@babylonjs/core 8.16.1 → 8.16.2

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+ import type { Mesh } from "../../../../Meshes/mesh.js";
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+ import type { Nullable } from "../../../../types.js";
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+ import { NodeParticleBlock } from "../../nodeParticleBlock.js";
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+ import type { NodeParticleBuildState } from "../../nodeParticleBuildState.js";
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+ import type { NodeParticleConnectionPoint } from "../../nodeParticleBlockConnectionPoint.js";
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+ /**
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+ * Defines a block used to generate particle shape from mesh geometry data
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+ */
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+ export declare class MeshShapeBlock extends NodeParticleBlock {
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+ private _mesh;
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+ private _cachedVertexData;
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+ private _indices;
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+ private _positions;
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+ private _normals;
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+ private _colors;
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+ private _storedNormal;
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+ /**
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+ * Gets or sets a boolean indicating that this block should serialize its cached data
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+ */
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+ serializedCachedData: boolean;
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+ /**
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+ * Gets or sets a boolean indicating if the mesh normals should be used for particle direction
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+ */
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+ useMeshNormalsForDirection: boolean;
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+ /**
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+ * Gets or sets a boolean indicating if the mesh colors should be used for particle color
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+ */
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+ useMeshColorForColor: boolean;
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+ /**
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+ * Gets or sets the mesh to use to get vertex data
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+ */
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+ get mesh(): Nullable<Mesh>;
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+ set mesh(value: Nullable<Mesh>);
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+ /**
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+ * Create a new MeshShapeBlock
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+ * @param name defines the block name
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+ */
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+ constructor(name: string);
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+ /**
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+ * Gets the current class name
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+ * @returns the class name
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+ */
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+ getClassName(): string;
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+ /**
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+ * Gets a boolean indicating if the block is using cached data
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+ */
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+ get isUsingCachedData(): boolean;
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+ /**
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+ * Gets the particle component
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+ */
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+ get particle(): NodeParticleConnectionPoint;
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+ /**
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+ * Gets the direction1 input component
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+ */
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+ get direction1(): NodeParticleConnectionPoint;
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+ /**
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+ * Gets the direction2 input component
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+ */
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+ get direction2(): NodeParticleConnectionPoint;
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+ /**
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+ * Gets the output component
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+ */
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+ get output(): NodeParticleConnectionPoint;
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+ /**
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+ * Remove stored data
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+ */
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+ cleanData(): void;
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+ /**
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+ * Builds the block
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+ * @param state defines the build state
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+ */
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+ _build(state: NodeParticleBuildState): void;
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+ /**
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+ * Serializes this block in a JSON representation
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+ * @returns the serialized block object
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+ */
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+ serialize(): any;
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+ _deserialize(serializationObject: any): void;
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+ }
@@ -0,0 +1,223 @@
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+ import { __decorate } from "../../../../tslib.es6.js";
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+ import { RegisterClass } from "../../../../Misc/typeStore.js";
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+ import { VertexData } from "../../../../Meshes/mesh.vertexData.js";
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+ import { editableInPropertyPage } from "../../../../Decorators/nodeDecorator.js";
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+ import { NodeParticleBlock } from "../../nodeParticleBlock.js";
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+ import { NodeParticleBlockConnectionPointTypes } from "../../Enums/nodeParticleBlockConnectionPointTypes.js";
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+ import { TmpVectors, Vector3, Vector4 } from "../../../../Maths/math.vector.js";
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+ import { RandomRange } from "../../../../Maths/math.scalar.functions.js";
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+ /**
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+ * Defines a block used to generate particle shape from mesh geometry data
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+ */
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+ export class MeshShapeBlock extends NodeParticleBlock {
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+ /**
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+ * Gets or sets the mesh to use to get vertex data
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+ */
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+ get mesh() {
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+ return this._mesh;
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+ }
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+ set mesh(value) {
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+ this._mesh = value;
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+ }
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+ /**
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+ * Create a new MeshShapeBlock
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+ * @param name defines the block name
