@babylonjs/core 7.1.0 → 7.2.0

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Files changed (100) hide show
  1. package/Animations/animationGroup.d.ts +1 -1
  2. package/Animations/animationGroup.js +1 -1
  3. package/Animations/animationGroup.js.map +1 -1
  4. package/Compute/computeEffect.d.ts +0 -1
  5. package/Compute/computeEffect.js +40 -33
  6. package/Compute/computeEffect.js.map +1 -1
  7. package/Engines/Extensions/engine.computeShader.d.ts +25 -1
  8. package/Engines/Extensions/engine.computeShader.js +1 -1
  9. package/Engines/Extensions/engine.computeShader.js.map +1 -1
  10. package/Engines/WebGL/webGLRenderTargetWrapper.d.ts +1 -2
  11. package/Engines/WebGL/webGLRenderTargetWrapper.js +2 -3
  12. package/Engines/WebGL/webGLRenderTargetWrapper.js.map +1 -1
  13. package/Engines/WebGPU/Extensions/engine.computeShader.js +22 -0
  14. package/Engines/WebGPU/Extensions/engine.computeShader.js.map +1 -1
  15. package/Engines/WebGPU/Extensions/engine.renderTarget.js +2 -3
  16. package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
  17. package/Engines/WebGPU/webgpuComputePipelineContext.js +4 -2
  18. package/Engines/WebGPU/webgpuComputePipelineContext.js.map +1 -1
  19. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.d.ts +1 -0
  20. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +6 -1
  21. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
  22. package/Engines/WebGPU/webgpuTextureManager.js +2 -2
  23. package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
  24. package/Engines/renderTargetWrapper.d.ts +6 -2
  25. package/Engines/renderTargetWrapper.js +9 -2
  26. package/Engines/renderTargetWrapper.js.map +1 -1
  27. package/Engines/thinEngine.js +2 -2
  28. package/Engines/thinEngine.js.map +1 -1
  29. package/Engines/webgpuEngine.js +4 -5
  30. package/Engines/webgpuEngine.js.map +1 -1
  31. package/Gizmos/axisScaleGizmo.js +6 -1
  32. package/Gizmos/axisScaleGizmo.js.map +1 -1
  33. package/Gizmos/boundingBoxGizmo.d.ts +2 -2
  34. package/Gizmos/boundingBoxGizmo.js +27 -17
  35. package/Gizmos/boundingBoxGizmo.js.map +1 -1
  36. package/Gizmos/scaleGizmo.d.ts +6 -0
  37. package/Gizmos/scaleGizmo.js +10 -2
  38. package/Gizmos/scaleGizmo.js.map +1 -1
  39. package/Lights/Shadows/cascadedShadowGenerator.js +1 -1
  40. package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
  41. package/Lights/Shadows/shadowGenerator.js +17 -2
  42. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  43. package/Materials/PBR/pbrBaseMaterial.js +1 -5
  44. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  45. package/Materials/PBR/pbrClearCoatConfiguration.d.ts +0 -1
  46. package/Materials/PBR/pbrClearCoatConfiguration.js +3 -12
  47. package/Materials/PBR/pbrClearCoatConfiguration.js.map +1 -1
  48. package/Materials/PBR/pbrIridescenceConfiguration.d.ts +1 -4
  49. package/Materials/PBR/pbrIridescenceConfiguration.js +5 -15
  50. package/Materials/PBR/pbrIridescenceConfiguration.js.map +1 -1
  51. package/Materials/PBR/pbrSheenConfiguration.d.ts +0 -1
  52. package/Materials/PBR/pbrSheenConfiguration.js +3 -12
  53. package/Materials/PBR/pbrSheenConfiguration.js.map +1 -1
  54. package/Materials/PBR/pbrSubSurfaceConfiguration.js +5 -17
  55. package/Materials/PBR/pbrSubSurfaceConfiguration.js.map +1 -1
  56. package/Materials/Textures/baseTexture.d.ts +0 -6
  57. package/Materials/Textures/baseTexture.js +0 -8
  58. package/Materials/Textures/baseTexture.js.map +1 -1
  59. package/Materials/Textures/renderTargetTexture.d.ts +2 -1
  60. package/Materials/Textures/renderTargetTexture.js +3 -2
  61. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  62. package/Materials/Textures/texture.d.ts +0 -6
  63. package/Materials/Textures/texture.js +0 -15
  64. package/Materials/Textures/texture.js.map +1 -1
  65. package/Materials/Textures/thinTexture.js +1 -1
  66. package/Materials/Textures/thinTexture.js.map +1 -1
  67. package/Maths/math.vector.d.ts +12 -0
  68. package/Maths/math.vector.js +17 -2
  69. package/Maths/math.vector.js.map +1 -1
  70. package/Maths/tensor.d.ts +13 -11
  71. package/Maths/tensor.js.map +1 -1
  72. package/Meshes/Builders/greasedLineBuilder.js +14 -0
  73. package/Meshes/Builders/greasedLineBuilder.js.map +1 -1
  74. package/Meshes/GreasedLine/greasedLineBaseMesh.d.ts +14 -3
  75. package/Meshes/GreasedLine/greasedLineBaseMesh.js +18 -2
  76. package/Meshes/GreasedLine/greasedLineBaseMesh.js.map +1 -1
  77. package/Meshes/GreasedLine/greasedLineMesh.js +3 -4
  78. package/Meshes/GreasedLine/greasedLineMesh.js.map +1 -1
  79. package/Meshes/GreasedLine/greasedLineRibbonMesh.js +10 -1
  80. package/Meshes/GreasedLine/greasedLineRibbonMesh.js.map +1 -1
  81. package/Rendering/depthPeelingRenderer.js +1 -1
  82. package/Rendering/depthPeelingRenderer.js.map +1 -1
  83. package/Rendering/fluidRenderer/fluidRenderer.js +1 -1
  84. package/Rendering/fluidRenderer/fluidRenderer.js.map +1 -1
  85. package/Shaders/ShadersInclude/pbrBlockClearcoat.js +0 -4
  86. package/Shaders/ShadersInclude/pbrBlockClearcoat.js.map +1 -1
  87. package/Shaders/ShadersInclude/pbrBlockIridescence.js +0 -3
  88. package/Shaders/ShadersInclude/pbrBlockIridescence.js.map +1 -1
  89. package/Shaders/ShadersInclude/pbrBlockSheen.js +1 -5
  90. package/Shaders/ShadersInclude/pbrBlockSheen.js.map +1 -1
  91. package/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration.js +2 -2
  92. package/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration.js.map +1 -1
  93. package/Shaders/greasedLine.vertex.js +3 -3
  94. package/Shaders/greasedLine.vertex.js.map +1 -1
  95. package/Shaders/pbr.fragment.js +4 -4
  96. package/Shaders/pbr.fragment.js.map +1 -1
  97. package/XR/features/WebXRHandTracking.d.ts +5 -0
  98. package/XR/features/WebXRHandTracking.js +6 -0
  99. package/XR/features/WebXRHandTracking.js.map +1 -1
  100. package/package.json +1 -1
@@ -100,7 +100,7 @@ export class GreasedLineMesh extends GreasedLineBaseMesh {
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  const currVertexPositionsOffsetLength = p.length * 2;
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  const positions = vertexPositionsArr.subarray(vertexPositionsOffset, vertexPositionsOffset + currVertexPositionsOffsetLength);
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  vertexPositionsOffset += currVertexPositionsOffsetLength;
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- indicesOffset += (p.length - 1) * 2;
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+ indicesOffset += (p.length - 3) * 2;
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  const previous = new Float32Array(positions.length);
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  const next = new Float32Array(positions.length);
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  const l = positions.length / 6;
@@ -135,9 +135,8 @@ export class GreasedLineMesh extends GreasedLineBaseMesh {
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  nextAndCounters[nextAndCountersOffset++] = lengthArray[i >> 1] / totalLength;
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  }
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  if (this._options.uvs) {
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- const uvs = this._options.uvs;
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- for (const uv of uvs) {
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- uvArr[uvOffset++] = uv;
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+ for (let i = 0; i < this._options.uvs.length; i++) {
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+ uvArr[uvOffset++] = this._options.uvs[i];
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  }
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  }
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  else {
@@ -1 +1 @@
1
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type { Scene } from \"../../scene\";\r\nimport type { Matrix } from \"../../Maths/math.vector\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport { Mesh } from \"../mesh\";\r\nimport type { Ray, TrianglePickingPredicate } from \"../../Culling/ray\";\r\nimport { Buffer, VertexBuffer } from \"../../Buffers/buffer\";\r\nimport { PickingInfo } from \"../../Collisions/pickingInfo\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Node } from \"../../node\";\r\nimport { DeepCopier } from \"../../Misc/deepCopier\";\r\nimport { GreasedLineTools } from \"../../Misc/greasedLineTools\";\r\nimport type { GreasedLineMeshOptions } from \"./greasedLineBaseMesh\";\r\nimport { GreasedLineBaseMesh } from \"./greasedLineBaseMesh\";\r\nimport type { VertexData } from \"../mesh.vertexData\";\r\nimport type { FloatArray } from \"../../types\";\r\n\r\nMesh._GreasedLineMeshParser = (parsedMesh: any, scene: Scene): Mesh => {\r\n return GreasedLineMesh.Parse(parsedMesh, scene);\r\n};\r\n\r\n/**\r\n * GreasedLineMesh\r\n * Use the GreasedLineBuilder.CreateGreasedLine function to create an instance of this class.