@babylonjs/core 7.29.0 → 7.30.0

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Files changed (64) hide show
  1. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +4 -1
  2. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
  3. package/Engines/abstractEngine.js +2 -2
  4. package/Engines/abstractEngine.js.map +1 -1
  5. package/Engines/engine.d.ts +2 -1
  6. package/Engines/nullEngine.d.ts +1 -0
  7. package/Engines/nullEngine.js +1 -0
  8. package/Engines/nullEngine.js.map +1 -1
  9. package/Engines/webgpuEngine.d.ts +4 -0
  10. package/Engines/webgpuEngine.js +1 -3
  11. package/Engines/webgpuEngine.js.map +1 -1
  12. package/Materials/Textures/rawTexture3D.d.ts +12 -0
  13. package/Materials/Textures/rawTexture3D.js +18 -0
  14. package/Materials/Textures/rawTexture3D.js.map +1 -1
  15. package/Materials/effect.d.ts +11 -0
  16. package/Materials/effect.js +20 -0
  17. package/Materials/effect.js.map +1 -1
  18. package/Materials/materialPluginBase.d.ts +46 -46
  19. package/Materials/materialPluginBase.js +46 -60
  20. package/Materials/materialPluginBase.js.map +1 -1
  21. package/Meshes/Node/Blocks/Set/latticeBlock.d.ts +91 -0
  22. package/Meshes/Node/Blocks/Set/latticeBlock.js +194 -0
  23. package/Meshes/Node/Blocks/Set/latticeBlock.js.map +1 -0
  24. package/Meshes/Node/Blocks/geometryClampBlock.d.ts +8 -0
  25. package/Meshes/Node/Blocks/geometryClampBlock.js +22 -6
  26. package/Meshes/Node/Blocks/geometryClampBlock.js.map +1 -1
  27. package/Meshes/Node/Blocks/geometryInputBlock.js +2 -0
  28. package/Meshes/Node/Blocks/geometryInputBlock.js.map +1 -1
  29. package/Meshes/Node/Blocks/geometryInterceptorBlock.d.ts +5 -0
  30. package/Meshes/Node/Blocks/geometryInterceptorBlock.js +5 -1
  31. package/Meshes/Node/Blocks/geometryInterceptorBlock.js.map +1 -1
  32. package/Meshes/Node/Enums/nodeGeometryContextualSources.d.ts +5 -1
  33. package/Meshes/Node/Enums/nodeGeometryContextualSources.js +4 -0
  34. package/Meshes/Node/Enums/nodeGeometryContextualSources.js.map +1 -1
  35. package/Meshes/Node/index.d.ts +1 -0
  36. package/Meshes/Node/index.js +1 -0
  37. package/Meshes/Node/index.js.map +1 -1
  38. package/Meshes/Node/nodeGeometryBuildState.js +12 -0
  39. package/Meshes/Node/nodeGeometryBuildState.js.map +1 -1
  40. package/Meshes/index.d.ts +1 -0
  41. package/Meshes/index.js +1 -0
  42. package/Meshes/index.js.map +1 -1
  43. package/Meshes/lattice.d.ts +18 -1
  44. package/Meshes/lattice.js +34 -6
  45. package/Meshes/lattice.js.map +1 -1
  46. package/Meshes/lattice.material.d.ts +82 -0
  47. package/Meshes/lattice.material.js +259 -0
  48. package/Meshes/lattice.material.js.map +1 -0
  49. package/Misc/screenshotTools.js +0 -3
  50. package/Misc/screenshotTools.js.map +1 -1
  51. package/ShadersWGSL/default.fragment.js +1 -1
  52. package/ShadersWGSL/default.fragment.js.map +1 -1
  53. package/ShadersWGSL/pbr.fragment.js +1 -1
  54. package/ShadersWGSL/pbr.fragment.js.map +1 -1
  55. package/Sprites/spriteManager.d.ts +10 -1
  56. package/Sprites/spriteManager.js +3 -2
  57. package/Sprites/spriteManager.js.map +1 -1
  58. package/Sprites/spritePackedManager.d.ts +6 -1
  59. package/Sprites/spritePackedManager.js +6 -2
  60. package/Sprites/spritePackedManager.js.map +1 -1
  61. package/Sprites/spriteRenderer.d.ts +16 -3
  62. package/Sprites/spriteRenderer.js +5 -3
  63. package/Sprites/spriteRenderer.js.map +1 -1
  64. package/package.json +1 -1
@@ -172,6 +172,18 @@ export class NodeGeometryBuildState {
172
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  }
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  return this.geometryContext.metadata.collectionId || 0;
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  }
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+ case NodeGeometryContextualSources.LatticeID: {
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+ if (this.executionContext.getOverridePositionsContextualValue) {
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+ return this.executionContext.getOverridePositionsContextualValue();
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+ }
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+ return Vector3.Zero();
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+ }
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+ case NodeGeometryContextualSources.LatticeControl: {
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+ if (this.executionContext.getOverrideNormalsContextualValue) {
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+ return this.executionContext.getOverrideNormalsContextualValue();
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+ }
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+ return Vector3.Zero();
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+ }
