@babylonjs/core 7.13.0 → 7.13.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Animations/animationGroupMask.d.ts +1 -1
- package/Animations/animationKey.d.ts +1 -1
- package/Behaviors/Meshes/handConstraintBehavior.d.ts +3 -3
- package/Buffers/bufferUtils.d.ts +13 -0
- package/Buffers/bufferUtils.js +42 -0
- package/Buffers/bufferUtils.js.map +1 -0
- package/Buffers/index.d.ts +1 -0
- package/Buffers/index.js +1 -0
- package/Buffers/index.js.map +1 -1
- package/Cameras/Inputs/flyCameraMouseInput.d.ts +0 -1
- package/Cameras/Inputs/flyCameraMouseInput.js +0 -1
- package/Cameras/Inputs/flyCameraMouseInput.js.map +1 -1
- package/Collisions/gpuPicker.d.ts +1 -0
- package/Collisions/gpuPicker.js +1 -0
- package/Collisions/gpuPicker.js.map +1 -1
- package/Debug/debugLayer.d.ts +1 -1
- package/Decorators/nodeDecorator.d.ts +1 -1
- package/DeviceInput/InputDevices/deviceEnums.d.ts +5 -5
- package/Engines/Extensions/engine.computeShader.d.ts +1 -1
- package/Engines/WebGPU/webgpuConstants.d.ts +39 -39
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Events/deviceInputEvents.d.ts +1 -1
- package/FlowGraph/flowGraph.d.ts +1 -1
- package/FlowGraph/flowGraphConnection.d.ts +1 -1
- package/Gamepads/dualShockGamepad.d.ts +2 -2
- package/Gamepads/xboxGamepad.d.ts +2 -2
- package/Gizmos/gizmo.d.ts +2 -2
- package/Loading/sceneLoader.d.ts +1 -1
- package/Materials/GreasedLine/greasedLineMaterialInterfaces.d.ts +3 -3
- package/Materials/Node/Blocks/meshAttributeExistsBlock.d.ts +1 -1
- package/Materials/Node/Blocks/waveBlock.d.ts +1 -1
- package/Materials/Node/Enums/nodeMaterialBlockConnectionPointMode.d.ts +1 -1
- package/Materials/Node/nodeMaterialBlockConnectionPoint.d.ts +2 -2
- package/Materials/Textures/internalTexture.d.ts +1 -1
- package/Materials/Textures/ktx2decoderTypes.d.ts +1 -1
- package/Materials/materialPluginEvent.d.ts +1 -1
- package/Materials/meshDebugPluginMaterial.d.ts +1 -1
- package/Materials/shaderLanguage.d.ts +1 -1
- package/Maths/math.axis.d.ts +2 -2
- package/Maths/math.path.d.ts +1 -1
- package/Maths/math.vector.js +32 -6
- package/Maths/math.vector.js.map +1 -1
- package/Meshes/Builders/greasedLineBuilder.d.ts +2 -2
- package/Meshes/GreasedLine/greasedLineBaseMesh.d.ts +3 -3
- package/Meshes/Node/nodeGeometryBlockConnectionPoint.d.ts +2 -2
- package/Meshes/abstractMesh.d.ts +49 -17
- package/Meshes/abstractMesh.js +126 -130
- package/Meshes/abstractMesh.js.map +1 -1
- package/Meshes/csg.js +12 -0
- package/Meshes/csg.js.map +1 -1
- package/Meshes/geometry.d.ts +8 -0
- package/Meshes/geometry.js +17 -0
- package/Meshes/geometry.js.map +1 -1
- package/Meshes/instancedMesh.d.ts +5 -8
- package/Meshes/instancedMesh.js +15 -9
- package/Meshes/instancedMesh.js.map +1 -1
- package/Meshes/mesh.d.ts +7 -3
- package/Meshes/mesh.js +20 -11
- package/Meshes/mesh.js.map +1 -1
- package/Meshes/meshSimplification.d.ts +1 -1
- package/Misc/assetsManager.d.ts +1 -1
- package/Misc/asyncLock.d.ts +24 -0
- package/Misc/asyncLock.js +32 -0
- package/Misc/asyncLock.js.map +1 -0
- package/Misc/copyTextureToTexture.d.ts +1 -1
- package/Misc/iInspectable.d.ts +1 -1
- package/Misc/index.d.ts +1 -0
- package/Misc/index.js +1 -0
- package/Misc/index.js.map +1 -1
- package/Misc/timer.d.ts +1 -1
- package/Misc/virtualJoystick.d.ts +1 -1
- package/Particles/gpuParticleSystem.js +1 -0
- package/Particles/gpuParticleSystem.js.map +1 -1
- package/Particles/pointsCloudSystem.d.ts +1 -1
- package/Particles/subEmitter.d.ts +1 -1
- package/Physics/physicsHelper.d.ts +2 -2
- package/Physics/v2/IPhysicsEnginePlugin.d.ts +8 -8
- package/Physics/v2/physicsMaterial.d.ts +1 -1
- package/PostProcesses/depthOfFieldEffect.d.ts +1 -1
- package/PostProcesses/tonemapPostProcess.d.ts +1 -1
- package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.d.ts +1 -1
- package/XR/features/WebXRHandTracking.d.ts +2 -2
- package/XR/features/WebXRNearInteraction.d.ts +1 -1
- package/XR/webXRTypes.d.ts +2 -2
- package/package.json +1 -1
- package/scene.d.ts +1 -1
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@@ -35,7 +35,7 @@ export interface IAnimationKey {
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/**
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* Enum for the animation key frame interpolation type
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*/
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export declare
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export declare enum AnimationKeyInterpolation {
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/**
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* Use tangents to interpolate between start and end values.
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*/
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@@ -5,7 +5,7 @@ import type { Behavior } from "../behavior";
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/**
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* Zones around the hand
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*/
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export declare
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export declare enum HandConstraintZone {
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/**
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* Above finger tips
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*/
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@@ -26,7 +26,7 @@ export declare const enum HandConstraintZone {
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/**
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* Orientations for the hand zones and for the attached node
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*/
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export declare
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export declare enum HandConstraintOrientation {
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/**
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* Orientation is towards the camera
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*/
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@@ -39,7 +39,7 @@ export declare const enum HandConstraintOrientation {
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/**
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* Orientations for the hand zones and for the attached node
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*/
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export declare
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export declare enum HandConstraintVisibility {
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/**
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* Constraint is always visible
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*/
