@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.
Files changed (300) hide show
  1. package/Actions/abstractActionManager.js +1 -1
  2. package/Actions/abstractActionManager.js.map +1 -1
  3. package/Actions/actionManager.js +3 -3
  4. package/Actions/actionManager.js.map +1 -1
  5. package/Animations/animatable.js +1 -1
  6. package/Animations/animatable.js.map +1 -1
  7. package/Animations/animation.js +2 -2
  8. package/Animations/animation.js.map +1 -1
  9. package/Animations/pathCursor.js +1 -1
  10. package/Animations/pathCursor.js.map +1 -1
  11. package/Audio/audioSceneComponent.js +2 -2
  12. package/Audio/audioSceneComponent.js.map +1 -1
  13. package/Audio/soundTrack.js +1 -1
  14. package/Audio/soundTrack.js.map +1 -1
  15. package/Behaviors/Meshes/fadeInOutBehavior.js +1 -2
  16. package/Behaviors/Meshes/fadeInOutBehavior.js.map +1 -1
  17. package/Bones/bone.js +2 -2
  18. package/Bones/bone.js.map +1 -1
  19. package/Bones/skeleton.js +2 -2
  20. package/Bones/skeleton.js.map +1 -1
  21. package/Cameras/arcRotateCamera.js +13 -37
  22. package/Cameras/arcRotateCamera.js.map +1 -1
  23. package/Cameras/camera.d.ts +0 -21
  24. package/Cameras/camera.js +1 -36
  25. package/Cameras/camera.js.map +1 -1
  26. package/Cameras/targetCamera.js +30 -51
  27. package/Cameras/targetCamera.js.map +1 -1
  28. package/Culling/Octrees/octree.js +1 -1
  29. package/Culling/Octrees/octree.js.map +1 -1
  30. package/Culling/Octrees/octreeBlock.js +1 -1
  31. package/Culling/Octrees/octreeBlock.js.map +1 -1
  32. package/Culling/ray.js +1 -1
  33. package/Culling/ray.js.map +1 -1
  34. package/Debug/axesViewer.d.ts +3 -1
  35. package/Debug/axesViewer.js +14 -11
  36. package/Debug/axesViewer.js.map +1 -1
  37. package/Engines/Extensions/engine.multiRender.js +8 -8
  38. package/Engines/Extensions/engine.multiRender.js.map +1 -1
  39. package/Engines/Extensions/engine.textureSelector.js +1 -1
  40. package/Engines/Extensions/engine.textureSelector.js.map +1 -1
  41. package/Engines/Processors/shaderCodeInliner.js +1 -1
  42. package/Engines/Processors/shaderCodeInliner.js.map +1 -1
  43. package/Engines/WebGPU/Extensions/engine.computeShader.js +2 -10
  44. package/Engines/WebGPU/Extensions/engine.computeShader.js.map +1 -1
  45. package/Engines/WebGPU/Extensions/engine.debugging.js +3 -6
  46. package/Engines/WebGPU/Extensions/engine.debugging.js.map +1 -1
  47. package/Engines/WebGPU/Extensions/engine.dynamicTexture.js +1 -1
  48. package/Engines/WebGPU/Extensions/engine.dynamicTexture.js.map +1 -1
  49. package/Engines/WebGPU/Extensions/engine.multiRender.js +9 -14
  50. package/Engines/WebGPU/Extensions/engine.multiRender.js.map +1 -1
  51. package/Engines/WebGPU/Extensions/engine.query.js +2 -6
  52. package/Engines/WebGPU/Extensions/engine.query.js.map +1 -1
  53. package/Engines/WebGPU/Extensions/engine.renderTarget.js +6 -10
  54. package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
  55. package/Engines/WebGPU/Extensions/engine.storageBuffer.js +1 -1
  56. package/Engines/WebGPU/Extensions/engine.storageBuffer.js.map +1 -1
  57. package/Engines/WebGPU/Extensions/engine.videoTexture.js +2 -2
  58. package/Engines/WebGPU/Extensions/engine.videoTexture.js.map +1 -1
  59. package/Engines/WebGPU/webgpuBundleList.js +2 -1
  60. package/Engines/WebGPU/webgpuBundleList.js.map +1 -1
  61. package/Engines/WebGPU/webgpuCacheBindGroups.js +1 -1
  62. package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
  63. package/Engines/WebGPU/webgpuCacheRenderPipeline.d.ts +1 -1
  64. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +4 -7
  65. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  66. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.d.ts +1 -1
  67. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js +2 -2
  68. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js.map +1 -1
  69. package/Engines/WebGPU/webgpuCacheSampler.d.ts +1 -1
  70. package/Engines/WebGPU/webgpuCacheSampler.js +5 -5
  71. package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
  72. package/Engines/WebGPU/webgpuClearQuad.js +2 -2
  73. package/Engines/WebGPU/webgpuClearQuad.js.map +1 -1
  74. package/Engines/WebGPU/webgpuHardwareTexture.d.ts +0 -12
  75. package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
  76. package/Engines/WebGPU/webgpuMaterialContext.d.ts +3 -3
  77. package/Engines/WebGPU/webgpuMaterialContext.js +14 -10
  78. package/Engines/WebGPU/webgpuMaterialContext.js.map +1 -1
  79. package/Engines/WebGPU/webgpuOcclusionQuery.js +1 -12
  80. package/Engines/WebGPU/webgpuOcclusionQuery.js.map +1 -1
  81. package/Engines/WebGPU/webgpuSnapshotRendering.d.ts +5 -8
  82. package/Engines/WebGPU/webgpuSnapshotRendering.js +24 -33
  83. package/Engines/WebGPU/webgpuSnapshotRendering.js.map +1 -1
  84. package/Engines/WebGPU/webgpuTextureHelper.d.ts +2 -1
  85. package/Engines/WebGPU/webgpuTextureHelper.js +11 -16
  86. package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
  87. package/Engines/constants.d.ts +2 -2
  88. package/Engines/constants.js +2 -2
  89. package/Engines/constants.js.map +1 -1
  90. package/Engines/engine.js +2 -2
  91. package/Engines/engine.js.map +1 -1
  92. package/Engines/engineCapabilities.d.ts +2 -0
  93. package/Engines/engineCapabilities.js.map +1 -1
  94. package/Engines/engineStore.js +1 -1
  95. package/Engines/engineStore.js.map +1 -1
  96. package/Engines/nativeEngine.js +1 -0
  97. package/Engines/nativeEngine.js.map +1 -1
  98. package/Engines/nullEngine.js +1 -0
  99. package/Engines/nullEngine.js.map +1 -1
  100. package/Engines/thinEngine.js +6 -2
  101. package/Engines/thinEngine.js.map +1 -1
  102. package/Engines/webgpuEngine.d.ts +27 -32
  103. package/Engines/webgpuEngine.js +237 -317
  104. package/Engines/webgpuEngine.js.map +1 -1
  105. package/Gizmos/boundingBoxGizmo.js +1 -1
