@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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{ GeospatialCameraInputsManager } from \"./geospatialCameraInputsManager\";\r\nimport { Vector3, Matrix, TmpVectors } from \"../Maths/math.vector\";\r\nimport { Epsilon } from \"../Maths/math.constants\";\r\nimport { Camera } from \"./camera\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { MeshPredicate } from \"../Culling/ray.core\";\r\nimport type { DeepImmutable } from \"../types\";\r\nimport { GeospatialLimits } from \"./Limits/geospatialLimits\";\r\nimport { ClampCenterFromPolesInPlace, ComputeLocalBasisToRefs, GeospatialCameraMovement } from \"./geospatialCameraMovement\";\r\nimport type { IVector3Like } from \"../Maths/math.like\";\r\nimport { Vector3CopyToRef, Vector3Dot } from \"../Maths/math.vector.functions\";\r\nimport { Clamp } from \"../Maths/math.scalar.functions\";\r\nimport type { AllowedAnimValue } from \"../Behaviors/Cameras/interpolatingBehavior\";\r\nimport { InterpolatingBehavior } from \"../Behaviors/Cameras/interpolatingBehavior\";\r\nimport type { EasingFunction } from \"../Animations/easing\";\r\n\r\ntype CameraOptions = {\r\n planetRadius: number; // Radius of the planet\r\n};\r\n\r\n/**\r\n * @experimental\r\n * This camera's movements are limited to a camera orbiting a globe, and as the API evolves it will introduce conversions between cartesian coordinates and true lat/long/alt\r\n *\r\n * Please note this is marked as experimental and the API (including the constructor!) will change until we remove that flag\r\n */\r\nexport class GeospatialCamera extends Camera {\r\n override inputs: GeospatialCameraInputsManager;\r\n\r\n /** If supplied, will be used when picking the globe */\r\n public pickPredicate?: MeshPredicate;\r\n\r\n /** Movement controller that turns input pixelDeltas into currentFrameDeltas used by camera*/\r\n public readonly movement: GeospatialCameraMovement;\r\n\r\n // Temp vars\r\n private _tempPosition: Vector3 = new Vector3();\r\n private _tempCenter = new Vector3();\r\n\r\n private _viewMatrix = new Matrix();\r\n private _isViewMatrixDirty: boolean;\r\n private _lookAtVector: Vector3 = new Vector3();\r\n\r\n /** Behavior used for smooth flying animations */\r\n private _flyingBehavior: InterpolatingBehavior<GeospatialCamera>;\r\n private _flyToTargets: Map<keyof GeospatialCamera, AllowedAnimValue> = new Map();\r\n\r\n constructor(name: string, scene: Scene, options: CameraOptions, pickPredicate?: MeshPredicate) {\r\n super(name, new Vector3(), scene);\r\n\r\n this._limits = new GeospatialLimits(options.planetRadius);\r\n this._resetToDefault(this._limits);\r\n\r\n this._flyingBehavior = new InterpolatingBehavior();\r\n this.addBehavior(this._flyingBehavior);\r\n\r\n this.movement = new GeospatialCameraMovement(scene, this._limits, this.position, this.center, this._lookAtVector, pickPredicate);\r\n\r\n this.pickPredicate = pickPredicate;\r\n this.inputs = new GeospatialCameraInputsManager(this);\r\n this.inputs.addMouse().addMouseWheel().addKeyboard();\r\n }\r\n\r\n private _center: Vector3 = new Vector3();\r\n /** The point on the globe that we are anchoring around. If no alternate rotation point is supplied, this will represent the center of screen*/\r\n public get center(): Vector3 {\r\n return this._center;\r\n }\r\n\r\n /**\r\n * Sets the camera position to orbit around a new center point\r\n * @param center The world position (ECEF) to orbit around\r\n */\r\n public set center(center: IVector3Like) {\r\n this._center.copyFromFloats(center.x, center.y, center.z);\r\n this._setOrientation(this._yaw, this._pitch, this._radius, this._center);\r\n }\r\n\r\n private _yaw: number = 0;\r\n /**\r\n * Gets the camera's yaw (rotation around the geocentric normal) in radians\r\n */\r\n public get yaw(): number {\r\n return this._yaw;\r\n }\r\n\r\n /**\r\n * Sets the camera's yaw (rotation around the geocentric normal)\r\n * @param yaw The desired yaw angle in radians (0 = north, π/2 = east)\r\n */\r\n public set yaw(yaw: number) {\r\n this._setOrientation(yaw, this.pitch, this.radius, this.center);\r\n }\r\n\r\n private _pitch: number = 0;\r\n\r\n /**\r\n * Gets the camera's pitch (angle from looking straight at globe)\r\n * Pitch is measured from looking straight down at planet center:\r\n * - zero pitch = looking straight at planet center (down)\r\n * - positive pitch = tilting up away from planet\r\n * - π/2 pitch = looking at horizon (perpendicular to geocentric normal)\r\n */\r\n public get pitch(): number {\r\n return this._pitch;\r\n }\r\n\r\n /**\r\n * Sets the camera's pitch (angle from looking straight at globe)\r\n * @param pitch The desired pitch angle in radians (0 = looking at planet center, π/2 = looking at horizon)\r\n */\r\n public set pitch(pitch: number) {\r\n this._setOrientation(this.yaw, pitch, this.radius, this.center);\r\n }\r\n\r\n private _radius: number = 0;\r\n public get radius(): number {\r\n return this._radius;\r\n }\r\n\r\n /**\r\n * Sets the camera's distance from the current center point\r\n * @param radius The desired radius\r\n */\r\n public set radius(radius: number) {\r\n this._setOrientation(this.yaw, this.pitch, radius, this.center);\r\n }\r\n\r\n protected _checkLimits() {\r\n const limits = this.limits;\r\n this._yaw = Clamp(this._yaw, limits.yawMin, limits.yawMax);\r\n this._pitch = Clamp(this._pitch, limits.pitchMin, limits.pitchMax);\r\n this._radius = Clamp(this._radius, limits.radiusMin, limits.radiusMax);\r\n this._center = ClampCenterFromPolesInPlace(this._center);\r\n }\r\n\r\n private _tempVect = new Vector3();\r\n private _tempEast = new Vector3();\r\n private _tempNorth = new Vector3();\r\n private _tempUp = new Vector3();\r\n\r\n private _setOrientation(yaw: number, pitch: number, radius: number, center: DeepImmutable<IVector3Like>): void {\r\n this._yaw = yaw;\r\n this._pitch = pitch;\r\n this._radius = radius;\r\n\r\n Vector3CopyToRef(center, this._center);\r\n\r\n // Clamp to limits\r\n this._checkLimits();\r\n\r\n // Refresh local basis at center (treat these as read-only for the whole call)\r\n ComputeLocalBasisToRefs(this._center, this._tempEast, this._tempNorth, this._tempUp);\r\n\r\n // Trig\r\n const yawScale = this._scene.useRightHandedSystem ? 1 : -1;\r\n const cosYaw = Math.cos(this._yaw * yawScale);\r\n const sinYaw = Math.sin(this._yaw * yawScale);\r\n const sinPitch = Math.sin(this._pitch); // horizontal weight\r\n const cosPitch = Math.cos(this._pitch); // vertical weight (toward center)\r\n\r\n // Temps\r\n const horiz = TmpVectors.Vector3[0];\r\n const t1 = TmpVectors.Vector3[1];\r\n const t2 = TmpVectors.Vector3[2];\r\n const right = TmpVectors.Vector3[3];\r\n\r\n // horizontalDirection = North*cosYaw + East*sinYaw (avoids mutating _temp basis vectors)\r\n horiz.copyFrom(this._tempNorth).scaleInPlace(cosYaw).addInPlace(t1.copyFrom(this._tempEast).scaleInPlace(sinYaw));\r\n\r\n // look = horiz*sinPitch - Up*cosPitch\r\n this._lookAtVector.copyFrom(horiz).scaleInPlace(sinPitch).addInPlace(t2.copyFrom(this._tempUp).scaleInPlace(-cosPitch)).normalize(); // keep it unit\r\n\r\n // Build an orthonormal up aligned with geocentric Up\r\n // right = normalize(cross(upRef, look))\r\n Vector3.CrossToRef(this._tempUp, this._lookAtVector, right);\r\n\r\n // up = normalize(cross(look, right))\r\n Vector3.CrossToRef(this._lookAtVector, right, this.upVector);\r\n\r\n // Position = center - look * radius (preserve unit look)\r\n this._tempVect.copyFrom(this._lookAtVector).scaleInPlace(-this._radius);\r\n this._tempPosition.copyFrom(this._center).addInPlace(this._tempVect);\r\n\r\n this._position.copyFrom(this._tempPosition);\r\n\r\n this._isViewMatrixDirty = true;\r\n }\r\n\r\n /** The point around which the camera will geocentrically rotate. Uses center (pt we are anchored to) if no alternateRotationPt is defined */\r\n private get _geocentricRotationPt(): Vector3 {\r\n return this.movement.alternateRotationPt ?? this.center;\r\n }\r\n\r\n /**\r\n * If camera is actively in flight, will update the target properties and use up the remaining duration from original flyTo call\r\n *\r\n * To start a new flyTo curve entirely, call into flyToAsync again (it will stop the inflight animation)\r\n * @param targetYaw\r\n * @param targetPitch\r\n * @param targetRadius\r\n * @param targetCenter\r\n */\r\n public updateFlyToDestination(targetYaw?: number, targetPitch?: number, targetRadius?: number, targetCenter?: Vector3): void {\r\n this._flyToTargets.clear();\r\n\r\n this._flyToTargets.set(\"yaw\", targetYaw);\r\n this._flyToTargets.set(\"pitch\", targetPitch);\r\n this._flyToTargets.set(\"radius\", targetRadius);\r\n this._flyToTargets.set(\"center\", targetCenter);\r\n\r\n this._flyingBehavior.updateProperties(this._flyToTargets);\r\n }\r\n\r\n /**\r\n * Animate camera towards passed in property values. If undefined, will use current value\r\n * @param targetYaw\r\n * @param targetPitch\r\n * @param targetRadius\r\n * @param targetCenter\r\n * @param flightDurationMs\r\n * @param easingFunction\r\n * @returns Promise that will return when the animation is complete (or interuppted by pointer input)\r\n */\r\n public async flyToAsync(\r\n targetYaw?: number,\r\n targetPitch?: number,\r\n targetRadius?: number,\r\n targetCenter?: Vector3,\r\n flightDurationMs: number = 1000,\r\n easingFunction?: EasingFunction\r\n ): Promise<void> {\r\n this._flyToTargets.clear();\r\n\r\n this._flyToTargets.set(\"yaw\", targetYaw);\r\n this._flyToTargets.set(\"pitch\", targetPitch);\r\n this._flyToTargets.set(\"radius\", targetRadius);\r\n this._flyToTargets.set(\"center\", targetCenter);\r\n\r\n return await this._flyingBehavior.animatePropertiesAsync(this._flyToTargets, flightDurationMs, easingFunction);\r\n }\r\n\r\n /**\r\n * Helper function to move camera towards a given point by radiusScale% of radius (by default 50%)\r\n * @param destination point to move towards\r\n * @param radiusScale value between 0 and 1, % of radius to move\r\n * @param durationMs duration of flight, default 1s\r\n * @param easingFn optional easing function for flight interpolation of properties\r\n */\r\n public async flyToPointAsync(destination: Vector3, radiusScale: number = 0.5, durationMs: number = 1000, easingFn?: EasingFunction) {\r\n const direction = destination.subtractToRef(this.position, this._tempPosition).normalize();\r\n // Zoom to radiusScale% of radius towards the given destination point\r\n const newRadius = this._getRadiusAndCenterFromZoomTowards(direction, this.radius * radiusScale, this._tempCenter);\r\n await this.flyToAsync(undefined, undefined, newRadius, this._tempCenter, durationMs, easingFn);\r\n }\r\n\r\n private _limits: GeospatialLimits;\r\n public get limits(): GeospatialLimits {\r\n return this._limits;\r\n }\r\n\r\n private _resetToDefault(limits: GeospatialLimits): void {\r\n // Camera configuration vars\r\n const maxCameraRadius = limits.altitudeMax !== undefined ? limits.planetRadius + limits.altitudeMax : undefined;\r\n const restingAltitude = maxCameraRadius ?? limits.planetRadius * 4;\r\n this.position.copyFromFloats(restingAltitude, 0, 0);\r\n this._center.copyFromFloats(limits.planetRadius, 0, 0);\r\n this._radius = Vector3.Distance(this.position, this.center);\r\n\r\n // Temp vars\r\n this._tempPosition = new Vector3();\r\n\r\n // View matrix calculation vars\r\n this._viewMatrix = Matrix.Identity();\r\n this._center.subtractToRef(this._position, this._lookAtVector).normalize(); // Lookat vector of the camera\r\n this.upVector = Vector3.Up(); // Up vector of the camera (does work for -X look at)\r\n this._isViewMatrixDirty = true;\r\n\r\n this._setOrientation(this._yaw, this._pitch, this._radius, this._center);\r\n }\r\n\r\n /** @internal */\r\n override _getViewMatrix() {\r\n if (!this._isViewMatrixDirty) {\r\n return this._viewMatrix;\r\n }\r\n this._isViewMatrixDirty = false;\r\n\r\n // Ensure vectors are normalized\r\n this.upVector.normalize();\r\n this._lookAtVector.normalize();\r\n\r\n // Calculate view matrix with camera position and center\r\n if (this.getScene().useRightHandedSystem) {\r\n Matrix.LookAtRHToRef(this.position, this._center, this.upVector, this._viewMatrix);\r\n } else {\r\n Matrix.LookAtLHToRef(this.position, this._center, this.upVector, this._viewMatrix);\r\n }\r\n\r\n return this._viewMatrix;\r\n }\r\n\r\n /** @internal */\r\n override _isSynchronizedViewMatrix(): boolean {\r\n if (!super._isSynchronizedViewMatrix() || this._isViewMatrixDirty) {\r\n return false;\r\n }\r\n return true;\r\n }\r\n\r\n private _applyGeocentricTranslation() {\r\n // Store pending position (without any corrections applied)\r\n this.center.addToRef(this.movement.panDeltaCurrentFrame, this._tempPosition);\r\n\r\n if (!this.movement.isInterpolating) {\r\n // Calculate the position correction to keep camera at the same radius when applying translation\r\n this._tempPosition.normalize().scaleInPlace(this.center.length());\r\n }\r\n // Set center which will call _setOrientation\r\n this.center = this._tempPosition;\r\n }\r\n\r\n /**\r\n * This rotation keeps the camera oriented towards the globe as it orbits around it. This is different from cameraCentricRotation which is when the camera rotates around its own axis\r\n */\r\n private _applyGeocentricRotation(): void {\r\n const rotationDeltaCurrentFrame = this.movement.rotationDeltaCurrentFrame;\r\n if (rotationDeltaCurrentFrame.x !