@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 { Camera } from \"../Cameras/camera\";\r\nimport type { DirectionalLight } from \"../Lights/directionalLight\";\r\nimport { StandardMaterial } from \"../Materials/standardMaterial\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport { Matrix, TmpVectors, Vector3 } from \"../Maths/math.vector\";\r\nimport { CreateLines } from \"../Meshes/Builders/linesBuilder\";\r\nimport type { LinesMesh } from \"../Meshes/linesMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { VertexData } from \"../Meshes/mesh.vertexData\";\r\nimport { TransformNode } from \"../Meshes/transformNode\";\r\nimport type { Scene } from \"../scene\";\r\n\r\n/**\r\n * Class used to render a debug view of the frustum for a directional light\r\n * @see https://playground.babylonjs.com/#7EFGSG#4\r\n * @since 5.0.0\r\n */\r\nexport class DirectionalLightFrustumViewer {\r\n private _scene: Scene;\r\n private _light: DirectionalLight;\r\n private _camera: Camera;\r\n private _inverseViewMatrix: Matrix;\r\n private _visible: boolean;\r\n\r\n private _rootNode: TransformNode;\r\n private _lightHelperFrustumMeshes: Mesh[];\r\n\r\n private _nearLinesPoints: Vector3[];\r\n private _farLinesPoints: Vector3[];\r\n private _trLinesPoints: Vector3[];\r\n private _brLinesPoints: Vector3[];\r\n private _tlLinesPoints: Vector3[];\r\n private _blLinesPoints: Vector3[];\r\n\r\n private _nearPlaneVertices: number[];\r\n private _farPlaneVertices: number[];\r\n private _rightPlaneVertices: number[];\r\n private _leftPlaneVertices: number[];\r\n private _topPlaneVertices: number[];\r\n private _bottomPlaneVertices: number[];\r\n\r\n private _oldPosition: Vector3 = new Vector3(Number.NaN, Number.NaN, Number.NaN);\r\n private _oldDirection: Vector3 = new Vector3(Number.NaN, Number.NaN, Number.NaN);\r\n private _oldAutoCalc: boolean;\r\n private _oldMinZ: number;\r\n private _oldMaxZ: number;\r\n\r\n private _transparency = 0.3;\r\n /**\r\n * Gets or sets the transparency of the frustum planes\r\n */\r\n public get transparency(): number {\r\n return this._transparency;\r\n }\r\n\r\n public set transparency(alpha: number) {\r\n this._transparency = alpha;\r\n for (let i = 6; i < 12; ++i) {\r\n this._lightHelperFrustumMeshes[i].material!.alpha = alpha;\r\n }\r\n }\r\n\r\n private _showLines = true;\r\n /**\r\n * true to display the edges of the frustum\r\n */\r\n public get showLines(): boolean {\r\n return this._showLines;\r\n }\r\n\r\n public set showLines(show: boolean) {\r\n if (this._showLines === show) {\r\n return;\r\n }\r\n this._showLines = show;\r\n for (let i = 0; i < 6; ++i) {\r\n this._lightHelperFrustumMeshes[i].setEnabled(show);\r\n }\r\n }\r\n\r\n private _showPlanes = true;\r\n /**\r\n * true to display the planes of the frustum\r\n */\r\n public get showPlanes(): boolean {\r\n return this._showPlanes;\r\n }\r\n\r\n public set showPlanes(show: boolean) {\r\n if (this._showPlanes === show) {\r\n return;\r\n }\r\n this._showPlanes = show;\r\n for (let i = 6; i < 12; ++i) {\r\n this._lightHelperFrustumMeshes[i].setEnabled(show);\r\n }\r\n }\r\n\r\n /**\r\n * Creates a new frustum viewer\r\n * @param light directional light to display the frustum for\r\n * @param camera camera used to retrieve the minZ / maxZ values if the shadowMinZ/shadowMaxZ values of the light are not setup\r\n */\r\n constructor(light: DirectionalLight, camera: Camera) {\r\n this._scene = light.getScene();\r\n this._light = light;\r\n this._camera = camera;\r\n this._inverseViewMatrix = Matrix.Identity();\r\n this._lightHelperFrustumMeshes = [];\r\n this._createGeometry();\r\n this.show();\r\n this.update();\r\n }\r\n\r\n /**\r\n * Shows the frustum\r\n */\r\n public show() {\r\n this._lightHelperFrustumMeshes.forEach((mesh, index) => {\r\n mesh.setEnabled((index < 6 && this._showLines) || (index >= 6 && this._showPlanes));\r\n });\r\n this._oldPosition.set(Number.NaN, Number.NaN, Number.NaN);\r\n this._visible = true;\r\n }\r\n\r\n /**\r\n * Hides the frustum\r\n */\r\n public hide() {\r\n this._lightHelperFrustumMeshes.forEach((mesh) => {\r\n mesh.setEnabled(false);\r\n });\r\n this._visible = false;\r\n }\r\n\r\n /**\r\n * Updates the frustum.\r\n * Call this method to update the frustum view if the light has changed position/direction\r\n */\r\n public update() {\r\n if (!this._visible) {\r\n return;\r\n }\r\n\r\n if (\r\n this._oldPosition.equals(this._light.position) &&\r\n this._oldDirection.equals(this._light.direction) &&\r\n this._oldAutoCalc === this._light.autoCalcShadowZBounds &&\r\n this._oldMinZ === this._light.shadowMinZ &&\r\n this._oldMaxZ === this._light.shadowMaxZ\r\n ) {\r\n return;\r\n }\r\n\r\n this._oldPosition.copyFrom(this._light.position);\r\n this._oldDirection.copyFrom(this._light.direction);\r\n this._oldAutoCalc = this._light.autoCalcShadowZBounds;\r\n this._oldMinZ = this._light.shadowMinZ;\r\n this._oldMaxZ = this._light.shadowMaxZ;\r\n\r\n TmpVectors.Vector3[0].set(this._light.orthoLeft, this._light.orthoBottom, this._light.shadowMinZ !== undefined ? this._light.shadowMinZ : this._camera.minZ); // min light extents\r\n TmpVectors.Vector3[1].set(this._light.orthoRight, this._light.orthoTop, this._light.shadowMaxZ !== undefined ? this._light.shadowMaxZ : this._camera.maxZ); // max light extents\r\n\r\n const invLightView = this._getInvertViewMatrix();\r\n\r\n TmpVectors.Vector3[2].copyFromFloats(TmpVectors.Vector3[1].x, TmpVectors.Vector3[1].y, TmpVectors.Vector3[0].z); // n1\r\n TmpVectors.Vector3[3].copyFromFloats(TmpVectors.Vector3[1].x, TmpVectors.Vector3[0].y, TmpVectors.Vector3[0].z); // n2\r\n TmpVectors.Vector3[4].copyFromFloats(TmpVectors.Vector3[0].x, TmpVectors.Vector3[0].y, TmpVectors.Vector3[0].z); // n3\r\n TmpVectors.Vector3[5].copyFromFloats(TmpVectors.Vector3[0].x, TmpVectors.Vector3[1].y, TmpVectors.Vector3[0].z); // n4\r\n\r\n Vector3.TransformCoordinatesToRef(TmpVectors.Vector3[2], invLightView, TmpVectors.Vector3[2]); // near1\r\n Vector3.TransformCoordinatesToRef(TmpVectors.Vector3[3], invLightView, TmpVectors.Vector3[3]); // near2\r\n Vector3.TransformCoordinatesToRef(TmpVectors.Vector3[4], invLightView, TmpVectors.Vector3[4]); // near3\r\n Vector3.TransformCoordinatesToRef(TmpVectors.Vector3[5], invLightView, TmpVectors.Vector3[5]); // near4\r\n\r\n TmpVectors.Vector3[6].copyFromFloats(TmpVectors.Vector3[1].x, TmpVectors.Vector3[1].y, TmpVectors.Vector3[1].z); // f1\r\n TmpVectors.Vector3[7].copyFromFloats(TmpVectors.Vector3[1].x, TmpVectors.Vector3[0].y, TmpVectors.Vector3[1].z); // f2\r\n TmpVectors.Vector3[8].copyFromFloats(TmpVectors.Vector3[0].x, TmpVectors.Vector3[0].y, TmpVectors.Vector3[1].z); // f3\r\n TmpVectors.Vector3[9].copyFromFloats(TmpVectors.Vector3[0].x, TmpVectors.Vector3[1].y, TmpVectors.Vector3[1].z); // f4\r\n\r\n Vector3.TransformCoordinatesToRef(TmpVectors.Vector3[6], invLightView, TmpVectors.Vector3[6]); // far1\r\n Vector3.TransformCoordinatesToRef(TmpVectors.Vector3[7], invLightView, TmpVectors.Vector3[7]); // far2\r\n Vector3.TransformCoordinatesToRef(TmpVectors.Vector3[8], invLightView, TmpVectors.Vector3[8]); // far3\r\n Vector3.TransformCoordinatesToRef(TmpVectors.Vector3[9], invLightView, TmpVectors.Vector3[9]); // far4\r\n\r\n CreateLines(\"nearlines\", { updatable: true, points: this._nearLinesPoints, instance: this._lightHelperFrustumMeshes[0] as LinesMesh }, this._scene);\r\n\r\n CreateLines(\"farlines\", { updatable: true, points: this._farLinesPoints, instance: this._lightHelperFrustumMeshes[1] as LinesMesh }, this._scene);\r\n\r\n CreateLines(\"trlines\", { updatable: true, points: this._trLinesPoints, instance: this._lightHelperFrustumMeshes[2] as LinesMesh }, this._scene);\r\n\r\n CreateLines(\"brlines\", { updatable: true, points: this._brLinesPoints, instance: this._lightHelperFrustumMeshes[3] as LinesMesh }, this._scene);\r\n\r\n CreateLines(\"tllines\", { updatable: true, points: this._tlLinesPoints, instance: this._lightHelperFrustumMeshes[4] as LinesMesh }, this._scene);\r\n\r\n CreateLines(\"bllines\", { updatable: true, points: this._blLinesPoints, instance: this._lightHelperFrustumMeshes[5] as LinesMesh }, this._scene);\r\n\r\n TmpVectors.Vector3[2].toArray(this._nearPlaneVertices, 0);\r\n TmpVectors.Vector3[3].toArray(this._nearPlaneVertices, 3);\r\n TmpVectors.Vector3[4].toArray(this._nearPlaneVertices, 6);\r\n TmpVectors.Vector3[5].toArray(this._nearPlaneVertices, 9);\r\n this._lightHelperFrustumMeshes[6].geometry?.updateVerticesDataDirectly(\"position\", this._nearPlaneVertices, 0);\r\n\r\n TmpVectors.Vector3[6].toArray(this._farPlaneVertices, 0);\r\n TmpVectors.Vector3[7].toArray(this._farPlaneVertices, 3);\r\n TmpVectors.Vector3[8].toArray(this._farPlaneVertices, 6);\r\n TmpVectors.Vector3[9].toArray(this._farPlaneVertices, 9);\r\n this._lightHelperFrustumMeshes[7].geometry?.updateVerticesDataDirectly(\"position\", this._farPlaneVertices, 0);\r\n\r\n TmpVectors.Vector3[2].toArray(this._rightPlaneVertices, 0);\r\n TmpVectors.Vector3[6].toArray(this._rightPlaneVertices, 3);\r\n TmpVectors.Vector3[7].toArray(this._rightPlaneVertices, 6);\r\n TmpVectors.Vector3[3].toArray(this._rightPlaneVertices, 9);\r\n this._lightHelperFrustumMeshes[8].geometry?.updateVerticesDataDirectly(\"position\", this._rightPlaneVertices, 0);\r\n\r\n TmpVectors.Vector3[5].toArray(this._leftPlaneVertices, 0);\r\n TmpVectors.Vector3[9].toArray(this._leftPlaneVertices, 3);\r\n TmpVectors.Vector3[8].toArray(this._leftPlaneVertices, 6);\r\n TmpVectors.Vector3[4].toArray(this._leftPlaneVertices, 9);\r\n this._lightHelperFrustumMeshes[9].geometry?.updateVerticesDataDirectly(\"position\", this._leftPlaneVertices, 0);\r\n\r\n TmpVectors.Vector3[2].toArray(this._topPlaneVertices, 0);\r\n TmpVectors.Vector3[6].toArray(this._topPlaneVertices, 3);\r\n TmpVectors.Vector3[9].toArray(this._topPlaneVertices, 6);\r\n TmpVectors.Vector3[5].toArray(this._topPlaneVertices, 9);\r\n this._lightHelperFrustumMeshes[10].geometry?.updateVerticesDataDirectly(\"position\", this._topPlaneVertices, 0);\r\n\r\n TmpVectors.Vector3[3].toArray(this._bottomPlaneVertices, 0);\r\n TmpVectors.Vector3[7].toArray(this._bottomPlaneVertices, 3);\r\n TmpVectors.Vector3[8].toArray(this._bottomPlaneVertices, 6);\r\n TmpVectors.Vector3[4].toArray(this._bottomPlaneVertices, 9);\r\n this._lightHelperFrustumMeshes[11].geometry?.updateVerticesDataDirectly(\"position\", this._bottomPlaneVertices, 0);\r\n }\r\n\r\n /**\r\n * Dispose of the class / remove the frustum view\r\n */\r\n public dispose() {\r\n this._lightHelperFrustumMeshes.forEach((mesh) => {\r\n mesh.material?.dispose();\r\n mesh.dispose();\r\n });\r\n this._rootNode.dispose();\r\n }\r\n\r\n protected _createGeometry() {\r\n this._rootNode = new TransformNode(\"directionalLightHelperRoot_\" + this._light.name, this._scene);\r\n this._rootNode.parent = this._light.parent;\r\n\r\n this._nearLinesPoints = [Vector3.ZeroReadOnly, Vector3.ZeroReadOnly, Vector3.ZeroReadOnly, Vector3.ZeroReadOnly, Vector3.ZeroReadOnly];\r\n const nearLines = CreateLines(\"nearlines\", { updatable: true, points: this._nearLinesPoints }, this._scene);\r\n nearLines.parent = this._rootNode;\r\n nearLines.alwaysSelectAsActiveMesh = true;\r\n\r\n this._farLinesPoints = [Vector3.ZeroReadOnly, Vector3.ZeroReadOnly, Vector3.ZeroReadOnly, Vector3.ZeroReadOnly, Vector3.ZeroReadOnly];\r\n const farLines = CreateLines(\"farlines\", { updatable: true, points: this._farLinesPoints }, this._scene);\r\n farLines.parent = this._rootNode;\r\n farLines.alwaysSelectAsActiveMesh = true;\r\n\r\n this._trLinesPoints = [Vector3.ZeroReadOnly, Vector3.ZeroReadOnly];\r\n const trLines = CreateLines(\"trlines\", { updatable: true, points: this._trLinesPoints }, this._scene);\r\n trLines.parent = this._rootNode;\r\n trLines.alwaysSelectAsActiveMesh = true;\r\n\r\n this._brLinesPoints = [Vector3.ZeroReadOnly, Vector3.ZeroReadOnly];\r\n const brLines = CreateLines(\"brlines\", { updatable: true, points: this._brLinesPoints }, this._scene);\r\n brLines.parent = this._rootNode;\r\n brLines.alwaysSelectAsActiveMesh = true;\r\n\r\n this._tlLinesPoints = [Vector3.ZeroReadOnly, Vector3.ZeroReadOnly];\r\n const tlLines = CreateLines(\"tllines\", { updatable: true, points: this._tlLinesPoints }, this._scene);\r\n tlLines.parent = this._rootNode;\r\n tlLines.alwaysSelectAsActiveMesh = true;\r\n\r\n this._blLinesPoints = [Vector3.ZeroReadOnly, Vector3.ZeroReadOnly];\r\n const blLines = CreateLines(\"bllines\", { updatable: true, points: this._blLinesPoints }, this._scene);\r\n blLines.parent = this._rootNode;\r\n blLines.alwaysSelectAsActiveMesh = true;\r\n\r\n this._lightHelperFrustumMeshes.push(nearLines, farLines, trLines, brLines, tlLines, blLines);\r\n\r\n const makePlane = (name: string, color: Color3, positions: number[]) => {\r\n const plane = new Mesh(name + \"plane\", this._scene);\r\n const mat = new StandardMaterial(name + \"PlaneMat\", this._scene);\r\n\r\n plane.material = mat;\r\n plane.parent = this._rootNode;\r\n plane.alwaysSelectAsActiveMesh = true;\r\n\r\n mat.emissiveColor = color;\r\n mat.alpha = this.transparency;\r\n mat.backFaceCulling = false;\r\n mat.disableLighting = true;\r\n\r\n const indices = [0, 1, 2, 0, 2, 3];\r\n\r\n const vertexData = new VertexData();\r\n\r\n vertexData.positions = positions;\r\n vertexData.indices = indices;\r\n\r\n vertexData.applyToMesh(plane, true);\r\n\r\n this._lightHelperFrustumMeshes.push(plane);\r\n };\r\n\r\n this._nearPlaneVertices = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0];\r\n this._farPlaneVertices = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0];\r\n this._rightPlaneVertices = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0];\r\n this._leftPlaneVertices = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0];\r\n this._topPlaneVertices = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0];\r\n this._bottomPlaneVertices = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0];\r\n\r\n makePlane(\"near\", new Color3(1, 0, 0), this._nearPlaneVertices);\r\n makePlane(\"far\", new Color3(0.3, 0, 0), this._farPlaneVertices);\r\n makePlane(\"right\", new Color3(0, 1, 0), this._rightPlaneVertices);\r\n makePlane(\"left\", new Color3(0, 0.3, 0), this._leftPlaneVertices);\r\n makePlane(\"top\", new Color3(0, 0, 1), this._topPlaneVertices);\r\n makePlane(\"bottom\", new Color3(0, 0, 0.3), this._bottomPlaneVertices);\r\n\r\n this._nearLinesPoints[0] = TmpVectors.Vector3[2];\r\n this._nearLinesPoints[1] = TmpVectors.Vector3[3];\r\n this._nearLinesPoints[2] = TmpVectors.Vector3[4];\r\n this._nearLinesPoints[3] = TmpVectors.Vector3[5];\r\n this._nearLinesPoints[4] = TmpVectors.Vector3[2];\r\n\r\n this._farLinesPoints[0] = TmpVectors.Vector3[6];\r\n this._farLinesPoints[1] = TmpVectors.Vector3[7];\r\n this._farLinesPoints[2] = TmpVectors.Vector3[8];\r\n this._farLinesPoints[3] = TmpVectors.Vector3[9];\r\n this._farLinesPoints[4] = TmpVectors.Vector3[6];\r\n\r\n this._trLinesPoints[0] = TmpVectors.Vector3[2];\r\n this._trLinesPoints[1] = TmpVectors.Vector3[6];\r\n\r\n this._brLinesPoints[0] = TmpVectors.Vector3[3];\r\n this._brLinesPoints[1] = TmpVectors.Vector3[7];\r\n\r\n this._tlLinesPoints[0] = TmpVectors.Vector3[4];\r\n this._tlLinesPoints[1] = TmpVectors.Vector3[8];\r\n\r\n this._blLinesPoints[0] = TmpVectors.Vector3[5];\r\n this._blLinesPoints[1] = TmpVectors.Vector3[9];\r\n }\r\n\r\n protected _getInvertViewMatrix(): Matrix {\r\n Matrix.LookAtLHToRef(this._light.position, this._light.position.add(this._light.direction), Vector3.UpReadOnly, this._inverseViewMatrix);\r\n this._inverseViewMatrix.invertToRef(this._inverseViewMatrix);\r\n return this._inverseViewMatrix;\r\n }\r\n}\r\n"]}
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1
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+
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type { Camera } from \"../Cameras/camera\";\r\nimport type { DirectionalLight } from \"../Lights/directionalLight\";\r\nimport { StandardMaterial } from \"../Materials/standardMaterial\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport { Matrix, TmpVectors, Vector3 } from \"../Maths/math.vector\";\r\nimport { CreateLines } from \"../Meshes/Builders/linesBuilder\";\r\nimport type { LinesMesh } from \"../Meshes/linesMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { VertexData } from \"../Meshes/mesh.vertexData\";\r\nimport { TransformNode } from \"../Meshes/transformNode\";\r\nimport type { Scene } from \"../scene\";\r\n\r\n/**\r\n * Class used to render a debug view of the frustum for a directional light\r\n * @see https://playground.babylonjs.com/#7EFGSG#4\r\n * @since 5.0.0\r\n */\r\nexport class DirectionalLightFrustumViewer {\r\n private _scene: Scene;\r\n private _light: DirectionalLight;\r\n private _camera: Camera;\r\n private _inverseViewMatrix: Matrix;\r\n private _visible: boolean;\r\n\r\n private _rootNode: TransformNode;\r\n private _lightHelperFrustumMeshes: Mesh[];\r\n\r\n private _nearLinesPoints: Vector3[];\r\n private _farLinesPoints: Vector3[];\r\n private _trLinesPoints: Vector3[];\r\n private _brLinesPoints: Vector3[];\r\n private _tlLinesPoints: Vector3[];\r\n private _blLinesPoints: Vector3[];\r\n\r\n private _nearPlaneVertices: number[];\r\n private _farPlaneVertices: number[];\r\n private _rightPlaneVertices: number[];\r\n private _leftPlaneVertices: number[];\r\n private _topPlaneVertices: number[];\r\n private _bottomPlaneVertices: number[];\r\n\r\n private _oldPosition: Vector3 = new Vector3(Number.NaN, Number.NaN, Number.NaN);\r\n private _oldDirection: Vector3 = new Vector3(Number.NaN, Number.NaN, Number.NaN);\r\n private _oldAutoCalc: boolean;\r\n private _oldMinZ: number;\r\n private _oldMaxZ: number;\r\n\r\n private _transparency = 0.3;\r\n /**\r\n * Gets or sets the transparency of the frustum planes\r\n */\r\n public get transparency(): number {\r\n return this._transparency;\r\n }\r\n\r\n public set transparency(alpha: number) {\r\n this._transparency = alpha;\r\n for (let i = 6; i < 12; ++i) {\r\n this._lightHelperFrustumMeshes[i].material!.alpha = alpha;\r\n }\r\n }\r\n\r\n private _showLines = true;\r\n /**\r\n * true to display the edges of the frustum\r\n */\r\n public get showLines(): boolean {\r\n return this._showLines;\r\n }\r\n\r\n public set showLines(show: boolean) {\r\n if (this._showLines === show) {\r\n return;\r\n }\r\n this._showLines = show;\r\n for (let i = 0; i < 6; ++i) {\r\n this._lightHelperFrustumMeshes[i].setEnabled(show);\r\n }\r\n }\r\n\r\n private _showPlanes = true;\r\n /**\r\n * true to display the planes of the frustum\r\n */\r\n public get showPlanes(): boolean {\r\n return this._showPlanes;\r\n }\r\n\r\n public set showPlanes(show: boolean) {\r\n if (this._showPlanes === show) {\r\n return;\r\n }\r\n this._showPlanes = show;\r\n for (let i = 6; i < 12; ++i) {\r\n this._lightHelperFrustumMeshes[i].setEnabled(show);\r\n }\r\n }\r\n\r\n /**\r\n * Creates a new frustum viewer\r\n * @param light directional light to display the frustum for\r\n * @param camera camera used to retrieve the minZ / maxZ values if the shadowMinZ/shadowMaxZ values of the light are not setup\r\n */\r\n constructor(light: DirectionalLight, camera: Camera) {\r\n this._scene = light.getScene();\r\n this._light = light;\r\n this._camera = camera;\r\n this._inverseViewMatrix = Matrix.Identity();\r\n this._lightHelperFrustumMeshes = [];\r\n this._createGeometry();\r\n this.show();\r\n this.update();\r\n }\r\n\r\n /**\r\n * Shows the frustum\r\n */\r\n public show() {\r\n this._lightHelperFrustumMeshes.forEach((mesh, index) => {\r\n mesh.setEnabled((index < 6 && this._showLines) || (index >= 6 && this._showPlanes));\r\n });\r\n this._oldPosition.set(Number.NaN, Number.NaN, Number.NaN);\r\n this._visible = true;\r\n }\r\n\r\n /**\r\n * Hides the frustum\r\n */\r\n public hide() {\r\n this._lightHelperFrustumMeshes.forEach((mesh) => {\r\n mesh.setEnabled(false);\r\n });\r\n this._visible = false;\r\n }\r\n\r\n /**\r\n * Updates the frustum.\r\n * Call this method to update the frustum view if the light has changed position/direction\r\n */\r\n public update() {\r\n if (!this._visible) {\r\n return;\r\n }\r\n\r\n if (\r\n this._oldPosition.equals(this._light.position) &&\r\n this._oldDirection.equals(this._light.direction) &&\r\n this._oldAutoCalc === this._light.autoCalcShadowZBounds &&\r\n this._oldMinZ === this._light.shadowMinZ &&\r\n this._oldMaxZ === this._light.shadowMaxZ\r\n ) {\r\n return;\r\n }\r\n\r\n this._oldPosition.copyFrom(this._light.position);\r\n this._oldDirection.copyFrom(this._light.direction);\r\n this._oldAutoCalc = this._light.autoCalcShadowZBounds;\r\n this._oldMinZ = this._light.shadowMinZ;\r\n this._oldMaxZ = this._light.shadowMaxZ;\r\n\r\n TmpVectors.Vector3[0].set(this._light.orthoLeft, this._light.orthoBottom, this._light.shadowMinZ !== undefined ? this._light.shadowMinZ : this._camera.minZ); // min light extents\r\n TmpVectors.Vector3[1].set(this._light.orthoRight, this._light.orthoTop, this._light.shadowMaxZ !== undefined ? this._light.shadowMaxZ : this._camera.maxZ); // max light extents\r\n\r\n const invLightView = this._getInvertViewMatrix();\r\n\r\n TmpVectors.Vector3[2].copyFromFloats(TmpVectors.Vector3[1].x, TmpVectors.Vector3[1].y, TmpVectors.Vector3[0].z); // n1\r\n TmpVectors.Vector3[3].copyFromFloats(TmpVectors.Vector3[1].x, TmpVectors.Vector3[0].y, TmpVectors.Vector3[0].z); // n2\r\n TmpVectors.Vector3[4].copyFromFloats(TmpVectors.Vector3[0].x, TmpVectors.Vector3[0].y, TmpVectors.Vector3[0].z); // n3\r\n TmpVectors.Vector3[5].copyFromFloats(TmpVectors.Vector3[0].x, TmpVectors.Vector3[1].y, TmpVectors.Vector3[0].z); // n4\r\n\r\n Vector3.TransformCoordinatesToRef(TmpVectors.Vector3[2], invLightView, TmpVectors.Vector3[2]); // near1\r\n Vector3.TransformCoordinatesToRef(TmpVectors.Vector3[3], invLightView, TmpVectors.Vector3[3]); // near2\r\n Vector3.TransformCoordinatesToRef(TmpVectors.Vector3[4], invLightView, TmpVectors.Vector3[4]); // near3\r\n Vector3.TransformCoordinatesToRef(TmpVectors.Vector3[5], invLightView, TmpVectors.Vector3[5]); // near4\r\n\r\n TmpVectors.Vector3[6].copyFromFloats(TmpVectors.Vector3[1].x, TmpVectors.Vector3[1].y, TmpVectors.Vector3[1].z); // f1\r\n TmpVectors.Vector3[7].copyFromFloats(TmpVectors.Vector3[1].x, TmpVectors.Vector3[0].y, TmpVectors.Vector3[1].z); // f2\r\n TmpVectors.Vector3[8].copyFromFloats(TmpVectors.Vector3[0].x, TmpVectors.Vector3[0].y, TmpVectors.Vector3[1].z); // f3\r\n TmpVectors.Vector3[9].copyFromFloats(TmpVectors.Vector3[0].x, TmpVectors.Vector3[1].y, TmpVectors.Vector3[1].z); // f4\r\n\r\n Vector3.TransformCoordinatesToRef(TmpVectors.Vector3[6], invLightView, TmpVectors.Vector3[6]); // far1\r\n Vector3.TransformCoordinatesToRef(TmpVectors.Vector3[7], invLightView, TmpVectors.Vector3[7]); // far2\r\n Vector3.TransformCoordinatesToRef(TmpVectors.Vector3[8], invLightView, TmpVectors.Vector3[8]); // far3\r\n Vector3.TransformCoordinatesToRef(TmpVectors.Vector3[9], invLightView, TmpVectors.Vector3[9]); // far4\r\n\r\n CreateLines(\"nearlines\", { updatable: true, points: this._nearLinesPoints, instance: this._lightHelperFrustumMeshes[0] as LinesMesh }, this._scene);\r\n\r\n CreateLines(\"farlines\", { updatable: true, points: this._farLinesPoints, instance: this._lightHelperFrustumMeshes[1] as LinesMesh }, this._scene);\r\n\r\n CreateLines(\"trlines\", { updatable: true, points: this._trLinesPoints, instance: this._lightHelperFrustumMeshes[2] as LinesMesh }, this._scene);\r\n\r\n CreateLines(\"brlines\", { updatable: true, points: this._brLinesPoints, instance: this._lightHelperFrustumMeshes[3] as LinesMesh }, this._scene);\r\n\r\n CreateLines(\"tllines\", { updatable: true, points: this._tlLinesPoints, instance: this._lightHelperFrustumMeshes[4] as LinesMesh }, this._scene);\r\n\r\n CreateLines(\"bllines\", { updatable: true, points: this._blLinesPoints, instance: this._lightHelperFrustumMeshes[5] as LinesMesh }, this._scene);\r\n\r\n TmpVectors.Vector3[2].toArray(this._nearPlaneVertices, 0);\r\n TmpVectors.Vector3[3].toArray(this._nearPlaneVertices, 3);\r\n TmpVectors.Vector3[4].toArray(this._nearPlaneVertices, 6);\r\n TmpVectors.Vector3[5].toArray(this._nearPlaneVertices, 9);\r\n this._lightHelperFrustumMeshes[6].geometry?.updateVerticesDataDirectly(\"position\", this._nearPlaneVertices, 0);\r\n\r\n TmpVectors.Vector3[6].toArray(this._farPlaneVertices, 0);\r\n TmpVectors.Vector3[7].toArray(this._farPlaneVertices, 3);\r\n TmpVectors.Vector3[8].toArray(this._farPlaneVertices, 6);\r\n TmpVectors.Vector3[9].toArray(this._farPlaneVertices, 9);\r\n this._lightHelperFrustumMeshes[7].geometry?.updateVerticesDataDirectly(\"position\", this._farPlaneVertices, 0);\r\n\r\n TmpVectors.Vector3[2].toArray(this._rightPlaneVertices, 0);\r\n TmpVectors.Vector3[6].toArray(this._rightPlaneVertices, 3);\r\n TmpVectors.Vector3[7].toArray(this._rightPlaneVertices, 6);\r\n TmpVectors.Vector3[3].toArray(this._rightPlaneVertices, 9);\r\n this._lightHelperFrustumMeshes[8].geometry?.updateVerticesDataDirectly(\"position\", this._rightPlaneVertices, 0);\r\n\r\n TmpVectors.Vector3[5].toArray(this._leftPlaneVertices, 0);\r\n TmpVectors.Vector3[9].toArray(this._leftPlaneVertices, 3);\r\n TmpVectors.Vector3[8].toArray(this._leftPlaneVertices, 6);\r\n TmpVectors.Vector3[4].toArray(this._leftPlaneVertices, 9);\r\n this._lightHelperFrustumMeshes[9].geometry?.updateVerticesDataDirectly(\"position\", this._leftPlaneVertices, 0);\r\n\r\n TmpVectors.Vector3[2].toArray(this._topPlaneVertices, 0);\r\n TmpVectors.Vector3[6].toArray(this._topPlaneVertices, 3);\r\n TmpVectors.Vector3[9].toArray(this._topPlaneVertices, 6);\r\n TmpVectors.Vector3[5].toArray(this._topPlaneVertices, 9);\r\n this._lightHelperFrustumMeshes[10].geometry?.updateVerticesDataDirectly(\"position\", this._topPlaneVertices, 0);\r\n\r\n TmpVectors.Vector3[3].toArray(this._bottomPlaneVertices, 0);\r\n TmpVectors.Vector3[7].toArray(this._bottomPlaneVertices, 3);\r\n TmpVectors.Vector3[8].toArray(this._bottomPlaneVertices, 6);\r\n TmpVectors.Vector3[4].toArray(this._bottomPlaneVertices, 9);\r\n this._lightHelperFrustumMeshes[11].geometry?.updateVerticesDataDirectly(\"position\", this._bottomPlaneVertices, 0);\r\n }\r\n\r\n /**\r\n * Dispose of the class / remove the frustum view\r\n */\r\n public dispose() {\r\n this._lightHelperFrustumMeshes.forEach((mesh) => {\r\n mesh.material?.dispose();\r\n mesh.dispose();\r\n });\r\n this._rootNode.dispose();\r\n }\r\n\r\n protected _createGeometry() {\r\n this._rootNode = new TransformNode(\"directionalLightHelperRoot_\" + this._light.name, this._scene);\r\n this._rootNode.parent = this._light.parent;\r\n\r\n this._nearLinesPoints = [Vector3.ZeroReadOnly, Vector3.ZeroReadOnly, Vector3.ZeroReadOnly, Vector3.ZeroReadOnly, Vector3.ZeroReadOnly];\r\n const nearLines = CreateLines(\"nearlines\", { updatable: true, points: this._nearLinesPoints }, this._scene);\r\n nearLines.parent = this._rootNode;\r\n nearLines.alwaysSelectAsActiveMesh = true;\r\n\r\n this._farLinesPoints = [Vector3.ZeroReadOnly, Vector3.ZeroReadOnly, Vector3.ZeroReadOnly, Vector3.ZeroReadOnly, Vector3.ZeroReadOnly];\r\n const farLines = CreateLines(\"farlines\", { updatable: true, points: this._farLinesPoints }, this._scene);\r\n farLines.parent = this._rootNode;\r\n farLines.alwaysSelectAsActiveMesh = true;\r\n\r\n this._trLinesPoints = [Vector3.ZeroReadOnly, Vector3.ZeroReadOnly];\r\n const trLines = CreateLines(\"trlines\", { updatable: true, points: this._trLinesPoints }, this._scene);\r\n trLines.parent = this._rootNode;\r\n trLines.alwaysSelectAsActiveMesh = true;\r\n\r\n this._brLinesPoints = [Vector3.ZeroReadOnly, Vector3.ZeroReadOnly];\r\n const brLines = CreateLines(\"brlines\", { updatable: true, points: this._brLinesPoints }, this._scene);\r\n brLines.parent = this._rootNode;\r\n brLines.alwaysSelectAsActiveMesh = true;\r\n\r\n this._tlLinesPoints = [Vector3.ZeroReadOnly, Vector3.ZeroReadOnly];\r\n const tlLines = CreateLines(\"tllines\", { updatable: true, points: this._tlLinesPoints }, this._scene);\r\n tlLines.parent = this._rootNode;\r\n tlLines.alwaysSelectAsActiveMesh = true;\r\n\r\n this._blLinesPoints = [Vector3.ZeroReadOnly, Vector3.ZeroReadOnly];\r\n const blLines = CreateLines(\"bllines\", { updatable: true, points: this._blLinesPoints }, this._scene);\r\n blLines.parent = this._rootNode;\r\n blLines.alwaysSelectAsActiveMesh = true;\r\n\r\n this._lightHelperFrustumMeshes.push(nearLines, farLines, trLines, brLines, tlLines, blLines);\r\n\r\n const makePlane = (name: string, color: Color3, positions: number[]) => {\r\n const plane = new Mesh(name + \"plane\", this._scene);\r\n const mat = new StandardMaterial(name + \"PlaneMat\", this._scene);\r\n\r\n plane.material = mat;\r\n plane.parent = this._rootNode;\r\n plane.alwaysSelectAsActiveMesh = true;\r\n\r\n mat.emissiveColor = color;\r\n mat.alpha = this.transparency;\r\n mat.backFaceCulling = false;\r\n mat.disableLighting = true;\r\n\r\n const indices = [0, 1, 2, 0, 2, 3];\r\n\r\n const vertexData = new VertexData();\r\n\r\n vertexData.positions = positions;\r\n vertexData.indices = indices;\r\n\r\n vertexData.applyToMesh(plane, true);\r\n\r\n this._lightHelperFrustumMeshes.push(plane);\r\n };\r\n\r\n this._nearPlaneVertices = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0];\r\n this._farPlaneVertices = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0];\r\n this._rightPlaneVertices = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0];\r\n this._leftPlaneVertices = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0];\r\n this._topPlaneVertices = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0];\r\n this._bottomPlaneVertices = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0];\r\n\r\n makePlane(\"near\", new Color3(1, 0, 0), this._nearPlaneVertices);\r\n makePlane(\"far\", new Color3(0.3, 0, 0), this._farPlaneVertices);\r\n makePlane(\"right\", new Color3(0, 1, 0), this._rightPlaneVertices);\r\n makePlane(\"left\", new Color3(0, 0.3, 0), this._leftPlaneVertices);\r\n makePlane(\"top\", new Color3(0, 0, 1), this._topPlaneVertices);\r\n makePlane(\"bottom\", new Color3(0, 0, 0.3), this._bottomPlaneVertices);\r\n\r\n this._nearLinesPoints[0] = TmpVectors.Vector3[2];\r\n this._nearLinesPoints[1] = TmpVectors.Vector3[3];\r\n this._nearLinesPoints[2] = TmpVectors.Vector3[4];\r\n this._nearLinesPoints[3] = TmpVectors.Vector3[5];\r\n this._nearLinesPoints[4] = TmpVectors.Vector3[2];\r\n\r\n this._farLinesPoints[0] = TmpVectors.Vector3[6];\r\n this._farLinesPoints[1] = TmpVectors.Vector3[7];\r\n this._farLinesPoints[2] = TmpVectors.Vector3[8];\r\n this._farLinesPoints[3] = TmpVectors.Vector3[9];\r\n this._farLinesPoints[4] = TmpVectors.Vector3[6];\r\n\r\n this._trLinesPoints[0] = TmpVectors.Vector3[2];\r\n this._trLinesPoints[1] = TmpVectors.Vector3[6];\r\n\r\n this._brLinesPoints[0] = TmpVectors.Vector3[3];\r\n this._brLinesPoints[1] = TmpVectors.Vector3[7];\r\n\r\n this._tlLinesPoints[0] = TmpVectors.Vector3[4];\r\n this._tlLinesPoints[1] = TmpVectors.Vector3[8];\r\n\r\n this._blLinesPoints[0] = TmpVectors.Vector3[5];\r\n this._blLinesPoints[1] = TmpVectors.Vector3[9];\r\n }\r\n\r\n protected _getInvertViewMatrix(): Matrix {\r\n Matrix.LookAtLHToRef(this._light.position, this._light.position.add(this._light.direction), Vector3.UpReadOnly, this._inverseViewMatrix);\r\n this._inverseViewMatrix.invertToRef(this._inverseViewMatrix);\r\n return this._inverseViewMatrix;\r\n }\r\n}\r\n"]}
|
package/Debug/physicsViewer.js
CHANGED
|
@@ -71,7 +71,7 @@ export class PhysicsViewer {
|
|
|
71
71
|
*/
|
|
72
72
|
_updateDebugMeshes() {
|
|
73
73
|
const plugin = this._physicsEnginePlugin;
|
|
74
|
-
if (
|
|
74
|
+
if (plugin?.getPluginVersion() === 1) {
|
|
75
75
|
this._updateDebugMeshesV1();
|
|
76
76
|
}
|
|
77
77
|
else {
|
|
@@ -133,7 +133,6 @@ export class PhysicsViewer {
|
|
|
133
133
|
}
|
|
134
134
|
}
|
|
135
135
|
_updateDebugInertia(body, inertiaMesh) {
|
|
136
|
-
var _a;
|
|
137
136
|
const inertiaMatrixRef = Matrix.Identity();
|
|
138
137
|
const transformMatrixRef = Matrix.Identity();
|
|
139
138
|
const finalMatrixRef = Matrix.Identity();
|
|
@@ -153,7 +152,7 @@ export class PhysicsViewer {
|
|
|
153
152
|
else {
|
|
154
153
|
const props = body.getMassProperties();
|
|
155
154
|
this._getMeshDebugInertiaMatrixToRef(props, inertiaMatrixRef);
|
|
156
|
-
|
|
155
|
+
body.transformNode.rotationQuaternion?.toRotationMatrix(transformMatrixRef);
|
|
157
156
|
transformMatrixRef.setTranslation(body.transformNode.position);
|
|
158
157
|
if (body.transformNode.parent) {
|
|
159
158
|
const parentTransform = body.transformNode.parent.computeWorldMatrix(true);
|
|
@@ -667,10 +666,9 @@ export class PhysicsViewer {
|
|
|
667
666
|
return mesh;
|
|
668
667
|
}
|
|
669
668
|
_getMeshDebugInertiaMatrixToRef(massProps, matrix) {
|
|
670
|
-
|
|
671
|
-
const
|
|
672
|
-
const
|
|
673
|
-
const center = (_c = massProps.centerOfMass) !== null && _c !== void 0 ? _c : Vector3.Zero();
|
|
669
|
+
const orientation = massProps.inertiaOrientation ?? Quaternion.Identity();
|
|
670
|
+
const inertiaLocal = massProps.inertia ?? Vector3.Zero();
|
|
671
|
+
const center = massProps.centerOfMass ?? Vector3.Zero();
|
|
674
672
|
const betaSqrd = (inertiaLocal.x - inertiaLocal.y + inertiaLocal.z) * 6;
|
|
675
673
|
const beta = Math.sqrt(Math.max(betaSqrd, 0)); // Safety check for zeroed elements!
|
|
676
674
|
const gammaSqrd = inertiaLocal.x * 12 - betaSqrd;
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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type { Nullable } from \"../types\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { CreateBox } from \"../Meshes/Builders/boxBuilder\";\r\nimport { CreateSphere } from \"../Meshes/Builders/sphereBuilder\";\r\nimport { Matrix, Quaternion, TmpVectors, Vector3 } from \"../Maths/math.vector\";\r\nimport { Color3, Color4 } from \"../Maths/math.color\";\r\nimport type { Material } from \"../Materials/material\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { StandardMaterial } from \"../Materials/standardMaterial\";\r\nimport type { IPhysicsEnginePlugin as IPhysicsEnginePluginV1 } from \"../Physics/v1/IPhysicsEnginePlugin\";\r\nimport type { IPhysicsEnginePluginV2, PhysicsMassProperties } from \"../Physics/v2/IPhysicsEnginePlugin\";\r\nimport { PhysicsImpostor } from \"../Physics/v1/physicsImpostor\";\r\nimport { UtilityLayerRenderer } from \"../Rendering/utilityLayerRenderer\";\r\nimport { CreateCylinder } from \"../Meshes/Builders/cylinderBuilder\";\r\nimport type { ICreateCapsuleOptions } from \"../Meshes/Builders/capsuleBuilder\";\r\nimport { CreateCapsule } from \"../Meshes/Builders/capsuleBuilder\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport type { PhysicsBody } from \"../Physics/v2/physicsBody\";\r\nimport { VertexData } from \"../Meshes/mesh.vertexData\";\r\nimport { MeshBuilder } from \"../Meshes/meshBuilder\";\r\nimport type { PhysicsConstraint } from \"../Physics/v2/physicsConstraint\";\r\nimport { AxesViewer } from \"./axesViewer\";\r\nimport { TransformNode } from \"../Meshes/transformNode\";\r\nimport { Epsilon } from \"../Maths/math.constants\";\r\n\r\n/**\r\n * Used to show the physics impostor around the specific mesh\r\n */\r\nexport class PhysicsViewer {\r\n /** @internal */\r\n protected _impostors: Array<Nullable<PhysicsImpostor>> = [];\r\n /** @internal */\r\n protected _meshes: Array<Nullable<AbstractMesh>> = [];\r\n /** @internal */\r\n protected _bodies: Array<Nullable<PhysicsBody>> = [];\r\n /** @internal */\r\n protected _inertiaBodies: Array<Nullable<PhysicsBody>> = [];\r\n /** @internal */\r\n protected _constraints: Array<Nullable<PhysicsConstraint>> = [];\r\n /** @internal */\r\n protected _bodyMeshes: Array<Nullable<AbstractMesh>> = [];\r\n /** @internal */\r\n protected _inertiaMeshes: Array<Nullable<AbstractMesh>> = [];\r\n /** @internal */\r\n protected _constraintMeshes: Array<Nullable<AbstractMesh>> = [];\r\n /** @internal */\r\n protected _scene: Nullable<Scene>;\r\n /** @internal */\r\n protected _numMeshes = 0;\r\n /** @internal */\r\n protected _numBodies = 0;\r\n /** @internal */\r\n protected _numInertiaBodies = 0;\r\n /** @internal */\r\n protected _numConstraints = 0;\r\n /** @internal */\r\n protected _physicsEnginePlugin: IPhysicsEnginePluginV1 | IPhysicsEnginePluginV2 | null;\r\n private _renderFunction: () => void;\r\n private _inertiaRenderFunction: () => void;\r\n private _constraintRenderFunction: () => void;\r\n private _utilityLayer: Nullable<UtilityLayerRenderer>;\r\n\r\n private _debugBoxMesh: Mesh;\r\n private _debugSphereMesh: Mesh;\r\n private _debugCapsuleMesh: Mesh;\r\n private _debugCylinderMesh: Mesh;\r\n private _debugMaterial: StandardMaterial;\r\n private _debugInertiaMaterial: StandardMaterial;\r\n private _debugMeshMeshes = new Array<Mesh>();\r\n\r\n private _constraintAxesSize = 0.4;\r\n\r\n /**\r\n * Creates a new PhysicsViewer\r\n * @param scene defines the hosting scene\r\n */\r\n constructor(scene?: Scene) {\r\n this._scene = scene || EngineStore.LastCreatedScene;\r\n if (!this._scene) {\r\n return;\r\n }\r\n const physicEngine = this._scene.getPhysicsEngine();\r\n\r\n if (physicEngine) {\r\n this._physicsEnginePlugin = physicEngine.getPhysicsPlugin();\r\n }\r\n\r\n this._utilityLayer = new UtilityLayerRenderer(this._scene, false);\r\n this._utilityLayer.pickUtilitySceneFirst = false;\r\n this._utilityLayer.utilityLayerScene.autoClearDepthAndStencil = true;\r\n }\r\n\r\n /**\r\n * Updates the debug meshes of the physics engine.\r\n *\r\n * This code is useful for synchronizing the debug meshes of the physics engine with the physics impostor and mesh.\r\n * It checks if the impostor is disposed and if the plugin version is 1, then it syncs the mesh with the impostor.\r\n * This ensures that the debug meshes are up to date with the physics engine.\r\n */\r\n protected _updateDebugMeshes(): void {\r\n const plugin = this._physicsEnginePlugin;\r\n\r\n if (plugin?.getPluginVersion() === 1) {\r\n this._updateDebugMeshesV1();\r\n } else {\r\n this._updateDebugMeshesV2();\r\n }\r\n }\r\n\r\n /**\r\n * Updates the debug meshes of the physics engine.\r\n *\r\n * This method is useful for synchronizing the debug meshes with the physics impostors.\r\n * It iterates through the impostors and meshes, and if the plugin version is 1, it syncs the mesh with the impostor.\r\n * This ensures that the debug meshes accurately reflect the physics impostors, which is important for debugging the physics engine.\r\n */\r\n protected _updateDebugMeshesV1(): void {\r\n const plugin = this._physicsEnginePlugin as IPhysicsEnginePluginV1;\r\n for (let i = 0; i < this._numMeshes; i++) {\r\n const impostor = this._impostors[i];\r\n\r\n if (!impostor) {\r\n continue;\r\n }\r\n\r\n if (impostor.isDisposed) {\r\n this.hideImpostor(this._impostors[i--]);\r\n } else {\r\n if (impostor.type === PhysicsImpostor.MeshImpostor) {\r\n continue;\r\n }\r\n const mesh = this._meshes[i];\r\n\r\n if (mesh && plugin) {\r\n plugin.syncMeshWithImpostor(mesh, impostor);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Updates the debug meshes of the physics engine for V2 plugin.\r\n *\r\n * This method is useful for synchronizing the debug meshes of the physics engine with the current state of the bodies.\r\n * It iterates through the bodies array and updates the debug meshes with the current transform of each body.\r\n * This ensures that the debug meshes accurately reflect the current state of the physics engine.