@babylonjs/core 7.43.0 → 7.44.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (341) hide show
  1. package/Actions/actionEvent.d.ts +4 -4
  2. package/Buffers/bufferUtils.d.ts +8 -1
  3. package/Buffers/bufferUtils.js +15 -0
  4. package/Buffers/bufferUtils.js.map +1 -1
  5. package/Culling/Helper/boundingInfoHelper.d.ts +2 -9
  6. package/Culling/Helper/boundingInfoHelper.js +2 -9
  7. package/Culling/Helper/boundingInfoHelper.js.map +1 -1
  8. package/Debug/debugLayer.d.ts +4 -0
  9. package/Debug/debugLayer.js +9 -0
  10. package/Debug/debugLayer.js.map +1 -1
  11. package/Engines/Extensions/engine.renderTarget.js +2 -4
  12. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  13. package/Engines/WebGPU/Extensions/engine.renderTarget.js +2 -4
  14. package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
  15. package/Engines/abstractEngine.d.ts +19 -1
  16. package/Engines/abstractEngine.js +48 -9
  17. package/Engines/abstractEngine.js.map +1 -1
  18. package/Engines/engine.d.ts +6 -3
  19. package/Engines/engine.js +2 -20
  20. package/Engines/engine.js.map +1 -1
  21. package/Engines/renderTargetWrapper.js +2 -2
  22. package/Engines/renderTargetWrapper.js.map +1 -1
  23. package/Engines/thinEngine.js +1 -5
  24. package/Engines/thinEngine.js.map +1 -1
  25. package/Engines/webgpuEngine.js +1 -0
  26. package/Engines/webgpuEngine.js.map +1 -1
  27. package/FlowGraph/flowGraphConnection.d.ts +1 -1
  28. package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.d.ts +16 -12
  29. package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.js +63 -27
  30. package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.js.map +1 -1
  31. package/FrameGraph/Node/Blocks/Layers/highlightLayerBlock.d.ts +72 -0
  32. package/FrameGraph/Node/Blocks/Layers/highlightLayerBlock.js +197 -0
  33. package/FrameGraph/Node/Blocks/Layers/highlightLayerBlock.js.map +1 -0
  34. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.d.ts +42 -0
  35. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js +78 -0
  36. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js.map +1 -0
  37. package/FrameGraph/Node/Blocks/PostProcesses/blackAndWhitePostProcessBlock.d.ts +3 -19
  38. package/FrameGraph/Node/Blocks/PostProcesses/blackAndWhitePostProcessBlock.js +3 -49
  39. package/FrameGraph/Node/Blocks/PostProcesses/blackAndWhitePostProcessBlock.js.map +1 -1
  40. package/FrameGraph/Node/Blocks/PostProcesses/bloomPostProcessBlock.d.ts +3 -19
  41. package/FrameGraph/Node/Blocks/PostProcesses/bloomPostProcessBlock.js +3 -49
  42. package/FrameGraph/Node/Blocks/PostProcesses/bloomPostProcessBlock.js.map +1 -1
  43. package/FrameGraph/Node/Blocks/PostProcesses/blurPostProcessBlock.d.ts +3 -19
  44. package/FrameGraph/Node/Blocks/PostProcesses/blurPostProcessBlock.js +3 -49
  45. package/FrameGraph/Node/Blocks/PostProcesses/blurPostProcessBlock.js.map +1 -1
  46. package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.d.ts +2 -17
  47. package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.js +3 -45
  48. package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.js.map +1 -1
  49. package/FrameGraph/Node/Blocks/PostProcesses/depthOfFieldPostProcessBlock.d.ts +2 -17
  50. package/FrameGraph/Node/Blocks/PostProcesses/depthOfFieldPostProcessBlock.js +3 -44
  51. package/FrameGraph/Node/Blocks/PostProcesses/depthOfFieldPostProcessBlock.js.map +1 -1
  52. package/FrameGraph/Node/Blocks/PostProcesses/extractHighlightsPostProcessBlock.d.ts +3 -19
  53. package/FrameGraph/Node/Blocks/PostProcesses/extractHighlightsPostProcessBlock.js +3 -49
  54. package/FrameGraph/Node/Blocks/PostProcesses/extractHighlightsPostProcessBlock.js.map +1 -1
  55. package/FrameGraph/Node/Blocks/PostProcesses/passPostProcessBlock.d.ts +47 -0
  56. package/FrameGraph/Node/Blocks/PostProcesses/passPostProcessBlock.js +65 -0
  57. package/FrameGraph/Node/Blocks/PostProcesses/passPostProcessBlock.js.map +1 -0
  58. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.d.ts +4 -0
  59. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +9 -0
  60. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
  61. package/FrameGraph/Node/Blocks/index.d.ts +2 -0
  62. package/FrameGraph/Node/Blocks/index.js +2 -0
  63. package/FrameGraph/Node/Blocks/index.js.map +1 -1
  64. package/FrameGraph/Node/Types/nodeRenderGraphTypes.d.ts +4 -2
  65. package/FrameGraph/Node/Types/nodeRenderGraphTypes.js +2 -0
  66. package/FrameGraph/Node/Types/nodeRenderGraphTypes.js.map +1 -1
  67. package/FrameGraph/Node/nodeRenderGraph.d.ts +3 -2
  68. package/FrameGraph/Node/nodeRenderGraph.js +4 -3
  69. package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
  70. package/FrameGraph/Node/nodeRenderGraphBlock.js +4 -4
  71. package/FrameGraph/Node/nodeRenderGraphBlock.js.map +1 -1
  72. package/FrameGraph/Node/nodeRenderGraphBlockConnectionPoint.d.ts +8 -0
  73. package/FrameGraph/Node/nodeRenderGraphBlockConnectionPoint.js +10 -0
  74. package/FrameGraph/Node/nodeRenderGraphBlockConnectionPoint.js.map +1 -1
  75. package/FrameGraph/Node/nodeRenderGraphConnectionPointCustomObject.d.ts +21 -0
  76. package/FrameGraph/Node/nodeRenderGraphConnectionPointCustomObject.js +31 -0
  77. package/FrameGraph/Node/nodeRenderGraphConnectionPointCustomObject.js.map +1 -0
  78. package/FrameGraph/Passes/pass.d.ts +1 -0
  79. package/FrameGraph/Passes/pass.js +4 -1
  80. package/FrameGraph/Passes/pass.js.map +1 -1
  81. package/FrameGraph/Tasks/Layers/baseLayerTask.d.ts +81 -0
  82. package/FrameGraph/Tasks/Layers/baseLayerTask.js +304 -0
  83. package/FrameGraph/Tasks/Layers/baseLayerTask.js.map +1 -0
  84. package/FrameGraph/Tasks/Layers/glowLayerTask.d.ts +3 -40
  85. package/FrameGraph/Tasks/Layers/glowLayerTask.js +4 -158
  86. package/FrameGraph/Tasks/Layers/glowLayerTask.js.map +1 -1
  87. package/FrameGraph/Tasks/Layers/highlightLayerTask.d.ts +21 -0
  88. package/FrameGraph/Tasks/Layers/highlightLayerTask.js +32 -0
  89. package/FrameGraph/Tasks/Layers/highlightLayerTask.js.map +1 -0
  90. package/FrameGraph/Tasks/Misc/executeTask.d.ts +2 -2
  91. package/FrameGraph/Tasks/Misc/executeTask.js +1 -0
  92. package/FrameGraph/Tasks/Misc/executeTask.js.map +1 -1
  93. package/FrameGraph/Tasks/PostProcesses/bloomMergeTask.js +1 -1
  94. package/FrameGraph/Tasks/PostProcesses/bloomMergeTask.js.map +1 -1
  95. package/FrameGraph/Tasks/PostProcesses/bloomTask.js +1 -1
  96. package/FrameGraph/Tasks/PostProcesses/bloomTask.js.map +1 -1
  97. package/FrameGraph/Tasks/PostProcesses/circleOfConfusionTask.js +5 -4
  98. package/FrameGraph/Tasks/PostProcesses/circleOfConfusionTask.js.map +1 -1
  99. package/FrameGraph/Tasks/PostProcesses/depthOfFieldBlurTask.js +5 -4
  100. package/FrameGraph/Tasks/PostProcesses/depthOfFieldBlurTask.js.map +1 -1
  101. package/FrameGraph/Tasks/PostProcesses/depthOfFieldMergeTask.js +2 -4
  102. package/FrameGraph/Tasks/PostProcesses/depthOfFieldMergeTask.js.map +1 -1
  103. package/FrameGraph/Tasks/PostProcesses/passTask.d.ts +29 -0
  104. package/FrameGraph/Tasks/PostProcesses/passTask.js +31 -0
  105. package/FrameGraph/Tasks/PostProcesses/passTask.js.map +1 -0
  106. package/FrameGraph/Tasks/PostProcesses/postProcessTask.js +4 -2
  107. package/FrameGraph/Tasks/PostProcesses/postProcessTask.js.map +1 -1
  108. package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +2 -2
  109. package/FrameGraph/Tasks/Rendering/objectRendererTask.js +1 -0
  110. package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
  111. package/FrameGraph/Tasks/Rendering/taaObjectRendererTask.d.ts +2 -2
  112. package/FrameGraph/Tasks/Rendering/taaObjectRendererTask.js +1 -0
  113. package/FrameGraph/Tasks/Rendering/taaObjectRendererTask.js.map +1 -1
  114. package/FrameGraph/Tasks/Texture/clearTextureTask.d.ts +2 -2
  115. package/FrameGraph/Tasks/Texture/clearTextureTask.js +1 -0
  116. package/FrameGraph/Tasks/Texture/clearTextureTask.js.map +1 -1
  117. package/FrameGraph/Tasks/Texture/copyToTextureTask.js +1 -1
  118. package/FrameGraph/Tasks/Texture/copyToTextureTask.js.map +1 -1
  119. package/FrameGraph/frameGraph.d.ts +8 -2
  120. package/FrameGraph/frameGraph.js +31 -5
  121. package/FrameGraph/frameGraph.js.map +1 -1
  122. package/FrameGraph/frameGraphRenderContext.d.ts +10 -0
  123. package/FrameGraph/frameGraphRenderContext.js +14 -0
  124. package/FrameGraph/frameGraphRenderContext.js.map +1 -1
  125. package/FrameGraph/frameGraphTask.d.ts +3 -2
  126. package/FrameGraph/frameGraphTask.js +12 -2
  127. package/FrameGraph/frameGraphTask.js.map +1 -1
  128. package/FrameGraph/frameGraphTextureManager.d.ts +1 -1
  129. package/FrameGraph/frameGraphTypes.d.ts +4 -0
  130. package/FrameGraph/frameGraphTypes.js.map +1 -1
  131. package/FrameGraph/index.d.ts +2 -0
  132. package/FrameGraph/index.js +2 -0
  133. package/FrameGraph/index.js.map +1 -1
  134. package/Gizmos/planeRotationGizmo.js +10 -0
  135. package/Gizmos/planeRotationGizmo.js.map +1 -1
  136. package/Helpers/environmentHelper.js +7 -6
  137. package/Helpers/environmentHelper.js.map +1 -1
  138. package/Inputs/scene.inputManager.js +2 -2
  139. package/Inputs/scene.inputManager.js.map +1 -1
  140. package/Layers/effectLayer.d.ts +1 -1
  141. package/Layers/effectLayer.js.map +1 -1
  142. package/Layers/glowLayer.d.ts +2 -14
  143. package/Layers/glowLayer.js +34 -36
  144. package/Layers/glowLayer.js.map +1 -1
  145. package/Layers/highlightLayer.d.ts +13 -74
  146. package/Layers/highlightLayer.js +123 -309
  147. package/Layers/highlightLayer.js.map +1 -1
  148. package/Layers/index.d.ts +1 -0
  149. package/Layers/index.js +1 -0
  150. package/Layers/index.js.map +1 -1
  151. package/Layers/thinEffectLayer.d.ts +55 -2
  152. package/Layers/thinEffectLayer.js +66 -0
  153. package/Layers/thinEffectLayer.js.map +1 -1
  154. package/Layers/thinGlowLayer.d.ts +3 -6
  155. package/Layers/thinGlowLayer.js +4 -1
  156. package/Layers/thinGlowLayer.js.map +1 -1
  157. package/Layers/thinHighlightLayer.d.ts +197 -0
  158. package/Layers/thinHighlightLayer.js +417 -0
  159. package/Layers/thinHighlightLayer.js.map +1 -0
  160. package/Materials/GreasedLine/greasedLinePluginMaterial.d.ts +6 -2
  161. package/Materials/GreasedLine/greasedLinePluginMaterial.js +8 -2
  162. package/Materials/GreasedLine/greasedLinePluginMaterial.js.map +1 -1
  163. package/Materials/GreasedLine/greasedLinePluginMaterialShadersWGSL.js +11 -3
  164. package/Materials/GreasedLine/greasedLinePluginMaterialShadersWGSL.js.map +1 -1
  165. package/Materials/GreasedLine/greasedLineSimpleMaterial.d.ts +1 -0
  166. package/Materials/GreasedLine/greasedLineSimpleMaterial.js +1 -0
  167. package/Materials/GreasedLine/greasedLineSimpleMaterial.js.map +1 -1
  168. package/Materials/Node/Blocks/PBR/reflectionBlock.js +1 -3
  169. package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
  170. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js +3 -3
  171. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js.map +1 -1
  172. package/Materials/Node/nodeMaterial.d.ts +4 -2
  173. package/Materials/Node/nodeMaterial.js +9 -6
  174. package/Materials/Node/nodeMaterial.js.map +1 -1
  175. package/Materials/PBR/pbrBaseMaterial.js +1 -0
  176. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  177. package/Materials/Textures/Filtering/hdrFiltering.js +1 -0
  178. package/Materials/Textures/Filtering/hdrFiltering.js.map +1 -1
  179. package/Materials/Textures/Filtering/hdrIrradianceFiltering.d.ts +69 -0
  180. package/Materials/Textures/Filtering/hdrIrradianceFiltering.js +187 -0
  181. package/Materials/Textures/Filtering/hdrIrradianceFiltering.js.map +1 -0
  182. package/Materials/Textures/hdrCubeTexture.d.ts +5 -1
  183. package/Materials/Textures/hdrCubeTexture.js +29 -3
  184. package/Materials/Textures/hdrCubeTexture.js.map +1 -1
  185. package/Materials/Textures/index.d.ts +4 -0
  186. package/Materials/Textures/index.js +4 -0
  187. package/Materials/Textures/index.js.map +1 -1
  188. package/Materials/effect.d.ts +5 -0
  189. package/Materials/effect.js +15 -0
  190. package/Materials/effect.js.map +1 -1
  191. package/Materials/standardMaterial.d.ts +1 -2
  192. package/Materials/standardMaterial.js +0 -2
  193. package/Materials/standardMaterial.js.map +1 -1
  194. package/Meshes/Builders/planeBuilder.js +2 -2
  195. package/Meshes/Builders/planeBuilder.js.map +1 -1
  196. package/Meshes/Compression/dracoCodec.d.ts +4 -4
  197. package/Meshes/Compression/dracoCodec.js.map +1 -1
  198. package/Meshes/Compression/dracoCompression.d.ts +5 -3
  199. package/Meshes/Compression/dracoCompression.js +24 -11
  200. package/Meshes/Compression/dracoCompression.js.map +1 -1
  201. package/Meshes/Compression/dracoCompressionWorker.d.ts +16 -30
  202. package/Meshes/Compression/dracoCompressionWorker.js +128 -22
  203. package/Meshes/Compression/dracoCompressionWorker.js.map +1 -1
  204. package/Meshes/Compression/dracoDecoder.d.ts +4 -9
  205. package/Meshes/Compression/dracoDecoder.js +5 -5
  206. package/Meshes/Compression/dracoDecoder.js.map +1 -1
  207. package/Meshes/Compression/dracoDecoder.types.d.ts +52 -0
  208. package/Meshes/Compression/dracoDecoder.types.js +2 -0
  209. package/Meshes/Compression/dracoDecoder.types.js.map +1 -0
  210. package/Meshes/Compression/dracoEncoder.d.ts +95 -0
  211. package/Meshes/Compression/dracoEncoder.js +245 -0
  212. package/Meshes/Compression/dracoEncoder.js.map +1 -0
  213. package/Meshes/Compression/dracoEncoder.types.d.ts +82 -0
  214. package/Meshes/Compression/dracoEncoder.types.js +2 -0
  215. package/Meshes/Compression/dracoEncoder.types.js.map +1 -0
  216. package/Meshes/Compression/index.d.ts +1 -0
  217. package/Meshes/Compression/index.js +1 -0
  218. package/Meshes/Compression/index.js.map +1 -1
  219. package/Meshes/Compression/meshoptCompression.js +17 -2
  220. package/Meshes/Compression/meshoptCompression.js.map +1 -1
  221. package/Meshes/Compression/test/integration/draco.test.d.ts +1 -0
  222. package/Meshes/Compression/test/integration/draco.test.js +30 -0
  223. package/Meshes/Compression/test/integration/draco.test.js.map +1 -0
  224. package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +92 -2
  225. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +286 -10
  226. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  227. package/Meshes/GreasedLine/greasedLineBaseMesh.js +4 -2
  228. package/Meshes/GreasedLine/greasedLineBaseMesh.js.map +1 -1
  229. package/Meshes/GreasedLine/greasedLineRibbonMesh.js +1 -1
  230. package/Meshes/GreasedLine/greasedLineRibbonMesh.js.map +1 -1
  231. package/Meshes/Node/Blocks/Textures/geometryTextureBlock.d.ts +1 -1
  232. package/Meshes/csg.js +4 -0
  233. package/Meshes/csg.js.map +1 -1
  234. package/Meshes/mesh.d.ts +2 -2
  235. package/Meshes/transformNode.d.ts +4 -1
  236. package/Meshes/transformNode.js +6 -1
  237. package/Meshes/transformNode.js.map +1 -1
  238. package/Misc/copyTextureToTexture.js +1 -1
  239. package/Misc/copyTextureToTexture.js.map +1 -1
  240. package/Misc/decorators.serialization.js +2 -0
  241. package/Misc/decorators.serialization.js.map +1 -1
  242. package/Misc/greasedLineTools.d.ts +1 -1
  243. package/Misc/logger.d.ts +2 -1
  244. package/Misc/logger.js +2 -1
  245. package/Misc/logger.js.map +1 -1
  246. package/Misc/screenshotTools.js +58 -5
  247. package/Misc/screenshotTools.js.map +1 -1
  248. package/Misc/tools.d.ts +21 -1
  249. package/Misc/tools.js +33 -0
  250. package/Misc/tools.js.map +1 -1
  251. package/Morph/morphTargetManager.d.ts +1 -0
  252. package/Morph/morphTargetManager.js +6 -1
  253. package/Morph/morphTargetManager.js.map +1 -1
  254. package/Particles/particleHelper.js +2 -1
  255. package/Particles/particleHelper.js.map +1 -1
  256. package/Particles/particleSystemSet.d.ts +1 -0
  257. package/Particles/particleSystemSet.js +1 -0
  258. package/Particles/particleSystemSet.js.map +1 -1
