@babylonjs/core 6.41.0 → 6.41.2
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/Animations/animatable.js +1 -2
- package/Animations/animatable.js.map +1 -1
- package/Animations/animation.js +4 -6
- package/Animations/animation.js.map +1 -1
- package/Animations/animationGroup.js +3 -3
- package/Animations/animationGroup.js.map +1 -1
- package/Animations/runtimeAnimation.js +1 -1
- package/Animations/runtimeAnimation.js.map +1 -1
- package/Audio/audioEngine.js +3 -5
- package/Audio/audioEngine.js.map +1 -1
- package/Audio/audioSceneComponent.js +1 -2
- package/Audio/audioSceneComponent.js.map +1 -1
- package/Audio/sound.js +48 -74
- package/Audio/sound.js.map +1 -1
- package/Audio/soundTrack.js +6 -12
- package/Audio/soundTrack.js.map +1 -1
- package/BakedVertexAnimation/bakedVertexAnimationManager.js +1 -2
- package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
- package/Behaviors/Cameras/autoRotationBehavior.js +1 -1
- package/Behaviors/Cameras/autoRotationBehavior.js.map +1 -1
- package/Behaviors/Meshes/fadeInOutBehavior.js +2 -4
- package/Behaviors/Meshes/fadeInOutBehavior.js.map +1 -1
- package/Behaviors/Meshes/followBehavior.js +1 -2
- package/Behaviors/Meshes/followBehavior.js.map +1 -1
- package/Behaviors/Meshes/handConstraintBehavior.js +2 -2
- package/Behaviors/Meshes/handConstraintBehavior.js.map +1 -1
- package/Bones/bone.js +4 -6
- package/Bones/bone.js.map +1 -1
- package/Bones/skeleton.js +2 -3
- package/Bones/skeleton.js.map +1 -1
- package/Buffers/buffer.align.js +5 -8
- package/Buffers/buffer.align.js.map +1 -1
- package/Buffers/buffer.js +6 -8
- package/Buffers/buffer.js.map +1 -1
- package/Cameras/Inputs/BaseCameraPointersInput.js +3 -4
- package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
- package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js +3 -5
- package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
- package/Cameras/Inputs/flyCameraMouseInput.js +2 -2
- package/Cameras/Inputs/flyCameraMouseInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraMouseInput.js +2 -2
- package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
- package/Cameras/arcRotateCamera.js +1 -2
- package/Cameras/arcRotateCamera.js.map +1 -1
- package/Cameras/camera.d.ts +5 -0
- package/Cameras/camera.js +18 -11
- package/Cameras/camera.js.map +1 -1
- package/Collisions/pickingInfo.js +1 -1
- package/Collisions/pickingInfo.js.map +1 -1
- package/Compute/computeEffect.js +5 -8
- package/Compute/computeEffect.js.map +1 -1
- package/Compute/computeShader.js +12 -9
- package/Compute/computeShader.js.map +1 -1
- package/Culling/Octrees/octreeSceneComponent.js +1 -2
- package/Culling/Octrees/octreeSceneComponent.js.map +1 -1
- package/Culling/boundingBox.js +2 -3
- package/Culling/boundingBox.js.map +1 -1
- package/Culling/ray.d.ts +6 -1
- package/Culling/ray.js +9 -4
- package/Culling/ray.js.map +1 -1
- package/Debug/debugLayer.js +4 -1
- package/Debug/debugLayer.js.map +1 -1
- package/Debug/directionalLightFrustumViewer.js +7 -9
- package/Debug/directionalLightFrustumViewer.js.map +1 -1
- package/Debug/physicsViewer.js +5 -7
- package/Debug/physicsViewer.js.map +1 -1
- package/Debug/rayHelper.js +1 -2
- package/Debug/rayHelper.js.map +1 -1
- package/Debug/skeletonViewer.js +26 -31
- package/Debug/skeletonViewer.js.map +1 -1
- package/Decorators/nodeDecorator.js +1 -1
- package/Decorators/nodeDecorator.js.map +1 -1
- package/DeviceInput/InputDevices/deviceSourceManager.js +3 -5
- package/DeviceInput/InputDevices/deviceSourceManager.js.map +1 -1
- package/DeviceInput/eventFactory.js +1 -1
- package/DeviceInput/eventFactory.js.map +1 -1
- package/DeviceInput/internalDeviceSourceManager.js +1 -2
- package/DeviceInput/internalDeviceSourceManager.js.map +1 -1
- package/DeviceInput/webDeviceInputSystem.js +9 -12
- package/DeviceInput/webDeviceInputSystem.js.map +1 -1
- package/Engines/Extensions/engine.cubeTexture.js +6 -1
- package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
- package/Engines/Extensions/engine.multiRender.js +3 -4
- package/Engines/Extensions/engine.multiRender.js.map +1 -1
- package/Engines/Extensions/engine.rawTexture.js +4 -4
- package/Engines/Extensions/engine.rawTexture.js.map +1 -1
- package/Engines/Extensions/engine.readTexture.js +2 -3
- package/Engines/Extensions/engine.readTexture.js.map +1 -1
- package/Engines/Extensions/engine.renderTarget.js +9 -5
- package/Engines/Extensions/engine.renderTarget.js.map +1 -1
- package/Engines/Extensions/engine.renderTargetCube.js +9 -1
- package/Engines/Extensions/engine.renderTargetCube.js.map +1 -1
- package/Engines/Extensions/engine.views.js +1 -2
- package/Engines/Extensions/engine.views.js.map +1 -1
- package/Engines/Processors/shaderCodeNode.js +6 -7
- package/Engines/Processors/shaderCodeNode.js.map +1 -1
- package/Engines/Processors/shaderProcessor.js +6 -11
- package/Engines/Processors/shaderProcessor.js.map +1 -1
- package/Engines/WebGL/webGLHardwareTexture.js +1 -2
- package/Engines/WebGL/webGLHardwareTexture.js.map +1 -1
- package/Engines/WebGL/webGLRenderTargetWrapper.js +3 -5
- package/Engines/WebGL/webGLRenderTargetWrapper.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.cubeTexture.js +9 -2
- package/Engines/WebGPU/Extensions/engine.cubeTexture.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.dynamicTexture.js +1 -2
- package/Engines/WebGPU/Extensions/engine.dynamicTexture.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.multiRender.js +5 -6
- package/Engines/WebGPU/Extensions/engine.multiRender.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.query.js +2 -4
- package/Engines/WebGPU/Extensions/engine.query.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.rawTexture.js +4 -4
- package/Engines/WebGPU/Extensions/engine.rawTexture.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.renderTarget.js +11 -5
- package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.renderTargetCube.js +11 -3
- package/Engines/WebGPU/Extensions/engine.renderTargetCube.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.storageBuffer.js +2 -3
- package/Engines/WebGPU/Extensions/engine.storageBuffer.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.textureSampler.js +1 -2
- package/Engines/WebGPU/Extensions/engine.textureSampler.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.videoTexture.js +1 -2
- package/Engines/WebGPU/Extensions/engine.videoTexture.js.map +1 -1
- package/Engines/WebGPU/webgpuBufferManager.js +1 -1
- package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheBindGroups.js +6 -7
- package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipeline.js +15 -20
- package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheSampler.js +10 -5
- package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
- package/Engines/WebGPU/webgpuClearQuad.js +2 -3
- package/Engines/WebGPU/webgpuClearQuad.js.map +1 -1
- package/Engines/WebGPU/webgpuComputePipelineContext.js +1 -2
- package/Engines/WebGPU/webgpuComputePipelineContext.js.map +1 -1
- package/Engines/WebGPU/webgpuDepthCullingState.js +2 -2
- package/Engines/WebGPU/webgpuDepthCullingState.js.map +1 -1
- package/Engines/WebGPU/webgpuDrawContext.js +1 -2
- package/Engines/WebGPU/webgpuDrawContext.js.map +1 -1
- package/Engines/WebGPU/webgpuHardwareTexture.js +4 -6
- package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
- package/Engines/WebGPU/webgpuMaterialContext.js +2 -3
- package/Engines/WebGPU/webgpuMaterialContext.js.map +1 -1
- package/Engines/WebGPU/webgpuOcclusionQuery.js +3 -5
- package/Engines/WebGPU/webgpuOcclusionQuery.js.map +1 -1
- package/Engines/WebGPU/webgpuPipelineContext.js +2 -4
- package/Engines/WebGPU/webgpuPipelineContext.js.map +1 -1
- package/Engines/WebGPU/webgpuQuerySet.js +1 -1
- package/Engines/WebGPU/webgpuQuerySet.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessingContext.js +2 -4
- package/Engines/WebGPU/webgpuShaderProcessingContext.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +2 -4
- package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +5 -4
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
- package/Engines/WebGPU/webgpuStencilStateComposer.js +1 -2
- package/Engines/WebGPU/webgpuStencilStateComposer.js.map +1 -1
- package/Engines/WebGPU/webgpuTextureManager.js +40 -43
- package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
- package/Engines/WebGPU/webgpuTimestampQuery.js +12 -7
- package/Engines/WebGPU/webgpuTimestampQuery.js.map +1 -1
- package/Engines/WebGPU/webgpuTintWASM.js +4 -1
- package/Engines/WebGPU/webgpuTintWASM.js.map +1 -1
- package/Engines/engine.js +4 -7
- package/Engines/engine.js.map +1 -1
- package/Engines/nativeEngine.js +16 -22
- package/Engines/nativeEngine.js.map +1 -1
- package/Engines/nullEngine.js +9 -1
- package/Engines/nullEngine.js.map +1 -1
- package/Engines/renderTargetWrapper.js +11 -16
- package/Engines/renderTargetWrapper.js.map +1 -1
- package/Engines/thinEngine.js +32 -44
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.js +77 -95
- package/Engines/webgpuEngine.js.map +1 -1
- package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.js +2 -3
- package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.js +3 -6
- package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCounterBlock.js +1 -2
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCounterBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphMultiGateBlock.js +1 -2
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphMultiGateBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWhileLoopBlock.js +2 -4
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWhileLoopBlock.js.map +1 -1
- package/FlowGraph/flowGraph.js +1 -2
- package/FlowGraph/flowGraph.js.map +1 -1
- package/FlowGraph/flowGraphBlock.js +2 -4
- package/FlowGraph/flowGraphBlock.js.map +1 -1
- package/FlowGraph/flowGraphContext.js +1 -2
- package/FlowGraph/flowGraphContext.js.map +1 -1
- package/FlowGraph/flowGraphCoordinator.js +4 -7
- package/FlowGraph/flowGraphCoordinator.js.map +1 -1
- package/FlowGraph/flowGraphSignalConnection.js +1 -2
- package/FlowGraph/flowGraphSignalConnection.js.map +1 -1
- package/FlowGraph/serialization.js +2 -3
- package/FlowGraph/serialization.js.map +1 -1
- package/Gamepads/gamepadManager.js +1 -1
- package/Gamepads/gamepadManager.js.map +1 -1
- package/Gizmos/axisDragGizmo.js +2 -4
- package/Gizmos/axisDragGizmo.js.map +1 -1
- package/Gizmos/axisScaleGizmo.js +5 -8
- package/Gizmos/axisScaleGizmo.js.map +1 -1
- package/Gizmos/boundingBoxGizmo.js +1 -1
- package/Gizmos/boundingBoxGizmo.js.map +1 -1
- package/Gizmos/cameraGizmo.js +2 -3
- package/Gizmos/cameraGizmo.js.map +1 -1
- package/Gizmos/gizmo.js +4 -7
- package/Gizmos/gizmo.js.map +1 -1
- package/Gizmos/gizmoManager.js +3 -4
- package/Gizmos/gizmoManager.js.map +1 -1
- package/Gizmos/planeDragGizmo.js +2 -4
- package/Gizmos/planeDragGizmo.js.map +1 -1
- package/Gizmos/planeRotationGizmo.js +2 -4
- package/Gizmos/planeRotationGizmo.js.map +1 -1
- package/Helpers/environmentHelper.js +8 -2
- package/Helpers/environmentHelper.js.map +1 -1
- package/Helpers/videoDome.js +1 -2
- package/Helpers/videoDome.js.map +1 -1
- package/Inputs/scene.inputManager.js +8 -10
- package/Inputs/scene.inputManager.js.map +1 -1
- package/Layers/effectLayer.js +16 -10
- package/Layers/effectLayer.js.map +1 -1
- package/Layers/glowLayer.js +16 -6
- package/Layers/glowLayer.js.map +1 -1
- package/Layers/highlightLayer.js +12 -3
- package/Layers/highlightLayer.js.map +1 -1
- package/Layers/layer.js +1 -2
- package/Layers/layer.js.map +1 -1
- package/LensFlares/lensFlareSystem.js +1 -2
- package/LensFlares/lensFlareSystem.js.map +1 -1
- package/Lights/Shadows/cascadedShadowGenerator.js +21 -25
- package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
- package/Lights/Shadows/shadowGenerator.js +18 -21
- package/Lights/Shadows/shadowGenerator.js.map +1 -1
- package/Lights/light.js +2 -4
- package/Lights/light.js.map +1 -1
- package/Lights/shadowLight.js +1 -1
- package/Lights/shadowLight.js.map +1 -1
- package/Loading/Plugins/babylonFileLoader.js +1 -2
- package/Loading/Plugins/babylonFileLoader.js.map +1 -1
- package/Loading/sceneLoader.js +1 -1
- package/Loading/sceneLoader.js.map +1 -1
- package/Materials/GreasedLine/greasedLinePluginMaterial.js +26 -32
- package/Materials/GreasedLine/greasedLinePluginMaterial.js.map +1 -1
- package/Materials/GreasedLine/greasedLineSimpleMaterial.js +22 -27
- package/Materials/GreasedLine/greasedLineSimpleMaterial.js.map +1 -1
- package/Materials/Node/Blocks/Dual/clipPlanesBlock.js +6 -7
- package/Materials/Node/Blocks/Dual/clipPlanesBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/imageSourceBlock.js +1 -2
- package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +1 -2
- package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/sceneDepthBlock.js +1 -1
- package/Materials/Node/Blocks/Dual/sceneDepthBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/textureBlock.js +10 -16
- package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/TBNBlock.js +2 -3
- package/Materials/Node/Blocks/Fragment/TBNBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +1 -2
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js +2 -4
- package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js.map +1 -1
- package/Materials/Node/Blocks/Input/inputBlock.js +1 -2
- package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/clearCoatBlock.js +24 -26
- package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/iridescenceBlock.js +3 -3
- package/Materials/Node/Blocks/PBR/iridescenceBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +45 -49
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/reflectionBlock.js +1 -2
- package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/refractionBlock.js +1 -2
- package/Materials/Node/Blocks/PBR/refractionBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/sheenBlock.js +13 -13
- package/Materials/Node/Blocks/PBR/sheenBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/subSurfaceBlock.js +27 -28
