@babylonjs/core 6.41.2 → 6.43.0

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Files changed (37) hide show
  1. package/Cameras/arcRotateCamera.js +7 -1
  2. package/Cameras/arcRotateCamera.js.map +1 -1
  3. package/Culling/ray.d.ts +2 -2
  4. package/Culling/ray.js +3 -2
  5. package/Culling/ray.js.map +1 -1
  6. package/Engines/thinEngine.js +2 -2
  7. package/Engines/thinEngine.js.map +1 -1
  8. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js +1 -1
  9. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js.map +1 -1
  10. package/Maths/halton2DSequence.d.ts +47 -0
  11. package/Maths/halton2DSequence.js +80 -0
  12. package/Maths/halton2DSequence.js.map +1 -0
  13. package/Maths/index.d.ts +1 -0
  14. package/Maths/index.js +1 -0
  15. package/Maths/index.js.map +1 -1
  16. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +1 -1
  17. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  18. package/Meshes/mesh.js +10 -0
  19. package/Meshes/mesh.js.map +1 -1
  20. package/Meshes/trailMesh.js +24 -19
  21. package/Meshes/trailMesh.js.map +1 -1
  22. package/Physics/v2/Plugins/havokPlugin.d.ts +0 -1
  23. package/Physics/v2/Plugins/havokPlugin.js +3 -2
  24. package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
  25. package/Physics/v2/physicsEngine.d.ts +1 -0
  26. package/Physics/v2/physicsEngine.js +1 -0
  27. package/Physics/v2/physicsEngine.js.map +1 -1
  28. package/PostProcesses/RenderPipeline/Pipelines/index.d.ts +1 -0
  29. package/PostProcesses/RenderPipeline/Pipelines/index.js +1 -0
  30. package/PostProcesses/RenderPipeline/Pipelines/index.js.map +1 -1
  31. package/PostProcesses/RenderPipeline/Pipelines/taaRenderingPipeline.d.ts +111 -0
  32. package/PostProcesses/RenderPipeline/Pipelines/taaRenderingPipeline.js +303 -0
  33. package/PostProcesses/RenderPipeline/Pipelines/taaRenderingPipeline.js.map +1 -0
  34. package/Shaders/taa.fragment.d.ts +5 -0
  35. package/Shaders/taa.fragment.js +10 -0
  36. package/Shaders/taa.fragment.js.map +1 -0
  37. package/package.json +1 -1
@@ -29,7 +29,7 @@ export class TrailMesh extends Mesh {
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  this._length = length;
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  this._sectionVectors = [];
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  this._sectionNormalVectors = [];
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- for (let i = 0; i < this._sectionPolygonPointsCount; i++) {
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+ for (let i = 0; i <= this._sectionPolygonPointsCount; i++) {
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  this._sectionVectors[i] = Vector3.Zero();
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  this._sectionNormalVectors[i] = Vector3.Zero();
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  }
@@ -47,6 +47,7 @@ export class TrailMesh extends Mesh {
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  const positions = [];
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  const normals = [];
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  const indices = [];
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+ const uvs = [];
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  let meshCenter = Vector3.Zero();
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  if (this._generator instanceof AbstractMesh && this._generator.hasBoundingInfo) {
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  meshCenter = this._generator.getBoundingInfo().boundingBox.centerWorld;
@@ -55,25 +56,28 @@ export class TrailMesh extends Mesh {
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  meshCenter = this._generator.position;
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  }
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  const alpha = (2 * Math.PI) / this._sectionPolygonPointsCount;
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- for (let i = 0; i < this._sectionPolygonPointsCount; i++) {
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- positions.push(meshCenter.x + Math.cos(i * alpha) * this.diameter, meshCenter.y + Math.sin(i * alpha) * this.diameter, meshCenter.z);
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+ for (let i = 0; i <= this._sectionPolygonPointsCount; i++) {