== 0 || rotationDeltaCurrentFrame.y !== 0) {\r\n const pitch = rotationDeltaCurrentFrame.x !== 0 ? Clamp(this._pitch + rotationDeltaCurrentFrame.x, 0, 0.5 * Math.PI - Epsilon) : this._pitch;\r\n const yaw = rotationDeltaCurrentFrame.y !== 0 ? this._yaw + rotationDeltaCurrentFrame.y : this._yaw;\r\n\r\n // TODO: If _geocentricRotationPt is not the center, this will need to be adjusted.\r\n this._setOrientation(yaw, pitch, this._radius, this._geocentricRotationPt);\r\n }\r\n }\r\n\r\n private _getRadiusAndCenterFromZoomTowards(zoomVector: Vector3, distance: number, centerRef: Vector3): number {\r\n // TODO this function will be re-worked shortly after checkin, becuase today it breaks down if you zoom to a point past the center\r\n // (ex: tilted view zooming towards cursor near horizon where the center is closer than the cursor point).\r\n\r\n // Project zoom vector onto lookAt vector to find the amount the camera-to-center distance should change.\r\n // - zoom vector is normalized\r\n // - distance is how much to move in this call\r\n const directionDotLookAt = Vector3Dot(zoomVector, this._lookAtVector);\r\n const hasRadialComponent = Math.abs(directionDotLookAt) > Epsilon;\r\n const requestedRadius = hasRadialComponent ? this._radius - distance * directionDotLookAt : this._radius;\r\n const newRadius = Clamp(requestedRadius, this.limits.radiusMin, this.limits.radiusMax);\r\n const actualRadiusChange = newRadius - this._radius;\r\n const actualDistanceChange = hasRadialComponent ? actualRadiusChange / directionDotLookAt : 0;\r\n\r\n // Use this to compute new camera position and new center position.\r\n const newCameraPosition = this._position.add(zoomVector.scale(-actualDistanceChange));\r\n const newCenter = newCameraPosition.add(this._lookAtVector.scaleToRef(newRadius, TmpVectors.Vector3[3]));\r\n\r\n // Rescale new center to maintain same altitude as the old center.\r\n const currentCenterRadius = this._center.length();\r\n const newCenterRadius = newCenter.length();\r\n const newCenterRescale = currentCenterRadius / newCenterRadius;\r\n newCenter.scaleInPlace(newCenterRescale);\r\n\r\n // Copy new center to ref\r\n Vector3CopyToRef(newCenter, centerRef);\r\n\r\n // Return new radius\r\n return newRadius;\r\n }\r\n\r\n private _applyZoom(zoomVector: Vector3, distance: number) {\r\n const newRadius = this._getRadiusAndCenterFromZoomTowards(zoomVector, distance, this._tempVect);\r\n\r\n // Apply changes\r\n this._setOrientation(this._yaw, this._pitch, newRadius, this._tempVect);\r\n }\r\n\r\n override _checkInputs(): void {\r\n this.inputs.checkInputs();\r\n\r\n // Let movement class handle all per-frame logic\r\n this.movement.computeCurrentFrameDeltas();\r\n\r\n if (this.movement.panDeltaCurrentFrame.lengthSquared() > 0) {\r\n this._applyGeocentricTranslation();\r\n this._isViewMatrixDirty = true;\r\n }\r\n if (this.movement.rotationDeltaCurrentFrame.lengthSquared() > 0) {\r\n this._applyGeocentricRotation();\r\n this._isViewMatrixDirty = true;\r\n }\r\n\r\n if (Math.abs(this.movement.zoomDeltaCurrentFrame) > Epsilon) {\r\n this._applyZoom(this.movement.computedPerFrameZoomVector, this.movement.zoomDeltaCurrentFrame);\r\n this._isViewMatrixDirty = true;\r\n }\r\n\r\n super._checkInputs();\r\n }\r\n\r\n override attachControl(noPreventDefault?: boolean): void {\r\n this.inputs.attachElement(noPreventDefault);\r\n }\r\n\r\n override detachControl(): void {\r\n this.inputs.detachElement();\r\n }\r\n}\r\n"]}
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{ GeospatialCameraInputsManager } from \"./geospatialCameraInputsManager\";\r\nimport { Vector3, Matrix, TmpVectors } from \"../Maths/math.vector\";\r\nimport { Epsilon } from \"../Maths/math.constants\";\r\nimport { Camera } from \"./camera\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { MeshPredicate } from \"../Culling/ray.core\";\r\nimport type { DeepImmutable } from \"../types\";\r\nimport { GeospatialLimits } from \"./Limits/geospatialLimits\";\r\nimport { ClampCenterFromPolesInPlace, ComputeLocalBasisToRefs, GeospatialCameraMovement } from \"./geospatialCameraMovement\";\r\nimport type { IVector3Like } from \"../Maths/math.like\";\r\nimport { Vector3CopyToRef, Vector3Distance } from \"../Maths/math.vector.functions\";\r\nimport { Clamp } from \"../Maths/math.scalar.functions\";\r\nimport type { AllowedAnimValue } from \"../Behaviors/Cameras/interpolatingBehavior\";\r\nimport { InterpolatingBehavior } from \"../Behaviors/Cameras/interpolatingBehavior\";\r\nimport type { EasingFunction } from \"../Animations/easing\";\r\nimport type { Animation } from \"../Animations/animation\";\r\n\r\ntype CameraOptions = {\r\n planetRadius: number; // Radius of the planet\r\n};\r\n\r\n/**\r\n * @experimental\r\n * This camera's movements are limited to a camera orbiting a globe, and as the API evolves it will introduce conversions between cartesian coordinates and true lat/long/alt\r\n *\r\n * Please note this is marked as experimental and the API (including the constructor!) will change until we remove that flag\r\n */\r\nexport class GeospatialCamera extends Camera {\r\n override inputs: GeospatialCameraInputsManager;\r\n\r\n /** If supplied, will be used when picking the globe */\r\n public pickPredicate?: MeshPredicate;\r\n\r\n /** Movement controller that turns input pixelDeltas into currentFrameDeltas used by camera*/\r\n public readonly movement: GeospatialCameraMovement;\r\n\r\n // Temp vars\r\n private _tempPosition: Vector3 = new Vector3();\r\n private _tempCenter: Vector3 = new Vector3();\r\n\r\n private _viewMatrix = new Matrix();\r\n private _isViewMatrixDirty: boolean;\r\n private _lookAtVector: Vector3 = new Vector3();\r\n\r\n /** Behavior used for smooth flying animations */\r\n private _flyingBehavior: InterpolatingBehavior<GeospatialCamera>;\r\n private _flyToTargets: Map<keyof GeospatialCamera, AllowedAnimValue> = new Map();\r\n\r\n constructor(name: string, scene: Scene, options: CameraOptions, pickPredicate?: MeshPredicate) {\r\n super(name, new Vector3(), scene);\r\n\r\n this._limits = new GeospatialLimits(options.planetRadius);\r\n this._resetToDefault(this._limits);\r\n\r\n this._flyingBehavior = new InterpolatingBehavior();\r\n this.addBehavior(this._flyingBehavior);\r\n\r\n this.movement = new GeospatialCameraMovement(scene, this._limits, this.position, this.center, this._lookAtVector, pickPredicate, this._flyingBehavior);\r\n\r\n this.pickPredicate = pickPredicate;\r\n this.inputs = new GeospatialCameraInputsManager(this);\r\n this.inputs.addMouse().addMouseWheel().addKeyboard();\r\n }\r\n\r\n private _center: Vector3 = new Vector3();\r\n /** The point on the globe that we are anchoring around. If no alternate rotation point is supplied, this will represent the center of screen*/\r\n public get center(): Vector3 {\r\n return this._center;\r\n }\r\n\r\n /**\r\n * Sets the camera position to orbit around a new center point\r\n * @param center The world position (ECEF) to orbit around\r\n */\r\n public set center(center: IVector3Like) {\r\n this._center.copyFromFloats(center.x, center.y, center.z);\r\n this._setOrientation(this._yaw, this._pitch, this._radius, this._center);\r\n }\r\n\r\n private _yaw: number = 0;\r\n /**\r\n * Gets the camera's yaw (rotation around the geocentric normal) in radians\r\n */\r\n public get yaw(): number {\r\n return this._yaw;\r\n }\r\n\r\n /**\r\n * Sets the camera's yaw (rotation around the geocentric normal)\r\n * @param yaw The desired yaw angle in radians (0 = north, π/2 = east)\r\n */\r\n public set yaw(yaw: number) {\r\n this._setOrientation(yaw, this.pitch, this.radius, this.center);\r\n }\r\n\r\n private _pitch: number = 0;\r\n\r\n /**\r\n * Gets the camera's pitch (angle from looking straight at globe)\r\n * Pitch is measured from looking straight down at planet center:\r\n * - zero pitch = looking straight at planet center (down)\r\n * - positive pitch = tilting up away from planet\r\n * - π/2 pitch = looking at horizon (perpendicular to geocentric normal)\r\n */\r\n public get pitch(): number {\r\n return this._pitch;\r\n }\r\n\r\n /**\r\n * Sets the camera's pitch (angle from looking straight at globe)\r\n * @param pitch The desired pitch angle in radians (0 = looking at planet center, π/2 = looking at horizon)\r\n */\r\n public set pitch(pitch: number) {\r\n this._setOrientation(this.yaw, pitch, this.radius, this.center);\r\n }\r\n\r\n private _radius: number = 0;\r\n public get radius(): number {\r\n return this._radius;\r\n }\r\n\r\n /**\r\n * Sets the camera's distance from the current center point\r\n * @param radius The desired radius\r\n */\r\n public set radius(radius: number) {\r\n this._setOrientation(this.yaw, this.pitch, radius, this.center);\r\n }\r\n\r\n protected _checkLimits() {\r\n const limits = this.limits;\r\n this._yaw = Clamp(this._yaw, limits.yawMin, limits.yawMax);\r\n this._pitch = Clamp(this._pitch, limits.pitchMin, limits.pitchMax);\r\n this._radius = Clamp(this._radius, limits.radiusMin, limits.radiusMax);\r\n this._center = ClampCenterFromPolesInPlace(this._center);\r\n }\r\n\r\n private _tempVect = new Vector3();\r\n private _tempEast = new Vector3();\r\n private _tempNorth = new Vector3();\r\n private _tempUp = new Vector3();\r\n\r\n private _setOrientation(yaw: number, pitch: number, radius: number, center: DeepImmutable<IVector3Like>): void {\r\n this._yaw = yaw;\r\n this._pitch = pitch;\r\n this._radius = radius;\r\n\r\n Vector3CopyToRef(center, this._center);\r\n\r\n // Clamp to limits\r\n this._checkLimits();\r\n\r\n // Refresh local basis at center (treat these as read-only for the whole call)\r\n ComputeLocalBasisToRefs(this._center, this._tempEast, this._tempNorth, this._tempUp);\r\n\r\n // Trig\r\n const yawScale = this._scene.useRightHandedSystem ? 1 : -1;\r\n const cosYaw = Math.cos(this._yaw * yawScale);\r\n const sinYaw = Math.sin(this._yaw * yawScale);\r\n const sinPitch = Math.sin(this._pitch); // horizontal weight\r\n const cosPitch = Math.cos(this._pitch); // vertical weight (toward center)\r\n\r\n // Temps\r\n const horiz = TmpVectors.Vector3[0];\r\n const t1 = TmpVectors.Vector3[1];\r\n const t2 = TmpVectors.Vector3[2];\r\n const right = TmpVectors.Vector3[3];\r\n\r\n // horizontalDirection = North*cosYaw + East*sinYaw (avoids mutating _temp basis vectors)\r\n horiz.copyFrom(this._tempNorth).scaleInPlace(cosYaw).addInPlace(t1.copyFrom(this._tempEast).scaleInPlace(sinYaw));\r\n\r\n // look = horiz*sinPitch - Up*cosPitch\r\n this._lookAtVector.copyFrom(horiz).scaleInPlace(sinPitch).addInPlace(t2.copyFrom(this._tempUp).scaleInPlace(-cosPitch)).normalize(); // keep it unit\r\n\r\n // Build an orthonormal up aligned with geocentric Up\r\n // right = normalize(cross(upRef, look))\r\n Vector3.CrossToRef(this._tempUp, this._lookAtVector, right);\r\n\r\n // up = normalize(cross(look, right))\r\n Vector3.CrossToRef(this._lookAtVector, right, this.upVector);\r\n\r\n // Position = center - look * radius (preserve unit look)\r\n this._tempVect.copyFrom(this._lookAtVector).scaleInPlace(-this._radius);\r\n this._tempPosition.copyFrom(this._center).addInPlace(this._tempVect);\r\n\r\n this._position.copyFrom(this._tempPosition);\r\n\r\n this._isViewMatrixDirty = true;\r\n }\r\n\r\n /** The point around which the camera will geocentrically rotate. Uses center (pt we are anchored to) if no alternateRotationPt is defined */\r\n private get _geocentricRotationPt(): Vector3 {\r\n return this.movement.alternateRotationPt ?? this.center;\r\n }\r\n\r\n /**\r\n * If camera is actively in flight, will update the target properties and use up the remaining duration from original flyTo call\r\n *\r\n * To start a new flyTo curve entirely, call into flyToAsync again (it will stop the inflight animation)\r\n * @param targetYaw\r\n * @param targetPitch\r\n * @param targetRadius\r\n * @param targetCenter\r\n */\r\n public updateFlyToDestination(targetYaw?: number, targetPitch?: number, targetRadius?: number, targetCenter?: Vector3): void {\r\n this._flyToTargets.clear();\r\n\r\n this._flyToTargets.set(\"yaw\", targetYaw);\r\n this._flyToTargets.set(\"pitch\", targetPitch);\r\n this._flyToTargets.set(\"radius\", targetRadius);\r\n this._flyToTargets.set(\"center\", targetCenter);\r\n\r\n this._flyingBehavior.updateProperties(this._flyToTargets);\r\n }\r\n\r\n /**\r\n * Animate camera towards passed in property values. If undefined, will use current value\r\n * @param targetYaw\r\n * @param targetPitch\r\n * @param targetRadius\r\n * @param targetCenter\r\n * @param flightDurationMs\r\n * @param easingFunction\r\n * @param centerHopScale If supplied, will define the parabolic hop height scale for center animation to create a \"bounce\" effect\r\n * @returns Promise that will return when the animation is complete (or interuppted by pointer input)\r\n */\r\n public async flyToAsync(\r\n targetYaw?: number,\r\n targetPitch?: number,\r\n targetRadius?: number,\r\n targetCenter?: Vector3,\r\n flightDurationMs: number = 1000,\r\n easingFunction?: EasingFunction,\r\n centerHopScale?: number\r\n ): Promise<void> {\r\n this._flyToTargets.clear();\r\n\r\n this._flyToTargets.set(\"yaw\", targetYaw);\r\n this._flyToTargets.set(\"pitch\", targetPitch);\r\n this._flyToTargets.set(\"radius\", targetRadius);\r\n this._flyToTargets.set(\"center\", targetCenter);\r\n\r\n let overrideAnimationFunction;\r\n if (targetCenter !