- package/Materials/Node/Blocks/PBR/subSurfaceBlock.js.map +1 -1
- package/Materials/Node/Blocks/Teleport/teleportOutBlock.js +1 -2
- package/Materials/Node/Blocks/Teleport/teleportOutBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/instancesBlock.js +2 -2
- package/Materials/Node/Blocks/Vertex/instancesBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js +43 -33
- package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js.map +1 -1
- package/Materials/Node/Blocks/biPlanarBlock.js +1 -2
- package/Materials/Node/Blocks/biPlanarBlock.js.map +1 -1
- package/Materials/Node/Blocks/cloudBlock.js +2 -3
- package/Materials/Node/Blocks/cloudBlock.js.map +1 -1
- package/Materials/Node/Blocks/colorMergerBlock.js +4 -5
- package/Materials/Node/Blocks/colorMergerBlock.js.map +1 -1
- package/Materials/Node/Blocks/customBlock.js +4 -6
- package/Materials/Node/Blocks/customBlock.js.map +1 -1
- package/Materials/Node/Blocks/meshAttributeExistsBlock.js +2 -4
- package/Materials/Node/Blocks/meshAttributeExistsBlock.js.map +1 -1
- package/Materials/Node/Blocks/triPlanarBlock.js +14 -23
- package/Materials/Node/Blocks/triPlanarBlock.js.map +1 -1
- package/Materials/Node/Blocks/vectorMergerBlock.js +4 -5
- package/Materials/Node/Blocks/vectorMergerBlock.js.map +1 -1
- package/Materials/Node/nodeMaterial.js +16 -11
- package/Materials/Node/nodeMaterial.js.map +1 -1
- package/Materials/Node/nodeMaterialBlock.js +3 -4
- package/Materials/Node/nodeMaterialBlock.js.map +1 -1
- package/Materials/Node/nodeMaterialBuildState.js +1 -1
- package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
- package/Materials/PBR/pbrBaseMaterial.js +25 -28
- package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
- package/Materials/PBR/pbrClearCoatConfiguration.js +6 -9
- package/Materials/PBR/pbrClearCoatConfiguration.js.map +1 -1
- package/Materials/PBR/pbrIridescenceConfiguration.js +4 -7
- package/Materials/PBR/pbrIridescenceConfiguration.js.map +1 -1
- package/Materials/PBR/pbrSheenConfiguration.js +4 -7
- package/Materials/PBR/pbrSheenConfiguration.js.map +1 -1
- package/Materials/Textures/Loaders/envTextureLoader.js +2 -2
- package/Materials/Textures/Loaders/envTextureLoader.js.map +1 -1
- package/Materials/Textures/Packer/packer.js +13 -14
- package/Materials/Textures/Packer/packer.js.map +1 -1
- package/Materials/Textures/Procedurals/noiseProceduralTexture.js +1 -2
- package/Materials/Textures/Procedurals/noiseProceduralTexture.js.map +1 -1
- package/Materials/Textures/Procedurals/proceduralTexture.js +19 -11
- package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
- package/Materials/Textures/baseTexture.js +2 -4
- package/Materials/Textures/baseTexture.js.map +1 -1
- package/Materials/Textures/cubeTexture.js +7 -13
- package/Materials/Textures/cubeTexture.js.map +1 -1
- package/Materials/Textures/dynamicTexture.js +1 -2
- package/Materials/Textures/dynamicTexture.js.map +1 -1
- package/Materials/Textures/hdrCubeTexture.js +2 -4
- package/Materials/Textures/hdrCubeTexture.js.map +1 -1
- package/Materials/Textures/htmlElementTexture.js +5 -3
- package/Materials/Textures/htmlElementTexture.js.map +1 -1
- package/Materials/Textures/internalTexture.js +3 -5
- package/Materials/Textures/internalTexture.js.map +1 -1
- package/Materials/Textures/mirrorTexture.js +3 -6
- package/Materials/Textures/mirrorTexture.js.map +1 -1
- package/Materials/Textures/multiRenderTarget.js +5 -8
- package/Materials/Textures/multiRenderTarget.js.map +1 -1
- package/Materials/Textures/rawTexture.js +1 -1
- package/Materials/Textures/rawTexture.js.map +1 -1
- package/Materials/Textures/renderTargetTexture.js +22 -34
- package/Materials/Textures/renderTargetTexture.js.map +1 -1
- package/Materials/Textures/texture.js +16 -21
- package/Materials/Textures/texture.js.map +1 -1
- package/Materials/Textures/thinRenderTargetTexture.js +2 -4
- package/Materials/Textures/thinRenderTargetTexture.js.map +1 -1
- package/Materials/Textures/thinTexture.js +1 -1
- package/Materials/Textures/thinTexture.js.map +1 -1
- package/Materials/Textures/videoTexture.js +12 -10
- package/Materials/Textures/videoTexture.js.map +1 -1
- package/Materials/clipPlaneMaterialHelper.js +18 -21
- package/Materials/clipPlaneMaterialHelper.js.map +1 -1
- package/Materials/drawWrapper.js +2 -4
- package/Materials/drawWrapper.js.map +1 -1
- package/Materials/effect.d.ts +4 -0
- package/Materials/effect.js +18 -18
- package/Materials/effect.js.map +1 -1
- package/Materials/effectRenderer.js +2 -3
- package/Materials/effectRenderer.js.map +1 -1
- package/Materials/material.decalMapConfiguration.js +3 -3
- package/Materials/material.decalMapConfiguration.js.map +1 -1
- package/Materials/material.detailMapConfiguration.js +1 -2
- package/Materials/material.detailMapConfiguration.js.map +1 -1
- package/Materials/material.js +7 -4
- package/Materials/material.js.map +1 -1
- package/Materials/materialDefines.js +5 -6
- package/Materials/materialDefines.js.map +1 -1
- package/Materials/materialHelper.d.ts +1 -1
- package/Materials/materialHelper.js +3 -4
- package/Materials/materialHelper.js.map +1 -1
- package/Materials/materialPluginManager.js +3 -5
- package/Materials/materialPluginManager.js.map +1 -1
- package/Materials/meshDebugPluginMaterial.js +13 -14
- package/Materials/meshDebugPluginMaterial.js.map +1 -1
- package/Materials/multiMaterial.js +1 -2
- package/Materials/multiMaterial.js.map +1 -1
- package/Materials/shaderMaterial.d.ts +1 -1
- package/Materials/shaderMaterial.js +64 -32
- package/Materials/shaderMaterial.js.map +1 -1
- package/Materials/shadowDepthWrapper.js +24 -23
- package/Materials/shadowDepthWrapper.js.map +1 -1
- package/Materials/standardMaterial.js +10 -12
- package/Materials/standardMaterial.js.map +1 -1
- package/Materials/uniformBuffer.js +1 -1
- package/Materials/uniformBuffer.js.map +1 -1
- package/Maths/math.vector.js +1 -2
- package/Maths/math.vector.js.map +1 -1
- package/Meshes/Builders/decalBuilder.js +26 -29
- package/Meshes/Builders/decalBuilder.js.map +1 -1
- package/Meshes/Builders/greasedLineBuilder.js +16 -16
- package/Meshes/Builders/greasedLineBuilder.js.map +1 -1
- package/Meshes/Builders/groundBuilder.d.ts +5 -1
- package/Meshes/Builders/groundBuilder.js +13 -2
- package/Meshes/Builders/groundBuilder.js.map +1 -1
- package/Meshes/Builders/textBuilder.js +2 -3
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type { Nullable } from \"../types\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { IMatrixLike } from \"../Maths/math.like\";\r\nimport type { ThinEngine } from \"../Engines/thinEngine\";\r\nimport type { DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { Buffer, VertexBuffer } from \"../Buffers/buffer\";\r\nimport { DrawWrapper } from \"../Materials/drawWrapper\";\r\nimport type { ThinSprite } from \"./thinSprite\";\r\nimport type { ISize } from \"../Maths/math.size\";\r\n\r\nimport type { ThinTexture } from \"../Materials/Textures/thinTexture\";\r\nimport type { Scene } from \"../scene\";\r\n\r\nimport \"../Engines/Extensions/engine.alpha\";\r\nimport \"../Engines/Extensions/engine.dynamicBuffer\";\r\n\r\nimport \"../Shaders/sprites.fragment\";\r\nimport \"../Shaders/sprites.vertex\";\r\n\r\n/**\r\n * Class used to render sprites.\r\n *\r\n * It can be used either to render Sprites or ThinSprites with ThinEngine only.\r\n */\r\nexport class SpriteRenderer {\r\n /**\r\n * Defines the texture of the spritesheet\r\n */\r\n public texture: Nullable<ThinTexture>;\r\n\r\n /**\r\n * Defines the default width of a cell in the spritesheet\r\n */\r\n public cellWidth: number;\r\n\r\n /**\r\n * Defines the default height of a cell in the spritesheet\r\n */\r\n public cellHeight: number;\r\n\r\n /**\r\n * Blend mode use to render the particle, it can be any of\r\n * the static Constants.ALPHA_x properties provided in this class.\r\n * Default value is Constants.ALPHA_COMBINE\r\n */\r\n public blendMode = Constants.ALPHA_COMBINE;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if alpha mode is automatically\r\n * reset.\r\n */\r\n public autoResetAlpha = true;\r\n\r\n /**\r\n * Disables writing to the depth buffer when rendering the sprites.\r\n * It can be handy to disable depth writing when using textures without alpha channel\r\n * and setting some specific blend modes.\r\n */\r\n public disableDepthWrite: boolean = false;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the manager must consider scene fog when rendering\r\n */\r\n public fogEnabled = true;\r\n\r\n /**\r\n * Gets the capacity of the manager\r\n */\r\n public get capacity() {\r\n return this._capacity;\r\n }\r\n\r\n private _pixelPerfect = false;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the renderer must render sprites with pixel perfect rendering\r\n * Note that pixel perfect mode is not supported in WebGL 1\r\n */\r\n public get pixelPerfect() {\r\n return this._pixelPerfect;\r\n }\r\n\r\n public set pixelPerfect(value: boolean) {\r\n if (this._pixelPerfect === value) {\r\n return;\r\n }\r\n\r\n this._pixelPerfect = value;\r\n this._createEffects();\r\n }\r\n\r\n private readonly _engine: ThinEngine;\r\n private readonly _useVAO: boolean = false;\r\n private readonly _useInstancing: boolean = false;\r\n private readonly _scene: Nullable<Scene>;\r\n\r\n private readonly _capacity: number;\r\n private readonly _epsilon: number;\r\n\r\n private _vertexBufferSize: number;\r\n private _vertexData: Float32Array;\r\n private _buffer: Buffer;\r\n private _vertexBuffers: { [key: string]: VertexBuffer } = {};\r\n private _spriteBuffer: Nullable<Buffer>;\r\n private _indexBuffer: DataBuffer;\r\n private _drawWrapperBase: DrawWrapper;\r\n private _drawWrapperFog: DrawWrapper;\r\n private _drawWrapperDepth: DrawWrapper;\r\n private _drawWrapperFogDepth: DrawWrapper;\r\n private _vertexArrayObject: WebGLVertexArrayObject;\r\n\r\n /**\r\n * Creates a new sprite Renderer\r\n * @param engine defines the engine the renderer works with\r\n * @param capacity defines the maximum allowed number of sprites\r\n * @param epsilon defines the epsilon value to align texture (0.01 by default)\r\n * @param scene defines the hosting scene\r\n */\r\n constructor(engine: ThinEngine, capacity: number, epsilon: number = 0.01, scene: Nullable<Scene> = null) {\r\n this._capacity = capacity;\r\n this._epsilon = epsilon;\r\n\r\n this._engine = engine;\r\n this._useInstancing = engine.getCaps().instancedArrays && engine._features.supportSpriteInstancing;\r\n this._useVAO = engine.getCaps().vertexArrayObject && !engine.disableVertexArrayObjects;\r\n this._scene = scene;\r\n\r\n if (!this._useInstancing) {\r\n this._buildIndexBuffer();\r\n }\r\n\r\n // VBO\r\n // 18 floats per sprite (x, y, z, angle, sizeX, sizeY, offsetX, offsetY, invertU, invertV, cellLeft, cellTop, cellWidth, cellHeight, color r, color g, color b, color a)\r\n // 16 when using instances\r\n this._vertexBufferSize = this._useInstancing ? 16 : 18;\r\n this._vertexData = new Float32Array(capacity * this._vertexBufferSize * (this._useInstancing ? 1 : 4));\r\n this._buffer = new Buffer(engine, this._vertexData, true, this._vertexBufferSize);\r\n\r\n const positions = this._buffer.createVertexBuffer(VertexBuffer.PositionKind, 0, 4, this._vertexBufferSize, this._useInstancing);\r\n const options = this._buffer.createVertexBuffer(\"options\", 4, 2, this._vertexBufferSize, this._useInstancing);\r\n\r\n let offset = 6;\r\n let offsets: VertexBuffer;\r\n\r\n if (this._useInstancing) {\r\n const spriteData = new Float32Array([0, 0, 1, 0, 0, 1, 1, 1]);\r\n this._spriteBuffer = new Buffer(engine, spriteData, false, 2);\r\n offsets = this._spriteBuffer.createVertexBuffer(\"offsets\", 0, 2);\r\n } else {\r\n offsets = this._buffer.createVertexBuffer(\"offsets\", offset, 2, this._vertexBufferSize, this._useInstancing);\r\n offset += 2;\r\n }\r\n\r\n const inverts = this._buffer.createVertexBuffer(\"inverts\", offset, 2, this._vertexBufferSize, this._useInstancing);\r\n const cellInfo = this._buffer.createVertexBuffer(\"cellInfo\", offset + 2, 4, this._vertexBufferSize, this._useInstancing);\r\n const colors = this._buffer.createVertexBuffer(VertexBuffer.ColorKind, offset + 6, 4, this._vertexBufferSize, this._useInstancing);\r\n\r\n this._vertexBuffers[VertexBuffer.PositionKind] = positions;\r\n this._vertexBuffers[\"options\"] = options;\r\n this._vertexBuffers[\"offsets\"] = offsets;\r\n this._vertexBuffers[\"inverts\"] = inverts;\r\n this._vertexBuffers[\"cellInfo\"] = cellInfo;\r\n this._vertexBuffers[VertexBuffer.ColorKind] = colors;\r\n\r\n this._createEffects();\r\n }\r\n\r\n private _createEffects() {\r\n this._drawWrapperBase?.dispose();\r\n this._drawWrapperFog?.dispose();\r\n this._drawWrapperDepth?.dispose();\r\n this._drawWrapperFogDepth?.dispose();\r\n\r\n this._drawWrapperBase = new DrawWrapper(this._engine);\r\n this._drawWrapperFog = new DrawWrapper(this._engine);\r\n this._drawWrapperDepth = new DrawWrapper(this._engine, false);\r\n this._drawWrapperFogDepth = new DrawWrapper(this._engine, false);\r\n\r\n if (this._drawWrapperBase.drawContext) {\r\n this._drawWrapperBase.drawContext.useInstancing = this._useInstancing;\r\n }\r\n if (this._drawWrapperFog.drawContext) {\r\n this._drawWrapperFog.drawContext.useInstancing = this._useInstancing;\r\n }\r\n if (this._drawWrapperDepth.drawContext) {\r\n this._drawWrapperDepth.drawContext.useInstancing = this._useInstancing;\r\n }\r\n if (this._drawWrapperFogDepth.drawContext) {\r\n this._drawWrapperFogDepth.drawContext.useInstancing = this._useInstancing;\r\n }\r\n\r\n const defines = this._pixelPerfect ? \"#define PIXEL_PERFECT\\n\" : \"\";\r\n\r\n this._drawWrapperBase.effect = this._engine.createEffect(\r\n \"sprites\",\r\n [VertexBuffer.PositionKind, \"options\", \"offsets\", \"inverts\", \"cellInfo\", VertexBuffer.ColorKind],\r\n [\"view\", \"projection\", \"textureInfos\", \"alphaTest\"],\r\n [\"diffuseSampler\"],\r\n defines\r\n );\r\n\r\n this._drawWrapperDepth.effect = this._drawWrapperBase.effect;\r\n this._drawWrapperDepth.materialContext = this._drawWrapperBase.materialContext;\r\n\r\n if (this._scene) {\r\n this._drawWrapperFog.effect = this._scene\r\n .getEngine()\r\n .createEffect(\r\n \"sprites\",\r\n [VertexBuffer.PositionKind, \"options\", \"offsets\", \"inverts\", \"cellInfo\", VertexBuffer.ColorKind],\r\n [\"view\", \"projection\", \"textureInfos\", \"alphaTest\", \"vFogInfos\", \"vFogColor\"],\r\n [\"diffuseSampler\"],\r\n defines + \"#define FOG\"\r\n );\r\n this._drawWrapperFogDepth.effect = this._drawWrapperFog.effect;\r\n this._drawWrapperFogDepth.materialContext = this._drawWrapperFog.materialContext;\r\n }\r\n }\r\n\r\n /**\r\n * Render all child sprites\r\n * @param sprites defines the list of sprites to render\r\n * @param deltaTime defines the time since last frame\r\n * @param viewMatrix defines the viewMatrix to use to render the sprites\r\n * @param projectionMatrix defines the projectionMatrix to use to render the sprites\r\n * @param customSpriteUpdate defines a custom function to update the sprites data before they render\r\n */\r\n public render(\r\n sprites: ThinSprite[],\r\n deltaTime: number,\r\n viewMatrix: IMatrixLike,\r\n projectionMatrix: IMatrixLike,\r\n customSpriteUpdate: Nullable<(sprite: ThinSprite, baseSize: ISize) => void> = null\r\n ): void {\r\n if (!this.texture || !this.texture.isReady() || !sprites.length) {\r\n return;\r\n }\r\n\r\n let drawWrapper = this._drawWrapperBase;\r\n let drawWrapperDepth = this._drawWrapperDepth;\r\n let shouldRenderFog = false;\r\n if (this.fogEnabled && this._scene && this._scene.fogEnabled && this._scene.fogMode !