@babylonjs/core 7.23.0 → 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.
- package/Animations/animatable.d.ts +4 -0
- package/Animations/animatable.js +21 -13
- package/Animations/animatable.js.map +1 -1
- package/Collisions/gpuPicker.d.ts +41 -0
- package/Collisions/gpuPicker.js +181 -71
- package/Collisions/gpuPicker.js.map +1 -1
- package/Culling/ray.d.ts +6 -2
- package/Culling/ray.js +8 -2
- package/Culling/ray.js.map +1 -1
- package/Engines/Extensions/engine.cubeTexture.js +1 -1
- package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
- package/Engines/Extensions/engine.renderTarget.d.ts +1 -1
- package/Engines/Extensions/engine.renderTarget.js +29 -36
- package/Engines/Extensions/engine.renderTarget.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.cubeTexture.js +1 -1
- package/Engines/WebGPU/Extensions/engine.cubeTexture.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.renderTarget.d.ts +1 -1
- package/Engines/WebGPU/Extensions/engine.renderTarget.js +11 -6
- package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/renderTargetWrapper.d.ts +3 -3
- package/Engines/renderTargetWrapper.js +3 -3
- package/Engines/renderTargetWrapper.js.map +1 -1
- package/Engines/thinEngine.d.ts +2 -1
- package/Engines/thinEngine.js +39 -9
- package/Engines/thinEngine.js.map +1 -1
- package/Gizmos/boundingBoxGizmo.js +20 -9
- package/Gizmos/boundingBoxGizmo.js.map +1 -1
- package/Layers/effectLayer.d.ts +1 -1
- package/Layers/effectLayer.js.map +1 -1
- package/Layers/glowLayer.js +6 -1
- package/Layers/glowLayer.js.map +1 -1
- package/Layers/highlightLayer.js +6 -1
- package/Layers/highlightLayer.js.map +1 -1
- package/Loading/sceneLoader.d.ts +22 -27
- package/Loading/sceneLoader.js +102 -74
- package/Loading/sceneLoader.js.map +1 -1
- package/Materials/Node/Blocks/Dual/textureBlock.js +1 -1
- package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
- package/Materials/Node/nodeMaterial.d.ts +4 -0
- package/Materials/Node/nodeMaterial.js +9 -2
- package/Materials/Node/nodeMaterial.js.map +1 -1
- package/Materials/Node/nodeMaterialBuildStateSharedData.d.ts +5 -2
- package/Materials/Node/nodeMaterialBuildStateSharedData.js +12 -5
- package/Materials/Node/nodeMaterialBuildStateSharedData.js.map +1 -1
- package/Materials/uniformBuffer.d.ts +6 -0
- package/Materials/uniformBuffer.js +8 -0
- package/Materials/uniformBuffer.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +9 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +20 -3
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
- package/Meshes/meshUVSpaceRenderer.d.ts +2 -1
- package/Meshes/meshUVSpaceRenderer.js +16 -3
- package/Meshes/meshUVSpaceRenderer.js.map +1 -1
- package/Physics/physicsRaycastResult.d.ts +2 -0
- package/Physics/physicsRaycastResult.js.map +1 -1
- package/Physics/v2/Plugins/havokPlugin.js +1 -1
- package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js +8 -1
- package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/taaRenderingPipeline.js +1 -0
- package/PostProcesses/RenderPipeline/Pipelines/taaRenderingPipeline.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsImportanceSamplingRenderer.js +2 -3
- package/Rendering/IBLShadows/iblShadowsImportanceSamplingRenderer.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +29 -20
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js +3 -2
- package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js.map +1 -1
- package/Rendering/fluidRenderer/fluidRenderer.d.ts +7 -9
- package/Rendering/fluidRenderer/fluidRenderer.js +16 -13
- package/Rendering/fluidRenderer/fluidRenderer.js.map +1 -1
- package/Rendering/fluidRenderer/fluidRenderingObject.d.ts +9 -1
- package/Rendering/fluidRenderer/fluidRenderingObject.js +29 -1
- package/Rendering/fluidRenderer/fluidRenderingObject.js.map +1 -1
- package/Rendering/fluidRenderer/fluidRenderingObjectCustomParticles.d.ts +3 -1
- package/Rendering/fluidRenderer/fluidRenderingObjectCustomParticles.js +12 -2
- package/Rendering/fluidRenderer/fluidRenderingObjectCustomParticles.js.map +1 -1
- package/Rendering/fluidRenderer/fluidRenderingObjectParticleSystem.d.ts +3 -1
- package/Rendering/fluidRenderer/fluidRenderingObjectParticleSystem.js +3 -2
- package/Rendering/fluidRenderer/fluidRenderingObjectParticleSystem.js.map +1 -1
- package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.d.ts +9 -1
- package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.js +22 -5
- package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.js.map +1 -1
- package/Rendering/fluidRenderer/fluidRenderingTextures.d.ts +8 -1
- package/Rendering/fluidRenderer/fluidRenderingTextures.js +42 -5
- package/Rendering/fluidRenderer/fluidRenderingTextures.js.map +1 -1
- package/Rendering/fluidRenderer/index.d.ts +18 -0
- package/Rendering/fluidRenderer/index.js +18 -0
- package/Rendering/fluidRenderer/index.js.map +1 -1
- package/Shaders/ShadersInclude/lightFragment.js +12 -10
- package/Shaders/ShadersInclude/lightFragment.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/lightFragment.js +13 -11
- package/ShadersWGSL/ShadersInclude/lightFragment.js.map +1 -1
- package/ShadersWGSL/fluidRenderingBilateralBlur.fragment.d.ts +5 -0
- package/ShadersWGSL/fluidRenderingBilateralBlur.fragment.js +13 -0
- package/ShadersWGSL/fluidRenderingBilateralBlur.fragment.js.map +1 -0
- package/ShadersWGSL/fluidRenderingParticleDepth.fragment.d.ts +5 -0
- package/ShadersWGSL/fluidRenderingParticleDepth.fragment.js +29 -0
- package/ShadersWGSL/fluidRenderingParticleDepth.fragment.js.map +1 -0
- package/ShadersWGSL/fluidRenderingParticleDepth.vertex.d.ts +5 -0
- package/ShadersWGSL/fluidRenderingParticleDepth.vertex.js +22 -0
- package/ShadersWGSL/fluidRenderingParticleDepth.vertex.js.map +1 -0
- package/ShadersWGSL/fluidRenderingParticleDiffuse.fragment.d.ts +5 -0
- package/ShadersWGSL/fluidRenderingParticleDiffuse.fragment.js +12 -0
- package/ShadersWGSL/fluidRenderingParticleDiffuse.fragment.js.map +1 -0
- package/ShadersWGSL/fluidRenderingParticleDiffuse.vertex.d.ts +5 -0
- package/ShadersWGSL/fluidRenderingParticleDiffuse.vertex.js +14 -0
- package/ShadersWGSL/fluidRenderingParticleDiffuse.vertex.js.map +1 -0
- package/ShadersWGSL/fluidRenderingParticleThickness.fragment.d.ts +5 -0
- package/ShadersWGSL/fluidRenderingParticleThickness.fragment.js +12 -0
- package/ShadersWGSL/fluidRenderingParticleThickness.fragment.js.map +1 -0
- package/ShadersWGSL/fluidRenderingParticleThickness.vertex.d.ts +5 -0
- package/ShadersWGSL/fluidRenderingParticleThickness.vertex.js +14 -0
- package/ShadersWGSL/fluidRenderingParticleThickness.vertex.js.map +1 -0
- package/ShadersWGSL/fluidRenderingRender.fragment.d.ts +5 -0
- package/ShadersWGSL/fluidRenderingRender.fragment.js +101 -0
- package/ShadersWGSL/fluidRenderingRender.fragment.js.map +1 -0
- package/ShadersWGSL/fluidRenderingStandardBlur.fragment.d.ts +5 -0
- package/ShadersWGSL/fluidRenderingStandardBlur.fragment.js +13 -0
- package/ShadersWGSL/fluidRenderingStandardBlur.fragment.js.map +1 -0
- package/Sprites/spriteRenderer.d.ts +1 -0
- package/Sprites/spriteRenderer.js +7 -2
- package/Sprites/spriteRenderer.js.map +1 -1
- package/package.json +1 -1
- package/scene.d.ts +11 -11
- package/scene.js +5 -5
- package/scene.js.map +1 -1
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@@ -1,12 +1,13 @@
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import { SubMesh } from "../subMesh.js";
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import { Mesh } from "../mesh.js";
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import { VertexData } from "../mesh.vertexData.js";
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import {
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import { Matrix, TmpVectors, Vector2, Vector3, Quaternion } from "../../Maths/math.vector.js";
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import { Matrix, Quaternion, TmpVectors, Vector2, Vector3 } from "../../Maths/math.vector.js";
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import { Logger } from "../../Misc/logger.js";
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import { GaussianSplattingMaterial } from "../../Materials/GaussianSplatting/gaussianSplattingMaterial.js";
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import { RawTexture } from "../../Materials/Textures/rawTexture.js";
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import { Tools } from "../../Misc/tools.js";
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import "../thinInstanceMesh.js";
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/**
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* Class used to render a gaussian splatting mesh
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*/
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@@ -40,8 +41,9 @@ export class GaussianSplattingMesh extends Mesh {
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* @param name defines the name of the mesh
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* @param url defines the url to load from (optional)
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* @param scene defines the hosting scene (optional)
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* @param keepInRam keep datas in ram for editing purpose
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*/
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constructor(name, url = null, scene = null) {
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constructor(name, url = null, scene = null, keepInRam = false) {
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super(name, scene);
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this._vertexCount = 0;
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this._worker = null;
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@@ -54,6 +56,13 @@ export class GaussianSplattingMesh extends Mesh {
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this._centersTexture = null;
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this._colorsTexture = null;
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this._splatPositions = null;
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//@ts-expect-error
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this._covariancesA = null;
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//@ts-expect-error
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this._covariancesB = null;
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//@ts-expect-error
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this._colors = null;
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this._keepInRam = false;
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const vertexData = new VertexData();
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vertexData.positions = [-2, -2, 0, 2, -2, 0, 2, 2, 0, -2, 2, 0];
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vertexData.indices = [0, 1, 2, 0, 2, 3];
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new SubMesh(0, 0, 4, 0, 6, this);
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this.setEnabled(false);
