@babylonjs/core 7.17.1 → 7.17.2
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/Collisions/gpuPicker.js +3 -3
- package/Collisions/gpuPicker.js.map +1 -1
- package/Engines/AbstractEngine/abstractEngine.views.js +1 -1
- package/Engines/AbstractEngine/abstractEngine.views.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/webgpuEngine.js +1 -1
- package/Engines/webgpuEngine.js.map +1 -1
- package/Meshes/meshUVSpaceRenderer.js +1 -0
- package/Meshes/meshUVSpaceRenderer.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockAmbientOcclusion.js +1 -3
- package/Shaders/ShadersInclude/pbrBlockAmbientOcclusion.js.map +1 -1
- package/package.json +1 -1
package/Collisions/gpuPicker.js
CHANGED
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@@ -187,9 +187,9 @@ export class GPUPicker {
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}
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}
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this._meshRenderingCount = 0;
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-
// Ensure ints
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191
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-
x = x >> 0;
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192
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-
y = y >> 0;
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+
// Ensure ints and adapt to screen resolution
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+
x = (window.devicePixelRatio * x) >> 0;
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192
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+
y = (window.devicePixelRatio * y) >> 0;
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if (x < 0 || y < 0 || x >= rttSizeW || y >= rttSizeH) {
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return Promise.resolve(null);
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}
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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 * Picked thin instance index\r\n */\r\n thinInstanceIndex?: number;\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 _thinIdMap: Array<{ meshId: number; thinId: 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, \"bakedVertexAnimationSettingsInstanced\"],\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 && !mesh.hasThinInstances) {\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 private _generateColorData(instanceCount: number, id: number, index: number, r: number, g: number, b: number, onInstance: (i: number, id: number) => void) {\r\n const colorData = new Float32Array(4 * (instanceCount + 1));\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 < instanceCount; i++) {\r\n const r = (id & 0xff0000) >> 16;\r\n const g = (id & 0x00ff00) >> 8;\r\n const b = (id & 0x0000ff) >> 0;\r\n onInstance(i, id);\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 return colorData;\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 (mesh.hasThinInstances) {\r\n (mesh as Mesh).thinInstanceSetBuffer(this._attributeName, null);\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._thinIdMap.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.hasThinInstances) {\r\n const colorData = this._generateColorData((mesh as Mesh).thinInstanceCount, id, index, r, g, b, (i, id) => {\r\n this._thinIdMap[id] = { meshId: index, thinId: i };\r\n });\r\n id += (mesh as Mesh).thinInstanceCount;\r\n (mesh as Mesh).thinInstanceSetBuffer(this._attributeName, colorData, 4);\r\n } else if (mesh.hasInstances) {\r\n const instances = (mesh as Mesh).instances;\r\n const colorData = this._generateColorData(instances.length, id, index, r, g, b, (i, id) => {\r\n const instance = instances[i];\r\n this._idMap[id] = this._pickableMeshes.indexOf(instance);\r\n });\r\n id += instances.length;\r\n const engine = mesh.getEngine();\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 let thinInstanceIndex: number | undefined = undefined;\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\r\n // Thin?\r\n if (this._thinIdMap[colorId]) {\r\n pickedMesh = this._pickableMeshes[this._thinIdMap[colorId].meshId];\r\n thinInstanceIndex = this._thinIdMap[colorId].thinId;\r\n } else {\r\n pickedMesh = this._pickableMeshes[this._idMap[colorId]];\r\n }\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, thinInstanceIndex: thinInstanceIndex });\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"]}
