@babylonjs/core 7.28.0 → 7.30.0

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 (120) hide show
  1. package/Culling/ray.core.d.ts +13 -0
  2. package/Culling/ray.core.js +14 -6
  3. package/Culling/ray.core.js.map +1 -1
  4. package/Engines/WebGPU/Extensions/engine.debugging.js +24 -0
  5. package/Engines/WebGPU/Extensions/engine.debugging.js.map +1 -1
  6. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +4 -1
  7. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
  8. package/Engines/abstractEngine.js +2 -2
  9. package/Engines/abstractEngine.js.map +1 -1
  10. package/Engines/engine.d.ts +2 -1
  11. package/Engines/index.d.ts +1 -0
  12. package/Engines/index.js +1 -0
  13. package/Engines/index.js.map +1 -1
  14. package/Engines/nullEngine.d.ts +1 -0
  15. package/Engines/nullEngine.js +1 -0
  16. package/Engines/nullEngine.js.map +1 -1
  17. package/Engines/webgpuEngine.d.ts +4 -0
  18. package/Engines/webgpuEngine.js +2 -4
  19. package/Engines/webgpuEngine.js.map +1 -1
  20. package/Lights/Shadows/shadowGenerator.js +1 -1
  21. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  22. package/Loading/Plugins/babylonFileLoader.js +34 -18
  23. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  24. package/Materials/Textures/rawTexture3D.d.ts +12 -0
  25. package/Materials/Textures/rawTexture3D.js +18 -0
  26. package/Materials/Textures/rawTexture3D.js.map +1 -1
  27. package/Materials/Textures/renderTargetTexture.js +1 -2
  28. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  29. package/Materials/effect.d.ts +11 -0
  30. package/Materials/effect.js +20 -0
  31. package/Materials/effect.js.map +1 -1
  32. package/Materials/materialPluginBase.d.ts +46 -46
  33. package/Materials/materialPluginBase.js +46 -60
  34. package/Materials/materialPluginBase.js.map +1 -1
  35. package/Meshes/Builders/greasedLineBuilder.d.ts +0 -16
  36. package/Meshes/Builders/greasedLineBuilder.js.map +1 -1
  37. package/Meshes/GreasedLine/greasedLineBaseMesh.d.ts +17 -1
  38. package/Meshes/GreasedLine/greasedLineBaseMesh.js +3 -2
  39. package/Meshes/GreasedLine/greasedLineBaseMesh.js.map +1 -1
  40. package/Meshes/Node/Blocks/Set/latticeBlock.d.ts +91 -0
  41. package/Meshes/Node/Blocks/Set/latticeBlock.js +194 -0
  42. package/Meshes/Node/Blocks/Set/latticeBlock.js.map +1 -0
  43. package/Meshes/Node/Blocks/Set/setPositionsBlock.js +11 -4
  44. package/Meshes/Node/Blocks/Set/setPositionsBlock.js.map +1 -1
  45. package/Meshes/Node/Blocks/geometryClampBlock.d.ts +8 -0
  46. package/Meshes/Node/Blocks/geometryClampBlock.js +22 -6
  47. package/Meshes/Node/Blocks/geometryClampBlock.js.map +1 -1
  48. package/Meshes/Node/Blocks/geometryInputBlock.js +2 -0
  49. package/Meshes/Node/Blocks/geometryInputBlock.js.map +1 -1
  50. package/Meshes/Node/Blocks/geometryInterceptorBlock.d.ts +5 -0
  51. package/Meshes/Node/Blocks/geometryInterceptorBlock.js +5 -1
  52. package/Meshes/Node/Blocks/geometryInterceptorBlock.js.map +1 -1
  53. package/Meshes/Node/Enums/nodeGeometryContextualSources.d.ts +5 -1
  54. package/Meshes/Node/Enums/nodeGeometryContextualSources.js +4 -0
  55. package/Meshes/Node/Enums/nodeGeometryContextualSources.js.map +1 -1
  56. package/Meshes/Node/index.d.ts +1 -0
  57. package/Meshes/Node/index.js +1 -0
  58. package/Meshes/Node/index.js.map +1 -1
  59. package/Meshes/Node/nodeGeometryBuildState.js +12 -0
  60. package/Meshes/Node/nodeGeometryBuildState.js.map +1 -1
  61. package/Meshes/abstractMesh.d.ts +2 -0
  62. package/Meshes/abstractMesh.hotSpot.d.ts +30 -0
  63. package/Meshes/abstractMesh.hotSpot.js +84 -0
  64. package/Meshes/abstractMesh.hotSpot.js.map +1 -0
  65. package/Meshes/abstractMesh.js +2 -0
  66. package/Meshes/abstractMesh.js.map +1 -1
  67. package/Meshes/index.d.ts +3 -0
  68. package/Meshes/index.js +3 -0
  69. package/Meshes/index.js.map +1 -1
  70. package/Meshes/lattice.d.ts +110 -0
  71. package/Meshes/lattice.js +224 -0
  72. package/Meshes/lattice.js.map +1 -0
  73. package/Meshes/lattice.material.d.ts +82 -0
  74. package/Meshes/lattice.material.js +259 -0
  75. package/Meshes/lattice.material.js.map +1 -0
  76. package/Meshes/mesh.js +1 -1
  77. package/Meshes/mesh.js.map +1 -1
  78. package/Misc/greasedLineTools.d.ts +1 -2
  79. package/Misc/greasedLineTools.js.map +1 -1
  80. package/Misc/index.d.ts +1 -0
  81. package/Misc/index.js +1 -0
  82. package/Misc/index.js.map +1 -1
  83. package/Misc/screenshotTools.js +0 -3
  84. package/Misc/screenshotTools.js.map +1 -1
  85. package/Misc/snapshotRenderingHelper.d.ts +63 -0
  86. package/Misc/snapshotRenderingHelper.js +182 -0
  87. package/Misc/snapshotRenderingHelper.js.map +1 -0
  88. package/Morph/morphTargetManager.js +0 -1