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this._lastModelViewMatrix = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0];
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this._keepInRam = keepInRam;
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this.loadFileAsync(url);
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}
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* if data array buffer is not ply, returns the original buffer
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* @param data the .ply data to load
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* @returns the loaded splat buffer
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* @deprecated Please use SceneLoader.ImportMeshAsync instead
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*/
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static ConvertPLYToSplat(data) {
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const ubuf = new Uint8Array(data);
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* Loads a .splat Gaussian or .ply Splatting file asynchronously
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* @param url path to the splat file to load
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* @deprecated Please use SceneLoader.ImportMeshAsync instead
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*/
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loadFileAsync(url) {
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return Tools.LoadFileAsync(url, true).then((data) => {
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colorArray[i * 4 + 2] = uBuffer[32 * i + 24 + 2] / 255;
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colorArray[i * 4 + 3] = uBuffer[32 * i + 24 + 3] / 255;
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}
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if (this._keepInRam) {
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this._covariancesA = covA;
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this._covariancesB = covB;
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this._colors = colorArray;
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}
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this._covariancesATexture = createTextureFromData(convertRgbToRgba(covA), textureSize.x, textureSize.y, 5);
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this._covariancesBTexture = createTextureFromData(convertRgbToRgba(covB), textureSize.x, textureSize.y, 5);
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this._centersTexture = createTextureFromData(convertRgbToRgba(this._splatPositions), textureSize.x, textureSize.y, 5);
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type { Scene } from \"core/scene\";\r\nimport type { DeepImmutable, FloatArray, Nullable } from \"core/types\";\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport { SubMesh } from \"../subMesh\";\r\nimport type { AbstractMesh } from \"../abstractMesh\";\r\nimport { Mesh } from \"../mesh\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\nimport { Tools } from \"core/Misc/tools\";\r\nimport { Matrix, TmpVectors, Vector2, Vector3, Quaternion } from \"core/Maths/math.vector\";\r\nimport { Logger } from \"core/Misc/logger\";\r\nimport { GaussianSplattingMaterial } from \"core/Materials/GaussianSplatting/gaussianSplattingMaterial\";\r\nimport { RawTexture } from \"core/Materials/Textures/rawTexture\";\r\nimport { Constants } from \"core/Engines/constants\";\r\n\r\n/**\r\n * Class used to render a gaussian splatting mesh\r\n */\r\nexport class GaussianSplattingMesh extends Mesh {\r\n private _vertexCount = 0;\r\n private _worker: Nullable<Worker> = null;\r\n private _frameIdLastUpdate = -1;\r\n private _modelViewMatrix = Matrix.Identity();\r\n private _material: Nullable<GaussianSplattingMaterial> = null;\r\n private _depthMix: BigInt64Array;\r\n private _canPostToWorker = true;\r\n private _lastModelViewMatrix: DeepImmutable<FloatArray>;\r\n private _covariancesATexture: Nullable<BaseTexture> = null;\r\n private _covariancesBTexture: Nullable<BaseTexture> = null;\r\n private _centersTexture: Nullable<BaseTexture> = null;\r\n private _colorsTexture: Nullable<BaseTexture> = null;\r\n private _splatPositions: Nullable<Float32Array> = null;\r\n\r\n /**\r\n * Gets the covariancesA texture\r\n */\r\n public get covariancesATexture() {\r\n return this._covariancesATexture;\r\n }\r\n\r\n /**\r\n * Gets the covariancesB texture\r\n */\r\n public get covariancesBTexture() {\r\n return this._covariancesBTexture;\r\n }\r\n\r\n /**\r\n * Gets the centers texture\r\n */\r\n public get centersTexture() {\r\n return this._centersTexture;\r\n }\r\n\r\n /**\r\n * Gets the colors texture\r\n */\r\n public get colorsTexture() {\r\n return this._colorsTexture;\r\n }\r\n\r\n /**\r\n * Creates a new gaussian splatting mesh\r\n * @param name defines the name of the mesh\r\n * @param url defines the url to load from (optional)\r\n * @param scene defines the hosting scene (optional)\r\n */\r\n constructor(name: string, url: Nullable<string> = null, scene: Nullable<Scene> = null) {\r\n super(name, scene);\r\n\r\n const vertexData = new VertexData();\r\n\r\n vertexData.positions = [-2, -2, 0, 2, -2, 0, 2, 2, 0, -2, 2, 0];\r\n vertexData.indices = [0, 1, 2, 0, 2, 3];\r\n vertexData.applyToMesh(this);\r\n\r\n this.subMeshes = [];\r\n new SubMesh(0, 0, 4, 0, 6, this);\r\n\r\n this.setEnabled(false);\r\n\r\n this._lastModelViewMatrix = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0];\r\n\r\n if (url) {\r\n this.loadFileAsync(url);\r\n }\r\n }\r\n\r\n /**\r\n * Returns the class name\r\n * @returns \"GaussianSplattingMesh\"\r\n */\r\n public override getClassName(): string {\r\n return \"GaussianSplattingMesh\";\r\n }\r\n\r\n /**\r\n * Returns the total number of vertices (splats) within the mesh\r\n * @returns the total number of vertices\r\n */\r\n public override getTotalVertices(): number {\r\n return this._vertexCount;\r\n }\r\n\r\n /**\r\n * Triggers the draw call for the mesh. Usually, you don't need to call this method by your own because the mesh rendering is handled by the scene rendering manager\r\n * @param subMesh defines the subMesh to render\r\n * @param enableAlphaMode defines if alpha mode can be changed\r\n * @param effectiveMeshReplacement defines an optional mesh used to provide info for the rendering\r\n * @returns the current mesh\r\n */\r\n public override render(subMesh: SubMesh, enableAlphaMode: boolean, effectiveMeshReplacement?: AbstractMesh): Mesh {\r\n if (!this.material) {\r\n this._material = new GaussianSplattingMaterial(this.name + \"_material\", this._scene);\r\n this.material = this._material;\r\n }\r\n\r\n const frameId = this.getScene().getFrameId();\r\n if (frameId !== this._frameIdLastUpdate && this._worker && this._scene.activeCamera && this._canPostToWorker) {\r\n this.getWorldMatrix().multiplyToRef(this._scene.activeCamera.getViewMatrix(), this._modelViewMatrix);\r\n TmpVectors.Vector3[0].set(this._lastModelViewMatrix[8], this._lastModelViewMatrix[9], this._lastModelViewMatrix[10]);\r\n TmpVectors.Vector3[1].set(this._modelViewMatrix.m[8], this._modelViewMatrix.m[9], this._modelViewMatrix.m[10]);\r\n TmpVectors.Vector3[0].normalize();\r\n TmpVectors.Vector3[1].normalize();\r\n\r\n const dot = Vector3.Dot(TmpVectors.Vector3[0], TmpVectors.Vector3[1]);\r\n if (Math.abs(dot - 1) >= 0.01) {\r\n this._frameIdLastUpdate = frameId;\r\n this._canPostToWorker = false;\r\n this._lastModelViewMatrix = this._modelViewMatrix.m.slice(0);\r\n this._worker.postMessage({ view: this._modelViewMatrix.m, depthMix: this._depthMix, useRightHandedSystem: this._scene.useRightHandedSystem }, [\r\n this._depthMix.buffer,\r\n ]);\r\n }\r\n }\r\n\r\n return super.render(subMesh, enableAlphaMode, effectiveMeshReplacement);\r\n }\r\n\r\n /**\r\n * Code from https://github.com/dylanebert/gsplat.js/blob/main/src/loaders/PLYLoader.ts Under MIT license\r\n * Converts a .ply data array buffer to splat\r\n * if data array buffer is not ply, returns the original buffer\r\n * @param data the .ply data to load\r\n * @returns the loaded splat buffer\r\n */\r\n public static ConvertPLYToSplat(data: ArrayBuffer): ArrayBuffer {\r\n const ubuf = new Uint8Array(data);\r\n const header = new TextDecoder().decode(ubuf.slice(0, 1024 * 10));\r\n const headerEnd = \"end_header\\n\";\r\n const headerEndIndex = header.indexOf(headerEnd);\r\n if (headerEndIndex < 0 || !header) {\r\n return data;\r\n }\r\n const vertexCount = parseInt(/element vertex (\\d+)\\n/.exec(header)![1]);\r\n\r\n let rowOffset = 0;\r\n const offsets: Record<string, number> = {\r\n double: 8,\r\n int: 4,\r\n uint: 4,\r\n float: 4,\r\n short: 2,\r\n ushort: 2,\r\n uchar: 1,\r\n };\r\n\r\n type PlyProperty = {\r\n name: string;\r\n type: string;\r\n offset: number;\r\n };\r\n const properties: PlyProperty[] = [];\r\n const filtered = header\r\n .slice(0, headerEndIndex)\r\n .split(\"\\n\")\r\n .filter((k) => k.startsWith(\"property \"));\r\n for (const prop of filtered) {\r\n const [, type, name] = prop.split(\" \");\r\n properties.push({ name, type, offset: rowOffset });\r\n if (offsets[type]) {\r\n rowOffset += offsets[type];\r\n } else {\r\n Logger.Error(`Unsupported property type: ${type}. Are you sure it's a valid Gaussian Splatting file?`);\r\n return new ArrayBuffer(0);\r\n }\r\n }\r\n\r\n const rowLength = 3 * 4 + 3 * 4 + 4 + 4;\r\n const SH_C0 = 0.28209479177387814;\r\n\r\n const dataView = new DataView(data, headerEndIndex + headerEnd.length);\r\n const buffer = new ArrayBuffer(rowLength * vertexCount);\r\n const q = new Quaternion();\r\n\r\n for (let i = 0; i < vertexCount; i++) {\r\n const position = new Float32Array(buffer, i * rowLength, 3);\r\n const scale = new Float32Array(buffer, i * rowLength + 12, 3);\r\n const rgba = new Uint8ClampedArray(buffer, i * rowLength + 24, 4);\r\n const rot = new Uint8ClampedArray(buffer, i * rowLength + 28, 4);\r\n\r\n let r0: number = 255;\r\n let r1: number = 0;\r\n let r2: number = 0;\r\n let r3: number = 0;\r\n\r\n for (let propertyIndex = 0; propertyIndex < properties.length; propertyIndex++) {\r\n const property = properties[propertyIndex];\r\n let value;\r\n switch (property.type) {\r\n case \"float\":\r\n value = dataView.getFloat32(property.offset + i * rowOffset, true);\r\n break;\r\n case \"int\":\r\n value = dataView.getInt32(property.offset + i * rowOffset, true);\r\n break;\r\n default:\r\n throw new Error(`Unsupported property type: ${property.type}`);\r\n }\r\n\r\n switch (property.name) {\r\n case \"x\":\r\n position[0] = value;\r\n break;\r\n case \"y\":\r\n position[1] = value;\r\n break;\r\n case \"z\":\r\n position[2] = value;\r\n break;\r\n case \"scale_0\":\r\n scale[0] = Math.exp(value);\r\n break;\r\n case \"scale_1\":\r\n scale[1] = Math.exp(value);\r\n break;\r\n case \"scale_2\":\r\n scale[2] = Math.exp(value);\r\n break;\r\n case \"red\":\r\n rgba[0] = value;\r\n break;\r\n case \"green\":\r\n rgba[1] = value;\r\n break;\r\n case \"blue\":\r\n rgba[2] = value;\r\n break;\r\n case \"f_dc_0\":\r\n rgba[0] = (0.5 + SH_C0 * value) * 255;\r\n break;\r\n case \"f_dc_1\":\r\n rgba[1] = (0.5 + SH_C0 * value) * 255;\r\n break;\r\n case \"f_dc_2\":\r\n rgba[2] = (0.5 + SH_C0 * value) * 255;\r\n break;\r\n case \"f_dc_3\":\r\n rgba[3] = (0.5 + SH_C0 * value) * 255;\r\n break;\r\n case \"opacity\":\r\n rgba[3] = (1 / (1 + Math.exp(-value))) * 255;\r\n break;\r\n case \"rot_0\":\r\n r0 = value;\r\n break;\r\n case \"rot_1\":\r\n r1 = value;\r\n break;\r\n case \"rot_2\":\r\n r2 = value;\r\n break;\r\n case \"rot_3\":\r\n r3 = value;\r\n break;\r\n }\r\n }\r\n\r\n q.set(r1, r2, r3, r0);\r\n q.normalize();\r\n rot[0] = q.w * 128 + 128;\r\n rot[1] = q.x * 128 + 128;\r\n rot[2] = q.y * 128 + 128;\r\n rot[3] = q.z * 128 + 128;\r\n }\r\n\r\n return buffer;\r\n }\r\n\r\n /**\r\n * Loads a .splat Gaussian Splatting array buffer asynchronously\r\n * @param data arraybuffer containing splat file\r\n * @returns a promise that resolves when the operation is complete\r\n */\r\n\r\n public loadDataAsync(data: ArrayBuffer): Promise<void> {\r\n return Promise.resolve(this._loadData(data));\r\n }\r\n\r\n /**\r\n * Loads a .splat Gaussian or .ply Splatting file asynchronously\r\n * @param url path to the splat file to load\r\n * @returns a promise that resolves when the operation is complete\r\n */\r\n public loadFileAsync(url: string): Promise<void> {\r\n return Tools.LoadFileAsync(url, true).then((data) => {\r\n this._loadData(GaussianSplattingMesh.ConvertPLYToSplat(data));\r\n });\r\n }\r\n\r\n /**\r\n * Releases resources associated with this mesh.