  259. package/Particles/pointsCloudSystem.d.ts +3 -3
  260. package/Particles/webgl2ParticleSystem.d.ts +1 -1
  261. package/Particles/webgl2ParticleSystem.js +1 -2
  262. package/Particles/webgl2ParticleSystem.js.map +1 -1
  263. package/Physics/v2/Plugins/havokPlugin.d.ts +2 -2
  264. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js +2 -1
  265. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
  266. package/PostProcesses/index.d.ts +1 -0
  267. package/PostProcesses/index.js +1 -0
  268. package/PostProcesses/index.js.map +1 -1
  269. package/PostProcesses/passPostProcess.d.ts +2 -3
  270. package/PostProcesses/passPostProcess.js +36 -48
  271. package/PostProcesses/passPostProcess.js.map +1 -1
  272. package/PostProcesses/thinPassPostProcess.d.ts +48 -0
  273. package/PostProcesses/thinPassPostProcess.js +113 -0
  274. package/PostProcesses/thinPassPostProcess.js.map +1 -0
  275. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js +1 -1
  276. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js.map +1 -1
  277. package/Rendering/depthRenderer.js +1 -1
  278. package/Rendering/depthRenderer.js.map +1 -1
  279. package/Rendering/iblCdfGenerator.d.ts +13 -5
  280. package/Rendering/iblCdfGenerator.js +67 -10
  281. package/Rendering/iblCdfGenerator.js.map +1 -1
  282. package/Rendering/objectRenderer.d.ts +5 -3
  283. package/Rendering/objectRenderer.js +5 -3
  284. package/Rendering/objectRenderer.js.map +1 -1
  285. package/Rendering/renderingManager.d.ts +4 -0
  286. package/Rendering/renderingManager.js +1 -0
  287. package/Rendering/renderingManager.js.map +1 -1
  288. package/Shaders/ShadersInclude/gaussianSplatting.js +6 -6
  289. package/Shaders/ShadersInclude/gaussianSplatting.js.map +1 -1
  290. package/Shaders/ShadersInclude/intersectionFunctions.d.ts +5 -0
  291. package/Shaders/ShadersInclude/intersectionFunctions.js +14 -0
  292. package/Shaders/ShadersInclude/intersectionFunctions.js.map +1 -0
  293. package/Shaders/ShadersInclude/pbrBlockReflection.js +13 -8
  294. package/Shaders/ShadersInclude/pbrBlockReflection.js.map +1 -1
  295. package/Shaders/background.fragment.d.ts +1 -0
  296. package/Shaders/background.fragment.js +3 -5
  297. package/Shaders/background.fragment.js.map +1 -1
  298. package/Shaders/gaussianSplatting.vertex.js +2 -1
  299. package/Shaders/gaussianSplatting.vertex.js.map +1 -1
  300. package/Shaders/hdrIrradianceFiltering.fragment.d.ts +9 -0
  301. package/Shaders/hdrIrradianceFiltering.fragment.js +25 -0
  302. package/Shaders/hdrIrradianceFiltering.fragment.js.map +1 -0
  303. package/Shaders/hdrIrradianceFiltering.vertex.d.ts +5 -0
  304. package/Shaders/hdrIrradianceFiltering.vertex.js +15 -0
  305. package/Shaders/hdrIrradianceFiltering.vertex.js.map +1 -0
  306. package/Shaders/pbr.fragment.js +1 -3
  307. package/Shaders/pbr.fragment.js.map +1 -1
  308. package/ShadersWGSL/ShadersInclude/intersectionFunctions.d.ts +5 -0
  309. package/ShadersWGSL/ShadersInclude/intersectionFunctions.js +14 -0
  310. package/ShadersWGSL/ShadersInclude/intersectionFunctions.js.map +1 -0
  311. package/ShadersWGSL/ShadersInclude/pbrBlockReflection.js +13 -8
  312. package/ShadersWGSL/ShadersInclude/pbrBlockReflection.js.map +1 -1
  313. package/ShadersWGSL/background.fragment.d.ts +1 -0
  314. package/ShadersWGSL/background.fragment.js +3 -5
  315. package/ShadersWGSL/background.fragment.js.map +1 -1
  316. package/ShadersWGSL/greasedLine.fragment.js +9 -3
  317. package/ShadersWGSL/greasedLine.fragment.js.map +1 -1
  318. package/ShadersWGSL/greasedLine.vertex.js +12 -2
  319. package/ShadersWGSL/greasedLine.vertex.js.map +1 -1
  320. package/ShadersWGSL/hdrIrradianceFiltering.fragment.d.ts +9 -0
  321. package/ShadersWGSL/hdrIrradianceFiltering.fragment.js +26 -0
  322. package/ShadersWGSL/hdrIrradianceFiltering.fragment.js.map +1 -0
  323. package/ShadersWGSL/hdrIrradianceFiltering.vertex.d.ts +5 -0
  324. package/ShadersWGSL/hdrIrradianceFiltering.vertex.js +16 -0
  325. package/ShadersWGSL/hdrIrradianceFiltering.vertex.js.map +1 -0
  326. package/ShadersWGSL/outline.fragment.js +1 -1
  327. package/ShadersWGSL/outline.fragment.js.map +1 -1
  328. package/ShadersWGSL/passCube.fragment.js +1 -1
  329. package/ShadersWGSL/passCube.fragment.js.map +1 -1
  330. package/ShadersWGSL/pbr.fragment.js +1 -3
  331. package/ShadersWGSL/pbr.fragment.js.map +1 -1
  332. package/XR/features/WebXRDepthSensing.d.ts +24 -2
  333. package/XR/features/WebXRDepthSensing.js +320 -26
  334. package/XR/features/WebXRDepthSensing.js.map +1 -1
  335. package/XR/features/WebXRHandTracking.js +8 -7
  336. package/XR/features/WebXRHandTracking.js.map +1 -1
  337. package/package.json +1 -1
  338. package/scene.js +9 -5
  339. package/scene.js.map +1 -1
  340. package/types.d.ts +4 -0
  341. package/types.js.map +1 -1
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type {\r\n Nullable,\r\n AbstractEngine,\r\n DrawWrapper,\r\n IColor4Like,\r\n Layer,\r\n FrameGraphTextureHandle,\r\n Effect,\r\n FrameGraphTextureManager,\r\n ObjectRenderer,\r\n Scene,\r\n FrameGraphRenderTarget,\r\n InternalTexture,\r\n // eslint-disable-next-line import/no-internal-modules\r\n} from \"core/index\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { EffectRenderer } from \"../Materials/effectRenderer\";\r\nimport { CopyTextureToTexture } from \"../Misc/copyTextureToTexture\";\r\nimport { FrameGraphContext } from \"./frameGraphContext\";\r\n\r\n/**\r\n * Frame graph context used render passes.\r\n * @experimental\r\n */\r\nexport class FrameGraphRenderContext extends FrameGraphContext {\r\n private readonly _effectRenderer: EffectRenderer;\r\n private _currentRenderTarget: FrameGraphRenderTarget | undefined;\r\n private _debugMessageWhenTargetBound: string | undefined;\r\n private _debugMessageHasBeenPushed = false;\r\n private _renderTargetIsBound = true;\r\n private readonly _copyTexture: CopyTextureToTexture;\r\n\r\n private static _IsObjectRenderer(value: Layer | ObjectRenderer): value is ObjectRenderer {\r\n return (value as ObjectRenderer).initRender !== undefined;\r\n }\r\n\r\n /** @internal */\r\n constructor(\r\n private readonly _engine: AbstractEngine,\r\n private readonly _textureManager: FrameGraphTextureManager,\r\n private readonly _scene: Scene\r\n ) {\r\n super();\r\n this._effectRenderer = new EffectRenderer(this._engine);\r\n this._copyTexture = new CopyTextureToTexture(this._engine);\r\n }\r\n\r\n /**\r\n * Checks whether a texture handle points to the backbuffer's color or depth texture\r\n * @param handle The handle to check\r\n * @returns True if the handle points to the backbuffer's color or depth texture, otherwise false\r\n */\r\n public isBackbuffer(handle: FrameGraphTextureHandle): boolean {\r\n return this._textureManager.isBackbuffer(handle);\r\n }\r\n\r\n /**\r\n * Checks whether a texture handle points to the backbuffer's color texture\r\n * @param handle The handle to check\r\n * @returns True if the handle points to the backbuffer's color texture, otherwise false\r\n */\r\n public isBackbufferColor(handle: FrameGraphTextureHandle): boolean {\r\n return this._textureManager.isBackbufferColor(handle);\r\n }\r\n\r\n /**\r\n * Checks whether a texture handle points to the backbuffer's depth texture\r\n * @param handle The handle to check\r\n * @returns True if the handle points to the backbuffer's depth texture, otherwise false\r\n */\r\n public isBackbufferDepthStencil(handle: FrameGraphTextureHandle): boolean {\r\n return this._textureManager.isBackbufferDepthStencil(handle);\r\n }\r\n\r\n /**\r\n * Creates a (frame graph) render target wrapper\r\n * Note that renderTargets or renderTargetDepth can be undefined, but not both at the same time!\r\n * @param name Name of the render target wrapper\r\n * @param renderTargets Render target handles (textures) to use\r\n * @param renderTargetDepth Render target depth handle (texture) to use\r\n * @returns The created render target wrapper\r\n */\r\n public createRenderTarget(\r\n name: string,\r\n renderTargets?: FrameGraphTextureHandle | FrameGraphTextureHandle[],\r\n renderTargetDepth?: FrameGraphTextureHandle\r\n ): FrameGraphRenderTarget {\r\n return this._textureManager.createRenderTarget(name, renderTargets, renderTargetDepth);\r\n }\r\n\r\n /**\r\n * Clears the current render buffer or the current render target (if any is set up)\r\n * @param color Defines the color to use\r\n * @param backBuffer Defines if the back buffer must be cleared\r\n * @param depth Defines if the depth buffer must be cleared\r\n * @param stencil Defines if the stencil buffer must be cleared\r\n */\r\n public clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void {\r\n this._applyRenderTarget();\r\n this._engine.clear(color, backBuffer, depth, stencil);\r\n }\r\n\r\n /**\r\n * Clears the color attachments of the current render target\r\n * @param color Defines the color to use\r\n * @param attachments The attachments to clear\r\n */\r\n public clearColorAttachments(color: Nullable<IColor4Like>, attachments: number[]): void {\r\n this._applyRenderTarget();\r\n this._engine.bindAttachments(attachments);\r\n this._engine.clear(color, true, false, false);\r\n }\r\n\r\n /**\r\n * Binds the attachments to the current render target\r\n * @param attachments The attachments to bind\r\n */\r\n public bindAttachments(attachments: number[]): void {\r\n this._applyRenderTarget();\r\n this._engine.bindAttachments(attachments);\r\n }\r\n\r\n /**\r\n * Generates mipmaps for the current render target\r\n */\r\n public generateMipMaps(): void {\r\n if (this._currentRenderTarget?.renderTargetWrapper === undefined) {\r\n return;\r\n }\r\n\r\n if (this._renderTargetIsBound && this._engine._currentRenderTarget) {\r\n // we can't generate the mipmaps if the render target is bound\r\n this._flushDebugMessages();\r\n this._engine.unBindFramebuffer(this._engine._currentRenderTarget);\r\n this._renderTargetIsBound = false;\r\n }\r\n\r\n const textures = this._currentRenderTarget.renderTargetWrapper.textures;\r\n if (textures) {\r\n for (const texture of textures) {\r\n this._engine.generateMipmaps(texture);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets the texture sampling mode for a given texture handle\r\n * @param handle Handle of the texture to set the sampling mode for\r\n * @param samplingMode Sampling mode to set\r\n */\r\n public setTextureSamplingMode(handle: FrameGraphTextureHandle, samplingMode: number): void {\r\n const internalTexture = this._textureManager.getTextureFromHandle(handle);\r\n if (internalTexture && internalTexture.samplingMode !== samplingMode) {\r\n this._engine.updateTextureSamplingMode(samplingMode, internalTexture);\r\n }\r\n }\r\n\r\n /**\r\n * Binds a texture handle to a given effect (resolves the handle to a texture and binds it to the effect)\r\n * @param effect The effect to bind the texture to\r\n * @param name The name of the texture in the effect\r\n * @param handle The handle of the texture to bind\r\n */\r\n public bindTextureHandle(effect: Effect, name: string, handle: FrameGraphTextureHandle): void {\r\n let texture: Nullable<InternalTexture>;\r\n\r\n const historyEntry = this._textureManager._historyTextures.get(handle);\r\n if (historyEntry) {\r\n texture = historyEntry.textures[historyEntry.index]; // texture we write to in this frame\r\n if (\r\n this._currentRenderTarget !== undefined &&\r\n this._currentRenderTarget.renderTargetWrapper !== undefined &&\r\n this._currentRenderTarget.renderTargetWrapper.textures!.includes(texture!)\r\n ) {\r\n // If the current render target renders to the history write texture, we bind the read texture instead\r\n texture = historyEntry.textures[historyEntry.index ^ 1];\r\n }\r\n } else {\r\n texture = this._textureManager._textures.get(handle)!.texture;\r\n }\r\n\r\n effect._bindTexture(name, texture);\r\n }\r\n\r\n /**\r\n * Sets the depth states for the current render target\r\n * @param depthTest If true, depth testing is enabled\r\n * @param depthWrite If true, depth writing is enabled\r\n */\r\n public setDepthStates(depthTest: boolean, depthWrite: boolean): void {\r\n this._engine.setDepthBuffer(depthTest);\r\n this._engine.setDepthWrite(depthWrite);\r\n }\r\n\r\n /**\r\n * Applies a full-screen effect to the current render target\r\n * @param drawWrapper The draw wrapper containing the effect to apply\r\n * @param customBindings The custom bindings to use when applying the effect (optional)\r\n * @returns True if the effect was applied, otherwise false (effect not ready)\r\n */\r\n public applyFullScreenEffect(drawWrapper: DrawWrapper, customBindings?: () => void): boolean {\r\n if (!drawWrapper.effect?.isReady()) {\r\n return false;\r\n }\r\n\r\n this._applyRenderTarget();\r\n\r\n const engineDepthMask = this._engine.getDepthWrite(); // for some reasons, depthWrite is not restored by EffectRenderer.restoreStates\r\n\r\n this._effectRenderer.saveStates();\r\n this._effectRenderer.setViewport();\r\n\r\n this._engine.enableEffect(drawWrapper);\r\n this._engine.setState(false);\r\n this._engine.setDepthBuffer(false);\r\n this._engine.setDepthWrite(false);\r\n\r\n this._effectRenderer.bindBuffers(drawWrapper.effect);\r\n customBindings?.();\r\n this._effectRenderer.draw();\r\n this._effectRenderer.restoreStates();\r\n this._engine.setDepthWrite(engineDepthMask);\r\n this._engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Copies a texture to the current render target\r\n * @param sourceTexture The source texture to copy from\r\n * @param forceCopyToBackbuffer If true, the copy will be done to the back buffer regardless of the current render target\r\n */\r\n public copyTexture(sourceTexture: FrameGraphTextureHandle, forceCopyToBackbuffer = false): void {\r\n if (forceCopyToBackbuffer) {\r\n this.bindRenderTarget();\r\n }\r\n this._applyRenderTarget();\r\n this._copyTexture.copy(this._textureManager.getTextureFromHandle(sourceTexture)!);\r\n }\r\n\r\n /**\r\n * Renders a RenderTargetTexture or a layer\r\n * @param object The RenderTargetTexture/Layer to render\r\n * @param viewportWidth The width of the viewport (optional for Layer, but mandatory for ObjectRenderer)\r\n * @param viewportHeight The height of the viewport (optional for Layer, but mandatory for ObjectRenderer)\r\n */\r\n public render(object: Layer | ObjectRenderer, viewportWidth?: number, viewportHeight?: number): void {\r\n if (FrameGraphRenderContext._IsObjectRenderer(object)) {\r\n if (object.shouldRender()) {\r\n this._scene.incrementRenderId();\r\n this._scene.resetCachedMaterial();\r\n\r\n this._applyRenderTarget();\r\n\r\n object.prepareRenderList();\r\n\r\n object.initRender(viewportWidth!, viewportHeight!);\r\n\r\n object.render();\r\n\r\n object.finishRender();\r\n }\r\n } else {\r\n this._applyRenderTarget();\r\n object.render();\r\n }\r\n }\r\n\r\n /**\r\n * Binds a render target texture so that upcoming draw calls will render to it\r\n * Note: it is a lazy operation, so the render target will only be bound when needed. This way, it is possible to call\r\n * this method several times with different render targets without incurring the cost of binding if no draw calls are made\r\n * @param renderTarget The handle of the render target texture to bind (default: undefined, meaning \"back buffer\"). Pass an array for MRT rendering.\r\n * @param debugMessage Optional debug message to display when the render target is bound (visible in PIX, for example)\r\n */\r\n public bindRenderTarget(renderTarget?: FrameGraphRenderTarget, debugMessage?: string) {\r\n if (\r\n (renderTarget?.renderTargetWrapper === undefined && this._currentRenderTarget === undefined) ||\r\n (renderTarget && this._currentRenderTarget && renderTarget.equals(this._currentRenderTarget))\r\n ) {\r\n this._flushDebugMessages();\r\n if (debugMessage !== undefined) {\r\n this._engine._debugPushGroup?.(debugMessage, 2);\r\n this._debugMessageWhenTargetBound = undefined;\r\n this._debugMessageHasBeenPushed = true;\r\n }\r\n return;\r\n }\r\n this._currentRenderTarget = renderTarget?.renderTargetWrapper === undefined ? undefined : renderTarget;\r\n this._debugMessageWhenTargetBound = debugMessage;\r\n this._renderTargetIsBound = false;\r\n }\r\n\r\n /** @internal */\r\n public _flushDebugMessages() {\r\n if (this._debugMessageHasBeenPushed) {\r\n this._engine._debugPopGroup?.(2);\r\n this._debugMessageHasBeenPushed = false;\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _applyRenderTarget() {\r\n if (this._renderTargetIsBound) {\r\n return;\r\n }\r\n\r\n this._flushDebugMessages();\r\n\r\n const renderTargetWrapper = this._currentRenderTarget?.renderTargetWrapper;\r\n\r\n if (renderTargetWrapper === undefined) {\r\n this._engine.restoreDefaultFramebuffer();\r\n } else {\r\n if (this._engine._currentRenderTarget) {\r\n this._engine.unBindFramebuffer(this._engine._currentRenderTarget);\r\n }\r\n this._engine.bindFramebuffer(renderTargetWrapper);\r\n }\r\n\r\n if (this._debugMessageWhenTargetBound !== undefined) {\r\n this._engine._debugPushGroup?.(this._debugMessageWhenTargetBound, 2);\r\n this._debugMessageWhenTargetBound = undefined;\r\n this._debugMessageHasBeenPushed = true;\r\n }\r\n\r\n this._renderTargetIsBound = true;\r\n }\r\n\r\n /** @internal */\r\n public _isReady(): boolean {\r\n return this._copyTexture.isReady();\r\n }\r\n\r\n /** @internal */\r\n public _dispose() {\r\n this._effectRenderer.dispose();\r\n this._copyTexture.dispose();\r\n }\r\n}\r\n"]}
