@babylonjs/core 7.43.0 → 7.44.0
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.
- package/Actions/actionEvent.d.ts +4 -4
- package/Buffers/bufferUtils.d.ts +8 -1
- package/Buffers/bufferUtils.js +15 -0
- package/Buffers/bufferUtils.js.map +1 -1
- package/Culling/Helper/boundingInfoHelper.d.ts +2 -9
- package/Culling/Helper/boundingInfoHelper.js +2 -9
- package/Culling/Helper/boundingInfoHelper.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/engine.d.ts +5 -2
- package/FlowGraph/flowGraphConnection.d.ts +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.d.ts +42 -0
- package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js +78 -0
- package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js.map +1 -0
- package/FrameGraph/Node/Blocks/PostProcesses/blackAndWhitePostProcessBlock.d.ts +3 -19
- package/FrameGraph/Node/Blocks/PostProcesses/blackAndWhitePostProcessBlock.js +3 -49
- package/FrameGraph/Node/Blocks/PostProcesses/blackAndWhitePostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/bloomPostProcessBlock.d.ts +3 -19
- package/FrameGraph/Node/Blocks/PostProcesses/bloomPostProcessBlock.js +3 -49
- package/FrameGraph/Node/Blocks/PostProcesses/bloomPostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/blurPostProcessBlock.d.ts +3 -19
- package/FrameGraph/Node/Blocks/PostProcesses/blurPostProcessBlock.js +3 -49
- package/FrameGraph/Node/Blocks/PostProcesses/blurPostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.d.ts +2 -17
- package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.js +3 -45
- package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/depthOfFieldPostProcessBlock.d.ts +2 -17
- package/FrameGraph/Node/Blocks/PostProcesses/depthOfFieldPostProcessBlock.js +3 -44
- package/FrameGraph/Node/Blocks/PostProcesses/depthOfFieldPostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/extractHighlightsPostProcessBlock.d.ts +3 -19
- package/FrameGraph/Node/Blocks/PostProcesses/extractHighlightsPostProcessBlock.js +3 -49
- package/FrameGraph/Node/Blocks/PostProcesses/extractHighlightsPostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/passPostProcessBlock.d.ts +47 -0
- package/FrameGraph/Node/Blocks/PostProcesses/passPostProcessBlock.js +65 -0
- package/FrameGraph/Node/Blocks/PostProcesses/passPostProcessBlock.js.map +1 -0
- package/FrameGraph/Node/Blocks/index.d.ts +1 -0
- package/FrameGraph/Node/Blocks/index.js +1 -0
- package/FrameGraph/Node/Blocks/index.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/passTask.d.ts +29 -0
- package/FrameGraph/Tasks/PostProcesses/passTask.js +31 -0
- package/FrameGraph/Tasks/PostProcesses/passTask.js.map +1 -0
- package/FrameGraph/frameGraphTextureManager.d.ts +1 -1
- package/FrameGraph/index.d.ts +1 -0
- package/FrameGraph/index.js +1 -0
- package/FrameGraph/index.js.map +1 -1
- package/Gizmos/planeRotationGizmo.js +10 -0
- package/Gizmos/planeRotationGizmo.js.map +1 -1
- package/Inputs/scene.inputManager.js +2 -2
- package/Inputs/scene.inputManager.js.map +1 -1
- package/Materials/GreasedLine/greasedLinePluginMaterial.d.ts +6 -2
- package/Materials/GreasedLine/greasedLinePluginMaterial.js +8 -2
- package/Materials/GreasedLine/greasedLinePluginMaterial.js.map +1 -1
- package/Materials/GreasedLine/greasedLinePluginMaterialShadersWGSL.js +11 -3
- package/Materials/GreasedLine/greasedLinePluginMaterialShadersWGSL.js.map +1 -1
- package/Materials/GreasedLine/greasedLineSimpleMaterial.d.ts +1 -0
- package/Materials/GreasedLine/greasedLineSimpleMaterial.js +1 -0
- package/Materials/GreasedLine/greasedLineSimpleMaterial.js.map +1 -1
- package/Materials/Node/Blocks/PBR/reflectionBlock.js +1 -3
- package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/subSurfaceBlock.js +3 -3
- package/Materials/Node/Blocks/PBR/subSurfaceBlock.js.map +1 -1
- package/Materials/Node/nodeMaterial.d.ts +4 -2
- package/Materials/Node/nodeMaterial.js +7 -5
- package/Materials/Node/nodeMaterial.js.map +1 -1
- package/Materials/PBR/pbrBaseMaterial.js +1 -0
- package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
- package/Materials/Textures/Filtering/hdrFiltering.js +1 -0
- package/Materials/Textures/Filtering/hdrFiltering.js.map +1 -1
- package/Materials/Textures/Filtering/hdrIrradianceFiltering.d.ts +69 -0
- package/Materials/Textures/Filtering/hdrIrradianceFiltering.js +187 -0
- package/Materials/Textures/Filtering/hdrIrradianceFiltering.js.map +1 -0
- package/Materials/Textures/hdrCubeTexture.d.ts +5 -1
- package/Materials/Textures/hdrCubeTexture.js +29 -3
- package/Materials/Textures/hdrCubeTexture.js.map +1 -1
- package/Materials/Textures/index.d.ts +4 -0
- package/Materials/Textures/index.js +4 -0
- package/Materials/Textures/index.js.map +1 -1
- package/Materials/standardMaterial.d.ts +1 -2
- package/Materials/standardMaterial.js +0 -2
- package/Materials/standardMaterial.js.map +1 -1
- package/Meshes/Builders/planeBuilder.js +2 -2
