@babylonjs/core 8.35.0 → 8.36.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (149) hide show
  1. package/Actions/action.d.ts +5 -0
  2. package/Actions/action.js.map +1 -1
  3. package/Actions/actionManager.js +6 -2
  4. package/Actions/actionManager.js.map +1 -1
  5. package/Animations/runtimeAnimation.d.ts +0 -2
  6. package/Animations/runtimeAnimation.js +3 -5
  7. package/Animations/runtimeAnimation.js.map +1 -1
  8. package/AudioV2/abstractAudio/abstractSound.js +1 -0
  9. package/AudioV2/abstractAudio/abstractSound.js.map +1 -1
  10. package/AudioV2/webAudio/webAudioStaticSound.js +8 -3
  11. package/AudioV2/webAudio/webAudioStaticSound.js.map +1 -1
  12. package/Collisions/gpuPicker.js +0 -1
  13. package/Collisions/gpuPicker.js.map +1 -1
  14. package/Decorators/nodeDecorator.d.ts +3 -1
  15. package/Decorators/nodeDecorator.js +2 -0
  16. package/Decorators/nodeDecorator.js.map +1 -1
  17. package/Engines/Native/nativeInterfaces.d.ts +1 -1
  18. package/Engines/Native/nativeInterfaces.js.map +1 -1
  19. package/Engines/abstractEngine.js +2 -2
  20. package/Engines/abstractEngine.js.map +1 -1
  21. package/Engines/nativeEngine.js +12 -13
  22. package/Engines/nativeEngine.js.map +1 -1
  23. package/FrameGraph/Node/Blocks/PostProcesses/anaglyphPostProcessBlock.d.ts +2 -2
  24. package/FrameGraph/Node/Blocks/PostProcesses/anaglyphPostProcessBlock.js +2 -2
  25. package/FrameGraph/Node/Blocks/PostProcesses/anaglyphPostProcessBlock.js.map +1 -1
  26. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js +1 -1
  27. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js.map +1 -1
  28. package/FrameGraph/Node/Blocks/PostProcesses/baseWithPropertiesPostProcessBlock.d.ts +44 -0
  29. package/FrameGraph/Node/Blocks/PostProcesses/baseWithPropertiesPostProcessBlock.js +152 -0
  30. package/FrameGraph/Node/Blocks/PostProcesses/baseWithPropertiesPostProcessBlock.js.map +1 -0
  31. package/FrameGraph/Node/Blocks/PostProcesses/blackAndWhitePostProcessBlock.d.ts +2 -2
  32. package/FrameGraph/Node/Blocks/PostProcesses/blackAndWhitePostProcessBlock.js +2 -2
  33. package/FrameGraph/Node/Blocks/PostProcesses/blackAndWhitePostProcessBlock.js.map +1 -1
  34. package/FrameGraph/Node/Blocks/PostProcesses/blurPostProcessBlock.d.ts +2 -2
  35. package/FrameGraph/Node/Blocks/PostProcesses/blurPostProcessBlock.js +2 -2
  36. package/FrameGraph/Node/Blocks/PostProcesses/blurPostProcessBlock.js.map +1 -1
  37. package/FrameGraph/Node/Blocks/PostProcesses/chromaticAberrationPostProcessBlock.d.ts +2 -2
  38. package/FrameGraph/Node/Blocks/PostProcesses/chromaticAberrationPostProcessBlock.js +2 -2
  39. package/FrameGraph/Node/Blocks/PostProcesses/chromaticAberrationPostProcessBlock.js.map +1 -1
  40. package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.d.ts +2 -2
  41. package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.js +2 -2
  42. package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.js.map +1 -1
  43. package/FrameGraph/Node/Blocks/PostProcesses/colorCorrectionPostProcessBlock.d.ts +2 -2
  44. package/FrameGraph/Node/Blocks/PostProcesses/colorCorrectionPostProcessBlock.js +2 -2
  45. package/FrameGraph/Node/Blocks/PostProcesses/colorCorrectionPostProcessBlock.js.map +1 -1
  46. package/FrameGraph/Node/Blocks/PostProcesses/convolutionPostProcessBlock.d.ts +2 -2
  47. package/FrameGraph/Node/Blocks/PostProcesses/convolutionPostProcessBlock.js +2 -2
  48. package/FrameGraph/Node/Blocks/PostProcesses/convolutionPostProcessBlock.js.map +1 -1
  49. package/FrameGraph/Node/Blocks/PostProcesses/extractHighlightsPostProcessBlock.d.ts +2 -2
  50. package/FrameGraph/Node/Blocks/PostProcesses/extractHighlightsPostProcessBlock.js +2 -2
  51. package/FrameGraph/Node/Blocks/PostProcesses/extractHighlightsPostProcessBlock.js.map +1 -1
  52. package/FrameGraph/Node/Blocks/PostProcesses/filterPostProcessBlock.d.ts +2 -2
  53. package/FrameGraph/Node/Blocks/PostProcesses/filterPostProcessBlock.js +2 -2
  54. package/FrameGraph/Node/Blocks/PostProcesses/filterPostProcessBlock.js.map +1 -1
  55. package/FrameGraph/Node/Blocks/PostProcesses/fxaaPostProcessBlock.d.ts +2 -2
  56. package/FrameGraph/Node/Blocks/PostProcesses/fxaaPostProcessBlock.js +2 -2
  57. package/FrameGraph/Node/Blocks/PostProcesses/fxaaPostProcessBlock.js.map +1 -1
  58. package/FrameGraph/Node/Blocks/PostProcesses/grainPostProcessBlock.d.ts +2 -2
  59. package/FrameGraph/Node/Blocks/PostProcesses/grainPostProcessBlock.js +2 -2
  60. package/FrameGraph/Node/Blocks/PostProcesses/grainPostProcessBlock.js.map +1 -1
  61. package/FrameGraph/Node/Blocks/PostProcesses/imageProcessingPostProcessBlock.d.ts +2 -2
  62. package/FrameGraph/Node/Blocks/PostProcesses/imageProcessingPostProcessBlock.js +3 -3
  63. package/FrameGraph/Node/Blocks/PostProcesses/imageProcessingPostProcessBlock.js.map +1 -1
  64. package/FrameGraph/Node/Blocks/PostProcesses/motionBlurPostProcessBlock.d.ts +2 -2
  65. package/FrameGraph/Node/Blocks/PostProcesses/motionBlurPostProcessBlock.js +2 -2
  66. package/FrameGraph/Node/Blocks/PostProcesses/motionBlurPostProcessBlock.js.map +1 -1
  67. package/FrameGraph/Node/Blocks/PostProcesses/passPostProcessBlock.d.ts +3 -3
  68. package/FrameGraph/Node/Blocks/PostProcesses/passPostProcessBlock.js +3 -3
  69. package/FrameGraph/Node/Blocks/PostProcesses/passPostProcessBlock.js.map +1 -1
  70. package/FrameGraph/Node/Blocks/PostProcesses/screenSpaceCurvaturePostProcessBlock.d.ts +2 -2
  71. package/FrameGraph/Node/Blocks/PostProcesses/screenSpaceCurvaturePostProcessBlock.js +2 -2
  72. package/FrameGraph/Node/Blocks/PostProcesses/screenSpaceCurvaturePostProcessBlock.js.map +1 -1
  73. package/FrameGraph/Node/Blocks/PostProcesses/sharpenPostProcessBlock.d.ts +2 -2
  74. package/FrameGraph/Node/Blocks/PostProcesses/sharpenPostProcessBlock.js +4 -4
  75. package/FrameGraph/Node/Blocks/PostProcesses/sharpenPostProcessBlock.js.map +1 -1
  76. package/FrameGraph/Node/Blocks/PostProcesses/taaPostProcessBlock.d.ts +2 -2
  77. package/FrameGraph/Node/Blocks/PostProcesses/taaPostProcessBlock.js +2 -2
  78. package/FrameGraph/Node/Blocks/PostProcesses/taaPostProcessBlock.js.map +1 -1
  79. package/FrameGraph/Node/Blocks/PostProcesses/tonemapPostProcessBlock.d.ts +2 -2
  80. package/FrameGraph/Node/Blocks/PostProcesses/tonemapPostProcessBlock.js +2 -2
  81. package/FrameGraph/Node/Blocks/PostProcesses/tonemapPostProcessBlock.js.map +1 -1
  82. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.d.ts +17 -1
  83. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js +70 -0
  84. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js.map +1 -1
  85. package/FrameGraph/Tasks/PostProcesses/postProcessTask.d.ts +7 -1
  86. package/FrameGraph/Tasks/PostProcesses/postProcessTask.js +8 -2
  87. package/FrameGraph/Tasks/PostProcesses/postProcessTask.js.map +1 -1
  88. package/FrameGraph/Tasks/PostProcesses/taaTask.d.ts +1 -1
  89. package/FrameGraph/Tasks/PostProcesses/taaTask.js.map +1 -1
  90. package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +4 -4
  91. package/FrameGraph/Tasks/Rendering/objectRendererTask.js +3 -3
  92. package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
  93. package/FrameGraph/Tasks/Texture/copyToTextureTask.d.ts +7 -1
  94. package/FrameGraph/Tasks/Texture/copyToTextureTask.js +4 -1
  95. package/FrameGraph/Tasks/Texture/copyToTextureTask.js.map +1 -1
  96. package/FrameGraph/frameGraphContext.d.ts +8 -1
  97. package/FrameGraph/frameGraphContext.js +9 -0
  98. package/FrameGraph/frameGraphContext.js.map +1 -1
  99. package/FrameGraph/frameGraphRenderContext.d.ts +4 -2
  100. package/FrameGraph/frameGraphRenderContext.js +11 -5
  101. package/FrameGraph/frameGraphRenderContext.js.map +1 -1
  102. package/FrameGraph/frameGraphTask.d.ts +8 -0
  103. package/FrameGraph/frameGraphTask.js +12 -0
  104. package/FrameGraph/frameGraphTask.js.map +1 -1
  105. package/Materials/Textures/mirrorTexture.js +4 -1
  106. package/Materials/Textures/mirrorTexture.js.map +1 -1
  107. package/Maths/math.like.d.ts +2 -7
  108. package/Maths/math.like.js.map +1 -1
  109. package/Maths/math.vector.functions.d.ts +7 -10
  110. package/Maths/math.vector.functions.js +3 -14
  111. package/Maths/math.vector.functions.js.map +1 -1
  112. package/Misc/copyTextureToTexture.d.ts +10 -0
  113. package/Misc/copyTextureToTexture.js +15 -0
  114. package/Misc/copyTextureToTexture.js.map +1 -1
  115. package/Particles/Node/Blocks/Emitters/createParticleBlock.js +1 -1
  116. package/Particles/Node/Blocks/Emitters/createParticleBlock.js.map +1 -1
  117. package/Particles/Node/Blocks/systemBlock.d.ts +0 -4
  118. package/Particles/Node/Blocks/systemBlock.js +0 -7
  119. package/Particles/Node/Blocks/systemBlock.js.map +1 -1
  120. package/Particles/Node/nodeParticleSystemSet.helper.js +53 -18
  121. package/Particles/Node/nodeParticleSystemSet.helper.js.map +1 -1
  122. package/Physics/v2/IPhysicsEnginePlugin.d.ts +1 -1
  123. package/Physics/v2/IPhysicsEnginePlugin.js.map +1 -1
  124. package/Physics/v2/Plugins/havokPlugin.d.ts +27 -4
  125. package/Physics/v2/Plugins/havokPlugin.js +72 -8
  126. package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
  127. package/Physics/v2/physicsEngine.d.ts +12 -2
  128. package/Physics/v2/physicsEngine.js +15 -1
  129. package/Physics/v2/physicsEngine.js.map +1 -1
  130. package/Shaders/picking.fragment.js +1 -1
  131. package/Shaders/picking.fragment.js.map +1 -1
  132. package/Shaders/picking.vertex.js +1 -1
  133. package/Shaders/picking.vertex.js.map +1 -1
  134. package/ShadersWGSL/picking.fragment.js +1 -1
  135. package/ShadersWGSL/picking.fragment.js.map +1 -1
  136. package/ShadersWGSL/picking.vertex.js +1 -1
  137. package/ShadersWGSL/picking.vertex.js.map +1 -1
  138. package/Sprites/spriteRenderer.js +10 -8
  139. package/Sprites/spriteRenderer.js.map +1 -1
  140. package/XR/features/WebXRLightEstimation.d.ts +8 -0
  141. package/XR/features/WebXRLightEstimation.js +6 -1
  142. package/XR/features/WebXRLightEstimation.js.map +1 -1
  143. package/assetContainer.d.ts +1 -1
  144. package/assetContainer.js +1 -1
  145. package/assetContainer.js.map +1 -1
  146. package/package.json +1 -1
  147. package/scene.d.ts +1 -1
  148. package/scene.js +2 -6
  149. package/scene.js.map +1 -1
@@ -121,10 +121,12 @@ export declare class PhysicsEngine implements IPhysicsEngine {
121
121
  * Does a raycast in the physics world
122
122
  * @param from when should the ray start?
123
123
  * @param to when should the ray end?
124
- * @param result resulting PhysicsRaycastResult
124
+ * @param result resulting PhysicsRaycastResult or array of PhysicsRaycastResults
125
125
  * @param query raycast query object
126
+ * If result is an empty array, it will be populated with every detected raycast hit.
127
+ * If result is a populated array, it will only fill the PhysicsRaycastResults present in the array.
126
128
  */
127
- raycastToRef(from: Vector3, to: Vector3, result: PhysicsRaycastResult, query?: IRaycastQuery): void;
129
+ raycastToRef(from: Vector3, to: Vector3, result: PhysicsRaycastResult | Array<PhysicsRaycastResult>, query?: IRaycastQuery): void;
128
130
  /**
129
131
  * Does a raycast in the physics world
130
132
  * @param from when should the ray start?
@@ -133,4 +135,12 @@ export declare class PhysicsEngine implements IPhysicsEngine {
133
135
  * @returns PhysicsRaycastResult
134
136
  */
135
137
  raycast(from: Vector3, to: Vector3, query?: IRaycastQuery): PhysicsRaycastResult;
138
+ /**
139
+ * Does a raycast through multiple objects in the physics world
140
+ * @param from when should the ray start?
141
+ * @param to when should the ray end?
142
+ * @param query raycast query object
143
+ * @returns array of PhysicsRaycastResult
144
+ */
145
+ raycastMulti(from: Vector3, to: Vector3, query?: IRaycastQuery): Array<PhysicsRaycastResult>;
136
146
  }
@@ -162,8 +162,10 @@ export class PhysicsEngine {
162
162
  * Does a raycast in the physics world
163
163
  * @param from when should the ray start?
164
164
  * @param to when should the ray end?
165
- * @param result resulting PhysicsRaycastResult
165
+ * @param result resulting PhysicsRaycastResult or array of PhysicsRaycastResults
166
166
  * @param query raycast query object
167
+ * If result is an empty array, it will be populated with every detected raycast hit.
168
+ * If result is a populated array, it will only fill the PhysicsRaycastResults present in the array.
167
169
  */
168
170
  raycastToRef(from, to, result, query) {
169
171
  this._physicsPlugin.raycast(from, to, result, query);
@@ -180,5 +182,17 @@ export class PhysicsEngine {
180
182
  this._physicsPlugin.raycast(from, to, result, query);
181
183
  return result;
182
184
  }
185
+ /**
186
+ * Does a raycast through multiple objects in the physics world
187
+ * @param from when should the ray start?
188
+ * @param to when should the ray end?
