@babylonjs/core 6.34.1 → 6.34.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Cameras/Inputs/followCameraMouseWheelInput.js +12 -9
- package/Cameras/Inputs/followCameraMouseWheelInput.js.map +1 -1
- package/Cameras/Inputs/followCameraPointersInput.js +28 -9
- package/Cameras/Inputs/followCameraPointersInput.js.map +1 -1
- package/Cameras/followCameraInputsManager.js +2 -1
- package/Cameras/followCameraInputsManager.js.map +1 -1
- package/Debug/skeletonViewer.js +2 -1
- package/Debug/skeletonViewer.js.map +1 -1
- package/Engines/Processors/shaderCodeInliner.js +15 -14
- package/Engines/Processors/shaderCodeInliner.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.computeShader.js +3 -2
- package/Engines/WebGPU/Extensions/engine.computeShader.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessor.js +2 -1
- package/Engines/WebGPU/webgpuShaderProcessor.js.map +1 -1
- package/Engines/WebGPU/webgpuTintWASM.js +3 -2
- package/Engines/WebGPU/webgpuTintWASM.js.map +1 -1
- package/Engines/engine.d.ts +2 -4
- package/Engines/engine.js.map +1 -1
- package/Engines/nativeEngine.js +4 -2
- package/Engines/nativeEngine.js.map +1 -1
- package/Engines/thinEngine.js +4 -4
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.js +75 -50
- package/Engines/webgpuEngine.js.map +1 -1
- package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.js +2 -1
- package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.js.map +1 -1
- package/Gizmos/lightGizmo.js +2 -1
- package/Gizmos/lightGizmo.js.map +1 -1
- package/Gizmos/rotationGizmo.js +1 -1
- package/Gizmos/rotationGizmo.js.map +1 -1
- package/Lights/Shadows/cascadedShadowGenerator.js +1 -1
- package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
- package/Materials/Node/Blocks/Dual/lightBlock.js +2 -1
- package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js +3 -2
- package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/fragDepthBlock.js +2 -1
- package/Materials/Node/Blocks/Fragment/fragDepthBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js +2 -1
- package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/anisotropyBlock.js +2 -1
- package/Materials/Node/Blocks/PBR/anisotropyBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +3 -2
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/reflectionBlock.js +2 -1
- package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
- package/Materials/Node/nodeMaterial.js +9 -8
- package/Materials/Node/nodeMaterial.js.map +1 -1
- package/Materials/Node/nodeMaterialBlock.js +2 -1
- package/Materials/Node/nodeMaterialBlock.js.map +1 -1
- package/Materials/Textures/renderTargetTexture.js +1 -2
- package/Materials/Textures/renderTargetTexture.js.map +1 -1
- package/Materials/uniformBuffer.d.ts +1 -4
- package/Materials/uniformBuffer.js +2 -5
- package/Materials/uniformBuffer.js.map +1 -1
- package/Meshes/Builders/groundBuilder.d.ts +7 -1
- package/Meshes/Builders/groundBuilder.js +17 -8
- package/Meshes/Builders/groundBuilder.js.map +1 -1
- package/Meshes/Compression/dracoCompression.js.map +1 -1
- package/Meshes/Node/nodeGeometryBlock.js +2 -1
- package/Meshes/Node/nodeGeometryBlock.js.map +1 -1
- package/Meshes/mesh.d.ts +2 -1
- package/Meshes/mesh.js +3 -2
- package/Meshes/mesh.js.map +1 -1
- package/Misc/assetsManager.js +2 -2
- package/Misc/assetsManager.js.map +1 -1
- package/Misc/dds.js +1 -1
- package/Misc/dds.js.map +1 -1
- package/Misc/fileTools.js +4 -0
- package/Misc/fileTools.js.map +1 -1
- package/Misc/logger.d.ts +3 -3
- package/Misc/logger.js +8 -4
- package/Misc/logger.js.map +1 -1
- package/Misc/sceneSerializer.js +2 -1
- package/Misc/sceneSerializer.js.map +1 -1
- package/Misc/tools.d.ts +2 -7
- package/Misc/tools.js.map +1 -1
- package/Navigation/Plugins/recastJSPlugin.js +3 -3
- package/Navigation/Plugins/recastJSPlugin.js.map +1 -1
- package/Physics/v2/Plugins/havokPlugin.js +1 -1
- package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
- package/Physics/v2/physicsBody.d.ts +5 -0
- package/Physics/v2/physicsBody.js +7 -0
- package/Physics/v2/physicsBody.js.map +1 -1
- package/Physics/v2/ragdoll.d.ts +5 -10
- package/Physics/v2/ragdoll.js +29 -36
- package/Physics/v2/ragdoll.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js +2 -2
- package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js +3 -2
- package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js.map +1 -1
- package/PostProcesses/screenSpaceCurvaturePostProcess.js +1 -1
- package/PostProcesses/screenSpaceCurvaturePostProcess.js.map +1 -1
- package/PostProcesses/screenSpaceReflectionPostProcess.js +3 -2
- package/PostProcesses/screenSpaceReflectionPostProcess.js.map +1 -1
- package/Rendering/GaussianSplatting/gaussianSplatting.js.map +1 -1
- package/XR/features/WebXRControllerPhysics.js +2 -2
- package/XR/features/WebXRControllerPhysics.js.map +1 -1
- package/XR/features/WebXRMeshDetector.js +2 -1
- package/XR/features/WebXRMeshDetector.js.map +1 -1
- package/XR/features/WebXRWalkingLocomotion.js +1 -1
- package/XR/features/WebXRWalkingLocomotion.js.map +1 -1
- package/XR/motionController/webXRMotionControllerManager.js +1 -1
- package/XR/motionController/webXRMotionControllerManager.js.map +1 -1
- package/XR/webXRExperienceHelper.js +2 -2
- package/XR/webXRExperienceHelper.js.map +1 -1
- package/assetContainer.js +2 -2
- package/assetContainer.js.map +1 -1
- package/package.json +1 -1
- package/scene.d.ts +2 -4
- package/scene.js +2 -1
- package/scene.js.map +1 -1
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{ Effect } from \"../../Materials/effect\";\r\nimport { ShaderMaterial } from \"../../Materials/shaderMaterial\";\r\nimport { Matrix, Quaternion, TmpVectors, Vector2, Vector3 } from \"../../Maths/math.vector\";\r\nimport { Mesh } from \"../../Meshes/mesh\";\r\nimport { VertexData } from \"../../Meshes/mesh.vertexData\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { Nullable } from \"../../types\";\r\n\r\n/**\r\n * @experimental\r\n * Helper class that loads, creates and manipulates a Gaussian Splatting\r\n */\r\nexport class GaussianSplatting {\r\n private _vertexCount: number = 0;\r\n private _positions: Float32Array;\r\n private _uBuffer: Uint8Array;\r\n private _covA: Float32Array;\r\n private _covB: Float32Array;\r\n private _sceneDisposeObserver: Nullable<Observer<Scene>>;\r\n private _sceneBeforeRenderObserver: Nullable<Observer<Scene>>;\r\n private _material: ShaderMaterial;\r\n private _modelViewMatrix = Matrix.Identity();\r\n private _minimum = new Vector3();\r\n private _maximum = new Vector3();\r\n /**\r\n * Name of the GS that is also used to name a mesh for rendering it\r\n */\r\n public readonly name: string = \"GaussianSplatting\";\r\n /**\r\n * The scene the Gaussian Splatting mesh belongs to\r\n */\r\n public readonly scene: Scene;\r\n /**\r\n * The mesh responsible for rendering the GS\r\n */\r\n public mesh: Nullable<Mesh>;\r\n\r\n /**\r\n * Return the number of splattings used\r\n */\r\n public get vertexCount(): number {\r\n return this._vertexCount;\r\n }\r\n\r\n /**\r\n * Shader material with alpha blending\r\n * @param scene parent scene\r\n */\r\n private _createMaterial(scene: Scene) {\r\n Effect.ShadersStore[\"gaussianSplattingVertexShader\"] = GaussianSplatting._VertexShaderSource;\r\n Effect.ShadersStore[\"gaussianSplattingFragmentShader\"] = GaussianSplatting._FragmentShaderSource;\r\n const shaderMaterial = new ShaderMaterial(\r\n \"GaussianSplattingShader\",\r\n scene,\r\n {\r\n vertex: \"gaussianSplatting\",\r\n fragment: \"gaussianSplatting\",\r\n },\r\n {\r\n attributes: [\"position\"],\r\n uniforms: [\"projection\", \"modelView\", \"viewport\"],\r\n }\r\n );\r\n shaderMaterial.backFaceCulling = false;\r\n shaderMaterial.alpha = 0.9999;\r\n this._material = shaderMaterial;\r\n }\r\n\r\n /**\r\n *\r\n * @param scene parent scene\r\n * @returns A simple 2 triangles quad\r\n */\r\n private _getMesh(scene: Scene): Mesh {\r\n const mesh = new Mesh(this.name, scene);\r\n const vertexData = new VertexData();\r\n vertexData.positions = [-2, -2, 0, 2, -2, 0, 2, 2, 0, -2, 2, 0];\r\n vertexData.indices = [0, 1, 2, 0, 2, 3];\r\n vertexData.applyToMesh(mesh);\r\n const binfo = mesh.getBoundingInfo();\r\n binfo.reConstruct(this._minimum, this._maximum);\r\n binfo.isLocked = true;\r\n mesh.doNotSyncBoundingInfo = true;\r\n mesh.material = this._material;\r\n return mesh;\r\n }\r\n\r\n protected _worker: Nullable<Worker> = null;\r\n protected static _VertexShaderSource = `\r\n precision mediump float;\r\n attribute vec2 position;\r\n\r\n attribute vec4 world0;\r\n attribute vec4 world1;\r\n attribute vec4 world2;\r\n attribute vec4 world3;\r\n\r\n uniform mat4 projection, modelView;\r\n uniform vec2 viewport;\r\n\r\n varying vec4 vColor;\r\n varying vec2 vPosition;\r\n void main () {\r\n vec3 center = world0.xyz;\r\n vec4 color = world1;\r\n vec3 covA = world2.xyz;\r\n vec3 covB = world3.xyz;\r\n\r\n vec4 camspace = modelView * vec4(center, 1);\r\n vec4 pos2d = projection * camspace;\r\n\r\n float bounds = 1.2 * pos2d.w;\r\n if (pos2d.z < -pos2d.w || pos2d.x < -bounds || pos2d.x > bounds\r\n || pos2d.y < -bounds || pos2d.y > bounds) {\r\n gl_Position = vec4(0.0, 0.0, 2.0, 1.0);\r\n return;\r\n }\r\n\r\n mat3 Vrk = mat3(\r\n covA.x, covA.y, covA.z, \r\n covA.y, covB.x, covB.y,\r\n covA.z, covB.y, covB.z\r\n );\r\n vec2 focal = vec2(1132., 1132.);\r\n mat3 J = mat3(\r\n focal.x / camspace.z, 0., -(focal.x * camspace.x) / (camspace.z * camspace.z), \r\n 0., focal.y / camspace.z, -(focal.y * camspace.y) / (camspace.z * camspace.z), \r\n 0., 0., 0.\r\n );\r\n\r\n mat3 invy = mat3(1,0,0, 0,-1,0,0,0,1);\r\n\r\n mat3 T = invy * transpose(mat3(modelView)) * J;\r\n mat3 cov2d = transpose(T) * Vrk * T;\r\n\r\n float mid = (cov2d[0][0] + cov2d[1][1]) / 2.0;\r\n float radius = length(vec2((cov2d[0][0] - cov2d[1][1]) / 2.0, cov2d[0][1]));\r\n float lambda1 = mid + radius, lambda2 = mid - radius;\r\n\r\n if(lambda2 < 0.0) return;\r\n vec2 diagonalVector = normalize(vec2(cov2d[0][1], lambda1 - cov2d[0][0]));\r\n vec2 majorAxis = min(sqrt(2.0 * lambda1), 1024.0) * diagonalVector;\r\n vec2 minorAxis = min(sqrt(2.0 * lambda2), 1024.0) * vec2(diagonalVector.y, -diagonalVector.x);\r\n\r\n vColor = color;\r\n vPosition = position;\r\n vec2 vCenter = vec2(pos2d);\r\n gl_Position = vec4(\r\n vCenter \r\n + (position.x * majorAxis * 1. / viewport \r\n + position.y * minorAxis * 1. / viewport) * pos2d.w, pos2d.zw);\r\n }`;\r\n\r\n protected static _FragmentShaderSource = `\r\n precision highp float;\r\n varying vec4 vColor;\r\n varying vec2 vPosition;\r\n void main () { \r\n float A = -dot(vPosition, vPosition);\r\n if (A < -4.0) discard;\r\n float B = exp(A) * vColor.a;\r\n gl_FragColor = vec4(vColor.rgb, B);\r\n }`;\r\n\r\n protected static _CreateWorker = function (self: Worker) {\r\n let viewProj: number[];\r\n let lastProj: number[] = [];\r\n let vertexCount = 0;\r\n let positions: Float32Array;\r\n\r\n const runSort = (viewProj: number[]) => {\r\n vertexCount = positions.length;\r\n const depthMix = new BigInt64Array(vertexCount);\r\n const indices = new Uint32Array(depthMix.buffer);\r\n for (let j = 0; j < vertexCount; j++) {\r\n indices[2 * j] = j;\r\n }\r\n\r\n const floatMix = new Float32Array(depthMix.buffer);\r\n for (let j = 0; j < vertexCount; j++) {\r\n floatMix[2 * j + 1] = 10000 - (viewProj[2] * positions[3 * j + 0] + viewProj[6] * positions[3 * j + 1] + viewProj[10] * positions[3 * j + 2]);\r\n }\r\n lastProj = viewProj;\r\n\r\n depthMix.sort();\r\n\r\n self.postMessage({ depthMix }, [depthMix.buffer]);\r\n };\r\n\r\n let sortRunning: boolean = false;\r\n const throttledSort = () => {\r\n if (!sortRunning) {\r\n sortRunning = true;\r\n const lastView = viewProj;\r\n runSort(lastView);\r\n setTimeout(() => {\r\n sortRunning = false;\r\n if (lastView !== viewProj) {\r\n throttledSort();\r\n }\r\n }, 0);\r\n }\r\n };\r\n\r\n self.onmessage = (e: any) => {\r\n viewProj = e.data.view;\r\n const dot = lastProj[2] * viewProj[2] + lastProj[6] * viewProj[6] + lastProj[10] * viewProj[10];\r\n if (Math.abs(dot - 1) < 0.01) {\r\n return;\r\n }\r\n positions = e.data.positions;\r\n throttledSort();\r\n };\r\n };\r\n\r\n protected _setData(binaryData: Uint8Array) {\r\n const rowLength = 3 * 4 + 3 * 4 + 4 + 4;\r\n this._vertexCount = binaryData.length / rowLength;\r\n const vertexCount = this._vertexCount;\r\n this._positions = new Float32Array(3 * vertexCount);\r\n this._covA = new Float32Array(3 * vertexCount);\r\n this._covB = new Float32Array(3 * vertexCount);\r\n\r\n const f_buffer = new Float32Array(binaryData.buffer);\r\n this._uBuffer = new Uint8Array(binaryData.buffer);\r\n\r\n const matrixRotation = Matrix.Zero();\r\n const matrixScale = Matrix.Zero();\r\n const quaternion = Quaternion.Identity();\r\n\r\n this._minimum.set(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n this._maximum.set(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);\r\n\r\n for (let i = 0; i < vertexCount; i++) {\r\n const x = f_buffer[8 * i + 0];\r\n const y = -f_buffer[8 * i + 1];\r\n const z = f_buffer[8 * i + 2];\r\n\r\n this._positions[3 * i + 0] = x;\r\n this._positions[3 * i + 1] = y;\r\n this._positions[3 * i + 2] = z;\r\n\r\n this._minimum.minimizeInPlaceFromFloats(x, y, z);\r\n this._maximum.maximizeInPlaceFromFloats(x, y, z);\r\n\r\n quaternion.set(\r\n (this._uBuffer[32 * i + 28 + 1] - 128) / 128,\r\n (this._uBuffer[32 * i + 28 + 2] - 128) / 128,\r\n (this._uBuffer[32 * i + 28 + 3] - 128) / 128,\r\n -(this._uBuffer[32 * i + 28 + 0] - 128) / 128\r\n );\r\n quaternion.toRotationMatrix(matrixRotation);\r\n\r\n Matrix.ScalingToRef(f_buffer[8 * i + 3 + 0] * 2, f_buffer[8 * i + 3 + 1] * 2, f_buffer[8 * i + 3 + 2] * 2, matrixScale);\r\n\r\n const M = matrixRotation.multiplyToRef(matrixScale, TmpVectors.Matrix[0]).m;\r\n\r\n this._covA[i * 3 + 0] = M[0] * M[0] + M[1] * M[1] + M[2] * M[2];\r\n this._covA[i * 3 + 1] = M[0] * M[4] + M[1] * M[5] + M[2] * M[6];\r\n this._covA[i * 3 + 2] = M[0] * M[8] + M[1] * M[9] + M[2] * M[10];\r\n this._covB[i * 3 + 0] = M[4] * M[4] + M[5] * M[5] + M[6] * M[6];\r\n this._covB[i * 3 + 1] = M[4] * M[8] + M[5] * M[9] + M[6] * M[10];\r\n this._covB[i * 3 + 2] = M[8] * M[8] + M[9] * M[9] + M[10] * M[10];\r\n }\r\n }\r\n\r\n /**\r\n * Construct a Gaussian Splatting proxy object\r\n * @param name name of the mesh used for rendering\r\n * @param scene scene it belongs to\r\n */\r\n public constructor(name: string, scene: Scene) {\r\n this.scene = scene;\r\n this.name = name;\r\n this._createMaterial(scene);\r\n this._worker?.terminate();\r\n this._worker = null;\r\n }\r\n\r\n private _loadData(data: ArrayBuffer) {\r\n if (this.mesh) {\r\n this.dispose();\r\n }\r\n this._setData(new Uint8Array(data as any));\r\n const