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1
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+
{"version":3,"file":"gpuPicker.js","sourceRoot":"","sources":["../../../../dev/core/src/Collisions/gpuPicker.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,SAAS,EAAE,gCAA+B;AAGnD,OAAO,EAAE,mBAAmB,EAAE,qDAAoD;AAClF,OAAO,EAAE,cAAc,EAAE,uCAAsC;AAC/D,OAAO,EAAE,MAAM,EAAE,MAAM,EAAE,+BAA8B;AAEvD,OAAO,EAAE,YAAY,EAAE,4BAA2B;AAKlD,OAAO,6BAA6B,CAAC;AACrC,OAAO,2BAA2B,CAAC;AAgBnC;;;GAGG;AACH,MAAM,OAAO,SAAS;IAAtB;QACY,mBAAc,GAAkC,IAAI,CAAC;QACrD,WAAM,GAAkB,EAAE,CAAC;QAC3B,eAAU,GAA8C,EAAE,CAAC;QAC3D,cAAS,GAAkB,EAAE,CAAC;QAK9B,wBAAmB,GAAW,CAAC,CAAC;QACvB,mBAAc,GAAG,gBAAgB,CAAC;IAiTvD,CAAC;IA/SW,mBAAmB,CAAC,KAAY,EAAE,KAAa,EAAE,MAAc;QACnE,IAAI,IAAI,CAAC,cAAc,EAAE;YACrB,IAAI,CAAC,cAAc,CAAC,OAAO,EAAE,CAAC;SACjC;QACD,IAAI,CAAC,cAAc,GAAG,IAAI,mBAAmB,CACzC,eAAe,EACf,EAAE,KAAK,EAAE,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,EAChC,KAAK,EACL,KAAK,EACL,SAAS,EACT,SAAS,CAAC,wBAAwB,EAClC,KAAK,EACL,SAAS,CAAC,uBAAuB,CACpC,CAAC;IACN,CAAC;IAEO,oBAAoB,CAAC,KAAY;QACrC,IAAI,IAAI,CAAC,eAAe,EAAE;YACtB,IAAI,CAAC,eAAe,CAAC,OAAO,EAAE,CAAC;SAClC;QAED,MAAM,OAAO,GAAa,EAAE,CAAC;QAC7B,MAAM,OAAO,GAAG;YACZ,UAAU,EAAE,CAAC,YAAY,CAAC,YAAY,EAAE,IAAI,CAAC,cAAc,EAAE,uCAAuC,CAAC;YACrG,QAAQ,EAAE,CAAC,OAAO,EAAE,gBAAgB,EAAE,QAAQ,CAAC;YAC/C,iBAAiB,EAAE,KAAK;YACxB,OAAO,EAAE,OAAO;YAChB,YAAY,EAAE,IAAI;SACrB,CAAC;QAEF,IAAI,CAAC,eAAe,GAAG,IAAI,cAAc,CAAC,eAAe,EAAE,KAAK,EAAE,SAAS,EAAE,OAAO,EAAE,KAAK,CAAC,CAAC;QAE7F,MAAM,QAAQ,GAAG,CAAC,IAA8B,EAAE,EAAE;YAChD,IAAI,CAAC,IAAI,EAAE;gBACP,OAAO;aACV;YAED,MAAM,MAAM,GAAG,IAAI,CAAC,eAAgB,CAAC,SAAS,EAAE,CAAC;YAEjD,IAAI,CAAC,IAAI,CAAC,YAAY,IAAI,CAAC,IAAI,CAAC,YAAY,IAAI,CAAC,IAAI,CAAC,gBAAgB,EAAE;gBACpE,MAAM,CAAC,SAAS,CAAC,QAAQ,EAAE,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,QAAQ,CAAC,EAAE,CAAC,CAAC,CAAC;aAChE;YAED,IAAI,CAAC,mBAAmB,EAAE,CAAC;QAC/B,CAAC,CAAC;QAEF,IAAI,CAAC,eAAe,CAAC,gBAAgB,CAAC,GAAG,CAAC,QAAQ,CAAC,CAAC;IACxD,CAAC;IAEO,kBAAkB,CAAC,aAAqB,EAAE,EAAU,EAAE,KAAa,EAAE,CAAS,EAAE,CAAS,EAAE,CAAS,EAAE,UAA2C;QACrJ,MAAM,SAAS,GAAG,IAAI,YAAY,CAAC,CAAC,GAAG,CAAC,aAAa,GAAG,CAAC,CAAC,CAAC,CAAC;QAE5D,SAAS,CAAC,CAAC,CAAC,GAAG,CAAC,GAAG,KAAK,CAAC;QACzB,SAAS,CAAC,CAAC,CAAC,GAAG,CAAC,GAAG,KAAK,CAAC;QACzB,SAAS,CAAC,CAAC,CAAC,GAAG,CAAC,GAAG,KAAK,CAAC;QACzB,SAAS,CAAC,CAAC,CAAC,GAAG,GAAG,CAAC;QACnB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,aAAa,EAAE,CAAC,EAAE,EAAE;YACpC,MAAM,CAAC,GAAG,CAAC,EAAE,GAAG,QAAQ,CAAC,IAAI,EAAE,CAAC;YAChC,MAAM,CAAC,GAAG,CAAC,EAAE,GAAG,QAAQ,CAAC,IAAI,CAAC,CAAC;YAC/B,MAAM,CAAC,GAAG,CAAC,EAAE,GAAG,QAAQ,CAAC,IAAI,CAAC,CAAC;YAC/B,UAAU,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC;YAElB,SAAS,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,GAAG,KAAK,CAAC;YACnC,SAAS,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,GAAG,KAAK,CAAC;YACvC,SAAS,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,GAAG,KAAK,CAAC;YACvC,SAAS,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,GAAG,CAAC;YACjC,EAAE,EAAE,CAAC;SACR;QAED,OAAO,SAAS,CAAC;IACrB,CAAC;IAED;;;;;OAKG;IACI,cAAc,CAAC,IAAmC;QACrD,IAAI,IAAI,CAAC,eAAe,EAAE;YACtB,UAAU;YACV,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,IAAI,CAAC,eAAe,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;gBAC9D,MAAM,IAAI,GAAG,IAAI,CAAC,eAAe,CAAC,KAAK,CAAC,CAAC;gBACzC,IAAI,IAAI,CAAC,YAAY,EAAE;oBAClB,IAAa,CAAC,kBAAkB,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC;iBAC1D;gBACD,IAAI,IAAI,CAAC,gBAAgB,EAAE;oBACtB,IAAa,CAAC,qBAAqB,CAAC,