@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
@@ -1 +1 @@
1
- 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type { Observer } from \"../Misc/observable\";\r\nimport { SmartArray } from \"../Misc/smartArray\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { IDisposable, Scene } from \"../scene\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport { MorphTarget } from \"./morphTarget\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { RawTexture2DArray } from \"../Materials/Textures/rawTexture2DArray\";\r\nimport type { IAssetContainer } from \"core/IAssetContainer\";\r\n/**\r\n * This class is used to deform meshes using morphing between different targets\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/morphTargets\r\n */\r\nexport class MorphTargetManager implements IDisposable {\r\n /** Enable storing morph target data into textures when set to true (true by default) */\r\n public static EnableTextureStorage = true;\r\n\r\n /** Maximum number of active morph targets supported in the \"vertex attribute\" mode (i.e., not the \"texture\" mode) */\r\n public static MaxActiveMorphTargetsInVertexAttributeMode = 8;\r\n\r\n private _targets = new Array<MorphTarget>();\r\n private _targetInfluenceChangedObservers = new Array<Nullable<Observer<boolean>>>();\r\n private _targetDataLayoutChangedObservers = new Array<Nullable<Observer<void>>>();\r\n private _activeTargets = new SmartArray<MorphTarget>(16);\r\n private _scene: Nullable<Scene>;\r\n private _influences: Float32Array;\r\n private _supportsPositions = false;\r\n private _supportsNormals = false;\r\n private _supportsTangents = false;\r\n private _supportsUVs = false;\r\n private _supportsUV2s = false;\r\n private _vertexCount = 0;\r\n private _uniqueId = 0;\r\n private _tempInfluences = new Array<number>();\r\n private _canUseTextureForTargets = false;\r\n private _blockCounter = 0;\r\n private _mustSynchronize = true;\r\n\r\n /** @internal */\r\n public _textureVertexStride = 0;\r\n\r\n /** @internal */\r\n public _textureWidth = 0;\r\n\r\n /** @internal */\r\n public _textureHeight = 1;\r\n\r\n /** @internal */\r\n public _morphTargetTextureIndices: Float32Array;\r\n\r\n /** @internal */\r\n public _parentContainer: Nullable<IAssetContainer> = null;\r\n\r\n /** @internal */\r\n public _targetStoreTexture: Nullable<RawTexture2DArray>;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if influencers must be optimized (eg. recompiling the shader if less influencers are used)\r\n */\r\n public optimizeInfluencers = true;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if positions must be morphed\r\n */\r\n public enablePositionMorphing = true;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if normals must be morphed\r\n */\r\n public enableNormalMorphing = true;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if tangents must be morphed\r\n */\r\n public enableTangentMorphing = true;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if UV must be morphed\r\n */\r\n public enableUVMorphing = true;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if UV2 must be morphed\r\n */\r\n public enableUV2Morphing = true;\r\n\r\n /**\r\n * Sets a boolean indicating that adding new target or updating an existing target will not update the underlying data buffers\r\n */\r\n public set areUpdatesFrozen(block: boolean) {\r\n if (block) {\r\n this._blockCounter++;\r\n } else {\r\n this._blockCounter--;\r\n if (this._blockCounter <= 0) {\r\n this._blockCounter = 0;\r\n\r\n this._syncActiveTargets();\r\n }\r\n }\r\n }\r\n\r\n public get areUpdatesFrozen() {\r\n return this._blockCounter > 0;\r\n }\r\n\r\n /**\r\n * Creates a new MorphTargetManager\r\n * @param scene defines the current scene\r\n */\r\n public constructor(scene: Nullable<Scene> = null) {\r\n if (!scene) {\r\n scene = EngineStore.LastCreatedScene;\r\n }\r\n\r\n this._scene = scene;\r\n\r\n if (this._scene) {\r\n this._scene.addMorphTargetManager(this);\r\n\r\n this._uniqueId = this._scene.getUniqueId();\r\n\r\n const engineCaps = this._scene.getEngine().getCaps();\r\n this._canUseTextureForTargets =\r\n engineCaps.canUseGLVertexID && engineCaps.textureFloat && engineCaps.maxVertexTextureImageUnits > 0 && engineCaps.texture2DArrayMaxLayerCount > 1;\r\n }\r\n }\r\n\r\n private _numMaxInfluencers = 0;\r\n\r\n /**\r\n * Gets or sets the maximum number of influencers (targets) (default value: 0).\r\n * Setting a value for this property can lead to a smoother experience, as only one shader will be compiled, which will use this value as the maximum number of influencers.\r\n * If you leave the value at 0 (default), a new shader will be compiled every time the number of active influencers changes. This can cause problems, as compiling a shader takes time.\r\n * If you assign a non-zero value to this property, you need to ensure that this value is greater than the maximum number of (active) influencers you'll need for this morph manager.\r\n * Otherwise, the number of active influencers will be truncated at the value you set for this property, which can lead to unexpected results.\r\n * Note that this property has no effect if \"useTextureToStoreTargets\" is false.\r\n */\r\n public get numMaxInfluencers(): number {\r\n return this._numMaxInfluencers;\r\n }\r\n\r\n public set numMaxInfluencers(value: number) {\r\n if (this._numMaxInfluencers === value) {\r\n return;\r\n }\r\n\r\n this._numMaxInfluencers = value;\r\n this._mustSynchronize = true;\r\n this._syncActiveTargets();\r\n }\r\n\r\n /**\r\n * Gets the unique ID of this manager\r\n */\r\n public get uniqueId(): number {\r\n return this._uniqueId;\r\n }\r\n\r\n /**\r\n * Gets the number of vertices handled by this manager\r\n */\r\n public get vertexCount(): number {\r\n return this._vertexCount;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this manager supports morphing of positions\r\n */\r\n public get supportsPositions(): boolean {\r\n return this._supportsPositions && this.enablePositionMorphing;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this manager supports morphing of normals\r\n */\r\n public get supportsNormals(): boolean {\r\n return this._supportsNormals && this.enableNormalMorphing;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this manager supports morphing of tangents\r\n */\r\n public get supportsTangents(): boolean {\r\n return this._supportsTangents && this.enableTangentMorphing;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this manager supports morphing of texture coordinates\r\n */\r\n public get supportsUVs(): boolean {\r\n return this._supportsUVs && this.enableUVMorphing;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this manager supports morphing of texture coordinates 2\r\n */\r\n public get supportsUV2s(): boolean {\r\n return this._supportsUV2s && this.enableUV2Morphing;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this manager has data for morphing positions\r\n */\r\n public get hasPositions(): boolean {\r\n return this._supportsPositions;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this manager has data for morphing normals\r\n */\r\n public get hasNormals(): boolean {\r\n return this._supportsNormals;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this manager has data for morphing tangents\r\n */\r\n public get hasTangents(): boolean {\r\n return this._supportsTangents;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this manager has data for morphing texture coordinates\r\n */\r\n public get hasUVs(): boolean {\r\n return this._supportsUVs;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this manager has data for morphing texture coordinates 2\r\n */\r\n public get hasUV2s(): boolean {\r\n return this._supportsUV2s;\r\n }\r\n\r\n /**\r\n * Gets the number of targets stored in this manager\r\n */\r\n public get numTargets(): number {\r\n return this._targets.length;\r\n }\r\n\r\n /**\r\n * Gets the number of influencers (ie. the number of targets with influences > 0)\r\n */\r\n public get numInfluencers(): number {\r\n return this._activeTargets.length;\r\n }\r\n\r\n /**\r\n * Gets the list of influences (one per target)\r\n */\r\n public get influences(): Float32Array {\r\n return this._influences;\r\n }\r\n\r\n private _useTextureToStoreTargets = true;\r\n /**\r\n * Gets or sets a boolean indicating that targets should be stored as a texture instead of using vertex attributes (default is true).\r\n * Please note that this option is not available if the hardware does not support it\r\n */\r\n public get useTextureToStoreTargets(): boolean {\r\n return this._useTextureToStoreTargets;\r\n }\r\n\r\n public set useTextureToStoreTargets(value: boolean) {\r\n if (this._useTextureToStoreTargets === value) {\r\n return;\r\n }\r\n this._useTextureToStoreTargets = value;\r\n this._mustSynchronize = true;\r\n this._syncActiveTargets();\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that the targets are stored into a texture (instead of as attributes)\r\n */\r\n public get isUsingTextureForTargets() {\r\n return (\r\n MorphTargetManager.EnableTextureStorage &&\r\n this.useTextureToStoreTargets &&\r\n this._canUseTextureForTargets &&\r\n !this._scene?.getEngine().getCaps().disableMorphTargetTexture\r\n );\r\n }\r\n\r\n /**\r\n * Gets the active target at specified index. An active target is a target with an influence > 0\r\n * @param index defines the index to check\r\n * @returns the requested target\r\n */\r\n public getActiveTarget(index: number): MorphTarget {\r\n return this._activeTargets.data[index];\r\n }\r\n\r\n /**\r\n * Gets the target at specified index\r\n * @param index defines the index to check\r\n * @returns the requested target\r\n */\r\n public getTarget(index: number): MorphTarget {\r\n return this._targets[index];\r\n }\r\n\r\n /**\r\n * Gets the first target with the specified name\r\n * @param name defines the name to check\r\n * @returns the requested target\r\n */\r\n public getTargetByName(name: string): Nullable<MorphTarget> {\r\n for (const target of this._targets) {\r\n if (target.name === name) {\r\n return target;\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Add a new target to this manager\r\n * @param target defines the target to add\r\n */\r\n public addTarget(target: MorphTarget): void {\r\n this._targets.push(target);\r\n this._targetInfluenceChangedObservers.push(\r\n target.onInfluenceChanged.add((needUpdate) => {\r\n this._syncActiveTargets(needUpdate);\r\n })\r\n );\r\n this._targetDataLayoutChangedObservers.push(\r\n target._onDataLayoutChanged.add(() => {\r\n this._mustSynchronize = true;\r\n this._syncActiveTargets();\r\n })\r\n );\r\n this._mustSynchronize = true;\r\n this._syncActiveTargets();\r\n }\r\n\r\n /**\r\n * Removes a target from the manager\r\n * @param target defines the target to remove\r\n */\r\n public removeTarget(target: MorphTarget): void {\r\n const index = this._targets.indexOf(target);\r\n if (index >= 0) {\r\n this._targets.splice(index, 1);\r\n\r\n target.onInfluenceChanged.remove(this._targetInfluenceChangedObservers.splice(index, 1)[0]);\r\n target._onDataLayoutChanged.remove(this._targetDataLayoutChangedObservers.splice(index, 1)[0]);\r\n this._mustSynchronize = true;\r\n this._syncActiveTargets();\r\n }\r\n\r\n if (this._scene) {\r\n this._scene.stopAnimation(target);\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _bind(effect: Effect) {\r\n effect.setFloat3(\"morphTargetTextureInfo\", this._textureVertexStride, this._textureWidth, this._textureHeight);\r\n effect.setFloatArray(\"morphTargetTextureIndices\", this._morphTargetTextureIndices);\r\n effect.setTexture(\"morphTargets\", this._targetStoreTexture);\r\n effect.setInt(\"morphTargetCount\", this.numInfluencers);\r\n }\r\n\r\n /**\r\n * Clone the current manager\r\n * @returns a new MorphTargetManager\r\n */\r\n public clone(): MorphTargetManager {\r\n const copy = new MorphTargetManager(this._scene);\r\n\r\n for (const target of this._targets) {\r\n copy.addTarget(target.clone());\r\n }\r\n\r\n copy.enablePositionMorphing = this.enablePositionMorphing;\r\n copy.enableNormalMorphing = this.enableNormalMorphing;\r\n copy.enableTangentMorphing = this.enableTangentMorphing;\r\n copy.enableUVMorphing = this.enableUVMorphing;\r\n copy.enableUV2Morphing = this.enableUV2Morphing;\r\n\r\n return copy;\r\n }\r\n\r\n /**\r\n * Serializes the current manager into a Serialization object\r\n * @returns the serialized object\r\n */\r\n public serialize(): any {\r\n const serializationObject: any = {};\r\n\r\n serializationObject.id = this.uniqueId;\r\n\r\n serializationObject.targets = [];\r\n for (const target of this._targets) {\r\n serializationObject.targets.push(target.serialize());\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n private _syncActiveTargets(needUpdate = false): void {\r\n if (this.areUpdatesFrozen) {\r\n return;\r\n }\r\n\r\n const wasUsingTextureForTargets = !!this._targetStoreTexture;\r\n const isUsingTextureForTargets = this.isUsingTextureForTargets;\r\n\r\n if (this._mustSynchronize || wasUsingTextureForTargets !