@babylonjs/core 7.21.0 → 7.21.2
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/easing.d.ts +20 -20
- package/Animations/easing.js +10 -10
- package/Animations/easing.js.map +1 -1
- package/Buffers/buffer.nonFloatVertexBuffers.js +2 -1
- package/Buffers/buffer.nonFloatVertexBuffers.js.map +1 -1
- package/Cameras/VR/vrExperienceHelper.d.ts +2 -2
- package/Cameras/VR/vrExperienceHelper.js +1 -1
- package/Cameras/VR/vrExperienceHelper.js.map +1 -1
- package/Collisions/gpuPicker.d.ts +9 -4
- package/Collisions/gpuPicker.js +64 -44
- package/Collisions/gpuPicker.js.map +1 -1
- package/Collisions/index.d.ts +4 -0
- package/Collisions/index.js +4 -0
- package/Collisions/index.js.map +1 -1
- package/Culling/Helper/computeShaderBoundingHelper.js +0 -3
- package/Culling/Helper/computeShaderBoundingHelper.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.d.ts +0 -1
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +0 -1
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
- package/Engines/abstractEngine.d.ts +2 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/nativeEngine.js +0 -3
- package/Engines/nativeEngine.js.map +1 -1
- package/Engines/thinEngine.d.ts +2 -1
- package/Engines/thinEngine.js +3 -2
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.d.ts +3 -1
- package/Engines/webgpuEngine.js +6 -3
- package/Engines/webgpuEngine.js.map +1 -1
- package/Gizmos/gizmo.d.ts +2 -2
- package/Gizmos/gizmo.js +1 -1
- package/Gizmos/gizmo.js.map +1 -1
- package/Layers/effectLayer.d.ts +1 -1
- package/Layers/effectLayer.js +18 -16
- package/Layers/effectLayer.js.map +1 -1
- package/Layers/glowLayer.d.ts +1 -1
- package/Layers/glowLayer.js +3 -5
- package/Layers/glowLayer.js.map +1 -1
- package/Layers/highlightLayer.d.ts +1 -1
- package/Layers/highlightLayer.js +7 -9
- package/Layers/highlightLayer.js.map +1 -1
- package/Layers/layer.d.ts +0 -1
- package/Layers/layer.js +15 -17
- package/Layers/layer.js.map +1 -1
- package/Lights/Shadows/cascadedShadowGenerator.d.ts +0 -3
- package/Lights/Shadows/cascadedShadowGenerator.js +0 -3
- package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
- package/Materials/Background/backgroundMaterial.d.ts +0 -1
- package/Materials/Background/backgroundMaterial.js +20 -20
- package/Materials/Background/backgroundMaterial.js.map +1 -1
- package/Materials/PBR/pbrBaseMaterial.d.ts +0 -1
- package/Materials/PBR/pbrBaseMaterial.js +34 -39
- package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
- package/Materials/effect.d.ts +7 -2
- package/Materials/effect.js +7 -3
- package/Materials/effect.js.map +1 -1
- package/Materials/shaderMaterial.d.ts +4 -0
- package/Materials/shaderMaterial.js +1 -0
- package/Materials/shaderMaterial.js.map +1 -1
- package/Materials/standardMaterial.d.ts +0 -1
- package/Materials/standardMaterial.js +20 -20
- package/Materials/standardMaterial.js.map +1 -1
- package/Maths/math.isovector.js +6 -6
- package/Maths/math.isovector.js.map +1 -1
- package/Meshes/Builders/geodesicBuilder.js +2 -2
- package/Meshes/Builders/geodesicBuilder.js.map +1 -1
- package/Meshes/Builders/goldbergBuilder.js +2 -2
- package/Meshes/Builders/goldbergBuilder.js.map +1 -1
- package/Meshes/linesMesh.d.ts +0 -2
- package/Meshes/linesMesh.js +16 -20
- package/Meshes/linesMesh.js.map +1 -1
- package/Misc/assetsManager.d.ts +16 -16
- package/Misc/assetsManager.js +8 -8
- package/Misc/assetsManager.js.map +1 -1
- package/Misc/copyTextureToTexture.d.ts +9 -1
- package/Misc/copyTextureToTexture.js +23 -2
- package/Misc/copyTextureToTexture.js.map +1 -1
- package/Misc/environmentTextureTools.d.ts +0 -2
- package/Misc/environmentTextureTools.js +0 -2
- package/Misc/environmentTextureTools.js.map +1 -1
- package/Misc/index.d.ts +2 -0
- package/Misc/index.js +3 -0
- package/Misc/index.js.map +1 -1
- package/Misc/sceneOptimizer.d.ts +16 -16
- package/Misc/sceneOptimizer.js +8 -8
- package/Misc/sceneOptimizer.js.map +1 -1
- package/Particles/EmitterTypes/coneParticleEmitter.d.ts +4 -4
- package/Particles/EmitterTypes/coneParticleEmitter.js +2 -2
- package/Particles/EmitterTypes/coneParticleEmitter.js.map +1 -1
- package/Particles/EmitterTypes/cylinderParticleEmitter.d.ts +4 -4
- package/Particles/EmitterTypes/cylinderParticleEmitter.js +2 -2
- package/Particles/EmitterTypes/cylinderParticleEmitter.js.map +1 -1
- package/Particles/EmitterTypes/sphereParticleEmitter.d.ts +4 -4
- package/Particles/EmitterTypes/sphereParticleEmitter.js +2 -2
- package/Particles/EmitterTypes/sphereParticleEmitter.js.map +1 -1
- package/Particles/particleSystemComponent.d.ts +0 -1
- package/Particles/particleSystemComponent.js +8 -2
- package/Particles/particleSystemComponent.js.map +1 -1
- package/Particles/thinParticleSystem.d.ts +0 -2
- package/Particles/thinParticleSystem.js +0 -2
- package/Particles/thinParticleSystem.js.map +1 -1
- package/Physics/v1/physicsJoint.js +0 -3
- package/Physics/v1/physicsJoint.js.map +1 -1
- package/Physics/v2/physicsConstraint.d.ts +14 -20
- package/Physics/v2/physicsConstraint.js +14 -20
- package/Physics/v2/physicsConstraint.js.map +1 -1
- package/PostProcesses/anaglyphPostProcess.d.ts +1 -2
- package/PostProcesses/anaglyphPostProcess.js +4 -5
- package/PostProcesses/anaglyphPostProcess.js.map +1 -1
- package/PostProcesses/blackAndWhitePostProcess.d.ts +1 -1
- package/PostProcesses/blackAndWhitePostProcess.js +4 -4
- package/PostProcesses/blackAndWhitePostProcess.js.map +1 -1
- package/PostProcesses/bloomMergePostProcess.d.ts +1 -1
- package/PostProcesses/bloomMergePostProcess.js +4 -4
- package/PostProcesses/bloomMergePostProcess.js.map +1 -1
- package/PostProcesses/blurPostProcess.d.ts +1 -3
- package/PostProcesses/blurPostProcess.js +4 -6
- package/PostProcesses/blurPostProcess.js.map +1 -1
- package/PostProcesses/chromaticAberrationPostProcess.d.ts +1 -1
- package/PostProcesses/chromaticAberrationPostProcess.js +4 -4
- package/PostProcesses/chromaticAberrationPostProcess.js.map +1 -1
- package/PostProcesses/circleOfConfusionPostProcess.d.ts +1 -1
- package/PostProcesses/circleOfConfusionPostProcess.js +4 -4
- package/PostProcesses/circleOfConfusionPostProcess.js.map +1 -1
- package/PostProcesses/colorCorrectionPostProcess.d.ts +1 -1
- package/PostProcesses/colorCorrectionPostProcess.js +4 -4
- package/PostProcesses/colorCorrectionPostProcess.js.map +1 -1
- package/PostProcesses/convolutionPostProcess.d.ts +1 -1
- package/PostProcesses/convolutionPostProcess.js +4 -4
- package/PostProcesses/convolutionPostProcess.js.map +1 -1
- package/PostProcesses/depthOfFieldMergePostProcess.d.ts +1 -1
- package/PostProcesses/depthOfFieldMergePostProcess.js +4 -4
- package/PostProcesses/depthOfFieldMergePostProcess.js.map +1 -1
- package/PostProcesses/displayPassPostProcess.d.ts +1 -1
- package/PostProcesses/displayPassPostProcess.js +10 -1
- package/PostProcesses/displayPassPostProcess.js.map +1 -1
- package/PostProcesses/extractHighlightsPostProcess.d.ts +1 -1
- package/PostProcesses/extractHighlightsPostProcess.js +4 -4
- package/PostProcesses/extractHighlightsPostProcess.js.map +1 -1
- package/PostProcesses/filterPostProcess.d.ts +1 -1
- package/PostProcesses/filterPostProcess.js +10 -1
- package/PostProcesses/filterPostProcess.js.map +1 -1
- package/PostProcesses/fxaaPostProcess.d.ts +1 -1
- package/PostProcesses/fxaaPostProcess.js +4 -4
- package/PostProcesses/fxaaPostProcess.js.map +1 -1
- package/PostProcesses/grainPostProcess.d.ts +1 -2
- package/PostProcesses/grainPostProcess.js +4 -5
- package/PostProcesses/grainPostProcess.js.map +1 -1
- package/PostProcesses/highlightsPostProcess.d.ts +1 -1
- package/PostProcesses/highlightsPostProcess.js +10 -1
- package/PostProcesses/highlightsPostProcess.js.map +1 -1
- package/PostProcesses/imageProcessingPostProcess.d.ts +1 -1
- package/PostProcesses/imageProcessingPostProcess.js +4 -4
- package/PostProcesses/imageProcessingPostProcess.js.map +1 -1
- package/PostProcesses/index.d.ts +8 -0
- package/PostProcesses/index.js +12 -0
- package/PostProcesses/index.js.map +1 -1
- package/PostProcesses/motionBlurPostProcess.d.ts +1 -1
- package/PostProcesses/motionBlurPostProcess.js +4 -4
- package/PostProcesses/motionBlurPostProcess.js.map +1 -1
- package/PostProcesses/passPostProcess.d.ts +2 -2
- package/PostProcesses/passPostProcess.js +8 -8
- package/PostProcesses/passPostProcess.js.map +1 -1
- package/PostProcesses/postProcess.d.ts +5 -4
- package/PostProcesses/postProcess.js +14 -27
- package/PostProcesses/postProcess.js.map +1 -1
- package/PostProcesses/sharpenPostProcess.d.ts +1 -1
- package/PostProcesses/sharpenPostProcess.js +4 -4
- package/PostProcesses/sharpenPostProcess.js.map +1 -1
- package/PostProcesses/tonemapPostProcess.d.ts +1 -1
- package/PostProcesses/tonemapPostProcess.js +10 -1
- package/PostProcesses/tonemapPostProcess.js.map +1 -1
- package/PostProcesses/vrDistortionCorrectionPostProcess.d.ts +1 -1
