@babylonjs/core 6.33.2 → 6.34.1

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Files changed (37) hide show
  1. package/Animations/animation.js +1 -1
  2. package/Animations/animation.js.map +1 -1
  3. package/Buffers/storageBuffer.d.ts +2 -1
  4. package/Buffers/storageBuffer.js +3 -2
  5. package/Buffers/storageBuffer.js.map +1 -1
  6. package/Cameras/arcRotateCamera.js +1 -1
  7. package/Cameras/arcRotateCamera.js.map +1 -1
  8. package/Engines/Extensions/engine.storageBuffer.d.ts +2 -1
  9. package/Engines/Extensions/engine.storageBuffer.js.map +1 -1
  10. package/Engines/WebGPU/Extensions/engine.storageBuffer.js +14 -5
  11. package/Engines/WebGPU/Extensions/engine.storageBuffer.js.map +1 -1
  12. package/Engines/thinEngine.js +2 -2
  13. package/Engines/thinEngine.js.map +1 -1
  14. package/Engines/webgpuEngine.js +4 -0
  15. package/Engines/webgpuEngine.js.map +1 -1
  16. package/FlowGraph/flowGraphBlock.js +1 -21
  17. package/FlowGraph/flowGraphBlock.js.map +1 -1
  18. package/FlowGraph/flowGraphExecutionBlock.d.ts +1 -0
  19. package/FlowGraph/flowGraphExecutionBlock.js +20 -0
  20. package/FlowGraph/flowGraphExecutionBlock.js.map +1 -1
  21. package/Gizmos/axisScaleGizmo.d.ts +1 -0
  22. package/Gizmos/axisScaleGizmo.js +12 -0
  23. package/Gizmos/axisScaleGizmo.js.map +1 -1
  24. package/Materials/uniformBuffer.d.ts +4 -1
  25. package/Materials/uniformBuffer.js +5 -2
  26. package/Materials/uniformBuffer.js.map +1 -1
  27. package/Meshes/abstractMesh.js +3 -1
  28. package/Meshes/abstractMesh.js.map +1 -1
  29. package/Physics/v2/index.d.ts +1 -0
  30. package/Physics/v2/index.js +1 -0
  31. package/Physics/v2/index.js.map +1 -1
  32. package/Physics/v2/ragdoll.d.ts +107 -0
  33. package/Physics/v2/ragdoll.js +228 -0
  34. package/Physics/v2/ragdoll.js.map +1 -0
  35. package/Shaders/ShadersInclude/pbrBlockSubSurface.js +3 -2
  36. package/Shaders/ShadersInclude/pbrBlockSubSurface.js.map +1 -1
  37. package/package.json +1 -1
@@ -2,7 +2,6 @@ import { RandomGUID } from "../Misc/guid.js";
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  import { FlowGraphConnectionType } from "./flowGraphConnection.js";
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  import { FlowGraphDataConnection } from "./flowGraphDataConnection.js";
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  import { Tools } from "../Misc/tools.js";
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- import { FlowGraphExecutionBlock } from "./flowGraphExecutionBlock.js";
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  import { defaultValueParseFunction, defaultValueSerializationFunction } from "./serialization.js";
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  /**
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  * @experimental
@@ -101,26 +100,7 @@ export class FlowGraphBlock {
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  }
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  }
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  obj.metadata = serializationObject.metadata;
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- if (obj instanceof FlowGraphExecutionBlock) {
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- for (let i = 0; i < serializationObject.signalInputs.length; i++) {
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- const signalInput = obj.getSignalInput(serializationObject.signalInputs[i].name);
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- if (signalInput) {
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- signalInput.deserialize(serializationObject.signalInputs[i]);
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- }
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- else {
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- throw new Error("Could not find signal input with name " + serializationObject.signalInputs[i].name + " in block " + serializationObject.className);
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- }
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- }
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- for (let i = 0; i < serializationObject.signalOutputs.length; i++) {
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- const signalOutput = obj.getSignalOutput(serializationObject.signalOutputs[i].name);
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- if (signalOutput) {
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- signalOutput.deserialize(serializationObject.signalOutputs[i]);
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- }
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- else {
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- throw new Error("Could not find signal output with name " + serializationObject.signalOutputs[i].name + " in block " + serializationObject.className);
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- }
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- }
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- }
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+ obj.deserialize && obj.deserialize(serializationObject);
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  return obj;
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  }
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  }
@@ -1 +1 @@
1
- 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{ RandomGUID } from \"../Misc/guid\";\r\nimport { FlowGraphConnectionType } from \"./flowGraphConnection\";\r\nimport type { FlowGraphContext } from \"./flowGraphContext\";\r\nimport { FlowGraphDataConnection } from \"./flowGraphDataConnection\";\r\nimport type { RichType } from \"./flowGraphRichTypes\";\r\nimport { Tools } from \"core/Misc/tools\";\r\nimport type { ISerializedFlowGraphBlock } from \"./typeDefinitions\";\r\nimport { FlowGraphExecutionBlock } from \"./flowGraphExecutionBlock\";\r\nimport { defaultValueParseFunction, defaultValueSerializationFunction } from \"./serialization\";\r\nimport type { Scene } from \"../scene\";\r\n\r\nexport interface IFlowGraphBlockConfiguration {\r\n name?: string;\r\n [extraPropertyKey: string]: any;\r\n}\r\n\r\n/**\r\n * @experimental\r\n * A block in a flow graph. The most basic form\r\n * of a block has inputs and outputs that contain\r\n * data.\r\n */\r\nexport class FlowGraphBlock {\r\n /**\r\n * A randomly generated GUID for each block.\r\n */\r\n public uniqueId = RandomGUID();\r\n /**\r\n * The name of the block.\r\n */\r\n public name: string;\r\n /**\r\n * The data inputs of the block.\r\n */\r\n public dataInputs: FlowGraphDataConnection<any>[];\r\n /**\r\n * The data outputs of the block.\r\n */\r\n public dataOutputs: FlowGraphDataConnection<any>[];\r\n\r\n public metadata: any;\r\n\r\n /** Constructor is protected so only subclasses can be instantiated */\r\n protected constructor(public config?: IFlowGraphBlockConfiguration) {\r\n this.configure();\r\n }\r\n\r\n public configure() {\r\n // overriden in child classes, uses config\r\n this.name = this.config?.name ?? this.getClassName();\r\n this.dataInputs = [];\r\n this.dataOutputs = [];\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _updateOutputs(_context: FlowGraphContext): void {\r\n // empty by default, overriden in data blocks\r\n }\r\n\r\n public registerDataInput<T>(name: string, className: RichType<T>): FlowGraphDataConnection<T> {\r\n const input = new FlowGraphDataConnection(name, FlowGraphConnectionType.Input, this, className);\r\n this.dataInputs.push(input);\r\n return input;\r\n }\r\n\r\n public registerDataOutput<T>(name: string, className: RichType<T>): FlowGraphDataConnection<T> {\r\n const output = new FlowGraphDataConnection(name, FlowGraphConnectionType.Output, this, className);\r\n this.dataOutputs.push(output);\r\n return output;\r\n }\r\n\r\n public getDataInput(name: string): FlowGraphDataConnection<any> | undefined {\r\n return this.dataInputs.find((i) => i.name === name);\r\n }\r\n\r\n public getDataOutput(name: string): FlowGraphDataConnection<any> | undefined {\r\n return this.dataOutputs.find((i) => i.name === name);\r\n }\r\n\r\n public serialize(serializationObject: any = {}, _valueSerializeFunction: (key: string, value: any, serializationObject: any) => any = defaultValueSerializationFunction) {\r\n serializationObject.uniqueId = this.uniqueId;\r\n serializationObject.config = {};\r\n if (this.config) {\r\n