\r\n */\r\nexport class GreasedLineMesh extends GreasedLineBaseMesh {\r\n private _previousAndSide: FloatArray;\r\n private _nextAndCounters: FloatArray;\r\n\r\n private static _V_START = new Vector3();\r\n private static _V_END = new Vector3();\r\n private static _V_OFFSET_START = new Vector3();\r\n private static _V_OFFSET_END = new Vector3();\r\n\r\n /**\r\n * Treshold used to pick the mesh\r\n */\r\n public intersectionThreshold = 0.1;\r\n\r\n /**\r\n * GreasedLineMesh\r\n * @param name name of the mesh\r\n * @param scene the scene\r\n * @param _options mesh options\r\n */\r\n constructor(\r\n public readonly name: string,\r\n scene: Scene,\r\n _options: GreasedLineMeshOptions\r\n ) {\r\n super(name, scene, _options);\r\n\r\n this._previousAndSide = [];\r\n this._nextAndCounters = [];\r\n\r\n if (_options.points) {\r\n this.addPoints(GreasedLineTools.ConvertPoints(_options.points));\r\n }\r\n }\r\n\r\n /**\r\n * \"GreasedLineMesh\"\r\n * @returns \"GreasedLineMesh\"\r\n */\r\n public getClassName(): string {\r\n return \"GreasedLineMesh\";\r\n }\r\n\r\n protected _updateColorPointers() {\r\n if (this._options.colorPointers) {\r\n return;\r\n }\r\n\r\n let colorPointer = 0;\r\n this._colorPointers = [];\r\n this._points.forEach((p) => {\r\n for (let jj = 0; jj < p.length; jj += 3) {\r\n this._colorPointers.push(colorPointer);\r\n this._colorPointers.push(colorPointer++);\r\n }\r\n });\r\n }\r\n\r\n protected _updateWidths(): void {\r\n super._updateWidthsWithValue(0);\r\n }\r\n\r\n protected _setPoints(points: number[][]) {\r\n this._points = points;\r\n this._options.points = points;\r\n\r\n this._initGreasedLine();\r\n\r\n let indiceOffset = 0;\r\n let vertexPositionsLen = 0,\r\n indicesLength = 0,\r\n uvLength = 0,\r\n previousAndSideLength = 0;\r\n points.forEach((p) => {\r\n vertexPositionsLen += p.length * 2;\r\n indicesLength += (p.length - 3) * 2;\r\n uvLength += (p.length * 4) / 3;\r\n previousAndSideLength += (p.length * 8) / 3;\r\n });\r\n const vertexPositionsArr = new Float32Array(vertexPositionsLen);\r\n const indicesArr = vertexPositionsLen > 65535 ? new Uint32Array(indicesLength) : new Uint16Array(indicesLength);\r\n const uvArr = new Float32Array(uvLength);\r\n const previousAndSide = new Float32Array(previousAndSideLength);\r\n // it's the same length here\r\n const nextAndCounters = new Float32Array(previousAndSideLength);\r\n let vertexPositionsOffset = 0,\r\n indicesOffset = 0,\r\n uvOffset = 0,\r\n previousAndSideOffset = 0,\r\n nextAndCountersOffset = 0;\r\n\r\n points.forEach((p) => {\r\n const lengthArray = GreasedLineTools.GetLineLengthArray(p);\r\n const totalLength = lengthArray[lengthArray.length - 1];\r\n for (let j = 0, jj = 0; jj < p.length; j++, jj += 3) {\r\n const baseOffset = vertexPositionsOffset + jj * 2;\r\n vertexPositionsArr[baseOffset + 0] = p[jj + 0];\r\n vertexPositionsArr[baseOffset + 1] = p[jj + 1];\r\n vertexPositionsArr[baseOffset + 2] = p[jj + 2];\r\n vertexPositionsArr[baseOffset + 3] = p[jj + 0];\r\n vertexPositionsArr[baseOffset + 4] = p[jj + 1];\r\n vertexPositionsArr[baseOffset + 5] = p[jj + 2];\r\n\r\n if (jj < p.length - 3) {\r\n const n = j * 2 + indiceOffset;\r\n const baseIndicesOffset = indicesOffset + jj * 2;\r\n indicesArr[baseIndicesOffset + 0] = n;\r\n indicesArr[baseIndicesOffset + 1] = n + 1;\r\n indicesArr[baseIndicesOffset + 2] = n + 2;\r\n indicesArr[baseIndicesOffset + 3] = n + 2;\r\n indicesArr[baseIndicesOffset + 4] = n + 1;\r\n indicesArr[baseIndicesOffset + 5] = n + 3;\r\n }\r\n }\r\n\r\n indiceOffset += (p.length / 3) * 2;\r\n const currVertexPositionsOffsetLength = p.length * 2;\r\n const positions = vertexPositionsArr.subarray(vertexPositionsOffset, vertexPositionsOffset + currVertexPositionsOffsetLength);\r\n vertexPositionsOffset += currVertexPositionsOffsetLength;\r\n indicesOffset += (p.length - 1) * 2;\r\n\r\n const previous = new Float32Array(positions.length);\r\n const next = new Float32Array(positions.length);\r\n const l = positions.length / 6;\r\n let v;\r\n if (GreasedLineMesh._CompareV3(0, l - 1, positions)) {\r\n v = positions.subarray((l - 2) * 6, (l - 1) * 6);\r\n } else {\r\n v = positions.subarray(0, 6);\r\n }\r\n previous.set(v);\r\n previous.set(positions.subarray(0, positions.length - 6), 6);\r\n next.set(positions.subarray(6));\r\n if (GreasedLineMesh._CompareV3(l - 1, 0, positions)) {\r\n v = positions.subarray(6, 12);\r\n } else {\r\n v = positions.subarray((l - 1) * 6, l * 6);\r\n }\r\n next.set(v, next.length - 6);\r\n\r\n for (let i = 0, sidesLength = positions.length / 3; i < sidesLength; i++) {\r\n previousAndSide[previousAndSideOffset++] = previous[i * 3];\r\n previousAndSide[previousAndSideOffset++] = previous[i * 3 + 1];\r\n previousAndSide[previousAndSideOffset++] = previous[i * 3 + 2];\r\n // side[i] = i % 2 ? -1 : 1;\r\n // side[i] = 1 - ((i & 1) << 1);\r\n previousAndSide[previousAndSideOffset++] = 1 - ((i & 1) << 1);\r\n nextAndCounters[nextAndCountersOffset++] = next[i * 3];\r\n nextAndCounters[nextAndCountersOffset++] = next[i * 3 + 1];\r\n nextAndCounters[nextAndCountersOffset++] = next[i * 3 + 2];\r\n // counters[i] = lengthArray[i >> 1] / totalLength;\r\n nextAndCounters[nextAndCountersOffset++] = lengthArray[i >> 1] / totalLength;\r\n }\r\n if (this._options.uvs) {\r\n const uvs = this._options.uvs;\r\n for (const uv of uvs) {\r\n uvArr[uvOffset++] = uv;\r\n }\r\n } else {\r\n for (let j = 0; j < l; j++) {\r\n // uvs\r\n const uvOffsetBase = uvOffset + j * 4;\r\n uvArr[uvOffsetBase + 0] = j / (l - 1);\r\n uvArr[uvOffsetBase + 1] = 0;\r\n uvArr[uvOffsetBase + 2] = j / (l - 1);\r\n uvArr[uvOffsetBase + 3] = 1;\r\n }\r\n uvOffset += l * 4;\r\n }\r\n });\r\n this._vertexPositions = vertexPositionsArr;\r\n this._indices = indicesArr;\r\n this._uvs = uvArr;\r\n this._previousAndSide = previousAndSide;\r\n this._nextAndCounters = nextAndCounters;\r\n\r\n if (!this._lazy) {\r\n if (!this._options.colorPointers) {\r\n this._updateColorPointers();\r\n }\r\n this._createVertexBuffers();\r\n this.refreshBoundingInfo();\r\n }\r\n }\r\n\r\n /**\r\n * Clones the GreasedLineMesh.\r\n * @param name new line name\r\n * @param newParent new parent node\r\n * @returns cloned line\r\n */\r\n public clone(name: string = `${this.name}-cloned`, newParent?: Nullable<Node>) {\r\n const lineOptions = this._createLineOptions();\r\n const deepCopiedLineOptions = {};\r\n DeepCopier.DeepCopy(lineOptions, deepCopiedLineOptions, [\"instance\"], undefined, true);\r\n\r\n const cloned = new GreasedLineMesh(name, this._scene, <GreasedLineMeshOptions>deepCopiedLineOptions);\r\n if (newParent) {\r\n cloned.parent = newParent;\r\n }\r\n\r\n cloned.material = this.material;\r\n\r\n return cloned;\r\n }\r\n\r\n /**\r\n * Serializes this GreasedLineMesh\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 serializationObject.type = this.getClassName();\r\n\r\n serializationObject.lineOptions = this._createLineOptions();\r\n }\r\n\r\n /**\r\n * Parses a serialized GreasedLineMesh\r\n * @param parsedMesh the serialized GreasedLineMesh\r\n * @param scene the scene to create the GreasedLineMesh in\r\n * @returns the created GreasedLineMesh\r\n */\r\n public static Parse(parsedMesh: any, scene: Scene): Mesh {\r\n const lineOptions = <GreasedLineMeshOptions>parsedMesh.lineOptions;\r\n const name = <string>parsedMesh.name;\r\n const result = new GreasedLineMesh(name, scene, lineOptions);\r\n return result;\r\n }\r\n\r\n protected _initGreasedLine() {\r\n super._initGreasedLine();\r\n\r\n this._previousAndSide = [];\r\n this._nextAndCounters = [];\r\n }\r\n /**\r\n * Checks whether a ray is intersecting this GreasedLineMesh\r\n * @param ray ray to check the intersection of this mesh with\r\n * @param fastCheck not supported\r\n * @param trianglePredicate not supported\r\n * @param onlyBoundingInfo defines a boolean indicating if picking should only happen using bounding info (false by default)\r\n * @param worldToUse not supported\r\n * @param skipBoundingInfo a boolean indicating if we should skip the bounding info check\r\n * @returns the picking info\r\n */\r\n public intersects(\r\n ray: Ray,\r\n fastCheck?: boolean,\r\n trianglePredicate?: TrianglePickingPredicate,\r\n onlyBoundingInfo = false,\r\n worldToUse?: Matrix,\r\n skipBoundingInfo = false\r\n ): PickingInfo {\r\n const pickingInfo = new PickingInfo();\r\n const intersections = this.findAllIntersections(ray, fastCheck, trianglePredicate, onlyBoundingInfo, worldToUse, skipBoundingInfo, true);\r\n if (intersections?.length === 1) {\r\n const intersection = intersections[0];\r\n pickingInfo.hit = true;\r\n pickingInfo.distance = intersection.distance;\r\n pickingInfo.ray = ray;\r\n pickingInfo.pickedMesh = this;\r\n pickingInfo.pickedPoint = intersection.point;\r\n }\r\n return pickingInfo;\r\n }\r\n\r\n /**\r\n * Gets all intersections of a ray and the line\r\n * @param ray Ray to check the intersection of this mesh with\r\n * @param _fastCheck not supported\r\n * @param _trianglePredicate not supported\r\n * @param onlyBoundingInfo defines a boolean indicating if picking should only happen using bounding info (false by default)\r\n * @param _worldToUse not supported\r\n * @param skipBoundingInfo a boolean indicating if we should skip the bounding info check\r\n * @param firstOnly If true, the first and only intersection is immediatelly returned if found\r\n * @returns intersection(s)\r\n */\r\n public findAllIntersections(\r\n ray: Ray,\r\n _fastCheck?: boolean,\r\n _trianglePredicate?: TrianglePickingPredicate,\r\n onlyBoundingInfo = false,\r\n _worldToUse?: Matrix,\r\n skipBoundingInfo = false,\r\n firstOnly = false\r\n ): { distance: number; point: Vector3 }[] | undefined {\r\n if (onlyBoundingInfo && !skipBoundingInfo && ray.intersectsSphere(this._boundingSphere, this.intersectionThreshold) === false) {\r\n return;\r\n }\r\n\r\n const indices = this.getIndices();\r\n const positions = this.getVerticesData(VertexBuffer.PositionKind);\r\n const widths = this._widths;\r\n\r\n const lineWidth = this.greasedLineMaterial?.width ?? 1;\r\n\r\n const intersects = [];\r\n if (indices && positions && widths) {\r\n let i = 0,\r\n l = 0;\r\n for (i = 0, l = indices.length - 1; i < l; i += 3) {\r\n const a = indices[i];\r\n const b = indices[i + 1];\r\n\r\n GreasedLineMesh._V_START.fromArray(positions, a * 3);\r\n GreasedLineMesh._V_END.fromArray(positions, b * 3);\r\n\r\n if (this._offsets) {\r\n GreasedLineMesh._V_OFFSET_START.fromArray(this._offsets, a * 3);\r\n GreasedLineMesh._V_OFFSET_END.fromArray(this._offsets, b * 3);\r\n GreasedLineMesh._V_START.addInPlace(GreasedLineMesh._V_OFFSET_START);\r\n GreasedLineMesh._V_END.addInPlace(GreasedLineMesh._V_OFFSET_END);\r\n }\r\n\r\n const iFloored = Math.floor(i / 3);\r\n const width = widths[iFloored] !