@babylonjs/core 6.17.0 → 6.18.0

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Files changed (86) hide show
  1. package/Audio/audioEngine.d.ts +1 -1
  2. package/Audio/audioEngine.js +24 -13
  3. package/Audio/audioEngine.js.map +1 -1
  4. package/Bones/skeleton.d.ts +3 -1
  5. package/Bones/skeleton.js +11 -2
  6. package/Bones/skeleton.js.map +1 -1
  7. package/DeviceInput/webDeviceInputSystem.js +26 -1
  8. package/DeviceInput/webDeviceInputSystem.js.map +1 -1
  9. package/Engines/thinEngine.js +2 -2
  10. package/Engines/thinEngine.js.map +1 -1
  11. package/Materials/Node/Blocks/Teleport/teleportInBlock.js +1 -0
  12. package/Materials/Node/Blocks/Teleport/teleportInBlock.js.map +1 -1
  13. package/Materials/greasedLinePluginMaterial.d.ts +7 -2
  14. package/Materials/greasedLinePluginMaterial.js +46 -21
  15. package/Materials/greasedLinePluginMaterial.js.map +1 -1
  16. package/Meshes/Node/Blocks/Instances/instantiateBlock.d.ts +77 -0
  17. package/Meshes/Node/Blocks/Instances/instantiateBlock.js +169 -0
  18. package/Meshes/Node/Blocks/Instances/instantiateBlock.js.map +1 -0
  19. package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.d.ts +6 -0
  20. package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.js +74 -68
  21. package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.js.map +1 -1
  22. package/Meshes/Node/Blocks/Instances/instantiateOnVerticesBlock.d.ts +11 -0
  23. package/Meshes/Node/Blocks/Instances/instantiateOnVerticesBlock.js +94 -66
  24. package/Meshes/Node/Blocks/Instances/instantiateOnVerticesBlock.js.map +1 -1
  25. package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.d.ts +6 -0
  26. package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.js +68 -62
  27. package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.js.map +1 -1
  28. package/Meshes/Node/Blocks/Set/setColorsBlock.d.ts +5 -0
  29. package/Meshes/Node/Blocks/Set/setColorsBlock.js +7 -0
  30. package/Meshes/Node/Blocks/Set/setColorsBlock.js.map +1 -1
  31. package/Meshes/Node/Blocks/Set/setNormalsBlock.d.ts +5 -0
  32. package/Meshes/Node/Blocks/Set/setNormalsBlock.js +7 -0
  33. package/Meshes/Node/Blocks/Set/setNormalsBlock.js.map +1 -1
  34. package/Meshes/Node/Blocks/Set/setPositionsBlock.d.ts +5 -0
  35. package/Meshes/Node/Blocks/Set/setPositionsBlock.js +7 -0
  36. package/Meshes/Node/Blocks/Set/setPositionsBlock.js.map +1 -1
  37. package/Meshes/Node/Blocks/Set/setTangentsBlock.d.ts +5 -0
  38. package/Meshes/Node/Blocks/Set/setTangentsBlock.js +7 -0
  39. package/Meshes/Node/Blocks/Set/setTangentsBlock.js.map +1 -1
  40. package/Meshes/Node/Blocks/Set/setUVsBlock.d.ts +5 -0
  41. package/Meshes/Node/Blocks/Set/setUVsBlock.js +7 -0
  42. package/Meshes/Node/Blocks/Set/setUVsBlock.js.map +1 -1
  43. package/Meshes/Node/Blocks/Sources/meshBlock.d.ts +4 -0
  44. package/Meshes/Node/Blocks/Sources/meshBlock.js +6 -0
  45. package/Meshes/Node/Blocks/Sources/meshBlock.js.map +1 -1
  46. package/Meshes/Node/Blocks/Teleport/teleportInBlock.js +1 -0
  47. package/Meshes/Node/Blocks/Teleport/teleportInBlock.js.map +1 -1
  48. package/Meshes/Node/Blocks/computeNormalsBlock.js +3 -0
  49. package/Meshes/Node/Blocks/computeNormalsBlock.js.map +1 -1
  50. package/Meshes/Node/Blocks/geometryCollectionBlock.d.ts +76 -0
  51. package/Meshes/Node/Blocks/geometryCollectionBlock.js +163 -0
  52. package/Meshes/Node/Blocks/geometryCollectionBlock.js.map +1 -0
  53. package/Meshes/Node/Blocks/geometryInfoBlock.d.ts +43 -0
  54. package/Meshes/Node/Blocks/geometryInfoBlock.js +100 -0
  55. package/Meshes/Node/Blocks/geometryInfoBlock.js.map +1 -0
  56. package/Meshes/Node/Blocks/geometryInputBlock.js +2 -0
  57. package/Meshes/Node/Blocks/geometryInputBlock.js.map +1 -1
  58. package/Meshes/Node/Enums/nodeGeometryContextualSources.d.ts +5 -1
  59. package/Meshes/Node/Enums/nodeGeometryContextualSources.js +4 -0
  60. package/Meshes/Node/Enums/nodeGeometryContextualSources.js.map +1 -1
  61. package/Meshes/Node/Interfaces/nodeGeometryExecutionContext.d.ts +5 -0
  62. package/Meshes/Node/Interfaces/nodeGeometryExecutionContext.js.map +1 -1
  63. package/Meshes/Node/index.d.ts +3 -0
  64. package/Meshes/Node/index.js +3 -0
  65. package/Meshes/Node/index.js.map +1 -1