- package/Meshes/Builders/planeBuilder.js.map +1 -1
- package/Meshes/Compression/dracoCodec.d.ts +4 -4
- package/Meshes/Compression/dracoCodec.js.map +1 -1
- package/Meshes/Compression/dracoCompression.d.ts +1 -1
- package/Meshes/Compression/dracoCompression.js.map +1 -1
- package/Meshes/Compression/dracoCompressionWorker.d.ts +16 -30
- package/Meshes/Compression/dracoCompressionWorker.js +128 -22
- package/Meshes/Compression/dracoCompressionWorker.js.map +1 -1
- package/Meshes/Compression/dracoDecoder.d.ts +4 -9
- package/Meshes/Compression/dracoDecoder.js +5 -5
- package/Meshes/Compression/dracoDecoder.js.map +1 -1
- package/Meshes/Compression/dracoDecoder.types.d.ts +52 -0
- package/Meshes/Compression/dracoDecoder.types.js +2 -0
- package/Meshes/Compression/dracoDecoder.types.js.map +1 -0
- package/Meshes/Compression/dracoEncoder.d.ts +91 -0
- package/Meshes/Compression/dracoEncoder.js +239 -0
- package/Meshes/Compression/dracoEncoder.js.map +1 -0
- package/Meshes/Compression/dracoEncoder.types.d.ts +82 -0
- package/Meshes/Compression/dracoEncoder.types.js +2 -0
- package/Meshes/Compression/dracoEncoder.types.js.map +1 -0
- package/Meshes/Compression/index.d.ts +1 -0
- package/Meshes/Compression/index.js +1 -0
- package/Meshes/Compression/index.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +92 -2
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +286 -10
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
- package/Meshes/GreasedLine/greasedLineBaseMesh.js +4 -2
- package/Meshes/GreasedLine/greasedLineBaseMesh.js.map +1 -1
- package/Meshes/GreasedLine/greasedLineRibbonMesh.js +1 -1
- package/Meshes/GreasedLine/greasedLineRibbonMesh.js.map +1 -1
- package/Meshes/Node/Blocks/Textures/geometryTextureBlock.d.ts +1 -1
- package/Meshes/mesh.d.ts +2 -2
- package/Meshes/transformNode.js +2 -0
- package/Meshes/transformNode.js.map +1 -1
- package/Misc/decorators.serialization.js +2 -0
- package/Misc/decorators.serialization.js.map +1 -1
- package/Misc/greasedLineTools.d.ts +1 -1
- package/Misc/logger.d.ts +2 -1
- package/Misc/logger.js +2 -1
- package/Misc/logger.js.map +1 -1
- package/Morph/morphTargetManager.d.ts +1 -0
- package/Morph/morphTargetManager.js +6 -1
- package/Morph/morphTargetManager.js.map +1 -1
- package/Particles/pointsCloudSystem.d.ts +3 -3
- package/Physics/v2/Plugins/havokPlugin.d.ts +2 -2
- package/PostProcesses/index.d.ts +1 -0
- package/PostProcesses/index.js +1 -0
- package/PostProcesses/index.js.map +1 -1
- package/PostProcesses/passPostProcess.d.ts +2 -3
- package/PostProcesses/passPostProcess.js +36 -48
- package/PostProcesses/passPostProcess.js.map +1 -1
- package/PostProcesses/thinPassPostProcess.d.ts +48 -0
- package/PostProcesses/thinPassPostProcess.js +113 -0
- package/PostProcesses/thinPassPostProcess.js.map +1 -0
- package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js +1 -1
- package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js.map +1 -1
- package/Rendering/iblCdfGenerator.d.ts +13 -5
- package/Rendering/iblCdfGenerator.js +67 -10
- package/Rendering/iblCdfGenerator.js.map +1 -1
- package/Shaders/ShadersInclude/gaussianSplatting.js +6 -6
- package/Shaders/ShadersInclude/gaussianSplatting.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockReflection.js +13 -8
- package/Shaders/ShadersInclude/pbrBlockReflection.js.map +1 -1
- package/Shaders/gaussianSplatting.vertex.js +2 -1
- package/Shaders/gaussianSplatting.vertex.js.map +1 -1
- package/Shaders/hdrIrradianceFiltering.fragment.d.ts +9 -0
- package/Shaders/hdrIrradianceFiltering.fragment.js +25 -0
- package/Shaders/hdrIrradianceFiltering.fragment.js.map +1 -0
- package/Shaders/hdrIrradianceFiltering.vertex.d.ts +5 -0
- package/Shaders/hdrIrradianceFiltering.vertex.js +15 -0
- package/Shaders/hdrIrradianceFiltering.vertex.js.map +1 -0
- package/Shaders/pbr.fragment.js +1 -3
- package/Shaders/pbr.fragment.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockReflection.js +13 -8
- package/ShadersWGSL/ShadersInclude/pbrBlockReflection.js.map +1 -1
- package/ShadersWGSL/greasedLine.fragment.js +9 -3
- package/ShadersWGSL/greasedLine.fragment.js.map +1 -1
- package/ShadersWGSL/greasedLine.vertex.js +12 -2
- package/ShadersWGSL/greasedLine.vertex.js.map +1 -1
- package/ShadersWGSL/hdrIrradianceFiltering.fragment.d.ts +9 -0
- package/ShadersWGSL/hdrIrradianceFiltering.fragment.js +26 -0
- package/ShadersWGSL/hdrIrradianceFiltering.fragment.js.map +1 -0
- package/ShadersWGSL/hdrIrradianceFiltering.vertex.d.ts +5 -0
- package/ShadersWGSL/hdrIrradianceFiltering.vertex.js +16 -0
- package/ShadersWGSL/hdrIrradianceFiltering.vertex.js.map +1 -0
- package/ShadersWGSL/outline.fragment.js +1 -1
- package/ShadersWGSL/outline.fragment.js.map +1 -1
- package/ShadersWGSL/passCube.fragment.js +1 -1
- package/ShadersWGSL/passCube.fragment.js.map +1 -1
- package/ShadersWGSL/pbr.fragment.js +1 -3
- package/ShadersWGSL/pbr.fragment.js.map +1 -1