\r\n * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)\r\n */\r\n public override dispose(doNotRecurse?: boolean): void {\r\n this._covariancesATexture?.dispose();\r\n this._covariancesBTexture?.dispose();\r\n this._centersTexture?.dispose();\r\n this._colorsTexture?.dispose();\r\n\r\n this._covariancesATexture = null;\r\n this._covariancesBTexture = null;\r\n this._centersTexture = null;\r\n this._colorsTexture = null;\r\n\r\n this._material?.dispose(false, true);\r\n this._material = null;\r\n\r\n this._worker?.terminate();\r\n this._worker = null;\r\n\r\n super.dispose(doNotRecurse);\r\n }\r\n\r\n private _copyTextures(source: GaussianSplattingMesh): void {\r\n this._covariancesATexture = source.covariancesATexture?.clone()!;\r\n this._covariancesBTexture = source.covariancesBTexture?.clone()!;\r\n this._centersTexture = source.centersTexture?.clone()!;\r\n this._colorsTexture = source.colorsTexture?.clone()!;\r\n }\r\n\r\n /**\r\n * Returns a new Mesh object generated from the current mesh properties.\r\n * @param name is a string, the name given to the new mesh\r\n * @returns a new Gaussian Splatting Mesh\r\n */\r\n public override clone(name: string = \"\"): GaussianSplattingMesh {\r\n const newGS = new GaussianSplattingMesh(name, undefined, this.getScene());\r\n newGS._copySource(this);\r\n newGS.makeGeometryUnique();\r\n newGS._vertexCount = this._vertexCount;\r\n newGS._copyTextures(this);\r\n newGS._modelViewMatrix = Matrix.Identity();\r\n newGS._splatPositions = this._splatPositions;\r\n newGS._instanciateWorker();\r\n\r\n const binfo = this.getBoundingInfo();\r\n newGS.getBoundingInfo().reConstruct(binfo.minimum, binfo.maximum, this.getWorldMatrix());\r\n\r\n newGS.forcedInstanceCount = newGS._vertexCount;\r\n newGS.setEnabled(true);\r\n return newGS;\r\n }\r\n\r\n private static _CreateWorker = function (self: Worker) {\r\n let vertexCount = 0;\r\n let positions: Float32Array;\r\n let depthMix: BigInt64Array;\r\n let indices: Uint32Array;\r\n let floatMix: Float32Array;\r\n\r\n self.onmessage = (e: any) => {\r\n // updated on init\r\n if (e.data.positions) {\r\n positions = e.data.positions;\r\n vertexCount = e.data.vertexCount;\r\n }\r\n // udpate on view changed\r\n else {\r\n const viewProj = e.data.view;\r\n if (!positions || !viewProj) {\r\n // Sanity check, it shouldn't happen!\r\n throw new Error(\"positions or view is not defined!\");\r\n }\r\n\r\n depthMix = e.data.depthMix;\r\n indices = new Uint32Array(depthMix.buffer);\r\n floatMix = new Float32Array(depthMix.buffer);\r\n\r\n // Sort\r\n for (let j = 0; j < vertexCount; j++) {\r\n indices[2 * j] = j;\r\n }\r\n\r\n let depthFactor = -1;\r\n if (e.data.useRightHandedSystem) {\r\n depthFactor = 1;\r\n }\r\n\r\n for (let j = 0; j < vertexCount; j++) {\r\n floatMix[2 * j + 1] = 10000 + (viewProj[2] * positions[3 * j + 0] + viewProj[6] * positions[3 * j + 1] + viewProj[10] * positions[3 * j + 2]) * depthFactor;\r\n }\r\n\r\n depthMix.sort();\r\n\r\n self.postMessage({ depthMix }, [depthMix.buffer]);\r\n }\r\n };\r\n };\r\n\r\n private _loadData(data: ArrayBuffer): void {\r\n if (!data.byteLength) {\r\n return;\r\n }\r\n // Parse the data\r\n const uBuffer = new Uint8Array(data);\r\n const fBuffer = new Float32Array(uBuffer.buffer);\r\n\r\n const rowLength = 3 * 4 + 3 * 4 + 4 + 4;\r\n const vertexCount = uBuffer.length / rowLength;\r\n\r\n this._vertexCount = vertexCount;\r\n\r\n const textureSize = this._getTextureSize(vertexCount);\r\n const textureLength = textureSize.x * textureSize.y;\r\n\r\n this._splatPositions = new Float32Array(3 * textureLength);\r\n const covA = new Float32Array(3 * textureLength);\r\n const covB = new Float32Array(3 * textureLength);\r\n\r\n const matrixRotation = TmpVectors.Matrix[0];\r\n const matrixScale = TmpVectors.Matrix[1];\r\n const quaternion = TmpVectors.Quaternion[0];\r\n\r\n const minimum = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n const maximum = new Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);\r\n\r\n for (let i = 0; i < vertexCount; i++) {\r\n const x = fBuffer[8 * i + 0];\r\n const y = -fBuffer[8 * i + 1];\r\n const z = fBuffer[8 * i + 2];\r\n\r\n this._splatPositions[3 * i + 0] = x;\r\n this._splatPositions[3 * i + 1] = y;\r\n this._splatPositions[3 * i + 2] = z;\r\n\r\n minimum.minimizeInPlaceFromFloats(x, y, z);\r\n maximum.maximizeInPlaceFromFloats(x, y, z);\r\n\r\n quaternion.set(\r\n (uBuffer[32 * i + 28 + 1] - 128) / 128,\r\n (uBuffer[32 * i + 28 + 2] - 128) / 128,\r\n (uBuffer[32 * i + 28 + 3] - 128) / 128,\r\n -(uBuffer[32 * i + 28 + 0] - 128) / 128\r\n );\r\n quaternion.toRotationMatrix(matrixRotation);\r\n\r\n Matrix.ScalingToRef(fBuffer[8 * i + 3 + 0] * 2, fBuffer[8 * i + 3 + 1] * 2, fBuffer[8 * i + 3 + 2] * 2, matrixScale);\r\n\r\n const M = matrixRotation.multiplyToRef(matrixScale, TmpVectors.Matrix[0]).m;\r\n\r\n covA[i * 3 + 0] = M[0] * M[0] + M[1] * M[1] + M[2] * M[2];\r\n covA[i * 3 + 1] = M[0] * M[4] + M[1] * M[5] + M[2] * M[6];\r\n covA[i * 3 + 2] = M[0] * M[8] + M[1] * M[9] + M[2] * M[10];\r\n covB[i * 3 + 0] = M[4] * M[4] + M[5] * M[5] + M[6] * M[6];\r\n covB[i * 3 + 1] = M[4] * M[8] + M[5] * M[9] + M[6] * M[10];\r\n covB[i * 3 + 2] = M[8] * M[8] + M[9] * M[9] + M[10] * M[10];\r\n }\r\n\r\n // Update the mesh\r\n const binfo = this.getBoundingInfo();\r\n binfo.reConstruct(minimum, maximum, this.getWorldMatrix());\r\n\r\n this.forcedInstanceCount = this._vertexCount;\r\n this.setEnabled(true);\r\n\r\n // Update the material\r\n const createTextureFromData = (data: Float32Array, width: number, height: number, format: number) => {\r\n return new RawTexture(data, width, height, format, this._scene, false, false, Constants.TEXTURE_BILINEAR_SAMPLINGMODE, Constants.TEXTURETYPE_FLOAT);\r\n };\r\n\r\n const convertRgbToRgba = (rgb: Float32Array) => {\r\n const count = rgb.length / 3;\r\n const rgba = new Float32Array(count * 4);\r\n for (let i = 0; i < count; ++i) {\r\n rgba[i * 4 + 0] = rgb[i * 3 + 0];\r\n rgba[i * 4 + 1] = rgb[i * 3 + 1];\r\n rgba[i * 4 + 2] = rgb[i * 3 + 2];\r\n rgba[i * 4 + 3] = 1.0;\r\n }\r\n return rgba;\r\n };\r\n\r\n const colorArray = new Float32Array(textureSize.x * textureSize.y * 4);\r\n for (let i = 0; i < this._vertexCount; ++i) {\r\n colorArray[i * 4 + 0] = uBuffer[32 * i + 24 + 0] / 255;\r\n colorArray[i * 4 + 1] = uBuffer[32 * i + 24 + 1] / 255;\r\n colorArray[i * 4 + 2] = uBuffer[32 * i + 24 + 2] / 255;\r\n colorArray[i * 4 + 3] = uBuffer[32 * i + 24 + 3] / 255;\r\n }\r\n\r\n this._covariancesATexture = createTextureFromData(convertRgbToRgba(covA), textureSize.x, textureSize.y, Constants.TEXTUREFORMAT_RGBA);\r\n this._covariancesBTexture = createTextureFromData(convertRgbToRgba(covB), textureSize.x, textureSize.y, Constants.TEXTUREFORMAT_RGBA);\r\n this._centersTexture = createTextureFromData(convertRgbToRgba(this._splatPositions), textureSize.x, textureSize.y, Constants.TEXTUREFORMAT_RGBA);\r\n this._colorsTexture = createTextureFromData(colorArray, textureSize.x, textureSize.y, Constants.TEXTUREFORMAT_RGBA);\r\n\r\n this._instanciateWorker();\r\n }\r\n\r\n private _instanciateWorker(): void {\r\n if (!this._vertexCount) {\r\n return;\r\n }\r\n const splatIndex = new Float32Array(this._vertexCount);\r\n\r\n this.thinInstanceSetBuffer(\"splatIndex\", splatIndex, 1, false);\r\n\r\n // Start the worker thread\r\n this._worker?.terminate();\r\n this._worker = new Worker(\r\n URL.createObjectURL(\r\n new Blob([\"(\", GaussianSplattingMesh._CreateWorker.toString(), \")(self)\"], {\r\n type: \"application/javascript\",\r\n })\r\n )\r\n );\r\n\r\n this._depthMix = new BigInt64Array(this._vertexCount);\r\n const positions = Float32Array.from(this._splatPositions!);\r\n const vertexCount = this._vertexCount;\r\n\r\n this._worker.postMessage({ positions, vertexCount }, [positions.buffer]);\r\n\r\n this._worker.onmessage = (e) => {\r\n this._depthMix = e.data.depthMix;\r\n const indexMix = new Uint32Array(e.data.depthMix.buffer);\r\n for (let j = 0; j < this._vertexCount; j++) {\r\n splatIndex[j] = indexMix[2 * j];\r\n }\r\n this.thinInstanceBufferUpdated(\"splatIndex\");\r\n this._canPostToWorker = true;\r\n };\r\n }\r\n\r\n private _getTextureSize(length: number): Vector2 {\r\n const engine = this._scene.getEngine();\r\n const width = engine.getCaps().maxTextureSize;\r\n\r\n let height = 1;\r\n\r\n if (engine.version === 1 && !engine.isWebGPU) {\r\n while (width * height < length) {\r\n height *= 2;\r\n }\r\n } else {\r\n height = Math.ceil(length / width);\r\n }\r\n\r\n if (height > width) {\r\n Logger.Error(\"GaussianSplatting texture size: (\" + width + \", \" + height + \"), maxTextureSize: \" + width);\r\n height = width;\r\n }\r\n\r\n return new Vector2(width, height);\r\n }\r\n}\r\n"]}
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+
