@babylonjs/core 7.36.0 → 7.37.0

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 (133) hide show
  1. package/Collisions/gpuPicker.js.map +1 -1
  2. package/Engines/Extensions/engine.multiRender.js.map +1 -1
  3. package/Engines/Extensions/engine.rawTexture.d.ts +8 -8
  4. package/Engines/Extensions/engine.rawTexture.js.map +1 -1
  5. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  6. package/Engines/Extensions/engine.renderTargetCube.js.map +1 -1
  7. package/Engines/WebGPU/Extensions/engine.multiRender.js.map +1 -1
  8. package/Engines/WebGPU/Extensions/engine.rawTexture.d.ts +9 -9
  9. package/Engines/WebGPU/Extensions/engine.rawTexture.js.map +1 -1
  10. package/Engines/WebGPU/Extensions/engine.renderTargetCube.js.map +1 -1
  11. package/Engines/WebGPU/webgpuConstants.d.ts +6 -0
  12. package/Engines/WebGPU/webgpuConstants.js +6 -0
  13. package/Engines/WebGPU/webgpuConstants.js.map +1 -1
  14. package/Engines/WebGPU/webgpuTextureHelper.js +18 -0
  15. package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
  16. package/Engines/WebGPU/webgpuTextureManager.js +6 -0
  17. package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
  18. package/Engines/abstractEngine.d.ts +1 -1
  19. package/Engines/abstractEngine.js +4 -4
  20. package/Engines/abstractEngine.js.map +1 -1
  21. package/Engines/constants.d.ts +17 -1
  22. package/Engines/constants.js +17 -1
  23. package/Engines/constants.js.map +1 -1
  24. package/Engines/engine.d.ts +31 -1
  25. package/Engines/engine.js +17 -1
  26. package/Engines/engine.js.map +1 -1
  27. package/Engines/engineCapabilities.d.ts +2 -0
  28. package/Engines/engineCapabilities.js.map +1 -1
  29. package/Engines/nativeEngine.js +1 -0
  30. package/Engines/nativeEngine.js.map +1 -1
  31. package/Engines/nullEngine.d.ts +2 -2
  32. package/Engines/nullEngine.js +3 -2
  33. package/Engines/nullEngine.js.map +1 -1
  34. package/Engines/thinEngine.functions.d.ts +4 -0
  35. package/Engines/thinEngine.functions.js +17 -0
  36. package/Engines/thinEngine.functions.js.map +1 -1
  37. package/Engines/thinEngine.js +39 -9
  38. package/Engines/thinEngine.js.map +1 -1
  39. package/Engines/webgpuEngine.js +1 -0
  40. package/Engines/webgpuEngine.js.map +1 -1
  41. package/Helpers/environmentHelper.js.map +1 -1
  42. package/Layers/effectLayer.d.ts +1 -1
  43. package/Layers/effectLayer.js.map +1 -1
  44. package/Layers/glowLayer.d.ts +1 -1
  45. package/Layers/glowLayer.js.map +1 -1
  46. package/Layers/highlightLayer.d.ts +1 -1
  47. package/Layers/highlightLayer.js.map +1 -1
  48. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  49. package/Materials/Node/nodeMaterial.js.map +1 -1
  50. package/Materials/Textures/MultiviewRenderTarget.js.map +1 -1
  51. package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
  52. package/Materials/Textures/baseTexture.js.map +1 -1
  53. package/Materials/Textures/colorGradingTexture.js.map +1 -1
  54. package/Materials/Textures/mirrorTexture.js.map +1 -1
  55. package/Materials/Textures/multiRenderTarget.js.map +1 -1
  56. package/Materials/Textures/rawCubeTexture.d.ts +2 -2
  57. package/Materials/Textures/rawCubeTexture.js +2 -2
  58. package/Materials/Textures/rawCubeTexture.js.map +1 -1
  59. package/Materials/Textures/rawTexture.js.map +1 -1
  60. package/Materials/Textures/rawTexture2DArray.d.ts +1 -1
  61. package/Materials/Textures/rawTexture2DArray.js +1 -1
  62. package/Materials/Textures/rawTexture2DArray.js.map +1 -1
  63. package/Materials/Textures/rawTexture3D.d.ts +1 -1
  64. package/Materials/Textures/rawTexture3D.js +1 -1
  65. package/Materials/Textures/rawTexture3D.js.map +1 -1
  66. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  67. package/Materials/drawWrapper.d.ts +6 -1
  68. package/Materials/drawWrapper.js +18 -2
  69. package/Materials/drawWrapper.js.map +1 -1
  70. package/Materials/effect.d.ts +6 -1
  71. package/Materials/effect.functions.d.ts +5 -0
  72. package/Materials/effect.functions.js +19 -0
  73. package/Materials/effect.functions.js.map +1 -1
  74. package/Materials/effect.js +22 -20
  75. package/Materials/effect.js.map +1 -1
  76. package/Materials/effect.webgl.functions.js +12 -4
  77. package/Materials/effect.webgl.functions.js.map +1 -1
  78. package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +2 -1
  79. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +1 -0
  80. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  81. package/Meshes/abstractMesh.d.ts +5 -3
  82. package/Meshes/abstractMesh.js +9 -7
  83. package/Meshes/abstractMesh.js.map +1 -1
  84. package/Meshes/subMesh.d.ts +5 -3
  85. package/Meshes/subMesh.js +9 -7
  86. package/Meshes/subMesh.js.map +1 -1
  87. package/Misc/HighDynamicRange/cubemapToSphericalPolynomial.js.map +1 -1
  88. package/Misc/dds.d.ts +1 -1
  89. package/Misc/dds.js.map +1 -1
  90. package/Misc/environmentTextureTools.js.map +1 -1
  91. package/Misc/observable.d.ts +1 -3
  92. package/Misc/observable.js +7 -7
  93. package/Misc/observable.js.map +1 -1
  94. package/Misc/screenshotTools.js.map +1 -1
  95. package/Misc/snapshotRenderingHelper.js +3 -0
  96. package/Misc/snapshotRenderingHelper.js.map +1 -1
  97. package/Misc/textureTools.js.map +1 -1
  98. package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js.map +1 -1
  99. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.d.ts +1 -1
  100. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
  101. package/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline.js.map +1 -1
  102. package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.js.map +1 -1
  103. package/PostProcesses/bloomMergePostProcess.js.map +1 -1
  104. package/PostProcesses/blurPostProcess.js.map +1 -1
  105. package/PostProcesses/chromaticAberrationPostProcess.js.map +1 -1
  106. package/PostProcesses/circleOfConfusionPostProcess.js.map +1 -1
  107. package/PostProcesses/convolutionPostProcess.js.map +1 -1
  108. package/PostProcesses/depthOfFieldBlurPostProcess.js.map +1 -1
  109. package/PostProcesses/depthOfFieldMergePostProcess.js.map +1 -1
  110. package/PostProcesses/extractHighlightsPostProcess.js.map +1 -1
  111. package/PostProcesses/fxaaPostProcess.js.map +1 -1
  112. package/PostProcesses/grainPostProcess.js.map +1 -1
  113. package/PostProcesses/highlightsPostProcess.d.ts +1 -1
  114. package/PostProcesses/highlightsPostProcess.js +1 -1
  115. package/PostProcesses/highlightsPostProcess.js.map +1 -1
  116. package/PostProcesses/imageProcessingPostProcess.js.map +1 -1
  117. package/PostProcesses/motionBlurPostProcess.js.map +1 -1
  118. package/PostProcesses/passPostProcess.js.map +1 -1
  119. package/PostProcesses/postProcess.d.ts +1 -1
  120. package/PostProcesses/postProcess.js.map +1 -1
  121. package/PostProcesses/screenSpaceCurvaturePostProcess.js.map +1 -1
  122. package/PostProcesses/screenSpaceReflectionPostProcess.js.map +1 -1
  123. package/PostProcesses/sharpenPostProcess.js.map +1 -1
  124. package/PostProcesses/subSurfaceScatteringPostProcess.js.map +1 -1
  125. package/PostProcesses/tonemapPostProcess.d.ts +1 -1
  126. package/PostProcesses/tonemapPostProcess.js +1 -1
  127. package/PostProcesses/tonemapPostProcess.js.map +1 -1
  128. package/PostProcesses/volumetricLightScatteringPostProcess.js.map +1 -1
  129. package/Rendering/IBLShadows/iblShadowsImportanceSamplingRenderer.js.map +1 -1
  130. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
  131. package/Rendering/IBLShadows/iblShadowsSpatialBlurPass.js.map +1 -1
  132. package/Rendering/prePassRenderer.js.map +1 -1
  133. package/package.json +1 -1
@@ -49,7 +49,7 @@ export declare class SubMesh implements ICullable {
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  /**
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  * @internal
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  */
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- _removeDrawWrapper(passId: number, disposeWrapper?: boolean): void;
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+ _removeDrawWrapper(passId: number, disposeWrapper?: boolean, immediate?: boolean): void;
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  /**
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  * Gets associated (main) effect (possibly the effect override if defined)
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  */
@@ -73,8 +73,9 @@ export declare class SubMesh implements ICullable {
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  /**
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  * Resets the draw wrappers cache
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  * @param passId If provided, releases only the draw wrapper corresponding to this render pass id
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+ * @param immediate If true, the draw wrapper will dispose the effect immediately (false by default)
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  */
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- resetDrawCache(passId?: number): void;
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+ resetDrawCache(passId?: number, immediate?: boolean): void;
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  /** @internal */
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  _linesIndexCount: number;
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  private _mesh;
@@ -258,8 +259,9 @@ export declare class SubMesh implements ICullable {
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  clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
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  /**
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  * Release associated resources
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+ * @param immediate If true, the effect will be disposed immediately (false by default)
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  */
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- dispose(): void;
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+ dispose(immediate?: boolean): void;
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  /**
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  * Gets the class name
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  * @returns the string "SubMesh".
