@babylonjs/core 6.16.0 → 6.16.2
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/Debug/axesViewer.js +3 -3
- package/Debug/axesViewer.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 +6 -0
- package/Meshes/Builders/textBuilder.js +5 -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 +9 -6
- package/Meshes/Node/Blocks/conditionBlock.js.map +1 -1
- package/Meshes/Node/Blocks/debugBlock.js +1 -1
- package/Meshes/Node/Blocks/debugBlock.js.map +1 -1
- package/Meshes/Node/Blocks/geometryInputBlock.d.ts +1 -0
- package/Meshes/Node/Blocks/geometryInputBlock.js +33 -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
package/Gizmos/planeDragGizmo.js
CHANGED
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@@ -1,5 +1,5 @@
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1
1
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import { Observable } from "../Misc/observable.js";
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2
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-
import { Vector3 } from "../Maths/math.vector.js";
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2
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+
import { TmpVectors, Vector3 } from "../Maths/math.vector.js";
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3
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import { Color3 } from "../Maths/math.color.js";
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import { TransformNode } from "../Meshes/transformNode.js";
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5
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import { CreatePlane } from "../Meshes/Builders/planeBuilder.js";
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@@ -87,7 +87,11 @@ export class PlaneDragGizmo extends Gizmo {
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// will be recomputed in _matrixChanged function
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// Snapping logic
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if (this.snapDistance == 0) {
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this.attachedNode.getWorldMatrix().
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+
this.attachedNode.getWorldMatrix().getTranslationToRef(TmpVectors.Vector3[0]);
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TmpVectors.Vector3[0].addToRef(event.delta, TmpVectors.Vector3[0]);
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if (this.dragBehavior.validateDrag(TmpVectors.Vector3[0])) {
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this.attachedNode.getWorldMatrix().addTranslationFromFloats(event.delta.x, event.delta.y, event.delta.z);
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}
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}
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else {
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currentSnapDragDistance += event.dragDistance;
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@@ -96,9 +100,13 @@ export class PlaneDragGizmo extends Gizmo {
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currentSnapDragDistance = currentSnapDragDistance % this.snapDistance;
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event.delta.normalizeToRef(tmpVector);
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tmpVector.scaleInPlace(this.snapDistance * dragSteps);
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this.attachedNode.getWorldMatrix().
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-
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this.
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this.attachedNode.getWorldMatrix().getTranslationToRef(TmpVectors.Vector3[0]);
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TmpVectors.Vector3[0].addToRef(tmpVector, TmpVectors.Vector3[0]);
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if (this.dragBehavior.validateDrag(TmpVectors.Vector3[0])) {
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this.attachedNode.getWorldMatrix().addTranslationFromFloats(tmpVector.x, tmpVector.y, tmpVector.z);
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tmpSnapEvent.snapDistance = this.snapDistance * dragSteps;
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this.onSnapObservable.notifyObservers(tmpSnapEvent);
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}
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}
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}
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this._matrixChanged();
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@@ -1 +1 @@
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1
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-