== isUsingTextureForTargets) {\r\n this._mustSynchronize = false;\r\n this.synchronize();\r\n }\r\n\r\n let influenceCount = 0;\r\n this._activeTargets.reset();\r\n\r\n if (!this._morphTargetTextureIndices || this._morphTargetTextureIndices.length !== this._targets.length) {\r\n this._morphTargetTextureIndices = new Float32Array(this._targets.length);\r\n }\r\n\r\n let targetIndex = -1;\r\n for (const target of this._targets) {\r\n targetIndex++;\r\n if (target.influence === 0 && this.optimizeInfluencers) {\r\n continue;\r\n }\r\n\r\n if (this._activeTargets.length >= MorphTargetManager.MaxActiveMorphTargetsInVertexAttributeMode && !this.isUsingTextureForTargets) {\r\n break;\r\n }\r\n\r\n this._activeTargets.push(target);\r\n this._morphTargetTextureIndices[influenceCount] = targetIndex;\r\n this._tempInfluences[influenceCount++] = target.influence;\r\n }\r\n\r\n if (this._morphTargetTextureIndices.length !== influenceCount) {\r\n this._morphTargetTextureIndices = this._morphTargetTextureIndices.slice(0, influenceCount);\r\n }\r\n\r\n if (!this._influences || this._influences.length !== influenceCount) {\r\n this._influences = new Float32Array(influenceCount);\r\n }\r\n\r\n for (let index = 0; index < influenceCount; index++) {\r\n this._influences[index] = this._tempInfluences[index];\r\n }\r\n\r\n if (needUpdate && this._scene) {\r\n for (const mesh of this._scene.meshes) {\r\n if ((<any>mesh).morphTargetManager === this) {\r\n if (isUsingTextureForTargets) {\r\n mesh._markSubMeshesAsAttributesDirty();\r\n } else {\r\n (<Mesh>mesh)._syncGeometryWithMorphTargetManager();\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Synchronize the targets with all the meshes using this morph target manager\r\n */\r\n public synchronize(): void {\r\n if (!this._scene || this.areUpdatesFrozen) {\r\n return;\r\n }\r\n\r\n const engine = this._scene.getEngine();\r\n\r\n this._supportsPositions = true;\r\n this._supportsNormals = true;\r\n this._supportsTangents = true;\r\n this._supportsUVs = true;\r\n this._supportsUV2s = true;\r\n this._vertexCount = 0;\r\n\r\n this._targetStoreTexture?.dispose();\r\n this._targetStoreTexture = null;\r\n\r\n if (this.isUsingTextureForTargets && this._targets.length > engine.getCaps().texture2DArrayMaxLayerCount) {\r\n this.useTextureToStoreTargets = false;\r\n }\r\n\r\n for (const target of this._targets) {\r\n this._supportsPositions = this._supportsPositions && target.hasPositions;\r\n this._supportsNormals = this._supportsNormals && target.hasNormals;\r\n this._supportsTangents = this._supportsTangents && target.hasTangents;\r\n this._supportsUVs = this._supportsUVs && target.hasUVs;\r\n this._supportsUV2s = this._supportsUV2s && target.hasUV2s;\r\n\r\n const vertexCount = target.vertexCount;\r\n if (this._vertexCount === 0) {\r\n this._vertexCount = vertexCount;\r\n } else if (this._vertexCount !== vertexCount) {\r\n Logger.Error(\r\n `Incompatible target. Targets must all have the same vertices count. Current vertex count: ${this._vertexCount}, vertex count for target \"${target.name}\": ${vertexCount}`\r\n );\r\n return;\r\n }\r\n }\r\n\r\n if (this.isUsingTextureForTargets) {\r\n this._textureVertexStride = 0;\r\n\r\n this._supportsPositions && this._textureVertexStride++;\r\n this._supportsNormals && this._textureVertexStride++;\r\n this._supportsTangents && this._textureVertexStride++;\r\n this._supportsUVs && this._textureVertexStride++;\r\n this.supportsUV2s && this._textureVertexStride++;\r\n\r\n this._textureWidth = this._vertexCount * this._textureVertexStride || 1;\r\n this._textureHeight = 1;\r\n\r\n const maxTextureSize = engine.getCaps().maxTextureSize;\r\n if (this._textureWidth > maxTextureSize) {\r\n this._textureHeight = Math.ceil(this._textureWidth / maxTextureSize);\r\n this._textureWidth = maxTextureSize;\r\n }\r\n\r\n const targetCount = this._targets.length;\r\n const data = new Float32Array(targetCount * this._textureWidth * this._textureHeight * 4);\r\n\r\n let offset = 0;\r\n for (let index = 0; index < targetCount; index++) {\r\n const target = this._targets[index];\r\n\r\n const positions = target.getPositions();\r\n const normals = target.getNormals();\r\n const uvs = target.getUVs();\r\n const tangents = target.getTangents();\r\n const uv2s = target.getUV2s();\r\n\r\n offset = index * this._textureWidth * this._textureHeight * 4;\r\n for (let vertex = 0; vertex < this._vertexCount; vertex++) {\r\n if (this._supportsPositions && positions) {\r\n data[offset] = positions[vertex * 3];\r\n data[offset + 1] = positions[vertex * 3 + 1];\r\n data[offset + 2] = positions[vertex * 3 + 2];\r\n offset += 4;\r\n }\r\n\r\n if (this._supportsNormals && normals) {\r\n data[offset] = normals[vertex * 3];\r\n data[offset + 1] = normals[vertex * 3 + 1];\r\n data[offset + 2] = normals[vertex * 3 + 2];\r\n offset += 4;\r\n }\r\n\r\n if (this._supportsUVs && uvs) {\r\n data[offset] = uvs[vertex * 2];\r\n data[offset + 1] = uvs[vertex * 2 + 1];\r\n offset += 4;\r\n }\r\n\r\n if (this._supportsTangents && tangents) {\r\n data[offset] = tangents[vertex * 3];\r\n data[offset + 1] = tangents[vertex * 3 + 1];\r\n data[offset + 2] = tangents[vertex * 3 + 2];\r\n offset += 4;\r\n }\r\n\r\n if (this._supportsUV2s && uv2s) {\r\n data[offset] = uv2s[vertex * 2];\r\n data[offset + 1] = uv2s[vertex * 2 + 1];\r\n offset += 4;\r\n }\r\n }\r\n }\r\n\r\n this._targetStoreTexture = RawTexture2DArray.CreateRGBATexture(\r\n data,\r\n this._textureWidth,\r\n this._textureHeight,\r\n targetCount,\r\n this._scene,\r\n false,\r\n false,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n Constants.TEXTURETYPE_FLOAT\r\n );\r\n this._targetStoreTexture.name = `Morph texture_${this.uniqueId}`;\r\n }\r\n\r\n // Flag meshes as dirty to resync with the active targets\r\n for (const mesh of this._scene.meshes) {\r\n if ((<any>mesh).morphTargetManager === this) {\r\n (<Mesh>mesh)._syncGeometryWithMorphTargetManager();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Release all resources\r\n */\r\n public dispose() {\r\n if (this._targetStoreTexture) {\r\n this._targetStoreTexture.dispose();\r\n }\r\n\r\n this._targetStoreTexture = null;\r\n\r\n // Remove from scene\r\n if (this._scene) {\r\n this._scene.removeMorphTargetManager(this);\r\n\r\n if (this._parentContainer) {\r\n const index = this._parentContainer.morphTargetManagers.indexOf(this);\r\n if (index > -1) {\r\n this._parentContainer.morphTargetManagers.splice(index, 1);\r\n }\r\n this._parentContainer = null;\r\n }\r\n\r\n for (const morph of this._targets) {\r\n this._scene.stopAnimation(morph);\r\n }\r\n }\r\n }\r\n\r\n // Statics\r\n\r\n /**\r\n * Creates a new MorphTargetManager from serialized data\r\n * @param serializationObject defines the serialized data\r\n * @param scene defines the hosting scene\r\n * @returns the new MorphTargetManager\r\n */\r\n public static Parse(serializationObject: any, scene: Scene): MorphTargetManager {\r\n const result = new MorphTargetManager(scene);\r\n\r\n for (const targetData of serializationObject.targets) {\r\n result.addTarget(MorphTarget.Parse(targetData, scene));\r\n }\r\n\r\n return result;\r\n }\r\n}\r\n"]}
1
+ 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type { Observer } from \"../Misc/observable\";\r\nimport { SmartArray } from \"../Misc/smartArray\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { IDisposable, Scene } from \"../scene\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport { MorphTarget } from \"./morphTarget\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { RawTexture2DArray } from \"../Materials/Textures/rawTexture2DArray\";\r\nimport type { IAssetContainer } from \"core/IAssetContainer\";\r\n/**\r\n * This class is used to deform meshes using morphing between different targets\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/morphTargets\r\n */\r\nexport class MorphTargetManager implements IDisposable {\r\n /** Enable storing morph target data into textures when set to true (true by default) */\r\n public static EnableTextureStorage = true;\r\n\r\n /** Maximum number of active morph targets supported in the \"vertex attribute\" mode (i.e., not the \"texture\" mode) */\r\n public static MaxActiveMorphTargetsInVertexAttributeMode = 8;\r\n\r\n private _targets = new Array<MorphTarget>();\r\n private _targetInfluenceChangedObservers = new Array<Nullable<Observer<boolean>>>();\r\n private _targetDataLayoutChangedObservers = new Array<Nullable<Observer<void>>>();\r\n private _activeTargets = new SmartArray<MorphTarget>(16);\r\n private _scene: Nullable<Scene>;\r\n private _influences: Float32Array;\r\n private _supportsPositions = false;\r\n private _supportsNormals = false;\r\n private _supportsTangents = false;\r\n private _supportsUVs = false;\r\n private _supportsUV2s = false;\r\n private _vertexCount = 0;\r\n private _uniqueId = 0;\r\n private _tempInfluences = new Array<number>();\r\n private _canUseTextureForTargets = false;\r\n private _blockCounter = 0;\r\n private _mustSynchronize = true;\r\n private _forceUpdateWhenUnfrozen = false;\r\n\r\n /** @internal */\r\n public _textureVertexStride = 0;\r\n\r\n /** @internal */\r\n public _textureWidth = 0;\r\n\r\n /** @internal */\r\n public _textureHeight = 1;\r\n\r\n /** @internal */\r\n public _morphTargetTextureIndices: Float32Array;\r\n\r\n /** @internal */\r\n public _parentContainer: Nullable<IAssetContainer> = null;\r\n\r\n /** @internal */\r\n public _targetStoreTexture: Nullable<RawTexture2DArray>;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if influencers must be optimized (eg. recompiling the shader if less influencers are used)\r\n */\r\n public optimizeInfluencers = true;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if positions must be morphed\r\n */\r\n public enablePositionMorphing = true;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if normals must be morphed\r\n */\r\n public enableNormalMorphing = true;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if tangents must be morphed\r\n */\r\n public enableTangentMorphing = true;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if UV must be morphed\r\n */\r\n public enableUVMorphing = true;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if UV2 must be morphed\r\n */\r\n public enableUV2Morphing = true;\r\n\r\n /**\r\n * Sets a boolean indicating that adding new target or updating an existing target will not update the underlying data buffers\r\n */\r\n public set areUpdatesFrozen(block: boolean) {\r\n if (block) {\r\n this._blockCounter++;\r\n } else {\r\n this._blockCounter--;\r\n if (this._blockCounter <= 0) {\r\n this._blockCounter = 0;\r\n\r\n this._syncActiveTargets(this._forceUpdateWhenUnfrozen);\r\n this._forceUpdateWhenUnfrozen = false;\r\n }\r\n }\r\n }\r\n\r\n public get areUpdatesFrozen() {\r\n return this._blockCounter > 0;\r\n }\r\n\r\n /**\r\n * Creates a new MorphTargetManager\r\n * @param scene defines the current scene\r\n */\r\n public constructor(scene: Nullable<Scene> = null) {\r\n if (!scene) {\r\n scene = EngineStore.LastCreatedScene;\r\n }\r\n\r\n this._scene = scene;\r\n\r\n if (this._scene) {\r\n this._scene.addMorphTargetManager(this);\r\n\r\n this._uniqueId = this._scene.getUniqueId();\r\n\r\n const engineCaps = this._scene.getEngine().getCaps();\r\n this._canUseTextureForTargets =\r\n engineCaps.canUseGLVertexID && engineCaps.textureFloat && engineCaps.maxVertexTextureImageUnits > 0 && engineCaps.texture2DArrayMaxLayerCount > 1;\r\n }\r\n }\r\n\r\n private _numMaxInfluencers = 0;\r\n\r\n /**\r\n * Gets or sets the maximum number of influencers (targets) (default value: 0).