@babylonjs/core 7.53.1 → 7.53.3

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Files changed (107) hide show
  1. package/AudioV2/abstractAudio/abstractSound.d.ts +1 -1
  2. package/AudioV2/abstractAudio/abstractSound.js +12 -12
  3. package/AudioV2/abstractAudio/abstractSound.js.map +1 -1
  4. package/AudioV2/abstractAudio/components/spatialAudioAttacherComponent.d.ts +15 -8
  5. package/AudioV2/abstractAudio/components/spatialAudioAttacherComponent.js +23 -11
  6. package/AudioV2/abstractAudio/components/spatialAudioAttacherComponent.js.map +1 -1
  7. package/AudioV2/abstractAudio/staticSound.js +8 -0
  8. package/AudioV2/abstractAudio/staticSound.js.map +1 -1
  9. package/AudioV2/abstractAudio/staticSoundInstance.d.ts +2 -0
  10. package/AudioV2/abstractAudio/staticSoundInstance.js.map +1 -1
  11. package/AudioV2/abstractAudio/subNodes/spatialAudioSubNode.d.ts +4 -4
  12. package/AudioV2/abstractAudio/subNodes/spatialAudioSubNode.js +3 -3
  13. package/AudioV2/abstractAudio/subNodes/spatialAudioSubNode.js.map +1 -1
  14. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.d.ts +23 -16
  15. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.js +3 -3
  16. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.js.map +1 -1
  17. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudioListener.d.ts +13 -6
  18. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudioListener.js.map +1 -1
  19. package/AudioV2/abstractAudio/subProperties/spatialAudio.d.ts +13 -8
  20. package/AudioV2/abstractAudio/subProperties/spatialAudio.js +18 -14
  21. package/AudioV2/abstractAudio/subProperties/spatialAudio.js.map +1 -1
  22. package/AudioV2/abstractAudio/subProperties/spatialAudioListener.d.ts +10 -6
  23. package/AudioV2/abstractAudio/subProperties/spatialAudioListener.js +7 -3
  24. package/AudioV2/abstractAudio/subProperties/spatialAudioListener.js.map +1 -1
  25. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.d.ts +5 -5
  26. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.js +9 -9
  27. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.js.map +1 -1
  28. package/AudioV2/webAudio/subProperties/spatialWebAudioListener.js +4 -4
  29. package/AudioV2/webAudio/subProperties/spatialWebAudioListener.js.map +1 -1
  30. package/AudioV2/webAudio/webAudioStaticSound.d.ts +4 -0
  31. package/AudioV2/webAudio/webAudioStaticSound.js +14 -0
  32. package/AudioV2/webAudio/webAudioStaticSound.js.map +1 -1
  33. package/Culling/Helper/boundingInfoHelper.d.ts +2 -2
  34. package/Culling/Helper/boundingInfoHelper.js +2 -2
  35. package/Culling/Helper/boundingInfoHelper.js.map +1 -1
  36. package/Engines/abstractEngine.js +2 -3
  37. package/Engines/abstractEngine.js.map +1 -1
  38. package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.js +1 -1
  39. package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.js.map +1 -1
  40. package/Lights/IES/iesLoader.d.ts +1 -1
  41. package/Lights/IES/iesLoader.js +1 -1
  42. package/Lights/IES/iesLoader.js.map +1 -1
  43. package/Lights/Shadows/shadowGenerator.d.ts +2 -2
  44. package/Lights/Shadows/shadowGenerator.js +2 -2
  45. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  46. package/Lights/spotLight.d.ts +1 -1
  47. package/Lights/spotLight.js +1 -1
  48. package/Lights/spotLight.js.map +1 -1
  49. package/Materials/Node/Blocks/Fragment/prePassOutputBlock.d.ts +1 -1
  50. package/Materials/Node/Blocks/Fragment/prePassOutputBlock.js +1 -1
  51. package/Materials/Node/Blocks/Fragment/prePassOutputBlock.js.map +1 -1
  52. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.d.ts +1 -1
  53. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +1 -1
  54. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  55. package/Materials/PBR/pbrBaseMaterial.d.ts +2 -2
  56. package/Materials/PBR/pbrBaseMaterial.js +2 -2
  57. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  58. package/Materials/Textures/Loaders/basisTextureLoader.d.ts +1 -0
  59. package/Materials/Textures/Loaders/basisTextureLoader.js +1 -0
  60. package/Materials/Textures/Loaders/basisTextureLoader.js.map +1 -1
  61. package/Materials/Textures/Loaders/exrTextureLoader.d.ts +5 -4
  62. package/Materials/Textures/Loaders/exrTextureLoader.js +5 -4
  63. package/Materials/Textures/Loaders/exrTextureLoader.js.map +1 -1
  64. package/Materials/Textures/internalTexture.js +2 -2
  65. package/Materials/Textures/internalTexture.js.map +1 -1
  66. package/Materials/material.js +1 -1
  67. package/Materials/material.js.map +1 -1
  68. package/Maths/math.scalar.d.ts +1 -0
  69. package/Maths/math.scalar.functions.d.ts +9 -0
  70. package/Maths/math.scalar.functions.js +11 -0
  71. package/Maths/math.scalar.functions.js.map +1 -1
  72. package/Meshes/Node/Blocks/geometryEaseBlock.d.ts +96 -0
  73. package/Meshes/Node/Blocks/geometryEaseBlock.js +318 -0
  74. package/Meshes/Node/Blocks/geometryEaseBlock.js.map +1 -0
  75. package/Meshes/Node/index.d.ts +1 -0
  76. package/Meshes/Node/index.js +1 -0
  77. package/Meshes/Node/index.js.map +1 -1
  78. package/Meshes/csg2.d.ts +3 -3
  79. package/Meshes/csg2.js +3 -3
  80. package/Meshes/csg2.js.map +1 -1
  81. package/Meshes/lattice.d.ts +2 -2
  82. package/Meshes/lattice.js +5 -4
  83. package/Meshes/lattice.js.map +1 -1
  84. package/Meshes/lattice.material.d.ts +2 -2
  85. package/Meshes/lattice.material.js +2 -2
  86. package/Meshes/lattice.material.js.map +1 -1
  87. package/Meshes/mesh.d.ts +2 -2
  88. package/Meshes/mesh.js +2 -2
  89. package/Meshes/mesh.js.map +1 -1
  90. package/Meshes/subMesh.js +1 -1
  91. package/Meshes/subMesh.js.map +1 -1
  92. package/Misc/fileTools.d.ts +1 -1
  93. package/Misc/fileTools.js +1 -1
  94. package/Misc/fileTools.js.map +1 -1
  95. package/Physics/v2/characterController.d.ts +3 -2
  96. package/Physics/v2/characterController.js +12 -0
  97. package/Physics/v2/characterController.js.map +1 -1
  98. package/Rendering/IBLShadows/iblShadowsRenderPipeline.d.ts +4 -0
  99. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +11 -16
  100. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
  101. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.d.ts +6 -1
  102. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js +7 -1
  103. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js.map +1 -1
  104. package/package.json +1 -1
  105. package/scene.d.ts +3 -0
  106. package/scene.js +5 -0
  107. package/scene.js.map +1 -1
package/Meshes/csg2.js CHANGED
@@ -30,9 +30,9 @@ let FirstID;
