@babylonjs/core 6.30.0 → 6.32.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Actions/action.js.map +1 -1
- package/Animations/animation.d.ts +8 -2
- package/Animations/animation.js +21 -13
- package/Animations/animation.js.map +1 -1
- package/Animations/runtimeAnimation.js +6 -15
- package/Animations/runtimeAnimation.js.map +1 -1
- package/Cameras/Inputs/freeCameraDeviceOrientationInput.js.map +1 -1
- package/Cameras/camera.js +1 -1
- package/Cameras/camera.js.map +1 -1
- package/Culling/ray.js +24 -24
- package/Culling/ray.js.map +1 -1
- package/Debug/skeletonViewer.d.ts +2 -2
- package/Debug/skeletonViewer.js +38 -12
- package/Debug/skeletonViewer.js.map +1 -1
- package/DeviceInput/InputDevices/deviceSource.js.map +1 -1
- package/DeviceInput/InputDevices/deviceTypes.js.map +1 -1
- package/DeviceInput/webDeviceInputSystem.js.map +1 -1
- package/Engines/Extensions/engine.views.d.ts +8 -5
- package/Engines/Extensions/engine.views.js +14 -8
- package/Engines/Extensions/engine.views.js.map +1 -1
- package/Engines/Processors/shaderCodeNode.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.multiRender.js +6 -3
- package/Engines/WebGPU/Extensions/engine.multiRender.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
- package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
- package/Engines/engine.d.ts +16 -1
- package/Engines/engine.js +1 -1
- package/Engines/engine.js.map +1 -1
- package/Engines/thinEngine.js +2 -2
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.js.map +1 -1
- package/FlowGraph/Blocks/Data/Math/flowGraphMatrixBlocks.js +12 -12
- package/FlowGraph/Blocks/Data/Math/flowGraphMatrixBlocks.js.map +1 -1
- package/FlowGraph/Blocks/Data/Math/flowGraphNumberMathBlocks.js +4 -4
- package/FlowGraph/Blocks/Data/Math/flowGraphNumberMathBlocks.js.map +1 -1
- package/FlowGraph/Blocks/Data/Math/flowGraphVector2MathBlocks.js +9 -9
- package/FlowGraph/Blocks/Data/Math/flowGraphVector2MathBlocks.js.map +1 -1
- package/FlowGraph/Blocks/Data/Math/flowGraphVector3MathBlocks.js +11 -11
- package/FlowGraph/Blocks/Data/Math/flowGraphVector3MathBlocks.js.map +1 -1
- package/FlowGraph/Blocks/Data/Math/flowGraphVector4MathBlocks.js +10 -10
- package/FlowGraph/Blocks/Data/Math/flowGraphVector4MathBlocks.js.map +1 -1
- package/FlowGraph/Blocks/Data/flowGraphBinaryOperationBlock.js +2 -2
- package/FlowGraph/Blocks/Data/flowGraphBinaryOperationBlock.js.map +1 -1
- package/FlowGraph/Blocks/Data/flowGraphCachedOperationBlock.js +1 -1
- package/FlowGraph/Blocks/Data/flowGraphCachedOperationBlock.js.map +1 -1
- package/FlowGraph/Blocks/Data/flowGraphConditionalDataBlock.js +4 -4
- package/FlowGraph/Blocks/Data/flowGraphConditionalDataBlock.js.map +1 -1
- package/FlowGraph/Blocks/Data/flowGraphConstantBlock.js +1 -1
- package/FlowGraph/Blocks/Data/flowGraphConstantBlock.js.map +1 -1
- package/FlowGraph/Blocks/Data/flowGraphCoordinateTransformBlock.js +4 -4
- package/FlowGraph/Blocks/Data/flowGraphCoordinateTransformBlock.js.map +1 -1
- package/FlowGraph/Blocks/Data/flowGraphGetVariableBlock.js +2 -2
- package/FlowGraph/Blocks/Data/flowGraphGetVariableBlock.js.map +1 -1
- package/FlowGraph/Blocks/Data/flowGraphUnaryOperationBlock.js +1 -1
- package/FlowGraph/Blocks/Data/flowGraphUnaryOperationBlock.js.map +1 -1
- package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.d.ts +4 -4
- package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.js +16 -6
- package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.js.map +1 -1
- package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.d.ts +1 -0
- package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.js +5 -1
- package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/Animation/flowGraphPauseAnimationBlock.js +1 -1
- package/FlowGraph/Blocks/Execution/Animation/flowGraphPauseAnimationBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.d.ts +17 -6
- package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.js +16 -9
- package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/Animation/flowGraphStopAnimationBlock.js +1 -1
- package/FlowGraph/Blocks/Execution/Animation/flowGraphStopAnimationBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/Audio/flowGraphPlayAudioBlock.js +1 -1
- package/FlowGraph/Blocks/Execution/Audio/flowGraphPlayAudioBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/Audio/flowGraphStopAudioBlock.js +1 -1
- package/FlowGraph/Blocks/Execution/Audio/flowGraphStopAudioBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphBranchBlock.js +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphBranchBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCounterBlock.js +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCounterBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDebounceBlock.js +2 -2
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDebounceBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDoNBlock.js +2 -2
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDoNBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphFlipFlopBlock.js +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphFlipFlopBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphForLoopBlock.js +4 -4
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphForLoopBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphMultiGateBlock.d.ts +1 -0
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphMultiGateBlock.js +8 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphMultiGateBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphSwitchBlock.d.ts +1 -0
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphSwitchBlock.js +5 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphSwitchBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphThrottleBlock.js +2 -2
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphThrottleBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphTimerBlock.js +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphTimerBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWaitAllBlock.d.ts +1 -0
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWaitAllBlock.js +4 -0
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWaitAllBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWhileLoopBlock.d.ts +1 -0
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWhileLoopBlock.js +6 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWhileLoopBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/flowGraphLogBlock.js +1 -1
- package/FlowGraph/Blocks/Execution/flowGraphLogBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/flowGraphSendCustomEventBlock.js +2 -2
- package/FlowGraph/Blocks/Execution/flowGraphSendCustomEventBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/flowGraphSetPropertyBlock.d.ts +8 -12
- package/FlowGraph/Blocks/Execution/flowGraphSetPropertyBlock.js +9 -19
- package/FlowGraph/Blocks/Execution/flowGraphSetPropertyBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.js +2 -2
- package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.js.map +1 -1
- package/FlowGraph/flowGraphBlock.d.ts +2 -2
- package/FlowGraph/flowGraphBlock.js +20 -4
- package/FlowGraph/flowGraphBlock.js.map +1 -1
- package/FlowGraph/flowGraphContext.d.ts +4 -4
- package/FlowGraph/flowGraphContext.js +22 -40
- package/FlowGraph/flowGraphContext.js.map +1 -1
- package/FlowGraph/flowGraphPath.d.ts +27 -0
- package/FlowGraph/flowGraphPath.js +136 -0
- package/FlowGraph/flowGraphPath.js.map +1 -0
- package/FlowGraph/flowGraphPathComponent.d.ts +42 -0
- package/FlowGraph/flowGraphPathComponent.js +51 -0
- package/FlowGraph/flowGraphPathComponent.js.map +1 -0
- package/FlowGraph/index.d.ts +1 -0
- package/FlowGraph/index.js +1 -0
- package/FlowGraph/index.js.map +1 -1
- package/Gizmos/axisDragGizmo.d.ts +4 -2
- package/Gizmos/axisDragGizmo.js +18 -6
- package/Gizmos/axisDragGizmo.js.map +1 -1
- package/Gizmos/axisScaleGizmo.d.ts +2 -2
- package/Gizmos/axisScaleGizmo.js +1 -1
- package/Gizmos/axisScaleGizmo.js.map +1 -1
- package/Gizmos/planeDragGizmo.d.ts +4 -4
- package/Gizmos/planeDragGizmo.js +1 -1
- package/Gizmos/planeDragGizmo.js.map +1 -1
- package/Gizmos/planeRotationGizmo.d.ts +13 -7
- package/Gizmos/planeRotationGizmo.js +26 -10
- package/Gizmos/planeRotationGizmo.js.map +1 -1
- package/Lights/Shadows/shadowGenerator.d.ts +8 -0
- package/Lights/Shadows/shadowGenerator.js +12 -0
- package/Lights/Shadows/shadowGenerator.js.map +1 -1
- package/Loading/sceneLoader.js.map +1 -1
- package/Materials/GreasedLine/greasedLineSimpleMaterial.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
- package/Materials/Node/Blocks/Teleport/teleportInBlock.d.ts +6 -0
- package/Materials/Node/Blocks/Teleport/teleportInBlock.js +22 -0
- package/Materials/Node/Blocks/Teleport/teleportInBlock.js.map +1 -1
- package/Materials/Node/Blocks/modBlock.js +1 -0
- package/Materials/Node/Blocks/modBlock.js.map +1 -1
- package/Materials/Textures/Procedurals/proceduralTexture.d.ts +1 -1
- package/Materials/Textures/Procedurals/proceduralTexture.js +1 -1
- package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
- package/Materials/Textures/multiRenderTarget.d.ts +14 -10
- package/Materials/Textures/multiRenderTarget.js +7 -5
- package/Materials/Textures/multiRenderTarget.js.map +1 -1
- package/Materials/imageProcessingConfiguration.d.ts +2 -2
- package/Materials/imageProcessingConfiguration.js +2 -2
- package/Materials/imageProcessingConfiguration.js.map +1 -1
- package/Maths/math.size.d.ts +6 -0
- package/Maths/math.size.js +8 -0
- package/Maths/math.size.js.map +1 -1
- package/Maths/math.vector.d.ts +5 -5
- package/Maths/math.vector.js +6 -5
- package/Maths/math.vector.js.map +1 -1
- package/Meshes/Builders/linesBuilder.js +4 -2
- package/Meshes/Builders/linesBuilder.js.map +1 -1
- package/Meshes/GreasedLine/greasedLineBaseMesh.d.ts +1 -1
- package/Meshes/GreasedLine/greasedLineBaseMesh.js +1 -1
- package/Meshes/GreasedLine/greasedLineBaseMesh.js.map +1 -1
- package/Meshes/geometry.d.ts +8 -0
- package/Meshes/geometry.js +20 -1
- package/Meshes/geometry.js.map +1 -1
- package/Meshes/groundMesh.js +1 -1
- package/Meshes/groundMesh.js.map +1 -1
- package/Meshes/mesh.d.ts +8 -0
- package/Meshes/mesh.js +14 -2
- package/Meshes/mesh.js.map +1 -1
- package/Meshes/mesh.vertexData.js.map +1 -1
- package/Misc/dds.js.map +1 -1
- package/Misc/greasedLineTools.js.map +1 -1
- package/Misc/tools.js.map +1 -1
- package/Physics/physicsHelper.d.ts +1 -1
- package/Physics/physicsHelper.js +1 -1
- package/Physics/physicsHelper.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.d.ts +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js.map +1 -1
- package/PostProcesses/bloomEffect.d.ts +1 -1
- package/PostProcesses/bloomEffect.js +1 -1
- package/PostProcesses/bloomEffect.js.map +1 -1
- package/PostProcesses/postProcess.d.ts +10 -2
- package/PostProcesses/postProcess.js +17 -7
- package/PostProcesses/postProcess.js.map +1 -1
- package/Rendering/depthPeelingRenderer.d.ts +5 -0
- package/Rendering/depthPeelingRenderer.js +33 -9
- package/Rendering/depthPeelingRenderer.js.map +1 -1
- package/Rendering/depthRenderer.js +9 -0
- package/Rendering/depthRenderer.js.map +1 -1
- package/Rendering/geometryBufferRenderer.d.ts +6 -3
- package/Rendering/geometryBufferRenderer.js +28 -10
- package/Rendering/geometryBufferRenderer.js.map +1 -1
- package/Rendering/geometryBufferRendererSceneComponent.d.ts +5 -2
- package/Rendering/geometryBufferRendererSceneComponent.js.map +1 -1
- package/Shaders/ShadersInclude/bonesDeclaration.js +1 -1
- package/Shaders/ShadersInclude/bonesDeclaration.js.map +1 -1
- package/Shaders/depth.vertex.d.ts +2 -0
- package/Shaders/depth.vertex.js +4 -0
- package/Shaders/depth.vertex.js.map +1 -1
- package/XR/features/WebXRAbstractFeature.d.ts +10 -1
- package/XR/features/WebXRAbstractFeature.js +13 -0
- package/XR/features/WebXRAbstractFeature.js.map +1 -1
- package/XR/features/WebXRLightEstimation.d.ts +5 -0
- package/XR/features/WebXRLightEstimation.js +14 -2
- package/XR/features/WebXRLightEstimation.js.map +1 -1
- package/XR/features/WebXRRawCameraAccess.d.ts +81 -0
- package/XR/features/WebXRRawCameraAccess.js +169 -0
- package/XR/features/WebXRRawCameraAccess.js.map +1 -0
- package/XR/features/index.d.ts +1 -0
- package/XR/features/index.js +1 -0
- package/XR/features/index.js.map +1 -1
- package/XR/webXRFeaturesManager.d.ts +13 -0
- package/XR/webXRFeaturesManager.js +4 -0
- package/XR/webXRFeaturesManager.js.map +1 -1
- package/package.json +1 -1
- package/scene.d.ts +1 -1
- package/scene.js +11 -6
- package/scene.js.map +1 -1
- package/types.js.map +1 -1
package/Misc/dds.js.map
