@babylonjs/core 7.10.0 → 7.10.1

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Files changed (57) hide show
  1. package/Audio/Interfaces/IAudioEngine.d.ts +2 -0
  2. package/Audio/Interfaces/IAudioEngine.js.map +1 -1
  3. package/Audio/audioEngine.d.ts +2 -0
  4. package/Audio/audioEngine.js +12 -0
  5. package/Audio/audioEngine.js.map +1 -1
  6. package/Collisions/gpuPicker.d.ts +6 -6
  7. package/Collisions/gpuPicker.js +76 -88
  8. package/Collisions/gpuPicker.js.map +1 -1
  9. package/Engines/AbstractEngine/abstractEngine.cubeTexture.d.ts +1 -1
  10. package/Engines/AbstractEngine/abstractEngine.cubeTexture.js +7 -3
  11. package/Engines/AbstractEngine/abstractEngine.cubeTexture.js.map +1 -1
  12. package/Engines/Extensions/engine.cubeTexture.d.ts +3 -2
  13. package/Engines/Extensions/engine.cubeTexture.js +2 -2
  14. package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
  15. package/Engines/WebGPU/Extensions/engine.cubeTexture.d.ts +3 -2
  16. package/Engines/WebGPU/Extensions/engine.cubeTexture.js +2 -2
  17. package/Engines/WebGPU/Extensions/engine.cubeTexture.js.map +1 -1
  18. package/Engines/WebGPU/Extensions/engine.videoTexture.js +12 -4
  19. package/Engines/WebGPU/Extensions/engine.videoTexture.js.map +1 -1
  20. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +2 -3
  21. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
  22. package/Engines/abstractEngine.js +2 -2
  23. package/Engines/abstractEngine.js.map +1 -1
  24. package/Engines/nativeEngine.d.ts +2 -1
  25. package/Engines/nativeEngine.js +7 -2
  26. package/Engines/nativeEngine.js.map +1 -1
  27. package/Layers/layer.js +5 -3
  28. package/Layers/layer.js.map +1 -1
  29. package/Loading/Plugins/babylonFileLoader.js +1 -1
  30. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  31. package/Materials/Node/Blocks/Dual/currentScreenBlock.js +13 -4
  32. package/Materials/Node/Blocks/Dual/currentScreenBlock.js.map +1 -1
  33. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js +12 -3
  34. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js.map +1 -1
  35. package/Materials/Node/nodeMaterial.js +7 -7
  36. package/Materials/Node/nodeMaterial.js.map +1 -1
  37. package/Materials/Textures/cubeTexture.d.ts +38 -3
  38. package/Materials/Textures/cubeTexture.js +36 -14
  39. package/Materials/Textures/cubeTexture.js.map +1 -1
  40. package/Materials/Textures/internalTexture.js +1 -1
  41. package/Materials/Textures/internalTexture.js.map +1 -1
  42. package/Materials/shaderMaterial.d.ts +0 -5
  43. package/Materials/shaderMaterial.js +1 -8
  44. package/Materials/shaderMaterial.js.map +1 -1
  45. package/Meshes/mesh.js +2 -2
  46. package/Meshes/mesh.js.map +1 -1
  47. package/Shaders/picking.fragment.d.ts +5 -0
  48. package/Shaders/picking.fragment.js +20 -0
  49. package/Shaders/picking.fragment.js.map +1 -0
  50. package/Shaders/picking.vertex.d.ts +11 -0
  51. package/Shaders/picking.vertex.js +34 -0
  52. package/Shaders/picking.vertex.js.map +1 -0
  53. package/ShadersWGSL/ShadersInclude/shadowsFragmentFunctions.js +1 -1
  54. package/ShadersWGSL/ShadersInclude/shadowsFragmentFunctions.js.map +1 -1
  55. package/XR/webXRExperienceHelper.js +3 -0
  56. package/XR/webXRExperienceHelper.js.map +1 -1
  57. package/package.json +1 -1
@@ -77,4 +77,6 @@ export interface IAudioEngine extends IDisposable {
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  * @param analyser The analyser to connect to the engine
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  */
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  connectToAnalyser(analyser: Analyser): void;
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+ /** @internal */
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+ _resumeAudioContextOnStateChange(): void;
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  }
@@ -1 +1 @@
1
- {"version":3,"file":"IAudioEngine.js","sourceRoot":"","sources":["../../../../../dev/core/src/Audio/Interfaces/IAudioEngine.ts"],"names":[],"mappings":"","sourcesContent":["import type { Observable } from \"../../Misc/observable\";\r\nimport type { IDisposable } from \"../../scene\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Analyser } from \"../analyser\";\r\n\r\n/**\r\n * This represents an audio engine and it is responsible\r\n * to play, synchronize and analyse sounds throughout the application.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/audio/playingSoundsMusic\r\n */\r\nexport interface IAudioEngine extends IDisposable {\r\n /**\r\n * Gets whether the current host supports Web Audio and thus could create AudioContexts.\r\n */\r\n readonly canUseWebAudio: boolean;\r\n\r\n /**\r\n * Gets the current AudioContext if available.\r\n */\r\n readonly audioContext: Nullable<AudioContext>;\r\n\r\n /**\r\n * The master gain node defines the global audio volume of your audio engine.\r\n */\r\n readonly masterGain: GainNode;\r\n\r\n /**\r\n * Gets whether or not mp3 are supported by your browser.\r\n */\r\n readonly isMP3supported: boolean;\r\n\r\n /**\r\n * Gets whether or not ogg are supported by your browser.\r\n */\r\n readonly isOGGsupported: boolean;\r\n\r\n /**\r\n * Defines if Babylon should emit a warning if WebAudio is not supported.\r\n * @ignoreNaming\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n WarnedWebAudioUnsupported: boolean;\r\n\r\n /**\r\n * Defines if the audio engine relies on a custom unlocked button.\r\n * In this case, the embedded button will not be displayed.\r\n */\r\n useCustomUnlockedButton: boolean;\r\n\r\n /**\r\n * Gets whether or not the audio engine is unlocked (require first a user gesture on some browser).\r\n */\r\n readonly unlocked: boolean;\r\n\r\n /**\r\n * Event raised when audio has been unlocked on the browser.\r\n */\r\n onAudioUnlockedObservable: Observable<IAudioEngine>;\r\n\r\n /**\r\n * Event raised when audio has been locked on the browser.\r\n */\r\n onAudioLockedObservable: Observable<IAudioEngine>;\r\n\r\n /**\r\n * Flags the audio engine in Locked state.\r\n * This happens due to new browser policies preventing audio to autoplay.\r\n */\r\n lock(): void;\r\n\r\n /**\r\n * Unlocks the audio engine once a user action has been done on the dom.\r\n * This is helpful to resume play once browser policies have been satisfied.\r\n */\r\n unlock(): void;\r\n\r\n /**\r\n * Gets the global volume sets on the master gain.\r\n * @returns the global volume if set or -1 otherwise\r\n */\r\n getGlobalVolume(): number;\r\n\r\n /**\r\n * Sets the global volume of your experience (sets on the master gain).\r\n * @param newVolume Defines the new global volume of the application\r\n */\r\n setGlobalVolume(newVolume: number): void;\r\n\r\n /**\r\n * Connect the audio engine to an audio analyser allowing some amazing\r\n * synchronization between the sounds/music and your visualization (VuMeter for instance).\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/audio/playingSoundsMusic#using-the-analyser\r\n * @param analyser The analyser to connect to the engine\r\n */\r\n connectToAnalyser(analyser: Analyser): void;\r\n}\r\n"]}
1
+ {"version":3,"file":"IAudioEngine.js","sourceRoot":"","sources":["../../../../../dev/core/src/Audio/Interfaces/IAudioEngine.ts"],"names":[],"mappings":"","sourcesContent":["import type { Observable } from \"../../Misc/observable\";\r\nimport type { IDisposable } from \"../../scene\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Analyser } from \"../analyser\";\r\n\r\n/**\r\n * This represents an audio engine and it is responsible\r\n * to play, synchronize and analyse sounds throughout the application.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/audio/playingSoundsMusic\r\n */\r\nexport interface IAudioEngine extends IDisposable {\r\n /**\r\n * Gets whether the current host supports Web Audio and thus could create AudioContexts.\r\n */\r\n readonly canUseWebAudio: boolean;\r\n\r\n /**\r\n * Gets the current AudioContext if available.\r\n */\r\n readonly audioContext: Nullable<AudioContext>;\r\n\r\n /**\r\n * The master gain node defines the global audio volume of your audio engine.\r\n */\r\n readonly masterGain: GainNode;\r\n\r\n /**\r\n * Gets whether or not mp3 are supported by your browser.\r\n */\r\n readonly isMP3supported: boolean;\r\n\r\n /**\r\n * Gets whether or not ogg are supported by your browser.\r\n */\r\n readonly isOGGsupported: boolean;\r\n\r\n /**\r\n * Defines if Babylon should emit a warning if WebAudio is not supported.\r\n * @ignoreNaming\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n WarnedWebAudioUnsupported: boolean;\r\n\r\n /**\r\n * Defines if the audio engine relies on a custom unlocked button.\r\n * In this case, the embedded button will not be displayed.\r\n */\r\n useCustomUnlockedButton: boolean;\r\n\r\n /**\r\n * Gets whether or not the audio engine is unlocked (require first a user gesture on some browser).\r\n */\r\n readonly unlocked: boolean;\r\n\r\n /**\r\n * Event raised when audio has been unlocked on the browser.\r\n */\r\n onAudioUnlockedObservable: Observable<IAudioEngine>;\r\n\r\n /**\r\n * Event raised when audio has been locked on the browser.\r\n */\r\n onAudioLockedObservable: Observable<IAudioEngine>;\r\n\r\n /**\r\n * Flags the audio engine in Locked state.\r\n * This happens due to new browser policies preventing audio to autoplay.\r\n */\r\n lock(): void;\r\n\r\n /**\r\n * Unlocks the audio engine once a user action has been done on the dom.\r\n * This is helpful to resume play once browser policies have been satisfied.\r\n */\r\n unlock(): void;\r\n\r\n /**\r\n * Gets the global volume sets on the master gain.\r\n * @returns the global volume if set or -1 otherwise\r\n */\r\n getGlobalVolume(): number;\r\n\r\n /**\r\n * Sets the global volume of your experience (sets on the master gain).\r\n * @param newVolume Defines the new global volume of the application\r\n */\r\n setGlobalVolume(newVolume: number): void;\r\n\r\n /**\r\n * Connect the audio engine to an audio analyser allowing some amazing\r\n * synchronization between the sounds/music and your visualization (VuMeter for instance).\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/audio/playingSoundsMusic#using-the-analyser\r\n * @param analyser The analyser to connect to the engine\r\n */\r\n connectToAnalyser(analyser: Analyser): void;\r\n\r\n /** @internal */\r\n _resumeAudioContextOnStateChange(): void;\r\n}\r\n"]}
@@ -78,6 +78,8 @@ export declare class AudioEngine implements IAudioEngine {
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  * This is helpful to resume play once browser policies have been satisfied.