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  * Wrapper around the Manifold library
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  * https://manifoldcad.org/
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  * Use this class to perform fast boolean operations on meshes
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- * #IW43EB#15 - basic operations
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- * #JUKXQD#6218 - skull vs box
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- * #JUKXQD#6219 - skull vs vertex data
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+ * @see [basic operations](https://playground.babylonjs.com/#IW43EB#15)
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+ * @see [skull vs box](https://playground.babylonjs.com/#JUKXQD#6218)
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+ * @see [skull vs vertex data](https://playground.babylonjs.com/#JUKXQD#6219)
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  */
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  export class CSG2 {
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  /**
@@ -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 * 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#6218 - skull vs box\r\n * #JUKXQD#6219 - 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 if (output.subMeshes.length > 1) {\r\n // Remove the submeshes as they are not needed\r\n output._createGlobalSubMesh(true);\r\n }\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"]}
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 * @see [basic operations](https://playground.babylonjs.com/#IW43EB#15)\r\n * @see [skull vs box](https://playground.babylonjs.com/#JUKXQD#6218)\r\n * @see [skull vs vertex data](https://playground.babylonjs.com/#JUKXQD#6219)\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 if (output.subMeshes.length > 1) {\r\n // Remove the submeshes as they are not needed\r\n output._createGlobalSubMesh(true);\r\n }\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"]}
@@ -20,8 +20,8 @@ export interface ILatticeOptions {
20
20
  }
21
21
  /**
22
22
  * Class used to represent a lattice
23
- * #MDVD75#18 - Moving lattice bounds
24
- * #MDVD75#23 - Twist
23
+ * @see [Moving lattice bounds](https://playground.babylonjs.com/#MDVD75#18)
24
+ * @see [Twist](https://playground.babylonjs.com/#MDVD75#23)
25
25
  */
26
26
  export declare class Lattice {
27
27
  private _resolutionX;
package/Meshes/lattice.js CHANGED
@@ -1,10 +1,11 @@
1
1
  import { Vector3 } from "../Maths/math.vector.js";
2
2
  import { VertexBuffer } from "./buffer.js";
3
- import { Clamp } from "../Maths/math.scalar.functions.js";
3
+ import { Clamp, OutsideRange } from "../Maths/math.scalar.functions.js";
4
+ import { Epsilon } from "../Maths/math.constants.js";
4
5
  /**
5
6
  * Class used to represent a lattice
6
- * #MDVD75#18 - Moving lattice bounds
7
- * #MDVD75#23 - Twist
7
+ * @see [Moving lattice bounds](https://playground.babylonjs.com/#MDVD75#18)
8
+ * @see [Twist](https://playground.babylonjs.com/#MDVD75#23)
8
9
  */
9
10
  export class Lattice {
10
11
  /**
@@ -172,7 +173,7 @@ export class Lattice {
172
173
  for (let i = 0; i < positions.length; i += 3) {
173
174
  const vertex = this._tmpVector.fromArray(positions, i);
174
175
  // Check we are inside
175
- if (vertex.x < min.x || vertex.x > max.x || vertex.y < min.y || vertex.y > max.y || vertex.z < min.z || vertex.z > max.z) {
176
+ if (OutsideRange(vertex.x, min.x, max.x, Epsilon) || OutsideRange(vertex.y, min.y, max.y, Epsilon) || OutsideRange(vertex.z, min.z, max.z, Epsilon)) {
176
177
  if (target) {
177
178
  vertex.toArray(target, i);
178
179
  }
@@ -1 +1 @@
1
- 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{ Vector3 } from \"core/Maths/math.vector\";\r\nimport type { Mesh } from \"./mesh\";\r\nimport type { FloatArray } from \"core/types\";\r\nimport { VertexBuffer } from \"./buffer\";\r\nimport { Clamp } from \"core/Maths/math.scalar.functions\";\r\n\r\n/**\r\n * Interface used to define options for creating a lattice\r\n */\r\nexport interface ILatticeOptions {\r\n /** resolution on x axis */\r\n resolutionX: number;\r\n /** resolution on y axis */\r\n resolutionY: number;\r\n /** resolution on z axis */\r\n resolutionZ: number;\r\n /** the lattice position in object space */\r\n position: Vector3;\r\n /** size of the lattice along each axis in object space */\r\n size: Vector3;\r\n /** Optional mesh to adapt the size to */\r\n autoAdaptToMesh?: Mesh;\r\n}\r\n\r\n/**\r\n * Class used to represent a lattice\r\n * #MDVD75#18 - Moving lattice bounds\r\n * #MDVD75#23 - Twist\r\n */\r\nexport class Lattice {\r\n private _resolutionX: number;\r\n private _resolutionY: number;\r\n private _resolutionZ: number;\r\n private _position: Vector3;\r\n private _size: Vector3;\r\n private _cellSize = new Vector3();\r\n\r\n private _data: Vector3[][][];\r\n\r\n // Cache\r\n private _min = new Vector3(-0.5, -0.5, -0.5);\r\n private _max = new Vector3(0.5, 0.5, 0.5);\r\n private _localPos = new Vector3();\r\n private _tmpVector = new Vector3();\r\n private _lerpVector0 = new Vector3();\r\n private _lerpVector1 = new Vector3();\r\n private _lerpVector2 = new Vector3();\r\n private _lerpVector3 = new Vector3();\r\n private _lerpVector4 = new Vector3();\r\n private _lerpVector5 = new Vector3();\r\n\r\n /**\r\n * @returns the string \"Lattice\"\r\n */\r\n public getClassName(): string {\r\n return \"Lattice\";\r\n }\r\n\r\n /**\r\n * Gets the resolution on x axis\r\n */\r\n public get resolutionX(): number {\r\n return this._resolutionX;\r\n }\r\n\r\n /**\r\n * Gets the resolution on y axis\r\n */\r\n public get resolutionY(): number {\r\n return this._resolutionY;\r\n }\r\n\r\n /**\r\n * Gets the resolution on z axis\r\n */\r\n public get resolutionZ(): number {\r\n return this._resolutionZ;\r\n }\r\n\r\n /**\r\n * Gets the size of the lattice along each axis in object space\r\n * Updating the size requires you to call update afterwards\r\n */\r\n public get size(): Vector3 {\r\n return this._size;\r\n }\r\n\r\n /**\r\n * Gets the lattice position in object space\r\n */\r\n public get position(): Vector3 {\r\n return this._position;\r\n }\r\n\r\n /**\r\n * Gets the data of the lattice\r\n */\r\n public get data(): Vector3[][][] {\r\n return this._data;\r\n }\r\n\r\n /**\r\n * Gets the size of each cell in the lattice\r\n */\r\n public get cellSize(): Vector3 {\r\n return this._cellSize;\r\n }\r\n\r\n /**\r\n * Gets the min bounds of the lattice\r\n */\r\n