@babylonjs/core 8.49.6 → 8.49.7

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Files changed (161) hide show
  1. package/Animations/animationGroup.d.ts +2 -3
  2. package/Animations/animationGroup.js +10 -15
  3. package/Animations/animationGroup.js.map +1 -1
  4. package/Bones/bone.d.ts +2 -0
  5. package/Bones/bone.js +2 -0
  6. package/Bones/bone.js.map +1 -1
  7. package/Bones/skeleton.js +7 -0
  8. package/Bones/skeleton.js.map +1 -1
  9. package/Cameras/Limits/geospatialLimits.d.ts +1 -1
  10. package/Cameras/Limits/geospatialLimits.js +1 -1
  11. package/Cameras/Limits/geospatialLimits.js.map +1 -1
  12. package/Culling/ray.core.js +2 -2
  13. package/Culling/ray.core.js.map +1 -1
  14. package/Engines/abstractEngine.js +2 -2
  15. package/Engines/abstractEngine.js.map +1 -1
  16. package/FrameGraph/Node/Blocks/Layers/selectionOutlineLayerBlock.d.ts +76 -0
  17. package/FrameGraph/Node/Blocks/Layers/selectionOutlineLayerBlock.js +209 -0
  18. package/FrameGraph/Node/Blocks/Layers/selectionOutlineLayerBlock.js.map +1 -0
  19. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.d.ts +5 -0
  20. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js +34 -0
  21. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js.map +1 -1
  22. package/FrameGraph/Node/Blocks/PostProcesses/bloomPostProcessBlock.js +1 -1
  23. package/FrameGraph/Node/Blocks/PostProcesses/bloomPostProcessBlock.js.map +1 -1
  24. package/FrameGraph/Node/Blocks/index.d.ts +1 -0
  25. package/FrameGraph/Node/Blocks/index.js +1 -0
  26. package/FrameGraph/Node/Blocks/index.js.map +1 -1
  27. package/FrameGraph/Tasks/Layers/baseLayerTask.d.ts +20 -6
  28. package/FrameGraph/Tasks/Layers/baseLayerTask.js +108 -77
  29. package/FrameGraph/Tasks/Layers/baseLayerTask.js.map +1 -1
  30. package/FrameGraph/Tasks/Layers/glowLayerTask.js +1 -1
  31. package/FrameGraph/Tasks/Layers/glowLayerTask.js.map +1 -1
  32. package/FrameGraph/Tasks/Layers/highlightLayerTask.js +1 -1
  33. package/FrameGraph/Tasks/Layers/highlightLayerTask.js.map +1 -1
  34. package/FrameGraph/Tasks/Layers/selectionOutlineTask.d.ts +28 -0
  35. package/FrameGraph/Tasks/Layers/selectionOutlineTask.js +36 -0
  36. package/FrameGraph/Tasks/Layers/selectionOutlineTask.js.map +1 -0
  37. package/FrameGraph/Tasks/PostProcesses/bloomTask.d.ts +5 -0
  38. package/FrameGraph/Tasks/PostProcesses/bloomTask.js +12 -1
  39. package/FrameGraph/Tasks/PostProcesses/bloomTask.js.map +1 -1
  40. package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.d.ts +5 -0
  41. package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js +12 -1
  42. package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js.map +1 -1
  43. package/FrameGraph/Tasks/PostProcesses/postProcessTask.d.ts +5 -0
  44. package/FrameGraph/Tasks/PostProcesses/postProcessTask.js +10 -1
  45. package/FrameGraph/Tasks/PostProcesses/postProcessTask.js.map +1 -1
  46. package/FrameGraph/Tasks/PostProcesses/ssao2RenderingPipelineTask.d.ts +5 -0
  47. package/FrameGraph/Tasks/PostProcesses/ssao2RenderingPipelineTask.js +12 -1
  48. package/FrameGraph/Tasks/PostProcesses/ssao2RenderingPipelineTask.js.map +1 -1
  49. package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.d.ts +5 -0
  50. package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js +12 -1
  51. package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js.map +1 -1
  52. package/FrameGraph/frameGraphRenderContext.d.ts +2 -1
  53. package/FrameGraph/frameGraphRenderContext.js +3 -1
  54. package/FrameGraph/frameGraphRenderContext.js.map +1 -1
  55. package/FrameGraph/index.d.ts +1 -0
  56. package/FrameGraph/index.js +1 -0
  57. package/FrameGraph/index.js.map +1 -1
  58. package/Layers/effectLayer.d.ts +4 -0
  59. package/Layers/effectLayer.js +2 -0
  60. package/Layers/effectLayer.js.map +1 -1
  61. package/Layers/highlightLayer.js +1 -0
  62. package/Layers/highlightLayer.js.map +1 -1
  63. package/Layers/index.d.ts +2 -0
  64. package/Layers/index.js +2 -0
  65. package/Layers/index.js.map +1 -1
  66. package/Layers/selectionOutlineLayer.d.ts +180 -0
  67. package/Layers/selectionOutlineLayer.js +319 -0
  68. package/Layers/selectionOutlineLayer.js.map +1 -0
  69. package/Layers/thinEffectLayer.d.ts +5 -1
  70. package/Layers/thinEffectLayer.js +21 -16
  71. package/Layers/thinEffectLayer.js.map +1 -1
  72. package/Layers/thinGlowLayer.js +1 -0
  73. package/Layers/thinGlowLayer.js.map +1 -1
  74. package/Layers/thinHighlightLayer.js +1 -0
  75. package/Layers/thinHighlightLayer.js.map +1 -1
  76. package/Layers/thinSelectionOutlineLayer.d.ts +148 -0
  77. package/Layers/thinSelectionOutlineLayer.js +579 -0
  78. package/Layers/thinSelectionOutlineLayer.js.map +1 -0
  79. package/Loading/Plugins/babylonFileLoader.js +136 -48
  80. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  81. package/Materials/Node/Blocks/Dual/textureBlock.d.ts +6 -0
  82. package/Materials/Node/Blocks/Dual/textureBlock.js +10 -0
  83. package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
  84. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +2 -2
  85. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
  86. package/Materials/Node/Blocks/Teleport/teleportOutBlock.js +9 -0
  87. package/Materials/Node/Blocks/Teleport/teleportOutBlock.js.map +1 -1
  88. package/Materials/Node/Blocks/index.d.ts +1 -0
  89. package/Materials/Node/Blocks/index.js +1 -0
  90. package/Materials/Node/Blocks/index.js.map +1 -1
  91. package/Materials/Node/Blocks/pannerBlock.d.ts +39 -0
  92. package/Materials/Node/Blocks/pannerBlock.js +88 -0
  93. package/Materials/Node/Blocks/pannerBlock.js.map +1 -0
  94. package/Materials/Node/nodeMaterialBuildStateSharedData.js +1 -1
  95. package/Materials/Node/nodeMaterialBuildStateSharedData.js.map +1 -1
  96. package/Maths/math.vector.functions.d.ts +11 -3
  97. package/Maths/math.vector.functions.js +10 -0
  98. package/Maths/math.vector.functions.js.map +1 -1