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eslint-disable @typescript-eslint/naming-convention */\r\nimport { Scalar } from \"../Maths/math.scalar\";\r\nimport { SphericalPolynomial } from \"../Maths/sphericalPolynomial\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { InternalTexture, InternalTextureSource } from \"../Materials/Textures/internalTexture\";\r\nimport type { Nullable } from \"../types\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { CubeMapToSphericalPolynomialTools } from \"../Misc/HighDynamicRange/cubemapToSphericalPolynomial\";\r\nimport type { Scene } from \"../scene\";\r\nimport { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport { ThinEngine } from \"../Engines/thinEngine\";\r\nimport { FromHalfFloat, ToHalfFloat } from \"./textureTools\";\r\n\r\nimport \"../Engines/Extensions/engine.cubeTexture\";\r\n\r\n// Based on demo done by Brandon Jones - http://media.tojicode.com/webgl-samples/dds.html\r\n// All values and structures referenced from:\r\n// http://msdn.microsoft.com/en-us/library/bb943991.aspx/\r\nconst DDS_MAGIC = 0x20534444;\r\n\r\nconst //DDSD_CAPS = 0x1,\r\n //DDSD_HEIGHT = 0x2,\r\n //DDSD_WIDTH = 0x4,\r\n //DDSD_PITCH = 0x8,\r\n //DDSD_PIXELFORMAT = 0x1000,\r\n DDSD_MIPMAPCOUNT = 0x20000;\r\n//DDSD_LINEARSIZE = 0x80000,\r\n//DDSD_DEPTH = 0x800000;\r\n\r\n// var DDSCAPS_COMPLEX = 0x8,\r\n// DDSCAPS_MIPMAP = 0x400000,\r\n// DDSCAPS_TEXTURE = 0x1000;\r\n\r\nconst DDSCAPS2_CUBEMAP = 0x200;\r\n// DDSCAPS2_CUBEMAP_POSITIVEX = 0x400,\r\n// DDSCAPS2_CUBEMAP_NEGATIVEX = 0x800,\r\n// DDSCAPS2_CUBEMAP_POSITIVEY = 0x1000,\r\n// DDSCAPS2_CUBEMAP_NEGATIVEY = 0x2000,\r\n// DDSCAPS2_CUBEMAP_POSITIVEZ = 0x4000,\r\n// DDSCAPS2_CUBEMAP_NEGATIVEZ = 0x8000,\r\n// DDSCAPS2_VOLUME = 0x200000;\r\n\r\nconst //DDPF_ALPHAPIXELS = 0x1,\r\n //DDPF_ALPHA = 0x2,\r\n DDPF_FOURCC = 0x4,\r\n DDPF_RGB = 0x40,\r\n //DDPF_YUV = 0x200,\r\n DDPF_LUMINANCE = 0x20000;\r\n\r\nfunction FourCCToInt32(value: string) {\r\n return value.charCodeAt(0) + (value.charCodeAt(1) << 8) + (value.charCodeAt(2) << 16) + (value.charCodeAt(3) << 24);\r\n}\r\n\r\nfunction Int32ToFourCC(value: number) {\r\n return String.fromCharCode(value & 0xff, (value >> 8) & 0xff, (value >> 16) & 0xff, (value >> 24) & 0xff);\r\n}\r\n\r\nconst FOURCC_DXT1 = FourCCToInt32(\"DXT1\");\r\nconst FOURCC_DXT3 = FourCCToInt32(\"DXT3\");\r\nconst FOURCC_DXT5 = FourCCToInt32(\"DXT5\");\r\nconst FOURCC_DX10 = FourCCToInt32(\"DX10\");\r\nconst FOURCC_D3DFMT_R16G16B16A16F = 113;\r\nconst FOURCC_D3DFMT_R32G32B32A32F = 116;\r\n\r\nconst DXGI_FORMAT_R32G32B32A32_FLOAT = 2;\r\nconst DXGI_FORMAT_R16G16B16A16_FLOAT = 10;\r\nconst DXGI_FORMAT_B8G8R8X8_UNORM = 88;\r\n\r\nconst headerLengthInt = 31; // The header length in 32 bit ints\r\n\r\n// Offsets into the header array\r\nconst off_magic = 0;\r\n\r\nconst off_size = 1;\r\nconst off_flags = 2;\r\nconst off_height = 3;\r\nconst off_width = 4;\r\n\r\nconst off_mipmapCount = 7;\r\n\r\nconst off_pfFlags = 20;\r\nconst off_pfFourCC = 21;\r\nconst off_RGBbpp = 22;\r\nconst off_RMask = 23;\r\nconst off_GMask = 24;\r\nconst off_BMask = 25;\r\nconst off_AMask = 26;\r\n// var off_caps1 = 27;\r\nconst off_caps2 = 28;\r\n// var off_caps3 = 29;\r\n// var off_caps4 = 30;\r\nconst off_dxgiFormat = 32;\r\n\r\n/**\r\n * Direct draw surface info\r\n * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide\r\n */\r\nexport interface DDSInfo {\r\n /**\r\n * Width of the texture\r\n */\r\n width: number;\r\n /**\r\n * Width of the texture\r\n */\r\n height: number;\r\n /**\r\n * Number of Mipmaps for the texture\r\n * @see https://en.wikipedia.org/wiki/Mipmap\r\n */\r\n mipmapCount: number;\r\n /**\r\n * If the textures format is a known fourCC format\r\n * @see https://www.fourcc.org/\r\n */\r\n isFourCC: boolean;\r\n /**\r\n * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format\r\n */\r\n isRGB: boolean;\r\n /**\r\n * If the texture is a lumincance format\r\n */\r\n isLuminance: boolean;\r\n /**\r\n * If this is a cube texture\r\n * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps\r\n */\r\n isCube: boolean;\r\n /**\r\n * If the texture is a compressed format eg. FOURCC_DXT1\r\n */\r\n isCompressed: boolean;\r\n /**\r\n * The dxgiFormat of the texture\r\n * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format\r\n */\r\n dxgiFormat: number;\r\n /**\r\n * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT\r\n */\r\n textureType: number;\r\n /**\r\n * Sphericle polynomial created for the dds texture\r\n */\r\n sphericalPolynomial?: SphericalPolynomial;\r\n}\r\n\r\n/**\r\n * Class used to provide DDS decompression tools\r\n */\r\nexport class DDSTools {\r\n /**\r\n * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)\r\n */\r\n public static StoreLODInAlphaChannel = false;\r\n\r\n /**\r\n * Gets DDS information from an array buffer\r\n * @param data defines the array buffer view to read data from\r\n * @returns the DDS information\r\n */\r\n public static GetDDSInfo(data: ArrayBufferView): DDSInfo {\r\n const header = new Int32Array(data.buffer, data.byteOffset, headerLengthInt);\r\n const extendedHeader = new Int32Array(data.buffer, data.byteOffset, headerLengthInt + 4);\r\n\r\n let mipmapCount = 1;\r\n if (header[off_flags] & DDSD_MIPMAPCOUNT) {\r\n mipmapCount = Math.max(1, header[off_mipmapCount]);\r\n }\r\n\r\n const fourCC = header[off_pfFourCC];\r\n const dxgiFormat = fourCC === FOURCC_DX10 ? extendedHeader[off_dxgiFormat] : 0;\r\n let textureType = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n\r\n switch (fourCC) {\r\n case FOURCC_D3DFMT_R16G16B16A16F:\r\n textureType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n break;\r\n case FOURCC_D3DFMT_R32G32B32A32F:\r\n textureType = Constants.TEXTURETYPE_FLOAT;\r\n break;\r\n case FOURCC_DX10:\r\n if (dxgiFormat === DXGI_FORMAT_R16G16B16A16_FLOAT) {\r\n textureType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n break;\r\n }\r\n if (dxgiFormat === DXGI_FORMAT_R32G32B32A32_FLOAT) {\r\n textureType = Constants.TEXTURETYPE_FLOAT;\r\n break;\r\n }\r\n }\r\n\r\n return {\r\n width: header[off_width],\r\n height: header[off_height],\r\n mipmapCount: mipmapCount,\r\n isFourCC: (header[off_pfFlags] & DDPF_FOURCC) === DDPF_FOURCC,\r\n isRGB: (header[off_pfFlags] & DDPF_RGB) === DDPF_RGB,\r\n isLuminance: (header[off_pfFlags] & DDPF_LUMINANCE) === DDPF_LUMINANCE,\r\n isCube: (header[off_caps2] & DDSCAPS2_CUBEMAP) === DDSCAPS2_CUBEMAP,\r\n isCompressed: fourCC === FOURCC_DXT1 || fourCC === FOURCC_DXT3 || fourCC === FOURCC_DXT5,\r\n dxgiFormat: dxgiFormat,\r\n textureType: textureType,\r\n };\r\n }\r\n\r\n private static _GetHalfFloatAsFloatRGBAArrayBuffer(width: number, height: number, dataOffset: number, dataLength: number, arrayBuffer: ArrayBuffer, lod: number): Float32Array {\r\n const destArray = new Float32Array(dataLength);\r\n const srcData = new Uint16Array(arrayBuffer, dataOffset);\r\n let index = 0;\r\n for (let y = 0; y < height; y++) {\r\n for (let x = 0; x < width; x++) {\r\n const srcPos = (x + y * width) * 4;\r\n destArray[index] = FromHalfFloat(srcData[srcPos]);\r\n destArray[index + 1] = FromHalfFloat(srcData[srcPos + 1]);\r\n destArray[index + 2] = FromHalfFloat(srcData[srcPos + 2]);\r\n if (DDSTools.StoreLODInAlphaChannel) {\r\n destArray[index + 3] = lod;\r\n } else {\r\n destArray[index + 3] = FromHalfFloat(srcData[srcPos + 3]);\r\n }\r\n index += 4;\r\n }\r\n }\r\n\r\n return destArray;\r\n }\r\n\r\n private static _GetHalfFloatRGBAArrayBuffer(width: number, height: number, dataOffset: number, dataLength: number, arrayBuffer: ArrayBuffer, lod: number): Uint16Array {\r\n if (DDSTools.StoreLODInAlphaChannel) {\r\n const destArray = new Uint16Array(dataLength);\r\n const srcData = new Uint16Array(arrayBuffer, dataOffset);\r\n let index = 0;\r\n for (let y = 0; y < height; y++) {\r\n for (let x = 0; x < width; x++) {\r\n const srcPos = (x + y * width) * 4;\r\n destArray[index] = srcData[srcPos];\r\n destArray[index + 1] = srcData[srcPos + 1];\r\n destArray[index + 2] = srcData[srcPos + 2];\r\n destArray[index + 3] = ToHalfFloat(lod);\r\n index += 4;\r\n }\r\n }\r\n\r\n return destArray;\r\n }\r\n\r\n return new Uint16Array(arrayBuffer, dataOffset, dataLength);\r\n }\r\n\r\n private static _GetFloatRGBAArrayBuffer(width: number, height: number, dataOffset: number, dataLength: number, arrayBuffer: ArrayBuffer, lod: number): Float32Array {\r\n if (DDSTools.StoreLODInAlphaChannel) {\r\n const destArray = new Float32Array(dataLength);\r\n const srcData = new Float32Array(arrayBuffer, dataOffset);\r\n let index = 0;\r\n for (let y = 0; y < height; y++) {\r\n for (let x = 0; x < width; x++) {\r\n const srcPos = (x + y * width) * 4;\r\n destArray[index] = srcData[srcPos];\r\n destArray[index + 1] = srcData[srcPos + 1];\r\n destArray[index + 2] = srcData[srcPos + 2];\r\n destArray[index + 3] = lod;\r\n index += 4;\r\n }\r\n }\r\n\r\n return destArray;\r\n }\r\n return new Float32Array(arrayBuffer, dataOffset, dataLength);\r\n }\r\n\r\n private static _GetFloatAsHalfFloatRGBAArrayBuffer(width: number, height: number, dataOffset: number, dataLength: number, arrayBuffer: ArrayBuffer, lod: number): Uint16Array {\r\n const destArray = new Uint16Array(dataLength);\r\n const srcData = new Float32Array(arrayBuffer, dataOffset);\r\n let index = 0;\r\n for (let y = 0; y < height; y++) {\r\n for (let x = 0; x < width; x++) {\r\n destArray[index] = ToHalfFloat(srcData[index]);\r\n destArray[index + 1] = ToHalfFloat(srcData[index + 1]);\r\n destArray[index + 2] = ToHalfFloat(srcData[index + 2]);\r\n if (DDSTools.StoreLODInAlphaChannel) {\r\n destArray[index + 3] = ToHalfFloat(lod);\r\n } else {\r\n destArray[index + 3] = ToHalfFloat(srcData[index + 3]);\r\n }\r\n index += 4;\r\n }\r\n }\r\n\r\n return destArray;\r\n }\r\n\r\n private static _GetFloatAsUIntRGBAArrayBuffer(width: number, height: number, dataOffset: number, dataLength: number, arrayBuffer: ArrayBuffer, lod: number): Uint8Array {\r\n const destArray = new Uint8Array(dataLength);\r\n const srcData = new Float32Array(arrayBuffer, dataOffset);\r\n let index = 0;\r\n for (let y = 0; y < height; y++) {\r\n for (let x = 0; x < width; x++) {\r\n const srcPos = (x + y * width) * 4;\r\n destArray[index] = Scalar.Clamp(srcData[srcPos]) * 255;\r\n destArray[index + 1] = Scalar.Clamp(srcData[srcPos + 1]) * 255;\r\n destArray[index + 2] = Scalar.Clamp(srcData[srcPos + 2]) * 255;\r\n if (DDSTools.StoreLODInAlphaChannel) {\r\n destArray[index + 3] = lod;\r\n } else {\r\n destArray[index + 3] = Scalar.Clamp(srcData[srcPos + 3]) * 255;\r\n }\r\n index += 4;\r\n }\r\n }\r\n\r\n return destArray;\r\n }\r\n\r\n private static _GetHalfFloatAsUIntRGBAArrayBuffer(width: number, height: number, dataOffset: number, dataLength: number, arrayBuffer: ArrayBuffer, lod: number): Uint8Array {\r\n const destArray = new Uint8Array(dataLength);\r\n const srcData = new Uint16Array(arrayBuffer, dataOffset);\r\n let index = 0;\r\n for (let y = 0; y < height; y++) {\r\n for (let x = 0; x < width; x++) {\r\n const srcPos = (x + y * width) * 4;\r\n destArray[index] = Scalar.Clamp(FromHalfFloat(srcData[srcPos])) * 255;\r\n destArray[index + 1] = Scalar.Clamp(FromHalfFloat(srcData[srcPos + 1])) * 255;\r\n destArray[index + 2] = Scalar.Clamp(FromHalfFloat(srcData[srcPos + 2])) * 255;\r\n if (DDSTools.StoreLODInAlphaChannel) {\r\n destArray[index + 3] = lod;\r\n } else {\r\n destArray[index + 3] = Scalar.Clamp(FromHalfFloat(srcData[srcPos + 3])) * 255;\r\n }\r\n index += 4;\r\n }\r\n }\r\n\r\n return destArray;\r\n }\r\n\r\n private static _GetRGBAArrayBuffer(\r\n width: number,\r\n height: number,\r\n dataOffset: number,\r\n dataLength: number,\r\n arrayBuffer: ArrayBuffer,\r\n rOffset: number,\r\n gOffset: number,\r\n bOffset: number,\r\n aOffset: number\r\n ): Uint8Array {\r\n const byteArray = new Uint8Array(dataLength);\r\n const srcData = new Uint8Array(arrayBuffer, dataOffset);\r\n let index = 0;\r\n for (let y = 0; y < height; y++) {\r\n for (let x = 0; x < width; x++) {\r\n const srcPos = (x + y * width) * 4;\r\n\r\n byteArray[index] = srcData[srcPos + rOffset];\r\n byteArray[index + 1] = srcData[srcPos + gOffset];\r\n byteArray[index + 2] = srcData[srcPos + bOffset];\r\n byteArray[index + 3] = srcData[srcPos + aOffset];\r\n index += 4;\r\n }\r\n }\r\n\r\n return byteArray;\r\n }\r\n\r\n private static _ExtractLongWordOrder(value: number): number {\r\n if (value === 0 || value === 255 || value === -16777216) {\r\n return 0;\r\n }\r\n\r\n return 1 + DDSTools._ExtractLongWordOrder(value >> 8);\r\n }\r\n\r\n private static _GetRGBArrayBuffer(\r\n width: number,\r\n height: number,\r\n dataOffset: number,\r\n dataLength: number,\r\n arrayBuffer: ArrayBuffer,\r\n rOffset: number,\r\n gOffset: number,\r\n bOffset: number\r\n ): Uint8Array {\r\n const byteArray = new Uint8Array(dataLength);\r\n const srcData = new Uint8Array(arrayBuffer, dataOffset);\r\n let index = 0;\r\n for (let y = 0; y < height; y++) {\r\n for (let x = 0; x < width; x++) {\r\n const srcPos = (x + y * width) * 3;\r\n\r\n byteArray[index] = srcData[srcPos + rOffset];\r\n byteArray[index + 1] = srcData[srcPos + gOffset];\r\n byteArray[index + 2] = srcData[srcPos + bOffset];\r\n index += 3;\r\n }\r\n }\r\n\r\n return byteArray;\r\n }\r\n\r\n private static _GetLuminanceArrayBuffer(width: number, height: number, dataOffset: number, dataLength: number, arrayBuffer: ArrayBuffer): Uint8Array {\r\n const byteArray = new Uint8Array(dataLength);\r\n const srcData = new Uint8Array(arrayBuffer, dataOffset);\r\n let index = 0;\r\n for (let y = 0; y < height; y++) {\r\n for (let x = 0; x < width; x++) {\r\n const srcPos = x + y * width;\r\n byteArray[index] = srcData[srcPos];\r\n index++;\r\n }\r\n }\r\n\r\n return byteArray;\r\n }\r\n\r\n /**\r\n * Uploads DDS Levels to a Babylon Texture\r\n * @internal\r\n */\r\n public static UploadDDSLevels(\r\n engine: ThinEngine,\r\n texture: InternalTexture,\r\n data: ArrayBufferView,\r\n info: DDSInfo,\r\n loadMipmaps: boolean,\r\n faces: number,\r\n lodIndex = -1,\r\n currentFace?: number,\r\n destTypeMustBeFilterable = true\r\n ) {\r\n let sphericalPolynomialFaces: Nullable<Array<ArrayBufferView>> = null;\r\n if (info.sphericalPolynomial) {\r\n sphericalPolynomialFaces = [] as ArrayBufferView[];\r\n }\r\n const ext = !!engine.getCaps().s3tc;\r\n\r\n // TODO WEBGPU Once generateMipMaps is split into generateMipMaps + hasMipMaps in InternalTexture this line can be removed\r\n texture.generateMipMaps = loadMipmaps;\r\n\r\n const header = new Int32Array(data.buffer, data.byteOffset, headerLengthInt);\r\n let fourCC: number,\r\n width: number,\r\n height: number,\r\n dataLength: number = 0,\r\n dataOffset: number;\r\n let byteArray: Uint8Array, mipmapCount: number, mip: number;\r\n let internalCompressedFormat = 0;\r\n let blockBytes = 1;\r\n\r\n if (header[off_magic] !== DDS_MAGIC) {\r\n Logger.Error(\"Invalid magic number in DDS header\");\r\n return;\r\n }\r\n\r\n if (!info.isFourCC && !info.isRGB && !info.isLuminance) {\r\n Logger.Error(\"Unsupported format, must contain a FourCC, RGB or LUMINANCE code\");\r\n return;\r\n }\r\n\r\n if (info.isCompressed && !ext) {\r\n Logger.Error(\"Compressed textures are not supported on this platform.