@babylonjs/core 8.48.0 → 8.48.2
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/Audio/analyser.js.map +1 -1
- package/AudioV2/webAudio/subNodes/webAudioAnalyzerSubNode.js.map +1 -1
- package/Buffers/buffer.align.js +3 -3
- package/Buffers/buffer.align.js.map +1 -1
- package/Buffers/bufferUtils.d.ts +7 -0
- package/Buffers/bufferUtils.js +31 -13
- package/Buffers/bufferUtils.js.map +1 -1
- package/Engines/Extensions/engine.dynamicBuffer.js +3 -3
- package/Engines/Extensions/engine.dynamicBuffer.js.map +1 -1
- package/Engines/Native/nativeDataStream.d.ts +1 -1
- package/Engines/Native/nativeDataStream.js.map +1 -1
- package/Engines/Native/nativeInterfaces.d.ts +4 -4
- package/Engines/Native/nativeInterfaces.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.rawTexture.d.ts +13 -1
- package/Engines/WebGPU/Extensions/engine.rawTexture.js +26 -8
- package/Engines/WebGPU/Extensions/engine.rawTexture.js.map +1 -1
- package/Engines/WebGPU/webgpuTextureManager.d.ts +2 -1
- package/Engines/WebGPU/webgpuTextureManager.js +19 -6
- package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
- package/Engines/abstractEngine.d.ts +4 -2
- package/Engines/abstractEngine.functions.d.ts +1 -1
- package/Engines/abstractEngine.functions.js +8 -8
- package/Engines/abstractEngine.functions.js.map +1 -1
- package/Engines/abstractEngine.js +6 -4
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/engine.d.ts +12 -0
- package/Engines/thinNativeEngine.js +1 -1
- package/Engines/thinNativeEngine.js.map +1 -1
- package/Engines/thinWebGPUEngine.js +3 -0
- package/Engines/thinWebGPUEngine.js.map +1 -1
- package/Engines/webgpuEngine.js +18 -18
- package/Engines/webgpuEngine.js.map +1 -1
- package/Lights/Clustered/clusteredLightContainer.js.map +1 -1
- package/Materials/Background/backgroundMaterial.d.ts +16 -8
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +14 -1
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
- package/Materials/Node/Blocks/debugBlock.d.ts +2 -0
- package/Materials/Node/Blocks/debugBlock.js +6 -2
- package/Materials/Node/Blocks/debugBlock.js.map +1 -1
- package/Materials/Node/nodeMaterial.d.ts +16 -8
- package/Materials/Node/nodeMaterialBlock.js +2 -2
- package/Materials/Node/nodeMaterialBlock.js.map +1 -1
- package/Materials/PBR/openpbrMaterial.d.ts +16 -8
- package/Materials/PBR/pbrBaseMaterial.d.ts +16 -8
- package/Materials/Textures/Loaders/EXR/exrLoader.compression.rle.d.ts +1 -1
- package/Materials/Textures/Loaders/EXR/exrLoader.compression.rle.js.map +1 -1
- package/Materials/Textures/Loaders/EXR/exrLoader.core.d.ts +1 -1
- package/Materials/Textures/Loaders/EXR/exrLoader.core.js.map +1 -1
- package/Materials/Textures/internalTexture.d.ts +6 -0
- package/Materials/Textures/internalTexture.js +24 -2
- package/Materials/Textures/internalTexture.js.map +1 -1
- package/Materials/Textures/rawTexture.d.ts +8 -1
- package/Materials/Textures/rawTexture.js +12 -3
- package/Materials/Textures/rawTexture.js.map +1 -1
- package/Materials/Textures/rawTexture2DArray.d.ts +8 -1
- package/Materials/Textures/rawTexture2DArray.js +14 -3
- package/Materials/Textures/rawTexture2DArray.js.map +1 -1
- package/Materials/imageProcessing.d.ts +47 -8
- package/Materials/standardMaterial.d.ts +16 -8
- package/Meshes/Builders/shapeBuilder.d.ts +4 -0
- package/Meshes/Builders/shapeBuilder.js +12 -9
- package/Meshes/Builders/shapeBuilder.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +68 -4
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +343 -26
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
- package/Misc/dds.js.map +1 -1
- package/Misc/environmentTextureTools.js +3 -1
- package/Misc/environmentTextureTools.js.map +1 -1
- package/Misc/fileTools.js +9 -1
- package/Misc/fileTools.js.map +1 -1
- package/Physics/v1/physicsImpostor.d.ts +2 -2
- package/Physics/v1/physicsImpostor.js.map +1 -1
- package/Shaders/ShadersInclude/gaussianSplatting.js +16 -3
- package/Shaders/ShadersInclude/gaussianSplatting.js.map +1 -1
- package/Shaders/gaussianSplatting.vertex.js +17 -4
- package/Shaders/gaussianSplatting.vertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/gaussianSplatting.js +11 -1
- package/ShadersWGSL/ShadersInclude/gaussianSplatting.js.map +1 -1
- package/ShadersWGSL/gaussianSplatting.vertex.js +17 -4
- package/ShadersWGSL/gaussianSplatting.vertex.js.map +1 -1
- package/XR/native/nativeXRFrame.d.ts +1 -1
- package/XR/native/nativeXRFrame.js.map +1 -1
- package/package.json +1 -1
- package/types.d.ts +1 -1
- package/types.js.map +1 -1
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@@ -23,13 +23,16 @@ export class RawTexture2DArray extends Texture {
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* @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
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* @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_BYTE, Engine.TEXTURETYPE_FLOAT...)
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* @param creationFlags specific flags to use when creating the texture (1 for storage textures, for eg)
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* @param mipLevelCount defines the number of mip levels to allocate for the texture
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*/
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constructor(data, width, height, depth,
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/** Gets or sets the texture format to use */
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format, scene, generateMipMaps = true, invertY = false, samplingMode = Texture.TRILINEAR_SAMPLINGMODE, textureType = 0, creationFlags) {
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format, scene, generateMipMaps = true, invertY = false, samplingMode = Texture.TRILINEAR_SAMPLINGMODE, textureType = 0, creationFlags, mipLevelCount) {
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super(null, scene, !generateMipMaps, invertY);
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this.format = format;
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this._texture = scene
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this._texture = scene
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.getEngine()
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.createRawTexture2DArray(data, width, height, depth, format, generateMipMaps, invertY, samplingMode, null, textureType, creationFlags ?? 0, mipLevelCount);
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this._depth = depth;
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this.is2DArray = true;
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}
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@@ -38,10 +41,18 @@ export class RawTexture2DArray extends Texture {
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* @param data defines the data to store in the texture
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*/
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update(data) {
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this.updateMipLevel(data, 0);
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}
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/**
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* Updates a specific mip level of the texture.
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* @param data The new data for the mip level
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* @param mipLevel The mip level to update (0 is the base level)
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*/
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updateMipLevel(data, mipLevel) {
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if (!this._texture) {
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return;
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}
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this._getEngine().updateRawTexture2DArray(this._texture, data, this._texture.format, this._texture.invertY, null, this._texture.type);
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this._getEngine().updateRawTexture2DArray(this._texture, data, this._texture.format, this._texture.invertY, null, this._texture.type, mipLevel);
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}
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/**
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* Creates a RGBA texture from some data.