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type { Scene } from \"core/scene\";\r\nimport type { DeepImmutable, FloatArray, Nullable } from \"core/types\";\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport { SubMesh } from \"../subMesh\";\r\nimport type { AbstractMesh } from \"../abstractMesh\";\r\nimport { Mesh } from \"../mesh\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\nimport { Matrix, Quaternion, TmpVectors, Vector2, Vector3 } from \"core/Maths/math.vector\";\r\nimport { Logger } from \"core/Misc/logger\";\r\nimport { GaussianSplattingMaterial } from \"core/Materials/GaussianSplatting/gaussianSplattingMaterial\";\r\nimport { RawTexture } from \"core/Materials/Textures/rawTexture\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { Tools } from \"core/Misc/tools\";\r\nimport \"core/Meshes/thinInstanceMesh\";\r\n\r\n/**\r\n * Class used to render a gaussian splatting mesh\r\n */\r\nexport class GaussianSplattingMesh extends Mesh {\r\n private _vertexCount = 0;\r\n private _worker: Nullable<Worker> = null;\r\n private _frameIdLastUpdate = -1;\r\n private _modelViewMatrix = Matrix.Identity();\r\n private _material: Nullable<GaussianSplattingMaterial> = null;\r\n private _depthMix: BigInt64Array;\r\n private _canPostToWorker = true;\r\n private _lastModelViewMatrix: DeepImmutable<FloatArray>;\r\n private _covariancesATexture: Nullable<BaseTexture> = null;\r\n private _covariancesBTexture: Nullable<BaseTexture> = null;\r\n private _centersTexture: Nullable<BaseTexture> = null;\r\n private _colorsTexture: Nullable<BaseTexture> = null;\r\n private _splatPositions: Nullable<Float32Array> = null;\r\n //@ts-expect-error\r\n private _covariancesA: Nullable<Float32Array> = null;\r\n //@ts-expect-error\r\n private _covariancesB: Nullable<Float32Array> = null;\r\n //@ts-expect-error\r\n private _colors: Nullable<Float32Array> = null;\r\n private readonly _keepInRam: boolean = false;\r\n\r\n /**\r\n * Gets the covariancesA texture\r\n */\r\n public get covariancesATexture() {\r\n return this._covariancesATexture;\r\n }\r\n\r\n /**\r\n * Gets the covariancesB texture\r\n */\r\n public get covariancesBTexture() {\r\n return this._covariancesBTexture;\r\n }\r\n\r\n /**\r\n * Gets the centers texture\r\n */\r\n public get centersTexture() {\r\n return this._centersTexture;\r\n }\r\n\r\n /**\r\n * Gets the colors texture\r\n */\r\n public get colorsTexture() {\r\n return this._colorsTexture;\r\n }\r\n\r\n /**\r\n * Creates a new gaussian splatting mesh\r\n * @param name defines the name of the mesh\r\n * @param url defines the url to load from (optional)\r\n * @param scene defines the hosting scene (optional)\r\n * @param keepInRam keep datas in ram for editing purpose\r\n */\r\n constructor(name: string, url: Nullable<string> = null, scene: Nullable<Scene> = null, keepInRam: boolean = false) {\r\n super(name, scene);\r\n\r\n const vertexData = new VertexData();\r\n\r\n vertexData.positions = [-2, -2, 0, 2, -2, 0, 2, 2, 0, -2, 2, 0];\r\n vertexData.indices = [0, 1, 2, 0, 2, 3];\r\n vertexData.applyToMesh(this);\r\n\r\n this.subMeshes = [];\r\n new SubMesh(0, 0, 4, 0, 6, this);\r\n\r\n this.setEnabled(false);\r\n\r\n this._lastModelViewMatrix = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0];\r\n this._keepInRam = keepInRam;\r\n if (url) {\r\n this.loadFileAsync(url);\r\n }\r\n }\r\n\r\n /**\r\n * Returns the class name\r\n * @returns \"GaussianSplattingMesh\"\r\n */\r\n public override getClassName(): string {\r\n return \"GaussianSplattingMesh\";\r\n }\r\n\r\n /**\r\n * Returns the total number of vertices (splats) within the mesh\r\n * @returns the total number of vertices\r\n */\r\n public override getTotalVertices(): number {\r\n return this._vertexCount;\r\n }\r\n\r\n /**\r\n * Triggers the draw call for the mesh. Usually, you don't need to call this method by your own because the mesh rendering is handled by the scene rendering manager\r\n * @param subMesh defines the subMesh to render\r\n * @param enableAlphaMode defines if alpha mode can be changed\r\n * @param effectiveMeshReplacement defines an optional mesh used to provide info for the rendering\r\n * @returns the current mesh\r\n */\r\n public override render(subMesh: SubMesh, enableAlphaMode: boolean, effectiveMeshReplacement?: AbstractMesh): Mesh {\r\n if (!this.material) {\r\n this._material = new GaussianSplattingMaterial(this.name + \"_material\", this._scene);\r\n this.material = this._material;\r\n }\r\n\r\n const frameId = this.getScene().getFrameId();\r\n if (frameId !== this._frameIdLastUpdate && this._worker && this._scene.activeCamera && this._canPostToWorker) {\r\n this.getWorldMatrix().multiplyToRef(this._scene.activeCamera.getViewMatrix(), this._modelViewMatrix);\r\n TmpVectors.Vector3[0].set(this._lastModelViewMatrix[8], this._lastModelViewMatrix[9], this._lastModelViewMatrix[10]);\r\n TmpVectors.Vector3[1].set(this._modelViewMatrix.m[8], this._modelViewMatrix.m[9], this._modelViewMatrix.m[10]);\r\n TmpVectors.Vector3[0].normalize();\r\n TmpVectors.Vector3[1].normalize();\r\n\r\n const dot = Vector3.Dot(TmpVectors.Vector3[0], TmpVectors.Vector3[1]);\r\n if (Math.abs(dot - 1) >= 0.01) {\r\n this._frameIdLastUpdate = frameId;\r\n this._canPostToWorker = false;\r\n this._lastModelViewMatrix = this._modelViewMatrix.m.slice(0);\r\n this._worker.postMessage({ view: this._modelViewMatrix.m, depthMix: this._depthMix, useRightHandedSystem: this._scene.useRightHandedSystem }, [\r\n this._depthMix.buffer,\r\n ]);\r\n }\r\n }\r\n\r\n return super.render(subMesh, enableAlphaMode, effectiveMeshReplacement);\r\n }\r\n\r\n /**\r\n * Code from https://github.com/dylanebert/gsplat.js/blob/main/src/loaders/PLYLoader.ts Under MIT license\r\n * Converts a .ply data array buffer to splat\r\n * if data array buffer is not ply, returns the original buffer\r\n * @param data the .ply data to load\r\n * @returns the loaded splat buffer\r\n * @deprecated Please use SceneLoader.ImportMeshAsync instead\r\n */\r\n public static ConvertPLYToSplat(data: ArrayBuffer): ArrayBuffer {\r\n const ubuf = new Uint8Array(data);\r\n const header = new TextDecoder().decode(ubuf.slice(0, 1024 * 10));\r\n const headerEnd = \"end_header\\n\";\r\n const headerEndIndex = header.indexOf(headerEnd);\r\n if (headerEndIndex < 0 || !header) {\r\n return data;\r\n }\r\n const vertexCount = parseInt(/element vertex (\\d+)\\n/.exec(header)![1]);\r\n\r\n let rowOffset = 0;\r\n const offsets: Record<string, number> = {\r\n double: 8,\r\n int: 4,\r\n uint: 4,\r\n float: 4,\r\n short: 2,\r\n ushort: 2,\r\n uchar: 1,\r\n };\r\n\r\n type PlyProperty = {\r\n name: string;\r\n type: string;\r\n offset: number;\r\n };\r\n const properties: PlyProperty[] = [];\r\n const filtered = header\r\n .slice(0, headerEndIndex)\r\n .split(\"\\n\")\r\n .filter((k) => k.startsWith(\"property \"));\r\n for (const prop of filtered) {\r\n const [, type, name] = prop.split(\" \");\r\n properties.push({ name, type, offset: rowOffset });\r\n if (offsets[type]) {\r\n rowOffset += offsets[type];\r\n } else {\r\n Logger.Error(`Unsupported property type: ${type}. Are you sure it's a valid Gaussian Splatting file?`);\r\n return new ArrayBuffer(0);\r\n }\r\n }\r\n\r\n const rowLength = 3 * 4 + 3 * 4 + 4 + 4;\r\n const SH_C0 = 0.28209479177387814;\r\n\r\n const dataView = new DataView(data, headerEndIndex + headerEnd.length);\r\n const buffer = new ArrayBuffer(rowLength * vertexCount);\r\n const q = new Quaternion();\r\n\r\n for (let i = 0; i < vertexCount; i++) {\r\n const position = new Float32Array(buffer, i * rowLength, 3);\r\n const scale = new Float32Array(buffer, i * rowLength + 12, 3);\r\n const rgba = new Uint8ClampedArray(buffer, i * rowLength + 24, 4);\r\n const rot = new Uint8ClampedArray(buffer, i * rowLength + 28, 4);\r\n\r\n let r0: number = 255;\r\n let r1: number = 0;\r\n let r2: number = 0;\r\n let r3: number = 0;\r\n\r\n for (let propertyIndex = 0; propertyIndex < properties.length; propertyIndex++) {\r\n const property = properties[propertyIndex];\r\n let value;\r\n switch (property.type) {\r\n case \"float\":\r\n value = dataView.getFloat32(property.offset + i * rowOffset, true);\r\n break;\r\n case \"int\":\r\n value = dataView.getInt32(property.offset + i * rowOffset, true);\r\n break;\r\n default:\r\n throw new Error(`Unsupported property type: ${property.type}`);\r\n }\r\n\r\n switch (property.name) {\r\n case \"x\":\r\n position[0] = value;\r\n break;\r\n case \"y\":\r\n position[1] = value;\r\n break;\r\n case \"z\":\r\n position[2] = value;\r\n break;\r\n case \"scale_0\":\r\n scale[0] = Math.exp(value);\r\n break;\r\n case \"scale_1\":\r\n scale[1] = Math.exp(value);\r\n break;\r\n case \"scale_2\":\r\n scale[2] = Math.exp(value);\r\n break;\r\n case \"red\":\r\n rgba[0] = value;\r\n break;\r\n case \"green\":\r\n rgba[1] = value;\r\n break;\r\n case \"blue\":\r\n rgba[2] = value;\r\n break;\r\n case \"f_dc_0\":\r\n rgba[0] = (0.5 + SH_C0 * value) * 255;\r\n break;\r\n case \"f_dc_1\":\r\n rgba[1] = (0.5 + SH_C0 * value) * 255;\r\n break;\r\n case \"f_dc_2\":\r\n rgba[2] = (0.5 + SH_C0 * value) * 255;\r\n break;\r\n case \"f_dc_3\":\r\n rgba[3] = (0.5 + SH_C0 * value) * 255;\r\n break;\r\n case \"opacity\":\r\n rgba[3] = (1 / (1 + Math.exp(-value))) * 255;\r\n break;\r\n case \"rot_0\":\r\n r0 = value;\r\n break;\r\n case \"rot_1\":\r\n r1 = value;\r\n break;\r\n case \"rot_2\":\r\n r2 = value;\r\n break;\r\n case \"rot_3\":\r\n r3 = value;\r\n break;\r\n }\r\n }\r\n\r\n q.set(r1, r2, r3, r0);\r\n q.normalize();\r\n rot[0] = q.w * 128 + 128;\r\n rot[1] = q.x * 128 + 128;\r\n rot[2] = q.y * 128 + 128;\r\n rot[3] = q.z * 128 + 128;\r\n }\r\n\r\n return buffer;\r\n }\r\n\r\n /**\r\n * Loads a .splat Gaussian Splatting array buffer asynchronously\r\n * @param data arraybuffer containing splat file\r\n * @returns a promise that resolves when the operation is complete\r\n */\r\n\r\n public loadDataAsync(data: ArrayBuffer): Promise<void> {\r\n return Promise.resolve(this._loadData(data));\r\n }\r\n\r\n /**\r\n * Loads a .splat Gaussian or .ply Splatting file asynchronously\r\n * @param url path to the splat file to load\r\n * @returns a promise that resolves when the operation is complete\r\n * @deprecated Please use SceneLoader.ImportMeshAsync instead\r\n */\r\n public loadFileAsync(url: string): Promise<void> {\r\n return Tools.LoadFileAsync(url, true).then((data) => {\r\n this._loadData(GaussianSplattingMesh.ConvertPLYToSplat(data));\r\n });\r\n }\r\n\r\n /**\r\n * Releases resources associated with this mesh.\r\n * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)\r\n */\r\n public override dispose(doNotRecurse?: boolean): void {\r\n this._covariancesATexture?.dispose();\r\n this._covariancesBTexture?.dispose();\r\n this._centersTexture?.dispose();\r\n this._colorsTexture?.dispose();\r\n\r\n this._covariancesATexture = null;\r\n this._covariancesBTexture = null;\r\n this._centersTexture = null;\r\n this._colorsTexture = null;\r\n\r\n this._material?.dispose(false, true);\r\n this._material = null;\r\n\r\n this._worker?.terminate();\r\n this._worker = null;\r\n\r\n super.dispose(doNotRecurse);\r\n }\r\n\r\n private _copyTextures(source: GaussianSplattingMesh): void {\r\n this._covariancesATexture = source.covariancesATexture?.clone()!;\r\n this._covariancesBTexture = source.covariancesBTexture?.clone()!;\r\n this._centersTexture = source.centersTexture?.clone()!;\r\n this._colorsTexture = source.colorsTexture?.clone()!;\r\n }\r\n\r\n /**\r\n * Returns a new Mesh object generated from the current mesh properties.