@babylonjs/core 8.25.2 → 8.26.1

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Files changed (44) hide show
  1. package/Engines/abstractEngine.js +2 -2
  2. package/Engines/abstractEngine.js.map +1 -1
  3. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +1 -0
  4. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
  5. package/Gizmos/boundingBoxGizmo.js +20 -26
  6. package/Gizmos/boundingBoxGizmo.js.map +1 -1
  7. package/Loading/Plugins/babylonFileLoader.d.ts +11 -0
  8. package/Loading/Plugins/babylonFileLoader.js +25 -12
  9. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  10. package/Materials/Node/nodeMaterial.d.ts +2 -0
  11. package/Materials/Node/nodeMaterial.js +4 -0
  12. package/Materials/Node/nodeMaterial.js.map +1 -1
  13. package/Meshes/Builders/tiledBoxBuilder.d.ts +1 -1
  14. package/Meshes/Builders/tiledBoxBuilder.js +36 -60
  15. package/Meshes/Builders/tiledBoxBuilder.js.map +1 -1
  16. package/Meshes/GreasedLine/greasedLineMesh.js +19 -9
  17. package/Meshes/GreasedLine/greasedLineMesh.js.map +1 -1
  18. package/Meshes/mesh.js +8 -7
  19. package/Meshes/mesh.js.map +1 -1
  20. package/Misc/greasedLineTools.d.ts +3 -2
  21. package/Misc/greasedLineTools.js +4 -3
  22. package/Misc/greasedLineTools.js.map +1 -1
  23. package/Physics/joinedPhysicsEngineComponent.js +1 -1
  24. package/Physics/joinedPhysicsEngineComponent.js.map +1 -1
  25. package/PostProcesses/RenderPipeline/Pipelines/taaRenderingPipeline.js +1 -0
  26. package/PostProcesses/RenderPipeline/Pipelines/taaRenderingPipeline.js.map +1 -1
  27. package/Rendering/depthRenderer.d.ts +2 -1
  28. package/Rendering/depthRenderer.js +5 -2
  29. package/Rendering/depthRenderer.js.map +1 -1
  30. package/Rendering/depthRendererSceneComponent.d.ts +3 -1
  31. package/Rendering/depthRendererSceneComponent.js +2 -2
  32. package/Rendering/depthRendererSceneComponent.js.map +1 -1
  33. package/Rendering/objectRenderer.d.ts +6 -0
  34. package/Rendering/objectRenderer.js +14 -1
  35. package/Rendering/objectRenderer.js.map +1 -1
  36. package/Rendering/renderingGroup.d.ts +2 -0
  37. package/Rendering/renderingGroup.js +9 -7
  38. package/Rendering/renderingGroup.js.map +1 -1
  39. package/Rendering/renderingManager.d.ts +6 -0
  40. package/Rendering/renderingManager.js +14 -0
  41. package/Rendering/renderingManager.js.map +1 -1
  42. package/package.json +1 -1
  43. package/scene.js +1 -1
  44. package/scene.js.map +1 -1
@@ -73,11 +73,12 @@ export declare class GreasedLineTools {
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  */
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  static GetLineLength(data: Vector3[] | number[]): number;
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  /**
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- * Gets the the length from the beginning to each point of the line as array.
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+ * Gets the length from the beginning to each point of the line as array.
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  * @param data array of line points
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+ * @param buf optional pre-allocated buffer to reduce memory pressure, should be at least `data.length * 4 / 3` bytes
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  * @returns length array of the line
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  */
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- static GetLineLengthArray(data: number[]): Float32Array;
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+ static GetLineLengthArray(data: number[], buf?: ArrayBuffer): Float32Array;
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  /**
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  * Divides a segment into smaller segments.
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  * A segment is a part of the line between it's two points.
@@ -237,12 +237,13 @@ export class GreasedLineTools {
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  return length;
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  }
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  /**
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- * Gets the the length from the beginning to each point of the line as array.
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+ * Gets the length from the beginning to each point of the line as array.
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  * @param data array of line points
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+ * @param buf optional pre-allocated buffer to reduce memory pressure, should be at least `data.length * 4 / 3` bytes
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  * @returns length array of the line
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  */
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- static GetLineLengthArray(data) {
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- const out = new Float32Array(data.length / 3);
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+ static GetLineLengthArray(data, buf) {
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+ const out = buf ? new Float32Array(buf, 0, data.length / 3) : new Float32Array(data.length / 3);
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  let length = 0;
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  for (let index = 0, pointsLength = data.length / 3 - 1; index < pointsLength; index++) {
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  let x = data[index * 3 + 0];
@@ -1 +1 @@
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{ Curve3 } from \"../Maths/math.path\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { TmpVectors, Vector3 } from \"../Maths/math.vector\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { IFontData } from \"../Meshes/Builders/textBuilder\";\r\nimport { CreateTextShapePaths } from \"../Meshes/Builders/textBuilder\";\r\nimport type { FloatArray, IndicesArray } from \"../types\";\r\nimport type { GreasedLinePoints, GreasedLinePointsOptions } from \"../Meshes/GreasedLine/greasedLineBaseMesh\";\r\nimport type { Color3 } from \"../Maths/math.color\";\r\nimport { RawTexture } from \"../Materials/Textures/rawTexture\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { GreasedLineMaterialDefaults } from \"../Materials/GreasedLine/greasedLineMaterialDefaults\";\r\n\r\n/**\r\n * Tool functions for GreasedLine\r\n */\r\nexport class GreasedLineTools {\r\n /**\r\n * Converts GreasedLinePoints to number[][]\r\n * @param points GreasedLinePoints\r\n * @param options GreasedLineToolsConvertPointsOptions\r\n * @returns number[][] with x, y, z coordinates of the points, like [[x, y, z, x, y, z, ...], [x, y, z, ...]]\r\n */\r\n public static ConvertPoints(points: GreasedLinePoints, options?: GreasedLinePointsOptions): number[][] {\r\n if (points.length && Array.isArray(points) && typeof points[0] === \"number\") {\r\n return [<number[]>points];\r\n } else if (points.length && Array.isArray(points[0]) && typeof points[0][0] === \"number\") {\r\n return <number[][]>points;\r\n } else if (points.length && !Array.isArray(points[0]) && points[0] instanceof Vector3) {\r\n const positions: number[] = [];\r\n for (let j = 0; j < points.length; j++) {\r\n const p = points[j] as Vector3;\r\n positions.push(p.x, p.y, p.z);\r\n }\r\n return [positions];\r\n } else if (points.length > 0 && Array.isArray(points[0]) && points[0].length > 0 && points[0][0] instanceof Vector3) {\r\n const positions: number[][] = [];\r\n const vectorPoints = points as Vector3[][];\r\n for (const p of vectorPoints) {\r\n positions.push(p.flatMap((p2) => [p2.x, p2.y, p2.z]));\r\n }\r\n return positions;\r\n } else if (points instanceof Float32Array) {\r\n if (options?.floatArrayStride) {\r\n const positions: number[][] = [];\r\n const stride = options.floatArrayStride * 3;\r\n for (let i = 0; i < points.length; i += stride) {\r\n const linePoints = new Array(stride); // Pre-allocate memory for the line\r\n for (let j = 0; j < stride; j++) {\r\n linePoints[j] = points[i + j];\r\n }\r\n positions.push(linePoints);\r\n }\r\n return positions;\r\n } else {\r\n return [Array.from(points)];\r\n }\r\n } else if (points.length && points[0] instanceof Float32Array) {\r\n const positions: number[][] = [];\r\n for (const p of points) {\r\n positions.push(Array.from(p as Float32Array));\r\n }\r\n\r\n return positions;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n /**\r\n * Omit zero length lines predicate for the MeshesToLines function\r\n * @param p1 point1 position of the face\r\n * @param p2 point2 position of the face\r\n * @param p3 point3 position of the face\r\n * @returns original points or null if any edge length is zero\r\n */\r\n public static OmitZeroLengthPredicate(p1: Vector3, p2: Vector3, p3: Vector3) {\r\n const fileredPoints = [];\r\n // edge1\r\n if (p2.subtract(p1).lengthSquared() > 0) {\r\n fileredPoints.push([p1, p2]);\r\n }\r\n // edge2\r\n if (p3.subtract(p2).lengthSquared() > 0) {\r\n fileredPoints.push([p2, p3]);\r\n }\r\n // edge3\r\n if (p1.subtract(p3).lengthSquared() > 0) {\r\n fileredPoints.push([p3, p1]);\r\n }\r\n return fileredPoints.length === 0 ? null : fileredPoints;\r\n }\r\n\r\n /**\r\n * Omit duplicate lines predicate for the MeshesToLines function\r\n * @param p1 point1 position of the face\r\n * @param p2 point2 position of the face\r\n * @param p3 point3 position of the face\r\n * @param points array of points to search in\r\n * @returns original points or null if any edge length is zero\r\n */\r\n public static OmitDuplicatesPredicate(p1: Vector3, p2: Vector3, p3: Vector3, points: Vector3[][]) {\r\n const fileredPoints = [];\r\n // edge1\r\n if (!GreasedLineTools._SearchInPoints(p1, p2, points)) {\r\n fileredPoints.push([p1, p2]);\r\n }\r\n // edge2\r\n if (!GreasedLineTools._SearchInPoints(p2, p3, points)) {\r\n fileredPoints.push([p2, p3]);\r\n }\r\n // edge3\r\n if (!GreasedLineTools._SearchInPoints(p3, p1, points)) {\r\n fileredPoints.push([p3, p1]);\r\n }\r\n return fileredPoints.length === 0 ? null : fileredPoints;\r\n }\r\n\r\n private static _SearchInPoints(p1: Vector3, p2: Vector3, points: Vector3[][]) {\r\n for (const ps of points) {\r\n for (let i = 0; i < ps.length; i++) {\r\n if (ps[i]?.equals(p1)) {\r\n // find the first point\r\n // if it has a sibling of p2 the line already exists\r\n if (ps[i + 1]?.equals(p2) || ps[i - 1]?.equals(p2)) {\r\n return true;\r\n }\r\n }\r\n }\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * Gets mesh triangles as line positions\r\n * @param meshes array of meshes\r\n * @param predicate predicate function which decides whether to include the mesh triangle/face in the ouput\r\n * @returns array of arrays of points\r\n */\r\n public static MeshesToLines(\r\n meshes: AbstractMesh[],\r\n predicate?: (\r\n p1: Vector3,\r\n p2: Vector3,\r\n p3: Vector3,\r\n points: Vector3[][],\r\n indiceIndex: number,\r\n vertexIndex: number,\r\n mesh: AbstractMesh,\r\n meshIndex: number,\r\n vertices: FloatArray,\r\n indices: IndicesArray\r\n ) => Vector3[][]\r\n ) {\r\n const points: Vector3[][] = [];\r\n\r\n for (let meshIndex = 0; meshIndex < meshes.length; meshIndex++) {\r\n const mesh = meshes[meshIndex];\r\n const vertices = mesh.getVerticesData(VertexBuffer.PositionKind);\r\n const indices = mesh.getIndices();\r\n if (vertices && indices) {\r\n for (let i = 0, ii = 0; i < indices.length; i++) {\r\n const vi1 = indices[ii++] * 3;\r\n const vi2 = indices[ii++] * 3;\r\n const vi3 = indices[ii++] * 3;\r\n\r\n const p1 = new Vector3(vertices[vi1], vertices[vi1 + 1], vertices[vi1 + 2]);\r\n const p2 = new Vector3(vertices[vi2], vertices[vi2 + 1], vertices[vi2 + 2]);\r\n const p3 = new Vector3(vertices[vi3], vertices[vi3 + 1], vertices[vi3 + 2]);\r\n\r\n if (predicate) {\r\n const pointsFromPredicate = predicate(p1, p2, p3, points, i, vi1, mesh, meshIndex, vertices, indices);\r\n if (pointsFromPredicate) {\r\n for (const p of pointsFromPredicate) {\r\n points.push(p);\r\n }\r\n }\r\n } else {\r\n points.push([p1, p2], [p2, p3], [p3, p1]);\r\n }\r\n }\r\n }\r\n }\r\n\r\n return points;\r\n }\r\n\r\n /**\r\n * Converts number coordinates to Vector3s\r\n * @param points number array of x, y, z, x, y z, ... coordinates\r\n * @returns Vector3 array\r\n */\r\n public static ToVector3Array(points: number[] | number[][]) {\r\n if (Array.isArray(points[0])) {\r\n const array: Vector3[][] = [];\r\n const inputArray = points as number[][];\r\n for (const subInputArray of inputArray) {\r\n const subArray: Vector3[] = [];\r\n for (let i = 0; i < subInputArray.length; i += 3) {\r\n subArray.push(new Vector3(subInputArray[i], subInputArray[i + 1], subInputArray[i + 2]));\r\n }\r\n array.push(subArray);\r\n }\r\n return array;\r\n }\r\n\r\n const inputArray = points as number[];\r\n const array: Vector3[] = [];\r\n for (let i = 0; i < inputArray.length; i += 3) {\r\n array.push(new Vector3(inputArray[i], inputArray[i + 1], inputArray[i + 2]));\r\n }\r\n return array;\r\n }\r\n\r\n /**\r\n * Gets a number array from a Vector3 array.