- package/PostProcesses/vrDistortionCorrectionPostProcess.js +4 -4
- package/PostProcesses/vrDistortionCorrectionPostProcess.js.map +1 -1
- package/ShadersWGSL/copyTextureToTexture.fragment.d.ts +6 -0
- package/ShadersWGSL/copyTextureToTexture.fragment.js +21 -0
- package/ShadersWGSL/copyTextureToTexture.fragment.js.map +1 -0
- package/ShadersWGSL/displayPass.fragment.d.ts +5 -0
- package/ShadersWGSL/displayPass.fragment.js +12 -0
- package/ShadersWGSL/displayPass.fragment.js.map +1 -0
- package/ShadersWGSL/filter.fragment.d.ts +5 -0
- package/ShadersWGSL/filter.fragment.js +12 -0
- package/ShadersWGSL/filter.fragment.js.map +1 -0
- package/ShadersWGSL/highlights.fragment.d.ts +5 -0
- package/ShadersWGSL/highlights.fragment.js +12 -0
- package/ShadersWGSL/highlights.fragment.js.map +1 -0
- package/ShadersWGSL/picking.fragment.d.ts +5 -0
- package/ShadersWGSL/picking.fragment.js +21 -0
- package/ShadersWGSL/picking.fragment.js.map +1 -0
- package/ShadersWGSL/picking.vertex.d.ts +15 -0
- package/ShadersWGSL/picking.vertex.js +43 -0
- package/ShadersWGSL/picking.vertex.js.map +1 -0
- package/ShadersWGSL/tonemap.fragment.d.ts +5 -0
- package/ShadersWGSL/tonemap.fragment.js +29 -0
- package/ShadersWGSL/tonemap.fragment.js.map +1 -0
- package/XR/features/WebXRControllerPointerSelection.js +1 -1
- package/XR/features/WebXRControllerPointerSelection.js.map +1 -1
- package/package.json +1 -1
package/Maths/math.isovector.js
CHANGED
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@@ -21,11 +21,11 @@ export class _IsoVector {
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this.x = x;
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this.y = y;
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if (x !== Math.floor(x)) {
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-
x
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x = Math.floor(x);
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Logger.Warn("x is not an integer, floor(x) used");
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}
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if (y !== Math.floor(y)) {
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y
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y = Math.floor(y);
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Logger.Warn("y is not an integer, floor(y) used");
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}
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}
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rotate120(m, n) {
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//m, n integers
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if (m !== Math.floor(m)) {
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m
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m = Math.floor(m);
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Logger.Warn("m not an integer only floor(m) used");
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}
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n = Math.floor(n);
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Logger.Warn("n not an integer only floor(n) used");
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}
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const x = this.x;
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rotateNeg120(m, n) {
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m = Math.floor(m);
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Logger.Warn("m is not an integer, floor(m) used");
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}
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n = Math.floor(n);
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}
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const x = this.x;
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@@ -1 +1 @@
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-
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1
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+
{"version":3,"file":"math.isovector.js","sourceRoot":"","sources":["../../../../dev/core/src/Maths/math.isovector.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,MAAM,EAAE,MAAM,gBAAgB,CAAC;AACxC,OAAO,EAAE,OAAO,EAAE,MAAM,eAAe,CAAC;AAExC;;;;;GAKG;AACH,gEAAgE;AAChE,MAAM,OAAO,UAAU;IACnB;;;;OAIG;IACH;IACI,uCAAuC;IAChC,IAAY,CAAC;IACpB,wCAAwC;IACjC,IAAY,CAAC;QAFb,MAAC,GAAD,CAAC,CAAY;QAEb,MAAC,GAAD,CAAC,CAAY;QAEpB,IAAI,CAAC,KAAK,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,EAAE;YACrB,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC;YAClB,MAAM,CAAC,IAAI,CAAC,oCAAoC,CAAC,CAAC;SACrD;QACD,IAAI,CAAC,KAAK,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,EAAE;YACrB,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC;YAClB,MAAM,CAAC,IAAI,CAAC,oCAAoC,CAAC,CAAC;SACrD;IACL,CAAC;IAED,YAAY;IAEZ;;;OAGG;IACI,KAAK;QACR,OAAO,IAAI,UAAU,CAAC,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,CAAC;IAC1C,CAAC;IAED;;;;;OAKG;IACI,aAAa,CAAC,KAAiB;QAClC,iBAAiB;QACjB,MAAM,CAAC,GAAW,IAAI,CAAC,CAAC,CAAC;QACzB,IAAI,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC;QACpC,IAAI,CAAC,CAAC,GAAG,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,CAAC;QAC9B,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;;;OAKG;IACI,gBAAgB,CAAC,KAAiB;QACrC,MAAM,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC;QACjB,IAAI,CAAC,CAAC,GAAG,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,CAAC;QAC9B,IAAI,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,GAAG,CAAC,CAAC;QAC/B,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;;;;;OAOG;IACI,SAAS,CAAC,CAAS,EAAE,CAAS;QACjC,eAAe;QACf,IAAI,CAAC,KAAK,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,EAAE;YACrB,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC;YAClB,MAAM,CAAC,IAAI,CAAC,qCAAqC,CAAC,CAAC;SACtD;QACD,IAAI,CAAC,KAAK,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,EAAE;YACrB,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC;YAClB,MAAM,CAAC,IAAI,CAAC,qCAAqC,CAAC,CAAC;SACtD;QACD,MAAM,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC;QACjB,IAAI,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC;QACxB,IAAI,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;QACf,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;;;;;OAOG;IACI,YAAY,CAAC,CAAS,EAAE,CAAS;QACpC,eAAe;QACf,IAAI,CAAC,KAAK,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,EAAE;YACrB,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC;YAClB,MAAM,CAAC,IAAI,CAAC,oCAAoC,CAAC,CAAC;SACrD;QACD,IAAI,CAAC,KAAK,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,EAAE;YACrB,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC;YAClB,MAAM,CAAC,IAAI,CAAC,sCAAsC,CAAC,CAAC;SACvD;QACD,MAAM,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC;QACjB,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;QACpB,IAAI,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC;QAC5B,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;;;OAKG;IACI,iBAAiB,CAAC,MAAkB,EAAE,WAAmB;QAC5D,MAAM,KAAK,GAAG,OAAO,CAAC,IAAI,EAAE,CAAC;QAC7B,KAAK,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,GAAG,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,WAAW,GAAG,IAAI,CAAC,CAAC,GAAG,WAAW,CAAC;QACrE,KAAK,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,WAAW,CAAC;QACzD,OAAO,KAAK,CAAC;IACjB,CAAC;IAED,UAAU;IAEV;;;OAGG;IACI,MAAM,CAAC,IAAI;QACd,OAAO,IAAI,UAAU,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;IAChC,CAAC;CACJ","sourcesContent":["import { Logger } from \"../Misc/logger\";\r\nimport { Vector3 } from \"./math.vector\";\r\n\r\n/**\r\n * Class representing an isovector a vector containing 2 INTEGER coordinates\r\n * x axis is horizontal\r\n * y axis is 60 deg counter clockwise from positive y axis\r\n * @internal\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport class _IsoVector {\r\n /**\r\n * Creates a new isovector from the given x and y coordinates\r\n * @param x defines the first coordinate, must be an integer\r\n * @param y defines the second coordinate, must be an integer\r\n */\r\n constructor(\r\n /** [0] defines the first coordinate */\r\n public x: number = 0,\r\n /** [0] defines the second coordinate */\r\n public y: number = 0\r\n ) {\r\n if (x !== Math.floor(x)) {\r\n x = Math.floor(x);\r\n Logger.Warn(\"x is not an integer, floor(x) used\");\r\n }\r\n if (y !