\");\r\n return;\r\n }\r\n\r\n let bpp = header[off_RGBbpp];\r\n dataOffset = header[off_size] + 4;\r\n\r\n let computeFormats = false;\r\n\r\n if (info.isFourCC) {\r\n fourCC = header[off_pfFourCC];\r\n switch (fourCC) {\r\n case FOURCC_DXT1:\r\n blockBytes = 8;\r\n internalCompressedFormat = Constants.TEXTUREFORMAT_COMPRESSED_RGBA_S3TC_DXT1;\r\n break;\r\n case FOURCC_DXT3:\r\n blockBytes = 16;\r\n internalCompressedFormat = Constants.TEXTUREFORMAT_COMPRESSED_RGBA_S3TC_DXT3;\r\n break;\r\n case FOURCC_DXT5:\r\n blockBytes = 16;\r\n internalCompressedFormat = Constants.TEXTUREFORMAT_COMPRESSED_RGBA_S3TC_DXT5;\r\n break;\r\n case FOURCC_D3DFMT_R16G16B16A16F:\r\n computeFormats = true;\r\n bpp = 64;\r\n break;\r\n case FOURCC_D3DFMT_R32G32B32A32F:\r\n computeFormats = true;\r\n bpp = 128;\r\n break;\r\n case FOURCC_DX10: {\r\n // There is an additionnal header so dataOffset need to be changed\r\n dataOffset += 5 * 4; // 5 uints\r\n\r\n let supported = false;\r\n switch (info.dxgiFormat) {\r\n case DXGI_FORMAT_R16G16B16A16_FLOAT:\r\n computeFormats = true;\r\n bpp = 64;\r\n supported = true;\r\n break;\r\n case DXGI_FORMAT_R32G32B32A32_FLOAT:\r\n computeFormats = true;\r\n bpp = 128;\r\n supported = true;\r\n break;\r\n case DXGI_FORMAT_B8G8R8X8_UNORM:\r\n info.isRGB = true;\r\n info.isFourCC = false;\r\n bpp = 32;\r\n supported = true;\r\n break;\r\n }\r\n\r\n if (supported) {\r\n break;\r\n }\r\n }\r\n // eslint-disable-next-line no-fallthrough\r\n default:\r\n console.error(\"Unsupported FourCC code:\", Int32ToFourCC(fourCC));\r\n return;\r\n }\r\n }\r\n\r\n const rOffset = DDSTools._ExtractLongWordOrder(header[off_RMask]);\r\n const gOffset = DDSTools._ExtractLongWordOrder(header[off_GMask]);\r\n const bOffset = DDSTools._ExtractLongWordOrder(header[off_BMask]);\r\n const aOffset = DDSTools._ExtractLongWordOrder(header[off_AMask]);\r\n\r\n if (computeFormats) {\r\n internalCompressedFormat = engine._getRGBABufferInternalSizedFormat(info.textureType);\r\n }\r\n\r\n mipmapCount = 1;\r\n if (header[off_flags] & DDSD_MIPMAPCOUNT && loadMipmaps !== false) {\r\n mipmapCount = Math.max(1, header[off_mipmapCount]);\r\n }\r\n\r\n const startFace = currentFace || 0;\r\n const caps = engine.getCaps();\r\n for (let face = startFace; face < faces; face++) {\r\n width = header[off_width];\r\n height = header[off_height];\r\n\r\n for (mip = 0; mip < mipmapCount; ++mip) {\r\n if (lodIndex === -1 || lodIndex === mip) {\r\n // In case of fixed LOD, if the lod has just been uploaded, early exit.\r\n const i = lodIndex === -1 ? mip : 0;\r\n\r\n if (!info.isCompressed && info.isFourCC) {\r\n texture.format = Constants.TEXTUREFORMAT_RGBA;\r\n dataLength = width * height * 4;\r\n let floatArray: Nullable<ArrayBufferView> = null;\r\n\r\n if (engine._badOS || engine._badDesktopOS || (!caps.textureHalfFloat && !caps.textureFloat)) {\r\n // Required because iOS has many issues with float and half float generation\r\n if (bpp === 128) {\r\n floatArray = DDSTools._GetFloatAsUIntRGBAArrayBuffer(width, height, data.byteOffset + dataOffset, dataLength, data.buffer, i);\r\n if (sphericalPolynomialFaces && i == 0) {\r\n sphericalPolynomialFaces.push(DDSTools._GetFloatRGBAArrayBuffer(width, height, data.byteOffset + dataOffset, dataLength, data.buffer, i));\r\n }\r\n } else if (bpp === 64) {\r\n floatArray = DDSTools._GetHalfFloatAsUIntRGBAArrayBuffer(width, height, data.byteOffset + dataOffset, dataLength, data.buffer, i);\r\n if (sphericalPolynomialFaces && i == 0) {\r\n sphericalPolynomialFaces.push(\r\n DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer(width, height, data.byteOffset + dataOffset, dataLength, data.buffer, i)\r\n );\r\n }\r\n }\r\n\r\n texture.type = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n } else {\r\n const floatAvailable = caps.textureFloat && ((destTypeMustBeFilterable && caps.textureFloatLinearFiltering) || !destTypeMustBeFilterable);\r\n const halfFloatAvailable = caps.textureHalfFloat && ((destTypeMustBeFilterable && caps.textureHalfFloatLinearFiltering) || !destTypeMustBeFilterable);\r\n\r\n const destType =\r\n (bpp === 128 || (bpp === 64 && !halfFloatAvailable)) && floatAvailable\r\n ? Constants.TEXTURETYPE_FLOAT\r\n : (bpp === 64 || (bpp === 128 && !floatAvailable)) && halfFloatAvailable\r\n ? Constants.TEXTURETYPE_HALF_FLOAT\r\n : Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n\r\n let dataGetter: (width: number, height: number, dataOffset: number, dataLength: number, arrayBuffer: ArrayBuffer, lod: number) => ArrayBufferView;\r\n let dataGetterPolynomial: Nullable<\r\n (width: number, height: number, dataOffset: number, dataLength: number, arrayBuffer: ArrayBuffer, lod: number) => ArrayBufferView\r\n > = null;\r\n\r\n switch (bpp) {\r\n case 128: {\r\n switch (destType) {\r\n case Constants.TEXTURETYPE_FLOAT:\r\n dataGetter = DDSTools._GetFloatRGBAArrayBuffer;\r\n dataGetterPolynomial = null;\r\n break;\r\n case Constants.TEXTURETYPE_HALF_FLOAT:\r\n dataGetter = DDSTools._GetFloatAsHalfFloatRGBAArrayBuffer;\r\n dataGetterPolynomial = DDSTools._GetFloatRGBAArrayBuffer;\r\n break;\r\n case Constants.TEXTURETYPE_UNSIGNED_BYTE:\r\n dataGetter = DDSTools._GetFloatAsUIntRGBAArrayBuffer;\r\n dataGetterPolynomial = DDSTools._GetFloatRGBAArrayBuffer;\r\n break;\r\n }\r\n break;\r\n }\r\n default: {\r\n // 64 bpp\r\n switch (destType) {\r\n case Constants.TEXTURETYPE_FLOAT:\r\n dataGetter = DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer;\r\n dataGetterPolynomial = null;\r\n break;\r\n case Constants.TEXTURETYPE_HALF_FLOAT:\r\n dataGetter = DDSTools._GetHalfFloatRGBAArrayBuffer;\r\n dataGetterPolynomial = DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer;\r\n break;\r\n case Constants.TEXTURETYPE_UNSIGNED_BYTE:\r\n dataGetter = DDSTools._GetHalfFloatAsUIntRGBAArrayBuffer;\r\n dataGetterPolynomial = DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer;\r\n break;\r\n }\r\n break;\r\n }\r\n }\r\n\r\n texture.type = destType;\r\n\r\n floatArray = dataGetter(width, height, data.byteOffset + dataOffset, dataLength, data.buffer, i);\r\n\r\n if (sphericalPolynomialFaces && i == 0) {\r\n sphericalPolynomialFaces.push(\r\n dataGetterPolynomial ? dataGetterPolynomial(width, height, data.byteOffset + dataOffset, dataLength, data.buffer, i) : floatArray\r\n );\r\n }\r\n }\r\n\r\n if (floatArray) {\r\n engine._uploadDataToTextureDirectly(texture, floatArray, face, i);\r\n }\r\n } else if (info.isRGB) {\r\n texture.type = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n if (bpp === 24) {\r\n texture.format = Constants.TEXTUREFORMAT_RGB;\r\n dataLength = width * height * 3;\r\n byteArray = DDSTools._GetRGBArrayBuffer(width, height, data.byteOffset + dataOffset, dataLength, data.buffer, rOffset, gOffset, bOffset);\r\n engine._uploadDataToTextureDirectly(texture, byteArray, face, i);\r\n } else {\r\n // 32\r\n texture.format = Constants.TEXTUREFORMAT_RGBA;\r\n dataLength = width * height * 4;\r\n byteArray = DDSTools._GetRGBAArrayBuffer(width, height, data.byteOffset + dataOffset, dataLength, data.buffer, rOffset, gOffset, bOffset, aOffset);\r\n engine._uploadDataToTextureDirectly(texture, byteArray, face, i);\r\n }\r\n } else if (info.isLuminance) {\r\n const unpackAlignment = engine._getUnpackAlignement();\r\n const unpaddedRowSize = width;\r\n const paddedRowSize = Math.floor((width + unpackAlignment - 1) / unpackAlignment) * unpackAlignment;\r\n dataLength = paddedRowSize * (height - 1) + unpaddedRowSize;\r\n\r\n byteArray = DDSTools._GetLuminanceArrayBuffer(width, height, data.byteOffset + dataOffset, dataLength, data.buffer);\r\n texture.format = Constants.TEXTUREFORMAT_LUMINANCE;\r\n texture.type = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n\r\n engine._uploadDataToTextureDirectly(texture, byteArray, face, i);\r\n } else {\r\n dataLength = (((Math.max(4, width) / 4) * Math.max(4, height)) / 4) * blockBytes;\r\n byteArray = new Uint8Array(data.buffer, data.byteOffset + dataOffset, dataLength);\r\n\r\n texture.type = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n engine._uploadCompressedDataToTextureDirectly(texture, internalCompressedFormat, width, height, byteArray, face, i);\r\n }\r\n }\r\n dataOffset += bpp ? width * height * (bpp / 8) : dataLength;\r\n width *= 0.5;\r\n height *= 0.5;\r\n\r\n width = Math.max(1.0, width);\r\n height = Math.max(1.0, height);\r\n }\r\n\r\n if (currentFace !== undefined) {\r\n // Loading a single face\r\n break;\r\n }\r\n }\r\n if (sphericalPolynomialFaces && sphericalPolynomialFaces.length > 0) {\r\n info.sphericalPolynomial = CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial({\r\n size: header[off_width],\r\n right: sphericalPolynomialFaces[0],\r\n left: sphericalPolynomialFaces[1],\r\n up: sphericalPolynomialFaces[2],\r\n down: sphericalPolynomialFaces[3],\r\n front: sphericalPolynomialFaces[4],\r\n back: sphericalPolynomialFaces[5],\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n type: Constants.TEXTURETYPE_FLOAT,\r\n gammaSpace: false,\r\n });\r\n } else {\r\n info.sphericalPolynomial = undefined;\r\n }\r\n }\r\n}\r\n\r\ndeclare module \"../Engines/thinEngine\" {\r\n export interface ThinEngine {\r\n /**\r\n * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)\r\n * @param rootUrl defines the url where the file to load is located\r\n * @param scene defines the current scene\r\n * @param lodScale defines scale to apply to the mip map selection\r\n * @param lodOffset defines offset to apply to the mip map selection\r\n * @param onLoad defines an optional callback raised when the texture is loaded\r\n * @param onError defines an optional callback raised if there is an issue to load the texture\r\n * @param format defines the format of the data\r\n * @param forcedExtension defines the extension to use to pick the right loader\r\n * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture\r\n * @returns the cube texture as an InternalTexture\r\n */\r\n createPrefilteredCubeTexture(\r\n rootUrl: string,\r\n scene: Nullable<Scene>,\r\n lodScale: number,\r\n lodOffset: number,\r\n onLoad?: Nullable<(internalTexture: Nullable<InternalTexture>) => void>,\r\n onError?: Nullable<(message?: string, exception?: any) => void>,\r\n format?: number,\r\n forcedExtension?: any,\r\n createPolynomials?: boolean\r\n ): InternalTexture;\r\n }\r\n}\r\n\r\n/**\r\n * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)\r\n * @param rootUrl defines the url where the file to load is located\r\n * @param scene defines the current scene\r\n * @param lodScale defines scale to apply to the mip map selection\r\n * @param lodOffset defines offset to apply to the mip map selection\r\n * @param onLoad defines an optional callback raised when the texture is loaded\r\n * @param onError defines an optional callback raised if there is an issue to load the texture\r\n * @param format defines the format of the data\r\n * @param forcedExtension defines the extension to use to pick the right loader\r\n * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture\r\n * @returns the cube texture as an InternalTexture\r\n */\r\nThinEngine.prototype.createPrefilteredCubeTexture = function (\r\n rootUrl: string,\r\n scene: Nullable<Scene>,\r\n lodScale: number,\r\n lodOffset: number,\r\n onLoad: Nullable<(internalTexture: Nullable<InternalTexture>) => void> = null,\r\n onError: Nullable<(message?: string, exception?: any) => void> = null,\r\n format?: number,\r\n forcedExtension: any = null,\r\n createPolynomials: boolean = true\r\n): InternalTexture {\r\n const callback = (loadData: any) => {\r\n if (!loadData) {\r\n if (onLoad) {\r\n onLoad(null);\r\n }\r\n return;\r\n }\r\n\r\n const texture = loadData.texture as InternalTexture;\r\n if (!createPolynomials) {\r\n texture._sphericalPolynomial = new SphericalPolynomial();\r\n } else if (loadData.info.sphericalPolynomial) {\r\n texture._sphericalPolynomial = loadData.info.sphericalPolynomial;\r\n }\r\n texture._source = InternalTextureSource.CubePrefiltered;\r\n\r\n if (this.getCaps().textureLOD) {\r\n // Do not add extra process if texture lod is supported.\r\n if (onLoad) {\r\n onLoad(texture);\r\n }\r\n return;\r\n }\r\n\r\n const mipSlices = 3;\r\n\r\n const gl = this._gl;\r\n const width = loadData.width;\r\n if (!width) {\r\n return;\r\n }\r\n\r\n const textures: BaseTexture[] = [];\r\n for (let i = 0; i < mipSlices; i++) {\r\n //compute LOD from even spacing in smoothness (matching shader calculation)\r\n const smoothness = i / (mipSlices - 1);\r\n const roughness = 1 - smoothness;\r\n\r\n const minLODIndex = lodOffset; // roughness = 0\r\n const maxLODIndex = Scalar.Log2(width) * lodScale + lodOffset; // roughness = 1\r\n\r\n const lodIndex = minLODIndex + (maxLODIndex - minLODIndex) * roughness;\r\n const mipmapIndex = Math.round(Math.min(Math.max(lodIndex, 0), maxLODIndex));\r\n\r\n const glTextureFromLod = new InternalTexture(this, InternalTextureSource.Temp);\r\n glTextureFromLod.type = texture.type;\r\n glTextureFromLod.format = texture.format;\r\n glTextureFromLod.width = Math.pow(2, Math.max(Scalar.Log2(width) - mipmapIndex, 0));\r\n glTextureFromLod.height = glTextureFromLod.width;\r\n glTextureFromLod.isCube = true;\r\n glTextureFromLod._cachedWrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n glTextureFromLod._cachedWrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, glTextureFromLod, true);\r\n\r\n glTextureFromLod.samplingMode = Constants.TEXTURE_LINEAR_LINEAR;\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR);\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\r\n\r\n if (loadData.isDDS) {\r\n const info: DDSInfo = loadData.info;\r\n const data: any = loadData.data;\r\n this._unpackFlipY(info.isCompressed);\r\n\r\n DDSTools.UploadDDSLevels(this, glTextureFromLod, data, info, true, 6, mipmapIndex);\r\n } else {\r\n Logger.Warn(\"DDS is the only prefiltered cube map supported so far.\");\r\n }\r\n\r\n this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);\r\n\r\n // Wrap in a base texture for easy binding.\r\n const lodTexture = new BaseTexture(scene);\r\n lodTexture._isCube = true;\r\n lodTexture._texture = glTextureFromLod;\r\n\r\n glTextureFromLod.isReady = true;\r\n textures.push(lodTexture);\r\n }\r\n\r\n texture._lodTextureHigh = textures[2];\r\n texture._lodTextureMid = textures[1];\r\n texture._lodTextureLow = textures[0];\r\n\r\n if (onLoad) {\r\n onLoad(texture);\r\n }\r\n };\r\n\r\n return this.createCubeTexture(rootUrl, scene, null, false, callback, onError, format, forcedExtension, createPolynomials, lodScale, lodOffset);\r\n};\r\n"]}