  66. package/Meshes/Node/nodeGeometry.d.ts +7 -0
  67. package/Meshes/Node/nodeGeometry.js +17 -0
  68. package/Meshes/Node/nodeGeometry.js.map +1 -1
  69. package/Meshes/Node/nodeGeometryBlock.d.ts +8 -3
  70. package/Meshes/Node/nodeGeometryBlock.js +24 -5
  71. package/Meshes/Node/nodeGeometryBlock.js.map +1 -1
  72. package/Meshes/Node/nodeGeometryBuildState.d.ts +3 -1
  73. package/Meshes/Node/nodeGeometryBuildState.js +34 -12
  74. package/Meshes/Node/nodeGeometryBuildState.js.map +1 -1
  75. package/Meshes/mesh.vertexData.d.ts +4 -0
  76. package/Meshes/mesh.vertexData.js +4 -0
  77. package/Meshes/mesh.vertexData.js.map +1 -1
  78. package/Meshes/transformNode.js +7 -3
  79. package/Meshes/transformNode.js.map +1 -1
  80. package/Shaders/gpuRenderParticles.vertex.js +5 -5
  81. package/Shaders/gpuRenderParticles.vertex.js.map +1 -1
  82. package/Shaders/particles.vertex.js +5 -5
  83. package/Shaders/particles.vertex.js.map +1 -1
  84. package/Sprites/sprite.js +4 -4
  85. package/Sprites/sprite.js.map +1 -1
  86. package/package.json +1 -1
@@ -47,22 +47,22 @@ mat3 rotMatrix= mat3(row0,row1,row2);vec3 alignedCorner=rotMatrix*rotatedCorner;
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  #define CUSTOM_VERTEX_DEFINITIONS
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  void main(void) {
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  #define CUSTOM_VERTEX_MAIN_BEGIN
50
- vec2 cornerPos;cornerPos=(vec2(offset.x-0.5,offset.y -0.5)-translationPivot)*size+translationPivot;
50
+ vec2 cornerPos;cornerPos=(vec2(offset.x-0.5,offset.y -0.5)-translationPivot)*size;
51
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  #ifdef BILLBOARD
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  vec3 rotatedCorner;
53
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  #ifdef BILLBOARDY
54
- rotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.y=0.;vec3 yaxis=position-eyePosition;yaxis.y=0.;vPositionW=rotate(normalize(yaxis),rotatedCorner);vec3 viewPos=(view*vec4(vPositionW,1.0)).xyz;
54
+ rotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.y=0.;rotatedCorner.xz+=translationPivot;vec3 yaxis=position-eyePosition;yaxis.y=0.;vPositionW=rotate(normalize(yaxis),rotatedCorner);vec3 viewPos=(view*vec4(vPositionW,1.0)).xyz;
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  #elif defined(BILLBOARDSTRETCHED)
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- rotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.z=0.;vec3 toCamera=position-eyePosition;vPositionW=rotateAlign(toCamera,rotatedCorner);vec3 viewPos=(view*vec4(vPositionW,1.0)).xyz;
56
+ rotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.z=0.;rotatedCorner.xy+=translationPivot;vec3 toCamera=position-eyePosition;vPositionW=rotateAlign(toCamera,rotatedCorner);vec3 viewPos=(view*vec4(vPositionW,1.0)).xyz;
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  #else
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- rotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.z=0.;vec3 viewPos=(view*vec4(position,1.0)).xyz+rotatedCorner;vPositionW=(invView*vec4(viewPos,1)).xyz;
58
+ rotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.z=0.;rotatedCorner.xy+=translationPivot;vec3 viewPos=(view*vec4(position,1.0)).xyz+rotatedCorner;vPositionW=(invView*vec4(viewPos,1)).xyz;
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  #endif
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  #ifdef RAMPGRADIENT
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  remapRanges=remapData;
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  #endif
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  gl_Position=projection*vec4(viewPos,1.0);
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  #else
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- vec3 rotatedCorner;rotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.y=0.;vec3 yaxis=normalize(direction);vPositionW=rotate(yaxis,rotatedCorner);gl_Position=projection*view*vec4(vPositionW,1.0);
65
+ vec3 rotatedCorner;rotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.y=0.;rotatedCorner.xz+=translationPivot;vec3 yaxis=normalize(direction);vPositionW=rotate(yaxis,rotatedCorner);gl_Position=projection*view*vec4(vPositionW,1.0);