package/Meshes/subMesh.js CHANGED
@@ -35,9 +35,9 @@ export class SubMesh {
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  /**
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  * @internal
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  */
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- _removeDrawWrapper(passId, disposeWrapper = true) {
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+ _removeDrawWrapper(passId, disposeWrapper = true, immediate = false) {
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  if (disposeWrapper) {
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- this._drawWrappers[passId]?.dispose();
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+ this._drawWrappers[passId]?.dispose(immediate);
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  }
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  this._drawWrappers[passId] = undefined;
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  }
@@ -82,16 +82,17 @@ export class SubMesh {
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  /**
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  * Resets the draw wrappers cache
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  * @param passId If provided, releases only the draw wrapper corresponding to this render pass id
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+ * @param immediate If true, the draw wrapper will dispose the effect immediately (false by default)
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  */
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- resetDrawCache(passId) {
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+ resetDrawCache(passId, immediate = false) {
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  if (this._drawWrappers) {
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  if (passId !== undefined) {
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- this._removeDrawWrapper(passId);
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+ this._removeDrawWrapper(passId, true, immediate);
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  return;
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  }
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  else {
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  for (const drawWrapper of this._drawWrappers) {
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- drawWrapper?.dispose();
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+ drawWrapper?.dispose(immediate);
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  }
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  }
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  }
@@ -558,8 +559,9 @@ export class SubMesh {
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  // Dispose
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  /**
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  * Release associated resources
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+ * @param immediate If true, the effect will be disposed immediately (false by default)
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  */
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- dispose() {
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+ dispose(immediate = false) {
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  if (this._linesIndexBuffer) {
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  this._mesh.getScene().getEngine()._releaseBuffer(this._linesIndexBuffer);
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  this._linesIndexBuffer = null;
@@ -567,7 +569,7 @@ export class SubMesh {
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  // Remove from mesh
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  const index = this._mesh.subMeshes.indexOf(this);
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  this._mesh.subMeshes.splice(index, 1);
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- this.resetDrawCache();
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+ this.resetDrawCache(undefined, immediate);
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  }
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  /**
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  * Gets the class name
@@ -1 +1 @@
1
- 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type { Nullable, IndicesArray, DeepImmutable, FloatArray } from \"../types\";\r\nimport type { Matrix, Vector3 } from \"../Maths/math.vector\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { IntersectionInfo } from \"../Collisions/intersectionInfo\";\r\nimport type { ICullable } from \"../Culling/boundingInfo\";\r\nimport { BoundingInfo } from \"../Culling/boundingInfo\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { extractMinAndMaxIndexed } from \"../Maths/math.functions\";\r\nimport type { Plane } from \"../Maths/math.plane\";\r\nimport { DrawWrapper } from \"../Materials/drawWrapper\";\r\nimport type { IMaterialContext } from \"../Engines/IMaterialContext\";\r\n\r\nimport type { Collider } from \"../Collisions/collider\";\r\nimport type { Material } from \"../Materials/material\";\r\nimport type { MaterialDefines } from \"../Materials/materialDefines\";\r\nimport type { MultiMaterial } from \"../Materials/multiMaterial\";\r\nimport type { AbstractMesh } from \"./abstractMesh\";\r\nimport type { Mesh } from \"./mesh\";\r\nimport type { Ray } from \"../Culling/ray\";\r\nimport type { TrianglePickingPredicate } from \"../Culling/ray\";\r\nimport type { AbstractEngine } from \"core/Engines/abstractEngine\";\r\n\r\n/**\r\n * Defines a subdivision inside a mesh\r\n */\r\nexport class SubMesh implements ICullable {\r\n private _engine: AbstractEngine;\r\n /** @internal */\r\n public _drawWrappers: Array<DrawWrapper>; // index in this array = pass id\r\n private _mainDrawWrapperOverride: Nullable<DrawWrapper> = null;\r\n\r\n /**\r\n * Gets material defines used by the effect associated to the sub mesh\r\n */\r\n public get materialDefines(): Nullable<MaterialDefines> {\r\n return this._mainDrawWrapperOverride ? (this._mainDrawWrapperOverride.defines as MaterialDefines) : (this._getDrawWrapper()?.defines as Nullable<MaterialDefines>);\r\n }\r\n\r\n /**\r\n * Sets material defines used by the effect associated to the sub mesh\r\n */\r\n public set materialDefines(defines: Nullable<MaterialDefines>) {\r\n const drawWrapper = this._mainDrawWrapperOverride ?? this._getDrawWrapper(undefined, true)!;\r\n drawWrapper.defines = defines;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getDrawWrapper(passId?: number, createIfNotExisting = false): DrawWrapper | undefined {\r\n passId = passId ?? this._engine.currentRenderPassId;\r\n let drawWrapper = this._drawWrappers[passId];\r\n if (!drawWrapper && createIfNotExisting) {\r\n this._drawWrappers[passId] = drawWrapper = new DrawWrapper(this._mesh.getScene().getEngine());\r\n }\r\n return drawWrapper;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _removeDrawWrapper(passId: number, disposeWrapper = true) {\r\n if (disposeWrapper) {\r\n this._drawWrappers[passId]?.dispose();\r\n }\r\n this._drawWrappers[passId] = undefined as any;\r\n }\r\n\r\n /**\r\n * Gets associated (main) effect (possibly the effect override if defined)\r\n */\r\n public get effect(): Nullable<Effect> {\r\n return this._mainDrawWrapperOverride ? this._mainDrawWrapperOverride.effect : (this._getDrawWrapper()?.effect ?? null);\r\n }\r\n\r\n /** @internal */\r\n public get _drawWrapper(): DrawWrapper {\r\n return this._mainDrawWrapperOverride ?? this._getDrawWrapper(undefined, true)!;\r\n }\r\n\r\n /** @internal */\r\n public get _drawWrapperOverride(): Nullable<DrawWrapper> {\r\n return this._mainDrawWrapperOverride;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _setMainDrawWrapperOverride(wrapper: Nullable<DrawWrapper>): void {\r\n this._mainDrawWrapperOverride = wrapper;\r\n }\r\n\r\n /**\r\n * Sets associated effect (effect used to render this submesh)\r\n * @param effect defines the effect to associate with\r\n * @param defines defines the set of defines used to compile this effect\r\n * @param materialContext material context associated to the effect\r\n * @param resetContext true to reset the draw context\r\n */\r\n public setEffect(effect: Nullable<Effect>, defines: Nullable<string | MaterialDefines> = null, materialContext?: IMaterialContext, resetContext = true) {\r\n const drawWrapper = this._drawWrapper;\r\n drawWrapper.setEffect(effect, defines, resetContext);\r\n if (materialContext !== undefined) {\r\n drawWrapper.materialContext = materialContext;\r\n }\r\n if (!effect) {\r\n drawWrapper.defines = null;\r\n drawWrapper.materialContext = undefined;\r\n }\r\n }\r\n\r\n /**\r\n * Resets the draw wrappers cache\r\n * @param passId If provided, releases only the draw wrapper corresponding to this render pass id\r\n */\r\n public resetDrawCache(passId?: number): void {\r\n if (this._drawWrappers) {\r\n if (passId !