@babylonjs/core 6.29.0 → 6.29.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Actions/abstractActionManager.js +1 -1
- package/Actions/abstractActionManager.js.map +1 -1
- package/Actions/actionManager.js +3 -3
- package/Actions/actionManager.js.map +1 -1
- package/Animations/animatable.js +1 -1
- package/Animations/animatable.js.map +1 -1
- package/Animations/animation.js +2 -2
- package/Animations/animation.js.map +1 -1
- package/Animations/pathCursor.js +1 -1
- package/Animations/pathCursor.js.map +1 -1
- package/Audio/audioSceneComponent.js +2 -2
- package/Audio/audioSceneComponent.js.map +1 -1
- package/Audio/soundTrack.js +1 -1
- package/Audio/soundTrack.js.map +1 -1
- package/Behaviors/Meshes/fadeInOutBehavior.js +1 -2
- package/Behaviors/Meshes/fadeInOutBehavior.js.map +1 -1
- package/Bones/bone.js +2 -2
- package/Bones/bone.js.map +1 -1
- package/Bones/skeleton.js +2 -2
- package/Bones/skeleton.js.map +1 -1
- package/Cameras/arcRotateCamera.js +13 -37
- package/Cameras/arcRotateCamera.js.map +1 -1
- package/Cameras/camera.d.ts +0 -21
- package/Cameras/camera.js +1 -36
- package/Cameras/camera.js.map +1 -1
- package/Cameras/targetCamera.js +30 -51
- package/Cameras/targetCamera.js.map +1 -1
- package/Culling/Octrees/octree.js +1 -1
- package/Culling/Octrees/octree.js.map +1 -1
- package/Culling/Octrees/octreeBlock.js +1 -1
- package/Culling/Octrees/octreeBlock.js.map +1 -1
- package/Culling/ray.js +1 -1
- package/Culling/ray.js.map +1 -1
- package/Debug/axesViewer.d.ts +3 -1
- package/Debug/axesViewer.js +14 -11
- package/Debug/axesViewer.js.map +1 -1
- package/Engines/Extensions/engine.multiRender.js +8 -8
- package/Engines/Extensions/engine.multiRender.js.map +1 -1
- package/Engines/Extensions/engine.textureSelector.js +1 -1
- package/Engines/Extensions/engine.textureSelector.js.map +1 -1
- package/Engines/Processors/shaderCodeInliner.js +1 -1
- package/Engines/Processors/shaderCodeInliner.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.computeShader.js +2 -10
- package/Engines/WebGPU/Extensions/engine.computeShader.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.debugging.js +3 -6
- package/Engines/WebGPU/Extensions/engine.debugging.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.dynamicTexture.js +1 -1
- package/Engines/WebGPU/Extensions/engine.dynamicTexture.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.multiRender.js +9 -14
- package/Engines/WebGPU/Extensions/engine.multiRender.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.query.js +2 -6
- package/Engines/WebGPU/Extensions/engine.query.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.renderTarget.js +6 -10
- package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.storageBuffer.js +1 -1
- package/Engines/WebGPU/Extensions/engine.storageBuffer.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.videoTexture.js +2 -2
- package/Engines/WebGPU/Extensions/engine.videoTexture.js.map +1 -1
- package/Engines/WebGPU/webgpuBundleList.js +2 -1
- package/Engines/WebGPU/webgpuBundleList.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheBindGroups.js +1 -1
- package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipeline.d.ts +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipeline.js +4 -7
- package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipelineTree.d.ts +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js +2 -2
- package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheSampler.d.ts +1 -1
- package/Engines/WebGPU/webgpuCacheSampler.js +5 -5
- package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
- package/Engines/WebGPU/webgpuClearQuad.js +2 -2
- package/Engines/WebGPU/webgpuClearQuad.js.map +1 -1
- package/Engines/WebGPU/webgpuHardwareTexture.d.ts +0 -12
- package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
- package/Engines/WebGPU/webgpuMaterialContext.d.ts +3 -3
- package/Engines/WebGPU/webgpuMaterialContext.js +14 -10
- package/Engines/WebGPU/webgpuMaterialContext.js.map +1 -1
- package/Engines/WebGPU/webgpuOcclusionQuery.js +1 -12
- package/Engines/WebGPU/webgpuOcclusionQuery.js.map +1 -1
- package/Engines/WebGPU/webgpuSnapshotRendering.d.ts +5 -8
- package/Engines/WebGPU/webgpuSnapshotRendering.js +24 -33
- package/Engines/WebGPU/webgpuSnapshotRendering.js.map +1 -1
- package/Engines/WebGPU/webgpuTextureHelper.d.ts +2 -1
- package/Engines/WebGPU/webgpuTextureHelper.js +11 -16
- package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
- package/Engines/constants.d.ts +2 -2
- package/Engines/constants.js +2 -2
- package/Engines/constants.js.map +1 -1
- package/Engines/engine.js +2 -2
- package/Engines/engine.js.map +1 -1
- package/Engines/engineCapabilities.d.ts +2 -0
- package/Engines/engineCapabilities.js.map +1 -1
- package/Engines/engineStore.js +1 -1
- package/Engines/engineStore.js.map +1 -1
- package/Engines/nativeEngine.js +1 -0
- package/Engines/nativeEngine.js.map +1 -1
- package/Engines/nullEngine.js +1 -0
- package/Engines/nullEngine.js.map +1 -1
- package/Engines/thinEngine.js +6 -2
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.d.ts +27 -32
- package/Engines/webgpuEngine.js +237 -317
- package/Engines/webgpuEngine.js.map +1 -1
- package/Gizmos/boundingBoxGizmo.js +1 -1
- package/Gizmos/boundingBoxGizmo.js.map +1 -1
- package/Gizmos/cameraGizmo.d.ts +3 -1
- package/Gizmos/cameraGizmo.js +11 -8
- package/Gizmos/cameraGizmo.js.map +1 -1
- package/Layers/effectLayerSceneComponent.js +2 -2
- package/Layers/effectLayerSceneComponent.js.map +1 -1
- package/Layers/layerSceneComponent.js +1 -1
- package/Layers/layerSceneComponent.js.map +1 -1
- package/LensFlares/lensFlareSystem.js +1 -1
- package/LensFlares/lensFlareSystem.js.map +1 -1
- package/LensFlares/lensFlareSystemSceneComponent.js +2 -2
- package/LensFlares/lensFlareSystemSceneComponent.js.map +1 -1
- package/Lights/Shadows/shadowGenerator.js +1 -1
- package/Lights/Shadows/shadowGenerator.js.map +1 -1
- package/Lights/light.js +2 -2
- package/Lights/light.js.map +1 -1
- package/Loading/Plugins/babylonFileLoader.js +1 -1
- package/Loading/Plugins/babylonFileLoader.js.map +1 -1
- package/Loading/sceneLoader.js +3 -3
- package/Loading/sceneLoader.js.map +1 -1
- package/Materials/GreasedLine/greasedLineMaterialDefaults.d.ts +2 -2
- package/Materials/GreasedLine/greasedLineMaterialDefaults.js.map +1 -1
- package/Materials/GreasedLine/greasedLineSimpleMaterial.js +4 -1
- package/Materials/GreasedLine/greasedLineSimpleMaterial.js.map +1 -1
- package/Materials/Node/Blocks/Dual/lightBlock.js +1 -1
- package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +1 -1
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
- package/Materials/Node/nodeMaterial.js +1 -1
- package/Materials/Node/nodeMaterial.js.map +1 -1
- package/Materials/Node/nodeMaterialBlockConnectionPoint.js +2 -2
- package/Materials/Node/nodeMaterialBlockConnectionPoint.js.map +1 -1
- package/Materials/Node/nodeMaterialBuildState.js +4 -4
- package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
- package/Materials/Node/nodeMaterialBuildStateSharedData.js +12 -12
- package/Materials/Node/nodeMaterialBuildStateSharedData.js.map +1 -1
- package/Materials/Textures/Procedurals/proceduralTextureSceneComponent.js +1 -1
- package/Materials/Textures/Procedurals/proceduralTextureSceneComponent.js.map +1 -1
- package/Materials/Textures/baseTexture.js +1 -1
- package/Materials/Textures/baseTexture.js.map +1 -1
- package/Materials/Textures/dynamicTexture.d.ts +4 -3
- package/Materials/Textures/dynamicTexture.js +10 -6
- package/Materials/Textures/dynamicTexture.js.map +1 -1
- package/Materials/Textures/externalTexture.d.ts +4 -0
- package/Materials/Textures/externalTexture.js +4 -0
- package/Materials/Textures/externalTexture.js.map +1 -1
- package/Materials/Textures/internalTexture.d.ts +0 -4
- package/Materials/Textures/internalTexture.js.map +1 -1
- package/Materials/Textures/renderTargetTexture.js +1 -1
- package/Materials/Textures/renderTargetTexture.js.map +1 -1
- package/Materials/Textures/textureSampler.d.ts +4 -0
- package/Materials/Textures/textureSampler.js.map +1 -1
- package/Materials/material.js +1 -1
- package/Materials/material.js.map +1 -1
- package/Materials/multiMaterial.js +1 -1
- package/Materials/multiMaterial.js.map +1 -1
- package/Materials/shaderMaterial.js +1 -1
- package/Materials/shaderMaterial.js.map +1 -1
- package/Maths/math.path.d.ts +9 -1
- package/Maths/math.path.js +23 -7
- package/Maths/math.path.js.map +1 -1
- package/Maths/math.vector.d.ts +93 -0
- package/Maths/math.vector.js +157 -26
- package/Maths/math.vector.js.map +1 -1
- package/Meshes/Builders/cylinderBuilder.js +5 -5
- package/Meshes/Builders/cylinderBuilder.js.map +1 -1
- package/Meshes/Builders/decalBuilder.js +1 -1
- package/Meshes/Builders/decalBuilder.js.map +1 -1
- package/Meshes/Builders/discBuilder.js +4 -4
- package/Meshes/Builders/discBuilder.js.map +1 -1
- package/Meshes/Builders/goldbergBuilder.js +4 -4
- package/Meshes/Builders/goldbergBuilder.js.map +1 -1
- package/Meshes/Builders/groundBuilder.js +4 -4
- package/Meshes/Builders/groundBuilder.js.map +1 -1
- package/Meshes/Builders/icoSphereBuilder.js +4 -4
- package/Meshes/Builders/icoSphereBuilder.js.map +1 -1
- package/Meshes/Builders/latheBuilder.js +1 -1
- package/Meshes/Builders/latheBuilder.js.map +1 -1
- package/Meshes/Builders/linesBuilder.js +2 -2
- package/Meshes/Builders/linesBuilder.js.map +1 -1
- package/Meshes/Builders/polyhedronBuilder.js +6 -6
- package/Meshes/Builders/polyhedronBuilder.js.map +1 -1
- package/Meshes/Builders/shapeBuilder.js +1 -1
- package/Meshes/Builders/shapeBuilder.js.map +1 -1
- package/Meshes/Builders/textBuilder.js +13 -5
- package/Meshes/Builders/textBuilder.js.map +1 -1
- package/Meshes/Builders/torusKnotBuilder.js +4 -4
- package/Meshes/Builders/torusKnotBuilder.js.map +1 -1
- package/Meshes/Node/Blocks/Instances/instantiateOnVerticesBlock.js +1 -1
