuffer.createVertexBuffer(\"grl_widths\", 0, 1));\r\n this._widthsBuffer = widthBuffer;\r\n\r\n const colorPointersBuffer = new Buffer(engine, this._colorPointers, this._updatable, 1);\r\n this.setVerticesBuffer(colorPointersBuffer.createVertexBuffer(\"grl_colorPointers\", 0, 1));\r\n this._colorPointersBuffer = colorPointersBuffer;\r\n }\r\n\r\n private _createOffsetsBuffer(offsets: number[]) {\r\n const engine = this._scene.getEngine();\r\n\r\n const offsetBuffer = new Buffer(engine, offsets, this._updatable, 3);\r\n this.setVerticesBuffer(offsetBuffer.createVertexBuffer(\"grl_offsets\", 0, 3));\r\n this._offsetsBuffer = offsetBuffer;\r\n }\r\n}\r\n"]}
|
|
1
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+
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type { Scene } from \"../scene\";\r\nimport type { Matrix } from \"../Maths/math.vector\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport type { IGreasedLineMaterial } from \"../Materials/greasedLinePluginMaterial\";\r\nimport { GreasedLinePluginMaterial } from \"../Materials/greasedLinePluginMaterial\";\r\nimport { Mesh } from \"./mesh\";\r\nimport type { Ray, TrianglePickingPredicate } from \"../Culling/ray\";\r\nimport { Buffer, VertexBuffer } from \"../Buffers/buffer\";\r\nimport { VertexData } from \"./mesh.vertexData\";\r\nimport { PickingInfo } from \"../Collisions/pickingInfo\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { Node } from \"../node\";\r\nimport { DeepCopier } from \"../Misc/deepCopier\";\r\nimport { GreasedLineTools } from \"../Misc/greasedLineTools\";\r\nimport { GreasedLineSimpleMaterial } from \"../Materials/greasedLineSimpleMaterial\";\r\n\r\nexport type GreasedLinePoints = Vector3[] | Vector3[][] | Float32Array | Float32Array[] | number[][] | number[];\r\n\r\n/**\r\n * Options for creating a GreasedLineMesh\r\n */\r\nexport interface GreasedLineMeshOptions {\r\n /**\r\n * Points of the line.\r\n */\r\n points: GreasedLinePoints;\r\n /**\r\n * Each line segmment (from point to point) can have it's width multiplier. Final width = widths[segmentIdx] * width.\r\n * Defaults to empty array.\r\n */\r\n widths?: number[];\r\n /**\r\n * If instance is specified, lines are added to the specified instance.\r\n * Defaults to undefined.\r\n */\r\n instance?: GreasedLineMesh;\r\n /**\r\n * You can manually set the color pointers so you can control which segment/part\r\n * will use which color from the colors material option\r\n */\r\n colorPointers?: number[];\r\n /**\r\n * UVs for the mesh\r\n */\r\n uvs?: number[];\r\n /**\r\n * If true, offsets and widths are updatable.\r\n * Defaults to false.\r\n */\r\n updatable?: boolean;\r\n /**\r\n * Use when @see instance is specified.\r\n * If true, the line will be rendered only after calling instance.updateLazy(). If false, line will be rerendered after every call to @see CreateGreasedLine\r\n * Defaults to false.\r\n */\r\n lazy?: boolean;\r\n}\r\n\r\nMesh._GreasedLineMeshParser = (parsedMesh: any, scene: Scene): Mesh => {\r\n return GreasedLineMesh.Parse(parsedMesh, scene);\r\n};\r\n\r\n/**\r\n * GreasedLine\r\n */\r\nexport class GreasedLineMesh extends Mesh {\r\n private _vertexPositions: number[];\r\n private _previousAndSide: number[];\r\n private _nextAndCounters: number[];\r\n\r\n private _indices: number[];\r\n private _uvs: number[];\r\n private _points: number[][];\r\n private _offsets: number[];\r\n private _colorPointers: number[];\r\n private _widths: number[];\r\n\r\n private _offsetsBuffer?: Buffer;\r\n