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  */
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  unlock(): void;
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+ /** @internal */
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+ _resumeAudioContextOnStateChange(): void;
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  private _resumeAudioContext;
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  private _initializeAudioContext;
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  private _tryToRun;
@@ -139,6 +139,18 @@ export class AudioEngine {
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  this._triggerRunningState();
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  }
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  }
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+ /** @internal */
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+ _resumeAudioContextOnStateChange() {
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+ this._audioContext?.addEventListener("statechange", () => {
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+ if (this.unlocked && this._audioContext?.state !== "running") {
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+ this._resumeAudioContext();
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+ }
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+ }, {
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+ once: true,
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+ passive: true,
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+ signal: AbortSignal.timeout(3000),
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+ });
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+ }
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  _resumeAudioContext() {
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  if (this._audioContext?.resume) {
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  return this._audioContext.resume();
@@ -1 +1 @@
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type { Analyser } from \"./analyser\";\r\n\r\nimport type { Nullable } from \"../types\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport type { IAudioEngine } from \"./Interfaces/IAudioEngine\";\r\nimport { IsWindowObjectExist } from \"../Misc/domManagement\";\r\n\r\n// Sets the default audio engine to Babylon.js\r\nAbstractEngine.AudioEngineFactory = (\r\n hostElement: Nullable<HTMLElement>,\r\n audioContext: Nullable<AudioContext>,\r\n audioDestination: Nullable<AudioDestinationNode | MediaStreamAudioDestinationNode>\r\n) => {\r\n return new AudioEngine(hostElement, audioContext, audioDestination);\r\n};\r\n\r\n/**\r\n * This represents the default audio engine used in babylon.\r\n * It is responsible to play, synchronize and analyse sounds throughout the application.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/audio/playingSoundsMusic\r\n */\r\nexport class AudioEngine implements IAudioEngine {\r\n private _audioContext: Nullable<AudioContext> = null;\r\n private _audioContextInitialized = false;\r\n private _muteButton: Nullable<HTMLButtonElement> = null;\r\n private _hostElement: Nullable<HTMLElement>;\r\n private _audioDestination: Nullable<AudioDestinationNode | MediaStreamAudioDestinationNode> = null;\r\n\r\n /**\r\n * Gets whether the current host supports Web Audio and thus could create AudioContexts.\r\n */\r\n public canUseWebAudio: boolean = false;\r\n\r\n /**\r\n * The master gain node defines the global audio volume of your audio engine.\r\n */\r\n public masterGain: GainNode;\r\n\r\n /**\r\n * Defines if Babylon should emit a warning if WebAudio is not supported.\r\n * @ignoreNaming\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public WarnedWebAudioUnsupported: boolean = false;\r\n\r\n /**\r\n * Gets whether or not mp3 are supported by your browser.\r\n */\r\n public isMP3supported: boolean = false;\r\n\r\n /**\r\n * Gets whether or not ogg are supported by your browser.\r\n */\r\n public isOGGsupported: boolean = false;\r\n\r\n /**\r\n * Gets whether audio has been unlocked on the device.\r\n * Some Browsers have strong restrictions about Audio and won't autoplay unless\r\n * a user interaction has happened.\r\n */\r\n public unlocked: boolean = false;\r\n\r\n /**\r\n * Defines if the audio engine relies on a custom unlocked button.\r\n * In this case, the embedded button will not be displayed.\r\n */\r\n public useCustomUnlockedButton: boolean = false;\r\n\r\n /**\r\n * Event raised when audio has been unlocked on the browser.\r\n */\r\n public onAudioUnlockedObservable = new Observable<IAudioEngine>();\r\n\r\n /**\r\n * Event raised when audio has been locked on the browser.\r\n */\r\n public onAudioLockedObservable = new Observable<IAudioEngine>();\r\n\r\n /**\r\n * Gets the current AudioContext if available.\r\n */\r\n public get audioContext(): Nullable<AudioContext> {\r\n if (!this._audioContextInitialized) {\r\n this._initializeAudioContext();\r\n }\r\n return this._audioContext;\r\n }\r\n\r\n private _connectedAnalyser: Nullable<Analyser>;\r\n\r\n /**\r\n * Instantiates a new audio engine.\r\n *\r\n * There should be only one per page as some browsers restrict the number\r\n * of audio contexts you can create.\r\n * @param hostElement defines the host element where to display the mute icon if necessary\r\n * @param audioContext defines the audio context to be used by the audio engine\r\n * @param audioDestination defines the audio destination node to be used by audio engine\r\n */\r\n constructor(\r\n hostElement: Nullable<HTMLElement> = null,\r\n audioContext: Nullable<AudioContext> = null,\r\n audioDestination: Nullable<AudioDestinationNode | MediaStreamAudioDestinationNode> = null\r\n ) {\r\n if (!IsWindowObjectExist()) {\r\n return;\r\n }\r\n if (typeof window.AudioContext !== \"undefined\") {\r\n this.canUseWebAudio = true;\r\n }\r\n\r\n const audioElem = document.createElement(\"audio\");\r\n this._hostElement = hostElement;\r\n this._audioContext = audioContext;\r\n this._audioDestination = audioDestination;\r\n\r\n try {\r\n if (\r\n audioElem &&\r\n !!audioElem.canPlayType &&\r\n (audioElem.canPlayType('audio/mpeg; codecs=\"mp3\"').replace(/^no$/, \"\") || audioElem.canPlayType(\"audio/mp3\").replace(/^no$/, \"\"))\r\n ) {\r\n this.isMP3supported = true;\r\n }\r\n } catch (e) {\r\n // protect error during capability check.\r\n }\r\n\r\n try {\r\n if (audioElem && !!audioElem.canPlayType && audioElem.canPlayType('audio/ogg; codecs=\"vorbis\"').replace(/^no$/, \"\")) {\r\n this.isOGGsupported = true;\r\n }\r\n } catch (e) {\r\n // protect error during capability check.\r\n }\r\n }\r\n\r\n /**\r\n * Flags the audio engine in Locked state.\r\n * This happens due to new browser policies preventing audio to autoplay.\r\n */\r\n public lock() {\r\n this._triggerSuspendedState();\r\n }\r\n\r\n /**\r\n * Unlocks the audio engine once a user action has been done on the dom.\r\n * This is helpful to resume play once browser policies have been satisfied.\r\n */\r\n public unlock() {\r\n if (this._audioContext?.state === \"running\") {\r\n this._hideMuteButton();\r\n\r\n if (!this.unlocked) {\r\n // Notify users that the audio stack is unlocked/unmuted\r\n this.unlocked = true;\r\n this.onAudioUnlockedObservable.notifyObservers(this);\r\n }\r\n\r\n return;\r\n }\r\n\r\n // On iOS, if the audio context resume request was sent from an event other than a `click` event, then\r\n // the resume promise will never resolve and the only way to get the audio context unstuck is to\r\n // suspend it and make another resume request.\r\n if (this._tryToRun) {\r\n this._audioContext?.suspend().then(() => {\r\n this._tryToRun = false;\r\n this._triggerRunningState();\r\n });\r\n } else {\r\n this._triggerRunningState();\r\n }\r\n }\r\n\r\n private _resumeAudioContext(): Promise<void> {\r\n if (this._audioContext?.resume) {\r\n return this._audioContext.resume();\r\n }\r\n return Promise.resolve();\r\n }\r\n\r\n private _initializeAudioContext() {\r\n try {\r\n if (this.canUseWebAudio) {\r\n if (!this._audioContext) {\r\n this._audioContext = new AudioContext();\r\n }\r\n // create a global volume gain node\r\n this.masterGain = this._audioContext.createGain();\r\n this.masterGain.gain.value = 1;\r\n if (!this._audioDestination) {\r\n this._audioDestination = this._audioContext.destination;\r\n }\r\n this.masterGain.connect(this._audioDestination);\r\n this._audioContextInitialized = true;\r\n if (this._audioContext.state === \"running\") {\r\n // Do not wait for the promise to unlock.