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1
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+
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eslint-disable @typescript-eslint/naming-convention */\r\nimport { Scalar } from \"../Maths/math.scalar\";\r\nimport { SphericalPolynomial } from \"../Maths/sphericalPolynomial\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { InternalTexture, InternalTextureSource } from \"../Materials/Textures/internalTexture\";\r\nimport type { Nullable } from \"../types\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { CubeMapToSphericalPolynomialTools } from \"../Misc/HighDynamicRange/cubemapToSphericalPolynomial\";\r\nimport type { Scene } from \"../scene\";\r\nimport { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport { ThinEngine } from \"../Engines/thinEngine\";\r\nimport { FromHalfFloat, ToHalfFloat } from \"./textureTools\";\r\n\r\nimport \"../Engines/Extensions/engine.cubeTexture\";\r\n\r\n// Based on demo done by Brandon Jones - http://media.tojicode.com/webgl-samples/dds.html\r\n// All values and structures referenced from:\r\n// http://msdn.microsoft.com/en-us/library/bb943991.aspx/\r\nconst DDS_MAGIC = 0x20534444;\r\n\r\nconst //DDSD_CAPS = 0x1,\r\n //DDSD_HEIGHT = 0x2,\r\n //DDSD_WIDTH = 0x4,\r\n //DDSD_PITCH = 0x8,\r\n //DDSD_PIXELFORMAT = 0x1000,\r\n DDSD_MIPMAPCOUNT = 0x20000;\r\n//DDSD_LINEARSIZE = 0x80000,\r\n//DDSD_DEPTH = 0x800000;\r\n\r\n// var DDSCAPS_COMPLEX = 0x8,\r\n// DDSCAPS_MIPMAP = 0x400000,\r\n// DDSCAPS_TEXTURE = 0x1000;\r\n\r\nconst DDSCAPS2_CUBEMAP = 0x200;\r\n// DDSCAPS2_CUBEMAP_POSITIVEX = 0x400,\r\n// DDSCAPS2_CUBEMAP_NEGATIVEX = 0x800,\r\n// DDSCAPS2_CUBEMAP_POSITIVEY = 0x1000,\r\n// DDSCAPS2_CUBEMAP_NEGATIVEY = 0x2000,\r\n// DDSCAPS2_CUBEMAP_POSITIVEZ = 0x4000,\r\n// DDSCAPS2_CUBEMAP_NEGATIVEZ = 0x8000,\r\n// DDSCAPS2_VOLUME = 0x200000;\r\n\r\nconst //DDPF_ALPHAPIXELS = 0x1,\r\n //DDPF_ALPHA = 0x2,\r\n DDPF_FOURCC = 0x4,\r\n DDPF_RGB = 0x40,\r\n //DDPF_YUV = 0x200,\r\n DDPF_LUMINANCE = 0x20000;\r\n\r\nfunction FourCCToInt32(value: string) {\r\n return value.charCodeAt(0) + (value.charCodeAt(1) << 8) + (value.charCodeAt(2) << 16) + (value.charCodeAt(3) << 24);\r\n}\r\n\r\nfunction Int32ToFourCC(value: number) {\r\n return String.fromCharCode(value & 0xff, (value >> 8) & 0xff, (value >> 16) & 0xff, (value >> 24) & 0xff);\r\n}\r\n\r\nconst FOURCC_DXT1 = FourCCToInt32(\"DXT1\");\r\nconst FOURCC_DXT3 = FourCCToInt32(\"DXT3\");\r\nconst FOURCC_DXT5 = FourCCToInt32(\"DXT5\");\r\nconst FOURCC_DX10 = FourCCToInt32(\"DX10\");\r\nconst FOURCC_D3DFMT_R16G16B16A16F = 113;\r\nconst FOURCC_D3DFMT_R32G32B32A32F = 116;\r\n\r\nconst DXGI_FORMAT_R32G32B32A32_FLOAT = 2;\r\nconst DXGI_FORMAT_R16G16B16A16_FLOAT = 10;\r\nconst DXGI_FORMAT_B8G8R8X8_UNORM = 88;\r\n\r\nconst headerLengthInt = 31; // The header length in 32 bit ints\r\n\r\n// Offsets into the header array\r\nconst off_magic = 0;\r\n\r\nconst off_size = 1;\r\nconst off_flags = 2;\r\nconst off_height = 3;\r\nconst off_width = 4;\r\n\r\nconst off_mipmapCount = 7;\r\n\r\nconst off_pfFlags = 20;\r\nconst off_pfFourCC = 21;\r\nconst off_RGBbpp = 22;\r\nconst off_RMask = 23;\r\nconst off_GMask = 24;\r\nconst off_BMask = 25;\r\nconst off_AMask = 26;\r\n// var off_caps1 = 27;\r\nconst off_caps2 = 28;\r\n// var off_caps3 = 29;\r\n// var off_caps4 = 30;\r\nconst off_dxgiFormat = 32;\r\n\r\n/**\r\n * Direct draw surface info\r\n * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide\r\n */\r\nexport interface DDSInfo {\r\n /**\r\n * Width of the texture\r\n */\r\n width: number;\r\n /**\r\n * Width of the texture\r\n */\r\n height: number;\r\n /**\r\n * Number of Mipmaps for the texture\r\n * @see https://en.wikipedia.org/wiki/Mipmap\r\n */\r\n mipmapCount: number;\r\n /**\r\n * If the textures format is a known fourCC format\r\n * @see https://www.fourcc.org/\r\n */\r\n isFourCC: boolean;\r\n /**\r\n * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format\r\n */\r\n isRGB: boolean;\r\n /**\r\n * If the texture is a lumincance format\r\n */\r\n isLuminance: boolean;\r\n /**\r\n * If this is a cube texture\r\n * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps\r\n */\r\n isCube: boolean;\r\n /**\r\n * If the texture is a compressed format eg. FOURCC_DXT1\r\n */\r\n isCompressed: boolean;\r\n /**\r\n * The dxgiFormat of the texture\r\n * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format\r\n */\r\n dxgiFormat: number;\r\n /**\r\n * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT\r\n */\r\n textureType: number;\r\n /**\r\n * Sphericle polynomial created for the dds texture\r\n */\r\n sphericalPolynomial?: SphericalPolynomial;\r\n}\r\n\r\n/**\r\n * Class used to provide DDS decompression tools\r\n */\r\nexport class DDSTools {\r\n /**\r\n * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)\r\n */\r\n public static StoreLODInAlphaChannel = false;\r\n\r\n /**\r\n * Gets DDS information from an array buffer\r\n * @param data defines the array buffer view to read data from\r\n * @returns the DDS information\r\n */\r\n public static GetDDSInfo(data: ArrayBufferView): DDSInfo {\r\n const header = new Int32Array(data.buffer, data.byteOffset, headerLengthInt);\r\n const extendedHeader = new Int32Array(data.buffer, data.byteOffset, headerLengthInt + 4);\r\n\r\n let mipmapCount = 1;\r\n if (header[off_flags] & DDSD_MIPMAPCOUNT) {\r\n mipmapCount = Math.max(1, header[off_mipmapCount]);\r\n }\r\n\r\n const fourCC = header[off_pfFourCC];\r\n const dxgiFormat = fourCC === FOURCC_DX10 ? extendedHeader[off_dxgiFormat] : 0;\r\n let textureType = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n\r\n switch (fourCC) {\r\n case FOURCC_D3DFMT_R16G16B16A16F:\r\n textureType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n break;\r\n case FOURCC_D3DFMT_R32G32B32A32F:\r\n textureType = Constants.TEXTURETYPE_FLOAT;\r\n break;\r\n case FOURCC_DX10:\r\n if (dxgiFormat === DXGI_FORMAT_R16G16B16A16_FLOAT) {\r\n textureType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n break;\r\n }\r\n if (dxgiFormat === DXGI_FORMAT_R32G32B32A32_FLOAT) {\r\n textureType = Constants.TEXTURETYPE_FLOAT;\r\n break;\r\n }\r\n }\r\n\r\n return {\r\n width: header[off_width],\r\n height: header[off_height],\r\n mipmapCount: mipmapCount,\r\n isFourCC: (header[off_pfFlags] & DDPF_FOURCC) === DDPF_FOURCC,\r\n isRGB: (header[off_pfFlags] & DDPF_RGB) === DDPF_RGB,\r\n isLuminance: (header[off_pfFlags] & DDPF_LUMINANCE) === DDPF_LUMINANCE,\r\n isCube: (header[off_caps2] & DDSCAPS2_CUBEMAP) === DDSCAPS2_CUBEMAP,\r\n isCompressed: fourCC === FOURCC_DXT1 || fourCC === FOURCC_DXT3 || fourCC === FOURCC_DXT5,\r\n dxgiFormat: dxgiFormat,\r\n textureType: textureType,\r\n };\r\n }\r\n\r\n private static _GetHalfFloatAsFloatRGBAArrayBuffer(width: number, height: number, dataOffset: number, dataLength: number, arrayBuffer: ArrayBuffer, lod: number): Float32Array {\r\n const destArray = new Float32Array(dataLength);\r\n const srcData = new Uint16Array(arrayBuffer, dataOffset);\r\n let index = 0;\r\n for (let y = 0; y < height; y++) {\r\n for (let x = 0; x < width; x++) {\r\n const srcPos = (x + y * width) * 4;\r\n destArray[index] = FromHalfFloat(srcData[srcPos]);\r\n destArray[index + 1] = FromHalfFloat(srcData[srcPos + 1]);\r\n destArray[index + 2] = FromHalfFloat(srcData[srcPos + 2]);\r\n if (DDSTools.StoreLODInAlphaChannel) {\r\n destArray[index + 3] = lod;\r\n } else {\r\n destArray[index + 3] = FromHalfFloat(srcData[srcPos + 3]);\r\n }\r\n index += 4;\r\n }\r\n }\r\n\r\n return destArray;\r\n }\r\n\r\n private static _GetHalfFloatRGBAArrayBuffer(width: number, height: number, dataOffset: number, dataLength: number, arrayBuffer: ArrayBuffer, lod: number): Uint16Array {\r\n if (DDSTools.StoreLODInAlphaChannel) {\r\n const destArray = new Uint16Array(dataLength);\r\n const srcData = new Uint16Array(arrayBuffer, dataOffset);\r\n let index = 0;\r\n for (let y = 0; y < height; y++) {\r\n for (let x = 0; x < width; x++) {\r\n const srcPos = (x + y * width) * 4;\r\n destArray[index] = srcData[srcPos];\r\n destArray[index + 1] = srcData[srcPos + 1];\r\n destArray[index + 2] = srcData[srcPos + 2];\r\n destArray[index + 3] = ToHalfFloat(lod);\r\n index += 4;\r\n }\r\n }\r\n\r\n return destArray;\r\n }\r\n\r\n return new Uint16Array(arrayBuffer, dataOffset, dataLength);\r\n }\r\n\r\n private static _GetFloatRGBAArrayBuffer(width: number, height: number, dataOffset: number, dataLength: number, arrayBuffer: ArrayBuffer, lod: number): Float32Array {\r\n if (DDSTools.StoreLODInAlphaChannel) {\r\n const destArray = new Float32Array(dataLength);\r\n const srcData = new Float32Array(arrayBuffer, dataOffset);\r\n let index = 0;\r\n for (let y = 0; y < height; y++) {\r\n for (let x = 0; x < width; x++) {\r\n const srcPos = (x + y * width) * 4;\r\n destArray[index] = srcData[srcPos];\r\n destArray[index + 1] = srcData[srcPos + 1];\r\n destArray[index + 2] = srcData[srcPos + 2];\r\n destArray[index + 3] = lod;\r\n index += 4;\r\n }\r\n }\r\n\r\n return destArray;\r\n }\r\n return new Float32Array(arrayBuffer, dataOffset, dataLength);\r\n }\r\n\r\n private static _GetFloatAsHalfFloatRGBAArrayBuffer(width: number, height: number, dataOffset: number, dataLength: number, arrayBuffer: ArrayBuffer, lod: number): Uint16Array {\r\n const destArray = new Uint16Array(dataLength);\r\n const srcData = new Float32Array(arrayBuffer, dataOffset);\r\n let index = 0;\r\n for (let y = 0; y < height; y++) {\r\n for (let x = 0; x < width; x++) {\r\n destArray[index] = ToHalfFloat(srcData[index]);\r\n destArray[index + 1] = ToHalfFloat(srcData[index + 1]);\r\n destArray[index + 2] = ToHalfFloat(srcData[index + 2]);\r\n if (DDSTools.StoreLODInAlphaChannel) {\r\n destArray[index + 3] = ToHalfFloat(lod);\r\n } else {\r\n destArray[index + 3] = ToHalfFloat(srcData[index + 3]);\r\n }\r\n index += 4;\r\n }\r\n }\r\n\r\n return destArray;\r\n }\r\n\r\n private static _GetFloatAsUIntRGBAArrayBuffer(width: number, height: number, dataOffset: number, dataLength: number, arrayBuffer: ArrayBuffer, lod: number): Uint8Array {\r\n const destArray = new Uint8Array(dataLength);\r\n const srcData = new Float32Array(arrayBuffer, dataOffset);\r\n let index = 0;\r\n for (let y = 0; y < height; y++) {\r\n for (let x = 0; x < width; x++) {\r\n const srcPos = (x + y * width) * 4;\r\n destArray[index] = Scalar.Clamp(srcData[srcPos]) * 255;\r\n destArray[index + 1] = Scalar.Clamp(srcData[srcPos + 1]) * 255;\r\n destArray[index + 2] = Scalar.Clamp(srcData[srcPos + 2]) * 255;\r\n if (DDSTools.StoreLODInAlphaChannel) {\r\n destArray[index + 3] = lod;\r\n } else {\r\n destArray[index + 3] = Scalar.Clamp(srcData[srcPos + 3]) * 255;\r\n }\r\n index += 4;\r\n }\r\n }\r\n\r\n return destArray;\r\n }\r\n\r\n private static _GetHalfFloatAsUIntRGBAArrayBuffer(width: number, height: number, dataOffset: number, dataLength: number, arrayBuffer: ArrayBuffer, lod: number): Uint8Array {\r\n const destArray = new Uint8Array(dataLength);\r\n const srcData = new Uint16Array(arrayBuffer, dataOffset);\r\n let index = 0;\r\n for (let y = 0; y < height; y++) {\r\n for (let x = 0; x < width; x++) {\r\n const srcPos = (x + y * width) * 4;\r\n destArray[index] = Scalar.Clamp(FromHalfFloat(srcData[srcPos])) * 255;\r\n destArray[index + 1] = Scalar.Clamp(FromHalfFloat(srcData[srcPos + 1])) * 255;\r\n destArray[index + 2] = Scalar.Clamp(FromHalfFloat(srcData[srcPos + 2])) * 255;\r\n if (DDSTools.StoreLODInAlphaChannel) {\r\n destArray[index + 3] = lod;\r\n } else {\r\n destArray[index + 3] = Scalar.Clamp(FromHalfFloat(srcData[srcPos + 3])) * 255;\r\n }\r\n index += 4;\r\n }\r\n }\r\n\r\n return destArray;\r\n }\r\n\r\n private static _GetRGBAArrayBuffer(\r\n width: number,\r\n height: number,\r\n dataOffset: number,\r\n dataLength: number,\r\n arrayBuffer: ArrayBuffer,\r\n rOffset: number,\r\n gOffset: number,\r\n bOffset: number,\r\n aOffset: number\r\n ): Uint8Array {\r\n const byteArray = new Uint8Array(dataLength);\r\n const srcData = new Uint8Array(arrayBuffer, dataOffset);\r\n let index = 0;\r\n for (let y = 0; y < height; y++) {\r\n for (let x = 0; x < width; x++) {\r\n const srcPos = (x + y * width) * 4;\r\n\r\n byteArray[index] = srcData[srcPos + rOffset];\r\n byteArray[index + 1] = srcData[srcPos + gOffset];\r\n byteArray[index + 2] = srcData[srcPos + bOffset];\r\n byteArray[index + 3] = srcData[srcPos + aOffset];\r\n index += 4;\r\n }\r\n }\r\n\r\n return byteArray;\r\n }\r\n\r\n private static _ExtractLongWordOrder(value: number): number {\r\n if (value === 0 || value === 255 || value === -16777216) {\r\n return 0;\r\n }\r\n\r\n return 1 + DDSTools._ExtractLongWordOrder(value >> 8);\r\n }\r\n\r\n private static _GetRGBArrayBuffer(\r\n width: number,\r\n height: number,\r\n dataOffset: number,\r\n dataLength: number,\r\n arrayBuffer: ArrayBuffer,\r\n rOffset: number,\r\n gOffset: number,\r\n bOffset: number\r\n ): Uint8Array {\r\n const byteArray = new Uint8Array(dataLength);\r\n const srcData = new Uint8Array(arrayBuffer, dataOffset);\r\n let index = 0;\r\n for (let y = 0; y < height; y++) {\r\n for (let x = 0; x < width; x++) {\r\n const srcPos = (x + y * width) * 3;\r\n\r\n byteArray[index] = srcData[srcPos + rOffset];\r\n byteArray[index + 1] = srcData[srcPos + gOffset];\r\n byteArray[index + 2] = srcData[srcPos + bOffset];\r\n index += 3;\r\n }\r\n }\r\n\r\n return byteArray;\r\n }\r\n\r\n private static _GetLuminanceArrayBuffer(width: number, height: number, dataOffset: number, dataLength: number, arrayBuffer: ArrayBuffer): Uint8Array {\r\n const byteArray = new Uint8Array(dataLength);\r\n const srcData = new Uint8Array(arrayBuffer, dataOffset);\r\n let index = 0;\r\n for (let y = 0; y < height; y++) {\r\n for (let x = 0; x < width; x++) {\r\n const srcPos = x + y * width;\r\n byteArray[index] = srcData[srcPos];\r\n index++;\r\n }\r\n }\r\n\r\n return byteArray;\r\n }\r\n\r\n /**\r\n * Uploads DDS Levels to a Babylon Texture\r\n * @internal\r\n */\r\n public static UploadDDSLevels(\r\n engine: ThinEngine,\r\n texture: InternalTexture,\r\n data: ArrayBufferView,\r\n info: DDSInfo,\r\n loadMipmaps: boolean,\r\n faces: number,\r\n lodIndex = -1,\r\n currentFace?: number,\r\n destTypeMustBeFilterable = true\r\n ) {\r\n let sphericalPolynomialFaces: Nullable<Array<ArrayBufferView>> = null;\r\n if (info.sphericalPolynomial) {\r\n sphericalPolynomialFaces = [] as ArrayBufferView[];\r\n }\r\n const ext = !!engine.getCaps().s3tc;\r\n\r\n // TODO WEBGPU Once generateMipMaps is split into generateMipMaps + hasMipMaps in InternalTexture this line can be removed\r\n texture.generateMipMaps = loadMipmaps;\r\n\r\n const header = new Int32Array(data.buffer, data.byteOffset, headerLengthInt);\r\n let fourCC: number,\r\n width: number,\r\n height: number,\r\n dataLength: number = 0,\r\n dataOffset: number;\r\n let byteArray: Uint8Array, mipmapCount: number, mip: number;\r\n let internalCompressedFormat = 0;\r\n let blockBytes = 1;\r\n\r\n if (header[off_magic] !