== undefined ? widths[iFloored] : 1;\r\n const precision = (this.intersectionThreshold * (lineWidth * width)) / 2;\r\n\r\n const distance = ray.intersectionSegment(GreasedLineMesh._V_START, GreasedLineMesh._V_END, precision);\r\n if (distance !== -1) {\r\n intersects.push({\r\n distance: distance,\r\n point: ray.direction.normalize().multiplyByFloats(distance, distance, distance).add(ray.origin),\r\n });\r\n if (firstOnly) {\r\n return intersects;\r\n }\r\n }\r\n }\r\n i = l;\r\n }\r\n\r\n return intersects;\r\n }\r\n\r\n private get _boundingSphere() {\r\n return this.getBoundingInfo().boundingSphere;\r\n }\r\n\r\n private static _CompareV3(positionIdx1: number, positionIdx2: number, positions: number[] | Float32Array) {\r\n const arrayIdx1 = positionIdx1 * 6;\r\n const arrayIdx2 = positionIdx2 * 6;\r\n return positions[arrayIdx1] === positions[arrayIdx2] && positions[arrayIdx1 + 1] === positions[arrayIdx2 + 1] && positions[arrayIdx1 + 2] === positions[arrayIdx2 + 2];\r\n }\r\n\r\n protected _createVertexBuffers() {\r\n const vertexData: VertexData = super._createVertexBuffers();\r\n\r\n const engine = this._scene.getEngine();\r\n\r\n const previousAndSideBuffer = new Buffer(engine, this._previousAndSide, false, 4);\r\n this.setVerticesBuffer(previousAndSideBuffer.createVertexBuffer(\"grl_previousAndSide\", 0, 4));\r\n\r\n const nextAndCountersBuffer = new Buffer(engine, this._nextAndCounters, false, 4);\r\n this.setVerticesBuffer(nextAndCountersBuffer.createVertexBuffer(\"grl_nextAndCounters\", 0, 4));\r\n\r\n const widthBuffer = new Buffer(engine, this._widths, this._updatable, 1);\r\n this.setVerticesBuffer(widthBuffer.createVertexBuffer(\"grl_widths\", 0, 1));\r\n this._widthsBuffer = widthBuffer;\r\n\r\n const colorPointersBuffer = new Buffer(engine, this._colorPointers, this._updatable, 1);\r\n this.setVerticesBuffer(colorPointersBuffer.createVertexBuffer(\"grl_colorPointers\", 0, 1));\r\n this._colorPointersBuffer = colorPointersBuffer;\r\n\r\n return vertexData;\r\n }\r\n}\r\n"]}
1
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type { Scene } from \"../../scene\";\r\nimport type { Matrix } from \"../../Maths/math.vector\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport { Mesh } from \"../mesh\";\r\nimport type { Ray, TrianglePickingPredicate } from \"../../Culling/ray\";\r\nimport { Buffer, VertexBuffer } from \"../../Buffers/buffer\";\r\nimport { PickingInfo } from \"../../Collisions/pickingInfo\";\r\nimport type { Nullable, FloatArray } from \"../../types\";\r\nimport type { Node } from \"../../node\";\r\nimport { DeepCopier } from \"../../Misc/deepCopier\";\r\nimport { GreasedLineTools } from \"../../Misc/greasedLineTools\";\r\nimport type { GreasedLineMeshOptions } from \"./greasedLineBaseMesh\";\r\nimport { GreasedLineBaseMesh } from \"./greasedLineBaseMesh\";\r\nimport type { VertexData } from \"../mesh.vertexData\";\r\n\r\nMesh._GreasedLineMeshParser = (parsedMesh: any, scene: Scene): Mesh => {\r\n return GreasedLineMesh.Parse(parsedMesh, scene);\r\n};\r\n\r\n/**\r\n * GreasedLineMesh\r\n * Use the GreasedLineBuilder.CreateGreasedLine function to create an instance of this class.\r\n */\r\nexport class GreasedLineMesh extends GreasedLineBaseMesh {\r\n private _previousAndSide: FloatArray;\r\n private _nextAndCounters: FloatArray;\r\n\r\n private static _V_START = new Vector3();\r\n private static _V_END = new Vector3();\r\n private static _V_OFFSET_START = new Vector3();\r\n private static _V_OFFSET_END = new Vector3();\r\n\r\n /**\r\n * Treshold used to pick the mesh\r\n */\r\n public intersectionThreshold = 0.1;\r\n\r\n /**\r\n * GreasedLineMesh\r\n * @param name name of the mesh\r\n * @param scene the scene\r\n * @param _options mesh options\r\n */\r\n constructor(\r\n public readonly name: string,\r\n scene: Scene,\r\n _options: GreasedLineMeshOptions\r\n ) {\r\n super(name, scene, _options);\r\n\r\n this._previousAndSide = [];\r\n this._nextAndCounters = [];\r\n\r\n if (_options.points) {\r\n this.addPoints(GreasedLineTools.ConvertPoints(_options.points));\r\n }\r\n }\r\n\r\n /**\r\n * \"GreasedLineMesh\"\r\n * @returns \"GreasedLineMesh\"\r\n */\r\n public getClassName(): string {\r\n return \"GreasedLineMesh\";\r\n }\r\n\r\n protected _updateColorPointers() {\r\n if (this._options.colorPointers) {\r\n return;\r\n }\r\n\r\n let colorPointer = 0;\r\n this._colorPointers = [];\r\n this._points.forEach((p) => {\r\n for (let jj = 0; jj < p.length; jj += 3) {\r\n this._colorPointers.push(colorPointer);\r\n this._colorPointers.push(colorPointer++);\r\n }\r\n });\r\n }\r\n\r\n protected _updateWidths(): void {\r\n super._updateWidthsWithValue(0);\r\n }\r\n\r\n protected _setPoints(points: number[][]) {\r\n this._points = points;\r\n this._options.points = points;\r\n\r\n this._initGreasedLine();\r\n\r\n let indiceOffset = 0;\r\n let vertexPositionsLen = 0,\r\n indicesLength = 0,\r\n uvLength = 0,\r\n previousAndSideLength = 0;\r\n points.forEach((p) => {\r\n vertexPositionsLen += p.length * 2;\r\n indicesLength += (p.length - 3) * 2;\r\n uvLength += (p.length * 4) / 3;\r\n previousAndSideLength += (p.length * 8) / 3;\r\n });\r\n const vertexPositionsArr = new Float32Array(vertexPositionsLen);\r\n const indicesArr = vertexPositionsLen > 65535 ? new Uint32Array(indicesLength) : new Uint16Array(indicesLength);\r\n const uvArr = new Float32Array(uvLength);\r\n const previousAndSide = new Float32Array(previousAndSideLength);\r\n // it's the same length here\r\n const nextAndCounters = new Float32Array(previousAndSideLength);\r\n let vertexPositionsOffset = 0,\r\n indicesOffset = 0,\r\n uvOffset = 0,\r\n previousAndSideOffset = 0,\r\n nextAndCountersOffset = 0;\r\n\r\n points.forEach((p) => {\r\n const lengthArray = GreasedLineTools.GetLineLengthArray(p);\r\n const totalLength = lengthArray[lengthArray.length - 1];\r\n for (let j = 0, jj = 0; jj < p.length; j++, jj += 3) {\r\n const baseOffset = vertexPositionsOffset + jj * 2;\r\n vertexPositionsArr[baseOffset + 0] = p[jj + 0];\r\n vertexPositionsArr[baseOffset + 1] = p[jj + 1];\r\n vertexPositionsArr[baseOffset + 2] = p[jj + 2];\r\n vertexPositionsArr[baseOffset + 3] = p[jj + 0];\r\n vertexPositionsArr[baseOffset + 4] = p[jj + 1];\r\n vertexPositionsArr[baseOffset + 5] = p[jj + 2];\r\n\r\n if (jj < p.length - 3) {\r\n const n = j * 2 + indiceOffset;\r\n const baseIndicesOffset = indicesOffset + jj * 2;\r\n indicesArr[baseIndicesOffset + 0] = n;\r\n indicesArr[baseIndicesOffset + 1] = n + 1;\r\n indicesArr[baseIndicesOffset + 2] = n + 2;\r\n indicesArr[baseIndicesOffset + 3] = n + 2;\r\n indicesArr[baseIndicesOffset + 4] = n + 1;\r\n indicesArr[baseIndicesOffset + 5] = n + 3;\r\n }\r\n }\r\n\r\n indiceOffset += (p.length / 3) * 2;\r\n const currVertexPositionsOffsetLength = p.length * 2;\r\n const positions = vertexPositionsArr.subarray(vertexPositionsOffset, vertexPositionsOffset + currVertexPositionsOffsetLength);\r\n vertexPositionsOffset += currVertexPositionsOffsetLength;\r\n indicesOffset += (p.length - 3) * 2;\r\n\r\n const previous = new Float32Array(positions.length);\r\n const next = new Float32Array(positions.length);\r\n const l = positions.length / 6;\r\n let v;\r\n if (GreasedLineMesh._CompareV3(0, l - 1, positions)) {\r\n v = positions.subarray((l - 2) * 6, (l - 1) * 6);\r\n } else {\r\n v = positions.subarray(0, 6);\r\n }\r\n previous.set(v);\r\n previous.set(positions.subarray(0, positions.length - 6), 6);\r\n next.set(positions.subarray(6));\r\n if (GreasedLineMesh._CompareV3(l - 1, 0, positions)) {\r\n v = positions.subarray(6, 12);\r\n } else {\r\n v = positions.subarray((l - 1) * 6, l * 6);\r\n }\r\n next.set(v, next.length - 6);\r\n\r\n for (let i = 0, sidesLength = positions.length / 3; i < sidesLength; i++) {\r\n previousAndSide[previousAndSideOffset++] = previous[i * 3];\r\n previousAndSide[previousAndSideOffset++] = previous[i * 3 + 1];\r\n previousAndSide[previousAndSideOffset++] = previous[i * 3 + 2];\r\n // side[i] = i % 2 ? -1 : 1;\r\n // side[i] = 1 - ((i & 1) << 1);\r\n previousAndSide[previousAndSideOffset++] = 1 - ((i & 1) << 1);\r\n nextAndCounters[nextAndCountersOffset++] = next[i * 3];\r\n nextAndCounters[nextAndCountersOffset++] = next[i * 3 + 1];\r\n nextAndCounters[nextAndCountersOffset++] = next[i * 3 + 2];\r\n // counters[i] = lengthArray[i >> 1] / totalLength;\r\n nextAndCounters[nextAndCountersOffset++] = lengthArray[i >> 1] / totalLength;\r\n }\r\n if (this._options.uvs) {\r\n for (let i = 0; i < this._options.uvs.length; i++) {\r\n uvArr[uvOffset++] = this._options.uvs[i];\r\n }\r\n } else {\r\n for (let j = 0; j < l; j++) {\r\n // uvs\r\n const uvOffsetBase = uvOffset + j * 4;\r\n uvArr[uvOffsetBase + 0] = j / (l - 1);\r\n uvArr[uvOffsetBase + 1] = 0;\r\n uvArr[uvOffsetBase + 2] = j / (l - 1);\r\n uvArr[uvOffsetBase + 3] = 1;\r\n }\r\n uvOffset += l * 4;\r\n }\r\n });\r\n this._vertexPositions = vertexPositionsArr;\r\n this._indices = indicesArr;\r\n this._uvs = uvArr;\r\n this._previousAndSide = previousAndSide;\r\n this._nextAndCounters = nextAndCounters;\r\n\r\n if (!this._lazy) {\r\n if (!this._options.colorPointers) {\r\n this._updateColorPointers();\r\n }\r\n this._createVertexBuffers();\r\n this.refreshBoundingInfo();\r\n }\r\n }\r\n\r\n /**\r\n * Clones the GreasedLineMesh.