@babylonjs/core 6.34.0 → 6.34.2

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Files changed (133) 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/Inputs/followCameraMouseWheelInput.js +12 -9
  7. package/Cameras/Inputs/followCameraMouseWheelInput.js.map +1 -1
  8. package/Cameras/Inputs/followCameraPointersInput.js +28 -9
  9. package/Cameras/Inputs/followCameraPointersInput.js.map +1 -1
  10. package/Cameras/arcRotateCamera.js +1 -1
  11. package/Cameras/arcRotateCamera.js.map +1 -1
  12. package/Cameras/followCameraInputsManager.js +2 -1
  13. package/Cameras/followCameraInputsManager.js.map +1 -1
  14. package/Debug/skeletonViewer.js +2 -1
  15. package/Debug/skeletonViewer.js.map +1 -1
  16. package/Engines/Extensions/engine.storageBuffer.d.ts +2 -1
  17. package/Engines/Extensions/engine.storageBuffer.js.map +1 -1
  18. package/Engines/Processors/shaderCodeInliner.js +15 -14
  19. package/Engines/Processors/shaderCodeInliner.js.map +1 -1
  20. package/Engines/WebGPU/Extensions/engine.computeShader.js +3 -2
  21. package/Engines/WebGPU/Extensions/engine.computeShader.js.map +1 -1
  22. package/Engines/WebGPU/Extensions/engine.storageBuffer.js +14 -5
  23. package/Engines/WebGPU/Extensions/engine.storageBuffer.js.map +1 -1
  24. package/Engines/WebGPU/webgpuShaderProcessor.js +2 -1
  25. package/Engines/WebGPU/webgpuShaderProcessor.js.map +1 -1
  26. package/Engines/WebGPU/webgpuTintWASM.js +3 -2
  27. package/Engines/WebGPU/webgpuTintWASM.js.map +1 -1
  28. package/Engines/engine.d.ts +2 -4
  29. package/Engines/engine.js.map +1 -1
  30. package/Engines/nativeEngine.js +4 -2
  31. package/Engines/nativeEngine.js.map +1 -1
  32. package/Engines/thinEngine.js +4 -4
  33. package/Engines/thinEngine.js.map +1 -1
  34. package/Engines/webgpuEngine.js +75 -46
  35. package/Engines/webgpuEngine.js.map +1 -1
  36. package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.js +2 -1
  37. package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.js.map +1 -1
  38. package/FlowGraph/flowGraphBlock.js +1 -21
  39. package/FlowGraph/flowGraphBlock.js.map +1 -1
  40. package/FlowGraph/flowGraphExecutionBlock.d.ts +1 -0
  41. package/FlowGraph/flowGraphExecutionBlock.js +20 -0
  42. package/FlowGraph/flowGraphExecutionBlock.js.map +1 -1
  43. package/Gizmos/axisScaleGizmo.d.ts +1 -0
  44. package/Gizmos/axisScaleGizmo.js +12 -0
  45. package/Gizmos/axisScaleGizmo.js.map +1 -1
  46. package/Gizmos/lightGizmo.js +2 -1
  47. package/Gizmos/lightGizmo.js.map +1 -1
  48. package/Gizmos/rotationGizmo.js +1 -1
  49. package/Gizmos/rotationGizmo.js.map +1 -1
  50. package/Lights/Shadows/cascadedShadowGenerator.js +1 -1
  51. package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
  52. package/Materials/Node/Blocks/Dual/lightBlock.js +2 -1
  53. package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
  54. package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js +3 -2
  55. package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js.map +1 -1
  56. package/Materials/Node/Blocks/Fragment/fragDepthBlock.js +2 -1
  57. package/Materials/Node/Blocks/Fragment/fragDepthBlock.js.map +1 -1
  58. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js +2 -1
  59. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js.map +1 -1
  60. package/Materials/Node/Blocks/PBR/anisotropyBlock.js +2 -1
  61. package/Materials/Node/Blocks/PBR/anisotropyBlock.js.map +1 -1
  62. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +3 -2
  63. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  64. package/Materials/Node/Blocks/PBR/reflectionBlock.js +2 -1
  65. package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
  66. package/Materials/Node/nodeMaterial.js +9 -8
  67. package/Materials/Node/nodeMaterial.js.map +1 -1
  68. package/Materials/Node/nodeMaterialBlock.js +2 -1
  69. package/Materials/Node/nodeMaterialBlock.js.map +1 -1
  70. package/Materials/Textures/renderTargetTexture.js +1 -2
  71. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  72. package/Meshes/Builders/groundBuilder.d.ts +7 -1
  73. package/Meshes/Builders/groundBuilder.js +17 -8
  74. package/Meshes/Builders/groundBuilder.js.map +1 -1
  75. package/Meshes/Compression/dracoCompression.js.map +1 -1
  76. package/Meshes/Node/nodeGeometryBlock.js +2 -1
  77. package/Meshes/Node/nodeGeometryBlock.js.map +1 -1
  78. package/Meshes/mesh.d.ts +2 -1
  79. package/Meshes/mesh.js +3 -2
  80. package/Meshes/mesh.js.map +1 -1
  81. package/Misc/assetsManager.js +2 -2
  82. package/Misc/assetsManager.js.map +1 -1
  83. package/Misc/dds.js +1 -1
  84. package/Misc/dds.js.map +1 -1
  85. package/Misc/fileTools.js +4 -0
  86. package/Misc/fileTools.js.map +1 -1
  87. package/Misc/logger.d.ts +3 -3
  88. package/Misc/logger.js +8 -4
  89. package/Misc/logger.js.map +1 -1
  90. package/Misc/sceneSerializer.js +2 -1
  91. package/Misc/sceneSerializer.js.map +1 -1
  92. package/Misc/tools.d.ts +2 -7
  93. package/Misc/tools.js.map +1 -1
  94. package/Navigation/Plugins/recastJSPlugin.js +3 -3
  95. package/Navigation/Plugins/recastJSPlugin.js.map +1 -1
  96. package/Physics/v2/Plugins/havokPlugin.js +1 -1
  97. package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
  98. package/Physics/v2/index.d.ts +1 -0
  99. package/Physics/v2/index.js +1 -0
  100. package/Physics/v2/index.js.map +1 -1
  101. package/Physics/v2/physicsBody.d.ts +5 -0