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+ const angle = i !== this._sectionPolygonPointsCount ? i * alpha : 0;
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+ positions.push(meshCenter.x + Math.cos(angle) * this.diameter, meshCenter.y + Math.sin(angle) * this.diameter, meshCenter.z);
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+ uvs.push(i / this._sectionPolygonPointsCount, 0);
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  }
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  for (let i = 1; i <= this._length; i++) {
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- for (let j = 0; j < this._sectionPolygonPointsCount; j++) {
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- positions.push(meshCenter.x + Math.cos(j * alpha) * this.diameter, meshCenter.y + Math.sin(j * alpha) * this.diameter, meshCenter.z);
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+ for (let j = 0; j <= this._sectionPolygonPointsCount; j++) {
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+ const angle = j !== this._sectionPolygonPointsCount ? j * alpha : 0;
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+ positions.push(meshCenter.x + Math.cos(angle) * this.diameter, meshCenter.y + Math.sin(angle) * this.diameter, meshCenter.z);
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+ uvs.push(j / this._sectionPolygonPointsCount, i / this._length);
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  }
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- const l = positions.length / 3 - 2 * this._sectionPolygonPointsCount;
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- for (let j = 0; j < this._sectionPolygonPointsCount - 1; j++) {
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+ const l = positions.length / 3 - 2 * (this._sectionPolygonPointsCount + 1);
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+ for (let j = 0; j <= this._sectionPolygonPointsCount; j++) {
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  indices.push(l + j, l + j + this._sectionPolygonPointsCount, l + j + this._sectionPolygonPointsCount + 1);
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  indices.push(l + j, l + j + this._sectionPolygonPointsCount + 1, l + j + 1);
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  }
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- indices.push(l + this._sectionPolygonPointsCount - 1, l + this._sectionPolygonPointsCount - 1 + this._sectionPolygonPointsCount, l + this._sectionPolygonPointsCount);
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- indices.push(l + this._sectionPolygonPointsCount - 1, l + this._sectionPolygonPointsCount, l);
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  }
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  VertexData.ComputeNormals(positions, indices, normals);
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  data.positions = positions;
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  data.normals = normals;
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  data.indices = indices;
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+ data.uvs = uvs;
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  data.applyToMesh(this, true);
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  if (this._autoStart) {
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  this.start();
@@ -107,21 +111,22 @@ export class TrailMesh extends Mesh {
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  const normals = this.getVerticesData(VertexBuffer.NormalKind);
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  const wm = this._generator.getWorldMatrix();
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  if (positions && normals) {
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- for (let i = 3 * this._sectionPolygonPointsCount; i < positions.length; i++) {
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- positions[i - 3 * this._sectionPolygonPointsCount] = positions[i] - (normals[i] / this._length) * this.diameter;
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+ for (let i = 3 * (this._sectionPolygonPointsCount + 1); i < positions.length; i++) {
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+ positions[i - 3 * (this._sectionPolygonPointsCount + 1)] = positions[i] - (normals[i] / this._length) * this.diameter;