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+ */
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+ constructor(name) {
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+ super(name);
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+ this._cachedVertexData = null;
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+ this._indices = null;
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+ this._positions = null;
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+ this._normals = null;
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+ this._colors = null;
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+ this._storedNormal = Vector3.Zero();
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+ /**
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+ * Gets or sets a boolean indicating that this block should serialize its cached data
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+ */
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+ this.serializedCachedData = false;
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+ /**
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+ * Gets or sets a boolean indicating if the mesh normals should be used for particle direction
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+ */
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+ this.useMeshNormalsForDirection = false;
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+ /**
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+ * Gets or sets a boolean indicating if the mesh colors should be used for particle color
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+ */
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+ this.useMeshColorForColor = false;
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+ this.registerInput("particle", NodeParticleBlockConnectionPointTypes.Particle);
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+ this.registerInput("direction1", NodeParticleBlockConnectionPointTypes.Vector3, true, new Vector3(0, 1.0, 0));
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+ this.registerInput("direction2", NodeParticleBlockConnectionPointTypes.Vector3, true, new Vector3(0, 1.0, 0));
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+ this.registerOutput("output", NodeParticleBlockConnectionPointTypes.Particle);
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+ }
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+ /**
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+ * Gets the current class name
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+ * @returns the class name
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+ */
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+ getClassName() {
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+ return "MeshShapeBlock";
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+ }
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+ /**
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+ * Gets a boolean indicating if the block is using cached data
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+ */
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+ get isUsingCachedData() {
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+ return !this.mesh && !!this._cachedVertexData;
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+ }
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+ /**
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+ * Gets the particle component
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+ */
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+ get particle() {
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+ return this._inputs[0];
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+ }
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+ /**
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+ * Gets the direction1 input component
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+ */
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+ get direction1() {
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+ return this._inputs[1];
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+ }
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+ /**
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+ * Gets the direction2 input component
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+ */
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+ get direction2() {
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+ return this._inputs[2];
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+ }
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+ /**
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+ * Gets the output component
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+ */
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+ get output() {
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+ return this._outputs[0];
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+ }
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+ /**
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+ * Remove stored data
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+ */
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+ cleanData() {
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+ this._mesh = null;
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+ this._cachedVertexData = null;
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+ }
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+ /**
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+ * Builds the block
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+ * @param state defines the build state
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+ */
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+ _build(state) {
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+ const system = this.particle.getConnectedValue(state);
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+ if (!this._mesh && !this._cachedVertexData) {
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+ this.output._storedValue = system;
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+ return;
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+ }
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+ if (this._mesh) {
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+ this._cachedVertexData = VertexData.ExtractFromMesh(this._mesh, false, true);
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+ }
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+ if (!this._cachedVertexData) {
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+ this.output._storedValue = system;
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+ return;
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+ }
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+ this._indices = this._cachedVertexData.indices;
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+ this._positions = this._cachedVertexData.positions;
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+ this._normals = this._cachedVertexData.normals;
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+ this._colors = this._cachedVertexData.colors;
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+ system._directionCreation.process = (particle) => {
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+ state.particleContext = particle;
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+ state.systemContext = system;
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+ if (this.useMeshNormalsForDirection && this._normals) {
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+ if (state.isEmitterTransformNode) {
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+ Vector3.TransformNormalToRef(this._storedNormal, state.emitterWorldMatrix, particle.direction);
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+ }
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+ else {
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+ particle.direction.copyFrom(this._storedNormal);
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+ }
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+ return;
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+ }
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+ const direction1 = this.direction1.getConnectedValue(state);
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+ const direction2 = this.direction2.getConnectedValue(state);
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+ const randX = RandomRange(direction1.x, direction2.x);
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+ const randY = RandomRange(direction1.y, direction2.y);
