@babylonjs/core 8.38.0 → 8.39.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Animations/animation.d.ts +2 -1
- package/Animations/animation.js +3 -2
- package/Animations/animation.js.map +1 -1
- package/Behaviors/Cameras/autoRotationBehavior.d.ts +4 -0
- package/Behaviors/Cameras/autoRotationBehavior.js +7 -0
- package/Behaviors/Cameras/autoRotationBehavior.js.map +1 -1
- package/Behaviors/Cameras/bouncingBehavior.d.ts +5 -0
- package/Behaviors/Cameras/bouncingBehavior.js +8 -0
- package/Behaviors/Cameras/bouncingBehavior.js.map +1 -1
- package/Behaviors/Cameras/framingBehavior.d.ts +4 -0
- package/Behaviors/Cameras/framingBehavior.js +7 -0
- package/Behaviors/Cameras/framingBehavior.js.map +1 -1
- package/Behaviors/Cameras/interpolatingBehavior.d.ts +7 -1
- package/Behaviors/Cameras/interpolatingBehavior.js +11 -3
- package/Behaviors/Cameras/interpolatingBehavior.js.map +1 -1
- package/Behaviors/Meshes/attachToBoxBehavior.d.ts +5 -0
- package/Behaviors/Meshes/attachToBoxBehavior.js +8 -1
- package/Behaviors/Meshes/attachToBoxBehavior.js.map +1 -1
- package/Behaviors/Meshes/baseSixDofDragBehavior.d.ts +5 -2
- package/Behaviors/Meshes/baseSixDofDragBehavior.js +8 -0
- package/Behaviors/Meshes/baseSixDofDragBehavior.js.map +1 -1
- package/Behaviors/Meshes/fadeInOutBehavior.d.ts +5 -0
- package/Behaviors/Meshes/fadeInOutBehavior.js +6 -0
- package/Behaviors/Meshes/fadeInOutBehavior.js.map +1 -1
- package/Behaviors/Meshes/handConstraintBehavior.d.ts +5 -0
- package/Behaviors/Meshes/handConstraintBehavior.js +8 -0
- package/Behaviors/Meshes/handConstraintBehavior.js.map +1 -1
- package/Behaviors/Meshes/multiPointerScaleBehavior.d.ts +5 -0
- package/Behaviors/Meshes/multiPointerScaleBehavior.js +8 -0
- package/Behaviors/Meshes/multiPointerScaleBehavior.js.map +1 -1
- package/Behaviors/Meshes/sixDofDragBehavior.js +1 -1
- package/Behaviors/Meshes/sixDofDragBehavior.js.map +1 -1
- package/Behaviors/Meshes/surfaceMagnetismBehavior.d.ts +5 -0
- package/Behaviors/Meshes/surfaceMagnetismBehavior.js +7 -0
- package/Behaviors/Meshes/surfaceMagnetismBehavior.js.map +1 -1
- package/Behaviors/behavior.d.ts +4 -0
- package/Behaviors/behavior.js.map +1 -1
- package/Cameras/geospatialCamera.d.ts +11 -3
- package/Cameras/geospatialCamera.js +103 -36
- package/Cameras/geospatialCamera.js.map +1 -1
- package/Cameras/geospatialCameraMovement.d.ts +6 -2
- package/Cameras/geospatialCameraMovement.js +11 -11
- package/Cameras/geospatialCameraMovement.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.multiRender.d.ts +2 -1
- package/Engines/WebGPU/Extensions/engine.multiRender.js +5 -2
- package/Engines/WebGPU/Extensions/engine.multiRender.js.map +1 -1
- package/Engines/WebGPU/webgpuTextureHelper.d.ts +1 -0
- package/Engines/WebGPU/webgpuTextureHelper.js +11 -0
- package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
- package/Engines/WebGPU/webgpuTextureManager.d.ts +1 -0
- package/Engines/WebGPU/webgpuTextureManager.js +100 -9
- package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/renderTargetWrapper.js +6 -1
- package/Engines/renderTargetWrapper.js.map +1 -1
- package/Engines/thinEngine.js +1 -1
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.d.ts +7 -4
- package/Engines/webgpuEngine.js +45 -16
- package/Engines/webgpuEngine.js.map +1 -1
- package/FrameGraph/Node/nodeRenderGraph.d.ts +22 -5
- package/FrameGraph/Node/nodeRenderGraph.js +39 -18
- package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
- package/FrameGraph/Passes/pass.d.ts +2 -0
- package/FrameGraph/Passes/pass.js +2 -0