  106. package/Gizmos/boundingBoxGizmo.js.map +1 -1
  107. package/Gizmos/cameraGizmo.d.ts +3 -1
  108. package/Gizmos/cameraGizmo.js +11 -8
  109. package/Gizmos/cameraGizmo.js.map +1 -1
  110. package/Layers/effectLayerSceneComponent.js +2 -2
  111. package/Layers/effectLayerSceneComponent.js.map +1 -1
  112. package/Layers/layerSceneComponent.js +1 -1
  113. package/Layers/layerSceneComponent.js.map +1 -1
  114. package/LensFlares/lensFlareSystem.js +1 -1
  115. package/LensFlares/lensFlareSystem.js.map +1 -1
  116. package/LensFlares/lensFlareSystemSceneComponent.js +2 -2
  117. package/LensFlares/lensFlareSystemSceneComponent.js.map +1 -1
  118. package/Lights/Shadows/shadowGenerator.js +1 -1
  119. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  120. package/Lights/light.js +2 -2
  121. package/Lights/light.js.map +1 -1
  122. package/Loading/Plugins/babylonFileLoader.js +1 -1
  123. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  124. package/Loading/sceneLoader.js +3 -3
  125. package/Loading/sceneLoader.js.map +1 -1
  126. package/Materials/GreasedLine/greasedLineMaterialDefaults.d.ts +2 -2
  127. package/Materials/GreasedLine/greasedLineMaterialDefaults.js.map +1 -1
  128. package/Materials/GreasedLine/greasedLineSimpleMaterial.js +4 -1
  129. package/Materials/GreasedLine/greasedLineSimpleMaterial.js.map +1 -1
  130. package/Materials/Node/Blocks/Dual/lightBlock.js +1 -1
  131. package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
  132. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +1 -1
  133. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  134. package/Materials/Node/nodeMaterial.js +1 -1
  135. package/Materials/Node/nodeMaterial.js.map +1 -1
  136. package/Materials/Node/nodeMaterialBlockConnectionPoint.js +2 -2
  137. package/Materials/Node/nodeMaterialBlockConnectionPoint.js.map +1 -1
  138. package/Materials/Node/nodeMaterialBuildState.js +4 -4
  139. package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
  140. package/Materials/Node/nodeMaterialBuildStateSharedData.js +12 -12
  141. package/Materials/Node/nodeMaterialBuildStateSharedData.js.map +1 -1
  142. package/Materials/Textures/Procedurals/proceduralTextureSceneComponent.js +1 -1
  143. package/Materials/Textures/Procedurals/proceduralTextureSceneComponent.js.map +1 -1
  144. package/Materials/Textures/baseTexture.js +1 -1
  145. package/Materials/Textures/baseTexture.js.map +1 -1
  146. package/Materials/Textures/dynamicTexture.d.ts +4 -3
  147. package/Materials/Textures/dynamicTexture.js +10 -6
  148. package/Materials/Textures/dynamicTexture.js.map +1 -1
  149. package/Materials/Textures/externalTexture.d.ts +4 -0
  150. package/Materials/Textures/externalTexture.js +4 -0
  151. package/Materials/Textures/externalTexture.js.map +1 -1
  152. package/Materials/Textures/internalTexture.d.ts +0 -4
  153. package/Materials/Textures/internalTexture.js.map +1 -1
  154. package/Materials/Textures/renderTargetTexture.js +1 -1
  155. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  156. package/Materials/Textures/textureSampler.d.ts +4 -0
  157. package/Materials/Textures/textureSampler.js.map +1 -1
  158. package/Materials/material.js +1 -1
  159. package/Materials/material.js.map +1 -1
  160. package/Materials/multiMaterial.js +1 -1
  161. package/Materials/multiMaterial.js.map +1 -1
  162. package/Materials/shaderMaterial.js +1 -1
  163. package/Materials/shaderMaterial.js.map +1 -1
  164. package/Maths/math.path.d.ts +9 -1
  165. package/Maths/math.path.js +23 -7
  166. package/Maths/math.path.js.map +1 -1
  167. package/Maths/math.vector.d.ts +93 -0
  168. package/Maths/math.vector.js +157 -26
  169. package/Maths/math.vector.js.map +1 -1
  170. package/Meshes/Builders/cylinderBuilder.js +5 -5
  171. package/Meshes/Builders/cylinderBuilder.js.map +1 -1
  172. package/Meshes/Builders/decalBuilder.js +1 -1
  173. package/Meshes/Builders/decalBuilder.js.map +1 -1
  174. package/Meshes/Builders/discBuilder.js +4 -4
  175. package/Meshes/Builders/discBuilder.js.map +1 -1
  176. package/Meshes/Builders/goldbergBuilder.js +4 -4
  177. package/Meshes/Builders/goldbergBuilder.js.map +1 -1
  178. package/Meshes/Builders/groundBuilder.js +4 -4
  179. package/Meshes/Builders/groundBuilder.js.map +1 -1
  180. package/Meshes/Builders/icoSphereBuilder.js +4 -4
  181. package/Meshes/Builders/icoSphereBuilder.js.map +1 -1
  182. package/Meshes/Builders/latheBuilder.js +1 -1
  183. package/Meshes/Builders/latheBuilder.js.map +1 -1
  184. package/Meshes/Builders/linesBuilder.js +2 -2
  185. package/Meshes/Builders/linesBuilder.js.map +1 -1
  186. package/Meshes/Builders/polyhedronBuilder.js +6 -6
  187. package/Meshes/Builders/polyhedronBuilder.js.map +1 -1
  188. package/Meshes/Builders/shapeBuilder.js +1 -1
  189. package/Meshes/Builders/shapeBuilder.js.map +1 -1
  190. package/Meshes/Builders/textBuilder.js +13 -5
  191. package/Meshes/Builders/textBuilder.js.map +1 -1
  192. package/Meshes/Builders/torusKnotBuilder.js +4 -4
  193. package/Meshes/Builders/torusKnotBuilder.js.map +1 -1
  194. package/Meshes/Node/Blocks/Instances/instantiateOnVerticesBlock.js +1 -1
  195. package/Meshes/Node/Blocks/Instances/instantiateOnVerticesBlock.js.map +1 -1
  196. package/Meshes/Node/Blocks/Sources/boxBlock.js +1 -0
  197. package/Meshes/Node/Blocks/Sources/boxBlock.js.map +1 -1
  198. package/Meshes/Node/Blocks/Sources/capsuleBlock.js +1 -0
  199. package/Meshes/Node/Blocks/Sources/capsuleBlock.js.map +1 -1
  200. package/Meshes/Node/Blocks/Sources/cylinderBlock.js +1 -0
  201. package/Meshes/Node/Blocks/Sources/cylinderBlock.js.map +1 -1
  202. package/Meshes/Node/Blocks/Sources/discBlock.js +1 -0
  203. package/Meshes/Node/Blocks/Sources/discBlock.js.map +1 -1
  204. package/Meshes/Node/Blocks/Sources/gridBlock.js +1 -0