\r\n this._triggerRunningState();\r\n }\r\n }\r\n } catch (e) {\r\n this.canUseWebAudio = false;\r\n Logger.Error(\"Web Audio: \" + e.message);\r\n }\r\n }\r\n\r\n private _tryToRun = false;\r\n private _triggerRunningState() {\r\n if (this._tryToRun) {\r\n return;\r\n }\r\n this._tryToRun = true;\r\n\r\n this._resumeAudioContext()\r\n .then(() => {\r\n this._tryToRun = false;\r\n if (this._muteButton) {\r\n this._hideMuteButton();\r\n }\r\n // Notify users that the audio stack is unlocked/unmuted\r\n this.unlocked = true;\r\n this.onAudioUnlockedObservable.notifyObservers(this);\r\n })\r\n .catch(() => {\r\n this._tryToRun = false;\r\n this.unlocked = false;\r\n });\r\n }\r\n\r\n private _triggerSuspendedState() {\r\n this.unlocked = false;\r\n this.onAudioLockedObservable.notifyObservers(this);\r\n this._displayMuteButton();\r\n }\r\n\r\n private _displayMuteButton() {\r\n if (this.useCustomUnlockedButton || this._muteButton) {\r\n return;\r\n }\r\n\r\n this._muteButton = <HTMLButtonElement>document.createElement(\"BUTTON\");\r\n this._muteButton.className = \"babylonUnmuteIcon\";\r\n this._muteButton.id = \"babylonUnmuteIconBtn\";\r\n this._muteButton.title = \"Unmute\";\r\n const imageUrl = !window.SVGSVGElement\r\n ? \"https://cdn.babylonjs.com/Assets/audio.png\"\r\n : \"data:image/svg+xml;charset=UTF-8,%3Csvg%20version%3D%221.1%22%20xmlns%3D%22http%3A%2F%2Fwww.w3.org%2F2000%2Fsvg%22%20width%3D%2239%22%20height%3D%2232%22%20viewBox%3D%220%200%2039%2032%22%3E%3Cpath%20fill%3D%22white%22%20d%3D%22M9.625%2018.938l-0.031%200.016h-4.953q-0.016%200-0.031-0.016v-12.453q0-0.016%200.031-0.016h4.953q0.031%200%200.031%200.016v12.453zM12.125%207.688l8.719-8.703v27.453l-8.719-8.719-0.016-0.047v-9.938zM23.359%207.875l1.406-1.406%204.219%204.203%204.203-4.203%201.422%201.406-4.219%204.219%204.219%204.203-1.484%201.359-4.141-4.156-4.219%204.219-1.406-1.422%204.219-4.203z%22%3E%3C%2Fpath%3E%3C%2Fsvg%3E\";\r\n\r\n const css =\r\n \".babylonUnmuteIcon { position: absolute; left: 20px; top: 20px; height: 40px; width: 60px; background-color: rgba(51,51,51,0.7); background-image: url(\" +\r\n imageUrl +\r\n \"); background-size: 80%; background-repeat:no-repeat; background-position: center; background-position-y: 4px; border: none; outline: none; transition: transform 0.125s ease-out; cursor: pointer; z-index: 9999; } .babylonUnmuteIcon:hover { transform: scale(1.05) } .babylonUnmuteIcon:active { background-color: rgba(51,51,51,1) }\";\r\n\r\n const style = document.createElement(\"style\");\r\n style.appendChild(document.createTextNode(css));\r\n document.getElementsByTagName(\"head\")[0].appendChild(style);\r\n\r\n document.body.appendChild(this._muteButton);\r\n\r\n this._moveButtonToTopLeft();\r\n\r\n this._muteButton.addEventListener(\r\n \"touchend\",\r\n () => {\r\n this._triggerRunningState();\r\n },\r\n true\r\n );\r\n this._muteButton.addEventListener(\r\n \"click\",\r\n () => {\r\n this.unlock();\r\n },\r\n true\r\n );\r\n\r\n window.addEventListener(\"resize\", this._onResize);\r\n }\r\n\r\n private _moveButtonToTopLeft() {\r\n if (this._hostElement && this._muteButton) {\r\n this._muteButton.style.top = this._hostElement.offsetTop + 20 + \"px\";\r\n this._muteButton.style.left = this._hostElement.offsetLeft + 20 + \"px\";\r\n }\r\n }\r\n\r\n private _onResize = () => {\r\n this._moveButtonToTopLeft();\r\n };\r\n\r\n private _hideMuteButton() {\r\n if (this._muteButton) {\r\n document.body.removeChild(this._muteButton);\r\n this._muteButton = null;\r\n }\r\n }\r\n\r\n /**\r\n * Destroy and release the resources associated with the audio context.\r\n */\r\n public dispose(): void {\r\n if (this.canUseWebAudio && this._audioContextInitialized) {\r\n if (this._connectedAnalyser && this._audioContext) {\r\n this._connectedAnalyser.stopDebugCanvas();\r\n this._connectedAnalyser.dispose();\r\n this.masterGain.disconnect();\r\n this.masterGain.connect(this._audioContext.destination);\r\n this._connectedAnalyser = null;\r\n }\r\n this.masterGain.gain.value = 1;\r\n }\r\n this.WarnedWebAudioUnsupported = false;\r\n this._hideMuteButton();\r\n window.removeEventListener(\"resize\", this._onResize);\r\n\r\n this.onAudioUnlockedObservable.clear();\r\n this.onAudioLockedObservable.clear();\r\n }\r\n\r\n /**\r\n * Gets the global volume sets on the master gain.\r\n * @returns the global volume if set or -1 otherwise\r\n */\r\n public getGlobalVolume(): number {\r\n if (this.canUseWebAudio && this._audioContextInitialized) {\r\n return this.masterGain.gain.value;\r\n } else {\r\n return -1;\r\n }\r\n }\r\n\r\n /**\r\n * Sets the global volume of your experience (sets on the master gain).\r\n * @param newVolume Defines the new global volume of the application\r\n */\r\n public setGlobalVolume(newVolume: number): void {\r\n if (this.canUseWebAudio && this._audioContextInitialized) {\r\n this.masterGain.gain.value = newVolume;\r\n }\r\n }\r\n\r\n /**\r\n * Connect the audio engine to an audio analyser allowing some amazing\r\n * synchronization between the sounds/music and your visualization (VuMeter for instance).\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/audio/playingSoundsMusic#using-the-analyser\r\n * @param analyser The analyser to connect to the engine\r\n */\r\n public connectToAnalyser(analyser: Analyser): void {\r\n if (this._connectedAnalyser) {\r\n this._connectedAnalyser.stopDebugCanvas();\r\n }\r\n if (this.canUseWebAudio && this._audioContextInitialized && this._audioContext) {\r\n this._connectedAnalyser = analyser;\r\n this.masterGain.disconnect();\r\n this._connectedAnalyser.connectAudioNodes(this.masterGain, this._audioContext.destination);\r\n }\r\n }\r\n}\r\n"]}
1
+ 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type { Analyser } from \"./analyser\";\r\n\r\nimport type { Nullable } from \"../types\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport type { IAudioEngine } from \"./Interfaces/IAudioEngine\";\r\nimport { IsWindowObjectExist } from \"../Misc/domManagement\";\r\n\r\n// Sets the default audio engine to Babylon.js\r\nAbstractEngine.AudioEngineFactory = (\r\n hostElement: Nullable<HTMLElement>,\r\n audioContext: Nullable<AudioContext>,\r\n audioDestination: Nullable<AudioDestinationNode | MediaStreamAudioDestinationNode>\r\n) => {\r\n return new AudioEngine(hostElement, audioContext, audioDestination);\r\n};\r\n\r\n/**\r\n * This represents the default audio engine used in babylon.\r\n * It is responsible to play, synchronize and analyse sounds throughout the application.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/audio/playingSoundsMusic\r\n */\r\nexport class AudioEngine implements IAudioEngine {\r\n private _audioContext: Nullable<AudioContext> = null;\r\n private _audioContextInitialized = false;\r\n private _muteButton: Nullable<HTMLButtonElement> = null;\r\n private _hostElement: Nullable<HTMLElement>;\r\n private _audioDestination: Nullable<AudioDestinationNode | MediaStreamAudioDestinationNode> = null;\r\n\r\n /**\r\n * Gets whether the current host supports Web Audio and thus could create AudioContexts.\r\n */\r\n public canUseWebAudio: boolean = false;\r\n\r\n /**\r\n * The master gain node defines the global audio volume of your audio engine.\r\n */\r\n public masterGain: GainNode;\r\n\r\n /**\r\n * Defines if Babylon should emit a warning if WebAudio is not supported.\r\n * @ignoreNaming\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public WarnedWebAudioUnsupported: boolean = false;\r\n\r\n /**\r\n * Gets whether or not mp3 are supported by your browser.\r\n */\r\n public isMP3supported: boolean = false;\r\n\r\n /**\r\n * Gets whether or not ogg are supported by your browser.\r\n */\r\n public isOGGsupported: boolean = false;\r\n\r\n /**\r\n * Gets whether audio has been unlocked on the device.\r\n * Some Browsers have strong restrictions about Audio and won't autoplay unless\r\n * a user interaction has happened.\r\n */\r\n public unlocked: boolean = false;\r\n\r\n /**\r\n * Defines if the audio engine relies on a custom unlocked button.\r\n * In this case, the embedded button will not be displayed.\r\n */\r\n public useCustomUnlockedButton: boolean = false;\r\n\r\n /**\r\n * Event raised when audio has been unlocked on the browser.\r\n */\r\n public onAudioUnlockedObservable = new Observable<IAudioEngine>();\r\n\r\n /**\r\n * Event raised when audio has been locked on the browser.\r\n */\r\n public onAudioLockedObservable = new Observable<IAudioEngine>();\r\n\r\n /**\r\n * Gets the current AudioContext if available.\r\n */\r\n public get audioContext(): Nullable<AudioContext> {\r\n if (!this._audioContextInitialized) {\r\n this._initializeAudioContext();\r\n }\r\n return this._audioContext;\r\n }\r\n\r\n private _connectedAnalyser: Nullable<Analyser>;\r\n\r\n /**\r\n * Instantiates a new audio engine.\r\n *\r\n * There should be only one per page as some browsers restrict the number\r\n * of audio contexts you can create.\r\n * @param hostElement defines the host element where to display the mute icon if necessary\r\n * @param audioContext defines the audio context to be used by the audio engine\r\n * @param audioDestination defines the audio destination node to be used by audio engine\r\n */\r\n constructor(\r\n hostElement: Nullable<HTMLElement> = null,\r\n audioContext: Nullable<AudioContext> = null,\r\n audioDestination: Nullable<AudioDestinationNode | MediaStreamAudioDestinationNode> = null\r\n ) {\r\n if (!IsWindowObjectExist()) {\r\n return;\r\n }\r\n if (typeof window.AudioContext !