  99. package/Meshes/Compression/dracoCompressionWorker.d.ts +1 -1
  100. package/Meshes/Compression/dracoCompressionWorker.js +14 -9
  101. package/Meshes/Compression/dracoCompressionWorker.js.map +1 -1
  102. package/Meshes/Compression/dracoDecoder.js +1 -1
  103. package/Meshes/Compression/dracoDecoder.js.map +1 -1
  104. package/Meshes/Compression/dracoEncoder.d.ts +2 -2
  105. package/Meshes/Compression/dracoEncoder.js +11 -5
  106. package/Meshes/Compression/dracoEncoder.js.map +1 -1
  107. package/Meshes/Compression/dracoEncoder.types.d.ts +8 -5
  108. package/Meshes/Compression/dracoEncoder.types.js.map +1 -1
  109. package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +18 -0
  110. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +122 -28
  111. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  112. package/Meshes/GaussianSplatting/gaussianSplattingPartProxyMesh.d.ts +74 -0
  113. package/Meshes/GaussianSplatting/gaussianSplattingPartProxyMesh.js +107 -0
  114. package/Meshes/GaussianSplatting/gaussianSplattingPartProxyMesh.js.map +1 -0
  115. package/Meshes/abstractMesh.d.ts +4 -0
  116. package/Meshes/abstractMesh.js +4 -0
  117. package/Meshes/abstractMesh.js.map +1 -1
  118. package/Meshes/csg2.js +9 -1
  119. package/Meshes/csg2.js.map +1 -1
  120. package/Meshes/instancedMesh.js +2 -2
  121. package/Meshes/instancedMesh.js.map +1 -1
  122. package/Meshes/mesh.js +6 -1
  123. package/Meshes/mesh.js.map +1 -1
  124. package/Misc/environmentTextureTools.js +1 -1
  125. package/Misc/environmentTextureTools.js.map +1 -1
  126. package/Misc/fileTools.js +1 -1
  127. package/Misc/fileTools.js.map +1 -1
  128. package/Misc/textureTools.d.ts +2 -1
  129. package/Misc/textureTools.js +5 -3
  130. package/Misc/textureTools.js.map +1 -1
  131. package/Morph/morphTarget.js +2 -1
  132. package/Morph/morphTarget.js.map +1 -1
  133. package/Particles/Node/Blocks/systemBlock.d.ts +27 -4
  134. package/Particles/Node/Blocks/systemBlock.js +36 -8
  135. package/Particles/Node/Blocks/systemBlock.js.map +1 -1
  136. package/Particles/Node/nodeParticleSystemSet.helper.js +42 -6
  137. package/Particles/Node/nodeParticleSystemSet.helper.js.map +1 -1
  138. package/Shaders/selection.fragment.d.ts +7 -0
  139. package/Shaders/selection.fragment.js +47 -0
  140. package/Shaders/selection.fragment.js.map +1 -0
  141. package/Shaders/selection.vertex.d.ts +17 -0
  142. package/Shaders/selection.vertex.js +95 -0
  143. package/Shaders/selection.vertex.js.map +1 -0
  144. package/Shaders/selectionOutline.fragment.d.ts +5 -0
  145. package/Shaders/selectionOutline.fragment.js +23 -0
  146. package/Shaders/selectionOutline.fragment.js.map +1 -0
  147. package/ShadersWGSL/ShadersInclude/pbrBlockFinalUnlitComponents.js +1 -1
  148. package/ShadersWGSL/ShadersInclude/pbrBlockFinalUnlitComponents.js.map +1 -1
  149. package/ShadersWGSL/selection.fragment.d.ts +7 -0
  150. package/ShadersWGSL/selection.fragment.js +47 -0
  151. package/ShadersWGSL/selection.fragment.js.map +1 -0
  152. package/ShadersWGSL/selection.vertex.d.ts +17 -0
  153. package/ShadersWGSL/selection.vertex.js +96 -0
  154. package/ShadersWGSL/selection.vertex.js.map +1 -0
  155. package/ShadersWGSL/selectionOutline.fragment.d.ts +5 -0
  156. package/ShadersWGSL/selectionOutline.fragment.js +24 -0
  157. package/ShadersWGSL/selectionOutline.fragment.js.map +1 -0
  158. package/package.json +1 -1
  159. package/scene.d.ts +2 -2
  160. package/scene.js +10 -2
  161. package/scene.js.map +1 -1
@@ -0,0 +1 @@
1
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{ VertexBuffer } from \"../Buffers/buffer\";\nimport { Camera } from \"../Cameras/camera\";\nimport { Constants } from \"../Engines/constants\";\nimport type { ThinEngine } from \"../Engines/thinEngine\";\nimport { AddClipPlaneUniforms, BindClipPlane, PrepareStringDefinesForClipPlanes } from \"../Materials/clipPlaneMaterialHelper\";\nimport type { Effect, IEffectCreationOptions } from \"../Materials/effect\";\nimport { EffectFallbacks } from \"../Materials/effectFallbacks\";\nimport { Material } from \"../Materials/material\";\nimport { BindBonesParameters, BindMorphTargetParameters, PrepareDefinesAndAttributesForMorphTargets, PushAttributesForInstances } from \"../Materials/materialHelper.functions\";\nimport { ShaderLanguage } from \"../Materials/shaderLanguage\";\nimport type { BaseTexture } from \"../Materials/Textures/baseTexture\";\nimport { Color3, Color4 } from \"../Maths/math.color\";\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\nimport type { InstancedMesh } from \"../Meshes/instancedMesh\";\nimport type { Mesh } from \"../Meshes/mesh\";\nimport type { SubMesh } from \"../Meshes/subMesh\";\nimport type { Scene } from \"../scene\";\nimport type { Nullable } from \"../types\";\nimport type { IThinEffectLayerOptions } from \"./thinEffectLayer\";\nimport { ThinEffectLayer } from \"./thinEffectLayer\";\n\n/**\n * Selection outline layer options. This helps customizing the behaviour\n * of the selection outline layer.\n */\nexport interface IThinSelectionOutlineLayerOptions extends IThinEffectLayerOptions {\n /**\n * Use the GLSL code generation for the shader (even on WebGPU). Default is false\n */\n forceGLSL?: boolean;\n\n /**\n * Specifies whether the depth stored is the Z coordinate in camera space.\n */\n storeCameraSpaceZ?: boolean;\n}\n\n/**\n * @internal\n */\nexport class ThinSelectionOutlineLayer extends ThinEffectLayer {\n /**\n * Effect Name of the layer.