== undefined) {\r\n this._removeDrawWrapper(passId);\r\n return;\r\n } else {\r\n for (const drawWrapper of this._drawWrappers) {\r\n drawWrapper?.dispose();\r\n }\r\n }\r\n }\r\n this._drawWrappers = [];\r\n }\r\n\r\n /** @internal */\r\n public _linesIndexCount: number = 0;\r\n private _mesh: AbstractMesh;\r\n private _renderingMesh: Mesh;\r\n private _boundingInfo: BoundingInfo;\r\n private _linesIndexBuffer: Nullable<DataBuffer> = null;\r\n /** @internal */\r\n public _lastColliderWorldVertices: Nullable<Vector3[]> = null;\r\n /** @internal */\r\n public _trianglePlanes: Plane[];\r\n /** @internal */\r\n public _lastColliderTransformMatrix: Nullable<Matrix> = null;\r\n /** @internal */\r\n public _wasDispatched = false;\r\n\r\n /** @internal */\r\n public _renderId = 0;\r\n /** @internal */\r\n public _alphaIndex: number = 0;\r\n /** @internal */\r\n public _distanceToCamera: number = 0;\r\n /** @internal */\r\n public _id: number;\r\n\r\n private _currentMaterial: Nullable<Material> = null;\r\n\r\n /**\r\n * Add a new submesh to a mesh\r\n * @param materialIndex defines the material index to use\r\n * @param verticesStart defines vertex index start\r\n * @param verticesCount defines vertices count\r\n * @param indexStart defines index start\r\n * @param indexCount defines indices count\r\n * @param mesh defines the parent mesh\r\n * @param renderingMesh defines an optional rendering mesh\r\n * @param createBoundingBox defines if bounding box should be created for this submesh\r\n * @returns the new submesh\r\n */\r\n public static AddToMesh(\r\n materialIndex: number,\r\n verticesStart: number,\r\n verticesCount: number,\r\n indexStart: number,\r\n indexCount: number,\r\n mesh: AbstractMesh,\r\n renderingMesh?: Mesh,\r\n createBoundingBox: boolean = true\r\n ): SubMesh {\r\n return new SubMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh, renderingMesh, createBoundingBox);\r\n }\r\n\r\n /**\r\n * Creates a new submesh\r\n * @param materialIndex defines the material index to use\r\n * @param verticesStart defines vertex index start\r\n * @param verticesCount defines vertices count\r\n * @param indexStart defines index start\r\n * @param indexCount defines indices count\r\n * @param mesh defines the parent mesh\r\n * @param renderingMesh defines an optional rendering mesh\r\n * @param createBoundingBox defines if bounding box should be created for this submesh\r\n * @param addToMesh defines a boolean indicating that the submesh must be added to the mesh.subMeshes array (true by default)\r\n */\r\n constructor(\r\n /** the material index to use */\r\n public materialIndex: number,\r\n /** vertex index start */\r\n public verticesStart: number,\r\n /** vertices count */\r\n public verticesCount: number,\r\n /** index start */\r\n public indexStart: number,\r\n /** indices count */\r\n public indexCount: number,\r\n mesh: AbstractMesh,\r\n renderingMesh?: Mesh,\r\n createBoundingBox: boolean = true,\r\n addToMesh = true\r\n ) {\r\n this._mesh = mesh;\r\n this._renderingMesh = renderingMesh || <Mesh>mesh;\r\n if (addToMesh) {\r\n mesh.subMeshes.push(this);\r\n }\r\n\r\n this._engine = this._mesh.getScene().getEngine();\r\n this.resetDrawCache();\r\n this._trianglePlanes = [];\r\n\r\n this._id = mesh.subMeshes.length - 1;\r\n\r\n if (createBoundingBox) {\r\n this.refreshBoundingInfo();\r\n mesh.computeWorldMatrix(true);\r\n }\r\n }\r\n\r\n /**\r\n * Returns true if this submesh covers the entire parent mesh\r\n * @ignorenaming\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public get IsGlobal(): boolean {\r\n return this.verticesStart === 0 && this.verticesCount === this._mesh.getTotalVertices() && this.indexStart === 0 && this.indexCount === this._mesh.getTotalIndices();\r\n }\r\n\r\n /**\r\n * Returns the submesh BoundingInfo object\r\n * @returns current bounding info (or mesh's one if the submesh is global)\r\n */\r\n public getBoundingInfo(): BoundingInfo {\r\n if (this.IsGlobal || this._mesh.hasThinInstances) {\r\n return this._mesh.getBoundingInfo();\r\n }\r\n\r\n return this._boundingInfo;\r\n }\r\n\r\n /**\r\n * Sets the submesh BoundingInfo\r\n * @param boundingInfo defines the new bounding info to use\r\n * @returns the SubMesh\r\n */\r\n public setBoundingInfo(boundingInfo: BoundingInfo): SubMesh {\r\n this._boundingInfo = boundingInfo;\r\n return this;\r\n }\r\n\r\n /**\r\n * Returns the mesh of the current submesh\r\n * @returns the parent mesh\r\n */\r\n public getMesh(): AbstractMesh {\r\n return this._mesh;\r\n }\r\n\r\n /**\r\n * Returns the rendering mesh of the submesh\r\n * @returns the rendering mesh (could be different from parent mesh)\r\n */\r\n public getRenderingMesh(): Mesh {\r\n return this._renderingMesh;\r\n }\r\n\r\n /**\r\n * Returns the replacement mesh of the submesh\r\n * @returns the replacement mesh (could be different from parent mesh)\r\n */\r\n public getReplacementMesh(): Nullable<AbstractMesh> {\r\n return this._mesh._internalAbstractMeshDataInfo._actAsRegularMesh ? this._mesh : null;\r\n }\r\n\r\n /**\r\n * Returns the effective mesh of the submesh\r\n * @returns the effective mesh (could be different from parent mesh)\r\n */\r\n public getEffectiveMesh(): AbstractMesh {\r\n const replacementMesh = this._mesh._internalAbstractMeshDataInfo._actAsRegularMesh ? this._mesh : null;\r\n\r\n return replacementMesh ? replacementMesh : this._renderingMesh;\r\n }\r\n\r\n /**\r\n * Returns the submesh material\r\n * @param getDefaultMaterial Defines whether or not to get the default material if nothing has been defined.\r\n * @returns null or the current material\r\n */\r\n public getMaterial(getDefaultMaterial = true): Nullable<Material> {\r\n const rootMaterial = this._renderingMesh.getMaterialForRenderPass(this._engine.currentRenderPassId) ?? this._renderingMesh.material;\r\n\r\n if (!rootMaterial) {\r\n return getDefaultMaterial ? this._mesh.getScene().defaultMaterial : null;\r\n } else if (this._isMultiMaterial(rootMaterial)) {\r\n const effectiveMaterial = rootMaterial.getSubMaterial(this.materialIndex);\r\n\r\n if (this._currentMaterial !== effectiveMaterial) {\r\n this._currentMaterial = effectiveMaterial;\r\n this.resetDrawCache();\r\n }\r\n\r\n return effectiveMaterial;\r\n }\r\n\r\n return rootMaterial;\r\n }\r\n\r\n private _isMultiMaterial(material: Material): material is MultiMaterial {\r\n return (material as MultiMaterial).getSubMaterial !== undefined;\r\n }\r\n\r\n // Methods\r\n\r\n /**\r\n * Sets a new updated BoundingInfo object to the submesh\r\n * @param data defines an optional position array to use to determine the bounding info\r\n * @returns the SubMesh\r\n */\r\n public refreshBoundingInfo(data: Nullable<FloatArray> = null): SubMesh {\r\n this._lastColliderWorldVertices = null;\r\n\r\n if (this.IsGlobal || !this._renderingMesh || !this._renderingMesh.geometry) {\r\n return this;\r\n }\r\n\r\n if (!data) {\r\n data = this._renderingMesh.getVerticesData(VertexBuffer.PositionKind);\r\n }\r\n\r\n if (!data) {\r\n this._boundingInfo = this._mesh.getBoundingInfo();\r\n return this;\r\n }\r\n\r\n const indices = <IndicesArray>this._renderingMesh.getIndices();\r\n let extend: { minimum: Vector3; maximum: Vector3 };\r\n\r\n //is this the only submesh?\r\n if (this.indexStart === 0 && this.indexCount === indices.length) {\r\n const boundingInfo = this._renderingMesh.getBoundingInfo();\r\n\r\n //the rendering mesh's bounding info can be used, it is the standard submesh for all indices.\r\n extend = { minimum: boundingInfo.minimum.clone(), maximum: boundingInfo.maximum.clone() };\r\n } else {\r\n extend = extractMinAndMaxIndexed(data, indices, this.indexStart, this.indexCount, this._renderingMesh.geometry.boundingBias);\r\n }\r\n\r\n if (this._boundingInfo) {\r\n this._boundingInfo.reConstruct(extend.minimum, extend.maximum);\r\n } else {\r\n this._boundingInfo = new BoundingInfo(extend.minimum, extend.maximum);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _checkCollision(collider: Collider): boolean {\r\n const boundingInfo = this.getBoundingInfo();\r\n\r\n return boundingInfo._checkCollision(collider);\r\n }\r\n\r\n /**\r\n * Updates the submesh BoundingInfo\r\n * @param world defines the world matrix to use to update the bounding info\r\n * @returns the submesh\r\n */\r\n public updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh {\r\n let boundingInfo = this.getBoundingInfo();\r\n\r\n if (!boundingInfo) {\r\n this.refreshBoundingInfo();\r\n boundingInfo = this.getBoundingInfo();\r\n }\r\n if (boundingInfo) {\r\n (<BoundingInfo>boundingInfo).update(world);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * True is the submesh bounding box intersects the frustum defined by the passed array of planes.\r\n * @param frustumPlanes defines the frustum planes\r\n * @returns true if the submesh is intersecting with the frustum\r\n */\r\n public isInFrustum(frustumPlanes: Plane[]): boolean {\r\n const boundingInfo = this.getBoundingInfo();\r\n\r\n if (!boundingInfo) {\r\n return false;\r\n }\r\n return boundingInfo.isInFrustum(frustumPlanes, this._mesh.cullingStrategy);\r\n }\r\n\r\n /**\r\n * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes\r\n * @param frustumPlanes defines the frustum planes\r\n * @returns true if the submesh is inside the frustum\r\n */\r\n public isCompletelyInFrustum(frustumPlanes: Plane[]): boolean {\r\n const boundingInfo = this.getBoundingInfo();\r\n\r\n if (!boundingInfo) {\r\n return false;\r\n }\r\n return boundingInfo.isCompletelyInFrustum(frustumPlanes);\r\n }\r\n\r\n /**\r\n * Renders the submesh\r\n * @param enableAlphaMode defines if alpha needs to be used\r\n * @returns the submesh\r\n */\r\n public render(enableAlphaMode: boolean): SubMesh {\r\n this._renderingMesh.render(this, enableAlphaMode, this._mesh._internalAbstractMeshDataInfo._actAsRegularMesh ? this._mesh : undefined);\r\n return this;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getLinesIndexBuffer(indices: IndicesArray, engine: AbstractEngine): DataBuffer {\r\n if (!this._linesIndexBuffer) {\r\n const linesIndices = [];\r\n\r\n for (let index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {\r\n linesIndices.push(indices[index], indices[index + 1], indices[index + 1], indices[index + 2], indices[index + 2], indices[index]);\r\n }\r\n\r\n this._linesIndexBuffer = engine.createIndexBuffer(linesIndices);\r\n this._linesIndexCount = linesIndices.length;\r\n }\r\n return this._linesIndexBuffer;\r\n }\r\n\r\n /**\r\n * Checks if the submesh intersects with a ray\r\n * @param ray defines the ray to test\r\n * @returns true is the passed ray intersects the submesh bounding box\r\n */\r\n public canIntersects(ray: Ray): boolean {\r\n const boundingInfo = this.getBoundingInfo();\r\n\r\n if (!boundingInfo) {\r\n return false;\r\n }\r\n return ray.intersectsBox(boundingInfo.boundingBox);\r\n }\r\n\r\n /**\r\n * Intersects current submesh with a ray\r\n * @param ray defines the ray to test\r\n * @param positions defines mesh's positions array\r\n * @param indices defines mesh's indices array\r\n * @param fastCheck defines if the first intersection will be used (and not the closest)\r\n * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected\r\n * @returns intersection info or null if no intersection\r\n */\r\n public intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo> {\r\n const material = this.getMaterial();\r\n if (!material) {\r\n return null;\r\n }\r\n let step = 3;\r\n let checkStopper = false;\r\n\r\n switch (material.fillMode) {\r\n case Constants.MATERIAL_PointListDrawMode:\r\n case Constants.MATERIAL_LineLoopDrawMode:\r\n case Constants.MATERIAL_LineStripDrawMode:\r\n case Constants.MATERIAL_TriangleFanDrawMode:\r\n return null;\r\n case Constants.MATERIAL_TriangleStripDrawMode:\r\n step = 1;\r\n checkStopper = true;\r\n break;\r\n default:\r\n break;\r\n }\r\n\r\n // LineMesh first as it's also a Mesh...