@babylonjs/core 7.22.5 → 7.23.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (137) hide show
  1. package/Animations/animatable.d.ts +4 -0
  2. package/Animations/animatable.js +21 -13
  3. package/Animations/animatable.js.map +1 -1
  4. package/Collisions/gpuPicker.d.ts +41 -0
  5. package/Collisions/gpuPicker.js +181 -71
  6. package/Collisions/gpuPicker.js.map +1 -1
  7. package/Culling/ray.d.ts +6 -2
  8. package/Culling/ray.js +8 -2
  9. package/Culling/ray.js.map +1 -1
  10. package/Engines/Extensions/engine.cubeTexture.js +1 -1
  11. package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
  12. package/Engines/Extensions/engine.renderTarget.d.ts +1 -1
  13. package/Engines/Extensions/engine.renderTarget.js +29 -36
  14. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  15. package/Engines/WebGPU/Extensions/engine.cubeTexture.js +1 -1
  16. package/Engines/WebGPU/Extensions/engine.cubeTexture.js.map +1 -1
  17. package/Engines/WebGPU/Extensions/engine.renderTarget.d.ts +1 -1
  18. package/Engines/WebGPU/Extensions/engine.renderTarget.js +11 -6
  19. package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
  20. package/Engines/abstractEngine.js +2 -2
  21. package/Engines/abstractEngine.js.map +1 -1
  22. package/Engines/renderTargetWrapper.d.ts +3 -3
  23. package/Engines/renderTargetWrapper.js +3 -3
  24. package/Engines/renderTargetWrapper.js.map +1 -1
  25. package/Engines/thinEngine.d.ts +2 -1
  26. package/Engines/thinEngine.js +39 -9
  27. package/Engines/thinEngine.js.map +1 -1
  28. package/Gizmos/boundingBoxGizmo.js +20 -9
  29. package/Gizmos/boundingBoxGizmo.js.map +1 -1
  30. package/Layers/effectLayer.d.ts +1 -1
  31. package/Layers/effectLayer.js.map +1 -1
  32. package/Layers/glowLayer.js +6 -1
  33. package/Layers/glowLayer.js.map +1 -1
  34. package/Layers/highlightLayer.js +6 -1
  35. package/Layers/highlightLayer.js.map +1 -1
  36. package/Loading/sceneLoader.d.ts +22 -27
  37. package/Loading/sceneLoader.js +102 -74
  38. package/Loading/sceneLoader.js.map +1 -1
  39. package/Materials/Node/Blocks/Dual/textureBlock.js +1 -1
  40. package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
  41. package/Materials/Node/nodeMaterial.d.ts +4 -0
  42. package/Materials/Node/nodeMaterial.js +9 -2
  43. package/Materials/Node/nodeMaterial.js.map +1 -1
  44. package/Materials/Node/nodeMaterialBuildStateSharedData.d.ts +5 -2
  45. package/Materials/Node/nodeMaterialBuildStateSharedData.js +12 -5
  46. package/Materials/Node/nodeMaterialBuildStateSharedData.js.map +1 -1
  47. package/Materials/uniformBuffer.d.ts +6 -0
  48. package/Materials/uniformBuffer.js +8 -0
  49. package/Materials/uniformBuffer.js.map +1 -1
  50. package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +9 -1
  51. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +20 -3
  52. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  53. package/Meshes/meshUVSpaceRenderer.d.ts +2 -1
  54. package/Meshes/meshUVSpaceRenderer.js +16 -3
  55. package/Meshes/meshUVSpaceRenderer.js.map +1 -1
  56. package/Physics/physicsRaycastResult.d.ts +2 -0
  57. package/Physics/physicsRaycastResult.js.map +1 -1
  58. package/Physics/v2/Plugins/havokPlugin.js +1 -1
  59. package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
  60. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js +8 -1
  61. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
  62. package/PostProcesses/RenderPipeline/Pipelines/taaRenderingPipeline.js +1 -0
  63. package/PostProcesses/RenderPipeline/Pipelines/taaRenderingPipeline.js.map +1 -1
  64. package/Rendering/IBLShadows/iblShadowsImportanceSamplingRenderer.js +7 -8
  65. package/Rendering/IBLShadows/iblShadowsImportanceSamplingRenderer.js.map +1 -1
  66. package/Rendering/IBLShadows/iblShadowsRenderPipeline.d.ts +1 -0
  67. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +37 -27
  68. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
  69. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js +2 -0
  70. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js.map +1 -1
  71. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js +4 -3
  72. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js.map +1 -1
  73. package/Rendering/fluidRenderer/fluidRenderer.d.ts +7 -9
  74. package/Rendering/fluidRenderer/fluidRenderer.js +16 -13
  75. package/Rendering/fluidRenderer/fluidRenderer.js.map +1 -1
  76. package/Rendering/fluidRenderer/fluidRenderingObject.d.ts +9 -1
  77. package/Rendering/fluidRenderer/fluidRenderingObject.js +29 -1
  78. package/Rendering/fluidRenderer/fluidRenderingObject.js.map +1 -1
  79. package/Rendering/fluidRenderer/fluidRenderingObjectCustomParticles.d.ts +3 -1
  80. package/Rendering/fluidRenderer/fluidRenderingObjectCustomParticles.js +12 -2
  81. package/Rendering/fluidRenderer/fluidRenderingObjectCustomParticles.js.map +1 -1
  82. package/Rendering/fluidRenderer/fluidRenderingObjectParticleSystem.d.ts +3 -1
  83. package/Rendering/fluidRenderer/fluidRenderingObjectParticleSystem.js +3 -2
  84. package/Rendering/fluidRenderer/fluidRenderingObjectParticleSystem.js.map +1 -1
  85. package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.d.ts +9 -1
  86. package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.js +22 -5
  87. package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.js.map +1 -1
  88. package/Rendering/fluidRenderer/fluidRenderingTextures.d.ts +8 -1
  89. package/Rendering/fluidRenderer/fluidRenderingTextures.js +42 -5
  90. package/Rendering/fluidRenderer/fluidRenderingTextures.js.map +1 -1
  91. package/Rendering/fluidRenderer/index.d.ts +18 -0
  92. package/Rendering/fluidRenderer/index.js +18 -0
  93. package/Rendering/fluidRenderer/index.js.map +1 -1
  94. package/Shaders/ShadersInclude/lightFragment.js +12 -10
  95. package/Shaders/ShadersInclude/lightFragment.js.map +1 -1
  96. package/Shaders/ShadersInclude/pbrHelperFunctions.js +2 -1
  97. package/Shaders/ShadersInclude/pbrHelperFunctions.js.map +1 -1
  98. package/Shaders/iblShadowVoxelTracing.fragment.js +1 -1
  99. package/Shaders/iblShadowVoxelTracing.fragment.js.map +1 -1
  100. package/Shaders/pbr.fragment.js +1 -1
  101. package/Shaders/pbr.fragment.js.map +1 -1
  102. package/ShadersWGSL/ShadersInclude/lightFragment.js +13 -11
  103. package/ShadersWGSL/ShadersInclude/lightFragment.js.map +1 -1
  104. package/ShadersWGSL/fluidRenderingBilateralBlur.fragment.d.ts +5 -0
  105. package/ShadersWGSL/fluidRenderingBilateralBlur.fragment.js +13 -0
  106. package/ShadersWGSL/fluidRenderingBilateralBlur.fragment.js.map +1 -0
  107. package/ShadersWGSL/fluidRenderingParticleDepth.fragment.d.ts +5 -0
  108. package/ShadersWGSL/fluidRenderingParticleDepth.fragment.js +29 -0
  109. package/ShadersWGSL/fluidRenderingParticleDepth.fragment.js.map +1 -0
  110. package/ShadersWGSL/fluidRenderingParticleDepth.vertex.d.ts +5 -0
  111. package/ShadersWGSL/fluidRenderingParticleDepth.vertex.js +22 -0