== undefined && !targetCenter.equals(this.center)) {\r\n // Animate center directly with custom interpolation\r\n const start = this.center.clone();\r\n const end = targetCenter.clone();\r\n\r\n overrideAnimationFunction = (key: string, animation: Animation): void => {\r\n if (key === \"center\") {\r\n // Override the Vector3 interpolation to use SLERP + hop\r\n animation.vector3InterpolateFunction = (startValue, endValue, gradient) => {\r\n // gradient is the eased value (0 to 1) after easing function is applied\r\n\r\n // Slerp between start and end\r\n const newCenter = Vector3.SlerpToRef(start, end, gradient, this._tempCenter);\r\n\r\n // Apply parabolic hop if requested\r\n if (centerHopScale && centerHopScale > 0) {\r\n // Parabolic formula: peaks at t=0.5, returns to 0 at gradient=0 and gradient=1\r\n // if hopPeakT = .5 the denominator would be hopPeakT * hopPeakT - hopPeakT, which = -.25\r\n const hopPeakOffset = centerHopScale * Vector3Distance(start, end);\r\n const hopOffset = hopPeakOffset * Clamp((gradient * gradient - gradient) / -0.25);\r\n // Scale the center outward (away from origin)\r\n newCenter.scaleInPlace(1 + hopOffset / newCenter.length());\r\n }\r\n\r\n return newCenter;\r\n };\r\n }\r\n };\r\n }\r\n\r\n return await this._flyingBehavior.animatePropertiesAsync(this._flyToTargets, flightDurationMs, easingFunction, overrideAnimationFunction);\r\n }\r\n\r\n /**\r\n * Helper function to move camera towards a given point by radiusScale% of radius (by default 50%)\r\n * @param destination point to move towards\r\n * @param radiusScale value between 0 and 1, % of radius to move\r\n * @param durationMs duration of flight, default 1s\r\n * @param easingFn optional easing function for flight interpolation of properties\r\n * @param overshootRadiusScale optional scale to apply to the current radius to achieve a 'hop' animation\r\n */\r\n public async flyToPointAsync(destination: Vector3, radiusScale: number = 0.5, durationMs: number = 1000, easingFn?: EasingFunction, overshootRadiusScale?: number) {\r\n // Zoom to radiusScale% of radius towards the given destination point\r\n const zoomDistance = this.radius * radiusScale;\r\n const newRadius = this._getCenterAndRadiusFromZoomToPoint(destination, zoomDistance, this._tempCenter);\r\n await this.flyToAsync(undefined, undefined, newRadius, this._tempCenter, durationMs, easingFn, overshootRadiusScale);\r\n }\r\n\r\n private _limits: GeospatialLimits;\r\n public get limits(): GeospatialLimits {\r\n return this._limits;\r\n }\r\n\r\n private _resetToDefault(limits: GeospatialLimits): void {\r\n // Camera configuration vars\r\n const maxCameraRadius = limits.altitudeMax !== undefined ? limits.planetRadius + limits.altitudeMax : undefined;\r\n const restingAltitude = maxCameraRadius ?? limits.planetRadius * 4;\r\n this.position.copyFromFloats(restingAltitude, 0, 0);\r\n this._center.copyFromFloats(limits.planetRadius, 0, 0);\r\n this._radius = Vector3.Distance(this.position, this.center);\r\n\r\n // Temp vars\r\n this._tempPosition = new Vector3();\r\n\r\n // View matrix calculation vars\r\n this._viewMatrix = Matrix.Identity();\r\n this._center.subtractToRef(this._position, this._lookAtVector).normalize(); // Lookat vector of the camera\r\n this.upVector = Vector3.Up(); // Up vector of the camera (does work for -X look at)\r\n this._isViewMatrixDirty = true;\r\n\r\n this._setOrientation(this._yaw, this._pitch, this._radius, this._center);\r\n }\r\n\r\n /** @internal */\r\n override _getViewMatrix() {\r\n if (!this._isViewMatrixDirty) {\r\n return this._viewMatrix;\r\n }\r\n this._isViewMatrixDirty = false;\r\n\r\n // Ensure vectors are normalized\r\n this.upVector.normalize();\r\n this._lookAtVector.normalize();\r\n\r\n // Calculate view matrix with camera position and center\r\n if (this.getScene().useRightHandedSystem) {\r\n Matrix.LookAtRHToRef(this.position, this._center, this.upVector, this._viewMatrix);\r\n } else {\r\n Matrix.LookAtLHToRef(this.position, this._center, this.upVector, this._viewMatrix);\r\n }\r\n\r\n return this._viewMatrix;\r\n }\r\n\r\n /** @internal */\r\n override _isSynchronizedViewMatrix(): boolean {\r\n if (!super._isSynchronizedViewMatrix() || this._isViewMatrixDirty) {\r\n return false;\r\n }\r\n return true;\r\n }\r\n\r\n private _applyGeocentricTranslation() {\r\n // Store pending position (without any corrections applied)\r\n this.center.addToRef(this.movement.panDeltaCurrentFrame, this._tempPosition);\r\n\r\n if (!this.movement.isInterpolating) {\r\n // Calculate the position correction to keep camera at the same radius when applying translation\r\n this._tempPosition.normalize().scaleInPlace(this.center.length());\r\n }\r\n // Set center which will call _setOrientation\r\n this.center = this._tempPosition;\r\n }\r\n\r\n /**\r\n * This rotation keeps the camera oriented towards the globe as it orbits around it. This is different from cameraCentricRotation which is when the camera rotates around its own axis\r\n */\r\n private _applyGeocentricRotation(): void {\r\n const rotationDeltaCurrentFrame = this.movement.rotationDeltaCurrentFrame;\r\n if (rotationDeltaCurrentFrame.x !== 0 || rotationDeltaCurrentFrame.y !== 0) {\r\n const pitch = rotationDeltaCurrentFrame.x !== 0 ? Clamp(this._pitch + rotationDeltaCurrentFrame.x, 0, 0.5 * Math.PI - Epsilon) : this._pitch;\r\n const yaw = rotationDeltaCurrentFrame.y !== 0 ? this._yaw + rotationDeltaCurrentFrame.y : this._yaw;\r\n\r\n // TODO: If _geocentricRotationPt is not the center, this will need to be adjusted.\r\n this._setOrientation(yaw, pitch, this._radius, this._geocentricRotationPt);\r\n }\r\n }\r\n\r\n private _getCenterAndRadiusFromZoomToPoint(targetPoint: Vector3, distance: number, newCenter: Vector3): number {\r\n // Clamp new radius to limits\r\n const requestedRadius = this._radius - distance;\r\n const newRadius = Clamp(requestedRadius, this.limits.radiusMin, this.limits.radiusMax);\r\n const actualDistance = this._radius - newRadius;\r\n const actualRatio = actualDistance / this._radius;\r\n\r\n // Direction from current center to target point\r\n const directionToTarget = TmpVectors.Vector3[0];\r\n targetPoint.subtractToRef(this._center, directionToTarget);\r\n\r\n // Move center toward target by the ratio amount\r\n const centerOffset = TmpVectors.Vector3[1];\r\n directionToTarget.scaleToRef(actualRatio, centerOffset);\r\n\r\n // Calculate new center\r\n this._center.addToRef(centerOffset, newCenter);\r\n\r\n // Preserve center altitude (distance from planet origin)\r\n const currentCenterRadius = this._center.length();\r\n const newCenterRadius = newCenter.length();\r\n if (newCenterRadius > Epsilon) {\r\n newCenter.scaleInPlace(currentCenterRadius / newCenterRadius);\r\n }\r\n\r\n return newRadius;\r\n }\r\n\r\n /**\r\n * Apply zoom by moving the camera toward/away from a target point.\r\n */\r\n private _applyZoom() {\r\n const zoomDelta = this.movement.zoomDeltaCurrentFrame;\r\n const pickedPoint = this.movement.computedPerFrameZoomPickPoint;\r\n\r\n if (pickedPoint) {\r\n // Zoom toward the picked point under cursor\r\n this._zoomToPoint(pickedPoint, zoomDelta);\r\n } else {\r\n // Zoom along lookAt vector (fallback when no surface under cursor)\r\n this._zoomAlongLookAt(zoomDelta);\r\n }\r\n }\r\n\r\n private _zoomToPoint(targetPoint: Vector3, distance: number) {\r\n const newRadius = this._getCenterAndRadiusFromZoomToPoint(targetPoint, distance, this._tempCenter);\r\n // Apply the new orientation\r\n this._setOrientation(this._yaw, this._pitch, newRadius, this._tempCenter);\r\n }\r\n\r\n private _zoomAlongLookAt(distance: number) {\r\n // Clamp radius to limits\r\n const requestedRadius = this._radius - distance;\r\n const newRadius = Clamp(requestedRadius, this.limits.radiusMin, this.limits.radiusMax);\r\n\r\n // Simply change radius without moving center\r\n this._setOrientation(this._yaw, this._pitch, newRadius, this._center);\r\n }\r\n\r\n override _checkInputs(): void {\r\n this.inputs.checkInputs();\r\n\r\n // Let movement class handle all per-frame logic\r\n this.movement.computeCurrentFrameDeltas();\r\n\r\n let recalculateCenter = false;\r\n if (this.movement.panDeltaCurrentFrame.lengthSquared() > 0) {\r\n this._applyGeocentricTranslation();\r\n recalculateCenter = true;\r\n }\r\n if (this.movement.rotationDeltaCurrentFrame.lengthSquared() > 0) {\r\n this._applyGeocentricRotation();\r\n }\r\n\r\n if (Math.abs(this.movement.zoomDeltaCurrentFrame) > Epsilon) {\r\n this._applyZoom();\r\n recalculateCenter = true;\r\n }\r\n\r\n // After a movement impacting center or radius, recalculate the center point to ensure it's still on the surface.\r\n recalculateCenter && this._recalculateCenter();\r\n\r\n super._checkInputs();\r\n }\r\n\r\n private _recalculateCenter() {\r\n // Wait until dragging is complete to avoid wasted raycasting\r\n if (!this.movement.isDragging) {\r\n const newCenter = this.movement.pickAlongVector(this._lookAtVector);\r\n if (newCenter?.pickedPoint) {\r\n // Direction from new center to origin\r\n const centerToOrigin = TmpVectors.Vector3[4];\r\n centerToOrigin.copyFrom(newCenter.pickedPoint).negateInPlace().normalize();\r\n\r\n // Check if this direction aligns with camera's lookAt vector\r\n const dotProduct = Vector3.Dot(this._lookAtVector, centerToOrigin);\r\n\r\n // Only update if the center is looking toward the origin (dot product > 0) to avoid a center on the opposite side of globe\r\n if (dotProduct > 0) {\r\n const newRadius = Vector3.Distance(this.position, newCenter.pickedPoint);\r\n this._setOrientation(this._yaw, this._pitch, newRadius, newCenter.pickedPoint);\r\n }\r\n }\r\n }\r\n }\r\n override attachControl(noPreventDefault?: boolean): void {\r\n this.inputs.attachElement(noPreventDefault);\r\n }\r\n\r\n override detachControl(): void {\r\n this.inputs.detachElement();\r\n }\r\n}\r\n"]}
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import type { InterpolatingBehavior } from "../Behaviors/Cameras/interpolatingBehavior.js";
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import type { GeospatialCamera } from "./geospatialCamera.js";
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/** World-space picked point under cursor for zoom-to-cursor behavior (may be undefined) */
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constructor(scene: Scene, limits: GeospatialLimits, cameraPosition: Vector3, _cameraCenter: Vector3, _cameraLookAt: Vector3, pickPredicate?: MeshPredicate);
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constructor(scene: Scene, limits: GeospatialLimits, cameraPosition: Vector3, _cameraCenter: Vector3, _cameraLookAt: Vector3, pickPredicate?: MeshPredicate, behavior?: InterpolatingBehavior<GeospatialCamera>);
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handleDrag(pointerX: number, pointerY: number): void;
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computeCurrentFrameDeltas(): void;
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pickAlongVector(vector: Vector3): Nullable<PickingInfo>;
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* - Zoom direction calculation (towards cursor vs along look vector)
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constructor(scene, limits, cameraPosition, _cameraCenter, _cameraLookAt, pickPredicate) {
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constructor(scene, limits, cameraPosition, _cameraCenter, _cameraLookAt, pickPredicate, behavior) {
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this._dragPlaneOriginPointEcef = Vector3.Zero();
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// Active zoom - pick and store the distance
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const pickResult = this._scene.pick(this._scene.pointerX, this._scene.pointerY, this.pickPredicate);
|
|
143
143
|
if (pickResult.hit && pickResult.pickedPoint && pickResult.ray && this.zoomToCursor) {
|
|
144
|
-
// Store both the zoom
|
|
145
|
-
pickResult.ray.direction.normalizeToRef(this.computedPerFrameZoomVector);
|
|
144
|
+
// Store both the zoom picked point and the pick distance for use during inertia
|
|
146
145
|
pickDistance = pickResult.distance;
|
|
147
146
|
this._storedZoomPickDistance = pickDistance;
|
|
147
|
+
this.computedPerFrameZoomPickPoint = pickResult.pickedPoint;
|
|
148
148
|
}
|
|
149
149
|
else {
|
|
150
150
|
// If no hit under cursor, zoom along lookVector instead
|
|
151
|
-
this.