- package/XR/features/WebXRDepthSensing.d.ts +24 -2
- package/XR/features/WebXRDepthSensing.js +320 -26
- package/XR/features/WebXRDepthSensing.js.map +1 -1
- package/package.json +1 -1
- package/scene.js +9 -5
- package/scene.js.map +1 -1
package/Actions/actionEvent.d.ts
CHANGED
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@@ -33,9 +33,9 @@ export declare class ActionEvent implements IActionEvent {
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/** The mesh that is currently pointed at (can be null) */
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meshUnderPointer: Nullable<AbstractMesh>;
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/** the original (browser) event that triggered the ActionEvent */
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sourceEvent?: any;
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sourceEvent?: any | undefined;
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/** additional data for the event */
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additionalData?: any;
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additionalData?: any | undefined;
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/**
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* Creates a new ActionEvent
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* @param source The mesh or sprite that triggered the action
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@@ -55,9 +55,9 @@ export declare class ActionEvent implements IActionEvent {
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/** The mesh that is currently pointed at (can be null) */
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meshUnderPointer: Nullable<AbstractMesh>,
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/** the original (browser) event that triggered the ActionEvent */
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sourceEvent?: any,
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sourceEvent?: any | undefined,
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/** additional data for the event */
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additionalData?: any);
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additionalData?: any | undefined);
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/**
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* Helper function to auto-create an ActionEvent from a source mesh.
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* @param source The source mesh that triggered the event
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package/Buffers/bufferUtils.d.ts
CHANGED
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@@ -1,4 +1,4 @@
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import type { DataArray, FloatArray } from "../types";
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import type { DataArray, FloatArray, IndicesArray, Nullable } from "../types";
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/**
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* Gets the byte length of the given type.
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* @param output the output float array
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*/
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export declare function CopyFloatData(input: DataArray, size: number, type: number, byteOffset: number, byteStride: number, normalized: boolean, totalVertices: number, output: Float32Array): void;
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/**
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* Utility function to determine if an IndicesArray is an Uint32Array.
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* @param indices The IndicesArray to check. If null, count is used instead.
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* @param count The number of indices
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* @returns True if the indices use 32 bits
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*/
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export declare function AreIndices32Bits(indices: Nullable<IndicesArray>, count: number): boolean;
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package/Buffers/bufferUtils.js
CHANGED
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@@ -254,4 +254,19 @@ export function CopyFloatData(input, size, type, byteOffset, byteStride, normali
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output.set(floatData);
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}
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}
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/**
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* Utility function to determine if an IndicesArray is an Uint32Array.
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* @param indices The IndicesArray to check. If null, count is used instead.