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type { Observer } from \"../Misc/observable\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { PointerInfo } from \"../Events/pointerEvents\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport { TransformNode } from \"../Meshes/transformNode\";\r\nimport type { Node } from \"../node\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport { CreatePlane } from \"../Meshes/Builders/planeBuilder\";\r\nimport { PointerDragBehavior } from \"../Behaviors/Meshes/pointerDragBehavior\";\r\nimport type { GizmoAxisCache, IGizmo } from \"./gizmo\";\r\nimport { Gizmo } from \"./gizmo\";\r\nimport { UtilityLayerRenderer } from \"../Rendering/utilityLayerRenderer\";\r\nimport { StandardMaterial } from \"../Materials/standardMaterial\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { PositionGizmo } from \"./positionGizmo\";\r\n\r\n/**\r\n * Interface for plane drag gizmo\r\n */\r\nexport interface IPlaneDragGizmo extends IGizmo {\r\n /** Drag behavior responsible for the gizmos dragging interactions */\r\n dragBehavior: PointerDragBehavior;\r\n /** Drag distance in babylon units that the gizmo will snap to when dragged */\r\n snapDistance: number;\r\n /**\r\n * Event that fires each time the gizmo snaps to a new location.\r\n * * snapDistance is the the change in distance\r\n */\r\n onSnapObservable: Observable<{ snapDistance: number }>;\r\n /** If the gizmo is enabled */\r\n isEnabled: boolean;\r\n\r\n /** Default material used to render when gizmo is not disabled or hovered */\r\n coloredMaterial: StandardMaterial;\r\n /** Material used to render when gizmo is hovered with mouse*/\r\n hoverMaterial: StandardMaterial;\r\n /** Material used to render when gizmo is disabled. typically grey.*/\r\n disableMaterial: StandardMaterial;\r\n}\r\n\r\n/**\r\n * Single plane drag gizmo\r\n */\r\nexport class PlaneDragGizmo extends Gizmo implements IPlaneDragGizmo {\r\n /**\r\n * Drag behavior responsible for the gizmos dragging interactions\r\n */\r\n public dragBehavior: PointerDragBehavior;\r\n protected _pointerObserver: Nullable<Observer<PointerInfo>> = null;\r\n /**\r\n * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)\r\n */\r\n public snapDistance = 0;\r\n /**\r\n * Event that fires each time the gizmo snaps to a new location.\r\n * * snapDistance is the the change in distance\r\n */\r\n public onSnapObservable = new Observable<{ snapDistance: number }>();\r\n\r\n protected _gizmoMesh: TransformNode;\r\n protected _coloredMaterial: StandardMaterial;\r\n protected _hoverMaterial: StandardMaterial;\r\n protected _disableMaterial: StandardMaterial;\r\n\r\n protected _isEnabled: boolean = false;\r\n protected _parent: Nullable<PositionGizmo> = null;\r\n protected _dragging: boolean = false;\r\n\r\n /** Default material used to render when gizmo is not disabled or hovered */\r\n public get coloredMaterial() {\r\n return this._coloredMaterial;\r\n }\r\n\r\n /** Material used to render when gizmo is hovered with mouse*/\r\n public get hoverMaterial() {\r\n return this._hoverMaterial;\r\n }\r\n\r\n /** Material used to render when gizmo is disabled. typically grey.*/\r\n public get disableMaterial() {\r\n return this._disableMaterial;\r\n }\r\n /**\r\n * @internal\r\n */\r\n public static _CreatePlane(scene: Scene, material: StandardMaterial): TransformNode {\r\n const plane = new TransformNode(\"plane\", scene);\r\n\r\n //make sure plane is double sided\r\n const dragPlane = CreatePlane(\"dragPlane\", { width: 0.1375, height: 0.1375, sideOrientation: 2 }, scene);\r\n dragPlane.material = material;\r\n dragPlane.parent = plane;\r\n return plane;\r\n }\r\n\r\n /**\r\n * Creates a PlaneDragGizmo\r\n * @param dragPlaneNormal The axis normal to which the gizmo will be able to drag on\r\n * @param color The color of the gizmo\r\n * @param gizmoLayer The utility layer the gizmo will be added to\r\n * @param parent\r\n */\r\n constructor(\r\n dragPlaneNormal: Vector3,\r\n color: Color3 = Color3.Gray(),\r\n gizmoLayer: UtilityLayerRenderer = UtilityLayerRenderer.DefaultUtilityLayer,\r\n parent: Nullable<PositionGizmo> = null\r\n ) {\r\n super(gizmoLayer);\r\n this._parent = parent;\r\n // Create Material\r\n this._coloredMaterial = new StandardMaterial(\"\", gizmoLayer.utilityLayerScene);\r\n this._coloredMaterial.diffuseColor = color;\r\n this._coloredMaterial.specularColor = color.subtract(new Color3(0.1, 0.1, 0.1));\r\n\r\n this._hoverMaterial = new StandardMaterial(\"\", gizmoLayer.utilityLayerScene);\r\n this._hoverMaterial.diffuseColor = Color3.Yellow();\r\n\r\n this._disableMaterial = new StandardMaterial(\"\", gizmoLayer.utilityLayerScene);\r\n this._disableMaterial.diffuseColor = Color3.Gray();\r\n this._disableMaterial.alpha = 0.4;\r\n\r\n // Build plane mesh on root node\r\n this._gizmoMesh = PlaneDragGizmo._CreatePlane(gizmoLayer.utilityLayerScene, this._coloredMaterial);\r\n\r\n this._gizmoMesh.lookAt(this._rootMesh.position.add(dragPlaneNormal));\r\n this._gizmoMesh.scaling.scaleInPlace(1 / 3);\r\n this._gizmoMesh.parent = this._rootMesh;\r\n\r\n let currentSnapDragDistance = 0;\r\n const tmpVector = new Vector3();\r\n const tmpSnapEvent = { snapDistance: 0 };\r\n // Add dragPlaneNormal drag behavior to handle events when the gizmo is dragged\r\n this.dragBehavior = new PointerDragBehavior({ dragPlaneNormal: dragPlaneNormal });\r\n this.dragBehavior.moveAttached = false;\r\n this._rootMesh.addBehavior(this.dragBehavior);\r\n\r\n this.dragBehavior.onDragObservable.add((event) => {\r\n if (this.attachedNode) {\r\n this._handlePivot();\r\n // Keep world translation and use it to update world transform\r\n // if the node has parent, the local transform properties (position, rotation, scale)\r\n // will be recomputed in _matrixChanged function\r\n\r\n // Snapping logic\r\n if (this.snapDistance == 0) {\r\n this.attachedNode.getWorldMatrix().addTranslationFromFloats(event.delta.x, event.delta.y, event.delta.z);\r\n } else {\r\n currentSnapDragDistance += event.dragDistance;\r\n