\r\n * @param name is a string, the name given to the new mesh\r\n * @returns a new Gaussian Splatting Mesh\r\n */\r\n public override clone(name: string = \"\"): GaussianSplattingMesh {\r\n const newGS = new GaussianSplattingMesh(name, undefined, this.getScene());\r\n newGS._copySource(this);\r\n newGS.makeGeometryUnique();\r\n newGS._vertexCount = this._vertexCount;\r\n newGS._copyTextures(this);\r\n newGS._modelViewMatrix = Matrix.Identity();\r\n newGS._splatPositions = this._splatPositions;\r\n newGS._instanciateWorker();\r\n\r\n const binfo = this.getBoundingInfo();\r\n newGS.getBoundingInfo().reConstruct(binfo.minimum, binfo.maximum, this.getWorldMatrix());\r\n\r\n newGS.forcedInstanceCount = newGS._vertexCount;\r\n newGS.setEnabled(true);\r\n return newGS;\r\n }\r\n\r\n private static _CreateWorker = function (self: Worker) {\r\n let vertexCount = 0;\r\n let positions: Float32Array;\r\n let depthMix: BigInt64Array;\r\n let indices: Uint32Array;\r\n let floatMix: Float32Array;\r\n\r\n self.onmessage = (e: any) => {\r\n // updated on init\r\n if (e.data.positions) {\r\n positions = e.data.positions;\r\n vertexCount = e.data.vertexCount;\r\n }\r\n // udpate on view changed\r\n else {\r\n const viewProj = e.data.view;\r\n if (!positions || !viewProj) {\r\n // Sanity check, it shouldn't happen!\r\n throw new Error(\"positions or view is not defined!\");\r\n }\r\n\r\n depthMix = e.data.depthMix;\r\n indices = new Uint32Array(depthMix.buffer);\r\n floatMix = new Float32Array(depthMix.buffer);\r\n\r\n // Sort\r\n for (let j = 0; j < vertexCount; j++) {\r\n indices[2 * j] = j;\r\n }\r\n\r\n let depthFactor = -1;\r\n if (e.data.useRightHandedSystem) {\r\n depthFactor = 1;\r\n }\r\n\r\n for (let j = 0; j < vertexCount; j++) {\r\n floatMix[2 * j + 1] = 10000 + (viewProj[2] * positions[3 * j + 0] + viewProj[6] * positions[3 * j + 1] + viewProj[10] * positions[3 * j + 2]) * depthFactor;\r\n }\r\n\r\n depthMix.sort();\r\n\r\n self.postMessage({ depthMix }, [depthMix.buffer]);\r\n }\r\n };\r\n };\r\n\r\n private _loadData(data: ArrayBuffer): void {\r\n if (!data.byteLength) {\r\n return;\r\n }\r\n // Parse the data\r\n const uBuffer = new Uint8Array(data);\r\n const fBuffer = new Float32Array(uBuffer.buffer);\r\n\r\n const rowLength = 3 * 4 + 3 * 4 + 4 + 4;\r\n const vertexCount = uBuffer.length / rowLength;\r\n\r\n this._vertexCount = vertexCount;\r\n\r\n const textureSize = this._getTextureSize(vertexCount);\r\n const textureLength = textureSize.x * textureSize.y;\r\n\r\n this._splatPositions = new Float32Array(3 * textureLength);\r\n const covA = new Float32Array(3 * textureLength);\r\n const covB = new Float32Array(3 * textureLength);\r\n\r\n const matrixRotation = TmpVectors.Matrix[0];\r\n const matrixScale = TmpVectors.Matrix[1];\r\n const quaternion = TmpVectors.Quaternion[0];\r\n\r\n const minimum = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n const maximum = new Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);\r\n\r\n for (let i = 0; i < vertexCount; i++) {\r\n const x = fBuffer[8 * i + 0];\r\n const y = -fBuffer[8 * i + 1];\r\n const z = fBuffer[8 * i + 2];\r\n\r\n this._splatPositions[3 * i + 0] = x;\r\n this._splatPositions[3 * i + 1] = y;\r\n this._splatPositions[3 * i + 2] = z;\r\n\r\n minimum.minimizeInPlaceFromFloats(x, y, z);\r\n maximum.maximizeInPlaceFromFloats(x, y, z);\r\n\r\n quaternion.set(\r\n (uBuffer[32 * i + 28 + 1] - 128) / 128,\r\n (uBuffer[32 * i + 28 + 2] - 128) / 128,\r\n (uBuffer[32 * i + 28 + 3] - 128) / 128,\r\n -(uBuffer[32 * i + 28 + 0] - 128) / 128\r\n );\r\n quaternion.toRotationMatrix(matrixRotation);\r\n\r\n Matrix.ScalingToRef(fBuffer[8 * i + 3 + 0] * 2, fBuffer[8 * i + 3 + 1] * 2, fBuffer[8 * i + 3 + 2] * 2, matrixScale);\r\n\r\n const M = matrixRotation.multiplyToRef(matrixScale, TmpVectors.Matrix[0]).m;\r\n\r\n covA[i * 3 + 0] = M[0] * M[0] + M[1] * M[1] + M[2] * M[2];\r\n covA[i * 3 + 1] = M[0] * M[4] + M[1] * M[5] + M[2] * M[6];\r\n covA[i * 3 + 2] = M[0] * M[8] + M[1] * M[9] + M[2] * M[10];\r\n covB[i * 3 + 0] = M[4] * M[4] + M[5] * M[5] + M[6] * M[6];\r\n covB[i * 3 + 1] = M[4] * M[8] + M[5] * M[9] + M[6] * M[10];\r\n covB[i * 3 + 2] = M[8] * M[8] + M[9] * M[9] + M[10] * M[10];\r\n }\r\n\r\n // Update the mesh\r\n const binfo = this.getBoundingInfo();\r\n binfo.reConstruct(minimum, maximum, this.getWorldMatrix());\r\n\r\n this.forcedInstanceCount = this._vertexCount;\r\n this.setEnabled(true);\r\n\r\n // Update the material\r\n const createTextureFromData = (data: Float32Array, width: number, height: number, format: number) => {\r\n return new RawTexture(data, width, height, format, this._scene, false, false, Constants.TEXTURE_BILINEAR_SAMPLINGMODE, Constants.TEXTURETYPE_FLOAT);\r\n };\r\n\r\n const convertRgbToRgba = (rgb: Float32Array) => {\r\n const count = rgb.length / 3;\r\n const rgba = new Float32Array(count * 4);\r\n for (let i = 0; i < count; ++i) {\r\n rgba[i * 4 + 0] = rgb[i * 3 + 0];\r\n rgba[i * 4 + 1] = rgb[i * 3 + 1];\r\n rgba[i * 4 + 2] = rgb[i * 3 + 2];\r\n rgba[i * 4 + 3] = 1.0;\r\n }\r\n return rgba;\r\n };\r\n\r\n const colorArray = new Float32Array(textureSize.x * textureSize.y * 4);\r\n for (let i = 0; i < this._vertexCount; ++i) {\r\n colorArray[i * 4 + 0] = uBuffer[32 * i + 24 + 0] / 255;\r\n colorArray[i * 4 + 1] = uBuffer[32 * i + 24 + 1] / 255;\r\n colorArray[i * 4 + 2] = uBuffer[32 * i + 24 + 2] / 255;\r\n colorArray[i * 4 + 3] = uBuffer[32 * i + 24 + 3] / 255;\r\n }\r\n\r\n if (this._keepInRam) {\r\n this._covariancesA = covA;\r\n this._covariancesB = covB;\r\n this._colors = colorArray;\r\n }\r\n this._covariancesATexture = createTextureFromData(convertRgbToRgba(covA), textureSize.x, textureSize.y, Constants.TEXTUREFORMAT_RGBA);\r\n this._covariancesBTexture = createTextureFromData(convertRgbToRgba(covB), textureSize.x, textureSize.y, Constants.TEXTUREFORMAT_RGBA);\r\n this._centersTexture = createTextureFromData(convertRgbToRgba(this._splatPositions), textureSize.x, textureSize.y, Constants.TEXTUREFORMAT_RGBA);\r\n this._colorsTexture = createTextureFromData(colorArray, textureSize.x, textureSize.y, Constants.TEXTUREFORMAT_RGBA);\r\n\r\n this._instanciateWorker();\r\n }\r\n\r\n private _instanciateWorker(): void {\r\n if (!this._vertexCount) {\r\n return;\r\n }\r\n const splatIndex = new Float32Array(this._vertexCount);\r\n\r\n this.thinInstanceSetBuffer(\"splatIndex\", splatIndex, 1, false);\r\n\r\n // Start the worker thread\r\n this._worker?.terminate();\r\n this._worker = new Worker(\r\n URL.createObjectURL(\r\n new Blob([\"(\", GaussianSplattingMesh._CreateWorker.toString(), \")(self)\"], {\r\n type: \"application/javascript\",\r\n })\r\n )\r\n );\r\n\r\n this._depthMix = new BigInt64Array(this._vertexCount);\r\n const positions = Float32Array.from(this._splatPositions!);\r\n const vertexCount = this._vertexCount;\r\n\r\n this._worker.postMessage({ positions, vertexCount }, [positions.buffer]);\r\n\r\n this._worker.onmessage = (e) => {\r\n this._depthMix = e.data.depthMix;\r\n const indexMix = new Uint32Array(e.data.depthMix.buffer);\r\n for (let j = 0; j < this._vertexCount; j++) {\r\n splatIndex[j] = indexMix[2 * j];\r\n }\r\n this.thinInstanceBufferUpdated(\"splatIndex\");\r\n this._canPostToWorker = true;\r\n };\r\n }\r\n\r\n private _getTextureSize(length: number): Vector2 {\r\n const engine = this._scene.getEngine();\r\n const width = engine.getCaps().maxTextureSize;\r\n\r\n let height = 1;\r\n\r\n if (engine.version === 1 && !engine.isWebGPU) {\r\n while (width * height < length) {\r\n height *= 2;\r\n }\r\n } else {\r\n height = Math.ceil(length / width);\r\n }\r\n\r\n if (height > width) {\r\n Logger.Error(\"GaussianSplatting texture size: (\" + width + \", \" + height + \"), maxTextureSize: \" + width);\r\n height = width;\r\n }\r\n\r\n return new Vector2(width, height);\r\n }\r\n}\r\n"]}
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* If you don't set the property, a RenderTargetTexture will be created internally given the options provided to the constructor.
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texture: Texture
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@@ -72,10 +72,17 @@ export class MeshUVSpaceRenderer {
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const textureIsReady = MeshUVSpaceRenderer._IsRenderTargetTexture(this.texture) ? this.texture.isReadyForRendering() : this.texture.isReady();
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@@ -148,6 +159,7 @@ export class MeshUVSpaceRenderer {
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else if (this._configureUserCreatedTexture) {
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this._configureUserCreatedRTT();
|
|
150
161
|
}
|
|
162
|
+
// this.texture is guaranteed to be non-null here as it is created in _createDiffuseRTT above
|
|
151
163
|
if (MeshUVSpaceRenderer._IsRenderTargetTexture(this.texture)) {
|
|
152
164
|
const matrix = this._createProjectionMatrix(position, normal, size, angle);
|
|
153
165
|
const shader = MeshUVSpaceRenderer._GetShader(this._scene, this._shaderLanguage);
|
|
@@ -160,7 +172,7 @@ export class MeshUVSpaceRenderer {
|
|
|
160
172
|
* Clears the texture map
|
|
161
173
|
*/
|
|
162
174
|
clear() {
|
|
163
|
-
if (MeshUVSpaceRenderer._IsRenderTargetTexture(this.texture) && this.texture.renderTarget) {
|
|
175
|
+
if (this.texture && MeshUVSpaceRenderer._IsRenderTargetTexture(this.texture) && this.texture.renderTarget) {
|
|
164
176
|
const engine = this._scene.getEngine();
|
|
165
177
|
engine.bindFramebuffer(this.texture.renderTarget);
|
|
166
178
|
engine.clear(this.clearColor, true, true, true);
|
|
@@ -178,7 +190,7 @@ export class MeshUVSpaceRenderer {
|
|
|
178
190
|
*/
|
|
179
191
|
dispose() {
|
|
180
192
|
if (this._textureCreatedInternally) {
|
|
181
|
-
this.texture
|
|
193
|
+
this.texture?.dispose();
|
|
182
194
|
this._textureCreatedInternally = false;
|
|
183
195
|
}
|
|
184
196
|
this._configureUserCreatedTexture = true;
|
|
@@ -186,10 +198,11 @@ export class MeshUVSpaceRenderer {
|
|
|
186
198
|
this._maskTexture = null;
|
|
187
199
|
this._finalPostProcess?.dispose();
|
|
188
200
|
this._finalPostProcess = null;
|
|
201
|
+
this._isDisposed = true;
|
|
189
202
|
}
|
|
190
203
|
_configureUserCreatedRTT() {
|
|
191
204
|
this._configureUserCreatedTexture = false;
|
|
192
|
-
if (MeshUVSpaceRenderer._IsRenderTargetTexture(this.texture)) {
|
|
205
|
+
if (this.texture && MeshUVSpaceRenderer._IsRenderTargetTexture(this.texture)) {
|
|
193
206
|
this.texture.setMaterialForRendering(this._mesh, MeshUVSpaceRenderer._GetShader(this._scene, this._shaderLanguage));
|
|
194
207
|
this.texture.onClearObservable.add(() => { });
|
|
195
208
|
this.texture.renderList = [this._mesh];