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@@ -0,0 +1,13 @@
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import type { DataArray } from "../types";
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/**
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* Copies the given data array to the given float array.
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* @param input the input data array
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* @param size the number of components
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* @param type the component type
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* @param byteOffset the byte offset of the data
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* @param byteStride the byte stride of the data
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* @param normalized whether the data is normalized
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* @param totalVertices number of vertices in the buffer to take into account
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* @param output the output float array
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*/
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export declare function CopyFloatData(input: DataArray, size: number, type: number, byteOffset: number, byteStride: number, normalized: boolean, totalVertices: number, output: Float32Array): void;
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import { VertexBuffer } from "./buffer.js";
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/**
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* Copies the given data array to the given float array.
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* @param input the input data array
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* @param size the number of components
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* @param type the component type
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* @param byteOffset the byte offset of the data
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* @param byteStride the byte stride of the data
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* @param normalized whether the data is normalized
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* @param totalVertices number of vertices in the buffer to take into account
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* @param output the output float array
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*/
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export function CopyFloatData(input, size, type, byteOffset, byteStride, normalized, totalVertices, output) {
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const tightlyPackedByteStride = size * VertexBuffer.GetTypeByteLength(type);
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const count = totalVertices * size;
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if (output.length !== count) {
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throw new Error("Output length is not valid");
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}
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if (type !== VertexBuffer.FLOAT || byteStride !== tightlyPackedByteStride) {
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VertexBuffer.ForEach(input, byteOffset, byteStride, size, type, count, normalized, (value, index) => (output[index] = value));
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return;
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}
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if (input instanceof Array) {
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const offset = byteOffset / 4;
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output.set(input, offset);
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}
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else if (input instanceof ArrayBuffer) {
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const floatData = new Float32Array(input, byteOffset, count);
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output.set(floatData);
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}
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else {
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let offset = input.byteOffset + byteOffset;
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// Protect against bad data
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const remainder = offset % 4;
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if (remainder) {
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offset = Math.max(0, offset - remainder);
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}
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const floatData = new Float32Array(input.buffer, offset, count);
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output.set(floatData);
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}
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}
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//# sourceMappingURL=bufferUtils.js.map
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@@ -0,0 +1 @@
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package/Buffers/index.d.ts
CHANGED
package/Buffers/index.js
CHANGED
package/Buffers/index.js.map
CHANGED
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{"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../dev/core/src/Buffers/index.ts"],"names":[],"mappings":"AAAA,cAAc,UAAU,CAAC;AACzB,cAAc,cAAc,CAAC;AAC7B,cAAc,iBAAiB,CAAC;AAChC,OAAO,gBAAgB,CAAC","sourcesContent":["export * from \"./buffer\";\r\nexport * from \"./dataBuffer\";\r\nexport * from \"./storageBuffer\";\r\nimport \"./buffer.align\";\r\n"]}
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{"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../dev/core/src/Buffers/index.ts"],"names":[],"mappings":"AAAA,cAAc,UAAU,CAAC;AACzB,cAAc,eAAe,CAAC;AAC9B,cAAc,cAAc,CAAC;AAC7B,cAAc,iBAAiB,CAAC;AAChC,OAAO,gBAAgB,CAAC","sourcesContent":["export * from \"./buffer\";\r\nexport * from \"./bufferUtils\";\r\nexport * from \"./dataBuffer\";\r\nexport * from \"./storageBuffer\";\r\nimport \"./buffer.align\";\r\n"]}
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private _rollObserver;
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private _previousPosition;
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private _noPreventDefault;
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private _element;
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/**
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* Listen to mouse events to control the camera.