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* @param count The number of indices
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* @returns True if the indices use 32 bits
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*/
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export function AreIndices32Bits(indices, count) {
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if (indices) {
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if (indices instanceof Array) {
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return indices.some((value) => value >= 65536);
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}
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return indices.BYTES_PER_ELEMENT === 4;
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}
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return count >= 65536;
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}
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//# sourceMappingURL=bufferUtils.js.map
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@@ -1 +1 @@
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1
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-
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Math.round(value * 65535);\r\n }\r\n dataView.setUint16(byteOffset, value, true);\r\n break;\r\n }\r\n case Constants.INT: {\r\n dataView.setInt32(byteOffset, value, true);\r\n break;\r\n }\r\n case Constants.UNSIGNED_INT: {\r\n dataView.setUint32(byteOffset, value, true);\r\n break;\r\n }\r\n case Constants.FLOAT: {\r\n dataView.setFloat32(byteOffset, value, true);\r\n break;\r\n }\r\n default: {\r\n throw new Error(`Invalid component type ${type}`);\r\n }\r\n }\r\n}\r\n\r\n/**\r\n * Gets the byte length of the given type.\r\n * @param type the type\r\n * @returns the number of bytes\r\n */\r\nexport function GetTypeByteLength(type: number): number {\r\n switch (type) {\r\n case Constants.BYTE:\r\n case Constants.UNSIGNED_BYTE:\r\n return 1;\r\n case Constants.SHORT:\r\n case Constants.UNSIGNED_SHORT:\r\n return 2;\r\n case Constants.INT:\r\n case Constants.UNSIGNED_INT:\r\n case Constants.FLOAT:\r\n return 4;\r\n default:\r\n throw new Error(`Invalid type '${type}'`);\r\n 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= byteOffset / 4;\r\n const stride = byteStride / 4;\r\n for (let index = 0; index < count; index += componentCount) {\r\n for (let componentIndex = 0; componentIndex < componentCount; componentIndex++) {\r\n oldValues[componentIndex] = newValues[componentIndex] = data[offset + componentIndex];\r\n }\r\n\r\n callback(newValues, index);\r\n\r\n for (let componentIndex = 0; componentIndex < componentCount; componentIndex++) {\r\n if (oldValues[componentIndex] !== newValues[componentIndex]) {\r\n data[offset + componentIndex] = newValues[componentIndex];\r\n }\r\n }\r\n\r\n offset += stride;\r\n }\r\n } else {\r\n const dataView = data instanceof ArrayBuffer ? new DataView(data) : new DataView(data.buffer, data.byteOffset, data.byteLength);\r\n const componentByteLength = GetTypeByteLength(componentType);\r\n for (let index = 0; index < count; index += componentCount) {\r\n for (let componentIndex = 0, componentByteOffset = byteOffset; componentIndex < componentCount; componentIndex++, componentByteOffset += componentByteLength) {\r\n oldValues[componentIndex] = newValues[componentIndex] = GetFloatValue(dataView, componentType, componentByteOffset, normalized);\r\n }\r\n\r\n callback(newValues, index);\r\n\r\n for (let componentIndex = 0, componentByteOffset = byteOffset; componentIndex < componentCount; componentIndex++, componentByteOffset += componentByteLength) {\r\n if (oldValues[componentIndex] !== newValues[componentIndex]) {\r\n SetFloatValue(dataView, componentType, componentByteOffset, normalized, newValues[componentIndex]);\r\n }\r\n }\r\n\r\n byteOffset += byteStride;\r\n }\r\n }\r\n}\r\n\r\n/**\r\n * Gets the given data array as a float array. Float data is constructed if the data array cannot be returned directly.\r\n * @param data the input data array\r\n * @param size the number of components\r\n * @param type the component type\r\n * @param byteOffset the byte offset of the data\r\n * @param byteStride the byte stride of the data\r\n * @param normalized whether the data is normalized\r\n * @param totalVertices number of vertices in the buffer to take into account\r\n * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it\r\n * @returns a float array containing vertex data\r\n */\r\nexport function GetFloatData(\r\n data: DataArray,\r\n size: number,\r\n type: number,\r\n byteOffset: number,\r\n byteStride: number,\r\n normalized: boolean,\r\n totalVertices: number,\r\n forceCopy?: boolean\r\n): FloatArray {\r\n const tightlyPackedByteStride = size * GetTypeByteLength(type);\r\n const count = totalVertices * size;\r\n\r\n if (type !== Constants.FLOAT || byteStride !== tightlyPackedByteStride) {\r\n const copy = new Float32Array(count);\r\n EnumerateFloatValues(data, byteOffset, byteStride, size, type, count, normalized, (values, index) => {\r\n for (let i = 0; i < size; i++) {\r\n copy[index + i] = values[i];\r\n }\r\n });\r\n return copy;\r\n }\r\n\r\n if (!(data instanceof Array || data instanceof Float32Array) || byteOffset !== 0 || data.length !== count) {\r\n if (data instanceof Array) {\r\n const offset = byteOffset / 4;\r\n return data.slice(offset, offset + count);\r\n } else if (data instanceof ArrayBuffer) {\r\n return new Float32Array(data, byteOffset, count);\r\n } else {\r\n const offset = data.byteOffset + byteOffset;\r\n if ((offset & 3) !