- package/Meshes/Node/Blocks/Instances/instantiateOnVerticesBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/boxBlock.js +1 -0
- package/Meshes/Node/Blocks/Sources/boxBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/capsuleBlock.js +1 -0
- package/Meshes/Node/Blocks/Sources/capsuleBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/cylinderBlock.js +1 -0
- package/Meshes/Node/Blocks/Sources/cylinderBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/discBlock.js +1 -0
- package/Meshes/Node/Blocks/Sources/discBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/gridBlock.js +1 -0
- package/Meshes/Node/Blocks/Sources/gridBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/icoSphereBlock.js +1 -0
- package/Meshes/Node/Blocks/Sources/icoSphereBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/planeBlock.js +1 -0
- package/Meshes/Node/Blocks/Sources/planeBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/sphereBlock.js +1 -0
- package/Meshes/Node/Blocks/Sources/sphereBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/torusBlock.js +1 -0
- package/Meshes/Node/Blocks/Sources/torusBlock.js.map +1 -1
- package/Meshes/Node/nodeGeometry.js +1 -1
- package/Meshes/Node/nodeGeometry.js.map +1 -1
- package/Meshes/Node/nodeGeometryBlock.js +1 -0
- package/Meshes/Node/nodeGeometryBlock.js.map +1 -1
- package/Meshes/Node/nodeGeometryBlockConnectionPoint.d.ts +14 -0
- package/Meshes/Node/nodeGeometryBlockConnectionPoint.js +32 -5
- package/Meshes/Node/nodeGeometryBlockConnectionPoint.js.map +1 -1
- package/Meshes/abstractMesh.js +5 -5
- package/Meshes/abstractMesh.js.map +1 -1
- package/Meshes/csg.js +5 -5
- package/Meshes/csg.js.map +1 -1
- package/Meshes/geodesicMesh.js +1 -1
- package/Meshes/geodesicMesh.js.map +1 -1
- package/Meshes/mesh.js +14 -10
- package/Meshes/mesh.js.map +1 -1
- package/Meshes/mesh.vertexData.js +1 -1
- package/Meshes/mesh.vertexData.js.map +1 -1
- package/Meshes/meshSimplification.js +2 -2
- package/Meshes/meshSimplification.js.map +1 -1
- package/Meshes/polygonMesh.js +7 -7
- package/Meshes/polygonMesh.js.map +1 -1
- package/Meshes/thinInstanceMesh.js +1 -1
- package/Meshes/thinInstanceMesh.js.map +1 -1
- package/Misc/codeStringParsingTools.d.ts +2 -1
- package/Misc/codeStringParsingTools.js +3 -2
- package/Misc/codeStringParsingTools.js.map +1 -1
- package/Misc/dds.js +1 -1
- package/Misc/dds.js.map +1 -1
- package/Misc/filesInput.js +1 -1
- package/Misc/filesInput.js.map +1 -1
- package/Misc/greasedLineTools.d.ts +2 -1
- package/Misc/greasedLineTools.js +2 -0
- package/Misc/greasedLineTools.js.map +1 -1
- package/Misc/precisionDate.js +4 -2
- package/Misc/precisionDate.js.map +1 -1
- package/Misc/sceneOptimizer.js +2 -2
- package/Misc/sceneOptimizer.js.map +1 -1
- package/Morph/morphTarget.js +1 -1
- package/Morph/morphTarget.js.map +1 -1
- package/Particles/gpuParticleSystem.js +1 -1
- package/Particles/gpuParticleSystem.js.map +1 -1
- package/Particles/particleSystem.js +2 -2
- package/Particles/particleSystem.js.map +1 -1
- package/Particles/particleSystemComponent.js +2 -2
- package/Particles/particleSystemComponent.js.map +1 -1
- package/Particles/particleSystemSet.js +1 -1
- package/Particles/particleSystemSet.js.map +1 -1
- package/Physics/v1/Plugins/cannonJSPlugin.js +2 -2
- package/Physics/v1/Plugins/cannonJSPlugin.js.map +1 -1
- package/Physics/v2/Plugins/havokPlugin.js +3 -1
- package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
- package/PostProcesses/postProcess.d.ts +1 -0
- package/PostProcesses/postProcess.js +30 -23
- package/PostProcesses/postProcess.js.map +1 -1
- package/PostProcesses/volumetricLightScatteringPostProcess.js +2 -2
- package/PostProcesses/volumetricLightScatteringPostProcess.js.map +1 -1
- package/Probes/reflectionProbe.js +1 -1
- package/Probes/reflectionProbe.js.map +1 -1
- package/Rendering/edgesRenderer.js +3 -3
- package/Rendering/edgesRenderer.js.map +1 -1
- package/Rendering/fluidRenderer/fluidRenderingDepthTextureCopy.js +2 -1
- package/Rendering/fluidRenderer/fluidRenderingDepthTextureCopy.js.map +1 -1
- package/Rendering/prePassRenderer.js +8 -4
- package/Rendering/prePassRenderer.js.map +1 -1
- package/Shaders/ShadersInclude/hdrFilteringFunctions.js +2 -1
- package/Shaders/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
- package/Sprites/spriteManager.js +1 -1
- package/Sprites/spriteManager.js.map +1 -1
- package/Sprites/spriteMap.js +4 -4
- package/Sprites/spriteMap.js.map +1 -1
- package/Sprites/spriteSceneComponent.js +2 -2
- package/Sprites/spriteSceneComponent.js.map +1 -1
- package/XR/features/WebXRFeaturePointSystem.js +2 -2
- package/XR/features/WebXRFeaturePointSystem.js.map +1 -1
- package/abstractScene.js +16 -16
- package/abstractScene.js.map +1 -1
- package/assetContainer.js +2 -2
- package/assetContainer.js.map +1 -1
- package/node.js +2 -2
- package/node.js.map +1 -1
- package/package.json +1 -1
- package/scene.d.ts +0 -4
- package/scene.js +6 -12
- package/scene.js.map +1 -1
- package/Engines/WebGPU/webgpuRenderPassWrapper.d.ts +0 -13
- package/Engines/WebGPU/webgpuRenderPassWrapper.js +0 -18
- package/Engines/WebGPU/webgpuRenderPassWrapper.js.map +0 -1
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{ serializeAsVector3, serialize, serializeAsMeshReference } from \"../Misc/decorators\";\r\nimport type { SmartArray } from \"../Misc/smartArray\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { Vector2, Vector3, Matrix } from \"../Maths/math.vector\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { MaterialHelper } from \"../Materials/materialHelper\";\r\nimport { StandardMaterial } from \"../Materials/standardMaterial\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { PostProcess } from \"./postProcess\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { Scene } from \"../scene\";\r\n\r\nimport { CreatePlane } from \"../Meshes/Builders/planeBuilder\";\r\n\r\nimport \"../Shaders/depth.vertex\";\r\nimport \"../Shaders/volumetricLightScattering.fragment\";\r\nimport \"../Shaders/volumetricLightScatteringPass.vertex\";\r\nimport \"../Shaders/volumetricLightScatteringPass.fragment\";\r\nimport { Color4, Color3 } from \"../Maths/math.color\";\r\nimport { Viewport } from \"../Maths/math.viewport\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport type { Nullable } from \"../types\";\r\n\r\nimport type { Engine } from \"../Engines/engine\";\r\n\r\n/**\r\n * Inspired by https://developer.nvidia.com/gpugems/gpugems3/part-ii-light-and-shadows/chapter-13-volumetric-light-scattering-post-process\r\n */\r\nexport class VolumetricLightScatteringPostProcess extends PostProcess {\r\n // Members\r\n private _volumetricLightScatteringRTT: RenderTargetTexture;\r\n private _viewPort: Viewport;\r\n private _screenCoordinates: Vector2 = Vector2.Zero();\r\n\r\n /**\r\n * If not undefined, the mesh position is computed from the attached node position\r\n */\r\n public attachedNode: { position: Vector3 };\r\n\r\n /**\r\n * Custom position of the mesh. Used if \"useCustomMeshPosition\" is set to \"true\"\r\n */\r\n @serializeAsVector3()\r\n public customMeshPosition: Vector3 = Vector3.Zero();\r\n\r\n /**\r\n * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)\r\n */\r\n @serialize()\r\n public useCustomMeshPosition: boolean = false;\r\n\r\n /**\r\n * If the post-process should inverse the light scattering direction\r\n */\r\n @serialize()\r\n public invert: boolean = true;\r\n\r\n /**\r\n * The internal mesh used by the post-process\r\n */\r\n @serializeAsMeshReference()\r\n public mesh: Mesh;\r\n\r\n /**\r\n * @internal\r\n * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead\r\n */\r\n public get useDiffuseColor(): boolean {\r\n Logger.Warn(\"VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead\");\r\n return false;\r\n }\r\n\r\n public set useDiffuseColor(useDiffuseColor: boolean) {\r\n Logger.Warn(\"VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead\");\r\n }\r\n\r\n /**\r\n * Array containing the excluded meshes not rendered in the internal pass\r\n */\r\n @serialize()\r\n public excludedMeshes = new Array<AbstractMesh>();\r\n\r\n /**\r\n * Array containing the only meshes rendered in the internal pass.\r\n * If this array is not empty, only the meshes from this array are rendered in the internal pass\r\n */\r\n @serialize()\r\n public includedMeshes = new Array<AbstractMesh>();\r\n\r\n /**\r\n * Controls the overall intensity of the post-process\r\n */\r\n @serialize()\r\n public exposure = 0.3;\r\n\r\n /**\r\n * Dissipates each sample's contribution in range [0, 1]\r\n */\r\n @serialize()\r\n public decay = 0.96815;\r\n\r\n /**\r\n * Controls the overall intensity of each sample\r\n */\r\n @serialize()\r\n public weight = 0.58767;\r\n\r\n /**\r\n * Controls the density of each sample\r\n */\r\n @serialize()\r\n public density = 0.926;\r\n\r\n /**\r\n * @constructor\r\n * @param name The post-process name\r\n * @param ratio The size of the post-process and/or internal pass (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)\r\n * @param camera The camera that the post-process will be attached to\r\n * @param mesh The mesh used to create the light scattering\r\n * @param samples The post-process quality, default 100\r\n * @param samplingMode The post-process filtering mode\r\n * @param engine The babylon engine\r\n * @param reusable If the post-process is reusable\r\n * @param scene The constructor needs a scene reference to initialize internal components. If \"camera\" is null a \"scene\" must be provided\r\n */\r\n constructor(\r\n name: string,\r\n ratio: any,\r\n camera: Nullable<Camera>,\r\n mesh?: Mesh,\r\n samples: number = 100,\r\n samplingMode: number = Texture.BILINEAR_SAMPLINGMODE,\r\n engine?: Engine,\r\n reusable?: boolean,\r\n scene?: Scene\r\n ) {\r\n super(\r\n name,\r\n \"volumetricLightScattering\",\r\n [\"decay\", \"exposure\", \"weight\", \"meshPositionOnScreen\", \"density\"],\r\n [\"lightScatteringSampler\"],\r\n ratio.postProcessRatio || ratio,\r\n camera,\r\n samplingMode,\r\n engine,\r\n reusable,\r\n \"#define NUM_SAMPLES \" + samples\r\n );\r\n scene = camera?.getScene() ?? scene ?? this._scene; // parameter \"scene\" can be null.