== \"undefined\") {\r\n this.canUseWebAudio = true;\r\n }\r\n\r\n const audioElem = document.createElement(\"audio\");\r\n this._hostElement = hostElement;\r\n this._audioContext = audioContext;\r\n this._audioDestination = audioDestination;\r\n\r\n try {\r\n if (\r\n audioElem &&\r\n !!audioElem.canPlayType &&\r\n (audioElem.canPlayType('audio/mpeg; codecs=\"mp3\"').replace(/^no$/, \"\") || audioElem.canPlayType(\"audio/mp3\").replace(/^no$/, \"\"))\r\n ) {\r\n this.isMP3supported = true;\r\n }\r\n } catch (e) {\r\n // protect error during capability check.\r\n }\r\n\r\n try {\r\n if (audioElem && !!audioElem.canPlayType && audioElem.canPlayType('audio/ogg; codecs=\"vorbis\"').replace(/^no$/, \"\")) {\r\n this.isOGGsupported = true;\r\n }\r\n } catch (e) {\r\n // protect error during capability check.\r\n }\r\n }\r\n\r\n /**\r\n * Flags the audio engine in Locked state.\r\n * This happens due to new browser policies preventing audio to autoplay.\r\n */\r\n public lock() {\r\n this._triggerSuspendedState();\r\n }\r\n\r\n /**\r\n * Unlocks the audio engine once a user action has been done on the dom.\r\n * This is helpful to resume play once browser policies have been satisfied.\r\n */\r\n public unlock() {\r\n if (this._audioContext?.state === \"running\") {\r\n this._hideMuteButton();\r\n\r\n if (!this.unlocked) {\r\n // Notify users that the audio stack is unlocked/unmuted\r\n this.unlocked = true;\r\n this.onAudioUnlockedObservable.notifyObservers(this);\r\n }\r\n\r\n return;\r\n }\r\n\r\n // On iOS, if the audio context resume request was sent from an event other than a `click` event, then\r\n // the resume promise will never resolve and the only way to get the audio context unstuck is to\r\n // suspend it and make another resume request.\r\n if (this._tryToRun) {\r\n this._audioContext?.suspend().then(() => {\r\n this._tryToRun = false;\r\n this._triggerRunningState();\r\n });\r\n } else {\r\n this._triggerRunningState();\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _resumeAudioContextOnStateChange(): void {\r\n this._audioContext?.addEventListener(\r\n \"statechange\",\r\n () => {\r\n if (this.unlocked && this._audioContext?.state !== \"running\") {\r\n this._resumeAudioContext();\r\n }\r\n },\r\n {\r\n once: true,\r\n passive: true,\r\n signal: AbortSignal.timeout(3000),\r\n }\r\n );\r\n }\r\n\r\n private _resumeAudioContext(): Promise<void> {\r\n if (this._audioContext?.resume) {\r\n return this._audioContext.resume();\r\n }\r\n return Promise.resolve();\r\n }\r\n\r\n private _initializeAudioContext() {\r\n try {\r\n if (this.canUseWebAudio) {\r\n if (!this._audioContext) {\r\n this._audioContext = new AudioContext();\r\n }\r\n // create a global volume gain node\r\n this.masterGain = this._audioContext.createGain();\r\n this.masterGain.gain.value = 1;\r\n if (!this._audioDestination) {\r\n this._audioDestination = this._audioContext.destination;\r\n }\r\n this.masterGain.connect(this._audioDestination);\r\n this._audioContextInitialized = true;\r\n if (this._audioContext.state === \"running\") {\r\n // Do not wait for the promise to unlock.\r\n this._triggerRunningState();\r\n }\r\n }\r\n } catch (e) {\r\n this.canUseWebAudio = false;\r\n Logger.Error(\"Web Audio: \" + e.message);\r\n }\r\n }\r\n\r\n private _tryToRun = false;\r\n private _triggerRunningState() {\r\n if (this._tryToRun) {\r\n return;\r\n }\r\n this._tryToRun = true;\r\n\r\n this._resumeAudioContext()\r\n .then(() => {\r\n this._tryToRun = false;\r\n if (this._muteButton) {\r\n this._hideMuteButton();\r\n }\r\n // Notify users that the audio stack is unlocked/unmuted\r\n this.unlocked = true;\r\n this.onAudioUnlockedObservable.notifyObservers(this);\r\n })\r\n .catch(() => {\r\n this._tryToRun = false;\r\n this.unlocked = false;\r\n });\r\n }\r\n\r\n private _triggerSuspendedState() {\r\n this.unlocked = false;\r\n this.onAudioLockedObservable.notifyObservers(this);\r\n this._displayMuteButton();\r\n }\r\n\r\n private _displayMuteButton() {\r\n if (this.useCustomUnlockedButton || this._muteButton) {\r\n return;\r\n }\r\n\r\n this._muteButton = <HTMLButtonElement>document.createElement(\"BUTTON\");\r\n this._muteButton.className = \"babylonUnmuteIcon\";\r\n this._muteButton.id = \"babylonUnmuteIconBtn\";\r\n this._muteButton.title = \"Unmute\";\r\n const imageUrl = !window.SVGSVGElement\r\n ? \"https://cdn.babylonjs.com/Assets/audio.png\"\r\n : \"data:image/svg+xml;charset=UTF-8,%3Csvg%20version%3D%221.1%22%20xmlns%3D%22http%3A%2F%2Fwww.w3.org%2F2000%2Fsvg%22%20width%3D%2239%22%20height%3D%2232%22%20viewBox%3D%220%200%2039%2032%22%3E%3Cpath%20fill%3D%22white%22%20d%3D%22M9.625%2018.938l-0.031%200.016h-4.953q-0.016%200-0.031-0.016v-12.453q0-0.016%200.031-0.016h4.953q0.031%200%200.031%200.016v12.453zM12.125%207.688l8.719-8.703v27.453l-8.719-8.719-0.016-0.047v-9.938zM23.359%207.875l1.406-1.406%204.219%204.203%204.203-4.203%201.422%201.406-4.219%204.219%204.219%204.203-1.484%201.359-4.141-4.156-4.219%204.219-1.406-1.422%204.219-4.203z%22%3E%3C%2Fpath%3E%3C%2Fsvg%3E\";\r\n\r\n const css =\r\n \".babylonUnmuteIcon { position: absolute; left: 20px; top: 20px; height: 40px; width: 60px; background-color: rgba(51,51,51,0.7); background-image: url(\" +\r\n imageUrl +\r\n \"); background-size: 80%; background-repeat:no-repeat; background-position: center; background-position-y: 4px; border: none; outline: none; transition: transform 0.125s ease-out; cursor: pointer; z-index: 9999; } .babylonUnmuteIcon:hover { transform: scale(1.05) } .babylonUnmuteIcon:active { background-color: rgba(51,51,51,1) }\";\r\n\r\n const style = document.createElement(\"style\");\r\n style.appendChild(document.createTextNode(css));\r\n document.getElementsByTagName(\"head\")[0].appendChild(style);\r\n\r\n document.body.appendChild(this._muteButton);\r\n\r\n this._moveButtonToTopLeft();\r\n\r\n this._muteButton.addEventListener(\r\n \"touchend\",\r\n () => {\r\n this._triggerRunningState();\r\n },\r\n true\r\n );\r\n this._muteButton.addEventListener(\r\n \"click\",\r\n () => {\r\n this.unlock();\r\n },\r\n true\r\n );\r\n\r\n window.addEventListener(\"resize\", this._onResize);\r\n }\r\n\r\n private _moveButtonToTopLeft() {\r\n if (this._hostElement && this._muteButton) {\r\n this._muteButton.style.top = this._hostElement.offsetTop + 20 + \"px\";\r\n this._muteButton.style.left = this._hostElement.offsetLeft + 20 + \"px\";\r\n }\r\n }\r\n\r\n private _onResize = () => {\r\n this._moveButtonToTopLeft();\r\n };\r\n\r\n private _hideMuteButton() {\r\n if (this._muteButton) {\r\n document.body.removeChild(this._muteButton);\r\n this._muteButton = null;\r\n }\r\n }\r\n\r\n /**\r\n * Destroy and release the resources associated with the audio context.\r\n */\r\n public dispose(): void {\r\n if (this.canUseWebAudio && this._audioContextInitialized) {\r\n if (this._connectedAnalyser && this._audioContext) {\r\n this._connectedAnalyser.stopDebugCanvas();\r\n this._connectedAnalyser.dispose();\r\n this.masterGain.disconnect();\r\n this.masterGain.connect(this._audioContext.destination);\r\n this._connectedAnalyser = null;\r\n }\r\n this.masterGain.gain.value = 1;\r\n }\r\n this.WarnedWebAudioUnsupported = false;\r\n this._hideMuteButton();\r\n window.removeEventListener(\"resize\", this._onResize);\r\n\r\n this.onAudioUnlockedObservable.clear();\r\n this.onAudioLockedObservable.clear();\r\n }\r\n\r\n /**\r\n * Gets the global volume sets on the master gain.\r\n * @returns the global volume if set or -1 otherwise\r\n */\r\n public getGlobalVolume(): number {\r\n if (this.canUseWebAudio && this._audioContextInitialized) {\r\n return this.masterGain.gain.value;\r\n } else {\r\n return -1;\r\n }\r\n }\r\n\r\n /**\r\n * Sets the global volume of your experience (sets on the master gain).\r\n * @param newVolume Defines the new global volume of the application\r\n */\r\n public setGlobalVolume(newVolume: number): void {\r\n if (this.canUseWebAudio && this._audioContextInitialized) {\r\n this.masterGain.gain.value = newVolume;\r\n }\r\n }\r\n\r\n /**\r\n * Connect the audio engine to an audio analyser allowing some amazing\r\n * synchronization between the sounds/music and your visualization (VuMeter for instance).\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/audio/playingSoundsMusic#using-the-analyser\r\n * @param analyser The analyser to connect to the engine\r\n */\r\n public connectToAnalyser(analyser: Analyser): void {\r\n if (this._connectedAnalyser) {\r\n this._connectedAnalyser.stopDebugCanvas();\r\n }\r\n if (this.canUseWebAudio && this._audioContextInitialized && this._audioContext) {\r\n this._connectedAnalyser = analyser;\r\n this.masterGain.disconnect();\r\n this._connectedAnalyser.connectAudioNodes(this.masterGain, this._audioContext.destination);\r\n }\r\n }\r\n}\r\n"]}
@@ -1,6 +1,7 @@
1
1
  import type { AbstractMesh } from "../Meshes/abstractMesh.js";
