@babylonjs/core 7.53.1 → 7.53.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Culling/Helper/boundingInfoHelper.d.ts +2 -2
- package/Culling/Helper/boundingInfoHelper.js +2 -2
- package/Culling/Helper/boundingInfoHelper.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Materials/Textures/internalTexture.js +2 -2
- package/Materials/Textures/internalTexture.js.map +1 -1
- package/Materials/material.js +1 -1
- package/Materials/material.js.map +1 -1
- package/Meshes/subMesh.js +1 -1
- package/Meshes/subMesh.js.map +1 -1
- package/Physics/v2/characterController.d.ts +3 -2
- package/Physics/v2/characterController.js +12 -0
- package/Physics/v2/characterController.js.map +1 -1
- package/package.json +1 -1
- package/scene.d.ts +3 -0
- package/scene.js +5 -0
- package/scene.js.map +1 -1
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@@ -5,8 +5,8 @@ import type { AbstractEngine } from "../../Engines/abstractEngine.js";
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* Warning: using the BoundingInfoHelper class may be slower than executing calculations on the CPU!
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* This will happen if there are a lot of meshes / few vertices (like with the BrainStem model)
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* The BoundingInfoHelper will perform better if there are few meshes / a lot of vertices
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* https://playground.babylonjs.com/#QPOERJ#9: WebGL
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* https://playground.babylonjs.com/#QPOERJ#10: WebGPU
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* https://playground.babylonjs.com/#QPOERJ#9 : WebGL
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* https://playground.babylonjs.com/#QPOERJ#10 : WebGPU
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*/
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export declare class BoundingInfoHelper {
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private _platform;
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@@ -3,8 +3,8 @@
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* Warning: using the BoundingInfoHelper class may be slower than executing calculations on the CPU!
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* This will happen if there are a lot of meshes / few vertices (like with the BrainStem model)
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* The BoundingInfoHelper will perform better if there are few meshes / a lot of vertices
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* https://playground.babylonjs.com/#QPOERJ#9: WebGL
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* https://playground.babylonjs.com/#QPOERJ#10: WebGPU
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* https://playground.babylonjs.com/#QPOERJ#9 : WebGL
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* https://playground.babylonjs.com/#QPOERJ#10 : WebGPU
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*/
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export class BoundingInfoHelper {
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/**
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@@ -1 +1 @@
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-