\r\n */\r\n protected _updateDebugMeshesV2(): void {\r\n const plugin = this._physicsEnginePlugin as IPhysicsEnginePluginV2;\r\n for (let i = 0; i < this._numBodies; i++) {\r\n const body = this._bodies[i];\r\n const transform = this._bodyMeshes[i];\r\n if (body && transform) {\r\n plugin.syncTransform(body, transform);\r\n }\r\n }\r\n }\r\n\r\n protected _updateInertiaMeshes(): void {\r\n for (let i = 0; i < this._numInertiaBodies; i++) {\r\n const body = this._inertiaBodies[i];\r\n const mesh = this._inertiaMeshes[i];\r\n if (body && mesh) {\r\n this._updateDebugInertia(body, mesh);\r\n }\r\n }\r\n }\r\n\r\n protected _updateDebugInertia(body: PhysicsBody, inertiaMesh: AbstractMesh): void {\r\n const inertiaMatrixRef = Matrix.Identity();\r\n const transformMatrixRef = Matrix.Identity();\r\n const finalMatrixRef = Matrix.Identity();\r\n if (body._pluginDataInstances.length) {\r\n const inertiaAsMesh = inertiaMesh as Mesh;\r\n const inertiaMeshMatrixData = inertiaAsMesh._thinInstanceDataStorage.matrixData!;\r\n const bodyTransformMatrixData = (body.transformNode as Mesh)._thinInstanceDataStorage.matrixData!;\r\n for (let i = 0; i < body._pluginDataInstances.length; i++) {\r\n const props = body.getMassProperties(i);\r\n this._getMeshDebugInertiaMatrixToRef(props, inertiaMatrixRef);\r\n Matrix.FromArrayToRef(bodyTransformMatrixData, i * 16, transformMatrixRef);\r\n inertiaMatrixRef.multiplyToRef(transformMatrixRef, finalMatrixRef);\r\n finalMatrixRef.copyToArray(inertiaMeshMatrixData, i * 16);\r\n }\r\n inertiaAsMesh.thinInstanceBufferUpdated(\"matrix\");\r\n } else {\r\n const props = body.getMassProperties();\r\n this._getMeshDebugInertiaMatrixToRef(props, inertiaMatrixRef);\r\n body.transformNode.rotationQuaternion?.toRotationMatrix(transformMatrixRef);\r\n transformMatrixRef.setTranslation(body.transformNode.position);\r\n if (body.transformNode.parent) {\r\n const parentTransform = body.transformNode.parent.computeWorldMatrix(true);\r\n transformMatrixRef.multiplyToRef(parentTransform, transformMatrixRef);\r\n }\r\n inertiaMatrixRef.multiplyToRef(transformMatrixRef, inertiaMatrixRef);\r\n inertiaMatrixRef.decomposeToTransformNode(inertiaMesh);\r\n }\r\n }\r\n\r\n protected _updateDebugConstraints() {\r\n for (let i = 0; i < this._numConstraints; i++) {\r\n const constraint = this._constraints[i];\r\n const mesh = this._constraintMeshes[i];\r\n if (constraint && mesh) {\r\n this._updateDebugConstraint(constraint, mesh);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Given a scaling vector, make all of its components\r\n * 1, preserving the sign\r\n * @param scaling\r\n */\r\n protected _makeScalingUnitInPlace(scaling: Vector3) {\r\n if (Math.abs(scaling.x - 1) > Epsilon) {\r\n scaling.x = 1 * Math.sign(scaling.x);\r\n }\r\n if (Math.abs(scaling.y - 1) > Epsilon) {\r\n scaling.y = 1 * Math.sign(scaling.y);\r\n }\r\n if (Math.abs(scaling.z - 1) > Epsilon) {\r\n scaling.z = 1 * Math.sign(scaling.z);\r\n }\r\n }\r\n\r\n protected _updateDebugConstraint(constraint: PhysicsConstraint, parentingMesh: AbstractMesh) {\r\n if (!constraint._initOptions) {\r\n return;\r\n }\r\n\r\n // Get constraint pivot and axes\r\n const { pivotA, pivotB, axisA, axisB, perpAxisA, perpAxisB } = constraint._initOptions;\r\n\r\n if (!pivotA || !pivotB || !axisA || !axisB || !perpAxisA || !perpAxisB) {\r\n return;\r\n }\r\n\r\n parentingMesh.getDescendants(true).forEach((parentConstraintMesh) => {\r\n // Get the parent transform\r\n const parentCoordSystemNode = parentConstraintMesh.getDescendants(true)[0] as TransformNode;\r\n const childCoordSystemNode = parentConstraintMesh.getDescendants(true)[1] as TransformNode;\r\n\r\n const { parentBody, parentBodyIndex } = parentCoordSystemNode.metadata;\r\n const { childBody, childBodyIndex } = childCoordSystemNode.metadata;\r\n\r\n const parentTransform = this._getTransformFromBodyToRef(parentBody, TmpVectors.Matrix[0], parentBodyIndex);\r\n const childTransform = this._getTransformFromBodyToRef(childBody, TmpVectors.Matrix[1], childBodyIndex);\r\n\r\n parentTransform.decomposeToTransformNode(parentCoordSystemNode);\r\n this._makeScalingUnitInPlace(parentCoordSystemNode.scaling);\r\n\r\n childTransform.decomposeToTransformNode(childCoordSystemNode);\r\n this._makeScalingUnitInPlace(childCoordSystemNode.scaling);\r\n\r\n // Create a transform node and set its matrix\r\n const parentTransformNode = parentCoordSystemNode.getDescendants(true)[0] as TransformNode;\r\n parentTransformNode.position.copyFrom(pivotA);\r\n\r\n const childTransformNode = childCoordSystemNode.getDescendants(true)[0] as TransformNode;\r\n childTransformNode.position.copyFrom(pivotB);\r\n\r\n // Get the transform to align the XYZ axes to the constraint axes\r\n Quaternion.FromRotationMatrixToRef(\r\n Matrix.FromXYZAxesToRef(axisA, perpAxisA, Vector3.CrossToRef(axisA, perpAxisA, TmpVectors.Vector3[0]), TmpVectors.Matrix[0]),\r\n parentTransformNode.rotationQuaternion!\r\n );\r\n Quaternion.FromRotationMatrixToRef(\r\n Matrix.FromXYZAxesToRef(axisB, perpAxisB, Vector3.CrossToRef(axisB, perpAxisB, TmpVectors.Vector3[1]), TmpVectors.Matrix[1]),\r\n childTransformNode.rotationQuaternion!\r\n );\r\n });\r\n }\r\n\r\n /**\r\n * Renders a specified physic impostor\r\n * @param impostor defines the impostor to render\r\n * @param targetMesh defines the mesh represented by the impostor\r\n * @returns the new debug mesh used to render the impostor\r\n */\r\n public showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh> {\r\n if (!this._scene) {\r\n return null;\r\n }\r\n\r\n for (let i = 0; i < this._numMeshes; i++) {\r\n if (this._impostors[i] == impostor) {\r\n return null;\r\n }\r\n }\r\n\r\n const debugMesh = this._getDebugMesh(impostor, targetMesh);\r\n\r\n if (debugMesh) {\r\n this._impostors[this._numMeshes] = impostor;\r\n this._meshes[this._numMeshes] = debugMesh;\r\n\r\n if (this._numMeshes === 0) {\r\n this._renderFunction = () => this._updateDebugMeshes();\r\n this._scene.registerBeforeRender(this._renderFunction);\r\n }\r\n\r\n this._numMeshes++;\r\n }\r\n\r\n return debugMesh;\r\n }\r\n\r\n /**\r\n * Shows a debug mesh for a given physics body.\r\n * @param body The physics body to show.\r\n * @returns The debug mesh, or null if the body is already shown.\r\n *\r\n * This function is useful for visualizing the physics body in the scene.\r\n * It creates a debug mesh for the given body and adds it to the scene.\r\n * It also registers a before render function to update the debug mesh position and rotation.\r\n */\r\n public showBody(body: PhysicsBody): Nullable<AbstractMesh> {\r\n if (!this._scene) {\r\n return null;\r\n }\r\n\r\n for (let i = 0; i < this._numBodies; i++) {\r\n if (this._bodies[i] == body) {\r\n return null;\r\n }\r\n }\r\n\r\n const debugMesh = this._getDebugBodyMesh(body);\r\n\r\n if (debugMesh) {\r\n this._bodies[this._numBodies] = body;\r\n this._bodyMeshes[this._numBodies] = debugMesh;\r\n\r\n if (this._numBodies === 0) {\r\n this._renderFunction = () => this._updateDebugMeshes();\r\n this._scene.registerBeforeRender(this._renderFunction);\r\n }\r\n\r\n this._numBodies++;\r\n }\r\n\r\n return debugMesh;\r\n }\r\n\r\n /**\r\n * Shows a debug box corresponding to the inertia of a given body\r\n * @param body the physics body used to get the inertia\r\n * @returns the debug mesh used to show the inertia, or null if the body is already shown\r\n */\r\n public showInertia(body: PhysicsBody): Nullable<AbstractMesh> {\r\n if (!this._scene) {\r\n return null;\r\n }\r\n\r\n for (let i = 0; i < this._numInertiaBodies; i++) {\r\n if (this._inertiaBodies[i] == body) {\r\n return null;\r\n }\r\n }\r\n\r\n const debugMesh = this._getDebugInertiaMesh(body);\r\n if (debugMesh) {\r\n this._inertiaBodies[this._numInertiaBodies] = body;\r\n this._inertiaMeshes[this._numInertiaBodies] = debugMesh;\r\n\r\n if (this._numInertiaBodies === 0) {\r\n this._inertiaRenderFunction = () => this._updateInertiaMeshes();\r\n this._scene.registerBeforeRender(this._inertiaRenderFunction);\r\n }\r\n\r\n this._numInertiaBodies++;\r\n }\r\n\r\n return debugMesh;\r\n }\r\n\r\n /**\r\n * Shows a debug mesh for a given physics constraint.\r\n * @param constraint the physics constraint to show\r\n * @returns the debug mesh, or null if the constraint is already shown\r\n */\r\n public showConstraint(constraint: PhysicsConstraint): Nullable<AbstractMesh> {\r\n if (!this._scene) {\r\n return null;\r\n }\r\n\r\n for (let i = 0; i < this._numConstraints; i++) {\r\n if (this._constraints[i] == constraint) {\r\n return null;\r\n }\r\n }\r\n\r\n const debugMesh = this._getDebugConstraintMesh(constraint);\r\n if (debugMesh) {\r\n this._constraints[this._numConstraints] = constraint;\r\n this._constraintMeshes[this._numConstraints] = debugMesh;\r\n\r\n if (this._numConstraints === 0) {\r\n this._constraintRenderFunction = () => this._updateDebugConstraints();\r\n this._scene.registerBeforeRender(this._constraintRenderFunction);\r\n }\r\n\r\n this._numConstraints++;\r\n }\r\n\r\n return debugMesh;\r\n }\r\n\r\n /**\r\n * Hides an impostor from the scene.\r\n * @param impostor - The impostor to hide.\r\n *\r\n * This method is useful for hiding an impostor from the scene. It removes the\r\n * impostor from the utility layer scene, disposes the mesh, and removes the\r\n * impostor from the list of impostors. If the impostor is the last one in the\r\n * list, it also unregisters the render function.\r\n */\r\n public hideImpostor(impostor: Nullable<PhysicsImpostor>) {\r\n if (!impostor || !this._scene || !this._utilityLayer) {\r\n return;\r\n }\r\n\r\n let removed = false;\r\n const utilityLayerScene = this._utilityLayer.utilityLayerScene;\r\n\r\n for (let i = 0; i < this._numMeshes; i++) {\r\n if (this._impostors[i] == impostor) {\r\n const mesh = this._meshes[i];\r\n\r\n if (!mesh) {\r\n continue;\r\n }\r\n\r\n utilityLayerScene.removeMesh(mesh);\r\n mesh.dispose();\r\n\r\n const index = this._debugMeshMeshes.indexOf(mesh as Mesh);\r\n if (index > -1) {\r\n this._debugMeshMeshes.splice(index, 1);\r\n }\r\n\r\n this._numMeshes--;\r\n if (this._numMeshes > 0) {\r\n this._meshes[i] = this._meshes[this._numMeshes];\r\n this._impostors[i] = this._impostors[this._numMeshes];\r\n this._meshes[this._numMeshes] = null;\r\n this._impostors[this._numMeshes] = null;\r\n } else {\r\n this._meshes[0] = null;\r\n this._impostors[0] = null;\r\n }\r\n removed = true;\r\n break;\r\n }\r\n }\r\n\r\n if (removed && this._numMeshes === 0) {\r\n this._scene.unregisterBeforeRender(this._renderFunction);\r\n }\r\n }\r\n\r\n /**\r\n * Hides a body from the physics engine.\r\n * @param body - The body to hide.\r\n *\r\n * This function is useful for hiding a body from the physics engine.\r\n * It removes the body from the utility layer scene and disposes the mesh associated with it.\r\n * It also unregisters the render function if the number of bodies is 0.\r\n * This is useful for hiding a body from the physics engine without deleting it.\r\n */\r\n public hideBody(body: Nullable<PhysicsBody>) {\r\n if (!body || !this._scene || !this._utilityLayer) {\r\n return;\r\n }\r\n\r\n let removed = false;\r\n const utilityLayerScene = this._utilityLayer.utilityLayerScene;\r\n\r\n for (let i = 0; i < this._numBodies; i++) {\r\n if (this._bodies[i] === body) {\r\n const mesh = this._bodyMeshes[i];\r\n\r\n if (!mesh) {\r\n continue;\r\n }\r\n\r\n utilityLayerScene.removeMesh(mesh);\r\n mesh.dispose();\r\n\r\n this._numBodies--;\r\n if (this._numBodies > 0) {\r\n this._bodyMeshes[i] = this._bodyMeshes[this._numBodies];\r\n this._bodies[i] = this._bodies[this._numBodies];\r\n this._bodyMeshes[this._numBodies] = null;\r\n this._bodies[this._numBodies] = null;\r\n } else {\r\n this._bodyMeshes[0] = null;\r\n this._bodies[0] = null;\r\n }\r\n removed = true;\r\n break;\r\n }\r\n }\r\n\r\n if (removed && this._numBodies === 0) {\r\n this._scene.unregisterBeforeRender(this._renderFunction);\r\n }\r\n }\r\n\r\n /**\r\n * Hides a body's inertia from the viewer utility layer\r\n * @param body the body to hide\r\n */\r\n public hideInertia(body: Nullable<PhysicsBody>) {\r\n if (!body || !this._scene || !this._utilityLayer) {\r\n return;\r\n }\r\n let removed = false;\r\n const utilityLayerScene = this._utilityLayer.utilityLayerScene;\r\n\r\n for (let i = 0; i < this._numInertiaBodies; i++) {\r\n if (this._inertiaBodies[i] === body) {\r\n const mesh = this._inertiaMeshes[i];\r\n\r\n if (!mesh) {\r\n continue;\r\n }\r\n\r\n utilityLayerScene.removeMesh(mesh);\r\n mesh.dispose();\r\n\r\n this._inertiaBodies.splice(i, 1);\r\n this._inertiaMeshes.splice(i, 1);\r\n\r\n this._numInertiaBodies--;\r\n\r\n removed = true;\r\n break;\r\n }\r\n }\r\n\r\n if (removed && this._numInertiaBodies === 0) {\r\n this._scene.unregisterBeforeRender(this._inertiaRenderFunction);\r\n }\r\n }\r\n\r\n /**\r\n * Hide a physics constraint from the viewer utility layer\r\n * @param constraint the constraint to hide\r\n */\r\n public hideConstraint(constraint: Nullable<PhysicsConstraint>) {\r\n if (!constraint || !this._scene || !this._utilityLayer) {\r\n return;\r\n }\r\n let removed = false;\r\n const utilityLayerScene = this._utilityLayer.utilityLayerScene;\r\n\r\n for (let i = 0; i < this._numConstraints; i++) {\r\n if (this._constraints[i] === constraint) {\r\n const mesh = this._constraintMeshes[i];\r\n\r\n if (!mesh) {\r\n continue;\r\n }\r\n\r\n utilityLayerScene.removeMesh(mesh);\r\n mesh.dispose();\r\n\r\n this._constraints.splice(i, 1);\r\n this._constraintMeshes.splice(i, 1);\r\n\r\n this._numConstraints--;\r\n\r\n if (this._numConstraints > 0) {\r\n this._constraints[i] = this._constraints[this._numConstraints];\r\n this._constraintMeshes[i] = this._constraintMeshes[this._numConstraints];\r\n this._constraints[this._numConstraints] = null;\r\n this._constraintMeshes[this._numConstraints] = null;\r\n } else {\r\n this._constraints[0] = null;\r\n this._constraintMeshes[0] = null;\r\n }\r\n\r\n removed = true;\r\n break;\r\n }\r\n }\r\n\r\n if (removed && this._numConstraints === 0) {\r\n this._scene.unregisterBeforeRender(this._constraintRenderFunction);\r\n }\r\n }\r\n\r\n private _getDebugMaterial(scene: Scene): Material {\r\n if (!this._debugMaterial) {\r\n this._debugMaterial = new StandardMaterial(\"\", scene);\r\n this._debugMaterial.wireframe = true;\r\n this._debugMaterial.emissiveColor = Color3.White();\r\n this._debugMaterial.disableLighting = true;\r\n }\r\n\r\n return this._debugMaterial;\r\n }\r\n\r\n private _getDebugInertiaMaterial(scene: Scene): Material {\r\n if (!this._debugInertiaMaterial) {\r\n this._debugInertiaMaterial = new StandardMaterial(\"\", scene);\r\n this._debugInertiaMaterial.disableLighting = true;\r\n this._debugInertiaMaterial.alpha = 0.0;\r\n }\r\n\r\n return this._debugInertiaMaterial;\r\n }\r\n\r\n private _getDebugBoxMesh(scene: Scene): AbstractMesh {\r\n if (!this._debugBoxMesh) {\r\n this._debugBoxMesh = CreateBox(\"physicsBodyBoxViewMesh\", { size: 1 }, scene);\r\n this._debugBoxMesh.rotationQuaternion = Quaternion.Identity();\r\n this._debugBoxMesh.material = this._getDebugMaterial(scene);\r\n this._debugBoxMesh.setEnabled(false);\r\n }\r\n\r\n return this._debugBoxMesh.createInstance(\"physicsBodyBoxViewInstance\");\r\n }\r\n\r\n private _getDebugSphereMesh(scene: Scene): AbstractMesh {\r\n if (!this._debugSphereMesh) {\r\n this._debugSphereMesh = CreateSphere(\"physicsBodySphereViewMesh\", { diameter: 1 }, scene);\r\n this._debugSphereMesh.rotationQuaternion = Quaternion.Identity();\r\n this._debugSphereMesh.material = this._getDebugMaterial(scene);\r\n this._debugSphereMesh.setEnabled(false);\r\n }\r\n\r\n return this._debugSphereMesh.createInstance(\"physicsBodySphereViewInstance\");\r\n }\r\n\r\n private _getDebugCapsuleMesh(scene: Scene): AbstractMesh {\r\n if (!this._debugCapsuleMesh) {\r\n this._debugCapsuleMesh = CreateCapsule(\"physicsBodyCapsuleViewMesh\", { height: 1 } as ICreateCapsuleOptions, scene);\r\n this._debugCapsuleMesh.rotationQuaternion = Quaternion.Identity();\r\n this._debugCapsuleMesh.material = this._getDebugMaterial(scene);\r\n this._debugCapsuleMesh.setEnabled(false);\r\n }\r\n\r\n return this._debugCapsuleMesh.createInstance(\"physicsBodyCapsuleViewInstance\");\r\n }\r\n\r\n private _getDebugCylinderMesh(scene: Scene): AbstractMesh {\r\n if (!this._debugCylinderMesh) {\r\n this._debugCylinderMesh = CreateCylinder(\"physicsBodyCylinderViewMesh\", { diameterTop: 1, diameterBottom: 1, height: 1 }, scene);\r\n this._debugCylinderMesh.rotationQuaternion = Quaternion.Identity();\r\n this._debugCylinderMesh.material = this._getDebugMaterial(scene);\r\n this._debugCylinderMesh.setEnabled(false);\r\n }\r\n\r\n return this._debugCylinderMesh.createInstance(\"physicsBodyCylinderViewInstance\");\r\n }\r\n\r\n private _getDebugMeshMesh(mesh: Mesh, scene: Scene): AbstractMesh {\r\n const wireframeOver = new Mesh(mesh.name, scene, null, mesh);\r\n wireframeOver.setParent(mesh);\r\n wireframeOver.position = Vector3.Zero();\r\n wireframeOver.material = this._getDebugMaterial(scene);\r\n\r\n this._debugMeshMeshes.push(wireframeOver);\r\n\r\n return wireframeOver;\r\n }\r\n\r\n private _getDebugMesh(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh> {\r\n if (!this._utilityLayer) {\r\n return null;\r\n }\r\n\r\n // Only create child impostor debug meshes when evaluating the parent\r\n if (targetMesh && targetMesh.parent && (targetMesh.parent as Mesh).physicsImpostor) {\r\n return null;\r\n }\r\n\r\n let mesh: Nullable<AbstractMesh> = null;\r\n const utilityLayerScene = this._utilityLayer.utilityLayerScene;\r\n if (!impostor.physicsBody) {\r\n Logger.Warn(\"Unable to get physicsBody of impostor. It might be initialized later by its parent's impostor.\");\r\n return null;\r\n }\r\n switch (impostor.type) {\r\n case PhysicsImpostor.BoxImpostor:\r\n mesh = this._getDebugBoxMesh(utilityLayerScene);\r\n impostor.getBoxSizeToRef(mesh.scaling);\r\n break;\r\n case PhysicsImpostor.SphereImpostor: {\r\n mesh = this._getDebugSphereMesh(utilityLayerScene);\r\n const radius = impostor.getRadius();\r\n mesh.scaling.x = radius * 2;\r\n mesh.scaling.y = radius * 2;\r\n mesh.scaling.z = radius * 2;\r\n break;\r\n }\r\n case PhysicsImpostor.CapsuleImpostor: {\r\n mesh = this._getDebugCapsuleMesh(utilityLayerScene);\r\n const bi = impostor.object.getBoundingInfo();\r\n mesh.scaling.x = (bi.boundingBox.maximum.x - bi.boundingBox.minimum.x) * 2 * impostor.object.scaling.x;\r\n mesh.scaling.y = (bi.boundingBox.maximum.y - bi.boundingBox.minimum.y) * impostor.object.scaling.y;\r\n mesh.scaling.z = (bi.boundingBox.maximum.z - bi.boundingBox.minimum.z) * 2 * impostor.object.scaling.z;\r\n break;\r\n }\r\n case PhysicsImpostor.MeshImpostor:\r\n if (targetMesh) {\r\n mesh = this._getDebugMeshMesh(targetMesh, utilityLayerScene);\r\n }\r\n break;\r\n case PhysicsImpostor.NoImpostor:\r\n if (targetMesh) {\r\n // Handle compound impostors\r\n const childMeshes = targetMesh.getChildMeshes().filter((c) => {\r\n return c.physicsImpostor ? 1 : 0;\r\n });\r\n childMeshes.forEach((m) => {\r\n if (m.physicsImpostor && m.getClassName() === \"Mesh\") {\r\n const boundingInfo = m.getBoundingInfo();\r\n const min = boundingInfo.boundingBox.minimum;\r\n const max = boundingInfo.boundingBox.maximum;\r\n switch (m.physicsImpostor.type) {\r\n case PhysicsImpostor.BoxImpostor:\r\n mesh = this._getDebugBoxMesh(utilityLayerScene);\r\n mesh.position.copyFrom(min);\r\n mesh.position.addInPlace(max);\r\n mesh.position.scaleInPlace(0.5);\r\n break;\r\n case PhysicsImpostor.SphereImpostor:\r\n mesh = this._getDebugSphereMesh(utilityLayerScene);\r\n break;\r\n case PhysicsImpostor.CylinderImpostor:\r\n mesh = this._getDebugCylinderMesh(utilityLayerScene);\r\n break;\r\n default:\r\n mesh = null;\r\n break;\r\n }\r\n if (mesh) {\r\n mesh.scaling.x = max.x - min.x;\r\n mesh.scaling.y = max.y - min.y;\r\n mesh.scaling.z = max.z - min.z;\r\n mesh.parent = m;\r\n }\r\n }\r\n });\r\n } else {\r\n Logger.Warn(\"No target mesh parameter provided for NoImpostor. Skipping.\");\r\n }\r\n mesh = null;\r\n break;\r\n case PhysicsImpostor.CylinderImpostor: {\r\n mesh = this._getDebugCylinderMesh(utilityLayerScene);\r\n const bi = impostor.object.getBoundingInfo();\r\n mesh.scaling.x = (bi.boundingBox.maximum.x - bi.boundingBox.minimum.x) * impostor.object.scaling.x;\r\n mesh.scaling.y = (bi.boundingBox.maximum.y - bi.boundingBox.minimum.y) * impostor.object.scaling.y;\r\n mesh.scaling.z = (bi.boundingBox.maximum.z - bi.boundingBox.minimum.z) * impostor.object.scaling.z;\r\n break;\r\n }\r\n }\r\n return mesh;\r\n }\r\n\r\n /**\r\n * Creates a debug mesh for a given physics body\r\n * @param body The physics body to create the debug mesh for\r\n * @returns The created debug mesh or null if the utility layer is not available\r\n *\r\n * This code is useful for creating a debug mesh for a given physics body.\r\n * It creates a Mesh object with a VertexData object containing the positions and indices\r\n * of the geometry of the body. The mesh is then assigned a debug material from the utility layer scene.\r\n * This allows for visualizing the physics body in the scene.\r\n */\r\n private _getDebugBodyMesh(body: PhysicsBody): Nullable<AbstractMesh> {\r\n if (!this._utilityLayer) {\r\n return null;\r\n }\r\n\r\n const utilityLayerScene = this._utilityLayer.utilityLayerScene;\r\n\r\n const mesh = new Mesh(\"custom\", utilityLayerScene);\r\n const vertexData = new VertexData();\r\n const geometry = body.getGeometry() as any;\r\n vertexData.positions = geometry.positions;\r\n vertexData.indices = geometry.indices;\r\n vertexData.applyToMesh(mesh);\r\n if (body._pluginDataInstances) {\r\n const instanceBuffer = new Float32Array(body._pluginDataInstances.length * 16);\r\n mesh.thinInstanceSetBuffer(\"matrix\", instanceBuffer, 16, false);\r\n }\r\n mesh.material = this._getDebugMaterial(utilityLayerScene);\r\n return mesh;\r\n }\r\n\r\n private _getMeshDebugInertiaMatrixToRef(massProps: PhysicsMassProperties, matrix: Matrix) {\r\n const orientation = massProps.inertiaOrientation ?? Quaternion.Identity();\r\n const inertiaLocal = massProps.inertia ?? Vector3.Zero();\r\n const center = massProps.centerOfMass ?? Vector3.Zero();\r\n\r\n const betaSqrd = (inertiaLocal.x - inertiaLocal.y + inertiaLocal.z) * 6;\r\n const beta = Math.sqrt(Math.max(betaSqrd, 0)); // Safety check for zeroed elements!\r\n\r\n const gammaSqrd = inertiaLocal.x * 12 - betaSqrd;\r\n const gamma = Math.sqrt(Math.max(gammaSqrd, 0)); // Safety check for zeroed elements!\r\n\r\n const alphaSqrd = inertiaLocal.z * 12 - betaSqrd;\r\n const alpha = Math.sqrt(Math.max(alphaSqrd, 0)); // Safety check for zeroed elements!\r\n\r\n const extents = TmpVectors.Vector3[0];\r\n extents.set(alpha, beta, gamma);\r\n\r\n const scaling = Matrix.ScalingToRef(extents.x, extents.y, extents.z, TmpVectors.Matrix[0]);\r\n const rotation = orientation.toRotationMatrix(TmpVectors.Matrix[1]);\r\n const translation = Matrix.TranslationToRef(center.x, center.y, center.z, TmpVectors.Matrix[2]);\r\n\r\n scaling.multiplyToRef(rotation, matrix);\r\n matrix.multiplyToRef(translation, matrix);\r\n\r\n return matrix;\r\n }\r\n\r\n private _getDebugInertiaMesh(body: PhysicsBody): Nullable<AbstractMesh> {\r\n if (!this._utilityLayer) {\r\n return null;\r\n }\r\n const utilityLayerScene = this._utilityLayer.utilityLayerScene;\r\n\r\n // The base inertia mesh is going to be a 1x1 cube that's scaled and rotated according to the inertia\r\n const inertiaBoxMesh = MeshBuilder.CreateBox(\"custom\", { size: 1 }, utilityLayerScene);\r\n const matrixRef = Matrix.Identity();\r\n if (body._pluginDataInstances.length) {\r\n const instanceBuffer = new Float32Array(body._pluginDataInstances.length * 16);\r\n for (let i = 0; i < body._pluginDataInstances.length; ++i) {\r\n const props = body.getMassProperties(i);\r\n this._getMeshDebugInertiaMatrixToRef(props, matrixRef);\r\n matrixRef.copyToArray(instanceBuffer, i * 16);\r\n }\r\n inertiaBoxMesh.thinInstanceSetBuffer(\"matrix\", instanceBuffer, 16, false);\r\n } else {\r\n const props = body.getMassProperties();\r\n this._getMeshDebugInertiaMatrixToRef(props, matrixRef);\r\n matrixRef.decomposeToTransformNode(inertiaBoxMesh);\r\n }\r\n inertiaBoxMesh.enableEdgesRendering();\r\n inertiaBoxMesh.edgesWidth = 2.0;\r\n inertiaBoxMesh.edgesColor = new Color4(1, 0, 1, 1);\r\n inertiaBoxMesh.material = this._getDebugInertiaMaterial(utilityLayerScene);\r\n\r\n return inertiaBoxMesh;\r\n }\r\n\r\n private _getTransformFromBodyToRef(body: PhysicsBody, matrix: Matrix, instanceIndex?: number) {\r\n const tnode = body.transformNode;\r\n if (instanceIndex && instanceIndex >= 0) {\r\n return Matrix.FromArrayToRef((tnode as Mesh)._thinInstanceDataStorage.matrixData!, instanceIndex, matrix);\r\n } else {\r\n return matrix.copyFrom(tnode.getWorldMatrix());\r\n }\r\n }\r\n\r\n private _getDebugConstraintMesh(constraint: PhysicsConstraint): Nullable<AbstractMesh> {\r\n if (!this._utilityLayer) {\r\n return null;\r\n }\r\n const utilityLayerScene = this._utilityLayer.utilityLayerScene;\r\n\r\n if (!constraint._initOptions) {\r\n return null;\r\n }\r\n\r\n // Get constraint pivot and axes\r\n const { pivotA, pivotB, axisA, axisB, perpAxisA, perpAxisB } = constraint._initOptions;\r\n\r\n if (!pivotA || !pivotB || !axisA || !axisB || !perpAxisA || !perpAxisB) {\r\n return null;\r\n }\r\n\r\n // Create a mesh to parent all the constraint debug meshes to\r\n const parentingMesh = new Mesh(\"parentingDebugConstraint\", utilityLayerScene);\r\n\r\n // First, get a reference to all physic bodies that are using this constraint\r\n const bodiesUsingConstraint = constraint.getBodiesUsingConstraint();\r\n\r\n for (const bodyPairInfo of bodiesUsingConstraint) {\r\n // Create a mesh to keep the pair of constraint axes\r\n const parentOfPair = new TransformNode(\"parentOfPair\", utilityLayerScene);\r\n parentOfPair.parent = parentingMesh;\r\n\r\n const { parentBody, parentBodyIndex, childBody, childBodyIndex } = bodyPairInfo;\r\n // Get the parent transform\r\n\r\n const parentTransform = this._getTransformFromBodyToRef(parentBody, TmpVectors.Matrix[0], parentBodyIndex);\r\n const childTransform = this._getTransformFromBodyToRef(childBody, TmpVectors.Matrix[1], childBodyIndex);\r\n\r\n const parentCoordSystemNode = new TransformNode(\"parentCoordSystem\", utilityLayerScene);\r\n // parentCoordSystemNode.parent = parentingMesh;\r\n parentCoordSystemNode.parent = parentOfPair;\r\n // Save parent and index here to be able to get the transform on update\r\n parentCoordSystemNode.metadata = { parentBody, parentBodyIndex };\r\n parentTransform.decomposeToTransformNode(parentCoordSystemNode);\r\n\r\n const childCoordSystemNode = new TransformNode(\"childCoordSystem\", utilityLayerScene);\r\n // childCoordSystemNode.parent = parentingMesh;\r\n childCoordSystemNode.parent = parentOfPair;\r\n // Save child and index here to be able to get the transform on update\r\n childCoordSystemNode.metadata = { childBody, childBodyIndex };\r\n childTransform.decomposeToTransformNode(childCoordSystemNode);\r\n\r\n // Get the transform to align the XYZ axes to the constraint axes\r\n const rotTransformParent = Quaternion.FromRotationMatrix(Matrix.FromXYZAxesToRef(axisA, perpAxisA, axisA.cross(perpAxisA), TmpVectors.Matrix[0]));\r\n const rotTransformChild = Quaternion.FromRotationMatrix(Matrix.FromXYZAxesToRef(axisB, perpAxisB, axisB.cross(perpAxisB), TmpVectors.Matrix[0]));\r\n\r\n const translateTransformParent = pivotA;\r\n const translateTransformChild = pivotB;\r\n\r\n // Create a transform node and set its matrix\r\n const parentTransformNode = new TransformNode(\"constraint_parent\", utilityLayerScene);\r\n parentTransformNode.position.copyFrom(translateTransformParent);\r\n parentTransformNode.rotationQuaternion = rotTransformParent;\r\n parentTransformNode.parent = parentCoordSystemNode;\r\n\r\n const childTransformNode = new TransformNode(\"constraint_child\", utilityLayerScene);\r\n childTransformNode.parent = childCoordSystemNode;\r\n childTransformNode.position.copyFrom(translateTransformChild);\r\n childTransformNode.rotationQuaternion = rotTransformChild;\r\n\r\n // Create axes for the constraint\r\n const parentAxes = new AxesViewer(utilityLayerScene, this._constraintAxesSize);\r\n parentAxes.xAxis.parent = parentTransformNode;\r\n parentAxes.yAxis.parent = parentTransformNode;\r\n parentAxes.zAxis.parent = parentTransformNode;\r\n\r\n const childAxes = new AxesViewer(utilityLayerScene, this._constraintAxesSize);\r\n childAxes.xAxis.parent = childTransformNode;\r\n childAxes.yAxis.parent = childTransformNode;\r\n childAxes.zAxis.parent = childTransformNode;\r\n }\r\n\r\n return parentingMesh;\r\n }\r\n\r\n /**\r\n * Clean up physics debug display\r\n */\r\n public dispose() {\r\n // impostors\r\n for (let index = this._numMeshes - 1; index >= 0; index--) {\r\n this.hideImpostor(this._impostors[0]);\r\n }\r\n // bodies\r\n for (let index = this._numBodies - 1; index >= 0; index--) {\r\n this.hideBody(this._bodies[0]);\r\n }\r\n // inertia\r\n for (let index = this._numInertiaBodies - 1; index >= 0; index--) {\r\n this.hideInertia(this._inertiaBodies[0]);\r\n }\r\n\r\n if (this._debugBoxMesh) {\r\n this._debugBoxMesh.dispose();\r\n }\r\n if (this._debugSphereMesh) {\r\n this._debugSphereMesh.dispose();\r\n }\r\n if (this._debugCylinderMesh) {\r\n this._debugCylinderMesh.dispose();\r\n }\r\n if (this._debugMaterial) {\r\n this._debugMaterial.dispose();\r\n }\r\n\r\n this._impostors.length = 0;\r\n this._scene = null;\r\n this._physicsEnginePlugin = null;\r\n\r\n if (this._utilityLayer) {\r\n this._utilityLayer.dispose();\r\n this._utilityLayer = null;\r\n }\r\n }\r\n}\r\n"]}
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type { Nullable } from \"../types\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { CreateBox } from \"../Meshes/Builders/boxBuilder\";\r\nimport { CreateSphere } from \"../Meshes/Builders/sphereBuilder\";\r\nimport { Matrix, Quaternion, TmpVectors, Vector3 } from \"../Maths/math.vector\";\r\nimport { Color3, Color4 } from \"../Maths/math.color\";\r\nimport type { Material } from \"../Materials/material\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { StandardMaterial } from \"../Materials/standardMaterial\";\r\nimport type { IPhysicsEnginePlugin as IPhysicsEnginePluginV1 } from \"../Physics/v1/IPhysicsEnginePlugin\";\r\nimport type { IPhysicsEnginePluginV2, PhysicsMassProperties } from \"../Physics/v2/IPhysicsEnginePlugin\";\r\nimport { PhysicsImpostor } from \"../Physics/v1/physicsImpostor\";\r\nimport { UtilityLayerRenderer } from \"../Rendering/utilityLayerRenderer\";\r\nimport { CreateCylinder } from \"../Meshes/Builders/cylinderBuilder\";\r\nimport type { ICreateCapsuleOptions } from \"../Meshes/Builders/capsuleBuilder\";\r\nimport { CreateCapsule } from \"../Meshes/Builders/capsuleBuilder\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport type { PhysicsBody } from \"../Physics/v2/physicsBody\";\r\nimport { VertexData } from \"../Meshes/mesh.vertexData\";\r\nimport { MeshBuilder } from \"../Meshes/meshBuilder\";\r\nimport type { PhysicsConstraint } from \"../Physics/v2/physicsConstraint\";\r\nimport { AxesViewer } from \"./axesViewer\";\r\nimport { TransformNode } from \"../Meshes/transformNode\";\r\nimport { Epsilon } from \"../Maths/math.constants\";\r\n\r\n/**\r\n * Used to show the physics impostor around the specific mesh\r\n */\r\nexport class PhysicsViewer {\r\n /** @internal */\r\n protected _impostors: Array<Nullable<PhysicsImpostor>> = [];\r\n /** @internal */\r\n protected _meshes: Array<Nullable<AbstractMesh>> = [];\r\n /** @internal */\r\n protected _bodies: Array<Nullable<PhysicsBody>> = [];\r\n /** @internal */\r\n protected _inertiaBodies: Array<Nullable<PhysicsBody>> = [];\r\n /** @internal */\r\n protected _constraints: Array<Nullable<PhysicsConstraint>> = [];\r\n /** @internal */\r\n protected _bodyMeshes: Array<Nullable<AbstractMesh>> = [];\r\n /** @internal */\r\n protected _inertiaMeshes: Array<Nullable<AbstractMesh>> = [];\r\n /** @internal */\r\n protected _constraintMeshes: Array<Nullable<AbstractMesh>> = [];\r\n /** @internal */\r\n protected _scene: Nullable<Scene>;\r\n /** @internal */\r\n protected _numMeshes = 0;\r\n /** @internal */\r\n protected _numBodies = 0;\r\n /** @internal */\r\n protected _numInertiaBodies = 0;\r\n /** @internal */\r\n protected _numConstraints = 0;\r\n /** @internal */\r\n protected _physicsEnginePlugin: IPhysicsEnginePluginV1 | IPhysicsEnginePluginV2 | null;\r\n private _renderFunction: () => void;\r\n private _inertiaRenderFunction: () => void;\r\n private _constraintRenderFunction: () => void;\r\n private _utilityLayer: Nullable<UtilityLayerRenderer>;\r\n\r\n private _debugBoxMesh: Mesh;\r\n private _debugSphereMesh: Mesh;\r\n private _debugCapsuleMesh: Mesh;\r\n private _debugCylinderMesh: Mesh;\r\n private _debugMaterial: StandardMaterial;\r\n private _debugInertiaMaterial: StandardMaterial;\r\n private _debugMeshMeshes = new Array<Mesh>();\r\n\r\n private _constraintAxesSize = 0.4;\r\n\r\n /**\r\n * Creates a new PhysicsViewer\r\n * @param scene defines the hosting scene\r\n */\r\n constructor(scene?: Scene) {\r\n this._scene = scene || EngineStore.LastCreatedScene;\r\n if (!this._scene) {\r\n return;\r\n }\r\n const physicEngine = this._scene.getPhysicsEngine();\r\n\r\n if (physicEngine) {\r\n this._physicsEnginePlugin = physicEngine.getPhysicsPlugin();\r\n }\r\n\r\n this._utilityLayer = new UtilityLayerRenderer(this._scene, false);\r\n this._utilityLayer.pickUtilitySceneFirst = false;\r\n this._utilityLayer.utilityLayerScene.autoClearDepthAndStencil = true;\r\n }\r\n\r\n /**\r\n * Updates the debug meshes of the physics engine.\r\n *\r\n * This code is useful for synchronizing the debug meshes of the physics engine with the physics impostor and mesh.\r\n * It checks if the impostor is disposed and if the plugin version is 1, then it syncs the mesh with the impostor.\r\n * This ensures that the debug meshes are up to date with the physics engine.\r\n */\r\n protected _updateDebugMeshes(): void {\r\n const plugin = this._physicsEnginePlugin;\r\n\r\n if (plugin?.getPluginVersion() === 1) {\r\n this._updateDebugMeshesV1();\r\n } else {\r\n this._updateDebugMeshesV2();\r\n }\r\n }\r\n\r\n /**\r\n * Updates the debug meshes of the physics engine.\r\n *\r\n * This method is useful for synchronizing the debug meshes with the physics impostors.\r\n * It iterates through the impostors and meshes, and if the plugin version is 1, it syncs the mesh with the impostor.\r\n * This ensures that the debug meshes accurately reflect the physics impostors, which is important for debugging the physics engine.\r\n */\r\n protected _updateDebugMeshesV1(): void {\r\n const plugin = this._physicsEnginePlugin as IPhysicsEnginePluginV1;\r\n for (let i = 0; i < this._numMeshes; i++) {\r\n const impostor = this._impostors[i];\r\n\r\n if (!impostor) {\r\n continue;\r\n }\r\n\r\n if (impostor.isDisposed) {\r\n this.hideImpostor(this._impostors[i--]);\r\n } else {\r\n if (impostor.type === PhysicsImpostor.MeshImpostor) {\r\n continue;\r\n }\r\n const mesh = this._meshes[i];\r\n\r\n if (mesh && plugin) {\r\n plugin.syncMeshWithImpostor(mesh, impostor);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Updates the debug meshes of the physics engine for V2 plugin.\r\n *\r\n * This method is useful for synchronizing the debug meshes of the physics engine with the current state of the bodies.\r\n * It iterates through the bodies array and updates the debug meshes with the current transform of each body.\r\n * This ensures that the debug meshes accurately reflect the current state of the physics engine.\r\n */\r\n protected _updateDebugMeshesV2(): void {\r\n const plugin = this._physicsEnginePlugin as IPhysicsEnginePluginV2;\r\n for (let i = 0; i < this._numBodies; i++) {\r\n const body = this._bodies[i];\r\n const transform = this._bodyMeshes[i];\r\n if (body && transform) {\r\n plugin.syncTransform(body, transform);\r\n }\r\n }\r\n }\r\n\r\n protected _updateInertiaMeshes(): void {\r\n for (let i = 0; i < this._numInertiaBodies; i++) {\r\n const body = this._inertiaBodies[i];\r\n const mesh = this._inertiaMeshes[i];\r\n if (body && mesh) {\r\n this._updateDebugInertia(body, mesh);\r\n }\r\n }\r\n }\r\n\r\n protected _updateDebugInertia(body: PhysicsBody, inertiaMesh: AbstractMesh): void {\r\n const inertiaMatrixRef = Matrix.Identity();\r\n const transformMatrixRef = Matrix.Identity();\r\n const finalMatrixRef = Matrix.Identity();\r\n if (body._pluginDataInstances.length) {\r\n const inertiaAsMesh = inertiaMesh as Mesh;\r\n const inertiaMeshMatrixData = inertiaAsMesh._thinInstanceDataStorage.matrixData!;\r\n const bodyTransformMatrixData = (body.transformNode as Mesh)._thinInstanceDataStorage.matrixData!;\r\n for (let i = 0; i < body._pluginDataInstances.length; i++) {\r\n const props = body.getMassProperties(i);\r\n this._getMeshDebugInertiaMatrixToRef(props, inertiaMatrixRef);\r\n Matrix.FromArrayToRef(bodyTransformMatrixData, i * 16, transformMatrixRef);\r\n inertiaMatrixRef.multiplyToRef(transformMatrixRef, finalMatrixRef);\r\n finalMatrixRef.copyToArray(inertiaMeshMatrixData, i * 16);\r\n }\r\n inertiaAsMesh.thinInstanceBufferUpdated(\"matrix\");\r\n } else {\r\n const props = body.getMassProperties();\r\n this._getMeshDebugInertiaMatrixToRef(props, inertiaMatrixRef);\r\n body.transformNode.rotationQuaternion?.toRotationMatrix(transformMatrixRef);\r\n transformMatrixRef.setTranslation(body.transformNode.position);\r\n if (body.transformNode.parent) {\r\n const parentTransform = body.transformNode.parent.computeWorldMatrix(true);\r\n transformMatrixRef.multiplyToRef(parentTransform, transformMatrixRef);\r\n }\r\n inertiaMatrixRef.multiplyToRef(transformMatrixRef, inertiaMatrixRef);\r\n inertiaMatrixRef.decomposeToTransformNode(inertiaMesh);\r\n }\r\n }\r\n\r\n protected _updateDebugConstraints() {\r\n for (let i = 0; i < this._numConstraints; i++) {\r\n const constraint = this._constraints[i];\r\n const mesh = this._constraintMeshes[i];\r\n if (constraint && mesh) {\r\n this._updateDebugConstraint(constraint, mesh);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Given a scaling vector, make all of its components\r\n * 1, preserving the sign\r\n * @param scaling\r\n */\r\n protected _makeScalingUnitInPlace(scaling: Vector3) {\r\n if (Math.abs(scaling.x - 1) > Epsilon) {\r\n scaling.x = 1 * Math.sign(scaling.x);\r\n }\r\n if (Math.abs(scaling.y - 1) > Epsilon) {\r\n scaling.y = 1 * Math.sign(scaling.y);\r\n }\r\n if (Math.abs(scaling.z - 1) > Epsilon) {\r\n scaling.z = 1 * Math.sign(scaling.z);\r\n }\r\n }\r\n\r\n protected _updateDebugConstraint(constraint: PhysicsConstraint, parentingMesh: AbstractMesh) {\r\n if (!constraint._initOptions) {\r\n return;\r\n }\r\n\r\n // Get constraint pivot and axes\r\n const { pivotA, pivotB, axisA, axisB, perpAxisA, perpAxisB } = constraint._initOptions;\r\n\r\n if (!pivotA || !pivotB || !axisA || !axisB || !perpAxisA || !perpAxisB) {\r\n return;\r\n }\r\n\r\n parentingMesh.getDescendants(true).forEach((parentConstraintMesh) => {\r\n // Get the parent transform\r\n const parentCoordSystemNode = parentConstraintMesh.getDescendants(true)[0] as TransformNode;\r\n const childCoordSystemNode = parentConstraintMesh.getDescendants(true)[1] as TransformNode;\r\n\r\n const { parentBody, parentBodyIndex } = parentCoordSystemNode.metadata;\r\n const { childBody, childBodyIndex } = childCoordSystemNode.metadata;\r\n\r\n const parentTransform = this._getTransformFromBodyToRef(parentBody, TmpVectors.Matrix[0], parentBodyIndex);\r\n const childTransform = this._getTransformFromBodyToRef(childBody, TmpVectors.Matrix[1], childBodyIndex);\r\n\r\n parentTransform.decomposeToTransformNode(parentCoordSystemNode);\r\n this._makeScalingUnitInPlace(parentCoordSystemNode.scaling);\r\n\r\n childTransform.decomposeToTransformNode(childCoordSystemNode);\r\n this._makeScalingUnitInPlace(childCoordSystemNode.scaling);\r\n\r\n // Create a transform node and set its matrix\r\n const parentTransformNode = parentCoordSystemNode.getDescendants(true)[0] as TransformNode;\r\n parentTransformNode.position.copyFrom(pivotA);\r\n\r\n const childTransformNode = childCoordSystemNode.getDescendants(true)[0] as TransformNode;\r\n childTransformNode.position.copyFrom(pivotB);\r\n\r\n // Get the transform to align the XYZ axes to the constraint axes\r\n Quaternion.FromRotationMatrixToRef(\r\n Matrix.FromXYZAxesToRef(axisA, perpAxisA, Vector3.CrossToRef(axisA, perpAxisA, TmpVectors.Vector3[0]), TmpVectors.Matrix[0]),\r\n parentTransformNode.rotationQuaternion!\r\n );\r\n Quaternion.FromRotationMatrixToRef(\r\n Matrix.FromXYZAxesToRef(axisB, perpAxisB, Vector3.CrossToRef(axisB, perpAxisB, TmpVectors.Vector3[1]), TmpVectors.Matrix[1]),\r\n childTransformNode.rotationQuaternion!