1
+ 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type {\r\n Nullable,\r\n AbstractEngine,\r\n DrawWrapper,\r\n IColor4Like,\r\n Layer,\r\n FrameGraphTextureHandle,\r\n Effect,\r\n FrameGraphTextureManager,\r\n ObjectRenderer,\r\n Scene,\r\n FrameGraphRenderTarget,\r\n InternalTexture,\r\n // eslint-disable-next-line import/no-internal-modules\r\n} from \"core/index\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { EffectRenderer } from \"../Materials/effectRenderer\";\r\nimport { CopyTextureToTexture } from \"../Misc/copyTextureToTexture\";\r\nimport { FrameGraphContext } from \"./frameGraphContext\";\r\n\r\n/**\r\n * Frame graph context used render passes.\r\n * @experimental\r\n */\r\nexport class FrameGraphRenderContext extends FrameGraphContext {\r\n private readonly _effectRenderer: EffectRenderer;\r\n private _currentRenderTarget: FrameGraphRenderTarget | undefined;\r\n private _debugMessageWhenTargetBound: string | undefined;\r\n private _debugMessageHasBeenPushed = false;\r\n private _renderTargetIsBound = true;\r\n private readonly _copyTexture: CopyTextureToTexture;\r\n private _depthTest: boolean;\r\n private _depthWrite: boolean;\r\n\r\n private static _IsObjectRenderer(value: Layer | ObjectRenderer): value is ObjectRenderer {\r\n return (value as ObjectRenderer).initRender !== undefined;\r\n }\r\n\r\n /** @internal */\r\n constructor(\r\n private readonly _engine: AbstractEngine,\r\n private readonly _textureManager: FrameGraphTextureManager,\r\n private readonly _scene: Scene\r\n ) {\r\n super();\r\n this._effectRenderer = new EffectRenderer(this._engine);\r\n this._copyTexture = new CopyTextureToTexture(this._engine);\r\n }\r\n\r\n /**\r\n * Checks whether a texture handle points to the backbuffer's color or depth texture\r\n * @param handle The handle to check\r\n * @returns True if the handle points to the backbuffer's color or depth texture, otherwise false\r\n */\r\n public isBackbuffer(handle: FrameGraphTextureHandle): boolean {\r\n return this._textureManager.isBackbuffer(handle);\r\n }\r\n\r\n /**\r\n * Checks whether a texture handle points to the backbuffer's color texture\r\n * @param handle The handle to check\r\n * @returns True if the handle points to the backbuffer's color texture, otherwise false\r\n */\r\n public isBackbufferColor(handle: FrameGraphTextureHandle): boolean {\r\n return this._textureManager.isBackbufferColor(handle);\r\n }\r\n\r\n /**\r\n * Checks whether a texture handle points to the backbuffer's depth texture\r\n * @param handle The handle to check\r\n * @returns True if the handle points to the backbuffer's depth texture, otherwise false\r\n */\r\n public isBackbufferDepthStencil(handle: FrameGraphTextureHandle): boolean {\r\n return this._textureManager.isBackbufferDepthStencil(handle);\r\n }\r\n\r\n /**\r\n * Creates a (frame graph) render target wrapper\r\n * Note that renderTargets or renderTargetDepth can be undefined, but not both at the same time!\r\n * @param name Name of the render target wrapper\r\n * @param renderTargets Render target handles (textures) to use\r\n * @param renderTargetDepth Render target depth handle (texture) to use\r\n * @returns The created render target wrapper\r\n */\r\n public createRenderTarget(\r\n name: string,\r\n renderTargets?: FrameGraphTextureHandle | FrameGraphTextureHandle[],\r\n renderTargetDepth?: FrameGraphTextureHandle\r\n ): FrameGraphRenderTarget {\r\n return this._textureManager.createRenderTarget(name, renderTargets, renderTargetDepth);\r\n }\r\n\r\n /**\r\n * Clears the current render buffer or the current render target (if any is set up)\r\n * @param color Defines the color to use\r\n * @param backBuffer Defines if the back buffer must be cleared\r\n * @param depth Defines if the depth buffer must be cleared\r\n * @param stencil Defines if the stencil buffer must be cleared\r\n */\r\n public clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void {\r\n this._applyRenderTarget();\r\n this._engine.clear(color, backBuffer, depth, stencil);\r\n }\r\n\r\n /**\r\n * Clears the color attachments of the current render target\r\n * @param color Defines the color to use\r\n * @param attachments The attachments to clear\r\n */\r\n public clearColorAttachments(color: Nullable<IColor4Like>, attachments: number[]): void {\r\n this._applyRenderTarget();\r\n this._engine.bindAttachments(attachments);\r\n this._engine.clear(color, true, false, false);\r\n }\r\n\r\n /**\r\n * Binds the attachments to the current render target\r\n * @param attachments The attachments to bind\r\n */\r\n public bindAttachments(attachments: number[]): void {\r\n this._applyRenderTarget();\r\n this._engine.bindAttachments(attachments);\r\n }\r\n\r\n /**\r\n * Generates mipmaps for the current render target\r\n */\r\n public generateMipMaps(): void {\r\n if (this._currentRenderTarget?.renderTargetWrapper === undefined) {\r\n return;\r\n }\r\n\r\n if (this._renderTargetIsBound && this._engine._currentRenderTarget) {\r\n // we can't generate the mipmaps if the render target is bound\r\n this._flushDebugMessages();\r\n this._engine.unBindFramebuffer(this._engine._currentRenderTarget);\r\n this._renderTargetIsBound = false;\r\n }\r\n\r\n const textures = this._currentRenderTarget.renderTargetWrapper.textures;\r\n if (textures) {\r\n for (const texture of textures) {\r\n this._engine.generateMipmaps(texture);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets the texture sampling mode for a given texture handle\r\n * @param handle Handle of the texture to set the sampling mode for\r\n * @param samplingMode Sampling mode to set\r\n */\r\n public setTextureSamplingMode(handle: FrameGraphTextureHandle, samplingMode: number): void {\r\n const internalTexture = this._textureManager.getTextureFromHandle(handle);\r\n if (internalTexture && internalTexture.samplingMode !== samplingMode) {\r\n this._engine.updateTextureSamplingMode(samplingMode, internalTexture);\r\n }\r\n }\r\n\r\n /**\r\n * Binds a texture handle to a given effect (resolves the handle to a texture and binds it to the effect)\r\n * @param effect The effect to bind the texture to\r\n * @param name The name of the texture in the effect\r\n * @param handle The handle of the texture to bind\r\n */\r\n public bindTextureHandle(effect: Effect, name: string, handle: FrameGraphTextureHandle): void {\r\n let texture: Nullable<InternalTexture>;\r\n\r\n const historyEntry = this._textureManager._historyTextures.get(handle);\r\n if (historyEntry) {\r\n texture = historyEntry.textures[historyEntry.index]; // texture we write to in this frame\r\n if (\r\n this._currentRenderTarget !== undefined &&\r\n this._currentRenderTarget.renderTargetWrapper !== undefined &&\r\n this._currentRenderTarget.renderTargetWrapper.textures!.includes(texture!)\r\n ) {\r\n // If the current render target renders to the history write texture, we bind the read texture instead\r\n texture = historyEntry.textures[historyEntry.index ^ 1];\r\n }\r\n } else {\r\n texture = this._textureManager._textures.get(handle)!.texture;\r\n }\r\n\r\n effect._bindTexture(name, texture);\r\n }\r\n\r\n /**\r\n * Saves the current depth states (depth testing and depth writing)\r\n */\r\n public saveDepthStates(): void {\r\n this._depthTest = this._engine.getDepthBuffer();\r\n this._depthWrite = this._engine.getDepthWrite();\r\n }\r\n\r\n /**\r\n * Restores the depth states saved by saveDepthStates\r\n */\r\n public restoreDepthStates(): void {\r\n this._engine.setDepthBuffer(this._depthTest);\r\n this._engine.setDepthWrite(this._depthWrite);\r\n }\r\n\r\n /**\r\n * Sets the depth states for the current render target\r\n * @param depthTest If true, depth testing is enabled\r\n * @param depthWrite If true, depth writing is enabled\r\n */\r\n public setDepthStates(depthTest: boolean, depthWrite: boolean): void {\r\n this._engine.setDepthBuffer(depthTest);\r\n this._engine.setDepthWrite(depthWrite);\r\n }\r\n\r\n /**\r\n * Applies a full-screen effect to the current render target\r\n * @param drawWrapper The draw wrapper containing the effect to apply\r\n * @param customBindings The custom bindings to use when applying the effect (optional)\r\n * @returns True if the effect was applied, otherwise false (effect not ready)\r\n */\r\n public applyFullScreenEffect(drawWrapper: DrawWrapper, customBindings?: () => void): boolean {\r\n if (!drawWrapper.effect?.isReady()) {\r\n return false;\r\n }\r\n\r\n this._applyRenderTarget();\r\n\r\n const engineDepthMask = this._engine.getDepthWrite(); // for some reasons, depthWrite is not restored by EffectRenderer.restoreStates\r\n\r\n this._effectRenderer.saveStates();\r\n this._effectRenderer.setViewport();\r\n\r\n this._engine.enableEffect(drawWrapper);\r\n this._engine.setState(false);\r\n this._engine.setDepthBuffer(false);\r\n this._engine.setDepthWrite(false);\r\n\r\n this._effectRenderer.bindBuffers(drawWrapper.effect);\r\n customBindings?.();\r\n this._effectRenderer.draw();\r\n this._effectRenderer.restoreStates();\r\n this._engine.setDepthWrite(engineDepthMask);\r\n this._engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Copies a texture to the current render target\r\n * @param sourceTexture The source texture to copy from\r\n * @param forceCopyToBackbuffer If true, the copy will be done to the back buffer regardless of the current render target\r\n */\r\n public copyTexture(sourceTexture: FrameGraphTextureHandle, forceCopyToBackbuffer = false): void {\r\n if (forceCopyToBackbuffer) {\r\n this.bindRenderTarget();\r\n }\r\n this._applyRenderTarget();\r\n this._copyTexture.copy(this._textureManager.getTextureFromHandle(sourceTexture)!);\r\n }\r\n\r\n /**\r\n * Renders a RenderTargetTexture or a layer\r\n * @param object The RenderTargetTexture/Layer to render\r\n * @param viewportWidth The width of the viewport (optional for Layer, but mandatory for ObjectRenderer)\r\n * @param viewportHeight The height of the viewport (optional for Layer, but mandatory for ObjectRenderer)\r\n */\r\n public render(object: Layer | ObjectRenderer, viewportWidth?: number, viewportHeight?: number): void {\r\n if (FrameGraphRenderContext._IsObjectRenderer(object)) {\r\n if (object.shouldRender()) {\r\n this._scene.incrementRenderId();\r\n this._scene.resetCachedMaterial();\r\n\r\n this._applyRenderTarget();\r\n\r\n object.prepareRenderList();\r\n\r\n object.initRender(viewportWidth!, viewportHeight!);\r\n\r\n object.render();\r\n\r\n object.finishRender();\r\n }\r\n } else {\r\n this._applyRenderTarget();\r\n object.render();\r\n }\r\n }\r\n\r\n /**\r\n * Binds a render target texture so that upcoming draw calls will render to it\r\n * Note: it is a lazy operation, so the render target will only be bound when needed. This way, it is possible to call\r\n * this method several times with different render targets without incurring the cost of binding if no draw calls are made\r\n * @param renderTarget The handle of the render target texture to bind (default: undefined, meaning \"back buffer\"). Pass an array for MRT rendering.\r\n * @param debugMessage Optional debug message to display when the render target is bound (visible in PIX, for example)\r\n */\r\n public bindRenderTarget(renderTarget?: FrameGraphRenderTarget, debugMessage?: string) {\r\n if (\r\n (renderTarget?.renderTargetWrapper === undefined && this._currentRenderTarget === undefined) ||\r\n (renderTarget && this._currentRenderTarget && renderTarget.equals(this._currentRenderTarget))\r\n ) {\r\n this._flushDebugMessages();\r\n if (debugMessage !== undefined) {\r\n this._engine._debugPushGroup?.(debugMessage, 2);\r\n this._debugMessageWhenTargetBound = undefined;\r\n this._debugMessageHasBeenPushed = true;\r\n }\r\n return;\r\n }\r\n this._currentRenderTarget = renderTarget?.renderTargetWrapper === undefined ? undefined : renderTarget;\r\n this._debugMessageWhenTargetBound = debugMessage;\r\n this._renderTargetIsBound = false;\r\n }\r\n\r\n /** @internal */\r\n public _flushDebugMessages() {\r\n if (this._debugMessageHasBeenPushed) {\r\n this._engine._debugPopGroup?.(2);\r\n this._debugMessageHasBeenPushed = false;\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _applyRenderTarget() {\r\n if (this._renderTargetIsBound) {\r\n return;\r\n }\r\n\r\n this._flushDebugMessages();\r\n\r\n const renderTargetWrapper = this._currentRenderTarget?.renderTargetWrapper;\r\n\r\n if (renderTargetWrapper === undefined) {\r\n this._engine.restoreDefaultFramebuffer();\r\n } else {\r\n if (this._engine._currentRenderTarget) {\r\n this._engine.unBindFramebuffer(this._engine._currentRenderTarget);\r\n }\r\n this._engine.bindFramebuffer(renderTargetWrapper);\r\n }\r\n\r\n if (this._debugMessageWhenTargetBound !== undefined) {\r\n this._engine._debugPushGroup?.(this._debugMessageWhenTargetBound, 2);\r\n this._debugMessageWhenTargetBound = undefined;\r\n this._debugMessageHasBeenPushed = true;\r\n }\r\n\r\n this._renderTargetIsBound = true;\r\n }\r\n\r\n /** @internal */\r\n public _isReady(): boolean {\r\n return this._copyTexture.isReady();\r\n }\r\n\r\n /** @internal */\r\n public _dispose() {\r\n this._effectRenderer.dispose();\r\n this._copyTexture.dispose();\r\n }\r\n}\r\n"]}
@@ -6,7 +6,7 @@ import { Observable } from "../Misc/observable.js";
6
6
  */
7
7
  export declare abstract class FrameGraphTask {
8
8
  protected readonly _frameGraph: FrameGraph;
9
- protected readonly _internalDependencies: FrameGraphTextureHandle[];
9
+ protected readonly _internalDependencies: Set<FrameGraphTextureHandle>;
10
10
  private readonly _passes;
11
11
  private readonly _passesDisabled;
12
12
  protected _name: string;
@@ -24,7 +24,7 @@ export declare abstract class FrameGraphTask {
24
24
  /**
25
25
  * The (texture) dependencies of the task (optional).
26
26
  */
27
- dependencies?: FrameGraphTextureHandle[];
27
+ dependencies?: Set<FrameGraphTextureHandle>;
28
28
  /**
29
29
  * Records the task in the frame graph. Use this function to add content (render passes, ...) to the task.
30
30
  */
@@ -56,5 +56,6 @@ export declare abstract class FrameGraphTask {
56
56
  _checkTask(): void;
57
57
  /** @internal */
58
58
  _getPasses(): IFrameGraphPass[];
59
+ protected _addInternalDependencies(dependencies: FrameGraphTextureHandle | FrameGraphTextureHandle[]): void;
59
60
  private _checkSameRenderTarget;
60
61
  }
@@ -44,7 +44,7 @@ export class FrameGraphTask {
44
44
  * @param frameGraph The frame graph this task is associated with.