if (Math.abs(currentSnapDragDistance) > this.snapDistance) {\r\n const dragSteps = Math.floor(Math.abs(currentSnapDragDistance) / this.snapDistance);\r\n currentSnapDragDistance = currentSnapDragDistance % this.snapDistance;\r\n event.delta.normalizeToRef(tmpVector);\r\n tmpVector.scaleInPlace(this.snapDistance * dragSteps);\r\n this.attachedNode.getWorldMatrix().addTranslationFromFloats(tmpVector.x, tmpVector.y, tmpVector.z);\r\n tmpSnapEvent.snapDistance = this.snapDistance * dragSteps;\r\n this.onSnapObservable.notifyObservers(tmpSnapEvent);\r\n }\r\n }\r\n this._matrixChanged();\r\n }\r\n });\r\n this.dragBehavior.onDragStartObservable.add(() => {\r\n this._dragging = true;\r\n });\r\n this.dragBehavior.onDragEndObservable.add(() => {\r\n this._dragging = false;\r\n });\r\n\r\n const light = gizmoLayer._getSharedGizmoLight();\r\n light.includedOnlyMeshes = light.includedOnlyMeshes.concat(this._rootMesh.getChildMeshes(false));\r\n\r\n const cache: GizmoAxisCache = {\r\n gizmoMeshes: this._gizmoMesh.getChildMeshes() as Mesh[],\r\n colliderMeshes: this._gizmoMesh.getChildMeshes() as Mesh[],\r\n material: this._coloredMaterial,\r\n hoverMaterial: this._hoverMaterial,\r\n disableMaterial: this._disableMaterial,\r\n active: false,\r\n dragBehavior: this.dragBehavior,\r\n };\r\n this._parent?.addToAxisCache(this._gizmoMesh as Mesh, cache);\r\n\r\n this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add((pointerInfo) => {\r\n if (this._customMeshSet) {\r\n return;\r\n }\r\n this._isHovered = !!(cache.colliderMeshes.indexOf(<Mesh>pointerInfo?.pickInfo?.pickedMesh) != -1);\r\n if (!this._parent) {\r\n const material = cache.dragBehavior.enabled ? (this._isHovered || this._dragging ? this._hoverMaterial : this._coloredMaterial) : this._disableMaterial;\r\n this._setGizmoMeshMaterial(cache.gizmoMeshes, material);\r\n }\r\n });\r\n\r\n this.dragBehavior.onEnabledObservable.add((newState) => {\r\n this._setGizmoMeshMaterial(cache.gizmoMeshes, newState ? this._coloredMaterial : this._disableMaterial);\r\n });\r\n }\r\n protected _attachedNodeChanged(value: Nullable<Node>) {\r\n if (this.dragBehavior) {\r\n this.dragBehavior.enabled = value ? true : false;\r\n }\r\n }\r\n\r\n /**\r\n * If the gizmo is enabled\r\n */\r\n public set isEnabled(value: boolean) {\r\n this._isEnabled = value;\r\n if (!value) {\r\n this.attachedNode = null;\r\n } else {\r\n if (this._parent) {\r\n this.attachedNode = this._parent.attachedNode;\r\n }\r\n }\r\n }\r\n public get isEnabled(): boolean {\r\n return this._isEnabled;\r\n }\r\n /**\r\n * Disposes of the gizmo\r\n */\r\n public dispose() {\r\n this.onSnapObservable.clear();\r\n this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);\r\n this.dragBehavior.detach();\r\n super.dispose();\r\n if (this._gizmoMesh) {\r\n this._gizmoMesh.dispose();\r\n }\r\n [this._coloredMaterial, this._hoverMaterial, this._disableMaterial].forEach((matl) => {\r\n if (matl) {\r\n matl.dispose();\r\n }\r\n });\r\n }\r\n}\r\n"]}
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+
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type { Observer } from \"../Misc/observable\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { PointerInfo } from \"../Events/pointerEvents\";\r\nimport { TmpVectors, Vector3 } from \"../Maths/math.vector\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport { TransformNode } from \"../Meshes/transformNode\";\r\nimport type { Node } from \"../node\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport { CreatePlane } from \"../Meshes/Builders/planeBuilder\";\r\nimport { PointerDragBehavior } from \"../Behaviors/Meshes/pointerDragBehavior\";\r\nimport type { GizmoAxisCache, IGizmo } from \"./gizmo\";\r\nimport { Gizmo } from \"./gizmo\";\r\nimport { UtilityLayerRenderer } from \"../Rendering/utilityLayerRenderer\";\r\nimport { StandardMaterial } from \"../Materials/standardMaterial\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { PositionGizmo } from \"./positionGizmo\";\r\n\r\n/**\r\n * Interface for plane drag gizmo\r\n */\r\nexport interface IPlaneDragGizmo extends IGizmo {\r\n /** Drag behavior responsible for the gizmos dragging interactions */\r\n dragBehavior: PointerDragBehavior;\r\n /** Drag distance in babylon units that the gizmo will snap to when dragged */\r\n snapDistance: number;\r\n /**\r\n * Event that fires each time the gizmo snaps to a new location.\r\n * * snapDistance is the the change in distance\r\n */\r\n onSnapObservable: Observable<{ snapDistance: number }>;\r\n /** If the gizmo is enabled */\r\n isEnabled: boolean;\r\n\r\n /** Default material used to render when gizmo is not disabled or hovered */\r\n coloredMaterial: StandardMaterial;\r\n /** Material used to render when gizmo is hovered with mouse*/\r\n hoverMaterial: StandardMaterial;\r\n /** Material used to render when gizmo is disabled. typically grey.*/\r\n disableMaterial: StandardMaterial;\r\n}\r\n\r\n/**\r\n * Single plane drag gizmo\r\n */\r\nexport class PlaneDragGizmo extends Gizmo implements IPlaneDragGizmo {\r\n /**\r\n * Drag behavior responsible for the gizmos dragging interactions\r\n */\r\n public dragBehavior: PointerDragBehavior;\r\n protected _pointerObserver: Nullable<Observer<PointerInfo>> = null;\r\n /**\r\n * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)\r\n */\r\n public snapDistance = 0;\r\n /**\r\n * Event that fires each time the gizmo snaps to a new location.