public get min(): Vector3 {\r\n return this._min;\r\n }\r\n\r\n /**\r\n * Gets the max bounds of the lattice\r\n */\r\n public get max(): Vector3 {\r\n return this._max;\r\n }\r\n\r\n /**\r\n * Creates a new Lattice\r\n * @param options options for creating\r\n */\r\n public constructor(options?: Partial<ILatticeOptions>) {\r\n const localOptions: ILatticeOptions = {\r\n resolutionX: 3,\r\n resolutionY: 3,\r\n resolutionZ: 3,\r\n position: Vector3.Zero(),\r\n size: Vector3.One(),\r\n ...options,\r\n };\r\n\r\n this._resolutionX = localOptions.resolutionX;\r\n this._resolutionY = localOptions.resolutionY;\r\n this._resolutionZ = localOptions.resolutionZ;\r\n this._position = localOptions.position;\r\n this._size = localOptions.autoAdaptToMesh ? localOptions.autoAdaptToMesh.getBoundingInfo().boundingBox.extendSize.scale(2) : localOptions.size;\r\n\r\n // Allocate data\r\n this._allocateData();\r\n this.update();\r\n }\r\n\r\n private _allocateData() {\r\n this._data = new Array<Array<Array<Vector3>>>(this.resolutionX);\r\n for (let i = 0; i < this.resolutionX; i++) {\r\n this._data[i] = new Array<Array<Vector3>>(this.resolutionY);\r\n for (let j = 0; j < this.resolutionY; j++) {\r\n this._data[i][j] = new Array<Vector3>(this.resolutionZ);\r\n for (let k = 0; k < this.resolutionZ; k++) {\r\n this._data[i][j][k] = Vector3.Zero();\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Update of the lattice data\r\n */\r\n public update() {\r\n for (let i = 0; i < this.resolutionX; i++) {\r\n for (let j = 0; j < this.resolutionY; j++) {\r\n for (let k = 0; k < this.resolutionZ; k++) {\r\n const x = -this.size.x / 2 + this.size.x * (i / (this.resolutionX - 1));\r\n const y = -this.size.y / 2 + this.size.y * (j / (this.resolutionY - 1));\r\n const z = -this.size.z / 2 + this.size.z * (k / (this.resolutionZ - 1));\r\n\r\n this._data[i][j][k].set(x, y, z);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Apply the lattice to a mesh\r\n * @param mesh mesh to deform\r\n */\r\n public deformMesh(mesh: Mesh) {\r\n const positions = mesh.getVerticesData(VertexBuffer.PositionKind);\r\n\r\n if (!positions) {\r\n return;\r\n }\r\n\r\n // Apply the lattice\r\n this.deform(positions);\r\n\r\n // Update back the mesh\r\n mesh.setVerticesData(VertexBuffer.PositionKind, positions, true);\r\n }\r\n\r\n /**\r\n * Update the lattice internals (like min, max and cell size)\r\n */\r\n public updateInternals() {\r\n const nx = this._resolutionX;\r\n const ny = this._resolutionY;\r\n const nz = this._resolutionZ;\r\n\r\n // Calculate the size of each cell in the lattice\r\n this._cellSize.set(this.size.x / (nx - 1), this.size.y / (ny - 1), this.size.z / (nz - 1));\r\n\r\n // Calculate the lattice bounds\r\n this._min.set(this.position.x - this.size.x / 2, this.position.y - this.size.y / 2, this.position.z - this.size.z / 2);\r\n this._min.addToRef(this._size, this._max);\r\n }\r\n\r\n /**\r\n * Apply the lattice to a set of points\r\n * @param positions vertex data to deform\r\n * @param target optional target array to store the result (operation will be done in place in not defined)\r\n */\r\n public deform(positions: FloatArray, target?: FloatArray) {\r\n const nx = this._resolutionX;\r\n const ny = this._resolutionY;\r\n const nz = this._resolutionZ;\r\n\r\n this.updateInternals();\r\n\r\n const min = this._min;\r\n const max = this._max;\r\n\r\n // Loop over each vertex\r\n for (let i = 0; i < positions.length; i += 3) {\r\n const vertex = this._tmpVector.fromArray(positions, i);\r\n\r\n // Check we are inside\r\n if (vertex.x < min.x || vertex.x > max.x || vertex.y < min.y || vertex.y > max.y || vertex.z < min.z || vertex.z > max.z) {\r\n if (target) {\r\n vertex.toArray(target, i);\r\n }\r\n continue;\r\n }\r\n\r\n // Map vertex position to lattice local coordinates\r\n const localPos = this._localPos.set((vertex.x - min.x) / this._cellSize.x, (vertex.y - min.y) / this._cellSize.y, (vertex.z - min.z) / this._cellSize.z);\r\n\r\n // Get integer lattice indices\r\n const i0 = Math.floor(localPos.x);\r\n const j0 = Math.floor(localPos.y);\r\n const k0 = Math.floor(localPos.z);\r\n\r\n const i1 = Math.min(i0 + 1, nx - 1);\r\n const j1 = Math.min(j0 + 1, ny - 1);\r\n const k1 = Math.min(k0 + 1, nz - 1);\r\n\r\n // Compute interpolation weights\r\n const tx = localPos.x - i0;\r\n const ty = localPos.y - j0;\r\n const tz = localPos.z - k0;\r\n\r\n // Ensure indices are within bounds\r\n const ii0 = Clamp(i0, 0, nx - 1);\r\n const jj0 = Clamp(j0, 0, ny - 1);\r\n const kk0 = Clamp(k0, 0, nz - 1);\r\n const ii1 = Clamp(i1, 0, nx - 1);\r\n const jj1 = Clamp(j1, 0, ny - 1);\r\n const kk1 = Clamp(k1, 0, nz - 1);\r\n\r\n // Get lattice control points\r\n const p000 = this._data[ii0][jj0][kk0];\r\n const p100 = this._data[ii1][jj0][kk0];\r\n const p010 = this._data[ii0][jj1][kk0];\r\n const p110 = this._data[ii1][jj1][kk0];\r\n const p001 = this._data[ii0][jj0][kk1];\r\n const p101 = this._data[ii1][jj0][kk1];\r\n const p011 = this._data[ii0][jj1][kk1];\r\n const p111 = this._data[ii1][jj1][kk1];\r\n\r\n // Trilinear interpolation\r\n const p00 = Vector3.LerpToRef(p000, p100, tx, this._lerpVector0);\r\n const p01 = Vector3.LerpToRef(p001, p101, tx, this._lerpVector1);\r\n const p10 = Vector3.LerpToRef(p010, p110, tx, this._lerpVector2);\r\n const p11 = Vector3.LerpToRef(p011, p111, tx, this._lerpVector3);\r\n\r\n const p0 = Vector3.LerpToRef(p00, p10, ty, this._lerpVector4);\r\n const p1 = Vector3.LerpToRef(p01, p11, ty, this._lerpVector5);\r\n\r\n const deformedPos = Vector3.LerpToRef(p0, p1, tz, this._lerpVector0);\r\n deformedPos.addInPlace(this.position);\r\n\r\n // Apply deformation to the vertex\r\n deformedPos.toArray(target || positions, i);\r\n }\r\n }\r\n}\r\n"]}
1