\n */\n public static readonly EffectName = \"SelectionOutlineLayer\";\n\n /**\n * Name of the instance selection ID attribute\n * @internal\n */\n public static readonly InstanceSelectionIdAttributeName = \"instanceSelectionId\";\n\n /**\n * The outline color\n */\n public outlineColor: Color3 = new Color3(1, 0.5, 0);\n\n /**\n * The thickness of the edges\n */\n public outlineThickness: number = 2.0;\n\n /**\n * The strength of the occlusion effect (default: 0.8)\n */\n public occlusionStrength: number = 0.8;\n\n /**\n * The occlusion threshold (default: 0.0001)\n */\n public occlusionThreshold: number = 0.0001;\n\n /**\n * The width of the source texture\n */\n public textureWidth: number = 0;\n\n /**\n * The height of the source texture\n */\n public textureHeight: number = 0;\n\n /** @internal */\n public override _options: Required<IThinSelectionOutlineLayerOptions>;\n\n /** @internal */\n public readonly _meshUniqueIdToSelectionId: number[] = [];\n /** @internal */\n public _selection: Nullable<AbstractMesh[]> = [];\n private _nextSelectionId = 1;\n\n /**\n * Instantiates a new selection outline Layer and references it to the scene..\n * @param name The name of the layer\n * @param scene The scene to use the layer in\n * @param options Sets of none mandatory options to use with the layer (see IThinSelectionOutlineLayerOptions for more information)\n * @param dontCheckIfReady Specifies if the layer should disable checking whether all the post processes are ready (default: false). To save performance, this should be set to true and you should call `isReady` manually before rendering to the layer.\n */\n public constructor(name: string, scene?: Scene, options?: Partial<IThinSelectionOutlineLayerOptions>, dontCheckIfReady = false) {\n super(name, scene, options !== undefined ? !!options.forceGLSL : false);\n\n // Adapt options\n this._options = {\n mainTextureRatio: 1.0,\n mainTextureFixedSize: 0,\n alphaBlendingMode: Constants.ALPHA_COMBINE,\n camera: null,\n renderingGroupId: -1,\n forceGLSL: false,\n mainTextureType: Constants.TEXTURETYPE_FLOAT,\n mainTextureFormat: Constants.TEXTUREFORMAT_RG,\n storeCameraSpaceZ: false,\n ...options,\n };\n\n // set clear color\n this.neutralColor = new Color4(0.0, this._options.storeCameraSpaceZ ? 0.0 : 1.0, 0.0, 1.0);\n\n // Initialize the layer\n this._init(this._options);\n\n // Do not render as long as no meshes have been added\n this._shouldRender = false;\n\n if (dontCheckIfReady) {\n // When dontCheckIfReady is true, we are in the new ThinXXX layer mode, so we must call _createTextureAndPostProcesses ourselves (it is called by EffectLayer otherwise)\n this._createTextureAndPostProcesses();\n }\n }\n\n /**\n * Gets the class name of the effect layer\n * @returns the string with the class name of the effect layer\n */\n public getClassName(): string {\n return \"SelectionOutlineLayer\";\n }\n\n /** @internal */\n public override _internalIsSubMeshReady(subMesh: SubMesh, useInstances: boolean, _emissiveTexture: Nullable<BaseTexture>): boolean {\n const engine = this._scene.getEngine();\n const mesh = subMesh.getMesh();\n\n const renderingMaterial = mesh._internalAbstractMeshDataInfo._materialForRenderPass?.[engine.currentRenderPassId];\n\n if (renderingMaterial) {\n return renderingMaterial.isReadyForSubMesh(mesh, subMesh, useInstances);\n }\n\n const material = subMesh.getMaterial();\n\n if (!material) {\n return false;\n }\n\n // selection outline layer is not compatible with custom materials\n // if (this._useMeshMaterial(subMesh.getRenderingMesh())) {\n // return material.isReadyForSubMesh(subMesh.getMesh(), subMesh, useInstances);\n // }\n\n const defines: string[] = [];\n\n const attribs = [VertexBuffer.PositionKind];\n\n let uv1 = false;\n let uv2 = false;\n const color = false;\n\n // Alpha test\n if (material.needAlphaTestingForMesh(mesh)) {\n defines.push(\"#define ALPHATEST\");\n if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\n attribs.push(VertexBuffer.UVKind);\n defines.push(\"#define UV1\");\n uv1 = true;\n }\n if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind)) {\n attribs.push(VertexBuffer.UV2Kind);\n defines.push(\"#define UV2\");\n uv2 = true;\n }\n }\n\n // Bones\n const fallbacks = new EffectFallbacks();\n if (mesh.useBones && mesh.computeBonesUsingShaders) {\n attribs.push(VertexBuffer.MatricesIndicesKind);\n attribs.push(VertexBuffer.MatricesWeightsKind);\n if (mesh.numBoneInfluencers > 4) {\n attribs.push(VertexBuffer.MatricesIndicesExtraKind);\n attribs.push(VertexBuffer.MatricesWeightsExtraKind);\n }\n\n defines.push(\"#define NUM_BONE_INFLUENCERS \" + mesh.numBoneInfluencers);\n\n const skeleton = mesh.skeleton;\n if (skeleton && skeleton.isUsingTextureForMatrices) {\n defines.push(\"#define BONETEXTURE\");\n } else {\n defines.push(\"#define BonesPerMesh \" + (skeleton ? skeleton.bones.length + 1 : 0));\n }\n\n if (mesh.numBoneInfluencers > 0) {\n fallbacks.addCPUSkinningFallback(0, mesh);\n }\n } else {\n defines.push(\"#define NUM_BONE_INFLUENCERS 0\");\n }\n\n // Morph targets\n const numMorphInfluencers = mesh.morphTargetManager\n ? PrepareDefinesAndAttributesForMorphTargets(\n mesh.morphTargetManager,\n defines,\n attribs,\n mesh,\n true, // usePositionMorph\n false, // useNormalMorph\n false, // useTangentMorph\n uv1, // useUVMorph\n uv2, // useUV2Morph\n color // useColorMorph\n )\n : 0;\n\n // Instances\n if (useInstances) {\n defines.push(\"#define INSTANCES\");\n PushAttributesForInstances(attribs);\n if (subMesh.getRenderingMesh().hasThinInstances) {\n defines.push(\"#define THIN_INSTANCES\");\n }\n }\n\n // Baked vertex animations\n const bvaManager = mesh.bakedVertexAnimationManager;\n if (bvaManager && bvaManager.isEnabled) {\n defines.push(\"#define BAKED_VERTEX_ANIMATION_TEXTURE\");\n if (useInstances) {\n attribs.push(\"bakedVertexAnimationSettingsInstanced\");\n }\n }\n\n // ClipPlanes\n PrepareStringDefinesForClipPlanes(material, this._scene, defines);\n\n // Selection ID\n if (useInstances) {\n attribs.push(ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName);\n }\n\n this._addCustomEffectDefines(defines);\n\n // Get correct effect\n const drawWrapper = subMesh._getDrawWrapper(undefined, true)!;\n const cachedDefines = drawWrapper.defines as string;\n const join = defines.join(\"\\n\");\n if (cachedDefines !