@babylonjs/core 6.29.1 → 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 (127) hide show
  1. package/Debug/axesViewer.d.ts +3 -1
  2. package/Debug/axesViewer.js +14 -11
  3. package/Debug/axesViewer.js.map +1 -1
  4. package/Engines/Processors/shaderCodeInliner.js +1 -1
  5. package/Engines/Processors/shaderCodeInliner.js.map +1 -1
  6. package/Engines/WebGPU/Extensions/engine.computeShader.js +2 -10
  7. package/Engines/WebGPU/Extensions/engine.computeShader.js.map +1 -1
  8. package/Engines/WebGPU/Extensions/engine.debugging.js +3 -6
  9. package/Engines/WebGPU/Extensions/engine.debugging.js.map +1 -1
  10. package/Engines/WebGPU/Extensions/engine.dynamicTexture.js +1 -1
  11. package/Engines/WebGPU/Extensions/engine.dynamicTexture.js.map +1 -1
  12. package/Engines/WebGPU/Extensions/engine.multiRender.js +1 -6
  13. package/Engines/WebGPU/Extensions/engine.multiRender.js.map +1 -1
  14. package/Engines/WebGPU/Extensions/engine.query.js +2 -6
  15. package/Engines/WebGPU/Extensions/engine.query.js.map +1 -1
  16. package/Engines/WebGPU/Extensions/engine.renderTarget.js +6 -10
  17. package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
  18. package/Engines/WebGPU/Extensions/engine.storageBuffer.js +1 -1
  19. package/Engines/WebGPU/Extensions/engine.storageBuffer.js.map +1 -1
  20. package/Engines/WebGPU/Extensions/engine.videoTexture.js +2 -2
  21. package/Engines/WebGPU/Extensions/engine.videoTexture.js.map +1 -1
  22. package/Engines/WebGPU/webgpuBundleList.js +2 -1
  23. package/Engines/WebGPU/webgpuBundleList.js.map +1 -1
  24. package/Engines/WebGPU/webgpuCacheBindGroups.js +1 -1
  25. package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
  26. package/Engines/WebGPU/webgpuCacheRenderPipeline.d.ts +1 -1
  27. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +4 -7
  28. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  29. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.d.ts +1 -1
  30. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js +2 -2
  31. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js.map +1 -1
  32. package/Engines/WebGPU/webgpuCacheSampler.d.ts +1 -1
  33. package/Engines/WebGPU/webgpuCacheSampler.js +5 -5
  34. package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
  35. package/Engines/WebGPU/webgpuClearQuad.js +2 -2
  36. package/Engines/WebGPU/webgpuClearQuad.js.map +1 -1
  37. package/Engines/WebGPU/webgpuHardwareTexture.d.ts +0 -12
  38. package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
  39. package/Engines/WebGPU/webgpuMaterialContext.d.ts +3 -3
  40. package/Engines/WebGPU/webgpuMaterialContext.js +14 -10
  41. package/Engines/WebGPU/webgpuMaterialContext.js.map +1 -1
  42. package/Engines/WebGPU/webgpuOcclusionQuery.js +1 -12
  43. package/Engines/WebGPU/webgpuOcclusionQuery.js.map +1 -1
  44. package/Engines/WebGPU/webgpuSnapshotRendering.d.ts +5 -8
  45. package/Engines/WebGPU/webgpuSnapshotRendering.js +24 -33
  46. package/Engines/WebGPU/webgpuSnapshotRendering.js.map +1 -1
  47. package/Engines/WebGPU/webgpuTextureHelper.d.ts +2 -1
  48. package/Engines/WebGPU/webgpuTextureHelper.js +11 -16
  49. package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
  50. package/Engines/constants.d.ts +2 -0
  51. package/Engines/constants.js +2 -0
  52. package/Engines/constants.js.map +1 -1
  53. package/Engines/engineCapabilities.d.ts +2 -0
  54. package/Engines/engineCapabilities.js.map +1 -1
  55. package/Engines/nativeEngine.js +1 -0
  56. package/Engines/nativeEngine.js.map +1 -1
  57. package/Engines/nullEngine.js +1 -0
  58. package/Engines/nullEngine.js.map +1 -1
  59. package/Engines/thinEngine.js +6 -2
  60. package/Engines/thinEngine.js.map +1 -1
  61. package/Engines/webgpuEngine.d.ts +27 -32
  62. package/Engines/webgpuEngine.js +237 -317
  63. package/Engines/webgpuEngine.js.map +1 -1
  64. package/Materials/GreasedLine/greasedLineMaterialDefaults.d.ts +2 -2
  65. package/Materials/GreasedLine/greasedLineMaterialDefaults.js.map +1 -1
  66. package/Materials/GreasedLine/greasedLineSimpleMaterial.js +4 -1
  67. package/Materials/GreasedLine/greasedLineSimpleMaterial.js.map +1 -1
  68. package/Materials/Node/Blocks/Dual/lightBlock.js +1 -1
  69. package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
  70. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +1 -1
  71. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  72. package/Materials/Textures/externalTexture.d.ts +4 -0
  73. package/Materials/Textures/externalTexture.js +4 -0
  74. package/Materials/Textures/externalTexture.js.map +1 -1
  75. package/Materials/Textures/internalTexture.d.ts +0 -4
  76. package/Materials/Textures/internalTexture.js.map +1 -1
  77. package/Materials/Textures/textureSampler.d.ts +4 -0
  78. package/Materials/Textures/textureSampler.js.map +1 -1
  79. package/Maths/math.path.d.ts +9 -1
  80. package/Maths/math.path.js +17 -1
  81. package/Maths/math.path.js.map +1 -1
  82. package/Maths/math.vector.d.ts +93 -0
  83. package/Maths/math.vector.js +155 -24
  84. package/Maths/math.vector.js.map +1 -1
  85. package/Meshes/Node/Blocks/Sources/boxBlock.js +1 -0
  86. package/Meshes/Node/Blocks/Sources/boxBlock.js.map +1 -1
  87. package/Meshes/Node/Blocks/Sources/capsuleBlock.js +1 -0
  88. package/Meshes/Node/Blocks/Sources/capsuleBlock.js.map +1 -1
  89. package/Meshes/Node/Blocks/Sources/cylinderBlock.js +1 -0
  90. package/Meshes/Node/Blocks/Sources/cylinderBlock.js.map +1 -1
  91. package/Meshes/Node/Blocks/Sources/discBlock.js +1 -0
  92. package/Meshes/Node/Blocks/Sources/discBlock.js.map +1 -1
  93. package/Meshes/Node/Blocks/Sources/gridBlock.js +1 -0
  94. package/Meshes/Node/Blocks/Sources/gridBlock.js.map +1 -1
  95. package/Meshes/Node/Blocks/Sources/icoSphereBlock.js +1 -0
  96. package/Meshes/Node/Blocks/Sources/icoSphereBlock.js.map +1 -1
  97. package/Meshes/Node/Blocks/Sources/planeBlock.js +1 -0
  98. package/Meshes/Node/Blocks/Sources/planeBlock.js.map +1 -1
  99. package/Meshes/Node/Blocks/Sources/sphereBlock.js +1 -0
  100. package/Meshes/Node/Blocks/Sources/sphereBlock.js.map +1 -1
  101. package/Meshes/Node/Blocks/Sources/torusBlock.js +1 -0
  102. package/Meshes/Node/Blocks/Sources/torusBlock.js.map +1 -1
  103. package/Meshes/Node/nodeGeometryBlock.js +1 -0
  104. package/Meshes/Node/nodeGeometryBlock.js.map +1 -1
  105. package/Meshes/Node/nodeGeometryBlockConnectionPoint.d.ts +14 -0
  106. package/Meshes/Node/nodeGeometryBlockConnectionPoint.js +30 -3
  107. package/Meshes/Node/nodeGeometryBlockConnectionPoint.js.map +1 -1
  108. package/Meshes/mesh.js +5 -1
  109. package/Meshes/mesh.js.map +1 -1
  110. package/Misc/codeStringParsingTools.d.ts +2 -1
  111. package/Misc/codeStringParsingTools.js +3 -2
  112. package/Misc/codeStringParsingTools.js.map +1 -1
  113. package/Misc/greasedLineTools.d.ts +2 -1
  114. package/Misc/greasedLineTools.js +2 -0
  115. package/Misc/greasedLineTools.js.map +1 -1
  116. package/Physics/v2/Plugins/havokPlugin.js +3 -1
  117. package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
  118. package/Rendering/fluidRenderer/fluidRenderingDepthTextureCopy.js +2 -1
  119. package/Rendering/fluidRenderer/fluidRenderingDepthTextureCopy.js.map +1 -1
  120. package/Rendering/prePassRenderer.js +8 -4
  121. package/Rendering/prePassRenderer.js.map +1 -1
  122. package/Shaders/ShadersInclude/hdrFilteringFunctions.js +2 -1
  123. package/Shaders/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