+ 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{ Vector3 } from \"core/Maths/math.vector\";\r\nimport type { Mesh } from \"./mesh\";\r\nimport type { FloatArray } from \"core/types\";\r\nimport { VertexBuffer } from \"./buffer\";\r\nimport { Clamp, OutsideRange } from \"core/Maths/math.scalar.functions\";\r\nimport { Epsilon } from \"core/Maths/math.constants\";\r\n/**\r\n * Interface used to define options for creating a lattice\r\n */\r\nexport interface ILatticeOptions {\r\n /** resolution on x axis */\r\n resolutionX: number;\r\n /** resolution on y axis */\r\n resolutionY: number;\r\n /** resolution on z axis */\r\n resolutionZ: number;\r\n /** the lattice position in object space */\r\n position: Vector3;\r\n /** size of the lattice along each axis in object space */\r\n size: Vector3;\r\n /** Optional mesh to adapt the size to */\r\n autoAdaptToMesh?: Mesh;\r\n}\r\n\r\n/**\r\n * Class used to represent a lattice\r\n * @see [Moving lattice bounds](https://playground.babylonjs.com/#MDVD75#18)\r\n * @see [Twist](https://playground.babylonjs.com/#MDVD75#23)\r\n */\r\nexport class Lattice {\r\n private _resolutionX: number;\r\n private _resolutionY: number;\r\n private _resolutionZ: number;\r\n private _position: Vector3;\r\n private _size: Vector3;\r\n private _cellSize = new Vector3();\r\n\r\n private _data: Vector3[][][];\r\n\r\n // Cache\r\n private _min = new Vector3(-0.5, -0.5, -0.5);\r\n private _max = new Vector3(0.5, 0.5, 0.5);\r\n private _localPos = new Vector3();\r\n private _tmpVector = new Vector3();\r\n private _lerpVector0 = new Vector3();\r\n private _lerpVector1 = new Vector3();\r\n private _lerpVector2 = new Vector3();\r\n private _lerpVector3 = new Vector3();\r\n private _lerpVector4 = new Vector3();\r\n private _lerpVector5 = new Vector3();\r\n\r\n /**\r\n * @returns the string \"Lattice\"\r\n */\r\n public getClassName(): string {\r\n return \"Lattice\";\r\n }\r\n\r\n /**\r\n * Gets the resolution on x axis\r\n */\r\n public get resolutionX(): number {\r\n return this._resolutionX;\r\n }\r\n\r\n /**\r\n * Gets the resolution on y axis\r\n */\r\n public get resolutionY(): number {\r\n return this._resolutionY;\r\n }\r\n\r\n /**\r\n * Gets the resolution on z axis\r\n */\r\n public get resolutionZ(): number {\r\n return this._resolutionZ;\r\n }\r\n\r\n /**\r\n * Gets the size of the lattice along each axis in object space\r\n * Updating the size requires you to call update afterwards\r\n */\r\n public get size(): Vector3 {\r\n return this._size;\r\n }\r\n\r\n /**\r\n * Gets the lattice position in object space\r\n */\r\n public get position(): Vector3 {\r\n return this._position;\r\n }\r\n\r\n /**\r\n * Gets the data of the lattice\r\n */\r\n public get data(): Vector3[][][] {\r\n return this._data;\r\n }\r\n\r\n /**\r\n * Gets the size of each cell in the lattice\r\n */\r\n public get cellSize(): Vector3 {\r\n return this._cellSize;\r\n }\r\n\r\n /**\r\n * Gets the min bounds of the lattice\r\n */\r\n public get min(): Vector3 {\r\n return this._min;\r\n }\r\n\r\n /**\r\n * Gets the max bounds of the lattice\r\n */\r\n public get max(): Vector3 {\r\n return this._max;\r\n }\r\n\r\n /**\r\n * Creates a new Lattice\r\n * @param options options for creating\r\n */\r\n public constructor(options?: Partial<ILatticeOptions>) {\r\n const localOptions: ILatticeOptions = {\r\n resolutionX: 3,\r\n resolutionY: 3,\r\n resolutionZ: 3,\r\n position: Vector3.Zero(),\r\n size: Vector3.One(),\r\n ...options,\r\n };\r\n\r\n this._resolutionX = localOptions.resolutionX;\r\n this._resolutionY = localOptions.resolutionY;\r\n this._resolutionZ = localOptions.resolutionZ;\r\n this._position = localOptions.position;\r\n this._size = localOptions.autoAdaptToMesh ? localOptions.autoAdaptToMesh.getBoundingInfo().boundingBox.extendSize.scale(2) : localOptions.size;\r\n\r\n // Allocate data\r\n this._allocateData();\r\n this.update();\r\n }\r\n\r\n private _allocateData() {\r\n this._data = new Array<Array<Array<Vector3>>>(this.resolutionX);\r\n for (let i = 0; i < this.resolutionX; i++) {\r\n this._data[i] = new Array<Array<Vector3>>(this.resolutionY);\r\n for (let j = 0; j < this.resolutionY; j++) {\r\n this._data[i][j] = new Array<Vector3>(this.resolutionZ);\r\n for (let k = 0; k < this.resolutionZ; k++) {\r\n this._data[i][j][k] = Vector3.Zero();\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Update of the lattice data\r\n */\r\n public update() {\r\n for (let i = 0; i < this.resolutionX; i++) {\r\n for (let j = 0; j < this.resolutionY; j++) {\r\n for (let k = 0; k < this.resolutionZ; k++) {\r\n const x = -this.size.x / 2 + this.size.x * (i / (this.resolutionX - 1));\r\n const y = -this.size.y / 2 + this.size.y * (j / (this.resolutionY - 1));\r\n const z = -this.size.z / 2 + this.size.z * (k / (this.resolutionZ - 1));\r\n\r\n this._data[i][j][k].set(x, y, z);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Apply the lattice to a mesh\r\n * @param mesh mesh to deform\r\n */\r\n public deformMesh(mesh: Mesh) {\r\n const positions = mesh.getVerticesData(VertexBuffer.PositionKind);\r\n\r\n if (!positions) {\r\n return;\r\n }\r\n\r\n // Apply the lattice\r\n this.deform(positions);\r\n\r\n // Update back the mesh\r\n mesh.setVerticesData(VertexBuffer.PositionKind, positions, true);\r\n }\r\n\r\n /**\r\n * Update the lattice internals (like min, max and cell size)\r\n */\r\n public updateInternals() {\r\n const nx = this._resolutionX;\r\n const ny = this._resolutionY;\r\n const nz = this._resolutionZ;\r\n\r\n // Calculate the size of each cell in the lattice\r\n this._cellSize.set(this.size.x / (nx - 1), this.size.y / (ny - 1), this.size.z / (nz - 1));\r\n\r\n // Calculate the lattice bounds\r\n this._min.set(this.position.x - this.size.x / 2, this.position.y - this.size.y / 2, this.position.z - this.size.z / 2);\r\n this._min.addToRef(this._size, this._max);\r\n }\r\n\r\n /**\r\n * Apply the lattice to a set of points\r\n * @param positions vertex data to deform\r\n * @param target optional target array to store the result (operation will be done in place in not defined)\r\n */\r\n public deform(positions: FloatArray, target?: FloatArray) {\r\n const nx = this._resolutionX;\r\n const ny = this._resolutionY;\r\n const nz = this._resolutionZ;\r\n\r\n this.updateInternals();\r\n\r\n const min = this._min;\r\n const max = this._max;\r\n\r\n // Loop over each vertex\r\n for (let i = 0; i < positions.length; i += 3) {\r\n const vertex = this._tmpVector.fromArray(positions, i);\r\n\r\n // Check we are inside\r\n if (OutsideRange(vertex.x, min.x, max.x, Epsilon) || OutsideRange(vertex.y, min.y, max.y, Epsilon) || OutsideRange(vertex.z, min.z, max.z, Epsilon)) {\r\n if (target) {\r\n vertex.toArray(target, i);\r\n }\r\n continue;\r\n }\r\n\r\n // Map vertex position to lattice local coordinates\r\n const localPos = this._localPos.set((vertex.x - min.x) / this._cellSize.x, (vertex.y - min.y) / this._cellSize.y, (vertex.z - min.z) / this._cellSize.z);\r\n\r\n // Get integer lattice indices\r\n const i0 = Math.floor(localPos.x);\r\n const j0 = Math.floor(localPos.y);\r\n const k0 = Math.floor(localPos.z);\r\n\r\n const i1 = Math.min(i0 + 1, nx - 1);\r\n const j1 = Math.min(j0 + 1, ny - 1);\r\n const k1 = Math.min(k0 + 1, nz - 1);\r\n\r\n // Compute interpolation