2
- import type { Scene } from "../scene.js";
3
2
  import type { Nullable } from "../types.js";
3
+ import "../Shaders/picking.fragment";
4
+ import "../Shaders/picking.vertex";
4
5
  /**
5
6
  * Class used to perform a picking operation using GPU
6
7
  * Please note that GPUPIcker cannot pick instances, only meshes
@@ -9,17 +10,17 @@ export declare class GPUPicker {
9
10
  private _pickingTexure;
10
11
  private _idMap;
11
12
  private _idColors;
12
- private _cachedMaterials;
13
13
  private _cachedScene;
14
14
  private _renderMaterial;
15
15
  private _pickableMeshes;
16
16
  private _readbuffer;
17
17
  private _meshRenderingCount;
18
- private _userDefinedList;
18
+ private _attributeName;
19
19
  private _createRenderTarget;
20
20
  private _createColorMaterial;
21
21
  /**
22
22
  * Set the list of meshes to pick from
23
+ * Set that value to null to clear the list (and avoid leaks)
23
24
  * @param list defines the list of meshes to pick from
24
25
  */
25
26
  setPickingList(list: Nullable<Array<AbstractMesh>>): void;
@@ -27,11 +28,10 @@ export declare class GPUPicker {
27
28
  * Execute a picking operation
28
29
  * @param x defines the X coordinates where to run the pick
29
30
  * @param y defines the Y coordinates where to run the pick
30
- * @param scene defines the scene to pick from
31
- * @param disposeWhenDone defines a boolean indicating we do not want to keep resources alive
31
+ * @param disposeWhenDone defines a boolean indicating we do not want to keep resources alive (false by default)
32
32
  * @returns A promise with the picking results
33
33
  */
34
- pickAsync(x: number, y: number, scene: Scene, disposeWhenDone?: boolean): Promise<Nullable<AbstractMesh>>;
34
+ pickAsync(x: number, y: number, disposeWhenDone?: boolean): Promise<Nullable<AbstractMesh>>;
35
35
  private _readTexturePixelsAsync;
36
36
  /** Release the resources */
37
37
  dispose(): void;
@@ -3,6 +3,8 @@ import { RenderTargetTexture } from "../Materials/Textures/renderTargetTexture.j
3
3
  import { ShaderMaterial } from "../Materials/shaderMaterial.js";
4
4
  import { Color3, Color4 } from "../Maths/math.color.js";
5
5
  import { VertexBuffer } from "../Meshes/buffer.js";
6
+ import "../Shaders/picking.fragment.js";
7
+ import "../Shaders/picking.vertex.js";
6
8
  /**
7
9
  * Class used to perform a picking operation using GPU
8
10
  * Please note that GPUPIcker cannot pick instances, only meshes
@@ -10,11 +12,10 @@ import { VertexBuffer } from "../Meshes/buffer.js";
10
12
  export class GPUPicker {
11
13
  constructor() {
12
14
  this._pickingTexure = null;
13
- this._idMap = {};
15
+ this._idMap = [];
14
16
  this._idColors = [];
15
- this._cachedMaterials = [];
16
17
  this._meshRenderingCount = 0;
17
- this._userDefinedList = false;
18
+ this._attributeName = "instanceMeshID";
18
19
  }
19
20
  _createRenderTarget(scene, width, height) {
20
21
  this._pickingTexure = new RenderTargetTexture("pickingTexure", { width: width, height: height }, scene, false, undefined, 0, false, 1);
@@ -25,59 +26,86 @@ export class GPUPicker {
25
26
  }
26
27
  const defines = [];
27
28
  const options = {
28
- attributes: [VertexBuffer.PositionKind],
29
- uniforms: ["world", "viewProjection", "color"],
29
+ attributes: [VertexBuffer.PositionKind, this._attributeName],
30
+ uniforms: ["world", "viewProjection", "meshID"],
30
31
  needAlphaBlending: false,
31
32
  defines: defines,
32
33
  useClipPlane: null,
33
34
  };
34
- this._renderMaterial = new ShaderMaterial("colorShader", scene, "color", options, false);
35
+ this._renderMaterial = new ShaderMaterial("pickingShader", scene, "picking", options, false);
35
36
  const callback = (mesh) => {
36
37
  if (!mesh) {
37
38
  return;
38
39
  }
39
40
  const effect = this._renderMaterial.getEffect();
40
41
  if (!mesh.hasInstances && !mesh.isAnInstance) {
41
- effect.setColor4("color", this._idColors[mesh.uniqueId], 1);
42
+ effect.setColor4("meshID", this._idColors[mesh.uniqueId], 1);
42
43
  }
43
44
  this._meshRenderingCount++;
44
45
  };
45
- this._renderMaterial.customBindingObservable.add(callback);
46
+ this._renderMaterial.onBindObservable.add(callback);
46
47
  }
47
48
  /**
48
49
  * Set the list of meshes to pick from
50
+ * Set that value to null to clear the list (and avoid leaks)
49
51
  * @param list defines the list of meshes to pick from
50
52
  */
51
53
  setPickingList(list) {
52
- if (!list) {
53
- if (this._userDefinedList) {
54
- for (let index = 0; index < this._pickableMeshes.length; index++) {
55
- const mesh = this._pickableMeshes[index];
56
- if (mesh.hasInstances) {
57
- mesh.removeVerticesData(VertexBuffer.ColorKind);
58
- }
54
+ if (this._pickableMeshes) {
55
+ // Cleanup
56
+ for (let index = 0; index < this._pickableMeshes.length; index++) {
57
+ const mesh = this._pickableMeshes[index];
58
+ if (mesh.hasInstances) {
59
+ mesh.removeVerticesData(this._attributeName);
60
+ }
61
+ if (this._pickingTexure) {
62
+ this._pickingTexure.setMaterialForRendering(mesh, undefined);
59
63
  }
60
64
  }
61
- this._userDefinedList = false;
62
- this._pickableMeshes = [];
63
- this._idMap = {};
64
- this._idColors = [];
65
+ this._pickableMeshes.length = 0;
66
+ this._idMap.length = 0;
67
+ this._idColors.length = 0;
68
+ if (this._pickingTexure) {
69
+ this._pickingTexure.renderList = [];
70
+ }
71
+ }
72
+ if (!list || list.length === 0) {
65
73
  return;
66
74
  }
67
- this._userDefinedList = true;
68
75
  this._pickableMeshes = list;
76
+ // Prepare target
77
+ const scene = list[0].getScene();
78
+ const engine = scene.getEngine();
79
+ const rttSizeW = engine.getRenderWidth();
80
+ const rttSizeH = engine.getRenderHeight();
81
+ if (!this._pickingTexure) {
82
+ this._createRenderTarget(scene, rttSizeW, rttSizeH);
83
+ }
84
+ else {
85
+ const size = this._pickingTexure.getSize();
86
+ if (size.width !== rttSizeW || size.height !== rttSizeH || this._cachedScene !== scene) {
87
+ this._pickingTexure.dispose();
88
+ this._createRenderTarget(scene, rttSizeW, rttSizeH);
89
+ }
90
+ }
91
+ if (!this._cachedScene || this._cachedScene !== scene) {
92
+ this._createColorMaterial(scene);
93
+ }
94
+ this._cachedScene = scene;
95
+ this._pickingTexure.renderList = [];
69
96
  // We will affect colors and create vertex color buffers
70
97
  let id = 1;
71
98
  for (let index = 0; index < this._pickableMeshes.length; index++) {
72
99
  const mesh = this._pickableMeshes[index];
73
- mesh.useVertexColors = false;
100
+ this._pickingTexure.setMaterialForRendering(mesh, this._renderMaterial);
101
+ this._pickingTexure.renderList.push(mesh);
74
102
  if (mesh.isAnInstance) {
75
103
  continue; // This will be handled by the source mesh
76
104
  }
77
105
  const r = (id & 0xff0000) >> 16;
78
106
  const g = (id & 0x00ff00) >> 8;
79
107
  const b = (id & 0x0000ff) >> 0;
80
- this._idMap[`${r}_${g}_${b}`] = index;
108
+ this._idMap[id] = index;
81
109
  id++;
82
110
  if (mesh.hasInstances) {
83
111
  const instances = mesh.instances;
@@ -92,14 +120,14 @@ export class GPUPicker {
92
120
  const r = (id & 0xff0000) >> 16;
93
121
  const g = (id & 0x00ff00) >> 8;
94
122
  const b = (id & 0x0000ff) >> 0;
95
- this._idMap[`${r}_${g}_${b}`] = this._pickableMeshes.indexOf(instance);
123
+ this._idMap[id] = this._pickableMeshes.indexOf(instance);
96
124
  colorData[(i + 1) * 4] = r / 255.0;
97
125
  colorData[(i + 1) * 4 + 1] = g / 255.0;
98
126
  colorData[(i + 1) * 4 + 2] = b / 255.0;
99
127
  colorData[(i + 1) * 4 + 3] = 1.0;
100
128
  id++;
101
129
  }
102
- const buffer = new VertexBuffer(engine, colorData, VertexBuffer.ColorKind, false, false, 4, true);
130
+ const buffer = new VertexBuffer(engine, colorData, this._attributeName, false, false, 4, true);
103
131
  mesh.setVerticesBuffer(buffer, true);
104
132
  }
105
133
  else {
@@ -111,17 +139,32 @@ export class GPUPicker {
111
139
  * Execute a picking operation
112
140
  * @param x defines the X coordinates where to run the pick
113
141
  * @param y defines the Y coordinates where to run the pick
114
- * @param scene defines the scene to pick from
115
- * @param disposeWhenDone defines a boolean indicating we do not want to keep resources alive
142
+ * @param disposeWhenDone defines a boolean indicating we do not want to keep resources alive (false by default)
116
143
  * @returns A promise with the picking results
117
144
  */
118
- pickAsync(x, y, scene, disposeWhenDone = true) {
145
+ pickAsync(x, y, disposeWhenDone = false) {
146
+ if (!this._pickableMeshes || this._pickableMeshes.length === 0) {
147
+ return Promise.resolve(null);
148
+ }
149
+ const scene = this._cachedScene;
119
150
  const engine = scene.getEngine();
120
151
  const rttSizeW = engine.getRenderWidth();
121
152
  const rttSizeH = engine.getRenderHeight();
122
153
  if (!this._readbuffer) {
123
154
  this._readbuffer = new Uint8Array(engine.isWebGPU ? 256 : 4); // Because of block alignment in WebGPU
124
155
  }
156
+ // Do we need to rebuild the RTT?