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  }
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  return null;
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  }
@@ -1 +1 @@
1
- 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type { Nullable } from \"../../types\";\r\nimport type { VertexData } from \"../mesh.vertexData\";\r\nimport type { NodeGeometryConnectionPoint } from \"./nodeGeometryBlockConnectionPoint\";\r\nimport { NodeGeometryContextualSources } from \"./Enums/nodeGeometryContextualSources\";\r\nimport { Matrix, Vector2, Vector3, Vector4 } from \"../../Maths/math.vector\";\r\nimport type { INodeGeometryExecutionContext } from \"./Interfaces/nodeGeometryExecutionContext\";\r\nimport { NodeGeometryBlockConnectionPointTypes } from \"./Enums/nodeGeometryConnectionPointTypes\";\r\nimport type { INodeGeometryInstancingContext } from \"./Interfaces/nodeGeometryInstancingContext\";\r\n\r\n/**\r\n * Class used to store node based geometry build state\r\n */\r\nexport class NodeGeometryBuildState {\r\n private _rotationMatrix = new Matrix();\r\n private _scalingMatrix = new Matrix();\r\n private _positionMatrix = new Matrix();\r\n private _scalingRotationMatrix = new Matrix();\r\n private _transformMatrix = new Matrix();\r\n private _tempVector3 = new Vector3();\r\n\r\n /** Gets or sets the list of non connected mandatory inputs */\r\n public notConnectedNonOptionalInputs: NodeGeometryConnectionPoint[] = [];\r\n /** Gets or sets the list of non contextual inputs having no contextudal data */\r\n public noContextualData: NodeGeometryContextualSources[] = [];\r\n /** Gets or sets the build identifier */\r\n public buildId: number;\r\n /** Gets or sets a boolean indicating that verbose mode is on */\r\n public verbose: boolean;\r\n /** Gets or sets the vertex data */\r\n public vertexData: Nullable<VertexData> = null;\r\n\r\n private _geometryContext: Nullable<VertexData> = null;\r\n private _executionContext: Nullable<INodeGeometryExecutionContext> = null;\r\n private _instancingContext: Nullable<INodeGeometryInstancingContext> = null;\r\n\r\n private _geometryContextStack: Array<Nullable<VertexData>> = [];\r\n private _executionContextStack: Array<Nullable<INodeGeometryExecutionContext>> = [];\r\n private _instancingContextStack: Array<Nullable<INodeGeometryInstancingContext>> = [];\r\n\r\n /** Gets or sets the geometry context */\r\n public get geometryContext() {\r\n return this._geometryContext;\r\n }\r\n\r\n /** Gets or sets the execution context */\r\n public get executionContext() {\r\n return this._executionContext;\r\n }\r\n\r\n /** Gets or sets the instancing context */\r\n public get instancingContext() {\r\n return this._instancingContext;\r\n }\r\n\r\n /**\r\n * Push the new active geometry context\r\n * @param geometryContext defines the geometry context\r\n */\r\n public pushGeometryContext(geometryContext: VertexData) {\r\n this._geometryContext = geometryContext;\r\n this._geometryContextStack.push(this._geometryContext);\r\n }\r\n\r\n /**\r\n * Push the new active execution context\r\n * @param executionContext defines the execution context\r\n */\r\n public pushExecutionContext(executionContext: INodeGeometryExecutionContext) {\r\n this._executionContext = executionContext;\r\n this._executionContextStack.push(this._executionContext);\r\n }\r\n\r\n /**\r\n * Push the new active instancing context\r\n * @param instancingContext defines the instancing context\r\n */\r\n public pushInstancingContext(instancingContext: INodeGeometryInstancingContext) {\r\n this._instancingContext = instancingContext;\r\n this._instancingContextStack.push(this._instancingContext);\r\n }\r\n\r\n /**\r\n * Remove current geometry context and restore the previous one\r\n */\r\n public restoreGeometryContext() {\r\n this._geometryContextStack.pop();\r\n this._geometryContext = this._geometryContextStack.length > 0 ? this._geometryContextStack[this._geometryContextStack.length - 1] : null;\r\n }\r\n\r\n /**\r\n * Remove current execution context and restore the previous one\r\n */\r\n public restoreExecutionContext() {\r\n this._executionContextStack.pop();\r\n this._executionContext = this._executionContextStack.length > 0 ? this._executionContextStack[this._executionContextStack.length - 1] : null;\r\n }\r\n\r\n /**\r\n * Remove current isntancing context and restore the previous one\r\n */\r\n public restoreInstancingContext() {\r\n this._instancingContextStack.pop();\r\n this._instancingContext = this._instancingContextStack.length > 0 ? this._instancingContextStack[this._instancingContextStack.length - 1] : null;\r\n }\r\n\r\n /**\r\n * Gets the value associated with a contextual source\r\n * @param source Source of the contextual value\r\n * @param skipWarning Do not store the warning for reporting if true\r\n * @returns