  89. package/Morph/morphTargetManager.js.map +1 -1
  90. package/Shaders/spriteMap.fragment.d.ts +4 -0
  91. package/Shaders/spriteMap.fragment.js +16 -3
  92. package/Shaders/spriteMap.fragment.js.map +1 -1
  93. package/Shaders/spriteMap.vertex.d.ts +3 -0
  94. package/Shaders/spriteMap.vertex.js +14 -2
  95. package/Shaders/spriteMap.vertex.js.map +1 -1
  96. package/ShadersWGSL/bilateralBlurQuality.fragment.js +1 -1
  97. package/ShadersWGSL/bilateralBlurQuality.fragment.js.map +1 -1
  98. package/ShadersWGSL/default.fragment.js +1 -1
  99. package/ShadersWGSL/default.fragment.js.map +1 -1
  100. package/ShadersWGSL/geometry.fragment.js +2 -2
  101. package/ShadersWGSL/geometry.fragment.js.map +1 -1
  102. package/ShadersWGSL/geometry.vertex.js +2 -2
  103. package/ShadersWGSL/geometry.vertex.js.map +1 -1
  104. package/ShadersWGSL/pbr.fragment.js +1 -1
  105. package/ShadersWGSL/pbr.fragment.js.map +1 -1
  106. package/ShadersWGSL/rsmFullGlobalIllumination.fragment.js +1 -1
  107. package/ShadersWGSL/rsmFullGlobalIllumination.fragment.js.map +1 -1
  108. package/Sprites/spriteManager.d.ts +10 -1
  109. package/Sprites/spriteManager.js +3 -2
  110. package/Sprites/spriteManager.js.map +1 -1
  111. package/Sprites/spriteMap.d.ts +7 -0
  112. package/Sprites/spriteMap.js +29 -1
  113. package/Sprites/spriteMap.js.map +1 -1
  114. package/Sprites/spritePackedManager.d.ts +6 -1
  115. package/Sprites/spritePackedManager.js +6 -2
  116. package/Sprites/spritePackedManager.js.map +1 -1
  117. package/Sprites/spriteRenderer.d.ts +16 -3
  118. package/Sprites/spriteRenderer.js +5 -3
  119. package/Sprites/spriteRenderer.js.map +1 -1
  120. package/package.json +1 -1
package/Meshes/index.d.ts CHANGED
@@ -1,5 +1,6 @@
1
1
  export * from "./abstractMesh";
2
2
  import "./abstractMesh.decalMap";
3
+ export * from "./abstractMesh.hotSpot";
3
4
  export * from "./Compression/index";
4
5
  export * from "./csg";
5
6
  export * from "./meshUVSpaceRenderer";
@@ -19,6 +20,8 @@ export * from "./polygonMesh";
19
20
  export * from "./geodesicMesh";
20
21
  export * from "./subMesh";
21
22
  export * from "./subMesh.project";
23
+ export * from "./lattice";
24
+ export * from "./lattice.material";
22
25
  export * from "./meshLODLevel";
23
26
  export * from "./transformNode";
24
27
  export * from "./Builders/index";
package/Meshes/index.js CHANGED
@@ -2,6 +2,7 @@
2
2
  /* eslint-disable import/no-internal-modules */
3
3
  export * from "./abstractMesh.js";
4
4
  import "./abstractMesh.decalMap.js";
5
+ export * from "./abstractMesh.hotSpot.js";
5
6
  export * from "./Compression/index.js";
6
7
  export * from "./csg.js";
7
8
  export * from "./meshUVSpaceRenderer.js";
@@ -21,6 +22,8 @@ export * from "./polygonMesh.js";
21
22
  export * from "./geodesicMesh.js";
22
23
  export * from "./subMesh.js";
23
24
  export * from "./subMesh.project.js";
25
+ export * from "./lattice.js";
26
+ export * from "./lattice.material.js";
24
27
  export * from "./meshLODLevel.js";
25
28
  export * from "./transformNode.js";
26
29
  export * from "./Builders/index.js";
@@ -1 +1 @@
1
- {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../dev/core/src/Meshes/index.ts"],"names":[],"mappings":"AAAA,kCAAkC;AAClC,+CAA+C;AAC/C,cAAc,gBAAgB,CAAC;AAC/B,OAAO,yBAAyB,CAAC;AACjC,cAAc,qBAAqB,CAAC;AACpC,cAAc,OAAO,CAAC;AACtB,cAAc,uBAAuB,CAAC;AACtC,cAAc,YAAY,CAAC;AAC3B,cAAc,cAAc,CAAC;AAC7B,cAAc,gBAAgB,CAAC;AAC/B,cAAc,aAAa,CAAC;AAC5B,cAAc,iBAAiB,CAAC;AAChC,cAAc,aAAa,CAAC;AAC5B,cAAc,QAAQ,CAAC;AACvB,cAAc,mBAAmB,CAAC;AAClC,cAAc,eAAe,CAAC;AAC9B,cAAc,sBAAsB,CAAC;AACrC,cAAc,oCAAoC,CAAC;AACnD,cAAc,aAAa,CAAC;AAC5B,cAAc,eAAe,CAAC;AAC9B,cAAc,gBAAgB,CAAC;AAC/B,cAAc,WAAW,CAAC;AAC1B,cAAc,mBAAmB,CAAC;AAClC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,iBAAiB,CAAC;AAChC,cAAc,kBAAkB,CAAC;AACjC,cAAc,yBAAyB,CAAC;AACxC,cAAc,2BAA2B,CAAC;AAC1C,cAAc,+BAA+B,CAAC;AAC9C,cAAc,qCAAqC,CAAC;AACpD,cAAc,mCAAmC,CAAC;AAClD,OAAO,oBAAoB,CAAC;AAC5B,gDAAgD;AAChD,cAAc,oBAAoB,CAAC;AACnC,cAAc,cAAc,CAAC;AAC7B,cAAc,2CAA2C,CAAC;AAE1D,WAAW;AACX,cAAc,2BAA2B,CAAC;AAC1C,cAAc,yBAAyB,CAAC;AACxC,cAAc,+BAA+B,CAAC;AAC9C,cAAc,6BAA6B,CAAC;AAE5C,sBAAsB;AACtB,cAAc,uCAAuC,CAAC;AACtD,cAAc,yCAAyC,CAAC;AACxD,cAAc,6CAA6C,CAAC;AAC5D,cAAc,+CAA+C,CAAC;AAC9D,cAAc,kDAAkD,CAAC;AACjE,cAAc,gDAAgD,CAAC;AAC/D,cAAc,2CAA2C,CAAC;AAC1D,cAAc,6CAA6C,CAAC;AAC5D,cAAc,iDAAiD,CAAC;AAChE,cAAc,mDAAmD,CAAC;AAClE,cAAc,sDAAsD,CAAC;AACrE,cAAc,oDAAoD,CAAC","sourcesContent":["/* eslint-disable import/export */\r\n/* eslint-disable import/no-internal-modules */\r\nexport * from \"./abstractMesh\";\r\nimport \"./abstractMesh.decalMap\";\r\nexport * from \"./Compression/index\";\r\nexport * from \"./csg\";\r\nexport * from \"./meshUVSpaceRenderer\";\r\nexport * from \"./geometry\";\r\nexport * from \"./groundMesh\";\r\nexport * from \"./goldbergMesh\";\r\nexport * from \"./trailMesh\";\r\nexport * from \"./instancedMesh\";\r\nexport * from \"./linesMesh\";\r\nexport * from \"./mesh\";\r\nexport * from \"./mesh.vertexData\";\r\nexport * from \"./meshBuilder\";\r\nexport * from \"./meshSimplification\";\r\nexport * from \"./meshSimplificationSceneComponent\";\r\nexport * from \"./meshUtils\";\r\nexport * from \"./polygonMesh\";\r\nexport * from \"./geodesicMesh\";\r\nexport * from \"./subMesh\";\r\nexport * from \"./subMesh.project\";\r\nexport * from \"./meshLODLevel\";\r\nexport * from \"./transformNode\";\r\nexport * from \"./Builders/index\";\r\nexport * from \"./WebGL/webGLDataBuffer\";\r\nexport * from \"./WebGPU/webgpuDataBuffer\";\r\nexport * from \"./GreasedLine/greasedLineMesh\";\r\nexport * from \"./GreasedLine/greasedLineRibbonMesh\";\r\nexport * from \"./GreasedLine/greasedLineBaseMesh\";\r\nimport \"./thinInstanceMesh\";\r\n// eslint-disable-next-line no-duplicate-imports\r\nexport * from \"./thinInstanceMesh\";\r\nexport * from \"./Node/index\";\r\nexport * from \"./GaussianSplatting/gaussianSplattingMesh\";\r\n\r\n// LineMesh\r\nexport * from \"../Shaders/color.fragment\";\r\nexport * from \"../Shaders/color.vertex\";\r\nexport * from \"../ShadersWGSL/color.fragment\";\r\nexport * from \"../ShadersWGSL/color.vertex\";\r\n\r\n// MeshUVSPaceRenderer\r\nexport * from \"../Shaders/meshUVSpaceRenderer.vertex\";\r\nexport * from \"../Shaders/meshUVSpaceRenderer.fragment\";\r\nexport * from \"../Shaders/meshUVSpaceRendererMasker.vertex\";\r\nexport * from \"../Shaders/meshUVSpaceRendererMasker.fragment\";\r\nexport * from \"../Shaders/meshUVSpaceRendererFinaliser.fragment\";\r\nexport * from \"../Shaders/meshUVSpaceRendererFinaliser.vertex\";\r\nexport * from \"../ShadersWGSL/meshUVSpaceRenderer.vertex\";\r\nexport * from \"../ShadersWGSL/meshUVSpaceRenderer.fragment\";\r\nexport * from \"../ShadersWGSL/meshUVSpaceRendererMasker.vertex\";\r\nexport * from \"../ShadersWGSL/meshUVSpaceRendererMasker.fragment\";\r\nexport * from \"../ShadersWGSL/meshUVSpaceRendererFinaliser.fragment\";\r\nexport * from \"../ShadersWGSL/meshUVSpaceRendererFinaliser.vertex\";\r\n"]}
1
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../dev/core/src/Meshes/index.ts"],"names":[],"mappings":"AAAA,kCAAkC;AAClC,+CAA+C;AAC/C,cAAc,gBAAgB,CAAC;AAC/B,OAAO,yBAAyB,CAAC;AACjC,cAAc,wBAAwB,CAAC;AACvC,cAAc,qBAAqB,CAAC;AACpC,cAAc,OAAO,CAAC;AACtB,cAAc,uBAAuB,CAAC;AACtC,cAAc,YAAY,CAAC;AAC3B,cAAc,cAAc,CAAC;AAC7B,cAAc,gBAAgB,CAAC;AAC/B,cAAc,aAAa,CAAC;AAC5B,cAAc,iBAAiB,CAAC;AAChC,cAAc,aAAa,CAAC;AAC5B,cAAc,QAAQ,CAAC;AACvB,cAAc,mBAAmB,CAAC;AAClC,cAAc,eAAe,CAAC;AAC9B,cAAc,sBAAsB,CAAC;AACrC,cAAc,oCAAoC,CAAC;AACnD,cAAc,aAAa,CAAC;AAC5B,cAAc,eAAe,CAAC;AAC9B,cAAc,gBAAgB,CAAC;AAC/B,cAAc,WAAW,CAAC;AAC1B,cAAc,mBAAmB,CAAC;AAClC,cAAc,WAAW,CAAC;AAC1B,cAAc,oBAAoB,CAAC;AACnC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,iBAAiB,CAAC;AAChC,cAAc,kBAAkB,CAAC;AACjC,cAAc,yBAAyB,CAAC;AACxC,cAAc,2BAA2B,CAAC;AAC1C,cAAc,+BAA+B,CAAC;AAC9C,cAAc,qCAAqC,CAAC;AACpD,cAAc,mCAAmC,CAAC;AAClD,OAAO,oBAAoB,CAAC;AAC5B,gDAAgD;AAChD,cAAc,oBAAoB,CAAC;AACnC,cAAc,cAAc,CAAC;AAC7B,cAAc,2CAA2C,CAAC;AAE1D,WAAW;AACX,cAAc,2BAA2B,CAAC;AAC1C,cAAc,yBAAyB,CAAC;AACxC,cAAc,+BAA+B,CAAC;AAC9C,cAAc,6BAA6B,CAAC;AAE5C,sBAAsB;AACtB,cAAc,uCAAuC,CAAC;AACtD,cAAc,yCAAyC,CAAC;AACxD,cAAc,6CAA6C,CAAC;AAC5D,cAAc,+CAA+C,CAAC;AAC9D,cAAc,kDAAkD,CAAC;AACjE,cAAc,gDAAgD,CAAC;AAC/D,cAAc,2CAA2C,CAAC;AAC1D,cAAc,6CAA6C,CAAC;AAC5D,cAAc,iDAAiD,CAAC;AAChE,cAAc,mDAAmD,CAAC;AAClE,cAAc,sDAAsD,CAAC;AACrE,cAAc,oDAAoD,CAAC","sourcesContent":["/* eslint-disable import/export */\r\n/* eslint-disable import/no-internal-modules */\r\nexport * from \"./abstractMesh\";\r\nimport \"./abstractMesh.decalMap\";\r\nexport * from \"./abstractMesh.hotSpot\";\r\nexport * from \"./Compression/index\";\r\nexport * from \"./csg\";\r\nexport * from \"./meshUVSpaceRenderer\";\r\nexport * from \"./geometry\";\r\nexport * from \"./groundMesh\";\r\nexport * from \"./goldbergMesh\";\r\nexport * from \"./trailMesh\";\r\nexport * from \"./instancedMesh\";\r\nexport * from \"./linesMesh\";\r\nexport * from \"./mesh\";\r\nexport * from \"./mesh.vertexData\";\r\nexport * from \"./meshBuilder\";\r\nexport * from \"./meshSimplification\";\r\nexport * from \"./meshSimplificationSceneComponent\";\r\nexport * from \"./meshUtils\";\r\nexport * from \"./polygonMesh\";\r\nexport * from \"./geodesicMesh\";\r\nexport * from \"./subMesh\";\r\nexport * from \"./subMesh.project\";\r\nexport * from \"./lattice\";\r\nexport * from \"./lattice.material\";\r\nexport * from \"./meshLODLevel\";\r\nexport * from \"./transformNode\";\r\nexport * from \"./Builders/index\";\r\nexport * from \"./WebGL/webGLDataBuffer\";\r\nexport * from \"./WebGPU/webgpuDataBuffer\";\r\nexport * from \"./GreasedLine/greasedLineMesh\";\r\nexport * from \"./GreasedLine/greasedLineRibbonMesh\";\r\nexport * from \"./GreasedLine/greasedLineBaseMesh\";\r\nimport \"./thinInstanceMesh\";\r\n// eslint-disable-next-line no-duplicate-imports\r\nexport * from \"./thinInstanceMesh\";\r\nexport * from \"./Node/index\";\r\nexport * from \"./GaussianSplatting/gaussianSplattingMesh\";\r\n\r\n// LineMesh\r\nexport * from \"../Shaders/color.fragment\";\r\nexport * from \"../Shaders/color.vertex\";\r\nexport * from \"../ShadersWGSL/color.fragment\";\r\nexport * from \"../ShadersWGSL/color.vertex\";\r\n\r\n// MeshUVSPaceRenderer\r\nexport * from \"../Shaders/meshUVSpaceRenderer.vertex\";\r\nexport * from \"../Shaders/meshUVSpaceRenderer.fragment\";\r\nexport * from \"../Shaders/meshUVSpaceRendererMasker.vertex\";\r\nexport * from \"../Shaders/meshUVSpaceRendererMasker.fragment\";\r\nexport * from \"../Shaders/meshUVSpaceRendererFinaliser.fragment\";\r\nexport * from \"../Shaders/meshUVSpaceRendererFinaliser.vertex\";\r\nexport * from \"../ShadersWGSL/meshUVSpaceRenderer.vertex\";\r\nexport * from \"../ShadersWGSL/meshUVSpaceRenderer.fragment\";\r\nexport * from \"../ShadersWGSL/meshUVSpaceRendererMasker.vertex\";\r\nexport * from \"../ShadersWGSL/meshUVSpaceRendererMasker.fragment\";\r\nexport * from \"../ShadersWGSL/meshUVSpaceRendererFinaliser.fragment\";\r\nexport * from \"../ShadersWGSL/meshUVSpaceRendererFinaliser.vertex\";\r\n"]}
@@ -0,0 +1,110 @@
1
+ import { Vector3 } from "../Maths/math.vector.js";
2
+ import type { Mesh } from "./mesh";
3
+ import type { FloatArray } from "../types.js";
4
+ /**
5
+ * Interface used to define options for creating a lattice
6
+ */
7
+ export interface ILatticeOptions {
8
+ /** resolution on x axis */
9
+ resolutionX: number;
10
+ /** resolution on y axis */
11
+ resolutionY: number;
12
+ /** resolution on z axis */
13
+ resolutionZ: number;
14
+ /** the lattice position in object space */
15
+ position: Vector3;
16
+ /** size of the lattice along each axis in object space */
17
+ size: Vector3;
18
+ /** Optional mesh to adapt the size to */
19
+ autoAdaptToMesh?: Mesh;
20
+ }
21
+ /**
22
+ * Class used to represent a lattice
23
+ * #MDVD75#18 - Moving lattice bounds
24
+ * #MDVD75#23 - Twist
25
+ */
26
+ export declare class Lattice {
27
+ private _resolutionX;
28
+ private _resolutionY;
29
+ private _resolutionZ;
30
+ private _position;
31
+ private _size;
32
+ private _cellSize;
33
+ private _data;
34
+ private _min;
35
+ private _max;
36
+ private _localPos;
37
+ private _tmpVector;
38
+ private _lerpVector0;
39
+ private _lerpVector1;
40
+ private _lerpVector2;
41
+ private _lerpVector3;
42
+ private _lerpVector4;
43
+ private _lerpVector5;
44
+ /**
45
+ * @returns the string "Lattice"
46
+ */
47
+ getClassName(): string;
48
+ /**
49
+ * Gets the resolution on x axis
50
+ */
51
+ get resolutionX(): number;
52
+ /**
53
+ * Gets the resolution on y axis
54
+ */
55
+ get resolutionY(): number;
56
+ /**
57
+ * Gets the resolution on z axis
58
+ */
59
+ get resolutionZ(): number;
60
+ /**
61
+ * Gets the size of the lattice along each axis in object space
62
+ * Updating the size requires you to call update afterwards
63
+ */
64
+ get size(): Vector3;
65
+ /**
66
+ * Gets the lattice position in object space
67
+ */
68
+ get position(): Vector3;
69
+ /**
70
+ * Gets the data of the lattice
71
+ */
72
+ get data(): Vector3[][][];
73
+ /**
74
+ * Gets the size of each cell in the lattice
75
+ */
76
+ get cellSize(): Vector3;
77
+ /**
78
+ * Gets the min bounds of the lattice
79
+ */
80
+ get min(): Vector3;
81
+ /**
82
+ * Gets the max bounds of the lattice
83
+ */
84
+ get max(): Vector3;
85
+ /**
86
+ * Creates a new Lattice
87
+ * @param options options for creating
88
+ */
89
+ constructor(options?: Partial<ILatticeOptions>);
90
+ private _allocateData;
91
+ /**
92
+ * Update of the lattice data
93
+ */
94
+ update(): void;
95
+ /**
96
+ * Apply the lattice to a mesh
97
+ * @param mesh mesh to deform
98
+ */
99
+ deformMesh(mesh: Mesh): void;
100
+ /**
101
+ * Update the lattice internals (like min, max and cell size)
102
+ */
103
+ updateInternals(): void;
104
+ /**
105
+ * Apply the lattice to a set of points
106
+ * @param positions vertex data to deform
107
+ * @param target optional target array to store the result (operation will be done in place in not defined)
108
+ */
109
+ deform(positions: FloatArray, target?: FloatArray): void;
110
+ }
@@ -0,0 +1,224 @@
1
+ import { Vector3 } from "../Maths/math.vector.js";
2
+ import { VertexBuffer } from "./buffer.js";
3
+ import { Clamp } from "../Maths/math.scalar.functions.js";