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* @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs
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type { Nullable } from \"../../types\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport type { ICameraInput } from \"../../Cameras/cameraInputsManager\";\r\nimport { CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport type { FlyCamera } from \"../../Cameras/flyCamera\";\r\nimport type { PointerInfo } from \"../../Events/pointerEvents\";\r\nimport { PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Quaternion } from \"../../Maths/math.vector\";\r\nimport { Axis } from \"../../Maths/math.axis\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport type { IPointerEvent } from \"../../Events/deviceInputEvents\";\r\n/**\r\n * Listen to mouse events to control the camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\nexport class FlyCameraMouseInput implements ICameraInput<FlyCamera> {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: FlyCamera;\r\n\r\n /**\r\n * Defines if touch is enabled. (Default is true.)\r\n */\r\n public touchEnabled: boolean;\r\n\r\n /**\r\n * Defines the buttons associated with the input to handle camera rotation.\r\n */\r\n @serialize()\r\n public buttons = [0, 1, 2];\r\n\r\n /**\r\n * Assign buttons for Yaw control.\r\n */\r\n public buttonsYaw: number[] = [-1, 0, 1];\r\n\r\n /**\r\n * Assign buttons for Pitch control.\r\n */\r\n public buttonsPitch: number[] = [-1, 0, 1];\r\n\r\n /**\r\n * Assign buttons for Roll control.\r\n */\r\n public buttonsRoll: number[] = [2];\r\n\r\n /**\r\n * Detect if any button is being pressed while mouse is moved.\r\n * -1 = Mouse locked.\r\n * 0 = Left button.\r\n * 1 = Middle Button.\r\n * 2 = Right Button.\r\n */\r\n public activeButton: number = -1;\r\n\r\n /**\r\n * Defines the pointer's angular sensibility, to control the camera rotation speed.\r\n * Higher values reduce its sensitivity.\r\n */\r\n @serialize()\r\n public angularSensibility = 1000.0;\r\n\r\n private _observer: Nullable<Observer<PointerInfo>>;\r\n private _rollObserver: Nullable<Observer<Scene>>;\r\n private _previousPosition: Nullable<{ x: number; y: number }> = null;\r\n private _noPreventDefault: boolean | undefined;\r\n private _element: HTMLElement;\r\n\r\n /**\r\n * Listen to mouse events to control the camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\n constructor() {}\r\n\r\n /**\r\n * Attach the mouse control to the HTML DOM element.\r\n * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().\r\n */\r\n public attachControl(noPreventDefault?: boolean): void {\r\n // eslint-disable-next-line prefer-rest-params\r\n noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\r\n this._noPreventDefault = noPreventDefault;\r\n\r\n this._observer = this.camera.getScene()._inputManager._addCameraPointerObserver(\r\n (p: any) => {\r\n this._pointerInput(p);\r\n },\r\n PointerEventTypes.POINTERDOWN | PointerEventTypes.POINTERUP | PointerEventTypes.POINTERMOVE\r\n );\r\n\r\n // Correct Roll by rate, if enabled.\r\n this._rollObserver = this.camera.getScene().onBeforeRenderObservable.add(() => {\r\n if (this.camera.rollCorrect) {\r\n this.camera.restoreRoll(this.camera.rollCorrect);\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n */\r\n public detachControl(): void {\r\n if (this._observer) {\r\n this.camera.getScene()._inputManager._removeCameraPointerObserver(this._observer);\r\n\r\n this.camera.getScene().onBeforeRenderObservable.remove(this._rollObserver);\r\n\r\n this._observer = null;\r\n this._rollObserver = null;\r\n this._previousPosition = null;\r\n this._noPreventDefault = undefined;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name.