  102. package/Physics/v2/physicsBody.js +7 -0
  103. package/Physics/v2/physicsBody.js.map +1 -1
  104. package/Physics/v2/ragdoll.d.ts +102 -0
  105. package/Physics/v2/ragdoll.js +221 -0
  106. package/Physics/v2/ragdoll.js.map +1 -0
  107. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js +2 -2
  108. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
  109. package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js +3 -2
  110. package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js.map +1 -1
  111. package/PostProcesses/screenSpaceCurvaturePostProcess.js +1 -1
  112. package/PostProcesses/screenSpaceCurvaturePostProcess.js.map +1 -1
  113. package/PostProcesses/screenSpaceReflectionPostProcess.js +3 -2
  114. package/PostProcesses/screenSpaceReflectionPostProcess.js.map +1 -1
  115. package/Rendering/GaussianSplatting/gaussianSplatting.js.map +1 -1
  116. package/Shaders/ShadersInclude/pbrBlockSubSurface.js +3 -2
  117. package/Shaders/ShadersInclude/pbrBlockSubSurface.js.map +1 -1
  118. package/XR/features/WebXRControllerPhysics.js +2 -2
  119. package/XR/features/WebXRControllerPhysics.js.map +1 -1
  120. package/XR/features/WebXRMeshDetector.js +2 -1
  121. package/XR/features/WebXRMeshDetector.js.map +1 -1
  122. package/XR/features/WebXRWalkingLocomotion.js +1 -1
  123. package/XR/features/WebXRWalkingLocomotion.js.map +1 -1
  124. package/XR/motionController/webXRMotionControllerManager.js +1 -1
  125. package/XR/motionController/webXRMotionControllerManager.js.map +1 -1
  126. package/XR/webXRExperienceHelper.js +2 -2
  127. package/XR/webXRExperienceHelper.js.map +1 -1
  128. package/assetContainer.js +2 -2
  129. package/assetContainer.js.map +1 -1
  130. package/package.json +1 -1
  131. package/scene.d.ts +2 -4
  132. package/scene.js +2 -1
  133. package/scene.js.map +1 -1
@@ -1,6 +1,7 @@
1
1
  import { FlowGraphExecutionBlockWithOutSignal } from "../../flowGraphWithOnDoneExecutionBlock.js";
2
2
  import { RichTypeAny } from "../../flowGraphRichTypes.js";
3
3
  import { RegisterClass } from "../../../Misc/typeStore.js";
4
+ import { Logger } from "../../../Misc/logger.js";
4
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  /**
5
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  * @experimental
6
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  * Block that logs a message to the console.
@@ -15,7 +16,7 @@ export class FlowGraphConsoleLogBlock extends FlowGraphExecutionBlockWithOutSign
15
16
  */
16
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  _execute(context) {
17
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  const messageValue = this.message.getValue(context);
18
- console.log(messageValue);
19
+ Logger.Log(messageValue);
19
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  // activate the output flow block
20
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  this.out._activateSignal(context);
21
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  }
@@ -1 +1 @@
1
- {"version":3,"file":"flowGraphConsoleLogBlock.js","sourceRoot":"","sources":["../../../../../../dev/core/src/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,oCAAoC,EAAE,MAAM,yCAAyC,CAAC;AAC/F,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AACvD,OAAO,EAAE,aAAa,EAAE,MAAM,yBAAyB,CAAC;AAGxD;;;GAGG;AACH,MAAM,OAAO,wBAAyB,SAAQ,oCAAoC;IAM9E,YAAmB,MAAqC;QACpD,KAAK,CAAC,MAAM,CAAC,CAAC;QACd,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC,iBAAiB,CAAC,SAAS,EAAE,WAAW,CAAC,CAAC;IAClE,CAAC;IAED;;OAEG;IACI,QAAQ,CAAC,OAAyB;QACrC,MAAM,YAAY,GAAG,IAAI,CAAC,OAAO,CAAC,QAAQ,CAAC,OAAO,CAAC,CAAC;QACpD,OAAO,CAAC,GAAG,CAAC,YAAY,CAAC,CAAC;QAC1B,iCAAiC;QACjC,IAAI,CAAC,GAAG,CAAC,eAAe,CAAC,OAAO,CAAC,CAAC;IACtC,CAAC;IAEM,YAAY;QACf,OAAO,wBAAwB,CAAC,SAAS,CAAC;IAC9C,CAAC;;AAEa,kCAAS,GAAG,mBAAmB,CAAC;AAElD,aAAa,CAAC,wBAAwB,CAAC,SAAS,EAAE,wBAAwB,CAAC,CAAC","sourcesContent":["import type { FlowGraphContext } from \"../../flowGraphContext\";\r\nimport type { FlowGraphDataConnection } from \"../../flowGraphDataConnection\";\r\nimport { FlowGraphExecutionBlockWithOutSignal } from \"../../flowGraphWithOnDoneExecutionBlock\";\r\nimport { RichTypeAny } from \"../../flowGraphRichTypes\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport type { IFlowGraphBlockConfiguration } from \"../../flowGraphBlock\";\r\n\r\n/**\r\n * @experimental\r\n * Block that logs a message to the console.\r\n */\r\nexport class FlowGraphConsoleLogBlock extends FlowGraphExecutionBlockWithOutSignal {\r\n /**\r\n * Input connection: The message to log.\r\n */\r\n public readonly message: FlowGraphDataConnection<any>;\r\n\r\n public constructor(config?: IFlowGraphBlockConfiguration) {\r\n super(config);\r\n this.message = this.registerDataInput(\"message\", RichTypeAny);\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _execute(context: FlowGraphContext): void {\r\n const messageValue = this.message.getValue(context);\r\n console.log(messageValue);\r\n // activate the output flow block\r\n this.out._activateSignal(context);\r\n }\r\n\r\n public getClassName(): string {\r\n return FlowGraphConsoleLogBlock.ClassName;\r\n }\r\n\r\n public static ClassName = \"FGConsoleLogBlock\";\r\n}\r\nRegisterClass(FlowGraphConsoleLogBlock.ClassName, FlowGraphConsoleLogBlock);\r\n"]}
1