== DDS_MAGIC) {\r\n Logger.Error(\"Invalid magic number in DDS header\");\r\n return;\r\n }\r\n\r\n if (!info.isFourCC && !info.isRGB && !info.isLuminance) {\r\n Logger.Error(\"Unsupported format, must contain a FourCC, RGB or LUMINANCE code\");\r\n return;\r\n }\r\n\r\n if (info.isCompressed && !ext) {\r\n Logger.Error(\"Compressed textures are not supported on this platform.\");\r\n return;\r\n }\r\n\r\n let bpp = header[off_RGBbpp];\r\n dataOffset = header[off_size] + 4;\r\n\r\n let computeFormats = false;\r\n\r\n if (info.isFourCC) {\r\n fourCC = header[off_pfFourCC];\r\n switch (fourCC) {\r\n case FOURCC_DXT1:\r\n blockBytes = 8;\r\n internalCompressedFormat = Constants.TEXTUREFORMAT_COMPRESSED_RGBA_S3TC_DXT1;\r\n break;\r\n case FOURCC_DXT3:\r\n blockBytes = 16;\r\n internalCompressedFormat = Constants.TEXTUREFORMAT_COMPRESSED_RGBA_S3TC_DXT3;\r\n break;\r\n case FOURCC_DXT5:\r\n blockBytes = 16;\r\n internalCompressedFormat = Constants.TEXTUREFORMAT_COMPRESSED_RGBA_S3TC_DXT5;\r\n break;\r\n case FOURCC_D3DFMT_R16G16B16A16F:\r\n computeFormats = true;\r\n bpp = 64;\r\n break;\r\n case FOURCC_D3DFMT_R32G32B32A32F:\r\n computeFormats = true;\r\n bpp = 128;\r\n break;\r\n case FOURCC_DX10: {\r\n // There is an additionnal header so dataOffset need to be changed\r\n dataOffset += 5 * 4; // 5 uints\r\n\r\n let supported = false;\r\n switch (info.dxgiFormat) {\r\n case DXGI_FORMAT_R16G16B16A16_FLOAT:\r\n computeFormats = true;\r\n bpp = 64;\r\n supported = true;\r\n break;\r\n case DXGI_FORMAT_R32G32B32A32_FLOAT:\r\n computeFormats = true;\r\n bpp = 128;\r\n supported = true;\r\n break;\r\n case DXGI_FORMAT_B8G8R8X8_UNORM:\r\n info.isRGB = true;\r\n info.isFourCC = false;\r\n bpp = 32;\r\n supported = true;\r\n break;\r\n }\r\n\r\n if (supported) {\r\n break;\r\n }\r\n }\r\n // eslint-disable-next-line no-fallthrough\r\n default:\r\n console.error(\"Unsupported FourCC code:\", Int32ToFourCC(fourCC));\r\n return;\r\n }\r\n }\r\n\r\n const rOffset = DDSTools._ExtractLongWordOrder(header[off_RMask]);\r\n const gOffset = DDSTools._ExtractLongWordOrder(header[off_GMask]);\r\n const bOffset = DDSTools._ExtractLongWordOrder(header[off_BMask]);\r\n const aOffset = DDSTools._ExtractLongWordOrder(header[off_AMask]);\r\n\r\n if (computeFormats) {\r\n internalCompressedFormat = engine._getRGBABufferInternalSizedFormat(info.textureType);\r\n }\r\n\r\n mipmapCount = 1;\r\n if (header[off_flags] & DDSD_MIPMAPCOUNT && loadMipmaps !== false) {\r\n mipmapCount = Math.max(1, header[off_mipmapCount]);\r\n }\r\n\r\n const startFace = currentFace || 0;\r\n const caps = engine.getCaps();\r\n for (let face = startFace; face < faces; face++) {\r\n width = header[off_width];\r\n height = header[off_height];\r\n\r\n for (mip = 0; mip < mipmapCount; ++mip) {\r\n if (lodIndex === -1 || lodIndex === mip) {\r\n // In case of fixed LOD, if the lod has just been uploaded, early exit.\r\n const i = lodIndex === -1 ? mip : 0;\r\n\r\n if (!info.isCompressed && info.isFourCC) {\r\n texture.format = Constants.TEXTUREFORMAT_RGBA;\r\n dataLength = width * height * 4;\r\n let floatArray: Nullable<ArrayBufferView> = null;\r\n\r\n if (engine._badOS || engine._badDesktopOS || (!caps.textureHalfFloat && !caps.textureFloat)) {\r\n // Required because iOS has many issues with float and half float generation\r\n if (bpp === 128) {\r\n floatArray = DDSTools._GetFloatAsUIntRGBAArrayBuffer(width, height, data.byteOffset + dataOffset, dataLength, data.buffer, i);\r\n if (sphericalPolynomialFaces && i == 0) {\r\n sphericalPolynomialFaces.push(DDSTools._GetFloatRGBAArrayBuffer(width, height, data.byteOffset + dataOffset, dataLength, data.buffer, i));\r\n }\r\n } else if (bpp === 64) {\r\n floatArray = DDSTools._GetHalfFloatAsUIntRGBAArrayBuffer(width, height, data.byteOffset + dataOffset, dataLength, data.buffer, i);\r\n if (sphericalPolynomialFaces && i == 0) {\r\n sphericalPolynomialFaces.push(\r\n DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer(width, height, data.byteOffset + dataOffset, dataLength, data.buffer, i)\r\n );\r\n }\r\n }\r\n\r\n texture.type = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n } else {\r\n const floatAvailable = caps.textureFloat && ((destTypeMustBeFilterable && caps.textureFloatLinearFiltering) || !destTypeMustBeFilterable);\r\n const halfFloatAvailable = caps.textureHalfFloat && ((destTypeMustBeFilterable && caps.textureHalfFloatLinearFiltering) || !destTypeMustBeFilterable);\r\n\r\n const destType =\r\n (bpp === 128 || (bpp === 64 && !halfFloatAvailable)) && floatAvailable\r\n ? Constants.TEXTURETYPE_FLOAT\r\n : (bpp === 64 || (bpp === 128 && !floatAvailable)) && halfFloatAvailable\r\n ? Constants.TEXTURETYPE_HALF_FLOAT\r\n : Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n\r\n let dataGetter: (width: number, height: number, dataOffset: number, dataLength: number, arrayBuffer: ArrayBuffer, lod: number) => ArrayBufferView;\r\n let dataGetterPolynomial: Nullable<\r\n (width: number, height: number, dataOffset: number, dataLength: number, arrayBuffer: ArrayBuffer, lod: number) => ArrayBufferView\r\n > = null;\r\n\r\n switch (bpp) {\r\n case 128: {\r\n switch (destType) {\r\n case Constants.TEXTURETYPE_FLOAT:\r\n dataGetter = DDSTools._GetFloatRGBAArrayBuffer;\r\n dataGetterPolynomial = null;\r\n break;\r\n case Constants.TEXTURETYPE_HALF_FLOAT:\r\n dataGetter = DDSTools._GetFloatAsHalfFloatRGBAArrayBuffer;\r\n dataGetterPolynomial = DDSTools._GetFloatRGBAArrayBuffer;\r\n break;\r\n case Constants.TEXTURETYPE_UNSIGNED_BYTE:\r\n dataGetter = DDSTools._GetFloatAsUIntRGBAArrayBuffer;\r\n dataGetterPolynomial = DDSTools._GetFloatRGBAArrayBuffer;\r\n break;\r\n }\r\n break;\r\n }\r\n default: {\r\n // 64 bpp\r\n switch (destType) {\r\n case Constants.TEXTURETYPE_FLOAT:\r\n dataGetter = DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer;\r\n dataGetterPolynomial = null;\r\n break;\r\n case Constants.TEXTURETYPE_HALF_FLOAT:\r\n dataGetter = DDSTools._GetHalfFloatRGBAArrayBuffer;\r\n dataGetterPolynomial = DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer;\r\n break;\r\n case Constants.TEXTURETYPE_UNSIGNED_BYTE:\r\n dataGetter = DDSTools._GetHalfFloatAsUIntRGBAArrayBuffer;\r\n dataGetterPolynomial = DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer;\r\n break;\r\n }\r\n break;\r\n }\r\n }\r\n\r\n texture.type = destType;\r\n\r\n floatArray = dataGetter(width, height, data.byteOffset + dataOffset, dataLength, data.buffer, i);\r\n\r\n if (sphericalPolynomialFaces && i == 0) {\r\n sphericalPolynomialFaces.push(\r\n dataGetterPolynomial ? dataGetterPolynomial(width, height, data.byteOffset + dataOffset, dataLength, data.buffer, i) : floatArray\r\n );\r\n }\r\n }\r\n\r\n if (floatArray) {\r\n engine._uploadDataToTextureDirectly(texture, floatArray, face, i);\r\n }\r\n } else if (info.isRGB) {\r\n texture.type = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n if (bpp === 24) {\r\n texture.format = Constants.TEXTUREFORMAT_RGB;\r\n dataLength = width * height * 3;\r\n byteArray = DDSTools._GetRGBArrayBuffer(width, height, data.byteOffset + dataOffset, dataLength, data.buffer, rOffset, gOffset, bOffset);\r\n engine._uploadDataToTextureDirectly(texture, byteArray, face, i);\r\n } else {\r\n // 32\r\n texture.format = Constants.TEXTUREFORMAT_RGBA;\r\n dataLength = width * height * 4;\r\n byteArray = DDSTools._GetRGBAArrayBuffer(width, height, data.byteOffset + dataOffset, dataLength, data.buffer, rOffset, gOffset, bOffset, aOffset);\r\n engine._uploadDataToTextureDirectly(texture, byteArray, face, i);\r\n }\r\n } else if (info.isLuminance) {\r\n const unpackAlignment = engine._getUnpackAlignement();\r\n const unpaddedRowSize = width;\r\n const paddedRowSize = Math.floor((width + unpackAlignment - 1) / unpackAlignment) * unpackAlignment;\r\n dataLength = paddedRowSize * (height - 1) + unpaddedRowSize;\r\n\r\n byteArray = DDSTools._GetLuminanceArrayBuffer(width, height, data.byteOffset + dataOffset, dataLength, data.buffer);\r\n texture.format = Constants.TEXTUREFORMAT_LUMINANCE;\r\n texture.type = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n\r\n engine._uploadDataToTextureDirectly(texture, byteArray, face, i);\r\n } else {\r\n dataLength = (((Math.max(4, width) / 4) * Math.max(4, height)) / 4) * blockBytes;\r\n byteArray = new Uint8Array(data.buffer, data.byteOffset + dataOffset, dataLength);\r\n\r\n texture.type = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n engine._uploadCompressedDataToTextureDirectly(texture, internalCompressedFormat, width, height, byteArray, face, i);\r\n }\r\n }\r\n dataOffset += bpp ? width * height * (bpp / 8) : dataLength;\r\n width *= 0.5;\r\n height *= 0.5;\r\n\r\n width = Math.max(1.0, width);\r\n height = Math.max(1.0, height);\r\n }\r\n\r\n if (currentFace !== undefined) {\r\n // Loading a single face\r\n break;\r\n }\r\n }\r\n if (sphericalPolynomialFaces && sphericalPolynomialFaces.length > 0) {\r\n info.sphericalPolynomial = CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial({\r\n size: header[off_width],\r\n right: sphericalPolynomialFaces[0],\r\n left: sphericalPolynomialFaces[1],\r\n up: sphericalPolynomialFaces[2],\r\n down: sphericalPolynomialFaces[3],\r\n front: sphericalPolynomialFaces[4],\r\n back: sphericalPolynomialFaces[5],\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n type: Constants.TEXTURETYPE_FLOAT,\r\n gammaSpace: false,\r\n });\r\n } else {\r\n info.sphericalPolynomial = undefined;\r\n }\r\n }\r\n}\r\n\r\ndeclare module \"../Engines/thinEngine\" {\r\n export interface ThinEngine {\r\n /**\r\n * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)\r\n * @param rootUrl defines the url where the file to load is located\r\n * @param scene defines the current scene\r\n * @param lodScale defines scale to apply to the mip map selection\r\n * @param lodOffset defines offset to apply to the mip map selection\r\n * @param onLoad defines an optional callback raised when the texture is loaded\r\n * @param onError defines an optional callback raised if there is an issue to load the texture\r\n * @param format defines the format of the data\r\n * @param forcedExtension defines the extension to use to pick the right loader\r\n * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture\r\n * @returns the cube texture as an InternalTexture\r\n */\r\n createPrefilteredCubeTexture(\r\n rootUrl: string,\r\n scene: Nullable<Scene>,\r\n lodScale: number,\r\n lodOffset: number,\r\n onLoad?: Nullable<(internalTexture: Nullable<InternalTexture>) => void>,\r\n onError?: Nullable<(message?: string, exception?: any) => void>,\r\n format?: number,\r\n forcedExtension?: any,\r\n createPolynomials?: boolean\r\n ): InternalTexture;\r\n }\r\n}\r\n\r\n/**\r\n * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)\r\n * @param rootUrl defines the url where the file to load is located\r\n * @param scene defines the current scene\r\n * @param lodScale defines scale to apply to the mip map selection\r\n * @param lodOffset defines offset to apply to the mip map selection\r\n * @param onLoad defines an optional callback raised when the texture is loaded\r\n * @param onError defines an optional callback raised if there is an issue to load the texture\r\n * @param format defines the format of the data\r\n * @param forcedExtension defines the extension to use to pick the right loader\r\n * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture\r\n * @returns the cube texture as an InternalTexture\r\n */\r\nThinEngine.prototype.createPrefilteredCubeTexture = function (\r\n rootUrl: string,\r\n scene: Nullable<Scene>,\r\n lodScale: number,\r\n lodOffset: number,\r\n onLoad: Nullable<(internalTexture: Nullable<InternalTexture>) => void> = null,\r\n onError: Nullable<(message?: string, exception?: any) => void> = null,\r\n format?: number,\r\n forcedExtension: any = null,\r\n createPolynomials: boolean = true\r\n): InternalTexture {\r\n const callback = (loadData: any) => {\r\n if (!loadData) {\r\n if (onLoad) {\r\n onLoad(null);\r\n }\r\n return;\r\n }\r\n\r\n const texture = loadData.texture as InternalTexture;\r\n if (!createPolynomials) {\r\n texture._sphericalPolynomial = new SphericalPolynomial();\r\n } else if (loadData.info.sphericalPolynomial) {\r\n texture._sphericalPolynomial = loadData.info.sphericalPolynomial;\r\n }\r\n texture._source = InternalTextureSource.CubePrefiltered;\r\n\r\n if (this.getCaps().textureLOD) {\r\n // Do not add extra process if texture lod is supported.