@babylonjs/core 6.16.0 → 6.16.2

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Files changed (145) hide show
  1. package/Bones/boneIKController.js +1 -0
  2. package/Bones/boneIKController.js.map +1 -1
  3. package/Debug/axesViewer.js +3 -3
  4. package/Debug/axesViewer.js.map +1 -1
  5. package/Decorators/nodeDecorator.d.ts +2 -1
  6. package/Decorators/nodeDecorator.js.map +1 -1
  7. package/Engines/thinEngine.js +2 -2
  8. package/Engines/thinEngine.js.map +1 -1
  9. package/Gizmos/planeDragGizmo.js +13 -5
  10. package/Gizmos/planeDragGizmo.js.map +1 -1
  11. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js +7 -3
  12. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js.map +1 -1
  13. package/Materials/Node/nodeMaterial.d.ts +1 -1
  14. package/Materials/Node/nodeMaterial.js +6 -2
  15. package/Materials/Node/nodeMaterial.js.map +1 -1
  16. package/Materials/greasedLinePluginMaterial.d.ts +96 -4
  17. package/Materials/greasedLinePluginMaterial.js +15 -6
  18. package/Materials/greasedLinePluginMaterial.js.map +1 -1
  19. package/Materials/greasedLineSimpleMaterial.d.ts +228 -0
  20. package/Materials/greasedLineSimpleMaterial.js +435 -0
  21. package/Materials/greasedLineSimpleMaterial.js.map +1 -0
  22. package/Materials/material.decalMapConfiguration.js +2 -0
  23. package/Materials/material.decalMapConfiguration.js.map +1 -1
  24. package/Materials/meshDebugPluginMaterial.d.ts +66 -17
  25. package/Materials/meshDebugPluginMaterial.js +65 -75
  26. package/Materials/meshDebugPluginMaterial.js.map +1 -1
  27. package/Maths/math.vector.js.map +1 -1
  28. package/Meshes/Builders/greasedLineBuilder.d.ts +3 -2
  29. package/Meshes/Builders/greasedLineBuilder.js +26 -15
  30. package/Meshes/Builders/greasedLineBuilder.js.map +1 -1
  31. package/Meshes/Builders/textBuilder.d.ts +6 -0
  32. package/Meshes/Builders/textBuilder.js +5 -0
  33. package/Meshes/Builders/textBuilder.js.map +1 -1
  34. package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.d.ts +2 -2
  35. package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.js +9 -3
  36. package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.js.map +1 -1
  37. package/Meshes/Node/Blocks/Instances/instantiateOnVerticesBlock.js +1 -1
  38. package/Meshes/Node/Blocks/Instances/instantiateOnVerticesBlock.js.map +1 -1
  39. package/Meshes/Node/Blocks/Set/setNormalsBlock.d.ts +1 -1
  40. package/Meshes/Node/Blocks/Set/setNormalsBlock.js +1 -1
  41. package/Meshes/Node/Blocks/Set/setNormalsBlock.js.map +1 -1
  42. package/Meshes/Node/Blocks/Set/setUVsBlock.js +1 -1
  43. package/Meshes/Node/Blocks/Set/setUVsBlock.js.map +1 -1
  44. package/Meshes/Node/Blocks/Sources/boxBlock.js +1 -1
  45. package/Meshes/Node/Blocks/Sources/boxBlock.js.map +1 -1
  46. package/Meshes/Node/Blocks/Sources/capsuleBlock.js +1 -1
  47. package/Meshes/Node/Blocks/Sources/capsuleBlock.js.map +1 -1
  48. package/Meshes/Node/Blocks/Sources/cylinderBlock.js +1 -1
  49. package/Meshes/Node/Blocks/Sources/cylinderBlock.js.map +1 -1
  50. package/Meshes/Node/Blocks/Sources/discBlock.d.ts +1 -1
  51. package/Meshes/Node/Blocks/Sources/discBlock.js +2 -2
  52. package/Meshes/Node/Blocks/Sources/discBlock.js.map +1 -1
  53. package/Meshes/Node/Blocks/Sources/gridBlock.js +1 -1
  54. package/Meshes/Node/Blocks/Sources/gridBlock.js.map +1 -1
  55. package/Meshes/Node/Blocks/Sources/icoSphereBlock.d.ts +3 -3
  56. package/Meshes/Node/Blocks/Sources/icoSphereBlock.js +4 -4
  57. package/Meshes/Node/Blocks/Sources/icoSphereBlock.js.map +1 -1
  58. package/Meshes/Node/Blocks/Sources/meshBlock.d.ts +1 -1
  59. package/Meshes/Node/Blocks/Sources/meshBlock.js +1 -1
  60. package/Meshes/Node/Blocks/Sources/meshBlock.js.map +1 -1
  61. package/Meshes/Node/Blocks/Sources/nullBlock.d.ts +22 -0
  62. package/Meshes/Node/Blocks/Sources/nullBlock.js +34 -0
  63. package/Meshes/Node/Blocks/Sources/nullBlock.js.map +1 -0
  64. package/Meshes/Node/Blocks/Sources/planeBlock.js +1 -1
  65. package/Meshes/Node/Blocks/Sources/planeBlock.js.map +1 -1
  66. package/Meshes/Node/Blocks/Sources/sphereBlock.js +1 -1
  67. package/Meshes/Node/Blocks/Sources/sphereBlock.js.map +1 -1
  68. package/Meshes/Node/Blocks/Sources/torusBlock.d.ts +1 -1
  69. package/Meshes/Node/Blocks/Sources/torusBlock.js +2 -2
  70. package/Meshes/Node/Blocks/Sources/torusBlock.js.map +1 -1
  71. package/Meshes/Node/Blocks/Teleport/teleportOutBlock.js +1 -1
  72. package/Meshes/Node/Blocks/Teleport/teleportOutBlock.js.map +1 -1
  73. package/Meshes/Node/Blocks/conditionBlock.d.ts +1 -1
  74. package/Meshes/Node/Blocks/conditionBlock.js +9 -6
  75. package/Meshes/Node/Blocks/conditionBlock.js.map +1 -1
  76. package/Meshes/Node/Blocks/debugBlock.js +1 -1
  77. package/Meshes/Node/Blocks/debugBlock.js.map +1 -1
  78. package/Meshes/Node/Blocks/geometryInputBlock.d.ts +1 -0
  79. package/Meshes/Node/Blocks/geometryInputBlock.js +33 -1
  80. package/Meshes/Node/Blocks/geometryInputBlock.js.map +1 -1
  81. package/Meshes/Node/Blocks/geometryOptimizeBlock.d.ts +43 -0
  82. package/Meshes/Node/Blocks/geometryOptimizeBlock.js +118 -0
  83. package/Meshes/Node/Blocks/geometryOptimizeBlock.js.map +1 -0
  84. package/Meshes/Node/Blocks/geometryOutputBlock.js +1 -0
  85. package/Meshes/Node/Blocks/geometryOutputBlock.js.map +1 -1
  86. package/Meshes/Node/Blocks/geometryTransformBlock.d.ts +8 -1
  87. package/Meshes/Node/Blocks/geometryTransformBlock.js +20 -1
  88. package/Meshes/Node/Blocks/geometryTransformBlock.js.map +1 -1
  89. package/Meshes/Node/Blocks/geometryTrigonometryBlock.js +4 -1
  90. package/Meshes/Node/Blocks/geometryTrigonometryBlock.js.map +1 -1
  91. package/Meshes/Node/Blocks/{IntFloatConverterBlock.js → intFloatConverterBlock.js} +1 -1
  92. package/Meshes/Node/Blocks/{IntFloatConverterBlock.js.map → intFloatConverterBlock.js.map} +1 -1
  93. package/Meshes/Node/Blocks/mathBlock.d.ts +1 -1
  94. package/Meshes/Node/Blocks/mathBlock.js +6 -2
  95. package/Meshes/Node/Blocks/mathBlock.js.map +1 -1
  96. package/Meshes/Node/Blocks/mergeGeometryBlock.js +1 -1
  97. package/Meshes/Node/Blocks/mergeGeometryBlock.js.map +1 -1
  98. package/Meshes/Node/Blocks/noiseBlock.js +2 -2
  99. package/Meshes/Node/Blocks/noiseBlock.js.map +1 -1
  100. package/Meshes/Node/Blocks/normalizeVectorBlock.d.ts +1 -1
  101. package/Meshes/Node/Blocks/normalizeVectorBlock.js +1 -1
  102. package/Meshes/Node/Blocks/normalizeVectorBlock.js.map +1 -1
  103. package/Meshes/Node/Blocks/randomBlock.d.ts +2 -2
  104. package/Meshes/Node/Blocks/randomBlock.js +7 -2
  105. package/Meshes/Node/Blocks/randomBlock.js.map +1 -1
  106. package/Meshes/Node/Blocks/vectorConverterBlock.d.ts +1 -0
  107. package/Meshes/Node/Blocks/vectorConverterBlock.js +35 -7
  108. package/Meshes/Node/Blocks/vectorConverterBlock.js.map +1 -1
  109. package/Meshes/Node/Enums/nodeGeometryConnectionPointTypes.d.ts +5 -5
  110. package/Meshes/Node/Enums/nodeGeometryConnectionPointTypes.js +5 -5
  111. package/Meshes/Node/Enums/nodeGeometryConnectionPointTypes.js.map +1 -1
  112. package/Meshes/Node/Enums/nodeGeometryContextualSources.d.ts +1 -3
  113. package/Meshes/Node/Enums/nodeGeometryContextualSources.js +0 -2
  114. package/Meshes/Node/Enums/nodeGeometryContextualSources.js.map +1 -1
  115. package/Meshes/Node/Interfaces/nodeGeometryExecutionContext.d.ts +1 -1
  116. package/Meshes/Node/Interfaces/nodeGeometryExecutionContext.js.map +1 -1
  117. package/Meshes/Node/index.d.ts +3 -1
  118. package/Meshes/Node/index.js +3 -1
  119. package/Meshes/Node/index.js.map +1 -1
  120. package/Meshes/Node/nodeGeometry.d.ts +3 -2
  121. package/Meshes/Node/nodeGeometry.js +10 -9
  122. package/Meshes/Node/nodeGeometry.js.map +1 -1
  123. package/Meshes/Node/nodeGeometryBlock.d.ts +7 -1
  124. package/Meshes/Node/nodeGeometryBlock.js +26 -6
  125. package/Meshes/Node/nodeGeometryBlock.js.map +1 -1
  126. package/Meshes/Node/nodeGeometryBlockConnectionPoint.d.ts +1 -1
  127. package/Meshes/Node/nodeGeometryBlockConnectionPoint.js.map +1 -1
  128. package/Meshes/Node/nodeGeometryBuildState.d.ts +1 -1
  129. package/Meshes/Node/nodeGeometryBuildState.js +3 -3
  130. package/Meshes/Node/nodeGeometryBuildState.js.map +1 -1
  131. package/Meshes/greasedLineMesh.d.ts +4 -2
  132. package/Meshes/greasedLineMesh.js +26 -2
  133. package/Meshes/greasedLineMesh.js.map +1 -1
  134. package/Meshes/mesh.vertexData.js.map +1 -1
  135. package/Misc/greasedLineTools.d.ts +1 -1
  136. package/Misc/greasedLineTools.js +1 -1
  137. package/Misc/greasedLineTools.js.map +1 -1
  138. package/Shaders/greasedLine.fragment.d.ts +5 -0
  139. package/Shaders/greasedLine.fragment.js +16 -0
  140. package/Shaders/greasedLine.fragment.js.map +1 -0
  141. package/Shaders/greasedLine.vertex.d.ts +5 -0
  142. package/Shaders/greasedLine.vertex.js +19 -0
  143. package/Shaders/greasedLine.vertex.js.map +1 -0
  144. package/package.json +1 -1
  145. /package/Meshes/Node/Blocks/{IntFloatConverterBlock.d.ts → intFloatConverterBlock.d.ts} +0 -0
@@ -5,7 +5,8 @@ import type { Nullable } from "../../types";
5
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  import type { GreasedLineMeshOptions } from "../greasedLineMesh";
6
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  import { GreasedLineMesh } from "../greasedLineMesh";
7
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  import type { Scene } from "../../scene";
8
- import type { Color3 } from "../../Maths/math.color.js";
8
+ import type { Color3 } from "../../Maths/math.color";
9
+ import { GreasedLineSimpleMaterial } from "../../Materials/greasedLineSimpleMaterial";
9
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  /**
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  * How are the colors distributed along the color table
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  * {@link https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param/greased_line#colors-and-colordistribution}
@@ -102,7 +103,7 @@ export interface GreasedLineMeshBuilderOptions extends GreasedLineMeshOptions {
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  * @param scene scene or null to use the last scene
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  * @returns StandardMaterial or PBRMaterial with the @see GreasedLinePluginMaterial attached to it
104
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  */
105
- export declare function CreateGreasedLineMaterial(name: string, options: GreasedLineMaterialOptions, scene: Nullable<Scene>): StandardMaterial | PBRMaterial;
106
+ export declare function CreateGreasedLineMaterial(name: string, options: GreasedLineMaterialOptions, scene: Nullable<Scene>): StandardMaterial | PBRMaterial | GreasedLineSimpleMaterial;
106
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  /**
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  * Creates a GreasedLine mesh
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  * @param name name of the mesh
@@ -3,6 +3,7 @@ import { StandardMaterial } from "./../../Materials/standardMaterial.js";
3
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  import { PBRMaterial } from "../../Materials/PBR/pbrMaterial.js";
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  import { GreasedLineMesh } from "../greasedLineMesh.js";
5
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  import { EngineStore } from "../../Engines/engineStore.js";
6
+ import { GreasedLineSimpleMaterial } from "../../Materials/greasedLineSimpleMaterial.js";
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  /**
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  * How are the colors distributed along the color table
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  * {@link https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param/greased_line#colors-and-colordistribution}
@@ -77,8 +78,20 @@ export var GreasedLineMeshWidthDistribution;
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  */