matricesData = new Float32Array(this.vertexCount * 16);\r\n\r\n const updateInstances = (indexMix: Uint32Array) => {\r\n for (let j = 0; j < this.vertexCount; j++) {\r\n const i = indexMix[2 * j];\r\n const index = j * 16;\r\n matricesData[index + 0] = this._positions[i * 3 + 0];\r\n matricesData[index + 1] = this._positions[i * 3 + 1];\r\n matricesData[index + 2] = this._positions[i * 3 + 2];\r\n\r\n matricesData[index + 4] = this._uBuffer[32 * i + 24 + 0] / 255;\r\n matricesData[index + 5] = this._uBuffer[32 * i + 24 + 1] / 255;\r\n matricesData[index + 6] = this._uBuffer[32 * i + 24 + 2] / 255;\r\n matricesData[index + 7] = this._uBuffer[32 * i + 24 + 3] / 255;\r\n\r\n matricesData[index + 8] = this._covA[i * 3 + 0];\r\n matricesData[index + 9] = this._covA[i * 3 + 1];\r\n matricesData[index + 10] = this._covA[i * 3 + 2];\r\n\r\n matricesData[index + 12] = this._covB[i * 3 + 0];\r\n matricesData[index + 13] = this._covB[i * 3 + 1];\r\n matricesData[index + 14] = this._covB[i * 3 + 2];\r\n }\r\n\r\n this.mesh?.thinInstanceBufferUpdated(\"matrix\");\r\n };\r\n\r\n // update so this.mesh is valid when exiting this function\r\n this.mesh = this._getMesh(this.scene);\r\n this.mesh.thinInstanceSetBuffer(\"matrix\", matricesData, 16, false);\r\n\r\n this._worker = new Worker(\r\n URL.createObjectURL(\r\n new Blob([\"(\", GaussianSplatting._CreateWorker.toString(), \")(self)\"], {\r\n type: \"application/javascript\",\r\n })\r\n )\r\n );\r\n\r\n this._worker.onmessage = (e) => {\r\n const indexMix = new Uint32Array(e.data.depthMix.buffer);\r\n updateInstances(indexMix);\r\n };\r\n const viewport = new Vector2();\r\n this._sceneBeforeRenderObserver = this.scene.onBeforeRenderObservable.add(() => {\r\n const engine = this.scene.getEngine();\r\n viewport.set(engine.getRenderWidth(), engine.getRenderHeight());\r\n this._material.setVector2(\"viewport\", viewport);\r\n const meshWorldMatrix = this.mesh!.getWorldMatrix();\r\n meshWorldMatrix.multiplyToRef(this.scene.activeCamera!.getViewMatrix(), this._modelViewMatrix);\r\n const binfo = this.mesh!.getBoundingInfo();\r\n binfo.reConstruct(this._minimum, this._maximum, meshWorldMatrix);\r\n binfo.isLocked = true;\r\n this._material.setMatrix(\"modelView\", this._modelViewMatrix);\r\n this._worker?.postMessage({ view: this._modelViewMatrix.m, positions: this._positions });\r\n });\r\n this._sceneDisposeObserver = this.scene.onDisposeObservable.add(() => {\r\n this.dispose();\r\n });\r\n }\r\n\r\n /**\r\n * Loads a .splat Gaussian Splatting array buffer asynchronously\r\n * @param data arraybuffer containing splat file\r\n * @returns a promise that resolves when the operation is complete\r\n */\r\n\r\n public loadDataAsync(data: ArrayBuffer): Promise<void> {\r\n return Promise.resolve(this._loadData(data));\r\n }\r\n /**\r\n * Loads a .splat Gaussian Splatting file asynchronously\r\n * @param url path to the splat file to load\r\n * @returns a promise that resolves when the operation is complete\r\n */\r\n public loadFileAsync(url: string): Promise<void> {\r\n return Tools.LoadFileAsync(url, true).then((data: string | ArrayBuffer) => {\r\n this._loadData(data as ArrayBuffer);\r\n });\r\n }\r\n\r\n /**\r\n * Clear datas used for Gaussian Splatting and associated resources\r\n */\r\n public dispose(): void {\r\n this.scene.onDisposeObservable.remove(this._sceneDisposeObserver);\r\n this.scene.onBeforeRenderObservable.remove(this._sceneBeforeRenderObserver);\r\n this._worker?.terminate();\r\n this._worker = null;\r\n this.mesh?.dispose();\r\n this.mesh = null;\r\n }\r\n}\r\n"]}
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{ Effect } from \"../../Materials/effect\";\r\nimport { ShaderMaterial } from \"../../Materials/shaderMaterial\";\r\nimport { Matrix, Quaternion, TmpVectors, Vector2, Vector3 } from \"../../Maths/math.vector\";\r\nimport { Mesh } from \"../../Meshes/mesh\";\r\nimport { VertexData } from \"../../Meshes/mesh.vertexData\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { Nullable } from \"../../types\";\r\n\r\n/**\r\n * @experimental\r\n * Helper class that loads, creates and manipulates a Gaussian Splatting\r\n */\r\nexport class GaussianSplatting {\r\n private _vertexCount: number = 0;\r\n private _positions: Float32Array;\r\n private _uBuffer: Uint8Array;\r\n private _covA: Float32Array;\r\n private _covB: Float32Array;\r\n private _sceneDisposeObserver: Nullable<Observer<Scene>>;\r\n private _sceneBeforeRenderObserver: Nullable<Observer<Scene>>;\r\n private _material: ShaderMaterial;\r\n private _modelViewMatrix = Matrix.Identity();\r\n private _minimum = new Vector3();\r\n private _maximum = new Vector3();\r\n /**\r\n * Name of the GS that is also used to name a mesh for rendering it\r\n */\r\n public readonly name: string = \"GaussianSplatting\";\r\n /**\r\n * The scene the Gaussian Splatting mesh belongs to\r\n */\r\n public readonly scene: Scene;\r\n /**\r\n * The mesh responsible for rendering the GS\r\n */\r\n public mesh: Nullable<Mesh>;\r\n\r\n /**\r\n * Return the number of splattings used\r\n */\r\n public get vertexCount(): number {\r\n return this._vertexCount;\r\n }\r\n\r\n /**\r\n * Shader material with alpha blending\r\n * @param scene parent scene\r\n */\r\n private _createMaterial(scene: Scene) {\r\n Effect.ShadersStore[\"gaussianSplattingVertexShader\"] = GaussianSplatting._VertexShaderSource;\r\n Effect.ShadersStore[\"gaussianSplattingFragmentShader\"] = GaussianSplatting._FragmentShaderSource;\r\n const shaderMaterial = new ShaderMaterial(\r\n \"GaussianSplattingShader\",\r\n scene,\r\n {\r\n vertex: \"gaussianSplatting\",\r\n fragment: \"gaussianSplatting\",\r\n },\r\n {\r\n attributes: [\"position\"],\r\n uniforms: [\"projection\", \"modelView\", \"viewport\"],\r\n }\r\n );\r\n shaderMaterial.backFaceCulling = false;\r\n shaderMaterial.alpha = 0.9999;\r\n this._material = shaderMaterial;\r\n }\r\n\r\n /**\r\n *\r\n * @param scene parent scene\r\n * @returns A simple 2 triangles quad\r\n */\r\n private _getMesh(scene: Scene): Mesh {\r\n const mesh = new Mesh(this.name, scene);\r\n const vertexData = new VertexData();\r\n vertexData.positions = [-2, -2, 0, 2, -2, 0, 2, 2, 0, -2, 2, 0];\r\n vertexData.indices = [0, 1, 2, 0, 2, 3];\r\n vertexData.applyToMesh(mesh);\r\n const binfo = mesh.getBoundingInfo();\r\n binfo.reConstruct(this._minimum, this._maximum);\r\n binfo.isLocked = true;\r\n mesh.doNotSyncBoundingInfo = true;\r\n mesh.material = this._material;\r\n return mesh;\r\n }\r\n\r\n protected _worker: Nullable<Worker> = null;\r\n protected static _VertexShaderSource = `\r\n precision mediump float;\r\n attribute vec2 position;\r\n\r\n attribute vec4 world0;\r\n attribute vec4 world1;\r\n attribute vec4 world2;\r\n attribute vec4 world3;\r\n\r\n uniform mat4 projection, modelView;\r\n uniform vec2 viewport;\r\n\r\n varying vec4 vColor;\r\n varying vec2 vPosition;\r\n void main () {\r\n vec3 center = world0.xyz;\r\n vec4 color = world1;\r\n vec3 covA = world2.xyz;\r\n vec3 covB = world3.xyz;\r\n\r\n vec4 camspace = modelView * vec4(center, 1);\r\n vec4 pos2d = projection * camspace;\r\n\r\n float bounds = 1.2 * pos2d.w;\r\n if (pos2d.z < -pos2d.w || pos2d.x < -bounds || pos2d.x > bounds\r\n || pos2d.y < -bounds || pos2d.y > bounds) {\r\n gl_Position = vec4(0.0, 0.0, 2.0, 1.0);\r\n return;\r\n }\r\n\r\n mat3 Vrk = mat3(\r\n covA.x, covA.y, covA.z, \r\n covA.y, covB.x, covB.y,\r\n covA.z, covB.y, covB.z\r\n );\r\n vec2 focal = vec2(1132., 1132.);\r\n mat3 J = mat3(\r\n focal.x / camspace.z, 0., -(focal.x * camspace.x) / (camspace.z * camspace.z), \r\n 0., focal.y / camspace.z, -(focal.y * camspace.y) / (camspace.z * camspace.z), \r\n 0., 0., 0.\r\n );\r\n\r\n mat3 invy = mat3(1,0,0, 0,-1,0,0,0,1);\r\n\r\n mat3 T = invy * transpose(mat3(modelView)) * J;\r\n mat3 cov2d = transpose(T) * Vrk * T;\r\n\r\n float mid = (cov2d[0][0] + cov2d[1][1]) / 2.0;\r\n float radius = length(vec2((cov2d[0][0] - cov2d[1][1]) / 2.0, cov2d[0][1]));\r\n float lambda1 = mid + radius, lambda2 = mid - radius;\r\n\r\n if(lambda2 < 0.0) return;\r\n vec2 diagonalVector = normalize(vec2(cov2d[0][1], lambda1 - cov2d[0][0]));\r\n vec2 majorAxis = min(sqrt(2.0 * lambda1), 1024.0) * diagonalVector;\r\n vec2 minorAxis = min(sqrt(2.0 * lambda2), 1024.0) * vec2(diagonalVector.y, -diagonalVector.x);\r\n\r\n vColor = color;\r\n vPosition = position;\r\n vec2 vCenter = vec2(pos2d);\r\n gl_Position = vec4(\r\n vCenter \r\n + (position.x * majorAxis * 1. / viewport \r\n + position.y * minorAxis * 1. / viewport) * pos2d.w, pos2d.zw);\r\n }`;\r\n\r\n protected static _FragmentShaderSource = `\r\n precision highp float;\r\n varying vec4 vColor;\r\n varying vec2 vPosition;\r\n void main () { \r\n float A = -dot(vPosition, vPosition);\r\n if (A < -4.0) discard;\r\n float B = exp(A) * vColor.a;\r\n gl_FragColor = vec4(vColor.rgb, B);\r\n }`;\r\n\r\n protected static _CreateWorker = function (self: Worker) {\r\n let viewProj: number[];\r\n let lastProj: number[] = [];\r\n let vertexCount = 0;\r\n let positions: Float32Array;\r\n\r\n const runSort = (viewProj: number[]) => {\r\n vertexCount = positions.length;\r\n const depthMix = new BigInt64Array(vertexCount);\r\n const indices = new Uint32Array(depthMix.buffer);\r\n for (let j = 0; j < vertexCount; j++) {\r\n indices[2 * j] = j;\r\n }\r\n\r\n const floatMix = new Float32Array(depthMix.buffer);\r\n for (let j = 0; j < vertexCount; j++) {\r\n floatMix[2 * j + 1] = 10000 - (viewProj[2] * positions[3 * j + 0] + viewProj[6] * positions[3 * j + 1] + viewProj[10] * positions[3 * j + 2]);\r\n }\r\n lastProj = viewProj;\r\n\r\n depthMix.sort();\r\n\r\n self.postMessage({ depthMix }, [depthMix.buffer]);\r\n };\r\n\r\n let sortRunning: boolean = false;\r\n const throttledSort = () => {\r\n if (!sortRunning) {\r\n sortRunning = true;\r\n const lastView = viewProj;\r\n runSort(lastView);\r\n setTimeout(() => {\r\n sortRunning = false;\r\n if (lastView !== viewProj) {\r\n throttledSort();\r\n }\r\n }, 0);\r\n }\r\n };\r\n\r\n self.onmessage = (e: any) => {\r\n viewProj = e.data.view;\r\n const dot = lastProj[2] * viewProj[2] + lastProj[6] * viewProj[6] + lastProj[10] * viewProj[10];\r\n if (Math.abs(dot - 1) < 0.01) {\r\n return;\r\n }\r\n positions = e.data.positions;\r\n throttledSort();\r\n };\r\n };\r\n\r\n protected _setData(binaryData: Uint8Array) {\r\n const rowLength = 3 * 4 + 3 * 4 + 4 + 4;\r\n this._vertexCount = binaryData.length / rowLength;\r\n const vertexCount = this._vertexCount;\r\n this._positions = new Float32Array(3 * vertexCount);\r\n this._covA = new Float32Array(3 * vertexCount);\r\n this._covB = new Float32Array(3 * vertexCount);\r\n\r\n const f_buffer = new Float32Array(binaryData.buffer);\r\n this._uBuffer = new Uint8Array(binaryData.buffer);\r\n\r\n const matrixRotation = Matrix.Zero();\r\n const matrixScale = Matrix.Zero();\r\n const quaternion = Quaternion.Identity();\r\n\r\n this._minimum.set(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n this._maximum.set(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);\r\n\r\n for (let i = 0; i < vertexCount; i++) {\r\n const x = f_buffer[8 * i + 0];\r\n const y = -f_buffer[8 * i + 1];\r\n const z = f_buffer[8 * i + 2];\r\n\r\n this._positions[3 * i + 0] = x;\r\n this._positions[3 * i + 1] = y;\r\n this._positions[3 * i + 2] = z;\r\n\r\n this._minimum.minimizeInPlaceFromFloats(x, y, z);\r\n this._maximum.maximizeInPlaceFromFloats(x, y, z);\r\n\r\n quaternion.set(\r\n (this._uBuffer[32 * i + 28 + 1] - 128) / 128,\r\n (this._uBuffer[32 * i + 28 + 2] - 128) / 128,\r\n (this._uBuffer[32 * i + 28 + 3] - 128) / 128,\r\n -(this._uBuffer[32 * i + 28 + 0] - 128) / 128\r\n );\r\n quaternion.toRotationMatrix(matrixRotation);\r\n\r\n Matrix.ScalingToRef(f_buffer[8 * i + 3 + 0] * 2, f_buffer[8 * i + 3 + 1] * 2, f_buffer[8 * i + 3 + 2] * 2, matrixScale);\r\n\r\n const M = matrixRotation.multiplyToRef(matrixScale, TmpVectors.Matrix[0]).m;\r\n\r\n this._covA[i * 3 + 0] = M[0] * M[0] + M[1] * M[1] + M[2] * M[2];\r\n this._covA[i * 3 + 1] = M[0] * M[4] + M[1] * M[5] + M[2] * M[6];\r\n this._covA[i * 3 + 2] = M[0] * M[8] + M[1] * M[9] + M[2] * M[10];\r\n this._covB[i * 3 + 0] = M[4] * M[4] + M[5] * M[5] + M[6] * M[6];\r\n this._covB[i * 3 + 1] = M[4] * M[8] + M[5] * M[9] + M[6] * M[10];\r\n this._covB[i * 3 + 2] = M[8] * M[8] + M[9] * M[9] + M[10] * M[10];\r\n }\r\n }\r\n\r\n /**\r\n * Construct a Gaussian Splatting proxy object\r\n * @param name name of the mesh used for rendering\r\n * @param scene scene it belongs to\r\n */\r\n public constructor(name: string, scene: Scene) {\r\n this.scene = scene;\r\n this.name = name;\r\n this._createMaterial(scene);\r\n this._worker?.terminate();\r\n this._worker = null;\r\n }\r\n\r\n private _loadData(data: ArrayBuffer) {\r\n if (this.mesh) {\r\n this.dispose();\r\n }\r\n this._setData(new Uint8Array(data as any));\r\n const matricesData = new Float32Array(this.vertexCount * 16);\r\n\r\n const updateInstances = (indexMix: Uint32Array) => {\r\n for (let j = 0; j < this.vertexCount; j++) {\r\n const i = indexMix[2 * j];\r\n const index = j * 16;\r\n matricesData[index + 0] = this._positions[i * 3 + 0];\r\n matricesData[index + 1] = this._positions[i * 3 + 1];\r\n matricesData[index + 2] = this._positions[i * 3 + 2];\r\n\r\n matricesData[index + 4] = this._uBuffer[32 * i + 24 + 0] / 255;\r\n matricesData[index + 5] = this._uBuffer[32 * i + 24 + 1] / 255;\r\n matricesData[index + 6] = this._uBuffer[32 * i + 24 + 2] / 255;\r\n matricesData[index + 7] = this._uBuffer[32 * i + 24 + 3] / 255;\r\n\r\n matricesData[index + 8] = this._covA[i * 3 + 0];\r\n matricesData[index + 9] = this._covA[i * 3 + 1];\r\n matricesData[index + 10] = this._covA[i * 3 + 2];\r\n\r\n matricesData[index + 12] = this._covB[i * 3 + 0];\r\n matricesData[index + 13] = this._covB[i * 3 + 1];\r\n matricesData[index + 14] = this._covB[i * 3 + 2];\r\n }\r\n\r\n this.mesh?.thinInstanceBufferUpdated(\"matrix\");\r\n };\r\n\r\n // update so this.mesh is valid when exiting this function\r\n this.mesh = this._getMesh(this.scene);\r\n this.mesh.thinInstanceSetBuffer(\"matrix\", matricesData, 16, false);\r\n\r\n this._worker = new Worker(\r\n URL.createObjectURL(\r\n new Blob([\"(\", GaussianSplatting._CreateWorker.toString(), \")(self)\"], {\r\n type: \"application/javascript\",\r\n })\r\n )\r\n );\r\n\r\n this._worker.onmessage = (e) => {\r\n const indexMix = new Uint32Array(e.data.depthMix.buffer);\r\n updateInstances(indexMix);\r\n };\r\n const viewport = new Vector2();\r\n this._sceneBeforeRenderObserver = this.scene.onBeforeRenderObservable.add(() => {\r\n const engine = this.scene.getEngine();\r\n viewport.set(engine.getRenderWidth(), engine.getRenderHeight());\r\n this._material.setVector2(\"viewport\", viewport);\r\n const meshWorldMatrix = this.mesh!.getWorldMatrix();\r\n meshWorldMatrix.multiplyToRef(this.scene.activeCamera!.getViewMatrix(), this._modelViewMatrix);\r\n const binfo = this.mesh!.getBoundingInfo();\r\n binfo.reConstruct(this._minimum, this._maximum, meshWorldMatrix);\r\n binfo.isLocked = true;\r\n this._material.setMatrix(\"modelView\", this._modelViewMatrix);\r\n this._worker?.postMessage({ view: this._modelViewMatrix.m, positions: this._positions });\r\n });\r\n this._sceneDisposeObserver = this.scene.onDisposeObservable.add(() => {\r\n this.dispose();\r\n });\r\n }\r\n\r\n /**\r\n * Loads a .splat Gaussian Splatting array buffer asynchronously\r\n * @param data arraybuffer containing splat file\r\n * @returns a promise that resolves when the operation is complete\r\n */\r\n\r\n public loadDataAsync(data: ArrayBuffer): Promise<void> {\r\n return Promise.resolve(this._loadData(data));\r\n }\r\n /**\r\n * Loads a .splat Gaussian Splatting file asynchronously\r\n * @param url path to the splat file to load\r\n * @returns a promise that resolves when the operation is complete\r\n */\r\n public loadFileAsync(url: string): Promise<void> {\r\n return Tools.LoadFileAsync(url, true).then((data) => {\r\n this._loadData(data);\r\n });\r\n }\r\n\r\n /**\r\n * Clear datas used for Gaussian Splatting and associated resources\r\n */\r\n public dispose(): void {\r\n this.scene.onDisposeObservable.remove(this._sceneDisposeObserver);\r\n this.scene.onBeforeRenderObservable.remove(this._sceneBeforeRenderObserver);\r\n this._worker?.terminate();\r\n this._worker = null;\r\n this.mesh?.dispose();\r\n this.mesh = null;\r\n }\r\n}\r\n"]}
