@babylonjs/core 6.24.0 → 6.25.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (344) hide show
  1. package/Buffers/buffer.align.d.ts +25 -0
  2. package/Buffers/buffer.align.js +120 -0
  3. package/Buffers/buffer.align.js.map +1 -0
  4. package/Buffers/buffer.d.ts +15 -3
  5. package/Buffers/buffer.js +27 -7
  6. package/Buffers/buffer.js.map +1 -1
  7. package/Buffers/index.d.ts +1 -0
  8. package/Buffers/index.js +1 -0
  9. package/Buffers/index.js.map +1 -1
  10. package/Cameras/Inputs/BaseCameraPointersInput.js +0 -3
  11. package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
  12. package/Cameras/Inputs/flyCameraMouseInput.js +1 -4
  13. package/Cameras/Inputs/flyCameraMouseInput.js.map +1 -1
  14. package/Cameras/Inputs/freeCameraMouseInput.js +0 -6
  15. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  16. package/Cameras/RigModes/index.d.ts +0 -1
  17. package/Cameras/RigModes/index.js +0 -1
  18. package/Cameras/RigModes/index.js.map +1 -1
  19. package/Cameras/RigModes/vrRigMode.js +1 -1
  20. package/Cameras/RigModes/vrRigMode.js.map +1 -1
  21. package/Cameras/VR/index.d.ts +0 -1
  22. package/Cameras/VR/index.js +0 -1
  23. package/Cameras/VR/index.js.map +1 -1
  24. package/Cameras/VR/vrExperienceHelper.d.ts +7 -66
  25. package/Cameras/VR/vrExperienceHelper.js +17 -702
  26. package/Cameras/VR/vrExperienceHelper.js.map +1 -1
  27. package/Cameras/camera.d.ts +15 -20
  28. package/Cameras/camera.js +41 -36
  29. package/Cameras/camera.js.map +1 -1
  30. package/Cameras/targetCamera.js +1 -1
  31. package/Cameras/targetCamera.js.map +1 -1
  32. package/Engines/Extensions/index.d.ts +0 -1
  33. package/Engines/Extensions/index.js +0 -1
  34. package/Engines/Extensions/index.js.map +1 -1
  35. package/Engines/WebGL/webGLRenderTargetWrapper.d.ts +4 -0
  36. package/Engines/WebGL/webGLRenderTargetWrapper.js +4 -0
  37. package/Engines/WebGL/webGLRenderTargetWrapper.js.map +1 -1
  38. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +8 -7
  39. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  40. package/Engines/WebGPU/webgpuCacheSampler.js +1 -1
  41. package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
  42. package/Engines/constants.d.ts +0 -4
  43. package/Engines/constants.js +0 -4
  44. package/Engines/constants.js.map +1 -1
  45. package/Engines/engine.d.ts +38 -258
  46. package/Engines/engine.js +0 -65
  47. package/Engines/engine.js.map +1 -1
  48. package/Engines/engineFactory.js +9 -14
  49. package/Engines/engineFactory.js.map +1 -1
  50. package/Engines/engineFeatures.d.ts +2 -0
  51. package/Engines/engineFeatures.js.map +1 -1
  52. package/Engines/nativeEngine.js +1 -0
  53. package/Engines/nativeEngine.js.map +1 -1
  54. package/Engines/nullEngine.js +1 -0
  55. package/Engines/nullEngine.js.map +1 -1
  56. package/Engines/thinEngine.d.ts +22 -5
  57. package/Engines/thinEngine.js +55 -22
  58. package/Engines/thinEngine.js.map +1 -1
  59. package/Engines/webgpuEngine.d.ts +1 -0
  60. package/Engines/webgpuEngine.js +4 -2
  61. package/Engines/webgpuEngine.js.map +1 -1
  62. package/FlowGraph/Blocks/Data/Logic/flowGraphBitwiseBlocks.d.ts +9 -8
  63. package/FlowGraph/Blocks/Data/Logic/flowGraphBitwiseBlocks.js +34 -16
  64. package/FlowGraph/Blocks/Data/Logic/flowGraphBitwiseBlocks.js.map +1 -1
  65. package/FlowGraph/Blocks/Data/Logic/flowGraphLogicBlocks.d.ts +4 -3
  66. package/FlowGraph/Blocks/Data/Logic/flowGraphLogicBlocks.js +14 -6
  67. package/FlowGraph/Blocks/Data/Logic/flowGraphLogicBlocks.js.map +1 -1
  68. package/FlowGraph/Blocks/Data/Math/flowGraphMatrixBlocks.d.ts +19 -14
  69. package/FlowGraph/Blocks/Data/Math/flowGraphMatrixBlocks.js +64 -27
  70. package/FlowGraph/Blocks/Data/Math/flowGraphMatrixBlocks.js.map +1 -1
  71. package/FlowGraph/Blocks/Data/Math/flowGraphNumberMathBlocks.d.ts +39 -41
  72. package/FlowGraph/Blocks/Data/Math/flowGraphNumberMathBlocks.js +152 -74
  73. package/FlowGraph/Blocks/Data/Math/flowGraphNumberMathBlocks.js.map +1 -1
  74. package/FlowGraph/Blocks/Data/Math/flowGraphVector2MathBlocks.d.ts +12 -12
  75. package/FlowGraph/Blocks/Data/Math/flowGraphVector2MathBlocks.js +42 -21
  76. package/FlowGraph/Blocks/Data/Math/flowGraphVector2MathBlocks.js.map +1 -1
  77. package/FlowGraph/Blocks/Data/Math/flowGraphVector3MathBlocks.d.ts +17 -14
  78. package/FlowGraph/Blocks/Data/Math/flowGraphVector3MathBlocks.js +62 -26
  79. package/FlowGraph/Blocks/Data/Math/flowGraphVector3MathBlocks.js.map +1 -1
  80. package/FlowGraph/Blocks/Data/Math/flowGraphVector4MathBlocks.d.ts +13 -10
  81. package/FlowGraph/Blocks/Data/Math/flowGraphVector4MathBlocks.js +46 -18
  82. package/FlowGraph/Blocks/Data/Math/flowGraphVector4MathBlocks.js.map +1 -1
  83. package/FlowGraph/Blocks/Data/flowGraphBinaryOperationBlock.d.ts +4 -1
  84. package/FlowGraph/Blocks/Data/flowGraphBinaryOperationBlock.js +6 -2
  85. package/FlowGraph/Blocks/Data/flowGraphBinaryOperationBlock.js.map +1 -1
  86. package/FlowGraph/Blocks/Data/flowGraphConditionalDataBlock.d.ts +3 -1
  87. package/FlowGraph/Blocks/Data/flowGraphConditionalDataBlock.js +7 -2
  88. package/FlowGraph/Blocks/Data/flowGraphConditionalDataBlock.js.map +1 -1
  89. package/FlowGraph/Blocks/Data/flowGraphConstantBlock.d.ts +5 -3
  90. package/FlowGraph/Blocks/Data/flowGraphConstantBlock.js +10 -5
  91. package/FlowGraph/Blocks/Data/flowGraphConstantBlock.js.map +1 -1
  92. package/FlowGraph/Blocks/Data/flowGraphConstantOperationBlock.d.ts +4 -1
  93. package/FlowGraph/Blocks/Data/flowGraphConstantOperationBlock.js +6 -2
  94. package/FlowGraph/Blocks/Data/flowGraphConstantOperationBlock.js.map +1 -1
  95. package/FlowGraph/Blocks/Data/flowGraphCoordinateTransformBlock.d.ts +3 -1
  96. package/FlowGraph/Blocks/Data/flowGraphCoordinateTransformBlock.js +7 -2
  97. package/FlowGraph/Blocks/Data/flowGraphCoordinateTransformBlock.js.map +1 -1
  98. package/FlowGraph/Blocks/Data/flowGraphGetVariableBlock.d.ts +3 -1
  99. package/FlowGraph/Blocks/Data/flowGraphGetVariableBlock.js +7 -2
  100. package/FlowGraph/Blocks/Data/flowGraphGetVariableBlock.js.map +1 -1
  101. package/FlowGraph/Blocks/Data/flowGraphUnaryOperationBlock.d.ts +4 -1
  102. package/FlowGraph/Blocks/Data/flowGraphUnaryOperationBlock.js +6 -2
  103. package/FlowGraph/Blocks/Data/flowGraphUnaryOperationBlock.js.map +1 -1
  104. package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.d.ts +6 -2
  105. package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.js +12 -3
  106. package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.js.map +1 -1
  107. package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.d.ts +5 -3
  108. package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.js +11 -6
  109. package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.js.map +1 -1
  110. package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.d.ts +1 -0
  111. package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.js +7 -2
  112. package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.js.map +1 -1
  113. package/FlowGraph/Blocks/Event/flowGraphSceneTickEventBlock.d.ts +1 -0
  114. package/FlowGraph/Blocks/Event/flowGraphSceneTickEventBlock.js +7 -2
  115. package/FlowGraph/Blocks/Event/flowGraphSceneTickEventBlock.js.map +1 -1
  116. package/FlowGraph/Blocks/Execution/Animation/flowGraphPauseAnimationBlock.d.ts +3 -1
  117. package/FlowGraph/Blocks/Execution/Animation/flowGraphPauseAnimationBlock.js +7 -2
  118. package/FlowGraph/Blocks/Execution/Animation/flowGraphPauseAnimationBlock.js.map +1 -1
  119. package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.d.ts +3 -1
  120. package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.js +8 -3
  121. package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.js.map +1 -1
  122. package/FlowGraph/Blocks/Execution/Animation/flowGraphStopAnimationBlock.d.ts +3 -1
  123. package/FlowGraph/Blocks/Execution/Animation/flowGraphStopAnimationBlock.js +7 -2
  124. package/FlowGraph/Blocks/Execution/Animation/flowGraphStopAnimationBlock.js.map +1 -1
  125. package/FlowGraph/Blocks/Execution/Audio/flowGraphPlayAudioBlock.d.ts +3 -1
  126. package/FlowGraph/Blocks/Execution/Audio/flowGraphPlayAudioBlock.js +7 -2
  127. package/FlowGraph/Blocks/Execution/Audio/flowGraphPlayAudioBlock.js.map +1 -1
  128. package/FlowGraph/Blocks/Execution/Audio/flowGraphStopAudioBlock.d.ts +3 -1
  129. package/FlowGraph/Blocks/Execution/Audio/flowGraphStopAudioBlock.js +7 -2
  130. package/FlowGraph/Blocks/Execution/Audio/flowGraphStopAudioBlock.js.map +1 -1
  131. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphBranchBlock.d.ts +3 -1
  132. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphBranchBlock.js +7 -2
  133. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphBranchBlock.js.map +1 -1
  134. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCounterBlock.d.ts +3 -1
  135. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCounterBlock.js +7 -2
  136. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCounterBlock.js.map +1 -1
  137. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDebounceBlock.d.ts +3 -1
  138. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDebounceBlock.js +7 -2
  139. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDebounceBlock.js.map +1 -1
  140. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDoNBlock.d.ts +3 -1
  141. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDoNBlock.js +7 -2
  142. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDoNBlock.js.map +1 -1
  143. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphFlipFlopBlock.d.ts +3 -1
  144. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphFlipFlopBlock.js +7 -2
  145. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphFlipFlopBlock.js.map +1 -1
  146. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphForLoopBlock.d.ts +3 -1
  147. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphForLoopBlock.js +7 -2
  148. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphForLoopBlock.js.map +1 -1
  149. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphMultiGateBlock.d.ts +6 -3
  150. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphMultiGateBlock.js +22 -16
  151. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphMultiGateBlock.js.map +1 -1
  152. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphSwitchBlock.d.ts +7 -4
  153. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphSwitchBlock.js +15 -10
  154. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphSwitchBlock.js.map +1 -1
  155. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphThrottleBlock.d.ts +3 -1
  156. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphThrottleBlock.js +7 -2
  157. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphThrottleBlock.js.map +1 -1
  158. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphTimerBlock.d.ts +3 -1
  159. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphTimerBlock.js +8 -3
  160. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphTimerBlock.js.map +1 -1
  161. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWaitAllBlock.d.ts +7 -4
  162. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWaitAllBlock.js +14 -7
  163. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWaitAllBlock.js.map +1 -1