{"version":3,"file":"boundingInfoHelper.js","sourceRoot":"","sources":["../../../../../dev/core/src/Culling/Helper/boundingInfoHelper.ts"],"names":[],"mappings":"AAKA;;;;;;;GAOG;AACH,MAAM,OAAO,kBAAkB;IAI3B;;;OAGG;IACH,YAAmB,MAAsB;QACrC,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC;IAC1B,CAAC;IAEO,KAAK,CAAC,mBAAmB;QAC7B,IAAI,CAAC,IAAI,CAAC,SAAS,EAAE,CAAC;YAClB,IAAI,IAAI,CAAC,OAAO,CAAC,OAAO,EAAE,CAAC,qBAAqB,EAAE,CAAC;gBAC/C,MAAM,MAAM,GAAG,MAAM,MAAM,CAAC,+BAA+B,CAAC,CAAC;gBAC7D,IAAI,CAAC,SAAS,GAAG,IAAI,MAAM,CAAC,2BAA2B,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;YAC1E,CAAC;iBAAM,IAAI,IAAI,CAAC,OAAO,CAAC,OAAO,EAAE,CAAC,yBAAyB,EAAE,CAAC;gBAC1D,MAAM,MAAM,GAAG,MAAM,MAAM,CAAC,mCAAmC,CAAC,CAAC;gBACjE,IAAI,CAAC,SAAS,GAAG,IAAI,MAAM,CAAC,+BAA+B,CAAC,IAAI,CAAC,OAAqB,CAAC,CAAC;YAC5F,CAAC;iBAAM,CAAC;gBACJ,MAAM,IAAI,KAAK,CAAC,qEAAqE,CAAC,CAAC;YAC3F,CAAC;QACL,CAAC;IACL,CAAC;IAED;;;;OAIG;IACI,KAAK,CAAC,YAAY,CAAC,MAAqC;QAC3D,MAAM,IAAI,CAAC,mBAAmB,EAAE,CAAC;QACjC,OAAO,IAAI,CAAC,SAAS,CAAC,YAAY,CAAC,MAAM,CAAC,CAAC;IAC/C,CAAC;IAED;;;;;OAKG;IACI,KAAK,CAAC,oBAAoB,CAAC,MAAqC;QACnE,MAAM,IAAI,CAAC,mBAAmB,EAAE,CAAC;QACjC,OAAO,IAAI,CAAC,SAAS,CAAC,qBAAqB,CAAC,MAAM,CAAC,CAAC;IACxD,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,IAAI,CAAC,SAAS,CAAC,eAAe,EAAE,CAAC;IACrC,CAAC;IAED;;;OAGG;IACI,KAAK,CAAC,sBAAsB;QAC/B,OAAO,IAAI,CAAC,SAAS,CAAC,4BAA4B,EAAE,CAAC;IACzD,CAAC;IAED;;OAEG;IACI,OAAO;QACV,IAAI,CAAC,SAAS,CAAC,OAAO,EAAE,CAAC;IAC7B,CAAC;CACJ","sourcesContent":["import type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport type { AbstractEngine } from \"core/Engines/abstractEngine\";\r\nimport type { IBoundingInfoHelperPlatform } from \"./IBoundingInfoHelperPlatform\";\r\nimport type { ThinEngine } from \"core/Engines\";\r\n\r\n/**\r\n * Utility class to help with bounding info management\r\n * Warning: using the BoundingInfoHelper class may be slower than executing calculations on the CPU!\r\n * This will happen if there are a lot of meshes / few vertices (like with the BrainStem model)\r\n * The BoundingInfoHelper will perform better if there are few meshes / a lot of vertices\r\n * https://playground.babylonjs.com/#QPOERJ#9: WebGL\r\n * https://playground.babylonjs.com/#QPOERJ#10: WebGPU\r\n */\r\nexport class BoundingInfoHelper {\r\n private _platform: IBoundingInfoHelperPlatform;\r\n private _engine: AbstractEngine;\r\n\r\n /**\r\n * Creates a new BoundingInfoHelper\r\n * @param engine defines the engine to use\r\n */\r\n public constructor(engine: AbstractEngine) {\r\n this._engine = engine;\r\n }\r\n\r\n private async _initializePlatform() {\r\n if (!this._platform) {\r\n if (this._engine.getCaps().supportComputeShaders) {\r\n const module = await import(\"./computeShaderBoundingHelper\");\r\n this._platform = new module.ComputeShaderBoundingHelper(this._engine);\r\n } else if (this._engine.getCaps().supportTransformFeedbacks) {\r\n const module = await import(\"./transformFeedbackBoundingHelper\");\r\n this._platform = new module.TransformFeedbackBoundingHelper(this._engine as ThinEngine);\r\n } else {\r\n throw new Error(\"Your engine does not support Compute Shaders or Transform Feedbacks\");\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Compute the bounding info of a mesh / array of meshes using shaders\r\n * @param target defines the mesh(es) to update\r\n * @returns a promise that resolves when the bounding info is/are computed\r\n */\r\n public async computeAsync(target: AbstractMesh | AbstractMesh[]): Promise<void> {\r\n await this._initializePlatform();\r\n return this._platform.processAsync(target);\r\n }\r\n\r\n /**\r\n * Register a mesh / array of meshes to be processed per batch\r\n * This method