  112. package/ShadersWGSL/fluidRenderingParticleDepth.vertex.js.map +1 -0
  113. package/ShadersWGSL/fluidRenderingParticleDiffuse.fragment.d.ts +5 -0
  114. package/ShadersWGSL/fluidRenderingParticleDiffuse.fragment.js +12 -0
  115. package/ShadersWGSL/fluidRenderingParticleDiffuse.fragment.js.map +1 -0
  116. package/ShadersWGSL/fluidRenderingParticleDiffuse.vertex.d.ts +5 -0
  117. package/ShadersWGSL/fluidRenderingParticleDiffuse.vertex.js +14 -0
  118. package/ShadersWGSL/fluidRenderingParticleDiffuse.vertex.js.map +1 -0
  119. package/ShadersWGSL/fluidRenderingParticleThickness.fragment.d.ts +5 -0
  120. package/ShadersWGSL/fluidRenderingParticleThickness.fragment.js +12 -0
  121. package/ShadersWGSL/fluidRenderingParticleThickness.fragment.js.map +1 -0
  122. package/ShadersWGSL/fluidRenderingParticleThickness.vertex.d.ts +5 -0
  123. package/ShadersWGSL/fluidRenderingParticleThickness.vertex.js +14 -0
  124. package/ShadersWGSL/fluidRenderingParticleThickness.vertex.js.map +1 -0
  125. package/ShadersWGSL/fluidRenderingRender.fragment.d.ts +5 -0
  126. package/ShadersWGSL/fluidRenderingRender.fragment.js +101 -0
  127. package/ShadersWGSL/fluidRenderingRender.fragment.js.map +1 -0
  128. package/ShadersWGSL/fluidRenderingStandardBlur.fragment.d.ts +5 -0
  129. package/ShadersWGSL/fluidRenderingStandardBlur.fragment.js +13 -0
  130. package/ShadersWGSL/fluidRenderingStandardBlur.fragment.js.map +1 -0
  131. package/Sprites/spriteRenderer.d.ts +1 -0
  132. package/Sprites/spriteRenderer.js +7 -2
  133. package/Sprites/spriteRenderer.js.map +1 -1
  134. package/package.json +1 -1
  135. package/scene.d.ts +11 -11
  136. package/scene.js +5 -5
  137. package/scene.js.map +1 -1
@@ -25,6 +25,23 @@ export class GPUPicker {
25
25
  get shaderLanguage() {
26
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  return this._shaderLanguage;
27
27
  }
28
+ static _IdToRgb(id) {
29
+ GPUPicker._TempColor.r = (id & 0xff0000) >> 16;
30
+ GPUPicker._TempColor.g = (id & 0x00ff00) >> 8;
31
+ GPUPicker._TempColor.b = (id & 0x0000ff) >> 0;
32
+ }
33
+ _getColorIdFromReadBuffer(offset) {
34
+ const r = this._readbuffer[offset];
35
+ const g = this._readbuffer[offset + 1];
36
+ const b = this._readbuffer[offset + 2];
37
+ return (r << 16) + (g << 8) + b;
38
+ }
39
+ static _SetColorData(buffer, i, r, g, b) {
40
+ buffer[i] = r / 255.0;
41
+ buffer[i + 1] = g / 255.0;
42
+ buffer[i + 2] = b / 255.0;
43
+ buffer[i + 3] = 1.0;
44
+ }
28
45
  _createRenderTarget(scene, width, height) {
29
46
  if (this._pickingTexture) {
30
47
  this._pickingTexture.dispose();
@@ -73,19 +90,11 @@ export class GPUPicker {
73
90
  }
74
91
  _generateColorData(instanceCount, id, index, r, g, b, onInstance) {
75
92
  const colorData = new Float32Array(4 * (instanceCount + 1));
76
- colorData[0] = r / 255.0;
77
- colorData[1] = g / 255.0;
78
- colorData[2] = b / 255.0;
79
- colorData[3] = 1.0;
93
+ GPUPicker._SetColorData(colorData, 0, r, g, b);
80
94
  for (let i = 0; i < instanceCount; i++) {
81
- const r = (id & 0xff0000) >> 16;
82
- const g = (id & 0x00ff00) >> 8;
83
- const b = (id & 0x0000ff) >> 0;
95
+ GPUPicker._IdToRgb(id);
84
96
  onInstance(i, id);
85
- colorData[(i + 1) * 4] = r / 255.0;
86
- colorData[(i + 1) * 4 + 1] = g / 255.0;
87
- colorData[(i + 1) * 4 + 2] = b / 255.0;
88
- colorData[(i + 1) * 4 + 3] = 1.0;
97
+ GPUPicker._SetColorData(colorData, (i + 1) * 4, GPUPicker._TempColor.r, GPUPicker._TempColor.g, GPUPicker._TempColor.b);
89
98
  id++;
90
99
  }
91
100
  return colorData;
@@ -93,14 +102,9 @@ export class GPUPicker {
93
102
  _generateThinInstanceColorData(instanceCount, id, onInstance) {
94
103
  const colorData = new Float32Array(4 * instanceCount);
95
104
  for (let i = 0; i < instanceCount; i++) {
96
- const r = (id & 0xff0000) >> 16;
97
- const g = (id & 0x00ff00) >> 8;
98
- const b = (id & 0x0000ff) >> 0;
105
+ GPUPicker._IdToRgb(id);
99
106
  onInstance(i, id);
100
- colorData[i * 4] = r / 255.0;
101
- colorData[i * 4 + 1] = g / 255.0;
102
- colorData[i * 4 + 2] = b / 255.0;
103
- colorData[i * 4 + 3] = 1.0;
107
+ GPUPicker._SetColorData(colorData, i * 4, GPUPicker._TempColor.r, GPUPicker._TempColor.g, GPUPicker._TempColor.b);
104
108
  id++;
105
109
  }
106
110
  return colorData;
@@ -161,6 +165,7 @@ export class GPUPicker {
161
165
  this._createColorMaterialAsync(scene);
162
166
  }
163
167
  this._cachedScene = scene;
168
+ this._engine = scene.getEngine();
164
169
  for (let i = 0; i < list.length; i++) {
165
170
  const item = list[i];
166
171
  if ("mesh" in item) {
@@ -185,9 +190,7 @@ export class GPUPicker {
185
190
  if (mesh.isAnInstance) {
186
191
  continue; // This will be handled by the source mesh
187
192
  }
188
- const r = (id & 0xff0000) >> 16;
189
- const g = (id & 0x00ff00) >> 8;
190
- const b = (id & 0x0000ff) >> 0;
193
+ GPUPicker._IdToRgb(id);
191
194
  if (mesh.hasThinInstances) {
192
195
  const colorData = this._generateThinInstanceColorData(mesh.thinInstanceCount, id, (i, id) => {
193
196
  this._thinIdMap[id] = { meshId: index, thinId: i };
@@ -200,7 +203,7 @@ export class GPUPicker {
200
203
  id++;
201
204
  if (mesh.hasInstances) {
202
205
  const instances = mesh.instances;
203
- const colorData = this._generateColorData(instances.length, id, index, r, g, b, (i, id) => {
206
+ const colorData = this._generateColorData(instances.length, id, index, GPUPicker._TempColor.r, GPUPicker._TempColor.g, GPUPicker._TempColor.b, (i, id) => {
204
207
  const instance = instances[i];
205
208
  this._idMap[id] = this._pickableMeshes.indexOf(instance);
206
209
  });
@@ -210,7 +213,7 @@ export class GPUPicker {
210
213
  mesh.setVerticesBuffer(buffer, true);
211
214
  }
212
215
  else {
213
- this._idColors[mesh.uniqueId] = Color3.FromInts(r, g, b);
216
+ this._idColors[mesh.uniqueId] = Color3.FromInts(GPUPicker._TempColor.r, GPUPicker._TempColor.g, GPUPicker._TempColor.b);
214
217
  }
215
218
  }
216
219
  }
@@ -226,66 +229,94 @@ export class GPUPicker {
226
229
  if (!this._pickableMeshes || this._pickableMeshes.length === 0) {
227
230
  return Promise.resolve(null);
228
231
  }
232
+ const { x: adjustedX, y: adjustedY, rttSizeW, rttSizeH } = this._prepareForPicking(x, y);
233
+ if (adjustedX < 0 || adjustedY < 0 || adjustedX >= rttSizeW || adjustedY >= rttSizeH) {
234
+ return Promise.resolve(null);
235
+ }
236
+ // Invert Y
237
+ const invertedY = rttSizeH - y - 1;
238
+ this._preparePickingBuffer(this._engine, rttSizeW, rttSizeH, x, invertedY);
239
+ return await this._executePicking(x, invertedY, disposeWhenDone);
240
+ }
241
+ /**
242
+ * Execute a picking operation on multiple coordinates
243
+ * @param xy defines the X,Y coordinates where to run the pick
244
+ * @param disposeWhenDone defines a boolean indicating we do not want to keep resources alive (false by default)
245
+ * @returns A promise with the picking results. Always returns an array with the same length as the number of coordinates. The mesh or null at the index where no mesh was picked.