  124. package/package.json +1 -1
  125. package/Engines/WebGPU/webgpuRenderPassWrapper.d.ts +0 -13
  126. package/Engines/WebGPU/webgpuRenderPassWrapper.js +0 -18
  127. package/Engines/WebGPU/webgpuRenderPassWrapper.js.map +0 -1
@@ -38,6 +38,10 @@ export class ExternalTexture {
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  * The type of the underlying texture is implementation dependent, so return "UNDEFINED" for the type
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  */
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  this.type = 16;
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+ /**
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+ * The format of the underlying texture is implementation dependent, so return "UNDEFINED" for the format
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+ */
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+ this.format = 4294967295;
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  this._video = video;
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  this.uniqueId = InternalTexture._Counter++;
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  }
@@ -1 +1 @@
1
- {"version":3,"file":"externalTexture.js","sourceRoot":"","sources":["../../../../../dev/core/src/Materials/Textures/externalTexture.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,SAAS,EAAE,MAAM,yBAAyB,CAAC;AACpD,OAAO,EAAE,eAAe,EAAE,MAAM,mBAAmB,CAAC;AAEpD;;GAEG;AACH,MAAM,OAAO,eAAe;IACxB;;;;OAIG;IACI,MAAM,CAAC,iBAAiB,CAAC,OAA0C;QACtE,OAAQ,OAA2B,CAAC,kBAAkB,KAAK,SAAS,CAAC;IACzE,CAAC;IAID;;;OAGG;IACI,YAAY;QACf,OAAO,iBAAiB,CAAC;IAC7B,CAAC;IAED;;OAEG;IACH,IAAW,kBAAkB;QACzB,OAAO,IAAI,CAAC,MAAM,CAAC;IACvB,CAAC;IAiBD;;;OAGG;IACH,YAAY,KAAuB;QAnBnC;;WAEG;QACI,eAAU,GAAY,KAAK,CAAC;QAEnC;;WAEG;QACa,SAAI,GAAG,SAAS,CAAC,qBAAqB,CAAC;QAYnD,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QACpB,IAAI,CAAC,QAAQ,GAAG,eAAe,CAAC,QAAQ,EAAE,CAAC;IAC/C,CAAC;IAED;;;OAGG;IACI,OAAO;QACV,OAAO,IAAI,CAAC,MAAM,CAAC,UAAU,IAAI,IAAI,CAAC,MAAM,CAAC,iBAAiB,CAAC;IACnE,CAAC;IAED;;OAEG;IACI,OAAO,KAAU,CAAC;CAC5B","sourcesContent":["import { Constants } from \"../../Engines/constants\";\r\nimport { InternalTexture } from \"./internalTexture\";\r\n\r\n/**\r\n * Class used to store an external texture (like GPUExternalTexture in WebGPU)\r\n */\r\nexport class ExternalTexture {\r\n /**\r\n * Checks if a texture is an external or internal texture\r\n * @param texture the external or internal texture\r\n * @returns true if the texture is an external texture, else false\r\n */\r\n public static IsExternalTexture(texture: ExternalTexture | InternalTexture): texture is ExternalTexture {\r\n return (texture as ExternalTexture).underlyingResource !== undefined;\r\n }\r\n\r\n private _video: HTMLVideoElement;\r\n\r\n /**\r\n * Get the class name of the texture.\r\n * @returns \"ExternalTexture\"\r\n */\r\n public getClassName(): string {\r\n return \"ExternalTexture\";\r\n }\r\n\r\n /**\r\n * Gets the underlying texture object\r\n */\r\n public get underlyingResource(): any {\r\n return this._video;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if the texture uses mipmaps\r\n */\r\n public useMipMaps: boolean = false;\r\n\r\n /**\r\n * The type of the underlying texture is implementation dependent, so return \"UNDEFINED\" for the type\r\n */\r\n public readonly type = Constants.TEXTURETYPE_UNDEFINED;\r\n\r\n /**\r\n * Gets the unique id of this texture\r\n */\r\n public readonly uniqueId: number;\r\n\r\n /**\r\n * Constructs the texture\r\n * @param video The video the texture should be wrapped around\r\n */\r\n constructor(video: HTMLVideoElement) {\r\n this._video = video;\r\n this.uniqueId = InternalTexture._Counter++;\r\n }\r\n\r\n /**\r\n * Get if the texture is ready to be used (downloaded, converted, mip mapped...).\r\n * @returns true if fully ready\r\n */\r\n public isReady(): boolean {\r\n return this._video.readyState >= this._video.HAVE_CURRENT_DATA;\r\n }\r\n\r\n /**\r\n * Dispose the texture and release its associated resources.\r\n */\r\n public dispose(): void {}\r\n}\r\n"]}
1
+ {"version":3,"file":"externalTexture.js","sourceRoot":"","sources":["../../../../../dev/core/src/Materials/Textures/externalTexture.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,SAAS,EAAE,MAAM,yBAAyB,CAAC;AACpD,OAAO,EAAE,eAAe,EAAE,MAAM,mBAAmB,CAAC;AAEpD;;GAEG;AACH,MAAM,OAAO,eAAe;IACxB;;;;OAIG;IACI,MAAM,CAAC,iBAAiB,CAAC,OAA0C;QACtE,OAAQ,OAA2B,CAAC,kBAAkB,KAAK,SAAS,CAAC;IACzE,CAAC;IAID;;;OAGG;IACI,YAAY;QACf,OAAO,iBAAiB,CAAC;IAC7B,CAAC;IAED;;OAEG;IACH,IAAW,kBAAkB;QACzB,OAAO,IAAI,CAAC,MAAM,CAAC;IACvB,CAAC;IAsBD;;;OAGG;IACH,YAAY,KAAuB;QAxBnC;;WAEG;QACI,eAAU,GAAY,KAAK,CAAC;QAEnC;;WAEG;QACa,SAAI,GAAG,SAAS,CAAC,qBAAqB,CAAC;QAEvD;;WAEG;QACa,WAAM,GAAG,SAAS,CAAC,uBAAuB,CAAC;QAYvD,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QACpB,IAAI,CAAC,QAAQ,GAAG,eAAe,CAAC,QAAQ,EAAE,CAAC;IAC/C,CAAC;IAED;;;OAGG;IACI,OAAO;QACV,OAAO,IAAI,CAAC,MAAM,CAAC,UAAU,IAAI,IAAI,CAAC,MAAM,CAAC,iBAAiB,CAAC;IACnE,CAAC;IAED;;OAEG;IACI,OAAO,KAAU,CAAC;CAC5B","sourcesContent":["import { Constants } from \"../../Engines/constants\";\r\nimport { InternalTexture } from \"./internalTexture\";\r\n\r\n/**\r\n * Class used to store an external texture (like GPUExternalTexture in WebGPU)\r\n */\r\nexport class ExternalTexture {\r\n /**\r\n * Checks if a texture is an external or internal texture\r\n * @param texture the external or internal texture\r\n * @returns true if the texture is an external texture, else false\r\n */\r\n public static IsExternalTexture(texture: ExternalTexture | InternalTexture): texture is ExternalTexture {\r\n return (texture as ExternalTexture).underlyingResource !== undefined;\r\n }\r\n\r\n private _video: HTMLVideoElement;\r\n\r\n /**\r\n * Get the class name of the texture.\r\n * @returns \"ExternalTexture\"\r\n */\r\n public getClassName(): string {\r\n return \"ExternalTexture\";\r\n }\r\n\r\n /**\r\n * Gets the underlying texture object\r\n */\r\n public get underlyingResource(): any {\r\n return this._video;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if the texture uses mipmaps\r\n */\r\n public useMipMaps: boolean = false;\r\n\r\n /**\r\n * The type of the underlying texture is implementation dependent, so return \"UNDEFINED\" for the type\r\n */\r\n public readonly type = Constants.TEXTURETYPE_UNDEFINED;\r\n\r\n /**\r\n * The format of the underlying texture is implementation dependent, so return \"UNDEFINED\" for the format\r\n */\r\n public readonly format = Constants.TEXTUREFORMAT_UNDEFINED;\r\n\r\n /**\r\n * Gets the unique id of this texture\r\n */\r\n public readonly uniqueId: number;\r\n\r\n /**\r\n * Constructs the texture\r\n * @param video The video the texture should be wrapped around\r\n */\r\n constructor(video: HTMLVideoElement) {\r\n this._video = video;\r\n this.uniqueId = InternalTexture._Counter++;\r\n }\r\n\r\n /**\r\n * Get if the texture is ready to be used (downloaded, converted, mip mapped...).\r\n * @returns true if fully ready\r\n */\r\n public isReady(): boolean {\r\n return this._video.readyState >= this._video.HAVE_CURRENT_DATA;\r\n }\r\n\r\n /**\r\n * Dispose the texture and release its associated resources.\r\n */\r\n public dispose(): void {}\r\n}\r\n"]}
@@ -171,10 +171,6 @@ export declare class InternalTexture extends TextureSampler {
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  * Gets a boolean indicating if the texture is inverted on Y axis
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  */