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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type { Texture } from \"core/Materials/Textures/texture\";\r\nimport type { Vector3 } from \"core/Maths/math.vector\";\r\nimport type { Scene } from \"core/scene\";\r\nimport type { AbstractMesh } from \"./abstractMesh\";\r\nimport type { ThinTexture } from \"core/Materials/Textures/thinTexture\";\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport type { Nullable } from \"core/types\";\r\nimport { Matrix } from \"core/Maths/math.vector\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { ShaderMaterial } from \"core/Materials/shaderMaterial\";\r\nimport { RenderTargetTexture } from \"core/Materials/Textures/renderTargetTexture\";\r\nimport { Color4 } from \"core/Maths/math.color\";\r\nimport { PostProcess } from \"core/PostProcesses/postProcess\";\r\n\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\ndeclare module \"../scene\" {\r\n // eslint-disable-next-line jsdoc/require-jsdoc\r\n export interface Scene {\r\n /** @internal */\r\n _meshUVSpaceRendererShader: Nullable<ShaderMaterial>;\r\n /** @internal */\r\n _meshUVSpaceRendererMaskShader: Nullable<ShaderMaterial>;\r\n }\r\n}\r\n\r\n/**\r\n * Options for the MeshUVSpaceRenderer\r\n * @since 5.49.1\r\n */\r\nexport interface IMeshUVSpaceRendererOptions {\r\n /**\r\n * Width of the texture. Default: 1024\r\n */\r\n width?: number;\r\n /**\r\n * Height of the texture. Default: 1024\r\n */\r\n height?: number;\r\n /**\r\n * Type of the texture. Default: Constants.TEXTURETYPE_UNSIGNED_BYTE\r\n */\r\n textureType?: number;\r\n /**\r\n * Generate mip maps. Default: true\r\n */\r\n generateMipMaps?: boolean;\r\n /**\r\n * Optimize UV allocation. Default: true\r\n * If you plan to use the texture as a decal map and rotate / offset the texture, you should set this to false\r\n */\r\n optimizeUVAllocation?: boolean;\r\n /**\r\n * If true, a post processing effect will be applied to the texture to fix seams. Default: false\r\n */\r\n uvEdgeBlending?: boolean;\r\n}\r\n\r\n/**\r\n * Class used to render in the mesh UV space\r\n * @since 5.49.1\r\n */\r\nexport class MeshUVSpaceRenderer {\r\n private _mesh: AbstractMesh;\r\n private _scene: Scene;\r\n private _options: Required<IMeshUVSpaceRendererOptions>;\r\n private _textureCreatedInternally = false;\r\n private _configureUserCreatedTexture = true;\r\n private _maskTexture: Nullable<RenderTargetTexture> = null;\r\n private _finalPostProcess: Nullable<PostProcess> = null;\r\n private _shadersLoaded = false;\r\n\r\n private static _GetShader(scene: Scene, shaderLanguage: ShaderLanguage): ShaderMaterial {\r\n if (!scene._meshUVSpaceRendererShader) {\r\n const shader = new ShaderMaterial(\r\n \"meshUVSpaceRendererShader\",\r\n scene,\r\n {\r\n vertex: \"meshUVSpaceRenderer\",\r\n fragment: \"meshUVSpaceRenderer\",\r\n },\r\n {\r\n attributes: [\"position\", \"normal\", \"uv\"],\r\n uniforms: [\"world\", \"projMatrix\"],\r\n samplers: [\"textureSampler\"],\r\n needAlphaBlending: true,\r\n shaderLanguage: shaderLanguage,\r\n }\r\n );\r\n shader.backFaceCulling = false;\r\n shader.alphaMode = Constants.ALPHA_COMBINE;\r\n\r\n scene.onDisposeObservable.add(() => {\r\n scene._meshUVSpaceRendererShader?.dispose();\r\n scene._meshUVSpaceRendererShader = null;\r\n });\r\n\r\n scene._meshUVSpaceRendererShader = shader;\r\n }\r\n\r\n return scene._meshUVSpaceRendererShader;\r\n }\r\n\r\n private static _GetMaskShader(scene: Scene, shaderLanguage: ShaderLanguage): ShaderMaterial {\r\n if (!scene._meshUVSpaceRendererMaskShader) {\r\n const shader = new ShaderMaterial(\r\n \"meshUVSpaceRendererMaskShader\",\r\n scene,\r\n {\r\n vertex: \"meshUVSpaceRendererMasker\",\r\n fragment: \"meshUVSpaceRendererMasker\",\r\n },\r\n {\r\n attributes: [\"position\", \"uv\"],\r\n uniforms: [\"worldViewProjection\"],\r\n shaderLanguage: shaderLanguage,\r\n }\r\n );\r\n shader.backFaceCulling = false;\r\n shader.alphaMode = Constants.ALPHA_COMBINE;\r\n\r\n scene.onDisposeObservable.add(() => {\r\n scene._meshUVSpaceRendererMaskShader?.dispose();\r\n scene._meshUVSpaceRendererMaskShader = null;\r\n });\r\n\r\n scene._meshUVSpaceRendererMaskShader = shader;\r\n }\r\n return scene._meshUVSpaceRendererMaskShader;\r\n }\r\n\r\n private static _IsRenderTargetTexture(texture: ThinTexture | RenderTargetTexture): texture is RenderTargetTexture {\r\n return (texture as RenderTargetTexture).renderList !== undefined;\r\n }\r\n\r\n /**\r\n * Clear color of the texture\r\n */\r\n public clearColor = new Color4(0, 0, 0, 0);\r\n\r\n /**\r\n * Target texture used for rendering\r\n * If you don't set the property, a RenderTargetTexture will be created internally given the options provided to the constructor.\r\n * If you provide a RenderTargetTexture, it will be used directly.\r\n */\r\n public texture: Texture;\r\n\r\n /** Shader language used by the material */\r\n protected _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n /**\r\n * Gets the shader language used in this material.\r\n */\r\n public get shaderLanguage(): ShaderLanguage {\r\n return this._shaderLanguage;\r\n }\r\n\r\n /**\r\n * Creates a new MeshUVSpaceRenderer\r\n * @param mesh The mesh used for the source UV space\r\n * @param scene The scene the mesh belongs to\r\n * @param options The options to use when creating the texture\r\n */\r\n constructor(mesh: AbstractMesh, scene: Scene, options?: IMeshUVSpaceRendererOptions) {\r\n this._mesh = mesh;\r\n this._scene = scene;\r\n this._options = {\r\n width: 1024,\r\n height: 1024,\r\n textureType: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n generateMipMaps: true,\r\n optimizeUVAllocation: true,\r\n uvEdgeBlending: false,\r\n ...options,\r\n };\r\n\r\n this._initShaderSourceAsync();\r\n }\r\n\r\n private async _initShaderSourceAsync() {\r\n const engine = this._scene.getEngine();\r\n\r\n if (engine.isWebGPU) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n await Promise.all([\r\n import(\"../ShadersWGSL/meshUVSpaceRenderer.vertex\"),\r\n import(\"../ShadersWGSL/meshUVSpaceRenderer.fragment\"),\r\n import(\"../ShadersWGSL/meshUVSpaceRendererMasker.vertex\"),\r\n import(\"../ShadersWGSL/meshUVSpaceRendererMasker.fragment\"),\r\n import(\"../ShadersWGSL/meshUVSpaceRendererFinaliser.vertex\"),\r\n import(\"../ShadersWGSL/meshUVSpaceRendererFinaliser.fragment\"),\r\n ]);\r\n } else {\r\n await Promise.all([\r\n import(\"../Shaders/meshUVSpaceRenderer.vertex\"),\r\n import(\"../Shaders/meshUVSpaceRenderer.fragment\"),\r\n import(\"../Shaders/meshUVSpaceRendererMasker.vertex\"),\r\n import(\"../Shaders/meshUVSpaceRendererMasker.fragment\"),\r\n import(\"../Shaders/meshUVSpaceRendererFinaliser.vertex\"),\r\n import(\"../Shaders/meshUVSpaceRendererFinaliser.fragment\"),\r\n ]);\r\n }\r\n\r\n this._shadersLoaded = true;\r\n\r\n this._createDiffuseRTT();\r\n }\r\n\r\n /**\r\n * Checks if the texture is ready to be used\r\n * @returns true if the texture is ready to be used\r\n */\r\n public isReady(): boolean {\r\n if (!this._shadersLoaded) {\r\n return false;\r\n }\r\n\r\n if (!this.texture) {\r\n this._createDiffuseRTT();\r\n }\r\n\r\n const textureIsReady = MeshUVSpaceRenderer._IsRenderTargetTexture(this.texture) ? this.texture.isReadyForRendering() : this.texture.isReady();\r\n const maskIsReady = this._maskTexture?.isReadyForRendering() ?? true;\r\n const postProcessIsReady = this._finalPostProcess?.isReady() ?? true;\r\n\r\n return textureIsReady && maskIsReady && postProcessIsReady;\r\n }\r\n\r\n /**\r\n * Projects and renders a texture in the mesh UV space\r\n * @param texture The texture\r\n * @param position The position of the center of projection (world space coordinates)\r\n * @param normal The direction of the projection (world space coordinates)\r\n * @param size The size of the projection\r\n * @param angle The rotation angle around the direction of the projection\r\n */\r\n public renderTexture(texture: BaseTexture, position: Vector3, normal: Vector3, size: Vector3, angle = 0): void {\r\n if (!this.texture) {\r\n this._createDiffuseRTT();\r\n } else if (this._configureUserCreatedTexture) {\r\n this._configureUserCreatedRTT();\r\n }\r\n\r\n if (MeshUVSpaceRenderer._IsRenderTargetTexture(this.texture)) {\r\n const matrix = this._createProjectionMatrix(position, normal, size, angle);\r\n const shader = MeshUVSpaceRenderer._GetShader(this._scene, this._shaderLanguage);\r\n\r\n shader.setTexture(\"textureSampler\", texture);\r\n shader.setMatrix(\"projMatrix\", matrix);\r\n\r\n this.texture.render();\r\n }\r\n }\r\n\r\n /**\r\n * Clears the texture map\r\n */\r\n public clear(): void {\r\n if (MeshUVSpaceRenderer._IsRenderTargetTexture(this.texture) && this.texture.renderTarget) {\r\n const engine = this._scene.getEngine();\r\n\r\n engine.bindFramebuffer(this.texture.renderTarget);\r\n engine.clear(this.clearColor, true, true, true);\r\n engine.unBindFramebuffer(this.texture.renderTarget);\r\n }\r\n if (this._finalPostProcess?.inputTexture) {\r\n const engine = this._scene.getEngine();\r\n\r\n engine.bindFramebuffer(this._finalPostProcess?.inputTexture);\r\n engine.clear(this.clearColor, true, true, true);\r\n engine.unBindFramebuffer(this._finalPostProcess?.inputTexture);\r\n }\r\n }\r\n\r\n /**\r\n * Disposes of the resources\r\n */\r\n public dispose() {\r\n if (this._textureCreatedInternally) {\r\n this.texture.dispose();\r\n this._textureCreatedInternally = false;\r\n }\r\n this._configureUserCreatedTexture = true;\r\n this._maskTexture?.dispose();\r\n this._maskTexture = null;\r\n this._finalPostProcess?.dispose();\r\n this._finalPostProcess = null;\r\n }\r\n\r\n private _configureUserCreatedRTT(): void {\r\n this._configureUserCreatedTexture = false;\r\n if (MeshUVSpaceRenderer._IsRenderTargetTexture(this.texture)) {\r\n this.texture.setMaterialForRendering(this._mesh, MeshUVSpaceRenderer._GetShader(this._scene, this._shaderLanguage));\r\n this.texture.onClearObservable.add(() => {});\r\n this.texture.renderList = [this._mesh];\r\n if (this._options.uvEdgeBlending) {\r\n this._createMaskTexture();\r\n this._createPostProcess();\r\n this.texture.addPostProcess(this._finalPostProcess!);\r\n }\r\n }\r\n }\r\n\r\n private _createDiffuseRTT(): void {\r\n this._textureCreatedInternally = true;\r\n\r\n const texture = this._createRenderTargetTexture(this._options.width, this._options.height);\r\n\r\n texture.setMaterialForRendering(this._mesh, MeshUVSpaceRenderer._GetShader(this._scene, this._shaderLanguage));\r\n\r\n this.texture = texture;\r\n this._configureUserCreatedTexture = false;\r\n if (this._options.uvEdgeBlending) {\r\n this._createMaskTexture();\r\n this._createPostProcess();\r\n texture.addPostProcess(this._finalPostProcess!);\r\n }\r\n }\r\n\r\n private _createMaskTexture(): void {\r\n if (this._maskTexture) {\r\n return;\r\n }\r\n\r\n this._maskTexture = new RenderTargetTexture(\r\n this._mesh.name + \"_maskTexture\",\r\n { width: this._options.width, height: this._options.height },\r\n this._scene,\r\n false, // No mipmaps for the mask texture\r\n true,\r\n Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n false,\r\n Constants.TEXTURE_BILINEAR_SAMPLINGMODE,\r\n undefined,\r\n undefined,\r\n undefined,\r\n Constants.TEXTUREFORMAT_R\r\n );\r\n\r\n this._maskTexture.clearColor = new Color4(0, 0, 0, 0);\r\n\r\n // Render the mesh with the mask material to the mask texture\r\n this._maskTexture.renderList!.push(this._mesh);\r\n this._maskTexture.setMaterialForRendering(this._mesh, MeshUVSpaceRenderer._GetMaskShader(this._scene, this._shaderLanguage));\r\n\r\n // Ensure the mask texture is updated\r\n this._maskTexture.refreshRate = RenderTargetTexture.REFRESHRATE_RENDER_ONCE;\r\n this._scene.customRenderTargets.push(this._maskTexture);\r\n }\r\n\r\n private _createPostProcess(): void {\r\n if (this._finalPostProcess) {\r\n return;\r\n }\r\n\r\n this._finalPostProcess = new PostProcess(\r\n this._mesh.name + \"_fixSeamsPostProcess\",\r\n \"meshUVSpaceRendererFinaliser\",\r\n [\"textureSize\"],\r\n [\"textureSampler\", \"maskTextureSampler\"],\r\n 