== 0) {\r\n Logger.Warn(\"Float array must be aligned to 4-bytes border\");\r\n forceCopy = true;\r\n }\r\n\r\n if (forceCopy) {\r\n return new Float32Array(data.buffer.slice(offset, offset + count * Float32Array.BYTES_PER_ELEMENT));\r\n } else {\r\n return new Float32Array(data.buffer, offset, count);\r\n }\r\n }\r\n }\r\n\r\n if (forceCopy) {\r\n return data.slice();\r\n }\r\n\r\n return data;\r\n}\r\n\r\n/**\r\n * Copies the given data array to the given float array.\r\n * @param input the input data array\r\n * @param size the number of components\r\n * @param type the component type\r\n * @param byteOffset the byte offset of the data\r\n * @param byteStride the byte stride of the data\r\n * @param normalized whether the data is normalized\r\n * @param totalVertices number of vertices in the buffer to take into account\r\n * @param output the output float array\r\n */\r\nexport function CopyFloatData(\r\n input: DataArray,\r\n size: number,\r\n type: number,\r\n byteOffset: number,\r\n byteStride: number,\r\n normalized: boolean,\r\n totalVertices: number,\r\n output: Float32Array\r\n): void {\r\n const tightlyPackedByteStride = size * GetTypeByteLength(type);\r\n const count = totalVertices * size;\r\n\r\n if (output.length !== count) {\r\n throw new Error(\"Output length is not valid\");\r\n }\r\n\r\n if (type !== Constants.FLOAT || byteStride !== tightlyPackedByteStride) {\r\n EnumerateFloatValues(input, byteOffset, byteStride, size, type, count, normalized, (values, index) => {\r\n for (let i = 0; i < size; i++) {\r\n output[index + i] = values[i];\r\n }\r\n });\r\n return;\r\n }\r\n\r\n if (input instanceof Array) {\r\n const offset = byteOffset / 4;\r\n output.set(input, offset);\r\n } else if (input instanceof ArrayBuffer) {\r\n const floatData = new Float32Array(input, byteOffset, count);\r\n output.set(floatData);\r\n } else {\r\n const offset = input.byteOffset + byteOffset;\r\n if ((offset & 3) !== 0) {\r\n Logger.Warn(\"Float array must be aligned to 4-bytes border\");\r\n output.set(new Float32Array(input.buffer.slice(offset, offset + count * Float32Array.BYTES_PER_ELEMENT)));\r\n return;\r\n }\r\n\r\n const floatData = new Float32Array(input.buffer, offset, count);\r\n output.set(floatData);\r\n }\r\n}\r\n"]}
|
|
1
|
+
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Constants.INT: {\r\n return dataView.getInt32(byteOffset, true);\r\n }\r\n case Constants.UNSIGNED_INT: {\r\n return dataView.getUint32(byteOffset, true);\r\n }\r\n case Constants.FLOAT: {\r\n return dataView.getFloat32(byteOffset, true);\r\n }\r\n default: {\r\n throw new Error(`Invalid component type ${type}`);\r\n }\r\n }\r\n}\r\n\r\nfunction SetFloatValue(dataView: DataView, type: number, byteOffset: number, normalized: boolean, value: number): void {\r\n switch (type) {\r\n case Constants.BYTE: {\r\n if (normalized) {\r\n value = Math.round(value * 127.0);\r\n }\r\n dataView.setInt8(byteOffset, value);\r\n break;\r\n }\r\n case Constants.UNSIGNED_BYTE: {\r\n if (normalized) {\r\n value = Math.round(value * 255);\r\n }\r\n dataView.setUint8(byteOffset, value);\r\n break;\r\n }\r\n case Constants.SHORT: {\r\n if (normalized) {\r\n value = Math.round(value * 32767);\r\n }\r\n dataView.setInt16(byteOffset, value, true);\r\n break;\r\n }\r\n case Constants.UNSIGNED_SHORT: {\r\n if (normalized) {\r\n value = Math.round(value * 65535);\r\n }\r\n dataView.setUint16(byteOffset, value, true);\r\n break;\r\n }\r\n case Constants.INT: {\r\n dataView.setInt32(byteOffset, value, true);\r\n break;\r\n }\r\n case Constants.UNSIGNED_INT: {\r\n dataView.setUint32(byteOffset, value, true);\r\n break;\r\n }\r\n case Constants.FLOAT: {\r\n dataView.setFloat32(byteOffset, value, true);\r\n break;\r\n }\r\n default: {\r\n throw new Error(`Invalid component type ${type}`);\r\n }\r\n }\r\n}\r\n\r\n/**\r\n * Gets the byte length of the given type.\r\n * @param type the type\r\n * @returns the number of bytes\r\n */\r\nexport function GetTypeByteLength(type: number): number {\r\n switch (type) {\r\n case Constants.BYTE:\r\n case Constants.UNSIGNED_BYTE:\r\n return 1;\r\n case Constants.SHORT:\r\n case Constants.UNSIGNED_SHORT:\r\n return 2;\r\n case Constants.INT:\r\n case Constants.UNSIGNED_INT:\r\n case Constants.FLOAT:\r\n return 4;\r\n default:\r\n throw new Error(`Invalid type 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{\r\n let offset = byteOffset / 4;\r\n const stride = byteStride / 4;\r\n for (let index = 0; index < count; index += componentCount) {\r\n for (let componentIndex = 0; componentIndex < componentCount; componentIndex++) {\r\n oldValues[componentIndex] = newValues[componentIndex] = data[offset + componentIndex];\r\n }\r\n\r\n callback(newValues, index);\r\n\r\n for (let componentIndex = 0; componentIndex < componentCount; componentIndex++) {\r\n if (oldValues[componentIndex] !== newValues[componentIndex]) {\r\n data[offset + componentIndex] = newValues[componentIndex];\r\n }\r\n }\r\n\r\n offset += stride;\r\n }\r\n } else {\r\n const dataView = data instanceof ArrayBuffer ? new DataView(data) : new DataView(data.buffer, data.byteOffset, data.byteLength);\r\n const componentByteLength = GetTypeByteLength(componentType);\r\n for (let index = 0; index < count; index += componentCount) {\r\n for (let componentIndex = 0, componentByteOffset = byteOffset; componentIndex < componentCount; componentIndex++, componentByteOffset += componentByteLength) {\r\n oldValues[componentIndex] = newValues[componentIndex] = GetFloatValue(dataView, componentType, componentByteOffset, normalized);\r\n }\r\n\r\n callback(newValues, index);\r\n\r\n for (let componentIndex = 0, componentByteOffset = byteOffset; componentIndex < componentCount; componentIndex++, componentByteOffset += componentByteLength) {\r\n if (oldValues[componentIndex] !