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+ const randZ = RandomRange(direction1.z, direction2.z);
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+ if (state.isEmitterTransformNode) {
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+ Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, state.emitterWorldMatrix, particle.direction);
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+ }
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+ else {
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+ particle.direction.copyFromFloats(randX, randY, randZ);
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+ }
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+ };
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+ system._positionCreation.process = (particle) => {
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+ if (!this._indices || !this._positions) {
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+ return;
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+ }
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+ const randomFaceIndex = 3 * ((Math.random() * (this._indices.length / 3)) | 0);
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+ const bu = Math.random();
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+ const bv = Math.random() * (1.0 - bu);
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+ const bw = 1.0 - bu - bv;
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+ const faceIndexA = this._indices[randomFaceIndex];
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+ const faceIndexB = this._indices[randomFaceIndex + 1];
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+ const faceIndexC = this._indices[randomFaceIndex + 2];
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+ const vertexA = TmpVectors.Vector3[0];
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+ const vertexB = TmpVectors.Vector3[1];
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+ const vertexC = TmpVectors.Vector3[2];
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+ const randomVertex = TmpVectors.Vector3[3];
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+ Vector3.FromArrayToRef(this._positions, faceIndexA * 3, vertexA);
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+ Vector3.FromArrayToRef(this._positions, faceIndexB * 3, vertexB);
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+ Vector3.FromArrayToRef(this._positions, faceIndexC * 3, vertexC);
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+ randomVertex.x = bu * vertexA.x + bv * vertexB.x + bw * vertexC.x;
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+ randomVertex.y = bu * vertexA.y + bv * vertexB.y + bw * vertexC.y;
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+ randomVertex.z = bu * vertexA.z + bv * vertexB.z + bw * vertexC.z;
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+ if (state.isEmitterTransformNode) {
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+ Vector3.TransformCoordinatesFromFloatsToRef(randomVertex.x, randomVertex.y, randomVertex.z, state.emitterWorldMatrix, particle.position);
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+ }
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+ else {
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+ particle.position.copyFromFloats(randomVertex.x, randomVertex.y, randomVertex.z);
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+ }
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+ if (this.useMeshNormalsForDirection && this._normals) {
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+ Vector3.FromArrayToRef(this._normals, faceIndexA * 3, vertexA);
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+ Vector3.FromArrayToRef(this._normals, faceIndexB * 3, vertexB);
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+ Vector3.FromArrayToRef(this._normals, faceIndexC * 3, vertexC);
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+ this._storedNormal.x = bu * vertexA.x + bv * vertexB.x + bw * vertexC.x;
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+ this._storedNormal.y = bu * vertexA.y + bv * vertexB.y + bw * vertexC.y;
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+ this._storedNormal.z = bu * vertexA.z + bv * vertexB.z + bw * vertexC.z;
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+ }
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+ if (this.useMeshColorForColor && this._colors) {
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+ Vector4.FromArrayToRef(this._colors, faceIndexA * 4, TmpVectors.Vector4[0]);
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+ Vector4.FromArrayToRef(this._colors, faceIndexB * 4, TmpVectors.Vector4[1]);
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+ Vector4.FromArrayToRef(this._colors, faceIndexC * 4, TmpVectors.Vector4[2]);
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+ particle.color.copyFromFloats(bu * TmpVectors.Vector4[0].x + bv * TmpVectors.Vector4[1].x + bw * TmpVectors.Vector4[2].x, bu * TmpVectors.Vector4[0].y + bv * TmpVectors.Vector4[1].y + bw * TmpVectors.Vector4[2].y, bu * TmpVectors.Vector4[0].z + bv * TmpVectors.Vector4[1].z + bw * TmpVectors.Vector4[2].z, bu * TmpVectors.Vector4[0].w + bv * TmpVectors.Vector4[1].w + bw * TmpVectors.Vector4[2].w);
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+ }
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+ };
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+ this.output._storedValue = system;
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+ }
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+ /**
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+ * Serializes this block in a JSON representation
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+ * @returns the serialized block object
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+ */
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+ serialize() {
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+ const serializationObject = super.serialize();
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+ serializationObject.serializedCachedData = this.serializedCachedData;
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+ if (this.serializedCachedData) {
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+ if (this._mesh) {
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+ serializationObject.cachedVertexData = VertexData.ExtractFromMesh(this._mesh, false, true).serialize();
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+ }
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+ else if (this._cachedVertexData) {
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+ serializationObject.cachedVertexData = this._cachedVertexData.serialize();
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+ }
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+ }
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+ serializationObject.useMeshNormalsForDirection = this.useMeshNormalsForDirection;
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+ serializationObject.useMeshColorForColor = this.useMeshColorForColor;
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+ return serializationObject;
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+ }
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+ _deserialize(serializationObject) {
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+ super._deserialize(serializationObject);
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+ if (serializationObject.cachedVertexData) {
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+ this._cachedVertexData = VertexData.Parse(serializationObject.cachedVertexData);
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+ }
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+ this.serializedCachedData = !!serializationObject.serializedCachedData;
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+ this.useMeshNormalsForDirection = !!serializationObject.useMeshNormalsForDirection;
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+ this.useMeshColorForColor = !!serializationObject.useMeshColorForColor;
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+ }
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+ }
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+ __decorate([
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+ editableInPropertyPage("Serialize cached data", 0 /* PropertyTypeForEdition.Boolean */, "ADVANCED", { embedded: true, notifiers: { rebuild: true } })
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+ ], MeshShapeBlock.prototype, "serializedCachedData", void 0);
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+ __decorate([
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+ editableInPropertyPage("Use normals for direction", 0 /* PropertyTypeForEdition.Boolean */, "ADVANCED", { embedded: true, notifiers: { rebuild: true } })
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+ ], MeshShapeBlock.prototype, "useMeshNormalsForDirection", void 0);
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+ __decorate([
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+ editableInPropertyPage("Use vertex color for color", 0 /* PropertyTypeForEdition.Boolean */, "ADVANCED", { embedded: true, notifiers: { rebuild: true } })
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+ ], MeshShapeBlock.prototype, "useMeshColorForColor", void 0);
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+ RegisterClass("BABYLON.MeshShapeBlock", MeshShapeBlock);
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+ //# sourceMappingURL=meshShapeBlock.js.map
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+ 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{ RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport type { Mesh } from \"../../../../Meshes/mesh\";\r\nimport { VertexData } from \"../../../../Meshes/mesh.vertexData\";\r\nimport type { FloatArray, IndicesArray, Nullable } from \"../../../../types\";\r\nimport { PropertyTypeForEdition, editableInPropertyPage } from \"core/Decorators/nodeDecorator\";\r\nimport { NodeParticleBlock } from \"../../nodeParticleBlock\";\r\nimport { NodeParticleBlockConnectionPointTypes } from \"../../Enums/nodeParticleBlockConnectionPointTypes\";\r\nimport type { NodeParticleBuildState } from \"../../nodeParticleBuildState\";\r\nimport type { NodeParticleConnectionPoint } from \"../../nodeParticleBlockConnectionPoint\";\r\nimport type { Particle } from \"core/Particles/particle\";\r\nimport { TmpVectors, Vector3, Vector4 } from \"core/Maths/math.vector\";\r\nimport { RandomRange } from \"core/Maths/math.scalar.functions\";\r\n\r\n/**\r\n * Defines a block used to generate particle shape from mesh geometry data\r\n */\r\nexport class MeshShapeBlock extends NodeParticleBlock {\r\n private _mesh: Nullable<Mesh>;\r\n private _cachedVertexData: Nullable<VertexData> = null;\r\n private _indices: Nullable<IndicesArray> = null;\r\n private _positions: Nullable<FloatArray> = null;\r\n private _normals: Nullable<FloatArray> = null;\r\n private _colors: Nullable<FloatArray> = null;\r\n private _storedNormal = Vector3.Zero();\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this block should serialize its cached data\r\n */\r\n @editableInPropertyPage(\"Serialize cached data\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { embedded: true, notifiers: { rebuild: true } })\r\n public serializedCachedData = false;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the mesh normals should be used for particle direction\r\n */\r\n @editableInPropertyPage(\"Use normals for direction\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { embedded: true, notifiers: { rebuild: true } })\r\n public useMeshNormalsForDirection = false;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the mesh colors should be used for particle color\r\n */\r\n @editableInPropertyPage(\"Use vertex color for color\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { embedded: true, notifiers: { rebuild: true } })\r\n public useMeshColorForColor = false;\r\n\r\n /**\r\n * Gets or sets the mesh to use to get vertex data\r\n */\r\n public get mesh() {\r\n return this._mesh;\r\n }\r\n\r\n public set mesh(value: Nullable<Mesh>) {\r\n this._mesh = value;\r\n }\r\n\r\n /**\r\n * Create a new MeshShapeBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"particle\", NodeParticleBlockConnectionPointTypes.Particle);\r\n this.registerInput(\"direction1\", NodeParticleBlockConnectionPointTypes.Vector3, true, new Vector3(0, 1.0, 0));\r\n this.registerInput(\"direction2\", NodeParticleBlockConnectionPointTypes.Vector3, true, new Vector3(0, 1.0, 0));\r\n this.registerOutput(\"output\", NodeParticleBlockConnectionPointTypes.Particle);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"MeshShapeBlock\";\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if the block is using cached data\r\n */\r\n public get isUsingCachedData() {\r\n return !this.mesh && !!this._cachedVertexData;\r\n }\r\n\r\n /**\r\n * Gets the particle component\r\n */\r\n public get particle(): NodeParticleConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the direction1 input component\r\n */\r\n public get direction1(): NodeParticleConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the direction2 input component\r\n */\r\n public get direction2(): NodeParticleConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeParticleConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Remove stored data\r\n */\r\n public cleanData() {\r\n this._mesh = null;\r\n this._cachedVertexData = null;\r\n }\r\n\r\n /**\r\n * Builds the block\r\n * @param state defines the build state\r\n */\r\n public override _build(state: NodeParticleBuildState) {\r\n const system = this.particle.getConnectedValue(state);\r\n\r\n if (!this._mesh && !this._cachedVertexData) {\r\n this.output._storedValue = system;\r\n return;\r\n }\r\n\r\n if (this._mesh) {\r\n this._cachedVertexData = VertexData.ExtractFromMesh(this._mesh, false, true);\r\n }\r\n\r\n if (!this._cachedVertexData) {\r\n this.output._storedValue = system;\r\n return;\r\n }\r\n\r\n this._indices = this._cachedVertexData.indices;\r\n this._positions = this._cachedVertexData.positions;\r\n this._normals = this._cachedVertexData.normals;\r\n this._colors = this._cachedVertexData.colors;\r\n\r\n system._directionCreation.process = (particle: Particle) => {\r\n state.particleContext = particle;\r\n state.systemContext = system;\r\n\r\n if (this.useMeshNormalsForDirection && this._normals) {\r\n if (state.isEmitterTransformNode) {\r\n Vector3.TransformNormalToRef(this._storedNormal, state.emitterWorldMatrix!, particle.direction);\r\n } else {\r\n particle.direction.copyFrom(this._storedNormal);\r\n }\r\n return;\r\n }\r\n\r\n const direction1 = this.direction1.getConnectedValue(state) as Vector3;\r\n const direction2 = this.direction2.getConnectedValue(state) as Vector3;\r\n\r\n const randX = RandomRange(direction1.x, direction2.x);\r\n const randY = RandomRange(direction1.y, direction2.y);\r\n const randZ = RandomRange(direction1.z, direction2.z);\r\n\r\n if (state.isEmitterTransformNode) {\r\n Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, state.emitterWorldMatrix!, particle.direction);\r\n } else {\r\n particle.direction.copyFromFloats(randX, randY, randZ);\r\n }\r\n };\r\n\r\n system._positionCreation.process = (particle: Particle) => {\r\n if (!this._indices || !this._positions) {\r\n return;\r\n }\r\n\r\n const randomFaceIndex = 3 * ((Math.random() * (this._indices.length / 3)) | 0);\r\n const bu = Math.random();\r\n const bv = Math.random() * (1.0 - bu);\r\n const bw = 1.0 - bu - bv;\r\n\r\n const faceIndexA = this._indices[randomFaceIndex];\r\n const faceIndexB = this._indices[randomFaceIndex + 1];\r\n const faceIndexC = this._indices[randomFaceIndex + 2];\r\n const vertexA = TmpVectors.Vector3[0];\r\n const vertexB = TmpVectors.Vector3[1];\r\n const vertexC = TmpVectors.Vector3[2];\r\n const randomVertex = TmpVectors.Vector3[3];\r\n\r\n Vector3.FromArrayToRef(this._positions, faceIndexA * 3, vertexA);\r\n Vector3.FromArrayToRef(this._positions, faceIndexB * 3, vertexB);\r\n Vector3.FromArrayToRef(this._positions, faceIndexC * 3, vertexC);\r\n\r\n randomVertex.x = bu * vertexA.x + bv * vertexB.x + bw * vertexC.x;\r\n randomVertex.y = bu * vertexA.y + bv * vertexB.y + bw * vertexC.y;\r\n randomVertex.z = bu * vertexA.z + bv * vertexB.z + bw * vertexC.z;\r\n\r\n if (state.isEmitterTransformNode) {\r\n Vector3.TransformCoordinatesFromFloatsToRef(randomVertex.x, randomVertex.y, randomVertex.z, state.emitterWorldMatrix!, particle.position);\r\n } else {\r\n particle.position.copyFromFloats(randomVertex.x, randomVertex.y, randomVertex.z);\r\n }\r\n\r\n if (this.useMeshNormalsForDirection && this._normals) {\r\n Vector3.FromArrayToRef(this._normals, faceIndexA * 3, vertexA);\r\n Vector3.FromArrayToRef(this._normals, faceIndexB * 3, vertexB);\r\n Vector3.FromArrayToRef(this._normals, faceIndexC * 3, vertexC);\r\n\r\n this._storedNormal.x = bu * vertexA.x + bv * vertexB.x + bw * vertexC.x;\r\n this._storedNormal.y = bu * vertexA.y + bv * vertexB.y + bw * vertexC.y;\r\n this._storedNormal.z = bu * vertexA.z + bv * vertexB.z + bw * vertexC.z;\r\n }\r\n\r\n if (this.useMeshColorForColor && this._colors) {\r\n Vector4.FromArrayToRef(this._colors, faceIndexA * 4, TmpVectors.Vector4[0]);\r\n Vector4.FromArrayToRef(this._colors, faceIndexB * 4, TmpVectors.Vector4[1]);\r\n Vector4.FromArrayToRef(this._colors, faceIndexC * 4, TmpVectors.Vector4[2]);\r\n\r\n particle.color.copyFromFloats(\r\n bu * TmpVectors.Vector4[0].x + bv * TmpVectors.Vector4[1].x + bw * TmpVectors.Vector4[2].x,\r\n bu * TmpVectors.Vector4[0].y + bv * TmpVectors.Vector4[1].y + bw * TmpVectors.Vector4[2].y,\r\n bu * TmpVectors.Vector4[0].z + bv * TmpVectors.Vector4[1].z + bw * TmpVectors.Vector4[2].z,\r\n bu * TmpVectors.Vector4[0].w + bv * TmpVectors.Vector4[1].w + bw * TmpVectors.Vector4[2].w\r\n );\r\n }\r\n };\r\n\r\n this.output._storedValue = system;\r\n }\r\n\r\n /**\r\n * Serializes this block in a JSON representation\r\n * @returns the serialized block object\r\n */\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.serializedCachedData = this.serializedCachedData;\r\n\r\n if (this.serializedCachedData) {\r\n if (this._mesh) {\r\n serializationObject.cachedVertexData = VertexData.ExtractFromMesh(this._mesh, false, true).serialize();\r\n } else if (this._cachedVertexData) {\r\n serializationObject.cachedVertexData = this._cachedVertexData.serialize();\r\n }\r\n }\r\n\r\n serializationObject.useMeshNormalsForDirection = this.useMeshNormalsForDirection;\r\n serializationObject.useMeshColorForColor = this.useMeshColorForColor;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n\r\n if (serializationObject.cachedVertexData) {\r\n this._cachedVertexData = VertexData.Parse(serializationObject.cachedVertexData);\r\n }\r\n\r\n this.serializedCachedData = !!serializationObject.serializedCachedData;\r\n this.useMeshNormalsForDirection = !!serializationObject.useMeshNormalsForDirection;\r\n this.useMeshColorForColor = !!serializationObject.useMeshColorForColor;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.MeshShapeBlock\", MeshShapeBlock);\r\n"]}
@@ -73,6 +73,7 @@ export declare class Ragdoll {
73
73
  private _rootBoneIndex;
74
74
  private _mass;
75
75
  private _restitution;
76
+ private _beforeRenderObserver;
76
77
  /**
77
78
  * Pause synchronization between physics and bone position/orientation
78
79
  */
@@ -36,6 +36,7 @@ export class Ragdoll {
36
36
  this._rootBoneIndex = -1;
37
37
  this._mass = 10;
38
38
  this._restitution = 0;
39
+ this._beforeRenderObserver = null;
39
40
  /**
40
41
  * Pause synchronization between physics and bone position/orientation
41
42
  */
@@ -255,7 +256,7 @@ export class Ragdoll {
255
256
  return;
256
257
  }
257
258
  this._initJoints();
258
- this._scene.registerBeforeRender(() => {
259
+ this._beforeRenderObserver = this._scene.onBeforeRenderObservable.add(() => {
259
260
  this._syncBonesAndBoxes();
260
261
  });
261
262
  this._syncBonesToPhysics();
@@ -283,6 +284,19 @@ export class Ragdoll {
283
284
  for (const aggregate of this._aggregates) {
284
285
  aggregate.dispose();
285
286
  }
287
+ this._aggregates.length = 0;
288
+ for (const transform of this._transforms) {
289
+ transform.dispose();
290
+ }
291
+ this._transforms.length = 0;
292
+ for (const constraint of this._constraints) {
293
+ constraint.dispose();
294
+ }
295
+ this._constraints.length = 0;
296
+ if (this._beforeRenderObserver) {
297
+ this._scene.onBeforeRenderObservable.remove(this._beforeRenderObserver);
298
+ this._beforeRenderObserver = null;
299
+ }
286
300
  }
287
301
  }
288
302
  //# sourceMappingURL=ragdoll.js.map
@@ -1 +1 @@
1
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type { Skeleton } from \"../../Bones/skeleton\";\r\nimport { Vector3, Matrix, TmpVectors, Quaternion } from \"../../Maths/math.vector\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { PhysicsAggregate } from \"./physicsAggregate\";\r\nimport { PhysicsConstraint } from \"./physicsConstraint\";\r\nimport type { Mesh } from \"../../Meshes/mesh\";\r\nimport { Axis, Space } from \"core/Maths/math.axis\";\r\nimport { PhysicsShapeType, PhysicsConstraintType, PhysicsMotionType } from \"./IPhysicsEnginePlugin\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Bone } from \"../../Bones/bone\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { TransformNode } from \"../../Meshes/transformNode\";\r\n\r\n/**\r\n * Ragdoll bone properties\r\n * @experimental\r\n */\r\nexport class RagdollBoneProperties {\r\n /**\r\n * Width of the box shape\r\n */\r\n width?: number;\r\n /**\r\n * depth of the box shape\r\n */\r\n depth?: number;\r\n /**\r\n * height of the box shape\r\n */\r\n height?: number;\r\n /**\r\n * size that will be used of width, depth and height of the shape box\r\n */\r\n size?: number;\r\n /**\r\n * Type of Physics Constraint used between bones\r\n */\r\n joint?: number | undefined | PhysicsConstraintType;\r\n /**\r\n * Main rotation axis used by the constraint, in local space\r\n */\r\n rotationAxis?: Vector3;\r\n /**\r\n * Minimum rotation angle value\r\n */\r\n min?: number;\r\n /**\r\n * Maximum rotation angle value\r\n */\r\n max?: number;\r\n /**\r\n * Offset along local axis\r\n */\r\n boxOffset?: number;\r\n /**\r\n * Axis that need an offset\r\n */\r\n boneOffsetAxis?: Vector3;\r\n}\r\n\r\n/**\r\n * Ragdoll for Physics V2\r\n * @experimental\r\n */\r\nexport class Ragdoll {\r\n private _skeleton: Skeleton;\r\n private _scene: Scene;\r\n private _rootTransformNode: Mesh | TransformNode;\r\n private _config: any;\r\n private _boxConfigs: Array<RagdollBoneProperties> = new Array<RagdollBoneProperties>();\r\n private _constraints: Array<PhysicsConstraint> = new Array<PhysicsConstraint>();\r\n private _bones: Array<Bone> = new Array<Bone>();\r\n private _initialRotation: Array<Quaternion> = new Array<Quaternion>();\r\n // without mesh transform, to figure out later\r\n private _initialRotation2: Array<Quaternion> = new Array<Quaternion>();\r\n private _boneNames: string[] = [];\r\n private _transforms: Array<TransformNode> = new Array<TransformNode>();\r\n private _aggregates: Array<PhysicsAggregate> = new Array<PhysicsAggregate>();\r\n private _ragdollMode: boolean = false;\r\n private _rootBoneName: string = \"\";\r\n private _rootBoneIndex: number = -1;\r\n private _mass: number = 10;\r\n private _restitution: number = 0;\r\n\r\n /**\r\n * Pause synchronization between physics and bone position/orientation\r\n */\r\n public pauseSync: boolean = false;\r\n\r\n private _putBoxesInBoneCenter: boolean;\r\n private _defaultJoint: number = PhysicsConstraintType.HINGE;\r\n private _defaultJointMin: number = -90;\r\n private _defaultJointMax: number = 90;\r\n\r\n /**\r\n * Construct a new Ragdoll object. Once ready, it can be made dynamic by calling `Ragdoll` method\r\n * @param skeleton The skeleton containing bones to be physicalized\r\n * @param rootTransformNode The mesh or its transform used by the skeleton\r\n * @param config an array of `RagdollBoneProperties` corresponding to bones and their properties used to instanciate physics bodies\r\n */\r\n constructor(skeleton: Skeleton, rootTransformNode: Mesh | TransformNode, config: RagdollBoneProperties[]) {\r\n this._skeleton = skeleton;\r\n this._scene = skeleton.getScene();\r\n this._rootTransformNode = rootTransformNode;\r\n this._config = config; // initial, user defined box configs. May have several box configs jammed into 1 index.\r\n this._boxConfigs = []; // final box configs. Every element is a separate box config (this.config may have several configs jammed into 1 index).\r\n this._putBoxesInBoneCenter = false;\r\n this._defaultJoint = PhysicsConstraintType.HINGE;\r\n\r\n this._init();\r\n }\r\n\r\n /**\r\n * returns an array of created constraints\r\n * @returns array of created constraints\r\n */\r\n public getConstraints(): Array<PhysicsConstraint> {\r\n return this._constraints;\r\n }\r\n\r\n /**\r\n * Returns the aggregate corresponding to the ragdoll bone index\r\n * @param index ragdoll bone aggregate index\r\n * @returns the aggregate for the bone index for the root aggregate if index is invalid\r\n */\r\n public getAggregate(index: number): PhysicsAggregate {\r\n if (index < 0 || index >= this._aggregates.length) {\r\n return this._aggregates[this._rootBoneIndex];\r\n }\r\n return this._aggregates[index];\r\n }\r\n\r\n private _createColliders(): void {\r\n this._rootTransformNode.computeWorldMatrix();\r\n this._skeleton.computeAbsoluteMatrices(true);\r\n this._skeleton.prepare(true);\r\n\r\n const config = this._config;\r\n for (let i = 0; i < config.length; i++) {\r\n const boneNames = config[i].bone !== undefined ? [config[i].bone] : config[i].bones;\r\n\r\n for (let ii = 0; ii < boneNames.length; ii++) {\r\n const currentBone = this._skeleton.bones[this._skeleton.getBoneIndexByName(boneNames[ii])];\r\n if (currentBone == undefined) {\r\n return;\r\n }\r\n\r\n // First define the box dimensions, so we can then use them when calling CreateBox().\r\n const currentRagdollBoneProperties: RagdollBoneProperties = {\r\n width: this._config[i].width,\r\n depth: this._config[i].depth,\r\n height: this._config[i].height,\r\n size: this._config[i].size,\r\n };\r\n\r\n currentRagdollBoneProperties.width = currentRagdollBoneProperties.width ?? currentRagdollBoneProperties.size;\r\n currentRagdollBoneProperties.depth = currentRagdollBoneProperties.depth ?? currentRagdollBoneProperties.size;\r\n currentRagdollBoneProperties.height = currentRagdollBoneProperties.height ?? currentRagdollBoneProperties.size;\r\n const transform = new TransformNode(boneNames[ii] + \"_transform\", this._scene);\r\n\r\n // Define the rest of the box properties.\r\n currentRagdollBoneProperties.joint = config[i].joint !== undefined ? config[i].joint : this._defaultJoint;\r\n currentRagdollBoneProperties.rotationAxis = config[i].rotationAxis !== undefined ? config[i].rotationAxis : Axis.X;\r\n currentRagdollBoneProperties.min = config[i].min !== undefined ? config[i].min : this._defaultJointMin;\r\n currentRagdollBoneProperties.max = config[i].max !== undefined ? config[i].max : this._defaultJointMax;\r\n\r\n // Offset value.\r\n let boxOffset = 0;\r\n if ((config[i].putBoxInBoneCenter !== undefined && config[i].putBoxInBoneCenter) || this._putBoxesInBoneCenter) {\r\n if (currentBone.length === undefined) {\r\n Logger.Log(\"The length property is not defined for bone \" + currentBone.name);\r\n }\r\n boxOffset = currentBone.length / 2;\r\n } else if (config[i].boxOffset !== undefined) {\r\n boxOffset = config[i].boxOffset;\r\n }\r\n currentRagdollBoneProperties.boxOffset = boxOffset;\r\n\r\n // Offset axis.\r\n const boneOffsetAxis = config[i].boneOffsetAxis !== undefined ? config[i].boneOffsetAxis : Axis.Y;\r\n const boneDir = currentBone.getDirection(boneOffsetAxis, this._rootTransformNode);\r\n currentRagdollBoneProperties.boneOffsetAxis = boneOffsetAxis;\r\n\r\n transform.position = currentBone.getAbsolutePosition(this._rootTransformNode).add(boneDir.scale(boxOffset));\r\n\r\n const mass = config[i].mass !== undefined ? config[i].mass : this._mass;\r\n const restitution = config[i].restitution !== undefined ? config[i].restitution : this._restitution;\r\n const aggregate = new PhysicsAggregate(\r\n transform,\r\n PhysicsShapeType.BOX,\r\n {\r\n mass: mass,\r\n restitution: restitution,\r\n friction: 0.6,\r\n extents: new Vector3(currentRagdollBoneProperties.width, currentRagdollBoneProperties.height, currentRagdollBoneProperties.depth),\r\n },\r\n this._scene\r\n );\r\n aggregate.body.setCollisionCallbackEnabled(true);\r\n aggregate.body.disablePreStep = false;\r\n aggregate.body.setMotionType(PhysicsMotionType.ANIMATED);\r\n this._aggregates.push(aggregate);\r\n this._bones.push(currentBone);\r\n this._boneNames.push(currentBone.name);\r\n this._transforms.push(transform);\r\n this._boxConfigs.push(currentRagdollBoneProperties);\r\n this._initialRotation.push(currentBone.getRotationQuaternion(Space.WORLD, this._rootTransformNode));\r\n this._initialRotation2.push(currentBone.getRotationQuaternion(Space.WORLD));\r\n }\r\n }\r\n }\r\n\r\n private _initJoints(): void {\r\n this._rootTransformNode.computeWorldMatrix();\r\n for (let i = 0; i < this._bones.length; i++) {\r\n // The root bone has no joints.\r\n if (i == this._rootBoneIndex) {\r\n continue;\r\n }\r\n\r\n const nearestParent = this._findNearestParent(i);\r\n\r\n if (nearestParent == null) {\r\n Logger.Warn(\"Couldn't find a nearest parent bone in the configs for bone called \" + this._boneNames[i]);\r\n return;\r\n }\r\n\r\n const boneParentIndex = this._boneNames.indexOf(nearestParent.name);\r\n\r\n let distanceFromParentBoxToBone = this._bones[i].getAbsolutePosition(this._rootTransformNode).subtract(this._transforms[boneParentIndex].position);\r\n\r\n const wmat = this._transforms[boneParentIndex].computeWorldMatrix();\r\n const invertedWorldMat = Matrix.Invert(wmat);\r\n distanceFromParentBoxToBone = Vector3.TransformCoordinates(this._bones[i].getAbsolutePosition(this._rootTransformNode), invertedWorldMat);\r\n\r\n const boneAbsPos = this._bones[i].getAbsolutePosition(this._rootTransformNode);\r\n const boxAbsPos = this._transforms[i].position.clone();\r\n const myConnectedPivot = boneAbsPos.subtract(boxAbsPos);\r\n\r\n const constraintType = this._boxConfigs[i].joint ?? this._defaultJoint;\r\n const constraint = new PhysicsConstraint(\r\n constraintType,\r\n {\r\n pivotA: distanceFromParentBoxToBone,\r\n pivotB: myConnectedPivot,\r\n axisA: this._boxConfigs[i].rotationAxis!,\r\n axisB: this._boxConfigs[i].rotationAxis!,\r\n collision: false,\r\n },\r\n this._scene\r\n );\r\n\r\n this._aggregates[boneParentIndex].body.addConstraint(this._aggregates[i].body, constraint);\r\n constraint.isEnabled = false;\r\n this._constraints.push(constraint);\r\n }\r\n }\r\n\r\n // set physics body orientation/position from bones\r\n private _syncBonesToPhysics(): void {\r\n const rootMatrix = this._rootTransformNode.getWorldMatrix();\r\n for (let i = 0; i < this._bones.length; i++) {\r\n // position\r\n const transform = this._aggregates[i].transformNode;\r\n const rootPos = this._bones[i].getAbsolutePosition();\r\n Vector3.TransformCoordinatesToRef(rootPos, rootMatrix, transform.position);\r\n\r\n // added offset\r\n this._bones[i].getDirectionToRef(this._boxConfigs[i].boneOffsetAxis!, this._rootTransformNode, TmpVectors.Vector3[0]);\r\n TmpVectors.Vector3[0].scaleInPlace(this._boxConfigs[i].boxOffset ?? 0);\r\n transform.position.addInPlace(TmpVectors.Vector3[0]);\r\n\r\n this._setBoneOrientationToBody(i);\r\n }\r\n }\r\n\r\n private _setBoneOrientationToBody(boneIndex: number): void {\r\n const transform = this._aggregates[boneIndex].transformNode;\r\n const bone = this._bones[boneIndex];\r\n this._initialRotation[boneIndex].conjugateToRef(TmpVectors.Quaternion[0]);\r\n bone.getRotationQuaternionToRef(Space.WORLD, this._rootTransformNode, TmpVectors.Quaternion[1]);\r\n TmpVectors.Quaternion[1].multiplyToRef(TmpVectors.Quaternion[0], transform.rotationQuaternion!);\r\n transform.rotationQuaternion!.normalize();\r\n }\r\n\r\n private _syncBonesAndBoxes(): void {\r\n if (this.pauseSync) {\r\n return;\r\n }\r\n\r\n if (this._ragdollMode) {\r\n this._setBodyOrientationToBone(this._rootBoneIndex);\r\n\r\n const rootPos = this._aggregates[this._rootBoneIndex].body.transformNode.position;\r\n this._rootTransformNode.getWorldMatrix().invertToRef(TmpVectors.Matrix[0]);\r\n\r\n Vector3.TransformCoordinatesToRef(rootPos, TmpVectors.Matrix[0], TmpVectors.Vector3[0]);\r\n this._bones[this._rootBoneIndex].setAbsolutePosition(TmpVectors.Vector3[0]);\r\n\r\n for (let i = 0; i < this._bones.length; i++) {\r\n if (i == this._rootBoneIndex) {\r\n continue;\r\n }\r\n this._setBodyOrientationToBone(i);\r\n }\r\n } else {\r\n this._syncBonesToPhysics();\r\n }\r\n }\r\n\r\n private _setBodyOrientationToBone(boneIndex: number): void {\r\n const qmesh =\r\n this._rootTransformNode.rotationQuaternion ??\r\n Quaternion.FromEulerAngles(this._rootTransformNode.rotation.x, this._rootTransformNode.rotation.y, this._rootTransformNode.rotation.z);\r\n const qbind = this._initialRotation2[boneIndex];\r\n const qphys = this._aggregates[boneIndex].body?.transformNode?.rotationQuaternion;\r\n\r\n qmesh.multiplyToRef(qbind, TmpVectors.Quaternion[1]);\r\n qphys?.multiplyToRef(TmpVectors.Quaternion[1], TmpVectors.Quaternion[0]);\r\n\r\n this._bones[boneIndex].setRotationQuaternion(TmpVectors.Quaternion[0], Space.WORLD, this._rootTransformNode);\r\n }\r\n\r\n // Return true if root bone is valid/exists in this.bonesNames. false otherwise.\r\n private _defineRootBone(): boolean {\r\n const skeletonRoots = this._skeleton.getChildren();\r\n if (skeletonRoots.length != 1) {\r\n Logger.Log(\"Ragdoll creation failed: there can only be one root in the skeleton.\");\r\n return false;\r\n }\r\n\r\n this._rootBoneName = skeletonRoots[0].name;\r\n this._rootBoneIndex = this._boneNames.indexOf(this._rootBoneName);\r\n if (this._rootBoneIndex == -1) {\r\n // eslint-disable-next-line @typescript-eslint/restrict-plus-operands, @typescript-eslint/no-base-to-string\r\n Logger.Log(\"Ragdoll creation failed: the array boneNames doesn't have the root bone. The root bone is \" + this._skeleton.getChildren());\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n private _findNearestParent(boneIndex: number): any {\r\n let nearestParent: Nullable<Bone> | undefined = this._bones[boneIndex].getParent();\r\n do {\r\n if (nearestParent != null && this._boneNames.includes(nearestParent.name)) {\r\n break;\r\n }\r\n\r\n nearestParent = nearestParent?.getParent();\r\n } while (nearestParent != null);\r\n\r\n return nearestParent;\r\n }\r\n\r\n private _init() {\r\n this._createColliders();\r\n\r\n // If this.defineRootBone() returns ... there is not root bone.\r\n if (!this._defineRootBone()) {\r\n return;\r\n }\r\n\r\n this._initJoints();\r\n this._scene.registerBeforeRender(() => {\r\n this._syncBonesAndBoxes();\r\n });\r\n this._syncBonesToPhysics();\r\n }\r\n\r\n /**\r\n * Enable ragdoll mode. Create physics objects and make them dynamic.\r\n */\r\n public ragdoll(): void {\r\n this._ragdollMode = true;\r\n // detach bones with link transform to let physics have control\r\n for (const bone of this._skeleton.bones) {\r\n bone.linkTransformNode(null);\r\n }\r\n for (let i = 0; i < this._constraints.length; i++) {\r\n this._constraints[i].isEnabled = true;\r\n }\r\n for (let i = 0; i < this._aggregates.length; i++) {\r\n this._aggregates[i].body.setMotionType(PhysicsMotionType.DYNAMIC);\r\n }\r\n }\r\n\r\n /**\r\n * Dispose resources and remove physics objects\r\n */\r\n dispose(): void {\r\n for (const aggregate of this._aggregates) {\r\n aggregate.dispose();\r\n }\r\n }\r\n}\r\n"]}
1
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type { Skeleton } from \"../../Bones/skeleton\";\r\nimport { Vector3, Matrix, TmpVectors, Quaternion } from \"../../Maths/math.vector\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { PhysicsAggregate } from \"./physicsAggregate\";\r\nimport { PhysicsConstraint } from \"./physicsConstraint\";\r\nimport type { Mesh } from \"../../Meshes/mesh\";\r\nimport { Axis, Space } from \"core/Maths/math.axis\";\r\nimport { PhysicsShapeType, PhysicsConstraintType, PhysicsMotionType } from \"./IPhysicsEnginePlugin\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Bone } from \"../../Bones/bone\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { TransformNode } from \"../../Meshes/transformNode\";\r\nimport type { Observer } from \"core/Misc/observable\";\r\n\r\n/**\r\n * Ragdoll bone properties\r\n * @experimental\r\n */\r\nexport class RagdollBoneProperties {\r\n /**\r\n * Width of the box shape\r\n */\r\n width?: number;\r\n /**\r\n * depth of the box shape\r\n */\r\n depth?: number;\r\n /**\r\n * height of the box shape\r\n */\r\n height?: number;\r\n /**\r\n * size that will be used of width, depth and height of the shape box\r\n */\r\n size?: number;\r\n /**\r\n * Type of Physics Constraint used between bones\r\n */\r\n joint?: number | undefined | PhysicsConstraintType;\r\n /**\r\n * Main rotation axis used by the constraint, in local space\r\n */\r\n rotationAxis?: Vector3;\r\n /**\r\n * Minimum rotation angle value\r\n */\r\n min?: number;\r\n /**\r\n * Maximum rotation angle value\r\n */\r\n max?: number;\r\n /**\r\n * Offset along local axis\r\n */\r\n boxOffset?: number;\r\n /**\r\n * Axis that need an offset\r\n */\r\n boneOffsetAxis?: Vector3;\r\n}\r\n\r\n/**\r\n * Ragdoll for Physics V2\r\n * @experimental\r\n */\r\nexport class Ragdoll {\r\n private _skeleton: Skeleton;\r\n private _scene: Scene;\r\n private _rootTransformNode: Mesh | TransformNode;\r\n private _config: any;\r\n private _boxConfigs: Array<RagdollBoneProperties> = new Array<RagdollBoneProperties>();\r\n private _constraints: Array<PhysicsConstraint> = new Array<PhysicsConstraint>();\r\n private _bones: Array<Bone> = new Array<Bone>();\r\n private _initialRotation: Array<Quaternion> = new Array<Quaternion>();\r\n // without mesh transform, to figure out later\r\n private _initialRotation2: Array<Quaternion> = new Array<Quaternion>();\r\n private _boneNames: string[] = [];\r\n private _transforms: Array<TransformNode> = new Array<TransformNode>();\r\n private _aggregates: Array<PhysicsAggregate> = new Array<PhysicsAggregate>();\r\n private _ragdollMode: boolean = false;\r\n private _rootBoneName: string = \"\";\r\n private _rootBoneIndex: number = -1;\r\n private _mass: number = 10;\r\n private _restitution: number = 0;\r\n private _beforeRenderObserver: Nullable<Observer<Scene>> = null;\r\n\r\n /**\r\n * Pause synchronization between physics and bone position/orientation\r\n */\r\n public pauseSync: boolean = false;\r\n\r\n private _putBoxesInBoneCenter: boolean;\r\n private _defaultJoint: number = PhysicsConstraintType.HINGE;\r\n private _defaultJointMin: number = -90;\r\n private _defaultJointMax: number = 90;\r\n\r\n /**\r\n * Construct a new Ragdoll object. Once ready, it can be made dynamic by calling `Ragdoll` method\r\n * @param skeleton The skeleton containing bones to be physicalized\r\n * @param rootTransformNode The mesh or its transform used by the skeleton\r\n * @param config an array of `RagdollBoneProperties` corresponding to bones and their properties used to instanciate physics bodies\r\n */\r\n constructor(skeleton: Skeleton, rootTransformNode: Mesh | TransformNode, config: RagdollBoneProperties[]) {\r\n this._skeleton = skeleton;\r\n this._scene = skeleton.getScene();\r\n this._rootTransformNode = rootTransformNode;\r\n this._config = config; // initial, user defined box configs. May have several box configs jammed into 1 index.\r\n this._boxConfigs = []; // final box configs. Every element is a separate box config (this.config may have several configs jammed into 1 index).\r\n this._putBoxesInBoneCenter = false;\r\n this._defaultJoint = PhysicsConstraintType.HINGE;\r\n\r\n this._init();\r\n }\r\n\r\n /**\r\n * returns an array of created constraints\r\n * @returns array of created constraints\r\n */\r\n public getConstraints(): Array<PhysicsConstraint> {\r\n return this._constraints;\r\n }\r\n\r\n /**\r\n * Returns the aggregate corresponding to the ragdoll bone index\r\n * @param index ragdoll bone aggregate index\r\n * @returns the aggregate for the bone index for the root aggregate if index is invalid\r\n */\r\n public getAggregate(index: number): PhysicsAggregate {\r\n if (index < 0 || index >= this._aggregates.length) {\r\n return this._aggregates[this._rootBoneIndex];\r\n }\r\n return this._aggregates[index];\r\n }\r\n\r\n private _createColliders(): void {\r\n this._rootTransformNode.computeWorldMatrix();\r\n this._skeleton.computeAbsoluteMatrices(true);\r\n this._skeleton.prepare(true);\r\n\r\n const config = this._config;\r\n for (let i = 0; i < config.length; i++) {\r\n const boneNames = config[i].bone !== undefined ? [config[i].bone] : config[i].bones;\r\n\r\n for (let ii = 0; ii < boneNames.length; ii++) {\r\n const currentBone = this._skeleton.bones[this._skeleton.getBoneIndexByName(boneNames[ii])];\r\n if (currentBone == undefined) {\r\n return;\r\n }\r\n\r\n // First define the box dimensions, so we can then use them when calling CreateBox().\r\n const currentRagdollBoneProperties: RagdollBoneProperties = {\r\n width: this._config[i].width,\r\n depth: this._config[i].depth,\r\n height: this._config[i].height,\r\n size: this._config[i].size,\r\n };\r\n\r\n currentRagdollBoneProperties.width = currentRagdollBoneProperties.width ?? currentRagdollBoneProperties.size;\r\n currentRagdollBoneProperties.depth = currentRagdollBoneProperties.depth ?? currentRagdollBoneProperties.size;\r\n currentRagdollBoneProperties.height = currentRagdollBoneProperties.height ?? currentRagdollBoneProperties.size;\r\n const transform = new TransformNode(boneNames[ii] + \"_transform\", this._scene);\r\n\r\n // Define the rest of the box properties.\r\n currentRagdollBoneProperties.joint = config[i].joint !== undefined ? config[i].joint : this._defaultJoint;\r\n currentRagdollBoneProperties.rotationAxis = config[i].rotationAxis !== undefined ? config[i].rotationAxis : Axis.X;\r\n currentRagdollBoneProperties.min = config[i].min !== undefined ? config[i].min : this._defaultJointMin;\r\n currentRagdollBoneProperties.max = config[i].max !== undefined ? config[i].max : this._defaultJointMax;\r\n\r\n // Offset value.\r\n let boxOffset = 0;\r\n if ((config[i].putBoxInBoneCenter !== undefined && config[i].putBoxInBoneCenter) || this._putBoxesInBoneCenter) {\r\n if (currentBone.length === undefined) {\r\n Logger.Log(\"The length property is not defined for bone \" + currentBone.name);\r\n }\r\n boxOffset = currentBone.length / 2;\r\n } else if (config[i].boxOffset !== undefined) {\r\n boxOffset = config[i].boxOffset;\r\n }\r\n currentRagdollBoneProperties.boxOffset = boxOffset;\r\n\r\n // Offset axis.\r\n const boneOffsetAxis = config[i].boneOffsetAxis !== undefined ? config[i].boneOffsetAxis : Axis.Y;\r\n const boneDir = currentBone.getDirection(boneOffsetAxis, this._rootTransformNode);\r\n currentRagdollBoneProperties.boneOffsetAxis = boneOffsetAxis;\r\n\r\n transform.position = currentBone.getAbsolutePosition(this._rootTransformNode).add(boneDir.scale(boxOffset));\r\n\r\n const mass = config[i].mass !== undefined ? config[i].mass : this._mass;\r\n const restitution = config[i].restitution !