== Math.floor(y)) {\r\n y = Math.floor(y);\r\n Logger.Warn(\"y is not an integer, floor(y) used\");\r\n }\r\n }\r\n\r\n // Operators\r\n\r\n /**\r\n * Gets a new IsoVector copied from the IsoVector\r\n * @returns a new IsoVector\r\n */\r\n public clone(): _IsoVector {\r\n return new _IsoVector(this.x, this.y);\r\n }\r\n\r\n /**\r\n * Rotates one IsoVector 60 degrees counter clockwise about another\r\n * Please note that this is an in place operation\r\n * @param other an IsoVector a center of rotation\r\n * @returns the rotated IsoVector\r\n */\r\n public rotate60About(other: _IsoVector) {\r\n //other IsoVector\r\n const x: number = this.x;\r\n this.x = other.x + other.y - this.y;\r\n this.y = x + this.y - other.x;\r\n return this;\r\n }\r\n\r\n /**\r\n * Rotates one IsoVector 60 degrees clockwise about another\r\n * Please note that this is an in place operation\r\n * @param other an IsoVector as center of rotation\r\n * @returns the rotated IsoVector\r\n */\r\n public rotateNeg60About(other: _IsoVector) {\r\n const x = this.x;\r\n this.x = x + this.y - other.y;\r\n this.y = other.x + other.y - x;\r\n return this;\r\n }\r\n\r\n /**\r\n * For an equilateral triangle OAB with O at isovector (0, 0) and A at isovector (m, n)\r\n * Rotates one IsoVector 120 degrees counter clockwise about the center of the triangle\r\n * Please note that this is an in place operation\r\n * @param m integer a measure a Primary triangle of order (m, n) m > n\r\n * @param n >= 0 integer a measure for a Primary triangle of order (m, n)\r\n * @returns the rotated IsoVector\r\n */\r\n public rotate120(m: number, n: number) {\r\n //m, n integers\r\n if (m !== Math.floor(m)) {\r\n m = Math.floor(m);\r\n Logger.Warn(\"m not an integer only floor(m) used\");\r\n }\r\n if (n !== Math.floor(n)) {\r\n n = Math.floor(n);\r\n Logger.Warn(\"n not an integer only floor(n) used\");\r\n }\r\n const x = this.x;\r\n this.x = m - x - this.y;\r\n this.y = n + x;\r\n return this;\r\n }\r\n\r\n /**\r\n * For an equilateral triangle OAB with O at isovector (0, 0) and A at isovector (m, n)\r\n * Rotates one IsoVector 120 degrees clockwise about the center of the triangle\r\n * Please note that this is an in place operation\r\n * @param m integer a measure a Primary triangle of order (m, n) m > n\r\n * @param n >= 0 integer a measure for a Primary triangle of order (m, n)\r\n * @returns the rotated IsoVector\r\n */\r\n public rotateNeg120(m: number, n: number) {\r\n //m, n integers\r\n if (m !== Math.floor(m)) {\r\n m = Math.floor(m);\r\n Logger.Warn(\"m is not an integer, floor(m) used\");\r\n }\r\n if (n !== Math.floor(n)) {\r\n n = Math.floor(n);\r\n Logger.Warn(\"n is not an integer, floor(n) used\");\r\n }\r\n const x = this.x;\r\n this.x = this.y - n;\r\n this.y = m + n - x - this.y;\r\n return this;\r\n }\r\n\r\n /**\r\n * Transforms an IsoVector to one in Cartesian 3D space based on an isovector\r\n * @param origin an IsoVector\r\n * @param isoGridSize\r\n * @returns Point as a Vector3\r\n */\r\n public toCartesianOrigin(origin: _IsoVector, isoGridSize: number) {\r\n const point = Vector3.Zero();\r\n point.x = origin.x + 2 * this.x * isoGridSize + this.y * isoGridSize;\r\n point.y = origin.y + Math.sqrt(3) * this.y * isoGridSize;\r\n return point;\r\n }\r\n\r\n // Statics\r\n\r\n /**\r\n * Gets a new IsoVector(0, 0)\r\n * @returns a new IsoVector\r\n */\r\n public static Zero(): _IsoVector {\r\n return new _IsoVector(0, 0);\r\n }\r\n}\r\n"]}
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@@ -26,12 +26,12 @@ import { _PrimaryIsoTriangle, GeodesicData } from "../geodesicMesh.js";
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export function CreateGeodesic(name, options, scene = null) {
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-
{"version":3,"file":"geodesicBuilder.js","sourceRoot":"","sources":["../../../../../dev/core/src/Meshes/Builders/geodesicBuilder.ts"],"names":[],"mappings":"AAIA,OAAO,EAAE,gBAAgB,EAAE,MAAM,qBAAqB,CAAC;AAEvD,OAAO,EAAE,MAAM,EAAE,MAAM,mBAAmB,CAAC;AAC3C,OAAO,EAAE,mBAAmB,EAAE,YAAY,EAAE,MAAM,iBAAiB,CAAC;AAEpE;;;;;;;;;;;;;;;;;;;;;GAqBG;AACH,MAAM,UAAU,cAAc,CAC1B,IAAY,EACZ,OAcC,EACD,QAAyB,IAAI;IAE7B,IAAI,CAAC,GAAW,OAAO,CAAC,CAAC,IAAI,CAAC,CAAC;IAC/B,IAAI,CAAC,KAAK,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,EAAE;QACrB,CAAC,
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1
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+
{"version":3,"file":"geodesicBuilder.js","sourceRoot":"","sources":["../../../../../dev/core/src/Meshes/Builders/geodesicBuilder.ts"],"names":[],"mappings":"AAIA,OAAO,EAAE,gBAAgB,EAAE,MAAM,qBAAqB,CAAC;AAEvD,OAAO,EAAE,MAAM,EAAE,MAAM,mBAAmB,CAAC;AAC3C,OAAO,EAAE,mBAAmB,EAAE,YAAY,EAAE,MAAM,iBAAiB,CAAC;AAEpE;;;;;;;;;;;;;;;;;;;;;GAqBG;AACH,MAAM,UAAU,cAAc,CAC1B,IAAY,EACZ,OAcC,EACD,QAAyB,IAAI;IAE7B,IAAI,CAAC,GAAW,OAAO,CAAC,CAAC,IAAI,CAAC,CAAC;IAC/B,IAAI,CAAC,KAAK,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,EAAE;QACrB,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC;QAClB,MAAM,CAAC,IAAI,CAAC,qCAAqC,CAAC,CAAC;KACtD;IACD,IAAI,CAAC,GAAW,OAAO,CAAC,CAAC,IAAI,CAAC,CAAC;IAC/B,IAAI,CAAC,KAAK,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,EAAE;QACrB,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC;QAClB,MAAM,CAAC,IAAI,CAAC,qCAAqC,CAAC,CAAC;KACtD;IACD,IAAI,CAAC,GAAG,CAAC,EAAE;QACP,MAAM,IAAI,GAAG,CAAC,CAAC;QACf,CAAC,GAAG,CAAC,CAAC;QACN,CAAC,GAAG,IAAI,CAAC;QACT,MAAM,CAAC,IAAI,CAAC,iCAAiC,CAAC,CAAC;KAClD;IACD,MAAM,OAAO,GAAwB,IAAI,mBAAmB,EAAE,CAAC;IAC/D,OAAO,CAAC,KAAK,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;IACpB,MAAM,YAAY,GAAG,YAAY,CAAC,iBAAiB,CAAC,OAAO,CAAC,CAAC;IAE7D,MAAM,UAAU,GAAW;QACvB,MAAM,EAAE,YAAY;QACpB,IAAI,EAAE,OAAO,CAAC,IAAI;QAClB,KAAK,EAAE,OAAO,CAAC,KAAK;QACpB,KAAK,EAAE,OAAO,CAAC,KAAK;QACpB,KAAK,EAAE,OAAO,CAAC,KAAK;QACpB,MAAM,EAAE,OAAO,CAAC,MAAM;QACtB,UAAU,EAAE,OAAO,CAAC,UAAU;QAC9B,IAAI,EAAE,OAAO,CAAC,IAAI;QAClB,SAAS,EAAE,OAAO,CAAC,SAAS;QAC5B,eAAe,EAAE,OAAO,CAAC,eAAe;QACxC,QAAQ,EAAE,OAAO,CAAC,QAAQ;QAC1B,OAAO,EAAE,OAAO,CAAC,OAAO;KAC3B,CAAC;IACF,MAAM,QAAQ,GAAG,gBAAgB,CAAC,IAAI,EAAE,UAAU,EAAE,KAAK,CAAC,CAAC;IAE3D,OAAO,QAAQ,CAAC;AACpB,CAAC","sourcesContent":["import type { Scene } from \"../../scene\";\r\nimport type { Vector4 } from \"../../Maths/math.vector\";\r\nimport type { Color4 } from \"../../Maths/math.color\";\r\nimport type { Mesh } from \"../../Meshes/mesh\";\r\nimport { CreatePolyhedron } from \"./polyhedronBuilder\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { _PrimaryIsoTriangle, GeodesicData } from \"../geodesicMesh\";\r\n\r\n/**\r\n * Creates the Mesh for a Geodesic Polyhedron\r\n * @see https://en.wikipedia.org/wiki/Geodesic_polyhedron\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/polyhedra/geodesic_poly\r\n * @param name defines the name of the mesh\r\n * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty\r\n * * m number of horizontal steps along an isogrid\r\n * * n number of angled steps along an isogrid\r\n * * size the size of the Geodesic, optional default 1\r\n * * sizeX allows stretching in the x direction, optional, default size\r\n * * sizeY allows stretching in the y direction, optional, default size\r\n * * sizeZ allows stretching in the z direction, optional, default size\r\n * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively\r\n * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively\r\n * * flat when true creates a flat shaded mesh, optional, default true\r\n * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)\r\n * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)\r\n * @param scene defines the hosting scene\r\n * @returns Geodesic mesh\r\n */\r\nexport function CreateGeodesic(\r\n name: string,\r\n options: {\r\n m?: number;\r\n n?: number;\r\n size?: number;\r\n sizeX?: number;\r\n sizeY?: number;\r\n sizeZ?: number;\r\n faceUV?: Vector4[];\r\n faceColors?: Color4[];\r\n flat?: boolean;\r\n updatable?: boolean;\r\n sideOrientation?: number;\r\n frontUVs?: Vector4;\r\n backUVs?: Vector4;\r\n },\r\n scene: Nullable<Scene> = null\r\n): Mesh {\r\n let m: number = options.m || 1;\r\n if (m !== Math.floor(m)) {\r\n m = Math.floor(m);\r\n Logger.Warn(\"m not an integer only floor(m) used\");\r\n }\r\n let n: number = options.n || 0;\r\n if (n !== Math.floor(n)) {\r\n n = Math.floor(n);\r\n Logger.Warn(\"n not an integer only floor(n) used\");\r\n }\r\n if (n > m) {\r\n const temp = n;\r\n n = m;\r\n m = temp;\r\n Logger.Warn(\"n > m therefore m and n swapped\");\r\n }\r\n const primTri: _PrimaryIsoTriangle = new _PrimaryIsoTriangle();\r\n primTri.build(m, n);\r\n const geodesicData = GeodesicData.BuildGeodesicData(primTri);\r\n\r\n const geoOptions: object = {\r\n custom: geodesicData,\r\n size: options.size,\r\n sizeX: options.sizeX,\r\n sizeY: options.sizeY,\r\n sizeZ: options.sizeZ,\r\n faceUV: options.faceUV,\r\n faceColors: options.faceColors,\r\n flat: options.flat,\r\n updatable: options.updatable,\r\n sideOrientation: options.sideOrientation,\r\n frontUVs: options.frontUVs,\r\n backUVs: options.backUVs,\r\n };\r\n const geodesic = CreatePolyhedron(name, geoOptions, scene);\r\n\r\n return geodesic;\r\n}\r\n"]}
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@@ -77,12 +77,12 @@ export function CreateGoldberg(name, options, scene = null) {