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  invertY: boolean;
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- /**
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- * Used for debugging purpose only
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- */
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- label?: string;
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  /** @internal */
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  _invertVScale: boolean;
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  /** @internal */
@@ -1 +1 @@
1
- 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{ Observable } from \"../../Misc/observable\";\r\nimport type { Nullable, int } from \"../../types\";\r\nimport type { ICanvas, ICanvasRenderingContext } from \"../../Engines/ICanvas\";\r\nimport type { HardwareTextureWrapper } from \"./hardwareTextureWrapper\";\r\nimport { TextureSampler } from \"./textureSampler\";\r\n\r\nimport type { ThinEngine } from \"../../Engines/thinEngine\";\r\nimport type { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport type { SphericalPolynomial } from \"../../Maths/sphericalPolynomial\";\r\n\r\n/**\r\n * Defines the source of the internal texture\r\n */\r\nexport enum InternalTextureSource {\r\n /**\r\n * The source of the texture data is unknown\r\n */\r\n Unknown,\r\n /**\r\n * Texture data comes from an URL\r\n */\r\n Url,\r\n /**\r\n * Texture data is only used for temporary storage\r\n */\r\n Temp,\r\n /**\r\n * Texture data comes from raw data (ArrayBuffer)\r\n */\r\n Raw,\r\n /**\r\n * Texture content is dynamic (video or dynamic texture)\r\n */\r\n Dynamic,\r\n /**\r\n * Texture content is generated by rendering to it\r\n */\r\n RenderTarget,\r\n /**\r\n * Texture content is part of a multi render target process\r\n */\r\n MultiRenderTarget,\r\n /**\r\n * Texture data comes from a cube data file\r\n */\r\n Cube,\r\n /**\r\n * Texture data comes from a raw cube data\r\n */\r\n CubeRaw,\r\n /**\r\n * Texture data come from a prefiltered cube data file\r\n */\r\n CubePrefiltered,\r\n /**\r\n * Texture content is raw 3D data\r\n */\r\n Raw3D,\r\n /**\r\n * Texture content is raw 2D array data\r\n */\r\n Raw2DArray,\r\n /**\r\n * Texture content is a depth/stencil texture\r\n */\r\n DepthStencil,\r\n /**\r\n * Texture data comes from a raw cube data encoded with RGBD\r\n */\r\n CubeRawRGBD,\r\n /**\r\n * Texture content is a depth texture\r\n */\r\n Depth,\r\n}\r\n\r\n/**\r\n * Class used to store data associated with WebGL texture data for the engine\r\n * This class should not be used directly\r\n */\r\nexport class InternalTexture extends TextureSampler {\r\n /**\r\n * Defines if the texture is ready\r\n */\r\n public isReady: boolean = false;\r\n /**\r\n * Defines if the texture is a cube texture\r\n */\r\n public isCube: boolean = false;\r\n /**\r\n * Defines if the texture contains 3D data\r\n */\r\n public is3D: boolean = false;\r\n /**\r\n * Defines if the texture contains 2D array data\r\n */\r\n public is2DArray: boolean = false;\r\n /**\r\n * Defines if the texture contains multiview data\r\n */\r\n public isMultiview: boolean = false;\r\n /**\r\n * Gets the URL used to load this texture\r\n */\r\n public url: string = \"\";\r\n /** @internal */\r\n public _originalUrl: string; // not empty only if different from url\r\n /**\r\n * Gets a boolean indicating if the texture needs mipmaps generation\r\n */\r\n public generateMipMaps: boolean = false;\r\n /**\r\n * Gets a boolean indicating if the texture uses mipmaps\r\n * TODO implements useMipMaps as a separate setting from generateMipMaps\r\n */\r\n public get useMipMaps() {\r\n return this.generateMipMaps;\r\n }\r\n public set useMipMaps(value: boolean) {\r\n this.generateMipMaps = value;\r\n }\r\n /**\r\n * Gets the number of samples used by the texture (WebGL2+ only)\r\n */\r\n public samples: number = 0;\r\n /**\r\n * Gets the type of the texture (int, float...)\r\n */\r\n public type: number = -1;\r\n /**\r\n * Gets the format of the texture (RGB, RGBA...)\r\n */\r\n public format: number = -1;\r\n /**\r\n * Observable called when the texture is loaded\r\n */\r\n public onLoadedObservable = new Observable<InternalTexture>();\r\n /**\r\n * Observable called when the texture load is raising an error\r\n */\r\n public onErrorObservable = new Observable<Partial<{ message: string; exception: any }>>();\r\n /**\r\n * If this callback is defined it will be called instead of the default _rebuild function\r\n */\r\n public onRebuildCallback: Nullable<\r\n (internalTexture: InternalTexture) => {\r\n proxy: Nullable<InternalTexture | Promise<InternalTexture>>;\r\n isReady: boolean;\r\n isAsync: boolean;\r\n }\r\n > = null;\r\n /**\r\n * Gets the width of the texture\r\n */\r\n public width: number = 0;\r\n /**\r\n * Gets the height of the texture\r\n */\r\n public height: number = 0;\r\n /**\r\n * Gets the depth of the texture\r\n */\r\n public depth: number = 0;\r\n /**\r\n * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)\r\n */\r\n public baseWidth: number = 0;\r\n /**\r\n * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)\r\n */\r\n public baseHeight: number = 0;\r\n /**\r\n * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)\r\n */\r\n public baseDepth: number = 0;\r\n /**\r\n * Gets a boolean indicating if the texture is inverted on Y axis\r\n */\r\n public invertY: boolean = false;\r\n /**\r\n * Used for debugging purpose only\r\n */\r\n public label?: string;\r\n\r\n // Private\r\n /** @internal */\r\n public _invertVScale = false;\r\n /** @internal */\r\n public _associatedChannel = -1;\r\n /** @internal */\r\n public _source = InternalTextureSource.Unknown;\r\n /** @internal */\r\n public _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap> = null;\r\n /** @internal */\r\n public _bufferView: Nullable<ArrayBufferView> = null;\r\n /** @internal */\r\n public _bufferViewArray: Nullable<ArrayBufferView[]> = null;\r\n /** @internal */\r\n public _bufferViewArrayArray: Nullable<ArrayBufferView[][]> = null;\r\n /** @internal */\r\n public _size: number = 0;\r\n /** @internal */\r\n public _extension: string = \"\";\r\n /** @internal */\r\n public _files: Nullable<string[]> = null;\r\n /** @internal */\r\n public _workingCanvas: Nullable<ICanvas> = null;\r\n /** @internal */\r\n public _workingContext: Nullable<ICanvasRenderingContext> = null;\r\n /** @internal */\r\n public _cachedCoordinatesMode: Nullable<number> = null;\r\n /** @internal */\r\n public _isDisabled: boolean = false;\r\n /** @internal */\r\n public _compression: Nullable<string> = null;\r\n /** @internal */\r\n public _sphericalPolynomial: Nullable<SphericalPolynomial> = null;\r\n /** @internal */\r\n public _sphericalPolynomialPromise: Nullable<Promise<SphericalPolynomial>> = null;\r\n /** @internal */\r\n public _sphericalPolynomialComputed = false;\r\n /** @internal */\r\n public _lodGenerationScale: number = 0;\r\n /** @internal */\r\n public _lodGenerationOffset: number = 0;\r\n /** @internal */\r\n public _useSRGBBuffer: boolean = false;\r\n\r\n // The following three fields helps sharing generated fixed LODs for texture filtering\r\n // In environment not supporting the textureLOD extension like EDGE. They are for internal use only.\r\n // They are at the level of the gl texture to benefit from the cache.