|
|
152
|
-
const lookPickResult = this.pickAlongVector(this.computedPerFrameZoomVector);
|
|
151
|
+
const lookPickResult = this.pickAlongVector(this._cameraLookAt);
|
|
153
152
|
pickDistance = lookPickResult?.distance;
|
|
154
153
|
this._storedZoomPickDistance = pickDistance;
|
|
154
|
+
this.computedPerFrameZoomPickPoint = undefined;
|
|
155
155
|
}
|
|
156
156
|
}
|
|
157
157
|
// Clamp distance based on limits and update center
|
|
@@ -185,7 +185,7 @@ export class GeospatialCameraMovement extends CameraMovement {
|
|
|
185
185
|
}
|
|
186
186
|
}
|
|
187
187
|
export function ClampCenterFromPolesInPlace(center) {
|
|
188
|
-
const sineOfSphericalLatitudeLimit = 0.
|
|
188
|
+
const sineOfSphericalLatitudeLimit = 0.998749218; // ~90 degrees
|
|
189
189
|
const centerMagnitude = center.length(); // distance from planet origin
|
|
190
190
|
if (centerMagnitude > Epsilon) {
|
|
191
191
|
const sineSphericalLat = centerMagnitude === 0 ? 0 : center.z / centerMagnitude;
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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{ CameraMovement } from \"./cameraMovement\";\r\nimport { Epsilon } from \"../Maths/math.constants\";\r\nimport type { GeospatialLimits } from \"./Limits/geospatialLimits\";\r\nimport { Matrix, TmpVectors, Vector3 } from \"../Maths/math.vector\";\r\nimport type { MeshPredicate } from \"../Culling/ray.core\";\r\nimport { Plane } from \"../Maths/math.plane\";\r\nimport { Ray } from \"../Culling/ray\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Vector3Distance } from \"../Maths/math.vector.functions\";\r\nimport { Clamp } from \"../Maths/math.scalar.functions\";\r\nimport type { PickingInfo } from \"../Collisions/pickingInfo\";\r\nimport type { Nullable } from \"../types\";\r\n\r\n/**\r\n * @experimental\r\n * This class is subject to change as the geospatial camera evolves.\r\n *\r\n * Geospatial-specific camera movement system that extends the base movement with\r\n * raycasting and altitude-aware zoom constraints.\r\n *\r\n * This class encapsulates geospatial camera movement logic:\r\n * - Dragging in a way which keeps cursor anchored to globe\r\n * - Latitude-based pan speed dampening\r\n * - Zoom speed scaling based on distance to center\r\n * - Raycasting to determine zoom constraints based on terrain/globe\r\n * - Altitude-based zoom clamping\r\n * - Zoom direction calculation (towards cursor vs along look vector)\r\n */\r\nexport class GeospatialCameraMovement extends CameraMovement {\r\n /** Predicate function to determine which meshes to pick against (e.g., globe mesh) */\r\n public pickPredicate?: MeshPredicate;\r\n public computedPerFrameZoomVector: Vector3 = new Vector3();\r\n\r\n public zoomToCursor: boolean = true;\r\n\r\n /**\r\n * Enables rotation around a specific point, instead of default rotation around center\r\n * @internal\r\n */\r\n public alternateRotationPt?: Vector3;\r\n\r\n private _tempPickingRay: Ray;\r\n private _storedZoomPickDistance: number | undefined;\r\n\r\n private _hitPointRadius?: number = undefined;\r\n private _dragPlane: Plane = new Plane(0, 0, 0, 0);\r\n private _dragPlaneNormal: Vector3 = Vector3.Zero();\r\n private _dragPlaneOriginPointEcef: Vector3 = Vector3.Zero();\r\n private _dragPlaneHitPointLocal: Vector3 = Vector3.Zero();\r\n private _previousDragPlaneHitPointLocal: Vector3 = Vector3.Zero();\r\n\r\n constructor(\r\n scene: Scene,\r\n public limits: GeospatialLimits,\r\n cameraPosition: Vector3,\r\n private _cameraCenter: Vector3,\r\n private _cameraLookAt: Vector3,\r\n pickPredicate?: MeshPredicate\r\n ) {\r\n super(scene, cameraPosition);\r\n this.computedPerFrameZoomVector.copyFrom(this._cameraLookAt);\r\n this.pickPredicate = pickPredicate;\r\n this._tempPickingRay = new Ray(this._cameraPosition, this._cameraLookAt);\r\n this.panInertia = 0;\r\n this.rotationInertia = 0;\r\n this.rotationXSpeed = Math.PI / 500; // Move 1/500th of a half circle per pixel\r\n this.rotationYSpeed = Math.PI / 500; // Move 1/500th of a half circle per pixel\r\n }\r\n\r\n public startDrag(pointerX: number, pointerY: number) {\r\n const pickResult = this._scene.pick(pointerX, pointerY, this.pickPredicate);\r\n if (pickResult.pickedPoint && pickResult.ray) {\r\n // Store radius from earth center to pickedPoint, used when calculating drag plane\r\n this._hitPointRadius = pickResult.pickedPoint.length();\r\n\r\n this._recalculateDragPlaneHitPoint(this._hitPointRadius, pickResult.ray, TmpVectors.Matrix[0]);\r\n this._previousDragPlaneHitPointLocal.copyFrom(this._dragPlaneHitPointLocal);\r\n } else {\r\n this._hitPointRadius = undefined; // can't drag without a hit on the globe\r\n }\r\n }\r\n\r\n public stopDrag() {\r\n this._hitPointRadius = undefined;\r\n }\r\n\r\n /**\r\n * The previous drag plane hit point in local space is stored to compute the movement delta.\r\n * As the drag movement occurs, we will continuously recalculate this point. The delta between the previous and current hit points is the delta we will apply to the camera's localtranslation\r\n * @param hitPointRadius The distance between the world origin (center of globe) and the initial drag hit point\r\n * @param ray The ray from the camera to the new cursor location\r\n * @param localToEcefResult The matrix to convert from local to ECEF space\r\n */\r\n private _recalculateDragPlaneHitPoint(hitPointRadius: number, ray: Ray, localToEcefResult: Matrix): void {\r\n // Use the camera's geocentric normal to find the dragPlaneOriginPoint which lives at hitPointRadius along the camera's geocentric normal\r\n this._cameraPosition.normalizeToRef(this._dragPlaneNormal);\r\n this._dragPlaneNormal.scaleToRef(hitPointRadius, this._dragPlaneOriginPointEcef);\r\n\r\n // The dragPlaneOffsetVector will later be recalculated when drag occurs, and the delta between the offset vectors will be applied to localTranslation\r\n ComputeLocalBasisToRefs(this._dragPlaneOriginPointEcef, TmpVectors.Vector3[0], TmpVectors.Vector3[1], TmpVectors.Vector3[2]);\r\n const localToEcef = Matrix.FromXYZAxesToRef(TmpVectors.Vector3[0], TmpVectors.Vector3[1], TmpVectors.Vector3[2], localToEcefResult);\r\n localToEcef.setTranslationFromFloats(this._dragPlaneOriginPointEcef.x, this._dragPlaneOriginPointEcef.y, this._dragPlaneOriginPointEcef.z);\r\n const ecefToLocal = localToEcef.invertToRef(TmpVectors.Matrix[1]);\r\n\r\n // Now create a plane at that point, perpendicular to the camera's geocentric normal\r\n Plane.FromPositionAndNormalToRef(this._dragPlaneOriginPointEcef, this._dragPlaneNormal, this._dragPlane);\r\n\r\n // Lastly, find the _dragPlaneHitPoint where the ray intersects the _dragPlane.\r\n if (IntersectRayWithPlaneToRef(ray, this._dragPlane, this._dragPlaneHitPointLocal)) {\r\n // If hit, convert the drag plane hit point into the local space.\r\n Vector3.TransformCoordinatesToRef(this._dragPlaneHitPointLocal, ecefToLocal, this._dragPlaneHitPointLocal);\r\n }\r\n }\r\n\r\n public handleDrag(pointerX: number, pointerY: number) {\r\n if (this._hitPointRadius) {\r\n const pickResult = this._scene.pick(pointerX, pointerY);\r\n if (pickResult.ray) {\r\n const localToEcef = TmpVectors.Matrix[0];\r\n this._recalculateDragPlaneHitPoint(this._hitPointRadius, pickResult.ray, localToEcef);\r\n\r\n const delta = this._dragPlaneHitPointLocal.subtractToRef(this._previousDragPlaneHitPointLocal, TmpVectors.Vector3[6]);\r\n this._previousDragPlaneHitPointLocal.copyFrom(this._dragPlaneHitPointLocal);\r\n\r\n Vector3.TransformNormalToRef(delta, localToEcef, delta);\r\n this._dragPlaneOriginPointEcef.addInPlace(delta);\r\n\r\n this.panAccumulatedPixels.subtractInPlace(delta);\r\n }\r\n }\r\n }\r\n\r\n /** @override */\r\n public override computeCurrentFrameDeltas(): void {\r\n const cameraCenter = this._cameraCenter;\r\n\r\n // Slows down panning near the poles\r\n if (this.panAccumulatedPixels.lengthSquared() > Epsilon) {\r\n const centerRadius = cameraCenter.length(); // distance from planet origin to camera center\r\n const currentRadius = this._cameraPosition.length();\r\n // Dampen the pan speed based on latitude (slower near poles)\r\n const sineOfSphericalLat = centerRadius === 0 ? 0 : cameraCenter.z / centerRadius;\r\n const cosOfSphericalLat = Math.sqrt(1 - Math.min(1, sineOfSphericalLat * sineOfSphericalLat));\r\n const latitudeDampening = Math.sqrt(Math.abs(cosOfSphericalLat)); // sqrt here reduces effect near equator\r\n\r\n // Reduce the dampening effect near surface (so that at ground level, pan speed is not affected by latitude)\r\n const height = Math.max(currentRadius - centerRadius, Epsilon);\r\n const latitudeDampeningScale = Math.max(1, centerRadius / height);\r\n\r\n this._panSpeedMultiplier = Clamp(latitudeDampeningScale * latitudeDampening, 0, 1);\r\n } else {\r\n this._panSpeedMultiplier = 1;\r\n }\r\n\r\n // If a pan drag is occurring, stop zooming.\r\n const isDragging = this._hitPointRadius !== undefined;\r\n if (isDragging) {\r\n this._zoomSpeedMultiplier = 0;\r\n this._zoomVelocity = 0;\r\n } else {\r\n // Scales zoom movement speed based on camera distance to origin (so long as no active pan is occurring)\r\n this._zoomSpeedMultiplier = Vector3Distance(this._cameraPosition, cameraCenter) * 0.01;\r\n }\r\n\r\n // Before zero-ing out pixel deltas, capture if we have any active zoom in this frame (compared to zoom from inertia)\r\n const activeZoom = Math.abs(this.zoomAccumulatedPixels) > 0;\r\n super.computeCurrentFrameDeltas();\r\n\r\n this._handleZoom(activeZoom);\r\n }\r\n\r\n private _handleZoom(activeZoom: boolean) {\r\n if (Math.abs(this.zoomDeltaCurrentFrame) > Epsilon) {\r\n let pickDistance: number | undefined;\r\n\r\n if (!activeZoom) {\r\n // During inertia, use the previously stored pick distance\r\n // TODO fix this to work with raycasting\r\n pickDistance = this._storedZoomPickDistance;\r\n } else {\r\n // Active zoom - pick and store the distance\r\n const pickResult = this._scene.pick(this._scene.pointerX, this._scene.pointerY, this.pickPredicate);\r\n\r\n if (pickResult.hit && pickResult.pickedPoint && pickResult.ray && this.zoomToCursor) {\r\n // Store both the zoom direction and the pick distance for use during inertia\r\n pickResult.ray.direction.normalizeToRef(this.computedPerFrameZoomVector);\r\n pickDistance = pickResult.distance;\r\n this._storedZoomPickDistance = pickDistance;\r\n } else {\r\n // If no hit under cursor, zoom along lookVector instead\r\n this._cameraLookAt.normalizeToRef(this.computedPerFrameZoomVector);\r\n const lookPickResult = this.pickAlongVector(this.computedPerFrameZoomVector);\r\n pickDistance = lookPickResult?.distance;\r\n this._storedZoomPickDistance = pickDistance;\r\n }\r\n }\r\n\r\n // Clamp distance based on limits and update center\r\n this._clampZoomDistance(this.zoomDeltaCurrentFrame, pickDistance);\r\n }\r\n }\r\n\r\n private _clampZoomDistance(requestedDistance: number, pickResultDistance: number | undefined): number {\r\n // If pickResult is defined\r\n if (requestedDistance > 0) {\r\n if (pickResultDistance !== undefined) {\r\n // If there is a pick, allow movement up to pick - minAltitude\r\n if (pickResultDistance - this.limits.altitudeMin < 0) {\r\n this.zoomDeltaCurrentFrame = 0;\r\n }\r\n this.zoomDeltaCurrentFrame = Math.min(requestedDistance, pickResultDistance - this.limits.altitudeMin);\r\n } else {\r\n this.zoomDeltaCurrentFrame = requestedDistance;\r\n }\r\n }\r\n\r\n if (requestedDistance < 0) {\r\n const maxZoomOut = this.limits.radiusMax ? this.limits.radiusMax - this._cameraPosition.length() : Number.POSITIVE_INFINITY;\r\n this.zoomDeltaCurrentFrame = Math.max(requestedDistance, -maxZoomOut);\r\n }\r\n\r\n return this.zoomDeltaCurrentFrame;\r\n }\r\n\r\n public pickAlongVector(vector: Vector3): Nullable<PickingInfo> {\r\n this._tempPickingRay.origin.copyFrom(this._cameraPosition);\r\n this._tempPickingRay.direction.copyFrom(vector);\r\n return this._scene.pickWithRay(this._tempPickingRay, this.pickPredicate);\r\n }\r\n}\r\n\r\nexport function ClampCenterFromPolesInPlace(center: Vector3) {\r\n const sineOfSphericalLatitudeLimit = 0.9999; // ~89.95 degrees\r\n const centerMagnitude = center.length(); // distance from planet origin\r\n if (centerMagnitude > Epsilon) {\r\n const sineSphericalLat = centerMagnitude === 0 ? 0 : center.z / centerMagnitude;\r\n if (Math.abs(sineSphericalLat) > sineOfSphericalLatitudeLimit) {\r\n // Clamp the spherical latitude (and derive longitude)\r\n const sineOfClampedSphericalLat = Clamp(sineSphericalLat, -sineOfSphericalLatitudeLimit, sineOfSphericalLatitudeLimit);\r\n const cosineOfClampedSphericalLat = Math.sqrt(1 - sineOfClampedSphericalLat * sineOfClampedSphericalLat);\r\n const longitude = Math.atan2(center.y, center.x);\r\n\r\n // Spherical to Cartesian\r\n const newX = centerMagnitude * Math.cos(longitude) * cosineOfClampedSphericalLat;\r\n const newY = centerMagnitude * Math.sin(longitude) * cosineOfClampedSphericalLat;\r\n const newZ = centerMagnitude * sineOfClampedSphericalLat;\r\n\r\n center.set(newX, newY, newZ);\r\n }\r\n }\r\n return center;\r\n}\r\n\r\nfunction IntersectRayWithPlaneToRef(ray: Ray, plane: Plane, ref: Vector3): boolean {\r\n // Distance along the ray to the plane; null if no hit\r\n const dist = ray.intersectsPlane(plane);\r\n\r\n if (dist !== null && dist >= 0) {\r\n ray.origin.addToRef(ray.direction.scaleToRef(dist, TmpVectors.Vector3[0]), ref);\r\n return true;\r\n }\r\n\r\n return false;\r\n}\r\n\r\n/**\r\n * Helper to build east/north/up basis vectors at a world position.\r\n * @internal\r\n */\r\nexport function ComputeLocalBasisToRefs(worldPos: Vector3, refEast: Vector3, refNorth: Vector3, refUp: Vector3) {\r\n // up = normalized position (geocentric normal)\r\n refUp.copyFrom(worldPos).normalize();\r\n\r\n // east = normalize(worldNorth × up)\r\n // (cross product of Earth rotation axis with up gives east except near poles)\r\n const worldNorth = Vector3.LeftHandedForwardReadOnly; // (0,0,1)\r\n Vector3.CrossToRef(worldNorth, refUp, refEast);\r\n\r\n // at poles, cross with worldRight instead\r\n if (refEast.lengthSquared() < Epsilon) {\r\n Vector3.CrossToRef(Vector3.Right(), refUp, refEast);\r\n }\r\n refEast.normalize();\r\n\r\n // north = up × east (completes right-handed basis)\r\n Vector3.CrossToRef(refUp, refEast, refNorth);\r\n refNorth.normalize();\r\n}\r\n"]}