weights\r\n const tx = localPos.x - i0;\r\n const ty = localPos.y - j0;\r\n const tz = localPos.z - k0;\r\n\r\n // Ensure indices are within bounds\r\n const ii0 = Clamp(i0, 0, nx - 1);\r\n const jj0 = Clamp(j0, 0, ny - 1);\r\n const kk0 = Clamp(k0, 0, nz - 1);\r\n const ii1 = Clamp(i1, 0, nx - 1);\r\n const jj1 = Clamp(j1, 0, ny - 1);\r\n const kk1 = Clamp(k1, 0, nz - 1);\r\n\r\n // Get lattice control points\r\n const p000 = this._data[ii0][jj0][kk0];\r\n const p100 = this._data[ii1][jj0][kk0];\r\n const p010 = this._data[ii0][jj1][kk0];\r\n const p110 = this._data[ii1][jj1][kk0];\r\n const p001 = this._data[ii0][jj0][kk1];\r\n const p101 = this._data[ii1][jj0][kk1];\r\n const p011 = this._data[ii0][jj1][kk1];\r\n const p111 = this._data[ii1][jj1][kk1];\r\n\r\n // Trilinear interpolation\r\n const p00 = Vector3.LerpToRef(p000, p100, tx, this._lerpVector0);\r\n const p01 = Vector3.LerpToRef(p001, p101, tx, this._lerpVector1);\r\n const p10 = Vector3.LerpToRef(p010, p110, tx, this._lerpVector2);\r\n const p11 = Vector3.LerpToRef(p011, p111, tx, this._lerpVector3);\r\n\r\n const p0 = Vector3.LerpToRef(p00, p10, ty, this._lerpVector4);\r\n const p1 = Vector3.LerpToRef(p01, p11, ty, this._lerpVector5);\r\n\r\n const deformedPos = Vector3.LerpToRef(p0, p1, tz, this._lerpVector0);\r\n deformedPos.addInPlace(this.position);\r\n\r\n // Apply deformation to the vertex\r\n deformedPos.toArray(target || positions, i);\r\n }\r\n }\r\n}\r\n"]}
@@ -5,8 +5,8 @@ import { ShaderLanguage } from "../Materials/shaderLanguage.js";
5
5
  import type { UniformBuffer } from "../Materials/uniformBuffer.js";
6
6
  /**
7
7
  * Material plugin to add hardware accelerated lattice support
8
- * #HBZD72#5 - webgl2
9
- * #HBZD72#6 - webgpu
8
+ * @see [webgl2](https://playground.babylonjs.com/#HBZD72#5)
9
+ * @see [webgpu](https://playground.babylonjs.com/#HBZD72#6)
10
10
  */
11
11
  export declare class LatticePluginMaterial extends MaterialPluginBase {
12
12
  private _lattice;
@@ -3,8 +3,8 @@ import { MaterialPluginBase } from "../Materials/materialPluginBase.js";
3
3
 
4
4
  /**
5
5
  * Material plugin to add hardware accelerated lattice support
6
- * #HBZD72#5 - webgl2
7
- * #HBZD72#6 - webgpu
6
+ * @see [webgl2](https://playground.babylonjs.com/#HBZD72#5)
7
+ * @see [webgpu](https://playground.babylonjs.com/#HBZD72#6)
8
8
  */
9
9
  export class LatticePluginMaterial extends MaterialPluginBase {
10
10
  /**
@@ -1 +1 @@
1
- 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{ RawTexture3D } from \"core/Materials/Textures/rawTexture3D\";\r\nimport type { Material } from \"core/Materials/material\";\r\nimport { MaterialPluginBase } from \"core/Materials/materialPluginBase\";\r\nimport type { Lattice } from \"./lattice\";\r\nimport type { Nullable } from \"core/types\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport type { UniformBuffer } from \"core/Materials/uniformBuffer\";\r\n\r\n/**\r\n * Material plugin to add hardware accelerated lattice support\r\n * #HBZD72#5 - webgl2\r\n * #HBZD72#6 - webgpu\r\n */\r\nexport class LatticePluginMaterial extends MaterialPluginBase {\r\n private _lattice: Lattice;\r\n private _latticeDataTexture: Nullable<RawTexture3D>;\r\n private _latticeData: Float32Array;\r\n private _code: string;\r\n\r\n /**\r\n * Create a new LatticePluginMaterial\r\n * @param lattice defines the lattice this plugin is associated with\r\n * @param material defines the material this plugin is associated with\r\n */\r\n constructor(lattice: Lattice, material: Material) {\r\n super(material, \"Lattice\", 200);\r\n\r\n this._lattice = lattice;\r\n\r\n this.refreshData();\r\n\r\n // let's enable it by default\r\n this._enable(true);\r\n }\r\n\r\n /**\r\n * Get the class name of the plugin\r\n * @returns the string \"LatticePluginMaterial\"\r\n */\r\n public override getClassName() {\r\n return \"LatticePluginMaterial\";\r\n }\r\n\r\n /**\r\n * Defines if the plugin supports the specified shader language\r\n * @param shaderLanguage defines the shader language to check\r\n * @returns true if supported, false otherwise\r\n */\r\n public override isCompatible(shaderLanguage: ShaderLanguage) {\r\n switch (shaderLanguage) {\r\n case ShaderLanguage.GLSL:\r\n case ShaderLanguage.WGSL:\r\n return true;\r\n default:\r\n return false;\r\n }\r\n }\r\n\r\n /**\r\n * Must be called when the lattice data was updated\r\n */\r\n public refreshData() {\r\n const length = this._lattice.resolutionX * this._lattice.resolutionY * this._lattice.resolutionZ * 4;\r\n if (!this._latticeData || this._latticeData.length !== length) {\r\n this._latticeData = new Float32Array(length);\r\n }\r\n\r\n for (let i = 0; i < this._lattice.resolutionX; i++) {\r\n for (let j = 0; j < this._lattice.resolutionY; j++) {\r\n for (let k = 0; k < this._lattice.resolutionZ; k++) {\r\n const control = this._lattice.data[i][j][k];\r\n const index = i + this._lattice.resolutionX * (j + this._lattice.resolutionY * k);\r\n control.toArray(this._latticeData, index * 4);\r\n }\r\n }\r\n }\r\n\r\n if (\r\n !this._latticeDataTexture ||\r\n this._latticeDataTexture.width !== this._lattice.resolutionX ||\r\n this._latticeDataTexture.height !== this._lattice.resolutionY ||\r\n this._latticeDataTexture.depth !== this._lattice.resolutionZ\r\n ) {\r\n if (this._latticeDataTexture) {\r\n this._latticeDataTexture.dispose();\r\n }\r\n\r\n this._latticeDataTexture = new RawTexture3D(\r\n this._latticeData,\r\n this._lattice.resolutionX,\r\n this._lattice.resolutionY,\r\n this._lattice.resolutionZ,\r\n Constants.TEXTUREFORMAT_RGBA,\r\n this._material.getScene(),\r\n false,\r\n false,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n Constants.TEXTURETYPE_FLOAT\r\n );\r\n } else {\r\n this._latticeDataTexture.update(this._latticeData);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the description of the uniforms to add to the ubo (if engine supports ubos) or to inject directly in the vertex/fragment shaders (if engine does not support ubos)\r\n * @param shaderLanguage The shader language to use.\r\n * @returns the description of the uniforms\r\n */\r\n public override getUniforms(shaderLanguage: ShaderLanguage = ShaderLanguage.GLSL): {\r\n ubo: { name: string; size: number; type: string; arraySize?: number }[];\r\n vertex?: string;\r\n fragment?: string;\r\n } {\r\n if (shaderLanguage === ShaderLanguage.WGSL) {\r\n // For webgpu we only define the UBO with the correct type and size.