serializationObject.config[\"name\"] = this.config.name;\r\n }\r\n serializationObject.dataInputs = [];\r\n serializationObject.dataOutputs = [];\r\n serializationObject.className = this.getClassName();\r\n for (const input of this.dataInputs) {\r\n const serializedInput: any = {};\r\n input.serialize(serializedInput);\r\n serializationObject.dataInputs.push(serializedInput);\r\n }\r\n for (const output of this.dataOutputs) {\r\n const serializedOutput: any = {};\r\n output.serialize(serializedOutput);\r\n serializationObject.dataOutputs.push(serializedOutput);\r\n }\r\n }\r\n\r\n public getClassName() {\r\n return \"FGBlock\";\r\n }\r\n\r\n public static Parse(\r\n serializationObject: ISerializedFlowGraphBlock,\r\n scene: Scene,\r\n valueParseFunction: (key: string, serializationObject: any, scene: Scene) => any = defaultValueParseFunction\r\n ): FlowGraphBlock {\r\n const classType = Tools.Instantiate(serializationObject.className);\r\n const parsedConfig: any = {};\r\n if (serializationObject.config) {\r\n for (const key in serializationObject.config) {\r\n parsedConfig[key] = valueParseFunction(key, serializationObject.config, scene);\r\n }\r\n }\r\n const obj = new classType(parsedConfig);\r\n obj.uniqueId = serializationObject.uniqueId;\r\n for (let i = 0; i < serializationObject.dataInputs.length; i++) {\r\n const dataInput = obj.getDataInput(serializationObject.dataInputs[i].name);\r\n if (dataInput) {\r\n dataInput.deserialize(serializationObject.dataInputs[i]);\r\n } else {\r\n throw new Error(\"Could not find data input with name \" + serializationObject.dataInputs[i].name + \" in block \" + serializationObject.className);\r\n }\r\n }\r\n for (let i = 0; i < serializationObject.dataOutputs.length; i++) {\r\n const dataOutput = obj.getDataOutput(serializationObject.dataOutputs[i].name);\r\n if (dataOutput) {\r\n dataOutput.deserialize(serializationObject.dataOutputs[i]);\r\n } else {\r\n throw new Error(\"Could not find data output with name \" + serializationObject.dataOutputs[i].name + \" in block \" + serializationObject.className);\r\n }\r\n }\r\n obj.metadata = serializationObject.metadata;\r\n if (obj instanceof FlowGraphExecutionBlock) {\r\n for (let i = 0; i < serializationObject.signalInputs.length; i++) {\r\n const signalInput = obj.getSignalInput(serializationObject.signalInputs[i].name);\r\n if (signalInput) {\r\n signalInput.deserialize(serializationObject.signalInputs[i]);\r\n } else {\r\n throw new Error(\"Could not find signal input with name \" + serializationObject.signalInputs[i].name + \" in block \" + serializationObject.className);\r\n }\r\n }\r\n for (let i = 0; i < serializationObject.signalOutputs.length; i++) {\r\n const signalOutput = obj.getSignalOutput(serializationObject.signalOutputs[i].name);\r\n if (signalOutput) {\r\n signalOutput.deserialize(serializationObject.signalOutputs[i]);\r\n } else {\r\n throw new Error(\"Could not find signal output with name \" + serializationObject.signalOutputs[i].name + \" in block \" + serializationObject.className);\r\n }\r\n }\r\n }\r\n return obj;\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"flowGraphBlock.js","sourceRoot":"","sources":["../../../../dev/core/src/FlowGraph/flowGraphBlock.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,UAAU,EAAE,MAAM,cAAc,CAAC;AAC1C,OAAO,EAAE,uBAAuB,EAAE,MAAM,uBAAuB,CAAC;AAEhE,OAAO,EAAE,uBAAuB,EAAE,MAAM,2BAA2B,CAAC;AAEpE,OAAO,EAAE,KAAK,EAAE,yBAAwB;AAExC,OAAO,EAAE,yBAAyB,EAAE,iCAAiC,EAAE,MAAM,iBAAiB,CAAC;AAQ/F;;;;;GAKG;AACH,MAAM,OAAO,cAAc;IAoBvB,sEAAsE;IACtE,YAA6B,MAAqC;QAArC,WAAM,GAAN,MAAM,CAA+B;QApBlE;;WAEG;QACI,aAAQ,GAAG,UAAU,EAAE,CAAC;QAkB3B,IAAI,CAAC,SAAS,EAAE,CAAC;IACrB,CAAC;IAEM,SAAS;;QACZ,0CAA0C;QAC1C,IAAI,CAAC,IAAI,GAAG,MAAA,MAAA,IAAI,CAAC,MAAM,0CAAE,IAAI,mCAAI,IAAI,CAAC,YAAY,EAAE,CAAC;QACrD,IAAI,CAAC,UAAU,GAAG,EAAE,CAAC;QACrB,IAAI,CAAC,WAAW,GAAG,EAAE,CAAC;IAC1B,CAAC;IAED;;OAEG;IACI,cAAc,CAAC,QAA0B;QAC5C,6CAA6C;IACjD,CAAC;IAEM,iBAAiB,CAAI,IAAY,EAAE,SAAsB;QAC5D,MAAM,KAAK,GAAG,IAAI,uBAAuB,CAAC,IAAI,EAAE,uBAAuB,CAAC,KAAK,EAAE,IAAI,EAAE,SAAS,CAAC,CAAC;QAChG,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;QAC5B,OAAO,KAAK,CAAC;IACjB,CAAC;IAEM,kBAAkB,CAAI,IAAY,EAAE,SAAsB;QAC7D,MAAM,MAAM,GAAG,IAAI,uBAAuB,CAAC,IAAI,EAAE,uBAAuB,CAAC,MAAM,EAAE,IAAI,EAAE,SAAS,CAAC,CAAC;QAClG,IAAI,CAAC,WAAW,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;QAC9B,OAAO,MAAM,CAAC;IAClB,CAAC;IAEM,YAAY,CAAC,IAAY;QAC5B,OAAO,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,IAAI,KAAK,IAAI,CAAC,CAAC;IACxD,CAAC;IAEM,aAAa,CAAC,IAAY;QAC7B,OAAO,IAAI,CAAC,WAAW,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,IAAI,KAAK,IAAI,CAAC,CAAC;IACzD,CAAC;IAEM,SAAS,CAAC,sBAA2B,EAAE,EAAE,0BAAsF,iCAAiC;QACnK,mBAAmB,CAAC,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;QAC7C,mBAAmB,CAAC,MAAM,GAAG,EAAE,CAAC;QAChC,IAAI,IAAI,CAAC,MAAM,EAAE;YACb,mBAAmB,CAAC,MAAM,CAAC,MAAM,CAAC,GAAG,IAAI,CAAC,MAAM,CAAC,IAAI,CAAC;SACzD;QACD,mBAAmB,CAAC,UAAU,GAAG,EAAE,CAAC;QACpC,mBAAmB,CAAC,WAAW,GAAG,EAAE,CAAC;QACrC,mBAAmB,CAAC,SAAS,GAAG,IAAI,CAAC,YAAY,EAAE,CAAC;QACpD,KAAK,MAAM,KAAK,IAAI,IAAI,CAAC,UAAU,EAAE;YACjC,MAAM,eAAe,GAAQ,EAAE,CAAC;YAChC,KAAK,CAAC,SAAS,CAAC,eAAe,CAAC,CAAC;YACjC,mBAAmB,CAAC,UAAU,CAAC,IAAI,CAAC,eAAe,CAAC,CAAC;SACxD;QACD,KAAK,MAAM,MAAM,IAAI,IAAI,CAAC,WAAW,EAAE;YACnC,MAAM,gBAAgB,GAAQ,EAAE,CAAC;YACjC,MAAM,CAAC,SAAS,CAAC,gBAAgB,CAAC,CAAC;YACnC,mBAAmB,CAAC,WAAW,CAAC,IAAI,CAAC,gBAAgB,CAAC,CAAC;SAC1D;IACL,CAAC;IAEM,YAAY;QACf,OAAO,SAAS,CAAC;IACrB,CAAC;IAEM,MAAM,CAAC,KAAK,CACf,mBAA8C,EAC9C,KAAY,EACZ,qBAAmF,yBAAyB;QAE5G,MAAM,SAAS,GAAG,KAAK,CAAC,WAAW,CAAC,mBAAmB,CAAC,SAAS,CAAC,CAAC;QACnE,MAAM,YAAY,GAAQ,EAAE,CAAC;QAC7B,IAAI,mBAAmB,CAAC,MAAM,EAAE;YAC5B,KAAK,MAAM,GAAG,IAAI,mBAAmB,CAAC,MAAM,EAAE;gBAC1C,YAAY,CAAC,GAAG,CAAC,GAAG,kBAAkB,CAAC,GAAG,EAAE,mBAAmB,CAAC,MAAM,EAAE,KAAK,CAAC,CAAC;aAClF;SACJ;QACD,MAAM,GAAG,GAAG,IAAI,SAAS,CAAC,YAAY,CAAC,CAAC;QACxC,GAAG,CAAC,QAAQ,GAAG,mBAAmB,CAAC,QAAQ,CAAC;QAC5C,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,mBAAmB,CAAC,UAAU,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YAC5D,MAAM,SAAS,GAAG,GAAG,CAAC,YAAY,CAAC,mBAAmB,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC;YAC3E,IAAI,SAAS,EAAE;gBACX,SAAS,CAAC,WAAW,CAAC,mBAAmB,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,CAAC;aAC5D;iBAAM;gBACH,MAAM,IAAI,KAAK,CAAC,sCAAsC,GAAG,mBAAmB,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,IAAI,GAAG,YAAY,GAAG,mBAAmB,CAAC,SAAS,CAAC,CAAC;aACnJ;SACJ;QACD,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,mBAAmB,CAAC,WAAW,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YAC7D,MAAM,UAAU,GAAG,GAAG,CAAC,aAAa,CAAC,mBAAmB,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC;YAC9E,IAAI,UAAU,EAAE;gBACZ,UAAU,CAAC,WAAW,CAAC,mBAAmB,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC;aAC9D;iBAAM;gBACH,MAAM,IAAI,KAAK,CAAC,uCAAuC,GAAG,mBAAmB,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,IAAI,GAAG,YAAY,GAAG,mBAAmB,CAAC,SAAS,CAAC,CAAC;aACrJ;SACJ;QACD,GAAG,CAAC,QAAQ,GAAG,mBAAmB,CAAC,QAAQ,CAAC;QAC5C,GAAG,CAAC,WAAW,IAAI,GAAG,CAAC,WAAW,CAAC,mBAAmB,CAAC,CAAC;QACxD,OAAO,GAAG,CAAC;IACf,CAAC;CACJ","sourcesContent":["import { RandomGUID } from \"../Misc/guid\";\r\nimport { FlowGraphConnectionType } from \"./flowGraphConnection\";\r\nimport type { FlowGraphContext } from \"./flowGraphContext\";\r\nimport { FlowGraphDataConnection } from \"./flowGraphDataConnection\";\r\nimport type { RichType } from \"./flowGraphRichTypes\";\r\nimport { Tools } from \"core/Misc/tools\";\r\nimport type { ISerializedFlowGraphBlock } from \"./typeDefinitions\";\r\nimport { defaultValueParseFunction, defaultValueSerializationFunction } from \"./serialization\";\r\nimport type { Scene } from \"../scene\";\r\n\r\nexport interface IFlowGraphBlockConfiguration {\r\n name?: string;\r\n [extraPropertyKey: string]: any;\r\n}\r\n\r\n/**\r\n * @experimental\r\n * A block in a flow graph. The most basic form\r\n * of a block has inputs and outputs that contain\r\n * data.\r\n */\r\nexport class FlowGraphBlock {\r\n /**\r\n * A randomly generated GUID for each block.\r\n */\r\n public uniqueId = RandomGUID();\r\n /**\r\n * The name of the block.\r\n */\r\n public name: string;\r\n /**\r\n * The data inputs of the block.\r\n */\r\n public dataInputs: FlowGraphDataConnection<any>[];\r\n /**\r\n * The data outputs of the block.