\r\n * @param name new line name\r\n * @param newParent new parent node\r\n * @returns cloned line\r\n */\r\n public clone(name: string = `${this.name}-cloned`, newParent?: Nullable<Node>) {\r\n const lineOptions = this._createLineOptions();\r\n const deepCopiedLineOptions = {};\r\n DeepCopier.DeepCopy(lineOptions, deepCopiedLineOptions, [\"instance\"], undefined, true);\r\n\r\n const cloned = new GreasedLineMesh(name, this._scene, <GreasedLineMeshOptions>deepCopiedLineOptions);\r\n if (newParent) {\r\n cloned.parent = newParent;\r\n }\r\n\r\n cloned.material = this.material;\r\n\r\n return cloned;\r\n }\r\n\r\n /**\r\n * Serializes this GreasedLineMesh\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 serializationObject.type = this.getClassName();\r\n\r\n serializationObject.lineOptions = this._createLineOptions();\r\n }\r\n\r\n /**\r\n * Parses a serialized GreasedLineMesh\r\n * @param parsedMesh the serialized GreasedLineMesh\r\n * @param scene the scene to create the GreasedLineMesh in\r\n * @returns the created GreasedLineMesh\r\n */\r\n public static Parse(parsedMesh: any, scene: Scene): Mesh {\r\n const lineOptions = <GreasedLineMeshOptions>parsedMesh.lineOptions;\r\n const name = <string>parsedMesh.name;\r\n const result = new GreasedLineMesh(name, scene, lineOptions);\r\n return result;\r\n }\r\n\r\n protected _initGreasedLine() {\r\n super._initGreasedLine();\r\n\r\n this._previousAndSide = [];\r\n this._nextAndCounters = [];\r\n }\r\n /**\r\n * Checks whether a ray is intersecting this GreasedLineMesh\r\n * @param ray ray to check the intersection of this mesh with\r\n * @param fastCheck not supported\r\n * @param trianglePredicate not supported\r\n * @param onlyBoundingInfo defines a boolean indicating if picking should only happen using bounding info (false by default)\r\n * @param worldToUse not supported\r\n * @param skipBoundingInfo a boolean indicating if we should skip the bounding info check\r\n * @returns the picking info\r\n */\r\n public intersects(\r\n ray: Ray,\r\n fastCheck?: boolean,\r\n trianglePredicate?: TrianglePickingPredicate,\r\n onlyBoundingInfo = false,\r\n worldToUse?: Matrix,\r\n skipBoundingInfo = false\r\n ): PickingInfo {\r\n const pickingInfo = new PickingInfo();\r\n const intersections = this.findAllIntersections(ray, fastCheck, trianglePredicate, onlyBoundingInfo, worldToUse, skipBoundingInfo, true);\r\n if (intersections?.length === 1) {\r\n const intersection = intersections[0];\r\n pickingInfo.hit = true;\r\n pickingInfo.distance = intersection.distance;\r\n pickingInfo.ray = ray;\r\n pickingInfo.pickedMesh = this;\r\n pickingInfo.pickedPoint = intersection.point;\r\n }\r\n return pickingInfo;\r\n }\r\n\r\n /**\r\n * Gets all intersections of a ray and the line\r\n * @param ray Ray to check the intersection of this mesh with\r\n * @param _fastCheck not supported\r\n * @param _trianglePredicate not supported\r\n * @param onlyBoundingInfo defines a boolean indicating if picking should only happen using bounding info (false by default)\r\n * @param _worldToUse not supported\r\n * @param skipBoundingInfo a boolean indicating if we should skip the bounding info check\r\n * @param firstOnly If true, the first and only intersection is immediatelly returned if found\r\n * @returns intersection(s)\r\n */\r\n public findAllIntersections(\r\n ray: Ray,\r\n _fastCheck?: boolean,\r\n _trianglePredicate?: TrianglePickingPredicate,\r\n onlyBoundingInfo = false,\r\n _worldToUse?: Matrix,\r\n skipBoundingInfo = false,\r\n firstOnly = false\r\n ): { distance: number; point: Vector3 }[] | undefined {\r\n if (onlyBoundingInfo && !skipBoundingInfo && ray.intersectsSphere(this._boundingSphere, this.intersectionThreshold) === false) {\r\n return;\r\n }\r\n\r\n const indices = this.getIndices();\r\n const positions = this.getVerticesData(VertexBuffer.PositionKind);\r\n const widths = this._widths;\r\n\r\n const lineWidth = this.greasedLineMaterial?.width ?? 1;\r\n\r\n const intersects = [];\r\n if (indices && positions && widths) {\r\n let i = 0,\r\n l = 0;\r\n for (i = 0, l = indices.length - 1; i < l; i += 3) {\r\n const a = indices[i];\r\n const b = indices[i + 1];\r\n\r\n GreasedLineMesh._V_START.fromArray(positions, a * 3);\r\n GreasedLineMesh._V_END.fromArray(positions, b * 3);\r\n\r\n if (this._offsets) {\r\n GreasedLineMesh._V_OFFSET_START.fromArray(this._offsets, a * 3);\r\n GreasedLineMesh._V_OFFSET_END.fromArray(this._offsets, b * 3);\r\n GreasedLineMesh._V_START.addInPlace(GreasedLineMesh._V_OFFSET_START);\r\n GreasedLineMesh._V_END.addInPlace(GreasedLineMesh._V_OFFSET_END);\r\n }\r\n\r\n const iFloored = Math.floor(i / 3);\r\n const width = widths[iFloored] !== undefined ? widths[iFloored] : 1;\r\n const precision = (this.intersectionThreshold * (lineWidth * width)) / 2;\r\n\r\n const distance = ray.intersectionSegment(GreasedLineMesh._V_START, GreasedLineMesh._V_END, precision);\r\n if (distance !== -1) {\r\n intersects.push({\r\n distance: distance,\r\n point: ray.direction.normalize().multiplyByFloats(distance, distance, distance).add(ray.origin),\r\n });\r\n if (firstOnly) {\r\n return intersects;\r\n }\r\n }\r\n }\r\n i = l;\r\n }\r\n\r\n return intersects;\r\n }\r\n\r\n private get _boundingSphere() {\r\n return this.getBoundingInfo().boundingSphere;\r\n }\r\n\r\n private static _CompareV3(positionIdx1: number, positionIdx2: number, positions: number[] | Float32Array) {\r\n const arrayIdx1 = positionIdx1 * 6;\r\n const arrayIdx2 = positionIdx2 * 6;\r\n return positions[arrayIdx1] === positions[arrayIdx2] && positions[arrayIdx1 + 1] === positions[arrayIdx2 + 1] && positions[arrayIdx1 + 2] === positions[arrayIdx2 + 2];\r\n }\r\n\r\n protected _createVertexBuffers() {\r\n const vertexData: VertexData = super._createVertexBuffers();\r\n\r\n const engine = this._scene.getEngine();\r\n\r\n const previousAndSideBuffer = new Buffer(engine, this._previousAndSide, false, 4);\r\n this.setVerticesBuffer(previousAndSideBuffer.createVertexBuffer(\"grl_previousAndSide\", 0, 4));\r\n\r\n const nextAndCountersBuffer = new Buffer(engine, this._nextAndCounters, false, 4);\r\n this.setVerticesBuffer(nextAndCountersBuffer.createVertexBuffer(\"grl_nextAndCounters\", 0, 4));\r\n\r\n const widthBuffer = new Buffer(engine, this._widths, this._updatable, 1);\r\n this.setVerticesBuffer(widthBuffer.createVertexBuffer(\"grl_widths\", 0, 1));\r\n this._widthsBuffer = widthBuffer;\r\n\r\n const colorPointersBuffer = new Buffer(engine, this._colorPointers, this._updatable, 1);\r\n this.setVerticesBuffer(colorPointersBuffer.createVertexBuffer(\"grl_colorPointers\", 0, 1));\r\n this._colorPointersBuffer = colorPointersBuffer;\r\n\r\n return vertexData;\r\n }\r\n}\r\n"]}
@@ -1,4 +1,4 @@
1
- import { Quaternion, Vector3 } from "../../Maths/math.vector.js";
1
+ import { Quaternion, TmpVectors, Vector3 } from "../../Maths/math.vector.js";
2
2
  import { Mesh } from "../mesh.js";
3
3
  import { Buffer } from "../../Buffers/buffer.js";
4
4
  import { DeepCopier } from "../../Misc/deepCopier.js";
@@ -293,12 +293,21 @@ export class GreasedLineRibbonMesh extends GreasedLineBaseMesh {
293
293
  // set the direction plane from the first line segment for the whole line
294
294
  directionPlane = GreasedLineRibbonMesh._GetDirectionFromPoints(pointVectors[0], pointVectors[1], null);
295
295
  }
296
+ if (ribbonInfo.directionsAutoMode === GreasedLineRibbonAutoDirectionMode.AUTO_DIRECTIONS_FACE_TO && !(ribbonInfo.directions instanceof Vector3)) {
297
+ // eslint-disable-next-line no-throw-literal
298
+ throw "In GreasedLineRibbonAutoDirectionMode.AUTO_DIRECTIONS_FACE_TO 'GreasedLineMeshOptions.ribbonOptions.directions' must be a Vector3.";
299
+ }
300
+ TmpVectors.Vector3[1] = ribbonInfo.directions instanceof Vector3 ? ribbonInfo.directions : GreasedLineRibbonMesh.DIRECTION_XZ;
296
301
  for (let i = 0; i < pointVectors.length - (directionPlane ? 0 : 1); i++) {
297
302
  const p1 = pointVectors[i];
298
303
  const p2 = pointVectors[i + 1];
299
304
  if (directionPlane) {
300
305
  direction = directionPlane;
301
306
  }
307
+ else if (ribbonInfo.directionsAutoMode === GreasedLineRibbonAutoDirectionMode.AUTO_DIRECTIONS_FACE_TO) {
308
+ p2.subtractToRef(p1, TmpVectors.Vector3[0]);
309
+ direction = Vector3.CrossToRef(TmpVectors.Vector3[0], TmpVectors.Vector3[1], TmpVectors.Vector3[2]).normalize();
310
+ }
302
311
  else if (ribbonInfo.directionsAutoMode === GreasedLineRibbonAutoDirectionMode.AUTO_DIRECTIONS_FROM_ALL_SEGMENTS) {
303
312
  direction = GreasedLineRibbonMesh._GetDirectionFromPoints(p1, p2, direction);
304
313
  }
@@ -1 +1 @@
1
- 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type { Scene } from \"../../scene\";\r\nimport { Quaternion, Vector3 } from \"../../Maths/math.vector\";\r\nimport { Mesh } from \"../mesh\";\r\nimport { Buffer } from \"../../Buffers/buffer\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Node } from \"../../node\";\r\nimport { DeepCopier } from \"../../Misc/deepCopier\";\r\nimport { GreasedLineTools } from \"../../Misc/greasedLineTools\";\r\nimport type { GreasedLineMeshOptions, GreasedLineRibbonOptions } from \"./greasedLineBaseMesh\";\r\nimport { GreasedLineBaseMesh, GreasedLineRibbonAutoDirectionMode, GreasedLineRibbonFacesMode, GreasedLineRibbonPointsMode } from \"./greasedLineBaseMesh\";\r\nimport type { VertexData } from \"../mesh.vertexData\";\r\n\r\nMesh._GreasedLineRibbonMeshParser = (parsedMesh: any, scene: Scene): Mesh => {\r\n return GreasedLineRibbonMesh.Parse(parsedMesh, scene);\r\n};\r\n\r\n/**\r\n * GreasedLineRibbonMesh\r\n * Use the GreasedLineBuilder.CreateGreasedLine function to create an instance of this class.\r\n */\r\nexport class GreasedLineRibbonMesh extends GreasedLineBaseMesh {\r\n /**\r\n * Default line width\r\n */\r\n public static DEFAULT_WIDTH = 0.1;\r\n\r\n private static _RightHandedForwardReadOnlyQuaternion = Quaternion.RotationAxis(Vector3.RightHandedForwardReadOnly, Math.PI / 2);\r\n private static _LeftHandedForwardReadOnlyQuaternion = Quaternion.RotationAxis(Vector3.LeftHandedForwardReadOnly, Math.PI / 2);\r\n private static _LeftReadOnlyQuaternion = Quaternion.RotationAxis(Vector3.LeftReadOnly, Math.PI / 2);\r\n\r\n /**\r\n * Direction which the line segment will be thickened if drawn on the XY plane\r\n */\r\n public static DIRECTION_XY = Vector3.LeftHandedForwardReadOnly; // doesn't matter in which handed system the scene operates\r\n /**\r\n * Direction which the line segment will be thickened if drawn on the XZ plane\r\n */\r\n public static DIRECTION_XZ = Vector3.UpReadOnly;\r\n /**\r\n * Direction which the line segment will be thickened if drawn on the YZ plane\r\n */\r\n public static DIRECTION_YZ = Vector3.LeftReadOnly;\r\n\r\n private _paths: Vector3[][];\r\n private _pathsOptions: { options: GreasedLineMeshOptions; pathCount: number }[];\r\n private _vSegmentLengths: number[][];\r\n private _uSegmentLengths: number[][];\r\n private _vTotalLengths: number[];\r\n private _uTotalLengths: number[];\r\n\r\n private _counters: number[];\r\n private _slopes: number[];\r\n private _ribbonWidths: number[];\r\n\r\n /**\r\n * GreasedLineRibbonMesh\r\n * @param name name of the mesh\r\n * @param scene the scene\r\n * @param _options mesh options\r\n * @param _pathOptions used internaly when parsing a serialized GreasedLineRibbonMesh\r\n */\r\n constructor(\r\n public readonly name: string,\r\n scene: Scene,\r\n _options: GreasedLineMeshOptions,\r\n _pathOptions?: { options: GreasedLineMeshOptions; pathCount: number }[]\r\n ) {\r\n super(name, scene, _options);\r\n\r\n if (!