\r\n /** @internal */\r\n public _lodTextureHigh: Nullable<BaseTexture> = null;\r\n /** @internal */\r\n public _lodTextureMid: Nullable<BaseTexture> = null;\r\n /** @internal */\r\n public _lodTextureLow: Nullable<BaseTexture> = null;\r\n /** @internal */\r\n public _isRGBD: boolean = false;\r\n\r\n /** @internal */\r\n public _linearSpecularLOD: boolean = false;\r\n /** @internal */\r\n public _irradianceTexture: Nullable<BaseTexture> = null;\r\n\r\n /** @internal */\r\n public _hardwareTexture: Nullable<HardwareTextureWrapper> = null;\r\n\r\n /** @internal */\r\n public _maxLodLevel: Nullable<number> = null;\r\n\r\n /** @internal */\r\n public _references: number = 1;\r\n\r\n /** @internal */\r\n public _gammaSpace: Nullable<boolean> = null;\r\n\r\n private _engine: ThinEngine;\r\n private _uniqueId: number;\r\n\r\n /** @internal */\r\n public static _Counter = 0;\r\n\r\n /** Gets the unique id of the internal texture */\r\n public get uniqueId() {\r\n return this._uniqueId;\r\n }\r\n\r\n /** @internal */\r\n public _setUniqueId(id: number) {\r\n this._uniqueId = id;\r\n }\r\n\r\n /**\r\n * Gets the Engine the texture belongs to.\r\n * @returns The babylon engine\r\n */\r\n public getEngine(): ThinEngine {\r\n return this._engine;\r\n }\r\n\r\n /**\r\n * Gets the data source type of the texture\r\n */\r\n public get source(): InternalTextureSource {\r\n return this._source;\r\n }\r\n\r\n /**\r\n * Creates a new InternalTexture\r\n * @param engine defines the engine to use\r\n * @param source defines the type of data that will be used\r\n * @param delayAllocation if the texture allocation should be delayed (default: false)\r\n */\r\n constructor(engine: ThinEngine, source: InternalTextureSource, delayAllocation = false) {\r\n super();\r\n\r\n this._engine = engine;\r\n this._source = source;\r\n this._uniqueId = InternalTexture._Counter++;\r\n\r\n if (!delayAllocation) {\r\n this._hardwareTexture = engine._createHardwareTexture();\r\n }\r\n }\r\n\r\n /**\r\n * Increments the number of references (ie. the number of Texture that point to it)\r\n */\r\n public incrementReferences(): void {\r\n this._references++;\r\n }\r\n\r\n /**\r\n * Change the size of the texture (not the size of the content)\r\n * @param width defines the new width\r\n * @param height defines the new height\r\n * @param depth defines the new depth (1 by default)\r\n */\r\n public updateSize(width: int, height: int, depth: int = 1): void {\r\n this._engine.updateTextureDimensions(this, width, height, depth);\r\n\r\n this.width = width;\r\n this.height = height;\r\n this.depth = depth;\r\n\r\n this.baseWidth = width;\r\n this.baseHeight = height;\r\n this.baseDepth = depth;\r\n\r\n this._size = width * height * depth;\r\n }\r\n\r\n /** @internal */\r\n public _rebuild(): void {\r\n this.isReady = false;\r\n this._cachedCoordinatesMode = null;\r\n this._cachedWrapU = null;\r\n this._cachedWrapV = null;\r\n this._cachedWrapR = null;\r\n this._cachedAnisotropicFilteringLevel = null;\r\n if (this.onRebuildCallback) {\r\n const data = this.onRebuildCallback(this);\r\n const swapAndSetIsReady = (proxyInternalTexture: InternalTexture) => {\r\n proxyInternalTexture._swapAndDie(this, false);\r\n this.isReady = data.isReady;\r\n };\r\n if (data.isAsync) {\r\n (data.proxy as Promise<InternalTexture>).then(swapAndSetIsReady);\r\n } else {\r\n swapAndSetIsReady(data.proxy as InternalTexture);\r\n }\r\n return;\r\n }\r\n\r\n let proxy: InternalTexture;\r\n switch (this.source) {\r\n case InternalTextureSource.Temp:\r\n break;\r\n\r\n case InternalTextureSource.Url:\r\n proxy = this._engine.createTexture(\r\n this._originalUrl ?? this.url,\r\n !this.generateMipMaps,\r\n this.invertY,\r\n null,\r\n this.samplingMode,\r\n // Do not use Proxy here as it could be fully synchronous\r\n // and proxy would be undefined.\r\n (temp) => {\r\n temp._swapAndDie(this, false);\r\n this.isReady = true;\r\n },\r\n null,\r\n this._buffer,\r\n undefined,\r\n this.format,\r\n this._extension,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._useSRGBBuffer\r\n );\r\n return;\r\n\r\n case InternalTextureSource.Raw:\r\n proxy = this._engine.createRawTexture(\r\n this._bufferView,\r\n this.baseWidth,\r\n this.baseHeight,\r\n this.format,\r\n this.generateMipMaps,\r\n this.invertY,\r\n this.samplingMode,\r\n this._compression,\r\n this.type,\r\n undefined,\r\n this._useSRGBBuffer\r\n );\r\n proxy._swapAndDie(this, false);\r\n\r\n this.isReady = true;\r\n break;\r\n\r\n case InternalTextureSource.Raw3D:\r\n proxy = this._engine.createRawTexture3D(\r\n this._bufferView,\r\n this.baseWidth,\r\n this.baseHeight,\r\n this.baseDepth,\r\n this.format,\r\n this.generateMipMaps,\r\n this.invertY,\r\n this.samplingMode,\r\n this._compression,\r\n this.type\r\n );\r\n proxy._swapAndDie(this, false);\r\n\r\n this.isReady = true;\r\n break;\r\n\r\n case InternalTextureSource.Raw2DArray:\r\n proxy = this._engine.createRawTexture2DArray(\r\n this._bufferView,\r\n this.baseWidth,\r\n this.baseHeight,\r\n this.baseDepth,\r\n this.format,\r\n this.generateMipMaps,\r\n this.invertY,\r\n this.samplingMode,\r\n this._compression,\r\n this.type\r\n );\r\n proxy._swapAndDie(this, false);\r\n\r\n this.isReady = true;\r\n break;\r\n\r\n case InternalTextureSource.Dynamic:\r\n proxy = this._engine.createDynamicTexture(this.baseWidth, this.baseHeight, this.generateMipMaps, this.samplingMode);\r\n proxy._swapAndDie(this, false);\r\n this._engine.updateDynamicTexture(this, this._engine.getRenderingCanvas()!, this.invertY, undefined, undefined, true);\r\n\r\n // The engine will make sure to update content so no need to flag it as isReady = true\r\n break;\r\n\r\n case InternalTextureSource.Cube:\r\n proxy = this._engine.createCubeTexture(\r\n this.url,\r\n null,\r\n this._files,\r\n !this.generateMipMaps,\r\n () => {\r\n proxy._swapAndDie(this, false);\r\n this.isReady = true;\r\n },\r\n null,\r\n this.format,\r\n this._extension,\r\n false,\r\n 0,\r\n 0,\r\n null,\r\n undefined,\r\n this._useSRGBBuffer\r\n );\r\n return;\r\n\r\n case InternalTextureSource.CubeRaw:\r\n proxy = this._engine.createRawCubeTexture(\r\n this._bufferViewArray!,\r\n this.width,\r\n this.format,\r\n this.type,\r\n this.generateMipMaps,\r\n this.invertY,\r\n this.samplingMode,\r\n this._compression\r\n );\r\n proxy._swapAndDie(this, false);\r\n this.isReady = true;\r\n break;\r\n\r\n case InternalTextureSource.CubeRawRGBD:\r\n // This case is being handeled by the environment texture tools and is not a part of the rebuild process.\r\n // To use CubeRawRGBD use updateRGBDAsync on the cube texture.\r\n return;\r\n\r\n case InternalTextureSource.CubePrefiltered:\r\n proxy = this._engine.createPrefilteredCubeTexture(\r\n this.url,\r\n null,\r\n this._lodGenerationScale,\r\n this._lodGenerationOffset,\r\n (proxy) => {\r\n if (proxy) {\r\n proxy._swapAndDie(this, false);\r\n }\r\n this.isReady = true;\r\n },\r\n null,\r\n this.format,\r\n this._extension\r\n );\r\n proxy._sphericalPolynomial = this._sphericalPolynomial;\r\n return;\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _swapAndDie(target: InternalTexture, swapAll = true): void {\r\n // TODO what about refcount on target?