\r\n */\r\n public dataOutputs: FlowGraphDataConnection<any>[];\r\n\r\n public metadata: any;\r\n\r\n /** Constructor is protected so only subclasses can be instantiated */\r\n protected constructor(public config?: IFlowGraphBlockConfiguration) {\r\n this.configure();\r\n }\r\n\r\n public configure() {\r\n // overriden in child classes, uses config\r\n this.name = this.config?.name ?? this.getClassName();\r\n this.dataInputs = [];\r\n this.dataOutputs = [];\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _updateOutputs(_context: FlowGraphContext): void {\r\n // empty by default, overriden in data blocks\r\n }\r\n\r\n public registerDataInput<T>(name: string, className: RichType<T>): FlowGraphDataConnection<T> {\r\n const input = new FlowGraphDataConnection(name, FlowGraphConnectionType.Input, this, className);\r\n this.dataInputs.push(input);\r\n return input;\r\n }\r\n\r\n public registerDataOutput<T>(name: string, className: RichType<T>): FlowGraphDataConnection<T> {\r\n const output = new FlowGraphDataConnection(name, FlowGraphConnectionType.Output, this, className);\r\n this.dataOutputs.push(output);\r\n return output;\r\n }\r\n\r\n public getDataInput(name: string): FlowGraphDataConnection<any> | undefined {\r\n return this.dataInputs.find((i) => i.name === name);\r\n }\r\n\r\n public getDataOutput(name: string): FlowGraphDataConnection<any> | undefined {\r\n return this.dataOutputs.find((i) => i.name === name);\r\n }\r\n\r\n public serialize(serializationObject: any = {}, _valueSerializeFunction: (key: string, value: any, serializationObject: any) => any = defaultValueSerializationFunction) {\r\n serializationObject.uniqueId = this.uniqueId;\r\n serializationObject.config = {};\r\n if (this.config) {\r\n serializationObject.config[\"name\"] = this.config.name;\r\n }\r\n serializationObject.dataInputs = [];\r\n serializationObject.dataOutputs = [];\r\n serializationObject.className = this.getClassName();\r\n for (const input of this.dataInputs) {\r\n const serializedInput: any = {};\r\n input.serialize(serializedInput);\r\n serializationObject.dataInputs.push(serializedInput);\r\n }\r\n for (const output of this.dataOutputs) {\r\n const serializedOutput: any = {};\r\n output.serialize(serializedOutput);\r\n serializationObject.dataOutputs.push(serializedOutput);\r\n }\r\n }\r\n\r\n public getClassName() {\r\n return \"FGBlock\";\r\n }\r\n\r\n public static Parse(\r\n serializationObject: ISerializedFlowGraphBlock,\r\n scene: Scene,\r\n valueParseFunction: (key: string, serializationObject: any, scene: Scene) => any = defaultValueParseFunction\r\n ): FlowGraphBlock {\r\n const classType = Tools.Instantiate(serializationObject.className);\r\n const parsedConfig: any = {};\r\n if (serializationObject.config) {\r\n for (const key in serializationObject.config) {\r\n parsedConfig[key] = valueParseFunction(key, serializationObject.config, scene);\r\n }\r\n }\r\n const obj = new classType(parsedConfig);\r\n obj.uniqueId = serializationObject.uniqueId;\r\n for (let i = 0; i < serializationObject.dataInputs.length; i++) {\r\n const dataInput = obj.getDataInput(serializationObject.dataInputs[i].name);\r\n if (dataInput) {\r\n dataInput.deserialize(serializationObject.dataInputs[i]);\r\n } else {\r\n throw new Error(\"Could not find data input with name \" + serializationObject.dataInputs[i].name + \" in block \" + serializationObject.className);\r\n }\r\n }\r\n for (let i = 0; i < serializationObject.dataOutputs.length; i++) {\r\n const dataOutput = obj.getDataOutput(serializationObject.dataOutputs[i].name);\r\n if (dataOutput) {\r\n dataOutput.deserialize(serializationObject.dataOutputs[i]);\r\n } else {\r\n throw new Error(\"Could not find data output with name \" + serializationObject.dataOutputs[i].name + \" in block \" + serializationObject.className);\r\n }\r\n }\r\n obj.metadata = serializationObject.metadata;\r\n obj.deserialize && obj.deserialize(serializationObject);\r\n return obj;\r\n }\r\n}\r\n"]}
@@ -26,5 +26,6 @@ export declare abstract class FlowGraphExecutionBlock extends FlowGraphBlock {
26
26
  getSignalInput(name: string): FlowGraphSignalConnection | undefined;
27
27
  getSignalOutput(name: string): FlowGraphSignalConnection | undefined;
28
28
  serialize(serializationObject?: any): void;
29
+ deserialize(serializationObject: any): void;
29
30
  getClassName(): string;
30
31
  }
@@ -47,6 +47,26 @@ export class FlowGraphExecutionBlock extends FlowGraphBlock {
47
47
  serializationObject.signalOutputs.push(serializedOutput);
48
48
  }
49
49
  }
50
+ deserialize(serializationObject) {
51
+ for (let i = 0; i < serializationObject.signalInputs.length; i++) {
52
+ const signalInput = this.getSignalInput(serializationObject.signalInputs[i].name);
53
+ if (signalInput) {
54
+ signalInput.deserialize(serializationObject.signalInputs[i]);
55
+ }
56
+ else {
57
+ throw new Error("Could not find signal input with name " + serializationObject.signalInputs[i].name + " in block " + serializationObject.className);
58
+ }
59
+ }
60
+ for (let i = 0; i < serializationObject.signalOutputs.length; i++) {
61
+ const signalOutput = this.getSignalOutput(serializationObject.signalOutputs[i].name);
62
+ if (signalOutput) {
63
+ signalOutput.deserialize(serializationObject.signalOutputs[i]);
64
+ }
65
+ else {
66
+ throw new Error("Could not find signal output with name " + serializationObject.signalOutputs[i].name + " in block " + serializationObject.className);
67
+ }
68
+ }
69
+ }
50
70
  getClassName() {
51
71
  return "FGExecutionBlock";
52
72
  }
@@ -1 +1 @@
1
- {"version":3,"file":"flowGraphExecutionBlock.js","sourceRoot":"","sources":["../../../../dev/core/src/FlowGraph/flowGraphExecutionBlock.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,cAAc,EAAE,MAAM,kBAAkB,CAAC;AAClD,OAAO,EAAE,uBAAuB,EAAE,MAAM,uBAAuB,CAAC;AAEhE,OAAO,EAAE,yBAAyB,EAAE,MAAM,6BAA6B,CAAC;AAExE;;;;GAIG;AACH,MAAM,OAAgB,uBAAwB,SAAQ,cAAc;IAShE,YAAsB,MAAqC;QACvD,KAAK,CAAC,MAAM,CAAC,CAAC;QACd,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,oBAAoB,CAAC,IAAI,CAAC,CAAC;IAC9C,CAAC;IAEM,SAAS;QACZ,KAAK,CAAC,SAAS,EAAE,CAAC;QAClB,IAAI,CAAC,YAAY,GAAG,EAAE,CAAC;QACvB,IAAI,CAAC,aAAa,GAAG,EAAE,CAAC;IAC5B,CAAC;IAQS,oBAAoB,CAAC,IAAY;QACvC,MAAM,KAAK,GAAG,IAAI,yBAAyB,CAAC,IAAI,EAAE,uBAAuB,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC;QACvF,IAAI,CAAC,YAAY,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;QAC9B,OAAO,KAAK,CAAC;IACjB,CAAC;IAES,qBAAqB,CAAC,IAAY;QACxC,MAAM,MAAM,GAAG,IAAI,yBAAyB,CAAC,IAAI,EAAE,uBAAuB,CAAC,MAAM,EAAE,IAAI,CAAC,CAAC;QACzF,IAAI,CAAC,aAAa,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;QAChC,OAAO,MAAM,CAAC;IAClB,CAAC;IAEM,cAAc,CAAC,IAAY;QAC9B,OAAO,IAAI,CAAC,YAAY,CAAC,IAAI,CAAC,CAAC,KAAK,EAAE,EAAE,CAAC,KAAK,CAAC,IAAI,KAAK,IAAI,CAAC,CAAC;IAClE,CAAC;IAEM,eAAe,CAAC,IAAY;QAC/B,OAAO,IAAI,CAAC,aAAa,CAAC,IAAI,CAAC,CAAC,MAAM,EAAE,EAAE,CAAC,MAAM,CAAC,IAAI,KAAK,IAAI,CAAC,CAAC;IACrE,CAAC;IAEM,SAAS,CAAC,sBAA2B,EAAE;QAC1C,KAAK,CAAC,SAAS,CAAC,mBAAmB,CAAC,CAAC;QACrC,mBAAmB,CAAC,YAAY,GAAG,EAAE,CAAC;QACtC,mBAAmB,CAAC,aAAa,GAAG,EAAE,CAAC;QACvC,KAAK,MAAM,KAAK,IAAI,IAAI,CAAC,YAAY,EAAE;YACnC,MAAM,eAAe,GAAQ,EAAE,CAAC;YAChC,KAAK,CAAC,SAAS,CAAC,eAAe,CAAC,CAAC;YACjC,mBAAmB,CAAC,YAAY,CAAC,IAAI,CAAC,eAAe,CAAC,CAAC;SAC1D;QACD,KAAK,MAAM,MAAM,IAAI,IAAI,CAAC,aAAa,EAAE;YACrC,MAAM,gBAAgB,GAAQ,EAAE,CAAC;YACjC,MAAM,CAAC,SAAS,CAAC,gBAAgB,CAAC,CAAC;YACnC,mBAAmB,CAAC,aAAa,CAAC,IAAI,CAAC,gBAAgB,CAAC,CAAC;SAC5D;IACL,CAAC;IAEM,YAAY;QACf,OAAO,kBAAkB,CAAC;IAC9B,CAAC;CACJ","sourcesContent":["import type { IFlowGraphBlockConfiguration } from \"./flowGraphBlock\";\r\nimport { FlowGraphBlock } from \"./flowGraphBlock\";\r\nimport { FlowGraphConnectionType } from \"./flowGraphConnection\";\r\nimport type { FlowGraphContext } from \"./flowGraphContext\";\r\nimport { FlowGraphSignalConnection } from \"./flowGraphSignalConnection\";\r\n\r\n/**\r\n * @experimental\r\n * A block that executes some action. Always has an input signal (which is not used by event blocks).\r\n * Can have one or more output signals.\r\n */\r\nexport abstract class FlowGraphExecutionBlock extends FlowGraphBlock {\r\n /**\r\n * Input connection: The input signal of the block.\r\n */\r\n public readonly in: FlowGraphSignalConnection;\r\n\r\n public signalInputs: FlowGraphSignalConnection[];\r\n public signalOutputs: FlowGraphSignalConnection[];\r\n\r\n protected constructor(config?: IFlowGraphBlockConfiguration) {\r\n super(config);\r\n this.in = this._registerSignalInput(\"in\");\r\n }\r\n\r\n public configure() {\r\n super.configure();\r\n this.signalInputs = [];\r\n this.signalOutputs = [];\r\n }\r\n\r\n /**\r\n * @internal\r\n * Executes the flow graph execution block.