@babylonjs/core 8.51.0 → 8.51.2

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.
Files changed (281) hide show
  1. package/Animations/animation.d.ts +6 -2
  2. package/Animations/animation.js +28 -4
  3. package/Animations/animation.js.map +1 -1
  4. package/Animations/animationGroup.d.ts +2 -1
  5. package/Animations/animationGroup.js +3 -2
  6. package/Animations/animationGroup.js.map +1 -1
  7. package/Animations/animatorAvatar.d.ts +161 -0
  8. package/Animations/animatorAvatar.js +573 -0
  9. package/Animations/animatorAvatar.js.map +1 -0
  10. package/Animations/index.d.ts +1 -0
  11. package/Animations/index.js +1 -0
  12. package/Animations/index.js.map +1 -1
  13. package/Bones/index.d.ts +1 -0
  14. package/Bones/index.js +1 -0
  15. package/Bones/index.js.map +1 -1
  16. package/Bones/skeleton.d.ts +13 -0
  17. package/Bones/skeleton.functions.d.ts +26 -0
  18. package/Bones/skeleton.functions.js +91 -0
  19. package/Bones/skeleton.functions.js.map +1 -0
  20. package/Bones/skeleton.js +26 -0
  21. package/Bones/skeleton.js.map +1 -1
  22. package/Collisions/gpuPicker.d.ts +11 -0
  23. package/Collisions/gpuPicker.js +148 -19
  24. package/Collisions/gpuPicker.js.map +1 -1
  25. package/Debug/skeletonViewer.d.ts +4 -8
  26. package/Debug/skeletonViewer.js +13 -22
  27. package/Debug/skeletonViewer.js.map +1 -1
  28. package/Engines/abstractEngine.js +2 -2
  29. package/Engines/abstractEngine.js.map +1 -1
  30. package/Materials/Background/backgroundMaterial.js +37 -2
  31. package/Materials/Background/backgroundMaterial.js.map +1 -1
  32. package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.d.ts +109 -0
  33. package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.js +210 -0
  34. package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.js.map +1 -0
  35. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +17 -3
  36. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
  37. package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.d.ts +1 -1
  38. package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.js +4 -3
  39. package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.js.map +1 -1
  40. package/Materials/GreasedLine/greasedLinePluginMaterial.js +0 -6
  41. package/Materials/GreasedLine/greasedLinePluginMaterial.js.map +1 -1
  42. package/Materials/GreasedLine/greasedLinePluginMaterialShadersGLSL.js +0 -1
  43. package/Materials/GreasedLine/greasedLinePluginMaterialShadersGLSL.js.map +1 -1
  44. package/Materials/GreasedLine/greasedLinePluginMaterialShadersWGSL.js +0 -1
  45. package/Materials/GreasedLine/greasedLinePluginMaterialShadersWGSL.js.map +1 -1
  46. package/Materials/Node/Blocks/Dual/clipPlanesBlock.d.ts +14 -0
  47. package/Materials/Node/Blocks/Dual/clipPlanesBlock.js +14 -0
  48. package/Materials/Node/Blocks/Dual/clipPlanesBlock.js.map +1 -1
  49. package/Materials/Node/Blocks/Dual/currentScreenBlock.d.ts +20 -1
  50. package/Materials/Node/Blocks/Dual/currentScreenBlock.js +20 -1
  51. package/Materials/Node/Blocks/Dual/currentScreenBlock.js.map +1 -1
  52. package/Materials/Node/Blocks/Dual/depthSourceBlock.d.ts +13 -0
  53. package/Materials/Node/Blocks/Dual/depthSourceBlock.js +13 -0
  54. package/Materials/Node/Blocks/Dual/depthSourceBlock.js.map +1 -1
  55. package/Materials/Node/Blocks/Dual/fogBlock.d.ts +21 -0
  56. package/Materials/Node/Blocks/Dual/fogBlock.js +21 -0
  57. package/Materials/Node/Blocks/Dual/fogBlock.js.map +1 -1
  58. package/Materials/Node/Blocks/Dual/imageSourceBlock.d.ts +21 -0
  59. package/Materials/Node/Blocks/Dual/imageSourceBlock.js +21 -0
  60. package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
  61. package/Materials/Node/Blocks/Dual/lightBlock.d.ts +38 -0
  62. package/Materials/Node/Blocks/Dual/lightBlock.js +38 -0
  63. package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
  64. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.d.ts +29 -0
  65. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +29 -0
  66. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
  67. package/Materials/Node/Blocks/Dual/reflectionTextureBlock.d.ts +5 -0
  68. package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js +5 -0
  69. package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js.map +1 -1
  70. package/Materials/Node/Blocks/Dual/sceneDepthBlock.d.ts +16 -0
  71. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js +16 -0
  72. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js.map +1 -1
  73. package/Materials/Node/Blocks/Dual/smartFilterTextureBlock.d.ts +16 -0
  74. package/Materials/Node/Blocks/Dual/smartFilterTextureBlock.js +16 -0
  75. package/Materials/Node/Blocks/Dual/smartFilterTextureBlock.js.map +1 -1