\r\n\r\n engine = scene.getEngine();\r\n this._viewPort = new Viewport(0, 0, 1, 1).toGlobal(engine.getRenderWidth(), engine.getRenderHeight());\r\n\r\n // Configure mesh\r\n this.mesh = mesh ?? VolumetricLightScatteringPostProcess.CreateDefaultMesh(\"VolumetricLightScatteringMesh\", scene);\r\n\r\n // Configure\r\n this._createPass(scene, ratio.passRatio || ratio);\r\n\r\n this.onActivate = (camera: Camera) => {\r\n if (!this.isSupported) {\r\n this.dispose(camera);\r\n }\r\n\r\n this.onActivate = null;\r\n };\r\n\r\n this.onApplyObservable.add((effect: Effect) => {\r\n this._updateMeshScreenCoordinates(<Scene>scene);\r\n\r\n effect.setTexture(\"lightScatteringSampler\", this._volumetricLightScatteringRTT);\r\n effect.setFloat(\"exposure\", this.exposure);\r\n effect.setFloat(\"decay\", this.decay);\r\n effect.setFloat(\"weight\", this.weight);\r\n effect.setFloat(\"density\", this.density);\r\n effect.setVector2(\"meshPositionOnScreen\", this._screenCoordinates);\r\n });\r\n }\r\n\r\n /**\r\n * Returns the string \"VolumetricLightScatteringPostProcess\"\r\n * @returns \"VolumetricLightScatteringPostProcess\"\r\n */\r\n public getClassName(): string {\r\n return \"VolumetricLightScatteringPostProcess\";\r\n }\r\n\r\n private _isReady(subMesh: SubMesh, useInstances: boolean): boolean {\r\n const mesh = subMesh.getMesh();\r\n\r\n // Render this.mesh as default\r\n if (mesh === this.mesh && mesh.material) {\r\n return mesh.material.isReady(mesh);\r\n }\r\n\r\n const renderingMaterial = mesh._internalAbstractMeshDataInfo._materialForRenderPass?.[this._scene.getEngine().currentRenderPassId];\r\n\r\n if (renderingMaterial) {\r\n return renderingMaterial.isReadyForSubMesh(mesh, subMesh, useInstances);\r\n }\r\n\r\n const defines = [];\r\n const attribs = [VertexBuffer.PositionKind];\r\n const material: any = subMesh.getMaterial();\r\n\r\n // Alpha test\r\n if (material) {\r\n if (material.needAlphaTesting()) {\r\n defines.push(\"#define ALPHATEST\");\r\n }\r\n\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n attribs.push(VertexBuffer.UVKind);\r\n defines.push(\"#define UV1\");\r\n }\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind)) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n defines.push(\"#define UV2\");\r\n }\r\n }\r\n\r\n // Bones\r\n if (mesh.useBones && mesh.computeBonesUsingShaders) {\r\n attribs.push(VertexBuffer.MatricesIndicesKind);\r\n attribs.push(VertexBuffer.MatricesWeightsKind);\r\n defines.push(\"#define NUM_BONE_INFLUENCERS \" + mesh.numBoneInfluencers);\r\n defines.push(\"#define BonesPerMesh \" + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));\r\n } else {\r\n defines.push(\"#define NUM_BONE_INFLUENCERS 0\");\r\n }\r\n\r\n // Instances\r\n if (useInstances) {\r\n defines.push(\"#define INSTANCES\");\r\n MaterialHelper.PushAttributesForInstances(attribs);\r\n if (subMesh.getRenderingMesh().hasThinInstances) {\r\n defines.push(\"#define THIN_INSTANCES\");\r\n }\r\n }\r\n\r\n // Get correct effect\r\n const drawWrapper = subMesh._getDrawWrapper(undefined, true)!;\r\n const cachedDefines = drawWrapper.defines;\r\n const join = defines.join(\"\\n\");\r\n if (cachedDefines !== join) {\r\n drawWrapper.setEffect(\r\n mesh\r\n .getScene()\r\n .getEngine()\r\n .createEffect(\r\n \"volumetricLightScatteringPass\",\r\n attribs,\r\n [\"world\", \"mBones\", \"viewProjection\", \"diffuseMatrix\"],\r\n [\"diffuseSampler\"],\r\n join,\r\n undefined,\r\n undefined,\r\n undefined,\r\n { maxSimultaneousMorphTargets: mesh.numBoneInfluencers }\r\n ),\r\n join\r\n );\r\n }\r\n\r\n return drawWrapper.effect!.isReady();\r\n }\r\n\r\n /**\r\n * Sets the new light position for light scattering effect\r\n * @param position The new custom light position\r\n */\r\n public setCustomMeshPosition(position: Vector3): void {\r\n this.customMeshPosition = position;\r\n }\r\n\r\n /**\r\n * Returns the light position for light scattering effect\r\n * @returns Vector3 The custom light position\r\n */\r\n public getCustomMeshPosition(): Vector3 {\r\n return this.customMeshPosition;\r\n }\r\n\r\n /**\r\n * Disposes the internal assets and detaches the post-process from the camera\r\n * @param camera\r\n */\r\n public dispose(camera: Camera): void {\r\n const rttIndex = camera.getScene().customRenderTargets.indexOf(this._volumetricLightScatteringRTT);\r\n if (rttIndex !== -1) {\r\n camera.getScene().customRenderTargets.splice(rttIndex, 1);\r\n }\r\n\r\n this._volumetricLightScatteringRTT.dispose();\r\n super.dispose(camera);\r\n }\r\n\r\n /**\r\n * Returns the render target texture used by the post-process\r\n * @returns the render target texture used by the post-process\r\n */\r\n public getPass(): RenderTargetTexture {\r\n return this._volumetricLightScatteringRTT;\r\n }\r\n\r\n // Private methods\r\n private _meshExcluded(mesh: AbstractMesh) {\r\n if ((this.includedMeshes.length > 0 && this.includedMeshes.indexOf(mesh) === -1) || (this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1)) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n private _createPass(scene: Scene, ratio: number): void {\r\n const engine = scene.getEngine();\r\n\r\n this._volumetricLightScatteringRTT = new RenderTargetTexture(\r\n \"volumetricLightScatteringMap\",\r\n { width: engine.getRenderWidth() * ratio, height: engine.getRenderHeight() * ratio },\r\n scene,\r\n false,\r\n true,\r\n Constants.TEXTURETYPE_UNSIGNED_INT\r\n );\r\n this._volumetricLightScatteringRTT.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._volumetricLightScatteringRTT.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._volumetricLightScatteringRTT.renderList = null;\r\n this._volumetricLightScatteringRTT.renderParticles = false;\r\n this._volumetricLightScatteringRTT.ignoreCameraViewport = true;\r\n\r\n const camera = this.getCamera();\r\n if (camera) {\r\n camera.customRenderTargets.push(this._volumetricLightScatteringRTT);\r\n } else {\r\n scene.customRenderTargets.push(this._volumetricLightScatteringRTT);\r\n }\r\n\r\n // Custom render function for submeshes\r\n const renderSubMesh = (subMesh: SubMesh): void => {\r\n const renderingMesh = subMesh.getRenderingMesh();\r\n const effectiveMesh = subMesh.getEffectiveMesh();\r\n if (this._meshExcluded(renderingMesh)) {\r\n return;\r\n }\r\n\r\n effectiveMesh._internalAbstractMeshDataInfo._isActiveIntermediate = false;\r\n\r\n const material = subMesh.getMaterial();\r\n\r\n if (!material) {\r\n return;\r\n }\r\n\r\n const scene = renderingMesh.getScene();\r\n const engine = scene.getEngine();\r\n\r\n // Culling\r\n engine.setState(material.backFaceCulling, undefined, undefined, undefined, material.cullBackFaces);\r\n\r\n // Managing instances\r\n const batch = renderingMesh._getInstancesRenderList(subMesh._id, !!subMesh.getReplacementMesh());\r\n\r\n if (batch.mustReturn) {\r\n return;\r\n }\r\n\r\n const hardwareInstancedRendering = engine.getCaps().instancedArrays && (batch.visibleInstances[subMesh._id] !== null || renderingMesh.hasThinInstances);\r\n\r\n if (this._isReady(subMesh, hardwareInstancedRendering)) {\r\n const renderingMaterial = effectiveMesh._internalAbstractMeshDataInfo._materialForRenderPass?.[engine.currentRenderPassId];\r\n\r\n let drawWrapper = subMesh._getDrawWrapper();\r\n if (renderingMesh === this.mesh && !drawWrapper) {\r\n drawWrapper = material._getDrawWrapper();\r\n }\r\n\r\n if (!drawWrapper) {\r\n return;\r\n }\r\n\r\n const effect = drawWrapper.effect!;\r\n\r\n engine.enableEffect(drawWrapper);\r\n if (!hardwareInstancedRendering) {\r\n renderingMesh._bind(subMesh, effect, material.fillMode);\r\n }\r\n\r\n if (renderingMesh === this.mesh) {\r\n material.bind(effectiveMesh.getWorldMatrix(), renderingMesh);\r\n } else if (renderingMaterial) {\r\n renderingMaterial.bindForSubMesh(effectiveMesh.getWorldMatrix(), effectiveMesh as Mesh, subMesh);\r\n } else {\r\n effect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n\r\n // Alpha test\r\n if (material && material.needAlphaTesting()) {\r\n const alphaTexture = material.getAlphaTestTexture();\r\n\r\n effect.setTexture(\"diffuseSampler\", alphaTexture);\r\n\r\n if (alphaTexture) {\r\n effect.setMatrix(\"diffuseMatrix\", alphaTexture.getTextureMatrix());\r\n }\r\n }\r\n\r\n // Bones\r\n if (renderingMesh.useBones && renderingMesh.computeBonesUsingShaders && renderingMesh.skeleton) {\r\n effect.setMatrices(\"mBones\", renderingMesh.skeleton.getTransformMatrices(renderingMesh));\r\n }\r\n }\r\n\r\n if (hardwareInstancedRendering && renderingMesh.hasThinInstances) {\r\n effect.setMatrix(\"world\", effectiveMesh.getWorldMatrix());\r\n }\r\n\r\n // Draw\r\n renderingMesh._processRendering(effectiveMesh, subMesh, effect, Material.TriangleFillMode, batch, hardwareInstancedRendering, (isInstance, world) => {\r\n if (!isInstance) {\r\n effect.setMatrix(\"world\", world);\r\n }\r\n });\r\n }\r\n };\r\n\r\n // Render target texture callbacks\r\n let savedSceneClearColor: Color4;\r\n const sceneClearColor = new Color4(0.0, 0.0, 0.0, 1.0);\r\n\r\n this._volumetricLightScatteringRTT.onBeforeRenderObservable.add((): void => {\r\n savedSceneClearColor = scene.clearColor;\r\n scene.clearColor = sceneClearColor;\r\n });\r\n\r\n this._volumetricLightScatteringRTT.onAfterRenderObservable.add((): void => {\r\n scene.clearColor = savedSceneClearColor;\r\n });\r\n\r\n this._volumetricLightScatteringRTT.customIsReadyFunction = (mesh: AbstractMesh, refreshRate: number, preWarm?: boolean) => {\r\n if ((preWarm || refreshRate === 0) && mesh.subMeshes) {\r\n for (let i = 0; i < mesh.subMeshes.length; ++i) {\r\n const subMesh = mesh.subMeshes[i];\r\n const material = subMesh.getMaterial();\r\n const renderingMesh = subMesh.getRenderingMesh();\r\n\r\n if (!material) {\r\n continue;\r\n }\r\n\r\n const batch = renderingMesh._getInstancesRenderList(subMesh._id, !!subMesh.getReplacementMesh());\r\n const hardwareInstancedRendering = engine.getCaps().instancedArrays && (batch.visibleInstances[subMesh._id] !