== join) {\n const uniforms = [\n \"world\",\n \"mBones\",\n \"viewProjection\",\n \"view\",\n \"morphTargetInfluences\",\n \"morphTargetCount\",\n \"boneTextureWidth\",\n \"diffuseMatrix\",\n \"morphTargetTextureInfo\",\n \"morphTargetTextureIndices\",\n \"bakedVertexAnimationSettings\",\n \"bakedVertexAnimationTextureSizeInverted\",\n \"bakedVertexAnimationTime\",\n \"bakedVertexAnimationTexture\",\n \"depthValues\",\n \"selectionId\",\n ];\n\n AddClipPlaneUniforms(uniforms);\n\n drawWrapper.setEffect(\n this._engine.createEffect(\n \"selection\",\n <IEffectCreationOptions>{\n attributes: attribs,\n uniformsNames: uniforms,\n uniformBuffersNames: [],\n samplers: [\"diffuseSampler\", \"boneSampler\", \"morphTargets\", \"bakedVertexAnimationTexture\"],\n defines: join,\n fallbacks: fallbacks,\n onCompiled: null,\n onError: null,\n indexParameters: { maxSimultaneousMorphTargets: numMorphInfluencers },\n shaderLanguage: this._shaderLanguage,\n extraInitializationsAsync: this._shadersLoaded\n ? undefined\n : async () => {\n await this._importShadersAsync();\n this._shadersLoaded = true;\n },\n },\n this._engine\n ),\n join\n );\n }\n\n const effectIsReady = drawWrapper.effect!.isReady();\n\n return effectIsReady && (this._dontCheckIfReady || (!this._dontCheckIfReady && this.isLayerReady()));\n }\n\n protected override async _importShadersAsync(): Promise<void> {\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\n await Promise.all([\n import(\"../ShadersWGSL/selection.vertex\"),\n import(\"../ShadersWGSL/selection.fragment\"),\n import(\"../ShadersWGSL/glowMapMerge.vertex\"),\n import(\"../ShadersWGSL/selectionOutline.fragment\"),\n ]);\n } else {\n await Promise.all([\n import(\"../Shaders/selection.vertex\"),\n import(\"../Shaders/selection.fragment\"),\n import(\"../Shaders/glowMapMerge.vertex\"),\n import(\"../Shaders/selectionOutline.fragment\"),\n ]);\n }\n\n await super._importShadersAsync();\n }\n\n /**\n * Get the effect name of the layer.\n * @returns The effect name\n */\n public override getEffectName(): string {\n return ThinSelectionOutlineLayer.EffectName;\n }\n\n /** @internal */\n public override _createMergeEffect(): Effect {\n return this._engine.createEffect(\n {\n // glowMapMerge vertex is just a basic vertex shader for drawing a quad. so we reuse it here\n vertex: \"glowMapMerge\",\n // selection outline fragment does computation of outline with alpha channel for blending\n fragment: \"selectionOutline\",\n },\n <IEffectCreationOptions>{\n attributes: [VertexBuffer.PositionKind],\n uniformsNames: [\"screenSize\", \"outlineColor\", \"outlineThickness\", \"occlusionStrength\", \"occlusionThreshold\"],\n samplers: [\"maskSampler\", \"depthSampler\"],\n defines: \"\",\n fallbacks: null,\n onCompiled: null,\n onError: null,\n shaderLanguage: this._shaderLanguage,\n extraInitializationsAsync: this._shadersLoaded\n ? undefined\n : async () => {\n await this._importShadersAsync();\n this._shadersLoaded = true;\n },\n },\n this._engine\n );\n }\n\n /** @internal */\n public override _createTextureAndPostProcesses(): void {\n // we don't need to create a texture for this layer. since all computation is done in the merge effect\n }\n\n /**\n * Checks for the readiness of the element composing the layer.\n * @param subMesh the mesh to check for\n * @param useInstances specify whether or not to use instances to render the mesh\n * @returns true if ready otherwise, false\n */\n public override isReady(subMesh: SubMesh, useInstances: boolean): boolean {\n const material = subMesh.getMaterial();\n const mesh = subMesh.getRenderingMesh();\n\n if (!material || !mesh || !this._selection) {\n return false;\n }\n\n return super._isSubMeshReady(subMesh, useInstances, null);\n }\n\n /** @internal */\n public override _canRenderMesh(_mesh: AbstractMesh, _material: Material): boolean {\n return true;\n }\n\n protected override _renderSubMesh(subMesh: SubMesh, enableAlphaMode: boolean = false): void {\n if (!this._internalShouldRender()) {\n return;\n }\n\n const material = subMesh.getMaterial();\n const ownerMesh = subMesh.getMesh();\n const replacementMesh = subMesh.getReplacementMesh();\n const renderingMesh = subMesh.getRenderingMesh();\n const effectiveMesh = subMesh.getEffectiveMesh();\n const scene = this._scene;\n const engine = scene.getEngine();\n\n effectiveMesh._internalAbstractMeshDataInfo._isActiveIntermediate = false;\n\n if (!material) {\n return;\n }\n\n // Do not block in blend mode.\n if (!this._canRenderMesh(renderingMesh, material)) {\n return;\n }\n\n // Culling\n let sideOrientation = material._getEffectiveOrientation(renderingMesh);\n const mainDeterminant = effectiveMesh._getWorldMatrixDeterminant();\n if (mainDeterminant < 0) {\n sideOrientation = sideOrientation === Material.ClockWiseSideOrientation ? Material.CounterClockWiseSideOrientation : Material.ClockWiseSideOrientation;\n }\n\n const reverse = sideOrientation === Material.ClockWiseSideOrientation;\n engine.setState(material.backFaceCulling, material.zOffset, undefined, reverse, material.cullBackFaces, undefined, material.zOffsetUnits);\n\n // Managing instances\n const batch = renderingMesh._getInstancesRenderList(subMesh._id, !!replacementMesh);\n if (batch.mustReturn) {\n return;\n }\n\n // Early Exit per mesh\n if (!this._shouldRenderMesh(renderingMesh)) {\n return;\n }\n\n const hardwareInstancedRendering = batch.hardwareInstancedRendering[subMesh._id] || renderingMesh.hasThinInstances || !!renderingMesh._userInstancedBuffersStorage;\n\n this._setEmissiveTextureAndColor(renderingMesh, subMesh, material);\n\n this.onBeforeRenderMeshToEffect.notifyObservers(ownerMesh);\n\n // selection outline layer is not compatible with custom materials\n // if (this._useMeshMaterial(renderingMesh)) {\n // subMesh.getMaterial()!._glowModeEnabled = true;\n // renderingMesh.render(subMesh, enableAlphaMode, replacementMesh || undefined);\n // subMesh.getMaterial()!._glowModeEnabled = false;\n // } else\n if (this._isSubMeshReady(subMesh, hardwareInstancedRendering, this._emissiveTextureAndColor.texture)) {\n const renderingMaterial = effectiveMesh._internalAbstractMeshDataInfo._materialForRenderPass?.[engine.currentRenderPassId];\n\n let drawWrapper = subMesh._getDrawWrapper();\n if (!drawWrapper && renderingMaterial) {\n drawWrapper = renderingMaterial._getDrawWrapper();\n }\n\n if (!drawWrapper) {\n return;\n }\n\n const effect = drawWrapper.effect!;\n\n engine.enableEffect(drawWrapper);\n if (!hardwareInstancedRendering) {\n renderingMesh._bind(subMesh, effect, material.fillMode);\n }\n\n if (!renderingMaterial) {\n effect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\n if (this._options.storeCameraSpaceZ) {\n effect.setMatrix(\"view\", scene.getViewMatrix());\n } else {\n const camera = this.camera || scene.activeCamera;\n if (camera) {\n const cameraIsOrtho = camera.mode === Camera.ORTHOGRAPHIC_CAMERA;\n\n let minZ: number, maxZ: number;\n\n if (cameraIsOrtho) {\n minZ = !engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : 1;\n maxZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : 1;\n } else {\n minZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? camera.minZ : engine.isNDCHalfZRange ? 0 : camera.minZ;\n maxZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : camera.maxZ;\n }\n\n effect.setFloat2(\"depthValues\", minZ, minZ + maxZ);\n }\n }\n effect.setMatrix(\"world\", effectiveMesh.getWorldMatrix());\n } else {\n renderingMaterial.bindForSubMesh(effectiveMesh.getWorldMatrix(), effectiveMesh as Mesh, subMesh);\n }\n\n if (!renderingMaterial) {\n // Alpha test\n if (material && material.needAlphaTestingForMesh(effectiveMesh)) {\n const alphaTexture = material.getAlphaTestTexture();\n if (alphaTexture) {\n effect.setTexture(\"diffuseSampler\", alphaTexture);\n effect.setMatrix(\"diffuseMatrix\", alphaTexture.getTextureMatrix());\n }\n }\n\n // Bones\n BindBonesParameters(renderingMesh, effect);\n\n // Morph targets\n BindMorphTargetParameters(renderingMesh, effect);\n if (renderingMesh.morphTargetManager && renderingMesh.morphTargetManager.isUsingTextureForTargets) {\n renderingMesh.morphTargetManager._bind(effect);\n }\n\n // Baked vertex animations\n const bvaManager = subMesh.getMesh().bakedVertexAnimationManager;\n if (bvaManager && bvaManager.isEnabled) {\n bvaManager.bind(effect, hardwareInstancedRendering);\n }\n\n // Alpha mode\n if (enableAlphaMode) {\n engine.setAlphaMode(material.alphaMode);\n }\n\n // Clip planes\n BindClipPlane(effect, material, scene);\n\n // Selection ID\n const selectionId = this._meshUniqueIdToSelectionId[renderingMesh.uniqueId];\n if (!renderingMesh.hasInstances && !renderingMesh.isAnInstance && selectionId !== undefined) {\n effect.setFloat(\"selectionId\", selectionId);\n }\n }\n\n // Draw\n renderingMesh._processRendering(effectiveMesh, subMesh, effect, material.fillMode, batch, hardwareInstancedRendering, (isInstance, world) =>\n effect.setMatrix(\"world\", world)\n );\n } else {\n // Need to reset refresh rate of the main map\n this._objectRenderer.resetRefreshCounter();\n }\n\n this.onAfterRenderMeshToEffect.notifyObservers(ownerMesh);\n }\n\n /** @internal */\n public override _internalCompose(effect: Effect, _renderIndex: number): void {\n // Texture\n this.bindTexturesForCompose(effect);\n effect.setFloat2(\"screenSize\", this.textureWidth, this.textureHeight);\n effect.setColor3(\"outlineColor\", this.outlineColor);\n effect.setFloat(\"outlineThickness\", this.outlineThickness);\n effect.setFloat(\"occlusionStrength\", this.occlusionStrength);\n effect.setFloat(\"occlusionThreshold\", this.occlusionThreshold);\n\n // Cache\n const engine = this._engine;\n const previousStencilBuffer = engine.getStencilBuffer();\n\n // Draw order\n engine.setStencilBuffer(false);\n\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\n\n // Draw order\n engine.setStencilBuffer(previousStencilBuffer);\n }\n\n /** @internal */\n public override _setEmissiveTextureAndColor(_mesh: Mesh, _subMesh: SubMesh, _material: Material): void {\n // we don't use emissive texture or color for this layer\n }\n\n /**\n * Returns true if the layer contains information to display, otherwise false.\n * @returns true if the glow layer should be rendered\n */\n public override shouldRender(): boolean {\n return this._selection && super.shouldRender() ? true : false;\n }\n\n /** @internal */\n public override _shouldRenderMesh(mesh: Mesh): boolean {\n return this.hasMesh(mesh);\n }\n\n /** @internal */\n public override _addCustomEffectDefines(defines: string[]): void {\n if (this._options.storeCameraSpaceZ) {\n defines.push(\"#define STORE_CAMERASPACE_Z\");\n }\n }\n\n /**\n * Determine if a given mesh will be used in the current effect.\n * @param mesh mesh to test\n * @returns true if the mesh will be used\n */\n public override hasMesh(mesh: AbstractMesh): boolean {\n // we control selection as RTT render list\n return super.hasMesh(mesh);\n }\n\n /** @internal */\n public override _useMeshMaterial(_mesh: AbstractMesh): boolean {\n return false;\n }\n\n /**\n * Remove all the meshes currently referenced in the selection outline layer\n */\n public clearSelection(): void {\n if (!this._selection) {\n return;\n }\n\n for (let index = 0; index < this._selection.length; ++index) {\n const mesh = this._selection[index] as Mesh;\n if (mesh._userInstancedBuffersStorage) {\n const kind = ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName;\n mesh._userInstancedBuffersStorage.vertexBuffers[kind]?.dispose();\n\n const vao = mesh._userInstancedBuffersStorage.vertexArrayObjects?.