IAAI,CAAC,cAAc,EAAE,IAAI,CAAC,CAAC;iBACnE;gBACD,IAAI,IAAI,CAAC,cAAc,EAAE;oBACrB,IAAI,CAAC,cAAc,CAAC,uBAAuB,CAAC,IAAI,EAAE,SAAS,CAAC,CAAC;iBAChE;aACJ;YACD,IAAI,CAAC,eAAe,CAAC,MAAM,GAAG,CAAC,CAAC;YAChC,IAAI,CAAC,MAAM,CAAC,MAAM,GAAG,CAAC,CAAC;YACvB,IAAI,CAAC,UAAU,CAAC,MAAM,GAAG,CAAC,CAAC;YAC3B,IAAI,CAAC,SAAS,CAAC,MAAM,GAAG,CAAC,CAAC;YAC1B,IAAI,IAAI,CAAC,cAAc,EAAE;gBACrB,IAAI,CAAC,cAAc,CAAC,UAAU,GAAG,EAAE,CAAC;aACvC;SACJ;QACD,IAAI,CAAC,IAAI,IAAI,IAAI,CAAC,MAAM,KAAK,CAAC,EAAE;YAC5B,OAAO;SACV;QACD,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC;QAE5B,iBAAiB;QACjB,MAAM,KAAK,GAAG,IAAI,CAAC,CAAC,CAAC,CAAC,QAAQ,EAAE,CAAC;QACjC,MAAM,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QACjC,MAAM,QAAQ,GAAG,MAAM,CAAC,cAAc,EAAE,CAAC;QACzC,MAAM,QAAQ,GAAG,MAAM,CAAC,eAAe,EAAE,CAAC;QAC1C,IAAI,CAAC,IAAI,CAAC,cAAc,EAAE;YACtB,IAAI,CAAC,mBAAmB,CAAC,KAAK,EAAE,QAAQ,EAAE,QAAQ,CAAC,CAAC;SACvD;aAAM;YACH,MAAM,IAAI,GAAG,IAAI,CAAC,cAAc,CAAC,OAAO,EAAE,CAAC;YAE3C,IAAI,IAAI,CAAC,KAAK,KAAK,QAAQ,IAAI,IAAI,CAAC,MAAM,KAAK,QAAQ,IAAI,IAAI,CAAC,YAAY,KAAK,KAAK,EAAE;gBACpF,IAAI,CAAC,mBAAmB,CAAC,KAAK,EAAE,QAAQ,EAAE,QAAQ,CAAC,CAAC;aACvD;SACJ;QAED,IAAI,CAAC,IAAI,CAAC,YAAY,IAAI,IAAI,CAAC,YAAY,KAAK,KAAK,EAAE;YACnD,IAAI,CAAC,oBAAoB,CAAC,KAAK,CAAC,CAAC;SACpC;QAED,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;QAC1B,IAAI,CAAC,cAAe,CAAC,UAAU,GAAG,EAAE,CAAC;QAErC,wDAAwD;QACxD,IAAI,EAAE,GAAG,CAAC,CAAC;QACX,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,IAAI,CAAC,eAAe,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;YAC9D,MAAM,IAAI,GAAG,IAAI,CAAC,eAAe,CAAC,KAAK,CAAC,CAAC;YACzC,IAAI,CAAC,cAAe,CAAC,uBAAuB,CAAC,IAAI,EAAE,IAAI,CAAC,eAAgB,CAAC,CAAC;YAC1E,IAAI,CAAC,cAAe,CAAC,UAAU,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;YAE3C,IAAI,IAAI,CAAC,YAAY,EAAE;gBACnB,SAAS,CAAC,0CAA0C;aACvD;YAED,MAAM,CAAC,GAAG,CAAC,EAAE,GAAG,QAAQ,CAAC,IAAI,EAAE,CAAC;YAChC,MAAM,CAAC,GAAG,CAAC,EAAE,GAAG,QAAQ,CAA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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 * Picked thin instance index\r\n */\r\n thinInstanceIndex?: number;\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 _thinIdMap: Array<{ meshId: number; thinId: 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, \"bakedVertexAnimationSettingsInstanced\"],\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 && !mesh.hasThinInstances) {\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 private _generateColorData(instanceCount: number, id: number, index: number, r: number, g: number, b: number, onInstance: (i: number, id: number) => void) {\r\n const colorData = new Float32Array(4 * (instanceCount + 1));\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 < instanceCount; i++) {\r\n const r = (id & 0xff0000) >> 16;\r\n const g = (id & 0x00ff00) >> 8;\r\n const b = (id & 0x0000ff) >> 0;\r\n onInstance(i, id);\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 return colorData;\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 (mesh.hasThinInstances) {\r\n (mesh as Mesh).thinInstanceSetBuffer(this._attributeName, null);\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._thinIdMap.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.hasThinInstances) {\r\n const colorData = this._generateColorData((mesh as Mesh).thinInstanceCount, id, index, r, g, b, (i, id) => {\r\n this._thinIdMap[id] = { meshId: index, thinId: i };\r\n });\r\n id += (mesh as Mesh).thinInstanceCount;\r\n (mesh as Mesh).thinInstanceSetBuffer(this._attributeName, colorData, 4);\r\n } else if (mesh.hasInstances) {\r\n const instances = (mesh as Mesh).instances;\r\n const colorData = this._generateColorData(instances.length, id, index, r, g, b, (i, id) => {\r\n const instance = instances[i];\r\n this._idMap[id] = this._pickableMeshes.indexOf(instance);\r\n });\r\n id += instances.length;\r\n const engine = mesh.getEngine();\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 and adapt to screen resolution\r\n x = (window.devicePixelRatio * x) >> 0;\r\n y = (window.devicePixelRatio * 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 let thinInstanceIndex: number | undefined = undefined;\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\r\n // Thin?