\r\n if (onLoad) {\r\n onLoad(texture);\r\n }\r\n return;\r\n }\r\n\r\n const mipSlices = 3;\r\n\r\n const gl = this._gl;\r\n const width = loadData.width;\r\n if (!width) {\r\n return;\r\n }\r\n\r\n const textures: BaseTexture[] = [];\r\n for (let i = 0; i < mipSlices; i++) {\r\n //compute LOD from even spacing in smoothness (matching shader calculation)\r\n const smoothness = i / (mipSlices - 1);\r\n const roughness = 1 - smoothness;\r\n\r\n const minLODIndex = lodOffset; // roughness = 0\r\n const maxLODIndex = Scalar.Log2(width) * lodScale + lodOffset; // roughness = 1\r\n\r\n const lodIndex = minLODIndex + (maxLODIndex - minLODIndex) * roughness;\r\n const mipmapIndex = Math.round(Math.min(Math.max(lodIndex, 0), maxLODIndex));\r\n\r\n const glTextureFromLod = new InternalTexture(this, InternalTextureSource.Temp);\r\n glTextureFromLod.type = texture.type;\r\n glTextureFromLod.format = texture.format;\r\n glTextureFromLod.width = Math.pow(2, Math.max(Scalar.Log2(width) - mipmapIndex, 0));\r\n glTextureFromLod.height = glTextureFromLod.width;\r\n glTextureFromLod.isCube = true;\r\n glTextureFromLod._cachedWrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n glTextureFromLod._cachedWrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, glTextureFromLod, true);\r\n\r\n glTextureFromLod.samplingMode = Constants.TEXTURE_LINEAR_LINEAR;\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR);\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\r\n\r\n if (loadData.isDDS) {\r\n const info: DDSInfo = loadData.info;\r\n const data: any = loadData.data;\r\n this._unpackFlipY(info.isCompressed);\r\n\r\n DDSTools.UploadDDSLevels(this, glTextureFromLod, data, info, true, 6, mipmapIndex);\r\n } else {\r\n Logger.Warn(\"DDS is the only prefiltered cube map supported so far.\");\r\n }\r\n\r\n this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);\r\n\r\n // Wrap in a base texture for easy binding.\r\n const lodTexture = new BaseTexture(scene);\r\n lodTexture._isCube = true;\r\n lodTexture._texture = glTextureFromLod;\r\n\r\n glTextureFromLod.isReady = true;\r\n textures.push(lodTexture);\r\n }\r\n\r\n texture._lodTextureHigh = textures[2];\r\n texture._lodTextureMid = textures[1];\r\n texture._lodTextureLow = textures[0];\r\n\r\n if (onLoad) {\r\n onLoad(texture);\r\n }\r\n };\r\n\r\n return this.createCubeTexture(rootUrl, scene, null, false, callback, onError, format, forcedExtension, createPolynomials, lodScale, lodOffset);\r\n};\r\n"]}
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@@ -1 +1 @@
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{ Curve3 } from \"../Maths/math.path\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { TmpVectors, Vector3 } from \"../Maths/math.vector\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { IFontData } from \"../Meshes/Builders/textBuilder\";\r\nimport { CreateTextShapePaths } from \"../Meshes/Builders/textBuilder\";\r\nimport type { FloatArray, IndicesArray } from \"../types\";\r\nimport type { GreasedLinePoints } from \"../Meshes/GreasedLine/greasedLineBaseMesh\";\r\nimport type { Color3 } from \"../Maths/math.color\";\r\nimport { RawTexture } from \"../Materials/Textures/rawTexture\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { GreasedLineMaterialDefaults } from \"../Materials/GreasedLine/greasedLineMaterialDefaults\";\r\n\r\n/**\r\n * Tool functions for GreasedLine\r\n */\r\nexport class GreasedLineTools {\r\n /**\r\n * Converts GreasedLinePoints to number[][]\r\n * @param points GreasedLinePoints\r\n * @returns number[][] with x, y, z coordinates of the points, like [[x, y, z, x, y, z, ...], [x, y, z, ...]]\r\n */\r\n public static ConvertPoints(points: GreasedLinePoints): number[][] {\r\n if (points.length && Array.isArray(points) && typeof points[0] === \"number\") {\r\n return [<number[]>points];\r\n } else if (points.length && Array.isArray(points[0]) && typeof points[0][0] === \"number\") {\r\n return <number[][]>points;\r\n } else if (points.length && !Array.isArray(points[0]) && points[0] instanceof Vector3) {\r\n const positions: number[] = [];\r\n for (let j = 0; j < points.length; j++) {\r\n const p = points[j] as Vector3;\r\n positions.push(p.x, p.y, p.z);\r\n }\r\n return [positions];\r\n } else if (points.length > 0 && Array.isArray(points[0]) && points[0].length > 0 && points[0][0] instanceof Vector3) {\r\n const positions: number[][] = [];\r\n const vectorPoints = points as Vector3[][];\r\n vectorPoints.forEach((p) => {\r\n positions.push(p.flatMap((p2) => [p2.x, p2.y, p2.z]));\r\n });\r\n return positions;\r\n } else if (points instanceof Float32Array) {\r\n return [Array.from(points)];\r\n } else if (points.length && points[0] instanceof Float32Array) {\r\n const positions: number[][] = [];\r\n points.forEach((p) => {\r\n positions.push(Array.from(p as Float32Array));\r\n });\r\n return positions;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n /**\r\n * Omit zero length lines predicate for the MeshesToLines function\r\n * @param p1 point1 position of the face\r\n * @param p2 point2 position of the face\r\n * @param p3 point3 position of the face\r\n * @returns original points or null if any edge length is zero\r\n */\r\n public static OmitZeroLengthPredicate(p1: Vector3, p2: Vector3, p3: Vector3) {\r\n const fileredPoints = [];\r\n // edge1\r\n if (p2.subtract(p1).lengthSquared() > 0) {\r\n fileredPoints.push([p1, p2]);\r\n }\r\n // edge2\r\n if (p3.subtract(p2).lengthSquared() > 0) {\r\n fileredPoints.push([p2, p3]);\r\n }\r\n // edge3\r\n if (p1.subtract(p3).lengthSquared() > 0) {\r\n fileredPoints.push([p3, p1]);\r\n }\r\n return fileredPoints.length === 0 ? null : fileredPoints;\r\n }\r\n\r\n /**\r\n * Omit duplicate lines predicate for the MeshesToLines function\r\n * @param p1 point1 position of the face\r\n * @param p2 point2 position of the face\r\n * @param p3 point3 position of the face\r\n * @returns original points or null if any edge length is zero\r\n */\r\n public static OmitDuplicatesPredicate(p1: Vector3, p2: Vector3, p3: Vector3, points: Vector3[][]) {\r\n const fileredPoints = [];\r\n // edge1\r\n if (!GreasedLineTools._SearchInPoints(p1, p2, points)) {\r\n fileredPoints.push([p1, p2]);\r\n }\r\n // edge2\r\n if (!GreasedLineTools._SearchInPoints(p2, p3, points)) {\r\n fileredPoints.push([p2, p3]);\r\n }\r\n // edge3\r\n if (!GreasedLineTools._SearchInPoints(p3, p1, points)) {\r\n fileredPoints.push([p3, p1]);\r\n }\r\n return fileredPoints.length === 0 ? null : fileredPoints;\r\n }\r\n\r\n private static _SearchInPoints(p1: Vector3, p2: Vector3, points: Vector3[][]) {\r\n for (const ps of points) {\r\n for (let i = 0; i < ps.length; i++) {\r\n if (ps[i]?.equals(p1)) {\r\n // find the first point\r\n // if it has a sibling of p2 the line already exists\r\n if (ps[i + 1]?.equals(p2) || ps[i - 1]?.equals(p2)) {\r\n return true;\r\n }\r\n }\r\n }\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * Gets mesh triangles as line positions\r\n * @param meshes array of meshes\r\n * @param predicate predicate function which decides whether to include the mesh triangle/face in the ouput\r\n * @returns array of arrays of points\r\n */\r\n public static MeshesToLines(\r\n meshes: AbstractMesh[],\r\n predicate?: (\r\n p1: Vector3,\r\n p2: Vector3,\r\n p3: Vector3,\r\n points: Vector3[][],\r\n indiceIndex: number,\r\n vertexIndex: number,\r\n mesh: AbstractMesh,\r\n meshIndex: number,\r\n vertices: FloatArray,\r\n indices: IndicesArray\r\n ) => Vector3[][]\r\n ) {\r\n const points: Vector3[][] = [];\r\n\r\n meshes.forEach((m, meshIndex) => {\r\n const vertices = m.getVerticesData(VertexBuffer.PositionKind);\r\n const indices = m.getIndices();\r\n if (vertices && indices) {\r\n for (let i = 0, ii = 0; i < indices.length; i++) {\r\n const vi1 = indices[ii++] * 3;\r\n const vi2 = indices[ii++] * 3;\r\n const vi3 = indices[ii++] * 3;\r\n\r\n const p1 = new Vector3(vertices[vi1], vertices[vi1 + 1], vertices[vi1 + 2]);\r\n const p2 = new Vector3(vertices[vi2], vertices[vi2 + 1], vertices[vi2 + 2]);\r\n const p3 = new Vector3(vertices[vi3], vertices[vi3 + 1], vertices[vi3 + 2]);\r\n\r\n if (predicate) {\r\n const pointsFromPredicate = predicate(p1, p2, p3, points, i, vi1, m, meshIndex, vertices, indices);\r\n if (pointsFromPredicate) {\r\n for (const p of pointsFromPredicate) {\r\n points.push(p);\r\n }\r\n }\r\n } else {\r\n points.push([p1, p2], [p2, p3], [p3, p1]);\r\n }\r\n }\r\n }\r\n });\r\n\r\n return points;\r\n }\r\n\r\n /**\r\n * Converts number coordinates to Vector3s\r\n * @param points number array of x, y, z, x, y z, ... coordinates\r\n * @returns Vector3 array\r\n */\r\n public static ToVector3Array(points: number[] | number[][]) {\r\n if (Array.isArray(points[0])) {\r\n const array: Vector3[][] = [];\r\n const inputArray = points as number[][];\r\n for (const subInputArray of inputArray) {\r\n const subArray: Vector3[] = [];\r\n for (let i = 0; i < subInputArray.length; i += 3) {\r\n subArray.push(new Vector3(subInputArray[i], subInputArray[i + 1], subInputArray[i + 2]));\r\n }\r\n array.push(subArray);\r\n }\r\n return array;\r\n }\r\n\r\n const inputArray = points as number[];\r\n const array: Vector3[] = [];\r\n for (let i = 0; i < inputArray.length; i += 3) {\r\n array.push(new Vector3(inputArray[i], inputArray[i + 1], inputArray[i + 2]));\r\n }\r\n return array;\r\n }\r\n\r\n /**\r\n * Gets a number array from a Vector3 array.\r\n * You can you for example to convert your Vector3[] offsets to the required number[] for the offsets option.\r\n * @param points Vector3 array\r\n * @returns an array of x, y, z coordinates as numbers [x, y, z, x, y, z, x, y, z, ....]\r\n */\r\n public static ToNumberArray(points: Vector3[]) {\r\n return points.flatMap((v) => [v.x, v.y, v.z]);\r\n }\r\n\r\n /**\r\n * Calculates the sum of points of every line and the number of points in each line.\r\n * This function is useful when you are drawing multiple lines in one mesh and you want\r\n * to know the counts. For example for creating an offsets table.\r\n * @param points point array\r\n * @returns points count info\r\n */\r\n public static GetPointsCountInfo(points: number[][]): { total: number; counts: number[] } {\r\n const counts = new Array(points.length);\r\n let total = 0;\r\n for (let n = points.length; n--; ) {\r\n counts[n] = points[n].length / 3;\r\n total += counts[n];\r\n }\r\n return { total, counts };\r\n }\r\n\r\n /**\r\n * Gets the length of the line counting all it's segments length\r\n * @param data array of line points\r\n * @returns length of the line\r\n */\r\n public static GetLineLength(data: Vector3[] | number[]): number {\r\n if (data.length === 0) {\r\n return 0;\r\n }\r\n\r\n let points: Vector3[];\r\n if (typeof data[0] === \"number\") {\r\n points = GreasedLineTools.ToVector3Array(<number[]>data) as Vector3[];\r\n } else {\r\n points = data as Vector3[];\r\n }\r\n\r\n const tmp = TmpVectors.Vector3[0];\r\n let length = 0;\r\n for (let index = 0; index < points.length - 1; index++) {\r\n const point1 = points[index];\r\n const point2 = points[index + 1];\r\n length += point2.subtractToRef(point1, tmp).length();\r\n }\r\n return length;\r\n }\r\n\r\n /**\r\n * Divides a segment into smaller segments.\r\n * A segment is a part of the line between it's two points.\r\n * @param point1 first point of the line\r\n * @param point2 second point of the line\r\n * @param segmentCount number of segments we want to have in the divided line\r\n * @returns\r\n */\r\n public static SegmentizeSegmentByCount(point1: Vector3, point2: Vector3, segmentCount: number): Vector3[] {\r\n const dividedLinePoints: Vector3[] = [];\r\n const diff = point2.subtract(point1);\r\n const divisor = TmpVectors.Vector3[0];\r\n divisor.setAll(segmentCount);\r\n const segmentVector = TmpVectors.Vector3[1];\r\n diff.divideToRef(divisor, segmentVector);\r\n\r\n let nextPoint = point1.clone();\r\n dividedLinePoints.push(nextPoint);\r\n for (let index = 0; index < segmentCount; index++) {\r\n nextPoint = nextPoint.clone();\r\n dividedLinePoints.push(nextPoint.addInPlace(segmentVector));\r\n }\r\n\r\n return dividedLinePoints;\r\n }\r\n\r\n /**\r\n * Divides a line into segments.\r\n * A segment is a part of the line between it's two points.\r\n * @param what line points\r\n * @param segmentLength length of each segment of the resulting line (distance between two line points)\r\n * @returns line point\r\n */\r\n public static SegmentizeLineBySegmentLength(what: Vector3[] | number[] | { point1: Vector3; point2: Vector3; length: number }[], segmentLength: number): Vector3[] {\r\n const subLines =\r\n what[0] instanceof Vector3\r\n ? GreasedLineTools.GetLineSegments(what as Vector3[])\r\n : typeof what[0] === \"number\"\r\n ? GreasedLineTools.GetLineSegments(GreasedLineTools.ToVector3Array(what as number[]) as Vector3[])\r\n : (what as { point1: Vector3; point2: Vector3; length: number }[]);\r\n const points: Vector3[] = [];\r\n subLines.forEach((s) => {\r\n if (s.length > segmentLength) {\r\n const segments = GreasedLineTools.SegmentizeSegmentByCount(s.point1, s.point2, Math.ceil(s.length / segmentLength));\r\n segments.forEach((seg) => {\r\n points.push(seg);\r\n });\r\n } else {\r\n points.push(s.point1);\r\n points.push(s.point2);\r\n }\r\n });\r\n return points;\r\n }\r\n\r\n /**\r\n * Divides a line into segments.\r\n * A segment is a part of the line between it's two points.\r\n * @param what line points\r\n * @param segmentCount number of segments\r\n * @returns line point\r\n */\r\n public static SegmentizeLineBySegmentCount(what: Vector3[] | number[], segmentCount: number): Vector3[] {\r\n const points = <Vector3[]>(typeof what[0] === \"number\" ? GreasedLineTools.ToVector3Array(<number[]>what) : what);\r\n const segmentLength = GreasedLineTools.GetLineLength(points) / segmentCount;\r\n return GreasedLineTools.SegmentizeLineBySegmentLength(points, segmentLength);\r\n }\r\n /**\r\n * Gets line segments.\r\n * A segment is a part of the line between it's two points.