the value associated with the source\r\n */\r\n public getContextualValue(source: NodeGeometryContextualSources, skipWarning = false) {\r\n if (!this.executionContext) {\r\n if (!skipWarning) {\r\n this.noContextualData.push(source);\r\n }\r\n return null;\r\n }\r\n\r\n const index = this.executionContext.getExecutionIndex();\r\n\r\n switch (source) {\r\n case NodeGeometryContextualSources.Positions:\r\n if (this.executionContext.getOverridePositionsContextualValue) {\r\n return this.executionContext.getOverridePositionsContextualValue();\r\n }\r\n if (!this.geometryContext || !this.geometryContext.positions) {\r\n return Vector3.Zero();\r\n }\r\n return Vector3.FromArray(this.geometryContext.positions as ArrayLike<number>, index * 3);\r\n case NodeGeometryContextualSources.Normals:\r\n if (this.executionContext.getOverrideNormalsContextualValue) {\r\n return this.executionContext.getOverrideNormalsContextualValue();\r\n }\r\n if (!this.geometryContext || !this.geometryContext.normals) {\r\n return Vector3.Zero();\r\n }\r\n return Vector3.FromArray(this.geometryContext.normals as ArrayLike<number>, index * 3);\r\n case NodeGeometryContextualSources.Colors:\r\n if (!this.geometryContext || !this.geometryContext.colors) {\r\n return Vector4.Zero();\r\n }\r\n return Vector4.FromArray(this.geometryContext.colors as ArrayLike<number>, index * 4);\r\n case NodeGeometryContextualSources.Tangents:\r\n if (!this.geometryContext || !this.geometryContext.tangents) {\r\n return Vector4.Zero();\r\n }\r\n return Vector4.FromArray(this.geometryContext.tangents as ArrayLike<number>, index * 4);\r\n case NodeGeometryContextualSources.UV:\r\n if (this.executionContext.getOverrideUVs1ContextualValue) {\r\n return this.executionContext.getOverrideUVs1ContextualValue();\r\n }\r\n if (!this.geometryContext || !this.geometryContext.uvs) {\r\n return Vector2.Zero();\r\n }\r\n return Vector2.FromArray(this.geometryContext.uvs as ArrayLike<number>, index * 2);\r\n case NodeGeometryContextualSources.UV2:\r\n if (!this.geometryContext || !this.geometryContext.uvs2) {\r\n return Vector2.Zero();\r\n }\r\n return Vector2.FromArray(this.geometryContext.uvs2 as ArrayLike<number>, index * 2);\r\n case NodeGeometryContextualSources.UV3:\r\n if (!this.geometryContext || !this.geometryContext.uvs3) {\r\n return Vector2.Zero();\r\n }\r\n return Vector2.FromArray(this.geometryContext.uvs3 as ArrayLike<number>, index * 2);\r\n case NodeGeometryContextualSources.UV4:\r\n if (!this.geometryContext || !this.geometryContext.uvs4) {\r\n return Vector2.Zero();\r\n }\r\n return Vector2.FromArray(this.geometryContext.uvs4 as ArrayLike<number>, index * 2);\r\n case NodeGeometryContextualSources.UV5:\r\n if (!this.geometryContext || !this.geometryContext.uvs5) {\r\n return Vector2.Zero();\r\n }\r\n return Vector2.FromArray(this.geometryContext.uvs5 as ArrayLike<number>, index * 2);\r\n case NodeGeometryContextualSources.UV6:\r\n if (!this.geometryContext || !this.geometryContext.uvs6) {\r\n return Vector2.Zero();\r\n }\r\n return Vector2.FromArray(this.geometryContext.uvs6 as ArrayLike<number>, index * 2);\r\n case NodeGeometryContextualSources.VertexID:\r\n return index;\r\n case NodeGeometryContextualSources.FaceID:\r\n return this.executionContext.getExecutionFaceIndex();\r\n case NodeGeometryContextualSources.LoopID:\r\n return this.executionContext.getExecutionLoopIndex();\r\n case NodeGeometryContextualSources.InstanceID:\r\n return this.instancingContext ? this.instancingContext.getInstanceIndex() : 0;\r\n case NodeGeometryContextualSources.GeometryID:\r\n return !this.geometryContext ? 0 : this.geometryContext.uniqueId;\r\n case NodeGeometryContextualSources.CollectionID: {\r\n if (!this.geometryContext || !this.geometryContext.metadata) {\r\n return 0;\r\n }\r\n return this.geometryContext.metadata.collectionId || 0;\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Adapt a value to a target type\r\n * @param source defines the value to adapt\r\n * @param targetType defines the target type\r\n * @returns the adapted value\r\n */\r\n adapt(source: NodeGeometryConnectionPoint, targetType: NodeGeometryBlockConnectionPointTypes) {\r\n const value = source.getConnectedValue(this) || 0;\r\n\r\n if (source.type === targetType) {\r\n return value;\r\n }\r\n\r\n switch (targetType) {\r\n case NodeGeometryBlockConnectionPointTypes.Vector2:\r\n return new Vector2(value, value);\r\n case NodeGeometryBlockConnectionPointTypes.Vector3:\r\n return new Vector3(value, value, value);\r\n case NodeGeometryBlockConnectionPointTypes.Vector4:\r\n return new Vector4(value, value, value, value);\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Adapt an input value to a target type\r\n * @param source defines the value to adapt\r\n * @param targetType defines the target type\r\n * @param