\r\n * Setting a value for this property can lead to a smoother experience, as only one shader will be compiled, which will use this value as the maximum number of influencers.\r\n * If you leave the value at 0 (default), a new shader will be compiled every time the number of active influencers changes. This can cause problems, as compiling a shader takes time.\r\n * If you assign a non-zero value to this property, you need to ensure that this value is greater than the maximum number of (active) influencers you'll need for this morph manager.\r\n * Otherwise, the number of active influencers will be truncated at the value you set for this property, which can lead to unexpected results.\r\n * Note that this property has no effect if \"useTextureToStoreTargets\" is false.\r\n */\r\n public get numMaxInfluencers(): number {\r\n return this._numMaxInfluencers;\r\n }\r\n\r\n public set numMaxInfluencers(value: number) {\r\n if (this._numMaxInfluencers === value) {\r\n return;\r\n }\r\n\r\n this._numMaxInfluencers = value;\r\n this._mustSynchronize = true;\r\n this._syncActiveTargets();\r\n }\r\n\r\n /**\r\n * Gets the unique ID of this manager\r\n */\r\n public get uniqueId(): number {\r\n return this._uniqueId;\r\n }\r\n\r\n /**\r\n * Gets the number of vertices handled by this manager\r\n */\r\n public get vertexCount(): number {\r\n return this._vertexCount;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this manager supports morphing of positions\r\n */\r\n public get supportsPositions(): boolean {\r\n return this._supportsPositions && this.enablePositionMorphing;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this manager supports morphing of normals\r\n */\r\n public get supportsNormals(): boolean {\r\n return this._supportsNormals && this.enableNormalMorphing;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this manager supports morphing of tangents\r\n */\r\n public get supportsTangents(): boolean {\r\n return this._supportsTangents && this.enableTangentMorphing;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this manager supports morphing of texture coordinates\r\n */\r\n public get supportsUVs(): boolean {\r\n return this._supportsUVs && this.enableUVMorphing;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this manager supports morphing of texture coordinates 2\r\n */\r\n public get supportsUV2s(): boolean {\r\n return this._supportsUV2s && this.enableUV2Morphing;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this manager has data for morphing positions\r\n */\r\n public get hasPositions(): boolean {\r\n return this._supportsPositions;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this manager has data for morphing normals\r\n */\r\n public get hasNormals(): boolean {\r\n return this._supportsNormals;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this manager has data for morphing tangents\r\n */\r\n public get hasTangents(): boolean {\r\n return this._supportsTangents;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this manager has data for morphing texture coordinates\r\n */\r\n public get hasUVs(): boolean {\r\n return this._supportsUVs;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this manager has data for morphing texture coordinates 2\r\n */\r\n public get hasUV2s(): boolean {\r\n return this._supportsUV2s;\r\n }\r\n\r\n /**\r\n * Gets the number of targets stored in this manager\r\n */\r\n public get numTargets(): number {\r\n return this._targets.length;\r\n }\r\n\r\n /**\r\n * Gets the number of influencers (ie. the number of targets with influences > 0)\r\n */\r\n public get numInfluencers(): number {\r\n return this._activeTargets.length;\r\n }\r\n\r\n /**\r\n * Gets the list of influences (one per target)\r\n */\r\n public get influences(): Float32Array {\r\n return this._influences;\r\n }\r\n\r\n private _useTextureToStoreTargets = true;\r\n /**\r\n * Gets or sets a boolean indicating that targets should be stored as a texture instead of using vertex attributes (default is true).\r\n * Please note that this option is not available if the hardware does not support it\r\n */\r\n public get useTextureToStoreTargets(): boolean {\r\n return this._useTextureToStoreTargets;\r\n }\r\n\r\n public set useTextureToStoreTargets(value: boolean) {\r\n if (this._useTextureToStoreTargets === value) {\r\n return;\r\n }\r\n this._useTextureToStoreTargets = value;\r\n this._mustSynchronize = true;\r\n this._syncActiveTargets();\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that the targets are stored into a texture (instead of as attributes)\r\n */\r\n public get isUsingTextureForTargets() {\r\n return (\r\n MorphTargetManager.EnableTextureStorage &&\r\n this.useTextureToStoreTargets &&\r\n this._canUseTextureForTargets &&\r\n !this._scene?.getEngine().getCaps().disableMorphTargetTexture\r\n );\r\n }\r\n\r\n /**\r\n * Gets the active target at specified index. An active target is a target with an influence > 0\r\n * @param index defines the index to check\r\n * @returns the requested target\r\n */\r\n public getActiveTarget(index: number): MorphTarget {\r\n return this._activeTargets.data[index];\r\n }\r\n\r\n /**\r\n * Gets the target at specified index\r\n * @param index defines the index to check\r\n * @returns the requested target\r\n */\r\n public getTarget(index: number): MorphTarget {\r\n return this._targets[index];\r\n }\r\n\r\n /**\r\n * Gets the first target with the specified name\r\n * @param name defines the name to check\r\n * @returns the requested target\r\n */\r\n public getTargetByName(name: string): Nullable<MorphTarget> {\r\n for (const target of this._targets) {\r\n if (target.name === name) {\r\n return target;\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Add a new target to this manager\r\n * @param target defines the target to add\r\n */\r\n public addTarget(target: MorphTarget): void {\r\n this._targets.push(target);\r\n this._targetInfluenceChangedObservers.push(\r\n target.onInfluenceChanged.add((needUpdate) => {\r\n if (this.areUpdatesFrozen && needUpdate) {\r\n this._forceUpdateWhenUnfrozen = true;\r\n }\r\n this._syncActiveTargets(needUpdate);\r\n })\r\n );\r\n this._targetDataLayoutChangedObservers.push(\r\n target._onDataLayoutChanged.add(() => {\r\n this._mustSynchronize = true;\r\n this._syncActiveTargets();\r\n })\r\n );\r\n this._mustSynchronize = true;\r\n this._syncActiveTargets();\r\n }\r\n\r\n /**\r\n * Removes a target from the manager\r\n * @param target defines the target to remove\r\n */\r\n public removeTarget(target: MorphTarget): void {\r\n const index = this._targets.indexOf(target);\r\n if (index >= 0) {\r\n this._targets.splice(index, 1);\r\n\r\n target.onInfluenceChanged.remove(this._targetInfluenceChangedObservers.splice(index, 1)[0]);\r\n target._onDataLayoutChanged.remove(this._targetDataLayoutChangedObservers.splice(index, 1)[0]);\r\n this._mustSynchronize = true;\r\n this._syncActiveTargets();\r\n }\r\n\r\n if (this._scene) {\r\n this._scene.stopAnimation(target);\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _bind(effect: Effect) {\r\n effect.setFloat3(\"morphTargetTextureInfo\", this._textureVertexStride, this._textureWidth, this._textureHeight);\r\n effect.setFloatArray(\"morphTargetTextureIndices\", this._morphTargetTextureIndices);\r\n effect.setTexture(\"morphTargets\", this._targetStoreTexture);\r\n effect.setInt(\"morphTargetCount\", this.numInfluencers);\r\n }\r\n\r\n /**\r\n * Clone the current manager\r\n * @returns a new MorphTargetManager\r\n */\r\n public clone(): MorphTargetManager {\r\n const copy = new MorphTargetManager(this._scene);\r\n\r\n for (const target of this._targets) {\r\n copy.addTarget(target.clone());\r\n }\r\n\r\n copy.enablePositionMorphing = this.enablePositionMorphing;\r\n copy.enableNormalMorphing = this.enableNormalMorphing;\r\n copy.enableTangentMorphing = this.enableTangentMorphing;\r\n copy.enableUVMorphing = this.enableUVMorphing;\r\n copy.enableUV2Morphing = this.enableUV2Morphing;\r\n\r\n return copy;\r\n }\r\n\r\n /**\r\n * Serializes the current manager into a Serialization object\r\n * @returns the serialized object\r\n */\r\n public serialize(): any {\r\n const serializationObject: any = {};\r\n\r\n serializationObject.id = this.uniqueId;\r\n\r\n serializationObject.targets = [];\r\n for (const target of this._targets) {\r\n serializationObject.targets.push(target.serialize());\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n private _syncActiveTargets(needUpdate = false): void {\r\n if (this.areUpdatesFrozen) {\r\n return;\r\n }\r\n\r\n const wasUsingTextureForTargets = !!this._targetStoreTexture;\r\n const isUsingTextureForTargets = this.isUsingTextureForTargets;\r\n\r\n if (this._mustSynchronize || wasUsingTextureForTargets !== isUsingTextureForTargets) {\r\n this._mustSynchronize = false;\r\n this.synchronize();\r\n }\r\n\r\n let influenceCount = 0;\r\n this._activeTargets.reset();\r\n\r\n if (!this._morphTargetTextureIndices || this._morphTargetTextureIndices.length !== this._targets.length) {\r\n this._morphTargetTextureIndices = new Float32Array(this._targets.length);\r\n }\r\n\r\n let targetIndex = -1;\r\n for (const target of this._targets) {\r\n targetIndex++;\r\n if (target.influence === 0 && this.optimizeInfluencers) {\r\n continue;\r\n }\r\n\r\n if (this._activeTargets.length >= MorphTargetManager.MaxActiveMorphTargetsInVertexAttributeMode && !this.isUsingTextureForTargets) {\r\n break;\r\n }\r\n\r\n this._activeTargets.push(target);\r\n this._morphTargetTextureIndices[influenceCount] = targetIndex;\r\n this._tempInfluences[influenceCount++] = target.influence;\r\n }\r\n\r\n if (this._morphTargetTextureIndices.length !== influenceCount) {\r\n this._morphTargetTextureIndices = this._morphTargetTextureIndices.slice(0, influenceCount);\r\n }\r\n\r\n if (!this._influences || this._influences.length !== influenceCount) {\r\n this._influences = new Float32Array(influenceCount);\r\n }\r\n\r\n for (let index = 0; index < influenceCount; index++) {\r\n this._influences[index] = this._tempInfluences[index];\r\n }\r\n\r\n if (needUpdate && this._scene) {\r\n for (const mesh of this._scene.meshes) {\r\n if ((<any>mesh).morphTargetManager === this) {\r\n if (isUsingTextureForTargets) {\r\n mesh._markSubMeshesAsAttributesDirty();\r\n } else {\r\n (<Mesh>mesh)._syncGeometryWithMorphTargetManager();\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Synchronize the targets with all the meshes using this morph target manager\r\n */\r\n public synchronize(): void {\r\n if (!this._scene || this.areUpdatesFrozen) {\r\n return;\r\n }\r\n\r\n const engine = this._scene.getEngine();\r\n\r\n this._supportsPositions = true;\r\n this._supportsNormals = true;\r\n this._supportsTangents = true;\r\n this._supportsUVs = true;\r\n this._supportsUV2s = true;\r\n this._vertexCount = 0;\r\n\r\n this._targetStoreTexture?.dispose();\r\n this._targetStoreTexture = null;\r\n\r\n if (this.isUsingTextureForTargets && this._targets.length > engine.getCaps().texture2DArrayMaxLayerCount) {\r\n this.useTextureToStoreTargets = false;\r\n }\r\n\r\n for (const target of this._targets) {\r\n this._supportsPositions = this._supportsPositions && target.hasPositions;\r\n this._supportsNormals = this._supportsNormals && target.hasNormals;\r\n this._supportsTangents = this._supportsTangents && target.hasTangents;\r\n this._supportsUVs = this._supportsUVs && target.hasUVs;\r\n this._supportsUV2s = this._supportsUV2s && target.hasUV2s;\r\n\r\n const vertexCount = target.vertexCount;\r\n if (this._vertexCount === 0) {\r\n this._vertexCount = vertexCount;\r\n } else if (this._vertexCount !