- package/FrameGraph/Passes/pass.js.map +1 -1
- package/FrameGraph/Passes/renderPass.d.ts +2 -0
- package/FrameGraph/Passes/renderPass.js +4 -0
- package/FrameGraph/Passes/renderPass.js.map +1 -1
- package/FrameGraph/frameGraph.d.ts +13 -4
- package/FrameGraph/frameGraph.js +45 -5
- package/FrameGraph/frameGraph.js.map +1 -1
- package/FrameGraph/frameGraphRenderTarget.d.ts +1 -0
- package/FrameGraph/frameGraphRenderTarget.js +3 -0
- package/FrameGraph/frameGraphRenderTarget.js.map +1 -1
- package/FrameGraph/frameGraphTask.d.ts +6 -0
- package/FrameGraph/frameGraphTask.js +15 -0
- package/FrameGraph/frameGraphTask.js.map +1 -1
- package/FrameGraph/frameGraphTypes.d.ts +2 -0
- package/FrameGraph/frameGraphTypes.js.map +1 -1
- package/Helpers/sceneHelpers.js +1 -1
- package/Helpers/sceneHelpers.js.map +1 -1
- package/Lights/index.d.ts +1 -0
- package/Lights/index.js +1 -0
- package/Lights/index.js.map +1 -1
- package/Lights/lightingVolume.d.ts +89 -0
- package/Lights/lightingVolume.js +426 -0
- package/Lights/lightingVolume.js.map +1 -0
- package/Materials/Node/nodeMaterial.js +8 -2
- package/Materials/Node/nodeMaterial.js.map +1 -1
- package/Materials/floatingOriginMatrixOverrides.js +6 -5
- package/Materials/floatingOriginMatrixOverrides.js.map +1 -1
- package/Meshes/mesh.js +1 -1
- package/Meshes/mesh.js.map +1 -1
- package/Misc/screenshotTools.js +2 -8
- package/Misc/screenshotTools.js.map +1 -1
- package/Particles/solidParticle.d.ts +9 -0
- package/Particles/solidParticle.js +11 -0
- package/Particles/solidParticle.js.map +1 -1
- package/Particles/solidParticleSystem.d.ts +28 -0
- package/Particles/solidParticleSystem.js +75 -0
- package/Particles/solidParticleSystem.js.map +1 -1
- package/ShadersWGSL/lightingVolume.compute.d.ts +5 -0
- package/ShadersWGSL/lightingVolume.compute.js +27 -0
- package/ShadersWGSL/lightingVolume.compute.js.map +1 -0
- package/package.json +1 -1
- package/scene.js +6 -4
- package/scene.js.map +1 -1
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@@ -119,19 +119,20 @@ function GetOffsetMatrix(uniformName, mat) {
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// Node material blocks uniforms are formatted u_BlockName, with trailing numbers if there are multiple blocks of the same name
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// Check u_ first so that we can early out for non-node material uniforms
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if (uniformName.startsWith("u_")) {
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const lowercaseUniformName = uniformName.toLowerCase();
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if (lowercaseUniformName.startsWith("u_worldviewprojection")) {
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return OffsetWorldViewProjectionToRef(offset, mat, scene.getTransformMatrix(), scene.getViewMatrix(), scene.getProjectionMatrix(), TempFinalMat);
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}
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if (
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if (lowercaseUniformName.startsWith("u_viewprojection")) {
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return OffsetViewProjectionToRef(offset, scene.getViewMatrix(), scene.getProjectionMatrix(), TempFinalMat);
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}
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if (
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if (lowercaseUniformName.startsWith("u_worldview")) {