+ {"version":3,"file":"flowGraphConsoleLogBlock.js","sourceRoot":"","sources":["../../../../../../dev/core/src/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,oCAAoC,EAAE,MAAM,yCAAyC,CAAC;AAC/F,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AACvD,OAAO,EAAE,aAAa,EAAE,MAAM,yBAAyB,CAAC;AAExD,OAAO,EAAE,MAAM,EAAE,gCAAyB;AAE1C;;;GAGG;AACH,MAAM,OAAO,wBAAyB,SAAQ,oCAAoC;IAM9E,YAAmB,MAAqC;QACpD,KAAK,CAAC,MAAM,CAAC,CAAC;QACd,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC,iBAAiB,CAAC,SAAS,EAAE,WAAW,CAAC,CAAC;IAClE,CAAC;IAED;;OAEG;IACI,QAAQ,CAAC,OAAyB;QACrC,MAAM,YAAY,GAAG,IAAI,CAAC,OAAO,CAAC,QAAQ,CAAC,OAAO,CAAC,CAAC;QACpD,MAAM,CAAC,GAAG,CAAC,YAAY,CAAC,CAAC;QACzB,iCAAiC;QACjC,IAAI,CAAC,GAAG,CAAC,eAAe,CAAC,OAAO,CAAC,CAAC;IACtC,CAAC;IAEM,YAAY;QACf,OAAO,wBAAwB,CAAC,SAAS,CAAC;IAC9C,CAAC;;AAEa,kCAAS,GAAG,mBAAmB,CAAC;AAElD,aAAa,CAAC,wBAAwB,CAAC,SAAS,EAAE,wBAAwB,CAAC,CAAC","sourcesContent":["import type { FlowGraphContext } from \"../../flowGraphContext\";\r\nimport type { FlowGraphDataConnection } from \"../../flowGraphDataConnection\";\r\nimport { FlowGraphExecutionBlockWithOutSignal } from \"../../flowGraphWithOnDoneExecutionBlock\";\r\nimport { RichTypeAny } from \"../../flowGraphRichTypes\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport type { IFlowGraphBlockConfiguration } from \"../../flowGraphBlock\";\r\nimport { Logger } from \"core/Misc/logger\";\r\n\r\n/**\r\n * @experimental\r\n * Block that logs a message to the console.\r\n */\r\nexport class FlowGraphConsoleLogBlock extends FlowGraphExecutionBlockWithOutSignal {\r\n /**\r\n * Input connection: The message to log.\r\n */\r\n public readonly message: FlowGraphDataConnection<any>;\r\n\r\n public constructor(config?: IFlowGraphBlockConfiguration) {\r\n super(config);\r\n this.message = this.registerDataInput(\"message\", RichTypeAny);\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _execute(context: FlowGraphContext): void {\r\n const messageValue = this.message.getValue(context);\r\n Logger.Log(messageValue);\r\n // activate the output flow block\r\n this.out._activateSignal(context);\r\n }\r\n\r\n public getClassName(): string {\r\n return FlowGraphConsoleLogBlock.ClassName;\r\n }\r\n\r\n public static ClassName = \"FGConsoleLogBlock\";\r\n}\r\nRegisterClass(FlowGraphConsoleLogBlock.ClassName, FlowGraphConsoleLogBlock);\r\n"]}
@@ -2,7 +2,6 @@ import { RandomGUID } from "../Misc/guid.js";
2
2
  import { FlowGraphConnectionType } from "./flowGraphConnection.js";
3
3
  import { FlowGraphDataConnection } from "./flowGraphDataConnection.js";
4
4
  import { Tools } from "../Misc/tools.js";
5
- import { FlowGraphExecutionBlock } from "./flowGraphExecutionBlock.js";
6
5
  import { defaultValueParseFunction, defaultValueSerializationFunction } from "./serialization.js";
7
6
  /**
8
7
  * @experimental
@@ -101,26 +100,7 @@ export class FlowGraphBlock {
101
100
  }
102
101
  }
103
102
  obj.metadata = serializationObject.metadata;
104
- if (obj instanceof FlowGraphExecutionBlock) {
105
- for (let i = 0; i < serializationObject.signalInputs.length; i++) {
106
- const signalInput = obj.getSignalInput(serializationObject.signalInputs[i].name);
107
- if (signalInput) {
108
- signalInput.deserialize(serializationObject.signalInputs[i]);
109
- }
110
- else {
111
- throw new Error("Could not find signal input with name " + serializationObject.signalInputs[i].name + " in block " + serializationObject.className);
112
- }
113
- }
114
- for (let i = 0; i < serializationObject.signalOutputs.length; i++) {
115
- const signalOutput = obj.getSignalOutput(serializationObject.signalOutputs[i].name);
116
- if (signalOutput) {
117
- signalOutput.deserialize(serializationObject.signalOutputs[i]);
118
- }
119
- else {
120
- throw new Error("Could not find signal output with name " + serializationObject.signalOutputs[i].name + " in block " + serializationObject.className);
121
- }
122
- }
123
- }
103
+ obj.deserialize && obj.deserialize(serializationObject);
124
104
  return obj;
125
105
  }
126
106
  }
@@ -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"]}
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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"]}
@@ -14,6 +14,7 @@ import { TransformNode } from "../Meshes/transformNode.js";
14
14
  import { PointerEventTypes } from "../Events/pointerEvents.js";
15
15
  import { Observable } from "../Misc/observable.js";
16
16
  import { CreateCylinder } from "../Meshes/Builders/cylinderBuilder.js";
17
+ import { Logger } from "../Misc/logger.js";
17
18
  /**
18
19
  * Gizmo that enables viewing a light
19
20
  */
@@ -57,7 +58,7 @@ export class LightGizmo extends Gizmo {
57
58
  return this.attachedMesh;
58
59
  }
59
60
  set attachedNode(value) {
60
- console.warn("Nodes cannot be attached to LightGizmo. Attach to a mesh instead.");
61
+ Logger.Warn("Nodes cannot be attached to LightGizmo. Attach to a mesh instead.");
61
62
  }
62
63
  /**
63
64
  * The light that the gizmo is attached to
@@ -1 +1 @@
1