  76. package/Materials/Node/Blocks/Dual/textureBlock.d.ts +34 -0
  77. package/Materials/Node/Blocks/Dual/textureBlock.js +34 -0
  78. package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
  79. package/Materials/Node/Blocks/Fragment/TBNBlock.d.ts +17 -0
  80. package/Materials/Node/Blocks/Fragment/TBNBlock.js +17 -2
  81. package/Materials/Node/Blocks/Fragment/TBNBlock.js.map +1 -1
  82. package/Materials/Node/Blocks/Fragment/ambientOcclusionBlock.d.ts +7 -0
  83. package/Materials/Node/Blocks/Fragment/ambientOcclusionBlock.js +7 -0
  84. package/Materials/Node/Blocks/Fragment/ambientOcclusionBlock.js.map +1 -1
  85. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.d.ts +21 -0
  86. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +21 -0
  87. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
  88. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.d.ts +10 -0
  89. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js +10 -0
  90. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js.map +1 -1
  91. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.d.ts +28 -0
  92. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js +28 -0
  93. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js.map +1 -1
  94. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.d.ts +30 -0
  95. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js +30 -1
  96. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
  97. package/Materials/Node/Blocks/Fragment/screenSizeBlock.d.ts +4 -0
  98. package/Materials/Node/Blocks/Fragment/screenSizeBlock.js +4 -0
  99. package/Materials/Node/Blocks/Fragment/screenSizeBlock.js.map +1 -1
  100. package/Materials/Node/Blocks/Fragment/screenSpaceBlock.d.ts +5 -0
  101. package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js +5 -0
  102. package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js.map +1 -1
  103. package/Materials/Node/Blocks/Fragment/twirlBlock.d.ts +3 -0
  104. package/Materials/Node/Blocks/Fragment/twirlBlock.js +3 -0
  105. package/Materials/Node/Blocks/Fragment/twirlBlock.js.map +1 -1
  106. package/Materials/Node/Blocks/GaussianSplatting/splatReaderBlock.d.ts +6 -0
  107. package/Materials/Node/Blocks/GaussianSplatting/splatReaderBlock.js +6 -0
  108. package/Materials/Node/Blocks/GaussianSplatting/splatReaderBlock.js.map +1 -1
  109. package/Materials/Node/Blocks/Input/inputBlock.d.ts +16 -0
  110. package/Materials/Node/Blocks/Input/inputBlock.js +16 -1
  111. package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
  112. package/Materials/Node/Blocks/Input/prePassTextureBlock.d.ts +5 -0
  113. package/Materials/Node/Blocks/Input/prePassTextureBlock.js +5 -0
  114. package/Materials/Node/Blocks/Input/prePassTextureBlock.js.map +1 -1
  115. package/Materials/Node/Blocks/PBR/anisotropyBlock.d.ts +10 -0
  116. package/Materials/Node/Blocks/PBR/anisotropyBlock.js +10 -1
  117. package/Materials/Node/Blocks/PBR/anisotropyBlock.js.map +1 -1
  118. package/Materials/Node/Blocks/PBR/clearCoatBlock.d.ts +23 -0
  119. package/Materials/Node/Blocks/PBR/clearCoatBlock.js +23 -1
  120. package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
  121. package/Materials/Node/Blocks/PBR/iridescenceBlock.d.ts +17 -0
  122. package/Materials/Node/Blocks/PBR/iridescenceBlock.js +17 -0
  123. package/Materials/Node/Blocks/PBR/iridescenceBlock.js.map +1 -1
  124. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.d.ts +41 -0
  125. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +41 -0
  126. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  127. package/Materials/Node/Blocks/PBR/reflectionBlock.d.ts +21 -0
  128. package/Materials/Node/Blocks/PBR/reflectionBlock.js +21 -0
  129. package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
  130. package/Materials/Node/Blocks/PBR/refractionBlock.d.ts +29 -0
  131. package/Materials/Node/Blocks/PBR/refractionBlock.js +29 -0
  132. package/Materials/Node/Blocks/PBR/refractionBlock.js.map +1 -1
  133. package/Materials/Node/Blocks/PBR/sheenBlock.d.ts +14 -0
  134. package/Materials/Node/Blocks/PBR/sheenBlock.js +14 -0
  135. package/Materials/Node/Blocks/PBR/sheenBlock.js.map +1 -1
  136. package/Materials/Node/Blocks/PBR/subSurfaceBlock.d.ts +7 -0
  137. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js +7 -0
  138. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js.map +1 -1
  139. package/Materials/Node/Blocks/Particle/particleTextureBlock.d.ts +23 -0
  140. package/Materials/Node/Blocks/Particle/particleTextureBlock.js +23 -0
  141. package/Materials/Node/Blocks/Particle/particleTextureBlock.js.map +1 -1
  142. package/Materials/Node/Blocks/Teleport/teleportInBlock.d.ts +6 -0
  143. package/Materials/Node/Blocks/Teleport/teleportInBlock.js +6 -0