\r\n * @param points line points\r\n * @returns segments information of the line segment including starting point, ending point and the distance between them\r\n */\r\n public static GetLineSegments(points: Vector3[]): { point1: Vector3; point2: Vector3; length: number }[] {\r\n const segments = [];\r\n for (let index = 0; index < points.length - 1; index++) {\r\n const point1 = points[index];\r\n const point2 = points[index + 1];\r\n const length = point2.subtract(point1).length();\r\n segments.push({ point1, point2, length });\r\n }\r\n\r\n return segments;\r\n }\r\n\r\n /**\r\n * Gets the minimum and the maximum length of a line segment in the line.\r\n * A segment is a part of the line between it's two points.\r\n * @param points line points\r\n * @returns\r\n */\r\n public static GetMinMaxSegmentLength(points: Vector3[]): { min: number; max: number } {\r\n const subLines = GreasedLineTools.GetLineSegments(points);\r\n const sorted = subLines.sort((s) => s.length);\r\n return {\r\n min: sorted[0].length,\r\n max: sorted[sorted.length - 1].length,\r\n };\r\n }\r\n\r\n /**\r\n * Finds the last visible position in world space of the line according to the visibility parameter\r\n * @param lineSegments segments of the line\r\n * @param lineLength total length of the line\r\n * @param visbility normalized value of visibility\r\n * @returns world space coordinate of the last visible piece of the line\r\n */\r\n public static GetPositionOnLineByVisibility(lineSegments: { point1: Vector3; point2: Vector3; length: number }[], lineLength: number, visbility: number, localSpace = false) {\r\n const lengthVisibilityRatio = lineLength * visbility;\r\n let sumSegmentLengths = 0;\r\n let segmentIndex = 0;\r\n\r\n const lineSegmentsLength = lineSegments.length;\r\n for (let i = 0; i < lineSegmentsLength; i++) {\r\n if (lengthVisibilityRatio <= sumSegmentLengths + lineSegments[i].length) {\r\n segmentIndex = i;\r\n break;\r\n }\r\n sumSegmentLengths += lineSegments[i].length;\r\n }\r\n\r\n const s = (lengthVisibilityRatio - sumSegmentLengths) / lineSegments[segmentIndex].length;\r\n\r\n lineSegments[segmentIndex].point2.subtractToRef(lineSegments[segmentIndex].point1, TmpVectors.Vector3[0]);\r\n TmpVectors.Vector3[1] = TmpVectors.Vector3[0].multiplyByFloats(s, s, s);\r\n if (!localSpace) {\r\n TmpVectors.Vector3[1].addInPlace(lineSegments[segmentIndex].point1);\r\n }\r\n\r\n return TmpVectors.Vector3[1].clone();\r\n }\r\n\r\n /**\r\n * Creates lines in a shape of circle/arc.\r\n * A segment is a part of the line between it's two points.\r\n * @param radiusX radiusX of the circle\r\n * @param segments number of segments in the circle\r\n * @param z z coordinate of the points. Defaults to 0.\r\n * @param radiusY radiusY of the circle - you can draw an oval if using different values\r\n * @param segmentAngle angle offset of the segments. Defaults to Math.PI * 2 / segments. Change this value to draw a part of the circle.\r\n * @returns line points\r\n */\r\n public static GetCircleLinePoints(radiusX: number, segments: number, z = 0, radiusY = radiusX, segmentAngle = (Math.PI * 2) / segments) {\r\n const points: Vector3[] = [];\r\n for (let i = 0; i <= segments; i++) {\r\n points.push(new Vector3(Math.cos(i * segmentAngle) * radiusX, Math.sin(i * segmentAngle) * radiusY, z));\r\n }\r\n return points;\r\n }\r\n\r\n /**\r\n * Gets line points in a shape of a bezier curve\r\n * @param p0 bezier point0\r\n * @param p1 bezier point1\r\n * @param p2 bezier point2\r\n * @param segments number of segments in the curve\r\n * @returns\r\n */\r\n public static GetBezierLinePoints(p0: Vector3, p1: Vector3, p2: Vector3, segments: number) {\r\n return Curve3.CreateQuadraticBezier(p0, p1, p2, segments)\r\n .getPoints()\r\n .flatMap((v) => [v.x, v.y, v.z]);\r\n }\r\n\r\n /**\r\n *\r\n * @param position position of the arrow cap (mainly you want to create a triangle, set widthUp and widthDown to the same value and omit widthStartUp and widthStartDown)\r\n * @param direction direction which the arrow points to\r\n * @param length length (size) of the arrow cap itself\r\n * @param widthUp the arrow width above the line\r\n * @param widthDown the arrow width belove the line\r\n * @param widthStartUp the arrow width at the start of the arrow above the line. In most scenarios this is 0.\r\n * @param widthStartDown the arrow width at the start of the arrow below the line. In most scenarios this is 0.\r\n * @returns\r\n */\r\n public static GetArrowCap(position: Vector3, direction: Vector3, length: number, widthUp: number, widthDown: number, widthStartUp = 0, widthStartDown = 0) {\r\n const points = [position.clone(), position.add(direction.multiplyByFloats(length, length, length))];\r\n const widths = [widthUp, widthDown, widthStartUp, widthStartDown];\r\n\r\n return {\r\n points,\r\n widths,\r\n };\r\n }\r\n\r\n /**\r\n * Gets 3D positions of points from a text and font\r\n * @param text Text\r\n * @param size Size of the font\r\n * @param resolution Resolution of the font\r\n * @param fontData defines the font data (can be generated with http://gero3.github.io/facetype.js/)\r\n * @param z z coordinate\r\n * @param includeInner include the inner parts of the font in the result. Default true. If false, only the outlines will be returned.\r\n * @returns number[][] of 3D positions\r\n */\r\n public static GetPointsFromText(text: string, size: number, resolution: number, fontData: IFontData, z = 0, includeInner = true) {\r\n const allPoints = [];\r\n const shapePaths = CreateTextShapePaths(text, size, resolution, fontData);\r\n\r\n for (const sp of shapePaths) {\r\n for (const p of sp.paths) {\r\n const points = [];\r\n const points2d = p.getPoints();\r\n for (const p2d of points2d) {\r\n points.push(p2d.x, p2d.y, z);\r\n }\r\n allPoints.push(points);\r\n }\r\n\r\n if (includeInner) {\r\n for (const h of sp.holes) {\r\n const holes = [];\r\n const points2d = h.getPoints();\r\n for (const p2d of points2d) {\r\n holes.push(p2d.x, p2d.y, z);\r\n }\r\n allPoints.push(holes);\r\n }\r\n }\r\n }\r\n\r\n return allPoints;\r\n }\r\n\r\n /**\r\n * Converts an array of Color3 to Uint8Array\r\n * @param colors Arrray of Color3\r\n * @returns Uin8Array of colors [r, g, b, a, r, g, b, a, ...]\r\n */\r\n public static Color3toRGBAUint8(colors: Color3[]) {\r\n const colorTable: Uint8Array = new Uint8Array(colors.length * 4);\r\n for (let i = 0, j = 0; i < colors.length; i++) {\r\n colorTable[j++] = colors[i].r * 255;\r\n colorTable[j++] = colors[i].g * 255;\r\n colorTable[j++] = colors[i].b * 255;\r\n colorTable[j++] = 255;\r\n }\r\n\r\n return colorTable;\r\n }\r\n\r\n /**\r\n * Creates a RawTexture from an RGBA color array and sets it on the plugin material instance.\r\n * @param name name of the texture\r\n * @param colors Uint8Array of colors\r\n */\r\n public static CreateColorsTexture(name: string, colors: Color3[], colorsSampling: number, scene: Scene) {\r\n const colorsArray = GreasedLineTools.Color3toRGBAUint8(colors);\r\n const colorsTexture = new RawTexture(colorsArray, colors.length, 1, Engine.TEXTUREFORMAT_RGBA, scene, false, true, colorsSampling);\r\n colorsTexture.name = name;\r\n return colorsTexture;\r\n }\r\n\r\n /**\r\n * A minimum size texture for the colors sampler2D when there is no colors texture defined yet.\r\n * For fast switching using the useColors property without the need to use defines.\r\n * @param scene Scene\r\n * @returns empty colors texture\r\n */\r\n public static PrepareEmptyColorsTexture(scene: Scene) {\r\n if (!GreasedLineMaterialDefaults.EmptyColorsTexture) {\r\n const colorsArray = new Uint8Array(4);\r\n GreasedLineMaterialDefaults.EmptyColorsTexture = new RawTexture(colorsArray, 1, 1, Engine.TEXTUREFORMAT_RGBA, scene, false, false, RawTexture.NEAREST_NEAREST);\r\n GreasedLineMaterialDefaults.EmptyColorsTexture.name = \"grlEmptyColorsTexture\";\r\n }\r\n\r\n return GreasedLineMaterialDefaults.EmptyColorsTexture;\r\n }\r\n\r\n /**\r\n * Diposes the shared empty colors texture\r\n */\r\n public static DisposeEmptyColorsTexture() {\r\n GreasedLineMaterialDefaults.EmptyColorsTexture?.dispose();\r\n GreasedLineMaterialDefaults.EmptyColorsTexture = null;\r\n }\r\n\r\n /**\r\n * Converts boolean to number.\r\n * @param bool\r\n * @returns 1 if true, 0 if false.\r\n */\r\n public static BooleanToNumber(bool?: boolean) {\r\n return bool ? 1 : 0;\r\n }\r\n}\r\n"]}
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{ Curve3 } from \"../Maths/math.path\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { TmpVectors, Vector3 } from \"../Maths/math.vector\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { IFontData } from \"../Meshes/Builders/textBuilder\";\r\nimport { CreateTextShapePaths } from \"../Meshes/Builders/textBuilder\";\r\nimport type { FloatArray, IndicesArray } from \"../types\";\r\nimport type { GreasedLinePoints } from \"../Meshes/GreasedLine/greasedLineBaseMesh\";\r\nimport type { Color3 } from \"../Maths/math.color\";\r\nimport { RawTexture } from \"../Materials/Textures/rawTexture\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { GreasedLineMaterialDefaults } from \"../Materials/GreasedLine/greasedLineMaterialDefaults\";\r\n\r\n/**\r\n * Tool functions for GreasedLine\r\n */\r\nexport class GreasedLineTools {\r\n /**\r\n * Converts GreasedLinePoints to number[][]\r\n * @param points GreasedLinePoints\r\n * @returns number[][] with x, y, z coordinates of the points, like [[x, y, z, x, y, z, ...], [x, y, z, ...]]\r\n */\r\n public static ConvertPoints(points: GreasedLinePoints): number[][] {\r\n if (points.length && Array.isArray(points) && typeof points[0] === \"number\") {\r\n return [<number[]>points];\r\n } else if (points.length && Array.isArray(points[0]) && typeof points[0][0] === \"number\") {\r\n return <number[][]>points;\r\n } else if (points.length && !Array.isArray(points[0]) && points[0] instanceof Vector3) {\r\n const positions: number[] = [];\r\n for (let j = 0; j < points.length; j++) {\r\n const p = points[j] as Vector3;\r\n positions.push(p.x, p.y, p.z);\r\n }\r\n return [positions];\r\n } else if (points.length > 0 && Array.isArray(points[0]) && points[0].length > 0 && points[0][0] instanceof Vector3) {\r\n const positions: number[][] = [];\r\n const vectorPoints = points as Vector3[][];\r\n vectorPoints.forEach((p) => {\r\n positions.push(p.flatMap((p2) => [p2.x, p2.y, p2.z]));\r\n });\r\n return positions;\r\n } else if (points instanceof Float32Array) {\r\n return [Array.from(points)];\r\n } else if (points.length && points[0] instanceof Float32Array) {\r\n const positions: number[][] = [];\r\n points.forEach((p) => {\r\n positions.push(Array.from(p as Float32Array));\r\n });\r\n return positions;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n /**\r\n * Omit zero length lines predicate for the MeshesToLines function\r\n * @param p1 point1 position of the face\r\n * @param p2 point2 position of the face\r\n * @param p3 point3 position of the face\r\n * @returns original points or null if any edge length is zero\r\n */\r\n public static OmitZeroLengthPredicate(p1: Vector3, p2: Vector3, p3: Vector3) {\r\n const fileredPoints = [];\r\n // edge1\r\n if (p2.subtract(p1).lengthSquared() > 0) {\r\n fileredPoints.push([p1, p2]);\r\n }\r\n // edge2\r\n if (p3.subtract(p2).lengthSquared() > 0) {\r\n fileredPoints.push([p2, p3]);\r\n }\r\n // edge3\r\n if (p1.subtract(p3).lengthSquared() > 0) {\r\n fileredPoints.push([p3, p1]);\r\n }\r\n return fileredPoints.length === 0 ? null : fileredPoints;\r\n }\r\n\r\n /**\r\n * Omit duplicate lines predicate for the MeshesToLines function\r\n * @param p1 point1 position of the face\r\n * @param p2 point2 position of the face\r\n * @param p3 point3 position of the face\r\n * @returns original points or null if any edge length is zero\r\n */\r\n public static OmitDuplicatesPredicate(p1: Vector3, p2: Vector3, p3: Vector3, points: Vector3[][]) {\r\n const fileredPoints = [];\r\n // edge1\r\n if (!GreasedLineTools._SearchInPoints(p1, p2, points)) {\r\n fileredPoints.push([p1, p2]);\r\n }\r\n // edge2\r\n if (!GreasedLineTools._SearchInPoints(p2, p3, points)) {\r\n fileredPoints.push([p2, p3]);\r\n }\r\n // edge3\r\n if (!GreasedLineTools._SearchInPoints(p3, p1, points)) {\r\n fileredPoints.push([p3, p1]);\r\n }\r\n return fileredPoints.length === 0 ? null : fileredPoints;\r\n }\r\n\r\n private static _SearchInPoints(p1: Vector3, p2: Vector3, points: Vector3[][]) {\r\n for (const ps of points) {\r\n for (let i = 0; i < ps.length; i++) {\r\n if (ps[i]?.equals(p1)) {\r\n // find the first point\r\n // if it has a sibling of p2 the line already exists\r\n if (ps[i + 1]?.equals(p2) || ps[i - 1]?.equals(p2)) {\r\n return true;\r\n }\r\n }\r\n }\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * Gets mesh triangles as line positions\r\n * @param meshes array of meshes\r\n * @param predicate predicate function which decides whether to include the mesh triangle/face in the ouput\r\n * @returns array of arrays of points\r\n */\r\n public static MeshesToLines(\r\n meshes: AbstractMesh[],\r\n predicate?: (\r\n p1: Vector3,\r\n p2: Vector3,\r\n p3: Vector3,\r\n points: Vector3[][],\r\n indiceIndex: number,\r\n vertexIndex: number,\r\n mesh: AbstractMesh,\r\n meshIndex: number,\r\n vertices: FloatArray,\r\n indices: IndicesArray\r\n ) => Vector3[][]\r\n ) {\r\n const points: Vector3[][] = [];\r\n\r\n meshes.forEach((m, meshIndex) => {\r\n const vertices = m.getVerticesData(VertexBuffer.PositionKind);\r\n const indices = m.getIndices();\r\n if (vertices && indices) {\r\n for (let i = 0, ii = 0; i < indices.length; i++) {\r\n const vi1 = indices[ii++] * 3;\r\n const vi2 = indices[ii++] * 3;\r\n const vi3 = indices[ii++] * 3;\r\n\r\n const p1 = new Vector3(vertices[vi1], vertices[vi1 + 1], vertices[vi1 + 2]);\r\n const p2 = new Vector3(vertices[vi2], vertices[vi2 + 1], vertices[vi2 + 2]);\r\n const p3 = new Vector3(vertices[vi3], vertices[vi3 + 1], vertices[vi3 + 2]);\r\n\r\n if (predicate) {\r\n const pointsFromPredicate = predicate(p1, p2, p3, points, i, vi1, m, meshIndex, vertices, indices);\r\n if (pointsFromPredicate) {\r\n for (const p of pointsFromPredicate) {\r\n points.push(p);\r\n }\r\n }\r\n } else {\r\n points.push([p1, p2], [p2, p3], [p3, p1]);\r\n }\r\n }\r\n }\r\n });\r\n\r\n return points;\r\n }\r\n\r\n /**\r\n * Converts number coordinates to Vector3s\r\n * @param points number array of x, y, z, x, y z, ... coordinates\r\n * @returns Vector3 array\r\n */\r\n public static ToVector3Array(points: number[] | number[][]) {\r\n if (Array.isArray(points[0])) {\r\n const array: Vector3[][] = [];\r\n const inputArray = points as number[][];\r\n for (const subInputArray of inputArray) {\r\n const subArray: Vector3[] = [];\r\n for (let i = 0; i < subInputArray.length; i += 3) {\r\n subArray.push(new Vector3(subInputArray[i], subInputArray[i + 1], subInputArray[i + 2]));\r\n }\r\n array.push(subArray);\r\n }\r\n return array;\r\n }\r\n\r\n const inputArray = points as number[];\r\n const array: Vector3[] = [];\r\n for (let i = 0; i < inputArray.length; i += 3) {\r\n array.push(new Vector3(inputArray[i], inputArray[i + 1], inputArray[i + 2]));\r\n }\r\n return array;\r\n }\r\n\r\n /**\r\n * Gets a number array from a Vector3 array.