== null || renderingMesh.hasThinInstances);\r\n\r\n if (!this._isReady(subMesh, hardwareInstancedRendering)) {\r\n return false;\r\n }\r\n }\r\n }\r\n\r\n return true;\r\n };\r\n\r\n this._volumetricLightScatteringRTT.customRenderFunction = (\r\n opaqueSubMeshes: SmartArray<SubMesh>,\r\n alphaTestSubMeshes: SmartArray<SubMesh>,\r\n transparentSubMeshes: SmartArray<SubMesh>,\r\n depthOnlySubMeshes: SmartArray<SubMesh>\r\n ): void => {\r\n const engine = scene.getEngine();\r\n let index: number;\r\n\r\n if (depthOnlySubMeshes.length) {\r\n engine.setColorWrite(false);\r\n for (index = 0; index < depthOnlySubMeshes.length; index++) {\r\n renderSubMesh(depthOnlySubMeshes.data[index]);\r\n }\r\n engine.setColorWrite(true);\r\n }\r\n\r\n for (index = 0; index < opaqueSubMeshes.length; index++) {\r\n renderSubMesh(opaqueSubMeshes.data[index]);\r\n }\r\n\r\n for (index = 0; index < alphaTestSubMeshes.length; index++) {\r\n renderSubMesh(alphaTestSubMeshes.data[index]);\r\n }\r\n\r\n if (transparentSubMeshes.length) {\r\n // Sort sub meshes\r\n for (index = 0; index < transparentSubMeshes.length; index++) {\r\n const submesh = transparentSubMeshes.data[index];\r\n const boundingInfo = submesh.getBoundingInfo();\r\n\r\n if (boundingInfo && scene.activeCamera) {\r\n submesh._alphaIndex = submesh.getMesh().alphaIndex;\r\n submesh._distanceToCamera = boundingInfo.boundingSphere.centerWorld.subtract(scene.activeCamera.position).length();\r\n }\r\n }\r\n\r\n const sortedArray = transparentSubMeshes.data.slice(0, transparentSubMeshes.length);\r\n sortedArray.sort((a, b) => {\r\n // Alpha index first\r\n if (a._alphaIndex > b._alphaIndex) {\r\n return 1;\r\n }\r\n if (a._alphaIndex < b._alphaIndex) {\r\n return -1;\r\n }\r\n\r\n // Then distance to camera\r\n if (a._distanceToCamera < b._distanceToCamera) {\r\n return 1;\r\n }\r\n if (a._distanceToCamera > b._distanceToCamera) {\r\n return -1;\r\n }\r\n\r\n return 0;\r\n });\r\n\r\n // Render sub meshes\r\n engine.setAlphaMode(Constants.ALPHA_COMBINE);\r\n for (index = 0; index < sortedArray.length; index++) {\r\n renderSubMesh(sortedArray[index]);\r\n }\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n }\r\n };\r\n }\r\n\r\n private _updateMeshScreenCoordinates(scene: Scene): void {\r\n const transform = scene.getTransformMatrix();\r\n let meshPosition: Vector3;\r\n\r\n if (this.useCustomMeshPosition) {\r\n meshPosition = this.customMeshPosition;\r\n } else if (this.attachedNode) {\r\n meshPosition = this.attachedNode.position;\r\n } else {\r\n meshPosition = this.mesh.parent ? this.mesh.getAbsolutePosition() : this.mesh.position;\r\n }\r\n\r\n const pos = Vector3.Project(meshPosition, Matrix.Identity(), transform, this._viewPort);\r\n\r\n this._screenCoordinates.x = pos.x / this._viewPort.width;\r\n this._screenCoordinates.y = pos.y / this._viewPort.height;\r\n\r\n if (this.invert) {\r\n this._screenCoordinates.y = 1.0 - this._screenCoordinates.y;\r\n }\r\n }\r\n\r\n // Static methods\r\n /**\r\n * Creates a default mesh for the Volumeric Light Scattering post-process\r\n * @param name The mesh name\r\n * @param scene The scene where to create the mesh\r\n * @returns the default mesh\r\n */\r\n public static CreateDefaultMesh(name: string, scene: Scene): Mesh {\r\n const mesh = CreatePlane(name, { size: 1 }, scene);\r\n mesh.billboardMode = AbstractMesh.BILLBOARDMODE_ALL;\r\n\r\n const material = new StandardMaterial(name + \"Material\", scene);\r\n material.emissiveColor = new Color3(1, 1, 1);\r\n\r\n mesh.material = material;\r\n\r\n return mesh;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.VolumetricLightScatteringPostProcess\", VolumetricLightScatteringPostProcess);\r\n"]}
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+
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{ serializeAsVector3, serialize, serializeAsMeshReference } from \"../Misc/decorators\";\r\nimport type { SmartArray } from \"../Misc/smartArray\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { Vector2, Vector3, Matrix } from \"../Maths/math.vector\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { MaterialHelper } from \"../Materials/materialHelper\";\r\nimport { StandardMaterial } from \"../Materials/standardMaterial\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { PostProcess } from \"./postProcess\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { Scene } from \"../scene\";\r\n\r\nimport { CreatePlane } from \"../Meshes/Builders/planeBuilder\";\r\n\r\nimport \"../Shaders/depth.vertex\";\r\nimport \"../Shaders/volumetricLightScattering.fragment\";\r\nimport \"../Shaders/volumetricLightScatteringPass.vertex\";\r\nimport \"../Shaders/volumetricLightScatteringPass.fragment\";\r\nimport { Color4, Color3 } from \"../Maths/math.color\";\r\nimport { Viewport } from \"../Maths/math.viewport\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport type { Nullable } from \"../types\";\r\n\r\nimport type { Engine } from \"../Engines/engine\";\r\n\r\n/**\r\n * Inspired by https://developer.nvidia.com/gpugems/gpugems3/part-ii-light-and-shadows/chapter-13-volumetric-light-scattering-post-process\r\n */\r\nexport class VolumetricLightScatteringPostProcess extends PostProcess {\r\n // Members\r\n private _volumetricLightScatteringRTT: RenderTargetTexture;\r\n private _viewPort: Viewport;\r\n private _screenCoordinates: Vector2 = Vector2.Zero();\r\n\r\n /**\r\n * If not undefined, the mesh position is computed from the attached node position\r\n */\r\n public attachedNode: { position: Vector3 };\r\n\r\n /**\r\n * Custom position of the mesh. Used if \"useCustomMeshPosition\" is set to \"true\"\r\n */\r\n @serializeAsVector3()\r\n public customMeshPosition: Vector3 = Vector3.Zero();\r\n\r\n /**\r\n * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)\r\n */\r\n @serialize()\r\n public useCustomMeshPosition: boolean = false;\r\n\r\n /**\r\n * If the post-process should inverse the light scattering direction\r\n */\r\n @serialize()\r\n public invert: boolean = true;\r\n\r\n /**\r\n * The internal mesh used by the post-process\r\n */\r\n @serializeAsMeshReference()\r\n public mesh: Mesh;\r\n\r\n /**\r\n * @internal\r\n * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead\r\n */\r\n public get useDiffuseColor(): boolean {\r\n Logger.Warn(\"VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead\");\r\n return false;\r\n }\r\n\r\n public set useDiffuseColor(useDiffuseColor: boolean) {\r\n Logger.Warn(\"VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead\");\r\n }\r\n\r\n /**\r\n * Array containing the excluded meshes not rendered in the internal pass\r\n */\r\n @serialize()\r\n public excludedMeshes: AbstractMesh[] = [];\r\n\r\n /**\r\n * Array containing the only meshes rendered in the internal pass.\r\n * If this array is not empty, only the meshes from this array are rendered in the internal pass\r\n */\r\n @serialize()\r\n public includedMeshes: AbstractMesh[] = [];\r\n\r\n /**\r\n * Controls the overall intensity of the post-process\r\n */\r\n @serialize()\r\n public exposure = 0.3;\r\n\r\n /**\r\n * Dissipates each sample's contribution in range [0, 1]\r\n */\r\n @serialize()\r\n public decay = 0.96815;\r\n\r\n /**\r\n * Controls the overall intensity of each sample\r\n */\r\n @serialize()\r\n public weight = 0.58767;\r\n\r\n /**\r\n * Controls the density of each sample\r\n */\r\n @serialize()\r\n public density = 0.926;\r\n\r\n /**\r\n * @constructor\r\n * @param name The post-process name\r\n * @param ratio The size of the post-process and/or internal pass (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)\r\n * @param camera The camera that the post-process will be attached to\r\n * @param mesh The mesh used to create the light scattering\r\n * @param samples The post-process quality, default 100\r\n * @param samplingMode The post-process filtering mode\r\n * @param engine The babylon engine\r\n * @param reusable If the post-process is reusable\r\n * @param scene The constructor needs a scene reference to initialize internal components. If \"camera\" is null a \"scene\" must be provided\r\n */\r\n constructor(\r\n name: string,\r\n ratio: any,\r\n camera: Nullable<Camera>,\r\n mesh?: Mesh,\r\n samples: number = 100,\r\n samplingMode: number = Texture.BILINEAR_SAMPLINGMODE,\r\n engine?: Engine,\r\n reusable?: boolean,\r\n scene?: Scene\r\n ) {\r\n super(\r\n name,\r\n \"volumetricLightScattering\",\r\n [\"decay\", \"exposure\", \"weight\", \"meshPositionOnScreen\", \"density\"],\r\n [\"lightScatteringSampler\"],\r\n ratio.postProcessRatio || ratio,\r\n camera,\r\n samplingMode,\r\n engine,\r\n reusable,\r\n \"#define NUM_SAMPLES \" + samples\r\n );\r\n scene = camera?.getScene() ?? scene ?? this._scene; // parameter \"scene\" can be null.\r\n\r\n engine = scene.getEngine();\r\n this._viewPort = new Viewport(0, 0, 1, 1).toGlobal(engine.getRenderWidth(), engine.getRenderHeight());\r\n\r\n // Configure mesh\r\n this.mesh = mesh ?? VolumetricLightScatteringPostProcess.CreateDefaultMesh(\"VolumetricLightScatteringMesh\", scene);\r\n\r\n // Configure\r\n this._createPass(scene, ratio.passRatio || ratio);\r\n\r\n this.onActivate = (camera: Camera) => {\r\n if (!this.isSupported) {\r\n this.dispose(camera);\r\n }\r\n\r\n this.onActivate = null;\r\n };\r\n\r\n this.onApplyObservable.add((effect: Effect) => {\r\n this._updateMeshScreenCoordinates(<Scene>scene);\r\n\r\n effect.setTexture(\"lightScatteringSampler\", this._volumetricLightScatteringRTT);\r\n effect.setFloat(\"exposure\", this.exposure);\r\n effect.setFloat(\"decay\", this.decay);\r\n effect.setFloat(\"weight\", this.weight);\r\n effect.setFloat(\"density\", this.density);\r\n effect.setVector2(\"meshPositionOnScreen\", this._screenCoordinates);\r\n });\r\n }\r\n\r\n /**\r\n * Returns the string \"VolumetricLightScatteringPostProcess\"\r\n * @returns \"VolumetricLightScatteringPostProcess\"\r\n */\r\n public getClassName(): string {\r\n return \"VolumetricLightScatteringPostProcess\";\r\n }\r\n\r\n private _isReady(subMesh: SubMesh, useInstances: boolean): boolean {\r\n const mesh = subMesh.getMesh();\r\n\r\n // Render this.mesh as default\r\n if (mesh === this.mesh && mesh.material) {\r\n return mesh.material.isReady(mesh);\r\n }\r\n\r\n const renderingMaterial = mesh._internalAbstractMeshDataInfo._materialForRenderPass?.