  144. package/Materials/Node/Blocks/Teleport/teleportInBlock.js.map +1 -1
  145. package/Materials/Node/Blocks/Teleport/teleportOutBlock.d.ts +17 -0
  146. package/Materials/Node/Blocks/Teleport/teleportOutBlock.js +17 -0
  147. package/Materials/Node/Blocks/Teleport/teleportOutBlock.js.map +1 -1
  148. package/Materials/Node/Blocks/Vertex/bonesBlock.d.ts +22 -0
  149. package/Materials/Node/Blocks/Vertex/bonesBlock.js +22 -0
  150. package/Materials/Node/Blocks/Vertex/bonesBlock.js.map +1 -1
  151. package/Materials/Node/Blocks/Vertex/instancesBlock.d.ts +13 -0
  152. package/Materials/Node/Blocks/Vertex/instancesBlock.js +13 -0
  153. package/Materials/Node/Blocks/Vertex/instancesBlock.js.map +1 -1
  154. package/Materials/Node/Blocks/Vertex/lightInformationBlock.d.ts +20 -0
  155. package/Materials/Node/Blocks/Vertex/lightInformationBlock.js +20 -0
  156. package/Materials/Node/Blocks/Vertex/lightInformationBlock.js.map +1 -1
  157. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.d.ts +27 -0
  158. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js +27 -0
  159. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js.map +1 -1
  160. package/Materials/Node/Blocks/clampBlock.d.ts +10 -0
  161. package/Materials/Node/Blocks/clampBlock.js +10 -0
  162. package/Materials/Node/Blocks/clampBlock.js.map +1 -1
  163. package/Materials/Node/Blocks/cloudBlock.d.ts +10 -0
  164. package/Materials/Node/Blocks/cloudBlock.js +10 -0
  165. package/Materials/Node/Blocks/cloudBlock.js.map +1 -1
  166. package/Materials/Node/Blocks/colorMergerBlock.d.ts +10 -0
  167. package/Materials/Node/Blocks/colorMergerBlock.js +10 -0
  168. package/Materials/Node/Blocks/colorMergerBlock.js.map +1 -1
  169. package/Materials/Node/Blocks/conditionalBlock.d.ts +14 -0
  170. package/Materials/Node/Blocks/conditionalBlock.js +14 -0
  171. package/Materials/Node/Blocks/conditionalBlock.js.map +1 -1
  172. package/Materials/Node/Blocks/curveBlock.d.ts +10 -0
  173. package/Materials/Node/Blocks/curveBlock.js +10 -0
  174. package/Materials/Node/Blocks/curveBlock.js.map +1 -1
  175. package/Materials/Node/Blocks/customBlock.d.ts +10 -0
  176. package/Materials/Node/Blocks/customBlock.js +10 -0
  177. package/Materials/Node/Blocks/customBlock.js.map +1 -1
  178. package/Materials/Node/Blocks/debugBlock.d.ts +10 -0
  179. package/Materials/Node/Blocks/debugBlock.js +10 -0
  180. package/Materials/Node/Blocks/debugBlock.js.map +1 -1
  181. package/Materials/Node/Blocks/fresnelBlock.d.ts +4 -0
  182. package/Materials/Node/Blocks/fresnelBlock.js +4 -0
  183. package/Materials/Node/Blocks/fresnelBlock.js.map +1 -1
  184. package/Materials/Node/Blocks/gradientBlock.d.ts +10 -0
  185. package/Materials/Node/Blocks/gradientBlock.js +10 -0
  186. package/Materials/Node/Blocks/gradientBlock.js.map +1 -1
  187. package/Materials/Node/Blocks/loopBlock.d.ts +10 -0
  188. package/Materials/Node/Blocks/loopBlock.js +10 -0
  189. package/Materials/Node/Blocks/loopBlock.js.map +1 -1
  190. package/Materials/Node/Blocks/matrixBuilderBlock.d.ts +1 -0
  191. package/Materials/Node/Blocks/matrixBuilderBlock.js +1 -0
  192. package/Materials/Node/Blocks/matrixBuilderBlock.js.map +1 -1
  193. package/Materials/Node/Blocks/meshAttributeExistsBlock.d.ts +10 -0
  194. package/Materials/Node/Blocks/meshAttributeExistsBlock.js +10 -0
  195. package/Materials/Node/Blocks/meshAttributeExistsBlock.js.map +1 -1
  196. package/Materials/Node/Blocks/pannerBlock.d.ts +5 -0
  197. package/Materials/Node/Blocks/pannerBlock.js +5 -0
  198. package/Materials/Node/Blocks/pannerBlock.js.map +1 -1
  199. package/Materials/Node/Blocks/remapBlock.d.ts +10 -0
  200. package/Materials/Node/Blocks/remapBlock.js +10 -0
  201. package/Materials/Node/Blocks/remapBlock.js.map +1 -1
  202. package/Materials/Node/Blocks/rotate2dBlock.d.ts +1 -0
  203. package/Materials/Node/Blocks/rotate2dBlock.js +1 -0
  204. package/Materials/Node/Blocks/rotate2dBlock.js.map +1 -1
  205. package/Materials/Node/Blocks/transformBlock.d.ts +10 -0
  206. package/Materials/Node/Blocks/transformBlock.js +10 -0
  207. package/Materials/Node/Blocks/transformBlock.js.map +1 -1
  208. package/Materials/Node/Blocks/triPlanarBlock.d.ts +22 -0
  209. package/Materials/Node/Blocks/triPlanarBlock.js +22 -0
  210. package/Materials/Node/Blocks/triPlanarBlock.js.map +1 -1
  211. package/Materials/Node/Blocks/trigonometryBlock.d.ts +10 -0
  212. package/Materials/Node/Blocks/trigonometryBlock.js +10 -0
  213. package/Materials/Node/Blocks/trigonometryBlock.js.map +1 -1
  214. package/Materials/Node/Blocks/vectorMergerBlock.d.ts +10 -0
  215. package/Materials/Node/Blocks/vectorMergerBlock.js +10 -0