private _widthsBuffer?: Buffer;\r\n private _colorPointersBuffer?: Buffer;\r\n\r\n private _lazy = false;\r\n private _updatable = false;\r\n\r\n private static _V_START = new Vector3();\r\n private static _V_END = new Vector3();\r\n private static _V_OFFSET_START = new Vector3();\r\n private static _V_OFFSET_END = new Vector3();\r\n\r\n /**\r\n * Treshold used to pick the mesh\r\n */\r\n public intersectionThreshold = 0.1;\r\n\r\n constructor(public readonly name: string, scene: Scene, private _options: GreasedLineMeshOptions) {\r\n super(name, scene, null, null, false, false);\r\n\r\n this._lazy = _options.lazy ?? false;\r\n this._updatable = _options.updatable ?? false;\r\n\r\n this._vertexPositions = [];\r\n this._indices = [];\r\n this._uvs = [];\r\n this._points = [];\r\n this._colorPointers = _options.colorPointers ?? [];\r\n this._widths = _options.widths ?? new Array(_options.points.length).fill(1);\r\n\r\n this._previousAndSide = [];\r\n this._nextAndCounters = [];\r\n\r\n if (_options.points) {\r\n this.addPoints(GreasedLineMesh.ConvertPoints(_options.points));\r\n }\r\n }\r\n\r\n /**\r\n * \"GreasedLineMesh\"\r\n * @returns \"GreasedLineMesh\"\r\n */\r\n public getClassName(): string {\r\n return \"GreasedLineMesh\";\r\n }\r\n\r\n /**\r\n * Converts GreasedLinePoints to number[][]\r\n * @param points GreasedLinePoints\r\n * @returns number[][] with x, y, z coordinates of the points, like [[x, y, z, x, y, z, ...], [x, y, z, ...]]\r\n */\r\n public static ConvertPoints(points: GreasedLinePoints): number[][] {\r\n if (points.length && Array.isArray(points) && typeof points[0] === \"number\") {\r\n return [<number[]>points];\r\n } else if (points.length && Array.isArray(points[0]) && typeof points[0][0] === \"number\") {\r\n return <number[][]>points;\r\n } else if (points.length && !Array.isArray(points[0]) && points[0] instanceof Vector3) {\r\n const positions: number[] = [];\r\n for (let j = 0; j < points.length; j++) {\r\n const p = points[j] as Vector3;\r\n positions.push(p.x, p.y, p.z);\r\n }\r\n return [positions];\r\n } else if (points.length > 0 && Array.isArray(points[0]) && points[0].length > 0 && points[0][0] instanceof Vector3) {\r\n const positions: number[][] = [];\r\n const vectorPoints = points as Vector3[][];\r\n vectorPoints.forEach((p) => {\r\n positions.push(p.flatMap((p2) => [p2.x, p2.y, p2.z]));\r\n });\r\n return positions;\r\n } else if (points instanceof Float32Array) {\r\n return [Array.from(points)];\r\n } else if (points.length && points[0] instanceof Float32Array) {\r\n const positions: number[][] = [];\r\n points.forEach((p) => {\r\n positions.push(Array.from(p as Float32Array));\r\n });\r\n return positions;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n /**\r\n * Updated a lazy line. Rerenders the line and updates boundinfo as well.\r\n */\r\n public updateLazy() {\r\n this._setPoints(this._points);\r\n if (!this._options.colorPointers) {\r\n this._updateColorPointers();\r\n }\r\n this._createVertexBuffers();\r\n this.refreshBoundingInfo();\r\n\r\n this.greasedLineMaterial?.updateLazy();\r\n }\r\n\r\n /**\r\n * Dispose the line and it's resources\r\n */\r\n public dispose() {\r\n super.dispose();\r\n }\r\n\r\n /**\r\n *\r\n * @returns true if the mesh was created in lazy mode\r\n */\r\n public isLazy(): boolean {\r\n return this._lazy;\r\n }\r\n\r\n /**\r\n * Return the the points offsets\r\n */\r\n get offsets() {\r\n return this._offsets;\r\n }\r\n\r\n /**\r\n * Sets point offests\r\n * @param offsets offset table [x,y,z, x,y,z, ....]