\r\n\r\n this._hardwareTexture?.setUsage(target._source, this.generateMipMaps, this.isCube, this.width, this.height);\r\n\r\n target._hardwareTexture = this._hardwareTexture;\r\n if (swapAll) {\r\n target._isRGBD = this._isRGBD;\r\n }\r\n\r\n if (this._lodTextureHigh) {\r\n if (target._lodTextureHigh) {\r\n target._lodTextureHigh.dispose();\r\n }\r\n target._lodTextureHigh = this._lodTextureHigh;\r\n }\r\n\r\n if (this._lodTextureMid) {\r\n if (target._lodTextureMid) {\r\n target._lodTextureMid.dispose();\r\n }\r\n target._lodTextureMid = this._lodTextureMid;\r\n }\r\n\r\n if (this._lodTextureLow) {\r\n if (target._lodTextureLow) {\r\n target._lodTextureLow.dispose();\r\n }\r\n target._lodTextureLow = this._lodTextureLow;\r\n }\r\n\r\n if (this._irradianceTexture) {\r\n if (target._irradianceTexture) {\r\n target._irradianceTexture.dispose();\r\n }\r\n target._irradianceTexture = this._irradianceTexture;\r\n }\r\n\r\n const cache = this._engine.getLoadedTexturesCache();\r\n let index = cache.indexOf(this);\r\n if (index !== -1) {\r\n cache.splice(index, 1);\r\n }\r\n\r\n index = cache.indexOf(target);\r\n if (index === -1) {\r\n cache.push(target);\r\n }\r\n }\r\n\r\n /**\r\n * Dispose the current allocated resources\r\n */\r\n public dispose(): void {\r\n this._references--;\r\n this.onLoadedObservable.clear();\r\n this.onErrorObservable.clear();\r\n if (this._references === 0) {\r\n this._engine._releaseTexture(this);\r\n this._hardwareTexture = null;\r\n }\r\n }\r\n}\r\n"]}
1
+ 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{ Observable } from \"../../Misc/observable\";\r\nimport type { Nullable, int } from \"../../types\";\r\nimport type { ICanvas, ICanvasRenderingContext } from \"../../Engines/ICanvas\";\r\nimport type { HardwareTextureWrapper } from \"./hardwareTextureWrapper\";\r\nimport { TextureSampler } from \"./textureSampler\";\r\n\r\nimport type { ThinEngine } from \"../../Engines/thinEngine\";\r\nimport type { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport type { SphericalPolynomial } from \"../../Maths/sphericalPolynomial\";\r\n\r\n/**\r\n * Defines the source of the internal texture\r\n */\r\nexport enum InternalTextureSource {\r\n /**\r\n * The source of the texture data is unknown\r\n */\r\n Unknown,\r\n /**\r\n * Texture data comes from an URL\r\n */\r\n Url,\r\n /**\r\n * Texture data is only used for temporary storage\r\n */\r\n Temp,\r\n /**\r\n * Texture data comes from raw data (ArrayBuffer)\r\n */\r\n Raw,\r\n /**\r\n * Texture content is dynamic (video or dynamic texture)\r\n */\r\n Dynamic,\r\n /**\r\n * Texture content is generated by rendering to it\r\n */\r\n RenderTarget,\r\n /**\r\n * Texture content is part of a multi render target process\r\n */\r\n MultiRenderTarget,\r\n /**\r\n * Texture data comes from a cube data file\r\n */\r\n Cube,\r\n /**\r\n * Texture data comes from a raw cube data\r\n */\r\n CubeRaw,\r\n /**\r\n * Texture data come from a prefiltered cube data file\r\n */\r\n CubePrefiltered,\r\n /**\r\n * Texture content is raw 3D data\r\n */\r\n Raw3D,\r\n /**\r\n * Texture content is raw 2D array data\r\n */\r\n Raw2DArray,\r\n /**\r\n * Texture content is a depth/stencil texture\r\n */\r\n DepthStencil,\r\n /**\r\n * Texture data comes from a raw cube data encoded with RGBD\r\n */\r\n CubeRawRGBD,\r\n /**\r\n * Texture content is a depth texture\r\n */\r\n Depth,\r\n}\r\n\r\n/**\r\n * Class used to store data associated with WebGL texture data for the engine\r\n * This class should not be used directly\r\n */\r\nexport class InternalTexture extends TextureSampler {\r\n /**\r\n * Defines if the texture is ready\r\n */\r\n public isReady: boolean = false;\r\n /**\r\n * Defines if the texture is a cube texture\r\n */\r\n public isCube: boolean = false;\r\n /**\r\n * Defines if the texture contains 3D data\r\n */\r\n public is3D: boolean = false;\r\n /**\r\n * Defines if the texture contains 2D array data\r\n */\r\n public is2DArray: boolean = false;\r\n /**\r\n * Defines if the texture contains multiview data\r\n */\r\n public isMultiview: boolean = false;\r\n /**\r\n * Gets the URL used to load this texture\r\n */\r\n public url: string = \"\";\r\n /** @internal */\r\n public _originalUrl: string; // not empty only if different from url\r\n /**\r\n * Gets a boolean indicating if the texture needs mipmaps generation\r\n */\r\n public generateMipMaps: boolean = false;\r\n /**\r\n * Gets a boolean indicating if the texture uses mipmaps\r\n * TODO implements useMipMaps as a separate setting from generateMipMaps\r\n */\r\n public get useMipMaps() {\r\n return this.generateMipMaps;\r\n }\r\n public set useMipMaps(value: boolean) {\r\n this.generateMipMaps = value;\r\n }\r\n /**\r\n * Gets the number of samples used by the texture (WebGL2+ only)\r\n */\r\n public samples: number = 0;\r\n /**\r\n * Gets the type of the texture (int, float...)\r\n */\r\n public type: number = -1;\r\n /**\r\n * Gets the format of the texture (RGB, RGBA...)\r\n */\r\n public format: number = -1;\r\n /**\r\n * Observable called when the texture is loaded\r\n */\r\n public onLoadedObservable = new Observable<InternalTexture>();\r\n /**\r\n * Observable called when the texture load is raising an error\r\n */\r\n public onErrorObservable = new Observable<Partial<{ message: string; exception: any }>>();\r\n /**\r\n * If this callback is defined it will be called instead of the default _rebuild function\r\n */\r\n public onRebuildCallback: Nullable<\r\n (internalTexture: InternalTexture) => {\r\n proxy: Nullable<InternalTexture | Promise<InternalTexture>>;\r\n isReady: boolean;\r\n isAsync: boolean;\r\n }\r\n > = null;\r\n /**\r\n * Gets the width of the texture\r\n */\r\n public width: number = 0;\r\n /**\r\n * Gets the height of the texture\r\n */\r\n public height: number = 0;\r\n /**\r\n * Gets the depth of the texture\r\n */\r\n public depth: number = 0;\r\n /**\r\n * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)\r\n */\r\n public baseWidth: number = 0;\r\n /**\r\n * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)\r\n */\r\n public baseHeight: number = 0;\r\n /**\r\n * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)\r\n */\r\n public baseDepth: number = 0;\r\n /**\r\n * Gets a boolean indicating if the texture is inverted on Y axis\r\n */\r\n public invertY: boolean = false;\r\n\r\n // Private\r\n /** @internal */\r\n public _invertVScale = false;\r\n /** @internal */\r\n public _associatedChannel = -1;\r\n /** @internal */\r\n public _source = InternalTextureSource.Unknown;\r\n /** @internal */\r\n public _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap> = null;\r\n /** @internal */\r\n public _bufferView: Nullable<ArrayBufferView> = null;\r\n /** @internal */\r\n public _bufferViewArray: Nullable<ArrayBufferView[]> = null;\r\n /** @internal */\r\n public _bufferViewArrayArray: Nullable<ArrayBufferView[][]> = null;\r\n /** @internal */\r\n public _size: number = 0;\r\n /** @internal */\r\n public _extension: string = \"\";\r\n /** @internal */\r\n public _files: Nullable<string[]> = null;\r\n /** @internal */\r\n public _workingCanvas: Nullable<ICanvas> = null;\r\n /** @internal */\r\n public _workingContext: Nullable<ICanvasRenderingContext> = null;\r\n /** @internal */\r\n public _cachedCoordinatesMode: Nullable<number> = null;\r\n /** @internal */\r\n public _isDisabled: boolean = false;\r\n /** @internal */\r\n public _compression: Nullable<string> = null;\r\n /** @internal */\r\n public _sphericalPolynomial: Nullable<SphericalPolynomial> = null;\r\n /** @internal */\r\n public _sphericalPolynomialPromise: Nullable<Promise<SphericalPolynomial>> = null;\r\n /** @internal */\r\n public _sphericalPolynomialComputed = false;\r\n /** @internal */\r\n public _lodGenerationScale: number = 0;\r\n /** @internal */\r\n public _lodGenerationOffset: number = 0;\r\n /** @internal */\r\n public _useSRGBBuffer: boolean = false;\r\n\r\n // The following three fields helps sharing generated fixed LODs for texture filtering\r\n // In environment not supporting the textureLOD extension like EDGE. They are for internal use only.