[this._scene.getEngine().currentRenderPassId];\r\n\r\n if (renderingMaterial) {\r\n return renderingMaterial.isReadyForSubMesh(mesh, subMesh, useInstances);\r\n }\r\n\r\n const defines = [];\r\n const attribs = [VertexBuffer.PositionKind];\r\n const material: any = subMesh.getMaterial();\r\n\r\n // Alpha test\r\n if (material) {\r\n if (material.needAlphaTesting()) {\r\n defines.push(\"#define ALPHATEST\");\r\n }\r\n\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n attribs.push(VertexBuffer.UVKind);\r\n defines.push(\"#define UV1\");\r\n }\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind)) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n defines.push(\"#define UV2\");\r\n }\r\n }\r\n\r\n // Bones\r\n if (mesh.useBones && mesh.computeBonesUsingShaders) {\r\n attribs.push(VertexBuffer.MatricesIndicesKind);\r\n attribs.push(VertexBuffer.MatricesWeightsKind);\r\n defines.push(\"#define NUM_BONE_INFLUENCERS \" + mesh.numBoneInfluencers);\r\n defines.push(\"#define BonesPerMesh \" + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));\r\n } else {\r\n defines.push(\"#define NUM_BONE_INFLUENCERS 0\");\r\n }\r\n\r\n // Instances\r\n if (useInstances) {\r\n defines.push(\"#define INSTANCES\");\r\n MaterialHelper.PushAttributesForInstances(attribs);\r\n if (subMesh.getRenderingMesh().hasThinInstances) {\r\n defines.push(\"#define THIN_INSTANCES\");\r\n }\r\n }\r\n\r\n // Get correct effect\r\n const drawWrapper = subMesh._getDrawWrapper(undefined, true)!;\r\n const cachedDefines = drawWrapper.defines;\r\n const join = defines.join(\"\\n\");\r\n if (cachedDefines !== join) {\r\n drawWrapper.setEffect(\r\n mesh\r\n .getScene()\r\n .getEngine()\r\n .createEffect(\r\n \"volumetricLightScatteringPass\",\r\n attribs,\r\n [\"world\", \"mBones\", \"viewProjection\", \"diffuseMatrix\"],\r\n [\"diffuseSampler\"],\r\n join,\r\n undefined,\r\n undefined,\r\n undefined,\r\n { maxSimultaneousMorphTargets: mesh.numBoneInfluencers }\r\n ),\r\n join\r\n );\r\n }\r\n\r\n return drawWrapper.effect!.isReady();\r\n }\r\n\r\n /**\r\n * Sets the new light position for light scattering effect\r\n * @param position The new custom light position\r\n */\r\n public setCustomMeshPosition(position: Vector3): void {\r\n this.customMeshPosition = position;\r\n }\r\n\r\n /**\r\n * Returns the light position for light scattering effect\r\n * @returns Vector3 The custom light position\r\n */\r\n public getCustomMeshPosition(): Vector3 {\r\n return this.customMeshPosition;\r\n }\r\n\r\n /**\r\n * Disposes the internal assets and detaches the post-process from the camera\r\n * @param camera\r\n */\r\n public dispose(camera: Camera): void {\r\n const rttIndex = camera.getScene().customRenderTargets.indexOf(this._volumetricLightScatteringRTT);\r\n if (rttIndex !== -1) {\r\n camera.getScene().customRenderTargets.splice(rttIndex, 1);\r\n }\r\n\r\n this._volumetricLightScatteringRTT.dispose();\r\n super.dispose(camera);\r\n }\r\n\r\n /**\r\n * Returns the render target texture used by the post-process\r\n * @returns the render target texture used by the post-process\r\n */\r\n public getPass(): RenderTargetTexture {\r\n return this._volumetricLightScatteringRTT;\r\n }\r\n\r\n // Private methods\r\n private _meshExcluded(mesh: AbstractMesh) {\r\n if ((this.includedMeshes.length > 0 && this.includedMeshes.indexOf(mesh) === -1) || (this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1)) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n private _createPass(scene: Scene, ratio: number): void {\r\n const engine = scene.getEngine();\r\n\r\n this._volumetricLightScatteringRTT = new RenderTargetTexture(\r\n \"volumetricLightScatteringMap\",\r\n { width: engine.getRenderWidth() * ratio, height: engine.getRenderHeight() * ratio },\r\n scene,\r\n false,\r\n true,\r\n Constants.TEXTURETYPE_UNSIGNED_INT\r\n );\r\n this._volumetricLightScatteringRTT.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._volumetricLightScatteringRTT.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._volumetricLightScatteringRTT.renderList = null;\r\n this._volumetricLightScatteringRTT.renderParticles = false;\r\n this._volumetricLightScatteringRTT.ignoreCameraViewport = true;\r\n\r\n const camera = this.getCamera();\r\n if (camera) {\r\n camera.customRenderTargets.push(this._volumetricLightScatteringRTT);\r\n } else {\r\n scene.customRenderTargets.push(this._volumetricLightScatteringRTT);\r\n }\r\n\r\n // Custom render function for submeshes\r\n const renderSubMesh = (subMesh: SubMesh): void => {\r\n const renderingMesh = subMesh.getRenderingMesh();\r\n const effectiveMesh = subMesh.getEffectiveMesh();\r\n if (this._meshExcluded(renderingMesh)) {\r\n return;\r\n }\r\n\r\n effectiveMesh._internalAbstractMeshDataInfo._isActiveIntermediate = false;\r\n\r\n const material = subMesh.getMaterial();\r\n\r\n if (!material) {\r\n return;\r\n }\r\n\r\n const scene = renderingMesh.getScene();\r\n const engine = scene.getEngine();\r\n\r\n // Culling\r\n engine.setState(material.backFaceCulling, undefined, undefined, undefined, material.cullBackFaces);\r\n\r\n // Managing instances\r\n const batch = renderingMesh._getInstancesRenderList(subMesh._id, !!subMesh.getReplacementMesh());\r\n\r\n if (batch.mustReturn) {\r\n return;\r\n }\r\n\r\n const hardwareInstancedRendering = engine.getCaps().instancedArrays && (batch.visibleInstances[subMesh._id] !== null || renderingMesh.hasThinInstances);\r\n\r\n if (this._isReady(subMesh, hardwareInstancedRendering)) {\r\n const renderingMaterial = effectiveMesh._internalAbstractMeshDataInfo._materialForRenderPass?.[engine.currentRenderPassId];\r\n\r\n let drawWrapper = subMesh._getDrawWrapper();\r\n if (renderingMesh === this.mesh && !drawWrapper) {\r\n drawWrapper = material._getDrawWrapper();\r\n }\r\n\r\n if (!drawWrapper) {\r\n return;\r\n }\r\n\r\n const effect = drawWrapper.effect!;\r\n\r\n engine.enableEffect(drawWrapper);\r\n if (!hardwareInstancedRendering) {\r\n renderingMesh._bind(subMesh, effect, material.fillMode);\r\n }\r\n\r\n if (renderingMesh === this.mesh) {\r\n material.bind(effectiveMesh.getWorldMatrix(), renderingMesh);\r\n } else if (renderingMaterial) {\r\n renderingMaterial.bindForSubMesh(effectiveMesh.getWorldMatrix(), effectiveMesh as Mesh, subMesh);\r\n } else {\r\n effect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n\r\n // Alpha test\r\n if (material && material.needAlphaTesting()) {\r\n const alphaTexture = material.getAlphaTestTexture();\r\n\r\n effect.setTexture(\"diffuseSampler\", alphaTexture);\r\n\r\n if (alphaTexture) {\r\n effect.setMatrix(\"diffuseMatrix\", alphaTexture.getTextureMatrix());\r\n }\r\n }\r\n\r\n // Bones\r\n if (renderingMesh.useBones && renderingMesh.computeBonesUsingShaders && renderingMesh.skeleton) {\r\n effect.setMatrices(\"mBones\", renderingMesh.skeleton.getTransformMatrices(renderingMesh));\r\n }\r\n }\r\n\r\n if (hardwareInstancedRendering && renderingMesh.hasThinInstances) {\r\n effect.setMatrix(\"world\", effectiveMesh.getWorldMatrix());\r\n }\r\n\r\n // Draw\r\n renderingMesh._processRendering(effectiveMesh, subMesh, effect, Material.TriangleFillMode, batch, hardwareInstancedRendering, (isInstance, world) => {\r\n if (!isInstance) {\r\n effect.setMatrix(\"world\", world);\r\n }\r\n });\r\n }\r\n };\r\n\r\n // Render target texture callbacks\r\n let savedSceneClearColor: Color4;\r\n const sceneClearColor = new Color4(0.0, 0.0, 0.0, 1.0);\r\n\r\n this._volumetricLightScatteringRTT.onBeforeRenderObservable.add((): void => {\r\n savedSceneClearColor = scene.clearColor;\r\n scene.clearColor = sceneClearColor;\r\n });\r\n\r\n this._volumetricLightScatteringRTT.onAfterRenderObservable.add((): void => {\r\n scene.clearColor = savedSceneClearColor;\r\n });\r\n\r\n this._volumetricLightScatteringRTT.customIsReadyFunction = (mesh: AbstractMesh, refreshRate: number, preWarm?: boolean) => {\r\n if ((preWarm || refreshRate === 0) && mesh.subMeshes) {\r\n for (let i = 0; i < mesh.subMeshes.length; ++i) {\r\n const subMesh = mesh.subMeshes[i];\r\n const material = subMesh.getMaterial();\r\n const renderingMesh = subMesh.getRenderingMesh();\r\n\r\n if (!material) {\r\n continue;\r\n }\r\n\r\n const batch = renderingMesh._getInstancesRenderList(subMesh._id, !!subMesh.getReplacementMesh());\r\n const hardwareInstancedRendering = engine.getCaps().instancedArrays && (batch.visibleInstances[subMesh._id] !