246
+ */
247
+ async multiPickAsync(xy, disposeWhenDone = false) {
248
+ if (!this._pickableMeshes || this._pickableMeshes.length === 0 || xy.length === 0) {
249
+ return null;
250
+ }
251
+ if (xy.length === 1) {
252
+ const pi = await this.pickAsync(xy[0].x, xy[0].y, disposeWhenDone);
253
+ return {
254
+ meshes: [pi?.mesh ?? null],
255
+ thinInstanceIndexes: pi?.thinInstanceIndex ? [pi.thinInstanceIndex] : undefined,
256
+ };
257
+ }
258
+ let minX = xy[0].x, maxX = xy[0].x, minY = xy[0].y, maxY = xy[0].y;
259
+ for (let i = 1; i < xy.length; i++) {
260
+ const { x, y } = xy[i];
261
+ minX = Math.min(minX, x);
262
+ maxX = Math.max(maxX, x);
263
+ minY = Math.min(minY, y);
264
+ maxY = Math.max(maxY, y);
265
+ }
266
+ const { rttSizeW, rttSizeH } = this._prepareForPicking(minX, minY);
267
+ const w = Math.max(maxX - minX, 1);
268
+ const h = Math.max(maxY - minY, 1);
269
+ const partialCutH = rttSizeH - maxY - 1;
270
+ this._preparePickingBuffer(this._engine, rttSizeW, rttSizeH, minX, partialCutH, w, h);
271
+ return await this._executeMultiPicking(xy, minX, maxY, rttSizeH, w, h, disposeWhenDone);
272
+ }
273
+ _prepareForPicking(x, y) {
229
274
  const scene = this._cachedScene;
230
275
  const engine = scene.getEngine();
231
276
  const rttSizeW = engine.getRenderWidth();
232
277
  const rttSizeH = engine.getRenderHeight();
233
278
  const devicePixelRatio = 1 / engine._hardwareScalingLevel;
279
+ const intX = (devicePixelRatio * x) >> 0;
280
+ const intY = (devicePixelRatio * y) >> 0;
281
+ return { x: intX, y: intY, rttSizeW, rttSizeH };
282
+ }
283
+ _preparePickingBuffer(engine, rttSizeW, rttSizeH, x, y, w = 1, h = 1) {
234
284
  this._meshRenderingCount = 0;
235
- // Ensure ints and adapt to screen resolution
236
- x = (devicePixelRatio * x) >> 0;
237
- y = (devicePixelRatio * y) >> 0;
238
- if (x < 0 || y < 0 || x >= rttSizeW || y >= rttSizeH) {
239
- return Promise.resolve(null);
240
- }
241
- if (!this._readbuffer) {
242
- this._readbuffer = new Uint8Array(engine.isWebGPU ? 256 : 4); // Because of block alignment in WebGPU
285
+ const requiredBufferSize = engine.isWebGPU ? (4 * w * h + 255) & ~255 : 4 * w * h;
286
+ if (!this._readbuffer || this._readbuffer.length < requiredBufferSize) {
287
+ this._readbuffer = new Uint8Array(requiredBufferSize);
243
288
  }
244
- // Invert Y
245
- y = rttSizeH - y;
246
289
  this._pickingTexture.clearColor = new Color4(0, 0, 0, 0);
247
290
  this._pickingTexture.onBeforeRender = () => {
248
- // Enable scissor
249
- if (engine.enableScissor) {
250
- engine.enableScissor(x, y, 1, 1);
251
- }
291
+ this._enableScissor(x, y, w, h);
252
292
  };
253
- scene.customRenderTargets.push(this._pickingTexture);
293
+ this._cachedScene.customRenderTargets.push(this._pickingTexture);
254
294
  // Do we need to rebuild the RTT?
255
295
  const size = this._pickingTexture.getSize();
256
296
  if (size.width !== rttSizeW || size.height !== rttSizeH) {
257
- this._createRenderTarget(scene, rttSizeW, rttSizeH);
258
- this._pickingTexture.renderList = [];
259
- for (let index = 0; index < this._pickableMeshes.length; index++) {
260
- const mesh = this._pickableMeshes[index];
261
- this._pickingTexture.setMaterialForRendering(mesh, this._meshMaterialMap.get(mesh));
262
- this._pickingTexture.renderList.push(mesh);
263
- }
297
+ this._createRenderTarget(this._cachedScene, rttSizeW, rttSizeH);
298
+ this._updateRenderList();
264
299
  }
300
+ }
301
+ // pick one pixel
302
+ _executePicking(x, y, disposeWhenDone) {
265
303
  return new Promise((resolve, reject) => {
304
+ if (!this._pickingTexture) {
305
+ reject();
306
+ }
266
307
  this._pickingTexture.onAfterRender = async () => {
267
- // Disable scissor
268
- if (engine.disableScissor) {
269
- engine.disableScissor();
270
- }
271
- if (!this._pickingTexture) {
272
- reject();
273
- }
274
- let pickedMesh = null;
275
- let thinInstanceIndex = undefined;
276
- const wasSuccessfull = this._meshRenderingCount > 0;
277
- if (wasSuccessfull) {
308
+ this._disableScissor();
309
+ if (this._checkRenderStatus()) {
310
+ let pickedMesh = null;
311
+ let thinInstanceIndex = undefined;
278
312
  // Remove from the active RTTs
279
- const index = scene.customRenderTargets.indexOf(this._pickingTexture);
313
+ const index = this._cachedScene.customRenderTargets.indexOf(this._pickingTexture);
280
314
  if (index > -1) {
281
- scene.customRenderTargets.splice(index, 1);
315
+ this._cachedScene.customRenderTargets.splice(index, 1);
282
316
  }
283
317
  // Do the actual picking
284
318
  if (await this._readTexturePixelsAsync(x, y)) {
285
- const r = this._readbuffer[0];
286
- const g = this._readbuffer[1];
287
- const b = this._readbuffer[2];
288
- const colorId = (r << 16) + (g << 8) + b;
319
+ const colorId = this._getColorIdFromReadBuffer(0);
289
320
  // Thin?
290
321
  if (this._thinIdMap[colorId]) {
291
322
  pickedMesh = this._pickableMeshes[this._thinIdMap[colorId].meshId];
@@ -295,13 +326,6 @@ export class GPUPicker {
295
326
  pickedMesh = this._pickableMeshes[this._idMap[colorId]];
296
327
  }
297
328
  }
298
- }
299
- // Clean-up
300
- if (!wasSuccessfull) {
301
- this._meshRenderingCount = 0;
302
- return; // We need to wait for the shaders to be ready
303
- }
304
- else {
305
329
  if (disposeWhenDone) {
306
330
  this.dispose();
307
331
  }
@@ -315,12 +339,93 @@ export class GPUPicker {
315
339
  };
316
340
  });
317
341
  }
318
- async _readTexturePixelsAsync(x, y) {
342
+ // pick multiple pixels
343
+ _executeMultiPicking(xy, minX, maxY, rttSizeH, w, h, disposeWhenDone) {
344
+ return new Promise((resolve, reject) => {
345
+ if (!this._pickingTexture) {
346
+ reject();
347
+ }
348
+ this._pickingTexture.onAfterRender = async () => {
349
+ this._disableScissor();
350
+ if (this._checkRenderStatus()) {
351
+ const pickedMeshes = [];
352
+ const thinInstanceIndexes = [];
353
+ if (await this._readTexturePixelsAsync(minX, rttSizeH - maxY - 1, w, h)) {
354
+ for (let i = 0; i < xy.length; i++) {
355
+ const { pickedMesh, thinInstanceIndex } = this._getMeshFromMultiplePoints(xy[i].x, xy[i].y, minX, maxY, w);
356
+ pickedMeshes.push(pickedMesh);
357
+ thinInstanceIndexes.push(thinInstanceIndex ?? 0);
358
+ }
359
+ }
360
+ if (disposeWhenDone) {
361
+ this.dispose();
362
+ }
363
+ resolve({ meshes: pickedMeshes, thinInstanceIndexes: thinInstanceIndexes });
364
+ }
365
+ };
366
+ });
367
+ }
368
+ _enableScissor(x, y, w = 1, h = 1) {
369
+ if (this._engine.enableScissor) {
370
+ this._engine.enableScissor(x, y, w, h);
371
+ }
372
+ }
373
+ _disableScissor() {
374
+ if (this._engine.disableScissor) {
375
+ this._engine.disableScissor();
376
+ }
377
+ }
378
+ /**
379
+ * @returns true if rendering if the picking texture has finished, otherwise false
380
+ */
381
+ _checkRenderStatus() {
382
+ const wasSuccessfull = this._meshRenderingCount > 0;
383
+ if (wasSuccessfull) {
384
+ // Remove from the active RTTs
385
+ const index = this._cachedScene.customRenderTargets.indexOf(this._pickingTexture);
386
+ if (index > -1) {
387
+ this._cachedScene.customRenderTargets.splice(index, 1);
388
+ }
389
+ return true;
390
+ }
391
+ this._meshRenderingCount = 0;
392
+ return false; // Wait for shaders to be ready
393
+ }
394
+ _getMeshFromMultiplePoints(x, y, minX, maxY, w) {
395
+ let offsetX = (x - minX - 1) * 4;
396
+ let offsetY = (maxY - y - 1) * w * 4;
397
+ offsetX = Math.max(offsetX, 0);
398
+ offsetY = Math.max(offsetY, 0);
399
+ const colorId = this._getColorIdFromReadBuffer(offsetX + offsetY);
400
+ let pickedMesh = null;
401
+ let thinInstanceIndex;
402
+ if (colorId > 0) {
403
+ if (this._thinIdMap[colorId]) {
404
+ pickedMesh = this._pickableMeshes[this._thinIdMap[colorId].meshId];
405
+ thinInstanceIndex = this._thinIdMap[colorId].thinId;
406
+ }
407
+ else {
408
+ pickedMesh = this._pickableMeshes[this._idMap[colorId]];
409
+ }
410
+ }
411
+ return { pickedMesh, thinInstanceIndex };
412
+ }
413
+ /**
414
+ * Updates the render list with the current pickable meshes.