45
45
  */
46
46
  constructor(name, frameGraph) {
47
- this._internalDependencies = [];
47
+ this._internalDependencies = new Set();
48
48
  this._passes = [];
49
49
  this._passesDisabled = [];
50
50
  this._disabled = false;
@@ -60,7 +60,7 @@ export class FrameGraphTask {
60
60
  _reset() {
61
61
  this._passes.length = 0;
62
62
  this._passesDisabled.length = 0;
63
- this._internalDependencies.length = 0;
63
+ this._internalDependencies.clear();
64
64
  }
65
65
  /** @internal */
66
66
  _addPass(pass, disabled) {
@@ -144,6 +144,16 @@ export class FrameGraphTask {
144
144
  _getPasses() {
145
145
  return this.disabled && this._passesDisabled.length > 0 ? this._passesDisabled : this._passes;
146
146
  }
147
+ _addInternalDependencies(dependencies) {
148
+ if (Array.isArray(dependencies)) {
149
+ for (const dependency of dependencies) {
150
+ this._internalDependencies.add(dependency);
151
+ }
152
+ }
153
+ else {
154
+ this._internalDependencies.add(dependencies);
155
+ }
156
+ }
147
157
  _checkSameRenderTarget(src, dst) {
148
158
  if (src === null || dst === null) {
149
159
  return src === dst;
@@ -1 +1 @@
1
- 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eslint-disable-next-line import/no-internal-modules\r\nimport type { FrameGraph, FrameGraphObjectList, IFrameGraphPass, Nullable, FrameGraphTextureHandle, InternalTexture, FrameGraphRenderContext } from \"core/index\";\r\nimport { FrameGraphCullPass } from \"./Passes/cullPass\";\r\nimport { FrameGraphRenderPass } from \"./Passes/renderPass\";\r\nimport { Observable } from \"core/Misc/observable\";\r\n\r\n/**\r\n * Represents a task in a frame graph.\r\n * @experimental\r\n */\r\nexport abstract class FrameGraphTask {\r\n protected readonly _frameGraph: FrameGraph;\r\n protected readonly _internalDependencies: FrameGraphTextureHandle[] = [];\r\n\r\n private readonly _passes: IFrameGraphPass[] = [];\r\n private readonly _passesDisabled: IFrameGraphPass[] = [];\r\n\r\n // Note: must be a getter/setter even if there's no specific processing, otherwise inherited classes can't make it a getter/setter!\r\n // Same thing for the disabled property\r\n protected _name: string;\r\n\r\n /**\r\n * The name of the task.\r\n */\r\n public get name() {\r\n return this._name;\r\n }\r\n\r\n public set name(value: string) {\r\n this._name = value;\r\n }\r\n\r\n protected _disabled = false;\r\n\r\n /**\r\n * Whether the task is disabled.\r\n */\r\n public get disabled() {\r\n return this._disabled;\r\n }\r\n\r\n public set disabled(value: boolean) {\r\n this._disabled = value;\r\n }\r\n\r\n /**\r\n * The (texture) dependencies of the task (optional).\r\n */\r\n public dependencies?: FrameGraphTextureHandle[];\r\n\r\n /**\r\n * Records the task in the frame graph. Use this function to add content (render passes, ...) to the task.\r\n */\r\n public abstract record(): void;\r\n\r\n /**\r\n * An observable that is triggered after the textures have been allocated.\r\n */\r\n public onTexturesAllocatedObservable: Observable<FrameGraphRenderContext> = new Observable();\r\n\r\n /**\r\n * Checks if the task is ready to be executed.\r\n * @returns True if the task is ready to be executed, else false.\r\n */\r\n public isReady(): boolean {\r\n return true;\r\n }\r\n\r\n /**\r\n * Disposes of the task.\r\n */\r\n public dispose() {\r\n this._reset();\r\n this.onTexturesAllocatedObservable.clear();\r\n }\r\n\r\n /**\r\n * Constructs a new frame graph task.\r\n * @param name The name of the task.\r\n * @param frameGraph The frame graph this task is associated with.\r\n */\r\n constructor(name: string, frameGraph: FrameGraph) {\r\n this.name = name;\r\n this._frameGraph = frameGraph;\r\n this._reset();\r\n }\r\n\r\n /** @internal */\r\n public _reset() {\r\n this._passes.length = 0;\r\n this._passesDisabled.length = 0;\r\n this._internalDependencies.length = 0;\r\n }\r\n\r\n /** @internal */\r\n public _addPass(pass: IFrameGraphPass, disabled: boolean) {\r\n if (disabled) {\r\n this._passesDisabled.push(pass);\r\n } else {\r\n this._passes.push(pass);\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _checkTask() {\r\n let outputTexture: Nullable<Nullable<InternalTexture>[]> = null;\r\n let outputDepthTexture: Nullable<InternalTexture> = null;\r\n let outputObjectList: FrameGraphObjectList | undefined;\r\n\r\n for (const pass of this._passes!) {\r\n const errMsg = pass._isValid();\r\n if (errMsg) {\r\n throw new Error(`Pass \"${pass.name}\" is not valid. ${errMsg}`);\r\n }\r\n if (FrameGraphRenderPass.IsRenderPass(pass)) {\r\n const handles = Array.isArray(pass.renderTarget) ? pass.renderTarget : [pass.renderTarget];\r\n outputTexture = [];\r\n for (const handle of handles) {\r\n if (handle !== undefined) {\r\n outputTexture.push(this._frameGraph.textureManager.getTextureFromHandle(handle));\r\n }\r\n }\r\n outputDepthTexture = pass.renderTargetDepth !== undefined ? this._frameGraph.textureManager.getTextureFromHandle(pass.renderTargetDepth) : null;\r\n } else if (FrameGraphCullPass.IsCullPass(pass)) {\r\n outputObjectList = pass.objectList;\r\n }\r\n }\r\n\r\n let disabledOutputTexture: Nullable<Nullable<InternalTexture>[]> = null;\r\n let disabledOutputTextureHandle: (FrameGraphTextureHandle | undefined)[] = [];\r\n let disabledOutputDepthTexture: Nullable<InternalTexture> = null;\r\n let disabledOutputObjectList: FrameGraphObjectList | undefined;\r\n\r\n for (const pass of this._passesDisabled!) {\r\n const errMsg = pass._isValid();\r\n if (errMsg) {\r\n throw new Error(`Pass \"${pass.name}\" is not valid. ${errMsg}`);\r\n }\r\n if (FrameGraphRenderPass.IsRenderPass(pass)) {\r\n const handles = Array.isArray(pass.renderTarget) ? pass.renderTarget : [pass.renderTarget];\r\n disabledOutputTexture = [];\r\n for (const handle of handles) {\r\n if (handle !== undefined) {\r\n disabledOutputTexture.push(this._frameGraph.textureManager.getTextureFromHandle(handle));\r\n }\r\n }\r\n disabledOutputTextureHandle = handles;\r\n disabledOutputDepthTexture = pass.renderTargetDepth !== undefined ? this._frameGraph.textureManager.getTextureFromHandle(pass.renderTargetDepth) : null;\r\n } else if (FrameGraphCullPass.IsCullPass(pass)) {\r\n disabledOutputObjectList = pass.objectList;\r\n }\r\n }\r\n\r\n if (this._passesDisabled.length > 0) {\r\n if (!this._checkSameRenderTarget(outputTexture, disabledOutputTexture)) {\r\n let ok = true;\r\n for (const handle of disabledOutputTextureHandle) {\r\n if (handle !== undefined && !this._frameGraph.textureManager.isHistoryTexture(handle)) {\r\n ok = false;\r\n break;\r\n }\r\n }\r\n if (!ok) {\r\n throw new Error(`The output texture of the task \"${this.name}\" is different when it is enabled or disabled.`);\r\n }\r\n }\r\n if (outputDepthTexture !== disabledOutputDepthTexture) {\r\n throw new Error(`The output depth texture of the task \"${this.name}\" is different when it is enabled or disabled.`);\r\n }\r\n if (outputObjectList !== disabledOutputObjectList) {\r\n throw new Error(`The output object list of the task \"${this.name}\" is different when it is enabled or disabled.`);\r\n }\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _getPasses(): IFrameGraphPass[] {\r\n return this.disabled && this._passesDisabled.length > 0 ? this._passesDisabled : this._passes;\r\n }\r\n\r\n private _checkSameRenderTarget(src: Nullable<Nullable<InternalTexture>[]>, dst: Nullable<Nullable<InternalTexture>[]>) {\r\n if (src === null || dst === null) {\r\n return src === dst;\r\n }\r\n\r\n if (src.length !== dst.length) {\r\n return false;\r\n }\r\n\r\n for (let i = 0; i < src.length; i++) {\r\n if (src[i] !== dst[i]) {\r\n return false;\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n}\r\n"]}
1
+ 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eslint-disable-next-line import/no-internal-modules\r\nimport type { FrameGraph, FrameGraphObjectList, IFrameGraphPass, Nullable, FrameGraphTextureHandle, InternalTexture, FrameGraphRenderContext } from \"core/index\";\r\nimport { FrameGraphCullPass } from \"./Passes/cullPass\";\r\nimport { FrameGraphRenderPass } from \"./Passes/renderPass\";\r\nimport { Observable } from \"core/Misc/observable\";\r\n\r\n/**\r\n * Represents a task in a frame graph.\r\n * @experimental\r\n */\r\nexport abstract class FrameGraphTask {\r\n protected readonly _frameGraph: FrameGraph;\r\n protected readonly _internalDependencies: Set<FrameGraphTextureHandle> = new Set();\r\n\r\n private readonly _passes: IFrameGraphPass[] = [];\r\n private readonly _passesDisabled: IFrameGraphPass[] = [];\r\n\r\n // Note: must be a getter/setter even if there's no specific processing, otherwise inherited classes can't make it a getter/setter!\r\n // Same thing for the disabled property\r\n protected _name: string;\r\n\r\n /**\r\n * The name of the task.\r\n */\r\n public get name() {\r\n return this._name;\r\n }\r\n\r\n public set name(value: string) {\r\n this._name = value;\r\n }\r\n\r\n protected _disabled = false;\r\n\r\n /**\r\n * Whether the task is disabled.\r\n */\r\n public get disabled() {\r\n return this._disabled;\r\n }\r\n\r\n public set disabled(value: boolean) {\r\n this._disabled = value;\r\n }\r\n\r\n /**\r\n * The (texture) dependencies of the task (optional).\r\n */\r\n public dependencies?: Set<FrameGraphTextureHandle>;\r\n\r\n /**\r\n * Records the task in the frame graph. Use this function to add content (render passes, ...) to the task.\r\n */\r\n public abstract record(): void;\r\n\r\n /**\r\n * An observable that is triggered after the textures have been allocated.\r\n */\r\n public onTexturesAllocatedObservable: Observable<FrameGraphRenderContext> = new Observable();\r\n\r\n /**\r\n * Checks if the task is ready to be executed.\r\n * @returns True if the task is ready to be executed, else false.\r\n */\r\n public isReady(): boolean {\r\n return true;\r\n }\r\n\r\n /**\r\n * Disposes of the task.\r\n */\r\n public dispose() {\r\n this._reset();\r\n this.onTexturesAllocatedObservable.clear();\r\n }\r\n\r\n /**\r\n * Constructs a new frame graph task.\r\n * @param name The name of the task.\r\n * @param frameGraph The frame graph this task is associated with.\r\n */\r\n constructor(name: string, frameGraph: FrameGraph) {\r\n this.name = name;\r\n this._frameGraph = frameGraph;\r\n this._reset();\r\n }\r\n\r\n /** @internal */\r\n public _reset() {\r\n this._passes.length = 0;\r\n this._passesDisabled.length = 0;\r\n this._internalDependencies.clear();\r\n }\r\n\r\n /** @internal */\r\n public _addPass(pass: IFrameGraphPass, disabled: boolean) {\r\n if (disabled) {\r\n this._passesDisabled.push(pass);\r\n } else {\r\n this._passes.push(pass);\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _checkTask() {\r\n let outputTexture: Nullable<Nullable<InternalTexture>[]> = null;\r\n let outputDepthTexture: Nullable<InternalTexture> = null;\r\n let outputObjectList: FrameGraphObjectList | undefined;\r\n\r\n for (const pass of this._passes!) {\r\n const errMsg = pass._isValid();\r\n if (errMsg) {\r\n throw new Error(`Pass \"${pass.name}\" is not valid. ${errMsg}`);\r\n }\r\n if (FrameGraphRenderPass.IsRenderPass(pass)) {\r\n const handles = Array.isArray(pass.renderTarget) ? pass.renderTarget : [pass.renderTarget];\r\n outputTexture = [];\r\n for (const handle of handles) {\r\n if (handle !== undefined) {\r\n outputTexture.push(this._frameGraph.textureManager.getTextureFromHandle(handle));\r\n }\r\n }\r\n outputDepthTexture = pass.renderTargetDepth !== undefined ? this._frameGraph.textureManager.getTextureFromHandle(pass.renderTargetDepth) : null;\r\n } else if (FrameGraphCullPass.IsCullPass(pass)) {\r\n outputObjectList = pass.objectList;\r\n }\r\n }\r\n\r\n let disabledOutputTexture: Nullable<Nullable<InternalTexture>[]> = null;\r\n let disabledOutputTextureHandle: (FrameGraphTextureHandle | undefined)[] = [];\r\n let disabledOutputDepthTexture: Nullable<InternalTexture> = null;\r\n let disabledOutputObjectList: FrameGraphObjectList | undefined;\r\n\r\n for (const pass of this._passesDisabled!) {\r\n const errMsg = pass._isValid();\r\n if (errMsg) {\r\n throw new Error(`Pass \"${pass.name}\" is not valid. ${errMsg}`);\r\n }\r\n if (FrameGraphRenderPass.IsRenderPass(pass)) {\r\n const handles = Array.isArray(pass.renderTarget) ? pass.renderTarget : [pass.renderTarget];\r\n disabledOutputTexture = [];\r\n for (const handle of handles) {\r\n if (handle !== undefined) {\r\n disabledOutputTexture.push(this._frameGraph.textureManager.getTextureFromHandle(handle));\r\n }\r\n }\r\n disabledOutputTextureHandle = handles;\r\n disabledOutputDepthTexture = pass.renderTargetDepth !== undefined ? this._frameGraph.textureManager.getTextureFromHandle(pass.renderTargetDepth) : null;\r\n } else if (FrameGraphCullPass.IsCullPass(pass)) {\r\n disabledOutputObjectList = pass.objectList;\r\n }\r\n }\r\n\r\n if (this._passesDisabled.length > 0) {\r\n if (!this._checkSameRenderTarget(outputTexture, disabledOutputTexture)) {\r\n let ok = true;\r\n for (const handle of disabledOutputTextureHandle) {\r\n if (handle !== undefined && !this._frameGraph.textureManager.isHistoryTexture(handle)) {\r\n ok = false;\r\n break;\r\n }\r\n }\r\n if (!ok) {\r\n throw new Error(`The output texture of the task \"${this.name}\" is different when it is enabled or disabled.`);\r\n }\r\n }\r\n if (outputDepthTexture !== disabledOutputDepthTexture) {\r\n throw new Error(`The output depth texture of the task \"${this.name}\" is different when it is enabled or disabled.`);\r\n }\r\n if (outputObjectList !== disabledOutputObjectList) {\r\n throw new Error(`The output object list of the task \"${this.name}\" is different when it is enabled or disabled.`);\r\n }\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _getPasses(): IFrameGraphPass[] {\r\n return this.disabled && this._passesDisabled.length > 0 ? this._passesDisabled : this._passes;\r\n }\r\n\r\n protected _addInternalDependencies(dependencies: FrameGraphTextureHandle | FrameGraphTextureHandle[]) {\r\n if (Array.isArray(dependencies)) {\r\n for (const dependency of dependencies) {\r\n this._internalDependencies.add(dependency);\r\n }\r\n } else {\r\n this._internalDependencies.add(dependencies);\r\n }\r\n }\r\n\r\n private _checkSameRenderTarget(src: Nullable<Nullable<InternalTexture>[]>, dst: Nullable<Nullable<InternalTexture>[]>) {\r\n if (src === null || dst === null) {\r\n return src === dst;\r\n }\r\n\r\n if (src.length !== dst.length) {\r\n return false;\r\n }\r\n\r\n for (let i = 0; i < src.length; i++) {\r\n if (src[i] !== dst[i]) {\r\n return false;\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n}\r\n"]}
@@ -45,7 +45,7 @@ export declare class FrameGraphTextureManager {
45
45
  * @param _debugTextures If true, debug textures will be created so that they are visible in the inspector
46
46
  * @param _scene The scene the manager belongs to
47
47
  */
48
- constructor(engine: AbstractEngine, _debugTextures: boolean, _scene: Scene);
48
+ constructor(engine: AbstractEngine, _debugTextures: boolean | undefined, _scene: Scene);
49
49
  /**
50
50
  * Checks if a handle is a backbuffer handle (color or depth/stencil)
51
51
  * @param handle The handle to check
@@ -64,6 +64,10 @@ export interface IFrameGraphPass {
64
64
  * The name of the pass.
65
65
  */
66
66
  name: string;
67
+ /**
68
+ * Whether the pass is disabled.