157
+ const size = this._pickingTexure.getSize();
158
+ if (size.width !== rttSizeW || size.height !== rttSizeH) {
159
+ this._pickingTexure.dispose();
160
+ this._createRenderTarget(scene, rttSizeW, rttSizeH);
161
+ this._pickingTexure.renderList = [];
162
+ for (let index = 0; index < this._pickableMeshes.length; index++) {
163
+ const mesh = this._pickableMeshes[index];
164
+ this._pickingTexure.setMaterialForRendering(mesh, this._renderMaterial);
165
+ this._pickingTexure.renderList.push(mesh);
166
+ }
167
+ }
125
168
  this._meshRenderingCount = 0;
126
169
  // Ensure ints
127
170
  x = x >> 0;
@@ -131,48 +174,9 @@ export class GPUPicker {
131
174
  }
132
175
  // Invert Y
133
176
  y = rttSizeH - y;
134
- if (!this._pickingTexure) {
135
- this._createRenderTarget(scene, rttSizeW, rttSizeH);
136
- }
137
- else {
138
- const size = this._pickingTexure.getSize();
139
- if (size.width !== rttSizeW || size.height !== rttSizeH || this._cachedScene !== scene) {
140
- this._pickingTexure.dispose();
141
- this._createRenderTarget(scene, rttSizeW, rttSizeH);
142
- }
143
- }
144
- if (!this._cachedScene || this._cachedScene !== scene) {
145
- this._createColorMaterial(scene);
146
- }
147
- this._cachedScene = scene;
148
- scene.customRenderTargets.push(this._pickingTexure);
149
- this._pickingTexure.renderList = [];
150
177
  this._pickingTexure.clearColor = new Color4(0, 0, 0, 0);
151
- // We need to give every mesh an unique color (when there is no picking list)
178
+ scene.customRenderTargets.push(this._pickingTexure);
152
179
  this._pickingTexure.onBeforeRender = () => {
153
- if (!this._userDefinedList) {
154
- this._pickableMeshes = scene.meshes.filter((m) => m.geometry && m.isPickable && m.onBeforeRenderObservable);
155
- }
156
- for (let index = 0; index < this._pickableMeshes.length; index++) {
157
- const mesh = this._pickableMeshes[index];
158
- if (!mesh.isAnInstance) {
159
- this._cachedMaterials[index] = mesh.material;
160
- if (!this._userDefinedList) {
161
- // We need to define the color for each mesh as it was not previously defined
162
- const id = index + 1;
163
- const r = (id & 0xff0000) >> 16;
164
- const g = (id & 0x00ff00) >> 8;
165
- const b = (id & 0x0000ff) >> 0;
166
- this._idMap[`${r}_${g}_${b}`] = index;
167
- this._idColors[mesh.uniqueId] = Color3.FromInts(r, g, b);
168
- }
169
- else {
170
- mesh.useVertexColors = true; // In that case we will be using vertex colors and not an uniform to support instances
171
- }
172
- mesh.material = this._renderMaterial;
173
- }
174
- this._pickingTexure?.renderList?.push(mesh);
175
- }
176
180
  // Enable scissor
177
181
  if (engine.enableScissor) {
178
182
  engine.enableScissor(x, y, 1, 1);
@@ -189,16 +193,6 @@ export class GPUPicker {
189
193
  }
190
194
  let pickedMesh = null;
191
195
  const wasSuccessfull = this._meshRenderingCount > 0;
192
- // Restore materials
193
- for (let index = 0; index < this._pickableMeshes.length; index++) {
194
- const mesh = this._pickableMeshes[index];
195
- if (!mesh.isAnInstance) {
196
- mesh.material = this._cachedMaterials[index];
197
- if (this._userDefinedList) {
198
- mesh.useVertexColors = false;
199
- }
200
- }
201
- }
202
196
  if (wasSuccessfull) {
203
197
  // Remove from the active RTTs
204
198
  const index = scene.customRenderTargets.indexOf(this._pickingTexure);
@@ -207,17 +201,14 @@ export class GPUPicker {
207
201
  }
208
202
  // Do the actual picking
209
203
  if (await this._readTexturePixelsAsync(x, y)) {
210
- const colorId = `${this._readbuffer[0]}_${this._readbuffer[1]}_${this._readbuffer[2]}`;
204
+ const r = this._readbuffer[0];
205
+ const g = this._readbuffer[1];
206
+ const b = this._readbuffer[2];
207
+ const colorId = (r << 16) + (g << 8) + b;
211
208
  pickedMesh = this._pickableMeshes[this._idMap[colorId]];
212
209
  }
213
210
  }
214
211
  // Clean-up
215
- if (!this._userDefinedList) {
216
- this._idMap = {};
217
- this._idColors = [];
218
- this._pickableMeshes = [];
219
- }
220
- this._pickingTexure.renderList = [];
221
212
  if (!wasSuccessfull) {
222
213
  this._meshRenderingCount = 0;
223
214
  return; // We need to wait for the shaders to be ready
@@ -241,10 +232,7 @@ export class GPUPicker {
241
232
  }
242
233
  /** Release the resources */
243
234
  dispose() {
244
- if (this._userDefinedList) {
245
- this.setPickingList(null);
246
- }
247
- this._pickableMeshes = [];
235
+ this.setPickingList(null);
248
236
  this._cachedScene = null;
249
237
  // Cleaning up
250
238
  this._pickingTexure?.dispose();
@@ -1 +1 @@
1
- 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{ Constants } from \"core/Engines/constants\";\r\nimport type { Engine } from \"core/Engines/engine\";\r\nimport type { WebGPUEngine } from \"core/Engines/webgpuEngine\";\r\nimport { RenderTargetTexture } from \"core/Materials/Textures/renderTargetTexture\";\r\nimport type { Material } from \"core/Materials/material\";\r\nimport { ShaderMaterial } from \"core/Materials/shaderMaterial\";\r\nimport { Color3, Color4 } from \"core/Maths/math.color\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { VertexBuffer } from \"core/Meshes/buffer\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport type { Scene } from \"core/scene\";\r\nimport type { Nullable } from \"core/types\";\r\n\r\n/**\r\n * Class used to perform a picking operation using GPU\r\n * Please note that GPUPIcker cannot pick instances, only meshes\r\n */\r\nexport class GPUPicker {\r\n private _pickingTexure: Nullable<RenderTargetTexture> = null;\r\n private _idMap: { [key: string]: number } = {};\r\n private _idColors: Array<Color3> = [];\r\n private _cachedMaterials: Array<Nullable<Material>> = [];\r\n private _cachedScene: Nullable<Scene>;\r\n private _renderMaterial: Nullable<ShaderMaterial>;\r\n private _pickableMeshes: Array<AbstractMesh>;\r\n private _readbuffer: Uint8Array;\r\n private _meshRenderingCount: number = 0;\r\n private _userDefinedList = false;\r\n\r\n private _createRenderTarget(scene: Scene, width: number, height: number) {\r\n this._pickingTexure = new RenderTargetTexture(\r\n \"pickingTexure\",\r\n { width: width, height: height },\r\n scene,\r\n false,\r\n undefined,\r\n Constants.TEXTURETYPE_UNSIGNED_INT,\r\n false,\r\n Constants.TEXTURE_NEAREST_NEAREST\r\n );\r\n }\r\n\r\n private _createColorMaterial(scene: Scene) {\r\n if (this._renderMaterial) {\r\n this._renderMaterial.dispose();\r\n }\r\n\r\n const defines: string[] = [];\r\n const options = {\r\n attributes: [VertexBuffer.PositionKind],\r\n uniforms: [\"world\", \"viewProjection\", \"color\"],\r\n needAlphaBlending: false,\r\n defines: defines,\r\n useClipPlane: null,\r\n };\r\n\r\n this._renderMaterial = new ShaderMaterial(\"colorShader\", scene, \"color\", options, false);\r\n\r\n const callback = (mesh: AbstractMesh | undefined) => {\r\n if (!mesh) {\r\n return;\r\n }\r\n\r\n const effect = this._renderMaterial!.getEffect();\r\n\r\n if (!mesh.hasInstances && !mesh.isAnInstance) {\r\n effect.setColor4(\"color\", this._idColors[mesh.uniqueId], 1);\r\n }\r\n\r\n this._meshRenderingCount++;\r\n };\r\n\r\n this._renderMaterial.customBindingObservable.add(callback);\r\n }\r\n\r\n /**\r\n * Set the list of meshes to pick from\r\n * @param list defines the list of meshes to pick from\r\n */\r\n public setPickingList(list: Nullable<Array<AbstractMesh>>) {\r\n if (!list) {\r\n if (this._userDefinedList) {\r\n for (let index = 0; index < this._pickableMeshes.length; index++) {\r\n const mesh = this._pickableMeshes[index];\r\n if (mesh.hasInstances) {\r\n (mesh as Mesh).removeVerticesData(VertexBuffer.ColorKind);\r\n }\r\n }\r\n }\r\n this._userDefinedList = false;\r\n this._pickableMeshes = [];\r\n this._idMap = {};\r\n this._idColors = [];\r\n return;\r\n }\r\n this._userDefinedList = true;\r\n this._pickableMeshes = list;\r\n\r\n // We will affect colors and create vertex color buffers\r\n let id = 1;\r\n for (let index = 0; index < this._pickableMeshes.length; index++) {\r\n const mesh = this._pickableMeshes[index];\r\n mesh.useVertexColors = false;\r\n\r\n if (mesh.isAnInstance) {\r\n continue; // This will be handled by the source mesh\r\n }\r\n\r\n const r = (id & 0xff0000) >> 16;\r\n const g = (id & 0x00ff00) >> 8;\r\n const b = (id & 0x0000ff) >> 0;\r\n this._idMap[`${r}_${g}_${b}`] = index;\r\n id++;\r\n\r\n if (mesh.hasInstances) {\r\n const instances = (mesh as Mesh).instances;\r\n const colorData = new Float32Array(4 * (instances.length + 1));\r\n const engine = mesh.getEngine();\r\n\r\n colorData[0] = r / 255.0;\r\n