== newValues[componentIndex]) {\r\n SetFloatValue(dataView, componentType, componentByteOffset, normalized, newValues[componentIndex]);\r\n }\r\n }\r\n\r\n byteOffset += byteStride;\r\n }\r\n }\r\n}\r\n\r\n/**\r\n * Gets the given data array as a float array. Float data is constructed if the data array cannot be returned directly.\r\n * @param data the input data array\r\n * @param size the number of components\r\n * @param type the component type\r\n * @param byteOffset the byte offset of the data\r\n * @param byteStride the byte stride of the data\r\n * @param normalized whether the data is normalized\r\n * @param totalVertices number of vertices in the buffer to take into account\r\n * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it\r\n * @returns a float array containing vertex data\r\n */\r\nexport function GetFloatData(\r\n data: DataArray,\r\n size: number,\r\n type: number,\r\n byteOffset: number,\r\n byteStride: number,\r\n normalized: boolean,\r\n totalVertices: number,\r\n forceCopy?: boolean\r\n): FloatArray {\r\n const tightlyPackedByteStride = size * GetTypeByteLength(type);\r\n const count = totalVertices * size;\r\n\r\n if (type !== Constants.FLOAT || byteStride !== tightlyPackedByteStride) {\r\n const copy = new Float32Array(count);\r\n EnumerateFloatValues(data, byteOffset, byteStride, size, type, count, normalized, (values, index) => {\r\n for (let i = 0; i < size; i++) {\r\n copy[index + i] = values[i];\r\n }\r\n });\r\n return copy;\r\n }\r\n\r\n if (!(data instanceof Array || data instanceof Float32Array) || byteOffset !== 0 || data.length !== count) {\r\n if (data instanceof Array) {\r\n const offset = byteOffset / 4;\r\n return data.slice(offset, offset + count);\r\n } else if (data instanceof ArrayBuffer) {\r\n return new Float32Array(data, byteOffset, count);\r\n } else {\r\n const offset = data.byteOffset + byteOffset;\r\n if ((offset & 3) !== 0) {\r\n Logger.Warn(\"Float array must be aligned to 4-bytes border\");\r\n forceCopy = true;\r\n }\r\n\r\n if (forceCopy) {\r\n return new Float32Array(data.buffer.slice(offset, offset + count * Float32Array.BYTES_PER_ELEMENT));\r\n } else {\r\n return new Float32Array(data.buffer, offset, count);\r\n }\r\n }\r\n }\r\n\r\n if (forceCopy) {\r\n return data.slice();\r\n }\r\n\r\n return data;\r\n}\r\n\r\n/**\r\n * Copies the given data array to the given float array.\r\n * @param input the input data array\r\n * @param size the number of components\r\n * @param type the component type\r\n * @param byteOffset the byte offset of the data\r\n * @param byteStride the byte stride of the data\r\n * @param normalized whether the data is normalized\r\n * @param totalVertices number of vertices in the buffer to take into account\r\n * @param output the output float array\r\n */\r\nexport function CopyFloatData(\r\n input: DataArray,\r\n size: number,\r\n type: number,\r\n byteOffset: number,\r\n byteStride: number,\r\n normalized: boolean,\r\n totalVertices: number,\r\n output: Float32Array\r\n): void {\r\n const tightlyPackedByteStride = size * GetTypeByteLength(type);\r\n const count = totalVertices * size;\r\n\r\n if (output.length !== count) {\r\n throw new Error(\"Output length is not valid\");\r\n }\r\n\r\n if (type !== Constants.FLOAT || byteStride !== tightlyPackedByteStride) {\r\n EnumerateFloatValues(input, byteOffset, byteStride, size, type, count, normalized, (values, index) => {\r\n for (let i = 0; i < size; i++) {\r\n output[index + i] = values[i];\r\n }\r\n });\r\n return;\r\n }\r\n\r\n if (input instanceof Array) {\r\n const offset = byteOffset / 4;\r\n output.set(input, offset);\r\n } else if (input instanceof ArrayBuffer) {\r\n const floatData = new Float32Array(input, byteOffset, count);\r\n output.set(floatData);\r\n } else {\r\n const offset = input.byteOffset + byteOffset;\r\n if ((offset & 3) !== 0) {\r\n Logger.Warn(\"Float array must be aligned to 4-bytes border\");\r\n output.set(new Float32Array(input.buffer.slice(offset, offset + count * Float32Array.BYTES_PER_ELEMENT)));\r\n return;\r\n }\r\n\r\n const floatData = new Float32Array(input.buffer, offset, count);\r\n output.set(floatData);\r\n }\r\n}\r\n\r\n/**\r\n * Utility function to determine if an IndicesArray is an Uint32Array.\r\n * @param indices The IndicesArray to check. If null, count is used instead.\r\n * @param count The number of indices\r\n * @returns True if the indices use 32 bits\r\n */\r\nexport function AreIndices32Bits(indices: Nullable<IndicesArray>, count: number): boolean {\r\n if (indices) {\r\n if (indices instanceof Array) {\r\n return indices.some((value) => value >= 65536);\r\n }\r\n return indices.BYTES_PER_ELEMENT === 4;\r\n }\r\n return count >= 65536;\r\n}\r\n"]}
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@@ -5,15 +5,8 @@ import type { AbstractEngine } from "../../Engines/abstractEngine.js";
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* Warning: using the BoundingInfoHelper class may be slower than executing calculations on the CPU!