\r\n */\r\n public abstract _execute(context: FlowGraphContext, callingSignal: FlowGraphSignalConnection): void;\r\n\r\n protected _registerSignalInput(name: string): FlowGraphSignalConnection {\r\n const input = new FlowGraphSignalConnection(name, FlowGraphConnectionType.Input, this);\r\n this.signalInputs.push(input);\r\n return input;\r\n }\r\n\r\n protected _registerSignalOutput(name: string): FlowGraphSignalConnection {\r\n const output = new FlowGraphSignalConnection(name, FlowGraphConnectionType.Output, this);\r\n this.signalOutputs.push(output);\r\n return output;\r\n }\r\n\r\n public getSignalInput(name: string): FlowGraphSignalConnection | undefined {\r\n return this.signalInputs.find((input) => input.name === name);\r\n }\r\n\r\n public getSignalOutput(name: string): FlowGraphSignalConnection | undefined {\r\n return this.signalOutputs.find((output) => output.name === name);\r\n }\r\n\r\n public serialize(serializationObject: any = {}) {\r\n super.serialize(serializationObject);\r\n serializationObject.signalInputs = [];\r\n serializationObject.signalOutputs = [];\r\n for (const input of this.signalInputs) {\r\n const serializedInput: any = {};\r\n input.serialize(serializedInput);\r\n serializationObject.signalInputs.push(serializedInput);\r\n }\r\n for (const output of this.signalOutputs) {\r\n const serializedOutput: any = {};\r\n output.serialize(serializedOutput);\r\n serializationObject.signalOutputs.push(serializedOutput);\r\n }\r\n }\r\n\r\n public getClassName(): string {\r\n return \"FGExecutionBlock\";\r\n }\r\n}\r\n"]}
1
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Always has an input signal (which is not used by event blocks).\r\n * Can have one or more output signals.\r\n */\r\nexport abstract class FlowGraphExecutionBlock extends FlowGraphBlock {\r\n /**\r\n * Input connection: The input signal of the block.\r\n */\r\n public readonly in: FlowGraphSignalConnection;\r\n\r\n public signalInputs: FlowGraphSignalConnection[];\r\n public signalOutputs: FlowGraphSignalConnection[];\r\n\r\n protected constructor(config?: IFlowGraphBlockConfiguration) {\r\n super(config);\r\n this.in = this._registerSignalInput(\"in\");\r\n }\r\n\r\n public configure() {\r\n super.configure();\r\n this.signalInputs = [];\r\n this.signalOutputs = [];\r\n }\r\n\r\n /**\r\n * @internal\r\n * Executes the flow graph execution block.\r\n */\r\n public abstract _execute(context: FlowGraphContext, callingSignal: FlowGraphSignalConnection): void;\r\n\r\n protected _registerSignalInput(name: string): FlowGraphSignalConnection {\r\n const input = new FlowGraphSignalConnection(name, FlowGraphConnectionType.Input, this);\r\n this.signalInputs.push(input);\r\n return input;\r\n }\r\n\r\n protected _registerSignalOutput(name: string): FlowGraphSignalConnection {\r\n const output = new FlowGraphSignalConnection(name, FlowGraphConnectionType.Output, this);\r\n this.signalOutputs.push(output);\r\n return output;\r\n }\r\n\r\n public getSignalInput(name: string): FlowGraphSignalConnection | undefined {\r\n return this.signalInputs.find((input) => input.name === name);\r\n }\r\n\r\n public getSignalOutput(name: string): FlowGraphSignalConnection | undefined {\r\n return this.signalOutputs.find((output) => output.name === name);\r\n }\r\n\r\n public serialize(serializationObject: any = {}) {\r\n super.serialize(serializationObject);\r\n serializationObject.signalInputs = [];\r\n serializationObject.signalOutputs = [];\r\n for (const input of this.signalInputs) {\r\n const serializedInput: any = {};\r\n input.serialize(serializedInput);\r\n serializationObject.signalInputs.push(serializedInput);\r\n }\r\n for (const output of this.signalOutputs) {\r\n const serializedOutput: any = {};\r\n output.serialize(serializedOutput);\r\n serializationObject.signalOutputs.push(serializedOutput);\r\n }\r\n }\r\n\r\n public deserialize(serializationObject: any) {\r\n for (let i = 0; i < serializationObject.signalInputs.length; i++) {\r\n const signalInput = this.getSignalInput(serializationObject.signalInputs[i].name);\r\n if (signalInput) {\r\n signalInput.deserialize(serializationObject.signalInputs[i]);\r\n } else {\r\n throw new Error(\"Could not find signal input with name \" + serializationObject.signalInputs[i].name + \" in block \" + serializationObject.className);\r\n }\r\n }\r\n for (let i = 0; i < serializationObject.signalOutputs.length; i++) {\r\n const signalOutput = this.getSignalOutput(serializationObject.signalOutputs[i].name);\r\n if (signalOutput) {\r\n signalOutput.deserialize(serializationObject.signalOutputs[i]);\r\n } else {\r\n throw new Error(\"Could not find signal output with name \" + serializationObject.signalOutputs[i].name + \" in block \" + serializationObject.className);\r\n }\r\n }\r\n }\r\n\r\n public getClassName(): string {\r\n return \"FGExecutionBlock\";\r\n }\r\n}\r\n"]}
@@ -93,6 +93,7 @@ export declare class AxisScaleGizmo extends Gizmo implements IAxisScaleGizmo {
93
93
  protected _disableMaterial: StandardMaterial;
94
94
  protected _dragging: boolean;
95
95
  private _tmpVector;
96
+ private _incrementalStartupValue;
96
97
  /** Default material used to render when gizmo is not disabled or hovered */
97
98
  get coloredMaterial(): StandardMaterial;
98
99
  /** Material used to render when gizmo is hovered with mouse*/
@@ -68,6 +68,7 @@ export class AxisScaleGizmo extends Gizmo {
68
68
  this._parent = null;
69
69
  this._dragging = false;
70
70
  this._tmpVector = new Vector3(0, 0, 0);
71
+ this._incrementalStartupValue = Vector3.Zero();
71
72
  this._parent = parent;
72
73
  // Create Material
73
74
  this._coloredMaterial = new StandardMaterial("", gizmoLayer.utilityLayerScene);
@@ -155,6 +156,12 @@ export class AxisScaleGizmo extends Gizmo {
155
156
  // get current scaling
156
157
  this.attachedNode.getWorldMatrix().decompose(undefined, TmpVectors.Quaternion[0], TmpVectors.Vector3[2], Gizmo.PreserveScaling ? transformNode : undefined);
157
158
  // apply incrementaly, without taking care of current scaling value
159
+ tmpVector.addInPlace(this._incrementalStartupValue);
160
+ tmpVector.addInPlaceFromFloats(-1, -1, -1);
161
+ // keep same sign or stretching close to 0 will change orientation at each drag and scaling will oscilate around 0
162
+ tmpVector.x = Math.abs(tmpVector.x) * (this._incrementalStartupValue.x > 0 ? 1 : -1);
163
+ tmpVector.y = Math.abs(tmpVector.y) * (this._incrementalStartupValue.y > 0 ? 1 : -1);
164
+ tmpVector.z = Math.abs(tmpVector.z) * (this._incrementalStartupValue.z > 0 ? 1 : -1);
158
165
  Matrix.ComposeToRef(tmpVector, TmpVectors.Quaternion[0], TmpVectors.Vector3[2], TmpVectors.Matrix[1]);
159
166
  }
160
167
  else {
@@ -177,7 +184,12 @@ export class AxisScaleGizmo extends Gizmo {
177
184
  });
178
185
  // On Drag Listener: to move gizmo mesh with user action
179
186
  this.dragBehavior.onDragStartObservable.add(() => {
187
+ var _a;
180
188
  this._dragging = true;
189
+ const transformNode = this.attachedNode._isMesh ? this.attachedNode : undefined;
190
+ (_a = this.attachedNode) === null || _a === void 0 ? void 0 : _a.getWorldMatrix().decompose(this._incrementalStartupValue, undefined, undefined, Gizmo.PreserveScaling ? transformNode : undefined);
191
+ currentSnapDragDistance = 0;
192
+ currentSnapDragDistanceIncremental = 0;
181
193
  });
182
194
  this.dragBehavior.onDragObservable.add((e) => increaseGizmoMesh(e.dragDistance));
183
195
  this.dragBehavior.onDragEndObservable.add(resetGizmoMesh);
@@ -1 +1 @@
1