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@@ -229,7 +229,7 @@ export class WebXRControllerPhysics extends WebXRAbstractFeature {
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comparedPosition.copyFrom(controllerMesh.position);
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Logger.Log([this._tmpVector, "linear"]);
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const comparedQuaternion = controllerData.oldRotation || controllerData.impostorMesh.rotationQuaternion;
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if ((_b = controllerData.xrController._lastXRPose) === null || _b === void 0 ? void 0 : _b.angularVelocity) {
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@@ -256,7 +256,7 @@ export class WebXRControllerPhysics extends WebXRAbstractFeature {
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}
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comparedQuaternion.copyFrom(controllerMesh.rotationQuaternion);
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Logger.Log([this._tmpVector, this._tmpQuaternion, "angular"]);
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@@ -1 +1 @@
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-
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{ WebXRAbstractFeature } from \"./WebXRAbstractFeature\";\r\nimport { Vector3, Quaternion } from \"../../Maths/math.vector\";\r\nimport type { WebXRInputSource } from \"../webXRInputSource\";\r\nimport { PhysicsImpostor } from \"../../Physics/v1/physicsImpostor\";\r\nimport type { WebXRInput } from \"../webXRInput\";\r\nimport type { WebXRSessionManager } from \"../webXRSessionManager\";\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { CreateSphere } from \"../../Meshes/Builders/sphereBuilder\";\r\nimport { WebXRFeatureName, WebXRFeaturesManager } from \"../webXRFeaturesManager\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport type { Nullable } from \"../../types\";\r\n\r\n/**\r\n * Options for the controller physics feature\r\n */\r\nexport class IWebXRControllerPhysicsOptions {\r\n /**\r\n * Should the headset get its own impostor\r\n */\r\n enableHeadsetImpostor?: boolean;\r\n /**\r\n * Optional parameters for the headset impostor\r\n */\r\n headsetImpostorParams?: {\r\n /**\r\n * The type of impostor to create. Default is sphere\r\n */\r\n impostorType: number;\r\n /**\r\n * the size of the impostor. Defaults to 10cm\r\n */\r\n impostorSize?: number | { width: number; height: number; depth: number };\r\n /**\r\n * Friction definitions\r\n */\r\n friction?: number;\r\n /**\r\n * Restitution\r\n */\r\n restitution?: number;\r\n };\r\n /**\r\n * The physics properties of the future impostors\r\n */\r\n physicsProperties?: {\r\n /**\r\n * If set to true, a mesh impostor will be created when the controller mesh was loaded\r\n * Note that this requires a physics engine that supports mesh impostors!\r\n */\r\n useControllerMesh?: boolean;\r\n /**\r\n * The type of impostor to create. Default is sphere\r\n */\r\n impostorType?: number;\r\n /**\r\n * the size of the impostor. Defaults to 10cm\r\n */\r\n impostorSize?: number | { width: number; height: number; depth: number };\r\n /**\r\n * Friction definitions\r\n */\r\n friction?: number;\r\n /**\r\n * Restitution\r\n */\r\n restitution?: number;\r\n };\r\n /**\r\n * the xr input to use with this pointer selection\r\n */\r\n public xrInput: WebXRInput;\r\n}\r\n\r\n/**\r\n * Add physics impostor to your webxr controllers,\r\n * including naive calculation of their linear and angular velocity\r\n */\r\nexport class WebXRControllerPhysics extends WebXRAbstractFeature {\r\n private _attachController = (xrController: WebXRInputSource) => {\r\n if (this._controllers[xrController.uniqueId]) {\r\n // already attached\r\n return;\r\n }\r\n if (!this._xrSessionManager.scene.isPhysicsEnabled()) {\r\n Logger.Warn(\"physics engine not enabled, skipped. Please add this controller manually.\");\r\n }\r\n // if no motion controller available, create impostors!\r\n if (this._options.physicsProperties!.useControllerMesh && xrController.inputSource.gamepad) {\r\n xrController.onMotionControllerInitObservable.addOnce((motionController) => {\r\n if (!motionController._doNotLoadControllerMesh) {\r\n motionController.onModelLoadedObservable.addOnce(() => {\r\n const impostor = new PhysicsImpostor(motionController.rootMesh!, PhysicsImpostor.MeshImpostor, {\r\n mass: 0,\r\n ...this._options.physicsProperties,\r\n });\r\n\r\n const controllerMesh = xrController.grip || xrController.pointer;\r\n this._controllers[xrController.uniqueId] = {\r\n xrController,\r\n impostor,\r\n oldPos: controllerMesh.position.clone(),\r\n oldRotation: controllerMesh.rotationQuaternion!.clone(),\r\n };\r\n });\r\n } else {\r\n // This controller isn't using a model, create impostors instead\r\n this._createPhysicsImpostor(xrController);\r\n }\r\n });\r\n } else {\r\n this._createPhysicsImpostor(xrController);\r\n }\r\n };\r\n\r\n private _createPhysicsImpostor(xrController: WebXRInputSource) {\r\n const impostorType: number = this._options.physicsProperties!.impostorType || PhysicsImpostor.SphereImpostor;\r\n const impostorSize: number | { width: number; height: number; depth: number } = this._options.physicsProperties!.impostorSize || 0.1;\r\n const impostorMesh = CreateSphere(\"impostor-mesh-\" + xrController.uniqueId, {\r\n diameterX: typeof impostorSize === \"number\" ? impostorSize : impostorSize.width,\r\n diameterY: typeof impostorSize === \"number\" ? impostorSize : impostorSize.height,\r\n diameterZ: typeof impostorSize === \"number\" ? impostorSize : impostorSize.depth,\r\n });\r\n impostorMesh.isVisible = this._debugMode;\r\n impostorMesh.isPickable = false;\r\n impostorMesh.rotationQuaternion = new Quaternion();\r\n const controllerMesh = xrController.grip || xrController.pointer;\r\n impostorMesh.position.copyFrom(controllerMesh.position);\r\n impostorMesh.rotationQuaternion!.copyFrom(controllerMesh.rotationQuaternion!);\r\n const impostor = new PhysicsImpostor(impostorMesh, impostorType, {\r\n mass: 0,\r\n ...this._options.physicsProperties,\r\n });\r\n this._controllers[xrController.uniqueId] = {\r\n xrController,\r\n impostor,\r\n impostorMesh,\r\n };\r\n }\r\n\r\n private _controllers: {\r\n [id: string]: {\r\n xrController: WebXRInputSource;\r\n impostorMesh?: AbstractMesh;\r\n impostor: PhysicsImpostor;\r\n oldPos?: Vector3;\r\n oldSpeed?: Vector3;\r\n oldRotation?: Quaternion;\r\n };\r\n } = {};\r\n private _debugMode = false;\r\n private _delta: number = 0;\r\n private _headsetImpostor?: PhysicsImpostor;\r\n private _headsetMesh?: AbstractMesh;\r\n private _lastTimestamp: number = 0;\r\n private _tmpQuaternion: Quaternion = new Quaternion();\r\n private _tmpVector: Vector3 = new Vector3();\r\n\r\n /**\r\n * The module's name\r\n */\r\n public static readonly Name = WebXRFeatureName.PHYSICS_CONTROLLERS;\r\n /**\r\n * The (Babylon) version of this module.\r\n * This is an integer representing the implementation version.\r\n * This number does not correspond to the webxr specs version\r\n */\r\n public static readonly Version = 1;\r\n\r\n /**\r\n * Construct a new Controller Physics Feature\r\n * @param _xrSessionManager the corresponding xr session manager\r\n * @param _options options to create this feature with\r\n */\r\n constructor(\r\n _xrSessionManager: WebXRSessionManager,\r\n private readonly _options: IWebXRControllerPhysicsOptions\r\n ) {\r\n super(_xrSessionManager);\r\n if (!this._options.physicsProperties) {\r\n this._options.physicsProperties = {};\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n * enable debugging - will show console outputs and the impostor mesh\r\n */\r\n public _enablePhysicsDebug() {\r\n this._debugMode = true;\r\n Object.keys(this._controllers).forEach((controllerId) => {\r\n const controllerData = this._controllers[controllerId];\r\n if (controllerData.impostorMesh) {\r\n controllerData.impostorMesh.isVisible = true;\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Manually add a controller (if no xrInput was provided or physics engine was not enabled)\r\n * @param xrController the controller to add\r\n */\r\n public addController(xrController: WebXRInputSource) {\r\n this._attachController(xrController);\r\n }\r\n\r\n /**\r\n * attach this feature\r\n * Will usually be called by the features manager\r\n *\r\n * @returns true if successful.\r\n */\r\n public attach(): boolean {\r\n if (!super.attach()) {\r\n return false;\r\n }\r\n\r\n if (!this._options.xrInput) {\r\n return true;\r\n }\r\n\r\n this._options.xrInput.controllers.forEach(this._attachController);\r\n this._addNewAttachObserver(this._options.xrInput.onControllerAddedObservable, this._attachController);\r\n this._addNewAttachObserver(this._options.xrInput.onControllerRemovedObservable, (controller) => {\r\n // REMOVE the controller\r\n this._detachController(controller.uniqueId);\r\n });\r\n\r\n if (this._options.enableHeadsetImpostor) {\r\n const params = this._options.headsetImpostorParams || {\r\n impostorType: PhysicsImpostor.SphereImpostor,\r\n restitution: 0.8,\r\n impostorSize: 0.3,\r\n };\r\n const impostorSize = params.impostorSize || 0.3;\r\n this._headsetMesh = CreateSphere(\"headset-mesh\", {\r\n diameterX: typeof impostorSize === \"number\" ? impostorSize : impostorSize.width,\r\n diameterY: typeof impostorSize === \"number\" ? impostorSize : impostorSize.height,\r\n diameterZ: typeof impostorSize === \"number\" ? impostorSize : impostorSize.depth,\r\n });\r\n this._headsetMesh.rotationQuaternion = new Quaternion();\r\n this._headsetMesh.isVisible = false;\r\n this._headsetImpostor = new PhysicsImpostor(this._headsetMesh, params.impostorType, { mass: 0, ...params });\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * detach this feature.\r\n * Will usually be called by the features manager\r\n *\r\n * @returns true if successful.\r\n */\r\n public detach(): boolean {\r\n if (!super.detach()) {\r\n return false;\r\n }\r\n\r\n Object.keys(this._controllers).forEach((controllerId) => {\r\n this._detachController(controllerId);\r\n });\r\n\r\n if (this._headsetMesh) {\r\n this._headsetMesh.dispose();\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Get the headset impostor, if enabled\r\n * @returns the impostor\r\n */\r\n public getHeadsetImpostor() {\r\n return this._headsetImpostor;\r\n }\r\n\r\n /**\r\n * Get the physics impostor of a specific controller.\r\n * The impostor is not attached to a mesh because a mesh for each controller is not obligatory\r\n * @param controller the controller or the controller id of which to get the impostor\r\n * @returns the impostor or null\r\n */\r\n public getImpostorForController(controller: WebXRInputSource | string): Nullable<PhysicsImpostor> {\r\n const id = typeof controller === \"string\" ? controller : controller.uniqueId;\r\n if (this._controllers[id]) {\r\n return this._controllers[id].impostor;\r\n } else {\r\n return null;\r\n }\r\n }\r\n\r\n /**\r\n * Update the physics properties provided in the constructor\r\n * @param newProperties the new properties object\r\n * @param newProperties.impostorType\r\n * @param newProperties.impostorSize\r\n * @param newProperties.friction\r\n * @param newProperties.restitution\r\n */\r\n public setPhysicsProperties(newProperties: {\r\n impostorType?: number;\r\n impostorSize?: number | { width: number; height: number; depth: number };\r\n friction?: number;\r\n restitution?: number;\r\n }) {\r\n this._options.physicsProperties = {\r\n ...this._options.physicsProperties,\r\n ...newProperties,\r\n };\r\n }\r\n\r\n protected _onXRFrame(_xrFrame: any): void {\r\n this._delta = this._xrSessionManager.currentTimestamp - this._lastTimestamp;\r\n this._lastTimestamp = this._xrSessionManager.currentTimestamp;\r\n if (this._headsetMesh && this._headsetImpostor) {\r\n this._headsetMesh.position.copyFrom(this._options.xrInput.xrCamera.globalPosition);\r\n this._headsetMesh.rotationQuaternion!.copyFrom(this._options.xrInput.xrCamera.absoluteRotation);\r\n if (this._options.xrInput.xrCamera._lastXRViewerPose?.linearVelocity) {\r\n const lv = this._options.xrInput.xrCamera._lastXRViewerPose.linearVelocity;\r\n this._tmpVector.set(lv.x, lv.y, lv.z);\r\n this._headsetImpostor.setLinearVelocity(this._tmpVector);\r\n }\r\n if (this._options.xrInput.xrCamera._lastXRViewerPose?.angularVelocity) {\r\n const av = this._options.xrInput.xrCamera._lastXRViewerPose.angularVelocity;\r\n this._tmpVector.set(av.x, av.y, av.z);\r\n this._headsetImpostor.setAngularVelocity(this._tmpVector);\r\n }\r\n }\r\n Object.keys(this._controllers).forEach((controllerId) => {\r\n const controllerData = this._controllers[controllerId];\r\n const controllerMesh = controllerData.xrController.grip || controllerData.xrController.pointer;\r\n const comparedPosition = controllerData.oldPos || controllerData.impostorMesh!.position;\r\n if (controllerData.xrController._lastXRPose?.linearVelocity) {\r\n const lv = controllerData.xrController._lastXRPose.linearVelocity;\r\n this._tmpVector.set(lv.x, lv.y, lv.z);\r\n