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type { Scene } from \"../../scene\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport { Color4 } from \"../../Maths/math.color\";\r\nimport { Mesh } from \"../../Meshes/mesh\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport type { PolyhedronData } from \"../geodesicMesh\";\r\nimport { _PrimaryIsoTriangle, GeodesicData } from \"../geodesicMesh\";\r\nimport { GoldbergMesh } from \"../goldbergMesh\";\r\nimport { useOpenGLOrientationForUV } from \"../../Compat/compatibilityOptions\";\r\n\r\n/**\r\n * Defines the set of data required to create goldberg vertex data.\r\n */\r\nexport type GoldbergVertexDataOption = {\r\n /**\r\n * the size of the Goldberg, optional default 1\r\n */\r\n size?: number;\r\n /**\r\n * allows stretching in the x direction, optional, default size\r\n */\r\n sizeX?: number;\r\n /**\r\n * allows stretching in the y direction, optional, default size\r\n */\r\n sizeY?: number;\r\n /**\r\n * allows stretching in the z direction, optional, default size\r\n */\r\n sizeZ?: number;\r\n /**\r\n * optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n */\r\n sideOrientation?: number;\r\n};\r\n\r\n/**\r\n * Defines the set of data required to create a goldberg mesh.\r\n */\r\nexport type GoldbergCreationOption = {\r\n /**\r\n * number of horizontal steps along an isogrid\r\n */\r\n m?: number;\r\n /**\r\n * number of angled steps along an isogrid\r\n */\r\n n?: number;\r\n /**\r\n * defines if the mesh must be flagged as updatable\r\n */\r\n updatable?: boolean;\r\n} & GoldbergVertexDataOption;\r\n\r\n/**\r\n * Creates the Mesh for a Goldberg Polyhedron\r\n * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty\r\n * @param goldbergData polyhedronData defining the Goldberg polyhedron\r\n * @returns GoldbergSphere mesh\r\n */\r\nexport function CreateGoldbergVertexData(options: GoldbergVertexDataOption, goldbergData: PolyhedronData): VertexData {\r\n const size = options.size;\r\n const sizeX: number = options.sizeX || size || 1;\r\n const sizeY: number = options.sizeY || size || 1;\r\n const sizeZ: number = options.sizeZ || size || 1;\r\n const sideOrientation = options.sideOrientation === 0 ? 0 : options.sideOrientation || VertexData.DEFAULTSIDE;\r\n\r\n const positions: number[] = [];\r\n const indices: number[] = [];\r\n const normals: number[] = [];\r\n const uvs: number[] = [];\r\n\r\n let minX = Infinity;\r\n let maxX = -Infinity;\r\n let minY = Infinity;\r\n let maxY = -Infinity;\r\n\r\n for (let v = 0; v < goldbergData.vertex.length; v++) {\r\n minX = Math.min(minX, goldbergData.vertex[v][0] * sizeX);\r\n maxX = Math.max(maxX, goldbergData.vertex[v][0] * sizeX);\r\n minY = Math.min(minY, goldbergData.vertex[v][1] * sizeY);\r\n maxY = Math.max(maxY, goldbergData.vertex[v][1] * sizeY);\r\n }\r\n\r\n let index: number = 0;\r\n for (let f = 0; f < goldbergData.face.length; f++) {\r\n const verts = goldbergData.face[f];\r\n const a = Vector3.FromArray(goldbergData.vertex[verts[0]]);\r\n const b = Vector3.FromArray(goldbergData.vertex[verts[2]]);\r\n const c = Vector3.FromArray(goldbergData.vertex[verts[1]]);\r\n const ba = b.subtract(a);\r\n const ca = c.subtract(a);\r\n const norm = Vector3.Cross(ca, ba).normalize();\r\n for (let v = 0; v < verts.length; v++) {\r\n normals.push(norm.x, norm.y, norm.z);\r\n const pdata = goldbergData.vertex[verts[v]];\r\n positions.push(pdata[0] * sizeX, pdata[1] * sizeY, pdata[2] * sizeZ);\r\n const vCoord = (pdata[1] * sizeY - minY) / (maxY - minY);\r\n uvs.push((pdata[0] * sizeX - minX) / (maxX - minX), useOpenGLOrientationForUV ? 1 - vCoord : vCoord);\r\n }\r\n for (let v = 0; v < verts.length - 2; v++) {\r\n indices.push(index, index + v + 2, index + v + 1);\r\n }\r\n index += verts.length;\r\n }\r\n\r\n VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs);\r\n\r\n const vertexData = new VertexData();\r\n vertexData.positions = positions;\r\n vertexData.indices = indices;\r\n vertexData.normals = normals;\r\n vertexData.uvs = uvs;\r\n return vertexData;\r\n}\r\n\r\n/**\r\n * Creates the Mesh for a Goldberg Polyhedron which is made from 12 pentagonal and the rest hexagonal faces\r\n * @see https://en.wikipedia.org/wiki/Goldberg_polyhedron\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/polyhedra/goldberg_poly\r\n * @param name defines the name of the mesh\r\n * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty\r\n * @param scene defines the hosting scene\r\n * @returns Goldberg mesh\r\n */\r\nexport function CreateGoldberg(name: string, options: GoldbergCreationOption, scene: Nullable<Scene> = null): GoldbergMesh {\r\n const size = options.size;\r\n const sizeX: number = options.sizeX || size || 1;\r\n const sizeY: number = options.sizeY || size || 1;\r\n const sizeZ: number = options.sizeZ || size || 1;\r\n let m: number = options.m || 1;\r\n if (m !== Math.floor(m)) {\r\n m === Math.floor(m);\r\n Logger.Warn(\"m not an integer only floor(m) used\");\r\n }\r\n let n: number = options.n || 0;\r\n if (n !== Math.floor(n)) {\r\n n === Math.floor(n);\r\n Logger.Warn(\"n not an integer only floor(n) used\");\r\n }\r\n if (n > m) {\r\n const temp = n;\r\n n = m;\r\n m = temp;\r\n Logger.Warn(\"n > m therefore m and n swapped\");\r\n }\r\n const primTri: _PrimaryIsoTriangle = new _PrimaryIsoTriangle();\r\n primTri.build(m, n);\r\n const geodesicData = GeodesicData.BuildGeodesicData(primTri);\r\n const goldbergData = geodesicData.toGoldbergPolyhedronData();\r\n\r\n const goldberg = new GoldbergMesh(name, scene);\r\n\r\n options.sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);\r\n goldberg._originalBuilderSideOrientation = options.sideOrientation;\r\n\r\n const vertexData = CreateGoldbergVertexData(options, goldbergData);\r\n\r\n vertexData.applyToMesh(goldberg, options.updatable);\r\n\r\n goldberg.goldbergData.nbSharedFaces = geodesicData.sharedNodes;\r\n goldberg.goldbergData.nbUnsharedFaces = geodesicData.poleNodes;\r\n goldberg.goldbergData.adjacentFaces = geodesicData.adjacentFaces;\r\n goldberg.goldbergData.nbFaces = goldberg.goldbergData.nbSharedFaces + goldberg.goldbergData.nbUnsharedFaces;\r\n goldberg.goldbergData.nbFacesAtPole = (goldberg.goldbergData.nbUnsharedFaces - 12) / 12;\r\n for (let f = 0; f < geodesicData.vertex.length; f++) {\r\n goldberg.goldbergData.faceCenters.push(Vector3.FromArray(geodesicData.vertex[f]));\r\n goldberg.goldbergData.faceCenters[f].x *= sizeX;\r\n goldberg.goldbergData.faceCenters[f].y *= sizeY;\r\n goldberg.goldbergData.faceCenters[f].z *= sizeZ;\r\n goldberg.goldbergData.faceColors.push(new Color4(1, 1, 1, 1));\r\n }\r\n\r\n for (let f = 0; f < goldbergData.face.length; f++) {\r\n const verts = goldbergData.face[f];\r\n const a = Vector3.FromArray(goldbergData.vertex[verts[0]]);\r\n const b = Vector3.FromArray(goldbergData.vertex[verts[2]]);\r\n const c = Vector3.FromArray(goldbergData.vertex[verts[1]]);\r\n const ba = b.subtract(a);\r\n const ca = c.subtract(a);\r\n const norm = Vector3.Cross(ca, ba).normalize();\r\n const z = Vector3.Cross(ca, norm).normalize();\r\n goldberg.goldbergData.faceXaxis.push(ca.normalize());\r\n goldberg.goldbergData.faceYaxis.push(norm);\r\n goldberg.goldbergData.faceZaxis.push(z);\r\n }\r\n\r\n return goldberg;\r\n}\r\n"]}
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1
|
+
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type { Scene } from \"../../scene\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport { Color4 } from \"../../Maths/math.color\";\r\nimport { Mesh } from \"../../Meshes/mesh\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport type { PolyhedronData } from \"../geodesicMesh\";\r\nimport { _PrimaryIsoTriangle, GeodesicData } from \"../geodesicMesh\";\r\nimport { GoldbergMesh } from \"../goldbergMesh\";\r\nimport { useOpenGLOrientationForUV } from \"../../Compat/compatibilityOptions\";\r\n\r\n/**\r\n * Defines the set of data required to create goldberg vertex data.\r\n */\r\nexport type GoldbergVertexDataOption = {\r\n /**\r\n * the size of the Goldberg, optional default 1\r\n */\r\n size?: number;\r\n /**\r\n * allows stretching in the x direction, optional, default size\r\n */\r\n sizeX?: number;\r\n /**\r\n * allows stretching in the y direction, optional, default size\r\n */\r\n sizeY?: number;\r\n /**\r\n * allows stretching in the z direction, optional, default size\r\n */\r\n sizeZ?: number;\r\n /**\r\n * optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n */\r\n sideOrientation?: number;\r\n};\r\n\r\n/**\r\n * Defines the set of data required to create a goldberg mesh.\r\n */\r\nexport type GoldbergCreationOption = {\r\n /**\r\n * number of horizontal steps along an isogrid\r\n */\r\n m?: number;\r\n /**\r\n * number of angled steps along an isogrid\r\n */\r\n n?: number;\r\n /**\r\n * defines if the mesh must be flagged as updatable\r\n */\r\n updatable?: boolean;\r\n} & GoldbergVertexDataOption;\r\n\r\n/**\r\n * Creates the Mesh for a Goldberg Polyhedron\r\n * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty\r\n * @param goldbergData polyhedronData defining the Goldberg polyhedron\r\n * @returns GoldbergSphere mesh\r\n */\r\nexport function CreateGoldbergVertexData(options: GoldbergVertexDataOption, goldbergData: PolyhedronData): VertexData {\r\n const size = options.size;\r\n const sizeX: number = options.sizeX || size || 1;\r\n const sizeY: number = options.sizeY || size || 1;\r\n const sizeZ: number = options.sizeZ || size || 1;\r\n const sideOrientation = options.sideOrientation === 0 ? 