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@@ -1 +1 @@
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{"version":3,"file":"rawTexture2DArray.js","sourceRoot":"","sources":["../../../../../dev/core/src/Materials/Textures/rawTexture2DArray.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,OAAO,EAAE,MAAM,WAAW,CAAC;AACpC,OAAO,EAAE,SAAS,EAAE,MAAM,yBAAyB,CAAC;AAKpD;;GAEG;AACH,MAAM,OAAO,iBAAkB,SAAQ,OAAO;IAG1C;;OAEG;IACH,IAAW,KAAK;QACZ,OAAO,IAAI,CAAC,MAAM,CAAC;IACvB,CAAC;IAED
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{"version":3,"file":"rawTexture2DArray.js","sourceRoot":"","sources":["../../../../../dev/core/src/Materials/Textures/rawTexture2DArray.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,OAAO,EAAE,MAAM,WAAW,CAAC;AACpC,OAAO,EAAE,SAAS,EAAE,MAAM,yBAAyB,CAAC;AAKpD;;GAEG;AACH,MAAM,OAAO,iBAAkB,SAAQ,OAAO;IAG1C;;OAEG;IACH,IAAW,KAAK;QACZ,OAAO,IAAI,CAAC,MAAM,CAAC;IACvB,CAAC;IAED;;;;;;;;;;;;;;OAcG;IACH,YACI,IAA+B,EAC/B,KAAa,EACb,MAAc,EACd,KAAa;IACb,6CAA6C;IACtC,MAAc,EACrB,KAAY,EACZ,kBAA2B,IAAI,EAC/B,UAAmB,KAAK,EACxB,eAAuB,OAAO,CAAC,sBAAsB,EACrD,WAAW,GAAG,SAAS,CAAC,yBAAyB,EACjD,aAAsB,EACtB,aAAsB;QAEtB,KAAK,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC,eAAe,EAAE,OAAO,CAAC,CAAC;QATvC,WAAM,GAAN,MAAM,CAAQ;QAWrB,IAAI,CAAC,QAAQ,GAAG,KAAK;aAChB,SAAS,EAAE;aACX,uBAAuB,CAAC,IAAI,EAAE,KAAK,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,EAAE,eAAe,EAAE,OAAO,EAAE,YAAY,EAAE,IAAI,EAAE,WAAW,EAAE,aAAa,IAAI,CAAC,EAAE,aAAa,CAAC,CAAC;QAE/J,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QACpB,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC;IAC1B,CAAC;IAED;;;OAGG;IACI,MAAM,CAAC,IAAqB;QAC/B,IAAI,CAAC,cAAc,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC;IACjC,CAAC;IAED;;;;OAIG;IACI,cAAc,CAAC,IAAqB,EAAE,QAAgB;QACzD,IAAI,CAAC,IAAI,CAAC,QAAQ,EAAE,CAAC;YACjB,OAAO;QACX,CAAC;QACD,IAAI,CAAC,UAAU,EAAG,CAAC,uBAAuB,CAAC,IAAI,CAAC,QAAQ,EAAE,IAAI,EAAE,IAAI,CAAC,QAAQ,CAAC,MAAM,EAAE,IAAI,CAAC,QAAQ,CAAC,OAAO,EAAE,IAAI,EAAE,IAAI,CAAC,QAAQ,CAAC,IAAI,EAAE,QAAQ,CAAC,CAAC;IACrJ,CAAC;IAED;;;;;;;;;;;;OAYG;IACI,MAAM,CAAC,iBAAiB,CAC3B,IAAqB,EACrB,KAAa,EACb,MAAc,EACd,KAAa,EACb,KAAY,EACZ,kBAA2B,IAAI,EAC/B,UAAmB,KAAK,EACxB,eAAuB,SAAS,CAAC,8BAA8B,EAC/D,OAAe,SAAS,CAAC,yBAAyB;QAElD,OAAO,IAAI,iBAAiB,CAAC,IAAI,EAAE,KAAK,EAAE,MAAM,EAAE,KAAK,EAAE,SAAS,CAAC,kBAAkB,EAAE,KAAK,EAAE,eAAe,EAAE,OAAO,EAAE,YAAY,EAAE,IAAI,CAAC,CAAC;IAChJ,CAAC;CACJ","sourcesContent":["import { Texture } from \"./texture\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport type { Nullable } from \"../../types\";\r\n\r\nimport type { Scene } from \"../../scene\";\r\n\r\n/**\r\n * Class used to store 2D array textures containing user data\r\n */\r\nexport class RawTexture2DArray extends Texture {\r\n private _depth: number;\r\n\r\n /**\r\n * Gets the number of layers of the texture\r\n */\r\n public get depth() {\r\n return this._depth;\r\n }\r\n\r\n /**\r\n * Create a new RawTexture2DArray\r\n * @param data defines the data of the texture\r\n * @param width defines the width of the texture\r\n * @param height defines the height of the texture\r\n * @param depth defines the number of layers of the texture\r\n * @param format defines the texture format to use\r\n * @param scene defines the hosting scene\r\n * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)\r\n * @param invertY defines if texture must be stored with Y axis inverted\r\n * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)\r\n * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_BYTE, Engine.TEXTURETYPE_FLOAT...)\r\n * @param creationFlags specific flags to use when creating the texture (Constants.TEXTURE_CREATIONFLAG_STORAGE for storage textures, for eg)\r\n * @param mipLevelCount defines the number of mip levels to allocate for the texture\r\n */\r\n constructor(\r\n data: Nullable<ArrayBufferView>,\r\n width: number,\r\n height: number,\r\n depth: number,\r\n /** Gets or sets the texture format to use */\r\n public format: number,\r\n scene: Scene,\r\n generateMipMaps: boolean = true,\r\n invertY: boolean = false,\r\n samplingMode: number = Texture.TRILINEAR_SAMPLINGMODE,\r\n textureType = Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n creationFlags?: number,\r\n mipLevelCount?: number\r\n ) {\r\n super(null, scene, !generateMipMaps, invertY);\r\n\r\n this._texture = scene\r\n .getEngine()\r\n .createRawTexture2DArray(data, width, height, depth, format, generateMipMaps, invertY, samplingMode, null, textureType, creationFlags ?? 0, mipLevelCount);\r\n\r\n this._depth = depth;\r\n this.is2DArray = true;\r\n }\r\n\r\n /**\r\n * Update the texture with new data\r\n * @param data defines the data to store in the texture\r\n */\r\n public update(data: ArrayBufferView): void {\r\n this.updateMipLevel(data, 0);\r\n }\r\n\r\n /**\r\n * Updates a specific mip level of the texture.\r\n * @param data The new data for the mip level\r\n * @param mipLevel The mip level to update (0 is the base level)\r\n */\r\n public updateMipLevel(data: ArrayBufferView, mipLevel: number): void {\r\n if (!this._texture) {\r\n return;\r\n }\r\n this._getEngine()!.updateRawTexture2DArray(this._texture, data, this._texture.format, this._texture.invertY, null, this._texture.type, mipLevel);\r\n }\r\n\r\n /**\r\n * Creates a RGBA texture from some data.\r\n * @param data Define the texture data\r\n * @param width Define the width of the texture\r\n * @param height Define the height of the texture\r\n * @param depth defines the number of layers of the texture\r\n * @param scene defines the scene the texture will belong to\r\n * @param generateMipMaps Define whether or not to create mip maps for the texture\r\n * @param invertY define if the data should be flipped on Y when uploaded to the GPU\r\n * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)\r\n * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)\r\n * @returns the RGBA texture\r\n */\r\n public static CreateRGBATexture(\r\n data: ArrayBufferView,\r\n width: number,\r\n height: number,\r\n depth: number,\r\n scene: Scene,\r\n generateMipMaps: boolean = true,\r\n invertY: boolean = false,\r\n samplingMode: number = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,\r\n type: number = Constants.TEXTURETYPE_UNSIGNED_BYTE\r\n ): RawTexture2DArray {\r\n return new RawTexture2DArray(data, width, height, depth, Constants.TEXTUREFORMAT_RGBA, scene, generateMipMaps, invertY, samplingMode, type);\r\n }\r\n}\r\n"]}
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@@ -17,7 +17,13 @@ export declare function ImageProcessingMixin<Tbase extends ImageProcessingMixinC
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/**
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* Gets the image processing configuration used either in this material.
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*/
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imageProcessingConfiguration: ImageProcessingConfiguration;
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get imageProcessingConfiguration(): ImageProcessingConfiguration;
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/**
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* Sets the Default image processing configuration used either in the this material.
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*
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* If sets to null, the scene one is in use.