\r\n // They are at the level of the gl texture to benefit from the cache.\r\n /** @internal */\r\n public _lodTextureHigh: Nullable<BaseTexture> = null;\r\n /** @internal */\r\n public _lodTextureMid: Nullable<BaseTexture> = null;\r\n /** @internal */\r\n public _lodTextureLow: Nullable<BaseTexture> = null;\r\n /** @internal */\r\n public _isRGBD: boolean = false;\r\n\r\n /** @internal */\r\n public _linearSpecularLOD: boolean = false;\r\n /** @internal */\r\n public _irradianceTexture: Nullable<BaseTexture> = null;\r\n\r\n /** @internal */\r\n public _hardwareTexture: Nullable<HardwareTextureWrapper> = null;\r\n\r\n /** @internal */\r\n public _maxLodLevel: Nullable<number> = null;\r\n\r\n /** @internal */\r\n public _references: number = 1;\r\n\r\n /** @internal */\r\n public _gammaSpace: Nullable<boolean> = null;\r\n\r\n private _engine: ThinEngine;\r\n private _uniqueId: number;\r\n\r\n /** @internal */\r\n public static _Counter = 0;\r\n\r\n /** Gets the unique id of the internal texture */\r\n public get uniqueId() {\r\n return this._uniqueId;\r\n }\r\n\r\n /** @internal */\r\n public _setUniqueId(id: number) {\r\n this._uniqueId = id;\r\n }\r\n\r\n /**\r\n * Gets the Engine the texture belongs to.\r\n * @returns The babylon engine\r\n */\r\n public getEngine(): ThinEngine {\r\n return this._engine;\r\n }\r\n\r\n /**\r\n * Gets the data source type of the texture\r\n */\r\n public get source(): InternalTextureSource {\r\n return this._source;\r\n }\r\n\r\n /**\r\n * Creates a new InternalTexture\r\n * @param engine defines the engine to use\r\n * @param source defines the type of data that will be used\r\n * @param delayAllocation if the texture allocation should be delayed (default: false)\r\n */\r\n constructor(engine: ThinEngine, source: InternalTextureSource, delayAllocation = false) {\r\n super();\r\n\r\n this._engine = engine;\r\n this._source = source;\r\n this._uniqueId = InternalTexture._Counter++;\r\n\r\n if (!delayAllocation) {\r\n this._hardwareTexture = engine._createHardwareTexture();\r\n }\r\n }\r\n\r\n /**\r\n * Increments the number of references (ie. the number of Texture that point to it)\r\n */\r\n public incrementReferences(): void {\r\n this._references++;\r\n }\r\n\r\n /**\r\n * Change the size of the texture (not the size of the content)\r\n * @param width defines the new width\r\n * @param height defines the new height\r\n * @param depth defines the new depth (1 by default)\r\n */\r\n public updateSize(width: int, height: int, depth: int = 1): void {\r\n this._engine.updateTextureDimensions(this, width, height, depth);\r\n\r\n this.width = width;\r\n this.height = height;\r\n this.depth = depth;\r\n\r\n this.baseWidth = width;\r\n this.baseHeight = height;\r\n this.baseDepth = depth;\r\n\r\n this._size = width * height * depth;\r\n }\r\n\r\n /** @internal */\r\n public _rebuild(): void {\r\n this.isReady = false;\r\n this._cachedCoordinatesMode = null;\r\n this._cachedWrapU = null;\r\n this._cachedWrapV = null;\r\n this._cachedWrapR = null;\r\n this._cachedAnisotropicFilteringLevel = null;\r\n if (this.onRebuildCallback) {\r\n const data = this.onRebuildCallback(this);\r\n const swapAndSetIsReady = (proxyInternalTexture: InternalTexture) => {\r\n proxyInternalTexture._swapAndDie(this, false);\r\n this.isReady = data.isReady;\r\n };\r\n if (data.isAsync) {\r\n (data.proxy as Promise<InternalTexture>).then(swapAndSetIsReady);\r\n } else {\r\n swapAndSetIsReady(data.proxy as InternalTexture);\r\n }\r\n return;\r\n }\r\n\r\n let proxy: InternalTexture;\r\n switch (this.source) {\r\n case InternalTextureSource.Temp:\r\n break;\r\n\r\n case InternalTextureSource.Url:\r\n proxy = this._engine.createTexture(\r\n this._originalUrl ?? this.url,\r\n !this.generateMipMaps,\r\n this.invertY,\r\n null,\r\n this.samplingMode,\r\n // Do not use Proxy here as it could be fully synchronous\r\n // and proxy would be undefined.\r\n (temp) => {\r\n temp._swapAndDie(this, false);\r\n this.isReady = true;\r\n },\r\n null,\r\n this._buffer,\r\n undefined,\r\n this.format,\r\n this._extension,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._useSRGBBuffer\r\n );\r\n return;\r\n\r\n case InternalTextureSource.Raw:\r\n proxy = this._engine.createRawTexture(\r\n this._bufferView,\r\n this.baseWidth,\r\n this.baseHeight,\r\n this.format,\r\n this.generateMipMaps,\r\n this.invertY,\r\n this.samplingMode,\r\n this._compression,\r\n this.type,\r\n undefined,\r\n this._useSRGBBuffer\r\n );\r\n proxy._swapAndDie(this, false);\r\n\r\n this.isReady = true;\r\n break;\r\n\r\n case InternalTextureSource.Raw3D:\r\n proxy = this._engine.createRawTexture3D(\r\n this._bufferView,\r\n this.baseWidth,\r\n this.baseHeight,\r\n this.baseDepth,\r\n this.format,\r\n this.generateMipMaps,\r\n this.invertY,\r\n this.samplingMode,\r\n this._compression,\r\n this.type\r\n );\r\n proxy._swapAndDie(this, false);\r\n\r\n this.isReady = true;\r\n break;\r\n\r\n case InternalTextureSource.Raw2DArray:\r\n proxy = this._engine.createRawTexture2DArray(\r\n this._bufferView,\r\n this.baseWidth,\r\n this.baseHeight,\r\n this.baseDepth,\r\n this.format,\r\n this.generateMipMaps,\r\n this.invertY,\r\n this.samplingMode,\r\n this._compression,\r\n this.type\r\n );\r\n proxy._swapAndDie(this, false);\r\n\r\n this.isReady = true;\r\n break;\r\n\r\n case InternalTextureSource.Dynamic:\r\n proxy = this._engine.createDynamicTexture(this.baseWidth, this.baseHeight, this.generateMipMaps, this.samplingMode);\r\n proxy._swapAndDie(this, false);\r\n this._engine.updateDynamicTexture(this, this._engine.getRenderingCanvas()!, this.invertY, undefined, undefined, true);\r\n\r\n // The engine will make sure to update content so no need to flag it as isReady = true\r\n break;\r\n\r\n case InternalTextureSource.Cube:\r\n proxy = this._engine.createCubeTexture(\r\n this.url,\r\n null,\r\n this._files,\r\n !this.generateMipMaps,\r\n () => {\r\n proxy._swapAndDie(this, false);\r\n this.isReady = true;\r\n },\r\n null,\r\n this.format,\r\n this._extension,\r\n false,\r\n 0,\r\n 0,\r\n null,\r\n undefined,\r\n this._useSRGBBuffer\r\n );\r\n return;\r\n\r\n case InternalTextureSource.CubeRaw:\r\n proxy = this._engine.createRawCubeTexture(\r\n this._bufferViewArray!,\r\n this.width,\r\n this.format,\r\n this.type,\r\n this.generateMipMaps,\r\n this.invertY,\r\n this.samplingMode,\r\n this._compression\r\n );\r\n proxy._swapAndDie(this, false);\r\n this.isReady = true;\r\n break;\r\n\r\n case InternalTextureSource.CubeRawRGBD:\r\n // This case is being handeled by the environment texture tools and is not a part of the rebuild process.\r\n // To use CubeRawRGBD use updateRGBDAsync on the cube texture.\r\n return;\r\n\r\n case InternalTextureSource.CubePrefiltered:\r\n proxy = this._engine.createPrefilteredCubeTexture(\r\n this.url,\r\n null,\r\n this._lodGenerationScale,\r\n this._lodGenerationOffset,\r\n (proxy) => {\r\n if (proxy) {\r\n proxy._swapAndDie(this, false);\r\n }\r\n this.isReady = true;\r\n },\r\n null,\r\n this.format,\r\n this._extension\r\n );\r\n proxy._sphericalPolynomial = this._sphericalPolynomial;\r\n return;\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _swapAndDie(target: InternalTexture, swapAll = true): void {\r\n // TODO what about refcount on target?