_options.ribbonOptions) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \"'GreasedLineMeshOptions.ribbonOptions' is not set.\";\r\n }\r\n\r\n this._paths = [];\r\n this._counters = [];\r\n this._slopes = [];\r\n this._widths = _options.widths ?? [];\r\n this._ribbonWidths = [];\r\n this._pathsOptions = _pathOptions ?? [];\r\n\r\n if (_options.points) {\r\n this.addPoints(GreasedLineTools.ConvertPoints(_options.points), _options, !!_pathOptions);\r\n }\r\n }\r\n\r\n /**\r\n * Adds new points to the line. It doesn't rerenders the line if in lazy mode.\r\n * @param points points table\r\n * @param options mesh options\r\n * @param hasPathOptions defaults to false\r\n */\r\n public override addPoints(points: number[][], options: GreasedLineMeshOptions, hasPathOptions = false) {\r\n if (!options.ribbonOptions) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \"addPoints() on GreasedLineRibbonMesh instance requires 'GreasedLineMeshOptions.ribbonOptions'.\";\r\n }\r\n\r\n if (!hasPathOptions) {\r\n this._pathsOptions.push({ options, pathCount: points.length });\r\n }\r\n\r\n super.addPoints(points, options);\r\n }\r\n\r\n /**\r\n * \"GreasedLineRibbonMesh\"\r\n * @returns \"GreasedLineRibbonMesh\"\r\n */\r\n public getClassName(): string {\r\n return \"GreasedLineRibbonMesh\";\r\n }\r\n\r\n /**\r\n * Return true if the line was created from two edge paths or one points path.\r\n * In this case the line is always flat.\r\n */\r\n public get isFlatLine() {\r\n return this._paths.length < 3;\r\n }\r\n\r\n /**\r\n * Returns the slopes of the line at each point relative to the center of the line\r\n */\r\n get slopes() {\r\n return this._slopes;\r\n }\r\n\r\n /**\r\n * Set the slopes of the line at each point relative to the center of the line\r\n */\r\n set slopes(slopes: number[]) {\r\n this._slopes = slopes;\r\n }\r\n\r\n protected _updateColorPointers() {\r\n if (this._options.colorPointers) {\r\n return;\r\n }\r\n\r\n let colorPointer = 0;\r\n this._colorPointers = [];\r\n for (let i = 0; i < this._pathsOptions.length; i++) {\r\n const { options: pathOptions, pathCount } = this._pathsOptions[i];\r\n const points = this._points[i];\r\n\r\n if (pathOptions.ribbonOptions!.pointsMode === GreasedLineRibbonPointsMode.POINTS_MODE_POINTS) {\r\n for (let k = 0; k < pathCount; k++) {\r\n for (let j = 0; j < points.length; j += 3) {\r\n this._colorPointers.push(colorPointer);\r\n this._colorPointers.push(colorPointer++);\r\n }\r\n }\r\n } else {\r\n for (let j = 0; j < points.length; j += 3) {\r\n for (let k = 0; k < pathCount; k++) {\r\n this._colorPointers.push(colorPointer);\r\n }\r\n colorPointer++;\r\n }\r\n }\r\n }\r\n }\r\n\r\n protected _updateWidths(): void {\r\n super._updateWidthsWithValue(1);\r\n }\r\n\r\n protected _setPoints(points: number[][], _options: GreasedLineMeshOptions) {\r\n if (!this._options.ribbonOptions) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \"No 'GreasedLineMeshOptions.ribbonOptions' provided.\";\r\n }\r\n this._points = points;\r\n this._options.points = points;\r\n\r\n this._initGreasedLine();\r\n\r\n let indiceOffset = 0;\r\n let directionPlanes: Vector3[];\r\n for (let i = 0, c = 0; i < this._pathsOptions.length; i++) {\r\n const { options: pathOptions, pathCount } = this._pathsOptions[i];\r\n const subPoints = points.slice(c, c + pathCount);\r\n c += pathCount;\r\n if (pathOptions.ribbonOptions?.pointsMode === GreasedLineRibbonPointsMode.POINTS_MODE_PATHS) {\r\n indiceOffset = this._preprocess(GreasedLineTools.ToVector3Array(subPoints) as Vector3[][], indiceOffset, pathOptions);\r\n } else {\r\n if (pathOptions.ribbonOptions?.directionsAutoMode === GreasedLineRibbonAutoDirectionMode.AUTO_DIRECTIONS_NONE) {\r\n if (!pathOptions.ribbonOptions!.directions) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \"In GreasedLineRibbonAutoDirectionMode.AUTO_DIRECTIONS_NONE 'GreasedLineMeshOptions.ribbonOptions.directions' must be defined.\";\r\n }\r\n directionPlanes = GreasedLineRibbonMesh._GetDirectionPlanesFromDirectionsOption(subPoints.length, pathOptions.ribbonOptions!.directions);\r\n }\r\n subPoints.forEach((p, idx) => {\r\n const pathArray = GreasedLineRibbonMesh._ConvertToRibbonPath(\r\n p,\r\n pathOptions.ribbonOptions!,\r\n this._scene.useRightHandedSystem,\r\n directionPlanes ? directionPlanes[idx] : directionPlanes\r\n );\r\n indiceOffset = this._preprocess(pathArray, indiceOffset, pathOptions);\r\n });\r\n }\r\n }\r\n\r\n if (!this._lazy) {\r\n this._createVertexBuffers();\r\n this.refreshBoundingInfo();\r\n }\r\n }\r\n\r\n private static _GetDirectionPlanesFromDirectionsOption(count: number, directions: Vector3 | Vector3[]) {\r\n if (Array.isArray(directions)) {\r\n return directions;\r\n }\r\n\r\n return new Array(count).fill(directions) as Vector3[];\r\n }\r\n\r\n private static _CreateRibbonVertexData(pathArray: Vector3[][], options: GreasedLineMeshOptions) {\r\n const numOfPaths = pathArray.length;\r\n if (numOfPaths < 2) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \"Minimum of two paths are required to create a GreasedLineRibbonMesh.\";\r\n }\r\n\r\n const positions = [];\r\n const indices = [];\r\n\r\n const path = pathArray[0];\r\n for (let i = 0; i < path.length; i++) {\r\n for (let pi = 0; pi < pathArray.length; pi++) {\r\n const v = pathArray[pi][i];\r\n positions.push(v.x, v.y, v.z);\r\n }\r\n }\r\n\r\n const v: number[] = [1, 0, numOfPaths];\r\n const doubleSided = options.ribbonOptions?.facesMode === GreasedLineRibbonFacesMode.FACES_MODE_DOUBLE_SIDED ?? false;\r\n\r\n const closePath = options.ribbonOptions?.pointsMode === GreasedLineRibbonPointsMode.POINTS_MODE_PATHS && options.ribbonOptions.closePath;\r\n if (numOfPaths > 2) {\r\n for (let i = 0; i < path.length - 1; i++) {\r\n v[0] = 1 + numOfPaths * i;\r\n v[1] = numOfPaths * i;\r\n v[2] = (i + 1) * numOfPaths;\r\n for (let pi = 0; pi < (numOfPaths - 1) * 2; pi++) {\r\n if (pi % 2 !== 0) {\r\n v[2] += 1;\r\n }\r\n if (pi % 2 === 0 && pi > 0) {\r\n v[0] += 1;\r\n v[1] += 1;\r\n }\r\n indices.push(v[1] + (pi % 2 !== 0 ? numOfPaths : 0), v[0], v[2]);\r\n if (doubleSided) {\r\n indices.push(v[0], v[1] + (pi % 2 !== 0 ? numOfPaths : 0), v[2]);\r\n }\r\n }\r\n }\r\n } else {\r\n for (let i = 0; i < positions.length / 3 - 3; i += 2) {\r\n indices.push(i, i + 1, i + 2);\r\n indices.push(i + 2, i + 1, i + 3);\r\n if (doubleSided) {\r\n indices.push(i + 1, i, i + 2);\r\n indices.push(i + 1, i + 2, i + 3);\r\n }\r\n }\r\n }\r\n if (closePath) {\r\n let lastIndice = numOfPaths * (path.length - 1);\r\n for (let pi = 0; pi < numOfPaths - 1; pi++) {\r\n indices.push(lastIndice, pi + 1, pi);\r\n indices.push(lastIndice + 1, pi + 1, lastIndice);\r\n if (doubleSided) {\r\n indices.push(pi, pi + 1, lastIndice);\r\n indices.push(lastIndice, pi + 1, lastIndice + 1);\r\n }\r\n lastIndice++;\r\n }\r\n }\r\n\r\n return {\r\n positions,\r\n indices,\r\n };\r\n }\r\n\r\n private _preprocess(pathArray: Vector3[][], indiceOffset: number, options: GreasedLineMeshOptions) {\r\n this._paths = pathArray;\r\n\r\n const ribbonVertexData = GreasedLineRibbonMesh._CreateRibbonVertexData(pathArray, options);\r\n\r\n const positions = ribbonVertexData.positions;\r\n\r\n if (!this._options.widths) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \"No 'GreasedLineMeshOptions.widths' table is specified.\";\r\n }\r\n\r\n const vertexPositions = Array.isArray(this._vertexPositions) ? this._vertexPositions : Array.from(this._vertexPositions);\r\n this._vertexPositions = vertexPositions;\r\n const uvs = Array.isArray(this._uvs) ? this._uvs : Array.from(this._uvs);\r\n this._uvs = uvs;\r\n const indices = Array.isArray(this._indices) ? this._indices : Array.from(this._indices);\r\n this._indices = indices;\r\n\r\n for (const p of positions) {\r\n vertexPositions.push(p);\r\n }\r\n\r\n let pathArrayCopy = pathArray;\r\n if (options.ribbonOptions?.pointsMode === GreasedLineRibbonPointsMode.POINTS_MODE_PATHS && options.ribbonOptions.closePath) {\r\n pathArrayCopy = [];\r\n for (let i = 0; i < pathArray.length; i++) {\r\n const pathCopy = pathArray[i].slice();\r\n pathCopy.push(pathArray[i][0].clone());\r\n pathArrayCopy.push(pathCopy);\r\n }\r\n }\r\n\r\n this._calculateSegmentLengths(pathArrayCopy);\r\n\r\n const pathArrayLength = pathArrayCopy.length;\r\n const previousCounters = new Array(pathArrayLength).fill(0);\r\n for (let i = 0; i < pathArrayCopy[0].length; i++) {\r\n let v = 0;\r\n for (let pi = 0; pi < pathArrayLength; pi++) {\r\n const counter = previousCounters[pi] + this._vSegmentLengths[pi][i] / this._vTotalLengths[pi];\r\n this._counters.push(counter);\r\n uvs.push(counter, v);\r\n\r\n previousCounters[pi] = counter;\r\n v += this._uSegmentLengths[i][pi] / this._uTotalLengths[i];\r\n }\r\n }\r\n\r\n for (let i = 0, c = 0; i < pathArrayCopy[0].length; i++) {\r\n const widthLower = this._uSegmentLengths[i][0] / 2;\r\n const widthUpper = this._uSegmentLengths[i][pathArrayLength - 1] / 2;\r\n this._ribbonWidths.push(((this._widths[c++] ?? 1) - 1) * widthLower);\r\n for (let pi = 0; pi < pathArrayLength - 2; pi++) {\r\n this._ribbonWidths.push(0);\r\n }\r\n this._ribbonWidths.push(((this._widths[c++] ?? 