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  #endif
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  vColor=color;
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  #ifdef ANIMATESHEET
@@ -1 +1 @@
1
- {"version":3,"file":"particles.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/particles.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,6CAA6C,CAAC;AACrD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,iCAAiC,CAAC;AAEzC,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAuEb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/logDepthVertex\";\n\nconst name = \"particlesVertexShader\";\nconst shader = `attribute vec3 position;attribute vec4 color;attribute float angle;attribute vec2 size;\n#ifdef ANIMATESHEET\nattribute float cellIndex;\n#endif\n#ifndef BILLBOARD\nattribute vec3 direction;\n#endif\n#ifdef BILLBOARDSTRETCHED\nattribute vec3 direction;\n#endif\n#ifdef RAMPGRADIENT\nattribute vec4 remapData;\n#endif\nattribute vec2 offset;uniform mat4 view;uniform mat4 projection;uniform vec2 translationPivot;\n#ifdef ANIMATESHEET\nuniform vec3 particlesInfos; \n#endif\nvarying vec2 vUV;varying vec4 vColor;varying vec3 vPositionW;\n#ifdef RAMPGRADIENT\nvarying vec4 remapRanges;\n#endif\n#if defined(BILLBOARD) && !defined(BILLBOARDY) && !defined(BILLBOARDSTRETCHED)\nuniform mat4 invView;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<logDepthDeclaration>\n#ifdef BILLBOARD\nuniform vec3 eyePosition;\n#endif\nvec3 rotate(vec3 yaxis,vec3 rotatedCorner) {vec3 xaxis=normalize(cross(vec3(0.,1.0,0.),yaxis));vec3 zaxis=normalize(cross(yaxis,xaxis));vec3 row0=vec3(xaxis.x,xaxis.y,xaxis.z);vec3 row1=vec3(yaxis.x,yaxis.y,yaxis.z);vec3 row2=vec3(zaxis.x,zaxis.y,zaxis.z);mat3 rotMatrix= mat3(row0,row1,row2);vec3 alignedCorner=rotMatrix*rotatedCorner;return position+alignedCorner;}\n#ifdef BILLBOARDSTRETCHED\nvec3 rotateAlign(vec3 toCamera,vec3 rotatedCorner) {vec3 normalizedToCamera=normalize(toCamera);vec3 normalizedCrossDirToCamera=normalize(cross(normalize(direction),normalizedToCamera));vec3 row0=vec3(normalizedCrossDirToCamera.x,normalizedCrossDirToCamera.y,normalizedCrossDirToCamera.z);vec3 row2=vec3(normalizedToCamera.x,normalizedToCamera.y,normalizedToCamera.z);\n#ifdef BILLBOARDSTRETCHED_LOCAL\nvec3 row1=direction;\n#else\nvec3 crossProduct=normalize(cross(normalizedToCamera,normalizedCrossDirToCamera));vec3 row1=vec3(crossProduct.x,crossProduct.y,crossProduct.z);\n#endif\nmat3 rotMatrix= mat3(row0,row1,row2);vec3 alignedCorner=rotMatrix*rotatedCorner;return position+alignedCorner;}\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvec2 cornerPos;cornerPos=(vec2(offset.x-0.5,offset.y -0.5)-translationPivot)*size+translationPivot;\n#ifdef BILLBOARD\nvec3 rotatedCorner;\n#ifdef BILLBOARDY\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.y=0.;vec3 yaxis=position-eyePosition;yaxis.y=0.;vPositionW=rotate(normalize(yaxis),rotatedCorner);vec3 viewPos=(view*vec4(vPositionW,1.0)).xyz;\n#elif defined(BILLBOARDSTRETCHED)\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.z=0.;vec3 toCamera=position-eyePosition;vPositionW=rotateAlign(toCamera,rotatedCorner);vec3 viewPos=(view*vec4(vPositionW,1.0)).xyz;\n#else\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.z=0.;vec3 viewPos=(view*vec4(position,1.0)).xyz+rotatedCorner;vPositionW=(invView*vec4(viewPos,1)).xyz;\n#endif\n#ifdef RAMPGRADIENT\nremapRanges=remapData;\n#endif\ngl_Position=projection*vec4(viewPos,1.0);\n#else\nvec3 rotatedCorner;rotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.y=0.;vec3 yaxis=normalize(direction);vPositionW=rotate(yaxis,rotatedCorner);gl_Position=projection*view*vec4(vPositionW,1.0);\n#endif\nvColor=color;\n#ifdef ANIMATESHEET\nfloat rowOffset=floor(cellIndex*particlesInfos.z);float columnOffset=cellIndex-rowOffset/particlesInfos.z;vec2 uvScale=particlesInfos.xy;vec2 uvOffset=vec2(offset.x ,1.0-offset.y);vUV=(uvOffset+vec2(columnOffset,rowOffset))*uvScale;\n#else\nvUV=offset;\n#endif\n#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4) || defined(CLIPPLANE5) || defined(CLIPPLANE6)\nvec4 worldPos=vec4(vPositionW,1.0);\n#endif\n#include<clipPlaneVertex>\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const particlesVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"particles.