  216. package/Materials/Node/Blocks/vectorMergerBlock.js.map +1 -1
  217. package/Materials/Node/Blocks/viewDirectionBlock.d.ts +5 -0
  218. package/Materials/Node/Blocks/viewDirectionBlock.js +5 -0
  219. package/Materials/Node/Blocks/viewDirectionBlock.js.map +1 -1
  220. package/Materials/Node/Blocks/waveBlock.d.ts +10 -0
  221. package/Materials/Node/Blocks/waveBlock.js +10 -0
  222. package/Materials/Node/Blocks/waveBlock.js.map +1 -1
  223. package/Materials/Node/Blocks/worleyNoise3DBlock.d.ts +1 -0
  224. package/Materials/Node/Blocks/worleyNoise3DBlock.js +1 -0
  225. package/Materials/Node/Blocks/worleyNoise3DBlock.js.map +1 -1
  226. package/Materials/Node/nodeMaterial.d.ts +13 -0
  227. package/Materials/Node/nodeMaterial.js +14 -2
  228. package/Materials/Node/nodeMaterial.js.map +1 -1
  229. package/Materials/Node/nodeMaterialBlock.d.ts +0 -3
  230. package/Materials/Node/nodeMaterialBlock.js +1 -6
  231. package/Materials/Node/nodeMaterialBlock.js.map +1 -1
  232. package/Materials/Node/nodeMaterialBlockConnectionPoint.js +1 -2
  233. package/Materials/Node/nodeMaterialBlockConnectionPoint.js.map +1 -1
  234. package/Materials/index.d.ts +1 -0
  235. package/Materials/index.js +1 -0
  236. package/Materials/index.js.map +1 -1
  237. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +13 -0
  238. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  239. package/Morph/morphTarget.d.ts +9 -5
  240. package/Morph/morphTarget.js +15 -7
  241. package/Morph/morphTarget.js.map +1 -1
  242. package/Morph/morphTargetManager.d.ts +3 -1
  243. package/Morph/morphTargetManager.js +5 -2
  244. package/Morph/morphTargetManager.js.map +1 -1
  245. package/Particles/Node/Blocks/Emitters/boxShapeBlock.js +1 -1
  246. package/Particles/Node/Blocks/Emitters/boxShapeBlock.js.map +1 -1
  247. package/Particles/Node/Blocks/Emitters/coneShapeBlock.js +1 -1
  248. package/Particles/Node/Blocks/Emitters/coneShapeBlock.js.map +1 -1
  249. package/Particles/Node/Blocks/Emitters/customShapeBlock.js +1 -1
  250. package/Particles/Node/Blocks/Emitters/customShapeBlock.js.map +1 -1
  251. package/Particles/Node/Blocks/Emitters/cylinderShapeBlock.js +1 -1
  252. package/Particles/Node/Blocks/Emitters/cylinderShapeBlock.js.map +1 -1
  253. package/Particles/Node/Blocks/Emitters/emitters.functions.js +3 -3
  254. package/Particles/Node/Blocks/Emitters/emitters.functions.js.map +1 -1
  255. package/Particles/Node/Blocks/Emitters/meshShapeBlock.js +1 -1
  256. package/Particles/Node/Blocks/Emitters/meshShapeBlock.js.map +1 -1
  257. package/Particles/Node/Blocks/Emitters/pointShapeBlock.js +1 -1
  258. package/Particles/Node/Blocks/Emitters/pointShapeBlock.js.map +1 -1
  259. package/Particles/Node/Blocks/Emitters/sphereShapeBlock.js +1 -1
  260. package/Particles/Node/Blocks/Emitters/sphereShapeBlock.js.map +1 -1
  261. package/Particles/Node/Blocks/Update/basicPositionUpdateBlock.js +2 -2
  262. package/Particles/Node/Blocks/Update/basicPositionUpdateBlock.js.map +1 -1
  263. package/Particles/Node/Blocks/Update/updateNoiseBlock.js +7 -7
  264. package/Particles/Node/Blocks/Update/updateNoiseBlock.js.map +1 -1
  265. package/Particles/Node/Blocks/particleLocalVariableBlock.js +2 -2
  266. package/Particles/Node/Blocks/particleLocalVariableBlock.js.map +1 -1
  267. package/Particles/Node/nodeParticleBuildState.js +7 -7
  268. package/Particles/Node/nodeParticleBuildState.js.map +1 -1
  269. package/Particles/particle.d.ts +73 -61
  270. package/Particles/particle.js +106 -91
  271. package/Particles/particle.js.map +1 -1
  272. package/Particles/particleSystem.js +5 -5
  273. package/Particles/particleSystem.js.map +1 -1
  274. package/Particles/thinParticleSystem.function.js +83 -83
  275. package/Particles/thinParticleSystem.function.js.map +1 -1
  276. package/Particles/thinParticleSystem.js +8 -8
  277. package/Particles/thinParticleSystem.js.map +1 -1
  278. package/Physics/v2/Plugins/havokPlugin.d.ts +14 -1
  279. package/Physics/v2/Plugins/havokPlugin.js +154 -10
  280. package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
  281. package/package.json +1 -1