69
+ */
70
+ disabled: boolean;
67
71
  /**
68
72
  * Sets the function to execute when the pass is executed
69
73
  * @param func The function to execute when the pass is executed
@@ -1 +1 @@
1
- {"version":3,"file":"frameGraphTypes.js","sourceRoot":"","sources":["../../../../dev/core/src/FrameGraph/frameGraphTypes.ts"],"names":[],"mappings":"AAQA;;GAEG;AACH,MAAM,CAAC,MAAM,4BAA4B,GAA4B,CAAC,CAAC;AAEvE;;GAEG;AACH,MAAM,CAAC,MAAM,mCAAmC,GAA4B,CAAC,CAAC","sourcesContent":["// eslint-disable-next-line import/no-internal-modules\r\nimport type { Nullable, TextureSize, FrameGraphContext } from \"core/index\";\r\n\r\n/**\r\n * Represents a texture handle in the frame graph.\r\n */\r\nexport type FrameGraphTextureHandle = number;\r\n\r\n/**\r\n * Represents a texture handle for the backbuffer color texture.\r\n */\r\nexport const backbufferColorTextureHandle: FrameGraphTextureHandle = 0;\r\n\r\n/**\r\n * Represents a texture handle for the backbuffer depth/stencil texture.\r\n */\r\nexport const backbufferDepthStencilTextureHandle: FrameGraphTextureHandle = 1;\r\n\r\n/**\r\n * Options used to describe a texture to be created in the frame graph.\r\n */\r\nexport type FrameGraphTextureOptions = {\r\n /** Specifies if mipmaps must be created for the textures (default: false) */\r\n createMipMaps?: boolean;\r\n\r\n /** Defines sample count (default: 1) */\r\n samples?: number;\r\n\r\n /** Defines the types of the textures */\r\n types?: number[];\r\n\r\n /** Defines the format of the textures (RED, RG, RGB, RGBA, ALPHA...) */\r\n formats?: number[];\r\n\r\n /** Defines if sRGB format should be used for each of texture */\r\n useSRGBBuffers?: boolean[];\r\n\r\n /** Defines the creation flags of the textures (Constants.TEXTURE_CREATIONFLAG_STORAGE for storage textures, for eg) */\r\n creationFlags?: number[];\r\n\r\n /** Defines the names of the textures (used for debugging purpose) */\r\n labels?: string[];\r\n};\r\n\r\n/**\r\n * Options used to create a texture / list of textures in the frame graph.\r\n */\r\nexport type FrameGraphTextureCreationOptions = {\r\n /** Size of the textures. If sizeIsPercentage is true, these are percentages relative to the screen size (100 = 100%) */\r\n size: TextureSize;\r\n\r\n /** Options used to create the textures */\r\n options: FrameGraphTextureOptions;\r\n\r\n /** If true, indicates that \"size\" is percentages relative to the screen size */\r\n sizeIsPercentage: boolean;\r\n\r\n /** Indicates that the texture is a history texture (default: false) */\r\n isHistoryTexture?: boolean;\r\n};\r\n\r\n/**\r\n * Represents a texture description in the frame graph.\r\n * This is basically the same thing than FrameGraphTextureCreationOptions, but the size is never in percentage and always in pixels.\r\n */\r\nexport type FrameGraphTextureDescription = {\r\n /** Size of the texture */\r\n size: { width: number; height: number };\r\n\r\n /** Options used to create the texture */\r\n options: FrameGraphTextureOptions;\r\n};\r\n\r\n/**\r\n * Defines a pass in the frame graph.\r\n */\r\nexport interface IFrameGraphPass {\r\n /**\r\n * The name of the pass.\r\n */\r\n name: string;\r\n\r\n /**\r\n * Sets the function to execute when the pass is executed\r\n * @param func The function to execute when the pass is executed\r\n */\r\n setExecuteFunc(func: (context: FrameGraphContext) => void): void;\r\n\r\n /** @internal */\r\n _execute(): void;\r\n\r\n /** @internal */\r\n _isValid(): Nullable<string>;\r\n}\r\n"]}
1
+ {"version":3,"file":"frameGraphTypes.js","sourceRoot":"","sources":["../../../../dev/core/src/FrameGraph/frameGraphTypes.ts"],"names":[],"mappings":"AAQA;;GAEG;AACH,MAAM,CAAC,MAAM,4BAA4B,GAA4B,CAAC,CAAC;AAEvE;;GAEG;AACH,MAAM,CAAC,MAAM,mCAAmC,GAA4B,CAAC,CAAC","sourcesContent":["// eslint-disable-next-line import/no-internal-modules\r\nimport type { Nullable, TextureSize, FrameGraphContext } from \"core/index\";\r\n\r\n/**\r\n * Represents a texture handle in the frame graph.\r\n */\r\nexport type FrameGraphTextureHandle = number;\r\n\r\n/**\r\n * Represents a texture handle for the backbuffer color texture.\r\n */\r\nexport const backbufferColorTextureHandle: FrameGraphTextureHandle = 0;\r\n\r\n/**\r\n * Represents a texture handle for the backbuffer depth/stencil texture.\r\n */\r\nexport const backbufferDepthStencilTextureHandle: FrameGraphTextureHandle = 1;\r\n\r\n/**\r\n * Options used to describe a texture to be created in the frame graph.\r\n */\r\nexport type FrameGraphTextureOptions = {\r\n /** Specifies if mipmaps must be created for the textures (default: false) */\r\n createMipMaps?: boolean;\r\n\r\n /** Defines sample count (default: 1) */\r\n samples?: number;\r\n\r\n /** Defines the types of the textures */\r\n types?: number[];\r\n\r\n /** Defines the format of the textures (RED, RG, RGB, RGBA, ALPHA...) */\r\n formats?: number[];\r\n\r\n /** Defines if sRGB format should be used for each of texture */\r\n useSRGBBuffers?: boolean[];\r\n\r\n /** Defines the creation flags of the textures (Constants.TEXTURE_CREATIONFLAG_STORAGE for storage textures, for eg) */\r\n creationFlags?: number[];\r\n\r\n /** Defines the names of the textures (used for debugging purpose) */\r\n labels?: string[];\r\n};\r\n\r\n/**\r\n * Options used to create a texture / list of textures in the frame graph.\r\n */\r\nexport type FrameGraphTextureCreationOptions = {\r\n /** Size of the textures. If sizeIsPercentage is true, these are percentages relative to the screen size (100 = 100%) */\r\n size: TextureSize;\r\n\r\n /** Options used to create the textures */\r\n options: FrameGraphTextureOptions;\r\n\r\n /** If true, indicates that \"size\" is percentages relative to the screen size */\r\n sizeIsPercentage: boolean;\r\n\r\n /** Indicates that the texture is a history texture (default: false) */\r\n isHistoryTexture?: boolean;\r\n};\r\n\r\n/**\r\n * Represents a texture description in the frame graph.\r\n * This is basically the same thing than FrameGraphTextureCreationOptions, but the size is never in percentage and always in pixels.\r\n */\r\nexport type FrameGraphTextureDescription = {\r\n /** Size of the texture */\r\n size: { width: number; height: number };\r\n\r\n /** Options used to create the texture */\r\n options: FrameGraphTextureOptions;\r\n};\r\n\r\n/**\r\n * Defines a pass in the frame graph.\r\n */\r\nexport interface IFrameGraphPass {\r\n /**\r\n * The name of the pass.\r\n */\r\n name: string;\r\n\r\n /**\r\n * Whether the pass is disabled.\r\n */\r\n disabled: boolean;\r\n\r\n /**\r\n * Sets the function to execute when the pass is executed\r\n * @param func The function to execute when the pass is executed\r\n */\r\n setExecuteFunc(func: (context: FrameGraphContext) => void): void;\r\n\r\n /** @internal */\r\n _execute(): void;\r\n\r\n /** @internal */\r\n _isValid(): Nullable<string>;\r\n}\r\n"]}
@@ -8,6 +8,7 @@ export * from "./Passes/cullPass";
8
8
  export * from "./Passes/pass";
9
9
  export * from "./Passes/renderPass";
10
10
  export * from "./Tasks/Layers/glowLayerTask";
11
+ export * from "./Tasks/Layers/highlightLayerTask";
11
12
  export * from "./Tasks/Misc/executeTask";
12
13
  export * from "./Tasks/PostProcesses/blackAndWhiteTask";
13
14
  export * from "./Tasks/PostProcesses/bloomTask";
@@ -15,6 +16,7 @@ export * from "./Tasks/PostProcesses/blurTask";
15
16
  export * from "./Tasks/PostProcesses/circleOfConfusionTask";
16
17
  export * from "./Tasks/PostProcesses/depthOfFieldTask";
17
18
  export * from "./Tasks/PostProcesses/extractHighlightsTask";
19
+ export * from "./Tasks/PostProcesses/passTask";
18
20
  export * from "./Tasks/PostProcesses/postProcessTask";
19
21
  export * from "./Tasks/Texture/clearTextureTask";
20
22
  export * from "./Tasks/Texture/copyToBackbufferColorTask";
@@ -9,6 +9,7 @@ export * from "./Passes/cullPass.js";
9
9
  export * from "./Passes/pass.js";
10
10
  export * from "./Passes/renderPass.js";
11
11
  export * from "./Tasks/Layers/glowLayerTask.js";
12
+ export * from "./Tasks/Layers/highlightLayerTask.js";
12
13
  export * from "./Tasks/Misc/executeTask.js";
13
14
  export * from "./Tasks/PostProcesses/blackAndWhiteTask.js";
14
15
  export * from "./Tasks/PostProcesses/bloomTask.js";
@@ -16,6 +17,7 @@ export * from "./Tasks/PostProcesses/blurTask.js";
16
17
  export * from "./Tasks/PostProcesses/circleOfConfusionTask.js";
17
18
  export * from "./Tasks/PostProcesses/depthOfFieldTask.js";
18
19
  export * from "./Tasks/PostProcesses/extractHighlightsTask.js";
20
+ export * from "./Tasks/PostProcesses/passTask.js";
19
21
  export * from "./Tasks/PostProcesses/postProcessTask.js";
20
22
  export * from "./Tasks/Texture/clearTextureTask.js";
21
23
  export * from "./Tasks/Texture/copyToBackbufferColorTask.js";
@@ -1 +1 @@
1
- {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../dev/core/src/FrameGraph/index.ts"],"names":[],"mappings":"AAAA,+CAA+C;AAC/C,cAAc,wBAAwB,CAAC;AACvC,cAAc,6BAA6B,CAAC;AAC5C,cAAc,4CAA4C,CAAC;AAC3D,cAAc,kCAAkC,CAAC;AACjD,cAAc,mCAAmC,CAAC;AAClD,cAAc,qBAAqB,CAAC;AAEpC,cAAc,mBAAmB,CAAC;AAClC,cAAc,eAAe,CAAC;AAC9B,cAAc,qBAAqB,CAAC;AAEpC,cAAc,8BAA8B,CAAC;AAE7C,cAAc,0BAA0B,CAAC;AAEzC,cAAc,yCAAyC,CAAC;AACxD,cAAc,iCAAiC,CAAC;AAChD,cAAc,gCAAgC,CAAC;AAC/C,cAAc,6CAA6C,CAAC;AAC5D,cAAc,wCAAwC,CAAC;AACvD,cAAc,6CAA6C,CAAC;AAC5D,cAAc,uCAAuC,CAAC;AAEtD,cAAc,kCAAkC,CAAC;AACjD,cAAc,2CAA2C,CAAC;AAC1D,cAAc,mCAAmC,CAAC;AAClD,cAAc,qCAAqC,CAAC;AAEpD,cAAc,0CAA0C,CAAC;AACzD,cAAc,mCAAmC,CAAC;AAClD,cAAc,wCAAwC,CAAC;AACvD,cAAc,sCAAsC,CAAC;AACrD,cAAc,uCAAuC,CAAC;AACtD,cAAc,yCAAyC,CAAC;AAExD,cAAc,cAAc,CAAC;AAC7B,cAAc,qBAAqB,CAAC;AACpC,cAAc,wBAAwB,CAAC;AACvC,cAAc,2BAA2B,CAAC;AAC1C,cAAc,0BAA0B,CAAC;AACzC,cAAc,kBAAkB,CAAC;AACjC,cAAc,4BAA4B,CAAC;AAC3C,cAAc,mBAAmB,CAAC","sourcesContent":["/* eslint-disable import/no-internal-modules */\r\nexport * from \"./Node/nodeRenderGraph\";\r\nexport * from \"./Node/nodeRenderGraphBlock\";\r\nexport * from \"./Node/nodeRenderGraphBlockConnectionPoint\";\r\nexport * from \"./Node/nodeRenderGraphBuildState\";\r\nexport * from \"./Node/Types/nodeRenderGraphTypes\";\r\nexport * from \"./Node/Blocks/index\";\r\n\r\nexport * from \"./Passes/cullPass\";\r\nexport * from \"./Passes/pass\";\r\nexport * from \"./Passes/renderPass\";\r\n\r\nexport * from \"./Tasks/Layers/glowLayerTask\";\r\n\r\nexport * from \"./Tasks/Misc/executeTask\";\r\n\r\nexport * from \"./Tasks/PostProcesses/blackAndWhiteTask\";\r\nexport * from \"./Tasks/PostProcesses/bloomTask\";\r\nexport * from \"./Tasks/PostProcesses/blurTask\";\r\nexport * from \"./Tasks/PostProcesses/circleOfConfusionTask\";\r\nexport * from \"./Tasks/PostProcesses/depthOfFieldTask\";\r\nexport * from \"./Tasks/PostProcesses/extractHighlightsTask\";\r\nexport * from \"./Tasks/PostProcesses/postProcessTask\";\r\n\r\nexport * from \"./Tasks/Texture/clearTextureTask\";\r\nexport * from \"./Tasks/Texture/copyToBackbufferColorTask\";\r\nexport * from \"./Tasks/Texture/copyToTextureTask\";\r\nexport * from \"./Tasks/Texture/generateMipMapsTask\";\r\n\r\nexport * from \"./Tasks/Rendering/csmShadowGeneratorTask\";\r\nexport * from \"./Tasks/Rendering/cullObjectsTask\";\r\nexport * from \"./Tasks/Rendering/geometryRendererTask\";\r\nexport * from \"./Tasks/Rendering/objectRendererTask\";\r\nexport * from \"./Tasks/Rendering/shadowGeneratorTask\";\r\nexport * from \"./Tasks/Rendering/taaObjectRendererTask\";\r\n\r\nexport * from \"./frameGraph\";\r\nexport * from \"./frameGraphContext\";\r\nexport * from \"./frameGraphObjectList\";\r\nexport * from \"./frameGraphRenderContext\";\r\nexport * from \"./frameGraphRenderTarget\";\r\nexport * from \"./frameGraphTask\";\r\nexport * from \"./frameGraphTextureManager\";\r\nexport * from \"./frameGraphTypes\";\r\n"]}
1
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../dev/core/src/FrameGraph/index.ts"],"names":[],"mappings":"AAAA,+CAA+C;AAC/C,cAAc,wBAAwB,CAAC;AACvC,cAAc,6BAA6B,CAAC;AAC5C,cAAc,4CAA4C,CAAC;AAC3D,cAAc,kCAAkC,CAAC;AACjD,cAAc,mCAAmC,CAAC;AAClD,cAAc,qBAAqB,CAAC;AAEpC,cAAc,mBAAmB,CAAC;AAClC,cAAc,eAAe,CAAC;AAC9B,cAAc,qBAAqB,CAAC;AAEpC,cAAc,8BAA8B,CAAC;AAC7C,cAAc,mCAAmC,CAAC;AAElD,cAAc,0BAA0B,CAAC;AAEzC,cAAc,yCAAyC,CAAC;AACxD,cAAc,iCAAiC,CAAC;AAChD,cAAc,gCAAgC,CAAC;AAC/C,cAAc,6CAA6C,CAAC;AAC5D,cAAc,wCAAwC,CAAC;AACvD,cAAc,6CAA6C,CAAC;AAC5D,cAAc,gCAAgC,CAAC;AAC/C,cAAc,uCAAuC,CAAC;AAEtD,cAAc,kCAAkC,CAAC;AACjD,cAAc,2CAA2C,CAAC;AAC1D,cAAc,mCAAmC,CAAC;AAClD,cAAc,qCAAqC,CAAC;AAEpD,cAAc,0CAA0C,CAAC;AACzD,cAAc,mCAAmC,CAAC;AAClD,cAAc,wCAAwC,CAAC;AACvD,cAAc,sCAAsC,CAAC;AACrD,cAAc,uCAAuC,CAAC;AACtD,cAAc,yCAAyC,CAAC;AAExD,cAAc,cAAc,CAAC;AAC7B,cAAc,qBAAqB,CAAC;AACpC,cAAc,wBAAwB,CAAC;AACvC,cAAc,2BAA2B,CAAC;AAC1C,cAAc,0BAA0B,CAAC;AACzC,cAAc,kBAAkB,CAAC;AACjC,cAAc,4BAA4B,CAAC;AAC3C,cAAc,mBAAmB,CAAC","sourcesContent":["/* eslint-disable import/no-internal-modules */\r\nexport * from \"./Node/nodeRenderGraph\";\r\nexport * from \"./Node/nodeRenderGraphBlock\";\r\nexport * from \"./Node/nodeRenderGraphBlockConnectionPoint\";\r\nexport * from \"./Node/nodeRenderGraphBuildState\";\r\nexport * from \"./Node/Types/nodeRenderGraphTypes\";\r\nexport * from \"./Node/Blocks/index\";\r\n\r\nexport * from \"./Passes/cullPass\";\r\nexport * from \"./Passes/pass\";\r\nexport * from \"./Passes/renderPass\";\r\n\r\nexport * from \"./Tasks/Layers/glowLayerTask\";\r\nexport * from \"./Tasks/Layers/highlightLayerTask\";\r\n\r\nexport * from \"./Tasks/Misc/executeTask\";\r\n\r\nexport * from \"./Tasks/PostProcesses/blackAndWhiteTask\";\r\nexport * from \"./Tasks/PostProcesses/bloomTask\";\r\nexport * from \"./Tasks/PostProcesses/blurTask\";\r\nexport * from \"./Tasks/PostProcesses/circleOfConfusionTask\";\r\nexport * from \"./Tasks/PostProcesses/depthOfFieldTask\";\r\nexport * from \"./Tasks/PostProcesses/extractHighlightsTask\";\r\nexport * from \"./Tasks/PostProcesses/passTask\";\r\nexport * from \"./Tasks/PostProcesses/postProcessTask\";\r\n\r\nexport * from \"./Tasks/Texture/clearTextureTask\";\r\nexport * from \"./Tasks/Texture/copyToBackbufferColorTask\";\r\nexport * from \"./Tasks/Texture/copyToTextureTask\";\r\nexport * from \"./Tasks/Texture/generateMipMapsTask\";\r\n\r\nexport * from \"./Tasks/Rendering/csmShadowGeneratorTask\";\r\nexport * from \"./Tasks/Rendering/cullObjectsTask\";\r\nexport * from \"./Tasks/Rendering/geometryRendererTask\";\r\nexport * from \"./Tasks/Rendering/objectRendererTask\";\r\nexport * from \"./Tasks/Rendering/shadowGeneratorTask\";\r\nexport * from \"./Tasks/Rendering/taaObjectRendererTask\";\r\n\r\nexport * from \"./frameGraph\";\r\nexport * from \"./frameGraphContext\";\r\nexport * from \"./frameGraphObjectList\";\r\nexport * from \"./frameGraphRenderContext\";\r\nexport * from \"./frameGraphRenderTarget\";\r\nexport * from \"./frameGraphTask\";\r\nexport * from \"./frameGraphTextureManager\";\r\nexport * from \"./frameGraphTypes\";\r\n"]}
@@ -149,6 +149,16 @@ export class PlaneRotationGizmo extends Gizmo {
149
149
  const nodeScale = new Vector3(1, 1, 1);
150
150
  const nodeQuaternion = new Quaternion(0, 0, 0, 1);
151
151
  const nodeTranslation = new Vector3(0, 0, 0);
152
+ const attachedNodeTransform = this._attachedNode;
153
+ // check there is an active pivot for the TransformNode attached
154
+ if (attachedNodeTransform && attachedNodeTransform.isUsingPivotMatrix && attachedNodeTransform.isUsingPivotMatrix() && attachedNodeTransform.position) {
155
+ // When a TransformNode has an active pivot, even without parenting,
156
+ // translation from the world matrix is different from TransformNode.position.