== vertexCount) {\r\n Logger.Error(\r\n `Incompatible target. Targets must all have the same vertices count. Current vertex count: ${this._vertexCount}, vertex count for target \"${target.name}\": ${vertexCount}`\r\n );\r\n return;\r\n }\r\n }\r\n\r\n if (this.isUsingTextureForTargets) {\r\n this._textureVertexStride = 0;\r\n\r\n this._supportsPositions && this._textureVertexStride++;\r\n this._supportsNormals && this._textureVertexStride++;\r\n this._supportsTangents && this._textureVertexStride++;\r\n this._supportsUVs && this._textureVertexStride++;\r\n this.supportsUV2s && this._textureVertexStride++;\r\n\r\n this._textureWidth = this._vertexCount * this._textureVertexStride || 1;\r\n this._textureHeight = 1;\r\n\r\n const maxTextureSize = engine.getCaps().maxTextureSize;\r\n if (this._textureWidth > maxTextureSize) {\r\n this._textureHeight = Math.ceil(this._textureWidth / maxTextureSize);\r\n this._textureWidth = maxTextureSize;\r\n }\r\n\r\n const targetCount = this._targets.length;\r\n const data = new Float32Array(targetCount * this._textureWidth * this._textureHeight * 4);\r\n\r\n let offset = 0;\r\n for (let index = 0; index < targetCount; index++) {\r\n const target = this._targets[index];\r\n\r\n const positions = target.getPositions();\r\n const normals = target.getNormals();\r\n const uvs = target.getUVs();\r\n const tangents = target.getTangents();\r\n const uv2s = target.getUV2s();\r\n\r\n offset = index * this._textureWidth * this._textureHeight * 4;\r\n for (let vertex = 0; vertex < this._vertexCount; vertex++) {\r\n if (this._supportsPositions && positions) {\r\n data[offset] = positions[vertex * 3];\r\n data[offset + 1] = positions[vertex * 3 + 1];\r\n data[offset + 2] = positions[vertex * 3 + 2];\r\n offset += 4;\r\n }\r\n\r\n if (this._supportsNormals && normals) {\r\n data[offset] = normals[vertex * 3];\r\n data[offset + 1] = normals[vertex * 3 + 1];\r\n data[offset + 2] = normals[vertex * 3 + 2];\r\n offset += 4;\r\n }\r\n\r\n if (this._supportsUVs && uvs) {\r\n data[offset] = uvs[vertex * 2];\r\n data[offset + 1] = uvs[vertex * 2 + 1];\r\n offset += 4;\r\n }\r\n\r\n if (this._supportsTangents && tangents) {\r\n data[offset] = tangents[vertex * 3];\r\n data[offset + 1] = tangents[vertex * 3 + 1];\r\n data[offset + 2] = tangents[vertex * 3 + 2];\r\n offset += 4;\r\n }\r\n\r\n if (this._supportsUV2s && uv2s) {\r\n data[offset] = uv2s[vertex * 2];\r\n data[offset + 1] = uv2s[vertex * 2 + 1];\r\n offset += 4;\r\n }\r\n }\r\n }\r\n\r\n this._targetStoreTexture = RawTexture2DArray.CreateRGBATexture(\r\n data,\r\n this._textureWidth,\r\n this._textureHeight,\r\n targetCount,\r\n this._scene,\r\n false,\r\n false,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n Constants.TEXTURETYPE_FLOAT\r\n );\r\n this._targetStoreTexture.name = `Morph texture_${this.uniqueId}`;\r\n }\r\n\r\n // Flag meshes as dirty to resync with the active targets\r\n for (const mesh of this._scene.meshes) {\r\n if ((<any>mesh).morphTargetManager === this) {\r\n (<Mesh>mesh)._syncGeometryWithMorphTargetManager();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Release all resources\r\n */\r\n public dispose() {\r\n if (this._targetStoreTexture) {\r\n this._targetStoreTexture.dispose();\r\n }\r\n\r\n this._targetStoreTexture = null;\r\n\r\n // Remove from scene\r\n if (this._scene) {\r\n this._scene.removeMorphTargetManager(this);\r\n\r\n if (this._parentContainer) {\r\n const index = this._parentContainer.morphTargetManagers.indexOf(this);\r\n if (index > -1) {\r\n this._parentContainer.morphTargetManagers.splice(index, 1);\r\n }\r\n this._parentContainer = null;\r\n }\r\n\r\n for (const morph of this._targets) {\r\n this._scene.stopAnimation(morph);\r\n }\r\n }\r\n }\r\n\r\n // Statics\r\n\r\n /**\r\n * Creates a new MorphTargetManager from serialized data\r\n * @param serializationObject defines the serialized data\r\n * @param scene defines the hosting scene\r\n * @returns the new MorphTargetManager\r\n */\r\n public static Parse(serializationObject: any, scene: Scene): MorphTargetManager {\r\n const result = new MorphTargetManager(scene);\r\n\r\n for (const targetData of serializationObject.targets) {\r\n result.addTarget(MorphTarget.Parse(targetData, scene));\r\n }\r\n\r\n return result;\r\n }\r\n}\r\n"]}
@@ -28,7 +28,8 @@ export class ParticleHelper {
28
28
  system = new ParticleSystem("default system", capacity, scene);
29
29
  }
30
30
  system.emitter = emitter;
31
- system.particleTexture = new Texture("https://assets.babylonjs.com/textures/flare.png", system.getScene());
31
+ const textureUrl = Tools.GetAssetUrl("https://assets.babylonjs.com/core/textures/flare.png");
32
+ system.particleTexture = new Texture(textureUrl, system.getScene());
32
33
  system.createConeEmitter(0.1, Math.PI / 4);
33
34
  // Particle color
34
35
  system.color1 = new Color4(1.0, 1.0, 1.0, 1.0);
@@ -1 +1 @@
1
- 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type { Nullable } from \"../types\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Tools } from \"../Misc/tools\";\r\nimport type { Vector3 } from \"../Maths/math.vector\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport type { IParticleSystem } from \"./IParticleSystem\";\r\nimport { GPUParticleSystem } from \"./gpuParticleSystem\";\r\nimport { ParticleSystemSet } from \"./particleSystemSet\";\r\nimport { ParticleSystem } from \"./particleSystem\";\r\nimport { WebRequest } from \"../Misc/webRequest\";\r\nimport { Constants } from \"../Engines/constants\";\r\n/**\r\n * This class is made for on one-liner static method to help creating particle system set.\r\n */\r\nexport class ParticleHelper {\r\n /**\r\n * Gets or sets base Assets URL\r\n */\r\n public static BaseAssetsUrl = ParticleSystemSet.BaseAssetsUrl;\r\n\r\n /** Define the Url to load snippets */\r\n public static SnippetUrl = Constants.SnippetUrl;\r\n\r\n /**\r\n * Create a default particle system that you can tweak\r\n * @param emitter defines the emitter to use\r\n * @param capacity defines the system capacity (default is 500 particles)\r\n * @param scene defines the hosting scene\r\n * @param useGPU defines if a GPUParticleSystem must be created (default is false)\r\n * @returns the new Particle system\r\n */\r\n public static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity = 500, scene?: Scene, useGPU = false): IParticleSystem {\r\n let system: IParticleSystem;\r\n\r\n if (useGPU) {\r\n system = new GPUParticleSystem(\"default system\", { capacity: capacity }, scene!);\r\n } else {\r\n system = new ParticleSystem(\"default system\", capacity, scene!);\r\n }\r\n\r\n system.emitter = emitter;\r\n system.particleTexture = new Texture(\"https://assets.babylonjs.com/textures/flare.png\", system.getScene());\r\n system.createConeEmitter(0.1, Math.PI / 4);\r\n\r\n // Particle color\r\n system.color1 = new Color4(1.0, 1.0, 1.0, 1.0);\r\n system.color2 = new Color4(1.0, 1.0, 1.0, 1.0);\r\n system.colorDead = new Color4(1.0, 1.0, 1.0, 0.0);\r\n\r\n // Particle Size\r\n system.minSize = 0.1;\r\n system.maxSize = 0.1;\r\n\r\n // Emission speed\r\n system.minEmitPower = 2;\r\n system.maxEmitPower = 2;\r\n\r\n // Update speed\r\n system.updateSpeed = 1 / 60;\r\n\r\n system.emitRate = 30;\r\n\r\n return system;\r\n }\r\n\r\n /**\r\n * This is the main static method (one-liner) of this helper to create different particle systems\r\n * @param type This string represents the type to the particle system to create\r\n * @param scene The scene where the particle system should live\r\n * @param gpu If the system will use gpu\r\n * @param capacity defines the system capacity (if null or undefined the sotred capacity will be used)\r\n * @returns the ParticleSystemSet created\r\n */\r\n public static CreateAsync(type: string, scene: Nullable<Scene>, gpu: boolean = false, capacity?: number): Promise<ParticleSystemSet> {\r\n if (!scene) {\r\n scene = EngineStore.LastCreatedScene;\r\n }\r\n\r\n const token = {};\r\n\r\n scene!.addPendingData(token);\r\n\r\n return new Promise((resolve, reject) => {\r\n if (gpu && !GPUParticleSystem.IsSupported) {\r\n scene!.removePendingData(token);\r\n return reject(\"Particle system with GPU is not supported.\");\r\n }\r\n\r\n Tools.LoadFile(\r\n `${ParticleHelper.BaseAssetsUrl}/systems/${type}.json`,\r\n (data) => {\r\n scene!.removePendingData(token);\r\n const newData = JSON.parse(data.toString());\r\n return resolve(ParticleSystemSet.Parse(newData, scene!, gpu, capacity));\r\n },\r\n undefined,\r\n undefined,\r\n undefined,\r\n () => {\r\n scene!.removePendingData(token);\r\n return reject(`An error occurred with the creation of your particle system. Check if your type '${type}' exists.`);\r\n }\r\n );\r\n });\r\n }\r\n\r\n /**\r\n * Static function used to export a particle system to a ParticleSystemSet variable.\r\n * Please note that the emitter shape is not exported\r\n * @param systems defines the particle systems to export\r\n * @returns the created particle system set\r\n */\r\n public static ExportSet(systems: IParticleSystem[]): ParticleSystemSet {\r\n const set = new ParticleSystemSet();\r\n\r\n for (const system of systems) {\r\n set.systems.push(system);\r\n }\r\n\r\n return set;\r\n }\r\n\r\n /**\r\n * Creates a particle system from a snippet saved in a remote file\r\n * @param name defines the name of the particle system to create (can be null or empty to use the one from the json data)\r\n * @param url defines the url to load from\r\n * @param scene defines the hosting scene\r\n * @param gpu If the system will use gpu\r\n * @param rootUrl defines the root URL to use to load textures and relative dependencies\r\n * @param capacity defines the system capacity (if null or undefined the sotred capacity will be used)\r\n * @returns a promise that will resolve to the new particle system\r\n */\r\n public static ParseFromFileAsync(name: Nullable<string>, url: string, scene: Scene, gpu: boolean = false, rootUrl: string = \"\", capacity?: number): Promise<IParticleSystem> {\r\n return new Promise((resolve, reject) => {\r\n const request = new WebRequest();\r\n request.addEventListener(\"readystatechange\", () => {\r\n if (request.readyState == 4) {\r\n if (request.status == 200) {\r\n const serializationObject = JSON.parse(request.responseText);\r\n let output: IParticleSystem;\r\n\r\n if (gpu) {\r\n output = GPUParticleSystem.Parse(serializationObject, scene, rootUrl, false, capacity);\r\n } else {\r\n output = ParticleSystem.Parse(serializationObject, scene, rootUrl, false, capacity);\r\n }\r\n\r\n if (name) {\r\n output.name = name;\r\n }\r\n\r\n resolve(output);\r\n } else {\r\n reject(\"Unable to load the particle system\");\r\n }\r\n }\r\n });\r\n\r\n request.open(\"GET\", url);\r\n request.send();\r\n });\r\n }\r\n\r\n /**\r\n * Creates a particle system from a snippet saved by the particle system editor\r\n * @param snippetId defines the snippet to load (can be set to _BLANK to create a default one)\r\n * @param scene defines the hosting scene\r\n * @param gpu If the system will use gpu\r\n * @param rootUrl defines the root URL to use to load textures and relative dependencies\r\n * @param capacity defines the system capacity (if null or undefined the sotred capacity will be used)\r\n * @returns a promise that will resolve to the new particle