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{ CameraMovement } from \"./cameraMovement\";\r\nimport { Epsilon } from \"../Maths/math.constants\";\r\nimport type { GeospatialLimits } from \"./Limits/geospatialLimits\";\r\nimport { Matrix, TmpVectors, Vector3 } from \"../Maths/math.vector\";\r\nimport type { MeshPredicate } from \"../Culling/ray.core\";\r\nimport { Plane } from \"../Maths/math.plane\";\r\nimport { Ray } from \"../Culling/ray\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Vector3Distance } from \"../Maths/math.vector.functions\";\r\nimport { Clamp } from \"../Maths/math.scalar.functions\";\r\nimport type { PickingInfo } from \"../Collisions/pickingInfo\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { InterpolatingBehavior } from \"../Behaviors/Cameras/interpolatingBehavior\";\r\nimport type { GeospatialCamera } from \"./geospatialCamera\";\r\n\r\n/**\r\n * @experimental\r\n * This class is subject to change as the geospatial camera evolves.\r\n *\r\n * Geospatial-specific camera movement system that extends the base movement with\r\n * raycasting and altitude-aware zoom constraints.\r\n *\r\n * This class encapsulates geospatial camera movement logic:\r\n * - Dragging in a way which keeps cursor anchored to globe\r\n * - Latitude-based pan speed dampening\r\n * - Zoom speed scaling based on distance to center\r\n * - Raycasting to determine zoom constraints based on terrain/globe\r\n * - Altitude-based zoom clamping\r\n * - Zoom direction calculation (towards cursor vs along look vector)\r\n */\r\nexport class GeospatialCameraMovement extends CameraMovement {\r\n /** Predicate function to determine which meshes to pick against (e.g., globe mesh) */\r\n public pickPredicate?: MeshPredicate;\r\n\r\n /** World-space picked point under cursor for zoom-to-cursor behavior (may be undefined) */\r\n public computedPerFrameZoomPickPoint?: Vector3;\r\n\r\n public zoomToCursor: boolean = true;\r\n\r\n /**\r\n * Enables rotation around a specific point, instead of default rotation around center\r\n * @internal\r\n */\r\n public alternateRotationPt?: Vector3;\r\n\r\n private _tempPickingRay: Ray;\r\n private _storedZoomPickDistance: number | undefined;\r\n\r\n private _hitPointRadius?: number = undefined;\r\n private _dragPlane: Plane = new Plane(0, 0, 0, 0);\r\n private _dragPlaneNormal: Vector3 = Vector3.Zero();\r\n private _dragPlaneOriginPointEcef: Vector3 = Vector3.Zero();\r\n private _dragPlaneHitPointLocal: Vector3 = Vector3.Zero();\r\n private _previousDragPlaneHitPointLocal: Vector3 = Vector3.Zero();\r\n\r\n constructor(\r\n scene: Scene,\r\n public limits: GeospatialLimits,\r\n cameraPosition: Vector3,\r\n private _cameraCenter: Vector3,\r\n private _cameraLookAt: Vector3,\r\n pickPredicate?: MeshPredicate,\r\n behavior?: InterpolatingBehavior<GeospatialCamera>\r\n ) {\r\n super(scene, cameraPosition, behavior);\r\n this.pickPredicate = pickPredicate;\r\n this._tempPickingRay = new Ray(this._cameraPosition, this._cameraLookAt);\r\n this.panInertia = 0;\r\n this.rotationInertia = 0;\r\n this.rotationXSpeed = Math.PI / 500; // Move 1/500th of a half circle per pixel\r\n this.rotationYSpeed = Math.PI / 500; // Move 1/500th of a half circle per pixel\r\n }\r\n\r\n public startDrag(pointerX: number, pointerY: number) {\r\n const pickResult = this._scene.pick(pointerX, pointerY, this.pickPredicate);\r\n if (pickResult.pickedPoint && pickResult.ray) {\r\n // Store radius from earth center to pickedPoint, used when calculating drag plane\r\n this._hitPointRadius = pickResult.pickedPoint.length();\r\n\r\n this._recalculateDragPlaneHitPoint(this._hitPointRadius, pickResult.ray, TmpVectors.Matrix[0]);\r\n this._previousDragPlaneHitPointLocal.copyFrom(this._dragPlaneHitPointLocal);\r\n } else {\r\n this._hitPointRadius = undefined; // can't drag without a hit on the globe\r\n }\r\n }\r\n\r\n public stopDrag() {\r\n this._hitPointRadius = undefined;\r\n }\r\n\r\n /**\r\n * The previous drag plane hit point in local space is stored to compute the movement delta.\r\n * As the drag movement occurs, we will continuously recalculate this point. The delta between the previous and current hit points is the delta we will apply to the camera's localtranslation\r\n * @param hitPointRadius The distance between the world origin (center of globe) and the initial drag hit point\r\n * @param ray The ray from the camera to the new cursor location\r\n * @param localToEcefResult The matrix to convert from local to ECEF space\r\n */\r\n private _recalculateDragPlaneHitPoint(hitPointRadius: number, ray: Ray, localToEcefResult: Matrix): void {\r\n // Use the camera's geocentric normal to find the dragPlaneOriginPoint which lives at hitPointRadius along the camera's geocentric normal\r\n this._cameraPosition.normalizeToRef(this._dragPlaneNormal);\r\n this._dragPlaneNormal.scaleToRef(hitPointRadius, this._dragPlaneOriginPointEcef);\r\n\r\n // The dragPlaneOffsetVector will later be recalculated when drag occurs, and the delta between the offset vectors will be applied to localTranslation\r\n ComputeLocalBasisToRefs(this._dragPlaneOriginPointEcef, TmpVectors.Vector3[0], TmpVectors.Vector3[1], TmpVectors.Vector3[2]);\r\n const localToEcef = Matrix.FromXYZAxesToRef(TmpVectors.Vector3[0], TmpVectors.Vector3[1], TmpVectors.Vector3[2], localToEcefResult);\r\n localToEcef.setTranslationFromFloats(this._dragPlaneOriginPointEcef.x, this._dragPlaneOriginPointEcef.y, this._dragPlaneOriginPointEcef.z);\r\n const ecefToLocal = localToEcef.invertToRef(TmpVectors.Matrix[1]);\r\n\r\n // Now create a plane at that point, perpendicular to the camera's geocentric normal\r\n Plane.FromPositionAndNormalToRef(this._dragPlaneOriginPointEcef, this._dragPlaneNormal, this._dragPlane);\r\n\r\n // Lastly, find the _dragPlaneHitPoint where the ray intersects the _dragPlane.\r\n if (IntersectRayWithPlaneToRef(ray, this._dragPlane, this._dragPlaneHitPointLocal)) {\r\n // If hit, convert the drag plane hit point into the local space.\r\n Vector3.TransformCoordinatesToRef(this._dragPlaneHitPointLocal, ecefToLocal, this._dragPlaneHitPointLocal);\r\n }\r\n }\r\n\r\n public handleDrag(pointerX: number, pointerY: number) {\r\n if (this._hitPointRadius) {\r\n const pickResult = this._scene.pick(pointerX, pointerY);\r\n if (pickResult.ray) {\r\n const localToEcef = TmpVectors.Matrix[0];\r\n this._recalculateDragPlaneHitPoint(this._hitPointRadius, pickResult.ray, localToEcef);\r\n\r\n const delta = this._dragPlaneHitPointLocal.subtractToRef(this._previousDragPlaneHitPointLocal, TmpVectors.Vector3[6]);\r\n this._previousDragPlaneHitPointLocal.copyFrom(this._dragPlaneHitPointLocal);\r\n\r\n Vector3.TransformNormalToRef(delta, localToEcef, delta);\r\n this._dragPlaneOriginPointEcef.addInPlace(delta);\r\n\r\n this.panAccumulatedPixels.subtractInPlace(delta);\r\n }\r\n }\r\n }\r\n\r\n /** @override */\r\n public override computeCurrentFrameDeltas(): void {\r\n const cameraCenter = this._cameraCenter;\r\n\r\n // Slows down panning near the poles\r\n if (this.panAccumulatedPixels.lengthSquared() > Epsilon) {\r\n const centerRadius = cameraCenter.length(); // distance from planet origin to camera center\r\n const currentRadius = this._cameraPosition.length();\r\n // Dampen the pan speed based on latitude (slower near poles)\r\n const sineOfSphericalLat = centerRadius === 0 ? 0 : cameraCenter.z / centerRadius;\r\n const cosOfSphericalLat = Math.sqrt(1 - Math.min(1, sineOfSphericalLat * sineOfSphericalLat));\r\n const latitudeDampening = Math.sqrt(Math.abs(cosOfSphericalLat)); // sqrt here reduces effect near equator\r\n\r\n // Reduce the dampening effect near surface (so that at ground level, pan speed is not affected by latitude)\r\n const height = Math.max(currentRadius - centerRadius, Epsilon);\r\n const latitudeDampeningScale = Math.max(1, centerRadius / height);\r\n\r\n this._panSpeedMultiplier = Clamp(latitudeDampeningScale * latitudeDampening, 0, 1);\r\n } else {\r\n this._panSpeedMultiplier = 1;\r\n }\r\n\r\n // If a pan drag is occurring, stop zooming.\r\n if (this.isDragging) {\r\n this._zoomSpeedMultiplier = 0;\r\n this._zoomVelocity = 0;\r\n } else {\r\n // Scales zoom movement speed based on camera distance to origin (so long as no active pan is occurring)\r\n this._zoomSpeedMultiplier = Vector3Distance(this._cameraPosition, cameraCenter) * 0.01;\r\n }\r\n\r\n // Before zero-ing out pixel deltas, capture if we have any active zoom in this frame (compared to zoom from inertia)\r\n const activeZoom = Math.abs(this.zoomAccumulatedPixels) > 0;\r\n super.computeCurrentFrameDeltas();\r\n\r\n this._handleZoom(activeZoom);\r\n }\r\n\r\n public get isDragging() {\r\n return this._hitPointRadius !== undefined;\r\n }\r\n\r\n private _handleZoom(activeZoom: boolean) {\r\n if (Math.abs(this.zoomDeltaCurrentFrame) > Epsilon) {\r\n let pickDistance: number | undefined;\r\n\r\n if (!activeZoom) {\r\n // During inertia, use the previously stored pick distance\r\n // TODO fix this to work with raycasting\r\n pickDistance = this._storedZoomPickDistance;\r\n } else {\r\n // Active zoom - pick and store the distance\r\n const pickResult = this._scene.pick(this._scene.pointerX, this._scene.pointerY, this.pickPredicate);\r\n\r\n if (pickResult.hit && pickResult.pickedPoint && pickResult.ray && this.zoomToCursor) {\r\n // Store both the zoom picked point and the pick distance for use during inertia\r\n pickDistance = pickResult.distance;\r\n this._storedZoomPickDistance = pickDistance;\r\n this.computedPerFrameZoomPickPoint = pickResult.pickedPoint;\r\n } else {\r\n // If no hit under cursor, zoom along lookVector instead\r\n const lookPickResult = this.pickAlongVector(this._cameraLookAt);\r\n pickDistance = lookPickResult?.distance;\r\n this._storedZoomPickDistance = pickDistance;\r\n this.computedPerFrameZoomPickPoint = undefined;\r\n }\r\n }\r\n\r\n // Clamp distance based on limits and update center\r\n this._clampZoomDistance(this.zoomDeltaCurrentFrame, pickDistance);\r\n }\r\n }\r\n\r\n private _clampZoomDistance(requestedDistance: number, pickResultDistance: number | undefined): number {\r\n // If pickResult is defined\r\n if (requestedDistance > 0) {\r\n if (pickResultDistance !== undefined) {\r\n // If there is a pick, allow movement up to pick - minAltitude\r\n if (pickResultDistance - this.limits.altitudeMin < 0) {\r\n this.zoomDeltaCurrentFrame = 0;\r\n }\r\n this.zoomDeltaCurrentFrame = Math.min(requestedDistance, pickResultDistance - this.limits.altitudeMin);\r\n } else {\r\n this.zoomDeltaCurrentFrame = requestedDistance;\r\n }\r\n }\r\n\r\n if (requestedDistance < 0) {\r\n const maxZoomOut = this.limits.radiusMax ? this.limits.radiusMax - this._cameraPosition.length() : Number.POSITIVE_INFINITY;\r\n this.zoomDeltaCurrentFrame = Math.max(requestedDistance, -maxZoomOut);\r\n }\r\n\r\n return this.zoomDeltaCurrentFrame;\r\n }\r\n\r\n public pickAlongVector(vector: Vector3): Nullable<PickingInfo> {\r\n this._tempPickingRay.origin.copyFrom(this._cameraPosition);\r\n this._tempPickingRay.direction.copyFrom(vector);\r\n return this._scene.pickWithRay(this._tempPickingRay, this.pickPredicate);\r\n }\r\n}\r\n\r\nexport function ClampCenterFromPolesInPlace(center: Vector3) {\r\n const sineOfSphericalLatitudeLimit = 0.998749218; // ~90 degrees\r\n const centerMagnitude = center.length(); // distance from planet origin\r\n if (centerMagnitude > Epsilon) {\r\n const sineSphericalLat = centerMagnitude === 0 ? 