157
+ // Pivot works like a virtual parent that's using the node orientation.
158
+ // As the world matrix is transformed by the gizmo and then decomposed to TRS
159
+ // its translation part must be set to the Node's position.
160
+ attachedNodeTransform.getWorldMatrix().setTranslation(attachedNodeTransform.position);
161
+ }
152
162
  this.attachedNode.getWorldMatrix().decompose(nodeScale, nodeQuaternion, nodeTranslation);
153
163
  // uniform scaling of absolute value of components
154
164
  // (-1,1,1) is uniform but (1,1.001,1) is not
@@ -1 +1 @@
1
- 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type { Observer } from \"../Misc/observable\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { PointerInfo } from \"../Events/pointerEvents\";\r\nimport { Quaternion, Matrix, Vector3, TmpVectors } from \"../Maths/math.vector\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport \"../Meshes/Builders/linesBuilder\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport type { Node } from \"../node\";\r\nimport { PointerDragBehavior } from \"../Behaviors/Meshes/pointerDragBehavior\";\r\nimport type { GizmoAxisCache, IGizmo } from \"./gizmo\";\r\nimport { Gizmo } from \"./gizmo\";\r\nimport { UtilityLayerRenderer } from \"../Rendering/utilityLayerRenderer\";\r\nimport { StandardMaterial } from \"../Materials/standardMaterial\";\r\nimport type { RotationGizmo } from \"./rotationGizmo\";\r\nimport { ShaderMaterial } from \"../Materials/shaderMaterial\";\r\nimport { Effect } from \"../Materials/effect\";\r\nimport { CreatePlane } from \"../Meshes/Builders/planeBuilder\";\r\nimport { CreateTorus } from \"../Meshes/Builders/torusBuilder\";\r\nimport { Epsilon } from \"../Maths/math.constants\";\r\nimport { Logger } from \"../Misc/logger\";\r\n\r\n/**\r\n * Interface for plane rotation gizmo\r\n */\r\nexport interface IPlaneRotationGizmo extends IGizmo {\r\n /** Drag behavior responsible for the gizmos dragging interactions */\r\n dragBehavior: PointerDragBehavior;\r\n /** Drag distance in babylon units that the gizmo will snap to when dragged */\r\n snapDistance: number;\r\n /** Sensitivity factor for dragging */\r\n sensitivity: number;\r\n /**\r\n * Event that fires each time the gizmo snaps to a new location.\r\n * * snapDistance is the change in distance\r\n */\r\n onSnapObservable: Observable<{ snapDistance: number }>;\r\n /** Accumulated relative angle value for rotation on the axis. */\r\n angle: number;\r\n /** If the gizmo is enabled */\r\n isEnabled: boolean;\r\n\r\n /** Default material used to render when gizmo is not disabled or hovered */\r\n coloredMaterial: StandardMaterial;\r\n /** Material used to render when gizmo is hovered with mouse */\r\n hoverMaterial: StandardMaterial;\r\n /** Color used to render the drag angle sector when gizmo is rotated with mouse */\r\n rotationColor: Color3;\r\n /** Material used to render when gizmo is disabled. typically grey. */\r\n disableMaterial: StandardMaterial;\r\n}\r\n\r\n/**\r\n * Single plane rotation gizmo\r\n */\r\nexport class PlaneRotationGizmo extends Gizmo implements IPlaneRotationGizmo {\r\n /**\r\n * Drag behavior responsible for the gizmos dragging interactions\r\n */\r\n public dragBehavior: PointerDragBehavior;\r\n protected _pointerObserver: Nullable<Observer<PointerInfo>> = null;\r\n\r\n /**\r\n * Rotation distance in radians that the gizmo will snap to (Default: 0)\r\n */\r\n public snapDistance = 0;\r\n /**\r\n * Event that fires each time the gizmo snaps to a new location.\r\n * * snapDistance is the change in distance\r\n */\r\n public onSnapObservable = new Observable<{ snapDistance: number }>();\r\n\r\n /**\r\n * The maximum angle between the camera and the rotation allowed for interaction\r\n * If a rotation plane appears 'flat', a lower value allows interaction.\r\n */\r\n public static MaxDragAngle: number = (Math.PI * 9) / 20;\r\n\r\n /**\r\n * Accumulated relative angle value for rotation on the axis. Reset to 0 when a dragStart occurs\r\n */\r\n public angle: number = 0;\r\n\r\n /**\r\n * Custom sensitivity value for the drag strength\r\n */\r\n public sensitivity = 1;\r\n\r\n /** Default material used to render when gizmo is not disabled or hovered */\r\n public get coloredMaterial() {\r\n return this._coloredMaterial;\r\n }\r\n\r\n /** Material used to render when gizmo is hovered with mouse */\r\n public get hoverMaterial() {\r\n return this._hoverMaterial;\r\n }\r\n\r\n /** Color used to render the drag angle sector when gizmo is rotated with mouse */\r\n public set rotationColor(color: Color3) {\r\n this._rotationShaderMaterial.setColor3(\"rotationColor\", color);\r\n }\r\n\r\n /** Material used to render when gizmo is disabled. typically grey. */\r\n public get disableMaterial() {\r\n return this._disableMaterial;\r\n }\r\n\r\n protected _isEnabled: boolean = true;\r\n protected _parent: Nullable<RotationGizmo> = null;\r\n protected _coloredMaterial: StandardMaterial;\r\n protected _hoverMaterial: StandardMaterial;\r\n protected _disableMaterial: StandardMaterial;\r\n protected _gizmoMesh: Mesh;\r\n protected _rotationDisplayPlane: Mesh;\r\n protected _dragging: boolean = false;\r\n protected _angles = new Vector3();\r\n\r\n protected static _RotationGizmoVertexShader = `\r\n precision highp float;\r\n attribute vec3 position;\r\n attribute vec2 uv;\r\n uniform mat4 worldViewProjection;\r\n varying vec3 vPosition;\r\n varying vec2 vUV;\r\n\r\n void main(void) {\r\n gl_Position = worldViewProjection * vec4(position, 1.0);\r\n vUV = uv;\r\n }`;\r\n\r\n protected static _RotationGizmoFragmentShader = `\r\n precision highp float;\r\n varying vec2 vUV;\r\n varying vec3 vPosition;\r\n uniform vec3 angles;\r\n uniform vec3 rotationColor;\r\n\r\n #define twopi 6.283185307\r\n\r\n void main(void) {\r\n vec2 uv = vUV - vec2(0.5);\r\n float angle = atan(uv.y, uv.x) + 3.141592;\r\n float delta = gl_FrontFacing ? angles.y : -angles.y;\r\n float begin = angles.x - delta * angles.z;\r\n float start = (begin < (begin + delta)) ? begin : (begin + delta);\r\n float end = (begin > (begin + delta)) ? begin : (begin + delta);\r\n float len = sqrt(dot(uv,uv));\r\n float opacity = 1. - step(0.5, len);\r\n\r\n float base = abs(floor(start / twopi)) * twopi;\r\n start += base;\r\n end += base;\r\n\r\n float intensity = 0.;\r\n for (int i = 0; i < 5; i++)\r\n {\r\n intensity += max(step(start, angle) - step(end, angle), 0.);\r\n angle += twopi;\r\n }\r\n gl_FragColor = vec4(rotationColor, min(intensity * 0.25, 0.8)) * opacity;\r\n }\r\n `;\r\n\r\n protected _rotationShaderMaterial: ShaderMaterial;\r\n\r\n /**\r\n * Creates a PlaneRotationGizmo\r\n * @param planeNormal The normal of the plane which the gizmo will be able to rotate on\r\n * @param color The color of the gizmo\r\n * @param gizmoLayer The utility layer the gizmo will be added to\r\n * @param tessellation Amount of tessellation to be used when creating rotation circles\r\n * @param parent\r\n * @param useEulerRotation Use and update Euler angle instead of quaternion\r\n * @param thickness display gizmo axis thickness\r\n * @param hoverColor The color of the gizmo when hovering over and dragging\r\n * @param disableColor The Color of the gizmo when its disabled\r\n */\r\n constructor(\r\n planeNormal: Vector3,\r\n color: Color3 = Color3.Gray(),\r\n gizmoLayer: UtilityLayerRenderer = UtilityLayerRenderer.DefaultUtilityLayer,\r\n tessellation = 32,\r\n parent: Nullable<RotationGizmo> = null,\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n useEulerRotation = false,\r\n thickness: number = 1,\r\n hoverColor: Color3 = Color3.Yellow(),\r\n disableColor: Color3 = Color3.Gray()\r\n ) {\r\n super(gizmoLayer);\r\n this._parent = parent;\r\n // Create Material\r\n this._coloredMaterial = new StandardMaterial(\"\", gizmoLayer.utilityLayerScene);\r\n this._coloredMaterial.diffuseColor = color;\r\n this._coloredMaterial.specularColor = color.subtract(new Color3(0.1, 0.1, 0.1));\r\n\r\n this._hoverMaterial = new StandardMaterial(\"\", gizmoLayer.utilityLayerScene);\r\n this._hoverMaterial.diffuseColor = hoverColor;\r\n this._hoverMaterial.specularColor = hoverColor;\r\n\r\n this._disableMaterial = new StandardMaterial(\"\", gizmoLayer.utilityLayerScene);\r\n this._disableMaterial.diffuseColor = disableColor;\r\n this._disableMaterial.alpha = 0.4;\r\n\r\n // Build mesh on root node\r\n this._gizmoMesh = new Mesh(\"\", gizmoLayer.utilityLayerScene);\r\n const { rotationMesh, collider } = this._createGizmoMesh(this._gizmoMesh, thickness, tessellation);\r\n\r\n // Setup Rotation Circle\r\n this._rotationDisplayPlane = CreatePlane(\r\n \"rotationDisplay\",\r\n {\r\n size: 0.6,\r\n updatable: false,\r\n },\r\n this.gizmoLayer.utilityLayerScene\r\n );\r\n this._rotationDisplayPlane.rotation.z = Math.PI * 0.5;\r\n this._rotationDisplayPlane.parent = this._gizmoMesh;\r\n this._rotationDisplayPlane.setEnabled(false);\r\n\r\n Effect.ShadersStore[\"rotationGizmoVertexShader\"] = PlaneRotationGizmo._RotationGizmoVertexShader;\r\n Effect.ShadersStore[\"rotationGizmoFragmentShader\"] = PlaneRotationGizmo._RotationGizmoFragmentShader;\r\n this._rotationShaderMaterial = new ShaderMaterial(\r\n \"shader\",\r\n this.gizmoLayer.utilityLayerScene,\r\n {\r\n vertex: \"rotationGizmo\",\r\n fragment: \"rotationGizmo\",\r\n },\r\n {\r\n attributes: [\"position\", \"uv\"],\r\n uniforms: [\"worldViewProjection\", \"angles\", \"rotationColor\"],\r\n }\r\n );\r\n this._rotationShaderMaterial.backFaceCulling = false;\r\n this.rotationColor = hoverColor;\r\n\r\n this._rotationDisplayPlane.material = this._rotationShaderMaterial;\r\n this._rotationDisplayPlane.visibility = 0.999;\r\n\r\n this._gizmoMesh.lookAt(this._rootMesh.position.add(planeNormal));\r\n this._rootMesh.addChild(this._gizmoMesh, Gizmo.PreserveScaling);\r\n this._gizmoMesh.scaling.scaleInPlace(1 / 3);\r\n // Add drag behavior to handle events when the gizmo is dragged\r\n this.dragBehavior = new PointerDragBehavior({ dragPlaneNormal: planeNormal });\r\n this.dragBehavior.moveAttached = false;\r\n this.dragBehavior.maxDragAngle = PlaneRotationGizmo.MaxDragAngle;\r\n this.dragBehavior._useAlternatePickedPointAboveMaxDragAngle = true;\r\n this._rootMesh.addBehavior(this.dragBehavior);\r\n\r\n // Closures for drag logic\r\n const lastDragPosition = new Vector3();\r\n\r\n const rotationMatrix = new Matrix();\r\n const planeNormalTowardsCamera = new Vector3();\r\n let localPlaneNormalTowardsCamera = new Vector3();\r\n\r\n this.dragBehavior.onDragStartObservable.add((e) => {\r\n if (this.attachedNode) {\r\n lastDragPosition.copyFrom(e.dragPlanePoint);\r\n this._rotationDisplayPlane.setEnabled(true);\r\n\r\n this._rotationDisplayPlane.getWorldMatrix().invertToRef(rotationMatrix);\r\n Vector3.TransformCoordinatesToRef(e.dragPlanePoint, rotationMatrix, lastDragPosition);\r\n\r\n this._angles.x = Math.atan2(lastDragPosition.y, lastDragPosition.x) + Math.PI;\r\n this._angles.y = 0;\r\n this._angles.z = this.updateGizmoRotationToMatchAttachedMesh ? 1 : 0;\r\n this._dragging = true;\r\n lastDragPosition.copyFrom(e.dragPlanePoint);\r\n this._rotationShaderMaterial.setVector3(\"angles\", this._angles);\r\n this.angle = 0;\r\n }\r\n });\r\n\r\n this.dragBehavior.onDragEndObservable.add(() => {\r\n this._dragging = false;\r\n this._rotationDisplayPlane.setEnabled(false);\r\n });\r\n\r\n const tmpSnapEvent = { snapDistance: 0 };\r\n let currentSnapDragDistance = 0;\r\n const tmpMatrix = new Matrix();\r\n const amountToRotate = new Quaternion();\r\n this.dragBehavior.onDragObservable.add((event) => {\r\n if (this.attachedNode) {\r\n // Calc angle over full 360 degree (https://stackoverflow.com/questions/43493711/the-angle-between-two-3d-vectors-with-a-result-range-0-360)\r\n const nodeScale = new Vector3(1, 1, 1);\r\n const nodeQuaternion = new Quaternion(0, 0, 0, 1);\r\n const nodeTranslation = new Vector3(0, 0, 0);\r\n\r\n this.attachedNode.getWorldMatrix().decompose(nodeScale, nodeQuaternion, nodeTranslation);\r\n // uniform scaling of absolute value of components\r\n // (-1,1,1) is uniform but (1,1.001,1) is not\r\n const uniformScaling = Math.abs(Math.abs(nodeScale.x) - Math.abs(nodeScale.y)) <= Epsilon && Math.abs(Math.abs(nodeScale.x) - Math.abs(nodeScale.z)) <= Epsilon;\r\n if (!uniformScaling && this.updateGizmoRotationToMatchAttachedMesh) {\r\n Logger.Warn(\r\n \"Unable to use a rotation gizmo matching mesh rotation with non uniform scaling. Use uniform scaling or set updateGizmoRotationToMatchAttachedMesh to false.