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{ Bone } from \"./bone\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Vector3, Matrix, TmpVectors } from \"../Maths/math.vector\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { RawTexture } from \"../Materials/Textures/rawTexture\";\r\nimport type { Animatable } from \"../Animations/animatable.core\";\r\nimport type { AnimationPropertiesOverride } from \"../Animations/animationPropertiesOverride\";\r\nimport { Animation } from \"../Animations/animation\";\r\nimport { AnimationRange } from \"../Animations/animationRange\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { DeepCopier } from \"../Misc/deepCopier\";\r\nimport type { IInspectable } from \"../Misc/iInspectable\";\r\nimport type { IAnimatable } from \"../Animations/animatable.interface\";\r\nimport type { IAssetContainer } from \"core/IAssetContainer\";\r\n\r\n/**\r\n * Class used to handle skinning animations\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/bonesSkeletons\r\n */\r\nexport class Skeleton implements IAnimatable {\r\n /**\r\n * Defines the list of child bones\r\n */\r\n public bones: Bone[] = [];\r\n /**\r\n * Defines an estimate of the dimension of the skeleton at rest\r\n */\r\n public dimensionsAtRest: Vector3;\r\n /**\r\n * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)\r\n */\r\n public needInitialSkinMatrix = false;\r\n\r\n /**\r\n * Gets the list of animations attached to this skeleton\r\n */\r\n public animations: Array<Animation>;\r\n\r\n private _scene: Scene;\r\n private _isDirty = true;\r\n private _transformMatrices: Float32Array;\r\n private _transformMatrixTexture: Nullable<RawTexture>;\r\n private _meshesWithPoseMatrix = new Array<AbstractMesh>();\r\n private _animatables: IAnimatable[];\r\n private _identity = Matrix.Identity();\r\n private _synchronizedWithMesh: AbstractMesh;\r\n private _currentRenderId = -1;\r\n\r\n private _ranges: { [name: string]: Nullable<AnimationRange> } = {};\r\n\r\n private _absoluteTransformIsDirty = true;\r\n\r\n private _canUseTextureForBones = false;\r\n private _uniqueId = 0;\r\n\r\n /** @internal */\r\n public _numBonesWithLinkedTransformNode = 0;\r\n\r\n /** @internal */\r\n public _hasWaitingData: Nullable<boolean> = null;\r\n\r\n /** @internal */\r\n public _parentContainer: Nullable<IAssetContainer> = null;\r\n\r\n /**\r\n * Specifies if the skeleton should be serialized\r\n */\r\n public doNotSerialize = false;\r\n\r\n private _useTextureToStoreBoneMatrices = true;\r\n /**\r\n * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).\r\n * Please note that this option is not available if the hardware does not support it\r\n */\r\n public get useTextureToStoreBoneMatrices(): boolean {\r\n return this._useTextureToStoreBoneMatrices;\r\n }\r\n\r\n public set useTextureToStoreBoneMatrices(value: boolean) {\r\n this._useTextureToStoreBoneMatrices = value;\r\n this._markAsDirty();\r\n }\r\n\r\n private _animationPropertiesOverride: Nullable<AnimationPropertiesOverride> = null;\r\n\r\n /**\r\n * Gets or sets the animation properties override\r\n */\r\n public get animationPropertiesOverride(): Nullable<AnimationPropertiesOverride> {\r\n if (!this._animationPropertiesOverride) {\r\n return this._scene.animationPropertiesOverride;\r\n }\r\n return this._animationPropertiesOverride;\r\n }\r\n\r\n public set animationPropertiesOverride(value: Nullable<AnimationPropertiesOverride>) {\r\n this._animationPropertiesOverride = value;\r\n }\r\n\r\n /**\r\n * List of inspectable custom properties (used by the Inspector)\r\n * @see https://doc.babylonjs.com/toolsAndResources/inspector#extensibility\r\n */\r\n public inspectableCustomProperties: IInspectable[];\r\n\r\n // Events\r\n\r\n /**\r\n * An observable triggered before computing the skeleton's matrices\r\n */\r\n public onBeforeComputeObservable = new Observable<Skeleton>();\r\n\r\n /**\r\n * Gets a boolean indicating that the skeleton effectively stores matrices into a texture\r\n */\r\n public get isUsingTextureForMatrices() {\r\n return this.useTextureToStoreBoneMatrices && this._canUseTextureForBones;\r\n }\r\n\r\n /**\r\n * Gets the unique ID of this skeleton\r\n */\r\n public get uniqueId(): number {\r\n return this._uniqueId;\r\n }\r\n\r\n /**\r\n * Gets or sets an object used to store user defined information for the skeleton\r\n */\r\n public metadata: any = null;\r\n\r\n /**\r\n * Creates a new skeleton\r\n * @param name defines the skeleton name\r\n * @param id defines the skeleton Id\r\n * @param scene defines the hosting scene\r\n */\r\n constructor(\r\n /** defines the skeleton name */\r\n public name: string,\r\n /** defines the skeleton Id */\r\n public id: string,\r\n scene: Scene\r\n ) {\r\n this.bones = [];\r\n\r\n this._scene = scene || EngineStore.LastCreatedScene;\r\n this._uniqueId = this._scene.getUniqueId();\r\n\r\n this._scene.addSkeleton(this);\r\n\r\n //make sure it will recalculate the matrix next time prepare is called.\r\n this._isDirty = true;\r\n\r\n const engineCaps = this._scene.getEngine().getCaps();\r\n this._canUseTextureForBones = engineCaps.textureFloat && engineCaps.maxVertexTextureImageUnits > 0;\r\n }\r\n\r\n /**\r\n * Gets the current object class name.