1.0,\r\n null,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false,\r\n null,\r\n this._options.textureType,\r\n undefined,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._shaderLanguage\r\n );\r\n\r\n this._finalPostProcess.onApplyObservable.add((effect) => {\r\n effect.setTexture(\"maskTextureSampler\", this._maskTexture);\r\n effect.setFloat2(\"textureSize\", this._options.width, this._options.height);\r\n });\r\n }\r\n\r\n private _createRenderTargetTexture(width: number, height: number): RenderTargetTexture {\r\n const rtt = new RenderTargetTexture(\r\n this._mesh.name + \"_uvspaceTexture\",\r\n { width, height },\r\n this._scene,\r\n this._options.generateMipMaps,\r\n true,\r\n this._options.textureType,\r\n false,\r\n this._options.generateMipMaps ? Constants.TEXTURE_TRILINEAR_SAMPLINGMODE : Constants.TEXTURE_BILINEAR_SAMPLINGMODE,\r\n false,\r\n false,\r\n false,\r\n Constants.TEXTUREFORMAT_RGBA\r\n );\r\n\r\n rtt.renderParticles = false;\r\n rtt.optimizeUVAllocation = !!this._options.optimizeUVAllocation;\r\n\r\n rtt.onClearObservable.addOnce(() => {\r\n this._scene.getEngine().clear(this.clearColor, true, true, true);\r\n rtt.onClearObservable.add(() => {}); // this disables clearing the texture for the next frames\r\n });\r\n\r\n rtt.renderList = [this._mesh];\r\n\r\n return rtt;\r\n }\r\n\r\n private _createProjectionMatrix(position: Vector3, normal: Vector3, size: Vector3, angle = 0): Matrix {\r\n const yaw = -Math.atan2(normal.z, normal.x) - Math.PI / 2;\r\n const len = Math.sqrt(normal.x * normal.x + normal.z * normal.z);\r\n const pitch = Math.atan2(normal.y, len);\r\n\r\n const p = position.add(normal.scale(size.z * 0.5));\r\n\r\n const projWorldMatrix = Matrix.RotationYawPitchRoll(yaw, pitch, angle).multiply(Matrix.Translation(p.x, p.y, p.z));\r\n const inverseProjWorldMatrix = Matrix.Invert(projWorldMatrix);\r\n\r\n const projMatrix = Matrix.FromArray([2 / size.x, 0, 0, 0, 0, 2 / size.y, 0, 0, 0, 0, 1 / size.z, 0, 0, 0, 0, 1]);\r\n\r\n const screenMatrix = Matrix.FromArray([0.5, 0, 0, 0, 0, 0.5, 0, 0, 0, 0, 1, 0, 0.5, 0.5, 0.0, 1]);\r\n\r\n return inverseProjWorldMatrix.multiply(projMatrix).multiply(screenMatrix);\r\n }\r\n}\r\n"]}
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1
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+
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type { Texture } from \"core/Materials/Textures/texture\";\r\nimport type { Vector3 } from \"core/Maths/math.vector\";\r\nimport type { Scene } from \"core/scene\";\r\nimport type { AbstractMesh } from \"./abstractMesh\";\r\nimport type { ThinTexture } from \"core/Materials/Textures/thinTexture\";\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport type { Nullable } from \"core/types\";\r\nimport { Matrix } from \"core/Maths/math.vector\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { ShaderMaterial } from \"core/Materials/shaderMaterial\";\r\nimport { RenderTargetTexture } from \"core/Materials/Textures/renderTargetTexture\";\r\nimport { Color4 } from \"core/Maths/math.color\";\r\nimport { PostProcess } from \"core/PostProcesses/postProcess\";\r\n\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\ndeclare module \"../scene\" {\r\n // eslint-disable-next-line jsdoc/require-jsdoc\r\n export interface Scene {\r\n /** @internal */\r\n _meshUVSpaceRendererShader: Nullable<ShaderMaterial>;\r\n /** @internal */\r\n _meshUVSpaceRendererMaskShader: Nullable<ShaderMaterial>;\r\n }\r\n}\r\n\r\n/**\r\n * Options for the MeshUVSpaceRenderer\r\n * @since 5.49.1\r\n */\r\nexport interface IMeshUVSpaceRendererOptions {\r\n /**\r\n * Width of the texture. Default: 1024\r\n */\r\n width?: number;\r\n /**\r\n * Height of the texture. Default: 1024\r\n */\r\n height?: number;\r\n /**\r\n * Type of the texture. Default: Constants.TEXTURETYPE_UNSIGNED_BYTE\r\n */\r\n textureType?: number;\r\n /**\r\n * Generate mip maps. Default: true\r\n */\r\n generateMipMaps?: boolean;\r\n /**\r\n * Optimize UV allocation. Default: true\r\n * If you plan to use the texture as a decal map and rotate / offset the texture, you should set this to false\r\n */\r\n optimizeUVAllocation?: boolean;\r\n /**\r\n * If true, a post processing effect will be applied to the texture to fix seams. Default: false\r\n */\r\n uvEdgeBlending?: boolean;\r\n}\r\n\r\n/**\r\n * Class used to render in the mesh UV space\r\n * @since 5.49.1\r\n */\r\nexport class MeshUVSpaceRenderer {\r\n private _mesh: AbstractMesh;\r\n private _scene: Scene;\r\n private _options: Required<IMeshUVSpaceRendererOptions>;\r\n private _textureCreatedInternally = false;\r\n private _configureUserCreatedTexture = true;\r\n private _maskTexture: Nullable<RenderTargetTexture> = null;\r\n private _finalPostProcess: Nullable<PostProcess> = null;\r\n private _shadersLoaded = false;\r\n private _isDisposed = false;\r\n\r\n private static _GetShader(scene: Scene, shaderLanguage: ShaderLanguage): ShaderMaterial {\r\n if (!scene._meshUVSpaceRendererShader) {\r\n const shader = new ShaderMaterial(\r\n \"meshUVSpaceRendererShader\",\r\n scene,\r\n {\r\n vertex: \"meshUVSpaceRenderer\",\r\n fragment: \"meshUVSpaceRenderer\",\r\n },\r\n {\r\n attributes: [\"position\", \"normal\", \"uv\"],\r\n uniforms: [\"world\", \"projMatrix\"],\r\n samplers: [\"textureSampler\"],\r\n needAlphaBlending: true,\r\n shaderLanguage: shaderLanguage,\r\n }\r\n );\r\n shader.backFaceCulling = false;\r\n shader.alphaMode = Constants.ALPHA_COMBINE;\r\n\r\n scene.onDisposeObservable.add(() => {\r\n scene._meshUVSpaceRendererShader?.dispose();\r\n scene._meshUVSpaceRendererShader = null;\r\n });\r\n\r\n scene._meshUVSpaceRendererShader = shader;\r\n }\r\n\r\n return scene._meshUVSpaceRendererShader;\r\n }\r\n\r\n private static _GetMaskShader(scene: Scene, shaderLanguage: ShaderLanguage): ShaderMaterial {\r\n if (!scene._meshUVSpaceRendererMaskShader) {\r\n const shader = new ShaderMaterial(\r\n \"meshUVSpaceRendererMaskShader\",\r\n scene,\r\n {\r\n vertex: \"meshUVSpaceRendererMasker\",\r\n fragment: \"meshUVSpaceRendererMasker\",\r\n },\r\n {\r\n attributes: [\"position\", \"uv\"],\r\n uniforms: [\"worldViewProjection\"],\r\n shaderLanguage: shaderLanguage,\r\n }\r\n );\r\n shader.backFaceCulling = false;\r\n shader.alphaMode = Constants.ALPHA_COMBINE;\r\n\r\n scene.onDisposeObservable.add(() => {\r\n scene._meshUVSpaceRendererMaskShader?.dispose();\r\n scene._meshUVSpaceRendererMaskShader = null;\r\n });\r\n\r\n scene._meshUVSpaceRendererMaskShader = shader;\r\n }\r\n return scene._meshUVSpaceRendererMaskShader;\r\n }\r\n\r\n private static _IsRenderTargetTexture(texture: ThinTexture | RenderTargetTexture): texture is RenderTargetTexture {\r\n return (texture as RenderTargetTexture).renderList !== undefined;\r\n }\r\n\r\n /**\r\n * Clear color of the texture\r\n */\r\n public clearColor = new Color4(0, 0, 0, 0);\r\n\r\n /**\r\n * Target texture used for rendering\r\n * If you don't set the property, a RenderTargetTexture will be created internally given the options provided to the constructor.\r\n * If you provide a RenderTargetTexture, it will be used directly.\r\n */\r\n public texture: Nullable<Texture> = null;\r\n\r\n /** Shader language used by the material */\r\n protected _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n /**\r\n * Gets the shader language used in this material.\r\n */\r\n public get shaderLanguage(): ShaderLanguage {\r\n return this._shaderLanguage;\r\n }\r\n\r\n /**\r\n * Creates a new MeshUVSpaceRenderer\r\n * @param mesh The mesh used for the source UV space\r\n * @param scene The scene the mesh belongs to\r\n * @param options The options to use when creating the texture\r\n */\r\n constructor(mesh: AbstractMesh, scene: Scene, options?: IMeshUVSpaceRendererOptions) {\r\n this._mesh = mesh;\r\n this._scene = scene;\r\n this._options = {\r\n width: 1024,\r\n height: 1024,\r\n textureType: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n generateMipMaps: true,\r\n optimizeUVAllocation: true,\r\n uvEdgeBlending: false,\r\n ...options,\r\n };\r\n\r\n this._initShaderSourceAsync();\r\n }\r\n\r\n private async _initShaderSourceAsync() {\r\n const engine = this._scene.getEngine();\r\n\r\n if (engine.isWebGPU) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n await Promise.all([\r\n import(\"../ShadersWGSL/meshUVSpaceRenderer.vertex\"),\r\n import(\"../ShadersWGSL/meshUVSpaceRenderer.fragment\"),\r\n import(\"../ShadersWGSL/meshUVSpaceRendererMasker.vertex\"),\r\n import(\"../ShadersWGSL/meshUVSpaceRendererMasker.fragment\"),\r\n import(\"../ShadersWGSL/meshUVSpaceRendererFinaliser.vertex\"),\r\n import(\"../ShadersWGSL/meshUVSpaceRendererFinaliser.fragment\"),\r\n ]);\r\n } else {\r\n await Promise.all([\r\n import(\"../Shaders/meshUVSpaceRenderer.vertex\"),\r\n import(\"../Shaders/meshUVSpaceRenderer.fragment\"),\r\n import(\"../Shaders/meshUVSpaceRendererMasker.vertex\"),\r\n import(\"../Shaders/meshUVSpaceRendererMasker.fragment\"),\r\n import(\"../Shaders/meshUVSpaceRendererFinaliser.vertex\"),\r\n import(\"../Shaders/meshUVSpaceRendererFinaliser.fragment\"),\r\n ]);\r\n }\r\n\r\n if (this._isDisposed) {\r\n return;\r\n }\r\n\r\n this._shadersLoaded = true;\r\n\r\n this._createDiffuseRTT();\r\n }\r\n\r\n /**\r\n * Checks if the texture is ready to be used\r\n * @returns true if the texture is ready to be used\r\n */\r\n public isReady(): boolean {\r\n if (!this._shadersLoaded) {\r\n return false;\r\n }\r\n\r\n if (!this.texture) {\r\n this._createDiffuseRTT();\r\n }\r\n\r\n // this.texture is guaranteed to be non-null here as it is created in _createDiffuseRTT above\r\n const textureIsReady = MeshUVSpaceRenderer._IsRenderTargetTexture(this.texture!) ? this.texture.isReadyForRendering() : this.texture!.isReady();\r\n const maskIsReady = this._maskTexture?.isReadyForRendering() ?? true;\r\n const postProcessIsReady = this._finalPostProcess?.isReady() ?? true;\r\n\r\n return textureIsReady && maskIsReady && postProcessIsReady;\r\n }\r\n\r\n /**\r\n * Projects and renders a texture in the mesh UV space\r\n * @param texture The texture\r\n * @param position The position of the center of projection (world space coordinates)\r\n * @param normal The direction of the projection (world space coordinates)\r\n * @param size The size of the projection\r\n * @param angle The rotation angle around the direction of the projection\r\n */\r\n public renderTexture(texture: BaseTexture, position: Vector3, normal: Vector3, size: Vector3, angle = 0): void {\r\n if (!this.texture) {\r\n this._createDiffuseRTT();\r\n } else if (this._configureUserCreatedTexture) {\r\n this._configureUserCreatedRTT();\r\n }\r\n\r\n // this.texture is guaranteed to be non-null here as it is created in _createDiffuseRTT above\r\n if (MeshUVSpaceRenderer._IsRenderTargetTexture(this.texture!)) {\r\n const matrix = this._createProjectionMatrix(position, normal, size, angle);\r\n const shader = MeshUVSpaceRenderer._GetShader(this._scene, this._shaderLanguage);\r\n\r\n shader.setTexture(\"textureSampler\", texture);\r\n shader.setMatrix(\"projMatrix\", matrix);\r\n\r\n this.texture.render();\r\n }\r\n }\r\n\r\n /**\r\n * Clears