must be called before calling batchProcess (which can be called several times) and batchFetchResultsAsync\r\n * @param target defines the mesh(es) to be processed per batch\r\n * @returns a promise that resolves when the initialization is done\r\n */\r\n public async batchInitializeAsync(target: AbstractMesh | AbstractMesh[]): Promise<void> {\r\n await this._initializePlatform();\r\n return this._platform.registerMeshListAsync(target);\r\n }\r\n\r\n /**\r\n * Processes meshes registered with batchRegisterAsync\r\n * If called multiple times, the second, third, etc calls will perform a union of the bounding boxes calculated in the previous calls\r\n */\r\n public batchProcess(): void {\r\n this._platform.processMeshList();\r\n }\r\n\r\n /**\r\n * Update the bounding info of the meshes registered with batchRegisterAsync, after batchProcess has been called once or several times\r\n * @returns a promise that resolves when the bounding info is/are computed\r\n */\r\n public async batchFetchResultsAsync(): Promise<void> {\r\n return this._platform.fetchResultsForMeshListAsync();\r\n }\r\n\r\n /**\r\n * Dispose and release associated resources\r\n */\r\n public dispose(): void {\r\n this._platform.dispose();\r\n }\r\n}\r\n"]}
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{"version":3,"file":"boundingInfoHelper.js","sourceRoot":"","sources":["../../../../../dev/core/src/Culling/Helper/boundingInfoHelper.ts"],"names":[],"mappings":"AAKA;;;;;;;GAOG;AACH,MAAM,OAAO,kBAAkB;IAI3B;;;OAGG;IACH,YAAmB,MAAsB;QACrC,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC;IAC1B,CAAC;IAEO,KAAK,CAAC,mBAAmB;QAC7B,IAAI,CAAC,IAAI,CAAC,SAAS,EAAE,CAAC;YAClB,IAAI,IAAI,CAAC,OAAO,CAAC,OAAO,EAAE,CAAC,qBAAqB,EAAE,CAAC;gBAC/C,MAAM,MAAM,GAAG,MAAM,MAAM,CAAC,+BAA+B,CAAC,CAAC;gBAC7D,IAAI,CAAC,SAAS,GAAG,IAAI,MAAM,CAAC,2BAA2B,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;YAC1E,CAAC;iBAAM,IAAI,IAAI,CAAC,OAAO,CAAC,OAAO,EAAE,CAAC,yBAAyB,EAAE,CAAC;gBAC1D,MAAM,MAAM,GAAG,MAAM,MAAM,CAAC,mCAAmC,CAAC,CAAC;gBACjE,IAAI,CAAC,SAAS,GAAG,IAAI,MAAM,CAAC,+BAA+B,CAAC,IAAI,CAAC,OAAqB,CAAC,CAAC;YAC5F,CAAC;iBAAM,CAAC;gBACJ,MAAM,IAAI,KAAK,CAAC,qEAAqE,CAAC,CAAC;YAC3F,CAAC;QACL,CAAC;IACL,CAAC;IAED;;;;OAIG;IACI,KAAK,CAAC,YAAY,CAAC,MAAqC;QAC3D,MAAM,IAAI,CAAC,mBAAmB,EAAE,CAAC;QACjC,OAAO,IAAI,CAAC,SAAS,CAAC,YAAY,CAAC,MAAM,CAAC,CAAC;IAC/C,CAAC;IAED;;;;;OAKG;IACI,KAAK,CAAC,oBAAoB,CAAC,MAAqC;QACnE,MAAM,IAAI,CAAC,mBAAmB,EAAE,CAAC;QACjC,OAAO,IAAI,CAAC,SAAS,CAAC,qBAAqB,CAAC,MAAM,CAAC,CAAC;IACxD,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,IAAI,CAAC,SAAS,CAAC,eAAe,EAAE,CAAC;IACrC,CAAC;IAED;;;OAGG;IACI,KAAK,CAAC,sBAAsB;QAC/B,OAAO,IAAI,CAAC,SAAS,CAAC,4BAA4B,EAAE,CAAC;IACzD,CAAC;IAED;;OAEG;IACI,OAAO;QACV,IAAI,CAAC,SAAS,CAAC,OAAO,EAAE,CAAC;IAC7B,CAAC;CACJ","sourcesContent":["import type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport type { AbstractEngine } from \"core/Engines/abstractEngine\";\r\nimport type { IBoundingInfoHelperPlatform } from \"./IBoundingInfoHelperPlatform\";\r\nimport type { ThinEngine } from \"core/Engines\";\r\n\r\n/**\r\n * Utility class to help with bounding info management\r\n * Warning: using the BoundingInfoHelper class may be slower than executing calculations on the CPU!