@babylonjs/core 7.13.1 → 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.
Files changed (67) hide show
  1. package/Animations/animationGroupMask.d.ts +1 -1
  2. package/Animations/animationKey.d.ts +1 -1
  3. package/Behaviors/Meshes/handConstraintBehavior.d.ts +3 -3
  4. package/Cameras/Inputs/flyCameraMouseInput.d.ts +0 -1
  5. package/Cameras/Inputs/flyCameraMouseInput.js +0 -1
  6. package/Cameras/Inputs/flyCameraMouseInput.js.map +1 -1
  7. package/Collisions/gpuPicker.d.ts +1 -0
  8. package/Collisions/gpuPicker.js +1 -0
  9. package/Collisions/gpuPicker.js.map +1 -1
  10. package/Debug/debugLayer.d.ts +1 -1
  11. package/Decorators/nodeDecorator.d.ts +1 -1
  12. package/DeviceInput/InputDevices/deviceEnums.d.ts +5 -5
  13. package/Engines/Extensions/engine.computeShader.d.ts +1 -1
  14. package/Engines/WebGPU/webgpuConstants.d.ts +39 -39
  15. package/Engines/abstractEngine.js +2 -2
  16. package/Engines/abstractEngine.js.map +1 -1
  17. package/Events/deviceInputEvents.d.ts +1 -1
  18. package/FlowGraph/flowGraph.d.ts +1 -1
  19. package/FlowGraph/flowGraphConnection.d.ts +1 -1
  20. package/Gamepads/dualShockGamepad.d.ts +2 -2
  21. package/Gamepads/xboxGamepad.d.ts +2 -2
  22. package/Gizmos/gizmo.d.ts +2 -2
  23. package/Loading/sceneLoader.d.ts +1 -1
  24. package/Materials/GreasedLine/greasedLineMaterialInterfaces.d.ts +3 -3
  25. package/Materials/Node/Blocks/meshAttributeExistsBlock.d.ts +1 -1
  26. package/Materials/Node/Blocks/waveBlock.d.ts +1 -1
  27. package/Materials/Node/Enums/nodeMaterialBlockConnectionPointMode.d.ts +1 -1
  28. package/Materials/Node/nodeMaterialBlockConnectionPoint.d.ts +2 -2
  29. package/Materials/Textures/internalTexture.d.ts +1 -1
  30. package/Materials/Textures/ktx2decoderTypes.d.ts +1 -1
  31. package/Materials/materialPluginEvent.d.ts +1 -1
  32. package/Materials/meshDebugPluginMaterial.d.ts +1 -1
  33. package/Materials/shaderLanguage.d.ts +1 -1
  34. package/Maths/math.axis.d.ts +2 -2
  35. package/Maths/math.path.d.ts +1 -1
  36. package/Meshes/Builders/greasedLineBuilder.d.ts +2 -2
  37. package/Meshes/GreasedLine/greasedLineBaseMesh.d.ts +3 -3
  38. package/Meshes/Node/nodeGeometryBlockConnectionPoint.d.ts +2 -2
  39. package/Meshes/csg.js +12 -0
  40. package/Meshes/csg.js.map +1 -1
  41. package/Meshes/meshSimplification.d.ts +1 -1
  42. package/Misc/assetsManager.d.ts +1 -1
  43. package/Misc/asyncLock.d.ts +24 -0
  44. package/Misc/asyncLock.js +32 -0
  45. package/Misc/asyncLock.js.map +1 -0
  46. package/Misc/copyTextureToTexture.d.ts +1 -1
  47. package/Misc/iInspectable.d.ts +1 -1
  48. package/Misc/index.d.ts +1 -0
  49. package/Misc/index.js +1 -0
  50. package/Misc/index.js.map +1 -1
  51. package/Misc/timer.d.ts +1 -1
  52. package/Misc/virtualJoystick.d.ts +1 -1
  53. package/Particles/gpuParticleSystem.js +1 -0
  54. package/Particles/gpuParticleSystem.js.map +1 -1
  55. package/Particles/pointsCloudSystem.d.ts +1 -1
  56. package/Particles/subEmitter.d.ts +1 -1
  57. package/Physics/physicsHelper.d.ts +2 -2
  58. package/Physics/v2/IPhysicsEnginePlugin.d.ts +8 -8
  59. package/Physics/v2/physicsMaterial.d.ts +1 -1
  60. package/PostProcesses/depthOfFieldEffect.d.ts +1 -1
  61. package/PostProcesses/tonemapPostProcess.d.ts +1 -1
  62. package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.d.ts +1 -1
  63. package/XR/features/WebXRHandTracking.d.ts +2 -2
  64. package/XR/features/WebXRNearInteraction.d.ts +1 -1
  65. package/XR/webXRTypes.d.ts +2 -2
  66. package/package.json +1 -1
  67. package/scene.d.ts +1 -1
@@ -1,7 +1,7 @@
1
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  /**