- 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type { Nullable } from \"../types\";\r\nimport { Vector3, Quaternion, TmpVectors } from \"../Maths/math.vector\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport type { IGizmo } from \"./gizmo\";\r\nimport { Gizmo } from \"./gizmo\";\r\nimport { UtilityLayerRenderer } from \"../Rendering/utilityLayerRenderer\";\r\nimport type { Node } from \"../node\";\r\nimport { StandardMaterial } from \"../Materials/standardMaterial\";\r\nimport type { Light } from \"../Lights/light\";\r\nimport type { Scene } from \"../scene\";\r\nimport { HemisphericLight } from \"../Lights/hemisphericLight\";\r\nimport { DirectionalLight } from \"../Lights/directionalLight\";\r\nimport { CreateSphere } from \"../Meshes/Builders/sphereBuilder\";\r\nimport { CreateHemisphere } from \"../Meshes/Builders/hemisphereBuilder\";\r\nimport { SpotLight } from \"../Lights/spotLight\";\r\nimport { TransformNode } from \"../Meshes/transformNode\";\r\nimport type { PointerInfo } from \"../Events/pointerEvents\";\r\nimport { PointerEventTypes } from \"../Events/pointerEvents\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { CreateCylinder } from \"../Meshes/Builders/cylinderBuilder\";\r\n\r\n/**\r\n * Interface for light gizmo\r\n */\r\nexport interface ILightGizmo extends IGizmo {\r\n /** Event that fires each time the gizmo is clicked */\r\n onClickedObservable: Observable<Light>;\r\n /** The light that the gizmo is attached to */\r\n light: Nullable<Light>;\r\n /** The material used to render the light gizmo */\r\n readonly material: StandardMaterial;\r\n}\r\n\r\n/**\r\n * Gizmo that enables viewing a light\r\n */\r\nexport class LightGizmo extends Gizmo implements ILightGizmo {\r\n protected _lightMesh: Mesh;\r\n protected _material: StandardMaterial;\r\n protected _cachedPosition = new Vector3();\r\n protected _cachedForward = new Vector3(0, 0, 1);\r\n protected _attachedMeshParent: TransformNode;\r\n protected _pointerObserver: Nullable<Observer<PointerInfo>> = null;\r\n\r\n /**\r\n * Event that fires each time the gizmo is clicked\r\n */\r\n public onClickedObservable = new Observable<Light>();\r\n\r\n /**\r\n * Creates a LightGizmo\r\n * @param gizmoLayer The utility layer the gizmo will be added to\r\n */\r\n constructor(gizmoLayer: UtilityLayerRenderer = UtilityLayerRenderer.DefaultUtilityLayer) {\r\n super(gizmoLayer);\r\n this.attachedMesh = new AbstractMesh(\"\", this.gizmoLayer.utilityLayerScene);\r\n this._attachedMeshParent = new TransformNode(\"parent\", this.gizmoLayer.utilityLayerScene);\r\n\r\n this.attachedMesh.parent = this._attachedMeshParent;\r\n this._material = new StandardMaterial(\"light\", this.gizmoLayer.utilityLayerScene);\r\n this._material.diffuseColor = new Color3(0.5, 0.5, 0.5);\r\n this._material.specularColor = new Color3(0.1, 0.1, 0.1);\r\n\r\n this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add((pointerInfo) => {\r\n if (!this._light) {\r\n return;\r\n }\r\n\r\n this._isHovered = !!(pointerInfo.pickInfo && this._rootMesh.getChildMeshes().indexOf(<Mesh>pointerInfo.pickInfo.pickedMesh) != -1);\r\n if (this._isHovered && pointerInfo.event.button === 0) {\r\n this.onClickedObservable.notifyObservers(this._light);\r\n }\r\n }, PointerEventTypes.POINTERDOWN);\r\n }\r\n protected _light: Nullable<Light> = null;\r\n\r\n /**\r\n * Override attachedNode because lightgizmo only support attached mesh\r\n * It will return the attached mesh (if any) and setting an attached node will log\r\n * a warning\r\n */\r\n public get attachedNode() {\r\n return this.attachedMesh;\r\n }\r\n public set attachedNode(value: Nullable<Node>) {\r\n console.warn(\"Nodes cannot be attached to LightGizmo. Attach to a mesh instead.\");\r\n }\r\n\r\n /**\r\n * The light that the gizmo is attached to\r\n */\r\n public set light(light: Nullable<Light>) {\r\n this._light = light;\r\n if (light) {\r\n // Create the mesh for the given light type\r\n if (this._lightMesh) {\r\n this._lightMesh.dispose();\r\n }\r\n\r\n if (light instanceof HemisphericLight) {\r\n this._lightMesh = LightGizmo._CreateHemisphericLightMesh(this.gizmoLayer.utilityLayerScene);\r\n } else if (light instanceof DirectionalLight) {\r\n this._lightMesh = LightGizmo._CreateDirectionalLightMesh(this.gizmoLayer.utilityLayerScene);\r\n } else if (light instanceof SpotLight) {\r\n this._lightMesh = LightGizmo._CreateSpotLightMesh(this.gizmoLayer.utilityLayerScene);\r\n } else {\r\n this._lightMesh = LightGizmo._CreatePointLightMesh(this.gizmoLayer.utilityLayerScene);\r\n }\r\n this._lightMesh.getChildMeshes(false).forEach((m) => {\r\n m.material = this._material;\r\n });\r\n this._lightMesh.parent = this._rootMesh;\r\n\r\n // Add lighting to the light gizmo\r\n const gizmoLight = this.gizmoLayer._getSharedGizmoLight();\r\n gizmoLight.includedOnlyMeshes = gizmoLight.includedOnlyMeshes.concat(this._lightMesh.getChildMeshes(false));\r\n\r\n this._lightMesh.rotationQuaternion = new Quaternion();\r\n\r\n if (!this.attachedMesh!.reservedDataStore) {\r\n this.attachedMesh!.reservedDataStore = {};\r\n }\r\n this.attachedMesh!.reservedDataStore.lightGizmo = this;\r\n\r\n if (light.parent) {\r\n this._attachedMeshParent.freezeWorldMatrix(light.parent.getWorldMatrix());\r\n }\r\n\r\n // Get update position and direction if the light has it\r\n if ((light as any).position) {\r\n this.attachedMesh!.position.copyFrom((light as any).position);\r\n this.attachedMesh!.computeWorldMatrix(true);\r\n this._cachedPosition.copyFrom(this.attachedMesh!.position);\r\n }\r\n if ((light as any).direction) {\r\n this.attachedMesh!.setDirection((light as any).direction);\r\n this.attachedMesh!.computeWorldMatrix(true);\r\n const forward = this._getMeshForward();\r\n this._cachedForward.copyFrom(forward);\r\n }\r\n\r\n this._update();\r\n }\r\n }\r\n public get light() {\r\n return this._light;\r\n }\r\n\r\n /**\r\n * Gets the material used to render the light gizmo\r\n */\r\n public get material() {\r\n