\r\n * * snapDistance is the the change in distance\r\n */\r\n public onSnapObservable = new Observable<{ snapDistance: number }>();\r\n\r\n protected _gizmoMesh: TransformNode;\r\n protected _coloredMaterial: StandardMaterial;\r\n protected _hoverMaterial: StandardMaterial;\r\n protected _disableMaterial: StandardMaterial;\r\n\r\n protected _isEnabled: boolean = false;\r\n protected _parent: Nullable<PositionGizmo> = null;\r\n protected _dragging: boolean = false;\r\n\r\n /** Default material used to render when gizmo is not disabled or hovered */\r\n public get coloredMaterial() {\r\n return this._coloredMaterial;\r\n }\r\n\r\n /** Material used to render when gizmo is hovered with mouse*/\r\n public get hoverMaterial() {\r\n return this._hoverMaterial;\r\n }\r\n\r\n /** Material used to render when gizmo is disabled. typically grey.*/\r\n public get disableMaterial() {\r\n return this._disableMaterial;\r\n }\r\n /**\r\n * @internal\r\n */\r\n public static _CreatePlane(scene: Scene, material: StandardMaterial): TransformNode {\r\n const plane = new TransformNode(\"plane\", scene);\r\n\r\n //make sure plane is double sided\r\n const dragPlane = CreatePlane(\"dragPlane\", { width: 0.1375, height: 0.1375, sideOrientation: 2 }, scene);\r\n dragPlane.material = material;\r\n dragPlane.parent = plane;\r\n return plane;\r\n }\r\n\r\n /**\r\n * Creates a PlaneDragGizmo\r\n * @param dragPlaneNormal The axis normal to which the gizmo will be able to drag on\r\n * @param color The color of the gizmo\r\n * @param gizmoLayer The utility layer the gizmo will be added to\r\n * @param parent\r\n */\r\n constructor(\r\n dragPlaneNormal: Vector3,\r\n color: Color3 = Color3.Gray(),\r\n gizmoLayer: UtilityLayerRenderer = UtilityLayerRenderer.DefaultUtilityLayer,\r\n parent: Nullable<PositionGizmo> = null\r\n ) {\r\n super(gizmoLayer);\r\n this._parent = parent;\r\n // Create Material\r\n this._coloredMaterial = new StandardMaterial(\"\", gizmoLayer.utilityLayerScene);\r\n this._coloredMaterial.diffuseColor = color;\r\n this._coloredMaterial.specularColor = color.subtract(new Color3(0.1, 0.1, 0.1));\r\n\r\n this._hoverMaterial = new StandardMaterial(\"\", gizmoLayer.utilityLayerScene);\r\n this._hoverMaterial.diffuseColor = Color3.Yellow();\r\n\r\n this._disableMaterial = new StandardMaterial(\"\", gizmoLayer.utilityLayerScene);\r\n this._disableMaterial.diffuseColor = Color3.Gray();\r\n this._disableMaterial.alpha = 0.4;\r\n\r\n // Build plane mesh on root node\r\n this._gizmoMesh = PlaneDragGizmo._CreatePlane(gizmoLayer.utilityLayerScene, this._coloredMaterial);\r\n\r\n this._gizmoMesh.lookAt(this._rootMesh.position.add(dragPlaneNormal));\r\n this._gizmoMesh.scaling.scaleInPlace(1 / 3);\r\n this._gizmoMesh.parent = this._rootMesh;\r\n\r\n let currentSnapDragDistance = 0;\r\n const tmpVector = new Vector3();\r\n const tmpSnapEvent = { snapDistance: 0 };\r\n // Add dragPlaneNormal drag behavior to handle events when the gizmo is dragged\r\n this.dragBehavior = new PointerDragBehavior({ dragPlaneNormal: dragPlaneNormal });\r\n this.dragBehavior.moveAttached = false;\r\n this._rootMesh.addBehavior(this.dragBehavior);\r\n\r\n this.dragBehavior.onDragObservable.add((event) => {\r\n if (this.attachedNode) {\r\n this._handlePivot();\r\n // Keep world translation and use it to update world transform\r\n // if the node has parent, the local transform properties (position, rotation, scale)\r\n // will be recomputed in _matrixChanged function\r\n\r\n // Snapping logic\r\n if (this.snapDistance == 0) {\r\n this.attachedNode.getWorldMatrix().getTranslationToRef(TmpVectors.Vector3[0]);\r\n TmpVectors.Vector3[0].addToRef(event.delta, TmpVectors.Vector3[0]);\r\n if (this.dragBehavior.validateDrag(TmpVectors.Vector3[0])) {\r\n this.attachedNode.getWorldMatrix().addTranslationFromFloats(event.delta.x, event.delta.y, event.delta.z);\r\n }\r\n } else {\r\n currentSnapDragDistance += event.dragDistance;\r\n if (Math.abs(currentSnapDragDistance) > this.snapDistance) {\r\n const dragSteps = Math.floor(Math.abs(currentSnapDragDistance) / this.snapDistance);\r\n currentSnapDragDistance = currentSnapDragDistance % this.snapDistance;\r\n event.delta.normalizeToRef(tmpVector);\r\n tmpVector.scaleInPlace(this.snapDistance * dragSteps);\r\n this.attachedNode.getWorldMatrix().getTranslationToRef(TmpVectors.Vector3[0]);\r\n TmpVectors.Vector3[0].addToRef(tmpVector, TmpVectors.Vector3[0]);\r\n if (this.dragBehavior.validateDrag(TmpVectors.Vector3[0])) {\r\n this.attachedNode.getWorldMatrix().addTranslationFromFloats(tmpVector.x, tmpVector.y, tmpVector.z);\r\n tmpSnapEvent.snapDistance = this.snapDistance * dragSteps;\r\n this.onSnapObservable.notifyObservers(tmpSnapEvent);\r\n }\r\n }\r\n }\r\n this._matrixChanged();\r\n }\r\n });\r\n this.dragBehavior.onDragStartObservable.add(() => {\r\n this._dragging = true;\r\n });\r\n this.dragBehavior.onDragEndObservable.add(() => {\r\n this._dragging = false;\r\n });\r\n\r\n const light = gizmoLayer._getSharedGizmoLight();\r\n light.includedOnlyMeshes = light.includedOnlyMeshes.concat(this._rootMesh.getChildMeshes(false));\r\n\r\n const cache: GizmoAxisCache = {\r\n gizmoMeshes: this._gizmoMesh.getChildMeshes() as Mesh[],\r\n colliderMeshes: this._gizmoMesh.getChildMeshes() as Mesh[],\r\n material: this._coloredMaterial,\r\n hoverMaterial: this._hoverMaterial,\r\n disableMaterial: this._disableMaterial,\r\n active: false,\r\n dragBehavior: this.dragBehavior,\r\n };\r\n this._parent?.addToAxisCache(this._gizmoMesh as Mesh, cache);\r\n\r\n this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add((pointerInfo) => {\r\n if (this._customMeshSet) {\r\n return;\r\n }\r\n this._isHovered = !!