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"Skeleton\";\r\n }\r\n\r\n /**\r\n * Returns an array containing the root bones\r\n * @returns an array containing the root bones\r\n */\r\n public getChildren(): Array<Bone> {\r\n return this.bones.filter((b) => !b.getParent());\r\n }\r\n\r\n // Members\r\n /**\r\n * Gets the list of transform matrices to send to shaders (one matrix per bone)\r\n * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)\r\n * @returns a Float32Array containing matrices data\r\n */\r\n public getTransformMatrices(mesh: Nullable<AbstractMesh>): Float32Array {\r\n if (this.needInitialSkinMatrix) {\r\n if (!mesh) {\r\n throw new Error(\"getTransformMatrices: When using the needInitialSkinMatrix flag, a mesh must be provided\");\r\n }\r\n if (!mesh._bonesTransformMatrices) {\r\n this.prepare(true);\r\n }\r\n\r\n return mesh._bonesTransformMatrices!;\r\n }\r\n\r\n if (!this._transformMatrices || this._isDirty) {\r\n this.prepare(!this._transformMatrices);\r\n }\r\n\r\n return this._transformMatrices;\r\n }\r\n\r\n /**\r\n * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)\r\n * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)\r\n * @returns a raw texture containing the data\r\n */\r\n public getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture> {\r\n if (this.needInitialSkinMatrix && mesh._transformMatrixTexture) {\r\n return mesh._transformMatrixTexture;\r\n }\r\n\r\n return this._transformMatrixTexture;\r\n }\r\n\r\n /**\r\n * Gets the current hosting scene\r\n * @returns a scene object\r\n */\r\n public getScene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n // Methods\r\n\r\n /**\r\n * Gets a string representing the current skeleton data\r\n * @param fullDetails defines a boolean indicating if we want a verbose version\r\n * @returns a string representing the current skeleton data\r\n */\r\n public toString(fullDetails?: boolean): string {\r\n let ret = `Name: ${this.name}, nBones: ${this.bones.length}`;\r\n ret += `, nAnimationRanges: ${this._ranges ? Object.keys(this._ranges).length : \"none\"}`;\r\n if (fullDetails) {\r\n ret += \", Ranges: {\";\r\n let first = true;\r\n for (const name in this._ranges) {\r\n if (first) {\r\n ret += \", \";\r\n first = false;\r\n }\r\n ret += name;\r\n }\r\n ret += \"}\";\r\n }\r\n return ret;\r\n }\r\n\r\n /**\r\n * Get bone's index searching by name\r\n * @param name defines bone's name to search for\r\n * @returns the indice of the bone. Returns -1 if not found\r\n */\r\n public getBoneIndexByName(name: string): number {\r\n for (let boneIndex = 0, cache = this.bones.length; boneIndex < cache; boneIndex++) {\r\n if (this.bones[boneIndex].name === name) {\r\n return boneIndex;\r\n }\r\n }\r\n return -1;\r\n }\r\n\r\n /**\r\n * Create a new animation range\r\n * @param name defines the name of the range\r\n * @param from defines the start key\r\n * @param to defines the end key\r\n */\r\n public createAnimationRange(name: string, from: number, to: number): void {\r\n // check name not already in use\r\n if (!this._ranges[name]) {\r\n this._ranges[name] = new AnimationRange(name, from, to);\r\n for (let i = 0, nBones = this.bones.length; i < nBones; i++) {\r\n if (this.bones[i].animations[0]) {\r\n this.bones[i].animations[0].createRange(name, from, to);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Delete a specific animation range\r\n * @param name defines the name of the range\r\n * @param deleteFrames defines if frames must be removed as well\r\n */\r\n public deleteAnimationRange(name: string, deleteFrames = true): void {\r\n for (let i = 0, nBones = this.bones.length; i < nBones; i++) {\r\n if (this.bones[i].animations[0]) {\r\n this.bones[i].animations[0].deleteRange(name, deleteFrames);\r\n }\r\n }\r\n this._ranges[name] = null; // said much faster than 'delete this._range[name]'\r\n }\r\n\r\n /**\r\n * Gets a specific animation range\r\n * @param name defines the name of the range to look for\r\n * @returns the requested animation range or null if not found\r\n */\r\n public getAnimationRange(name: string): Nullable<AnimationRange> {\r\n return this._ranges[name] || null;\r\n }\r\n\r\n /**\r\n * Gets the list of all animation ranges defined on this skeleton\r\n * @returns an array\r\n */\r\n public getAnimationRanges(): Nullable<AnimationRange>[] {\r\n const animationRanges: Nullable<AnimationRange>[] = [];\r\n let name: string;\r\n for (name in this._ranges) {\r\n animationRanges.push(this._ranges[name]);\r\n }\r\n return animationRanges;\r\n }\r\n\r\n /**\r\n * Copy animation range from a source skeleton.