  164. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWhileLoopBlock.d.ts +5 -3
  165. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWhileLoopBlock.js +9 -4
  166. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWhileLoopBlock.js.map +1 -1
  167. package/FlowGraph/Blocks/Execution/flowGraphLogBlock.d.ts +3 -1
  168. package/FlowGraph/Blocks/Execution/flowGraphLogBlock.js +7 -2
  169. package/FlowGraph/Blocks/Execution/flowGraphLogBlock.js.map +1 -1
  170. package/FlowGraph/Blocks/Execution/flowGraphSendCustomEventBlock.d.ts +3 -1
  171. package/FlowGraph/Blocks/Execution/flowGraphSendCustomEventBlock.js +8 -3
  172. package/FlowGraph/Blocks/Execution/flowGraphSendCustomEventBlock.js.map +1 -1
  173. package/FlowGraph/Blocks/Execution/flowGraphSetPropertyBlock.d.ts +3 -1
  174. package/FlowGraph/Blocks/Execution/flowGraphSetPropertyBlock.js +7 -2
  175. package/FlowGraph/Blocks/Execution/flowGraphSetPropertyBlock.js.map +1 -1
  176. package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.d.ts +3 -1
  177. package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.js +7 -2
  178. package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.js.map +1 -1
  179. package/FlowGraph/flowGraph.d.ts +41 -3
  180. package/FlowGraph/flowGraph.js +135 -0
  181. package/FlowGraph/flowGraph.js.map +1 -1
  182. package/FlowGraph/flowGraphAsyncExecutionBlock.d.ts +2 -1
  183. package/FlowGraph/flowGraphAsyncExecutionBlock.js +2 -2
  184. package/FlowGraph/flowGraphAsyncExecutionBlock.js.map +1 -1
  185. package/FlowGraph/flowGraphBlock.d.ts +15 -3
  186. package/FlowGraph/flowGraphBlock.js +50 -7
  187. package/FlowGraph/flowGraphBlock.js.map +1 -1
  188. package/FlowGraph/flowGraphConnection.d.ts +34 -4
  189. package/FlowGraph/flowGraphConnection.js +49 -3
  190. package/FlowGraph/flowGraphConnection.js.map +1 -1
  191. package/FlowGraph/flowGraphContext.d.ts +25 -5
  192. package/FlowGraph/flowGraphContext.js +86 -4
  193. package/FlowGraph/flowGraphContext.js.map +1 -1
  194. package/FlowGraph/flowGraphCoordinator.d.ts +7 -1
  195. package/FlowGraph/flowGraphCoordinator.js +18 -2
  196. package/FlowGraph/flowGraphCoordinator.js.map +1 -1
  197. package/FlowGraph/flowGraphDataConnection.d.ts +4 -11
  198. package/FlowGraph/flowGraphDataConnection.js +16 -14
  199. package/FlowGraph/flowGraphDataConnection.js.map +1 -1
  200. package/FlowGraph/flowGraphExecutionBlock.d.ts +8 -3
  201. package/FlowGraph/flowGraphExecutionBlock.js +37 -6
  202. package/FlowGraph/flowGraphExecutionBlock.js.map +1 -1
  203. package/FlowGraph/flowGraphRichTypes.d.ts +5 -9
  204. package/FlowGraph/flowGraphRichTypes.js +29 -44
  205. package/FlowGraph/flowGraphRichTypes.js.map +1 -1
  206. package/FlowGraph/flowGraphSignalConnection.js +2 -0
  207. package/FlowGraph/flowGraphSignalConnection.js.map +1 -1
  208. package/FlowGraph/flowGraphVariableDefinitions.d.ts +22 -2
  209. package/FlowGraph/flowGraphVariableDefinitions.js +29 -0
  210. package/FlowGraph/flowGraphVariableDefinitions.js.map +1 -1
  211. package/FlowGraph/flowGraphWithOnDoneExecutionBlock.d.ts +2 -1
  212. package/FlowGraph/flowGraphWithOnDoneExecutionBlock.js +2 -2
  213. package/FlowGraph/flowGraphWithOnDoneExecutionBlock.js.map +1 -1
  214. package/Gamepads/gamepadManager.js +0 -5
  215. package/Gamepads/gamepadManager.js.map +1 -1
  216. package/Gamepads/index.d.ts +0 -1
  217. package/Gamepads/index.js +0 -2
  218. package/Gamepads/index.js.map +1 -1
  219. package/Gizmos/gizmo.js +1 -4
  220. package/Gizmos/gizmo.js.map +1 -1
  221. package/Materials/GreasedLine/greasedLineMaterialDefaults.d.ts +24 -0
  222. package/Materials/GreasedLine/greasedLineMaterialDefaults.js +19 -0
  223. package/Materials/GreasedLine/greasedLineMaterialDefaults.js.map +1 -0
  224. package/Materials/GreasedLine/greasedLineMaterialInterfaces.d.ts +243 -0
  225. package/Materials/GreasedLine/greasedLineMaterialInterfaces.js +55 -0
  226. package/Materials/GreasedLine/greasedLineMaterialInterfaces.js.map +1 -0
  227. package/Materials/GreasedLine/greasedLinePluginMaterial.d.ts +253 -0
  228. package/Materials/{greasedLinePluginMaterial.js → GreasedLine/greasedLinePluginMaterial.js} +148 -205
  229. package/Materials/GreasedLine/greasedLinePluginMaterial.js.map +1 -0
  230. package/Materials/{greasedLineSimpleMaterial.d.ts → GreasedLine/greasedLineSimpleMaterial.d.ts} +20 -48
  231. package/Materials/{greasedLineSimpleMaterial.js → GreasedLine/greasedLineSimpleMaterial.js} +74 -91
  232. package/Materials/GreasedLine/greasedLineSimpleMaterial.js.map +1 -0
  233. package/Materials/Node/Blocks/Input/prePassTextureBlock.d.ts +1 -1
  234. package/Materials/Node/Blocks/Input/prePassTextureBlock.js.map +1 -1
  235. package/Materials/Textures/texture.js +1 -0
  236. package/Materials/Textures/texture.js.map +1 -1
  237. package/Materials/index.d.ts +4 -1
  238. package/Materials/index.js +4 -1
  239. package/Materials/index.js.map +1 -1
  240. package/Maths/math.vector.d.ts +32 -22
  241. package/Maths/math.vector.js +54 -43
  242. package/Maths/math.vector.js.map +1 -1
  243. package/Meshes/Builders/greasedLineBuilder.d.ts +7 -6
  244. package/Meshes/Builders/greasedLineBuilder.js +65 -31
  245. package/Meshes/Builders/greasedLineBuilder.js.map +1 -1
  246. package/Meshes/GreasedLine/greasedLineBaseMesh.d.ts +216 -0
  247. package/Meshes/GreasedLine/greasedLineBaseMesh.js +247 -0
  248. package/Meshes/GreasedLine/greasedLineBaseMesh.js.map +1 -0
  249. package/Meshes/GreasedLine/greasedLineMesh.d.ts +92 -0
  250. package/Meshes/{greasedLineMesh.js → GreasedLine/greasedLineMesh.js} +29 -223
  251. package/Meshes/GreasedLine/greasedLineMesh.js.map +1 -0
  252. package/Meshes/GreasedLine/greasedLineRibbonMesh.d.ts +107 -0
  253. package/Meshes/GreasedLine/greasedLineRibbonMesh.js +462 -0
  254. package/Meshes/GreasedLine/greasedLineRibbonMesh.js.map +1 -0
  255. package/Meshes/Node/Blocks/Sources/meshBlock.d.ts +9 -2
  256. package/Meshes/Node/Blocks/Sources/meshBlock.js +17 -5
  257. package/Meshes/Node/Blocks/Sources/meshBlock.js.map +1 -1
  258. package/Meshes/Node/Blocks/Textures/geometryTextureBlock.d.ts +15 -0
  259. package/Meshes/Node/Blocks/Textures/geometryTextureBlock.js +50 -1
  260. package/Meshes/Node/Blocks/Textures/geometryTextureBlock.js.map +1 -1
  261. package/Meshes/Node/Blocks/Textures/geometryTextureFetchBlock.js +5 -5
  262. package/Meshes/Node/Blocks/Textures/geometryTextureFetchBlock.js.map +1 -1
  263. package/Meshes/Node/nodeGeometry.d.ts +1 -2
  264. package/Meshes/Node/nodeGeometry.js +3 -4
  265. package/Meshes/Node/nodeGeometry.js.map +1 -1
  266. package/Meshes/Node/nodeGeometryBlock.d.ts +1 -2
  267. package/Meshes/Node/nodeGeometryBlock.js +1 -2
  268. package/Meshes/Node/nodeGeometryBlock.js.map +1 -1
  269. package/Meshes/geometry.js +6 -12
  270. package/Meshes/geometry.js.map +1 -1
  271. package/Meshes/index.d.ts +3 -1
  272. package/Meshes/index.js +3 -1
  273. package/Meshes/index.js.map +1 -1
  274. package/Meshes/mesh.d.ts +4 -0
  275. package/Meshes/mesh.js +7 -0
  276. package/Meshes/mesh.js.map +1 -1
  277. package/Misc/deepCopier.js +3 -0
  278. package/Misc/deepCopier.js.map +1 -1
  279. package/Misc/greasedLineTools.d.ts +52 -5
  280. package/Misc/greasedLineTools.js +180 -10
  281. package/Misc/greasedLineTools.js.map +1 -1
  282. package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js +9 -2
  283. package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js.map +1 -1
  284. package/PostProcesses/motionBlurPostProcess.js +4 -1
  285. package/PostProcesses/motionBlurPostProcess.js.map +1 -1
  286. package/PostProcesses/postProcess.js +1 -6
  287. package/PostProcesses/postProcess.js.map +1 -1
  288. package/Rendering/geometryBufferRenderer.js +4 -0
  289. package/Rendering/geometryBufferRenderer.js.map +1 -1
  290. package/Shaders/greasedLine.fragment.js +2 -5
  291. package/Shaders/greasedLine.fragment.js.map +1 -1
  292. package/Shaders/greasedLine.vertex.js +15 -4
  293. package/Shaders/greasedLine.vertex.js.map +1 -1
  294. package/XR/webXRDefaultExperience.d.ts +1 -1
  295. package/XR/webXRDefaultExperience.js +1 -1
  296. package/XR/webXRDefaultExperience.js.map +1 -1
  297. package/package.json +1 -1
  298. package/scene.d.ts +17 -10
  299. package/scene.js +25 -30
  300. package/scene.js.map +1 -1
  301. package/Cameras/RigModes/webVRRigMode.d.ts +0 -5
  302. package/Cameras/RigModes/webVRRigMode.js +0 -34
  303. package/Cameras/RigModes/webVRRigMode.js.map +0 -1
  304. package/Cameras/VR/webVRCamera.d.ts +0 -316
  305. package/Cameras/VR/webVRCamera.js +0 -618
  306. package/Cameras/VR/webVRCamera.js.map +0 -1
  307. package/Engines/Extensions/engine.webVR.d.ts +0 -91
  308. package/Engines/Extensions/engine.webVR.js +0 -195
  309. package/Engines/Extensions/engine.webVR.js.map +0 -1
  310. package/FlowGraph/Blocks/Execution/flowGraphCustomFunctionBlock.d.ts +0 -23
  311. package/FlowGraph/Blocks/Execution/flowGraphCustomFunctionBlock.js +0 -18
  312. package/FlowGraph/Blocks/Execution/flowGraphCustomFunctionBlock.js.map +0 -1
  313. package/Gamepads/Controllers/daydreamController.d.ts +0 -38
  314. package/Gamepads/Controllers/daydreamController.js +0 -70
  315. package/Gamepads/Controllers/daydreamController.js.map +0 -1
  316. package/Gamepads/Controllers/gearVRController.d.ts +0 -39
  317. package/Gamepads/Controllers/gearVRController.js +0 -79
  318. package/Gamepads/Controllers/gearVRController.js.map +0 -1
  319. package/Gamepads/Controllers/genericController.d.ts +0 -34
  320. package/Gamepads/Controllers/genericController.js +0 -48
  321. package/Gamepads/Controllers/genericController.js.map +0 -1
  322. package/Gamepads/Controllers/index.d.ts +0 -8
  323. package/Gamepads/Controllers/index.js +0 -9
  324. package/Gamepads/Controllers/index.js.map +0 -1
  325. package/Gamepads/Controllers/oculusTouchController.d.ts +0 -78
  326. package/Gamepads/Controllers/oculusTouchController.js +0 -196
  327. package/Gamepads/Controllers/oculusTouchController.js.map +0 -1
  328. package/Gamepads/Controllers/poseEnabledController.d.ts +0 -219
  329. package/Gamepads/Controllers/poseEnabledController.js +0 -293
  330. package/Gamepads/Controllers/poseEnabledController.js.map +0 -1
  331. package/Gamepads/Controllers/viveController.d.ts +0 -52
  332. package/Gamepads/Controllers/viveController.js +0 -115
  333. package/Gamepads/Controllers/viveController.js.map +0 -1
  334. package/Gamepads/Controllers/webVRController.d.ts +0 -85
  335. package/Gamepads/Controllers/webVRController.js +0 -122
  336. package/Gamepads/Controllers/webVRController.js.map +0 -1
  337. package/Gamepads/Controllers/windowsMotionController.d.ts +0 -212
  338. package/Gamepads/Controllers/windowsMotionController.js +0 -519
  339. package/Gamepads/Controllers/windowsMotionController.js.map +0 -1
  340. package/Materials/greasedLinePluginMaterial.d.ts +0 -496
  341. package/Materials/greasedLinePluginMaterial.js.map +0 -1
  342. package/Materials/greasedLineSimpleMaterial.js.map +0 -1
  343. package/Meshes/greasedLineMesh.d.ts +0 -204
  344. package/Meshes/greasedLineMesh.js.map +0 -1