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/particles.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,6CAA6C,CAAC;AACrD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,iCAAiC,CAAC;AAEzC,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAuEb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/logDepthVertex\";\n\nconst name = \"particlesVertexShader\";\nconst shader = `attribute vec3 position;attribute vec4 color;attribute float angle;attribute vec2 size;\n#ifdef ANIMATESHEET\nattribute float cellIndex;\n#endif\n#ifndef BILLBOARD\nattribute vec3 direction;\n#endif\n#ifdef BILLBOARDSTRETCHED\nattribute vec3 direction;\n#endif\n#ifdef RAMPGRADIENT\nattribute vec4 remapData;\n#endif\nattribute vec2 offset;uniform mat4 view;uniform mat4 projection;uniform vec2 translationPivot;\n#ifdef ANIMATESHEET\nuniform vec3 particlesInfos; \n#endif\nvarying vec2 vUV;varying vec4 vColor;varying vec3 vPositionW;\n#ifdef RAMPGRADIENT\nvarying vec4 remapRanges;\n#endif\n#if defined(BILLBOARD) && !defined(BILLBOARDY) && !defined(BILLBOARDSTRETCHED)\nuniform mat4 invView;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<logDepthDeclaration>\n#ifdef BILLBOARD\nuniform vec3 eyePosition;\n#endif\nvec3 rotate(vec3 yaxis,vec3 rotatedCorner) {vec3 xaxis=normalize(cross(vec3(0.,1.0,0.),yaxis));vec3 zaxis=normalize(cross(yaxis,xaxis));vec3 row0=vec3(xaxis.x,xaxis.y,xaxis.z);vec3 row1=vec3(yaxis.x,yaxis.y,yaxis.z);vec3 row2=vec3(zaxis.x,zaxis.y,zaxis.z);mat3 rotMatrix= mat3(row0,row1,row2);vec3 alignedCorner=rotMatrix*rotatedCorner;return position+alignedCorner;}\n#ifdef BILLBOARDSTRETCHED\nvec3 rotateAlign(vec3 toCamera,vec3 rotatedCorner) {vec3 normalizedToCamera=normalize(toCamera);vec3 normalizedCrossDirToCamera=normalize(cross(normalize(direction),normalizedToCamera));vec3 row0=vec3(normalizedCrossDirToCamera.x,normalizedCrossDirToCamera.y,normalizedCrossDirToCamera.z);vec3 row2=vec3(normalizedToCamera.x,normalizedToCamera.y,normalizedToCamera.z);\n#ifdef BILLBOARDSTRETCHED_LOCAL\nvec3 row1=direction;\n#else\nvec3 crossProduct=normalize(cross(normalizedToCamera,normalizedCrossDirToCamera));vec3 row1=vec3(crossProduct.x,crossProduct.y,crossProduct.z);\n#endif\nmat3 rotMatrix= mat3(row0,row1,row2);vec3 alignedCorner=rotMatrix*rotatedCorner;return position+alignedCorner;}\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvec2 cornerPos;cornerPos=(vec2(offset.x-0.5,offset.y -0.5)-translationPivot)*size;\n#ifdef BILLBOARD\nvec3 rotatedCorner;\n#ifdef BILLBOARDY\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.y=0.;rotatedCorner.xz+=translationPivot;vec3 yaxis=position-eyePosition;yaxis.y=0.;vPositionW=rotate(normalize(yaxis),rotatedCorner);vec3 viewPos=(view*vec4(vPositionW,1.0)).xyz;\n#elif defined(BILLBOARDSTRETCHED)\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.z=0.;rotatedCorner.xy+=translationPivot;vec3 toCamera=position-eyePosition;vPositionW=rotateAlign(toCamera,rotatedCorner);vec3 viewPos=(view*vec4(vPositionW,1.0)).xyz;\n#else\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.z=0.;rotatedCorner.xy+=translationPivot;vec3 viewPos=(view*vec4(position,1.0)).xyz+rotatedCorner;vPositionW=(invView*vec4(viewPos,1)).xyz;\n#endif\n#ifdef RAMPGRADIENT\nremapRanges=remapData;\n#endif\ngl_Position=projection*vec4(viewPos,1.0);\n#else\nvec3 rotatedCorner;rotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.y=0.;rotatedCorner.xz+=translationPivot;vec3 yaxis=normalize(direction);vPositionW=rotate(yaxis,rotatedCorner);gl_Position=projection*view*vec4(vPositionW,1.0);\n#endif\nvColor=color;\n#ifdef ANIMATESHEET\nfloat rowOffset=floor(cellIndex*particlesInfos.z);float columnOffset=cellIndex-rowOffset/particlesInfos.z;vec2 uvScale=particlesInfos.xy;vec2 uvOffset=vec2(offset.x ,1.0-offset.y);vUV=(uvOffset+vec2(columnOffset,rowOffset))*uvScale;\n#else\nvUV=offset;\n#endif\n#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4) || defined(CLIPPLANE5) || defined(CLIPPLANE6)\nvec4 worldPos=vec4(vPositionW,1.0);\n#endif\n#include<clipPlaneVertex>\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const particlesVertexShader = { name, shader };\n"]}
package/Sprites/sprite.js CHANGED