defaultValue defines the default value to use if not connected\r\n * @returns the adapted value\r\n */\r\n adaptInput(source: NodeGeometryConnectionPoint, targetType: NodeGeometryBlockConnectionPointTypes, defaultValue: any) {\r\n if (!source.isConnected) {\r\n return source.value || defaultValue;\r\n }\r\n\r\n const value = source.getConnectedValue(this);\r\n\r\n if (source._connectedPoint?.type === targetType) {\r\n return value;\r\n }\r\n\r\n switch (targetType) {\r\n case NodeGeometryBlockConnectionPointTypes.Vector2:\r\n return new Vector2(value, value);\r\n case NodeGeometryBlockConnectionPointTypes.Vector3:\r\n return new Vector3(value, value, value);\r\n case NodeGeometryBlockConnectionPointTypes.Vector4:\r\n return new Vector4(value, value, value, value);\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Emits console errors and exceptions if there is a failing check\r\n */\r\n public emitErrors() {\r\n let errorMessage = \"\";\r\n\r\n for (const notConnectedInput of this.notConnectedNonOptionalInputs) {\r\n errorMessage += `input ${notConnectedInput.name} from block ${\r\n notConnectedInput.ownerBlock.name\r\n }[${notConnectedInput.ownerBlock.getClassName()}] is not connected and is not optional.\\n`;\r\n }\r\n\r\n for (const source of this.noContextualData) {\r\n errorMessage += `Contextual input ${NodeGeometryContextualSources[source]} has no context to pull data from (must be connected to a setXXX block or a instantiateXXX block).\\n`;\r\n }\r\n\r\n if (errorMessage) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \"Build of NodeGeometry failed:\\n\" + errorMessage;\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _instantiate(clone: VertexData, currentPosition: Vector3, rotation: Vector3, scaling: Vector3, additionalVertexData: VertexData[]) {\r\n // Transform\r\n Matrix.ScalingToRef(scaling.x, scaling.y, scaling.z, this._scalingMatrix);\r\n Matrix.RotationYawPitchRollToRef(rotation.y, rotation.x, rotation.z, this._rotationMatrix);\r\n Matrix.TranslationToRef(currentPosition.x, currentPosition.y, currentPosition.z, this._positionMatrix);\r\n\r\n this._scalingMatrix.multiplyToRef(this._rotationMatrix, this._scalingRotationMatrix);\r\n this._scalingRotationMatrix.multiplyToRef(this._positionMatrix, this._transformMatrix);\r\n for (let clonePositionIndex = 0; clonePositionIndex < clone.positions!.length; clonePositionIndex += 3) {\r\n this._tempVector3.fromArray(clone.positions!, clonePositionIndex);\r\n Vector3.TransformCoordinatesToRef(this._tempVector3, this._transformMatrix, this._tempVector3);\r\n this._tempVector3.toArray(clone.positions!, clonePositionIndex);\r\n\r\n if (clone.normals) {\r\n this._tempVector3.fromArray(clone.normals, clonePositionIndex);\r\n Vector3.TransformNormalToRef(this._tempVector3, this._scalingRotationMatrix, this._tempVector3);\r\n this._tempVector3.toArray(clone.normals, clonePositionIndex);\r\n }\r\n }\r\n\r\n additionalVertexData.push(clone);\r\n }\r\n\r\n /** @internal */\r\n public _instantiateWithMatrix(clone: VertexData, transform: Matrix, additionalVertexData: VertexData[]) {\r\n for (let clonePositionIndex = 0; clonePositionIndex < clone.positions!.length; clonePositionIndex += 3) {\r\n this._tempVector3.fromArray(clone.positions!, clonePositionIndex);\r\n Vector3.TransformCoordinatesToRef(this._tempVector3, transform, this._tempVector3);\r\n this._tempVector3.toArray(clone.positions!, clonePositionIndex);\r\n\r\n if (clone.normals) {\r\n this._tempVector3.fromArray(clone.normals, clonePositionIndex);\r\n Vector3.TransformNormalToRef(this._tempVector3, transform, this._tempVector3);\r\n this._tempVector3.toArray(clone.normals, clonePositionIndex);\r\n }\r\n }\r\n\r\n additionalVertexData.push(clone);\r\n }\r\n\r\n /** @internal */\r\n public _instantiateWithPositionAndMatrix(clone: VertexData, currentPosition: Vector3, transform: Matrix, additionalVertexData: VertexData[]) {\r\n Matrix.TranslationToRef(currentPosition.x, currentPosition.y, currentPosition.z, this._positionMatrix);\r\n transform.multiplyToRef(this._positionMatrix, this._transformMatrix);\r\n\r\n for (let clonePositionIndex = 0; clonePositionIndex < clone.positions!.length; clonePositionIndex += 3) {\r\n this._tempVector3.fromArray(clone.positions!, clonePositionIndex);\r\n Vector3.TransformCoordinatesToRef(this._tempVector3, this._transformMatrix, this._tempVector3);\r\n this._tempVector3.toArray(clone.positions!, clonePositionIndex);\r\n\r\n if (clone.normals) {\r\n this._tempVector3.fromArray(clone.normals, clonePositionIndex);\r\n Vector3.TransformNormalToRef(this._tempVector3, this._transformMatrix, this._tempVector3);\r\n this._tempVector3.toArray(clone.normals, clonePositionIndex);\r\n }\r\n }\r\n\r\n additionalVertexData.push(clone);\r\n }\r\n}\r\n"]}
1