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*/
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set imageProcessingConfiguration(value: ImageProcessingConfiguration);
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/**
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* Keep track of the image processing observer to allow dispose and replace.
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/**
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* Gets whether the color curves effect is enabled.
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*/
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cameraColorCurvesEnabled: boolean;
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get cameraColorCurvesEnabled(): boolean;
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/**
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* Sets whether the color curves effect is enabled.
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*/
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set cameraColorCurvesEnabled(value: boolean);
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/**
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* Gets whether the color grading effect is enabled.
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*/
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get cameraColorGradingEnabled(): boolean;
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set cameraColorGradingEnabled(value: boolean);
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/**
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*/
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get cameraToneMappingEnabled(): boolean;
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/**
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*/
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set cameraToneMappingEnabled(value: boolean);
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/**
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* The camera exposure used on this material.
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* This property is here and not in the camera to allow controlling exposure without full screen post process.
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* This corresponds to a photographic exposure.
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get cameraExposure(): number;
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* The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
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* They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
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* These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
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* They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
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* These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
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} & Tbase;
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export {};
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@@ -219,16 +219,24 @@ export declare class StandardMaterialDefines extends StandardMaterialDefines_bas
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declare const StandardMaterialBase_base: {
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new (...args: any[]): {
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_imageProcessingConfiguration: ImageProcessingConfiguration;
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imageProcessingConfiguration: ImageProcessingConfiguration;
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get imageProcessingConfiguration(): ImageProcessingConfiguration;
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set imageProcessingConfiguration(value: ImageProcessingConfiguration);
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_imageProcessingObserver: Nullable<import("../index.js").Observer<ImageProcessingConfiguration>>;
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_attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
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cameraColorCurvesEnabled: boolean;
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get cameraColorCurvesEnabled(): boolean;
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set cameraColorCurvesEnabled(value: boolean);
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get cameraColorGradingEnabled(): boolean;
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set cameraColorGradingEnabled(value: boolean);
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get cameraToneMappingEnabled(): boolean;
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set cameraToneMappingEnabled(value: boolean);
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get cameraExposure(): number;
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set cameraExposure(value: number);
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get cameraContrast(): number;
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set cameraContrast(value: number);
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get cameraColorGradingTexture(): Nullable<BaseTexture>;
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set cameraColorGradingTexture(value: Nullable<BaseTexture>);
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get cameraColorCurves(): Nullable<import("./colorCurves.js").ColorCurves>;
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set cameraColorCurves(value: Nullable<import("./colorCurves.js").ColorCurves>);
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};
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} & typeof PushMaterial;
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declare class StandardMaterialBase extends StandardMaterialBase_base {
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@@ -55,6 +55,7 @@ export declare function ExtrudeShape(name: string, options: {
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* * The parameter `rotationFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the beginning of the path
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* * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
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* * The parameter `scaleFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the beginning of the path
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* * The parameter `scaleVectorFunction` (JS function) has the same purpose as `scaleFunction` but instead of returning a float it returns a Vector3 to allow non uniform scaling. If provided, it takes precedence over `scaleFunction`.
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* * It must returns a float value that will be the scale value applied to the shape on each path point
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* * The parameter `closeShape` (boolean, default false) closes the shape when true, since v5.0.0.
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* * The parameter `closePath` (boolean, default false) closes the path when true and no caps, since v5.0.0.
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@@ -83,6 +84,9 @@ export declare function ExtrudeShapeCustom(name: string, options: {
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scaleFunction?: Nullable<{
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(i: number, distance: number): number;
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}>;
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scaleVectorFunction?: Nullable<{
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(i: number, distance: number): Vector3;
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}>;
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rotationFunction?: Nullable<{
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(i: number, distance: number): number;
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}>;
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@@ -49,6 +49,7 @@ export function ExtrudeShape(name, options, scene = null) {
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* * The parameter `rotationFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the beginning of the path
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* * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
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* * The parameter `scaleFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the beginning of the path
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* * The parameter `scaleVectorFunction` (JS function) has the same purpose as `scaleFunction` but instead of returning a float it returns a Vector3 to allow non uniform scaling. If provided, it takes precedence over `scaleFunction`.
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* * It must returns a float value that will be the scale value applied to the shape on each path point
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* * The parameter `closeShape` (boolean, default false) closes the shape when true, since v5.0.0.
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* * The parameter `closePath` (boolean, default false) closes the path when true and no caps, since v5.0.0.
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@@ -74,10 +75,11 @@ export function ExtrudeShape(name, options, scene = null) {
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export function ExtrudeShapeCustom(name, options, scene = null) {
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const path = options.path;
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const shape = options.shape;
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const
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const tmpVector3 = Vector3.Zero();
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const scaleFunction = (i, distance) => {
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const s = options.scaleFunction?.(i, distance) ?? 1;
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return tmpVector3.copyFromFloats(s, s, s);
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};
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const rotationFunction = options.rotationFunction ||
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(() => {
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return 0;
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@@ -92,7 +94,7 @@ export function ExtrudeShapeCustom(name, options, scene = null) {
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const instance = options.instance;
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const invertUV = options.invertUV || false;
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const capFunction = options.capFunction || null;
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return ExtrudeShapeGeneric(name, shape, path, null, null, scaleFunction, rotationFunction, ribbonCloseArray, ribbonClosePath, cap, true, scene, updatable ? true : false, sideOrientation, instance || null, invertUV, options.frontUVs || null, options.backUVs || null, firstNormal, adjustFrame, capFunction || null);
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return ExtrudeShapeGeneric(name, shape, path, null, null, options.scaleVectorFunction ?? scaleFunction, rotationFunction, ribbonCloseArray, ribbonClosePath, cap, true, scene, updatable ? true : false, sideOrientation, instance || null, invertUV, options.frontUVs || null, options.backUVs || null, firstNormal, adjustFrame, capFunction || null);
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}
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function ExtrudeShapeGeneric(name, shape, curve, scale, rotation, scaleFunction, rotateFunction, rbCA, rbCP, cap, custom, scene, updtbl, side, instance, invertUV, frontUVs, backUVs, firstNormal, adjustFrame, capFunction) {
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// extrusion geometry
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@@ -131,7 +133,7 @@ function ExtrudeShapeGeneric(name, shape, curve, scale, rotation, scaleFunction,
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}
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let angle = 0;
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const returnScale = () => {
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return scale !== null ? scale :
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return scale !== null ? scale : Vector3.OneReadOnly;
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};
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const returnRotation = () => {
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return rotation !== null ? rotation : 0;
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@@ -149,7 +151,7 @@ function ExtrudeShapeGeneric(name, shape, curve, scale, rotation, scaleFunction,
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const planed = tangents[i].scale(shape[p].z).add(normals[i].scale(shape[p].x)).add(binormals[i].scale(shape[p].y));
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const rotated = Vector3.Zero();
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Vector3.TransformCoordinatesToRef(planed, rotationMatrix, rotated);
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rotated.