189
+ * @param query raycast query object
190
+ * @returns array of PhysicsRaycastResult
191
+ */
192
+ raycastMulti(from, to, query) {
193
+ const result = [];
194
+ this._physicsPlugin.raycast(from, to, result, query);
195
+ return result;
196
+ }
183
197
  }
184
198
  //# sourceMappingURL=physicsEngine.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"physicsEngine.js","sourceRoot":"","sources":["../../../../../dev/core/src/Physics/v2/physicsEngine.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,OAAO,EAAE,MAAM,yBAAyB,CAAC;AAIlD,OAAO,EAAE,oBAAoB,EAAE,MAAM,yBAAyB,CAAC;AAC/D,OAAO,EAAE,WAAW,EAAE,MAAM,qBAAqB,CAAC;AAGlD;;;GAGG;AACH,MAAM,OAAO,aAAa;IAUtB;;;OAGG;IACI,gBAAgB;QACnB,OAAO,IAAI,CAAC,cAAc,CAAC,gBAAgB,EAAE,CAAC;IAClD,CAAC;IACD,uDAAuD;IACvD;;;OAGG;IACI,MAAM,CAAC,oBAAoB;QAC9B,MAAM,WAAW,CAAC,EAAE,CAAC,CAAC;IAC1B,CAAC;IAED;;;;OAIG;IACH,YACI,OAA0B,EAClB,iBAAyC,aAAa,CAAC,oBAAoB,EAAE;QAA7E,mBAAc,GAAd,cAAc,CAA+D;QAhCzF,gBAAgB;QACR,mBAAc,GAAuB,EAAE,CAAC;QACxC,iBAAY,GAAW,CAAC,CAAC;QAgC7B,OAAO,GAAG,OAAO,IAAI,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;QAC/C,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC;QACzB,IAAI,CAAC,WAAW,EAAE,CAAC;IACvB,CAAC;IAED;;;OAGG;IACI,UAAU,CAAC,OAAgB;QAC9B,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC;QACvB,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;IACjD,CAAC;IAED;;;;;;;OAOG;IACI,WAAW,CAAC,cAAsB,CAAC,GAAG,EAAE;QAC3C,IAAI,CAAC,cAAc,CAAC,WAAW,CAAC,WAAW,CAAC,CAAC;IACjD,CAAC;IAED;;;OAGG;IACI,WAAW;QACd,OAAO,IAAI,CAAC,cAAc,CAAC,WAAW,EAAE,CAAC;IAC7C,CAAC;IAED;;;;;OAKG;IACI,cAAc,CAAC,cAAsB,CAAC;QACzC,IAAI,CAAC,YAAY,GAAG,WAAW,CAAC;IACpC,CAAC;IAED;;;OAGG;IACI,cAAc;QACjB,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IAED;;OAEG;IACI,OAAO;QACV,IAAI,CAAC,cAAc,CAAC,OAAO,EAAE,CAAC;IAClC,CAAC;IAED;;;OAGG;IACI,oBAAoB;QACvB,OAAO,IAAI,CAAC,cAAc,CAAC,IAAI,CAAC;IACpC,CAAC;IAED;;;;OAIG;IACH,iBAAiB,CAAC,iBAAyB,EAAE,kBAA0B;QACnE,IAAI,CAAC,cAAc,CAAC,iBAAiB,CAAC,iBAAiB,EAAE,kBAAkB,CAAC,CAAC;IACjF,CAAC;IAED;;OAEG;IACH,oBAAoB;QAChB,OAAO,IAAI,CAAC,cAAc,CAAC,oBAAoB,EAAE,CAAC;IACtD,CAAC;IAED;;OAEG;IACH,qBAAqB;QACjB,OAAO,IAAI,CAAC,cAAc,CAAC,qBAAqB,EAAE,CAAC;IACvD,CAAC;IAED;;;;OAIG;IAEH;;;OAGG;IACI,KAAK,CAAC,KAAa;QACtB,IAAI,KAAK,GAAG,GAAG,EAAE,CAAC;YACd,KAAK,GAAG,GAAG,CAAC;QAChB,CAAC;aAAM,IAAI,KAAK,IAAI,CAAC,EAAE,CAAC;YACpB,KAAK,GAAG,GAAG,GAAG,IAAI,CAAC;QACvB,CAAC;QAED,IAAI,CAAC,cAAc,CAAC,WAAW,CAAC,KAAK,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC;IAChE,CAAC;IAED;;;OAGG;IACI,OAAO,CAAC,WAAwB;QACnC,IAAI,CAAC,cAAc,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC;IAC1C,CAAC;IACD;;;OAGG;IACI,UAAU,CAAC,WAAwB;QACtC,MAAM,KAAK,GAAG,IAAI,CAAC,cAAc,CAAC,OAAO,CAAC,WAAW,CAAC,CAAC;QACvD,IAAI,KAAK,GAAG,CAAC,CAAC,EAAE,CAAC;YACb,mBAAmB,CAAC,IAAI,CAAC,cAAc,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;QAC7D,CAAC;IACL,CAAC;IACD;;OAEG;IACI,SAAS;QACZ,OAAO,IAAI,CAAC,cAAc,CAAC;IAC/B,CAAC;IAED;;;OAGG;IACI,gBAAgB;QACnB,OAAO,IAAI,CAAC,cAAc,CAAC;IAC/B,CAAC;IAED;;;;;;OAMG;IACI,YAAY,CAAC,IAAa,EAAE,EAAW,EAAE,MAA4B,EAAE,KAAqB;QAC/F,IAAI,CAAC,cAAc,CAAC,OAAO,CAAC,IAAI,EAAE,EAAE,EAAE,MAAM,EAAE,KAAK,CAAC,CAAC;IACzD,CAAC;IAED;;;;;;OAMG;IACI,OAAO,CAAC,IAAa,EAAE,EAAW,EAAE,KAAqB;QAC5D,MAAM,MAAM,GAAG,IAAI,oBAAoB,EAAE,CAAC;QAC1C,IAAI,CAAC,cAAc,CAAC,OAAO,CAAC,IAAI,EAAE,EAAE,EAAE,MAAM,EAAE,KAAK,CAAC,CAAC;QACrD,OAAO,MAAM,CAAC;IAClB,CAAC;CACJ","sourcesContent":["import type { Nullable } from \"../../types\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport type { IPhysicsEngine } from \"../IPhysicsEngine\";\r\nimport type { IPhysicsEnginePluginV2 } from \"./IPhysicsEnginePlugin\";\r\nimport type { IRaycastQuery } from \"../physicsRaycastResult\";\r\nimport { PhysicsRaycastResult } from \"../physicsRaycastResult\";\r\nimport { _WarnImport } from \"../../Misc/devTools\";\r\nimport type { PhysicsBody } from \"./physicsBody\";\r\n\r\n/**\r\n * Class used to control physics engine\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine\r\n */\r\nexport class PhysicsEngine implements IPhysicsEngine {\r\n /** @internal */\r\n private _physicsBodies: Array<PhysicsBody> = [];\r\n private _subTimeStep: number = 0;\r\n\r\n /**\r\n * Gets the gravity vector used by the simulation\r\n */\r\n public gravity: Vector3;\r\n\r\n /**\r\n *\r\n * @returns physics plugin version\r\n */\r\n public getPluginVersion(): number {\r\n return this._physicsPlugin.getPluginVersion();\r\n }\r\n // eslint-disable-next-line jsdoc/require-returns-check\r\n /**\r\n * Factory used to create the default physics plugin.\r\n * @returns The default physics plugin\r\n */\r\n public static DefaultPluginFactory(): IPhysicsEnginePluginV2 {\r\n throw _WarnImport(\"\");\r\n }\r\n\r\n /**\r\n * Creates a new Physics Engine\r\n * @param gravity defines the gravity vector used by the simulation\r\n * @param _physicsPlugin defines the plugin to use (CannonJS by default)\r\n */\r\n constructor(\r\n gravity: Nullable<Vector3>,\r\n private _physicsPlugin: IPhysicsEnginePluginV2 = PhysicsEngine.DefaultPluginFactory()\r\n ) {\r\n gravity = gravity || new Vector3(0, -9.807, 0);\r\n this.setGravity(gravity);\r\n this.setTimeStep();\r\n }\r\n\r\n /**\r\n * Sets the gravity vector used by the simulation\r\n * @param gravity defines the gravity vector to use\r\n */\r\n public setGravity(gravity: Vector3): void {\r\n this.gravity = gravity;\r\n this._physicsPlugin.setGravity(this.gravity);\r\n }\r\n\r\n /**\r\n * Set the time step of the physics engine.\r\n * Default is 1/60.\r\n * To slow it down, enter 1/600 for example.\r\n * To speed it up, 1/30\r\n * Unit is seconds.\r\n * @param newTimeStep defines the new timestep to apply to this world.\r\n */\r\n public setTimeStep(newTimeStep: number = 1 / 60) {\r\n this._physicsPlugin.setTimeStep(newTimeStep);\r\n }\r\n\r\n /**\r\n * Get the time step of the physics engine.\r\n * @returns the current time step\r\n */\r\n public getTimeStep(): number {\r\n return this._physicsPlugin.getTimeStep();\r\n }\r\n\r\n /**\r\n * Set the sub time step of the physics engine.\r\n * Default is 0 meaning there is no sub steps\r\n * To increase physics resolution precision, set a small value (like 1 ms)\r\n * @param subTimeStep defines the new sub timestep used for physics resolution.\r\n */\r\n public setSubTimeStep(subTimeStep: number = 0) {\r\n this._subTimeStep = subTimeStep;\r\n }\r\n\r\n /**\r\n * Get the sub time step of the physics engine.\r\n * @returns the current sub time step\r\n */\r\n public getSubTimeStep() {\r\n return this._subTimeStep;\r\n }\r\n\r\n /**\r\n * Release all resources\r\n */\r\n public dispose(): void {\r\n this._physicsPlugin.dispose();\r\n }\r\n\r\n /**\r\n * Gets the name of the current physics plugin\r\n * @returns the name of the plugin\r\n */\r\n public getPhysicsPluginName(): string {\r\n return this._physicsPlugin.name;\r\n }\r\n\r\n /**\r\n * Set the maximum allowed linear and angular velocities\r\n * @param maxLinearVelocity maximum allowed linear velocity\r\n * @param maxAngularVelocity maximum allowed angular velocity\r\n */\r\n setVelocityLimits(maxLinearVelocity: number, maxAngularVelocity: number): void {\r\n this._physicsPlugin.setVelocityLimits(maxLinearVelocity, maxAngularVelocity);\r\n }\r\n\r\n /**\r\n * @returns maximum allowed linear velocity\r\n */\r\n getMaxLinearVelocity(): number {\r\n return this._physicsPlugin.getMaxLinearVelocity();\r\n }\r\n\r\n /**\r\n * @returns maximum allowed angular velocity\r\n */\r\n getMaxAngularVelocity(): number {\r\n return this._physicsPlugin.getMaxAngularVelocity();\r\n }\r\n\r\n /**\r\n * Adding a new impostor for the impostor tracking.\r\n * This will be done by the impostor itself.\r\n * @param impostor the impostor to add\r\n */\r\n\r\n /**\r\n * Called by the scene. No need to call it.\r\n * @param delta defines the timespan between frames\r\n */\r\n public _step(delta: number) {\r\n if (delta > 0.1) {\r\n delta = 0.1;\r\n } else if (delta <= 0) {\r\n delta = 1.0 / 60.0;\r\n }\r\n\r\n this._physicsPlugin.executeStep(delta, this._physicsBodies);\r\n }\r\n\r\n /**\r\n * Add a body as an active component of this engine\r\n * @param physicsBody The body to add\r\n */\r\n public addBody(physicsBody: PhysicsBody): void {\r\n this._physicsBodies.push(physicsBody);\r\n }\r\n /**\r\n * Removes a particular body from this engine\r\n * @param physicsBody The body to remove from the simulation\r\n */\r\n public removeBody(physicsBody: PhysicsBody): void {\r\n const index = this._physicsBodies.indexOf(physicsBody);\r\n if (index > -1) {\r\n /*const removed =*/ this._physicsBodies.splice(index, 1);\r\n }\r\n }\r\n /**\r\n * @returns an array of bodies added to this engine\r\n */\r\n public getBodies(): Array<PhysicsBody> {\r\n return this._physicsBodies;\r\n }\r\n\r\n /**\r\n * Gets the current plugin used to run the simulation\r\n * @returns current plugin\r\n */\r\n public getPhysicsPlugin(): IPhysicsEnginePluginV2 {\r\n return this._physicsPlugin;\r\n }\r\n\r\n /**\r\n * Does a raycast in the physics world\r\n * @param from when should the ray start?\r\n * @param to when should the ray end?\r\n * @param result resulting PhysicsRaycastResult\r\n * @param query raycast query object\r\n */\r\n public raycastToRef(from: Vector3, to: Vector3, result: PhysicsRaycastResult, query?: IRaycastQuery): void {\r\n this._physicsPlugin.raycast(from, to, result, query);\r\n }\r\n\r\n /**\r\n * Does a raycast in the physics world\r\n * @param from when should the ray start?\r\n * @param to when should the ray end?\r\n * @param query raycast query object\r\n * @returns PhysicsRaycastResult\r\n */\r\n public raycast(from: Vector3, to: Vector3, query?: IRaycastQuery): PhysicsRaycastResult {\r\n const result = new PhysicsRaycastResult();\r\n this._physicsPlugin.raycast(from, to, result, query);\r\n return result;\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"physicsEngine.js","sourceRoot":"","sources":["../../../../../dev/core/src/Physics/v2/physicsEngine.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,OAAO,EAAE,MAAM,yBAAyB,CAAC;AAIlD,OAAO,EAAE,oBAAoB,EAAE,MAAM,yBAAyB,CAAC;AAC/D,OAAO,EAAE,WAAW,EAAE,MAAM,qBAAqB,CAAC;AAGlD;;;GAGG;AACH,MAAM,OAAO,aAAa;IAUtB;;;OAGG;IACI,gBAAgB;QACnB,OAAO,IAAI,CAAC,cAAc,CAAC,gBAAgB,EAAE,CAAC;IAClD,CAAC;IACD,uDAAuD;IACvD;;;OAGG;IACI,MAAM,CAAC,oBAAoB;QAC9B,MAAM,WAAW,CAAC,EAAE,CAAC,CAAC;IAC1B,CAAC;IAED;;;;OAIG;IACH,YACI,OAA0B,EAClB,iBAAyC,aAAa,CAAC,oBAAoB,EAAE;QAA7E,mBAAc,GAAd,cAAc,CAA+D;QAhCzF,gBAAgB;QACR,mBAAc,GAAuB,EAAE,CAAC;QACxC,iBAAY,GAAW,CAAC,CAAC;QAgC7B,OAAO,GAAG,OAAO,IAAI,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;QAC/C,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC;QACzB,IAAI,CAAC,WAAW,EAAE,CAAC;IACvB,CAAC;IAED;;;OAGG;IACI,UAAU,CAAC,OAAgB;QAC9B,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC;QACvB,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;IACjD,CAAC;IAED;;;;;;;OAOG;IACI,WAAW,CAAC,cAAsB,CAAC,GAAG,EAAE;QAC3C,IAAI,CAAC,cAAc,CAAC,WAAW,CAAC,WAAW,CAAC,CAAC;IACjD,CAAC;IAED;;;OAGG;IACI,WAAW;QACd,OAAO,IAAI,CAAC,cAAc,CAAC,WAAW,EAAE,CAAC;IAC7C,CAAC;IAED;;;;;OAKG;IACI,cAAc,CAAC,cAAsB,CAAC;QACzC,IAAI,CAAC,YAAY,GAAG,WAAW,CAAC;IACpC,CAAC;IAED;;;OAGG;IACI,cAAc;QACjB,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IAED;;OAEG;IACI,OAAO;QACV,IAAI,CAAC,cAAc,CAAC,OAAO,EAAE,CAAC;IAClC,CAAC;IAED;;;OAGG;IACI,oBAAoB;QACvB,OAAO,IAAI,CAAC,cAAc,CAAC,IAAI,CAAC;IACpC,CAAC;IAED;;;;OAIG;IACH,iBAAiB,CAAC,iBAAyB,EAAE,kBAA0B;QACnE,IAAI,CAAC,cAAc,CAAC,iBAAiB,CAAC,iBAAiB,EAAE,kBAAkB,CAAC,CAAC;IACjF,CAAC;IAED;;OAEG;IACH,oBAAoB;QAChB,OAAO,IAAI,CAAC,cAAc,CAAC,oBAAoB,EAAE,CAAC;IACtD,CAAC;IAED;;OAEG;IACH,qBAAqB;QACjB,OAAO,IAAI,CAAC,cAAc,CAAC,qBAAqB,EAAE,CAAC;IACvD,CAAC;IAED;;;;OAIG;IAEH;;;OAGG;IACI,KAAK,CAAC,KAAa;QACtB,IAAI,KAAK,GAAG,GAAG,EAAE,CAAC;YACd,KAAK,GAAG,GAAG,CAAC;QAChB,CAAC;aAAM,IAAI,KAAK,IAAI,CAAC,EAAE,CAAC;YACpB,KAAK,GAAG,GAAG,GAAG,IAAI,CAAC;QACvB,CAAC;QAED,IAAI,CAAC,cAAc,CAAC,WAAW,CAAC,KAAK,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC;IAChE,CAAC;IAED;;;OAGG;IACI,OAAO,CAAC,WAAwB;QACnC,IAAI,CAAC,cAAc,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC;IAC1C,CAAC;IACD;;;OAGG;IACI,UAAU,CAAC,WAAwB;QACtC,MAAM,KAAK,GAAG,IAAI,CAAC,cAAc,CAAC,OAAO,CAAC,WAAW,CAAC,CAAC;QACvD,IAAI,KAAK,GAAG,CAAC,CAAC,EAAE,CAAC;YACb,mBAAmB,CAAC,IAAI,CAAC,cAAc,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;QAC7D,CAAC;IACL,CAAC;IACD;;OAEG;IACI,SAAS;QACZ,OAAO,IAAI,CAAC,cAAc,CAAC;IAC/B,CAAC;IAED;;;OAGG;IACI,gBAAgB;QACnB,OAAO,IAAI,CAAC,cAAc,CAAC;IAC/B,CAAC;IAED;;;;;;;;OAQG;IACI,YAAY,CAAC,IAAa,EAAE,EAAW,EAAE,MAA0D,EAAE,KAAqB;QAC7H,IAAI,CAAC,cAAc,CAAC,OAAO,CAAC,IAAI,EAAE,EAAE,EAAE,MAAM,EAAE,KAAK,CAAC,CAAC;IACzD,CAAC;IAED;;;;;;OAMG;IACI,OAAO,CAAC,IAAa,EAAE,EAAW,EAAE,KAAqB;QAC5D,MAAM,MAAM,GAAG,IAAI,oBAAoB,EAAE,CAAC;QAC1C,IAAI,CAAC,cAAc,CAAC,OAAO,CAAC,IAAI,EAAE,EAAE,EAAE,MAAM,EAAE,KAAK,CAAC,CAAC;QACrD,OAAO,MAAM,CAAC;IAClB,CAAC;IAED;;;;;;OAMG;IACI,YAAY,CAAC,IAAa,EAAE,EAAW,EAAE,KAAqB;QACjE,MAAM,MAAM,GAAgC,EAAE,CAAC;QAC/C,IAAI,CAAC,cAAc,CAAC,OAAO,CAAC,IAAI,EAAE,EAAE,EAAE,MAAM,EAAE,KAAK,CAAC,CAAC;QACrD,OAAO,MAAM,CAAC;IAClB,CAAC;CACJ","sourcesContent":["import type { Nullable } from \"../../types\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport type { IPhysicsEngine } from \"../IPhysicsEngine\";\r\nimport type { IPhysicsEnginePluginV2 } from \"./IPhysicsEnginePlugin\";\r\nimport type { IRaycastQuery } from \"../physicsRaycastResult\";\r\nimport { PhysicsRaycastResult } from \"../physicsRaycastResult\";\r\nimport { _WarnImport } from \"../../Misc/devTools\";\r\nimport type { PhysicsBody } from \"./physicsBody\";\r\n\r\n/**\r\n * Class used to control physics engine\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine\r\n */\r\nexport class PhysicsEngine implements IPhysicsEngine {\r\n /** @internal */\r\n private _physicsBodies: Array<PhysicsBody> = [];\r\n private _subTimeStep: number = 0;\r\n\r\n /**\r\n * Gets the gravity vector used by the simulation\r\n */\r\n public gravity: Vector3;\r\n\r\n /**\r\n *\r\n * @returns physics plugin version\r\n */\r\n public getPluginVersion(): number {\r\n return this._physicsPlugin.getPluginVersion();\r\n }\r\n // eslint-disable-next-line jsdoc/require-returns-check\r\n /**\r\n * Factory used to create the default physics plugin.\r\n * @returns The default physics plugin\r\n */\r\n public static DefaultPluginFactory(): IPhysicsEnginePluginV2 {\r\n throw _WarnImport(\"\");\r\n }\r\n\r\n /**\r\n * Creates a new Physics Engine\r\n * @param gravity defines the gravity vector used by the simulation\r\n * @param _physicsPlugin defines the plugin to use (CannonJS by default)\r\n */\r\n constructor(\r\n gravity: Nullable<Vector3>,\r\n private _physicsPlugin: IPhysicsEnginePluginV2 = PhysicsEngine.DefaultPluginFactory()\r\n ) {\r\n gravity = gravity || new Vector3(0, -9.807, 0);\r\n this.setGravity(gravity);\r\n this.setTimeStep();\r\n }\r\n\r\n /**\r\n * Sets the gravity vector used by the simulation\r\n * @param gravity defines the gravity vector to use\r\n */\r\n public setGravity(gravity: Vector3): void {\r\n this.gravity = gravity;\r\n this._physicsPlugin.setGravity(this.gravity);\r\n }\r\n\r\n /**\r\n * Set the time step of the physics engine.\r\n * Default is 1/60.\r\n * To slow it down, enter 1/600 for example.\r\n * To speed it up, 1/30\r\n * Unit is seconds.\r\n * @param newTimeStep defines the new timestep to apply to this world.\r\n */\r\n public setTimeStep(newTimeStep: number = 1 / 60) {\r\n this._physicsPlugin.setTimeStep(newTimeStep);\r\n }\r\n\r\n /**\r\n * Get the time step of the physics engine.