system\r\n */\r\n public static ParseFromSnippetAsync(snippetId: string, scene: Scene, gpu: boolean = false, rootUrl: string = \"\", capacity?: number): Promise<IParticleSystem> {\r\n if (snippetId === \"_BLANK\") {\r\n const system = this.CreateDefault(null);\r\n system.start();\r\n return Promise.resolve(system);\r\n }\r\n\r\n return new Promise((resolve, reject) => {\r\n const request = new WebRequest();\r\n request.addEventListener(\"readystatechange\", () => {\r\n if (request.readyState == 4) {\r\n if (request.status == 200) {\r\n const snippet = JSON.parse(JSON.parse(request.responseText).jsonPayload);\r\n const serializationObject = JSON.parse(snippet.particleSystem);\r\n let output: IParticleSystem;\r\n\r\n if (gpu) {\r\n output = GPUParticleSystem.Parse(serializationObject, scene, rootUrl, false, capacity);\r\n } else {\r\n output = ParticleSystem.Parse(serializationObject, scene, rootUrl, false, capacity);\r\n }\r\n output.snippetId = snippetId;\r\n\r\n resolve(output);\r\n } else {\r\n reject(\"Unable to load the snippet \" + snippetId);\r\n }\r\n }\r\n });\r\n\r\n request.open(\"GET\", this.SnippetUrl + \"/\" + snippetId.replace(/#/g, \"/\"));\r\n request.send();\r\n });\r\n }\r\n\r\n /**\r\n * Creates a particle system from a snippet saved by the particle system editor\r\n * @deprecated Please use ParseFromSnippetAsync instead\r\n * @param snippetId defines the snippet to load (can be set to _BLANK to create a default one)\r\n * @param scene defines the hosting scene\r\n * @param gpu If the system will use gpu\r\n * @param rootUrl defines the root URL to use to load textures and relative dependencies\r\n * @param capacity defines the system capacity (if null or undefined the sotred capacity will be used)\r\n * @returns a promise that will resolve to the new particle system\r\n */\r\n public static CreateFromSnippetAsync = ParticleHelper.ParseFromSnippetAsync;\r\n}\r\n"]}
1
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type { Nullable } from \"../types\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Tools } from \"../Misc/tools\";\r\nimport type { Vector3 } from \"../Maths/math.vector\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport type { IParticleSystem } from \"./IParticleSystem\";\r\nimport { GPUParticleSystem } from \"./gpuParticleSystem\";\r\nimport { ParticleSystemSet } from \"./particleSystemSet\";\r\nimport { ParticleSystem } from \"./particleSystem\";\r\nimport { WebRequest } from \"../Misc/webRequest\";\r\nimport { Constants } from \"../Engines/constants\";\r\n/**\r\n * This class is made for on one-liner static method to help creating particle system set.\r\n */\r\nexport class ParticleHelper {\r\n /**\r\n * Gets or sets base Assets URL\r\n */\r\n public static BaseAssetsUrl = ParticleSystemSet.BaseAssetsUrl;\r\n\r\n /** Define the Url to load snippets */\r\n public static SnippetUrl = Constants.SnippetUrl;\r\n\r\n /**\r\n * Create a default particle system that you can tweak\r\n * @param emitter defines the emitter to use\r\n * @param capacity defines the system capacity (default is 500 particles)\r\n * @param scene defines the hosting scene\r\n * @param useGPU defines if a GPUParticleSystem must be created (default is false)\r\n * @returns the new Particle system\r\n */\r\n public static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity = 500, scene?: Scene, useGPU = false): IParticleSystem {\r\n let system: IParticleSystem;\r\n\r\n if (useGPU) {\r\n system = new GPUParticleSystem(\"default system\", { capacity: capacity }, scene!);\r\n } else {\r\n system = new ParticleSystem(\"default system\", capacity, scene!);\r\n }\r\n\r\n system.emitter = emitter;\r\n const textureUrl = Tools.GetAssetUrl(\"https://assets.babylonjs.com/core/textures/flare.png\");\r\n system.particleTexture = new Texture(textureUrl, system.getScene());\r\n system.createConeEmitter(0.1, Math.PI / 4);\r\n\r\n // Particle color\r\n system.color1 = new Color4(1.0, 1.0, 1.0, 1.0);\r\n system.color2 = new Color4(1.0, 1.0, 1.0, 1.0);\r\n system.colorDead = new Color4(1.0, 1.0, 1.0, 0.0);\r\n\r\n // Particle Size\r\n system.minSize = 0.1;\r\n system.maxSize = 0.1;\r\n\r\n // Emission speed\r\n system.minEmitPower = 2;\r\n system.maxEmitPower = 2;\r\n\r\n // Update speed\r\n system.updateSpeed = 1 / 60;\r\n\r\n system.emitRate = 30;\r\n\r\n return system;\r\n }\r\n\r\n /**\r\n * This is the main static method (one-liner) of this helper to create different particle systems\r\n * @param type This string represents the type to the particle system to create\r\n * @param scene The scene where the particle system should live\r\n * @param gpu If the system will use gpu\r\n * @param capacity defines the system capacity (if null or undefined the sotred capacity will be used)\r\n * @returns the ParticleSystemSet created\r\n */\r\n public static CreateAsync(type: string, scene: Nullable<Scene>, gpu: boolean = false, capacity?: number): Promise<ParticleSystemSet> {\r\n if (!scene) {\r\n scene = EngineStore.LastCreatedScene;\r\n }\r\n\r\n const token = {};\r\n\r\n scene!.addPendingData(token);\r\n\r\n return new Promise((resolve, reject) => {\r\n if (gpu && !GPUParticleSystem.IsSupported) {\r\n scene!.removePendingData(token);\r\n return reject(\"Particle system with GPU is not supported.\");\r\n }\r\n\r\n Tools.LoadFile(\r\n `${ParticleHelper.BaseAssetsUrl}/systems/${type}.json`,\r\n (data) => {\r\n scene!.removePendingData(token);\r\n const newData = JSON.parse(data.toString());\r\n return resolve(ParticleSystemSet.Parse(newData, scene!, gpu, capacity));\r\n },\r\n undefined,\r\n undefined,\r\n undefined,\r\n () => {\r\n scene!.removePendingData(token);\r\n return reject(`An error occurred with the creation of your particle system. Check if your type '${type}' exists.`);\r\n }\r\n );\r\n });\r\n }\r\n\r\n /**\r\n * Static function used to export a particle system to a ParticleSystemSet variable.\r\n * Please note that the emitter shape is not exported\r\n * @param systems defines the particle systems to export\r\n * @returns the created particle system set\r\n */\r\n public static ExportSet(systems: IParticleSystem[]): ParticleSystemSet {\r\n const set = new ParticleSystemSet();\r\n\r\n for (const system of systems) {\r\n set.systems.push(system);\r\n }\r\n\r\n return set;\r\n }\r\n\r\n /**\r\n * Creates a particle system from a snippet saved in a remote file\r\n * @param name defines the name of the particle system to create (can be null or empty to use the one from the json data)\r\n * @param url defines the url to load from\r\n * @param scene defines the hosting scene\r\n * @param gpu If the system will use gpu\r\n * @param rootUrl defines the root URL to use to load textures and relative dependencies\r\n * @param capacity defines the system capacity (if null or undefined the sotred capacity will be used)\r\n * @returns a promise that will resolve to the new particle system\r\n */\r\n public static ParseFromFileAsync(name: Nullable<string>, url: string, scene: Scene, gpu: boolean = false, rootUrl: string = \"\", capacity?: number): Promise<IParticleSystem> {\r\n return new Promise((resolve, reject) => {\r\n const request = new WebRequest();\r\n request.addEventListener(\"readystatechange\", () => {\r\n if (request.readyState == 4) {\r\n if (request.status == 200) {\r\n const serializationObject = JSON.parse(request.responseText);\r\n let output: IParticleSystem;\r\n\r\n if (gpu) {\r\n output = GPUParticleSystem.Parse(serializationObject, scene, rootUrl, false, capacity);\r\n } else {\r\n output = ParticleSystem.Parse(serializationObject, scene, rootUrl, false, capacity);\r\n }\r\n\r\n if (name) {\r\n output.name = name;\r\n }\r\n\r\n resolve(output);\r\n } else {\r\n reject(\"Unable to load the particle system\");\r\n }\r\n }\r\n });\r\n\r\n request.open(\"GET\", url);\r\n request.send();\r\n });\r\n }\r\n\r\n /**\r\n * Creates a particle system from a snippet saved by the particle system editor\r\n * @param snippetId defines the snippet to load (can be set to _BLANK to create a default one)\r\n * @param scene defines the hosting scene\r\n * @param gpu If the system will use gpu\r\n * @param rootUrl defines the root URL to use to load textures and relative dependencies\r\n * @param capacity defines the system capacity (if null or undefined the sotred capacity will be used)\r\n * @returns a promise that will resolve to the new particle system\r\n */\r\n public static ParseFromSnippetAsync(snippetId: string, scene: Scene, gpu: boolean = false, rootUrl: string = \"\", capacity?: number): Promise<IParticleSystem> {\r\n if (snippetId === \"_BLANK\") {\r\n const system = this.CreateDefault(null);\r\n system.start();\r\n return Promise.resolve(system);\r\n }\r\n\r\n return new Promise((resolve, reject) => {\r\n const request = new WebRequest();\r\n request.addEventListener(\"readystatechange\", () => {\r\n if (request.readyState == 4) {\r\n if (request.status == 200) {\r\n const snippet = JSON.parse(JSON.parse(request.responseText).jsonPayload);\r\n const serializationObject = JSON.parse(snippet.particleSystem);\r\n let output: IParticleSystem;\r\n\r\n if (gpu) {\r\n output = GPUParticleSystem.Parse(serializationObject, scene, rootUrl, false, capacity);\r\n } else {\r\n output = ParticleSystem.Parse(serializationObject, scene, rootUrl, false, capacity);\r\n }\r\n output.snippetId = snippetId;\r\n\r\n resolve(output);\r\n } else {\r\n reject(\"Unable to load the snippet \" + snippetId);\r\n }\r\n }\r\n });\r\n\r\n request.open(\"GET\", this.SnippetUrl + \"/\" + snippetId.replace(/#/g, \"/\"));\r\n request.send();\r\n });\r\n }\r\n\r\n /**\r\n * Creates a particle system from a snippet saved by the particle system editor\r\n * @deprecated Please use ParseFromSnippetAsync instead\r\n * @param snippetId defines the snippet to load (can be set to _BLANK to create a default one)\r\n * @param scene defines the hosting scene\r\n * @param gpu If the system will use gpu\r\n * @param rootUrl defines the root URL to use to load textures and relative dependencies\r\n * @param capacity defines the system capacity (if null or undefined the sotred capacity will be used)\r\n * @returns a promise that will resolve to the new particle system\r\n */\r\n public static CreateFromSnippetAsync = ParticleHelper.ParseFromSnippetAsync;\r\n}\r\n"]}
@@ -10,6 +10,7 @@ import type { Vector3 } from "../Maths/math.vector";
10
10
  export declare class ParticleSystemSet implements IDisposable {
11
11
  /**
12
12
  * Gets or sets base Assets URL
13
+ * Only used when parsing particle systems from JSON, not part of the core assets
13
14
  */
14
15
  static BaseAssetsUrl: string;
15
16
  private _emitterCreationOptions;
@@ -142,6 +142,7 @@ export class ParticleSystemSet {
142
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  }
143
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  /**
144
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  * Gets or sets base Assets URL
145
+ * Only used when parsing particle systems from JSON, not part of the core assets
145
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  */
146
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  ParticleSystemSet.BaseAssetsUrl = "https://assets.babylonjs.com/particles";
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  //# sourceMappingURL=particleSystemSet.js.map
@@ -1 +1 @@
1