\"\r\n );\r\n return;\r\n }\r\n nodeQuaternion.normalize();\r\n\r\n const nodeTranslationForOperation = this.updateGizmoPositionToMatchAttachedMesh ? nodeTranslation : this._rootMesh.absolutePosition;\r\n const newVector = event.dragPlanePoint.subtract(nodeTranslationForOperation).normalize();\r\n const originalVector = lastDragPosition.subtract(nodeTranslationForOperation).normalize();\r\n const cross = Vector3.Cross(newVector, originalVector);\r\n const dot = Vector3.Dot(newVector, originalVector);\r\n let angle = Math.atan2(cross.length(), dot) * this.sensitivity;\r\n planeNormalTowardsCamera.copyFrom(planeNormal);\r\n localPlaneNormalTowardsCamera.copyFrom(planeNormal);\r\n if (this.updateGizmoRotationToMatchAttachedMesh) {\r\n nodeQuaternion.toRotationMatrix(rotationMatrix);\r\n localPlaneNormalTowardsCamera = Vector3.TransformCoordinates(planeNormalTowardsCamera, rotationMatrix);\r\n }\r\n // Flip up vector depending on which side the camera is on\r\n let cameraFlipped = false;\r\n if (gizmoLayer.utilityLayerScene.activeCamera) {\r\n const camVec = gizmoLayer.utilityLayerScene.activeCamera.position.subtract(nodeTranslationForOperation).normalize();\r\n if (Vector3.Dot(camVec, localPlaneNormalTowardsCamera) > 0) {\r\n planeNormalTowardsCamera.scaleInPlace(-1);\r\n localPlaneNormalTowardsCamera.scaleInPlace(-1);\r\n cameraFlipped = true;\r\n }\r\n }\r\n const halfCircleSide = Vector3.Dot(localPlaneNormalTowardsCamera, cross) > 0.0;\r\n if (halfCircleSide) {\r\n angle = -angle;\r\n }\r\n\r\n TmpVectors.Vector3[0].set(angle, 0, 0);\r\n if (!this.dragBehavior.validateDrag(TmpVectors.Vector3[0])) {\r\n angle = 0;\r\n }\r\n\r\n // Snapping logic\r\n let snapped = false;\r\n if (this.snapDistance != 0) {\r\n currentSnapDragDistance += angle;\r\n if (Math.abs(currentSnapDragDistance) > this.snapDistance) {\r\n let dragSteps = Math.floor(Math.abs(currentSnapDragDistance) / this.snapDistance);\r\n if (currentSnapDragDistance < 0) {\r\n dragSteps *= -1;\r\n }\r\n currentSnapDragDistance = currentSnapDragDistance % this.snapDistance;\r\n angle = this.snapDistance * dragSteps;\r\n snapped = true;\r\n } else {\r\n angle = 0;\r\n }\r\n }\r\n\r\n // Convert angle and axis to quaternion (http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm)\r\n const quaternionCoefficient = Math.sin(angle / 2);\r\n amountToRotate.set(\r\n planeNormalTowardsCamera.x * quaternionCoefficient,\r\n planeNormalTowardsCamera.y * quaternionCoefficient,\r\n planeNormalTowardsCamera.z * quaternionCoefficient,\r\n Math.cos(angle / 2)\r\n );\r\n\r\n // If the meshes local scale is inverted (eg. loaded gltf file parent with z scale of -1) the rotation needs to be inverted on the y axis\r\n if (tmpMatrix.determinant() > 0) {\r\n const tmpVector = new Vector3();\r\n amountToRotate.toEulerAnglesToRef(tmpVector);\r\n Quaternion.RotationYawPitchRollToRef(tmpVector.y, -tmpVector.x, -tmpVector.z, amountToRotate);\r\n }\r\n\r\n if (this.updateGizmoRotationToMatchAttachedMesh) {\r\n // Rotate selected mesh quaternion over fixed axis\r\n nodeQuaternion.multiplyToRef(amountToRotate, nodeQuaternion);\r\n nodeQuaternion.normalize();\r\n // recompose matrix\r\n Matrix.ComposeToRef(nodeScale, nodeQuaternion, nodeTranslation, this.attachedNode.getWorldMatrix());\r\n } else {\r\n // Rotate selected mesh quaternion over rotated axis\r\n amountToRotate.toRotationMatrix(TmpVectors.Matrix[0]);\r\n const translation = this.attachedNode.getWorldMatrix().getTranslation();\r\n this.attachedNode.getWorldMatrix().multiplyToRef(TmpVectors.Matrix[0], this.attachedNode.getWorldMatrix());\r\n this.attachedNode.getWorldMatrix().setTranslation(translation);\r\n }\r\n\r\n lastDragPosition.copyFrom(event.dragPlanePoint);\r\n if (snapped) {\r\n tmpSnapEvent.snapDistance = angle;\r\n this.onSnapObservable.notifyObservers(tmpSnapEvent);\r\n }\r\n this._angles.y += angle;\r\n this.angle += cameraFlipped ? -angle : angle;\r\n this._rotationShaderMaterial.setVector3(\"angles\", this._angles);\r\n this._matrixChanged();\r\n }\r\n });\r\n\r\n const light = gizmoLayer._getSharedGizmoLight();\r\n light.includedOnlyMeshes = light.includedOnlyMeshes.concat(this._rootMesh.getChildMeshes(false));\r\n\r\n const cache: GizmoAxisCache = {\r\n colliderMeshes: [collider],\r\n gizmoMeshes: [rotationMesh],\r\n material: this._coloredMaterial,\r\n hoverMaterial: this._hoverMaterial,\r\n disableMaterial: this._disableMaterial,\r\n active: false,\r\n dragBehavior: this.dragBehavior,\r\n };\r\n this._parent?.addToAxisCache(this._gizmoMesh, cache);\r\n\r\n this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add((pointerInfo) => {\r\n if (this._customMeshSet) {\r\n return;\r\n }\r\n // updating here the maxangle because ondragstart is too late (value already used) and the updated value is not taken into account\r\n this.dragBehavior.maxDragAngle = PlaneRotationGizmo.MaxDragAngle;\r\n this._isHovered = !!(cache.colliderMeshes.indexOf(<Mesh>pointerInfo?.pickInfo?.pickedMesh) != -1);\r\n if (!this._parent) {\r\n const material = cache.dragBehavior.enabled ? (this._isHovered || this._dragging ? this._hoverMaterial : this._coloredMaterial) : this._disableMaterial;\r\n this._setGizmoMeshMaterial(cache.gizmoMeshes, material);\r\n }\r\n });\r\n\r\n this.dragBehavior.onEnabledObservable.add((newState) => {\r\n this._setGizmoMeshMaterial(cache.gizmoMeshes, newState ? this._coloredMaterial : this._disableMaterial);\r\n });\r\n }\r\n\r\n /**\r\n * @internal\r\n * Create Geometry for Gizmo\r\n * @param parentMesh\r\n * @param thickness\r\n * @param tessellation\r\n * @returns\r\n */\r\n protected _createGizmoMesh(parentMesh: AbstractMesh, thickness: number, tessellation: number) {\r\n const collider = CreateTorus(\r\n \"ignore\",\r\n {\r\n diameter: 0.6,\r\n thickness: 0.03 * thickness,\r\n tessellation,\r\n },\r\n this.gizmoLayer.utilityLayerScene\r\n );\r\n collider.visibility = 0;\r\n const rotationMesh = CreateTorus(\r\n \"\",\r\n {\r\n diameter: 0.6,\r\n thickness: 0.005 * thickness,\r\n tessellation,\r\n },\r\n this.gizmoLayer.utilityLayerScene\r\n );\r\n rotationMesh.material = this._coloredMaterial;\r\n\r\n // Position arrow pointing in its drag axis\r\n rotationMesh.rotation.x = Math.PI / 2;\r\n collider.rotation.x = Math.PI / 2;\r\n\r\n parentMesh.addChild(rotationMesh, Gizmo.PreserveScaling);\r\n parentMesh.addChild(collider, Gizmo.PreserveScaling);\r\n return { rotationMesh, collider };\r\n }\r\n\r\n protected override _attachedNodeChanged(value: Nullable<Node>) {\r\n if (this.dragBehavior) {\r\n this.dragBehavior.enabled = value ? true : false;\r\n }\r\n }\r\n\r\n /**\r\n * If the gizmo is enabled\r\n */\r\n public set isEnabled(value: boolean) {\r\n this._isEnabled = value;\r\n if (!value) {\r\n this.attachedMesh = null;\r\n } else {\r\n if (this._parent) {\r\n this.attachedMesh = this._parent.attachedMesh;\r\n }\r\n }\r\n }\r\n\r\n public get isEnabled(): boolean {\r\n return this._isEnabled;\r\n }\r\n\r\n /**\r\n * Disposes of the gizmo\r\n */\r\n public override dispose() {\r\n this.onSnapObservable.clear();\r\n this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);\r\n this.dragBehavior.detach();\r\n if (this._gizmoMesh) {\r\n this._gizmoMesh.dispose();\r\n }\r\n if (this._rotationDisplayPlane) {\r\n this._rotationDisplayPlane.dispose();\r\n }\r\n if (this._rotationShaderMaterial) {\r\n this._rotationShaderMaterial.dispose();\r\n }\r\n [this._coloredMaterial, this._hoverMaterial, this._disableMaterial].forEach((matl) => {\r\n if (matl) {\r\n matl.dispose();\r\n }\r\n });\r\n super.dispose();\r\n }\r\n}\r\n"]}
1
+ 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type { Observer } from \"../Misc/observable\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { PointerInfo } from \"../Events/pointerEvents\";\r\nimport { Quaternion, Matrix, Vector3, TmpVectors } from \"../Maths/math.vector\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport \"../Meshes/Builders/linesBuilder\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport type { Node } from \"../node\";\r\nimport { PointerDragBehavior } from \"../Behaviors/Meshes/pointerDragBehavior\";\r\nimport type { GizmoAxisCache, IGizmo } from \"./gizmo\";\r\nimport { Gizmo } from \"./gizmo\";\r\nimport { UtilityLayerRenderer } from \"../Rendering/utilityLayerRenderer\";\r\nimport { StandardMaterial } from \"../Materials/standardMaterial\";\r\nimport type { RotationGizmo } from \"./rotationGizmo\";\r\nimport { ShaderMaterial } from \"../Materials/shaderMaterial\";\r\nimport { Effect } from \"../Materials/effect\";\r\nimport { CreatePlane } from \"../Meshes/Builders/planeBuilder\";\r\nimport { CreateTorus } from \"../Meshes/Builders/torusBuilder\";\r\nimport { Epsilon } from \"../Maths/math.constants\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport type { TransformNode } from \"../Meshes/transformNode\";\r\n\r\n/**\r\n * Interface for plane rotation gizmo\r\n */\r\nexport interface IPlaneRotationGizmo extends IGizmo {\r\n /** Drag behavior responsible for the gizmos dragging interactions */\r\n dragBehavior: PointerDragBehavior;\r\n /** Drag distance in babylon units that the gizmo will snap to when dragged */\r\n snapDistance: number;\r\n /** Sensitivity factor for dragging */\r\n sensitivity: number;\r\n /**\r\n * Event that fires each time the gizmo snaps to a new location.\r\n * * snapDistance is the change in distance\r\n */\r\n onSnapObservable: Observable<{ snapDistance: number }>;\r\n /** Accumulated relative angle value for rotation on the axis. */\r\n angle: number;\r\n /** If the gizmo is enabled */\r\n isEnabled: boolean;\r\n\r\n /** Default material used to render when gizmo is not disabled or hovered */\r\n coloredMaterial: StandardMaterial;\r\n /** Material used to render when gizmo is hovered with mouse */\r\n hoverMaterial: StandardMaterial;\r\n /** Color used to render the drag angle sector when gizmo is rotated with mouse */\r\n rotationColor: Color3;\r\n /** Material used to render when gizmo is disabled. typically grey. */\r\n disableMaterial: StandardMaterial;\r\n}\r\n\r\n/**\r\n * Single plane rotation gizmo\r\n */\r\nexport class PlaneRotationGizmo extends Gizmo implements IPlaneRotationGizmo {\r\n /**\r\n * Drag behavior responsible for the gizmos dragging interactions\r\n */\r\n public dragBehavior: PointerDragBehavior;\r\n protected _pointerObserver: Nullable<Observer<PointerInfo>> = null;\r\n\r\n /**\r\n * Rotation distance in radians that the gizmo will snap to (Default: 0)\r\n */\r\n public snapDistance = 0;\r\n /**\r\n * Event that fires each time the gizmo snaps to a new location.\r\n * * snapDistance is the change in distance\r\n */\r\n public onSnapObservable = new Observable<{ snapDistance: number }>();\r\n\r\n /**\r\n * The maximum angle between the camera and the rotation allowed for interaction\r\n * If a rotation plane appears 'flat', a lower value allows interaction.\r\n */\r\n public static MaxDragAngle: number = (Math.PI * 9) / 20;\r\n\r\n /**\r\n * Accumulated relative angle value for rotation on the axis. Reset to 0 when a dragStart occurs\r\n */\r\n public angle: number = 0;\r\n\r\n /**\r\n * Custom sensitivity value for the drag strength\r\n */\r\n public sensitivity = 1;\r\n\r\n /** Default material used to render when gizmo is not disabled or hovered */\r\n public get coloredMaterial() {\r\n return this._coloredMaterial;\r\n }\r\n\r\n /** Material used to render when gizmo is hovered with mouse */\r\n public get hoverMaterial() {\r\n return this._hoverMaterial;\r\n }\r\n\r\n /** Color used to render the drag angle sector when gizmo is rotated with mouse */\r\n public set rotationColor(color: Color3) {\r\n this._rotationShaderMaterial.setColor3(\"rotationColor\", color);\r\n }\r\n\r\n /** Material used to render when gizmo is disabled. typically grey. */\r\n public get disableMaterial() {\r\n return this._disableMaterial;\r\n }\r\n\r\n protected _isEnabled: boolean = true;\r\n protected _parent: Nullable<RotationGizmo> = null;\r\n protected _coloredMaterial: StandardMaterial;\r\n protected _hoverMaterial: StandardMaterial;\r\n protected _disableMaterial: StandardMaterial;\r\n protected _gizmoMesh: Mesh;\r\n protected _rotationDisplayPlane: Mesh;\r\n protected _dragging: boolean = false;\r\n protected _angles = new Vector3();\r\n\r\n protected static _RotationGizmoVertexShader = `\r\n precision highp float;\r\n attribute vec3 position;\r\n attribute vec2 uv;\r\n uniform mat4 worldViewProjection;\r\n varying vec3 vPosition;\r\n varying vec2 vUV;\r\n\r\n void main(void) {\r\n gl_Position = worldViewProjection * vec4(position, 1.0);\r\n vUV = uv;\r\n }`;\r\n\r\n protected static _RotationGizmoFragmentShader = `\r\n precision highp float;\r\n varying vec2 vUV;\r\n varying vec3 vPosition;\r\n uniform vec3 angles;\r\n uniform vec3 rotationColor;\r\n\r\n #define twopi 6.283185307\r\n\r\n void main(void) {\r\n vec2 uv = vUV - vec2(0.5);\r\n float angle = atan(uv.y, uv.x) + 3.141592;\r\n float delta = gl_FrontFacing ? angles.y : -angles.y;\r\n float begin = angles.x - delta * angles.z;\r\n float start = (begin < (begin + delta)) ? begin : (begin + delta);\r\n float end = (begin > (begin + delta)) ? begin : (begin + delta);\r\n float len = sqrt(dot(uv,uv));\r\n float opacity = 1. - step(0.5, len);\r\n\r\n float base = abs(floor(start / twopi)) * twopi;\r\n start += base;\r\n end += base;\r\n\r\n float intensity = 0.;\r\n for (int i = 0; i < 5; i++)\r\n {\r\n intensity += max(step(start, angle) - step(end, angle), 0.);\r\n angle += twopi;\r\n }\r\n gl_FragColor = vec4(rotationColor, min(intensity * 0.25, 0.8)) * opacity;\r\n }\r\n `;\r\n\r\n protected _rotationShaderMaterial: ShaderMaterial;\r\n\r\n /**\r\n * Creates a PlaneRotationGizmo\r\n * @param planeNormal The normal of the plane which the gizmo will be able to rotate on\r\n * @param color The color of the gizmo\r\n * @param gizmoLayer The utility layer the gizmo will be added to\r\n * @param tessellation Amount of tessellation to be used when creating rotation circles\r\n * @param parent\r\n * @param useEulerRotation Use and update Euler angle instead of quaternion\r\n * @param thickness display gizmo axis thickness\r\n * @param hoverColor The color of the gizmo when hovering over and dragging\r\n * @param disableColor The Color of the gizmo when its disabled\r\n */\r\n constructor(\r\n planeNormal: Vector3,\r\n color: Color3 = Color3.Gray(),\r\n gizmoLayer: UtilityLayerRenderer = UtilityLayerRenderer.DefaultUtilityLayer,\r\n tessellation = 32,\r\n parent: Nullable<RotationGizmo> = null,\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n useEulerRotation = false,\r\n thickness: number = 1,\r\n hoverColor: Color3 = Color3.Yellow(),\r\n disableColor: Color3 = Color3.Gray()\r\n ) {\r\n super(gizmoLayer);\r\n this._parent = parent;\r\n // Create Material\r\n this._coloredMaterial = new StandardMaterial(\"\", gizmoLayer.utilityLayerScene);\r\n this._coloredMaterial.diffuseColor = color;\r\n this._coloredMaterial.specularColor = color.subtract(new Color3(0.1, 0.1, 0.1));\r\n\r\n this._hoverMaterial = new StandardMaterial(\"\", gizmoLayer.utilityLayerScene);\r\n this._hoverMaterial.diffuseColor = hoverColor;\r\n this._hoverMaterial.specularColor = hoverColor;\r\n\r\n this._disableMaterial = new StandardMaterial(\"\", gizmoLayer.utilityLayerScene);\r\n this._disableMaterial.diffuseColor = disableColor;\r\n this._disableMaterial.alpha = 0.4;\r\n\r\n // Build mesh on root node\r\n this._gizmoMesh = new Mesh(\"\", gizmoLayer.utilityLayerScene);\r\n const { rotationMesh, collider } = this._createGizmoMesh(this._gizmoMesh, thickness, tessellation);\r\n\r\n // Setup Rotation Circle\r\n this._rotationDisplayPlane = CreatePlane(\r\n \"rotationDisplay\",\r\n {\r\n size: 0.6,\r\n updatable: false,\r\n },\r\n this.gizmoLayer.utilityLayerScene\r\n );\r\n this._rotationDisplayPlane.rotation.z = Math.PI * 0.5;\r\n this._rotationDisplayPlane.parent = this._gizmoMesh;\r\n this._rotationDisplayPlane.setEnabled(false);\r\n\r\n Effect.ShadersStore[\"rotationGizmoVertexShader\"] = PlaneRotationGizmo._RotationGizmoVertexShader;\r\n Effect.ShadersStore[\"rotationGizmoFragmentShader\"] = PlaneRotationGizmo._RotationGizmoFragmentShader;\r\n this._rotationShaderMaterial = new ShaderMaterial(\r\n \"shader\",\r\n this.gizmoLayer.utilityLayerScene,\r\n {\r\n vertex: \"rotationGizmo\",\r\n fragment: \"rotationGizmo\",\r\n },\r\n {\r\n attributes: [\"position\", \"uv\"],\r\n uniforms: [\"worldViewProjection\", \"angles\", \"rotationColor\"],\r\n }\r\n );\r\n this._rotationShaderMaterial.backFaceCulling = false;\r\n this.rotationColor = hoverColor;\r\n\r\n this._rotationDisplayPlane.material = this._rotationShaderMaterial;\r\n this._rotationDisplayPlane.visibility = 0.999;\r\n\r\n this._gizmoMesh.lookAt(this._rootMesh.position.add(planeNormal));\r\n this._rootMesh.addChild(this._gizmoMesh, Gizmo.PreserveScaling);\r\n this._gizmoMesh.scaling.scaleInPlace(1 / 3);\r\n // Add drag behavior to handle events when the gizmo is dragged\r\n this.dragBehavior = new PointerDragBehavior({ dragPlaneNormal: planeNormal });\r\n this.dragBehavior.moveAttached = false;\r\n this.dragBehavior.maxDragAngle = PlaneRotationGizmo.MaxDragAngle;\r\n this.dragBehavior._useAlternatePickedPointAboveMaxDragAngle = true;\r\n this._rootMesh.addBehavior(this.dragBehavior);\r\n\r\n // Closures for drag logic\r\n const lastDragPosition = new Vector3();\r\n\r\n const rotationMatrix = new Matrix();\r\n const planeNormalTowardsCamera = new Vector3();\r\n let localPlaneNormalTowardsCamera = new Vector3();\r\n\r\n this.dragBehavior.onDragStartObservable.add((e) => {\r\n if (this.attachedNode) {\r\n lastDragPosition.copyFrom(e.dragPlanePoint);\r\n this._rotationDisplayPlane.setEnabled(true);\r\n\r\n this._rotationDisplayPlane.getWorldMatrix().invertToRef(rotationMatrix);\r\n Vector3.TransformCoordinatesToRef(e.dragPlanePoint, rotationMatrix, lastDragPosition);\r\n\r\n this._angles.x = Math.atan2(lastDragPosition.y, lastDragPosition.x) + Math.PI;\r\n this._angles.y = 0;\r\n this._angles.z = this.updateGizmoRotationToMatchAttachedMesh ? 