\r\n */\r\n set offsets(offsets: number[]) {\r\n this._offsets = offsets;\r\n if (!this._offsetsBuffer) {\r\n this._createOffsetsBuffer(offsets);\r\n } else {\r\n this._offsetsBuffer && this._offsetsBuffer.update(offsets);\r\n }\r\n }\r\n\r\n /**\r\n * Gets widths at each line point like [widthLower, widthUpper, widthLower, widthUpper, ...]\r\n */\r\n get widths() {\r\n return this._widths;\r\n }\r\n\r\n /**\r\n * Sets widths at each line point\r\n * @param widths width table [widthLower, widthUpper, widthLower, widthUpper ...]\r\n */\r\n set widths(widths: number[]) {\r\n this._widths = widths;\r\n if (!this._lazy) {\r\n this._widthsBuffer && this._widthsBuffer.update(widths);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the color pointer. Each vertex need a color pointer. These color pointers points to the colors in the color table @see colors\r\n */\r\n get colorPointers() {\r\n return this._colorPointers;\r\n }\r\n\r\n /**\r\n * Sets the color pointer\r\n * @param colorPointers array of color pointer in the colors array. One pointer for every vertex is needed.\r\n */\r\n set colorPointers(colorPointers: number[]) {\r\n this._colorPointers = colorPointers;\r\n if (!this._lazy) {\r\n this._colorPointersBuffer && this._colorPointersBuffer.update(colorPointers);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the pluginMaterial associated with line\r\n */\r\n get greasedLineMaterial(): IGreasedLineMaterial | undefined {\r\n if (this.material && this.material instanceof GreasedLineSimpleMaterial) {\r\n return this.material;\r\n }\r\n const materialPlugin = this.material?.pluginManager?.getPlugin(GreasedLinePluginMaterial.GREASED_LINE_MATERIAL_NAME);\r\n if (materialPlugin) {\r\n return <GreasedLinePluginMaterial>materialPlugin;\r\n }\r\n return;\r\n }\r\n\r\n /**\r\n * Return copy the points.\r\n */\r\n get points() {\r\n const pointsCopy: number[][] = [];\r\n DeepCopier.DeepCopy(this._points, pointsCopy);\r\n return pointsCopy;\r\n }\r\n\r\n /**\r\n * Adds new points to the line. It doesn't rerenders the line if in lazy mode.\r\n * @param points points table\r\n */\r\n public addPoints(points: number[][]) {\r\n for (const p of points) {\r\n this._points.push(p);\r\n }\r\n\r\n if (!this._lazy) {\r\n this.setPoints(this._points);\r\n }\r\n }\r\n\r\n private _updateColorPointers() {\r\n let colorPointer = 0;\r\n this._colorPointers = [];\r\n this._points.forEach((p) => {\r\n for (let jj = 0; jj < p.length; jj += 3) {\r\n this._colorPointers.push(colorPointer);\r\n this._colorPointers.push(colorPointer++);\r\n }\r\n });\r\n }\r\n\r\n private _updateWidths() {\r\n let pointCount = 0;\r\n for (const points of this._points) {\r\n pointCount += points.length;\r\n }\r\n const countDiff = (pointCount / 3) * 2 - this._widths.length;\r\n for (let i = 0; i < countDiff; i++) {\r\n this._widths.push(1);\r\n }\r\n }\r\n\r\n /**\r\n * Sets line points and rerenders the line.\r\n * @param points points table\r\n */\r\n public setPoints(points: number[][]) {\r\n this._points = points;\r\n this._updateWidths();\r\n this._updateColorPointers();\r\n this._setPoints(points);\r\n }\r\n\r\n private _setPoints(points: number[][]) {\r\n this._points = points;\r\n this._options.points = points;\r\n\r\n this._initGreasedLine();\r\n\r\n let indiceOffset = 0;\r\n\r\n points.forEach((p) => {\r\n const counters: number[] = [];\r\n const positions: number[] = [];\r\n const indices: number[] = [];\r\n\r\n const totalLength = GreasedLineTools.GetLineLength(p);\r\n