- 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type { Nullable } from \"../types\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { CreateSphere } from \"../Meshes/Builders/sphereBuilder\";\r\nimport type { IParticleSystem } from \"./IParticleSystem\";\r\nimport { GPUParticleSystem } from \"./gpuParticleSystem\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { ParticleSystem } from \"../Particles/particleSystem\";\r\nimport type { Scene, IDisposable } from \"../scene\";\r\nimport { StandardMaterial } from \"../Materials/standardMaterial\";\r\nimport type { Vector3 } from \"../Maths/math.vector\";\r\n\r\n/** Internal class used to store shapes for emitters */\r\nclass ParticleSystemSetEmitterCreationOptions {\r\n public kind: string;\r\n public options: any;\r\n public renderingGroupId: number;\r\n}\r\n\r\n/**\r\n * Represents a set of particle systems working together to create a specific effect\r\n */\r\nexport class ParticleSystemSet implements IDisposable {\r\n /**\r\n * Gets or sets base Assets URL\r\n */\r\n public static BaseAssetsUrl = \"https://assets.babylonjs.com/particles\";\r\n\r\n private _emitterCreationOptions: ParticleSystemSetEmitterCreationOptions;\r\n private _emitterNode: Nullable<AbstractMesh | Vector3>;\r\n private _emitterNodeIsOwned = true;\r\n\r\n /**\r\n * Gets the particle system list\r\n */\r\n public systems: IParticleSystem[] = [];\r\n\r\n /**\r\n * Gets or sets the emitter node used with this set\r\n */\r\n public get emitterNode(): Nullable<AbstractMesh | Vector3> {\r\n return this._emitterNode;\r\n }\r\n\r\n public set emitterNode(value: Nullable<AbstractMesh | Vector3>) {\r\n if (this._emitterNodeIsOwned && this._emitterNode) {\r\n if ((this._emitterNode as AbstractMesh).dispose) {\r\n (this._emitterNode as AbstractMesh).dispose();\r\n }\r\n this._emitterNodeIsOwned = false;\r\n }\r\n\r\n for (const system of this.systems) {\r\n system.emitter = value;\r\n }\r\n\r\n this._emitterNode = value;\r\n }\r\n\r\n /**\r\n * Creates a new emitter mesh as a sphere\r\n * @param options defines the options used to create the sphere\r\n * @param options.diameter\r\n * @param options.segments\r\n * @param options.color\r\n * @param renderingGroupId defines the renderingGroupId to use for the sphere\r\n * @param scene defines the hosting scene\r\n */\r\n public setEmitterAsSphere(options: { diameter: number; segments: number; color: Color3 }, renderingGroupId: number, scene: Scene) {\r\n if (this._emitterNodeIsOwned && this._emitterNode) {\r\n if ((this._emitterNode as AbstractMesh).dispose) {\r\n (this._emitterNode as AbstractMesh).dispose();\r\n }\r\n }\r\n\r\n this._emitterNodeIsOwned = true;\r\n\r\n this._emitterCreationOptions = {\r\n kind: \"Sphere\",\r\n options: options,\r\n renderingGroupId: renderingGroupId,\r\n };\r\n\r\n const emitterMesh = CreateSphere(\"emitterSphere\", { diameter: options.diameter, segments: options.segments }, scene);\r\n emitterMesh.renderingGroupId = renderingGroupId;\r\n\r\n const material = new StandardMaterial(\"emitterSphereMaterial\", scene);\r\n material.emissiveColor = options.color;\r\n emitterMesh.material = material;\r\n\r\n for (const system of this.systems) {\r\n system.emitter = emitterMesh;\r\n }\r\n\r\n this._emitterNode = emitterMesh;\r\n }\r\n\r\n /**\r\n * Starts all particle systems of the set\r\n * @param emitter defines an optional mesh to use as emitter for the particle systems\r\n */\r\n public start(emitter?: AbstractMesh): void {\r\n for (const system of this.systems) {\r\n if (emitter) {\r\n system.emitter = emitter;\r\n }\r\n system.start();\r\n }\r\n }\r\n\r\n /**\r\n * Release all associated resources\r\n */\r\n public dispose(): void {\r\n for (const system of this.systems) {\r\n system.dispose();\r\n }\r\n\r\n this.systems.length = 0;\r\n\r\n if (this._emitterNode) {\r\n if ((this._emitterNode as AbstractMesh).dispose) {\r\n (this._emitterNode as AbstractMesh).dispose();\r\n }\r\n this._emitterNode = null;\r\n }\r\n }\r\n\r\n /**\r\n * Serialize the set into a JSON compatible object\r\n * @param serializeTexture defines if the texture must be serialized as well\r\n * @returns a JSON compatible representation of the set\r\n */\r\n public serialize(serializeTexture = false): any {\r\n const result: any = {};\r\n\r\n result.systems = [];\r\n for (const system of this.systems) {\r\n result.systems.push(system.serialize(serializeTexture));\r\n }\r\n\r\n if (this._emitterNode) {\r\n result.emitter = this._emitterCreationOptions;\r\n }\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Parse a new ParticleSystemSet from a serialized source\r\n * @param data defines a JSON compatible representation of the set\r\n * @param scene defines the hosting scene\r\n * @param gpu defines if we want GPU particles or CPU particles\r\n * @param capacity defines the system capacity (if null or undefined the sotred capacity will be used)\r\n * @returns a new ParticleSystemSet\r\n */\r\n public static Parse(data: any, scene: Scene, gpu = false, capacity?: number): ParticleSystemSet {\r\n const result = new ParticleSystemSet();\r\n const rootUrl = this.BaseAssetsUrl + \"/textures/\";\r\n\r\n scene = scene || EngineStore.LastCreatedScene;\r\n\r\n for (const system of data.systems) {\r\n result.systems.push(gpu ? GPUParticleSystem.Parse(system, scene, rootUrl, true, capacity) : ParticleSystem.Parse(system, scene, rootUrl, true, capacity));\r\n }\r\n\r\n if (data.emitter) {\r\n const options = data.emitter.options;\r\n switch (data.emitter.kind) {\r\n case \"Sphere\":\r\n result.setEmitterAsSphere(\r\n {\r\n diameter: options.diameter,\r\n segments: options.segments,\r\n color: Color3.FromArray(options.color),\r\n },\r\n data.emitter.renderingGroupId,\r\n scene\r\n );\r\n break;\r\n }\r\n }\r\n\r\n return result;\r\n }\r\n}\r\n"]}
1
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type { Nullable } from \"../types\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { CreateSphere } from \"../Meshes/Builders/sphereBuilder\";\r\nimport type { IParticleSystem } from \"./IParticleSystem\";\r\nimport { GPUParticleSystem } from \"./gpuParticleSystem\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { ParticleSystem } from \"../Particles/particleSystem\";\r\nimport type { Scene, IDisposable } from \"../scene\";\r\nimport { StandardMaterial } from \"../Materials/standardMaterial\";\r\nimport type { Vector3 } from \"../Maths/math.vector\";\r\n\r\n/** Internal class used to store shapes for emitters */\r\nclass ParticleSystemSetEmitterCreationOptions {\r\n public kind: string;\r\n public options: any;\r\n public renderingGroupId: number;\r\n}\r\n\r\n/**\r\n * Represents a set of particle systems working together to create a specific effect\r\n */\r\nexport class ParticleSystemSet implements IDisposable {\r\n /**\r\n * Gets or sets base Assets URL\r\n * Only used when parsing particle systems from JSON, not part of the core assets\r\n */\r\n public static BaseAssetsUrl = \"https://assets.babylonjs.com/particles\";\r\n\r\n private _emitterCreationOptions: ParticleSystemSetEmitterCreationOptions;\r\n private _emitterNode: Nullable<AbstractMesh | Vector3>;\r\n private _emitterNodeIsOwned = true;\r\n\r\n /**\r\n * Gets the particle system list\r\n */\r\n public systems: IParticleSystem[] = [];\r\n\r\n /**\r\n * Gets or sets the emitter node used with this set\r\n */\r\n public get emitterNode(): Nullable<AbstractMesh | Vector3> {\r\n return this._emitterNode;\r\n }\r\n\r\n public set emitterNode(value: Nullable<AbstractMesh | Vector3>) {\r\n if (this._emitterNodeIsOwned && this._emitterNode) {\r\n if ((this._emitterNode as AbstractMesh).dispose) {\r\n (this._emitterNode as AbstractMesh).dispose();\r\n }\r\n this._emitterNodeIsOwned = false;\r\n }\r\n\r\n for (const system of this.systems) {\r\n system.emitter = value;\r\n }\r\n\r\n this._emitterNode = value;\r\n }\r\n\r\n /**\r\n * Creates a new emitter mesh as a sphere\r\n * @param options defines the options used to create the sphere\r\n * @param options.diameter\r\n * @param options.segments\r\n * @param options.color\r\n * @param renderingGroupId defines the renderingGroupId to use for the sphere\r\n * @param scene defines the hosting scene\r\n */\r\n public setEmitterAsSphere(options: { diameter: number; segments: number; color: Color3 }, renderingGroupId: number, scene: Scene) {\r\n if (this._emitterNodeIsOwned && this._emitterNode) {\r\n if ((this._emitterNode as AbstractMesh).dispose) {\r\n (this._emitterNode as AbstractMesh).dispose();\r\n }\r\n }\r\n\r\n this._emitterNodeIsOwned = true;\r\n\r\n this._emitterCreationOptions = {\r\n kind: \"Sphere\",\r\n options: options,\r\n renderingGroupId: renderingGroupId,\r\n };\r\n\r\n const emitterMesh = CreateSphere(\"emitterSphere\", { diameter: options.diameter, segments: options.segments }, scene);\r\n emitterMesh.renderingGroupId = renderingGroupId;\r\n\r\n const material = new StandardMaterial(\"emitterSphereMaterial\", scene);\r\n material.emissiveColor = options.color;\r\n emitterMesh.material = material;\r\n\r\n for (const system of this.systems) {\r\n system.emitter = emitterMesh;\r\n }\r\n\r\n this._emitterNode = emitterMesh;\r\n }\r\n\r\n /**\r\n * Starts all particle systems of the set\r\n * @param emitter defines an optional mesh to use as emitter for the particle systems\r\n */\r\n public start(emitter?: AbstractMesh): void {\r\n for (const system of this.systems) {\r\n if (emitter) {\r\n system.emitter = emitter;\r\n }\r\n system.start();\r\n }\r\n }\r\n\r\n /**\r\n * Release all associated resources\r\n */\r\n public dispose(): void {\r\n for (const system of this.systems) {\r\n system.dispose();\r\n }\r\n\r\n this.systems.length = 0;\r\n\r\n if (this._emitterNode) {\r\n if ((this._emitterNode as AbstractMesh).dispose) {\r\n (this._emitterNode as AbstractMesh).dispose();\r\n }\r\n this._emitterNode = null;\r\n }\r\n }\r\n\r\n /**\r\n * Serialize the set into a JSON compatible object\r\n * @param serializeTexture defines if the texture must be serialized as well\r\n * @returns a JSON compatible representation of the set\r\n */\r\n public serialize(serializeTexture = false): any {\r\n const result: any = {};\r\n\r\n result.systems = [];\r\n for (const system of this.systems) {\r\n result.systems.push(system.serialize(serializeTexture));\r\n }\r\n\r\n if (this._emitterNode) {\r\n result.emitter = this._emitterCreationOptions;\r\n }\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Parse a new ParticleSystemSet from a serialized source\r\n * @param data defines a JSON compatible representation of the set\r\n * @param scene defines the hosting scene\r\n * @param gpu defines if we want GPU particles or CPU particles\r\n * @param capacity defines the system capacity (if null or undefined the sotred capacity will be used)\r\n * @returns a new ParticleSystemSet\r\n */\r\n public static Parse(data: any, scene: Scene, gpu = false, capacity?: number): ParticleSystemSet {\r\n const result = new ParticleSystemSet();\r\n const rootUrl = this.BaseAssetsUrl + \"/textures/\";\r\n\r\n scene = scene || EngineStore.LastCreatedScene;\r\n\r\n for (const system of data.systems) {\r\n result.systems.push(gpu ? GPUParticleSystem.Parse(system, scene, rootUrl, true, capacity) : ParticleSystem.Parse(system, scene, rootUrl, true, capacity));\r\n }\r\n\r\n if (data.emitter) {\r\n const options = data.emitter.options;\r\n switch (data.emitter.kind) {\r\n case \"Sphere\":\r\n result.setEmitterAsSphere(\r\n {\r\n diameter: options.diameter,\r\n segments: options.segments,\r\n color: Color3.FromArray(options.color),\r\n },\r\n data.emitter.renderingGroupId,\r\n scene\r\n );\r\n break;\r\n }\r\n }\r\n\r\n return result;\r\n }\r\n}\r\n"]}
@@ -78,15 +78,15 @@ export declare class PointsCloudSystem implements IDisposable {
78
78
  /**
79
79
  * Gets the particle positions computed by the Point Cloud System
80
80
  */
81
- get positions(): Float32Array;
81
+ get positions(): Float32Array<ArrayBufferLike>;
82
82
  /**
83
83
  * Gets the particle colors computed by the Point Cloud System
84
84
  */
85
- get colors(): Float32Array;
85
+ get colors(): Float32Array<ArrayBufferLike>;
86
86
  /**
87
87
  * Gets the particle uvs computed by the Point Cloud System
88
88
  */
89
- get uvs(): Float32Array;
89
+ get uvs(): Float32Array<ArrayBufferLike>;
90
90
  /**
91
91
  * Creates a PCS (Points Cloud System) object
92
92
  * @param name (String) is the PCS name, this will be the underlying mesh name
@@ -1,6 +1,6 @@
1
1