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{ serialize, serializeAsVector3, serializeAsMeshReference } from \"../Misc/decorators\";\r\nimport type { Nullable } from \"../types\";\r\nimport { Camera } from \"./camera\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Quaternion, Matrix, Vector3, Vector2, TmpVectors } from \"../Maths/math.vector\";\r\nimport { Epsilon } from \"../Maths/math.constants\";\r\nimport { Axis } from \"../Maths/math.axis\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\n/**\r\n * A target camera takes a mesh or position as a target and continues to look at it while it moves.\r\n * This is the base of the follow, arc rotate cameras and Free camera\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras\r\n */\r\nexport class TargetCamera extends Camera {\r\n private static _RigCamTransformMatrix = new Matrix();\r\n private static _TargetTransformMatrix = new Matrix();\r\n private static _TargetFocalPoint = new Vector3();\r\n\r\n private _tmpUpVector = Vector3.Zero();\r\n private _tmpTargetVector = Vector3.Zero();\r\n\r\n /**\r\n * Define the current direction the camera is moving to\r\n */\r\n public cameraDirection = new Vector3(0, 0, 0);\r\n /**\r\n * Define the current rotation the camera is rotating to\r\n */\r\n public cameraRotation = new Vector2(0, 0);\r\n\r\n /** Gets or sets a boolean indicating that the scaling of the parent hierarchy will not be taken in account by the camera */\r\n public ignoreParentScaling = false;\r\n\r\n /**\r\n * When set, the up vector of the camera will be updated by the rotation of the camera\r\n */\r\n public updateUpVectorFromRotation = false;\r\n private _tmpQuaternion = new Quaternion();\r\n\r\n /**\r\n * Define the current rotation of the camera\r\n */\r\n @serializeAsVector3()\r\n public rotation = new Vector3(0, 0, 0);\r\n\r\n /**\r\n * Define the current rotation of the camera as a quaternion to prevent Gimbal lock\r\n */\r\n public rotationQuaternion: Quaternion;\r\n\r\n /**\r\n * Define the current speed of the camera\r\n */\r\n @serialize()\r\n public speed = 2.0;\r\n\r\n /**\r\n * Add constraint to the camera to prevent it to move freely in all directions and\r\n * around all axis.\r\n */\r\n public noRotationConstraint = false;\r\n\r\n /**\r\n * Reverses mouselook direction to 'natural' panning as opposed to traditional direct\r\n * panning\r\n */\r\n public invertRotation = false;\r\n\r\n /**\r\n * Speed multiplier for inverse camera panning\r\n */\r\n public inverseRotationSpeed = 0.2;\r\n\r\n /**\r\n * Define the current target of the camera as an object or a position.\r\n * Please note that locking a target will disable panning.\r\n */\r\n @serializeAsMeshReference(\"lockedTargetId\")\r\n public lockedTarget: any = null;\r\n\r\n /** @internal */\r\n public _currentTarget = Vector3.Zero();\r\n /** @internal */\r\n public _initialFocalDistance = 1;\r\n /** @internal */\r\n public _viewMatrix = Matrix.Zero();\r\n /** @internal */\r\n public _camMatrix = Matrix.Zero();\r\n /** @internal */\r\n public _cameraTransformMatrix = Matrix.Zero();\r\n /** @internal */\r\n public _cameraRotationMatrix = Matrix.Zero();\r\n\r\n /** @internal */\r\n public _referencePoint = new Vector3(0, 0, 1);\r\n /** @internal */\r\n public _transformedReferencePoint = Vector3.Zero();\r\n\r\n protected _deferredPositionUpdate = new Vector3();\r\n protected _deferredRotationQuaternionUpdate = new Quaternion();\r\n protected _deferredRotationUpdate = new Vector3();\r\n protected _deferredUpdated = false;\r\n protected _deferOnly: boolean = false;\r\n\r\n /** @internal */\r\n public _reset: () => void;\r\n\r\n private _defaultUp = Vector3.Up();\r\n\r\n /**\r\n * Instantiates a target camera that takes a mesh or position as a target and continues to look at it while it moves.\r\n * This is the base of the follow, arc rotate cameras and Free camera\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras\r\n * @param name Defines the name of the camera in the scene\r\n * @param position Defines the start position of the camera in the scene\r\n * @param scene Defines the scene the camera belongs to\r\n * @param setActiveOnSceneIfNoneActive Defines whether the camera should be marked as active if not other active cameras have been defined\r\n */\r\n constructor(name: string, position: Vector3, scene?: Scene, setActiveOnSceneIfNoneActive = true) {\r\n super(name, position, scene, setActiveOnSceneIfNoneActive);\r\n }\r\n\r\n /**\r\n * Gets the position in front of the camera at a given distance.\r\n * @param distance The distance from the camera we want the position to be\r\n * @returns the position\r\n */\r\n public getFrontPosition(distance: number): Vector3 {\r\n this.getWorldMatrix();\r\n const direction = this.getTarget().subtract(this.position);\r\n direction.normalize();\r\n direction.scaleInPlace(distance);\r\n return this.globalPosition.add(direction);\r\n }\r\n\r\n /** @internal */\r\n public _getLockedTargetPosition(): Nullable<Vector3> {\r\n if (!this.lockedTarget) {\r\n return null;\r\n }\r\n\r\n if (this.lockedTarget.absolutePosition) {\r\n const lockedTarget = this.lockedTarget as AbstractMesh;\r\n const m = lockedTarget.computeWorldMatrix();\r\n // in some cases the absolute position resets externally, but doesn't update since the matrix is cached.\r\n m.getTranslationToRef(lockedTarget.absolutePosition);\r\n }\r\n\r\n return this.lockedTarget.absolutePosition || this.lockedTarget;\r\n }\r\n\r\n private _storedPosition: Vector3;\r\n private _storedRotation: Vector3;\r\n private _storedRotationQuaternion: Quaternion;\r\n\r\n /**\r\n * Store current camera state of the camera (fov, position, rotation, etc..)\r\n * @returns the camera\r\n */\r\n public storeState(): Camera {\r\n this._storedPosition = this.position.clone();\r\n this._storedRotation = this.rotation.clone();\r\n if (this.rotationQuaternion) {\r\n this._storedRotationQuaternion = this.rotationQuaternion.clone();\r\n }\r\n\r\n return super.storeState();\r\n }\r\n\r\n /**\r\n * Restored camera state. You must call storeState() first\r\n * @returns whether it was successful or not\r\n * @internal\r\n */\r\n public _restoreStateValues(): boolean {\r\n if (!super._restoreStateValues()) {\r\n return false;\r\n }\r\n\r\n this.position = this._storedPosition.clone();\r\n this.rotation = this._storedRotation.clone();\r\n\r\n if (this.rotationQuaternion) {\r\n this.rotationQuaternion = this._storedRotationQuaternion.clone();\r\n }\r\n\r\n this.cameraDirection.copyFromFloats(0, 0, 0);\r\n this.cameraRotation.copyFromFloats(0, 0);\r\n\r\n return true;\r\n }\r\n\r\n /** @internal */\r\n public _initCache() {\r\n super._initCache();\r\n this._cache.lockedTarget = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n this._cache.rotation = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n this._cache.rotationQuaternion = new Quaternion(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _updateCache(ignoreParentClass?: boolean): void {\r\n if (!ignoreParentClass) {\r\n super._updateCache();\r\n }\r\n\r\n const lockedTargetPosition = this._getLockedTargetPosition();\r\n if (!lockedTargetPosition) {\r\n this._cache.lockedTarget = null;\r\n } else {\r\n if (!this._cache.lockedTarget) {\r\n this._cache.lockedTarget = lockedTargetPosition.clone();\r\n } else {\r\n this._cache.lockedTarget.copyFrom(lockedTargetPosition);\r\n }\r\n }\r\n\r\n this._cache.rotation.copyFrom(this.rotation);\r\n if (this.rotationQuaternion) {\r\n this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion);\r\n }\r\n }\r\n\r\n // Synchronized\r\n /** @internal */\r\n public _isSynchronizedViewMatrix(): boolean {\r\n if (!super._isSynchronizedViewMatrix()) {\r\n return false;\r\n }\r\n\r\n const lockedTargetPosition = this._getLockedTargetPosition();\r\n\r\n return (\r\n (this._cache.lockedTarget ? this._cache.lockedTarget.equals(lockedTargetPosition) : !lockedTargetPosition) &&\r\n (this.rotationQuaternion ? this.rotationQuaternion.equals(this._cache.rotationQuaternion) : this._cache.rotation.equals(this.rotation))\r\n );\r\n }\r\n\r\n // Methods\r\n /** @internal */\r\n public _computeLocalCameraSpeed(): number {\r\n const engine = this.getEngine();\r\n return this.speed * Math.sqrt(engine.getDeltaTime() / (engine.getFps() * 100.0));\r\n }\r\n\r\n // Target\r\n\r\n /**\r\n * Defines the target the camera should look at.\r\n * @param target Defines the new target as a Vector\r\n */\r\n public setTarget(target: Vector3): void {\r\n this.upVector.normalize();\r\n\r\n this._initialFocalDistance = target.subtract(this.position).length();\r\n\r\n if (this.position.z === target.z) {\r\n this.position.z += Epsilon;\r\n }\r\n\r\n this._referencePoint.normalize().scaleInPlace(this._initialFocalDistance);\r\n\r\n Matrix.LookAtLHToRef(this.position, target, this._defaultUp, this._camMatrix);\r\n this._camMatrix.invert();\r\n\r\n this.rotation.x = Math.atan(this._camMatrix.m[6] / this._camMatrix.m[10]);\r\n\r\n const vDir = target.subtract(this.position);\r\n\r\n if (vDir.x >= 0.0) {\r\n this.rotation.y = -Math.atan(vDir.z / vDir.x) + Math.PI / 2.0;\r\n } else {\r\n this.rotation.y = -Math.atan(vDir.z / vDir.x) - Math.PI / 2.0;\r\n }\r\n\r\n this.rotation.z = 0;\r\n\r\n if (isNaN(this.rotation.x)) {\r\n this.rotation.x = 0;\r\n }\r\n\r\n if (isNaN(this.rotation.y)) {\r\n this.rotation.y = 0;\r\n }\r\n\r\n if (isNaN(this.rotation.z)) {\r\n this.rotation.z = 0;\r\n }\r\n\r\n if (this.rotationQuaternion) {\r\n Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this.rotationQuaternion);\r\n }\r\n }\r\n\r\n /**\r\n * Defines the target point of the camera.\r\n * The camera looks towards it form the radius distance.\r\n */\r\n public get target(): Vector3 {\r\n return this.getTarget();\r\n }\r\n public set target(value: Vector3) {\r\n this.setTarget(value);\r\n }\r\n\r\n /**\r\n * Return the current target position of the camera. This value is expressed in local space.