\r\n return {\r\n ubo: [\r\n { name: \"lattice_cellSize\", size: 3, type: \"vec3\" },\r\n { name: \"lattice_min\", size: 3, type: \"vec3\" },\r\n { name: \"lattice_max\", size: 3, type: \"vec3\" },\r\n { name: \"lattice_resolution\", size: 3, type: \"vec3\" },\r\n { name: \"lattice_position\", size: 3, type: \"vec3\" },\r\n ],\r\n };\r\n }\r\n return {\r\n // first, define the UBO with the correct type and size.\r\n ubo: [\r\n { name: \"lattice_cellSize\", size: 3, type: \"vec3\" },\r\n { name: \"lattice_min\", size: 3, type: \"vec3\" },\r\n { name: \"lattice_max\", size: 3, type: \"vec3\" },\r\n { name: \"lattice_resolution\", size: 3, type: \"vec3\" },\r\n { name: \"lattice_position\", size: 3, type: \"vec3\" },\r\n ],\r\n // now, on the vertex shader, add the uniform itself in case uniform buffers are not supported by the engine\r\n vertex: `\r\n uniform vec3 lattice_cellSize;\r\n uniform vec3 lattice_min;\r\n uniform vec3 lattice_max;\r\n uniform vec3 lattice_resolution;\r\n uniform vec3 lattice_position;\r\n `,\r\n };\r\n }\r\n\r\n /**\r\n * Binds the material data.\r\n * @param uniformBuffer defines the Uniform buffer to fill in.\r\n */\r\n public override bindForSubMesh(uniformBuffer: UniformBuffer) {\r\n this._lattice.updateInternals();\r\n\r\n uniformBuffer.updateVector3(\"lattice_cellSize\", this._lattice.cellSize);\r\n uniformBuffer.updateVector3(\"lattice_min\", this._lattice.min);\r\n uniformBuffer.updateVector3(\"lattice_max\", this._lattice.max);\r\n uniformBuffer.updateFloat3(\"lattice_resolution\", this._lattice.resolutionX, this._lattice.resolutionY, this._lattice.resolutionZ);\r\n uniformBuffer.updateVector3(\"lattice_position\", this._lattice.position);\r\n\r\n uniformBuffer.setTexture(\"latticeData\", this._latticeDataTexture);\r\n }\r\n\r\n /**\r\n * Gets the samplers used by the plugin.\r\n * @param samplers list that the sampler names should be added to.\r\n */\r\n public override getSamplers(samplers: string[]): void {\r\n samplers.push(\"latticeData\");\r\n }\r\n\r\n private _prepareCode(shaderLanguage = ShaderLanguage.GLSL) {\r\n if (this._code) {\r\n return this._code;\r\n }\r\n\r\n let code = `\r\n if (positionUpdated.x >= lattice_min.x && positionUpdated.x <= lattice_max.x &&\r\n positionUpdated.y >= lattice_min.y && positionUpdated.y <= lattice_max.y &&\r\n positionUpdated.z >= lattice_min.z && positionUpdated.z <= lattice_max.z) {\r\n\r\n // Map vertex position to lattice local coordinates\r\n vec3d localPos = vec3c((positionUpdated.x - lattice_min.x) / lattice_cellSize.x, (positionUpdated.y - lattice_min.y) / lattice_cellSize.y, (positionUpdated.z - lattice_min.z) / lattice_cellSize.z);\r\n\r\n // Get integer lattice indices\r\n intd i0 = intc(floor(localPos.x));\r\n intd j0 = intc(floor(localPos.y));\r\n intd k0 = intc(floor(localPos.z));\r\n\r\n intd resX = intc(lattice_resolution.x) - 1;\r\n intd resY = intc(lattice_resolution.y) - 1;\r\n intd resZ = intc(lattice_resolution.z) - 1;\r\n\r\n intd i1 = min(i0 + 1, resX);\r\n intd j1 = min(j0 + 1, resY);\r\n intd k1 = min(k0 + 1, resZ);\r\n\r\n // Compute interpolation weights\r\n floatd tx = localPos.x - floatc(i0);\r\n floatd ty = localPos.y - floatc(j0);\r\n floatd tz = localPos.z - floatc(k0);\r\n\r\n // Ensure indices are within bounds\r\n intd ii0 = clamp(i0, 0, resX);\r\n intd jj0 = clamp(j0, 0, resY);\r\n intd kk0 = clamp(k0, 0, resZ);\r\n intd ii1 = clamp(i1, 0, resX);\r\n intd jj1 = clamp(j1, 0, resY);\r\n intd kk1 = clamp(k1, 0, resZ);\r\n\r\n // Get lattice control points\r\n vec3d p000 = texelFetch(latticeData, ivec3c(ii0, jj0, kk0), 0).rgb;\r\n vec3d p100 = texelFetch(latticeData, ivec3c(ii1, jj0, kk0), 0).rgb;\r\n vec3d p010 = texelFetch(latticeData, ivec3c(ii0, jj1, kk0), 0).rgb;\r\n vec3d p110 = texelFetch(latticeData, ivec3c(ii1, jj1, kk0), 0).rgb;\r\n vec3d p001 = texelFetch(latticeData, ivec3c(ii0, jj0, kk1), 0).rgb;\r\n vec3d p101 = texelFetch(latticeData, ivec3c(ii1, jj0, kk1), 0).rgb;\r\n vec3d p011 = texelFetch(latticeData, ivec3c(ii0, jj1, kk1), 0).rgb;\r\n vec3d p111 = texelFetch(latticeData, ivec3c(ii1, jj1, kk1), 0).rgb;\r\n\r\n // Trilinear interpolation\r\n vec3d p00 = mix(p000, p100, tx);\r\n vec3d p01 = mix(p001, p101, tx);\r\n vec3d p10 = mix(p010, p110, tx);\r\n vec3d p11 = mix(p011, p111, tx);\r\n\r\n vec3d p0 = mix(p00, p10, ty);\r\n vec3d p1 = mix(p01, p11, ty);\r\n\r\n vec3d deformedPos = mix(p0, p1, tz);\r\n positionUpdated = deformedPos + lattice_position;\r\n };\r\n `;\r\n\r\n if (shaderLanguage === ShaderLanguage.WGSL) {\r\n code =\r\n `\r\n let lattice_min = uniforms.lattice_min;\r\n let lattice_max = uniforms.lattice_max;\r\n let lattice_resolution = uniforms.lattice_resolution;\r\n let lattice_position = uniforms.lattice_position;\r\n let lattice_cellSize = uniforms.lattice_cellSize;\r\n ` + code;\r\n\r\n code = code.replace(/ivec3c/g, \"vec3i\");\r\n code = code.replace(/vec3d/g, \"var\");\r\n code = code.replace(/vec3c/g, \"vec3f\");\r\n code = code.replace(/intd/g, \"var\");\r\n code = code.replace(/intc/g, \"i32\");\r\n code = code.replace(/floatd/g, \"var\");\r\n code = code.replace(/floatc/g, \"f32\");\r\n code = code.replace(/texelFetch/g, \"textureLoad\");\r\n } else {\r\n code = code.replace(/ivec3c/g, \"ivec3\");\r\n code = code.replace(/vec3d/g, \"vec3\");\r\n code = code.replace(/vec3c/g, \"vec3\");\r\n code = code.replace(/intd/g, \"int\");\r\n code = code.replace(/intc/g, \"int\");\r\n code = code.replace(/floatd/g, \"float\");\r\n code = code.replace(/floatc/g, \"float\");\r\n }\r\n this._code = code;\r\n\r\n return this._code;\r\n }\r\n\r\n /**\r\n * Returns a list of custom shader code fragments to customize the shader.\r\n * @param shaderType \"vertex\" or \"fragment\"\r\n * @param shaderLanguage The shader language to use.\r\n * @returns null if no code to be added, or a list of pointName =\\> code.\r\n */\r\n public override getCustomCode(shaderType: string, shaderLanguage = ShaderLanguage.GLSL) {\r\n if (shaderType === \"vertex\") {\r\n // we're adding this specific code at the end of the main() function\r\n if (shaderLanguage === ShaderLanguage.WGSL) {\r\n return {\r\n CUSTOM_VERTEX_DEFINITIONS: `\r\n var latticeData: texture_3d<f32>;\r\n `,\r\n CUSTOM_VERTEX_UPDATE_POSITION: this._prepareCode(shaderLanguage),\r\n };\r\n }\r\n\r\n return {\r\n CUSTOM_VERTEX_DEFINITIONS: `\r\n precision highp sampler3D;\r\n uniform sampler3D latticeData;\r\n `,\r\n CUSTOM_VERTEX_UPDATE_POSITION: this._prepareCode(shaderLanguage),\r\n };\r\n }\r\n // for other shader types we're not doing anything, return null\r\n return null;\r\n }\r\n\r\n /**\r\n * Disposes the resources of the material.\r\n */\r\n public override dispose(): void {\r\n if (this._latticeDataTexture) {\r\n this._latticeDataTexture.dispose();\r\n this._latticeDataTexture = null;\r\n }\r\n }\r\n}\r\n"]}