\r\n * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences\r\n * @param source defines the source skeleton\r\n * @param name defines the name of the range to copy\r\n * @param rescaleAsRequired defines if rescaling must be applied if required\r\n * @returns true if operation was successful\r\n */\r\n public copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired = false): boolean {\r\n if (this._ranges[name] || !source.getAnimationRange(name)) {\r\n return false;\r\n }\r\n let ret = true;\r\n const frameOffset = this._getHighestAnimationFrame() + 1;\r\n\r\n // make a dictionary of source skeleton's bones, so exact same order or doubly nested loop is not required\r\n const boneDict: { [key: string]: Bone } = {};\r\n const sourceBones = source.bones;\r\n let nBones: number;\r\n let i: number;\r\n for (i = 0, nBones = sourceBones.length; i < nBones; i++) {\r\n boneDict[sourceBones[i].name] = sourceBones[i];\r\n }\r\n\r\n if (this.bones.length !== sourceBones.length) {\r\n Logger.Warn(`copyAnimationRange: this rig has ${this.bones.length} bones, while source as ${sourceBones.length}`);\r\n ret = false;\r\n }\r\n\r\n const skelDimensionsRatio = rescaleAsRequired && this.dimensionsAtRest && source.dimensionsAtRest ? this.dimensionsAtRest.divide(source.dimensionsAtRest) : null;\r\n\r\n for (i = 0, nBones = this.bones.length; i < nBones; i++) {\r\n const boneName = this.bones[i].name;\r\n const sourceBone = boneDict[boneName];\r\n if (sourceBone) {\r\n ret = ret && this.bones[i].copyAnimationRange(sourceBone, name, frameOffset, rescaleAsRequired, skelDimensionsRatio);\r\n } else {\r\n Logger.Warn(\"copyAnimationRange: not same rig, missing source bone \" + boneName);\r\n ret = false;\r\n }\r\n }\r\n // do not call createAnimationRange(), since it also is done to bones, which was already done\r\n const range = source.getAnimationRange(name);\r\n if (range) {\r\n this._ranges[name] = new AnimationRange(name, range.from + frameOffset, range.to + frameOffset);\r\n }\r\n return ret;\r\n }\r\n\r\n /**\r\n * Forces the skeleton to go to rest pose\r\n */\r\n public returnToRest(): void {\r\n for (const bone of this.bones) {\r\n if (bone._index !== -1) {\r\n bone.returnToRest();\r\n }\r\n }\r\n }\r\n\r\n private _getHighestAnimationFrame(): number {\r\n let ret = 0;\r\n for (let i = 0, nBones = this.bones.length; i < nBones; i++) {\r\n if (this.bones[i].animations[0]) {\r\n const highest = this.bones[i].animations[0].getHighestFrame();\r\n if (ret < highest) {\r\n ret = highest;\r\n }\r\n }\r\n }\r\n return ret;\r\n }\r\n\r\n /**\r\n * Begin a specific animation range\r\n * @param name defines the name of the range to start\r\n * @param loop defines if looping must be turned on (false by default)\r\n * @param speedRatio defines the speed ratio to apply (1 by default)\r\n * @param onAnimationEnd defines a callback which will be called when animation will end\r\n * @returns a new animatable\r\n */\r\n public beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable> {\r\n const range = this.getAnimationRange(name);\r\n\r\n if (!range) {\r\n return null;\r\n }\r\n\r\n return this._scene.beginAnimation(this, range.from, range.to, loop, speedRatio, onAnimationEnd);\r\n }\r\n\r\n /**\r\n * Convert the keyframes for a range of animation on a skeleton to be relative to a given reference frame.\r\n * @param skeleton defines the Skeleton containing the animation range to convert\r\n * @param referenceFrame defines the frame that keyframes in the range will be relative to\r\n * @param range defines the name of the AnimationRange belonging to the Skeleton to convert\r\n * @returns the original skeleton\r\n */\r\n public static MakeAnimationAdditive(skeleton: Skeleton, referenceFrame = 0, range: string): Nullable<Skeleton> {\r\n const rangeValue = skeleton.getAnimationRange(range);\r\n\r\n // We can't make a range additive if it doesn't exist\r\n if (!rangeValue) {\r\n return null;\r\n }\r\n\r\n // Find any current scene-level animatable belonging to the target that matches the range\r\n const sceneAnimatables = skeleton._scene.getAllAnimatablesByTarget(skeleton);\r\n let rangeAnimatable: Nullable<Animatable> = null;\r\n\r\n for (let index = 0; index < sceneAnimatables.length; index++) {\r\n const sceneAnimatable = sceneAnimatables[index];\r\n\r\n if (sceneAnimatable.fromFrame === rangeValue?.from && sceneAnimatable.toFrame === rangeValue?.to) {\r\n rangeAnimatable = sceneAnimatable;\r\n break;\r\n }\r\n }\r\n\r\n // Convert the animations belonging to the skeleton to additive keyframes\r\n const animatables = skeleton.getAnimatables();\r\n\r\n for (let index = 0; index < animatables.length; index++) {\r\n const animatable = animatables[index];\r\n const animations = animatable.animations;\r\n\r\n if (!animations) {\r\n continue;\r\n }\r\n\r\n for (let animIndex = 0; animIndex < animations.length; animIndex++) {\r\n Animation.MakeAnimationAdditive(animations[animIndex], referenceFrame, range);\r\n }\r\n }\r\n\r\n // Mark