\r\n */\r\n public getClassName(): string {\r\n return \"FlyCameraMouseInput\";\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input's friendly name.\r\n */\r\n public getSimpleName(): string {\r\n return \"mouse\";\r\n }\r\n\r\n // Track mouse movement, when the pointer is not locked.\r\n private _pointerInput(p: any): void {\r\n const e = <IPointerEvent>p.event;\r\n\r\n const camera = this.camera;\r\n const engine = camera.getEngine();\r\n\r\n if (!this.touchEnabled && e.pointerType === \"touch\") {\r\n return;\r\n }\r\n\r\n // Mouse is moved but an unknown mouse button is pressed.\r\n if (p.type !== PointerEventTypes.POINTERMOVE && this.buttons.indexOf(e.button) === -1) {\r\n return;\r\n }\r\n\r\n const srcElement = <HTMLElement>e.target;\r\n\r\n // Mouse down.\r\n if (p.type === PointerEventTypes.POINTERDOWN) {\r\n try {\r\n srcElement?.setPointerCapture(e.pointerId);\r\n } catch (e) {\r\n // Nothing to do with the error. Execution continues.\r\n }\r\n\r\n this._previousPosition = {\r\n x: e.clientX,\r\n y: e.clientY,\r\n };\r\n\r\n this.activeButton = e.button;\r\n\r\n if (!this._noPreventDefault) {\r\n e.preventDefault();\r\n this._element.focus();\r\n }\r\n\r\n // This is required to move while pointer button is down\r\n if (engine.isPointerLock) {\r\n this._onMouseMove(p.event);\r\n }\r\n }\r\n // Mouse up.\r\n else if (p.type === PointerEventTypes.POINTERUP) {\r\n try {\r\n srcElement?.releasePointerCapture(e.pointerId);\r\n } catch (e) {\r\n // Nothing to do with the error. Execution continues.\r\n }\r\n\r\n this.activeButton = -1;\r\n\r\n this._previousPosition = null;\r\n if (!this._noPreventDefault) {\r\n e.preventDefault();\r\n }\r\n }\r\n // Mouse move.\r\n else if (p.type === PointerEventTypes.POINTERMOVE) {\r\n if (!this._previousPosition) {\r\n if (engine.isPointerLock) {\r\n this._onMouseMove(p.event);\r\n }\r\n\r\n return;\r\n }\r\n\r\n const offsetX = e.clientX - this._previousPosition.x;\r\n const offsetY = e.clientY - this._previousPosition.y;\r\n\r\n this._rotateCamera(offsetX, offsetY);\r\n\r\n this._previousPosition = {\r\n x: e.clientX,\r\n y: e.clientY,\r\n };\r\n\r\n if (!this._noPreventDefault) {\r\n e.preventDefault();\r\n }\r\n }\r\n }\r\n\r\n // Track mouse movement, when pointer is locked.\r\n private _onMouseMove(e: any): void {\r\n const camera = this.camera;\r\n const engine = camera.getEngine();\r\n\r\n if (!engine.isPointerLock) {\r\n return;\r\n }\r\n\r\n const offsetX = e.movementX;\r\n const offsetY = e.movementY;\r\n\r\n this._rotateCamera(offsetX, offsetY);\r\n\r\n this._previousPosition = null;\r\n\r\n if (!this._noPreventDefault) {\r\n e.preventDefault();\r\n }\r\n }\r\n\r\n /**\r\n * Rotate camera by mouse offset.\r\n * @param offsetX\r\n * @param offsetY\r\n */\r\n private _rotateCamera(offsetX: number, offsetY: number): void {\r\n const camera = this.camera;\r\n const handednessMultiplier = camera._calculateHandednessMultiplier();\r\n\r\n offsetX *= handednessMultiplier;\r\n\r\n const x = offsetX / this.angularSensibility;\r\n const y = offsetY / this.angularSensibility;\r\n\r\n // Initialize to current rotation.\r\n const currentRotation = Quaternion.RotationYawPitchRoll(camera.rotation.y, camera.rotation.x, camera.rotation.z);\r\n let rotationChange: Quaternion;\r\n\r\n // Pitch.\r\n if (\r\n this.buttonsPitch.some((v) => {\r\n return v === this.activeButton;\r\n })\r\n ) {\r\n // Apply change in Radians to vector Angle.\r\n rotationChange = Quaternion.RotationAxis(Axis.X, y);\r\n // Apply Pitch to quaternion.\r\n currentRotation.multiplyInPlace(rotationChange);\r\n }\r\n\r\n // Yaw.\r\n if (\r\n this.buttonsYaw.some((v) => {\r\n return v === this.activeButton;\r\n })\r\n ) {\r\n // Apply change in Radians to vector Angle.