\r\n * @returns the target position\r\n */\r\n public getTarget(): Vector3 {\r\n return this._currentTarget;\r\n }\r\n\r\n /** @internal */\r\n public _decideIfNeedsToMove(): boolean {\r\n return Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;\r\n }\r\n\r\n /** @internal */\r\n public _updatePosition(): void {\r\n if (this.parent) {\r\n this.parent.getWorldMatrix().invertToRef(TmpVectors.Matrix[0]);\r\n Vector3.TransformNormalToRef(this.cameraDirection, TmpVectors.Matrix[0], TmpVectors.Vector3[0]);\r\n this._deferredPositionUpdate.addInPlace(TmpVectors.Vector3[0]);\r\n if (!this._deferOnly) {\r\n this.position.copyFrom(this._deferredPositionUpdate);\r\n } else {\r\n this._deferredUpdated = true;\r\n }\r\n return;\r\n }\r\n this._deferredPositionUpdate.addInPlace(this.cameraDirection);\r\n if (!this._deferOnly) {\r\n this.position.copyFrom(this._deferredPositionUpdate);\r\n } else {\r\n this._deferredUpdated = true;\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _checkInputs(): void {\r\n const directionMultiplier = this.invertRotation ? -this.inverseRotationSpeed : 1.0;\r\n const needToMove = this._decideIfNeedsToMove();\r\n const needToRotate = this.cameraRotation.x || this.cameraRotation.y;\r\n\r\n this._deferredUpdated = false;\r\n this._deferredRotationUpdate.copyFrom(this.rotation);\r\n this._deferredPositionUpdate.copyFrom(this.position);\r\n if (this.rotationQuaternion) {\r\n this._deferredRotationQuaternionUpdate.copyFrom(this.rotationQuaternion);\r\n }\r\n\r\n // Move\r\n if (needToMove) {\r\n this._updatePosition();\r\n }\r\n\r\n // Rotate\r\n if (needToRotate) {\r\n //rotate, if quaternion is set and rotation was used\r\n if (this.rotationQuaternion) {\r\n this.rotationQuaternion.toEulerAnglesToRef(this._deferredRotationUpdate);\r\n }\r\n\r\n this._deferredRotationUpdate.x += this.cameraRotation.x * directionMultiplier;\r\n this._deferredRotationUpdate.y += this.cameraRotation.y * directionMultiplier;\r\n\r\n // Apply constraints\r\n if (!this.noRotationConstraint) {\r\n const limit = 1.570796;\r\n\r\n if (this._deferredRotationUpdate.x > limit) {\r\n this._deferredRotationUpdate.x = limit;\r\n }\r\n if (this._deferredRotationUpdate.x < -limit) {\r\n this._deferredRotationUpdate.x = -limit;\r\n }\r\n }\r\n\r\n if (!this._deferOnly) {\r\n this.rotation.copyFrom(this._deferredRotationUpdate);\r\n } else {\r\n this._deferredUpdated = true;\r\n }\r\n\r\n //rotate, if quaternion is set and rotation was used\r\n if (this.rotationQuaternion) {\r\n const len = this._deferredRotationUpdate.lengthSquared();\r\n if (len) {\r\n Quaternion.RotationYawPitchRollToRef(\r\n this._deferredRotationUpdate.y,\r\n this._deferredRotationUpdate.x,\r\n this._deferredRotationUpdate.z,\r\n this._deferredRotationQuaternionUpdate\r\n );\r\n if (!this._deferOnly) {\r\n this.rotationQuaternion.copyFrom(this._deferredRotationQuaternionUpdate);\r\n } else {\r\n this._deferredUpdated = true;\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Inertia\r\n if (needToMove) {\r\n if (Math.abs(this.cameraDirection.x) < this.speed * Epsilon) {\r\n this.cameraDirection.x = 0;\r\n }\r\n\r\n if (Math.abs(this.cameraDirection.y) < this.speed * Epsilon) {\r\n this.cameraDirection.y = 0;\r\n }\r\n\r\n if (Math.abs(this.cameraDirection.z) < this.speed * Epsilon) {\r\n this.cameraDirection.z = 0;\r\n }\r\n\r\n this.cameraDirection.scaleInPlace(this.inertia);\r\n }\r\n if (needToRotate) {\r\n if (Math.abs(this.cameraRotation.x) < this.speed * Epsilon) {\r\n this.cameraRotation.x = 0;\r\n }\r\n\r\n if (Math.abs(this.cameraRotation.y) < this.speed * Epsilon) {\r\n this.cameraRotation.y = 0;\r\n }\r\n this.cameraRotation.scaleInPlace(this.inertia);\r\n }\r\n\r\n super._checkInputs();\r\n }\r\n\r\n protected _updateCameraRotationMatrix() {\r\n if (this.rotationQuaternion) {\r\n this.rotationQuaternion.toRotationMatrix(this._cameraRotationMatrix);\r\n } else {\r\n Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._cameraRotationMatrix);\r\n }\r\n }\r\n\r\n /**\r\n * Update the up vector to apply the rotation of the camera (So if you changed the camera rotation.z this will let you update the up vector as well)\r\n * @returns the current camera\r\n */\r\n private _rotateUpVectorWithCameraRotationMatrix(): TargetCamera {\r\n Vector3.TransformNormalToRef(this._defaultUp, this._cameraRotationMatrix, this.upVector);\r\n return this;\r\n }\r\n\r\n private _cachedRotationZ = 0;\r\n private _cachedQuaternionRotationZ = 0;\r\n /** @internal */\r\n public _getViewMatrix(): Matrix {\r\n if (this.lockedTarget) {\r\n this.setTarget(this._getLockedTargetPosition()!);\r\n }\r\n\r\n // Compute\r\n this._updateCameraRotationMatrix();\r\n\r\n // Apply the changed rotation to the upVector\r\n if (this.rotationQuaternion && this._cachedQuaternionRotationZ != this.rotationQuaternion.z) {\r\n this._rotateUpVectorWithCameraRotationMatrix();\r\n this._cachedQuaternionRotationZ = this.rotationQuaternion.z;\r\n } else if (this._cachedRotationZ !== this.rotation.z) {\r\n this._rotateUpVectorWithCameraRotationMatrix();\r\n this._cachedRotationZ = this.rotation.z;\r\n }\r\n\r\n Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);\r\n\r\n // Computing target and final matrix\r\n this.position.addToRef(this._transformedReferencePoint, this._currentTarget);\r\n if (this.updateUpVectorFromRotation) {\r\n if (this.rotationQuaternion) {\r\n Axis.Y.rotateByQuaternionToRef(this.rotationQuaternion, this.upVector);\r\n } else {\r\n Quaternion.FromEulerVectorToRef(this.rotation, this._tmpQuaternion);\r\n Axis.Y.rotateByQuaternionToRef(this._tmpQuaternion, this.upVector);\r\n }\r\n }\r\n this._computeViewMatrix(this.position, this._currentTarget, this.upVector);\r\n return this._viewMatrix;\r\n }\r\n\r\n protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void {\r\n if (this.ignoreParentScaling) {\r\n if (this.parent) {\r\n const parentWorldMatrix = this.parent.getWorldMatrix();\r\n Vector3.TransformCoordinatesToRef(position, parentWorldMatrix, this._globalPosition);\r\n Vector3.TransformCoordinatesToRef(target, parentWorldMatrix, this._tmpTargetVector);\r\n Vector3.TransformNormalToRef(up, parentWorldMatrix, this._tmpUpVector);\r\n this._markSyncedWithParent();\r\n } else {\r\n this._globalPosition.copyFrom(position);\r\n this._tmpTargetVector.copyFrom(target);\r\n this._tmpUpVector.copyFrom(up);\r\n }\r\n\r\n if (this.getScene().useRightHandedSystem) {\r\n Matrix.LookAtRHToRef(this._globalPosition, this._tmpTargetVector, this._tmpUpVector, this._viewMatrix);\r\n } else {\r\n Matrix.LookAtLHToRef(this._globalPosition, this._tmpTargetVector, this._tmpUpVector, this._viewMatrix);\r\n }\r\n return;\r\n }\r\n\r\n if (this.getScene().useRightHandedSystem) {\r\n Matrix.LookAtRHToRef(position, target, up, this._viewMatrix);\r\n } else {\r\n Matrix.LookAtLHToRef(position, target, up, this._viewMatrix);\r\n }\r\n\r\n if (this.parent) {\r\n const parentWorldMatrix = this.parent.getWorldMatrix();\r\n this._viewMatrix.invert();\r\n this._viewMatrix.multiplyToRef(parentWorldMatrix, this._viewMatrix);\r\n this._viewMatrix.getTranslationToRef(this._globalPosition);\r\n this._viewMatrix.invert();\r\n this._markSyncedWithParent();\r\n } else {\r\n this._globalPosition.copyFrom(position);\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public createRigCamera(name: string, cameraIndex: number): Nullable<Camera> {\r\n if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {\r\n const rigCamera = new TargetCamera(name, this.position.clone(), this.getScene());\r\n rigCamera.isRigCamera = true;\r\n rigCamera.rigParent = this;\r\n if (this.cameraRigMode === Camera.RIG_MODE_VR || this.cameraRigMode === Camera.RIG_MODE_WEBVR) {\r\n if (!this.rotationQuaternion) {\r\n this.rotationQuaternion = new Quaternion();\r\n }\r\n rigCamera._cameraRigParams = {};\r\n rigCamera.rotationQuaternion = new Quaternion();\r\n }\r\n\r\n rigCamera.mode = this.mode;\r\n rigCamera.orthoLeft = this.orthoLeft;\r\n rigCamera.orthoRight = this.orthoRight;\r\n rigCamera.orthoTop = this.orthoTop;\r\n rigCamera.orthoBottom = this.orthoBottom;\r\n\r\n return rigCamera;\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _updateRigCameras() {\r\n const camLeft = <TargetCamera>this._rigCameras[0];\r\n const camRight = <TargetCamera>this._rigCameras[1];\r\n\r\n this.computeWorldMatrix();\r\n\r\n switch (this.cameraRigMode) {\r\n case Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:\r\n case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:\r\n case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:\r\n case Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:\r\n case Camera.RIG_MODE_STEREOSCOPIC_INTERLACED: {\r\n //provisionnaly using _cameraRigParams.stereoHalfAngle instead of calculations based on _cameraRigParams.interaxialDistance:\r\n const leftSign = this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED ? 1 : -1;\r\n const rightSign = this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED ? -1 : 1;\r\n this._getRigCamPositionAndTarget(this._cameraRigParams.stereoHalfAngle * leftSign, camLeft);\r\n this._getRigCamPositionAndTarget(this._cameraRigParams.stereoHalfAngle * rightSign, camRight);\r\n break;\r\n }\r\n case Camera.RIG_MODE_VR:\r\n if (camLeft.rotationQuaternion) {\r\n camLeft.rotationQuaternion.copyFrom(this.rotationQuaternion);\r\n camRight.rotationQuaternion.copyFrom(this.rotationQuaternion);\r\n } else {\r\n camLeft.rotation.copyFrom(this.rotation);\r\n camRight.rotation.copyFrom(this.rotation);\r\n }\r\n camLeft.position.copyFrom(this.position);\r\n camRight.position.copyFrom(this.position);\r\n\r\n break;\r\n }\r\n super._updateRigCameras();\r\n }\r\n\r\n private _getRigCamPositionAndTarget(halfSpace: number, rigCamera: TargetCamera) {\r\n const target = this.getTarget();\r\n target.subtractToRef(this.position, TargetCamera._TargetFocalPoint);\r\n\r\n TargetCamera._TargetFocalPoint.normalize().scaleInPlace(this._initialFocalDistance);\r\n const newFocalTarget = TargetCamera._TargetFocalPoint.addInPlace(this.position);\r\n\r\n Matrix.TranslationToRef(-newFocalTarget.x, -newFocalTarget.y, -newFocalTarget.z, TargetCamera._TargetTransformMatrix);\r\n TargetCamera._TargetTransformMatrix.multiplyToRef(Matrix.RotationAxis(rigCamera.upVector, halfSpace), TargetCamera._RigCamTransformMatrix);\r\n Matrix.TranslationToRef(newFocalTarget.x, newFocalTarget.y, newFocalTarget.z, TargetCamera._TargetTransformMatrix);\r\n\r\n TargetCamera._RigCamTransformMatrix.multiplyToRef(TargetCamera._TargetTransformMatrix, TargetCamera._RigCamTransformMatrix);\r\n\r\n Vector3.TransformCoordinatesToRef(this.position, TargetCamera._RigCamTransformMatrix, rigCamera.position);\r\n rigCamera.setTarget(newFocalTarget);\r\n }\r\n\r\n /**\r\n * Gets the current object class name.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"TargetCamera\";\r\n }\r\n}\r\n"]}
1
+ 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{ serialize, serializeAsVector3, serializeAsMeshReference } from \"../Misc/decorators\";\r\nimport type { Nullable } from \"../types\";\r\nimport { Camera } from \"./camera\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Quaternion, Matrix, Vector3, Vector2, TmpVectors } from \"../Maths/math.vector\";\r\nimport { Epsilon } from \"../Maths/math.constants\";\r\nimport { Axis } from \"../Maths/math.axis\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\n/**\r\n * A target camera takes a mesh or position as a target and continues to look at it while it moves.\r\n * This is the base of the follow, arc rotate cameras and Free camera\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras\r\n */\r\nexport class TargetCamera extends Camera {\r\n private static _RigCamTransformMatrix = new Matrix();\r\n private static _TargetTransformMatrix = new Matrix();\r\n private static _TargetFocalPoint = new Vector3();\r\n\r\n private _tmpUpVector = Vector3.Zero();\r\n private _tmpTargetVector = Vector3.Zero();\r\n\r\n /**\r\n * Define the current direction the camera is moving to\r\n */\r\n public cameraDirection = new Vector3(0, 0, 0);\r\n /**\r\n * Define the current rotation the camera is rotating to\r\n */\r\n public cameraRotation = new Vector2(0, 0);\r\n\r\n /** Gets or sets a boolean indicating that the scaling of the parent hierarchy will not be taken in account by the camera */\r\n public ignoreParentScaling = false;\r\n\r\n /**\r\n * When set, the up vector of the camera will be updated by the rotation of the camera\r\n */\r\n public updateUpVectorFromRotation = false;\r\n private _tmpQuaternion = new Quaternion();\r\n\r\n /**\r\n * Define the current rotation of the camera\r\n */\r\n @serializeAsVector3()\r\n public rotation = new Vector3(0, 0, 0);\r\n\r\n /**\r\n * Define the current rotation of the camera as a quaternion to prevent Gimbal lock\r\n */\r\n public rotationQuaternion: Quaternion;\r\n\r\n /**\r\n * Define the current speed of the camera\r\n */\r\n @serialize()\r\n public speed = 2.0;\r\n\r\n /**\r\n * Add constraint to the camera to prevent it to move freely in all directions and\r\n * around all axis.