0 : options.sideOrientation || VertexData.DEFAULTSIDE;\r\n\r\n const positions: number[] = [];\r\n const indices: number[] = [];\r\n const normals: number[] = [];\r\n const uvs: number[] = [];\r\n\r\n let minX = Infinity;\r\n let maxX = -Infinity;\r\n let minY = Infinity;\r\n let maxY = -Infinity;\r\n\r\n for (let v = 0; v < goldbergData.vertex.length; v++) {\r\n minX = Math.min(minX, goldbergData.vertex[v][0] * sizeX);\r\n maxX = Math.max(maxX, goldbergData.vertex[v][0] * sizeX);\r\n minY = Math.min(minY, goldbergData.vertex[v][1] * sizeY);\r\n maxY = Math.max(maxY, goldbergData.vertex[v][1] * sizeY);\r\n }\r\n\r\n let index: number = 0;\r\n for (let f = 0; f < goldbergData.face.length; f++) {\r\n const verts = goldbergData.face[f];\r\n const a = Vector3.FromArray(goldbergData.vertex[verts[0]]);\r\n const b = Vector3.FromArray(goldbergData.vertex[verts[2]]);\r\n const c = Vector3.FromArray(goldbergData.vertex[verts[1]]);\r\n const ba = b.subtract(a);\r\n const ca = c.subtract(a);\r\n const norm = Vector3.Cross(ca, ba).normalize();\r\n for (let v = 0; v < verts.length; v++) {\r\n normals.push(norm.x, norm.y, norm.z);\r\n const pdata = goldbergData.vertex[verts[v]];\r\n positions.push(pdata[0] * sizeX, pdata[1] * sizeY, pdata[2] * sizeZ);\r\n const vCoord = (pdata[1] * sizeY - minY) / (maxY - minY);\r\n uvs.push((pdata[0] * sizeX - minX) / (maxX - minX), useOpenGLOrientationForUV ? 1 - vCoord : vCoord);\r\n }\r\n for (let v = 0; v < verts.length - 2; v++) {\r\n indices.push(index, index + v + 2, index + v + 1);\r\n }\r\n index += verts.length;\r\n }\r\n\r\n VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs);\r\n\r\n const vertexData = new VertexData();\r\n vertexData.positions = positions;\r\n vertexData.indices = indices;\r\n vertexData.normals = normals;\r\n vertexData.uvs = uvs;\r\n return vertexData;\r\n}\r\n\r\n/**\r\n * Creates the Mesh for a Goldberg Polyhedron which is made from 12 pentagonal and the rest hexagonal faces\r\n * @see https://en.wikipedia.org/wiki/Goldberg_polyhedron\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/polyhedra/goldberg_poly\r\n * @param name defines the name of the mesh\r\n * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty\r\n * @param scene defines the hosting scene\r\n * @returns Goldberg mesh\r\n */\r\nexport function CreateGoldberg(name: string, options: GoldbergCreationOption, scene: Nullable<Scene> = null): GoldbergMesh {\r\n const size = options.size;\r\n const sizeX: number = options.sizeX || size || 1;\r\n const sizeY: number = options.sizeY || size || 1;\r\n const sizeZ: number = options.sizeZ || size || 1;\r\n let m: number = options.m || 1;\r\n if (m !== Math.floor(m)) {\r\n m = Math.floor(m);\r\n Logger.Warn(\"m not an integer only floor(m) used\");\r\n }\r\n let n: number = options.n || 0;\r\n if (n !== Math.floor(n)) {\r\n n = Math.floor(n);\r\n Logger.Warn(\"n not an integer only floor(n) used\");\r\n }\r\n if (n > m) {\r\n const temp = n;\r\n n = m;\r\n m = temp;\r\n Logger.Warn(\"n > m therefore m and n swapped\");\r\n }\r\n const primTri: _PrimaryIsoTriangle = new _PrimaryIsoTriangle();\r\n primTri.build(m, n);\r\n const geodesicData = GeodesicData.BuildGeodesicData(primTri);\r\n const goldbergData = geodesicData.toGoldbergPolyhedronData();\r\n\r\n const goldberg = new GoldbergMesh(name, scene);\r\n\r\n options.sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);\r\n goldberg._originalBuilderSideOrientation = options.sideOrientation;\r\n\r\n const vertexData = CreateGoldbergVertexData(options, goldbergData);\r\n\r\n vertexData.applyToMesh(goldberg, options.updatable);\r\n\r\n goldberg.goldbergData.nbSharedFaces = geodesicData.sharedNodes;\r\n goldberg.goldbergData.nbUnsharedFaces = geodesicData.poleNodes;\r\n goldberg.goldbergData.adjacentFaces = geodesicData.adjacentFaces;\r\n goldberg.goldbergData.nbFaces = goldberg.goldbergData.nbSharedFaces + goldberg.goldbergData.nbUnsharedFaces;\r\n goldberg.goldbergData.nbFacesAtPole = (goldberg.goldbergData.nbUnsharedFaces - 12) / 12;\r\n for (let f = 0; f < geodesicData.vertex.length; f++) {\r\n goldberg.goldbergData.faceCenters.push(Vector3.FromArray(geodesicData.vertex[f]));\r\n goldberg.goldbergData.faceCenters[f].x *= sizeX;\r\n goldberg.goldbergData.faceCenters[f].y *= sizeY;\r\n goldberg.goldbergData.faceCenters[f].z *= sizeZ;\r\n goldberg.goldbergData.faceColors.push(new Color4(1, 1, 1, 1));\r\n }\r\n\r\n for (let f = 0; f < goldbergData.face.length; f++) {\r\n const verts = goldbergData.face[f];\r\n const a = Vector3.FromArray(goldbergData.vertex[verts[0]]);\r\n const b = Vector3.FromArray(goldbergData.vertex[verts[2]]);\r\n const c = Vector3.FromArray(goldbergData.vertex[verts[1]]);\r\n const ba = b.subtract(a);\r\n const ca = c.subtract(a);\r\n const norm = Vector3.Cross(ca, ba).normalize();\r\n const z = Vector3.Cross(ca, norm).normalize();\r\n goldberg.goldbergData.faceXaxis.push(ca.normalize());\r\n goldberg.goldbergData.faceYaxis.push(norm);\r\n goldberg.goldbergData.faceZaxis.push(z);\r\n }\r\n\r\n return goldberg;\r\n}\r\n"]}
|
package/Meshes/linesMesh.d.ts
CHANGED
|
@@ -67,8 +67,6 @@ export declare class LinesMesh extends Mesh {
|
|
|
67
67
|
* If vertex alpha should be applied to the mesh
|
|
68
68
|
*/
|
|
69
69
|
useVertexAlpha?: boolean | undefined, material?: Material);
|
|
70
|
-
private _shadersLoaded;
|
|
71
|
-
private _initShaderSourceAsync;
|
|
72
70
|
isReady(): boolean;
|
|
73
71
|
/**
|
|
74
72
|
* @returns the string "LineMesh"
|
package/Meshes/linesMesh.js
CHANGED
|
@@ -50,7 +50,6 @@ export class LinesMesh extends Mesh {
|
|
|
50
50
|
this.alpha = 1;
|
|
51
51
|
/** Shader language used by the material */
|
|
52
52
|
this._shaderLanguage = 0 /* ShaderLanguage.GLSL */;
|
|
53
|
-
this._shadersLoaded = false;
|
|
54
53
|
if (source) {
|
|
55
54
|
this.color = source.color.clone();
|
|
56
55
|
this.alpha = source.alpha;
|
|
@@ -65,6 +64,7 @@ export class LinesMesh extends Mesh {
|
|
|
65
64
|
needAlphaBlending: true,
|
|
66
65
|
defines: defines,
|
|
67
66
|
useClipPlane: null,
|
|
67
|
+
shaderLanguage: 0 /* ShaderLanguage.GLSL */,
|
|
68
68
|
};
|
|
69
69
|
if (useVertexAlpha === false) {
|
|
70
70
|
options.needAlphaBlending = false;
|
|
@@ -82,30 +82,26 @@ export class LinesMesh extends Mesh {
|
|
|
82
82
|
}
|
|
83
83
|
if (material) {
|
|
84
84
|
this.material = material;
|
|
85
|
-
this._shadersLoaded = true;
|
|
86
85
|
}
|
|
87
86
|
else {
|
|
88
|
-
this.
|
|
89
|
-
|
|
90
|
-
|
|
91
|
-
|
|
92
|
-
|
|
93
|
-
|
|
94
|
-
|
|
95
|
-
|
|
96
|
-
|
|
97
|
-
|
|
98
|
-
|
|
87
|
+
const engine = this.getScene().getEngine();
|
|
88
|
+
if (engine.isWebGPU && !LinesMesh.ForceGLSL) {
|
|
89
|
+
this._shaderLanguage = 1 /* ShaderLanguage.WGSL */;
|
|
90
|
+
}
|
|
91
|
+
options.shaderLanguage = this._shaderLanguage;
|
|
92
|
+
options.extraInitializationsAsync = async () => {
|
|
93
|
+
if (this._shaderLanguage === 1 /* ShaderLanguage.WGSL */) {
|
|
94
|
+
await Promise.all([import("../ShadersWGSL/color.vertex.js"), import("../ShadersWGSL/color.fragment.js")]);
|
|
95
|
+
}
|
|
96
|
+
else {
|
|
97
|
+
await Promise.all([import("../Shaders/color.vertex.js"), import("../Shaders/color.fragment.js")]);
|
|
98
|
+
}
|
|
99
|
+
};
|
|
100
|
+
this.material = new ShaderMaterial("colorShader", this.getScene(), "color", options, false);
|
|
101
|
+
this.material.doNotSerialize = true;
|
|
99
102
|
}
|
|
100
|
-
this._shadersLoaded = true;
|
|
101
|
-
options.shaderLanguage = this._shaderLanguage;
|
|
102
|
-
this.material = new ShaderMaterial("colorShader", this.getScene(), "color", options, false);
|
|
103
|
-
this.material.doNotSerialize = true;
|
|
104
103
|
}
|
|
105
104
|
isReady() {
|
|
106
|
-
if (!this._shadersLoaded) {
|
|
107
|
-
return false;
|
|
108
|
-
}
|
|
109
105
|
if (!this._lineMaterial.isReady(this, !!this._userInstancedBuffersStorage || this.hasThinInstances)) {
|
|
110
106
|
return false;
|
|
111
107
|
}
|
package/Meshes/linesMesh.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