\r\n rotationChange = Quaternion.RotationAxis(Axis.Y, x);\r\n // Apply Yaw to quaternion.\r\n currentRotation.multiplyInPlace(rotationChange);\r\n\r\n // Add Roll, if banked turning is enabled, within Roll limit.\r\n const limit = camera.bankedTurnLimit + camera._trackRoll; // Defaults to 90° plus manual roll.\r\n if (camera.bankedTurn && -limit < camera.rotation.z && camera.rotation.z < limit) {\r\n const bankingDelta = camera.bankedTurnMultiplier * -x;\r\n // Apply change in Radians to vector Angle.\r\n rotationChange = Quaternion.RotationAxis(Axis.Z, bankingDelta);\r\n // Apply Yaw to quaternion.\r\n currentRotation.multiplyInPlace(rotationChange);\r\n }\r\n }\r\n\r\n // Roll.\r\n if (\r\n this.buttonsRoll.some((v) => {\r\n return v === this.activeButton;\r\n })\r\n ) {\r\n // Apply change in Radians to vector Angle.\r\n rotationChange = Quaternion.RotationAxis(Axis.Z, -x);\r\n // Track Rolling.\r\n camera._trackRoll -= x;\r\n // Apply Pitch to quaternion.\r\n currentRotation.multiplyInPlace(rotationChange);\r\n }\r\n\r\n // Apply rotationQuaternion to Euler camera.rotation.\r\n currentRotation.toEulerAnglesToRef(camera.rotation);\r\n }\r\n}\r\n\r\n(<any>CameraInputTypes)[\"FlyCameraMouseInput\"] = FlyCameraMouseInput;\r\n"]}
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type { Nullable } from \"../../types\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport type { ICameraInput } from \"../../Cameras/cameraInputsManager\";\r\nimport { CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport type { FlyCamera } from \"../../Cameras/flyCamera\";\r\nimport type { PointerInfo } from \"../../Events/pointerEvents\";\r\nimport { PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Quaternion } from \"../../Maths/math.vector\";\r\nimport { Axis } from \"../../Maths/math.axis\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport type { IPointerEvent } from \"../../Events/deviceInputEvents\";\r\n/**\r\n * Listen to mouse events to control the camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\nexport class FlyCameraMouseInput implements ICameraInput<FlyCamera> {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: FlyCamera;\r\n\r\n /**\r\n * Defines if touch is enabled. (Default is true.)\r\n */\r\n public touchEnabled: boolean;\r\n\r\n /**\r\n * Defines the buttons associated with the input to handle camera rotation.\r\n */\r\n @serialize()\r\n public buttons = [0, 1, 2];\r\n\r\n /**\r\n * Assign buttons for Yaw control.\r\n */\r\n public buttonsYaw: number[] = [-1, 0, 1];\r\n\r\n /**\r\n * Assign buttons for Pitch control.\r\n */\r\n public buttonsPitch: number[] = [-1, 0, 1];\r\n\r\n /**\r\n * Assign buttons for Roll control.\r\n */\r\n public buttonsRoll: number[] = [2];\r\n\r\n /**\r\n * Detect if any button is being pressed while mouse is moved.\r\n * -1 = Mouse locked.\r\n * 0 = Left button.\r\n * 1 = Middle Button.\r\n * 2 = Right Button.\r\n */\r\n public activeButton: number = -1;\r\n\r\n /**\r\n * Defines the pointer's angular sensibility, to control the camera rotation speed.\r\n * Higher values reduce its sensitivity.\r\n */\r\n @serialize()\r\n public angularSensibility = 1000.0;\r\n\r\n private _observer: Nullable<Observer<PointerInfo>>;\r\n private _rollObserver: Nullable<Observer<Scene>>;\r\n private _previousPosition: Nullable<{ x: number; y: number }> = null;\r\n private _noPreventDefault: boolean | undefined;\r\n\r\n /**\r\n * Listen to mouse events to control the camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\n constructor() {}\r\n\r\n /**\r\n * Attach the mouse control to the HTML DOM element.\r\n * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().