- 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type { Observer } from \"../Misc/observable\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { PointerInfo } from \"../Events/pointerEvents\";\r\nimport { Vector3, Matrix, TmpVectors } from \"../Maths/math.vector\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Node } from \"../node\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport type { LinesMesh } from \"../Meshes/linesMesh\";\r\nimport { CreateBox } from \"../Meshes/Builders/boxBuilder\";\r\nimport { CreateCylinder } from \"../Meshes/Builders/cylinderBuilder\";\r\nimport { StandardMaterial } from \"../Materials/standardMaterial\";\r\nimport { PointerDragBehavior } from \"../Behaviors/Meshes/pointerDragBehavior\";\r\nimport type { GizmoAxisCache, IGizmo } from \"./gizmo\";\r\nimport { Gizmo } from \"./gizmo\";\r\nimport { UtilityLayerRenderer } from \"../Rendering/utilityLayerRenderer\";\r\nimport type { ScaleGizmo } from \"./scaleGizmo\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport type { TransformNode } from \"../Meshes/transformNode\";\r\nimport { Epsilon } from \"../Maths/math.constants\";\r\n\r\n/**\r\n * Interface for axis scale gizmo\r\n */\r\nexport interface IAxisScaleGizmo extends IGizmo {\r\n /** Drag behavior responsible for the gizmos dragging interactions */\r\n dragBehavior: PointerDragBehavior;\r\n /** Drag distance in babylon units that the gizmo will snap to when dragged */\r\n snapDistance: number;\r\n /** Incremental snap scaling. When true, with a snapDistance of 0.1, scaling will be 1.1,1.2,1.3 instead of, when false: 1.1,1.21,1.33,... */\r\n incrementalSnap: boolean;\r\n /**\r\n * Event that fires each time the gizmo snaps to a new location.\r\n * * snapDistance is the change in distance\r\n */\r\n onSnapObservable: Observable<{ snapDistance: number }>;\r\n /** If the scaling operation should be done on all axis */\r\n uniformScaling: boolean;\r\n /** Custom sensitivity value for the drag strength */\r\n sensitivity: number;\r\n /** The magnitude of the drag strength (scaling factor) */\r\n dragScale: number;\r\n /** If the gizmo is enabled */\r\n isEnabled: boolean;\r\n\r\n /** Default material used to render when gizmo is not disabled or hovered */\r\n coloredMaterial: StandardMaterial;\r\n /** Material used to render when gizmo is hovered with mouse*/\r\n hoverMaterial: StandardMaterial;\r\n /** Material used to render when gizmo is disabled. typically grey.*/\r\n disableMaterial: StandardMaterial;\r\n}\r\n\r\n/**\r\n * Single axis scale gizmo\r\n */\r\nexport class AxisScaleGizmo extends Gizmo implements IAxisScaleGizmo {\r\n /**\r\n * Drag behavior responsible for the gizmos dragging interactions\r\n */\r\n public dragBehavior: PointerDragBehavior;\r\n protected _pointerObserver: Nullable<Observer<PointerInfo>> = null;\r\n /**\r\n * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)\r\n */\r\n public snapDistance = 0;\r\n /**\r\n * Event that fires each time the gizmo snaps to a new location.\r\n * * snapDistance is the change in distance\r\n */\r\n public onSnapObservable = new Observable<{ snapDistance: number }>();\r\n /**\r\n * If the scaling operation should be done on all axis (default: false)\r\n */\r\n public uniformScaling = false;\r\n /**\r\n * Custom sensitivity value for the drag strength\r\n */\r\n public sensitivity = 1;\r\n /**\r\n * The magnitude of the drag strength (scaling factor)\r\n */\r\n public dragScale = 1;\r\n\r\n /**\r\n * The minimal absolute scale per component. can be positive or negative but never smaller.\r\n */\r\n public static MinimumAbsoluteScale = Epsilon;\r\n\r\n /**\r\n * Incremental snap scaling (default is false). When true, with a snapDistance of 0.1, scaling will be 1.1,1.2,1.3 instead of, when false: 1.1,1.21,1.33,...\r\n */\r\n public incrementalSnap = false;\r\n\r\n protected _isEnabled: boolean = true;\r\n protected _parent: Nullable<ScaleGizmo> = null;\r\n\r\n protected _gizmoMesh: Mesh;\r\n protected _coloredMaterial: StandardMaterial;\r\n protected _hoverMaterial: StandardMaterial;\r\n protected _disableMaterial: StandardMaterial;\r\n protected _dragging: boolean = false;\r\n private _tmpVector = new Vector3(0, 0, 0);\r\n\r\n /** Default material used to render when gizmo is not disabled or hovered */\r\n public get coloredMaterial() {\r\n return this._coloredMaterial;\r\n }\r\n\r\n /** Material used to render when gizmo is hovered with mouse*/\r\n public get hoverMaterial() {\r\n return this._hoverMaterial;\r\n }\r\n\r\n /** Material used to render when gizmo is disabled. typically grey.*/\r\n public get disableMaterial() {\r\n return this._disableMaterial;\r\n }\r\n\r\n /**\r\n * Creates an AxisScaleGizmo\r\n * @param dragAxis The axis which the gizmo will be able to scale on\r\n * @param color The color of the gizmo\r\n * @param gizmoLayer The utility layer the gizmo will be added to\r\n * @param parent\r\n * @param thickness display gizmo axis thickness\r\n * @param hoverColor The color of the gizmo when hovering over and dragging\r\n * @param disableColor The Color of the gizmo when its disabled\r\n */\r\n constructor(\r\n dragAxis: Vector3,\r\n color: Color3 = Color3.Gray(),\r\n gizmoLayer: UtilityLayerRenderer = UtilityLayerRenderer.DefaultUtilityLayer,\r\n parent: Nullable<ScaleGizmo> = null,\r\n thickness: number = 1,\r\n hoverColor: Color3 = Color3.Yellow(),\r\n disableColor: Color3 = Color3.Gray()\r\n ) {\r\n super(gizmoLayer);\r\n this._parent = parent;\r\n // Create Material\r\n this._coloredMaterial = new StandardMaterial(\"\", gizmoLayer.utilityLayerScene);\r\n this._coloredMaterial.diffuseColor = color;\r\n this._coloredMaterial.specularColor = color.subtract(new Color3(0.1, 0.1, 0.1));\r\n\r\n this._hoverMaterial = new StandardMaterial(\"\", gizmoLayer.utilityLayerScene);\r\n this._hoverMaterial.diffuseColor = hoverColor;\r\n\r\n this._disableMaterial = new StandardMaterial(\"\", gizmoLayer.utilityLayerScene);\r\n this._disableMaterial.diffuseColor = disableColor;\r\n this._disableMaterial.alpha = 0.4;\r\n\r\n // Build mesh + Collider\r\n this._gizmoMesh = new Mesh(\"axis\", gizmoLayer.utilityLayerScene);\r\n const { arrowMesh, arrowTail } = this._createGizmoMesh(this._gizmoMesh, thickness);\r\n const collider = this._createGizmoMesh(this._gizmoMesh, thickness + 4, true);\r\n\r\n this._gizmoMesh.lookAt(this._rootMesh.position.add(dragAxis));\r\n this._rootMesh.addChild(this._gizmoMesh, Gizmo.PreserveScaling);\r\n this._gizmoMesh.scaling.scaleInPlace(1 / 3);\r\n\r\n // Closure of initial prop values for resetting\r\n const nodePosition = arrowMesh.position.clone();\r\n const linePosition = arrowTail.position.clone();\r\n const lineScale = arrowTail.scaling.clone();\r\n\r\n const increaseGizmoMesh = (dragDistance: number) => {\r\n const dragStrength = dragDistance * (3 / this._rootMesh.scaling.length()) * 6;\r\n\r\n arrowMesh.position.z += dragStrength / 3.5;\r\n arrowTail.scaling.y += dragStrength;\r\n this.dragScale = arrowTail.scaling.y;\r\n arrowTail.position.z = arrowMesh.position.z / 2;\r\n };\r\n\r\n const resetGizmoMesh = () => {\r\n arrowMesh.position.set(nodePosition.x, nodePosition.y, nodePosition.z);\r\n arrowTail.position.set(linePosition.x, linePosition.y, linePosition.z);\r\n arrowTail.scaling.set(lineScale.x, lineScale.y, lineScale.z);\r\n this.dragScale = arrowTail.scaling.y;\r\n this._dragging = false;\r\n };\r\n\r\n // Add drag behavior to handle events when the gizmo is dragged\r\n this.dragBehavior = new PointerDragBehavior({ dragAxis: dragAxis });\r\n this.dragBehavior.moveAttached = false;\r\n this.dragBehavior.updateDragPlane = false;\r\n this._rootMesh.addBehavior(this.dragBehavior);\r\n\r\n let currentSnapDragDistance = 0;\r\n let currentSnapDragDistanceIncremental = 0;\r\n\r\n const tmpSnapEvent = { snapDistance: 0 };\r\n this.dragBehavior.onDragObservable.add((event) => {\r\n if (this.attachedNode) {\r\n // Drag strength is modified by the scale of the gizmo (eg. for small objects like boombox the strength will be increased to match the behavior of larger objects)\r\n const dragStrength = this.sensitivity * event.dragDistance * ((this.scaleRatio * 3) / this._rootMesh.scaling.length());\r\n const tmpVector = this._tmpVector;\r\n // Snapping logic\r\n let snapped = false;\r\n let dragSteps = 0;\r\n if (this.uniformScaling) {\r\n tmpVector.setAll(0.57735); // 1 / sqrt(3)\r\n } else {\r\n tmpVector.copyFrom(dragAxis);\r\n }\r\n if (this.snapDistance == 0) {\r\n tmpVector.scaleToRef(dragStrength, tmpVector);\r\n } else {\r\n currentSnapDragDistance += dragStrength;\r\n currentSnapDragDistanceIncremental += dragStrength;\r\n const currentSnap = this.incrementalSnap ? currentSnapDragDistanceIncremental : currentSnapDragDistance;\r\n if (Math.abs(currentSnap) > this.snapDistance) {\r\n dragSteps = Math.floor(Math.abs(currentSnap) / this.snapDistance);\r\n\r\n if (currentSnap < 0) {\r\n dragSteps *= -1;\r\n }\r\n currentSnapDragDistance = currentSnapDragDistance % this.snapDistance;\r\n tmpVector.scaleToRef(this.snapDistance * dragSteps, tmpVector);\r\n snapped = true;\r\n } else {\r\n tmpVector.scaleInPlace(0);\r\n }\r\n }\r\n\r\n tmpVector.addInPlaceFromFloats(1, 1, 1);\r\n // can't use Math.sign