415
+ */
416
+ _updateRenderList() {
417
+ this._pickingTexture.renderList = [];
418
+ for (const mesh of this._pickableMeshes) {
419
+ this._pickingTexture.setMaterialForRendering(mesh, this._meshMaterialMap.get(mesh));
420
+ this._pickingTexture.renderList.push(mesh);
421
+ }
422
+ }
423
+ async _readTexturePixelsAsync(x, y, w = 1, h = 1) {
319
424
  if (!this._cachedScene || !this._pickingTexture?._texture) {
320
425
  return false;
321
426
  }
322
427
  const engine = this._cachedScene.getEngine();
323
- await engine._readTexturePixels(this._pickingTexture._texture, 1, 1, -1, 0, this._readbuffer, true, true, x, y);
428
+ await engine._readTexturePixels(this._pickingTexture._texture, w, h, -1, 0, this._readbuffer, true, true, x, y);
324
429
  return true;
325
430
  }
326
431
  /** Release the resources */
@@ -334,4 +439,9 @@ export class GPUPicker {
334
439
  this._defaultRenderMaterial = null;
335
440
  }
336
441
  }
442
+ GPUPicker._TempColor = {
443
+ r: 0,
444
+ g: 0,
445
+ b: 0,
446
+ };
337
447
  //# sourceMappingURL=gpuPicker.js.map
@@ -1 +1 @@
1
- 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{ Constants } from \"core/Engines/constants\";\r\nimport type { Engine } from \"core/Engines/engine\";\r\nimport type { WebGPUEngine } from \"core/Engines/webgpuEngine\";\r\nimport { RenderTargetTexture } from \"core/Materials/Textures/renderTargetTexture\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport type { IShaderMaterialOptions } from \"core/Materials/shaderMaterial\";\r\nimport { ShaderMaterial } from \"core/Materials/shaderMaterial\";\r\nimport { Color3, Color4 } from \"core/Maths/math.color\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { VertexBuffer } from \"core/Meshes/buffer\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport type { Scene } from \"core/scene\";\r\nimport type { Nullable } from \"core/types\";\r\n\r\n/**\r\n * Class used to store the result of a GPU picking operation\r\n */\r\nexport interface IGPUPickingInfo {\r\n /**\r\n * Picked mesh\r\n */\r\n mesh: AbstractMesh;\r\n /**\r\n * Picked thin instance index\r\n */\r\n thinInstanceIndex?: number;\r\n}\r\n\r\n/**\r\n * Class used to perform a picking operation using GPU\r\n * Please note that GPUPIcker cannot pick instances, only meshes\r\n */\r\nexport class GPUPicker {\r\n private _pickingTexture: Nullable<RenderTargetTexture> = null;\r\n private _idMap: Array<number> = [];\r\n private _thinIdMap: Array<{ meshId: number; thinId: number }> = [];\r\n private _idColors: Array<Color3> = [];\r\n private _cachedScene: Nullable<Scene>;\r\n private _defaultRenderMaterial: Nullable<ShaderMaterial>;\r\n private _pickableMeshes: Array<AbstractMesh>;\r\n private _meshMaterialMap: Map<AbstractMesh, ShaderMaterial> = new Map();\r\n private _readbuffer: Uint8Array;\r\n private _meshRenderingCount: number = 0;\r\n private readonly _attributeName = \"instanceMeshID\";\r\n\r\n /** Shader language used by the generator */\r\n protected _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n /**\r\n * Gets the shader language used in this generator.\r\n */\r\n public get shaderLanguage(): ShaderLanguage {\r\n return this._shaderLanguage;\r\n }\r\n\r\n private _createRenderTarget(scene: Scene, width: number, height: number) {\r\n if (this._pickingTexture) {\r\n this._pickingTexture.dispose();\r\n }\r\n this._pickingTexture = new RenderTargetTexture(\r\n \"pickingTexure\",\r\n { width: width, height: height },\r\n scene,\r\n false,\r\n undefined,\r\n Constants.TEXTURETYPE_UNSIGNED_INT,\r\n false,\r\n Constants.TEXTURE_NEAREST_NEAREST\r\n );\r\n }\r\n\r\n private async _createColorMaterialAsync(scene: Scene) {\r\n if (this._defaultRenderMaterial) {\r\n this._defaultRenderMaterial.dispose();\r\n }\r\n\r\n this._defaultRenderMaterial = null;\r\n\r\n const engine = scene.getEngine();\r\n\r\n if (engine.isWebGPU) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n }\r\n\r\n const defines: string[] = [];\r\n const options: Partial<IShaderMaterialOptions> = {\r\n attributes: [VertexBuffer.PositionKind, this._attributeName, \"bakedVertexAnimationSettingsInstanced\"],\r\n uniforms: [\"world\", \"viewProjection\", \"meshID\"],\r\n needAlphaBlending: false,\r\n defines: defines,\r\n useClipPlane: null,\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: async () => {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"../ShadersWGSL/picking.fragment\"), import(\"../ShadersWGSL/picking.vertex\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/picking.fragment\"), import(\"../Shaders/picking.vertex\")]);\r\n }\r\n },\r\n };\r\n\r\n this._defaultRenderMaterial = new ShaderMaterial(\"pickingShader\", scene, \"picking\", options, false);\r\n\r\n this._defaultRenderMaterial.onBindObservable.add(this._materialBindCallback, undefined, undefined, this);\r\n }\r\n\r\n private _materialBindCallback(mesh: AbstractMesh | undefined) {\r\n if (!mesh) {\r\n return;\r\n }\r\n\r\n const material = this._meshMaterialMap.get(mesh)!;\r\n const effect = material.getEffect()!;\r\n\r\n if (!mesh.hasInstances && !mesh.isAnInstance && !mesh.hasThinInstances) {\r\n effect.setColor4(\"meshID\", this._idColors[mesh.uniqueId], 1);\r\n }\r\n\r\n this._meshRenderingCount++;\r\n }\r\n\r\n private _generateColorData(instanceCount: number, id: number, index: number, r: number, g: number, b: number, onInstance: (i: number, id: number) => void) {\r\n const colorData = new Float32Array(4 * (instanceCount + 1));\r\n\r\n colorData[0] = r / 255.0;\r\n colorData[1] = g / 255.0;\r\n colorData[2] = b / 255.0;\r\n colorData[3] = 1.0;\r\n for (let i = 0; i < instanceCount; i++) {\r\n const r = (id & 0xff0000) >> 16;\r\n const g = (id & 0x00ff00) >> 8;\r\n const b = (id & 0x0000ff) >> 0;\r\n onInstance(i, id);\r\n\r\n colorData[(i + 1) * 4] = r / 255.0;\r\n colorData[(i + 1) * 4 + 1] = g / 255.0;\r\n colorData[(i + 1) * 4 + 2] = b / 255.0;\r\n colorData[(i + 1) * 4 + 3] = 1.0;\r\n id++;\r\n }\r\n\r\n return colorData;\r\n }\r\n\r\n private _generateThinInstanceColorData(instanceCount: number, id: number, onInstance: (i: number, id: number) => void) {\r\n const colorData = new Float32Array(4 * instanceCount);\r\n\r\n for (let i = 0; i < instanceCount; i++) {\r\n const r = (id & 0xff0000) >> 16;\r\n const g = (id & 0x00ff00) >> 8;\r\n const b = (id & 0x0000ff) >> 0;\r\n onInstance(i, id);\r\n\r\n colorData[i * 4] = r / 255.0;\r\n colorData[i * 4 + 1] = g / 255.0;\r\n colorData[i * 4 + 2] = b / 255.0;\r\n colorData[i * 4 + 3] = 1.0;\r\n id++;\r\n }\r\n\r\n return colorData;\r\n }\r\n\r\n /**\r\n * Set the list of meshes to pick from\r\n * Set that value to null to clear the list (and avoid leaks)\r\n * The module will read and delete from the array provided by reference. Disposing the module or setting the value to null will clear the array.\r\n * @param list defines the list of meshes to pick from\r\n */\r\n public setPickingList(list: Nullable<Array<AbstractMesh | { mesh: AbstractMesh; material: ShaderMaterial }>>) {\r\n if (this._pickableMeshes) {\r\n // Cleanup\r\n for (let index = 0; index < this._pickableMeshes.length; index++) {\r\n const mesh = this._pickableMeshes[index];\r\n if (mesh.hasInstances) {\r\n (mesh as Mesh).removeVerticesData(this._attributeName);\r\n }\r\n if (mesh.hasThinInstances) {\r\n (mesh as Mesh).thinInstanceSetBuffer(this._attributeName, null);\r\n }\r\n if (this._pickingTexture) {\r\n this._pickingTexture.setMaterialForRendering(mesh, undefined);\r\n }\r\n\r\n const material = this._meshMaterialMap.get(mesh)!;\r\n if (material !