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type { Nullable } from \"../types\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Color3, Color4 } from \"../Maths/math.color\";\r\nimport type { Node } from \"../node\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { InstancedMesh } from \"../Meshes/instancedMesh\";\r\nimport { Material } from \"../Materials/material\";\r\nimport type { IShaderMaterialOptions } from \"../Materials/shaderMaterial\";\r\nimport { ShaderMaterial } from \"../Materials/shaderMaterial\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\nMesh._LinesMeshParser = (parsedMesh: any, scene: Scene): Mesh => {\r\n return LinesMesh.Parse(parsedMesh, scene);\r\n};\r\n\r\n/**\r\n * Line mesh\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param\r\n */\r\nexport class LinesMesh extends Mesh {\r\n /**\r\n * Force all the LineMeshes to compile their default color material to glsl even on WebGPU engines.\r\n * False by default. This is mostly meant for backward compatibility.\r\n */\r\n public static ForceGLSL = false;\r\n\r\n /**\r\n * Color of the line (Default: White)\r\n */\r\n public color = new Color3(1, 1, 1);\r\n\r\n /**\r\n * Alpha of the line (Default: 1)\r\n */\r\n public alpha = 1;\r\n\r\n /**\r\n * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.\r\n * This margin is expressed in world space coordinates, so its value may vary.\r\n * Default value is 0.1\r\n */\r\n public intersectionThreshold: number;\r\n\r\n private _lineMaterial: Material;\r\n\r\n private _isShaderMaterial(shader: Material): shader is ShaderMaterial {\r\n return shader.getClassName() === \"ShaderMaterial\";\r\n }\r\n\r\n private _color4: Color4;\r\n\r\n /** Shader language used by the material */\r\n protected _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n /**\r\n * Creates a new LinesMesh\r\n * @param name defines the name\r\n * @param scene defines the hosting scene\r\n * @param parent defines the parent mesh if any\r\n * @param source defines the optional source LinesMesh used to clone data from\r\n * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.\r\n * When false, achieved by calling a clone(), also passing False.\r\n * This will make creation of children, recursive.\r\n * @param useVertexColor defines if this LinesMesh supports vertex color\r\n * @param useVertexAlpha defines if this LinesMesh supports vertex alpha\r\n * @param material material to use to draw the line. If not provided, will create a new one\r\n */\r\n constructor(\r\n name: string,\r\n scene: Nullable<Scene> = null,\r\n parent: Nullable<Node> = null,\r\n source: Nullable<LinesMesh> = null,\r\n doNotCloneChildren?: boolean,\r\n /**\r\n * If vertex color should be applied to the mesh\r\n */\r\n public readonly useVertexColor?: boolean,\r\n /**\r\n * If vertex alpha should be applied to the mesh\r\n */\r\n public readonly useVertexAlpha?: boolean,\r\n material?: Material\r\n ) {\r\n super(name, scene, parent, source, doNotCloneChildren);\r\n\r\n if (source) {\r\n this.color = source.color.clone();\r\n this.alpha = source.alpha;\r\n this.useVertexColor = source.useVertexColor;\r\n this.useVertexAlpha = source.useVertexAlpha;\r\n }\r\n\r\n this.intersectionThreshold = 0.1;\r\n\r\n const defines: string[] = [];\r\n const options = {\r\n attributes: [VertexBuffer.PositionKind],\r\n uniforms: [\"world\", \"viewProjection\"],\r\n needAlphaBlending: true,\r\n defines: defines,\r\n useClipPlane: null,\r\n };\r\n\r\n if (useVertexAlpha === false) {\r\n options.needAlphaBlending = false;\r\n } else {\r\n options.defines.push(\"#define VERTEXALPHA\");\r\n }\r\n\r\n if (!useVertexColor) {\r\n options.uniforms.push(\"color\");\r\n this._color4 = new Color4();\r\n } else {\r\n options.defines.push(\"#define VERTEXCOLOR\");\r\n options.attributes.push(VertexBuffer.ColorKind);\r\n }\r\n\r\n if (material) {\r\n this.material = material;\r\n this._shadersLoaded = true;\r\n } else {\r\n this._initShaderSourceAsync(options);\r\n }\r\n }\r\n\r\n private _shadersLoaded = false;\r\n private async _initShaderSourceAsync(options: Partial<IShaderMaterialOptions>) {\r\n const engine = this.getScene().getEngine();\r\n\r\n if (engine.isWebGPU && !LinesMesh.ForceGLSL) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n\r\n await Promise.all([import(\"../ShadersWGSL/color.vertex\"), import(\"../ShadersWGSL/color.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/color.vertex\"), import(\"../Shaders/color.fragment\")]);\r\n }\r\n\r\n this._shadersLoaded = true;\r\n options.shaderLanguage = this._shaderLanguage;\r\n\r\n this.material = new ShaderMaterial(\"colorShader\", this.getScene(), \"color\", options, false);\r\n this.material.doNotSerialize = true;\r\n }\r\n\r\n public override isReady() {\r\n if (!this._shadersLoaded) {\r\n return false;\r\n }\r\n if (!this._lineMaterial.isReady(this, !!this._userInstancedBuffersStorage || this.hasThinInstances)) {\r\n return false;\r\n }\r\n\r\n return super.isReady();\r\n }\r\n\r\n /**\r\n * @returns the string \"LineMesh\"\r\n */\r\n public override getClassName(): string {\r\n return \"LinesMesh\";\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override get material(): Material {\r\n return this._lineMaterial;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override set material(value: Material) {\r\n this._lineMaterial = value;\r\n this._lineMaterial.fillMode = Material.LineListDrawMode;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override get checkCollisions(): boolean {\r\n return false;\r\n }\r\n\r\n public override set checkCollisions(value: boolean) {\r\n // Just ignore it\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override _bind(_subMesh: SubMesh, colorEffect: Effect): Mesh {\r\n if (!this._geometry) {\r\n return this;\r\n }\r\n\r\n // VBOs\r\n const indexToBind = this.isUnIndexed ? null : this._geometry.getIndexBuffer();\r\n if (!this._userInstancedBuffersStorage || this.hasThinInstances) {\r\n this._geometry._bind(colorEffect, indexToBind);\r\n } else {\r\n this._geometry._bind(colorEffect, indexToBind, this._userInstancedBuffersStorage.vertexBuffers, this._userInstancedBuffersStorage.vertexArrayObjects);\r\n }\r\n\r\n // Color\r\n if (!this.useVertexColor && this._isShaderMaterial(this._lineMaterial)) {\r\n const { r, g, b } = this.color;\r\n this._color4.set(r, g, b, this.alpha);\r\n this._lineMaterial.setColor4(\"color\", this._color4);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh {\r\n if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {\r\n return this;\r\n }\r\n\r\n const engine = this.getScene().getEngine();\r\n\r\n // Draw order\r\n\r\n if (this._unIndexed) {\r\n engine.drawArraysType(Material.LineListDrawMode, subMesh.verticesStart, subMesh.verticesCount, instancesCount);\r\n } else {\r\n engine.drawElementsType(Material.LineListDrawMode, subMesh.indexStart, subMesh.indexCount, instancesCount);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Disposes of the line mesh\r\n * @param doNotRecurse If children should be disposed\r\n * @param disposeMaterialAndTextures This parameter is not used by the LineMesh class\r\n * @param doNotDisposeMaterial If the material should not be disposed (default: false, meaning the material is disposed)\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public override dispose(doNotRecurse?: boolean, disposeMaterialAndTextures = false, doNotDisposeMaterial?: boolean): void {\r\n if (!doNotDisposeMaterial) {\r\n this._lineMaterial.dispose(false, false, true);\r\n }\r\n super.dispose(doNotRecurse);\r\n }\r\n\r\n /**\r\n * Returns a new LineMesh object cloned from the current one.\r\n * @param name defines the cloned mesh name\r\n * @param newParent defines the new mesh parent\r\n * @param doNotCloneChildren if set to true, none of the mesh children are cloned (false by default)\r\n * @returns the new mesh\r\n */\r\n public override clone(name: string, newParent: Nullable<Node> = null, doNotCloneChildren?: boolean): LinesMesh {\r\n return new LinesMesh(name, this.getScene(), newParent, this, doNotCloneChildren);\r\n }\r\n\r\n /**\r\n * Creates a new InstancedLinesMesh object from the mesh model.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/copies/instances\r\n * @param name defines the name of the new instance\r\n * @returns a new InstancedLinesMesh\r\n */\r\n public override createInstance(name: string): InstancedLinesMesh {\r\n const instance = new InstancedLinesMesh(name, this);\r\n\r\n if (this.instancedBuffers) {\r\n instance.instancedBuffers = {};\r\n\r\n for (const key in this.instancedBuffers) {\r\n instance.instancedBuffers[key] = this.instancedBuffers[key];\r\n }\r\n }\r\n\r\n return instance;\r\n }\r\n\r\n /**\r\n * Serializes this ground mesh\r\n * @param serializationObject object to write serialization to\r\n */\r\n public override serialize(serializationObject: any): void {\r\n super.serialize(serializationObject);\r\n serializationObject.color = this.color.asArray();\r\n serializationObject.alpha = this.alpha;\r\n }\r\n\r\n /**\r\n * Parses a serialized ground mesh\r\n * @param parsedMesh the serialized mesh\r\n * @param scene the scene to create the ground mesh in\r\n * @returns the created ground mesh\r\n */\r\n public static override Parse(parsedMesh: any, scene: Scene): LinesMesh {\r\n const result = new LinesMesh(parsedMesh.name, scene);\r\n\r\n result.color = Color3.FromArray(parsedMesh.color);\r\n result.alpha = parsedMesh.alpha;\r\n\r\n return result;\r\n }\r\n}\r\n\r\n/**\r\n * Creates an instance based on a source LinesMesh\r\n */\r\nexport class InstancedLinesMesh extends InstancedMesh {\r\n /**\r\n * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.\r\n * This margin is expressed in world space coordinates, so its value may vary.\r\n * Initialized with the intersectionThreshold value of the source LinesMesh\r\n */\r\n public intersectionThreshold: number;\r\n\r\n constructor(name: string, source: LinesMesh) {\r\n super(name, source);\r\n this.intersectionThreshold = source.intersectionThreshold;\r\n }\r\n\r\n /**\r\n * @returns the string \"InstancedLinesMesh\".\r\n */\r\n public override getClassName(): string {\r\n return \"InstancedLinesMesh\";\r\n }\r\n}\r\n"]}