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return OffsetWorldViewToRef(offset, mat, scene.getViewMatrix(), TempFinalMat);
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}
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if (
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if (lowercaseUniformName.startsWith("u_world")) {
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return OffsetWorldToRef(offset, mat, TempFinalMat);
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}
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if (
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if (lowercaseUniformName.startsWith("u_view")) {
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return OffsetViewToRef(offset, mat, TempFinalMat);
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}
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}
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-
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{ Effect } from \"../Materials/effect\";\r\nimport { Matrix, Vector3 } from \"../Maths/math.vector\";\r\nimport type { IMatrixLike, IVector3Like } from \"../Maths/math.like\";\r\nimport { InvertMatrixToRef, MultiplyMatricesToRef } from \"../Maths/ThinMaths/thinMath.matrix.functions\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { DeepImmutable } from \"../types\";\r\nimport { UniformBuffer } from \"./uniformBuffer\";\r\nimport type { Plane } from \"../Maths/math.plane\";\r\n\r\nconst TempFinalMat: Matrix = new Matrix();\r\nconst TempMat1: Matrix = new Matrix();\r\nconst TempMat2: Matrix = new Matrix();\r\n\r\n/**\r\n * When rendering, each scene will reset this to ensure the correct floating origin offset is when overriding the below functions\r\n */\r\nexport const FloatingOriginCurrentScene = {\r\n getScene: () => undefined as Scene | undefined,\r\n eyeAtCamera: true, // When true, we can assume viewMatrix translation is at origin. Otherwise, we must do full offset calculations\r\n};\r\n\r\nfunction OffsetWorldToRef(offset: IVector3Like, world: DeepImmutable<IMatrixLike>, ref: Matrix): DeepImmutable<IMatrixLike> {\r\n const refArray = ref.asArray();\r\n const worldArray = world.asArray();\r\n for (let i = 0; i < 16; i++) {\r\n refArray[i] = worldArray[i];\r\n }\r\n refArray[12] -= offset.x;\r\n refArray[13] -= offset.y;\r\n refArray[14] -= offset.z;\r\n ref.markAsUpdated();\r\n return ref;\r\n}\r\n\r\nfunction GetFullOffsetView(offset: IVector3Like, viewMatrix: DeepImmutable<IMatrixLike>, ref: IMatrixLike) {\r\n InvertMatrixToRef(viewMatrix, TempMat1); // TempMat1 = light world matrix (inverse of view)\r\n OffsetWorldToRef(offset, TempMat1, TempMat2); // TempMat2 = offset light world matrix\r\n InvertMatrixToRef(TempMat2, ref); // TempMat1 = offset view matrix\r\n return ref;\r\n}\r\n\r\nexport function OffsetViewToRef(offset: IVector3Like, view: DeepImmutable<IMatrixLike>, ref: Matrix): DeepImmutable<IMatrixLike> {\r\n // When eye is not at camera, we cannot assume the translation of view matrix is at origin, so we perform full offset calculation\r\n if (!FloatingOriginCurrentScene.eyeAtCamera) {\r\n return GetFullOffsetView(offset, view, ref);\r\n }\r\n const refArray = ref.asArray();\r\n const viewArray = view.asArray();\r\n for (let i = 0; i < 16; i++) {\r\n refArray[i] = viewArray[i];\r\n }\r\n refArray[12] = 0;\r\n refArray[13] = 0;\r\n refArray[14] = 0;\r\n ref.markAsUpdated();\r\n return ref;\r\n}\r\n\r\nfunction OffsetViewProjectionToRef(offset: IVector3Like, view: DeepImmutable<IMatrixLike>, projection: DeepImmutable<IMatrixLike>, ref: Matrix): DeepImmutable<IMatrixLike> {\r\n MultiplyMatricesToRef(OffsetViewToRef(offset, view, ref), projection, ref);\r\n return ref;\r\n}\r\n\r\nexport function OffsetClipPlaneToRef(offset: Vector3, plane: Plane, ref: Plane): Plane {\r\n // Original clipplane is using equation normal.dot(p) + d = 0\r\n // Assume we have p' = p - offset, that means normal.dot(p') + d' = 0\r\n // So to get the offset plane,\r\n // normal.dot(p' + offset) + d = 0\r\n // normal.dot(p') + normal.dot(offset) + d = 0\r\n // -d' + normal.dot(offset) + d = 0\r\n // d' = d + normal.dot(offset)\r\n ref.normal.copyFrom(plane.normal);\r\n ref.d = plane.d + Vector3.Dot(plane.normal, offset);\r\n return ref;\r\n}\r\n\r\nexport function GetOffsetTransformMatrices(\r\n offset: IVector3Like,\r\n viewMatrices: Array<Matrix>,\r\n projectionMatrices: Array<Matrix>,\r\n length: number,\r\n resultArray: Float32Array\r\n): Float32Array {\r\n for (let cascadeIndex = 0; cascadeIndex < length; ++cascadeIndex) {\r\n GetFullOffsetViewProjectionToRef(offset, viewMatrices[cascadeIndex], projectionMatrices[cascadeIndex], TempMat1);\r\n TempMat1.copyToArray(resultArray, cascadeIndex * 16);\r\n }\r\n return resultArray;\r\n}\r\n\r\nfunction OffsetWorldViewToRef(offset: IVector3Like, worldView: DeepImmutable<IMatrixLike>, view: DeepImmutable<IMatrixLike>, ref: Matrix): DeepImmutable<IMatrixLike> {\r\n // ( world * view ) * inverse ( view ) = world\r\n InvertMatrixToRef(view, TempMat1); // TempMat1 = inverseView\r\n MultiplyMatricesToRef(worldView, TempMat1, TempMat2); // TempMat2 = world, TempMat1 can be reused\r\n\r\n // ( offsetWorld * offsetView ) = offsetWorldView\r\n OffsetWorldToRef(offset, TempMat2, TempMat1); // TempMat1 = offsetWorld\r\n OffsetViewToRef(offset, view, TempMat2); // TempMat2 = offsetView\r\n MultiplyMatricesToRef(TempMat1, TempMat2, ref);\r\n\r\n return ref;\r\n}\r\n\r\nexport function GetFullOffsetViewProjectionToRef(\r\n offset: IVector3Like,\r\n viewMatrix: DeepImmutable<IMatrixLike>,\r\n projectionMatrix: DeepImmutable<IMatrixLike>,\r\n ref: IMatrixLike\r\n): DeepImmutable<IMatrixLike> {\r\n GetFullOffsetView(offset, viewMatrix, TempMat2);\r\n MultiplyMatricesToRef(TempMat2, projectionMatrix, ref);\r\n return ref;\r\n}\r\n\r\nfunction OffsetWorldViewProjectionToRef(\r\n offset: IVector3Like,\r\n worldViewProjection: DeepImmutable<IMatrixLike>,\r\n viewProjection: DeepImmutable<IMatrixLike>,\r\n view: DeepImmutable<IMatrixLike>,\r\n projection: DeepImmutable<IMatrixLike>,\r\n ref: IMatrixLike\r\n): DeepImmutable<IMatrixLike> {\r\n // ( world * view * projection ) * inverse(projection) * inverse(view) = world\r\n // ( world * view * projection ) * inverse (view * projection) = world\r\n InvertMatrixToRef(viewProjection, TempMat1); // TempMat1 = inverse (view * projection)\r\n MultiplyMatricesToRef(worldViewProjection, TempMat1, TempMat2); // TempMat2 = world, TempMat1 can be reused\r\n\r\n // ( offsetWorld * offsetViewProjection) = offsetWorldViewProjection\r\n OffsetWorldToRef(offset, TempMat2, TempMat1); // TempMat1 = offsetWorld\r\n OffsetViewProjectionToRef(offset, view, projection, TempMat2); // TempMat2 = offsetViewProjection\r\n MultiplyMatricesToRef(TempMat1, TempMat2, ref);\r\n\r\n return ref;\r\n}\r\n\r\nfunction GetOffsetMatrix(uniformName: string, mat: IMatrixLike): IMatrixLike {\r\n const scene = FloatingOriginCurrentScene.getScene();\r\n // Early out for scenes that don't have floatingOriginMode enabled\r\n // Effect.setMatrix will call pipelineContext.setMatrix. In