for (let j = 0, jj = 0; jj < p.length; j++, jj += 3) {\r\n const partialLine = p.slice(0, jj + 3);\r\n const partialLineLength = GreasedLineTools.GetLineLength(partialLine);\r\n const c = partialLineLength / totalLength;\r\n\r\n positions.push(p[jj], p[jj + 1], p[jj + 2]);\r\n positions.push(p[jj], p[jj + 1], p[jj + 2]);\r\n counters.push(c);\r\n counters.push(c);\r\n\r\n if (jj < p.length - 3) {\r\n const n = j * 2 + indiceOffset;\r\n indices.push(n, n + 1, n + 2);\r\n indices.push(n + 2, n + 1, n + 3);\r\n }\r\n }\r\n\r\n indiceOffset += (p.length / 3) * 2;\r\n\r\n const previous: number[] = [];\r\n const next: number[] = [];\r\n const side: number[] = [];\r\n let uvs: number[] = [];\r\n\r\n this._preprocess(positions, previous, next, side, uvs);\r\n\r\n for (const vp of positions) {\r\n this._vertexPositions.push(vp);\r\n }\r\n\r\n for (const i of indices) {\r\n this._indices.push(i);\r\n }\r\n\r\n for (let i = 0; i < side.length; i++) {\r\n this._previousAndSide.push(previous[i * 3], previous[i * 3 + 1], previous[i * 3 + 2], side[i]);\r\n this._nextAndCounters.push(next[i * 3], next[i * 3 + 1], next[i * 3 + 2], counters[i]);\r\n }\r\n\r\n uvs = this._options.uvs ?? uvs;\r\n for (const uv of uvs) {\r\n this._uvs.push(uv);\r\n }\r\n });\r\n\r\n if (!this._lazy) {\r\n if (!this._options.colorPointers) {\r\n this._updateColorPointers();\r\n }\r\n this._createVertexBuffers();\r\n this.refreshBoundingInfo();\r\n }\r\n }\r\n\r\n private _createLineOptions() {\r\n const lineOptions: GreasedLineMeshOptions = {\r\n points: this._points,\r\n colorPointers: this._colorPointers,\r\n lazy: this._lazy,\r\n updatable: this._updatable,\r\n uvs: this._uvs,\r\n widths: this._widths,\r\n };\r\n return lineOptions;\r\n }\r\n\r\n /**\r\n * Clones the GreasedLineMesh.\r\n * @param name new line name\r\n * @param newParent new parent node\r\n * @returns cloned line\r\n */\r\n public clone(name: string = `${this.name}-cloned`, newParent?: Nullable<Node>) {\r\n const lineOptions = this._createLineOptions();\r\n const deepCopiedLineOptions = {};\r\n DeepCopier.DeepCopy(lineOptions, deepCopiedLineOptions, [\"instance\"]);\r\n\r\n const cloned = new GreasedLineMesh(name, this._scene, <GreasedLineMeshOptions>deepCopiedLineOptions);\r\n if (newParent) {\r\n cloned.parent = newParent;\r\n }\r\n\r\n cloned.material = this.material;\r\n\r\n return cloned;\r\n }\r\n\r\n /**\r\n * Serializes this GreasedLineMesh\r\n * @param serializationObject object to write serialization to\r\n */\r\n public serialize(serializationObject: any): void {\r\n super.serialize(serializationObject);\r\n serializationObject.type = this.getClassName();\r\n\r\n serializationObject.lineOptions = this._createLineOptions();\r\n }\r\n\r\n /**\r\n * Parses a serialized GreasedLineMesh\r\n * @param parsedMesh the serialized GreasedLineMesh\r\n * @param scene the scene to create the GreasedLineMesh in\r\n * @returns the created GreasedLineMesh\r\n */\r\n public static Parse(parsedMesh: any, scene: Scene): Mesh {\r\n const lineOptions = <GreasedLineMeshOptions>parsedMesh.lineOptions;\r\n const name = <string>parsedMesh.name;\r\n const result = new GreasedLineMesh(name, scene, lineOptions);\r\n return result;\r\n }\r\n\r\n /**\r\n * Checks whether a ray is intersecting this GreasedLineMesh\r\n * @param ray ray to check the intersection of this mesh with\r\n * @param fastCheck not supported\r\n * @param trianglePredicate not supported\r\n * @param onlyBoundingInfo defines a boolean indicating if picking should