  205. package/Meshes/Node/Blocks/Sources/gridBlock.js.map +1 -1
  206. package/Meshes/Node/Blocks/Sources/icoSphereBlock.js +1 -0
  207. package/Meshes/Node/Blocks/Sources/icoSphereBlock.js.map +1 -1
  208. package/Meshes/Node/Blocks/Sources/planeBlock.js +1 -0
  209. package/Meshes/Node/Blocks/Sources/planeBlock.js.map +1 -1
  210. package/Meshes/Node/Blocks/Sources/sphereBlock.js +1 -0
  211. package/Meshes/Node/Blocks/Sources/sphereBlock.js.map +1 -1
  212. package/Meshes/Node/Blocks/Sources/torusBlock.js +1 -0
  213. package/Meshes/Node/Blocks/Sources/torusBlock.js.map +1 -1
  214. package/Meshes/Node/nodeGeometry.js +1 -1
  215. package/Meshes/Node/nodeGeometry.js.map +1 -1
  216. package/Meshes/Node/nodeGeometryBlock.js +1 -0
  217. package/Meshes/Node/nodeGeometryBlock.js.map +1 -1
  218. package/Meshes/Node/nodeGeometryBlockConnectionPoint.d.ts +14 -0
  219. package/Meshes/Node/nodeGeometryBlockConnectionPoint.js +32 -5
  220. package/Meshes/Node/nodeGeometryBlockConnectionPoint.js.map +1 -1
  221. package/Meshes/abstractMesh.js +5 -5
  222. package/Meshes/abstractMesh.js.map +1 -1
  223. package/Meshes/csg.js +5 -5
  224. package/Meshes/csg.js.map +1 -1
  225. package/Meshes/geodesicMesh.js +1 -1
  226. package/Meshes/geodesicMesh.js.map +1 -1
  227. package/Meshes/mesh.js +14 -10
  228. package/Meshes/mesh.js.map +1 -1
  229. package/Meshes/mesh.vertexData.js +1 -1
  230. package/Meshes/mesh.vertexData.js.map +1 -1
  231. package/Meshes/meshSimplification.js +2 -2
  232. package/Meshes/meshSimplification.js.map +1 -1
  233. package/Meshes/polygonMesh.js +7 -7
  234. package/Meshes/polygonMesh.js.map +1 -1
  235. package/Meshes/thinInstanceMesh.js +1 -1
  236. package/Meshes/thinInstanceMesh.js.map +1 -1
  237. package/Misc/codeStringParsingTools.d.ts +2 -1
  238. package/Misc/codeStringParsingTools.js +3 -2
  239. package/Misc/codeStringParsingTools.js.map +1 -1
  240. package/Misc/dds.js +1 -1
  241. package/Misc/dds.js.map +1 -1
  242. package/Misc/filesInput.js +1 -1
  243. package/Misc/filesInput.js.map +1 -1
  244. package/Misc/greasedLineTools.d.ts +2 -1
  245. package/Misc/greasedLineTools.js +2 -0
  246. package/Misc/greasedLineTools.js.map +1 -1
  247. package/Misc/precisionDate.js +4 -2
  248. package/Misc/precisionDate.js.map +1 -1
  249. package/Misc/sceneOptimizer.js +2 -2
  250. package/Misc/sceneOptimizer.js.map +1 -1
  251. package/Morph/morphTarget.js +1 -1
  252. package/Morph/morphTarget.js.map +1 -1
  253. package/Particles/gpuParticleSystem.js +1 -1
  254. package/Particles/gpuParticleSystem.js.map +1 -1
  255. package/Particles/particleSystem.js +2 -2
  256. package/Particles/particleSystem.js.map +1 -1
  257. package/Particles/particleSystemComponent.js +2 -2
  258. package/Particles/particleSystemComponent.js.map +1 -1
  259. package/Particles/particleSystemSet.js +1 -1
  260. package/Particles/particleSystemSet.js.map +1 -1
  261. package/Physics/v1/Plugins/cannonJSPlugin.js +2 -2
  262. package/Physics/v1/Plugins/cannonJSPlugin.js.map +1 -1
  263. package/Physics/v2/Plugins/havokPlugin.js +3 -1
  264. package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
  265. package/PostProcesses/postProcess.d.ts +1 -0
  266. package/PostProcesses/postProcess.js +30 -23
  267. package/PostProcesses/postProcess.js.map +1 -1
  268. package/PostProcesses/volumetricLightScatteringPostProcess.js +2 -2
  269. package/PostProcesses/volumetricLightScatteringPostProcess.js.map +1 -1
  270. package/Probes/reflectionProbe.js +1 -1
  271. package/Probes/reflectionProbe.js.map +1 -1
  272. package/Rendering/edgesRenderer.js +3 -3
  273. package/Rendering/edgesRenderer.js.map +1 -1
  274. package/Rendering/fluidRenderer/fluidRenderingDepthTextureCopy.js +2 -1
  275. package/Rendering/fluidRenderer/fluidRenderingDepthTextureCopy.js.map +1 -1
  276. package/Rendering/prePassRenderer.js +8 -4
  277. package/Rendering/prePassRenderer.js.map +1 -1
  278. package/Shaders/ShadersInclude/hdrFilteringFunctions.js +2 -1
  279. package/Shaders/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
  280. package/Sprites/spriteManager.js +1 -1
  281. package/Sprites/spriteManager.js.map +1 -1
  282. package/Sprites/spriteMap.js +4 -4
  283. package/Sprites/spriteMap.js.map +1 -1
  284. package/Sprites/spriteSceneComponent.js +2 -2
  285. package/Sprites/spriteSceneComponent.js.map +1 -1
  286. package/XR/features/WebXRFeaturePointSystem.js +2 -2
  287. package/XR/features/WebXRFeaturePointSystem.js.map +1 -1
  288. package/abstractScene.js +16 -16
  289. package/abstractScene.js.map +1 -1
  290. package/assetContainer.js +2 -2
  291. package/assetContainer.js.map +1 -1
  292. package/node.js +2 -2
  293. package/node.js.map +1 -1
  294. package/package.json +1 -1
  295. package/scene.d.ts +0 -4
  296. package/scene.js +6 -12
  297. package/scene.js.map +1 -1
  298. package/Engines/WebGPU/webgpuRenderPassWrapper.d.ts +0 -13
  299. package/Engines/WebGPU/webgpuRenderPassWrapper.js +0 -18
  300. package/Engines/WebGPU/webgpuRenderPassWrapper.