== null || renderingMesh.hasThinInstances);\r\n\r\n if (!this._isReady(subMesh, hardwareInstancedRendering)) {\r\n return false;\r\n }\r\n }\r\n }\r\n\r\n return true;\r\n };\r\n\r\n this._volumetricLightScatteringRTT.customRenderFunction = (\r\n opaqueSubMeshes: SmartArray<SubMesh>,\r\n alphaTestSubMeshes: SmartArray<SubMesh>,\r\n transparentSubMeshes: SmartArray<SubMesh>,\r\n depthOnlySubMeshes: SmartArray<SubMesh>\r\n ): void => {\r\n const engine = scene.getEngine();\r\n let index: number;\r\n\r\n if (depthOnlySubMeshes.length) {\r\n engine.setColorWrite(false);\r\n for (index = 0; index < depthOnlySubMeshes.length; index++) {\r\n renderSubMesh(depthOnlySubMeshes.data[index]);\r\n }\r\n engine.setColorWrite(true);\r\n }\r\n\r\n for (index = 0; index < opaqueSubMeshes.length; index++) {\r\n renderSubMesh(opaqueSubMeshes.data[index]);\r\n }\r\n\r\n for (index = 0; index < alphaTestSubMeshes.length; index++) {\r\n renderSubMesh(alphaTestSubMeshes.data[index]);\r\n }\r\n\r\n if (transparentSubMeshes.length) {\r\n // Sort sub meshes\r\n for (index = 0; index < transparentSubMeshes.length; index++) {\r\n const submesh = transparentSubMeshes.data[index];\r\n const boundingInfo = submesh.getBoundingInfo();\r\n\r\n if (boundingInfo && scene.activeCamera) {\r\n submesh._alphaIndex = submesh.getMesh().alphaIndex;\r\n submesh._distanceToCamera = boundingInfo.boundingSphere.centerWorld.subtract(scene.activeCamera.position).length();\r\n }\r\n }\r\n\r\n const sortedArray = transparentSubMeshes.data.slice(0, transparentSubMeshes.length);\r\n sortedArray.sort((a, b) => {\r\n // Alpha index first\r\n if (a._alphaIndex > b._alphaIndex) {\r\n return 1;\r\n }\r\n if (a._alphaIndex < b._alphaIndex) {\r\n return -1;\r\n }\r\n\r\n // Then distance to camera\r\n if (a._distanceToCamera < b._distanceToCamera) {\r\n return 1;\r\n }\r\n if (a._distanceToCamera > b._distanceToCamera) {\r\n return -1;\r\n }\r\n\r\n return 0;\r\n });\r\n\r\n // Render sub meshes\r\n engine.setAlphaMode(Constants.ALPHA_COMBINE);\r\n for (index = 0; index < sortedArray.length; index++) {\r\n renderSubMesh(sortedArray[index]);\r\n }\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n }\r\n };\r\n }\r\n\r\n private _updateMeshScreenCoordinates(scene: Scene): void {\r\n const transform = scene.getTransformMatrix();\r\n let meshPosition: Vector3;\r\n\r\n if (this.useCustomMeshPosition) {\r\n meshPosition = this.customMeshPosition;\r\n } else if (this.attachedNode) {\r\n meshPosition = this.attachedNode.position;\r\n } else {\r\n meshPosition = this.mesh.parent ? this.mesh.getAbsolutePosition() : this.mesh.position;\r\n }\r\n\r\n const pos = Vector3.Project(meshPosition, Matrix.Identity(), transform, this._viewPort);\r\n\r\n this._screenCoordinates.x = pos.x / this._viewPort.width;\r\n this._screenCoordinates.y = pos.y / this._viewPort.height;\r\n\r\n if (this.invert) {\r\n this._screenCoordinates.y = 1.0 - this._screenCoordinates.y;\r\n }\r\n }\r\n\r\n // Static methods\r\n /**\r\n * Creates a default mesh for the Volumeric Light Scattering post-process\r\n * @param name The mesh name\r\n * @param scene The scene where to create the mesh\r\n * @returns the default mesh\r\n */\r\n public static CreateDefaultMesh(name: string, scene: Scene): Mesh {\r\n const mesh = CreatePlane(name, { size: 1 }, scene);\r\n mesh.billboardMode = AbstractMesh.BILLBOARDMODE_ALL;\r\n\r\n const material = new StandardMaterial(name + \"Material\", scene);\r\n material.emissiveColor = new Color3(1, 1, 1);\r\n\r\n mesh.material = material;\r\n\r\n return mesh;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.VolumetricLightScatteringPostProcess\", VolumetricLightScatteringPostProcess);\r\n"]}
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@@ -59,7 +59,7 @@ export class ReflectionProbe {
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}
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// Create the scene field if not exist.
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if (!this._scene.reflectionProbes) {
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this._scene.reflectionProbes =
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this._scene.reflectionProbes = [];
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}
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this._scene.reflectionProbes.push(this);
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let textureType = 0;
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@@ -1 +1 @@
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-
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{ serializeAsMeshReference, serializeAsVector3, SerializationHelper } from \"../Misc/decorators\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { Matrix, Vector3 } from \"../Maths/math.vector\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Nullable } from \"../types\";\r\nimport { AbstractScene } from \"../abstractScene\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { UniformBuffer } from \"../Materials/uniformBuffer\";\r\n\r\ndeclare module \"../abstractScene\" {\r\n export interface AbstractScene {\r\n /**\r\n * The list of reflection probes added to the scene\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/environment/reflectionProbes\r\n */\r\n reflectionProbes: Array<ReflectionProbe>;\r\n\r\n /**\r\n * Removes the given reflection probe from this scene.\r\n * @param toRemove The reflection probe to remove\r\n * @returns The index of the removed reflection probe\r\n */\r\n removeReflectionProbe(toRemove: ReflectionProbe): number;\r\n\r\n /**\r\n * Adds the given reflection probe to this scene.\r\n * @param newReflectionProbe The reflection probe to add\r\n */\r\n addReflectionProbe(newReflectionProbe: ReflectionProbe): void;\r\n }\r\n}\r\n\r\nAbstractScene.prototype.removeReflectionProbe = function (toRemove: ReflectionProbe): number {\r\n if (!this.reflectionProbes) {\r\n return -1;\r\n }\r\n\r\n const index = this.reflectionProbes.indexOf(toRemove);\r\n if (index !== -1) {\r\n this.reflectionProbes.splice(index, 1);\r\n }\r\n\r\n return index;\r\n};\r\n\r\nAbstractScene.prototype.addReflectionProbe = function (newReflectionProbe: ReflectionProbe): void {\r\n if (!this.reflectionProbes) {\r\n this.reflectionProbes = [];\r\n }\r\n\r\n this.reflectionProbes.push(newReflectionProbe);\r\n};\r\n\r\n/**\r\n * Class used to generate realtime reflection / refraction cube textures\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/environment/reflectionProbes\r\n */\r\nexport class ReflectionProbe {\r\n private _scene: Scene;\r\n private _renderTargetTexture: RenderTargetTexture;\r\n private _projectionMatrix: Matrix;\r\n private _viewMatrix = Matrix.Identity();\r\n private _target = Vector3.Zero();\r\n private _add = Vector3.Zero();\r\n @serializeAsMeshReference()\r\n private _attachedMesh: Nullable<AbstractMesh>;\r\n\r\n private _invertYAxis = false;\r\n private _sceneUBOs: UniformBuffer[];\r\n private _currentSceneUBO: UniformBuffer;\r\n\r\n /** Gets or sets probe position (center of the cube map) */\r\n @serializeAsVector3()\r\n public position = Vector3.Zero();\r\n\r\n /**\r\n * Gets or sets an object used to store user defined information for the reflection probe.\r\n */\r\n public metadata: any = null;\r\n\r\n /** @internal */\r\n public _parentContainer: Nullable<AbstractScene> = null;\r\n\r\n /**\r\n * Creates a new reflection probe\r\n * @param name defines the name of the probe\r\n * @param size defines the texture resolution (for each face)\r\n * @param scene defines the hosting scene\r\n * @param generateMipMaps defines if mip maps should be generated automatically (true by default)\r\n * @param useFloat defines if HDR data (float data) should be used to store colors (false by default)\r\n * @param linearSpace defines if the probe should be generated in linear space or not (false by default)\r\n */\r\n constructor(\r\n /** defines the name of the probe */\r\n public name: string,\r\n size: number,\r\n scene: Scene,\r\n generateMipMaps = true,\r\n useFloat = false,\r\n linearSpace = false\r\n ) {\r\n this._scene = scene;\r\n\r\n if (scene.getEngine().supportsUniformBuffers) {\r\n this._sceneUBOs = [];\r\n for (let i = 0; i < 6; ++i) {\r\n this._sceneUBOs.push(scene.createSceneUniformBuffer(`Scene for Reflection Probe (name \"${name}\") face #${i}`));\r\n }\r\n }\r\n\r\n // Create the scene field if not exist.\r\n if (!this._scene.reflectionProbes) {\r\n this._scene.reflectionProbes = new Array<ReflectionProbe>();\r\n }\r\n this._scene.reflectionProbes.push(this);\r\n\r\n let textureType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n if (useFloat) {\r\n const caps = this._scene.getEngine().getCaps();\r\n if (caps.textureHalfFloatRender) {\r\n textureType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n } else if (caps.textureFloatRender) {\r\n textureType = Constants.TEXTURETYPE_FLOAT;\r\n }\r\n }\r\n this._renderTargetTexture = new RenderTargetTexture(name, size, scene, generateMipMaps, true, textureType, true);\r\n this._renderTargetTexture.gammaSpace = !linearSpace;\r\n this._renderTargetTexture.invertZ = scene.useRightHandedSystem;\r\n\r\n const useReverseDepthBuffer = scene.getEngine().useReverseDepthBuffer;\r\n\r\n this._renderTargetTexture.onBeforeRenderObservable.add((faceIndex: number) => {\r\n if (this._sceneUBOs) {\r\n scene.setSceneUniformBuffer(this._sceneUBOs[faceIndex]);\r\n scene.getSceneUniformBuffer().unbindEffect();\r\n }\r\n switch (faceIndex) {\r\n case 0:\r\n this._add.copyFromFloats(1, 0, 0);\r\n break;\r\n case 1:\r\n this._add.copyFromFloats(-1, 0, 0);\r\n break;\r\n case 2:\r\n this._add.copyFromFloats(0, this._invertYAxis ? 1 : -1, 0);\r\n break;\r\n case 3:\r\n this._add.copyFromFloats(0, this._invertYAxis ? -1 : 1, 0);\r\n break;\r\n case 4:\r\n this._add.copyFromFloats(0, 0, scene.useRightHandedSystem ? -1 : 1);\r\n break;\r\n case 5:\r\n this._add.copyFromFloats(0, 0, scene.useRightHandedSystem ? 1 : -1);\r\n break;\r\n }\r\n\r\n if (this._attachedMesh) {\r\n this.position.copyFrom(this._attachedMesh.getAbsolutePosition());\r\n }\r\n\r\n this.position.addToRef(this._add, this._target);\r\n\r\n const lookAtFunction = scene.useRightHandedSystem ? Matrix.LookAtRHToRef : Matrix.LookAtLHToRef;\r\n const perspectiveFunction = scene.useRightHandedSystem ? Matrix.PerspectiveFovRH : Matrix.PerspectiveFovLH;\r\n\r\n lookAtFunction(this.position, this._target, Vector3.Up(), this._viewMatrix);\r\n\r\n if (scene.activeCamera) {\r\n this._projectionMatrix = perspectiveFunction(\r\n Math.PI / 2,\r\n 1,\r\n useReverseDepthBuffer ? scene.activeCamera.maxZ : scene.activeCamera.minZ,\r\n useReverseDepthBuffer ? scene.activeCamera.minZ : scene.activeCamera.maxZ,\r\n this._scene.getEngine().isNDCHalfZRange\r\n );\r\n scene.setTransformMatrix(this._viewMatrix, this._projectionMatrix);\r\n if (scene.activeCamera.isRigCamera && !this._renderTargetTexture.activeCamera) {\r\n this._renderTargetTexture.activeCamera = scene.activeCamera.rigParent || null;\r\n }\r\n }\r\n scene._forcedViewPosition = this.position;\r\n });\r\n\r\n let currentApplyByPostProcess: boolean;\r\n\r\n this._renderTargetTexture.onBeforeBindObservable.add(() => {\r\n this._currentSceneUBO = scene.getSceneUniformBuffer();\r\n scene.getEngine()._debugPushGroup?.