== 0) {\r\n drawWrapper = this._drawWrapperFog;\r\n drawWrapperDepth = this._drawWrapperFogDepth;\r\n shouldRenderFog = true;\r\n }\r\n\r\n const effect = drawWrapper.effect!;\r\n\r\n // Check\r\n if (!effect.isReady()) {\r\n return;\r\n }\r\n\r\n const engine = this._engine;\r\n const useRightHandedSystem = !!(this._scene && this._scene.useRightHandedSystem);\r\n const baseSize = this.texture.getBaseSize();\r\n\r\n // Sprites\r\n const max = Math.min(this._capacity, sprites.length);\r\n\r\n let offset = 0;\r\n let noSprite = true;\r\n for (let index = 0; index < max; index++) {\r\n const sprite = sprites[index];\r\n if (!sprite || !sprite.isVisible) {\r\n continue;\r\n }\r\n\r\n noSprite = false;\r\n sprite._animate(deltaTime);\r\n\r\n this._appendSpriteVertex(offset++, sprite, 0, 0, baseSize, useRightHandedSystem, customSpriteUpdate);\r\n if (!this._useInstancing) {\r\n this._appendSpriteVertex(offset++, sprite, 1, 0, baseSize, useRightHandedSystem, customSpriteUpdate);\r\n this._appendSpriteVertex(offset++, sprite, 1, 1, baseSize, useRightHandedSystem, customSpriteUpdate);\r\n this._appendSpriteVertex(offset++, sprite, 0, 1, baseSize, useRightHandedSystem, customSpriteUpdate);\r\n }\r\n }\r\n\r\n if (noSprite) {\r\n return;\r\n }\r\n\r\n this._buffer.update(this._vertexData);\r\n\r\n const culling = !!engine.depthCullingState.cull;\r\n const zOffset = engine.depthCullingState.zOffset;\r\n const zOffsetUnits = engine.depthCullingState.zOffsetUnits;\r\n\r\n engine.setState(culling, zOffset, false, false, undefined, undefined, zOffsetUnits);\r\n\r\n // Render\r\n engine.enableEffect(drawWrapper);\r\n\r\n effect.setTexture(\"diffuseSampler\", this.texture);\r\n effect.setMatrix(\"view\", viewMatrix);\r\n effect.setMatrix(\"projection\", projectionMatrix);\r\n\r\n // Scene Info\r\n if (shouldRenderFog) {\r\n const scene = this._scene!;\r\n\r\n // Fog\r\n effect.setFloat4(\"vFogInfos\", scene.fogMode, scene.fogStart, scene.fogEnd, scene.fogDensity);\r\n effect.setColor3(\"vFogColor\", scene.fogColor);\r\n }\r\n\r\n if (this._useVAO) {\r\n if (!this._vertexArrayObject) {\r\n this._vertexArrayObject = engine.recordVertexArrayObject(this._vertexBuffers, this._indexBuffer, effect);\r\n }\r\n engine.bindVertexArrayObject(this._vertexArrayObject, this._indexBuffer);\r\n } else {\r\n // VBOs\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);\r\n }\r\n\r\n // Draw order\r\n engine.depthCullingState.depthFunc = engine.useReverseDepthBuffer ? Constants.GEQUAL : Constants.LEQUAL;\r\n if (!this.disableDepthWrite) {\r\n effect.setBool(\"alphaTest\", true);\r\n engine.setColorWrite(false);\r\n engine.enableEffect(drawWrapperDepth);\r\n if (this._useInstancing) {\r\n engine.drawArraysType(Constants.MATERIAL_TriangleStripDrawMode, 0, 4, offset);\r\n } else {\r\n engine.drawElementsType(Constants.MATERIAL_TriangleFillMode, 0, (offset / 4) * 6);\r\n }\r\n engine.enableEffect(drawWrapper);\r\n engine.setColorWrite(true);\r\n effect.setBool(\"alphaTest\", false);\r\n }\r\n\r\n engine.setAlphaMode(this.blendMode);\r\n if (this._useInstancing) {\r\n engine.drawArraysType(Constants.MATERIAL_TriangleStripDrawMode, 0, 4, offset);\r\n } else {\r\n engine.drawElementsType(Constants.MATERIAL_TriangleFillMode, 0, (offset / 4) * 6);\r\n }\r\n\r\n if (this.autoResetAlpha) {\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n }\r\n\r\n // Restore Right Handed\r\n if (useRightHandedSystem) {\r\n this._scene!.getEngine().setState(culling, zOffset, false, true, undefined, undefined, zOffsetUnits);\r\n }\r\n\r\n engine.unbindInstanceAttributes();\r\n }\r\n\r\n private _appendSpriteVertex(\r\n index: number,\r\n sprite: ThinSprite,\r\n offsetX: number,\r\n offsetY: number,\r\n baseSize: ISize,\r\n useRightHandedSystem: boolean,\r\n customSpriteUpdate: Nullable<(sprite: ThinSprite, baseSize: ISize) => void>\r\n ): void {\r\n let arrayOffset = index * this._vertexBufferSize;\r\n\r\n if (offsetX === 0) {\r\n offsetX = this._epsilon;\r\n } else if (offsetX === 1) {\r\n offsetX = 1 - this._epsilon;\r\n }\r\n\r\n if (offsetY === 0) {\r\n offsetY = this._epsilon;\r\n } else if (offsetY === 1) {\r\n offsetY = 1 - this._epsilon;\r\n }\r\n\r\n if (customSpriteUpdate) {\r\n customSpriteUpdate(sprite, baseSize);\r\n } else {\r\n if (!sprite.cellIndex) {\r\n sprite.cellIndex = 0;\r\n }\r\n\r\n const rowSize = baseSize.width / this.cellWidth;\r\n const offset = (sprite.cellIndex / rowSize) >> 0;\r\n sprite._xOffset = ((sprite.cellIndex - offset * rowSize) * this.cellWidth) / baseSize.width;\r\n sprite._yOffset = (offset * this.cellHeight) / baseSize.height;\r\n sprite._xSize = this.cellWidth;\r\n sprite._ySize = this.cellHeight;\r\n }\r\n\r\n // Positions\r\n this._vertexData[arrayOffset] = sprite.position.x;\r\n this._vertexData[arrayOffset + 1] = sprite.position.y;\r\n this._vertexData[arrayOffset + 2] = sprite.position.z;\r\n this._vertexData[arrayOffset + 3] = sprite.angle;\r\n // Options\r\n this._vertexData[arrayOffset + 4] = sprite.width;\r\n this._vertexData[arrayOffset + 5] = sprite.height;\r\n\r\n if (!this._useInstancing) {\r\n this._vertexData[arrayOffset + 6] = offsetX;\r\n this._vertexData[arrayOffset + 7] = offsetY;\r\n } else {\r\n arrayOffset -= 2;\r\n }\r\n\r\n // Inverts according to Right Handed\r\n if (useRightHandedSystem) {\r\n this._vertexData[arrayOffset + 8] = sprite.invertU ? 0 : 1;\r\n } else {\r\n this._vertexData[arrayOffset + 8] = sprite.invertU ? 1 : 0;\r\n }\r\n\r\n this._vertexData[arrayOffset + 9] = sprite.invertV ? 1 : 0;\r\n\r\n this._vertexData[arrayOffset + 10] = sprite._xOffset;\r\n this._vertexData[arrayOffset + 11] = sprite._yOffset;\r\n this._vertexData[arrayOffset + 12] = sprite._xSize / baseSize.width;\r\n this._vertexData[arrayOffset + 13] = sprite._ySize / baseSize.height;\r\n\r\n // Color\r\n this._vertexData[arrayOffset + 14] = sprite.color.r;\r\n this._vertexData[arrayOffset + 15] = sprite.color.g;\r\n this._vertexData[arrayOffset + 16] = sprite.color.b;\r\n this._vertexData[arrayOffset + 17] = sprite.color.a;\r\n }\r\n\r\n private _buildIndexBuffer(): void {\r\n const indices = [];\r\n let index = 0;\r\n for (let count = 0; count < this._capacity; count++) {\r\n indices.push(index);\r\n indices.push(index + 1);\r\n indices.push(index + 2);\r\n indices.push(index);\r\n indices.push(index + 2);\r\n indices.push(index + 3);\r\n index += 4;\r\n }\r\n\r\n this._indexBuffer = this._engine.createIndexBuffer(indices);\r\n }\r\n\r\n /**\r\n * Rebuilds the renderer (after a context lost, for eg)\r\n */\r\n public rebuild(): void {\r\n if (this._indexBuffer) {\r\n this._buildIndexBuffer();\r\n }\r\n\r\n if (this._useVAO) {\r\n this._vertexArrayObject = undefined as any;\r\n }\r\n\r\n this._buffer._rebuild();\r\n\r\n for (const key in this._vertexBuffers) {\r\n const vertexBuffer = <VertexBuffer>this._vertexBuffers[key];\r\n vertexBuffer._rebuild();\r\n }\r\n\r\n this._spriteBuffer?._rebuild();\r\n }\r\n\r\n /**\r\n * Release associated resources\r\n */\r\n public dispose(): void {\r\n if (this._buffer) {\r\n this._buffer.dispose();\r\n (<any>this._buffer) = null;\r\n }\r\n\r\n if (this._spriteBuffer) {\r\n this._spriteBuffer.dispose();\r\n (<any>this._spriteBuffer) = null;\r\n }\r\n\r\n if (this._indexBuffer) {\r\n this._engine._releaseBuffer(this._indexBuffer);\r\n (<any>this._indexBuffer) = null;\r\n }\r\n\r\n if (this._vertexArrayObject) {\r\n this._engine.releaseVertexArrayObject(this._vertexArrayObject);\r\n (<any>this._vertexArrayObject) = null;\r\n }\r\n\r\n if (this.texture) {\r\n this.texture.dispose();\r\n (<any>this.texture) = null;\r\n }\r\n this._drawWrapperBase.dispose();\r\n this._drawWrapperFog.dispose();\r\n this._drawWrapperDepth.dispose();\r\n this._drawWrapperFogDepth.dispose();\r\n }\r\n}\r\n"]}
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1
|
+
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type { Nullable } from \"../types\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { IMatrixLike } from \"../Maths/math.like\";\r\nimport type { ThinEngine } from \"../Engines/thinEngine\";\r\nimport type { DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { Buffer, VertexBuffer } from \"../Buffers/buffer\";\r\nimport { DrawWrapper } from \"../Materials/drawWrapper\";\r\nimport type { ThinSprite } from \"./thinSprite\";\r\nimport type { ISize } from \"../Maths/math.size\";\r\n\r\nimport type { ThinTexture } from \"../Materials/Textures/thinTexture\";\r\nimport type { Scene } from \"../scene\";\r\n\r\nimport \"../Engines/Extensions/engine.alpha\";\r\nimport \"../Engines/Extensions/engine.dynamicBuffer\";\r\n\r\nimport \"../Shaders/sprites.fragment\";\r\nimport \"../Shaders/sprites.vertex\";\r\n\r\n/**\r\n * Class used to render sprites.\r\n *\r\n * It can be used either to render Sprites or ThinSprites with ThinEngine only.\r\n */\r\nexport class SpriteRenderer {\r\n /**\r\n * Defines the texture of the spritesheet\r\n */\r\n public texture: Nullable<ThinTexture>;\r\n\r\n /**\r\n * Defines the default width of a cell in the spritesheet\r\n */\r\n public cellWidth: number;\r\n\r\n /**\r\n * Defines the default height of a cell in the spritesheet\r\n */\r\n public cellHeight: number;\r\n\r\n /**\r\n * Blend mode use to render the particle, it can be any of\r\n * the static Constants.ALPHA_x properties provided in this class.\r\n * Default value is Constants.ALPHA_COMBINE\r\n */\r\n public blendMode = Constants.ALPHA_COMBINE;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if alpha mode is automatically\r\n * reset.\r\n */\r\n public autoResetAlpha = true;\r\n\r\n /**\r\n * Disables writing to the depth buffer when rendering the sprites.\r\n * It can be handy to disable depth writing when using textures without alpha channel\r\n * and setting some specific blend modes.\r\n */\r\n public disableDepthWrite: boolean = false;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the manager must consider scene fog when rendering\r\n */\r\n public fogEnabled = true;\r\n\r\n /**\r\n * Gets the capacity of the manager\r\n */\r\n public get capacity() {\r\n return this._capacity;\r\n }\r\n\r\n private _pixelPerfect = false;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the renderer must render sprites with pixel perfect rendering\r\n * Note that pixel perfect mode is not supported in WebGL 1\r\n */\r\n public get pixelPerfect() {\r\n return this._pixelPerfect;\r\n }\r\n\r\n public set pixelPerfect(value: boolean) {\r\n if (this._pixelPerfect === value) {\r\n return;\r\n }\r\n\r\n this._pixelPerfect = value;\r\n this._createEffects();\r\n }\r\n\r\n private readonly _engine: ThinEngine;\r\n private readonly _useVAO: boolean = false;\r\n private readonly _useInstancing: boolean = false;\r\n private readonly _scene: Nullable<Scene>;\r\n\r\n private readonly _capacity: number;\r\n private readonly _epsilon: number;\r\n\r\n private _vertexBufferSize: number;\r\n private _vertexData: Float32Array;\r\n private _buffer: Buffer;\r\n private _vertexBuffers: { [key: string]: VertexBuffer } = {};\r\n private _spriteBuffer: Nullable<Buffer>;\r\n private _indexBuffer: DataBuffer;\r\n private _drawWrapperBase: DrawWrapper;\r\n private _drawWrapperFog: DrawWrapper;\r\n private _drawWrapperDepth: DrawWrapper;\r\n private _drawWrapperFogDepth: DrawWrapper;\r\n private _vertexArrayObject: WebGLVertexArrayObject;\r\n\r\n /**\r\n * Creates a new sprite Renderer\r\n * @param engine defines the engine the renderer works with\r\n * @param capacity defines the maximum allowed number of sprites\r\n * @param epsilon defines the epsilon value to align texture (0.01 by default)\r\n * @param scene defines the hosting scene\r\n */\r\n constructor(engine: ThinEngine, capacity: number, epsilon: number = 0.01, scene: Nullable<Scene> = null) {\r\n this._capacity = capacity;\r\n this._epsilon = epsilon;\r\n\r\n this._engine = engine;\r\n this._useInstancing = engine.getCaps().instancedArrays && engine._features.supportSpriteInstancing;\r\n this._useVAO = engine.getCaps().vertexArrayObject && !engine.disableVertexArrayObjects;\r\n this._scene = scene;\r\n\r\n if (!this._useInstancing) {\r\n this._buildIndexBuffer();\r\n }\r\n\r\n // VBO\r\n // 18 floats per sprite (x, y, z, angle, sizeX, sizeY, offsetX, offsetY, invertU, invertV, cellLeft, cellTop, cellWidth, cellHeight, color r, color g, color b, color a)\r\n // 16 when using instances\r\n this._vertexBufferSize = this._useInstancing ? 