controllerData.impostor.setLinearVelocity(this._tmpVector);\r\n } else {\r\n controllerMesh.position.subtractToRef(comparedPosition, this._tmpVector);\r\n this._tmpVector.scaleInPlace(1000 / this._delta);\r\n controllerData.impostor.setLinearVelocity(this._tmpVector);\r\n }\r\n comparedPosition.copyFrom(controllerMesh.position);\r\n if (this._debugMode) {\r\n console.log(this._tmpVector, \"linear\");\r\n }\r\n\r\n const comparedQuaternion = controllerData.oldRotation || controllerData.impostorMesh!.rotationQuaternion!;\r\n if (controllerData.xrController._lastXRPose?.angularVelocity) {\r\n const av = controllerData.xrController._lastXRPose.angularVelocity;\r\n this._tmpVector.set(av.x, av.y, av.z);\r\n controllerData.impostor.setAngularVelocity(this._tmpVector);\r\n } else {\r\n if (!comparedQuaternion.equalsWithEpsilon(controllerMesh.rotationQuaternion!)) {\r\n // roughly based on this - https://www.gamedev.net/forums/topic/347752-quaternion-and-angular-velocity/\r\n comparedQuaternion.conjugateInPlace().multiplyToRef(controllerMesh.rotationQuaternion!, this._tmpQuaternion);\r\n const len = Math.sqrt(\r\n this._tmpQuaternion.x * this._tmpQuaternion.x + this._tmpQuaternion.y * this._tmpQuaternion.y + this._tmpQuaternion.z * this._tmpQuaternion.z\r\n );\r\n this._tmpVector.set(this._tmpQuaternion.x, this._tmpQuaternion.y, this._tmpQuaternion.z);\r\n // define a better epsilon\r\n if (len < 0.001) {\r\n this._tmpVector.scaleInPlace(2);\r\n } else {\r\n const angle = 2 * Math.atan2(len, this._tmpQuaternion.w);\r\n this._tmpVector.scaleInPlace(angle / (len * (this._delta / 1000)));\r\n }\r\n controllerData.impostor.setAngularVelocity(this._tmpVector);\r\n }\r\n }\r\n comparedQuaternion.copyFrom(controllerMesh.rotationQuaternion!);\r\n if (this._debugMode) {\r\n console.log(this._tmpVector, this._tmpQuaternion, \"angular\");\r\n }\r\n });\r\n }\r\n\r\n private _detachController(xrControllerUniqueId: string) {\r\n const controllerData = this._controllers[xrControllerUniqueId];\r\n if (!controllerData) {\r\n return;\r\n }\r\n if (controllerData.impostorMesh) {\r\n controllerData.impostorMesh.dispose();\r\n }\r\n // remove from the map\r\n delete this._controllers[xrControllerUniqueId];\r\n }\r\n}\r\n\r\n//register the plugin\r\nWebXRFeaturesManager.AddWebXRFeature(\r\n WebXRControllerPhysics.Name,\r\n (xrSessionManager, options) => {\r\n return () => new WebXRControllerPhysics(xrSessionManager, options);\r\n },\r\n WebXRControllerPhysics.Version,\r\n true\r\n);\r\n"]}
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1
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+
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{ WebXRAbstractFeature } from \"./WebXRAbstractFeature\";\r\nimport { Vector3, Quaternion } from \"../../Maths/math.vector\";\r\nimport type { WebXRInputSource } from \"../webXRInputSource\";\r\nimport { PhysicsImpostor } from \"../../Physics/v1/physicsImpostor\";\r\nimport type { WebXRInput } from \"../webXRInput\";\r\nimport type { WebXRSessionManager } from \"../webXRSessionManager\";\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { CreateSphere } from \"../../Meshes/Builders/sphereBuilder\";\r\nimport { WebXRFeatureName, WebXRFeaturesManager } from \"../webXRFeaturesManager\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport type { Nullable } from \"../../types\";\r\n\r\n/**\r\n * Options for the controller physics feature\r\n */\r\nexport class IWebXRControllerPhysicsOptions {\r\n /**\r\n * Should the headset get its own impostor\r\n */\r\n enableHeadsetImpostor?: boolean;\r\n /**\r\n * Optional parameters for the headset impostor\r\n */\r\n headsetImpostorParams?: {\r\n /**\r\n * The type of impostor to create. Default is sphere\r\n */\r\n impostorType: number;\r\n /**\r\n * the size of the impostor. Defaults to 10cm\r\n */\r\n impostorSize?: number | { width: number; height: number; depth: number };\r\n /**\r\n * Friction definitions\r\n */\r\n friction?: number;\r\n /**\r\n * Restitution\r\n */\r\n restitution?: number;\r\n };\r\n /**\r\n * The physics properties of the future impostors\r\n */\r\n physicsProperties?: {\r\n /**\r\n * If set to true, a mesh impostor will be created when the controller mesh was loaded\r\n * Note that this requires a physics engine that supports mesh impostors!\r\n */\r\n useControllerMesh?: boolean;\r\n /**\r\n * The type of impostor to create. Default is sphere\r\n */\r\n impostorType?: number;\r\n /**\r\n * the size of the impostor. Defaults to 10cm\r\n */\r\n impostorSize?: number | { width: number; height: number; depth: number };\r\n /**\r\n * Friction definitions\r\n */\r\n friction?: number;\r\n /**\r\n * Restitution\r\n */\r\n restitution?: number;\r\n };\r\n /**\r\n * the xr input to use with this pointer selection\r\n */\r\n public xrInput: WebXRInput;\r\n}\r\n\r\n/**\r\n * Add physics impostor to your webxr controllers,\r\n * including naive calculation of their linear and angular velocity\r\n */\r\nexport class WebXRControllerPhysics extends WebXRAbstractFeature {\r\n private _attachController = (xrController: WebXRInputSource) => {\r\n if (this._controllers[xrController.uniqueId]) {\r\n // already attached\r\n return;\r\n }\r\n if (!this._xrSessionManager.scene.isPhysicsEnabled()) {\r\n Logger.Warn(\"physics engine not enabled, skipped. Please add this controller manually.\");\r\n }\r\n // if no motion controller available, create impostors!\r\n if (this._options.physicsProperties!.useControllerMesh && xrController.inputSource.gamepad) {\r\n xrController.onMotionControllerInitObservable.addOnce((motionController) => {\r\n if (!motionController._doNotLoadControllerMesh) {\r\n motionController.onModelLoadedObservable.addOnce(() => {\r\n const impostor = new PhysicsImpostor(motionController.rootMesh!, PhysicsImpostor.MeshImpostor, {\r\n mass: 0,\r\n ...this._options.physicsProperties,\r\n });\r\n\r\n const controllerMesh = xrController.grip || xrController.pointer;\r\n this._controllers[xrController.uniqueId] = {\r\n xrController,\r\n impostor,\r\n oldPos: controllerMesh.position.clone(),\r\n oldRotation: controllerMesh.rotationQuaternion!.clone(),\r\n };\r\n });\r\n } else {\r\n // This controller isn't using a model, create impostors instead\r\n this._createPhysicsImpostor(xrController);\r\n }\r\n });\r\n } else {\r\n this._createPhysicsImpostor(xrController);\r\n }\r\n };\r\n\r\n private _createPhysicsImpostor(xrController: WebXRInputSource) {\r\n const impostorType: number = this._options.physicsProperties!.impostorType || PhysicsImpostor.SphereImpostor;\r\n const impostorSize: number | { width: number; height: number; depth: number } = this._options.physicsProperties!.impostorSize || 0.1;\r\n const impostorMesh = CreateSphere(\"impostor-mesh-\" + xrController.uniqueId, {\r\n diameterX: typeof impostorSize === \"number\" ? impostorSize : impostorSize.width,\r\n diameterY: typeof impostorSize === \"number\" ? impostorSize : impostorSize.height,\r\n diameterZ: typeof impostorSize === \"number\" ? impostorSize : impostorSize.depth,\r\n });\r\n impostorMesh.isVisible = this._debugMode;\r\n impostorMesh.isPickable = false;\r\n impostorMesh.rotationQuaternion = new Quaternion();\r\n const controllerMesh = xrController.grip || xrController.pointer;\r\n impostorMesh.position.copyFrom(controllerMesh.position);\r\n impostorMesh.rotationQuaternion!.copyFrom(controllerMesh.rotationQuaternion!);\r\n const impostor = new PhysicsImpostor(impostorMesh, impostorType, {\r\n mass: 0,\r\n ...this._options.physicsProperties,\r\n });\r\n this._controllers[xrController.uniqueId] = {\r\n xrController,\r\n impostor,\r\n impostorMesh,\r\n };\r\n }\r\n\r\n private _controllers: {\r\n [id: string]: {\r\n xrController: WebXRInputSource;\r\n impostorMesh?: AbstractMesh;\r\n impostor: PhysicsImpostor;\r\n oldPos?: Vector3;\r\n oldSpeed?: Vector3;\r\n oldRotation?: Quaternion;\r\n };\r\n } = {};\r\n private _debugMode = false;\r\n private _delta: number = 0;\r\n private _headsetImpostor?: PhysicsImpostor;\r\n private _headsetMesh?: AbstractMesh;\r\n private _lastTimestamp: number = 0;\r\n private _tmpQuaternion: Quaternion = new Quaternion();\r\n private _tmpVector: Vector3 = new Vector3();\r\n\r\n /**\r\n * The module's name\r\n */\r\n public static readonly Name = WebXRFeatureName.PHYSICS_CONTROLLERS;\r\n /**\r\n * The (Babylon) version of this module.\r\n * This is an integer representing the implementation version.\r\n * This number does not correspond to the webxr specs version\r\n */\r\n public static readonly Version = 1;\r\n\r\n /**\r\n * Construct a new Controller Physics Feature\r\n * @param _xrSessionManager the corresponding xr session manager\r\n * @param _options options to create this feature with\r\n */\r\n constructor(\r\n _xrSessionManager: WebXRSessionManager,\r\n private readonly _options: IWebXRControllerPhysicsOptions\r\n ) {\r\n super(_xrSessionManager);\r\n if (!this._options.physicsProperties) {\r\n this._options.physicsProperties = {};\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n * enable debugging - will show console outputs and the impostor mesh\r\n */\r\n public _enablePhysicsDebug() {\r\n this._debugMode = true;\r\n Object.keys(this._controllers).forEach((controllerId) => {\r\n const controllerData = this._controllers[controllerId];\r\n if (controllerData.impostorMesh) {\r\n controllerData.impostorMesh.isVisible = true;\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Manually add a controller (if no xrInput was provided or physics engine was not enabled)\r\n * @param xrController the controller to add\r\n */\r\n public addController(xrController: WebXRInputSource) {\r\n this._attachController(xrController);\r\n }\r\n\r\n /**\r\n * attach this feature\r\n * Will usually be called by the features manager\r\n *\r\n * @returns true if successful.\r\n */\r\n public attach(): boolean {\r\n if (!super.attach()) {\r\n return false;\r\n }\r\n\r\n if (!this._options.xrInput) {\r\n return true;\r\n }\r\n\r\n this._options.xrInput.controllers.forEach(this._attachController);\r\n this._addNewAttachObserver(this._options.xrInput.onControllerAddedObservable, this._attachController);\r\n this._addNewAttachObserver(this._options.xrInput.onControllerRemovedObservable, (controller) => {\r\n // REMOVE the controller\r\n this._detachController(controller.uniqueId);\r\n });\r\n\r\n if (this._options.enableHeadsetImpostor) {\r\n const params = this._options.headsetImpostorParams || {\r\n impostorType: PhysicsImpostor.SphereImpostor,\r\n restitution: 0.8,\r\n impostorSize: 0.3,\r\n };\r\n const impostorSize = params.impostorSize || 0.3;\r\n this._headsetMesh = CreateSphere(\"headset-mesh\", {\r\n diameterX: typeof impostorSize === \"number\" ? impostorSize : impostorSize.width,\r\n diameterY: typeof impostorSize === \"number\" ? impostorSize : impostorSize.height,\r\n diameterZ: typeof impostorSize === \"number\" ? impostorSize : impostorSize.depth,\r\n });\r\n this._headsetMesh.rotationQuaternion = new Quaternion();\r\n this._headsetMesh.isVisible = false;\r\n this._headsetImpostor = new PhysicsImpostor(this._headsetMesh, params.impostorType, { mass: 0, ...params });\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * detach this feature.\r\n * Will usually be called by the features manager\r\n *\r\n * @returns true if successful.\r\n */\r\n public detach(): boolean {\r\n if (!super.detach()) {\r\n return false;\r\n }\r\n\r\n Object.keys(this._controllers).forEach((controllerId) => {\r\n this._detachController(controllerId);\r\n });\r\n\r\n if (this._headsetMesh) {\r\n this._headsetMesh.dispose();\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Get the headset impostor, if enabled\r\n * @returns the impostor\r\n */\r\n public getHeadsetImpostor() {\r\n return this._headsetImpostor;\r\n }\r\n\r\n /**\r\n * Get the physics impostor of a specific controller.\r\n * The impostor is not attached to a mesh because a mesh for each controller is not obligatory\r\n * @param controller the controller or the controller id of which to get the impostor\r\n * @returns the impostor or null\r\n */\r\n public getImpostorForController(controller: WebXRInputSource | string): Nullable<PhysicsImpostor> {\r\n const id = typeof controller === \"string\" ? controller : controller.uniqueId;\r\n if (this._controllers[id]) {\r\n return this._controllers[id].impostor;\r\n } else {\r\n return null;\r\n }\r\n }\r\n\r\n /**\r\n * Update the physics properties provided in the constructor\r\n * @param newProperties the new properties object\r\n * @param newProperties.impostorType\r\n * @param newProperties.impostorSize\r\n * @param newProperties.friction\r\n * @param newProperties.restitution\r\n */\r\n public setPhysicsProperties(newProperties: {\r\n impostorType?: number;\r\n impostorSize?: number | { width: number; height: number; depth: number };\r\n friction?: number;\r\n restitution?: number;\r\n }) {\r\n this._options.physicsProperties = {\r\n ...this._options.physicsProperties,\r\n ...newProperties,\r\n };\r\n }\r\n\r\n protected _onXRFrame(_xrFrame: any): void {\r\n this._delta = this._xrSessionManager.currentTimestamp - this._lastTimestamp;\r\n this._lastTimestamp = this._xrSessionManager.currentTimestamp;\r\n if (this._headsetMesh && this._headsetImpostor) {\r\n this._headsetMesh.position.copyFrom(this._options.xrInput.xrCamera.globalPosition);\r\n this._headsetMesh.rotationQuaternion!.copyFrom(this._options.xrInput.xrCamera.absoluteRotation);\r\n if (this._options.xrInput.xrCamera._lastXRViewerPose?.linearVelocity) {\r\n const lv = this._options.xrInput.xrCamera._lastXRViewerPose.linearVelocity;\r\n this._tmpVector.set(lv.x, lv.y, lv.z);\r\n this._headsetImpostor.setLinearVelocity(this._tmpVector);\r\n }\r\n if (this._options.xrInput.xrCamera._lastXRViewerPose?.angularVelocity) {\r\n const av = this._options.xrInput.xrCamera._lastXRViewerPose.angularVelocity;\r\n this._tmpVector.set(av.x, av.y, av.z);\r\n this._headsetImpostor.setAngularVelocity(this._tmpVector);\r\n }\r\n }\r\n Object.keys(this._controllers).forEach((controllerId) => {\r\n const controllerData = this._controllers[controllerId];\r\n const controllerMesh = controllerData.xrController.grip || controllerData.xrController.pointer;\r\n const comparedPosition = controllerData.oldPos || controllerData.impostorMesh!.position;\r\n if (controllerData.xrController._lastXRPose?.linearVelocity) {\r\n const lv = controllerData.xrController._lastXRPose.linearVelocity;\r\n this._tmpVector.set(lv.x, lv.y, lv.z);\r\n controllerData.impostor.setLinearVelocity(this._tmpVector);\r\n } else {\r\n controllerMesh.position.subtractToRef(comparedPosition, this._tmpVector);\r\n this._tmpVector.scaleInPlace(1000 / this._delta);\r\n controllerData.impostor.setLinearVelocity(this._tmpVector);\r\n }\r\n comparedPosition.copyFrom(controllerMesh.position);\r\n if (this._debugMode) {\r\n Logger.Log([this._tmpVector, \"linear\"]);\r\n }\r\n\r\n const comparedQuaternion = controllerData.oldRotation || controllerData.impostorMesh!.rotationQuaternion!;\r\n if (controllerData.xrController._lastXRPose?.angularVelocity) {\r\n const av = controllerData.xrController._lastXRPose.angularVelocity;\r\n this._tmpVector.set(av.x, av.y, av.z);\r\n controllerData.impostor.setAngularVelocity(this._tmpVector);\r\n } else {\r\n if (!comparedQuaternion.equalsWithEpsilon(controllerMesh.rotationQuaternion!)) {\r\n // roughly based on this - https://www.gamedev.net/forums/topic/347752-quaternion-and-angular-velocity/\r\n comparedQuaternion.conjugateInPlace().multiplyToRef(controllerMesh.rotationQuaternion!, this._tmpQuaternion);\r\n const len = Math.sqrt(\r\n this._tmpQuaternion.x * this._tmpQuaternion.x + this._tmpQuaternion.y * this._tmpQuaternion.y + this._tmpQuaternion.z * this._tmpQuaternion.z\r\n );\r\n this._tmpVector.set(this._tmpQuaternion.x, this._tmpQuaternion.y, this._tmpQuaternion.z);\r\n // define a better epsilon\r\n if (len < 0.001) {\r\n this._tmpVector.scaleInPlace(2);\r\n } else {\r\n const angle = 2 * Math.atan2(len, this._tmpQuaternion.w);\r\n this._tmpVector.scaleInPlace(angle / (len * (this._delta / 1000)));\r\n }\r\n controllerData.impostor.setAngularVelocity(this._tmpVector);\r\n }\r\n }\r\n comparedQuaternion.copyFrom(controllerMesh.rotationQuaternion!);\r\n if (this._debugMode) {\r\n Logger.Log([this._tmpVector, this._tmpQuaternion, \"angular\"]);\r\n }\r\n });\r\n }\r\n\r\n private _detachController(xrControllerUniqueId: string) {\r\n const controllerData = this._controllers[xrControllerUniqueId];\r\n if (!controllerData) {\r\n return;\r\n }\r\n if (controllerData.impostorMesh) {\r\n controllerData.impostorMesh.dispose();\r\n }\r\n // remove from the map\r\n delete this._controllers[xrControllerUniqueId];\r\n }\r\n}\r\n\r\n//register the plugin\r\nWebXRFeaturesManager.AddWebXRFeature(\r\n WebXRControllerPhysics.Name,\r\n (xrSessionManager, options) => {\r\n return () => new WebXRControllerPhysics(xrSessionManager, options);\r\n },\r\n WebXRControllerPhysics.Version,\r\n true\r\n);\r\n"]}
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@@ -4,6 +4,7 @@ import { Matrix, Quaternion } from "../../Maths/math.js";
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* The mesh detector is used to detect meshes in the real world when in AR
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-
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{ WebXRFeaturesManager, WebXRFeatureName } from \"../webXRFeaturesManager\";\r\nimport { WebXRAbstractFeature } from \"./WebXRAbstractFeature\";\r\nimport type { WebXRSessionManager } from \"../webXRSessionManager\";\r\nimport type { TransformNode } from \"../../Meshes/transformNode\";\r\nimport { Matrix, Quaternion } from \"../../Maths/math\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { Mesh } from \"../../Meshes/mesh\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\n\r\n/**\r\n * Options used in the mesh detector module\r\n */\r\nexport interface IWebXRMeshDetectorOptions {\r\n /**\r\n * The node to use to transform the local results to world coordinates\r\n */\r\n worldParentNode?: TransformNode;\r\n /**\r\n * If set to true a reference of the created meshes will be kept until the next session starts\r\n * If not defined, meshes will be removed from the array when the feature is detached or the session ended.\r\n */\r\n doNotRemoveMeshesOnSessionEnded?: boolean;\r\n /**\r\n * Preferred detector configuration, not all preferred options will be supported by all platforms.\r\n * Babylon native only!\r\n */\r\n preferredDetectorOptions?: XRGeometryDetectorOptions;\r\n /**\r\n * If set to true, WebXRMeshDetector will convert coordinate systems for meshes.\r\n * If not defined, mesh conversions from right handed to left handed coordinate systems won't be conducted.\r\n * Right handed mesh data will be available through IWebXRVertexData.xrMesh.\r\n */\r\n convertCoordinateSystems?: boolean;\r\n\r\n /**\r\n * If set to true, the feature will generate meshes for the detected data.\r\n * Note that this might be time consuming, as the mesh's vertex data will be updated on every change.\r\n * Setting this to true will also set convertCoordinateSystems to true.\r\n * Note - the meshes will NOT be disposed automatically when the feature is detached or the session ended.\r\n */\r\n generateMeshes?: boolean;\r\n}\r\n\r\n/**\r\n * A babylon interface for a XR mesh's vertex data.\r\n */\r\nexport interface IWebXRVertexData {\r\n /**\r\n * A babylon-assigned ID for this mesh\r\n */\r\n id: number;\r\n /**\r\n * Data required for constructing a mesh in Babylon.js.\r\n */\r\n xrMesh: XRMesh;\r\n /**\r\n * The node to use to transform the local results to world coordinates.\r\n * WorldParentNode will only exist if it was declared in the IWebXRMeshDetectorOptions.\r\n */\r\n worldParentNode?: TransformNode;\r\n /**\r\n * An array of vertex positions in babylon space. right/left hand system is taken into account.\r\n * Positions will only be calculated if convertCoordinateSystems is set to true in the IWebXRMeshDetectorOptions.\r\n */\r\n positions?: Float32Array;\r\n /**\r\n * An array of indices in babylon space. Indices have a counterclockwise winding order.\r\n * Indices will only be populated if convertCoordinateSystems is set to true in the IWebXRMeshDetectorOptions.\r\n */\r\n indices?: Uint32Array;\r\n /**\r\n * An array of vertex normals in babylon space. right/left hand system is taken into account.\r\n * Normals will not be calculated if convertCoordinateSystems is undefined in the IWebXRMeshDetectorOptions.\r\n * Different platforms may or may not support mesh normals when convertCoordinateSystems is set to true.\r\n */\r\n normals?: Float32Array;\r\n /**\r\n * A transformation matrix to apply on the mesh that will be built using the meshDefinition.\r\n * Local vs. World are decided if worldParentNode was provided or not in the options when constructing the module.\r\n * TransformationMatrix will only be calculated if convertCoordinateSystems is set to true in the IWebXRMeshDetectorOptions.\r\n */\r\n transformationMatrix?: Matrix;\r\n\r\n /**\r\n * If generateMeshes is set to true in the IWebXRMeshDetectorOptions, this will be the generated mesh.\r\n * This mesh will be updated with the vertex data provided and not regenerated every time.\r\n */\r\n mesh?: Mesh;\r\n}\r\n\r\nlet meshIdProvider = 0;\r\n\r\n/**\r\n * The mesh detector is used to detect meshes in the real world when in AR\r\n */\r\nexport class WebXRMeshDetector extends WebXRAbstractFeature {\r\n private _detectedMeshes: Map<XRMesh, IWebXRVertexData> = new Map<XRMesh, IWebXRVertexData>();\r\n\r\n /**\r\n * The module's name\r\n */\r\n public static readonly Name = WebXRFeatureName.MESH_DETECTION;\r\n /**\r\n * The (Babylon) version of this module.\r\n * This is an integer representing the implementation version.\r\n * This number does not correspond to the WebXR specs version\r\n */\r\n public static readonly Version = 1;\r\n\r\n /**\r\n * Observers registered here will be executed when a new mesh was added to the session\r\n */\r\n public onMeshAddedObservable: Observable<IWebXRVertexData> = new Observable();\r\n /**\r\n * Observers registered here will be executed when a mesh is no longer detected in the session\r\n */\r\n public onMeshRemovedObservable: Observable<IWebXRVertexData> = new Observable();\r\n /**\r\n * Observers registered here will be executed when an existing mesh updates\r\n */\r\n public onMeshUpdatedObservable: Observable<IWebXRVertexData> = new Observable();\r\n\r\n constructor(\r\n _xrSessionManager: WebXRSessionManager,\r\n private _options: IWebXRMeshDetectorOptions = {}\r\n ) {\r\n super(_xrSessionManager);\r\n this.xrNativeFeatureName = \"mesh-detection\";\r\n if (this._options.generateMeshes) {\r\n this._options.convertCoordinateSystems = true;\r\n }\r\n if (this._xrSessionManager.session) {\r\n this._init();\r\n } else {\r\n this._xrSessionManager.onXRSessionInit.addOnce(() => {\r\n this._init();\r\n });\r\n }\r\n }\r\n\r\n public detach(): boolean {\r\n if (!super.detach()) {\r\n return false;\r\n }\r\n\r\n // Only supported by BabylonNative\r\n if (!!this._xrSessionManager.isNative && !!this._xrSessionManager.session.trySetMeshDetectorEnabled) {\r\n this._xrSessionManager.session.trySetMeshDetectorEnabled(false);\r\n }\r\n\r\n if (!this._options.doNotRemoveMeshesOnSessionEnded) {\r\n this._detectedMeshes.forEach((mesh) => {\r\n this.onMeshRemovedObservable.notifyObservers(mesh);\r\n });\r\n\r\n this._detectedMeshes.clear();\r\n }\r\n\r\n return true;\r\n }\r\n\r\n public dispose(): void {\r\n super.dispose();\r\n this.onMeshAddedObservable.clear();\r\n this.onMeshRemovedObservable.clear();\r\n this.onMeshUpdatedObservable.clear();\r\n }\r\n\r\n protected _onXRFrame(frame: XRFrame) {\r\n // TODO remove try catch\r\n try {\r\n if (!this.attached || !frame) {\r\n return;\r\n }\r\n\r\n // babylon native XR and webxr support\r\n const detectedMeshes = frame.detectedMeshes || frame.worldInformation?.detectedMeshes;\r\n if (detectedMeshes) {\r\n const toRemove = new Set<XRMesh>();\r\n this._detectedMeshes.forEach((vertexData, xrMesh) => {\r\n if (!detectedMeshes.has(xrMesh)) {\r\n toRemove.add(xrMesh);\r\n }\r\n });\r\n toRemove.forEach((xrMesh) => {\r\n const vertexData = this._detectedMeshes.get(xrMesh);\r\n if (vertexData) {\r\n this.onMeshRemovedObservable.notifyObservers(vertexData);\r\n this._detectedMeshes.delete(xrMesh);\r\n }\r\n });\r\n\r\n // now check for new ones\r\n detectedMeshes.forEach((xrMesh) => {\r\n if (!this._detectedMeshes.has(xrMesh)) {\r\n const partialVertexData: Partial<IWebXRVertexData> = {\r\n id: meshIdProvider++,\r\n xrMesh: xrMesh,\r\n };\r\n const vertexData = this._updateVertexDataWithXRMesh(xrMesh, partialVertexData, frame);\r\n this._detectedMeshes.set(xrMesh, vertexData);\r\n this.onMeshAddedObservable.notifyObservers(vertexData);\r\n } else {\r\n // updated?\r\n if (xrMesh.lastChangedTime === this._xrSessionManager.currentTimestamp) {\r\n const vertexData = this._detectedMeshes.get(xrMesh);\r\n if (vertexData) {\r\n this._updateVertexDataWithXRMesh(xrMesh, vertexData, frame);\r\n this.onMeshUpdatedObservable.notifyObservers(vertexData);\r\n }\r\n }\r\n }\r\n });\r\n }\r\n } catch (error) {\r\n console.log(error.stack);\r\n }\r\n }\r\n\r\n private _init() {\r\n // Only supported by BabylonNative\r\n if (this._xrSessionManager.isNative) {\r\n if (this._xrSessionManager.session.trySetMeshDetectorEnabled) {\r\n this._xrSessionManager.session.trySetMeshDetectorEnabled(true);\r\n }\r\n\r\n if (!!this._options.preferredDetectorOptions && !!this._xrSessionManager.session.trySetPreferredMeshDetectorOptions) {\r\n this._xrSessionManager.session.trySetPreferredMeshDetectorOptions(this._options.preferredDetectorOptions);\r\n }\r\n }\r\n }\r\n\r\n private _updateVertexDataWithXRMesh(xrMesh: XRMesh, mesh: Partial<IWebXRVertexData>, xrFrame: XRFrame): IWebXRVertexData {\r\n mesh.xrMesh = xrMesh;\r\n mesh.worldParentNode = this._options.worldParentNode;\r\n const positions = xrMesh.vertices || xrMesh.positions;\r\n\r\n if (this._options.convertCoordinateSystems) {\r\n if (!this._xrSessionManager.scene.useRightHandedSystem) {\r\n mesh.positions = new Float32Array(positions.length);\r\n for (let i = 0; i < positions.length; i += 3) {\r\n mesh.positions[i] = positions[i];\r\n mesh.positions[i + 1] = positions[i + 1];\r\n mesh.positions[i + 2] = -1 * positions[i + 2];\r\n }\r\n\r\n if (xrMesh.normals) {\r\n mesh.normals = new Float32Array(xrMesh.normals.length);\r\n for (let i = 0; i < xrMesh.normals.length; i += 3) {\r\n mesh.normals[i] = xrMesh.normals[i];\r\n mesh.normals[i + 1] = xrMesh.normals[i + 1];\r\n mesh.normals[i + 2] = -1 * xrMesh.normals[i + 2];\r\n }\r\n }\r\n } else {\r\n mesh.positions = positions;\r\n mesh.normals = xrMesh.normals;\r\n }\r\n\r\n // WebXR should provide indices in a counterclockwise winding order regardless of coordinate system handedness\r\n mesh.indices = xrMesh.indices;\r\n\r\n // matrix\r\n const pose = xrFrame.getPose(xrMesh.meshSpace, this._xrSessionManager.referenceSpace);\r\n if (pose) {\r\n const mat = mesh.transformationMatrix || new Matrix();\r\n Matrix.FromArrayToRef(pose.transform.matrix, 0, mat);\r\n if (!this._xrSessionManager.scene.useRightHandedSystem) {\r\n mat.toggleModelMatrixHandInPlace();\r\n }\r\n mesh.transformationMatrix = mat;\r\n if (this._options.worldParentNode) {\r\n mat.multiplyToRef(this._options.worldParentNode.getWorldMatrix(), mat);\r\n }\r\n }\r\n\r\n if (this._options.generateMeshes) {\r\n if (!mesh.mesh) {\r\n const generatedMesh = new Mesh(\"xr mesh \" + mesh.id, this._xrSessionManager.scene);\r\n generatedMesh.rotationQuaternion = new Quaternion();\r\n generatedMesh.setVerticesData(VertexBuffer.PositionKind, mesh.positions);\r\n if (mesh.normals) {\r\n generatedMesh.setVerticesData(VertexBuffer.NormalKind, mesh.normals);\r\n } else {\r\n generatedMesh.createNormals(true);\r\n }\r\n generatedMesh.setIndices(mesh.indices, undefined, true);\r\n mesh.mesh = generatedMesh;\r\n } else {\r\n const generatedMesh = mesh.mesh;\r\n generatedMesh.updateVerticesData(VertexBuffer.PositionKind, mesh.positions);\r\n if (mesh.normals) {\r\n generatedMesh.updateVerticesData(VertexBuffer.NormalKind, mesh.normals);\r\n } else {\r\n generatedMesh.createNormals(true);\r\n }\r\n generatedMesh.updateIndices(mesh.indices);\r\n }\r\n mesh.transformationMatrix?.decompose(mesh.mesh.scaling, mesh.mesh.rotationQuaternion!, mesh.mesh.position);\r\n }\r\n }\r\n\r\n return <IWebXRVertexData>mesh;\r\n }\r\n}\r\n\r\nWebXRFeaturesManager.AddWebXRFeature(\r\n WebXRMeshDetector.Name,\r\n (xrSessionManager, options) => {\r\n return () => new WebXRMeshDetector(xrSessionManager, options);\r\n },\r\n WebXRMeshDetector.Version,\r\n false\r\n);\r\n"]}
|
|
1
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+