1) - 1) * widthUpper);\r\n }\r\n\r\n const slopes =\r\n options.ribbonOptions?.pointsMode === GreasedLineRibbonPointsMode.POINTS_MODE_PATHS\r\n ? new Array(pathArrayCopy[0].length * pathArrayCopy.length * 6).fill(0)\r\n : GreasedLineRibbonMesh._CalculateSlopes(pathArrayCopy);\r\n for (const s of slopes) {\r\n this._slopes.push(s);\r\n }\r\n\r\n if (ribbonVertexData.indices) {\r\n for (let i = 0; i < ribbonVertexData.indices.length; i++) {\r\n indices.push(ribbonVertexData.indices[i] + indiceOffset);\r\n }\r\n }\r\n indiceOffset += positions.length / 3;\r\n\r\n return indiceOffset;\r\n }\r\n\r\n private static _ConvertToRibbonPath(points: number[], ribbonInfo: GreasedLineRibbonOptions, rightHandedSystem: boolean, directionPlane?: Vector3) {\r\n if (ribbonInfo.pointsMode === GreasedLineRibbonPointsMode.POINTS_MODE_POINTS && !ribbonInfo.width) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \"'GreasedLineMeshOptions.ribbonOptiosn.width' must be specified in GreasedLineRibbonPointsMode.POINTS_MODE_POINTS.\";\r\n }\r\n const path1 = [];\r\n const path2 = [];\r\n if (ribbonInfo.pointsMode === GreasedLineRibbonPointsMode.POINTS_MODE_POINTS) {\r\n const width = ribbonInfo.width! / 2;\r\n const pointVectors = GreasedLineTools.ToVector3Array(points) as Vector3[];\r\n let direction: Nullable<Vector3> = null;\r\n let fatDirection: Nullable<Vector3> = null;\r\n\r\n if (ribbonInfo.directionsAutoMode === GreasedLineRibbonAutoDirectionMode.AUTO_DIRECTIONS_FROM_FIRST_SEGMENT) {\r\n // set the direction plane from the first line segment for the whole line\r\n directionPlane = GreasedLineRibbonMesh._GetDirectionFromPoints(pointVectors[0], pointVectors[1], null);\r\n }\r\n\r\n for (let i = 0; i < pointVectors.length - (directionPlane ? 0 : 1); i++) {\r\n const p1 = pointVectors[i];\r\n const p2 = pointVectors[i + 1];\r\n\r\n if (directionPlane) {\r\n direction = <Vector3>directionPlane;\r\n } else if (ribbonInfo.directionsAutoMode === GreasedLineRibbonAutoDirectionMode.AUTO_DIRECTIONS_FROM_ALL_SEGMENTS) {\r\n direction = GreasedLineRibbonMesh._GetDirectionFromPoints(p1, p2, direction);\r\n } else {\r\n // GreasedLineRibbonAutoDirectionMode.DIRECTION_ENHANCED\r\n const directionTemp = p2.subtract(p1);\r\n directionTemp.applyRotationQuaternionInPlace(\r\n directionTemp.x > directionTemp.y && directionTemp.x > directionTemp.z\r\n ? rightHandedSystem\r\n ? GreasedLineRibbonMesh._RightHandedForwardReadOnlyQuaternion\r\n : GreasedLineRibbonMesh._LeftHandedForwardReadOnlyQuaternion\r\n : GreasedLineRibbonMesh._LeftReadOnlyQuaternion\r\n );\r\n direction = directionTemp.normalize();\r\n }\r\n\r\n fatDirection = direction.multiplyByFloats(width, width, width);\r\n path1.push(p1.add(fatDirection));\r\n path2.push(p1.subtract(fatDirection));\r\n }\r\n if (!directionPlane) {\r\n path1.push(pointVectors[pointVectors.length - 1].add(fatDirection!));\r\n path2.push(pointVectors[pointVectors.length - 1].subtract(fatDirection!));\r\n }\r\n }\r\n return [path1, path2];\r\n }\r\n\r\n private static _GetDirectionFromPoints(p1: Vector3, p2: Vector3, previousDirection: Nullable<Vector3>) {\r\n // handle straight lines\r\n if (p1.x === p2.x && (!previousDirection || previousDirection?.x === 1)) {\r\n return GreasedLineRibbonMesh.DIRECTION_YZ;\r\n }\r\n\r\n if (p1.y === p2.y) {\r\n return GreasedLineRibbonMesh.DIRECTION_XZ;\r\n }\r\n\r\n if (p1.z === p2.z) {\r\n return GreasedLineRibbonMesh.DIRECTION_XY;\r\n }\r\n\r\n return GreasedLineRibbonMesh.DIRECTION_XZ;\r\n }\r\n\r\n /**\r\n * Clones the GreasedLineRibbonMesh.\r\n * @param name new line name\r\n * @param newParent new parent node\r\n * @returns cloned line\r\n */\r\n public clone(name: string = `${this.name}-cloned`, newParent?: Nullable<Node>) {\r\n const lineOptions = this._createLineOptions();\r\n const deepCopiedLineOptions: any = {};\r\n const pathOptionsCloned: any = [];\r\n DeepCopier.DeepCopy(this._pathsOptions, pathOptionsCloned, undefined, undefined, true);\r\n DeepCopier.DeepCopy(lineOptions, deepCopiedLineOptions, [\"instance\"], undefined, true);\r\n\r\n const cloned = new GreasedLineRibbonMesh(name, this._scene, <GreasedLineMeshOptions>deepCopiedLineOptions, pathOptionsCloned);\r\n if (newParent) {\r\n cloned.parent = newParent;\r\n }\r\n\r\n cloned.material = this.material;\r\n\r\n return cloned;\r\n }\r\n\r\n /**\r\n * Serializes this GreasedLineRibbonMesh\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 serializationObject.type = this.getClassName();\r\n\r\n serializationObject.lineOptions = this._createLineOptions();\r\n serializationObject.pathsOptions = this._pathsOptions;\r\n }\r\n\r\n /**\r\n * Parses a serialized GreasedLineRibbonMesh\r\n * @param parsedMesh the serialized GreasedLineRibbonMesh\r\n * @param scene the scene to create the GreasedLineRibbonMesh in\r\n * @returns the created GreasedLineRibbonMesh\r\n */\r\n public static Parse(parsedMesh: any, scene: Scene): Mesh {\r\n const lineOptions = <GreasedLineMeshOptions>parsedMesh.lineOptions;\r\n const name = <string>parsedMesh.name;\r\n const pathOptions = parsedMesh.pathOptions;\r\n const result = new GreasedLineRibbonMesh(name, scene, lineOptions, pathOptions);\r\n return result;\r\n }\r\n\r\n protected _initGreasedLine() {\r\n super._initGreasedLine();\r\n\r\n this._paths = [];\r\n this._counters = [];\r\n this._slopes = [];\r\n this._ribbonWidths = [];\r\n }\r\n\r\n private _calculateSegmentLengths(pathArray: Vector3[][]) {\r\n const pathArrayLength = pathArray.length;\r\n this._vSegmentLengths = new Array(pathArrayLength);\r\n this._vTotalLengths = new Array(pathArrayLength);\r\n let length = 0;\r\n for (let pi = 0; pi < pathArrayLength; pi++) {\r\n const points = pathArray[pi];\r\n this._vSegmentLengths[pi] = [0]; // first point has 0 distance\r\n length = 0;\r\n for (let i = 0; i < points.length - 1; i++) {\r\n const l = Math.abs(points[i].subtract(points[i + 1]).lengthSquared()); // it's ok to have lengthSquared() here\r\n length += l;\r\n this._vSegmentLengths[pi].push(l);\r\n }\r\n this._vTotalLengths[pi] = length;\r\n }\r\n\r\n const positionsLength = pathArray[0].length;\r\n this._uSegmentLengths = new Array(positionsLength).fill([]);\r\n this._uTotalLengths = new Array(positionsLength).fill([]);\r\n const uLength = new Vector3();\r\n for (let i = 0; i < positionsLength; i++) {\r\n length = 0;\r\n for (let pi = 1; pi < pathArrayLength; pi++) {\r\n pathArray[pi][i].subtractToRef(pathArray[pi - 1][i], uLength);\r\n const l = uLength.length(); // must be length()\r\n length += l;\r\n this._uSegmentLengths[i].push(l);\r\n }\r\n this._uTotalLengths[i] = length;\r\n }\r\n }\r\n\r\n private static _CalculateSlopes(paths: Vector3[][]) {\r\n const points1 = paths[0];\r\n const points2 = paths.length === 2 ? paths[1] : paths[paths.length - 1];\r\n const slopes: number[] = [];\r\n\r\n const slope = new Vector3();\r\n for (let i = 0; i < points1.length; i++) {\r\n for (let pi = 0; pi < paths.length; pi++) {\r\n if (pi === 0 || pi === paths.length - 1) {\r\n points1[i].subtract(points2[i]).normalizeToRef(slope);\r\n slopes.push(slope.x, slope.y, slope.z);\r\n slopes.push(-slope.x, -slope.y, -slope.z);\r\n } else {\r\n slopes.push(0, 0, 0, 0, 0, 0);\r\n }\r\n }\r\n }\r\n\r\n return slopes;\r\n }\r\n\r\n protected _createVertexBuffers(): VertexData {\r\n this._uvs = this._options.uvs ?? this._uvs;\r\n const vertexData = super._createVertexBuffers(this._options.ribbonOptions?.smoothShading);\r\n\r\n const countersBuffer = new Buffer(this._engine, this._counters, this._updatable, 1);\r\n this.setVerticesBuffer(countersBuffer.createVertexBuffer(\"grl_counters\", 0, 1));\r\n\r\n const colorPointersBuffer = new Buffer(this._engine, this._colorPointers, this._updatable, 1);\r\n this.setVerticesBuffer(colorPointersBuffer.createVertexBuffer(\"grl_colorPointers\", 0, 1));\r\n\r\n const slopesBuffer = new Buffer(this._engine, this._slopes, this._updatable, 3);\r\n this.setVerticesBuffer(slopesBuffer.createVertexBuffer(\"grl_slopes\", 0, 3));\r\n\r\n const widthsBuffer = new Buffer(this._engine, this._ribbonWidths, this._updatable, 1);\r\n this.setVerticesBuffer(widthsBuffer.createVertexBuffer(\"grl_widths\", 0, 1));\r\n this._widthsBuffer = widthsBuffer;\r\n\r\n return vertexData;\r\n }\r\n}\r\n"]}
1
+ 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type { Scene } from \"../../scene\";\r\nimport { Quaternion, TmpVectors, Vector3 } from \"../../Maths/math.vector\";\r\nimport { Mesh } from \"../mesh\";\r\nimport { Buffer } from \"../../Buffers/buffer\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Node } from \"../../node\";\r\nimport { DeepCopier } from \"../../Misc/deepCopier\";\r\nimport { GreasedLineTools } from \"../../Misc/greasedLineTools\";\r\nimport type { GreasedLineMeshOptions, GreasedLineRibbonOptions } from \"./greasedLineBaseMesh\";\r\nimport { GreasedLineBaseMesh, GreasedLineRibbonAutoDirectionMode, GreasedLineRibbonFacesMode, GreasedLineRibbonPointsMode } from \"./greasedLineBaseMesh\";\r\nimport type { VertexData } from \"../mesh.vertexData\";\r\n\r\nMesh._GreasedLineRibbonMeshParser = (parsedMesh: any, scene: Scene): Mesh => {\r\n return GreasedLineRibbonMesh.Parse(parsedMesh, scene);\r\n};\r\n\r\n/**\r\n * GreasedLineRibbonMesh\r\n * Use the GreasedLineBuilder.CreateGreasedLine function to create an instance of this class.