return this._material;\r\n }\r\n\r\n /**\r\n * @internal\r\n * returns mesh forward\r\n */\r\n protected _getMeshForward(): Vector3 {\r\n let forward = this.attachedMesh!.forward;\r\n if (this.attachedMesh!.getScene().useRightHandedSystem) {\r\n forward.negateToRef(TmpVectors.Vector3[0]);\r\n forward = TmpVectors.Vector3[0];\r\n }\r\n return forward;\r\n }\r\n\r\n /**\r\n * @internal\r\n * Updates the gizmo to match the attached mesh's position/rotation\r\n */\r\n protected _update() {\r\n super._update();\r\n if (!this._light) {\r\n return;\r\n }\r\n\r\n if (this._light.parent) {\r\n this._attachedMeshParent.freezeWorldMatrix(this._light.parent.getWorldMatrix());\r\n }\r\n\r\n // For light position and direction, a dirty flag is set to true in the setter\r\n // It means setting values individually or copying values will not call setter and\r\n // dirty flag will not be set to true. Hence creating a new Vector3.\r\n if ((this._light as any).position) {\r\n // If the gizmo is moved update the light otherwise update the gizmo to match the light\r\n if (!this.attachedMesh!.position.equals(this._cachedPosition)) {\r\n // update light to match gizmo\r\n const position = this.attachedMesh!.position;\r\n (this._light as any).position = new Vector3(position.x, position.y, position.z);\r\n this._cachedPosition.copyFrom(this.attachedMesh!.position);\r\n } else {\r\n // update gizmo to match light\r\n this.attachedMesh!.position.copyFrom((this._light as any).position);\r\n this.attachedMesh!.computeWorldMatrix(true);\r\n this._cachedPosition.copyFrom(this.attachedMesh!.position);\r\n }\r\n }\r\n if ((this._light as any).direction) {\r\n // If the gizmo is moved update the light otherwise update the gizmo to match the light\r\n const forward = this._getMeshForward();\r\n if (Vector3.DistanceSquared(forward, this._cachedForward) > 0.0001) {\r\n // update light to match gizmo\r\n const direction = forward;\r\n (this._light as any).direction = new Vector3(direction.x, direction.y, direction.z);\r\n this._cachedForward.copyFrom(forward);\r\n } else if (Vector3.DistanceSquared(forward, (this._light as any).direction) > 0.0001) {\r\n // update gizmo to match light\r\n this.attachedMesh!.setDirection((this._light as any).direction);\r\n this.attachedMesh!.computeWorldMatrix(true);\r\n this._cachedForward.copyFrom(forward);\r\n }\r\n }\r\n }\r\n\r\n // Static helper methods\r\n private static _Scale = 0.007;\r\n\r\n /**\r\n * Creates the lines for a light mesh\r\n * @param levels\r\n * @param scene\r\n */\r\n private static _CreateLightLines = (levels: number, scene: Scene) => {\r\n const distFromSphere = 1.2;\r\n\r\n const root = new Mesh(\"root\", scene);\r\n root.rotation.x = Math.PI / 2;\r\n\r\n // Create the top line, this will be cloned for all other lines\r\n const linePivot = new Mesh(\"linePivot\", scene);\r\n linePivot.parent = root;\r\n const line = CreateCylinder(\r\n \"line\",\r\n {\r\n updatable: false,\r\n height: 2,\r\n diameterTop: 0.2,\r\n diameterBottom: 0.3,\r\n tessellation: 6,\r\n subdivisions: 1,\r\n },\r\n scene\r\n );\r\n line.position.y = line.scaling.y / 2 + distFromSphere;\r\n line.parent = linePivot;\r\n\r\n if (levels < 2) {\r\n return linePivot;\r\n }\r\n for (let i = 0; i < 4; i++) {\r\n const l = linePivot.clone(\"lineParentClone\")!;\r\n l.rotation.z = Math.PI / 4;\r\n l.rotation.y = Math.PI / 2 + (Math.PI / 2) * i;\r\n\r\n l.getChildMeshes()[0].scaling.y = 0.5;\r\n l.getChildMeshes()[0].scaling.x = l.getChildMeshes()[0].scaling.z = 0.8;\r\n l.getChildMeshes()[0].position.y = l.getChildMeshes()[0].scaling.y / 2 + distFromSphere;\r\n }\r\n\r\n if (levels < 3) {\r\n return root;\r\n }\r\n for (let i = 0; i < 4; i++) {\r\n const l = linePivot.clone(\"linePivotClone\");\r\n l.rotation.z = Math.PI / 2;\r\n l.rotation.y = (Math.PI / 2) * i;\r\n }\r\n\r\n if (levels < 4) {\r\n return root;\r\n }\r\n for (let i = 0; i < 4; i++) {\r\n const l = linePivot.clone(\"linePivotClone\");\r\n l.rotation.z = Math.PI + Math.PI / 4;\r\n l.rotation.y = Math.PI / 2 + (Math.PI / 2) * i;\r\n\r\n l.getChildMeshes()[0].scaling.y = 0.5;\r\n l.getChildMeshes()[0].scaling.x = l.getChildMeshes()[0].scaling.z = 0.8;\r\n l.getChildMeshes()[0].position.y = l.getChildMeshes()[0].scaling.y / 2 + distFromSphere;\r\n }\r\n\r\n if (levels < 5) {\r\n return root;\r\n }\r\n const l = linePivot.clone(\"linePivotClone\");\r\n l.rotation.z = Math.PI;\r\n\r\n return root;\r\n };\r\n\r\n /**\r\n * Disposes of the light gizmo\r\n */\r\n public dispose() {\r\n this.onClickedObservable.clear();\r\n this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);\r\n this._material.dispose();\r\n super.dispose();\r\n this._attachedMeshParent.dispose();\r\n }\r\n\r\n private static _CreateHemisphericLightMesh(scene: Scene) {\r\n const root = new Mesh(\"hemisphereLight\", scene);\r\n const hemisphere = CreateHemisphere(root.name, { segments: 10, diameter: 1 }, scene);\r\n hemisphere.position.z = -0.15;\r\n hemisphere.rotation.x = Math.PI / 2;\r\n hemisphere.parent = root;\r\n\r\n const lines = this._CreateLightLines(3, scene);\r\n lines.parent = root;\r\n\r\n root.scaling.scaleInPlace(LightGizmo._Scale);\r\n root.rotation.x = Math.PI / 2;\r\n\r\n return root;\r\n }\r\n\r\n private static _CreatePointLightMesh(scene: Scene) {\r\n const root = new Mesh(\"pointLight\", scene);\r\n const sphere = CreateSphere(root.name, { segments: 10, diameter: 1 }, scene);\r\n sphere.rotation.x = Math.PI / 2;\r\n sphere.parent = root;\r\n\r\n const lines = this._CreateLightLines(5, scene);\r\n lines.parent = root;\r\n root.scaling.scaleInPlace(LightGizmo._Scale);\r\n root.rotation.x = Math.PI / 2;\r\n\r\n return root;\r\n }\r\n\r\n private static _CreateSpotLightMesh(scene: Scene) {\r\n const root = new Mesh(\"spotLight\", scene);\r\n const sphere = CreateSphere(root.name, { segments: 10, diameter: 1 }, scene);\r\n sphere.parent = root;\r\n\r\n const hemisphere = CreateHemisphere(root.name, { segments: 10, diameter: 2 }, scene);\r\n hemisphere.parent = root;\r\n hemisphere.rotation.x = -Math.PI / 2;\r\n\r\n const lines = this._CreateLightLines(2, scene);\r\n lines.parent = root;\r\n root.scaling.scaleInPlace(LightGizmo._Scale);\r\n root.rotation.x = Math.PI / 2;\r\n\r\n return root;\r\n }\r\n\r\n private static _CreateDirectionalLightMesh(scene: Scene) {\r\n const root = new Mesh(\"directionalLight\", scene);\r\n\r\n const mesh = new Mesh(root.name, scene);\r\n mesh.parent = root;\r\n const sphere = CreateSphere(root.name, { diameter: 1.2, segments: 10 }, scene);\r\n sphere.parent = mesh;\r\n\r\n const line = CreateCylinder(\r\n root.name,\r\n {\r\n updatable: false,\r\n height: 6,\r\n diameterTop: 0.3,\r\n diameterBottom: 0.3,\r\n tessellation: 6,\r\n subdivisions: 1,\r\n },\r\n scene\r\n );\r\n line.parent = mesh;\r\n\r\n let left = line.clone(root.name)!;\r\n left.scaling.y = 0.5;\r\n left.position.x += 1.25;\r\n\r\n let right = line.clone(root.name)!;\r\n right.scaling.y = 0.5;\r\n right.position.x += -1.25;\r\n\r\n const arrowHead = CreateCylinder(\r\n root.name,\r\n {\r\n updatable: false,\r\n height: 1,\r\n diameterTop: 0,\r\n diameterBottom: 0.6,\r\n tessellation: 6,\r\n subdivisions: 1,\r\n },\r\n scene\r\n );\r\n arrowHead.position.y += 3;\r\n arrowHead.parent = mesh;\r\n\r\n left = arrowHead.clone(root.name);\r\n left.position.y = 1.5;\r\n left.position.x += 1.25;\r\n\r\n right = arrowHead.clone(root.name);\r\n right.position.y = 1.5;\r\n right.position.x += -1.25;\r\n\r\n mesh.scaling.scaleInPlace(LightGizmo._Scale);\r\n mesh.rotation.z = Math.PI / 2;\r\n mesh.rotation.y = Math.PI / 2;\r\n return root;\r\n }\r\n}\r\n"]}
1
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type { Nullable } from \"../types\";\r\nimport { Vector3, Quaternion, TmpVectors } from \"../Maths/math.vector\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport type { IGizmo } from \"./gizmo\";\r\nimport { Gizmo } from \"./gizmo\";\r\nimport { UtilityLayerRenderer } from \"../Rendering/utilityLayerRenderer\";\r\nimport type { Node } from \"../node\";\r\nimport { StandardMaterial } from \"../Materials/standardMaterial\";\r\nimport type { Light } from \"../Lights/light\";\r\nimport type { Scene } from \"../scene\";\r\nimport { HemisphericLight } from \"../Lights/hemisphericLight\";\r\nimport { DirectionalLight } from \"../Lights/directionalLight\";\r\nimport { CreateSphere } from \"../Meshes/Builders/sphereBuilder\";\r\nimport { CreateHemisphere } from \"../Meshes/Builders/hemisphereBuilder\";\r\nimport { SpotLight } from \"../Lights/spotLight\";\r\nimport { TransformNode } from \"../Meshes/transformNode\";\r\nimport type { PointerInfo } from \"../Events/pointerEvents\";\r\nimport { PointerEventTypes } from \"../Events/pointerEvents\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { CreateCylinder } from \"../Meshes/Builders/cylinderBuilder\";\r\nimport { Logger } from \"core/Misc/logger\";\r\n\r\n/**\r\n * Interface for light gizmo\r\n */\r\nexport interface ILightGizmo extends IGizmo {\r\n /** Event that fires each time the gizmo is clicked */\r\n onClickedObservable: Observable<Light>;\r\n /** The light that the gizmo is attached to */\r\n light: Nullable<Light>;\r\n /** The material used to render the light gizmo */\r\n readonly material: StandardMaterial;\r\n}\r\n\r\n/**\r\n * Gizmo that enables viewing a light\r\n */\r\nexport class LightGizmo extends Gizmo implements ILightGizmo {\r\n protected _lightMesh: Mesh;\r\n protected _material: StandardMaterial;\r\n protected _cachedPosition = new Vector3();\r\n protected _cachedForward = new Vector3(0, 0, 1);\r\n protected _attachedMeshParent: TransformNode;\r\n protected _pointerObserver: Nullable<Observer<PointerInfo>> = null;\r\n\r\n /**\r\n * Event that fires each time the gizmo is clicked\r\n */\r\n public onClickedObservable = new Observable<Light>();\r\n\r\n /**\r\n * Creates a LightGizmo\r\n * @param gizmoLayer The utility layer the gizmo will be added to\r\n */\r\n constructor(gizmoLayer: UtilityLayerRenderer = UtilityLayerRenderer.DefaultUtilityLayer) {\r\n super(gizmoLayer);\r\n this.attachedMesh = new AbstractMesh(\"\", this.gizmoLayer.utilityLayerScene);\r\n this._attachedMeshParent = new TransformNode(\"parent\", this.gizmoLayer.utilityLayerScene);\r\n\r\n this.attachedMesh.parent = this._attachedMeshParent;\r\n this._material = new StandardMaterial(\"light\", this.gizmoLayer.utilityLayerScene);\r\n this._material.diffuseColor = new Color3(0.5, 0.5, 0.5);\r\n this._material.specularColor = new Color3(0.1, 0.1, 0.1);\r\n\r\n this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add((pointerInfo) => {\r\n if (!this._light) {\r\n return;\r\n }\r\n\r\n this._isHovered = !!