4
+ /**
5
+ * Class used to represent a lattice
6
+ * #MDVD75#18 - Moving lattice bounds
7
+ * #MDVD75#23 - Twist
8
+ */
9
+ export class Lattice {
10
+ /**
11
+ * @returns the string "Lattice"
12
+ */
13
+ getClassName() {
14
+ return "Lattice";
15
+ }
16
+ /**
17
+ * Gets the resolution on x axis
18
+ */
19
+ get resolutionX() {
20
+ return this._resolutionX;
21
+ }
22
+ /**
23
+ * Gets the resolution on y axis
24
+ */
25
+ get resolutionY() {
26
+ return this._resolutionY;
27
+ }
28
+ /**
29
+ * Gets the resolution on z axis
30
+ */
31
+ get resolutionZ() {
32
+ return this._resolutionZ;
33
+ }
34
+ /**
35
+ * Gets the size of the lattice along each axis in object space
36
+ * Updating the size requires you to call update afterwards
37
+ */
38
+ get size() {
39
+ return this._size;
40
+ }
41
+ /**
42
+ * Gets the lattice position in object space
43
+ */
44
+ get position() {
45
+ return this._position;
46
+ }
47
+ /**
48
+ * Gets the data of the lattice
49
+ */
50
+ get data() {
51
+ return this._data;
52
+ }
53
+ /**
54
+ * Gets the size of each cell in the lattice
55
+ */
56
+ get cellSize() {
57
+ return this._cellSize;
58
+ }
59
+ /**
60
+ * Gets the min bounds of the lattice
61
+ */
62
+ get min() {
63
+ return this._min;
64
+ }
65
+ /**
66
+ * Gets the max bounds of the lattice
67
+ */
68
+ get max() {
69
+ return this._max;
70
+ }
71
+ /**
72
+ * Creates a new Lattice
73
+ * @param options options for creating
74
+ */
75
+ constructor(options) {
76
+ this._cellSize = new Vector3();
77
+ // Cache
78
+ this._min = new Vector3(-0.5, -0.5, -0.5);
79
+ this._max = new Vector3(0.5, 0.5, 0.5);
80
+ this._localPos = new Vector3();
81
+ this._tmpVector = new Vector3();
82
+ this._lerpVector0 = new Vector3();
83
+ this._lerpVector1 = new Vector3();
84
+ this._lerpVector2 = new Vector3();
85
+ this._lerpVector3 = new Vector3();
86
+ this._lerpVector4 = new Vector3();
87
+ this._lerpVector5 = new Vector3();
88
+ const localOptions = {
89
+ resolutionX: 3,
90
+ resolutionY: 3,
91
+ resolutionZ: 3,
92
+ position: Vector3.Zero(),
93
+ size: Vector3.One(),
94
+ ...options,
95
+ };
96
+ this._resolutionX = localOptions.resolutionX;
97
+ this._resolutionY = localOptions.resolutionY;
98
+ this._resolutionZ = localOptions.resolutionZ;
99
+ this._position = localOptions.position;
100
+ this._size = localOptions.autoAdaptToMesh ? localOptions.autoAdaptToMesh.getBoundingInfo().boundingBox.extendSize.scale(2) : localOptions.size;
101
+ // Allocate data
102
+ this._allocateData();
103
+ this.update();
104
+ }
105
+ _allocateData() {
106
+ this._data = new Array(this.resolutionX);
107
+ for (let i = 0; i < this.resolutionX; i++) {
108
+ this._data[i] = new Array(this.resolutionY);
109
+ for (let j = 0; j < this.resolutionY; j++) {
110
+ this._data[i][j] = new Array(this.resolutionZ);
111
+ for (let k = 0; k < this.resolutionZ; k++) {
112
+ this._data[i][j][k] = Vector3.Zero();
113
+ }
114
+ }
115
+ }
116
+ }
117
+ /**
118
+ * Update of the lattice data
119
+ */
120
+ update() {
121
+ for (let i = 0; i < this.resolutionX; i++) {
122
+ for (let j = 0; j < this.resolutionY; j++) {
123
+ for (let k = 0; k < this.resolutionZ; k++) {
124
+ const x = -this.size.x / 2 + this.size.x * (i / (this.resolutionX - 1));
125
+ const y = -this.size.y / 2 + this.size.y * (j / (this.resolutionY - 1));
126
+ const z = -this.size.z / 2 + this.size.z * (k / (this.resolutionZ - 1));
127
+ this._data[i][j][k].set(x, y, z);
128
+ }
129
+ }
130
+ }
131
+ }
132
+ /**
133
+ * Apply the lattice to a mesh
134
+ * @param mesh mesh to deform
135
+ */
136
+ deformMesh(mesh) {
137
+ const positions = mesh.getVerticesData(VertexBuffer.PositionKind);
138
+ if (!positions) {
139
+ return;
140
+ }
141
+ // Apply the lattice
142
+ this.deform(positions);
143
+ // Update back the mesh
144
+ mesh.setVerticesData(VertexBuffer.PositionKind, positions, true);
145
+ }
146
+ /**
147
+ * Update the lattice internals (like min, max and cell size)
148
+ */
149
+ updateInternals() {
150
+ const nx = this._resolutionX;
151
+ const ny = this._resolutionY;
152
+ const nz = this._resolutionZ;
153
+ // Calculate the size of each cell in the lattice
154
+ this._cellSize.set(this.size.x / (nx - 1), this.size.y / (ny - 1), this.size.z / (nz - 1));
155
+ // Calculate the lattice bounds
156
+ this._min.set(this.position.x - this.size.x / 2, this.position.y - this.size.y / 2, this.position.z - this.size.z / 2);
157
+ this._min.addToRef(this._size, this._max);
158
+ }
159
+ /**
160
+ * Apply the lattice to a set of points
161
+ * @param positions vertex data to deform
162
+ * @param target optional target array to store the result (operation will be done in place in not defined)
163
+ */
164