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type { Nullable } from \"../../types\";\r\nimport type { VertexData } from \"../mesh.vertexData\";\r\nimport type { NodeGeometryConnectionPoint } from \"./nodeGeometryBlockConnectionPoint\";\r\nimport { NodeGeometryContextualSources } from \"./Enums/nodeGeometryContextualSources\";\r\nimport { Matrix, Vector2, Vector3, Vector4 } from \"../../Maths/math.vector\";\r\nimport type { INodeGeometryExecutionContext } from \"./Interfaces/nodeGeometryExecutionContext\";\r\nimport { NodeGeometryBlockConnectionPointTypes } from \"./Enums/nodeGeometryConnectionPointTypes\";\r\nimport type { INodeGeometryInstancingContext } from \"./Interfaces/nodeGeometryInstancingContext\";\r\n\r\n/**\r\n * Class used to store node based geometry build state\r\n */\r\nexport class NodeGeometryBuildState {\r\n private _rotationMatrix = new Matrix();\r\n private _scalingMatrix = new Matrix();\r\n private _positionMatrix = new Matrix();\r\n private _scalingRotationMatrix = new Matrix();\r\n private _transformMatrix = new Matrix();\r\n private _tempVector3 = new Vector3();\r\n\r\n /** Gets or sets the list of non connected mandatory inputs */\r\n public notConnectedNonOptionalInputs: NodeGeometryConnectionPoint[] = [];\r\n /** Gets or sets the list of non contextual inputs having no contextudal data */\r\n public noContextualData: NodeGeometryContextualSources[] = [];\r\n /** Gets or sets the build identifier */\r\n public buildId: number;\r\n /** Gets or sets a boolean indicating that verbose mode is on */\r\n public verbose: boolean;\r\n /** Gets or sets the vertex data */\r\n public vertexData: Nullable<VertexData> = null;\r\n\r\n private _geometryContext: Nullable<VertexData> = null;\r\n private _executionContext: Nullable<INodeGeometryExecutionContext> = null;\r\n private _instancingContext: Nullable<INodeGeometryInstancingContext> = null;\r\n\r\n private _geometryContextStack: Array<Nullable<VertexData>> = [];\r\n private _executionContextStack: Array<Nullable<INodeGeometryExecutionContext>> = [];\r\n private _instancingContextStack: Array<Nullable<INodeGeometryInstancingContext>> = [];\r\n\r\n /** Gets or sets the geometry context */\r\n public get geometryContext() {\r\n return this._geometryContext;\r\n }\r\n\r\n /** Gets or sets the execution context */\r\n public get executionContext() {\r\n return this._executionContext;\r\n }\r\n\r\n /** Gets or sets the instancing context */\r\n public get instancingContext() {\r\n return this._instancingContext;\r\n }\r\n\r\n /**\r\n * Push the new active geometry context\r\n * @param geometryContext defines the geometry context\r\n */\r\n public pushGeometryContext(geometryContext: VertexData) {\r\n this._geometryContext = geometryContext;\r\n this._geometryContextStack.push(this._geometryContext);\r\n }\r\n\r\n /**\r\n * Push the new active execution context\r\n * @param executionContext defines the execution context\r\n */\r\n public pushExecutionContext(executionContext: INodeGeometryExecutionContext) {\r\n this._executionContext = executionContext;\r\n this._executionContextStack.push(this._executionContext);\r\n }\r\n\r\n /**\r\n * Push the new active instancing context\r\n * @param instancingContext defines the instancing context\r\n */\r\n public pushInstancingContext(instancingContext: INodeGeometryInstancingContext) {\r\n this._instancingContext = instancingContext;\r\n this._instancingContextStack.push(this._instancingContext);\r\n }\r\n\r\n /**\r\n * Remove current geometry context and restore the previous one\r\n */\r\n public restoreGeometryContext() {\r\n this._geometryContextStack.pop();\r\n this._geometryContext = this._geometryContextStack.length > 0 ? this._geometryContextStack[this._geometryContextStack.length - 1] : null;\r\n }\r\n\r\n /**\r\n * Remove current execution context and restore the previous one\r\n */\r\n public restoreExecutionContext() {\r\n this._executionContextStack.pop();\r\n this._executionContext = this._executionContextStack.length > 0 ? this._executionContextStack[this._executionContextStack.length - 1] : null;\r\n }\r\n\r\n /**\r\n * Remove current isntancing context and restore the previous one\r\n */\r\n public restoreInstancingContext() {\r\n this._instancingContextStack.pop();\r\n this._instancingContext = this._instancingContextStack.length > 0 ? this._instancingContextStack[this._instancingContextStack.length - 1] : null;\r\n }\r\n\r\n /**\r\n * Gets the value associated with a contextual source\r\n * @param source Source of the contextual value\r\n * @param skipWarning Do not store the warning for reporting if true\r\n * @returns the value associated with the source\r\n */\r\n public getContextualValue(source: NodeGeometryContextualSources, skipWarning = false) {\r\n if (!this.executionContext) {\r\n if (!skipWarning) {\r\n this.noContextualData.push(source);\r\n }\r\n return null;\r\n }\r\n\r\n const index = this.executionContext.getExecutionIndex();\r\n\r\n switch (source) {\r\n case NodeGeometryContextualSources.Positions:\r\n if (this.executionContext.getOverridePositionsContextualValue) {\r\n return this.executionContext.getOverridePositionsContextualValue();\r\n }\r\n if (!this.geometryContext || !this.geometryContext.positions) {\r\n return Vector3.Zero();\r\n }\r\n return Vector3.FromArray(this.geometryContext.positions as ArrayLike<number>, index * 3);\r\n case NodeGeometryContextualSources.Normals:\r\n if (this.executionContext.getOverrideNormalsContextualValue) {\r\n return this.executionContext.getOverrideNormalsContextualValue();\r\n }\r\n if (!this.geometryContext || !this.geometryContext.normals) {\r\n return Vector3.Zero();\r\n }\r\n return Vector3.FromArray(this.geometryContext.normals as ArrayLike<number>, index * 3);\r\n case NodeGeometryContextualSources.Colors:\r\n if (!this.geometryContext || !this.geometryContext.colors) {\r\n return Vector4.Zero();\r\n }\r\n return Vector4.FromArray(this.geometryContext.colors as ArrayLike<number>, index * 4);\r\n case NodeGeometryContextualSources.Tangents:\r\n if (!this.geometryContext || !this.geometryContext.tangents) {\r\n return Vector4.Zero();\r\n }\r\n return Vector4.FromArray(this.geometryContext.tangents as ArrayLike<number>, index * 4);\r\n case NodeGeometryContextualSources.UV:\r\n if (this.executionContext.getOverrideUVs1ContextualValue) {\r\n return this.executionContext.getOverrideUVs1ContextualValue();\r\n }\r\n if (!this.geometryContext || !this.geometryContext.uvs) {\r\n return Vector2.Zero();\r\n }\r\n return Vector2.FromArray(this.geometryContext.uvs as ArrayLike<number>, index * 2);\r\n case NodeGeometryContextualSources.UV2:\r\n if (!this.geometryContext || !this.geometryContext.uvs2) {\r\n return Vector2.Zero();\r\n }\r\n return Vector2.FromArray(this.geometryContext.uvs2 as ArrayLike<number>, index * 2);\r\n case NodeGeometryContextualSources.UV3:\r\n if (!this.geometryContext || !this.geometryContext.uvs3) {\r\n return Vector2.Zero();\r\n }\r\n return Vector2.FromArray(this.geometryContext.uvs3 as ArrayLike<number>, index * 2);\r\n case NodeGeometryContextualSources.UV4:\r\n if (!this.geometryContext || !this.geometryContext.uvs4) {\r\n return Vector2.Zero();\r\n }\r\n return Vector2.FromArray(this.geometryContext.uvs4 as ArrayLike<number>, index * 2);\r\n case NodeGeometryContextualSources.UV5:\r\n if (!this.geometryContext || !this.geometryContext.uvs5) {\r\n return Vector2.Zero();\r\n }\r\n return Vector2.FromArray(this.geometryContext.uvs5 as ArrayLike<number>, index * 2);\r\n case NodeGeometryContextualSources.UV6:\r\n if (!this.geometryContext || !this.geometryContext.uvs6) {\r\n return Vector2.Zero();\r\n }\r\n return Vector2.FromArray(this.geometryContext.uvs6 as ArrayLike<number>, index * 2);\r\n case NodeGeometryContextualSources.VertexID:\r\n return index;\r\n case NodeGeometryContextualSources.FaceID:\r\n return this.executionContext.getExecutionFaceIndex();\r\n case NodeGeometryContextualSources.LoopID:\r\n return this.executionContext.getExecutionLoopIndex();\r\n case NodeGeometryContextualSources.InstanceID:\r\n return this.instancingContext ? this.instancingContext.getInstanceIndex() : 0;\r\n case NodeGeometryContextualSources.GeometryID:\r\n return !this.geometryContext ? 0 : this.geometryContext.uniqueId;\r\n case NodeGeometryContextualSources.CollectionID: {\r\n if (!this.geometryContext || !this.geometryContext.metadata) {\r\n return 0;\r\n }\r\n return this.geometryContext.metadata.collectionId || 0;\r\n }\r\n case NodeGeometryContextualSources.LatticeID: {\r\n if (this.executionContext.getOverridePositionsContextualValue) {\r\n return this.executionContext.getOverridePositionsContextualValue();\r\n }\r\n return Vector3.Zero();\r\n }\r\n case NodeGeometryContextualSources.LatticeControl: {\r\n if (this.executionContext.getOverrideNormalsContextualValue) {\r\n return this.executionContext.getOverrideNormalsContextualValue();\r\n }\r\n return Vector3.Zero();\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Adapt a value to a target type\r\n * @param source defines the value to adapt\r\n * @param targetType defines the target type\r\n * @returns the adapted value\r\n */\r\n adapt(source: NodeGeometryConnectionPoint, targetType: NodeGeometryBlockConnectionPointTypes) {\r\n const value = source.getConnectedValue(this) || 0;\r\n\r\n if (source.type === targetType) {\r\n return value;\r\n }\r\n\r\n switch (targetType) {\r\n case NodeGeometryBlockConnectionPointTypes.Vector2:\r\n return new Vector2(value, value);\r\n case NodeGeometryBlockConnectionPointTypes.Vector3:\r\n return new Vector3(value, value, value);\r\n case NodeGeometryBlockConnectionPointTypes.Vector4:\r\n return new