\r\n * @returns the current time step\r\n */\r\n public getTimeStep(): number {\r\n return this._physicsPlugin.getTimeStep();\r\n }\r\n\r\n /**\r\n * Set the sub time step of the physics engine.\r\n * Default is 0 meaning there is no sub steps\r\n * To increase physics resolution precision, set a small value (like 1 ms)\r\n * @param subTimeStep defines the new sub timestep used for physics resolution.\r\n */\r\n public setSubTimeStep(subTimeStep: number = 0) {\r\n this._subTimeStep = subTimeStep;\r\n }\r\n\r\n /**\r\n * Get the sub time step of the physics engine.\r\n * @returns the current sub time step\r\n */\r\n public getSubTimeStep() {\r\n return this._subTimeStep;\r\n }\r\n\r\n /**\r\n * Release all resources\r\n */\r\n public dispose(): void {\r\n this._physicsPlugin.dispose();\r\n }\r\n\r\n /**\r\n * Gets the name of the current physics plugin\r\n * @returns the name of the plugin\r\n */\r\n public getPhysicsPluginName(): string {\r\n return this._physicsPlugin.name;\r\n }\r\n\r\n /**\r\n * Set the maximum allowed linear and angular velocities\r\n * @param maxLinearVelocity maximum allowed linear velocity\r\n * @param maxAngularVelocity maximum allowed angular velocity\r\n */\r\n setVelocityLimits(maxLinearVelocity: number, maxAngularVelocity: number): void {\r\n this._physicsPlugin.setVelocityLimits(maxLinearVelocity, maxAngularVelocity);\r\n }\r\n\r\n /**\r\n * @returns maximum allowed linear velocity\r\n */\r\n getMaxLinearVelocity(): number {\r\n return this._physicsPlugin.getMaxLinearVelocity();\r\n }\r\n\r\n /**\r\n * @returns maximum allowed angular velocity\r\n */\r\n getMaxAngularVelocity(): number {\r\n return this._physicsPlugin.getMaxAngularVelocity();\r\n }\r\n\r\n /**\r\n * Adding a new impostor for the impostor tracking.\r\n * This will be done by the impostor itself.\r\n * @param impostor the impostor to add\r\n */\r\n\r\n /**\r\n * Called by the scene. No need to call it.\r\n * @param delta defines the timespan between frames\r\n */\r\n public _step(delta: number) {\r\n if (delta > 0.1) {\r\n delta = 0.1;\r\n } else if (delta <= 0) {\r\n delta = 1.0 / 60.0;\r\n }\r\n\r\n this._physicsPlugin.executeStep(delta, this._physicsBodies);\r\n }\r\n\r\n /**\r\n * Add a body as an active component of this engine\r\n * @param physicsBody The body to add\r\n */\r\n public addBody(physicsBody: PhysicsBody): void {\r\n this._physicsBodies.push(physicsBody);\r\n }\r\n /**\r\n * Removes a particular body from this engine\r\n * @param physicsBody The body to remove from the simulation\r\n */\r\n public removeBody(physicsBody: PhysicsBody): void {\r\n const index = this._physicsBodies.indexOf(physicsBody);\r\n if (index > -1) {\r\n /*const removed =*/ this._physicsBodies.splice(index, 1);\r\n }\r\n }\r\n /**\r\n * @returns an array of bodies added to this engine\r\n */\r\n public getBodies(): Array<PhysicsBody> {\r\n return this._physicsBodies;\r\n }\r\n\r\n /**\r\n * Gets the current plugin used to run the simulation\r\n * @returns current plugin\r\n */\r\n public getPhysicsPlugin(): IPhysicsEnginePluginV2 {\r\n return this._physicsPlugin;\r\n }\r\n\r\n /**\r\n * Does a raycast in the physics world\r\n * @param from when should the ray start?\r\n * @param to when should the ray end?\r\n * @param result resulting PhysicsRaycastResult or array of PhysicsRaycastResults\r\n * @param query raycast query object\r\n * If result is an empty array, it will be populated with every detected raycast hit.\r\n * If result is a populated array, it will only fill the PhysicsRaycastResults present in the array.\r\n */\r\n public raycastToRef(from: Vector3, to: Vector3, result: PhysicsRaycastResult | Array<PhysicsRaycastResult>, query?: IRaycastQuery): void {\r\n this._physicsPlugin.raycast(from, to, result, query);\r\n }\r\n\r\n /**\r\n * Does a raycast in the physics world\r\n * @param from when should the ray start?\r\n * @param to when should the ray end?\r\n * @param query raycast query object\r\n * @returns PhysicsRaycastResult\r\n */\r\n public raycast(from: Vector3, to: Vector3, query?: IRaycastQuery): PhysicsRaycastResult {\r\n const result = new PhysicsRaycastResult();\r\n this._physicsPlugin.raycast(from, to, result, query);\r\n return result;\r\n }\r\n\r\n /**\r\n * Does a raycast through multiple objects in the physics world\r\n * @param from when should the ray start?\r\n * @param to when should the ray end?\r\n * @param query raycast query object\r\n * @returns array of PhysicsRaycastResult\r\n */\r\n public raycastMulti(from: Vector3, to: Vector3, query?: IRaycastQuery): Array<PhysicsRaycastResult> {\r\n const result: Array<PhysicsRaycastResult> = [];\r\n this._physicsPlugin.raycast(from, to, result, query);\r\n return result;\r\n }\r\n}\r\n"]}
@@ -2,7 +2,7 @@
2
2
  import { ShaderStore } from "../Engines/shaderStore.js";
3
3
  const name = "pickingPixelShader";
4
4
  const shader = `#if defined(INSTANCES)
5
- varying float vMeshID;
5
+ flat varying float vMeshID;
6
6
  #else
7
7
  uniform float meshID;
8
8
  #endif
@@ -1 +1 @@
1
- {"version":3,"file":"picking.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/picking.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;CAyBd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"pickingPixelShader\";\nconst shader = `#if defined(INSTANCES)\nvarying float vMeshID;\n#else\nuniform float meshID;\n#endif\nvoid main(void) {float id;\n#if defined(INSTANCES)\nid=vMeshID;\n#else\nid=meshID;\n#endif\n#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\nint castedId=int(id);vec3 color=vec3(\nfloat((castedId>>16) & 0xFF),\nfloat((castedId>>8) & 0xFF),\nfloat(castedId & 0xFF)\n)/255.0;gl_FragColor=vec4(color,1.0);\n#else\nfloat castedId=floor(id+0.5);vec3 color=vec3(\nfloor(mod(castedId,16777216.0)/65536.0),\nfloor(mod(castedId,65536.0)/256.0),\nmod(castedId,256.0)\n)/255.0;gl_FragColor=vec4(color,1.0);\n#endif\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const pickingPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"picking.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/picking.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;CAyBd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"pickingPixelShader\";\nconst shader = `#if defined(INSTANCES)\nflat varying float vMeshID;\n#else\nuniform float meshID;\n#endif\nvoid main(void) {float id;\n#if defined(INSTANCES)\nid=vMeshID;\n#else\nid=meshID;\n#endif\n#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\nint castedId=int(id);vec3 color=vec3(\nfloat((castedId>>16) & 0xFF),\nfloat((castedId>>8) & 0xFF),\nfloat(castedId & 0xFF)\n)/255.0;gl_FragColor=vec4(color,1.0);\n#else\nfloat castedId=floor(id+0.5);vec3 color=vec3(\nfloor(mod(castedId,16777216.0)/65536.0),\nfloor(mod(castedId,65536.0)/256.0),\nmod(castedId,256.0)\n)/255.0;gl_FragColor=vec4(color,1.0);\n#endif\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const pickingPixelShader = { name, shader };\n"]}
@@ -22,7 +22,7 @@ attribute float instanceMeshID;
22
22
  #include<instancesDeclaration>
23
23
  uniform mat4 viewProjection;
24
24
  #if defined(INSTANCES)
25
- varying float vMeshID;
25
+ flat varying float vMeshID;
26
26
  #endif
27
27
  void main(void) {
28
28
  #include<morphTargetsVertexGlobal>
@@ -1 +1 @@
1
- {"version":3,"file":"picking.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/picking.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,mCAAmC,CAAC;AAC3C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,sDAAsD,CAAC;AAC9D,OAAO,gDAAgD,CAAC;AACxD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAE/C,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;CAwBd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\n\nconst name = \"pickingVertexShader\";\nconst shader = `attribute vec3 position;\n#if defined(INSTANCES)\nattribute float instanceMeshID;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#include<instancesDeclaration>\nuniform mat4 viewProjection;\n#if defined(INSTANCES)\nvarying float vMeshID;\n#endif\nvoid main(void) {\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(position,1.0);gl_Position=viewProjection*worldPos;\n#if defined(INSTANCES)\nvMeshID=instanceMeshID;\n#endif\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const pickingVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"picking.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/picking.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,mCAAmC,CAAC;AAC3C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,sDAAsD,CAAC;AAC9D,OAAO,gDAAgD,CAAC;AACxD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAE/C,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;CAwBd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\n\nconst name = \"pickingVertexShader\";\nconst shader = `attribute vec3 position;\n#if defined(INSTANCES)\nattribute float instanceMeshID;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#include<instancesDeclaration>\nuniform mat4 viewProjection;\n#if defined(INSTANCES)\nflat varying float vMeshID;\n#endif\nvoid main(void) {\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(position,1.0);gl_Position=viewProjection*worldPos;\n#if defined(INSTANCES)\nvMeshID=instanceMeshID;\n#endif\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const pickingVertexShader = { name, shader };\n"]}
@@ -2,7 +2,7 @@
2
2
  import { ShaderStore } from "../Engines/shaderStore.js";
3
3
  const name = "pickingPixelShader";
4
4
  const shader = `#if defined(INSTANCES)
5
- varying vMeshID: f32;
5
+ flat varying vMeshID: f32;
6
6
  #else
7
7
  uniform meshID: f32;
8
8
  #endif
@@ -1 +1 @@
1
- {"version":3,"file":"picking.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/picking.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;CAiBd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,sBAAsB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"pickingPixelShader\";\nconst shader = `#if defined(INSTANCES)\nvarying vMeshID: f32;\n#else\nuniform meshID: f32;\n#endif\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var id: i32;\n#if defined(INSTANCES)\nid=i32(input.vMeshID);\n#else\nid=i32(uniforms.meshID);\n#endif\nvar color=vec3f(\nf32((id>>16) & 0xFF),\nf32((id>>8) & 0xFF),\nf32(id & 0xFF),\n)/255.0;fragmentOutputs.color=vec4f(color,1.0);}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const pickingPixelShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"picking.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/picking.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;CAiBd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,sBAAsB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"pickingPixelShader\";\nconst shader = `#if defined(INSTANCES)\nflat varying vMeshID: f32;\n#else\nuniform meshID: f32;\n#endif\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var id: i32;\n#if defined(INSTANCES)\nid=i32(input.vMeshID);\n#else\nid=i32(uniforms.meshID);\n#endif\nvar color=vec3f(\nf32((id>>16) & 0xFF),\nf32((id>>8) & 0xFF),\nf32(id & 0xFF),\n)/255.0;fragmentOutputs.color=vec4f(color,1.0);}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const pickingPixelShaderWGSL = { name, shader };\n"]}
@@ -22,7 +22,7 @@ attribute instanceMeshID: f32;
22
22
  #include<instancesDeclaration>
23
23
  uniform viewProjection: mat4x4f;
24
24
  #if defined(INSTANCES)
25
- varying vMeshID: f32;
25
+ flat varying vMeshID: f32;
26
26
  #endif
27
27
  @vertex
28
28
  fn main(input : VertexInputs)->FragmentInputs {
@@ -1 +1 @@
1
- {"version":3,"file":"picking.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/picking.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,mCAAmC,CAAC;AAC3C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,sDAAsD,CAAC;AAC9D,OAAO,gDAAgD,CAAC;AACxD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAE/C,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;CAyBd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,uBAAuB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\n\nconst name = \"pickingVertexShader\";\nconst shader = `attribute position: vec3f;\n#if defined(INSTANCES)\nattribute instanceMeshID: f32;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#include<instancesDeclaration>\nuniform viewProjection: mat4x4f;\n#if defined(INSTANCES)\nvarying vMeshID: f32;\n#endif\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvar worldPos: vec4f=finalWorld*vec4f(input.position,1.0);vertexOutputs.position=uniforms.viewProjection*worldPos;\n#if defined(INSTANCES)\nvertexOutputs.vMeshID=input.instanceMeshID;\n#endif\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const pickingVertexShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"picking.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/picking.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,mCAAmC,CAAC;AAC3C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,sDAAsD,CAAC;AAC9D,OAAO,gDAAgD,CAAC;AACxD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAE/C,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;CAyBd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,uBAAuB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\n\nconst name = \"pickingVertexShader\";\nconst shader = `attribute position: vec3f;\n#if defined(INSTANCES)\nattribute instanceMeshID: f32;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#include<instancesDeclaration>\nuniform viewProjection: mat4x4f;\n#if defined(INSTANCES)\nflat varying vMeshID: f32;\n#endif\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvar worldPos: vec4f=finalWorld*vec4f(input.position,1.0);vertexOutputs.position=uniforms.viewProjection*worldPos;\n#if defined(INSTANCES)\nvertexOutputs.vMeshID=input.instanceMeshID;\n#endif\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const pickingVertexShaderWGSL = { name, shader };\n"]}
@@ -3,6 +3,7 @@ import { Buffer, VertexBuffer } from "../Buffers/buffer.js";
3
3
  import { DrawWrapper } from "../Materials/drawWrapper.js";
4
4
  import { Logger } from "../Misc/logger.js";
5
5
  import { BindLogDepth } from "../Materials/materialHelper.functions.pure.js";
6
+ import { Vector3 } from "../Maths/math.vector.js";
6
7
  /**
7
8
  * Class used to render sprites.
8
9
  *
@@ -216,6 +217,7 @@ export class SpriteRenderer {
216
217
  const max = Math.min(this._capacity, sprites.length);
217
218
  let offset = 0;
218
219
  let noSprite = true;
220
+ const floatingOriginOffset = this._scene?.floatingOriginOffset || Vector3.ZeroReadOnly;
219
221
  for (let index = 0; index < max; index++) {
220
222
  const sprite = sprites[index];
221
223
  if (!sprite || !sprite.isVisible) {
@@ -224,11 +226,11 @@ export class SpriteRenderer {
224
226
  noSprite = false;
225
227
  sprite._animate(deltaTime);
226
228
  const baseSize = this.texture.getBaseSize(); // This could be change by the user inside the animate callback (like onAnimationEnd)
227
- this._appendSpriteVertex(offset++, sprite, 0, 0, baseSize, useRightHandedSystem, customSpriteUpdate);
229
+ this._appendSpriteVertex(offset++, sprite, 0, 0, baseSize, useRightHandedSystem, customSpriteUpdate, floatingOriginOffset);
228
230
  if (!this._useInstancing) {
229
- this._appendSpriteVertex(offset++, sprite, 1, 0, baseSize, useRightHandedSystem, customSpriteUpdate);
230
- this._appendSpriteVertex(offset++, sprite, 1, 1, baseSize, useRightHandedSystem, customSpriteUpdate);
231
- this._appendSpriteVertex(offset++, sprite, 0, 1, baseSize, useRightHandedSystem, customSpriteUpdate);