0 : center.z / centerMagnitude;\r\n if (Math.abs(sineSphericalLat) > sineOfSphericalLatitudeLimit) {\r\n // Clamp the spherical latitude (and derive longitude)\r\n const sineOfClampedSphericalLat = Clamp(sineSphericalLat, -sineOfSphericalLatitudeLimit, sineOfSphericalLatitudeLimit);\r\n const cosineOfClampedSphericalLat = Math.sqrt(1 - sineOfClampedSphericalLat * sineOfClampedSphericalLat);\r\n const longitude = Math.atan2(center.y, center.x);\r\n\r\n // Spherical to Cartesian\r\n const newX = centerMagnitude * Math.cos(longitude) * cosineOfClampedSphericalLat;\r\n const newY = centerMagnitude * Math.sin(longitude) * cosineOfClampedSphericalLat;\r\n const newZ = centerMagnitude * sineOfClampedSphericalLat;\r\n\r\n center.set(newX, newY, newZ);\r\n }\r\n }\r\n return center;\r\n}\r\n\r\nfunction IntersectRayWithPlaneToRef(ray: Ray, plane: Plane, ref: Vector3): boolean {\r\n // Distance along the ray to the plane; null if no hit\r\n const dist = ray.intersectsPlane(plane);\r\n\r\n if (dist !== null && dist >= 0) {\r\n ray.origin.addToRef(ray.direction.scaleToRef(dist, TmpVectors.Vector3[0]), ref);\r\n return true;\r\n }\r\n\r\n return false;\r\n}\r\n\r\n/**\r\n * Helper to build east/north/up basis vectors at a world position.\r\n * @internal\r\n */\r\nexport function ComputeLocalBasisToRefs(worldPos: Vector3, refEast: Vector3, refNorth: Vector3, refUp: Vector3) {\r\n // up = normalized position (geocentric normal)\r\n refUp.copyFrom(worldPos).normalize();\r\n\r\n // east = normalize(worldNorth × up)\r\n // (cross product of Earth rotation axis with up gives east except near poles)\r\n const worldNorth = Vector3.LeftHandedForwardReadOnly; // (0,0,1)\r\n Vector3.CrossToRef(worldNorth, refUp, refEast);\r\n\r\n // at poles, cross with worldRight instead\r\n if (refEast.lengthSquared() < Epsilon) {\r\n Vector3.CrossToRef(Vector3.Right(), refUp, refEast);\r\n }\r\n refEast.normalize();\r\n\r\n // north = up × east (completes right-handed basis)\r\n Vector3.CrossToRef(refUp, refEast, refNorth);\r\n refNorth.normalize();\r\n}\r\n"]}
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-
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{ InternalTexture, InternalTextureSource } from \"../../../Materials/Textures/internalTexture\";\r\nimport type { IMultiRenderTargetOptions } from \"../../../Materials/Textures/multiRenderTarget\";\r\nimport { Logger } from \"../../../Misc/logger\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport { Constants } from \"../../constants\";\r\nimport type { TextureSize } from \"../../../Materials/Textures/textureCreationOptions\";\r\nimport type { RenderTargetWrapper } from \"../../renderTargetWrapper\";\r\nimport { WebGPUEngine } from \"../../webgpuEngine\";\r\nimport type { WebGPURenderTargetWrapper } from \"../webgpuRenderTargetWrapper\";\r\nimport type { WebGPUHardwareTexture } from \"../webgpuHardwareTexture\";\r\ndeclare module \"../../abstractEngine\" {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n export interface AbstractEngine {\r\n /**\r\n * Unbind a list of render target textures from the webGL context\r\n * This is used only when drawBuffer extension or webGL2 are active\r\n * @param rtWrapper defines the render target wrapper to unbind\r\n * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated\r\n * @param onBeforeUnbind defines a function which will be called before the effective unbind\r\n */\r\n unBindMultiColorAttachmentFramebuffer(rtWrapper: RenderTargetWrapper, disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;\r\n\r\n /**\r\n * Create a multi render target texture\r\n * @see https://doc.babylonjs.com/setup/support/webGL2#multiple-render-target\r\n * @param size defines the size of the texture\r\n * @param options defines the creation options\r\n * @param initializeBuffers if set to true, the engine will make an initializing call of drawBuffers\r\n * @returns a new render target wrapper ready to render textures\r\n */\r\n createMultipleRenderTarget(size: TextureSize, options: IMultiRenderTargetOptions, initializeBuffers?: boolean): RenderTargetWrapper;\r\n\r\n /**\r\n * Update the sample count for a given multiple render target texture\r\n * @see https://doc.babylonjs.com/setup/support/webGL2#multisample-render-targets\r\n * @param rtWrapper defines the render target wrapper to update\r\n * @param samples defines the sample count to set\r\n * @param initializeBuffers if set to true, the engine will make an initializing call of drawBuffers\r\n * @returns the effective sample count (could be 0 if multisample render targets are not supported)\r\n */\r\n updateMultipleRenderTargetTextureSampleCount(rtWrapper: Nullable<RenderTargetWrapper>, samples: number, initializeBuffers?: boolean): number;\r\n\r\n /**\r\n * Generates mipmaps for the texture of the (multi) render target\r\n * @param texture The render target containing the textures to generate the mipmaps for\r\n */\r\n generateMipMapsMultiFramebuffer(texture: RenderTargetWrapper): void;\r\n\r\n /**\r\n * Resolves the MSAA textures of the (multi) render target into their non-MSAA version.\r\n * Note that if \"texture\" is not a MSAA render target, no resolve is performed.\r\n * @param texture The render target texture containing the MSAA textures to resolve\r\n */\r\n resolveMultiFramebuffer(texture: RenderTargetWrapper): void;\r\n\r\n /**\r\n * Select a subsets of attachments to draw to.\r\n * @param attachments gl attachments\r\n */\r\n bindAttachments(attachments: number[]): void;\r\n\r\n /**\r\n * Creates a layout object to draw/clear on specific textures in a MRT\r\n * @param textureStatus textureStatus[i] indicates if the i-th is active\r\n * @param backBufferLayout if true, the layout will be built to account for the back buffer only, and textureStatus won't be used\r\n * @returns A layout to be fed to the engine, calling `bindAttachments`.\r\n */\r\n buildTextureLayout(textureStatus: boolean[], backBufferLayout?: boolean): number[];\r\n\r\n /**\r\n * Restores the webgl state to only draw on the main color attachment\r\n * when the frame buffer associated is the canvas frame buffer\r\n */\r\n restoreSingleAttachment(): void;\r\n\r\n /**\r\n * Restores the webgl state to only draw on the main color attachment\r\n * when the frame buffer associated is not the canvas frame buffer\r\n */\r\n restoreSingleAttachmentForRenderTarget(): void;\r\n }\r\n}\r\n\r\nWebGPUEngine.prototype.unBindMultiColorAttachmentFramebuffer = function (\r\n rtWrapper: RenderTargetWrapper,\r\n disableGenerateMipMaps: boolean = false,\r\n onBeforeUnbind?: () => void\r\n): void {\r\n if (onBeforeUnbind) {\r\n onBeforeUnbind();\r\n }\r\n\r\n this._endCurrentRenderPass();\r\n\r\n if (!disableGenerateMipMaps) {\r\n this.generateMipMapsMultiFramebuffer(rtWrapper);\r\n }\r\n\r\n this._currentRenderTarget = null;\r\n\r\n this._mrtAttachments = [];\r\n this._cacheRenderPipeline.setMRT([]);\r\n this._cacheRenderPipeline.setMRTAttachments(this._mrtAttachments);\r\n};\r\n\r\nWebGPUEngine.prototype.createMultipleRenderTarget = function (size: TextureSize, options: IMultiRenderTargetOptions, initializeBuffers?: boolean): RenderTargetWrapper {\r\n let generateMipMaps = false;\r\n let generateDepthBuffer = true;\r\n let generateStencilBuffer = false;\r\n let generateDepthTexture = false;\r\n let depthTextureFormat = Constants.TEXTUREFORMAT_DEPTH16;\r\n let textureCount = 1;\r\n let samples = 1;\r\n\r\n const defaultType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n const defaultSamplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE;\r\n const defaultUseSRGBBuffer = false;\r\n const defaultFormat = Constants.TEXTUREFORMAT_RGBA;\r\n const defaultTarget = Constants.TEXTURE_2D;\r\n\r\n let types: number[] = [];\r\n let samplingModes: number[] = [];\r\n let useSRGBBuffers: boolean[] = [];\r\n let formats: number[] = [];\r\n let targets: number[] = [];\r\n let faceIndex: number[] = [];\r\n let layerIndex: number[] = [];\r\n let layers: number[] = [];\r\n let labels: string[] = [];\r\n let creationFlags: number[] = [];\r\n let dontCreateTextures = false;\r\n\r\n const rtWrapper = this._createHardwareRenderTargetWrapper(true, false, size) as WebGPURenderTargetWrapper;\r\n\r\n if (options !== undefined) {\r\n generateMipMaps = options.generateMipMaps ?? false;\r\n generateDepthBuffer = options.generateDepthBuffer ?? true;\r\n generateStencilBuffer = options.generateStencilBuffer ?? false;\r\n generateDepthTexture = options.generateDepthTexture ?? false;\r\n textureCount = options.textureCount ?? 1;\r\n depthTextureFormat = options.depthTextureFormat ?? Constants.TEXTUREFORMAT_DEPTH16;\r\n types = options.types || types;\r\n samplingModes = options.samplingModes || samplingModes;\r\n useSRGBBuffers = options.useSRGBBuffers || useSRGBBuffers;\r\n formats = options.formats || formats;\r\n targets = options.targetTypes || targets;\r\n faceIndex = options.faceIndex || faceIndex;\r\n layerIndex = options.layerIndex || layerIndex;\r\n layers = options.layerCounts || layers;\r\n labels = options.labels || labels;\r\n creationFlags = options.creationFlags || creationFlags;\r\n samples = options.samples ?? samples;\r\n dontCreateTextures = options.dontCreateTextures ?? false;\r\n }\r\n\r\n const width = (<{ width: number; height: number }>size).width ?? <number>size;\r\n const height = (<{ width: number; height: number }>size).height ?? <number>size;\r\n\r\n const textures: InternalTexture[] = [];\r\n const attachments: number[] = [];\r\n const defaultAttachments: number[] = [];\r\n\r\n rtWrapper.label = options?.label ?? \"MultiRenderTargetWrapper\";\r\n rtWrapper._generateDepthBuffer = generateDepthBuffer;\r\n rtWrapper._generateStencilBuffer = generateStencilBuffer;\r\n rtWrapper._attachments = attachments;\r\n rtWrapper._defaultAttachments = defaultAttachments;\r\n\r\n let depthStencilTexture: Nullable<InternalTexture> = null;\r\n if ((generateDepthBuffer || generateStencilBuffer || generateDepthTexture) && !dontCreateTextures) {\r\n if (!generateDepthTexture) {\r\n // The caller doesn't want a depth texture, so we are free to use the depth texture format we want.\r\n // So, we will align with what the WebGL engine does\r\n if (generateDepthBuffer && generateStencilBuffer) {\r\n depthTextureFormat = Constants.TEXTUREFORMAT_DEPTH24_STENCIL8;\r\n } else if (generateDepthBuffer) {\r\n depthTextureFormat = Constants.TEXTUREFORMAT_DEPTH32_FLOAT;\r\n } else {\r\n depthTextureFormat = Constants.TEXTUREFORMAT_STENCIL8;\r\n }\r\n }\r\n depthStencilTexture = rtWrapper.createDepthStencilTexture(0, false, generateStencilBuffer, 1, depthTextureFormat, rtWrapper.label + \"-DepthStencil\");\r\n }\r\n\r\n const mipmapsCreationOnly = options !== undefined && typeof options === \"object\" && options.createMipMaps && !generateMipMaps;\r\n\r\n for (let i = 0; i < textureCount; i++) {\r\n let samplingMode = samplingModes[i] || defaultSamplingMode;\r\n let type = types[i] || defaultType;\r\n\r\n const format = formats[i] || defaultFormat;\r\n const useSRGBBuffer = (useSRGBBuffers[i] || defaultUseSRGBBuffer) && this._caps.supportSRGBBuffers;\r\n\r\n const target = targets[i] || defaultTarget;\r\n const layerCount = layers[i] ?? 1;\r\n const creationFlag = creationFlags[i];\r\n\r\n if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {\r\n // if floating point linear (FLOAT) then force to NEAREST_SAMPLINGMODE\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n } else if (type === Constants.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {\r\n // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n }\r\n\r\n if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {\r\n type = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n Logger.Warn(\"Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type\");\r\n }\r\n\r\n attachments.push(i + 1);\r\n defaultAttachments.push(initializeBuffers ? i + 1 : i === 0 ? 1 : 0);\r\n\r\n if (target === -1 || dontCreateTextures) {\r\n continue;\r\n }\r\n\r\n const texture = new InternalTexture(this, InternalTextureSource.MultiRenderTarget);\r\n textures[i] = texture;\r\n\r\n switch (target) {\r\n case Constants.TEXTURE_CUBE_MAP:\r\n texture.isCube = true;\r\n break;\r\n case Constants.TEXTURE_3D:\r\n texture.is3D = true;\r\n texture.baseDepth = texture.depth = layerCount;\r\n break;\r\n case Constants.TEXTURE_2D_ARRAY:\r\n texture.is2DArray = true;\r\n texture.baseDepth = texture.depth = layerCount;\r\n break;\r\n }\r\n\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.isReady = true;\r\n texture.samples = 1;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n texture.type = type;\r\n texture._cachedWrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n texture._cachedWrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n texture._useSRGBBuffer = useSRGBBuffer;\r\n texture.format = format;\r\n texture.label = labels[i] ?? rtWrapper.label + \"-Texture\" + i;\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n if (mipmapsCreationOnly) {\r\n // createGPUTextureForInternalTexture will only create a texture with mipmaps if generateMipMaps is true, as InternalTexture has no createMipMaps property, separate from generateMipMaps.