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  }
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- for (let i = 3 * this._sectionPolygonPointsCount; i < normals.length; i++) {
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- normals[i - 3 * this._sectionPolygonPointsCount] = normals[i];
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+ for (let i = 3 * (this._sectionPolygonPointsCount + 1); i < normals.length; i++) {
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+ normals[i - 3 * (this._sectionPolygonPointsCount + 1)] = normals[i];
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  }
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- const l = positions.length - 3 * this._sectionPolygonPointsCount;
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+ const l = positions.length - 3 * (this._sectionPolygonPointsCount + 1);
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  const alpha = (2 * Math.PI) / this._sectionPolygonPointsCount;
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- for (let i = 0; i < this._sectionPolygonPointsCount; i++) {
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- this._sectionVectors[i].copyFromFloats(Math.cos(i * alpha) * this.diameter, Math.sin(i * alpha) * this.diameter, 0);
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- this._sectionNormalVectors[i].copyFromFloats(Math.cos(i * alpha), Math.sin(i * alpha), 0);
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+ for (let i = 0; i <= this._sectionPolygonPointsCount; i++) {
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+ const angle = i !== this._sectionPolygonPointsCount ? i * alpha : 0;
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+ this._sectionVectors[i].copyFromFloats(Math.cos(angle) * this.diameter, Math.sin(angle) * this.diameter, 0);
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+ this._sectionNormalVectors[i].copyFromFloats(Math.cos(angle), Math.sin(angle), 0);
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  Vector3.TransformCoordinatesToRef(this._sectionVectors[i], wm, this._sectionVectors[i]);
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  Vector3.TransformNormalToRef(this._sectionNormalVectors[i], wm, this._sectionNormalVectors[i]);
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  }
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- for (let i = 0; i < this._sectionPolygonPointsCount; i++) {
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+ for (let i = 0; i <= this._sectionPolygonPointsCount; i++) {
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  positions[l + 3 * i] = this._sectionVectors[i].x;
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  positions[l + 3 * i + 1] = this._sectionVectors[i].y;
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  positions[l + 3 * i + 2] = this._sectionVectors[i].z;
@@ -140,7 +145,7 @@ export class TrailMesh extends Mesh {
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  * @returns a new mesh
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  */
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  clone(name = "", newGenerator) {
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- return new TrailMesh(name, newGenerator === undefined ? this._generator : newGenerator, this.getScene(), this.diameter, this._length, this._autoStart);
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+ return new TrailMesh(name, newGenerator ?? this._generator, this.getScene(), this.diameter, this._length, this._autoStart);
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  }
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  /**
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  * Serializes this trail mesh
@@ -1 +1 @@
1