16 : 18;\r\n this._vertexData = new Float32Array(capacity * this._vertexBufferSize * (this._useInstancing ? 1 : 4));\r\n this._buffer = new Buffer(engine, this._vertexData, true, this._vertexBufferSize);\r\n\r\n const positions = this._buffer.createVertexBuffer(VertexBuffer.PositionKind, 0, 4, this._vertexBufferSize, this._useInstancing);\r\n const options = this._buffer.createVertexBuffer(\"options\", 4, 2, this._vertexBufferSize, this._useInstancing);\r\n\r\n let offset = 6;\r\n let offsets: VertexBuffer;\r\n\r\n if (this._useInstancing) {\r\n const spriteData = new Float32Array([0, 0, 1, 0, 0, 1, 1, 1]);\r\n this._spriteBuffer = new Buffer(engine, spriteData, false, 2);\r\n offsets = this._spriteBuffer.createVertexBuffer(\"offsets\", 0, 2);\r\n } else {\r\n offsets = this._buffer.createVertexBuffer(\"offsets\", offset, 2, this._vertexBufferSize, this._useInstancing);\r\n offset += 2;\r\n }\r\n\r\n const inverts = this._buffer.createVertexBuffer(\"inverts\", offset, 2, this._vertexBufferSize, this._useInstancing);\r\n const cellInfo = this._buffer.createVertexBuffer(\"cellInfo\", offset + 2, 4, this._vertexBufferSize, this._useInstancing);\r\n const colors = this._buffer.createVertexBuffer(VertexBuffer.ColorKind, offset + 6, 4, this._vertexBufferSize, this._useInstancing);\r\n\r\n this._vertexBuffers[VertexBuffer.PositionKind] = positions;\r\n this._vertexBuffers[\"options\"] = options;\r\n this._vertexBuffers[\"offsets\"] = offsets;\r\n this._vertexBuffers[\"inverts\"] = inverts;\r\n this._vertexBuffers[\"cellInfo\"] = cellInfo;\r\n this._vertexBuffers[VertexBuffer.ColorKind] = colors;\r\n\r\n this._createEffects();\r\n }\r\n\r\n private _createEffects() {\r\n this._drawWrapperBase?.dispose();\r\n this._drawWrapperFog?.dispose();\r\n this._drawWrapperDepth?.dispose();\r\n this._drawWrapperFogDepth?.dispose();\r\n\r\n this._drawWrapperBase = new DrawWrapper(this._engine);\r\n this._drawWrapperFog = new DrawWrapper(this._engine);\r\n this._drawWrapperDepth = new DrawWrapper(this._engine, false);\r\n this._drawWrapperFogDepth = new DrawWrapper(this._engine, false);\r\n\r\n if (this._drawWrapperBase.drawContext) {\r\n this._drawWrapperBase.drawContext.useInstancing = this._useInstancing;\r\n }\r\n if (this._drawWrapperFog.drawContext) {\r\n this._drawWrapperFog.drawContext.useInstancing = this._useInstancing;\r\n }\r\n if (this._drawWrapperDepth.drawContext) {\r\n this._drawWrapperDepth.drawContext.useInstancing = this._useInstancing;\r\n }\r\n if (this._drawWrapperFogDepth.drawContext) {\r\n this._drawWrapperFogDepth.drawContext.useInstancing = this._useInstancing;\r\n }\r\n\r\n const defines = this._pixelPerfect ? \"#define PIXEL_PERFECT\\n\" : \"\";\r\n\r\n this._drawWrapperBase.effect = this._engine.createEffect(\r\n \"sprites\",\r\n [VertexBuffer.PositionKind, \"options\", \"offsets\", \"inverts\", \"cellInfo\", VertexBuffer.ColorKind],\r\n [\"view\", \"projection\", \"textureInfos\", \"alphaTest\"],\r\n [\"diffuseSampler\"],\r\n defines\r\n );\r\n\r\n this._drawWrapperDepth.effect = this._drawWrapperBase.effect;\r\n this._drawWrapperDepth.materialContext = this._drawWrapperBase.materialContext;\r\n\r\n if (this._scene) {\r\n this._drawWrapperFog.effect = this._scene\r\n .getEngine()\r\n .createEffect(\r\n \"sprites\",\r\n [VertexBuffer.PositionKind, \"options\", \"offsets\", \"inverts\", \"cellInfo\", VertexBuffer.ColorKind],\r\n [\"view\", \"projection\", \"textureInfos\", \"alphaTest\", \"vFogInfos\", \"vFogColor\"],\r\n [\"diffuseSampler\"],\r\n defines + \"#define FOG\"\r\n );\r\n this._drawWrapperFogDepth.effect = this._drawWrapperFog.effect;\r\n this._drawWrapperFogDepth.materialContext = this._drawWrapperFog.materialContext;\r\n }\r\n }\r\n\r\n /**\r\n * Render all child sprites\r\n * @param sprites defines the list of sprites to render\r\n * @param deltaTime defines the time since last frame\r\n * @param viewMatrix defines the viewMatrix to use to render the sprites\r\n * @param projectionMatrix defines the projectionMatrix to use to render the sprites\r\n * @param customSpriteUpdate defines a custom function to update the sprites data before they render\r\n */\r\n public render(\r\n sprites: ThinSprite[],\r\n deltaTime: number,\r\n viewMatrix: IMatrixLike,\r\n projectionMatrix: IMatrixLike,\r\n customSpriteUpdate: Nullable<(sprite: ThinSprite, baseSize: ISize) => void> = null\r\n ): void {\r\n if (!this.texture || !this.texture.isReady() || !sprites.length) {\r\n return;\r\n }\r\n\r\n let drawWrapper = this._drawWrapperBase;\r\n let drawWrapperDepth = this._drawWrapperDepth;\r\n let shouldRenderFog = false;\r\n if (this.fogEnabled && this._scene && this._scene.fogEnabled && this._scene.fogMode !== 0) {\r\n drawWrapper = this._drawWrapperFog;\r\n drawWrapperDepth = this._drawWrapperFogDepth;\r\n shouldRenderFog = true;\r\n }\r\n\r\n const effect = drawWrapper.effect!;\r\n\r\n // Check\r\n if (!effect.isReady()) {\r\n return;\r\n }\r\n\r\n const engine = this._engine;\r\n const useRightHandedSystem = !!(this._scene && this._scene.useRightHandedSystem);\r\n const baseSize = this.texture.getBaseSize();\r\n\r\n // Sprites\r\n const max = Math.min(this._capacity, sprites.length);\r\n\r\n let offset = 0;\r\n let noSprite = true;\r\n for (let index = 0; index < max; index++) {\r\n const sprite = sprites[index];\r\n if (!sprite || !sprite.isVisible) {\r\n continue;\r\n }\r\n\r\n noSprite = false;\r\n sprite._animate(deltaTime);\r\n\r\n this._appendSpriteVertex(offset++, sprite, 0, 0, baseSize, useRightHandedSystem, customSpriteUpdate);\r\n if (!this._useInstancing) {\r\n this._appendSpriteVertex(offset++, sprite, 1, 0, baseSize, useRightHandedSystem, customSpriteUpdate);\r\n this._appendSpriteVertex(offset++, sprite, 1, 1, baseSize, useRightHandedSystem, customSpriteUpdate);\r\n this._appendSpriteVertex(offset++, sprite, 0, 1, baseSize, useRightHandedSystem, customSpriteUpdate);\r\n }\r\n }\r\n\r\n if (noSprite) {\r\n return;\r\n }\r\n\r\n this._buffer.update(this._vertexData);\r\n\r\n const culling = !!engine.depthCullingState.cull;\r\n const zOffset = engine.depthCullingState.zOffset;\r\n const zOffsetUnits = engine.depthCullingState.zOffsetUnits;\r\n\r\n engine.setState(culling, zOffset, false, false, undefined, undefined, zOffsetUnits);\r\n\r\n // Render\r\n engine.enableEffect(drawWrapper);\r\n\r\n effect.setTexture(\"diffuseSampler\", this.texture);\r\n effect.setMatrix(\"view\", viewMatrix);\r\n effect.setMatrix(\"projection\", projectionMatrix);\r\n\r\n // Scene Info\r\n if (shouldRenderFog) {\r\n const scene = this._scene!;\r\n\r\n // Fog\r\n effect.setFloat4(\"vFogInfos\", scene.fogMode, scene.fogStart, scene.fogEnd, scene.fogDensity);\r\n effect.setColor3(\"vFogColor\", scene.fogColor);\r\n }\r\n\r\n if (this._useVAO) {\r\n if (!this._vertexArrayObject) {\r\n this._vertexArrayObject = engine.recordVertexArrayObject(this._vertexBuffers, this._indexBuffer, effect);\r\n }\r\n engine.bindVertexArrayObject(this._vertexArrayObject, this._indexBuffer);\r\n } else {\r\n // VBOs\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);\r\n }\r\n\r\n // Draw order\r\n engine.depthCullingState.depthFunc = engine.useReverseDepthBuffer ? Constants.GEQUAL : Constants.LEQUAL;\r\n if (!this.disableDepthWrite) {\r\n effect.setBool(\"alphaTest\", true);\r\n engine.setColorWrite(false);\r\n engine.enableEffect(drawWrapperDepth);\r\n if (this._useInstancing) {\r\n engine.drawArraysType(Constants.MATERIAL_TriangleStripDrawMode, 0, 4, offset);\r\n } else {\r\n engine.drawElementsType(Constants.MATERIAL_TriangleFillMode, 0, (offset / 4) * 6);\r\n }\r\n engine.enableEffect(drawWrapper);\r\n engine.setColorWrite(true);\r\n effect.setBool(\"alphaTest\", false);\r\n }\r\n\r\n engine.setAlphaMode(this.blendMode);\r\n if (this._useInstancing) {\r\n engine.drawArraysType(Constants.MATERIAL_TriangleStripDrawMode, 0, 4, offset);\r\n } else {\r\n engine.drawElementsType(Constants.MATERIAL_TriangleFillMode, 0, (offset / 4) * 6);\r\n }\r\n\r\n if (this.autoResetAlpha) {\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n }\r\n\r\n // Restore Right Handed\r\n if (useRightHandedSystem) {\r\n this._scene!.getEngine().setState(culling, zOffset, false, true, undefined, undefined, zOffsetUnits);\r\n }\r\n\r\n engine.unbindInstanceAttributes();\r\n }\r\n\r\n private _appendSpriteVertex(\r\n index: number,\r\n sprite: ThinSprite,\r\n offsetX: number,\r\n offsetY: number,\r\n baseSize: ISize,\r\n useRightHandedSystem: boolean,\r\n customSpriteUpdate: Nullable<(sprite: ThinSprite, baseSize: ISize) => void>\r\n ): void {\r\n let arrayOffset = index * this._vertexBufferSize;\r\n\r\n if (offsetX === 0) {\r\n offsetX = this._epsilon;\r\n } else if (offsetX === 1) {\r\n offsetX = 1 - this._epsilon;\r\n }\r\n\r\n if (offsetY === 0) {\r\n offsetY = this._epsilon;\r\n } else if (offsetY === 1) {\r\n offsetY = 1 - this._epsilon;\r\n }\r\n\r\n if (customSpriteUpdate) {\r\n customSpriteUpdate(sprite, baseSize);\r\n } else {\r\n if (!sprite.cellIndex) {\r\n sprite.cellIndex = 0;\r\n }\r\n\r\n const rowSize = baseSize.width / this.cellWidth;\r\n const offset = (sprite.cellIndex / rowSize) >> 0;\r\n sprite._xOffset = ((sprite.cellIndex - offset * rowSize) * this.cellWidth) / baseSize.width;\r\n sprite._yOffset = (offset * this.cellHeight) / baseSize.height;\r\n sprite._xSize = this.cellWidth;\r\n sprite._ySize = this.cellHeight;\r\n }\r\n\r\n // Positions\r\n this._vertexData[arrayOffset] = sprite.position.x;\r\n this._vertexData[arrayOffset + 1] = sprite.position.y;\r\n this._vertexData[arrayOffset + 2] = sprite.position.z;\r\n this._vertexData[arrayOffset + 3] = sprite.angle;\r\n // Options\r\n this._vertexData[arrayOffset + 4] = sprite.width;\r\n this._vertexData[arrayOffset + 5] = sprite.height;\r\n\r\n if (!this._useInstancing) {\r\n this._vertexData[arrayOffset + 6] = offsetX;\r\n this._vertexData[arrayOffset + 7] = offsetY;\r\n } else {\r\n arrayOffset -= 2;\r\n }\r\n\r\n // Inverts according to Right Handed\r\n if (useRightHandedSystem) {\r\n this._vertexData[arrayOffset + 8] = sprite.invertU ? 0 : 1;\r\n } else {\r\n this._vertexData[arrayOffset + 8] = sprite.invertU ? 1 : 0;\r\n }\r\n\r\n this._vertexData[arrayOffset + 9] = sprite.invertV ? 1 : 0;\r\n\r\n this._vertexData[arrayOffset + 10] = sprite._xOffset;\r\n this._vertexData[arrayOffset + 11] = sprite._yOffset;\r\n this._vertexData[arrayOffset + 12] = sprite._xSize / baseSize.width;\r\n this._vertexData[arrayOffset + 13] = sprite._ySize / baseSize.height;\r\n\r\n // Color\r\n this._vertexData[arrayOffset + 14] = sprite.color.r;\r\n this._vertexData[arrayOffset + 15] = sprite.color.g;\r\n this._vertexData[arrayOffset + 16] = sprite.color.b;\r\n this._vertexData[arrayOffset + 17] = sprite.color.a;\r\n }\r\n\r\n private _buildIndexBuffer(): void {\r\n const indices = [];\r\n let index = 0;\r\n for (let count = 0; count < this._capacity; count++) {\r\n indices.push(index);\r\n indices.push(index + 1);\r\n indices.push(index + 2);\r\n indices.push(index);\r\n indices.push(index + 2);\r\n indices.push(index + 3);\r\n index += 4;\r\n }\r\n\r\n this._indexBuffer = this._engine.createIndexBuffer(indices);\r\n }\r\n\r\n /**\r\n * Rebuilds the renderer (after a context lost, for eg)\r\n */\r\n public rebuild(): void {\r\n if (this._indexBuffer) {\r\n this._buildIndexBuffer();\r\n }\r\n\r\n if (this._useVAO) {\r\n this._vertexArrayObject = undefined as any;\r\n }\r\n\r\n this._buffer._rebuild();\r\n\r\n for (const key in this._vertexBuffers) {\r\n const vertexBuffer = <VertexBuffer>this._vertexBuffers[key];\r\n vertexBuffer._rebuild();\r\n }\r\n\r\n this._spriteBuffer?._rebuild();\r\n }\r\n\r\n /**\r\n * Release associated resources\r\n */\r\n public dispose(): void {\r\n if (this._buffer) {\r\n this._buffer.dispose();\r\n (<any>this._buffer) = null;\r\n }\r\n\r\n if (this._spriteBuffer) {\r\n this._spriteBuffer.dispose();\r\n (<any>this._spriteBuffer) = null;\r\n }\r\n\r\n if (this._indexBuffer) {\r\n this._engine._releaseBuffer(this._indexBuffer);\r\n (<any>this._indexBuffer) = null;\r\n }\r\n\r\n if (this._vertexArrayObject) {\r\n this._engine.releaseVertexArrayObject(this._vertexArrayObject);\r\n (<any>this._vertexArrayObject) = null;\r\n }\r\n\r\n if (this.texture) {\r\n this.texture.dispose();\r\n (<any>this.texture) = null;\r\n }\r\n this._drawWrapperBase.dispose();\r\n this._drawWrapperFog.dispose();\r\n this._drawWrapperDepth.dispose();\r\n this._drawWrapperFogDepth.dispose();\r\n }\r\n}\r\n"]}
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@@ -96,20 +96,18 @@ export class StencilStateComposer {
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96
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}
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}
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reset() {
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-
var _a;
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this.stencilMaterial = undefined;
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-
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+
this.stencilGlobal?.reset();
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this._isStencilTestDirty = true;
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this._isStencilMaskDirty = true;
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this._isStencilFuncDirty = true;
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this._isStencilOpDirty = true;
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}
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apply(gl) {
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-
var _a;
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if (!gl) {
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return;
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}
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-
const stencilMaterialEnabled = !this.useStencilGlobalOnly && !!