here because Math.sign(0) is 0 and it needs to be positive\r\n tmpVector.x = Math.abs(tmpVector.x) < AxisScaleGizmo.MinimumAbsoluteScale ? AxisScaleGizmo.MinimumAbsoluteScale * (tmpVector.x < 0 ? -1 : 1) : tmpVector.x;\r\n tmpVector.y = Math.abs(tmpVector.y) < AxisScaleGizmo.MinimumAbsoluteScale ? AxisScaleGizmo.MinimumAbsoluteScale * (tmpVector.y < 0 ? -1 : 1) : tmpVector.y;\r\n tmpVector.z = Math.abs(tmpVector.z) < AxisScaleGizmo.MinimumAbsoluteScale ? AxisScaleGizmo.MinimumAbsoluteScale * (tmpVector.z < 0 ? -1 : 1) : tmpVector.z;\r\n\r\n const transformNode = (<Mesh>this.attachedNode)._isMesh ? (this.attachedNode as TransformNode) : undefined;\r\n if (Math.abs(this.snapDistance) > 0 && this.incrementalSnap) {\r\n // get current scaling\r\n this.attachedNode.getWorldMatrix().decompose(undefined, TmpVectors.Quaternion[0], TmpVectors.Vector3[2], Gizmo.PreserveScaling ? transformNode : undefined);\r\n // apply incrementaly, without taking care of current scaling value\r\n Matrix.ComposeToRef(tmpVector, TmpVectors.Quaternion[0], TmpVectors.Vector3[2], TmpVectors.Matrix[1]);\r\n } else {\r\n Matrix.ScalingToRef(tmpVector.x, tmpVector.y, tmpVector.z, TmpVectors.Matrix[2]);\r\n TmpVectors.Matrix[2].multiplyToRef(this.attachedNode.getWorldMatrix(), TmpVectors.Matrix[1]);\r\n }\r\n\r\n // check scaling are not out of bounds. If not, copy resulting temp matrix to node world matrix\r\n TmpVectors.Matrix[1].decompose(TmpVectors.Vector3[1], undefined, undefined, Gizmo.PreserveScaling ? transformNode : undefined);\r\n\r\n const maxScale = 100000;\r\n if (Math.abs(TmpVectors.Vector3[1].x) < maxScale && Math.abs(TmpVectors.Vector3[1].y) < maxScale && Math.abs(TmpVectors.Vector3[1].z) < maxScale) {\r\n this.attachedNode.getWorldMatrix().copyFrom(TmpVectors.Matrix[1]);\r\n }\r\n\r\n // notify observers\r\n if (snapped) {\r\n tmpSnapEvent.snapDistance = this.snapDistance * dragSteps;\r\n this.onSnapObservable.notifyObservers(tmpSnapEvent);\r\n }\r\n this._matrixChanged();\r\n }\r\n });\r\n // On Drag Listener: to move gizmo mesh with user action\r\n this.dragBehavior.onDragStartObservable.add(() => {\r\n this._dragging = true;\r\n });\r\n this.dragBehavior.onDragObservable.add((e) => increaseGizmoMesh(e.dragDistance));\r\n this.dragBehavior.onDragEndObservable.add(resetGizmoMesh);\r\n\r\n // Listeners for Universal Scalar\r\n parent?.uniformScaleGizmo?.dragBehavior?.onDragObservable?.add((e) => increaseGizmoMesh(e.delta.y));\r\n parent?.uniformScaleGizmo?.dragBehavior?.onDragEndObservable?.add(resetGizmoMesh);\r\n\r\n const cache: GizmoAxisCache = {\r\n gizmoMeshes: [arrowMesh, arrowTail],\r\n colliderMeshes: [collider.arrowMesh, collider.arrowTail],\r\n material: this._coloredMaterial,\r\n hoverMaterial: this._hoverMaterial,\r\n disableMaterial: this._disableMaterial,\r\n active: false,\r\n dragBehavior: this.dragBehavior,\r\n };\r\n this._parent?.addToAxisCache(this._gizmoMesh, cache);\r\n\r\n this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add((pointerInfo) => {\r\n if (this._customMeshSet) {\r\n return;\r\n }\r\n this._isHovered = !!(cache.colliderMeshes.indexOf(<Mesh>pointerInfo?.pickInfo?.pickedMesh) != -1);\r\n if (!this._parent) {\r\n const material = this.dragBehavior.enabled ? (this._isHovered || this._dragging ? this._hoverMaterial : this._coloredMaterial) : this._disableMaterial;\r\n this._setGizmoMeshMaterial(cache.gizmoMeshes, material);\r\n }\r\n });\r\n\r\n this.dragBehavior.onEnabledObservable.add((newState) => {\r\n this._setGizmoMeshMaterial(cache.gizmoMeshes, newState ? this._coloredMaterial : this._disableMaterial);\r\n });\r\n\r\n const light = gizmoLayer._getSharedGizmoLight();\r\n light.includedOnlyMeshes = light.includedOnlyMeshes.concat(this._rootMesh.getChildMeshes());\r\n }\r\n\r\n /**\r\n * Create Geometry for Gizmo\r\n * @param parentMesh\r\n * @param thickness\r\n * @param isCollider\r\n */\r\n protected _createGizmoMesh(parentMesh: AbstractMesh, thickness: number, isCollider = false) {\r\n const arrowMesh = CreateBox(\"yPosMesh\", { size: 0.4 * (1 + (thickness - 1) / 4) }, this.gizmoLayer.utilityLayerScene);\r\n const arrowTail = CreateCylinder(\r\n \"cylinder\",\r\n { diameterTop: 0.005 * thickness, height: 0.275, diameterBottom: 0.005 * thickness, tessellation: 96 },\r\n this.gizmoLayer.utilityLayerScene\r\n );\r\n\r\n // Position arrow pointing in its drag axis\r\n arrowMesh.scaling.scaleInPlace(0.1);\r\n arrowMesh.material = this._coloredMaterial;\r\n arrowMesh.rotation.x = Math.PI / 2;\r\n arrowMesh.position.z += 0.3;\r\n\r\n arrowTail.material = this._coloredMaterial;\r\n arrowTail.position.z += 0.275 / 2;\r\n arrowTail.rotation.x = Math.PI / 2;\r\n\r\n if (isCollider) {\r\n arrowMesh.visibility = 0;\r\n arrowTail.visibility = 0;\r\n }\r\n\r\n parentMesh.addChild(arrowMesh);\r\n parentMesh.addChild(arrowTail);\r\n\r\n return { arrowMesh, arrowTail };\r\n }\r\n\r\n protected _attachedNodeChanged(value: Nullable<Node>) {\r\n if (this.dragBehavior) {\r\n this.dragBehavior.enabled = value ? true : false;\r\n }\r\n }\r\n\r\n /**\r\n * If the gizmo is enabled\r\n */\r\n public set isEnabled(value: boolean) {\r\n this._isEnabled = value;\r\n if (!value) {\r\n this.attachedMesh = null;\r\n this.attachedNode = null;\r\n } else {\r\n if (this._parent) {\r\n this.attachedMesh = this._parent.attachedMesh;\r\n this.attachedNode = this._parent.attachedNode;\r\n }\r\n }\r\n }\r\n\r\n public get isEnabled(): boolean {\r\n return this._isEnabled;\r\n }\r\n\r\n /**\r\n * Disposes of the gizmo\r\n */\r\n public dispose() {\r\n this.onSnapObservable.clear();\r\n this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);\r\n this.dragBehavior.detach();\r\n if (this._gizmoMesh) {\r\n this._gizmoMesh.dispose();\r\n }\r\n [this._coloredMaterial, this._hoverMaterial, this._disableMaterial].forEach((matl) => {\r\n if (matl) {\r\n matl.dispose();\r\n }\r\n });\r\n super.dispose();\r\n }\r\n\r\n /**\r\n * Disposes and replaces the current meshes in the gizmo with the specified mesh\r\n * @param mesh The mesh to replace the default mesh of the gizmo\r\n * @param useGizmoMaterial If the gizmo's default material should be used (default: false)\r\n */\r\n public setCustomMesh(mesh: Mesh, useGizmoMaterial: boolean = false) {\r\n super.setCustomMesh(mesh);\r\n if (useGizmoMaterial) {\r\n this._rootMesh.getChildMeshes().forEach((m) => {\r\n m.material = this._coloredMaterial;\r\n if ((<LinesMesh>m).color) {\r\n (<LinesMesh>m).color = this._coloredMaterial.diffuseColor;\r\n }\r\n });\r\n this._customMeshSet = false;\r\n }\r\n }\r\n}\r\n"]}
1
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type { Observer } from \"../Misc/observable\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { PointerInfo } from \"../Events/pointerEvents\";\r\nimport { Vector3, Matrix, TmpVectors } from \"../Maths/math.vector\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Node } from \"../node\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport type { LinesMesh } from \"../Meshes/linesMesh\";\r\nimport { CreateBox } from \"../Meshes/Builders/boxBuilder\";\r\nimport { CreateCylinder } from \"../Meshes/Builders/cylinderBuilder\";\r\nimport { StandardMaterial } from \"../Materials/standardMaterial\";\r\nimport { PointerDragBehavior } from \"../Behaviors/Meshes/pointerDragBehavior\";\r\nimport type { GizmoAxisCache, IGizmo } from \"./gizmo\";\r\nimport { Gizmo } from \"./gizmo\";\r\nimport { UtilityLayerRenderer } from \"../Rendering/utilityLayerRenderer\";\r\nimport type { ScaleGizmo } from \"./scaleGizmo\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport type { TransformNode } from \"../Meshes/transformNode\";\r\nimport { Epsilon } from \"../Maths/math.constants\";\r\n\r\n/**\r\n * Interface for axis scale gizmo\r\n */\r\nexport interface IAxisScaleGizmo extends IGizmo {\r\n /** Drag behavior responsible for the gizmos dragging interactions */\r\n dragBehavior: PointerDragBehavior;\r\n /** Drag distance in babylon units that the gizmo will snap to when dragged */\r\n snapDistance: number;\r\n /** Incremental snap scaling. When true, with a snapDistance of 0.1, scaling will be 1.1,1.2,1.3 instead of, when false: 1.1,1.21,1.33,... */\r\n incrementalSnap: boolean;\r\n /**\r\n * Event that fires each time the gizmo snaps to a new location.