1
+ 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{ RawTexture3D } from \"core/Materials/Textures/rawTexture3D\";\r\nimport type { Material } from \"core/Materials/material\";\r\nimport { MaterialPluginBase } from \"core/Materials/materialPluginBase\";\r\nimport type { Lattice } from \"./lattice\";\r\nimport type { Nullable } from \"core/types\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport type { UniformBuffer } from \"core/Materials/uniformBuffer\";\r\n\r\n/**\r\n * Material plugin to add hardware accelerated lattice support\r\n * @see [webgl2](https://playground.babylonjs.com/#HBZD72#5)\r\n * @see [webgpu](https://playground.babylonjs.com/#HBZD72#6)\r\n */\r\nexport class LatticePluginMaterial extends MaterialPluginBase {\r\n private _lattice: Lattice;\r\n private _latticeDataTexture: Nullable<RawTexture3D>;\r\n private _latticeData: Float32Array;\r\n private _code: string;\r\n\r\n /**\r\n * Create a new LatticePluginMaterial\r\n * @param lattice defines the lattice this plugin is associated with\r\n * @param material defines the material this plugin is associated with\r\n */\r\n constructor(lattice: Lattice, material: Material) {\r\n super(material, \"Lattice\", 200);\r\n\r\n this._lattice = lattice;\r\n\r\n this.refreshData();\r\n\r\n // let's enable it by default\r\n this._enable(true);\r\n }\r\n\r\n /**\r\n * Get the class name of the plugin\r\n * @returns the string \"LatticePluginMaterial\"\r\n */\r\n public override getClassName() {\r\n return \"LatticePluginMaterial\";\r\n }\r\n\r\n /**\r\n * Defines if the plugin supports the specified shader language\r\n * @param shaderLanguage defines the shader language to check\r\n * @returns true if supported, false otherwise\r\n */\r\n public override isCompatible(shaderLanguage: ShaderLanguage) {\r\n switch (shaderLanguage) {\r\n case ShaderLanguage.GLSL:\r\n case ShaderLanguage.WGSL:\r\n return true;\r\n default:\r\n return false;\r\n }\r\n }\r\n\r\n /**\r\n * Must be called when the lattice data was updated\r\n */\r\n public refreshData() {\r\n const length = this._lattice.resolutionX * this._lattice.resolutionY * this._lattice.resolutionZ * 4;\r\n if (!this._latticeData || this._latticeData.length !== length) {\r\n this._latticeData = new Float32Array(length);\r\n }\r\n\r\n for (let i = 0; i < this._lattice.resolutionX; i++) {\r\n for (let j = 0; j < this._lattice.resolutionY; j++) {\r\n for (let k = 0; k < this._lattice.resolutionZ; k++) {\r\n const control = this._lattice.data[i][j][k];\r\n const index = i + this._lattice.resolutionX * (j + this._lattice.resolutionY * k);\r\n control.toArray(this._latticeData, index * 4);\r\n }\r\n }\r\n }\r\n\r\n if (\r\n !this._latticeDataTexture ||\r\n this._latticeDataTexture.width !== this._lattice.resolutionX ||\r\n this._latticeDataTexture.height !== this._lattice.resolutionY ||\r\n this._latticeDataTexture.depth !== this._lattice.resolutionZ\r\n ) {\r\n if (this._latticeDataTexture) {\r\n this._latticeDataTexture.dispose();\r\n }\r\n\r\n this._latticeDataTexture = new RawTexture3D(\r\n this._latticeData,\r\n this._lattice.resolutionX,\r\n this._lattice.resolutionY,\r\n this._lattice.resolutionZ,\r\n Constants.TEXTUREFORMAT_RGBA,\r\n this._material.getScene(),\r\n false,\r\n false,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n Constants.TEXTURETYPE_FLOAT\r\n );\r\n } else {\r\n this._latticeDataTexture.update(this._latticeData);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the description of the uniforms to add to the ubo (if engine supports ubos) or to inject directly in the vertex/fragment shaders (if engine does not support ubos)\r\n * @param shaderLanguage The shader language to use.\r\n * @returns the description of the uniforms\r\n */\r\n public override getUniforms(shaderLanguage: ShaderLanguage = ShaderLanguage.GLSL): {\r\n ubo: { name: string; size: number; type: string; arraySize?: number }[];\r\n vertex?: string;\r\n fragment?: string;\r\n } {\r\n if (shaderLanguage === ShaderLanguage.WGSL) {\r\n // For webgpu we only define the UBO with the correct type and size.\r\n return {\r\n ubo: [\r\n { name: \"lattice_cellSize\", size: 3, type: \"vec3\" },\r\n { name: \"lattice_min\", size: 3, type: \"vec3\" },\r\n { name: \"lattice_max\", size: 3, type: \"vec3\" },\r\n { name: \"lattice_resolution\", size: 3, type: \"vec3\" },\r\n { name: \"lattice_position\", size: 3, type: \"vec3\" },\r\n ],\r\n };\r\n }\r\n return {\r\n // first, define the UBO with the correct type and size.\r\n ubo: [\r\n { name: \"lattice_cellSize\", size: 3, type: \"vec3\" },\r\n { name: \"lattice_min\", size: 3, type: \"vec3\" },\r\n { name: \"lattice_max\", size: 3, type: \"vec3\" },\r\n { name: \"lattice_resolution\", size: 3, type: \"vec3\" },\r\n { name: \"lattice_position\", size: 3, type: \"vec3\" },\r\n ],\r\n // now, on the vertex shader, add the uniform itself in case uniform buffers are not supported by the engine\r\n vertex: `\r\n uniform vec3 lattice_cellSize;\r\n uniform vec3 lattice_min;\r\n uniform vec3 lattice_max;\r\n uniform vec3 lattice_resolution;\r\n uniform vec3 lattice_position;\r\n `,\r\n };\r\n }\r\n\r\n /**\r\n * Binds the material data.\r\n * @param uniformBuffer defines the Uniform buffer to fill in.\r\n */\r\n public override bindForSubMesh(uniformBuffer: UniformBuffer) {\r\n this._lattice.updateInternals();\r\n\r\n uniformBuffer.updateVector3(\"lattice_cellSize\", this._lattice.cellSize);\r\n uniformBuffer.updateVector3(\"lattice_min\", this._lattice.min);\r\n uniformBuffer.updateVector3(\"lattice_max\", this._lattice.max);\r\n uniformBuffer.updateFloat3(\"lattice_resolution\", this._lattice.resolutionX, this._lattice.resolutionY, this._lattice.resolutionZ);\r\n uniformBuffer.updateVector3(\"lattice_position\", this._lattice.position);\r\n\r\n uniformBuffer.setTexture(\"latticeData\", this._latticeDataTexture);\r\n }\r\n\r\n /**\r\n * Gets the samplers used by the plugin.\r\n * @param samplers list that the sampler names should be added to.