Vector4(value, value, value, value);\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Adapt an input value to a target type\r\n * @param source defines the value to adapt\r\n * @param targetType defines the target type\r\n * @param defaultValue defines the default value to use if not connected\r\n * @returns the adapted value\r\n */\r\n adaptInput(source: NodeGeometryConnectionPoint, targetType: NodeGeometryBlockConnectionPointTypes, defaultValue: any) {\r\n if (!source.isConnected) {\r\n return source.value || defaultValue;\r\n }\r\n\r\n const value = source.getConnectedValue(this);\r\n\r\n if (source._connectedPoint?.type === targetType) {\r\n return value;\r\n }\r\n\r\n switch (targetType) {\r\n case NodeGeometryBlockConnectionPointTypes.Vector2:\r\n return new Vector2(value, value);\r\n case NodeGeometryBlockConnectionPointTypes.Vector3:\r\n return new Vector3(value, value, value);\r\n case NodeGeometryBlockConnectionPointTypes.Vector4:\r\n return new Vector4(value, value, value, value);\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Emits console errors and exceptions if there is a failing check\r\n */\r\n public emitErrors() {\r\n let errorMessage = \"\";\r\n\r\n for (const notConnectedInput of this.notConnectedNonOptionalInputs) {\r\n errorMessage += `input ${notConnectedInput.name} from block ${\r\n notConnectedInput.ownerBlock.name\r\n }[${notConnectedInput.ownerBlock.getClassName()}] is not connected and is not optional.\\n`;\r\n }\r\n\r\n for (const source of this.noContextualData) {\r\n errorMessage += `Contextual input ${NodeGeometryContextualSources[source]} has no context to pull data from (must be connected to a setXXX block or a instantiateXXX block).\\n`;\r\n }\r\n\r\n if (errorMessage) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \"Build of NodeGeometry failed:\\n\" + errorMessage;\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _instantiate(clone: VertexData, currentPosition: Vector3, rotation: Vector3, scaling: Vector3, additionalVertexData: VertexData[]) {\r\n // Transform\r\n Matrix.ScalingToRef(scaling.x, scaling.y, scaling.z, this._scalingMatrix);\r\n Matrix.RotationYawPitchRollToRef(rotation.y, rotation.x, rotation.z, this._rotationMatrix);\r\n Matrix.TranslationToRef(currentPosition.x, currentPosition.y, currentPosition.z, this._positionMatrix);\r\n\r\n this._scalingMatrix.multiplyToRef(this._rotationMatrix, this._scalingRotationMatrix);\r\n this._scalingRotationMatrix.multiplyToRef(this._positionMatrix, this._transformMatrix);\r\n for (let clonePositionIndex = 0; clonePositionIndex < clone.positions!.length; clonePositionIndex += 3) {\r\n this._tempVector3.fromArray(clone.positions!, clonePositionIndex);\r\n Vector3.TransformCoordinatesToRef(this._tempVector3, this._transformMatrix, this._tempVector3);\r\n this._tempVector3.toArray(clone.positions!, clonePositionIndex);\r\n\r\n if (clone.normals) {\r\n this._tempVector3.fromArray(clone.normals, clonePositionIndex);\r\n Vector3.TransformNormalToRef(this._tempVector3, this._scalingRotationMatrix, this._tempVector3);\r\n this._tempVector3.toArray(clone.normals, clonePositionIndex);\r\n }\r\n }\r\n\r\n additionalVertexData.push(clone);\r\n }\r\n\r\n /** @internal */\r\n public _instantiateWithMatrix(clone: VertexData, transform: Matrix, additionalVertexData: VertexData[]) {\r\n for (let clonePositionIndex = 0; clonePositionIndex < clone.positions!.length; clonePositionIndex += 3) {\r\n this._tempVector3.fromArray(clone.positions!, clonePositionIndex);\r\n Vector3.TransformCoordinatesToRef(this._tempVector3, transform, this._tempVector3);\r\n this._tempVector3.toArray(clone.positions!, clonePositionIndex);\r\n\r\n if (clone.normals) {\r\n this._tempVector3.fromArray(clone.normals, clonePositionIndex);\r\n Vector3.TransformNormalToRef(this._tempVector3, transform, this._tempVector3);\r\n this._tempVector3.toArray(clone.normals, clonePositionIndex);\r\n }\r\n }\r\n\r\n additionalVertexData.push(clone);\r\n }\r\n\r\n /** @internal */\r\n public _instantiateWithPositionAndMatrix(clone: VertexData, currentPosition: Vector3, transform: Matrix, additionalVertexData: VertexData[]) {\r\n Matrix.TranslationToRef(currentPosition.x, currentPosition.y, currentPosition.z, this._positionMatrix);\r\n transform.multiplyToRef(this._positionMatrix, this._transformMatrix);\r\n\r\n for (let clonePositionIndex = 0; clonePositionIndex < clone.positions!.length; clonePositionIndex += 3) {\r\n this._tempVector3.fromArray(clone.positions!, clonePositionIndex);\r\n Vector3.TransformCoordinatesToRef(this._tempVector3, this._transformMatrix, this._tempVector3);\r\n this._tempVector3.toArray(clone.positions!, clonePositionIndex);\r\n\r\n if (clone.normals) {\r\n this._tempVector3.fromArray(clone.normals, clonePositionIndex);\r\n Vector3.TransformNormalToRef(this._tempVector3, this._transformMatrix, this._tempVector3);\r\n this._tempVector3.toArray(clone.normals, clonePositionIndex);\r\n }\r\n }\r\n\r\n additionalVertexData.push(clone);\r\n }\r\n}\r\n"]}
package/Meshes/index.d.ts CHANGED
@@ -21,6 +21,7 @@ export * from "./geodesicMesh";
21
21
  export * from "./subMesh";
22
22
  export * from "./subMesh.project";
23
23
  export * from "./lattice";
24
+ export * from "./lattice.material";
24
25
  export * from "./meshLODLevel";
25
26
  export * from "./transformNode";
26
27
  export * from "./Builders/index";
package/Meshes/index.js CHANGED
@@ -23,6 +23,7 @@ export * from "./geodesicMesh.js";
23
23
  export * from "./subMesh.js";
24
24
  export * from "./subMesh.project.js";
25
25
  export * from "./lattice.js";
26
+ export * from "./lattice.material.js";
26
27
  export * from "./meshLODLevel.js";
27
28
  export * from "./transformNode.js";
28
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,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,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 \"./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"]}
@@ -29,6 +29,7 @@ export declare class Lattice {
29
29
  private _resolutionZ;
30
30
  private _position;
31
31
  private _size;
32
+ private _cellSize;
32
33
  private _data;
33
34
  private _min;
34
35
  private _max;
@@ -69,11 +70,23 @@ export declare class Lattice {
69
70
  * Gets the data of the lattice
70
71
  */
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;
72
85
  /**
73
86
  * Creates a new Lattice
74
87
  * @param options options for creating
75
88
  */
76
- constructor(options: Partial<ILatticeOptions>);
89
+ constructor(options?: Partial<ILatticeOptions>);
77
90
  private _allocateData;
78
91
  /**
79
92
  * Update of the lattice data
@@ -84,6 +97,10 @@ export declare class Lattice {
84
97
  * @param mesh mesh to deform
85
98
  */
86
99
  deformMesh(mesh: Mesh): void;
100
+ /**
101
+ * Update the lattice internals (like min, max and cell size)
102
+ */
103
+ updateInternals(): void;
87
104
  /**
88
105
  * Apply the lattice to a set of points
89
106
  * @param positions vertex data to deform
package/Meshes/lattice.js CHANGED
@@ -50,11 +50,30 @@ export class Lattice {
50
50
  get data() {
51
51
  return this._data;
52
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
+ }
53
71
  /**
54
72
  * Creates a new Lattice
55
73
  * @param options options for creating
56
74
  */
57
75
  constructor(options) {
76
+ this._cellSize = new Vector3();
58
77
  // Cache
59
78
  this._min = new Vector3(-0.5, -0.5, -0.5);
60
79
  this._max = new Vector3(0.5, 0.5, 0.5);
@@ -125,19 +144,28 @@ export class Lattice {
125
144
  mesh.setVerticesData(VertexBuffer.PositionKind, positions, true);
126
145
  }
127
146
  /**
128
- * Apply the lattice to a set of points
129
- * @param positions vertex data to deform
130
- * @param target optional target array to store the result (operation will be done in place in not defined)
147
+ * Update the lattice internals (like min, max and cell size)
131
148
  */
132
- deform(positions, target) {
149
+ updateInternals() {
133
150
  const nx = this._resolutionX;
134
151
  const ny = this._resolutionY;
135
152
  const nz = this._resolutionZ;
136
153
  // Calculate the size of each cell in the lattice
137
- const cellSize = new Vector3(this.size.x / (nx - 1), this.size.y / (ny - 1), this.size.z / (nz - 1));
154
+ this._cellSize.set(this.size.x / (nx - 1), this.size.y / (ny - 1), this.size.z / (nz - 1));
138
155
  // Calculate the lattice bounds
139
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);
140
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();
141
169
  const min = this._min;
142
170
  const max = this._max;
143
171
  // Loop over each vertex
@@ -151,7 +179,7 @@ export class Lattice {
151
179
  continue;
152
180
  }
153
181
  // Map vertex position to lattice local coordinates
154
- const localPos = this._localPos.set((vertex.x - min.x) / cellSize.x, (vertex.y - min.y) / cellSize.y, (vertex.z - min.z) / cellSize.z);
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);
155
183
  // Get integer lattice indices
156
184
  const i0 = Math.floor(localPos.x);
157
185
  const j0 = Math.floor(localPos.y);
@@ -1 +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\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 * 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 * 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 // Calculate the size of each cell in the lattice\r\n const cellSize = new Vector3(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 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) / cellSize.x, (vertex.y - min.y) / cellSize.y, (vertex.z - min.z) / 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"]}
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
+ }