\r\n */\r\n public noRotationConstraint = false;\r\n\r\n /**\r\n * Reverses mouselook direction to 'natural' panning as opposed to traditional direct\r\n * panning\r\n */\r\n public invertRotation = false;\r\n\r\n /**\r\n * Speed multiplier for inverse camera panning\r\n */\r\n public inverseRotationSpeed = 0.2;\r\n\r\n /**\r\n * Define the current target of the camera as an object or a position.\r\n * Please note that locking a target will disable panning.\r\n */\r\n @serializeAsMeshReference(\"lockedTargetId\")\r\n public lockedTarget: any = null;\r\n\r\n /** @internal */\r\n public _currentTarget = Vector3.Zero();\r\n /** @internal */\r\n public _initialFocalDistance = 1;\r\n /** @internal */\r\n public _viewMatrix = Matrix.Zero();\r\n /** @internal */\r\n public _camMatrix = Matrix.Zero();\r\n /** @internal */\r\n public _cameraTransformMatrix = Matrix.Zero();\r\n /** @internal */\r\n public _cameraRotationMatrix = Matrix.Zero();\r\n\r\n /** @internal */\r\n public _referencePoint = new Vector3(0, 0, 1);\r\n /** @internal */\r\n public _transformedReferencePoint = Vector3.Zero();\r\n\r\n protected _deferredPositionUpdate = new Vector3();\r\n protected _deferredRotationQuaternionUpdate = new Quaternion();\r\n protected _deferredRotationUpdate = new Vector3();\r\n protected _deferredUpdated = false;\r\n protected _deferOnly: boolean = false;\r\n\r\n /** @internal */\r\n public _reset: () => void;\r\n\r\n private _defaultUp = Vector3.Up();\r\n\r\n /**\r\n * Instantiates a target camera that takes a mesh or position as a target and continues to look at it while it moves.\r\n * This is the base of the follow, arc rotate cameras and Free camera\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras\r\n * @param name Defines the name of the camera in the scene\r\n * @param position Defines the start position of the camera in the scene\r\n * @param scene Defines the scene the camera belongs to\r\n * @param setActiveOnSceneIfNoneActive Defines whether the camera should be marked as active if not other active cameras have been defined\r\n */\r\n constructor(name: string, position: Vector3, scene?: Scene, setActiveOnSceneIfNoneActive = true) {\r\n super(name, position, scene, setActiveOnSceneIfNoneActive);\r\n }\r\n\r\n /**\r\n * Gets the position in front of the camera at a given distance.\r\n * @param distance The distance from the camera we want the position to be\r\n * @returns the position\r\n */\r\n public getFrontPosition(distance: number): Vector3 {\r\n this.getWorldMatrix();\r\n const direction = this.getTarget().subtract(this.position);\r\n direction.normalize();\r\n direction.scaleInPlace(distance);\r\n return this.globalPosition.add(direction);\r\n }\r\n\r\n /** @internal */\r\n public _getLockedTargetPosition(): Nullable<Vector3> {\r\n if (!this.lockedTarget) {\r\n return null;\r\n }\r\n\r\n if (this.lockedTarget.absolutePosition) {\r\n const lockedTarget = this.lockedTarget as AbstractMesh;\r\n const m = lockedTarget.computeWorldMatrix();\r\n // in some cases the absolute position resets externally, but doesn't update since the matrix is cached.\r\n m.getTranslationToRef(lockedTarget.absolutePosition);\r\n }\r\n\r\n return this.lockedTarget.absolutePosition || this.lockedTarget;\r\n }\r\n\r\n private _storedPosition: Vector3;\r\n private _storedRotation: Vector3;\r\n private _storedRotationQuaternion: Quaternion;\r\n\r\n /**\r\n * Store current camera state of the camera (fov, position, rotation, etc..)\r\n * @returns the camera\r\n */\r\n public storeState(): Camera {\r\n this._storedPosition = this.position.clone();\r\n this._storedRotation = this.rotation.clone();\r\n if (this.rotationQuaternion) {\r\n this._storedRotationQuaternion = this.rotationQuaternion.clone();\r\n }\r\n\r\n return super.storeState();\r\n }\r\n\r\n /**\r\n * Restored camera state. You must call storeState() first\r\n * @returns whether it was successful or not\r\n * @internal\r\n */\r\n public _restoreStateValues(): boolean {\r\n if (!super._restoreStateValues()) {\r\n return false;\r\n }\r\n\r\n this.position = this._storedPosition.clone();\r\n this.rotation = this._storedRotation.clone();\r\n\r\n if (this.rotationQuaternion) {\r\n this.rotationQuaternion = this._storedRotationQuaternion.clone();\r\n }\r\n\r\n this.cameraDirection.copyFromFloats(0, 0, 0);\r\n this.cameraRotation.copyFromFloats(0, 0);\r\n\r\n return true;\r\n }\r\n\r\n /** @internal */\r\n public _initCache() {\r\n super._initCache();\r\n this._cache.lockedTarget = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n this._cache.rotation = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n this._cache.rotationQuaternion = new Quaternion(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _updateCache(ignoreParentClass?: boolean): void {\r\n if (!ignoreParentClass) {\r\n super._updateCache();\r\n }\r\n\r\n const lockedTargetPosition = this._getLockedTargetPosition();\r\n if (!lockedTargetPosition) {\r\n this._cache.lockedTarget = null;\r\n } else {\r\n if (!this._cache.lockedTarget) {\r\n this._cache.lockedTarget = lockedTargetPosition.clone();\r\n } else {\r\n this._cache.lockedTarget.copyFrom(lockedTargetPosition);\r\n }\r\n }\r\n\r\n this._cache.rotation.copyFrom(this.rotation);\r\n if (this.rotationQuaternion) {\r\n this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion);\r\n }\r\n }\r\n\r\n // Synchronized\r\n /** @internal */\r\n public _isSynchronizedViewMatrix(): boolean {\r\n if (!super._isSynchronizedViewMatrix()) {\r\n return false;\r\n }\r\n\r\n const lockedTargetPosition = this._getLockedTargetPosition();\r\n\r\n return (\r\n (this._cache.lockedTarget ? this._cache.lockedTarget.equals(lockedTargetPosition) : !lockedTargetPosition) &&\r\n (this.rotationQuaternion ? this.rotationQuaternion.equals(this._cache.rotationQuaternion) : this._cache.rotation.equals(this.rotation))\r\n );\r\n }\r\n\r\n // Methods\r\n /** @internal */\r\n public _computeLocalCameraSpeed(): number {\r\n const engine = this.getEngine();\r\n return this.speed * Math.sqrt(engine.getDeltaTime() / (engine.getFps() * 100.0));\r\n }\r\n\r\n // Target\r\n\r\n /**\r\n * Defines the target the camera should look at.\r\n * @param target Defines the new target as a Vector\r\n */\r\n public setTarget(target: Vector3): void {\r\n this.upVector.normalize();\r\n\r\n this._initialFocalDistance = target.subtract(this.position).length();\r\n\r\n if (this.position.z === target.z) {\r\n this.position.z += Epsilon;\r\n }\r\n\r\n this._referencePoint.normalize().scaleInPlace(this._initialFocalDistance);\r\n\r\n Matrix.LookAtLHToRef(this.position, target, this._defaultUp, this._camMatrix);\r\n this._camMatrix.invert();\r\n\r\n this.rotation.x = Math.atan(this._camMatrix.m[6] / this._camMatrix.m[10]);\r\n\r\n const vDir = target.subtract(this.position);\r\n\r\n if (vDir.x >= 0.0) {\r\n this.rotation.y = -Math.atan(vDir.z / vDir.x) + Math.PI / 2.0;\r\n } else {\r\n this.rotation.y = -Math.atan(vDir.z / vDir.x) - Math.PI / 2.0;\r\n }\r\n\r\n this.rotation.z = 0;\r\n\r\n if (isNaN(this.rotation.x)) {\r\n this.rotation.x = 0;\r\n }\r\n\r\n if (isNaN(this.rotation.y)) {\r\n this.rotation.y = 0;\r\n }\r\n\r\n if (isNaN(this.rotation.z)) {\r\n this.rotation.z = 0;\r\n }\r\n\r\n if (this.rotationQuaternion) {\r\n Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this.rotationQuaternion);\r\n }\r\n }\r\n\r\n /**\r\n * Defines the target point of the camera.\r\n * The camera looks towards it form the radius distance.\r\n */\r\n public get target(): Vector3 {\r\n return this.getTarget();\r\n }\r\n public set target(value: Vector3) {\r\n this.setTarget(value);\r\n }\r\n\r\n /**\r\n * Return the current target position of the camera. This value is expressed in local space.\r\n * @returns the target position\r\n */\r\n public getTarget(): Vector3 {\r\n return this._currentTarget;\r\n }\r\n\r\n /** @internal */\r\n public _decideIfNeedsToMove(): boolean {\r\n return Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;\r\n }\r\n\r\n /** @internal */\r\n public _updatePosition(): void {\r\n if (this.parent) {\r\n this.parent.getWorldMatrix().invertToRef(TmpVectors.Matrix[0]);\r\n Vector3.TransformNormalToRef(this.cameraDirection, TmpVectors.Matrix[0], TmpVectors.Vector3[0]);\r\n this._deferredPositionUpdate.addInPlace(TmpVectors.Vector3[0]);\r\n if (!this._deferOnly) {\r\n this.position.copyFrom(this._deferredPositionUpdate);\r\n } else {\r\n this._deferredUpdated = true;\r\n }\r\n return;\r\n }\r\n this._deferredPositionUpdate.addInPlace(this.cameraDirection);\r\n if (!this._deferOnly) {\r\n this.position.copyFrom(this._deferredPositionUpdate);\r\n } else {\r\n this._deferredUpdated = true;\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _checkInputs(): void {\r\n const directionMultiplier = this.invertRotation ? -this.inverseRotationSpeed : 1.0;\r\n const needToMove = this._decideIfNeedsToMove();\r\n const needToRotate = this.cameraRotation.x || this.cameraRotation.y;\r\n\r\n this._deferredUpdated = false;\r\n this._deferredRotationUpdate.copyFrom(this.rotation);\r\n this._deferredPositionUpdate.copyFrom(this.position);\r\n if (this.rotationQuaternion) {\r\n this._deferredRotationQuaternionUpdate.copyFrom(this.rotationQuaternion);\r\n }\r\n\r\n // Move\r\n if (needToMove) {\r\n this._updatePosition();\r\n }\r\n\r\n // Rotate\r\n if (needToRotate) {\r\n //rotate, if quaternion is set and rotation was used\r\n if (this.rotationQuaternion) {\r\n this.rotationQuaternion.toEulerAnglesToRef(this._deferredRotationUpdate);\r\n }\r\n\r\n this._deferredRotationUpdate.x += this.cameraRotation.x * directionMultiplier;\r\n this._deferredRotationUpdate.y += this.cameraRotation.y * directionMultiplier;\r\n\r\n // Apply constraints\r\n if (!this.noRotationConstraint) {\r\n const limit = 1.570796;\r\n\r\n if (this._deferredRotationUpdate.x > limit) {\r\n this._deferredRotationUpdate.x = limit;\r\n }\r\n if (this._deferredRotationUpdate.x < -limit) {\r\n this._deferredRotationUpdate.x = -limit;\r\n }\r\n }\r\n\r\n if (!this._deferOnly) {\r\n this.rotation.copyFrom(this._deferredRotationUpdate);\r\n } else {\r\n this._deferredUpdated = true;\r\n }\r\n\r\n //rotate, if quaternion is set and rotation was used\r\n if (this.rotationQuaternion) {\r\n const len = this._deferredRotationUpdate.lengthSquared();\r\n if (len) {\r\n Quaternion.RotationYawPitchRollToRef(\r\n this._deferredRotationUpdate.y,\r\n this._deferredRotationUpdate.x,\r\n this._deferredRotationUpdate.z,\r\n this._deferredRotationQuaternionUpdate\r\n );\r\n if (!this._deferOnly) {\r\n this.rotationQuaternion.copyFrom(this._deferredRotationQuaternionUpdate);\r\n } else {\r\n this._deferredUpdated = true;\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Inertia\r\n if (needToMove) {\r\n if (Math.abs(this.cameraDirection.x) < this.speed * Epsilon) {\r\n this.cameraDirection.x = 0;\r\n }\r\n\r\n if (Math.abs(this.cameraDirection.y) < this.speed * Epsilon) {\r\n this.cameraDirection.y = 0;\r\n }\r\n\r\n if (Math.abs(this.cameraDirection.z) < this.speed * Epsilon) {\r\n this.cameraDirection.z = 0;\r\n }\r\n\r\n this.cameraDirection.scaleInPlace(this.inertia);\r\n }\r\n if (needToRotate) {\r\n if (Math.abs(this.cameraRotation.x) < this.speed * Epsilon) {\r\n this.cameraRotation.x = 0;\r\n }\r\n\r\n if (Math.abs(this.cameraRotation.y) < this.speed * Epsilon) {\r\n this.cameraRotation.y = 0;\r\n }\r\n this.cameraRotation.scaleInPlace(this.inertia);\r\n }\r\n\r\n super._checkInputs();\r\n }\r\n\r\n protected _updateCameraRotationMatrix() {\r\n if (this.rotationQuaternion) {\r\n this.rotationQuaternion.toRotationMatrix(this._cameraRotationMatrix);\r\n } else {\r\n Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._cameraRotationMatrix);\r\n }\r\n }\r\n\r\n /**\r\n * Update the up vector to apply the rotation of the camera (So if you changed the camera rotation.z this will let you update the up vector as well)\r\n * @returns the current camera\r\n */\r\n private _rotateUpVectorWithCameraRotationMatrix(): TargetCamera {\r\n Vector3.TransformNormalToRef(this._defaultUp, this._cameraRotationMatrix, this.upVector);\r\n return this;\r\n }\r\n\r\n private _cachedRotationZ = 0;\r\n private _cachedQuaternionRotationZ = 0;\r\n /** @internal */\r\n public _getViewMatrix(): Matrix {\r\n if (this.lockedTarget) {\r\n this.setTarget(this._getLockedTargetPosition()!);\r\n }\r\n\r\n // Compute\r\n this._updateCameraRotationMatrix();\r\n\r\n // Apply the changed rotation to the upVector\r\n if (this.rotationQuaternion && this._cachedQuaternionRotationZ != this.rotationQuaternion.z) {\r\n this._rotateUpVectorWithCameraRotationMatrix();\r\n this._cachedQuaternionRotationZ = this.rotationQuaternion.z;\r\n } else if (this._cachedRotationZ !