@@ -164,10 +164,10 @@ export class Sprite extends ThinSprite {
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  sprite.isPickable = parsedSprite.isPickable;
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  sprite.isVisible = parsedSprite.isVisible;
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  sprite.useAlphaForPicking = parsedSprite.useAlphaForPicking;
167
- sprite.fromIndex = parsedSprite.fromIndex;
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- sprite.toIndex = parsedSprite.toIndex;
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- sprite.loopAnimation = parsedSprite.loopAnimation;
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- sprite.delay = parsedSprite.delay;
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+ sprite._fromIndex = parsedSprite.fromIndex;
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+ sprite._toIndex = parsedSprite.toIndex;
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+ sprite._loopAnimation = parsedSprite.loopAnimation;
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+ sprite._delay = parsedSprite.delay;
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  if (parsedSprite.animationStarted) {
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  sprite.playAnimation(sprite.fromIndex, sprite.toIndex, sprite.loopAnimation, sprite.delay);
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  }
@@ -1 +1 @@
1
- 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{ Vector3 } from \"../Maths/math.vector\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { ActionManager } from \"../Actions/actionManager\";\r\nimport type { ISpriteManager, SpriteManager } from \"./spriteManager\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { IAnimatable } from \"../Animations/animatable.interface\";\r\nimport { ThinSprite } from \"./thinSprite\";\r\n\r\nimport type { Animation } from \"../Animations/animation\";\r\n\r\n/**\r\n * Class used to represent a sprite\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/sprites\r\n */\r\nexport class Sprite extends ThinSprite implements IAnimatable {\r\n /** Gets or sets the current world position */\r\n public position: Vector3;\r\n /** Gets or sets the main color */\r\n public color: Color4;\r\n /** Gets or sets a boolean indicating that this sprite should be disposed after animation ends */\r\n public disposeWhenFinishedAnimating: boolean;\r\n /** Gets the list of attached animations */\r\n public animations: Nullable<Array<Animation>> = new Array<Animation>();\r\n /** Gets or sets a boolean indicating if the sprite can be picked */\r\n public isPickable = false;\r\n /** Gets or sets a boolean indicating that sprite texture alpha will be used for precise picking (false by default) */\r\n public useAlphaForPicking = false;\r\n\r\n /**\r\n * Gets or sets the associated action manager\r\n */\r\n public actionManager: Nullable<ActionManager>;\r\n\r\n /**\r\n * An event triggered when the control has been disposed\r\n */\r\n public onDisposeObservable = new Observable<Sprite>();\r\n\r\n private _manager: ISpriteManager;\r\n private _onAnimationEnd: Nullable<() => void> = null;\r\n\r\n /**\r\n * Gets or sets the sprite size\r\n */\r\n public get size(): number {\r\n return this.width;\r\n }\r\n\r\n public set size(value: number) {\r\n this.width = value;\r\n this.height = value;\r\n }\r\n\r\n /**\r\n * Gets or sets the unique id of the sprite\r\n */\r\n public uniqueId: number;\r\n\r\n /**\r\n * Gets the manager of this sprite\r\n */\r\n public get manager() {\r\n return this._manager;\r\n }\r\n\r\n /**\r\n * Creates a new Sprite\r\n * @param name defines the name\r\n * @param manager defines the manager\r\n */\r\n constructor(\r\n /** defines the name */\r\n public name: string,\r\n manager: ISpriteManager\r\n ) {\r\n super();\r\n this.color = new Color4(1.0, 1.0, 1.0, 1.0);\r\n this.position = Vector3.Zero();\r\n\r\n this._manager = manager;\r\n this._manager.sprites.push(this);\r\n this.uniqueId = this._manager.scene.getUniqueId();\r\n }\r\n\r\n /**\r\n * Returns the string \"Sprite\"\r\n * @returns \"Sprite\"\r\n */\r\n public getClassName(): string {\r\n return \"Sprite\";\r\n }\r\n\r\n /** Gets or sets the initial key for the animation (setting it will restart the animation) */\r\n