@babylonjs/core 7.2.0 → 7.2.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Animations/animation.d.ts +2 -2
- package/Animations/animation.js +2 -2
- package/Animations/animation.js.map +1 -1
- package/Engines/thinEngine.js +2 -2
- package/Engines/thinEngine.js.map +1 -1
- package/Materials/Node/Blocks/PBR/subSurfaceBlock.js +0 -1
- package/Materials/Node/Blocks/PBR/subSurfaceBlock.js.map +1 -1
- package/Materials/Node/Blocks/matrixTransposeBlock.js +1 -1
- package/Materials/Node/Blocks/matrixTransposeBlock.js.map +1 -1
- package/Materials/PBR/pbrSubSurfaceConfiguration.d.ts +2 -3
- package/Materials/PBR/pbrSubSurfaceConfiguration.js +8 -12
- package/Materials/PBR/pbrSubSurfaceConfiguration.js.map +1 -1
- package/Meshes/Compression/dracoCompression.d.ts +19 -1
- package/Meshes/Compression/dracoCompression.js +11 -4
- package/Meshes/Compression/dracoCompression.js.map +1 -1
- package/Particles/EmitterTypes/cylinderParticleEmitter.js +2 -2
- package/Particles/EmitterTypes/cylinderParticleEmitter.js.map +1 -1
- package/Physics/v2/IPhysicsEnginePlugin.d.ts +1 -0
- package/Physics/v2/IPhysicsEnginePlugin.js.map +1 -1
- package/Physics/v2/Plugins/havokPlugin.d.ts +7 -0
- package/Physics/v2/Plugins/havokPlugin.js +16 -0
- package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
- package/Physics/v2/physicsBody.d.ts +7 -1
- package/Physics/v2/physicsBody.js +10 -1
- package/Physics/v2/physicsBody.js.map +1 -1
- package/Physics/v2/physicsEngineComponent.d.ts +5 -0
- package/Physics/v2/physicsEngineComponent.js +13 -0
- package/Physics/v2/physicsEngineComponent.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockSubSurface.js +3 -5
- package/Shaders/ShadersInclude/pbrBlockSubSurface.js.map +1 -1
- package/XR/webXRCamera.js +4 -0
- package/XR/webXRCamera.js.map +1 -1
- package/assets/Draco/draco_decoder.js +34 -0
- package/assets/Draco/draco_decoder.wasm +0 -0
- package/assets/Draco/draco_wasm_wrapper.js +117 -0
- package/package.json +1 -1
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eslint-disable @typescript-eslint/naming-convention */\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport { AutoReleaseWorkerPool } from \"../../Misc/workerPool\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { IDisposable, Scene } from \"../../scene\";\r\nimport { Geometry } from \"../geometry\";\r\nimport { VertexBuffer } from \"../buffer\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\nimport type { DecoderModule } from \"draco3dgltf\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { decodeMesh, type AttributeData, type Message, workerFunction, initializeWebWorker } from \"./dracoCompressionWorker\";\r\nimport { DracoDecoderModule } from \"draco3dgltf\";\r\n\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\ndeclare let DracoDecoderModule: DracoDecoderModule;\r\n\r\ninterface MeshData {\r\n indices?: Uint16Array | Uint32Array;\r\n attributes: Array<AttributeData>;\r\n totalVertices: number;\r\n}\r\n\r\nfunction createDecoderAsync(wasmBinary?: ArrayBuffer, jsModule?: DracoDecoderModule): Promise<{ module: DecoderModule }> {\r\n return new Promise((resolve) => {\r\n (jsModule || DracoDecoderModule)({ wasmBinary }).then((module) => {\r\n resolve({ module });\r\n });\r\n });\r\n}\r\n\r\n/**\r\n * Configuration for Draco compression\r\n */\r\nexport interface IDracoCompressionConfiguration {\r\n /**\r\n * Configuration for the decoder.\r\n */\r\n decoder: {\r\n /**\r\n * The url to the WebAssembly module.\r\n */\r\n wasmUrl?: string;\r\n\r\n /**\r\n * The url to the WebAssembly binary.\r\n */\r\n wasmBinaryUrl?: string;\r\n\r\n /**\r\n * The url to the fallback JavaScript module.\r\n */\r\n fallbackUrl?: string;\r\n /**\r\n * Optional worker pool to use for async decoding instead of creating a new worker pool.\r\n */\r\n workerPool?: AutoReleaseWorkerPool;\r\n /**\r\n * Optional ArrayBuffer of the WebAssembly binary\r\n */\r\n wasmBinary?: ArrayBuffer;\r\n\r\n /**\r\n * The decoder module if already available.\r\n */\r\n jsModule?: any /* DecoderModule */;\r\n };\r\n}\r\n\r\n/**\r\n * Options for Draco compression\r\n */\r\nexport interface IDracoCompressionOptions {\r\n /**\r\n * The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.\r\n */\r\n numWorkers?: number;\r\n /**\r\n * Optional ArrayBuffer of the WebAssembly binary.\r\n * If provided it will be used instead of loading the binary from wasmBinaryUrl.\r\n */\r\n wasmBinary?: ArrayBuffer;\r\n /**\r\n * Optional worker pool to use for async decoding.\r\n * If provided, numWorkers will be ignored and the worker pool will be used instead.\r\n * If provided the draco script will not be loaded from the DracoConfiguration.\r\n */\r\n workerPool?: AutoReleaseWorkerPool;\r\n}\r\n\r\n/**\r\n * Draco compression (https://google.github.io/draco/)\r\n *\r\n * This class wraps the Draco module.\r\n *\r\n * **Encoder**\r\n *\r\n * The encoder is not currently implemented.\r\n *\r\n * **Decoder**\r\n *\r\n * By default, the configuration points to a copy of the Draco decoder files for glTF from the babylon.js preview cdn https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js.\r\n *\r\n * To update the configuration, use the following code:\r\n * ```javascript\r\n * DracoCompression.Configuration = {\r\n * decoder: {\r\n * wasmUrl: \"<url to the WebAssembly library>\",\r\n * wasmBinaryUrl: \"<url to the WebAssembly binary>\",\r\n * fallbackUrl: \"<url to the fallback JavaScript library>\",\r\n * }\r\n * };\r\n * ```\r\n *\r\n * Draco has two versions, one for WebAssembly and one for JavaScript. The decoder configuration can be set to only support WebAssembly or only support the JavaScript version.\r\n * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.\r\n * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.\r\n *\r\n * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshToGeometryAsync:\r\n * ```javascript\r\n * var geometry = await DracoCompression.Default.decodeMeshToGeometryAsync(data);\r\n * ```\r\n *\r\n * @see https://playground.babylonjs.com/#DMZIBD#0\r\n */\r\nexport class DracoCompression implements IDisposable {\r\n private _workerPoolPromise?: Promise<AutoReleaseWorkerPool>;\r\n private _decoderModulePromise?: Promise<{ module: DecoderModule }>;\r\n\r\n /**\r\n * The configuration. Defaults to the following urls:\r\n * - wasmUrl: \"https://cdn.babylonjs.com/draco_wasm_wrapper_gltf.js\"\r\n * - wasmBinaryUrl: \"https://cdn.babylonjs.com/draco_decoder_gltf.wasm\"\r\n * - fallbackUrl: \"https://cdn.babylonjs.com/draco_decoder_gltf.js\"\r\n */\r\n public static Configuration: IDracoCompressionConfiguration = {\r\n decoder: {\r\n wasmUrl: `${Tools._DefaultCdnUrl}/draco_wasm_wrapper_gltf.js`,\r\n wasmBinaryUrl: `${Tools._DefaultCdnUrl}/draco_decoder_gltf.wasm`,\r\n fallbackUrl: `${Tools._DefaultCdnUrl}/draco_decoder_gltf.js`,\r\n },\r\n };\r\n\r\n /**\r\n * Returns true if the decoder configuration is available.\r\n */\r\n public static get DecoderAvailable(): boolean {\r\n const decoder = DracoCompression.Configuration.decoder;\r\n return !!((decoder.wasmUrl && decoder.wasmBinaryUrl && typeof WebAssembly === \"object\") || decoder.fallbackUrl);\r\n }\r\n\r\n /**\r\n * Default number of workers to create when creating the draco compression object.\r\n */\r\n public static DefaultNumWorkers = DracoCompression.GetDefaultNumWorkers();\r\n\r\n private static GetDefaultNumWorkers(): number {\r\n if (typeof navigator !== \"object\" || !navigator.hardwareConcurrency) {\r\n return 1;\r\n }\r\n\r\n // Use 50% of the available logical processors but capped at 4.\r\n return Math.min(Math.floor(navigator.hardwareConcurrency * 0.5), 4);\r\n }\r\n\r\n private static _Default: Nullable<DracoCompression> = null;\r\n\r\n /**\r\n * Default instance for the draco compression object.\r\n */\r\n public static get Default(): DracoCompression {\r\n if (!DracoCompression._Default) {\r\n DracoCompression._Default = new DracoCompression();\r\n }\r\n\r\n return DracoCompression._Default;\r\n }\r\n\r\n /**\r\n * Constructor\r\n * @param numWorkers The number of workers for async operations Or an options object. Specify `0` to disable web workers and run synchronously in the current context.\r\n */\r\n constructor(numWorkers: number | IDracoCompressionOptions = DracoCompression.DefaultNumWorkers) {\r\n const decoder = DracoCompression.Configuration.decoder;\r\n // check if the decoder binary and worker pool was injected\r\n // Note - it is expected that the developer checked if WebWorker, WebAssembly and the URL object are available\r\n if (decoder.workerPool || (typeof numWorkers === \"object\" && numWorkers.workerPool)) {\r\n // set the promise accordingly\r\n this._workerPoolPromise = Promise.resolve(decoder.workerPool || (numWorkers as IDracoCompressionOptions).workerPool!);\r\n } else {\r\n // to avoid making big changes to the decider, if wasmBinary is provided use it in the wasmBinaryPromise\r\n const wasmBinaryProvided = decoder.wasmBinary || (typeof numWorkers === \"object\" && numWorkers.wasmBinary);\r\n const numberOfWorkers = typeof numWorkers === \"number\" ? numWorkers : numWorkers.numWorkers;\r\n const useWorkers = numberOfWorkers && typeof Worker === \"function\" && typeof URL === \"function\";\r\n const urlNeeded = useWorkers || (!useWorkers && !decoder.jsModule);\r\n // code maintained here for back-compat with no changes\r\n\r\n const decoderInfo: { url: string | undefined; wasmBinaryPromise: Promise<ArrayBuffer | undefined> } =\r\n decoder.wasmUrl && decoder.wasmBinaryUrl && typeof WebAssembly === \"object\"\r\n ? {\r\n url: urlNeeded ? Tools.GetBabylonScriptURL(decoder.wasmUrl, true) : \"\",\r\n wasmBinaryPromise: wasmBinaryProvided ? Promise.resolve(wasmBinaryProvided) : Tools.LoadFileAsync(Tools.GetBabylonScriptURL(decoder.wasmBinaryUrl, true)),\r\n }\r\n : {\r\n url: urlNeeded ? Tools.GetBabylonScriptURL(decoder.fallbackUrl!) : \"\",\r\n wasmBinaryPromise: Promise.resolve(undefined),\r\n };\r\n if (useWorkers) {\r\n this._workerPoolPromise = decoderInfo.wasmBinaryPromise.then((decoderWasmBinary) => {\r\n const workerContent = `${decodeMesh}(${workerFunction})()`;\r\n const workerBlobUrl = URL.createObjectURL(new Blob([workerContent], { type: \"application/javascript\" }));\r\n\r\n return new AutoReleaseWorkerPool(numberOfWorkers as number, () => {\r\n const worker = new Worker(workerBlobUrl);\r\n return initializeWebWorker(worker, decoderWasmBinary!, decoderInfo.url);\r\n });\r\n });\r\n } else {\r\n this._decoderModulePromise = decoderInfo.wasmBinaryPromise.then(async (decoderWasmBinary) => {\r\n if (typeof DracoDecoderModule === \"undefined\") {\r\n if (!decoder.jsModule) {\r\n if (!decoderInfo.url) {\r\n throw new Error(\"Draco decoder module is not available\");\r\n }\r\n await Tools.LoadBabylonScriptAsync(decoderInfo.url);\r\n }\r\n }\r\n return await createDecoderAsync(decoderWasmBinary as ArrayBuffer, decoder.jsModule);\r\n });\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Stop all async operations and release resources.\r\n */\r\n public dispose(): void {\r\n if (this._workerPoolPromise) {\r\n this._workerPoolPromise.then((workerPool) => {\r\n workerPool.dispose();\r\n });\r\n }\r\n\r\n delete this._workerPoolPromise;\r\n delete this._decoderModulePromise;\r\n }\r\n\r\n /**\r\n * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.\r\n * @returns a promise that resolves when ready\r\n */\r\n public async whenReadyAsync(): Promise<void> {\r\n if (this._workerPoolPromise) {\r\n await this._workerPoolPromise;\r\n return;\r\n }\r\n\r\n if (this._decoderModulePromise) {\r\n await this._decoderModulePromise;\r\n return;\r\n }\r\n }\r\n\r\n private _decodeMeshAsync(\r\n data: ArrayBuffer | ArrayBufferView,\r\n attributes?: { [kind: string]: number },\r\n gltfNormalizedOverride?: { [kind: string]: boolean }\r\n ): Promise<MeshData> {\r\n const dataView = data instanceof ArrayBuffer ? new Int8Array(data) : new Int8Array(data.buffer, data.byteOffset, data.byteLength);\r\n\r\n const applyGltfNormalizedOverride = (kind: string, normalized: boolean): boolean => {\r\n if (gltfNormalizedOverride && gltfNormalizedOverride[kind] !== undefined) {\r\n if (normalized !== gltfNormalizedOverride[kind]) {\r\n Logger.Warn(\r\n `Normalized flag from Draco data (${normalized}) does not match normalized flag from glTF accessor (${gltfNormalizedOverride[kind]}). Using flag from glTF accessor.