\r\n\r\n this._hardwareTexture?.setUsage(target._source, this.generateMipMaps, this.isCube, this.width, this.height);\r\n\r\n target._hardwareTexture = this._hardwareTexture;\r\n if (swapAll) {\r\n target._isRGBD = this._isRGBD;\r\n }\r\n\r\n if (this._lodTextureHigh) {\r\n if (target._lodTextureHigh) {\r\n target._lodTextureHigh.dispose();\r\n }\r\n target._lodTextureHigh = this._lodTextureHigh;\r\n }\r\n\r\n if (this._lodTextureMid) {\r\n if (target._lodTextureMid) {\r\n target._lodTextureMid.dispose();\r\n }\r\n target._lodTextureMid = this._lodTextureMid;\r\n }\r\n\r\n if (this._lodTextureLow) {\r\n if (target._lodTextureLow) {\r\n target._lodTextureLow.dispose();\r\n }\r\n target._lodTextureLow = this._lodTextureLow;\r\n }\r\n\r\n if (this._irradianceTexture) {\r\n if (target._irradianceTexture) {\r\n target._irradianceTexture.dispose();\r\n }\r\n target._irradianceTexture = this._irradianceTexture;\r\n }\r\n\r\n const cache = this._engine.getLoadedTexturesCache();\r\n let index = cache.indexOf(this);\r\n if (index !== -1) {\r\n cache.splice(index, 1);\r\n }\r\n\r\n index = cache.indexOf(target);\r\n if (index === -1) {\r\n cache.push(target);\r\n }\r\n }\r\n\r\n /**\r\n * Dispose the current allocated resources\r\n */\r\n public dispose(): void {\r\n this._references--;\r\n this.onLoadedObservable.clear();\r\n this.onErrorObservable.clear();\r\n if (this._references === 0) {\r\n this._engine._releaseTexture(this);\r\n this._hardwareTexture = null;\r\n }\r\n }\r\n}\r\n"]}
@@ -63,6 +63,10 @@ export declare class TextureSampler {
63
63
  _cachedAnisotropicFilteringLevel: Nullable<number>;
64
64
  /** @internal */
65
65
  _comparisonFunction: number;
66
+ /**
67
+ * Used for debugging purpose only
68
+ */
69
+ label?: string;
66
70
  /**
67
71
  * Creates a Sampler instance
68
72
  */
@@ -1 +1 @@
1
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Set 0 to not use a comparison function\r\n */\r\n public get comparisonFunction() {\r\n return this._comparisonFunction;\r\n }\r\n\r\n public set comparisonFunction(value: number) {\r\n this._comparisonFunction = value;\r\n }\r\n\r\n private _useMipMaps = true;\r\n /**\r\n * Indicates to use the mip maps (if available on the texture).\r\n * Thanks to this flag, you can instruct the sampler to not sample the mipmaps even if they exist (and if the sampling mode is set to a value that normally samples the mipmaps!)\r\n */\r\n public get useMipMaps() {\r\n return this._useMipMaps;\r\n }\r\n\r\n public set useMipMaps(value: boolean) {\r\n this._useMipMaps = value;\r\n }\r\n\r\n /** @internal */\r\n public _cachedWrapU: Nullable<number> = null;\r\n\r\n /** @internal */\r\n public _cachedWrapV: Nullable<number> = null;\r\n\r\n /** @internal */\r\n public _cachedWrapR: Nullable<number> = null;\r\n\r\n /** @internal */\r\n public _cachedAnisotropicFilteringLevel: Nullable<number> = null;\r\n\r\n /** @internal */\r\n public _comparisonFunction: number = 0;\r\n\r\n /**\r\n * Creates a Sampler instance\r\n */\r\n constructor() {}\r\n\r\n /**\r\n * Sets all the parameters of the sampler\r\n * @param wrapU u address mode (default: TEXTURE_WRAP_ADDRESSMODE)\r\n * @param wrapV v address mode (default: TEXTURE_WRAP_ADDRESSMODE)\r\n * @param wrapR r address mode (default: TEXTURE_WRAP_ADDRESSMODE)\r\n * @param anisotropicFilteringLevel anisotropic level (default: 1)\r\n * @param samplingMode sampling mode (default: Constants.TEXTURE_BILINEAR_SAMPLINGMODE)\r\n * @param comparisonFunction comparison function (default: 0 - no comparison function)\r\n * @returns the current sampler instance\r\n */\r\n public setParameters(\r\n wrapU = Constants.TEXTURE_WRAP_ADDRESSMODE,\r\n wrapV = Constants.TEXTURE_WRAP_ADDRESSMODE,\r\n wrapR = Constants.TEXTURE_WRAP_ADDRESSMODE,\r\n anisotropicFilteringLevel = 1,\r\n samplingMode = Constants.TEXTURE_BILINEAR_SAMPLINGMODE,\r\n comparisonFunction = 0\r\n ): TextureSampler {\r\n this._cachedWrapU = wrapU;\r\n this._cachedWrapV = wrapV;\r\n this._cachedWrapR = wrapR;\r\n this._cachedAnisotropicFilteringLevel = anisotropicFilteringLevel;\r\n this.samplingMode = samplingMode;\r\n this._comparisonFunction = comparisonFunction;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Compares this sampler with another one\r\n * @param other sampler to compare with\r\n * @returns true if the samplers have the same parametres, else false\r\n */\r\n public compareSampler(other: TextureSampler): boolean {\r\n return (\r\n this._cachedWrapU === other._cachedWrapU &&\r\n this._cachedWrapV === other._cachedWrapV &&\r\n this._cachedWrapR === other._cachedWrapR &&\r\n this._cachedAnisotropicFilteringLevel === other._cachedAnisotropicFilteringLevel &&\r\n this.samplingMode === other.samplingMode &&\r\n this._comparisonFunction === other._comparisonFunction &&\r\n this._useMipMaps === other._useMipMaps\r\n );\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"textureSampler.js","sourceRoot":"","sources":["../../../../../dev/core/src/Materials/Textures/textureSampler.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,SAAS,EAAE,MAAM,yBAAyB,CAAC;AAGpD;;GAEG;AACH,MAAM,OAAO,cAAc;IAMvB;;;;;;OAMG;IACH,IAAW,KAAK;QACZ,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IAED,IAAW,KAAK,CAAC,KAAuB;QACpC,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;IAC9B,CAAC;IAED;;;;;;OAMG;IACH,IAAW,KAAK;QACZ,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IAED,IAAW,KAAK,CAAC,KAAuB;QACpC,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;IAC9B,CAAC;IAED;;;;;;OAMG;IACH,IAAW,KAAK;QACZ,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IAED,IAAW,KAAK,CAAC,KAAuB;QACpC,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;IAC9B,CAAC;IAED;;;;OAIG;IACH,IAAW,yBAAyB;QAChC,OAAO,IAAI,CAAC,gCAAgC,CAAC;IACjD,CAAC;IAED,IAAW,yBAAyB,CAAC,KAAuB;QACxD,IAAI,CAAC,gCAAgC,GAAG,KAAK,CAAC;IAClD,CAAC;IAED;;OAEG;IACH,IAAW,kBAAkB;QACzB,OAAO,IAAI,CAAC,mBAAmB,CAAC;IACpC,CAAC;IAED,IAAW,kBAAkB,CAAC,KAAa;QACvC,IAAI,CAAC,mBAAmB,GAAG,KAAK,CAAC;IACrC,CAAC;IAGD;;;OAGG;IACH,IAAW,UAAU;QACjB,OAAO,IAAI,CAAC,WAAW,CAAC;IAC5B,CAAC;IAED,IAAW,UAAU,CAAC,KAAc;QAChC,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;IAC7B,CAAC;IAsBD;;OAEG;IACH;QA9GA;;WAEG;QACI,iBAAY,GAAW,CAAC,CAAC,CAAC;QAuEzB,gBAAW,GAAG,IAAI,CAAC;QAa3B,gBAAgB;QACT,iBAAY,GAAqB,IAAI,CAAC;QAE7C,gBAAgB;QACT,iBAAY,GAAqB,IAAI,CAAC;QAE7C,gBAAgB;QACT,iBAAY,GAAqB,IAAI,CAAC;QAE7C,gBAAgB;QACT,qCAAgC,GAAqB,IAAI,CAAC;QAEjE,gBAAgB;QACT,wBAAmB,GAAW,CAAC,CAAC;IAUxB,CAAC;IAEhB;;;;;;;;;OASG;IACI,aAAa,CAChB,KAAK,GAAG,SAAS,CAAC,wBAAwB,EAC1C,KAAK,GAAG,SAAS,CAAC,wBAAwB,EAC1C,KAAK,GAAG,SAAS,CAAC,wBAAwB,EAC1C,yBAAyB,GAAG,CAAC,EAC7B,YAAY,GAAG,SAAS,CAAC,6BAA6B,EACtD,kBAAkB,GAAG,CAAC;QAEtB,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;QAC1B,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;QAC1B,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;QAC1B,IAAI,CAAC,gCAAgC,GAAG,yBAAyB,CAAC;QAClE,IAAI,CAAC,YAAY,GAAG,YAAY,CAAC;QACjC,IAAI,CAAC,mBAAmB,GAAG,kBAAkB,CAAC;QAE9C,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;;OAIG;IACI,cAAc,CAAC,KAAqB;QACvC,OAAO,CACH,IAAI,CAAC,YAAY,KAAK,KAAK,CAAC,YAAY;YACxC,IAAI,CAAC,YAAY,KAAK,KAAK,CAAC,YAAY;YACxC,IAAI,CAAC,YAAY,KAAK,KAAK,CAAC,YAAY;YACxC,IAAI,CAAC,gCAAgC,KAAK,KAAK,CAAC,gCAAgC;YAChF,IAAI,CAAC,YAAY,KAAK,KAAK,CAAC,YAAY;YACxC,IAAI,CAAC,mBAAmB,KAAK,KAAK,CAAC,mBAAmB;YACtD,IAAI,CAAC,WAAW,KAAK,KAAK,CAAC,WAAW,CACzC,CAAC;IACN,CAAC;CACJ","sourcesContent":["import { Constants } from \"../../Engines/constants\";\r\nimport type { Nullable } from \"../../types\";\r\n\r\n/**\r\n * Class used to store a texture sampler data\r\n */\r\nexport class TextureSampler {\r\n /**\r\n * Gets the sampling mode of the texture\r\n */\r\n public samplingMode: number = -1;\r\n\r\n /**\r\n * | Value | Type | Description |\r\n * | ----- | ------------------ | ----------- |\r\n * | 0 | CLAMP_ADDRESSMODE | |\r\n * | 1 | WRAP_ADDRESSMODE | |\r\n * | 2 | MIRROR_ADDRESSMODE | |\r\n */\r\n public get wrapU() {\r\n return this._cachedWrapU;\r\n }\r\n\r\n public set wrapU(value: Nullable<number>) {\r\n this._cachedWrapU = value;\r\n }\r\n\r\n /**\r\n * | Value | Type | Description |\r\n * | ----- | ------------------ | ----------- |\r\n * | 0 | CLAMP_ADDRESSMODE | |\r\n * | 1 | WRAP_ADDRESSMODE | |\r\n * | 2 | MIRROR_ADDRESSMODE | |\r\n */\r\n public get wrapV() {\r\n return this._cachedWrapV;\r\n }\r\n\r\n public set wrapV(value: Nullable<number>) {\r\n this._cachedWrapV = value;\r\n }\r\n\r\n /**\r\n * | Value | Type | Description |\r\n * | ----- | ------------------ | ----------- |\r\n * | 0 | CLAMP_ADDRESSMODE | |\r\n * | 1 | WRAP_ADDRESSMODE | |\r\n * | 2 | MIRROR_ADDRESSMODE | |\r\n */\r\n public get wrapR() {\r\n return this._cachedWrapR;\r\n }\r\n\r\n public set wrapR(value: Nullable<number>) {\r\n this._cachedWrapR = value;\r\n }\r\n\r\n /**\r\n * With compliant hardware and browser (supporting anisotropic filtering)\r\n * this defines the level of anisotropic filtering in the texture.\r\n * The higher the better but the slower.\r\n */\r\n public get anisotropicFilteringLevel() {\r\n return this._cachedAnisotropicFilteringLevel;\r\n }\r\n\r\n public set anisotropicFilteringLevel(value: Nullable<number>) {\r\n this._cachedAnisotropicFilteringLevel = value;\r\n }\r\n\r\n /**\r\n * Gets or sets the comparison function (Constants.LESS, Constants.EQUAL, etc). Set 0 to not use a comparison function\r\n */\r\n public get comparisonFunction() {\r\n return this._comparisonFunction;\r\n }\r\n\r\n public set comparisonFunction(value: number) {\r\n this._comparisonFunction = value;\r\n }\r\n\r\n private _useMipMaps = true;\r\n /**\r\n * Indicates to use the mip maps (if available on the texture).\r\n * Thanks to this flag, you can instruct the sampler to not sample the mipmaps even if they exist (and if the sampling mode is set to a value that normally samples the mipmaps!)\r\n */\r\n public get useMipMaps() {\r\n return this._useMipMaps;\r\n }\r\n\r\n public set useMipMaps(value: boolean) {\r\n this._useMipMaps = value;\r\n }\r\n\r\n /** @internal */\r\n public _cachedWrapU: Nullable<number> = null;\r\n\r\n /** @internal */\r\n public _cachedWrapV: Nullable<number> = null;\r\n\r\n /** @internal */\r\n public _cachedWrapR: Nullable<number> = null;\r\n\r\n /** @internal */\r\n public _cachedAnisotropicFilteringLevel: Nullable<number> = null;\r\n\r\n /** @internal */\r\n public _comparisonFunction: number = 0;\r\n\r\n /**\r\n * Used for debugging purpose only\r\n */\r\n public label?: string;\r\n\r\n /**\r\n * Creates a Sampler instance\r\n */\r\n constructor() {}\r\n\r\n /**\r\n * Sets all the parameters of the sampler\r\n * @param wrapU u address mode (default: TEXTURE_WRAP_ADDRESSMODE)\r\n * @param wrapV v address mode (default: TEXTURE_WRAP_ADDRESSMODE)\r\n * @param wrapR r address mode (default: TEXTURE_WRAP_ADDRESSMODE)\r\n * @param anisotropicFilteringLevel anisotropic level (default: 1)\r\n * @param samplingMode sampling mode (default: Constants.TEXTURE_BILINEAR_SAMPLINGMODE)\r\n * @param comparisonFunction comparison function (default: 0 - no comparison function)\r\n * @returns the current sampler instance\r\n */\r\n public setParameters(\r\n wrapU = Constants.TEXTURE_WRAP_ADDRESSMODE,\r\n wrapV = Constants.TEXTURE_WRAP_ADDRESSMODE,\r\n wrapR = Constants.TEXTURE_WRAP_ADDRESSMODE,\r\n anisotropicFilteringLevel = 1,\r\n samplingMode = Constants.TEXTURE_BILINEAR_SAMPLINGMODE,\r\n comparisonFunction = 0\r\n ): TextureSampler {\r\n this._cachedWrapU = wrapU;\r\n this._cachedWrapV = wrapV;\r\n this._cachedWrapR = wrapR;\r\n this._cachedAnisotropicFilteringLevel = anisotropicFilteringLevel;\r\n this.samplingMode = samplingMode;\r\n this._comparisonFunction = comparisonFunction;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Compares this sampler with another one\r\n * @param other sampler to compare with\r\n * @returns true if the samplers have the same parametres, else false\r\n */\r\n public compareSampler(other: TextureSampler): boolean {\r\n return (\r\n this._cachedWrapU === other._cachedWrapU &&\r\n this._cachedWrapV === other._cachedWrapV &&\r\n this._cachedWrapR === other._cachedWrapR &&\r\n this._cachedAnisotropicFilteringLevel === other._cachedAnisotropicFilteringLevel &&\r\n this.samplingMode === other.samplingMode &&\r\n this._comparisonFunction === other._comparisonFunction &&\r\n this._useMipMaps === other._useMipMaps\r\n );\r\n }\r\n}\r\n"]}
@@ -1,5 +1,6 @@
1
1
  import type { DeepImmutable, Nullable } from "../types";
2
2
  import { Vector2, Vector3 } from "./math.vector";
3
+ import type { Vector4 } from "./math.vector";
3
4
  /**
4
5
  * Defines potential orientation for back face culling
5
6
  */
@@ -45,12 +46,19 @@ export declare class Angle {
45
46
  */
46
47
  radians(): number;
47
48
  /**
48
- * Gets a new Angle object valued with the gradient angle, in radians, of the line joining two points
49
+ * Gets a new Angle object with a value of the angle (in radians) between the line connecting the two points and the x-axis
49
50
  * @param a defines first point as the origin
50
51
  * @param b defines point
51
52
  * @returns a new Angle
52
53
  */
53
54
  static BetweenTwoPoints(a: DeepImmutable<Vector2>, b: DeepImmutable<Vector2>): Angle;
55
+ /**
56
+ * Gets the angle between the two vectors
57
+ * @param a defines first vector
58
+ * @param b defines vector
59
+ * @returns Returns an new Angle between 0 and PI
60
+ */
61
+ static BetweenTwoVectors<Vec extends Vector2 | Vector3 | Vector4>(a: DeepImmutable<Vec>, b: DeepImmutable<Vec>): Angle;
54
62
  /**
55
63
  * Gets a new Angle object from the given float in radians
56
64
  * @param radians defines the angle value in radians
@@ -71,7 +71,7 @@ export class Angle {
71
71
  return this._radians;
72
72
  }
73
73
  /**
74
- * Gets a new Angle object valued with the gradient angle, in radians, of the line joining two points
74
+ * Gets a new Angle object with a value of the angle (in radians) between the line connecting the two points and the x-axis
75
75
  * @param a defines first point as the origin
76
76
  * @param b defines point
77
77
  * @returns a new Angle
@@ -81,6 +81,22 @@ export class Angle {
81
81
  const theta = Math.atan2(delta.y, delta.x);
82
82
  return new Angle(theta);
83
83
  }
84
+ /**
85
+ * Gets the angle between the two vectors
86
+ * @param a defines first vector
87
+ * @param b defines vector
88
+ * @returns Returns an new Angle between 0 and PI
89
+ */
90
+ static BetweenTwoVectors(a, b) {
91
+ let product = a.lengthSquared() * b.lengthSquared();
92
+ if (product === 0)
93
+ return new Angle(Math.PI / 2);
94
+ product = Math.sqrt(product);
95
+ let cosVal = a.dot(b) / product;
96
+ cosVal = Scalar.Clamp(cosVal, -1, 1);
97
+ const angle = Math.acos(cosVal);
98
+ return new Angle(angle);
99
+ }
84
100
  /**
85
101
  * Gets a new Angle object from the given float in radians
86
102
  * @param radians defines the angle value in radians