public get fromIndex() {\r\n return this._fromIndex;\r\n }\r\n public set fromIndex(value: number) {\r\n this.playAnimation(value, this._toIndex, this._loopAnimation, this._delay, this._onAnimationEnd);\r\n }\r\n\r\n /** Gets or sets the end key for the animation (setting it will restart the animation) */\r\n public get toIndex() {\r\n return this._toIndex;\r\n }\r\n public set toIndex(value: number) {\r\n this.playAnimation(this._fromIndex, value, this._loopAnimation, this._delay, this._onAnimationEnd);\r\n }\r\n\r\n /** Gets or sets a boolean indicating if the animation is looping (setting it will restart the animation) */\r\n public get loopAnimation() {\r\n return this._loopAnimation;\r\n }\r\n public set loopAnimation(value: boolean) {\r\n this.playAnimation(this._fromIndex, this._toIndex, value, this._delay, this._onAnimationEnd);\r\n }\r\n\r\n /** Gets or sets the delay between cell changes (setting it will restart the animation) */\r\n public get delay() {\r\n return Math.max(this._delay, 1);\r\n }\r\n public set delay(value: number) {\r\n this.playAnimation(this._fromIndex, this._toIndex, this._loopAnimation, value, this._onAnimationEnd);\r\n }\r\n\r\n /**\r\n * Starts an animation\r\n * @param from defines the initial key\r\n * @param to defines the end key\r\n * @param loop defines if the animation must loop\r\n * @param delay defines the start delay (in ms)\r\n * @param onAnimationEnd defines a callback to call when animation ends\r\n */\r\n public playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: Nullable<() => void> = null): void {\r\n this._onAnimationEnd = onAnimationEnd;\r\n\r\n super.playAnimation(from, to, loop, delay, this._endAnimation);\r\n }\r\n\r\n private _endAnimation = () => {\r\n if (this._onAnimationEnd) {\r\n this._onAnimationEnd();\r\n }\r\n if (this.disposeWhenFinishedAnimating) {\r\n this.dispose();\r\n }\r\n };\r\n\r\n /** Release associated resources */\r\n public dispose(): void {\r\n for (let i = 0; i < this._manager.sprites.length; i++) {\r\n if (this._manager.sprites[i] == this) {\r\n this._manager.sprites.splice(i, 1);\r\n }\r\n }\r\n\r\n // Callback\r\n this.onDisposeObservable.notifyObservers(this);\r\n this.onDisposeObservable.clear();\r\n }\r\n\r\n /**\r\n * Serializes the sprite to a JSON object\r\n * @returns the JSON object\r\n */\r\n public serialize(): any {\r\n const serializationObject: any = {};\r\n\r\n serializationObject.name = this.name;\r\n serializationObject.position = this.position.asArray();\r\n serializationObject.color = this.color.asArray();\r\n serializationObject.width = this.width;\r\n serializationObject.height = this.height;\r\n serializationObject.angle = this.angle;\r\n serializationObject.cellIndex = this.cellIndex;\r\n serializationObject.cellRef = this.cellRef;\r\n serializationObject.invertU = this.invertU;\r\n serializationObject.invertV = this.invertV;\r\n serializationObject.disposeWhenFinishedAnimating = this.disposeWhenFinishedAnimating;\r\n serializationObject.isPickable = this.isPickable;\r\n serializationObject.isVisible = this.isVisible;\r\n serializationObject.useAlphaForPicking = this.useAlphaForPicking;\r\n\r\n serializationObject.animationStarted = this.animationStarted;\r\n serializationObject.fromIndex = this.fromIndex;\r\n serializationObject.toIndex = this.toIndex;\r\n serializationObject.loopAnimation = this.loopAnimation;\r\n serializationObject.delay = this.delay;\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parses a JSON object to create a new sprite\r\n * @param parsedSprite The JSON object to parse\r\n * @param manager defines the hosting manager\r\n * @returns the new sprite\r\n */\r\n public static Parse(parsedSprite: any, manager: SpriteManager): Sprite {\r\n const sprite = new Sprite(parsedSprite.name, manager);\r\n\r\n sprite.position = Vector3.FromArray(parsedSprite.position);\r\n sprite.color = Color4.FromArray(parsedSprite.color);\r\n sprite.width = parsedSprite.width;\r\n sprite.height = parsedSprite.height;\r\n sprite.angle = parsedSprite.angle;\r\n sprite.cellIndex = parsedSprite.cellIndex;\r\n sprite.cellRef = parsedSprite.cellRef;\r\n sprite.invertU = parsedSprite.invertU;\r\n sprite.invertV = parsedSprite.invertV;\r\n sprite.disposeWhenFinishedAnimating = parsedSprite.disposeWhenFinishedAnimating;\r\n sprite.isPickable = parsedSprite.isPickable;\r\n sprite.isVisible = parsedSprite.isVisible;\r\n sprite.useAlphaForPicking = parsedSprite.useAlphaForPicking;\r\n\r\n sprite.fromIndex = parsedSprite.fromIndex;\r\n sprite.toIndex = parsedSprite.toIndex;\r\n sprite.loopAnimation = parsedSprite.loopAnimation;\r\n sprite.delay = parsedSprite.delay;\r\n\r\n if (parsedSprite.animationStarted) {\r\n sprite.playAnimation(sprite.fromIndex, sprite.toIndex, sprite.loopAnimation, sprite.delay);\r\n }\r\n\r\n return sprite;\r\n }\r\n}\r\n"]}