colorData[1] = g / 255.0;\r\n colorData[2] = b / 255.0;\r\n colorData[3] = 1.0;\r\n for (let i = 0; i < instances.length; i++) {\r\n const instance = instances[i];\r\n const r = (id & 0xff0000) >> 16;\r\n const g = (id & 0x00ff00) >> 8;\r\n const b = (id & 0x0000ff) >> 0;\r\n this._idMap[`${r}_${g}_${b}`] = this._pickableMeshes.indexOf(instance);\r\n\r\n colorData[(i + 1) * 4] = r / 255.0;\r\n colorData[(i + 1) * 4 + 1] = g / 255.0;\r\n colorData[(i + 1) * 4 + 2] = b / 255.0;\r\n colorData[(i + 1) * 4 + 3] = 1.0;\r\n id++;\r\n }\r\n\r\n const buffer = new VertexBuffer(engine, colorData, VertexBuffer.ColorKind, false, false, 4, true);\r\n (mesh as Mesh).setVerticesBuffer(buffer, true);\r\n } else {\r\n this._idColors[mesh.uniqueId] = Color3.FromInts(r, g, b);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Execute a picking operation\r\n * @param x defines the X coordinates where to run the pick\r\n * @param y defines the Y coordinates where to run the pick\r\n * @param scene defines the scene to pick from\r\n * @param disposeWhenDone defines a boolean indicating we do not want to keep resources alive\r\n * @returns A promise with the picking results\r\n */\r\n public pickAsync(x: number, y: number, scene: Scene, disposeWhenDone = true): Promise<Nullable<AbstractMesh>> {\r\n const engine = scene.getEngine();\r\n const rttSizeW = engine.getRenderWidth();\r\n const rttSizeH = engine.getRenderHeight();\r\n\r\n if (!this._readbuffer) {\r\n this._readbuffer = new Uint8Array(engine.isWebGPU ? 256 : 4); // Because of block alignment in WebGPU\r\n }\r\n\r\n this._meshRenderingCount = 0;\r\n // Ensure ints\r\n x = x >> 0;\r\n y = y >> 0;\r\n\r\n if (x < 0 || y < 0 || x >= rttSizeW || y >= rttSizeH) {\r\n return Promise.resolve(null);\r\n }\r\n\r\n // Invert Y\r\n y = rttSizeH - y;\r\n\r\n if (!this._pickingTexure) {\r\n this._createRenderTarget(scene, rttSizeW, rttSizeH);\r\n } else {\r\n const size = this._pickingTexure.getSize();\r\n\r\n if (size.width !== rttSizeW || size.height !== rttSizeH || this._cachedScene !== scene) {\r\n this._pickingTexure.dispose();\r\n this._createRenderTarget(scene, rttSizeW, rttSizeH);\r\n }\r\n }\r\n\r\n if (!this._cachedScene || this._cachedScene !== scene) {\r\n this._createColorMaterial(scene);\r\n }\r\n\r\n this._cachedScene = scene;\r\n scene.customRenderTargets.push(this._pickingTexure!);\r\n this._pickingTexure!.renderList = [];\r\n this._pickingTexure!.clearColor = new Color4(0, 0, 0, 0);\r\n\r\n // We need to give every mesh an unique color (when there is no picking list)\r\n this._pickingTexure!.onBeforeRender = () => {\r\n if (!this._userDefinedList) {\r\n this._pickableMeshes = scene.meshes.filter((m) => (m as Mesh).geometry && m.isPickable && (m as Mesh).onBeforeRenderObservable) as Mesh[];\r\n }\r\n\r\n for (let index = 0; index < this._pickableMeshes.length; index++) {\r\n const mesh = this._pickableMeshes[index];\r\n if (!mesh.isAnInstance) {\r\n this._cachedMaterials[index] = mesh.material;\r\n if (!this._userDefinedList) {\r\n // We need to define the color for each mesh as it was not previously defined\r\n const id = index + 1;\r\n const r = (id & 0xff0000) >> 16;\r\n const g = (id & 0x00ff00) >> 8;\r\n const b = (id & 0x0000ff) >> 0;\r\n this._idMap[`${r}_${g}_${b}`] = index;\r\n\r\n this._idColors[mesh.uniqueId] = Color3.FromInts(r, g, b);\r\n } else {\r\n mesh.useVertexColors = true; // In that case we will be using vertex colors and not an uniform to support instances\r\n }\r\n mesh.material = this._renderMaterial;\r\n }\r\n this._pickingTexure?.renderList?.push(mesh);\r\n }\r\n\r\n // Enable scissor\r\n if ((engine as WebGPUEngine | Engine).enableScissor) {\r\n (engine as WebGPUEngine | Engine).enableScissor(x, y, 1, 1);\r\n }\r\n };\r\n\r\n return new Promise((resolve, reject) => {\r\n this._pickingTexure!.onAfterRender = async () => {\r\n // Disable scissor\r\n if ((engine as WebGPUEngine | Engine).disableScissor) {\r\n (engine as WebGPUEngine | Engine).disableScissor();\r\n }\r\n\r\n if (!this._pickingTexure) {\r\n reject();\r\n }\r\n\r\n let pickedMesh: Nullable<AbstractMesh> = null;\r\n const wasSuccessfull = this._meshRenderingCount > 0;\r\n\r\n // Restore materials\r\n for (let index = 0; index < this._pickableMeshes.length; index++) {\r\n const mesh = this._pickableMeshes[index];\r\n if (!mesh.isAnInstance) {\r\n mesh.material = this._cachedMaterials[index];\r\n\r\n if (this._userDefinedList) {\r\n mesh.useVertexColors = false;\r\n }\r\n }\r\n }\r\n\r\n if (wasSuccessfull) {\r\n // Remove from the active RTTs\r\n const index = scene.customRenderTargets.indexOf(this._pickingTexure!);\r\n if (index > -1) {\r\n scene.customRenderTargets.splice(index, 1);\r\n }\r\n\r\n // Do the actual picking\r\n if (await this._readTexturePixelsAsync(x, y)) {\r\n const colorId = `${this._readbuffer[0]}_${this._readbuffer[1]}_${this._readbuffer[2]}`;\r\n pickedMesh = this._pickableMeshes[this._idMap[colorId]];\r\n }\r\n }\r\n\r\n // Clean-up\r\n if (!this._userDefinedList) {\r\n this._idMap = {};\r\n this._idColors = [];\r\n\r\n this._pickableMeshes = [];\r\n }\r\n this._pickingTexure!.renderList = [];\r\n\r\n if (!wasSuccessfull) {\r\n this._meshRenderingCount = 0;\r\n return; // We need to wait for the shaders to be ready\r\n } else {\r\n if (disposeWhenDone) {\r\n this.dispose();\r\n }\r\n resolve(pickedMesh);\r\n }\r\n };\r\n });\r\n }\r\n\r\n private async _readTexturePixelsAsync(x: number, y: number) {\r\n if (!this._cachedScene || !this._pickingTexure?._texture) {\r\n return false;\r\n }\r\n const engine = this._cachedScene.getEngine();\r\n await engine._readTexturePixels(this._pickingTexure._texture, 1, 1, -1, 0, this._readbuffer, true, true, x, y);\r\n\r\n return true;\r\n }\r\n\r\n /** Release the resources */\r\n public dispose() {\r\n if (this._userDefinedList) {\r\n this.setPickingList(null);\r\n }\r\n this._pickableMeshes = [];\r\n this._cachedScene = null;\r\n\r\n // Cleaning up\r\n this._pickingTexure?.dispose();\r\n this._pickingTexure = null;\r\n this._renderMaterial?.dispose();\r\n this._renderMaterial = null;\r\n }\r\n}\r\n"]}
1
+ 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{ Constants } from \"core/Engines/constants\";\r\nimport type { Engine } from \"core/Engines/engine\";\r\nimport type { WebGPUEngine } from \"core/Engines/webgpuEngine\";\r\nimport { RenderTargetTexture } from \"core/Materials/Textures/renderTargetTexture\";\r\nimport { ShaderMaterial } from \"core/Materials/shaderMaterial\";\r\nimport { Color3, Color4 } from \"core/Maths/math.color\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { VertexBuffer } from \"core/Meshes/buffer\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport type { Scene } from \"core/scene\";\r\nimport type { Nullable } from \"core/types\";\r\n\r\nimport \"../Shaders/picking.fragment\";\r\nimport \"../Shaders/picking.vertex\";\r\n\r\n/**\r\n * Class used to perform a picking operation using GPU\r\n * Please note that GPUPIcker cannot pick instances, only meshes\r\n */\r\nexport class GPUPicker {\r\n private _pickingTexure: Nullable<RenderTargetTexture> = null;\r\n private _idMap: Array<number> = [];\r\n private _idColors: Array<Color3> = [];\r\n private _cachedScene: Nullable<Scene>;\r\n private _renderMaterial: Nullable<ShaderMaterial>;\r\n private _pickableMeshes: Array<AbstractMesh>;\r\n private _readbuffer: Uint8Array;\r\n private _meshRenderingCount: number = 0;\r\n private _attributeName = \"instanceMeshID\";\r\n\r\n private _createRenderTarget(scene: Scene, width: number, height: number) {\r\n this._pickingTexure = new RenderTargetTexture(\r\n \"pickingTexure\",\r\n { width: width, height: height },\r\n scene,\r\n false,\r\n undefined,\r\n Constants.TEXTURETYPE_UNSIGNED_INT,\r\n false,\r\n Constants.TEXTURE_NEAREST_NEAREST\r\n );\r\n }\r\n\r\n private _createColorMaterial(scene: Scene) {\r\n if (this._renderMaterial) {\r\n this._renderMaterial.dispose();\r\n }\r\n\r\n const defines: string[] = [];\r\n const options = {\r\n attributes: [VertexBuffer.PositionKind, this._attributeName],\r\n uniforms: [\"world\", \"viewProjection\", \"meshID\"],\r\n needAlphaBlending: false,\r\n defines: defines,\r\n useClipPlane: null,\r\n };\r\n\r\n this._renderMaterial = new ShaderMaterial(\"pickingShader\", scene, \"picking\", options, false);\r\n\r\n const callback = (mesh: AbstractMesh | undefined) => {\r\n if (!mesh) {\r\n return;\r\n }\r\n\r\n const effect = this._renderMaterial!.getEffect();\r\n\r\n if (!mesh.hasInstances && !mesh.isAnInstance) {\r\n