\r\n */\r\n public override getSamplers(samplers: string[]): void {\r\n samplers.push(\"latticeData\");\r\n }\r\n\r\n private _prepareCode(shaderLanguage = ShaderLanguage.GLSL) {\r\n if (this._code) {\r\n return this._code;\r\n }\r\n\r\n let code = `\r\n if (positionUpdated.x >= lattice_min.x && positionUpdated.x <= lattice_max.x &&\r\n positionUpdated.y >= lattice_min.y && positionUpdated.y <= lattice_max.y &&\r\n positionUpdated.z >= lattice_min.z && positionUpdated.z <= lattice_max.z) {\r\n\r\n // Map vertex position to lattice local coordinates\r\n vec3d localPos = vec3c((positionUpdated.x - lattice_min.x) / lattice_cellSize.x, (positionUpdated.y - lattice_min.y) / lattice_cellSize.y, (positionUpdated.z - lattice_min.z) / lattice_cellSize.z);\r\n\r\n // Get integer lattice indices\r\n intd i0 = intc(floor(localPos.x));\r\n intd j0 = intc(floor(localPos.y));\r\n intd k0 = intc(floor(localPos.z));\r\n\r\n intd resX = intc(lattice_resolution.x) - 1;\r\n intd resY = intc(lattice_resolution.y) - 1;\r\n intd resZ = intc(lattice_resolution.z) - 1;\r\n\r\n intd i1 = min(i0 + 1, resX);\r\n intd j1 = min(j0 + 1, resY);\r\n intd k1 = min(k0 + 1, resZ);\r\n\r\n // Compute interpolation weights\r\n floatd tx = localPos.x - floatc(i0);\r\n floatd ty = localPos.y - floatc(j0);\r\n floatd tz = localPos.z - floatc(k0);\r\n\r\n // Ensure indices are within bounds\r\n intd ii0 = clamp(i0, 0, resX);\r\n intd jj0 = clamp(j0, 0, resY);\r\n intd kk0 = clamp(k0, 0, resZ);\r\n intd ii1 = clamp(i1, 0, resX);\r\n intd jj1 = clamp(j1, 0, resY);\r\n intd kk1 = clamp(k1, 0, resZ);\r\n\r\n // Get lattice control points\r\n vec3d p000 = texelFetch(latticeData, ivec3c(ii0, jj0, kk0), 0).rgb;\r\n vec3d p100 = texelFetch(latticeData, ivec3c(ii1, jj0, kk0), 0).rgb;\r\n vec3d p010 = texelFetch(latticeData, ivec3c(ii0, jj1, kk0), 0).rgb;\r\n vec3d p110 = texelFetch(latticeData, ivec3c(ii1, jj1, kk0), 0).rgb;\r\n vec3d p001 = texelFetch(latticeData, ivec3c(ii0, jj0, kk1), 0).rgb;\r\n vec3d p101 = texelFetch(latticeData, ivec3c(ii1, jj0, kk1), 0).rgb;\r\n vec3d p011 = texelFetch(latticeData, ivec3c(ii0, jj1, kk1), 0).rgb;\r\n vec3d p111 = texelFetch(latticeData, ivec3c(ii1, jj1, kk1), 0).rgb;\r\n\r\n // Trilinear interpolation\r\n vec3d p00 = mix(p000, p100, tx);\r\n vec3d p01 = mix(p001, p101, tx);\r\n vec3d p10 = mix(p010, p110, tx);\r\n vec3d p11 = mix(p011, p111, tx);\r\n\r\n vec3d p0 = mix(p00, p10, ty);\r\n vec3d p1 = mix(p01, p11, ty);\r\n\r\n vec3d deformedPos = mix(p0, p1, tz);\r\n positionUpdated = deformedPos + lattice_position;\r\n };\r\n `;\r\n\r\n if (shaderLanguage === ShaderLanguage.WGSL) {\r\n code =\r\n `\r\n let lattice_min = uniforms.lattice_min;\r\n let lattice_max = uniforms.lattice_max;\r\n let lattice_resolution = uniforms.lattice_resolution;\r\n let lattice_position = uniforms.lattice_position;\r\n let lattice_cellSize = uniforms.lattice_cellSize;\r\n ` + code;\r\n\r\n code = code.replace(/ivec3c/g, \"vec3i\");\r\n code = code.replace(/vec3d/g, \"var\");\r\n code = code.replace(/vec3c/g, \"vec3f\");\r\n code = code.replace(/intd/g, \"var\");\r\n code = code.replace(/intc/g, \"i32\");\r\n code = code.replace(/floatd/g, \"var\");\r\n code = code.replace(/floatc/g, \"f32\");\r\n code = code.replace(/texelFetch/g, \"textureLoad\");\r\n } else {\r\n code = code.replace(/ivec3c/g, \"ivec3\");\r\n code = code.replace(/vec3d/g, \"vec3\");\r\n code = code.replace(/vec3c/g, \"vec3\");\r\n code = code.replace(/intd/g, \"int\");\r\n code = code.replace(/intc/g, \"int\");\r\n code = code.replace(/floatd/g, \"float\");\r\n code = code.replace(/floatc/g, \"float\");\r\n }\r\n this._code = code;\r\n\r\n return this._code;\r\n }\r\n\r\n /**\r\n * Returns a list of custom shader code fragments to customize the shader.\r\n * @param shaderType \"vertex\" or \"fragment\"\r\n * @param shaderLanguage The shader language to use.\r\n * @returns null if no code to be added, or a list of pointName =\\> code.\r\n */\r\n public override getCustomCode(shaderType: string, shaderLanguage = ShaderLanguage.GLSL) {\r\n if (shaderType === \"vertex\") {\r\n // we're adding this specific code at the end of the main() function\r\n if (shaderLanguage === ShaderLanguage.WGSL) {\r\n return {\r\n CUSTOM_VERTEX_DEFINITIONS: `\r\n var latticeData: texture_3d<f32>;\r\n `,\r\n CUSTOM_VERTEX_UPDATE_POSITION: this._prepareCode(shaderLanguage),\r\n };\r\n }\r\n\r\n return {\r\n CUSTOM_VERTEX_DEFINITIONS: `\r\n precision highp sampler3D;\r\n uniform sampler3D latticeData;\r\n `,\r\n CUSTOM_VERTEX_UPDATE_POSITION: this._prepareCode(shaderLanguage),\r\n };\r\n }\r\n // for other shader types we're not doing anything, return null\r\n return null;\r\n }\r\n\r\n /**\r\n * Disposes the resources of the material.\r\n */\r\n public override dispose(): void {\r\n if (this._latticeDataTexture) {\r\n this._latticeDataTexture.dispose();\r\n this._latticeDataTexture = null;\r\n }\r\n }\r\n}\r\n"]}
package/Meshes/mesh.d.ts CHANGED
@@ -851,8 +851,8 @@ export declare class Mesh extends AbstractMesh implements IGetSetVerticesData {
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  /**
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  * Render a complete mesh by going through all submeshes
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  * @returns the current mesh
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- * #5SPY1V#2: simple test
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- * #5SPY1V#5: perf test
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+ * @see [simple test](https://playground.babylonjs.com/#5SPY1V#2)
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+ * @see [perf test](https://playground.babylonjs.com/#5SPY1V#5)
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  */
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  directRender(): Mesh;
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  /**
package/Meshes/mesh.js CHANGED
@@ -1934,8 +1934,8 @@ export class Mesh extends AbstractMesh {
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  /**
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  * Render a complete mesh by going through all submeshes
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  * @returns the current mesh
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- * #5SPY1V#2: simple test
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- * #5SPY1V#5: perf test
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+ * @see [simple test](https://playground.babylonjs.com/#5SPY1V#2)
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+ * @see [perf test](https://playground.babylonjs.com/#5SPY1V#5)
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  */
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  directRender() {
1941
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  if (!this.subMeshes) {