`\r\n );\r\n }\r\n\r\n return gltfNormalizedOverride[kind];\r\n } else {\r\n return normalized;\r\n }\r\n };\r\n\r\n if (this._workerPoolPromise) {\r\n return this._workerPoolPromise.then((workerPool) => {\r\n return new Promise<MeshData>((resolve, reject) => {\r\n workerPool.push((worker, onComplete) => {\r\n let resultIndices: Nullable<Uint16Array | Uint32Array> = null;\r\n const resultAttributes: Array<AttributeData> = [];\r\n\r\n const onError = (error: ErrorEvent) => {\r\n worker.removeEventListener(\"error\", onError);\r\n worker.removeEventListener(\"message\", onMessage);\r\n reject(error);\r\n onComplete();\r\n };\r\n\r\n const onMessage = (event: MessageEvent<Message>) => {\r\n const message = event.data;\r\n switch (message.id) {\r\n case \"decodeMeshDone\": {\r\n worker.removeEventListener(\"error\", onError);\r\n worker.removeEventListener(\"message\", onMessage);\r\n resolve({ indices: resultIndices!, attributes: resultAttributes, totalVertices: message.totalVertices });\r\n onComplete();\r\n break;\r\n }\r\n case \"indices\": {\r\n resultIndices = message.data;\r\n break;\r\n }\r\n case \"attribute\": {\r\n resultAttributes.push({\r\n kind: message.kind,\r\n data: message.data,\r\n size: message.size,\r\n byteOffset: message.byteOffset,\r\n byteStride: message.byteStride,\r\n normalized: applyGltfNormalizedOverride(message.kind, message.normalized),\r\n });\r\n break;\r\n }\r\n }\r\n };\r\n\r\n worker.addEventListener(\"error\", onError);\r\n worker.addEventListener(\"message\", onMessage);\r\n\r\n const dataViewCopy = dataView.slice();\r\n worker.postMessage({ id: \"decodeMesh\", dataView: dataViewCopy, attributes: attributes }, [dataViewCopy.buffer]);\r\n });\r\n });\r\n });\r\n }\r\n\r\n if (this._decoderModulePromise) {\r\n return this._decoderModulePromise.then((decoder) => {\r\n let resultIndices: Nullable<Uint16Array | Uint32Array> = null;\r\n const resultAttributes: Array<AttributeData> = [];\r\n\r\n const numPoints = decodeMesh(\r\n decoder.module,\r\n dataView,\r\n attributes,\r\n (indices) => {\r\n resultIndices = indices;\r\n },\r\n (kind, data, size, byteOffset, byteStride, normalized) => {\r\n resultAttributes.push({\r\n kind,\r\n data,\r\n size,\r\n byteOffset,\r\n byteStride,\r\n normalized,\r\n });\r\n }\r\n );\r\n\r\n return { indices: resultIndices!, attributes: resultAttributes, totalVertices: numPoints };\r\n });\r\n }\r\n\r\n throw new Error(\"Draco decoder module is not available\");\r\n }\r\n\r\n /**\r\n * Decode Draco compressed mesh data to Babylon geometry.\r\n * @param name The name to use when creating the geometry\r\n * @param scene The scene to use when creating the geometry\r\n * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data\r\n * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids\r\n * @returns A promise that resolves with the decoded geometry\r\n */\r\n public async decodeMeshToGeometryAsync(name: string, scene: Scene, data: ArrayBuffer | ArrayBufferView, attributes?: { [kind: string]: number }): Promise<Geometry> {\r\n const meshData = await this._decodeMeshAsync(data, attributes);\r\n const geometry = new Geometry(name, scene);\r\n if (meshData.indices) {\r\n geometry.setIndices(meshData.indices);\r\n }\r\n for (const attribute of meshData.attributes) {\r\n geometry.setVerticesBuffer(\r\n new VertexBuffer(\r\n scene.getEngine(),\r\n attribute.data,\r\n attribute.kind,\r\n false,\r\n undefined,\r\n attribute.byteStride,\r\n undefined,\r\n attribute.byteOffset,\r\n attribute.size,\r\n undefined,\r\n attribute.normalized,\r\n true\r\n ),\r\n meshData.totalVertices\r\n );\r\n }\r\n return geometry;\r\n }\r\n\r\n /** @internal */\r\n public async _decodeMeshToGeometryForGltfAsync(\r\n name: string,\r\n scene: Scene,\r\n data: ArrayBuffer | ArrayBufferView,\r\n attributes: { [kind: string]: number },\r\n gltfNormalizedOverride: { [kind: string]: boolean }\r\n ): Promise<Geometry> {\r\n const meshData = await this._decodeMeshAsync(data, attributes, gltfNormalizedOverride);\r\n const geometry = new Geometry(name, scene);\r\n if (meshData.indices) {\r\n geometry.setIndices(meshData.indices);\r\n }\r\n for (const attribute of meshData.attributes) {\r\n geometry.setVerticesBuffer(\r\n new VertexBuffer(\r\n scene.getEngine(),\r\n attribute.data,\r\n attribute.kind,\r\n false,\r\n undefined,\r\n attribute.byteStride,\r\n undefined,\r\n attribute.byteOffset,\r\n attribute.size,\r\n undefined,\r\n attribute.normalized,\r\n true\r\n ),\r\n meshData.totalVertices\r\n );\r\n }\r\n return geometry;\r\n }\r\n\r\n /**\r\n * Decode Draco compressed mesh data to Babylon vertex data.\r\n * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data\r\n * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids\r\n * @returns A promise that resolves with the decoded vertex data\r\n * @deprecated Use {@link decodeMeshToGeometryAsync} for better performance in some cases\r\n */\r\n public async decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: { [kind: string]: number }): Promise<VertexData> {\r\n const meshData = await this._decodeMeshAsync(data, attributes);\r\n const vertexData = new VertexData();\r\n if (meshData.indices) {\r\n vertexData.indices = meshData.indices;\r\n }\r\n for (const attribute of meshData.attributes) {\r\n const floatData = VertexBuffer.GetFloatData(\r\n attribute.data,\r\n attribute.size,\r\n VertexBuffer.GetDataType(attribute.data),\r\n attribute.byteOffset,\r\n attribute.byteStride,\r\n attribute.normalized,\r\n meshData.totalVertices\r\n );\r\n\r\n vertexData.set(floatData, attribute.kind);\r\n }\r\n return vertexData;\r\n }\r\n}\r\n"]}
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eslint-disable @typescript-eslint/naming-convention */\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport { AutoReleaseWorkerPool } from \"../../Misc/workerPool\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { IDisposable, Scene } from \"../../scene\";\r\nimport { Geometry } from \"../geometry\";\r\nimport { VertexBuffer } from \"../buffer\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\nimport type { DecoderModule } from \"draco3dgltf\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { decodeMesh, type AttributeData, type Message, workerFunction, initializeWebWorker } from \"./dracoCompressionWorker\";\r\nimport { DracoDecoderModule } from \"draco3dgltf\";\r\n\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\ndeclare let DracoDecoderModule: DracoDecoderModule;\r\n\r\ninterface MeshData {\r\n indices?: Uint16Array | Uint32Array;\r\n attributes: Array<AttributeData>;\r\n totalVertices: number;\r\n}\r\n\r\nfunction createDecoderAsync(wasmBinary?: ArrayBuffer, jsModule?: DracoDecoderModule): Promise<{ module: DecoderModule }> {\r\n return new Promise((resolve) => {\r\n (jsModule || DracoDecoderModule)({ wasmBinary }).then((module) => {\r\n resolve({ module });\r\n });\r\n });\r\n}\r\n\r\n/**\r\n * Configuration for Draco compression\r\n */\r\nexport interface IDracoCompressionConfiguration {\r\n /**\r\n * Configuration for the decoder.\r\n */\r\n decoder: {\r\n /**\r\n * The url to the WebAssembly module.\r\n */\r\n wasmUrl?: string;\r\n\r\n /**\r\n * The url to the WebAssembly binary.\r\n */\r\n wasmBinaryUrl?: string;\r\n\r\n /**\r\n * The url to the fallback JavaScript module.\r\n */\r\n fallbackUrl?: string;\r\n /**\r\n * Optional worker pool to use for async decoding instead of creating a new worker pool.\r\n */\r\n workerPool?: AutoReleaseWorkerPool;\r\n /**\r\n * Optional ArrayBuffer of the WebAssembly binary\r\n */\r\n wasmBinary?: ArrayBuffer;\r\n\r\n /**\r\n * The decoder module if already available.\r\n */\r\n jsModule?: any /* DecoderModule */;\r\n };\r\n}\r\n\r\n/**\r\n * Options for Draco compression\r\n */\r\nexport interface IDracoCompressionOptions {\r\n /**\r\n * The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.\r\n */\r\n numWorkers?: number;\r\n /**\r\n * Optional ArrayBuffer of the WebAssembly binary.\r\n * If provided it will be used instead of loading the binary from wasmBinaryUrl.\r\n */\r\n wasmBinary?: ArrayBuffer;\r\n /**\r\n * Optional worker pool to use for async decoding.\r\n * If provided, numWorkers will be ignored and the worker pool will be used instead.\r\n * If provided the draco script will not be loaded from the DracoConfiguration.\r\n */\r\n workerPool?: AutoReleaseWorkerPool;\r\n}\r\n\r\n/**\r\n * Draco compression (https://google.github.io/draco/)\r\n *\r\n * This class wraps the Draco module.\r\n *\r\n * **Encoder**\r\n *\r\n * The encoder is not currently implemented.\r\n *\r\n * **Decoder**\r\n *\r\n * By default, the configuration points to a copy of the Draco decoder files for glTF from the babylon.js preview cdn https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js.\r\n *\r\n * To update the configuration, use the following code:\r\n * ```javascript\r\n * DracoCompression.Configuration = {\r\n * decoder: {\r\n * wasmUrl: \"<url to the WebAssembly library>\",\r\n * wasmBinaryUrl: \"<url to the WebAssembly binary>\",\r\n * fallbackUrl: \"<url to the fallback JavaScript library>\",\r\n * }\r\n * };\r\n * ```\r\n *\r\n * Draco has two versions, one for WebAssembly and one for JavaScript. The decoder configuration can be set to only support WebAssembly or only support the JavaScript version.\r\n * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.\r\n * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.\r\n *\r\n * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshToGeometryAsync:\r\n * ```javascript\r\n * var geometry = await DracoCompression.Default.decodeMeshToGeometryAsync(data);\r\n * ```\r\n *\r\n * @see https://playground.babylonjs.com/#DMZIBD#0\r\n */\r\nexport class DracoCompression implements IDisposable {\r\n private _workerPoolPromise?: Promise<AutoReleaseWorkerPool>;\r\n private _decoderModulePromise?: Promise<{ module: DecoderModule }>;\r\n\r\n /**\r\n * The configuration. Defaults to the following urls:\r\n * - wasmUrl: \"https://cdn.babylonjs.com/draco_wasm_wrapper_gltf.js\"\r\n * - wasmBinaryUrl: \"https://cdn.babylonjs.com/draco_decoder_gltf.wasm\"\r\n * - fallbackUrl: \"https://cdn.babylonjs.com/draco_decoder_gltf.js\"\r\n */\r\n public static Configuration: IDracoCompressionConfiguration = {\r\n decoder: {\r\n wasmUrl: `${Tools._DefaultCdnUrl}/draco_wasm_wrapper_gltf.js`,\r\n wasmBinaryUrl: `${Tools._DefaultCdnUrl}/draco_decoder_gltf.wasm`,\r\n fallbackUrl: `${Tools._DefaultCdnUrl}/draco_decoder_gltf.js`,\r\n },\r\n };\r\n\r\n /**\r\n * Returns true if the decoder configuration is available.\r\n */\r\n public static get DecoderAvailable(): boolean {\r\n const decoder = DracoCompression.Configuration.decoder;\r\n return !!((decoder.wasmUrl && decoder.wasmBinaryUrl && typeof WebAssembly === \"object\") || decoder.fallbackUrl);\r\n }\r\n\r\n /**\r\n * Default number of workers to create when creating the draco compression object.\r\n */\r\n public static DefaultNumWorkers = DracoCompression.GetDefaultNumWorkers();\r\n\r\n private static GetDefaultNumWorkers(): number {\r\n if (typeof navigator !== \"object\" || !navigator.hardwareConcurrency) {\r\n return 1;\r\n }\r\n\r\n // Use 50% of the available logical processors but capped at 4.\r\n return Math.min(Math.floor(navigator.hardwareConcurrency * 0.5), 4);\r\n }\r\n\r\n private static _Default: Nullable<DracoCompression> = null;\r\n\r\n /**\r\n * Default instance for the draco compression object.\r\n */\r\n public static get Default(): DracoCompression {\r\n if (!DracoCompression._Default) {\r\n DracoCompression._Default = new DracoCompression();\r\n }\r\n\r\n return DracoCompression._Default;\r\n }\r\n\r\n /**\r\n * Constructor\r\n * @param numWorkers The number of workers for async operations Or an options object. Specify `0` to disable web workers and run synchronously in the current context.\r\n */\r\n constructor(numWorkers: number | IDracoCompressionOptions = DracoCompression.DefaultNumWorkers) {\r\n const decoder = DracoCompression.Configuration.decoder;\r\n // check if the decoder binary and worker pool was injected\r\n // Note - it is expected that the developer checked if WebWorker, WebAssembly and the URL object are available\r\n if (decoder.workerPool || (typeof numWorkers === \"object\" && numWorkers.workerPool)) {\r\n // set the promise accordingly\r\n this._workerPoolPromise = Promise.resolve(decoder.workerPool || (numWorkers as IDracoCompressionOptions).workerPool!);\r\n } else {\r\n // to avoid making big changes to the decider, if wasmBinary is provided use it in the wasmBinaryPromise\r\n const wasmBinaryProvided = decoder.wasmBinary || (typeof numWorkers === \"object\" && numWorkers.wasmBinary);\r\n const numberOfWorkers = typeof numWorkers === \"number\" ? numWorkers : numWorkers.numWorkers;\r\n const useWorkers = numberOfWorkers && typeof Worker === \"function\" && typeof URL === \"function\";\r\n const urlNeeded = useWorkers || (!useWorkers && !decoder.jsModule);\r\n // code maintained here for back-compat with no changes\r\n\r\n const decoderInfo: { url: string | undefined; wasmBinaryPromise: Promise<ArrayBuffer | undefined> } =\r\n decoder.wasmUrl && decoder.wasmBinaryUrl && typeof WebAssembly === \"object\"\r\n ? {\r\n url: urlNeeded ? Tools.GetBabylonScriptURL(decoder.wasmUrl, true) : \"\",\r\n wasmBinaryPromise: wasmBinaryProvided ? Promise.resolve(wasmBinaryProvided) : Tools.LoadFileAsync(Tools.GetBabylonScriptURL(decoder.wasmBinaryUrl, true)),\r\n }\r\n : {\r\n url: urlNeeded ? Tools.GetBabylonScriptURL(decoder.fallbackUrl!) : \"\",\r\n wasmBinaryPromise: Promise.resolve(undefined),\r\n };\r\n if (useWorkers) {\r\n this._workerPoolPromise = decoderInfo.wasmBinaryPromise.then((decoderWasmBinary) => {\r\n const workerContent = `${decodeMesh}(${workerFunction})()`;\r\n const workerBlobUrl = URL.createObjectURL(new Blob([workerContent], { type: \"application/javascript\" }));\r\n\r\n return new AutoReleaseWorkerPool(numberOfWorkers as number, () => {\r\n const worker = new Worker(workerBlobUrl);\r\n return initializeWebWorker(worker, decoderWasmBinary!, decoderInfo.url);\r\n });\r\n });\r\n } else {\r\n this._decoderModulePromise = decoderInfo.wasmBinaryPromise.then(async (decoderWasmBinary) => {\r\n if (typeof DracoDecoderModule === \"undefined\") {\r\n if (!decoder.jsModule) {\r\n if (!decoderInfo.url) {\r\n throw new Error(\"Draco decoder module is not available\");\r\n }\r\n await Tools.LoadBabylonScriptAsync(decoderInfo.url);\r\n }\r\n }\r\n return await createDecoderAsync(decoderWasmBinary as ArrayBuffer, decoder.jsModule);\r\n });\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Stop all async operations and release resources.\r\n */\r\n public dispose(): void {\r\n if (this._workerPoolPromise) {\r\n this._workerPoolPromise.then((workerPool) => {\r\n workerPool.dispose();\r\n });\r\n }\r\n\r\n delete this._workerPoolPromise;\r\n delete this._decoderModulePromise;\r\n }\r\n\r\n /**\r\n * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.