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rotated.multiplyInPlace(scaleRatio).addInPlace(curve[i]);
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shapePath[p] = rotated;
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}
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shapePaths[index] = shapePath;
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@@ -193,13 +195,14 @@ function ExtrudeShapeGeneric(name, shape, curve, scale, rotation, scaleFunction,
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}
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return shapePaths;
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};
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const scaleVector = scale !== null ? new Vector3(scale, scale, scale) : null;
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let path3D;
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let pathArray;
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if (instance) {
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// instance update
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const storage = instance._creationDataStorage;
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path3D = firstNormal ? storage.path3D.update(curve, firstNormal) : storage.path3D.update(curve);
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pathArray = extrusionPathArray(shape, curve, storage.path3D, storage.pathArray,
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pathArray = extrusionPathArray(shape, curve, storage.path3D, storage.pathArray, scaleVector, rotation, scaleFunction, rotateFunction, storage.cap, custom, adjustFrame);
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instance = CreateRibbon("", { pathArray, closeArray: false, closePath: false, offset: 0, updatable: false, sideOrientation: 0, instance }, scene || undefined);
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return instance;
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}
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@@ -207,7 +210,7 @@ function ExtrudeShapeGeneric(name, shape, curve, scale, rotation, scaleFunction,
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path3D = firstNormal ? new Path3D(curve, firstNormal) : new Path3D(curve);
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const newShapePaths = new Array();
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cap = cap < 0 || cap > 3 ? 0 : cap;
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pathArray = extrusionPathArray(shape, curve, path3D, newShapePaths,
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pathArray = extrusionPathArray(shape, curve, path3D, newShapePaths, scaleVector, rotation, scaleFunction, rotateFunction, cap, custom, adjustFrame);
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const extrudedGeneric = CreateRibbon(name, {
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pathArray: pathArray,
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closeArray: rbCA,
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@@ -1 +1 @@
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1
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-
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type { Nullable } from \"../../types\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { Vector4 } from \"../../Maths/math.vector\";\r\nimport { Vector3, TmpVectors, Matrix } from \"../../Maths/math.vector\";\r\nimport { Mesh } from \"../mesh\";\r\nimport { CreateRibbon } from \"./ribbonBuilder\";\r\nimport { Path3D } from \"../../Maths/math.path\";\r\n\r\n/**\r\n * Creates an extruded shape mesh. The extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.\r\n * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.\r\n * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.\r\n * * The parameter `rotation` (float, default 0 radians) is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve.\r\n * * The parameter `scale` (float, default 1) is the value to scale the shape.\r\n * * The parameter `closeShape` (boolean, default false) closes the shape when true, since v5.0.0.\r\n * * The parameter `closePath` (boolean, default false) closes the path when true and no caps, since v5.0.0.\r\n * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL\r\n * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/features/featuresDeepDive/mesh/dynamicMeshMorph#extruded-shape\r\n * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.\r\n * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE\r\n * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#side-orientation\r\n * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.\r\n * * The optional parameter `firstNormal` (Vector3) defines the direction of the first normal of the supplied path. Consider using this for any path that is straight, and particular for paths in the xy plane.\r\n * * The optional `adjustFrame` (boolean, default false) will cause the internally generated Path3D tangents, normals, and binormals to be adjusted so that a) they are always well-defined, and b) they do not reverse from one path point to the next. This prevents the extruded shape from being flipped and/or rotated with resulting mesh self-intersections. This is primarily useful for straight paths that can reverse direction.\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @returns the extruded shape mesh\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param#extruded-shapes\r\n */\r\nexport function ExtrudeShape(\r\n name: string,\r\n options: {\r\n shape: Vector3[];\r\n path: Vector3[];\r\n scale?: number;\r\n rotation?: number;\r\n closeShape?: boolean;\r\n closePath?: boolean;\r\n cap?: number;\r\n updatable?: boolean;\r\n sideOrientation?: number;\r\n frontUVs?: Vector4;\r\n backUVs?: Vector4;\r\n instance?: Mesh;\r\n invertUV?: boolean;\r\n firstNormal?: Vector3;\r\n adjustFrame?: boolean;\r\n capFunction?: Nullable<{ (shapePath: Vector3[]): Vector3[] }>;\r\n },\r\n scene: Nullable<Scene> = null\r\n): Mesh {\r\n const path = options.path;\r\n const shape = options.shape;\r\n const scale = options.scale || 1;\r\n const rotation = options.rotation || 0;\r\n const cap = options.cap === 0 ? 0 : options.cap || Mesh.NO_CAP;\r\n const updatable = options.updatable;\r\n const sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);\r\n const instance = options.instance || null;\r\n const invertUV = options.invertUV || false;\r\n const closeShape = options.closeShape || false;\r\n const closePath = options.closePath || false;\r\n const capFunction = options.capFunction || null;\r\n\r\n return ExtrudeShapeGeneric(\r\n name,\r\n shape,\r\n path,\r\n scale,\r\n rotation,\r\n null,\r\n null,\r\n closePath,\r\n closeShape,\r\n cap,\r\n false,\r\n scene,\r\n updatable ? true : false,\r\n sideOrientation,\r\n instance,\r\n invertUV,\r\n options.frontUVs || null,\r\n options.backUVs || null,\r\n options.firstNormal || null,\r\n options.adjustFrame ? true : false,\r\n capFunction\r\n );\r\n}\r\n\r\n/**\r\n * Creates an custom extruded shape mesh.\r\n * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.\r\n * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.\r\n * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.\r\n * * The parameter `rotationFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the beginning of the path\r\n * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.\r\n * * The parameter `scaleFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the beginning of the path\r\n * * It must returns a float value that will be the scale value applied to the shape on each path point\r\n * * The parameter `closeShape` (boolean, default false) closes the shape when true, since v5.0.0.