1
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{ Vector3 } from \"../Maths/math.vector\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { ActionManager } from \"../Actions/actionManager\";\r\nimport type { ISpriteManager, SpriteManager } from \"./spriteManager\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { IAnimatable } from \"../Animations/animatable.interface\";\r\nimport { ThinSprite } from \"./thinSprite\";\r\n\r\nimport type { Animation } from \"../Animations/animation\";\r\n\r\n/**\r\n * Class used to represent a sprite\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/sprites\r\n */\r\nexport class Sprite extends ThinSprite implements IAnimatable {\r\n /** Gets or sets the current world position */\r\n public position: Vector3;\r\n /** Gets or sets the main color */\r\n public color: Color4;\r\n /** Gets or sets a boolean indicating that this sprite should be disposed after animation ends */\r\n public disposeWhenFinishedAnimating: boolean;\r\n /** Gets the list of attached animations */\r\n public animations: Nullable<Array<Animation>> = new Array<Animation>();\r\n /** Gets or sets a boolean indicating if the sprite can be picked */\r\n public isPickable = false;\r\n /** Gets or sets a boolean indicating that sprite texture alpha will be used for precise picking (false by default) */\r\n public useAlphaForPicking = false;\r\n\r\n /**\r\n * Gets or sets the associated action manager\r\n */\r\n public actionManager: Nullable<ActionManager>;\r\n\r\n /**\r\n * An event triggered when the control has been disposed\r\n */\r\n public onDisposeObservable = new Observable<Sprite>();\r\n\r\n private _manager: ISpriteManager;\r\n private _onAnimationEnd: Nullable<() => void> = null;\r\n\r\n /**\r\n * Gets or sets the sprite size\r\n */\r\n public get size(): number {\r\n return this.width;\r\n }\r\n\r\n public set size(value: number) {\r\n this.width = value;\r\n this.height = value;\r\n }\r\n\r\n /**\r\n * Gets or sets the unique id of the sprite\r\n */\r\n public uniqueId: number;\r\n\r\n /**\r\n * Gets the manager of this sprite\r\n */\r\n public get manager() {\r\n return this._manager;\r\n }\r\n\r\n /**\r\n * Creates a new Sprite\r\n * @param name defines the name\r\n * @param manager defines the manager\r\n */\r\n constructor(\r\n /** defines the name */\r\n public name: string,\r\n manager: ISpriteManager\r\n ) {\r\n super();\r\n this.color = new Color4(1.0, 1.0, 1.0, 1.0);\r\n this.position = Vector3.Zero();\r\n\r\n this._manager = manager;\r\n this._manager.sprites.push(this);\r\n this.uniqueId = this._manager.scene.getUniqueId();\r\n }\r\n\r\n /**\r\n * Returns the string \"Sprite\"\r\n * @returns \"Sprite\"\r\n */\r\n public getClassName(): string {\r\n return \"Sprite\";\r\n }\r\n\r\n /** Gets or sets the initial key for the animation (setting it will restart the animation) */\r\n public get fromIndex() {\r\n return this._fromIndex;\r\n }\r\n public set fromIndex(value: number) {\r\n this.playAnimation(value, this._toIndex, this._loopAnimation, this._delay, this._onAnimationEnd);\r\n }\r\n\r\n /** Gets or sets the end key for the animation (setting it will restart the animation) */\r\n public get toIndex() {\r\n return this._toIndex;\r\n }\r\n public set toIndex(value: number) {\r\n this.playAnimation(this._fromIndex, value, this._loopAnimation, this._delay, this._onAnimationEnd);\r\n }\r\n\r\n /** Gets or sets a boolean indicating if the animation is looping (setting it will restart the animation) */\r\n public get loopAnimation() {\r\n return this._loopAnimation;\r\n }\r\n public set loopAnimation(value: boolean) {\r\n