\r\n );\r\n });\r\n }\r\n\r\n /**\r\n * Renders a specified physic impostor\r\n * @param impostor defines the impostor to render\r\n * @param targetMesh defines the mesh represented by the impostor\r\n * @returns the new debug mesh used to render the impostor\r\n */\r\n public showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh> {\r\n if (!this._scene) {\r\n return null;\r\n }\r\n\r\n for (let i = 0; i < this._numMeshes; i++) {\r\n if (this._impostors[i] == impostor) {\r\n return null;\r\n }\r\n }\r\n\r\n const debugMesh = this._getDebugMesh(impostor, targetMesh);\r\n\r\n if (debugMesh) {\r\n this._impostors[this._numMeshes] = impostor;\r\n this._meshes[this._numMeshes] = debugMesh;\r\n\r\n if (this._numMeshes === 0) {\r\n this._renderFunction = () => this._updateDebugMeshes();\r\n this._scene.registerBeforeRender(this._renderFunction);\r\n }\r\n\r\n this._numMeshes++;\r\n }\r\n\r\n return debugMesh;\r\n }\r\n\r\n /**\r\n * Shows a debug mesh for a given physics body.\r\n * @param body The physics body to show.\r\n * @returns The debug mesh, or null if the body is already shown.\r\n *\r\n * This function is useful for visualizing the physics body in the scene.\r\n * It creates a debug mesh for the given body and adds it to the scene.\r\n * It also registers a before render function to update the debug mesh position and rotation.\r\n */\r\n public showBody(body: PhysicsBody): Nullable<AbstractMesh> {\r\n if (!this._scene) {\r\n return null;\r\n }\r\n\r\n for (let i = 0; i < this._numBodies; i++) {\r\n if (this._bodies[i] == body) {\r\n return null;\r\n }\r\n }\r\n\r\n const debugMesh = this._getDebugBodyMesh(body);\r\n\r\n if (debugMesh) {\r\n this._bodies[this._numBodies] = body;\r\n this._bodyMeshes[this._numBodies] = debugMesh;\r\n\r\n if (this._numBodies === 0) {\r\n this._renderFunction = () => this._updateDebugMeshes();\r\n this._scene.registerBeforeRender(this._renderFunction);\r\n }\r\n\r\n this._numBodies++;\r\n }\r\n\r\n return debugMesh;\r\n }\r\n\r\n /**\r\n * Shows a debug box corresponding to the inertia of a given body\r\n * @param body the physics body used to get the inertia\r\n * @returns the debug mesh used to show the inertia, or null if the body is already shown\r\n */\r\n public showInertia(body: PhysicsBody): Nullable<AbstractMesh> {\r\n if (!this._scene) {\r\n return null;\r\n }\r\n\r\n for (let i = 0; i < this._numInertiaBodies; i++) {\r\n if (this._inertiaBodies[i] == body) {\r\n return null;\r\n }\r\n }\r\n\r\n const debugMesh = this._getDebugInertiaMesh(body);\r\n if (debugMesh) {\r\n this._inertiaBodies[this._numInertiaBodies] = body;\r\n this._inertiaMeshes[this._numInertiaBodies] = debugMesh;\r\n\r\n if (this._numInertiaBodies === 0) {\r\n this._inertiaRenderFunction = () => this._updateInertiaMeshes();\r\n this._scene.registerBeforeRender(this._inertiaRenderFunction);\r\n }\r\n\r\n this._numInertiaBodies++;\r\n }\r\n\r\n return debugMesh;\r\n }\r\n\r\n /**\r\n * Shows a debug mesh for a given physics constraint.\r\n * @param constraint the physics constraint to show\r\n * @returns the debug mesh, or null if the constraint is already shown\r\n */\r\n public showConstraint(constraint: PhysicsConstraint): Nullable<AbstractMesh> {\r\n if (!this._scene) {\r\n return null;\r\n }\r\n\r\n for (let i = 0; i < this._numConstraints; i++) {\r\n if (this._constraints[i] == constraint) {\r\n return null;\r\n }\r\n }\r\n\r\n const debugMesh = this._getDebugConstraintMesh(constraint);\r\n if (debugMesh) {\r\n this._constraints[this._numConstraints] = constraint;\r\n this._constraintMeshes[this._numConstraints] = debugMesh;\r\n\r\n if (this._numConstraints === 0) {\r\n this._constraintRenderFunction = () => this._updateDebugConstraints();\r\n this._scene.registerBeforeRender(this._constraintRenderFunction);\r\n }\r\n\r\n this._numConstraints++;\r\n }\r\n\r\n return debugMesh;\r\n }\r\n\r\n /**\r\n * Hides an impostor from the scene.\r\n * @param impostor - The impostor to hide.\r\n *\r\n * This method is useful for hiding an impostor from the scene. It removes the\r\n * impostor from the utility layer scene, disposes the mesh, and removes the\r\n * impostor from the list of impostors. If the impostor is the last one in the\r\n * list, it also unregisters the render function.\r\n */\r\n public hideImpostor(impostor: Nullable<PhysicsImpostor>) {\r\n if (!impostor || !this._scene || !this._utilityLayer) {\r\n return;\r\n }\r\n\r\n let removed = false;\r\n const utilityLayerScene = this._utilityLayer.utilityLayerScene;\r\n\r\n for (let i = 0; i < this._numMeshes; i++) {\r\n if (this._impostors[i] == impostor) {\r\n const mesh = this._meshes[i];\r\n\r\n if (!mesh) {\r\n continue;\r\n }\r\n\r\n utilityLayerScene.removeMesh(mesh);\r\n mesh.dispose();\r\n\r\n const index = this._debugMeshMeshes.indexOf(mesh as Mesh);\r\n if (index > -1) {\r\n this._debugMeshMeshes.splice(index, 1);\r\n }\r\n\r\n this._numMeshes--;\r\n if (this._numMeshes > 0) {\r\n this._meshes[i] = this._meshes[this._numMeshes];\r\n this._impostors[i] = this._impostors[this._numMeshes];\r\n this._meshes[this._numMeshes] = null;\r\n this._impostors[this._numMeshes] = null;\r\n } else {\r\n this._meshes[0] = null;\r\n this._impostors[0] = null;\r\n }\r\n removed = true;\r\n break;\r\n }\r\n }\r\n\r\n if (removed && this._numMeshes === 0) {\r\n this._scene.unregisterBeforeRender(this._renderFunction);\r\n }\r\n }\r\n\r\n /**\r\n * Hides a body from the physics engine.\r\n * @param body - The body to hide.\r\n *\r\n * This function is useful for hiding a body from the physics engine.\r\n * It removes the body from the utility layer scene and disposes the mesh associated with it.\r\n * It also unregisters the render function if the number of bodies is 0.\r\n * This is useful for hiding a body from the physics engine without deleting it.\r\n */\r\n public hideBody(body: Nullable<PhysicsBody>) {\r\n if (!body || !this._scene || !this._utilityLayer) {\r\n return;\r\n }\r\n\r\n let removed = false;\r\n const utilityLayerScene = this._utilityLayer.utilityLayerScene;\r\n\r\n for (let i = 0; i < this._numBodies; i++) {\r\n if (this._bodies[i] === body) {\r\n const mesh = this._bodyMeshes[i];\r\n\r\n if (!mesh) {\r\n continue;\r\n }\r\n\r\n utilityLayerScene.removeMesh(mesh);\r\n mesh.dispose();\r\n\r\n this._numBodies--;\r\n if (this._numBodies > 0) {\r\n this._bodyMeshes[i] = this._bodyMeshes[this._numBodies];\r\n this._bodies[i] = this._bodies[this._numBodies];\r\n this._bodyMeshes[this._numBodies] = null;\r\n this._bodies[this._numBodies] = null;\r\n } else {\r\n this._bodyMeshes[0] = null;\r\n this._bodies[0] = null;\r\n }\r\n removed = true;\r\n break;\r\n }\r\n }\r\n\r\n if (removed && this._numBodies === 0) {\r\n this._scene.unregisterBeforeRender(this._renderFunction);\r\n }\r\n }\r\n\r\n /**\r\n * Hides a body's inertia from the viewer utility layer\r\n * @param body the body to hide\r\n */\r\n public hideInertia(body: Nullable<PhysicsBody>) {\r\n if (!body || !this._scene || !this._utilityLayer) {\r\n return;\r\n }\r\n let removed = false;\r\n const utilityLayerScene = this._utilityLayer.utilityLayerScene;\r\n\r\n for (let i = 0; i < this._numInertiaBodies; i++) {\r\n if (this._inertiaBodies[i] === body) {\r\n const mesh = this._inertiaMeshes[i];\r\n\r\n if (!mesh) {\r\n continue;\r\n }\r\n\r\n utilityLayerScene.removeMesh(mesh);\r\n mesh.dispose();\r\n\r\n this._inertiaBodies.splice(i, 1);\r\n this._inertiaMeshes.splice(i, 1);\r\n\r\n this._numInertiaBodies--;\r\n\r\n removed = true;\r\n break;\r\n }\r\n }\r\n\r\n if (removed && this._numInertiaBodies === 0) {\r\n this._scene.unregisterBeforeRender(this._inertiaRenderFunction);\r\n }\r\n }\r\n\r\n /**\r\n * Hide a physics constraint from the viewer utility layer\r\n * @param constraint the constraint to hide\r\n */\r\n public hideConstraint(constraint: Nullable<PhysicsConstraint>) {\r\n if (!constraint || !this._scene || !this._utilityLayer) {\r\n return;\r\n }\r\n let removed = false;\r\n const utilityLayerScene = this._utilityLayer.utilityLayerScene;\r\n\r\n for (let i = 0; i < this._numConstraints; i++) {\r\n if (this._constraints[i] === constraint) {\r\n const mesh = this._constraintMeshes[i];\r\n\r\n if (!mesh) {\r\n continue;\r\n }\r\n\r\n utilityLayerScene.removeMesh(mesh);\r\n mesh.dispose();\r\n\r\n this._constraints.splice(i, 1);\r\n this._constraintMeshes.splice(i, 1);\r\n\r\n this._numConstraints--;\r\n\r\n if (this._numConstraints > 0) {\r\n this._constraints[i] = this._constraints[this._numConstraints];\r\n this._constraintMeshes[i] = this._constraintMeshes[this._numConstraints];\r\n this._constraints[this._numConstraints] = null;\r\n this._constraintMeshes[this._numConstraints] = null;\r\n } else {\r\n this._constraints[0] = null;\r\n this._constraintMeshes[0] = null;\r\n }\r\n\r\n removed = true;\r\n break;\r\n }\r\n }\r\n\r\n if (removed && this._numConstraints === 0) {\r\n this._scene.unregisterBeforeRender(this._constraintRenderFunction);\r\n }\r\n }\r\n\r\n private _getDebugMaterial(scene: Scene): Material {\r\n if (!this._debugMaterial) {\r\n this._debugMaterial = new StandardMaterial(\"\", scene);\r\n this._debugMaterial.wireframe = true;\r\n this._debugMaterial.emissiveColor = Color3.White();\r\n this._debugMaterial.disableLighting = true;\r\n }\r\n\r\n return this._debugMaterial;\r\n }\r\n\r\n private _getDebugInertiaMaterial(scene: Scene): Material {\r\n if (!this._debugInertiaMaterial) {\r\n this._debugInertiaMaterial = new StandardMaterial(\"\", scene);\r\n this._debugInertiaMaterial.disableLighting = true;\r\n this._debugInertiaMaterial.alpha = 0.0;\r\n }\r\n\r\n return this._debugInertiaMaterial;\r\n }\r\n\r\n private _getDebugBoxMesh(scene: Scene): AbstractMesh {\r\n if (!this._debugBoxMesh) {\r\n this._debugBoxMesh = CreateBox(\"physicsBodyBoxViewMesh\", { size: 1 }, scene);\r\n this._debugBoxMesh.rotationQuaternion = Quaternion.Identity();\r\n this._debugBoxMesh.material = this._getDebugMaterial(scene);\r\n this._debugBoxMesh.setEnabled(false);\r\n }\r\n\r\n return this._debugBoxMesh.createInstance(\"physicsBodyBoxViewInstance\");\r\n }\r\n\r\n private _getDebugSphereMesh(scene: Scene): AbstractMesh {\r\n if (!this._debugSphereMesh) {\r\n this._debugSphereMesh = CreateSphere(\"physicsBodySphereViewMesh\", { diameter: 1 }, scene);\r\n this._debugSphereMesh.rotationQuaternion = Quaternion.Identity();\r\n this._debugSphereMesh.material = this._getDebugMaterial(scene);\r\n this._debugSphereMesh.setEnabled(false);\r\n }\r\n\r\n return this._debugSphereMesh.createInstance(\"physicsBodySphereViewInstance\");\r\n }\r\n\r\n private _getDebugCapsuleMesh(scene: Scene): AbstractMesh {\r\n if (!this._debugCapsuleMesh) {\r\n this._debugCapsuleMesh = CreateCapsule(\"physicsBodyCapsuleViewMesh\", { height: 1 } as ICreateCapsuleOptions, scene);\r\n this._debugCapsuleMesh.rotationQuaternion = Quaternion.Identity();\r\n this._debugCapsuleMesh.material = this._getDebugMaterial(scene);\r\n this._debugCapsuleMesh.setEnabled(false);\r\n }\r\n\r\n return this._debugCapsuleMesh.createInstance(\"physicsBodyCapsuleViewInstance\");\r\n }\r\n\r\n private _getDebugCylinderMesh(scene: Scene): AbstractMesh {\r\n if (!this._debugCylinderMesh) {\r\n this._debugCylinderMesh = CreateCylinder(\"physicsBodyCylinderViewMesh\", { diameterTop: 1, diameterBottom: 1, height: 1 }, scene);\r\n this._debugCylinderMesh.rotationQuaternion = Quaternion.Identity();\r\n this._debugCylinderMesh.material = this._getDebugMaterial(scene);\r\n this._debugCylinderMesh.setEnabled(false);\r\n }\r\n\r\n return this._debugCylinderMesh.createInstance(\"physicsBodyCylinderViewInstance\");\r\n }\r\n\r\n private _getDebugMeshMesh(mesh: Mesh, scene: Scene): AbstractMesh {\r\n const wireframeOver = new Mesh(mesh.name, scene, null, mesh);\r\n wireframeOver.setParent(mesh);\r\n wireframeOver.position = Vector3.Zero();\r\n wireframeOver.material = this._getDebugMaterial(scene);\r\n\r\n this._debugMeshMeshes.push(wireframeOver);\r\n\r\n return wireframeOver;\r\n }\r\n\r\n private _getDebugMesh(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh> {\r\n if (!this._utilityLayer) {\r\n return null;\r\n }\r\n\r\n // Only create child impostor debug meshes when evaluating the parent\r\n if (targetMesh && targetMesh.parent && (targetMesh.parent as Mesh).physicsImpostor) {\r\n return null;\r\n }\r\n\r\n let mesh: Nullable<AbstractMesh> = null;\r\n const utilityLayerScene = this._utilityLayer.utilityLayerScene;\r\n if (!impostor.physicsBody) {\r\n Logger.Warn(\"Unable to get physicsBody of impostor. It might be initialized later by its parent's impostor.\");\r\n return null;\r\n }\r\n switch (impostor.type) {\r\n case PhysicsImpostor.BoxImpostor:\r\n mesh = this._getDebugBoxMesh(utilityLayerScene);\r\n impostor.getBoxSizeToRef(mesh.scaling);\r\n break;\r\n case PhysicsImpostor.SphereImpostor: {\r\n mesh = this._getDebugSphereMesh(utilityLayerScene);\r\n const radius = impostor.getRadius();\r\n mesh.scaling.x = radius * 2;\r\n mesh.scaling.y = radius * 2;\r\n mesh.scaling.z = radius * 2;\r\n break;\r\n }\r\n case PhysicsImpostor.CapsuleImpostor: {\r\n mesh = this._getDebugCapsuleMesh(utilityLayerScene);\r\n const bi = impostor.object.getBoundingInfo();\r\n mesh.scaling.x = (bi.boundingBox.maximum.x - bi.boundingBox.minimum.x) * 2 * impostor.object.scaling.x;\r\n mesh.scaling.y = (bi.boundingBox.maximum.y - bi.boundingBox.minimum.y) * impostor.object.scaling.y;\r\n mesh.scaling.z = (bi.boundingBox.maximum.z - bi.boundingBox.minimum.z) * 2 * impostor.object.scaling.z;\r\n break;\r\n }\r\n case PhysicsImpostor.MeshImpostor:\r\n if (targetMesh) {\r\n mesh = this._getDebugMeshMesh(targetMesh, utilityLayerScene);\r\n }\r\n break;\r\n case PhysicsImpostor.NoImpostor:\r\n if (targetMesh) {\r\n // Handle compound impostors\r\n const childMeshes = targetMesh.getChildMeshes().filter((c) => {\r\n return c.physicsImpostor ? 