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+
const stencilMaterialEnabled = !this.useStencilGlobalOnly && !!this.stencilMaterial?.enabled;
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this.enabled = stencilMaterialEnabled ? this.stencilMaterial.enabled : this.stencilGlobal.enabled;
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this.func = stencilMaterialEnabled ? this.stencilMaterial.func : this.stencilGlobal.func;
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this.funcRef = stencilMaterialEnabled ? this.stencilMaterial.funcRef : this.stencilGlobal.funcRef;
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@@ -1 +1 @@
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1
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-
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type { IStencilState } from \"./IStencilState\";\r\n\r\n/**\r\n * @internal\r\n **/\r\nexport class StencilStateComposer {\r\n protected _isStencilTestDirty = false;\r\n protected _isStencilMaskDirty = false;\r\n protected _isStencilFuncDirty = false;\r\n protected _isStencilOpDirty = false;\r\n\r\n protected _enabled: boolean;\r\n\r\n protected _mask: number;\r\n\r\n protected _func: number;\r\n protected _funcRef: number;\r\n protected _funcMask: number;\r\n\r\n protected _opStencilFail: number;\r\n protected _opDepthFail: number;\r\n protected _opStencilDepthPass: number;\r\n\r\n public stencilGlobal: IStencilState;\r\n public stencilMaterial: IStencilState | undefined;\r\n\r\n public useStencilGlobalOnly = false;\r\n\r\n public get isDirty(): boolean {\r\n return this._isStencilTestDirty || this._isStencilMaskDirty || this._isStencilFuncDirty || this._isStencilOpDirty;\r\n }\r\n\r\n public get func(): number {\r\n return this._func;\r\n }\r\n\r\n public set func(value: number) {\r\n if (this._func === value) {\r\n return;\r\n }\r\n\r\n this._func = value;\r\n this._isStencilFuncDirty = true;\r\n }\r\n\r\n public get funcRef(): number {\r\n return this._funcRef;\r\n }\r\n\r\n public set funcRef(value: number) {\r\n if (this._funcRef === value) {\r\n return;\r\n }\r\n\r\n this._funcRef = value;\r\n this._isStencilFuncDirty = true;\r\n }\r\n\r\n public get funcMask(): number {\r\n return this._funcMask;\r\n }\r\n\r\n public set funcMask(value: number) {\r\n if (this._funcMask === value) {\r\n return;\r\n }\r\n\r\n this._funcMask = value;\r\n this._isStencilFuncDirty = true;\r\n }\r\n\r\n public get opStencilFail(): number {\r\n return this._opStencilFail;\r\n }\r\n\r\n public set opStencilFail(value: number) {\r\n if (this._opStencilFail === value) {\r\n return;\r\n }\r\n\r\n this._opStencilFail = value;\r\n this._isStencilOpDirty = true;\r\n }\r\n\r\n public get opDepthFail(): number {\r\n return this._opDepthFail;\r\n }\r\n\r\n public set opDepthFail(value: number) {\r\n if (this._opDepthFail === value) {\r\n return;\r\n }\r\n\r\n this._opDepthFail = value;\r\n this._isStencilOpDirty = true;\r\n }\r\n\r\n public get opStencilDepthPass(): number {\r\n return this._opStencilDepthPass;\r\n }\r\n\r\n public set opStencilDepthPass(value: number) {\r\n if (this._opStencilDepthPass === value) {\r\n return;\r\n }\r\n\r\n this._opStencilDepthPass = value;\r\n this._isStencilOpDirty = true;\r\n }\r\n\r\n public get mask(): number {\r\n return this._mask;\r\n }\r\n\r\n public set mask(value: number) {\r\n if (this._mask === value) {\r\n return;\r\n }\r\n\r\n this._mask = value;\r\n this._isStencilMaskDirty = true;\r\n }\r\n\r\n public get enabled(): boolean {\r\n return this._enabled;\r\n }\r\n\r\n public set enabled(value: boolean) {\r\n if (this._enabled === value) {\r\n return;\r\n }\r\n\r\n this._enabled = value;\r\n this._isStencilTestDirty = true;\r\n }\r\n\r\n public constructor(reset = true) {\r\n if (reset) {\r\n this.reset();\r\n }\r\n }\r\n\r\n public reset() {\r\n this.stencilMaterial = undefined;\r\n\r\n this.stencilGlobal?.reset();\r\n\r\n this._isStencilTestDirty = true;\r\n this._isStencilMaskDirty = true;\r\n this._isStencilFuncDirty = true;\r\n this._isStencilOpDirty = true;\r\n }\r\n\r\n public apply(gl?: WebGLRenderingContext) {\r\n if (!gl) {\r\n return;\r\n }\r\n\r\n const stencilMaterialEnabled = !this.useStencilGlobalOnly && !!this.stencilMaterial?.enabled;\r\n\r\n this.enabled = stencilMaterialEnabled ? this.stencilMaterial!.enabled : this.stencilGlobal.enabled;\r\n this.func = stencilMaterialEnabled ? this.stencilMaterial!.func : this.stencilGlobal.func;\r\n this.funcRef = stencilMaterialEnabled ? this.stencilMaterial!.funcRef : this.stencilGlobal.funcRef;\r\n this.funcMask = stencilMaterialEnabled ? this.stencilMaterial!.funcMask : this.stencilGlobal.funcMask;\r\n this.opStencilFail = stencilMaterialEnabled ? this.stencilMaterial!.opStencilFail : this.stencilGlobal.opStencilFail;\r\n this.opDepthFail = stencilMaterialEnabled ? this.stencilMaterial!.opDepthFail : this.stencilGlobal.opDepthFail;\r\n this.opStencilDepthPass = stencilMaterialEnabled ? this.stencilMaterial!.opStencilDepthPass : this.stencilGlobal.opStencilDepthPass;\r\n this.mask = stencilMaterialEnabled ? this.stencilMaterial!.mask : this.stencilGlobal.mask;\r\n\r\n if (!this.isDirty) {\r\n return;\r\n }\r\n\r\n // Stencil test\r\n if (this._isStencilTestDirty) {\r\n if (this.enabled) {\r\n gl.enable(gl.STENCIL_TEST);\r\n } else {\r\n gl.disable(gl.STENCIL_TEST);\r\n }\r\n this._isStencilTestDirty = false;\r\n }\r\n\r\n // Stencil mask\r\n if (this._isStencilMaskDirty) {\r\n gl.stencilMask(this.mask);\r\n this._isStencilMaskDirty = false;\r\n }\r\n\r\n // Stencil func\r\n if (this._isStencilFuncDirty) {\r\n gl.stencilFunc(this.func, this.funcRef, this.funcMask);\r\n this._isStencilFuncDirty = false;\r\n }\r\n\r\n // Stencil op\r\n if (this._isStencilOpDirty) {\r\n gl.stencilOp(this.opStencilFail, this.opDepthFail, this.opStencilDepthPass);\r\n this._isStencilOpDirty = false;\r\n }\r\n }\r\n}\r\n"]}
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type { IStencilState } from \"./IStencilState\";\r\n\r\n/**\r\n * @internal\r\n **/\r\nexport class StencilStateComposer {\r\n protected _isStencilTestDirty = false;\r\n protected _isStencilMaskDirty = false;\r\n protected _isStencilFuncDirty = false;\r\n protected _isStencilOpDirty = false;\r\n\r\n protected _enabled: boolean;\r\n\r\n protected _mask: number;\r\n\r\n protected _func: number;\r\n protected _funcRef: number;\r\n protected _funcMask: number;\r\n\r\n protected _opStencilFail: number;\r\n protected _opDepthFail: number;\r\n protected _opStencilDepthPass: number;\r\n\r\n public stencilGlobal: IStencilState;\r\n public stencilMaterial: IStencilState | undefined;\r\n\r\n public useStencilGlobalOnly = false;\r\n\r\n public get isDirty(): boolean {\r\n return this._isStencilTestDirty || this._isStencilMaskDirty || this._isStencilFuncDirty || this._isStencilOpDirty;\r\n }\r\n\r\n public get func(): number {\r\n return this._func;\r\n }\r\n\r\n public set func(value: number) {\r\n if (this._func === value) {\r\n return;\r\n }\r\n\r\n this._func = value;\r\n this._isStencilFuncDirty = true;\r\n }\r\n\r\n public get funcRef(): number {\r\n return this._funcRef;\r\n }\r\n\r\n public set funcRef(value: number) {\r\n if (this._funcRef === value) {\r\n return;\r\n }\r\n\r\n this._funcRef = value;\r\n this._isStencilFuncDirty = true;\r\n }\r\n\r\n public get funcMask(): number {\r\n return this._funcMask;\r\n }\r\n\r\n public set funcMask(value: number) {\r\n if (this._funcMask === value) {\r\n return;\r\n }\r\n\r\n this._funcMask = value;\r\n this._isStencilFuncDirty = true;\r\n }\r\n\r\n public get opStencilFail(): number {\r\n return this._opStencilFail;\r\n }\r\n\r\n public set opStencilFail(value: number) {\r\n if (this._opStencilFail === value) {\r\n return;\r\n }\r\n\r\n this._opStencilFail = value;\r\n this._isStencilOpDirty = true;\r\n }\r\n\r\n public get opDepthFail(): number {\r\n return this._opDepthFail;\r\n }\r\n\r\n public set opDepthFail(value: number) {\r\n if (this._opDepthFail === value) {\r\n return;\r\n }\r\n\r\n this._opDepthFail = value;\r\n this._isStencilOpDirty = true;\r\n }\r\n\r\n public get opStencilDepthPass(): number {\r\n return this._opStencilDepthPass;\r\n }\r\n\r\n public set opStencilDepthPass(value: number) {\r\n if (this._opStencilDepthPass === value) {\r\n return;\r\n }\r\n\r\n this._opStencilDepthPass = value;\r\n this._isStencilOpDirty = true;\r\n }\r\n\r\n public get mask(): number {\r\n return this._mask;\r\n }\r\n\r\n public set mask(value: number) {\r\n if (this._mask === value) {\r\n return;\r\n }\r\n\r\n this._mask = value;\r\n this._isStencilMaskDirty = true;\r\n }\r\n\r\n public get enabled(): boolean {\r\n return this._enabled;\r\n }\r\n\r\n public set enabled(value: boolean) {\r\n if (this._enabled === value) {\r\n return;\r\n }\r\n\r\n this._enabled = value;\r\n this._isStencilTestDirty = true;\r\n }\r\n\r\n public constructor(reset = true) {\r\n if (reset) {\r\n this.reset();\r\n }\r\n }\r\n\r\n public reset() {\r\n this.stencilMaterial = undefined;\r\n\r\n this.stencilGlobal?.reset();\r\n\r\n this._isStencilTestDirty = true;\r\n this._isStencilMaskDirty = true;\r\n this._isStencilFuncDirty = true;\r\n this._isStencilOpDirty = true;\r\n }\r\n\r\n public apply(gl?: WebGLRenderingContext) {\r\n if (!gl) {\r\n return;\r\n }\r\n\r\n const stencilMaterialEnabled = !this.useStencilGlobalOnly && !!this.stencilMaterial?.enabled;\r\n\r\n this.enabled = stencilMaterialEnabled ? this.stencilMaterial!.enabled : this.stencilGlobal.enabled;\r\n this.func = stencilMaterialEnabled ? this.stencilMaterial!.func : this.stencilGlobal.func;\r\n this.funcRef = stencilMaterialEnabled ? this.stencilMaterial!.funcRef : this.stencilGlobal.funcRef;\r\n this.funcMask = stencilMaterialEnabled ? this.stencilMaterial!.funcMask : this.stencilGlobal.funcMask;\r\n this.opStencilFail = stencilMaterialEnabled ? this.stencilMaterial!.opStencilFail : this.stencilGlobal.opStencilFail;\r\n this.opDepthFail = stencilMaterialEnabled ? this.stencilMaterial!.opDepthFail : this.stencilGlobal.opDepthFail;\r\n this.opStencilDepthPass = stencilMaterialEnabled ? this.stencilMaterial!.opStencilDepthPass : this.stencilGlobal.opStencilDepthPass;\r\n this.mask = stencilMaterialEnabled ? this.stencilMaterial!.mask : this.stencilGlobal.mask;\r\n\r\n if (!this.isDirty) {\r\n return;\r\n }\r\n\r\n // Stencil test\r\n if (this._isStencilTestDirty) {\r\n if (this.enabled) {\r\n gl.enable(gl.STENCIL_TEST);\r\n } else {\r\n gl.disable(gl.STENCIL_TEST);\r\n }\r\n this._isStencilTestDirty = false;\r\n }\r\n\r\n // Stencil mask\r\n if (this._isStencilMaskDirty) {\r\n gl.stencilMask(this.mask);\r\n this._isStencilMaskDirty = false;\r\n }\r\n\r\n // Stencil func\r\n if (this._isStencilFuncDirty) {\r\n gl.stencilFunc(this.func, this.funcRef, this.funcMask);\r\n this._isStencilFuncDirty = false;\r\n }\r\n\r\n // Stencil op\r\n if (this._isStencilOpDirty) {\r\n gl.stencilOp(this.opStencilFail, this.opDepthFail, this.opStencilDepthPass);\r\n this._isStencilOpDirty = false;\r\n }\r\n }\r\n}\r\n"]}
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@@ -14,7 +14,7 @@ export class WebXRAbstractFeature {
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14
14
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}
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15
15
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set xrNativeFeatureName(name) {
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16
16
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// check if feature was initialized while in session but needs to be initialized before the session starts
|
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17
|
-
if (!this._xrSessionManager.isNative && name && this._xrSessionManager.inXRSession && this._xrSessionManager.