== this.rotation.z) {\r\n this._rotateUpVectorWithCameraRotationMatrix();\r\n this._cachedRotationZ = this.rotation.z;\r\n }\r\n\r\n Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);\r\n\r\n // Computing target and final matrix\r\n this.position.addToRef(this._transformedReferencePoint, this._currentTarget);\r\n if (this.updateUpVectorFromRotation) {\r\n if (this.rotationQuaternion) {\r\n Axis.Y.rotateByQuaternionToRef(this.rotationQuaternion, this.upVector);\r\n } else {\r\n Quaternion.FromEulerVectorToRef(this.rotation, this._tmpQuaternion);\r\n Axis.Y.rotateByQuaternionToRef(this._tmpQuaternion, this.upVector);\r\n }\r\n }\r\n this._computeViewMatrix(this.position, this._currentTarget, this.upVector);\r\n return this._viewMatrix;\r\n }\r\n\r\n protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void {\r\n if (this.ignoreParentScaling) {\r\n if (this.parent) {\r\n const parentWorldMatrix = this.parent.getWorldMatrix();\r\n Vector3.TransformCoordinatesToRef(position, parentWorldMatrix, this._globalPosition);\r\n Vector3.TransformCoordinatesToRef(target, parentWorldMatrix, this._tmpTargetVector);\r\n Vector3.TransformNormalToRef(up, parentWorldMatrix, this._tmpUpVector);\r\n this._markSyncedWithParent();\r\n } else {\r\n this._globalPosition.copyFrom(position);\r\n this._tmpTargetVector.copyFrom(target);\r\n this._tmpUpVector.copyFrom(up);\r\n }\r\n\r\n if (this.getScene().useRightHandedSystem) {\r\n Matrix.LookAtRHToRef(this._globalPosition, this._tmpTargetVector, this._tmpUpVector, this._viewMatrix);\r\n } else {\r\n Matrix.LookAtLHToRef(this._globalPosition, this._tmpTargetVector, this._tmpUpVector, this._viewMatrix);\r\n }\r\n return;\r\n }\r\n\r\n if (this.getScene().useRightHandedSystem) {\r\n Matrix.LookAtRHToRef(position, target, up, this._viewMatrix);\r\n } else {\r\n Matrix.LookAtLHToRef(position, target, up, this._viewMatrix);\r\n }\r\n\r\n if (this.parent) {\r\n const parentWorldMatrix = this.parent.getWorldMatrix();\r\n this._viewMatrix.invert();\r\n this._viewMatrix.multiplyToRef(parentWorldMatrix, this._viewMatrix);\r\n this._viewMatrix.getTranslationToRef(this._globalPosition);\r\n this._viewMatrix.invert();\r\n this._markSyncedWithParent();\r\n } else {\r\n this._globalPosition.copyFrom(position);\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public createRigCamera(name: string, cameraIndex: number): Nullable<Camera> {\r\n if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {\r\n const rigCamera = new TargetCamera(name, this.position.clone(), this.getScene());\r\n rigCamera.isRigCamera = true;\r\n rigCamera.rigParent = this;\r\n if (this.cameraRigMode === Camera.RIG_MODE_VR) {\r\n if (!this.rotationQuaternion) {\r\n this.rotationQuaternion = new Quaternion();\r\n }\r\n rigCamera._cameraRigParams = {};\r\n rigCamera.rotationQuaternion = new Quaternion();\r\n }\r\n\r\n rigCamera.mode = this.mode;\r\n rigCamera.orthoLeft = this.orthoLeft;\r\n rigCamera.orthoRight = this.orthoRight;\r\n rigCamera.orthoTop = this.orthoTop;\r\n rigCamera.orthoBottom = this.orthoBottom;\r\n\r\n return rigCamera;\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _updateRigCameras() {\r\n const camLeft = <TargetCamera>this._rigCameras[0];\r\n const camRight = <TargetCamera>this._rigCameras[1];\r\n\r\n this.computeWorldMatrix();\r\n\r\n switch (this.cameraRigMode) {\r\n case Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:\r\n case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:\r\n case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:\r\n case Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:\r\n case Camera.RIG_MODE_STEREOSCOPIC_INTERLACED: {\r\n //provisionnaly using _cameraRigParams.stereoHalfAngle instead of calculations based on _cameraRigParams.interaxialDistance:\r\n const leftSign = this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED ? 1 : -1;\r\n const rightSign = this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED ? -1 : 1;\r\n this._getRigCamPositionAndTarget(this._cameraRigParams.stereoHalfAngle * leftSign, camLeft);\r\n this._getRigCamPositionAndTarget(this._cameraRigParams.stereoHalfAngle * rightSign, camRight);\r\n break;\r\n }\r\n case Camera.RIG_MODE_VR:\r\n if (camLeft.rotationQuaternion) {\r\n camLeft.rotationQuaternion.copyFrom(this.rotationQuaternion);\r\n camRight.rotationQuaternion.copyFrom(this.rotationQuaternion);\r\n } else {\r\n camLeft.rotation.copyFrom(this.rotation);\r\n camRight.rotation.copyFrom(this.rotation);\r\n }\r\n camLeft.position.copyFrom(this.position);\r\n camRight.position.copyFrom(this.position);\r\n\r\n break;\r\n }\r\n super._updateRigCameras();\r\n }\r\n\r\n private _getRigCamPositionAndTarget(halfSpace: number, rigCamera: TargetCamera) {\r\n const target = this.getTarget();\r\n target.subtractToRef(this.position, TargetCamera._TargetFocalPoint);\r\n\r\n TargetCamera._TargetFocalPoint.normalize().scaleInPlace(this._initialFocalDistance);\r\n const newFocalTarget = TargetCamera._TargetFocalPoint.addInPlace(this.position);\r\n\r\n Matrix.TranslationToRef(-newFocalTarget.x, -newFocalTarget.y, -newFocalTarget.z, TargetCamera._TargetTransformMatrix);\r\n TargetCamera._TargetTransformMatrix.multiplyToRef(Matrix.RotationAxis(rigCamera.upVector, halfSpace), TargetCamera._RigCamTransformMatrix);\r\n Matrix.TranslationToRef(newFocalTarget.x, newFocalTarget.y, newFocalTarget.z, TargetCamera._TargetTransformMatrix);\r\n\r\n TargetCamera._RigCamTransformMatrix.multiplyToRef(TargetCamera._TargetTransformMatrix, TargetCamera._RigCamTransformMatrix);\r\n\r\n Vector3.TransformCoordinatesToRef(this.position, TargetCamera._RigCamTransformMatrix, rigCamera.position);\r\n rigCamera.setTarget(newFocalTarget);\r\n }\r\n\r\n /**\r\n * Gets the current object class name.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"TargetCamera\";\r\n }\r\n}\r\n"]}
@@ -12,7 +12,6 @@ export * from "./engine.cubeTexture";
12
12
  export * from "./engine.renderTarget";
13
13
  export * from "./engine.renderTargetCube";
14
14
  export * from "./engine.textureSampler";
15
- export * from "./engine.webVR";
16
15
  export * from "./engine.uniformBuffer";
17
16
  export * from "./engine.dynamicBuffer";
18
17
  export * from "./engine.views";
@@ -13,7 +13,6 @@ export * from "./engine.cubeTexture.js";
13
13
  export * from "./engine.renderTarget.js";
14
14
  export * from "./engine.renderTargetCube.js";
15
15
  export * from "./engine.textureSampler.js";
16
- export * from "./engine.webVR.js";
17
16
  export * from "./engine.uniformBuffer.js";
18
17
  export * from "./engine.dynamicBuffer.js";
19
18
  export * from "./engine.views.js";
@@ -1 +1 @@
1
- {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../../dev/core/src/Engines/Extensions/index.ts"],"names":[],"mappings":"AAAA,kCAAkC;AAClC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,oBAAoB,CAAC;AACnC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,4BAA4B,CAAC;AAC3C,cAAc,oBAAoB,CAAC;AACnC,cAAc,qBAAqB,CAAC;AACpC,cAAc,yBAAyB,CAAC;AACxC,cAAc,0BAA0B,CAAC;AACzC,cAAc,uBAAuB,CAAC;AACtC,cAAc,sBAAsB,CAAC;AACrC,cAAc,sBAAsB,CAAC;AACrC,cAAc,uBAAuB,CAAC;AACtC,cAAc,2BAA2B,CAAC;AAC1C,cAAc,yBAAyB,CAAC;AACxC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,wBAAwB,CAAC;AACvC,cAAc,wBAAwB,CAAC;AACvC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,sBAAsB,CAAC;AACrC,cAAc,wBAAwB,CAAC;AACvC,cAAc,wBAAwB,CAAC;AAEvC,yDAAyD;AACzD,OAAO,0BAA0B,CAAC;AAClC,gDAAgD;AAChD,cAAc,0BAA0B,CAAC","sourcesContent":["/* eslint-disable import/export */\r\nexport * from \"./engine.alpha\";\r\nexport * from \"./engine.debugging\";\r\nexport * from \"./engine.query\";\r\nexport * from \"./engine.transformFeedback\";\r\nexport * from \"./engine.multiview\";\r\nexport * from \"./engine.rawTexture\";\r\nexport * from \"./engine.dynamicTexture\";\r\nexport * from \"./engine.externalTexture\";\r\nexport * from \"./engine.videoTexture\";\r\nexport * from \"./engine.multiRender\";\r\nexport * from \"./engine.cubeTexture\";\r\nexport * from \"./engine.renderTarget\";\r\nexport * from \"./engine.renderTargetCube\";\r\nexport * from \"./engine.textureSampler\";\r\nexport * from \"./engine.webVR\";\r\nexport * from \"./engine.uniformBuffer\";\r\nexport * from \"./engine.dynamicBuffer\";\r\nexport * from \"./engine.views\";\r\nexport * from \"./engine.readTexture\";\r\nexport * from \"./engine.computeShader\";\r\nexport * from \"./engine.storageBuffer\";\r\n\r\n// must import first since nothing references the exports\r\nimport \"./engine.textureSelector\";\r\n// eslint-disable-next-line no-duplicate-imports\r\nexport * from \"./engine.textureSelector\";\r\n"]}
1
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../../dev/core/src/Engines/Extensions/index.ts"],"names":[],"mappings":"AAAA,kCAAkC;AAClC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,oBAAoB,CAAC;AACnC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,4BAA4B,CAAC;AAC3C,cAAc,oBAAoB,CAAC;AACnC,cAAc,qBAAqB,CAAC;AACpC,cAAc,yBAAyB,CAAC;AACxC,cAAc,0BAA0B,CAAC;AACzC,cAAc,uBAAuB,CAAC;AACtC,cAAc,sBAAsB,CAAC;AACrC,cAAc,sBAAsB,CAAC;AACrC,cAAc,uBAAuB,CAAC;AACtC,cAAc,2BAA2B,CAAC;AAC1C,cAAc,yBAAyB,CAAC;AACxC,cAAc,wBAAwB,CAAC;AACvC,cAAc,wBAAwB,CAAC;AACvC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,sBAAsB,CAAC;AACrC,cAAc,wBAAwB,CAAC;AACvC,cAAc,wBAAwB,CAAC;AAEvC,yDAAyD;AACzD,OAAO,0BAA0B,CAAC;AAClC,gDAAgD;AAChD,cAAc,0BAA0B,CAAC","sourcesContent":["/* eslint-disable import/export */\r\nexport * from \"./engine.alpha\";\r\nexport * from \"./engine.debugging\";\r\nexport * from \"./engine.query\";\r\nexport * from \"./engine.transformFeedback\";\r\nexport * from \"./engine.multiview\";\r\nexport * from \"./engine.rawTexture\";\r\nexport * from \"./engine.dynamicTexture\";\r\nexport * from \"./engine.externalTexture\";\r\nexport * from \"./engine.videoTexture\";\r\nexport * from \"./engine.multiRender\";\r\nexport * from \"./engine.cubeTexture\";\r\nexport * from \"./engine.renderTarget\";\r\nexport * from \"./engine.renderTargetCube\";\r\nexport * from \"./engine.textureSampler\";\r\nexport * from \"./engine.uniformBuffer\";\r\nexport * from \"./engine.dynamicBuffer\";\r\nexport * from \"./engine.views\";\r\nexport * from \"./engine.readTexture\";\r\nexport * from \"./engine.computeShader\";\r\nexport * from \"./engine.storageBuffer\";\r\n\r\n// must import first since nothing references the exports\r\nimport \"./engine.textureSelector\";\r\n// eslint-disable-next-line no-duplicate-imports\r\nexport * from \"./engine.textureSelector\";\r\n"]}