\r\n if (material.fillMode === Constants.MATERIAL_LineListDrawMode) {\r\n // Check if mesh is unindexed\r\n if (!indices.length) {\r\n return this._intersectUnIndexedLines(ray, positions, indices, (this._mesh as any).intersectionThreshold, fastCheck);\r\n }\r\n return this._intersectLines(ray, positions, indices, (this._mesh as any).intersectionThreshold, fastCheck);\r\n } else {\r\n // Check if mesh is unindexed\r\n if (!indices.length && this._mesh._unIndexed) {\r\n return this._intersectUnIndexedTriangles(ray, positions, indices, fastCheck, trianglePredicate);\r\n }\r\n\r\n return this._intersectTriangles(ray, positions, indices, step, checkStopper, fastCheck, trianglePredicate);\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n private _intersectLines(ray: Ray, positions: Vector3[], indices: IndicesArray, intersectionThreshold: number, fastCheck?: boolean): Nullable<IntersectionInfo> {\r\n let intersectInfo: Nullable<IntersectionInfo> = null;\r\n\r\n // Line test\r\n for (let index = this.indexStart; index < this.indexStart + this.indexCount; index += 2) {\r\n const p0 = positions[indices[index]];\r\n const p1 = positions[indices[index + 1]];\r\n\r\n const length = ray.intersectionSegment(p0, p1, intersectionThreshold);\r\n if (length < 0) {\r\n continue;\r\n }\r\n\r\n if (fastCheck || !intersectInfo || length < intersectInfo.distance) {\r\n intersectInfo = new IntersectionInfo(null, null, length);\r\n intersectInfo.faceId = index / 2;\r\n if (fastCheck) {\r\n break;\r\n }\r\n }\r\n }\r\n return intersectInfo;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n private _intersectUnIndexedLines(ray: Ray, positions: Vector3[], indices: IndicesArray, intersectionThreshold: number, fastCheck?: boolean): Nullable<IntersectionInfo> {\r\n let intersectInfo: Nullable<IntersectionInfo> = null;\r\n\r\n // Line test\r\n for (let index = this.verticesStart; index < this.verticesStart + this.verticesCount; index += 2) {\r\n const p0 = positions[index];\r\n const p1 = positions[index + 1];\r\n\r\n const length = ray.intersectionSegment(p0, p1, intersectionThreshold);\r\n if (length < 0) {\r\n continue;\r\n }\r\n\r\n if (fastCheck || !intersectInfo || length < intersectInfo.distance) {\r\n intersectInfo = new IntersectionInfo(null, null, length);\r\n intersectInfo.faceId = index / 2;\r\n if (fastCheck) {\r\n break;\r\n }\r\n }\r\n }\r\n\r\n return intersectInfo;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n private _intersectTriangles(\r\n ray: Ray,\r\n positions: Vector3[],\r\n indices: IndicesArray,\r\n step: number,\r\n checkStopper: boolean,\r\n fastCheck?: boolean,\r\n trianglePredicate?: TrianglePickingPredicate\r\n ): Nullable<IntersectionInfo> {\r\n let intersectInfo: Nullable<IntersectionInfo> = null;\r\n\r\n // Triangles test\r\n let faceId = -1;\r\n for (let index = this.indexStart; index < this.indexStart + this.indexCount - (3 - step); index += step) {\r\n faceId++;\r\n const indexA = indices[index];\r\n const indexB = indices[index + 1];\r\n const indexC = indices[index + 2];\r\n\r\n if (checkStopper && indexC === 0xffffffff) {\r\n index += 2;\r\n continue;\r\n }\r\n\r\n const p0 = positions[indexA];\r\n const p1 = positions[indexB];\r\n const p2 = positions[indexC];\r\n\r\n // stay defensive and don't check against undefined positions.\r\n if (!p0 || !p1 || !p2) {\r\n continue;\r\n }\r\n\r\n if (trianglePredicate && !trianglePredicate(p0, p1, p2, ray, indexA, indexB, indexC)) {\r\n continue;\r\n }\r\n\r\n const currentIntersectInfo = ray.intersectsTriangle(p0, p1, p2);\r\n\r\n if (currentIntersectInfo) {\r\n if (currentIntersectInfo.distance < 0) {\r\n continue;\r\n }\r\n\r\n if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {\r\n intersectInfo = currentIntersectInfo;\r\n intersectInfo.faceId = faceId;\r\n\r\n if (fastCheck) {\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n return intersectInfo;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n private _intersectUnIndexedTriangles(\r\n ray: Ray,\r\n positions: Vector3[],\r\n indices: IndicesArray,\r\n fastCheck?: boolean,\r\n trianglePredicate?: TrianglePickingPredicate\r\n ): Nullable<IntersectionInfo> {\r\n let intersectInfo: Nullable<IntersectionInfo> = null;\r\n // Triangles test\r\n for (let index = this.verticesStart; index < this.verticesStart + this.verticesCount; index += 3) {\r\n const p0 = positions[index];\r\n const p1 = positions[index + 1];\r\n const p2 = positions[index + 2];\r\n\r\n if (trianglePredicate && !trianglePredicate(p0, p1, p2, ray, -1, -1, -1)) {\r\n continue;\r\n }\r\n\r\n const currentIntersectInfo = ray.intersectsTriangle(p0, p1, p2);\r\n\r\n if (currentIntersectInfo) {\r\n if (currentIntersectInfo.distance < 0) {\r\n continue;\r\n }\r\n\r\n if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {\r\n intersectInfo = currentIntersectInfo;\r\n intersectInfo.faceId = index / 3;\r\n\r\n if (fastCheck) {\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n return intersectInfo;\r\n }\r\n\r\n /** @internal */\r\n public _rebuild(): void {\r\n if (this._linesIndexBuffer) {\r\n this._linesIndexBuffer = null;\r\n }\r\n }\r\n\r\n // Clone\r\n /**\r\n * Creates a new submesh from the passed mesh\r\n * @param newMesh defines the new hosting mesh\r\n * @param newRenderingMesh defines an optional rendering mesh\r\n * @returns the new submesh\r\n */\r\n public clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh {\r\n const result = new SubMesh(this.materialIndex, this.verticesStart, this.verticesCount, this.indexStart, this.indexCount, newMesh, newRenderingMesh, false);\r\n\r\n if (!this.IsGlobal) {\r\n const boundingInfo = this.getBoundingInfo();\r\n\r\n if (!boundingInfo) {\r\n return result;\r\n }\r\n\r\n result._boundingInfo = new BoundingInfo(boundingInfo.minimum, boundingInfo.maximum);\r\n }\r\n\r\n return result;\r\n }\r\n\r\n // Dispose\r\n\r\n /**\r\n * Release associated resources\r\n */\r\n public dispose(): void {\r\n if (this._linesIndexBuffer) {\r\n this._mesh.getScene().getEngine()._releaseBuffer(this._linesIndexBuffer);\r\n this._linesIndexBuffer = null;\r\n }\r\n\r\n // Remove from mesh\r\n const index = this._mesh.subMeshes.indexOf(this);\r\n this._mesh.subMeshes.splice(index, 1);\r\n\r\n this.resetDrawCache();\r\n }\r\n\r\n /**\r\n * Gets the class name\r\n * @returns the string \"SubMesh\".\r\n */\r\n public getClassName(): string {\r\n return \"SubMesh\";\r\n }\r\n\r\n // Statics\r\n /**\r\n * Creates a new submesh from indices data\r\n * @param materialIndex the index of the main mesh material\r\n * @param startIndex the index where to start the copy in the mesh indices array\r\n * @param indexCount the number of indices to copy then from the startIndex\r\n * @param mesh the main mesh to create the submesh from\r\n * @param renderingMesh the optional rendering mesh\r\n * @param createBoundingBox defines if bounding box should be created for this submesh\r\n * @returns a new submesh\r\n */\r\n public static CreateFromIndices(\r\n materialIndex: number,\r\n startIndex: number,\r\n indexCount: number,\r\n mesh: AbstractMesh,\r\n renderingMesh?: Mesh,\r\n createBoundingBox: boolean = true\r\n ): SubMesh {\r\n let minVertexIndex = Number.MAX_VALUE;\r\n let maxVertexIndex = -Number.MAX_VALUE;\r\n\r\n const whatWillRender = renderingMesh || mesh;\r\n const indices = whatWillRender!.getIndices()!;\r\n\r\n for (let index = startIndex; index < startIndex + indexCount; index++) {\r\n const vertexIndex = indices[index];\r\n\r\n if (vertexIndex < minVertexIndex) {\r\n minVertexIndex = vertexIndex;\r\n }\r\n if (vertexIndex > maxVertexIndex) {\r\n maxVertexIndex = vertexIndex;\r\n }\r\n }\r\n\r\n return new SubMesh(materialIndex, minVertexIndex, maxVertexIndex - minVertexIndex + 1, startIndex, indexCount, mesh, renderingMesh, createBoundingBox);\r\n }\r\n}\r\n"]}
1
+ 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type { Nullable, IndicesArray, DeepImmutable, FloatArray } from \"../types\";\r\nimport type { Matrix, Vector3 } from \"../Maths/math.vector\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { IntersectionInfo } from \"../Collisions/intersectionInfo\";\r\nimport type { ICullable } from \"../Culling/boundingInfo\";\r\nimport { BoundingInfo } from \"../Culling/boundingInfo\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { extractMinAndMaxIndexed } from \"../Maths/math.functions\";\r\nimport type { Plane } from \"../Maths/math.plane\";\r\nimport { DrawWrapper } from \"../Materials/drawWrapper\";\r\nimport type { IMaterialContext } from \"../Engines/IMaterialContext\";\r\n\r\nimport type { Collider } from \"../Collisions/collider\";\r\nimport type { Material } from \"../Materials/material\";\r\nimport type { MaterialDefines } from \"../Materials/materialDefines\";\r\nimport type { MultiMaterial } from \"../Materials/multiMaterial\";\r\nimport type { AbstractMesh } from \"./abstractMesh\";\r\nimport type { Mesh } from \"./mesh\";\r\nimport type { Ray } from \"../Culling/ray\";\r\nimport type { TrianglePickingPredicate } from \"../Culling/ray\";\r\nimport type { AbstractEngine } from \"core/Engines/abstractEngine\";\r\n\r\n/**\r\n * Defines a subdivision inside a mesh\r\n */\r\nexport class SubMesh implements ICullable {\r\n private _engine: AbstractEngine;\r\n /** @internal */\r\n public _drawWrappers: Array<DrawWrapper>; // index in this array = pass id\r\n private _mainDrawWrapperOverride: Nullable<DrawWrapper> = null;\r\n\r\n /**\r\n * Gets material defines used by the effect associated to the sub mesh\r\n */\r\n public get materialDefines(): Nullable<MaterialDefines> {\r\n return this._mainDrawWrapperOverride ? (this._mainDrawWrapperOverride.defines as MaterialDefines) : (this._getDrawWrapper()?.defines