\r\n * You can you for example to convert your Vector3[] offsets to the required number[] for the offsets option.\r\n * @param points Vector3 array\r\n * @returns an array of x, y, z coordinates as numbers [x, y, z, x, y, z, x, y, z, ....]\r\n */\r\n public static ToNumberArray(points: Vector3[]) {\r\n return points.flatMap((v) => [v.x, v.y, v.z]);\r\n }\r\n\r\n /**\r\n * Calculates the sum of points of every line and the number of points in each line.\r\n * This function is useful when you are drawing multiple lines in one mesh and you want\r\n * to know the counts. For example for creating an offsets table.\r\n * @param points point array\r\n * @returns points count info\r\n */\r\n public static GetPointsCountInfo(points: number[][]): { total: number; counts: number[] } {\r\n const counts = new Array(points.length);\r\n let total = 0;\r\n for (let n = points.length; n--; ) {\r\n counts[n] = points[n].length / 3;\r\n total += counts[n];\r\n }\r\n return { total, counts };\r\n }\r\n\r\n /**\r\n * Gets the length of the line counting all it's segments length\r\n * @param data array of line points\r\n * @returns length of the line\r\n */\r\n public static GetLineLength(data: Vector3[] | number[]): number {\r\n if (data.length === 0) {\r\n return 0;\r\n }\r\n\r\n let points: Vector3[];\r\n if (typeof data[0] === \"number\") {\r\n points = GreasedLineTools.ToVector3Array(<number[]>data) as Vector3[];\r\n } else {\r\n points = data as Vector3[];\r\n }\r\n\r\n const tmp = TmpVectors.Vector3[0];\r\n let length = 0;\r\n for (let index = 0; index < points.length - 1; index++) {\r\n const point1 = points[index];\r\n const point2 = points[index + 1];\r\n length += point2.subtractToRef(point1, tmp).length();\r\n }\r\n return length;\r\n }\r\n\r\n /**\r\n * Gets the the length from the beginning to each point of the line as array.\r\n * @param data array of line points\r\n * @returns length array of the line\r\n */\r\n public static GetLineLengthArray(data: number[]): Float32Array {\r\n const out = new Float32Array(data.length / 3);\r\n let length = 0;\r\n for (let index = 0, pointsLength = data.length / 3 - 1; index < pointsLength; index++) {\r\n let x = data[index * 3 + 0];\r\n let y = data[index * 3 + 1];\r\n let z = data[index * 3 + 2];\r\n x -= data[index * 3 + 3];\r\n y -= data[index * 3 + 4];\r\n z -= data[index * 3 + 5];\r\n const currentLength = Math.sqrt(x * x + y * y + z * z);\r\n length += currentLength;\r\n out[index + 1] = length;\r\n }\r\n return out;\r\n }\r\n\r\n /**\r\n * Divides a segment into smaller segments.\r\n * A segment is a part of the line between it's two points.\r\n * @param point1 first point of the line\r\n * @param point2 second point of the line\r\n * @param segmentCount number of segments we want to have in the divided line\r\n * @returns\r\n */\r\n public static SegmentizeSegmentByCount(point1: Vector3, point2: Vector3, segmentCount: number): Vector3[] {\r\n const dividedLinePoints: Vector3[] = [];\r\n const diff = point2.subtract(point1);\r\n const divisor = TmpVectors.Vector3[0];\r\n divisor.setAll(segmentCount);\r\n const segmentVector = TmpVectors.Vector3[1];\r\n diff.divideToRef(divisor, segmentVector);\r\n\r\n let nextPoint = point1.clone();\r\n dividedLinePoints.push(nextPoint);\r\n for (let index = 0; index < segmentCount; index++) {\r\n nextPoint = nextPoint.clone();\r\n dividedLinePoints.push(nextPoint.addInPlace(segmentVector));\r\n }\r\n\r\n return dividedLinePoints;\r\n }\r\n\r\n /**\r\n * Divides a line into segments.\r\n * A segment is a part of the line between it's two points.\r\n * @param what line points\r\n * @param segmentLength length of each segment of the resulting line (distance between two line points)\r\n * @returns line point\r\n */\r\n public static SegmentizeLineBySegmentLength(what: Vector3[] | number[] | { point1: Vector3; point2: Vector3; length: number }[], segmentLength: number): Vector3[] {\r\n const subLines =\r\n what[0] instanceof Vector3\r\n ? GreasedLineTools.GetLineSegments(what as Vector3[])\r\n : typeof what[0] === \"number\"\r\n ? GreasedLineTools.GetLineSegments(GreasedLineTools.ToVector3Array(what as number[]) as Vector3[])\r\n : (what as { point1: Vector3; point2: Vector3; length: number }[]);\r\n const points: Vector3[] = [];\r\n for (const s of subLines) {\r\n if (s.length > segmentLength) {\r\n const segments = GreasedLineTools.SegmentizeSegmentByCount(s.point1, s.point2, Math.ceil(s.length / segmentLength));\r\n for (const seg of segments) {\r\n points.push(seg);\r\n }\r\n } else {\r\n points.push(s.point1);\r\n points.push(s.point2);\r\n }\r\n }\r\n return points;\r\n }\r\n\r\n /**\r\n * Divides a line into segments.\r\n * A segment is a part of the line between it's two points.\r\n * @param what line points\r\n * @param segmentCount number of segments\r\n * @returns line point\r\n */\r\n public static SegmentizeLineBySegmentCount(what: Vector3[] | number[], segmentCount: number): Vector3[] {\r\n const points = <Vector3[]>(typeof what[0] === \"number\" ? GreasedLineTools.ToVector3Array(<number[]>what) : what);\r\n const segmentLength = GreasedLineTools.GetLineLength(points) / segmentCount;\r\n return GreasedLineTools.SegmentizeLineBySegmentLength(points, segmentLength);\r\n }\r\n /**\r\n * Gets line segments.\r\n * A segment is a part of the line between it's two points.\r\n * @param points line points\r\n * @returns segments information of the line segment including starting point, ending point and the distance between them\r\n */\r\n public static GetLineSegments(points: Vector3[]): { point1: Vector3; point2: Vector3; length: number }[] {\r\n const segments = [];\r\n for (let index = 0; index < points.length - 1; index++) {\r\n const point1 = points[index];\r\n const point2 = points[index + 1];\r\n const length = point2.subtract(point1).length();\r\n segments.push({ point1, point2, length });\r\n }\r\n\r\n return segments;\r\n }\r\n\r\n /**\r\n * Gets the minimum and the maximum length of a line segment in the line.\r\n * A segment is a part of the line between it's two points.\r\n * @param points line points\r\n * @returns\r\n */\r\n public static GetMinMaxSegmentLength(points: Vector3[]): { min: number; max: number } {\r\n const subLines = GreasedLineTools.GetLineSegments(points);\r\n const sorted = subLines.sort((s) => s.length);\r\n return {\r\n min: sorted[0].length,\r\n max: sorted[sorted.length - 1].length,\r\n };\r\n }\r\n\r\n /**\r\n * Finds the last visible position in world space of the line according to the visibility parameter\r\n * @param lineSegments segments of the line\r\n * @param lineLength total length of the line\r\n * @param visbility normalized value of visibility\r\n * @param localSpace if true the result will be in local space (default is false)\r\n * @returns world space coordinate of the last visible piece of the line\r\n */\r\n public static GetPositionOnLineByVisibility(lineSegments: { point1: Vector3; point2: Vector3; length: number }[], lineLength: number, visbility: number, localSpace = false) {\r\n const lengthVisibilityRatio = lineLength * visbility;\r\n let sumSegmentLengths = 0;\r\n let segmentIndex = 0;\r\n\r\n const lineSegmentsLength = lineSegments.length;\r\n for (let i = 0; i < lineSegmentsLength; i++) {\r\n if (lengthVisibilityRatio <= sumSegmentLengths + lineSegments[i].length) {\r\n segmentIndex = i;\r\n break;\r\n }\r\n sumSegmentLengths += lineSegments[i].length;\r\n }\r\n\r\n const s = (lengthVisibilityRatio - sumSegmentLengths) / lineSegments[segmentIndex].length;\r\n\r\n lineSegments[segmentIndex].point2.subtractToRef(lineSegments[segmentIndex].point1, TmpVectors.Vector3[0]);\r\n TmpVectors.Vector3[1] = TmpVectors.Vector3[0].multiplyByFloats(s, s, s);\r\n if (!localSpace) {\r\n TmpVectors.Vector3[1].addInPlace(lineSegments[segmentIndex].point1);\r\n }\r\n\r\n return TmpVectors.Vector3[1].clone();\r\n }\r\n\r\n /**\r\n * Creates lines in a shape of circle/arc.\r\n * A segment is a part of the line between it's two points.\r\n * @param radiusX radiusX of the circle\r\n * @param segments number of segments in the circle\r\n * @param z z coordinate of the points. Defaults to 0.\r\n * @param radiusY radiusY of the circle - you can draw an oval if using different values\r\n * @param segmentAngle angle offset of the segments. Defaults to Math.PI * 2 / segments. Change this value to draw a part of the circle.\r\n * @returns line points\r\n */\r\n public static GetCircleLinePoints(radiusX: number, segments: number, z = 0, radiusY = radiusX, segmentAngle = (Math.PI * 2) / segments) {\r\n const points: Vector3[] = [];\r\n for (let i = 0; i <= segments; i++) {\r\n points.push(new Vector3(Math.cos(i * segmentAngle) * radiusX, Math.sin(i * segmentAngle) * radiusY, z));\r\n }\r\n return points;\r\n }\r\n\r\n /**\r\n * Gets line points in a shape of a bezier curve\r\n * @param p0 bezier point0\r\n * @param p1 bezier point1\r\n * @param p2 bezier point2\r\n * @param segments number of segments in the curve\r\n * @returns\r\n */\r\n public static GetBezierLinePoints(p0: Vector3, p1: Vector3, p2: Vector3, segments: number) {\r\n return Curve3.CreateQuadraticBezier(p0, p1, p2, segments)\r\n .getPoints()\r\n .flatMap((v) => [v.x, v.y, v.z]);\r\n }\r\n\r\n /**\r\n *\r\n * @param position position of the arrow cap (mainly you want to create a triangle, set widthUp and widthDown to the same value and omit widthStartUp and widthStartDown)\r\n * @param direction direction which the arrow points to\r\n * @param length length (size) of the arrow cap itself\r\n * @param widthUp the arrow width above the line\r\n * @param widthDown the arrow width belove the line\r\n * @param widthStartUp the arrow width at the start of the arrow above the line. In most scenarios this is 0.\r\n * @param widthStartDown the arrow width at the start of the arrow below the line. In most scenarios this is 0.\r\n * @returns\r\n */\r\n public static GetArrowCap(position: Vector3, direction: Vector3, length: number, widthUp: number, widthDown: number, widthStartUp = 0, widthStartDown = 0) {\r\n const points = [position.clone(), position.add(direction.multiplyByFloats(length, length, length))];\r\n const widths = [widthUp, widthDown, widthStartUp, widthStartDown];\r\n\r\n return {\r\n points,\r\n widths,\r\n };\r\n }\r\n\r\n /**\r\n * Gets 3D positions of points from a text and font\r\n * @param text Text\r\n * @param size Size of the font\r\n * @param resolution Resolution of the font\r\n * @param fontData defines the font data (can be generated with http://gero3.github.io/facetype.js/)\r\n * @param z z coordinate\r\n * @param includeInner include the inner parts of the font in the result. Default true. If false, only the outlines will be returned.