(cache.colliderMeshes.indexOf(<Mesh>pointerInfo?.pickInfo?.pickedMesh) != -1);\r\n if (!this._parent) {\r\n const material = cache.dragBehavior.enabled ? (this._isHovered || this._dragging ? this._hoverMaterial : this._coloredMaterial) : this._disableMaterial;\r\n this._setGizmoMeshMaterial(cache.gizmoMeshes, material);\r\n }\r\n });\r\n\r\n this.dragBehavior.onEnabledObservable.add((newState) => {\r\n this._setGizmoMeshMaterial(cache.gizmoMeshes, newState ? this._coloredMaterial : this._disableMaterial);\r\n });\r\n }\r\n protected _attachedNodeChanged(value: Nullable<Node>) {\r\n if (this.dragBehavior) {\r\n this.dragBehavior.enabled = value ? true : false;\r\n }\r\n }\r\n\r\n /**\r\n * If the gizmo is enabled\r\n */\r\n public set isEnabled(value: boolean) {\r\n this._isEnabled = value;\r\n if (!value) {\r\n this.attachedNode = null;\r\n } else {\r\n if (this._parent) {\r\n this.attachedNode = this._parent.attachedNode;\r\n }\r\n }\r\n }\r\n public get isEnabled(): boolean {\r\n return this._isEnabled;\r\n }\r\n /**\r\n * Disposes of the gizmo\r\n */\r\n public dispose() {\r\n this.onSnapObservable.clear();\r\n this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);\r\n this.dragBehavior.detach();\r\n super.dispose();\r\n if (this._gizmoMesh) {\r\n this._gizmoMesh.dispose();\r\n }\r\n [this._coloredMaterial, this._hoverMaterial, this._disableMaterial].forEach((matl) => {\r\n if (matl) {\r\n matl.dispose();\r\n }\r\n });\r\n }\r\n}\r\n"]}
|
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@@ -177,7 +177,9 @@ __decorate([
|
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177
177
|
sceneDepthBlock.storeCameraSpaceZ = false;
|
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178
|
retVal = true;
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179
|
}
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-
scene
|
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180
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+
if (scene) {
|
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181
|
+
scene.disableDepthRenderer();
|
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+
}
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181
183
|
return retVal;
|
|
182
184
|
},
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183
185
|
},
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|
@@ -194,7 +196,9 @@ __decorate([
|
|
|
194
196
|
sceneDepthBlock.useNonLinearDepth = false;
|
|
195
197
|
retVal = true;
|
|
196
198
|
}
|
|
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-
scene
|
|
199
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+
if (scene) {
|
|
200
|
+
scene.disableDepthRenderer();
|
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|
+
}
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|
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202
|
return retVal;
|
|
199
203
|
},
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|
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204
|
},
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|
@@ -202,7 +206,7 @@ __decorate([
|
|
|
202
206
|
], SceneDepthBlock.prototype, "storeCameraSpaceZ", void 0);
|
|
203
207
|
__decorate([
|
|
204
208
|
editableInPropertyPage("Force 32 bits float", PropertyTypeForEdition.Boolean, "ADVANCED", {
|
|
205
|
-
notifiers: { activatePreviewCommand: true, callback: (scene) => scene.disableDepthRenderer() },
|
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209
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+
notifiers: { activatePreviewCommand: true, callback: (scene) => scene === null || scene === void 0 ? void 0 : scene.disableDepthRenderer() },
|
|
206
210
|
})
|
|
207
211
|
], SceneDepthBlock.prototype, "force32itsFloat", void 0);
|
|
208
212
|
RegisterClass("BABYLON.SceneDepthBlock", SceneDepthBlock);
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport type { BaseTexture } from \"../../../Textures/baseTexture\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport type { InputBlock } from \"../Input/inputBlock\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\nimport type { Effect } from \"../../../effect\";\r\n\r\nimport type { NodeMaterial } from \"../../nodeMaterial\";\r\n\r\n/**\r\n * Block used to retrieve the depth (zbuffer) of the scene\r\n * @since 5.0.0\r\n */\r\nexport class SceneDepthBlock extends NodeMaterialBlock {\r\n private _samplerName: string;\r\n private _mainUVName: string;\r\n private _tempTextureRead: string;\r\n\r\n /**\r\n * Defines if the depth renderer should be setup in non linear mode\r\n */\r\n @editableInPropertyPage(\"Use non linear depth\", PropertyTypeForEdition.Boolean, \"ADVANCED\", {\r\n notifiers: {\r\n activatePreviewCommand: true,\r\n callback: (scene, block) => {\r\n const sceneDepthBlock = block as SceneDepthBlock;\r\n let retVal = false;\r\n if (sceneDepthBlock.useNonLinearDepth) {\r\n sceneDepthBlock.storeCameraSpaceZ = false;\r\n retVal = true;\r\n }\r\n scene.disableDepthRenderer();\r\n return retVal;\r\n },\r\n },\r\n })\r\n public