as Nullable<MaterialDefines>);\r\n }\r\n\r\n /**\r\n * Sets material defines used by the effect associated to the sub mesh\r\n */\r\n public set materialDefines(defines: Nullable<MaterialDefines>) {\r\n const drawWrapper = this._mainDrawWrapperOverride ?? this._getDrawWrapper(undefined, true)!;\r\n drawWrapper.defines = defines;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getDrawWrapper(passId?: number, createIfNotExisting = false): DrawWrapper | undefined {\r\n passId = passId ?? this._engine.currentRenderPassId;\r\n let drawWrapper = this._drawWrappers[passId];\r\n if (!drawWrapper && createIfNotExisting) {\r\n this._drawWrappers[passId] = drawWrapper = new DrawWrapper(this._mesh.getScene().getEngine());\r\n }\r\n return drawWrapper;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _removeDrawWrapper(passId: number, disposeWrapper = true, immediate = false): void {\r\n if (disposeWrapper) {\r\n this._drawWrappers[passId]?.dispose(immediate);\r\n }\r\n this._drawWrappers[passId] = undefined as any;\r\n }\r\n\r\n /**\r\n * Gets associated (main) effect (possibly the effect override if defined)\r\n */\r\n public get effect(): Nullable<Effect> {\r\n return this._mainDrawWrapperOverride ? this._mainDrawWrapperOverride.effect : (this._getDrawWrapper()?.effect ?? null);\r\n }\r\n\r\n /** @internal */\r\n public get _drawWrapper(): DrawWrapper {\r\n return this._mainDrawWrapperOverride ?? this._getDrawWrapper(undefined, true)!;\r\n }\r\n\r\n /** @internal */\r\n public get _drawWrapperOverride(): Nullable<DrawWrapper> {\r\n return this._mainDrawWrapperOverride;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _setMainDrawWrapperOverride(wrapper: Nullable<DrawWrapper>): void {\r\n this._mainDrawWrapperOverride = wrapper;\r\n }\r\n\r\n /**\r\n * Sets associated effect (effect used to render this submesh)\r\n * @param effect defines the effect to associate with\r\n * @param defines defines the set of defines used to compile this effect\r\n * @param materialContext material context associated to the effect\r\n * @param resetContext true to reset the draw context\r\n */\r\n public setEffect(effect: Nullable<Effect>, defines: Nullable<string | MaterialDefines> = null, materialContext?: IMaterialContext, resetContext = true) {\r\n const drawWrapper = this._drawWrapper;\r\n drawWrapper.setEffect(effect, defines, resetContext);\r\n if (materialContext !== undefined) {\r\n drawWrapper.materialContext = materialContext;\r\n }\r\n if (!effect) {\r\n drawWrapper.defines = null;\r\n drawWrapper.materialContext = undefined;\r\n }\r\n }\r\n\r\n /**\r\n * Resets the draw wrappers cache\r\n * @param passId If provided, releases only the draw wrapper corresponding to this render pass id\r\n * @param immediate If true, the draw wrapper will dispose the effect immediately (false by default)\r\n */\r\n public resetDrawCache(passId?: number, immediate = false): void {\r\n if (this._drawWrappers) {\r\n if (passId !== undefined) {\r\n this._removeDrawWrapper(passId, true, immediate);\r\n return;\r\n } else {\r\n for (const drawWrapper of this._drawWrappers) {\r\n drawWrapper?.dispose(immediate);\r\n }\r\n }\r\n }\r\n this._drawWrappers = [];\r\n }\r\n\r\n /** @internal */\r\n public _linesIndexCount: number = 0;\r\n private _mesh: AbstractMesh;\r\n private _renderingMesh: Mesh;\r\n private _boundingInfo: BoundingInfo;\r\n private _linesIndexBuffer: Nullable<DataBuffer> = null;\r\n /** @internal */\r\n public _lastColliderWorldVertices: Nullable<Vector3[]> = null;\r\n /** @internal */\r\n public _trianglePlanes: Plane[];\r\n /** @internal */\r\n public _lastColliderTransformMatrix: Nullable<Matrix> = null;\r\n /** @internal */\r\n public _wasDispatched = false;\r\n\r\n /** @internal */\r\n public _renderId = 0;\r\n /** @internal */\r\n public _alphaIndex: number = 0;\r\n /** @internal */\r\n public _distanceToCamera: number = 0;\r\n /** @internal */\r\n public _id: number;\r\n\r\n private _currentMaterial: Nullable<Material> = null;\r\n\r\n /**\r\n * Add a new submesh to a mesh\r\n * @param materialIndex defines the material index to use\r\n * @param verticesStart defines vertex index start\r\n * @param verticesCount defines vertices count\r\n * @param indexStart defines index start\r\n * @param indexCount defines indices count\r\n * @param mesh defines the parent mesh\r\n * @param renderingMesh defines an optional rendering mesh\r\n * @param createBoundingBox defines if bounding box should be created for this submesh\r\n * @returns the new submesh\r\n */\r\n public static AddToMesh(\r\n materialIndex: number,\r\n verticesStart: number,\r\n verticesCount: number,\r\n indexStart: number,\r\n indexCount: number,\r\n mesh: AbstractMesh,\r\n renderingMesh?: Mesh,\r\n createBoundingBox: boolean = true\r\n ): SubMesh {\r\n return new SubMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh, renderingMesh, createBoundingBox);\r\n }\r\n\r\n /**\r\n * Creates a new submesh\r\n * @param materialIndex defines the material index to use\r\n * @param verticesStart defines vertex index start\r\n * @param verticesCount defines vertices count\r\n * @param indexStart defines index start\r\n * @param indexCount defines indices count\r\n * @param mesh defines the parent mesh\r\n * @param renderingMesh defines an optional rendering mesh\r\n * @param createBoundingBox defines if bounding box should be created for this submesh\r\n * @param addToMesh defines a boolean indicating that the submesh must be added to the mesh.subMeshes array (true by default)\r\n */\r\n constructor(\r\n /** the material index to use */\r\n public materialIndex: number,\r\n /** vertex index start */\r\n public verticesStart: number,\r\n /** vertices count */\r\n public verticesCount: number,\r\n /** index start */\r\n public indexStart: number,\r\n /** indices count */\r\n public indexCount: number,\r\n mesh: AbstractMesh,\r\n renderingMesh?: Mesh,\r\n createBoundingBox: boolean = true,\r\n addToMesh = true\r\n ) {\r\n this._mesh = mesh;\r\n this._renderingMesh = renderingMesh || <Mesh>mesh;\r\n if (addToMesh) {\r\n mesh.subMeshes.push(this);\r\n }\r\n\r\n this._engine = this._mesh.getScene().getEngine();\r\n this.resetDrawCache();\r\n this._trianglePlanes = [];\r\n\r\n this._id = mesh.subMeshes.length - 1;\r\n\r\n if (createBoundingBox) {\r\n this.refreshBoundingInfo();\r\n mesh.computeWorldMatrix(true);\r\n }\r\n }\r\n\r\n /**\r\n * Returns true if this submesh covers the entire parent mesh\r\n * @ignorenaming\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public get IsGlobal(): boolean {\r\n return this.verticesStart === 0 && this.verticesCount === this._mesh.getTotalVertices() && this.indexStart === 0 && this.indexCount === this._mesh.getTotalIndices();\r\n }\r\n\r\n /**\r\n * Returns the submesh BoundingInfo object\r\n * @returns current bounding info (or mesh's one if the submesh is global)\r\n */\r\n public getBoundingInfo(): BoundingInfo {\r\n if (this.IsGlobal || this._mesh.hasThinInstances) {\r\n return this._mesh.getBoundingInfo();\r\n }\r\n\r\n return this._boundingInfo;\r\n }\r\n\r\n /**\r\n * Sets the submesh BoundingInfo\r\n * @param boundingInfo defines the new bounding info to use\r\n * @returns the SubMesh\r\n */\r\n public setBoundingInfo(boundingInfo: BoundingInfo): SubMesh {\r\n this._boundingInfo = boundingInfo;\r\n return this;\r\n }\r\n\r\n /**\r\n * Returns the mesh of the current submesh\r\n * @returns the parent mesh\r\n */\r\n public getMesh(): AbstractMesh {\r\n return this._mesh;\r\n }\r\n\r\n /**\r\n * Returns the rendering mesh of the submesh\r\n * @returns the rendering mesh (could be different from parent mesh)\r\n */\r\n public getRenderingMesh(): Mesh {\r\n return this._renderingMesh;\r\n }\r\n\r\n /**\r\n * Returns the replacement mesh of the submesh\r\n * @returns the replacement mesh (could be different from parent mesh)\r\n */\r\n public getReplacementMesh(): Nullable<AbstractMesh> {\r\n return this._mesh._internalAbstractMeshDataInfo._actAsRegularMesh ? this._mesh : null;\r\n }\r\n\r\n /**\r\n * Returns the effective mesh of the submesh\r\n * @returns the effective mesh (could be different from parent mesh)\r\n */\r\n public getEffectiveMesh(): AbstractMesh {\r\n const replacementMesh = this._mesh._internalAbstractMeshDataInfo._actAsRegularMesh ? this._mesh : null;\r\n\r\n return replacementMesh ? replacementMesh : this._renderingMesh;\r\n }\r\n\r\n /**\r\n * Returns the submesh material\r\n * @param getDefaultMaterial Defines whether or not to get the default material if nothing has been defined.\r\n * @returns null or the current material\r\n */\r\n public getMaterial(getDefaultMaterial = true): Nullable<Material> {\r\n const rootMaterial = this._renderingMesh.getMaterialForRenderPass(this._engine.currentRenderPassId) ?? this._renderingMesh.material;\r\n\r\n if (!rootMaterial) {\r\n return getDefaultMaterial ? this._mesh.getScene().defaultMaterial : null;\r\n } else if (this._isMultiMaterial(rootMaterial)) {\r\n const effectiveMaterial = rootMaterial.getSubMaterial(this.materialIndex);\r\n\r\n if (this._currentMaterial !== effectiveMaterial) {\r\n this._currentMaterial = effectiveMaterial;\r\n this.resetDrawCache();\r\n }\r\n\r\n return effectiveMaterial;\r\n }\r\n\r\n return rootMaterial;\r\n }\r\n\r\n private _isMultiMaterial(material: Material): material is MultiMaterial {\r\n return (material as MultiMaterial).getSubMaterial !== undefined;\r\n }\r\n\r\n // Methods\r\n\r\n /**\r\n * Sets a new updated BoundingInfo object to the submesh\r\n * @param data defines an optional position array to use to determine the bounding info\r\n * @returns the SubMesh\r\n */\r\n public refreshBoundingInfo(data: Nullable<FloatArray> = null): SubMesh {\r\n this._lastColliderWorldVertices = null;\r\n\r\n if (this.IsGlobal || !this._renderingMesh || !this._renderingMesh.geometry) {\r\n return this;\r\n }\r\n\r\n if (!data) {\r\n data = this._renderingMesh.getVerticesData(VertexBuffer.PositionKind);\r\n }\r\n\r\n if (!data) {\r\n this._boundingInfo = this._mesh.getBoundingInfo();\r\n return this;\r\n }\r\n\r\n const indices = <IndicesArray>this._renderingMesh.getIndices();\r\n let extend: { minimum: Vector3; maximum: Vector3 };\r\n\r\n //is this the only submesh?