\r\n * @returns a promise that resolves when ready\r\n */\r\n public async whenReadyAsync(): Promise<void> {\r\n if (this._workerPoolPromise) {\r\n await this._workerPoolPromise;\r\n return;\r\n }\r\n\r\n if (this._decoderModulePromise) {\r\n await this._decoderModulePromise;\r\n return;\r\n }\r\n }\r\n\r\n /**\r\n * Decode Draco compressed mesh data to mesh data.\r\n * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data\r\n * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids\r\n * @param gltfNormalizedOverride A map of attributes from vertex buffer kinds to normalized flags to override the Draco normalization\r\n * @returns A promise that resolves with the decoded mesh data\r\n */\r\n public decodeMeshToMeshDataAsync(\r\n data: ArrayBuffer | ArrayBufferView,\r\n attributes?: { [kind: string]: number },\r\n gltfNormalizedOverride?: { [kind: string]: boolean }\r\n ): Promise<MeshData> {\r\n const dataView = data instanceof ArrayBuffer ? new Int8Array(data) : new Int8Array(data.buffer, data.byteOffset, data.byteLength);\r\n\r\n const applyGltfNormalizedOverride = (kind: string, normalized: boolean): boolean => {\r\n if (gltfNormalizedOverride && gltfNormalizedOverride[kind] !== undefined) {\r\n if (normalized !== gltfNormalizedOverride[kind]) {\r\n Logger.Warn(\r\n `Normalized flag from Draco data (${normalized}) does not match normalized flag from glTF accessor (${gltfNormalizedOverride[kind]}). Using flag from glTF accessor.`\r\n );\r\n }\r\n\r\n return gltfNormalizedOverride[kind];\r\n } else {\r\n return normalized;\r\n }\r\n };\r\n\r\n if (this._workerPoolPromise) {\r\n return this._workerPoolPromise.then((workerPool) => {\r\n return new Promise<MeshData>((resolve, reject) => {\r\n workerPool.push((worker, onComplete) => {\r\n let resultIndices: Nullable<Uint16Array | Uint32Array> = null;\r\n const resultAttributes: Array<AttributeData> = [];\r\n\r\n const onError = (error: ErrorEvent) => {\r\n worker.removeEventListener(\"error\", onError);\r\n worker.removeEventListener(\"message\", onMessage);\r\n reject(error);\r\n onComplete();\r\n };\r\n\r\n const onMessage = (event: MessageEvent<Message>) => {\r\n const message = event.data;\r\n switch (message.id) {\r\n case \"decodeMeshDone\": {\r\n worker.removeEventListener(\"error\", onError);\r\n worker.removeEventListener(\"message\", onMessage);\r\n resolve({ indices: resultIndices!, attributes: resultAttributes, totalVertices: message.totalVertices });\r\n onComplete();\r\n break;\r\n }\r\n case \"indices\": {\r\n resultIndices = message.data;\r\n break;\r\n }\r\n case \"attribute\": {\r\n resultAttributes.push({\r\n kind: message.kind,\r\n data: message.data,\r\n size: message.size,\r\n byteOffset: message.byteOffset,\r\n byteStride: message.byteStride,\r\n normalized: applyGltfNormalizedOverride(message.kind, message.normalized),\r\n });\r\n break;\r\n }\r\n }\r\n };\r\n\r\n worker.addEventListener(\"error\", onError);\r\n worker.addEventListener(\"message\", onMessage);\r\n\r\n const dataViewCopy = dataView.slice();\r\n worker.postMessage({ id: \"decodeMesh\", dataView: dataViewCopy, attributes: attributes }, [dataViewCopy.buffer]);\r\n });\r\n });\r\n });\r\n }\r\n\r\n if (this._decoderModulePromise) {\r\n return this._decoderModulePromise.then((decoder) => {\r\n let resultIndices: Nullable<Uint16Array | Uint32Array> = null;\r\n const resultAttributes: Array<AttributeData> = [];\r\n\r\n const numPoints = decodeMesh(\r\n decoder.module,\r\n dataView,\r\n attributes,\r\n (indices) => {\r\n resultIndices = indices;\r\n },\r\n (kind, data, size, byteOffset, byteStride, normalized) => {\r\n resultAttributes.push({\r\n kind,\r\n data,\r\n size,\r\n byteOffset,\r\n byteStride,\r\n normalized,\r\n });\r\n }\r\n );\r\n\r\n return { indices: resultIndices!, attributes: resultAttributes, totalVertices: numPoints };\r\n });\r\n }\r\n\r\n throw new Error(\"Draco decoder module is not available\");\r\n }\r\n\r\n /**\r\n * Decode Draco compressed mesh data to Babylon geometry.\r\n * @param name The name to use when creating the geometry\r\n * @param scene The scene to use when creating the geometry\r\n * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data\r\n * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids\r\n * @returns A promise that resolves with the decoded geometry\r\n */\r\n public async decodeMeshToGeometryAsync(name: string, scene: Scene, data: ArrayBuffer | ArrayBufferView, attributes?: { [kind: string]: number }): Promise<Geometry> {\r\n const meshData = await this.decodeMeshToMeshDataAsync(data, attributes);\r\n const geometry = new Geometry(name, scene);\r\n if (meshData.indices) {\r\n geometry.setIndices(meshData.indices);\r\n }\r\n for (const attribute of meshData.attributes) {\r\n geometry.setVerticesBuffer(\r\n new VertexBuffer(\r\n scene.getEngine(),\r\n attribute.data,\r\n attribute.kind,\r\n false,\r\n undefined,\r\n attribute.byteStride,\r\n undefined,\r\n attribute.byteOffset,\r\n attribute.size,\r\n undefined,\r\n attribute.normalized,\r\n true\r\n ),\r\n meshData.totalVertices\r\n );\r\n }\r\n return geometry;\r\n }\r\n\r\n /** @internal */\r\n public async _decodeMeshToGeometryForGltfAsync(\r\n name: string,\r\n scene: Scene,\r\n data: ArrayBuffer | ArrayBufferView,\r\n attributes: { [kind: string]: number },\r\n gltfNormalizedOverride: { [kind: string]: boolean }\r\n ): Promise<Geometry> {\r\n const meshData = await this.decodeMeshToMeshDataAsync(data, attributes, gltfNormalizedOverride);\r\n const geometry = new Geometry(name, scene);\r\n if (meshData.indices) {\r\n geometry.setIndices(meshData.indices);\r\n }\r\n for (const attribute of meshData.attributes) {\r\n geometry.setVerticesBuffer(\r\n new VertexBuffer(\r\n scene.getEngine(),\r\n attribute.data,\r\n attribute.kind,\r\n false,\r\n undefined,\r\n attribute.byteStride,\r\n undefined,\r\n attribute.byteOffset,\r\n attribute.size,\r\n undefined,\r\n attribute.normalized,\r\n true\r\n ),\r\n meshData.totalVertices\r\n );\r\n }\r\n return geometry;\r\n }\r\n\r\n /**\r\n * Decode Draco compressed mesh data to Babylon vertex data.\r\n * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data\r\n * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids\r\n * @returns A promise that resolves with the decoded vertex data\r\n * @deprecated Use {@link decodeMeshToGeometryAsync} for better performance in some cases\r\n */\r\n public async decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: { [kind: string]: number }): Promise<VertexData> {\r\n const meshData = await this.decodeMeshToMeshDataAsync(data, attributes);\r\n const vertexData = new VertexData();\r\n if (meshData.indices) {\r\n vertexData.indices = meshData.indices;\r\n }\r\n for (const attribute of meshData.attributes) {\r\n const floatData = VertexBuffer.GetFloatData(\r\n attribute.data,\r\n attribute.size,\r\n VertexBuffer.GetDataType(attribute.data),\r\n attribute.byteOffset,\r\n attribute.byteStride,\r\n attribute.normalized,\r\n meshData.totalVertices\r\n );\r\n\r\n vertexData.set(floatData, attribute.kind);\r\n }\r\n return vertexData;\r\n }\r\n}\r\n"]}
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{"version":3,"file":"cylinderParticleEmitter.js","sourceRoot":"","sources":["../../../../../dev/core/src/Particles/EmitterTypes/cylinderParticleEmitter.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,OAAO,EAAE,MAAM,yBAAyB,CAAC;AAClD,OAAO,EAAE,MAAM,EAAE,MAAM,yBAAyB,CAAC;AAGjD,OAAO,EAAE,UAAU,EAAE,MAAM,uBAAuB,CAAC;AAGnD;;;GAGG;AACH,MAAM,OAAO,uBAAuB;IAGhC;;;;;;OAMG;IACH;IACI;;OAEG;IACI,SAAS,CAAC;IACjB;;OAEG;IACI,SAAS,CAAC;IACjB;;OAEG;IACI,cAAc,CAAC;IACtB;;OAEG;IACI,sBAAsB,CAAC;QAZvB,WAAM,GAAN,MAAM,CAAI;QAIV,WAAM,GAAN,MAAM,CAAI;QAIV,gBAAW,GAAX,WAAW,CAAI;QAIf,wBAAmB,GAAnB,mBAAmB,CAAI;QAzB1B,gBAAW,GAAG,OAAO,CAAC,IAAI,EAAE,CAAC;IA0BlC,CAAC;IAEJ;;;;;;;OAOG;IACI,sBAAsB,CAAC,WAAmB,EAAE,iBAA0B,EAAE,QAAkB,EAAE,OAAgB,EAAE,kBAA0B;QAC3I,QAAQ,CAAC,QAAQ,CAAC,aAAa,CAAC,WAAW,CAAC,cAAc,EAAE,EAAE,IAAI,CAAC,WAAW,CAAC,CAAC;QAEhF,IAAI,CAAC,WAAW,CAAC,SAAS,EAAE,CAAC;QAE7B,OAAO,CAAC,oBAAoB,CAAC,IAAI,CAAC,WAAW,EAAE,kBAAkB,EAAE,IAAI,CAAC,WAAW,CAAC,CAAC;QAErF,MAAM,KAAK,GAAG,MAAM,CAAC,WAAW,CAAC,CAAC,IAAI,CAAC,mBAAmB,GAAG,CAAC,EAAE,IAAI,CAAC,mBAAmB,GAAG,CAAC,CAAC,CAAC;QAE9F,IAAI,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC,EAAE,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC;QAC/D,KAAK,IAAI,MAAM,CAAC,WAAW,CAAC,CAAC,IAAI,CAAC,EAAE,GAAG,CAAC,EAAE,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,mBAAmB,CAAC;QAElF,IAAI,CAAC,WAAW,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,iEAAiE;QAC7F,IAAI,CAAC,WAAW,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC;QACrC,IAAI,CAAC,WAAW,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC;QACrC,IAAI,CAAC,WAAW,CAAC,SAAS,EAAE,CAAC;QAE7B,IAAI,OAAO,EAAE;YACT,iBAAiB,CAAC,QAAQ,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC;YAC7C,OAAO;SACV;QAED,OAAO,CAAC,8BAA8B,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC,EAAE,IAAI,CAAC,WAAW,CAAC,CAAC,EAAE,IAAI,CAAC,WAAW,CAAC,CAAC,EAAE,WAAW,EAAE,iBAAiB,CAAC,CAAC;IACvI,CAAC;IAED;;;;;;OAMG;IACI,qBAAqB,CAAC,WAAmB,EAAE,gBAAyB,EAAE,QAAkB,EAAE,OAAgB;QAC7G,MAAM,IAAI,GAAG,MAAM,CAAC,WAAW,CAAC,CAAC,IAAI,CAAC,MAAM,GAAG,CAAC,EAAE,IAAI,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC;QACnE,MAAM,KAAK,GAAG,MAAM,CAAC,WAAW,CAAC,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,EAAE,CAAC,CAAC;QAEjD,gHAAgH;QAChH,MAAM,kBAAkB,GAAG,MAAM,CAAC,WAAW,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,WAAW,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,WAAW,CAAC,EAAE,CAAC,CAAC,CAAC;QAClG,MAAM,cAAc,GAAG,IAAI,CAAC,IAAI,CAAC,kBAAkB,CAAC,GAAG,IAAI,CAAC,MAAM,CAAC;QACnE,MAAM,IAAI,GAAG,cAAc,GAAG,IAAI,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC;QAC9C,MAAM,IAAI,GAAG,cAAc,GAAG,IAAI,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC;QAE9C,IAAI,OAAO,EAAE;YACT,gBAAgB,CAAC,cAAc,CAAC,IAAI,EAAE,IAAI,EAAE,IAAI,CAAC,CAAC;YAClD,OAAO;SACV;QAED,OAAO,CAAC,mCAAmC,CAAC,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,WAAW,EAAE,gBAAgB,CAAC,CAAC;IACjG,CAAC;IAED;;;OAGG;IACI,KAAK;QACR,MAAM,MAAM,GAAG,IAAI,uBAAuB,CAAC,IAAI,CAAC,MAAM,EAAE,IAAI,CAAC,mBAAmB,CAAC,CAAC;QAElF,UAAU,CAAC,QAAQ,CAAC,IAAI,EAAE,MAAM,CAAC,CAAC;QAElC,OAAO,MAAM,CAAC;IAClB,CAAC;IAED;;;OAGG;IACI,aAAa,CAAC,WAA8C;QAC/D,WAAW,CAAC,QAAQ,CAAC,QAAQ,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC;QAC5C,WAAW,CAAC,QAAQ,CAAC,QAAQ,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC;QAC5C,WAAW,CAAC,QAAQ,CAAC,aAAa,EAAE,IAAI,CAAC,WAAW,CAAC,CAAC;QACtD,WAAW,CAAC,QAAQ,CAAC,qBAAqB,EAAE,IAAI,CAAC,mBAAmB,CAAC,CAAC;IAC1E,CAAC;IAED;;;OAGG;IACI,kBAAkB,CAAC,GAAkB;QACxC,GAAG,CAAC,UAAU,CAAC,QAAQ,EAAE,CAAC,CAAC,CAAC;QAC5B,GAAG,CAAC,UAAU,CAAC,QAAQ,EAAE,CAAC,CAAC,CAAC;QAC5B,GAAG,CAAC,UAAU,CAAC,aAAa,EAAE,CAAC,CAAC,CAAC;QACjC,GAAG,CAAC,UAAU,CAAC,qBAAqB,EAAE,CAAC,CAAC,CAAC;IAC7C,CAAC;IAED;;;OAGG;IACI,gBAAgB;QACnB,OAAO,yBAAyB,CAAC;IACrC,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,OAAO,yBAAyB,CAAC;IACrC,CAAC;IAED;;;OAGG;IACI,SAAS;QACZ,MAAM,mBAAmB,GAAQ,EAAE,CAAC;QACpC,mBAAmB,CAAC,IAAI,GAAG,IAAI,CAAC,YAAY,EAAE,CAAC;QAC/C,mBAAmB,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;QACzC,mBAAmB,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;QACzC,mBAAmB,CAAC,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC;QACnD,mBAAmB,CAAC,mBAAmB,GAAG,IAAI,CAAC,mBAAmB,CAAC;QAEnE,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAED;;;OAGG;IACI,KAAK,CAAC,mBAAwB;QACjC,IAAI,CAAC,MAAM,GAAG,mBAAmB,CAAC,MAAM,CAAC;QACzC,IAAI,CAAC,MAAM,GAAG,mBAAmB,CAAC,MAAM,CAAC;QACzC,IAAI,CAAC,WAAW,GAAG,mBAAmB,CAAC,WAAW,CAAC;QACnD,IAAI,CAAC,mBAAmB,GAAG,mBAAmB,CAAC,mBAAmB,CAAC;IACvE,CAAC;CACJ;AAED;;;GAGG;AACH,MAAM,OAAO,+BAAgC,SAAQ,uBAAuB;IACxE;;;;;;;OAOG;IACH,YACI,MAAM,GAAG,CAAC,EACV,MAAM,GAAG,CAAC,EACV,WAAW,GAAG,CAAC;IACf;;OAEG;IACI,aAAa,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC;IACxC;;OAEG;IACI,aAAa,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC;QAExC,KAAK,CAAC,MAAM,EAAE,MAAM,EAAE,WAAW,CAAC,CAAC;QAN5B,eAAU,GAAV,UAAU,CAAuB;QAIjC,eAAU,GAAV,UAAU,CAAuB;IAG5C,CAAC;IAED;;;;;;OAMG;IACI,sBAAsB,CAAC,WAAmB,EAAE,iBAA0B,EAAE,SAAmB,EAAE,OAAgB;QAChH,MAAM,KAAK,GAAG,MAAM,CAAC,WAAW,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,EAAE,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC;QACvE,MAAM,KAAK,GAAG,MAAM,CAAC,WAAW,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,EAAE,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC;QACvE,MAAM,KAAK,GAAG,MAAM,CAAC,WAAW,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,EAAE,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC;QACvE,IAAI,OAAO,EAAE;YACT,iBAAiB,CAAC,cAAc,CAAC,KAAK,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;YACtD,OAAO;SACV;QACD,OAAO,CAAC,8BAA8B,CAAC,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,WAAW,EAAE,iBAAiB,CAAC,CAAC;IAChG,CAAC;IAED;;;OAGG;IACI,KAA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type { Matrix } from \"../../Maths/math.vector\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport { Scalar } from \"../../Maths/math.scalar\";\r\nimport type { Particle } from \"../../Particles/particle\";\r\nimport type { IParticleEmitterType } from \"./IParticleEmitterType\";\r\nimport { DeepCopier } from \"../../Misc/deepCopier\";\r\nimport type { UniformBufferEffectCommonAccessor } from \"../../Materials/uniformBufferEffectCommonAccessor\";\r\nimport type { UniformBuffer } from \"../../Materials/uniformBuffer\";\r\n/**\r\n * Particle emitter emitting particles from the inside of a cylinder.