231
+ this._appendSpriteVertex(offset++, sprite, 1, 0, baseSize, useRightHandedSystem, customSpriteUpdate, floatingOriginOffset);
232
+ this._appendSpriteVertex(offset++, sprite, 1, 1, baseSize, useRightHandedSystem, customSpriteUpdate, floatingOriginOffset);
233
+ this._appendSpriteVertex(offset++, sprite, 0, 1, baseSize, useRightHandedSystem, customSpriteUpdate, floatingOriginOffset);
232
234
  }
233
235
  }
234
236
  if (noSprite) {
@@ -297,7 +299,7 @@ export class SpriteRenderer {
297
299
  }
298
300
  engine.unbindInstanceAttributes();
299
301
  }
300
- _appendSpriteVertex(index, sprite, offsetX, offsetY, baseSize, useRightHandedSystem, customSpriteUpdate) {
302
+ _appendSpriteVertex(index, sprite, offsetX, offsetY, baseSize, useRightHandedSystem, customSpriteUpdate, floatingOriginOffset) {
301
303
  let arrayOffset = index * this._vertexBufferSize;
302
304
  if (offsetX === 0) {
303
305
  offsetX = this._epsilon;
@@ -326,9 +328,9 @@ export class SpriteRenderer {
326
328
  sprite._ySize = this.cellHeight;
327
329
  }
328
330
  // Positions
329
- this._vertexData[arrayOffset] = sprite.position.x;
330
- this._vertexData[arrayOffset + 1] = sprite.position.y;
331
- this._vertexData[arrayOffset + 2] = sprite.position.z;
331
+ this._vertexData[arrayOffset] = sprite.position.x - floatingOriginOffset.x;
332
+ this._vertexData[arrayOffset + 1] = sprite.position.y - floatingOriginOffset.y;
333
+ this._vertexData[arrayOffset + 2] = sprite.position.z - floatingOriginOffset.z;
332
334
  this._vertexData[arrayOffset + 3] = sprite.angle;
333
335
  // Options
334
336
  this._vertexData[arrayOffset + 4] = sprite.width;
@@ -1 +1 @@
1
- {"version":3,"file":"spriteRenderer.js","sourceRoot":"","sources":["../../../../dev/core/src/Sprites/spriteRenderer.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAIjD,OAAO,EAAE,MAAM,EAAE,YAAY,EAAE,MAAM,mBAAmB,CAAC;AACzD,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AAOvD,OAAO,EAAE,MAAM,EAAE,MAAM,gBAAgB,CAAC;AACxC,OAAO,EAAE,YAAY,EAAE,MAAM,4CAA4C,CAAC;AAiB1E;;;;GAIG;AACH,MAAM,OAAO,cAAc;IA2CvB;;OAEG;IACH,IAAW,UAAU;QACjB,OAAO,IAAI,CAAC,WAAW,CAAC;IAC5B,CAAC;IAED,IAAW,UAAU,CAAC,KAAc;QAChC,IAAI,IAAI,CAAC,WAAW,KAAK,KAAK,EAAE,CAAC;YAC7B,OAAO;QACX,CAAC;QAED,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;QACzB,IAAI,CAAC,cAAc,EAAE,CAAC;IAC1B,CAAC;IAID;;;;OAIG;IACH,IAAW,mBAAmB;QAC1B,OAAO,IAAI,CAAC,oBAAoB,CAAC;IACrC,CAAC;IAED,IAAW,mBAAmB,CAAC,KAAc;QACzC,MAAM,sBAAsB,GAAG,CAAC,CAAC,IAAI,CAAC,MAAM,EAAE,SAAS,EAAE,CAAC,OAAO,EAAE,CAAC,sBAAsB,CAAC;QAE3F,IAAI,KAAK,IAAI,CAAC,sBAAsB,EAAE,CAAC;YACnC,MAAM,CAAC,IAAI,CAAC,iGAAiG,CAAC,CAAC;QACnH,CAAC;QAED,IAAI,CAAC,oBAAoB,GAAG,KAAK,IAAI,sBAAsB,CAAC;QAC5D,IAAI,CAAC,cAAc,EAAE,CAAC;IAC1B,CAAC;IAED;;OAEG;IACH,IAAW,QAAQ;QACf,OAAO,IAAI,CAAC,SAAS,CAAC;IAC1B,CAAC;IAID;;;OAGG;IACH,IAAW,YAAY;QACnB,OAAO,IAAI,CAAC,aAAa,CAAC;IAC9B,CAAC;IAED,IAAW,YAAY,CAAC,KAAc;QAClC,IAAI,IAAI,CAAC,aAAa,KAAK,KAAK,EAAE,CAAC;YAC/B,OAAO;QACX,CAAC;QAED,IAAI,CAAC,aAAa,GAAG,KAAK,CAAC;QAC3B,IAAI,CAAC,cAAc,EAAE,CAAC;IAC1B,CAAC;IAKD;;OAEG;IACH,IAAW,cAAc;QACrB,OAAO,IAAI,CAAC,eAAe,CAAC;IAChC,CAAC;IAuBD;;;;;;;OAOG;IACH,YAAY,MAAsB,EAAE,QAAgB,EAAE,UAAkB,IAAI,EAAE,QAAyB,IAAI,EAAE,eAAuC;QA7HpJ;;;;WAIG;QACI,cAAS,GAAG,SAAS,CAAC,aAAa,CAAC;QAE3C;;;WAGG;QACI,mBAAc,GAAG,IAAI,CAAC;QAE7B;;;;WAIG;QACI,sBAAiB,GAAY,KAAK,CAAC;QAElC,gBAAW,GAAG,IAAI,CAAC;QA+CnB,kBAAa,GAAG,KAAK,CAAC;QAmB9B,2CAA2C;QACjC,oBAAe,+BAAuB;QAU/B,YAAO,GAAY,KAAK,CAAC;QACzB,mBAAc,GAAY,KAAK,CAAC;QASzC,mBAAc,GAAoC,EAAE,CAAC;QAQrD,gBAAW,GAAG,KAAK,CAAC;QAsEpB,mBAAc,GAAG,KAAK,CAAC;QA3D3B,IAAI,CAAC,aAAa,GAAG,eAAe,EAAE,YAAY,IAAI,KAAK,CAAC;QAC5D,IAAI,CAAC,SAAS,GAAG,QAAQ,CAAC;QAC1B,IAAI,CAAC,QAAQ,GAAG,OAAO,CAAC;QAExB,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC;QACtB,IAAI,CAAC,cAAc,GAAG,MAAM,CAAC,OAAO,EAAE,CAAC,eAAe,IAAI,MAAM,CAAC,SAAS,CAAC,uBAAuB,CAAC;QACnG,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC,OAAO,EAAE,CAAC,iBAAiB,IAAI,CAAC,MAAM,CAAC,yBAAyB,CAAC;QACvF,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QAEpB,IAAI,CAAC,IAAI,CAAC,cAAc,EAAE,CAAC;YACvB,IAAI,CAAC,iBAAiB,EAAE,CAAC;QAC7B,CAAC;QAED,MAAM;QACN,wKAAwK;QACxK,0BAA0B;QAC1B,IAAI,CAAC,iBAAiB,GAAG,IAAI,CAAC,cAAc,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;QACvD,IAAI,CAAC,WAAW,GAAG,IAAI,YAAY,CAAC,QAAQ,GAAG,IAAI,CAAC,iBAAiB,GAAG,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;QACvG,IAAI,CAAC,OAAO,GAAG,IAAI,MAAM,CAAC,MAAM,EAAE,IAAI,CAAC,WAAW,EAAE,IAAI,EAAE,IAAI,CAAC,iBAAiB,CAAC,CAAC;QAElF,MAAM,SAAS,GAAG,IAAI,CAAC,OAAO,CAAC,kBAAkB,CAAC,YAAY,CAAC,YAAY,EAAE,CAAC,EAAE,CAAC,EAAE,IAAI,CAAC,iBAAiB,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC;QAChI,MAAM,OAAO,GAAG,IAAI,CAAC,OAAO,CAAC,kBAAkB,CAAC,SAAS,EAAE,CAAC,EAAE,CAAC,EAAE,IAAI,CAAC,iBAAiB,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC;QAE9G,IAAI,MAAM,GAAG,CAAC,CAAC;QACf,IAAI,OAAqB,CAAC;QAE1B,IAAI,IAAI,CAAC,cAAc,EAAE,CAAC;YACtB,MAAM,UAAU,GAAG,IAAI,YAAY,CAAC;gBAChC,IAAI,CAAC,QAAQ;gBACb,IAAI,CAAC,QAAQ;gBACb,CAAC,GAAG,IAAI,CAAC,QAAQ;gBACjB,IAAI,CAAC,QAAQ;gBACb,IAAI,CAAC,QAAQ;gBACb,CAAC,GAAG,IAAI,CAAC,QAAQ;gBACjB,CAAC,GAAG,IAAI,CAAC,QAAQ;gBACjB,CAAC,GAAG,IAAI,CAAC,QAAQ;aACpB,CAAC,CAAC;YACH,IAAI,CAAC,aAAa,GAAG,IAAI,MAAM,CAAC,MAAM,EAAE,UAAU,EAAE,KAAK,EAAE,CAAC,CAAC,CAAC;YAC9D,OAAO,GAAG,IAAI,CAAC,aAAa,CAAC,kBAAkB,CAAC,SAAS,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QACrE,CAAC;aAAM,CAAC;YACJ,OAAO,GAAG,IAAI,CAAC,OAAO,CAAC,kBAAkB,CAAC,SAAS,EAAE,MAAM,EAAE,CAAC,EAAE,IAAI,CAAC,iBAAiB,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC;YAC7G,MAAM,IAAI,CAAC,CAAC;QAChB,CAAC;QAED,MAAM,OAAO,GAAG,IAAI,CAAC,OAAO,CAAC,kBAAkB,CAAC,SAAS,EAAE,MAAM,EAAE,CAAC,EAAE,IAAI,CAAC,iBAAiB,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC;QACnH,MAAM,QAAQ,GAAG,IAAI,CAAC,OAAO,CAAC,kBAAkB,CAAC,UAAU,EAAE,MAAM,GAAG,CAAC,EAAE,CAAC,EAAE,IAAI,CAAC,iBAAiB,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC;QACzH,MAAM,MAAM,GAAG,IAAI,CAAC,OAAO,CAAC,kBAAkB,CAAC,YAAY,CAAC,SAAS,EAAE,MAAM,GAAG,CAAC,EAAE,CAAC,EAAE,IAAI,CAAC,iBAAiB,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC;QAEnI,IAAI,CAAC,cAAc,CAAC,YAAY,CAAC,YAAY,CAAC,GAAG,SAAS,CAAC;QAC3D,IAAI,CAAC,cAAc,CAAC,SAAS,CAAC,GAAG,OAAO,CAAC;QACzC,IAAI,CAAC,cAAc,CAAC,SAAS,CAAC,GAAG,OAAO,CAAC;QACzC,IAAI,CAAC,cAAc,CAAC,SAAS,CAAC,GAAG,OAAO,CAAC;QACzC,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,GAAG,QAAQ,CAAC;QAC3C,IAAI,CAAC,cAAc,CAAC,YAAY,CAAC,SAAS,CAAC,GAAG,MAAM,CAAC;QAErD,mEAAmE;QACnE,IAAI,CAAC,sBAAsB,EAAE,CAAC;IAClC,CAAC;IAIO,KAAK,CAAC,sBAAsB;QAChC,MAAM,MAAM,GAAG,IAAI,CAAC,OAAO,CAAC;QAE5B,IAAI,MAAM,CAAC,QAAQ,IAAI,CAAC,cAAc,CAAC,SAAS,EAAE,CAAC;YAC/C,IAAI,CAAC,eAAe,8BAAsB,CAAC;YAE3C,MAAM,OAAO,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC,+BAA+B,CAAC,EAAE,MAAM,CAAC,iCAAiC,CAAC,CAAC,CAAC,CAAC;QAC5G,CAAC;aAAM,CAAC;YACJ,MAAM,OAAO,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC,2BAA2B,CAAC,EAAE,MAAM,CAAC,6BAA6B,CAAC,CAAC,CAAC,CAAC;QACpG,CAAC;QAED,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC;QAC3B,IAAI,CAAC,cAAc,EAAE,CAAC;IAC1B,CAAC;IAEO,cAAc;QAClB,IAAI,IAAI,CAAC,WAAW,IAAI,CAAC,IAAI,CAAC,cAAc,EAAE,CAAC;YAC3C,OAAO;QACX,CAAC;QAED,IAAI,CAAC,gBAAgB,EAAE,OAAO,EAAE,CAAC;QACjC,IAAI,CAAC,iBAAiB,EAAE,OAAO,EAAE,CAAC;QAElC,IAAI,CAAC,gBAAgB,GAAG,IAAI,WAAW,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;QACtD,IAAI,CAAC,iBAAiB,GAAG,IAAI,WAAW,CAAC,IAAI,CAAC,OAAO,EAAE,KAAK,CAAC,CAAC;QAE9D,IAAI,IAAI,CAAC,gBAAgB,CAAC,WAAW,EAAE,CAAC;YACpC,IAAI,CAAC,gBAAgB,CAAC,WAAW,CAAC,aAAa,GAAG,IAAI,CAAC,cAAc,CAAC;QAC1E,CAAC;QACD,IAAI,IAAI,CAAC,iBAAiB,CAAC,WAAW,EAAE,CAAC;YACrC,IAAI,CAAC,iBAAiB,CAAC,WAAW,CAAC,aAAa,GAAG,IAAI,CAAC,cAAc,CAAC;QAC3E,CAAC;QAED,IAAI,OAAO,GAAG,EAAE,CAAC;QAEjB,IAAI,IAAI,CAAC,aAAa,EAAE,CAAC;YACrB,OAAO,IAAI,yBAAyB,CAAC;QACzC,CAAC;QACD,IAAI,IAAI,CAAC,MAAM,IAAI,IAAI,CAAC,MAAM,CAAC,UAAU,IAAI,IAAI,CAAC,MAAM,CAAC,OAAO,KAAK,CAAC,IAAI,IAAI,CAAC,WAAW,EAAE,CAAC;YACzF,OAAO,IAAI,eAAe,CAAC;QAC/B,CAAC;QACD,IAAI,IAAI,CAAC,oBAAoB,EAAE,CAAC;YAC5B,OAAO,IAAI,4BAA4B,CAAC;QAC5C,CAAC;QAED,IAAI,CAAC,gBAAgB,CAAC,MAAM,GAAG,IAAI,CAAC,OAAO,CAAC,YAAY,CACpD,SAAS,EACT,CAAC,YAAY,CAAC,YAAY,EAAE,SAAS,EAAE,SAAS,EAAE,SAAS,EAAE,UAAU,EAAE,YAAY,CAAC,SAAS,CAAC,EAChG,CAAC,MAAM,EAAE,YAAY,EAAE,cAAc,EAAE,WAAW,EAAE,WAAW,EAAE,WAAW,EAAE,0BAA0B,CAAC,EACzG,CAAC,gBAAgB,CAAC,EAClB,OAAO,EACP,SAAS,EACT,SAAS,EACT,SAAS,EACT,SAAS,EACT,IAAI,CAAC,eAAe,CACvB,CAAC;QAEF,IAAI,CAAC,iBAAiB,CAAC,MAAM,GAAG,IAAI,CAAC,gBAAgB,CAAC,MAAM,CAAC;QAC7D,IAAI,CAAC,gBAAgB,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;QACzC,IAAI,CAAC,iBAAiB,CAAC,eAAe,GAAG,IAAI,CAAC,gBAAgB,CAAC,eAAe,CAAC;IACnF,CAAC;IAED;;;;;;;OAOG;IACI,MAAM,CACT,OAAqB,EACrB,SAAiB,EACjB,UAAuB,EACvB,gBAA6B,EAC7B,qBAA8E,IAAI;QAElF,IAAI,CAAC,IAAI,CAAC,cAAc,IAAI,CAAC,IAAI,CAAC,OAAO,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,OAAO,EAAE,IAAI,CAAC,OAAO,CAAC,MAAM,EAAE,CAAC;YACtF,OAAO;QACX,CAAC;QAED,MAAM,WAAW,GAAG,IAAI,CAAC,gBAAgB,CAAC;QAC1C,MAAM,gBAAgB,GAAG,IAAI,CAAC,iBAAiB,CAAC;QAChD,MAAM,eAAe,GAAG,IAAI,CAAC,UAAU,IAAI,IAAI,CAAC,MAAM,IAAI,IAAI,CAAC,MAAM,CAAC,UAAU,IAAI,IAAI,CAAC,MAAM,CAAC,OAAO,KAAK,CAAC,CAAC;QAE9G,MAAM,MAAM,GAAG,WAAW,CAAC,MAAO,CAAC;QAEnC,QAAQ;QACR,IAAI,CAAC,MAAM,CAAC,OAAO,EAAE,EAAE,CAAC;YACpB,OAAO;QACX,CAAC;QAED,MAAM,MAAM,GAAG,IAAI,CAAC,OAAO,CAAC;QAC5B,MAAM,oBAAoB,GAAG,CAAC,CAAC,CAAC,IAAI,CAAC,MAAM,IAAI,IAAI,CAAC,MAAM,CAAC,oBAAoB,CAAC,CAAC;QAEjF,UAAU;QACV,MAAM,GAAG,GAAG,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,SAAS,EAAE,OAAO,CAAC,MAAM,CAAC,CAAC;QAErD,IAAI,MAAM,GAAG,CAAC,CAAC;QACf,IAAI,QAAQ,GAAG,IAAI,CAAC;QACpB,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,GAAG,EAAE,KAAK,EAAE,EAAE,CAAC;YACvC,MAAM,MAAM,GAAG,OAAO,CAAC,KAAK,CAAC,CAAC;YAC9B,IAAI,CAAC,MAAM,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;gBAC/B,SAAS;YACb,CAAC;YAED,QAAQ,GAAG,KAAK,CAAC;YACjB,MAAM,CAAC,QAAQ,CAAC,SAAS,CAAC,CAAC;YAC3B,MAAM,QAAQ,GAAG,IAAI,CAAC,OAAO,CAAC,WAAW,EAAE,CAAC,CAAC,qFAAqF;YAElI,IAAI,CAAC,mBAAmB,CAAC,MAAM,EAAE,EAAE,MAAM,EAAE,CAAC,EAAE,CAAC,EAAE,QAAQ,EAAE,oBAAoB,EAAE,kBAAkB,CAAC,CAAC;YACrG,IAAI,CAAC,IAAI,CAAC,cAAc,EAAE,CAAC;gBACvB,IAAI,CAAC,mBAAmB,CAAC,MAAM,EAAE,EAAE,MAAM,EAAE,CAAC,EAAE,CAAC,EAAE,QAAQ,EAAE,oBAAoB,EAAE,kBAAkB,CAAC,CAAC;gBACrG,IAAI,CAAC,mBAAmB,CAAC,MAAM,EAAE,EAAE,MAAM,EAAE,CAAC,EAAE,CAAC,EAAE,QAAQ,EAAE,oBAAoB,EAAE,kBAAkB,CAAC,CAAC;gBACrG,IAAI,CAAC,mBAAmB,CAAC,MAAM,EAAE,EAAE,MAAM,EAAE,CAAC,EAAE,CAAC,EAAE,QAAQ,EAAE,oBAAoB,EAAE,kBAAkB,CAAC,CAAC;YACzG,CAAC;QACL,CAAC;QAED,IAAI,QAAQ,EAAE,CAAC;YACX,OAAO;QACX,CAAC;QAED,IAAI,CAAC,OAAO,CAAC,MAAM,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC;QAEtC,MAAM,OAAO,GAAG,CAAC,CAAC,MAAM,CAAC,iBAAiB,CAAC,IAAI,CAAC;QAChD,MAAM,OAAO,GAAG,MAAM,CAAC,iBAAiB,CAAC,OAAO,CAAC;QACjD,MAAM,YAAY,GAAG,MAAM,CAAC,iBAAiB,CAAC,YAAY,CAAC;QAE3D,MAAM,CAAC,QAAQ,CAAC,OAAO,EAAE,OAAO,EAAE,KAAK,EAAE,KAAK,EAAE,SAAS,EAAE,SAAS,EAAE,YAAY,CAAC,CAAC;QAEpF,SAAS;QACT,MAAM,CAAC,YAAY,CAAC,WAAW,CAAC,CAAC;QAEjC,MAAM,CAAC,UAAU,CAAC,gBAAgB,EAAE,IAAI,CAAC,OAAO,CAAC,CAAC;QAClD,MAAM,CAAC,SAAS,CAAC,MAAM,EAAE,UAAU,CAAC,CAAC;QACrC,MAAM,CAAC,SAAS,CAAC,YAAY,EAAE,gBAAgB,CAAC,CAAC;QAEjD,aAAa;QACb,IAAI,eAAe,EAAE,CAAC;YAClB,MAAM,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC;YAE1B,MAAM;YACN,MAAM,CAAC,SAAS,CAAC,WAAW,EAAE,KAAK,CAAC,OAAO,EAAE,KAAK,CAAC,QAAQ,EAAE,KAAK,CAAC,MAAM,EAAE,KAAK,CAAC,UAAU,CAAC,CAAC;YAC7F,MAAM,CAAC,SAAS,CAAC,WAAW,EAAE,KAAK,CAAC,QAAQ,CAAC,CAAC;QAClD,CAAC;QAED,aAAa;QACb,IAAI,IAAI,CAAC,mBAAmB,IAAI,IAAI,CAAC,MAAM,EAAE,CAAC;YAC1C,YAAY,CAAC,WAAW,CAAC,OAAO,EAAE,MAAM,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC;QAC3D,CAAC;QAED,IAAI,IAAI,CAAC,OAAO,EAAE,CAAC;YACf,IAAI,CAAC,IAAI,CAAC,kBAAkB,EAAE,CAAC;gBAC3B,IAAI,CAAC,kBAAkB,GAAI,MAAqB,CAAC,uBAAuB,CAAC,IAAI,CAAC,cAAc,EAAE,IAAI,CAAC,YAAY,EAAE,MAAM,CAAC,CAAC;YAC7H,CAAC;YACA,MAAqB,CAAC,qBAAqB,CAAC,IAAI,CAAC,kBAAkB,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC;QAC7F,CAAC;aAAM,CAAC;YACJ,OAAO;YACP,MAAM,CAAC,WAAW,CAAC,IAAI,CAAC,cAAc,EAAE,IAAI,CAAC,YAAY,EAAE,MAAM,CAAC,CAAC;QACvE,CAAC;QAED,aAAa;QACb,MAAM,CAAC,iBAAiB,CAAC,SAAS,GAAG,MAAM,CAAC,qBAAqB,CAAC,CAAC,CAAC,SAAS,CAAC,MAAM,CAAC,CAAC,CAAC,SAAS,CAAC,MAAM,CAAC;QACxG,IAAI,CAAC,IAAI,CAAC,iBAAiB,EAAE,CAAC;YAC1B,MAAM,CAAC,OAAO,CAAC,WAAW,EAAE,IAAI,CAAC,CAAC;YAClC,MAAM,CAAC,aAAa,CAAC,KAAK,CAAC,CAAC;YAC5B,MAAM,CAAC,YAAY,CAAC,gBAAgB,CAAC,CAAC;YACtC,IAAI,IAAI,CAAC,cAAc,EAAE,CAAC;gBACtB,MAAM,CAAC,cAAc,CAAC,SAAS,CAAC,8BAA8B,EAAE,CAAC,EAAE,CAAC,EAAE,MAAM,CAAC,CAAC;YAClF,CAAC;iBAAM,CAAC;gBACJ,MAAM,CAAC,gBAAgB,CAAC,SAAS,CAAC,yBAAyB,EAAE,CAAC,EAAE,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC;YACtF,CAAC;YACD,MAAM,CAAC,YAAY,CAAC,WAAW,CAAC,CAAC;YACjC,MAAM,CAAC,aAAa,CAAC,IAAI,CAAC,CAAC;YAC3B,MAAM,CAAC,OAAO,CAAC,WAAW,EAAE,KAAK,CAAC,CAAC;QACvC,CAAC;QAED,MAAM,CAAC,YAAY,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;QACpC,IAAI,IAAI,CAAC,cAAc,EAAE,CAAC;YACtB,MAAM,CAAC,cAAc,CAAC,SAAS,CAAC,8BAA8B,EAAE,CAAC,EAAE,CAAC,EAAE,MAAM,CAAC,CAAC;QAClF,CAAC;aAAM,CAAC;YACJ,MAAM,CAAC,gBAAgB,CAAC,SAAS,CAAC,yBAAyB,EAAE,CAAC,EAAE,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC;QACtF,CAAC;QAED,IAAI,IAAI,CAAC,cAAc,EAAE,CAAC;YACtB,MAAM,CAAC,YAAY,CAAC,SAAS,CAAC,aAAa,CAAC,CAAC;QACjD,CAAC;QAED,uBAAuB;QACvB,IAAI,oBAAoB,EAAE,CAAC;YACvB,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,QAAQ,CAAC,OAAO,EAAE,OAAO,EAAE,KAAK,EAAE,IAAI,EAAE,SAAS,EAAE,SAAS,EAAE,YAAY,CAAC,CAAC;QACxG,CAAC;QAED,MAAM,CAAC,wBAAwB,EAAE,CAAC;IACtC,CAAC;IAEO,mBAAmB,CACvB,KAAa,EACb,MAAkB,EAClB,OAAe,EACf,OAAe,EACf,QAAe,EACf,oBAA6B,EAC7B,kBAA2E;QAE3E,IAAI,WAAW,GAAG,KAAK,GAAG,IAAI,CAAC,iBAAiB,CAAC;QAEjD,IAAI,OAAO,KAAK,CAAC,EAAE,CAAC;YAChB,OAAO,GAAG,IAAI,CAAC,QAAQ,CAAC;QAC5B,CAAC;aAAM,IAAI,OAAO,KAAK,CAAC,EAAE,CAAC;YACvB,OAAO,GAAG,CAAC,GAAG,IAAI,CAAC,QAAQ,CAAC;QAChC,CAAC;QAED,IAAI,OAAO,KAAK,CAAC,EAAE,CAAC;YAChB,OAAO,GAAG,IAAI,CAAC,QAAQ,CAAC;QAC5B,CAAC;aAAM,IAAI,OAAO,KAAK,CAAC,EAAE,CAAC;YACvB,OAAO,GAAG,CAAC,GAAG,IAAI,CAAC,QAAQ,CAAC;QAChC,CAAC;QAED,IAAI,kBAAkB,EAAE,CAAC;YACrB,kBAAkB,CAAC,MAAM,EAAE,QAAQ,CAAC,CAAC;QACzC,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;gBACpB,MAAM,CAAC,SAAS,GAAG,CAAC,CAAC;YACzB,CAAC;YAED,MAAM,OAAO,GAAG,QAAQ,CAAC,KAAK,GAAG,IAAI,CAAC,SAAS,CAAC;YAChD,MAAM,MAAM,GAAG,CAAC,MAAM,CAAC,SAAS,GAAG,OAAO,CAAC,IAAI,CAAC,CAAC;YACjD,MAAM,CAAC,QAAQ,GAAG,CAAC,CAAC,MAAM,CAAC,SAAS,GAAG,MAAM,GAAG,OAAO,CAAC,GAAG,IAAI,CAAC,SAAS,CAAC,GAAG,QAAQ,CAAC,KAAK,CAAC;YAC5F,MAAM,CAAC,QAAQ,GAAG,CAAC,MAAM,GAAG,IAAI,CAAC,UAAU,CAAC,GAAG,QAAQ,CAAC,MAAM,CAAC;YAC/D,MAAM,CAAC,MAAM,GAAG,IAAI,CAAC,SAAS,CAAC;YAC/B,MAAM,CAAC,MAAM,GAAG,IAAI,CAAC,UAAU,CAAC;QACpC,CAAC;QAED,YAAY;QACZ,IAAI,CAAC,WAAW,CAAC,WAAW,CAAC,GAAG,MAAM,CAAC,QAAQ,CAAC,CAAC,CAAC;QAClD,IAAI,CAAC,WAAW,CAAC,WAAW,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,QAAQ,CAAC,CAAC,CAAC;QACtD,IAAI,CAAC,WAAW,CAAC,WAAW,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,QAAQ,CAAC,CAAC,CAAC;QACtD,IAAI,CAAC,WAAW,CAAC,WAAW,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,KAAK,CAAC;QACjD,UAAU;QACV,IAAI,CAAC,WAAW,CAAC,WAAW,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,KAAK,CAAC;QACjD,IAAI,CAAC,WAAW,CAAC,WAAW,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,MAAM,CAAC;QAElD,IAAI,CAAC,IAAI,CAAC,cAAc,EAAE,CAAC;YACvB,IAAI,CAAC,WAAW,CAAC,WAAW,GAAG,CAAC,CAAC,GAAG,OAAO,CAAC;YAC5C,IAAI,CAAC,WAAW,CAAC,WAAW,GAAG,CAAC,CAAC,GAAG,OAAO,CAAC;QAChD,CAAC;aAAM,CAAC;YACJ,WAAW,IAAI,CAAC,CAAC;QACrB,CAAC;QAED,oCAAoC;QACpC,IAAI,oBAAoB,EAAE,CAAC;YACvB,IAAI,CAAC,WAAW,CAAC,WAAW,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;QAC/D,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,WAAW,CAAC,WAAW,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;QAC/D,CAAC;QAED,IAAI,CAAC,WAAW,CAAC,WAAW,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