\r\n * You can you for example to convert your Vector3[] offsets to the required number[] for the offsets option.\r\n * @param points Vector3 array\r\n * @returns an array of x, y, z coordinates as numbers [x, y, z, x, y, z, x, y, z, ....]\r\n */\r\n public static ToNumberArray(points: Vector3[]) {\r\n return points.flatMap((v) => [v.x, v.y, v.z]);\r\n }\r\n\r\n /**\r\n * Calculates the sum of points of every line and the number of points in each line.\r\n * This function is useful when you are drawing multiple lines in one mesh and you want\r\n * to know the counts. For example for creating an offsets table.\r\n * @param points point array\r\n * @returns points count info\r\n */\r\n public static GetPointsCountInfo(points: number[][]): { total: number; counts: number[] } {\r\n const counts = new Array(points.length);\r\n let total = 0;\r\n for (let n = points.length; n--; ) {\r\n counts[n] = points[n].length / 3;\r\n total += counts[n];\r\n }\r\n return { total, counts };\r\n }\r\n\r\n /**\r\n * Gets the length of the line counting all it's segments length\r\n * @param data array of line points\r\n * @returns length of the line\r\n */\r\n public static GetLineLength(data: Vector3[] | number[]): number {\r\n if (data.length === 0) {\r\n return 0;\r\n }\r\n\r\n let points: Vector3[];\r\n if (typeof data[0] === \"number\") {\r\n points = GreasedLineTools.ToVector3Array(<number[]>data) as Vector3[];\r\n } else {\r\n points = data as Vector3[];\r\n }\r\n\r\n const tmp = TmpVectors.Vector3[0];\r\n let length = 0;\r\n for (let index = 0; index < points.length - 1; index++) {\r\n const point1 = points[index];\r\n const point2 = points[index + 1];\r\n length += point2.subtractToRef(point1, tmp).length();\r\n }\r\n return length;\r\n }\r\n\r\n /**\r\n * Divides a segment into smaller segments.\r\n * A segment is a part of the line between it's two points.\r\n * @param point1 first point of the line\r\n * @param point2 second point of the line\r\n * @param segmentCount number of segments we want to have in the divided line\r\n * @returns\r\n */\r\n public static SegmentizeSegmentByCount(point1: Vector3, point2: Vector3, segmentCount: number): Vector3[] {\r\n const dividedLinePoints: Vector3[] = [];\r\n const diff = point2.subtract(point1);\r\n const divisor = TmpVectors.Vector3[0];\r\n divisor.setAll(segmentCount);\r\n const segmentVector = TmpVectors.Vector3[1];\r\n diff.divideToRef(divisor, segmentVector);\r\n\r\n let nextPoint = point1.clone();\r\n dividedLinePoints.push(nextPoint);\r\n for (let index = 0; index < segmentCount; index++) {\r\n nextPoint = nextPoint.clone();\r\n dividedLinePoints.push(nextPoint.addInPlace(segmentVector));\r\n }\r\n\r\n return dividedLinePoints;\r\n }\r\n\r\n /**\r\n * Divides a line into segments.\r\n * A segment is a part of the line between it's two points.\r\n * @param what line points\r\n * @param segmentLength length of each segment of the resulting line (distance between two line points)\r\n * @returns line point\r\n */\r\n public static SegmentizeLineBySegmentLength(what: Vector3[] | number[] | { point1: Vector3; point2: Vector3; length: number }[], segmentLength: number): Vector3[] {\r\n const subLines =\r\n what[0] instanceof Vector3\r\n ? GreasedLineTools.GetLineSegments(what as Vector3[])\r\n : typeof what[0] === \"number\"\r\n ? GreasedLineTools.GetLineSegments(GreasedLineTools.ToVector3Array(what as number[]) as Vector3[])\r\n : (what as { point1: Vector3; point2: Vector3; length: number }[]);\r\n const points: Vector3[] = [];\r\n subLines.forEach((s) => {\r\n if (s.length > segmentLength) {\r\n const segments = GreasedLineTools.SegmentizeSegmentByCount(s.point1, s.point2, Math.ceil(s.length / segmentLength));\r\n segments.forEach((seg) => {\r\n points.push(seg);\r\n });\r\n } else {\r\n points.push(s.point1);\r\n points.push(s.point2);\r\n }\r\n });\r\n return points;\r\n }\r\n\r\n /**\r\n * Divides a line into segments.\r\n * A segment is a part of the line between it's two points.\r\n * @param what line points\r\n * @param segmentCount number of segments\r\n * @returns line point\r\n */\r\n public static SegmentizeLineBySegmentCount(what: Vector3[] | number[], segmentCount: number): Vector3[] {\r\n const points = <Vector3[]>(typeof what[0] === \"number\" ? GreasedLineTools.ToVector3Array(<number[]>what) : what);\r\n const segmentLength = GreasedLineTools.GetLineLength(points) / segmentCount;\r\n return GreasedLineTools.SegmentizeLineBySegmentLength(points, segmentLength);\r\n }\r\n /**\r\n * Gets line segments.\r\n * A segment is a part of the line between it's two points.\r\n * @param points line points\r\n * @returns segments information of the line segment including starting point, ending point and the distance between them\r\n */\r\n public static GetLineSegments(points: Vector3[]): { point1: Vector3; point2: Vector3; length: number }[] {\r\n const segments = [];\r\n for (let index = 0; index < points.length - 1; index++) {\r\n const point1 = points[index];\r\n const point2 = points[index + 1];\r\n const length = point2.subtract(point1).length();\r\n segments.push({ point1, point2, length });\r\n }\r\n\r\n return segments;\r\n }\r\n\r\n /**\r\n * Gets the minimum and the maximum length of a line segment in the line.\r\n * A segment is a part of the line between it's two points.\r\n * @param points line points\r\n * @returns\r\n */\r\n public static GetMinMaxSegmentLength(points: Vector3[]): { min: number; max: number } {\r\n const subLines = GreasedLineTools.GetLineSegments(points);\r\n const sorted = subLines.sort((s) => s.length);\r\n return {\r\n min: sorted[0].length,\r\n max: sorted[sorted.length - 1].length,\r\n };\r\n }\r\n\r\n /**\r\n * Finds the last visible position in world space of the line according to the visibility parameter\r\n * @param lineSegments segments of the line\r\n * @param lineLength total length of the line\r\n * @param visbility normalized value of visibility\r\n * @returns world space coordinate of the last visible piece of the line\r\n */\r\n public static GetPositionOnLineByVisibility(lineSegments: { point1: Vector3; point2: Vector3; length: number }[], lineLength: number, visbility: number, localSpace = false) {\r\n const lengthVisibilityRatio = lineLength * visbility;\r\n let sumSegmentLengths = 0;\r\n let segmentIndex = 0;\r\n\r\n const lineSegmentsLength = lineSegments.length;\r\n for (let i = 0; i < lineSegmentsLength; i++) {\r\n if (lengthVisibilityRatio <= sumSegmentLengths + lineSegments[i].length) {\r\n segmentIndex = i;\r\n break;\r\n }\r\n sumSegmentLengths += lineSegments[i].length;\r\n }\r\n\r\n const s = (lengthVisibilityRatio - sumSegmentLengths) / lineSegments[segmentIndex].length;\r\n\r\n lineSegments[segmentIndex].point2.subtractToRef(lineSegments[segmentIndex].point1, TmpVectors.Vector3[0]);\r\n TmpVectors.Vector3[1] = TmpVectors.Vector3[0].multiplyByFloats(s, s, s);\r\n if (!localSpace) {\r\n TmpVectors.Vector3[1].addInPlace(lineSegments[segmentIndex].point1);\r\n }\r\n\r\n return TmpVectors.Vector3[1].clone();\r\n }\r\n\r\n /**\r\n * Creates lines in a shape of circle/arc.\r\n * A segment is a part of the line between it's two points.\r\n * @param radiusX radiusX of the circle\r\n * @param segments number of segments in the circle\r\n * @param z z coordinate of the points. Defaults to 0.\r\n * @param radiusY radiusY of the circle - you can draw an oval if using different values\r\n * @param segmentAngle angle offset of the segments. Defaults to Math.PI * 2 / segments. Change this value to draw a part of the circle.\r\n * @returns line points\r\n */\r\n public static GetCircleLinePoints(radiusX: number, segments: number, z = 0, radiusY = radiusX, segmentAngle = (Math.PI * 2) / segments) {\r\n const points: Vector3[] = [];\r\n for (let i = 0; i <= segments; i++) {\r\n points.push(new Vector3(Math.cos(i * segmentAngle) * radiusX, Math.sin(i * segmentAngle) * radiusY, z));\r\n }\r\n return points;\r\n }\r\n\r\n /**\r\n * Gets line points in a shape of a bezier curve\r\n * @param p0 bezier point0\r\n * @param p1 bezier point1\r\n * @param p2 bezier point2\r\n * @param segments number of segments in the curve\r\n * @returns\r\n */\r\n public static GetBezierLinePoints(p0: Vector3, p1: Vector3, p2: Vector3, segments: number) {\r\n return Curve3.CreateQuadraticBezier(p0, p1, p2, segments)\r\n .getPoints()\r\n .flatMap((v) => [v.x, v.y, v.z]);\r\n }\r\n\r\n /**\r\n *\r\n * @param position position of the arrow cap (mainly you want to create a triangle, set widthUp and widthDown to the same value and omit widthStartUp and widthStartDown)\r\n * @param direction direction which the arrow points to\r\n * @param length length (size) of the arrow cap itself\r\n * @param widthUp the arrow width above the line\r\n * @param widthDown the arrow width belove the line\r\n * @param widthStartUp the arrow width at the start of the arrow above the line. In most scenarios this is 0.\r\n * @param widthStartDown the arrow width at the start of the arrow below the line. In most scenarios this is 0.\r\n * @returns\r\n */\r\n public static GetArrowCap(position: Vector3, direction: Vector3, length: number, widthUp: number, widthDown: number, widthStartUp = 0, widthStartDown = 0) {\r\n const points = [position.clone(), position.add(direction.multiplyByFloats(length, length, length))];\r\n const widths = [widthUp, widthDown, widthStartUp, widthStartDown];\r\n\r\n return {\r\n points,\r\n widths,\r\n };\r\n }\r\n\r\n /**\r\n * Gets 3D positions of points from a text and font\r\n * @param text Text\r\n * @param size Size of the font\r\n * @param resolution Resolution of the font\r\n * @param fontData defines the font data (can be generated with http://gero3.github.io/facetype.js/)\r\n * @param z z coordinate\r\n * @param includeInner include the inner parts of the font in the result. Default true. If false, only the outlines will be returned.\r\n * @returns number[][] of 3D positions\r\n */\r\n public static GetPointsFromText(text: string, size: number, resolution: number, fontData: IFontData, z = 0, includeInner = true) {\r\n const allPoints = [];\r\n const shapePaths = CreateTextShapePaths(text, size, resolution, fontData);\r\n\r\n for (const sp of shapePaths) {\r\n for (const p of sp.paths) {\r\n const points = [];\r\n const points2d = p.getPoints();\r\n for (const p2d of points2d) {\r\n points.push(p2d.x, p2d.y, z);\r\n }\r\n allPoints.push(points);\r\n }\r\n\r\n if (includeInner) {\r\n for (const h of sp.holes) {\r\n const holes = [];\r\n const points2d = h.getPoints();\r\n for (const p2d of points2d) {\r\n holes.push(p2d.x, p2d.y, z);\r\n }\r\n allPoints.push(holes);\r\n }\r\n }\r\n }\r\n\r\n return allPoints;\r\n }\r\n\r\n /**\r\n * Converts an array of Color3 to Uint8Array\r\n * @param colors Arrray of Color3\r\n * @returns Uin8Array of colors [r, g, b, a, r, g, b, a, ...]\r\n */\r\n public static Color3toRGBAUint8(colors: Color3[]) {\r\n const colorTable: Uint8Array = new Uint8Array(colors.length * 4);\r\n for (let i = 0, j = 0; i < colors.length; i++) {\r\n colorTable[j++] = colors[i].r * 255;\r\n colorTable[j++] = colors[i].g * 255;\r\n colorTable[j++] = colors[i].b * 255;\r\n colorTable[j++] = 255;\r\n }\r\n\r\n return colorTable;\r\n }\r\n\r\n /**\r\n * Creates a RawTexture from an RGBA color array and sets it on the plugin material instance.\r\n * @param name name of the texture\r\n * @param colors Uint8Array of colors\r\n */\r\n public static CreateColorsTexture(name: string, colors: Color3[], colorsSampling: number, scene: Scene) {\r\n const colorsArray = GreasedLineTools.Color3toRGBAUint8(colors);\r\n const colorsTexture = new RawTexture(colorsArray, colors.length, 1, Engine.TEXTUREFORMAT_RGBA, scene, false, true, colorsSampling);\r\n colorsTexture.name = name;\r\n return colorsTexture;\r\n }\r\n\r\n /**\r\n * A minimum size texture for the colors sampler2D when there is no colors texture defined yet.\r\n * For fast switching using the useColors property without the need to use defines.\r\n * @param scene Scene\r\n * @returns empty colors texture\r\n */\r\n public static PrepareEmptyColorsTexture(scene: Scene) {\r\n if (!GreasedLineMaterialDefaults.EmptyColorsTexture) {\r\n const colorsArray = new Uint8Array(4);\r\n GreasedLineMaterialDefaults.EmptyColorsTexture = new RawTexture(colorsArray, 1, 1, Engine.TEXTUREFORMAT_RGBA, scene, false, false, RawTexture.NEAREST_NEAREST);\r\n GreasedLineMaterialDefaults.EmptyColorsTexture.name = \"grlEmptyColorsTexture\";\r\n }\r\n\r\n return GreasedLineMaterialDefaults.EmptyColorsTexture;\r\n }\r\n\r\n /**\r\n * Diposes the shared empty colors texture\r\n */\r\n public static DisposeEmptyColorsTexture() {\r\n GreasedLineMaterialDefaults.EmptyColorsTexture?.dispose();\r\n GreasedLineMaterialDefaults.EmptyColorsTexture = null;\r\n }\r\n\r\n /**\r\n * Converts boolean to number.\r\n * @param bool\r\n * @returns 1 if true, 0 if false.\r\n */\r\n public static BooleanToNumber(bool?: boolean) {\r\n return bool ? 1 : 0;\r\n }\r\n}\r\n"]}
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