only happen using bounding info (false by default)\r\n * @param worldToUse not supported\r\n * @param skipBoundingInfo a boolean indicating if we should skip the bounding info check\r\n * @returns the picking info\r\n */\r\n public intersects(\r\n ray: Ray,\r\n fastCheck?: boolean,\r\n trianglePredicate?: TrianglePickingPredicate,\r\n onlyBoundingInfo = false,\r\n worldToUse?: Matrix,\r\n skipBoundingInfo = false\r\n ): PickingInfo {\r\n const pickingInfo = new PickingInfo();\r\n const intersections = this.findAllIntersections(ray, fastCheck, trianglePredicate, onlyBoundingInfo, worldToUse, skipBoundingInfo, true);\r\n if (intersections?.length === 1) {\r\n const intersection = intersections[0];\r\n pickingInfo.hit = true;\r\n pickingInfo.distance = intersection.distance;\r\n pickingInfo.ray = ray;\r\n pickingInfo.pickedMesh = this;\r\n pickingInfo.pickedPoint = intersection.point;\r\n }\r\n return pickingInfo;\r\n }\r\n\r\n /**\r\n * Gets all intersections of a ray and the line\r\n * @param ray Ray to check the intersection of this mesh with\r\n * @param _fastCheck not supported\r\n * @param _trianglePredicate not supported\r\n * @param onlyBoundingInfo defines a boolean indicating if picking should only happen using bounding info (false by default)\r\n * @param _worldToUse not supported\r\n * @param skipBoundingInfo a boolean indicating if we should skip the bounding info check\r\n * @param firstOnly If true, the first and only intersection is immediatelly returned if found\r\n * @returns intersection(s)\r\n */\r\n public findAllIntersections(\r\n ray: Ray,\r\n _fastCheck?: boolean,\r\n _trianglePredicate?: TrianglePickingPredicate,\r\n onlyBoundingInfo = false,\r\n _worldToUse?: Matrix,\r\n skipBoundingInfo = false,\r\n firstOnly = false\r\n ): { distance: number; point: Vector3 }[] | undefined {\r\n if (onlyBoundingInfo && !skipBoundingInfo && ray.intersectsSphere(this._boundingSphere, this.intersectionThreshold) === false) {\r\n return;\r\n }\r\n\r\n const indices = this.getIndices();\r\n const positions = this.getVerticesData(VertexBuffer.PositionKind);\r\n const widths = this._widths;\r\n\r\n const lineWidth = this.greasedLineMaterial?.width ?? 1;\r\n\r\n const intersects = [];\r\n if (indices && positions && widths) {\r\n let i = 0,\r\n l = 0;\r\n for (i = 0, l = indices.length - 1; i < l; i += 3) {\r\n const a = indices[i];\r\n const b = indices[i + 1];\r\n\r\n GreasedLineMesh._V_START.fromArray(positions, a * 3);\r\n GreasedLineMesh._V_END.fromArray(positions, b * 3);\r\n\r\n if (this._offsets) {\r\n GreasedLineMesh._V_OFFSET_START.fromArray(this._offsets, a * 3);\r\n GreasedLineMesh._V_OFFSET_END.fromArray(this._offsets, b * 3);\r\n GreasedLineMesh._V_START.addInPlace(GreasedLineMesh._V_OFFSET_START);\r\n GreasedLineMesh._V_END.addInPlace(GreasedLineMesh._V_OFFSET_END);\r\n }\r\n\r\n const iFloored = Math.floor(i / 3);\r\n const width = widths[iFloored] !== undefined ? widths[iFloored] : 1;\r\n const precision = (this.intersectionThreshold * (lineWidth * width)) / 2;\r\n\r\n const distance = ray.intersectionSegment(GreasedLineMesh._V_START, GreasedLineMesh._V_END, precision);\r\n if (distance !