- 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{ AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { VertexData } from \"../Meshes/mesh.vertexData\";\r\nimport type { TransformNode } from \"../Meshes/transformNode\";\r\n\r\nMesh._TrailMeshParser = (parsedMesh: any, scene: Scene) => {\r\n return TrailMesh.Parse(parsedMesh, scene);\r\n};\r\n\r\n/**\r\n * Class used to create a trail following a mesh\r\n */\r\nexport class TrailMesh extends Mesh {\r\n /**\r\n * The diameter of the trail, i.e. the width of the ribbon.\r\n */\r\n public diameter: number;\r\n\r\n private _generator: TransformNode;\r\n private _autoStart: boolean;\r\n private _running: boolean;\r\n private _length: number;\r\n private _sectionPolygonPointsCount: number = 4;\r\n private _sectionVectors: Array<Vector3>;\r\n private _sectionNormalVectors: Array<Vector3>;\r\n private _beforeRenderObserver: Nullable<Observer<Scene>>;\r\n\r\n /**\r\n * Creates a new TrailMesh.\r\n * @param name The value used by scene.getMeshByName() to do a lookup.\r\n * @param generator The mesh or transform node to generate a trail.\r\n * @param scene The scene to add this mesh to.\r\n * @param diameter Diameter of trailing mesh. Default is 1.\r\n * @param length Length of trailing mesh. Default is 60.\r\n * @param autoStart Automatically start trailing mesh. Default true.\r\n */\r\n constructor(name: string, generator: TransformNode, scene?: Scene, diameter: number = 1, length: number = 60, autoStart: boolean = true) {\r\n super(name, scene);\r\n\r\n this._running = false;\r\n this._autoStart = autoStart;\r\n this._generator = generator;\r\n this.diameter = diameter;\r\n this._length = length;\r\n this._sectionVectors = [];\r\n this._sectionNormalVectors = [];\r\n for (let i: number = 0; i < this._sectionPolygonPointsCount; i++) {\r\n this._sectionVectors[i] = Vector3.Zero();\r\n this._sectionNormalVectors[i] = Vector3.Zero();\r\n }\r\n this._createMesh();\r\n }\r\n\r\n /**\r\n * \"TrailMesh\"\r\n * @returns \"TrailMesh\"\r\n */\r\n public getClassName(): string {\r\n return \"TrailMesh\";\r\n }\r\n\r\n private _createMesh(): void {\r\n const data: VertexData = new VertexData();\r\n const positions: Array<number> = [];\r\n const normals: Array<number> = [];\r\n const indices: Array<number> = [];\r\n let meshCenter = Vector3.Zero();\r\n if (this._generator instanceof AbstractMesh && this._generator.hasBoundingInfo) {\r\n meshCenter = this._generator.getBoundingInfo().boundingBox.centerWorld;\r\n } else {\r\n meshCenter = this._generator.position;\r\n }\r\n const alpha: number = (2 * Math.PI) / this._sectionPolygonPointsCount;\r\n for (let i: number = 0; i < this._sectionPolygonPointsCount; i++) {\r\n positions.push(meshCenter.x + Math.cos(i * alpha) * this.diameter, meshCenter.y + Math.sin(i * alpha) * this.diameter, meshCenter.z);\r\n }\r\n for (let i: number = 1; i <= this._length; i++) {\r\n for (let j: number = 0; j < this._sectionPolygonPointsCount; j++) {\r\n positions.push(meshCenter.x + Math.cos(j * alpha) * this.diameter, meshCenter.y + Math.sin(j * alpha) * this.diameter, meshCenter.z);\r\n }\r\n const l: number = positions.length / 3 - 2 * this._sectionPolygonPointsCount;\r\n for (let j: number = 0; j < this._sectionPolygonPointsCount - 1; j++) {\r\n indices.push(l + j, l + j + this._sectionPolygonPointsCount, l + j + this._sectionPolygonPointsCount + 1);\r\n indices.push(l + j, l + j + this._sectionPolygonPointsCount + 1, l + j + 1);\r\n }\r\n indices.push(l + this._sectionPolygonPointsCount - 1, l + this._sectionPolygonPointsCount - 1 + this._sectionPolygonPointsCount, l + this._sectionPolygonPointsCount);\r\n indices.push(l + this._sectionPolygonPointsCount - 1, l + this._sectionPolygonPointsCount, l);\r\n }\r\n VertexData.ComputeNormals(positions, indices, normals);\r\n data.positions = positions;\r\n data.normals = normals;\r\n data.indices = indices;\r\n data.applyToMesh(this, true);\r\n if (this._autoStart) {\r\n this.start();\r\n }\r\n }\r\n\r\n /**\r\n * Start trailing mesh.\r\n */\r\n public start(): void {\r\n if (!this._running) {\r\n this._running = true;\r\n this._beforeRenderObserver = this.getScene().onBeforeRenderObservable.add(() => {\r\n this.update();\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Stop trailing mesh.\r\n */\r\n public stop(): void {\r\n if (this._beforeRenderObserver && this._running) {\r\n this._running = false;\r\n this.getScene().onBeforeRenderObservable.remove(this._beforeRenderObserver);\r\n }\r\n }\r\n\r\n /**\r\n * Update trailing mesh geometry.