== this._defaultRenderMaterial) {\r\n material.onBindObservable.removeCallback(this._materialBindCallback);\r\n }\r\n }\r\n this._pickableMeshes.length = 0;\r\n this._meshMaterialMap.clear();\r\n this._idMap.length = 0;\r\n this._thinIdMap.length = 0;\r\n this._idColors.length = 0;\r\n if (this._pickingTexture) {\r\n this._pickingTexture.renderList = [];\r\n }\r\n }\r\n if (!list || list.length === 0) {\r\n return;\r\n }\r\n\r\n this._pickableMeshes = list as Array<AbstractMesh>;\r\n\r\n // Prepare target\r\n const scene = (\"mesh\" in list[0] ? list[0].mesh : list[0]).getScene();\r\n const engine = scene.getEngine();\r\n const rttSizeW = engine.getRenderWidth();\r\n const rttSizeH = engine.getRenderHeight();\r\n if (!this._pickingTexture) {\r\n this._createRenderTarget(scene, rttSizeW, rttSizeH);\r\n } else {\r\n const size = this._pickingTexture.getSize();\r\n\r\n if (size.width !== rttSizeW || size.height !== rttSizeH || this._cachedScene !== scene) {\r\n this._createRenderTarget(scene, rttSizeW, rttSizeH);\r\n }\r\n }\r\n\r\n if (!this._cachedScene || this._cachedScene !== scene) {\r\n this._createColorMaterialAsync(scene);\r\n }\r\n\r\n this._cachedScene = scene;\r\n\r\n for (let i = 0; i < list.length; i++) {\r\n const item = list[i];\r\n if (\"mesh\" in item) {\r\n this._meshMaterialMap.set(item.mesh, item.material);\r\n list[i] = item.mesh;\r\n } else {\r\n this._meshMaterialMap.set(item, this._defaultRenderMaterial!);\r\n }\r\n }\r\n\r\n this._pickingTexture!.renderList = [];\r\n\r\n // We will affect colors and create vertex color buffers\r\n let id = 1;\r\n for (let index = 0; index < this._pickableMeshes.length; index++) {\r\n const mesh = this._pickableMeshes[index];\r\n const material = this._meshMaterialMap.get(mesh)!;\r\n\r\n if (material !== this._defaultRenderMaterial) {\r\n material.onBindObservable.add(this._materialBindCallback, undefined, undefined, this);\r\n }\r\n this._pickingTexture!.setMaterialForRendering(mesh, material);\r\n this._pickingTexture!.renderList.push(mesh);\r\n\r\n if (mesh.isAnInstance) {\r\n continue; // This will be handled by the source mesh\r\n }\r\n\r\n const r = (id & 0xff0000) >> 16;\r\n const g = (id & 0x00ff00) >> 8;\r\n const b = (id & 0x0000ff) >> 0;\r\n\r\n if (mesh.hasThinInstances) {\r\n const colorData = this._generateThinInstanceColorData((mesh as Mesh).thinInstanceCount, id, (i, id) => {\r\n this._thinIdMap[id] = { meshId: index, thinId: i };\r\n });\r\n id += (mesh as Mesh).thinInstanceCount;\r\n (mesh as Mesh).thinInstanceSetBuffer(this._attributeName, colorData, 4);\r\n } else {\r\n this._idMap[id] = index;\r\n id++;\r\n\r\n if (mesh.hasInstances) {\r\n const instances = (mesh as Mesh).instances;\r\n const colorData = this._generateColorData(instances.length, id, index, r, g, b, (i, id) => {\r\n const instance = instances[i];\r\n this._idMap[id] = this._pickableMeshes.indexOf(instance);\r\n });\r\n id += instances.length;\r\n const engine = mesh.getEngine();\r\n\r\n const buffer = new VertexBuffer(engine, colorData, this._attributeName, false, false, 4, true);\r\n (mesh as Mesh).setVerticesBuffer(buffer, true);\r\n } else {\r\n this._idColors[mesh.uniqueId] = Color3.FromInts(r, g, b);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Execute a picking operation\r\n * @param x defines the X coordinates where to run the pick\r\n * @param y defines the Y coordinates where to run the pick\r\n * @param disposeWhenDone defines a boolean indicating we do not want to keep resources alive (false by default)\r\n * @returns A promise with the picking results\r\n */\r\n public async pickAsync(x: number, y: number, disposeWhenDone = false): Promise<Nullable<IGPUPickingInfo>> {\r\n if (!this._pickableMeshes || this._pickableMeshes.length === 0) {\r\n return Promise.resolve(null);\r\n }\r\n\r\n const scene = this._cachedScene!;\r\n const engine = scene.getEngine();\r\n const rttSizeW = engine.getRenderWidth();\r\n const rttSizeH = engine.getRenderHeight();\r\n const devicePixelRatio = 1 / engine._hardwareScalingLevel;\r\n\r\n this._meshRenderingCount = 0;\r\n\r\n // Ensure ints and adapt to screen resolution\r\n x = (devicePixelRatio * x) >> 0;\r\n y = (devicePixelRatio * y) >> 0;\r\n\r\n if (x < 0 || y < 0 || x >= rttSizeW || y >= rttSizeH) {\r\n return Promise.resolve(null);\r\n }\r\n\r\n if (!this._readbuffer) {\r\n this._readbuffer = new Uint8Array(engine.isWebGPU ? 256 : 4); // Because of block alignment in WebGPU\r\n }\r\n\r\n // Invert Y\r\n y = rttSizeH - y;\r\n\r\n this._pickingTexture!.clearColor = new Color4(0, 0, 0, 0);\r\n\r\n this._pickingTexture!.onBeforeRender = () => {\r\n // Enable scissor\r\n if ((engine as WebGPUEngine | Engine).enableScissor) {\r\n (engine as WebGPUEngine | Engine).enableScissor(x, y, 1, 1);\r\n }\r\n };\r\n\r\n scene.customRenderTargets.push(this._pickingTexture!);\r\n\r\n // Do we need to rebuild the RTT?\r\n const size = this._pickingTexture!.getSize();\r\n\r\n if (size.width !== rttSizeW || size.height !== rttSizeH) {\r\n this._createRenderTarget(scene, rttSizeW, rttSizeH);\r\n\r\n this._pickingTexture!.renderList = [];\r\n for (let index = 0; index < this._pickableMeshes.length; index++) {\r\n const mesh = this._pickableMeshes[index];\r\n this._pickingTexture!.setMaterialForRendering(mesh, this._meshMaterialMap.get(mesh)!);\r\n this._pickingTexture!.renderList.push(mesh);\r\n }\r\n }\r\n\r\n return new Promise((resolve, reject) => {\r\n this._pickingTexture!.onAfterRender = async () => {\r\n // Disable scissor\r\n if ((engine as WebGPUEngine | Engine).disableScissor) {\r\n (engine as WebGPUEngine | Engine).disableScissor();\r\n }\r\n\r\n if (!this._pickingTexture) {\r\n reject();\r\n }\r\n\r\n let pickedMesh: Nullable<AbstractMesh> = null;\r\n let thinInstanceIndex: number | undefined = undefined;\r\n const wasSuccessfull = this._meshRenderingCount > 0;\r\n\r\n if (wasSuccessfull) {\r\n // Remove from the active RTTs\r\n const index = scene.customRenderTargets.indexOf(this._pickingTexture!);\r\n if (index > -1) {\r\n scene.customRenderTargets.splice(index, 1);\r\n }\r\n\r\n // Do the actual picking\r\n if (await this._readTexturePixelsAsync(x, y)) {\r\n const r = this._readbuffer[0];\r\n const g = this._readbuffer[1];\r\n const b = this._readbuffer[2];\r\n const colorId = (r << 16) + (g << 8) + b;\r\n\r\n // Thin?\r\n if (this._thinIdMap[colorId]) {\r\n pickedMesh = this._pickableMeshes[this._thinIdMap[colorId].meshId];\r\n thinInstanceIndex = this._thinIdMap[colorId].thinId;\r\n } else {\r\n pickedMesh = this._pickableMeshes[this._idMap[colorId]];\r\n }\r\n }\r\n }\r\n\r\n // Clean-up\r\n if (!wasSuccessfull) {\r\n this._meshRenderingCount = 0;\r\n return; // We need to wait for the shaders to be ready\r\n } else {\r\n if (disposeWhenDone) {\r\n this.dispose();\r\n }\r\n if (pickedMesh) {\r\n resolve({ mesh: pickedMesh, thinInstanceIndex: thinInstanceIndex });\r\n } else {\r\n resolve(null);\r\n }\r\n }\r\n };\r\n });\r\n }\r\n\r\n private async _readTexturePixelsAsync(x: number, y: number) {\r\n if (!this._cachedScene || !this._pickingTexture?._texture) {\r\n return false;\r\n }\r\n const engine = this._cachedScene.getEngine();\r\n await engine._readTexturePixels(this._pickingTexture._texture, 1, 1, -1, 0, this._readbuffer, true, true, x, y);\r\n\r\n return true;\r\n }\r\n\r\n /** Release the resources */\r\n public dispose() {\r\n this.setPickingList(null);\r\n this._cachedScene = null;\r\n\r\n // Cleaning up\r\n this._pickingTexture?.dispose();\r\n this._pickingTexture = null;\r\n this._defaultRenderMaterial?.dispose();\r\n this._defaultRenderMaterial = null;\r\n }\r\n}\r\n"]}
1