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  export function CreateGreasedLineMaterial(name, options, scene) {
79
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  scene = (scene !== null && scene !== void 0 ? scene : EngineStore.LastCreatedScene);
80
- const material = options.materialType === GreasedLineMeshMaterialType.MATERIAL_TYPE_PBR ? new PBRMaterial(name, scene) : new StandardMaterial(name, scene);
81
- new GreasedLinePluginMaterial(material, scene, options);
81
+ let material;
82
+ switch (options.materialType) {
83
+ case GreasedLineMeshMaterialType.MATERIAL_TYPE_PBR:
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+ material = new PBRMaterial(name, scene);
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+ new GreasedLinePluginMaterial(material, scene, options);
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+ break;
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+ case GreasedLineMeshMaterialType.MATERIAL_TYPE_SIMPLE:
88
+ material = new GreasedLineSimpleMaterial(name, scene, options);
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+ break;
90
+ default:
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+ material = new StandardMaterial(name, scene);
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+ new GreasedLinePluginMaterial(material, scene, options);
93
+ break;
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+ }
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  return material;
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  }
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  /**
@@ -90,7 +103,7 @@ export function CreateGreasedLineMaterial(name, options, scene) {
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  * @returns instance of GreasedLineMesh
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  */
92
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  export function CreateGreasedLine(name, options, materialOptions, scene) {
93
- var _a, _b, _c, _d, _e;
106
+ var _a, _b, _c, _d, _e, _f;
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  scene = (scene !== null && scene !== void 0 ? scene : EngineStore.LastCreatedScene);
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  let instance;
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  const allPoints = GreasedLineMesh.ConvertPoints(options.points);
@@ -106,9 +119,10 @@ export function CreateGreasedLine(name, options, materialOptions, scene) {
106
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  };
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  materialOptions.createAndAssignMaterial = (_b = materialOptions.createAndAssignMaterial) !== null && _b !== void 0 ? _b : true;
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  materialOptions.colorDistribution = (_c = materialOptions === null || materialOptions === void 0 ? void 0 : materialOptions.colorDistribution) !== null && _c !== void 0 ? _c : GreasedLineMeshColorDistribution.COLOR_DISTRIBUTION_START;
109
- const widths = CompleteGreasedLineWidthTable(length, (_d = options.widths) !== null && _d !== void 0 ? _d : [], options.widthDistribution);
122
+ materialOptions.materialType = (_d = materialOptions.materialType) !== null && _d !== void 0 ? _d : GreasedLineMeshMaterialType.MATERIAL_TYPE_STANDARD;
123
+ const widths = CompleteGreasedLineWidthTable(length, (_e = options.widths) !== null && _e !== void 0 ? _e : [], options.widthDistribution);
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  const colors = (materialOptions === null || materialOptions === void 0 ? void 0 : materialOptions.colors)
111
- ? CompleteGreasedLineColorTable(length, materialOptions.colors, materialOptions.colorDistribution, (_e = materialOptions.color) !== null && _e !== void 0 ? _e : GreasedLinePluginMaterial.DEFAULT_COLOR)
125
+ ? CompleteGreasedLineColorTable(length, materialOptions.colors, materialOptions.colorDistribution, (_f = materialOptions.color) !== null && _f !== void 0 ? _f : GreasedLinePluginMaterial.DEFAULT_COLOR)
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  : undefined;
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  // create new mesh if instance is not defined
114
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  if (!options.instance) {
@@ -138,8 +152,7 @@ export function CreateGreasedLine(name, options, materialOptions, scene) {
138
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  colors,
139
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  };
140
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  if (materialOptions.createAndAssignMaterial) {
141
- const material = materialOptions.materialType === GreasedLineMeshMaterialType.MATERIAL_TYPE_PBR ? new PBRMaterial(name, scene) : new StandardMaterial(name, scene);
142
- new GreasedLinePluginMaterial(material, scene, initialMaterialOptions);
155
+ const material = CreateGreasedLineMaterial(name, initialMaterialOptions, scene);
143
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  instance.material = material;
144
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  }
145
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  }
@@ -163,13 +176,11 @@ export function CreateGreasedLine(name, options, materialOptions, scene) {
163
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  // add colors
164
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  // it will merge if any colors already on the instance
165
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  if (colors && options.instance) {
166
- if (options.instance.material instanceof StandardMaterial || instance.material instanceof PBRMaterial) {
167
- if (options.instance.greasedLineMaterial) {
168
- const currentColors = options.instance.greasedLineMaterial.colors;
169
- if (currentColors) {
170
- const newColors = currentColors.concat(colors);
171
- options.instance.greasedLineMaterial.setColors(newColors, instance.isLazy());
172
- }
179
+ if (options.instance.greasedLineMaterial) {
180
+ const currentColors = options.instance.greasedLineMaterial.colors;
181
+ if (currentColors) {
182
+ const newColors = currentColors.concat(colors);
183
+ options.instance.greasedLineMaterial.setColors(newColors, instance.isLazy());
173
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  }
174
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  }
175
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  }
@@ -290,6 +301,7 @@ export function CompleteGreasedLineWidthTable(pointCount, widths, widthsDistribu
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  * @returns completed array of Color3s
291
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  */
292
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  export function CompleteGreasedLineColorTable(pointCount, colors, colorDistribution, defaultColor) {
304
+ pointCount = Math.max(colors.length, pointCount);
293
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  const missingCount = pointCount - colors.length;
294
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  if (missingCount < 0) {
295
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  return colors.slice(0, pointCount);
@@ -365,5 +377,4 @@ export function CompleteGreasedLineColorTable(pointCount, colors, colorDistribut
365
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  }
366
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  return colorsData;
367
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  }
368
- ``;
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  //# sourceMappingURL=greasedLineBuilder.js.map
@@ -1 +1 @@
1
- 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type { GreasedLineMaterialOptions } from \"../../Materials/greasedLinePluginMaterial\";\r\nimport { GreasedLineMeshMaterialType, GreasedLinePluginMaterial } from \"../../Materials/greasedLinePluginMaterial\";\r\nimport { StandardMaterial } from \"./../../Materials/standardMaterial\";\r\nimport { PBRMaterial } from \"../../Materials/PBR/pbrMaterial\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { GreasedLineMeshOptions } from \"../greasedLineMesh\";\r\nimport { GreasedLineMesh } from \"../greasedLineMesh\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { EngineStore } from \"../../Engines/engineStore\";\r\nimport type { Color3 } from \"core/Maths/math.color\";\r\n\r\n/**\r\n * How are the colors distributed along the color table\r\n * {@link https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param/greased_line#colors-and-colordistribution}\r\n */\r\nexport enum GreasedLineMeshColorDistribution {\r\n /**\r\n * Do no modify the color table\r\n */\r\n COLOR_DISTRIBUTION_NONE = 0,\r\n /**\r\n * Repeat the colors until the color table is full\r\n */\r\n COLOR_DISTRIBUTION_REPEAT = 1,\r\n /**\r\n * Distribute the colors evenly through the color table\r\n */\r\n COLOR_DISTRIBUTION_EVEN = 2,\r\n /**\r\n * Put the colors to start of the color table a fill the rest with the default color\r\n */\r\n COLOR_DISTRIBUTION_START = 3,\r\n /**\r\n * Put the colors to the end of the color table and fill the rest with the default color\r\n */\r\n COLOR_DISTRIBUTION_END = 4,\r\n /**\r\n * Put the colors to start and to the end of the color table and fill the gap between with the default color\r\n */\r\n COLOR_DISTRIBUTION_START_END = 5,\r\n}\r\n\r\n/**\r\n * How are the widths distributed along the width table\r\n * {@link https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param/greased_line#widths-and-widthdistribution}\r\n */\r\nexport enum GreasedLineMeshWidthDistribution {\r\n /**\r\n * Do no modify the width table\r\n */\r\n WIDTH_DISTRIBUTION_NONE = 0,\r\n /**\r\n * Repeat the widths until the width table is full\r\n */\r\n WIDTH_DISTRIBUTION_REPEAT = 1,\r\n /**\r\n * Distribute the widths evenly through the width table\r\n */\r\n WIDTH_DISTRIBUTION_EVEN = 2,\r\n /**\r\n * Put the widths to start of the width table a fill the rest with the default width\r\n */\r\n WIDTH_DISTRIBUTION_START = 3,\r\n /**\r\n * Put the widths to the end of the width table and fill the rest with the default width\r\n */\r\n WIDTH_DISTRIBUTION_END = 4,\r\n /**\r\n * Put the widths to start and to the end of the width table and fill the gap between with the default width\r\n */\r\n WIDTH_DISTRIBUTION_START_END = 5,\r\n}\r\n\r\n/**\r\n * Material options for GreasedLineBuilder\r\n */\r\nexport interface GreasedLineMaterialBuilderOptions extends GreasedLineMaterialOptions {\r\n /**\r\n * If set to true a new material will be created and a new material plugin will be attached\r\n * to the material. The material will be set on the mesh. If the instance option is specified in the mesh options,\r\n * no material will be created/assigned. Defaults to true.