\r\n * It emits the particles alongside the cylinder radius. The emission direction might be randomized.\r\n */\r\nexport class CylinderParticleEmitter implements IParticleEmitterType {\r\n private _tempVector = Vector3.Zero();\r\n\r\n /**\r\n * Creates a new instance CylinderParticleEmitter\r\n * @param radius the radius of the emission cylinder (1 by default)\r\n * @param height the height of the emission cylinder (1 by default)\r\n * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)\r\n * @param directionRandomizer defines how much to randomize the particle direction [0-1]\r\n */\r\n constructor(\r\n /**\r\n * The radius of the emission cylinder.\r\n */\r\n public radius = 1,\r\n /**\r\n * The height of the emission cylinder.\r\n */\r\n public height = 1,\r\n /**\r\n * The range of emission [0-1] 0 Surface only, 1 Entire Radius.\r\n */\r\n public radiusRange = 1,\r\n /**\r\n * How much to randomize the particle direction [0-1].\r\n */\r\n public directionRandomizer = 0\r\n ) {}\r\n\r\n /**\r\n * Called by the particle System when the direction is computed for the created particle.\r\n * @param worldMatrix is the world matrix of the particle system\r\n * @param directionToUpdate is the direction vector to update with the result\r\n * @param particle is the particle we are computed the direction for\r\n * @param isLocal defines if the direction should be set in local space\r\n * @param inverseWorldMatrix defines the inverted world matrix to use if isLocal is false\r\n */\r\n public startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle, isLocal: boolean, inverseWorldMatrix: Matrix): void {\r\n particle.position.subtractToRef(worldMatrix.getTranslation(), this._tempVector);\r\n\r\n this._tempVector.normalize();\r\n\r\n Vector3.TransformNormalToRef(this._tempVector, inverseWorldMatrix, this._tempVector);\r\n\r\n const randY = Scalar.RandomRange(-this.directionRandomizer / 2, this.directionRandomizer / 2);\r\n\r\n let angle = Math.atan2(this._tempVector.x, this._tempVector.z);\r\n angle += Scalar.RandomRange(-Math.PI / 2, Math.PI / 2) * this.directionRandomizer;\r\n\r\n this._tempVector.y = randY; // set direction y to rand y to mirror normal of cylinder surface\r\n this._tempVector.x = Math.sin(angle);\r\n this._tempVector.z = Math.cos(angle);\r\n this._tempVector.normalize();\r\n\r\n if (isLocal) {\r\n directionToUpdate.copyFrom(this._tempVector);\r\n return;\r\n }\r\n\r\n Vector3.TransformNormalFromFloatsToRef(this._tempVector.x, this._tempVector.y, this._tempVector.z, worldMatrix, directionToUpdate);\r\n }\r\n\r\n /**\r\n * Called by the particle System when the position is computed for the created particle.\r\n * @param worldMatrix is the world matrix of the particle system\r\n * @param positionToUpdate is the position vector to update with the result\r\n * @param particle is the particle we are computed the position for\r\n * @param isLocal defines if the position should be set in local space\r\n */\r\n public startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle, isLocal: boolean): void {\r\n const yPos = Scalar.RandomRange(-this.height / 2, this.height / 2);\r\n const angle = Scalar.RandomRange(0, 2 * Math.PI);\r\n\r\n // Pick a properly distributed point within the circle https://programming.guide/random-point-within-circle.html\r\n const radiusDistribution = Scalar.RandomRange((1 - this.radiusRange) * (1 - this.radiusRange), 1);\r\n const positionRadius = Math.sqrt(radiusDistribution) * this.radius;\r\n const xPos = positionRadius * Math.cos(angle);\r\n const zPos = positionRadius * Math.sin(angle);\r\n\r\n if (isLocal) {\r\n positionToUpdate.copyFromFloats(xPos, yPos, zPos);\r\n return;\r\n }\r\n\r\n Vector3.TransformCoordinatesFromFloatsToRef(xPos, yPos, zPos, worldMatrix, positionToUpdate);\r\n }\r\n\r\n /**\r\n * Clones the current emitter and returns a copy of it\r\n * @returns the new emitter\r\n */\r\n public clone(): CylinderParticleEmitter {\r\n const newOne = new CylinderParticleEmitter(this.radius, this.directionRandomizer);\r\n\r\n DeepCopier.DeepCopy(this, newOne);\r\n\r\n return newOne;\r\n }\r\n\r\n /**\r\n * Called by the GPUParticleSystem to setup the update shader\r\n * @param uboOrEffect defines the update shader\r\n */\r\n public applyToShader(uboOrEffect: UniformBufferEffectCommonAccessor): void {\r\n uboOrEffect.setFloat(\"radius\", this.radius);\r\n uboOrEffect.setFloat(\"height\", this.height);\r\n uboOrEffect.setFloat(\"radiusRange\", this.radiusRange);\r\n uboOrEffect.setFloat(\"directionRandomizer\", this.directionRandomizer);\r\n }\r\n\r\n /**\r\n * Creates the structure of the ubo for this particle emitter\r\n * @param ubo ubo to create the structure for\r\n */\r\n public buildUniformLayout(ubo: UniformBuffer): void {\r\n ubo.addUniform(\"radius\", 1);\r\n ubo.addUniform(\"height\", 1);\r\n ubo.addUniform(\"radiusRange\", 1);\r\n ubo.addUniform(\"directionRandomizer\", 1);\r\n }\r\n\r\n /**\r\n * Returns a string to use to update the GPU particles update shader\r\n * @returns a string containing the defines string\r\n */\r\n public getEffectDefines(): string {\r\n return \"#define CYLINDEREMITTER\";\r\n }\r\n\r\n /**\r\n * Returns the string \"CylinderParticleEmitter\"\r\n * @returns a string containing the class name\r\n */\r\n public getClassName(): string {\r\n return \"CylinderParticleEmitter\";\r\n }\r\n\r\n /**\r\n * Serializes the particle system to a JSON object.\r\n * @returns the JSON object\r\n */\r\n public serialize(): any {\r\n const serializationObject: any = {};\r\n serializationObject.type = this.getClassName();\r\n serializationObject.radius = this.radius;\r\n serializationObject.height = this.height;\r\n serializationObject.radiusRange = this.radiusRange;\r\n serializationObject.directionRandomizer = this.directionRandomizer;\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parse properties from a JSON object\r\n * @param serializationObject defines the JSON object\r\n */\r\n public parse(serializationObject: any): void {\r\n this.radius = serializationObject.radius;\r\n this.height = serializationObject.height;\r\n this.radiusRange = serializationObject.radiusRange;\r\n this.directionRandomizer = serializationObject.directionRandomizer;\r\n }\r\n}\r\n\r\n/**\r\n * Particle emitter emitting particles from the inside of a cylinder.\r\n * It emits the particles randomly between two vectors.\r\n */\r\nexport class CylinderDirectedParticleEmitter extends CylinderParticleEmitter {\r\n /**\r\n * Creates a new instance CylinderDirectedParticleEmitter\r\n * @param radius the radius of the emission cylinder (1 by default)\r\n * @param height the height of the emission cylinder (1 by default)\r\n * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)\r\n * @param direction1 the min limit of the emission direction (up vector by default)\r\n * @param direction2 the max limit of the emission direction (up vector by default)\r\n */\r\n constructor(\r\n radius = 1,\r\n height = 1,\r\n radiusRange = 1,\r\n /**\r\n * The min limit of the emission direction.\r\n */\r\n public direction1 = new Vector3(0, 1, 0),\r\n /**\r\n * The max limit of the emission direction.\r\n */\r\n public direction2 = new Vector3(0, 1, 0)\r\n ) {\r\n super(radius, height, radiusRange);\r\n }\r\n\r\n /**\r\n * Called by the particle System when the direction is computed for the created particle.\r\n * @param worldMatrix is the world matrix of the particle system\r\n * @param directionToUpdate is the direction vector to update with the result\r\n * @param _particle is the particle we are computed the direction for\r\n * @param isLocal defines if the direction should be set in local space\r\n */\r\n public startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, _particle: Particle, isLocal: boolean): void {\r\n const randX = Scalar.RandomRange(this.direction1.x, this.direction2.x);\r\n const randY = Scalar.RandomRange(this.direction1.y, this.direction2.y);\r\n const randZ = Scalar.RandomRange(this.direction1.z, this.direction2.z);\r\n if (isLocal) {\r\n directionToUpdate.copyFromFloats(randX, randY, randZ);\r\n return;\r\n }\r\n Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);\r\n }\r\n\r\n /**\r\n * Clones the current emitter and returns a copy of it\r\n * @returns the new emitter\r\n */\r\n public clone(): CylinderDirectedParticleEmitter {\r\n const newOne = new CylinderDirectedParticleEmitter(this.radius, this.height, this.radiusRange, this.direction1, this.direction2);\r\n\r\n DeepCopier.DeepCopy(this, newOne);\r\n\r\n return newOne;\r\n }\r\n\r\n /**\r\n * Called by the GPUParticleSystem to setup the update shader\r\n * @param uboOrEffect defines the update shader\r\n */\r\n public applyToShader(uboOrEffect: UniformBufferEffectCommonAccessor): void {\r\n uboOrEffect.setFloat(\"radius\", this.radius);\r\n uboOrEffect.setFloat(\"height\", this.height);\r\n uboOrEffect.setFloat(\"radiusRange\", this.radiusRange);\r\n uboOrEffect.setVector3(\"direction1\", this.direction1);\r\n uboOrEffect.setVector3(\"direction2\", this.direction2);\r\n }\r\n\r\n /**\r\n * Creates the structure of the ubo for this particle emitter\r\n * @param ubo ubo to create the structure for\r\n */\r\n public buildUniformLayout(ubo: UniformBuffer): void {\r\n ubo.addUniform(\"radius\", 1);\r\n ubo.addUniform(\"height\", 1);\r\n ubo.addUniform(\"radiusRange\", 1);\r\n ubo.addUniform(\"direction1\", 3);\r\n ubo.addUniform(\"direction2\", 3);\r\n }\r\n\r\n /**\r\n * Returns a string to use to update the GPU particles update shader\r\n * @returns a string containing the defines string\r\n */\r\n public getEffectDefines(): string {\r\n return \"#define CYLINDEREMITTER\\n#define DIRECTEDCYLINDEREMITTER\";\r\n }\r\n\r\n /**\r\n * Returns the string \"CylinderDirectedParticleEmitter\"\r\n * @returns a string containing the class name\r\n */\r\n public getClassName(): string {\r\n return \"CylinderDirectedParticleEmitter\";\r\n }\r\n\r\n /**\r\n * Serializes the particle system to a JSON object.\r\n * @returns the JSON object\r\n */\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.direction1 = this.direction1.asArray();\r\n serializationObject.direction2 = this.direction2.asArray();\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parse properties from a JSON object\r\n * @param serializationObject defines the JSON object\r\n */\r\n public parse(serializationObject: any): void {\r\n super.parse(serializationObject);\r\n this.direction1.copyFrom(serializationObject.direction1);\r\n this.direction2.copyFrom(serializationObject.direction2);\r\n }\r\n}\r\n"]}
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+
{"version":3,"file":"cylinderParticleEmitter.js","sourceRoot":"","sources":["../../../../../dev/core/src/Particles/EmitterTypes/cylinderParticleEmitter.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,OAAO,EAAE,MAAM,yBAAyB,CAAC;AAClD,OAAO,EAAE,MAAM,EAAE,MAAM,yBAAyB,CAAC;AAGjD,OAAO,EAAE,UAAU,EAAE,MAAM,uBAAuB,CAAC;AAGnD;;;GAGG;AACH,MAAM,OAAO,uBAAuB;IAGhC;;;;;;OAMG;IACH;IACI;;OAEG;IACI,SAAS,CAAC;IACjB;;OAEG;IACI,SAAS,CAAC;IACjB;;OAEG;IACI,cAAc,CAAC;IACtB;;OAEG;IACI,sBAAsB,CAAC;QAZvB,WAAM,GAAN,MAAM,CAAI;QAIV,WAAM,GAAN,MAAM,CAAI;QAIV,gBAAW,GAAX,WAAW,CAAI;QAIf,wBAAmB,GAAnB,mBAAmB,CAAI;QAzB1B,gBAAW,GAAG,OAAO,CAAC,IAAI,EAAE,CAAC;IA0BlC,CAAC;IAEJ;;;;;;;OAOG;IACI,sBAAsB,CAAC,WAAmB,EAAE,iBAA0B,EAAE,QAAkB,EAAE,OAAgB,EAAE,kBAA0B;QAC3I,QAAQ,CAAC,QAAQ,CAAC,aAAa,CAAC,WAAW,CAAC,cAAc,EAAE,EAAE,IAAI,CAAC,WAAW,CAAC,CAAC;QAEhF,IAAI,CAAC,WAAW,CAAC,SAAS,EAAE,CAAC;QAE7B,OAAO,CAAC,oBAAoB,CAAC,IAAI,CAAC,WAAW,EAAE,kBAAkB,EAAE,IAAI,CAAC,WAAW,CAAC,CAAC;QAErF,MAAM,KAAK,GAAG,MAAM,CAAC,WAAW,CAAC,CAAC,IAAI,CAAC,mBAAmB,GAAG,CAAC,EAAE,IAAI,CAAC,mBAAmB,GAAG,CAAC,CAAC,CAAC;QAE9F,IAAI,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC,EAAE,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC;QAC/D,KAAK,IAAI,MAAM,CAAC,WAAW,CAAC,CAAC,IAAI,CAAC,EAAE,GAAG,CAAC,EAAE,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,mBAAmB,CAAC;QAElF,IAAI,CAAC,WAAW,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,iEAAiE;QAC7F,IAAI,CAAC,WAAW,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC;QACrC,IAAI,CAAC,WAAW,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC;QACrC,IAAI,CAAC,WAAW,CAAC,SAAS,EAAE,CAAC;QAE7B,IAAI,OAAO,EAAE;YACT,iBAAiB,CAAC,QAAQ,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC;YAC7C,OAAO;SACV;QAED,OAAO,CAAC,8BAA8B,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC,EAAE,IAAI,CAAC,WAAW,CAAC,CAAC,EAAE,IAAI,CAAC,WAAW,CAAC,CAAC,EAAE,WAAW,EAAE,iBAAiB,CAAC,CAAC;IACvI,CAAC;IAED;;;;;;OAMG;IACI,qBAAqB,CAAC,WAAmB,EAAE,gBAAyB,EAAE,QAAkB,EAAE,OAAgB;QAC7G,MAAM,IAAI,GAAG,MAAM,CAAC,WAAW,CAAC,CAAC,IAAI,CAAC,MAAM,GAAG,CAAC,EAAE,IAAI,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC;QACnE,MAAM,KAAK,GAAG,MAAM,CAAC,WAAW,CAAC,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,EAAE,CAAC,CAAC;QAEjD,gHAAgH;QAChH,MAAM,kBAAkB,GAAG,MAAM,CAAC,WAAW,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,WAAW,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,WAAW,CAAC,EAAE,CAAC,CAAC,CAAC;QAClG,MAAM,cAAc,GAAG,IAAI,CAAC,IAAI,CAAC,kBAAkB,CAAC,GAAG,IAAI,CAAC,MAAM,CAAC;QACnE,MAAM,IAAI,GAAG,cAAc,GAAG,IAAI,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC;QAC9C,MAAM,IAAI,GAAG,cAAc,GAAG,IAAI,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC;QAE9C,IAAI,OAAO,EAAE;YACT,gBAAgB,CAAC,cAAc,CAAC,IAAI,EAAE,IAAI,EAAE,IAAI,CAAC,CAAC;YAClD,OAAO;SACV;QAED,OAAO,CAAC,mCAAmC,CAAC,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,WAAW,EAAE,gBAAgB,CAAC,CAAC;IACjG,CAAC;IAED;;;OAGG;IACI,KAAK;QACR,MAAM,MAAM,GAAG,IAAI,uBAAuB,CAAC,IAAI,CAAC,MAAM,EAAE,IAAI,CAAC,mBAAmB,CAAC,CAAC;QAElF,UAAU,CAAC,QAAQ,CAAC,IAAI,EAAE,MAAM,CAAC,CAAC;QAElC,OAAO,