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type { AbstractEngine } from \"core/Engines/abstractEngine\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport type { Engine } from \"core/Engines/engine\";\r\nimport type { WebGPUEngine } from \"core/Engines/webgpuEngine\";\r\nimport { RenderTargetTexture } from \"core/Materials/Textures/renderTargetTexture\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport type { IShaderMaterialOptions } from \"core/Materials/shaderMaterial\";\r\nimport { ShaderMaterial } from \"core/Materials/shaderMaterial\";\r\nimport { Color3, Color4 } from \"core/Maths/math.color\";\r\nimport type { IColor3Like, IVector2Like } from \"core/Maths/math.like\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { VertexBuffer } from \"core/Meshes/buffer\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport type { Scene } from \"core/scene\";\r\nimport type { Nullable } from \"core/types\";\r\n\r\n/**\r\n * Class used to store the result of a GPU picking operation\r\n */\r\nexport interface IGPUPickingInfo {\r\n /**\r\n * Picked mesh\r\n */\r\n mesh: AbstractMesh;\r\n /**\r\n * Picked thin instance index\r\n */\r\n thinInstanceIndex?: number;\r\n}\r\n\r\n/**\r\n * Stores the result of a multi GPU piciking operation\r\n */\r\nexport interface IGPUMultiPickingInfo {\r\n /**\r\n * Picked mesh\r\n */\r\n meshes: Nullable<AbstractMesh>[];\r\n /**\r\n * Picked thin instance index\r\n */\r\n thinInstanceIndexes?: number[];\r\n}\r\n\r\n/**\r\n * Class used to perform a picking operation using GPU\r\n * Please note that GPUPIcker cannot pick instances, only meshes\r\n */\r\nexport class GPUPicker {\r\n private _pickingTexture: Nullable<RenderTargetTexture> = null;\r\n private _idMap: Array<number> = [];\r\n private _thinIdMap: Array<{ meshId: number; thinId: number }> = [];\r\n private _idColors: Array<Color3> = [];\r\n private _cachedScene: Nullable<Scene>;\r\n private _engine: Nullable<AbstractEngine>;\r\n private _defaultRenderMaterial: Nullable<ShaderMaterial>;\r\n private _pickableMeshes: Array<AbstractMesh>;\r\n private _meshMaterialMap: Map<AbstractMesh, ShaderMaterial> = new Map();\r\n private _readbuffer: Uint8Array;\r\n private _meshRenderingCount: number = 0;\r\n private readonly _attributeName = \"instanceMeshID\";\r\n\r\n /** Shader language used by the generator */\r\n protected _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n private static _TempColor: IColor3Like = {\r\n r: 0,\r\n g: 0,\r\n b: 0,\r\n };\r\n\r\n /**\r\n * Gets the shader language used in this generator.\r\n */\r\n public get shaderLanguage(): ShaderLanguage {\r\n return this._shaderLanguage;\r\n }\r\n\r\n private static _IdToRgb(id: number) {\r\n GPUPicker._TempColor.r = (id & 0xff0000) >> 16;\r\n GPUPicker._TempColor.g = (id & 0x00ff00) >> 8;\r\n GPUPicker._TempColor.b = (id & 0x0000ff) >> 0;\r\n }\r\n\r\n private _getColorIdFromReadBuffer(offset: number) {\r\n const r = this._readbuffer[offset];\r\n const g = this._readbuffer[offset + 1];\r\n const b = this._readbuffer[offset + 2];\r\n return (r << 16) + (g << 8) + b;\r\n }\r\n\r\n private static _SetColorData(buffer: Float32Array, i: number, r: number, g: number, b: number) {\r\n buffer[i] = r / 255.0;\r\n buffer[i + 1] = g / 255.0;\r\n buffer[i + 2] = b / 255.0;\r\n buffer[i + 3] = 1.0;\r\n }\r\n\r\n private _createRenderTarget(scene: Scene, width: number, height: number) {\r\n if (this._pickingTexture) {\r\n this._pickingTexture.dispose();\r\n }\r\n this._pickingTexture = new RenderTargetTexture(\r\n \"pickingTexure\",\r\n { width: width, height: height },\r\n scene,\r\n false,\r\n undefined,\r\n Constants.TEXTURETYPE_UNSIGNED_INT,\r\n false,\r\n Constants.TEXTURE_NEAREST_NEAREST\r\n );\r\n }\r\n\r\n private async _createColorMaterialAsync(scene: Scene) {\r\n if (this._defaultRenderMaterial) {\r\n this._defaultRenderMaterial.dispose();\r\n }\r\n\r\n this._defaultRenderMaterial = null;\r\n\r\n const engine = scene.getEngine();\r\n\r\n if (engine.isWebGPU) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n }\r\n\r\n const defines: string[] = [];\r\n const options: Partial<IShaderMaterialOptions> = {\r\n attributes: [VertexBuffer.PositionKind, this._attributeName, \"bakedVertexAnimationSettingsInstanced\"],\r\n uniforms: [\"world\", \"viewProjection\", \"meshID\"],\r\n needAlphaBlending: false,\r\n defines: defines,\r\n useClipPlane: null,\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: async () => {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"../ShadersWGSL/picking.fragment\"), import(\"../ShadersWGSL/picking.vertex\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/picking.fragment\"), import(\"../Shaders/picking.vertex\")]);\r\n }\r\n },\r\n };\r\n\r\n this._defaultRenderMaterial = new ShaderMaterial(\"pickingShader\", scene, \"picking\", options, false);\r\n\r\n this._defaultRenderMaterial.onBindObservable.add(this._materialBindCallback, undefined, undefined, this);\r\n }\r\n\r\n private _materialBindCallback(mesh: AbstractMesh | undefined) {\r\n if (!mesh) {\r\n return;\r\n }\r\n\r\n const material = this._meshMaterialMap.get(mesh)!;\r\n const effect = material.getEffect()!;\r\n\r\n if (!mesh.hasInstances && !mesh.isAnInstance && !mesh.hasThinInstances) {\r\n effect.setColor4(\"meshID\", this._idColors[mesh.uniqueId], 1);\r\n }\r\n\r\n this._meshRenderingCount++;\r\n }\r\n\r\n private _generateColorData(instanceCount: number, id: number, index: number, r: number, g: number, b: number, onInstance: (i: number, id: number) => void) {\r\n const colorData = new Float32Array(4 * (instanceCount + 1));\r\n\r\n GPUPicker._SetColorData(colorData, 0, r, g, b);\r\n\r\n for (let i = 0; i < instanceCount; i++) {\r\n GPUPicker._IdToRgb(id);\r\n\r\n onInstance(i, id);\r\n GPUPicker._SetColorData(colorData, (i + 1) * 4, GPUPicker._TempColor.r, GPUPicker._TempColor.g, GPUPicker._TempColor.b);\r\n id++;\r\n }\r\n\r\n return colorData;\r\n }\r\n\r\n private _generateThinInstanceColorData(instanceCount: number, id: number, onInstance: (i: number, id: number) => void) {\r\n const colorData = new Float32Array(4 * instanceCount);\r\n\r\n for (let i = 0; i < instanceCount; i++) {\r\n GPUPicker._IdToRgb(id);\r\n\r\n onInstance(i, id);\r\n GPUPicker._SetColorData(colorData, i * 4, GPUPicker._TempColor.r, GPUPicker._TempColor.g, GPUPicker._TempColor.b);\r\n\r\n id++;\r\n }\r\n\r\n return colorData;\r\n }\r\n\r\n /**\r\n * Set the list of meshes to pick from\r\n * Set that value to null to clear the list (and avoid leaks)\r\n * The module will read and delete from the array provided by reference. Disposing the module or setting the value to null will clear the array.\r\n * @param list defines the list of meshes to pick from\r\n */\r\n public setPickingList(list: Nullable<Array<AbstractMesh | { mesh: AbstractMesh; material: ShaderMaterial }>>) {\r\n if (this._pickableMeshes) {\r\n // Cleanup\r\n for (let index = 0; index < this._pickableMeshes.length; index++) {\r\n const mesh = this._pickableMeshes[index];\r\n if (mesh.hasInstances) {\r\n (mesh as Mesh).removeVerticesData(this._attributeName);\r\n }\r\n if (mesh.hasThinInstances) {\r\n (mesh as Mesh).thinInstanceSetBuffer(this._attributeName, null);\r\n }\r\n if (this._pickingTexture) {\r\n this._pickingTexture.setMaterialForRendering(mesh, undefined);\r\n }\r\n\r\n const material = this._meshMaterialMap.get(mesh)!;\r\n if (material !== this._defaultRenderMaterial) {\r\n material.onBindObservable.removeCallback(this._materialBindCallback);\r\n }\r\n }\r\n this._pickableMeshes.length = 0;\r\n this._meshMaterialMap.clear();\r\n this._idMap.length = 0;\r\n this._thinIdMap.length = 0;\r\n this._idColors.length = 0;\r\n if (this._pickingTexture) {\r\n this._pickingTexture.renderList = [];\r\n }\r\n }\r\n if (!list || list.length === 0) {\r\n return;\r\n }\r\n\r\n this._pickableMeshes = list as Array<AbstractMesh>;\r\n\r\n // Prepare target\r\n const scene = (\"mesh\" in list[0] ? list[0].mesh : list[0]).getScene();\r\n const engine = scene.getEngine();\r\n const rttSizeW = engine.getRenderWidth();\r\n const rttSizeH = engine.getRenderHeight();\r\n if (!this._pickingTexture) {\r\n this._createRenderTarget(scene, rttSizeW, rttSizeH);\r\n } else {\r\n const size = this._pickingTexture.getSize();\r\n\r\n if (size.width !