\r\n if (this.indexStart === 0 && this.indexCount === indices.length) {\r\n const boundingInfo = this._renderingMesh.getBoundingInfo();\r\n\r\n //the rendering mesh's bounding info can be used, it is the standard submesh for all indices.\r\n extend = { minimum: boundingInfo.minimum.clone(), maximum: boundingInfo.maximum.clone() };\r\n } else {\r\n extend = extractMinAndMaxIndexed(data, indices, this.indexStart, this.indexCount, this._renderingMesh.geometry.boundingBias);\r\n }\r\n\r\n if (this._boundingInfo) {\r\n this._boundingInfo.reConstruct(extend.minimum, extend.maximum);\r\n } else {\r\n this._boundingInfo = new BoundingInfo(extend.minimum, extend.maximum);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _checkCollision(collider: Collider): boolean {\r\n const boundingInfo = this.getBoundingInfo();\r\n\r\n return boundingInfo._checkCollision(collider);\r\n }\r\n\r\n /**\r\n * Updates the submesh BoundingInfo\r\n * @param world defines the world matrix to use to update the bounding info\r\n * @returns the submesh\r\n */\r\n public updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh {\r\n let boundingInfo = this.getBoundingInfo();\r\n\r\n if (!boundingInfo) {\r\n this.refreshBoundingInfo();\r\n boundingInfo = this.getBoundingInfo();\r\n }\r\n if (boundingInfo) {\r\n (<BoundingInfo>boundingInfo).update(world);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * True is the submesh bounding box intersects the frustum defined by the passed array of planes.\r\n * @param frustumPlanes defines the frustum planes\r\n * @returns true if the submesh is intersecting with the frustum\r\n */\r\n public isInFrustum(frustumPlanes: Plane[]): boolean {\r\n const boundingInfo = this.getBoundingInfo();\r\n\r\n if (!boundingInfo) {\r\n return false;\r\n }\r\n return boundingInfo.isInFrustum(frustumPlanes, this._mesh.cullingStrategy);\r\n }\r\n\r\n /**\r\n * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes\r\n * @param frustumPlanes defines the frustum planes\r\n * @returns true if the submesh is inside the frustum\r\n */\r\n public isCompletelyInFrustum(frustumPlanes: Plane[]): boolean {\r\n const boundingInfo = this.getBoundingInfo();\r\n\r\n if (!boundingInfo) {\r\n return false;\r\n }\r\n return boundingInfo.isCompletelyInFrustum(frustumPlanes);\r\n }\r\n\r\n /**\r\n * Renders the submesh\r\n * @param enableAlphaMode defines if alpha needs to be used\r\n * @returns the submesh\r\n */\r\n public render(enableAlphaMode: boolean): SubMesh {\r\n this._renderingMesh.render(this, enableAlphaMode, this._mesh._internalAbstractMeshDataInfo._actAsRegularMesh ? this._mesh : undefined);\r\n return this;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getLinesIndexBuffer(indices: IndicesArray, engine: AbstractEngine): DataBuffer {\r\n if (!this._linesIndexBuffer) {\r\n const linesIndices = [];\r\n\r\n for (let index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {\r\n linesIndices.push(indices[index], indices[index + 1], indices[index + 1], indices[index + 2], indices[index + 2], indices[index]);\r\n }\r\n\r\n this._linesIndexBuffer = engine.createIndexBuffer(linesIndices);\r\n this._linesIndexCount = linesIndices.length;\r\n }\r\n return this._linesIndexBuffer;\r\n }\r\n\r\n /**\r\n * Checks if the submesh intersects with a ray\r\n * @param ray defines the ray to test\r\n * @returns true is the passed ray intersects the submesh bounding box\r\n */\r\n public canIntersects(ray: Ray): boolean {\r\n const boundingInfo = this.getBoundingInfo();\r\n\r\n if (!boundingInfo) {\r\n return false;\r\n }\r\n return ray.intersectsBox(boundingInfo.boundingBox);\r\n }\r\n\r\n /**\r\n * Intersects current submesh with a ray\r\n * @param ray defines the ray to test\r\n * @param positions defines mesh's positions array\r\n * @param indices defines mesh's indices array\r\n * @param fastCheck defines if the first intersection will be used (and not the closest)\r\n * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected\r\n * @returns intersection info or null if no intersection\r\n */\r\n public intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo> {\r\n const material = this.getMaterial();\r\n if (!material) {\r\n return null;\r\n }\r\n let step = 3;\r\n let checkStopper = false;\r\n\r\n switch (material.fillMode) {\r\n case Constants.MATERIAL_PointListDrawMode:\r\n case Constants.MATERIAL_LineLoopDrawMode:\r\n case Constants.MATERIAL_LineStripDrawMode:\r\n case Constants.MATERIAL_TriangleFanDrawMode:\r\n return null;\r\n case Constants.MATERIAL_TriangleStripDrawMode:\r\n step = 1;\r\n checkStopper = true;\r\n break;\r\n default:\r\n break;\r\n }\r\n\r\n // LineMesh first as it's also a Mesh...\r\n if (material.fillMode === Constants.MATERIAL_LineListDrawMode) {\r\n // Check if mesh is unindexed\r\n if (!indices.length) {\r\n return this._intersectUnIndexedLines(ray, positions, indices, (this._mesh as any).intersectionThreshold, fastCheck);\r\n }\r\n return this._intersectLines(ray, positions, indices, (this._mesh as any).intersectionThreshold, fastCheck);\r\n } else {\r\n // Check if mesh is unindexed\r\n if (!indices.length && this._mesh._unIndexed) {\r\n return this._intersectUnIndexedTriangles(ray, positions, indices, fastCheck, trianglePredicate);\r\n }\r\n\r\n return this._intersectTriangles(ray, positions, indices, step, checkStopper, fastCheck, trianglePredicate);\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n private _intersectLines(ray: Ray, positions: Vector3[], indices: IndicesArray, intersectionThreshold: number, fastCheck?: boolean): Nullable<IntersectionInfo> {\r\n let intersectInfo: Nullable<IntersectionInfo> = null;\r\n\r\n // Line test\r\n for (let index = this.indexStart; index < this.indexStart + this.indexCount; index += 2) {\r\n const p0 = positions[indices[index]];\r\n const p1 = positions[indices[index + 1]];\r\n\r\n const length = ray.intersectionSegment(p0, p1, intersectionThreshold);\r\n if (length < 0) {\r\n continue;\r\n }\r\n\r\n if (fastCheck || !intersectInfo || length < intersectInfo.distance) {\r\n intersectInfo = new IntersectionInfo(null, null, length);\r\n intersectInfo.faceId = index / 2;\r\n if (fastCheck) {\r\n break;\r\n }\r\n }\r\n }\r\n return intersectInfo;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n private _intersectUnIndexedLines(ray: Ray, positions: Vector3[], indices: IndicesArray, intersectionThreshold: number, fastCheck?: boolean): Nullable<IntersectionInfo> {\r\n let intersectInfo: Nullable<IntersectionInfo> = null;\r\n\r\n // Line test\r\n for (let index = this.verticesStart; index < this.verticesStart + this.verticesCount; index += 2) {\r\n const p0 = positions[index];\r\n const p1 = positions[index + 1];\r\n\r\n const length = ray.intersectionSegment(p0, p1, intersectionThreshold);\r\n if (length < 0) {\r\n continue;\r\n }\r\n\r\n if (fastCheck || !intersectInfo || length < intersectInfo.distance) {\r\n intersectInfo = new IntersectionInfo(null, null, length);\r\n intersectInfo.faceId = index / 2;\r\n if (fastCheck) {\r\n break;\r\n }\r\n }\r\n }\r\n\r\n return intersectInfo;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n private _intersectTriangles(\r\n ray: Ray,\r\n positions: Vector3[],\r\n indices: IndicesArray,\r\n step: number,\r\n checkStopper: boolean,\r\n fastCheck?: boolean,\r\n trianglePredicate?: TrianglePickingPredicate\r\n ): Nullable<IntersectionInfo> {\r\n let intersectInfo: Nullable<IntersectionInfo> = null;\r\n\r\n // Triangles test\r\n let faceId = -1;\r\n for (let index = this.indexStart; index < this.indexStart + this.indexCount - (3 - step); index += step) {\r\n faceId++;\r\n const indexA = indices[index];\r\n const indexB = indices[index + 1];\r\n const indexC = indices[index + 2];\r\n\r\n if (checkStopper && indexC === 0xffffffff) {\r\n index += 2;\r\n continue;\r\n }\r\n\r\n const p0 = positions[indexA];\r\n const p1 = positions[indexB];\r\n const p2 = positions[indexC];\r\n\r\n // stay defensive and don't check against undefined positions.\r\n if (!p0 || !p1 || !p2) {\r\n continue;\r\n }\r\n\r\n if (trianglePredicate && !trianglePredicate(p0, p1, p2, ray, indexA, indexB, indexC)) {\r\n continue;\r\n }\r\n\r\n const currentIntersectInfo = ray.intersectsTriangle(p0, p1, p2);\r\n\r\n if (currentIntersectInfo) {\r\n if (currentIntersectInfo.distance < 0) {\r\n continue;\r\n }\r\n\r\n if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {\r\n intersectInfo = currentIntersectInfo;\r\n intersectInfo.faceId = faceId;\r\n\r\n if (fastCheck) {\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n return intersectInfo;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n private _intersectUnIndexedTriangles(\r\n ray: Ray,\r\n positions: Vector3[],\r\n indices: IndicesArray,\r\n fastCheck?: boolean,\r\n trianglePredicate?: TrianglePickingPredicate\r\n ): Nullable<IntersectionInfo> {\r\n let intersectInfo: Nullable<IntersectionInfo> = null;\r\n // Triangles test\r\n for (let index = this.verticesStart; index < this.verticesStart + this.verticesCount; index += 3) {\r\n const p0 = positions[index];\r\n const p1 = positions[index + 1];\r\n const p2 = positions[index + 2];\r\n\r\n if (trianglePredicate && !trianglePredicate(p0, p1, p2, ray, -1, -1, -1)) {\r\n continue;\r\n }\r\n\r\n const currentIntersectInfo = ray.intersectsTriangle(p0, p1, p2);\r\n\r\n if (currentIntersectInfo) {\r\n if (currentIntersectInfo.distance < 0) {\r\n continue;\r\n }\r\n\r\n if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {\r\n intersectInfo = currentIntersectInfo;\r\n intersectInfo.faceId = index / 3;\r\n\r\n if (fastCheck) {\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n return intersectInfo;\r\n }\r\n\r\n /** @internal */\r\n public _rebuild(): void {\r\n if (this._linesIndexBuffer) {\r\n this._linesIndexBuffer = null;\r\n }\r\n }\r\n\r\n // Clone\r\n /**\r\n * Creates a new submesh from the passed mesh\r\n * @param newMesh defines the new hosting mesh\r\n * @param newRenderingMesh defines an optional rendering mesh\r\n * @returns the new submesh\r\n */\r\n public clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh {\r\n const result = new SubMesh(this.materialIndex, this.verticesStart, this.verticesCount, this.indexStart, this.indexCount, newMesh, newRenderingMesh, false);\r\n\r\n if (!this.IsGlobal) {\r\n const boundingInfo = this.getBoundingInfo();\r\n\r\n if (!boundingInfo) {\r\n return result;\r\n }\r\n\r\n result._boundingInfo = new BoundingInfo(boundingInfo.minimum, boundingInfo.maximum);\r\n }\r\n\r\n return result;\r\n }\r\n\r\n // Dispose\r\n\r\n /**\r\n * Release associated resources\r\n * @param immediate If true, the effect will be disposed immediately (false by default)\r\n */\r\n public dispose(immediate = false): void {\r\n if (this._linesIndexBuffer) {\r\n this._mesh.getScene().getEngine()._releaseBuffer(this._linesIndexBuffer);\r\n this._linesIndexBuffer = null;\r\n }\r\n\r\n // Remove from mesh\r\n const index = this._mesh.subMeshes.indexOf(this);\r\n this._mesh.subMeshes.splice(index, 1);\r\n\r\n this.resetDrawCache(undefined, immediate);\r\n }\r\n\r\n /**\r\n * Gets the class name\r\n * @returns the string \"SubMesh\".\r\n */\r\n public getClassName(): string {\r\n return \"SubMesh\";\r\n }\r\n\r\n // Statics\r\n /**\r\n * Creates a new submesh from indices data\r\n * @param materialIndex the index of the main mesh material\r\n * @param startIndex the index where to start the copy in the mesh indices array\r\n * @param indexCount the number of indices to copy then from the startIndex\r\n * @param mesh the main mesh to create the submesh from\r\n * @param renderingMesh the optional rendering mesh\r\n * @param createBoundingBox defines if bounding box should be created for this submesh\r\n * @returns a new submesh\r\n */\r\n public static CreateFromIndices(\r\n materialIndex: number,\r\n startIndex: number,\r\n indexCount: number,\r\n mesh: AbstractMesh,\r\n renderingMesh?: Mesh,\r\n createBoundingBox: boolean = true\r\n ): SubMesh {\r\n let minVertexIndex = Number.MAX_VALUE;\r\n let maxVertexIndex = -Number.MAX_VALUE;\r\n\r\n const whatWillRender = renderingMesh || mesh;\r\n const indices = whatWillRender!.getIndices()!;\r\n\r\n for (let index = startIndex; index < startIndex + indexCount; index++) {\r\n const vertexIndex = indices[index];\r\n\r\n if (vertexIndex < minVertexIndex) {\r\n minVertexIndex = vertexIndex;\r\n }\r\n if (vertexIndex > maxVertexIndex) {\r\n maxVertexIndex = vertexIndex;\r\n }\r\n }\r\n\r\n return new SubMesh(materialIndex, minVertexIndex, maxVertexIndex - minVertexIndex + 1, startIndex, indexCount, mesh, renderingMesh, createBoundingBox);\r\n }\r\n}\r\n"]}
@@ -1 +1 @@
1
- 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Vector3, worldAxisForFileX: Vector3, worldAxisForFileY: Vector3) {\r\n this.name = name;\r\n this.worldAxisForNormal = worldAxisForNormal;\r\n this.worldAxisForFileX = worldAxisForFileX;\r\n this.worldAxisForFileY = worldAxisForFileY;\r\n }\r\n}\r\n\r\n/**\r\n * Helper class dealing with the extraction of spherical polynomial dataArray\r\n * from a cube map.\r\n */\r\nexport class CubeMapToSphericalPolynomialTools {\r\n private static _FileFaces: FileFaceOrientation[] = [\r\n new FileFaceOrientation(\"right\", new Vector3(1, 0, 0), new Vector3(0, 0, -1), new Vector3(0, -1, 0)), // +X east\r\n new FileFaceOrientation(\"left\", new Vector3(-1, 0, 0), new Vector3(0, 0, 1), new Vector3(0, -1, 0)), // -X west\r\n new FileFaceOrientation(\"up\", new Vector3(0, 1, 0), new Vector3(1, 0, 0), new Vector3(0, 0, 1)), // +Y north\r\n new FileFaceOrientation(\"down\", new Vector3(0, -1, 0), new Vector3(1, 0, 0), new Vector3(0, 0, -1)), // -Y south\r\n new FileFaceOrientation(\"front\", new Vector3(0, 0, 1), new Vector3(1, 0, 0), new Vector3(0, -1, 0)), // +Z top\r\n new FileFaceOrientation(\"back\", new Vector3(0, 0, -1), new Vector3(-1, 0, 0), new Vector3(0, -1, 0)), // -Z bottom\r\n ];\r\n\r\n /** @internal */\r\n public static MAX_HDRI_VALUE = 4096;\r\n /** @internal */\r\n public static PRESERVE_CLAMPED_COLORS = false;\r\n\r\n /**\r\n * Converts a texture to the according Spherical Polynomial data.\r\n * This extracts the first 3 orders only as they are the only one used in the lighting.\r\n *\r\n * @param texture The texture to extract the information from.\r\n * @returns The Spherical Polynomial data.\r\n */\r\n public static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture): Nullable<Promise<SphericalPolynomial>> {\r\n if (!texture.isCube) {\r\n // Only supports cube Textures currently.\r\n return null;\r\n }\r\n\r\n texture.getScene()?.getEngine().flushFramebuffer();\r\n\r\n const size = texture.getSize().width;\r\n const rightPromise = texture.readPixels(0, undefined, undefined, false);\r\n const leftPromise = texture.readPixels(1, undefined, undefined, false);\r\n\r\n let upPromise: Nullable<Promise<ArrayBufferView>>;\r\n let downPromise: Nullable<Promise<ArrayBufferView>>;\r\n if (texture.isRenderTarget) {\r\n upPromise = texture.readPixels(3, undefined, undefined, false);\r\n downPromise = texture.readPixels(2, undefined, undefined, false);\r\n } else {\r\n upPromise = texture.readPixels(2, undefined, undefined, false);\r\n downPromise = texture.readPixels(3, undefined, undefined, false);\r\n }\r\n\r\n const frontPromise = texture.readPixels(4, undefined, undefined, false);\r\n const backPromise = texture.readPixels(5, undefined, undefined, false);\r\n\r\n const gammaSpace = texture.gammaSpace;\r\n // Always read as RGBA.\r\n const format = Constants.TEXTUREFORMAT_RGBA;\r\n let type = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n if (texture.textureType == Constants.TEXTURETYPE_FLOAT || texture.textureType == Constants.TEXTURETYPE_HALF_FLOAT) {\r\n type = Constants.TEXTURETYPE_FLOAT;\r\n }\r\n\r\n return new Promise((resolve) => {\r\n Promise.all([leftPromise, rightPromise, upPromise, downPromise, frontPromise, backPromise]).then(([left, right, up, down, front, back]) => {\r\n const cubeInfo: CubeMapInfo = {\r\n size,\r\n right,\r\n left,\r\n up,\r\n down,\r\n front,\r\n back,\r\n format,\r\n type,\r\n gammaSpace,\r\n };\r\n\r\n resolve(this.ConvertCubeMapToSphericalPolynomial(cubeInfo));\r\n });\r\n });\r\n }\r\n\r\n /**\r\n * Compute the area on the unit sphere of the rectangle defined by (x,y) and the origin\r\n * See https://www.rorydriscoll.com/2012/01/15/cubemap-texel-solid-angle/\r\n * @param x\r\n * @param y\r\n * @returns the area\r\n */\r\n private static _AreaElement(x: number, y: number): number {\r\n return Math.atan2(x * y, Math.sqrt(x * x + y * y + 1));\r\n }\r\n\r\n /**\r\n * Converts a cubemap to the according Spherical Polynomial data.\r\n * This extracts the first 3 orders only as they are the only one used in the lighting.\r\n *\r\n * @param cubeInfo The Cube map to extract the information from.\r\n * @returns The Spherical Polynomial data.\r\n */\r\n public static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial {\r\n const sphericalHarmonics = new SphericalHarmonics();\r\n let totalSolidAngle = 0.0;\r\n\r\n // The (u,v) range is [-1,+1], so the distance between each texel is 2/Size.\r\n const du = 2.0 / cubeInfo.size;\r\n const dv = du;\r\n\r\n const halfTexel = 0.5 * du;\r\n\r\n // The (u,v) of the first texel is half a texel from the corner (-1,-1).\r\n const minUV = halfTexel - 1.0;\r\n\r\n for (let faceIndex = 0; faceIndex < 6; faceIndex++) {\r\n const fileFace = this._FileFaces[faceIndex];\r\n const dataArray = (<any>cubeInfo)[fileFace.name];\r\n let v = minUV;\r\n\r\n // TODO: we could perform the summation directly into a SphericalPolynomial (SP), which is more efficient than SphericalHarmonic (SH).\r\n // This is possible because during the summation we do not need the SH-specific properties, e.g. orthogonality.\r\n // Because SP is still linear, so summation is fine in that basis.\r\n const stride = cubeInfo.format === Constants.TEXTUREFORMAT_RGBA ? 4 : 3;\r\n for (let y = 0; y < cubeInfo.size; y++) {\r\n let u = minUV;\r\n\r\n for (let x = 0; x < cubeInfo.size; x++) {\r\n // World direction (not normalised)\r\n const worldDirection = fileFace.worldAxisForFileX.scale(u).add(fileFace.worldAxisForFileY.scale(v)).add(fileFace.worldAxisForNormal);\r\n worldDirection.normalize();\r\n\r\n const deltaSolidAngle =\r\n this._AreaElement(u - halfTexel, v - halfTexel) -\r\n this._AreaElement(u - halfTexel, v + halfTexel) -\r\n this._AreaElement(u + halfTexel, v - halfTexel) +\r\n this._AreaElement(u + halfTexel, v + halfTexel);\r\n\r\n let r = dataArray[y * cubeInfo.size * stride + x * stride + 0];\r\n let g = dataArray[y * cubeInfo.size * stride + x * stride + 1];\r\n let b = dataArray[y * cubeInfo.size * stride + x * stride + 2];\r\n\r\n // Prevent NaN harmonics with extreme HDRI data.\r\n if (isNaN(r)) {\r\n r = 0;\r\n }\r\n if (isNaN(g)) {\r\n g = 0;\r\n }\r\n if (isNaN(b)) {\r\n b = 0;\r\n }\r\n\r\n // Handle Integer types.\r\n if (cubeInfo.type === Constants.TEXTURETYPE_UNSIGNED_INT) {\r\n r /= 255;\r\n g /= 255;\r\n b /= 255;\r\n }\r\n\r\n // Handle Gamma space textures.\r\n if (cubeInfo.gammaSpace) {\r\n r = Math.pow(Clamp(r), ToLinearSpace);\r\n g = Math.pow(Clamp(g), ToLinearSpace);\r\n b = Math.pow(Clamp(b), ToLinearSpace);\r\n }\r\n\r\n // Prevent to explode in case of really high dynamic ranges.\r\n // sh 3 would not be enough to accurately represent it.\r\n const max = this.MAX_HDRI_VALUE;\r\n if (this.PRESERVE_CLAMPED_COLORS) {\r\n const currentMax = Math.max(r, g, b);\r\n if (currentMax > max) {\r\n const factor = max / currentMax;\r\n r *= factor;\r\n g *= factor;\r\n b *= factor;\r\n }\r\n } else {\r\n r = Clamp(r, 0, max);\r\n g = Clamp(g, 0, max);\r\n b = Clamp(b, 0, max);\r\n }\r\n\r\n const color = new Color3(r, g, b);\r\n\r\n sphericalHarmonics.addLight(worldDirection, color, deltaSolidAngle);\r\n\r\n totalSolidAngle += deltaSolidAngle;\r\n\r\n u += du;\r\n }\r\n\r\n v += dv;\r\n }\r\n }\r\n\r\n // Solid angle for entire sphere is 4*pi\r\n const sphereSolidAngle = 4.0 * Math.PI;\r\n\r\n // Adjust the solid angle to allow for how many faces we processed.\r\n const facesProcessed = 6.0;\r\n const expectedSolidAngle = (sphereSolidAngle * facesProcessed) / 6.0;\r\n\r\n // Adjust the harmonics so that the accumulated solid angle matches the expected solid angle.\r\n // This is needed because the numerical integration over the cube uses a\r\n // small angle approximation of solid angle for each texel (see deltaSolidAngle),\r\n // and also to compensate for accumulative error due to float precision in the summation.\r\n const correctionFactor = expectedSolidAngle / totalSolidAngle;\r\n sphericalHarmonics.scaleInPlace(correctionFactor);\r\n\r\n sphericalHarmonics.convertIncidentRadianceToIrradiance();\r\n sphericalHarmonics.convertIrradianceToLambertianRadiance();\r\n\r\n return SphericalPolynomial.FromHarmonics(sphericalHarmonics);\r\n }\r\n}\r\n"]}