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 const relativeInertia = this._getInertiaRelativeToTime();\r\n const scaleFactor = this._getRelativeScaleFactor(relativeInertia);\r\n\r\n // If we have an inertia of zero, copy the values to apply and then zero out the direction vector\r\n // Else, scale the previous values and apply them\r\n if (this.inertia === 0) {\r\n TmpVectors.Vector3[0].copyFrom(this.cameraDirection);\r\n this.cameraDirection.scaleInPlace(0);\r\n } else {\r\n this.cameraDirection.scaleInPlace(relativeInertia);\r\n TmpVectors.Vector3[0].copyFrom(this.cameraDirection);\r\n }\r\n\r\n if (this.parent) {\r\n this.parent.getWorldMatrix().invertToRef(TmpVectors.Matrix[0]);\r\n Vector3.TransformNormalToRef(TmpVectors.Vector3[0], TmpVectors.Matrix[0], TmpVectors.Vector3[0]);\r\n this._deferredPositionUpdate.addInPlace(TmpVectors.Vector3[0].scaleInPlace(scaleFactor));\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\r\n TmpVectors.Vector3[0].scaleToRef(scaleFactor, 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 }\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 const endMovementThreshold = this.speed * Epsilon; // minimum movement threshold before we end movement\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 if (Math.abs(this.cameraDirection.x) < endMovementThreshold) {\r\n this.cameraDirection.x = 0;\r\n }\r\n\r\n if (Math.abs(this.cameraDirection.y) < endMovementThreshold) {\r\n this.cameraDirection.y = 0;\r\n }\r\n\r\n if (Math.abs(this.cameraDirection.z) < endMovementThreshold) {\r\n this.cameraDirection.z = 0;\r\n }\r\n }\r\n\r\n // Rotate\r\n if (needToRotate) {\r\n if (this.inertia === 0) {\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 this.cameraRotation.scaleInPlace(0);\r\n } else {\r\n const relativeInertia = this._getInertiaRelativeToTime();\r\n const scaleFactor = this._getRelativeScaleFactor(relativeInertia);\r\n this.cameraRotation.scaleInPlace(relativeInertia);\r\n\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 * scaleFactor;\r\n this._deferredRotationUpdate.y += this.cameraRotation.y * directionMultiplier * scaleFactor;\r\n\r\n if (Math.abs(this.cameraRotation.x) < endMovementThreshold) {\r\n this.cameraRotation.x = 0;\r\n }\r\n\r\n if (Math.abs(this.cameraRotation.y) < endMovementThreshold) {\r\n this.cameraRotation.y = 0;\r\n }\r\n }\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 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"]}
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"]}
@@ -19,7 +19,7 @@ export class Octree {
19
19
  /**
20
20
  * Content stored in the octree
21
21
  */
22
- this.dynamicContent = new Array();
22
+ this.dynamicContent = [];
23
23
  this._maxBlockCapacity = maxBlockCapacity || 64;
24
24
  this._selectionContent = new SmartArrayNoDuplicate(1024);
25
25
  this._creationFunc = creationFunc;
@@ -1 +1 @@
1
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Default value is 2, which means 8 8 8 = 512 blocks :) (This parameter takes precedence over capacity.)\r\n */\r\n constructor(\r\n creationFunc: (entry: T, block: OctreeBlock<T>) => void,\r\n maxBlockCapacity?: number,\r\n /** Defines the maximum depth (sub-levels) for your octree. Default value is 2, which means 8 8 8 = 512 blocks :) (This parameter takes precedence over capacity.) */\r\n public maxDepth = 2\r\n ) {\r\n this._maxBlockCapacity = maxBlockCapacity || 64;\r\n this._selectionContent = new SmartArrayNoDuplicate<T>(1024);\r\n this._creationFunc = creationFunc;\r\n }\r\n\r\n // Methods\r\n /**\r\n * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters\r\n * @param worldMin worldMin for the octree blocks var blockSize = new Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);\r\n * @param worldMax worldMax for the octree blocks var blockSize = new Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);\r\n * @param entries meshes to be added to the octree blocks\r\n */\r\n public update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void {\r\n OctreeBlock._CreateBlocks(worldMin, worldMax, entries, this._maxBlockCapacity, 0, this.maxDepth, this, this._creationFunc);\r\n }\r\n\r\n /**\r\n * Adds a mesh to the octree\r\n * @param entry Mesh to add to the octree\r\n */\r\n public addMesh(entry: T): void {\r\n for (let index = 0; index < this.blocks.length; index++) {\r\n const block = this.blocks[index];\r\n block.addEntry(entry);\r\n }\r\n }\r\n\r\n /**\r\n * Remove an element from the octree\r\n * @param entry defines the element to remove\r\n */\r\n public removeMesh(entry: T): void {\r\n for (let index = 0; index < this.blocks.length; index++) {\r\n const block = this.blocks[index];\r\n block.removeEntry(entry);\r\n }\r\n }\r\n\r\n /**\r\n * Selects an array of meshes within the frustum\r\n * @param frustumPlanes The frustum planes to use which will select all meshes within it\r\n * @param allowDuplicate If duplicate objects are allowed in the resulting object array\r\n * @returns array of meshes within the frustum\r\n */\r\n public select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T> {\r\n this._selectionContent.reset();\r\n\r\n for (let index = 0; index < this.blocks.length; index++) {\r\n const block = this.blocks[index];\r\n block.select(frustumPlanes, this._selectionContent, allowDuplicate);\r\n }\r\n\r\n if (allowDuplicate) {\r\n this._selectionContent.concat(this.dynamicContent);\r\n } else {\r\n this._selectionContent.concatWithNoDuplicate(this.dynamicContent);\r\n }\r\n\r\n return this._selectionContent;\r\n }\r\n\r\n /**\r\n * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array\r\n * @param sphereCenter defines the bounding sphere center\r\n * @param sphereRadius defines the bounding sphere radius\r\n * @param allowDuplicate defines if the selection array can contains duplicated entries\r\n * @returns an array of objects that intersect the sphere\r\n */\r\n public intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T> {\r\n this._selectionContent.reset();\r\n\r\n for (let index = 0; index < this.blocks.length; index++) {\r\n const block = this.blocks[index];\r\n block.intersects(sphereCenter, sphereRadius, this._selectionContent, allowDuplicate);\r\n }\r\n\r\n if (allowDuplicate) {\r\n this._selectionContent.concat(this.dynamicContent);\r\n } else {\r\n this._selectionContent.concatWithNoDuplicate(this.dynamicContent);\r\n }\r\n\r\n return this._selectionContent;\r\n }\r\n\r\n /**\r\n * Test if the octree intersect with the given ray and if yes, then add its content to resulting array\r\n * @param ray defines the ray to test with\r\n * @returns array of intersected objects\r\n */\r\n public intersectsRay(ray: Ray): SmartArray<T> {\r\n