\r\n * * The parameter `closePath` (boolean, default false) closes the path when true and no caps, since v5.0.0.\r\n * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray` - depreciated in favor of closeShape\r\n * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray` - depreciated in favor of closePath\r\n * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL\r\n * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/features/featuresDeepDive/mesh/dynamicMeshMorph#extruded-shape\r\n * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape\r\n * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE\r\n * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#side-orientation\r\n * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * * The optional parameter `firstNormal` (Vector3) defines the direction of the first normal of the supplied path. It should be supplied when the path is in the xy plane, and particularly if these sections are straight, because the underlying Path3D object will pick a normal in the xy plane that causes the extrusion to be collapsed into the plane. This should be used for any path that is straight.\r\n * * The optional `adjustFrame` (boolean, default false) will cause the internally generated Path3D tangents, normals, and binormals to be adjusted so that a) they are always well-defined, and b) they do not reverse from one path point to the next. This prevents the extruded shape from being flipped and/or rotated with resulting mesh self-intersections. This is primarily useful for straight paths that can reverse direction.\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @returns the custom extruded shape mesh\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param#custom-extruded-shapes\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param#extruded-shapes\r\n */\r\nexport function ExtrudeShapeCustom(\r\n name: string,\r\n options: {\r\n shape: Vector3[];\r\n path: Vector3[];\r\n scaleFunction?: Nullable<{ (i: number, distance: number): number }>;\r\n rotationFunction?: Nullable<{ (i: number, distance: number): number }>;\r\n ribbonCloseArray?: boolean;\r\n ribbonClosePath?: boolean;\r\n closeShape?: boolean;\r\n closePath?: boolean;\r\n cap?: number;\r\n updatable?: boolean;\r\n sideOrientation?: number;\r\n frontUVs?: Vector4;\r\n backUVs?: Vector4;\r\n instance?: Mesh;\r\n invertUV?: boolean;\r\n firstNormal?: Vector3;\r\n adjustFrame?: boolean;\r\n capFunction?: Nullable<{ (shapePath: Vector3[]): Vector3[] }>;\r\n },\r\n scene: Nullable<Scene> = null\r\n): Mesh {\r\n const path = options.path;\r\n const shape = options.shape;\r\n const scaleFunction =\r\n options.scaleFunction ||\r\n (() => {\r\n return 1;\r\n });\r\n const rotationFunction =\r\n options.rotationFunction ||\r\n (() => {\r\n return 0;\r\n });\r\n const ribbonCloseArray = options.closePath || options.ribbonCloseArray || false;\r\n const ribbonClosePath = options.closeShape || options.ribbonClosePath || false;\r\n const cap = options.cap === 0 ? 0 : options.cap || Mesh.NO_CAP;\r\n const updatable = options.updatable;\r\n const firstNormal = options.firstNormal || null;\r\n const adjustFrame = options.adjustFrame || false;\r\n const sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);\r\n const instance = options.instance;\r\n const invertUV = options.invertUV || false;\r\n const capFunction = options.capFunction || null;\r\n return ExtrudeShapeGeneric(\r\n name,\r\n shape,\r\n path,\r\n null,\r\n null,\r\n scaleFunction,\r\n rotationFunction,\r\n ribbonCloseArray,\r\n ribbonClosePath,\r\n cap,\r\n true,\r\n scene,\r\n updatable ? true : false,\r\n sideOrientation,\r\n instance || null,\r\n invertUV,\r\n options.frontUVs || null,\r\n options.backUVs || null,\r\n firstNormal,\r\n adjustFrame,\r\n capFunction || null\r\n );\r\n}\r\n\r\nfunction ExtrudeShapeGeneric(\r\n name: string,\r\n shape: Vector3[],\r\n curve: Vector3[],\r\n scale: Nullable<number>,\r\n rotation: Nullable<number>,\r\n scaleFunction: Nullable<{ (i: number, distance: number): number }>,\r\n rotateFunction: Nullable<{ (i: number, distance: number): number }>,\r\n rbCA: boolean,\r\n rbCP: boolean,\r\n cap: number,\r\n custom: boolean,\r\n scene: Nullable<Scene>,\r\n updtbl: boolean,\r\n side: number,\r\n instance: Nullable<Mesh>,\r\n invertUV: boolean,\r\n frontUVs: Nullable<Vector4>,\r\n backUVs: Nullable<Vector4>,\r\n firstNormal: Nullable<Vector3>,\r\n adjustFrame: boolean,\r\n capFunction: Nullable<{ (shapePath: Vector3[]): Vector3[] }>\r\n): Mesh {\r\n // extrusion geometry\r\n const extrusionPathArray = (\r\n shape: Vector3[],\r\n curve: Vector3[],\r\n path3D: Path3D,\r\n shapePaths: Vector3[][],\r\n scale: Nullable<number>,\r\n rotation: Nullable<number>,\r\n scaleFunction: Nullable<{ (i: number, distance: number): number }>,\r\n rotateFunction: Nullable<{ (i: number, distance: number): number }>,\r\n cap: number,\r\n custom: boolean,\r\n adjustFrame: boolean\r\n ) => {\r\n const tangents = path3D.getTangents();\r\n const normals = path3D.getNormals();\r\n const binormals = path3D.getBinormals();\r\n const distances = path3D.getDistances();\r\n if (adjustFrame) {\r\n /* fix tangents,normals, binormals */\r\n for (let i = 0; i < tangents.length; i++) {\r\n if (tangents[i].x == 0 && tangents[i].y == 0 && tangents[i].z == 0) {\r\n tangents[i].copyFrom(tangents[i - 1]);\r\n }\r\n if (normals[i].x == 0 && normals[i].y == 0 && normals[i].z == 0) {\r\n normals[i].copyFrom(normals[i - 1]);\r\n }\r\n if (binormals[i].x == 0 && binormals[i].y == 0 && binormals[i].z == 0) {\r\n binormals[i].copyFrom(binormals[i - 1]);\r\n }\r\n if (i > 0) {\r\n let v = tangents[i - 1];\r\n if (Vector3.Dot(v, tangents[i]) < 0) {\r\n tangents[i].scaleInPlace(-1);\r\n }\r\n v = normals[i - 1];\r\n if (Vector3.Dot(v, normals[i]) < 0) {\r\n normals[i].scaleInPlace(-1);\r\n }\r\n v = binormals[i - 1];\r\n if (Vector3.Dot(v, binormals[i]) < 0) {\r\n binormals[i].scaleInPlace(-1);\r\n }\r\n }\r\n }\r\n }\r\n let angle = 0;\r\n const returnScale = () => {\r\n return scale !== null ? scale : 1;\r\n };\r\n const returnRotation = () => {\r\n return rotation !== null ? rotation : 0;\r\n };\r\n const rotate: { (i: number, distance: number): number } = custom && rotateFunction ? rotateFunction : returnRotation;\r\n const scl: { (i: number, distance: number): number } = custom && scaleFunction ? scaleFunction : returnScale;\r\n let index = cap === Mesh.NO_CAP || cap === Mesh.CAP_END ? 0 : 2;\r\n const rotationMatrix: Matrix = TmpVectors.Matrix[0];\r\n\r\n for (let i = 0; i < curve.length; i++) {\r\n const shapePath: Vector3[] = [];\r\n const angleStep = rotate(i, distances[i]);\r\n const scaleRatio = scl(i, distances[i]);\r\n Matrix.RotationAxisToRef(tangents[i], angle, rotationMatrix);\r\n for (let p = 0; p < shape.length; p++) {\r\n const planed = tangents[i].scale(shape[p].z).add(normals[i].scale(shape[p].x)).add(binormals[i].scale(shape[p].y));\r\n const rotated = Vector3.Zero();\r\n Vector3.TransformCoordinatesToRef(planed, rotationMatrix, rotated);\r\n rotated.scaleInPlace(scaleRatio).addInPlace(curve[i]);\r\n shapePath[p] = rotated;\r\n }\r\n shapePaths[index] = shapePath;\r\n angle += angleStep;\r\n index++;\r\n }\r\n // cap\r\n const defaultCapPath = (shapePath: Vector3[]) => {\r\n const pointCap = Array<Vector3>();\r\n const barycenter = Vector3.Zero();\r\n let i: number;\r\n for (i = 0; i < shapePath.length; i++) {\r\n barycenter.addInPlace(shapePath[i]);\r\n }\r\n barycenter.scaleInPlace(1.0 / shapePath.length);\r\n for (i = 0; i < shapePath.length; i++) {\r\n pointCap.push(barycenter);\r\n }\r\n return pointCap;\r\n };\r\n const capPath = capFunction || defaultCapPath;\r\n switch (cap) {\r\n case Mesh.NO_CAP:\r\n break;\r\n case Mesh.CAP_START:\r\n shapePaths[0] = capPath(shapePaths[2]);\r\n shapePaths[1] = shapePaths[2];\r\n break;\r\n