\r\n * @returns number[][] of 3D positions\r\n */\r\n public static GetPointsFromText(text: string, size: number, resolution: number, fontData: IFontData, z = 0, includeInner = true) {\r\n const allPoints = [];\r\n const shapePaths = CreateTextShapePaths(text, size, resolution, fontData);\r\n\r\n for (const sp of shapePaths) {\r\n for (const p of sp.paths) {\r\n const points = [];\r\n const points2d = p.getPoints();\r\n for (const p2d of points2d) {\r\n points.push(p2d.x, p2d.y, z);\r\n }\r\n allPoints.push(points);\r\n }\r\n\r\n if (includeInner) {\r\n for (const h of sp.holes) {\r\n const holes = [];\r\n const points2d = h.getPoints();\r\n for (const p2d of points2d) {\r\n holes.push(p2d.x, p2d.y, z);\r\n }\r\n allPoints.push(holes);\r\n }\r\n }\r\n }\r\n\r\n return allPoints;\r\n }\r\n\r\n /**\r\n * Converts an array of Color3 to Uint8Array\r\n * @param colors Arrray of Color3\r\n * @returns Uin8Array of colors [r, g, b, a, r, g, b, a, ...]\r\n */\r\n public static Color3toRGBAUint8(colors: Color3[]): Uint8Array {\r\n const colorTable: Uint8Array = new Uint8Array(colors.length * 4);\r\n for (let i = 0, j = 0; i < colors.length; i++) {\r\n colorTable[j++] = colors[i].r * 255;\r\n colorTable[j++] = colors[i].g * 255;\r\n colorTable[j++] = colors[i].b * 255;\r\n colorTable[j++] = 255;\r\n }\r\n\r\n return colorTable;\r\n }\r\n\r\n /**\r\n * Creates a RawTexture from an RGBA color array and sets it on the plugin material instance.\r\n * @param name name of the texture\r\n * @param colors Uint8Array of colors\r\n * @param colorsSampling sampling mode of the created texture\r\n * @param scene Scene\r\n * @returns the colors texture\r\n */\r\n public static CreateColorsTexture(name: string, colors: Color3[], colorsSampling: number, scene: Scene) {\r\n const maxTextureSize = scene.getEngine().getCaps().maxTextureSize ?? 1;\r\n const width = colors.length > maxTextureSize ? maxTextureSize : colors.length;\r\n const height = Math.ceil(colors.length / maxTextureSize);\r\n if (height > 1) {\r\n colors = [...colors, ...Array(width * height - colors.length).fill(colors[0])];\r\n }\r\n const colorsArray = GreasedLineTools.Color3toRGBAUint8(colors);\r\n const colorsTexture = new RawTexture(colorsArray, width, height, Engine.TEXTUREFORMAT_RGBA, scene, false, true, colorsSampling);\r\n colorsTexture.name = name;\r\n return colorsTexture;\r\n }\r\n\r\n /**\r\n * A minimum size texture for the colors sampler2D when there is no colors texture defined yet.\r\n * For fast switching using the useColors property without the need to use defines.\r\n * @param scene Scene\r\n * @returns empty colors texture\r\n */\r\n public static PrepareEmptyColorsTexture(scene: Scene) {\r\n if (!GreasedLineMaterialDefaults.EmptyColorsTexture) {\r\n const colorsArray = new Uint8Array(4);\r\n GreasedLineMaterialDefaults.EmptyColorsTexture = new RawTexture(colorsArray, 1, 1, Engine.TEXTUREFORMAT_RGBA, scene, false, false, RawTexture.NEAREST_NEAREST);\r\n GreasedLineMaterialDefaults.EmptyColorsTexture.name = \"grlEmptyColorsTexture\";\r\n }\r\n\r\n return GreasedLineMaterialDefaults.EmptyColorsTexture;\r\n }\r\n\r\n /**\r\n * Diposes the shared empty colors texture\r\n */\r\n public static DisposeEmptyColorsTexture() {\r\n GreasedLineMaterialDefaults.EmptyColorsTexture?.dispose();\r\n GreasedLineMaterialDefaults.EmptyColorsTexture = null;\r\n }\r\n\r\n /**\r\n * Converts boolean to number.\r\n * @param bool the bool value\r\n * @returns 1 if true, 0 if false.\r\n */\r\n public static BooleanToNumber(bool?: boolean) {\r\n return bool ? 1 : 0;\r\n }\r\n}\r\n"]}
1
+ 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{ Curve3 } from \"../Maths/math.path\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { TmpVectors, Vector3 } from \"../Maths/math.vector\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { IFontData } from \"../Meshes/Builders/textBuilder\";\r\nimport { CreateTextShapePaths } from \"../Meshes/Builders/textBuilder\";\r\nimport type { FloatArray, IndicesArray } from \"../types\";\r\nimport type { GreasedLinePoints, GreasedLinePointsOptions } from \"../Meshes/GreasedLine/greasedLineBaseMesh\";\r\nimport type { Color3 } from \"../Maths/math.color\";\r\nimport { RawTexture } from \"../Materials/Textures/rawTexture\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { GreasedLineMaterialDefaults } from \"../Materials/GreasedLine/greasedLineMaterialDefaults\";\r\n\r\n/**\r\n * Tool functions for GreasedLine\r\n */\r\nexport class GreasedLineTools {\r\n /**\r\n * Converts GreasedLinePoints to number[][]\r\n * @param points GreasedLinePoints\r\n * @param options GreasedLineToolsConvertPointsOptions\r\n * @returns number[][] with x, y, z coordinates of the points, like [[x, y, z, x, y, z, ...], [x, y, z, ...]]\r\n */\r\n public static ConvertPoints(points: GreasedLinePoints, options?: GreasedLinePointsOptions): number[][] {\r\n if (points.length && Array.isArray(points) && typeof points[0] === \"number\") {\r\n return [<number[]>points];\r\n } else if (points.length && Array.isArray(points[0]) && typeof points[0][0] === \"number\") {\r\n return <number[][]>points;\r\n } else if (points.length && !Array.isArray(points[0]) && points[0] instanceof Vector3) {\r\n const positions: number[] = [];\r\n for (let j = 0; j < points.length; j++) {\r\n const p = points[j] as Vector3;\r\n positions.push(p.x, p.y, p.z);\r\n }\r\n return [positions];\r\n } else if (points.length > 0 && Array.isArray(points[0]) && points[0].length > 0 && points[0][0] instanceof Vector3) {\r\n const positions: number[][] = [];\r\n const vectorPoints = points as Vector3[][];\r\n for (const p of vectorPoints) {\r\n positions.push(p.flatMap((p2) => [p2.x, p2.y, p2.z]));\r\n }\r\n return positions;\r\n } else if (points instanceof Float32Array) {\r\n if (options?.floatArrayStride) {\r\n const positions: number[][] = [];\r\n const stride = options.floatArrayStride * 3;\r\n for (let i = 0; i < points.length; i += stride) {\r\n const linePoints = new Array(stride); // Pre-allocate memory for the line\r\n for (let j = 0; j < stride; j++) {\r\n linePoints[j] = points[i + j];\r\n }\r\n positions.push(linePoints);\r\n }\r\n return positions;\r\n } else {\r\n return [Array.from(points)];\r\n }\r\n } else if (points.length && points[0] instanceof Float32Array) {\r\n const positions: number[][] = [];\r\n for (const p of points) {\r\n positions.push(Array.from(p as Float32Array));\r\n }\r\n\r\n return positions;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n /**\r\n * Omit zero length lines predicate for the MeshesToLines function\r\n * @param p1 point1 position of the face\r\n * @param p2 point2 position of the face\r\n * @param p3 point3 position of the face\r\n * @returns original points or null if any edge length is zero\r\n */\r\n public static OmitZeroLengthPredicate(p1: Vector3, p2: Vector3, p3: Vector3) {\r\n const fileredPoints = [];\r\n // edge1\r\n if (p2.subtract(p1).lengthSquared() > 0) {\r\n fileredPoints.push([p1, p2]);\r\n }\r\n // edge2\r\n if (p3.subtract(p2).lengthSquared() > 0) {\r\n fileredPoints.push([p2, p3]);\r\n }\r\n // edge3\r\n if (p1.subtract(p3).lengthSquared() > 0) {\r\n fileredPoints.push([p3, p1]);\r\n }\r\n return fileredPoints.length === 0 ? null : fileredPoints;\r\n }\r\n\r\n /**\r\n * Omit duplicate lines predicate for the MeshesToLines function\r\n * @param p1 point1 position of the face\r\n * @param p2 point2 position of the face\r\n * @param p3 point3 position of the face\r\n * @param points array of points to search in\r\n * @returns original points or null if any edge length is zero\r\n */\r\n public static OmitDuplicatesPredicate(p1: Vector3, p2: Vector3, p3: Vector3, points: Vector3[][]) {\r\n const fileredPoints = [];\r\n // edge1\r\n if (!GreasedLineTools._SearchInPoints(p1, p2, points)) {\r\n fileredPoints.push([p1, p2]);\r\n }\r\n // edge2\r\n if (!GreasedLineTools._SearchInPoints(p2, p3, points)) {\r\n fileredPoints.push([p2, p3]);\r\n }\r\n // edge3\r\n if (!GreasedLineTools._SearchInPoints(p3, p1, points)) {\r\n fileredPoints.push([p3, p1]);\r\n }\r\n return fileredPoints.length === 0 ? null : fileredPoints;\r\n }\r\n\r\n private static _SearchInPoints(p1: Vector3, p2: Vector3, points: Vector3[][]) {\r\n for (const ps of points) {\r\n for (let i = 0; i < ps.length; i++) {\r\n if (ps[i]?.equals(p1)) {\r\n // find the first point\r\n // if it has a sibling of p2 the line already exists\r\n if (ps[i + 1]?.equals(p2) || ps[i - 1]?.equals(p2)) {\r\n return true;\r\n }\r\n }\r\n }\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * Gets mesh triangles as line positions\r\n * @param meshes array of meshes\r\n * @param predicate predicate function which decides whether to include the mesh triangle/face in the ouput\r\n * @returns array of arrays of points\r\n */\r\n public static MeshesToLines(\r\n meshes: AbstractMesh[],\r\n predicate?: (\r\n p1: Vector3,\r\n p2: Vector3,\r\n p3: Vector3,\r\n points: Vector3[][],\r\n indiceIndex: number,\r\n vertexIndex: number,\r\n mesh: AbstractMesh,\r\n meshIndex: number,\r\n vertices: FloatArray,\r\n indices: IndicesArray\r\n ) => Vector3[][]\r\n ) {\r\n const points: Vector3[][] = [];\r\n\r\n for (let meshIndex = 0; meshIndex < meshes.length; meshIndex++) {\r\n const mesh = meshes[meshIndex];\r\n const vertices = mesh.getVerticesData(VertexBuffer.PositionKind);\r\n const indices = mesh.getIndices();\r\n if (vertices && indices) {\r\n for (let i = 0, ii = 0; i < indices.length; i++) {\r\n const vi1 = indices[ii++] * 3;\r\n const vi2 = indices[ii++] * 3;\r\n const vi3 = indices[ii++] * 3;\r\n\r\n const p1 = new Vector3(vertices[vi1], vertices[vi1 + 1], vertices[vi1 + 2]);\r\n const p2 = new Vector3(vertices[vi2], vertices[vi2 + 1], vertices[vi2 + 2]);\r\n const p3 = new Vector3(vertices[vi3], vertices[vi3 + 1], vertices[vi3 + 2]);\r\n\r\n if (predicate) {\r\n const pointsFromPredicate = predicate(p1, p2, p3, points, i, vi1, mesh, meshIndex, vertices, indices);\r\n if (pointsFromPredicate) {\r\n for (const p of pointsFromPredicate) {\r\n points.push(p);\r\n }\r\n }\r\n } else {\r\n points.push([p1, p2], [p2, p3], [p3, p1]);\r\n }\r\n }\r\n }\r\n }\r\n\r\n return points;\r\n }\r\n\r\n /**\r\n * Converts number coordinates to Vector3s\r\n * @param points number array of x, y, z, x, y z, ... coordinates\r\n * @returns Vector3 array\r\n */\r\n public static ToVector3Array(points: number[] | number[][]) {\r\n if (Array.isArray(points[0])) {\r\n const array: Vector3[][] = [];\r\n const inputArray = points as number[][];\r\n for (const subInputArray of inputArray) {\r\n const subArray: Vector3[] = [];\r\n for (let i = 0; i < subInputArray.length; i += 3) {\r\n subArray.push(new Vector3(subInputArray[i], subInputArray[i + 1], subInputArray[i + 2]));\r\n }\r\n array.push(subArray);\r\n }\r\n return array;\r\n }\r\n\r\n const inputArray = points as number[];\r\n const array: Vector3[] = [];\r\n for (let i = 0; i < inputArray.length; i += 3) {\r\n array.push(new Vector3(inputArray[i], inputArray[i + 1], inputArray[i + 2]));\r\n }\r\n return array;\r\n }\r\n\r\n /**\r\n * Gets a number array from a Vector3 array.\r\n * You can you for example to convert your Vector3[] offsets to the required number[] for the offsets option.\r\n * @param points Vector3 array\r\n * @returns an array of x, y, z coordinates as numbers [x, y, z, x, y, z, x, y, z, ....]\r\n */\r\n public static ToNumberArray(points: Vector3[]) {\r\n return points.flatMap((v) => [v.x, v.y, v.z]);\r\n }\r\n\r\n /**\r\n * Calculates the sum of points of every line and the number of points in each line.\r\n * This function is useful when you are drawing multiple lines in one mesh and you want\r\n * to know the counts. For example for creating an offsets table.