\r\n */\r\n createAndAssignMaterial?: boolean;\r\n /**\r\n * Distribution of the colors if the color table contains fewer entries than needed. Defaults to GreasedLineMeshColorDistribution.COLOR_DISTRIBUTION_START\r\n * @see CompleteGreasedLineColorTable\r\n */\r\n colorDistribution?: GreasedLineMeshColorDistribution;\r\n}\r\n\r\n/**\r\n * Line mesh options for GreasedLineBuilder\r\n */\r\nexport interface GreasedLineMeshBuilderOptions extends GreasedLineMeshOptions {\r\n /**\r\n * Distribution of the widths if the width table contains fewer entries than needed. Defaults to GreasedLineMeshWidthDistribution.WIDTH_DISTRIBUTION_START\r\n * @see CompleteGreasedLineWidthTable\r\n */\r\n widthDistribution?: GreasedLineMeshWidthDistribution;\r\n}\r\n\r\n/**\r\n * Builder class for create GreasedLineMeshes\r\n */\r\n\r\n/**\r\n * Creates a new @see GreasedLinePluginMaterial\r\n * @param name name of the material\r\n * @param options material options @see GreasedLineMaterialOptions\r\n * @param scene scene or null to use the last scene\r\n * @returns StandardMaterial or PBRMaterial with the @see GreasedLinePluginMaterial attached to it\r\n */\r\nexport function CreateGreasedLineMaterial(name: string, options: GreasedLineMaterialOptions, scene: Nullable<Scene>) {\r\n scene = <Scene>(scene ?? EngineStore.LastCreatedScene);\r\n\r\n const material = options.materialType === GreasedLineMeshMaterialType.MATERIAL_TYPE_PBR ? new PBRMaterial(name, scene) : new StandardMaterial(name, scene);\r\n new GreasedLinePluginMaterial(material, scene, options);\r\n\r\n return material;\r\n}\r\n/**\r\n * Creates a GreasedLine mesh\r\n * @param name name of the mesh\r\n * @param options options for the mesh\r\n * @param materialOptions material options for the mesh\r\n * @param scene scene where the mesh will be created\r\n * @returns instance of GreasedLineMesh\r\n */\r\nexport function CreateGreasedLine(name: string, options: GreasedLineMeshBuilderOptions, materialOptions?: Nullable<GreasedLineMaterialBuilderOptions>, scene?: Nullable<Scene>) {\r\n scene = <Scene>(scene ?? EngineStore.LastCreatedScene);\r\n\r\n let instance;\r\n const allPoints = GreasedLineMesh.ConvertPoints(options.points);\r\n\r\n let length = 0;\r\n if (Array.isArray(allPoints[0])) {\r\n allPoints.forEach((points) => {\r\n length += points.length / 3;\r\n });\r\n }\r\n\r\n options.widthDistribution = options.widthDistribution ?? GreasedLineMeshWidthDistribution.WIDTH_DISTRIBUTION_START;\r\n\r\n materialOptions = materialOptions ?? {\r\n color: GreasedLinePluginMaterial.DEFAULT_COLOR,\r\n };\r\n materialOptions.createAndAssignMaterial = materialOptions.createAndAssignMaterial ?? true;\r\n materialOptions.colorDistribution = materialOptions?.colorDistribution ?? GreasedLineMeshColorDistribution.COLOR_DISTRIBUTION_START;\r\n\r\n const widths = CompleteGreasedLineWidthTable(length, options.widths ?? [], options.widthDistribution);\r\n\r\n const colors = materialOptions?.colors\r\n ? CompleteGreasedLineColorTable(length, materialOptions.colors, materialOptions.colorDistribution, materialOptions.color ?? GreasedLinePluginMaterial.DEFAULT_COLOR)\r\n : undefined;\r\n\r\n // create new mesh if instance is not defined\r\n if (!options.instance) {\r\n const initialGreasedLineOptions: GreasedLineMeshOptions = {\r\n points: allPoints,\r\n updatable: options.updatable,\r\n widths,\r\n lazy: options.lazy,\r\n };\r\n\r\n instance = new GreasedLineMesh(name, scene, initialGreasedLineOptions);\r\n\r\n if (materialOptions) {\r\n const initialMaterialOptions: GreasedLineMaterialOptions = {\r\n materialType: materialOptions.materialType,\r\n dashCount: materialOptions.dashCount,\r\n dashOffset: materialOptions.dashOffset,\r\n dashRatio: materialOptions.dashRatio,\r\n resolution: materialOptions.resolution,\r\n sizeAttenuation: materialOptions.sizeAttenuation,\r\n useColors: materialOptions.useColors,\r\n useDash: materialOptions.useDash,\r\n visibility: materialOptions.visibility,\r\n width: materialOptions.width,\r\n color: materialOptions.color,\r\n colorMode: materialOptions.colorMode,\r\n colorsSampling: materialOptions.colorsSampling,\r\n colorDistributionType: materialOptions.colorDistributionType,\r\n colors,\r\n };\r\n\r\n if (materialOptions.createAndAssignMaterial) {\r\n const material = materialOptions.materialType === GreasedLineMeshMaterialType.MATERIAL_TYPE_PBR ? new PBRMaterial(name, scene) : new StandardMaterial(name, scene);\r\n new GreasedLinePluginMaterial(material, scene, initialMaterialOptions);\r\n instance.material = material;\r\n }\r\n }\r\n } else {\r\n // update the data on the mesh instance\r\n instance = options.instance;\r\n const currentWidths = instance.widths;\r\n\r\n if (currentWidths) {\r\n const newWidths = currentWidths.slice();\r\n for (const w of widths) {\r\n newWidths.push(w);\r\n }\r\n instance.widths = newWidths;\r\n } else {\r\n instance.widths = widths;\r\n }\r\n instance.addPoints(allPoints);\r\n }\r\n\r\n // add colors\r\n // it will merge if any colors already on the instance\r\n if (colors && options.instance) {\r\n if (options.instance.material instanceof StandardMaterial || instance.material instanceof PBRMaterial) {\r\n if (options.instance.greasedLineMaterial) {\r\n const currentColors = options.instance.greasedLineMaterial.colors;\r\n if (currentColors) {\r\n const newColors = currentColors.concat(colors);\r\n options.instance.greasedLineMaterial.setColors(newColors, instance.isLazy());\r\n }\r\n }\r\n }\r\n }\r\n\r\n return instance;\r\n}\r\n\r\n/**\r\n * Completes the width table/fills the missing entries. It means it creates a width entry for every point of the line mesh.\r\n * You can provide more points the widths when creating the mesh. This function will fill the empty entries.\r\n * The algorithm used to fill the empty entries can be\r\n * GreasedLineMeshWidthDistribution.REPEAT - the width table will be repeatedly copied to the empty values [wL, wU] = [wL, wU, wL, wU, wL, wU, wL, wU, ...]\r\n * GreasedLineMeshWidthDistribution.EVEN - the width table will be evenly copied to the empty values [wL, wU] = [wL, wL, wL, wL, wU, wU, wU, wU]\r\n * GreasedLineMeshWidthDistribution.START - the width table will be copied at the start of the empty values\r\n * and rest will be filled width the default width upper and default width lower values [wU, wL] = [wL, wU, dwL, dwU, dwL, dwU, dwL, dwU]\r\n * GreasedLineMeshWidthDistribution.END - the width table will be copied at the end of the empty values\r\n * and rest will be filled width the default values [wL, wU] = [wL, wU, dwL, dwU, dwL, dwU, wL, wU]\r\n * @param pointCount number of points of the line mesh\r\n * @param widths array of widths [widhtLower, widthUpper, widthLower, widthUpper ...]. Two widths (lower/upper) per point.\r\n * @param widthsDistribution how to distribute widths if the widths array has fewer entries than pointCount\r\n * @param defaultWidthUpper the default value which will be used to fill empty width entries - upper width\r\n * @param defaultWidthLower the default value which will be used to fill empty width entries - lower width\r\n * @returns completed width table.\r\n */\r\nexport function CompleteGreasedLineWidthTable(\r\n pointCount: number,\r\n widths: number[],\r\n widthsDistribution: GreasedLineMeshWidthDistribution,\r\n defaultWidthUpper = 1,\r\n defaultWidthLower = 1\r\n): number[] {\r\n const missingCount = pointCount - widths.length / 2;\r\n\r\n const widthsData: number[] = [];\r\n if (missingCount < 0) {\r\n return widths.slice(0, pointCount * 2);\r\n }\r\n\r\n // is the width table shorter than the point table?\r\n if (missingCount > 0) {\r\n // it is, fill in the missing elements\r\n if (widthsDistribution === GreasedLineMeshWidthDistribution.WIDTH_DISTRIBUTION_START_END) {\r\n const halfCount = Math.floor(widths.length / 2);\r\n\r\n // start sector\r\n for (let i = 0, j = 0; i < halfCount - 1; i++) {\r\n widthsData.push(widths[j++]);\r\n widthsData.push(widths[j++]);\r\n }\r\n\r\n // middle sector\r\n const widthL = widths[halfCount / 2];\r\n const widthU = widths[halfCount / 2 + 1];\r\n for (let i = 0; i < missingCount; i++) {\r\n widthsData.push(widthU);\r\n widthsData.push(widthL);\r\n }\r\n\r\n // end sector\r\n for (let i = halfCount; i < widths.length; i += 2) {\r\n widthsData.push(widths[i]);\r\n widthsData.push(widths[i + 1]);\r\n }\r\n } else if (widthsDistribution === GreasedLineMeshWidthDistribution.WIDTH_DISTRIBUTION_START) {\r\n // start sector\r\n for (let i = 0; i < widths.length; i += 2) {\r\n widthsData.push(widths[i]);\r\n widthsData.push(widths[i + 1]);\r\n }\r\n\r\n // end sector\r\n for (let i = 0; i < missingCount; i++) {\r\n widthsData.push(defaultWidthUpper);\r\n widthsData.push(defaultWidthLower);\r\n }\r\n } else if (widthsDistribution === GreasedLineMeshWidthDistribution.WIDTH_DISTRIBUTION_END) {\r\n // start sector\r\n for (let i = 0; i < missingCount; i++) {\r\n widthsData.push(defaultWidthUpper);\r\n widthsData.push(defaultWidthLower);\r\n }\r\n\r\n // end sector\r\n for (let i = 0; i < widths.length; i += 2) {\r\n widthsData.push(widths[i]);\r\n widthsData.push(widths[i + 1]);\r\n }\r\n } else if (widthsDistribution === GreasedLineMeshWidthDistribution.WIDTH_DISTRIBUTION_REPEAT) {\r\n let i = 0;\r\n for (let x = 0; x < pointCount; x++) {\r\n widthsData.push(widths[i++]);\r\n widthsData.push(widths[i++]);\r\n\r\n if (i === widths.length) {\r\n i = 0;\r\n }\r\n }\r\n } else if (widthsDistribution === GreasedLineMeshWidthDistribution.WIDTH_DISTRIBUTION_EVEN) {\r\n let j = 0;\r\n const widthsectorLength = widths.length / ((pointCount - 1) * 2);\r\n for (let x = 0; x < pointCount; x++) {\r\n const i = Math.floor(j);\r\n\r\n widthsData.push(widths[i]);\r\n widthsData.push(widths[i + 1]);\r\n\r\n j += widthsectorLength;\r\n }\r\n }\r\n } else {\r\n for (let i = 0; i < widths.length; i++) {\r\n widthsData.push(widths[i]);\r\n }\r\n }\r\n\r\n return widthsData;\r\n}\r\n\r\n/**\r\n * Completes the color table/fill the missing color entries. It means it creates a color entry for every point of the line mesh.\r\n * You can provide more points the colors when creating the mesh. This function will fill the empty entries.\r\n * The algorithm used to fill the empty entries can be\r\n * GreasedLineMesColorhDistribution.REPEAT - the color table will be repeatedly copied to the empty values [c1, c2] = [c1, c2, c1, c2, c1, c2, c1, c2]\r\n * GreasedLineMesColorhDistribution.EVEN - the color table will be evenly copied to the empty values [c1, c2] = [c1, c1, c1, c1, c2, c2, c2, c2]\r\n * GreasedLineMesColorhDistribution.START - the color table will be copied at the start of the empty values\r\n * and rest will be filled color the default color value [c1, c2] = [c1, c2, dc, dc, dc, dc, dc, dc]\r\n * GreasedLineMesColorhDistribution.START_END - the color table will be copied at the start and the end of the empty values\r\n * and rest will be filled color the default color value [c1, c2] = [c1, c2, dc, dc, dc, dc, c1, c2]\r\n * @param pointCount number of points of the line mesh\r\n * @param colors array of Color3 for the color table\r\n * @param colorDistribution how to distribute colors if the colors array has fewer entries than pointCount\r\n * @param defaultColor default color to be used to fill empty entries in the color table\r\n * @returns completed array of Color3s\r\n */\r\nexport function CompleteGreasedLineColorTable(pointCount: number, colors: Color3[], colorDistribution: GreasedLineMeshColorDistribution, defaultColor: Color3): Color3[] {\r\n const missingCount = pointCount - colors.length;\r\n if (missingCount < 0) {\r\n return colors.slice(0, pointCount);\r\n }\r\n\r\n const colorsData: Color3[] = [];\r\n // is the color table shorter than the point table?\r\n if (missingCount > 0) {\r\n // it is, fill in the missing elements\r\n if (colorDistribution === GreasedLineMeshColorDistribution.COLOR_DISTRIBUTION_START_END) {\r\n const halfCount = Math.floor(colors.length / 2);\r\n\r\n // start sector\r\n for (let i = 0; i < halfCount; i++) {\r\n colorsData.push(colors[i]);\r\n }\r\n\r\n // middle sector\r\n for (let i = 0; i < missingCount - 1; i++) {\r\n colorsData.push(defaultColor);\r\n }\r\n\r\n // end sector\r\n for (let i = halfCount; i < colors.length; i++) {\r\n colorsData.push(colors[i]);\r\n }\r\n } else if (colorDistribution === GreasedLineMeshColorDistribution.COLOR_DISTRIBUTION_START) {\r\n // start sector\r\n for (let i = 0; i < colors.length; i++) {\r\n colorsData.push(colors[i]);\r\n }\r\n\r\n // end sector\r\n for (let i = 0; i < missingCount; i++) {\r\n colorsData.push(defaultColor);\r\n }\r\n } else if (colorDistribution === GreasedLineMeshColorDistribution.COLOR_DISTRIBUTION_END) {\r\n // start sector\r\n for (let i = 0; i < missingCount - 1; i++) {\r\n colorsData.push(defaultColor);\r\n }\r\n\r\n // end sector\r\n for (let i = 0; i < colors.length; i++) {\r\n colorsData.push(colors[i]);\r\n }\r\n } else if (colorDistribution === GreasedLineMeshColorDistribution.COLOR_DISTRIBUTION_REPEAT) {\r\n let i = 0;\r\n for (let x = 0; x < pointCount; x++) {\r\n colorsData.push(colors[i]);\r\n\r\n i++;\r\n\r\n if (i === colors.length) {\r\n i = 0;\r\n }\r\n }\r\n } else if (colorDistribution === GreasedLineMeshColorDistribution.COLOR_DISTRIBUTION_EVEN) {\r\n let j = 0;\r\n const colorSectorLength = colors.length / (pointCount - 1);\r\n for (let x = 0; x < pointCount - 1; x++) {\r\n const i = Math.floor(j);\r\n\r\n colorsData.push(colors[i]);\r\n\r\n j += colorSectorLength;\r\n }\r\n } else if (colorDistribution === GreasedLineMeshColorDistribution.COLOR_DISTRIBUTION_NONE) {\r\n for (let i = 0; i < colors.length; i++) {\r\n colorsData.push(colors[i]);\r\n }\r\n }\r\n } else {\r\n for (let i = 0; i < pointCount; i++) {\r\n colorsData.push(colors[i]);\r\n }\r\n }\r\n\r\n return colorsData;\r\n}\r\n``;\r\n"]}