;QAE3D,IAAI,CAAC,WAAW,CAAC,WAAW,GAAG,EAAE,CAAC,GAAG,MAAM,CAAC,QAAQ,CAAC;QACrD,IAAI,CAAC,WAAW,CAAC,WAAW,GAAG,EAAE,CAAC,GAAG,MAAM,CAAC,QAAQ,CAAC;QACrD,IAAI,CAAC,WAAW,CAAC,WAAW,GAAG,EAAE,CAAC,GAAG,MAAM,CAAC,MAAM,GAAG,QAAQ,CAAC,KAAK,CAAC;QACpE,IAAI,CAAC,WAAW,CAAC,WAAW,GAAG,EAAE,CAAC,GAAG,MAAM,CAAC,MAAM,GAAG,QAAQ,CAAC,MAAM,CAAC;QAErE,QAAQ;QACR,IAAI,CAAC,WAAW,CAAC,WAAW,GAAG,EAAE,CAAC,GAAG,MAAM,CAAC,KAAK,CAAC,CAAC,CAAC;QACpD,IAAI,CAAC,WAAW,CAAC,WAAW,GAAG,EAAE,CAAC,GAAG,MAAM,CAAC,KAAK,CAAC,CAAC,CAAC;QACpD,IAAI,CAAC,WAAW,CAAC,WAAW,GAAG,EAAE,CAAC,GAAG,MAAM,CAAC,KAAK,CAAC,CAAC,CAAC;QACpD,IAAI,CAAC,WAAW,CAAC,WAAW,GAAG,EAAE,CAAC,GAAG,MAAM,CAAC,KAAK,CAAC,CAAC,CAAC;IACxD,CAAC;IAEO,iBAAiB;QACrB,MAAM,OAAO,GAAG,EAAE,CAAC;QACnB,IAAI,KAAK,GAAG,CAAC,CAAC;QACd,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,IAAI,CAAC,SAAS,EAAE,KAAK,EAAE,EAAE,CAAC;YAClD,OAAO,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;YACpB,OAAO,CAAC,IAAI,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC;YACxB,OAAO,CAAC,IAAI,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC;YACxB,OAAO,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;YACpB,OAAO,CAAC,IAAI,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC;YACxB,OAAO,CAAC,IAAI,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC;YACxB,KAAK,IAAI,CAAC,CAAC;QACf,CAAC;QAED,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC,OAAO,CAAC,iBAAiB,CAAC,OAAO,CAAC,CAAC;IAChE,CAAC;IAED;;OAEG;IACI,OAAO;QACV,IAAI,IAAI,CAAC,YAAY,EAAE,CAAC;YACpB,IAAI,CAAC,iBAAiB,EAAE,CAAC;QAC7B,CAAC;QAED,IAAI,IAAI,CAAC,OAAO,EAAE,CAAC;YACf,IAAI,CAAC,kBAAkB,GAAG,SAAgB,CAAC;QAC/C,CAAC;QAED,IAAI,CAAC,OAAO,CAAC,QAAQ,EAAE,CAAC;QAExB,KAAK,MAAM,GAAG,IAAI,IAAI,CAAC,cAAc,EAAE,CAAC;YACpC,MAAM,YAAY,GAAG,IAAI,CAAC,cAAc,CAAC,GAAG,CAAC,CAAC;YAC9C,YAAY,CAAC,QAAQ,EAAE,CAAC;QAC5B,CAAC;QAED,IAAI,CAAC,aAAa,EAAE,QAAQ,EAAE,CAAC;IACnC,CAAC;IAED;;OAEG;IACI,OAAO;QACV,IAAI,IAAI,CAAC,OAAO,EAAE,CAAC;YACf,IAAI,CAAC,OAAO,CAAC,OAAO,EAAE,CAAC;YACjB,IAAI,CAAC,OAAQ,GAAG,IAAI,CAAC;QAC/B,CAAC;QAED,IAAI,IAAI,CAAC,aAAa,EAAE,CAAC;YACrB,IAAI,CAAC,aAAa,CAAC,OAAO,EAAE,CAAC;YACvB,IAAI,CAAC,aAAc,GAAG,IAAI,CAAC;QACrC,CAAC;QAED,IAAI,IAAI,CAAC,YAAY,EAAE,CAAC;YACpB,IAAI,CAAC,OAAO,CAAC,cAAc,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;YACzC,IAAI,CAAC,YAAa,GAAG,IAAI,CAAC;QACpC,CAAC;QAED,IAAI,IAAI,CAAC,kBAAkB,EAAE,CAAC;YACzB,IAAI,CAAC,OAAsB,CAAC,wBAAwB,CAAC,IAAI,CAAC,kBAAkB,CAAC,CAAC;YACzE,IAAI,CAAC,kBAAmB,GAAG,IAAI,CAAC;QAC1C,CAAC;QAED,IAAI,IAAI,CAAC,OAAO,EAAE,CAAC;YACf,IAAI,CAAC,OAAO,CAAC,OAAO,EAAE,CAAC;YACjB,IAAI,CAAC,OAAQ,GAAG,IAAI,CAAC;QAC/B,CAAC;QACD,IAAI,CAAC,gBAAgB,EAAE,OAAO,EAAE,CAAC;QACjC,IAAI,CAAC,iBAAiB,EAAE,OAAO,EAAE,CAAC;QAClC,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC;IAC5B,CAAC;;AApiBD;;;GAGG;AACW,wBAAS,GAAG,KAAK,AAAR,CAAS","sourcesContent":["import type { Nullable } from \"../types\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { IMatrixLike } from \"../Maths/math.like\";\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport type { DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { Buffer, VertexBuffer } from \"../Buffers/buffer\";\r\nimport { DrawWrapper } from \"../Materials/drawWrapper\";\r\nimport type { ThinSprite } from \"./thinSprite\";\r\nimport type { ISize } from \"../Maths/math.size\";\r\n\r\nimport type { ThinTexture } from \"../Materials/Textures/thinTexture\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { ThinEngine } from \"../Engines/thinEngine\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { BindLogDepth } from \"../Materials/materialHelper.functions.pure\";\r\nimport { ShaderLanguage } from \"../Materials/shaderLanguage\";\r\n\r\n/**\r\n * Options for the SpriteRenderer\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport interface SpriteRendererOptions {\r\n /**\r\n * Sets a boolean indicating if the renderer must render sprites with pixel perfect rendering.\r\n * In this mode, sprites are rendered as \"pixel art\", which means that they appear as pixelated but remain stable when moving or when rotated or scaled.\r\n * Note that for this mode to work as expected, the sprite texture must use the BILINEAR sampling mode, not NEAREST!\r\n * Default is false.\r\n */\r\n pixelPerfect?: boolean;\r\n}\r\n\r\n/**\r\n * Class used to render sprites.\r\n *\r\n * It can be used either to render Sprites or ThinSprites with ThinEngine only.\r\n */\r\nexport class SpriteRenderer {\r\n /**\r\n * Force all the sprites to compile to glsl even on WebGPU engines.\r\n * False by default. This is mostly meant for backward compatibility.\r\n */\r\n public static ForceGLSL = false;\r\n /**\r\n * Defines the texture of the spritesheet\r\n */\r\n public texture: Nullable<ThinTexture>;\r\n\r\n /**\r\n * Defines the default width of a cell in the spritesheet\r\n */\r\n public cellWidth: number;\r\n\r\n /**\r\n * Defines the default height of a cell in the spritesheet\r\n */\r\n public cellHeight: number;\r\n\r\n /**\r\n * Blend mode use to render the particle, it can be any of\r\n * the static Constants.ALPHA_x properties provided in this class.\r\n * Default value is Constants.ALPHA_COMBINE\r\n */\r\n public blendMode = Constants.ALPHA_COMBINE;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if alpha mode is automatically\r\n * reset.\r\n */\r\n public autoResetAlpha = true;\r\n\r\n /**\r\n * Disables writing to the depth buffer when rendering the sprites.\r\n * It can be handy to disable depth writing when using textures without alpha channel\r\n * and setting some specific blend modes.\r\n */\r\n public disableDepthWrite: boolean = false;\r\n\r\n private _fogEnabled = true;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the manager must consider scene fog when rendering\r\n */\r\n public get fogEnabled() {\r\n return this._fogEnabled;\r\n }\r\n\r\n public set fogEnabled(value: boolean) {\r\n if (this._fogEnabled === value) {\r\n return;\r\n }\r\n\r\n this._fogEnabled = value;\r\n this._createEffects();\r\n }\r\n\r\n protected _useLogarithmicDepth: boolean;\r\n\r\n /**\r\n * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)\r\n * You can try switching to logarithmic depth.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/advanced/logarithmicDepthBuffer\r\n */\r\n public get useLogarithmicDepth(): boolean {\r\n return this._useLogarithmicDepth;\r\n }\r\n\r\n public set useLogarithmicDepth(value: boolean) {\r\n const fragmentDepthSupported = !!this._scene?.getEngine().getCaps().fragmentDepthSupported;\r\n\r\n if (value && !fragmentDepthSupported) {\r\n Logger.Warn(\"Logarithmic depth has been requested for a sprite renderer on a device that doesn't support it.\");\r\n }\r\n\r\n this._useLogarithmicDepth = value && fragmentDepthSupported;\r\n this._createEffects();\r\n }\r\n\r\n /**\r\n * Gets the capacity of the manager\r\n */\r\n public get capacity() {\r\n return this._capacity;\r\n }\r\n\r\n private _pixelPerfect = false;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the renderer must render sprites with pixel perfect rendering\r\n * Note that pixel perfect mode is not supported in WebGL 1\r\n */\r\n public get pixelPerfect() {\r\n return this._pixelPerfect;\r\n }\r\n\r\n public set pixelPerfect(value: boolean) {\r\n if (this._pixelPerfect === value) {\r\n return;\r\n }\r\n\r\n this._pixelPerfect = value;\r\n this._createEffects();\r\n }\r\n\r\n /** Shader language used by the material */\r\n protected _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n /**\r\n * Gets the shader language used in this renderer.\r\n */\r\n public get shaderLanguage(): ShaderLanguage {\r\n return this._shaderLanguage;\r\n }\r\n\r\n private readonly _engine: AbstractEngine;\r\n private readonly _useVAO: boolean = false;\r\n private readonly _useInstancing: boolean = false;\r\n private readonly _scene: Nullable<Scene>;\r\n\r\n private readonly _capacity: number;\r\n private readonly _epsilon: number;\r\n\r\n private _vertexBufferSize: number;\r\n private _vertexData: Float32Array;\r\n private _buffer: Buffer;\r\n private _vertexBuffers: { [key: string]: VertexBuffer } = {};\r\n private _spriteBuffer: Nullable<Buffer>;\r\n private _indexBuffer: DataBuffer;\r\n /** @internal */\r\n public _drawWrapperBase: DrawWrapper;\r\n /** @internal */\r\n public _drawWrapperDepth: DrawWrapper;\r\n private _vertexArrayObject: WebGLVertexArrayObject;\r\n private _isDisposed = false;\r\n\r\n /**\r\n * Creates a new sprite renderer\r\n * @param engine defines the engine the renderer works with\r\n * @param capacity defines the maximum allowed number of sprites\r\n * @param epsilon defines the epsilon value to align texture (0.01 by default)\r\n * @param scene defines the hosting scene\r\n * @param rendererOptions options for the sprite renderer\r\n */\r\n constructor(engine: AbstractEngine, capacity: number, epsilon: number = 0.01, scene: Nullable<Scene> = null, rendererOptions?: SpriteRendererOptions) {\r\n this._pixelPerfect = rendererOptions?.pixelPerfect ?? false;\r\n this._capacity = capacity;\r\n this._epsilon = epsilon;\r\n\r\n this._engine = engine;\r\n this._useInstancing = engine.getCaps().instancedArrays && engine._features.supportSpriteInstancing;\r\n this._useVAO = engine.getCaps().vertexArrayObject && !engine.disableVertexArrayObjects;\r\n this._scene = scene;\r\n\r\n if (!this._useInstancing) {\r\n this._buildIndexBuffer();\r\n }\r\n\r\n // VBO\r\n // 18 floats per sprite (x, y, z, angle, sizeX, sizeY, offsetX, offsetY, invertU, invertV, cellLeft, cellTop, cellWidth, cellHeight, color r, color g, color b, color a)\r\n // 16 when using instances\r\n this._vertexBufferSize = this._useInstancing ? 16 : 18;\r\n this._vertexData = new Float32Array(capacity * this._vertexBufferSize * (this._useInstancing ? 1 : 4));\r\n this._buffer = new Buffer(engine, this._vertexData, true, this._vertexBufferSize);\r\n\r\n const positions = this._buffer.createVertexBuffer(VertexBuffer.PositionKind, 0, 4, this._vertexBufferSize, this._useInstancing);\r\n const options = this._buffer.createVertexBuffer(\"options\", 4, 2, this._vertexBufferSize, this._useInstancing);\r\n\r\n let offset = 6;\r\n let offsets: VertexBuffer;\r\n\r\n if (this._useInstancing) {\r\n const spriteData = new Float32Array([\r\n this._epsilon,\r\n this._epsilon,\r\n 1 - this._epsilon,\r\n this._epsilon,\r\n this._epsilon,\r\n 1 - this._epsilon,\r\n 1 - this._epsilon,\r\n 1 - this._epsilon,\r\n ]);\r\n this._spriteBuffer = new Buffer(engine, spriteData, false, 2);\r\n offsets = this._spriteBuffer.createVertexBuffer(\"offsets\", 0, 2);\r\n } else {\r\n offsets = this._buffer.createVertexBuffer(\"offsets\", offset, 2, this._vertexBufferSize, this._useInstancing);\r\n offset += 2;\r\n }\r\n\r\n const inverts = this._buffer.createVertexBuffer(\"inverts\", offset, 2, this._vertexBufferSize, this._useInstancing);\r\n const cellInfo = this._buffer.createVertexBuffer(\"cellInfo\", offset + 2, 4, this._vertexBufferSize, this._useInstancing);\r\n const colors = this._buffer.createVertexBuffer(VertexBuffer.ColorKind, offset + 6, 4, this._vertexBufferSize, this._useInstancing);\r\n\r\n this._vertexBuffers[VertexBuffer.PositionKind] = positions;\r\n this._vertexBuffers[\"options\"] = options;\r\n this._vertexBuffers[\"offsets\"] = offsets;\r\n this._vertexBuffers[\"inverts\"] = inverts;\r\n this._vertexBuffers[\"cellInfo\"] = cellInfo;\r\n this._vertexBuffers[VertexBuffer.ColorKind] = colors;\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises\r\n this._initShaderSourceAsync();\r\n }\r\n\r\n private _shadersLoaded = false;\r\n\r\n private async _initShaderSourceAsync() {\r\n const engine = this._engine;\r\n\r\n if (engine.isWebGPU && !SpriteRenderer.ForceGLSL) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n\r\n await Promise.all([import(\"../ShadersWGSL/sprites.vertex\"), import(\"../ShadersWGSL/sprites.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/sprites.vertex\"), import(\"../Shaders/sprites.fragment\")]);\r\n }\r\n\r\n this._shadersLoaded = true;\r\n this._createEffects();\r\n }\r\n\r\n private _createEffects() {\r\n if (this._isDisposed || !this._shadersLoaded) {\r\n return;\r\n }\r\n\r\n this._drawWrapperBase?.dispose();\r\n this._drawWrapperDepth?.dispose();\r\n\r\n this._drawWrapperBase = new DrawWrapper(this._engine);\r\n this._drawWrapperDepth = new DrawWrapper(this._engine, false);\r\n\r\n if (this._drawWrapperBase.drawContext) {\r\n this._drawWrapperBase.drawContext.useInstancing = this._useInstancing;\r\n }\r\n if (this._drawWrapperDepth.drawContext) {\r\n this._drawWrapperDepth.drawContext.useInstancing = this._useInstancing;\r\n }\r\n\r\n let defines = \"\";\r\n\r\n if (this._pixelPerfect) {\r\n defines += \"#define PIXEL_PERFECT\\n\";\r\n }\r\n if (this._scene && this._scene.fogEnabled && this._scene.fogMode !== 0 && this._fogEnabled) {\r\n defines += \"#define FOG\\n\";\r\n }\r\n if (this._useLogarithmicDepth) {\r\n defines += \"#define LOGARITHMICDEPTH\\n\";\r\n }\r\n\r\n this._drawWrapperBase.effect = this._engine.createEffect(\r\n \"sprites\",\r\n [VertexBuffer.PositionKind, \"options\", \"offsets\", \"inverts\", \"cellInfo\", VertexBuffer.ColorKind],\r\n [\"view\", \"projection\", \"textureInfos\", \"alphaTest\", \"vFogInfos\", \"vFogColor\", \"logarithmicDepthConstant\"],\r\n [\"diffuseSampler\"],\r\n defines,\r\n undefined,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._shaderLanguage\r\n );\r\n\r\n this._drawWrapperDepth.effect = this._drawWrapperBase.effect;\r\n this._drawWrapperBase.effect._refCount++;\r\n this._drawWrapperDepth.materialContext = this._drawWrapperBase.materialContext;\r\n }\r\n\r\n /**\r\n * Render all child sprites\r\n * @param sprites defines the list of sprites to render\r\n * @param deltaTime defines the time since last frame\r\n * @param viewMatrix defines the viewMatrix to use to render the sprites\r\n * @param projectionMatrix defines the projectionMatrix to use to render the sprites\r\n * @param customSpriteUpdate defines a custom function to update the sprites data before they render\r\n */\r\n public render(\r\n sprites: ThinSprite[],\r\n deltaTime: number,\r\n viewMatrix: IMatrixLike,\r\n projectionMatrix: IMatrixLike,\r\n customSpriteUpdate: Nullable<(sprite: ThinSprite, baseSize: ISize) => void> = null\r\n ): void {\r\n if (!this._shadersLoaded || !this.texture || !this.texture.isReady() || !sprites.length) {\r\n return;\r\n }\r\n\r\n const drawWrapper = this._drawWrapperBase;\r\n const drawWrapperDepth = this._drawWrapperDepth;\r\n const shouldRenderFog = this.fogEnabled && this._scene && this._scene.fogEnabled && this._scene.fogMode !== 0;\r\n\r\n const effect = drawWrapper.effect!;\r\n\r\n // Check\r\n if (!effect.isReady()) {\r\n return;\r\n }\r\n\r\n const engine = this._engine;\r\n const useRightHandedSystem = !!