@babylonjs/core 7.48.3 → 7.50.0

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Files changed (159) hide show
  1. package/Animations/animatable.core.d.ts +1 -0
  2. package/Animations/animatable.core.js +3 -1
  3. package/Animations/animatable.core.js.map +1 -1
  4. package/Behaviors/Cameras/framingBehavior.js +3 -0
  5. package/Behaviors/Cameras/framingBehavior.js.map +1 -1
  6. package/Behaviors/Meshes/baseSixDofDragBehavior.js +10 -9
  7. package/Behaviors/Meshes/baseSixDofDragBehavior.js.map +1 -1
  8. package/Buffers/bufferUtils.d.ts +9 -10
  9. package/Buffers/bufferUtils.js +16 -0
  10. package/Buffers/bufferUtils.js.map +1 -1
  11. package/Culling/Helper/transformFeedbackBoundingHelper.js +2 -1
  12. package/Culling/Helper/transformFeedbackBoundingHelper.js.map +1 -1
  13. package/Engines/WebGPU/webgpuBufferManager.js +23 -22
  14. package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
  15. package/Engines/WebGPU/webgpuCacheSampler.js +12 -3
  16. package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
  17. package/Engines/abstractEngine.js +2 -2
  18. package/Engines/abstractEngine.js.map +1 -1
  19. package/FrameGraph/Node/Blocks/Rendering/utilityLayerRendererBlock.d.ts +43 -0
  20. package/FrameGraph/Node/Blocks/Rendering/utilityLayerRendererBlock.js +83 -0
  21. package/FrameGraph/Node/Blocks/Rendering/utilityLayerRendererBlock.js.map +1 -0
  22. package/FrameGraph/Node/Blocks/index.d.ts +1 -0
  23. package/FrameGraph/Node/Blocks/index.js +1 -0
  24. package/FrameGraph/Node/Blocks/index.js.map +1 -1
  25. package/FrameGraph/Tasks/Rendering/utilityLayerRendererTask.d.ts +35 -0
  26. package/FrameGraph/Tasks/Rendering/utilityLayerRendererTask.js +40 -0
  27. package/FrameGraph/Tasks/Rendering/utilityLayerRendererTask.js.map +1 -0
  28. package/FrameGraph/frameGraph.d.ts +4 -0
  29. package/FrameGraph/frameGraph.js +6 -0
  30. package/FrameGraph/frameGraph.js.map +1 -1
  31. package/FrameGraph/frameGraphRenderContext.d.ts +2 -2
  32. package/FrameGraph/frameGraphRenderContext.js.map +1 -1
  33. package/FrameGraph/index.d.ts +1 -0
  34. package/FrameGraph/index.js +1 -0
  35. package/FrameGraph/index.js.map +1 -1
  36. package/Inputs/scene.inputManager.js +4 -4
  37. package/Inputs/scene.inputManager.js.map +1 -1
  38. package/Layers/thinEffectLayer.js +3 -1
  39. package/Layers/thinEffectLayer.js.map +1 -1
  40. package/Lights/Shadows/shadowGenerator.js +3 -1
  41. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  42. package/Materials/GreasedLine/greasedLinePluginMaterialShadersGLSL.js +9 -20
  43. package/Materials/GreasedLine/greasedLinePluginMaterialShadersGLSL.js.map +1 -1
  44. package/Materials/GreasedLine/greasedLinePluginMaterialShadersWGSL.js +8 -19
  45. package/Materials/GreasedLine/greasedLinePluginMaterialShadersWGSL.js.map +1 -1
  46. package/Materials/Node/Blocks/Fragment/prePassOutputBlock.d.ts +8 -0
  47. package/Materials/Node/Blocks/Fragment/prePassOutputBlock.js +36 -0
  48. package/Materials/Node/Blocks/Fragment/prePassOutputBlock.js.map +1 -1
  49. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +6 -3
  50. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  51. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.d.ts +8 -0
  52. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js +48 -0
  53. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js.map +1 -1
  54. package/Materials/Node/nodeMaterial.d.ts +2 -0
  55. package/Materials/Node/nodeMaterial.js +14 -0
  56. package/Materials/Node/nodeMaterial.js.map +1 -1
  57. package/Materials/PBR/pbrBaseMaterial.d.ts +2 -0
  58. package/Materials/PBR/pbrBaseMaterial.js +2 -0
  59. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  60. package/Materials/materialHelper.functions.d.ts +2 -1
  61. package/Materials/materialHelper.functions.js +17 -1
  62. package/Materials/materialHelper.functions.js.map +1 -1
  63. package/Materials/shaderMaterial.js +3 -1
  64. package/Materials/shaderMaterial.js.map +1 -1
  65. package/Materials/standardMaterial.d.ts +2 -0
  66. package/Materials/standardMaterial.js +2 -0
  67. package/Materials/standardMaterial.js.map +1 -1
  68. package/Meshes/Compression/dracoCompressionWorker.js.map +1 -1
  69. package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.d.ts +4 -0
  70. package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.js +11 -2
  71. package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.js.map +1 -1
  72. package/Meshes/Node/Blocks/Instances/instantiateOnVerticesBlock.d.ts +4 -0
  73. package/Meshes/Node/Blocks/Instances/instantiateOnVerticesBlock.js +11 -2
  74. package/Meshes/Node/Blocks/Instances/instantiateOnVerticesBlock.js.map +1 -1
  75. package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.d.ts +4 -0
  76. package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.js +11 -2
  77. package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.js.map +1 -1
  78. package/Meshes/Node/Blocks/Sources/pointListBlock.d.ts +35 -0
  79. package/Meshes/Node/Blocks/Sources/pointListBlock.js +76 -0
  80. package/Meshes/Node/Blocks/Sources/pointListBlock.js.map +1 -0
  81. package/Meshes/Node/Blocks/computeNormalsBlock.js +3 -0
  82. package/Meshes/Node/Blocks/computeNormalsBlock.js.map +1 -1
  83. package/Meshes/Node/index.d.ts +1 -0
  84. package/Meshes/Node/index.js +1 -0
  85. package/Meshes/Node/index.js.map +1 -1
  86. package/Meshes/abstractMesh.hotSpot.d.ts +4 -4
  87. package/Meshes/abstractMesh.hotSpot.js +7 -10
  88. package/Meshes/abstractMesh.hotSpot.js.map +1 -1
  89. package/Meshes/abstractMesh.js +6 -0
  90. package/Meshes/abstractMesh.js.map +1 -1
  91. package/Meshes/csg2.js +15 -2
  92. package/Meshes/csg2.js.map +1 -1
  93. package/Meshes/mesh.d.ts +52 -1
  94. package/Meshes/mesh.js +60 -21
  95. package/Meshes/mesh.js.map +1 -1
  96. package/Misc/screenshotTools.js +3 -0
  97. package/Misc/screenshotTools.js.map +1 -1
  98. package/Misc/snapshotRenderingHelper.d.ts +3 -1
  99. package/Misc/snapshotRenderingHelper.js +27 -5
  100. package/Misc/snapshotRenderingHelper.js.map +1 -1
  101. package/Morph/morphTarget.d.ts +12 -0
  102. package/Morph/morphTarget.js +35 -1
  103. package/Morph/morphTarget.js.map +1 -1
  104. package/Morph/morphTargetManager.d.ts +13 -0
  105. package/Morph/morphTargetManager.js +30 -1
  106. package/Morph/morphTargetManager.js.map +1 -1
  107. package/PostProcesses/volumetricLightScatteringPostProcess.js +3 -1
  108. package/PostProcesses/volumetricLightScatteringPostProcess.js.map +1 -1
  109. package/Rendering/GlobalIllumination/giRSMManager.js +2 -2
  110. package/Rendering/GlobalIllumination/giRSMManager.js.map +1 -1
  111. package/Rendering/depthRenderer.js +3 -1
  112. package/Rendering/depthRenderer.js.map +1 -1
  113. package/Rendering/geometryBufferRenderer.js +3 -1
  114. package/Rendering/geometryBufferRenderer.js.map +1 -1
  115. package/Rendering/outlineRenderer.js +3 -1
  116. package/Rendering/outlineRenderer.js.map +1 -1
  117. package/Rendering/utilityLayerRenderer.d.ts +3 -1
  118. package/Rendering/utilityLayerRenderer.js +16 -7
  119. package/Rendering/utilityLayerRenderer.js.map +1 -1
  120. package/Shaders/ShadersInclude/morphTargetsVertex.js +9 -0
  121. package/Shaders/ShadersInclude/morphTargetsVertex.js.map +1 -1
  122. package/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration.js +3 -0
  123. package/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration.js.map +1 -1
  124. package/Shaders/ShadersInclude/vertexColorMixing.js +2 -2
  125. package/Shaders/ShadersInclude/vertexColorMixing.js.map +1 -1
  126. package/Shaders/background.vertex.js +1 -1
  127. package/Shaders/background.vertex.js.map +1 -1
  128. package/Shaders/color.vertex.js +3 -0
  129. package/Shaders/color.vertex.js.map +1 -1
  130. package/Shaders/default.vertex.js +3 -0
  131. package/Shaders/default.vertex.js.map +1 -1
  132. package/Shaders/greasedLine.vertex.js +1 -2
  133. package/Shaders/greasedLine.vertex.js.map +1 -1
  134. package/Shaders/pbr.vertex.js +3 -0
  135. package/Shaders/pbr.vertex.js.map +1 -1
  136. package/ShadersWGSL/ShadersInclude/morphTargetsVertex.js +6 -0
  137. package/ShadersWGSL/ShadersInclude/morphTargetsVertex.js.map +1 -1
  138. package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobalDeclaration.js +3 -0
  139. package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobalDeclaration.js.map +1 -1
  140. package/ShadersWGSL/boundingInfo.compute.js +3 -0
  141. package/ShadersWGSL/boundingInfo.compute.js.map +1 -1
  142. package/ShadersWGSL/color.vertex.js +3 -0
  143. package/ShadersWGSL/color.vertex.js.map +1 -1
  144. package/ShadersWGSL/default.vertex.js +3 -0
  145. package/ShadersWGSL/default.vertex.js.map +1 -1
  146. package/ShadersWGSL/greasedLine.vertex.js +2 -3
  147. package/ShadersWGSL/greasedLine.vertex.js.map +1 -1
  148. package/ShadersWGSL/pbr.vertex.js +3 -0
  149. package/ShadersWGSL/pbr.vertex.js.map +1 -1
  150. package/ShadersWGSL/screenSpaceReflection2.fragment.js +1 -0
  151. package/ShadersWGSL/screenSpaceReflection2.fragment.js.map +1 -1
  152. package/XR/features/WebXRControllerPointerSelection.js +1 -0
  153. package/XR/features/WebXRControllerPointerSelection.js.map +1 -1
  154. package/package.json +1 -1
  155. package/scene.d.ts +2 -0
  156. package/scene.js +13 -9
  157. package/scene.js.map +1 -1
  158. package/types.d.ts +22 -0
  159. package/types.js.map +1 -1
@@ -146,7 +146,7 @@ export class BaseSixDofDragBehavior {
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  }
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  const virtualMeshesInfo = this._virtualMeshesInfo[pointerId];
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  // Calculate controller drag distance in controller space
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- const originDragDifference = TmpVectors.Vector3[0];
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+ const originDragDifference = TmpVectors.Vector3[11];
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  ray.origin.subtractToRef(virtualMeshesInfo.lastOriginPosition, originDragDifference);
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  virtualMeshesInfo.lastOriginPosition.copyFrom(ray.origin);
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  const localOriginDragDifference = -Vector3.Dot(originDragDifference, ray.direction);
@@ -156,7 +156,7 @@ export class BaseSixDofDragBehavior {
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  this._applyZOffset(virtualMeshesInfo.pivotMesh, localOriginDragDifference, zDragFactor);
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  // Update the controller position
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  virtualMeshesInfo.originMesh.position.copyFrom(ray.origin);
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- const lookAt = TmpVectors.Vector3[0];
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+ const lookAt = TmpVectors.Vector3[10];
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  ray.origin.addToRef(ray.direction, lookAt);
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  virtualMeshesInfo.originMesh.lookAt(lookAt);
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  virtualMeshesInfo.originMesh.removeChild(virtualMeshesInfo.dragMesh);
@@ -176,15 +176,15 @@ export class BaseSixDofDragBehavior {
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  // Z scaling logic
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  if (zDragFactor !== 0) {
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  // Camera.getForwardRay modifies TmpVectors.Vector[0-3], so cache it in advance
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- const cameraForwardVec = TmpVectors.Vector3[0];
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- const originDragDirection = TmpVectors.Vector3[1];
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+ const cameraForwardVec = TmpVectors.Vector3[10];
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+ const originDragDirection = TmpVectors.Vector3[11];
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  cameraForwardVec.copyFrom(this._pointerCamera.getForwardRay().direction);
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  virtualMeshesInfo.originMesh.position.subtractToRef(virtualMeshesInfo.lastOriginPosition, originDragDirection);
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  virtualMeshesInfo.lastOriginPosition.copyFrom(virtualMeshesInfo.originMesh.position);
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  const controllerDragDistance = originDragDirection.length();
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  originDragDirection.normalize();
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- const cameraToDrag = TmpVectors.Vector3[2];
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- const controllerToDrag = TmpVectors.Vector3[3];
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+ const cameraToDrag = TmpVectors.Vector3[12];
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+ const controllerToDrag = TmpVectors.Vector3[9];
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  virtualMeshesInfo.dragMesh.absolutePosition.subtractToRef(this._pointerCamera.globalPosition, cameraToDrag);
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  virtualMeshesInfo.dragMesh.absolutePosition.subtractToRef(virtualMeshesInfo.originMesh.position, controllerToDrag);
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  const controllerToDragDistance = controllerToDrag.length();
@@ -225,6 +225,7 @@ export class BaseSixDofDragBehavior {
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  }
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  const virtualMeshesInfo = this._virtualMeshesInfo[pointerId];
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  const isXRPointer = pointerInfo.event.pointerType === "xr-near" || pointerInfo.event.pointerType === "xr";
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+ const isNearXRPointer = pointerInfo.event.pointerType === "xr-near";
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  if (pointerInfo.type == PointerEventTypes.POINTERDOWN) {
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  if (!virtualMeshesInfo.dragging &&
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  pointerInfo.pickInfo &&
@@ -232,7 +233,7 @@ export class BaseSixDofDragBehavior {
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  pointerInfo.pickInfo.pickedMesh &&
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  pointerInfo.pickInfo.pickedPoint &&
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  pointerInfo.pickInfo.ray &&
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- (!isXRPointer || pointerInfo.pickInfo.aimTransform) &&
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+ (!isNearXRPointer || pointerInfo.pickInfo.aimTransform) &&
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  pickPredicate(pointerInfo.pickInfo.pickedMesh)) {
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  if ((!this.allowMultiPointer || isXRPointer) && this.currentDraggingPointerIds.length > 0) {
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  return;
@@ -268,7 +269,7 @@ export class BaseSixDofDragBehavior {
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  virtualMeshesInfo.startingPivotPosition.copyFrom(virtualMeshesInfo.pivotMesh.position);
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  virtualMeshesInfo.startingOrientation.copyFrom(virtualMeshesInfo.dragMesh.rotationQuaternion);
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  virtualMeshesInfo.startingPivotOrientation.copyFrom(virtualMeshesInfo.pivotMesh.rotationQuaternion);
271
- if (isXRPointer) {
272
+ if (isNearXRPointer) {
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  virtualMeshesInfo.originMesh.addChild(virtualMeshesInfo.dragMesh);
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  virtualMeshesInfo.originMesh.addChild(virtualMeshesInfo.pivotMesh);
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  }
@@ -325,7 +326,7 @@ export class BaseSixDofDragBehavior {
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  zDragFactor = 0;
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  }
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  this._ownerNode.computeWorldMatrix(true);
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- if (!isXRPointer) {
329
+ if (!isNearXRPointer) {
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  this._pointerUpdate2D(pointerInfo.pickInfo.ray, pointerId, zDragFactor);
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  }
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  else {
@@ -1 +1 @@
1
- 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eslint-disable @typescript-eslint/naming-convention */\r\n/* eslint-disable @typescript-eslint/no-unused-vars */\r\nimport type { Behavior } from \"../../Behaviors/behavior\";\r\nimport type { Mesh } from \"../../Meshes/mesh\";\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { Scene } from \"../../scene\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { PointerInfo } from \"../../Events/pointerEvents\";\r\nimport { PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { Vector3, Quaternion, TmpVectors } from \"../../Maths/math.vector\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { TransformNode } from \"../../Meshes/transformNode\";\r\nimport type { PickingInfo } from \"../../Collisions/pickingInfo\";\r\nimport { Camera } from \"../../Cameras/camera\";\r\nimport type { Ray } from \"../../Culling/ray\";\r\nimport type { IPointerEvent } from \"../../Events/deviceInputEvents\";\r\nimport type { ArcRotateCamera } from \"../../Cameras/arcRotateCamera\";\r\n\r\n/**\r\n * Data store to track virtual pointers movement\r\n */\r\ntype VirtualMeshInfo = {\r\n dragging: boolean;\r\n moving: boolean;\r\n dragMesh: TransformNode;\r\n originMesh: TransformNode;\r\n pivotMesh: TransformNode;\r\n startingPivotPosition: Vector3;\r\n startingPivotOrientation: Quaternion;\r\n startingPosition: Vector3;\r\n startingOrientation: Quaternion;\r\n lastOriginPosition: Vector3;\r\n lastDragPosition: Vector3;\r\n};\r\n\r\n/**\r\n * Base behavior for six degrees of freedom interactions in XR experiences.\r\n * Creates virtual meshes that are dragged around\r\n * And observables for position/rotation changes\r\n */\r\nexport class BaseSixDofDragBehavior implements Behavior<Mesh> {\r\n protected static _virtualScene: Scene;\r\n private _pointerObserver: Nullable<Observer<PointerInfo>>;\r\n private _attachedToElement: boolean = false;\r\n protected _virtualMeshesInfo: {\r\n [id: number]: VirtualMeshInfo;\r\n } = {};\r\n\r\n private _tmpVector: Vector3 = new Vector3();\r\n private _tmpQuaternion: Quaternion = new Quaternion();\r\n\r\n protected _dragType = {\r\n NONE: 0,\r\n DRAG: 1,\r\n DRAG_WITH_CONTROLLER: 2,\r\n NEAR_DRAG: 3,\r\n };\r\n\r\n protected _scene: Scene;\r\n protected _moving = false;\r\n protected _ownerNode: TransformNode;\r\n protected _dragging = this._dragType.NONE;\r\n\r\n /**\r\n * The list of child meshes that can receive drag events\r\n * If `null`, all child meshes will receive drag event\r\n */\r\n public draggableMeshes: Nullable<AbstractMesh[]> = null;\r\n\r\n /**\r\n * How much faster the object should move when the controller is moving towards it. This is useful to bring objects that are far away from the user to them faster. Set this to 0 to avoid any speed increase. (Default: 3)\r\n */\r\n public zDragFactor = 3;\r\n /**\r\n * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)\r\n */\r\n public get currentDraggingPointerId() {\r\n if (this.currentDraggingPointerIds[0] !== undefined) {\r\n return this.currentDraggingPointerIds[0];\r\n }\r\n return -1;\r\n }\r\n\r\n public set currentDraggingPointerId(value: number) {\r\n this.currentDraggingPointerIds[0] = value;\r\n }\r\n\r\n /**\r\n * In case of multipointer interaction, all pointer ids currently active are stored here\r\n */\r\n public currentDraggingPointerIds: number[] = [];\r\n\r\n /**\r\n * Get or set the currentDraggingPointerId\r\n * @deprecated Please use currentDraggingPointerId instead\r\n */\r\n public get currentDraggingPointerID(): number {\r\n return this.currentDraggingPointerId;\r\n }\r\n public set currentDraggingPointerID(currentDraggingPointerID: number) {\r\n this.currentDraggingPointerId = currentDraggingPointerID;\r\n }\r\n /**\r\n /**\r\n * If camera controls should be detached during the drag\r\n */\r\n public detachCameraControls = true;\r\n\r\n /**\r\n * Fires each time a drag starts\r\n */\r\n public onDragStartObservable = new Observable<{ position: Vector3 }>();\r\n /**\r\n * Fires each time a drag happens\r\n */\r\n public onDragObservable = new Observable<{ delta: Vector3; position: Vector3; pickInfo: PickingInfo }>();\r\n /**\r\n * Fires each time a drag ends (eg. mouse release after drag)\r\n */\r\n public onDragEndObservable = new Observable<{}>();\r\n\r\n /**\r\n * Should the behavior allow simultaneous pointers to interact with the owner node.\r\n */\r\n public allowMultiPointer: boolean = true;\r\n\r\n /**\r\n * The name of the behavior\r\n */\r\n public get name(): string {\r\n return \"BaseSixDofDrag\";\r\n }\r\n\r\n /**\r\n * Returns true if the attached mesh is currently moving with this behavior\r\n */\r\n public get isMoving(): boolean {\r\n return this._moving;\r\n }\r\n\r\n /**\r\n * Initializes the behavior\r\n */\r\n public init() {}\r\n\r\n /**\r\n * In the case of multiple active cameras, the cameraToUseForPointers should be used if set instead of active camera\r\n */\r\n private get _pointerCamera() {\r\n if (this._scene.cameraToUseForPointers) {\r\n return this._scene.cameraToUseForPointers;\r\n } else {\r\n return this._scene.activeCamera;\r\n }\r\n }\r\n\r\n private _createVirtualMeshInfo() {\r\n // Setup virtual meshes to be used for dragging without dirtying the existing scene\r\n\r\n const dragMesh = new TransformNode(\"\", BaseSixDofDragBehavior._virtualScene);\r\n dragMesh.rotationQuaternion = new Quaternion();\r\n const originMesh = new TransformNode(\"\", BaseSixDofDragBehavior._virtualScene);\r\n originMesh.rotationQuaternion = new Quaternion();\r\n const pivotMesh = new TransformNode(\"\", BaseSixDofDragBehavior._virtualScene);\r\n pivotMesh.rotationQuaternion = new Quaternion();\r\n\r\n return {\r\n dragging: false,\r\n moving: false,\r\n dragMesh,\r\n originMesh,\r\n pivotMesh,\r\n startingPivotPosition: new Vector3(),\r\n startingPivotOrientation: new Quaternion(),\r\n startingPosition: new Vector3(),\r\n startingOrientation: new Quaternion(),\r\n lastOriginPosition: new Vector3(),\r\n lastDragPosition: new Vector3(),\r\n };\r\n }\r\n\r\n protected _resetVirtualMeshesPosition() {\r\n for (let i = 0; i < this.currentDraggingPointerIds.length; i++) {\r\n this._virtualMeshesInfo[this.currentDraggingPointerIds[i]].pivotMesh.position.copyFrom(this._ownerNode.getAbsolutePivotPoint());\r\n this._virtualMeshesInfo[this.currentDraggingPointerIds[i]].pivotMesh.rotationQuaternion!.copyFrom(this._ownerNode.rotationQuaternion!);\r\n this._virtualMeshesInfo[this.currentDraggingPointerIds[i]].startingPivotPosition.copyFrom(\r\n this._virtualMeshesInfo[this.currentDraggingPointerIds[i]].pivotMesh.position\r\n );\r\n this._virtualMeshesInfo[this.currentDraggingPointerIds[i]].startingPivotOrientation.copyFrom(\r\n this._virtualMeshesInfo[this.currentDraggingPointerIds[i]].pivotMesh.rotationQuaternion!\r\n );\r\n this._virtualMeshesInfo[this.currentDraggingPointerIds[i]].startingPosition.copyFrom(this._virtualMeshesInfo[this.currentDraggingPointerIds[i]].dragMesh.position);\r\n this._virtualMeshesInfo[this.currentDraggingPointerIds[i]].startingOrientation.copyFrom(\r\n this._virtualMeshesInfo[this.currentDraggingPointerIds[i]].dragMesh.rotationQuaternion!\r\n );\r\n }\r\n }\r\n\r\n private _pointerUpdate2D(ray: Ray, pointerId: number, zDragFactor: number) {\r\n if (this._pointerCamera && this._pointerCamera.cameraRigMode == Camera.RIG_MODE_NONE && !this._pointerCamera._isLeftCamera && !this._pointerCamera._isRightCamera) {\r\n ray.origin.copyFrom(this._pointerCamera!.globalPosition);\r\n zDragFactor = 0;\r\n }\r\n\r\n const virtualMeshesInfo = this._virtualMeshesInfo[pointerId];\r\n\r\n // Calculate controller drag distance in controller space\r\n const originDragDifference = TmpVectors.Vector3[0];\r\n ray.origin.subtractToRef(virtualMeshesInfo.lastOriginPosition, originDragDifference);\r\n virtualMeshesInfo.lastOriginPosition.copyFrom(ray.origin);\r\n const localOriginDragDifference = -Vector3.Dot(originDragDifference, ray.direction);\r\n\r\n virtualMeshesInfo.originMesh.addChild(virtualMeshesInfo.dragMesh);\r\n virtualMeshesInfo.originMesh.addChild(virtualMeshesInfo.pivotMesh);\r\n\r\n this._applyZOffset(virtualMeshesInfo.dragMesh, localOriginDragDifference, zDragFactor);\r\n this._applyZOffset(virtualMeshesInfo.pivotMesh, localOriginDragDifference, zDragFactor);\r\n\r\n // Update the controller position\r\n virtualMeshesInfo.originMesh.position.copyFrom(ray.origin);\r\n const lookAt = TmpVectors.Vector3[0];\r\n ray.origin.addToRef(ray.direction, lookAt);\r\n virtualMeshesInfo.originMesh.lookAt(lookAt);\r\n\r\n virtualMeshesInfo.originMesh.removeChild(virtualMeshesInfo.dragMesh);\r\n virtualMeshesInfo.originMesh.removeChild(virtualMeshesInfo.pivotMesh);\r\n }\r\n\r\n private _pointerUpdateXR(controllerAimTransform: TransformNode, controllerGripTransform: Nullable<TransformNode>, pointerId: number, zDragFactor: number) {\r\n const virtualMeshesInfo = this._virtualMeshesInfo[pointerId];\r\n virtualMeshesInfo.originMesh.position.copyFrom(controllerAimTransform.position);\r\n if (this._dragging === this._dragType.NEAR_DRAG && controllerGripTransform) {\r\n virtualMeshesInfo.originMesh.rotationQuaternion!.copyFrom(controllerGripTransform.rotationQuaternion!);\r\n } else {\r\n virtualMeshesInfo.originMesh.rotationQuaternion!.copyFrom(controllerAimTransform.rotationQuaternion!);\r\n }\r\n\r\n virtualMeshesInfo.pivotMesh.computeWorldMatrix(true);\r\n virtualMeshesInfo.dragMesh.computeWorldMatrix(true);\r\n\r\n // Z scaling logic\r\n if (zDragFactor !== 0) {\r\n // Camera.getForwardRay modifies TmpVectors.Vector[0-3], so cache it in advance\r\n const cameraForwardVec = TmpVectors.Vector3[0];\r\n const originDragDirection = TmpVectors.Vector3[1];\r\n cameraForwardVec.copyFrom(this._pointerCamera!.getForwardRay().direction);\r\n virtualMeshesInfo.originMesh.position.subtractToRef(virtualMeshesInfo.lastOriginPosition, originDragDirection);\r\n virtualMeshesInfo.lastOriginPosition.copyFrom(virtualMeshesInfo.originMesh.position);\r\n const controllerDragDistance = originDragDirection.length();\r\n originDragDirection.normalize();\r\n\r\n const cameraToDrag = TmpVectors.Vector3[2];\r\n const controllerToDrag = TmpVectors.Vector3[3];\r\n virtualMeshesInfo.dragMesh.absolutePosition.subtractToRef(this._pointerCamera!.globalPosition, cameraToDrag);\r\n virtualMeshesInfo.dragMesh.absolutePosition.subtractToRef(virtualMeshesInfo.originMesh.position, controllerToDrag);\r\n const controllerToDragDistance = controllerToDrag.length();\r\n cameraToDrag.normalize();\r\n controllerToDrag.normalize();\r\n\r\n const controllerDragScaling = Math.abs(Vector3.Dot(originDragDirection, controllerToDrag)) * Vector3.Dot(originDragDirection, cameraForwardVec);\r\n let zOffsetScaling = controllerDragScaling * zDragFactor * controllerDragDistance * controllerToDragDistance;\r\n\r\n // Prevent pulling the mesh through the controller\r\n const minDistanceFromControllerToDragMesh = 0.01;\r\n if (zOffsetScaling < 0 && minDistanceFromControllerToDragMesh - controllerToDragDistance > zOffsetScaling) {\r\n zOffsetScaling = Math.min(minDistanceFromControllerToDragMesh - controllerToDragDistance, 0);\r\n }\r\n controllerToDrag.scaleInPlace(zOffsetScaling);\r\n\r\n controllerToDrag.addToRef(virtualMeshesInfo.pivotMesh.absolutePosition, this._tmpVector);\r\n virtualMeshesInfo.pivotMesh.setAbsolutePosition(this._tmpVector);\r\n controllerToDrag.addToRef(virtualMeshesInfo.dragMesh.absolutePosition, this._tmpVector);\r\n virtualMeshesInfo.dragMesh.setAbsolutePosition(this._tmpVector);\r\n }\r\n }\r\n\r\n /**\r\n * Attaches the scale behavior the passed in mesh\r\n * @param ownerNode The mesh that will be scaled around once attached\r\n */\r\n public attach(ownerNode: TransformNode): void {\r\n this._ownerNode = ownerNode;\r\n this._scene = this._ownerNode.getScene();\r\n if (!BaseSixDofDragBehavior._virtualScene) {\r\n BaseSixDofDragBehavior._virtualScene = new Scene(this._scene.getEngine(), { virtual: true });\r\n BaseSixDofDragBehavior._virtualScene.detachControl();\r\n }\r\n\r\n const pickPredicate = (m: AbstractMesh) => {\r\n return this._ownerNode === m || (m.isDescendantOf(this._ownerNode) && (!this.draggableMeshes || this.draggableMeshes.indexOf(m) !== -1));\r\n };\r\n\r\n this._pointerObserver = this._scene.onPointerObservable.add((pointerInfo) => {\r\n const pointerId = (<IPointerEvent>pointerInfo.event).pointerId;\r\n if (!this._virtualMeshesInfo[pointerId]) {\r\n this._virtualMeshesInfo[pointerId] = this._createVirtualMeshInfo();\r\n }\r\n const virtualMeshesInfo = this._virtualMeshesInfo[pointerId];\r\n const isXRPointer = (<IPointerEvent>pointerInfo.event).pointerType === \"xr-near\" || (<IPointerEvent>pointerInfo.event).pointerType === \"xr\";\r\n\r\n if (pointerInfo.type == PointerEventTypes.POINTERDOWN) {\r\n if (\r\n !virtualMeshesInfo.dragging &&\r\n pointerInfo.pickInfo &&\r\n pointerInfo.pickInfo.hit &&\r\n pointerInfo.pickInfo.pickedMesh &&\r\n pointerInfo.pickInfo.pickedPoint &&\r\n pointerInfo.pickInfo.ray &&\r\n (!isXRPointer || pointerInfo.pickInfo.aimTransform) &&\r\n pickPredicate(pointerInfo.pickInfo.pickedMesh)\r\n ) {\r\n if ((!this.allowMultiPointer || isXRPointer) && this.currentDraggingPointerIds.length > 0) {\r\n return;\r\n }\r\n\r\n if (\r\n this._pointerCamera &&\r\n this._pointerCamera.cameraRigMode === Camera.RIG_MODE_NONE &&\r\n !this._pointerCamera._isLeftCamera &&\r\n !this._pointerCamera._isRightCamera\r\n ) {\r\n pointerInfo.pickInfo.ray.origin.copyFrom(this._pointerCamera!.globalPosition);\r\n }\r\n\r\n this._ownerNode.computeWorldMatrix(true);\r\n const virtualMeshesInfo = this._virtualMeshesInfo[pointerId];\r\n\r\n if (isXRPointer) {\r\n this._dragging = pointerInfo.pickInfo.originMesh ? this._dragType.NEAR_DRAG : this._dragType.DRAG_WITH_CONTROLLER;\r\n virtualMeshesInfo.originMesh.position.copyFrom(pointerInfo.pickInfo.aimTransform!.position);\r\n if (this._dragging === this._dragType.NEAR_DRAG && pointerInfo.pickInfo.gripTransform) {\r\n virtualMeshesInfo.originMesh.rotationQuaternion!.copyFrom(pointerInfo.pickInfo.gripTransform.rotationQuaternion!);\r\n } else {\r\n virtualMeshesInfo.originMesh.rotationQuaternion!.copyFrom(pointerInfo.pickInfo.aimTransform!.rotationQuaternion!);\r\n }\r\n } else {\r\n this._dragging = this._dragType.DRAG;\r\n virtualMeshesInfo.originMesh.position.copyFrom(pointerInfo.pickInfo.ray.origin);\r\n }\r\n\r\n virtualMeshesInfo.lastOriginPosition.copyFrom(virtualMeshesInfo.originMesh.position);\r\n\r\n virtualMeshesInfo.dragMesh.position.copyFrom(pointerInfo.pickInfo.pickedPoint);\r\n virtualMeshesInfo.lastDragPosition.copyFrom(pointerInfo.pickInfo.pickedPoint);\r\n\r\n virtualMeshesInfo.pivotMesh.position.copyFrom(this._ownerNode.getAbsolutePivotPoint());\r\n virtualMeshesInfo.pivotMesh.rotationQuaternion!.copyFrom(this._ownerNode.absoluteRotationQuaternion);\r\n\r\n virtualMeshesInfo.startingPosition.copyFrom(virtualMeshesInfo.dragMesh.position);\r\n virtualMeshesInfo.startingPivotPosition.copyFrom(virtualMeshesInfo.pivotMesh.position);\r\n virtualMeshesInfo.startingOrientation.copyFrom(virtualMeshesInfo.dragMesh.rotationQuaternion!);\r\n virtualMeshesInfo.startingPivotOrientation.copyFrom(virtualMeshesInfo.pivotMesh.rotationQuaternion!);\r\n\r\n if (isXRPointer) {\r\n virtualMeshesInfo.originMesh.addChild(virtualMeshesInfo.dragMesh);\r\n virtualMeshesInfo.originMesh.addChild(virtualMeshesInfo.pivotMesh);\r\n } else {\r\n virtualMeshesInfo.originMesh.lookAt(virtualMeshesInfo.dragMesh.position);\r\n }\r\n\r\n // Update state\r\n virtualMeshesInfo.dragging = true;\r\n\r\n if (this.currentDraggingPointerIds.indexOf(pointerId) === -1) {\r\n this.currentDraggingPointerIds.push(pointerId);\r\n }\r\n\r\n // Detach camera controls\r\n if (this.detachCameraControls && this._pointerCamera && !this._pointerCamera.leftCamera) {\r\n if (this._pointerCamera.inputs && this._pointerCamera.inputs.attachedToElement) {\r\n this._pointerCamera.detachControl();\r\n this._attachedToElement = true;\r\n } else if (!this.allowMultiPointer || this.currentDraggingPointerIds.length === 0) {\r\n this._attachedToElement = false;\r\n }\r\n }\r\n\r\n this._targetDragStart(virtualMeshesInfo.pivotMesh.position, virtualMeshesInfo.pivotMesh.rotationQuaternion!, pointerId);\r\n this.onDragStartObservable.notifyObservers({ position: virtualMeshesInfo.pivotMesh.position });\r\n }\r\n } else if (pointerInfo.type == PointerEventTypes.POINTERUP || pointerInfo.type == PointerEventTypes.POINTERDOUBLETAP) {\r\n const registeredPointerIndex = this.currentDraggingPointerIds.indexOf(pointerId);\r\n\r\n // Update state\r\n virtualMeshesInfo.dragging = false;\r\n\r\n if (registeredPointerIndex !== -1) {\r\n this.currentDraggingPointerIds.splice(registeredPointerIndex, 1);\r\n if (this.currentDraggingPointerIds.length === 0) {\r\n this._moving = false;\r\n this._dragging = this._dragType.NONE;\r\n\r\n // Reattach camera controls\r\n if (this.detachCameraControls && this._attachedToElement && this._pointerCamera && !this._pointerCamera.leftCamera) {\r\n this._reattachCameraControls();\r\n this._attachedToElement = false;\r\n }\r\n }\r\n\r\n virtualMeshesInfo.originMesh.removeChild(virtualMeshesInfo.dragMesh);\r\n virtualMeshesInfo.originMesh.removeChild(virtualMeshesInfo.pivotMesh);\r\n this._targetDragEnd(pointerId);\r\n this.onDragEndObservable.notifyObservers({});\r\n }\r\n } else if (pointerInfo.type == PointerEventTypes.POINTERMOVE) {\r\n const registeredPointerIndex = this.currentDraggingPointerIds.indexOf(pointerId);\r\n\r\n if (registeredPointerIndex !== -1 && virtualMeshesInfo.dragging && pointerInfo.pickInfo && (pointerInfo.pickInfo.ray || pointerInfo.pickInfo.aimTransform)) {\r\n let zDragFactor = this.zDragFactor;\r\n\r\n // 2 pointer interaction should not have a z axis drag factor\r\n // as well as near interaction\r\n if (this.currentDraggingPointerIds.length > 1 || pointerInfo.pickInfo.originMesh) {\r\n zDragFactor = 0;\r\n }\r\n\r\n this._ownerNode.computeWorldMatrix(true);\r\n if (!isXRPointer) {\r\n this._pointerUpdate2D(pointerInfo.pickInfo.ray!, pointerId, zDragFactor);\r\n } else {\r\n this._pointerUpdateXR(pointerInfo.pickInfo.aimTransform!, pointerInfo.pickInfo.gripTransform, pointerId, zDragFactor);\r\n }\r\n\r\n // Get change in rotation\r\n this._tmpQuaternion.copyFrom(virtualMeshesInfo.startingPivotOrientation);\r\n this._tmpQuaternion.x = -this._tmpQuaternion.x;\r\n this._tmpQuaternion.y = -this._tmpQuaternion.y;\r\n this._tmpQuaternion.z = -this._tmpQuaternion.z;\r\n virtualMeshesInfo.pivotMesh.absoluteRotationQuaternion!.multiplyToRef(this._tmpQuaternion, this._tmpQuaternion);\r\n virtualMeshesInfo.pivotMesh.absolutePosition.subtractToRef(virtualMeshesInfo.startingPivotPosition, this._tmpVector);\r\n\r\n this.onDragObservable.notifyObservers({ delta: this._tmpVector, position: virtualMeshesInfo.pivotMesh.position, pickInfo: pointerInfo.pickInfo });\r\n\r\n // Notify herited methods and observables\r\n this._targetDrag(this._tmpVector, this._tmpQuaternion, pointerId);\r\n virtualMeshesInfo.lastDragPosition.copyFrom(virtualMeshesInfo.dragMesh.absolutePosition);\r\n\r\n this._moving = true;\r\n }\r\n }\r\n });\r\n }\r\n\r\n private _applyZOffset(node: TransformNode, localOriginDragDifference: number, zDragFactor: number) {\r\n // Determine how much the controller moved to/away towards the dragged object and use this to move the object further when its further away\r\n node.position.z -= node.position.z < 1 ? localOriginDragDifference * zDragFactor : localOriginDragDifference * zDragFactor * node.position.z;\r\n if (node.position.z < 0) {\r\n node.position.z = 0;\r\n }\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n protected _targetDragStart(worldPosition: Vector3, worldRotation: Quaternion, pointerId: number) {\r\n // Herited classes can override that\r\n }\r\n\r\n protected _targetDrag(worldDeltaPosition: Vector3, worldDeltaRotation: Quaternion, pointerId: number) {\r\n // Herited classes can override that\r\n }\r\n\r\n protected _targetDragEnd(pointerId: number) {\r\n // Herited classes can override that\r\n }\r\n\r\n protected _reattachCameraControls() {\r\n if (this._pointerCamera) {\r\n // If the camera is an ArcRotateCamera, preserve the settings from the camera\r\n // when reattaching control\r\n if (this._pointerCamera.getClassName() === \"ArcRotateCamera\") {\r\n const arcRotateCamera = this._pointerCamera as ArcRotateCamera;\r\n arcRotateCamera.attachControl(\r\n arcRotateCamera.inputs ? arcRotateCamera.inputs.noPreventDefault : true,\r\n arcRotateCamera._useCtrlForPanning,\r\n arcRotateCamera._panningMouseButton\r\n );\r\n } else {\r\n // preserve the settings from the camera when reattaching control\r\n this._pointerCamera.attachControl(this._pointerCamera.inputs ? this._pointerCamera.inputs.noPreventDefault : true);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Detaches the behavior from the mesh\r\n */\r\n public detach(): void {\r\n if (this._scene) {\r\n if (this.detachCameraControls && this._attachedToElement && this._pointerCamera && !this._pointerCamera.leftCamera) {\r\n this._reattachCameraControls();\r\n this._attachedToElement = false;\r\n }\r\n this._scene.onPointerObservable.remove(this._pointerObserver);\r\n }\r\n\r\n for (const pointerId in this._virtualMeshesInfo) {\r\n this._virtualMeshesInfo[pointerId].originMesh.dispose();\r\n this._virtualMeshesInfo[pointerId].dragMesh.dispose();\r\n }\r\n\r\n this.onDragEndObservable.clear();\r\n this.onDragObservable.clear();\r\n this.onDragStartObservable.clear();\r\n }\r\n}\r\n"]}
1
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eslint-disable @typescript-eslint/naming-convention */\r\n/* eslint-disable @typescript-eslint/no-unused-vars */\r\nimport type { Behavior } from \"../../Behaviors/behavior\";\r\nimport type { Mesh } from \"../../Meshes/mesh\";\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { Scene } from \"../../scene\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { PointerInfo } from \"../../Events/pointerEvents\";\r\nimport { PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { Vector3, Quaternion, TmpVectors } from \"../../Maths/math.vector\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { TransformNode } from \"../../Meshes/transformNode\";\r\nimport type { PickingInfo } from \"../../Collisions/pickingInfo\";\r\nimport { Camera } from \"../../Cameras/camera\";\r\nimport type { Ray } from \"../../Culling/ray\";\r\nimport type { IPointerEvent } from \"../../Events/deviceInputEvents\";\r\nimport type { ArcRotateCamera } from \"../../Cameras/arcRotateCamera\";\r\n\r\n/**\r\n * Data store to track virtual pointers movement\r\n */\r\ntype VirtualMeshInfo = {\r\n dragging: boolean;\r\n moving: boolean;\r\n dragMesh: TransformNode;\r\n originMesh: TransformNode;\r\n pivotMesh: TransformNode;\r\n startingPivotPosition: Vector3;\r\n startingPivotOrientation: Quaternion;\r\n startingPosition: Vector3;\r\n startingOrientation: Quaternion;\r\n lastOriginPosition: Vector3;\r\n lastDragPosition: Vector3;\r\n};\r\n\r\n/**\r\n * Base behavior for six degrees of freedom interactions in XR experiences.\r\n * Creates virtual meshes that are dragged around\r\n * And observables for position/rotation changes\r\n */\r\nexport class BaseSixDofDragBehavior implements Behavior<Mesh> {\r\n protected static _virtualScene: Scene;\r\n private _pointerObserver: Nullable<Observer<PointerInfo>>;\r\n private _attachedToElement: boolean = false;\r\n protected _virtualMeshesInfo: {\r\n [id: number]: VirtualMeshInfo;\r\n } = {};\r\n\r\n private _tmpVector: Vector3 = new Vector3();\r\n private _tmpQuaternion: Quaternion = new Quaternion();\r\n\r\n protected _dragType = {\r\n NONE: 0,\r\n DRAG: 1,\r\n DRAG_WITH_CONTROLLER: 2,\r\n NEAR_DRAG: 3,\r\n };\r\n\r\n protected _scene: Scene;\r\n protected _moving = false;\r\n protected _ownerNode: TransformNode;\r\n protected _dragging = this._dragType.NONE;\r\n\r\n /**\r\n * The list of child meshes that can receive drag events\r\n * If `null`, all child meshes will receive drag event\r\n */\r\n public draggableMeshes: Nullable<AbstractMesh[]> = null;\r\n\r\n /**\r\n * How much faster the object should move when the controller is moving towards it. This is useful to bring objects that are far away from the user to them faster. Set this to 0 to avoid any speed increase. (Default: 3)\r\n */\r\n public zDragFactor = 3;\r\n /**\r\n * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)\r\n */\r\n public get currentDraggingPointerId() {\r\n if (this.currentDraggingPointerIds[0] !== undefined) {\r\n return this.currentDraggingPointerIds[0];\r\n }\r\n return -1;\r\n }\r\n\r\n public set currentDraggingPointerId(value: number) {\r\n this.currentDraggingPointerIds[0] = value;\r\n }\r\n\r\n /**\r\n * In case of multipointer interaction, all pointer ids currently active are stored here\r\n */\r\n public currentDraggingPointerIds: number[] = [];\r\n\r\n /**\r\n * Get or set the currentDraggingPointerId\r\n * @deprecated Please use currentDraggingPointerId instead\r\n */\r\n public get currentDraggingPointerID(): number {\r\n return this.currentDraggingPointerId;\r\n }\r\n public set currentDraggingPointerID(currentDraggingPointerID: number) {\r\n this.currentDraggingPointerId = currentDraggingPointerID;\r\n }\r\n /**\r\n /**\r\n * If camera controls should be detached during the drag\r\n */\r\n public detachCameraControls = true;\r\n\r\n /**\r\n * Fires each time a drag starts\r\n */\r\n public onDragStartObservable = new Observable<{ position: Vector3 }>();\r\n /**\r\n * Fires each time a drag happens\r\n */\r\n public onDragObservable = new Observable<{ delta: Vector3; position: Vector3; pickInfo: PickingInfo }>();\r\n /**\r\n * Fires each time a drag ends (eg. mouse release after drag)\r\n */\r\n public onDragEndObservable = new Observable<{}>();\r\n\r\n /**\r\n * Should the behavior allow simultaneous pointers to interact with the owner node.\r\n */\r\n public allowMultiPointer: boolean = true;\r\n\r\n /**\r\n * The name of the behavior\r\n */\r\n public get name(): string {\r\n return \"BaseSixDofDrag\";\r\n }\r\n\r\n /**\r\n * Returns true if the attached mesh is currently moving with this behavior\r\n */\r\n public get isMoving(): boolean {\r\n return this._moving;\r\n }\r\n\r\n /**\r\n * Initializes the behavior\r\n */\r\n public init() {}\r\n\r\n /**\r\n * In the case of multiple active cameras, the cameraToUseForPointers should be used if set instead of active camera\r\n */\r\n private get _pointerCamera() {\r\n if (this._scene.cameraToUseForPointers) {\r\n return this._scene.cameraToUseForPointers;\r\n } else {\r\n return this._scene.activeCamera;\r\n }\r\n }\r\n\r\n private _createVirtualMeshInfo() {\r\n // Setup virtual meshes to be used for dragging without dirtying the existing scene\r\n\r\n const dragMesh = new TransformNode(\"\", BaseSixDofDragBehavior._virtualScene);\r\n dragMesh.rotationQuaternion = new Quaternion();\r\n const originMesh = new TransformNode(\"\", BaseSixDofDragBehavior._virtualScene);\r\n originMesh.rotationQuaternion = new Quaternion();\r\n const pivotMesh = new TransformNode(\"\", BaseSixDofDragBehavior._virtualScene);\r\n pivotMesh.rotationQuaternion = new Quaternion();\r\n\r\n return {\r\n dragging: false,\r\n moving: false,\r\n dragMesh,\r\n originMesh,\r\n pivotMesh,\r\n startingPivotPosition: new Vector3(),\r\n startingPivotOrientation: new Quaternion(),\r\n startingPosition: new Vector3(),\r\n startingOrientation: new Quaternion(),\r\n lastOriginPosition: new Vector3(),\r\n lastDragPosition: new Vector3(),\r\n };\r\n }\r\n\r\n protected _resetVirtualMeshesPosition() {\r\n for (let i = 0; i < this.currentDraggingPointerIds.length; i++) {\r\n this._virtualMeshesInfo[this.currentDraggingPointerIds[i]].pivotMesh.position.copyFrom(this._ownerNode.getAbsolutePivotPoint());\r\n this._virtualMeshesInfo[this.currentDraggingPointerIds[i]].pivotMesh.rotationQuaternion!.copyFrom(this._ownerNode.rotationQuaternion!);\r\n this._virtualMeshesInfo[this.currentDraggingPointerIds[i]].startingPivotPosition.copyFrom(\r\n this._virtualMeshesInfo[this.currentDraggingPointerIds[i]].pivotMesh.position\r\n );\r\n this._virtualMeshesInfo[this.currentDraggingPointerIds[i]].startingPivotOrientation.copyFrom(\r\n this._virtualMeshesInfo[this.currentDraggingPointerIds[i]].pivotMesh.rotationQuaternion!\r\n );\r\n this._virtualMeshesInfo[this.currentDraggingPointerIds[i]].startingPosition.copyFrom(this._virtualMeshesInfo[this.currentDraggingPointerIds[i]].dragMesh.position);\r\n this._virtualMeshesInfo[this.currentDraggingPointerIds[i]].startingOrientation.copyFrom(\r\n this._virtualMeshesInfo[this.currentDraggingPointerIds[i]].dragMesh.rotationQuaternion!\r\n );\r\n }\r\n }\r\n\r\n private _pointerUpdate2D(ray: Ray, pointerId: number, zDragFactor: number) {\r\n if (this._pointerCamera && this._pointerCamera.cameraRigMode == Camera.RIG_MODE_NONE && !this._pointerCamera._isLeftCamera && !this._pointerCamera._isRightCamera) {\r\n ray.origin.copyFrom(this._pointerCamera!.globalPosition);\r\n zDragFactor = 0;\r\n }\r\n\r\n const virtualMeshesInfo = this._virtualMeshesInfo[pointerId];\r\n\r\n // Calculate controller drag distance in controller space\r\n const originDragDifference = TmpVectors.Vector3[11];\r\n ray.origin.subtractToRef(virtualMeshesInfo.lastOriginPosition, originDragDifference);\r\n virtualMeshesInfo.lastOriginPosition.copyFrom(ray.origin);\r\n const localOriginDragDifference = -Vector3.Dot(originDragDifference, ray.direction);\r\n\r\n virtualMeshesInfo.originMesh.addChild(virtualMeshesInfo.dragMesh);\r\n virtualMeshesInfo.originMesh.addChild(virtualMeshesInfo.pivotMesh);\r\n\r\n this._applyZOffset(virtualMeshesInfo.dragMesh, localOriginDragDifference, zDragFactor);\r\n this._applyZOffset(virtualMeshesInfo.pivotMesh, localOriginDragDifference, zDragFactor);\r\n\r\n // Update the controller position\r\n virtualMeshesInfo.originMesh.position.copyFrom(ray.origin);\r\n const lookAt = TmpVectors.Vector3[10];\r\n ray.origin.addToRef(ray.direction, lookAt);\r\n virtualMeshesInfo.originMesh.lookAt(lookAt);\r\n\r\n virtualMeshesInfo.originMesh.removeChild(virtualMeshesInfo.dragMesh);\r\n virtualMeshesInfo.originMesh.removeChild(virtualMeshesInfo.pivotMesh);\r\n }\r\n\r\n private _pointerUpdateXR(controllerAimTransform: TransformNode, controllerGripTransform: Nullable<TransformNode>, pointerId: number, zDragFactor: number) {\r\n const virtualMeshesInfo = this._virtualMeshesInfo[pointerId];\r\n virtualMeshesInfo.originMesh.position.copyFrom(controllerAimTransform.position);\r\n if (this._dragging === this._dragType.NEAR_DRAG && controllerGripTransform) {\r\n virtualMeshesInfo.originMesh.rotationQuaternion!.copyFrom(controllerGripTransform.rotationQuaternion!);\r\n } else {\r\n virtualMeshesInfo.originMesh.rotationQuaternion!.copyFrom(controllerAimTransform.rotationQuaternion!);\r\n }\r\n\r\n virtualMeshesInfo.pivotMesh.computeWorldMatrix(true);\r\n virtualMeshesInfo.dragMesh.computeWorldMatrix(true);\r\n\r\n // Z scaling logic\r\n if (zDragFactor !== 0) {\r\n // Camera.getForwardRay modifies TmpVectors.Vector[0-3], so cache it in advance\r\n const cameraForwardVec = TmpVectors.Vector3[10];\r\n const originDragDirection = TmpVectors.Vector3[11];\r\n cameraForwardVec.copyFrom(this._pointerCamera!.getForwardRay().direction);\r\n virtualMeshesInfo.originMesh.position.subtractToRef(virtualMeshesInfo.lastOriginPosition, originDragDirection);\r\n virtualMeshesInfo.lastOriginPosition.copyFrom(virtualMeshesInfo.originMesh.position);\r\n const controllerDragDistance = originDragDirection.length();\r\n originDragDirection.normalize();\r\n\r\n const cameraToDrag = TmpVectors.Vector3[12];\r\n const controllerToDrag = TmpVectors.Vector3[9];\r\n virtualMeshesInfo.dragMesh.absolutePosition.subtractToRef(this._pointerCamera!.globalPosition, cameraToDrag);\r\n virtualMeshesInfo.dragMesh.absolutePosition.subtractToRef(virtualMeshesInfo.originMesh.position, controllerToDrag);\r\n const controllerToDragDistance = controllerToDrag.length();\r\n cameraToDrag.normalize();\r\n controllerToDrag.normalize();\r\n\r\n const controllerDragScaling = Math.abs(Vector3.Dot(originDragDirection, controllerToDrag)) * Vector3.Dot(originDragDirection, cameraForwardVec);\r\n let zOffsetScaling = controllerDragScaling * zDragFactor * controllerDragDistance * controllerToDragDistance;\r\n\r\n // Prevent pulling the mesh through the controller\r\n const minDistanceFromControllerToDragMesh = 0.01;\r\n if (zOffsetScaling < 0 && minDistanceFromControllerToDragMesh - controllerToDragDistance > zOffsetScaling) {\r\n zOffsetScaling = Math.min(minDistanceFromControllerToDragMesh - controllerToDragDistance, 0);\r\n }\r\n controllerToDrag.scaleInPlace(zOffsetScaling);\r\n\r\n controllerToDrag.addToRef(virtualMeshesInfo.pivotMesh.absolutePosition, this._tmpVector);\r\n virtualMeshesInfo.pivotMesh.setAbsolutePosition(this._tmpVector);\r\n controllerToDrag.addToRef(virtualMeshesInfo.dragMesh.absolutePosition, this._tmpVector);\r\n virtualMeshesInfo.dragMesh.setAbsolutePosition(this._tmpVector);\r\n }\r\n }\r\n\r\n /**\r\n * Attaches the scale behavior the passed in mesh\r\n * @param ownerNode The mesh that will be scaled around once attached\r\n */\r\n public attach(ownerNode: TransformNode): void {\r\n this._ownerNode = ownerNode;\r\n this._scene = this._ownerNode.getScene();\r\n if (!BaseSixDofDragBehavior._virtualScene) {\r\n BaseSixDofDragBehavior._virtualScene = new Scene(this._scene.getEngine(), { virtual: true });\r\n BaseSixDofDragBehavior._virtualScene.detachControl();\r\n }\r\n\r\n const pickPredicate = (m: AbstractMesh) => {\r\n return this._ownerNode === m || (m.isDescendantOf(this._ownerNode) && (!this.draggableMeshes || this.draggableMeshes.indexOf(m) !== -1));\r\n };\r\n\r\n this._pointerObserver = this._scene.onPointerObservable.add((pointerInfo) => {\r\n const pointerId = (<IPointerEvent>pointerInfo.event).pointerId;\r\n if (!this._virtualMeshesInfo[pointerId]) {\r\n this._virtualMeshesInfo[pointerId] = this._createVirtualMeshInfo();\r\n }\r\n const virtualMeshesInfo = this._virtualMeshesInfo[pointerId];\r\n const isXRPointer = (<IPointerEvent>pointerInfo.event).pointerType === \"xr-near\" || (<IPointerEvent>pointerInfo.event).pointerType === \"xr\";\r\n const isNearXRPointer = (<IPointerEvent>pointerInfo.event).pointerType === \"xr-near\";\r\n if (pointerInfo.type == PointerEventTypes.POINTERDOWN) {\r\n if (\r\n !virtualMeshesInfo.dragging &&\r\n pointerInfo.pickInfo &&\r\n pointerInfo.pickInfo.hit &&\r\n pointerInfo.pickInfo.pickedMesh &&\r\n pointerInfo.pickInfo.pickedPoint &&\r\n pointerInfo.pickInfo.ray &&\r\n (!isNearXRPointer || pointerInfo.pickInfo.aimTransform) &&\r\n pickPredicate(pointerInfo.pickInfo.pickedMesh)\r\n ) {\r\n if ((!this.allowMultiPointer || isXRPointer) && this.currentDraggingPointerIds.length > 0) {\r\n return;\r\n }\r\n\r\n if (\r\n this._pointerCamera &&\r\n this._pointerCamera.cameraRigMode === Camera.RIG_MODE_NONE &&\r\n !this._pointerCamera._isLeftCamera &&\r\n !this._pointerCamera._isRightCamera\r\n ) {\r\n pointerInfo.pickInfo.ray.origin.copyFrom(this._pointerCamera!.globalPosition);\r\n }\r\n\r\n this._ownerNode.computeWorldMatrix(true);\r\n const virtualMeshesInfo = this._virtualMeshesInfo[pointerId];\r\n\r\n if (isXRPointer) {\r\n this._dragging = pointerInfo.pickInfo.originMesh ? this._dragType.NEAR_DRAG : this._dragType.DRAG_WITH_CONTROLLER;\r\n virtualMeshesInfo.originMesh.position.copyFrom(pointerInfo.pickInfo.aimTransform!.position);\r\n if (this._dragging === this._dragType.NEAR_DRAG && pointerInfo.pickInfo.gripTransform) {\r\n virtualMeshesInfo.originMesh.rotationQuaternion!.copyFrom(pointerInfo.pickInfo.gripTransform.rotationQuaternion!);\r\n } else {\r\n virtualMeshesInfo.originMesh.rotationQuaternion!.copyFrom(pointerInfo.pickInfo.aimTransform!.rotationQuaternion!);\r\n }\r\n } else {\r\n this._dragging = this._dragType.DRAG;\r\n virtualMeshesInfo.originMesh.position.copyFrom(pointerInfo.pickInfo.ray.origin);\r\n }\r\n\r\n virtualMeshesInfo.lastOriginPosition.copyFrom(virtualMeshesInfo.originMesh.position);\r\n\r\n virtualMeshesInfo.dragMesh.position.copyFrom(pointerInfo.pickInfo.pickedPoint);\r\n virtualMeshesInfo.lastDragPosition.copyFrom(pointerInfo.pickInfo.pickedPoint);\r\n\r\n virtualMeshesInfo.pivotMesh.position.copyFrom(this._ownerNode.getAbsolutePivotPoint());\r\n virtualMeshesInfo.pivotMesh.rotationQuaternion!.copyFrom(this._ownerNode.absoluteRotationQuaternion);\r\n\r\n virtualMeshesInfo.startingPosition.copyFrom(virtualMeshesInfo.dragMesh.position);\r\n virtualMeshesInfo.startingPivotPosition.copyFrom(virtualMeshesInfo.pivotMesh.position);\r\n virtualMeshesInfo.startingOrientation.copyFrom(virtualMeshesInfo.dragMesh.rotationQuaternion!);\r\n virtualMeshesInfo.startingPivotOrientation.copyFrom(virtualMeshesInfo.pivotMesh.rotationQuaternion!);\r\n\r\n if (isNearXRPointer) {\r\n virtualMeshesInfo.originMesh.addChild(virtualMeshesInfo.dragMesh);\r\n virtualMeshesInfo.originMesh.addChild(virtualMeshesInfo.pivotMesh);\r\n } else {\r\n virtualMeshesInfo.originMesh.lookAt(virtualMeshesInfo.dragMesh.position);\r\n }\r\n\r\n // Update state\r\n virtualMeshesInfo.dragging = true;\r\n\r\n if (this.currentDraggingPointerIds.indexOf(pointerId) === -1) {\r\n this.currentDraggingPointerIds.push(pointerId);\r\n }\r\n\r\n // Detach camera controls\r\n if (this.detachCameraControls && this._pointerCamera && !this._pointerCamera.leftCamera) {\r\n if (this._pointerCamera.inputs && this._pointerCamera.inputs.attachedToElement) {\r\n this._pointerCamera.detachControl();\r\n this._attachedToElement = true;\r\n } else if (!this.allowMultiPointer || this.currentDraggingPointerIds.length === 0) {\r\n this._attachedToElement = false;\r\n }\r\n }\r\n\r\n this._targetDragStart(virtualMeshesInfo.pivotMesh.position, virtualMeshesInfo.pivotMesh.rotationQuaternion!, pointerId);\r\n this.onDragStartObservable.notifyObservers({ position: virtualMeshesInfo.pivotMesh.position });\r\n }\r\n } else if (pointerInfo.type == PointerEventTypes.POINTERUP || pointerInfo.type == PointerEventTypes.POINTERDOUBLETAP) {\r\n const registeredPointerIndex = this.currentDraggingPointerIds.indexOf(pointerId);\r\n\r\n // Update state\r\n virtualMeshesInfo.dragging = false;\r\n\r\n if (registeredPointerIndex !== -1) {\r\n this.currentDraggingPointerIds.splice(registeredPointerIndex, 1);\r\n if (this.currentDraggingPointerIds.length === 0) {\r\n this._moving = false;\r\n this._dragging = this._dragType.NONE;\r\n\r\n // Reattach camera controls\r\n if (this.detachCameraControls && this._attachedToElement && this._pointerCamera && !this._pointerCamera.leftCamera) {\r\n this._reattachCameraControls();\r\n this._attachedToElement = false;\r\n }\r\n }\r\n\r\n virtualMeshesInfo.originMesh.removeChild(virtualMeshesInfo.dragMesh);\r\n virtualMeshesInfo.originMesh.removeChild(virtualMeshesInfo.pivotMesh);\r\n this._targetDragEnd(pointerId);\r\n this.onDragEndObservable.notifyObservers({});\r\n }\r\n } else if (pointerInfo.type == PointerEventTypes.POINTERMOVE) {\r\n const registeredPointerIndex = this.currentDraggingPointerIds.indexOf(pointerId);\r\n\r\n if (registeredPointerIndex !== -1 && virtualMeshesInfo.dragging && pointerInfo.pickInfo && (pointerInfo.pickInfo.ray || pointerInfo.pickInfo.aimTransform)) {\r\n let zDragFactor = this.zDragFactor;\r\n\r\n // 2 pointer interaction should not have a z axis drag factor\r\n // as well as near interaction\r\n if (this.currentDraggingPointerIds.length > 1 || pointerInfo.pickInfo.originMesh) {\r\n zDragFactor = 0;\r\n }\r\n\r\n this._ownerNode.computeWorldMatrix(true);\r\n if (!isNearXRPointer) {\r\n this._pointerUpdate2D(pointerInfo.pickInfo.ray!, pointerId, zDragFactor);\r\n } else {\r\n this._pointerUpdateXR(pointerInfo.pickInfo.aimTransform!, pointerInfo.pickInfo.gripTransform, pointerId, zDragFactor);\r\n }\r\n\r\n // Get change in rotation\r\n this._tmpQuaternion.copyFrom(virtualMeshesInfo.startingPivotOrientation);\r\n this._tmpQuaternion.x = -this._tmpQuaternion.x;\r\n this._tmpQuaternion.y = -this._tmpQuaternion.y;\r\n this._tmpQuaternion.z = -this._tmpQuaternion.z;\r\n virtualMeshesInfo.pivotMesh.absoluteRotationQuaternion!.multiplyToRef(this._tmpQuaternion, this._tmpQuaternion);\r\n virtualMeshesInfo.pivotMesh.absolutePosition.subtractToRef(virtualMeshesInfo.startingPivotPosition, this._tmpVector);\r\n\r\n this.onDragObservable.notifyObservers({ delta: this._tmpVector, position: virtualMeshesInfo.pivotMesh.position, pickInfo: pointerInfo.pickInfo });\r\n\r\n // Notify herited methods and observables\r\n this._targetDrag(this._tmpVector, this._tmpQuaternion, pointerId);\r\n virtualMeshesInfo.lastDragPosition.copyFrom(virtualMeshesInfo.dragMesh.absolutePosition);\r\n\r\n this._moving = true;\r\n }\r\n }\r\n });\r\n }\r\n\r\n private _applyZOffset(node: TransformNode, localOriginDragDifference: number, zDragFactor: number) {\r\n // Determine how much the controller moved to/away towards the dragged object and use this to move the object further when its further away\r\n node.position.z -= node.position.z < 1 ? localOriginDragDifference * zDragFactor : localOriginDragDifference * zDragFactor * node.position.z;\r\n if (node.position.z < 0) {\r\n node.position.z = 0;\r\n }\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n protected _targetDragStart(worldPosition: Vector3, worldRotation: Quaternion, pointerId: number) {\r\n // Herited classes can override that\r\n }\r\n\r\n protected _targetDrag(worldDeltaPosition: Vector3, worldDeltaRotation: Quaternion, pointerId: number) {\r\n // Herited classes can override that\r\n }\r\n\r\n protected _targetDragEnd(pointerId: number) {\r\n // Herited classes can override that\r\n }\r\n\r\n protected _reattachCameraControls() {\r\n if (this._pointerCamera) {\r\n // If the camera is an ArcRotateCamera, preserve the settings from the camera\r\n // when reattaching control\r\n if (this._pointerCamera.getClassName() === \"ArcRotateCamera\") {\r\n const arcRotateCamera = this._pointerCamera as ArcRotateCamera;\r\n arcRotateCamera.attachControl(\r\n arcRotateCamera.inputs ? arcRotateCamera.inputs.noPreventDefault : true,\r\n arcRotateCamera._useCtrlForPanning,\r\n arcRotateCamera._panningMouseButton\r\n );\r\n } else {\r\n // preserve the settings from the camera when reattaching control\r\n this._pointerCamera.attachControl(this._pointerCamera.inputs ? this._pointerCamera.inputs.noPreventDefault : true);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Detaches the behavior from the mesh\r\n */\r\n public detach(): void {\r\n if (this._scene) {\r\n if (this.detachCameraControls && this._attachedToElement && this._pointerCamera && !this._pointerCamera.leftCamera) {\r\n this._reattachCameraControls();\r\n this._attachedToElement = false;\r\n }\r\n this._scene.onPointerObservable.remove(this._pointerObserver);\r\n }\r\n\r\n for (const pointerId in this._virtualMeshesInfo) {\r\n this._virtualMeshesInfo[pointerId].originMesh.dispose();\r\n this._virtualMeshesInfo[pointerId].dragMesh.dispose();\r\n }\r\n\r\n this.onDragEndObservable.clear();\r\n this.onDragObservable.clear();\r\n this.onDragStartObservable.clear();\r\n }\r\n}\r\n"]}
@@ -1,17 +1,8 @@
1
- import type { DataArray, FloatArray, IndicesArray, Nullable, TypedArray } from "../types";
1
+ import type { DataArray, FloatArray, IndicesArray, Nullable, TypedArray, TypedArrayConstructor } from "../types";
2
2
  /**
3
3
  * Union of TypedArrays that can be used for vertex data.
4
4
  */
5
5
  export type VertexDataTypedArray = Exclude<TypedArray, Float64Array | BigInt64Array | BigUint64Array>;
6
- /**
7
- * Interface for a constructor of a TypedArray.
8
- */
9
- export interface TypedArrayConstructor<T extends TypedArray = TypedArray> {
10
- new (length: number): T;
11
- new (elements: Iterable<number>): T;
12
- new (buffer: ArrayBuffer, byteOffset?: number, length?: number): T;
13
- readonly BYTES_PER_ELEMENT: number;
14
- }
15
6
  /**
16
7
  * Gets the byte length of the given type.
17
8
  * @param type the type
@@ -82,3 +73,11 @@ export declare function CopyFloatData(input: DataArray, size: number, type: numb
82
73
  * @returns True if the indices use 32 bits
83
74
  */
84
75
  export declare function AreIndices32Bits(indices: Nullable<IndicesArray>, count: number): boolean;
76
+ /**
77
+ * Creates a typed array suitable for GPU buffer operations, as some engines require CPU buffer sizes to be aligned to specific boundaries (e.g., 4 bytes).
78
+ * The use of non-aligned arrays still works but may result in a performance penalty.
79
+ * @param type The type of the array. For instance, Float32Array or Uint8Array
80
+ * @param elementCount The number of elements to store in the array
81
+ * @returns The aligned typed array
82
+ */
83
+ export declare function CreateAlignedTypedArray<T extends TypedArray>(type: TypedArrayConstructor<T>, elementCount: number): T;
@@ -372,4 +372,20 @@ export function AreIndices32Bits(indices, count) {
372
372
  }
373
373
  return count >= 65536;
374
374
  }
375
+ /**
376
+ * Creates a typed array suitable for GPU buffer operations, as some engines require CPU buffer sizes to be aligned to specific boundaries (e.g., 4 bytes).
377
+ * The use of non-aligned arrays still works but may result in a performance penalty.
378
+ * @param type The type of the array. For instance, Float32Array or Uint8Array
379
+ * @param elementCount The number of elements to store in the array
380
+ * @returns The aligned typed array
381
+ */
382
+ export function CreateAlignedTypedArray(type, elementCount) {
383
+ let byteSize = elementCount * type.BYTES_PER_ELEMENT;
384
+ if ((byteSize & 3) === 0) {
385
+ return new type(elementCount);
386
+ }
387
+ byteSize = (byteSize + 3) & ~3;
388
+ const backingBuffer = new ArrayBuffer(byteSize);
389
+ return new type(backingBuffer, 0, elementCount);
390
+ }
375
391
  //# sourceMappingURL=bufferUtils.js.map
@@ -1 +1 @@
1
- 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value;\r\n }\r\n case Constants.UNSIGNED_BYTE: {\r\n let value = dataView.getUint8(byteOffset);\r\n if (normalized) {\r\n value = value / 255;\r\n }\r\n return value;\r\n }\r\n case Constants.SHORT: {\r\n let value = dataView.getInt16(byteOffset, true);\r\n if (normalized) {\r\n value = Math.max(value / 32767, -1);\r\n }\r\n return value;\r\n }\r\n case Constants.UNSIGNED_SHORT: {\r\n let value = dataView.getUint16(byteOffset, true);\r\n if (normalized) {\r\n value = value / 65535;\r\n }\r\n return value;\r\n }\r\n case Constants.INT: {\r\n return dataView.getInt32(byteOffset, true);\r\n }\r\n case Constants.UNSIGNED_INT: {\r\n return dataView.getUint32(byteOffset, true);\r\n }\r\n case Constants.FLOAT: {\r\n return dataView.getFloat32(byteOffset, true);\r\n }\r\n default: {\r\n throw new Error(`Invalid component type ${type}`);\r\n }\r\n }\r\n}\r\n\r\nfunction SetFloatValue(dataView: DataView, type: number, byteOffset: number, normalized: boolean, value: number): void {\r\n switch 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Constants.SHORT:\r\n return Int16Array;\r\n case Constants.UNSIGNED_SHORT:\r\n return Uint16Array;\r\n case Constants.INT:\r\n return Int32Array;\r\n case Constants.UNSIGNED_INT:\r\n return Uint32Array;\r\n case Constants.FLOAT:\r\n return Float32Array;\r\n default:\r\n throw new Error(`Invalid component type '${componentType}'`);\r\n }\r\n}\r\n\r\n/**\r\n * Enumerates each value of the data array and calls the given callback.\r\n * @param data the data to enumerate\r\n * @param byteOffset the byte offset of the data\r\n * @param byteStride the byte stride of the data\r\n * @param componentCount the number of components per element\r\n * @param componentType the type of the component\r\n * @param count the number of values to enumerate\r\n * @param normalized whether the data is normalized\r\n * @param callback the callback function called for each group of component values\r\n */\r\nexport function EnumerateFloatValues(\r\n data: DataArray,\r\n byteOffset: number,\r\n byteStride: 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!ArrayBuffer.isView(data) ? new DataView(data) : new DataView(data.buffer, data.byteOffset, data.byteLength);\r\n const componentByteLength = GetTypeByteLength(componentType);\r\n for (let index = 0; index < count; index += componentCount) {\r\n for (let componentIndex = 0, componentByteOffset = byteOffset; componentIndex < componentCount; componentIndex++, componentByteOffset += componentByteLength) {\r\n oldValues[componentIndex] = newValues[componentIndex] = GetFloatValue(dataView, componentType, componentByteOffset, normalized);\r\n }\r\n\r\n callback(newValues, index);\r\n\r\n for (let componentIndex = 0, componentByteOffset = byteOffset; componentIndex < componentCount; componentIndex++, componentByteOffset += componentByteLength) {\r\n if (oldValues[componentIndex] !== newValues[componentIndex]) {\r\n SetFloatValue(dataView, componentType, componentByteOffset, normalized, newValues[componentIndex]);\r\n }\r\n }\r\n\r\n byteOffset += byteStride;\r\n }\r\n }\r\n}\r\n\r\n/**\r\n * Gets the given data array as a float array. Float data is constructed if the data array cannot be returned directly.\r\n * @param data the input data array\r\n * @param size the number of components\r\n * @param type the component type\r\n * @param byteOffset the byte offset of the data\r\n * @param byteStride the byte stride of the data\r\n * @param normalized whether the data is normalized\r\n * @param totalVertices number of vertices in the buffer to take into account\r\n * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it\r\n * @returns a float array containing vertex data\r\n */\r\nexport function GetFloatData(\r\n data: DataArray,\r\n size: number,\r\n type: number,\r\n byteOffset: number,\r\n byteStride: number,\r\n normalized: boolean,\r\n totalVertices: number,\r\n forceCopy?: boolean\r\n): FloatArray {\r\n const tightlyPackedByteStride = size * GetTypeByteLength(type);\r\n const count = totalVertices * size;\r\n\r\n if (type !== Constants.FLOAT || byteStride !== tightlyPackedByteStride) {\r\n const copy = new Float32Array(count);\r\n EnumerateFloatValues(data, byteOffset, byteStride, size, type, count, normalized, (values, index) => {\r\n for (let i = 0; i < size; i++) {\r\n copy[index + i] = values[i];\r\n }\r\n });\r\n return copy;\r\n }\r\n\r\n if (!(data instanceof Array || data instanceof Float32Array) || byteOffset !== 0 || data.length !== count) {\r\n if (data instanceof Array) {\r\n const offset = byteOffset / 4;\r\n return data.slice(offset, offset + count);\r\n } else if (data instanceof ArrayBuffer) {\r\n return new Float32Array(data, byteOffset, count);\r\n } else {\r\n const offset = data.byteOffset + byteOffset;\r\n if ((offset & 3) !== 0) {\r\n Logger.Warn(\"Float array must be aligned to 4-bytes border\");\r\n forceCopy = true;\r\n }\r\n\r\n if (forceCopy) {\r\n return new Float32Array(data.buffer.slice(offset, offset + count * Float32Array.BYTES_PER_ELEMENT));\r\n } else {\r\n return new Float32Array(data.buffer, offset, count);\r\n }\r\n }\r\n }\r\n\r\n if (forceCopy) {\r\n return data.slice();\r\n }\r\n\r\n return data;\r\n}\r\n\r\n/**\r\n * Gets the given data array as a typed array that matches the component type. If the data cannot be used directly, a copy is made to support the new typed array.\r\n * If the data is number[], byteOffset and byteStride must be a multiple of 4, as data will be treated like a list of floats.\r\n * @param data the input data array\r\n * @param size the number of components\r\n * @param type the component type\r\n * @param byteOffset the byte offset of the data\r\n * @param byteStride the byte stride of the data\r\n * @param normalized whether the data is normalized\r\n * @param totalVertices number of vertices in the buffer to take into account\r\n * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it\r\n * @returns a typed array containing vertex data\r\n */\r\nexport function GetTypedArrayData(\r\n data: DataArray,\r\n size: number,\r\n type: number,\r\n byteOffset: number,\r\n byteStride: number,\r\n normalized: boolean,\r\n totalVertices: number,\r\n forceCopy?: boolean\r\n): VertexDataTypedArray {\r\n const typeByteLength = GetTypeByteLength(type);\r\n const constructor = GetTypedArrayConstructor(type);\r\n const count = totalVertices * size;\r\n\r\n // Handle number[]\r\n if (Array.isArray(data)) {\r\n if ((byteOffset & 3) !== 0 || (byteStride & 3) !== 0) {\r\n throw new Error(\"byteOffset and byteStride must be a multiple of 4 for number[] data.\");\r\n }\r\n\r\n const offset = byteOffset / 4;\r\n const stride = byteStride / 4;\r\n\r\n const lastIndex = offset + (totalVertices - 1) * stride + size;\r\n if (lastIndex > data.length) {\r\n throw new Error(\"Last accessed index is out of bounds.\");\r\n }\r\n\r\n if (stride < size) {\r\n throw new Error(\"Data stride cannot be smaller than the component size.\");\r\n }\r\n if (stride !== size) {\r\n const copy = new constructor(count);\r\n EnumerateFloatValues(data, byteOffset, byteStride, size, type, count, normalized, (values, index) => {\r\n for (let i = 0; i < size; i++) {\r\n copy[index + i] = values[i];\r\n }\r\n });\r\n return copy;\r\n }\r\n\r\n return new constructor(data.slice(offset, offset + count));\r\n }\r\n\r\n // Handle ArrayBuffer and ArrayBufferView\r\n let buffer: ArrayBuffer;\r\n let adjustedByteOffset = byteOffset;\r\n\r\n if (data instanceof ArrayBuffer) {\r\n buffer = data;\r\n } else {\r\n buffer = data.buffer;\r\n adjustedByteOffset += data.byteOffset;\r\n }\r\n\r\n const lastByteOffset = adjustedByteOffset + (totalVertices - 1) * byteStride + size * typeByteLength;\r\n if (lastByteOffset > buffer.byteLength) {\r\n throw new Error(\"Last accessed byte is out of bounds.\");\r\n }\r\n\r\n const tightlyPackedByteStride = size * typeByteLength;\r\n if (byteStride < tightlyPackedByteStride) {\r\n throw new Error(\"Byte stride cannot be smaller than the component's byte size.\");\r\n }\r\n if (byteStride !== tightlyPackedByteStride) {\r\n const copy = new constructor(count);\r\n EnumerateFloatValues(buffer, adjustedByteOffset, byteStride, size, type, count, normalized, (values, index) => {\r\n for (let i = 0; i < size; i++) {\r\n copy[index + i] = values[i];\r\n }\r\n });\r\n return copy;\r\n }\r\n\r\n if (typeByteLength !== 1 && (adjustedByteOffset & (typeByteLength - 1)) !== 0) {\r\n Logger.Warn(\"Array must be aligned to border of element size. Data will be copied.\");\r\n forceCopy = true;\r\n }\r\n\r\n if (forceCopy) {\r\n return new constructor(buffer.slice(adjustedByteOffset, adjustedByteOffset + count * typeByteLength));\r\n }\r\n\r\n return new constructor(buffer, adjustedByteOffset, count);\r\n}\r\n\r\n/**\r\n * Copies the given data array to the given float array.\r\n * @param input the input data array\r\n * @param size the number of components\r\n * @param type the component type\r\n * @param byteOffset the byte offset of the data\r\n * @param byteStride the byte stride of the data\r\n * @param normalized whether the data is normalized\r\n * @param totalVertices number of vertices in the buffer to take into account\r\n * @param output the output float array\r\n */\r\nexport function CopyFloatData(\r\n input: DataArray,\r\n size: number,\r\n type: number,\r\n byteOffset: number,\r\n byteStride: number,\r\n normalized: boolean,\r\n totalVertices: number,\r\n output: Float32Array\r\n): void {\r\n const tightlyPackedByteStride = size * GetTypeByteLength(type);\r\n const count = totalVertices * size;\r\n\r\n if (output.length !== count) {\r\n throw new Error(\"Output length is not valid\");\r\n }\r\n\r\n if (type !== Constants.FLOAT || byteStride !== tightlyPackedByteStride) {\r\n EnumerateFloatValues(input, byteOffset, byteStride, size, type, count, normalized, (values, index) => {\r\n for (let i = 0; i < size; i++) {\r\n output[index + i] = values[i];\r\n }\r\n });\r\n return;\r\n }\r\n\r\n if (input instanceof Array) {\r\n const offset = byteOffset / 4;\r\n output.set(input, offset);\r\n } else if (input instanceof ArrayBuffer) {\r\n const floatData = new Float32Array(input, byteOffset, count);\r\n output.set(floatData);\r\n } else {\r\n const offset = input.byteOffset + byteOffset;\r\n if ((offset & 3) !== 0) {\r\n Logger.Warn(\"Float array must be aligned to 4-bytes border\");\r\n output.set(new Float32Array(input.buffer.slice(offset, offset + count * Float32Array.BYTES_PER_ELEMENT)));\r\n return;\r\n }\r\n\r\n const floatData = new Float32Array(input.buffer, offset, count);\r\n output.set(floatData);\r\n }\r\n}\r\n\r\n/**\r\n * Utility function to determine if an IndicesArray is an Uint32Array.\r\n * @param indices The IndicesArray to check. If null, count is used instead.\r\n * @param count The number of indices\r\n * @returns True if the indices use 32 bits\r\n */\r\nexport function AreIndices32Bits(indices: Nullable<IndicesArray>, count: number): boolean {\r\n if (indices) {\r\n if (indices instanceof Array) {\r\n return indices.some((value) => value >= 65536);\r\n }\r\n return indices.BYTES_PER_ELEMENT === 4;\r\n }\r\n return count >= 65536;\r\n}\r\n"]}
1
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break;\r\n }\r\n case Constants.SHORT: {\r\n if (normalized) {\r\n value = Math.round(value * 32767);\r\n }\r\n dataView.setInt16(byteOffset, value, true);\r\n break;\r\n }\r\n case Constants.UNSIGNED_SHORT: {\r\n if (normalized) {\r\n value = Math.round(value * 65535);\r\n }\r\n dataView.setUint16(byteOffset, value, true);\r\n break;\r\n }\r\n case Constants.INT: {\r\n dataView.setInt32(byteOffset, value, true);\r\n break;\r\n }\r\n case Constants.UNSIGNED_INT: {\r\n dataView.setUint32(byteOffset, value, true);\r\n break;\r\n }\r\n case Constants.FLOAT: {\r\n dataView.setFloat32(byteOffset, value, true);\r\n break;\r\n }\r\n default: {\r\n throw new Error(`Invalid component type ${type}`);\r\n }\r\n }\r\n}\r\n\r\n/**\r\n * Gets the byte length of the given type.\r\n * @param type the type\r\n * @returns the number of bytes\r\n */\r\nexport function GetTypeByteLength(type: number): number {\r\n switch (type) {\r\n case Constants.BYTE:\r\n case Constants.UNSIGNED_BYTE:\r\n return 1;\r\n case Constants.SHORT:\r\n case Constants.UNSIGNED_SHORT:\r\n return 2;\r\n case Constants.INT:\r\n case Constants.UNSIGNED_INT:\r\n case Constants.FLOAT:\r\n return 4;\r\n default:\r\n throw new Error(`Invalid type '${type}'`);\r\n }\r\n}\r\n\r\n/**\r\n * Gets the appropriate TypedArray constructor for the given component type.\r\n * @param componentType the component type\r\n * @returns the constructor object\r\n */\r\nexport function GetTypedArrayConstructor(componentType: number): TypedArrayConstructor<VertexDataTypedArray> {\r\n switch (componentType) {\r\n case Constants.BYTE:\r\n return Int8Array;\r\n case Constants.UNSIGNED_BYTE:\r\n return Uint8Array;\r\n case Constants.SHORT:\r\n return Int16Array;\r\n case Constants.UNSIGNED_SHORT:\r\n return Uint16Array;\r\n case Constants.INT:\r\n return Int32Array;\r\n case Constants.UNSIGNED_INT:\r\n return Uint32Array;\r\n case Constants.FLOAT:\r\n return Float32Array;\r\n default:\r\n throw new Error(`Invalid component type 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instanceof Array) {\r\n let offset = byteOffset / 4;\r\n const stride = byteStride / 4;\r\n for (let index = 0; index < count; index += componentCount) {\r\n for (let componentIndex = 0; componentIndex < componentCount; componentIndex++) {\r\n oldValues[componentIndex] = newValues[componentIndex] = data[offset + componentIndex];\r\n }\r\n\r\n callback(newValues, index);\r\n\r\n for (let componentIndex = 0; componentIndex < componentCount; componentIndex++) {\r\n if (oldValues[componentIndex] !== newValues[componentIndex]) {\r\n data[offset + componentIndex] = newValues[componentIndex];\r\n }\r\n }\r\n\r\n offset += stride;\r\n }\r\n } else {\r\n const dataView = !ArrayBuffer.isView(data) ? new DataView(data) : new DataView(data.buffer, data.byteOffset, data.byteLength);\r\n const componentByteLength = GetTypeByteLength(componentType);\r\n for (let index = 0; index < count; index += componentCount) {\r\n for (let componentIndex = 0, componentByteOffset = byteOffset; componentIndex < componentCount; componentIndex++, componentByteOffset += componentByteLength) {\r\n oldValues[componentIndex] = newValues[componentIndex] = GetFloatValue(dataView, componentType, componentByteOffset, normalized);\r\n }\r\n\r\n callback(newValues, index);\r\n\r\n for (let componentIndex = 0, componentByteOffset = byteOffset; componentIndex < componentCount; componentIndex++, componentByteOffset += componentByteLength) {\r\n if (oldValues[componentIndex] !== newValues[componentIndex]) {\r\n SetFloatValue(dataView, componentType, componentByteOffset, normalized, newValues[componentIndex]);\r\n }\r\n }\r\n\r\n byteOffset += byteStride;\r\n }\r\n }\r\n}\r\n\r\n/**\r\n * Gets the given data array as a float array. Float data is constructed if the data array cannot be returned directly.\r\n * @param data the input data array\r\n * @param size the number of components\r\n * @param type the component type\r\n * @param byteOffset the byte offset of the data\r\n * @param byteStride the byte stride of the data\r\n * @param normalized whether the data is normalized\r\n * @param totalVertices number of vertices in the buffer to take into account\r\n * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it\r\n * @returns a float array containing vertex data\r\n */\r\nexport function GetFloatData(\r\n data: DataArray,\r\n size: number,\r\n type: number,\r\n byteOffset: number,\r\n byteStride: number,\r\n normalized: boolean,\r\n totalVertices: number,\r\n forceCopy?: boolean\r\n): FloatArray {\r\n const tightlyPackedByteStride = size * GetTypeByteLength(type);\r\n const count = totalVertices * size;\r\n\r\n if (type !== Constants.FLOAT || byteStride !== tightlyPackedByteStride) {\r\n const copy = new Float32Array(count);\r\n EnumerateFloatValues(data, byteOffset, byteStride, size, type, count, normalized, (values, index) => {\r\n for (let i = 0; i < size; i++) {\r\n copy[index + i] = values[i];\r\n }\r\n });\r\n return copy;\r\n }\r\n\r\n if (!(data instanceof Array || data instanceof Float32Array) || byteOffset !== 0 || data.length !== count) {\r\n if (data instanceof Array) {\r\n const offset = byteOffset / 4;\r\n return data.slice(offset, offset + count);\r\n } else if (data instanceof ArrayBuffer) {\r\n return new Float32Array(data, byteOffset, count);\r\n } else {\r\n const offset = data.byteOffset + byteOffset;\r\n if ((offset & 3) !== 0) {\r\n Logger.Warn(\"Float array must be aligned to 4-bytes border\");\r\n forceCopy = true;\r\n }\r\n\r\n if (forceCopy) {\r\n return new Float32Array(data.buffer.slice(offset, offset + count * Float32Array.BYTES_PER_ELEMENT));\r\n } else {\r\n return new Float32Array(data.buffer, offset, count);\r\n }\r\n }\r\n }\r\n\r\n if (forceCopy) {\r\n return data.slice();\r\n }\r\n\r\n return data;\r\n}\r\n\r\n/**\r\n * Gets the given data array as a typed array that matches the component type. If the data cannot be used directly, a copy is made to support the new typed array.\r\n * If the data is number[], byteOffset and byteStride must be a multiple of 4, as data will be treated like a list of floats.\r\n * @param data the input data array\r\n * @param size the number of components\r\n * @param type the component type\r\n * @param byteOffset the byte offset of the data\r\n * @param byteStride the byte stride of the data\r\n * @param normalized whether the data is normalized\r\n * @param totalVertices number of vertices in the buffer to take into account\r\n * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it\r\n * @returns a typed array containing vertex data\r\n */\r\nexport function GetTypedArrayData(\r\n data: DataArray,\r\n size: number,\r\n type: number,\r\n byteOffset: number,\r\n byteStride: number,\r\n normalized: boolean,\r\n totalVertices: number,\r\n forceCopy?: boolean\r\n): VertexDataTypedArray {\r\n const typeByteLength = GetTypeByteLength(type);\r\n const constructor = GetTypedArrayConstructor(type);\r\n const count = totalVertices * size;\r\n\r\n // Handle number[]\r\n if (Array.isArray(data)) {\r\n if ((byteOffset & 3) !== 0 || (byteStride & 3) !== 0) {\r\n throw new Error(\"byteOffset and byteStride must be a multiple of 4 for number[] data.\");\r\n }\r\n\r\n const offset = byteOffset / 4;\r\n const stride = byteStride / 4;\r\n\r\n const lastIndex = offset + (totalVertices - 1) * stride + size;\r\n if (lastIndex > data.length) {\r\n throw new Error(\"Last accessed index is out of bounds.\");\r\n }\r\n\r\n if (stride < size) {\r\n throw new Error(\"Data stride cannot be smaller than the component size.\");\r\n }\r\n if (stride !== size) {\r\n const copy = new constructor(count);\r\n EnumerateFloatValues(data, byteOffset, byteStride, size, type, count, normalized, (values, index) => {\r\n for (let i = 0; i < size; i++) {\r\n copy[index + i] = values[i];\r\n }\r\n });\r\n return copy;\r\n }\r\n\r\n return new constructor(data.slice(offset, offset + count));\r\n }\r\n\r\n // Handle ArrayBuffer and ArrayBufferView\r\n let buffer: ArrayBuffer;\r\n let adjustedByteOffset = byteOffset;\r\n\r\n if (data instanceof ArrayBuffer) {\r\n buffer = data;\r\n } else {\r\n buffer = data.buffer;\r\n adjustedByteOffset += data.byteOffset;\r\n }\r\n\r\n const lastByteOffset = adjustedByteOffset + (totalVertices - 1) * byteStride + size * typeByteLength;\r\n if (lastByteOffset > buffer.byteLength) {\r\n throw new Error(\"Last accessed byte is out of bounds.\");\r\n }\r\n\r\n const tightlyPackedByteStride = size * typeByteLength;\r\n if (byteStride < tightlyPackedByteStride) {\r\n throw new Error(\"Byte stride cannot be smaller than the component's byte size.\");\r\n }\r\n if (byteStride !== tightlyPackedByteStride) {\r\n const copy = new constructor(count);\r\n EnumerateFloatValues(buffer, adjustedByteOffset, byteStride, size, type, count, normalized, (values, index) => {\r\n for (let i = 0; i < size; i++) {\r\n copy[index + i] = values[i];\r\n }\r\n });\r\n return copy;\r\n }\r\n\r\n if (typeByteLength !== 1 && (adjustedByteOffset & (typeByteLength - 1)) !== 0) {\r\n Logger.Warn(\"Array must be aligned to border of element size. Data will be copied.\");\r\n forceCopy = true;\r\n }\r\n\r\n if (forceCopy) {\r\n return new constructor(buffer.slice(adjustedByteOffset, adjustedByteOffset + count * typeByteLength));\r\n }\r\n\r\n return new constructor(buffer, adjustedByteOffset, count);\r\n}\r\n\r\n/**\r\n * Copies the given data array to the given float array.\r\n * @param input the input data array\r\n * @param size the number of components\r\n * @param type the component type\r\n * @param byteOffset the byte offset of the data\r\n * @param byteStride the byte stride of the data\r\n * @param normalized whether the data is normalized\r\n * @param totalVertices number of vertices in the buffer to take into account\r\n * @param output the output float array\r\n */\r\nexport function CopyFloatData(\r\n input: DataArray,\r\n size: number,\r\n type: number,\r\n byteOffset: number,\r\n byteStride: number,\r\n normalized: boolean,\r\n totalVertices: number,\r\n output: Float32Array\r\n): void {\r\n const tightlyPackedByteStride = size * GetTypeByteLength(type);\r\n const count = totalVertices * size;\r\n\r\n if (output.length !== count) {\r\n throw new Error(\"Output length is not valid\");\r\n }\r\n\r\n if (type !== Constants.FLOAT || byteStride !== tightlyPackedByteStride) {\r\n EnumerateFloatValues(input, byteOffset, byteStride, size, type, count, normalized, (values, index) => {\r\n for (let i = 0; i < size; i++) {\r\n output[index + i] = values[i];\r\n }\r\n });\r\n return;\r\n }\r\n\r\n if (input instanceof Array) {\r\n const offset = byteOffset / 4;\r\n output.set(input, offset);\r\n } else if (input instanceof ArrayBuffer) {\r\n const floatData = new Float32Array(input, byteOffset, count);\r\n output.set(floatData);\r\n } else {\r\n const offset = input.byteOffset + byteOffset;\r\n if ((offset & 3) !== 0) {\r\n Logger.Warn(\"Float array must be aligned to 4-bytes border\");\r\n output.set(new Float32Array(input.buffer.slice(offset, offset + count * Float32Array.BYTES_PER_ELEMENT)));\r\n return;\r\n }\r\n\r\n const floatData = new Float32Array(input.buffer, offset, count);\r\n output.set(floatData);\r\n }\r\n}\r\n\r\n/**\r\n * Utility function to determine if an IndicesArray is an Uint32Array.\r\n * @param indices The IndicesArray to check. If null, count is used instead.\r\n * @param count The number of indices\r\n * @returns True if the indices use 32 bits\r\n */\r\nexport function AreIndices32Bits(indices: Nullable<IndicesArray>, count: number): boolean {\r\n if (indices) {\r\n if (indices instanceof Array) {\r\n return indices.some((value) => value >= 65536);\r\n }\r\n return indices.BYTES_PER_ELEMENT === 4;\r\n }\r\n return count >= 65536;\r\n}\r\n\r\n/**\r\n * Creates a typed array suitable for GPU buffer operations, as some engines require CPU buffer sizes to be aligned to specific boundaries (e.g., 4 bytes).\r\n * The use of non-aligned arrays still works but may result in a performance penalty.\r\n * @param type The type of the array. For instance, Float32Array or Uint8Array\r\n * @param elementCount The number of elements to store in the array\r\n * @returns The aligned typed array\r\n */\r\nexport function CreateAlignedTypedArray<T extends TypedArray>(type: TypedArrayConstructor<T>, elementCount: number): T {\r\n let byteSize = elementCount * type.BYTES_PER_ELEMENT;\r\n\r\n if ((byteSize & 3) === 0) {\r\n return new type(elementCount);\r\n }\r\n\r\n byteSize = (byteSize + 3) & ~3;\r\n\r\n const backingBuffer = new ArrayBuffer(byteSize);\r\n\r\n return new type(backingBuffer, 0, elementCount);\r\n}\r\n"]}
@@ -60,7 +60,8 @@ export class TransformFeedbackBoundingHelper {
60
60
  false, // useNormalMorph
61
61
  false, // useTangentMorph
62
62
  false, // useUVMorph
63
- false // useUV2Morph
63
+ false, // useUV2Morph
64
+ false // useColorMorph
64
65
  )
65
66
  : 0;
66
67
  // Baked Vertex Animation
@@ -1 +1 @@
1
- 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type { Effect } from \"core/Materials/effect\";\r\nimport type { ThinEngine } from \"core/Engines/thinEngine\";\r\nimport { VertexBuffer, Buffer } from \"core/Buffers/buffer\";\r\nimport type { Engine } from \"core/Engines/engine\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport type { Nullable } from \"core/types\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport {\r\n BindBonesParameters,\r\n BindMorphTargetParameters,\r\n PrepareAttributesForBakedVertexAnimation,\r\n PrepareDefinesAndAttributesForMorphTargets,\r\n} from \"core/Materials/materialHelper.functions\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport type { IBoundingInfoHelperPlatform } from \"./IBoundingInfoHelperPlatform\";\r\nimport { extractMinAndMax } from \"core/Maths/math.functions\";\r\nimport { Vector3 } from \"core/Maths/math.vector\";\r\n\r\nimport \"../../Shaders/gpuTransform.vertex\";\r\nimport \"../../Shaders/gpuTransform.fragment\";\r\n\r\n/** @internal */\r\nexport class TransformFeedbackBoundingHelper implements IBoundingInfoHelperPlatform {\r\n private static _Min = new Vector3();\r\n private static _Max = new Vector3();\r\n\r\n private _engine: Nullable<ThinEngine>;\r\n private _buffers: { [key: number]: Buffer } = {};\r\n private _effects: { [key: string]: Effect } = {};\r\n private _meshList: AbstractMesh[];\r\n private _meshListCounter = 0;\r\n\r\n /**\r\n * Creates a new TransformFeedbackBoundingHelper\r\n * @param engine defines the engine to use\r\n */\r\n constructor(engine: ThinEngine) {\r\n this._engine = engine;\r\n }\r\n\r\n /** @internal */\r\n public processAsync(meshes: AbstractMesh | AbstractMesh[]): Promise<void> {\r\n if (!Array.isArray(meshes)) {\r\n meshes = [meshes];\r\n }\r\n\r\n this._meshListCounter = 0;\r\n\r\n this._processMeshList(meshes);\r\n\r\n return Promise.resolve();\r\n }\r\n\r\n private _processMeshList(meshes: AbstractMesh[]) {\r\n const parallelShaderCompile = this._engine!.getCaps().parallelShaderCompile;\r\n\r\n this._engine!.getCaps().parallelShaderCompile = undefined;\r\n\r\n for (let i = 0; i < meshes.length; ++i) {\r\n const mesh = meshes[i];\r\n const vertexCount = mesh.getTotalVertices();\r\n\r\n if (vertexCount === 0 || !(mesh as Mesh).getVertexBuffer || !(mesh as Mesh).getVertexBuffer(VertexBuffer.PositionKind)) {\r\n continue;\r\n }\r\n\r\n // Get correct effect\r\n let computeEffect: Effect;\r\n const defines: string[] = [];\r\n const attribs = [VertexBuffer.PositionKind];\r\n\r\n // Bones\r\n if (mesh && mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {\r\n attribs.push(VertexBuffer.MatricesIndicesKind);\r\n attribs.push(VertexBuffer.MatricesWeightsKind);\r\n if (mesh.numBoneInfluencers > 4) {\r\n attribs.push(VertexBuffer.MatricesIndicesExtraKind);\r\n attribs.push(VertexBuffer.MatricesWeightsExtraKind);\r\n }\r\n defines.push(\"#define NUM_BONE_INFLUENCERS \" + mesh.numBoneInfluencers);\r\n defines.push(\"#define BONETEXTURE \" + mesh.skeleton.isUsingTextureForMatrices);\r\n defines.push(\"#define BonesPerMesh \" + (mesh.skeleton.bones.length + 1));\r\n } else {\r\n defines.push(\"#define NUM_BONE_INFLUENCERS 0\");\r\n }\r\n\r\n // Morph\r\n const numMorphInfluencers = mesh.morphTargetManager\r\n ? PrepareDefinesAndAttributesForMorphTargets(\r\n mesh.morphTargetManager,\r\n defines,\r\n attribs,\r\n mesh,\r\n true, // usePositionMorph\r\n false, // useNormalMorph\r\n false, // useTangentMorph\r\n false, // useUVMorph\r\n false // useUV2Morph\r\n )\r\n : 0;\r\n\r\n // Baked Vertex Animation\r\n const bvaManager = (<Mesh>mesh).bakedVertexAnimationManager;\r\n if (bvaManager && bvaManager.isEnabled) {\r\n defines.push(\"#define BAKED_VERTEX_ANIMATION_TEXTURE\");\r\n PrepareAttributesForBakedVertexAnimation(attribs, mesh, defines);\r\n }\r\n\r\n const join = defines.join(\"\\n\");\r\n if (!this._effects[join]) {\r\n const uniforms = [\r\n \"boneTextureWidth\",\r\n \"mBones\",\r\n \"morphTargetInfluences\",\r\n \"morphTargetCount\",\r\n \"morphTargetTextureInfo\",\r\n \"morphTargetTextureIndices\",\r\n \"bakedVertexAnimationSettings\",\r\n \"bakedVertexAnimationTextureSizeInverted\",\r\n \"bakedVertexAnimationTime\",\r\n ];\r\n const samplers = [\"boneSampler\", \"morphTargets\", \"bakedVertexAnimationTexture\"];\r\n\r\n const computeEffectOptions = {\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: [],\r\n samplers: samplers,\r\n defines: join,\r\n fallbacks: null,\r\n onCompiled: null,\r\n onError: null,\r\n indexParameters: { maxSimultaneousMorphTargets: numMorphInfluencers },\r\n maxSimultaneousLights: 0,\r\n transformFeedbackVaryings: [\"outPosition\"],\r\n };\r\n computeEffect = this._engine!.createEffect(\"gpuTransform\", computeEffectOptions, this._engine!);\r\n this._effects[join] = computeEffect;\r\n } else {\r\n computeEffect = this._effects[join];\r\n }\r\n\r\n this._compute(mesh, computeEffect);\r\n }\r\n\r\n this._engine!.getCaps().parallelShaderCompile = parallelShaderCompile;\r\n }\r\n\r\n private _compute(mesh: AbstractMesh, effect: Effect): void {\r\n const engine = this._engine as Engine;\r\n\r\n // Buffer\r\n let targetBuffer: Buffer;\r\n const vertexCount = mesh.getTotalVertices();\r\n\r\n if (!this._buffers[mesh.uniqueId]) {\r\n const targetData = new Float32Array(vertexCount * 3);\r\n targetBuffer = new Buffer(mesh.getEngine(), targetData, true, 3);\r\n this._buffers[mesh.uniqueId] = targetBuffer;\r\n } else {\r\n targetBuffer = this._buffers[mesh.uniqueId];\r\n }\r\n\r\n // Bind\r\n effect.getEngine().enableEffect(effect);\r\n (mesh as Mesh)._bindDirect(effect, null, true);\r\n\r\n // Bones\r\n BindBonesParameters(mesh, effect);\r\n\r\n // Morph targets\r\n BindMorphTargetParameters(mesh, effect);\r\n if (mesh.morphTargetManager && mesh.morphTargetManager.isUsingTextureForTargets) {\r\n mesh.morphTargetManager._bind(effect);\r\n }\r\n\r\n // BVA\r\n const bvaManager = (<Mesh>mesh).bakedVertexAnimationManager;\r\n\r\n if (bvaManager && bvaManager.isEnabled) {\r\n mesh.bakedVertexAnimationManager?.bind(effect, false);\r\n }\r\n\r\n // Update\r\n const arrayBuffer = targetBuffer.getData()! as Float32Array;\r\n engine.bindTransformFeedbackBuffer(targetBuffer.getBuffer());\r\n engine.setRasterizerState(false);\r\n engine.beginTransformFeedback(true);\r\n engine.drawArraysType(Constants.MATERIAL_PointFillMode, 0, vertexCount);\r\n engine.endTransformFeedback();\r\n engine.setRasterizerState(true);\r\n engine.readTransformFeedbackBuffer(arrayBuffer);\r\n engine.bindTransformFeedbackBuffer(null);\r\n\r\n // Update mesh\r\n if (this._meshListCounter === 0) {\r\n mesh._refreshBoundingInfo(arrayBuffer, null);\r\n } else {\r\n const bb = mesh.getBoundingInfo().boundingBox;\r\n const extend = extractMinAndMax(arrayBuffer, 0, vertexCount);\r\n\r\n TransformFeedbackBoundingHelper._Min.copyFrom(bb.minimum).minimizeInPlace(extend.minimum);\r\n TransformFeedbackBoundingHelper._Max.copyFrom(bb.maximum).maximizeInPlace(extend.maximum);\r\n\r\n mesh._refreshBoundingInfoDirect({ minimum: TransformFeedbackBoundingHelper._Min, maximum: TransformFeedbackBoundingHelper._Max });\r\n }\r\n }\r\n\r\n /** @internal */\r\n public registerMeshListAsync(meshes: AbstractMesh | AbstractMesh[]): Promise<void> {\r\n if (!Array.isArray(meshes)) {\r\n meshes = [meshes];\r\n }\r\n\r\n this._meshList = meshes;\r\n this._meshListCounter = 0;\r\n\r\n return Promise.resolve();\r\n }\r\n\r\n /** @internal */\r\n public processMeshList(): void {\r\n if (this._meshList.length === 0) {\r\n return;\r\n }\r\n\r\n this._processMeshList(this._meshList);\r\n this._meshListCounter++;\r\n }\r\n\r\n /** @internal */\r\n public fetchResultsForMeshListAsync(): Promise<void> {\r\n this._meshListCounter = 0;\r\n\r\n return Promise.resolve();\r\n }\r\n\r\n /** @internal */\r\n public dispose(): void {\r\n for (const key in this._buffers) {\r\n this._buffers[key].dispose();\r\n }\r\n this._buffers = {};\r\n this._effects = {};\r\n this._engine = null;\r\n }\r\n}\r\n"]}
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type { Effect } from \"core/Materials/effect\";\r\nimport type { ThinEngine } from \"core/Engines/thinEngine\";\r\nimport { VertexBuffer, Buffer } from \"core/Buffers/buffer\";\r\nimport type { Engine } from \"core/Engines/engine\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport type { Nullable } from \"core/types\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport {\r\n BindBonesParameters,\r\n BindMorphTargetParameters,\r\n PrepareAttributesForBakedVertexAnimation,\r\n PrepareDefinesAndAttributesForMorphTargets,\r\n} from \"core/Materials/materialHelper.functions\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport type { IBoundingInfoHelperPlatform } from \"./IBoundingInfoHelperPlatform\";\r\nimport { extractMinAndMax } from \"core/Maths/math.functions\";\r\nimport { Vector3 } from \"core/Maths/math.vector\";\r\n\r\nimport \"../../Shaders/gpuTransform.vertex\";\r\nimport \"../../Shaders/gpuTransform.fragment\";\r\n\r\n/** @internal */\r\nexport class TransformFeedbackBoundingHelper implements IBoundingInfoHelperPlatform {\r\n private static _Min = new Vector3();\r\n private static _Max = new Vector3();\r\n\r\n private _engine: Nullable<ThinEngine>;\r\n private _buffers: { [key: number]: Buffer } = {};\r\n private _effects: { [key: string]: Effect } = {};\r\n private _meshList: AbstractMesh[];\r\n private _meshListCounter = 0;\r\n\r\n /**\r\n * Creates a new TransformFeedbackBoundingHelper\r\n * @param engine defines the engine to use\r\n */\r\n constructor(engine: ThinEngine) {\r\n this._engine = engine;\r\n }\r\n\r\n /** @internal */\r\n public processAsync(meshes: AbstractMesh | AbstractMesh[]): Promise<void> {\r\n if (!Array.isArray(meshes)) {\r\n meshes = [meshes];\r\n }\r\n\r\n this._meshListCounter = 0;\r\n\r\n this._processMeshList(meshes);\r\n\r\n return Promise.resolve();\r\n }\r\n\r\n private _processMeshList(meshes: AbstractMesh[]) {\r\n const parallelShaderCompile = this._engine!.getCaps().parallelShaderCompile;\r\n\r\n this._engine!.getCaps().parallelShaderCompile = undefined;\r\n\r\n for (let i = 0; i < meshes.length; ++i) {\r\n const mesh = meshes[i];\r\n const vertexCount = mesh.getTotalVertices();\r\n\r\n if (vertexCount === 0 || !(mesh as Mesh).getVertexBuffer || !(mesh as Mesh).getVertexBuffer(VertexBuffer.PositionKind)) {\r\n continue;\r\n }\r\n\r\n // Get correct effect\r\n let computeEffect: Effect;\r\n const defines: string[] = [];\r\n const attribs = [VertexBuffer.PositionKind];\r\n\r\n // Bones\r\n if (mesh && mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {\r\n attribs.push(VertexBuffer.MatricesIndicesKind);\r\n attribs.push(VertexBuffer.MatricesWeightsKind);\r\n if (mesh.numBoneInfluencers > 4) {\r\n attribs.push(VertexBuffer.MatricesIndicesExtraKind);\r\n attribs.push(VertexBuffer.MatricesWeightsExtraKind);\r\n }\r\n defines.push(\"#define NUM_BONE_INFLUENCERS \" + mesh.numBoneInfluencers);\r\n defines.push(\"#define BONETEXTURE \" + mesh.skeleton.isUsingTextureForMatrices);\r\n defines.push(\"#define BonesPerMesh \" + (mesh.skeleton.bones.length + 1));\r\n } else {\r\n defines.push(\"#define NUM_BONE_INFLUENCERS 0\");\r\n }\r\n\r\n // Morph\r\n const numMorphInfluencers = mesh.morphTargetManager\r\n ? PrepareDefinesAndAttributesForMorphTargets(\r\n mesh.morphTargetManager,\r\n defines,\r\n attribs,\r\n mesh,\r\n true, // usePositionMorph\r\n false, // useNormalMorph\r\n false, // useTangentMorph\r\n false, // useUVMorph\r\n false, // useUV2Morph\r\n false // useColorMorph\r\n )\r\n : 0;\r\n\r\n // Baked Vertex Animation\r\n const bvaManager = (<Mesh>mesh).bakedVertexAnimationManager;\r\n if (bvaManager && bvaManager.isEnabled) {\r\n defines.push(\"#define BAKED_VERTEX_ANIMATION_TEXTURE\");\r\n PrepareAttributesForBakedVertexAnimation(attribs, mesh, defines);\r\n }\r\n\r\n const join = defines.join(\"\\n\");\r\n if (!this._effects[join]) {\r\n const uniforms = [\r\n \"boneTextureWidth\",\r\n \"mBones\",\r\n \"morphTargetInfluences\",\r\n \"morphTargetCount\",\r\n \"morphTargetTextureInfo\",\r\n \"morphTargetTextureIndices\",\r\n \"bakedVertexAnimationSettings\",\r\n \"bakedVertexAnimationTextureSizeInverted\",\r\n \"bakedVertexAnimationTime\",\r\n ];\r\n const samplers = [\"boneSampler\", \"morphTargets\", \"bakedVertexAnimationTexture\"];\r\n\r\n const computeEffectOptions = {\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: [],\r\n samplers: samplers,\r\n defines: join,\r\n fallbacks: null,\r\n onCompiled: null,\r\n onError: null,\r\n indexParameters: { maxSimultaneousMorphTargets: numMorphInfluencers },\r\n maxSimultaneousLights: 0,\r\n transformFeedbackVaryings: [\"outPosition\"],\r\n };\r\n computeEffect = this._engine!.createEffect(\"gpuTransform\", computeEffectOptions, this._engine!);\r\n this._effects[join] = computeEffect;\r\n } else {\r\n computeEffect = this._effects[join];\r\n }\r\n\r\n this._compute(mesh, computeEffect);\r\n }\r\n\r\n this._engine!.getCaps().parallelShaderCompile = parallelShaderCompile;\r\n }\r\n\r\n private _compute(mesh: AbstractMesh, effect: Effect): void {\r\n const engine = this._engine as Engine;\r\n\r\n // Buffer\r\n let targetBuffer: Buffer;\r\n const vertexCount = mesh.getTotalVertices();\r\n\r\n if (!this._buffers[mesh.uniqueId]) {\r\n const targetData = new Float32Array(vertexCount * 3);\r\n targetBuffer = new Buffer(mesh.getEngine(), targetData, true, 3);\r\n this._buffers[mesh.uniqueId] = targetBuffer;\r\n } else {\r\n targetBuffer = this._buffers[mesh.uniqueId];\r\n }\r\n\r\n // Bind\r\n effect.getEngine().enableEffect(effect);\r\n (mesh as Mesh)._bindDirect(effect, null, true);\r\n\r\n // Bones\r\n BindBonesParameters(mesh, effect);\r\n\r\n // Morph targets\r\n BindMorphTargetParameters(mesh, effect);\r\n if (mesh.morphTargetManager && mesh.morphTargetManager.isUsingTextureForTargets) {\r\n mesh.morphTargetManager._bind(effect);\r\n }\r\n\r\n // BVA\r\n const bvaManager = (<Mesh>mesh).bakedVertexAnimationManager;\r\n\r\n if (bvaManager && bvaManager.isEnabled) {\r\n mesh.bakedVertexAnimationManager?.bind(effect, false);\r\n }\r\n\r\n // Update\r\n const arrayBuffer = targetBuffer.getData()! as Float32Array;\r\n engine.bindTransformFeedbackBuffer(targetBuffer.getBuffer());\r\n engine.setRasterizerState(false);\r\n engine.beginTransformFeedback(true);\r\n engine.drawArraysType(Constants.MATERIAL_PointFillMode, 0, vertexCount);\r\n engine.endTransformFeedback();\r\n engine.setRasterizerState(true);\r\n engine.readTransformFeedbackBuffer(arrayBuffer);\r\n engine.bindTransformFeedbackBuffer(null);\r\n\r\n // Update mesh\r\n if (this._meshListCounter === 0) {\r\n mesh._refreshBoundingInfo(arrayBuffer, null);\r\n } else {\r\n const bb = mesh.getBoundingInfo().boundingBox;\r\n const extend = extractMinAndMax(arrayBuffer, 0, vertexCount);\r\n\r\n TransformFeedbackBoundingHelper._Min.copyFrom(bb.minimum).minimizeInPlace(extend.minimum);\r\n TransformFeedbackBoundingHelper._Max.copyFrom(bb.maximum).maximizeInPlace(extend.maximum);\r\n\r\n mesh._refreshBoundingInfoDirect({ minimum: TransformFeedbackBoundingHelper._Min, maximum: TransformFeedbackBoundingHelper._Max });\r\n }\r\n }\r\n\r\n /** @internal */\r\n public registerMeshListAsync(meshes: AbstractMesh | AbstractMesh[]): Promise<void> {\r\n if (!Array.isArray(meshes)) {\r\n meshes = [meshes];\r\n }\r\n\r\n this._meshList = meshes;\r\n this._meshListCounter = 0;\r\n\r\n return Promise.resolve();\r\n }\r\n\r\n /** @internal */\r\n public processMeshList(): void {\r\n if (this._meshList.length === 0) {\r\n return;\r\n }\r\n\r\n this._processMeshList(this._meshList);\r\n this._meshListCounter++;\r\n }\r\n\r\n /** @internal */\r\n public fetchResultsForMeshListAsync(): Promise<void> {\r\n this._meshListCounter = 0;\r\n\r\n return Promise.resolve();\r\n }\r\n\r\n /** @internal */\r\n public dispose(): void {\r\n for (const key in this._buffers) {\r\n this._buffers[key].dispose();\r\n }\r\n this._buffers = {};\r\n this._effects = {};\r\n this._engine = null;\r\n }\r\n}\r\n"]}