1
+ 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type { GreasedLineMaterialOptions } from \"../../Materials/greasedLinePluginMaterial\";\r\nimport { GreasedLineMeshMaterialType, GreasedLinePluginMaterial } from \"../../Materials/greasedLinePluginMaterial\";\r\nimport { StandardMaterial } from \"./../../Materials/standardMaterial\";\r\nimport { PBRMaterial } from \"../../Materials/PBR/pbrMaterial\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { GreasedLineMeshOptions } from \"../greasedLineMesh\";\r\nimport { GreasedLineMesh } from \"../greasedLineMesh\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { EngineStore } from \"../../Engines/engineStore\";\r\nimport type { Color3 } from \"../../Maths/math.color\";\r\nimport { GreasedLineSimpleMaterial } from \"../../Materials/greasedLineSimpleMaterial\";\r\n\r\n/**\r\n * How are the colors distributed along the color table\r\n * {@link https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param/greased_line#colors-and-colordistribution}\r\n */\r\nexport enum GreasedLineMeshColorDistribution {\r\n /**\r\n * Do no modify the color table\r\n */\r\n COLOR_DISTRIBUTION_NONE = 0,\r\n /**\r\n * Repeat the colors until the color table is full\r\n */\r\n COLOR_DISTRIBUTION_REPEAT = 1,\r\n /**\r\n * Distribute the colors evenly through the color table\r\n */\r\n COLOR_DISTRIBUTION_EVEN = 2,\r\n /**\r\n * Put the colors to start of the color table a fill the rest with the default color\r\n */\r\n COLOR_DISTRIBUTION_START = 3,\r\n /**\r\n * Put the colors to the end of the color table and fill the rest with the default color\r\n */\r\n COLOR_DISTRIBUTION_END = 4,\r\n /**\r\n * Put the colors to start and to the end of the color table and fill the gap between with the default color\r\n */\r\n COLOR_DISTRIBUTION_START_END = 5,\r\n}\r\n\r\n/**\r\n * How are the widths distributed along the width table\r\n * {@link https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param/greased_line#widths-and-widthdistribution}\r\n */\r\nexport enum GreasedLineMeshWidthDistribution {\r\n /**\r\n * Do no modify the width table\r\n */\r\n WIDTH_DISTRIBUTION_NONE = 0,\r\n /**\r\n * Repeat the widths until the width table is full\r\n */\r\n WIDTH_DISTRIBUTION_REPEAT = 1,\r\n /**\r\n * Distribute the widths evenly through the width table\r\n */\r\n WIDTH_DISTRIBUTION_EVEN = 2,\r\n /**\r\n * Put the widths to start of the width table a fill the rest with the default width\r\n */\r\n WIDTH_DISTRIBUTION_START = 3,\r\n /**\r\n * Put the widths to the end of the width table and fill the rest with the default width\r\n */\r\n WIDTH_DISTRIBUTION_END = 4,\r\n /**\r\n * Put the widths to start and to the end of the width table and fill the gap between with the default width\r\n */\r\n WIDTH_DISTRIBUTION_START_END = 5,\r\n}\r\n\r\n/**\r\n * Material options for GreasedLineBuilder\r\n */\r\nexport interface GreasedLineMaterialBuilderOptions extends GreasedLineMaterialOptions {\r\n /**\r\n * If set to true a new material will be created and a new material plugin will be attached\r\n * to the material. The material will be set on the mesh. If the instance option is specified in the mesh options,\r\n * no material will be created/assigned. Defaults to true.\r\n */\r\n createAndAssignMaterial?: boolean;\r\n /**\r\n * Distribution of the colors if the color table contains fewer entries than needed. Defaults to GreasedLineMeshColorDistribution.COLOR_DISTRIBUTION_START\r\n * @see CompleteGreasedLineColorTable\r\n */\r\n colorDistribution?: GreasedLineMeshColorDistribution;\r\n}\r\n\r\n/**\r\n * Line mesh options for GreasedLineBuilder\r\n */\r\nexport interface GreasedLineMeshBuilderOptions extends GreasedLineMeshOptions {\r\n /**\r\n * Distribution of the widths if the width table contains fewer entries than needed. Defaults to GreasedLineMeshWidthDistribution.WIDTH_DISTRIBUTION_START\r\n * @see CompleteGreasedLineWidthTable\r\n */\r\n widthDistribution?: GreasedLineMeshWidthDistribution;\r\n}\r\n\r\n/**\r\n * Builder class for create GreasedLineMeshes\r\n */\r\n\r\n/**\r\n * Creates a new @see GreasedLinePluginMaterial\r\n * @param name name of the material\r\n * @param options material options @see GreasedLineMaterialOptions\r\n * @param scene scene or null to use the last scene\r\n * @returns StandardMaterial or PBRMaterial with the @see GreasedLinePluginMaterial attached to it\r\n */\r\nexport function CreateGreasedLineMaterial(name: string, options: GreasedLineMaterialOptions, scene: Nullable<Scene>) {\r\n scene = <Scene>(scene ?? EngineStore.LastCreatedScene);\r\n\r\n let material;\r\n switch (options.materialType) {\r\n case GreasedLineMeshMaterialType.MATERIAL_TYPE_PBR:\r\n material = new PBRMaterial(name, scene);\r\n new GreasedLinePluginMaterial(material, scene, options);\r\n break;\r\n case GreasedLineMeshMaterialType.MATERIAL_TYPE_SIMPLE:\r\n material = new GreasedLineSimpleMaterial(name, scene, options);\r\n break;\r\n default:\r\n material = new StandardMaterial(name, scene);\r\n new GreasedLinePluginMaterial(material, scene, options);\r\n break;\r\n }\r\n\r\n return material;\r\n}\r\n/**\r\n * Creates a GreasedLine mesh\r\n * @param name name of the mesh\r\n * @param options options for the mesh\r\n * @param materialOptions material options for the mesh\r\n * @param scene scene where the mesh will be created\r\n * @returns instance of GreasedLineMesh\r\n */\r\nexport function CreateGreasedLine(name: string, options: GreasedLineMeshBuilderOptions, materialOptions?: Nullable<GreasedLineMaterialBuilderOptions>, scene?: Nullable<Scene>) {\r\n scene = <Scene>(scene ?? EngineStore.LastCreatedScene);\r\n\r\n let instance;\r\n const allPoints = GreasedLineMesh.ConvertPoints(options.points);\r\n\r\n let length = 0;\r\n if (Array.isArray(allPoints[0])) {\r\n allPoints.forEach((points) => {\r\n length += points.length / 3;\r\n });\r\n }\r\n\r\n options.widthDistribution = options.widthDistribution ?? GreasedLineMeshWidthDistribution.WIDTH_DISTRIBUTION_START;\r\n\r\n materialOptions = materialOptions ?? {\r\n color: GreasedLinePluginMaterial.DEFAULT_COLOR,\r\n };\r\n materialOptions.createAndAssignMaterial = materialOptions.createAndAssignMaterial ?? true;\r\n materialOptions.colorDistribution = materialOptions?.colorDistribution ?? GreasedLineMeshColorDistribution.COLOR_DISTRIBUTION_START;\r\n materialOptions.materialType = materialOptions.materialType ?? GreasedLineMeshMaterialType.MATERIAL_TYPE_STANDARD;\r\n\r\n const widths = CompleteGreasedLineWidthTable(length, options.widths ?? [], options.widthDistribution);\r\n\r\n const colors = materialOptions?.colors\r\n ? CompleteGreasedLineColorTable(length, materialOptions.colors, materialOptions.colorDistribution, materialOptions.color ?? GreasedLinePluginMaterial.DEFAULT_COLOR)\r\n : undefined;\r\n\r\n // create new mesh if instance is not defined\r\n if (!options.instance) {\r\n const initialGreasedLineOptions: GreasedLineMeshOptions = {\r\n points: allPoints,\r\n updatable: options.updatable,\r\n widths,\r\n lazy: options.lazy,\r\n };\r\n\r\n instance = new GreasedLineMesh(name, scene, initialGreasedLineOptions);\r\n\r\n if (materialOptions) {\r\n const initialMaterialOptions: GreasedLineMaterialOptions = {\r\n materialType: materialOptions.materialType,\r\n dashCount: materialOptions.dashCount,\r\n dashOffset: materialOptions.dashOffset,\r\n dashRatio: materialOptions.dashRatio,\r\n resolution: materialOptions.resolution,\r\n sizeAttenuation: materialOptions.sizeAttenuation,\r\n useColors: materialOptions.useColors,\r\n useDash: materialOptions.useDash,\r\n visibility: materialOptions.visibility,\r\n width: materialOptions.width,\r\n color: materialOptions.color,\r\n colorMode: materialOptions.colorMode,\r\n colorsSampling: materialOptions.colorsSampling,\r\n colorDistributionType: materialOptions.colorDistributionType,\r\n colors,\r\n };\r\n\r\n if (materialOptions.createAndAssignMaterial) {\r\n const material = CreateGreasedLineMaterial(name, initialMaterialOptions, scene);\r\n instance.material = material;\r\n }\r\n }\r\n } else {\r\n // update the data on the mesh instance\r\n instance = options.instance;\r\n const currentWidths = instance.widths;\r\n\r\n if (currentWidths) {\r\n const newWidths = currentWidths.slice();\r\n for (const w of widths) {\r\n newWidths.push(w);\r\n }\r\n instance.widths = newWidths;\r\n } else {\r\n instance.widths = widths;\r\n }\r\n instance.addPoints(allPoints);\r\n }\r\n\r\n // add colors\r\n // it will merge if any colors already on the instance\r\n if (colors && options.instance) {\r\n if (options.instance.greasedLineMaterial) {\r\n const currentColors = options.instance.greasedLineMaterial.colors;\r\n if (currentColors) {\r\n const newColors = currentColors.concat(colors);\r\n options.instance.greasedLineMaterial.setColors(newColors, instance.isLazy());\r\n }\r\n }\r\n }\r\n\r\n return instance;\r\n}\r\n\r\n/**\r\n * Completes the width table/fills the missing entries. It means it creates a width entry for every point of the line mesh.\r\n * You can provide more points the widths when creating the mesh. This function will fill the empty entries.\r\n * The algorithm used to fill the empty entries can be\r\n * GreasedLineMeshWidthDistribution.REPEAT - the width table will be repeatedly copied to the empty values [wL, wU] = [wL, wU, wL, wU, wL, wU, wL, wU, ...]\r\n * GreasedLineMeshWidthDistribution.EVEN - the width table will be evenly copied to the empty values [wL, wU] = [wL, wL, wL, wL, wU, wU, wU, wU]\r\n * GreasedLineMeshWidthDistribution.START - the width table will be copied at the start of the empty values\r\n * and rest will be filled width the default width upper and default width lower values [wU, wL] = [wL, wU, dwL, dwU, dwL, dwU, dwL, dwU]\r\n * GreasedLineMeshWidthDistribution.END - the width table will be copied at the end of the empty values\r\n * and rest will be filled width the default values [wL, wU] = [wL, wU, dwL, dwU, dwL, dwU, wL, wU]\r\n * @param pointCount number of points of the line mesh\r\n * @param widths array of widths [widhtLower, widthUpper, widthLower, widthUpper ...]. Two widths (lower/upper) per point.\r\n * @param widthsDistribution how to distribute widths if the widths array has fewer entries than pointCount\r\n * @param defaultWidthUpper the default value which will be used to fill empty width entries - upper width\r\n * @param defaultWidthLower the default value which will be used to fill empty width entries - lower width\r\n * @returns completed width table.\r\n */\r\nexport function CompleteGreasedLineWidthTable(\r\n pointCount: number,\r\n widths: number[],\r\n widthsDistribution: GreasedLineMeshWidthDistribution,\r\n defaultWidthUpper = 1,\r\n defaultWidthLower = 1\r\n): number[] {\r\n const missingCount = pointCount - widths.length / 2;\r\n\r\n const widthsData: number[] = [];\r\n if (missingCount < 0) {\r\n return widths.slice(0, pointCount * 2);\r\n }\r\n\r\n // is the width table shorter than the point table?