@@ -30,6 +30,10 @@ export declare class WebGLRenderTargetWrapper extends RenderTargetWrapper {
30
30
  * @internal
31
31
  */
32
32
  _disposeOnlyFramebuffers: boolean;
33
+ /**
34
+ * @internal
35
+ */
36
+ _currentLOD: number;
33
37
  constructor(isMulti: boolean, isCube: boolean, size: TextureSize, engine: ThinEngine, context: WebGLRenderingContext);
34
38
  protected _cloneRenderTargetWrapper(): Nullable<RenderTargetWrapper>;
35
39
  protected _swapRenderTargetWrapper(target: WebGLRenderTargetWrapper): void;
@@ -29,6 +29,10 @@ export class WebGLRenderTargetWrapper extends RenderTargetWrapper {
29
29
  * @internal
30
30
  */
31
31
  this._disposeOnlyFramebuffers = false;
32
+ /**
33
+ * @internal
34
+ */
35
+ this._currentLOD = 0;
32
36
  this._context = context;
33
37
  }
34
38
  _cloneRenderTargetWrapper() {
@@ -1 +1 @@
1
- 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type { InternalTexture } from \"../../Materials/Textures/internalTexture\";\r\nimport type { TextureSize } from \"../../Materials/Textures/textureCreationOptions\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Engine } from \"../engine\";\r\nimport { RenderTargetWrapper } from \"../renderTargetWrapper\";\r\nimport type { ThinEngine } from \"../thinEngine\";\r\n\r\n/** @internal */\r\nexport class WebGLRenderTargetWrapper extends RenderTargetWrapper {\r\n private _context: WebGLRenderingContext;\r\n\r\n /**\r\n * @internal\r\n */\r\n public _framebuffer: Nullable<WebGLFramebuffer> = null;\r\n /**\r\n * @internal\r\n */\r\n public _depthStencilBuffer: Nullable<WebGLRenderbuffer> = null;\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n /**\r\n * @internal\r\n */\r\n public _MSAAFramebuffer: Nullable<WebGLFramebuffer> = null;\r\n\r\n // Multiview\r\n /**\r\n * @internal\r\n */\r\n public _colorTextureArray: Nullable<WebGLTexture> = null;\r\n /**\r\n * @internal\r\n */\r\n public _depthStencilTextureArray: Nullable<WebGLTexture> = null;\r\n /**\r\n * @internal\r\n */\r\n public _disposeOnlyFramebuffers = false;\r\n\r\n constructor(isMulti: boolean, isCube: boolean, size: TextureSize, engine: ThinEngine, context: WebGLRenderingContext) {\r\n super(isMulti, isCube, size, engine);\r\n\r\n this._context = context;\r\n }\r\n\r\n protected _cloneRenderTargetWrapper(): Nullable<RenderTargetWrapper> {\r\n let rtw: Nullable<RenderTargetWrapper> = null;\r\n\r\n if (this._colorTextureArray && this._depthStencilTextureArray) {\r\n rtw = (this._engine as Engine).createMultiviewRenderTargetTexture(this.width, this.height);\r\n rtw.texture!.isReady = true;\r\n } else {\r\n rtw = super._cloneRenderTargetWrapper();\r\n }\r\n\r\n return rtw;\r\n }\r\n\r\n protected _swapRenderTargetWrapper(target: WebGLRenderTargetWrapper): void {\r\n super._swapRenderTargetWrapper(target);\r\n\r\n target._framebuffer = this._framebuffer;\r\n target._depthStencilBuffer = this._depthStencilBuffer;\r\n target._MSAAFramebuffer = this._MSAAFramebuffer;\r\n target._colorTextureArray = this._colorTextureArray;\r\n target._depthStencilTextureArray = this._depthStencilTextureArray;\r\n\r\n this._framebuffer = this._depthStencilBuffer = this._MSAAFramebuffer = this._colorTextureArray = this._depthStencilTextureArray = null;\r\n }\r\n\r\n /**\r\n * Shares the depth buffer of this render target with another render target.\r\n * @internal\r\n * @param renderTarget Destination renderTarget\r\n */\r\n public _shareDepth(renderTarget: WebGLRenderTargetWrapper): void {\r\n super._shareDepth(renderTarget);\r\n\r\n const gl = this._context;\r\n const depthbuffer = this._depthStencilBuffer;\r\n const framebuffer = renderTarget._MSAAFramebuffer || renderTarget._framebuffer;\r\n\r\n if (renderTarget._depthStencilBuffer && renderTarget._depthStencilBuffer !== depthbuffer) {\r\n gl.deleteRenderbuffer(renderTarget._depthStencilBuffer);\r\n }\r\n renderTarget._depthStencilBuffer = depthbuffer;\r\n const attachment = renderTarget._generateStencilBuffer ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT;\r\n this._engine._bindUnboundFramebuffer(framebuffer);\r\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachment, gl.RENDERBUFFER, depthbuffer);\r\n this._engine._bindUnboundFramebuffer(null);\r\n }\r\n\r\n /**\r\n * Binds a texture to this render target on a specific attachment\r\n * @param texture The texture to bind to the framebuffer\r\n * @param attachmentIndex Index of the attachment\r\n * @param faceIndexOrLayer The face or layer of the texture to render to in case of cube texture or array texture\r\n * @param lodLevel defines the lod level to bind to the frame buffer\r\n */\r\n private _bindTextureRenderTarget(texture: InternalTexture, attachmentIndex: number = 0, faceIndexOrLayer?: number, lodLevel: number = 0) {\r\n if (!texture._hardwareTexture) {\r\n return;\r\n }\r\n\r\n const framebuffer = this._framebuffer;\r\n\r\n const currentFB = this._engine._currentFramebuffer;\r\n this._engine._bindUnboundFramebuffer(framebuffer);\r\n\r\n if (this._engine.webGLVersion > 1) {\r\n const gl = this._context as WebGL2RenderingContext;\r\n\r\n const attachment = (<any>gl)[\"COLOR_ATTACHMENT\" + attachmentIndex];\r\n if (texture.is2DArray || texture.is3D) {\r\n faceIndexOrLayer = faceIndexOrLayer ?? this.layerIndices?.[attachmentIndex] ?? 0;\r\n gl.framebufferTextureLayer(gl.FRAMEBUFFER, attachment, texture._hardwareTexture.underlyingResource, lodLevel, faceIndexOrLayer);\r\n } else if (texture.isCube) {\r\n // if face index is not specified, try to query it from faceIndices\r\n // default is face 0\r\n faceIndexOrLayer = faceIndexOrLayer ?? this.faceIndices?.[attachmentIndex] ?? 0;\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, attachment, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndexOrLayer, texture._hardwareTexture.underlyingResource, lodLevel);\r\n } else {\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, attachment, gl.TEXTURE_2D, texture._hardwareTexture.underlyingResource, lodLevel);\r\n }\r\n } else {\r\n // Default behavior (WebGL)\r\n const gl = this._context;\r\n\r\n const attachment = (<any>gl)[\"COLOR_ATTACHMENT\" + attachmentIndex + \"_WEBGL\"];\r\n const target = faceIndexOrLayer !== undefined ? gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndexOrLayer : gl.TEXTURE_2D;\r\n\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, attachment, target, texture._hardwareTexture.underlyingResource, lodLevel);\r\n }\r\n\r\n this._engine._bindUnboundFramebuffer(currentFB);\r\n }\r\n\r\n /**\r\n * Set a texture in the textures array\r\n * @param texture the texture to set\r\n * @param index the index in the textures array to set\r\n * @param disposePrevious If this function should dispose the previous texture\r\n */\r\n public setTexture(texture: InternalTexture, index: number = 0, disposePrevious: boolean = true) {\r\n super.setTexture(texture, index, disposePrevious);\r\n this._bindTextureRenderTarget(texture, index);\r\n }\r\n\r\n /**\r\n * Sets the layer and face indices of every render target texture\r\n * @param layers The layer of the texture to be set (make negative to not modify)\r\n * @param faces The face of the texture to be set (make negative to not modify)\r\n */\r\n public setLayerAndFaceIndices(layers: number[], faces: number[]) {\r\n super.setLayerAndFaceIndices(layers, faces);\r\n\r\n if (!this.textures || !this.layerIndices || !this.faceIndices) {\r\n return;\r\n }\r\n\r\n // the length of this._attachments is the right one as it does not count the depth texture, in case we generated it\r\n const textureCount = this._attachments?.length ?? this.textures.length;\r\n for (let index = 0; index < textureCount; index++) {\r\n const texture = this.textures[index];\r\n if (!texture) {\r\n // The target type was probably -1 at creation time and setTexture has not been called yet for this index\r\n continue;\r\n }\r\n if (texture.is2DArray || texture.is3D) {\r\n this._bindTextureRenderTarget(texture, index, this.layerIndices[index]);\r\n } else if (texture.isCube) {\r\n this._bindTextureRenderTarget(texture, index, this.faceIndices[index]);\r\n } else {\r\n this._bindTextureRenderTarget(texture, index);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Set the face and layer indices of a texture in the textures array\r\n * @param index The index of the texture in the textures array to modify\r\n * @param layer The layer of the texture to be set\r\n * @param face The face of the texture to be set\r\n */\r\n public setLayerAndFaceIndex(index: number = 0, layer?: number, face?: number): void {\r\n super.setLayerAndFaceIndex(index, layer, face);\r\n\r\n if (!this.textures || !this.layerIndices || !this.faceIndices) {\r\n return;\r\n }\r\n\r\n const texture = this.textures[index];\r\n if (texture.is2DArray || texture.is3D) {\r\n this._bindTextureRenderTarget(this.textures[index], index, this.layerIndices[index]);\r\n } else if (texture.isCube) {\r\n this._bindTextureRenderTarget(this.textures[index], index, this.faceIndices[index]);\r\n }\r\n }\r\n\r\n public dispose(disposeOnlyFramebuffers = this._disposeOnlyFramebuffers): void {\r\n const gl = this._context;\r\n\r\n if (!disposeOnlyFramebuffers) {\r\n if (this._colorTextureArray) {\r\n this._context.deleteTexture(this._colorTextureArray);\r\n this._colorTextureArray = null;\r\n }\r\n if (this._depthStencilTextureArray) {\r\n this._context.deleteTexture(this._depthStencilTextureArray);\r\n this._depthStencilTextureArray = null;\r\n }\r\n }\r\n\r\n if (this._framebuffer) {\r\n gl.deleteFramebuffer(this._framebuffer);\r\n this._framebuffer = null;\r\n }\r\n\r\n if (this._depthStencilBuffer) {\r\n gl.deleteRenderbuffer(this._depthStencilBuffer);\r\n this._depthStencilBuffer = null;\r\n }\r\n\r\n if (this._MSAAFramebuffer) {\r\n gl.deleteFramebuffer(this._MSAAFramebuffer);\r\n this._MSAAFramebuffer = null;\r\n }\r\n\r\n super.dispose(disposeOnlyFramebuffers);\r\n }\r\n}\r\n"]}
1