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  * Enum used to define the mode for an animation group mask
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  */
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- export declare const enum AnimationGroupMaskMode {
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+ export declare enum AnimationGroupMaskMode {
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  /**
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  * The mask defines the animatable target names that should be included
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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 const enum AnimationKeyInterpolation {
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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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  */
@@ -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 const enum HandConstraintZone {
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+ export declare enum HandConstraintZone {
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  /**
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  * Above finger tips
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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 const enum HandConstraintOrientation {
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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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  */
@@ -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 const enum HandConstraintVisibility {
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+ export declare enum HandConstraintVisibility {
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  /**
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  * Constraint is always visible
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  */
@@ -46,7 +46,6 @@ export declare class FlyCameraMouseInput implements ICameraInput<FlyCamera> {
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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
@@ -119,7 +119,6 @@ export class FlyCameraMouseInput {
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  this.activeButton = e.button;
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  if (!this._noPreventDefault) {
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  e.preventDefault();
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- this._element.focus();
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  }
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  // This is required to move while pointer button is down
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  if (engine.isPointerLock) {
@@ -1 +1 @@
1
- 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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"]}
1
+ 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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"]}
@@ -30,6 +30,7 @@ export declare class GPUPicker {
30
30
  /**
31
31
  * Set the list of meshes to pick from
32
32
  * Set that value to null to clear the list (and avoid leaks)
33
+ * 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.
33
34
  * @param list defines the list of meshes to pick from
34
35
  */
35
36
  setPickingList(list: Nullable<Array<AbstractMesh>>): void;
@@ -51,6 +51,7 @@ export class GPUPicker {
51
51
  /**
52
52
  * Set the list of meshes to pick from
53
53
  * Set that value to null to clear the list (and avoid leaks)
54
+ * 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.