\r\n if (this._thinIdMap[colorId]) {\r\n pickedMesh = this._pickableMeshes[this._thinIdMap[colorId].meshId];\r\n thinInstanceIndex = this._thinIdMap[colorId].thinId;\r\n } else {\r\n pickedMesh = this._pickableMeshes[this._idMap[colorId]];\r\n }\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, thinInstanceIndex: thinInstanceIndex });\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"]}
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@@ -86,7 +86,6 @@ AbstractEngine.prototype._renderViewStep = function (view) {
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scene = Array.isArray(camera) ? camera[0].getScene() : camera.getScene();
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previewCamera = scene.activeCamera;
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previewCameras = scene.activeCameras;
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-
this.activeView = view;
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if (Array.isArray(camera)) {
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91
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scene.activeCameras = camera;
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}
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@@ -95,6 +94,7 @@ AbstractEngine.prototype._renderViewStep = function (view) {
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95
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scene.activeCameras = null;
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96
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}
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}
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97
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+
this.activeView = view;
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98
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if (view.customResize) {
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view.customResize(canvas);
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}
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@@ -1 +1 @@
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-
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type { Camera } from \"../../Cameras/camera\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { AbstractEngine } from \"../abstractEngine\";\r\n\r\n/**\r\n * Class used to define an additional view for the engine\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/multiCanvas\r\n */\r\nexport class EngineView {\r\n /**\r\n * A randomly generated unique id\r\n */\r\n readonly id: string;\r\n /** Defines the canvas where to render the view */\r\n target: HTMLCanvasElement;\r\n /**\r\n * Defines an optional camera or array of cameras used to render the view (will use active camera / cameras else)\r\n * Support for array of cameras @since\r\n */\r\n camera?: Camera | Camera[];\r\n /** Indicates if the destination view canvas should be cleared before copying the parent canvas. Can help if the scene clear color has alpha < 1 */\r\n clearBeforeCopy?: boolean;\r\n /** Indicates if the view is enabled (true by default) */\r\n enabled: boolean;\r\n /** Defines a custom function to handle canvas size changes. (the canvas to render into is provided to the callback) */\r\n customResize?: (canvas: HTMLCanvasElement) => void;\r\n}\r\n\r\ndeclare module \"../../Engines/abstractEngine\" {\r\n export interface AbstractEngine {\r\n /** @internal */\r\n _inputElement: Nullable<HTMLElement>;\r\n\r\n /**\r\n * Gets or sets the HTML element to use for attaching events\r\n */\r\n inputElement: Nullable<HTMLElement>;\r\n\r\n /**\r\n * Observable to handle when a change to inputElement occurs\r\n * @internal\r\n */\r\n _onEngineViewChanged?: () => void;\r\n\r\n /**\r\n * Will be triggered before the view renders\r\n */\r\n readonly onBeforeViewRenderObservable: Observable<EngineView>;\r\n /**\r\n * Will be triggered after the view rendered\r\n */\r\n readonly onAfterViewRenderObservable: Observable<EngineView>;\r\n\r\n /**\r\n * Gets the current engine view\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/multiCanvas\r\n */\r\n activeView: Nullable<EngineView>;\r\n\r\n /** Gets or sets the list of views */\r\n views: EngineView[];\r\n\r\n /**\r\n * Register a new child canvas\r\n * @param canvas defines the canvas to register\r\n * @param camera defines an optional camera or array of cameras to use with this canvas (it will overwrite the scene.activeCamera / scene.activeCameras for this view). Support for array of cameras @since\r\n * @param clearBeforeCopy Indicates if the destination view canvas should be cleared before copying the parent canvas. Can help if the scene clear color has alpha \\< 1\r\n * @returns the associated view\r\n */\r\n registerView(canvas: HTMLCanvasElement, camera?: Camera | Camera[], clearBeforeCopy?: boolean): EngineView;\r\n\r\n /**\r\n * Remove a registered child canvas\r\n * @param canvas defines the canvas to remove\r\n * @returns the current engine\r\n */\r\n unRegisterView(canvas: HTMLCanvasElement): AbstractEngine;\r\n\r\n /**\r\n * @internal\r\n */\r\n _renderViewStep(view: EngineView): boolean;\r\n }\r\n}\r\n\r\nconst _onBeforeViewRenderObservable = new Observable<EngineView>();\r\nconst _onAfterViewRenderObservable = new Observable<EngineView>();\r\n\r\nObject.defineProperty(AbstractEngine.prototype, \"onBeforeViewRenderObservable\", {\r\n get: function (this: AbstractEngine) {\r\n return _onBeforeViewRenderObservable;\r\n },\r\n});\r\n\r\nObject.defineProperty(AbstractEngine.prototype, \"onAfterViewRenderObservable\", {\r\n get: function (this: AbstractEngine) {\r\n return _onAfterViewRenderObservable;\r\n },\r\n});\r\n\r\nObject.defineProperty(AbstractEngine.prototype, \"inputElement\", {\r\n get: function (this: AbstractEngine) {\r\n return this._inputElement;\r\n },\r\n set: function (this: AbstractEngine, value: HTMLElement) {\r\n if (this._inputElement !== value) {\r\n this._inputElement = value;\r\n this._onEngineViewChanged?.();\r\n }\r\n },\r\n});\r\n\r\nAbstractEngine.prototype.getInputElement = function (): Nullable<HTMLElement> {\r\n return this.inputElement || this.getRenderingCanvas();\r\n};\r\n\r\nAbstractEngine.prototype.registerView = function (canvas: HTMLCanvasElement, camera?: Camera | Camera[], clearBeforeCopy?: boolean): EngineView {\r\n if (!this.views) {\r\n this.views = [];\r\n }\r\n\r\n for (const view of this.views) {\r\n if (view.target === canvas) {\r\n return view;\r\n }\r\n }\r\n\r\n const masterCanvas = this.getRenderingCanvas();\r\n if (masterCanvas) {\r\n canvas.width = masterCanvas.width;\r\n canvas.height = masterCanvas.height;\r\n }\r\n\r\n const newView = { target: canvas, camera, clearBeforeCopy, enabled: true, id: (Math.random() * 100000).toFixed() };\r\n this.views.push(newView);\r\n\r\n if (camera && !Array.isArray(camera)) {\r\n camera.onDisposeObservable.add(() => {\r\n this.unRegisterView(canvas);\r\n });\r\n }\r\n\r\n return newView;\r\n};\r\n\r\nAbstractEngine.prototype.unRegisterView = function (canvas: HTMLCanvasElement): AbstractEngine {\r\n if (!this.views || this.views.length === 0) {\r\n return this;\r\n }\r\n\r\n for (const view of this.views) {\r\n if (view.target === canvas) {\r\n const index = this.views.indexOf(view);\r\n\r\n if (index !== -1) {\r\n this.views.splice(index, 1);\r\n }\r\n break;\r\n }\r\n }\r\n\r\n return this;\r\n};\r\n\r\nAbstractEngine.prototype._renderViewStep = function (view: EngineView): boolean {\r\n const canvas = view.target;\r\n const context = canvas.getContext(\"2d\");\r\n if (!context) {\r\n return true;\r\n }\r\n const parent = this.getRenderingCanvas()!;\r\n\r\n _onBeforeViewRenderObservable.notifyObservers(view);\r\n const camera = view.camera;\r\n let previewCamera: Nullable<Camera> = null;\r\n let previewCameras: Nullable<Camera[]> = null;\r\n let scene: Nullable<Scene> = null;\r\n if (camera) {\r\n scene = Array.isArray(camera) ? camera[0].getScene() : camera.getScene();\r\n\r\n previewCamera = scene.activeCamera;\r\n previewCameras = scene.activeCameras;\r\n\r\n this.activeView = view;\r\n\r\n if (Array.isArray(camera)) {\r\n scene.activeCameras = camera;\r\n } else {\r\n scene.activeCamera = camera;\r\n scene.activeCameras = null;\r\n }\r\n }\r\n\r\n if (view.customResize) {\r\n view.customResize(canvas);\r\n } else {\r\n // Set sizes\r\n const width = Math.floor(canvas.clientWidth / this._hardwareScalingLevel);\r\n const height = Math.floor(canvas.clientHeight / this._hardwareScalingLevel);\r\n\r\n const dimsChanged = width !== canvas.width || parent.width !== canvas.width || height !== canvas.height || parent.height !== canvas.height;\r\n if (canvas.clientWidth && canvas.clientHeight && dimsChanged) {\r\n canvas.width = width;\r\n canvas.height = height;\r\n this.setSize(width, height);\r\n }\r\n }\r\n\r\n if (!parent.width || !parent.height) {\r\n return false;\r\n }\r\n\r\n // Render the frame\r\n this._renderFrame();\r\n\r\n this.flushFramebuffer();\r\n\r\n // Copy to target\r\n if (view.clearBeforeCopy) {\r\n context.clearRect(0, 0, parent.width, parent.height);\r\n }\r\n context.drawImage(parent, 0, 0);\r\n\r\n // Restore\r\n if (scene) {\r\n scene.activeCameras = previewCameras;\r\n scene.activeCamera = previewCamera;\r\n }\r\n _onAfterViewRenderObservable.notifyObservers(view);\r\n return true;\r\n};\r\n\r\nAbstractEngine.prototype._renderViews = function () {\r\n if (!this.views || this.views.length === 0) {\r\n return false;\r\n }\r\n\r\n const parent = this.getRenderingCanvas();\r\n\r\n if (!parent) {\r\n return false;\r\n }\r\n\r\n let inputElementView;\r\n for (const view of this.views) {\r\n if (!view.enabled) {\r\n continue;\r\n }\r\n const canvas = view.target;\r\n // Always render the view correspondent to the inputElement for last\r\n if (canvas === this.inputElement) {\r\n inputElementView = view;\r\n continue;\r\n }\r\n\r\n if (!this._renderViewStep(view)) {\r\n return false;\r\n }\r\n }\r\n\r\n if (inputElementView) {\r\n if (!this._renderViewStep(inputElementView)) {\r\n return false;\r\n }\r\n }\r\n\r\n this.activeView = null;\r\n\r\n return true;\r\n};\r\n"]}
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type { Camera } from \"../../Cameras/camera\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { AbstractEngine } from \"../abstractEngine\";\r\n\r\n/**\r\n * Class used to define an additional view for the engine\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/multiCanvas\r\n */\r\nexport class EngineView {\r\n /**\r\n * A randomly generated unique id\r\n */\r\n readonly id: string;\r\n /** Defines the canvas where to render the view */\r\n target: HTMLCanvasElement;\r\n /**\r\n * Defines an optional camera or array of cameras used to render the view (will use active camera / cameras else)\r\n * Support for array of cameras @since\r\n */\r\n camera?: Camera | Camera[];\r\n /** Indicates if the destination view canvas should be cleared before copying the parent canvas. Can help if the scene clear color has alpha < 1 */\r\n clearBeforeCopy?: boolean;\r\n /** Indicates if the view is enabled (true by default) */\r\n enabled: boolean;\r\n /** Defines a custom function to handle canvas size changes. (the canvas to render into is provided to the callback) */\r\n customResize?: (canvas: HTMLCanvasElement) => void;\r\n}\r\n\r\ndeclare module \"../../Engines/abstractEngine\" {\r\n export interface AbstractEngine {\r\n /** @internal */\r\n _inputElement: Nullable<HTMLElement>;\r\n\r\n /**\r\n * Gets or sets the HTML element to use for attaching events\r\n */\r\n inputElement: Nullable<HTMLElement>;\r\n\r\n /**\r\n * Observable to handle when a change to inputElement occurs\r\n * @internal\r\n */\r\n _onEngineViewChanged?: () => void;\r\n\r\n /**\r\n * Will be triggered before the view renders\r\n */\r\n readonly onBeforeViewRenderObservable: Observable<EngineView>;\r\n /**\r\n * Will be triggered after the view rendered\r\n */\r\n readonly onAfterViewRenderObservable: Observable<EngineView>;\r\n\r\n /**\r\n * Gets the current engine view\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/multiCanvas\r\n */\r\n activeView: Nullable<EngineView>;\r\n\r\n /** Gets or sets the list of views */\r\n views: EngineView[];\r\n\r\n /**\r\n * Register a new child canvas\r\n * @param canvas defines the canvas to register\r\n * @param camera defines an optional camera or array of cameras to use with this canvas (it will overwrite the scene.activeCamera / scene.activeCameras for this view). Support for array of cameras @since\r\n * @param clearBeforeCopy Indicates if the destination view canvas should be cleared before copying the parent canvas. Can help if the scene clear color has alpha \\< 1\r\n * @returns the associated view\r\n */\r\n registerView(canvas: HTMLCanvasElement, camera?: Camera | Camera[], clearBeforeCopy?: boolean): EngineView;\r\n\r\n /**\r\n * Remove a registered child canvas\r\n * @param canvas defines the canvas to remove\r\n * @returns the current engine\r\n */\r\n unRegisterView(canvas: HTMLCanvasElement): AbstractEngine;\r\n\r\n /**\r\n * @internal\r\n */\r\n _renderViewStep(view: EngineView): boolean;\r\n }\r\n}\r\n\r\nconst _onBeforeViewRenderObservable = new Observable<EngineView>();\r\nconst _onAfterViewRenderObservable = new Observable<EngineView>();\r\n\r\nObject.defineProperty(AbstractEngine.prototype, \"onBeforeViewRenderObservable\", {\r\n get: function (this: AbstractEngine) {\r\n return _onBeforeViewRenderObservable;\r\n },\r\n});\r\n\r\nObject.defineProperty(AbstractEngine.prototype, \"onAfterViewRenderObservable\", {\r\n get: function (this: AbstractEngine) {\r\n return _onAfterViewRenderObservable;\r\n },\r\n});\r\n\r\nObject.defineProperty(AbstractEngine.prototype, \"inputElement\", {\r\n get: function (this: AbstractEngine) {\r\n return this._inputElement;\r\n },\r\n set: function (this: AbstractEngine, value: HTMLElement) {\r\n if (this._inputElement !== value) {\r\n this._inputElement = value;\r\n this._onEngineViewChanged?.();\r\n }\r\n },\r\n});\r\n\r\nAbstractEngine.prototype.getInputElement = function (): Nullable<HTMLElement> {\r\n return this.inputElement || this.getRenderingCanvas();\r\n};\r\n\r\nAbstractEngine.prototype.registerView = function (canvas: HTMLCanvasElement, camera?: Camera | Camera[], clearBeforeCopy?: boolean): EngineView {\r\n if (!this.views) {\r\n this.views = [];\r\n }\r\n\r\n for (const view of this.views) {\r\n if (view.target === canvas) {\r\n return view;\r\n }\r\n }\r\n\r\n const masterCanvas = this.getRenderingCanvas();\r\n if (masterCanvas) {\r\n canvas.width = masterCanvas.width;\r\n canvas.height = masterCanvas.height;\r\n }\r\n\r\n const newView = { target: canvas, camera, clearBeforeCopy, enabled: true, id: (Math.random() * 100000).toFixed() };\r\n this.views.push(newView);\r\n\r\n if (camera && !Array.isArray(camera)) {\r\n camera.onDisposeObservable.add(() => {\r\n this.unRegisterView(canvas);\r\n });\r\n }\r\n\r\n return newView;\r\n};\r\n\r\nAbstractEngine.prototype.unRegisterView = function (canvas: HTMLCanvasElement): AbstractEngine {\r\n if (!this.views || this.views.length === 0) {\r\n return this;\r\n }\r\n\r\n for (const view of this.views) {\r\n if (view.target === canvas) {\r\n const index = this.views.indexOf(view);\r\n\r\n if (index !