WebGPU, this will in turn call ubo.updateMatrix. To avoid double offset, early out if mat is TempFinalMat\r\n if (!scene || TempFinalMat === mat) {\r\n return mat;\r\n }\r\n TempFinalMat.updateFlag = mat.updateFlag;\r\n const offset = scene.floatingOriginOffset;\r\n switch (uniformName) {\r\n case \"world\":\r\n return OffsetWorldToRef(offset, mat, TempFinalMat);\r\n case \"view\":\r\n return OffsetViewToRef(offset, mat, TempFinalMat);\r\n case \"worldView\":\r\n return OffsetWorldViewToRef(offset, mat, scene.getViewMatrix(), TempFinalMat);\r\n case \"viewProjection\":\r\n return OffsetViewProjectionToRef(offset, scene.getViewMatrix(), scene.getProjectionMatrix(), TempFinalMat);\r\n case \"worldViewProjection\":\r\n return OffsetWorldViewProjectionToRef(offset, mat, scene.getTransformMatrix(), scene.getViewMatrix(), scene.getProjectionMatrix(), TempFinalMat);\r\n default:\r\n // Node material blocks uniforms are formatted u_BlockName, with trailing numbers if there are multiple blocks of the same name\r\n // Check u_ first so that we can early out for non-node material uniforms\r\n if (uniformName.startsWith(\"u_\")) {\r\n if (uniformName.startsWith(\"u_WorldViewProjection\")) {\r\n return OffsetWorldViewProjectionToRef(offset, mat, scene.getTransformMatrix(), scene.getViewMatrix(), scene.getProjectionMatrix(), TempFinalMat);\r\n }\r\n if (uniformName.startsWith(\"u_ViewProjection\")) {\r\n return OffsetViewProjectionToRef(offset, scene.getViewMatrix(), scene.getProjectionMatrix(), TempFinalMat);\r\n }\r\n if (uniformName.startsWith(\"u_WorldView\")) {\r\n return OffsetWorldViewToRef(offset, mat, scene.getViewMatrix(), TempFinalMat);\r\n }\r\n if (uniformName.startsWith(\"u_World\")) {\r\n return OffsetWorldToRef(offset, mat, TempFinalMat);\r\n }\r\n if (uniformName.startsWith(\"u_View\")) {\r\n return OffsetViewToRef(offset, mat, TempFinalMat);\r\n }\r\n }\r\n return mat;\r\n }\r\n}\r\n\r\n// ---- Overriding the prototypes of effect and uniformBuffer's setMatrix functions ----\r\nconst UniformBufferInternal = UniformBuffer as any;\r\nconst EffectInternal = Effect as any;\r\nconst OriginalUpdateMatrixForUniform = UniformBufferInternal.prototype._updateMatrixForUniform;\r\nconst OriginalSetMatrix = Effect.prototype.setMatrix;\r\n\r\nexport function ResetMatrixFunctions() {\r\n Effect.prototype.setMatrix = OriginalSetMatrix;\r\n EffectInternal._setMatrixOverride = undefined;\r\n UniformBufferInternal.prototype._updateMatrixForUniform = OriginalUpdateMatrixForUniform;\r\n UniformBufferInternal.prototype._updateMatrixForUniformOverride = undefined;\r\n}\r\n\r\nexport function OverrideMatrixFunctions() {\r\n EffectInternal.prototype._setMatrixOverride = OriginalSetMatrix;\r\n EffectInternal.prototype.setMatrix = function (uniformName: string, matrix: IMatrixLike) {\r\n this._setMatrixOverride(uniformName, GetOffsetMatrix(uniformName, matrix));\r\n return this;\r\n };\r\n UniformBufferInternal.prototype._updateMatrixForUniformOverride = OriginalUpdateMatrixForUniform;\r\n UniformBufferInternal.prototype._updateMatrixForUniform = function (uniformName: string, matrix: IMatrixLike) {\r\n this._updateMatrixForUniformOverride(uniformName, GetOffsetMatrix(uniformName, matrix));\r\n };\r\n}\r\n"]}
|
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1
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+