\r\n * @param points point array\r\n * @returns points count info\r\n */\r\n public static GetPointsCountInfo(points: number[][]): { total: number; counts: number[] } {\r\n const counts = new Array(points.length);\r\n let total = 0;\r\n for (let n = points.length; n--; ) {\r\n counts[n] = points[n].length / 3;\r\n total += counts[n];\r\n }\r\n return { total, counts };\r\n }\r\n\r\n /**\r\n * Gets the length of the line counting all it's segments length\r\n * @param data array of line points\r\n * @returns length of the line\r\n */\r\n public static GetLineLength(data: Vector3[] | number[]): number {\r\n if (data.length === 0) {\r\n return 0;\r\n }\r\n\r\n let points: Vector3[];\r\n if (typeof data[0] === \"number\") {\r\n points = GreasedLineTools.ToVector3Array(<number[]>data) as Vector3[];\r\n } else {\r\n points = data as Vector3[];\r\n }\r\n\r\n const tmp = TmpVectors.Vector3[0];\r\n let length = 0;\r\n for (let index = 0; index < points.length - 1; index++) {\r\n const point1 = points[index];\r\n const point2 = points[index + 1];\r\n length += point2.subtractToRef(point1, tmp).length();\r\n }\r\n return length;\r\n }\r\n\r\n /**\r\n * Gets the length from the beginning to each point of the line as array.\r\n * @param data array of line points\r\n * @param buf optional pre-allocated buffer to reduce memory pressure, should be at least `data.length * 4 / 3` bytes\r\n * @returns length array of the line\r\n */\r\n public static GetLineLengthArray(data: number[], buf?: ArrayBuffer): Float32Array {\r\n const out = buf ? new Float32Array(buf, 0, data.length / 3) : new Float32Array(data.length / 3);\r\n let length = 0;\r\n for (let index = 0, pointsLength = data.length / 3 - 1; index < pointsLength; index++) {\r\n let x = data[index * 3 + 0];\r\n let y = data[index * 3 + 1];\r\n let z = data[index * 3 + 2];\r\n x -= data[index * 3 + 3];\r\n y -= data[index * 3 + 4];\r\n z -= data[index * 3 + 5];\r\n const currentLength = Math.sqrt(x * x + y * y + z * z);\r\n length += currentLength;\r\n out[index + 1] = length;\r\n }\r\n return out;\r\n }\r\n\r\n /**\r\n * Divides a segment into smaller segments.\r\n * A segment is a part of the line between it's two points.\r\n * @param point1 first point of the line\r\n * @param point2 second point of the line\r\n * @param segmentCount number of segments we want to have in the divided line\r\n * @returns\r\n */\r\n public static SegmentizeSegmentByCount(point1: Vector3, point2: Vector3, segmentCount: number): Vector3[] {\r\n const dividedLinePoints: Vector3[] = [];\r\n const diff = point2.subtract(point1);\r\n const divisor = TmpVectors.Vector3[0];\r\n divisor.setAll(segmentCount);\r\n const segmentVector = TmpVectors.Vector3[1];\r\n diff.divideToRef(divisor, segmentVector);\r\n\r\n let nextPoint = point1.clone();\r\n dividedLinePoints.push(nextPoint);\r\n for (let index = 0; index < segmentCount; index++) {\r\n nextPoint = nextPoint.clone();\r\n dividedLinePoints.push(nextPoint.addInPlace(segmentVector));\r\n }\r\n\r\n return dividedLinePoints;\r\n }\r\n\r\n /**\r\n * Divides a line into segments.\r\n * A segment is a part of the line between it's two points.\r\n * @param what line points\r\n * @param segmentLength length of each segment of the resulting line (distance between two line points)\r\n * @returns line point\r\n */\r\n public static SegmentizeLineBySegmentLength(what: Vector3[] | number[] | { point1: Vector3; point2: Vector3; length: number }[], segmentLength: number): Vector3[] {\r\n const subLines =\r\n what[0] instanceof Vector3\r\n ? GreasedLineTools.GetLineSegments(what as Vector3[])\r\n : typeof what[0] === \"number\"\r\n ? GreasedLineTools.GetLineSegments(GreasedLineTools.ToVector3Array(what as number[]) as Vector3[])\r\n : (what as { point1: Vector3; point2: Vector3; length: number }[]);\r\n const points: Vector3[] = [];\r\n for (const s of subLines) {\r\n if (s.length > segmentLength) {\r\n const segments = GreasedLineTools.SegmentizeSegmentByCount(s.point1, s.point2, Math.ceil(s.length / segmentLength));\r\n for (const seg of segments) {\r\n points.push(seg);\r\n }\r\n } else {\r\n points.push(s.point1);\r\n points.push(s.point2);\r\n }\r\n }\r\n return points;\r\n }\r\n\r\n /**\r\n * Divides a line into segments.\r\n * A segment is a part of the line between it's two points.\r\n * @param what line points\r\n * @param segmentCount number of segments\r\n * @returns line point\r\n */\r\n public static SegmentizeLineBySegmentCount(what: Vector3[] | number[], segmentCount: number): Vector3[] {\r\n const points = <Vector3[]>(typeof what[0] === \"number\" ? GreasedLineTools.ToVector3Array(<number[]>what) : what);\r\n const segmentLength = GreasedLineTools.GetLineLength(points) / segmentCount;\r\n return GreasedLineTools.SegmentizeLineBySegmentLength(points, segmentLength);\r\n }\r\n /**\r\n * Gets line segments.\r\n * A segment is a part of the line between it's two points.\r\n * @param points line points\r\n * @returns segments information of the line segment including starting point, ending point and the distance between them\r\n */\r\n public static GetLineSegments(points: Vector3[]): { point1: Vector3; point2: Vector3; length: number }[] {\r\n const segments = [];\r\n for (let index = 0; index < points.length - 1; index++) {\r\n const point1 = points[index];\r\n const point2 = points[index + 1];\r\n const length = point2.subtract(point1).length();\r\n segments.push({ point1, point2, length });\r\n }\r\n\r\n return segments;\r\n }\r\n\r\n /**\r\n * Gets the minimum and the maximum length of a line segment in the line.\r\n * A segment is a part of the line between it's two points.\r\n * @param points line points\r\n * @returns\r\n */\r\n public static GetMinMaxSegmentLength(points: Vector3[]): { min: number; max: number } {\r\n const subLines = GreasedLineTools.GetLineSegments(points);\r\n const sorted = subLines.sort((s) => s.length);\r\n return {\r\n min: sorted[0].length,\r\n max: sorted[sorted.length - 1].length,\r\n };\r\n }\r\n\r\n /**\r\n * Finds the last visible position in world space of the line according to the visibility parameter\r\n * @param lineSegments segments of the line\r\n * @param lineLength total length of the line\r\n * @param visbility normalized value of visibility\r\n * @param localSpace if true the result will be in local space (default is false)\r\n * @returns world space coordinate of the last visible piece of the line\r\n */\r\n public static GetPositionOnLineByVisibility(lineSegments: { point1: Vector3; point2: Vector3; length: number }[], lineLength: number, visbility: number, localSpace = false) {\r\n const lengthVisibilityRatio = lineLength * visbility;\r\n let sumSegmentLengths = 0;\r\n let segmentIndex = 0;\r\n\r\n const lineSegmentsLength = lineSegments.length;\r\n for (let i = 0; i < lineSegmentsLength; i++) {\r\n if (lengthVisibilityRatio <= sumSegmentLengths + lineSegments[i].length) {\r\n segmentIndex = i;\r\n break;\r\n }\r\n sumSegmentLengths += lineSegments[i].length;\r\n }\r\n\r\n const s = (lengthVisibilityRatio - sumSegmentLengths) / lineSegments[segmentIndex].length;\r\n\r\n lineSegments[segmentIndex].point2.subtractToRef(lineSegments[segmentIndex].point1, TmpVectors.Vector3[0]);\r\n TmpVectors.Vector3[1] = TmpVectors.Vector3[0].multiplyByFloats(s, s, s);\r\n if (!localSpace) {\r\n TmpVectors.Vector3[1].addInPlace(lineSegments[segmentIndex].point1);\r\n }\r\n\r\n return TmpVectors.Vector3[1].clone();\r\n }\r\n\r\n /**\r\n * Creates lines in a shape of circle/arc.\r\n * A segment is a part of the line between it's two points.\r\n * @param radiusX radiusX of the circle\r\n * @param segments number of segments in the circle\r\n * @param z z coordinate of the points. Defaults to 0.\r\n * @param radiusY radiusY of the circle - you can draw an oval if using different values\r\n * @param segmentAngle angle offset of the segments. Defaults to Math.PI * 2 / segments. Change this value to draw a part of the circle.\r\n * @returns line points\r\n */\r\n public static GetCircleLinePoints(radiusX: number, segments: number, z = 0, radiusY = radiusX, segmentAngle = (Math.PI * 2) / segments) {\r\n const points: Vector3[] = [];\r\n for (let i = 0; i <= segments; i++) {\r\n points.push(new Vector3(Math.cos(i * segmentAngle) * radiusX, Math.sin(i * segmentAngle) * radiusY, z));\r\n }\r\n return points;\r\n }\r\n\r\n /**\r\n * Gets line points in a shape of a bezier curve\r\n * @param p0 bezier point0\r\n * @param p1 bezier point1\r\n * @param p2 bezier point2\r\n * @param segments number of segments in the curve\r\n * @returns\r\n */\r\n public static GetBezierLinePoints(p0: Vector3, p1: Vector3, p2: Vector3, segments: number) {\r\n return Curve3.CreateQuadraticBezier(p0, p1, p2, segments)\r\n .getPoints()\r\n .flatMap((v) => [v.x, v.y, v.z]);\r\n }\r\n\r\n /**\r\n *\r\n * @param position position of the arrow cap (mainly you want to create a triangle, set widthUp and widthDown to the same value and omit widthStartUp and widthStartDown)\r\n * @param direction direction which the arrow points to\r\n * @param length length (size) of the arrow cap itself\r\n * @param widthUp the arrow width above the line\r\n * @param widthDown the arrow width belove the line\r\n * @param widthStartUp the arrow width at the start of the arrow above the line. In most scenarios this is 0.\r\n * @param widthStartDown the arrow width at the start of the arrow below the line. In most scenarios this is 0.\r\n * @returns\r\n */\r\n public static GetArrowCap(position: Vector3, direction: Vector3, length: number, widthUp: number, widthDown: number, widthStartUp = 0, widthStartDown = 0) {\r\n const points = [position.clone(), position.add(direction.multiplyByFloats(length, length, length))];\r\n const widths = [widthUp, widthDown, widthStartUp, widthStartDown];\r\n\r\n return {\r\n points,\r\n widths,\r\n };\r\n }\r\n\r\n /**\r\n * Gets 3D positions of points from a text and font\r\n * @param text Text\r\n * @param size Size of the font\r\n * @param resolution Resolution of the font\r\n * @param fontData defines the font data (can be generated with http://gero3.github.io/facetype.js/)\r\n * @param z z coordinate\r\n * @param includeInner include the inner parts of the font in the result. Default true. If false, only the outlines will be returned.\r\n * @returns number[][] of 3D positions\r\n */\r\n public static GetPointsFromText(text: string, size: number, resolution: number, fontData: IFontData, z = 0, includeInner = true) {\r\n const allPoints = [];\r\n const shapePaths = CreateTextShapePaths(text, size, resolution, fontData);\r\n\r\n for (const sp of shapePaths) {\r\n for (const p of sp.paths) {\r\n const points = [];\r\n const points2d = p.getPoints();\r\n for (const p2d of points2d) {\r\n points.push(p2d.x, p2d.y, z);\r\n }\r\n allPoints.push(points);\r\n }\r\n\r\n if (includeInner) {\r\n for (const h of sp.holes) {\r\n const holes = [];\r\n const points2d = h.getPoints();\r\n for (const p2d of points2d) {\r\n holes.push(p2d.x, p2d.y, z);\r\n }\r\n allPoints.push(holes);\r\n }\r\n }\r\n }\r\n\r\n return allPoints;\r\n }\r\n\r\n /**\r\n * Converts an array of Color3 to Uint8Array\r\n * @param colors Arrray of Color3\r\n * @returns Uin8Array of colors [r, g, b, a, r, g, b, a, ...]\r\n */\r\n public static Color3toRGBAUint8(colors: Color3[]): Uint8Array {\r\n const colorTable: Uint8Array = new Uint8Array(colors.length * 4);\r\n for (let i = 0, j = 0; i < colors.length; i++) {\r\n colorTable[j++] = colors[i].r * 255;\r\n colorTable[j++] = colors[i].g * 255;\r\n colorTable[j++] = colors[i].b * 255;\r\n colorTable[j++] = 255;\r\n }\r\n\r\n return colorTable;\r\n }\r\n\r\n /**\r\n * Creates a RawTexture from an RGBA color array and sets it on the plugin material instance.\r\n * @param name name of the texture\r\n * @param colors Uint8Array of colors\r\n * @param colorsSampling sampling mode of the created texture\r\n * @param scene Scene\r\n * @returns the colors texture\r\n */\r\n public static CreateColorsTexture(name: string, colors: Color3[], colorsSampling: number, scene: Scene) {\r\n const maxTextureSize = scene.getEngine().getCaps().maxTextureSize ?? 1;\r\n const width = colors.length > maxTextureSize ? maxTextureSize : colors.length;\r\n const height = Math.ceil(colors.length / maxTextureSize);\r\n if (height > 1) {\r\n colors = [...colors, ...Array(width * height - colors.length).fill(colors[0])];\r\n }\r\n const colorsArray = GreasedLineTools.Color3toRGBAUint8(colors);\r\n const colorsTexture = new RawTexture(colorsArray, width, height, Engine.TEXTUREFORMAT_RGBA, scene, false, true, colorsSampling);\r\n colorsTexture.name = name;\r\n return colorsTexture;\r\n }\r\n\r\n /**\r\n * A minimum size texture for the colors sampler2D when there is no colors texture defined yet.\r\n * For fast switching using the useColors property without the need to use defines.\r\n * @param scene Scene\r\n * @returns empty colors texture\r\n */\r\n public static PrepareEmptyColorsTexture(scene: Scene) {\r\n if (!GreasedLineMaterialDefaults.EmptyColorsTexture) {\r\n const colorsArray = new Uint8Array(4);\r\n GreasedLineMaterialDefaults.EmptyColorsTexture = new RawTexture(colorsArray, 1, 1, Engine.TEXTUREFORMAT_RGBA, scene, false, false, RawTexture.NEAREST_NEAREST);\r\n GreasedLineMaterialDefaults.EmptyColorsTexture.name = \"grlEmptyColorsTexture\";\r\n }\r\n\r\n return GreasedLineMaterialDefaults.EmptyColorsTexture;\r\n }\r\n\r\n /**\r\n * Diposes the shared empty colors texture\r\n */\r\n public static DisposeEmptyColorsTexture() {\r\n GreasedLineMaterialDefaults.EmptyColorsTexture?.dispose();\r\n GreasedLineMaterialDefaults.EmptyColorsTexture = null;\r\n }\r\n\r\n /**\r\n * Converts boolean to number.\r\n * @param bool the bool value\r\n * @returns 1 if true, 0 if false.\r\n */\r\n public static BooleanToNumber(bool?: boolean) {\r\n return bool ? 1 : 0;\r\n }\r\n}\r\n"]}