1
+ 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{ Vector3 } from \"../../Maths/math.vector\";\r\nimport { Clamp } from \"../../Maths/math.scalar.functions\";\r\nimport { SphericalPolynomial, SphericalHarmonics } from \"../../Maths/sphericalPolynomial\";\r\nimport type { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport type { CubeMapInfo } from \"./panoramaToCubemap\";\r\nimport { ToLinearSpace } from \"../../Maths/math.constants\";\r\nimport { Color3 } from \"../../Maths/math.color\";\r\n\r\nclass FileFaceOrientation {\r\n public name: string;\r\n public worldAxisForNormal: Vector3; // the world axis corresponding to the normal to the face\r\n public worldAxisForFileX: Vector3; // the world axis corresponding to texture right x-axis in file\r\n public worldAxisForFileY: Vector3; // the world axis corresponding to texture down y-axis in file\r\n\r\n public constructor(name: string, worldAxisForNormal: Vector3, worldAxisForFileX: Vector3, worldAxisForFileY: Vector3) {\r\n this.name = name;\r\n this.worldAxisForNormal = worldAxisForNormal;\r\n this.worldAxisForFileX = worldAxisForFileX;\r\n this.worldAxisForFileY = worldAxisForFileY;\r\n }\r\n}\r\n\r\n/**\r\n * Helper class dealing with the extraction of spherical polynomial dataArray\r\n * from a cube map.\r\n */\r\nexport class CubeMapToSphericalPolynomialTools {\r\n private static _FileFaces: FileFaceOrientation[] = [\r\n new FileFaceOrientation(\"right\", new Vector3(1, 0, 0), new Vector3(0, 0, -1), new Vector3(0, -1, 0)), // +X east\r\n new FileFaceOrientation(\"left\", new Vector3(-1, 0, 0), new Vector3(0, 0, 1), new Vector3(0, -1, 0)), // -X west\r\n new FileFaceOrientation(\"up\", new Vector3(0, 1, 0), new Vector3(1, 0, 0), new Vector3(0, 0, 1)), // +Y north\r\n new FileFaceOrientation(\"down\", new Vector3(0, -1, 0), new Vector3(1, 0, 0), new Vector3(0, 0, -1)), // -Y south\r\n new FileFaceOrientation(\"front\", new Vector3(0, 0, 1), new Vector3(1, 0, 0), new Vector3(0, -1, 0)), // +Z top\r\n new FileFaceOrientation(\"back\", new Vector3(0, 0, -1), new Vector3(-1, 0, 0), new Vector3(0, -1, 0)), // -Z bottom\r\n ];\r\n\r\n /** @internal */\r\n public static MAX_HDRI_VALUE = 4096;\r\n /** @internal */\r\n public static PRESERVE_CLAMPED_COLORS = false;\r\n\r\n /**\r\n * Converts a texture to the according Spherical Polynomial data.\r\n * This extracts the first 3 orders only as they are the only one used in the lighting.\r\n *\r\n * @param texture The texture to extract the information from.\r\n * @returns The Spherical Polynomial data.\r\n */\r\n public static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture): Nullable<Promise<SphericalPolynomial>> {\r\n if (!texture.isCube) {\r\n // Only supports cube Textures currently.\r\n return null;\r\n }\r\n\r\n texture.getScene()?.getEngine().flushFramebuffer();\r\n\r\n const size = texture.getSize().width;\r\n const rightPromise = texture.readPixels(0, undefined, undefined, false);\r\n const leftPromise = texture.readPixels(1, undefined, undefined, false);\r\n\r\n let upPromise: Nullable<Promise<ArrayBufferView>>;\r\n let downPromise: Nullable<Promise<ArrayBufferView>>;\r\n if (texture.isRenderTarget) {\r\n upPromise = texture.readPixels(3, undefined, undefined, false);\r\n downPromise = texture.readPixels(2, undefined, undefined, false);\r\n } else {\r\n upPromise = texture.readPixels(2, undefined, undefined, false);\r\n downPromise = texture.readPixels(3, undefined, undefined, false);\r\n }\r\n\r\n const frontPromise = texture.readPixels(4, undefined, undefined, false);\r\n const backPromise = texture.readPixels(5, undefined, undefined, false);\r\n\r\n const gammaSpace = texture.gammaSpace;\r\n // Always read as RGBA.\r\n const format = Constants.TEXTUREFORMAT_RGBA;\r\n let type = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n if (texture.textureType == Constants.TEXTURETYPE_FLOAT || texture.textureType == Constants.TEXTURETYPE_HALF_FLOAT) {\r\n type = Constants.TEXTURETYPE_FLOAT;\r\n }\r\n\r\n return new Promise((resolve) => {\r\n Promise.all([leftPromise, rightPromise, upPromise, downPromise, frontPromise, backPromise]).then(([left, right, up, down, front, back]) => {\r\n const cubeInfo: CubeMapInfo = {\r\n size,\r\n right,\r\n left,\r\n up,\r\n down,\r\n front,\r\n back,\r\n format,\r\n type,\r\n gammaSpace,\r\n };\r\n\r\n resolve(this.ConvertCubeMapToSphericalPolynomial(cubeInfo));\r\n });\r\n });\r\n }\r\n\r\n /**\r\n * Compute the area on the unit sphere of the rectangle defined by (x,y) and the origin\r\n * See https://www.rorydriscoll.com/2012/01/15/cubemap-texel-solid-angle/\r\n * @param x\r\n * @param y\r\n * @returns the area\r\n */\r\n private static _AreaElement(x: number, y: number): number {\r\n return Math.atan2(x * y, Math.sqrt(x * x + y * y + 1));\r\n }\r\n\r\n /**\r\n * Converts a cubemap to the according Spherical Polynomial data.\r\n * This extracts the first 3 orders only as they are the only one used in the lighting.\r\n *\r\n * @param cubeInfo The Cube map to extract the information from.\r\n * @returns The Spherical Polynomial data.\r\n */\r\n public static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial {\r\n const sphericalHarmonics = new SphericalHarmonics();\r\n let totalSolidAngle = 0.0;\r\n\r\n // The (u,v) range is [-1,+1], so the distance between each texel is 2/Size.\r\n const du = 2.0 / cubeInfo.size;\r\n const dv = du;\r\n\r\n const halfTexel = 0.5 * du;\r\n\r\n // The (u,v) of the first texel is half a texel from the corner (-1,-1).\r\n const minUV = halfTexel - 1.0;\r\n\r\n for (let faceIndex = 0; faceIndex < 6; faceIndex++) {\r\n const fileFace = this._FileFaces[faceIndex];\r\n const dataArray = (<any>cubeInfo)[fileFace.name];\r\n let v = minUV;\r\n\r\n // TODO: we could perform the summation directly into a SphericalPolynomial (SP), which is more efficient than SphericalHarmonic (SH).\r\n // This is possible because during the summation we do not need the SH-specific properties, e.g. orthogonality.\r\n // Because SP is still linear, so summation is fine in that basis.\r\n const stride = cubeInfo.format === Constants.TEXTUREFORMAT_RGBA ? 4 : 3;\r\n for (let y = 0; y < cubeInfo.size; y++) {\r\n let u = minUV;\r\n\r\n for (let x = 0; x < cubeInfo.size; x++) {\r\n // World direction (not normalised)\r\n const worldDirection = fileFace.worldAxisForFileX.scale(u).add(fileFace.worldAxisForFileY.scale(v)).add(fileFace.worldAxisForNormal);\r\n worldDirection.normalize();\r\n\r\n const deltaSolidAngle =\r\n this._AreaElement(u - halfTexel, v - halfTexel) -\r\n this._AreaElement(u - halfTexel, v + halfTexel) -\r\n this._AreaElement(u + halfTexel, v - halfTexel) +\r\n this._AreaElement(u + halfTexel, v + halfTexel);\r\n\r\n let r = dataArray[y * cubeInfo.size * stride + x * stride + 0];\r\n let g = dataArray[y * cubeInfo.size * stride + x * stride + 1];\r\n let b = dataArray[y * cubeInfo.size * stride + x * stride + 2];\r\n\r\n // Prevent NaN harmonics with extreme HDRI data.\r\n if (isNaN(r)) {\r\n r = 0;\r\n }\r\n if (isNaN(g)) {\r\n g = 0;\r\n }\r\n if (isNaN(b)) {\r\n b = 0;\r\n }\r\n\r\n // Handle Integer types.\r\n if (cubeInfo.type === Constants.TEXTURETYPE_UNSIGNED_BYTE) {\r\n r /= 255;\r\n g /= 255;\r\n b /= 255;\r\n }\r\n\r\n // Handle Gamma space textures.\r\n if (cubeInfo.gammaSpace) {\r\n r = Math.pow(Clamp(r), ToLinearSpace);\r\n g = Math.pow(Clamp(g), ToLinearSpace);\r\n b = Math.pow(Clamp(b), ToLinearSpace);\r\n }\r\n\r\n // Prevent to explode in case of really high dynamic ranges.\r\n // sh 3 would not be enough to accurately represent it.\r\n const max = this.MAX_HDRI_VALUE;\r\n if (this.PRESERVE_CLAMPED_COLORS) {\r\n const currentMax = Math.max(r, g, b);\r\n if (currentMax > max) {\r\n const factor = max / currentMax;\r\n r *= factor;\r\n g *= factor;\r\n b *= factor;\r\n }\r\n } else {\r\n r = Clamp(r, 0, max);\r\n g = Clamp(g, 0, max);\r\n b = Clamp(b, 0, max);\r\n }\r\n\r\n const color = new Color3(r, g, b);\r\n\r\n sphericalHarmonics.addLight(worldDirection, color, deltaSolidAngle);\r\n\r\n totalSolidAngle += deltaSolidAngle;\r\n\r\n u += du;\r\n }\r\n\r\n v += dv;\r\n }\r\n }\r\n\r\n // Solid angle for entire sphere is 4*pi\r\n const sphereSolidAngle = 4.0 * Math.PI;\r\n\r\n // Adjust the solid angle to allow for how many faces we processed.\r\n const facesProcessed = 6.0;\r\n const expectedSolidAngle = (sphereSolidAngle * facesProcessed) / 6.0;\r\n\r\n // Adjust the harmonics so that the accumulated solid angle matches the expected solid angle.\r\n // This is needed because the numerical integration over the cube uses a\r\n // small angle approximation of solid angle for each texel (see deltaSolidAngle),\r\n // and also to compensate for accumulative error due to float precision in the summation.\r\n const correctionFactor = expectedSolidAngle / totalSolidAngle;\r\n sphericalHarmonics.scaleInPlace(correctionFactor);\r\n\r\n sphericalHarmonics.convertIncidentRadianceToIrradiance();\r\n sphericalHarmonics.convertIrradianceToLambertianRadiance();\r\n\r\n return SphericalPolynomial.FromHarmonics(sphericalHarmonics);\r\n }\r\n}\r\n"]}
package/Misc/dds.d.ts CHANGED
@@ -48,7 +48,7 @@ export interface DDSInfo {
48
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  */
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  dxgiFormat: number;
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  /**
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- * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT
51
+ * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_BYTE, Engine.TEXTURETYPE_FLOAT
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  */
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  textureType: number;
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  /**