\r\n * * snapDistance is the change in distance\r\n */\r\n onSnapObservable: Observable<{ snapDistance: number }>;\r\n /** If the scaling operation should be done on all axis */\r\n uniformScaling: boolean;\r\n /** Custom sensitivity value for the drag strength */\r\n sensitivity: number;\r\n /** The magnitude of the drag strength (scaling factor) */\r\n dragScale: number;\r\n /** If the gizmo is enabled */\r\n isEnabled: boolean;\r\n\r\n /** Default material used to render when gizmo is not disabled or hovered */\r\n coloredMaterial: StandardMaterial;\r\n /** Material used to render when gizmo is hovered with mouse*/\r\n hoverMaterial: StandardMaterial;\r\n /** Material used to render when gizmo is disabled. typically grey.*/\r\n disableMaterial: StandardMaterial;\r\n}\r\n\r\n/**\r\n * Single axis scale gizmo\r\n */\r\nexport class AxisScaleGizmo extends Gizmo implements IAxisScaleGizmo {\r\n /**\r\n * Drag behavior responsible for the gizmos dragging interactions\r\n */\r\n public dragBehavior: PointerDragBehavior;\r\n protected _pointerObserver: Nullable<Observer<PointerInfo>> = null;\r\n /**\r\n * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)\r\n */\r\n public snapDistance = 0;\r\n /**\r\n * Event that fires each time the gizmo snaps to a new location.\r\n * * snapDistance is the change in distance\r\n */\r\n public onSnapObservable = new Observable<{ snapDistance: number }>();\r\n /**\r\n * If the scaling operation should be done on all axis (default: false)\r\n */\r\n public uniformScaling = false;\r\n /**\r\n * Custom sensitivity value for the drag strength\r\n */\r\n public sensitivity = 1;\r\n /**\r\n * The magnitude of the drag strength (scaling factor)\r\n */\r\n public dragScale = 1;\r\n\r\n /**\r\n * The minimal absolute scale per component. can be positive or negative but never smaller.\r\n */\r\n public static MinimumAbsoluteScale = Epsilon;\r\n\r\n /**\r\n * Incremental snap scaling (default is false). When true, with a snapDistance of 0.1, scaling will be 1.1,1.2,1.3 instead of, when false: 1.1,1.21,1.33,...\r\n */\r\n public incrementalSnap = false;\r\n\r\n protected _isEnabled: boolean = true;\r\n protected _parent: Nullable<ScaleGizmo> = null;\r\n\r\n protected _gizmoMesh: Mesh;\r\n protected _coloredMaterial: StandardMaterial;\r\n protected _hoverMaterial: StandardMaterial;\r\n protected _disableMaterial: StandardMaterial;\r\n protected _dragging: boolean = false;\r\n private _tmpVector = new Vector3(0, 0, 0);\r\n private _incrementalStartupValue = Vector3.Zero();\r\n\r\n /** Default material used to render when gizmo is not disabled or hovered */\r\n public get coloredMaterial() {\r\n return this._coloredMaterial;\r\n }\r\n\r\n /** Material used to render when gizmo is hovered with mouse*/\r\n public get hoverMaterial() {\r\n return this._hoverMaterial;\r\n }\r\n\r\n /** Material used to render when gizmo is disabled. typically grey.*/\r\n public get disableMaterial() {\r\n return this._disableMaterial;\r\n }\r\n\r\n /**\r\n * Creates an AxisScaleGizmo\r\n * @param dragAxis The axis which the gizmo will be able to scale on\r\n * @param color The color of the gizmo\r\n * @param gizmoLayer The utility layer the gizmo will be added to\r\n * @param parent\r\n * @param thickness display gizmo axis thickness\r\n * @param hoverColor The color of the gizmo when hovering over and dragging\r\n * @param disableColor The Color of the gizmo when its disabled\r\n */\r\n constructor(\r\n dragAxis: Vector3,\r\n color: Color3 = Color3.Gray(),\r\n gizmoLayer: UtilityLayerRenderer = UtilityLayerRenderer.DefaultUtilityLayer,\r\n parent: Nullable<ScaleGizmo> = null,\r\n thickness: number = 1,\r\n hoverColor: Color3 = Color3.Yellow(),\r\n disableColor: Color3 = Color3.Gray()\r\n ) {\r\n super(gizmoLayer);\r\n this._parent = parent;\r\n // Create Material\r\n this._coloredMaterial = new StandardMaterial(\"\", gizmoLayer.utilityLayerScene);\r\n this._coloredMaterial.diffuseColor = color;\r\n this._coloredMaterial.specularColor = color.subtract(new Color3(0.1, 0.1, 0.1));\r\n\r\n this._hoverMaterial = new StandardMaterial(\"\", gizmoLayer.utilityLayerScene);\r\n this._hoverMaterial.diffuseColor = hoverColor;\r\n\r\n this._disableMaterial = new StandardMaterial(\"\", gizmoLayer.utilityLayerScene);\r\n this._disableMaterial.diffuseColor = disableColor;\r\n this._disableMaterial.alpha = 0.4;\r\n\r\n // Build mesh + Collider\r\n this._gizmoMesh = new Mesh(\"axis\", gizmoLayer.utilityLayerScene);\r\n const { arrowMesh, arrowTail } = this._createGizmoMesh(this._gizmoMesh, thickness);\r\n const collider = this._createGizmoMesh(this._gizmoMesh, thickness + 4, true);\r\n\r\n this._gizmoMesh.lookAt(this._rootMesh.position.add(dragAxis));\r\n this._rootMesh.addChild(this._gizmoMesh, Gizmo.PreserveScaling);\r\n this._gizmoMesh.scaling.scaleInPlace(1 / 3);\r\n\r\n // Closure of initial prop values for resetting\r\n const nodePosition = arrowMesh.position.clone();\r\n const linePosition = arrowTail.position.clone();\r\n const lineScale = arrowTail.scaling.clone();\r\n\r\n const increaseGizmoMesh = (dragDistance: number) => {\r\n const dragStrength = dragDistance * (3 / this._rootMesh.scaling.length()) * 6;\r\n\r\n arrowMesh.position.z += dragStrength / 3.5;\r\n arrowTail.scaling.y += dragStrength;\r\n this.dragScale = arrowTail.scaling.y;\r\n arrowTail.position.z = arrowMesh.position.z / 2;\r\n };\r\n\r\n const resetGizmoMesh = () => {\r\n arrowMesh.position.set(nodePosition.x, nodePosition.y, nodePosition.z);\r\n arrowTail.position.set(linePosition.x, linePosition.y, linePosition.z);\r\n arrowTail.scaling.set(lineScale.x, lineScale.y, lineScale.z);\r\n this.dragScale = arrowTail.scaling.y;\r\n this._dragging = false;\r\n };\r\n\r\n // Add drag behavior to handle events when the gizmo is dragged\r\n this.dragBehavior = new PointerDragBehavior({ dragAxis: dragAxis });\r\n this.dragBehavior.moveAttached = false;\r\n this.dragBehavior.updateDragPlane = false;\r\n this._rootMesh.addBehavior(this.dragBehavior);\r\n\r\n let currentSnapDragDistance = 0;\r\n let currentSnapDragDistanceIncremental = 0;\r\n\r\n const tmpSnapEvent = { snapDistance: 0 };\r\n this.dragBehavior.onDragObservable.add((event) => {\r\n if (this.attachedNode) {\r\n // Drag strength is modified by the scale of the gizmo (eg. for small objects like boombox the strength will be increased to match the behavior of larger objects)\r\n const dragStrength = this.sensitivity * event.dragDistance * ((this.scaleRatio * 3) / this._rootMesh.scaling.length());\r\n const tmpVector = this._tmpVector;\r\n // Snapping logic\r\n let snapped = false;\r\n let dragSteps = 0;\r\n if (this.uniformScaling) {\r\n tmpVector.setAll(0.57735); // 1 / sqrt(3)\r\n } else {\r\n tmpVector.copyFrom(dragAxis);\r\n }\r\n if (this.snapDistance == 0) {\r\n tmpVector.scaleToRef(dragStrength, tmpVector);\r\n } else {\r\n currentSnapDragDistance += dragStrength;\r\n currentSnapDragDistanceIncremental += dragStrength;\r\n const currentSnap = this.incrementalSnap ? currentSnapDragDistanceIncremental : currentSnapDragDistance;\r\n if (Math.abs(currentSnap) > this.snapDistance) {\r\n dragSteps = Math.floor(Math.abs(currentSnap) / this.snapDistance);\r\n\r\n if (currentSnap < 0) {\r\n dragSteps *= -1;\r\n }\r\n currentSnapDragDistance = currentSnapDragDistance % this.snapDistance;\r\n tmpVector.scaleToRef(this.snapDistance * dragSteps, tmpVector);\r\n snapped = true;\r\n } else {\r\n tmpVector.scaleInPlace(0);\r\n }\r\n }\r\n\r\n tmpVector.addInPlaceFromFloats(1, 1, 1);\r\n // can't use Math.sign here because Math.sign(0) is 0 and it needs to be positive\r\n tmpVector.x = Math.abs(tmpVector.x) < AxisScaleGizmo.MinimumAbsoluteScale ? AxisScaleGizmo.MinimumAbsoluteScale * (tmpVector.x < 0 ? -1 : 1) : tmpVector.x;\r\n tmpVector.y = Math.abs(tmpVector.y) < AxisScaleGizmo.MinimumAbsoluteScale ? AxisScaleGizmo.MinimumAbsoluteScale * (tmpVector.y < 0 ? -1 : 1) : tmpVector.y;\r\n tmpVector.z = Math.abs(tmpVector.z) < AxisScaleGizmo.MinimumAbsoluteScale ? AxisScaleGizmo.MinimumAbsoluteScale * (tmpVector.z < 0 ? -1 : 1) : tmpVector.z;\r\n\r\n const transformNode = (<Mesh>this.attachedNode)._isMesh ? (this.attachedNode as TransformNode) : undefined;\r\n if (Math.abs(this.snapDistance) > 0 && this.incrementalSnap) {\r\n // get current scaling\r\n this.attachedNode.getWorldMatrix().decompose(undefined, TmpVectors.Quaternion[0], TmpVectors.Vector3[2], Gizmo.PreserveScaling ? transformNode : undefined);\r\n // apply incrementaly, without taking care of current scaling value\r\n tmpVector.addInPlace(this._incrementalStartupValue);\r\n tmpVector.addInPlaceFromFloats(-1, -1, -1);\r\n // keep same sign or stretching close to 0 will change orientation at each drag and scaling will oscilate around 0\r\n tmpVector.x = Math.abs(tmpVector.x) * (this._incrementalStartupValue.x > 0 ? 