== -1) {\r\n this.views.splice(index, 1);\r\n }\r\n break;\r\n }\r\n }\r\n\r\n return this;\r\n};\r\n\r\nAbstractEngine.prototype._renderViewStep = function (view: EngineView): boolean {\r\n const canvas = view.target;\r\n const context = canvas.getContext(\"2d\");\r\n if (!context) {\r\n return true;\r\n }\r\n const parent = this.getRenderingCanvas()!;\r\n\r\n _onBeforeViewRenderObservable.notifyObservers(view);\r\n const camera = view.camera;\r\n let previewCamera: Nullable<Camera> = null;\r\n let previewCameras: Nullable<Camera[]> = null;\r\n let scene: Nullable<Scene> = null;\r\n if (camera) {\r\n scene = Array.isArray(camera) ? camera[0].getScene() : camera.getScene();\r\n\r\n previewCamera = scene.activeCamera;\r\n previewCameras = scene.activeCameras;\r\n\r\n if (Array.isArray(camera)) {\r\n scene.activeCameras = camera;\r\n } else {\r\n scene.activeCamera = camera;\r\n scene.activeCameras = null;\r\n }\r\n }\r\n this.activeView = view;\r\n\r\n if (view.customResize) {\r\n view.customResize(canvas);\r\n } else {\r\n // Set sizes\r\n const width = Math.floor(canvas.clientWidth / this._hardwareScalingLevel);\r\n const height = Math.floor(canvas.clientHeight / this._hardwareScalingLevel);\r\n\r\n const dimsChanged = width !== canvas.width || parent.width !== canvas.width || height !== canvas.height || parent.height !== canvas.height;\r\n if (canvas.clientWidth && canvas.clientHeight && dimsChanged) {\r\n canvas.width = width;\r\n canvas.height = height;\r\n this.setSize(width, height);\r\n }\r\n }\r\n\r\n if (!parent.width || !parent.height) {\r\n return false;\r\n }\r\n\r\n // Render the frame\r\n this._renderFrame();\r\n\r\n this.flushFramebuffer();\r\n\r\n // Copy to target\r\n if (view.clearBeforeCopy) {\r\n context.clearRect(0, 0, parent.width, parent.height);\r\n }\r\n context.drawImage(parent, 0, 0);\r\n\r\n // Restore\r\n if (scene) {\r\n scene.activeCameras = previewCameras;\r\n scene.activeCamera = previewCamera;\r\n }\r\n _onAfterViewRenderObservable.notifyObservers(view);\r\n return true;\r\n};\r\n\r\nAbstractEngine.prototype._renderViews = function () {\r\n if (!this.views || this.views.length === 0) {\r\n return false;\r\n }\r\n\r\n const parent = this.getRenderingCanvas();\r\n\r\n if (!parent) {\r\n return false;\r\n }\r\n\r\n let inputElementView;\r\n for (const view of this.views) {\r\n if (!view.enabled) {\r\n continue;\r\n }\r\n const canvas = view.target;\r\n // Always render the view correspondent to the inputElement for last\r\n if (canvas === this.inputElement) {\r\n inputElementView = view;\r\n continue;\r\n }\r\n\r\n if (!this._renderViewStep(view)) {\r\n return false;\r\n }\r\n }\r\n\r\n if (inputElementView) {\r\n if (!this._renderViewStep(inputElementView)) {\r\n return false;\r\n }\r\n }\r\n\r\n this.activeView = null;\r\n\r\n return true;\r\n};\r\n"]}
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@@ -745,13 +745,13 @@ export class AbstractEngine {
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*/
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// Not mixed with Version for tooling purpose.
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static get NpmPackage() {
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-
return "babylonjs@7.17.
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+
return "babylonjs@7.17.2";
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}
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/**
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* Returns the current version of the framework
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*/
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static get Version() {
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754
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-
return "7.17.
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754
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+
return "7.17.2";
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}
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/**
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* Gets the HTML canvas attached with the current webGL context
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