[kind];\n if (vao) {\n // invalidate VAO is very important to keep sync between VAO and vertex buffers\n (this._engine as ThinEngine).releaseVertexArrayObject(vao);\n delete mesh._userInstancedBuffersStorage.vertexArrayObjects![kind];\n }\n\n delete mesh._userInstancedBuffersStorage.data[kind];\n delete mesh._userInstancedBuffersStorage.vertexBuffers[kind];\n delete mesh._userInstancedBuffersStorage.strides[kind];\n delete mesh._userInstancedBuffersStorage.sizes[kind];\n\n if (Object.keys(mesh._userInstancedBuffersStorage.vertexBuffers).length === 0) {\n mesh._userInstancedBuffersStorage = undefined!;\n }\n }\n if (mesh.instancedBuffers?.[ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName] !== undefined) {\n delete mesh.instancedBuffers[ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName];\n }\n }\n this._selection.length = 0;\n this._meshUniqueIdToSelectionId.length = 0;\n\n this._nextSelectionId = 1;\n\n this._shouldRender = false;\n }\n\n /**\n * Adds mesh or group of mesh to the current selection\n *\n * If a group of meshes is provided, they will outline as a single unit\n * @param meshOrGroup Meshes to add to the selection\n */\n public addSelection(meshOrGroup: AbstractMesh | AbstractMesh[]): void {\n if (!this._selection) {\n return;\n }\n\n const nextId = this._nextSelectionId;\n\n const group = Array.isArray(meshOrGroup) ? meshOrGroup : [meshOrGroup];\n if (group.length === 0) {\n return;\n }\n\n for (let meshIndex = 0; meshIndex < group.length; ++meshIndex) {\n const mesh = group[meshIndex];\n\n this._selection.push(mesh); // add to render list\n\n if (mesh.hasInstances || mesh.isAnInstance) {\n const sourceMesh = (mesh as InstancedMesh).sourceMesh ?? (mesh as Mesh);\n\n if (sourceMesh.instancedBuffers?.[ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName] === undefined) {\n sourceMesh.registerInstancedBuffer(ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName, 1);\n }\n\n mesh.instancedBuffers[ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName] = nextId;\n } else {\n this._meshUniqueIdToSelectionId[mesh.uniqueId] = nextId;\n }\n }\n this._nextSelectionId += 1;\n\n this._shouldRender = true;\n }\n\n /**\n * Free any resources and references associated to a mesh.\n * Internal use\n * @param mesh The mesh to free.\n * @internal\n */\n public _disposeMesh(mesh: Mesh): void {\n const selection = this._selection;\n if (!selection) {\n return;\n }\n\n const index = selection.indexOf(mesh);\n if (index !== -1) {\n selection.splice(index, 1);\n\n if (mesh.hasInstances) {\n mesh.removeVerticesData(ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName);\n }\n\n if (selection.length === 0) {\n this._shouldRender = false;\n }\n }\n }\n\n /**\n * Dispose the effect layer and free resources.\n */\n public override dispose(): void {\n this.clearSelection();\n this._selection = null;\n\n super.dispose();\n }\n}\n"]}
@@ -45,7 +45,9 @@ export class BabylonFileLoaderConfiguration {
45
45
  BabylonFileLoaderConfiguration.LoaderInjectedPhysicsEngine = undefined;
46
46
  let TempIndexContainer = {};
47
47
  let TempMaterialIndexContainer = {};
48
+ let TempMorphTargetIndexContainer = {};
48
49
  let TempMorphTargetManagerIndexContainer = {};
50
+ let TempSkeletonIndexContainer = {};
49
51
  const ParseMaterialByPredicate = (predicate, parsedData, scene, rootUrl) => {
50
52
  if (!parsedData.materials) {
51
53
  return null;
@@ -291,13 +293,21 @@ const LoadAssetContainer = (scene, data, rootUrl, onError, addToScene = false) =
291
293
  }
292
294
  }
293
295
  }
294
- // Morph targets
296
+ // Morph target managers
295
297
  if (parsedData.morphTargetManagers !== undefined && parsedData.morphTargetManagers !== null) {
296
298
  for (const parsedManager of parsedData.morphTargetManagers) {
297
299
  const manager = MorphTargetManager.Parse(parsedManager, scene);
298
300
  TempMorphTargetManagerIndexContainer[parsedManager.id] = manager;
299
301
  container.morphTargetManagers.push(manager);
300
302
  manager._parentContainer = container;
303
+ // Morph targets - add to TempMorphTargetIndexContainer to later connect animations -> morph targets
304
+ for (let index = 0; index < parsedManager.targets.length; index++) {
305
+ const parsedTarget = parsedManager.targets[index];
306
+ if (parsedTarget.uniqueId !== undefined && parsedTarget.uniqueId !== null) {
307
+ const target = manager.getTarget(index);
308
+ TempMorphTargetIndexContainer[parsedTarget.uniqueId] = target;
309
+ }
310
+ }
301
311
  }
302
312
  }
303
313
  // Skeletons
@@ -305,10 +315,19 @@ const LoadAssetContainer = (scene, data, rootUrl, onError, addToScene = false) =
305
315
  for (index = 0, cache = parsedData.skeletons.length; index < cache; index++) {
306
316
  const parsedSkeleton = parsedData.skeletons[index];
307
317
  const skeleton = Skeleton.Parse(parsedSkeleton, scene);
318
+ if (parsedSkeleton.uniqueId !== undefined && parsedSkeleton.uniqueId !== null) {
319
+ TempSkeletonIndexContainer[parsedSkeleton.uniqueId] = skeleton;
320
+ }
308
321
  container.skeletons.push(skeleton);
309
322
  skeleton._parentContainer = container;
310
323
  log += index === 0 ? "\n\tSkeletons:" : "";
311
324
  log += "\n\t\t" + skeleton.toString(fullDetails);
325
+ // Bones - add to TempIndexContainer to later connect animations -> bones
326
+ for (let boneIndex = 0; boneIndex < parsedSkeleton.bones.length; boneIndex++) {
327
+ const parsedBone = parsedSkeleton.bones[boneIndex];
328
+ const bone = skeleton.bones[boneIndex]; // This was instantiated in Skeleton.Parse
329
+ TempIndexContainer[parsedBone.uniqueId] = bone;
330
+ }
312
331
  }
313
332
  }
314
333
  // Geometries
@@ -395,42 +414,65 @@ const LoadAssetContainer = (scene, data, rootUrl, onError, addToScene = false) =
395
414
  }
396
415
  // Animation Groups
397
416
  if (parsedData.animationGroups !== undefined && parsedData.animationGroups !== null && parsedData.animationGroups.length) {
398
- // Build the nodeMap only for scenes with animationGroups
399
- const nodeMap = new Map();
400
- // Nodes in scene does not change when parsing animationGroups, so it's safe to build a map.