\r\n if (missingCount > 0) {\r\n // it is, fill in the missing elements\r\n if (widthsDistribution === GreasedLineMeshWidthDistribution.WIDTH_DISTRIBUTION_START_END) {\r\n const halfCount = Math.floor(widths.length / 2);\r\n\r\n // start sector\r\n for (let i = 0, j = 0; i < halfCount - 1; i++) {\r\n widthsData.push(widths[j++]);\r\n widthsData.push(widths[j++]);\r\n }\r\n\r\n // middle sector\r\n const widthL = widths[halfCount / 2];\r\n const widthU = widths[halfCount / 2 + 1];\r\n for (let i = 0; i < missingCount; i++) {\r\n widthsData.push(widthU);\r\n widthsData.push(widthL);\r\n }\r\n\r\n // end sector\r\n for (let i = halfCount; i < widths.length; i += 2) {\r\n widthsData.push(widths[i]);\r\n widthsData.push(widths[i + 1]);\r\n }\r\n } else if (widthsDistribution === GreasedLineMeshWidthDistribution.WIDTH_DISTRIBUTION_START) {\r\n // start sector\r\n for (let i = 0; i < widths.length; i += 2) {\r\n widthsData.push(widths[i]);\r\n widthsData.push(widths[i + 1]);\r\n }\r\n\r\n // end sector\r\n for (let i = 0; i < missingCount; i++) {\r\n widthsData.push(defaultWidthUpper);\r\n widthsData.push(defaultWidthLower);\r\n }\r\n } else if (widthsDistribution === GreasedLineMeshWidthDistribution.WIDTH_DISTRIBUTION_END) {\r\n // start sector\r\n for (let i = 0; i < missingCount; i++) {\r\n widthsData.push(defaultWidthUpper);\r\n widthsData.push(defaultWidthLower);\r\n }\r\n\r\n // end sector\r\n for (let i = 0; i < widths.length; i += 2) {\r\n widthsData.push(widths[i]);\r\n widthsData.push(widths[i + 1]);\r\n }\r\n } else if (widthsDistribution === GreasedLineMeshWidthDistribution.WIDTH_DISTRIBUTION_REPEAT) {\r\n let i = 0;\r\n for (let x = 0; x < pointCount; x++) {\r\n widthsData.push(widths[i++]);\r\n widthsData.push(widths[i++]);\r\n\r\n if (i === widths.length) {\r\n i = 0;\r\n }\r\n }\r\n } else if (widthsDistribution === GreasedLineMeshWidthDistribution.WIDTH_DISTRIBUTION_EVEN) {\r\n let j = 0;\r\n const widthsectorLength = widths.length / ((pointCount - 1) * 2);\r\n for (let x = 0; x < pointCount; x++) {\r\n const i = Math.floor(j);\r\n\r\n widthsData.push(widths[i]);\r\n widthsData.push(widths[i + 1]);\r\n\r\n j += widthsectorLength;\r\n }\r\n }\r\n } else {\r\n for (let i = 0; i < widths.length; i++) {\r\n widthsData.push(widths[i]);\r\n }\r\n }\r\n\r\n return widthsData;\r\n}\r\n\r\n/**\r\n * Completes the color table/fill the missing color entries. It means it creates a color entry for every point of the line mesh.\r\n * You can provide more points the colors when creating the mesh. This function will fill the empty entries.\r\n * The algorithm used to fill the empty entries can be\r\n * GreasedLineMesColorhDistribution.REPEAT - the color table will be repeatedly copied to the empty values [c1, c2] = [c1, c2, c1, c2, c1, c2, c1, c2]\r\n * GreasedLineMesColorhDistribution.EVEN - the color table will be evenly copied to the empty values [c1, c2] = [c1, c1, c1, c1, c2, c2, c2, c2]\r\n * GreasedLineMesColorhDistribution.START - the color table will be copied at the start of the empty values\r\n * and rest will be filled color the default color value [c1, c2] = [c1, c2, dc, dc, dc, dc, dc, dc]\r\n * GreasedLineMesColorhDistribution.START_END - the color table will be copied at the start and the end of the empty values\r\n * and rest will be filled color the default color value [c1, c2] = [c1, c2, dc, dc, dc, dc, c1, c2]\r\n * @param pointCount number of points of the line mesh\r\n * @param colors array of Color3 for the color table\r\n * @param colorDistribution how to distribute colors if the colors array has fewer entries than pointCount\r\n * @param defaultColor default color to be used to fill empty entries in the color table\r\n * @returns completed array of Color3s\r\n */\r\nexport function CompleteGreasedLineColorTable(pointCount: number, colors: Color3[], colorDistribution: GreasedLineMeshColorDistribution, defaultColor: Color3): Color3[] {\r\n pointCount = Math.max(colors.length, pointCount);\r\n const missingCount = pointCount - colors.length;\r\n if (missingCount < 0) {\r\n return colors.slice(0, pointCount);\r\n }\r\n\r\n const colorsData: Color3[] = [];\r\n // is the color table shorter than the point table?\r\n if (missingCount > 0) {\r\n // it is, fill in the missing elements\r\n if (colorDistribution === GreasedLineMeshColorDistribution.COLOR_DISTRIBUTION_START_END) {\r\n const halfCount = Math.floor(colors.length / 2);\r\n\r\n // start sector\r\n for (let i = 0; i < halfCount; i++) {\r\n colorsData.push(colors[i]);\r\n }\r\n\r\n // middle sector\r\n for (let i = 0; i < missingCount - 1; i++) {\r\n colorsData.push(defaultColor);\r\n }\r\n\r\n // end sector\r\n for (let i = halfCount; i < colors.length; i++) {\r\n colorsData.push(colors[i]);\r\n }\r\n } else if (colorDistribution === GreasedLineMeshColorDistribution.COLOR_DISTRIBUTION_START) {\r\n // start sector\r\n for (let i = 0; i < colors.length; i++) {\r\n colorsData.push(colors[i]);\r\n }\r\n\r\n // end sector\r\n for (let i = 0; i < missingCount; i++) {\r\n colorsData.push(defaultColor);\r\n }\r\n } else if (colorDistribution === GreasedLineMeshColorDistribution.COLOR_DISTRIBUTION_END) {\r\n // start sector\r\n for (let i = 0; i < missingCount - 1; i++) {\r\n colorsData.push(defaultColor);\r\n }\r\n\r\n // end sector\r\n for (let i = 0; i < colors.length; i++) {\r\n colorsData.push(colors[i]);\r\n }\r\n } else if (colorDistribution === GreasedLineMeshColorDistribution.COLOR_DISTRIBUTION_REPEAT) {\r\n let i = 0;\r\n for (let x = 0; x < pointCount; x++) {\r\n colorsData.push(colors[i]);\r\n\r\n i++;\r\n\r\n if (i === colors.length) {\r\n i = 0;\r\n }\r\n }\r\n } else if (colorDistribution === GreasedLineMeshColorDistribution.COLOR_DISTRIBUTION_EVEN) {\r\n let j = 0;\r\n const colorSectorLength = colors.length / (pointCount - 1);\r\n for (let x = 0; x < pointCount - 1; x++) {\r\n const i = Math.floor(j);\r\n\r\n colorsData.push(colors[i]);\r\n\r\n j += colorSectorLength;\r\n }\r\n } else if (colorDistribution === GreasedLineMeshColorDistribution.COLOR_DISTRIBUTION_NONE) {\r\n for (let i = 0; i < colors.length; i++) {\r\n colorsData.push(colors[i]);\r\n }\r\n }\r\n } else {\r\n for (let i = 0; i < pointCount; i++) {\r\n colorsData.push(colors[i]);\r\n }\r\n }\r\n\r\n return colorsData;\r\n}\r\n"]}
@@ -1,4 +1,6 @@
1
+ import type { Color4 } from "../../Maths/math.color";
1
2
  import { Path2 } from "../../Maths/math.path";
3
+ import type { Vector4 } from "../../Maths/math.vector";
2
4
  import type { Scene } from "../../scene";
3
5
  import type { Nullable } from "../../types";
4
6
  import { Mesh } from "../mesh";
@@ -82,5 +84,9 @@ export declare function CreateText(name: string, text: string, fontData: IFontDa
82
84
  resolution?: number;
83
85
  depth?: number;
84
86
  sideOrientation?: number;
87
+ faceUV?: Vector4[];
88
+ faceColors?: Color4[];
89
+ perLetterFaceUV?: (letterIndex: number) => Vector4[];
90
+ perLetterFaceColors?: (letterIndex: number) => Color4[];
85
91
  }, scene?: Nullable<Scene>, earcutInjection?: any): Nullable<Mesh>;
86
92
  export {};
@@ -154,10 +154,12 @@ export function CreateText(name, text, fontData, options = {
154
154
  resolution: 8,
155
155
  depth: 1.0,
156
156
  }, scene = null, earcutInjection = earcut) {
157
+ var _a, _b;
157
158
  // First we need to generate the paths
158
159
  const shapePaths = CreateTextShapePaths(text, options.size || 50, options.resolution || 8, fontData);
159
160
  // And extrude them
160
161
  const meshes = [];
162
+ let letterIndex = 0;
161
163
  for (const shapePath of shapePaths) {
162
164
  if (!shapePath.paths.length) {
163
165
  continue;
@@ -208,9 +210,12 @@ export function CreateText(name, text, fontData, options = {
208
210
  shape: shapeVectors,
209
211
  holes: holeVectors.length ? holeVectors : undefined,
210
212
  depth: options.depth || 1.0,
213
+ faceUV: options.faceUV || ((_a = options.perLetterFaceUV) === null || _a === void 0 ? void 0 : _a.call(options, letterIndex)),
214
+ faceColors: options.faceColors || ((_b = options.perLetterFaceColors) === null || _b === void 0 ? void 0 : _b.call(options, letterIndex)),
211
215
  sideOrientation: Mesh._GetDefaultSideOrientation(options.sideOrientation || Mesh.DOUBLESIDE),
212
216
  }, scene, earcutInjection);
213
217
  meshes.push(mesh);
218
+ letterIndex++;
214
219
  }
215
220
  }
216
221
  // Then we can merge everyone into one single mesh
@@ -1 +1 @@
1
- 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{ Path2 } from \"../../Maths/math.path\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { Mesh } from \"../mesh\";\r\nimport { ExtrudePolygon } from \"./polygonBuilder\";\r\n\r\ndeclare let earcut: any;\r\n\r\n/**\r\n * Parser inspired by https://github.com/mrdoob/three.js/blob/master/examples/jsm/loaders/FontLoader.js\r\n */\r\n\r\n// Interfaces\r\n\r\n/**\r\n * Represents glyph data generated by http://gero3.github.io/facetype.js/\r\n */\r\nexport interface IGlyphData {\r\n /** Commands used to draw (line, move, curve, etc..) */\r\n o: string;\r\n\r\n /** Width */\r\n ha: number;\r\n}\r\n\r\n/**\r\n * Represents font data generated by http://gero3.github.io/facetype.js/\r\n */\r\nexport interface IFontData {\r\n /**\r\n * Font resolution\r\n */\r\n resolution: number;\r\n /** Underline tickness */\r\n underlineThickness: number;\r\n /** Bounding box */\r\n boundingBox: {\r\n yMax: number;\r\n yMin: number;\r\n };\r\n /** List of supported glyphs */\r\n glyphs: { [key: string]: IGlyphData };\r\n}\r\n\r\n// Shape functions\r\nclass ShapePath {\r\n private _paths: Path2[] = [];\r\n private _tempPaths: Path2[] = [];\r\n private _holes: Path2[] = [];\r\n private _currentPath: Path2;\r\n private _resolution: number;\r\n\r\n /** Create the ShapePath used to support glyphs */\r\n constructor(resolution: number) {\r\n this._resolution = resolution;\r\n }\r\n\r\n /** Move the virtual cursor to a coordinate */\r\n moveTo(x: number, y: number) {\r\n this._currentPath = new Path2(x, y);\r\n this._tempPaths.push(this._currentPath);\r\n }\r\n\r\n /** Draw a line from the virtual cursor to a given coordinate */\r\n lineTo(x: number, y: number) {\r\n this._currentPath.addLineTo(x, y);\r\n }\r\n\r\n /** Create a quadratic curve from the virtual cursor to a given coordinate */\r\n quadraticCurveTo(cpx: number, cpy: number, x: number, y: number) {\r\n this._currentPath.addQuadraticCurveTo(cpx, cpy, x, y, this._resolution);\r\n }\r\n\r\n /** Create a bezier curve from the virtual cursor to a given coordinate */\r\n bezierCurveTo(cpx1: number, cpy1: number, cpx2: number, cpy2: number, x: number, y: number) {\r\n this._currentPath.addBezierCurveTo(cpx1, cpy1, cpx2, cpy2, x, y, this._resolution);\r\n }\r\n\r\n /** Extract holes based on CW / CCW */\r\n extractHoles() {\r\n for (const path of this._tempPaths) {\r\n if (path.area() > 0) {\r\n this._holes.push(path);\r\n } else {\r\n this._paths.push(path);\r\n }\r\n }\r\n\r\n if (!this._paths.length && this._holes.length) {\r\n const temp = this._holes;\r\n this._holes = this._paths;\r\n this._paths = temp;\r\n }\r\n\r\n this._tempPaths.length = 0;\r\n }\r\n\r\n /** Gets the list of paths */\r\n get paths() {\r\n return this._paths;\r\n }\r\n\r\n /** Gets the list of holes */\r\n get holes() {\r\n return this._holes;\r\n }\r\n}\r\n\r\n// Utility functions\r\nfunction CreateShapePath(\r\n char: string,\r\n scale: number,\r\n offsetX: number,\r\n offsetY: number,\r\n resolution: number,\r\n fontData: IFontData\r\n): Nullable<{\r\n offsetX: number;\r\n shapePath: ShapePath;\r\n}> {\r\n const glyph = fontData.glyphs[char] || fontData.glyphs[\"?