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{ WebXRFeaturesManager, WebXRFeatureName } from \"../webXRFeaturesManager\";\r\nimport { WebXRAbstractFeature } from \"./WebXRAbstractFeature\";\r\nimport type { WebXRSessionManager } from \"../webXRSessionManager\";\r\nimport type { TransformNode } from \"../../Meshes/transformNode\";\r\nimport { Matrix, Quaternion } from \"../../Maths/math\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { Mesh } from \"../../Meshes/mesh\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\nimport { Logger } from \"core/Misc/logger\";\r\n\r\n/**\r\n * Options used in the mesh detector module\r\n */\r\nexport interface IWebXRMeshDetectorOptions {\r\n /**\r\n * The node to use to transform the local results to world coordinates\r\n */\r\n worldParentNode?: TransformNode;\r\n /**\r\n * If set to true a reference of the created meshes will be kept until the next session starts\r\n * If not defined, meshes will be removed from the array when the feature is detached or the session ended.\r\n */\r\n doNotRemoveMeshesOnSessionEnded?: boolean;\r\n /**\r\n * Preferred detector configuration, not all preferred options will be supported by all platforms.\r\n * Babylon native only!\r\n */\r\n preferredDetectorOptions?: XRGeometryDetectorOptions;\r\n /**\r\n * If set to true, WebXRMeshDetector will convert coordinate systems for meshes.\r\n * If not defined, mesh conversions from right handed to left handed coordinate systems won't be conducted.\r\n * Right handed mesh data will be available through IWebXRVertexData.xrMesh.\r\n */\r\n convertCoordinateSystems?: boolean;\r\n\r\n /**\r\n * If set to true, the feature will generate meshes for the detected data.\r\n * Note that this might be time consuming, as the mesh's vertex data will be updated on every change.\r\n * Setting this to true will also set convertCoordinateSystems to true.\r\n * Note - the meshes will NOT be disposed automatically when the feature is detached or the session ended.\r\n */\r\n generateMeshes?: boolean;\r\n}\r\n\r\n/**\r\n * A babylon interface for a XR mesh's vertex data.\r\n */\r\nexport interface IWebXRVertexData {\r\n /**\r\n * A babylon-assigned ID for this mesh\r\n */\r\n id: number;\r\n /**\r\n * Data required for constructing a mesh in Babylon.js.\r\n */\r\n xrMesh: XRMesh;\r\n /**\r\n * The node to use to transform the local results to world coordinates.\r\n * WorldParentNode will only exist if it was declared in the IWebXRMeshDetectorOptions.\r\n */\r\n worldParentNode?: TransformNode;\r\n /**\r\n * An array of vertex positions in babylon space. right/left hand system is taken into account.\r\n * Positions will only be calculated if convertCoordinateSystems is set to true in the IWebXRMeshDetectorOptions.\r\n */\r\n positions?: Float32Array;\r\n /**\r\n * An array of indices in babylon space. Indices have a counterclockwise winding order.\r\n * Indices will only be populated if convertCoordinateSystems is set to true in the IWebXRMeshDetectorOptions.\r\n */\r\n indices?: Uint32Array;\r\n /**\r\n * An array of vertex normals in babylon space. right/left hand system is taken into account.\r\n * Normals will not be calculated if convertCoordinateSystems is undefined in the IWebXRMeshDetectorOptions.\r\n * Different platforms may or may not support mesh normals when convertCoordinateSystems is set to true.\r\n */\r\n normals?: Float32Array;\r\n /**\r\n * A transformation matrix to apply on the mesh that will be built using the meshDefinition.\r\n * Local vs. World are decided if worldParentNode was provided or not in the options when constructing the module.\r\n * TransformationMatrix will only be calculated if convertCoordinateSystems is set to true in the IWebXRMeshDetectorOptions.\r\n */\r\n transformationMatrix?: Matrix;\r\n\r\n /**\r\n * If generateMeshes is set to true in the IWebXRMeshDetectorOptions, this will be the generated mesh.\r\n * This mesh will be updated with the vertex data provided and not regenerated every time.\r\n */\r\n mesh?: Mesh;\r\n}\r\n\r\nlet meshIdProvider = 0;\r\n\r\n/**\r\n * The mesh detector is used to detect meshes in the real world when in AR\r\n */\r\nexport class WebXRMeshDetector extends WebXRAbstractFeature {\r\n private _detectedMeshes: Map<XRMesh, IWebXRVertexData> = new Map<XRMesh, IWebXRVertexData>();\r\n\r\n /**\r\n * The module's name\r\n */\r\n public static readonly Name = WebXRFeatureName.MESH_DETECTION;\r\n /**\r\n * The (Babylon) version of this module.\r\n * This is an integer representing the implementation version.\r\n * This number does not correspond to the WebXR specs version\r\n */\r\n public static readonly Version = 1;\r\n\r\n /**\r\n * Observers registered here will be executed when a new mesh was added to the session\r\n */\r\n public onMeshAddedObservable: Observable<IWebXRVertexData> = new Observable();\r\n /**\r\n * Observers registered here will be executed when a mesh is no longer detected in the session\r\n */\r\n public onMeshRemovedObservable: Observable<IWebXRVertexData> = new Observable();\r\n /**\r\n * Observers registered here will be executed when an existing mesh updates\r\n */\r\n public onMeshUpdatedObservable: Observable<IWebXRVertexData> = new Observable();\r\n\r\n constructor(\r\n _xrSessionManager: WebXRSessionManager,\r\n private _options: IWebXRMeshDetectorOptions = {}\r\n ) {\r\n super(_xrSessionManager);\r\n this.xrNativeFeatureName = \"mesh-detection\";\r\n if (this._options.generateMeshes) {\r\n this._options.convertCoordinateSystems = true;\r\n }\r\n if (this._xrSessionManager.session) {\r\n this._init();\r\n } else {\r\n this._xrSessionManager.onXRSessionInit.addOnce(() => {\r\n this._init();\r\n });\r\n }\r\n }\r\n\r\n public detach(): boolean {\r\n if (!super.detach()) {\r\n return false;\r\n }\r\n\r\n // Only supported by BabylonNative\r\n if (!!this._xrSessionManager.isNative && !!this._xrSessionManager.session.trySetMeshDetectorEnabled) {\r\n this._xrSessionManager.session.trySetMeshDetectorEnabled(false);\r\n }\r\n\r\n if (!this._options.doNotRemoveMeshesOnSessionEnded) {\r\n this._detectedMeshes.forEach((mesh) => {\r\n this.onMeshRemovedObservable.notifyObservers(mesh);\r\n });\r\n\r\n this._detectedMeshes.clear();\r\n }\r\n\r\n return true;\r\n }\r\n\r\n public dispose(): void {\r\n super.dispose();\r\n this.onMeshAddedObservable.clear();\r\n this.onMeshRemovedObservable.clear();\r\n this.onMeshUpdatedObservable.clear();\r\n }\r\n\r\n protected _onXRFrame(frame: XRFrame) {\r\n // TODO remove try catch\r\n try {\r\n if (!this.attached || !frame) {\r\n return;\r\n }\r\n\r\n // babylon native XR and webxr support\r\n const detectedMeshes = frame.detectedMeshes || frame.worldInformation?.detectedMeshes;\r\n if (detectedMeshes) {\r\n const toRemove = new Set<XRMesh>();\r\n this._detectedMeshes.forEach((vertexData, xrMesh) => {\r\n if (!detectedMeshes.has(xrMesh)) {\r\n toRemove.add(xrMesh);\r\n }\r\n });\r\n toRemove.forEach((xrMesh) => {\r\n const vertexData = this._detectedMeshes.get(xrMesh);\r\n if (vertexData) {\r\n this.onMeshRemovedObservable.notifyObservers(vertexData);\r\n this._detectedMeshes.delete(xrMesh);\r\n }\r\n });\r\n\r\n // now check for new ones\r\n detectedMeshes.forEach((xrMesh) => {\r\n if (!this._detectedMeshes.has(xrMesh)) {\r\n const partialVertexData: Partial<IWebXRVertexData> = {\r\n id: meshIdProvider++,\r\n xrMesh: xrMesh,\r\n };\r\n const vertexData = this._updateVertexDataWithXRMesh(xrMesh, partialVertexData, frame);\r\n this._detectedMeshes.set(xrMesh, vertexData);\r\n this.onMeshAddedObservable.notifyObservers(vertexData);\r\n } else {\r\n // updated?\r\n if (xrMesh.lastChangedTime === this._xrSessionManager.currentTimestamp) {\r\n const vertexData = this._detectedMeshes.get(xrMesh);\r\n if (vertexData) {\r\n this._updateVertexDataWithXRMesh(xrMesh, vertexData, frame);\r\n this.onMeshUpdatedObservable.notifyObservers(vertexData);\r\n }\r\n }\r\n }\r\n });\r\n }\r\n } catch (error) {\r\n Logger.Log(error.stack);\r\n }\r\n }\r\n\r\n private _init() {\r\n // Only supported by BabylonNative\r\n if (this._xrSessionManager.isNative) {\r\n if (this._xrSessionManager.session.trySetMeshDetectorEnabled) {\r\n this._xrSessionManager.session.trySetMeshDetectorEnabled(true);\r\n }\r\n\r\n if (!!this._options.preferredDetectorOptions && !!this._xrSessionManager.session.trySetPreferredMeshDetectorOptions) {\r\n this._xrSessionManager.session.trySetPreferredMeshDetectorOptions(this._options.preferredDetectorOptions);\r\n }\r\n }\r\n }\r\n\r\n private _updateVertexDataWithXRMesh(xrMesh: XRMesh, mesh: Partial<IWebXRVertexData>, xrFrame: XRFrame): IWebXRVertexData {\r\n mesh.xrMesh = xrMesh;\r\n mesh.worldParentNode = this._options.worldParentNode;\r\n const positions = xrMesh.vertices || xrMesh.positions;\r\n\r\n if (this._options.convertCoordinateSystems) {\r\n if (!this._xrSessionManager.scene.useRightHandedSystem) {\r\n mesh.positions = new Float32Array(positions.length);\r\n for (let i = 0; i < positions.length; i += 3) {\r\n mesh.positions[i] = positions[i];\r\n mesh.positions[i + 1] = positions[i + 1];\r\n mesh.positions[i + 2] = -1 * positions[i + 2];\r\n }\r\n\r\n if (xrMesh.normals) {\r\n mesh.normals = new Float32Array(xrMesh.normals.length);\r\n for (let i = 0; i < xrMesh.normals.length; i += 3) {\r\n mesh.normals[i] = xrMesh.normals[i];\r\n mesh.normals[i + 1] = xrMesh.normals[i + 1];\r\n mesh.normals[i + 2] = -1 * xrMesh.normals[i + 2];\r\n }\r\n }\r\n } else {\r\n mesh.positions = positions;\r\n mesh.normals = xrMesh.normals;\r\n }\r\n\r\n // WebXR should provide indices in a counterclockwise winding order regardless of coordinate system handedness\r\n mesh.indices = xrMesh.indices;\r\n\r\n // matrix\r\n const pose = xrFrame.getPose(xrMesh.meshSpace, this._xrSessionManager.referenceSpace);\r\n if (pose) {\r\n const mat = mesh.transformationMatrix || new Matrix();\r\n Matrix.FromArrayToRef(pose.transform.matrix, 0, mat);\r\n if (!this._xrSessionManager.scene.useRightHandedSystem) {\r\n mat.toggleModelMatrixHandInPlace();\r\n }\r\n mesh.transformationMatrix = mat;\r\n if (this._options.worldParentNode) {\r\n mat.multiplyToRef(this._options.worldParentNode.getWorldMatrix(), mat);\r\n }\r\n }\r\n\r\n if (this._options.generateMeshes) {\r\n if (!mesh.mesh) {\r\n const generatedMesh = new Mesh(\"xr mesh \" + mesh.id, this._xrSessionManager.scene);\r\n generatedMesh.rotationQuaternion = new Quaternion();\r\n generatedMesh.setVerticesData(VertexBuffer.PositionKind, mesh.positions);\r\n if (mesh.normals) {\r\n generatedMesh.setVerticesData(VertexBuffer.NormalKind, mesh.normals);\r\n } else {\r\n generatedMesh.createNormals(true);\r\n }\r\n generatedMesh.setIndices(mesh.indices, undefined, true);\r\n mesh.mesh = generatedMesh;\r\n } else {\r\n const generatedMesh = mesh.mesh;\r\n generatedMesh.updateVerticesData(VertexBuffer.PositionKind, mesh.positions);\r\n if (mesh.normals) {\r\n generatedMesh.updateVerticesData(VertexBuffer.NormalKind, mesh.normals);\r\n } else {\r\n generatedMesh.createNormals(true);\r\n }\r\n generatedMesh.updateIndices(mesh.indices);\r\n }\r\n mesh.transformationMatrix?.decompose(mesh.mesh.scaling, mesh.mesh.rotationQuaternion!, mesh.mesh.position);\r\n }\r\n }\r\n\r\n return <IWebXRVertexData>mesh;\r\n }\r\n}\r\n\r\nWebXRFeaturesManager.AddWebXRFeature(\r\n WebXRMeshDetector.Name,\r\n (xrSessionManager, options) => {\r\n return () => new WebXRMeshDetector(xrSessionManager, options);\r\n },\r\n WebXRMeshDetector.Version,\r\n false\r\n);\r\n"]}
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@@ -237,7 +237,7 @@ class Walker {
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if (!this._walker) {
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this._walker = new WalkingTracker(event.leftApex, event.rightApex, event.currentPosition, event.currentStepDirection);
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this._walker.onFootfall.add(() => {
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+
Logger.Log("Footfall!");
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});
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this._walker.onMovement.add((event) => {
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this._walker.forward.scaleAndAddToRef(0.024 * event.deltaT, this._movement);
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@@ -1 +1 @@
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-
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type { Engine } from \"../../Engines/engine\";\r\nimport { TmpVectors, Vector2, Vector3 } from \"../../Maths/math.vector\";\r\nimport type { TransformNode } from \"../../Meshes/transformNode\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { WebXRCamera } from \"../webXRCamera\";\r\nimport { WebXRFeatureName, WebXRFeaturesManager } from \"../webXRFeaturesManager\";\r\nimport type { WebXRSessionManager } from \"../webXRSessionManager\";\r\nimport { WebXRAbstractFeature } from \"./WebXRAbstractFeature\";\r\n\r\nclass CircleBuffer {\r\n private _samples: Array<Vector2> = [];\r\n private _idx: number = 0;\r\n\r\n constructor(numSamples: number, initializer?: () => Vector2) {\r\n for (let idx = 0; idx < numSamples; ++idx) {\r\n this._samples.push(initializer ? initializer() : Vector2.Zero());\r\n }\r\n }\r\n\r\n public get length() {\r\n return this._samples.length;\r\n }\r\n\r\n public push(x: number, y: number) {\r\n this._idx = (this._idx + this._samples.length - 1) % this._samples.length;\r\n this.at(0).copyFromFloats(x, y);\r\n }\r\n\r\n public at(idx: number) {\r\n if (idx >= this._samples.length) {\r\n throw new Error(\"Index out of bounds\");\r\n }\r\n return this._samples[(this._idx + idx) % this._samples.length];\r\n }\r\n}\r\n\r\ninterface IDetectedStep {\r\n leftApex: Vector2;\r\n rightApex: Vector2;\r\n currentPosition: Vector2;\r\n currentStepDirection: \"left\" | \"right\";\r\n}\r\n\r\nclass FirstStepDetector {\r\n private _samples = new CircleBuffer(20);\r\n private _entropy = 0;\r\n\r\n public onFirstStepDetected: Observable<IDetectedStep> = new Observable<IDetectedStep>();\r\n\r\n public update(posX: number, posY: number, forwardX: number, forwardY: number) {\r\n this._samples.push(posX, posY);\r\n const origin = this._samples.at(0);\r\n\r\n this._entropy *= this._entropyDecayFactor;\r\n this._entropy += Vector2.Distance(origin, this._samples.at(1));\r\n if (this._entropy > this._entropyThreshold) {\r\n return;\r\n }\r\n\r\n let samePointIdx;\r\n for (samePointIdx = this._samePointCheckStartIdx; samePointIdx < this._samples.length; ++samePointIdx) {\r\n if (Vector2.DistanceSquared(origin, this._samples.at(samePointIdx)) < this._samePointSquaredDistanceThreshold) {\r\n break;\r\n }\r\n }\r\n\r\n if (samePointIdx === this._samples.length) {\r\n return;\r\n }\r\n\r\n let apexDistSquared = -1;\r\n let apexIdx = 0;\r\n for (let distSquared, idx = 1; idx < samePointIdx; ++idx) {\r\n distSquared = Vector2.DistanceSquared(origin, this._samples.at(idx));\r\n if (distSquared > apexDistSquared) {\r\n apexIdx = idx;\r\n apexDistSquared = distSquared;\r\n }\r\n }\r\n\r\n if (apexDistSquared < this._apexSquaredDistanceThreshold) {\r\n return;\r\n }\r\n\r\n const apex = this._samples.at(apexIdx);\r\n const axis = apex.subtract(origin);\r\n axis.normalize();\r\n\r\n const vec = TmpVectors.Vector2[0];\r\n let dot;\r\n let sample;\r\n let sumSquaredProjectionDistances = 0;\r\n for (let idx = 1; idx < samePointIdx; ++idx) {\r\n sample = this._samples.at(idx);\r\n sample.subtractToRef(origin, vec);\r\n dot = Vector2.Dot(axis, vec);\r\n sumSquaredProjectionDistances += vec.lengthSquared() - dot * dot;\r\n }\r\n\r\n if (sumSquaredProjectionDistances > samePointIdx * this._squaredProjectionDistanceThreshold) {\r\n return;\r\n }\r\n\r\n const forwardVec = TmpVectors.Vector3[0];\r\n forwardVec.set(forwardX, forwardY, 0);\r\n const axisVec = TmpVectors.Vector3[1];\r\n axisVec.set(axis.x, axis.y, 0);\r\n const isApexLeft = Vector3.Cross(forwardVec, axisVec).z > 0;\r\n const leftApex = origin.clone();\r\n const rightApex = origin.clone();\r\n apex.subtractToRef(origin, axis);\r\n if (isApexLeft) {\r\n axis.scaleAndAddToRef(this._axisToApexShrinkFactor, leftApex);\r\n axis.scaleAndAddToRef(this._axisToApexExtendFactor, rightApex);\r\n } else {\r\n axis.scaleAndAddToRef(this._axisToApexExtendFactor, leftApex);\r\n axis.scaleAndAddToRef(this._axisToApexShrinkFactor, rightApex);\r\n }\r\n this.onFirstStepDetected.notifyObservers({\r\n leftApex: leftApex,\r\n rightApex: rightApex,\r\n currentPosition: origin,\r\n currentStepDirection: isApexLeft ? \"right\" : \"left\",\r\n });\r\n }\r\n\r\n public reset() {\r\n for (let idx = 0; idx < this._samples.length; ++idx) {\r\n this._samples.at(idx).copyFromFloats(0, 0);\r\n }\r\n }\r\n\r\n private get _samePointCheckStartIdx() {\r\n return Math.floor(this._samples.length / 3);\r\n }\r\n\r\n private get _samePointSquaredDistanceThreshold() {\r\n return 0.03 * 0.03;\r\n }\r\n\r\n private get _apexSquaredDistanceThreshold() {\r\n return 0.09 * 0.09;\r\n }\r\n\r\n private get _squaredProjectionDistanceThreshold() {\r\n return 0.03 * 0.03;\r\n }\r\n\r\n private get _axisToApexShrinkFactor() {\r\n return 0.8;\r\n }\r\n\r\n private get _axisToApexExtendFactor() {\r\n return -1.6;\r\n }\r\n\r\n private get _entropyDecayFactor() {\r\n return 0.93;\r\n }\r\n\r\n private get _entropyThreshold() {\r\n return 0.4;\r\n }\r\n}\r\n\r\nclass WalkingTracker {\r\n private _leftApex = new Vector2();\r\n private _rightApex = new Vector2();\r\n private _currentPosition = new Vector2();\r\n private _axis = new Vector2();\r\n private _axisLength = -1;\r\n private _forward = new Vector2();\r\n private _steppingLeft = false;\r\n private _t = -1;\r\n private _maxT = -1;\r\n private _maxTPosition = new Vector2();\r\n private _vitality = 0;\r\n\r\n public onMovement = new Observable<{ deltaT: number }>();\r\n public onFootfall = new Observable<{ foot: \"left\" | \"right\" }>();\r\n\r\n constructor(leftApex: Vector2, rightApex: Vector2, currentPosition: Vector2, currentStepDirection: \"left\" | \"right\") {\r\n this._reset(leftApex, rightApex, currentPosition, currentStepDirection === \"left\");\r\n }\r\n\r\n private _reset(leftApex: Vector2, rightApex: Vector2, currentPosition: Vector2, steppingLeft: boolean) {\r\n this._leftApex.copyFrom(leftApex);\r\n this._rightApex.copyFrom(rightApex);\r\n this._steppingLeft = steppingLeft;\r\n\r\n if (this._steppingLeft) {\r\n this._leftApex.subtractToRef(this._rightApex, this._axis);\r\n this._forward.copyFromFloats(-this._axis.y, this._axis.x);\r\n } else {\r\n this._rightApex.subtractToRef(this._leftApex, this._axis);\r\n this._forward.copyFromFloats(this._axis.y, -this._axis.x);\r\n }\r\n this._axisLength = this._axis.length();\r\n this._forward.scaleInPlace(1 / this._axisLength);\r\n\r\n this._updateTAndVitality(currentPosition.x, currentPosition.y);\r\n this._maxT = this._t;\r\n this._maxTPosition.copyFrom(currentPosition);\r\n\r\n this._vitality = 1;\r\n }\r\n\r\n private _updateTAndVitality(x: number, y: number) {\r\n this._currentPosition.copyFromFloats(x, y);\r\n\r\n if (this._steppingLeft) {\r\n this._currentPosition.subtractInPlace(this._rightApex);\r\n } else {\r\n this._currentPosition.subtractInPlace(this._leftApex);\r\n }\r\n const priorT = this._t;\r\n const dot = Vector2.Dot(this._currentPosition, this._axis);\r\n this._t = dot / (this._axisLength * this._axisLength);\r\n const projDistSquared = this._currentPosition.lengthSquared() - (dot / this._axisLength) * (dot / this._axisLength);\r\n\r\n // TODO: Extricate the magic.\r\n this._vitality *= 0.92 - 100 * Math.max(projDistSquared - 0.0016, 0) + Math.max(this._t - priorT, 0);\r\n }\r\n\r\n public update(x: number, y: number) {\r\n if (this._vitality < this._vitalityThreshold) {\r\n return false;\r\n }\r\n\r\n const priorT = this._t;\r\n this._updateTAndVitality(x, y);\r\n\r\n if (this._t > this._maxT) {\r\n this._maxT = this._t;\r\n this._maxTPosition.copyFromFloats(x, y);\r\n }\r\n\r\n if (this._vitality < this._vitalityThreshold) {\r\n return false;\r\n }\r\n\r\n if (this._t > priorT) {\r\n this.onMovement.notifyObservers({ deltaT: this._t - priorT });\r\n\r\n if (priorT < 0.5 && this._t >= 0.5) {\r\n this.onFootfall.notifyObservers({ foot: this._steppingLeft ? \"left\" : \"right\" });\r\n }\r\n }\r\n\r\n if (this._t < 0.95 * this._maxT) {\r\n this._currentPosition.copyFromFloats(x, y);\r\n if (this._steppingLeft) {\r\n this._leftApex.copyFrom(this._maxTPosition);\r\n } else {\r\n this._rightApex.copyFrom(this._maxTPosition);\r\n }\r\n this._reset(this._leftApex, this._rightApex, this._currentPosition, !this._steppingLeft);\r\n }\r\n\r\n if (this._axisLength < 0.03) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n private get _vitalityThreshold() {\r\n return 0.1;\r\n }\r\n\r\n get forward() {\r\n return this._forward;\r\n }\r\n}\r\n\r\nclass Walker {\r\n private _engine: Engine;\r\n private _detector = new FirstStepDetector();\r\n private _walker: Nullable<WalkingTracker> = null;\r\n private _movement = new Vector2();\r\n private _millisecondsSinceLastUpdate: number = Walker._MillisecondsPerUpdate;\r\n\r\n private static get _MillisecondsPerUpdate(): number {\r\n // 15 FPS\r\n return 1000 / 15;\r\n }\r\n\r\n public movementThisFrame: Vector3 = Vector3.Zero();\r\n\r\n constructor(engine: Engine) {\r\n this._engine = engine;\r\n this._detector.onFirstStepDetected.add((event) => {\r\n if (!this._walker) {\r\n this._walker = new WalkingTracker(event.leftApex, event.rightApex, event.currentPosition, event.currentStepDirection);\r\n this._walker.onFootfall.add(() => {\r\n console.log(\"Footfall!\");\r\n });\r\n this._walker.onMovement.add((event) => {\r\n this._walker!.forward.scaleAndAddToRef(0.024 * event.deltaT, this._movement);\r\n });\r\n }\r\n });\r\n }\r\n\r\n public update(position: Vector3, forward: Vector3) {\r\n forward.y = 0;\r\n forward.normalize();\r\n\r\n // Enforce reduced framerate\r\n this._millisecondsSinceLastUpdate += this._engine.getDeltaTime();\r\n if (this._millisecondsSinceLastUpdate >= Walker._MillisecondsPerUpdate) {\r\n this._millisecondsSinceLastUpdate -= Walker._MillisecondsPerUpdate;\r\n this._detector.update(position.x, position.z, forward.x, forward.z);\r\n if (this._walker) {\r\n const updated = this._walker.update(position.x, position.z);\r\n if (!updated) {\r\n this._walker = null;\r\n }\r\n }\r\n this._movement.scaleInPlace(0.85);\r\n }\r\n\r\n this.movementThisFrame.set(this._movement.x, 0, this._movement.y);\r\n }\r\n}\r\n\r\n/**\r\n * Options for the walking locomotion feature.\r\n */\r\nexport interface IWebXRWalkingLocomotionOptions {\r\n /**\r\n * The target to be moved by walking locomotion. This should be the transform node\r\n * which is the root of the XR space (i.e., the WebXRCamera's parent node). However,\r\n * for simple cases and legacy purposes, articulating the WebXRCamera itself is also\r\n * supported as a deprecated feature.\r\n */\r\n locomotionTarget: WebXRCamera | TransformNode;\r\n}\r\n\r\n/**\r\n * A module that will enable VR locomotion by detecting when the user walks in place.\r\n */\r\nexport class WebXRWalkingLocomotion extends WebXRAbstractFeature {\r\n /**\r\n * The module's name.\r\n */\r\n public static get Name(): string {\r\n return WebXRFeatureName.WALKING_LOCOMOTION;\r\n }\r\n\r\n /**\r\n * The (Babylon) version of this module.\r\n * This is an integer representing the implementation version.\r\n * This number has no external basis.\r\n */\r\n public static get Version(): number {\r\n return 1;\r\n }\r\n\r\n private _sessionManager: WebXRSessionManager;\r\n private _up: Vector3 = new Vector3();\r\n private _forward: Vector3 = new Vector3();\r\n private _position: Vector3 = new Vector3();\r\n private _movement: Vector3 = new Vector3();\r\n private _walker: Nullable<Walker>;\r\n\r\n private _locomotionTarget: WebXRCamera | TransformNode;\r\n private _isLocomotionTargetWebXRCamera: boolean;\r\n\r\n /**\r\n * The target to be articulated by walking locomotion.\r\n * When the walking locomotion feature detects walking in place, this element's\r\n * X and Z coordinates will be modified to reflect locomotion. This target should\r\n * be either the XR space's origin (i.e., the parent node of the WebXRCamera) or\r\n * the WebXRCamera itself. Note that the WebXRCamera path will modify the position\r\n * of the WebXRCamera directly and is thus discouraged.\r\n */\r\n public get locomotionTarget(): WebXRCamera | TransformNode {\r\n return this._locomotionTarget;\r\n }\r\n\r\n /**\r\n * The target to be articulated by walking locomotion.\r\n * When the walking locomotion feature detects walking in place, this element's\r\n * X and Z coordinates will be modified to reflect locomotion. This target should\r\n * be either the XR space's origin (i.e., the parent node of the WebXRCamera) or\r\n * the WebXRCamera itself. Note that the WebXRCamera path will modify the position\r\n * of the WebXRCamera directly and is thus discouraged.\r\n */\r\n public set locomotionTarget(locomotionTarget: WebXRCamera | TransformNode) {\r\n this._locomotionTarget = locomotionTarget;\r\n this._isLocomotionTargetWebXRCamera = this._locomotionTarget.getClassName() === \"WebXRCamera\";\r\n }\r\n\r\n /**\r\n * Construct a new Walking Locomotion feature.\r\n * @param sessionManager manager for the current XR session\r\n * @param options creation options, prominently including the vector target for locomotion\r\n */\r\n public constructor(sessionManager: WebXRSessionManager, options: IWebXRWalkingLocomotionOptions) {\r\n super(sessionManager);\r\n this._sessionManager = sessionManager;\r\n this.locomotionTarget = options.locomotionTarget;\r\n if (this._isLocomotionTargetWebXRCamera) {\r\n Logger.Warn(\r\n \"Using walking locomotion directly on a WebXRCamera may have unintended interactions with other XR techniques. Using an XR space parent is highly recommended\"\r\n );\r\n }\r\n }\r\n\r\n /**\r\n * Checks whether this feature is compatible with the current WebXR session.\r\n * Walking locomotion is only compatible with \"immersive-vr\" sessions.\r\n * @returns true if compatible, false otherwise\r\n */\r\n public isCompatible(): boolean {\r\n return this._sessionManager.sessionMode === undefined || this._sessionManager.sessionMode === \"immersive-vr\";\r\n }\r\n\r\n /**\r\n * Attaches the feature.\r\n * Typically called automatically by the features manager.\r\n * @returns true if attach succeeded, false otherwise\r\n */\r\n public attach(): boolean {\r\n if (!this.isCompatible || !super.attach()) {\r\n return false;\r\n }\r\n\r\n this._walker = new Walker(this._sessionManager.scene.getEngine());\r\n return true;\r\n }\r\n\r\n /**\r\n * Detaches the feature.\r\n * Typically called automatically by the features manager.\r\n * @returns true if detach succeeded, false otherwise\r\n */\r\n public detach(): boolean {\r\n if (!super.detach()) {\r\n return false;\r\n }\r\n\r\n this._walker = null;\r\n return true;\r\n }\r\n\r\n protected _onXRFrame(frame: XRFrame): void {\r\n const pose = frame.getViewerPose(this._sessionManager.baseReferenceSpace);\r\n if (!pose) {\r\n return;\r\n }\r\n\r\n const handednessScalar = this.locomotionTarget.getScene().useRightHandedSystem ? 1 : -1;\r\n\r\n const m = pose.transform.matrix;\r\n this._up.copyFromFloats(m[4], m[5], handednessScalar * m[6]);\r\n this._forward.copyFromFloats(m[8], m[9], handednessScalar * m[10]);\r\n this._position.copyFromFloats(m[12], m[13], handednessScalar * m[14]);\r\n\r\n // Compute the nape position\r\n this._forward.scaleAndAddToRef(0.05, this._position);\r\n this._up.scaleAndAddToRef(-0.05, this._position);\r\n this._walker!.update(this._position, this._forward);\r\n this._movement.copyFrom(this._walker!.movementThisFrame);\r\n if (!this._isLocomotionTargetWebXRCamera) {\r\n Vector3.TransformNormalToRef(this._movement, this.locomotionTarget.getWorldMatrix(), this._movement);\r\n }\r\n this.locomotionTarget.position.addInPlace(this._movement);\r\n }\r\n}\r\n\r\n//register the plugin\r\nWebXRFeaturesManager.AddWebXRFeature(\r\n WebXRWalkingLocomotion.Name,\r\n (xrSessionManager, options) => {\r\n return () => new WebXRWalkingLocomotion(xrSessionManager, options);\r\n },\r\n WebXRWalkingLocomotion.Version,\r\n false\r\n);\r\n"]}
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1