401
- // This follows the order of scene.getNodeById: mesh, transformNode, light, camera, bone
402
- for (let index = 0; index < scene.meshes.length; index++) {
403
- // This follows the behavior of scene.getXXXById, which picks the first match
404
- if (!nodeMap.has(scene.meshes[index].id)) {
405
- nodeMap.set(scene.meshes[index].id, scene.meshes[index]);
406
- }
407
- }
408
- for (let index = 0; index < scene.transformNodes.length; index++) {
409
- if (!nodeMap.has(scene.transformNodes[index].id)) {
410
- nodeMap.set(scene.transformNodes[index].id, scene.transformNodes[index]);
411
- }
412
- }
413
- for (let index = 0; index < scene.lights.length; index++) {
414
- if (!nodeMap.has(scene.lights[index].id)) {
415
- nodeMap.set(scene.lights[index].id, scene.lights[index]);
417
+ // Build the nodeMap only for scenes with animationGroups.
418
+ let nodeMap = null;
419
+ // Helper to get nodes by id more efficiently, building the nodeMap only on first access.
420
+ const getNodeById = (id) => {
421
+ if (!nodeMap) {
422
+ nodeMap = new Map();
423
+ // Nodes in scene does not change when parsing animationGroups, so it's safe to build a map.
424
+ // This follows the order of scene.getNodeById: mesh, transformNode, light, camera, bone
425
+ for (let index = 0; index < scene.meshes.length; index++) {
426
+ // This follows the behavior of scene.getXXXById, which picks the first match
427
+ if (!nodeMap.has(scene.meshes[index].id)) {
428
+ nodeMap.set(scene.meshes[index].id, scene.meshes[index]);
429
+ }
430
+ }
431
+ for (let index = 0; index < scene.transformNodes.length; index++) {
432
+ if (!nodeMap.has(scene.transformNodes[index].id)) {
433
+ nodeMap.set(scene.transformNodes[index].id, scene.transformNodes[index]);
434
+ }
435
+ }
436
+ for (let index = 0; index < scene.lights.length; index++) {
437
+ if (!nodeMap.has(scene.lights[index].id)) {
438
+ nodeMap.set(scene.lights[index].id, scene.lights[index]);
439
+ }
440
+ }
441
+ for (let index = 0; index < scene.cameras.length; index++) {
442
+ if (!nodeMap.has(scene.cameras[index].id)) {
443
+ nodeMap.set(scene.cameras[index].id, scene.cameras[index]);
444
+ }
445
+ }
446
+ for (let skeletonIndex = 0; skeletonIndex < scene.skeletons.length; skeletonIndex++) {
447
+ const skeleton = scene.skeletons[skeletonIndex];
448
+ for (let boneIndex = 0; boneIndex < skeleton.bones.length; boneIndex++) {
449
+ if (!nodeMap.has(skeleton.bones[boneIndex].id)) {
450
+ nodeMap.set(skeleton.bones[boneIndex].id, skeleton.bones[boneIndex]);
451
+ }
452
+ }
453
+ }
416
454
  }
417
- }
418
- for (let index = 0; index < scene.cameras.length; index++) {
419
- if (!nodeMap.has(scene.cameras[index].id)) {
420
- nodeMap.set(scene.cameras[index].id, scene.cameras[index]);
455
+ return nodeMap.get(id);
456
+ };
457
+ const targetLookup = (parsedTargetAnimation) => {
458
+ let target = null;
459
+ const isMorphTarget = parsedTargetAnimation.animation.property === "influence";
460
+ const uniqueId = parsedTargetAnimation.targetUniqueId;
461
+ // Attempt to find animation targets by uniqueId first (tracked in TempXXXIndexContainer).
462
+ if (uniqueId !== undefined && uniqueId !== null) {
463
+ target = isMorphTarget ? TempMorphTargetIndexContainer[uniqueId] : TempIndexContainer[uniqueId];
421
464
  }
422
- }
423
- for (let skeletonIndex = 0; skeletonIndex < scene.skeletons.length; skeletonIndex++) {
424
- const skeleton = scene.skeletons[skeletonIndex];
425
- for (let boneIndex = 0; boneIndex < skeleton.bones.length; boneIndex++) {
426
- if (!nodeMap.has(skeleton.bones[boneIndex].id)) {
427
- nodeMap.set(skeleton.bones[boneIndex].id, skeleton.bones[boneIndex]);
428
- }
465
+ // Backwards compatibility: If no uniqueId is provided or no match is found,
466
+ // fall back to searching by id in the scene.