(this._scene && this._scene.useRightHandedSystem);\r\n\r\n // Sprites\r\n const max = Math.min(this._capacity, sprites.length);\r\n\r\n let offset = 0;\r\n let noSprite = true;\r\n for (let index = 0; index < max; index++) {\r\n const sprite = sprites[index];\r\n if (!sprite || !sprite.isVisible) {\r\n continue;\r\n }\r\n\r\n noSprite = false;\r\n sprite._animate(deltaTime);\r\n const baseSize = this.texture.getBaseSize(); // This could be change by the user inside the animate callback (like onAnimationEnd)\r\n\r\n this._appendSpriteVertex(offset++, sprite, 0, 0, baseSize, useRightHandedSystem, customSpriteUpdate);\r\n if (!this._useInstancing) {\r\n this._appendSpriteVertex(offset++, sprite, 1, 0, baseSize, useRightHandedSystem, customSpriteUpdate);\r\n this._appendSpriteVertex(offset++, sprite, 1, 1, baseSize, useRightHandedSystem, customSpriteUpdate);\r\n this._appendSpriteVertex(offset++, sprite, 0, 1, baseSize, useRightHandedSystem, customSpriteUpdate);\r\n }\r\n }\r\n\r\n if (noSprite) {\r\n return;\r\n }\r\n\r\n this._buffer.update(this._vertexData);\r\n\r\n const culling = !!engine.depthCullingState.cull;\r\n const zOffset = engine.depthCullingState.zOffset;\r\n const zOffsetUnits = engine.depthCullingState.zOffsetUnits;\r\n\r\n engine.setState(culling, zOffset, false, false, undefined, undefined, zOffsetUnits);\r\n\r\n // Render\r\n engine.enableEffect(drawWrapper);\r\n\r\n effect.setTexture(\"diffuseSampler\", this.texture);\r\n effect.setMatrix(\"view\", viewMatrix);\r\n effect.setMatrix(\"projection\", projectionMatrix);\r\n\r\n // Scene Info\r\n if (shouldRenderFog) {\r\n const scene = this._scene;\r\n\r\n // Fog\r\n effect.setFloat4(\"vFogInfos\", scene.fogMode, scene.fogStart, scene.fogEnd, scene.fogDensity);\r\n effect.setColor3(\"vFogColor\", scene.fogColor);\r\n }\r\n\r\n // Log. depth\r\n if (this.useLogarithmicDepth && this._scene) {\r\n BindLogDepth(drawWrapper.defines, effect, this._scene);\r\n }\r\n\r\n if (this._useVAO) {\r\n if (!this._vertexArrayObject) {\r\n this._vertexArrayObject = (engine as ThinEngine).recordVertexArrayObject(this._vertexBuffers, this._indexBuffer, effect);\r\n }\r\n (engine as ThinEngine).bindVertexArrayObject(this._vertexArrayObject, this._indexBuffer);\r\n } else {\r\n // VBOs\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);\r\n }\r\n\r\n // Draw order\r\n engine.depthCullingState.depthFunc = engine.useReverseDepthBuffer ? Constants.GEQUAL : Constants.LEQUAL;\r\n if (!this.disableDepthWrite) {\r\n effect.setBool(\"alphaTest\", true);\r\n engine.setColorWrite(false);\r\n engine.enableEffect(drawWrapperDepth);\r\n if (this._useInstancing) {\r\n engine.drawArraysType(Constants.MATERIAL_TriangleStripDrawMode, 0, 4, offset);\r\n } else {\r\n engine.drawElementsType(Constants.MATERIAL_TriangleFillMode, 0, (offset / 4) * 6);\r\n }\r\n engine.enableEffect(drawWrapper);\r\n engine.setColorWrite(true);\r\n effect.setBool(\"alphaTest\", false);\r\n }\r\n\r\n engine.setAlphaMode(this.blendMode);\r\n if (this._useInstancing) {\r\n engine.drawArraysType(Constants.MATERIAL_TriangleStripDrawMode, 0, 4, offset);\r\n } else {\r\n engine.drawElementsType(Constants.MATERIAL_TriangleFillMode, 0, (offset / 4) * 6);\r\n }\r\n\r\n if (this.autoResetAlpha) {\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n }\r\n\r\n // Restore Right Handed\r\n if (useRightHandedSystem) {\r\n this._scene.getEngine().setState(culling, zOffset, false, true, undefined, undefined, zOffsetUnits);\r\n }\r\n\r\n engine.unbindInstanceAttributes();\r\n }\r\n\r\n private _appendSpriteVertex(\r\n index: number,\r\n sprite: ThinSprite,\r\n offsetX: number,\r\n offsetY: number,\r\n baseSize: ISize,\r\n useRightHandedSystem: boolean,\r\n customSpriteUpdate: Nullable<(sprite: ThinSprite, baseSize: ISize) => void>\r\n ): void {\r\n let arrayOffset = index * this._vertexBufferSize;\r\n\r\n if (offsetX === 0) {\r\n offsetX = this._epsilon;\r\n } else if (offsetX === 1) {\r\n offsetX = 1 - this._epsilon;\r\n }\r\n\r\n if (offsetY === 0) {\r\n offsetY = this._epsilon;\r\n } else if (offsetY === 1) {\r\n offsetY = 1 - this._epsilon;\r\n }\r\n\r\n if (customSpriteUpdate) {\r\n customSpriteUpdate(sprite, baseSize);\r\n } else {\r\n if (!sprite.cellIndex) {\r\n sprite.cellIndex = 0;\r\n }\r\n\r\n const rowSize = baseSize.width / this.cellWidth;\r\n const offset = (sprite.cellIndex / rowSize) >> 0;\r\n sprite._xOffset = ((sprite.cellIndex - offset * rowSize) * this.cellWidth) / baseSize.width;\r\n sprite._yOffset = (offset * this.cellHeight) / baseSize.height;\r\n sprite._xSize = this.cellWidth;\r\n sprite._ySize = this.cellHeight;\r\n }\r\n\r\n // Positions\r\n this._vertexData[arrayOffset] = sprite.position.x;\r\n this._vertexData[arrayOffset + 1] = sprite.position.y;\r\n this._vertexData[arrayOffset + 2] = sprite.position.z;\r\n this._vertexData[arrayOffset + 3] = sprite.angle;\r\n // Options\r\n this._vertexData[arrayOffset + 4] = sprite.width;\r\n this._vertexData[arrayOffset + 5] = sprite.height;\r\n\r\n if (!this._useInstancing) {\r\n this._vertexData[arrayOffset + 6] = offsetX;\r\n this._vertexData[arrayOffset + 7] = offsetY;\r\n } else {\r\n arrayOffset -= 2;\r\n }\r\n\r\n // Inverts according to Right Handed\r\n if (useRightHandedSystem) {\r\n this._vertexData[arrayOffset + 8] = sprite.invertU ? 0 : 1;\r\n } else {\r\n this._vertexData[arrayOffset + 8] = sprite.invertU ? 1 : 0;\r\n }\r\n\r\n this._vertexData[arrayOffset + 9] = sprite.invertV ? 1 : 0;\r\n\r\n this._vertexData[arrayOffset + 10] = sprite._xOffset;\r\n this._vertexData[arrayOffset + 11] = sprite._yOffset;\r\n this._vertexData[arrayOffset + 12] = sprite._xSize / baseSize.width;\r\n this._vertexData[arrayOffset + 13] = sprite._ySize / baseSize.height;\r\n\r\n // Color\r\n this._vertexData[arrayOffset + 14] = sprite.color.r;\r\n this._vertexData[arrayOffset + 15] = sprite.color.g;\r\n this._vertexData[arrayOffset + 16] = sprite.color.b;\r\n this._vertexData[arrayOffset + 17] = sprite.color.a;\r\n }\r\n\r\n private _buildIndexBuffer(): void {\r\n const indices = [];\r\n let index = 0;\r\n for (let count = 0; count < this._capacity; count++) {\r\n indices.push(index);\r\n indices.push(index + 1);\r\n indices.push(index + 2);\r\n indices.push(index);\r\n indices.push(index + 2);\r\n indices.push(index + 3);\r\n index += 4;\r\n }\r\n\r\n this._indexBuffer = this._engine.createIndexBuffer(indices);\r\n }\r\n\r\n /**\r\n * Rebuilds the renderer (after a context lost, for eg)\r\n */\r\n public rebuild(): void {\r\n if (this._indexBuffer) {\r\n this._buildIndexBuffer();\r\n }\r\n\r\n if (this._useVAO) {\r\n this._vertexArrayObject = undefined as any;\r\n }\r\n\r\n this._buffer._rebuild();\r\n\r\n for (const key in this._vertexBuffers) {\r\n const vertexBuffer = this._vertexBuffers[key];\r\n vertexBuffer._rebuild();\r\n }\r\n\r\n this._spriteBuffer?._rebuild();\r\n }\r\n\r\n /**\r\n * Release associated resources\r\n */\r\n public dispose(): void {\r\n if (this._buffer) {\r\n this._buffer.dispose();\r\n (<any>this._buffer) = null;\r\n }\r\n\r\n if (this._spriteBuffer) {\r\n this._spriteBuffer.dispose();\r\n (<any>this._spriteBuffer) = null;\r\n }\r\n\r\n if (this._indexBuffer) {\r\n this._engine._releaseBuffer(this._indexBuffer);\r\n (<any>this._indexBuffer) = null;\r\n }\r\n\r\n if (this._vertexArrayObject) {\r\n (this._engine as ThinEngine).releaseVertexArrayObject(this._vertexArrayObject);\r\n (<any>this._vertexArrayObject) = null;\r\n }\r\n\r\n if (this.texture) {\r\n this.texture.dispose();\r\n (<any>this.texture) = null;\r\n }\r\n this._drawWrapperBase?.dispose();\r\n this._drawWrapperDepth?.dispose();\r\n this._isDisposed = true;\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"spriteRenderer.js","sourceRoot":"","sources":["../../../../dev/core/src/Sprites/spriteRenderer.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAIjD,OAAO,EAAE,MAAM,EAAE,YAAY,EAAE,MAAM,mBAAmB,CAAC;AACzD,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AAOvD,OAAO,EAAE,MAAM,EAAE,MAAM,gBAAgB,CAAC;AACxC,OAAO,EAAE,YAAY,EAAE,MAAM,4CAA4C,CAAC;AAE1E,OAAO,EAAE,OAAO,EAAE,MAAM,sBAAsB,CAAC;AAgB/C;;;;GAIG;AACH,MAAM,OAAO,cAAc;IA2CvB;;OAEG;IACH,IAAW,UAAU;QACjB,OAAO,IAAI,CAAC,WAAW,CAAC;IAC5B,CAAC;IAED,IAAW,UAAU,CAAC,KAAc;QAChC,IAAI,IAAI,CAAC,WAAW,KAAK,KAAK,EAAE,CAAC;YAC7B,OAAO;QACX,CAAC;QAED,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;QACzB,IAAI,CAAC,cAAc,EAAE,CAAC;IAC1B,CAAC;IAID;;;;OAIG;IACH,IAAW,mBAAmB;QAC1B,OAAO,IAAI,CAAC,oBAAoB,CAAC;IACrC,CAAC;IAED,IAAW,mBAAmB,CAAC,KAAc;QACzC,MAAM,sBAAsB,GAAG,CAAC,CAAC,IAAI,CAAC,MAAM,EAAE,SAAS,EAAE,CAAC,OAAO,EAAE,CAAC,sBAAsB,CAAC;QAE3F,IAAI,KAAK,IAAI,CAAC,sBAAsB,EAAE,CAAC;YACnC,MAAM,CAAC,IAAI,CAAC,iGAAiG,CAAC,CAAC;QACnH,CAAC;QAED,IAAI,CAAC,oBAAoB,GAAG,KAAK,IAAI,sBAAsB,CAAC;QAC5D,IAAI,CAAC,cAAc,EAAE,CAAC;IAC1B,CAAC;IAED;;OAEG;IACH,IAAW,QAAQ;QACf,OAAO,IAAI,CAAC,SAAS,CAAC;IAC1B,CAAC;IAID;;;OAGG;IACH,IAAW,YAAY;QACnB,OAAO,IAAI,CAAC,aAAa,CAAC;IAC9B,CAAC;IAED,IAAW,YAAY,CAAC,KAAc;QAClC,IAAI,IAAI,CAAC,aAAa,KAAK,KAAK,EAAE,CAAC;YAC/B,OAAO;QACX,CAAC;QAED,IAAI,CAAC,aAAa,GAAG,KAAK,CAAC;QAC3B,IAAI,CAAC,cAAc,EAAE,CAAC;IAC1B,CAAC;IAKD;;OAEG;IACH,IAAW,cAAc;QACrB,OAAO,IAAI,CAAC,eAAe,CAAC;IAChC,CAAC;IAuBD;;;;;;;OAOG;IACH,YAAY,MAAsB,EAAE,QAAgB,EAAE,UAAkB,IAAI,EAAE,QAAyB,IAAI,EAAE,eAAuC;QA7HpJ;;;;WAIG;QACI,cAAS,GAAG,SAAS,CAAC,aAAa,CAAC;QAE3C;;;WAGG;QACI,mBAAc,GAAG,IAAI,CAAC;QAE7B;;;;WAIG;QACI,sBAAiB,GAAY,KAAK,CAAC;QAElC,gBAAW,GAAG,IAAI,CAAC;QA+CnB,kBAAa,GAAG,KAAK,CAAC;QAmB9B,2CAA2C;QACjC,oBAAe,+BAAuB;QAU/B,YAAO,GAAY,KAAK,CAAC;QACzB,mBAAc,GAAY,KAAK,CAAC;QASzC,mBAAc,GAAoC,EAAE,CAAC;QAQrD,gBAAW,GAAG,KAAK,CAAC;QAsEpB,mBAAc,GAAG,KAAK,CAAC;QA3D3B,IAAI,CAAC,aAAa,GAAG,eAAe,EAAE,YAAY,IAAI,KAAK,CAAC;QAC5D,IAAI,CAAC,SAAS,GAAG,QAAQ,CAAC;QAC1B,IAAI,CAAC,QAAQ,GAAG,OAAO,CAAC;QAExB,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC;QACtB,IAAI,CAAC,cAAc,GAAG,MAAM,CAAC,OAAO,EAAE,CAAC,eAAe,IAAI,MAAM,CAAC,SAAS,CAAC,uBAAuB,CAAC;QACnG,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC,OAAO,EAAE,CAAC,iBAAiB,IAAI,CAAC,MAAM,CAAC,yBAAyB,CAAC;QACvF,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QAEpB,IAAI,CAAC,IAAI,CAAC,cAAc,EAAE,CAAC;YACvB,IAAI,CAAC,iBAAiB,EAAE,CAAC;QAC7B,CAAC;QAED,MAAM;QACN,wKAAwK;QACxK,0BAA0B;QAC1B,IAAI,CAAC,iBAAiB,GAAG,IAAI,CAAC,cAAc,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;QACvD,IAAI,CAAC,WAAW,GAAG,IAAI,YAAY,CAAC,QAAQ,GAAG,IAAI,CAAC,iBAAiB,GAAG,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;QACvG,IAAI,CAAC,OAAO,GAAG,IAAI,MAAM,CAAC,MAAM,EAAE,IAAI,CAAC,WAAW,EAAE,IAAI,EAAE,IAAI,CAAC,iBAAiB,CAAC,CAAC;QAElF,MAAM,SAAS,GAAG,IAAI,CAAC,OAAO,CAAC,kBAAkB,CAAC,YAAY,CAAC,YAAY,EAAE,CAAC,EAAE,CAAC,EAAE,IAAI,CAAC,iBAAiB,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC;QAChI,MAAM,OAAO,GAAG,IAAI,CAAC,OAAO,CAAC,kBAAkB,CAAC,SAAS,EAAE,CAAC,EAAE,CAAC,EAAE,IAAI,CAAC,iBAAiB,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC;QAE9G,IAAI,MAAM,GAAG,CAAC,CAAC;QACf,IAAI,OAAqB,CAAC;QAE1B,IAAI,IAAI,CAAC,cAAc,EAAE,CAAC;YACtB,MAAM,UAAU,GAAG,IAAI,YAAY,CAAC;gBAChC,IAAI,CAAC,QAAQ;gBACb,IAAI,CAAC,QAAQ;gBACb,CAAC,GAAG,IAAI,CAAC,QAAQ;gBACjB,IAAI,CAAC,QAAQ;gBACb,IAAI,CAAC,QAAQ;gBACb,CAAC,GAAG,IAAI,CAAC,QAAQ;gBACjB,CAAC,GAAG,IAAI,CAAC,QAAQ;gBACjB,CAAC,GAAG,IAAI,CAAC,QAAQ;aACpB,CAAC,CAAC;YACH,IAAI,CAAC,aAAa,GAAG,IAAI,MAAM,CAAC,MAAM,EAAE,UAAU,EAAE,KAAK,EAAE,CAAC,CAAC,CAAC;YAC9D,OAAO,GAAG,IAAI,CAAC,aAAa,CAAC,kBAAkB,CAAC,SAAS,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QACrE,CAAC;aAAM,CAAC;YACJ,OAAO,GAAG,IAAI,CAAC,OAAO,CAAC,kBAAkB,CAAC,SAAS,EAAE,MAAM,EAAE,CAAC,EAAE,IAAI,CAAC,iBAAiB,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC;YAC7G,MAAM,IAAI,CAAC,CAAC;QAChB,CAAC;QAED,MAAM,OAAO,GAAG,IAAI,CAAC,OAAO,CAAC,kBAAkB,CAAC,SAAS,EAAE,MAAM,EAAE,CAAC,EAAE,IAAI,CAAC,iBAAiB,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC;QACnH,MAAM,QAAQ,GAAG,IAAI,CAAC,OAAO,CAAC,kBAAkB,CAAC,UAAU,EAAE,MAAM,GAAG,CAAC,EAAE,CAAC,EAAE,IAAI,CAAC,iBAAiB,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC;QACzH,MAAM,MAAM,GAAG,IAAI,CAAC,OAAO,CAAC,kBAAkB,CAAC,YAAY,CAAC,SAAS,EAAE,MAAM,GAAG,CAAC,EAAE,CAAC,EAAE,IAAI,CAAC,iBAAiB,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC;QAEnI,IAAI,CAAC,cAAc,CAAC,YAAY,CAAC,YAAY,CAAC,GAAG,SAAS,CAAC;QAC3D,IAAI,CAAC,cAAc,CAAC,SAAS,CAAC,GAAG,OAAO,CAAC;QACzC,IAAI,CAAC,cAAc,CAAC,SAAS,CAAC,GAAG,OAAO,CAAC;QACzC,IAAI,CAAC,cAAc,CAAC,SAAS,CAAC,GAAG,OAAO,CAAC;QACzC,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,GAAG,QAAQ,CAAC;QAC3C,IAAI,CAAC,cAAc,CAAC,YAAY,CAAC,SAAS,CAAC,GAAG,MAAM,CAAC;QAErD,mEAAmE;QACnE,IAAI,CAAC,sBAAsB,EAAE,CAAC;IAClC,CAAC;IAIO,KAAK,CAAC,sBAAsB;QAChC,MAAM,MAAM,GAAG,IAAI,CAAC,OAAO,CAAC;QAE5B,IAAI,MAAM,CAAC,QAAQ,IAAI,CAAC,cAAc,CAAC,SAAS,EAAE,CAAC;YAC/C,IAAI,CAAC,eAAe,8BAAsB,CAAC;YAE3C,MAAM,OAAO,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC,+BAA+B,CAAC,EAAE,MAAM,CAAC,iCAAiC,CAAC,CAAC,CAAC,CAAC;QAC5G,CAAC;aAAM,CAAC;YACJ,MAAM,OAAO,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC,2BAA2B,CAAC,EAAE,MAAM,CAAC,6BAA6B,CAAC,CAAC,CAAC,CAAC;QACpG,CAAC;QAED,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC;QAC3B,IAAI,CAAC,cAAc,EAAE,CAAC;IAC1B,CAAC;IAEO,cAAc;QAClB,IAAI,IAAI,CAAC,WAAW,IAAI,CAAC,IAAI,CAAC,cAAc,EAAE,CAAC;YAC3C,OAAO;QACX,CAAC;QAED,IAAI,CAAC,gBAAgB,EAAE,OAAO,EAAE,CAAC;QACjC,IAAI,CAAC,iBAAiB,EAAE,OAAO,EAAE,CAAC;QAElC,IAAI,CAAC,gBAAgB,GAAG,IAAI,WAAW,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;QACtD,IAAI,CAAC,iBAAiB,GAAG,IAAI,WAAW,CAAC,IAAI,CAAC,OAAO,EAAE,KAAK,CAAC,CAAC;QAE9D,IAAI,IAAI,CAAC,gBAAgB,CAAC,WAAW,EAAE,CAAC;YACpC,IAAI,CAAC,gBAAgB,CAAC,WAAW,CAAC,aAAa,GAAG,IAAI,CAAC,cAAc,CAAC;QAC1E,CAAC;QACD,IAAI,IAAI,CAAC,iBAAiB,CAAC,WAAW,EAAE,CAAC;YACrC,IAAI,CAAC,iBAAiB,CAAC,WAAW,CAAC,aAAa,GAAG,IAAI,CAAC,cAAc,CAAC;QAC3E,CAAC;QAED,IAAI,OAAO,GAAG,EAAE,CAAC;QAEjB,IAAI,IAAI,CAAC,aAAa,EAAE,CAAC;YACrB,OAAO,IAAI,yBAAyB,CAAC;QACzC,CAAC;QACD,IAAI,IAAI,CAAC,MAAM,IAAI,IAAI,CAAC,MAAM,CAAC,UAAU,IAAI,IAAI,CAAC,MAAM,CAAC,OAAO,KAAK,CAAC,IAAI,IAAI,CAAC,WAAW,EAAE,CAAC;YACzF,OAAO,IAAI,eAAe,CAAC;QAC/B,CAAC;QACD,IAAI,IAAI,CAAC,oBAAoB,EAAE,CAAC;YAC5B,OAAO,IAAI,4BAA4B,CAAC;QAC5C,CAAC;QAED,IAAI,CAAC,gBAAgB,CAAC,MAAM,GAAG,IAAI,CAAC,OAAO,CAAC,YAAY,CACpD,SAAS,EACT,CAAC,YAAY,CAAC,YAAY,EAAE,SAAS,EAAE,SAAS,EAAE,SAAS,EAAE,UAAU,EAAE,YAAY,CAAC,SAAS,CAAC,EAChG,CAAC,MAAM,EAAE,YAAY,EAAE,cAAc,EAAE,WAAW,EAAE,WAAW,EAAE,WAAW,EAAE,0BAA0B,CAAC,EACzG,CAAC,gBAAgB,CAAC,EAClB,OAAO,EACP,SAAS,EACT,SAAS,EACT,SAAS,EACT,SAAS,EACT,IAAI,CAAC,eAAe,CACvB,CAAC;QAEF,IAAI,CAAC,iBAAiB,CAAC,MAAM,GAAG,IAAI,CAAC,gBAAgB,CAAC,MAAM,CAAC;QAC7D,IAAI,CAAC,gBAAgB,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;QACzC,IAAI,CAAC,iBAAiB,CAAC,eAAe,GAAG,IAAI,CAAC,gBAAgB,CAAC,eAAe,CAAC;IACnF,CAAC;IAED;;;;;;;OAOG;IACI,MAAM,CACT,OAAqB,EACrB,SAAiB,EACjB,UAAuB,EACvB,gBAA6B,EAC7B,qBAA8E,IAAI;QAElF,IAAI,CAAC,IAAI,CAAC,cAAc,IAAI,CAAC,IAAI,CAAC,OAAO,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,OAAO,EAAE,IAAI,CAAC,OAAO,CAAC,MAAM,EAAE,CAAC;YACtF,OAAO;QACX,CAAC;QAED,MAAM,WAAW,GAAG,IAAI,CAAC,gBAAgB,CAAC;QAC1C,MAAM,gBAAgB,GAAG,IAAI,CAAC,iBAAiB,CAAC;QAChD,MAAM,eAAe,GAAG,IAAI,CAAC,UAAU,IAAI,IAAI,CAAC,MAAM,IAAI,IAAI,CAAC,MAAM,CAAC,UAAU,IAAI,IAAI,CAAC,MAAM,CAAC,OAAO,KAAK,CAAC,CAAC;QAE9G,MAAM,MAAM,GAAG,WAAW,CAAC,MAAO,CAAC;QAEnC,QAAQ;QACR,IAAI,CAAC,MAAM,CAAC,OAAO,EAAE,EAAE,CAAC;YACpB,OAAO;QACX,CAAC;QAED,MAAM,MAAM,GAAG,IAAI,CAAC,OAAO,CAAC;QAC5B,MAAM,oBAAoB,GAAG,CAAC,CAAC,CAAC,IAAI,CAAC,MAAM,IAAI,IAAI,CAAC,MAAM,CAAC,oBAAoB,CAAC,CAAC;QAEjF,UAAU;QACV,MAAM,GAAG,GAAG,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,SAAS,EAAE,OAAO,CAAC,MAAM,CAAC,CAAC;QAErD,IAAI,MAAM,GAAG,CAAC,CAAC;QACf,IAAI,QAAQ,GAAG,IAAI,CAAC;QACpB,MAAM,oBAAoB,GAAG,IAAI,CAAC,MAAM,EAAE,oBAAoB,IAAI,OAAO,CAAC,YAAY,CAAC;QACvF,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,GAAG,EAAE,KAAK,EAAE,EAAE,CAAC;YACvC,MAAM,MAAM,GAAG,OAAO,CAAC,KAAK,CAAC,CAAC;YAC9B,IAAI,CAAC,MAAM,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;gBAC/B,SAAS;YACb,CAAC;YAED,QAAQ,GAAG,KAAK,CAAC;YACjB,MAAM,CAAC,QAAQ,CAAC,SAAS,CAAC,CAAC;YAC3B,MAAM,QAAQ,GAAG,IAAI,CAAC,OAAO,CAAC,WAAW,EAAE,CAAC,CAAC,qFAAqF;YAElI,IAAI,CAAC,mBAAmB,CAAC,MAAM,EAAE,EAAE,MAAM,EAAE,CAAC,EAAE,CAAC,EAAE,QAAQ,EAAE,oBAAoB,EAAE,kBAAkB,EAAE,oBAAoB,CAAC,CAAC;YAC3H,IAAI,CAAC,IAAI,CAAC,cAAc,EAAE,CAAC;gBACvB,IAAI,CAAC,mBAAmB,CAAC,MAAM,EAAE,EAAE,MAAM,EAAE,CAAC,EAAE,CAAC,EAAE,QAAQ,EAAE,oBAAoB,EAAE,kBAAkB,EAAE,oBAAoB,CAAC,CAAC;gBAC3H,IAAI,CAAC,mBAAmB,CAAC,MAAM,EAAE,EAAE,MAAM,EAAE,CAAC,EAAE,CAAC,EAAE,QAAQ,EAAE,oBAAoB,EAAE,kBAAkB,EAAE,oBAAoB,CAAC,CAAC;gBAC3H,IAAI,CAAC,mBAAmB,CAAC,MAAM,EAAE,EAAE,MAAM,EAAE,CAAC,EAAE,CAAC,EAAE,QAAQ,EAAE,oBAAoB,EAAE,kBAAkB,EAAE,oBAAoB,CAAC,CAAC;YAC/H,CAAC;QACL,CAAC;QAED,IAAI,QAAQ,EAAE,CAAC;YACX,OAAO;QACX,CAAC;QAED,IAAI,CAAC,OAAO,CAAC,MAAM,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC;QAEtC,MAAM,OAAO,GAAG,CAAC,CAAC,MAAM,CAAC,iBAAiB,CAAC,IAAI,CAAC;QAChD,MAAM,OAAO,GAAG,MAAM,CAAC,iBAAiB,CAAC,OAAO,CAAC;QACjD,MAAM,YAAY,GAAG,MAAM,CAAC,iBAAiB,CAAC,YAAY,CAAC;QAE3D,MAAM,CAAC,QAAQ,CAAC,OAAO,EAAE,OAAO,EAAE,KAAK,EAAE,KAAK,EAAE,SAAS,EAAE,SAAS,EAAE,YAAY,CAAC,CAAC;QAEpF,SAAS;QACT,MAAM,CAAC,YAAY,CAAC,WAAW,CAAC,CAAC;QAEjC,MAAM,CAAC,UAAU,CAAC,gBAAgB,EAAE,IAAI,CAAC,OAAO,CAAC,CAAC;QAClD,MAAM,CAAC,SAAS,CAAC,MAAM,EAAE,UAAU,CAAC,CAAC;QACrC,MAAM,CAAC,SAAS,CAAC,YAAY,EAAE,gBAAgB,CAAC,CAAC;QAEjD,aAAa;QACb,IAAI,eAAe,EAAE,CAAC;YAClB,MAAM,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC;YAE1B,MAAM;YACN,MAAM,CAAC,SAAS,CAAC,WAAW,EAAE,KAAK,CAAC,OAAO,EAAE,KAAK,CAAC,QAAQ,EAAE,KAAK,CAAC,MAAM,EAAE,KAAK,CAAC,UAAU,CAAC,CAAC;YAC7F,MAAM,CAAC,SAAS,CAAC,WAAW,EAAE,KAAK,CAAC,QAAQ,CAAC,CAAC;QAClD,CAAC;QAED,aAAa;QACb,IAAI,IAAI,CAAC,mBAAmB,IAAI,IAAI,CAAC,MAAM,EAAE,CAAC;YAC1C,YAAY,CAAC,WAAW,CAAC,OAAO,EAAE,MAAM,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC;QAC3D,CAAC;QAED,IAAI,IAAI,CAAC,OAAO,EAAE,CAAC;YACf,IAAI,CAAC,IAAI,CAAC,kBAAkB,EAAE,CAAC;gBAC3B,IAAI,CAAC,kBAAkB,GAAI,MAAqB,CAAC,uBAAuB,CAAC,IAAI,CAAC,cAAc,EAAE,IAAI,CAAC,YAAY,EAAE,MAAM,CAAC,CAAC;YAC7H,CAAC;YACA,MAAqB,CAAC,qBAAqB,CAAC,IAAI,CAAC,kBAAkB,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC;QAC7F,CAAC;aAAM,CAAC;YACJ,OAAO;YACP,MAAM,CAAC,WAAW,CAAC,IAAI,CAAC,cAAc,EAAE,IAAI,CAAC,YAAY,EAAE,MAAM,CAAC,CAAC;QACvE,CAAC;QAED,aAAa;QACb,MAAM,CAAC,iBAAiB,CAAC,SAAS,GAAG,MAAM,CAAC,qBAAqB,CAAC,CAAC,CAAC,SAAS,CAAC,MAAM,CAAC,CAAC,CAAC,SAAS,CAAC,MAAM,CAAC;QACxG,IAAI,CAAC,IAAI,CAAC,iBAAiB,EAAE,CAAC;YAC1B,MAAM,CAAC,OAAO,CAAC,WAAW,EAAE,IAAI,CAAC,CAAC;YAClC,MAAM,CAAC,aAAa,CAAC,KAAK,CAAC,CAAC;YAC5B,MAAM,CAAC,YAAY,CAAC,gBAAgB,CAAC,CAAC;YACtC,IAAI,IAAI,CAAC,cAAc,EAAE,CAAC;gBACtB,MAAM,CAAC,cAAc,CAAC,SAAS,CAAC,8BAA8B,EAAE,CAAC,EAAE,CAAC,EAAE,MAAM,CAAC,CAAC;YAClF,CAAC;iBAAM,CAAC;gBACJ,MAAM,CAAC,gBAAgB,CAAC,SAAS,CAAC,yBAAyB,EAAE,CAAC,EAAE,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC;YACtF,CAAC;YACD,MAAM,CAAC,YAAY,CAAC,WAAW,CAAC,CAAC;YACjC,MAAM,CAAC,aAAa,CAAC,IAAI,CAAC,CAAC;YAC3B,MAAM,CAAC,OAAO,CAAC,WAAW,EAAE,KAAK,CAAC,CAAC;QACvC,CAAC;QAED,MAAM,CAAC,YAAY,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;QACpC,IAAI,IAAI,CAAC,cAAc,EAAE,CAAC;YACtB,MAAM,CAAC,cAAc,CAAC,SAAS,CAAC,8BAA8B,EAAE,CAAC,EAAE,CAAC,EAAE,MAAM,CAAC,CAAC;QAClF,CAAC;aAAM,CAAC;YACJ,MAAM,CAAC,gBAAgB,CAAC,SAAS,CAAC,yBAAyB,EAAE,CAAC,EAAE,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC;QACtF,CAAC;QAED,IAAI,IAAI,CAAC,cAAc,EAAE,CAAC;YACtB,MAAM,CAAC,YAAY,CAAC,SAAS,CAAC,aAAa,CAAC,CAAC;QACjD,CAAC;QAED,uBAAuB;QACvB,IAAI,oBAAoB,EAAE,CAAC;YACvB,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,QAAQ,CAAC,OAAO,EAAE,OAAO,EAAE,KAAK,EAAE,IAAI,EAAE,SAAS,EAAE,SAAS,EAAE,YAAY,CAAC,CAAC;QACxG,CAAC;QAED,MAAM,CAAC,wBAAwB,EAAE,CAAC;IACtC,CAAC;IAEO,mBAAmB,CACvB,KAAa,EACb,MAAkB,EAClB,OAAe,EACf,OAAe,EACf,QAAe,EACf,oBAA6B,EAC7B,kBAA2E,EAC3E,oBAA6B;QAE7B,IAAI,WAAW,GAAG,KAAK,GAAG,IAAI,CAAC,iBAAiB,CAAC;QAEjD,IAAI,OAAO,KAAK,CAAC,EAAE,CAAC;YAChB,OAAO,GAAG,IAAI,CAAC,QAAQ,CAAC;QAC5B,CAAC;aAAM,IAAI,OAAO,KAAK,CAAC,EAAE,CAAC;YACvB,OAAO,GAAG,CAAC,GAAG,IAAI,CAAC,QAAQ,CAAC;QAChC,CAAC;QAED,IAAI,OAAO,KAAK,CAAC,EAAE,CAAC;YAChB,OAAO,GAAG,IAAI,CAAC,QAAQ,CAAC;QAC5B,CAAC;aAAM,IAAI,OAAO,KAAK,CAAC,EAAE,CAAC;YACvB,OAAO,GAAG,CAAC,GAAG,IAAI,CAAC,QAAQ,CAAC;QAChC,CAAC;QAED,IAAI,kBAAkB,EAAE,CAAC;YACrB,kBAAkB,CAAC,MAAM,EAAE,QAAQ,CAAC,CAAC;QACzC,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;gBACpB,MAAM,CAAC,SAAS,GAAG,CAAC,CAAC;YACzB,CAAC;YAED,MAAM,OAAO,GAAG,QAAQ,CAAC,KAAK,GAAG,IAAI,CAAC,SAAS,CAAC;YAChD,MAAM,MAAM,GAAG,CAAC,MAAM,CAAC,SAAS,GAAG,OAAO,CAAC,IAAI,CAAC,CAAC;YACjD,MAAM,CAAC,QAAQ,GAAG,CAAC,CAAC,MAAM,CAAC,SAAS,GAAG,MAAM,GAAG,OAAO,CAAC,GAAG,IAAI,CAAC,SAAS,CAAC,GAAG,QAAQ,CAAC,KAAK,CAAC;YAC5F,MAAM,CAAC,QAAQ,GAAG,CAAC,MAAM,GAAG,IAAI,CAAC,UAAU,CAAC,GAAG,QAAQ,CAAC,MAAM,CAAC;YAC/D,MAAM,CAAC,MAAM,GAAG,IAAI,CAAC,SAAS,CAAC;YAC/B,MAAM,CAAC,MAAM,GAAG,IAAI,CAAC,UAAU,CAAC;QACpC,CAAC;QAED,YAAY;QACZ,IAAI,CAAC,WAAW,CAAC,WAAW,CAAC,GAAG,MAAM,CAAC,QAAQ,CAAC,CAAC,GAAG,oBAAoB,CAAC,CAAC,CAAC;QAC3E,IAAI,CAAC,WAAW,CAAC,WAAW,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,QAAQ,CAAC,CAAC,GAAG,oBAAoB,CAAC,CAAC,CAAC;QAC/E,IAAI,CAAC,WAAW,CAAC,WAAW,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,QAAQ,CAAC,CAAC,GAAG,oBAAoB,CAAC,CAAC,CAAC;QAC/E,IAAI,CAAC,WAAW,CAAC,WAAW,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,KAAK,CAAC;QACjD,UAAU;QACV,IAAI,CAAC,WAAW,CAAC,WAAW,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,KAAK,CAAC;QACjD,IAAI,CAAC,WAAW,CAAC,WAAW,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,MAAM,CAAC;QAElD,IAAI,CAAC,IAAI,CAAC,cAAc,EAAE,CAAC;YACvB,IAAI,CAAC,WAAW,CAAC,WAAW,GAAG,CAAC,CAAC,GAAG,OAAO,CAAC;YAC5C,IAAI,CAAC,WAAW,CAAC,WAAW,GAAG,CAAC,CAAC,GAAG,OAAO,CAAC;QAChD,CAAC;aAAM,CAAC;YACJ,WAAW,IAAI,CAAC,CAAC;QACrB,CAAC;QAED,oCAAoC;QACpC,IAAI,oBAAoB,EAAE,CAAC;YACvB,IAAI,CAAC,WAAW,CAAC,WAAW,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;QAC/D,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,WAAW,CAAC,WAAW,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;QAC/D,CAAC;QAED,IAAI,CAAC,WAAW,CAAC,WAAW,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;QAE3D,IAAI,CAAC,WAAW,CAAC,WAAW,GAAG,EAAE,CAAC,GAAG,MAAM,CAAC,QAAQ,CAAC;QACrD,IAAI,CAAC,WAAW,CAAC,WAAW,GAAG,EAAE,CAAC,GAAG,MAAM,CAAC,QAAQ,CAAC;QACrD,IAAI,CAAC,WAAW,CAAC,WAAW,GAAG,EAAE,CAAC,GAAG,MAAM,CAAC,MAAM,GAAG,QAAQ,CAAC,KAAK,CAAC;QACpE,IAAI,CAAC,WAAW,CAAC,WAAW,GAAG,EAAE,CAAC,GAAG,MAAM,CAAC,MAAM,GAAG,QAAQ,CAAC,MAAM,CAAC;QAErE,QAAQ;QACR,IAAI,CAAC,WAAW,CAAC,WAAW,GAAG,EAAE,CAAC,GAAG,MAAM,CAAC,KAAK,CAAC,CAAC,CAAC;QACpD,IAAI,CAAC,WAAW,CAAC,WAAW,GAAG,EAAE,CAAC,GAAG,MAAM,CAAC,KAAK,CAAC,CAAC,CAAC;QACpD,IAAI,CAAC,WAAW,CAAC,WAAW,GAAG,EAAE,CAAC,GAAG,MAAM,CAAC,KAAK,CAAC,CAAC,CAAC;QACpD,IAAI,CAAC,WAAW,CAAC,WAAW,GAAG,EAAE,CAAC,GAAG,MAAM,CAAC,KAAK,CAAC,CAAC,CAAC;IACxD,CAAC;IAEO,iBAAiB;QACrB,MAAM,OAAO,GAAG,EAAE,CAAC;QACnB,IAAI,KAAK,GAAG,CAAC,CAAC;QACd,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,IAAI,CAAC,SAAS,EAAE,KAAK,EAAE,EAAE,CAAC;YAClD,OAAO,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;YACpB,OAAO,CAAC,IAAI,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC;YACxB,OAAO,CAAC,IAAI,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC;YACxB,OAAO,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;YACpB,OAAO,CAAC,IAAI,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC;YACxB,OAAO,CAAC,IAAI,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC;YACxB,KAAK,IAAI,CAAC,CAAC;QACf,CAAC;QAED,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC,OAAO,CAAC,iBAAiB,CAAC,OAAO,CAAC,CAAC;IAChE,CAAC;IAED;;OAEG;IACI,OAAO;QACV,IAAI,IAAI,CAAC,YAAY,EAAE,CAAC;YACpB,IAAI,CAAC,iBAAiB,EAAE,CAAC;QAC7B,CAAC;QAED,IAAI,IAAI,CAAC,OAAO,EAAE,CAAC;YACf,IAAI,CAAC,kBAAkB,GAAG,SAAgB,CAAC;QAC/C,CAAC;QAED,IAAI,CAAC,OAAO,CAAC,QAAQ,EAAE,CAAC;QAExB,KAAK,MAAM,GAAG,IAAI,IAAI,CAAC,cAAc,EAAE,CAAC;YACpC,MAAM,YAAY,GAAG,IAAI,CAAC,cAAc,CAAC,GAAG,CAAC,CAAC;YAC9C,YAAY,CAAC,QAAQ,EAAE,CAAC;QAC5B,CAAC;QAED,IAAI,CAAC,aAAa,EAAE,QAAQ,EAAE,CAAC;IACnC,CAAC;IAED;;OAEG;IACI,OAAO;QACV,IAAI,IAAI,CAAC,OAAO,EAAE,CAAC;YACf,IAAI,CAAC,OAAO,CAAC,OAAO,EAAE,CAAC;YACjB,IAAI,CAAC,OAAQ,GAAG,IAAI,CAAC;QAC/B,CAAC;QAED,IAAI,IAAI,CAAC,aAAa,EAAE,CAAC;YACrB,IAAI,CAAC,aAAa,CAAC,OAAO,EAAE,CAAC;YACvB,IAAI,CAAC,aAAc,GAAG,IAAI,CAAC;QACrC,CAAC;QAED,IAAI,IAAI,CAAC,YAAY,EAAE,CAAC;YACpB,IAAI,CAAC,OAAO,CAAC,cAAc,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;YACzC,IAAI,CAAC,YAAa,GAAG,IAAI,CAAC;QACpC,CAAC;QAED,IAAI,IAAI,CAAC,kBAAkB,EAAE,CAAC;YACzB,IAAI,CAAC,OAAsB,CAAC,wBAAwB,CAAC,IAAI,CAAC,kBAAkB,CAAC,CAAC;YACzE,IAAI,CAAC,kBAAmB,GAAG,IAAI,CAAC;QAC1C,CAAC;QAED,IAAI,IAAI,CAAC,OAAO,EAAE,CAAC;YACf,IAAI,CAAC,OAAO,CAAC,OAAO,EAAE,CAAC;YACjB,IAAI,CAAC,OAAQ,GAAG,IAAI,CAAC;QAC/B,CAAC;QACD,IAAI,CAAC,gBAAgB,EAAE,OAAO,EAAE,CAAC;QACjC,IAAI,CAAC,iBAAiB,EAAE,OAAO,EAAE,CAAC;QAClC,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC;IAC5B,CAAC;;AAtiBD;;;GAGG;AACW,wBAAS,GAAG,KAAK,AAAR,CAAS","sourcesContent":["import type { Nullable } from \"../types\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { IMatrixLike } from \"../Maths/math.like\";\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport type { DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { Buffer, VertexBuffer } from \"../Buffers/buffer\";\r\nimport { DrawWrapper } from \"../Materials/drawWrapper\";\r\nimport type { ThinSprite } from \"./thinSprite\";\r\nimport type { ISize } from \"../Maths/math.size\";\r\n\r\nimport type { ThinTexture } from \"../Materials/Textures/thinTexture\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { ThinEngine } from \"../Engines/thinEngine\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { BindLogDepth } from \"../Materials/materialHelper.functions.pure\";\r\nimport { ShaderLanguage } from \"../Materials/shaderLanguage\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\n\r\n/**\r\n * Options for the SpriteRenderer\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport interface SpriteRendererOptions {\r\n /**\r\n * Sets a boolean indicating if the renderer must render sprites with pixel perfect rendering.\r\n * In this mode, sprites are rendered as \"pixel art\", which means that they appear as pixelated but remain stable when moving or when rotated or scaled.\r\n * Note that for this mode to work as expected, the sprite texture must use the BILINEAR sampling mode, not NEAREST!\r\n * Default is false.\r\n */\r\n pixelPerfect?: boolean;\r\n}\r\n\r\n/**\r\n * Class used to render sprites.\r\n *\r\n * It can be used either to render Sprites or ThinSprites with ThinEngine only.\r\n */\r\nexport class SpriteRenderer {\r\n /**\r\n * Force all the sprites to compile to glsl even on WebGPU engines.\r\n * False by default. This is mostly meant for backward compatibility.\r\n */\r\n public static ForceGLSL = false;\r\n /**\r\n * Defines the texture of the spritesheet\r\n */\r\n public texture: Nullable<ThinTexture>;\r\n\r\n /**\r\n * Defines the default width of a cell in the spritesheet\r\n */\r\n public cellWidth: number;\r\n\r\n /**\r\n * Defines the default height of a cell in the spritesheet\r\n */\r\n public cellHeight: number;\r\n\r\n /**\r\n * Blend mode use to render the particle, it can be any of\r\n * the static Constants.ALPHA_x properties provided in this class.\r\n * Default value is Constants.ALPHA_COMBINE\r\n */\r\n public blendMode = Constants.ALPHA_COMBINE;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if alpha mode is automatically\r\n * reset.\r\n */\r\n public autoResetAlpha = true;\r\n\r\n /**\r\n * Disables writing to the depth buffer when rendering the sprites.\r\n * It can be handy to disable depth writing when using textures without alpha channel\r\n * and setting some specific blend modes.\r\n */\r\n public disableDepthWrite: boolean = false;\r\n\r\n private _fogEnabled = true;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the manager must consider scene fog when rendering\r\n */\r\n public get fogEnabled() {\r\n return this._fogEnabled;\r\n }\r\n\r\n public set fogEnabled(value: boolean) {\r\n if (this._fogEnabled === value) {\r\n return;\r\n }\r\n\r\n this._fogEnabled = value;\r\n this._createEffects();\r\n }\r\n\r\n protected _useLogarithmicDepth: boolean;\r\n\r\n /**\r\n * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)\r\n * You can try switching to logarithmic depth.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/advanced/logarithmicDepthBuffer\r\n */\r\n public get useLogarithmicDepth(): boolean {\r\n return this._useLogarithmicDepth;\r\n }\r\n\r\n public set useLogarithmicDepth(value: boolean) {\r\n const fragmentDepthSupported = !!this._scene?.getEngine().getCaps().fragmentDepthSupported;\r\n\r\n if (value && !fragmentDepthSupported) {\r\n Logger.Warn(\"Logarithmic depth has been requested for a sprite renderer on a device that doesn't support it.\");\r\n }\r\n\r\n this._useLogarithmicDepth = value && fragmentDepthSupported;\r\n this._createEffects();\r\n }\r\n\r\n /**\r\n * Gets the capacity of the manager\r\n */\r\n public get capacity() {\r\n return this._capacity;\r\n }\r\n\r\n private _pixelPerfect = false;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the renderer must render sprites with pixel perfect rendering\r\n * Note that pixel perfect mode is not supported in WebGL 1\r\n */\r\n public get pixelPerfect() {\r\n return this._pixelPerfect;\r\n }\r\n\r\n public set pixelPerfect(value: boolean) {\r\n if (this._pixelPerfect === value) {\r\n return;\r\n }\r\n\r\n this._pixelPerfect = value;\r\n this._createEffects();\r\n }\r\n\r\n /** Shader language used by the material */\r\n protected _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n /**\r\n * Gets the shader language used in this renderer.\r\n */\r\n public get shaderLanguage(): ShaderLanguage {\r\n return this._shaderLanguage;\r\n }\r\n\r\n private readonly _engine: AbstractEngine;\r\n private readonly _useVAO: boolean = false;\r\n private readonly _useInstancing: boolean = false;\r\n private readonly _scene: Nullable<Scene>;\r\n\r\n private readonly _capacity: number;\r\n private readonly _epsilon: number;\r\n\r\n private _vertexBufferSize: number;\r\n private _vertexData: Float32Array;\r\n private _buffer: Buffer;\r\n private _vertexBuffers: { [key: string]: VertexBuffer } = {};\r\n private _spriteBuffer: Nullable<Buffer>;\r\n private _indexBuffer: DataBuffer;\r\n /** @internal */\r\n public _drawWrapperBase: DrawWrapper;\r\n /** @internal */\r\n public _drawWrapperDepth: DrawWrapper;\r\n private _vertexArrayObject: WebGLVertexArrayObject;\r\n private _isDisposed = false;\r\n\r\n /**\r\n * Creates a new sprite renderer\r\n * @param engine defines the engine the renderer works with\r\n * @param capacity defines the maximum allowed number of sprites\r\n * @param epsilon defines the epsilon value to align texture (0.01 by default)\r\n * @param scene defines the hosting scene\r\n * @param rendererOptions options for the sprite renderer\r\n */\r\n constructor(engine: AbstractEngine, capacity: number, epsilon: number = 0.01, scene: Nullable<Scene> = null, rendererOptions?: SpriteRendererOptions) {\r\n this._pixelPerfect = rendererOptions?.pixelPerfect ?? false;\r\n this._capacity = capacity;\r\n this._epsilon = epsilon;\r\n\r\n this._engine = engine;\r\n this._useInstancing = engine.getCaps().instancedArrays && engine._features.supportSpriteInstancing;\r\n this._useVAO = engine.getCaps().vertexArrayObject && !engine.disableVertexArrayObjects;\r\n this._scene = scene;\r\n\r\n if (!this._useInstancing) {\r\n this._buildIndexBuffer();\r\n }\r\n\r\n // VBO\r\n // 18 floats per sprite (x, y, z, angle, sizeX, sizeY, offsetX, offsetY, invertU, invertV, cellLeft, cellTop, cellWidth, cellHeight, color r, color g, color b, color a)\r\n // 16 when using instances\r\n this._vertexBufferSize = this._useInstancing ? 16 : 18;\r\n this._vertexData = new Float32Array(capacity * this._vertexBufferSize * (this._useInstancing ? 