@babylonjs/core 6.38.1 → 6.40.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Actions/action.js +3 -1
- package/Actions/action.js.map +1 -1
- package/Actions/condition.js +1 -0
- package/Actions/condition.js.map +1 -1
- package/Actions/directActions.d.ts +2 -2
- package/Actions/directActions.js +2 -2
- package/Actions/directActions.js.map +1 -1
- package/Animations/pathCursor.js +1 -0
- package/Animations/pathCursor.js.map +1 -1
- package/Animations/runtimeAnimation.js +1 -1
- package/Animations/runtimeAnimation.js.map +1 -1
- package/Audio/audioEngine.js +5 -0
- package/Audio/audioEngine.js.map +1 -1
- package/Behaviors/Cameras/autoRotationBehavior.d.ts +3 -0
- package/Behaviors/Cameras/autoRotationBehavior.js +3 -0
- package/Behaviors/Cameras/autoRotationBehavior.js.map +1 -1
- package/Behaviors/Meshes/pointerDragBehavior.d.ts +1 -0
- package/Behaviors/Meshes/pointerDragBehavior.js +2 -0
- package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
- package/Behaviors/Meshes/sixDofDragBehavior.js +14 -20
- package/Behaviors/Meshes/sixDofDragBehavior.js.map +1 -1
- package/Bones/bone.d.ts +2 -0
- package/Bones/bone.js +2 -0
- package/Bones/bone.js.map +1 -1
- package/Cameras/Inputs/BaseCameraPointersInput.d.ts +11 -11
- package/Cameras/Inputs/BaseCameraPointersInput.js +12 -12
- package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
- package/Cameras/Inputs/arcRotateCameraPointersInput.d.ts +9 -9
- package/Cameras/Inputs/arcRotateCameraPointersInput.js +9 -9
- package/Cameras/Inputs/arcRotateCameraPointersInput.js.map +1 -1
- package/Cameras/Inputs/followCameraKeyboardMoveInput.d.ts +3 -0
- package/Cameras/Inputs/followCameraKeyboardMoveInput.js +3 -0
- package/Cameras/Inputs/followCameraKeyboardMoveInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraMouseInput.d.ts +1 -1
- package/Cameras/Inputs/freeCameraMouseInput.js +1 -1
- package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
- package/Cameras/VR/vrExperienceHelper.d.ts +2 -2
- package/Cameras/VR/vrExperienceHelper.js +2 -2
- package/Cameras/VR/vrExperienceHelper.js.map +1 -1
- package/Cameras/arcRotateCamera.d.ts +2 -0
- package/Cameras/arcRotateCamera.js +2 -0
- package/Cameras/arcRotateCamera.js.map +1 -1
- package/Cameras/camera.d.ts +2 -0
- package/Cameras/camera.js +4 -0
- package/Cameras/camera.js.map +1 -1
- package/Cameras/followCamera.d.ts +1 -0
- package/Cameras/followCamera.js +1 -0
- package/Cameras/followCamera.js.map +1 -1
- package/Culling/Octrees/octree.d.ts +4 -4
- package/Culling/Octrees/octree.js +4 -4
- package/Culling/Octrees/octree.js.map +1 -1
- package/Debug/debugLayer.d.ts +4 -1
- package/Debug/debugLayer.js +4 -1
- package/Debug/debugLayer.js.map +1 -1
- package/Debug/physicsViewer.d.ts +6 -1
- package/Debug/physicsViewer.js +6 -1
- package/Debug/physicsViewer.js.map +1 -1
- package/Decorators/nodeDecorator.d.ts +5 -4
- package/Decorators/nodeDecorator.js +5 -4
- package/Decorators/nodeDecorator.js.map +1 -1
- package/DeviceInput/eventFactory.d.ts +2 -0
- package/DeviceInput/eventFactory.js +3 -0
- package/DeviceInput/eventFactory.js.map +1 -1
- package/DeviceInput/webDeviceInputSystem.js +3 -0
- package/DeviceInput/webDeviceInputSystem.js.map +1 -1
- package/Engines/Extensions/engine.multiview.js +2 -0
- package/Engines/Extensions/engine.multiview.js.map +1 -1
- package/Engines/Native/nativeDataStream.d.ts +32 -0
- package/Engines/Native/nativeDataStream.js +32 -0
- package/Engines/Native/nativeDataStream.js.map +1 -1
- package/Engines/Native/nativePipelineContext.d.ts +0 -3
- package/Engines/Native/nativePipelineContext.js +0 -3
- package/Engines/Native/nativePipelineContext.js.map +1 -1
- package/Engines/Native/nativeRenderTargetWrapper.js +2 -0
- package/Engines/Native/nativeRenderTargetWrapper.js.map +1 -1
- package/Engines/WebGL/webGLHardwareTexture.js +1 -0
- package/Engines/WebGL/webGLHardwareTexture.js.map +1 -1
- package/Engines/WebGL/webGLPipelineContext.d.ts +0 -3
- package/Engines/WebGL/webGLPipelineContext.js +0 -3
- package/Engines/WebGL/webGLPipelineContext.js.map +1 -1
- package/Engines/WebGL/webGLRenderTargetWrapper.js +1 -0
- package/Engines/WebGL/webGLRenderTargetWrapper.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.readTexture.js +1 -0
- package/Engines/WebGPU/Extensions/engine.readTexture.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheBindGroups.d.ts +1 -0
- package/Engines/WebGPU/webgpuCacheBindGroups.js +1 -0
- package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipeline.js +3 -0
- package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
- package/Engines/WebGPU/webgpuPipelineContext.d.ts +0 -3
- package/Engines/WebGPU/webgpuPipelineContext.js +0 -3
- package/Engines/WebGPU/webgpuPipelineContext.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessingContext.js +1 -0
- package/Engines/WebGPU/webgpuShaderProcessingContext.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.d.ts +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +11 -2
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
- package/Engines/WebGPU/webgpuTextureHelper.js +22 -0
- package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
- package/Engines/WebGPU/webgpuTextureManager.js +2 -1
- package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
- package/Engines/WebGPU/webgpuTintWASM.d.ts +1 -1
- package/Engines/WebGPU/webgpuTintWASM.js +5 -5
- package/Engines/WebGPU/webgpuTintWASM.js.map +1 -1
- package/Engines/engine.d.ts +1 -0
- package/Engines/engine.js +1 -0
- package/Engines/engine.js.map +1 -1
- package/Engines/nativeEngine.d.ts +4 -0
- package/Engines/nativeEngine.js +5 -0
- package/Engines/nativeEngine.js.map +1 -1
- package/Engines/thinEngine.js +7 -2
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.d.ts +1 -1
- package/Engines/webgpuEngine.js +17 -1
- package/Engines/webgpuEngine.js.map +1 -1
- package/FlowGraph/Blocks/Data/Math/flowGraphMathBlocks.d.ts +214 -2
- package/FlowGraph/Blocks/Data/Math/flowGraphMathBlocks.js +214 -6
- package/FlowGraph/Blocks/Data/Math/flowGraphMathBlocks.js.map +1 -1
- package/FlowGraph/Blocks/Data/flowGraphBinaryOperationBlock.d.ts +15 -0
- package/FlowGraph/Blocks/Data/flowGraphBinaryOperationBlock.js +9 -0
- package/FlowGraph/Blocks/Data/flowGraphBinaryOperationBlock.js.map +1 -1
- package/FlowGraph/Blocks/Data/flowGraphCachedOperationBlock.js +6 -6
- package/FlowGraph/Blocks/Data/flowGraphCachedOperationBlock.js.map +1 -1
- package/FlowGraph/Blocks/Data/flowGraphConditionalDataBlock.d.ts +4 -0
- package/FlowGraph/Blocks/Data/flowGraphConditionalDataBlock.js +4 -0
- package/FlowGraph/Blocks/Data/flowGraphConditionalDataBlock.js.map +1 -1
- package/FlowGraph/Blocks/Data/flowGraphConstantBlock.d.ts +17 -1
- package/FlowGraph/Blocks/Data/flowGraphConstantBlock.js +14 -1
- package/FlowGraph/Blocks/Data/flowGraphConstantBlock.js.map +1 -1
- package/FlowGraph/Blocks/Data/flowGraphConstantOperationBlock.d.ts +9 -0
- package/FlowGraph/Blocks/Data/flowGraphConstantOperationBlock.js +9 -0
- package/FlowGraph/Blocks/Data/flowGraphConstantOperationBlock.js.map +1 -1
- package/FlowGraph/Blocks/Data/flowGraphCoordinateTransformBlock.d.ts +5 -0
- package/FlowGraph/Blocks/Data/flowGraphCoordinateTransformBlock.js +5 -0
- package/FlowGraph/Blocks/Data/flowGraphCoordinateTransformBlock.js.map +1 -1
- package/FlowGraph/Blocks/Data/flowGraphGetPropertyBlock.d.ts +16 -1
- package/FlowGraph/Blocks/Data/flowGraphGetPropertyBlock.js +13 -1
- package/FlowGraph/Blocks/Data/flowGraphGetPropertyBlock.js.map +1 -1
- package/FlowGraph/Blocks/Data/flowGraphGetVariableBlock.d.ts +12 -1
- package/FlowGraph/Blocks/Data/flowGraphGetVariableBlock.js +12 -1
- package/FlowGraph/Blocks/Data/flowGraphGetVariableBlock.js.map +1 -1
- package/FlowGraph/Blocks/Data/flowGraphTernaryOperationBlock.d.ts +18 -0
- package/FlowGraph/Blocks/Data/flowGraphTernaryOperationBlock.js +9 -0
- package/FlowGraph/Blocks/Data/flowGraphTernaryOperationBlock.js.map +1 -1
- package/FlowGraph/Blocks/Data/flowGraphUnaryOperationBlock.d.ts +12 -0
- package/FlowGraph/Blocks/Data/flowGraphUnaryOperationBlock.js +9 -0
- package/FlowGraph/Blocks/Data/flowGraphUnaryOperationBlock.js.map +1 -1
- package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.d.ts +15 -1
- package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.js +12 -1
- package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.js.map +1 -1
- package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.d.ts +18 -2
- package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.js +15 -4
- package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.js.map +1 -1
- package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.d.ts +6 -0
- package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.js +6 -0
- package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.js.map +1 -1
- package/FlowGraph/Blocks/Event/flowGraphSceneTickEventBlock.d.ts +6 -0
- package/FlowGraph/Blocks/Event/flowGraphSceneTickEventBlock.js +6 -0
- package/FlowGraph/Blocks/Event/flowGraphSceneTickEventBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/Animation/flowGraphPauseAnimationBlock.d.ts +5 -2
- package/FlowGraph/Blocks/Execution/Animation/flowGraphPauseAnimationBlock.js +4 -1
- package/FlowGraph/Blocks/Execution/Animation/flowGraphPauseAnimationBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.d.ts +15 -1
- package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.js +12 -1
- package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/Animation/flowGraphStopAnimationBlock.d.ts +4 -1
- package/FlowGraph/Blocks/Execution/Animation/flowGraphStopAnimationBlock.js +3 -0
- package/FlowGraph/Blocks/Execution/Animation/flowGraphStopAnimationBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphBranchBlock.d.ts +3 -0
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphBranchBlock.js +3 -0
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphBranchBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCounterBlock.d.ts +3 -0
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCounterBlock.js +3 -0
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCounterBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDebounceBlock.d.ts +3 -0
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDebounceBlock.js +3 -0
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDebounceBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDoNBlock.d.ts +14 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDoNBlock.js +11 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDoNBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphFlipFlopBlock.d.ts +3 -0
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphFlipFlopBlock.js +3 -0
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphFlipFlopBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphForLoopBlock.d.ts +3 -0
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphForLoopBlock.js +3 -0
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphForLoopBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphMultiGateBlock.d.ts +15 -2
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphMultiGateBlock.js +12 -4
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphMultiGateBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphSequenceBlock.d.ts +14 -2
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphSequenceBlock.js +11 -4
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphSequenceBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphSwitchBlock.d.ts +15 -2
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphSwitchBlock.js +12 -4
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphSwitchBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphThrottleBlock.d.ts +3 -0
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphThrottleBlock.js +3 -0
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphThrottleBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphTimerBlock.d.ts +6 -0
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphTimerBlock.js +6 -0
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphTimerBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWaitAllBlock.d.ts +15 -2
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWaitAllBlock.js +12 -3
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWaitAllBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWhileLoopBlock.d.ts +18 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWhileLoopBlock.js +15 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWhileLoopBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.d.ts +6 -0
- package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.js +6 -0
- package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/flowGraphSendCustomEventBlock.d.ts +14 -2
- package/FlowGraph/Blocks/Execution/flowGraphSendCustomEventBlock.js +11 -4
- package/FlowGraph/Blocks/Execution/flowGraphSendCustomEventBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/flowGraphSetPropertyBlock.d.ts +15 -1
- package/FlowGraph/Blocks/Execution/flowGraphSetPropertyBlock.js +12 -1
- package/FlowGraph/Blocks/Execution/flowGraphSetPropertyBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.d.ts +14 -1
- package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.js +11 -1
- package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.js.map +1 -1
- package/FlowGraph/flowGraph.d.ts +16 -8
- package/FlowGraph/flowGraph.js +13 -8
- package/FlowGraph/flowGraph.js.map +1 -1
- package/FlowGraph/flowGraphBlock.d.ts +54 -5
- package/FlowGraph/flowGraphBlock.js +50 -11
- package/FlowGraph/flowGraphBlock.js.map +1 -1
- package/FlowGraph/flowGraphConnection.d.ts +10 -6
- package/FlowGraph/flowGraphConnection.js +10 -6
- package/FlowGraph/flowGraphConnection.js.map +1 -1
- package/FlowGraph/flowGraphContext.d.ts +10 -8
- package/FlowGraph/flowGraphContext.js +10 -8
- package/FlowGraph/flowGraphContext.js.map +1 -1
- package/FlowGraph/flowGraphCoordinator.d.ts +27 -1
- package/FlowGraph/flowGraphCoordinator.js +18 -2
- package/FlowGraph/flowGraphCoordinator.js.map +1 -1
- package/FlowGraph/flowGraphDataConnection.d.ts +26 -1
- package/FlowGraph/flowGraphDataConnection.js +23 -1
- package/FlowGraph/flowGraphDataConnection.js.map +1 -1
- package/FlowGraph/flowGraphExecutionBlock.d.ts +27 -1
- package/FlowGraph/flowGraphExecutionBlock.js +22 -4
- package/FlowGraph/flowGraphExecutionBlock.js.map +1 -1
- package/FlowGraph/flowGraphRichTypes.d.ts +24 -1
- package/FlowGraph/flowGraphRichTypes.js +18 -1
- package/FlowGraph/flowGraphRichTypes.js.map +1 -1
- package/FlowGraph/flowGraphSignalConnection.d.ts +2 -0
- package/FlowGraph/flowGraphSignalConnection.js +2 -0
- package/FlowGraph/flowGraphSignalConnection.js.map +1 -1
- package/Gamepads/gamepad.d.ts +2 -2
- package/Gamepads/gamepad.js +2 -2
- package/Gamepads/gamepad.js.map +1 -1
- package/Gamepads/gamepadSceneComponent.js +2 -0
- package/Gamepads/gamepadSceneComponent.js.map +1 -1
- package/Gizmos/axisScaleGizmo.d.ts +2 -0
- package/Gizmos/axisScaleGizmo.js +2 -0
- package/Gizmos/axisScaleGizmo.js.map +1 -1
- package/Gizmos/boundingBoxGizmo.d.ts +19 -0
- package/Gizmos/boundingBoxGizmo.js +36 -15
- package/Gizmos/boundingBoxGizmo.js.map +1 -1
- package/Gizmos/cameraGizmo.js +1 -0
- package/Gizmos/cameraGizmo.js.map +1 -1
- package/Gizmos/gizmo.d.ts +4 -1
- package/Gizmos/gizmo.js +1 -0
- package/Gizmos/gizmo.js.map +1 -1
- package/Gizmos/gizmoManager.d.ts +18 -0
- package/Gizmos/gizmoManager.js +34 -0
- package/Gizmos/gizmoManager.js.map +1 -1
- package/Gizmos/lightGizmo.d.ts +1 -0
- package/Gizmos/lightGizmo.js +1 -0
- package/Gizmos/lightGizmo.js.map +1 -1
- package/Gizmos/planeRotationGizmo.d.ts +2 -0
- package/Gizmos/planeRotationGizmo.js +2 -0
- package/Gizmos/planeRotationGizmo.js.map +1 -1
- package/Gizmos/positionGizmo.d.ts +11 -0
- package/Gizmos/positionGizmo.js +19 -0
- package/Gizmos/positionGizmo.js.map +1 -1
- package/Gizmos/rotationGizmo.d.ts +14 -0
- package/Gizmos/rotationGizmo.js +14 -0
- package/Gizmos/rotationGizmo.js.map +1 -1
- package/Gizmos/scaleGizmo.d.ts +18 -1
- package/Gizmos/scaleGizmo.js +19 -1
- package/Gizmos/scaleGizmo.js.map +1 -1
- package/Helpers/environmentHelper.d.ts +4 -2
- package/Helpers/environmentHelper.js +4 -2
- package/Helpers/environmentHelper.js.map +1 -1
- package/Layers/effectLayer.d.ts +1 -0
- package/Layers/effectLayer.js +1 -0
- package/Layers/effectLayer.js.map +1 -1
- package/Layers/glowLayer.d.ts +3 -1
- package/Layers/glowLayer.js +3 -1
- package/Layers/glowLayer.js.map +1 -1
- package/Layers/highlightLayer.d.ts +3 -2
- package/Layers/highlightLayer.js +3 -2
- package/Layers/highlightLayer.js.map +1 -1
- package/Lights/light.d.ts +1 -1
- package/Lights/light.js +1 -1
- package/Lights/light.js.map +1 -1
- package/Loading/sceneLoader.d.ts +9 -0
- package/Loading/sceneLoader.js +11 -0
- package/Loading/sceneLoader.js.map +1 -1
- package/Materials/Background/backgroundMaterial.d.ts +2 -2
- package/Materials/Background/backgroundMaterial.js +2 -2
- package/Materials/Background/backgroundMaterial.js.map +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.d.ts +72 -0
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +230 -0
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -0
- package/Materials/GreasedLine/greasedLineMaterialInterfaces.d.ts +1 -1
- package/Materials/GreasedLine/greasedLineMaterialInterfaces.js.map +1 -1
- package/Materials/GreasedLine/greasedLinePluginMaterial.d.ts +2 -2
- package/Materials/GreasedLine/greasedLinePluginMaterial.js +2 -2
- package/Materials/GreasedLine/greasedLinePluginMaterial.js.map +1 -1
- package/Materials/GreasedLine/greasedLineSimpleMaterial.d.ts +0 -1
- package/Materials/GreasedLine/greasedLineSimpleMaterial.js +0 -1
- package/Materials/GreasedLine/greasedLineSimpleMaterial.js.map +1 -1
- package/Materials/Node/Blocks/Dual/index.d.ts +1 -0
- package/Materials/Node/Blocks/Dual/index.js +1 -0
- package/Materials/Node/Blocks/Dual/index.js.map +1 -1
- package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.d.ts +7 -1
- package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +6 -1
- package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/fragCoordBlock.js +1 -0
- package/Materials/Node/Blocks/Fragment/fragCoordBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/frontFacingBlock.js +1 -0
- package/Materials/Node/Blocks/Fragment/frontFacingBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/screenSizeBlock.js +1 -0
- package/Materials/Node/Blocks/Fragment/screenSizeBlock.js.map +1 -1
- package/Materials/Node/Blocks/Input/prePassTextureBlock.d.ts +1 -1
- package/Materials/Node/Blocks/Input/prePassTextureBlock.js +1 -1
- package/Materials/Node/Blocks/Input/prePassTextureBlock.js.map +1 -1
- package/Materials/Node/Blocks/Teleport/teleportInBlock.d.ts +3 -1
- package/Materials/Node/Blocks/Teleport/teleportInBlock.js +3 -1
- package/Materials/Node/Blocks/Teleport/teleportInBlock.js.map +1 -1
- package/Materials/Node/Blocks/triPlanarBlock.d.ts +1 -0
- package/Materials/Node/Blocks/triPlanarBlock.js +1 -0
- package/Materials/Node/Blocks/triPlanarBlock.js.map +1 -1
- package/Materials/Node/Blocks/worleyNoise3DBlock.d.ts +2 -0
- package/Materials/Node/Blocks/worleyNoise3DBlock.js +2 -0
- package/Materials/Node/Blocks/worleyNoise3DBlock.js.map +1 -1
- package/Materials/Node/nodeMaterial.d.ts +11 -3
- package/Materials/Node/nodeMaterial.js +15 -3
- package/Materials/Node/nodeMaterial.js.map +1 -1
- package/Materials/Node/nodeMaterialBlock.d.ts +3 -1
- package/Materials/Node/nodeMaterialBlock.js +4 -1
- package/Materials/Node/nodeMaterialBlock.js.map +1 -1
- package/Materials/Node/nodeMaterialBlockConnectionPoint.js +1 -0
- package/Materials/Node/nodeMaterialBlockConnectionPoint.js.map +1 -1
- package/Materials/Node/nodeMaterialBuildStateSharedData.js +1 -0
- package/Materials/Node/nodeMaterialBuildStateSharedData.js.map +1 -1
- package/Materials/PBR/pbrBaseMaterial.d.ts +10 -9
- package/Materials/PBR/pbrBaseMaterial.js +10 -9
- package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
- package/Materials/PBR/pbrMaterial.d.ts +2 -1
- package/Materials/PBR/pbrMaterial.js +3 -2
- package/Materials/PBR/pbrMaterial.js.map +1 -1
- package/Materials/PBR/pbrMetallicRoughnessMaterial.d.ts +7 -4
- package/Materials/PBR/pbrMetallicRoughnessMaterial.js +7 -4
- package/Materials/PBR/pbrMetallicRoughnessMaterial.js.map +1 -1
- package/Materials/PBR/pbrSpecularGlossinessMaterial.d.ts +7 -4
- package/Materials/PBR/pbrSpecularGlossinessMaterial.js +7 -4
- package/Materials/PBR/pbrSpecularGlossinessMaterial.js.map +1 -1
- package/Materials/Textures/Loaders/envTextureLoader.js +1 -0
- package/Materials/Textures/Loaders/envTextureLoader.js.map +1 -1
- package/Materials/Textures/Loaders/hdrTextureLoader.js +1 -0
- package/Materials/Textures/Loaders/hdrTextureLoader.js.map +1 -1
- package/Materials/Textures/Loaders/tgaTextureLoader.js +1 -0
- package/Materials/Textures/Loaders/tgaTextureLoader.js.map +1 -1
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{"version":3,"file":"hemisphereBuilder.js","sourceRoot":"","sources":["../../../../../dev/core/src/Meshes/Builders/hemisphereBuilder.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,IAAI,EAAE,MAAM,SAAS,CAAC;AAE/B,OAAO,EAAE,YAAY,EAAE,MAAM,2BAA2B,CAAC;AACzD,OAAO,EAAE,UAAU,EAAE,MAAM,eAAe,CAAC;AAE3C;;;;;;;;;GASG;AACH,MAAM,UAAU,gBAAgB,CAAC,IAAY,EAAE,UAA8E,EAAE,EAAE,KAAa;IAC1I,IAAI,CAAC,OAAO,CAAC,QAAQ,EAAE;QACnB,OAAO,CAAC,QAAQ,GAAG,CAAC,CAAC;KACxB;IACD,IAAI,CAAC,OAAO,CAAC,QAAQ,EAAE;QACnB,OAAO,CAAC,QAAQ,GAAG,EAAE,CAAC;KACzB;IAED,MAAM,UAAU,GAAG,YAAY,CAAC,EAAE,EAAE,EAAE,KAAK,EAAE,GAAG,EAAE,QAAQ,EAAE,OAAO,CAAC,QAAQ,EAAE,QAAQ,EAAE,OAAO,CAAC,QAAQ,EAAE,EAAE,KAAK,CAAC,CAAC;IACnH,MAAM,IAAI,GAAG,UAAU,CAAC,EAAE,EAAE,EAAE,MAAM,EAAE,OAAO,CAAC,QAAQ,GAAG,CAAC,EAAE,YAAY,EAAE,OAAO,CAAC,QAAQ,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,OAAO,CAAC,QAAQ,CAAC,EAAE,EAAE,KAAK,CAAC,CAAC;IAClI,IAAI,CAAC,QAAQ,CAAC,CAAC,GAAG,CAAC,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;IAC/B,IAAI,CAAC,MAAM,GAAG,UAAU,CAAC;IAEzB,MAAM,MAAM,GAAS,IAAI,CAAC,WAAW,CAAC,CAAC,IAAI,EAAE,UAAU,CAAC,EAAE,IAAI,CAAC,CAAC;IAChE,MAAM,CAAC,IAAI,GAAG,IAAI,CAAC;IAEnB,OAAO,MAAM,CAAC;AAClB,CAAC;AACD;;;GAGG;AACH,MAAM,CAAC,MAAM,iBAAiB,GAAG;IAC7B,gEAAgE;IAChE,gBAAgB;CACnB,CAAC;AAEF;;;;;;;GAOG;AACH,IAAI,CAAC,gBAAgB,GAAG,CAAC,IAAY,EAAE,QAAgB,EAAE,QAAgB,EAAE,KAAa,EAAQ,EAAE;IAC9F,MAAM,OAAO,GAAG;QACZ,QAAQ,EAAE,QAAQ;QAClB,QAAQ,EAAE,QAAQ;KACrB,CAAC;IAEF,OAAO,gBAAgB,CAAC,IAAI,EAAE,OAAO,EAAE,KAAK,CAAC,CAAC;AAClD,CAAC,CAAC","sourcesContent":["import { Mesh } from \"../mesh\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { CreateSphere } from \"../Builders/sphereBuilder\";\r\nimport { CreateDisc } from \"./discBuilder\";\r\n\r\n/**\r\n * Creates a hemisphere mesh\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param options.segments\r\n * @param options.diameter\r\n * @param options.sideOrientation\r\n * @param scene defines the hosting scene\r\n * @returns the hemisphere mesh\r\n */\r\nexport function CreateHemisphere(name: string, options: { segments?: number; diameter?: number; sideOrientation?: number } = {}, scene?: Scene): Mesh {\r\n if (!options.diameter) {\r\n options.diameter = 1;\r\n }\r\n if (!options.segments) {\r\n options.segments = 16;\r\n }\r\n\r\n const halfSphere = CreateSphere(\"\", { slice: 0.5, diameter: options.diameter, segments: options.segments }, scene);\r\n const disc = CreateDisc(\"\", { radius: options.diameter / 2, tessellation: options.segments * 3 + (4 - options.segments) }, scene);\r\n disc.rotation.x = -Math.PI / 2;\r\n disc.parent = halfSphere;\r\n\r\n const merged = <Mesh>Mesh.MergeMeshes([disc, halfSphere], true);\r\n merged.name = name;\r\n\r\n return merged;\r\n}\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n * @deprecated use the function directly from the module\r\n */\r\nexport const HemisphereBuilder = {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CreateHemisphere,\r\n};\r\n\r\n/**\r\n * Creates a hemispheric light\r\n * @param name\r\n * @param segments\r\n * @param diameter\r\n * @param scene\r\n * @returns the mesh\r\n */\r\nMesh.CreateHemisphere = (name: string, segments: number, diameter: number, scene?: Scene): Mesh => {\r\n const options = {\r\n segments: segments,\r\n diameter: diameter,\r\n };\r\n\r\n return CreateHemisphere(name, options, scene);\r\n};\r\n"]}
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/** Extract holes based on CW / CCW */
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@@ -5,27 +5,48 @@ import { TransformNode } from "../transformNode.js";
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import { ExtrudePolygon } from "./polygonBuilder.js";
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class ShapePath {
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-
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type { Color4 } from \"../../Maths/math.color\";\r\nimport { Path2 } from \"../../Maths/math.path\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport type { Vector4 } from \"../../Maths/math.vector\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { Mesh } from \"../mesh\";\r\nimport { TransformNode } from \"../transformNode\";\r\nimport { ExtrudePolygon } from \"./polygonBuilder\";\r\n\r\ndeclare let earcut: any;\r\n\r\n/**\r\n * Parser inspired by https://github.com/mrdoob/three.js/blob/master/examples/jsm/loaders/FontLoader.js\r\n */\r\n\r\n// Interfaces\r\n\r\n/**\r\n * Represents glyph data generated by http://gero3.github.io/facetype.js/\r\n */\r\nexport interface IGlyphData {\r\n /** Commands used to draw (line, move, curve, etc..) */\r\n o: string;\r\n\r\n /** Width */\r\n ha: number;\r\n}\r\n\r\n/**\r\n * Represents font data generated by http://gero3.github.io/facetype.js/\r\n */\r\nexport interface IFontData {\r\n /**\r\n * Font resolution\r\n */\r\n resolution: number;\r\n /** Underline tickness */\r\n underlineThickness: number;\r\n /** Bounding box */\r\n boundingBox: {\r\n yMax: number;\r\n yMin: number;\r\n };\r\n /** List of supported glyphs */\r\n glyphs: { [key: string]: IGlyphData };\r\n}\r\n\r\n// Shape functions\r\nclass ShapePath {\r\n private _paths: Path2[] = [];\r\n private _tempPaths: Path2[] = [];\r\n private _holes: Path2[] = [];\r\n private _currentPath: Path2;\r\n private _resolution: number;\r\n\r\n /** Create the ShapePath used to support glyphs */\r\n