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1
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+
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type { Nullable } from \"../types\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Color3, Color4 } from \"../Maths/math.color\";\r\nimport type { Node } from \"../node\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { InstancedMesh } from \"../Meshes/instancedMesh\";\r\nimport { Material } from \"../Materials/material\";\r\nimport type { IShaderMaterialOptions } from \"../Materials/shaderMaterial\";\r\nimport { ShaderMaterial } from \"../Materials/shaderMaterial\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\nMesh._LinesMeshParser = (parsedMesh: any, scene: Scene): Mesh => {\r\n return LinesMesh.Parse(parsedMesh, scene);\r\n};\r\n\r\n/**\r\n * Line mesh\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param\r\n */\r\nexport class LinesMesh extends Mesh {\r\n /**\r\n * Force all the LineMeshes to compile their default color material to glsl even on WebGPU engines.\r\n * False by default. This is mostly meant for backward compatibility.\r\n */\r\n public static ForceGLSL = false;\r\n\r\n /**\r\n * Color of the line (Default: White)\r\n */\r\n public color = new Color3(1, 1, 1);\r\n\r\n /**\r\n * Alpha of the line (Default: 1)\r\n */\r\n public alpha = 1;\r\n\r\n /**\r\n * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.\r\n * This margin is expressed in world space coordinates, so its value may vary.\r\n * Default value is 0.1\r\n */\r\n public intersectionThreshold: number;\r\n\r\n private _lineMaterial: Material;\r\n\r\n private _isShaderMaterial(shader: Material): shader is ShaderMaterial {\r\n return shader.getClassName() === \"ShaderMaterial\";\r\n }\r\n\r\n private _color4: Color4;\r\n\r\n /** Shader language used by the material */\r\n protected _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n /**\r\n * Creates a new LinesMesh\r\n * @param name defines the name\r\n * @param scene defines the hosting scene\r\n * @param parent defines the parent mesh if any\r\n * @param source defines the optional source LinesMesh used to clone data from\r\n * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.\r\n * When false, achieved by calling a clone(), also passing False.\r\n * This will make creation of children, recursive.\r\n * @param useVertexColor defines if this LinesMesh supports vertex color\r\n * @param useVertexAlpha defines if this LinesMesh supports vertex alpha\r\n * @param material material to use to draw the line. If not provided, will create a new one\r\n */\r\n constructor(\r\n name: string,\r\n scene: Nullable<Scene> = null,\r\n parent: Nullable<Node> = null,\r\n source: Nullable<LinesMesh> = null,\r\n doNotCloneChildren?: boolean,\r\n /**\r\n * If vertex color should be applied to the mesh\r\n */\r\n public readonly useVertexColor?: boolean,\r\n /**\r\n * If vertex alpha should be applied to the mesh\r\n */\r\n public readonly useVertexAlpha?: boolean,\r\n material?: Material\r\n ) {\r\n super(name, scene, parent, source, doNotCloneChildren);\r\n\r\n if (source) {\r\n this.color = source.color.clone();\r\n this.alpha = source.alpha;\r\n this.useVertexColor = source.useVertexColor;\r\n this.useVertexAlpha = source.useVertexAlpha;\r\n }\r\n\r\n this.intersectionThreshold = 0.1;\r\n\r\n const defines: string[] = [];\r\n const options: Partial<IShaderMaterialOptions> = {\r\n attributes: [VertexBuffer.PositionKind],\r\n uniforms: [\"world\", \"viewProjection\"],\r\n needAlphaBlending: true,\r\n defines: defines,\r\n useClipPlane: null,\r\n shaderLanguage: ShaderLanguage.GLSL,\r\n };\r\n\r\n if (useVertexAlpha === false) {\r\n options.needAlphaBlending = false;\r\n } else {\r\n options.defines!.push(\"#define VERTEXALPHA\");\r\n }\r\n\r\n if (!useVertexColor) {\r\n options.uniforms!.push(\"color\");\r\n this._color4 = new Color4();\r\n } else {\r\n options.defines!.push(\"#define VERTEXCOLOR\");\r\n options.attributes!.push(VertexBuffer.ColorKind);\r\n }\r\n\r\n if (material) {\r\n this.material = material;\r\n } else {\r\n const engine = this.getScene().getEngine();\r\n\r\n if (engine.isWebGPU && !LinesMesh.ForceGLSL) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n }\r\n\r\n options.shaderLanguage = this._shaderLanguage;\r\n options.extraInitializationsAsync = async () => {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"../ShadersWGSL/color.vertex\"), import(\"../ShadersWGSL/color.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/color.vertex\"), import(\"../Shaders/color.fragment\")]);\r\n }\r\n };\r\n\r\n this.material = new ShaderMaterial(\"colorShader\", this.getScene(), \"color\", options, false);\r\n this.material.doNotSerialize = true;\r\n }\r\n }\r\n\r\n public override isReady() {\r\n if (!this._lineMaterial.isReady(this, !!this._userInstancedBuffersStorage || this.hasThinInstances)) {\r\n return false;\r\n }\r\n\r\n return super.isReady();\r\n }\r\n\r\n /**\r\n * @returns the string \"LineMesh\"\r\n */\r\n public override getClassName(): string {\r\n return \"LinesMesh\";\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override get material(): Material {\r\n return this._lineMaterial;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override set material(value: Material) {\r\n this._lineMaterial = value;\r\n this._lineMaterial.fillMode = Material.LineListDrawMode;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override get checkCollisions(): boolean {\r\n return false;\r\n }\r\n\r\n public override set checkCollisions(value: boolean) {\r\n // Just ignore it\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override _bind(_subMesh: SubMesh, colorEffect: Effect): Mesh {\r\n if (!this._geometry) {\r\n return this;\r\n }\r\n\r\n // VBOs\r\n const indexToBind = this.isUnIndexed ? null : this._geometry.getIndexBuffer();\r\n if (!this._userInstancedBuffersStorage || this.hasThinInstances) {\r\n this._geometry._bind(colorEffect, indexToBind);\r\n } else {\r\n this._geometry._bind(colorEffect, indexToBind, this._userInstancedBuffersStorage.vertexBuffers, this._userInstancedBuffersStorage.vertexArrayObjects);\r\n }\r\n\r\n // Color\r\n if (!this.useVertexColor && this._isShaderMaterial(this._lineMaterial)) {\r\n const { r, g, b } = this.color;\r\n this._color4.set(r, g, b, this.alpha);\r\n this._lineMaterial.setColor4(\"color\", this._color4);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh {\r\n if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {\r\n return this;\r\n }\r\n\r\n const engine = this.getScene().getEngine();\r\n\r\n // Draw order\r\n\r\n if (this._unIndexed) {\r\n engine.drawArraysType(Material.LineListDrawMode, subMesh.verticesStart, subMesh.verticesCount, instancesCount);\r\n } else {\r\n engine.drawElementsType(Material.LineListDrawMode, subMesh.indexStart, subMesh.indexCount, instancesCount);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Disposes of the line mesh\r\n * @param doNotRecurse If children should be disposed\r\n * @param disposeMaterialAndTextures This parameter is not used by the LineMesh class\r\n * @param doNotDisposeMaterial If the material should not be disposed (default: false, meaning the material is disposed)\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public override dispose(doNotRecurse?: boolean, disposeMaterialAndTextures = false, doNotDisposeMaterial?: boolean): void {\r\n if (!doNotDisposeMaterial) {\r\n this._lineMaterial.dispose(false, false, true);\r\n }\r\n super.dispose(doNotRecurse);\r\n }\r\n\r\n /**\r\n * Returns a new LineMesh object cloned from the current one.\r\n * @param name defines the cloned mesh name\r\n * @param newParent defines the new mesh parent\r\n * @param doNotCloneChildren if set to true, none of the mesh children are cloned (false by default)\r\n * @returns the new mesh\r\n */\r\n public override clone(name: string, newParent: Nullable<Node> = null, doNotCloneChildren?: boolean): LinesMesh {\r\n return new LinesMesh(name, this.getScene(), newParent, this, doNotCloneChildren);\r\n }\r\n\r\n /**\r\n * Creates a new InstancedLinesMesh object from the mesh model.