MAAM,CAAC;IAClB,CAAC;IAED;;;OAGG;IACI,aAAa,CAAC,WAA8C;QAC/D,WAAW,CAAC,QAAQ,CAAC,QAAQ,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC;QAC5C,WAAW,CAAC,QAAQ,CAAC,QAAQ,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC;QAC5C,WAAW,CAAC,QAAQ,CAAC,aAAa,EAAE,IAAI,CAAC,WAAW,CAAC,CAAC;QACtD,WAAW,CAAC,QAAQ,CAAC,qBAAqB,EAAE,IAAI,CAAC,mBAAmB,CAAC,CAAC;IAC1E,CAAC;IAED;;;OAGG;IACI,kBAAkB,CAAC,GAAkB;QACxC,GAAG,CAAC,UAAU,CAAC,QAAQ,EAAE,CAAC,CAAC,CAAC;QAC5B,GAAG,CAAC,UAAU,CAAC,QAAQ,EAAE,CAAC,CAAC,CAAC;QAC5B,GAAG,CAAC,UAAU,CAAC,aAAa,EAAE,CAAC,CAAC,CAAC;QACjC,GAAG,CAAC,UAAU,CAAC,qBAAqB,EAAE,CAAC,CAAC,CAAC;IAC7C,CAAC;IAED;;;OAGG;IACI,gBAAgB;QACnB,OAAO,yBAAyB,CAAC;IACrC,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,OAAO,yBAAyB,CAAC;IACrC,CAAC;IAED;;;OAGG;IACI,SAAS;QACZ,MAAM,mBAAmB,GAAQ,EAAE,CAAC;QACpC,mBAAmB,CAAC,IAAI,GAAG,IAAI,CAAC,YAAY,EAAE,CAAC;QAC/C,mBAAmB,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;QACzC,mBAAmB,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;QACzC,mBAAmB,CAAC,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC;QACnD,mBAAmB,CAAC,mBAAmB,GAAG,IAAI,CAAC,mBAAmB,CAAC;QAEnE,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAED;;;OAGG;IACI,KAAK,CAAC,mBAAwB;QACjC,IAAI,CAAC,MAAM,GAAG,mBAAmB,CAAC,MAAM,CAAC;QACzC,IAAI,CAAC,MAAM,GAAG,mBAAmB,CAAC,MAAM,CAAC;QACzC,IAAI,CAAC,WAAW,GAAG,mBAAmB,CAAC,WAAW,CAAC;QACnD,IAAI,CAAC,mBAAmB,GAAG,mBAAmB,CAAC,mBAAmB,CAAC;IACvE,CAAC;CACJ;AAED;;;GAGG;AACH,MAAM,OAAO,+BAAgC,SAAQ,uBAAuB;IACxE;;;;;;;OAOG;IACH,YACI,MAAM,GAAG,CAAC,EACV,MAAM,GAAG,CAAC,EACV,WAAW,GAAG,CAAC;IACf;;OAEG;IACI,aAAa,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC;IACxC;;OAEG;IACI,aAAa,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC;QAExC,KAAK,CAAC,MAAM,EAAE,MAAM,EAAE,WAAW,CAAC,CAAC;QAN5B,eAAU,GAAV,UAAU,CAAuB;QAIjC,eAAU,GAAV,UAAU,CAAuB;IAG5C,CAAC;IAED;;;;;;OAMG;IACI,sBAAsB,CAAC,WAAmB,EAAE,iBAA0B,EAAE,SAAmB,EAAE,OAAgB;QAChH,MAAM,KAAK,GAAG,MAAM,CAAC,WAAW,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,EAAE,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC;QACvE,MAAM,KAAK,GAAG,MAAM,CAAC,WAAW,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,EAAE,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC;QACvE,MAAM,KAAK,GAAG,MAAM,CAAC,WAAW,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,EAAE,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC;QACvE,IAAI,OAAO,EAAE;YACT,iBAAiB,CAAC,cAAc,CAAC,KAAK,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;YACtD,OAAO;SACV;QACD,OAAO,CAAC,8BAA8B,CAAC,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,WAAW,EAAE,iBAAiB,CAAC,CAAC;IAChG,CAAC;IAED;;;OAGG;IACI,KAA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type { Matrix } from \"../../Maths/math.vector\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport { Scalar } from \"../../Maths/math.scalar\";\r\nimport type { Particle } from \"../../Particles/particle\";\r\nimport type { IParticleEmitterType } from \"./IParticleEmitterType\";\r\nimport { DeepCopier } from \"../../Misc/deepCopier\";\r\nimport type { UniformBufferEffectCommonAccessor } from \"../../Materials/uniformBufferEffectCommonAccessor\";\r\nimport type { UniformBuffer } from \"../../Materials/uniformBuffer\";\r\n/**\r\n * Particle emitter emitting particles from the inside of a cylinder.\r\n * It emits the particles alongside the cylinder radius. The emission direction might be randomized.\r\n */\r\nexport class CylinderParticleEmitter implements IParticleEmitterType {\r\n private _tempVector = Vector3.Zero();\r\n\r\n /**\r\n * Creates a new instance CylinderParticleEmitter\r\n * @param radius the radius of the emission cylinder (1 by default)\r\n * @param height the height of the emission cylinder (1 by default)\r\n * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)\r\n * @param directionRandomizer defines how much to randomize the particle direction [0-1]\r\n */\r\n constructor(\r\n /**\r\n * The radius of the emission cylinder.\r\n */\r\n public radius = 1,\r\n /**\r\n * The height of the emission cylinder.\r\n */\r\n public height = 1,\r\n /**\r\n * The range of emission [0-1] 0 Surface only, 1 Entire Radius.\r\n */\r\n public radiusRange = 1,\r\n /**\r\n * How much to randomize the particle direction [0-1].\r\n */\r\n public directionRandomizer = 0\r\n ) {}\r\n\r\n /**\r\n * Called by the particle System when the direction is computed for the created particle.\r\n * @param worldMatrix is the world matrix of the particle system\r\n * @param directionToUpdate is the direction vector to update with the result\r\n * @param particle is the particle we are computed the direction for\r\n * @param isLocal defines if the direction should be set in local space\r\n * @param inverseWorldMatrix defines the inverted world matrix to use if isLocal is false\r\n */\r\n public startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle, isLocal: boolean, inverseWorldMatrix: Matrix): void {\r\n particle.position.subtractToRef(worldMatrix.getTranslation(), this._tempVector);\r\n\r\n this._tempVector.normalize();\r\n\r\n Vector3.TransformNormalToRef(this._tempVector, inverseWorldMatrix, this._tempVector);\r\n\r\n const randY = Scalar.RandomRange(-this.directionRandomizer / 2, this.directionRandomizer / 2);\r\n\r\n let angle = Math.atan2(this._tempVector.x, this._tempVector.z);\r\n angle += Scalar.RandomRange(-Math.PI / 2, Math.PI / 2) * this.directionRandomizer;\r\n\r\n this._tempVector.y = randY; // set direction y to rand y to mirror normal of cylinder surface\r\n this._tempVector.x = Math.sin(angle);\r\n this._tempVector.z = Math.cos(angle);\r\n this._tempVector.normalize();\r\n\r\n if (isLocal) {\r\n directionToUpdate.copyFrom(this._tempVector);\r\n return;\r\n }\r\n\r\n Vector3.TransformNormalFromFloatsToRef(this._tempVector.x, this._tempVector.y, this._tempVector.z, worldMatrix, directionToUpdate);\r\n }\r\n\r\n /**\r\n * Called by the particle System when the position is computed for the created particle.\r\n * @param worldMatrix is the world matrix of the particle system\r\n * @param positionToUpdate is the position vector to update with the result\r\n * @param particle is the particle we are computed the position for\r\n * @param isLocal defines if the position should be set in local space\r\n */\r\n public startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle, isLocal: boolean): void {\r\n const yPos = Scalar.RandomRange(-this.height / 2, this.height / 2);\r\n const angle = Scalar.RandomRange(0, 2 * Math.PI);\r\n\r\n // Pick a properly distributed point within the circle https://programming.guide/random-point-within-circle.html\r\n const radiusDistribution = Scalar.RandomRange((1 - this.radiusRange) * (1 - this.radiusRange), 1);\r\n const positionRadius = Math.sqrt(radiusDistribution) * this.radius;\r\n const xPos = positionRadius * Math.cos(angle);\r\n const zPos = positionRadius * Math.sin(angle);\r\n\r\n if (isLocal) {\r\n positionToUpdate.copyFromFloats(xPos, yPos, zPos);\r\n return;\r\n }\r\n\r\n Vector3.TransformCoordinatesFromFloatsToRef(xPos, yPos, zPos, worldMatrix, positionToUpdate);\r\n }\r\n\r\n /**\r\n * Clones the current emitter and returns a copy of it\r\n * @returns the new emitter\r\n */\r\n public clone(): CylinderParticleEmitter {\r\n const newOne = new CylinderParticleEmitter(this.radius, this.directionRandomizer);\r\n\r\n DeepCopier.DeepCopy(this, newOne);\r\n\r\n return newOne;\r\n }\r\n\r\n /**\r\n * Called by the GPUParticleSystem to setup the update shader\r\n * @param uboOrEffect defines the update shader\r\n */\r\n public applyToShader(uboOrEffect: UniformBufferEffectCommonAccessor): void {\r\n uboOrEffect.setFloat(\"radius\", this.radius);\r\n uboOrEffect.setFloat(\"height\", this.height);\r\n uboOrEffect.setFloat(\"radiusRange\", this.radiusRange);\r\n uboOrEffect.setFloat(\"directionRandomizer\", this.directionRandomizer);\r\n }\r\n\r\n /**\r\n * Creates the structure of the ubo for this particle emitter\r\n * @param ubo ubo to create the structure for\r\n */\r\n public buildUniformLayout(ubo: UniformBuffer): void {\r\n ubo.addUniform(\"radius\", 1);\r\n ubo.addUniform(\"height\", 1);\r\n ubo.addUniform(\"radiusRange\", 1);\r\n ubo.addUniform(\"directionRandomizer\", 1);\r\n }\r\n\r\n /**\r\n * Returns a string to use to update the GPU particles update shader\r\n * @returns a string containing the defines string\r\n */\r\n public getEffectDefines(): string {\r\n return \"#define CYLINDEREMITTER\";\r\n }\r\n\r\n /**\r\n * Returns the string \"CylinderParticleEmitter\"\r\n * @returns a string containing the class name\r\n */\r\n public getClassName(): string {\r\n return \"CylinderParticleEmitter\";\r\n }\r\n\r\n /**\r\n * Serializes the particle system to a JSON object.\r\n * @returns the JSON object\r\n */\r\n public serialize(): any {\r\n const serializationObject: any = {};\r\n serializationObject.type = this.getClassName();\r\n serializationObject.radius = this.radius;\r\n serializationObject.height = this.height;\r\n serializationObject.radiusRange = this.radiusRange;\r\n serializationObject.directionRandomizer = this.directionRandomizer;\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parse properties from a JSON object\r\n * @param serializationObject defines the JSON object\r\n */\r\n public parse(serializationObject: any): void {\r\n this.radius = serializationObject.radius;\r\n this.height = serializationObject.height;\r\n this.radiusRange = serializationObject.radiusRange;\r\n this.directionRandomizer = serializationObject.directionRandomizer;\r\n }\r\n}\r\n\r\n/**\r\n * Particle emitter emitting particles from the inside of a cylinder.\r\n * It emits the particles randomly between two vectors.\r\n */\r\nexport class CylinderDirectedParticleEmitter extends CylinderParticleEmitter {\r\n /**\r\n * Creates a new instance CylinderDirectedParticleEmitter\r\n * @param radius the radius of the emission cylinder (1 by default)\r\n * @param height the height of the emission cylinder (1 by default)\r\n * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)\r\n * @param direction1 the min limit of the emission direction (up vector by default)\r\n * @param direction2 the max limit of the emission direction (up vector by default)\r\n */\r\n constructor(\r\n radius = 1,\r\n height = 1,\r\n radiusRange = 1,\r\n /**\r\n * The min limit of the emission direction.\r\n */\r\n public direction1 = new Vector3(0, 1, 0),\r\n /**\r\n * The max limit of the emission direction.\r\n */\r\n public direction2 = new Vector3(0, 1, 0)\r\n ) {\r\n super(radius, height, radiusRange);\r\n }\r\n\r\n /**\r\n * Called by the particle System when the direction is computed for the created particle.\r\n * @param worldMatrix is the world matrix of the particle system\r\n * @param directionToUpdate is the direction vector to update with the result\r\n * @param _particle is the particle we are computed the direction for\r\n * @param isLocal defines if the direction should be set in local space\r\n */\r\n public startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, _particle: Particle, isLocal: boolean): void {\r\n const randX = Scalar.RandomRange(this.direction1.x, this.direction2.x);\r\n const randY = Scalar.RandomRange(this.direction1.y, this.direction2.y);\r\n const randZ = Scalar.RandomRange(this.direction1.z, this.direction2.z);\r\n if (isLocal) {\r\n directionToUpdate.copyFromFloats(randX, randY, randZ);\r\n return;\r\n }\r\n Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);\r\n }\r\n\r\n /**\r\n * Clones the current emitter and returns a copy of it\r\n * @returns the new emitter\r\n */\r\n public clone(): CylinderDirectedParticleEmitter {\r\n const newOne = new CylinderDirectedParticleEmitter(this.radius, this.height, this.radiusRange, this.direction1, this.direction2);\r\n\r\n DeepCopier.DeepCopy(this, newOne);\r\n\r\n return newOne;\r\n }\r\n\r\n /**\r\n * Called by the GPUParticleSystem to setup the update shader\r\n * @param uboOrEffect defines the update shader\r\n */\r\n public applyToShader(uboOrEffect: UniformBufferEffectCommonAccessor): void {\r\n uboOrEffect.setFloat(\"radius\", this.radius);\r\n uboOrEffect.setFloat(\"height\", this.height);\r\n uboOrEffect.setFloat(\"radiusRange\", this.radiusRange);\r\n uboOrEffect.setVector3(\"direction1\", this.direction1);\r\n uboOrEffect.setVector3(\"direction2\", this.direction2);\r\n }\r\n\r\n /**\r\n * Creates the structure of the ubo for this particle emitter\r\n * @param ubo ubo to create the structure for\r\n */\r\n public buildUniformLayout(ubo: UniformBuffer): void {\r\n ubo.addUniform(\"radius\", 1);\r\n ubo.addUniform(\"height\", 1);\r\n ubo.addUniform(\"radiusRange\", 1);\r\n ubo.addUniform(\"direction1\", 3);\r\n ubo.addUniform(\"direction2\", 3);\r\n }\r\n\r\n /**\r\n * Returns a string to use to update the GPU particles update shader\r\n * @returns a string containing the defines string\r\n */\r\n public getEffectDefines(): string {\r\n return \"#define CYLINDEREMITTER\\n#define DIRECTEDCYLINDEREMITTER\";\r\n }\r\n\r\n /**\r\n * Returns the string \"CylinderDirectedParticleEmitter\"\r\n * @returns a string containing the class name\r\n */\r\n public getClassName(): string {\r\n return \"CylinderDirectedParticleEmitter\";\r\n }\r\n\r\n /**\r\n * Serializes the particle system to a JSON object.\r\n * @returns the JSON object\r\n */\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.direction1 = this.direction1.asArray();\r\n serializationObject.direction2 = this.direction2.asArray();\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parse properties from a JSON object\r\n * @param serializationObject defines the JSON object\r\n */\r\n public parse(serializationObject: any): void {\r\n super.parse(serializationObject);\r\n Vector3.FromArrayToRef(serializationObject.direction1, 0, this.direction1);\r\n Vector3.FromArrayToRef(serializationObject.direction2, 0, this.direction2);\r\n }\r\n}\r\n"]}