  import type { VertexBuffer, Buffer } from "../Buffers/buffer";
2
2
  import type { ThinEngine } from "../Engines/thinEngine";
3
- import { Effect } from "../Materials/effect";
3
+ import type { Effect } from "../Materials/effect";
4
4
  import type { IGPUParticleSystemPlatform } from "./IGPUParticleSystemPlatform";
5
5
  import type { GPUParticleSystem } from "./gpuParticleSystem";
6
6
  import type { DataArray, Nullable } from "../types";
@@ -1,4 +1,3 @@
1
- import { Effect } from "../Materials/effect.js";
2
1
  import { CustomParticleEmitter } from "./EmitterTypes/customParticleEmitter.js";
3
2
  import { UniformBufferEffectCommonAccessor } from "../Materials/uniformBufferEffectCommonAccessor.js";
4
3
 
@@ -115,7 +114,7 @@ export class WebGL2ParticleSystem {
115
114
  }
116
115
  }
117
116
  this._updateEffectOptions.defines = defines;
118
- this._updateEffect = new Effect("gpuUpdateParticles", this._updateEffectOptions, this._engine);
117
+ this._updateEffect = this._engine.createEffect("gpuUpdateParticles", this._updateEffectOptions, this._engine);
119
118
  return new UniformBufferEffectCommonAccessor(this._updateEffect);
120
119
  }
121
120
  createVertexBuffers(updateBuffer, renderVertexBuffers) {
@@ -1 +1 @@
1
- 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type { VertexBuffer, Buffer } from \"../Buffers/buffer\";\r\nimport type { ThinEngine } from \"../Engines/thinEngine\";\r\nimport type { IEffectCreationOptions } from \"../Materials/effect\";\r\nimport { Effect } from \"../Materials/effect\";\r\nimport type { IGPUParticleSystemPlatform } from \"./IGPUParticleSystemPlatform\";\r\n\r\nimport { CustomParticleEmitter } from \"./EmitterTypes/customParticleEmitter\";\r\nimport type { GPUParticleSystem } from \"./gpuParticleSystem\";\r\nimport type { DataArray, Nullable } from \"../types\";\r\nimport type { DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { UniformBufferEffectCommonAccessor } from \"../Materials/uniformBufferEffectCommonAccessor\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\n\r\nimport \"../Shaders/gpuUpdateParticles.fragment\";\r\nimport \"../Shaders/gpuUpdateParticles.vertex\";\r\n\r\nimport type { Engine } from \"../Engines/engine\";\r\n\r\n/** @internal */\r\nexport class WebGL2ParticleSystem implements IGPUParticleSystemPlatform {\r\n private _parent: GPUParticleSystem;\r\n private _engine: ThinEngine;\r\n private _updateEffect: Effect;\r\n private _updateEffectOptions: IEffectCreationOptions;\r\n private _renderVAO: WebGLVertexArrayObject[] = [];\r\n private _updateVAO: WebGLVertexArrayObject[] = [];\r\n private _renderVertexBuffers: { [key: string]: VertexBuffer };\r\n\r\n public readonly alignDataInBuffer = false;\r\n\r\n constructor(parent: GPUParticleSystem, engine: ThinEngine) {\r\n this._parent = parent;\r\n this._engine = engine;\r\n\r\n this._updateEffectOptions = {\r\n attributes: [\r\n \"position\",\r\n \"initialPosition\",\r\n \"age\",\r\n \"life\",\r\n \"seed\",\r\n \"size\",\r\n \"color\",\r\n \"direction\",\r\n \"initialDirection\",\r\n \"angle\",\r\n \"cellIndex\",\r\n \"cellStartOffset\",\r\n \"noiseCoordinates1\",\r\n \"noiseCoordinates2\",\r\n ],\r\n uniformsNames: [\r\n \"currentCount\",\r\n \"timeDelta\",\r\n \"emitterWM\",\r\n \"lifeTime\",\r\n \"color1\",\r\n \"color2\",\r\n \"sizeRange\",\r\n \"scaleRange\",\r\n \"gravity\",\r\n \"emitPower\",\r\n \"direction1\",\r\n \"direction2\",\r\n \"minEmitBox\",\r\n \"maxEmitBox\",\r\n \"radius\",\r\n \"directionRandomizer\",\r\n \"height\",\r\n \"coneAngle\",\r\n \"stopFactor\",\r\n \"angleRange\",\r\n \"radiusRange\",\r\n \"cellInfos\",\r\n \"noiseStrength\",\r\n \"limitVelocityDamping\",\r\n ],\r\n uniformBuffersNames: [],\r\n samplers: [\r\n \"randomSampler\",\r\n \"randomSampler2\",\r\n \"sizeGradientSampler\",\r\n \"angularSpeedGradientSampler\",\r\n \"velocityGradientSampler\",\r\n \"limitVelocityGradientSampler\",\r\n \"noiseSampler\",\r\n \"dragGradientSampler\",\r\n ],\r\n defines: \"\",\r\n fallbacks: null,\r\n onCompiled: null,\r\n onError: null,\r\n indexParameters: null,\r\n maxSimultaneousLights: 0,\r\n transformFeedbackVaryings: [],\r\n };\r\n }\r\n\r\n public contextLost(): void {\r\n this._updateEffect = undefined as any;\r\n this._renderVAO.length = 0;\r\n this._updateVAO.length = 0;\r\n }\r\n\r\n public isUpdateBufferCreated(): boolean {\r\n return !!this._updateEffect;\r\n }\r\n\r\n public isUpdateBufferReady(): boolean {\r\n return this._updateEffect?.isReady() ?? false;\r\n }\r\n\r\n public createUpdateBuffer(defines: string): UniformBufferEffectCommonAccessor {\r\n this._updateEffectOptions.transformFeedbackVaryings = [\"outPosition\"];\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outAge\");\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outSize\");\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outLife\");\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outSeed\");\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outDirection\");\r\n\r\n if (this._parent.particleEmitterType instanceof CustomParticleEmitter) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outInitialPosition\");\r\n }\r\n\r\n if (!this._parent._colorGradientsTexture) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outColor\");\r\n }\r\n\r\n if (!this._parent._isBillboardBased) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outInitialDirection\");\r\n }\r\n\r\n if (this._parent.noiseTexture) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outNoiseCoordinates1\");\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outNoiseCoordinates2\");\r\n }\r\n\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outAngle\");\r\n\r\n if (this._parent.isAnimationSheetEnabled) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outCellIndex\");\r\n if (this._parent.spriteRandomStartCell) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outCellStartOffset\");\r\n }\r\n }\r\n\r\n this._updateEffectOptions.defines = defines;\r\n this._updateEffect = new Effect(\"gpuUpdateParticles\", this._updateEffectOptions, this._engine);\r\n\r\n return new UniformBufferEffectCommonAccessor(this._updateEffect);\r\n }\r\n\r\n public createVertexBuffers(updateBuffer: Buffer, renderVertexBuffers: { [key: string]: VertexBuffer }): void {\r\n this._updateVAO.push(this._createUpdateVAO(updateBuffer));\r\n\r\n this._renderVAO.push(this._engine.recordVertexArrayObject(renderVertexBuffers, null, this._parent._getWrapper(this._parent.blendMode).effect!));\r\n this._engine.bindArrayBuffer(null);\r\n\r\n this._renderVertexBuffers = renderVertexBuffers;\r\n }\r\n\r\n public createParticleBuffer(data: number[]): DataArray | DataBuffer {\r\n return data;\r\n }\r\n\r\n public bindDrawBuffers(index: number, effect: Effect, indexBuffer: Nullable<DataBuffer>): void {\r\n if (indexBuffer) {\r\n this._engine.bindBuffers(this._renderVertexBuffers, indexBuffer, effect);\r\n } else {\r\n this._engine.bindVertexArrayObject(this._renderVAO[index], null);\r\n }\r\n }\r\n\r\n public preUpdateParticleBuffer(): void {\r\n const engine = this._engine as Engine;\r\n\r\n this._engine.enableEffect(this._updateEffect);\r\n\r\n if (!engine.setState) {\r\n throw new Error(\"GPU particles cannot work without a full Engine. ThinEngine is not supported\");\r\n }\r\n }\r\n\r\n public updateParticleBuffer(index: number, targetBuffer: Buffer, currentActiveCount: number): void {\r\n this._updateEffect.setTexture(\"randomSampler\", this._parent._randomTexture);\r\n this._updateEffect.setTexture(\"randomSampler2\", this._parent._randomTexture2);\r\n\r\n if (this._parent._sizeGradientsTexture) {\r\n this._updateEffect.setTexture(\"sizeGradientSampler\", this._parent._sizeGradientsTexture);\r\n }\r\n\r\n if (this._parent._angularSpeedGradientsTexture) {\r\n this._updateEffect.setTexture(\"angularSpeedGradientSampler\", this._parent._angularSpeedGradientsTexture);\r\n }\r\n\r\n if (this._parent._velocityGradientsTexture) {\r\n this._updateEffect.setTexture(\"velocityGradientSampler\", this._parent._velocityGradientsTexture);\r\n }\r\n\r\n if (this._parent._limitVelocityGradientsTexture) {\r\n this._updateEffect.setTexture(\"limitVelocityGradientSampler\", this._parent._limitVelocityGradientsTexture);\r\n }\r\n\r\n if (this._parent._dragGradientsTexture) {\r\n this._updateEffect.setTexture(\"dragGradientSampler\", this._parent._dragGradientsTexture);\r\n }\r\n\r\n if (this._parent.noiseTexture) {\r\n this._updateEffect.setTexture(\"noiseSampler\", this._parent.noiseTexture);\r\n }\r\n\r\n // Bind source VAO\r\n this._engine.bindVertexArrayObject(this._updateVAO[index], null);\r\n\r\n // Update\r\n const engine = this._engine as Engine;\r\n\r\n engine.bindTransformFeedbackBuffer(targetBuffer.getBuffer());\r\n engine.setRasterizerState(false);\r\n engine.beginTransformFeedback(true);\r\n engine.drawArraysType(Constants.MATERIAL_PointListDrawMode, 0, currentActiveCount);\r\n engine.endTransformFeedback();\r\n engine.setRasterizerState(true);\r\n engine.bindTransformFeedbackBuffer(null);\r\n }\r\n\r\n public releaseBuffers(): void {}\r\n\r\n public releaseVertexBuffers(): void {\r\n for (let index = 0; index < this._updateVAO.length; index++) {\r\n this._engine.releaseVertexArrayObject(this._updateVAO[index]);\r\n }\r\n this._updateVAO.length = 0;\r\n\r\n for (let index = 0; index < this._renderVAO.length; index++) {\r\n this._engine.releaseVertexArrayObject(this._renderVAO[index]);\r\n }\r\n this._renderVAO.length = 0;\r\n }\r\n\r\n private _createUpdateVAO(source: Buffer): WebGLVertexArrayObject {\r\n const updateVertexBuffers: { [key: string]: VertexBuffer } = {};\r\n updateVertexBuffers[\"position\"] = source.createVertexBuffer(\"position\", 0, 3);\r\n\r\n let offset = 3;\r\n updateVertexBuffers[\"age\"] = source.createVertexBuffer(\"age\", offset, 1);\r\n offset += 1;\r\n updateVertexBuffers[\"size\"] = source.createVertexBuffer(\"size\", offset, 3);\r\n offset += 3;\r\n updateVertexBuffers[\"life\"] = source.createVertexBuffer(\"life\", offset, 1);\r\n offset += 1;\r\n updateVertexBuffers[\"seed\"] = source.createVertexBuffer(\"seed\", offset, 4);\r\n offset += 4;\r\n updateVertexBuffers[\"direction\"] = source.createVertexBuffer(\"direction\", offset, 3);\r\n offset += 3;\r\n\r\n if (this._parent.particleEmitterType instanceof CustomParticleEmitter) {\r\n updateVertexBuffers[\"initialPosition\"] = source.createVertexBuffer(\"initialPosition\", offset, 3);\r\n offset += 3;\r\n }\r\n\r\n if (!this._parent._colorGradientsTexture) {\r\n updateVertexBuffers[\"color\"] = source.createVertexBuffer(\"color\", offset, 4);\r\n offset += 4;\r\n }\r\n\r\n if (!this._parent._isBillboardBased) {\r\n updateVertexBuffers[\"initialDirection\"] = source.createVertexBuffer(\"initialDirection\", offset, 3);\r\n offset += 3;\r\n }\r\n\r\n if (this._parent.noiseTexture) {\r\n updateVertexBuffers[\"noiseCoordinates1\"] = source.createVertexBuffer(\"noiseCoordinates1\", offset, 3);\r\n offset += 3;\r\n updateVertexBuffers[\"noiseCoordinates2\"] = source.createVertexBuffer(\"noiseCoordinates2\", offset, 3);\r\n offset += 3;\r\n }\r\n\r\n if (this._parent._angularSpeedGradientsTexture) {\r\n updateVertexBuffers[\"angle\"] = source.createVertexBuffer(\"angle\", offset, 1);\r\n offset += 1;\r\n } else {\r\n updateVertexBuffers[\"angle\"] = source.createVertexBuffer(\"angle\", offset, 2);\r\n offset += 2;\r\n }\r\n\r\n if (this._parent._isAnimationSheetEnabled) {\r\n updateVertexBuffers[\"cellIndex\"] = source.createVertexBuffer(\"cellIndex\", offset, 1);\r\n offset += 1;\r\n if (this._parent.spriteRandomStartCell) {\r\n updateVertexBuffers[\"cellStartOffset\"] = source.createVertexBuffer(\"cellStartOffset\", offset, 1);\r\n offset += 1;\r\n }\r\n }\r\n\r\n const vao = this._engine.recordVertexArrayObject(updateVertexBuffers, null, this._updateEffect);\r\n this._engine.bindArrayBuffer(null);\r\n\r\n return vao;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.WebGL2ParticleSystem\", WebGL2ParticleSystem);\r\n"]}