the texture map\r\n */\r\n public clear(): void {\r\n if (this.texture && MeshUVSpaceRenderer._IsRenderTargetTexture(this.texture) && this.texture.renderTarget) {\r\n const engine = this._scene.getEngine();\r\n\r\n engine.bindFramebuffer(this.texture.renderTarget);\r\n engine.clear(this.clearColor, true, true, true);\r\n engine.unBindFramebuffer(this.texture.renderTarget);\r\n }\r\n if (this._finalPostProcess?.inputTexture) {\r\n const engine = this._scene.getEngine();\r\n\r\n engine.bindFramebuffer(this._finalPostProcess?.inputTexture);\r\n engine.clear(this.clearColor, true, true, true);\r\n engine.unBindFramebuffer(this._finalPostProcess?.inputTexture);\r\n }\r\n }\r\n\r\n /**\r\n * Disposes of the resources\r\n */\r\n public dispose() {\r\n if (this._textureCreatedInternally) {\r\n this.texture?.dispose();\r\n this._textureCreatedInternally = false;\r\n }\r\n this._configureUserCreatedTexture = true;\r\n this._maskTexture?.dispose();\r\n this._maskTexture = null;\r\n this._finalPostProcess?.dispose();\r\n this._finalPostProcess = null;\r\n this._isDisposed = true;\r\n }\r\n\r\n private _configureUserCreatedRTT(): void {\r\n this._configureUserCreatedTexture = false;\r\n if (this.texture && MeshUVSpaceRenderer._IsRenderTargetTexture(this.texture)) {\r\n this.texture.setMaterialForRendering(this._mesh, MeshUVSpaceRenderer._GetShader(this._scene, this._shaderLanguage));\r\n this.texture.onClearObservable.add(() => {});\r\n this.texture.renderList = [this._mesh];\r\n if (this._options.uvEdgeBlending) {\r\n this._createMaskTexture();\r\n this._createPostProcess();\r\n this.texture.addPostProcess(this._finalPostProcess!);\r\n }\r\n }\r\n }\r\n\r\n private _createDiffuseRTT(): void {\r\n this._textureCreatedInternally = true;\r\n\r\n const texture = this._createRenderTargetTexture(this._options.width, this._options.height);\r\n\r\n texture.setMaterialForRendering(this._mesh, MeshUVSpaceRenderer._GetShader(this._scene, this._shaderLanguage));\r\n\r\n this.texture = texture;\r\n this._configureUserCreatedTexture = false;\r\n if (this._options.uvEdgeBlending) {\r\n this._createMaskTexture();\r\n this._createPostProcess();\r\n texture.addPostProcess(this._finalPostProcess!);\r\n }\r\n }\r\n\r\n private _createMaskTexture(): void {\r\n if (this._maskTexture) {\r\n return;\r\n }\r\n\r\n this._maskTexture = new RenderTargetTexture(\r\n this._mesh.name + \"_maskTexture\",\r\n { width: this._options.width, height: this._options.height },\r\n this._scene,\r\n false, // No mipmaps for the mask texture\r\n true,\r\n Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n false,\r\n Constants.TEXTURE_BILINEAR_SAMPLINGMODE,\r\n undefined,\r\n undefined,\r\n undefined,\r\n Constants.TEXTUREFORMAT_R\r\n );\r\n\r\n this._maskTexture.clearColor = new Color4(0, 0, 0, 0);\r\n\r\n // Render the mesh with the mask material to the mask texture\r\n this._maskTexture.renderList!.push(this._mesh);\r\n this._maskTexture.setMaterialForRendering(this._mesh, MeshUVSpaceRenderer._GetMaskShader(this._scene, this._shaderLanguage));\r\n\r\n // Ensure the mask texture is updated\r\n this._maskTexture.refreshRate = RenderTargetTexture.REFRESHRATE_RENDER_ONCE;\r\n this._scene.customRenderTargets.push(this._maskTexture);\r\n }\r\n\r\n private _createPostProcess(): void {\r\n if (this._finalPostProcess) {\r\n return;\r\n }\r\n\r\n this._finalPostProcess = new PostProcess(\r\n this._mesh.name + \"_fixSeamsPostProcess\",\r\n \"meshUVSpaceRendererFinaliser\",\r\n [\"textureSize\"],\r\n [\"textureSampler\", \"maskTextureSampler\"],\r\n 1.0,\r\n null,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false,\r\n null,\r\n this._options.textureType,\r\n undefined,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._shaderLanguage\r\n );\r\n\r\n this._finalPostProcess.onApplyObservable.add((effect) => {\r\n effect.setTexture(\"maskTextureSampler\", this._maskTexture);\r\n effect.setFloat2(\"textureSize\", this._options.width, this._options.height);\r\n });\r\n }\r\n\r\n private _createRenderTargetTexture(width: number, height: number): RenderTargetTexture {\r\n const rtt = new RenderTargetTexture(\r\n this._mesh.name + \"_uvspaceTexture\",\r\n { width, height },\r\n this._scene,\r\n this._options.generateMipMaps,\r\n true,\r\n this._options.textureType,\r\n false,\r\n this._options.generateMipMaps ? Constants.TEXTURE_TRILINEAR_SAMPLINGMODE : Constants.TEXTURE_BILINEAR_SAMPLINGMODE,\r\n false,\r\n false,\r\n false,\r\n Constants.TEXTUREFORMAT_RGBA\r\n );\r\n\r\n rtt.renderParticles = false;\r\n rtt.optimizeUVAllocation = !!this._options.optimizeUVAllocation;\r\n\r\n rtt.onClearObservable.addOnce(() => {\r\n this._scene.getEngine().clear(this.clearColor, true, true, true);\r\n rtt.onClearObservable.add(() => {}); // this disables clearing the texture for the next frames\r\n });\r\n\r\n rtt.renderList = [this._mesh];\r\n\r\n return rtt;\r\n }\r\n\r\n private _createProjectionMatrix(position: Vector3, normal: Vector3, size: Vector3, angle = 0): Matrix {\r\n const yaw = -Math.atan2(normal.z, normal.x) - Math.PI / 2;\r\n const len = Math.sqrt(normal.x * normal.x + normal.z * normal.z);\r\n const pitch = Math.atan2(normal.y, len);\r\n\r\n const p = position.add(normal.scale(size.z * 0.5));\r\n\r\n const projWorldMatrix = Matrix.RotationYawPitchRoll(yaw, pitch, angle).multiply(Matrix.Translation(p.x, p.y, p.z));\r\n const inverseProjWorldMatrix = Matrix.Invert(projWorldMatrix);\r\n\r\n const projMatrix = Matrix.FromArray([2 / size.x, 0, 0, 0, 0, 2 / size.y, 0, 0, 0, 0, 1 / size.z, 0, 0, 0, 0, 1]);\r\n\r\n const screenMatrix = Matrix.FromArray([0.5, 0, 0, 0, 0, 0.5, 0, 0, 0, 0, 1, 0, 0.5, 0.5, 0.0, 1]);\r\n\r\n return inverseProjWorldMatrix.multiply(projMatrix).multiply(screenMatrix);\r\n }\r\n}\r\n"]}
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"physicsRaycastResult.js","sourceRoot":"","sources":["../../../../dev/core/src/Physics/physicsRaycastResult.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,OAAO,EAAE,MAAM,sBAAsB,CAAC;AAC/C,OAAO,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;
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1
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+
{"version":3,"file":"physicsRaycastResult.js","sourceRoot":"","sources":["../../../../dev/core/src/Physics/physicsRaycastResult.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,OAAO,EAAE,MAAM,sBAAsB,CAAC;AAC/C,OAAO,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAehD;;;GAGG;AACH,MAAM,OAAO,oBAAqB,SAAQ,aAAa;IAAvD;;QACY,iBAAY,GAAW,CAAC,CAAC;QACzB,kBAAa,GAAY,OAAO,CAAC,IAAI,EAAE,CAAC;QACxC,gBAAW,GAAY,OAAO,CAAC,IAAI,EAAE,CAAC;IAgElD,CAAC;IA9DG;;OAEG;IACH,IAAI,WAAW;QACX,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IAED;;OAEG;IACH,IAAI,cAAc;QACd,OAAO,IAAI,CAAC,UAAU,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAI,aAAa;QACb,OAAO,IAAI,CAAC,SAAS,CAAC;IAC1B,CAAC;IAED;;OAEG;IACH,IAAI,YAAY;QACZ,OAAO,IAAI,CAAC,aAAa,CAAC;IAC9B,CAAC;IAED;;OAEG;IACH,IAAI,UAAU;QACV,OAAO,IAAI,CAAC,WAAW,CAAC;IAC5B,CAAC;IAED;;;OAGG;IACI,cAAc,CAAC,QAAgB;QAClC,IAAI,CAAC,YAAY,GAAG,QAAQ,CAAC;IACjC,CAAC;IAED;;OAEG;IACI,oBAAoB;QACvB,IAAI,CAAC,YAAY,GAAG,OAAO,CAAC,QAAQ,CAAC,IAAI,CAAC,aAAa,EAAE,IAAI,CAAC,SAAS,CAAC,CAAC;IAC7E,CAAC;IAED;;;;OAIG;IACa,KAAK,CAAC,OAAgB,OAAO,CAAC,IAAI,EAAE,EAAE,KAAc,OAAO,CAAC,IAAI,EAAE;QAC9E,KAAK,CAAC,KAAK,EAAE,CAAC;QACd,IAAI,CAAC,aAAa,CAAC,QAAQ,CAAC,IAAI,CAAC,CAAC;QAClC,IAAI,CAAC,WAAW,CAAC,QAAQ,CAAC,EAAE,CAAC,CAAC;QAE9B,IAAI,CAAC,YAAY,GAAG,CAAC,CAAC;IAC1B,CAAC;CACJ","sourcesContent":["import { Vector3 } from \"../Maths/math.vector\";\r\nimport { CastingResult } from \"./castingResult\";\r\n\r\n/**\r\n * Interface for query parameters in the raycast function.\r\n * @see the \"Collision Filtering\" section in https://github.com/eoineoineoin/glTF/tree/MSFT_RigidBodies/extensions/2.0/Vendor/MSFT_collision_primitives\r\n */\r\nexport interface IRaycastQuery {\r\n /** Membership mask */\r\n membership?: number;\r\n /** CollideWith mask */\r\n collideWith?: number;\r\n /** Should trigger collisions be considered in the query? */\r\n shouldHitTriggers?: boolean;\r\n}\r\n\r\n/**\r\n * Holds the data for the raycast result\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine\r\n */\r\nexport class PhysicsRaycastResult extends CastingResult {\r\n private _hitDistance: number = 0;\r\n private _rayFromWorld: Vector3 = Vector3.Zero();\r\n private _rayToWorld: Vector3 = Vector3.Zero();\r\n\r\n /**\r\n * Gets the distance from the hit\r\n */\r\n get hitDistance(): number {\r\n return this._hitDistance;\r\n }\r\n\r\n /**\r\n * Gets the hit normal/direction in the world\r\n */\r\n get hitNormalWorld(): Vector3 {\r\n return this._hitNormal;\r\n }\r\n\r\n /**\r\n * Gets the hit point in the world\r\n */\r\n get hitPointWorld(): Vector3 {\r\n return this._hitPoint;\r\n }\r\n\r\n /**\r\n * Gets the ray \"start point\" of the ray in the world\r\n */\r\n get rayFromWorld(): Vector3 {\r\n return this._rayFromWorld;\r\n }\r\n\r\n /**\r\n * Gets the ray \"end point\" of the ray in the world\r\n */\r\n get rayToWorld(): Vector3 {\r\n return this._rayToWorld;\r\n }\r\n\r\n /**\r\n * Sets the distance from the start point to the hit point\r\n * @param distance defines the distance to set\r\n */\r\n public setHitDistance(distance: number) {\r\n this._hitDistance = distance;\r\n }\r\n\r\n /**\r\n * Calculates the distance manually\r\n */\r\n public calculateHitDistance() {\r\n this._hitDistance = Vector3.Distance(this._rayFromWorld, this._hitPoint);\r\n }\r\n\r\n /**\r\n * Resets all the values to default\r\n * @param from The from point on world space\r\n * @param to The to point on world space\r\n */\r\n public override reset(from: Vector3 = Vector3.Zero(), to: Vector3 = Vector3.Zero()) {\r\n super.reset();\r\n this._rayFromWorld.copyFrom(from);\r\n this._rayToWorld.copyFrom(to);\r\n\r\n this._hitDistance = 0;\r\n }\r\n}\r\n"]}
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@@ -1876,8 +1876,8 @@ export class HavokPlugin {
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1876
1876
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raycast(from, to, result, query) {
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1877
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const queryMembership = query?.membership ?? ~0;
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1878
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const queryCollideWith = query?.collideWith ?? ~0;
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+
const shouldHitTriggers = query?.shouldHitTriggers ?? false;
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result.reset(from, to);
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const shouldHitTriggers = false;
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const bodyToIgnore = [BigInt(0)];
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const hkQuery = [this._bVecToV3(from), this._bVecToV3(to), [queryMembership, queryCollideWith], shouldHitTriggers, bodyToIgnore];
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this._hknp.HP_World_CastRayWithCollector(this.world, this._queryCollector, hkQuery);
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