constructor(resolution: number) {\r\n this._resolution = resolution;\r\n }\r\n\r\n /** Move the virtual cursor to a coordinate */\r\n moveTo(x: number, y: number) {\r\n this._currentPath = new Path2(x, y);\r\n this._tempPaths.push(this._currentPath);\r\n }\r\n\r\n /** Draw a line from the virtual cursor to a given coordinate */\r\n lineTo(x: number, y: number) {\r\n this._currentPath.addLineTo(x, y);\r\n }\r\n\r\n /** Create a quadratic curve from the virtual cursor to a given coordinate */\r\n quadraticCurveTo(cpx: number, cpy: number, x: number, y: number) {\r\n this._currentPath.addQuadraticCurveTo(cpx, cpy, x, y, this._resolution);\r\n }\r\n\r\n /** Create a bezier curve from the virtual cursor to a given coordinate */\r\n bezierCurveTo(cpx1: number, cpy1: number, cpx2: number, cpy2: number, x: number, y: number) {\r\n this._currentPath.addBezierCurveTo(cpx1, cpy1, cpx2, cpy2, x, y, this._resolution);\r\n }\r\n\r\n /** Extract holes based on CW / CCW */\r\n extractHoles() {\r\n for (const path of this._tempPaths) {\r\n if (path.area() > 0) {\r\n this._holes.push(path);\r\n } else {\r\n this._paths.push(path);\r\n }\r\n }\r\n\r\n if (!this._paths.length && this._holes.length) {\r\n const temp = this._holes;\r\n this._holes = this._paths;\r\n this._paths = temp;\r\n }\r\n\r\n this._tempPaths.length = 0;\r\n }\r\n\r\n /** Gets the list of paths */\r\n get paths() {\r\n return this._paths;\r\n }\r\n\r\n /** Gets the list of holes */\r\n get holes() {\r\n return this._holes;\r\n }\r\n}\r\n\r\n// Utility functions\r\nfunction CreateShapePath(\r\n char: string,\r\n scale: number,\r\n offsetX: number,\r\n offsetY: number,\r\n resolution: number,\r\n fontData: IFontData\r\n): Nullable<{\r\n offsetX: number;\r\n shapePath: ShapePath;\r\n}> {\r\n const glyph = fontData.glyphs[char] || fontData.glyphs[\"?\"];\r\n\r\n if (!glyph) {\r\n // return if there is no glyph data\r\n return null;\r\n }\r\n\r\n const shapePath = new ShapePath(resolution);\r\n\r\n if (glyph.o) {\r\n const outline = glyph.o.split(\" \");\r\n\r\n for (let i = 0, l = outline.length; i < l; ) {\r\n const action = outline[i++];\r\n\r\n switch (action) {\r\n case \"m\": {\r\n // moveTo\r\n const x = parseInt(outline[i++]) * scale + offsetX;\r\n const y = parseInt(outline[i++]) * scale + offsetY;\r\n\r\n shapePath.moveTo(x, y);\r\n break;\r\n }\r\n case \"l\": {\r\n // lineTo\r\n const x = parseInt(outline[i++]) * scale + offsetX;\r\n const y = parseInt(outline[i++]) * scale + offsetY;\r\n\r\n shapePath.lineTo(x, y);\r\n break;\r\n }\r\n case \"q\": {\r\n // quadraticCurveTo\r\n const cpx = parseInt(outline[i++]) * scale + offsetX;\r\n const cpy = parseInt(outline[i++]) * scale + offsetY;\r\n const cpx1 = parseInt(outline[i++]) * scale + offsetX;\r\n const cpy1 = parseInt(outline[i++]) * scale + offsetY;\r\n\r\n shapePath.quadraticCurveTo(cpx1, cpy1, cpx, cpy);\r\n break;\r\n }\r\n case \"b\": {\r\n // bezierCurveTo\r\n const cpx = parseInt(outline[i++]) * scale + offsetX;\r\n const cpy = parseInt(outline[i++]) * scale + offsetY;\r\n const cpx1 = parseInt(outline[i++]) * scale + offsetX;\r\n const cpy1 = parseInt(outline[i++]) * scale + offsetY;\r\n const cpx2 = parseInt(outline[i++]) * scale + offsetX;\r\n const cpy2 = parseInt(outline[i++]) * scale + offsetY;\r\n\r\n shapePath.bezierCurveTo(cpx1, cpy1, cpx2, cpy2, cpx, cpy);\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Extract holes (based on clockwise data)\r\n shapePath.extractHoles();\r\n\r\n return { offsetX: glyph.ha * scale, shapePath: shapePath };\r\n}\r\n\r\n/**\r\n * Creates shape paths from a text and font\r\n * @param text the text\r\n * @param size size of the font\r\n * @param resolution resolution of the font\r\n * @param fontData defines the font data (can be generated with http://gero3.github.io/facetype.js/)\r\n * @returns array of ShapePath objects\r\n */\r\nexport function CreateTextShapePaths(text: string, size: number, resolution: number, fontData: IFontData) {\r\n const chars = Array.from(text);\r\n const scale = size / fontData.resolution;\r\n const line_height = (fontData.boundingBox.yMax - fontData.boundingBox.yMin + fontData.underlineThickness) * scale;\r\n\r\n const shapePaths: ShapePath[] = [];\r\n\r\n let offsetX = 0,\r\n offsetY = 0;\r\n\r\n for (let i = 0; i < chars.length; i++) {\r\n const char = chars[i];\r\n\r\n if (char === \"\\n\") {\r\n offsetX = 0;\r\n offsetY -= line_height;\r\n } else {\r\n const ret = CreateShapePath(char, scale, offsetX, offsetY, resolution, fontData);\r\n\r\n if (ret) {\r\n offsetX += ret.offsetX;\r\n shapePaths.push(ret.shapePath);\r\n }\r\n }\r\n }\r\n\r\n return shapePaths;\r\n}\r\n\r\n/**\r\n * Create a text mesh\r\n * @param name defines the name of the mesh\r\n * @param text defines the text to use to build the mesh\r\n * @param fontData defines the font data (can be generated with http://gero3.github.io/facetype.js/)\r\n * @param options defines options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @param earcutInjection can be used to inject your own earcut reference\r\n * @returns a new Mesh\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set/text\r\n */\r\nexport function CreateText(\r\n name: string,\r\n text: string,\r\n fontData: IFontData,\r\n options: {\r\n size?: number;\r\n resolution?: number;\r\n depth?: number;\r\n sideOrientation?: number;\r\n faceUV?: Vector4[];\r\n faceColors?: Color4[];\r\n perLetterFaceUV?: (letterIndex: number) => Vector4[];\r\n perLetterFaceColors?: (letterIndex: number) => Color4[];\r\n } = {\r\n size: 50,\r\n resolution: 8,\r\n depth: 1.0,\r\n },\r\n scene: Nullable<Scene> = null,\r\n earcutInjection = earcut\r\n): Nullable<Mesh> {\r\n // First we need to generate the paths\r\n const shapePaths = CreateTextShapePaths(text, options.size || 50, options.resolution || 8, fontData);\r\n\r\n // And extrude them\r\n const meshes: Mesh[] = [];\r\n let letterIndex = 0;\r\n for (const shapePath of shapePaths) {\r\n if (!shapePath.paths.length) {\r\n continue;\r\n }\r\n\r\n const holes = shapePath.holes.slice(); // Copy it as we will update the copy\r\n for (const path of shapePath.paths) {\r\n const holeVectors: Vector3[][] = [];\r\n const shapeVectors: Vector3[] = [];\r\n const points = path.getPoints();\r\n for (const point of points) {\r\n shapeVectors.push(new Vector3(point.x, 0, point.y)); // ExtrudePolygon expects data on the xz plane\r\n }\r\n\r\n // Holes\r\n const localHolesCopy = holes.slice();\r\n for (const hole of localHolesCopy) {\r\n const points = hole.getPoints();\r\n\r\n let found = false;\r\n for (const point of points) {\r\n if (path.isPointInside(point)) {\r\n found = true;\r\n break;\r\n }\r\n }\r\n\r\n if (!found) {\r\n continue;\r\n }\r\n\r\n const holePoints: Vector3[] = [];\r\n for (const point of points) {\r\n holePoints.push(new Vector3(point.x, 0, point.y)); // ExtrudePolygon expects data on the xz plane\r\n }\r\n holeVectors.push(holePoints);\r\n\r\n // Remove the hole as it was already used\r\n holes.splice(holes.indexOf(hole), 1);\r\n }\r\n\r\n // There is at least a hole but it was unaffected\r\n if (!holeVectors.length && holes.length) {\r\n for (const hole of holes) {\r\n const points = hole.getPoints();\r\n const holePoints: Vector3[] = [];\r\n for (const point of points) {\r\n holePoints.push(new Vector3(point.x, 0, point.y)); // ExtrudePolygon expects data on the xz plane\r\n }\r\n holeVectors.push(holePoints);\r\n }\r\n }\r\n\r\n // Extrusion!\r\n const mesh = ExtrudePolygon(\r\n name,\r\n {\r\n shape: shapeVectors,\r\n holes: holeVectors.length ? holeVectors : undefined,\r\n depth: options.depth || 1.0,\r\n faceUV: options.faceUV || options.perLetterFaceUV?.(letterIndex),\r\n faceColors: options.faceColors || options.perLetterFaceColors?.(letterIndex),\r\n sideOrientation: Mesh._GetDefaultSideOrientation(options.sideOrientation || Mesh.DOUBLESIDE),\r\n },\r\n scene,\r\n earcutInjection\r\n );\r\n meshes.push(mesh);\r\n letterIndex++;\r\n }\r\n }\r\n\r\n // Then we can merge everyone into one single mesh\r\n const newMesh = Mesh.MergeMeshes(meshes, true, true);\r\n\r\n if (newMesh) {\r\n // Move pivot to desired center / bottom / center position\r\n const bbox = newMesh.getBoundingInfo().boundingBox;\r\n newMesh.position.x += -(bbox.minimumWorld.x + bbox.maximumWorld.x) / 2; // Mid X\r\n newMesh.position.y += -(bbox.minimumWorld.y + bbox.maximumWorld.y) / 2; // Mid Z as it will rotate\r\n newMesh.position.z += -(bbox.minimumWorld.z + bbox.maximumWorld.z) / 2 + bbox.extendSize.z; // Bottom Y as it will rotate\r\n newMesh.name = name;\r\n\r\n // Rotate 90° Up\r\n const pivot = new TransformNode(\"pivot\", scene);\r\n pivot.rotation.x = -Math.PI / 2;\r\n newMesh.parent = pivot;\r\n\r\n newMesh.bakeCurrentTransformIntoVertices();\r\n\r\n // Remove the pivot\r\n newMesh.parent = null;\r\n pivot.dispose();\r\n }\r\n\r\n return newMesh;\r\n}\r\n"]}
|
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1
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+
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type { Color4 } from \"../../Maths/math.color\";\r\nimport { Path2 } from \"../../Maths/math.path\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport type { Vector4 } from \"../../Maths/math.vector\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { Mesh } from \"../mesh\";\r\nimport { TransformNode } from \"../transformNode\";\r\nimport { ExtrudePolygon } from \"./polygonBuilder\";\r\n\r\ndeclare let earcut: any;\r\n\r\n/**\r\n * Parser inspired by https://github.com/mrdoob/three.js/blob/master/examples/jsm/loaders/FontLoader.js\r\n */\r\n\r\n// Interfaces\r\n\r\n/**\r\n * Represents glyph data generated by http://gero3.github.io/facetype.js/\r\n */\r\nexport interface IGlyphData {\r\n /** Commands used to draw (line, move, curve, etc..) */\r\n o: string;\r\n\r\n /** Width */\r\n ha: number;\r\n}\r\n\r\n/**\r\n * Represents font data generated by http://gero3.github.io/facetype.js/\r\n */\r\nexport interface IFontData {\r\n /**\r\n * Font resolution\r\n */\r\n resolution: number;\r\n /** Underline tickness */\r\n underlineThickness: number;\r\n /** Bounding box */\r\n boundingBox: {\r\n yMax: number;\r\n yMin: number;\r\n };\r\n /** List of supported glyphs */\r\n glyphs: { [key: string]: IGlyphData };\r\n}\r\n\r\n// Shape functions\r\nclass ShapePath {\r\n private _paths: Path2[] = [];\r\n private _tempPaths: Path2[] = [];\r\n private _holes: Path2[] = [];\r\n private _currentPath: Path2;\r\n private _resolution: number;\r\n\r\n /** Create the ShapePath used to support glyphs\r\n * @param resolution defines the resolution used to determine the number of points per curve (default is 4)\r\n */\r\n constructor(resolution: number) {\r\n this._resolution = resolution;\r\n }\r\n\r\n /** Move the virtual cursor to a coordinate\r\n * @param x defines the x coordinate\r\n * @param y defines the y coordinate\r\n */\r\n moveTo(x: number, y: number) {\r\n this._currentPath = new Path2(x, y);\r\n this._tempPaths.push(this._currentPath);\r\n }\r\n\r\n /** Draw a line from the virtual cursor to a given coordinate\r\n * @param x defines the x coordinate\r\n * @param y defines the y coordinate\r\n */\r\n lineTo(x: number, y: number) {\r\n this._currentPath.addLineTo(x, y);\r\n }\r\n\r\n /** Create a quadratic curve from the virtual cursor to a given coordinate\r\n * @param cpx defines the x coordinate of the control point\r\n * @param cpy defines the y coordinate of the control point\r\n * @param x defines the x coordinate of the end point\r\n * @param y defines the y coordinate of the end point\r\n */\r\n quadraticCurveTo(cpx: number, cpy: number, x: number, y: number) {\r\n this._currentPath.addQuadraticCurveTo(cpx, cpy, x, y, this._resolution);\r\n }\r\n\r\n /**\r\n * Create a bezier curve from the virtual cursor to a given coordinate\r\n * @param cpx1 defines the x coordinate of the first control point\r\n * @param cpy1 defines the y coordinate of the first control point\r\n * @param cpx2 defines the x coordinate of the second control point\r\n * @param cpy2 defines the y coordinate of the second control point\r\n * @param x defines the x coordinate of the end point\r\n * @param y defines the y coordinate of the end point\r\n */\r\n bezierCurveTo(cpx1: number, cpy1: number, cpx2: number, cpy2: number, x: number, y: number) {\r\n this._currentPath.addBezierCurveTo(cpx1, cpy1, cpx2, cpy2, x, y, this._resolution);\r\n }\r\n\r\n /** Extract holes based on CW / CCW */\r\n extractHoles() {\r\n for (const path of this._tempPaths) {\r\n if (path.area() > 0) {\r\n this._holes.push(path);\r\n } else {\r\n this._paths.push(path);\r\n }\r\n }\r\n\r\n if (!this._paths.length && this._holes.length) {\r\n const temp = this._holes;\r\n this._holes = this._paths;\r\n this._paths = temp;\r\n }\r\n\r\n this._tempPaths.length = 0;\r\n }\r\n\r\n /** Gets the list of paths */\r\n get paths() {\r\n return this._paths;\r\n }\r\n\r\n /** Gets the list of holes */\r\n get holes() {\r\n return this._holes;\r\n }\r\n}\r\n\r\n// Utility functions\r\nfunction CreateShapePath(\r\n char: string,\r\n scale: number,\r\n offsetX: number,\r\n offsetY: number,\r\n resolution: number,\r\n fontData: IFontData\r\n): Nullable<{\r\n offsetX: number;\r\n shapePath: ShapePath;\r\n}> {\r\n const glyph = fontData.glyphs[char] || fontData.glyphs[\"?\"];\r\n\r\n if (!glyph) {\r\n // return if there is no glyph data\r\n return null;\r\n }\r\n\r\n const shapePath = new ShapePath(resolution);\r\n\r\n if (glyph.o) {\r\n const outline = glyph.o.split(\" \");\r\n\r\n for (let i = 0, l = outline.length; i < l; ) {\r\n const action = outline[i++];\r\n\r\n switch (action) {\r\n case \"m\": {\r\n // moveTo\r\n const x = parseInt(outline[i++]) * scale + offsetX;\r\n const y = parseInt(outline[i++]) * scale + offsetY;\r\n\r\n shapePath.moveTo(x, y);\r\n break;\r\n }\r\n case \"l\": {\r\n // lineTo\r\n const x = parseInt(outline[i++]) * scale + offsetX;\r\n const y = parseInt(outline[i++]) * scale + offsetY;\r\n\r\n shapePath.lineTo(x, y);\r\n break;\r\n }\r\n case \"q\": {\r\n // quadraticCurveTo\r\n const cpx = parseInt(outline[i++]) * scale + offsetX;\r\n const cpy = parseInt(outline[i++]) * scale + offsetY;\r\n const cpx1 = parseInt(outline[i++]) * scale + offsetX;\r\n const cpy1 = parseInt(outline[i++]) * scale + offsetY;\r\n\r\n shapePath.quadraticCurveTo(cpx1, cpy1, cpx, cpy);\r\n break;\r\n }\r\n case \"b\": {\r\n // bezierCurveTo\r\n const cpx = parseInt(outline[i++]) * scale + offsetX;\r\n const cpy = parseInt(outline[i++]) * scale + offsetY;\r\n const cpx1 = parseInt(outline[i++]) * scale + offsetX;\r\n const cpy1 = parseInt(outline[i++]) * scale + offsetY;\r\n const cpx2 = parseInt(outline[i++]) * scale + offsetX;\r\n const cpy2 = parseInt(outline[i++]) * scale + offsetY;\r\n\r\n shapePath.bezierCurveTo(cpx1, cpy1, cpx2, cpy2, cpx, cpy);\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Extract holes (based on clockwise data)\r\n shapePath.extractHoles();\r\n\r\n return { offsetX: glyph.ha * scale, shapePath: shapePath };\r\n}\r\n\r\n/**\r\n * Creates shape paths from a text and font\r\n * @param text the text\r\n * @param size size of the font\r\n * @param resolution resolution of the font\r\n * @param fontData defines the font data (can be generated with http://gero3.github.io/facetype.js/)\r\n * @returns array of ShapePath objects\r\n */\r\nexport function CreateTextShapePaths(text: string, size: number, resolution: number, fontData: IFontData) {\r\n const chars = Array.from(text);\r\n const scale = size / fontData.resolution;\r\n const line_height = (fontData.boundingBox.yMax - fontData.boundingBox.yMin + fontData.underlineThickness) * scale;\r\n\r\n const shapePaths: ShapePath[] = [];\r\n\r\n let offsetX = 0,\r\n offsetY = 0;\r\n\r\n for (let i = 0; i < chars.length; i++) {\r\n const char = chars[i];\r\n\r\n if (char === \"\\n\") {\r\n offsetX = 0;\r\n offsetY -= line_height;\r\n } else {\r\n const ret = CreateShapePath(char, scale, offsetX, offsetY, resolution, fontData);\r\n\r\n if (ret) {\r\n offsetX += ret.offsetX;\r\n shapePaths.push(ret.shapePath);\r\n }\r\n }\r\n }\r\n\r\n return shapePaths;\r\n}\r\n\r\n/**\r\n * Create a text mesh\r\n * @param name defines the name of the mesh\r\n * @param text defines the text to use to build the mesh\r\n * @param fontData defines the font data (can be generated with http://gero3.github.io/facetype.js/)\r\n * @param options defines options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @param earcutInjection can be used to inject your own earcut reference\r\n * @returns a new Mesh\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set/text\r\n */\r\nexport function CreateText(\r\n name: string,\r\n text: string,\r\n fontData: IFontData,\r\n options: {\r\n size?: number;\r\n resolution?: number;\r\n depth?: number;\r\n sideOrientation?: number;\r\n faceUV?: Vector4[];\r\n faceColors?: Color4[];\r\n perLetterFaceUV?: (letterIndex: number) => Vector4[];\r\n perLetterFaceColors?: (letterIndex: number) => Color4[];\r\n } = {\r\n size: 50,\r\n resolution: 8,\r\n depth: 1.0,\r\n },\r\n scene: Nullable<Scene> = null,\r\n earcutInjection = earcut\r\n): Nullable<Mesh> {\r\n // First we need to generate the paths\r\n const shapePaths = CreateTextShapePaths(text, options.size || 50, options.resolution || 8, fontData);\r\n\r\n // And extrude them\r\n const meshes: Mesh[] = [];\r\n let letterIndex = 0;\r\n for (const shapePath of shapePaths) {\r\n if (!shapePath.paths.length) {\r\n continue;\r\n }\r\n\r\n const holes = shapePath.holes.slice(); // Copy it as we will update the copy\r\n for (const path of shapePath.paths) {\r\n const holeVectors: Vector3[][] = [];\r\n const shapeVectors: Vector3[] = [];\r\n const points = path.getPoints();\r\n for (const point of points) {\r\n shapeVectors.push(new Vector3(point.x, 0, point.y)); // ExtrudePolygon expects data on the xz plane\r\n }\r\n\r\n // Holes\r\n const localHolesCopy = holes.slice();\r\n for (const hole of localHolesCopy) {\r\n const points = hole.getPoints();\r\n\r\n let found = false;\r\n for (const point of points) {\r\n if (path.isPointInside(point)) {\r\n found = true;\r\n break;\r\n }\r\n }\r\n\r\n if (!found) {\r\n continue;\r\n }\r\n\r\n const holePoints: Vector3[] = [];\r\n for (const point of points) {\r\n holePoints.push(new Vector3(point.x, 0, point.y)); // ExtrudePolygon expects data on the xz plane\r\n }\r\n holeVectors.push(holePoints);\r\n\r\n // Remove the hole as it was already used\r\n holes.splice(holes.indexOf(hole), 1);\r\n }\r\n\r\n // There is at least a hole but it was unaffected\r\n if (!holeVectors.length && holes.length) {\r\n for (const hole of holes) {\r\n const points = hole.getPoints();\r\n const holePoints: Vector3[] = [];\r\n for (const point of points) {\r\n holePoints.push(new Vector3(point.x, 0, point.y)); // ExtrudePolygon expects data on the xz plane\r\n }\r\n holeVectors.push(holePoints);\r\n }\r\n }\r\n\r\n // Extrusion!\r\n const mesh = ExtrudePolygon(\r\n name,\r\n {\r\n shape: shapeVectors,\r\n holes: holeVectors.length ? holeVectors : undefined,\r\n depth: options.depth || 1.0,\r\n faceUV: options.faceUV || options.perLetterFaceUV?.(letterIndex),\r\n faceColors: options.faceColors || options.perLetterFaceColors?.(letterIndex),\r\n sideOrientation: Mesh._GetDefaultSideOrientation(options.sideOrientation || Mesh.DOUBLESIDE),\r\n },\r\n scene,\r\n earcutInjection\r\n );\r\n meshes.push(mesh);\r\n letterIndex++;\r\n }\r\n }\r\n\r\n // Then we can merge everyone into one single mesh\r\n const newMesh = Mesh.MergeMeshes(meshes, true, true);\r\n\r\n if (newMesh) {\r\n // Move pivot to desired center / bottom / center position\r\n const bbox = newMesh.getBoundingInfo().boundingBox;\r\n newMesh.position.x += -(bbox.minimumWorld.x + bbox.maximumWorld.x) / 2; // Mid X\r\n newMesh.position.y += -(bbox.minimumWorld.y + bbox.maximumWorld.y) / 2; // Mid Z as it will rotate\r\n newMesh.position.z += -(bbox.minimumWorld.z + bbox.maximumWorld.z) / 2 + bbox.extendSize.z; // Bottom Y as it will rotate\r\n newMesh.name = name;\r\n\r\n // Rotate 90° Up\r\n const pivot = new TransformNode(\"pivot\", scene);\r\n pivot.rotation.x = -Math.PI / 2;\r\n newMesh.parent = pivot;\r\n\r\n newMesh.bakeCurrentTransformIntoVertices();\r\n\r\n // Remove the pivot\r\n newMesh.parent = null;\r\n pivot.dispose();\r\n }\r\n\r\n return newMesh;\r\n}\r\n"]}
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import type { Scene } from "../../scene.js";
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import type { Nullable } from "../../types.js";
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import type { BaseTexture } from "../../Materials/Textures/baseTexture.js";
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import { SubMesh } from "../subMesh";
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import type { AbstractMesh } from "../abstractMesh";
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import { Mesh } from "../mesh";
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/**
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* Class used to render a gaussian splatting mesh
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*/
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export declare class GaussianSplattingMesh extends Mesh {
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private _vertexCount;
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private _worker;
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private _frameIdLastUpdate;
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private _modelViewMatrix;
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private _material;
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private _depthMix;
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private _canPostToWorker;
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private _lastProj;
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private _covariancesATexture;
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private _covariancesBTexture;
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private _centersTexture;
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private _colorsTexture;
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/**
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* Gets the covariancesA texture
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*/
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get covariancesATexture(): Nullable<BaseTexture>;
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/**
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* Gets the covariancesB texture
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*/
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get covariancesBTexture(): Nullable<BaseTexture>;
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/**
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* Gets the centers texture
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*/
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get centersTexture(): Nullable<BaseTexture>;
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/**
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* Gets the colors texture
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*/
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get colorsTexture(): Nullable<BaseTexture>;
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/**
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* Creates a new gaussian splatting mesh
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* @param name defines the name of the mesh
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* @param url defines the url to load from (optional)
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* @param scene defines the hosting scene (optional)
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*/
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constructor(name: string, url?: Nullable<string>, scene?: Nullable<Scene>);
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/**
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* Returns the class name
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* @returns "GaussianSplattingMesh"
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*/
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getClassName(): string;
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/**
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* Returns the total number of vertices (splats) within the mesh
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* @returns the total number of vertices
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*/
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getTotalVertices(): number;
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/**
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* Triggers the draw call for the mesh. Usually, you don't need to call this method by your own because the mesh rendering is handled by the scene rendering manager
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* @param subMesh defines the subMesh to render
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* @returns the current mesh
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*/
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render(subMesh: SubMesh, enableAlphaMode: boolean, effectiveMeshReplacement?: AbstractMesh): Mesh;
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/**
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* Loads a .splat Gaussian Splatting array buffer asynchronously
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* @param data arraybuffer containing splat file
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*/
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loadDataAsync(data: ArrayBuffer): Promise<void>;
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/**
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* Loads a .splat Gaussian Splatting file asynchronously
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*/
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loadFileAsync(url: string): Promise<void>;
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/**
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* Releases resources associated with this mesh.
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* @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
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*/
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dispose(doNotRecurse?: boolean): void;
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private static _CreateWorker;
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}
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import { SubMesh } from "../subMesh.js";
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import { Mesh } from "../mesh.js";
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import { VertexData } from "../mesh.vertexData.js";
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import { Tools } from "../../Misc/tools.js";
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import { Matrix, TmpVectors, Vector2, Vector3 } from "../../Maths/math.vector.js";
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import { Logger } from "../../Misc/logger.js";
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import { GaussianSplattingMaterial } from "../../Materials/GaussianSplatting/gaussianSplattingMaterial.js";
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import { RawTexture } from "../../Materials/Textures/rawTexture.js";
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/**
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* Class used to render a gaussian splatting mesh
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*/
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export class GaussianSplattingMesh extends Mesh {
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/**
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* Gets the covariancesA texture
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*/
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get covariancesATexture() {
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return this._covariancesATexture;
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}
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/**
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* Gets the covariancesB texture
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*/
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get covariancesBTexture() {
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return this._covariancesBTexture;
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}
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/**
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* Gets the centers texture
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*/
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get centersTexture() {
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return this._centersTexture;
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}
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/**
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* Gets the colors texture
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*/
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get colorsTexture() {
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return this._colorsTexture;
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}
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/**
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* Creates a new gaussian splatting mesh
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* @param name defines the name of the mesh
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* @param url defines the url to load from (optional)
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* @param scene defines the hosting scene (optional)
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*/
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constructor(name, url = null, scene = null) {
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super(name, scene);
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this._vertexCount = 0;
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this._worker = null;
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this._frameIdLastUpdate = -1;
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this._modelViewMatrix = Matrix.Identity();
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this._material = null;
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this._canPostToWorker = true;
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this._covariancesATexture = null;
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this._covariancesBTexture = null;
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this._centersTexture = null;
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this._colorsTexture = null;
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const vertexData = new VertexData();
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vertexData.positions = [-2, -2, 0, 2, -2, 0, 2, 2, 0, -2, 2, 0];
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vertexData.indices = [0, 1, 2, 0, 2, 3];
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vertexData.applyToMesh(this);
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this.subMeshes = [];
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new SubMesh(0, 0, 4, 0, 6, this);
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this.doNotSyncBoundingInfo = true;
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this.setEnabled(false);
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this._lastProj = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0];
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if (url) {
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this.loadFileAsync(url);
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}
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}
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/**
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* Returns the class name
|
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* @returns "GaussianSplattingMesh"
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*/
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getClassName() {
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return "GaussianSplattingMesh";
|
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}
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/**
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* Returns the total number of vertices (splats) within the mesh
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* @returns the total number of vertices
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*/
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getTotalVertices() {
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return this._vertexCount;
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}
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+
/**
|
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* Triggers the draw call for the mesh. Usually, you don't need to call this method by your own because the mesh rendering is handled by the scene rendering manager
|
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+
* @param subMesh defines the subMesh to render
|
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* @param enableAlphaMode defines if alpha mode can be changed
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* @param effectiveMeshReplacement defines an optional mesh used to provide info for the rendering
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* @returns the current mesh
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*/
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render(subMesh, enableAlphaMode, effectiveMeshReplacement) {
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if (!this.material) {
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this._material = new GaussianSplattingMaterial(name + "_material", this._scene);
|
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this.material = this._material;
|
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}
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const frameId = this.getScene().getFrameId();
|
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if (frameId !== this._frameIdLastUpdate && this._worker && this._scene.activeCamera && this._canPostToWorker) {
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this.getWorldMatrix().multiplyToRef(this._scene.activeCamera.getViewMatrix(), this._modelViewMatrix);
|
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const dot = this._lastProj[2] * this._modelViewMatrix.m[2] + this._lastProj[6] * this._modelViewMatrix.m[6] + this._lastProj[10] * this._modelViewMatrix.m[10];
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if (Math.abs(dot - 1) >= 0.01) {
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this._frameIdLastUpdate = frameId;
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this._canPostToWorker = false;
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this._lastProj = this._modelViewMatrix.m.slice(0);
|
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this._worker.postMessage({ view: this._modelViewMatrix.m, depthMix: this._depthMix }, [this._depthMix.buffer]);
|
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}
|
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|
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}
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|
+
return super.render(subMesh, enableAlphaMode, effectiveMeshReplacement);
|
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|
+
}
|
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+
/**
|
|
109
|
+
* Loads a .splat Gaussian Splatting array buffer asynchronously
|
|
110
|
+
* @param data arraybuffer containing splat file
|
|
111
|
+
* @returns a promise that resolves when the operation is complete
|
|
112
|
+
*/
|
|
113
|
+
loadDataAsync(data) {
|
|
114
|
+
return Promise.resolve(this._loadData(data));
|
|
115
|
+
}
|
|
116
|
+
/**
|
|
117
|
+
* Loads a .splat Gaussian Splatting file asynchronously
|
|
118
|
+
* @param url path to the splat file to load
|
|
119
|
+
* @returns a promise that resolves when the operation is complete
|
|
120
|
+
*/
|
|
121
|
+
loadFileAsync(url) {
|
|
122
|
+
return Tools.LoadFileAsync(url, true).then((data) => {
|
|
123
|
+
this._loadData(data);
|
|
124
|
+
});
|
|
125
|
+
}
|
|
126
|
+
/**
|
|
127
|
+
* Releases resources associated with this mesh.
|
|
128
|
+
* @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
|
|
129
|
+
*/
|
|
130
|
+
dispose(doNotRecurse) {
|
|
131
|
+
var _a, _b, _c, _d, _e, _f;
|
|
132
|
+
(_a = this._covariancesATexture) === null || _a === void 0 ? void 0 : _a.dispose();
|
|
133
|
+
(_b = this._covariancesBTexture) === null || _b === void 0 ? void 0 : _b.dispose();
|
|
134
|
+
(_c = this._centersTexture) === null || _c === void 0 ? void 0 : _c.dispose();
|
|
135
|
+
(_d = this._colorsTexture) === null || _d === void 0 ? void 0 : _d.dispose();
|
|
136
|
+
this._covariancesATexture = null;
|
|
137
|
+
this._covariancesBTexture = null;
|
|
138
|
+
this._centersTexture = null;
|
|
139
|
+
this._colorsTexture = null;
|
|
140
|
+
(_e = this._material) === null || _e === void 0 ? void 0 : _e.dispose(false, true);
|
|
141
|
+
this._material = null;
|
|
142
|
+
(_f = this._worker) === null || _f === void 0 ? void 0 : _f.terminate();
|
|
143
|
+
this._worker = null;
|
|
144
|
+
super.dispose(doNotRecurse);
|
|
145
|
+
}
|
|
146
|
+
_loadData(data) {
|
|
147
|
+
var _a;
|
|
148
|
+
// Parse the data
|
|
149
|
+
const uBuffer = new Uint8Array(data);
|
|
150
|
+
const fBuffer = new Float32Array(uBuffer.buffer);
|
|
151
|
+
const rowLength = 3 * 4 + 3 * 4 + 4 + 4;
|
|
152
|
+
const vertexCount = uBuffer.length / rowLength;
|
|
153
|
+
this._vertexCount = vertexCount;
|
|
154
|
+
const textureSize = this._getTextureSize(vertexCount);
|
|
155
|
+
const textureLength = textureSize.x * textureSize.y;
|
|
156
|
+
const positions = new Float32Array(3 * textureLength);
|
|
157
|
+
const covA = new Float32Array(3 * textureLength);
|
|
158
|
+
const covB = new Float32Array(3 * textureLength);
|
|
159
|
+
const matrixRotation = TmpVectors.Matrix[0];
|
|
160
|
+
const matrixScale = TmpVectors.Matrix[1];
|
|
161
|
+
const quaternion = TmpVectors.Quaternion[0];
|
|
162
|
+
const minimum = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
|
|
163
|
+
const maximum = new Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
|
|
164
|
+
for (let i = 0; i < vertexCount; i++) {
|
|
165
|
+
const x = fBuffer[8 * i + 0];
|
|
166
|
+
const y = -fBuffer[8 * i + 1];
|
|
167
|
+
const z = fBuffer[8 * i + 2];
|
|
168
|
+
positions[3 * i + 0] = x;
|
|
169
|
+
positions[3 * i + 1] = y;
|
|
170
|
+
positions[3 * i + 2] = z;
|
|
171
|
+
minimum.minimizeInPlaceFromFloats(x, y, z);
|
|
172
|
+
maximum.maximizeInPlaceFromFloats(x, y, z);
|
|
173
|
+
quaternion.set((uBuffer[32 * i + 28 + 1] - 128) / 128, (uBuffer[32 * i + 28 + 2] - 128) / 128, (uBuffer[32 * i + 28 + 3] - 128) / 128, -(uBuffer[32 * i + 28 + 0] - 128) / 128);
|
|
174
|
+
quaternion.toRotationMatrix(matrixRotation);
|
|
175
|
+
Matrix.ScalingToRef(fBuffer[8 * i + 3 + 0] * 2, fBuffer[8 * i + 3 + 1] * 2, fBuffer[8 * i + 3 + 2] * 2, matrixScale);
|
|
176
|
+
const M = matrixRotation.multiplyToRef(matrixScale, TmpVectors.Matrix[0]).m;
|
|
177
|
+
covA[i * 3 + 0] = M[0] * M[0] + M[1] * M[1] + M[2] * M[2];
|
|
178
|
+
covA[i * 3 + 1] = M[0] * M[4] + M[1] * M[5] + M[2] * M[6];
|
|
179
|
+
covA[i * 3 + 2] = M[0] * M[8] + M[1] * M[9] + M[2] * M[10];
|
|
180
|
+
covB[i * 3 + 0] = M[4] * M[4] + M[5] * M[5] + M[6] * M[6];
|
|
181
|
+
covB[i * 3 + 1] = M[4] * M[8] + M[5] * M[9] + M[6] * M[10];
|
|
182
|
+
covB[i * 3 + 2] = M[8] * M[8] + M[9] * M[9] + M[10] * M[10];
|
|
183
|
+
}
|
|
184
|
+
// Update the mesh
|
|
185
|
+
const binfo = this.getBoundingInfo();
|
|
186
|
+
binfo.reConstruct(minimum, maximum, this.getWorldMatrix());
|
|
187
|
+
binfo.isLocked = true;
|
|
188
|
+
this.forcedInstanceCount = this._vertexCount;
|
|
189
|
+
this.setEnabled(true);
|
|
190
|
+
const splatIndex = new Float32Array(this._vertexCount * 1);
|
|
191
|
+
this.thinInstanceSetBuffer("splatIndex", splatIndex, 1, false);
|
|
192
|
+
// Update the material
|
|
193
|
+
const createTextureFromData = (data, width, height, format) => {
|
|
194
|
+
return new RawTexture(data, width, height, format, this._scene, false, false, 2, 1);
|
|
195
|
+
};
|
|
196
|
+
const convertRgbToRgba = (rgb) => {
|
|
197
|
+
const count = rgb.length / 3;
|
|
198
|
+
const rgba = new Float32Array(count * 4);
|
|
199
|
+
for (let i = 0; i < count; ++i) {
|
|
200
|
+
rgba[i * 4 + 0] = rgb[i * 3 + 0];
|
|
201
|
+
rgba[i * 4 + 1] = rgb[i * 3 + 1];
|
|
202
|
+
rgba[i * 4 + 2] = rgb[i * 3 + 2];
|
|
203
|
+
rgba[i * 4 + 3] = 1.0;
|
|
204
|
+
}
|
|
205
|
+
return rgba;
|
|
206
|
+
};
|
|
207
|
+
const colorArray = new Float32Array(textureSize.x * textureSize.y * 4);
|
|
208
|
+
for (let i = 0; i < this._vertexCount; ++i) {
|
|
209
|
+
colorArray[i * 4 + 0] = uBuffer[32 * i + 24 + 0] / 255;
|
|
210
|
+
colorArray[i * 4 + 1] = uBuffer[32 * i + 24 + 1] / 255;
|
|
211
|
+
colorArray[i * 4 + 2] = uBuffer[32 * i + 24 + 2] / 255;
|
|
212
|
+
colorArray[i * 4 + 3] = uBuffer[32 * i + 24 + 3] / 255;
|
|
213
|
+
}
|
|
214
|
+
this._covariancesATexture = createTextureFromData(convertRgbToRgba(covA), textureSize.x, textureSize.y, 5);
|
|
215
|
+
this._covariancesBTexture = createTextureFromData(convertRgbToRgba(covB), textureSize.x, textureSize.y, 5);
|
|
216
|
+
this._centersTexture = createTextureFromData(convertRgbToRgba(positions), textureSize.x, textureSize.y, 5);
|
|
217
|
+
this._colorsTexture = createTextureFromData(colorArray, textureSize.x, textureSize.y, 5);
|
|
218
|
+
// Start the worker thread
|
|
219
|
+
(_a = this._worker) === null || _a === void 0 ? void 0 : _a.terminate();
|
|
220
|
+
this._worker = new Worker(URL.createObjectURL(new Blob(["(", GaussianSplattingMesh._CreateWorker.toString(), ")(self)"], {
|
|
221
|
+
type: "application/javascript",
|
|
222
|
+
})));
|
|
223
|
+
this._depthMix = new BigInt64Array(vertexCount);
|
|
224
|
+
this._worker.postMessage({ positions, vertexCount }, [positions.buffer]);
|
|
225
|
+
this._worker.onmessage = (e) => {
|
|
226
|
+
this._depthMix = e.data.depthMix;
|
|
227
|
+
const indexMix = new Uint32Array(e.data.depthMix.buffer);
|
|
228
|
+
for (let j = 0; j < this._vertexCount; j++) {
|
|
229
|
+
splatIndex[j] = indexMix[2 * j];
|
|
230
|
+
}
|
|
231
|
+
this.thinInstanceBufferUpdated("splatIndex");
|
|
232
|
+
this._canPostToWorker = true;
|
|
233
|
+
};
|
|
234
|
+
}
|
|
235
|
+
_getTextureSize(length) {
|
|
236
|
+
const engine = this._scene.getEngine();
|
|
237
|
+
const width = engine.getCaps().maxTextureSize;
|
|
238
|
+
let height = 1;
|
|
239
|
+
if (engine.webGLVersion === 1 && !engine.isWebGPU) {
|
|
240
|
+
while (width * height < length) {
|
|
241
|
+
height *= 2;
|
|
242
|
+
}
|
|
243
|
+
}
|
|
244
|
+
else {
|
|
245
|
+
height = Math.ceil(length / width);
|
|
246
|
+
}
|
|
247
|
+
if (height > width) {
|
|
248
|
+
Logger.Error("GaussianSplatting texture size: (" + width + ", " + height + "), maxTextureSize: " + width);
|
|
249
|
+
height = width;
|
|
250
|
+
}
|
|
251
|
+
return new Vector2(width, height);
|
|
252
|
+
}
|
|
253
|
+
}
|
|
254
|
+
GaussianSplattingMesh._CreateWorker = function (self) {
|
|
255
|
+
let vertexCount = 0;
|
|
256
|
+
let positions;
|
|
257
|
+
let depthMix;
|
|
258
|
+
let indices;
|
|
259
|
+
let floatMix;
|
|
260
|
+
self.onmessage = (e) => {
|
|
261
|
+
// updated on init
|
|
262
|
+
if (e.data.positions) {
|
|
263
|
+
positions = e.data.positions;
|
|
264
|
+
vertexCount = e.data.vertexCount;
|
|
265
|
+
}
|
|
266
|
+
// udpate on view changed
|
|
267
|
+
else {
|
|
268
|
+
const viewProj = e.data.view;
|
|
269
|
+
if (!positions || !viewProj) {
|
|
270
|
+
// Sanity check, it shouldn't happen!
|
|
271
|
+
throw new Error("positions or view is not defined!");
|
|
272
|
+
}
|
|
273
|
+
depthMix = e.data.depthMix;
|
|
274
|
+
indices = new Uint32Array(depthMix.buffer);
|
|
275
|
+
floatMix = new Float32Array(depthMix.buffer);
|
|
276
|
+
// Sort
|
|
277
|
+
for (let j = 0; j < vertexCount; j++) {
|
|
278
|
+
indices[2 * j] = j;
|
|
279
|
+
}
|
|
280
|
+
for (let j = 0; j < vertexCount; j++) {
|
|
281
|
+
floatMix[2 * j + 1] = 10000 - (viewProj[2] * positions[3 * j + 0] + viewProj[6] * positions[3 * j + 1] + viewProj[10] * positions[3 * j + 2]);
|
|
282
|
+
}
|
|
283
|
+
depthMix.sort();
|
|
284
|
+
self.postMessage({ depthMix }, [depthMix.buffer]);
|
|
285
|
+
}
|
|
286
|
+
};
|
|
287
|
+
};
|
|
288
|
+
//# sourceMappingURL=gaussianSplattingMesh.js.map
|