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* This will happen if there are a lot of meshes / few vertices (like with the BrainStem model)
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* The BoundingInfoHelper will perform better if there are few meshes / a lot of vertices
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*
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*
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* #BCNJD4#40 =\> example with bones and morphs (webGL2)
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* #BCNJD4#42 =\> example with bones and morphs (webGPU)
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* #HPV2TZ#475 =\> only morph (webGL2)
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* #HPV2TZ#476 =\> only morph (webGPU)
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* #B8B8Z2#51 =\> Large scale test (CPU) =\> for each mesh, this test calculates a bounding box which is the union of the bounding boxes of all the frames in a given animation
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* #B8B8Z2#49 =\> Large scale test (webGL2)
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* #B8B8Z2#50 =\> Large scale test (webGPU)
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* https://playground.babylonjs.com/#QPOERJ#9: WebGL
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* https://playground.babylonjs.com/#QPOERJ#10: WebGPU
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export declare class BoundingInfoHelper {
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@@ -3,15 +3,8 @@
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* Warning: using the BoundingInfoHelper class may be slower than executing calculations on the CPU!
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* This will happen if there are a lot of meshes / few vertices (like with the BrainStem model)
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* The BoundingInfoHelper will perform better if there are few meshes / a lot of vertices
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*
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*
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* #BCNJD4#40 =\> example with bones and morphs (webGL2)
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* #BCNJD4#42 =\> example with bones and morphs (webGPU)
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* #HPV2TZ#475 =\> only morph (webGL2)
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* #HPV2TZ#476 =\> only morph (webGPU)
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* #B8B8Z2#51 =\> Large scale test (CPU) =\> for each mesh, this test calculates a bounding box which is the union of the bounding boxes of all the frames in a given animation
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* #B8B8Z2#49 =\> Large scale test (webGL2)
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* #B8B8Z2#50 =\> Large scale test (webGPU)
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* https://playground.babylonjs.com/#QPOERJ#9: WebGL
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* https://playground.babylonjs.com/#QPOERJ#10: WebGPU
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8
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*/
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export class BoundingInfoHelper {
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/**
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"boundingInfoHelper.js","sourceRoot":"","sources":["../../../../../dev/core/src/Culling/Helper/boundingInfoHelper.ts"],"names":[],"mappings":"AAKA
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1
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+
{"version":3,"file":"boundingInfoHelper.js","sourceRoot":"","sources":["../../../../../dev/core/src/Culling/Helper/boundingInfoHelper.ts"],"names":[],"mappings":"AAKA;;;;;;;GAOG;AACH,MAAM,OAAO,kBAAkB;IAI3B;;;OAGG;IACH,YAAmB,MAAsB;QACrC,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC;IAC1B,CAAC;IAEO,KAAK,CAAC,mBAAmB;QAC7B,IAAI,CAAC,IAAI,CAAC,SAAS,EAAE,CAAC;YAClB,IAAI,IAAI,CAAC,OAAO,CAAC,OAAO,EAAE,CAAC,qBAAqB,EAAE,CAAC;gBAC/C,MAAM,MAAM,GAAG,MAAM,MAAM,CAAC,+BAA+B,CAAC,CAAC;gBAC7D,IAAI,CAAC,SAAS,GAAG,IAAI,MAAM,CAAC,2BAA2B,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;YAC1E,CAAC;iBAAM,IAAI,IAAI,CAAC,OAAO,CAAC,OAAO,EAAE,CAAC,yBAAyB,EAAE,CAAC;gBAC1D,MAAM,MAAM,GAAG,MAAM,MAAM,CAAC,mCAAmC,CAAC,CAAC;gBACjE,IAAI,CAAC,SAAS,GAAG,IAAI,MAAM,CAAC,+BAA+B,CAAC,IAAI,CAAC,OAAqB,CAAC,CAAC;YAC5F,CAAC;iBAAM,CAAC;gBACJ,MAAM,IAAI,KAAK,CAAC,qEAAqE,CAAC,CAAC;YAC3F,CAAC;QACL,CAAC;IACL,CAAC;IAED;;;;OAIG;IACI,KAAK,CAAC,YAAY,CAAC,MAAqC;QAC3D,MAAM,IAAI,CAAC,mBAAmB,EAAE,CAAC;QACjC,OAAO,IAAI,CAAC,SAAS,CAAC,YAAY,CAAC,MAAM,CAAC,CAAC;IAC/C,CAAC;IAED;;;;;OAKG;IACI,KAAK,CAAC,oBAAoB,CAAC,MAAqC;QACnE,MAAM,IAAI,CAAC,mBAAmB,EAAE,CAAC;QACjC,OAAO,IAAI,CAAC,SAAS,CAAC,qBAAqB,CAAC,MAAM,CAAC,CAAC;IACxD,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,IAAI,CAAC,SAAS,CAAC,eAAe,EAAE,CAAC;IACrC,CAAC;IAED;;;OAGG;IACI,KAAK,CAAC,sBAAsB;QAC/B,OAAO,IAAI,CAAC,SAAS,CAAC,4BAA4B,EAAE,CAAC;IACzD,CAAC;IAED;;OAEG;IACI,OAAO;QACV,IAAI,CAAC,SAAS,CAAC,OAAO,EAAE,CAAC;IAC7B,CAAC;CACJ","sourcesContent":["import type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport type { AbstractEngine } from \"core/Engines/abstractEngine\";\r\nimport type { IBoundingInfoHelperPlatform } from \"./IBoundingInfoHelperPlatform\";\r\nimport type { ThinEngine } from \"core/Engines\";\r\n\r\n/**\r\n * Utility class to help with bounding info management\r\n * Warning: using the BoundingInfoHelper class may be slower than executing calculations on the CPU!