+ deform(positions, target) {
165
+ const nx = this._resolutionX;
166
+ const ny = this._resolutionY;
167
+ const nz = this._resolutionZ;
168
+ this.updateInternals();
169
+ const min = this._min;
170
+ const max = this._max;
171
+ // Loop over each vertex
172
+ for (let i = 0; i < positions.length; i += 3) {
173
+ const vertex = this._tmpVector.fromArray(positions, i);
174
+ // Check we are inside
175
+ if (vertex.x < min.x || vertex.x > max.x || vertex.y < min.y || vertex.y > max.y || vertex.z < min.z || vertex.z > max.z) {
176
+ if (target) {
177
+ vertex.toArray(target, i);
178
+ }
179
+ continue;
180
+ }
181
+ // Map vertex position to lattice local coordinates
182
+ const localPos = this._localPos.set((vertex.x - min.x) / this._cellSize.x, (vertex.y - min.y) / this._cellSize.y, (vertex.z - min.z) / this._cellSize.z);
183
+ // Get integer lattice indices
184
+ const i0 = Math.floor(localPos.x);
185
+ const j0 = Math.floor(localPos.y);
186
+ const k0 = Math.floor(localPos.z);
187
+ const i1 = Math.min(i0 + 1, nx - 1);
188
+ const j1 = Math.min(j0 + 1, ny - 1);
189
+ const k1 = Math.min(k0 + 1, nz - 1);
190
+ // Compute interpolation weights
191
+ const tx = localPos.x - i0;
192
+ const ty = localPos.y - j0;
193
+ const tz = localPos.z - k0;
194
+ // Ensure indices are within bounds
195
+ const ii0 = Clamp(i0, 0, nx - 1);
196
+ const jj0 = Clamp(j0, 0, ny - 1);
197
+ const kk0 = Clamp(k0, 0, nz - 1);
198
+ const ii1 = Clamp(i1, 0, nx - 1);
199
+ const jj1 = Clamp(j1, 0, ny - 1);
200
+ const kk1 = Clamp(k1, 0, nz - 1);
201
+ // Get lattice control points
202
+ const p000 = this._data[ii0][jj0][kk0];
203
+ const p100 = this._data[ii1][jj0][kk0];
204
+ const p010 = this._data[ii0][jj1][kk0];
205
+ const p110 = this._data[ii1][jj1][kk0];
206
+ const p001 = this._data[ii0][jj0][kk1];
207
+ const p101 = this._data[ii1][jj0][kk1];
208
+ const p011 = this._data[ii0][jj1][kk1];
209
+ const p111 = this._data[ii1][jj1][kk1];
210
+ // Trilinear interpolation
211
+ const p00 = Vector3.LerpToRef(p000, p100, tx, this._lerpVector0);
212
+ const p01 = Vector3.LerpToRef(p001, p101, tx, this._lerpVector1);
213
+ const p10 = Vector3.LerpToRef(p010, p110, tx, this._lerpVector2);
214
+ const p11 = Vector3.LerpToRef(p011, p111, tx, this._lerpVector3);
215
+ const p0 = Vector3.LerpToRef(p00, p10, ty, this._lerpVector4);
216
+ const p1 = Vector3.LerpToRef(p01, p11, ty, this._lerpVector5);
217
+ const deformedPos = Vector3.LerpToRef(p0, p1, tz, this._lerpVector0);
218
+ deformedPos.addInPlace(this.position);
219
+ // Apply deformation to the vertex
220
+ deformedPos.toArray(target || positions, i);
221
+ }
222
+ }
223
+ }
224
+ //# sourceMappingURL=lattice.js.map
@@ -0,0 +1 @@
1
+ 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{ Vector3 } from \"core/Maths/math.vector\";\r\nimport type { Mesh } from \"./mesh\";\r\nimport type { FloatArray } from \"core/types\";\r\nimport { VertexBuffer } from \"./buffer\";\r\nimport { Clamp } from \"core/Maths/math.scalar.functions\";\r\n\r\n/**\r\n * Interface used to define options for creating a lattice\r\n */\r\nexport interface ILatticeOptions {\r\n /** resolution on x axis */\r\n resolutionX: number;\r\n /** resolution on y axis */\r\n resolutionY: number;\r\n /** resolution on z axis */\r\n resolutionZ: number;\r\n /** the lattice position in object space */\r\n position: Vector3;\r\n /** size of the lattice along each axis in object space */\r\n size: Vector3;\r\n /** Optional mesh to adapt the size to */\r\n autoAdaptToMesh?: Mesh;\r\n}\r\n\r\n/**\r\n * Class used to represent a lattice\r\n * #MDVD75#18 - Moving lattice bounds\r\n * #MDVD75#23 - Twist\r\n */\r\nexport class Lattice {\r\n private _resolutionX: number;\r\n private _resolutionY: number;\r\n private _resolutionZ: number;\r\n private _position: Vector3;\r\n private _size: Vector3;\r\n private _cellSize = new Vector3();\r\n\r\n private _data: Vector3[][][];\r\n\r\n // Cache\r\n private _min = new Vector3(-0.5, -0.5, -0.5);\r\n private _max = new Vector3(0.5, 0.5, 0.5);\r\n private _localPos = new Vector3();\r\n private _tmpVector = new Vector3();\r\n private _lerpVector0 = new Vector3();\r\n private _lerpVector1 = new Vector3();\r\n private _lerpVector2 = new Vector3();\r\n private _lerpVector3 = new Vector3();\r\n private _lerpVector4 = new Vector3();\r\n private _lerpVector5 = new Vector3();\r\n\r\n /**\r\n * @returns the string \"Lattice\"\r\n */\r\n public getClassName(): string {\r\n return \"Lattice\";\r\n }\r\n\r\n /**\r\n * Gets the resolution on x axis\r\n */\r\n public get resolutionX(): number {\r\n return this._resolutionX;\r\n }\r\n\r\n /**\r\n * Gets the resolution on y axis\r\n */\r\n public get resolutionY(): number {\r\n return this._resolutionY;\r\n }\r\n\r\n /**\r\n * Gets the resolution on z axis\r\n */\r\n public get resolutionZ(): number {\r\n return this._resolutionZ;\r\n }\r\n\r\n /**\r\n * Gets the size of the lattice along each axis in object space\r\n * Updating the size requires you to call update afterwards\r\n */\r\n public get size(): Vector3 {\r\n return this._size;\r\n }\r\n\r\n /**\r\n * Gets the lattice position in object space\r\n */\r\n public get position(): Vector3 {\r\n return this._position;\r\n }\r\n\r\n /**\r\n * Gets the data of the lattice\r\n */\r\n public get data(): Vector3[][][] {\r\n return this._data;\r\n }\r\n\r\n /**\r\n * Gets the size of each cell in the lattice\r\n */\r\n public get cellSize(): Vector3 {\r\n return this._cellSize;\r\n }\r\n\r\n /**\r\n * Gets the min bounds of the lattice\r\n */\r\n public get min(): Vector3 {\r\n return this._min;\r\n }\r\n\r\n /**\r\n * Gets the max bounds of the lattice\r\n */\r\n public get max(): Vector3 {\r\n return this._max;\r\n }\r\n\r\n /**\r\n * Creates a new Lattice\r\n * @param options options for creating\r\n */\r\n public constructor(options?: Partial<ILatticeOptions>) {\r\n const localOptions: ILatticeOptions = {\r\n resolutionX: 3,\r\n resolutionY: 3,\r\n resolutionZ: 3,\r\n position: Vector3.Zero(),\r\n size: Vector3.One(),\r\n ...options,\r\n };\r\n\r\n this._resolutionX = localOptions.resolutionX;\r\n this._resolutionY = localOptions.resolutionY;\r\n this._resolutionZ = localOptions.resolutionZ;\r\n this._position = localOptions.position;\r\n this._size = localOptions.autoAdaptToMesh ? localOptions.autoAdaptToMesh.getBoundingInfo().boundingBox.extendSize.scale(2) : localOptions.size;\r\n\r\n // Allocate data\r\n this._allocateData();\r\n this.update();\r\n }\r\n\r\n private _allocateData() {\r\n this._data = new Array<Array<Array<Vector3>>>(this.resolutionX);\r\n for (let i = 0; i < this.resolutionX; i++) {\r\n this._data[i] = new Array<Array<Vector3>>(this.resolutionY);\r\n for (let j = 0; j < this.resolutionY; j++) {\r\n this._data[i][j] = new Array<Vector3>(this.resolutionZ);\r\n for (let k = 0; k < this.resolutionZ; k++) {\r\n this._data[i][j][k] = Vector3.Zero();\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Update of the lattice data\r\n */\r\n public update() {\r\n for (let i = 0; i < this.resolutionX; i++) {\r\n for (let j = 0; j < this.resolutionY; j++) {\r\n for (let k = 0; k < this.resolutionZ; k++) {\r\n const x = -this.size.x / 2 + this.size.x * (i / (this.resolutionX - 1));\r\n const y = -this.size.y / 2 + this.size.y * (j / (this.resolutionY - 1));\r\n const z = -this.size.z / 2 + this.size.z * (k / (this.resolutionZ - 1));\r\n\r\n this._data[i][j][k].set(x, y, z);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Apply the lattice to a mesh\r\n * @param mesh mesh to deform\r\n */\r\n public deformMesh(mesh: Mesh) {\r\n const positions = mesh.getVerticesData(VertexBuffer.PositionKind);\r\n\r\n if (!positions) {\r\n return;\r\n }\r\n\r\n // Apply the lattice\r\n this.deform(positions);\r\n\r\n // Update back the mesh\r\n mesh.setVerticesData(VertexBuffer.PositionKind, positions, true);\r\n }\r\n\r\n /**\r\n * Update the lattice internals (like min, max and cell size)\r\n */\r\n public updateInternals() {\r\n const nx = this._resolutionX;\r\n const ny = this._resolutionY;\r\n const nz = this._resolutionZ;\r\n\r\n // Calculate the size of each cell in the lattice\r\n this._cellSize.set(this.size.x / (nx - 1), this.size.y / (ny - 1), this.size.z / (nz - 1));\r\n\r\n // Calculate the lattice bounds\r\n this._min.set(this.position.x - this.size.x / 2, this.position.y - this.size.y / 2, this.position.z - this.size.z / 2);\r\n this._min.addToRef(this._size, this._max);\r\n }\r\n\r\n /**\r\n * Apply the lattice to a set of points\r\n * @param positions vertex data to deform\r\n * @param target optional target array to store the result (operation will be done in place in not defined)\r\n */\r\n public deform(positions: FloatArray, target?: FloatArray) {\r\n const nx = this._resolutionX;\r\n const ny = this._resolutionY;\r\n const nz = this._resolutionZ;\r\n\r\n this.updateInternals();\r\n\r\n const min = this._min;\r\n const max = this._max;\r\n\r\n // Loop over each vertex\r\n for (let i = 0; i < positions.length; i += 3) {\r\n const vertex = this._tmpVector.fromArray(positions, i);\r\n\r\n // Check we are inside\r\n if (vertex.x < min.x || vertex.x > max.x || vertex.y < min.y || vertex.y > max.y || vertex.z < min.z || vertex.z > max.z) {\r\n if (target) {\r\n vertex.toArray(target, i);\r\n }\r\n continue;\r\n }\r\n\r\n // Map vertex position to lattice local coordinates\r\n const localPos = this._localPos.set((vertex.x - min.x) / this._cellSize.x, (vertex.y - min.y) / this._cellSize.y, (vertex.z - min.z) / this._cellSize.z);\r\n\r\n // Get integer lattice indices\r\n const i0 = Math.floor(localPos.x);\r\n const j0 = Math.floor(localPos.y);\r\n const k0 = Math.floor(localPos.z);\r\n\r\n const i1 = Math.min(i0 + 1, nx - 1);\r\n const j1 = Math.min(j0 + 1, ny - 1);\r\n const k1 = Math.min(k0 + 1, nz - 1);\r\n\r\n // Compute interpolation weights\r\n const tx = localPos.x - i0;\r\n const ty = localPos.y - j0;\r\n const tz = localPos.z - k0;\r\n\r\n // Ensure indices are within bounds\r\n const ii0 = Clamp(i0, 0, nx - 1);\r\n const jj0 = Clamp(j0, 0, ny - 1);\r\n const kk0 = Clamp(k0, 0, nz - 1);\r\n const ii1 = Clamp(i1, 0, nx - 1);\r\n const jj1 = Clamp(j1, 0, ny - 1);\r\n const kk1 = Clamp(k1, 0, nz - 1);\r\n\r\n // Get lattice control points\r\n const p000 = this._data[ii0][jj0][kk0];\r\n const p100 = this._data[ii1][jj0][kk0];\r\n const p010 = this._data[ii0][jj1][kk0];\r\n const p110 = this._data[ii1][jj1][kk0];\r\n const p001 = this._data[ii0][jj0][kk1];\r\n const p101 = this._data[ii1][jj0][kk1];\r\n const p011 = this._data[ii0][jj1][kk1];\r\n const p111 = this._data[ii1][jj1][kk1];\r\n\r\n // Trilinear interpolation\r\n const p00 = Vector3.LerpToRef(p000, p100, tx, this._lerpVector0);\r\n const p01 = Vector3.LerpToRef(p001, p101, tx, this._lerpVector1);\r\n const p10 = Vector3.LerpToRef(p010, p110, tx, this._lerpVector2);\r\n const p11 = Vector3.LerpToRef(p011, p111, tx, this._lerpVector3);\r\n\r\n const p0 = Vector3.LerpToRef(p00, p10, ty, this._lerpVector4);\r\n const p1 = Vector3.LerpToRef(p01, p11, ty, this._lerpVector5);\r\n\r\n const deformedPos = Vector3.LerpToRef(p0, p1, tz, this._lerpVector0);\r\n deformedPos.addInPlace(this.position);\r\n\r\n // Apply deformation to the vertex\r\n deformedPos.toArray(target || positions, i);\r\n }\r\n }\r\n}\r\n"]}
@@ -0,0 +1,82 @@
1
+ import type { Material } from "../Materials/material.js";
2
+ import { MaterialPluginBase } from "../Materials/materialPluginBase.js";
3
+ import type { Lattice } from "./lattice";
4
+ import { ShaderLanguage } from "../Materials/shaderLanguage.js";
5
+ import type { UniformBuffer } from "../Materials/uniformBuffer.js";
6
+ /**
7
+ * Material plugin to add hardware accelerated lattice support
8
+ * #HBZD72#5 - webgl2
9
+ * #HBZD72#6 - webgpu
10
+ */
11
+ export declare class LatticePluginMaterial extends MaterialPluginBase {
12
+ private _lattice;
13
+ private _latticeDataTexture;
14
+ private _latticeData;
15
+ private _code;
16
+ /**
17
+ * Create a new LatticePluginMaterial
18
+ * @param lattice defines the lattice this plugin is associated with
19
+ * @param material defines the material this plugin is associated with
20
+ */
21
+ constructor(lattice: Lattice, material: Material);
22
+ /**
23
+ * Get the class name of the plugin
24
+ * @returns the string "LatticePluginMaterial"
25
+ */
26
+ getClassName(): string;
27
+ /**
28
+ * Defines if the plugin supports the specified shader language
29
+ * @param shaderLanguage defines the shader language to check
30
+ * @returns true if supported, false otherwise
31
+ */
32
+ isCompatible(shaderLanguage: ShaderLanguage): boolean;
33
+ /**
34
+ * Must be called when the lattice data was updated
35
+ */
36
+ refreshData(): void;
37
+ /**
38
+ * Gets the description of the uniforms to add to the ubo (if engine supports ubos) or to inject directly in the vertex/fragment shaders (if engine does not support ubos)
39
+ * @param shaderLanguage The shader language to use.
40
+ * @returns the description of the uniforms
41
+ */
42
+ getUniforms(shaderLanguage: ShaderLanguage): {
43
+ ubo: {
44
+ name: string;
45
+ size: number;
46
+ type: string;
47
+ }[];
48
+ vertex?: undefined;
49
+ } | {
50
+ ubo: {
51
+ name: string;
52
+ size: number;
53
+ type: string;
54
+ }[];
55
+ vertex: string;
56
+ };
57
+ /**
58
+ * Binds the material data.
59
+ * @param uniformBuffer defines the Uniform buffer to fill in.
60
+ */
61
+ bindForSubMesh(uniformBuffer: UniformBuffer): void;
62
+ /**
63
+ * Gets the samplers used by the plugin.
64
+ * @param samplers list that the sampler names should be added to.
65
+ */
66
+ getSamplers(samplers: string[]): void;
67
+ private _prepareCode;
68
+ /**
69
+ * Returns a list of custom shader code fragments to customize the shader.
70
+ * @param shaderType "vertex" or "fragment"
71
+ * @param shaderLanguage The shader language to use.
72
+ * @returns null if no code to be added, or a list of pointName =\> code.
73
+ */
74
+ getCustomCode(shaderType: string, shaderLanguage?: ShaderLanguage): {
75
+ CUSTOM_VERTEX_DEFINITIONS: string;
76
+ CUSTOM_VERTEX_UPDATE_POSITION: string;
77
+ } | null;
78
+ /**
79
+ * Disposes the resources of the material.
80
+ */
81
+ dispose(): void;
82
+ }