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type { InternalTexture } from \"../../Materials/Textures/internalTexture\";\r\nimport type { TextureSize } from \"../../Materials/Textures/textureCreationOptions\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Engine } from \"../engine\";\r\nimport { RenderTargetWrapper } from \"../renderTargetWrapper\";\r\nimport type { ThinEngine } from \"../thinEngine\";\r\n\r\n/** @internal */\r\nexport class WebGLRenderTargetWrapper extends RenderTargetWrapper {\r\n private _context: WebGLRenderingContext;\r\n\r\n /**\r\n * @internal\r\n */\r\n public _framebuffer: Nullable<WebGLFramebuffer> = null;\r\n /**\r\n * @internal\r\n */\r\n public _depthStencilBuffer: Nullable<WebGLRenderbuffer> = null;\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n /**\r\n * @internal\r\n */\r\n public _MSAAFramebuffer: Nullable<WebGLFramebuffer> = null;\r\n\r\n // Multiview\r\n /**\r\n * @internal\r\n */\r\n public _colorTextureArray: Nullable<WebGLTexture> = null;\r\n /**\r\n * @internal\r\n */\r\n public _depthStencilTextureArray: Nullable<WebGLTexture> = null;\r\n /**\r\n * @internal\r\n */\r\n public _disposeOnlyFramebuffers = false;\r\n /**\r\n * @internal\r\n */\r\n public _currentLOD = 0;\r\n\r\n constructor(isMulti: boolean, isCube: boolean, size: TextureSize, engine: ThinEngine, context: WebGLRenderingContext) {\r\n super(isMulti, isCube, size, engine);\r\n\r\n this._context = context;\r\n }\r\n\r\n protected _cloneRenderTargetWrapper(): Nullable<RenderTargetWrapper> {\r\n let rtw: Nullable<RenderTargetWrapper> = null;\r\n\r\n if (this._colorTextureArray && this._depthStencilTextureArray) {\r\n rtw = (this._engine as Engine).createMultiviewRenderTargetTexture(this.width, this.height);\r\n rtw.texture!.isReady = true;\r\n } else {\r\n rtw = super._cloneRenderTargetWrapper();\r\n }\r\n\r\n return rtw;\r\n }\r\n\r\n protected _swapRenderTargetWrapper(target: WebGLRenderTargetWrapper): void {\r\n super._swapRenderTargetWrapper(target);\r\n\r\n target._framebuffer = this._framebuffer;\r\n target._depthStencilBuffer = this._depthStencilBuffer;\r\n target._MSAAFramebuffer = this._MSAAFramebuffer;\r\n target._colorTextureArray = this._colorTextureArray;\r\n target._depthStencilTextureArray = this._depthStencilTextureArray;\r\n\r\n this._framebuffer = this._depthStencilBuffer = this._MSAAFramebuffer = this._colorTextureArray = this._depthStencilTextureArray = null;\r\n }\r\n\r\n /**\r\n * Shares the depth buffer of this render target with another render target.\r\n * @internal\r\n * @param renderTarget Destination renderTarget\r\n */\r\n public _shareDepth(renderTarget: WebGLRenderTargetWrapper): void {\r\n super._shareDepth(renderTarget);\r\n\r\n const gl = this._context;\r\n const depthbuffer = this._depthStencilBuffer;\r\n const framebuffer = renderTarget._MSAAFramebuffer || renderTarget._framebuffer;\r\n\r\n if (renderTarget._depthStencilBuffer && renderTarget._depthStencilBuffer !== depthbuffer) {\r\n gl.deleteRenderbuffer(renderTarget._depthStencilBuffer);\r\n }\r\n renderTarget._depthStencilBuffer = depthbuffer;\r\n const attachment = renderTarget._generateStencilBuffer ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT;\r\n this._engine._bindUnboundFramebuffer(framebuffer);\r\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachment, gl.RENDERBUFFER, depthbuffer);\r\n this._engine._bindUnboundFramebuffer(null);\r\n }\r\n\r\n /**\r\n * Binds a texture to this render target on a specific attachment\r\n * @param texture The texture to bind to the framebuffer\r\n * @param attachmentIndex Index of the attachment\r\n * @param faceIndexOrLayer The face or layer of the texture to render to in case of cube texture or array texture\r\n * @param lodLevel defines the lod level to bind to the frame buffer\r\n */\r\n private _bindTextureRenderTarget(texture: InternalTexture, attachmentIndex: number = 0, faceIndexOrLayer?: number, lodLevel: number = 0) {\r\n if (!texture._hardwareTexture) {\r\n return;\r\n }\r\n\r\n const framebuffer = this._framebuffer;\r\n\r\n const currentFB = this._engine._currentFramebuffer;\r\n this._engine._bindUnboundFramebuffer(framebuffer);\r\n\r\n if (this._engine.webGLVersion > 1) {\r\n const gl = this._context as WebGL2RenderingContext;\r\n\r\n const attachment = (<any>gl)[\"COLOR_ATTACHMENT\" + attachmentIndex];\r\n if (texture.is2DArray || texture.is3D) {\r\n faceIndexOrLayer = faceIndexOrLayer ?? this.layerIndices?.[attachmentIndex] ?? 0;\r\n gl.framebufferTextureLayer(gl.FRAMEBUFFER, attachment, texture._hardwareTexture.underlyingResource, lodLevel, faceIndexOrLayer);\r\n } else if (texture.isCube) {\r\n // if face index is not specified, try to query it from faceIndices\r\n // default is face 0\r\n faceIndexOrLayer = faceIndexOrLayer ?? this.faceIndices?.[attachmentIndex] ?? 0;\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, attachment, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndexOrLayer, texture._hardwareTexture.underlyingResource, lodLevel);\r\n } else {\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, attachment, gl.TEXTURE_2D, texture._hardwareTexture.underlyingResource, lodLevel);\r\n }\r\n } else {\r\n // Default behavior (WebGL)\r\n const gl = this._context;\r\n\r\n const attachment = (<any>gl)[\"COLOR_ATTACHMENT\" + attachmentIndex + \"_WEBGL\"];\r\n const target = faceIndexOrLayer !== undefined ? gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndexOrLayer : gl.TEXTURE_2D;\r\n\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, attachment, target, texture._hardwareTexture.underlyingResource, lodLevel);\r\n }\r\n\r\n this._engine._bindUnboundFramebuffer(currentFB);\r\n }\r\n\r\n /**\r\n * Set a texture in the textures array\r\n * @param texture the texture to set\r\n * @param index the index in the textures array to set\r\n * @param disposePrevious If this function should dispose the previous texture\r\n */\r\n public setTexture(texture: InternalTexture, index: number = 0, disposePrevious: boolean = true) {\r\n super.setTexture(texture, index, disposePrevious);\r\n this._bindTextureRenderTarget(texture, index);\r\n }\r\n\r\n /**\r\n * Sets the layer and face indices of every render target texture\r\n * @param layers The layer of the texture to be set (make negative to not modify)\r\n * @param faces The face of the texture to be set (make negative to not modify)\r\n */\r\n public setLayerAndFaceIndices(layers: number[], faces: number[]) {\r\n super.setLayerAndFaceIndices(layers, faces);\r\n\r\n if (!this.textures || !this.layerIndices || !this.faceIndices) {\r\n return;\r\n }\r\n\r\n // the length of this._attachments is the right one as it does not count the depth texture, in case we generated it\r\n const textureCount = this._attachments?.length ?? this.textures.length;\r\n for (let index = 0; index < textureCount; index++) {\r\n const texture = this.textures[index];\r\n if (!texture) {\r\n // The target type was probably -1 at creation time and setTexture has not been called yet for this index\r\n continue;\r\n }\r\n if (texture.is2DArray || texture.is3D) {\r\n this._bindTextureRenderTarget(texture, index, this.layerIndices[index]);\r\n } else if (texture.isCube) {\r\n this._bindTextureRenderTarget(texture, index, this.faceIndices[index]);\r\n } else {\r\n this._bindTextureRenderTarget(texture, index);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Set the face and layer indices of a texture in the textures array\r\n * @param index The index of the texture in the textures array to modify\r\n * @param layer The layer of the texture to be set\r\n * @param face The face of the texture to be set\r\n */\r\n public setLayerAndFaceIndex(index: number = 0, layer?: number, face?: number): void {\r\n super.setLayerAndFaceIndex(index, layer, face);\r\n\r\n if (!this.textures || !this.layerIndices || !this.faceIndices) {\r\n return;\r\n }\r\n\r\n const texture = this.textures[index];\r\n if (texture.is2DArray || texture.is3D) {\r\n this._bindTextureRenderTarget(this.textures[index], index, this.layerIndices[index]);\r\n } else if (texture.isCube) {\r\n this._bindTextureRenderTarget(this.textures[index], index, this.faceIndices[index]);\r\n }\r\n }\r\n\r\n public dispose(disposeOnlyFramebuffers = this._disposeOnlyFramebuffers): void {\r\n const gl = this._context;\r\n\r\n if (!disposeOnlyFramebuffers) {\r\n if (this._colorTextureArray) {\r\n this._context.deleteTexture(this._colorTextureArray);\r\n this._colorTextureArray = null;\r\n }\r\n if (this._depthStencilTextureArray) {\r\n this._context.deleteTexture(this._depthStencilTextureArray);\r\n this._depthStencilTextureArray = null;\r\n }\r\n }\r\n\r\n if (this._framebuffer) {\r\n gl.deleteFramebuffer(this._framebuffer);\r\n this._framebuffer = null;\r\n }\r\n\r\n if (this._depthStencilBuffer) {\r\n gl.deleteRenderbuffer(this._depthStencilBuffer);\r\n this._depthStencilBuffer = null;\r\n }\r\n\r\n if (this._MSAAFramebuffer) {\r\n gl.deleteFramebuffer(this._MSAAFramebuffer);\r\n this._MSAAFramebuffer = null;\r\n }\r\n\r\n super.dispose(disposeOnlyFramebuffers);\r\n }\r\n}\r\n"]}
@@ -638,15 +638,16 @@ export class WebGPUCacheRenderPipeline {
638
638
  // So we must bind a dummy buffer when we are not given one for a specific attribute
639
639
  vertexBuffer = this._emptyVertexBuffer;
640
640
  }
641
- const buffer = (_b = vertexBuffer.getBuffer()) === null || _b === void 0 ? void 0 : _b.underlyingResource;
641
+ const buffer = (_b = vertexBuffer.effectiveBuffer) === null || _b === void 0 ? void 0 : _b.underlyingResource;
642
642
  // We optimize usage of GPUVertexBufferLayout: we will create a single GPUVertexBufferLayout for all the attributes which follow each other and which use the same GPU buffer
643
643
  // However, there are some constraints in the attribute.offset value range, so we must check for them before being able to reuse the same GPUVertexBufferLayout
644
644
  // See _getVertexInputDescriptor() below
645
645
  if (vertexBuffer._validOffsetRange === undefined) {
646
- const offset = vertexBuffer.byteOffset;
646
+ const offset = vertexBuffer.effectiveByteOffset;
647
647
  const formatSize = vertexBuffer.getSize(true);
648
- const byteStride = vertexBuffer.byteStride;
649
- vertexBuffer._validOffsetRange = offset <= this._kMaxVertexBufferStride - formatSize && (byteStride === 0 || offset + formatSize <= byteStride);
648
+ const byteStride = vertexBuffer.effectiveByteStride;
649
+ vertexBuffer._validOffsetRange =
650
+ (offset + formatSize <= this._kMaxVertexBufferStride && byteStride === 0) || (byteStride !== 0 && offset + formatSize <= byteStride);
650
651
  }
651
652
  if (!(currentGPUBuffer && currentGPUBuffer === buffer && vertexBuffer._validOffsetRange)) {
652
653
  // we can't combine the previous vertexBuffer with the current one
@@ -744,13 +745,13 @@ export class WebGPUCacheRenderPipeline {
744
745
  // So we must bind a dummy buffer when we are not given one for a specific attribute
745
746
  vertexBuffer = this._emptyVertexBuffer;
746
747
  }
747
- let buffer = (_b = vertexBuffer.getBuffer()) === null || _b === void 0 ? void 0 : _b.underlyingResource;
748
+ let buffer = (_b = vertexBuffer.effectiveBuffer) === null || _b === void 0 ? void 0 : _b.underlyingResource;
748
749
  // We reuse the same GPUVertexBufferLayout for all attributes that use the same underlying GPU buffer (and for attributes that follow each other in the attributes array)
749
- let offset = vertexBuffer.byteOffset;
750
+ let offset = vertexBuffer.effectiveByteOffset;
750
751
  const invalidOffsetRange = !vertexBuffer._validOffsetRange;
751
752
  if (!(currentGPUBuffer && currentGPUAttributes && currentGPUBuffer === buffer) || invalidOffsetRange) {
752
753
  const vertexBufferDescriptor = {
753
- arrayStride: vertexBuffer.byteStride,
754
+ arrayStride: vertexBuffer.effectiveByteStride,
754
755
  stepMode: vertexBuffer.getIsInstanced() ? WebGPUConstants.VertexStepMode.Instance : WebGPUConstants.VertexStepMode.Vertex,
755
756
  attributes: [],
756
757
  };