\r\n * This will happen if there are a lot of meshes / few vertices (like with the BrainStem model)\r\n * The BoundingInfoHelper will perform better if there are few meshes / a lot of vertices\r\n * https://playground.babylonjs.com/#QPOERJ#9: WebGL\r\n * https://playground.babylonjs.com/#QPOERJ#10: WebGPU\r\n */\r\nexport class BoundingInfoHelper {\r\n private _platform: IBoundingInfoHelperPlatform;\r\n private _engine: AbstractEngine;\r\n\r\n /**\r\n * Creates a new BoundingInfoHelper\r\n * @param engine defines the engine to use\r\n */\r\n public constructor(engine: AbstractEngine) {\r\n this._engine = engine;\r\n }\r\n\r\n private async _initializePlatform() {\r\n if (!this._platform) {\r\n if (this._engine.getCaps().supportComputeShaders) {\r\n const module = await import(\"./computeShaderBoundingHelper\");\r\n this._platform = new module.ComputeShaderBoundingHelper(this._engine);\r\n } else if (this._engine.getCaps().supportTransformFeedbacks) {\r\n const module = await import(\"./transformFeedbackBoundingHelper\");\r\n this._platform = new module.TransformFeedbackBoundingHelper(this._engine as ThinEngine);\r\n } else {\r\n throw new Error(\"Your engine does not support Compute Shaders or Transform Feedbacks\");\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Compute the bounding info of a mesh / array of meshes using shaders\r\n * @param target defines the mesh(es) to update\r\n * @returns a promise that resolves when the bounding info is/are computed\r\n */\r\n public async computeAsync(target: AbstractMesh | AbstractMesh[]): Promise<void> {\r\n await this._initializePlatform();\r\n return this._platform.processAsync(target);\r\n }\r\n\r\n /**\r\n * Register a mesh / array of meshes to be processed per batch\r\n * This method must be called before calling batchProcess (which can be called several times) and batchFetchResultsAsync\r\n * @param target defines the mesh(es) to be processed per batch\r\n * @returns a promise that resolves when the initialization is done\r\n */\r\n public async batchInitializeAsync(target: AbstractMesh | AbstractMesh[]): Promise<void> {\r\n await this._initializePlatform();\r\n return this._platform.registerMeshListAsync(target);\r\n }\r\n\r\n /**\r\n * Processes meshes registered with batchRegisterAsync\r\n * If called multiple times, the second, third, etc calls will perform a union of the bounding boxes calculated in the previous calls\r\n */\r\n public batchProcess(): void {\r\n this._platform.processMeshList();\r\n }\r\n\r\n /**\r\n * Update the bounding info of the meshes registered with batchRegisterAsync, after batchProcess has been called once or several times\r\n * @returns a promise that resolves when the bounding info is/are computed\r\n */\r\n public async batchFetchResultsAsync(): Promise<void> {\r\n return this._platform.fetchResultsForMeshListAsync();\r\n }\r\n\r\n /**\r\n * Dispose and release associated resources\r\n */\r\n public dispose(): void {\r\n this._platform.dispose();\r\n }\r\n}\r\n"]}
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@@ -741,13 +741,13 @@ export class AbstractEngine {
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*/
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// Not mixed with Version for tooling purpose.
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static get NpmPackage() {
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return "babylonjs@7.
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return "babylonjs@7.44.0";
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}
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/**
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* Returns the current version of the framework
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*/
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static get Version() {
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-
return "7.
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return "7.44.0";
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}
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/**
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* Gets the HTML canvas attached with the current webGL context
|