\r\n */\r\nexport class GreasedLineRibbonMesh extends GreasedLineBaseMesh {\r\n /**\r\n * Default line width\r\n */\r\n public static DEFAULT_WIDTH = 0.1;\r\n\r\n private static _RightHandedForwardReadOnlyQuaternion = Quaternion.RotationAxis(Vector3.RightHandedForwardReadOnly, Math.PI / 2);\r\n private static _LeftHandedForwardReadOnlyQuaternion = Quaternion.RotationAxis(Vector3.LeftHandedForwardReadOnly, Math.PI / 2);\r\n private static _LeftReadOnlyQuaternion = Quaternion.RotationAxis(Vector3.LeftReadOnly, Math.PI / 2);\r\n\r\n /**\r\n * Direction which the line segment will be thickened if drawn on the XY plane\r\n */\r\n public static DIRECTION_XY = Vector3.LeftHandedForwardReadOnly; // doesn't matter in which handed system the scene operates\r\n /**\r\n * Direction which the line segment will be thickened if drawn on the XZ plane\r\n */\r\n public static DIRECTION_XZ = Vector3.UpReadOnly;\r\n /**\r\n * Direction which the line segment will be thickened if drawn on the YZ plane\r\n */\r\n public static DIRECTION_YZ = Vector3.LeftReadOnly;\r\n\r\n private _paths: Vector3[][];\r\n private _pathsOptions: { options: GreasedLineMeshOptions; pathCount: number }[];\r\n private _vSegmentLengths: number[][];\r\n private _uSegmentLengths: number[][];\r\n private _vTotalLengths: number[];\r\n private _uTotalLengths: number[];\r\n\r\n private _counters: number[];\r\n private _slopes: number[];\r\n private _ribbonWidths: number[];\r\n\r\n /**\r\n * GreasedLineRibbonMesh\r\n * @param name name of the mesh\r\n * @param scene the scene\r\n * @param _options mesh options\r\n * @param _pathOptions used internaly when parsing a serialized GreasedLineRibbonMesh\r\n */\r\n constructor(\r\n public readonly name: string,\r\n scene: Scene,\r\n _options: GreasedLineMeshOptions,\r\n _pathOptions?: { options: GreasedLineMeshOptions; pathCount: number }[]\r\n ) {\r\n super(name, scene, _options);\r\n\r\n if (!_options.ribbonOptions) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \"'GreasedLineMeshOptions.ribbonOptions' is not set.\";\r\n }\r\n\r\n this._paths = [];\r\n this._counters = [];\r\n this._slopes = [];\r\n this._widths = _options.widths ?? [];\r\n this._ribbonWidths = [];\r\n this._pathsOptions = _pathOptions ?? [];\r\n\r\n if (_options.points) {\r\n this.addPoints(GreasedLineTools.ConvertPoints(_options.points), _options, !!_pathOptions);\r\n }\r\n }\r\n\r\n /**\r\n * Adds new points to the line. It doesn't rerenders the line if in lazy mode.\r\n * @param points points table\r\n * @param options mesh options\r\n * @param hasPathOptions defaults to false\r\n */\r\n public override addPoints(points: number[][], options: GreasedLineMeshOptions, hasPathOptions = false) {\r\n if (!options.ribbonOptions) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \"addPoints() on GreasedLineRibbonMesh instance requires 'GreasedLineMeshOptions.ribbonOptions'.\";\r\n }\r\n\r\n if (!hasPathOptions) {\r\n this._pathsOptions.push({ options, pathCount: points.length });\r\n }\r\n\r\n super.addPoints(points, options);\r\n }\r\n\r\n /**\r\n * \"GreasedLineRibbonMesh\"\r\n * @returns \"GreasedLineRibbonMesh\"\r\n */\r\n public getClassName(): string {\r\n return \"GreasedLineRibbonMesh\";\r\n }\r\n\r\n /**\r\n * Return true if the line was created from two edge paths or one points path.\r\n * In this case the line is always flat.\r\n */\r\n public get isFlatLine() {\r\n return this._paths.length < 3;\r\n }\r\n\r\n /**\r\n * Returns the slopes of the line at each point relative to the center of the line\r\n */\r\n get slopes() {\r\n return this._slopes;\r\n }\r\n\r\n /**\r\n * Set the slopes of the line at each point relative to the center of the line\r\n */\r\n set slopes(slopes: number[]) {\r\n this._slopes = slopes;\r\n }\r\n\r\n protected _updateColorPointers() {\r\n if (this._options.colorPointers) {\r\n return;\r\n }\r\n\r\n let colorPointer = 0;\r\n this._colorPointers = [];\r\n for (let i = 0; i < this._pathsOptions.length; i++) {\r\n const { options: pathOptions, pathCount } = this._pathsOptions[i];\r\n const points = this._points[i];\r\n\r\n if (pathOptions.ribbonOptions!.pointsMode === GreasedLineRibbonPointsMode.POINTS_MODE_POINTS) {\r\n for (let k = 0; k < pathCount; k++) {\r\n for (let j = 0; j < points.length; j += 3) {\r\n this._colorPointers.push(colorPointer);\r\n this._colorPointers.push(colorPointer++);\r\n }\r\n }\r\n } else {\r\n for (let j = 0; j < points.length; j += 3) {\r\n for (let k = 0; k < pathCount; k++) {\r\n this._colorPointers.push(colorPointer);\r\n }\r\n colorPointer++;\r\n }\r\n }\r\n }\r\n }\r\n\r\n protected _updateWidths(): void {\r\n super._updateWidthsWithValue(1);\r\n }\r\n\r\n protected _setPoints(points: number[][], _options: GreasedLineMeshOptions) {\r\n if (!this._options.ribbonOptions) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \"No 'GreasedLineMeshOptions.ribbonOptions' provided.\";\r\n }\r\n this._points = points;\r\n this._options.points = points;\r\n\r\n this._initGreasedLine();\r\n\r\n let indiceOffset = 0;\r\n let directionPlanes: Vector3[];\r\n for (let i = 0, c = 0; i < this._pathsOptions.length; i++) {\r\n const { options: pathOptions, pathCount } = this._pathsOptions[i];\r\n const subPoints = points.slice(c, c + pathCount);\r\n c += pathCount;\r\n if (pathOptions.ribbonOptions?.pointsMode === GreasedLineRibbonPointsMode.POINTS_MODE_PATHS) {\r\n indiceOffset = this._preprocess(GreasedLineTools.ToVector3Array(subPoints) as Vector3[][], indiceOffset, pathOptions);\r\n } else {\r\n if (pathOptions.ribbonOptions?.directionsAutoMode === GreasedLineRibbonAutoDirectionMode.AUTO_DIRECTIONS_NONE) {\r\n if (!pathOptions.ribbonOptions!.directions) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \"In GreasedLineRibbonAutoDirectionMode.AUTO_DIRECTIONS_NONE 'GreasedLineMeshOptions.ribbonOptions.directions' must be defined.\";\r\n }\r\n directionPlanes = GreasedLineRibbonMesh._GetDirectionPlanesFromDirectionsOption(subPoints.length, pathOptions.ribbonOptions!.directions);\r\n }\r\n subPoints.forEach((p, idx) => {\r\n const pathArray = GreasedLineRibbonMesh._ConvertToRibbonPath(\r\n p,\r\n pathOptions.ribbonOptions!,\r\n this._scene.useRightHandedSystem,\r\n directionPlanes ? directionPlanes[idx] : directionPlanes\r\n );\r\n indiceOffset = this._preprocess(pathArray, indiceOffset, pathOptions);\r\n });\r\n }\r\n }\r\n\r\n if (!this._lazy) {\r\n this._createVertexBuffers();\r\n this.refreshBoundingInfo();\r\n }\r\n }\r\n\r\n private static _GetDirectionPlanesFromDirectionsOption(count: number, directions: Vector3 | Vector3[]) {\r\n if (Array.isArray(directions)) {\r\n return directions;\r\n }\r\n\r\n return new Array(count).fill(directions) as Vector3[];\r\n }\r\n\r\n private static _CreateRibbonVertexData(pathArray: Vector3[][], options: GreasedLineMeshOptions) {\r\n const numOfPaths = pathArray.length;\r\n if (numOfPaths < 2) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \"Minimum of two paths are required to create a GreasedLineRibbonMesh.\";\r\n }\r\n\r\n const positions = [];\r\n const indices = [];\r\n\r\n const path = pathArray[0];\r\n for (let i = 0; i < path.length; i++) {\r\n for (let pi = 0; pi < pathArray.length; pi++) {\r\n const v = pathArray[pi][i];\r\n positions.push(v.x, v.y, v.z);\r\n }\r\n }\r\n\r\n const v: number[] = [1, 0, numOfPaths];\r\n const doubleSided = options.ribbonOptions?.facesMode === GreasedLineRibbonFacesMode.FACES_MODE_DOUBLE_SIDED ?? false;\r\n\r\n const closePath = options.ribbonOptions?.pointsMode === GreasedLineRibbonPointsMode.POINTS_MODE_PATHS && options.ribbonOptions.closePath;\r\n if (numOfPaths > 2) {\r\n for (let i = 0; i < path.length - 1; i++) {\r\n v[0] = 1 + numOfPaths * i;\r\n v[1] = numOfPaths * i;\r\n v[2] = (i + 1) * numOfPaths;\r\n for (let pi = 0; pi < (numOfPaths - 1) * 2; pi++) {\r\n if (pi % 2 !== 0) {\r\n v[2] += 1;\r\n }\r\n if (pi % 2 === 0 && pi > 0) {\r\n v[0] += 1;\r\n v[1] += 1;\r\n }\r\n indices.push(v[1] + (pi % 2 !== 0 ? numOfPaths : 0), v[0], v[2]);\r\n if (doubleSided) {\r\n indices.push(v[0], v[1] + (pi % 2 !== 0 ? numOfPaths : 0), v[2]);\r\n }\r\n }\r\n }\r\n } else {\r\n for (let i = 0; i < positions.length / 3 - 3; i += 2) {\r\n indices.push(i, i + 1, i + 2);\r\n indices.push(i + 2, i + 1, i + 3);\r\n if (doubleSided) {\r\n indices.push(i + 1, i, i + 2);\r\n indices.push(i + 1, i + 2, i + 3);\r\n }\r\n }\r\n }\r\n if (closePath) {\r\n let lastIndice = numOfPaths * (path.length - 1);\r\n for (let pi = 0; pi < numOfPaths - 1; pi++) {\r\n indices.push(lastIndice, pi + 1, pi);\r\n indices.push(lastIndice + 1, pi + 1, lastIndice);\r\n if (doubleSided) {\r\n indices.push(pi, pi + 1, lastIndice);\r\n indices.push(lastIndice, pi + 1, lastIndice + 1);\r\n }\r\n lastIndice++;\r\n }\r\n }\r\n\r\n return {\r\n positions,\r\n indices,\r\n };\r\n }\r\n\r\n private _preprocess(pathArray: Vector3[][], indiceOffset: number, options: GreasedLineMeshOptions) {\r\n this._paths = pathArray;\r\n\r\n const ribbonVertexData = GreasedLineRibbonMesh._CreateRibbonVertexData(pathArray, options);\r\n\r\n const positions = ribbonVertexData.positions;\r\n\r\n if (!this._options.widths) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \"No 'GreasedLineMeshOptions.widths' table is specified.\";\r\n }\r\n\r\n const vertexPositions = Array.isArray(this._vertexPositions) ? this._vertexPositions : Array.from(this._vertexPositions);\r\n this._vertexPositions = vertexPositions;\r\n const uvs = Array.isArray(this._uvs) ? this._uvs : Array.from(this._uvs);\r\n this._uvs = uvs;\r\n const indices = Array.isArray(this._indices) ? this._indices : Array.from(this._indices);\r\n this._indices = indices;\r\n\r\n for (const p of positions) {\r\n vertexPositions.push(p);\r\n }\r\n\r\n let pathArrayCopy = pathArray;\r\n if (options.ribbonOptions?.pointsMode === GreasedLineRibbonPointsMode.POINTS_MODE_PATHS && options.ribbonOptions.closePath) {\r\n pathArrayCopy = [];\r\n for (let i = 0; i < pathArray.length; i++) {\r\n const pathCopy = pathArray[i].slice();\r\n pathCopy.push(pathArray[i][0].clone());\r\n pathArrayCopy.push(pathCopy);\r\n }\r\n }\r\n\r\n this._calculateSegmentLengths(pathArrayCopy);\r\n\r\n const pathArrayLength = pathArrayCopy.length;\r\n const previousCounters = new Array(pathArrayLength).fill(0);\r\n for (let i = 0; i < pathArrayCopy[0].length; i++) {\r\n let v = 0;\r\n for (let pi = 0; pi < pathArrayLength; pi++) {\r\n const counter = previousCounters[pi] + this._vSegmentLengths[pi][i] / this._vTotalLengths[pi];\r\n this._counters.push(counter);\r\n uvs.push(counter, v);\r\n\r\n previousCounters[pi] = counter;\r\n v += this._uSegmentLengths[i][pi] / this._uTotalLengths[i];\r\n }\r\n }\r\n\r\n for (let i = 0, c = 0; i < pathArrayCopy[0].length; i++) {\r\n const widthLower = this._uSegmentLengths[i][0] / 2;\r\n const widthUpper = this._uSegmentLengths[i][pathArrayLength - 1] / 2;\r\n this._ribbonWidths.push(((this._widths[c++] ?? 