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{ Effect } from \"../Materials/effect\";\r\nimport { Matrix, Vector3 } from \"../Maths/math.vector\";\r\nimport type { IMatrixLike, IVector3Like } from \"../Maths/math.like\";\r\nimport { InvertMatrixToRef, MultiplyMatricesToRef } from \"../Maths/ThinMaths/thinMath.matrix.functions\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { DeepImmutable } from \"../types\";\r\nimport { UniformBuffer } from \"./uniformBuffer\";\r\nimport type { Plane } from \"../Maths/math.plane\";\r\n\r\nconst TempFinalMat: Matrix = new Matrix();\r\nconst TempMat1: Matrix = new Matrix();\r\nconst TempMat2: Matrix = new Matrix();\r\n\r\n/**\r\n * When rendering, each scene will reset this to ensure the correct floating origin offset is when overriding the below functions\r\n */\r\nexport const FloatingOriginCurrentScene = {\r\n getScene: () => undefined as Scene | undefined,\r\n eyeAtCamera: true, // When true, we can assume viewMatrix translation is at origin. Otherwise, we must do full offset calculations\r\n};\r\n\r\nfunction OffsetWorldToRef(offset: IVector3Like, world: DeepImmutable<IMatrixLike>, ref: Matrix): DeepImmutable<IMatrixLike> {\r\n const refArray = ref.asArray();\r\n const worldArray = world.asArray();\r\n for (let i = 0; i < 16; i++) {\r\n refArray[i] = worldArray[i];\r\n }\r\n refArray[12] -= offset.x;\r\n refArray[13] -= offset.y;\r\n refArray[14] -= offset.z;\r\n ref.markAsUpdated();\r\n return ref;\r\n}\r\n\r\nfunction GetFullOffsetView(offset: IVector3Like, viewMatrix: DeepImmutable<IMatrixLike>, ref: IMatrixLike) {\r\n InvertMatrixToRef(viewMatrix, TempMat1); // TempMat1 = light world matrix (inverse of view)\r\n OffsetWorldToRef(offset, TempMat1, TempMat2); // TempMat2 = offset light world matrix\r\n InvertMatrixToRef(TempMat2, ref); // TempMat1 = offset view matrix\r\n return ref;\r\n}\r\n\r\nexport function OffsetViewToRef(offset: IVector3Like, view: DeepImmutable<IMatrixLike>, ref: Matrix): DeepImmutable<IMatrixLike> {\r\n // When eye is not at camera, we cannot assume the translation of view matrix is at origin, so we perform full offset calculation\r\n if (!FloatingOriginCurrentScene.eyeAtCamera) {\r\n return GetFullOffsetView(offset, view, ref);\r\n }\r\n const refArray = ref.asArray();\r\n const viewArray = view.asArray();\r\n for (let i = 0; i < 16; i++) {\r\n refArray[i] = viewArray[i];\r\n }\r\n refArray[12] = 0;\r\n refArray[13] = 0;\r\n refArray[14] = 0;\r\n ref.markAsUpdated();\r\n return ref;\r\n}\r\n\r\nfunction OffsetViewProjectionToRef(offset: IVector3Like, view: DeepImmutable<IMatrixLike>, projection: DeepImmutable<IMatrixLike>, ref: Matrix): DeepImmutable<IMatrixLike> {\r\n MultiplyMatricesToRef(OffsetViewToRef(offset, view, ref), projection, ref);\r\n return ref;\r\n}\r\n\r\nexport function OffsetClipPlaneToRef(offset: Vector3, plane: Plane, ref: Plane): Plane {\r\n // Original clipplane is using equation normal.dot(p) + d = 0\r\n // Assume we have p' = p - offset, that means normal.dot(p') + d' = 0\r\n // So to get the offset plane,\r\n // normal.dot(p' + offset) + d = 0\r\n // normal.dot(p') + normal.dot(offset) + d = 0\r\n // -d' + normal.dot(offset) + d = 0\r\n // d' = d + normal.dot(offset)\r\n ref.normal.copyFrom(plane.normal);\r\n ref.d = plane.d + Vector3.Dot(plane.normal, offset);\r\n return ref;\r\n}\r\n\r\nexport function GetOffsetTransformMatrices(\r\n offset: IVector3Like,\r\n viewMatrices: Array<Matrix>,\r\n projectionMatrices: Array<Matrix>,\r\n length: number,\r\n resultArray: Float32Array\r\n): Float32Array {\r\n for (let cascadeIndex = 0; cascadeIndex < length; ++cascadeIndex) {\r\n GetFullOffsetViewProjectionToRef(offset, viewMatrices[cascadeIndex], projectionMatrices[cascadeIndex], TempMat1);\r\n