\"];\r\n\r\n if (!glyph) {\r\n // return if there is no glyph data\r\n return null;\r\n }\r\n\r\n const shapePath = new ShapePath(resolution);\r\n\r\n if (glyph.o) {\r\n const outline = glyph.o.split(\" \");\r\n\r\n for (let i = 0, l = outline.length; i < l; ) {\r\n const action = outline[i++];\r\n\r\n switch (action) {\r\n case \"m\": {\r\n // moveTo\r\n const x = parseInt(outline[i++]) * scale + offsetX;\r\n const y = parseInt(outline[i++]) * scale + offsetY;\r\n\r\n shapePath.moveTo(x, y);\r\n break;\r\n }\r\n case \"l\": {\r\n // lineTo\r\n const x = parseInt(outline[i++]) * scale + offsetX;\r\n const y = parseInt(outline[i++]) * scale + offsetY;\r\n\r\n shapePath.lineTo(x, y);\r\n break;\r\n }\r\n case \"q\": {\r\n // quadraticCurveTo\r\n const cpx = parseInt(outline[i++]) * scale + offsetX;\r\n const cpy = parseInt(outline[i++]) * scale + offsetY;\r\n const cpx1 = parseInt(outline[i++]) * scale + offsetX;\r\n const cpy1 = parseInt(outline[i++]) * scale + offsetY;\r\n\r\n shapePath.quadraticCurveTo(cpx1, cpy1, cpx, cpy);\r\n break;\r\n }\r\n case \"b\": {\r\n // bezierCurveTo\r\n const cpx = parseInt(outline[i++]) * scale + offsetX;\r\n const cpy = parseInt(outline[i++]) * scale + offsetY;\r\n const cpx1 = parseInt(outline[i++]) * scale + offsetX;\r\n const cpy1 = parseInt(outline[i++]) * scale + offsetY;\r\n const cpx2 = parseInt(outline[i++]) * scale + offsetX;\r\n const cpy2 = parseInt(outline[i++]) * scale + offsetY;\r\n\r\n shapePath.bezierCurveTo(cpx1, cpy1, cpx2, cpy2, cpx, cpy);\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Extract holes (based on clockwise data)\r\n shapePath.extractHoles();\r\n\r\n return { offsetX: glyph.ha * scale, shapePath: shapePath };\r\n}\r\n\r\n/**\r\n * Creates shape paths from a text and font\r\n * @param text the text\r\n * @param size size of the font\r\n * @param resolution resolution of the font\r\n * @param fontData defines the font data (can be generated with http://gero3.github.io/facetype.js/)\r\n * @returns array of ShapePath objects\r\n */\r\nexport function CreateTextShapePaths(text: string, size: number, resolution: number, fontData: IFontData) {\r\n const chars = Array.from(text);\r\n const scale = size / fontData.resolution;\r\n const line_height = (fontData.boundingBox.yMax - fontData.boundingBox.yMin + fontData.underlineThickness) * scale;\r\n\r\n const shapePaths: ShapePath[] = [];\r\n\r\n let offsetX = 0,\r\n offsetY = 0;\r\n\r\n for (let i = 0; i < chars.length; i++) {\r\n const char = chars[i];\r\n\r\n if (char === \"\\n\") {\r\n offsetX = 0;\r\n offsetY -= line_height;\r\n } else {\r\n const ret = CreateShapePath(char, scale, offsetX, offsetY, resolution, fontData);\r\n\r\n if (ret) {\r\n offsetX += ret.offsetX;\r\n shapePaths.push(ret.shapePath);\r\n }\r\n }\r\n }\r\n\r\n return shapePaths;\r\n}\r\n\r\n/**\r\n * Create a text mesh\r\n * @param name defines the name of the mesh\r\n * @param text defines the text to use to build the mesh\r\n * @param fontData defines the font data (can be generated with http://gero3.github.io/facetype.js/)\r\n * @param options defines options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @param earcutInjection can be used to inject your own earcut reference\r\n * @returns a new Mesh\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set/text\r\n */\r\nexport function CreateText(\r\n name: string,\r\n text: string,\r\n fontData: IFontData,\r\n options: {\r\n size?: number;\r\n resolution?: number;\r\n depth?: number;\r\n sideOrientation?: number;\r\n } = {\r\n size: 50,\r\n resolution: 8,\r\n depth: 1.0,\r\n },\r\n scene: Nullable<Scene> = null,\r\n earcutInjection = earcut\r\n): Nullable<Mesh> {\r\n // First we need to generate the paths\r\n const shapePaths = CreateTextShapePaths(text, options.size || 50, options.resolution || 8, fontData);\r\n\r\n // And extrude them\r\n const meshes: Mesh[] = [];\r\n for (const shapePath of shapePaths) {\r\n if (!shapePath.paths.length) {\r\n continue;\r\n }\r\n\r\n const holes = shapePath.holes.slice(); // Copy it as we will update the copy\r\n for (const path of shapePath.paths) {\r\n const holeVectors: Vector3[][] = [];\r\n const shapeVectors: Vector3[] = [];\r\n const points = path.getPoints();\r\n for (const point of points) {\r\n shapeVectors.push(new Vector3(point.x, 0, point.y)); // ExtrudePolygon expects data on the xz plane\r\n }\r\n\r\n // Holes\r\n const localHolesCopy = holes.slice();\r\n for (const hole of localHolesCopy) {\r\n const points = hole.getPoints();\r\n\r\n let found = false;\r\n for (const point of points) {\r\n if (path.isPointInside(point)) {\r\n found = true;\r\n break;\r\n }\r\n }\r\n\r\n if (!found) {\r\n continue;\r\n }\r\n\r\n const holePoints: Vector3[] = [];\r\n for (const point of points) {\r\n holePoints.push(new Vector3(point.x, 0, point.y)); // ExtrudePolygon expects data on the xz plane\r\n }\r\n holeVectors.push(holePoints);\r\n\r\n // Remove the hole as it was already used\r\n holes.splice(holes.indexOf(hole), 1);\r\n }\r\n\r\n // There is at least a hole but it was unaffected\r\n if (!holeVectors.length && holes.length) {\r\n for (const hole of holes) {\r\n const points = hole.getPoints();\r\n const holePoints: Vector3[] = [];\r\n for (const point of points) {\r\n holePoints.push(new Vector3(point.x, 0, point.y)); // ExtrudePolygon expects data on the xz plane\r\n }\r\n holeVectors.push(holePoints);\r\n }\r\n }\r\n\r\n // Extrusion!\r\n const mesh = ExtrudePolygon(\r\n name,\r\n {\r\n shape: shapeVectors,\r\n holes: holeVectors.length ? holeVectors : undefined,\r\n depth: options.depth || 1.0,\r\n sideOrientation: Mesh._GetDefaultSideOrientation(options.sideOrientation || Mesh.DOUBLESIDE),\r\n },\r\n scene,\r\n earcutInjection\r\n );\r\n meshes.push(mesh);\r\n }\r\n }\r\n\r\n // Then we can merge everyone into one single mesh\r\n const newMesh = Mesh.MergeMeshes(meshes, true, true);\r\n\r\n if (newMesh) {\r\n // Move pivot to center\r\n const bbox = newMesh?.getBoundingInfo();\r\n newMesh.position.x = -bbox?.boundingBox.extendSizeWorld._x;\r\n newMesh.position.y = -bbox?.boundingBox.extendSizeWorld._y;\r\n newMesh.position.z = -bbox?.boundingBox.extendSizeWorld._z;\r\n newMesh.name = name;\r\n\r\n newMesh.rotation.x = -Math.PI / 2;\r\n\r\n newMesh.bakeCurrentTransformIntoVertices();\r\n }\r\n\r\n return newMesh;\r\n}\r\n"]}
1
+ 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type { Color4 } from \"../../Maths/math.color\";\r\nimport { Path2 } from \"../../Maths/math.path\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport type { Vector4 } from \"../../Maths/math.vector\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { Mesh } from \"../mesh\";\r\nimport { ExtrudePolygon } from \"./polygonBuilder\";\r\n\r\ndeclare let earcut: any;\r\n\r\n/**\r\n * Parser inspired by https://github.com/mrdoob/three.js/blob/master/examples/jsm/loaders/FontLoader.js\r\n */\r\n\r\n// Interfaces\r\n\r\n/**\r\n * Represents glyph data generated by http://gero3.github.io/facetype.js/\r\n */\r\nexport interface IGlyphData {\r\n /** Commands used to draw (line, move, curve, etc..) */\r\n o: string;\r\n\r\n /** Width */\r\n ha: number;\r\n}\r\n\r\n/**\r\n * Represents font data generated by http://gero3.github.io/facetype.js/\r\n */\r\nexport interface IFontData {\r\n /**\r\n * Font resolution\r\n */\r\n resolution: number;\r\n /** Underline tickness */\r\n underlineThickness: number;\r\n /** Bounding box */\r\n boundingBox: {\r\n yMax: number;\r\n yMin: number;\r\n };\r\n /** List of supported glyphs */\r\n glyphs: { [key: string]: IGlyphData };\r\n}\r\n\r\n// Shape functions\r\nclass ShapePath {\r\n private _paths: Path2[] = [];\r\n private _tempPaths: Path2[] = [];\r\n private _holes: Path2[] = [];\r\n private _currentPath: Path2;\r\n private _resolution: number;\r\n\r\n /** Create the ShapePath used to support glyphs */\r\n constructor(resolution: number) {\r\n this._resolution = resolution;\r\n }\r\n\r\n /** Move the virtual cursor to a coordinate */\r\n moveTo(x: number, y: number) {\r\n this._currentPath = new Path2(x, y);\r\n this._tempPaths.push(this._currentPath);\r\n }\r\n\r\n /** Draw a line from the virtual cursor to a given coordinate */\r\n lineTo(x: number, y: number) {\r\n this._currentPath.addLineTo(x, y);\r\n }\r\n\r\n /** Create a quadratic curve from the virtual cursor to a given coordinate */\r\n quadraticCurveTo(cpx: number, cpy: number, x: number, y: number) {\r\n this._currentPath.addQuadraticCurveTo(cpx, cpy, x, y, this._resolution);\r\n }\r\n\r\n /** Create a bezier curve from the virtual cursor to a given coordinate */\r\n bezierCurveTo(cpx1: number, cpy1: number, cpx2: number, cpy2: number, x: number, y: number) {\r\n this._currentPath.addBezierCurveTo(cpx1, cpy1, cpx2, cpy2, x, y, this._resolution);\r\n }\r\n\r\n /** Extract holes based on CW / CCW */\r\n extractHoles() {\r\n for (const path of this._tempPaths) {\r\n if (path.area() > 0) {\r\n this._holes.push(path);\r\n } else {\r\n this._paths.push(path);\r\n }\r\n }\r\n\r\n if (!this._paths.length && this._holes.length) {\r\n const temp = this._holes;\r\n this._holes = this._paths;\r\n this._paths = temp;\r\n }\r\n\r\n this._tempPaths.length = 0;\r\n }\r\n\r\n /** Gets the list of paths */\r\n get paths() {\r\n return this._paths;\r\n }\r\n\r\n /** Gets the list of holes */\r\n get holes() {\r\n return this._holes;\r\n }\r\n}\r\n\r\n// Utility functions\r\nfunction CreateShapePath(\r\n char: string,\r\n scale: number,\r\n offsetX: number,\r\n offsetY: number,\r\n resolution: number,\r\n fontData: IFontData\r\n): Nullable<{\r\n offsetX: number;\r\n shapePath: ShapePath;\r\n}> {\r\n const glyph = fontData.glyphs[char] || fontData.glyphs[\"?\"];\r\n\r\n if (!glyph) {\r\n // return if there is no glyph data\r\n return null;\r\n }\r\n\r\n const shapePath = new ShapePath(resolution);\r\n\r\n if (glyph.o) {\r\n const outline = glyph.o.split(\" \");\r\n\r\n for (let i = 0, l = outline.length; i < l; ) {\r\n const action = outline[i++];\r\n\r\n switch (action) {\r\n case \"m\": {\r\n // moveTo\r\n const x = parseInt(outline[i++]) * scale + offsetX;\r\n const y = parseInt(outline[i++]) * scale + offsetY;\r\n\r\n shapePath.moveTo(x, y);\r\n break;\r\n }\r\n case \"l\": {\r\n // lineTo\r\n const x = parseInt(outline[i++]) * scale + offsetX;\r\n const y = parseInt(outline[i++]) * scale + offsetY;\r\n\r\n shapePath.lineTo(x, y);\r\n break;\r\n }\r\n case \"q\": {\r\n // quadraticCurveTo\r\n const cpx = parseInt(outline[i++]) * scale + offsetX;\r\n const cpy = parseInt(outline[i++]) * scale + offsetY;\r\n const cpx1 = parseInt(outline[i++]) * scale + offsetX;\r\n const cpy1 = parseInt(outline[i++]) * scale + offsetY;\r\n\r\n shapePath.quadraticCurveTo(cpx1, cpy1, cpx, cpy);\r\n break;\r\n }\r\n case \"b\": {\r\n // bezierCurveTo\r\n const cpx = parseInt(outline[i++]) * scale + offsetX;\r\n const cpy = parseInt(outline[i++]) * scale + offsetY;\r\n const cpx1 = parseInt(outline[i++]) * scale + offsetX;\r\n const cpy1 = parseInt(outline[i++]) * scale + offsetY;\r\n const cpx2 = parseInt(outline[i++]) * scale + offsetX;\r\n const cpy2 = parseInt(outline[i++]) * scale + offsetY;\r\n\r\n shapePath.bezierCurveTo(cpx1, cpy1, cpx2, cpy2, cpx, cpy);\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Extract holes (based on clockwise data)\r\n shapePath.extractHoles();\r\n\r\n return { offsetX: glyph.ha * scale, shapePath: shapePath };\r\n}\r\n\r\n/**\r\n * Creates shape paths from a text and font\r\n * @param text the text\r\n * @param size size of the font\r\n * @param resolution resolution of the font\r\n * @param fontData defines the font data (can be generated with http://gero3.github.io/facetype.js/)\r\n * @returns array of ShapePath objects\r\n */\r\nexport function CreateTextShapePaths(text: string, size: number, resolution: number, fontData: IFontData) {\r\n const chars = Array.from(text);\r\n const scale = size / fontData.resolution;\r\n const line_height = (fontData.boundingBox.yMax - fontData.boundingBox.yMin + fontData.underlineThickness) * scale;\r\n\r\n const shapePaths: ShapePath[] = [];\r\n\r\n let offsetX = 0,\r\n offsetY = 0;\r\n\r\n for (let i = 0; i < chars.length; i++) {\r\n const char = chars[i];\r\n\r\n if (char === \"\\n\") {\r\n offsetX = 0;\r\n offsetY -= line_height;\r\n } else {\r\n const ret = CreateShapePath(char, scale, offsetX, offsetY, resolution, fontData);\r\n\r\n if (ret) {\r\n offsetX += ret.offsetX;\r\n shapePaths.push(ret.shapePath);\r\n }\r\n }\r\n }\r\n\r\n return shapePaths;\r\n}\r\n\r\n/**\r\n * Create a text mesh\r\n * @param name defines the name of the mesh\r\n * @param text defines the text to use to build the mesh\r\n * @param fontData defines the font data (can be generated with http://gero3.github.io/facetype.js/)\r\n * @param options defines