useNonLinearDepth = false;\r\n\r\n /**\r\n * Defines if the depth renderer should be setup in camera space Z mode (if set, useNonLinearDepth has no effect)\r\n */\r\n @editableInPropertyPage(\"Store Camera space Z\", PropertyTypeForEdition.Boolean, \"ADVANCED\", {\r\n notifiers: {\r\n activatePreviewCommand: true,\r\n callback: (scene, block) => {\r\n const sceneDepthBlock = block as SceneDepthBlock;\r\n let retVal = false;\r\n if (sceneDepthBlock.storeCameraSpaceZ) {\r\n sceneDepthBlock.useNonLinearDepth = false;\r\n retVal = true;\r\n }\r\n scene.disableDepthRenderer();\r\n return retVal;\r\n },\r\n },\r\n })\r\n public storeCameraSpaceZ = false;\r\n\r\n /**\r\n * Defines if the depth renderer should be setup in full 32 bits float mode\r\n */\r\n @editableInPropertyPage(\"Force 32 bits float\", PropertyTypeForEdition.Boolean, \"ADVANCED\", {\r\n notifiers: { activatePreviewCommand: true, callback: (scene) => scene.disableDepthRenderer() },\r\n })\r\n public force32itsFloat = false;\r\n\r\n /**\r\n * Create a new SceneDepthBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.VertexAndFragment);\r\n\r\n this._isUnique = true;\r\n\r\n this.registerInput(\"uv\", NodeMaterialBlockConnectionPointTypes.AutoDetect, false, NodeMaterialBlockTargets.VertexAndFragment);\r\n\r\n this.registerOutput(\"depth\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n\r\n this._inputs[0].addExcludedConnectionPointFromAllowedTypes(\r\n NodeMaterialBlockConnectionPointTypes.Vector2 | NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4\r\n );\r\n\r\n this._inputs[0]._prioritizeVertex = false;\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"SceneDepthBlock\";\r\n }\r\n\r\n /**\r\n * Gets the uv input component\r\n */\r\n public get uv(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the depth output component\r\n */\r\n public get depth(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n * @param state defines the state that will be used for the build\r\n */\r\n public initialize(state: NodeMaterialBuildState) {\r\n state._excludeVariableName(\"textureSampler\");\r\n }\r\n\r\n public get target() {\r\n if (!this.uv.isConnected) {\r\n return NodeMaterialBlockTargets.VertexAndFragment;\r\n }\r\n\r\n if (this.uv.sourceBlock!.isInput) {\r\n return NodeMaterialBlockTargets.VertexAndFragment;\r\n }\r\n\r\n return NodeMaterialBlockTargets.Fragment;\r\n }\r\n\r\n private _getTexture(scene: Scene): BaseTexture {\r\n const depthRenderer = scene.enableDepthRenderer(undefined, this.useNonLinearDepth, this.force32itsFloat, undefined, this.storeCameraSpaceZ);\r\n\r\n return depthRenderer.getDepthMap();\r\n }\r\n\r\n public bind(effect: Effect, nodeMaterial: NodeMaterial) {\r\n const texture = this._getTexture(nodeMaterial.getScene());\r\n\r\n effect.setTexture(this._samplerName, texture);\r\n }\r\n\r\n private _injectVertexCode(state: NodeMaterialBuildState) {\r\n const uvInput = this.uv;\r\n\r\n if (uvInput.connectedPoint!.ownerBlock.isInput) {\r\n const uvInputOwnerBlock = uvInput.connectedPoint!.ownerBlock as InputBlock;\r\n\r\n if (!uvInputOwnerBlock.isAttribute) {\r\n state._emitUniformFromString(\r\n uvInput.associatedVariableName,\r\n \"vec\" + (uvInput.type === NodeMaterialBlockConnectionPointTypes.Vector3 ? \"3\" : uvInput.type === NodeMaterialBlockConnectionPointTypes.Vector4 ? \"4\" : \"2\")\r\n );\r\n }\r\n }\r\n\r\n this._mainUVName = \"vMain\" + uvInput.associatedVariableName;\r\n\r\n state._emitVaryingFromString(this._mainUVName, \"vec2\");\r\n\r\n state.compilationString += `${this._mainUVName} = ${uvInput.associatedVariableName}.xy;\\n`;\r\n\r\n if (!this._outputs.some((o) => o.isConnectedInVertexShader)) {\r\n return;\r\n }\r\n\r\n this._writeTextureRead(state, true);\r\n\r\n for (const output of this._outputs) {\r\n if (output.hasEndpoints) {\r\n this._writeOutput(state, output, \"r\", true);\r\n }\r\n }\r\n }\r\n\r\n private _writeTextureRead(state: NodeMaterialBuildState, vertexMode = false) {\r\n const uvInput = this.uv;\r\n\r\n if (vertexMode) {\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n return;\r\n }\r\n\r\n state.compilationString += `vec4 ${this._tempTextureRead} = texture2D(${this._samplerName}, ${uvInput.associatedVariableName}.xy);\\n`;\r\n return;\r\n }\r\n\r\n if (this.uv.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n state.compilationString += `vec4 ${this._tempTextureRead} = texture2D(${this._samplerName}, ${uvInput.associatedVariableName}.xy);\\n`;\r\n return;\r\n }\r\n\r\n state.compilationString += `vec4 ${this._tempTextureRead} = texture2D(${this._samplerName}, ${this._mainUVName});\\n`;\r\n }\r\n\r\n private _writeOutput(state: NodeMaterialBuildState, output: NodeMaterialConnectionPoint, swizzle: string, vertexMode = false) {\r\n if (vertexMode) {\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n return;\r\n }\r\n\r\n state.compilationString += `${this._declareOutput(output, state)} = ${this._tempTextureRead}.${swizzle};\\n`;\r\n return;\r\n }\r\n\r\n if (this.uv.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n state.compilationString += `${this._declareOutput(output, state)} = ${this._tempTextureRead}.${swizzle};\\n`;\r\n return;\r\n }\r\n\r\n state.compilationString += `${this._declareOutput(output, state)} = ${this._tempTextureRead}.