== undefined ? config[i].restitution : this._restitution;\r\n const aggregate = new PhysicsAggregate(\r\n transform,\r\n PhysicsShapeType.BOX,\r\n {\r\n mass: mass,\r\n restitution: restitution,\r\n friction: 0.6,\r\n extents: new Vector3(currentRagdollBoneProperties.width, currentRagdollBoneProperties.height, currentRagdollBoneProperties.depth),\r\n },\r\n this._scene\r\n );\r\n aggregate.body.setCollisionCallbackEnabled(true);\r\n aggregate.body.disablePreStep = false;\r\n aggregate.body.setMotionType(PhysicsMotionType.ANIMATED);\r\n this._aggregates.push(aggregate);\r\n this._bones.push(currentBone);\r\n this._boneNames.push(currentBone.name);\r\n this._transforms.push(transform);\r\n this._boxConfigs.push(currentRagdollBoneProperties);\r\n this._initialRotation.push(currentBone.getRotationQuaternion(Space.WORLD, this._rootTransformNode));\r\n this._initialRotation2.push(currentBone.getRotationQuaternion(Space.WORLD));\r\n }\r\n }\r\n }\r\n\r\n private _initJoints(): void {\r\n this._rootTransformNode.computeWorldMatrix();\r\n for (let i = 0; i < this._bones.length; i++) {\r\n // The root bone has no joints.\r\n if (i == this._rootBoneIndex) {\r\n continue;\r\n }\r\n\r\n const nearestParent = this._findNearestParent(i);\r\n\r\n if (nearestParent == null) {\r\n Logger.Warn(\"Couldn't find a nearest parent bone in the configs for bone called \" + this._boneNames[i]);\r\n return;\r\n }\r\n\r\n const boneParentIndex = this._boneNames.indexOf(nearestParent.name);\r\n\r\n let distanceFromParentBoxToBone = this._bones[i].getAbsolutePosition(this._rootTransformNode).subtract(this._transforms[boneParentIndex].position);\r\n\r\n const wmat = this._transforms[boneParentIndex].computeWorldMatrix();\r\n const invertedWorldMat = Matrix.Invert(wmat);\r\n distanceFromParentBoxToBone = Vector3.TransformCoordinates(this._bones[i].getAbsolutePosition(this._rootTransformNode), invertedWorldMat);\r\n\r\n const boneAbsPos = this._bones[i].getAbsolutePosition(this._rootTransformNode);\r\n const boxAbsPos = this._transforms[i].position.clone();\r\n const myConnectedPivot = boneAbsPos.subtract(boxAbsPos);\r\n\r\n const constraintType = this._boxConfigs[i].joint ?? this._defaultJoint;\r\n const constraint = new PhysicsConstraint(\r\n constraintType,\r\n {\r\n pivotA: distanceFromParentBoxToBone,\r\n pivotB: myConnectedPivot,\r\n axisA: this._boxConfigs[i].rotationAxis!,\r\n axisB: this._boxConfigs[i].rotationAxis!,\r\n collision: false,\r\n },\r\n this._scene\r\n );\r\n\r\n this._aggregates[boneParentIndex].body.addConstraint(this._aggregates[i].body, constraint);\r\n constraint.isEnabled = false;\r\n this._constraints.push(constraint);\r\n }\r\n }\r\n\r\n // set physics body orientation/position from bones\r\n private _syncBonesToPhysics(): void {\r\n const rootMatrix = this._rootTransformNode.getWorldMatrix();\r\n for (let i = 0; i < this._bones.length; i++) {\r\n // position\r\n const transform = this._aggregates[i].transformNode;\r\n const rootPos = this._bones[i].getAbsolutePosition();\r\n Vector3.TransformCoordinatesToRef(rootPos, rootMatrix, transform.position);\r\n\r\n // added offset\r\n this._bones[i].getDirectionToRef(this._boxConfigs[i].boneOffsetAxis!, this._rootTransformNode, TmpVectors.Vector3[0]);\r\n TmpVectors.Vector3[0].scaleInPlace(this._boxConfigs[i].boxOffset ?? 0);\r\n transform.position.addInPlace(TmpVectors.Vector3[0]);\r\n\r\n this._setBoneOrientationToBody(i);\r\n }\r\n }\r\n\r\n private _setBoneOrientationToBody(boneIndex: number): void {\r\n const transform = this._aggregates[boneIndex].transformNode;\r\n const bone = this._bones[boneIndex];\r\n this._initialRotation[boneIndex].conjugateToRef(TmpVectors.Quaternion[0]);\r\n bone.getRotationQuaternionToRef(Space.WORLD, this._rootTransformNode, TmpVectors.Quaternion[1]);\r\n TmpVectors.Quaternion[1].multiplyToRef(TmpVectors.Quaternion[0], transform.rotationQuaternion!);\r\n transform.rotationQuaternion!.normalize();\r\n }\r\n\r\n private _syncBonesAndBoxes(): void {\r\n if (this.pauseSync) {\r\n return;\r\n }\r\n\r\n if (this._ragdollMode) {\r\n this._setBodyOrientationToBone(this._rootBoneIndex);\r\n\r\n const rootPos = this._aggregates[this._rootBoneIndex].body.transformNode.position;\r\n this._rootTransformNode.getWorldMatrix().invertToRef(TmpVectors.Matrix[0]);\r\n\r\n Vector3.TransformCoordinatesToRef(rootPos, TmpVectors.Matrix[0], TmpVectors.Vector3[0]);\r\n this._bones[this._rootBoneIndex].setAbsolutePosition(TmpVectors.Vector3[0]);\r\n\r\n for (let i = 0; i < this._bones.length; i++) {\r\n if (i == this._rootBoneIndex) {\r\n continue;\r\n }\r\n this._setBodyOrientationToBone(i);\r\n }\r\n } else {\r\n this._syncBonesToPhysics();\r\n }\r\n }\r\n\r\n private _setBodyOrientationToBone(boneIndex: number): void {\r\n const qmesh =\r\n this._rootTransformNode.rotationQuaternion ??\r\n Quaternion.FromEulerAngles(this._rootTransformNode.rotation.x, this._rootTransformNode.rotation.y, this._rootTransformNode.rotation.z);\r\n const qbind = this._initialRotation2[boneIndex];\r\n const qphys = this._aggregates[boneIndex].body?.transformNode?.rotationQuaternion;\r\n\r\n qmesh.multiplyToRef(qbind, TmpVectors.Quaternion[1]);\r\n qphys?.multiplyToRef(TmpVectors.Quaternion[1], TmpVectors.Quaternion[0]);\r\n\r\n this._bones[boneIndex].setRotationQuaternion(TmpVectors.Quaternion[0], Space.WORLD, this._rootTransformNode);\r\n }\r\n\r\n // Return true if root bone is valid/exists in this.bonesNames. false otherwise.\r\n private _defineRootBone(): boolean {\r\n const skeletonRoots = this._skeleton.getChildren();\r\n if (skeletonRoots.length != 1) {\r\n Logger.Log(\"Ragdoll creation failed: there can only be one root in the skeleton.\");\r\n return false;\r\n }\r\n\r\n this._rootBoneName = skeletonRoots[0].name;\r\n this._rootBoneIndex = this._boneNames.indexOf(this._rootBoneName);\r\n if (this._rootBoneIndex == -1) {\r\n // eslint-disable-next-line @typescript-eslint/restrict-plus-operands, @typescript-eslint/no-base-to-string\r\n Logger.Log(\"Ragdoll creation failed: the array boneNames doesn't have the root bone. The root bone is \" + this._skeleton.getChildren());\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n private _findNearestParent(boneIndex: number): any {\r\n let nearestParent: Nullable<Bone> | undefined = this._bones[boneIndex].getParent();\r\n do {\r\n if (nearestParent != null && this._boneNames.includes(nearestParent.name)) {\r\n break;\r\n }\r\n\r\n nearestParent = nearestParent?.getParent();\r\n } while (nearestParent != null);\r\n\r\n return nearestParent;\r\n }\r\n\r\n private _init() {\r\n this._createColliders();\r\n\r\n // If this.defineRootBone() returns ... there is not root bone.\r\n if (!this._defineRootBone()) {\r\n return;\r\n }\r\n\r\n this._initJoints();\r\n this._beforeRenderObserver = this._scene.onBeforeRenderObservable.add(() => {\r\n this._syncBonesAndBoxes();\r\n });\r\n this._syncBonesToPhysics();\r\n }\r\n\r\n /**\r\n * Enable ragdoll mode. Create physics objects and make them dynamic.\r\n */\r\n public ragdoll(): void {\r\n this._ragdollMode = true;\r\n // detach bones with link transform to let physics have control\r\n for (const bone of this._skeleton.bones) {\r\n bone.linkTransformNode(null);\r\n }\r\n for (let i = 0; i < this._constraints.length; i++) {\r\n this._constraints[i].isEnabled = true;\r\n }\r\n for (let i = 0; i < this._aggregates.length; i++) {\r\n this._aggregates[i].body.setMotionType(PhysicsMotionType.DYNAMIC);\r\n }\r\n }\r\n\r\n /**\r\n * Dispose resources and remove physics objects\r\n */\r\n dispose(): void {\r\n for (const aggregate of this._aggregates) {\r\n aggregate.dispose();\r\n }\r\n this._aggregates.length = 0;\r\n for (const transform of this._transforms) {\r\n transform.dispose();\r\n }\r\n this._transforms.length = 0;\r\n for (const constraint of this._constraints) {\r\n constraint.dispose();\r\n }\r\n this._constraints.length = 0;\r\n\r\n if (this._beforeRenderObserver) {\r\n this._scene.onBeforeRenderObservable.remove(this._beforeRenderObserver);\r\n this._beforeRenderObserver = null;\r\n }\r\n }\r\n}\r\n"]}
@@ -365,7 +365,7 @@ export class PostProcess {
365
365
  this._scene = camera.getScene();
366
366
  camera.attachPostProcess(this);
367
367
  this._engine = this._scene.getEngine();
368
- this._scene.postProcesses.push(this);
368
+ this._scene.addPostProcess(this);
369
369
  this.uniqueId = this._scene.getUniqueId();
370
370
  }
371
371
  else if (engine) {
@@ -746,10 +746,7 @@ export class PostProcess {
746
746
  this._disposeTextures();
747
747
  let index;
748
748
  if (this._scene) {
749
- index = this._scene.postProcesses.indexOf(this);
750
- if (index !== -1) {
751
- this._scene.postProcesses.splice(index, 1);
752
- }
749
+ index = this._scene.removePostProcess(this);
753
750
  }
754
751
  if (this._parentContainer) {
755
752
  const index = this._parentContainer.postProcesses.indexOf(this);