this._selectionContent.reset();\r\n\r\n for (let index = 0; index < this.blocks.length; index++) {\r\n const block = this.blocks[index];\r\n block.intersectsRay(ray, this._selectionContent);\r\n }\r\n\r\n this._selectionContent.concatWithNoDuplicate(this.dynamicContent);\r\n\r\n return this._selectionContent;\r\n }\r\n\r\n /**\r\n * Adds a mesh into the octree block if it intersects the block\r\n * @param entry\r\n * @param block\r\n */\r\n public static CreationFuncForMeshes = (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>): void => {\r\n const boundingInfo = entry.getBoundingInfo();\r\n if (!entry.isBlocked && boundingInfo.boundingBox.intersectsMinMax(block.minPoint, block.maxPoint)) {\r\n block.entries.push(entry);\r\n }\r\n };\r\n\r\n /**\r\n * Adds a submesh into the octree block if it intersects the block\r\n * @param entry\r\n * @param block\r\n */\r\n public static CreationFuncForSubMeshes = (entry: SubMesh, block: OctreeBlock<SubMesh>): void => {\r\n const boundingInfo = entry.getBoundingInfo();\r\n if (boundingInfo.boundingBox.intersectsMinMax(block.minPoint, block.maxPoint)) {\r\n block.entries.push(entry);\r\n }\r\n };\r\n}\r\n"]}
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Default value is 2, which means 8 8 8 = 512 blocks :) (This parameter takes precedence over capacity.)\r\n */\r\n constructor(\r\n creationFunc: (entry: T, block: OctreeBlock<T>) => void,\r\n maxBlockCapacity?: number,\r\n /** Defines the maximum depth (sub-levels) for your octree. Default value is 2, which means 8 8 8 = 512 blocks :) (This parameter takes precedence over capacity.) */\r\n public maxDepth = 2\r\n ) {\r\n this._maxBlockCapacity = maxBlockCapacity || 64;\r\n this._selectionContent = new SmartArrayNoDuplicate<T>(1024);\r\n this._creationFunc = creationFunc;\r\n }\r\n\r\n // Methods\r\n /**\r\n * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters\r\n * @param worldMin worldMin for the octree blocks var blockSize = new Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);\r\n * @param worldMax worldMax for the octree blocks var blockSize = new Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);\r\n * @param entries meshes to be added to the octree blocks\r\n */\r\n public update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void {\r\n OctreeBlock._CreateBlocks(worldMin, worldMax, entries, this._maxBlockCapacity, 0, this.maxDepth, this, this._creationFunc);\r\n }\r\n\r\n /**\r\n * Adds a mesh to the octree\r\n * @param entry Mesh to add to the octree\r\n */\r\n public addMesh(entry: T): void {\r\n for (let index = 0; index < this.blocks.length; index++) {\r\n const block = this.blocks[index];\r\n block.addEntry(entry);\r\n }\r\n }\r\n\r\n /**\r\n * Remove an element from the octree\r\n * @param entry defines the element to remove\r\n */\r\n public removeMesh(entry: T): void {\r\n for (let index = 0; index < this.blocks.length; index++) {\r\n const block = this.blocks[index];\r\n block.removeEntry(entry);\r\n }\r\n }\r\n\r\n /**\r\n * Selects an array of meshes within the frustum\r\n * @param frustumPlanes The frustum planes to use which will select all meshes within it\r\n * @param allowDuplicate If duplicate objects are allowed in the resulting object array\r\n * @returns array of meshes within the frustum\r\n */\r\n public select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T> {\r\n this._selectionContent.reset();\r\n\r\n for (let index = 0; index < this.blocks.length; index++) {\r\n const block = this.blocks[index];\r\n block.select(frustumPlanes, this._selectionContent, allowDuplicate);\r\n }\r\n\r\n if (allowDuplicate) {\r\n this._selectionContent.concat(this.dynamicContent);\r\n } else {\r\n this._selectionContent.concatWithNoDuplicate(this.dynamicContent);\r\n }\r\n\r\n return this._selectionContent;\r\n }\r\n\r\n /**\r\n * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array\r\n * @param sphereCenter defines the bounding sphere center\r\n * @param sphereRadius defines the bounding sphere radius\r\n * @param allowDuplicate defines if the selection array can contains duplicated entries\r\n * @returns an array of objects that intersect the sphere\r\n */\r\n public intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T> {\r\n this._selectionContent.reset();\r\n\r\n for (let index = 0; index < this.blocks.length; index++) {\r\n const block = this.blocks[index];\r\n block.intersects(sphereCenter, sphereRadius, this._selectionContent, allowDuplicate);\r\n }\r\n\r\n if (allowDuplicate) {\r\n this._selectionContent.concat(this.dynamicContent);\r\n } else {\r\n this._selectionContent.concatWithNoDuplicate(this.dynamicContent);\r\n }\r\n\r\n return this._selectionContent;\r\n }\r\n\r\n /**\r\n * Test if the octree intersect with the given ray and if yes, then add its content to resulting array\r\n * @param ray defines the ray to test with\r\n * @returns array of intersected objects\r\n */\r\n public intersectsRay(ray: Ray): SmartArray<T> {\r\n this._selectionContent.reset();\r\n\r\n for (let index = 0; index < this.blocks.length; index++) {\r\n const block = this.blocks[index];\r\n block.intersectsRay(ray, this._selectionContent);\r\n }\r\n\r\n this._selectionContent.concatWithNoDuplicate(this.dynamicContent);\r\n\r\n return this._selectionContent;\r\n }\r\n\r\n /**\r\n * Adds a mesh into the octree block if it intersects the block\r\n * @param entry\r\n * @param block\r\n */\r\n public static CreationFuncForMeshes = (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>): void => {\r\n const boundingInfo = entry.getBoundingInfo();\r\n if (!entry.isBlocked && boundingInfo.boundingBox.intersectsMinMax(block.minPoint, block.maxPoint)) {\r\n block.entries.push(entry);\r\n }\r\n };\r\n\r\n /**\r\n * Adds a submesh into the octree block if it intersects the block\r\n * @param entry\r\n * @param block\r\n */\r\n public static CreationFuncForSubMeshes = (entry: SubMesh, block: OctreeBlock<SubMesh>): void => {\r\n const boundingInfo = entry.getBoundingInfo();\r\n if (boundingInfo.boundingBox.intersectsMinMax(block.minPoint, block.maxPoint)) {\r\n block.entries.push(entry);\r\n }\r\n };\r\n}\r\n"]}