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17
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+
if (!this._xrSessionManager.isNative && name && this._xrSessionManager.inXRSession && this._xrSessionManager.enabledFeatures?.indexOf(name) === -1) {
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18
18
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Logger.Warn(`The feature ${name} needs to be enabled before starting the XR session. Note - It is still possible it is not supported.`);
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}
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20
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this._xrNativeFeatureName = name;
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@@ -75,7 +75,11 @@ export class WebXRAbstractFeature {
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75
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}
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76
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// if this is a native WebXR feature, check if it is enabled on the session
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77
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// For now only check if not using babylon native
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78
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-
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78
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+
// vision OS doesn't support the enabledFeatures array, so just warn instead of failing
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79
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+
if (!this._xrSessionManager.enabledFeatures) {
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80
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+
Logger.Warn("session.enabledFeatures is not available on this device. It is possible that this feature is not supported.");
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81
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+
}
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+
else if (!this._xrSessionManager.isNative && this.xrNativeFeatureName && this._xrSessionManager.enabledFeatures.indexOf(this.xrNativeFeatureName) === -1) {
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79
83
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return false;
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80
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}
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85
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this._attached = true;
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@@ -1 +1 @@
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1
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-
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1
|
+
{"version":3,"file":"WebXRAbstractFeature.js","sourceRoot":"","sources":["../../../../../dev/core/src/XR/features/WebXRAbstractFeature.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,UAAU,EAAE,MAAM,uBAAuB,CAAC;AAGnD,OAAO,EAAE,MAAM,EAAE,6BAAyB;AAE1C;;;;GAIG;AACH,MAAM,OAAgB,oBAAoB;IAmBtC;;OAEG;IACH,IAAW,mBAAmB;QAC1B,OAAO,IAAI,CAAC,oBAAoB,CAAC;IACrC,CAAC;IAED,IAAW,mBAAmB,CAAC,IAAY;QACvC,0GAA0G;QAC1G,IAAI,CAAC,IAAI,CAAC,iBAAiB,CAAC,QAAQ,IAAI,IAAI,IAAI,IAAI,CAAC,iBAAiB,CAAC,WAAW,IAAI,IAAI,CAAC,iBAAiB,CAAC,eAAe,EAAE,OAAO,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,EAAE;YAChJ,MAAM,CAAC,IAAI,CAAC,eAAe,IAAI,uGAAuG,CAAC,CAAC;SAC3I;QACD,IAAI,CAAC,oBAAoB,GAAG,IAAI,CAAC;IACrC,CAAC;IAgBD;;;OAGG;IACH,YAAsB,iBAAsC;QAAtC,sBAAiB,GAAjB,iBAAiB,CAAqB;QAnDpD,cAAS,GAAY,KAAK,CAAC;QAC3B,oBAAe,GAGjB,EAAE,CAAC;QAET;;WAEG;QACI,eAAU,GAAY,KAAK,CAAC;QAEnC;;WAEG;QACI,sBAAiB,GAAY,KAAK,CAAC;QAEhC,yBAAoB,GAAW,EAAE,CAAC;QAiB5C;;WAEG;QACI,8BAAyB,GAA8B,IAAI,UAAU,EAAE,CAAC;QAC/E;;WAEG;QACI,8BAAyB,GAA8B,IAAI,UAAU,EAAE,CAAC;IAWhB,CAAC;IAEhE;;OAEG;IACH,IAAW,QAAQ;QACf,OAAO,IAAI,CAAC,SAAS,CAAC;IAC1B,CAAC;IAED;;;;;OAKG;IACI,MAAM,CAAC,KAAe;QACzB,mCAAmC;QACnC,IAAI,IAAI,CAAC,UAAU,EAAE;YACjB,OAAO,KAAK,CAAC;SAChB;QACD,IAAI,CAAC,KAAK,EAAE;YACR,IAAI,IAAI,CAAC,QAAQ,EAAE;gBACf,OAAO,KAAK,CAAC;aAChB;SACJ;aAAM;YACH,IAAI,IAAI,CAAC,QAAQ,EAAE;gBACf,2BAA2B;gBAC3B,IAAI,CAAC,MAAM,EAAE,CAAC;aACjB;SACJ;QAED,2EAA2E;QAC3E,iDAAiD;QACjD,uFAAuF;QACvF,IAAI,CAAC,IAAI,CAAC,iBAAiB,CAAC,eAAe,EAAE;YACzC,MAAM,CAAC,IAAI,CAAC,6GAA6G,CAAC,CAAC;SAC9H;aAAM,IAAI,CAAC,IAAI,CAAC,iBAAiB,CAAC,QAAQ,IAAI,IAAI,CAAC,mBAAmB,IAAI,IAAI,CAAC,iBAAiB,CAAC,eAAe,CAAC,OAAO,CAAC,IAAI,CAAC,mBAAmB,CAAC,KAAK,CAAC,CAAC,EAAE;YACxJ,OAAO,KAAK,CAAC;SAChB;QAED,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC;QACtB,IAAI,CAAC,qBAAqB,CAAC,IAAI,CAAC,iBAAiB,CAAC,mBAAmB,EAAE,CAAC,KAAK,EAAE,EAAE,CAAC,IAAI,CAAC,UAAU,CAAC,KAAK,CAAC,CAAC,CAAC;QAC1G,IAAI,CAAC,yBAAyB,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC;QACrD,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;;OAIG;IACI,MAAM;QACT,IAAI,CAAC,IAAI,CAAC,SAAS,EAAE;YACjB,IAAI,CAAC,iBAAiB,GAAG,IAAI,CAAC;YAC9B,OAAO,KAAK,CAAC;SAChB;QACD,IAAI,CAAC,SAAS,GAAG,KAAK,CAAC;QACvB,IAAI,CAAC,eAAe,CAAC,OAAO,CAAC,CAAC,QAAQ,EAAE,EAAE;YACtC,QAAQ,CAAC,UAAU,CAAC,MAAM,CAAC,QAAQ,CAAC,QAAQ,CAAC,CAAC;QAClD,CAAC,CAAC,CAAC;QACH,IAAI,CAAC,yBAAyB,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC;QACrD,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;OAEG;IACI,OAAO;QACV,IAAI,CAAC,MAAM,EAAE,CAAC;QACd,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC;QACvB,IAAI,CAAC,yBAAyB,CAAC,KAAK,EAAE,CAAC;QACvC,IAAI,CAAC,yBAAyB,CAAC,KAAK,EAAE,CAAC;IAC3C,CAAC;IAED;;;;;OAKG;IACI,YAAY;QACf,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;;OAIG;IACO,qBAAqB,CAAI,UAAyB,EAAE,QAAwD;QAClH,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC;YACtB,UAAU;YACV,QAAQ,EAAE,UAAU,CAAC,GAAG,CAAC,QAAQ,CAAC;SACrC,CAAC,CAAC;IACP,CAAC;CAQJ","sourcesContent":["import type { IWebXRFeature } from \"../webXRFeaturesManager\";\r\nimport type { Observer, EventState } from \"../../Misc/observable\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { WebXRSessionManager } from \"../webXRSessionManager\";\r\nimport { Logger } from \"core/Misc/logger\";\r\n\r\n/**\r\n * This is the base class for all WebXR features.\r\n * Since most features require almost the same resources and callbacks, this class can be used to simplify the development\r\n * Note that since the features manager is using the `IWebXRFeature` you are in no way obligated to use this class\r\n */\r\nexport abstract class WebXRAbstractFeature implements IWebXRFeature {\r\n private _attached: boolean = false;\r\n private _removeOnDetach: {\r\n observer: Nullable<Observer<any>>;\r\n observable: Observable<any>;\r\n }[] = [];\r\n\r\n /**\r\n * Is this feature disposed?\r\n */\r\n public isDisposed: boolean = false;\r\n\r\n /**\r\n * Should auto-attach be disabled?\r\n */\r\n public disableAutoAttach: boolean = false;\r\n\r\n protected _xrNativeFeatureName: string = \"\";\r\n\r\n /**\r\n * The name of the native xr feature name (like anchor, hit-test, or hand-tracking)\r\n */\r\n public get xrNativeFeatureName() {\r\n return this._xrNativeFeatureName;\r\n }\r\n\r\n public set xrNativeFeatureName(name: string) {\r\n // check if feature was initialized while in session but needs to be initialized before the session starts\r\n if (!this._xrSessionManager.isNative && name && this._xrSessionManager.inXRSession && this._xrSessionManager.enabledFeatures?.indexOf(name) === -1) {\r\n Logger.Warn(`The feature ${name} needs to be enabled before starting the XR session. Note - It is still possible it is not supported.`);\r\n }\r\n this._xrNativeFeatureName = name;\r\n }\r\n\r\n /**\r\n * Observers registered here will be executed when the feature is attached\r\n */\r\n public onFeatureAttachObservable: Observable<IWebXRFeature> = new Observable();\r\n /**\r\n * Observers registered here will be executed when the feature is detached\r\n */\r\n public onFeatureDetachObservable: Observable<IWebXRFeature> = new Observable();\r\n\r\n /**\r\n * The dependencies of this feature, if any\r\n */\r\n public dependsOn?: string[];\r\n\r\n /**\r\n * Construct a new (abstract) WebXR feature\r\n * @param _xrSessionManager the xr session manager for this feature\r\n */\r\n constructor(protected _xrSessionManager: WebXRSessionManager) {}\r\n\r\n /**\r\n * Is this feature attached\r\n */\r\n public get attached() {\r\n return this._attached;\r\n }\r\n\r\n /**\r\n * attach this feature\r\n *\r\n * @param force should attachment be forced (even when already attached)\r\n * @returns true if successful, false is failed or already attached\r\n */\r\n public attach(force?: boolean): boolean {\r\n // do not attach a disposed feature\r\n if (this.isDisposed) {\r\n return false;\r\n }\r\n if (!force) {\r\n if (this.attached) {\r\n return false;\r\n }\r\n } else {\r\n if (this.attached) {\r\n // detach first, to be sure\r\n this.detach();\r\n }\r\n }\r\n\r\n // if this is a native WebXR feature, check if it is enabled on the session\r\n // For now only check if not using babylon native\r\n // vision OS doesn't support the enabledFeatures array, so just warn instead of failing\r\n if (!this._xrSessionManager.enabledFeatures) {\r\n Logger.Warn(\"session.enabledFeatures is not available on this device. It is possible that this feature is not supported.\");\r\n } else if (!this._xrSessionManager.isNative && this.xrNativeFeatureName && this._xrSessionManager.enabledFeatures.indexOf(this.xrNativeFeatureName) === -1) {\r\n return false;\r\n }\r\n\r\n this._attached = true;\r\n this._addNewAttachObserver(this._xrSessionManager.onXRFrameObservable, (frame) => this._onXRFrame(frame));\r\n this.onFeatureAttachObservable.notifyObservers(this);\r\n return true;\r\n }\r\n\r\n /**\r\n * detach this feature.\r\n *\r\n * @returns true if successful, false if failed or already detached\r\n */\r\n public detach(): boolean {\r\n if (!this._attached) {\r\n this.disableAutoAttach = true;\r\n return false;\r\n }\r\n this._attached = false;\r\n this._removeOnDetach.forEach((toRemove) => {\r\n toRemove.observable.remove(toRemove.observer);\r\n });\r\n this.onFeatureDetachObservable.notifyObservers(this);\r\n return true;\r\n }\r\n\r\n /**\r\n * Dispose this feature and all of the resources attached\r\n */\r\n public dispose(): void {\r\n this.detach();\r\n this.isDisposed = true;\r\n this.onFeatureAttachObservable.clear();\r\n this.onFeatureDetachObservable.clear();\r\n }\r\n\r\n /**\r\n * This function will be executed during before enabling the feature and can be used to not-allow enabling it.\r\n * Note that at this point the session has NOT started, so this is purely checking if the browser supports it\r\n *\r\n * @returns whether or not the feature is compatible in this environment\r\n */\r\n public isCompatible(): boolean {\r\n return true;\r\n }\r\n\r\n /**\r\n * This is used to register callbacks that will automatically be removed when detach is called.\r\n * @param observable the observable to which the observer will be attached\r\n * @param callback the callback to register\r\n */\r\n protected _addNewAttachObserver<T>(observable: Observable<T>, callback: (eventData: T, eventState: EventState) => void) {\r\n this._removeOnDetach.push({\r\n observable,\r\n observer: observable.add(callback),\r\n });\r\n }\r\n\r\n /**\r\n * Code in this function will be executed on each xrFrame received from the browser.\r\n * This function will not execute after the feature is detached.\r\n * @param _xrFrame the current frame\r\n */\r\n protected abstract _onXRFrame(_xrFrame: XRFrame): void;\r\n}\r\n"]}
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@@ -273,10 +273,9 @@ export class WebXRAnchorSystem extends WebXRAbstractFeature {
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273
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return anchor;
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274
274
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}
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275
275
|
async _createAnchorAtTransformation(xrTransformation, xrFrame) {
|
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-
var _a;
|
|
277
276
|
if (xrFrame.createAnchor) {
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278
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|
try {
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279
|
-
return xrFrame.createAnchor(xrTransformation,
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+
return xrFrame.createAnchor(xrTransformation, this._referenceSpaceForFrameAnchors ?? this._xrSessionManager.referenceSpace);
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279
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}
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281
280
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catch (error) {
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throw new Error(error);
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@@ -1 +1 @@
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1
|
-
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{ WebXRFeatureName, WebXRFeaturesManager } from \"../webXRFeaturesManager\";\r\nimport type { WebXRSessionManager } from \"../webXRSessionManager\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { Matrix, Vector3, Quaternion } from \"../../Maths/math.vector\";\r\nimport type { TransformNode } from \"../../Meshes/transformNode\";\r\nimport { WebXRAbstractFeature } from \"./WebXRAbstractFeature\";\r\nimport type { IWebXRHitResult } from \"./WebXRHitTest\";\r\nimport { Tools } from \"../../Misc/tools\";\r\n\r\n/**\r\n * Configuration options of the anchor system\r\n */\r\nexport interface IWebXRAnchorSystemOptions {\r\n /**\r\n * a node that will be used to convert local to world coordinates\r\n */\r\n worldParentNode?: TransformNode;\r\n\r\n /**\r\n * If set to true a reference of the created anchors will be kept until the next session starts\r\n * If not defined, anchors will be removed from the array when the feature is detached or the session ended.\r\n */\r\n doNotRemoveAnchorsOnSessionEnded?: boolean;\r\n}\r\n\r\n/**\r\n * A babylon container for an XR Anchor\r\n */\r\nexport interface IWebXRAnchor {\r\n /**\r\n * A babylon-assigned ID for this anchor\r\n */\r\n id: number;\r\n /**\r\n * Transformation matrix to apply to an object attached to this anchor\r\n */\r\n transformationMatrix: Matrix;\r\n /**\r\n * The native anchor object\r\n */\r\n xrAnchor: XRAnchor;\r\n\r\n /**\r\n * if defined, this object will be constantly updated by the anchor's position and rotation\r\n */\r\n attachedNode?: TransformNode;\r\n\r\n /**\r\n * Remove this anchor from the scene\r\n */\r\n remove(): void;\r\n}\r\n\r\n/**\r\n * An internal interface for a future (promise based) anchor\r\n */\r\ninterface IWebXRFutureAnchor {\r\n /**\r\n * The native anchor\r\n */\r\n nativeAnchor?: XRAnchor;\r\n /**\r\n * Was this request submitted to the xr frame?\r\n */\r\n submitted: boolean;\r\n /**\r\n * Was this promise resolved already?\r\n */\r\n resolved: boolean;\r\n /**\r\n * A resolve function\r\n */\r\n resolve: (xrAnchor: IWebXRAnchor) => void;\r\n /**\r\n * A reject function\r\n */\r\n reject: (msg?: string) => void;\r\n /**\r\n * The XR Transformation of the future anchor\r\n */\r\n xrTransformation: XRRigidTransform;\r\n}\r\n\r\nlet anchorIdProvider = 0;\r\n\r\n/**\r\n * An implementation of the anchor system for WebXR.\r\n * For further information see https://github.com/immersive-web/anchors/\r\n */\r\nexport class WebXRAnchorSystem extends WebXRAbstractFeature {\r\n private _lastFrameDetected: XRAnchorSet = new Set();\r\n\r\n private _trackedAnchors: Array<IWebXRAnchor> = [];\r\n\r\n private _referenceSpaceForFrameAnchors: XRReferenceSpace;\r\n\r\n private _futureAnchors: IWebXRFutureAnchor[] = [];\r\n\r\n /**\r\n * The module's name\r\n */\r\n public static readonly Name = WebXRFeatureName.ANCHOR_SYSTEM;\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 anchor was added to the session\r\n */\r\n public onAnchorAddedObservable: Observable<IWebXRAnchor> = new Observable();\r\n /**\r\n * Observers registered here will be executed when an anchor was removed from the session\r\n */\r\n public onAnchorRemovedObservable: Observable<IWebXRAnchor> = new Observable();\r\n /**\r\n * Observers registered here will be executed when an existing anchor updates\r\n * This can execute N times every frame\r\n */\r\n public onAnchorUpdatedObservable: Observable<IWebXRAnchor> = new Observable();\r\n\r\n /**\r\n * Set the reference space to use for anchor creation, when not using a hit test.\r\n * Will default to the session's reference space if not defined\r\n */\r\n public set referenceSpaceForFrameAnchors(referenceSpace: XRReferenceSpace) {\r\n this._referenceSpaceForFrameAnchors = referenceSpace;\r\n }\r\n\r\n /**\r\n * constructs a new anchor system\r\n * @param _xrSessionManager an instance of WebXRSessionManager\r\n * @param _options configuration object for this feature\r\n */\r\n constructor(\r\n _xrSessionManager: WebXRSessionManager,\r\n private _options: IWebXRAnchorSystemOptions = {}\r\n ) {\r\n super(_xrSessionManager);\r\n this.xrNativeFeatureName = \"anchors\";\r\n }\r\n\r\n private _tmpVector = new Vector3();\r\n private _tmpQuaternion = new Quaternion();\r\n\r\n private _populateTmpTransformation(position: Vector3, rotationQuaternion: Quaternion) {\r\n this._tmpVector.copyFrom(position);\r\n this._tmpQuaternion.copyFrom(rotationQuaternion);\r\n if (!this._xrSessionManager.scene.useRightHandedSystem) {\r\n this._tmpVector.z *= -1;\r\n this._tmpQuaternion.z *= -1;\r\n this._tmpQuaternion.w *= -1;\r\n }\r\n return {\r\n position: this._tmpVector,\r\n rotationQuaternion: this._tmpQuaternion,\r\n };\r\n }\r\n\r\n /**\r\n * Create a new anchor point using a hit test result at a specific point in the scene\r\n * An anchor is tracked only after it is added to the trackerAnchors in xrFrame. The promise returned here does not yet guaranty that.\r\n * Use onAnchorAddedObservable to get newly added anchors if you require tracking guaranty.\r\n *\r\n * @param hitTestResult The hit test result to use for this anchor creation\r\n * @param position an optional position offset for this anchor\r\n * @param rotationQuaternion an optional rotation offset for this anchor\r\n * @returns A promise that fulfills when babylon has created the corresponding WebXRAnchor object and tracking has begun\r\n */\r\n public async addAnchorPointUsingHitTestResultAsync(\r\n hitTestResult: IWebXRHitResult,\r\n position: Vector3 = new Vector3(),\r\n rotationQuaternion: Quaternion = new Quaternion()\r\n ): Promise<IWebXRAnchor> {\r\n // convert to XR space (right handed) if needed\r\n this._populateTmpTransformation(position, rotationQuaternion);\r\n // the matrix that we'll use\r\n const m = new XRRigidTransform(\r\n { x: this._tmpVector.x, y: this._tmpVector.y, z: this._tmpVector.z },\r\n { x: this._tmpQuaternion.x, y: this._tmpQuaternion.y, z: this._tmpQuaternion.z, w: this._tmpQuaternion.w }\r\n );\r\n if (!hitTestResult.xrHitResult.createAnchor) {\r\n this.detach();\r\n throw new Error(\"Anchors not enabled in this environment/browser\");\r\n } else {\r\n try {\r\n const nativeAnchor = await hitTestResult.xrHitResult.createAnchor(m);\r\n return new Promise<IWebXRAnchor>((resolve, reject) => {\r\n this._futureAnchors.push({\r\n nativeAnchor,\r\n resolved: false,\r\n submitted: true,\r\n xrTransformation: m,\r\n resolve,\r\n reject,\r\n });\r\n });\r\n } catch (error) {\r\n throw new Error(error);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Add a new anchor at a specific position and rotation\r\n * This function will add a new anchor per default in the next available frame. Unless forced, the createAnchor function\r\n * will be called in the next xrFrame loop to make sure that the anchor can be created correctly.\r\n * An anchor is tracked only after it is added to the trackerAnchors in xrFrame. The promise returned here does not yet guaranty that.\r\n * Use onAnchorAddedObservable to get newly added anchors if you require tracking guaranty.\r\n *\r\n * @param position the position in which to add an anchor\r\n * @param rotationQuaternion an optional rotation for the anchor transformation\r\n * @param forceCreateInCurrentFrame force the creation of this anchor in the current frame. Must be called inside xrFrame loop!\r\n * @returns A promise that fulfills when babylon has created the corresponding WebXRAnchor object and tracking has begun\r\n */\r\n public async addAnchorAtPositionAndRotationAsync(\r\n position: Vector3,\r\n rotationQuaternion: Quaternion = new Quaternion(),\r\n forceCreateInCurrentFrame = false\r\n ): Promise<IWebXRAnchor> {\r\n // convert to XR space (right handed) if needed\r\n this._populateTmpTransformation(position, rotationQuaternion);\r\n // the matrix that we'll use\r\n const xrTransformation = new XRRigidTransform(\r\n { x: this._tmpVector.x, y: this._tmpVector.y, z: this._tmpVector.z },\r\n { x: this._tmpQuaternion.x, y: this._tmpQuaternion.y, z: this._tmpQuaternion.z, w: this._tmpQuaternion.w }\r\n );\r\n const xrAnchor =\r\n forceCreateInCurrentFrame && this.attached && this._xrSessionManager.currentFrame\r\n ? await this._createAnchorAtTransformation(xrTransformation, this._xrSessionManager.currentFrame)\r\n : undefined;\r\n // add the transformation to the future anchors list\r\n return new Promise<IWebXRAnchor>((resolve, reject) => {\r\n this._futureAnchors.push({\r\n nativeAnchor: xrAnchor,\r\n resolved: false,\r\n submitted: false,\r\n xrTransformation,\r\n resolve,\r\n reject,\r\n });\r\n });\r\n }\r\n\r\n /**\r\n * Get the list of anchors currently being tracked by the system\r\n */\r\n public get anchors(): IWebXRAnchor[] {\r\n return this._trackedAnchors;\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 if (!this._options.doNotRemoveAnchorsOnSessionEnded) {\r\n while (this._trackedAnchors.length) {\r\n const toRemove = this._trackedAnchors.pop();\r\n if (toRemove) {\r\n try {\r\n // try to natively remove it as well\r\n toRemove.remove();\r\n } catch (e) {\r\n // no-op\r\n }\r\n // as the xr frame loop is removed, we need to notify manually\r\n this.onAnchorRemovedObservable.notifyObservers(toRemove);\r\n }\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Dispose this feature and all of the resources attached\r\n */\r\n public dispose(): void {\r\n this._futureAnchors.length = 0;\r\n super.dispose();\r\n this.onAnchorAddedObservable.clear();\r\n this.onAnchorRemovedObservable.clear();\r\n this.onAnchorUpdatedObservable.clear();\r\n }\r\n\r\n protected _onXRFrame(frame: XRFrame) {\r\n if (!this.attached || !frame) {\r\n return;\r\n }\r\n\r\n const trackedAnchors = frame.trackedAnchors;\r\n if (trackedAnchors) {\r\n const toRemove = this._trackedAnchors\r\n .filter((anchor) => !trackedAnchors.has(anchor.xrAnchor))\r\n .map((anchor) => {\r\n const index = this._trackedAnchors.indexOf(anchor);\r\n return index;\r\n });\r\n let idxTracker = 0;\r\n toRemove.forEach((index) => {\r\n const anchor = this._trackedAnchors.splice(index - idxTracker, 1)[0];\r\n this.onAnchorRemovedObservable.notifyObservers(anchor);\r\n idxTracker++;\r\n });\r\n // now check for new ones\r\n trackedAnchors.forEach((xrAnchor) => {\r\n if (!this._lastFrameDetected.has(xrAnchor)) {\r\n const newAnchor: Partial<IWebXRAnchor> = {\r\n id: anchorIdProvider++,\r\n xrAnchor: xrAnchor,\r\n remove: () => xrAnchor.delete(),\r\n };\r\n const anchor = this._updateAnchorWithXRFrame(xrAnchor, newAnchor, frame);\r\n this._trackedAnchors.push(anchor);\r\n this.onAnchorAddedObservable.notifyObservers(anchor);\r\n // search for the future anchor promise that matches this\r\n const results = this._futureAnchors.filter((futureAnchor) => futureAnchor.nativeAnchor === xrAnchor);\r\n const result = results[0];\r\n if (result) {\r\n result.resolve(anchor);\r\n result.resolved = true;\r\n }\r\n } else {\r\n const index = this._findIndexInAnchorArray(xrAnchor);\r\n const anchor = this._trackedAnchors[index];\r\n try {\r\n // anchors update every frame\r\n this._updateAnchorWithXRFrame(xrAnchor, anchor, frame);\r\n if (anchor.attachedNode) {\r\n anchor.attachedNode.rotationQuaternion = anchor.attachedNode.rotationQuaternion || new Quaternion();\r\n anchor.transformationMatrix.decompose(anchor.attachedNode.scaling, anchor.attachedNode.rotationQuaternion, anchor.attachedNode.position);\r\n }\r\n this.onAnchorUpdatedObservable.notifyObservers(anchor);\r\n } catch (e) {\r\n Tools.Warn(`Anchor could not be updated`);\r\n }\r\n }\r\n });\r\n this._lastFrameDetected = trackedAnchors;\r\n }\r\n\r\n // process future anchors\r\n this._futureAnchors.forEach((futureAnchor) => {\r\n if (!futureAnchor.resolved && !futureAnchor.submitted) {\r\n this._createAnchorAtTransformation(futureAnchor.xrTransformation, frame).then(\r\n (nativeAnchor) => {\r\n futureAnchor.nativeAnchor = nativeAnchor;\r\n },\r\n (error) => {\r\n futureAnchor.resolved = true;\r\n futureAnchor.reject(error);\r\n }\r\n );\r\n futureAnchor.submitted = true;\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * avoiding using Array.find for global support.\r\n * @param xrAnchor the plane to find in the array\r\n * @returns the index of the anchor in the array or -1 if not found\r\n */\r\n private _findIndexInAnchorArray(xrAnchor: XRAnchor) {\r\n for (let i = 0; i < this._trackedAnchors.length; ++i) {\r\n if (this._trackedAnchors[i].xrAnchor === xrAnchor) {\r\n return i;\r\n }\r\n }\r\n return -1;\r\n }\r\n\r\n private _updateAnchorWithXRFrame(xrAnchor: XRAnchor, anchor: Partial<IWebXRAnchor>, xrFrame: XRFrame): IWebXRAnchor {\r\n // matrix\r\n const pose = xrFrame.getPose(xrAnchor.anchorSpace, this._xrSessionManager.referenceSpace);\r\n if (pose) {\r\n const mat = anchor.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 anchor.transformationMatrix = mat;\r\n if (!this._options.worldParentNode) {\r\n // Logger.Warn(\"Please provide a world parent node to apply world transformation\");\r\n } else {\r\n mat.multiplyToRef(this._options.worldParentNode.getWorldMatrix(), mat);\r\n }\r\n }\r\n\r\n return <IWebXRAnchor>anchor;\r\n }\r\n\r\n private async _createAnchorAtTransformation(xrTransformation: XRRigidTransform, xrFrame: XRFrame) {\r\n if (xrFrame.createAnchor) {\r\n try {\r\n return xrFrame.createAnchor(xrTransformation, this._referenceSpaceForFrameAnchors ?? this._xrSessionManager.referenceSpace);\r\n } catch (error) {\r\n throw new Error(error);\r\n }\r\n } else {\r\n this.detach();\r\n throw new Error(\"Anchors are not enabled in your browser\");\r\n }\r\n }\r\n}\r\n\r\n// register the plugin\r\nWebXRFeaturesManager.AddWebXRFeature(\r\n WebXRAnchorSystem.Name,\r\n (xrSessionManager, options) => {\r\n return () => new WebXRAnchorSystem(xrSessionManager, options);\r\n },\r\n WebXRAnchorSystem.Version\r\n);\r\n"]}
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1
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+