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@@ -349,6 +349,7 @@ export interface IPhysicsEnginePluginV2 {
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setLinearVelocity(body: PhysicsBody, linVel: Vector3, instanceIndex?: number): void;
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getLinearVelocityToRef(body: PhysicsBody, linVel: Vector3, instanceIndex?: number): void;
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applyImpulse(body: PhysicsBody, impulse: Vector3, location: Vector3, instanceIndex?: number): void;
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applyAngularImpulse(body: PhysicsBody, angularImpulse: Vector3, instanceIndex?: number): void;
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applyForce(body: PhysicsBody, force: Vector3, location: Vector3, instanceIndex?: number): void;
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setAngularVelocity(body: PhysicsBody, angVel: Vector3, instanceIndex?: number): void;
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{"version":3,"file":"IPhysicsEnginePlugin.js","sourceRoot":"","sources":["../../../../../dev/core/src/Physics/v2/IPhysicsEnginePlugin.ts"],"names":[],"mappings":"AAYA,6CAA6C;AAC7C,MAAM,CAAN,IAAY,8BAaX;AAbD,WAAY,8BAA8B;IACtC;;OAEG;IACH,mFAAI,CAAA;IACJ;;OAEG;IACH,yFAAO,CAAA;IACP;;OAEG;IACH,uFAAM,CAAA;AACV,CAAC,EAbW,8BAA8B,KAA9B,8BAA8B,QAazC;AAED,2GAA2G;AAC3G,MAAM,CAAN,IAAY,qBAqCX;AArCD,WAAY,qBAAqB;IAC7B;;;OAGG;IACH,yEAAQ,CAAA;IACR;;;OAGG;IACH,yEAAQ,CAAA;IACR;;;OAGG;IACH,yEAAQ,CAAA;IACR;;;OAGG;IACH,2EAAS,CAAA;IACT;;;OAGG;IACH,2EAAS,CAAA;IACT;;;OAGG;IACH,2EAAS,CAAA;IACT;;;;OAIG;IACH,uFAAe,CAAA;AACnB,CAAC,EArCW,qBAAqB,KAArB,qBAAqB,QAqChC;AAED,yBAAyB;AACzB,MAAM,CAAN,IAAY,qBAsCX;AAtCD,WAAY,qBAAqB;IAC7B;;;OAGG;IACH,uFAAmB,CAAA;IACnB;;;OAGG;IACH,yEAAY,CAAA;IACZ;;;OAGG;IACH,mEAAS,CAAA;IACT;;;;OAIG;IACH,qEAAU,CAAA;IACV;;;OAGG;IACH,iEAAQ,CAAA;IACR;;;OAGG;IACH,2EAAa,CAAA;IACb;;;;OAIG;IACH,uEAAW,CAAA;AACf,CAAC,EAtCW,qBAAqB,KAArB,qBAAqB,QAsChC;AAED,oBAAoB;AACpB,MAAM,CAAN,IAAY,gBASX;AATD,WAAY,gBAAgB;IACxB,2DAAM,CAAA;IACN,6DAAO,CAAA;IACP,+DAAQ,CAAA;IACR,qDAAG,CAAA;IACH,qEAAW,CAAA;IACX,iEAAS,CAAA;IACT,uDAAI,CAAA;IACJ,qEAAW,CAAA;AACf,CAAC,EATW,gBAAgB,KAAhB,gBAAgB,QAS3B;AAED,qGAAqG;AACrG,MAAM,CAAN,IAAY,0BAIX;AAJD,WAAY,0BAA0B;IAClC,2EAAI,CAAA;IACJ,mFAAQ,CAAA;IACR,mFAAQ,CAAA;AACZ,CAAC,EAJW,0BAA0B,KAA1B,0BAA0B,QAIrC;AAED,MAAM,CAAN,IAAY,gBAMX;AAND,WAAY,gBAAgB;IACxB,2DAAuC,CAAA;IACvC,+DAA2C,CAAA;IAC3C,6DAAyC,CAAA;IACzC,uDAAmC,CAAA;IACnC,qDAAiC,CAAA;AACrC,CAAC,EANW,gBAAgB,KAAhB,gBAAgB,QAM3B;AA6MD;;GAEG;AACH,MAAM,CAAN,IAAY,iBAIX;AAJD,WAAY,iBAAiB;IACzB,6DAAM,CAAA;IACN,iEAAQ,CAAA;IACR,+DAAO,CAAA;AACX,CAAC,EAJW,iBAAiB,KAAjB,iBAAiB,QAI5B;AAED;;GAEG;AACH,MAAM,CAAN,IAAY,wBAIX;AAJD,WAAY,wBAAwB;IAChC,yGAAqB,CAAA;IACrB,yFAAa,CAAA;IACb,6FAAe,CAAA;AACnB,CAAC,EAJW,wBAAwB,KAAxB,wBAAwB,QAInC","sourcesContent":["import type { Vector3, Quaternion } from \"../../Maths/math.vector\";\r\nimport type { IRaycastQuery, PhysicsRaycastResult } from \"../physicsRaycastResult\";\r\nimport type { PhysicsBody } from \"./physicsBody\";\r\nimport type { PhysicsShape } from \"./physicsShape\";\r\nimport type { PhysicsConstraint } from \"./physicsConstraint\";\r\nimport type { BoundingBox } from \"../../Culling/boundingBox\";\r\nimport type { TransformNode } from \"../../Meshes/transformNode\";\r\nimport type { PhysicsMaterial } from \"./physicsMaterial\";\r\nimport type { Mesh } from \"../../Meshes/mesh\";\r\nimport type { Nullable } from \"core/types\";\r\nimport type { Observable } from \"core/Misc/observable\";\r\n\r\n/** How a specific axis can be constrained */\r\nexport enum PhysicsConstraintAxisLimitMode {\r\n /*\r\n * The axis is not restricted at all\r\n */\r\n FREE,\r\n /*\r\n * The axis has a minimum/maximum limit\r\n */\r\n LIMITED,\r\n /*\r\n * The axis allows no relative movement of the pivots\r\n */\r\n LOCKED,\r\n}\r\n\r\n/** The constraint specific axis to use when setting Friction, `ConstraintAxisLimitMode`, max force, ... */\r\nexport enum PhysicsConstraintAxis {\r\n /*\r\n * Translation along the primary axis of the constraint (i.e. the\r\n * direction specified by PhysicsConstraintParameters.axisA/axisB)\r\n */\r\n LINEAR_X,\r\n /*\r\n * Translation along the second axis of the constraint (i.e. the\r\n * direction specified by PhysicsConstraintParameters.perpAxisA/perpAxisB)\r\n */\r\n LINEAR_Y,\r\n /*\r\n * Translation along the third axis of the constraint. This axis is\r\n * computed from the cross product of axisA/axisB and perpAxisA/perpAxisB)\r\n */\r\n LINEAR_Z,\r\n /*\r\n * Rotation around the primary axis of the constraint (i.e. the\r\n * axis specified by PhysicsConstraintParameters.axisA/axisB)\r\n */\r\n ANGULAR_X,\r\n /*\r\n * Rotation around the second axis of the constraint (i.e. the\r\n * axis specified by PhysicsConstraintParameters.perpAxisA/perpAxisB)\r\n */\r\n ANGULAR_Y,\r\n /*\r\n * Rotation around the third axis of the constraint. This axis is\r\n * computed from the cross product of axisA/axisB and perpAxisA/perpAxisB)\r\n */\r\n ANGULAR_Z,\r\n /*\r\n * A 3D distance limit; similar to specifying the LINEAR_X/Y/Z axes\r\n * individually, but the distance calculation uses all three axes\r\n * simultaneously, instead of individually.\r\n */\r\n LINEAR_DISTANCE,\r\n}\r\n\r\n/** Type of Constraint */\r\nexport enum PhysicsConstraintType {\r\n /**\r\n * A ball and socket constraint will attempt to line up the pivot\r\n * positions in each body, and have no restrictions on rotation\r\n */\r\n BALL_AND_SOCKET = 1,\r\n /**\r\n * A distance constraint will attempt to keep the pivot locations\r\n * within a specified distance.\r\n */\r\n DISTANCE = 2,\r\n /**\r\n * A hinge constraint will keep the pivot positions aligned as well\r\n * as two angular axes. The remaining angular axis will be free to rotate.\r\n */\r\n HINGE = 3,\r\n /**\r\n * A slider constraint allows bodies to translate along one axis and\r\n * rotate about the same axis. The remaining two axes are locked in\r\n * place\r\n */\r\n SLIDER = 4,\r\n /**\r\n * A lock constraint will attempt to keep the pivots completely lined\r\n * up between both bodies, allowing no relative movement.\r\n */\r\n LOCK = 5,\r\n /*\r\n * A prismatic will lock the rotations of the bodies, and allow translation\r\n * only along one axis\r\n */\r\n PRISMATIC = 6,\r\n /*\r\n * A generic constraint; this starts with no limits on how the bodies can\r\n * move relative to each other, but limits can be added via the PhysicsConstraint\r\n * interfaces. This can be used to specify a large variety of constraints\r\n */\r\n SIX_DOF = 7,\r\n}\r\n\r\n/** Type of Shape */\r\nexport enum PhysicsShapeType {\r\n SPHERE,\r\n CAPSULE,\r\n CYLINDER,\r\n BOX,\r\n CONVEX_HULL,\r\n CONTAINER,\r\n MESH,\r\n HEIGHTFIELD,\r\n}\r\n\r\n/** Optional motor which attempts to move a body at a specific velocity, or at a specific position */\r\nexport enum PhysicsConstraintMotorType {\r\n NONE,\r\n VELOCITY,\r\n POSITION,\r\n}\r\n\r\nexport enum PhysicsEventType {\r\n COLLISION_STARTED = \"COLLISION_STARTED\",\r\n COLLISION_CONTINUED = \"COLLISION_CONTINUED\",\r\n COLLISION_FINISHED = \"COLLISION_FINISHED\",\r\n TRIGGER_ENTERED = \"TRIGGER_ENTERED\",\r\n TRIGGER_EXITED = \"TRIGGER_EXITED\",\r\n}\r\n\r\n/**\r\n * Base collision object\r\n */\r\nexport interface IBasePhysicsCollisionEvent {\r\n /**\r\n * 1st physics body that collided\r\n */\r\n collider: PhysicsBody;\r\n /**\r\n * 2nd physics body that collided\r\n */\r\n collidedAgainst: PhysicsBody;\r\n /**\r\n * index in instances array for the collider\r\n */\r\n colliderIndex: number;\r\n /**\r\n * index in instances array for the collidedAgainst\r\n */\r\n collidedAgainstIndex: number;\r\n /**\r\n * Event type\r\n */\r\n type: PhysicsEventType;\r\n}\r\n\r\n/**\r\n * Collision object that is the parameter when notification for collision fires.\r\n */\r\nexport interface IPhysicsCollisionEvent extends IBasePhysicsCollisionEvent {\r\n /**\r\n * World position where the collision occured\r\n */\r\n point: Nullable<Vector3>;\r\n /**\r\n * Penetration distance\r\n */\r\n distance: number;\r\n /**\r\n * Impulse value computed by the solver response\r\n */\r\n impulse: number;\r\n /**\r\n * Collision world normal direction\r\n */\r\n normal: Nullable<Vector3>;\r\n}\r\n\r\n/**\r\n * Parameters used to describe the Shape\r\n */\r\nexport interface PhysicsShapeParameters {\r\n /**\r\n * Shape center position\r\n */\r\n center?: Vector3;\r\n /**\r\n * Radius for cylinder, shape and capsule\r\n */\r\n radius?: number;\r\n /**\r\n * First point position that defines the cylinder or capsule\r\n */\r\n pointA?: Vector3;\r\n /**\r\n * Second point position that defines the cylinder or capsule\r\n */\r\n pointB?: Vector3;\r\n /**\r\n * Shape orientation\r\n */\r\n rotation?: Quaternion;\r\n /**\r\n * Dimesion extention for the box\r\n */\r\n extents?: Vector3;\r\n /**\r\n * Mesh used for Mesh shape or convex hull. It can be different than the mesh the body is attached to.\r\n */\r\n mesh?: Mesh;\r\n /**\r\n * Use children hierarchy\r\n */\r\n includeChildMeshes?: boolean;\r\n /**\r\n * The size of the heightfield in the X axis\r\n */\r\n heightFieldSizeX?: number;\r\n /**\r\n * The size of the heightfield in the Z axis\r\n */\r\n heightFieldSizeZ?: number;\r\n /**\r\n * The number of samples along the X axis\r\n */\r\n numHeightFieldSamplesX?: number;\r\n /**\r\n * The number of samples along the Z axis\r\n */\r\n numHeightFieldSamplesZ?: number;\r\n /**\r\n * The data for the heightfield\r\n */\r\n heightFieldData?: Float32Array;\r\n}\r\n\r\n/**\r\n * Parameters used to describe a Constraint\r\n */\r\nexport interface PhysicsConstraintParameters {\r\n /**\r\n * Location of the constraint pivot in the space of first body\r\n */\r\n pivotA?: Vector3;\r\n /**\r\n * Location of the constraint pivot in the space of the second body\r\n */\r\n pivotB?: Vector3;\r\n /**\r\n * An axis in the space of the first body which determines how\r\n * distances/angles are measured for LINEAR_X/ANGULAR_X limits.\r\n */\r\n axisA?: Vector3;\r\n /**\r\n * An axis in the space of the second body which determines how\r\n * distances/angles are measured for LINEAR_X/ANGULAR_X limits.\r\n */\r\n axisB?: Vector3;\r\n\r\n /**\r\n * An axis in the space of the first body which determines how\r\n * distances/angles are measured for LINEAR_Y/ANGULAR_Y limits.\r\n */\r\n perpAxisA?: Vector3;\r\n\r\n /**\r\n * An axis in the space of the second body which determines how\r\n * distances/angles are measured for LINEAR_Y/ANGULAR_Y limits.\r\n */\r\n perpAxisB?: Vector3;\r\n\r\n /**\r\n * The maximum distance that can seperate the two pivots.\r\n * Only used for DISTANCE constraints\r\n */\r\n maxDistance?: number;\r\n\r\n /**\r\n * Determines if the connected bodies should collide. Generally,\r\n * it is preferable to set this to false, especially if the constraint\r\n * positions the bodies so that they overlap. Otherwise, the constraint\r\n * will \"fight\" the collision detection and may cause jitter.\r\n */\r\n collision?: boolean;\r\n}\r\n\r\n/**\r\n * Parameters used to describe mass and inertia of the Physics Body\r\n */\r\nexport interface PhysicsMassProperties {\r\n /**\r\n * The center of mass, in local space. This is The\r\n * point the body will rotate around when applying\r\n * an angular velocity.\r\n *\r\n * If not provided, the physics engine will compute\r\n * an appropriate value.\r\n */\r\n centerOfMass?: Vector3;\r\n /**\r\n * The total mass of this object, in kilograms. This\r\n * affects how easy it is to move the body. A value\r\n * of zero will be used as an infinite mass.\r\n *\r\n * If not provided, the physics engine will compute\r\n * an appropriate value.\r\n */\r\n mass?: number;\r\n /**\r\n * The principal moments of inertia of this object\r\n * for a unit mass. This determines how easy it is\r\n * for the body to rotate. A value of zero on any\r\n * axis will be used as infinite interia about that\r\n * axis.\r\n *\r\n * If not provided, the physics engine will compute\r\n * an appropriate value.\r\n */\r\n inertia?: Vector3;\r\n /**\r\n * The rotation rotating from inertia major axis space\r\n * to parent space (i.e., the rotation which, when\r\n * applied to the 3x3 inertia tensor causes the inertia\r\n * tensor to become a diagonal matrix). This determines\r\n * how the values of inertia are aligned with the parent\r\n * object.\r\n *\r\n * If not provided, the physics engine will compute\r\n * an appropriate value.\r\n */\r\n inertiaOrientation?: Quaternion;\r\n}\r\n\r\n/**\r\n * Indicates how the body will behave.\r\n */\r\nexport enum PhysicsMotionType {\r\n STATIC,\r\n ANIMATED,\r\n DYNAMIC,\r\n}\r\n\r\n/**\r\n * Controls the body sleep mode.\r\n */\r\nexport enum PhysicsActivationControl {\r\n SIMULATION_CONTROLLED,\r\n ALWAYS_ACTIVE,\r\n ALWAYS_INACTIVE,\r\n}\r\n\r\n/**\r\n * Represents a pair of bodies connected by a constraint.