@@ -18,7 +18,7 @@ export class OctreeBlock {
18
18
  /**
19
19
  * Gets the content of the current block
20
20
  */
21
- this.entries = new Array();
21
+ this.entries = [];
22
22
  this._boundingVectors = new Array();
23
23
  this._capacity = capacity;
24
24
  this._depth = depth;
@@ -1 +1 @@
1
- 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type { SmartArrayNoDuplicate } from \"../../Misc/smartArray\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport type { Ray } from \"../../Culling/ray\";\r\nimport { BoundingBox } from \"../../Culling/boundingBox\";\r\nimport type { Plane } from \"../../Maths/math.plane\";\r\n\r\n/**\r\n * Contains an array of blocks representing the octree\r\n */\r\nexport interface IOctreeContainer<T> {\r\n /**\r\n * Blocks within the octree\r\n */\r\n blocks: Array<OctreeBlock<T>>;\r\n}\r\n\r\n/**\r\n * Class used to store a cell in an octree\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/optimizeOctrees\r\n */\r\nexport class OctreeBlock<T> {\r\n /**\r\n * Gets the content of the current block\r\n */\r\n public entries = new Array<T>();\r\n\r\n /**\r\n * Gets the list of block children\r\n */\r\n public blocks: Array<OctreeBlock<T>>;\r\n\r\n private _depth: number;\r\n private _maxDepth: number;\r\n private _capacity: number;\r\n private _minPoint: Vector3;\r\n private _maxPoint: Vector3;\r\n private _boundingVectors = new Array<Vector3>();\r\n private _creationFunc: (entry: T, block: OctreeBlock<T>) => void;\r\n\r\n /**\r\n * Creates a new block\r\n * @param minPoint defines the minimum vector (in world space) of the block's bounding box\r\n * @param maxPoint defines the maximum vector (in world space) of the block's bounding box\r\n * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)\r\n * @param depth defines the current depth of this block in the octree\r\n * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)\r\n * @param creationFunc defines a callback to call when an element is added to the block\r\n */\r\n constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void) {\r\n this._capacity = capacity;\r\n this._depth = depth;\r\n this._maxDepth = maxDepth;\r\n this._creationFunc = creationFunc;\r\n\r\n this._minPoint = minPoint;\r\n this._maxPoint = maxPoint;\r\n\r\n this._boundingVectors.push(minPoint.clone());\r\n this._boundingVectors.push(maxPoint.clone());\r\n\r\n this._boundingVectors.push(minPoint.clone());\r\n this._boundingVectors[2].x = maxPoint.x;\r\n\r\n this._boundingVectors.push(minPoint.clone());\r\n this._boundingVectors[3].y = maxPoint.y;\r\n\r\n this._boundingVectors.push(minPoint.clone());\r\n this._boundingVectors[4].z = maxPoint.z;\r\n\r\n this._boundingVectors.push(maxPoint.clone());\r\n this._boundingVectors[5].z = minPoint.z;\r\n\r\n this._boundingVectors.push(maxPoint.clone());\r\n this._boundingVectors[6].x = minPoint.x;\r\n\r\n this._boundingVectors.push(maxPoint.clone());\r\n this._boundingVectors[7].y = minPoint.y;\r\n }\r\n\r\n // Property\r\n\r\n /**\r\n * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)\r\n */\r\n public get capacity(): number {\r\n return this._capacity;\r\n }\r\n\r\n /**\r\n * Gets the minimum vector (in world space) of the block's bounding box\r\n */\r\n public get minPoint(): Vector3 {\r\n return this._minPoint;\r\n }\r\n\r\n /**\r\n * Gets the maximum vector (in world space) of the block's bounding box\r\n */\r\n public get maxPoint(): Vector3 {\r\n return this._maxPoint;\r\n }\r\n\r\n // Methods\r\n\r\n /**\r\n * Add a new element to this block\r\n * @param entry defines the element to add\r\n */\r\n public addEntry(entry: T): void {\r\n if (this.blocks) {\r\n for (let index = 0; index < this.blocks.length; index++) {\r\n const block = this.blocks[index];\r\n block.addEntry(entry);\r\n }\r\n return;\r\n }\r\n\r\n this._creationFunc(entry, this);\r\n\r\n if (this.entries.length > this.capacity && this._depth < this._maxDepth) {\r\n this.createInnerBlocks();\r\n }\r\n }\r\n\r\n /**\r\n * Remove an element from this block\r\n * @param entry defines the element to remove\r\n */\r\n public removeEntry(entry: T): void {\r\n if (this.blocks) {\r\n for (let index = 0; index < this.blocks.length; index++) {\r\n const block = this.blocks[index];\r\n block.removeEntry(entry);\r\n }\r\n return;\r\n }\r\n\r\n const entryIndex = this.entries.indexOf(entry);\r\n\r\n if (entryIndex > -1) {\r\n this.entries.splice(entryIndex, 1);\r\n }\r\n }\r\n\r\n /**\r\n * Add an array of elements to this block\r\n * @param entries defines the array of elements to add\r\n */\r\n public addEntries(entries: T[]): void {\r\n for (let index = 0; index < entries.length; index++) {\r\n const mesh = entries[index];\r\n this.addEntry(mesh);\r\n }\r\n }\r\n\r\n /**\r\n * Test if the current block intersects the frustum planes and if yes, then add its content to the selection array\r\n * @param frustumPlanes defines the frustum planes to test\r\n * @param selection defines the array to store current content if selection is positive\r\n * @param allowDuplicate defines if the selection array can contains duplicated entries\r\n */\r\n public select(frustumPlanes: Plane[], selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void {\r\n if (BoundingBox.IsInFrustum(this._boundingVectors, frustumPlanes)) {\r\n if (this.blocks) {\r\n for (let index = 0; index < this.blocks.length; index++) {\r\n const block = this.blocks[index];\r\n block.select(frustumPlanes, selection, allowDuplicate);\r\n }\r\n return;\r\n }\r\n\r\n if (allowDuplicate) {\r\n selection.concat(this.entries);\r\n } else {\r\n selection.concatWithNoDuplicate(this.entries);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array\r\n * @param sphereCenter defines the bounding sphere center\r\n * @param sphereRadius defines the bounding sphere radius\r\n * @param selection defines the array to store current content if selection is positive\r\n * @param allowDuplicate defines if the selection array can contains duplicated entries\r\n */\r\n public intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void {\r\n if (BoundingBox.IntersectsSphere(this._minPoint, this._maxPoint, sphereCenter, sphereRadius)) {\r\n if (this.blocks) {\r\n for (let index = 0; index < this.blocks.length; index++) {\r\n const block = this.blocks[index];\r\n block.intersects(sphereCenter, sphereRadius, selection, allowDuplicate);\r\n }\r\n return;\r\n }\r\n\r\n if (allowDuplicate) {\r\n selection.concat(this.entries);\r\n } else {\r\n selection.concatWithNoDuplicate(this.entries);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Test if the current block intersect with the given ray and if yes, then add its content to the selection array\r\n * @param ray defines the ray to test with\r\n * @param selection defines the array to store current content if selection is positive\r\n */\r\n public intersectsRay(ray: Ray, selection: SmartArrayNoDuplicate<T>): void {\r\n if (ray.intersectsBoxMinMax(this._minPoint, this._maxPoint)) {\r\n if (this.blocks) {\r\n for (let index = 0; index < this.blocks.length; index++) {\r\n const block = this.blocks[index];\r\n block.intersectsRay(ray, selection);\r\n }\r\n return;\r\n }\r\n selection.concatWithNoDuplicate(this.entries);\r\n }\r\n }\r\n\r\n /**\r\n * Subdivide the content into child blocks (this block will then be empty)\r\n */\r\n public createInnerBlocks(): void {\r\n OctreeBlock._CreateBlocks(this._minPoint, this._maxPoint, this.entries, this._capacity, this._depth, this._maxDepth, this, this._creationFunc);\r\n this.entries.splice(0);\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _CreateBlocks<T>(\r\n worldMin: Vector3,\r\n worldMax: Vector3,\r\n entries: T[],\r\n maxBlockCapacity: number,\r\n currentDepth: number,\r\n maxDepth: number,\r\n target: IOctreeContainer<T>,\r\n creationFunc: (entry: T, block: OctreeBlock<T>) => void\r\n ): void {\r\n target.blocks = new Array<OctreeBlock<T>>();\r\n const blockSize = new Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);\r\n\r\n // Segmenting space\r\n for (let x = 0; x < 2; x++) {\r\n for (let y = 0; y < 2; y++) {\r\n for (let z = 0; z < 2; z++) {\r\n const localMin = worldMin.add(blockSize.multiplyByFloats(x, y, z));\r\n const localMax = worldMin.add(blockSize.multiplyByFloats(x + 1, y + 1, z + 1));\r\n\r\n const block = new OctreeBlock<T>(localMin, localMax, maxBlockCapacity, currentDepth + 1, maxDepth, creationFunc);\r\n block.addEntries(entries);\r\n target.blocks.push(block);\r\n }\r\n }\r\n }\r\n }\r\n}\r\n"]}
1
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type { SmartArrayNoDuplicate } from \"../../Misc/smartArray\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport type { Ray } from \"../../Culling/ray\";\r\nimport { BoundingBox } from \"../../Culling/boundingBox\";\r\nimport type { Plane } from \"../../Maths/math.plane\";\r\n\r\n/**\r\n * Contains an array of blocks representing the octree\r\n */\r\nexport interface IOctreeContainer<T> {\r\n /**\r\n * Blocks within the octree\r\n */\r\n blocks: Array<OctreeBlock<T>>;\r\n}\r\n\r\n/**\r\n * Class used to store a cell in an octree\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/optimizeOctrees\r\n */\r\nexport class OctreeBlock<T> {\r\n /**\r\n * Gets the content of the current block\r\n */\r\n public entries: T[] = [];\r\n\r\n /**\r\n * Gets the list of block children\r\n */\r\n public blocks: Array<OctreeBlock<T>>;\r\n\r\n private _depth: number;\r\n private _maxDepth: number;\r\n private _capacity: number;\r\n private _minPoint: Vector3;\r\n private _maxPoint: Vector3;\r\n private _boundingVectors = new Array<Vector3>();\r\n private _creationFunc: (entry: T, block: OctreeBlock<T>) => void;\r\n\r\n /**\r\n * Creates a new block\r\n * @param minPoint defines the minimum vector (in world space) of the block's bounding box\r\n * @param maxPoint defines the maximum vector (in world space) of the block's bounding box\r\n * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)\r\n * @param depth defines the current depth of this block in the octree\r\n * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)\r\n * @param creationFunc defines a callback to call when an element is added to the block\r\n */\r\n constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void) {\r\n this._capacity = capacity;\r\n this._depth = depth;\r\n this._maxDepth = maxDepth;\r\n this._creationFunc = creationFunc;\r\n\r\n this._minPoint = minPoint;\r\n this._maxPoint = maxPoint;\r\n\r\n this._boundingVectors.push(minPoint.clone());\r\n this._boundingVectors.push(maxPoint.clone());\r\n\r\n this._boundingVectors.push(minPoint.clone());\r\n this._boundingVectors[2].x = maxPoint.x;\r\n\r\n this._boundingVectors.push(minPoint.clone());\r\n this._boundingVectors[3].y = maxPoint.y;\r\n\r\n this._boundingVectors.push(minPoint.clone());\r\n this._boundingVectors[4].z = maxPoint.z;\r\n\r\n this._boundingVectors.push(maxPoint.clone());\r\n this._boundingVectors[5].z = minPoint.z;\r\n\r\n this._boundingVectors.push(maxPoint.clone());\r\n this._boundingVectors[6].x = minPoint.x;\r\n\r\n this._boundingVectors.push(maxPoint.clone());\r\n this._boundingVectors[7].y = minPoint.y;\r\n }\r\n\r\n // Property\r\n\r\n /**\r\n * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)\r\n */\r\n public get capacity(): number {\r\n return this._capacity;\r\n }\r\n\r\n /**\r\n * Gets the minimum vector (in world space) of the block's bounding box\r\n */\r\n public get minPoint(): Vector3 {\r\n return this._minPoint;\r\n }\r\n\r\n /**\r\n * Gets the maximum vector (in world space) of the block's bounding box\r\n */\r\n public get maxPoint(): Vector3 {\r\n return this._maxPoint;\r\n }\r\n\r\n // Methods\r\n\r\n /**\r\n * Add a new element to this block\r\n * @param entry defines the element to add\r\n */\r\n public addEntry(entry: T): void {\r\n if (this.blocks) {\r\n for (let index = 0; index < this.blocks.length; index++) {\r\n const block = this.blocks[index];\r\n block.addEntry(entry);\r\n }\r\n return;\r\n }\r\n\r\n this._creationFunc(entry, this);\r\n\r\n if (this.entries.length > this.capacity && this._depth < this._maxDepth) {\r\n this.createInnerBlocks();\r\n }\r\n }\r\n\r\n /**\r\n * Remove an element from this block\r\n * @param entry defines the element to remove\r\n */\r\n public removeEntry(entry: T): void {\r\n if (this.blocks) {\r\n for (let index = 0; index < this.blocks.length; index++) {\r\n const block = this.blocks[index];\r\n block.removeEntry(entry);\r\n }\r\n return;\r\n }\r\n\r\n const entryIndex = this.entries.indexOf(entry);\r\n\r\n if (entryIndex > -1) {\r\n this.entries.splice(entryIndex, 1);\r\n }\r\n }\r\n\r\n /**\r\n * Add an array of elements to this block\r\n * @param entries defines the array of elements to add\r\n */\r\n public addEntries(entries: T[]): void {\r\n for (let index = 0; index < entries.length; index++) {\r\n const mesh = entries[index];\r\n this.addEntry(mesh);\r\n }\r\n }\r\n\r\n /**\r\n * Test if the current block intersects the frustum planes and if yes, then add its content to the selection array\r\n * @param frustumPlanes defines the frustum planes to test\r\n * @param selection defines the array to store current content if selection is positive\r\n * @param allowDuplicate defines if the selection array can contains duplicated entries\r\n */\r\n public select(frustumPlanes: Plane[], selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void {\r\n if (BoundingBox.IsInFrustum(this._boundingVectors, frustumPlanes)) {\r\n if (this.blocks) {\r\n for (let index = 0; index < this.blocks.length; index++) {\r\n const block = this.blocks[index];\r\n block.select(frustumPlanes, selection, allowDuplicate);\r\n }\r\n return;\r\n }\r\n\r\n if (allowDuplicate) {\r\n selection.concat(this.entries);\r\n } else {\r\n selection.concatWithNoDuplicate(this.entries);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array\r\n * @param sphereCenter defines the bounding sphere center\r\n * @param sphereRadius defines the bounding sphere radius\r\n * @param selection defines the array to store current content if selection is positive\r\n * @param allowDuplicate defines if the selection array can contains duplicated entries\r\n */\r\n public intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void {\r\n if (BoundingBox.IntersectsSphere(this._minPoint, this._maxPoint, sphereCenter, sphereRadius)) {\r\n if (this.blocks) {\r\n for (let index = 0; index < this.blocks.length; index++) {\r\n const block = this.blocks[index];\r\n block.intersects(sphereCenter, sphereRadius, selection, allowDuplicate);\r\n }\r\n return;\r\n }\r\n\r\n if (allowDuplicate) {\r\n selection.concat(this.entries);\r\n } else {\r\n selection.concatWithNoDuplicate(this.entries);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Test if the current block intersect with the given ray and if yes, then add its content to the selection array\r\n * @param ray defines the ray to test with\r\n * @param selection defines the array to store current content if selection is positive\r\n */\r\n public intersectsRay(ray: Ray, selection: SmartArrayNoDuplicate<T>): void {\r\n if (ray.intersectsBoxMinMax(this._minPoint, this._maxPoint)) {\r\n if (this.blocks) {\r\n for (let index = 0; index < this.blocks.length; index++) {\r\n const block = this.blocks[index];\r\n block.intersectsRay(ray, selection);\r\n }\r\n return;\r\n }\r\n selection.concatWithNoDuplicate(this.entries);\r\n }\r\n }\r\n\r\n /**\r\n * Subdivide the content into child blocks (this block will then be empty)\r\n */\r\n public createInnerBlocks(): void {\r\n OctreeBlock._CreateBlocks(this._minPoint, this._maxPoint, this.entries, this._capacity, this._depth, this._maxDepth, this, this._creationFunc);\r\n this.entries.splice(0);\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _CreateBlocks<T>(\r\n worldMin: Vector3,\r\n worldMax: Vector3,\r\n entries: T[],\r\n maxBlockCapacity: number,\r\n currentDepth: number,\r\n maxDepth: number,\r\n target: IOctreeContainer<T>,\r\n creationFunc: (entry: T, block: OctreeBlock<T>) => void\r\n ): void {\r\n target.blocks = new Array<OctreeBlock<T>>();\r\n const blockSize = new Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);\r\n\r\n // Segmenting space\r\n for (let x = 0; x < 2; x++) {\r\n for (let y = 0; y < 2; y++) {\r\n for (let z = 0; z < 2; z++) {\r\n const localMin = worldMin.add(blockSize.multiplyByFloats(x, y, z));\r\n const localMax = worldMin.add(blockSize.multiplyByFloats(x + 1, y + 1, z + 1));\r\n\r\n const block = new OctreeBlock<T>(localMin, localMax, maxBlockCapacity, currentDepth + 1, maxDepth, creationFunc);\r\n block.addEntries(entries);\r\n target.blocks.push(block);\r\n }\r\n }\r\n }\r\n }\r\n}\r\n"]}
package/Culling/ray.js CHANGED
@@ -652,7 +652,7 @@ Scene.prototype._internalMultiPick = function (rayFunction, predicate, triangleP
652
652
  if (!PickingInfo) {
653
653
  return null;
654
654
  }
655
- const pickingInfos = new Array();
655
+ const pickingInfos = [];
656
656
  const computeWorldMatrixForCamera = !!(this.activeCameras && this.activeCameras.length > 1 && this.cameraToUseForPointers !== this.activeCamera);
657
657
  const currentCamera = this.cameraToUseForPointers || this.activeCamera;
658
658
  for (let meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {