@babylonjs/core 7.49.0 → 7.50.0

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Files changed (134) hide show
  1. package/Behaviors/Cameras/framingBehavior.js +3 -0
  2. package/Behaviors/Cameras/framingBehavior.js.map +1 -1
  3. package/Behaviors/Meshes/baseSixDofDragBehavior.js +10 -9
  4. package/Behaviors/Meshes/baseSixDofDragBehavior.js.map +1 -1
  5. package/Buffers/bufferUtils.d.ts +9 -10
  6. package/Buffers/bufferUtils.js +16 -0
  7. package/Buffers/bufferUtils.js.map +1 -1
  8. package/Culling/Helper/transformFeedbackBoundingHelper.js +2 -1
  9. package/Culling/Helper/transformFeedbackBoundingHelper.js.map +1 -1
  10. package/Engines/WebGPU/webgpuBufferManager.js +23 -22
  11. package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
  12. package/Engines/abstractEngine.js +2 -2
  13. package/Engines/abstractEngine.js.map +1 -1
  14. package/FrameGraph/Node/Blocks/Rendering/utilityLayerRendererBlock.d.ts +43 -0
  15. package/FrameGraph/Node/Blocks/Rendering/utilityLayerRendererBlock.js +83 -0
  16. package/FrameGraph/Node/Blocks/Rendering/utilityLayerRendererBlock.js.map +1 -0
  17. package/FrameGraph/Node/Blocks/index.d.ts +1 -0
  18. package/FrameGraph/Node/Blocks/index.js +1 -0
  19. package/FrameGraph/Node/Blocks/index.js.map +1 -1
  20. package/FrameGraph/Tasks/Rendering/utilityLayerRendererTask.d.ts +35 -0
  21. package/FrameGraph/Tasks/Rendering/utilityLayerRendererTask.js +40 -0
  22. package/FrameGraph/Tasks/Rendering/utilityLayerRendererTask.js.map +1 -0
  23. package/FrameGraph/frameGraph.d.ts +4 -0
  24. package/FrameGraph/frameGraph.js +6 -0
  25. package/FrameGraph/frameGraph.js.map +1 -1
  26. package/FrameGraph/frameGraphRenderContext.d.ts +2 -2
  27. package/FrameGraph/frameGraphRenderContext.js.map +1 -1
  28. package/FrameGraph/index.d.ts +1 -0
  29. package/FrameGraph/index.js +1 -0
  30. package/FrameGraph/index.js.map +1 -1
  31. package/Layers/thinEffectLayer.js +3 -1
  32. package/Layers/thinEffectLayer.js.map +1 -1
  33. package/Lights/Shadows/shadowGenerator.js +3 -1
  34. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  35. package/Materials/GreasedLine/greasedLinePluginMaterialShadersGLSL.js +9 -20
  36. package/Materials/GreasedLine/greasedLinePluginMaterialShadersGLSL.js.map +1 -1
  37. package/Materials/GreasedLine/greasedLinePluginMaterialShadersWGSL.js +8 -19
  38. package/Materials/GreasedLine/greasedLinePluginMaterialShadersWGSL.js.map +1 -1
  39. package/Materials/Node/Blocks/Fragment/prePassOutputBlock.d.ts +8 -0
  40. package/Materials/Node/Blocks/Fragment/prePassOutputBlock.js +36 -0
  41. package/Materials/Node/Blocks/Fragment/prePassOutputBlock.js.map +1 -1
  42. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +6 -3
  43. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  44. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.d.ts +8 -0
  45. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js +48 -0
  46. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js.map +1 -1
  47. package/Materials/Node/nodeMaterial.d.ts +2 -0
  48. package/Materials/Node/nodeMaterial.js +14 -0
  49. package/Materials/Node/nodeMaterial.js.map +1 -1
  50. package/Materials/PBR/pbrBaseMaterial.d.ts +2 -0
  51. package/Materials/PBR/pbrBaseMaterial.js +2 -0
  52. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  53. package/Materials/materialHelper.functions.d.ts +2 -1
  54. package/Materials/materialHelper.functions.js +17 -1
  55. package/Materials/materialHelper.functions.js.map +1 -1
  56. package/Materials/shaderMaterial.js +3 -1
  57. package/Materials/shaderMaterial.js.map +1 -1
  58. package/Materials/standardMaterial.d.ts +2 -0
  59. package/Materials/standardMaterial.js +2 -0
  60. package/Materials/standardMaterial.js.map +1 -1
  61. package/Meshes/Compression/dracoCompressionWorker.js.map +1 -1
  62. package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.d.ts +4 -0
  63. package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.js +11 -2
  64. package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.js.map +1 -1
  65. package/Meshes/Node/Blocks/Instances/instantiateOnVerticesBlock.d.ts +4 -0
  66. package/Meshes/Node/Blocks/Instances/instantiateOnVerticesBlock.js +11 -2
  67. package/Meshes/Node/Blocks/Instances/instantiateOnVerticesBlock.js.map +1 -1
  68. package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.d.ts +4 -0
  69. package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.js +11 -2
  70. package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.js.map +1 -1
  71. package/Meshes/abstractMesh.js +6 -0
  72. package/Meshes/abstractMesh.js.map +1 -1
  73. package/Meshes/csg2.js +14 -1
  74. package/Meshes/csg2.js.map +1 -1
  75. package/Meshes/mesh.d.ts +47 -1
  76. package/Meshes/mesh.js +28 -1
  77. package/Meshes/mesh.js.map +1 -1
  78. package/Misc/screenshotTools.js +3 -0
  79. package/Misc/screenshotTools.js.map +1 -1
  80. package/Morph/morphTarget.d.ts +12 -0
  81. package/Morph/morphTarget.js +35 -1
  82. package/Morph/morphTarget.js.map +1 -1
  83. package/Morph/morphTargetManager.d.ts +13 -0
  84. package/Morph/morphTargetManager.js +30 -1
  85. package/Morph/morphTargetManager.js.map +1 -1
  86. package/PostProcesses/volumetricLightScatteringPostProcess.js +3 -1
  87. package/PostProcesses/volumetricLightScatteringPostProcess.js.map +1 -1
  88. package/Rendering/depthRenderer.js +3 -1
  89. package/Rendering/depthRenderer.js.map +1 -1
  90. package/Rendering/geometryBufferRenderer.js +3 -1
  91. package/Rendering/geometryBufferRenderer.js.map +1 -1
  92. package/Rendering/outlineRenderer.js +3 -1
  93. package/Rendering/outlineRenderer.js.map +1 -1
  94. package/Rendering/utilityLayerRenderer.d.ts +3 -1
  95. package/Rendering/utilityLayerRenderer.js +16 -7
  96. package/Rendering/utilityLayerRenderer.js.map +1 -1
  97. package/Shaders/ShadersInclude/morphTargetsVertex.js +9 -0
  98. package/Shaders/ShadersInclude/morphTargetsVertex.js.map +1 -1
  99. package/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration.js +3 -0
  100. package/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration.js.map +1 -1
  101. package/Shaders/ShadersInclude/vertexColorMixing.js +2 -2
  102. package/Shaders/ShadersInclude/vertexColorMixing.js.map +1 -1
  103. package/Shaders/background.vertex.js +1 -1
  104. package/Shaders/background.vertex.js.map +1 -1
  105. package/Shaders/color.vertex.js +3 -0
  106. package/Shaders/color.vertex.js.map +1 -1
  107. package/Shaders/default.vertex.js +3 -0
  108. package/Shaders/default.vertex.js.map +1 -1
  109. package/Shaders/greasedLine.vertex.js +1 -2
  110. package/Shaders/greasedLine.vertex.js.map +1 -1
  111. package/Shaders/pbr.vertex.js +3 -0
  112. package/Shaders/pbr.vertex.js.map +1 -1
  113. package/ShadersWGSL/ShadersInclude/morphTargetsVertex.js +6 -0
  114. package/ShadersWGSL/ShadersInclude/morphTargetsVertex.js.map +1 -1
  115. package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobalDeclaration.js +3 -0
  116. package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobalDeclaration.js.map +1 -1
  117. package/ShadersWGSL/boundingInfo.compute.js +3 -0
  118. package/ShadersWGSL/boundingInfo.compute.js.map +1 -1
  119. package/ShadersWGSL/color.vertex.js +3 -0
  120. package/ShadersWGSL/color.vertex.js.map +1 -1
  121. package/ShadersWGSL/default.vertex.js +3 -0
  122. package/ShadersWGSL/default.vertex.js.map +1 -1
  123. package/ShadersWGSL/greasedLine.vertex.js +2 -3
  124. package/ShadersWGSL/greasedLine.vertex.js.map +1 -1
  125. package/ShadersWGSL/pbr.vertex.js +3 -0
  126. package/ShadersWGSL/pbr.vertex.js.map +1 -1
  127. package/XR/features/WebXRControllerPointerSelection.js +1 -0
  128. package/XR/features/WebXRControllerPointerSelection.js.map +1 -1
  129. package/package.json +1 -1
  130. package/scene.d.ts +2 -0
  131. package/scene.js +13 -9
  132. package/scene.js.map +1 -1
  133. package/types.d.ts +22 -0
  134. package/types.js.map +1 -1
package/Meshes/csg2.js CHANGED
@@ -11,6 +11,11 @@ import { Vector3 } from "../Maths/math.vector.js";
11
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  */
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  // eslint-disable-next-line @typescript-eslint/naming-convention
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  let Manifold;
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+ /**
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+ * Promise to wait for the manifold library to be ready
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+ */
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+ // eslint-disable-next-line @typescript-eslint/naming-convention
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+ let ManifoldPromise;
14
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  /**
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  * Manifold mesh
16
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  */
@@ -336,18 +341,26 @@ export async function InitializeCSG2Async(options) {
336
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  manifoldUrl: "https://unpkg.com/manifold-3d@3.0.1",
337
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  ...options,
338
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  };
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+ if (Manifold) {
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+ return; // Already initialized
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+ }
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+ if (ManifoldPromise) {
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+ await ManifoldPromise;
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+ return;
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+ }
339
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  if (localOptions.manifoldInstance) {
340
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  Manifold = localOptions.manifoldInstance;
341
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  ManifoldMesh = localOptions.manifoldMeshInstance;
342
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  }
343
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  else {
344
- const result = await _LoadScriptModuleAsync(`
356
+ ManifoldPromise = _LoadScriptModuleAsync(`
345
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  import Module from '${localOptions.manifoldUrl}/manifold.js';
346
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  const wasm = await Module();
347
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  wasm.setup();
348
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  const {Manifold, Mesh} = wasm;
349
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  const returnedValue = {Manifold, Mesh};
350
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  `);
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+ const result = await ManifoldPromise;
351
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  Manifold = result.Manifold;
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  ManifoldMesh = result.Mesh;
353
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  }
@@ -1 +1 @@
1
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{ Mesh } from \"./mesh\";\r\nimport type { IDisposable, Scene } from \"core/scene\";\r\nimport type { IVertexDataLike } from \"./mesh.vertexData\";\r\nimport { VertexData } from \"./mesh.vertexData\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { Logger } from \"core/Misc/logger\";\r\nimport { MultiMaterial } from \"core/Materials/multiMaterial\";\r\nimport { SubMesh } from \"./subMesh\";\r\nimport type { Material } from \"core/Materials/material\";\r\nimport { _LoadScriptModuleAsync } from \"core/Misc/tools.internals\";\r\nimport type { FloatArray, Nullable } from \"core/types\";\r\nimport type { Matrix } from \"core/Maths/math.vector\";\r\nimport { Vector3 } from \"core/Maths/math.vector\";\r\n\r\n/**\r\n * Main manifold library\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nlet Manifold: any;\r\n\r\n/**\r\n * Manifold mesh\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nlet ManifoldMesh: any;\r\n\r\n/**\r\n * First ID to use for materials indexing\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nlet FirstID: number;\r\n\r\n/**\r\n * Interface to customize the Manifold library import\r\n */\r\nexport interface ICSG2Options {\r\n /**\r\n * Custom manifold URL\r\n */\r\n manifoldUrl?: string;\r\n /**\r\n * Custom manifold instance\r\n */\r\n manifoldInstance: any;\r\n /**\r\n * Custom manifold mesh instance\r\n */\r\n manifoldMeshInstance: any;\r\n}\r\n\r\n/**\r\n * Interface to customize the mesh rebuild options\r\n */\r\nexport interface IMeshRebuildOptions {\r\n /**\r\n * Rebuild normals\r\n */\r\n rebuildNormals?: boolean;\r\n /**\r\n * True to center the mesh on 0,0,0\r\n */\r\n centerMesh?: boolean;\r\n /**\r\n * Defines a material to use for that mesh. When not defined the system will either reuse the one from the source or create a multimaterial if several materials were involved\r\n */\r\n materialToUse?: Material;\r\n}\r\n\r\n/**\r\n * Interface to customize the vertex data rebuild options\r\n */\r\nexport interface IVertexDataRebuildOptions {\r\n /**\r\n * Rebuild normals\r\n */\r\n rebuildNormals?: boolean;\r\n}\r\n\r\ninterface IManifoldMesh {\r\n numProp: number;\r\n vertProperties: Float32Array;\r\n triVerts: Uint32Array;\r\n runIndex: Uint32Array;\r\n runOriginalID: Uint32Array;\r\n numRun: number;\r\n}\r\n\r\ninterface IManifoldVertexComponent {\r\n stride: number;\r\n kind: string;\r\n data?: FloatArray;\r\n}\r\n\r\n/**\r\n * Wrapper around the Manifold library\r\n * https://manifoldcad.org/\r\n * Use this class to perform fast boolean operations on meshes\r\n * #IW43EB#15 - basic operations\r\n * #JUKXQD#6104 - skull vs box\r\n * #JUKXQD#6111 - skull vs vertex data\r\n */\r\nexport class CSG2 implements IDisposable {\r\n private _manifold: any;\r\n private _numProp: number;\r\n private _vertexStructure: IManifoldVertexComponent[];\r\n\r\n /**\r\n * Return the size of a vertex (at least 3 for the position)\r\n */\r\n public get numProp() {\r\n return this._numProp;\r\n }\r\n\r\n private constructor(manifold: any, numProp: number, vertexStructure: IManifoldVertexComponent[]) {\r\n this._manifold = manifold;\r\n this._numProp = numProp;\r\n this._vertexStructure = vertexStructure;\r\n }\r\n\r\n private _process(operation: \"difference\" | \"intersection\" | \"union\", csg: CSG2) {\r\n if (this.numProp !== csg.numProp) {\r\n throw new Error(\"CSG must be used with geometries having the same number of properties\");\r\n }\r\n return new CSG2(Manifold[operation](this._manifold, csg._manifold), this.numProp, this._vertexStructure);\r\n }\r\n\r\n /**\r\n * Run a difference operation between two CSG\r\n * @param csg defines the CSG to use to create the difference\r\n * @returns a new csg\r\n */\r\n public subtract(csg: CSG2) {\r\n return this._process(\"difference\", csg);\r\n }\r\n\r\n /**\r\n * Run an intersection operation between two CSG\r\n * @param csg defines the CSG to use to create the intersection\r\n * @returns a new csg\r\n */\r\n public intersect(csg: CSG2) {\r\n return this._process(\"intersection\", csg);\r\n }\r\n\r\n /**\r\n * Run an union operation between two CSG\r\n * @param csg defines the CSG to use to create the union\r\n * @returns a new csg\r\n */\r\n public add(csg: CSG2) {\r\n return this._process(\"union\", csg);\r\n }\r\n\r\n /**\r\n * Print debug information about the CSG\r\n */\r\n public printDebug() {\r\n Logger.Log(\"Genus:\" + this._manifold.genus());\r\n const properties = this._manifold.getProperties();\r\n Logger.Log(\"Volume:\" + properties.volume);\r\n Logger.Log(\"surface area:\" + properties.surfaceArea);\r\n }\r\n\r\n /**\r\n * Generate a vertex data from the CSG\r\n * @param options defines the options to use to rebuild the vertex data\r\n * @returns a new vertex data\r\n */\r\n public toVertexData(options?: Partial<IVertexDataRebuildOptions>): VertexData {\r\n const localOptions = {\r\n rebuildNormals: false,\r\n ...options,\r\n };\r\n const vertexData = new VertexData();\r\n const normalComponent = this._vertexStructure.find((c) => c.kind === VertexBuffer.NormalKind);\r\n const manifoldMesh: IManifoldMesh = this._manifold.getMesh(localOptions.rebuildNormals && normalComponent ? [3, 4, 5] : undefined);\r\n\r\n vertexData.indices = manifoldMesh.triVerts.length > 65535 ? new Uint32Array(manifoldMesh.triVerts) : new Uint16Array(manifoldMesh.triVerts);\r\n\r\n for (let i = 0; i < manifoldMesh.triVerts.length; i += 3) {\r\n vertexData.indices[i] = manifoldMesh.triVerts[i + 2];\r\n vertexData.indices[i + 1] = manifoldMesh.triVerts[i + 1];\r\n vertexData.indices[i + 2] = manifoldMesh.triVerts[i];\r\n }\r\n\r\n const vertexCount = manifoldMesh.vertProperties.length / manifoldMesh.numProp;\r\n\r\n // Attributes\r\n let offset = 0;\r\n for (let componentIndex = 0; componentIndex < this._vertexStructure.length; componentIndex++) {\r\n const component = this._vertexStructure[componentIndex];\r\n\r\n const data = new Float32Array(vertexCount * component.stride);\r\n for (let i = 0; i < vertexCount; i++) {\r\n for (let strideIndex = 0; strideIndex < component.stride; strideIndex++) {\r\n data[i * component.stride + strideIndex] = manifoldMesh.vertProperties[i * manifoldMesh.numProp + offset + strideIndex];\r\n }\r\n }\r\n vertexData.set(data, component.kind);\r\n offset += component.stride;\r\n }\r\n\r\n // Rebuild mesh from vertex data\r\n return vertexData;\r\n }\r\n\r\n /**\r\n * Generate a mesh from the CSG\r\n * @param name defines the name of the mesh\r\n * @param scene defines the scene to use to create the mesh\r\n * @param options defines the options to use to rebuild the mesh\r\n * @returns a new Mesh\r\n */\r\n public toMesh(name: string, scene?: Scene, options?: Partial<IMeshRebuildOptions>): Mesh {\r\n const localOptions = {\r\n rebuildNormals: false,\r\n centerMesh: true,\r\n ...options,\r\n };\r\n const vertexData = this.toVertexData({ rebuildNormals: localOptions.rebuildNormals });\r\n const normalComponent = this._vertexStructure.find((c) => c.kind === VertexBuffer.NormalKind);\r\n const manifoldMesh: IManifoldMesh = this._manifold.getMesh(localOptions.rebuildNormals && normalComponent ? [3, 4, 5] : undefined);\r\n const vertexCount = manifoldMesh.vertProperties.length / manifoldMesh.numProp;\r\n\r\n // Rebuild mesh from vertex data\r\n const output = new Mesh(name, scene);\r\n vertexData.applyToMesh(output);\r\n\r\n // Center mesh\r\n if (localOptions.centerMesh) {\r\n const extents = output.getBoundingInfo().boundingSphere.center;\r\n output.position.set(-extents.x, -extents.y, -extents.z);\r\n output.bakeCurrentTransformIntoVertices();\r\n }\r\n\r\n // Submeshes\r\n let id = manifoldMesh.runOriginalID[0];\r\n let start = manifoldMesh.runIndex[0];\r\n let materialIndex = 0;\r\n const materials: Material[] = [];\r\n scene = output.getScene();\r\n for (let run = 0; run < manifoldMesh.numRun; ++run) {\r\n const nextID = manifoldMesh.runOriginalID[run + 1];\r\n if (nextID !== id) {\r\n const end = manifoldMesh.runIndex[run + 1];\r\n new SubMesh(materialIndex, 0, vertexCount, start, end - start, output);\r\n materials.push(scene.getMaterialByUniqueID(id - FirstID) || scene.defaultMaterial);\r\n id = nextID;\r\n start = end;\r\n materialIndex++;\r\n }\r\n }\r\n\r\n if (localOptions.materialToUse) {\r\n output.material = localOptions.materialToUse;\r\n } else {\r\n if (materials.length > 1) {\r\n const multiMaterial = new MultiMaterial(name, scene);\r\n multiMaterial.subMaterials = materials;\r\n output.material = multiMaterial;\r\n } else {\r\n output.material = materials[0];\r\n }\r\n }\r\n\r\n return output;\r\n }\r\n\r\n /**\r\n * Dispose the CSG resources\r\n */\r\n public dispose() {\r\n if (this._manifold) {\r\n this._manifold.delete();\r\n this._manifold = null;\r\n }\r\n }\r\n\r\n private static _ProcessData(\r\n vertexCount: number,\r\n triVerts: Uint32Array,\r\n structure: IManifoldVertexComponent[],\r\n numProp: number,\r\n runIndex?: Uint32Array,\r\n runOriginalID?: Uint32Array\r\n ) {\r\n const vertProperties = new Float32Array(vertexCount * structure.reduce((acc, cur) => acc + cur.stride, 0));\r\n\r\n for (let i = 0; i < vertexCount; i++) {\r\n let offset = 0;\r\n for (let idx = 0; idx < structure.length; idx++) {\r\n const component = structure[idx];\r\n\r\n for (let strideIndex = 0; strideIndex < component.stride; strideIndex++) {\r\n vertProperties[i * numProp + offset + strideIndex] = component.data![i * component.stride + strideIndex];\r\n }\r\n offset += component.stride;\r\n }\r\n }\r\n\r\n const manifoldMesh = new ManifoldMesh({ numProp: numProp, vertProperties, triVerts, runIndex, runOriginalID });\r\n manifoldMesh.merge();\r\n\r\n let returnValue: CSG2;\r\n try {\r\n returnValue = new CSG2(new Manifold(manifoldMesh), numProp, structure);\r\n } catch (e) {\r\n throw new Error(\"Error while creating the CSG: \" + e.message);\r\n }\r\n\r\n return returnValue;\r\n }\r\n\r\n private static _Construct(data: IVertexDataLike, worldMatrix: Nullable<Matrix>, runIndex?: Uint32Array, runOriginalID?: Uint32Array) {\r\n // Create the MeshGL for I/O with Manifold library.\r\n const triVerts = new Uint32Array(data.indices!.length);\r\n\r\n // Revert order\r\n for (let i = 0; i < data.indices!.length; i += 3) {\r\n triVerts[i] = data.indices![i + 2];\r\n triVerts[i + 1] = data.indices![i + 1];\r\n triVerts[i + 2] = data.indices![i];\r\n }\r\n\r\n const tempVector3 = new Vector3();\r\n let numProp = 3;\r\n const structure: IManifoldVertexComponent[] = [{ stride: 3, kind: VertexBuffer.PositionKind }];\r\n\r\n if (!worldMatrix) {\r\n structure[0].data = data.positions!;\r\n } else {\r\n const positions = new Float32Array(data.positions!.length);\r\n for (let i = 0; i < data.positions!.length; i += 3) {\r\n Vector3.TransformCoordinatesFromFloatsToRef(data.positions![i], data.positions![i + 1], data.positions![i + 2], worldMatrix, tempVector3);\r\n tempVector3.toArray(positions, i);\r\n }\r\n structure[0].data = positions;\r\n }\r\n\r\n // Normals\r\n const sourceNormals = data.normals!;\r\n if (sourceNormals) {\r\n numProp += 3;\r\n structure.push({ stride: 3, kind: VertexBuffer.NormalKind });\r\n if (!worldMatrix) {\r\n structure[1].data = sourceNormals;\r\n } else {\r\n const normals = new Float32Array(sourceNormals.length);\r\n for (let i = 0; i < sourceNormals.length; i += 3) {\r\n Vector3.TransformNormalFromFloatsToRef(sourceNormals[i], sourceNormals[i + 1], sourceNormals[i + 2], worldMatrix, tempVector3);\r\n tempVector3.toArray(normals, i);\r\n }\r\n structure[1].data = normals;\r\n }\r\n }\r\n\r\n // UVs\r\n for (const kind of [VertexBuffer.UVKind, VertexBuffer.UV2Kind, VertexBuffer.UV3Kind, VertexBuffer.UV4Kind, VertexBuffer.UV5Kind, VertexBuffer.UV6Kind]) {\r\n const sourceUV = (data as any)[kind === VertexBuffer.UVKind ? \"uvs\" : kind];\r\n if (sourceUV) {\r\n numProp += 2;\r\n structure.push({ stride: 2, kind: kind, data: sourceUV });\r\n }\r\n }\r\n\r\n // Colors\r\n const sourceColors = data.colors;\r\n if (sourceColors) {\r\n numProp += 4;\r\n structure.push({ stride: 4, kind: VertexBuffer.ColorKind, data: sourceColors });\r\n }\r\n\r\n return this._ProcessData(data.positions!.length / 3, triVerts, structure, numProp, runIndex, runOriginalID);\r\n }\r\n\r\n /**\r\n * Create a new Constructive Solid Geometry from a vertexData\r\n * @param vertexData defines the vertexData to use to create the CSG\r\n * @returns a new CSG2 class\r\n */\r\n public static FromVertexData(vertexData: VertexData): CSG2 {\r\n const sourceVertices = vertexData.positions;\r\n const sourceIndices = vertexData.indices;\r\n\r\n if (!sourceVertices || !sourceIndices) {\r\n throw new Error(\"The vertexData must at least have positions and indices\");\r\n }\r\n\r\n return this._Construct(vertexData, null);\r\n }\r\n\r\n /**\r\n * Create a new Constructive Solid Geometry from a mesh\r\n * @param mesh defines the mesh to use to create the CSG\r\n * @param ignoreWorldMatrix defines if the world matrix should be ignored\r\n * @returns a new CSG2 class\r\n */\r\n public static FromMesh(mesh: Mesh, ignoreWorldMatrix = false): CSG2 {\r\n const sourceVertices = mesh.getVerticesData(VertexBuffer.PositionKind);\r\n const sourceIndices = mesh.getIndices();\r\n const worldMatrix = mesh.computeWorldMatrix(true);\r\n\r\n if (!sourceVertices || !sourceIndices) {\r\n throw new Error(\"The mesh must at least have positions and indices\");\r\n }\r\n\r\n // Create a triangle run for each submesh (material)\r\n const starts = [...Array(mesh.subMeshes.length)].map((_, idx) => mesh.subMeshes[idx].indexStart);\r\n\r\n // Map the materials to ID.\r\n const sourceMaterial = mesh.material || mesh.getScene().defaultMaterial;\r\n const isMultiMaterial = sourceMaterial.getClassName() === \"MultiMaterial\";\r\n const originalIDs = [...Array(mesh.subMeshes.length)].map((_, idx) => {\r\n if (isMultiMaterial) {\r\n return FirstID + (sourceMaterial as MultiMaterial).subMaterials[mesh.subMeshes[idx].materialIndex]!.uniqueId;\r\n }\r\n\r\n return FirstID + sourceMaterial.uniqueId;\r\n });\r\n\r\n // List the runs in sequence.\r\n const indices = Array.from(starts.keys());\r\n indices.sort((a, b) => starts[a] - starts[b]);\r\n const runIndex = new Uint32Array(indices.map((i) => starts[i]));\r\n const runOriginalID = new Uint32Array(indices.map((i) => originalIDs[i]));\r\n\r\n // Process\r\n const data = {\r\n positions: sourceVertices,\r\n indices: sourceIndices,\r\n normals: mesh.getVerticesData(VertexBuffer.NormalKind),\r\n colors: mesh.getVerticesData(VertexBuffer.ColorKind),\r\n uvs: mesh.getVerticesData(VertexBuffer.UVKind),\r\n uvs2: mesh.getVerticesData(VertexBuffer.UV2Kind),\r\n uvs3: mesh.getVerticesData(VertexBuffer.UV3Kind),\r\n uvs4: mesh.getVerticesData(VertexBuffer.UV4Kind),\r\n uvs5: mesh.getVerticesData(VertexBuffer.UV5Kind),\r\n uvs6: mesh.getVerticesData(VertexBuffer.UV6Kind),\r\n };\r\n return this._Construct(data, ignoreWorldMatrix ? null : worldMatrix, runIndex, runOriginalID);\r\n }\r\n}\r\n\r\n/**\r\n * Checks if the Manifold library is ready\r\n * @returns true if the Manifold library is ready\r\n */\r\nexport function IsCSG2Ready() {\r\n return Manifold !== undefined;\r\n}\r\n\r\n/**\r\n * Initialize the Manifold library\r\n * @param options defines the options to use to initialize the library\r\n */\r\nexport async function InitializeCSG2Async(options?: Partial<ICSG2Options>) {\r\n const localOptions = {\r\n manifoldUrl: \"https://unpkg.com/manifold-3d@3.0.1\",\r\n ...options,\r\n };\r\n\r\n if (localOptions.manifoldInstance) {\r\n Manifold = localOptions.manifoldInstance;\r\n ManifoldMesh = localOptions.manifoldMeshInstance;\r\n } else {\r\n const result = await _LoadScriptModuleAsync(\r\n `\r\n import Module from '${localOptions.manifoldUrl}/manifold.js';\r\n const wasm = await Module();\r\n wasm.setup();\r\n const {Manifold, Mesh} = wasm;\r\n const returnedValue = {Manifold, Mesh};\r\n `\r\n );\r\n\r\n Manifold = result.Manifold;\r\n ManifoldMesh = result.Mesh;\r\n }\r\n\r\n // Reserve IDs for materials (we consider that there will be no more than 65536 materials)\r\n FirstID = Manifold.reserveIDs(65536);\r\n}\r\n"]}
1
+ 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{ Mesh } from \"./mesh\";\r\nimport type { IDisposable, Scene } from \"core/scene\";\r\nimport type { IVertexDataLike } from \"./mesh.vertexData\";\r\nimport { VertexData } from \"./mesh.vertexData\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { Logger } from \"core/Misc/logger\";\r\nimport { MultiMaterial } from \"core/Materials/multiMaterial\";\r\nimport { SubMesh } from \"./subMesh\";\r\nimport type { Material } from \"core/Materials/material\";\r\nimport { _LoadScriptModuleAsync } from \"core/Misc/tools.internals\";\r\nimport type { FloatArray, Nullable } from \"core/types\";\r\nimport type { Matrix } from \"core/Maths/math.vector\";\r\nimport { Vector3 } from \"core/Maths/math.vector\";\r\n\r\n/**\r\n * Main manifold library\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nlet Manifold: any;\r\n\r\n/**\r\n * Promise to wait for the manifold library to be ready\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nlet ManifoldPromise: Promise<{ Manifold: any; Mesh: any }>;\r\n\r\n/**\r\n * Manifold mesh\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nlet ManifoldMesh: any;\r\n\r\n/**\r\n * First ID to use for materials indexing\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nlet FirstID: number;\r\n\r\n/**\r\n * Interface to customize the Manifold library import\r\n */\r\nexport interface ICSG2Options {\r\n /**\r\n * Custom manifold URL\r\n */\r\n manifoldUrl?: string;\r\n /**\r\n * Custom manifold instance\r\n */\r\n manifoldInstance: any;\r\n /**\r\n * Custom manifold mesh instance\r\n */\r\n manifoldMeshInstance: any;\r\n}\r\n\r\n/**\r\n * Interface to customize the mesh rebuild options\r\n */\r\nexport interface IMeshRebuildOptions {\r\n /**\r\n * Rebuild normals\r\n */\r\n rebuildNormals?: boolean;\r\n /**\r\n * True to center the mesh on 0,0,0\r\n */\r\n centerMesh?: boolean;\r\n /**\r\n * Defines a material to use for that mesh. When not defined the system will either reuse the one from the source or create a multimaterial if several materials were involved\r\n */\r\n materialToUse?: Material;\r\n}\r\n\r\n/**\r\n * Interface to customize the vertex data rebuild options\r\n */\r\nexport interface IVertexDataRebuildOptions {\r\n /**\r\n * Rebuild normals\r\n */\r\n rebuildNormals?: boolean;\r\n}\r\n\r\ninterface IManifoldMesh {\r\n numProp: number;\r\n vertProperties: Float32Array;\r\n triVerts: Uint32Array;\r\n runIndex: Uint32Array;\r\n runOriginalID: Uint32Array;\r\n numRun: number;\r\n}\r\n\r\ninterface IManifoldVertexComponent {\r\n stride: number;\r\n kind: string;\r\n data?: FloatArray;\r\n}\r\n\r\n/**\r\n * Wrapper around the Manifold library\r\n * https://manifoldcad.org/\r\n * Use this class to perform fast boolean operations on meshes\r\n * #IW43EB#15 - basic operations\r\n * #JUKXQD#6104 - skull vs box\r\n * #JUKXQD#6111 - skull vs vertex data\r\n */\r\nexport class CSG2 implements IDisposable {\r\n private _manifold: any;\r\n private _numProp: number;\r\n private _vertexStructure: IManifoldVertexComponent[];\r\n\r\n /**\r\n * Return the size of a vertex (at least 3 for the position)\r\n */\r\n public get numProp() {\r\n return this._numProp;\r\n }\r\n\r\n private constructor(manifold: any, numProp: number, vertexStructure: IManifoldVertexComponent[]) {\r\n this._manifold = manifold;\r\n this._numProp = numProp;\r\n this._vertexStructure = vertexStructure;\r\n }\r\n\r\n private _process(operation: \"difference\" | \"intersection\" | \"union\", csg: CSG2) {\r\n if (this.numProp !== csg.numProp) {\r\n throw new Error(\"CSG must be used with geometries having the same number of properties\");\r\n }\r\n return new CSG2(Manifold[operation](this._manifold, csg._manifold), this.numProp, this._vertexStructure);\r\n }\r\n\r\n /**\r\n * Run a difference operation between two CSG\r\n * @param csg defines the CSG to use to create the difference\r\n * @returns a new csg\r\n */\r\n public subtract(csg: CSG2) {\r\n return this._process(\"difference\", csg);\r\n }\r\n\r\n /**\r\n * Run an intersection operation between two CSG\r\n * @param csg defines the CSG to use to create the intersection\r\n * @returns a new csg\r\n */\r\n public intersect(csg: CSG2) {\r\n return this._process(\"intersection\", csg);\r\n }\r\n\r\n /**\r\n * Run an union operation between two CSG\r\n * @param csg defines the CSG to use to create the union\r\n * @returns a new csg\r\n */\r\n public add(csg: CSG2) {\r\n return this._process(\"union\", csg);\r\n }\r\n\r\n /**\r\n * Print debug information about the CSG\r\n */\r\n public printDebug() {\r\n Logger.Log(\"Genus:\" + this._manifold.genus());\r\n const properties = this._manifold.getProperties();\r\n Logger.Log(\"Volume:\" + properties.volume);\r\n Logger.Log(\"surface area:\" + properties.surfaceArea);\r\n }\r\n\r\n /**\r\n * Generate a vertex data from the CSG\r\n * @param options defines the options to use to rebuild the vertex data\r\n * @returns a new vertex data\r\n */\r\n public toVertexData(options?: Partial<IVertexDataRebuildOptions>): VertexData {\r\n const localOptions = {\r\n rebuildNormals: false,\r\n ...options,\r\n };\r\n const vertexData = new VertexData();\r\n const normalComponent = this._vertexStructure.find((c) => c.kind === VertexBuffer.NormalKind);\r\n const manifoldMesh: IManifoldMesh = this._manifold.getMesh(localOptions.rebuildNormals && normalComponent ? [3, 4, 5] : undefined);\r\n\r\n vertexData.indices = manifoldMesh.triVerts.length > 65535 ? new Uint32Array(manifoldMesh.triVerts) : new Uint16Array(manifoldMesh.triVerts);\r\n\r\n for (let i = 0; i < manifoldMesh.triVerts.length; i += 3) {\r\n vertexData.indices[i] = manifoldMesh.triVerts[i + 2];\r\n vertexData.indices[i + 1] = manifoldMesh.triVerts[i + 1];\r\n vertexData.indices[i + 2] = manifoldMesh.triVerts[i];\r\n }\r\n\r\n const vertexCount = manifoldMesh.vertProperties.length / manifoldMesh.numProp;\r\n\r\n // Attributes\r\n let offset = 0;\r\n for (let componentIndex = 0; componentIndex < this._vertexStructure.length; componentIndex++) {\r\n const component = this._vertexStructure[componentIndex];\r\n\r\n const data = new Float32Array(vertexCount * component.stride);\r\n for (let i = 0; i < vertexCount; i++) {\r\n for (let strideIndex = 0; strideIndex < component.stride; strideIndex++) {\r\n data[i * component.stride + strideIndex] = manifoldMesh.vertProperties[i * manifoldMesh.numProp + offset + strideIndex];\r\n }\r\n }\r\n vertexData.set(data, component.kind);\r\n offset += component.stride;\r\n }\r\n\r\n // Rebuild mesh from vertex data\r\n return vertexData;\r\n }\r\n\r\n /**\r\n * Generate a mesh from the CSG\r\n * @param name defines the name of the mesh\r\n * @param scene defines the scene to use to create the mesh\r\n * @param options defines the options to use to rebuild the mesh\r\n * @returns a new Mesh\r\n */\r\n public toMesh(name: string, scene?: Scene, options?: Partial<IMeshRebuildOptions>): Mesh {\r\n const localOptions = {\r\n rebuildNormals: false,\r\n centerMesh: true,\r\n ...options,\r\n };\r\n const vertexData = this.toVertexData({ rebuildNormals: localOptions.rebuildNormals });\r\n const normalComponent = this._vertexStructure.find((c) => c.kind === VertexBuffer.NormalKind);\r\n const manifoldMesh: IManifoldMesh = this._manifold.getMesh(localOptions.rebuildNormals && normalComponent ? [3, 4, 5] : undefined);\r\n const vertexCount = manifoldMesh.vertProperties.length / manifoldMesh.numProp;\r\n\r\n // Rebuild mesh from vertex data\r\n const output = new Mesh(name, scene);\r\n vertexData.applyToMesh(output);\r\n\r\n // Center mesh\r\n if (localOptions.centerMesh) {\r\n const extents = output.getBoundingInfo().boundingSphere.center;\r\n output.position.set(-extents.x, -extents.y, -extents.z);\r\n output.bakeCurrentTransformIntoVertices();\r\n }\r\n\r\n // Submeshes\r\n let id = manifoldMesh.runOriginalID[0];\r\n let start = manifoldMesh.runIndex[0];\r\n let materialIndex = 0;\r\n const materials: Material[] = [];\r\n scene = output.getScene();\r\n for (let run = 0; run < manifoldMesh.numRun; ++run) {\r\n const nextID = manifoldMesh.runOriginalID[run + 1];\r\n if (nextID !== id) {\r\n const end = manifoldMesh.runIndex[run + 1];\r\n new SubMesh(materialIndex, 0, vertexCount, start, end - start, output);\r\n materials.push(scene.getMaterialByUniqueID(id - FirstID) || scene.defaultMaterial);\r\n id = nextID;\r\n start = end;\r\n materialIndex++;\r\n }\r\n }\r\n\r\n if (localOptions.materialToUse) {\r\n output.material = localOptions.materialToUse;\r\n } else {\r\n if (materials.length > 1) {\r\n const multiMaterial = new MultiMaterial(name, scene);\r\n multiMaterial.subMaterials = materials;\r\n output.material = multiMaterial;\r\n } else {\r\n output.material = materials[0];\r\n }\r\n }\r\n\r\n return output;\r\n }\r\n\r\n /**\r\n * Dispose the CSG resources\r\n */\r\n public dispose() {\r\n if (this._manifold) {\r\n this._manifold.delete();\r\n this._manifold = null;\r\n }\r\n }\r\n\r\n private static _ProcessData(\r\n vertexCount: number,\r\n triVerts: Uint32Array,\r\n structure: IManifoldVertexComponent[],\r\n numProp: number,\r\n runIndex?: Uint32Array,\r\n runOriginalID?: Uint32Array\r\n ) {\r\n const vertProperties = new Float32Array(vertexCount * structure.reduce((acc, cur) => acc + cur.stride, 0));\r\n\r\n for (let i = 0; i < vertexCount; i++) {\r\n let offset = 0;\r\n for (let idx = 0; idx < structure.length; idx++) {\r\n const component = structure[idx];\r\n\r\n for (let strideIndex = 0; strideIndex < component.stride; strideIndex++) {\r\n vertProperties[i * numProp + offset + strideIndex] = component.data![i * component.stride + strideIndex];\r\n }\r\n offset += component.stride;\r\n }\r\n }\r\n\r\n const manifoldMesh = new ManifoldMesh({ numProp: numProp, vertProperties, triVerts, runIndex, runOriginalID });\r\n manifoldMesh.merge();\r\n\r\n let returnValue: CSG2;\r\n try {\r\n returnValue = new CSG2(new Manifold(manifoldMesh), numProp, structure);\r\n } catch (e) {\r\n throw new Error(\"Error while creating the CSG: \" + e.message);\r\n }\r\n\r\n return returnValue;\r\n }\r\n\r\n private static _Construct(data: IVertexDataLike, worldMatrix: Nullable<Matrix>, runIndex?: Uint32Array, runOriginalID?: Uint32Array) {\r\n // Create the MeshGL for I/O with Manifold library.\r\n const triVerts = new Uint32Array(data.indices!.length);\r\n\r\n // Revert order\r\n for (let i = 0; i < data.indices!.length; i += 3) {\r\n triVerts[i] = data.indices![i + 2];\r\n triVerts[i + 1] = data.indices![i + 1];\r\n triVerts[i + 2] = data.indices![i];\r\n }\r\n\r\n const tempVector3 = new Vector3();\r\n let numProp = 3;\r\n const structure: IManifoldVertexComponent[] = [{ stride: 3, kind: VertexBuffer.PositionKind }];\r\n\r\n if (!worldMatrix) {\r\n structure[0].data = data.positions!;\r\n } else {\r\n const positions = new Float32Array(data.positions!.length);\r\n for (let i = 0; i < data.positions!.length; i += 3) {\r\n Vector3.TransformCoordinatesFromFloatsToRef(data.positions![i], data.positions![i + 1], data.positions![i + 2], worldMatrix, tempVector3);\r\n tempVector3.toArray(positions, i);\r\n }\r\n structure[0].data = positions;\r\n }\r\n\r\n // Normals\r\n const sourceNormals = data.normals!;\r\n if (sourceNormals) {\r\n numProp += 3;\r\n structure.push({ stride: 3, kind: VertexBuffer.NormalKind });\r\n if (!worldMatrix) {\r\n structure[1].data = sourceNormals;\r\n } else {\r\n const normals = new Float32Array(sourceNormals.length);\r\n for (let i = 0; i < sourceNormals.length; i += 3) {\r\n Vector3.TransformNormalFromFloatsToRef(sourceNormals[i], sourceNormals[i + 1], sourceNormals[i + 2], worldMatrix, tempVector3);\r\n tempVector3.toArray(normals, i);\r\n }\r\n structure[1].data = normals;\r\n }\r\n }\r\n\r\n // UVs\r\n for (const kind of [VertexBuffer.UVKind, VertexBuffer.UV2Kind, VertexBuffer.UV3Kind, VertexBuffer.UV4Kind, VertexBuffer.UV5Kind, VertexBuffer.UV6Kind]) {\r\n const sourceUV = (data as any)[kind === VertexBuffer.UVKind ? \"uvs\" : kind];\r\n if (sourceUV) {\r\n numProp += 2;\r\n structure.push({ stride: 2, kind: kind, data: sourceUV });\r\n }\r\n }\r\n\r\n // Colors\r\n const sourceColors = data.colors;\r\n if (sourceColors) {\r\n numProp += 4;\r\n structure.push({ stride: 4, kind: VertexBuffer.ColorKind, data: sourceColors });\r\n }\r\n\r\n return this._ProcessData(data.positions!.length / 3, triVerts, structure, numProp, runIndex, runOriginalID);\r\n }\r\n\r\n /**\r\n * Create a new Constructive Solid Geometry from a vertexData\r\n * @param vertexData defines the vertexData to use to create the CSG\r\n * @returns a new CSG2 class\r\n */\r\n public static FromVertexData(vertexData: VertexData): CSG2 {\r\n const sourceVertices = vertexData.positions;\r\n const sourceIndices = vertexData.indices;\r\n\r\n if (!sourceVertices || !sourceIndices) {\r\n throw new Error(\"The vertexData must at least have positions and indices\");\r\n }\r\n\r\n return this._Construct(vertexData, null);\r\n }\r\n\r\n /**\r\n * Create a new Constructive Solid Geometry from a mesh\r\n * @param mesh defines the mesh to use to create the CSG\r\n * @param ignoreWorldMatrix defines if the world matrix should be ignored\r\n * @returns a new CSG2 class\r\n */\r\n public static FromMesh(mesh: Mesh, ignoreWorldMatrix = false): CSG2 {\r\n const sourceVertices = mesh.getVerticesData(VertexBuffer.PositionKind);\r\n const sourceIndices = mesh.getIndices();\r\n const worldMatrix = mesh.computeWorldMatrix(true);\r\n\r\n if (!sourceVertices || !sourceIndices) {\r\n throw new Error(\"The mesh must at least have positions and indices\");\r\n }\r\n\r\n // Create a triangle run for each submesh (material)\r\n const starts = [...Array(mesh.subMeshes.length)].map((_, idx) => mesh.subMeshes[idx].indexStart);\r\n\r\n // Map the materials to ID.\r\n const sourceMaterial = mesh.material || mesh.getScene().defaultMaterial;\r\n const isMultiMaterial = sourceMaterial.getClassName() === \"MultiMaterial\";\r\n const originalIDs = [...Array(mesh.subMeshes.length)].map((_, idx) => {\r\n if (isMultiMaterial) {\r\n return FirstID + (sourceMaterial as MultiMaterial).subMaterials[mesh.subMeshes[idx].materialIndex]!.uniqueId;\r\n }\r\n\r\n return FirstID + sourceMaterial.uniqueId;\r\n });\r\n\r\n // List the runs in sequence.\r\n const indices = Array.from(starts.keys());\r\n indices.sort((a, b) => starts[a] - starts[b]);\r\n const runIndex = new Uint32Array(indices.map((i) => starts[i]));\r\n const runOriginalID = new Uint32Array(indices.map((i) => originalIDs[i]));\r\n\r\n // Process\r\n const data = {\r\n positions: sourceVertices,\r\n indices: sourceIndices,\r\n normals: mesh.getVerticesData(VertexBuffer.NormalKind),\r\n colors: mesh.getVerticesData(VertexBuffer.ColorKind),\r\n uvs: mesh.getVerticesData(VertexBuffer.UVKind),\r\n uvs2: mesh.getVerticesData(VertexBuffer.UV2Kind),\r\n uvs3: mesh.getVerticesData(VertexBuffer.UV3Kind),\r\n uvs4: mesh.getVerticesData(VertexBuffer.UV4Kind),\r\n uvs5: mesh.getVerticesData(VertexBuffer.UV5Kind),\r\n uvs6: mesh.getVerticesData(VertexBuffer.UV6Kind),\r\n };\r\n return this._Construct(data, ignoreWorldMatrix ? null : worldMatrix, runIndex, runOriginalID);\r\n }\r\n}\r\n\r\n/**\r\n * Checks if the Manifold library is ready\r\n * @returns true if the Manifold library is ready\r\n */\r\nexport function IsCSG2Ready() {\r\n return Manifold !== undefined;\r\n}\r\n\r\n/**\r\n * Initialize the Manifold library\r\n * @param options defines the options to use to initialize the library\r\n */\r\nexport async function InitializeCSG2Async(options?: Partial<ICSG2Options>) {\r\n const localOptions = {\r\n manifoldUrl: \"https://unpkg.com/manifold-3d@3.0.1\",\r\n ...options,\r\n };\r\n\r\n if (Manifold) {\r\n return; // Already initialized\r\n }\r\n\r\n if (ManifoldPromise) {\r\n await ManifoldPromise;\r\n return;\r\n }\r\n\r\n if (localOptions.manifoldInstance) {\r\n Manifold = localOptions.manifoldInstance;\r\n ManifoldMesh = localOptions.manifoldMeshInstance;\r\n } else {\r\n ManifoldPromise = _LoadScriptModuleAsync(\r\n `\r\n import Module from '${localOptions.manifoldUrl}/manifold.js';\r\n const wasm = await Module();\r\n wasm.setup();\r\n const {Manifold, Mesh} = wasm;\r\n const returnedValue = {Manifold, Mesh};\r\n `\r\n );\r\n\r\n const result = await ManifoldPromise;\r\n Manifold = result.Manifold;\r\n ManifoldMesh = result.Mesh;\r\n }\r\n\r\n // Reserve IDs for materials (we consider that there will be no more than 65536 materials)\r\n FirstID = Manifold.reserveIDs(65536);\r\n}\r\n"]}
package/Meshes/mesh.d.ts CHANGED
@@ -33,16 +33,49 @@ import type { AbstractEngine } from "../Engines/abstractEngine.js";
33
33
  * @internal
34
34
  **/
35
35
  export declare class _CreationDataStorage {
36
+ /**
37
+ *
38
+ */
36
39
  closePath?: boolean;
40
+ /**
41
+ *
42
+ */
37
43
  closeArray?: boolean;
44
+ /**
45
+ *
46
+ */
38
47
  idx: number[];
48
+ /**
49
+ *
50
+ */
39
51
  dashSize: number;
52
+ /**
53
+ *
54
+ */
40
55
  gapSize: number;
56
+ /**
57
+ *
58
+ */
41
59
  path3D: Path3D;
60
+ /**
61
+ *
62
+ */
42
63
  pathArray: Vector3[][];
64
+ /**
65
+ *
66
+ */
43
67
  arc: number;
68
+ /**
69
+ *
70
+ */
44
71
  radius: number;
72
+ /**
73
+ *
74
+ */
45
75
  cap: number;
76
+ /**
77
+ *
78
+ */
46
79
  tessellation: number;
47
80
  }
48
81
  /**
@@ -72,9 +105,21 @@ declare class _InstanceDataStorage {
72
105
  * @internal
73
106
  **/
74
107
  export declare class _InstancesBatch {
108
+ /**
109
+ *
110
+ */
75
111
  mustReturn: boolean;
112
+ /**
113
+ *
114
+ */
76
115
  visibleInstances: Nullable<InstancedMesh[]>[];
116
+ /**
117
+ *
118
+ */
77
119
  renderSelf: boolean[];
120
+ /**
121
+ *
122
+ */
78
123
  hardwareInstancedRendering: boolean[];
79
124
  }
80
125
  /**
@@ -876,9 +921,10 @@ export declare class Mesh extends AbstractMesh implements IGetSetVerticesData {
876
921
  * Note that, under the hood, this method sets a new VertexBuffer each call.
877
922
  * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/transforms/center_origin/bakingTransforms
878
923
  * @param bakeIndependentlyOfChildren indicates whether to preserve all child nodes' World Matrix during baking
924
+ * @param forceUnique indicates whether to force the mesh geometry to be unique
879
925
  * @returns the current mesh
880
926
  */
881
- bakeCurrentTransformIntoVertices(bakeIndependentlyOfChildren?: boolean): Mesh;
927
+ bakeCurrentTransformIntoVertices(bakeIndependentlyOfChildren?: boolean, forceUnique?: boolean): Mesh;
882
928
  /** @internal */
883
929
  get _positions(): Nullable<Vector3[]>;
884
930
  /** @internal */
package/Meshes/mesh.js CHANGED
@@ -43,9 +43,21 @@ class _InstanceDataStorage {
43
43
  **/
44
44
  export class _InstancesBatch {
45
45
  constructor() {
46
+ /**
47
+ *
48
+ */
46
49
  this.mustReturn = false;
50
+ /**
51
+ *
52
+ */
47
53
  this.visibleInstances = new Array();
54
+ /**
55
+ *
56
+ */
48
57
  this.renderSelf = [];
58
+ /**
59
+ *
60
+ */
49
61
  this.hardwareInstancedRendering = [];
50
62
  }
51
63
  }
@@ -2413,9 +2425,13 @@ export class Mesh extends AbstractMesh {
2413
2425
  * Note that, under the hood, this method sets a new VertexBuffer each call.
2414
2426
  * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/transforms/center_origin/bakingTransforms
2415
2427
  * @param bakeIndependentlyOfChildren indicates whether to preserve all child nodes' World Matrix during baking
2428
+ * @param forceUnique indicates whether to force the mesh geometry to be unique
2416
2429
  * @returns the current mesh
2417
2430
  */
2418
- bakeCurrentTransformIntoVertices(bakeIndependentlyOfChildren = true) {
2431
+ bakeCurrentTransformIntoVertices(bakeIndependentlyOfChildren = true, forceUnique = false) {
2432
+ if (forceUnique) {
2433
+ this.makeGeometryUnique();
2434
+ }
2419
2435
  this.bakeTransformIntoVertices(this.computeWorldMatrix(true));
2420
2436
  this.resetLocalMatrix(bakeIndependentlyOfChildren);
2421
2437
  return this;
@@ -2700,6 +2716,10 @@ export class Mesh extends AbstractMesh {
2700
2716
  if (uvs) {
2701
2717
  target.setUVs(separateVertices(uvs, 2));
2702
2718
  }
2719
+ const colors = target.getColors();
2720
+ if (colors) {
2721
+ target.setColors(separateVertices(colors, 4));
2722
+ }
2703
2723
  }
2704
2724
  this.morphTargetManager.synchronize();
2705
2725
  }
@@ -3355,6 +3375,10 @@ export class Mesh extends AbstractMesh {
3355
3375
  if (uv2s) {
3356
3376
  this.geometry.setVerticesData(VertexBuffer.UV2Kind + "_" + index, uv2s, false, 2);
3357
3377
  }
3378
+ const colors = morphTarget.getColors();
3379
+ if (colors) {
3380
+ this.geometry.setVerticesData(VertexBuffer.ColorKind + index, colors, false, 4);
3381
+ }
3358
3382
  }
3359
3383
  }
3360
3384
  else {
@@ -3374,6 +3398,9 @@ export class Mesh extends AbstractMesh {
3374
3398
  if (this.geometry.isVerticesDataPresent(VertexBuffer.UV2Kind + index)) {
3375
3399
  this.geometry.removeVerticesData(VertexBuffer.UV2Kind + "_" + index);
3376
3400
  }
3401
+ if (this.geometry.isVerticesDataPresent(VertexBuffer.ColorKind + index)) {
3402
+ this.geometry.removeVerticesData(VertexBuffer.ColorKind + index);
3403
+ }
3377
3404
  index++;
3378
3405
  }
3379
3406
  }