(`reflection probe generation for ${name}`, 1);\r\n currentApplyByPostProcess = this._scene.imageProcessingConfiguration.applyByPostProcess;\r\n if (linearSpace) {\r\n scene.imageProcessingConfiguration.applyByPostProcess = true;\r\n }\r\n });\r\n\r\n this._renderTargetTexture.onAfterUnbindObservable.add(() => {\r\n scene.imageProcessingConfiguration.applyByPostProcess = currentApplyByPostProcess;\r\n scene._forcedViewPosition = null;\r\n if (this._sceneUBOs) {\r\n scene.setSceneUniformBuffer(this._currentSceneUBO);\r\n }\r\n scene.updateTransformMatrix(true);\r\n scene.getEngine()._debugPopGroup?.(1);\r\n });\r\n }\r\n\r\n /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */\r\n public get samples(): number {\r\n return this._renderTargetTexture.samples;\r\n }\r\n\r\n public set samples(value: number) {\r\n this._renderTargetTexture.samples = value;\r\n }\r\n\r\n /** Gets or sets the refresh rate to use (on every frame by default) */\r\n public get refreshRate(): number {\r\n return this._renderTargetTexture.refreshRate;\r\n }\r\n\r\n public set refreshRate(value: number) {\r\n this._renderTargetTexture.refreshRate = value;\r\n }\r\n\r\n /**\r\n * Gets the hosting scene\r\n * @returns a Scene\r\n */\r\n public getScene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n /** Gets the internal CubeTexture used to render to */\r\n public get cubeTexture(): RenderTargetTexture {\r\n return this._renderTargetTexture;\r\n }\r\n\r\n /** Gets or sets the list of meshes to render */\r\n public get renderList(): Nullable<AbstractMesh[]> {\r\n return this._renderTargetTexture.renderList;\r\n }\r\n\r\n public set renderList(value: Nullable<AbstractMesh[]>) {\r\n this._renderTargetTexture.renderList = value;\r\n }\r\n\r\n /**\r\n * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)\r\n * @param mesh defines the mesh to attach to\r\n */\r\n public attachToMesh(mesh: Nullable<AbstractMesh>): void {\r\n this._attachedMesh = mesh;\r\n }\r\n\r\n /**\r\n * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups\r\n * @param renderingGroupId The rendering group id corresponding to its index\r\n * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.\r\n */\r\n public setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void {\r\n this._renderTargetTexture.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil);\r\n }\r\n\r\n /**\r\n * Clean all associated resources\r\n */\r\n public dispose() {\r\n const index = this._scene.reflectionProbes.indexOf(this);\r\n\r\n if (index !== -1) {\r\n // Remove from the scene if found\r\n this._scene.reflectionProbes.splice(index, 1);\r\n }\r\n\r\n if (this._parentContainer) {\r\n const index = this._parentContainer.reflectionProbes.indexOf(this);\r\n if (index > -1) {\r\n this._parentContainer.reflectionProbes.splice(index, 1);\r\n }\r\n this._parentContainer = null;\r\n }\r\n\r\n if (this._renderTargetTexture) {\r\n this._renderTargetTexture.dispose();\r\n (<any>this._renderTargetTexture) = null;\r\n }\r\n\r\n if (this._sceneUBOs) {\r\n for (const ubo of this._sceneUBOs) {\r\n ubo.dispose();\r\n }\r\n this._sceneUBOs = [];\r\n }\r\n }\r\n\r\n /**\r\n * Converts the reflection probe information to a readable string for debug purpose.\r\n * @param fullDetails Supports for multiple levels of logging within scene loading\r\n * @returns the human readable reflection probe info\r\n */\r\n public toString(fullDetails?: boolean): string {\r\n let ret = \"Name: \" + this.name;\r\n\r\n if (fullDetails) {\r\n ret += \", position: \" + this.position.toString();\r\n\r\n if (this._attachedMesh) {\r\n ret += \", attached mesh: \" + this._attachedMesh.name;\r\n }\r\n }\r\n\r\n return ret;\r\n }\r\n\r\n /**\r\n * Get the class name of the refection probe.\r\n * @returns \"ReflectionProbe\"\r\n */\r\n public getClassName(): string {\r\n return \"ReflectionProbe\";\r\n }\r\n\r\n /**\r\n * Serialize the reflection probe to a JSON representation we can easily use in the respective Parse function.\r\n * @returns The JSON representation of the texture\r\n */\r\n public serialize(): any {\r\n const serializationObject = SerializationHelper.Serialize(this, this._renderTargetTexture.serialize());\r\n serializationObject.isReflectionProbe = true;\r\n serializationObject.metadata = this.metadata;\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.\r\n * @param parsedReflectionProbe Define the JSON representation of the reflection probe\r\n * @param scene Define the scene the parsed reflection probe should be instantiated in\r\n * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies\r\n * @returns The parsed reflection probe if successful\r\n */\r\n public static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe> {\r\n let reflectionProbe: Nullable<ReflectionProbe> = null;\r\n if (scene.reflectionProbes) {\r\n for (let index = 0; index < scene.reflectionProbes.length; index++) {\r\n const rp = scene.reflectionProbes[index];\r\n if (rp.name === parsedReflectionProbe.name) {\r\n reflectionProbe = rp;\r\n break;\r\n }\r\n }\r\n }\r\n\r\n reflectionProbe = SerializationHelper.Parse(\r\n () => reflectionProbe || new ReflectionProbe(parsedReflectionProbe.name, parsedReflectionProbe.renderTargetSize, scene, parsedReflectionProbe._generateMipMaps),\r\n parsedReflectionProbe,\r\n scene,\r\n rootUrl\r\n );\r\n reflectionProbe.cubeTexture._waitingRenderList = parsedReflectionProbe.renderList;\r\n\r\n if (parsedReflectionProbe._attachedMesh) {\r\n reflectionProbe.attachToMesh(scene.getMeshById(parsedReflectionProbe._attachedMesh));\r\n }\r\n\r\n if (parsedReflectionProbe.metadata) {\r\n reflectionProbe.metadata = parsedReflectionProbe.metadata;\r\n }\r\n\r\n return reflectionProbe;\r\n }\r\n}\r\n"]}
|
|
1
|
+
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{ serializeAsMeshReference, serializeAsVector3, SerializationHelper } from \"../Misc/decorators\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { Matrix, Vector3 } from \"../Maths/math.vector\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Nullable } from \"../types\";\r\nimport { AbstractScene } from \"../abstractScene\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { UniformBuffer } from \"../Materials/uniformBuffer\";\r\n\r\ndeclare module \"../abstractScene\" {\r\n export interface AbstractScene {\r\n /**\r\n * The list of reflection probes added to the scene\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/environment/reflectionProbes\r\n */\r\n reflectionProbes: Array<ReflectionProbe>;\r\n\r\n /**\r\n * Removes the given reflection probe from this scene.\r\n * @param toRemove The reflection probe to remove\r\n * @returns The index of the removed reflection probe\r\n */\r\n removeReflectionProbe(toRemove: ReflectionProbe): number;\r\n\r\n /**\r\n * Adds the given reflection probe to this scene.\r\n * @param newReflectionProbe The reflection probe to add\r\n */\r\n addReflectionProbe(newReflectionProbe: ReflectionProbe): void;\r\n }\r\n}\r\n\r\nAbstractScene.prototype.removeReflectionProbe = function (toRemove: ReflectionProbe): number {\r\n if (!this.reflectionProbes) {\r\n return -1;\r\n }\r\n\r\n const index = this.reflectionProbes.indexOf(toRemove);\r\n if (index !== -1) {\r\n this.reflectionProbes.splice(index, 1);\r\n }\r\n\r\n return index;\r\n};\r\n\r\nAbstractScene.prototype.addReflectionProbe = function (newReflectionProbe: ReflectionProbe): void {\r\n if (!this.reflectionProbes) {\r\n this.reflectionProbes = [];\r\n }\r\n\r\n this.reflectionProbes.push(newReflectionProbe);\r\n};\r\n\r\n/**\r\n * Class used to generate realtime reflection / refraction cube textures\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/environment/reflectionProbes\r\n */\r\nexport class ReflectionProbe {\r\n private _scene: Scene;\r\n private _renderTargetTexture: RenderTargetTexture;\r\n private _projectionMatrix: Matrix;\r\n private _viewMatrix = Matrix.Identity();\r\n private _target = Vector3.Zero();\r\n private _add = Vector3.Zero();\r\n @serializeAsMeshReference()\r\n private _attachedMesh: Nullable<AbstractMesh>;\r\n\r\n private _invertYAxis = false;\r\n private _sceneUBOs: UniformBuffer[];\r\n private _currentSceneUBO: UniformBuffer;\r\n\r\n /** Gets or sets probe position (center of the cube map) */\r\n @serializeAsVector3()\r\n public position = Vector3.Zero();\r\n\r\n /**\r\n * Gets or sets an object used to store user defined information for the reflection probe.\r\n */\r\n public metadata: any = null;\r\n\r\n /** @internal */\r\n public _parentContainer: Nullable<AbstractScene> = null;\r\n\r\n /**\r\n * Creates a new reflection probe\r\n * @param name defines the name of the probe\r\n * @param size defines the texture resolution (for each face)\r\n * @param scene defines the hosting scene\r\n * @param generateMipMaps defines if mip maps should be generated automatically (true by default)\r\n * @param useFloat defines if HDR data (float data) should be used to store colors (false by default)\r\n * @param linearSpace defines if the probe should be generated in linear space or not (false by default)\r\n */\r\n constructor(\r\n /** defines the name of the probe */\r\n public name: string,\r\n size: number,\r\n scene: Scene,\r\n generateMipMaps = true,\r\n useFloat = false,\r\n linearSpace = false\r\n ) {\r\n this._scene = scene;\r\n\r\n if (scene.getEngine().supportsUniformBuffers) {\r\n this._sceneUBOs = [];\r\n for (let i = 0; i < 6; ++i) {\r\n this._sceneUBOs.push(scene.createSceneUniformBuffer(`Scene for Reflection Probe (name \"${name}\") face #${i}`));\r\n }\r\n }\r\n\r\n // Create the scene field if not exist.