@@ -9,7 +9,7 @@ import { PhysicsEngine as PhysicsEngineV2 } from "./v2/physicsEngine.js";
9
9
  * @returns a IPhysicsEngine or null if none attached
10
10
  */
11
11
  Scene.prototype.getPhysicsEngine = function () {
12
- return this._physicsEngine;
12
+ return this._physicsEngine ?? null;
13
13
  };
14
14
  /**
15
15
  * Enables physics to the current scene
@@ -1 +1 @@
1
- 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type { Nullable } from \"../types\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { Vector3 } from \"../Maths/math.vector\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { ISceneComponent } from \"../sceneComponent\";\r\nimport { SceneComponentConstants } from \"../sceneComponent\";\r\nimport { Scene } from \"../scene\";\r\nimport type { IPhysicsEngine } from \"./IPhysicsEngine\";\r\nimport type { IPhysicsEnginePlugin as IPhysicsEnginePluginV1 } from \"./v1/IPhysicsEnginePlugin\";\r\nimport type { IPhysicsEnginePluginV2 } from \"./v2/IPhysicsEnginePlugin\";\r\nimport { PhysicsEngine as PhysicsEngineV1 } from \"./v1/physicsEngine\";\r\nimport { PhysicsEngine as PhysicsEngineV2 } from \"./v2/physicsEngine\";\r\n\r\ndeclare module \"../scene\" {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n export interface Scene {\r\n /** @internal (Backing field) */\r\n _physicsEngine: Nullable<IPhysicsEngine>;\r\n /** @internal */\r\n _physicsTimeAccumulator: number;\r\n\r\n /**\r\n * Gets the current physics engine\r\n * @returns a IPhysicsEngine or null if none attached\r\n */\r\n getPhysicsEngine(): Nullable<IPhysicsEngine>;\r\n\r\n /**\r\n * Enables physics to the current scene\r\n * @param gravity defines the scene's gravity for the physics engine. defaults to real earth gravity : (0, -9.81, 0)\r\n * @param plugin defines the physics engine to be used. defaults to CannonJS.\r\n * @returns a boolean indicating if the physics engine was initialized\r\n */\r\n enablePhysics(gravity?: Nullable<Vector3>, plugin?: IPhysicsEnginePluginV1 | IPhysicsEnginePluginV2): boolean;\r\n\r\n /**\r\n * Disables and disposes the physics engine associated with the scene\r\n */\r\n disablePhysicsEngine(): void;\r\n\r\n /**\r\n * Gets a boolean indicating if there is an active physics engine\r\n * @returns a boolean indicating if there is an active physics engine\r\n */\r\n isPhysicsEnabled(): boolean;\r\n\r\n /**\r\n * Deletes a physics compound impostor\r\n * @param compound defines the compound to delete\r\n */\r\n deleteCompoundImpostor(compound: any): void;\r\n\r\n /**\r\n * An event triggered when physic simulation is about to be run\r\n */\r\n onBeforePhysicsObservable: Observable<Scene>;\r\n\r\n /**\r\n * An event triggered when physic simulation has been done\r\n */\r\n onAfterPhysicsObservable: Observable<Scene>;\r\n }\r\n}\r\n\r\n/**\r\n * Gets the current physics engine\r\n * @returns a IPhysicsEngine or null if none attached\r\n */\r\nScene.prototype.getPhysicsEngine = function (): Nullable<IPhysicsEngine> {\r\n return this._physicsEngine;\r\n};\r\n\r\n/**\r\n * Enables physics to the current scene\r\n * @param gravity defines the scene's gravity for the physics engine\r\n * @param plugin defines the physics engine to be used. defaults to CannonJS.\r\n * @returns a boolean indicating if the physics engine was initialized\r\n */\r\nScene.prototype.enablePhysics = function (gravity: Nullable<Vector3> = null, plugin?: IPhysicsEnginePluginV1 | IPhysicsEnginePluginV2): boolean {\r\n if (this._physicsEngine) {\r\n return true;\r\n }\r\n\r\n // Register the component to the scene\r\n let component = this._getComponent(SceneComponentConstants.NAME_PHYSICSENGINE) as PhysicsEngineSceneComponent;\r\n if (!component) {\r\n component = new PhysicsEngineSceneComponent(this);\r\n this._addComponent(component);\r\n }\r\n\r\n try {\r\n if (!plugin || plugin?.getPluginVersion() === 1) {\r\n this._physicsEngine = new PhysicsEngineV1(gravity, plugin as IPhysicsEnginePluginV1);\r\n } else if (plugin?.getPluginVersion() === 2) {\r\n this._physicsEngine = new PhysicsEngineV2(gravity, plugin as IPhysicsEnginePluginV2);\r\n } else {\r\n throw new Error(\"Unsupported Physics plugin version.\");\r\n }\r\n this._physicsTimeAccumulator = 0;\r\n return true;\r\n } catch (e) {\r\n Logger.Error(e.message);\r\n return false;\r\n }\r\n};\r\n\r\n/**\r\n * Disables and disposes the physics engine associated with the scene\r\n */\r\nScene.prototype.disablePhysicsEngine = function (): void {\r\n if (!this._physicsEngine) {\r\n return;\r\n }\r\n\r\n this._physicsEngine.dispose();\r\n this._physicsEngine = null;\r\n};\r\n\r\n/**\r\n * Gets a boolean indicating if there is an active physics engine\r\n * @returns a boolean indicating if there is an active physics engine\r\n */\r\nScene.prototype.isPhysicsEnabled = function (): boolean {\r\n return this._physicsEngine !== undefined;\r\n};\r\n\r\n/**\r\n * Deletes a physics compound impostor\r\n * @param compound defines the compound to delete\r\n */\r\nScene.prototype.deleteCompoundImpostor = function (compound: any): void {\r\n const mesh: AbstractMesh = compound.parts[0].mesh;\r\n\r\n if (mesh.physicsImpostor) {\r\n mesh.physicsImpostor.dispose(/*true*/);\r\n mesh.physicsImpostor = null;\r\n }\r\n};\r\n\r\n/**\r\n * @internal\r\n */\r\nScene.prototype._advancePhysicsEngineStep = function (step: number) {\r\n if (this._physicsEngine) {\r\n const subTime = this._physicsEngine.getSubTimeStep();\r\n if (subTime > 0) {\r\n this._physicsTimeAccumulator += step;\r\n while (this._physicsTimeAccumulator > subTime) {\r\n this.onBeforePhysicsObservable.notifyObservers(this);\r\n this._physicsEngine._step(subTime / 1000);\r\n this.onAfterPhysicsObservable.notifyObservers(this);\r\n this._physicsTimeAccumulator -= subTime;\r\n }\r\n } else {\r\n this.onBeforePhysicsObservable.notifyObservers(this);\r\n this._physicsEngine._step(step / 1000);\r\n this.onAfterPhysicsObservable.notifyObservers(this);\r\n }\r\n }\r\n};\r\n\r\n/**\r\n * Defines the physics engine scene component responsible to manage a physics engine\r\n */\r\nexport class PhysicsEngineSceneComponent implements ISceneComponent {\r\n /**\r\n * The component name helpful to identify the component in the list of scene components.\r\n */\r\n public readonly name = SceneComponentConstants.NAME_PHYSICSENGINE;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /**\r\n * Creates a new instance of the component for the given scene\r\n * @param scene Defines the scene to register the component in\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n this.scene.onBeforePhysicsObservable = new Observable<Scene>();\r\n this.scene.onAfterPhysicsObservable = new Observable<Scene>();\r\n\r\n // Replace the function used to get the deterministic frame time\r\n this.scene.getDeterministicFrameTime = () => {\r\n if (this.scene._physicsEngine) {\r\n return this.scene._physicsEngine.getTimeStep() * 1000;\r\n }\r\n\r\n return 1000.0 / 60.0;\r\n };\r\n }\r\n\r\n /**\r\n * Registers the component in a given scene\r\n */\r\n public register(): void {}\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n // Nothing to do for this component\r\n }\r\n\r\n /**\r\n * Disposes the component and the associated resources\r\n */\r\n public dispose(): void {\r\n this.scene.onBeforePhysicsObservable.clear();\r\n this.scene.onAfterPhysicsObservable.clear();\r\n\r\n if (this.scene._physicsEngine) {\r\n this.scene.disablePhysicsEngine();\r\n }\r\n }\r\n}\r\n"]}
1
+ 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type { Nullable } from \"../types\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { Vector3 } from \"../Maths/math.vector\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { ISceneComponent } from \"../sceneComponent\";\r\nimport { SceneComponentConstants } from \"../sceneComponent\";\r\nimport { Scene } from \"../scene\";\r\nimport type { IPhysicsEngine } from \"./IPhysicsEngine\";\r\nimport type { IPhysicsEnginePlugin as IPhysicsEnginePluginV1 } from \"./v1/IPhysicsEnginePlugin\";\r\nimport type { IPhysicsEnginePluginV2 } from \"./v2/IPhysicsEnginePlugin\";\r\nimport { PhysicsEngine as PhysicsEngineV1 } from \"./v1/physicsEngine\";\r\nimport { PhysicsEngine as PhysicsEngineV2 } from \"./v2/physicsEngine\";\r\n\r\ndeclare module \"../scene\" {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n export interface Scene {\r\n /** @internal (Backing field) */\r\n _physicsEngine: Nullable<IPhysicsEngine>;\r\n /** @internal */\r\n _physicsTimeAccumulator: number;\r\n\r\n /**\r\n * Gets the current physics engine\r\n * @returns a IPhysicsEngine or null if none attached\r\n */\r\n getPhysicsEngine(): Nullable<IPhysicsEngine>;\r\n\r\n /**\r\n * Enables physics to the current scene\r\n * @param gravity defines the scene's gravity for the physics engine. defaults to real earth gravity : (0, -9.81, 0)\r\n * @param plugin defines the physics engine to be used. defaults to CannonJS.\r\n * @returns a boolean indicating if the physics engine was initialized\r\n */\r\n enablePhysics(gravity?: Nullable<Vector3>, plugin?: IPhysicsEnginePluginV1 | IPhysicsEnginePluginV2): boolean;\r\n\r\n /**\r\n * Disables and disposes the physics engine associated with the scene\r\n */\r\n disablePhysicsEngine(): void;\r\n\r\n /**\r\n * Gets a boolean indicating if there is an active physics engine\r\n * @returns a boolean indicating if there is an active physics engine\r\n */\r\n isPhysicsEnabled(): boolean;\r\n\r\n /**\r\n * Deletes a physics compound impostor\r\n * @param compound defines the compound to delete\r\n */\r\n deleteCompoundImpostor(compound: any): void;\r\n\r\n /**\r\n * An event triggered when physic simulation is about to be run\r\n */\r\n onBeforePhysicsObservable: Observable<Scene>;\r\n\r\n /**\r\n * An event triggered when physic simulation has been done\r\n */\r\n onAfterPhysicsObservable: Observable<Scene>;\r\n }\r\n}\r\n\r\n/**\r\n * Gets the current physics engine\r\n * @returns a IPhysicsEngine or null if none attached\r\n */\r\nScene.prototype.getPhysicsEngine = function (): Nullable<IPhysicsEngine> {\r\n return this._physicsEngine ?? null;\r\n};\r\n\r\n/**\r\n * Enables physics to the current scene\r\n * @param gravity defines the scene's gravity for the physics engine\r\n * @param plugin defines the physics engine to be used. defaults to CannonJS.\r\n * @returns a boolean indicating if the physics engine was initialized\r\n */\r\nScene.prototype.enablePhysics = function (gravity: Nullable<Vector3> = null, plugin?: IPhysicsEnginePluginV1 | IPhysicsEnginePluginV2): boolean {\r\n if (this._physicsEngine) {\r\n return true;\r\n }\r\n\r\n // Register the component to the scene\r\n let component = this._getComponent(SceneComponentConstants.NAME_PHYSICSENGINE) as PhysicsEngineSceneComponent;\r\n if (!component) {\r\n component = new PhysicsEngineSceneComponent(this);\r\n this._addComponent(component);\r\n }\r\n\r\n try {\r\n if (!plugin || plugin?.getPluginVersion() === 1) {\r\n this._physicsEngine = new PhysicsEngineV1(gravity, plugin as IPhysicsEnginePluginV1);\r\n } else if (plugin?.getPluginVersion() === 2) {\r\n this._physicsEngine = new PhysicsEngineV2(gravity, plugin as IPhysicsEnginePluginV2);\r\n } else {\r\n throw new Error(\"Unsupported Physics plugin version.