effect.setColor4(\"meshID\", this._idColors[mesh.uniqueId], 1);\r\n }\r\n\r\n this._meshRenderingCount++;\r\n };\r\n\r\n this._renderMaterial.onBindObservable.add(callback);\r\n }\r\n\r\n /**\r\n * Set the list of meshes to pick from\r\n * Set that value to null to clear the list (and avoid leaks)\r\n * @param list defines the list of meshes to pick from\r\n */\r\n public setPickingList(list: Nullable<Array<AbstractMesh>>) {\r\n if (this._pickableMeshes) {\r\n // Cleanup\r\n for (let index = 0; index < this._pickableMeshes.length; index++) {\r\n const mesh = this._pickableMeshes[index];\r\n if (mesh.hasInstances) {\r\n (mesh as Mesh).removeVerticesData(this._attributeName);\r\n }\r\n if (this._pickingTexure) {\r\n this._pickingTexure!.setMaterialForRendering(mesh, undefined);\r\n }\r\n }\r\n this._pickableMeshes.length = 0;\r\n this._idMap.length = 0;\r\n this._idColors.length = 0;\r\n if (this._pickingTexure) {\r\n this._pickingTexure.renderList = [];\r\n }\r\n }\r\n if (!list || list.length === 0) {\r\n return;\r\n }\r\n this._pickableMeshes = list;\r\n\r\n // Prepare target\r\n const scene = list[0].getScene();\r\n const engine = scene.getEngine();\r\n const rttSizeW = engine.getRenderWidth();\r\n const rttSizeH = engine.getRenderHeight();\r\n if (!this._pickingTexure) {\r\n this._createRenderTarget(scene, rttSizeW, rttSizeH);\r\n } else {\r\n const size = this._pickingTexure.getSize();\r\n\r\n if (size.width !== rttSizeW || size.height !== rttSizeH || this._cachedScene !== scene) {\r\n this._pickingTexure.dispose();\r\n this._createRenderTarget(scene, rttSizeW, rttSizeH);\r\n }\r\n }\r\n\r\n if (!this._cachedScene || this._cachedScene !== scene) {\r\n this._createColorMaterial(scene);\r\n }\r\n\r\n this._cachedScene = scene;\r\n this._pickingTexure!.renderList = [];\r\n\r\n // We will affect colors and create vertex color buffers\r\n let id = 1;\r\n for (let index = 0; index < this._pickableMeshes.length; index++) {\r\n const mesh = this._pickableMeshes[index];\r\n this._pickingTexure!.setMaterialForRendering(mesh, this._renderMaterial!);\r\n this._pickingTexure!.renderList.push(mesh);\r\n\r\n if (mesh.isAnInstance) {\r\n continue; // This will be handled by the source mesh\r\n }\r\n\r\n const r = (id & 0xff0000) >> 16;\r\n const g = (id & 0x00ff00) >> 8;\r\n const b = (id & 0x0000ff) >> 0;\r\n this._idMap[id] = index;\r\n id++;\r\n\r\n if (mesh.hasInstances) {\r\n const instances = (mesh as Mesh).instances;\r\n const colorData = new Float32Array(4 * (instances.length + 1));\r\n const engine = mesh.getEngine();\r\n\r\n colorData[0] = r / 255.0;\r\n colorData[1] = g / 255.0;\r\n colorData[2] = b / 255.0;\r\n colorData[3] = 1.0;\r\n for (let i = 0; i < instances.length; i++) {\r\n const instance = instances[i];\r\n const r = (id & 0xff0000) >> 16;\r\n const g = (id & 0x00ff00) >> 8;\r\n const b = (id & 0x0000ff) >> 0;\r\n this._idMap[id] = this._pickableMeshes.indexOf(instance);\r\n\r\n colorData[(i + 1) * 4] = r / 255.0;\r\n colorData[(i + 1) * 4 + 1] = g / 255.0;\r\n colorData[(i + 1) * 4 + 2] = b / 255.0;\r\n colorData[(i + 1) * 4 + 3] = 1.0;\r\n id++;\r\n }\r\n\r\n const buffer = new VertexBuffer(engine, colorData, this._attributeName, false, false, 4, true);\r\n (mesh as Mesh).setVerticesBuffer(buffer, true);\r\n } else {\r\n this._idColors[mesh.uniqueId] = Color3.FromInts(r, g, b);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Execute a picking operation\r\n * @param x defines the X coordinates where to run the pick\r\n * @param y defines the Y coordinates where to run the pick\r\n * @param disposeWhenDone defines a boolean indicating we do not want to keep resources alive (false by default)\r\n * @returns A promise with the picking results\r\n */\r\n public pickAsync(x: number, y: number, disposeWhenDone = false): Promise<Nullable<AbstractMesh>> {\r\n if (!this._pickableMeshes || this._pickableMeshes.length === 0) {\r\n return Promise.resolve(null);\r\n }\r\n\r\n const scene = this._cachedScene!;\r\n const engine = scene.getEngine();\r\n const rttSizeW = engine.getRenderWidth();\r\n const rttSizeH = engine.getRenderHeight();\r\n\r\n if (!this._readbuffer) {\r\n this._readbuffer = new Uint8Array(engine.isWebGPU ? 256 : 4); // Because of block alignment in WebGPU\r\n }\r\n\r\n // Do we need to rebuild the RTT?\r\n const size = this._pickingTexure!.getSize();\r\n\r\n if (size.width !== rttSizeW || size.height !== rttSizeH) {\r\n this._pickingTexure!.dispose();\r\n this._createRenderTarget(scene, rttSizeW, rttSizeH);\r\n\r\n this._pickingTexure!.renderList = [];\r\n for (let index = 0; index < this._pickableMeshes.length; index++) {\r\n const mesh = this._pickableMeshes[index];\r\n this._pickingTexure!.setMaterialForRendering(mesh, this._renderMaterial!);\r\n this._pickingTexure!.renderList.push(mesh);\r\n }\r\n }\r\n\r\n this._meshRenderingCount = 0;\r\n // Ensure ints\r\n x = x >> 0;\r\n y = y >> 0;\r\n\r\n if (x < 0 || y < 0 || x >= rttSizeW || y >= rttSizeH) {\r\n return Promise.resolve(null);\r\n }\r\n\r\n // Invert Y\r\n y = rttSizeH - y;\r\n\r\n this._pickingTexure!.clearColor = new Color4(0, 0, 0, 0);\r\n\r\n scene.customRenderTargets.push(this._pickingTexure!);\r\n this._pickingTexure!.onBeforeRender = () => {\r\n // Enable scissor\r\n if ((engine as WebGPUEngine | Engine).enableScissor) {\r\n (engine as WebGPUEngine | Engine).enableScissor(x, y, 1, 1);\r\n }\r\n };\r\n\r\n return new Promise((resolve, reject) => {\r\n this._pickingTexure!.onAfterRender = async () => {\r\n // Disable scissor\r\n if ((engine as WebGPUEngine | Engine).disableScissor) {\r\n (engine as WebGPUEngine | Engine).disableScissor();\r\n }\r\n\r\n if (!this._pickingTexure) {\r\n reject();\r\n }\r\n\r\n let pickedMesh: Nullable<AbstractMesh> = null;\r\n const wasSuccessfull = this._meshRenderingCount > 0;\r\n\r\n if (wasSuccessfull) {\r\n // Remove from the active RTTs\r\n const index = scene.customRenderTargets.indexOf(this._pickingTexure!);\r\n if (index > -1) {\r\n scene.customRenderTargets.splice(index, 1);\r\n }\r\n\r\n // Do the actual picking\r\n if (await this._readTexturePixelsAsync(x, y)) {\r\n const r = this._readbuffer[0];\r\n const g = this._readbuffer[1];\r\n const b = this._readbuffer[2];\r\n const colorId = (r << 16) + (g << 8) + b;\r\n pickedMesh = this._pickableMeshes[this._idMap[colorId]];\r\n }\r\n }\r\n\r\n // Clean-up\r\n if (!wasSuccessfull) {\r\n this._meshRenderingCount = 0;\r\n return; // We need to wait for the shaders to be ready\r\n } else {\r\n if (disposeWhenDone) {\r\n this.dispose();\r\n }\r\n resolve(pickedMesh);\r\n }\r\n };\r\n });\r\n }\r\n\r\n private async _readTexturePixelsAsync(x: number, y: number) {\r\n if (!this._cachedScene || !this._pickingTexure?._texture) {\r\n return false;\r\n }\r\n const engine = this._cachedScene.getEngine();\r\n await engine._readTexturePixels(this._pickingTexure._texture, 1, 1, -1, 0, this._readbuffer, true, true, x, y);\r\n\r\n return true;\r\n }\r\n\r\n /** Release the resources */\r\n public dispose() {\r\n this.setPickingList(null);\r\n this._cachedScene = null;\r\n\r\n // Cleaning up\r\n this._pickingTexure?.dispose();\r\n this._pickingTexure = null;\r\n this._renderMaterial?.dispose();\r\n this._renderMaterial = null;\r\n }\r\n}\r\n"]}
@@ -4,7 +4,7 @@ import type { Scene } from "../../scene";
4
4
  declare module "../../Engines/abstractEngine" {
5
5
  interface AbstractEngine {
6
6
  /** @internal */
7
- createCubeTextureBase(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any, createPolynomials: boolean, lodScale: number, lodOffset: number, fallback: Nullable<InternalTexture>, beforeLoadCubeDataCallback: Nullable<(texture: InternalTexture, data: ArrayBufferView | ArrayBufferView[]) => void>, imageHandler: Nullable<(texture: InternalTexture, imgs: HTMLImageElement[] | ImageBitmap[]) => void>, useSRGBBuffer: boolean): InternalTexture;
7
+ createCubeTextureBase(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any, createPolynomials: boolean, lodScale: number, lodOffset: number, fallback: Nullable<InternalTexture>, beforeLoadCubeDataCallback: Nullable<(texture: InternalTexture, data: ArrayBufferView | ArrayBufferView[]) => void>, imageHandler: Nullable<(texture: InternalTexture, imgs: HTMLImageElement[] | ImageBitmap[]) => void>, useSRGBBuffer: boolean, buffer: Nullable<ArrayBufferView>): InternalTexture;
8
8
  /** @internal */
9
9
  _partialLoadFile(url: string, index: number, loadedFiles: ArrayBuffer[], onfinish: (files: ArrayBuffer[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
10
10
  /** @internal */