\r\n * This will happen if there are a lot of meshes / few vertices (like with the BrainStem model)\r\n * The BoundingInfoHelper will perform better if there are few meshes / a lot of vertices\r\n * https://playground.babylonjs.com/#QPOERJ#9 : WebGL\r\n * https://playground.babylonjs.com/#QPOERJ#10 : WebGPU\r\n */\r\nexport class BoundingInfoHelper {\r\n private _platform: IBoundingInfoHelperPlatform;\r\n private _engine: AbstractEngine;\r\n\r\n /**\r\n * Creates a new BoundingInfoHelper\r\n * @param engine defines the engine to use\r\n */\r\n public constructor(engine: AbstractEngine) {\r\n this._engine = engine;\r\n }\r\n\r\n private async _initializePlatform() {\r\n if (!this._platform) {\r\n if (this._engine.getCaps().supportComputeShaders) {\r\n const module = await import(\"./computeShaderBoundingHelper\");\r\n this._platform = new module.ComputeShaderBoundingHelper(this._engine);\r\n } else if (this._engine.getCaps().supportTransformFeedbacks) {\r\n const module = await import(\"./transformFeedbackBoundingHelper\");\r\n this._platform = new module.TransformFeedbackBoundingHelper(this._engine as ThinEngine);\r\n } else {\r\n throw new Error(\"Your engine does not support Compute Shaders or Transform Feedbacks\");\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Compute the bounding info of a mesh / array of meshes using shaders\r\n * @param target defines the mesh(es) to update\r\n * @returns a promise that resolves when the bounding info is/are computed\r\n */\r\n public async computeAsync(target: AbstractMesh | AbstractMesh[]): Promise<void> {\r\n await this._initializePlatform();\r\n return this._platform.processAsync(target);\r\n }\r\n\r\n /**\r\n * Register a mesh / array of meshes to be processed per batch\r\n * This method must be called before calling batchProcess (which can be called several times) and batchFetchResultsAsync\r\n * @param target defines the mesh(es) to be processed per batch\r\n * @returns a promise that resolves when the initialization is done\r\n */\r\n public async batchInitializeAsync(target: AbstractMesh | AbstractMesh[]): Promise<void> {\r\n await this._initializePlatform();\r\n return this._platform.registerMeshListAsync(target);\r\n }\r\n\r\n /**\r\n * Processes meshes registered with batchRegisterAsync\r\n * If called multiple times, the second, third, etc calls will perform a union of the bounding boxes calculated in the previous calls\r\n */\r\n public batchProcess(): void {\r\n this._platform.processMeshList();\r\n }\r\n\r\n /**\r\n * Update the bounding info of the meshes registered with batchRegisterAsync, after batchProcess has been called once or several times\r\n * @returns a promise that resolves when the bounding info is/are computed\r\n */\r\n public async batchFetchResultsAsync(): Promise<void> {\r\n return this._platform.fetchResultsForMeshListAsync();\r\n }\r\n\r\n /**\r\n * Dispose and release associated resources\r\n */\r\n public dispose(): void {\r\n this._platform.dispose();\r\n }\r\n}\r\n"]}
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// Not mixed with Version for tooling purpose.
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static get NpmPackage() {
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return "babylonjs@7.53.2";
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}
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static get Version() {
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return "7.53.
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return "7.53.2";
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}
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* Gets the HTML canvas attached with the current webGL context
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