TempMat1.copyToArray(resultArray, cascadeIndex * 16);\r\n }\r\n return resultArray;\r\n}\r\n\r\nfunction OffsetWorldViewToRef(offset: IVector3Like, worldView: DeepImmutable<IMatrixLike>, view: DeepImmutable<IMatrixLike>, ref: Matrix): DeepImmutable<IMatrixLike> {\r\n // ( world * view ) * inverse ( view ) = world\r\n InvertMatrixToRef(view, TempMat1); // TempMat1 = inverseView\r\n MultiplyMatricesToRef(worldView, TempMat1, TempMat2); // TempMat2 = world, TempMat1 can be reused\r\n\r\n // ( offsetWorld * offsetView ) = offsetWorldView\r\n OffsetWorldToRef(offset, TempMat2, TempMat1); // TempMat1 = offsetWorld\r\n OffsetViewToRef(offset, view, TempMat2); // TempMat2 = offsetView\r\n MultiplyMatricesToRef(TempMat1, TempMat2, ref);\r\n\r\n return ref;\r\n}\r\n\r\nexport function GetFullOffsetViewProjectionToRef(\r\n offset: IVector3Like,\r\n viewMatrix: DeepImmutable<IMatrixLike>,\r\n projectionMatrix: DeepImmutable<IMatrixLike>,\r\n ref: IMatrixLike\r\n): DeepImmutable<IMatrixLike> {\r\n GetFullOffsetView(offset, viewMatrix, TempMat2);\r\n MultiplyMatricesToRef(TempMat2, projectionMatrix, ref);\r\n return ref;\r\n}\r\n\r\nfunction OffsetWorldViewProjectionToRef(\r\n offset: IVector3Like,\r\n worldViewProjection: DeepImmutable<IMatrixLike>,\r\n viewProjection: DeepImmutable<IMatrixLike>,\r\n view: DeepImmutable<IMatrixLike>,\r\n projection: DeepImmutable<IMatrixLike>,\r\n ref: IMatrixLike\r\n): DeepImmutable<IMatrixLike> {\r\n // ( world * view * projection ) * inverse(projection) * inverse(view) = world\r\n // ( world * view * projection ) * inverse (view * projection) = world\r\n InvertMatrixToRef(viewProjection, TempMat1); // TempMat1 = inverse (view * projection)\r\n MultiplyMatricesToRef(worldViewProjection, TempMat1, TempMat2); // TempMat2 = world, TempMat1 can be reused\r\n\r\n // ( offsetWorld * offsetViewProjection) = offsetWorldViewProjection\r\n OffsetWorldToRef(offset, TempMat2, TempMat1); // TempMat1 = offsetWorld\r\n OffsetViewProjectionToRef(offset, view, projection, TempMat2); // TempMat2 = offsetViewProjection\r\n MultiplyMatricesToRef(TempMat1, TempMat2, ref);\r\n\r\n return ref;\r\n}\r\n\r\nfunction GetOffsetMatrix(uniformName: string, mat: IMatrixLike): IMatrixLike {\r\n const scene = FloatingOriginCurrentScene.getScene();\r\n // Early out for scenes that don't have floatingOriginMode enabled\r\n // Effect.setMatrix will call pipelineContext.setMatrix. In WebGPU, this will in turn call ubo.updateMatrix. To avoid double offset, early out if mat is TempFinalMat\r\n if (!scene || TempFinalMat === mat) {\r\n return mat;\r\n }\r\n TempFinalMat.updateFlag = mat.updateFlag;\r\n const offset = scene.floatingOriginOffset;\r\n switch (uniformName) {\r\n case \"world\":\r\n return OffsetWorldToRef(offset, mat, TempFinalMat);\r\n case \"view\":\r\n return OffsetViewToRef(offset, mat, TempFinalMat);\r\n case \"worldView\":\r\n return OffsetWorldViewToRef(offset, mat, scene.getViewMatrix(), TempFinalMat);\r\n case \"viewProjection\":\r\n return OffsetViewProjectionToRef(offset, scene.getViewMatrix(), scene.getProjectionMatrix(), TempFinalMat);\r\n case \"worldViewProjection\":\r\n return OffsetWorldViewProjectionToRef(offset, mat, scene.getTransformMatrix(), scene.getViewMatrix(), scene.getProjectionMatrix(), TempFinalMat);\r\n default:\r\n // Node material blocks uniforms are formatted u_BlockName, with trailing numbers if there are multiple blocks of the same name\r\n // Check u_ first so that we can early out for non-node material