\");\r\n }\r\n this._physicsTimeAccumulator = 0;\r\n return true;\r\n } catch (e) {\r\n Logger.Error(e.message);\r\n return false;\r\n }\r\n};\r\n\r\n/**\r\n * Disables and disposes the physics engine associated with the scene\r\n */\r\nScene.prototype.disablePhysicsEngine = function (): void {\r\n if (!this._physicsEngine) {\r\n return;\r\n }\r\n\r\n this._physicsEngine.dispose();\r\n this._physicsEngine = null;\r\n};\r\n\r\n/**\r\n * Gets a boolean indicating if there is an active physics engine\r\n * @returns a boolean indicating if there is an active physics engine\r\n */\r\nScene.prototype.isPhysicsEnabled = function (): boolean {\r\n return this._physicsEngine !== undefined;\r\n};\r\n\r\n/**\r\n * Deletes a physics compound impostor\r\n * @param compound defines the compound to delete\r\n */\r\nScene.prototype.deleteCompoundImpostor = function (compound: any): void {\r\n const mesh: AbstractMesh = compound.parts[0].mesh;\r\n\r\n if (mesh.physicsImpostor) {\r\n mesh.physicsImpostor.dispose(/*true*/);\r\n mesh.physicsImpostor = null;\r\n }\r\n};\r\n\r\n/**\r\n * @internal\r\n */\r\nScene.prototype._advancePhysicsEngineStep = function (step: number) {\r\n if (this._physicsEngine) {\r\n const subTime = this._physicsEngine.getSubTimeStep();\r\n if (subTime > 0) {\r\n this._physicsTimeAccumulator += step;\r\n while (this._physicsTimeAccumulator > subTime) {\r\n this.onBeforePhysicsObservable.notifyObservers(this);\r\n this._physicsEngine._step(subTime / 1000);\r\n this.onAfterPhysicsObservable.notifyObservers(this);\r\n this._physicsTimeAccumulator -= subTime;\r\n }\r\n } else {\r\n this.onBeforePhysicsObservable.notifyObservers(this);\r\n this._physicsEngine._step(step / 1000);\r\n this.onAfterPhysicsObservable.notifyObservers(this);\r\n }\r\n }\r\n};\r\n\r\n/**\r\n * Defines the physics engine scene component responsible to manage a physics engine\r\n */\r\nexport class PhysicsEngineSceneComponent implements ISceneComponent {\r\n /**\r\n * The component name helpful to identify the component in the list of scene components.\r\n */\r\n public readonly name = SceneComponentConstants.NAME_PHYSICSENGINE;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /**\r\n * Creates a new instance of the component for the given scene\r\n * @param scene Defines the scene to register the component in\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n this.scene.onBeforePhysicsObservable = new Observable<Scene>();\r\n this.scene.onAfterPhysicsObservable = new Observable<Scene>();\r\n\r\n // Replace the function used to get the deterministic frame time\r\n this.scene.getDeterministicFrameTime = () => {\r\n if (this.scene._physicsEngine) {\r\n return this.scene._physicsEngine.getTimeStep() * 1000;\r\n }\r\n\r\n return 1000.0 / 60.0;\r\n };\r\n }\r\n\r\n /**\r\n * Registers the component in a given scene\r\n */\r\n public register(): void {}\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n // Nothing to do for this component\r\n }\r\n\r\n /**\r\n * Disposes the component and the associated resources\r\n */\r\n public dispose(): void {\r\n this.scene.onBeforePhysicsObservable.clear();\r\n this.scene.onAfterPhysicsObservable.clear();\r\n\r\n if (this.scene._physicsEngine) {\r\n this.scene.disablePhysicsEngine();\r\n }\r\n }\r\n}\r\n"]}
@@ -298,6 +298,7 @@ export class TAARenderingPipeline extends PostProcessRenderPipeline {
298
298
  else {
299
299
  // Use the projection matrix by default since it supports most materials
300
300
  this._taaThinPostProcess.updateProjectionMatrix();
301
+ this._scene.updateTransformMatrix(); // make sure the scene ubo is updated with the updated matrices
301
302
  }
302
303
  if (this._passPostProcess) {
303
304
  this._passPostProcess.inputTexture = this._pingpong ? this._ping : this._pong;
@@ -1 +1 @@
1
- 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eslint-disable @typescript-eslint/naming-convention */\r\nimport { serialize } from \"../../../Misc/decorators\";\r\nimport { SerializationHelper } from \"../../../Misc/decorators.serialization\";\r\nimport type { Camera } from \"../../../Cameras/camera\";\r\nimport type { Effect } from \"../../../Materials/effect\";\r\nimport { PostProcess } from \"../../postProcess\";\r\nimport { PostProcessRenderPipeline } from \"../postProcessRenderPipeline\";\r\nimport { PostProcessRenderEffect } from \"../postProcessRenderEffect\";\r\nimport type { Scene } from \"../../../scene\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport { Constants } from \"../../../Engines/constants\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport { PassPostProcess } from \"core/PostProcesses/passPostProcess\";\r\nimport type { RenderTargetWrapper } from \"core/Engines/renderTargetWrapper\";\r\nimport { ThinTAAPostProcess } from \"core/PostProcesses/thinTAAPostProcess\";\r\nimport { TAAMaterialManager } from \"./taaMaterialManager\";\r\nimport type { PrePassEffectConfiguration } from \"core/Rendering/prePassEffectConfiguration\";\r\nimport { Logger } from \"core/Misc/logger\";\r\n\r\nimport \"../postProcessRenderPipelineManagerSceneComponent\";\r\n\r\nclass TAAEffectConfiguration implements PrePassEffectConfiguration {\r\n public name = \"taa\";\r\n public enabled = true;\r\n public readonly texturesRequired = [Constants.PREPASS_VELOCITY_LINEAR_TEXTURE_TYPE];\r\n}\r\n\r\n/**\r\n * Simple implementation of Temporal Anti-Aliasing (TAA).\r\n * This can be used to improve image quality for still pictures (screenshots for e.g.).\r\n */\r\nexport class TAARenderingPipeline extends PostProcessRenderPipeline {\r\n /**\r\n * The TAA PostProcess effect id in the pipeline\r\n */\r\n public TAARenderEffect: string = \"TAARenderEffect\";\r\n /**\r\n * The pass PostProcess effect id in the pipeline\r\n */\r\n public TAAPassEffect: string = \"TAAPassEffect\";\r\n\r\n /**\r\n * Number of accumulated samples (default: 16)\r\n */\r\n @serialize(\"samples\")\r\n public set samples(samples: number) {\r\n this._taaThinPostProcess.samples = samples;\r\n }\r\n\r\n public get samples(): number {\r\n return this._taaThinPostProcess.samples;\r\n }\r\n\r\n @serialize(\"msaaSamples\")\r\n private _msaaSamples = 1;\r\n /**\r\n * MSAA samples (default: 1)\r\n */\r\n public set msaaSamples(samples: number) {\r\n if (this._msaaSamples === samples) {\r\n return;\r\n }\r\n\r\n this._msaaSamples = samples;\r\n if (this._taaPostProcess) {\r\n this._taaPostProcess.samples = samples;\r\n }\r\n }\r\n\r\n public get msaaSamples(): number {\r\n return this._msaaSamples;\r\n }\r\n\r\n /**\r\n * The factor used to blend the history frame with current frame (default: 0.05)\r\n */\r\n @serialize()\r\n public get factor() {\r\n return this._taaThinPostProcess.factor;\r\n }\r\n\r\n public set factor(value: number) {\r\n this._taaThinPostProcess.factor = value;\r\n }\r\n\r\n /**\r\n * Disable TAA on camera move (default: true).\r\n * You generally want to keep this enabled, otherwise you will get a ghost effect when the camera moves (but if it's what you want, go for it!)\r\n */\r\n @serialize()\r\n public get disableOnCameraMove() {\r\n return this._taaThinPostProcess.disableOnCameraMove;\r\n }\r\n\r\n public set disableOnCameraMove(value: boolean) {\r\n this._taaThinPostProcess.disableOnCameraMove = value;\r\n }\r\n\r\n /**\r\n * Enables reprojecting the history texture with a per-pixel velocity.\r\n */\r\n @serialize()\r\n public get reprojectHistory(): boolean {\r\n return this._taaThinPostProcess.reprojectHistory;\r\n }\r\n\r\n public set reprojectHistory(reproject: boolean) {\r\n if (this.reprojectHistory === reproject) {\r\n return;\r\n }\r\n this._updateReprojection(reproject);\r\n }\r\n\r\n /**\r\n * Clamps the history pixel to the min and max of the 3x3 pixels surrounding the target pixel.\r\n * This can help further reduce ghosting and artifacts.\r\n */\r\n @serialize()\r\n public get clampHistory(): boolean {\r\n return this._taaThinPostProcess.clampHistory;\r\n }\r\n\r\n public set clampHistory(history: boolean) {\r\n this._taaThinPostProcess.clampHistory = history;\r\n }\r\n\r\n @serialize(\"isEnabled\")\r\n private _isEnabled = true;\r\n /**\r\n * Gets or sets a boolean indicating if the render pipeline is enabled (default: true).\r\n */\r\n public get isEnabled(): boolean {\r\n return this._isEnabled;\r\n }\r\n\r\n public set isEnabled(value: boolean) {\r\n if (this._isEnabled === value) {\r\n return;\r\n }\r\n\r\n this._isEnabled = value;\r\n if (this._taaMaterialManager) {\r\n this._taaMaterialManager.isEnabled = value && this.reprojectHistory;\r\n }\r\n\r\n if (!value) {\r\n if (this._cameras !== null) {\r\n this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);\r\n this._cameras = this._camerasToBeAttached.slice();\r\n }\r\n } else if (value) {\r\n if (!this._isDirty) {\r\n if (this._cameras !== null) {\r\n this._taaThinPostProcess._reset();\r\n this._scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this._name, this._cameras);\r\n }\r\n } else {\r\n this._buildPipeline();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Gets active scene\r\n */\r\n public get scene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n private _scene: Scene;\r\n private _isDirty = false;\r\n private _camerasToBeAttached: Array<Camera> = [];\r\n private _textureType: number;\r\n private _taaPostProcess: Nullable<PostProcess>;\r\n private _taaThinPostProcess: ThinTAAPostProcess;\r\n private _taaMaterialManager: Nullable<TAAMaterialManager>;\r\n private _passPostProcess: Nullable<PassPostProcess>;\r\n private _ping: RenderTargetWrapper;\r\n private _pong: RenderTargetWrapper;\r\n private _pingpong = 0;\r\n\r\n /**\r\n * Returns true if TAA is supported by the running hardware\r\n */\r\n public override get isSupported(): boolean {\r\n const caps = this._scene.getEngine().getCaps();\r\n\r\n return caps.texelFetch;\r\n }\r\n\r\n /**\r\n * Constructor of the TAA rendering pipeline\r\n * @param name The rendering pipeline name\r\n * @param scene The scene linked to this pipeline\r\n * @param cameras The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)\r\n * @param textureType The type of texture where the scene will be rendered (default: Constants.TEXTURETYPE_UNSIGNED_BYTE)\r\n */\r\n constructor(name: string, scene: Scene, cameras?: Camera[], textureType = Constants.TEXTURETYPE_UNSIGNED_BYTE) {\r\n const engine = scene.getEngine();\r\n\r\n super(engine, name);\r\n\r\n this._cameras = cameras || scene.cameras;\r\n this._cameras = this._cameras.slice();\r\n this._camerasToBeAttached = this._cameras.slice();\r\n\r\n this._scene = scene;\r\n this._textureType = textureType;\r\n this._taaThinPostProcess = new ThinTAAPostProcess(\"TAA\", this._scene.getEngine());\r\n\r\n if (this.isSupported) {\r\n this._createPingPongTextures(engine.getRenderWidth(), engine.getRenderHeight());\r\n\r\n scene.postProcessRenderPipelineManager.addPipeline(this);\r\n\r\n this._buildPipeline();\r\n }\r\n }\r\n\r\n /**\r\n * Get the class name\r\n * @returns \"TAARenderingPipeline\"\r\n */\r\n public override getClassName(): string {\r\n return \"TAARenderingPipeline\";\r\n }\r\n\r\n /**\r\n * Adds a camera to the pipeline\r\n * @param camera the camera to be added\r\n */\r\n public addCamera(camera: Camera): void {\r\n this._camerasToBeAttached.push(camera);\r\n this._buildPipeline();\r\n }\r\n\r\n /**\r\n * Removes a camera from the pipeline\r\n * @param camera the camera to remove\r\n */\r\n public removeCamera(camera: Camera): void {\r\n const index = this._camerasToBeAttached.indexOf(camera);\r\n this._camerasToBeAttached.splice(index, 1);\r\n this._buildPipeline();\r\n }\r\n\r\n /**\r\n * Removes the