case Mesh.CAP_END:\r\n shapePaths[index] = shapePaths[index - 1];\r\n shapePaths[index + 1] = capPath(shapePaths[index - 1]);\r\n break;\r\n case Mesh.CAP_ALL:\r\n shapePaths[0] = capPath(shapePaths[2]);\r\n shapePaths[1] = shapePaths[2];\r\n shapePaths[index] = shapePaths[index - 1];\r\n shapePaths[index + 1] = capPath(shapePaths[index - 1]);\r\n break;\r\n default:\r\n break;\r\n }\r\n return shapePaths;\r\n };\r\n let path3D;\r\n let pathArray;\r\n if (instance) {\r\n // instance update\r\n const storage = instance._creationDataStorage!;\r\n path3D = firstNormal ? storage.path3D.update(curve, firstNormal) : storage.path3D.update(curve);\r\n pathArray = extrusionPathArray(shape, curve, storage.path3D, storage.pathArray, scale, rotation, scaleFunction, rotateFunction, storage.cap, custom, adjustFrame);\r\n instance = CreateRibbon(\"\", { pathArray, closeArray: false, closePath: false, offset: 0, updatable: false, sideOrientation: 0, instance }, scene || undefined);\r\n\r\n return instance;\r\n }\r\n // extruded shape creation\r\n path3D = firstNormal ? new Path3D(curve, firstNormal) : new Path3D(curve);\r\n const newShapePaths = new Array<Array<Vector3>>();\r\n cap = cap < 0 || cap > 3 ? 0 : cap;\r\n pathArray = extrusionPathArray(shape, curve, path3D, newShapePaths, scale, rotation, scaleFunction, rotateFunction, cap, custom, adjustFrame);\r\n const extrudedGeneric = CreateRibbon(\r\n name,\r\n {\r\n pathArray: pathArray,\r\n closeArray: rbCA,\r\n closePath: rbCP,\r\n updatable: updtbl,\r\n sideOrientation: side,\r\n invertUV: invertUV,\r\n frontUVs: frontUVs || undefined,\r\n backUVs: backUVs || undefined,\r\n },\r\n scene\r\n );\r\n extrudedGeneric._creationDataStorage!.pathArray = pathArray;\r\n extrudedGeneric._creationDataStorage!.path3D = path3D;\r\n extrudedGeneric._creationDataStorage!.cap = cap;\r\n\r\n return extrudedGeneric;\r\n}\r\n\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n * @deprecated please use the functions directly from the module\r\n */\r\nexport const ShapeBuilder = {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n ExtrudeShape,\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n ExtrudeShapeCustom,\r\n};\r\n\r\nMesh.ExtrudeShape = (\r\n name: string,\r\n shape: Vector3[],\r\n path: Vector3[],\r\n scale: number,\r\n rotation: number,\r\n cap: number,\r\n scene: Nullable<Scene> = null,\r\n updatable?: boolean,\r\n sideOrientation?: number,\r\n instance?: Mesh\r\n): Mesh => {\r\n const options = {\r\n shape: shape,\r\n path: path,\r\n scale: scale,\r\n rotation: rotation,\r\n cap: cap === 0 ? 0 : cap || Mesh.NO_CAP,\r\n sideOrientation: sideOrientation,\r\n instance: instance,\r\n updatable: updatable,\r\n };\r\n\r\n return ExtrudeShape(name, options, scene);\r\n};\r\n\r\nMesh.ExtrudeShapeCustom = (\r\n name: string,\r\n shape: Vector3[],\r\n path: Vector3[],\r\n scaleFunction: Nullable<{ (i: number, distance: number): number }>,\r\n rotationFunction: Nullable<{ (i: number, distance: number): number }>,\r\n ribbonCloseArray: boolean,\r\n ribbonClosePath: boolean,\r\n cap: number,\r\n scene: Scene,\r\n updatable?: boolean,\r\n sideOrientation?: number,\r\n instance?: Mesh\r\n): Mesh => {\r\n const options = {\r\n shape: shape,\r\n path: path,\r\n scaleFunction: scaleFunction,\r\n rotationFunction: rotationFunction,\r\n ribbonCloseArray: ribbonCloseArray,\r\n ribbonClosePath: ribbonClosePath,\r\n cap: cap === 0 ? 0 : cap || Mesh.NO_CAP,\r\n sideOrientation: sideOrientation,\r\n instance: instance,\r\n updatable: updatable,\r\n };\r\n\r\n return ExtrudeShapeCustom(name, options, scene);\r\n};\r\n"]}
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type { Nullable } from \"../../types\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { Vector4 } from \"../../Maths/math.vector\";\r\nimport { Vector3, TmpVectors, Matrix } from \"../../Maths/math.vector\";\r\nimport { Mesh } from \"../mesh\";\r\nimport { CreateRibbon } from \"./ribbonBuilder\";\r\nimport { Path3D } from \"../../Maths/math.path\";\r\n\r\n/**\r\n * Creates an extruded shape mesh. The extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.\r\n * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.\r\n * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.\r\n * * The parameter `rotation` (float, default 0 radians) is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve.\r\n * * The parameter `scale` (float, default 1) is the value to scale the shape.\r\n * * The parameter `closeShape` (boolean, default false) closes the shape when true, since v5.0.0.\r\n * * The parameter `closePath` (boolean, default false) closes the path when true and no caps, since v5.0.0.\r\n * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL\r\n * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/features/featuresDeepDive/mesh/dynamicMeshMorph#extruded-shape\r\n * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.\r\n * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE\r\n * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#side-orientation\r\n * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.\r\n * * The optional parameter `firstNormal` (Vector3) defines the direction of the first normal of the supplied path. Consider using this for any path that is straight, and particular for paths in the xy plane.\r\n * * The optional `adjustFrame` (boolean, default false) will cause the internally generated Path3D tangents, normals, and binormals to be adjusted so that a) they are always well-defined, and b) they do not reverse from one path point to the next. This prevents the extruded shape from being flipped and/or rotated with resulting mesh self-intersections. This is primarily useful for straight paths that can reverse direction.\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @returns the extruded shape mesh\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param#extruded-shapes\r\n */\r\nexport function ExtrudeShape(\r\n name: string,\r\n options: {\r\n shape: Vector3[];\r\n path: Vector3[];\r\n scale?: number;\r\n rotation?: number;\r\n closeShape?: boolean;\r\n closePath?: boolean;\r\n cap?: number;\r\n updatable?: boolean;\r\n sideOrientation?: number;\r\n frontUVs?: Vector4;\r\n backUVs?: Vector4;\r\n instance?: Mesh;\r\n invertUV?: boolean;\r\n firstNormal?: Vector3;\r\n adjustFrame?: boolean;\r\n capFunction?: Nullable<{ (shapePath: Vector3[]): Vector3[] }>;\r\n },\r\n scene: Nullable<Scene> = null\r\n): Mesh {\r\n const path = options.path;\r\n const shape = options.shape;\r\n const scale = options.scale || 1;\r\n const rotation = options.rotation || 0;\r\n const cap = options.cap === 0 ? 0 : options.cap || Mesh.NO_CAP;\r\n const updatable = options.updatable;\r\n const sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);\r\n const instance = options.instance || null;\r\n const invertUV = options.invertUV || false;\r\n const closeShape = options.closeShape || false;\r\n const closePath = options.closePath || false;\r\n const capFunction = options.capFunction || null;\r\n\r\n return ExtrudeShapeGeneric(\r\n name,\r\n shape,\r\n path,\r\n scale,\r\n rotation,\r\n null,\r\n null,\r\n closePath,\r\n closeShape,\r\n cap,\r\n false,\r\n scene,\r\n updatable ? true : false,\r\n sideOrientation,\r\n instance,\r\n invertUV,\r\n options.frontUVs || null,\r\n options.backUVs || null,\r\n options.firstNormal || null,\r\n options.adjustFrame ? true : false,\r\n capFunction\r\n );\r\n}\r\n\r\n/**\r\n * Creates an custom extruded shape mesh.\r\n * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.\r\n * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.\r\n * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.\r\n * * The parameter `rotationFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the beginning of the path\r\n * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.