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{ WebXRFeatureName, WebXRFeaturesManager } from \"../webXRFeaturesManager\";\r\nimport type { WebXRSessionManager } from \"../webXRSessionManager\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { Matrix, Vector3, Quaternion } from \"../../Maths/math.vector\";\r\nimport type { TransformNode } from \"../../Meshes/transformNode\";\r\nimport { WebXRAbstractFeature } from \"./WebXRAbstractFeature\";\r\nimport type { IWebXRHitResult } from \"./WebXRHitTest\";\r\nimport { Tools } from \"../../Misc/tools\";\r\n\r\n/**\r\n * Configuration options of the anchor system\r\n */\r\nexport interface IWebXRAnchorSystemOptions {\r\n /**\r\n * a node that will be used to convert local to world coordinates\r\n */\r\n worldParentNode?: TransformNode;\r\n\r\n /**\r\n * If set to true a reference of the created anchors will be kept until the next session starts\r\n * If not defined, anchors will be removed from the array when the feature is detached or the session ended.\r\n */\r\n doNotRemoveAnchorsOnSessionEnded?: boolean;\r\n}\r\n\r\n/**\r\n * A babylon container for an XR Anchor\r\n */\r\nexport interface IWebXRAnchor {\r\n /**\r\n * A babylon-assigned ID for this anchor\r\n */\r\n id: number;\r\n /**\r\n * Transformation matrix to apply to an object attached to this anchor\r\n */\r\n transformationMatrix: Matrix;\r\n /**\r\n * The native anchor object\r\n */\r\n xrAnchor: XRAnchor;\r\n\r\n /**\r\n * if defined, this object will be constantly updated by the anchor's position and rotation\r\n */\r\n attachedNode?: TransformNode;\r\n\r\n /**\r\n * Remove this anchor from the scene\r\n */\r\n remove(): void;\r\n}\r\n\r\n/**\r\n * An internal interface for a future (promise based) anchor\r\n */\r\ninterface IWebXRFutureAnchor {\r\n /**\r\n * The native anchor\r\n */\r\n nativeAnchor?: XRAnchor;\r\n /**\r\n * Was this request submitted to the xr frame?\r\n */\r\n submitted: boolean;\r\n /**\r\n * Was this promise resolved already?\r\n */\r\n resolved: boolean;\r\n /**\r\n * A resolve function\r\n */\r\n resolve: (xrAnchor: IWebXRAnchor) => void;\r\n /**\r\n * A reject function\r\n */\r\n reject: (msg?: string) => void;\r\n /**\r\n * The XR Transformation of the future anchor\r\n */\r\n xrTransformation: XRRigidTransform;\r\n}\r\n\r\nlet anchorIdProvider = 0;\r\n\r\n/**\r\n * An implementation of the anchor system for WebXR.\r\n * For further information see https://github.com/immersive-web/anchors/\r\n */\r\nexport class WebXRAnchorSystem extends WebXRAbstractFeature {\r\n private _lastFrameDetected: XRAnchorSet = new Set();\r\n\r\n private _trackedAnchors: Array<IWebXRAnchor> = [];\r\n\r\n private _referenceSpaceForFrameAnchors: XRReferenceSpace;\r\n\r\n private _futureAnchors: IWebXRFutureAnchor[] = [];\r\n\r\n /**\r\n * The module's name\r\n */\r\n public static readonly Name = WebXRFeatureName.ANCHOR_SYSTEM;\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 anchor was added to the session\r\n */\r\n public onAnchorAddedObservable: Observable<IWebXRAnchor> = new Observable();\r\n /**\r\n * Observers registered here will be executed when an anchor was removed from the session\r\n */\r\n public onAnchorRemovedObservable: Observable<IWebXRAnchor> = new Observable();\r\n /**\r\n * Observers registered here will be executed when an existing anchor updates\r\n * This can execute N times every frame\r\n */\r\n public onAnchorUpdatedObservable: Observable<IWebXRAnchor> = new Observable();\r\n\r\n /**\r\n * Set the reference space to use for anchor creation, when not using a hit test.\r\n * Will default to the session's reference space if not defined\r\n */\r\n public set referenceSpaceForFrameAnchors(referenceSpace: XRReferenceSpace) {\r\n this._referenceSpaceForFrameAnchors = referenceSpace;\r\n }\r\n\r\n /**\r\n * constructs a new anchor system\r\n * @param _xrSessionManager an instance of WebXRSessionManager\r\n * @param _options configuration object for this feature\r\n */\r\n constructor(\r\n _xrSessionManager: WebXRSessionManager,\r\n private _options: IWebXRAnchorSystemOptions = {}\r\n ) {\r\n super(_xrSessionManager);\r\n this.xrNativeFeatureName = \"anchors\";\r\n }\r\n\r\n private _tmpVector = new Vector3();\r\n private _tmpQuaternion = new Quaternion();\r\n\r\n private _populateTmpTransformation(position: Vector3, rotationQuaternion: Quaternion) {\r\n this._tmpVector.copyFrom(position);\r\n this._tmpQuaternion.copyFrom(rotationQuaternion);\r\n if (!this._xrSessionManager.scene.useRightHandedSystem) {\r\n this._tmpVector.z *= -1;\r\n this._tmpQuaternion.z *= -1;\r\n this._tmpQuaternion.w *= -1;\r\n }\r\n return {\r\n position: this._tmpVector,\r\n rotationQuaternion: this._tmpQuaternion,\r\n };\r\n }\r\n\r\n /**\r\n * Create a new anchor point using a hit test result at a specific point in the scene\r\n * An anchor is tracked only after it is added to the trackerAnchors in xrFrame. The promise returned here does not yet guaranty that.\r\n * Use onAnchorAddedObservable to get newly added anchors if you require tracking guaranty.\r\n *\r\n * @param hitTestResult The hit test result to use for this anchor creation\r\n * @param position an optional position offset for this anchor\r\n * @param rotationQuaternion an optional rotation offset for this anchor\r\n * @returns A promise that fulfills when babylon has created the corresponding WebXRAnchor object and tracking has begun\r\n */\r\n public async addAnchorPointUsingHitTestResultAsync(\r\n hitTestResult: IWebXRHitResult,\r\n position: Vector3 = new Vector3(),\r\n rotationQuaternion: Quaternion = new Quaternion()\r\n ): Promise<IWebXRAnchor> {\r\n // convert to XR space (right handed) if needed\r\n this._populateTmpTransformation(position, rotationQuaternion);\r\n // the matrix that we'll use\r\n const m = new XRRigidTransform(\r\n { x: this._tmpVector.x, y: this._tmpVector.y, z: this._tmpVector.z },\r\n { x: this._tmpQuaternion.x, y: this._tmpQuaternion.y, z: this._tmpQuaternion.z, w: this._tmpQuaternion.w }\r\n );\r\n if (!hitTestResult.xrHitResult.createAnchor) {\r\n this.detach();\r\n throw new Error(\"Anchors not enabled in this environment/browser\");\r\n } else {\r\n try {\r\n const nativeAnchor = await hitTestResult.xrHitResult.createAnchor(m);\r\n return new Promise<IWebXRAnchor>((resolve, reject) => {\r\n this._futureAnchors.push({\r\n nativeAnchor,\r\n resolved: false,\r\n submitted: true,\r\n xrTransformation: m,\r\n resolve,\r\n reject,\r\n });\r\n });\r\n } catch (error) {\r\n throw new Error(error);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Add a new anchor at a specific position and rotation\r\n * This function will add a new anchor per default in the next available frame. Unless forced, the createAnchor function\r\n * will be called in the next xrFrame loop to make sure that the anchor can be created correctly.\r\n * An anchor is tracked only after it is added to the trackerAnchors in xrFrame. The promise returned here does not yet guaranty that.\r\n * Use onAnchorAddedObservable to get newly added anchors if you require tracking guaranty.\r\n *\r\n * @param position the position in which to add an anchor\r\n * @param rotationQuaternion an optional rotation for the anchor transformation\r\n * @param forceCreateInCurrentFrame force the creation of this anchor in the current frame. Must be called inside xrFrame loop!\r\n * @returns A promise that fulfills when babylon has created the corresponding WebXRAnchor object and tracking has begun\r\n */\r\n public async addAnchorAtPositionAndRotationAsync(\r\n position: Vector3,\r\n rotationQuaternion: Quaternion = new Quaternion(),\r\n forceCreateInCurrentFrame = false\r\n ): Promise<IWebXRAnchor> {\r\n // convert to XR space (right handed) if needed\r\n this._populateTmpTransformation(position, rotationQuaternion);\r\n // the matrix that we'll use\r\n const xrTransformation = new XRRigidTransform(\r\n { x: this._tmpVector.x, y: this._tmpVector.y, z: this._tmpVector.z },\r\n { x: this._tmpQuaternion.x, y: this._tmpQuaternion.y, z: this._tmpQuaternion.z, w: this._tmpQuaternion.w }\r\n );\r\n const xrAnchor =\r\n forceCreateInCurrentFrame && this.attached && this._xrSessionManager.currentFrame\r\n ? await this._createAnchorAtTransformation(xrTransformation, this._xrSessionManager.currentFrame)\r\n : undefined;\r\n // add the transformation to the future anchors list\r\n return new Promise<IWebXRAnchor>((resolve, reject) => {\r\n this._futureAnchors.push({\r\n nativeAnchor: xrAnchor,\r\n resolved: false,\r\n submitted: false,\r\n xrTransformation,\r\n resolve,\r\n reject,\r\n });\r\n });\r\n }\r\n\r\n /**\r\n * Get the list of anchors currently being tracked by the system\r\n */\r\n public get anchors(): IWebXRAnchor[] {\r\n return this._trackedAnchors;\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 if (!this._options.doNotRemoveAnchorsOnSessionEnded) {\r\n while (this._trackedAnchors.length) {\r\n const toRemove = this._trackedAnchors.pop();\r\n if (toRemove) {\r\n try {\r\n // try to natively remove it as well\r\n toRemove.remove();\r\n } catch (e) {\r\n // no-op\r\n }\r\n // as the xr frame loop is removed, we need to notify manually\r\n this.onAnchorRemovedObservable.notifyObservers(toRemove);\r\n }\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Dispose this feature and all of the resources attached\r\n */\r\n public dispose(): void {\r\n this._futureAnchors.length = 0;\r\n super.dispose();\r\n this.onAnchorAddedObservable.clear();\r\n this.onAnchorRemovedObservable.clear();\r\n this.onAnchorUpdatedObservable.clear();\r\n }\r\n\r\n protected _onXRFrame(frame: XRFrame) {\r\n if (!this.attached || !frame) {\r\n return;\r\n }\r\n\r\n const trackedAnchors = frame.trackedAnchors;\r\n if (trackedAnchors) {\r\n const toRemove = this._trackedAnchors\r\n .filter((anchor) => !trackedAnchors.has(anchor.xrAnchor))\r\n .map((anchor) => {\r\n const index = this._trackedAnchors.indexOf(anchor);\r\n return index;\r\n });\r\n let idxTracker = 0;\r\n toRemove.forEach((index) => {\r\n const anchor = this._trackedAnchors.splice(index - idxTracker, 1)[0];\r\n this.onAnchorRemovedObservable.notifyObservers(anchor);\r\n idxTracker++;\r\n });\r\n // now check for new ones\r\n trackedAnchors.forEach((xrAnchor) => {\r\n if (!this._lastFrameDetected.has(xrAnchor)) {\r\n const newAnchor: Partial<IWebXRAnchor> = {\r\n id: anchorIdProvider++,\r\n xrAnchor: xrAnchor,\r\n remove: () => xrAnchor.delete(),\r\n };\r\n const anchor = this._updateAnchorWithXRFrame(xrAnchor, newAnchor, frame);\r\n this._trackedAnchors.push(anchor);\r\n this.onAnchorAddedObservable.notifyObservers(anchor);\r\n // search for the future anchor promise that matches this\r\n const results = this._futureAnchors.filter((futureAnchor) => futureAnchor.nativeAnchor === xrAnchor);\r\n const result = results[0];\r\n if (result) {\r\n result.resolve(anchor);\r\n result.resolved = true;\r\n }\r\n } else {\r\n const index = this._findIndexInAnchorArray(xrAnchor);\r\n const anchor = this._trackedAnchors[index];\r\n try {\r\n // anchors update every frame\r\n this._updateAnchorWithXRFrame(xrAnchor, anchor, frame);\r\n if (anchor.attachedNode) {\r\n anchor.attachedNode.rotationQuaternion = anchor.attachedNode.rotationQuaternion || new Quaternion();\r\n anchor.transformationMatrix.decompose(anchor.attachedNode.scaling, anchor.attachedNode.rotationQuaternion, anchor.attachedNode.position);\r\n }\r\n this.onAnchorUpdatedObservable.notifyObservers(anchor);\r\n } catch (e) {\r\n Tools.Warn(`Anchor could not be updated`);\r\n }\r\n }\r\n });\r\n this._lastFrameDetected = trackedAnchors;\r\n }\r\n\r\n // process future anchors\r\n this._futureAnchors.forEach((futureAnchor) => {\r\n if (!futureAnchor.resolved && !futureAnchor.submitted) {\r\n this._createAnchorAtTransformation(futureAnchor.xrTransformation, frame).then(\r\n (nativeAnchor) => {\r\n futureAnchor.nativeAnchor = nativeAnchor;\r\n },\r\n (error) => {\r\n futureAnchor.resolved = true;\r\n futureAnchor.reject(error);\r\n }\r\n );\r\n futureAnchor.submitted = true;\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * avoiding using Array.find for global support.\r\n * @param xrAnchor the plane to find in the array\r\n * @returns the index of the anchor in the array or -1 if not found\r\n */\r\n private _findIndexInAnchorArray(xrAnchor: XRAnchor) {\r\n for (let i = 0; i < this._trackedAnchors.length; ++i) {\r\n if (this._trackedAnchors[i].xrAnchor === xrAnchor) {\r\n return i;\r\n }\r\n }\r\n return -1;\r\n }\r\n\r\n private _updateAnchorWithXRFrame(xrAnchor: XRAnchor, anchor: Partial<IWebXRAnchor>, xrFrame: XRFrame): IWebXRAnchor {\r\n // matrix\r\n const pose = xrFrame.getPose(xrAnchor.anchorSpace, this._xrSessionManager.referenceSpace);\r\n if (pose) {\r\n const mat = anchor.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 anchor.transformationMatrix = mat;\r\n if (!this._options.worldParentNode) {\r\n // Logger.Warn(\"Please provide a world parent node to apply world transformation\");\r\n } else {\r\n mat.multiplyToRef(this._options.worldParentNode.getWorldMatrix(), mat);\r\n }\r\n }\r\n\r\n return <IWebXRAnchor>anchor;\r\n }\r\n\r\n private async _createAnchorAtTransformation(xrTransformation: XRRigidTransform, xrFrame: XRFrame) {\r\n if (xrFrame.createAnchor) {\r\n try {\r\n return xrFrame.createAnchor(xrTransformation, this._referenceSpaceForFrameAnchors ?? this._xrSessionManager.referenceSpace);\r\n } catch (error) {\r\n throw new Error(error);\r\n }\r\n } else {\r\n this.detach();\r\n throw new Error(\"Anchors are not enabled in your browser\");\r\n }\r\n }\r\n}\r\n\r\n// register the plugin\r\nWebXRFeaturesManager.AddWebXRFeature(\r\n WebXRAnchorSystem.Name,\r\n (xrSessionManager, options) => {\r\n return () => new WebXRAnchorSystem(xrSessionManager, options);\r\n },\r\n WebXRAnchorSystem.Version\r\n);\r\n"]}
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@@ -112,7 +112,6 @@ export class WebXRControllerMovement extends WebXRAbstractFeature {
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* @param options configuration object for this feature
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*/
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constructor(_xrSessionManager, options) {
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var _a, _b, _c, _d, _e, _f;
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super(_xrSessionManager);
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this._controllers = {};
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this._currentRegistrationConfigurations = [];
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@@ -211,12 +210,12 @@ export class WebXRControllerMovement extends WebXRAbstractFeature {
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// synchronized from feature setter properties
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this._featureContext = {
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movementEnabled: options.movementEnabled || true,
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movementOrientationFollowsViewerPose:
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movementSpeed:
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movementThreshold:
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rotationEnabled:
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rotationSpeed:
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rotationThreshold:
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movementOrientationFollowsViewerPose: options.movementOrientationFollowsViewerPose ?? true,
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movementSpeed: options.movementSpeed ?? 1,
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movementThreshold: options.movementThreshold ?? 0.25,
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rotationEnabled: options.rotationEnabled ?? true,
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rotationSpeed: options.rotationSpeed ?? 1.0,
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rotationThreshold: options.rotationThreshold ?? 0.25,
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};
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this._movementState = {
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moveX: 0,
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