1) - 1) * widthLower);\r\n for (let pi = 0; pi < pathArrayLength - 2; pi++) {\r\n this._ribbonWidths.push(0);\r\n }\r\n this._ribbonWidths.push(((this._widths[c++] ?? 1) - 1) * widthUpper);\r\n }\r\n\r\n const slopes =\r\n options.ribbonOptions?.pointsMode === GreasedLineRibbonPointsMode.POINTS_MODE_PATHS\r\n ? new Array(pathArrayCopy[0].length * pathArrayCopy.length * 6).fill(0)\r\n : GreasedLineRibbonMesh._CalculateSlopes(pathArrayCopy);\r\n for (const s of slopes) {\r\n this._slopes.push(s);\r\n }\r\n\r\n if (ribbonVertexData.indices) {\r\n for (let i = 0; i < ribbonVertexData.indices.length; i++) {\r\n indices.push(ribbonVertexData.indices[i] + indiceOffset);\r\n }\r\n }\r\n indiceOffset += positions.length / 3;\r\n\r\n return indiceOffset;\r\n }\r\n\r\n private static _ConvertToRibbonPath(points: number[], ribbonInfo: GreasedLineRibbonOptions, rightHandedSystem: boolean, directionPlane?: Vector3) {\r\n if (ribbonInfo.pointsMode === GreasedLineRibbonPointsMode.POINTS_MODE_POINTS && !ribbonInfo.width) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \"'GreasedLineMeshOptions.ribbonOptiosn.width' must be specified in GreasedLineRibbonPointsMode.POINTS_MODE_POINTS.\";\r\n }\r\n const path1 = [];\r\n const path2 = [];\r\n if (ribbonInfo.pointsMode === GreasedLineRibbonPointsMode.POINTS_MODE_POINTS) {\r\n const width = ribbonInfo.width! / 2;\r\n const pointVectors = GreasedLineTools.ToVector3Array(points) as Vector3[];\r\n let direction: Nullable<Vector3> = null;\r\n let fatDirection: Nullable<Vector3> = null;\r\n\r\n if (ribbonInfo.directionsAutoMode === GreasedLineRibbonAutoDirectionMode.AUTO_DIRECTIONS_FROM_FIRST_SEGMENT) {\r\n // set the direction plane from the first line segment for the whole line\r\n directionPlane = GreasedLineRibbonMesh._GetDirectionFromPoints(pointVectors[0], pointVectors[1], null);\r\n }\r\n\r\n if (ribbonInfo.directionsAutoMode === GreasedLineRibbonAutoDirectionMode.AUTO_DIRECTIONS_FACE_TO && !(ribbonInfo.directions instanceof Vector3)) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \"In GreasedLineRibbonAutoDirectionMode.AUTO_DIRECTIONS_FACE_TO 'GreasedLineMeshOptions.ribbonOptions.directions' must be a Vector3.\";\r\n }\r\n\r\n TmpVectors.Vector3[1] = ribbonInfo.directions instanceof Vector3 ? ribbonInfo.directions : GreasedLineRibbonMesh.DIRECTION_XZ;\r\n for (let i = 0; i < pointVectors.length - (directionPlane ? 0 : 1); i++) {\r\n const p1 = pointVectors[i];\r\n const p2 = pointVectors[i + 1];\r\n\r\n if (directionPlane) {\r\n direction = <Vector3>directionPlane;\r\n } else if (ribbonInfo.directionsAutoMode === GreasedLineRibbonAutoDirectionMode.AUTO_DIRECTIONS_FACE_TO) {\r\n p2.subtractToRef(p1, TmpVectors.Vector3[0]);\r\n direction = Vector3.CrossToRef(TmpVectors.Vector3[0], TmpVectors.Vector3[1], TmpVectors.Vector3[2]).normalize();\r\n } else if (ribbonInfo.directionsAutoMode === GreasedLineRibbonAutoDirectionMode.AUTO_DIRECTIONS_FROM_ALL_SEGMENTS) {\r\n direction = GreasedLineRibbonMesh._GetDirectionFromPoints(p1, p2, direction);\r\n } else {\r\n // GreasedLineRibbonAutoDirectionMode.DIRECTION_ENHANCED\r\n const directionTemp = p2.subtract(p1);\r\n directionTemp.applyRotationQuaternionInPlace(\r\n directionTemp.x > directionTemp.y && directionTemp.x > directionTemp.z\r\n ? rightHandedSystem\r\n ? GreasedLineRibbonMesh._RightHandedForwardReadOnlyQuaternion\r\n : GreasedLineRibbonMesh._LeftHandedForwardReadOnlyQuaternion\r\n : GreasedLineRibbonMesh._LeftReadOnlyQuaternion\r\n );\r\n direction = directionTemp.normalize();\r\n }\r\n\r\n fatDirection = direction.multiplyByFloats(width, width, width);\r\n path1.push(p1.add(fatDirection));\r\n path2.push(p1.subtract(fatDirection));\r\n }\r\n if (!directionPlane) {\r\n path1.push(pointVectors[pointVectors.length - 1].add(fatDirection!));\r\n path2.push(pointVectors[pointVectors.length - 1].subtract(fatDirection!));\r\n }\r\n }\r\n return [path1, path2];\r\n }\r\n\r\n private static _GetDirectionFromPoints(p1: Vector3, p2: Vector3, previousDirection: Nullable<Vector3>) {\r\n // handle straight lines\r\n if (p1.x === p2.x && (!previousDirection || previousDirection?.x === 1)) {\r\n return GreasedLineRibbonMesh.DIRECTION_YZ;\r\n }\r\n\r\n if (p1.y === p2.y) {\r\n return GreasedLineRibbonMesh.DIRECTION_XZ;\r\n }\r\n\r\n if (p1.z === p2.z) {\r\n return GreasedLineRibbonMesh.DIRECTION_XY;\r\n }\r\n\r\n return GreasedLineRibbonMesh.DIRECTION_XZ;\r\n }\r\n\r\n /**\r\n * Clones the GreasedLineRibbonMesh.\r\n * @param name new line name\r\n * @param newParent new parent node\r\n * @returns cloned line\r\n */\r\n public clone(name: string = `${this.name}-cloned`, newParent?: Nullable<Node>) {\r\n const lineOptions = this._createLineOptions();\r\n const deepCopiedLineOptions: any = {};\r\n const pathOptionsCloned: any = [];\r\n DeepCopier.DeepCopy(this._pathsOptions, pathOptionsCloned, undefined, undefined, true);\r\n DeepCopier.DeepCopy(lineOptions, deepCopiedLineOptions, [\"instance\"], undefined, true);\r\n\r\n const cloned = new GreasedLineRibbonMesh(name, this._scene, <GreasedLineMeshOptions>deepCopiedLineOptions, pathOptionsCloned);\r\n if (newParent) {\r\n cloned.parent = newParent;\r\n }\r\n\r\n cloned.material = this.material;\r\n\r\n return cloned;\r\n }\r\n\r\n /**\r\n * Serializes this GreasedLineRibbonMesh\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 serializationObject.type = this.getClassName();\r\n\r\n serializationObject.lineOptions = this._createLineOptions();\r\n serializationObject.pathsOptions = this._pathsOptions;\r\n }\r\n\r\n /**\r\n * Parses a serialized GreasedLineRibbonMesh\r\n * @param parsedMesh the serialized GreasedLineRibbonMesh\r\n * @param scene the scene to create the GreasedLineRibbonMesh in\r\n * @returns the created GreasedLineRibbonMesh\r\n */\r\n public static Parse(parsedMesh: any, scene: Scene): Mesh {\r\n const lineOptions = <GreasedLineMeshOptions>parsedMesh.lineOptions;\r\n const name = <string>parsedMesh.name;\r\n const pathOptions = parsedMesh.pathOptions;\r\n const result = new GreasedLineRibbonMesh(name, scene, lineOptions, pathOptions);\r\n return result;\r\n }\r\n\r\n protected _initGreasedLine() {\r\n super._initGreasedLine();\r\n\r\n this._paths = [];\r\n this._counters = [];\r\n this._slopes = [];\r\n this._ribbonWidths = [];\r\n }\r\n\r\n private _calculateSegmentLengths(pathArray: Vector3[][]) {\r\n const pathArrayLength = pathArray.length;\r\n this._vSegmentLengths = new Array(pathArrayLength);\r\n this._vTotalLengths = new Array(pathArrayLength);\r\n let length = 0;\r\n for (let pi = 0; pi < pathArrayLength; pi++) {\r\n const points = pathArray[pi];\r\n this._vSegmentLengths[pi] = [0]; // first point has 0 distance\r\n length = 0;\r\n for (let i = 0; i < points.length - 1; i++) {\r\n const l = Math.abs(points[i].subtract(points[i + 1]).lengthSquared()); // it's ok to have lengthSquared() here\r\n length += l;\r\n this._vSegmentLengths[pi].push(l);\r\n }\r\n this._vTotalLengths[pi] = length;\r\n }\r\n\r\n const positionsLength = pathArray[0].length;\r\n this._uSegmentLengths = new Array(positionsLength).fill([]);\r\n this._uTotalLengths = new Array(positionsLength).fill([]);\r\n const uLength = new Vector3();\r\n for (let i = 0; i < positionsLength; i++) {\r\n length = 0;\r\n for (let pi = 1; pi < pathArrayLength; pi++) {\r\n pathArray[pi][i].subtractToRef(pathArray[pi - 1][i], uLength);\r\n const l = uLength.length(); // must be length()\r\n length += l;\r\n this._uSegmentLengths[i].push(l);\r\n }\r\n this._uTotalLengths[i] = length;\r\n }\r\n }\r\n\r\n private static _CalculateSlopes(paths: Vector3[][]) {\r\n const points1 = paths[0];\r\n const points2 = paths.length === 2 ? paths[1] : paths[paths.length - 1];\r\n const slopes: number[] = [];\r\n\r\n const slope = new Vector3();\r\n for (let i = 0; i < points1.length; i++) {\r\n for (let pi = 0; pi < paths.length; pi++) {\r\n if (pi === 0 || pi === paths.length - 1) {\r\n points1[i].subtract(points2[i]).normalizeToRef(slope);\r\n slopes.push(slope.x, slope.y, slope.z);\r\n slopes.push(-slope.x, -slope.y, -slope.z);\r\n } else {\r\n slopes.push(0, 0, 0, 0, 0, 0);\r\n }\r\n }\r\n }\r\n\r\n return slopes;\r\n }\r\n\r\n protected _createVertexBuffers(): VertexData {\r\n this._uvs = this._options.uvs ?? this._uvs;\r\n const vertexData = super._createVertexBuffers(this._options.ribbonOptions?.smoothShading);\r\n\r\n const countersBuffer = new Buffer(this._engine, this._counters, this._updatable, 1);\r\n this.setVerticesBuffer(countersBuffer.createVertexBuffer(\"grl_counters\", 0, 1));\r\n\r\n const colorPointersBuffer = new Buffer(this._engine, this._colorPointers, this._updatable, 1);\r\n this.setVerticesBuffer(colorPointersBuffer.createVertexBuffer(\"grl_colorPointers\", 0, 1));\r\n\r\n const slopesBuffer = new Buffer(this._engine, this._slopes, this._updatable, 3);\r\n this.setVerticesBuffer(slopesBuffer.createVertexBuffer(\"grl_slopes\", 0, 3));\r\n\r\n const widthsBuffer = new Buffer(this._engine, this._ribbonWidths, this._updatable, 1);\r\n this.setVerticesBuffer(widthsBuffer.createVertexBuffer(\"grl_widths\", 0, 1));\r\n this._widthsBuffer = widthsBuffer;\r\n\r\n return vertexData;\r\n }\r\n}\r\n"]}
@@ -242,7 +242,7 @@ export class DepthPeelingRenderer {
242
242
  this._thinTextures[6].dispose();
243
243
  }
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  this._thinTextures[6] = new ThinTexture(this._blendBackTexture);
245
- prePassRenderer.defaultRT.renderTarget._shareDepth(this._depthMrts[0].renderTarget);
245
+ prePassRenderer.defaultRT.renderTarget.shareDepth(this._depthMrts[0].renderTarget);
246
246
  }
247
247
  return true;
248
248
  }