\r\n if (!this._scene.reflectionProbes) {\r\n this._scene.reflectionProbes = [] as ReflectionProbe[];\r\n }\r\n this._scene.reflectionProbes.push(this);\r\n\r\n let textureType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n if (useFloat) {\r\n const caps = this._scene.getEngine().getCaps();\r\n if (caps.textureHalfFloatRender) {\r\n textureType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n } else if (caps.textureFloatRender) {\r\n textureType = Constants.TEXTURETYPE_FLOAT;\r\n }\r\n }\r\n this._renderTargetTexture = new RenderTargetTexture(name, size, scene, generateMipMaps, true, textureType, true);\r\n this._renderTargetTexture.gammaSpace = !linearSpace;\r\n this._renderTargetTexture.invertZ = scene.useRightHandedSystem;\r\n\r\n const useReverseDepthBuffer = scene.getEngine().useReverseDepthBuffer;\r\n\r\n this._renderTargetTexture.onBeforeRenderObservable.add((faceIndex: number) => {\r\n if (this._sceneUBOs) {\r\n scene.setSceneUniformBuffer(this._sceneUBOs[faceIndex]);\r\n scene.getSceneUniformBuffer().unbindEffect();\r\n }\r\n switch (faceIndex) {\r\n case 0:\r\n this._add.copyFromFloats(1, 0, 0);\r\n break;\r\n case 1:\r\n this._add.copyFromFloats(-1, 0, 0);\r\n break;\r\n case 2:\r\n this._add.copyFromFloats(0, this._invertYAxis ? 1 : -1, 0);\r\n break;\r\n case 3:\r\n this._add.copyFromFloats(0, this._invertYAxis ? -1 : 1, 0);\r\n break;\r\n case 4:\r\n this._add.copyFromFloats(0, 0, scene.useRightHandedSystem ? -1 : 1);\r\n break;\r\n case 5:\r\n this._add.copyFromFloats(0, 0, scene.useRightHandedSystem ? 1 : -1);\r\n break;\r\n }\r\n\r\n if (this._attachedMesh) {\r\n this.position.copyFrom(this._attachedMesh.getAbsolutePosition());\r\n }\r\n\r\n this.position.addToRef(this._add, this._target);\r\n\r\n const lookAtFunction = scene.useRightHandedSystem ? Matrix.LookAtRHToRef : Matrix.LookAtLHToRef;\r\n const perspectiveFunction = scene.useRightHandedSystem ? Matrix.PerspectiveFovRH : Matrix.PerspectiveFovLH;\r\n\r\n lookAtFunction(this.position, this._target, Vector3.Up(), this._viewMatrix);\r\n\r\n if (scene.activeCamera) {\r\n this._projectionMatrix = perspectiveFunction(\r\n Math.PI / 2,\r\n 1,\r\n useReverseDepthBuffer ? scene.activeCamera.maxZ : scene.activeCamera.minZ,\r\n useReverseDepthBuffer ? scene.activeCamera.minZ : scene.activeCamera.maxZ,\r\n this._scene.getEngine().isNDCHalfZRange\r\n );\r\n scene.setTransformMatrix(this._viewMatrix, this._projectionMatrix);\r\n if (scene.activeCamera.isRigCamera && !this._renderTargetTexture.activeCamera) {\r\n this._renderTargetTexture.activeCamera = scene.activeCamera.rigParent || null;\r\n }\r\n }\r\n scene._forcedViewPosition = this.position;\r\n });\r\n\r\n let currentApplyByPostProcess: boolean;\r\n\r\n this._renderTargetTexture.onBeforeBindObservable.add(() => {\r\n this._currentSceneUBO = scene.getSceneUniformBuffer();\r\n scene.getEngine()._debugPushGroup?.(`reflection probe generation for ${name}`, 1);\r\n currentApplyByPostProcess = this._scene.imageProcessingConfiguration.applyByPostProcess;\r\n if (linearSpace) {\r\n scene.imageProcessingConfiguration.applyByPostProcess = true;\r\n }\r\n });\r\n\r\n this._renderTargetTexture.onAfterUnbindObservable.add(() => {\r\n scene.imageProcessingConfiguration.applyByPostProcess = currentApplyByPostProcess;\r\n scene._forcedViewPosition = null;\r\n if (this._sceneUBOs) {\r\n scene.setSceneUniformBuffer(this._currentSceneUBO);\r\n }\r\n scene.updateTransformMatrix(true);\r\n scene.getEngine()._debugPopGroup?.(1);\r\n });\r\n }\r\n\r\n /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */\r\n public get samples(): number {\r\n return this._renderTargetTexture.samples;\r\n }\r\n\r\n public set samples(value: number) {\r\n this._renderTargetTexture.samples = value;\r\n }\r\n\r\n /** Gets or sets the refresh rate to use (on every frame by default) */\r\n public get refreshRate(): number {\r\n return this._renderTargetTexture.refreshRate;\r\n }\r\n\r\n public set refreshRate(value: number) {\r\n this._renderTargetTexture.refreshRate = value;\r\n }\r\n\r\n /**\r\n * Gets the hosting scene\r\n * @returns a Scene\r\n */\r\n public getScene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n /** Gets the internal CubeTexture used to render to */\r\n public get cubeTexture(): RenderTargetTexture {\r\n return this._renderTargetTexture;\r\n }\r\n\r\n /** Gets or sets the list of meshes to render */\r\n public get renderList(): Nullable<AbstractMesh[]> {\r\n return this._renderTargetTexture.renderList;\r\n }\r\n\r\n public set renderList(value: Nullable<AbstractMesh[]>) {\r\n this._renderTargetTexture.renderList = value;\r\n }\r\n\r\n /**\r\n * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)\r\n * @param mesh defines the mesh to attach to\r\n */\r\n public attachToMesh(mesh: Nullable<AbstractMesh>): void {\r\n this._attachedMesh = mesh;\r\n }\r\n\r\n /**\r\n * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups\r\n * @param renderingGroupId The rendering group id corresponding to its index\r\n * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.\r\n */\r\n public setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void {\r\n this._renderTargetTexture.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil);\r\n }\r\n\r\n /**\r\n * Clean all associated resources\r\n */\r\n public dispose() {\r\n const index = this._scene.reflectionProbes.indexOf(this);\r\n\r\n if (index !== -1) {\r\n // Remove from the scene if found\r\n this._scene.reflectionProbes.splice(index, 1);\r\n }\r\n\r\n if (this._parentContainer) {\r\n const index = this._parentContainer.reflectionProbes.indexOf(this);\r\n if (index > -1) {\r\n this._parentContainer.reflectionProbes.splice(index, 1);\r\n }\r\n this._parentContainer = null;\r\n }\r\n\r\n if (this._renderTargetTexture) {\r\n this._renderTargetTexture.dispose();\r\n (<any>this._renderTargetTexture) = null;\r\n }\r\n\r\n if (this._sceneUBOs) {\r\n for (const ubo of this._sceneUBOs) {\r\n ubo.dispose();\r\n }\r\n this._sceneUBOs = [];\r\n }\r\n }\r\n\r\n /**\r\n * Converts the reflection probe information to a readable string for debug purpose.\r\n * @param fullDetails Supports for multiple levels of logging within scene loading\r\n * @returns the human readable reflection probe info\r\n */\r\n public toString(fullDetails?: boolean): string {\r\n let ret = \"Name: \" + this.name;\r\n\r\n if (fullDetails) {\r\n ret += \", position: \" + this.position.toString();\r\n\r\n if (this._attachedMesh) {\r\n ret += \", attached mesh: \" + this._attachedMesh.name;\r\n }\r\n }\r\n\r\n return ret;\r\n }\r\n\r\n /**\r\n * Get the class name of the refection probe.\r\n * @returns \"ReflectionProbe\"\r\n */\r\n public getClassName(): string {\r\n return \"ReflectionProbe\";\r\n }\r\n\r\n /**\r\n * Serialize the reflection probe to a JSON representation we can easily use in the respective Parse function.\r\n * @returns The JSON representation of the texture\r\n */\r\n public serialize(): any {\r\n const serializationObject = SerializationHelper.Serialize(this, this._renderTargetTexture.serialize());\r\n serializationObject.isReflectionProbe = true;\r\n serializationObject.metadata = this.metadata;\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.\r\n * @param parsedReflectionProbe Define the JSON representation of the reflection probe\r\n * @param scene Define the scene the parsed reflection probe should be instantiated in\r\n * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies\r\n * @returns The parsed reflection probe if successful\r\n */\r\n public static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe> {\r\n let reflectionProbe: Nullable<ReflectionProbe> = null;\r\n if (scene.reflectionProbes) {\r\n for (let index = 0; index < scene.reflectionProbes.length; index++) {\r\n const rp = scene.reflectionProbes[index];\r\n if (rp.name === parsedReflectionProbe.name) {\r\n reflectionProbe = rp;\r\n break;\r\n }\r\n }\r\n }\r\n\r\n reflectionProbe = SerializationHelper.Parse(\r\n () => reflectionProbe || new ReflectionProbe(parsedReflectionProbe.name, parsedReflectionProbe.renderTargetSize, scene, parsedReflectionProbe._generateMipMaps),\r\n parsedReflectionProbe,\r\n scene,\r\n rootUrl\r\n );\r\n reflectionProbe.cubeTexture._waitingRenderList = parsedReflectionProbe.renderList;\r\n\r\n if (parsedReflectionProbe._attachedMesh) {\r\n reflectionProbe.attachToMesh(scene.getMeshById(parsedReflectionProbe._attachedMesh));\r\n }\r\n\r\n if (parsedReflectionProbe.metadata) {\r\n reflectionProbe.metadata = parsedReflectionProbe.metadata;\r\n }\r\n\r\n return reflectionProbe;\r\n }\r\n}\r\n"]}
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@@ -44,7 +44,7 @@ InstancedLinesMesh.prototype.enableEdgesRendering = function (epsilon = 0.95, ch
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*/
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class FaceAdjacencies {
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constructor() {
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-
this.edges =
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+
this.edges = [];
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this.edgesConnectedCount = 0;
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}
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}
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@@ -516,8 +516,8 @@ export class EdgesRenderer {
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return;
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}
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// First let's find adjacencies
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-
const adjacencies =
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-
const faceNormals =
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+
const adjacencies = [];
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+
const faceNormals = [];
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let index;
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let faceAdjacencies;
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// Prepare faces
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