${swizzle};\\n`;\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n this._samplerName = state._getFreeVariableName(this.name + \"Sampler\");\r\n this._tempTextureRead = state._getFreeVariableName(\"tempTextureRead\");\r\n\r\n if (state.sharedData.bindableBlocks.indexOf(this) < 0) {\r\n state.sharedData.bindableBlocks.push(this);\r\n }\r\n\r\n if (state.target !== NodeMaterialBlockTargets.Fragment) {\r\n // Vertex\r\n state._emit2DSampler(this._samplerName);\r\n this._injectVertexCode(state);\r\n return;\r\n }\r\n\r\n // Fragment\r\n if (!this._outputs.some((o) => o.isConnectedInFragmentShader)) {\r\n return;\r\n }\r\n\r\n state._emit2DSampler(this._samplerName);\r\n\r\n this._writeTextureRead(state);\r\n\r\n for (const output of this._outputs) {\r\n if (output.hasEndpoints) {\r\n this._writeOutput(state, output, \"r\");\r\n }\r\n }\r\n\r\n return this;\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.useNonLinearDepth = this.useNonLinearDepth;\r\n serializationObject.storeCameraSpaceZ = this.storeCameraSpaceZ;\r\n serializationObject.force32itsFloat = this.force32itsFloat;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.useNonLinearDepth = serializationObject.useNonLinearDepth;\r\n this.storeCameraSpaceZ = !!serializationObject.storeCameraSpaceZ;\r\n this.force32itsFloat = serializationObject.force32itsFloat;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SceneDepthBlock\", SceneDepthBlock);\r\n"]}
|
|
1
|
+
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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport type { BaseTexture } from \"../../../Textures/baseTexture\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport type { InputBlock } from \"../Input/inputBlock\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\nimport type { Effect } from \"../../../effect\";\r\n\r\nimport type { NodeMaterial } from \"../../nodeMaterial\";\r\n\r\n/**\r\n * Block used to retrieve the depth (zbuffer) of the scene\r\n * @since 5.0.0\r\n */\r\nexport class SceneDepthBlock extends NodeMaterialBlock {\r\n private _samplerName: string;\r\n private _mainUVName: string;\r\n private _tempTextureRead: string;\r\n\r\n /**\r\n * Defines if the depth renderer should be setup in non linear mode\r\n */\r\n @editableInPropertyPage(\"Use non linear depth\", PropertyTypeForEdition.Boolean, \"ADVANCED\", {\r\n notifiers: {\r\n activatePreviewCommand: true,\r\n callback: (scene, block) => {\r\n const sceneDepthBlock = block as SceneDepthBlock;\r\n let retVal = false;\r\n if (sceneDepthBlock.useNonLinearDepth) {\r\n sceneDepthBlock.storeCameraSpaceZ = false;\r\n retVal = true;\r\n }\r\n if (scene) {\r\n scene.disableDepthRenderer();\r\n }\r\n return retVal;\r\n },\r\n },\r\n })\r\n public useNonLinearDepth = false;\r\n\r\n /**\r\n * Defines if the depth renderer should be setup in camera space Z mode (if set, useNonLinearDepth has no effect)\r\n */\r\n @editableInPropertyPage(\"Store Camera space Z\", PropertyTypeForEdition.Boolean, \"ADVANCED\", {\r\n notifiers: {\r\n activatePreviewCommand: true,\r\n callback: (scene, block) => {\r\n const sceneDepthBlock = block as SceneDepthBlock;\r\n let retVal = false;\r\n if (sceneDepthBlock.storeCameraSpaceZ) {\r\n sceneDepthBlock.useNonLinearDepth = false;\r\n retVal = true;\r\n }\r\n if (scene) {\r\n scene.disableDepthRenderer();\r\n }\r\n return retVal;\r\n },\r\n },\r\n })\r\n public storeCameraSpaceZ = false;\r\n\r\n /**\r\n * Defines if the depth renderer should be setup in full 32 bits float mode\r\n */\r\n @editableInPropertyPage(\"Force 32 bits float\", PropertyTypeForEdition.Boolean, \"ADVANCED\", {\r\n notifiers: { activatePreviewCommand: true, callback: (scene) => scene?.disableDepthRenderer() },\r\n })\r\n public force32itsFloat = false;\r\n\r\n /**\r\n * Create a new SceneDepthBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.VertexAndFragment);\r\n\r\n this._isUnique = true;\r\n\r\n this.registerInput(\"uv\", NodeMaterialBlockConnectionPointTypes.AutoDetect, false, NodeMaterialBlockTargets.VertexAndFragment);\r\n\r\n this.registerOutput(\"depth\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n\r\n this._inputs[0].addExcludedConnectionPointFromAllowedTypes(\r\n NodeMaterialBlockConnectionPointTypes.Vector2 | NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4\r\n );\r\n\r\n this._inputs[0]._prioritizeVertex = false;\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"SceneDepthBlock\";\r\n }\r\n\r\n /**\r\n * Gets the uv input component\r\n */\r\n public get uv(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the depth output component\r\n */\r\n public get depth(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n * @param state defines the state that will be used for the build\r\n */\r\n public initialize(state: NodeMaterialBuildState) {\r\n state._excludeVariableName(\"textureSampler\");\r\n }\r\n\r\n public get target() {\r\n if (!this.uv.isConnected) {\r\n return NodeMaterialBlockTargets.VertexAndFragment;\r\n }\r\n\r\n if (this.uv.sourceBlock!.isInput) {\r\n return NodeMaterialBlockTargets.VertexAndFragment;\r\n }\r\n\r\n return NodeMaterialBlockTargets.Fragment;\r\n }\r\n\r\n private _getTexture(scene: Scene): BaseTexture {\r\n const depthRenderer = scene.enableDepthRenderer(undefined, this.useNonLinearDepth, this.force32itsFloat, undefined, this.storeCameraSpaceZ);\r\n\r\n return depthRenderer.getDepthMap();\r\n }\r\n\r\n public bind(effect: Effect, nodeMaterial: NodeMaterial) {\r\n const texture = this._getTexture(nodeMaterial.getScene());\r\n\r\n effect.setTexture(this._samplerName, texture);\r\n }\r\n\r\n private _injectVertexCode(state: NodeMaterialBuildState) {\r\n const uvInput = this.uv;\r\n\r\n if (uvInput.connectedPoint!.ownerBlock.isInput) {\r\n const uvInputOwnerBlock = uvInput.connectedPoint!.ownerBlock as InputBlock;\r\n\r\n if (!uvInputOwnerBlock.isAttribute) {\r\n state._emitUniformFromString(\r\n uvInput.associatedVariableName,\r\n \"vec\" + (uvInput.type === NodeMaterialBlockConnectionPointTypes.Vector3 ? \"3\" : uvInput.type === NodeMaterialBlockConnectionPointTypes.Vector4 ? \"4\" : \"2\")\r\n );\r\n }\r\n }\r\n\r\n this._mainUVName = \"vMain\" + uvInput.associatedVariableName;\r\n\r\n state._emitVaryingFromString(this._mainUVName, \"vec2\");\r\n\r\n state.compilationString += `${this._mainUVName} = ${uvInput.associatedVariableName}.xy;\\n`;\r\n\r\n if (!this._outputs.some((o) => o.isConnectedInVertexShader)) {\r\n return;\r\n }\r\n\r\n this._writeTextureRead(state, true);\r\n\r\n for (const output of this._outputs) {\r\n if (output.hasEndpoints) {\r\n this._writeOutput(state, output, \"r\", true);\r\n }\r\n }\r\n }\r\n\r\n private _writeTextureRead(state: NodeMaterialBuildState, vertexMode = false) {\r\n const uvInput = this.uv;\r\n\r\n if (vertexMode) {\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n return;\r\n }\r\n\r\n state.compilationString += `vec4 ${this._tempTextureRead} = texture2D(${this._samplerName}, ${uvInput.associatedVariableName}.xy);\\n`;\r\n return;\r\n }\r\n\r\n if (this.uv.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n state.compilationString += `vec4 ${this._tempTextureRead} = texture2D(${this._samplerName}, ${uvInput.associatedVariableName}.xy);\\n`;\r\n return;\r\n }\r\n\r\n state.compilationString += `vec4 ${this._tempTextureRead} = texture2D(${this._samplerName}, ${this._mainUVName});\\n`;\r\n }\r\n\r\n private _writeOutput(state: NodeMaterialBuildState, output: NodeMaterialConnectionPoint, swizzle: string, vertexMode = false) {\r\n if (vertexMode) {\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n return;\r\n }\r\n\r\n state.compilationString += `${this._declareOutput(output, state)} = ${this._tempTextureRead}.${swizzle};\\n`;\r\n return;\r\n }\r\n\r\n if (this.uv.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n state.compilationString += `${this._declareOutput(output, state)} = ${this._tempTextureRead}.${swizzle};\\n`;\r\n return;\r\n }\r\n\r\n state.compilationString += `${this._declareOutput(output, state)} = ${this._tempTextureRead}.${swizzle};\\n`;\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n this._samplerName = state._getFreeVariableName(this.name + \"Sampler\");\r\n this._tempTextureRead = state._getFreeVariableName(\"tempTextureRead\");\r\n\r\n if (state.sharedData.bindableBlocks.indexOf(this) < 0) {\r\n state.sharedData.bindableBlocks.push(this);\r\n }\r\n\r\n if (state.target !== NodeMaterialBlockTargets.Fragment) {\r\n // Vertex\r\n state._emit2DSampler(this._samplerName);\r\n this._injectVertexCode(state);\r\n return;\r\n }\r\n\r\n // Fragment\r\n if (!this._outputs.some((o) => o.isConnectedInFragmentShader)) {\r\n return;\r\n }\r\n\r\n state._emit2DSampler(this._samplerName);\r\n\r\n this._writeTextureRead(state);\r\n\r\n for (const output of this._outputs) {\r\n if (output.hasEndpoints) {\r\n this._writeOutput(state, output, \"r\");\r\n }\r\n }\r\n\r\n return this;\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.useNonLinearDepth = this.useNonLinearDepth;\r\n serializationObject.storeCameraSpaceZ = this.storeCameraSpaceZ;\r\n serializationObject.force32itsFloat = this.force32itsFloat;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.useNonLinearDepth = serializationObject.useNonLinearDepth;\r\n this.storeCameraSpaceZ = !!serializationObject.storeCameraSpaceZ;\r\n this.force32itsFloat = serializationObject.force32itsFloat;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SceneDepthBlock\", SceneDepthBlock);\r\n"]}
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@@ -295,7 +295,7 @@ export declare class NodeMaterial extends PushMaterial {
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build(verbose?: boolean, updateBuildId?: boolean, autoConfigure?: boolean): void;
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/**
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@@ -511,9 +511,13 @@ export class NodeMaterial extends PushMaterial {
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* @param autoConfigure defines if the autoConfigure method should be called when initializing blocks (default is
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* @param autoConfigure defines if the autoConfigure method should be called when initializing blocks (default is false)
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build(verbose = false, updateBuildId = true, autoConfigure =
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build(verbose = false, updateBuildId = true, autoConfigure = false) {
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this._buildWasSuccessful = false;
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const engine = this.getScene().getEngine();
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const allowEmptyVertexProgram = this._mode === NodeMaterialModes.Particle;
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