options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @param earcutInjection can be used to inject your own earcut reference\r\n * @returns a new Mesh\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set/text\r\n */\r\nexport function CreateText(\r\n name: string,\r\n text: string,\r\n fontData: IFontData,\r\n options: {\r\n size?: number;\r\n resolution?: number;\r\n depth?: number;\r\n sideOrientation?: number;\r\n faceUV?: Vector4[];\r\n faceColors?: Color4[];\r\n perLetterFaceUV?: (letterIndex: number) => Vector4[];\r\n perLetterFaceColors?: (letterIndex: number) => Color4[];\r\n } = {\r\n size: 50,\r\n resolution: 8,\r\n depth: 1.0,\r\n },\r\n scene: Nullable<Scene> = null,\r\n earcutInjection = earcut\r\n): Nullable<Mesh> {\r\n // First we need to generate the paths\r\n const shapePaths = CreateTextShapePaths(text, options.size || 50, options.resolution || 8, fontData);\r\n\r\n // And extrude them\r\n const meshes: Mesh[] = [];\r\n let letterIndex = 0;\r\n for (const shapePath of shapePaths) {\r\n if (!shapePath.paths.length) {\r\n continue;\r\n }\r\n\r\n const holes = shapePath.holes.slice(); // Copy it as we will update the copy\r\n for (const path of shapePath.paths) {\r\n const holeVectors: Vector3[][] = [];\r\n const shapeVectors: Vector3[] = [];\r\n const points = path.getPoints();\r\n for (const point of points) {\r\n shapeVectors.push(new Vector3(point.x, 0, point.y)); // ExtrudePolygon expects data on the xz plane\r\n }\r\n\r\n // Holes\r\n const localHolesCopy = holes.slice();\r\n for (const hole of localHolesCopy) {\r\n const points = hole.getPoints();\r\n\r\n let found = false;\r\n for (const point of points) {\r\n if (path.isPointInside(point)) {\r\n found = true;\r\n break;\r\n }\r\n }\r\n\r\n if (!found) {\r\n continue;\r\n }\r\n\r\n const holePoints: Vector3[] = [];\r\n for (const point of points) {\r\n holePoints.push(new Vector3(point.x, 0, point.y)); // ExtrudePolygon expects data on the xz plane\r\n }\r\n holeVectors.push(holePoints);\r\n\r\n // Remove the hole as it was already used\r\n holes.splice(holes.indexOf(hole), 1);\r\n }\r\n\r\n // There is at least a hole but it was unaffected\r\n if (!holeVectors.length && holes.length) {\r\n for (const hole of holes) {\r\n const points = hole.getPoints();\r\n const holePoints: Vector3[] = [];\r\n for (const point of points) {\r\n holePoints.push(new Vector3(point.x, 0, point.y)); // ExtrudePolygon expects data on the xz plane\r\n }\r\n holeVectors.push(holePoints);\r\n }\r\n }\r\n\r\n // Extrusion!\r\n const mesh = ExtrudePolygon(\r\n name,\r\n {\r\n shape: shapeVectors,\r\n holes: holeVectors.length ? holeVectors : undefined,\r\n depth: options.depth || 1.0,\r\n faceUV: options.faceUV || options.perLetterFaceUV?.(letterIndex),\r\n faceColors: options.faceColors || options.perLetterFaceColors?.(letterIndex),\r\n sideOrientation: Mesh._GetDefaultSideOrientation(options.sideOrientation || Mesh.DOUBLESIDE),\r\n },\r\n scene,\r\n earcutInjection\r\n );\r\n meshes.push(mesh);\r\n letterIndex++;\r\n }\r\n }\r\n\r\n // Then we can merge everyone into one single mesh\r\n const newMesh = Mesh.MergeMeshes(meshes, true, true);\r\n\r\n if (newMesh) {\r\n // Move pivot to center\r\n const bbox = newMesh?.getBoundingInfo();\r\n newMesh.position.x = -bbox?.boundingBox.extendSizeWorld._x;\r\n newMesh.position.y = -bbox?.boundingBox.extendSizeWorld._y;\r\n newMesh.position.z = -bbox?.boundingBox.extendSizeWorld._z;\r\n newMesh.name = name;\r\n\r\n newMesh.rotation.x = -Math.PI / 2;\r\n\r\n newMesh.bakeCurrentTransformIntoVertices();\r\n }\r\n\r\n return newMesh;\r\n}\r\n"]}
@@ -39,12 +39,12 @@ export declare class InstantiateOnFacesBlock extends NodeGeometryBlock implement
39
39
  * Gets the value associated with a contextual positions
40
40
  * @returns the value associated with the source
41
41
  */
42
- getOverridePositionsContextualValue?(): Vector3;
42
+ getOverridePositionsContextualValue(): Vector3;
43
43
  /**
44
44
  * Gets the value associated with a contextual normals
45
45
  * @returns the value associated with the source
46
46
  */
47
- getOverrideNormalsContextualValue?(): Vector3;
47
+ getOverrideNormalsContextualValue(): Vector3;
48
48
  /**
49
49
  * Gets the current class name
50
50
  * @returns the class name
@@ -131,7 +131,8 @@ export class InstantiateOnFacesBlock extends NodeGeometryBlock {
131
131
  }
132
132
  const instanceCount = this.count.getConnectedValue(state);
133
133
  const faceCount = this._vertexData.indices.length / 3;
134
- const instancePerFace = Math.max(1, Math.floor(instanceCount / faceCount));
134
+ const instancePerFace = instanceCount / faceCount;
135
+ let accumulatedCount = 0;
135
136
  const additionalVertexData = [];
136
137
  let totalDone = 0;
137
138
  for (this._currentFaceIndex = 0; this._currentFaceIndex < faceCount; this._currentFaceIndex++) {
@@ -139,7 +140,12 @@ export class InstantiateOnFacesBlock extends NodeGeometryBlock {
139
140
  this._vertex0.fromArray(this._vertexData.positions, this._vertexData.indices[this._currentFaceIndex * 3] * 3);
140
141
  this._vertex1.fromArray(this._vertexData.positions, this._vertexData.indices[this._currentFaceIndex * 3 + 1] * 3);
141
142
  this._vertex2.fromArray(this._vertexData.positions, this._vertexData.indices[this._currentFaceIndex * 3 + 2] * 3);
142
- for (let faceDispatchCount = 0; faceDispatchCount < instancePerFace; faceDispatchCount++) {
143
+ accumulatedCount += instancePerFace;
144
+ const countPerFace = (accumulatedCount | 0) - totalDone;
145
+ if (countPerFace < 1) {
146
+ continue;
147
+ }
148
+ for (let faceDispatchCount = 0; faceDispatchCount < countPerFace; faceDispatchCount++) {
143
149
  if (totalDone >= instanceCount) {
144
150
  break;
145
151
  }
@@ -186,7 +192,7 @@ export class InstantiateOnFacesBlock extends NodeGeometryBlock {
186
192
  state.geometryContext = null;
187
193
  }
188
194
  _dumpPropertiesCode() {
189
- const codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.evaluateContext = ${this.evaluateContext ? "true" : "false"};\r\n`;
195
+ const codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.evaluateContext = ${this.evaluateContext ? "true" : "false"};\n`;
190
196
  return codeString;
191
197
  }
192
198
  /**
@@ -1 +1 @@
1
- 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{ NodeGeometryBlock } from \"../../nodeGeometryBlock\";\r\nimport type { NodeGeometryConnectionPoint } from \"../../nodeGeometryBlockConnectionPoint\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { NodeGeometryBlockConnectionPointTypes } from \"../../Enums/nodeGeometryConnectionPointTypes\";\r\nimport type { NodeGeometryBuildState } from \"../../nodeGeometryBuildState\";\r\nimport type { INodeGeometryExecutionContext } from \"../../Interfaces/nodeGeometryExecutionContext\";\r\nimport type { VertexData } from \"../../../mesh.vertexData\";\r\nimport { Vector3 } from \"../../../../Maths/math.vector\";\r\nimport { PropertyTypeForEdition, editableInPropertyPage } from \"../../../../Decorators/nodeDecorator\";\r\nimport type { Nullable } from \"../../../../types\";\r\n\r\n/**\r\n * Block used to instance geometry on every face of a geometry\r\n */\r\nexport class InstantiateOnFacesBlock extends NodeGeometryBlock implements INodeGeometryExecutionContext {\r\n private _vertexData: VertexData;\r\n private _currentFaceIndex: number;\r\n private _currentPosition = new Vector3();\r\n private _vertex0 = new Vector3();\r\n private _vertex1 = new Vector3();\r\n private _vertex2 = new Vector3();\r\n private _tempVector0 = new Vector3();\r\n private _tempVector1 = new Vector3();\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this block can evaluate context\r\n * Build performance is improved when this value is set to false as the system will cache values instead of reevaluating everything per context change\r\n */\r\n @editableInPropertyPage(\"Evaluate context\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { notifiers: { rebuild: true } })\r\n public evaluateContext = true;\r\n\r\n /**\r\n * Create a new InstantiateOnFacesBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"geometry\", NodeGeometryBlockConnectionPointTypes.Geometry);\r\n this.registerInput(\"instance\", NodeGeometryBlockConnectionPointTypes.Geometry, true);\r\n this.registerInput(\"rotation\", NodeGeometryBlockConnectionPointTypes.Vector3, true, Vector3.Zero());\r\n this.registerInput(\"scaling\", NodeGeometryBlockConnectionPointTypes.Vector3, true, Vector3.One());\r\n this.registerInput(\"count\", NodeGeometryBlockConnectionPointTypes.Int, true, 256);\r\n\r\n this.scaling.acceptedConnectionPointTypes.push(NodeGeometryBlockConnectionPointTypes.Float);\r\n this.registerOutput(\"output\", NodeGeometryBlockConnectionPointTypes.Geometry);\r\n }\r\n\r\n /**\r\n * Gets the current index in the current flow\r\n * @returns the current index\r\n */\r\n public getExecutionIndex(): number {\r\n return 0;\r\n }\r\n\r\n /**\r\n * Gets the current face index in the current flow\r\n * @returns the current face index\r\n */\r\n public getExecutionFaceIndex(): number {\r\n return this._currentFaceIndex;\r\n }\r\n\r\n /**\r\n * Gets the value associated with a contextual positions\r\n * @returns the value associated with the source\r\n */\r\n getOverridePositionsContextualValue?() {\r\n return this._currentPosition;\r\n }\r\n\r\n /**\r\n * Gets the value associated with a contextual normals\r\n * @returns the value associated with the source\r\n */\r\n getOverrideNormalsContextualValue?() {\r\n this._vertex1.subtractToRef(this._vertex0, this._tempVector0);\r\n this._vertex2.subtractToRef(this._vertex1, this._tempVector1);\r\n this._tempVector0.normalize();\r\n this._tempVector1.normalize();\r\n return Vector3.Cross(this._tempVector1, this._tempVector0);\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 \"InstantiateOnFacesBlock\";\r\n }\r\n\r\n /**\r\n * Gets the geometry input component\r\n */\r\n public get geometry(): NodeGeometryConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the instance input component\r\n */\r\n public get instance(): NodeGeometryConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the rotation input component\r\n */\r\n public get rotation(): NodeGeometryConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the scaling input component\r\n */\r\n public get scaling(): NodeGeometryConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the count input component\r\n */\r\n public get count(): NodeGeometryConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the geometry output component\r\n */\r\n public get output(): NodeGeometryConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected _buildBlock(state: NodeGeometryBuildState) {\r\n state.executionContext = this;\r\n\r\n this._vertexData = this.geometry.getConnectedValue(state);\r\n state.geometryContext = this._vertexData;\r\n\r\n if (!this._vertexData || !this._vertexData.positions || !this._vertexData.indices || !this.instance.isConnected) {\r\n state.executionContext = null;\r\n state.geometryContext = null;\r\n this.output._storedValue = null;\r\n return;\r\n }\r\n\r\n // Processing\r\n let instanceGeometry: Nullable<VertexData> = null;\r\n if (!this.evaluateContext) {\r\n instanceGeometry = this.instance.getConnectedValue(state) as VertexData;\r\n\r\n if (!instanceGeometry || !instanceGeometry.positions || instanceGeometry.positions.length === 0) {\r\n state.executionContext = null;\r\n state.geometryContext = null;\r\n this.output._storedValue = null;\r\n return;\r\n }\r\n }\r\n\r\n const instanceCount = this.count.getConnectedValue(state);\r\n const faceCount = this._vertexData.indices.length / 3;\r\n const instancePerFace = Math.max(1, Math.floor(instanceCount / faceCount));\r\n const additionalVertexData: VertexData[] = [];\r\n let totalDone = 0;\r\n\r\n for (this._currentFaceIndex = 0; this._currentFaceIndex < faceCount; this._currentFaceIndex++) {\r\n // Extract face vertices\r\n