1 : 0;\r\n this._dragging = true;\r\n lastDragPosition.copyFrom(e.dragPlanePoint);\r\n this._rotationShaderMaterial.setVector3(\"angles\", this._angles);\r\n this.angle = 0;\r\n }\r\n });\r\n\r\n this.dragBehavior.onDragEndObservable.add(() => {\r\n this._dragging = false;\r\n this._rotationDisplayPlane.setEnabled(false);\r\n });\r\n\r\n const tmpSnapEvent = { snapDistance: 0 };\r\n let currentSnapDragDistance = 0;\r\n const tmpMatrix = new Matrix();\r\n const amountToRotate = new Quaternion();\r\n this.dragBehavior.onDragObservable.add((event) => {\r\n if (this.attachedNode) {\r\n // Calc angle over full 360 degree (https://stackoverflow.com/questions/43493711/the-angle-between-two-3d-vectors-with-a-result-range-0-360)\r\n const nodeScale = new Vector3(1, 1, 1);\r\n const nodeQuaternion = new Quaternion(0, 0, 0, 1);\r\n const nodeTranslation = new Vector3(0, 0, 0);\r\n const attachedNodeTransform = this._attachedNode as TransformNode;\r\n // check there is an active pivot for the TransformNode attached\r\n if (attachedNodeTransform && attachedNodeTransform.isUsingPivotMatrix && attachedNodeTransform.isUsingPivotMatrix() && attachedNodeTransform.position) {\r\n // When a TransformNode has an active pivot, even without parenting,\r\n // translation from the world matrix is different from TransformNode.position.\r\n // Pivot works like a virtual parent that's using the node orientation.\r\n // As the world matrix is transformed by the gizmo and then decomposed to TRS\r\n // its translation part must be set to the Node's position.\r\n attachedNodeTransform.getWorldMatrix().setTranslation(attachedNodeTransform.position);\r\n }\r\n\r\n this.attachedNode.getWorldMatrix().decompose(nodeScale, nodeQuaternion, nodeTranslation);\r\n // uniform scaling of absolute value of components\r\n // (-1,1,1) is uniform but (1,1.001,1) is not\r\n const uniformScaling = Math.abs(Math.abs(nodeScale.x) - Math.abs(nodeScale.y)) <= Epsilon && Math.abs(Math.abs(nodeScale.x) - Math.abs(nodeScale.z)) <= Epsilon;\r\n if (!uniformScaling && this.updateGizmoRotationToMatchAttachedMesh) {\r\n Logger.Warn(\r\n \"Unable to use a rotation gizmo matching mesh rotation with non uniform scaling. Use uniform scaling or set updateGizmoRotationToMatchAttachedMesh to false.\"\r\n );\r\n return;\r\n }\r\n nodeQuaternion.normalize();\r\n\r\n const nodeTranslationForOperation = this.updateGizmoPositionToMatchAttachedMesh ? nodeTranslation : this._rootMesh.absolutePosition;\r\n const newVector = event.dragPlanePoint.subtract(nodeTranslationForOperation).normalize();\r\n const originalVector = lastDragPosition.subtract(nodeTranslationForOperation).normalize();\r\n const cross = Vector3.Cross(newVector, originalVector);\r\n const dot = Vector3.Dot(newVector, originalVector);\r\n let angle = Math.atan2(cross.length(), dot) * this.sensitivity;\r\n planeNormalTowardsCamera.copyFrom(planeNormal);\r\n localPlaneNormalTowardsCamera.copyFrom(planeNormal);\r\n if (this.updateGizmoRotationToMatchAttachedMesh) {\r\n nodeQuaternion.toRotationMatrix(rotationMatrix);\r\n localPlaneNormalTowardsCamera = Vector3.TransformCoordinates(planeNormalTowardsCamera, rotationMatrix);\r\n }\r\n // Flip up vector depending on which side the camera is on\r\n let cameraFlipped = false;\r\n if (gizmoLayer.utilityLayerScene.activeCamera) {\r\n const camVec = gizmoLayer.utilityLayerScene.activeCamera.position.subtract(nodeTranslationForOperation).normalize();\r\n if (Vector3.Dot(camVec, localPlaneNormalTowardsCamera) > 0) {\r\n planeNormalTowardsCamera.scaleInPlace(-1);\r\n localPlaneNormalTowardsCamera.scaleInPlace(-1);\r\n cameraFlipped = true;\r\n }\r\n }\r\n const halfCircleSide = Vector3.Dot(localPlaneNormalTowardsCamera, cross) > 0.0;\r\n if (halfCircleSide) {\r\n angle = -angle;\r\n }\r\n\r\n TmpVectors.Vector3[0].set(angle, 0, 0);\r\n if (!this.dragBehavior.validateDrag(TmpVectors.Vector3[0])) {\r\n angle = 0;\r\n }\r\n\r\n // Snapping logic\r\n let snapped = false;\r\n if (this.snapDistance != 0) {\r\n currentSnapDragDistance += angle;\r\n if (Math.abs(currentSnapDragDistance) > this.snapDistance) {\r\n let dragSteps = Math.floor(Math.abs(currentSnapDragDistance) / this.snapDistance);\r\n if (currentSnapDragDistance < 0) {\r\n dragSteps *= -1;\r\n }\r\n currentSnapDragDistance = currentSnapDragDistance % this.snapDistance;\r\n angle = this.snapDistance * dragSteps;\r\n snapped = true;\r\n } else {\r\n angle = 0;\r\n }\r\n }\r\n\r\n // Convert angle and axis to quaternion (http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm)\r\n const quaternionCoefficient = Math.sin(angle / 2);\r\n amountToRotate.set(\r\n planeNormalTowardsCamera.x * quaternionCoefficient,\r\n planeNormalTowardsCamera.y * quaternionCoefficient,\r\n planeNormalTowardsCamera.z * quaternionCoefficient,\r\n Math.cos(angle / 2)\r\n );\r\n\r\n // If the meshes local scale is inverted (eg. loaded gltf file parent with z scale of -1) the rotation needs to be inverted on the y axis\r\n if (tmpMatrix.determinant() > 0) {\r\n const tmpVector = new Vector3();\r\n amountToRotate.toEulerAnglesToRef(tmpVector);\r\n Quaternion.RotationYawPitchRollToRef(tmpVector.y, -tmpVector.x, -tmpVector.z, amountToRotate);\r\n }\r\n\r\n if (this.updateGizmoRotationToMatchAttachedMesh) {\r\n // Rotate selected mesh quaternion over fixed axis\r\n nodeQuaternion.multiplyToRef(amountToRotate, nodeQuaternion);\r\n nodeQuaternion.normalize();\r\n // recompose matrix\r\n Matrix.ComposeToRef(nodeScale, nodeQuaternion, nodeTranslation, this.attachedNode.getWorldMatrix());\r\n } else {\r\n // Rotate selected mesh quaternion over rotated axis\r\n amountToRotate.toRotationMatrix(TmpVectors.Matrix[0]);\r\n const translation = this.attachedNode.getWorldMatrix().getTranslation();\r\n this.attachedNode.getWorldMatrix().multiplyToRef(TmpVectors.Matrix[0], this.attachedNode.getWorldMatrix());\r\n this.attachedNode.getWorldMatrix().setTranslation(translation);\r\n }\r\n\r\n lastDragPosition.copyFrom(event.dragPlanePoint);\r\n if (snapped) {\r\n tmpSnapEvent.snapDistance = angle;\r\n this.onSnapObservable.notifyObservers(tmpSnapEvent);\r\n }\r\n this._angles.y += angle;\r\n this.angle += cameraFlipped ? -angle : angle;\r\n this._rotationShaderMaterial.setVector3(\"angles\", this._angles);\r\n this._matrixChanged();\r\n }\r\n });\r\n\r\n const light = gizmoLayer._getSharedGizmoLight();\r\n light.includedOnlyMeshes = light.includedOnlyMeshes.concat(this._rootMesh.getChildMeshes(false));\r\n\r\n const cache: GizmoAxisCache = {\r\n colliderMeshes: [collider],\r\n gizmoMeshes: [rotationMesh],\r\n material: this._coloredMaterial,\r\n hoverMaterial: this._hoverMaterial,\r\n disableMaterial: this._disableMaterial,\r\n active: false,\r\n dragBehavior: this.dragBehavior,\r\n };\r\n this._parent?.addToAxisCache(this._gizmoMesh, cache);\r\n\r\n this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add((pointerInfo) => {\r\n if (this._customMeshSet) {\r\n return;\r\n }\r\n // updating here the maxangle because ondragstart is too late (value already used) and the updated value is not taken into account\r\n this.dragBehavior.maxDragAngle = PlaneRotationGizmo.MaxDragAngle;\r\n this._isHovered = !!(cache.colliderMeshes.indexOf(<Mesh>pointerInfo?.pickInfo?.pickedMesh) != -1);\r\n if (!this._parent) {\r\n const material = cache.dragBehavior.enabled ? (this._isHovered || this._dragging ? this._hoverMaterial : this._coloredMaterial) : this._disableMaterial;\r\n this._setGizmoMeshMaterial(cache.gizmoMeshes, material);\r\n }\r\n });\r\n\r\n this.dragBehavior.onEnabledObservable.add((newState) => {\r\n this._setGizmoMeshMaterial(cache.gizmoMeshes, newState ? this._coloredMaterial : this._disableMaterial);\r\n });\r\n }\r\n\r\n /**\r\n * @internal\r\n * Create Geometry for Gizmo\r\n * @param parentMesh\r\n * @param thickness\r\n * @param tessellation\r\n * @returns\r\n */\r\n protected _createGizmoMesh(parentMesh: AbstractMesh, thickness: number, tessellation: number) {\r\n const collider = CreateTorus(\r\n \"ignore\",\r\n {\r\n diameter: 0.6,\r\n thickness: 0.03 * thickness,\r\n tessellation,\r\n },\r\n this.gizmoLayer.utilityLayerScene\r\n );\r\n collider.visibility = 0;\r\n const rotationMesh = CreateTorus(\r\n \"\",\r\n {\r\n diameter: 0.6,\r\n thickness: 0.005 * thickness,\r\n tessellation,\r\n },\r\n this.gizmoLayer.utilityLayerScene\r\n );\r\n rotationMesh.material = this._coloredMaterial;\r\n\r\n // Position arrow pointing in its drag axis\r\n rotationMesh.rotation.x = Math.PI / 2;\r\n collider.rotation.x = Math.PI / 2;\r\n\r\n parentMesh.addChild(rotationMesh, Gizmo.PreserveScaling);\r\n parentMesh.addChild(collider, Gizmo.PreserveScaling);\r\n return { rotationMesh, collider };\r\n }\r\n\r\n protected override _attachedNodeChanged(value: Nullable<Node>) {\r\n if (this.dragBehavior) {\r\n this.dragBehavior.enabled = value ? true : false;\r\n }\r\n }\r\n\r\n /**\r\n * If the gizmo is enabled\r\n */\r\n public set isEnabled(value: boolean) {\r\n this._isEnabled = value;\r\n if (!value) {\r\n this.attachedMesh = null;\r\n } else {\r\n if (this._parent) {\r\n this.attachedMesh = this._parent.attachedMesh;\r\n }\r\n }\r\n }\r\n\r\n public get isEnabled(): boolean {\r\n return this._isEnabled;\r\n }\r\n\r\n /**\r\n * Disposes of the gizmo\r\n */\r\n public override dispose() {\r\n this.onSnapObservable.clear();\r\n this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);\r\n this.dragBehavior.detach();\r\n if (this._gizmoMesh) {\r\n this._gizmoMesh.dispose();\r\n }\r\n if (this._rotationDisplayPlane) {\r\n this._rotationDisplayPlane.dispose();\r\n }\r\n if (this._rotationShaderMaterial) {\r\n this._rotationShaderMaterial.dispose();\r\n }\r\n [this._coloredMaterial, this._hoverMaterial, this._disableMaterial].forEach((matl) => {\r\n if (matl) {\r\n matl.dispose();\r\n }\r\n });\r\n super.dispose();\r\n }\r\n}\r\n"]}
@@ -12,6 +12,7 @@ import { BackgroundMaterial } from "../Materials/Background/backgroundMaterial.j
12
12
  import { CreatePlane } from "../Meshes/Builders/planeBuilder.js";
13
13
  import { CreateBox } from "../Meshes/Builders/boxBuilder.js";
14
14
  import { Plane } from "../Maths/math.plane.js";
15
+ import { Tools } from "../Misc/tools.js";
15
16
  /**
16
17
  * The EnvironmentHelper class can be used to add a fully featured non-expensive background to your scene.
17
18
  * It includes by default a skybox and a ground relying on the BackgroundMaterial.
@@ -27,7 +28,7 @@ export class EnvironmentHelper {
27
28
  return {
28
29
  createGround: true,
29
30
  groundSize: 15,
30
- groundTexture: this._GroundTextureCDNUrl,
31
+ groundTexture: Tools.GetAssetUrl(this._GroundTextureCDNUrl),
31
32
  groundColor: new Color3(0.2, 0.2, 0.3).toLinearSpace(scene.getEngine().useExactSrgbConversions).scale(3),
32
33
  groundOpacity: 0.9,
33
34
  enableGroundShadow: true,
@@ -42,13 +43,13 @@ export class EnvironmentHelper {
42
43
  groundYBias: 0.00001,
43
44
  createSkybox: true,
44
45
  skyboxSize: 20,
45
- skyboxTexture: this._SkyboxTextureCDNUrl,
46
+ skyboxTexture: Tools.GetAssetUrl(this._SkyboxTextureCDNUrl),
46
47
  skyboxColor: new Color3(0.2, 0.2, 0.3).toLinearSpace(scene.getEngine().useExactSrgbConversions).scale(3),
47
48
  backgroundYRotation: 0,
48
49
  sizeAuto: true,
49
50
  rootPosition: Vector3.Zero(),
50
51
  setupImageProcessing: true,
51
- environmentTexture: this._EnvironmentTextureCDNUrl,
52
+ environmentTexture: Tools.GetAssetUrl(this._EnvironmentTextureCDNUrl),
52
53
  cameraExposure: 0.8,
53
54
  cameraContrast: 1.2,
54
55
  toneMappingEnabled: true,
@@ -434,13 +435,13 @@ export class EnvironmentHelper {
434
435
  /**
435
436
  * Default ground texture URL.
436
437
  */
437
- EnvironmentHelper._GroundTextureCDNUrl = "https://assets.babylonjs.com/environments/backgroundGround.png";
438
+ EnvironmentHelper._GroundTextureCDNUrl = "https://assets.babylonjs.com/core/environments/backgroundGround.png";
438
439
  /**
439
440
  * Default skybox texture URL.
440
441
  */
441
- EnvironmentHelper._SkyboxTextureCDNUrl = "https://assets.babylonjs.com/environments/backgroundSkybox.dds";
442
+ EnvironmentHelper._SkyboxTextureCDNUrl = "https://assets.babylonjs.com/core/environments/backgroundSkybox.dds";
442
443
  /**
443
444
  * Default environment texture URL.
444
445
  */
445
- EnvironmentHelper._EnvironmentTextureCDNUrl = "https://assets.babylonjs.com/environments/environmentSpecular.env";
446
+ EnvironmentHelper._EnvironmentTextureCDNUrl = "https://assets.babylonjs.com/core/environments/environmentSpecular.env";
446
447
  //# sourceMappingURL=environmentHelper.js.map