\r\n */\r\n public attachControl(noPreventDefault?: boolean): void {\r\n // eslint-disable-next-line prefer-rest-params\r\n noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\r\n this._noPreventDefault = noPreventDefault;\r\n\r\n this._observer = this.camera.getScene()._inputManager._addCameraPointerObserver(\r\n (p: any) => {\r\n this._pointerInput(p);\r\n },\r\n PointerEventTypes.POINTERDOWN | PointerEventTypes.POINTERUP | PointerEventTypes.POINTERMOVE\r\n );\r\n\r\n // Correct Roll by rate, if enabled.\r\n this._rollObserver = this.camera.getScene().onBeforeRenderObservable.add(() => {\r\n if (this.camera.rollCorrect) {\r\n this.camera.restoreRoll(this.camera.rollCorrect);\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n */\r\n public detachControl(): void {\r\n if (this._observer) {\r\n this.camera.getScene()._inputManager._removeCameraPointerObserver(this._observer);\r\n\r\n this.camera.getScene().onBeforeRenderObservable.remove(this._rollObserver);\r\n\r\n this._observer = null;\r\n this._rollObserver = null;\r\n this._previousPosition = null;\r\n this._noPreventDefault = undefined;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name.\r\n */\r\n public getClassName(): string {\r\n return \"FlyCameraMouseInput\";\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input's friendly name.\r\n */\r\n public getSimpleName(): string {\r\n return \"mouse\";\r\n }\r\n\r\n // Track mouse movement, when the pointer is not locked.\r\n private _pointerInput(p: any): void {\r\n const e = <IPointerEvent>p.event;\r\n\r\n const camera = this.camera;\r\n const engine = camera.getEngine();\r\n\r\n if (!this.touchEnabled && e.pointerType === \"touch\") {\r\n return;\r\n }\r\n\r\n // Mouse is moved but an unknown mouse button is pressed.\r\n if (p.type !== PointerEventTypes.POINTERMOVE && this.buttons.indexOf(e.button) === -1) {\r\n return;\r\n }\r\n\r\n const srcElement = <HTMLElement>e.target;\r\n\r\n // Mouse down.\r\n if (p.type === PointerEventTypes.POINTERDOWN) {\r\n try {\r\n srcElement?.setPointerCapture(e.pointerId);\r\n } catch (e) {\r\n // Nothing to do with the error. Execution continues.\r\n }\r\n\r\n this._previousPosition = {\r\n x: e.clientX,\r\n y: e.clientY,\r\n };\r\n\r\n this.activeButton = e.button;\r\n\r\n if (!this._noPreventDefault) {\r\n e.preventDefault();\r\n }\r\n\r\n // This is required to move while pointer button is down\r\n if (engine.isPointerLock) {\r\n this._onMouseMove(p.event);\r\n }\r\n }\r\n // Mouse up.\r\n else if (p.type === PointerEventTypes.POINTERUP) {\r\n try {\r\n srcElement?.releasePointerCapture(e.pointerId);\r\n } catch (e) {\r\n // Nothing to do with the error. Execution continues.\r\n }\r\n\r\n this.activeButton = -1;\r\n\r\n this._previousPosition = null;\r\n if (!this._noPreventDefault) {\r\n e.preventDefault();\r\n }\r\n }\r\n // Mouse move.\r\n else if (p.type === PointerEventTypes.POINTERMOVE) {\r\n if (!this._previousPosition) {\r\n if (engine.isPointerLock) {\r\n this._onMouseMove(p.event);\r\n }\r\n\r\n return;\r\n }\r\n\r\n const offsetX = e.clientX - this._previousPosition.x;\r\n const offsetY = e.clientY - this._previousPosition.y;\r\n\r\n this._rotateCamera(offsetX, offsetY);\r\n\r\n this._previousPosition = {\r\n x: e.clientX,\r\n y: e.clientY,\r\n };\r\n\r\n if (!this._noPreventDefault) {\r\n e.preventDefault();\r\n }\r\n }\r\n }\r\n\r\n // Track mouse movement, when pointer is locked.\r\n private _onMouseMove(e: any): void {\r\n const camera = this.camera;\r\n const engine = camera.getEngine();\r\n\r\n if (!engine.isPointerLock) {\r\n return;\r\n }\r\n\r\n const offsetX = e.movementX;\r\n const offsetY = e.movementY;\r\n\r\n this._rotateCamera(offsetX, offsetY);\r\n\r\n this._previousPosition = null;\r\n\r\n if (!this._noPreventDefault) {\r\n e.preventDefault();\r\n }\r\n }\r\n\r\n /**\r\n * Rotate camera by mouse offset.