54
55
  * @param list defines the list of meshes to pick from
55
56
  */
56
57
  setPickingList(list) {
@@ -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 { 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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{ 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"]}
@@ -163,7 +163,7 @@ declare module "../scene" {
163
163
  /**
164
164
  * Enum of inspector action tab
165
165
  */
166
- export declare const enum DebugLayerTab {
166
+ export declare enum DebugLayerTab {
167
167
  /**
168
168
  * Properties tag (default)
169
169
  */
@@ -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 const enum PropertyTypeForEdition {
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 const enum NativePointerInput {
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 const enum DualShockInput {
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 const enum DualSenseInput {
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 const enum XboxInput {
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 const enum SwitchInput {
224
+ export declare enum SwitchInput {
225
225
  /** B */
226
226
  B = 0,
227
227
  /** A */
@@ -44,7 +44,7 @@ export interface ComputeCompilationMessages {
44
44
  }[];
45
45
  }
46
46
  /** @internal */
47
- export declare const enum ComputeBindingType {
47
+ export declare enum ComputeBindingType {
48
48
  Texture = 0,
49
49
  StorageTexture = 1,
50
50
  UniformBuffer = 2,
@@ -1,10 +1,10 @@
1
1
  /** @internal */
2
- export declare const enum PowerPreference {
2
+ export declare enum PowerPreference {
3
3
  LowPower = "low-power",
4
4
  HighPerformance = "high-performance"
5
5
  }
6
6
  /** @internal */
7
- export declare const enum FeatureName {
7
+ export declare enum FeatureName {
8
8
  DepthClipControl = "depth-clip-control",
9
9
  Depth32FloatStencil8 = "depth32float-stencil8",
10
10
  TextureCompressionBC = "texture-compression-bc",
@@ -18,7 +18,7 @@ export declare const enum FeatureName {
18
18
  Float32Filterable = "float32-filterable"
19
19
  }
20
20
  /** @internal */
21
- export declare const enum BufferMapState {
21
+ export declare enum BufferMapState {
22
22
  Unmapped = "unmapped",
23
23
  Pending = "pending",
24
24
  Mapped = "mapped"
@@ -37,18 +37,18 @@ export declare enum BufferUsage {
37
37
  QueryResolve = 512
38
38
  }
39
39
  /** @internal */
40
- export declare const enum MapMode {
40
+ export declare enum MapMode {
41
41
  Read = 1,
42
42
  Write = 2
43
43
  }
44
44
  /** @internal */
45
- export declare const enum TextureDimension {
45
+ export declare enum TextureDimension {
46
46
  E1d = "1d",
47
47
  E2d = "2d",
48
48
  E3d = "3d"
49
49
  }
50
50
  /** @internal */
51
- export declare const enum TextureUsage {
51
+ export declare enum TextureUsage {
52
52
  CopySrc = 1,
53
53
  CopyDst = 2,
54
54
  TextureBinding = 4,
@@ -56,7 +56,7 @@ export declare const enum TextureUsage {
56
56
  RenderAttachment = 16
57
57
  }
58
58
  /** @internal */
59
- export declare const enum TextureViewDimension {
59
+ export declare enum TextureViewDimension {
60
60
  E1d = "1d",
61
61
  E2d = "2d",
62
62
  E2dArray = "2d-array",
@@ -65,7 +65,7 @@ export declare const enum TextureViewDimension {
65
65
  E3d = "3d"
66
66
  }
67
67
  /** @internal */
68
- export declare const enum TextureAspect {
68
+ export declare enum TextureAspect {
69
69
  All = "all",
70
70
  StencilOnly = "stencil-only",
71
71
  DepthOnly = "depth-only"
@@ -74,7 +74,7 @@ export declare const enum TextureAspect {
74
74
  * Comments taken from https://github.com/gfx-rs/wgpu/blob/master/wgpu-types/src/lib.rs
75
75
  * @internal
76
76
  */
77
- export declare const enum TextureFormat {
77
+ export declare enum TextureFormat {
78
78
  R8Unorm = "r8unorm",
79
79
  R8Snorm = "r8snorm",
80
80
  R8Uint = "r8uint",
@@ -172,23 +172,23 @@ export declare const enum TextureFormat {
172
172
  Depth32FloatStencil8 = "depth32float-stencil8"
173
173
  }
174
174
  /** @internal */
175
- export declare const enum AddressMode {
175
+ export declare enum AddressMode {
176
176
  ClampToEdge = "clamp-to-edge",
177
177
  Repeat = "repeat",
178
178
  MirrorRepeat = "mirror-repeat"
179
179
  }
180
180
  /** @internal */
181
- export declare const enum FilterMode {
181
+ export declare enum FilterMode {
182
182
  Nearest = "nearest",
183
183
  Linear = "linear"
184
184
  }
185
185
  /** @internal */
186
- export declare const enum MipmapFilterMode {
186
+ export declare enum MipmapFilterMode {
187
187
  Nearest = "nearest",
188
188
  Linear = "linear"
189
189
  }
190
190
  /** @internal */
191
- export declare const enum CompareFunction {
191
+ export declare enum CompareFunction {
192
192
  Never = "never",
193
193
  Less = "less",
194
194
  Equal = "equal",
@@ -199,25 +199,25 @@ export declare const enum CompareFunction {
199
199
  Always = "always"
200
200
  }
201
201
  /** @internal */
202
- export declare const enum ShaderStage {
202
+ export declare enum ShaderStage {
203
203
  Vertex = 1,
204
204
  Fragment = 2,
205
205
  Compute = 4
206
206
  }
207
207
  /** @internal */
208
- export declare const enum BufferBindingType {
208
+ export declare enum BufferBindingType {
209
209
  Uniform = "uniform",
210
210
  Storage = "storage",
211
211
  ReadOnlyStorage = "read-only-storage"
212
212
  }
213
213
  /** @internal */
214
- export declare const enum SamplerBindingType {
214
+ export declare enum SamplerBindingType {
215
215
  Filtering = "filtering",
216
216
  NonFiltering = "non-filtering",
217
217
  Comparison = "comparison"
218
218
  }
219
219
  /** @internal */
220
- export declare const enum TextureSampleType {
220
+ export declare enum TextureSampleType {
221
221
  Float = "float",
222
222
  UnfilterableFloat = "unfilterable-float",
223
223
  Depth = "depth",
@@ -225,28 +225,28 @@ export declare const enum TextureSampleType {
225
225
  Uint = "uint"
226
226
  }
227
227
  /** @internal */
228
- export declare const enum StorageTextureAccess {
228
+ export declare enum StorageTextureAccess {
229
229
  WriteOnly = "write-only",
230
230
  ReadOnly = "read-only",
231
231
  ReadWrite = "read-write"
232
232
  }
233
233
  /** @internal */
234
- export declare const enum CompilationMessageType {
234
+ export declare enum CompilationMessageType {
235
235
  Error = "error",
236
236
  Warning = "warning",
237
237
  Info = "info"
238
238
  }
239
239
  /** @internal */
240
- export declare const enum PipelineErrorReason {
240
+ export declare enum PipelineErrorReason {
241
241
  Validation = "validation",
242
242
  Internal = "internal"
243
243
  }
244
244
  /** @internal */
245
- export declare const enum AutoLayoutMode {
245
+ export declare enum AutoLayoutMode {
246
246
  Auto = "auto"
247
247
  }
248
248
  /** @internal */
249
- export declare const enum PrimitiveTopology {
249
+ export declare enum PrimitiveTopology {
250
250
  PointList = "point-list",
251
251
  LineList = "line-list",
252
252
  LineStrip = "line-strip",
@@ -254,18 +254,18 @@ export declare const enum PrimitiveTopology {
254
254
  TriangleStrip = "triangle-strip"
255
255
  }
256
256
  /** @internal */
257
- export declare const enum FrontFace {
257
+ export declare enum FrontFace {
258
258
  CCW = "ccw",
259
259
  CW = "cw"
260
260
  }
261
261
  /** @internal */
262
- export declare const enum CullMode {
262
+ export declare enum CullMode {
263
263
  None = "none",
264
264
  Front = "front",
265
265
  Back = "back"
266
266
  }
267
267
  /** @internal */
268
- export declare const enum ColorWrite {
268
+ export declare enum ColorWrite {
269
269
  Red = 1,
270
270
  Green = 2,
271
271
  Blue = 4,
@@ -273,7 +273,7 @@ export declare const enum ColorWrite {
273
273
  All = 15
274
274
  }
275
275
  /** @internal */
276
- export declare const enum BlendFactor {
276
+ export declare enum BlendFactor {
277
277
  Zero = "zero",
278
278
  One = "one",
279
279
  Src = "src",
@@ -289,7 +289,7 @@ export declare const enum BlendFactor {
289
289
  OneMinusConstant = "one-minus-constant"
290
290
  }
291
291
  /** @internal */
292
- export declare const enum BlendOperation {
292
+ export declare enum BlendOperation {
293
293
  Add = "add",
294
294
  Subtract = "subtract",
295
295
  ReverseSubtract = "reverse-subtract",
@@ -297,7 +297,7 @@ export declare const enum BlendOperation {
297
297
  Max = "max"
298
298
  }
299
299
  /** @internal */
300
- export declare const enum StencilOperation {
300
+ export declare enum StencilOperation {
301
301
  Keep = "keep",
302
302
  Zero = "zero",
303
303
  Replace = "replace",
@@ -308,12 +308,12 @@ export declare const enum StencilOperation {
308
308
  DecrementWrap = "decrement-wrap"
309
309
  }
310
310
  /** @internal */
311
- export declare const enum IndexFormat {
311
+ export declare enum IndexFormat {
312
312
  Uint16 = "uint16",
313
313
  Uint32 = "uint32"
314
314
  }
315
315
  /** @internal */
316
- export declare const enum VertexFormat {
316
+ export declare enum VertexFormat {
317
317
  Uint8x2 = "uint8x2",
318
318
  Uint8x4 = "uint8x4",
319
319
  Sint8x2 = "sint8x2",
@@ -347,47 +347,47 @@ export declare const enum VertexFormat {
347
347
  UNORM10x10x10x2 = "unorm10-10-10-2"
348
348
  }
349
349
  /** @internal */
350
- export declare const enum VertexStepMode {
350
+ export declare enum VertexStepMode {
351
351
  Vertex = "vertex",
352
352
  Instance = "instance"
353
353
  }
354
354
  /** @internal */
355
- export declare const enum ComputePassTimestampLocation {
355
+ export declare enum ComputePassTimestampLocation {
356
356
  Beginning = "beginning",
357
357
  End = "end"
358
358
  }
359
359
  /** @internal */
360
- export declare const enum RenderPassTimestampLocation {
360
+ export declare enum RenderPassTimestampLocation {
361
361
  Beginning = "beginning",
362
362
  End = "end"
363
363
  }
364
364
  /** @internal */
365
- export declare const enum LoadOp {
365
+ export declare enum LoadOp {
366
366
  Load = "load",
367
367
  Clear = "clear"
368
368
  }
369
369
  /** @internal */
370
- export declare const enum StoreOp {
370
+ export declare enum StoreOp {
371
371
  Store = "store",
372
372
  Discard = "discard"
373
373
  }
374
374
  /** @internal */
375
- export declare const enum QueryType {
375
+ export declare enum QueryType {
376
376
  Occlusion = "occlusion",
377
377
  Timestamp = "timestamp"
378
378
  }
379
379
  /** @internal */
380
- export declare const enum CanvasAlphaMode {
380
+ export declare enum CanvasAlphaMode {
381
381
  Opaque = "opaque",
382
382
  Premultiplied = "premultiplied"
383
383
  }
384
384
  /** @internal */
385
- export declare const enum DeviceLostReason {
385
+ export declare enum DeviceLostReason {
386
386
  Unknown = "unknown",
387
387
  Destroyed = "destroyed"
388
388
  }
389
389
  /** @internal */
390
- export declare const enum ErrorFilter {
390
+ export declare enum ErrorFilter {
391
391
  Validation = "validation",
392
392
  OutOfMemory = "out-of-memory",
393
393
  Internal = "internal"
@@ -745,13 +745,13 @@ export class AbstractEngine {
745
745
  */
746
746
  // Not mixed with Version for tooling purpose.
747
747
  static get NpmPackage() {
748
- return "babylonjs@7.13.1";
748
+ return "babylonjs@7.13.2";
749
749
  }
750
750
  /**
751
751
  * Returns the current version of the framework
752
752
  */
753
753
  static get Version() {
754
- return "7.13.1";
754
+ return "7.13.2";
755
755
  }
756
756
  /**
757
757
  * Gets the HTML canvas attached with the current webGL context