this._vertex0.fromArray(this._vertexData.positions, this._vertexData.indices[this._currentFaceIndex * 3] * 3);\r\n this._vertex1.fromArray(this._vertexData.positions, this._vertexData.indices[this._currentFaceIndex * 3 + 1] * 3);\r\n this._vertex2.fromArray(this._vertexData.positions, this._vertexData.indices[this._currentFaceIndex * 3 + 2] * 3);\r\n\r\n for (let faceDispatchCount = 0; faceDispatchCount < instancePerFace; faceDispatchCount++) {\r\n if (totalDone >= instanceCount) {\r\n break;\r\n }\r\n\r\n // Get random point on face\r\n let x = Math.random();\r\n let y = Math.random();\r\n\r\n if (x > y) {\r\n const temp = x;\r\n x = y;\r\n y = temp;\r\n }\r\n const s = x;\r\n const t = y - x;\r\n const u = 1 - s - t;\r\n\r\n this._currentPosition.set(\r\n s * this._vertex0.x + t * this._vertex1.x + u * this._vertex2.x,\r\n s * this._vertex0.y + t * this._vertex1.y + u * this._vertex2.y,\r\n s * this._vertex0.z + t * this._vertex1.z + u * this._vertex2.z\r\n );\r\n\r\n // Clone the instance\r\n if (this.evaluateContext) {\r\n instanceGeometry = this.instance.getConnectedValue(state) as VertexData;\r\n\r\n if (!instanceGeometry || !instanceGeometry.positions || instanceGeometry.positions.length === 0) {\r\n continue;\r\n }\r\n }\r\n const clone = instanceGeometry!.clone();\r\n\r\n const scaling = state.adaptInput(this.scaling, NodeGeometryBlockConnectionPointTypes.Vector3, Vector3.OneReadOnly);\r\n const rotation = this.rotation.getConnectedValue(state) || Vector3.ZeroReadOnly;\r\n state._instantiate(clone, this._currentPosition, rotation, scaling, additionalVertexData);\r\n totalDone++;\r\n }\r\n }\r\n\r\n // Merge\r\n if (additionalVertexData.length) {\r\n if (additionalVertexData.length === 1) {\r\n this._vertexData = additionalVertexData[0];\r\n } else {\r\n // We do not merge the main one as user can use a merge node if wanted\r\n const main = additionalVertexData.splice(0, 1)[0];\r\n this._vertexData = main.merge(additionalVertexData, true, false, true, true);\r\n }\r\n }\r\n\r\n // Storage\r\n this.output._storedValue = this._vertexData;\r\n state.executionContext = null;\r\n state.geometryContext = null;\r\n }\r\n\r\n protected _dumpPropertiesCode() {\r\n const codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.evaluateContext = ${this.evaluateContext ? \"true\" : \"false\"};\\r\\n`;\r\n return codeString;\r\n }\r\n\r\n /**\r\n * Serializes this block in a JSON representation\r\n * @returns the serialized block object\r\n */\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.evaluateContext = this.evaluateContext;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n\r\n this.evaluateContext = serializationObject.evaluateContext;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.InstantiateOnFacesBlock\", InstantiateOnFacesBlock);\r\n"]}
1
+ 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{ NodeGeometryBlock } from \"../../nodeGeometryBlock\";\r\nimport type { NodeGeometryConnectionPoint } from \"../../nodeGeometryBlockConnectionPoint\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { NodeGeometryBlockConnectionPointTypes } from \"../../Enums/nodeGeometryConnectionPointTypes\";\r\nimport type { NodeGeometryBuildState } from \"../../nodeGeometryBuildState\";\r\nimport type { INodeGeometryExecutionContext } from \"../../Interfaces/nodeGeometryExecutionContext\";\r\nimport type { VertexData } from \"../../../mesh.vertexData\";\r\nimport { Vector3 } from \"../../../../Maths/math.vector\";\r\nimport { PropertyTypeForEdition, editableInPropertyPage } from \"../../../../Decorators/nodeDecorator\";\r\nimport type { Nullable } from \"../../../../types\";\r\n\r\n/**\r\n * Block used to instance geometry on every face of a geometry\r\n */\r\nexport class InstantiateOnFacesBlock extends NodeGeometryBlock implements INodeGeometryExecutionContext {\r\n private _vertexData: VertexData;\r\n private _currentFaceIndex: number;\r\n private _currentPosition = new Vector3();\r\n private _vertex0 = new Vector3();\r\n private _vertex1 = new Vector3();\r\n private _vertex2 = new Vector3();\r\n private _tempVector0 = new Vector3();\r\n private _tempVector1 = new Vector3();\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this block can evaluate context\r\n * Build performance is improved when this value is set to false as the system will cache values instead of reevaluating everything per context change\r\n */\r\n @editableInPropertyPage(\"Evaluate context\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { notifiers: { rebuild: true } })\r\n public evaluateContext = true;\r\n\r\n /**\r\n * Create a new InstantiateOnFacesBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"geometry\", NodeGeometryBlockConnectionPointTypes.Geometry);\r\n this.registerInput(\"instance\", NodeGeometryBlockConnectionPointTypes.Geometry, true);\r\n this.registerInput(\"rotation\", NodeGeometryBlockConnectionPointTypes.Vector3, true, Vector3.Zero());\r\n this.registerInput(\"scaling\", NodeGeometryBlockConnectionPointTypes.Vector3, true, Vector3.One());\r\n this.registerInput(\"count\", NodeGeometryBlockConnectionPointTypes.Int, true, 256);\r\n\r\n this.scaling.acceptedConnectionPointTypes.push(NodeGeometryBlockConnectionPointTypes.Float);\r\n this.registerOutput(\"output\", NodeGeometryBlockConnectionPointTypes.Geometry);\r\n }\r\n\r\n /**\r\n * Gets the current index in the current flow\r\n * @returns the current index\r\n */\r\n public getExecutionIndex(): number {\r\n return 0;\r\n }\r\n\r\n /**\r\n * Gets the current face index in the current flow\r\n * @returns the current face index\r\n */\r\n public getExecutionFaceIndex(): number {\r\n return this._currentFaceIndex;\r\n }\r\n\r\n /**\r\n * Gets the value associated with a contextual positions\r\n * @returns the value associated with the source\r\n */\r\n public getOverridePositionsContextualValue() {\r\n return this._currentPosition;\r\n }\r\n\r\n /**\r\n * Gets the value associated with a contextual normals\r\n * @returns the value associated with the source\r\n */\r\n public getOverrideNormalsContextualValue() {\r\n this._vertex1.subtractToRef(this._vertex0, this._tempVector0);\r\n this._vertex2.subtractToRef(this._vertex1, this._tempVector1);\r\n this._tempVector0.normalize();\r\n this._tempVector1.normalize();\r\n return Vector3.Cross(this._tempVector1, this._tempVector0);\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 \"InstantiateOnFacesBlock\";\r\n }\r\n\r\n /**\r\n * Gets the geometry input component\r\n */\r\n public get geometry(): NodeGeometryConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the instance input component\r\n */\r\n public get instance(): NodeGeometryConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the rotation input component\r\n */\r\n public get rotation(): NodeGeometryConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the scaling input component\r\n */\r\n public get scaling(): NodeGeometryConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the count input component\r\n */\r\n public get count(): NodeGeometryConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the geometry output component\r\n */\r\n public get output(): NodeGeometryConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected _buildBlock(state: NodeGeometryBuildState) {\r\n state.executionContext = this;\r\n\r\n this._vertexData = this.geometry.getConnectedValue(state);\r\n state.geometryContext = this._vertexData;\r\n\r\n if (!this._vertexData || !this._vertexData.positions || !this._vertexData.indices || !this.instance.isConnected) {\r\n state.executionContext = null;\r\n state.geometryContext = null;\r\n this.output._storedValue = null;\r\n return;\r\n }\r\n\r\n // Processing\r\n let instanceGeometry: Nullable<VertexData> = null;\r\n if (!this.evaluateContext) {\r\n instanceGeometry = this.instance.getConnectedValue(state) as VertexData;\r\n\r\n if (!instanceGeometry || !instanceGeometry.positions || instanceGeometry.positions.length === 0) {\r\n state.executionContext = null;\r\n state.geometryContext = null;\r\n this.output._storedValue = null;\r\n return;\r\n }\r\n }\r\n\r\n const instanceCount = this.count.getConnectedValue(state);\r\n const faceCount = this._vertexData.indices.length / 3;\r\n const instancePerFace = instanceCount / faceCount;\r\n let accumulatedCount = 0;\r\n const additionalVertexData: VertexData[] = [];\r\n let totalDone = 0;\r\n\r\n for (this._currentFaceIndex = 0; this._currentFaceIndex < faceCount; this._currentFaceIndex++) {\r\n // Extract face vertices\r\n this._vertex0.fromArray(this._vertexData.positions, this._vertexData.indices[this._currentFaceIndex * 3] * 3);\r\n this._vertex1.fromArray(this._vertexData.positions, this._vertexData.indices[this._currentFaceIndex * 3 + 1] * 3);\r\n this._vertex2.fromArray(this._vertexData.positions, this._vertexData.indices[this._currentFaceIndex * 3 + 2] * 3);\r\n\r\n accumulatedCount += instancePerFace;\r\n const countPerFace = (accumulatedCount | 0) - totalDone;\r\n\r\n if (countPerFace < 1) {\r\n continue;\r\n }\r\n\r\n for (let faceDispatchCount = 0; faceDispatchCount < countPerFace; faceDispatchCount++) {\r\n if (totalDone >= instanceCount) {\r\n break;\r\n }\r\n\r\n // Get random point on face\r\n let x = Math.random();\r\n let y = Math.random();\r\n\r\n if (x > y) {\r\n const temp = x;\r\n x = y;\r\n y = temp;\r\n }\r\n const s = x;\r\n const t = y - x;\r\n const u = 1 - s - t;\r\n\r\n this._currentPosition.set(\r\n s * this._vertex0.x + t * this._vertex1.x + u * this._vertex2.x,\r\n s * this._vertex0.y + t * this._vertex1.y + u * this._vertex2.y,\r\n s * this._vertex0.z + t * this._vertex1.z + u * this._vertex2.z\r\n );\r\n\r\n // Clone the instance\r\n if (this.evaluateContext) {\r\n instanceGeometry = this.instance.getConnectedValue(state) as VertexData;\r\n\r\n if (!instanceGeometry || !instanceGeometry.positions || instanceGeometry.positions.length === 0) {\r\n continue;\r\n }\r\n }\r\n const clone = instanceGeometry!.clone();\r\n\r\n const scaling = state.adaptInput(this.scaling, NodeGeometryBlockConnectionPointTypes.Vector3, Vector3.OneReadOnly);\r\n const rotation = this.rotation.getConnectedValue(state) || Vector3.ZeroReadOnly;\r\n state._instantiate(clone, this._currentPosition, rotation, scaling, additionalVertexData);\r\n totalDone++;\r\n }\r\n }\r\n\r\n // Merge\r\n if (additionalVertexData.length) {\r\n if (additionalVertexData.length === 1) {\r\n this._vertexData = additionalVertexData[0];\r\n } else {\r\n // We do not merge the main one as user can use a merge node if wanted\r\n const main = additionalVertexData.splice(0, 1)[0];\r\n this._vertexData = main.merge(additionalVertexData, true, false, true, true);\r\n }\r\n }\r\n\r\n // Storage\r\n this.output._storedValue = this._vertexData;\r\n state.executionContext = null;\r\n state.geometryContext = null;\r\n }\r\n\r\n protected _dumpPropertiesCode() {\r\n const codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.evaluateContext = ${this.evaluateContext ? \"true\" : \"false\"};\\n`;\r\n return codeString;\r\n }\r\n\r\n /**\r\n * Serializes this block in a JSON representation\r\n * @returns the serialized block object\r\n */\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.evaluateContext = this.evaluateContext;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n\r\n this.evaluateContext = serializationObject.evaluateContext;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.InstantiateOnFacesBlock\", InstantiateOnFacesBlock);\r\n"]}
@@ -162,7 +162,7 @@ export class InstantiateOnVerticesBlock extends NodeGeometryBlock {
162
162
  state.geometryContext = null;
163
163
  }
164
164
  _dumpPropertiesCode() {
165
- const codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.removeDuplicatedPositions = ${this.removeDuplicatedPositions ? "true" : "false"};\r\n`;
165
+ const codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.removeDuplicatedPositions = ${this.removeDuplicatedPositions ? "true" : "false"};\n`;
166
166
  return codeString;
167
167
  }
168
168
  /**