1 : 4));\r\n this._buffer = new Buffer(engine, this._vertexData, true, this._vertexBufferSize);\r\n\r\n const positions = this._buffer.createVertexBuffer(VertexBuffer.PositionKind, 0, 4, this._vertexBufferSize, this._useInstancing);\r\n const options = this._buffer.createVertexBuffer(\"options\", 4, 2, this._vertexBufferSize, this._useInstancing);\r\n\r\n let offset = 6;\r\n let offsets: VertexBuffer;\r\n\r\n if (this._useInstancing) {\r\n const spriteData = new Float32Array([\r\n this._epsilon,\r\n this._epsilon,\r\n 1 - this._epsilon,\r\n this._epsilon,\r\n this._epsilon,\r\n 1 - this._epsilon,\r\n 1 - this._epsilon,\r\n 1 - this._epsilon,\r\n ]);\r\n this._spriteBuffer = new Buffer(engine, spriteData, false, 2);\r\n offsets = this._spriteBuffer.createVertexBuffer(\"offsets\", 0, 2);\r\n } else {\r\n offsets = this._buffer.createVertexBuffer(\"offsets\", offset, 2, this._vertexBufferSize, this._useInstancing);\r\n offset += 2;\r\n }\r\n\r\n const inverts = this._buffer.createVertexBuffer(\"inverts\", offset, 2, this._vertexBufferSize, this._useInstancing);\r\n const cellInfo = this._buffer.createVertexBuffer(\"cellInfo\", offset + 2, 4, this._vertexBufferSize, this._useInstancing);\r\n const colors = this._buffer.createVertexBuffer(VertexBuffer.ColorKind, offset + 6, 4, this._vertexBufferSize, this._useInstancing);\r\n\r\n this._vertexBuffers[VertexBuffer.PositionKind] = positions;\r\n this._vertexBuffers[\"options\"] = options;\r\n this._vertexBuffers[\"offsets\"] = offsets;\r\n this._vertexBuffers[\"inverts\"] = inverts;\r\n this._vertexBuffers[\"cellInfo\"] = cellInfo;\r\n this._vertexBuffers[VertexBuffer.ColorKind] = colors;\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises\r\n this._initShaderSourceAsync();\r\n }\r\n\r\n private _shadersLoaded = false;\r\n\r\n private async _initShaderSourceAsync() {\r\n const engine = this._engine;\r\n\r\n if (engine.isWebGPU && !SpriteRenderer.ForceGLSL) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n\r\n await Promise.all([import(\"../ShadersWGSL/sprites.vertex\"), import(\"../ShadersWGSL/sprites.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/sprites.vertex\"), import(\"../Shaders/sprites.fragment\")]);\r\n }\r\n\r\n this._shadersLoaded = true;\r\n this._createEffects();\r\n }\r\n\r\n private _createEffects() {\r\n if (this._isDisposed || !this._shadersLoaded) {\r\n return;\r\n }\r\n\r\n this._drawWrapperBase?.dispose();\r\n this._drawWrapperDepth?.dispose();\r\n\r\n this._drawWrapperBase = new DrawWrapper(this._engine);\r\n this._drawWrapperDepth = new DrawWrapper(this._engine, false);\r\n\r\n if (this._drawWrapperBase.drawContext) {\r\n this._drawWrapperBase.drawContext.useInstancing = this._useInstancing;\r\n }\r\n if (this._drawWrapperDepth.drawContext) {\r\n this._drawWrapperDepth.drawContext.useInstancing = this._useInstancing;\r\n }\r\n\r\n let defines = \"\";\r\n\r\n if (this._pixelPerfect) {\r\n defines += \"#define PIXEL_PERFECT\\n\";\r\n }\r\n if (this._scene && this._scene.fogEnabled && this._scene.fogMode !== 0 && this._fogEnabled) {\r\n defines += \"#define FOG\\n\";\r\n }\r\n if (this._useLogarithmicDepth) {\r\n defines += \"#define LOGARITHMICDEPTH\\n\";\r\n }\r\n\r\n this._drawWrapperBase.effect = this._engine.createEffect(\r\n \"sprites\",\r\n [VertexBuffer.PositionKind, \"options\", \"offsets\", \"inverts\", \"cellInfo\", VertexBuffer.ColorKind],\r\n [\"view\", \"projection\", \"textureInfos\", \"alphaTest\", \"vFogInfos\", \"vFogColor\", \"logarithmicDepthConstant\"],\r\n [\"diffuseSampler\"],\r\n defines,\r\n undefined,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._shaderLanguage\r\n );\r\n\r\n this._drawWrapperDepth.effect = this._drawWrapperBase.effect;\r\n this._drawWrapperBase.effect._refCount++;\r\n this._drawWrapperDepth.materialContext = this._drawWrapperBase.materialContext;\r\n }\r\n\r\n /**\r\n * Render all child sprites\r\n * @param sprites defines the list of sprites to render\r\n * @param deltaTime defines the time since last frame\r\n * @param viewMatrix defines the viewMatrix to use to render the sprites\r\n * @param projectionMatrix defines the projectionMatrix to use to render the sprites\r\n * @param customSpriteUpdate defines a custom function to update the sprites data before they render\r\n */\r\n public render(\r\n sprites: ThinSprite[],\r\n deltaTime: number,\r\n viewMatrix: IMatrixLike,\r\n projectionMatrix: IMatrixLike,\r\n customSpriteUpdate: Nullable<(sprite: ThinSprite, baseSize: ISize) => void> = null\r\n ): void {\r\n if (!this._shadersLoaded || !this.texture || !this.texture.isReady() || !sprites.length) {\r\n return;\r\n }\r\n\r\n const drawWrapper = this._drawWrapperBase;\r\n const drawWrapperDepth = this._drawWrapperDepth;\r\n const shouldRenderFog = this.fogEnabled && this._scene && this._scene.fogEnabled && this._scene.fogMode !== 0;\r\n\r\n const effect = drawWrapper.effect!;\r\n\r\n // Check\r\n if (!effect.isReady()) {\r\n return;\r\n }\r\n\r\n const engine = this._engine;\r\n const useRightHandedSystem = !!(this._scene && this._scene.useRightHandedSystem);\r\n\r\n // Sprites\r\n const max = Math.min(this._capacity, sprites.length);\r\n\r\n let offset = 0;\r\n let noSprite = true;\r\n const floatingOriginOffset = this._scene?.floatingOriginOffset || Vector3.ZeroReadOnly;\r\n for (let index = 0; index < max; index++) {\r\n const sprite = sprites[index];\r\n if (!sprite || !sprite.isVisible) {\r\n continue;\r\n }\r\n\r\n noSprite = false;\r\n sprite._animate(deltaTime);\r\n const baseSize = this.texture.getBaseSize(); // This could be change by the user inside the animate callback (like onAnimationEnd)\r\n\r\n this._appendSpriteVertex(offset++, sprite, 0, 0, baseSize, useRightHandedSystem, customSpriteUpdate, floatingOriginOffset);\r\n if (!this._useInstancing) {\r\n this._appendSpriteVertex(offset++, sprite, 1, 0, baseSize, useRightHandedSystem, customSpriteUpdate, floatingOriginOffset);\r\n this._appendSpriteVertex(offset++, sprite, 1, 1, baseSize, useRightHandedSystem, customSpriteUpdate, floatingOriginOffset);\r\n this._appendSpriteVertex(offset++, sprite, 0, 1, baseSize, useRightHandedSystem, customSpriteUpdate, floatingOriginOffset);\r\n }\r\n }\r\n\r\n if (noSprite) {\r\n return;\r\n }\r\n\r\n this._buffer.update(this._vertexData);\r\n\r\n const culling = !!engine.depthCullingState.cull;\r\n const zOffset = engine.depthCullingState.zOffset;\r\n const zOffsetUnits = engine.depthCullingState.zOffsetUnits;\r\n\r\n engine.setState(culling, zOffset, false, false, undefined, undefined, zOffsetUnits);\r\n\r\n // Render\r\n engine.enableEffect(drawWrapper);\r\n\r\n effect.setTexture(\"diffuseSampler\", this.texture);\r\n effect.setMatrix(\"view\", viewMatrix);\r\n effect.setMatrix(\"projection\", projectionMatrix);\r\n\r\n // Scene Info\r\n if (shouldRenderFog) {\r\n const scene = this._scene;\r\n\r\n // Fog\r\n effect.setFloat4(\"vFogInfos\", scene.fogMode, scene.fogStart, scene.fogEnd, scene.fogDensity);\r\n effect.setColor3(\"vFogColor\", scene.fogColor);\r\n }\r\n\r\n // Log. depth\r\n if (this.useLogarithmicDepth && this._scene) {\r\n BindLogDepth(drawWrapper.defines, effect, this._scene);\r\n }\r\n\r\n if (this._useVAO) {\r\n if (!this._vertexArrayObject) {\r\n this._vertexArrayObject = (engine as ThinEngine).recordVertexArrayObject(this._vertexBuffers, this._indexBuffer, effect);\r\n }\r\n (engine as ThinEngine).bindVertexArrayObject(this._vertexArrayObject, this._indexBuffer);\r\n } else {\r\n // VBOs\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);\r\n }\r\n\r\n // Draw order\r\n engine.depthCullingState.depthFunc = engine.useReverseDepthBuffer ? Constants.GEQUAL : Constants.LEQUAL;\r\n if (!this.disableDepthWrite) {\r\n effect.setBool(\"alphaTest\", true);\r\n engine.setColorWrite(false);\r\n engine.enableEffect(drawWrapperDepth);\r\n if (this._useInstancing) {\r\n engine.drawArraysType(Constants.MATERIAL_TriangleStripDrawMode, 0, 4, offset);\r\n } else {\r\n engine.drawElementsType(Constants.MATERIAL_TriangleFillMode, 0, (offset / 4) * 6);\r\n }\r\n engine.enableEffect(drawWrapper);\r\n engine.setColorWrite(true);\r\n effect.setBool(\"alphaTest\", false);\r\n }\r\n\r\n engine.setAlphaMode(this.blendMode);\r\n if (this._useInstancing) {\r\n engine.drawArraysType(Constants.MATERIAL_TriangleStripDrawMode, 0, 4, offset);\r\n } else {\r\n engine.drawElementsType(Constants.MATERIAL_TriangleFillMode, 0, (offset / 4) * 6);\r\n }\r\n\r\n if (this.autoResetAlpha) {\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n }\r\n\r\n // Restore Right Handed\r\n if (useRightHandedSystem) {\r\n this._scene.getEngine().setState(culling, zOffset, false, true, undefined, undefined, zOffsetUnits);\r\n }\r\n\r\n engine.unbindInstanceAttributes();\r\n }\r\n\r\n private _appendSpriteVertex(\r\n index: number,\r\n sprite: ThinSprite,\r\n offsetX: number,\r\n offsetY: number,\r\n baseSize: ISize,\r\n useRightHandedSystem: boolean,\r\n customSpriteUpdate: Nullable<(sprite: ThinSprite, baseSize: ISize) => void>,\r\n floatingOriginOffset: Vector3\r\n ): void {\r\n let arrayOffset = index * this._vertexBufferSize;\r\n\r\n if (offsetX === 0) {\r\n offsetX = this._epsilon;\r\n } else if (offsetX === 1) {\r\n offsetX = 1 - this._epsilon;\r\n }\r\n\r\n if (offsetY === 0) {\r\n offsetY = this._epsilon;\r\n } else if (offsetY === 1) {\r\n offsetY = 1 - this._epsilon;\r\n }\r\n\r\n if (customSpriteUpdate) {\r\n customSpriteUpdate(sprite, baseSize);\r\n } else {\r\n if (!sprite.cellIndex) {\r\n sprite.cellIndex = 0;\r\n }\r\n\r\n const rowSize = baseSize.width / this.cellWidth;\r\n const offset = (sprite.cellIndex / rowSize) >> 0;\r\n sprite._xOffset = ((sprite.cellIndex - offset * rowSize) * this.cellWidth) / baseSize.width;\r\n sprite._yOffset = (offset * this.cellHeight) / baseSize.height;\r\n sprite._xSize = this.cellWidth;\r\n sprite._ySize = this.cellHeight;\r\n }\r\n\r\n // Positions\r\n this._vertexData[arrayOffset] = sprite.position.x - floatingOriginOffset.x;\r\n this._vertexData[arrayOffset + 1] = sprite.position.y - floatingOriginOffset.y;\r\n this._vertexData[arrayOffset + 2] = sprite.position.z - floatingOriginOffset.z;\r\n this._vertexData[arrayOffset + 3] = sprite.angle;\r\n // Options\r\n this._vertexData[arrayOffset + 4] = sprite.width;\r\n this._vertexData[arrayOffset + 5] = sprite.height;\r\n\r\n if (!this._useInstancing) {\r\n this._vertexData[arrayOffset + 6] = offsetX;\r\n this._vertexData[arrayOffset + 7] = offsetY;\r\n } else {\r\n arrayOffset -= 2;\r\n }\r\n\r\n // Inverts according to Right Handed\r\n if (useRightHandedSystem) {\r\n this._vertexData[arrayOffset + 8] = sprite.invertU ? 0 : 1;\r\n } else {\r\n this._vertexData[arrayOffset + 8] = sprite.invertU ? 1 : 0;\r\n }\r\n\r\n this._vertexData[arrayOffset + 9] = sprite.invertV ? 1 : 0;\r\n\r\n this._vertexData[arrayOffset + 10] = sprite._xOffset;\r\n this._vertexData[arrayOffset + 11] = sprite._yOffset;\r\n this._vertexData[arrayOffset + 12] = sprite._xSize / baseSize.width;\r\n this._vertexData[arrayOffset + 13] = sprite._ySize / baseSize.height;\r\n\r\n // Color\r\n this._vertexData[arrayOffset + 14] = sprite.color.r;\r\n this._vertexData[arrayOffset + 15] = sprite.color.g;\r\n this._vertexData[arrayOffset + 16] = sprite.color.b;\r\n this._vertexData[arrayOffset + 17] = sprite.color.a;\r\n }\r\n\r\n private _buildIndexBuffer(): void {\r\n const indices = [];\r\n let index = 0;\r\n for (let count = 0; count < this._capacity; count++) {\r\n indices.push(index);\r\n indices.push(index + 1);\r\n indices.push(index + 2);\r\n indices.push(index);\r\n indices.push(index + 2);\r\n indices.push(index + 3);\r\n index += 4;\r\n }\r\n\r\n this._indexBuffer = this._engine.createIndexBuffer(indices);\r\n }\r\n\r\n /**\r\n * Rebuilds the renderer (after a context lost, for eg)\r\n */\r\n public rebuild(): void {\r\n if (this._indexBuffer) {\r\n this._buildIndexBuffer();\r\n }\r\n\r\n if (this._useVAO) {\r\n this._vertexArrayObject = undefined as any;\r\n }\r\n\r\n this._buffer._rebuild();\r\n\r\n for (const key in this._vertexBuffers) {\r\n const vertexBuffer = this._vertexBuffers[key];\r\n vertexBuffer._rebuild();\r\n }\r\n\r\n this._spriteBuffer?._rebuild();\r\n }\r\n\r\n /**\r\n * Release associated resources\r\n */\r\n public dispose(): void {\r\n if (this._buffer) {\r\n this._buffer.dispose();\r\n (<any>this._buffer) = null;\r\n }\r\n\r\n if (this._spriteBuffer) {\r\n this._spriteBuffer.dispose();\r\n (<any>this._spriteBuffer) = null;\r\n }\r\n\r\n if (this._indexBuffer) {\r\n this._engine._releaseBuffer(this._indexBuffer);\r\n (<any>this._indexBuffer) = null;\r\n }\r\n\r\n if (this._vertexArrayObject) {\r\n (this._engine as ThinEngine).releaseVertexArrayObject(this._vertexArrayObject);\r\n (<any>this._vertexArrayObject) = null;\r\n }\r\n\r\n if (this.texture) {\r\n this.texture.dispose();\r\n (<any>this.texture) = null;\r\n }\r\n this._drawWrapperBase?.dispose();\r\n this._drawWrapperDepth?.dispose();\r\n this._isDisposed = true;\r\n }\r\n}\r\n"]}
@@ -35,6 +35,10 @@ export interface IWebXRLightEstimationOptions {
35
35
  * If created, this light source will be updated whenever the light estimation values change
36
36
  */
37
37
  createDirectionalLightSource?: boolean;
38
+ /**
39
+ * The scale factor to multiply the intensity of the directional light by. Defaults to 1.0.
40
+ */
41
+ directionalLightIntensityFactor?: number;
38
42
  /**
39
43
  * Define the format to be used for the light estimation texture.
40
44
  */
@@ -118,6 +122,10 @@ export declare class WebXRLightEstimation extends WebXRAbstractFeature {
118
122
  * This light will be updated whenever the light estimation values change.
119
123
  */
120
124
  directionalLight: Nullable<DirectionalLight>;
125
+ /**
126
+ * The scale factor to multiply the intensity of the directional light by. Defaults to 1.0.
127
+ */
128
+ directionalLightIntensityFactor: number;
121
129
  /**
122
130
  * This observable will notify when the reflection cube map is updated.
123
131
  */
@@ -53,6 +53,10 @@ export class WebXRLightEstimation extends WebXRAbstractFeature {
53
53
  * This light will be updated whenever the light estimation values change.
54
54
  */
55
55
  this.directionalLight = null;
56
+ /**
57
+ * The scale factor to multiply the intensity of the directional light by. Defaults to 1.0.
58
+ */
59
+ this.directionalLightIntensityFactor = 1.0;
56
60
  /**
57
61
  * This observable will notify when the reflection cube map is updated.
58
62
  */
@@ -118,6 +122,7 @@ export class WebXRLightEstimation extends WebXRAbstractFeature {
118
122
  this.directionalLight.intensity = 0;
119
123
  this.directionalLight.falloffType = LightConstants.FALLOFF_GLTF;
120
124
  }
125
+ this.directionalLightIntensityFactor = this.options.directionalLightIntensityFactor ?? 1.0;
121
126
  this._hdrFilter = new HDRFiltering(this._xrSessionManager.scene.getEngine());
122
127
  // https://immersive-web.github.io/lighting-estimation/
123
128
  Tools.Warn("light-estimation is an experimental and unstable feature.");
@@ -261,7 +266,7 @@ export class WebXRLightEstimation extends WebXRAbstractFeature {
261
266
  // set the values after calculating them
262
267
  if (this.directionalLight) {
263
268
  this.directionalLight.direction.copyFrom(this._lightDirection);
264
- this.directionalLight.intensity = Math.min(this._intensity, 1.0);
269
+ this.directionalLight.intensity = Math.min(this._intensity, 1.0) * this.directionalLightIntensityFactor;
265
270
  this.directionalLight.diffuse.copyFrom(this._lightColor);
266
271
  }
267
272
  }