== rttSizeW || size.height !== rttSizeH || this._cachedScene !== scene) {\r\n this._createRenderTarget(scene, rttSizeW, rttSizeH);\r\n }\r\n }\r\n\r\n if (!this._cachedScene || this._cachedScene !== scene) {\r\n this._createColorMaterialAsync(scene);\r\n }\r\n\r\n this._cachedScene = scene;\r\n this._engine = scene.getEngine();\r\n\r\n for (let i = 0; i < list.length; i++) {\r\n const item = list[i];\r\n if (\"mesh\" in item) {\r\n this._meshMaterialMap.set(item.mesh, item.material);\r\n list[i] = item.mesh;\r\n } else {\r\n this._meshMaterialMap.set(item, this._defaultRenderMaterial!);\r\n }\r\n }\r\n\r\n this._pickingTexture!.renderList = [];\r\n\r\n // We will affect colors and create vertex color buffers\r\n let id = 1;\r\n for (let index = 0; index < this._pickableMeshes.length; index++) {\r\n const mesh = this._pickableMeshes[index];\r\n const material = this._meshMaterialMap.get(mesh)!;\r\n\r\n if (material !== this._defaultRenderMaterial) {\r\n material.onBindObservable.add(this._materialBindCallback, undefined, undefined, this);\r\n }\r\n this._pickingTexture!.setMaterialForRendering(mesh, material);\r\n this._pickingTexture!.renderList.push(mesh);\r\n\r\n if (mesh.isAnInstance) {\r\n continue; // This will be handled by the source mesh\r\n }\r\n\r\n GPUPicker._IdToRgb(id);\r\n\r\n if (mesh.hasThinInstances) {\r\n const colorData = this._generateThinInstanceColorData((mesh as Mesh).thinInstanceCount, id, (i, id) => {\r\n this._thinIdMap[id] = { meshId: index, thinId: i };\r\n });\r\n id += (mesh as Mesh).thinInstanceCount;\r\n (mesh as Mesh).thinInstanceSetBuffer(this._attributeName, colorData, 4);\r\n } else {\r\n this._idMap[id] = index;\r\n id++;\r\n\r\n if (mesh.hasInstances) {\r\n const instances = (mesh as Mesh).instances;\r\n const colorData = this._generateColorData(instances.length, id, index, GPUPicker._TempColor.r, GPUPicker._TempColor.g, GPUPicker._TempColor.b, (i, id) => {\r\n const instance = instances[i];\r\n this._idMap[id] = this._pickableMeshes.indexOf(instance);\r\n });\r\n\r\n id += instances.length;\r\n const engine = mesh.getEngine();\r\n\r\n const buffer = new VertexBuffer(engine, colorData, this._attributeName, false, false, 4, true);\r\n (mesh as Mesh).setVerticesBuffer(buffer, true);\r\n } else {\r\n this._idColors[mesh.uniqueId] = Color3.FromInts(GPUPicker._TempColor.r, GPUPicker._TempColor.g, GPUPicker._TempColor.b);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Execute a picking operation\r\n * @param x defines the X coordinates where to run the pick\r\n * @param y defines the Y coordinates where to run the pick\r\n * @param disposeWhenDone defines a boolean indicating we do not want to keep resources alive (false by default)\r\n * @returns A promise with the picking results\r\n */\r\n public async pickAsync(x: number, y: number, disposeWhenDone = false): Promise<Nullable<IGPUPickingInfo>> {\r\n if (!this._pickableMeshes || this._pickableMeshes.length === 0) {\r\n return Promise.resolve(null);\r\n }\r\n\r\n const { x: adjustedX, y: adjustedY, rttSizeW, rttSizeH } = this._prepareForPicking(x, y);\r\n if (adjustedX < 0 || adjustedY < 0 || adjustedX >= rttSizeW || adjustedY >= rttSizeH) {\r\n return Promise.resolve(null);\r\n }\r\n\r\n // Invert Y\r\n const invertedY = rttSizeH - y - 1;\r\n this._preparePickingBuffer(this._engine!, rttSizeW, rttSizeH, x, invertedY);\r\n\r\n return await this._executePicking(x, invertedY, disposeWhenDone);\r\n }\r\n\r\n /**\r\n * Execute a picking operation on multiple coordinates\r\n * @param xy defines the X,Y coordinates where to run the pick\r\n * @param disposeWhenDone defines a boolean indicating we do not want to keep resources alive (false by default)\r\n * @returns A promise with the picking results. Always returns an array with the same length as the number of coordinates. The mesh or null at the index where no mesh was picked.\r\n */\r\n public async multiPickAsync(xy: IVector2Like[], disposeWhenDone = false): Promise<Nullable<IGPUMultiPickingInfo>> {\r\n if (!this._pickableMeshes || this._pickableMeshes.length === 0 || xy.length === 0) {\r\n return null;\r\n }\r\n\r\n if (xy.length === 1) {\r\n const pi = await this.pickAsync(xy[0].x, xy[0].y, disposeWhenDone);\r\n return {\r\n meshes: [pi?.mesh ?? null],\r\n thinInstanceIndexes: pi?.thinInstanceIndex ? [pi.thinInstanceIndex] : undefined,\r\n };\r\n }\r\n\r\n let minX = xy[0].x,\r\n maxX = xy[0].x,\r\n minY = xy[0].y,\r\n maxY = xy[0].y;\r\n\r\n for (let i = 1; i < xy.length; i++) {\r\n const { x, y } = xy[i];\r\n minX = Math.min(minX, x);\r\n maxX = Math.max(maxX, x);\r\n minY = Math.min(minY, y);\r\n maxY = Math.max(maxY, y);\r\n }\r\n\r\n const { rttSizeW, rttSizeH } = this._prepareForPicking(minX, minY);\r\n const w = Math.max(maxX - minX, 1);\r\n const h = Math.max(maxY - minY, 1);\r\n const partialCutH = rttSizeH - maxY - 1;\r\n\r\n this._preparePickingBuffer(this._engine!, rttSizeW, rttSizeH, minX, partialCutH, w, h);\r\n\r\n return await this._executeMultiPicking(xy, minX, maxY, rttSizeH, w, h, disposeWhenDone);\r\n }\r\n\r\n private _prepareForPicking(x: number, y: number) {\r\n const scene = this._cachedScene!;\r\n const engine = scene.getEngine();\r\n const rttSizeW = engine.getRenderWidth();\r\n const rttSizeH = engine.getRenderHeight();\r\n const devicePixelRatio = 1 / engine._hardwareScalingLevel;\r\n\r\n const intX = (devicePixelRatio * x) >> 0;\r\n const intY = (devicePixelRatio * y) >> 0;\r\n\r\n return { x: intX, y: intY, rttSizeW, rttSizeH };\r\n }\r\n\r\n private _preparePickingBuffer(engine: AbstractEngine, rttSizeW: number, rttSizeH: number, x: number, y: number, w = 1, h = 1) {\r\n this._meshRenderingCount = 0;\r\n\r\n const requiredBufferSize = engine.isWebGPU ? (4 * w * h + 255) & ~255 : 4 * w * h;\r\n if (!this._readbuffer || this._readbuffer.length < requiredBufferSize) {\r\n this._readbuffer = new Uint8Array(requiredBufferSize);\r\n }\r\n\r\n this._pickingTexture!.clearColor = new Color4(0, 0, 0, 0);\r\n\r\n this._pickingTexture!.onBeforeRender = () => {\r\n this._enableScissor(x, y, w, h);\r\n };\r\n\r\n this._cachedScene!.customRenderTargets.push(this._pickingTexture!);\r\n\r\n // Do we need to rebuild the RTT?\r\n const size = this._pickingTexture!.getSize();\r\n if (size.width !== rttSizeW || size.height !== rttSizeH) {\r\n this._createRenderTarget(this._cachedScene!, rttSizeW, rttSizeH);\r\n this._updateRenderList();\r\n }\r\n }\r\n\r\n // pick one pixel\r\n private _executePicking(x: number, y: number, disposeWhenDone: boolean): Promise<Nullable<IGPUPickingInfo>> {\r\n return new Promise((resolve, reject) => {\r\n if (!this._pickingTexture) {\r\n reject();\r\n }\r\n this._pickingTexture!.onAfterRender = async () => {\r\n this._disableScissor();\r\n\r\n if (this._checkRenderStatus()) {\r\n let pickedMesh: Nullable<AbstractMesh> = null;\r\n let thinInstanceIndex: number | undefined = undefined;\r\n\r\n // Remove from the active RTTs\r\n const index = this._cachedScene!.customRenderTargets.indexOf(this._pickingTexture!);\r\n if (index > -1) {\r\n this._cachedScene!.customRenderTargets.splice(index, 1);\r\n }\r\n\r\n // Do the actual picking\r\n if (await this._readTexturePixelsAsync(x, y)) {\r\n const colorId = this._getColorIdFromReadBuffer(0);\r\n\r\n // Thin?