\r\n */\r\nexport type ConstrainedBodyPair = { parentBody: PhysicsBody; parentBodyIndex: number; childBody: PhysicsBody; childBodyIndex: number };\r\n\r\n/** @internal */\r\nexport interface IPhysicsEnginePluginV2 {\r\n /**\r\n * Physics plugin world instance\r\n */\r\n world: any;\r\n /**\r\n * Physics plugin name\r\n */\r\n name: string;\r\n\r\n /**\r\n * Collision observable\r\n */\r\n onCollisionObservable: Observable<IPhysicsCollisionEvent>;\r\n /**\r\n * Collision ended observable\r\n */\r\n onCollisionEndedObservable: Observable<IBasePhysicsCollisionEvent>;\r\n /**\r\n * Trigger observable\r\n */\r\n onTriggerCollisionObservable: Observable<IBasePhysicsCollisionEvent>;\r\n\r\n setGravity(gravity: Vector3): void;\r\n setTimeStep(timeStep: number): void;\r\n getTimeStep(): number;\r\n executeStep(delta: number, bodies: Array<PhysicsBody>): void; //not forgetting pre and post events\r\n getPluginVersion(): number;\r\n\r\n // body\r\n initBody(body: PhysicsBody, motionType: PhysicsMotionType, position: Vector3, orientation: Quaternion): void;\r\n initBodyInstances(body: PhysicsBody, motionType: PhysicsMotionType, mesh: Mesh): void;\r\n updateBodyInstances(body: PhysicsBody, mesh: Mesh): void;\r\n removeBody(body: PhysicsBody): void;\r\n sync(body: PhysicsBody): void;\r\n syncTransform(body: PhysicsBody, transformNode: TransformNode): void;\r\n setShape(body: PhysicsBody, shape: Nullable<PhysicsShape>): void;\r\n getShape(body: PhysicsBody): Nullable<PhysicsShape>;\r\n getShapeType(shape: PhysicsShape): PhysicsShapeType;\r\n setEventMask(body: PhysicsBody, eventMask: number, instanceIndex?: number): void;\r\n getEventMask(body: PhysicsBody, instanceIndex?: number): number;\r\n setMotionType(body: PhysicsBody, motionType: PhysicsMotionType, instanceIndex?: number): void;\r\n getMotionType(body: PhysicsBody, instanceIndex?: number): PhysicsMotionType;\r\n computeMassProperties(body: PhysicsBody, instanceIndex?: number): PhysicsMassProperties;\r\n setMassProperties(body: PhysicsBody, massProps: PhysicsMassProperties, instanceIndex?: number): void;\r\n getMassProperties(body: PhysicsBody, instanceIndex?: number): PhysicsMassProperties;\r\n setLinearDamping(body: PhysicsBody, damping: number, instanceIndex?: number): void;\r\n getLinearDamping(body: PhysicsBody, instanceIndex?: number): number;\r\n setAngularDamping(body: PhysicsBody, damping: number, instanceIndex?: number): void;\r\n getAngularDamping(body: PhysicsBody, instanceIndex?: number): number;\r\n setLinearVelocity(body: PhysicsBody, linVel: Vector3, instanceIndex?: number): void;\r\n getLinearVelocityToRef(body: PhysicsBody, linVel: Vector3, instanceIndex?: number): void;\r\n applyImpulse(body: PhysicsBody, impulse: Vector3, location: Vector3, instanceIndex?: number): void;\r\n applyForce(body: PhysicsBody, force: Vector3, location: Vector3, instanceIndex?: number): void;\r\n setAngularVelocity(body: PhysicsBody, angVel: Vector3, instanceIndex?: number): void;\r\n getAngularVelocityToRef(body: PhysicsBody, angVel: Vector3, instanceIndex?: number): void;\r\n getBodyGeometry(body: PhysicsBody): {};\r\n disposeBody(body: PhysicsBody): void;\r\n setCollisionCallbackEnabled(body: PhysicsBody, enabled: boolean, instanceIndex?: number): void;\r\n setCollisionEndedCallbackEnabled(body: PhysicsBody, enabled: boolean, instanceIndex?: number): void;\r\n addConstraint(body: PhysicsBody, childBody: PhysicsBody, constraint: PhysicsConstraint, instanceIndex?: number, childInstanceIndex?: number): void;\r\n getCollisionObservable(body: PhysicsBody, instanceIndex?: number): Observable<IPhysicsCollisionEvent>;\r\n getCollisionEndedObservable(body: PhysicsBody, instanceIndex?: number): Observable<IBasePhysicsCollisionEvent>;\r\n setGravityFactor(body: PhysicsBody, factor: number, instanceIndex?: number): void;\r\n getGravityFactor(body: PhysicsBody, instanceIndex?: number): number;\r\n setTargetTransform(body: PhysicsBody, position: Vector3, rotation: Quaternion, instanceIndex?: number): void;\r\n\r\n // shape\r\n initShape(shape: PhysicsShape, type: PhysicsShapeType, options: PhysicsShapeParameters): void;\r\n setShapeFilterMembershipMask(shape: PhysicsShape, membershipMask: number): void;\r\n getShapeFilterMembershipMask(shape: PhysicsShape): number;\r\n setShapeFilterCollideMask(shape: PhysicsShape, collideMask: number): void;\r\n getShapeFilterCollideMask(shape: PhysicsShape): number;\r\n setMaterial(shape: PhysicsShape, material: PhysicsMaterial): void;\r\n getMaterial(shape: PhysicsShape): PhysicsMaterial;\r\n setDensity(shape: PhysicsShape, density: number): void;\r\n getDensity(shape: PhysicsShape): number;\r\n addChild(shape: PhysicsShape, newChild: PhysicsShape, translation?: Vector3, rotation?: Quaternion, scale?: Vector3): void;\r\n removeChild(shape: PhysicsShape, childIndex: number): void;\r\n getNumChildren(shape: PhysicsShape): number;\r\n getBoundingBox(shape: PhysicsShape): BoundingBox;\r\n disposeShape(shape: PhysicsShape): void;\r\n setTrigger(shape: PhysicsShape, isTrigger: boolean): void;\r\n\r\n // constraint\r\n initConstraint(constraint: PhysicsConstraint, body: PhysicsBody, childBody: PhysicsBody): void;\r\n setEnabled(constraint: PhysicsConstraint, isEnabled: boolean): void;\r\n getEnabled(constraint: PhysicsConstraint): boolean;\r\n setCollisionsEnabled(constraint: PhysicsConstraint, isEnabled: boolean): void;\r\n getCollisionsEnabled(constraint: PhysicsConstraint): boolean;\r\n setAxisFriction(constraint: PhysicsConstraint, axis: PhysicsConstraintAxis, friction: number): void;\r\n getAxisFriction(constraint: PhysicsConstraint, axis: PhysicsConstraintAxis): Nullable<number>;\r\n setAxisMode(constraint: PhysicsConstraint, axis: PhysicsConstraintAxis, limitMode: PhysicsConstraintAxisLimitMode): void;\r\n getAxisMode(constraint: PhysicsConstraint, axis: PhysicsConstraintAxis): Nullable<PhysicsConstraintAxisLimitMode>;\r\n setAxisMinLimit(constraint: PhysicsConstraint, axis: PhysicsConstraintAxis, minLimit: number): void;\r\n getAxisMinLimit(constraint: PhysicsConstraint, axis: PhysicsConstraintAxis): Nullable<number>;\r\n setAxisMaxLimit(constraint: PhysicsConstraint, axis: PhysicsConstraintAxis, limit: number): void;\r\n getAxisMaxLimit(constraint: PhysicsConstraint, axis: PhysicsConstraintAxis): Nullable<number>;\r\n setAxisMotorType(constraint: PhysicsConstraint, axis: PhysicsConstraintAxis, motorType: PhysicsConstraintMotorType): void;\r\n getAxisMotorType(constraint: PhysicsConstraint, axis: PhysicsConstraintAxis): Nullable<PhysicsConstraintMotorType>;\r\n setAxisMotorTarget(constraint: PhysicsConstraint, axis: PhysicsConstraintAxis, target: number): void;\r\n getAxisMotorTarget(constraint: PhysicsConstraint, axis: PhysicsConstraintAxis): Nullable<number>;\r\n setAxisMotorMaxForce(constraint: PhysicsConstraint, axis: PhysicsConstraintAxis, maxForce: number): void;\r\n getAxisMotorMaxForce(constraint: PhysicsConstraint, axis: PhysicsConstraintAxis): Nullable<number>;\r\n disposeConstraint(constraint: PhysicsConstraint): void;\r\n getBodiesUsingConstraint(constraint: PhysicsConstraint): ConstrainedBodyPair[];\r\n\r\n // raycast\r\n raycast(from: Vector3, to: Vector3, result: PhysicsRaycastResult, query?: IRaycastQuery): void;\r\n\r\n dispose(): void;\r\n}\r\n"]}
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{"version":3,"file":"IPhysicsEnginePlugin.js","sourceRoot":"","sources":["../../../../../dev/core/src/Physics/v2/IPhysicsEnginePlugin.ts"],"names":[],"mappings":"AAYA,6CAA6C;AAC7C,MAAM,CAAN,IAAY,8BAaX;AAbD,WAAY,8BAA8B;IACtC;;OAEG;IACH,mFAAI,CAAA;IACJ;;OAEG;IACH,yFAAO,CAAA;IACP;;OAEG;IACH,uFAAM,CAAA;AACV,CAAC,EAbW,8BAA8B,KAA9B,8BAA8B,QAazC;AAED,2GAA2G;AAC3G,MAAM,CAAN,IAAY,qBAqCX;AArCD,WAAY,qBAAqB;IAC7B;;;OAGG;IACH,yEAAQ,CAAA;IACR;;;OAGG;IACH,yEAAQ,CAAA;IACR;;;OAGG;IACH,yEAAQ,CAAA;IACR;;;OAGG;IACH,2EAAS,CAAA;IACT;;;OAGG;IACH,2EAAS,CAAA;IACT;;;OAGG;IACH,2EAAS,CAAA;IACT;;;;OAIG;IACH,uFAAe,CAAA;AACnB,CAAC,EArCW,qBAAqB,KAArB,qBAAqB,QAqChC;AAED,yBAAyB;AACzB,MAAM,CAAN,IAAY,qBAsCX;AAtCD,WAAY,qBAAqB;IAC7B;;;OAGG;IACH,uFAAmB,CAAA;IACnB;;;OAGG;IACH,yEAAY,CAAA;IACZ;;;OAGG;IACH,mEAAS,CAAA;IACT;;;;OAIG;IACH,qEAAU,CAAA;IACV;;;OAGG;IACH,iEAAQ,CAAA;IACR;;;OAGG;IACH,2EAAa,CAAA;IACb;;;;OAIG;IACH,uEAAW,CAAA;AACf,CAAC,EAtCW,qBAAqB,KAArB,qBAAqB,QAsChC;AAED,oBAAoB;AACpB,MAAM,CAAN,IAAY,gBASX;AATD,WAAY,gBAAgB;IACxB,2DAAM,CAAA;IACN,6DAAO,CAAA;IACP,+DAAQ,CAAA;IACR,qDAAG,CAAA;IACH,qEAAW,CAAA;IACX,iEAAS,CAAA;IACT,uDAAI,CAAA;IACJ,qEAAW,CAAA;AACf,CAAC,EATW,gBAAgB,KAAhB,gBAAgB,QAS3B;AAED,qGAAqG;AACrG,MAAM,CAAN,IAAY,0BAIX;AAJD,WAAY,0BAA0B;IAClC,2EAAI,CAAA;IACJ,mFAAQ,CAAA;IACR,mFAAQ,CAAA;AACZ,CAAC,EAJW,0BAA0B,KAA1B,0BAA0B,QAIrC;AAED,MAAM,CAAN,IAAY,gBAMX;AAND,WAAY,gBAAgB;IACxB,2DAAuC,CAAA;IACvC,+DAA2C,CAAA;IAC3C,6DAAyC,CAAA;IACzC,uDAAmC,CAAA;IACnC,qDAAiC,CAAA;AACrC,CAAC,EANW,gBAAgB,KAAhB,gBAAgB,QAM3B;AA6MD;;GAEG;AACH,MAAM,CAAN,IAAY,iBAIX;AAJD,WAAY,iBAAiB;IACzB,6DAAM,CAAA;IACN,iEAAQ,CAAA;IACR,+DAAO,CAAA;AACX,CAAC,EAJW,iBAAiB,KAAjB,iBAAiB,QAI5B;AAED;;GAEG;AACH,MAAM,CAAN,IAAY,wBAIX;AAJD,WAAY,wBAAwB;IAChC,yGAAqB,CAAA;IACrB,yFAAa,CAAA;IACb,6FAAe,CAAA;AACnB,CAAC,EAJW,wBAAwB,KAAxB,wBAAwB,QAInC","sourcesContent":["import type { Vector3, Quaternion } from \"../../Maths/math.vector\";\r\nimport type { IRaycastQuery, PhysicsRaycastResult } from \"../physicsRaycastResult\";\r\nimport type { PhysicsBody } from \"./physicsBody\";\r\nimport type { PhysicsShape } from \"./physicsShape\";\r\nimport type { PhysicsConstraint } from \"./physicsConstraint\";\r\nimport type { BoundingBox } from \"../../Culling/boundingBox\";\r\nimport type { TransformNode } from \"../../Meshes/transformNode\";\r\nimport type { PhysicsMaterial } from \"./physicsMaterial\";\r\nimport type { Mesh } from \"../../Meshes/mesh\";\r\nimport type { Nullable } from \"core/types\";\r\nimport type { Observable } from \"core/Misc/observable\";\r\n\r\n/** How a specific axis can be constrained */\r\nexport enum PhysicsConstraintAxisLimitMode {\r\n /*\r\n * The axis is not restricted at all\r\n */\r\n FREE,\r\n /*\r\n * The axis has a minimum/maximum limit\r\n */\r\n LIMITED,\r\n /*\r\n * The axis allows no relative movement of the pivots\r\n */\r\n LOCKED,\r\n}\r\n\r\n/** The constraint specific axis to use when setting Friction, `ConstraintAxisLimitMode`, max force, ... */\r\nexport enum PhysicsConstraintAxis {\r\n /*\r\n * Translation along the primary axis of the constraint (i.e. the\r\n * direction specified by PhysicsConstraintParameters.axisA/axisB)\r\n */\r\n LINEAR_X,\r\n /*\r\n * Translation along the second axis of the constraint (i.e. the\r\n * direction specified by PhysicsConstraintParameters.perpAxisA/perpAxisB)\r\n */\r\n LINEAR_Y,\r\n /*\r\n * Translation along the third axis of the constraint. This axis is\r\n * computed from the cross product of axisA/axisB and perpAxisA/perpAxisB)\r\n */\r\n LINEAR_Z,\r\n /*\r\n * Rotation around the primary axis of the constraint (i.e. the\r\n * axis specified by PhysicsConstraintParameters.axisA/axisB)\r\n */\r\n ANGULAR_X,\r\n /*\r\n * Rotation around the second axis of the constraint (i.e. the\r\n * axis specified by PhysicsConstraintParameters.perpAxisA/perpAxisB)\r\n */\r\n ANGULAR_Y,\r\n /*\r\n * Rotation around the third axis of the constraint. This axis is\r\n * computed from the cross product of axisA/axisB and perpAxisA/perpAxisB)\r\n */\r\n ANGULAR_Z,\r\n /*\r\n * A 3D distance limit; similar to specifying the LINEAR_X/Y/Z axes\r\n * individually, but the distance calculation uses all three axes\r\n * simultaneously, instead of individually.\r\n */\r\n LINEAR_DISTANCE,\r\n}\r\n\r\n/** Type of Constraint */\r\nexport enum PhysicsConstraintType {\r\n /**\r\n * A ball and socket constraint will attempt to line up the pivot\r\n * positions in each body, and have no restrictions on rotation\r\n */\r\n BALL_AND_SOCKET = 1,\r\n /**\r\n * A distance constraint will attempt to keep the pivot locations\r\n * within a specified distance.\r\n */\r\n DISTANCE = 2,\r\n /**\r\n * A hinge constraint will keep the pivot positions aligned as well\r\n * as two angular axes. The remaining angular axis will be free to rotate.\r\n */\r\n HINGE = 3,\r\n /**\r\n * A slider constraint allows bodies to translate along one axis and\r\n * rotate about the same axis. The remaining two axes are locked in\r\n * place\r\n */\r\n SLIDER = 4,\r\n /**\r\n * A lock constraint will attempt to keep the pivots completely lined\r\n * up between both bodies, allowing no relative movement.\r\n */\r\n LOCK = 5,\r\n /*\r\n * A prismatic will lock the rotations of the bodies, and allow translation\r\n * only along one axis\r\n */\r\n PRISMATIC = 6,\r\n /*\r\n * A generic constraint; this starts with no limits on how the bodies can\r\n * move relative to each other, but limits can be added via the PhysicsConstraint\r\n * interfaces. This can be used to specify a large variety of constraints\r\n */\r\n SIX_DOF = 7,\r\n}\r\n\r\n/** Type of Shape */\r\nexport enum PhysicsShapeType {\r\n SPHERE,\r\n CAPSULE,\r\n CYLINDER,\r\n BOX,\r\n CONVEX_HULL,\r\n CONTAINER,\r\n MESH,\r\n HEIGHTFIELD,\r\n}\r\n\r\n/** Optional motor which attempts to move a body at a specific velocity, or at a specific position */\r\nexport enum PhysicsConstraintMotorType {\r\n NONE,\r\n VELOCITY,\r\n POSITION,\r\n}\r\n\r\nexport enum PhysicsEventType {\r\n COLLISION_STARTED = \"COLLISION_STARTED\",\r\n COLLISION_CONTINUED = \"COLLISION_CONTINUED\",\r\n COLLISION_FINISHED = \"COLLISION_FINISHED\",\r\n TRIGGER_ENTERED = \"TRIGGER_ENTERED\",\r\n TRIGGER_EXITED = \"TRIGGER_EXITED\",\r\n}\r\n\r\n/**\r\n * Base collision object\r\n */\r\nexport interface IBasePhysicsCollisionEvent {\r\n /**\r\n * 1st physics body that collided\r\n */\r\n collider: PhysicsBody;\r\n /**\r\n * 2nd physics body that collided\r\n */\r\n collidedAgainst: PhysicsBody;\r\n /**\r\n * index in instances array for the collider\r\n */\r\n colliderIndex: number;\r\n /**\r\n * index in instances array for the collidedAgainst\r\n */\r\n collidedAgainstIndex: number;\r\n /**\r\n * Event type\r\n */\r\n type: PhysicsEventType;\r\n}\r\n\r\n/**\r\n * Collision object that is the parameter when notification for collision fires.