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/copies/instances\r\n * @param name defines the name of the new instance\r\n * @returns a new InstancedLinesMesh\r\n */\r\n public override createInstance(name: string): InstancedLinesMesh {\r\n const instance = new InstancedLinesMesh(name, this);\r\n\r\n if (this.instancedBuffers) {\r\n instance.instancedBuffers = {};\r\n\r\n for (const key in this.instancedBuffers) {\r\n instance.instancedBuffers[key] = this.instancedBuffers[key];\r\n }\r\n }\r\n\r\n return instance;\r\n }\r\n\r\n /**\r\n * Serializes this ground mesh\r\n * @param serializationObject object to write serialization to\r\n */\r\n public override serialize(serializationObject: any): void {\r\n super.serialize(serializationObject);\r\n serializationObject.color = this.color.asArray();\r\n serializationObject.alpha = this.alpha;\r\n }\r\n\r\n /**\r\n * Parses a serialized ground mesh\r\n * @param parsedMesh the serialized mesh\r\n * @param scene the scene to create the ground mesh in\r\n * @returns the created ground mesh\r\n */\r\n public static override Parse(parsedMesh: any, scene: Scene): LinesMesh {\r\n const result = new LinesMesh(parsedMesh.name, scene);\r\n\r\n result.color = Color3.FromArray(parsedMesh.color);\r\n result.alpha = parsedMesh.alpha;\r\n\r\n return result;\r\n }\r\n}\r\n\r\n/**\r\n * Creates an instance based on a source LinesMesh\r\n */\r\nexport class InstancedLinesMesh extends InstancedMesh {\r\n /**\r\n * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.\r\n * This margin is expressed in world space coordinates, so its value may vary.\r\n * Initialized with the intersectionThreshold value of the source LinesMesh\r\n */\r\n public intersectionThreshold: number;\r\n\r\n constructor(name: string, source: LinesMesh) {\r\n super(name, source);\r\n this.intersectionThreshold = source.intersectionThreshold;\r\n }\r\n\r\n /**\r\n * @returns the string \"InstancedLinesMesh\".\r\n */\r\n public override getClassName(): string {\r\n return \"InstancedLinesMesh\";\r\n }\r\n}\r\n"]}
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package/Misc/assetsManager.d.ts
CHANGED
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noMipmap?: boolean | undefined;
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invertY: boolean;
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* Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
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samplingMode: number;
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noMipmap?: boolean | undefined,
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/**
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* Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
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samplingMode?: number);
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/**
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@@ -721,19 +721,19 @@ export declare class HDRCubeTextureAssetTask extends AbstractAssetTask implement
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* Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
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* Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
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* [false] Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
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* Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
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/**
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* Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
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* [false] Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
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reserved?: boolean);
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/**
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* [true] Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
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* but the standard material would require them in Gamma space) (default is true)
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* Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
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* [true] Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
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* but the standard material would require them in Gamma space) (default is true)
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gammaSpace?: boolean);
|
package/Misc/assetsManager.js
CHANGED
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@@ -472,11 +472,11 @@ export class TextureAssetTask extends AbstractAssetTask {
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*/
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noMipmap,
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/**
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* [true] Defines if texture must be inverted on Y axis (default is true)
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invertY = true,
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/**
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* Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
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|
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* [3] Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
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|
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|
*/
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samplingMode = Texture.TRILINEAR_SAMPLINGMODE) {
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|
super(name);
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@@ -592,19 +592,19 @@ export class HDRCubeTextureAssetTask extends AbstractAssetTask {
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size,
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* Defines if mipmaps should not be generated (default is false)
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|
+
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|
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|
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|
noMipmap = false,
|
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|
/**
|
|
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|
-
* Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
|
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|
+
* [true] Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
|
|
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|
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|
generateHarmonics = true,
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|
/**
|
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|
-
* Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
|
|
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|
+
* [false] Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
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|
gammaSpace = false,
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/**
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-
* Internal Use Only
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|
+
* [false] Internal Use Only
|
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|
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|
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|
reserved = false) {
|
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|
super(name);
|
|
@@ -661,11 +661,11 @@ export class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask {
|
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|
*/
|
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|
size,
|
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|
/**
|
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|
-
* Defines if mipmaps should not be generated (default is false)
|
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|
+
* [false] Defines if mipmaps should not be generated (default is false)
|
|
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|
*/
|
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|
noMipmap = false,
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|
/**
|
|
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|
-
* Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
|
|
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|
+
* [true] Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
|
|
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669
|
* but the standard material would require them in Gamma space) (default is true)
|
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|
*/
|
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|
gammaSpace = true) {
|