internal pipeline assets and detaches the pipeline from the scene cameras\r\n */\r\n public override dispose(): void {\r\n this._disposePostProcesses();\r\n\r\n this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);\r\n\r\n this._scene.postProcessRenderPipelineManager.removePipeline(this._name);\r\n\r\n this._taaMaterialManager?.dispose();\r\n this._ping.dispose();\r\n this._pong.dispose();\r\n\r\n super.dispose();\r\n }\r\n\r\n private _createPingPongTextures(width: number, height: number) {\r\n const engine = this._scene.getEngine();\r\n\r\n this._ping?.dispose();\r\n this._pong?.dispose();\r\n\r\n this._ping = engine.createRenderTargetTexture(\r\n { width, height },\r\n { generateMipMaps: false, generateDepthBuffer: false, type: Constants.TEXTURETYPE_HALF_FLOAT, samplingMode: Constants.TEXTURE_LINEAR_LINEAR }\r\n );\r\n\r\n this._pong = engine.createRenderTargetTexture(\r\n { width, height },\r\n { generateMipMaps: false, generateDepthBuffer: false, type: Constants.TEXTURETYPE_HALF_FLOAT, samplingMode: Constants.TEXTURE_LINEAR_LINEAR }\r\n );\r\n\r\n this._taaThinPostProcess.textureWidth = width;\r\n this._taaThinPostProcess.textureHeight = height;\r\n }\r\n\r\n private _updateReprojection(reproject: boolean) {\r\n if (reproject) {\r\n if (!this._scene.enablePrePassRenderer()) {\r\n Logger.Warn(\"TAA reprojection requires PrePass which is not supported\");\r\n return;\r\n } else if (!this._taaMaterialManager) {\r\n this._taaMaterialManager = new TAAMaterialManager(this._scene);\r\n }\r\n // The velocity buffer may be old so reset for one frame\r\n this._taaThinPostProcess._reset();\r\n }\r\n\r\n this._taaThinPostProcess.reprojectHistory = reproject;\r\n if (this._taaMaterialManager) {\r\n this._taaMaterialManager.isEnabled = reproject && this._isEnabled;\r\n }\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n private _buildPipeline() {\r\n if (!this.isSupported) {\r\n return;\r\n }\r\n\r\n if (!this._isEnabled) {\r\n this._isDirty = true;\r\n return;\r\n }\r\n\r\n this._isDirty = false;\r\n\r\n const engine = this._scene.getEngine();\r\n\r\n this._disposePostProcesses();\r\n if (this._cameras !== null) {\r\n this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);\r\n // get back cameras to be used to reattach pipeline\r\n this._cameras = this._camerasToBeAttached.slice();\r\n }\r\n this._reset();\r\n\r\n this._createTAAPostProcess();\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n engine,\r\n this.TAARenderEffect,\r\n () => {\r\n return this._taaPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n\r\n this._createPassPostProcess();\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n engine,\r\n this.TAAPassEffect,\r\n () => {\r\n return this._passPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n\r\n if (this._cameras !== null) {\r\n this._scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this._name, this._cameras);\r\n }\r\n }\r\n\r\n private _disposePostProcesses(): void {\r\n for (let i = 0; i < this._cameras.length; i++) {\r\n const camera = this._cameras[i];\r\n\r\n this._taaPostProcess?.dispose(camera);\r\n this._passPostProcess?.dispose(camera);\r\n\r\n camera.getProjectionMatrix(true); // recompute the projection matrix\r\n }\r\n\r\n this._taaPostProcess = null;\r\n this._passPostProcess = null;\r\n }\r\n\r\n private _createTAAPostProcess(): void {\r\n this._taaPostProcess = new PostProcess(\"TAA\", \"taa\", {\r\n uniforms: [\"factor\"],\r\n samplers: [\"historySampler\"],\r\n size: 1.0,\r\n engine: this._scene.getEngine(),\r\n textureType: this._textureType,\r\n effectWrapper: this._taaThinPostProcess,\r\n });\r\n\r\n if (this.reprojectHistory) {\r\n this._taaPostProcess._prePassEffectConfiguration = new TAAEffectConfiguration();\r\n }\r\n\r\n this._taaPostProcess.samples = this._msaaSamples;\r\n\r\n this._taaPostProcess.onActivateObservable.add(() => {\r\n this._taaThinPostProcess.camera = this._scene.activeCamera;\r\n\r\n if (this._taaPostProcess?.width !== this._ping.width || this._taaPostProcess?.height !== this._ping.height) {\r\n const engine = this._scene.getEngine();\r\n this._createPingPongTextures(engine.getRenderWidth(), engine.getRenderHeight());\r\n }\r\n\r\n if (this.reprojectHistory && this._taaMaterialManager) {\r\n // Applying jitter to the projection matrix messes with the velocity buffer,\r\n // so we do it as a final vertex step in a material plugin instead\r\n this._taaThinPostProcess.nextJitterOffset(this._taaMaterialManager.jitter);\r\n } else {\r\n // Use the projection matrix by default since it supports most materials\r\n this._taaThinPostProcess.updateProjectionMatrix();\r\n }\r\n\r\n if (this._passPostProcess) {\r\n this._passPostProcess.inputTexture = this._pingpong ? this._ping : this._pong;\r\n }\r\n this._pingpong = this._pingpong ^ 1;\r\n });\r\n\r\n this._taaPostProcess.onApplyObservable.add((effect: Effect) => {\r\n effect._bindTexture(\"historySampler\", this._pingpong ? this._ping.texture : this._pong.texture);\r\n\r\n const prePassRenderer = this._scene.prePassRenderer;\r\n if (this.reprojectHistory && prePassRenderer) {\r\n const renderTarget = prePassRenderer.getRenderTarget();\r\n const velocityIndex = prePassRenderer.getIndex(Constants.PREPASS_VELOCITY_LINEAR_TEXTURE_TYPE);\r\n effect.setTexture(\"velocitySampler\", renderTarget.textures[velocityIndex]);\r\n }\r\n });\r\n }\r\n\r\n private _createPassPostProcess() {\r\n const engine = this._scene.getEngine();\r\n\r\n this._passPostProcess = new PassPostProcess(\"TAAPass\", 1, null, Constants.TEXTURE_NEAREST_NEAREST, engine);\r\n this._passPostProcess.inputTexture = this._ping;\r\n this._passPostProcess.autoClear = false;\r\n }\r\n\r\n /**\r\n * Serializes the rendering pipeline (Used when exporting)\r\n * @returns the serialized object\r\n */\r\n public serialize(): any {\r\n const serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.customType = \"TAARenderingPipeline\";\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parse the serialized pipeline\r\n * @param source Source pipeline.\r\n * @param scene The scene to load the pipeline to.\r\n * @param rootUrl The URL of the serialized pipeline.\r\n * @returns An instantiated pipeline from the serialized object.\r\n */\r\n public static Parse(source: any, scene: Scene, rootUrl: string): TAARenderingPipeline {\r\n return SerializationHelper.Parse(() => new TAARenderingPipeline(source._name, scene, source._ratio), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.TAARenderingPipeline\", TAARenderingPipeline);\r\n"]}
1
+ 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eslint-disable @typescript-eslint/naming-convention */\r\nimport { serialize } from \"../../../Misc/decorators\";\r\nimport { SerializationHelper } from \"../../../Misc/decorators.serialization\";\r\nimport type { Camera } from \"../../../Cameras/camera\";\r\nimport type { Effect } from \"../../../Materials/effect\";\r\nimport { PostProcess } from \"../../postProcess\";\r\nimport { PostProcessRenderPipeline } from \"../postProcessRenderPipeline\";\r\nimport { PostProcessRenderEffect } from \"../postProcessRenderEffect\";\r\nimport type { Scene } from \"../../../scene\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport { Constants } from \"../../../Engines/constants\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport { PassPostProcess } from \"core/PostProcesses/passPostProcess\";\r\nimport type { RenderTargetWrapper } from \"core/Engines/renderTargetWrapper\";\r\nimport { ThinTAAPostProcess } from \"core/PostProcesses/thinTAAPostProcess\";\r\nimport { TAAMaterialManager } from \"./taaMaterialManager\";\r\nimport type { PrePassEffectConfiguration } from \"core/Rendering/prePassEffectConfiguration\";\r\nimport { Logger } from \"core/Misc/logger\";\r\n\r\nimport \"../postProcessRenderPipelineManagerSceneComponent\";\r\n\r\nclass TAAEffectConfiguration implements PrePassEffectConfiguration {\r\n public name = \"taa\";\r\n public enabled = true;\r\n public readonly texturesRequired = [Constants.PREPASS_VELOCITY_LINEAR_TEXTURE_TYPE];\r\n}\r\n\r\n/**\r\n * Simple implementation of Temporal Anti-Aliasing (TAA).\r\n * This can be used to improve image quality for still pictures (screenshots for e.g.).\r\n */\r\nexport class TAARenderingPipeline extends PostProcessRenderPipeline {\r\n /**\r\n * The TAA PostProcess effect id in the pipeline\r\n */\r\n public TAARenderEffect: string = \"TAARenderEffect\";\r\n /**\r\n * The pass PostProcess effect id in the pipeline\r\n */\r\n public TAAPassEffect: string = \"TAAPassEffect\";\r\n\r\n /**\r\n * Number of accumulated samples (default: 16)\r\n */\r\n @serialize(\"samples\")\r\n public set samples(samples: number) {\r\n this._taaThinPostProcess.samples = samples;\r\n }\r\n\r\n public get samples(): number {\r\n return this._taaThinPostProcess.samples;\r\n }\r\n\r\n @serialize(\"msaaSamples\")\r\n private _msaaSamples = 1;\r\n /**\r\n * MSAA samples (default: 1)\r\n */\r\n public set msaaSamples(samples: number) {\r\n if (this._msaaSamples === samples) {\r\n return;\r\n }\r\n\r\n this._msaaSamples = samples;\r\n if (this._taaPostProcess) {\r\n this._taaPostProcess.samples = samples;\r\n }\r\n }\r\n\r\n public get msaaSamples(): number {\r\n return this._msaaSamples;\r\n }\r\n\r\n /**\r\n * The factor used to blend the history frame with current frame (default: 0.05)\r\n */\r\n @serialize()\r\n public get factor() {\r\n return this._taaThinPostProcess.factor;\r\n }\r\n\r\n public set factor(value: number) {\r\n this._taaThinPostProcess.factor = value;\r\n }\r\n\r\n /**\r\n * Disable TAA on camera move (default: true).\r\n * You generally want to keep this enabled, otherwise you will get a ghost effect when the camera moves (but if it's what you want, go for it!)\r\n */\r\n @serialize()\r\n public get disableOnCameraMove() {\r\n return this._taaThinPostProcess.disableOnCameraMove;\r\n }\r\n\r\n public set disableOnCameraMove(value: boolean) {\r\n this._taaThinPostProcess.disableOnCameraMove = value;\r\n }\r\n\r\n /**\r\n * Enables reprojecting the history texture with a per-pixel velocity.\r\n */\r\n @serialize()\r\n public get reprojectHistory(): boolean {\r\n return this._taaThinPostProcess.reprojectHistory;\r\n }\r\n\r\n public set reprojectHistory(reproject: boolean) {\r\n if (this.reprojectHistory === reproject) {\r\n return;\r\n }\r\n this._updateReprojection(reproject);\r\n }\r\n\r\n /**\r\n * Clamps the history pixel to the min and max of the 3x3 pixels surrounding the target pixel.\r\n * This can help further reduce ghosting and artifacts.\r\n */\r\n @serialize()\r\n public get clampHistory(): boolean {\r\n return this._taaThinPostProcess.clampHistory;\r\n }\r\n\r\n public set clampHistory(history: boolean) {\r\n this._taaThinPostProcess.clampHistory = history;\r\n }\r\n\r\n @serialize(\"isEnabled\")\r\n private _isEnabled = true;\r\n /**\r\n * Gets or sets a boolean indicating if the render pipeline is enabled (default: true).\r\n */\r\n public get isEnabled(): boolean {\r\n return this._isEnabled;\r\n }\r\n\r\n public set isEnabled(value: boolean) {\r\n if (this._isEnabled === value) {\r\n return;\r\n }\r\n\r\n this._isEnabled = value;\r\n if (this._taaMaterialManager) {\r\n this._taaMaterialManager.isEnabled = value && this.reprojectHistory;\r\n }\r\n\r\n if (!value) {\r\n if (this._cameras !== null) {\r\n this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);\r\n this._cameras = this._camerasToBeAttached.slice();\r\n }\r\n } else if (value) {\r\n if (!this._isDirty) {\r\n if (this._cameras !