\r\n */\r\nexport interface IPhysicsCollisionEvent extends IBasePhysicsCollisionEvent {\r\n /**\r\n * World position where the collision occured\r\n */\r\n point: Nullable<Vector3>;\r\n /**\r\n * Penetration distance\r\n */\r\n distance: number;\r\n /**\r\n * Impulse value computed by the solver response\r\n */\r\n impulse: number;\r\n /**\r\n * Collision world normal direction\r\n */\r\n normal: Nullable<Vector3>;\r\n}\r\n\r\n/**\r\n * Parameters used to describe the Shape\r\n */\r\nexport interface PhysicsShapeParameters {\r\n /**\r\n * Shape center position\r\n */\r\n center?: Vector3;\r\n /**\r\n * Radius for cylinder, shape and capsule\r\n */\r\n radius?: number;\r\n /**\r\n * First point position that defines the cylinder or capsule\r\n */\r\n pointA?: Vector3;\r\n /**\r\n * Second point position that defines the cylinder or capsule\r\n */\r\n pointB?: Vector3;\r\n /**\r\n * Shape orientation\r\n */\r\n rotation?: Quaternion;\r\n /**\r\n * Dimesion extention for the box\r\n */\r\n extents?: Vector3;\r\n /**\r\n * Mesh used for Mesh shape or convex hull. It can be different than the mesh the body is attached to.\r\n */\r\n mesh?: Mesh;\r\n /**\r\n * Use children hierarchy\r\n */\r\n includeChildMeshes?: boolean;\r\n /**\r\n * The size of the heightfield in the X axis\r\n */\r\n heightFieldSizeX?: number;\r\n /**\r\n * The size of the heightfield in the Z axis\r\n */\r\n heightFieldSizeZ?: number;\r\n /**\r\n * The number of samples along the X axis\r\n */\r\n numHeightFieldSamplesX?: number;\r\n /**\r\n * The number of samples along the Z axis\r\n */\r\n numHeightFieldSamplesZ?: number;\r\n /**\r\n * The data for the heightfield\r\n */\r\n heightFieldData?: Float32Array;\r\n}\r\n\r\n/**\r\n * Parameters used to describe a Constraint\r\n */\r\nexport interface PhysicsConstraintParameters {\r\n /**\r\n * Location of the constraint pivot in the space of first body\r\n */\r\n pivotA?: Vector3;\r\n /**\r\n * Location of the constraint pivot in the space of the second body\r\n */\r\n pivotB?: Vector3;\r\n /**\r\n * An axis in the space of the first body which determines how\r\n * distances/angles are measured for LINEAR_X/ANGULAR_X limits.\r\n */\r\n axisA?: Vector3;\r\n /**\r\n * An axis in the space of the second body which determines how\r\n * distances/angles are measured for LINEAR_X/ANGULAR_X limits.\r\n */\r\n axisB?: Vector3;\r\n\r\n /**\r\n * An axis in the space of the first body which determines how\r\n * distances/angles are measured for LINEAR_Y/ANGULAR_Y limits.\r\n */\r\n perpAxisA?: Vector3;\r\n\r\n /**\r\n * An axis in the space of the second body which determines how\r\n * distances/angles are measured for LINEAR_Y/ANGULAR_Y limits.\r\n */\r\n perpAxisB?: Vector3;\r\n\r\n /**\r\n * The maximum distance that can seperate the two pivots.\r\n * Only used for DISTANCE constraints\r\n */\r\n maxDistance?: number;\r\n\r\n /**\r\n * Determines if the connected bodies should collide. Generally,\r\n * it is preferable to set this to false, especially if the constraint\r\n * positions the bodies so that they overlap. Otherwise, the constraint\r\n * will \"fight\" the collision detection and may cause jitter.\r\n */\r\n collision?: boolean;\r\n}\r\n\r\n/**\r\n * Parameters used to describe mass and inertia of the Physics Body\r\n */\r\nexport interface PhysicsMassProperties {\r\n /**\r\n * The center of mass, in local space. This is The\r\n * point the body will rotate around when applying\r\n * an angular velocity.\r\n *\r\n * If not provided, the physics engine will compute\r\n * an appropriate value.\r\n */\r\n centerOfMass?: Vector3;\r\n /**\r\n * The total mass of this object, in kilograms. This\r\n * affects how easy it is to move the body. A value\r\n * of zero will be used as an infinite mass.\r\n *\r\n * If not provided, the physics engine will compute\r\n * an appropriate value.\r\n */\r\n mass?: number;\r\n /**\r\n * The principal moments of inertia of this object\r\n * for a unit mass. This determines how easy it is\r\n * for the body to rotate. A value of zero on any\r\n * axis will be used as infinite interia about that\r\n * axis.\r\n *\r\n * If not provided, the physics engine will compute\r\n * an appropriate value.\r\n */\r\n inertia?: Vector3;\r\n /**\r\n * The rotation rotating from inertia major axis space\r\n * to parent space (i.e., the rotation which, when\r\n * applied to the 3x3 inertia tensor causes the inertia\r\n * tensor to become a diagonal matrix). This determines\r\n * how the values of inertia are aligned with the parent\r\n * object.\r\n *\r\n * If not provided, the physics engine will compute\r\n * an appropriate value.\r\n */\r\n inertiaOrientation?: Quaternion;\r\n}\r\n\r\n/**\r\n * Indicates how the body will behave.\r\n */\r\nexport enum PhysicsMotionType {\r\n STATIC,\r\n ANIMATED,\r\n DYNAMIC,\r\n}\r\n\r\n/**\r\n * Controls the body sleep mode.\r\n */\r\nexport enum PhysicsActivationControl {\r\n SIMULATION_CONTROLLED,\r\n ALWAYS_ACTIVE,\r\n ALWAYS_INACTIVE,\r\n}\r\n\r\n/**\r\n * Represents a pair of bodies connected by a constraint.\r\n */\r\nexport type ConstrainedBodyPair = { parentBody: PhysicsBody; parentBodyIndex: number; childBody: PhysicsBody; childBodyIndex: number };\r\n\r\n/** @internal */\r\nexport interface IPhysicsEnginePluginV2 {\r\n /**\r\n * Physics plugin world instance\r\n */\r\n world: any;\r\n /**\r\n * Physics plugin name\r\n */\r\n name: string;\r\n\r\n /**\r\n * Collision observable\r\n */\r\n onCollisionObservable: Observable<IPhysicsCollisionEvent>;\r\n /**\r\n * Collision ended observable\r\n */\r\n onCollisionEndedObservable: Observable<IBasePhysicsCollisionEvent>;\r\n /**\r\n * Trigger observable\r\n */\r\n onTriggerCollisionObservable: Observable<IBasePhysicsCollisionEvent>;\r\n\r\n setGravity(gravity: Vector3): void;\r\n setTimeStep(timeStep: number): void;\r\n getTimeStep(): number;\r\n executeStep(delta: number, bodies: Array<PhysicsBody>): void; //not forgetting pre and post events\r\n getPluginVersion(): number;\r\n\r\n // body\r\n initBody(body: PhysicsBody, motionType: PhysicsMotionType, position: Vector3, orientation: Quaternion): void;\r\n initBodyInstances(body: PhysicsBody, motionType: PhysicsMotionType, mesh: Mesh): void;\r\n updateBodyInstances(body: PhysicsBody, mesh: Mesh): void;\r\n removeBody(body: PhysicsBody): void;\r\n sync(body: PhysicsBody): void;\r\n syncTransform(body: PhysicsBody, transformNode: TransformNode): void;\r\n setShape(body: PhysicsBody, shape: Nullable<PhysicsShape>): void;\r\n getShape(body: PhysicsBody): Nullable<PhysicsShape>;\r\n getShapeType(shape: PhysicsShape): PhysicsShapeType;\r\n setEventMask(body: PhysicsBody, eventMask: number, instanceIndex?: number): void;\r\n getEventMask(body: PhysicsBody, instanceIndex?: number): number;\r\n setMotionType(body: PhysicsBody, motionType: PhysicsMotionType, instanceIndex?: number): void;\r\n getMotionType(body: PhysicsBody, instanceIndex?: number): PhysicsMotionType;\r\n computeMassProperties(body: PhysicsBody, instanceIndex?: number): PhysicsMassProperties;\r\n setMassProperties(body: PhysicsBody, massProps: PhysicsMassProperties, instanceIndex?: number): void;\r\n getMassProperties(body: PhysicsBody, instanceIndex?: number): PhysicsMassProperties;\r\n setLinearDamping(body: PhysicsBody, damping: number, instanceIndex?: number): void;\r\n getLinearDamping(body: PhysicsBody, instanceIndex?: number): number;\r\n setAngularDamping(body: PhysicsBody, damping: number, instanceIndex?: number): void;\r\n getAngularDamping(body: PhysicsBody, instanceIndex?: number): number;\r\n setLinearVelocity(body: PhysicsBody, linVel: Vector3, instanceIndex?: number): void;\r\n getLinearVelocityToRef(body: PhysicsBody, linVel: Vector3, instanceIndex?: number): void;\r\n applyImpulse(body: PhysicsBody, impulse: Vector3, location: Vector3, instanceIndex?: number): void;\r\n applyAngularImpulse(body: PhysicsBody, angularImpulse: Vector3, instanceIndex?: number): void;\r\n applyForce(body: PhysicsBody, force: Vector3, location: Vector3, instanceIndex?: number): void;\r\n setAngularVelocity(body: PhysicsBody, angVel: Vector3, instanceIndex?: number): void;\r\n getAngularVelocityToRef(body: PhysicsBody, angVel: Vector3, instanceIndex?: number): void;\r\n getBodyGeometry(body: PhysicsBody): {};\r\n disposeBody(body: PhysicsBody): void;\r\n setCollisionCallbackEnabled(body: PhysicsBody, enabled: boolean, instanceIndex?: number): void;\r\n setCollisionEndedCallbackEnabled(body: PhysicsBody, enabled: boolean, instanceIndex?: number): void;\r\n addConstraint(body: PhysicsBody, childBody: PhysicsBody, constraint: PhysicsConstraint, instanceIndex?: number, childInstanceIndex?: number): void;\r\n getCollisionObservable(body: PhysicsBody, instanceIndex?: number): Observable<IPhysicsCollisionEvent>;\r\n getCollisionEndedObservable(body: PhysicsBody, instanceIndex?: number): Observable<IBasePhysicsCollisionEvent>;\r\n setGravityFactor(body: PhysicsBody, factor: number, instanceIndex?: number): void;\r\n getGravityFactor(body: PhysicsBody, instanceIndex?: number): number;\r\n setTargetTransform(body: PhysicsBody, position: Vector3, rotation: Quaternion, instanceIndex?: number): void;\r\n\r\n // shape\r\n initShape(shape: PhysicsShape, type: PhysicsShapeType, options: PhysicsShapeParameters): void;\r\n setShapeFilterMembershipMask(shape: PhysicsShape, membershipMask: number): void;\r\n getShapeFilterMembershipMask(shape: PhysicsShape): number;\r\n setShapeFilterCollideMask(shape: PhysicsShape, collideMask: number): void;\r\n getShapeFilterCollideMask(shape: PhysicsShape): number;\r\n setMaterial(shape: PhysicsShape, material: PhysicsMaterial): void;\r\n getMaterial(shape: PhysicsShape): PhysicsMaterial;\r\n setDensity(shape: PhysicsShape, density: number): void;\r\n getDensity(shape: PhysicsShape): number;\r\n addChild(shape: PhysicsShape, newChild: PhysicsShape, translation?: Vector3, rotation?: Quaternion, scale?: Vector3): void;\r\n removeChild(shape: PhysicsShape, childIndex: number): void;\r\n getNumChildren(shape: PhysicsShape): number;\r\n getBoundingBox(shape: PhysicsShape): BoundingBox;\r\n disposeShape(shape: PhysicsShape): void;\r\n setTrigger(shape: PhysicsShape, isTrigger: boolean): void;\r\n\r\n // constraint\r\n initConstraint(constraint: PhysicsConstraint, body: PhysicsBody, childBody: PhysicsBody): void;\r\n setEnabled(constraint: PhysicsConstraint, isEnabled: boolean): void;\r\n getEnabled(constraint: PhysicsConstraint): boolean;\r\n setCollisionsEnabled(constraint: PhysicsConstraint, isEnabled: boolean): void;\r\n getCollisionsEnabled(constraint: PhysicsConstraint): boolean;\r\n setAxisFriction(constraint: PhysicsConstraint, axis: PhysicsConstraintAxis, friction: number): void;\r\n getAxisFriction(constraint: PhysicsConstraint, axis: PhysicsConstraintAxis): Nullable<number>;\r\n setAxisMode(constraint: PhysicsConstraint, axis: PhysicsConstraintAxis, limitMode: PhysicsConstraintAxisLimitMode): void;\r\n getAxisMode(constraint: PhysicsConstraint, axis: PhysicsConstraintAxis): Nullable<PhysicsConstraintAxisLimitMode>;\r\n setAxisMinLimit(constraint: PhysicsConstraint, axis: PhysicsConstraintAxis, minLimit: number): void;\r\n getAxisMinLimit(constraint: PhysicsConstraint, axis: PhysicsConstraintAxis): Nullable<number>;\r\n setAxisMaxLimit(constraint: PhysicsConstraint, axis: PhysicsConstraintAxis, limit: number): void;\r\n getAxisMaxLimit(constraint: PhysicsConstraint, axis: PhysicsConstraintAxis): Nullable<number>;\r\n setAxisMotorType(constraint: PhysicsConstraint, axis: PhysicsConstraintAxis, motorType: PhysicsConstraintMotorType): void;\r\n getAxisMotorType(constraint: PhysicsConstraint, axis: PhysicsConstraintAxis): Nullable<PhysicsConstraintMotorType>;\r\n setAxisMotorTarget(constraint: PhysicsConstraint, axis: PhysicsConstraintAxis, target: number): void;\r\n getAxisMotorTarget(constraint: PhysicsConstraint, axis: PhysicsConstraintAxis): Nullable<number>;\r\n setAxisMotorMaxForce(constraint: PhysicsConstraint, axis: PhysicsConstraintAxis, maxForce: number): void;\r\n getAxisMotorMaxForce(constraint: PhysicsConstraint, axis: PhysicsConstraintAxis): Nullable<number>;\r\n disposeConstraint(constraint: PhysicsConstraint): void;\r\n getBodiesUsingConstraint(constraint: PhysicsConstraint): ConstrainedBodyPair[];\r\n\r\n // raycast\r\n raycast(from: Vector3, to: Vector3, result: PhysicsRaycastResult, query?: IRaycastQuery): void;\r\n\r\n dispose(): void;\r\n}\r\n"]}
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@@ -349,6 +349,13 @@ export declare class HavokPlugin implements IPhysicsEnginePluginV2 {
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applyImpulse(body: PhysicsBody, impulse: Vector3, location: Vector3, instanceIndex?: number): void;
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this._createOrUpdateBodyInstances(body, motionType, matrixData, pluginInstancesCount, instancesCount, false);
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this._hknp.HP_Body_SetShape(body._pluginDataInstances[i].hpBodyId, firstBodyShape);
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this._hknp.HP_Body_ApplyImpulse(pluginRef.hpBodyId, this._bVecToV3(location), this._bVecToV3(impulse));
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applyAngularImpulse(body, angularImpulse, instanceIndex) {
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this._applyToBodyOrInstances(body, (pluginRef) => {
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* @param body - The physics body to apply the impulse to.
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