\r\n * @param offsetX\r\n * @param offsetY\r\n */\r\n private _rotateCamera(offsetX: number, offsetY: number): void {\r\n const camera = this.camera;\r\n const handednessMultiplier = camera._calculateHandednessMultiplier();\r\n\r\n offsetX *= handednessMultiplier;\r\n\r\n const x = offsetX / this.angularSensibility;\r\n const y = offsetY / this.angularSensibility;\r\n\r\n // Initialize to current rotation.\r\n const currentRotation = Quaternion.RotationYawPitchRoll(camera.rotation.y, camera.rotation.x, camera.rotation.z);\r\n let rotationChange: Quaternion;\r\n\r\n // Pitch.\r\n if (\r\n this.buttonsPitch.some((v) => {\r\n return v === this.activeButton;\r\n })\r\n ) {\r\n // Apply change in Radians to vector Angle.\r\n rotationChange = Quaternion.RotationAxis(Axis.X, y);\r\n // Apply Pitch to quaternion.\r\n currentRotation.multiplyInPlace(rotationChange);\r\n }\r\n\r\n // Yaw.\r\n if (\r\n this.buttonsYaw.some((v) => {\r\n return v === this.activeButton;\r\n })\r\n ) {\r\n // Apply change in Radians to vector Angle.\r\n rotationChange = Quaternion.RotationAxis(Axis.Y, x);\r\n // Apply Yaw to quaternion.\r\n currentRotation.multiplyInPlace(rotationChange);\r\n\r\n // Add Roll, if banked turning is enabled, within Roll limit.\r\n const limit = camera.bankedTurnLimit + camera._trackRoll; // Defaults to 90° plus manual roll.\r\n if (camera.bankedTurn && -limit < camera.rotation.z && camera.rotation.z < limit) {\r\n const bankingDelta = camera.bankedTurnMultiplier * -x;\r\n // Apply change in Radians to vector Angle.\r\n rotationChange = Quaternion.RotationAxis(Axis.Z, bankingDelta);\r\n // Apply Yaw to quaternion.\r\n currentRotation.multiplyInPlace(rotationChange);\r\n }\r\n }\r\n\r\n // Roll.\r\n if (\r\n this.buttonsRoll.some((v) => {\r\n return v === this.activeButton;\r\n })\r\n ) {\r\n // Apply change in Radians to vector Angle.\r\n rotationChange = Quaternion.RotationAxis(Axis.Z, -x);\r\n // Track Rolling.\r\n camera._trackRoll -= x;\r\n // Apply Pitch to quaternion.\r\n currentRotation.multiplyInPlace(rotationChange);\r\n }\r\n\r\n // Apply rotationQuaternion to Euler camera.rotation.\r\n currentRotation.toEulerAnglesToRef(camera.rotation);\r\n }\r\n}\r\n\r\n(<any>CameraInputTypes)[\"FlyCameraMouseInput\"] = FlyCameraMouseInput;\r\n"]}
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@@ -30,6 +30,7 @@ export declare class GPUPicker {
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/**
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* Set the list of meshes to pick from
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* Set that value to null to clear the list (and avoid leaks)
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* The module will read and delete from the array provided by reference. Disposing the module or setting the value to null will clear the array.
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* @param list defines the list of meshes to pick from
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*/
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setPickingList(list: Nullable<Array<AbstractMesh>>): void;
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package/Collisions/gpuPicker.js
CHANGED
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@@ -51,6 +51,7 @@ export class GPUPicker {
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/**
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* Set the list of meshes to pick from
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* Set that value to null to clear the list (and avoid leaks)
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* The module will read and delete from the array provided by reference. Disposing the module or setting the value to null will clear the array.