\r\n texture.generateMipMaps = true;\r\n }\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture, undefined, undefined, undefined, creationFlag, true);\r\n\r\n if (mipmapsCreationOnly) {\r\n texture.generateMipMaps = false;\r\n }\r\n }\r\n\r\n if (depthStencilTexture) {\r\n depthStencilTexture.incrementReferences();\r\n textures[textureCount] = depthStencilTexture;\r\n this._internalTexturesCache.push(depthStencilTexture);\r\n }\r\n\r\n rtWrapper.setTextures(textures);\r\n rtWrapper.setLayerAndFaceIndices(layerIndex, faceIndex);\r\n\r\n if (!dontCreateTextures) {\r\n this.updateMultipleRenderTargetTextureSampleCount(rtWrapper, samples);\r\n } else {\r\n rtWrapper._samples = samples;\r\n }\r\n\r\n return rtWrapper;\r\n};\r\n\r\nWebGPUEngine.prototype.updateMultipleRenderTargetTextureSampleCount = function (rtWrapper: Nullable<RenderTargetWrapper>, samples: number): number {\r\n if (!rtWrapper || !rtWrapper.textures || rtWrapper.textures.length === 0 || rtWrapper.textures[0].samples === samples) {\r\n return samples;\r\n }\r\n\r\n const count = rtWrapper.textures.length;\r\n\r\n if (count === 0) {\r\n return 1;\r\n }\r\n\r\n samples = Math.min(samples, this.getCaps().maxMSAASamples);\r\n\r\n for (let i = 0; i < count; ++i) {\r\n const texture = rtWrapper.textures[i];\r\n const gpuTextureWrapper = texture._hardwareTexture as Nullable<WebGPUHardwareTexture>;\r\n\r\n gpuTextureWrapper?.releaseMSAATexture(rtWrapper.getBaseArrayLayer(i));\r\n }\r\n\r\n // Note that rtWrapper.textures can't have null textures, lastTextureIsDepthTexture can't be true if rtWrapper._depthStencilTexture is null\r\n const lastTextureIsDepthTexture = rtWrapper._depthStencilTexture === rtWrapper.textures[count - 1];\r\n\r\n for (let i = 0; i < count; ++i) {\r\n const texture = rtWrapper.textures[i];\r\n this._textureHelper.createMSAATexture(texture, samples, false, rtWrapper.getBaseArrayLayer(i));\r\n texture.samples = samples;\r\n }\r\n\r\n // Note that the last texture of textures is the depth texture if the depth texture has been generated by the MRT class and so the MSAA texture\r\n // will be recreated for this texture by the loop above: in that case, there's no need to create the MSAA texture for rtWrapper._depthStencilTexture\r\n // because rtWrapper._depthStencilTexture is the same texture than the depth texture\r\n if (rtWrapper._depthStencilTexture && !lastTextureIsDepthTexture) {\r\n this._textureHelper.createMSAATexture(rtWrapper._depthStencilTexture, samples);\r\n rtWrapper._depthStencilTexture.samples = samples;\r\n }\r\n\r\n rtWrapper._samples = samples;\r\n\r\n return samples;\r\n};\r\n\r\nWebGPUEngine.prototype.generateMipMapsMultiFramebuffer = function (texture: RenderTargetWrapper): void {\r\n const rtWrapper = texture as WebGPURenderTargetWrapper;\r\n\r\n if (!rtWrapper.isMulti) {\r\n return;\r\n }\r\n\r\n const attachments = rtWrapper._attachments!;\r\n const count = attachments.length;\r\n\r\n for (let i = 0; i < count; i++) {\r\n const texture = rtWrapper.textures![i];\r\n if (texture.generateMipMaps && !texture.isCube && !texture.is3D) {\r\n this._generateMipmaps(texture);\r\n }\r\n }\r\n};\r\n\r\nWebGPUEngine.prototype.resolveMultiFramebuffer = function (_texture: RenderTargetWrapper): void {\r\n throw new Error(\"resolveMultiFramebuffer is not yet implemented in WebGPU!\");\r\n};\r\n\r\nWebGPUEngine.prototype.bindAttachments = function (attachments: number[]): void {\r\n if (attachments.length === 0 || !this._currentRenderTarget) {\r\n return;\r\n }\r\n\r\n this._mrtAttachments = attachments;\r\n if (this._currentRenderPass) {\r\n // the render pass has already been created, we need to call setMRTAttachments to update the state of the attachments\r\n this._cacheRenderPipeline.setMRTAttachments(attachments);\r\n } else {\r\n // the render pass is not created yet so we don't need to call setMRTAttachments: it will be called as part of the render pass creation (see WebGPUEngine._startRenderTargetRenderPass)\r\n }\r\n};\r\n\r\nWebGPUEngine.prototype.buildTextureLayout = function (textureStatus: boolean[], backBufferLayout = false): number[] {\r\n const result = [];\r\n\r\n if (backBufferLayout) {\r\n result.push(1);\r\n } else {\r\n for (let i = 0; i < textureStatus.length; i++) {\r\n if (textureStatus[i]) {\r\n result.push(i + 1);\r\n } else {\r\n result.push(0);\r\n }\r\n }\r\n }\r\n\r\n return result;\r\n};\r\n\r\nWebGPUEngine.prototype.restoreSingleAttachment = function (): void {\r\n // not sure what to do, probably nothing... This function and restoreSingleAttachmentForRenderTarget are not called in Babylon.js so it's hard to know the use case\r\n};\r\n\r\nWebGPUEngine.prototype.restoreSingleAttachmentForRenderTarget = function (): void {\r\n // not sure what to do, probably nothing... This function and restoreSingleAttachment are not called in Babylon.js so it's hard to know the use case\r\n};\r\n"]}
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+
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{ InternalTexture, InternalTextureSource } from \"../../../Materials/Textures/internalTexture\";\r\nimport type { IMultiRenderTargetOptions } from \"../../../Materials/Textures/multiRenderTarget\";\r\nimport { Logger } from \"../../../Misc/logger\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport { Constants } from \"../../constants\";\r\nimport type { TextureSize } from \"../../../Materials/Textures/textureCreationOptions\";\r\nimport type { RenderTargetWrapper } from \"../../renderTargetWrapper\";\r\nimport { WebGPUEngine } from \"../../webgpuEngine\";\r\nimport type { WebGPURenderTargetWrapper } from \"../webgpuRenderTargetWrapper\";\r\nimport type { WebGPUHardwareTexture } from \"../webgpuHardwareTexture\";\r\ndeclare module \"../../abstractEngine\" {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n export interface AbstractEngine {\r\n /**\r\n * Unbind a list of render target textures from the webGL context\r\n * This is used only when drawBuffer extension or webGL2 are active\r\n * @param rtWrapper defines the render target wrapper to unbind\r\n * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated\r\n * @param onBeforeUnbind defines a function which will be called before the effective unbind\r\n */\r\n unBindMultiColorAttachmentFramebuffer(rtWrapper: RenderTargetWrapper, disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;\r\n\r\n /**\r\n * Create a multi render target texture\r\n * @see https://doc.babylonjs.com/setup/support/webGL2#multiple-render-target\r\n * @param size defines the size of the texture\r\n * @param options defines the creation options\r\n * @param initializeBuffers if set to true, the engine will make an initializing call of drawBuffers\r\n * @returns a new render target wrapper ready to render textures\r\n */\r\n createMultipleRenderTarget(size: TextureSize, options: IMultiRenderTargetOptions, initializeBuffers?: boolean): RenderTargetWrapper;\r\n\r\n /**\r\n * Update the sample count for a given multiple render target texture\r\n * @see https://doc.babylonjs.com/setup/support/webGL2#multisample-render-targets\r\n * @param rtWrapper defines the render target wrapper to update\r\n * @param samples defines the sample count to set\r\n * @param initializeBuffers if set to true, the engine will make an initializing call of drawBuffers\r\n * @returns the effective sample count (could be 0 if multisample render targets are not supported)\r\n */\r\n updateMultipleRenderTargetTextureSampleCount(rtWrapper: Nullable<RenderTargetWrapper>, samples: number, initializeBuffers?: boolean): number;\r\n\r\n /**\r\n * Generates mipmaps for the texture of the (multi) render target\r\n * @param texture The render target containing the textures to generate the mipmaps for\r\n */\r\n generateMipMapsMultiFramebuffer(texture: RenderTargetWrapper): void;\r\n\r\n /**\r\n * Resolves the MSAA textures of the (multi) render target into their non-MSAA version.\r\n * Note that if \"texture\" is not a MSAA render target, no resolve is performed.\r\n * @param texture The render target texture containing the MSAA textures to resolve\r\n * @param resolveColors If true, resolve the color textures (default: true) - still subject to texture.resolveMSAAColors\r\n */\r\n resolveMultiFramebuffer(texture: RenderTargetWrapper, resolveColors?: boolean): void;\r\n\r\n /**\r\n * Select a subsets of attachments to draw to.\r\n * @param attachments gl attachments\r\n */\r\n bindAttachments(attachments: number[]): void;\r\n\r\n /**\r\n * Creates a layout object to draw/clear on specific textures in a MRT\r\n * @param textureStatus textureStatus[i] indicates if the i-th is active\r\n * @param backBufferLayout if true, the layout will be built to account for the back buffer only, and textureStatus won't be used\r\n * @returns A layout to be fed to the engine, calling `bindAttachments`.\r\n */\r\n buildTextureLayout(textureStatus: boolean[], backBufferLayout?: boolean): number[];\r\n\r\n /**\r\n * Restores the webgl state to only draw on the main color attachment\r\n * when the frame buffer associated is the canvas frame buffer\r\n */\r\n restoreSingleAttachment(): void;\r\n\r\n /**\r\n * Restores the webgl state to only draw on the main color attachment\r\n * when the frame buffer associated is not the canvas frame buffer\r\n */\r\n restoreSingleAttachmentForRenderTarget(): void;\r\n }\r\n}\r\n\r\nWebGPUEngine.prototype.unBindMultiColorAttachmentFramebuffer = function (\r\n rtWrapper: RenderTargetWrapper,\r\n disableGenerateMipMaps: boolean = false,\r\n onBeforeUnbind?: () => void\r\n): void {\r\n if (onBeforeUnbind) {\r\n onBeforeUnbind();\r\n }\r\n\r\n this._endCurrentRenderPass();\r\n\r\n if (!rtWrapper.disableAutomaticMSAAResolve) {\r\n this.resolveMultiFramebuffer(rtWrapper, false);\r\n }\r\n\r\n if (!disableGenerateMipMaps) {\r\n this.generateMipMapsMultiFramebuffer(rtWrapper);\r\n }\r\n\r\n this._currentRenderTarget = null;\r\n\r\n this._mrtAttachments = [];\r\n this._cacheRenderPipeline.setMRT([]);\r\n this._cacheRenderPipeline.setMRTAttachments(this._mrtAttachments);\r\n};\r\n\r\nWebGPUEngine.prototype.createMultipleRenderTarget = function (size: TextureSize, options: IMultiRenderTargetOptions, initializeBuffers?: boolean): RenderTargetWrapper {\r\n let generateMipMaps = false;\r\n let generateDepthBuffer = true;\r\n let generateStencilBuffer = false;\r\n let generateDepthTexture = false;\r\n let depthTextureFormat = Constants.TEXTUREFORMAT_DEPTH16;\r\n let textureCount = 1;\r\n let samples = 1;\r\n\r\n const defaultType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n const defaultSamplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE;\r\n const defaultUseSRGBBuffer = false;\r\n const defaultFormat = Constants.TEXTUREFORMAT_RGBA;\r\n const defaultTarget = Constants.TEXTURE_2D;\r\n\r\n let types: number[] = [];\r\n let samplingModes: number[] = [];\r\n let useSRGBBuffers: boolean[] = [];\r\n let formats: number[] = [];\r\n let targets: number[] = [];\r\n let faceIndex: number[] = [];\r\n let layerIndex: number[] = [];\r\n let layers: number[] = [];\r\n let labels: string[] = [];\r\n let creationFlags: number[] = [];\r\n let dontCreateTextures = false;\r\n\r\n const rtWrapper = this._createHardwareRenderTargetWrapper(true, false, size) as WebGPURenderTargetWrapper;\r\n\r\n if (options !== undefined) {\r\n generateMipMaps = options.generateMipMaps ?? false;\r\n generateDepthBuffer = options.generateDepthBuffer ?? true;\r\n generateStencilBuffer = options.generateStencilBuffer ?? false;\r\n generateDepthTexture = options.generateDepthTexture ?? false;\r\n textureCount = options.textureCount ?? 