\r\n */\r\n public update(): void {\r\n const positions = this.getVerticesData(VertexBuffer.PositionKind);\r\n const normals = this.getVerticesData(VertexBuffer.NormalKind);\r\n const wm = this._generator.getWorldMatrix();\r\n if (positions && normals) {\r\n for (let i: number = 3 * this._sectionPolygonPointsCount; i < positions.length; i++) {\r\n positions[i - 3 * this._sectionPolygonPointsCount] = positions[i] - (normals[i] / this._length) * this.diameter;\r\n }\r\n for (let i: number = 3 * this._sectionPolygonPointsCount; i < normals.length; i++) {\r\n normals[i - 3 * this._sectionPolygonPointsCount] = normals[i];\r\n }\r\n const l: number = positions.length - 3 * this._sectionPolygonPointsCount;\r\n const alpha: number = (2 * Math.PI) / this._sectionPolygonPointsCount;\r\n for (let i: number = 0; i < this._sectionPolygonPointsCount; i++) {\r\n this._sectionVectors[i].copyFromFloats(Math.cos(i * alpha) * this.diameter, Math.sin(i * alpha) * this.diameter, 0);\r\n this._sectionNormalVectors[i].copyFromFloats(Math.cos(i * alpha), Math.sin(i * alpha), 0);\r\n Vector3.TransformCoordinatesToRef(this._sectionVectors[i], wm, this._sectionVectors[i]);\r\n Vector3.TransformNormalToRef(this._sectionNormalVectors[i], wm, this._sectionNormalVectors[i]);\r\n }\r\n for (let i: number = 0; i < this._sectionPolygonPointsCount; i++) {\r\n positions[l + 3 * i] = this._sectionVectors[i].x;\r\n positions[l + 3 * i + 1] = this._sectionVectors[i].y;\r\n positions[l + 3 * i + 2] = this._sectionVectors[i].z;\r\n normals[l + 3 * i] = this._sectionNormalVectors[i].x;\r\n normals[l + 3 * i + 1] = this._sectionNormalVectors[i].y;\r\n normals[l + 3 * i + 2] = this._sectionNormalVectors[i].z;\r\n }\r\n this.updateVerticesData(VertexBuffer.PositionKind, positions, true, false);\r\n this.updateVerticesData(VertexBuffer.NormalKind, normals, true, false);\r\n }\r\n }\r\n\r\n /**\r\n * Returns a new TrailMesh object.\r\n * @param name is a string, the name given to the new mesh\r\n * @param newGenerator use new generator object for cloned trail mesh\r\n * @returns a new mesh\r\n */\r\n public clone(name: string = \"\", newGenerator: TransformNode): TrailMesh {\r\n return new TrailMesh(name, newGenerator === undefined ? this._generator : newGenerator, this.getScene(), this.diameter, this._length, this._autoStart);\r\n }\r\n\r\n /**\r\n * Serializes this trail mesh\r\n * @param serializationObject object to write serialization to\r\n */\r\n public serialize(serializationObject: any): void {\r\n super.serialize(serializationObject);\r\n\r\n serializationObject.generatorId = this._generator.id;\r\n }\r\n\r\n /**\r\n * Parses a serialized trail mesh\r\n * @param parsedMesh the serialized mesh\r\n * @param scene the scene to create the trail mesh in\r\n * @returns the created trail mesh\r\n */\r\n public static Parse(parsedMesh: any, scene: Scene): TrailMesh {\r\n const generator = scene.getLastMeshById(parsedMesh.generatorId) ?? scene.getLastTransformNodeById(parsedMesh.generatorId);\r\n\r\n if (!generator) {\r\n throw new Error(\"TrailMesh: generator not found with ID \" + parsedMesh.generatorId);\r\n }\r\n\r\n return new TrailMesh(parsedMesh.name, generator, scene, parsedMesh.diameter ?? parsedMesh._diameter, parsedMesh._length, parsedMesh._autoStart);\r\n }\r\n}\r\n"]}
1
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{ AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { VertexData } from \"../Meshes/mesh.vertexData\";\r\nimport type { TransformNode } from \"../Meshes/transformNode\";\r\n\r\nMesh._TrailMeshParser = (parsedMesh: any, scene: Scene) => {\r\n return TrailMesh.Parse(parsedMesh, scene);\r\n};\r\n\r\n/**\r\n * Class used to create a trail following a mesh\r\n */\r\nexport class TrailMesh extends Mesh {\r\n /**\r\n * The diameter of the trail, i.e. the width of the ribbon.\r\n */\r\n public diameter: number;\r\n\r\n private _generator: TransformNode;\r\n private _autoStart: boolean;\r\n private _running: boolean;\r\n private _length: number;\r\n private _sectionPolygonPointsCount: number = 4;\r\n private _sectionVectors: Array<Vector3>;\r\n private _sectionNormalVectors: Array<Vector3>;\r\n private _beforeRenderObserver: Nullable<Observer<Scene>>;\r\n\r\n /**\r\n * Creates a new TrailMesh.\r\n * @param name The value used by scene.getMeshByName() to do a lookup.\r\n * @param generator The mesh or transform node to generate a trail.\r\n * @param scene The scene to add this mesh to.\r\n * @param diameter Diameter of trailing mesh. Default is 1.\r\n * @param length Length of trailing mesh. Default is 60.