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* @param list defines the list of meshes to pick from
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*/
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setPickingList(list) {
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@@ -1 +1 @@
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1
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-
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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 store the result of a GPU picking operation\r\n */\r\nexport interface IGPUPickingInfo {\r\n /**\r\n * Picked mesh\r\n */\r\n mesh: AbstractMesh;\r\n}\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 readonly _attributeName = \"instanceMeshID\";\r\n\r\n private _createRenderTarget(scene: Scene, width: number, height: number) {\r\n if (this._pickingTexure) {\r\n this._pickingTexure.dispose();\r\n }\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._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<IGPUPickingInfo>> {\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._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 if (pickedMesh) {\r\n resolve({ mesh: pickedMesh });\r\n } else {\r\n resolve(null);\r\n }\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"]}
|
|
1
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+
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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 store the result of a GPU picking operation\r\n */\r\nexport interface IGPUPickingInfo {\r\n /**\r\n * Picked mesh\r\n */\r\n mesh: AbstractMesh;\r\n}\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 readonly _attributeName = \"instanceMeshID\";\r\n\r\n private _createRenderTarget(scene: Scene, width: number, height: number) {\r\n if (this._pickingTexure) {\r\n this._pickingTexure.dispose();\r\n }\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 * The module will read and delete from the array provided by reference. Disposing the module or setting the value to null will clear the array.\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._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<IGPUPickingInfo>> {\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._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 if (pickedMesh) {\r\n resolve({ mesh: pickedMesh });\r\n } else {\r\n resolve(null);\r\n }\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"]}
|
package/Debug/debugLayer.d.ts
CHANGED
|
@@ -3,7 +3,7 @@ import type { Scene } from "../scene";
|
|
|
3
3
|
/**
|
|
4
4
|
* Enum defining the type of properties that can be edited in the property pages in the node editor
|
|
5
5
|
*/
|
|
6
|
-
export declare
|
|
6
|
+
export declare enum PropertyTypeForEdition {
|
|
7
7
|
/** property is a boolean */
|
|
8
8
|
Boolean = 0,
|
|
9
9
|
/** property is a float */
|
|
@@ -47,7 +47,7 @@ export declare enum PointerInput {
|
|
|
47
47
|
Move = 12
|
|
48
48
|
}
|
|
49
49
|
/** @internal */
|
|
50
|
-
export declare
|
|
50
|
+
export declare enum NativePointerInput {
|
|
51
51
|
/** Horizontal Axis */
|
|
52
52
|
Horizontal = 0,
|
|
53
53
|
/** Vertical Axis */
|
|
@@ -76,7 +76,7 @@ export declare const enum NativePointerInput {
|
|
|
76
76
|
/**
|
|
77
77
|
* Enum for Dual Shock Gamepad
|
|
78
78
|
*/
|
|
79
|
-
export declare
|
|
79
|
+
export declare enum DualShockInput {
|
|
80
80
|
/** Cross */
|
|
81
81
|
Cross = 0,
|
|
82
82
|
/** Circle */
|
|
@@ -125,7 +125,7 @@ export declare const enum DualShockInput {
|
|
|
125
125
|
/**
|
|
126
126
|
* Enum for Dual Sense Gamepad
|
|
127
127
|
*/
|
|
128
|
-
export declare
|
|
128
|
+
export declare enum DualSenseInput {
|
|
129
129
|
/** Cross */
|
|
130
130
|
Cross = 0,
|
|
131
131
|
/** Circle */
|
|
@@ -174,7 +174,7 @@ export declare const enum DualSenseInput {
|
|
|
174
174
|
/**
|
|
175
175
|
* Enum for Xbox Gamepad
|
|
176
176
|
*/
|
|
177
|
-
export declare
|
|
177
|
+
export declare enum XboxInput {
|
|
178
178
|
/** A */
|
|
179
179
|
A = 0,
|
|
180
180
|
/** B */
|
|
@@ -221,7 +221,7 @@ export declare const enum XboxInput {
|
|
|
221
221
|
/**
|
|
222
222
|
* Enum for Switch (Pro/JoyCon L+R) Gamepad
|
|
223
223
|
*/
|
|
224
|
-
export declare
|
|
224
|
+
export declare enum SwitchInput {
|
|
225
225
|
/** B */
|
|
226
226
|
B = 0,
|
|
227
227
|
/** A */
|