1;\r\n depthTextureFormat = options.depthTextureFormat ?? Constants.TEXTUREFORMAT_DEPTH16;\r\n types = options.types || types;\r\n samplingModes = options.samplingModes || samplingModes;\r\n useSRGBBuffers = options.useSRGBBuffers || useSRGBBuffers;\r\n formats = options.formats || formats;\r\n targets = options.targetTypes || targets;\r\n faceIndex = options.faceIndex || faceIndex;\r\n layerIndex = options.layerIndex || layerIndex;\r\n layers = options.layerCounts || layers;\r\n labels = options.labels || labels;\r\n creationFlags = options.creationFlags || creationFlags;\r\n samples = options.samples ?? samples;\r\n dontCreateTextures = options.dontCreateTextures ?? false;\r\n }\r\n\r\n const width = (<{ width: number; height: number }>size).width ?? <number>size;\r\n const height = (<{ width: number; height: number }>size).height ?? <number>size;\r\n\r\n const textures: InternalTexture[] = [];\r\n const attachments: number[] = [];\r\n const defaultAttachments: number[] = [];\r\n\r\n rtWrapper.label = options?.label ?? \"MultiRenderTargetWrapper\";\r\n rtWrapper._generateDepthBuffer = generateDepthBuffer;\r\n rtWrapper._generateStencilBuffer = generateStencilBuffer;\r\n rtWrapper._attachments = attachments;\r\n rtWrapper._defaultAttachments = defaultAttachments;\r\n\r\n let depthStencilTexture: Nullable<InternalTexture> = null;\r\n if ((generateDepthBuffer || generateStencilBuffer || generateDepthTexture) && !dontCreateTextures) {\r\n if (!generateDepthTexture) {\r\n // The caller doesn't want a depth texture, so we are free to use the depth texture format we want.\r\n // So, we will align with what the WebGL engine does\r\n if (generateDepthBuffer && generateStencilBuffer) {\r\n depthTextureFormat = Constants.TEXTUREFORMAT_DEPTH24_STENCIL8;\r\n } else if (generateDepthBuffer) {\r\n depthTextureFormat = Constants.TEXTUREFORMAT_DEPTH32_FLOAT;\r\n } else {\r\n depthTextureFormat = Constants.TEXTUREFORMAT_STENCIL8;\r\n }\r\n }\r\n depthStencilTexture = rtWrapper.createDepthStencilTexture(0, false, generateStencilBuffer, 1, depthTextureFormat, rtWrapper.label + \"-DepthStencil\");\r\n }\r\n\r\n const mipmapsCreationOnly = options !== undefined && typeof options === \"object\" && options.createMipMaps && !generateMipMaps;\r\n\r\n for (let i = 0; i < textureCount; i++) {\r\n let samplingMode = samplingModes[i] || defaultSamplingMode;\r\n let type = types[i] || defaultType;\r\n\r\n const format = formats[i] || defaultFormat;\r\n const useSRGBBuffer = (useSRGBBuffers[i] || defaultUseSRGBBuffer) && this._caps.supportSRGBBuffers;\r\n\r\n const target = targets[i] || defaultTarget;\r\n const layerCount = layers[i] ?? 1;\r\n const creationFlag = creationFlags[i];\r\n\r\n if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {\r\n // if floating point linear (FLOAT) then force to NEAREST_SAMPLINGMODE\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n } else if (type === Constants.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {\r\n // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n }\r\n\r\n if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {\r\n type = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n Logger.Warn(\"Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type\");\r\n }\r\n\r\n attachments.push(i + 1);\r\n defaultAttachments.push(initializeBuffers ? i + 1 : i === 0 ? 1 : 0);\r\n\r\n if (target === -1 || dontCreateTextures) {\r\n continue;\r\n }\r\n\r\n const texture = new InternalTexture(this, InternalTextureSource.MultiRenderTarget);\r\n textures[i] = texture;\r\n\r\n switch (target) {\r\n case Constants.TEXTURE_CUBE_MAP:\r\n texture.isCube = true;\r\n break;\r\n case Constants.TEXTURE_3D:\r\n texture.is3D = true;\r\n texture.baseDepth = texture.depth = layerCount;\r\n break;\r\n case Constants.TEXTURE_2D_ARRAY:\r\n texture.is2DArray = true;\r\n texture.baseDepth = texture.depth = layerCount;\r\n break;\r\n }\r\n\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.isReady = true;\r\n texture.samples = 1;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n texture.type = type;\r\n texture._cachedWrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n texture._cachedWrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n texture._useSRGBBuffer = useSRGBBuffer;\r\n texture.format = format;\r\n texture.label = labels[i] ?? rtWrapper.label + \"-Texture\" + i;\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n if (mipmapsCreationOnly) {\r\n // createGPUTextureForInternalTexture will only create a texture with mipmaps if generateMipMaps is true, as InternalTexture has no createMipMaps property, separate from generateMipMaps.\r\n texture.generateMipMaps = true;\r\n }\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture, undefined, undefined, undefined, creationFlag, true);\r\n\r\n if (mipmapsCreationOnly) {\r\n texture.generateMipMaps = false;\r\n }\r\n }\r\n\r\n if (depthStencilTexture) {\r\n depthStencilTexture.incrementReferences();\r\n textures[textureCount] = depthStencilTexture;\r\n this._internalTexturesCache.push(depthStencilTexture);\r\n }\r\n\r\n rtWrapper.setTextures(textures);\r\n rtWrapper.setLayerAndFaceIndices(layerIndex, faceIndex);\r\n\r\n if (!dontCreateTextures) {\r\n this.updateMultipleRenderTargetTextureSampleCount(rtWrapper, samples);\r\n } else {\r\n rtWrapper._samples = samples;\r\n }\r\n\r\n return rtWrapper;\r\n};\r\n\r\nWebGPUEngine.prototype.updateMultipleRenderTargetTextureSampleCount = function (rtWrapper: Nullable<RenderTargetWrapper>, samples: number): number {\r\n if (!rtWrapper || !rtWrapper.textures || rtWrapper.textures.length === 0 || rtWrapper.textures[0].samples === samples) {\r\n return samples;\r\n }\r\n\r\n const count = rtWrapper.textures.length;\r\n\r\n if (count === 0) {\r\n return 1;\r\n }\r\n\r\n samples = Math.min(samples, this.getCaps().maxMSAASamples);\r\n\r\n for (let i = 0; i < count; ++i) {\r\n const texture = rtWrapper.textures[i];\r\n const gpuTextureWrapper = texture._hardwareTexture as Nullable<WebGPUHardwareTexture>;\r\n\r\n gpuTextureWrapper?.releaseMSAATexture(rtWrapper.getBaseArrayLayer(i));\r\n }\r\n\r\n // Note that rtWrapper.textures can't have null textures, lastTextureIsDepthTexture can't be true if rtWrapper._depthStencilTexture is null\r\n const lastTextureIsDepthTexture = rtWrapper._depthStencilTexture === rtWrapper.textures[count - 1];\r\n\r\n for (let i = 0; i < count; ++i) {\r\n const texture = rtWrapper.textures[i];\r\n this._textureHelper.createMSAATexture(texture, samples, false, rtWrapper.getBaseArrayLayer(i));\r\n texture.samples = samples;\r\n }\r\n\r\n // Note that the last texture of textures is the depth texture if the depth texture has been generated by the MRT class and so the MSAA texture\r\n // will be recreated for this texture by the loop above: in that case, there's no need to create the MSAA texture for rtWrapper._depthStencilTexture\r\n // because rtWrapper._depthStencilTexture is the same texture than the depth texture\r\n if (rtWrapper._depthStencilTexture && !lastTextureIsDepthTexture) {\r\n this._textureHelper.createMSAATexture(rtWrapper._depthStencilTexture, samples);\r\n rtWrapper._depthStencilTexture.samples = samples;\r\n }\r\n\r\n rtWrapper._samples = samples;\r\n\r\n return samples;\r\n};\r\n\r\nWebGPUEngine.prototype.generateMipMapsMultiFramebuffer = function (texture: RenderTargetWrapper): void {\r\n const rtWrapper = texture as WebGPURenderTargetWrapper;\r\n\r\n if (!rtWrapper.isMulti) {\r\n return;\r\n }\r\n\r\n const attachments = rtWrapper._attachments!;\r\n const count = attachments.length;\r\n\r\n for (let i = 0; i < count; i++) {\r\n const texture = rtWrapper.textures![i];\r\n if (texture.generateMipMaps && !texture.isCube && !texture.is3D) {\r\n this._generateMipmaps(texture);\r\n }\r\n }\r\n};\r\n\r\nWebGPUEngine.prototype.resolveMultiFramebuffer = function (texture: RenderTargetWrapper, resolveColors: boolean = true): void {\r\n this.resolveFramebuffer(texture, resolveColors);\r\n};\r\n\r\nWebGPUEngine.prototype.bindAttachments = function (attachments: number[]): void {\r\n if (attachments.length === 0 || !this._currentRenderTarget) {\r\n return;\r\n }\r\n\r\n this._mrtAttachments = attachments;\r\n if (this._currentRenderPass) {\r\n // the render pass has already been created, we need to call setMRTAttachments to update the state of the attachments\r\n this._cacheRenderPipeline.setMRTAttachments(attachments);\r\n } else {\r\n // the render pass is not created yet so we don't need to call setMRTAttachments: it will be called as part of the render pass creation (see WebGPUEngine._startRenderTargetRenderPass)\r\n }\r\n};\r\n\r\nWebGPUEngine.prototype.buildTextureLayout = function (textureStatus: boolean[], backBufferLayout = false): number[] {\r\n const result = [];\r\n\r\n if (backBufferLayout) {\r\n result.push(1);\r\n } else {\r\n for (let i = 0; i < textureStatus.length; i++) {\r\n if (textureStatus[i]) {\r\n result.push(i + 1);\r\n } else {\r\n result.push(0);\r\n }\r\n }\r\n }\r\n\r\n return result;\r\n};\r\n\r\nWebGPUEngine.prototype.restoreSingleAttachment = function (): void {\r\n // not sure what to do, probably nothing... This function and restoreSingleAttachmentForRenderTarget are not called in Babylon.js so it's hard to know the use case\r\n};\r\n\r\nWebGPUEngine.prototype.restoreSingleAttachmentForRenderTarget = function (): void {\r\n // not sure what to do, probably nothing... This function and restoreSingleAttachment are not called in Babylon.js so it's hard to know the use case\r\n};\r\n"]}
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@@ -23,6 +23,7 @@ export declare class WebGPUTextureHelper {
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23
23
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static GetWebGPUTextureFormat(type: number, format: number, useSRGBBuffer?: boolean): GPUTextureFormat;
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24
24
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static GetNumChannelsFromWebGPUTextureFormat(format: GPUTextureFormat): number;
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25
25
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static HasStencilAspect(format: GPUTextureFormat): boolean;
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26
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+
static HasDepthAspect(format: GPUTextureFormat): boolean;
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26
27
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static HasDepthAndStencilAspects(format: GPUTextureFormat): boolean;
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27
28
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static GetDepthFormatOnly(format: GPUTextureFormat): GPUTextureFormat;
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28
29
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static GetSample(sampleCount: number): 1 | 4;
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@@ -681,6 +681,17 @@ export class WebGPUTextureHelper {
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681
681
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}
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682
682
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return false;
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683
683
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}
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684
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+
static HasDepthAspect(format) {
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685
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+
switch (format) {
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686
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+
case "depth16unorm" /* WebGPUConstants.TextureFormat.Depth16Unorm */:
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687
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+
case "depth24plus" /* WebGPUConstants.TextureFormat.Depth24Plus */:
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688
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+
case "depth24plus-stencil8" /* WebGPUConstants.TextureFormat.Depth24PlusStencil8 */:
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689
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+
case "depth32float" /* WebGPUConstants.TextureFormat.Depth32Float */:
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690
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+
case "depth32float-stencil8" /* WebGPUConstants.TextureFormat.Depth32FloatStencil8 */:
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691
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+
return true;
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692
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+
}
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693
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+
return false;
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694
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+
}
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684
695
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static HasDepthAndStencilAspects(format) {
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685
696
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switch (format) {
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686
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case "depth32float-stencil8" /* WebGPUConstants.TextureFormat.Depth32FloatStencil8 */:
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