\r\n * @param autoStart Automatically start trailing mesh. Default true.\r\n */\r\n constructor(name: string, generator: TransformNode, scene?: Scene, diameter: number = 1, length: number = 60, autoStart: boolean = true) {\r\n super(name, scene);\r\n\r\n this._running = false;\r\n this._autoStart = autoStart;\r\n this._generator = generator;\r\n this.diameter = diameter;\r\n this._length = length;\r\n this._sectionVectors = [];\r\n this._sectionNormalVectors = [];\r\n for (let i: number = 0; i <= this._sectionPolygonPointsCount; i++) {\r\n this._sectionVectors[i] = Vector3.Zero();\r\n this._sectionNormalVectors[i] = Vector3.Zero();\r\n }\r\n this._createMesh();\r\n }\r\n\r\n /**\r\n * \"TrailMesh\"\r\n * @returns \"TrailMesh\"\r\n */\r\n public getClassName(): string {\r\n return \"TrailMesh\";\r\n }\r\n\r\n private _createMesh(): void {\r\n const data: VertexData = new VertexData();\r\n const positions: Array<number> = [];\r\n const normals: Array<number> = [];\r\n const indices: Array<number> = [];\r\n const uvs: Array<number> = [];\r\n let meshCenter = Vector3.Zero();\r\n if (this._generator instanceof AbstractMesh && this._generator.hasBoundingInfo) {\r\n meshCenter = this._generator.getBoundingInfo().boundingBox.centerWorld;\r\n } else {\r\n meshCenter = this._generator.position;\r\n }\r\n const alpha: number = (2 * Math.PI) / this._sectionPolygonPointsCount;\r\n for (let i: number = 0; i <= this._sectionPolygonPointsCount; i++) {\r\n const angle = i !== this._sectionPolygonPointsCount ? i * alpha : 0;\r\n positions.push(meshCenter.x + Math.cos(angle) * this.diameter, meshCenter.y + Math.sin(angle) * this.diameter, meshCenter.z);\r\n uvs.push(i / this._sectionPolygonPointsCount, 0);\r\n }\r\n for (let i: number = 1; i <= this._length; i++) {\r\n for (let j: number = 0; j <= this._sectionPolygonPointsCount; j++) {\r\n const angle = j !== this._sectionPolygonPointsCount ? j * alpha : 0;\r\n positions.push(meshCenter.x + Math.cos(angle) * this.diameter, meshCenter.y + Math.sin(angle) * this.diameter, meshCenter.z);\r\n uvs.push(j / this._sectionPolygonPointsCount, i / this._length);\r\n }\r\n const l: number = positions.length / 3 - 2 * (this._sectionPolygonPointsCount + 1);\r\n for (let j: number = 0; j <= this._sectionPolygonPointsCount; j++) {\r\n indices.push(l + j, l + j + this._sectionPolygonPointsCount, l + j + this._sectionPolygonPointsCount + 1);\r\n indices.push(l + j, l + j + this._sectionPolygonPointsCount + 1, l + j + 1);\r\n }\r\n }\r\n VertexData.ComputeNormals(positions, indices, normals);\r\n data.positions = positions;\r\n data.normals = normals;\r\n data.indices = indices;\r\n data.uvs = uvs;\r\n data.applyToMesh(this, true);\r\n if (this._autoStart) {\r\n this.start();\r\n }\r\n }\r\n\r\n /**\r\n * Start trailing mesh.\r\n */\r\n public start(): void {\r\n if (!this._running) {\r\n this._running = true;\r\n this._beforeRenderObserver = this.getScene().onBeforeRenderObservable.add(() => {\r\n this.update();\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Stop trailing mesh.\r\n */\r\n public stop(): void {\r\n if (this._beforeRenderObserver && this._running) {\r\n this._running = false;\r\n this.getScene().onBeforeRenderObservable.remove(this._beforeRenderObserver);\r\n }\r\n }\r\n\r\n /**\r\n * Update trailing mesh geometry.\r\n */\r\n public update(): void {\r\n const positions = this.getVerticesData(VertexBuffer.PositionKind);\r\n const normals = this.getVerticesData(VertexBuffer.NormalKind);\r\n const wm = this._generator.getWorldMatrix();\r\n if (positions && normals) {\r\n for (let i: number = 3 * (this._sectionPolygonPointsCount + 1); i < positions.length; i++) {\r\n positions[i - 3 * (this._sectionPolygonPointsCount + 1)] = positions[i] - (normals[i] / this._length) * this.diameter;\r\n }\r\n for (let i: number = 3 * (this._sectionPolygonPointsCount + 1); i < normals.length; i++) {\r\n normals[i - 3 * (this._sectionPolygonPointsCount + 1)] = normals[i];\r\n }\r\n const l: number = positions.length - 3 * (this._sectionPolygonPointsCount + 1);\r\n const alpha: number = (2 * Math.PI) / this._sectionPolygonPointsCount;\r\n for (let i: number = 0; i <= this._sectionPolygonPointsCount; i++) {\r\n const angle = i !