== -1) {\r\n intersects.push({\r\n distance: distance,\r\n point: ray.direction.normalize().multiplyByFloats(distance, distance, distance).add(ray.origin),\r\n });\r\n if (firstOnly) {\r\n return intersects;\r\n }\r\n }\r\n }\r\n i = l;\r\n }\r\n\r\n return intersects;\r\n }\r\n\r\n private _initGreasedLine() {\r\n this._vertexPositions = [];\r\n this._previousAndSide = [];\r\n this._nextAndCounters = [];\r\n this._indices = [];\r\n this._uvs = [];\r\n }\r\n\r\n private get _boundingSphere() {\r\n return this.getBoundingInfo().boundingSphere;\r\n }\r\n\r\n private static _CompareV3(positionIdx1: number, positionIdx2: number, positions: number[]) {\r\n const arrayIdx1 = positionIdx1 * 6;\r\n const arrayIdx2 = positionIdx2 * 6;\r\n return positions[arrayIdx1] === positions[arrayIdx2] && positions[arrayIdx1 + 1] === positions[arrayIdx2 + 1] && positions[arrayIdx1 + 2] === positions[arrayIdx2 + 2];\r\n }\r\n\r\n private static _CopyV3(positionIdx: number, positions: number[]) {\r\n const arrayIdx = positionIdx * 6;\r\n return [positions[arrayIdx], positions[arrayIdx + 1], positions[arrayIdx + 2]];\r\n }\r\n\r\n private _preprocess(positions: number[], previous: number[], next: number[], side: number[], uvs: number[]) {\r\n const l = positions.length / 6;\r\n\r\n let v: number[] = [];\r\n\r\n if (GreasedLineMesh._CompareV3(0, l - 1, positions)) {\r\n v = GreasedLineMesh._CopyV3(l - 2, positions);\r\n } else {\r\n v = GreasedLineMesh._CopyV3(0, positions);\r\n }\r\n previous.push(v[0], v[1], v[2]);\r\n previous.push(v[0], v[1], v[2]);\r\n\r\n for (let j = 0; j < l; j++) {\r\n side.push(1);\r\n side.push(-1);\r\n\r\n // uvs\r\n if (!this._options.uvs) {\r\n uvs.push(j / (l - 1), 0);\r\n uvs.push(j / (l - 1), 1);\r\n }\r\n\r\n if (j < l - 1) {\r\n v = GreasedLineMesh._CopyV3(j, positions);\r\n previous.push(v[0], v[1], v[2]);\r\n previous.push(v[0], v[1], v[2]);\r\n }\r\n if (j > 0) {\r\n v = GreasedLineMesh._CopyV3(j, positions);\r\n next.push(v[0], v[1], v[2]);\r\n next.push(v[0], v[1], v[2]);\r\n }\r\n }\r\n\r\n if (GreasedLineMesh._CompareV3(l - 1, 0, positions)) {\r\n v = GreasedLineMesh._CopyV3(1, positions);\r\n } else {\r\n v = GreasedLineMesh._CopyV3(l - 1, positions);\r\n }\r\n next.push(v[0], v[1], v[2]);\r\n next.push(v[0], v[1], v[2]);\r\n\r\n return {\r\n previous,\r\n next,\r\n uvs,\r\n side,\r\n };\r\n }\r\n\r\n private _createVertexBuffers() {\r\n const vertexData = new VertexData();\r\n vertexData.positions = this._vertexPositions;\r\n vertexData.indices = this._indices;\r\n vertexData.uvs = this._uvs;\r\n vertexData.applyToMesh(this, this._options.updatable);\r\n\r\n const engine = this._scene.getEngine();\r\n\r\n const previousAndSideBuffer = new Buffer(engine, this._previousAndSide, false, 4);\r\n this.setVerticesBuffer(previousAndSideBuffer.createVertexBuffer(\"grl_previousAndSide\", 0, 4));\r\n\r\n const nextAndCountersBuffer = new Buffer(engine, this._nextAndCounters, false, 4);\r\n this.setVerticesBuffer(nextAndCountersBuffer.createVertexBuffer(\"grl_nextAndCounters\", 0, 4));\r\n\r\n const widthBuffer = new Buffer(engine, this._widths, this._updatable, 1);\r\n this.setVerticesBuffer(widthBuffer.createVertexBuffer(\"grl_widths\", 0, 1));\r\n this._widthsBuffer = widthBuffer;\r\n\r\n const colorPointersBuffer = new Buffer(engine, this._colorPointers, this._updatable, 1);\r\n this.setVerticesBuffer(colorPointersBuffer.createVertexBuffer(\"grl_colorPointers\", 0, 1));\r\n this._colorPointersBuffer = colorPointersBuffer;\r\n }\r\n\r\n private _createOffsetsBuffer(offsets: number[]) {\r\n const engine = this._scene.getEngine();\r\n\r\n const offsetBuffer = new Buffer(engine, offsets, this._updatable, 3);\r\n this.setVerticesBuffer(offsetBuffer.createVertexBuffer(\"grl_offsets\", 0, 3));\r\n this._offsetsBuffer = offsetBuffer;\r\n }\r\n}\r\n"]}
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