\r\n * * The parameter `scaleFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the beginning of the path\r\n * * The parameter `scaleVectorFunction` (JS function) has the same purpose as `scaleFunction` but instead of returning a float it returns a Vector3 to allow non uniform scaling. If provided, it takes precedence over `scaleFunction`.\r\n * * It must returns a float value that will be the scale value applied to the shape on each path point\r\n * * The parameter `closeShape` (boolean, default false) closes the shape when true, since v5.0.0.\r\n * * The parameter `closePath` (boolean, default false) closes the path when true and no caps, since v5.0.0.\r\n * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray` - depreciated in favor of closeShape\r\n * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray` - depreciated in favor of closePath\r\n * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL\r\n * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/features/featuresDeepDive/mesh/dynamicMeshMorph#extruded-shape\r\n * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape\r\n * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE\r\n * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#side-orientation\r\n * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * * The optional parameter `firstNormal` (Vector3) defines the direction of the first normal of the supplied path. It should be supplied when the path is in the xy plane, and particularly if these sections are straight, because the underlying Path3D object will pick a normal in the xy plane that causes the extrusion to be collapsed into the plane. This should be used for any path that is straight.\r\n * * The optional `adjustFrame` (boolean, default false) will cause the internally generated Path3D tangents, normals, and binormals to be adjusted so that a) they are always well-defined, and b) they do not reverse from one path point to the next. This prevents the extruded shape from being flipped and/or rotated with resulting mesh self-intersections. This is primarily useful for straight paths that can reverse direction.\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @returns the custom extruded shape mesh\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param#custom-extruded-shapes\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param#extruded-shapes\r\n */\r\nexport function ExtrudeShapeCustom(\r\n name: string,\r\n options: {\r\n shape: Vector3[];\r\n path: Vector3[];\r\n scaleFunction?: Nullable<{ (i: number, distance: number): number }>;\r\n scaleVectorFunction?: Nullable<{ (i: number, distance: number): Vector3 }>;\r\n rotationFunction?: Nullable<{ (i: number, distance: number): number }>;\r\n ribbonCloseArray?: boolean;\r\n ribbonClosePath?: boolean;\r\n closeShape?: boolean;\r\n closePath?: boolean;\r\n cap?: number;\r\n updatable?: boolean;\r\n sideOrientation?: number;\r\n frontUVs?: Vector4;\r\n backUVs?: Vector4;\r\n instance?: Mesh;\r\n invertUV?: boolean;\r\n firstNormal?: Vector3;\r\n adjustFrame?: boolean;\r\n capFunction?: Nullable<{ (shapePath: Vector3[]): Vector3[] }>;\r\n },\r\n scene: Nullable<Scene> = null\r\n): Mesh {\r\n const path = options.path;\r\n const shape = options.shape;\r\n const tmpVector3 = Vector3.Zero();\r\n const scaleFunction = (i: number, distance: number) => {\r\n const s = options.scaleFunction?.(i, distance) ?? 1;\r\n return tmpVector3.copyFromFloats(s, s, s);\r\n };\r\n const rotationFunction =\r\n options.rotationFunction ||\r\n (() => {\r\n return 0;\r\n });\r\n const ribbonCloseArray = options.closePath || options.ribbonCloseArray || false;\r\n const ribbonClosePath = options.closeShape || options.ribbonClosePath || false;\r\n const cap = options.cap === 0 ? 0 : options.cap || Mesh.NO_CAP;\r\n const updatable = options.updatable;\r\n const firstNormal = options.firstNormal || null;\r\n const adjustFrame = options.adjustFrame || false;\r\n const sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);\r\n const instance = options.instance;\r\n const invertUV = options.invertUV || false;\r\n const capFunction = options.capFunction || null;\r\n return ExtrudeShapeGeneric(\r\n name,\r\n shape,\r\n path,\r\n null,\r\n null,\r\n options.scaleVectorFunction ?? scaleFunction,\r\n rotationFunction,\r\n ribbonCloseArray,\r\n ribbonClosePath,\r\n cap,\r\n true,\r\n scene,\r\n updatable ? true : false,\r\n sideOrientation,\r\n instance || null,\r\n invertUV,\r\n options.frontUVs || null,\r\n options.backUVs || null,\r\n firstNormal,\r\n adjustFrame,\r\n capFunction || null\r\n );\r\n}\r\n\r\nfunction ExtrudeShapeGeneric(\r\n name: string,\r\n shape: Vector3[],\r\n curve: Vector3[],\r\n scale: Nullable<number>,\r\n rotation: Nullable<number>,\r\n scaleFunction: Nullable<{ (i: number, distance: number): Vector3 }>,\r\n rotateFunction: Nullable<{ (i: number, distance: number): number }>,\r\n rbCA: boolean,\r\n rbCP: boolean,\r\n cap: number,\r\n custom: boolean,\r\n scene: Nullable<Scene>,\r\n updtbl: boolean,\r\n side: number,\r\n instance: Nullable<Mesh>,\r\n invertUV: boolean,\r\n frontUVs: Nullable<Vector4>,\r\n backUVs: Nullable<Vector4>,\r\n firstNormal: Nullable<Vector3>,\r\n adjustFrame: boolean,\r\n capFunction: Nullable<{ (shapePath: Vector3[]): Vector3[] }>\r\n): Mesh {\r\n // extrusion geometry\r\n const extrusionPathArray = (\r\n shape: Vector3[],\r\n curve: Vector3[],\r\n path3D: Path3D,\r\n shapePaths: Vector3[][],\r\n scale: Nullable<Vector3>,\r\n rotation: Nullable<number>,\r\n scaleFunction: Nullable<{ (i: number, distance: number): Vector3 }>,\r\n rotateFunction: Nullable<{ (i: number, distance: number): number }>,\r\n cap: number,\r\n custom: boolean,\r\n adjustFrame: boolean\r\n ) => {\r\n const tangents = path3D.getTangents();\r\n const normals = path3D.getNormals();\r\n const binormals = path3D.getBinormals();\r\n const distances = path3D.getDistances();\r\n if (adjustFrame) {\r\n /* fix tangents,normals, binormals */\r\n for (let i = 0; i < tangents.length; i++) {\r\n if (tangents[i].x == 0 && tangents[i].y == 0 && tangents[i].z == 0) {\r\n tangents[i].copyFrom(tangents[i - 1]);\r\n }\r\n if (normals[i].x == 0 && normals[i].y == 0 && normals[i].z == 0) {\r\n normals[i].copyFrom(normals[i - 1]);\r\n }\r\n if (binormals[i].x == 0 && binormals[i].y == 0 && binormals[i].z == 0) {\r\n binormals[i].copyFrom(binormals[i - 1]);\r\n }\r\n if (i > 0) {\r\n let v = tangents[i - 1];\r\n if (Vector3.Dot(v, tangents[i]) < 0) {\r\n tangents[i].scaleInPlace(-1);\r\n }\r\n v = normals[i - 1];\r\n if (Vector3.Dot(v, normals[i]) < 0) {\r\n normals[i].scaleInPlace(-1);\r\n }\r\n v = binormals[i - 1];\r\n if (Vector3.Dot(v, binormals[i]) < 0) {\r\n binormals[i].scaleInPlace(-1);\r\n }\r\n }\r\n }\r\n }\r\n let angle = 0;\r\n const returnScale = () => {\r\n return scale !== null ? scale : Vector3.OneReadOnly;\r\n };\r\n const returnRotation = () => {\r\n return rotation !== null ? rotation : 0;\r\n };\r\n const rotate: { (i: number, distance: number): number } = custom && rotateFunction ? rotateFunction : returnRotation;\r\n const scl: { (i: number, distance: number): Vector3 } = custom && scaleFunction ? scaleFunction : returnScale;\r\n let index = cap === Mesh.NO_CAP || cap === Mesh.CAP_END ? 