uniforms\r\n if (uniformName.startsWith(\"u_\")) {\r\n const lowercaseUniformName = uniformName.toLowerCase();\r\n if (lowercaseUniformName.startsWith(\"u_worldviewprojection\")) {\r\n return OffsetWorldViewProjectionToRef(offset, mat, scene.getTransformMatrix(), scene.getViewMatrix(), scene.getProjectionMatrix(), TempFinalMat);\r\n }\r\n if (lowercaseUniformName.startsWith(\"u_viewprojection\")) {\r\n return OffsetViewProjectionToRef(offset, scene.getViewMatrix(), scene.getProjectionMatrix(), TempFinalMat);\r\n }\r\n if (lowercaseUniformName.startsWith(\"u_worldview\")) {\r\n return OffsetWorldViewToRef(offset, mat, scene.getViewMatrix(), TempFinalMat);\r\n }\r\n if (lowercaseUniformName.startsWith(\"u_world\")) {\r\n return OffsetWorldToRef(offset, mat, TempFinalMat);\r\n }\r\n if (lowercaseUniformName.startsWith(\"u_view\")) {\r\n return OffsetViewToRef(offset, mat, TempFinalMat);\r\n }\r\n }\r\n return mat;\r\n }\r\n}\r\n\r\n// ---- Overriding the prototypes of effect and uniformBuffer's setMatrix functions ----\r\nconst UniformBufferInternal = UniformBuffer as any;\r\nconst EffectInternal = Effect as any;\r\nconst OriginalUpdateMatrixForUniform = UniformBufferInternal.prototype._updateMatrixForUniform;\r\nconst OriginalSetMatrix = Effect.prototype.setMatrix;\r\n\r\nexport function ResetMatrixFunctions() {\r\n Effect.prototype.setMatrix = OriginalSetMatrix;\r\n EffectInternal._setMatrixOverride = undefined;\r\n UniformBufferInternal.prototype._updateMatrixForUniform = OriginalUpdateMatrixForUniform;\r\n UniformBufferInternal.prototype._updateMatrixForUniformOverride = undefined;\r\n}\r\n\r\nexport function OverrideMatrixFunctions() {\r\n EffectInternal.prototype._setMatrixOverride = OriginalSetMatrix;\r\n EffectInternal.prototype.setMatrix = function (uniformName: string, matrix: IMatrixLike) {\r\n this._setMatrixOverride(uniformName, GetOffsetMatrix(uniformName, matrix));\r\n return this;\r\n };\r\n UniformBufferInternal.prototype._updateMatrixForUniformOverride = OriginalUpdateMatrixForUniform;\r\n UniformBufferInternal.prototype._updateMatrixForUniform = function (uniformName: string, matrix: IMatrixLike) {\r\n this._updateMatrixForUniformOverride(uniformName, GetOffsetMatrix(uniformName, matrix));\r\n };\r\n}\r\n"]}
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package/Meshes/mesh.js
CHANGED
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@@ -2716,7 +2716,7 @@ export class Mesh extends AbstractMesh {
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2716
2716
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}
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2717
2717
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_convertToUnIndexedMesh(flattenNormals = false) {
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2718
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const kinds = this.getVerticesDataKinds().filter((kind) => !this.getVertexBuffer(kind)?.getIsInstanced());
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2719
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-
const indices = this.getIndices();
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+
const indices = this.getIndices(false, true);
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const data = {};
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const separateVertices = (data, size) => {
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const newData = new Float32Array(indices.length * size);
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