(pointerInfo.pickInfo && this._rootMesh.getChildMeshes().indexOf(<Mesh>pointerInfo.pickInfo.pickedMesh) != -1);\r\n if (this._isHovered && pointerInfo.event.button === 0) {\r\n this.onClickedObservable.notifyObservers(this._light);\r\n }\r\n }, PointerEventTypes.POINTERDOWN);\r\n }\r\n protected _light: Nullable<Light> = null;\r\n\r\n /**\r\n * Override attachedNode because lightgizmo only support attached mesh\r\n * It will return the attached mesh (if any) and setting an attached node will log\r\n * a warning\r\n */\r\n public get attachedNode() {\r\n return this.attachedMesh;\r\n }\r\n public set attachedNode(value: Nullable<Node>) {\r\n Logger.Warn(\"Nodes cannot be attached to LightGizmo. Attach to a mesh instead.\");\r\n }\r\n\r\n /**\r\n * The light that the gizmo is attached to\r\n */\r\n public set light(light: Nullable<Light>) {\r\n this._light = light;\r\n if (light) {\r\n // Create the mesh for the given light type\r\n if (this._lightMesh) {\r\n this._lightMesh.dispose();\r\n }\r\n\r\n if (light instanceof HemisphericLight) {\r\n this._lightMesh = LightGizmo._CreateHemisphericLightMesh(this.gizmoLayer.utilityLayerScene);\r\n } else if (light instanceof DirectionalLight) {\r\n this._lightMesh = LightGizmo._CreateDirectionalLightMesh(this.gizmoLayer.utilityLayerScene);\r\n } else if (light instanceof SpotLight) {\r\n this._lightMesh = LightGizmo._CreateSpotLightMesh(this.gizmoLayer.utilityLayerScene);\r\n } else {\r\n this._lightMesh = LightGizmo._CreatePointLightMesh(this.gizmoLayer.utilityLayerScene);\r\n }\r\n this._lightMesh.getChildMeshes(false).forEach((m) => {\r\n m.material = this._material;\r\n });\r\n this._lightMesh.parent = this._rootMesh;\r\n\r\n // Add lighting to the light gizmo\r\n const gizmoLight = this.gizmoLayer._getSharedGizmoLight();\r\n gizmoLight.includedOnlyMeshes = gizmoLight.includedOnlyMeshes.concat(this._lightMesh.getChildMeshes(false));\r\n\r\n this._lightMesh.rotationQuaternion = new Quaternion();\r\n\r\n if (!this.attachedMesh!.reservedDataStore) {\r\n this.attachedMesh!.reservedDataStore = {};\r\n }\r\n this.attachedMesh!.reservedDataStore.lightGizmo = this;\r\n\r\n if (light.parent) {\r\n this._attachedMeshParent.freezeWorldMatrix(light.parent.getWorldMatrix());\r\n }\r\n\r\n // Get update position and direction if the light has it\r\n if ((light as any).position) {\r\n this.attachedMesh!.position.copyFrom((light as any).position);\r\n this.attachedMesh!.computeWorldMatrix(true);\r\n this._cachedPosition.copyFrom(this.attachedMesh!.position);\r\n }\r\n if ((light as any).direction) {\r\n this.attachedMesh!.setDirection((light as any).direction);\r\n this.attachedMesh!.computeWorldMatrix(true);\r\n const forward = this._getMeshForward();\r\n this._cachedForward.copyFrom(forward);\r\n }\r\n\r\n this._update();\r\n }\r\n }\r\n public get light() {\r\n return this._light;\r\n }\r\n\r\n /**\r\n * Gets the material used to render the light gizmo\r\n */\r\n public get material() {\r\n return this._material;\r\n }\r\n\r\n /**\r\n * @internal\r\n * returns mesh forward\r\n */\r\n protected _getMeshForward(): Vector3 {\r\n let forward = this.attachedMesh!.forward;\r\n if (this.attachedMesh!.getScene().useRightHandedSystem) {\r\n forward.negateToRef(TmpVectors.Vector3[0]);\r\n forward = TmpVectors.Vector3[0];\r\n }\r\n return forward;\r\n }\r\n\r\n /**\r\n * @internal\r\n * Updates the gizmo to match the attached mesh's position/rotation\r\n */\r\n protected _update() {\r\n super._update();\r\n if (!this._light) {\r\n return;\r\n }\r\n\r\n if (this._light.parent) {\r\n this._attachedMeshParent.freezeWorldMatrix(this._light.parent.getWorldMatrix());\r\n }\r\n\r\n // For light position and direction, a dirty flag is set to true in the setter\r\n // It means setting values individually or copying values will not call setter and\r\n // dirty flag will not be set to true. Hence creating a new Vector3.\r\n if ((this._light as any).position) {\r\n // If the gizmo is moved update the light otherwise update the gizmo to match the light\r\n if (!this.attachedMesh!.position.equals(this._cachedPosition)) {\r\n // update light to match gizmo\r\n const position = this.attachedMesh!.position;\r\n (this._light as any).position = new Vector3(position.x, position.y, position.z);\r\n this._cachedPosition.copyFrom(this.attachedMesh!.position);\r\n } else {\r\n // update gizmo to match light\r\n this.attachedMesh!.position.copyFrom((this._light as any).position);\r\n this.attachedMesh!.computeWorldMatrix(true);\r\n this._cachedPosition.copyFrom(this.attachedMesh!.position);\r\n }\r\n }\r\n if ((this._light as any).direction) {\r\n // If the gizmo is moved update the light otherwise update the gizmo to match the light\r\n const forward = this._getMeshForward();\r\n if (Vector3.DistanceSquared(forward, this._cachedForward) > 0.0001) {\r\n // update light to match gizmo\r\n const direction = forward;\r\n (this._light as any).direction = new Vector3(direction.x, direction.y, direction.z);\r\n this._cachedForward.copyFrom(forward);\r\n } else if (Vector3.DistanceSquared(forward, (this._light as any).direction) > 0.0001) {\r\n // update gizmo to match light\r\n this.attachedMesh!.setDirection((this._light as any).direction);\r\n this.attachedMesh!.computeWorldMatrix(true);\r\n this._cachedForward.copyFrom(forward);\r\n }\r\n }\r\n }\r\n\r\n // Static helper methods\r\n private static _Scale = 0.007;\r\n\r\n /**\r\n * Creates the lines for a light mesh\r\n * @param levels\r\n * @param scene\r\n */\r\n private static _CreateLightLines = (levels: number, scene: Scene) => {\r\n const distFromSphere = 1.2;\r\n\r\n const root = new Mesh(\"root\", scene);\r\n root.rotation.x = Math.PI / 2;\r\n\r\n // Create the top line, this will be cloned for all other lines\r\n const linePivot = new Mesh(\"linePivot\", scene);\r\n linePivot.parent = root;\r\n const line = CreateCylinder(\r\n \"line\",\r\n {\r\n updatable: false,\r\n height: 2,\r\n diameterTop: 0.2,\r\n diameterBottom: 0.3,\r\n tessellation: 6,\r\n subdivisions: 1,\r\n },\r\n scene\r\n );\r\n line.position.y = line.scaling.y / 2 + distFromSphere;\r\n line.parent = linePivot;\r\n\r\n if (levels < 2) {\r\n return linePivot;\r\n }\r\n for (let i = 0; i < 4; i++) {\r\n const l = linePivot.clone(\"lineParentClone\")!;\r\n l.rotation.z = Math.PI / 4;\r\n l.rotation.y = Math.PI / 2 + (Math.PI / 2) * i;\r\n\r\n l.getChildMeshes()[0].scaling.y = 0.5;\r\n l.getChildMeshes()[0].scaling.x = l.getChildMeshes()[0].scaling.z = 0.8;\r\n l.getChildMeshes()[0].position.y = l.getChildMeshes()[0].scaling.y / 2 + distFromSphere;\r\n }\r\n\r\n if (levels < 3) {\r\n return root;\r\n }\r\n for (let i = 0; i < 4; i++) {\r\n const l = linePivot.clone(\"linePivotClone\");\r\n l.rotation.z = Math.PI / 2;\r\n l.rotation.y = (Math.PI / 2) * i;\r\n }\r\n\r\n if (levels < 4) {\r\n return root;\r\n }\r\n for (let i = 0; i < 4; i++) {\r\n const l = linePivot.clone(\"linePivotClone\");\r\n l.rotation.z = Math.PI + Math.PI / 4;\r\n l.rotation.y = Math.PI / 2 + (Math.PI / 2) * i;\r\n\r\n l.getChildMeshes()[0].scaling.y = 0.5;\r\n l.getChildMeshes()[0].scaling.x = l.getChildMeshes()[0].scaling.z = 0.8;\r\n l.getChildMeshes()[0].position.y = l.getChildMeshes()[0].scaling.y / 2 + distFromSphere;\r\n }\r\n\r\n if (levels < 5) {\r\n return root;\r\n }\r\n const l = linePivot.clone(\"linePivotClone\");\r\n l.rotation.z = Math.PI;\r\n\r\n return root;\r\n };\r\n\r\n /**\r\n * Disposes of the light gizmo\r\n */\r\n public dispose() {\r\n this.onClickedObservable.clear();\r\n this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);\r\n this._material.dispose();\r\n super.dispose();\r\n this._attachedMeshParent.dispose();\r\n }\r\n\r\n private static _CreateHemisphericLightMesh(scene: Scene) {\r\n const root = new Mesh(\"hemisphereLight\", scene);\r\n const hemisphere = CreateHemisphere(root.name, { segments: 10, diameter: 1 }, scene);\r\n hemisphere.position.z = -0.15;\r\n hemisphere.rotation.x = Math.PI / 2;\r\n hemisphere.parent = root;\r\n\r\n const lines = this._CreateLightLines(3, scene);\r\n lines.parent = root;\r\n\r\n root.scaling.scaleInPlace(LightGizmo._Scale);\r\n root.rotation.x = Math.PI / 2;\r\n\r\n return root;\r\n }\r\n\r\n private static _CreatePointLightMesh(scene: Scene) {\r\n const root = new Mesh(\"pointLight\", scene);\r\n const sphere = CreateSphere(root.name, { segments: 10, diameter: 1 }, scene);\r\n sphere.rotation.x = Math.PI / 2;\r\n sphere.parent = root;\r\n\r\n const lines = this._CreateLightLines(5, scene);\r\n lines.parent = root;\r\n root.scaling.scaleInPlace(LightGizmo._Scale);\r\n root.rotation.x = Math.PI / 2;\r\n\r\n return root;\r\n }\r\n\r\n private static _CreateSpotLightMesh(scene: Scene) {\r\n const root = new Mesh(\"spotLight\", scene);\r\n const sphere = CreateSphere(root.name, { segments: 10, diameter: 1 }, scene);\r\n sphere.parent = root;\r\n\r\n const hemisphere = CreateHemisphere(root.name, { segments: 10, diameter: 2 }, scene);\r\n hemisphere.parent = root;\r\n hemisphere.rotation.x = -Math.PI / 2;\r\n\r\n const lines = this._CreateLightLines(2, scene);\r\n lines.parent = root;\r\n root.scaling.scaleInPlace(LightGizmo._Scale);\r\n root.rotation.x = Math.PI / 2;\r\n\r\n return root;\r\n }\r\n\r\n private static _CreateDirectionalLightMesh(scene: Scene) {\r\n const root = new Mesh(\"directionalLight\", scene);\r\n\r\n const mesh = new Mesh(root.name, scene);\r\n mesh.parent = root;\r\n const sphere = CreateSphere(root.name, { diameter: 1.2, segments: 10 }, scene);\r\n sphere.parent = mesh;\r\n\r\n const line = CreateCylinder(\r\n root.name,\r\n {\r\n updatable: false,\r\n height: 6,\r\n diameterTop: 0.3,\r\n diameterBottom: 0.3,\r\n tessellation: 6,\r\n subdivisions: 1,\r\n },\r\n scene\r\n );\r\n line.parent = mesh;\r\n\r\n let left = line.clone(root.name)!;\r\n left.scaling.y = 0.5;\r\n left.position.x += 1.25;\r\n\r\n let right = line.clone(root.name)!;\r\n right.scaling.y = 0.5;\r\n right.position.x += -1.25;\r\n\r\n const arrowHead = CreateCylinder(\r\n root.name,\r\n {\r\n updatable: false,\r\n height: 1,\r\n diameterTop: 0,\r\n diameterBottom: 0.6,\r\n tessellation: 6,\r\n subdivisions: 1,\r\n },\r\n scene\r\n );\r\n arrowHead.position.y += 3;\r\n arrowHead.parent = mesh;\r\n\r\n left = arrowHead.clone(root.name);\r\n left.position.y = 1.5;\r\n left.position.x += 1.25;\r\n\r\n right = arrowHead.clone(root.name);\r\n right.position.y = 1.5;\r\n right.position.x += -1.25;\r\n\r\n mesh.scaling.scaleInPlace(LightGizmo._Scale);\r\n mesh.rotation.z = Math.PI / 2;\r\n mesh.rotation.y = Math.PI / 2;\r\n return root;\r\n }\r\n}\r\n"]}
@@ -43,7 +43,7 @@ export class RotationGizmo extends Gizmo {
43
43
  }
44
44
  _checkBillboardTransform() {
45
45
  if (this._nodeAttached && this._nodeAttached.billboardMode) {
46
- console.log("Rotation Gizmo will not work with transforms in billboard mode.");
46
+ Logger.Log("Rotation Gizmo will not work with transforms in billboard mode.");
47
47
  }
48
48
  }
49
49
  /**