0 : 2;\r\n const rotationMatrix: Matrix = TmpVectors.Matrix[0];\r\n\r\n for (let i = 0; i < curve.length; i++) {\r\n const shapePath: Vector3[] = [];\r\n const angleStep = rotate(i, distances[i]);\r\n const scaleRatio = scl(i, distances[i]);\r\n Matrix.RotationAxisToRef(tangents[i], angle, rotationMatrix);\r\n for (let p = 0; p < shape.length; p++) {\r\n const planed = tangents[i].scale(shape[p].z).add(normals[i].scale(shape[p].x)).add(binormals[i].scale(shape[p].y));\r\n const rotated = Vector3.Zero();\r\n Vector3.TransformCoordinatesToRef(planed, rotationMatrix, rotated);\r\n rotated.multiplyInPlace(scaleRatio).addInPlace(curve[i]);\r\n shapePath[p] = rotated;\r\n }\r\n shapePaths[index] = shapePath;\r\n angle += angleStep;\r\n index++;\r\n }\r\n // cap\r\n const defaultCapPath = (shapePath: Vector3[]) => {\r\n const pointCap = Array<Vector3>();\r\n const barycenter = Vector3.Zero();\r\n let i: number;\r\n for (i = 0; i < shapePath.length; i++) {\r\n barycenter.addInPlace(shapePath[i]);\r\n }\r\n barycenter.scaleInPlace(1.0 / shapePath.length);\r\n for (i = 0; i < shapePath.length; i++) {\r\n pointCap.push(barycenter);\r\n }\r\n return pointCap;\r\n };\r\n const capPath = capFunction || defaultCapPath;\r\n switch (cap) {\r\n case Mesh.NO_CAP:\r\n break;\r\n case Mesh.CAP_START:\r\n shapePaths[0] = capPath(shapePaths[2]);\r\n shapePaths[1] = shapePaths[2];\r\n break;\r\n case Mesh.CAP_END:\r\n shapePaths[index] = shapePaths[index - 1];\r\n shapePaths[index + 1] = capPath(shapePaths[index - 1]);\r\n break;\r\n case Mesh.CAP_ALL:\r\n shapePaths[0] = capPath(shapePaths[2]);\r\n shapePaths[1] = shapePaths[2];\r\n shapePaths[index] = shapePaths[index - 1];\r\n shapePaths[index + 1] = capPath(shapePaths[index - 1]);\r\n break;\r\n default:\r\n break;\r\n }\r\n return shapePaths;\r\n };\r\n const scaleVector = scale !== null ? new Vector3(scale, scale, scale) : null;\r\n let path3D;\r\n let pathArray;\r\n if (instance) {\r\n // instance update\r\n const storage = instance._creationDataStorage!;\r\n path3D = firstNormal ? storage.path3D.update(curve, firstNormal) : storage.path3D.update(curve);\r\n pathArray = extrusionPathArray(shape, curve, storage.path3D, storage.pathArray, scaleVector, rotation, scaleFunction, rotateFunction, storage.cap, custom, adjustFrame);\r\n instance = CreateRibbon(\"\", { pathArray, closeArray: false, closePath: false, offset: 0, updatable: false, sideOrientation: 0, instance }, scene || undefined);\r\n\r\n return instance;\r\n }\r\n // extruded shape creation\r\n path3D = firstNormal ? new Path3D(curve, firstNormal) : new Path3D(curve);\r\n const newShapePaths = new Array<Array<Vector3>>();\r\n cap = cap < 0 || cap > 3 ? 0 : cap;\r\n pathArray = extrusionPathArray(shape, curve, path3D, newShapePaths, scaleVector, rotation, scaleFunction, rotateFunction, cap, custom, adjustFrame);\r\n const extrudedGeneric = CreateRibbon(\r\n name,\r\n {\r\n pathArray: pathArray,\r\n closeArray: rbCA,\r\n closePath: rbCP,\r\n updatable: updtbl,\r\n sideOrientation: side,\r\n invertUV: invertUV,\r\n frontUVs: frontUVs || undefined,\r\n backUVs: backUVs || undefined,\r\n },\r\n scene\r\n );\r\n extrudedGeneric._creationDataStorage!.pathArray = pathArray;\r\n extrudedGeneric._creationDataStorage!.path3D = path3D;\r\n extrudedGeneric._creationDataStorage!.cap = cap;\r\n\r\n return extrudedGeneric;\r\n}\r\n\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n * @deprecated please use the functions directly from the module\r\n */\r\nexport const ShapeBuilder = {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n ExtrudeShape,\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n ExtrudeShapeCustom,\r\n};\r\n\r\nMesh.ExtrudeShape = (\r\n name: string,\r\n shape: Vector3[],\r\n path: Vector3[],\r\n scale: number,\r\n rotation: number,\r\n cap: number,\r\n scene: Nullable<Scene> = null,\r\n updatable?: boolean,\r\n sideOrientation?: number,\r\n instance?: Mesh\r\n): Mesh => {\r\n const options = {\r\n shape: shape,\r\n path: path,\r\n scale: scale,\r\n rotation: rotation,\r\n cap: cap === 0 ? 0 : cap || Mesh.NO_CAP,\r\n sideOrientation: sideOrientation,\r\n instance: instance,\r\n updatable: updatable,\r\n };\r\n\r\n return ExtrudeShape(name, options, scene);\r\n};\r\n\r\nMesh.ExtrudeShapeCustom = (\r\n name: string,\r\n shape: Vector3[],\r\n path: Vector3[],\r\n scaleFunction: Nullable<{ (i: number, distance: number): number }>,\r\n rotationFunction: Nullable<{ (i: number, distance: number): number }>,\r\n ribbonCloseArray: boolean,\r\n ribbonClosePath: boolean,\r\n cap: number,\r\n scene: Scene,\r\n updatable?: boolean,\r\n sideOrientation?: number,\r\n instance?: Mesh\r\n): Mesh => {\r\n const options = {\r\n shape: shape,\r\n path: path,\r\n scaleFunction: scaleFunction,\r\n rotationFunction: rotationFunction,\r\n ribbonCloseArray: ribbonCloseArray,\r\n ribbonClosePath: ribbonClosePath,\r\n cap: cap === 0 ? 0 : cap || Mesh.NO_CAP,\r\n sideOrientation: sideOrientation,\r\n instance: instance,\r\n updatable: updatable,\r\n };\r\n\r\n return ExtrudeShapeCustom(name, options, scene);\r\n};\r\n"]}
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424
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-
updateData(data: ArrayBuffer, sh?: Uint8Array[], options?: IUpdateOptions): void;
|
|
448
|
+
updateData(data: ArrayBuffer, sh?: Uint8Array[], options?: IUpdateOptions, partIndices?: Uint8Array): void;
|
|
425
449
|
/**
|
|
426
450
|
* Refreshes the bounding info, taking into account all the thin instances defined
|
|
427
451
|
* @returns the current Gaussian Splatting
|
|
@@ -431,5 +455,45 @@ export declare class GaussianSplattingMesh extends Mesh {
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|
|
431
455
|
private _updateSubTextures;
|
|
432
456
|
private _instanciateWorker;
|
|
433
457
|
private _getTextureSize;
|
|
458
|
+
/**
|
|
459
|
+
* Gets the number of parts in the compound
|
|
460
|
+
* @returns the number of parts in the compound, or 0 if the mesh is not a compound
|
|
461
|
+
*/
|
|
462
|
+
get partCount(): number;
|
|
463
|
+
/**
|
|
464
|
+
* Sets the world matrix for a specific part of the compound (if this mesh is a compound).
|
|
465
|
+
* This will trigger a re-sort of the mesh.
|
|
466
|
+
* @param partIndex index of the part, that must be between 0 and partCount - 1
|
|
467
|
+
* @param worldMatrix the world matrix to set
|
|
468
|
+
*/
|
|
469
|
+
setWorldMatrixForPart(partIndex: number, worldMatrix: Matrix): void;
|
|
470
|
+
/**
|
|
471
|
+
* Gets the world matrix for a specific part of the compound (if this mesh is a compound).
|
|
472
|
+
* @param partIndex index of the part, that must be between 0 and partCount - 1
|
|
473
|
+
* @returns the world matrix for the part, or the current world matrix of the mesh if the mesh is not a compound
|
|
474
|
+
*/
|
|
475
|
+
getWorldMatrixForPart(partIndex: number): Matrix;
|
|
476
|
+
/**
|
|
477
|
+
* Ensure that the part world matrix array is at least the given length.
|
|
478
|
+
* NB: This length is used as reference for the number of parts in the compound.
|
|
479
|
+
* Newly inserted parts are initialized with the current world matrix of the mesh.
|
|
480
|
+
* @param length - The minimum length to ensure
|
|
481
|
+
*/
|
|
482
|
+
private _ensureMinimumPartMatricesLength;
|
|
483
|
+
/**
|
|
484
|
+
* This sets the number of parts in the compound.
|
|
485
|
+
* Warning: This must be consistent with the indices used in the partIndices texture.
|
|
486
|
+
* Newly inserted parts are initialized with the current world matrix of the mesh.
|
|
487
|
+
* @param length - The length to resize to
|
|
488
|
+
*/
|
|
489
|
+
private _resizePartMatrices;
|
|
490
|
+
/**
|
|
491
|
+
* Add another mesh to this mesh, as a new part. This makes the current mesh a compound, if not already.
|
|
492
|
+
* NB: The current mesh needs to be loaded with keepInRam: true.
|
|
493
|
+
* @param other - The other mesh to add. This must be loaded with keepInRam: true.
|
|
494
|
+
* @param disposeOther - Whether to dispose the other mesh after adding it to the current mesh.
|
|
495
|
+
* @returns a placeholder mesh that can be used to manipulate the part transform
|
|
496
|
+
*/
|
|
497
|
+
addPart(other: GaussianSplattingMesh, disposeOther?: boolean): Mesh;
|
|
434
498
|
}
|
|
435
499
|
export {};
|