\r\n if (this._thinIdMap[colorId]) {\r\n pickedMesh = this._pickableMeshes![this._thinIdMap[colorId].meshId];\r\n thinInstanceIndex = this._thinIdMap[colorId].thinId;\r\n } else {\r\n pickedMesh = this._pickableMeshes![this._idMap[colorId]];\r\n }\r\n }\r\n\r\n if (disposeWhenDone) {\r\n this.dispose();\r\n }\r\n\r\n if (pickedMesh) {\r\n resolve({ mesh: pickedMesh, thinInstanceIndex: thinInstanceIndex });\r\n } else {\r\n resolve(null);\r\n }\r\n }\r\n };\r\n });\r\n }\r\n\r\n // pick multiple pixels\r\n private _executeMultiPicking(\r\n xy: IVector2Like[],\r\n minX: number,\r\n maxY: number,\r\n rttSizeH: number,\r\n w: number,\r\n h: number,\r\n disposeWhenDone: boolean\r\n ): Promise<Nullable<IGPUMultiPickingInfo>> {\r\n return new Promise((resolve, reject) => {\r\n if (!this._pickingTexture) {\r\n reject();\r\n }\r\n\r\n this._pickingTexture!.onAfterRender = async () => {\r\n this._disableScissor();\r\n\r\n if (this._checkRenderStatus()) {\r\n const pickedMeshes: Nullable<AbstractMesh>[] = [];\r\n const thinInstanceIndexes: number[] = [];\r\n\r\n if (await this._readTexturePixelsAsync(minX, rttSizeH - maxY - 1, w, h)) {\r\n for (let i = 0; i < xy.length; i++) {\r\n const { pickedMesh, thinInstanceIndex } = this._getMeshFromMultiplePoints(xy[i].x, xy[i].y, minX, maxY, w);\r\n pickedMeshes.push(pickedMesh);\r\n thinInstanceIndexes.push(thinInstanceIndex ?? 0);\r\n }\r\n }\r\n\r\n if (disposeWhenDone) {\r\n this.dispose();\r\n }\r\n\r\n resolve({ meshes: pickedMeshes, thinInstanceIndexes: thinInstanceIndexes });\r\n }\r\n };\r\n });\r\n }\r\n\r\n private _enableScissor(x: number, y: number, w = 1, h = 1) {\r\n if ((this._engine as WebGPUEngine | Engine).enableScissor) {\r\n (this._engine as WebGPUEngine | Engine).enableScissor(x, y, w, h);\r\n }\r\n }\r\n private _disableScissor() {\r\n if ((this._engine as WebGPUEngine | Engine).disableScissor) {\r\n (this._engine as WebGPUEngine | Engine).disableScissor();\r\n }\r\n }\r\n\r\n /**\r\n * @returns true if rendering if the picking texture has finished, otherwise false\r\n */\r\n private _checkRenderStatus(): boolean {\r\n const wasSuccessfull = this._meshRenderingCount > 0;\r\n if (wasSuccessfull) {\r\n // Remove from the active RTTs\r\n const index = this._cachedScene!.customRenderTargets.indexOf(this._pickingTexture!);\r\n if (index > -1) {\r\n this._cachedScene!.customRenderTargets.splice(index, 1);\r\n }\r\n return true;\r\n }\r\n\r\n this._meshRenderingCount = 0;\r\n return false; // Wait for shaders to be ready\r\n }\r\n\r\n private _getMeshFromMultiplePoints(x: number, y: number, minX: number, maxY: number, w: number): { pickedMesh: Nullable<AbstractMesh>; thinInstanceIndex: number | undefined } {\r\n let offsetX = (x - minX - 1) * 4;\r\n let offsetY = (maxY - y - 1) * w * 4;\r\n\r\n offsetX = Math.max(offsetX, 0);\r\n offsetY = Math.max(offsetY, 0);\r\n\r\n const colorId = this._getColorIdFromReadBuffer(offsetX + offsetY);\r\n\r\n let pickedMesh: Nullable<AbstractMesh> = null;\r\n let thinInstanceIndex: number | undefined;\r\n\r\n if (colorId > 0) {\r\n if (this._thinIdMap[colorId]) {\r\n pickedMesh = this._pickableMeshes![this._thinIdMap[colorId].meshId];\r\n thinInstanceIndex = this._thinIdMap[colorId].thinId;\r\n } else {\r\n pickedMesh = this._pickableMeshes![this._idMap[colorId]];\r\n }\r\n }\r\n\r\n return { pickedMesh, thinInstanceIndex };\r\n }\r\n\r\n /**\r\n * Updates the render list with the current pickable meshes.\r\n */\r\n private _updateRenderList() {\r\n this._pickingTexture!.renderList = [];\r\n for (const mesh of this._pickableMeshes!) {\r\n this._pickingTexture!.setMaterialForRendering(mesh, this._meshMaterialMap.get(mesh));\r\n this._pickingTexture!.renderList.push(mesh);\r\n }\r\n }\r\n\r\n private async _readTexturePixelsAsync(x: number, y: number, w = 1, h = 1) {\r\n if (!this._cachedScene || !this._pickingTexture?._texture) {\r\n return false;\r\n }\r\n const engine = this._cachedScene.getEngine();\r\n await engine._readTexturePixels(this._pickingTexture._texture, w, h, -1, 0, this._readbuffer, true, true, x, y);\r\n\r\n return true;\r\n }\r\n\r\n /** Release the resources */\r\n public dispose() {\r\n this.setPickingList(null);\r\n this._cachedScene = null;\r\n\r\n // Cleaning up\r\n this._pickingTexture?.dispose();\r\n this._pickingTexture = null;\r\n this._defaultRenderMaterial?.dispose();\r\n this._defaultRenderMaterial = null;\r\n }\r\n}\r\n"]}
package/Culling/ray.d.ts CHANGED
@@ -194,6 +194,10 @@ export declare class Ray {
194
194
  */
195
195
  unprojectRayToRef(sourceX: float, sourceY: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): void;
196
196
  }
197
+ /**
198
+ * Type used to define predicate for selecting meshes and instances (if exist)
199
+ */
200
+ export type MeshPredicate = (mesh: AbstractMesh, thinInstanceIndex: number) => boolean;
197
201
  /**
198
202
  * Type used to define predicate used to select faces when a mesh intersection is detected
199
203
  */
@@ -207,9 +211,9 @@ declare module "../scene" {
207
211
  /** @internal */
208
212
  _pickWithRayInverseMatrix: Matrix;
209
213
  /** @internal */
210
- _internalPick(rayFunction: (world: Matrix, enableDistantPicking: boolean) => Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, onlyBoundingInfo?: boolean, trianglePredicate?: TrianglePickingPredicate): PickingInfo;
214
+ _internalPick(rayFunction: (world: Matrix, enableDistantPicking: boolean) => Ray, predicate?: MeshPredicate, fastCheck?: boolean, onlyBoundingInfo?: boolean, trianglePredicate?: TrianglePickingPredicate): PickingInfo;
211
215
  /** @internal */
212
- _internalMultiPick(rayFunction: (world: Matrix, enableDistantPicking: boolean) => Ray, predicate?: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
216
+ _internalMultiPick(rayFunction: (world: Matrix, enableDistantPicking: boolean) => Ray, predicate?: MeshPredicate, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
213
217
  /** @internal */
214
218
  _internalPickForMesh(pickingInfo: Nullable<PickingInfo>, rayFunction: (world: Matrix, enableDistantPicking: boolean) => Ray, mesh: AbstractMesh, world: Matrix, fastCheck?: boolean, onlyBoundingInfo?: boolean, trianglePredicate?: TrianglePickingPredicate, skipBoundingInfo?: boolean): Nullable<PickingInfo>;
215
219
  }
package/Culling/ray.js CHANGED
@@ -624,7 +624,7 @@ Scene.prototype._internalPick = function (rayFunction, predicate, fastCheck, onl
624
624
  for (let meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
625
625
  const mesh = this.meshes[meshIndex];
626
626
  if (predicate) {
627
- if (!predicate(mesh)) {
627
+ if (!predicate(mesh, -1)) {
628
628
  continue;
629
629
  }
630
630
  }
@@ -644,6 +644,9 @@ Scene.prototype._internalPick = function (rayFunction, predicate, fastCheck, onl
644
644
  const tmpMatrix = TmpVectors.Matrix[1];
645
645
  const thinMatrices = mesh.thinInstanceGetWorldMatrices();
646
646
  for (let index = 0; index < thinMatrices.length; index++) {
647
+ if (predicate && !predicate(mesh, index)) {
648
+ continue;
649
+ }
647
650
  const thinMatrix = thinMatrices[index];
648
651
  thinMatrix.multiplyToRef(world, tmpMatrix);
649
652
  const result = this._internalPickForMesh(pickingInfo, rayFunction, mesh, tmpMatrix, fastCheck, onlyBoundingInfo, trianglePredicate, true);
@@ -679,7 +682,7 @@ Scene.prototype._internalMultiPick = function (rayFunction, predicate, triangleP
679
682
  for (let meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
680
683
  const mesh = this.meshes[meshIndex];
681
684
  if (predicate) {
682
- if (!predicate(mesh)) {
685
+ if (!predicate(mesh, -1)) {
683
686
  continue;
684
687
  }
685
688
  }
@@ -694,6 +697,9 @@ Scene.prototype._internalMultiPick = function (rayFunction, predicate, triangleP
694
697
  const tmpMatrix = TmpVectors.Matrix[1];
695
698
  const thinMatrices = mesh.thinInstanceGetWorldMatrices();
696
699
  for (let index = 0; index < thinMatrices.length; index++) {
700
+ if (predicate && !predicate(mesh, index)) {
701
+ continue;
702
+ }
697
703
  const thinMatrix = thinMatrices[index];
698
704
  thinMatrix.multiplyToRef(world, tmpMatrix);
699
705
  const result = this._internalPickForMesh(null, rayFunction, mesh, tmpMatrix, false, false, trianglePredicate, true);