== null) {\r\n this._taaThinPostProcess._reset();\r\n this._scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this._name, this._cameras);\r\n }\r\n } else {\r\n this._buildPipeline();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Gets active scene\r\n */\r\n public get scene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n private _scene: Scene;\r\n private _isDirty = false;\r\n private _camerasToBeAttached: Array<Camera> = [];\r\n private _textureType: number;\r\n private _taaPostProcess: Nullable<PostProcess>;\r\n private _taaThinPostProcess: ThinTAAPostProcess;\r\n private _taaMaterialManager: Nullable<TAAMaterialManager>;\r\n private _passPostProcess: Nullable<PassPostProcess>;\r\n private _ping: RenderTargetWrapper;\r\n private _pong: RenderTargetWrapper;\r\n private _pingpong = 0;\r\n\r\n /**\r\n * Returns true if TAA is supported by the running hardware\r\n */\r\n public override get isSupported(): boolean {\r\n const caps = this._scene.getEngine().getCaps();\r\n\r\n return caps.texelFetch;\r\n }\r\n\r\n /**\r\n * Constructor of the TAA rendering pipeline\r\n * @param name The rendering pipeline name\r\n * @param scene The scene linked to this pipeline\r\n * @param cameras The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)\r\n * @param textureType The type of texture where the scene will be rendered (default: Constants.TEXTURETYPE_UNSIGNED_BYTE)\r\n */\r\n constructor(name: string, scene: Scene, cameras?: Camera[], textureType = Constants.TEXTURETYPE_UNSIGNED_BYTE) {\r\n const engine = scene.getEngine();\r\n\r\n super(engine, name);\r\n\r\n this._cameras = cameras || scene.cameras;\r\n this._cameras = this._cameras.slice();\r\n this._camerasToBeAttached = this._cameras.slice();\r\n\r\n this._scene = scene;\r\n this._textureType = textureType;\r\n this._taaThinPostProcess = new ThinTAAPostProcess(\"TAA\", this._scene.getEngine());\r\n\r\n if (this.isSupported) {\r\n this._createPingPongTextures(engine.getRenderWidth(), engine.getRenderHeight());\r\n\r\n scene.postProcessRenderPipelineManager.addPipeline(this);\r\n\r\n this._buildPipeline();\r\n }\r\n }\r\n\r\n /**\r\n * Get the class name\r\n * @returns \"TAARenderingPipeline\"\r\n */\r\n public override getClassName(): string {\r\n return \"TAARenderingPipeline\";\r\n }\r\n\r\n /**\r\n * Adds a camera to the pipeline\r\n * @param camera the camera to be added\r\n */\r\n public addCamera(camera: Camera): void {\r\n this._camerasToBeAttached.push(camera);\r\n this._buildPipeline();\r\n }\r\n\r\n /**\r\n * Removes a camera from the pipeline\r\n * @param camera the camera to remove\r\n */\r\n public removeCamera(camera: Camera): void {\r\n const index = this._camerasToBeAttached.indexOf(camera);\r\n this._camerasToBeAttached.splice(index, 1);\r\n this._buildPipeline();\r\n }\r\n\r\n /**\r\n * Removes the internal pipeline assets and detaches the pipeline from the scene cameras\r\n */\r\n public override dispose(): void {\r\n this._disposePostProcesses();\r\n\r\n this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);\r\n\r\n this._scene.postProcessRenderPipelineManager.removePipeline(this._name);\r\n\r\n this._taaMaterialManager?.dispose();\r\n this._ping.dispose();\r\n this._pong.dispose();\r\n\r\n super.dispose();\r\n }\r\n\r\n private _createPingPongTextures(width: number, height: number) {\r\n const engine = this._scene.getEngine();\r\n\r\n this._ping?.dispose();\r\n this._pong?.dispose();\r\n\r\n this._ping = engine.createRenderTargetTexture(\r\n { width, height },\r\n { generateMipMaps: false, generateDepthBuffer: false, type: Constants.TEXTURETYPE_HALF_FLOAT, samplingMode: Constants.TEXTURE_LINEAR_LINEAR }\r\n );\r\n\r\n this._pong = engine.createRenderTargetTexture(\r\n { width, height },\r\n { generateMipMaps: false, generateDepthBuffer: false, type: Constants.TEXTURETYPE_HALF_FLOAT, samplingMode: Constants.TEXTURE_LINEAR_LINEAR }\r\n );\r\n\r\n this._taaThinPostProcess.textureWidth = width;\r\n this._taaThinPostProcess.textureHeight = height;\r\n }\r\n\r\n private _updateReprojection(reproject: boolean) {\r\n if (reproject) {\r\n if (!this._scene.enablePrePassRenderer()) {\r\n Logger.Warn(\"TAA reprojection requires PrePass which is not supported\");\r\n return;\r\n } else if (!this._taaMaterialManager) {\r\n this._taaMaterialManager = new TAAMaterialManager(this._scene);\r\n }\r\n // The velocity buffer may be old so reset for one frame\r\n this._taaThinPostProcess._reset();\r\n }\r\n\r\n this._taaThinPostProcess.reprojectHistory = reproject;\r\n if (this._taaMaterialManager) {\r\n this._taaMaterialManager.isEnabled = reproject && this._isEnabled;\r\n }\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n private _buildPipeline() {\r\n if (!this.isSupported) {\r\n return;\r\n }\r\n\r\n if (!this._isEnabled) {\r\n this._isDirty = true;\r\n return;\r\n }\r\n\r\n this._isDirty = false;\r\n\r\n const engine = this._scene.getEngine();\r\n\r\n this._disposePostProcesses();\r\n if (this._cameras !== null) {\r\n this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);\r\n // get back cameras to be used to reattach pipeline\r\n this._cameras = this._camerasToBeAttached.slice();\r\n }\r\n this._reset();\r\n\r\n this._createTAAPostProcess();\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n engine,\r\n this.TAARenderEffect,\r\n () => {\r\n return this._taaPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n\r\n this._createPassPostProcess();\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n engine,\r\n this.TAAPassEffect,\r\n () => {\r\n return this._passPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n\r\n if (this._cameras !== null) {\r\n this._scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this._name, this._cameras);\r\n }\r\n }\r\n\r\n private _disposePostProcesses(): void {\r\n for (let i = 0; i < this._cameras.length; i++) {\r\n const camera = this._cameras[i];\r\n\r\n this._taaPostProcess?.dispose(camera);\r\n this._passPostProcess?.dispose(camera);\r\n\r\n camera.getProjectionMatrix(true); // recompute the projection matrix\r\n }\r\n\r\n this._taaPostProcess = null;\r\n this._passPostProcess = null;\r\n }\r\n\r\n private _createTAAPostProcess(): void {\r\n this._taaPostProcess = new PostProcess(\"TAA\", \"taa\", {\r\n uniforms: [\"factor\"],\r\n samplers: [\"historySampler\"],\r\n size: 1.0,\r\n engine: this._scene.getEngine(),\r\n textureType: this._textureType,\r\n effectWrapper: this._taaThinPostProcess,\r\n });\r\n\r\n if (this.reprojectHistory) {\r\n this._taaPostProcess._prePassEffectConfiguration = new TAAEffectConfiguration();\r\n }\r\n\r\n this._taaPostProcess.samples = this._msaaSamples;\r\n\r\n this._taaPostProcess.onActivateObservable.add(() => {\r\n this._taaThinPostProcess.camera = this._scene.activeCamera;\r\n\r\n if (this._taaPostProcess?.width !== this._ping.width || this._taaPostProcess?.height !== this._ping.height) {\r\n const engine = this._scene.getEngine();\r\n this._createPingPongTextures(engine.getRenderWidth(), engine.getRenderHeight());\r\n }\r\n\r\n if (this.reprojectHistory && this._taaMaterialManager) {\r\n // Applying jitter to the projection matrix messes with the velocity buffer,\r\n // so we do it as a final vertex step in a material plugin instead\r\n this._taaThinPostProcess.nextJitterOffset(this._taaMaterialManager.jitter);\r\n } else {\r\n // Use the projection matrix by default since it supports most materials\r\n this._taaThinPostProcess.updateProjectionMatrix();\r\n this._scene.updateTransformMatrix(); // make sure the scene ubo is updated with the updated matrices\r\n }\r\n\r\n if (this._passPostProcess) {\r\n this._passPostProcess.inputTexture = this._pingpong ? this._ping : this._pong;\r\n }\r\n this._pingpong = this._pingpong ^ 1;\r\n });\r\n\r\n this._taaPostProcess.onApplyObservable.add((effect: Effect) => {\r\n effect._bindTexture(\"historySampler\", this._pingpong ? this._ping.texture : this._pong.texture);\r\n\r\n const prePassRenderer = this._scene.prePassRenderer;\r\n if (this.reprojectHistory && prePassRenderer) {\r\n const renderTarget = prePassRenderer.getRenderTarget();\r\n const velocityIndex = prePassRenderer.getIndex(Constants.PREPASS_VELOCITY_LINEAR_TEXTURE_TYPE);\r\n effect.setTexture(\"velocitySampler\", renderTarget.textures[velocityIndex]);\r\n }\r\n });\r\n }\r\n\r\n private _createPassPostProcess() {\r\n const engine = this._scene.getEngine();\r\n\r\n this._passPostProcess = new PassPostProcess(\"TAAPass\", 1, null, Constants.TEXTURE_NEAREST_NEAREST, engine);\r\n this._passPostProcess.inputTexture = this._ping;\r\n this._passPostProcess.autoClear = false;\r\n }\r\n\r\n /**\r\n * Serializes the rendering pipeline (Used when exporting)\r\n * @returns the serialized object\r\n */\r\n public serialize(): any {\r\n const serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.customType = \"TAARenderingPipeline\";\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parse the serialized pipeline\r\n * @param source Source pipeline.\r\n * @param scene The scene to load the pipeline to.\r\n * @param rootUrl The URL of the serialized pipeline.\r\n * @returns An instantiated pipeline from the serialized object.\r\n */\r\n public static Parse(source: any, scene: Scene, rootUrl: string): TAARenderingPipeline {\r\n return SerializationHelper.Parse(() => new TAARenderingPipeline(source._name, scene, source._ratio), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.TAARenderingPipeline\", TAARenderingPipeline);\r\n"]}
@@ -67,8 +67,9 @@ export declare class DepthRenderer {
67
67
  * @param samplingMode The sampling mode to be used with the render target (Linear, Nearest...) (default: TRILINEAR_SAMPLINGMODE)
68
68
  * @param storeCameraSpaceZ Defines whether the depth stored is the Z coordinate in camera space. If true, storeNonLinearDepth has no effect. (Default: false)
69
69
  * @param name Name of the render target (default: DepthRenderer)
70
+ * @param existingRenderTargetTexture An existing render target texture to use (default: undefined). If not provided, a new render target texture will be created.
70
71
  */
71
- constructor(scene: Scene, type?: number, camera?: Nullable<Camera>, storeNonLinearDepth?: boolean, samplingMode?: number, storeCameraSpaceZ?: boolean, name?: string);
72
+ constructor(scene: Scene, type?: number, camera?: Nullable<Camera>, storeNonLinearDepth?: boolean, samplingMode?: number, storeCameraSpaceZ?: boolean, name?: string, existingRenderTargetTexture?: RenderTargetTexture);
72
73
  private _shadersLoaded;
73
74
  private _initShaderSourceAsync;
74
75
  /**
@@ -38,8 +38,9 @@ export class DepthRenderer {
38
38
  * @param samplingMode The sampling mode to be used with the render target (Linear, Nearest...) (default: TRILINEAR_SAMPLINGMODE)
39
39
  * @param storeCameraSpaceZ Defines whether the depth stored is the Z coordinate in camera space. If true, storeNonLinearDepth has no effect. (Default: false)
40
40
  * @param name Name of the render target (default: DepthRenderer)
41
+ * @param existingRenderTargetTexture An existing render target texture to use (default: undefined). If not provided, a new render target texture will be created.
41
42
  */
42
- constructor(scene, type = 1, camera = null, storeNonLinearDepth = false, samplingMode = Texture.TRILINEAR_SAMPLINGMODE, storeCameraSpaceZ = false, name) {
43
+ constructor(scene, type = 1, camera = null, storeNonLinearDepth = false, samplingMode = Texture.TRILINEAR_SAMPLINGMODE, storeCameraSpaceZ = false, name, existingRenderTargetTexture) {
43
44
  /** Shader language used by the material */
44
45
  this._shaderLanguage = 0 /* ShaderLanguage.GLSL */;
45
46
  /** Enable or disable the depth renderer. When disabled, the depth texture is not updated */
@@ -82,7 +83,9 @@ export class DepthRenderer {
82
83
  }
83
84
  // Render target
84
85
  const format = this.isPacked || !engine._features.supportExtendedTextureFormats ? 5 : 6;
85
- this._depthMap = new RenderTargetTexture(name ?? "DepthRenderer", { width: engine.getRenderWidth(), height: engine.getRenderHeight() }, this._scene, false, true, type, false, samplingMode, undefined, undefined, undefined, format);
86
+ this._depthMap =
87
+ existingRenderTargetTexture ??
88
+ new RenderTargetTexture(name ?? "DepthRenderer", { width: engine.getRenderWidth(), height: engine.getRenderHeight() }, this._scene, false, true, type, false, samplingMode, undefined, undefined, undefined, format);
86
89
  this._depthMap.wrapU = Texture.CLAMP_ADDRESSMODE;
87
90
  this._depthMap.wrapV = Texture.CLAMP_ADDRESSMODE;
88
91
  this._depthMap.refreshRate = 1;