467
+ if (!target) {
468
+ const id = parsedTargetAnimation.targetId;
469
+ target = isMorphTarget ? scene.getMorphTargetById(id) : getNodeById(id);
429
470
  }
430
- }
471
+ return target;
472
+ };
431
473
  for (index = 0, cache = parsedData.animationGroups.length; index < cache; index++) {
432
474
  const parsedAnimationGroup = parsedData.animationGroups[index];
433
- const animationGroup = AnimationGroup.Parse(parsedAnimationGroup, scene, nodeMap);
475
+ const animationGroup = AnimationGroup.Parse(parsedAnimationGroup, scene, targetLookup);
434
476
  container.animationGroups.push(animationGroup);
435
477
  animationGroup._parentContainer = container;
436
478
  log += index === 0 ? "\n\tAnimationGroups:" : "";
@@ -505,19 +547,39 @@ const LoadAssetContainer = (scene, data, rootUrl, onError, addToScene = false) =
505
547
  mesh._waitingMorphTargetManagerId = null;
506
548
  }
507
549
  }
508
- // link skeleton transform nodes
550
+ // link meshes with skeletons
551
+ for (const mesh of scene.meshes) {
552
+ // First try to get it via uniqueId
553
+ if (mesh._waitingSkeletonUniqueId !== null) {
554
+ mesh.skeleton = TempSkeletonIndexContainer[mesh._waitingSkeletonUniqueId];
555
+ }
556
+ // If not possible or not found, try to get it from the scene (backwards compatibility)
557
+ if (mesh._waitingSkeletonId !== null && !mesh.skeleton) {
558
+ mesh.skeleton = scene.getLastSkeletonById(mesh._waitingSkeletonId);
559
+ }
560
+ mesh._waitingSkeletonId = null;
561
+ mesh._waitingSkeletonUniqueId = null;
562
+ }
563
+ // link bones to transform nodes
509
564
  for (index = 0, cache = scene.skeletons.length; index < cache; index++) {
510
565
  const skeleton = scene.skeletons[index];
511
566
  if (skeleton._hasWaitingData) {
512
567
  if (skeleton.bones != null) {
513
568
  for (const bone of skeleton.bones) {
514
- if (bone._waitingTransformNodeId) {
515
- const linkTransformNode = scene.getLastEntryById(bone._waitingTransformNodeId);
516
- if (linkTransformNode) {
517
- bone.linkTransformNode(linkTransformNode);
518
- }
519
- bone._waitingTransformNodeId = null;
569
+ let linkTransformNode = null;
570
+ // First try to get it via uniqueId
571
+ if (bone._waitingTransformNodeUniqueId !== null) {
572
+ linkTransformNode = TempIndexContainer[bone._waitingTransformNodeUniqueId];
573
+ }
574
+ // If not possible or not found, try to get it from the scene (backwards compatibility)
575
+ if (bone._waitingTransformNodeId !== null && !linkTransformNode) {
576
+ linkTransformNode = scene.getLastEntryById(bone._waitingTransformNodeId);
577
+ }
578
+ if (linkTransformNode) {
579
+ bone.linkTransformNode(linkTransformNode);
520
580
  }
581
+ bone._waitingTransformNodeId = null;
582
+ bone._waitingTransformNodeUniqueId = null;
521
583
  }
522
584
  }
523
585
  skeleton._hasWaitingData = null;
@@ -587,7 +649,9 @@ const LoadAssetContainer = (scene, data, rootUrl, onError, addToScene = false) =
587
649
  finally {
588
650
  TempIndexContainer = {};
589
651
  TempMaterialIndexContainer = {};
652
+ TempMorphTargetIndexContainer = {};
590
653
  TempMorphTargetManagerIndexContainer = {};
654
+ TempSkeletonIndexContainer = {};
591
655
  if (!addToScene) {
592
656
  // Removes any breadcrumb left during the loading like geometries
593
657
  container.removeAllFromScene();
@@ -750,14 +814,17 @@ RegisterSceneLoaderPlugin({
750
814
  const parsedSkeleton = parsedData.skeletons[skeletonIndex];
751
815
  if (parsedSkeleton.id === parsedMesh.skeletonId) {
752
816
  const skeleton = Skeleton.Parse(parsedSkeleton, scene);
753
- skeletons.push(skeleton);
754
817
  loadedSkeletonsIds.push(parsedSkeleton.id);
818
+ if (parsedSkeleton.uniqueId !== undefined && parsedSkeleton.uniqueId !== null) {
819
+ TempSkeletonIndexContainer[parsedSkeleton.uniqueId] = skeleton;
820
+ }
821
+ skeletons.push(skeleton);
755
822
  log += "\n\tSkeleton " + skeleton.toString(fullDetails);
756
823
  }
757
824
  }
758
825
  }
759
826
  }
760
- // Morph targets ?
827
+ // Morph target managers ?
761
828
  if (parsedMesh.morphTargetManagerId > -1 && parsedData.morphTargetManagers !== undefined && parsedData.morphTargetManagers !== null) {
762
829
  const morphTargetManagerAlreadyLoaded = loadedMorphTargetManagerIds.indexOf(parsedMesh.morphTargetManagerId) > -1;
763
830
  if (!morphTargetManagerAlreadyLoaded) {
@@ -844,19 +911,39 @@ RegisterSceneLoaderPlugin({
844
911
  transformNode.dispose();
845
912
  }
846
913
  }
847
- // link skeleton transform nodes
914
+ // link meshes with skeletons
915
+ for (const mesh of scene.meshes) {
916
+ // First try to get it via uniqueId
917
+ if (mesh._waitingSkeletonUniqueId !== null) {
918
+ mesh.skeleton = TempSkeletonIndexContainer[mesh._waitingSkeletonUniqueId];
919
+ }
920
+ // If not possible or not found, try to get it from the scene (backwards compatibility)
921
+ if (mesh._waitingSkeletonId !== null && !mesh.skeleton) {
922
+ mesh.skeleton = scene.getLastSkeletonById(mesh._waitingSkeletonId);
923
+ }
924
+ mesh._waitingSkeletonId = null;
925
+ mesh._waitingSkeletonUniqueId = null;
926
+ }
927
+ // link bones to transform nodes
848
928
  for (let index = 0, cache = scene.skeletons.length; index < cache; index++) {
849
929
  const skeleton = scene.skeletons[index];
850
930
  if (skeleton._hasWaitingData) {
851
931
  if (skeleton.bones != null) {
852
932
  for (const bone of skeleton.bones) {
853
- if (bone._waitingTransformNodeId) {
854
- const linkTransformNode = scene.getLastEntryById(bone._waitingTransformNodeId);
855
- if (linkTransformNode) {
856
- bone.linkTransformNode(linkTransformNode);
857
- }
858
- bone._waitingTransformNodeId = null;
933
+ let linkTransformNode = null;
934
+ // First try to get it via uniqueId
935
+ if (bone._waitingTransformNodeUniqueId !== null) {
936
+ linkTransformNode = parsedIdToNodeMap.get(bone._waitingTransformNodeUniqueId) ?? null;
937
+ }
938
+ // If not possible or not found, try to get it from the scene (backwards compatibility)
939
+ if (bone._waitingTransformNodeId !== null && !linkTransformNode) {
940
+ linkTransformNode = scene.getLastEntryById(bone._waitingTransformNodeId);
941
+ }
942
+ if (linkTransformNode) {
943
+ bone.linkTransformNode(linkTransformNode);
859
944
  }
945
+ bone._waitingTransformNodeId = null;
946
+ bone._waitingTransformNodeUniqueId = null;
860
947
  }
861
948
  }
862
949
  skeleton._hasWaitingData = null;
@@ -907,6 +994,7 @@ RegisterSceneLoaderPlugin({
907
994
  }
908
995
  TempMaterialIndexContainer = {};
909
996
  TempMorphTargetManagerIndexContainer = {};
997
+ TempSkeletonIndexContainer = {};
910
998
  }
911
999
  return false;
912
1000
  },