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type { Engine } from \"../../Engines/engine\";\r\nimport { TmpVectors, Vector2, Vector3 } from \"../../Maths/math.vector\";\r\nimport type { TransformNode } from \"../../Meshes/transformNode\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { WebXRCamera } from \"../webXRCamera\";\r\nimport { WebXRFeatureName, WebXRFeaturesManager } from \"../webXRFeaturesManager\";\r\nimport type { WebXRSessionManager } from \"../webXRSessionManager\";\r\nimport { WebXRAbstractFeature } from \"./WebXRAbstractFeature\";\r\n\r\nclass CircleBuffer {\r\n private _samples: Array<Vector2> = [];\r\n private _idx: number = 0;\r\n\r\n constructor(numSamples: number, initializer?: () => Vector2) {\r\n for (let idx = 0; idx < numSamples; ++idx) {\r\n this._samples.push(initializer ? initializer() : Vector2.Zero());\r\n }\r\n }\r\n\r\n public get length() {\r\n return this._samples.length;\r\n }\r\n\r\n public push(x: number, y: number) {\r\n this._idx = (this._idx + this._samples.length - 1) % this._samples.length;\r\n this.at(0).copyFromFloats(x, y);\r\n }\r\n\r\n public at(idx: number) {\r\n if (idx >= this._samples.length) {\r\n throw new Error(\"Index out of bounds\");\r\n }\r\n return this._samples[(this._idx + idx) % this._samples.length];\r\n }\r\n}\r\n\r\ninterface IDetectedStep {\r\n leftApex: Vector2;\r\n rightApex: Vector2;\r\n currentPosition: Vector2;\r\n currentStepDirection: \"left\" | \"right\";\r\n}\r\n\r\nclass FirstStepDetector {\r\n private _samples = new CircleBuffer(20);\r\n private _entropy = 0;\r\n\r\n public onFirstStepDetected: Observable<IDetectedStep> = new Observable<IDetectedStep>();\r\n\r\n public update(posX: number, posY: number, forwardX: number, forwardY: number) {\r\n this._samples.push(posX, posY);\r\n const origin = this._samples.at(0);\r\n\r\n this._entropy *= this._entropyDecayFactor;\r\n this._entropy += Vector2.Distance(origin, this._samples.at(1));\r\n if (this._entropy > this._entropyThreshold) {\r\n return;\r\n }\r\n\r\n let samePointIdx;\r\n for (samePointIdx = this._samePointCheckStartIdx; samePointIdx < this._samples.length; ++samePointIdx) {\r\n if (Vector2.DistanceSquared(origin, this._samples.at(samePointIdx)) < this._samePointSquaredDistanceThreshold) {\r\n break;\r\n }\r\n }\r\n\r\n if (samePointIdx === this._samples.length) {\r\n return;\r\n }\r\n\r\n let apexDistSquared = -1;\r\n let apexIdx = 0;\r\n for (let distSquared, idx = 1; idx < samePointIdx; ++idx) {\r\n distSquared = Vector2.DistanceSquared(origin, this._samples.at(idx));\r\n if (distSquared > apexDistSquared) {\r\n apexIdx = idx;\r\n apexDistSquared = distSquared;\r\n }\r\n }\r\n\r\n if (apexDistSquared < this._apexSquaredDistanceThreshold) {\r\n return;\r\n }\r\n\r\n const apex = this._samples.at(apexIdx);\r\n const axis = apex.subtract(origin);\r\n axis.normalize();\r\n\r\n const vec = TmpVectors.Vector2[0];\r\n let dot;\r\n let sample;\r\n let sumSquaredProjectionDistances = 0;\r\n for (let idx = 1; idx < samePointIdx; ++idx) {\r\n sample = this._samples.at(idx);\r\n sample.subtractToRef(origin, vec);\r\n dot = Vector2.Dot(axis, vec);\r\n sumSquaredProjectionDistances += vec.lengthSquared() - dot * dot;\r\n }\r\n\r\n if (sumSquaredProjectionDistances > samePointIdx * this._squaredProjectionDistanceThreshold) {\r\n return;\r\n }\r\n\r\n const forwardVec = TmpVectors.Vector3[0];\r\n forwardVec.set(forwardX, forwardY, 0);\r\n const axisVec = TmpVectors.Vector3[1];\r\n axisVec.set(axis.x, axis.y, 0);\r\n const isApexLeft = Vector3.Cross(forwardVec, axisVec).z > 0;\r\n const leftApex = origin.clone();\r\n const rightApex = origin.clone();\r\n apex.subtractToRef(origin, axis);\r\n if (isApexLeft) {\r\n axis.scaleAndAddToRef(this._axisToApexShrinkFactor, leftApex);\r\n axis.scaleAndAddToRef(this._axisToApexExtendFactor, rightApex);\r\n } else {\r\n axis.scaleAndAddToRef(this._axisToApexExtendFactor, leftApex);\r\n axis.scaleAndAddToRef(this._axisToApexShrinkFactor, rightApex);\r\n }\r\n this.onFirstStepDetected.notifyObservers({\r\n leftApex: leftApex,\r\n rightApex: rightApex,\r\n currentPosition: origin,\r\n currentStepDirection: isApexLeft ? \"right\" : \"left\",\r\n });\r\n }\r\n\r\n public reset() {\r\n for (let idx = 0; idx < this._samples.length; ++idx) {\r\n this._samples.at(idx).copyFromFloats(0, 0);\r\n }\r\n }\r\n\r\n private get _samePointCheckStartIdx() {\r\n return Math.floor(this._samples.length / 3);\r\n }\r\n\r\n private get _samePointSquaredDistanceThreshold() {\r\n return 0.03 * 0.03;\r\n }\r\n\r\n private get _apexSquaredDistanceThreshold() {\r\n return 0.09 * 0.09;\r\n }\r\n\r\n private get _squaredProjectionDistanceThreshold() {\r\n return 0.03 * 0.03;\r\n }\r\n\r\n private get _axisToApexShrinkFactor() {\r\n return 0.8;\r\n }\r\n\r\n private get _axisToApexExtendFactor() {\r\n return -1.6;\r\n }\r\n\r\n private get _entropyDecayFactor() {\r\n return 0.93;\r\n }\r\n\r\n private get _entropyThreshold() {\r\n return 0.4;\r\n }\r\n}\r\n\r\nclass WalkingTracker {\r\n private _leftApex = new Vector2();\r\n private _rightApex = new Vector2();\r\n private _currentPosition = new Vector2();\r\n private _axis = new Vector2();\r\n private _axisLength = -1;\r\n private _forward = new Vector2();\r\n private _steppingLeft = false;\r\n private _t = -1;\r\n private _maxT = -1;\r\n private _maxTPosition = new Vector2();\r\n private _vitality = 0;\r\n\r\n public onMovement = new Observable<{ deltaT: number }>();\r\n public onFootfall = new Observable<{ foot: \"left\" | \"right\" }>();\r\n\r\n constructor(leftApex: Vector2, rightApex: Vector2, currentPosition: Vector2, currentStepDirection: \"left\" | \"right\") {\r\n this._reset(leftApex, rightApex, currentPosition, currentStepDirection === \"left\");\r\n }\r\n\r\n private _reset(leftApex: Vector2, rightApex: Vector2, currentPosition: Vector2, steppingLeft: boolean) {\r\n this._leftApex.copyFrom(leftApex);\r\n this._rightApex.copyFrom(rightApex);\r\n this._steppingLeft = steppingLeft;\r\n\r\n if (this._steppingLeft) {\r\n this._leftApex.subtractToRef(this._rightApex, this._axis);\r\n this._forward.copyFromFloats(-this._axis.y, this._axis.x);\r\n } else {\r\n this._rightApex.subtractToRef(this._leftApex, this._axis);\r\n this._forward.copyFromFloats(this._axis.y, -this._axis.x);\r\n }\r\n this._axisLength = this._axis.length();\r\n this._forward.scaleInPlace(1 / this._axisLength);\r\n\r\n this._updateTAndVitality(currentPosition.x, currentPosition.y);\r\n this._maxT = this._t;\r\n this._maxTPosition.copyFrom(currentPosition);\r\n\r\n this._vitality = 1;\r\n }\r\n\r\n private _updateTAndVitality(x: number, y: number) {\r\n this._currentPosition.copyFromFloats(x, y);\r\n\r\n if (this._steppingLeft) {\r\n this._currentPosition.subtractInPlace(this._rightApex);\r\n } else {\r\n this._currentPosition.subtractInPlace(this._leftApex);\r\n }\r\n const priorT = this._t;\r\n const dot = Vector2.Dot(this._currentPosition, this._axis);\r\n this._t = dot / (this._axisLength * this._axisLength);\r\n const projDistSquared = this._currentPosition.lengthSquared() - (dot / this._axisLength) * (dot / this._axisLength);\r\n\r\n // TODO: Extricate the magic.\r\n this._vitality *= 0.92 - 100 * Math.max(projDistSquared - 0.0016, 0) + Math.max(this._t - priorT, 0);\r\n }\r\n\r\n public update(x: number, y: number) {\r\n if (this._vitality < this._vitalityThreshold) {\r\n return false;\r\n }\r\n\r\n const priorT = this._t;\r\n this._updateTAndVitality(x, y);\r\n\r\n if (this._t > this._maxT) {\r\n this._maxT = this._t;\r\n this._maxTPosition.copyFromFloats(x, y);\r\n }\r\n\r\n if (this._vitality < this._vitalityThreshold) {\r\n return false;\r\n }\r\n\r\n if (this._t > priorT) {\r\n this.onMovement.notifyObservers({ deltaT: this._t - priorT });\r\n\r\n if (priorT < 0.5 && this._t >= 0.5) {\r\n this.onFootfall.notifyObservers({ foot: this._steppingLeft ? \"left\" : \"right\" });\r\n }\r\n }\r\n\r\n if (this._t < 0.95 * this._maxT) {\r\n this._currentPosition.copyFromFloats(x, y);\r\n if (this._steppingLeft) {\r\n this._leftApex.copyFrom(this._maxTPosition);\r\n } else {\r\n this._rightApex.copyFrom(this._maxTPosition);\r\n }\r\n this._reset(this._leftApex, this._rightApex, this._currentPosition, !this._steppingLeft);\r\n }\r\n\r\n if (this._axisLength < 0.03) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n private get _vitalityThreshold() {\r\n return 0.1;\r\n }\r\n\r\n get forward() {\r\n return this._forward;\r\n }\r\n}\r\n\r\nclass Walker {\r\n private _engine: Engine;\r\n private _detector = new FirstStepDetector();\r\n private _walker: Nullable<WalkingTracker> = null;\r\n private _movement = new Vector2();\r\n private _millisecondsSinceLastUpdate: number = Walker._MillisecondsPerUpdate;\r\n\r\n private static get _MillisecondsPerUpdate(): number {\r\n // 15 FPS\r\n return 1000 / 15;\r\n }\r\n\r\n public movementThisFrame: Vector3 = Vector3.Zero();\r\n\r\n constructor(engine: Engine) {\r\n this._engine = engine;\r\n this._detector.onFirstStepDetected.add((event) => {\r\n if (!this._walker) {\r\n this._walker = new WalkingTracker(event.leftApex, event.rightApex, event.currentPosition, event.currentStepDirection);\r\n this._walker.onFootfall.add(() => {\r\n Logger.Log(\"Footfall!\");\r\n });\r\n this._walker.onMovement.add((event) => {\r\n this._walker!.forward.scaleAndAddToRef(0.024 * event.deltaT, this._movement);\r\n });\r\n }\r\n });\r\n }\r\n\r\n public update(position: Vector3, forward: Vector3) {\r\n forward.y = 0;\r\n forward.normalize();\r\n\r\n // Enforce reduced framerate\r\n this._millisecondsSinceLastUpdate += this._engine.getDeltaTime();\r\n if (this._millisecondsSinceLastUpdate >= Walker._MillisecondsPerUpdate) {\r\n this._millisecondsSinceLastUpdate -= Walker._MillisecondsPerUpdate;\r\n this._detector.update(position.x, position.z, forward.x, forward.z);\r\n if (this._walker) {\r\n const updated = this._walker.update(position.x, position.z);\r\n if (!updated) {\r\n this._walker = null;\r\n }\r\n }\r\n this._movement.scaleInPlace(0.85);\r\n }\r\n\r\n this.movementThisFrame.set(this._movement.x, 0, this._movement.y);\r\n }\r\n}\r\n\r\n/**\r\n * Options for the walking locomotion feature.\r\n */\r\nexport interface IWebXRWalkingLocomotionOptions {\r\n /**\r\n * The target to be moved by walking locomotion. This should be the transform node\r\n * which is the root of the XR space (i.e., the WebXRCamera's parent node). However,\r\n * for simple cases and legacy purposes, articulating the WebXRCamera itself is also\r\n * supported as a deprecated feature.\r\n */\r\n locomotionTarget: WebXRCamera | TransformNode;\r\n}\r\n\r\n/**\r\n * A module that will enable VR locomotion by detecting when the user walks in place.\r\n */\r\nexport class WebXRWalkingLocomotion extends WebXRAbstractFeature {\r\n /**\r\n * The module's name.\r\n */\r\n public static get Name(): string {\r\n return WebXRFeatureName.WALKING_LOCOMOTION;\r\n }\r\n\r\n /**\r\n * The (Babylon) version of this module.\r\n * This is an integer representing the implementation version.\r\n * This number has no external basis.\r\n */\r\n public static get Version(): number {\r\n return 1;\r\n }\r\n\r\n private _sessionManager: WebXRSessionManager;\r\n private _up: Vector3 = new Vector3();\r\n private _forward: Vector3 = new Vector3();\r\n private _position: Vector3 = new Vector3();\r\n private _movement: Vector3 = new Vector3();\r\n private _walker: Nullable<Walker>;\r\n\r\n private _locomotionTarget: WebXRCamera | TransformNode;\r\n private _isLocomotionTargetWebXRCamera: boolean;\r\n\r\n /**\r\n * The target to be articulated by walking locomotion.\r\n * When the walking locomotion feature detects walking in place, this element's\r\n * X and Z coordinates will be modified to reflect locomotion. This target should\r\n * be either the XR space's origin (i.e., the parent node of the WebXRCamera) or\r\n * the WebXRCamera itself. Note that the WebXRCamera path will modify the position\r\n * of the WebXRCamera directly and is thus discouraged.\r\n */\r\n public get locomotionTarget(): WebXRCamera | TransformNode {\r\n return this._locomotionTarget;\r\n }\r\n\r\n /**\r\n * The target to be articulated by walking locomotion.\r\n * When the walking locomotion feature detects walking in place, this element's\r\n * X and Z coordinates will be modified to reflect locomotion. This target should\r\n * be either the XR space's origin (i.e., the parent node of the WebXRCamera) or\r\n * the WebXRCamera itself. Note that the WebXRCamera path will modify the position\r\n * of the WebXRCamera directly and is thus discouraged.\r\n */\r\n public set locomotionTarget(locomotionTarget: WebXRCamera | TransformNode) {\r\n this._locomotionTarget = locomotionTarget;\r\n this._isLocomotionTargetWebXRCamera = this._locomotionTarget.getClassName() === \"WebXRCamera\";\r\n }\r\n\r\n /**\r\n * Construct a new Walking Locomotion feature.\r\n * @param sessionManager manager for the current XR session\r\n * @param options creation options, prominently including the vector target for locomotion\r\n */\r\n public constructor(sessionManager: WebXRSessionManager, options: IWebXRWalkingLocomotionOptions) {\r\n super(sessionManager);\r\n this._sessionManager = sessionManager;\r\n this.locomotionTarget = options.locomotionTarget;\r\n if (this._isLocomotionTargetWebXRCamera) {\r\n Logger.Warn(\r\n \"Using walking locomotion directly on a WebXRCamera may have unintended interactions with other XR techniques. Using an XR space parent is highly recommended\"\r\n );\r\n }\r\n }\r\n\r\n /**\r\n * Checks whether this feature is compatible with the current WebXR session.\r\n * Walking locomotion is only compatible with \"immersive-vr\" sessions.\r\n * @returns true if compatible, false otherwise\r\n */\r\n public isCompatible(): boolean {\r\n return this._sessionManager.sessionMode === undefined || this._sessionManager.sessionMode === \"immersive-vr\";\r\n }\r\n\r\n /**\r\n * Attaches the feature.\r\n * Typically called automatically by the features manager.\r\n * @returns true if attach succeeded, false otherwise\r\n */\r\n public attach(): boolean {\r\n if (!this.isCompatible || !super.attach()) {\r\n return false;\r\n }\r\n\r\n this._walker = new Walker(this._sessionManager.scene.getEngine());\r\n return true;\r\n }\r\n\r\n /**\r\n * Detaches the feature.\r\n * Typically called automatically by the features manager.\r\n * @returns true if detach succeeded, false otherwise\r\n */\r\n public detach(): boolean {\r\n if (!super.detach()) {\r\n return false;\r\n }\r\n\r\n this._walker = null;\r\n return true;\r\n }\r\n\r\n protected _onXRFrame(frame: XRFrame): void {\r\n const pose = frame.getViewerPose(this._sessionManager.baseReferenceSpace);\r\n if (!pose) {\r\n return;\r\n }\r\n\r\n const handednessScalar = this.locomotionTarget.getScene().useRightHandedSystem ? 1 : -1;\r\n\r\n const m = pose.transform.matrix;\r\n this._up.copyFromFloats(m[4], m[5], handednessScalar * m[6]);\r\n this._forward.copyFromFloats(m[8], m[9], handednessScalar * m[10]);\r\n this._position.copyFromFloats(m[12], m[13], handednessScalar * m[14]);\r\n\r\n // Compute the nape position\r\n this._forward.scaleAndAddToRef(0.05, this._position);\r\n this._up.scaleAndAddToRef(-0.05, this._position);\r\n this._walker!.update(this._position, this._forward);\r\n this._movement.copyFrom(this._walker!.movementThisFrame);\r\n if (!this._isLocomotionTargetWebXRCamera) {\r\n Vector3.TransformNormalToRef(this._movement, this.locomotionTarget.getWorldMatrix(), this._movement);\r\n }\r\n this.locomotionTarget.position.addInPlace(this._movement);\r\n }\r\n}\r\n\r\n//register the plugin\r\nWebXRFeaturesManager.AddWebXRFeature(\r\n WebXRWalkingLocomotion.Name,\r\n (xrSessionManager, options) => {\r\n return () => new WebXRWalkingLocomotion(xrSessionManager, options);\r\n },\r\n WebXRWalkingLocomotion.Version,\r\n false\r\n);\r\n"]}
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@@ -135,7 +135,7 @@ export class WebXRMotionControllerManager {
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static UpdateProfilesList() {
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this._ProfilesList = Tools.LoadFileAsync(this.BaseRepositoryUrl + "/profiles/profilesList.json", false).then((data) => {
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return JSON.parse(data);
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});
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return this._ProfilesList;
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}
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