this.playAnimation(this._fromIndex, this._toIndex, value, this._delay, this._onAnimationEnd);\r\n }\r\n\r\n /** Gets or sets the delay between cell changes (setting it will restart the animation) */\r\n public get delay() {\r\n return Math.max(this._delay, 1);\r\n }\r\n public set delay(value: number) {\r\n this.playAnimation(this._fromIndex, this._toIndex, this._loopAnimation, value, this._onAnimationEnd);\r\n }\r\n\r\n /**\r\n * Starts an animation\r\n * @param from defines the initial key\r\n * @param to defines the end key\r\n * @param loop defines if the animation must loop\r\n * @param delay defines the start delay (in ms)\r\n * @param onAnimationEnd defines a callback to call when animation ends\r\n */\r\n public playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: Nullable<() => void> = null): void {\r\n this._onAnimationEnd = onAnimationEnd;\r\n\r\n super.playAnimation(from, to, loop, delay, this._endAnimation);\r\n }\r\n\r\n private _endAnimation = () => {\r\n if (this._onAnimationEnd) {\r\n this._onAnimationEnd();\r\n }\r\n if (this.disposeWhenFinishedAnimating) {\r\n this.dispose();\r\n }\r\n };\r\n\r\n /** Release associated resources */\r\n public dispose(): void {\r\n for (let i = 0; i < this._manager.sprites.length; i++) {\r\n if (this._manager.sprites[i] == this) {\r\n this._manager.sprites.splice(i, 1);\r\n }\r\n }\r\n\r\n // Callback\r\n this.onDisposeObservable.notifyObservers(this);\r\n this.onDisposeObservable.clear();\r\n }\r\n\r\n /**\r\n * Serializes the sprite to a JSON object\r\n * @returns the JSON object\r\n */\r\n public serialize(): any {\r\n const serializationObject: any = {};\r\n\r\n serializationObject.name = this.name;\r\n serializationObject.position = this.position.asArray();\r\n serializationObject.color = this.color.asArray();\r\n serializationObject.width = this.width;\r\n serializationObject.height = this.height;\r\n serializationObject.angle = this.angle;\r\n serializationObject.cellIndex = this.cellIndex;\r\n serializationObject.cellRef = this.cellRef;\r\n serializationObject.invertU = this.invertU;\r\n serializationObject.invertV = this.invertV;\r\n serializationObject.disposeWhenFinishedAnimating = this.disposeWhenFinishedAnimating;\r\n serializationObject.isPickable = this.isPickable;\r\n serializationObject.isVisible = this.isVisible;\r\n serializationObject.useAlphaForPicking = this.useAlphaForPicking;\r\n\r\n serializationObject.animationStarted = this.animationStarted;\r\n serializationObject.fromIndex = this.fromIndex;\r\n serializationObject.toIndex = this.toIndex;\r\n serializationObject.loopAnimation = this.loopAnimation;\r\n serializationObject.delay = this.delay;\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parses a JSON object to create a new sprite\r\n * @param parsedSprite The JSON object to parse\r\n * @param manager defines the hosting manager\r\n * @returns the new sprite\r\n */\r\n public static Parse(parsedSprite: any, manager: SpriteManager): Sprite {\r\n const sprite = new Sprite(parsedSprite.name, manager);\r\n\r\n sprite.position = Vector3.FromArray(parsedSprite.position);\r\n sprite.color = Color4.FromArray(parsedSprite.color);\r\n sprite.width = parsedSprite.width;\r\n sprite.height = parsedSprite.height;\r\n sprite.angle = parsedSprite.angle;\r\n sprite.cellIndex = parsedSprite.cellIndex;\r\n sprite.cellRef = parsedSprite.cellRef;\r\n sprite.invertU = parsedSprite.invertU;\r\n sprite.invertV = parsedSprite.invertV;\r\n sprite.disposeWhenFinishedAnimating = parsedSprite.disposeWhenFinishedAnimating;\r\n sprite.isPickable = parsedSprite.isPickable;\r\n sprite.isVisible = parsedSprite.isVisible;\r\n sprite.useAlphaForPicking = parsedSprite.useAlphaForPicking;\r\n\r\n sprite._fromIndex = parsedSprite.fromIndex;\r\n sprite._toIndex = parsedSprite.toIndex;\r\n sprite._loopAnimation = parsedSprite.loopAnimation;\r\n sprite._delay = parsedSprite.delay;\r\n\r\n if (parsedSprite.animationStarted) {\r\n sprite.playAnimation(sprite.fromIndex, sprite.toIndex, sprite.loopAnimation, sprite.delay);\r\n }\r\n\r\n return sprite;\r\n }\r\n}\r\n"]}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@babylonjs/core",
3
- "version": "6.17.0",
3
+ "version": "6.18.0",
4
4
  "main": "index.js",
5
5
  "module": "index.js",
6
6
  "types": "index.d.ts",