== this._sectionPolygonPointsCount ? i * alpha : 0;\r\n this._sectionVectors[i].copyFromFloats(Math.cos(angle) * this.diameter, Math.sin(angle) * this.diameter, 0);\r\n this._sectionNormalVectors[i].copyFromFloats(Math.cos(angle), Math.sin(angle), 0);\r\n Vector3.TransformCoordinatesToRef(this._sectionVectors[i], wm, this._sectionVectors[i]);\r\n Vector3.TransformNormalToRef(this._sectionNormalVectors[i], wm, this._sectionNormalVectors[i]);\r\n }\r\n for (let i: number = 0; i <= this._sectionPolygonPointsCount; i++) {\r\n positions[l + 3 * i] = this._sectionVectors[i].x;\r\n positions[l + 3 * i + 1] = this._sectionVectors[i].y;\r\n positions[l + 3 * i + 2] = this._sectionVectors[i].z;\r\n normals[l + 3 * i] = this._sectionNormalVectors[i].x;\r\n normals[l + 3 * i + 1] = this._sectionNormalVectors[i].y;\r\n normals[l + 3 * i + 2] = this._sectionNormalVectors[i].z;\r\n }\r\n this.updateVerticesData(VertexBuffer.PositionKind, positions, true, false);\r\n this.updateVerticesData(VertexBuffer.NormalKind, normals, true, false);\r\n }\r\n }\r\n\r\n /**\r\n * Returns a new TrailMesh object.\r\n * @param name is a string, the name given to the new mesh\r\n * @param newGenerator use new generator object for cloned trail mesh\r\n * @returns a new mesh\r\n */\r\n public clone(name: string = \"\", newGenerator: TransformNode): TrailMesh {\r\n return new TrailMesh(name, newGenerator ?? this._generator, this.getScene(), this.diameter, this._length, this._autoStart);\r\n }\r\n\r\n /**\r\n * Serializes this trail mesh\r\n * @param serializationObject object to write serialization to\r\n */\r\n public serialize(serializationObject: any): void {\r\n super.serialize(serializationObject);\r\n\r\n serializationObject.generatorId = this._generator.id;\r\n }\r\n\r\n /**\r\n * Parses a serialized trail mesh\r\n * @param parsedMesh the serialized mesh\r\n * @param scene the scene to create the trail mesh in\r\n * @returns the created trail mesh\r\n */\r\n public static Parse(parsedMesh: any, scene: Scene): TrailMesh {\r\n const generator = scene.getLastMeshById(parsedMesh.generatorId) ?? scene.getLastTransformNodeById(parsedMesh.generatorId);\r\n\r\n if (!generator) {\r\n throw new Error(\"TrailMesh: generator not found with ID \" + parsedMesh.generatorId);\r\n }\r\n\r\n return new TrailMesh(parsedMesh.name, generator, scene, parsedMesh.diameter ?? parsedMesh._diameter, parsedMesh._length, parsedMesh._autoStart);\r\n }\r\n}\r\n"]}
@@ -44,7 +44,6 @@ export declare class HavokPlugin implements IPhysicsEnginePluginV2 {
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  */
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  private _queryCollector;
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  private _fixedTimeStep;
47
- private _timeStep;
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  private _tmpVec3;
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  private _bodies;
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  private _shapes;
@@ -219,7 +219,6 @@ export class HavokPlugin {
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  */
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  this.name = "HavokPlugin";
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  this._fixedTimeStep = 1 / 60;
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- this._timeStep = 1 / 60;
223
222
  this._tmpVec3 = ArrayTools.BuildArray(3, Vector3.Zero);
224
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  this._bodies = new Map();
225
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  this._shapes = new Map();
@@ -304,7 +303,9 @@ export class HavokPlugin {
304
303
  }
305
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  this.setPhysicsBodyTransformation(physicsBody, physicsBody.transformNode);
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  }
307
- this._hknp.HP_World_Step(this.world, this._useDeltaForWorldStep ? delta : this._timeStep);
306
+ const deltaTime = this._useDeltaForWorldStep ? delta : this._fixedTimeStep;
307
+ this._hknp.HP_World_SetIdealStepTime(this.world, deltaTime);
308
+ this._hknp.HP_World_Step(this.world, deltaTime);
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  this._bodyBuffer = this._hknp.HP_World_GetBodyBuffer(this.world)[1];
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  for (const physicsBody of physicsBodies) {
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  this.sync(physicsBody);