1 : 0;\r\n });\r\n childMeshes.forEach((m) => {\r\n if (m.physicsImpostor && m.getClassName() === \"Mesh\") {\r\n const boundingInfo = m.getBoundingInfo();\r\n const min = boundingInfo.boundingBox.minimum;\r\n const max = boundingInfo.boundingBox.maximum;\r\n switch (m.physicsImpostor.type) {\r\n case PhysicsImpostor.BoxImpostor:\r\n mesh = this._getDebugBoxMesh(utilityLayerScene);\r\n mesh.position.copyFrom(min);\r\n mesh.position.addInPlace(max);\r\n mesh.position.scaleInPlace(0.5);\r\n break;\r\n case PhysicsImpostor.SphereImpostor:\r\n mesh = this._getDebugSphereMesh(utilityLayerScene);\r\n break;\r\n case PhysicsImpostor.CylinderImpostor:\r\n mesh = this._getDebugCylinderMesh(utilityLayerScene);\r\n break;\r\n default:\r\n mesh = null;\r\n break;\r\n }\r\n if (mesh) {\r\n mesh.scaling.x = max.x - min.x;\r\n mesh.scaling.y = max.y - min.y;\r\n mesh.scaling.z = max.z - min.z;\r\n mesh.parent = m;\r\n }\r\n }\r\n });\r\n } else {\r\n Logger.Warn(\"No target mesh parameter provided for NoImpostor. Skipping.\");\r\n }\r\n mesh = null;\r\n break;\r\n case PhysicsImpostor.CylinderImpostor: {\r\n mesh = this._getDebugCylinderMesh(utilityLayerScene);\r\n const bi = impostor.object.getBoundingInfo();\r\n mesh.scaling.x = (bi.boundingBox.maximum.x - bi.boundingBox.minimum.x) * impostor.object.scaling.x;\r\n mesh.scaling.y = (bi.boundingBox.maximum.y - bi.boundingBox.minimum.y) * impostor.object.scaling.y;\r\n mesh.scaling.z = (bi.boundingBox.maximum.z - bi.boundingBox.minimum.z) * impostor.object.scaling.z;\r\n break;\r\n }\r\n }\r\n return mesh;\r\n }\r\n\r\n /**\r\n * Creates a debug mesh for a given physics body\r\n * @param body The physics body to create the debug mesh for\r\n * @returns The created debug mesh or null if the utility layer is not available\r\n *\r\n * This code is useful for creating a debug mesh for a given physics body.\r\n * It creates a Mesh object with a VertexData object containing the positions and indices\r\n * of the geometry of the body. The mesh is then assigned a debug material from the utility layer scene.\r\n * This allows for visualizing the physics body in the scene.\r\n */\r\n private _getDebugBodyMesh(body: PhysicsBody): Nullable<AbstractMesh> {\r\n if (!this._utilityLayer) {\r\n return null;\r\n }\r\n\r\n const utilityLayerScene = this._utilityLayer.utilityLayerScene;\r\n\r\n const mesh = new Mesh(\"custom\", utilityLayerScene);\r\n const vertexData = new VertexData();\r\n const geometry = body.getGeometry() as any;\r\n vertexData.positions = geometry.positions;\r\n vertexData.indices = geometry.indices;\r\n vertexData.applyToMesh(mesh);\r\n if (body._pluginDataInstances) {\r\n const instanceBuffer = new Float32Array(body._pluginDataInstances.length * 16);\r\n mesh.thinInstanceSetBuffer(\"matrix\", instanceBuffer, 16, false);\r\n }\r\n mesh.material = this._getDebugMaterial(utilityLayerScene);\r\n return mesh;\r\n }\r\n\r\n private _getMeshDebugInertiaMatrixToRef(massProps: PhysicsMassProperties, matrix: Matrix) {\r\n const orientation = massProps.inertiaOrientation ?? Quaternion.Identity();\r\n const inertiaLocal = massProps.inertia ?? Vector3.Zero();\r\n const center = massProps.centerOfMass ?? Vector3.Zero();\r\n\r\n const betaSqrd = (inertiaLocal.x - inertiaLocal.y + inertiaLocal.z) * 6;\r\n const beta = Math.sqrt(Math.max(betaSqrd, 0)); // Safety check for zeroed elements!\r\n\r\n const gammaSqrd = inertiaLocal.x * 12 - betaSqrd;\r\n const gamma = Math.sqrt(Math.max(gammaSqrd, 0)); // Safety check for zeroed elements!\r\n\r\n const alphaSqrd = inertiaLocal.z * 12 - betaSqrd;\r\n const alpha = Math.sqrt(Math.max(alphaSqrd, 0)); // Safety check for zeroed elements!\r\n\r\n const extents = TmpVectors.Vector3[0];\r\n extents.set(alpha, beta, gamma);\r\n\r\n const scaling = Matrix.ScalingToRef(extents.x, extents.y, extents.z, TmpVectors.Matrix[0]);\r\n const rotation = orientation.toRotationMatrix(TmpVectors.Matrix[1]);\r\n const translation = Matrix.TranslationToRef(center.x, center.y, center.z, TmpVectors.Matrix[2]);\r\n\r\n scaling.multiplyToRef(rotation, matrix);\r\n matrix.multiplyToRef(translation, matrix);\r\n\r\n return matrix;\r\n }\r\n\r\n private _getDebugInertiaMesh(body: PhysicsBody): Nullable<AbstractMesh> {\r\n if (!this._utilityLayer) {\r\n return null;\r\n }\r\n const utilityLayerScene = this._utilityLayer.utilityLayerScene;\r\n\r\n // The base inertia mesh is going to be a 1x1 cube that's scaled and rotated according to the inertia\r\n const inertiaBoxMesh = MeshBuilder.CreateBox(\"custom\", { size: 1 }, utilityLayerScene);\r\n const matrixRef = Matrix.Identity();\r\n if (body._pluginDataInstances.length) {\r\n const instanceBuffer = new Float32Array(body._pluginDataInstances.length * 16);\r\n for (let i = 0; i < body._pluginDataInstances.length; ++i) {\r\n const props = body.getMassProperties(i);\r\n this._getMeshDebugInertiaMatrixToRef(props, matrixRef);\r\n matrixRef.copyToArray(instanceBuffer, i * 16);\r\n }\r\n inertiaBoxMesh.thinInstanceSetBuffer(\"matrix\", instanceBuffer, 16, false);\r\n } else {\r\n const props = body.getMassProperties();\r\n this._getMeshDebugInertiaMatrixToRef(props, matrixRef);\r\n matrixRef.decomposeToTransformNode(inertiaBoxMesh);\r\n }\r\n inertiaBoxMesh.enableEdgesRendering();\r\n inertiaBoxMesh.edgesWidth = 2.0;\r\n inertiaBoxMesh.edgesColor = new Color4(1, 0, 1, 1);\r\n inertiaBoxMesh.material = this._getDebugInertiaMaterial(utilityLayerScene);\r\n\r\n return inertiaBoxMesh;\r\n }\r\n\r\n private _getTransformFromBodyToRef(body: PhysicsBody, matrix: Matrix, instanceIndex?: number) {\r\n const tnode = body.transformNode;\r\n if (instanceIndex && instanceIndex >= 0) {\r\n return Matrix.FromArrayToRef((tnode as Mesh)._thinInstanceDataStorage.matrixData!, instanceIndex, matrix);\r\n } else {\r\n return matrix.copyFrom(tnode.getWorldMatrix());\r\n }\r\n }\r\n\r\n private _getDebugConstraintMesh(constraint: PhysicsConstraint): Nullable<AbstractMesh> {\r\n if (!this._utilityLayer) {\r\n return null;\r\n }\r\n const utilityLayerScene = this._utilityLayer.utilityLayerScene;\r\n\r\n if (!constraint._initOptions) {\r\n return null;\r\n }\r\n\r\n // Get constraint pivot and axes\r\n const { pivotA, pivotB, axisA, axisB, perpAxisA, perpAxisB } = constraint._initOptions;\r\n\r\n if (!pivotA || !pivotB || !axisA || !axisB || !perpAxisA || !perpAxisB) {\r\n return null;\r\n }\r\n\r\n // Create a mesh to parent all the constraint debug meshes to\r\n const parentingMesh = new Mesh(\"parentingDebugConstraint\", utilityLayerScene);\r\n\r\n // First, get a reference to all physic bodies that are using this constraint\r\n const bodiesUsingConstraint = constraint.getBodiesUsingConstraint();\r\n\r\n for (const bodyPairInfo of bodiesUsingConstraint) {\r\n // Create a mesh to keep the pair of constraint axes\r\n const parentOfPair = new TransformNode(\"parentOfPair\", utilityLayerScene);\r\n parentOfPair.parent = parentingMesh;\r\n\r\n const { parentBody, parentBodyIndex, childBody, childBodyIndex } = bodyPairInfo;\r\n // Get the parent transform\r\n\r\n const parentTransform = this._getTransformFromBodyToRef(parentBody, TmpVectors.Matrix[0], parentBodyIndex);\r\n const childTransform = this._getTransformFromBodyToRef(childBody, TmpVectors.Matrix[1], childBodyIndex);\r\n\r\n const parentCoordSystemNode = new TransformNode(\"parentCoordSystem\", utilityLayerScene);\r\n // parentCoordSystemNode.parent = parentingMesh;\r\n parentCoordSystemNode.parent = parentOfPair;\r\n // Save parent and index here to be able to get the transform on update\r\n parentCoordSystemNode.metadata = { parentBody, parentBodyIndex };\r\n parentTransform.decomposeToTransformNode(parentCoordSystemNode);\r\n\r\n const childCoordSystemNode = new TransformNode(\"childCoordSystem\", utilityLayerScene);\r\n // childCoordSystemNode.parent = parentingMesh;\r\n childCoordSystemNode.parent = parentOfPair;\r\n // Save child and index here to be able to get the transform on update\r\n childCoordSystemNode.metadata = { childBody, childBodyIndex };\r\n childTransform.decomposeToTransformNode(childCoordSystemNode);\r\n\r\n // Get the transform to align the XYZ axes to the constraint axes\r\n const rotTransformParent = Quaternion.FromRotationMatrix(Matrix.FromXYZAxesToRef(axisA, perpAxisA, axisA.cross(perpAxisA), TmpVectors.Matrix[0]));\r\n const rotTransformChild = Quaternion.FromRotationMatrix(Matrix.FromXYZAxesToRef(axisB, perpAxisB, axisB.cross(perpAxisB), TmpVectors.Matrix[0]));\r\n\r\n const translateTransformParent = pivotA;\r\n const translateTransformChild = pivotB;\r\n\r\n // Create a transform node and set its matrix\r\n const parentTransformNode = new TransformNode(\"constraint_parent\", utilityLayerScene);\r\n parentTransformNode.position.copyFrom(translateTransformParent);\r\n parentTransformNode.rotationQuaternion = rotTransformParent;\r\n parentTransformNode.parent = parentCoordSystemNode;\r\n\r\n const childTransformNode = new TransformNode(\"constraint_child\", utilityLayerScene);\r\n childTransformNode.parent = childCoordSystemNode;\r\n childTransformNode.position.copyFrom(translateTransformChild);\r\n childTransformNode.rotationQuaternion = rotTransformChild;\r\n\r\n // Create axes for the constraint\r\n const parentAxes = new AxesViewer(utilityLayerScene, this._constraintAxesSize);\r\n parentAxes.xAxis.parent = parentTransformNode;\r\n parentAxes.yAxis.parent = parentTransformNode;\r\n parentAxes.zAxis.parent = parentTransformNode;\r\n\r\n const childAxes = new AxesViewer(utilityLayerScene, this._constraintAxesSize);\r\n childAxes.xAxis.parent = childTransformNode;\r\n childAxes.yAxis.parent = childTransformNode;\r\n childAxes.zAxis.parent = childTransformNode;\r\n }\r\n\r\n return parentingMesh;\r\n }\r\n\r\n /**\r\n * Clean up physics debug display\r\n */\r\n public dispose() {\r\n // impostors\r\n for (let index = this._numMeshes - 1; index >= 0; index--) {\r\n this.hideImpostor(this._impostors[0]);\r\n }\r\n // bodies\r\n for (let index = this._numBodies - 1; index >= 0; index--) {\r\n this.hideBody(this._bodies[0]);\r\n }\r\n // inertia\r\n for (let index = this._numInertiaBodies - 1; index >= 0; index--) {\r\n this.hideInertia(this._inertiaBodies[0]);\r\n }\r\n\r\n if (this._debugBoxMesh) {\r\n this._debugBoxMesh.dispose();\r\n }\r\n if (this._debugSphereMesh) {\r\n this._debugSphereMesh.dispose();\r\n }\r\n if (this._debugCylinderMesh) {\r\n this._debugCylinderMesh.dispose();\r\n }\r\n if (this._debugMaterial) {\r\n this._debugMaterial.dispose();\r\n }\r\n\r\n this._impostors.length = 0;\r\n this._scene = null;\r\n this._physicsEnginePlugin = null;\r\n\r\n if (this._utilityLayer) {\r\n this._utilityLayer.dispose();\r\n this._utilityLayer = null;\r\n }\r\n }\r\n}\r\n"]}
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package/Debug/rayHelper.js
CHANGED
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@@ -65,7 +65,6 @@ export class RayHelper {
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65
65
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}
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66
66
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}
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67
67
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_render() {
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68
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-
var _a;
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69
68
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const ray = this.ray;
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70
69
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if (!ray) {
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71
70
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return;
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@@ -77,7 +76,7 @@ export class RayHelper {
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77
76
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point.addInPlace(ray.origin);
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78
77
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this._renderPoints[0].copyFrom(ray.origin);
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79
78
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CreateLines("ray", { points: this._renderPoints, updatable: true, instance: this._renderLine }, this._scene);
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80
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-
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79
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+
this._renderLine?.refreshBoundingInfo();
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81
80
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}
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82
81
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/**
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83
82
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* Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
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