1 : -1);\r\n tmpVector.y = Math.abs(tmpVector.y) * (this._incrementalStartupValue.y > 0 ? 1 : -1);\r\n tmpVector.z = Math.abs(tmpVector.z) * (this._incrementalStartupValue.z > 0 ? 1 : -1);\r\n Matrix.ComposeToRef(tmpVector, TmpVectors.Quaternion[0], TmpVectors.Vector3[2], TmpVectors.Matrix[1]);\r\n } else {\r\n Matrix.ScalingToRef(tmpVector.x, tmpVector.y, tmpVector.z, TmpVectors.Matrix[2]);\r\n TmpVectors.Matrix[2].multiplyToRef(this.attachedNode.getWorldMatrix(), TmpVectors.Matrix[1]);\r\n }\r\n\r\n // check scaling are not out of bounds. If not, copy resulting temp matrix to node world matrix\r\n TmpVectors.Matrix[1].decompose(TmpVectors.Vector3[1], undefined, undefined, Gizmo.PreserveScaling ? transformNode : undefined);\r\n\r\n const maxScale = 100000;\r\n if (Math.abs(TmpVectors.Vector3[1].x) < maxScale && Math.abs(TmpVectors.Vector3[1].y) < maxScale && Math.abs(TmpVectors.Vector3[1].z) < maxScale) {\r\n this.attachedNode.getWorldMatrix().copyFrom(TmpVectors.Matrix[1]);\r\n }\r\n\r\n // notify observers\r\n if (snapped) {\r\n tmpSnapEvent.snapDistance = this.snapDistance * dragSteps;\r\n this.onSnapObservable.notifyObservers(tmpSnapEvent);\r\n }\r\n this._matrixChanged();\r\n }\r\n });\r\n // On Drag Listener: to move gizmo mesh with user action\r\n this.dragBehavior.onDragStartObservable.add(() => {\r\n this._dragging = true;\r\n const transformNode = (<Mesh>this.attachedNode)._isMesh ? (this.attachedNode as TransformNode) : undefined;\r\n this.attachedNode?.getWorldMatrix().decompose(this._incrementalStartupValue, undefined, undefined, Gizmo.PreserveScaling ? transformNode : undefined);\r\n currentSnapDragDistance = 0;\r\n currentSnapDragDistanceIncremental = 0;\r\n });\r\n this.dragBehavior.onDragObservable.add((e) => increaseGizmoMesh(e.dragDistance));\r\n this.dragBehavior.onDragEndObservable.add(resetGizmoMesh);\r\n\r\n // Listeners for Universal Scalar\r\n parent?.uniformScaleGizmo?.dragBehavior?.onDragObservable?.add((e) => increaseGizmoMesh(e.delta.y));\r\n parent?.uniformScaleGizmo?.dragBehavior?.onDragEndObservable?.add(resetGizmoMesh);\r\n\r\n const cache: GizmoAxisCache = {\r\n gizmoMeshes: [arrowMesh, arrowTail],\r\n colliderMeshes: [collider.arrowMesh, collider.arrowTail],\r\n material: this._coloredMaterial,\r\n hoverMaterial: this._hoverMaterial,\r\n disableMaterial: this._disableMaterial,\r\n active: false,\r\n dragBehavior: this.dragBehavior,\r\n };\r\n this._parent?.addToAxisCache(this._gizmoMesh, cache);\r\n\r\n this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add((pointerInfo) => {\r\n if (this._customMeshSet) {\r\n return;\r\n }\r\n this._isHovered = !!(cache.colliderMeshes.indexOf(<Mesh>pointerInfo?.pickInfo?.pickedMesh) != -1);\r\n if (!this._parent) {\r\n const material = this.dragBehavior.enabled ? (this._isHovered || this._dragging ? this._hoverMaterial : this._coloredMaterial) : this._disableMaterial;\r\n this._setGizmoMeshMaterial(cache.gizmoMeshes, material);\r\n }\r\n });\r\n\r\n this.dragBehavior.onEnabledObservable.add((newState) => {\r\n this._setGizmoMeshMaterial(cache.gizmoMeshes, newState ? this._coloredMaterial : this._disableMaterial);\r\n });\r\n\r\n const light = gizmoLayer._getSharedGizmoLight();\r\n light.includedOnlyMeshes = light.includedOnlyMeshes.concat(this._rootMesh.getChildMeshes());\r\n }\r\n\r\n /**\r\n * Create Geometry for Gizmo\r\n * @param parentMesh\r\n * @param thickness\r\n * @param isCollider\r\n */\r\n protected _createGizmoMesh(parentMesh: AbstractMesh, thickness: number, isCollider = false) {\r\n const arrowMesh = CreateBox(\"yPosMesh\", { size: 0.4 * (1 + (thickness - 1) / 4) }, this.gizmoLayer.utilityLayerScene);\r\n const arrowTail = CreateCylinder(\r\n \"cylinder\",\r\n { diameterTop: 0.005 * thickness, height: 0.275, diameterBottom: 0.005 * thickness, tessellation: 96 },\r\n this.gizmoLayer.utilityLayerScene\r\n );\r\n\r\n // Position arrow pointing in its drag axis\r\n arrowMesh.scaling.scaleInPlace(0.1);\r\n arrowMesh.material = this._coloredMaterial;\r\n arrowMesh.rotation.x = Math.PI / 2;\r\n arrowMesh.position.z += 0.3;\r\n\r\n arrowTail.material = this._coloredMaterial;\r\n arrowTail.position.z += 0.275 / 2;\r\n arrowTail.rotation.x = Math.PI / 2;\r\n\r\n if (isCollider) {\r\n arrowMesh.visibility = 0;\r\n arrowTail.visibility = 0;\r\n }\r\n\r\n parentMesh.addChild(arrowMesh);\r\n parentMesh.addChild(arrowTail);\r\n\r\n return { arrowMesh, arrowTail };\r\n }\r\n\r\n protected _attachedNodeChanged(value: Nullable<Node>) {\r\n if (this.dragBehavior) {\r\n this.dragBehavior.enabled = value ? true : false;\r\n }\r\n }\r\n\r\n /**\r\n * If the gizmo is enabled\r\n */\r\n public set isEnabled(value: boolean) {\r\n this._isEnabled = value;\r\n if (!value) {\r\n this.attachedMesh = null;\r\n this.attachedNode = null;\r\n } else {\r\n if (this._parent) {\r\n this.attachedMesh = this._parent.attachedMesh;\r\n this.attachedNode = this._parent.attachedNode;\r\n }\r\n }\r\n }\r\n\r\n public get isEnabled(): boolean {\r\n return this._isEnabled;\r\n }\r\n\r\n /**\r\n * Disposes of the gizmo\r\n */\r\n public dispose() {\r\n this.onSnapObservable.clear();\r\n this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);\r\n this.dragBehavior.detach();\r\n if (this._gizmoMesh) {\r\n this._gizmoMesh.dispose();\r\n }\r\n [this._coloredMaterial, this._hoverMaterial, this._disableMaterial].forEach((matl) => {\r\n if (matl) {\r\n matl.dispose();\r\n }\r\n });\r\n super.dispose();\r\n }\r\n\r\n /**\r\n * Disposes and replaces the current meshes in the gizmo with the specified mesh\r\n * @param mesh The mesh to replace the default mesh of the gizmo\r\n * @param useGizmoMaterial If the gizmo's default material should be used (default: false)\r\n */\r\n public setCustomMesh(mesh: Mesh, useGizmoMaterial: boolean = false) {\r\n super.setCustomMesh(mesh);\r\n if (useGizmoMaterial) {\r\n this._rootMesh.getChildMeshes().forEach((m) => {\r\n m.material = this._coloredMaterial;\r\n if ((<LinesMesh>m).color) {\r\n (<LinesMesh>m).color = this._coloredMaterial.diffuseColor;\r\n }\r\n });\r\n this._customMeshSet = false;\r\n }\r\n }\r\n}\r\n"]}
@@ -327,7 +327,10 @@ export declare class UniformBuffer {
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  */
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  update(): void;
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  private _createNewBuffer;
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- private _checkNewFrame;
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+ /**
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+ * @internal
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+ */
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+ _checkNewFrame(force?: boolean): void;
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  /**
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  * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
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  * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
@@ -418,8 +418,11 @@ export class UniformBuffer {
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  this._rebuild();
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  }
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  }
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- _checkNewFrame() {
422
- if (this._engine._features.trackUbosInFrame && this._currentFrameId !== this._engine.frameId) {
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+ /**
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+ * @internal
423
+ */
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+ _checkNewFrame(force = false) {
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+ if (force || (this._engine._features.trackUbosInFrame && this._currentFrameId !== this._engine.frameId)) {
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  this._currentFrameId = this._engine.frameId;
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  this._createBufferOnWrite = false;
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  if (this._buffers && this._buffers.length > 0) {