1
+ 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type { VertexBuffer, Buffer } from \"../Buffers/buffer\";\r\nimport type { ThinEngine } from \"../Engines/thinEngine\";\r\nimport type { Effect, IEffectCreationOptions } from \"../Materials/effect\";\r\nimport type { IGPUParticleSystemPlatform } from \"./IGPUParticleSystemPlatform\";\r\n\r\nimport { CustomParticleEmitter } from \"./EmitterTypes/customParticleEmitter\";\r\nimport type { GPUParticleSystem } from \"./gpuParticleSystem\";\r\nimport type { DataArray, Nullable } from \"../types\";\r\nimport type { DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { UniformBufferEffectCommonAccessor } from \"../Materials/uniformBufferEffectCommonAccessor\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\n\r\nimport \"../Shaders/gpuUpdateParticles.fragment\";\r\nimport \"../Shaders/gpuUpdateParticles.vertex\";\r\n\r\nimport type { Engine } from \"../Engines/engine\";\r\n\r\n/** @internal */\r\nexport class WebGL2ParticleSystem implements IGPUParticleSystemPlatform {\r\n private _parent: GPUParticleSystem;\r\n private _engine: ThinEngine;\r\n private _updateEffect: Effect;\r\n private _updateEffectOptions: IEffectCreationOptions;\r\n private _renderVAO: WebGLVertexArrayObject[] = [];\r\n private _updateVAO: WebGLVertexArrayObject[] = [];\r\n private _renderVertexBuffers: { [key: string]: VertexBuffer };\r\n\r\n public readonly alignDataInBuffer = false;\r\n\r\n constructor(parent: GPUParticleSystem, engine: ThinEngine) {\r\n this._parent = parent;\r\n this._engine = engine;\r\n\r\n this._updateEffectOptions = {\r\n attributes: [\r\n \"position\",\r\n \"initialPosition\",\r\n \"age\",\r\n \"life\",\r\n \"seed\",\r\n \"size\",\r\n \"color\",\r\n \"direction\",\r\n \"initialDirection\",\r\n \"angle\",\r\n \"cellIndex\",\r\n \"cellStartOffset\",\r\n \"noiseCoordinates1\",\r\n \"noiseCoordinates2\",\r\n ],\r\n uniformsNames: [\r\n \"currentCount\",\r\n \"timeDelta\",\r\n \"emitterWM\",\r\n \"lifeTime\",\r\n \"color1\",\r\n \"color2\",\r\n \"sizeRange\",\r\n \"scaleRange\",\r\n \"gravity\",\r\n \"emitPower\",\r\n \"direction1\",\r\n \"direction2\",\r\n \"minEmitBox\",\r\n \"maxEmitBox\",\r\n \"radius\",\r\n \"directionRandomizer\",\r\n \"height\",\r\n \"coneAngle\",\r\n \"stopFactor\",\r\n \"angleRange\",\r\n \"radiusRange\",\r\n \"cellInfos\",\r\n \"noiseStrength\",\r\n \"limitVelocityDamping\",\r\n ],\r\n uniformBuffersNames: [],\r\n samplers: [\r\n \"randomSampler\",\r\n \"randomSampler2\",\r\n \"sizeGradientSampler\",\r\n \"angularSpeedGradientSampler\",\r\n \"velocityGradientSampler\",\r\n \"limitVelocityGradientSampler\",\r\n \"noiseSampler\",\r\n \"dragGradientSampler\",\r\n ],\r\n defines: \"\",\r\n fallbacks: null,\r\n onCompiled: null,\r\n onError: null,\r\n indexParameters: null,\r\n maxSimultaneousLights: 0,\r\n transformFeedbackVaryings: [],\r\n };\r\n }\r\n\r\n public contextLost(): void {\r\n this._updateEffect = undefined as any;\r\n this._renderVAO.length = 0;\r\n this._updateVAO.length = 0;\r\n }\r\n\r\n public isUpdateBufferCreated(): boolean {\r\n return !!this._updateEffect;\r\n }\r\n\r\n public isUpdateBufferReady(): boolean {\r\n return this._updateEffect?.isReady() ?? false;\r\n }\r\n\r\n public createUpdateBuffer(defines: string): UniformBufferEffectCommonAccessor {\r\n this._updateEffectOptions.transformFeedbackVaryings = [\"outPosition\"];\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outAge\");\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outSize\");\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outLife\");\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outSeed\");\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outDirection\");\r\n\r\n if (this._parent.particleEmitterType instanceof CustomParticleEmitter) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outInitialPosition\");\r\n }\r\n\r\n if (!this._parent._colorGradientsTexture) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outColor\");\r\n }\r\n\r\n if (!this._parent._isBillboardBased) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outInitialDirection\");\r\n }\r\n\r\n if (this._parent.noiseTexture) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outNoiseCoordinates1\");\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outNoiseCoordinates2\");\r\n }\r\n\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outAngle\");\r\n\r\n if (this._parent.isAnimationSheetEnabled) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outCellIndex\");\r\n if (this._parent.spriteRandomStartCell) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outCellStartOffset\");\r\n }\r\n }\r\n\r\n this._updateEffectOptions.defines = defines;\r\n this._updateEffect = this._engine.createEffect(\"gpuUpdateParticles\", this._updateEffectOptions, this._engine);\r\n\r\n return new UniformBufferEffectCommonAccessor(this._updateEffect);\r\n }\r\n\r\n public createVertexBuffers(updateBuffer: Buffer, renderVertexBuffers: { [key: string]: VertexBuffer }): void {\r\n this._updateVAO.push(this._createUpdateVAO(updateBuffer));\r\n\r\n this._renderVAO.push(this._engine.recordVertexArrayObject(renderVertexBuffers, null, this._parent._getWrapper(this._parent.blendMode).effect!));\r\n this._engine.bindArrayBuffer(null);\r\n\r\n this._renderVertexBuffers = renderVertexBuffers;\r\n }\r\n\r\n public createParticleBuffer(data: number[]): DataArray | DataBuffer {\r\n return data;\r\n }\r\n\r\n public bindDrawBuffers(index: number, effect: Effect, indexBuffer: Nullable<DataBuffer>): void {\r\n if (indexBuffer) {\r\n this._engine.bindBuffers(this._renderVertexBuffers, indexBuffer, effect);\r\n } else {\r\n this._engine.bindVertexArrayObject(this._renderVAO[index], null);\r\n }\r\n }\r\n\r\n public preUpdateParticleBuffer(): void {\r\n const engine = this._engine as Engine;\r\n\r\n this._engine.enableEffect(this._updateEffect);\r\n\r\n if (!engine.setState) {\r\n throw new Error(\"GPU particles cannot work without a full Engine. ThinEngine is not supported\");\r\n }\r\n }\r\n\r\n public updateParticleBuffer(index: number, targetBuffer: Buffer, currentActiveCount: number): void {\r\n this._updateEffect.setTexture(\"randomSampler\", this._parent._randomTexture);\r\n this._updateEffect.setTexture(\"randomSampler2\", this._parent._randomTexture2);\r\n\r\n if (this._parent._sizeGradientsTexture) {\r\n this._updateEffect.setTexture(\"sizeGradientSampler\", this._parent._sizeGradientsTexture);\r\n }\r\n\r\n if (this._parent._angularSpeedGradientsTexture) {\r\n this._updateEffect.setTexture(\"angularSpeedGradientSampler\", this._parent._angularSpeedGradientsTexture);\r\n }\r\n\r\n if (this._parent._velocityGradientsTexture) {\r\n this._updateEffect.setTexture(\"velocityGradientSampler\", this._parent._velocityGradientsTexture);\r\n }\r\n\r\n if (this._parent._limitVelocityGradientsTexture) {\r\n this._updateEffect.setTexture(\"limitVelocityGradientSampler\", this._parent._limitVelocityGradientsTexture);\r\n }\r\n\r\n if (this._parent._dragGradientsTexture) {\r\n this._updateEffect.setTexture(\"dragGradientSampler\", this._parent._dragGradientsTexture);\r\n }\r\n\r\n if (this._parent.noiseTexture) {\r\n this._updateEffect.setTexture(\"noiseSampler\", this._parent.noiseTexture);\r\n }\r\n\r\n // Bind source VAO\r\n this._engine.bindVertexArrayObject(this._updateVAO[index], null);\r\n\r\n // Update\r\n const engine = this._engine as Engine;\r\n\r\n engine.bindTransformFeedbackBuffer(targetBuffer.getBuffer());\r\n engine.setRasterizerState(false);\r\n engine.beginTransformFeedback(true);\r\n engine.drawArraysType(Constants.MATERIAL_PointListDrawMode, 0, currentActiveCount);\r\n engine.endTransformFeedback();\r\n engine.setRasterizerState(true);\r\n engine.bindTransformFeedbackBuffer(null);\r\n }\r\n\r\n public releaseBuffers(): void {}\r\n\r\n public releaseVertexBuffers(): void {\r\n for (let index = 0; index < this._updateVAO.length; index++) {\r\n this._engine.releaseVertexArrayObject(this._updateVAO[index]);\r\n }\r\n this._updateVAO.length = 0;\r\n\r\n for (let index = 0; index < this._renderVAO.length; index++) {\r\n this._engine.releaseVertexArrayObject(this._renderVAO[index]);\r\n }\r\n this._renderVAO.length = 0;\r\n }\r\n\r\n private _createUpdateVAO(source: Buffer): WebGLVertexArrayObject {\r\n const updateVertexBuffers: { [key: string]: VertexBuffer } = {};\r\n updateVertexBuffers[\"position\"] = source.createVertexBuffer(\"position\", 0, 3);\r\n\r\n let offset = 3;\r\n updateVertexBuffers[\"age\"] = source.createVertexBuffer(\"age\", offset, 1);\r\n offset += 1;\r\n updateVertexBuffers[\"size\"] = source.createVertexBuffer(\"size\", offset, 3);\r\n offset += 3;\r\n updateVertexBuffers[\"life\"] = source.createVertexBuffer(\"life\", offset, 1);\r\n offset += 1;\r\n updateVertexBuffers[\"seed\"] = source.createVertexBuffer(\"seed\", offset, 4);\r\n offset += 4;\r\n updateVertexBuffers[\"direction\"] = source.createVertexBuffer(\"direction\", offset, 3);\r\n offset += 3;\r\n\r\n if (this._parent.particleEmitterType instanceof CustomParticleEmitter) {\r\n updateVertexBuffers[\"initialPosition\"] = source.createVertexBuffer(\"initialPosition\", offset, 3);\r\n offset += 3;\r\n }\r\n\r\n if (!this._parent._colorGradientsTexture) {\r\n updateVertexBuffers[\"color\"] = source.createVertexBuffer(\"color\", offset, 4);\r\n offset += 4;\r\n }\r\n\r\n if (!this._parent._isBillboardBased) {\r\n updateVertexBuffers[\"initialDirection\"] = source.createVertexBuffer(\"initialDirection\", offset, 3);\r\n offset += 3;\r\n }\r\n\r\n if (this._parent.noiseTexture) {\r\n updateVertexBuffers[\"noiseCoordinates1\"] = source.createVertexBuffer(\"noiseCoordinates1\", offset, 3);\r\n offset += 3;\r\n updateVertexBuffers[\"noiseCoordinates2\"] = source.createVertexBuffer(\"noiseCoordinates2\", offset, 3);\r\n offset += 3;\r\n }\r\n\r\n if (this._parent._angularSpeedGradientsTexture) {\r\n updateVertexBuffers[\"angle\"] = source.createVertexBuffer(\"angle\", offset, 1);\r\n offset += 1;\r\n } else {\r\n updateVertexBuffers[\"angle\"] = source.createVertexBuffer(\"angle\", offset, 2);\r\n offset += 2;\r\n }\r\n\r\n if (this._parent._isAnimationSheetEnabled) {\r\n updateVertexBuffers[\"cellIndex\"] = source.createVertexBuffer(\"cellIndex\", offset, 1);\r\n offset += 1;\r\n if (this._parent.spriteRandomStartCell) {\r\n updateVertexBuffers[\"cellStartOffset\"] = source.createVertexBuffer(\"cellStartOffset\", offset, 1);\r\n offset += 1;\r\n }\r\n }\r\n\r\n const vao = this._engine.recordVertexArrayObject(updateVertexBuffers, null, this._updateEffect);\r\n this._engine.bindArrayBuffer(null);\r\n\r\n return vao;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.WebGL2ParticleSystem\", WebGL2ParticleSystem);\r\n"]}
@@ -585,8 +585,8 @@ export declare class HavokPlugin implements IPhysicsEnginePluginV2 {
585
585
  positions: never[];
586
586
  indices: never[];
587
587
  } | {
588
- positions: Float32Array;
589
- indices: Uint32Array;
588
+ positions: Float32Array<ArrayBuffer>;
589
+ indices: Uint32Array<ArrayBuffer>;
590
590
  };
591
591
  /**
592
592
  * Releases a physics shape from the physics engine.
@@ -328,7 +328,8 @@ export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
328
328
  if (!this._scene.activeCamera) {
329
329
  return;
330
330
  }
331
- const ssaoCombineSize = horizontal ? this._ssaoCombinePostProcess.width : this._ssaoCombinePostProcess.height;
331
+ const ratio = this._ratio.blurRatio || this._ratio;
332
+ const ssaoCombineSize = horizontal ? this._originalColorPostProcess.width * ratio : this._originalColorPostProcess.height * ratio;
332
333
  const originalColorSize = horizontal ? this._originalColorPostProcess.width : this._originalColorPostProcess.height;
333
334
  effect.setFloat("outSize", ssaoCombineSize > 0 ? ssaoCombineSize : originalColorSize);
334
335
  effect.setInt("samples", this.bilateralSamples);