the scene-level animatable as additive\r\n if (rangeAnimatable) {\r\n rangeAnimatable.isAdditive = true;\r\n }\r\n\r\n return skeleton;\r\n }\r\n\r\n /** @internal */\r\n public _markAsDirty(): void {\r\n this._isDirty = true;\r\n this._absoluteTransformIsDirty = true;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _registerMeshWithPoseMatrix(mesh: AbstractMesh): void {\r\n this._meshesWithPoseMatrix.push(mesh);\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void {\r\n const index = this._meshesWithPoseMatrix.indexOf(mesh);\r\n\r\n if (index > -1) {\r\n this._meshesWithPoseMatrix.splice(index, 1);\r\n }\r\n }\r\n\r\n private _computeTransformMatrices(targetMatrix: Float32Array, initialSkinMatrix: Nullable<Matrix>): void {\r\n this.onBeforeComputeObservable.notifyObservers(this);\r\n\r\n for (let index = 0; index < this.bones.length; index++) {\r\n const bone = this.bones[index];\r\n bone._childUpdateId++;\r\n const parentBone = bone.getParent();\r\n\r\n if (parentBone) {\r\n bone.getLocalMatrix().multiplyToRef(parentBone.getFinalMatrix(), bone.getFinalMatrix());\r\n } else {\r\n if (initialSkinMatrix) {\r\n bone.getLocalMatrix().multiplyToRef(initialSkinMatrix, bone.getFinalMatrix());\r\n } else {\r\n bone.getFinalMatrix().copyFrom(bone.getLocalMatrix());\r\n }\r\n }\r\n\r\n if (bone._index !== -1) {\r\n const mappedIndex = bone._index === null ? index : bone._index;\r\n bone.getAbsoluteInverseBindMatrix().multiplyToArray(bone.getFinalMatrix(), targetMatrix, mappedIndex * 16);\r\n }\r\n }\r\n\r\n this._identity.copyToArray(targetMatrix, this.bones.length * 16);\r\n }\r\n\r\n /**\r\n * Build all resources required to render a skeleton\r\n * @param dontCheckFrameId defines a boolean indicating if prepare should be run without checking first the current frame id (default: false)\r\n */\r\n public prepare(dontCheckFrameId = false): void {\r\n if (!dontCheckFrameId) {\r\n const currentRenderId = this.getScene().getRenderId();\r\n if (this._currentRenderId === currentRenderId) {\r\n return;\r\n }\r\n this._currentRenderId = currentRenderId;\r\n }\r\n\r\n // Update the local matrix of bones with linked transform nodes.\r\n if (this._numBonesWithLinkedTransformNode > 0) {\r\n for (const bone of this.bones) {\r\n if (bone._linkedTransformNode) {\r\n const node = bone._linkedTransformNode;\r\n bone.position = node.position;\r\n if (node.rotationQuaternion) {\r\n bone.rotationQuaternion = node.rotationQuaternion;\r\n } else {\r\n bone.rotation = node.rotation;\r\n }\r\n bone.scaling = node.scaling;\r\n }\r\n }\r\n }\r\n\r\n if (this.needInitialSkinMatrix) {\r\n for (const mesh of this._meshesWithPoseMatrix) {\r\n const poseMatrix = mesh.getPoseMatrix();\r\n\r\n let needsUpdate = this._isDirty;\r\n if (!mesh._bonesTransformMatrices || mesh._bonesTransformMatrices.length !== 16 * (this.bones.length + 1)) {\r\n mesh._bonesTransformMatrices = new Float32Array(16 * (this.bones.length + 1));\r\n needsUpdate = true;\r\n }\r\n\r\n if (!needsUpdate) {\r\n continue;\r\n }\r\n\r\n if (this._synchronizedWithMesh !== mesh) {\r\n this._synchronizedWithMesh = mesh;\r\n\r\n // Prepare bones\r\n for (const bone of this.bones) {\r\n if (!bone.getParent()) {\r\n const matrix = bone.getBindMatrix();\r\n matrix.multiplyToRef(poseMatrix, TmpVectors.Matrix[1]);\r\n bone._updateAbsoluteBindMatrices(TmpVectors.Matrix[1]);\r\n }\r\n }\r\n\r\n if (this.isUsingTextureForMatrices) {\r\n const textureWidth = (this.bones.length + 1) * 4;\r\n if (!mesh._transformMatrixTexture || mesh._transformMatrixTexture.getSize().width !== textureWidth) {\r\n if (mesh._transformMatrixTexture) {\r\n mesh._transformMatrixTexture.dispose();\r\n }\r\n\r\n mesh._transformMatrixTexture = RawTexture.CreateRGBATexture(\r\n mesh._bonesTransformMatrices,\r\n (this.bones.length + 1) * 4,\r\n 1,\r\n this._scene,\r\n false,\r\n false,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n Constants.TEXTURETYPE_FLOAT\r\n );\r\n }\r\n }\r\n }\r\n\r\n this._computeTransformMatrices(mesh._bonesTransformMatrices, poseMatrix);\r\n\r\n if (this.isUsingTextureForMatrices && mesh._transformMatrixTexture) {\r\n mesh._transformMatrixTexture.update(mesh._bonesTransformMatrices);\r\n }\r\n }\r\n } else {\r\n if (!this._isDirty) {\r\n return;\r\n }\r\n\r\n if (!this._transformMatrices || this._transformMatrices.length !== 16 * (this.bones.length + 1)) {\r\n this._transformMatrices = new Float32Array(16 * (this.bones.length + 1));\r\n\r\n if (this.isUsingTextureForMatrices) {\r\n if (this._transformMatrixTexture) {\r\n this._transformMatrixTexture.dispose();\r\n }\r\n\r\n this._transformMatrixTexture = RawTexture.CreateRGBATexture(\r\n this._transformMatrices,\r\n (this.bones.length + 1) * 4,\r\n 1,\r\n this._scene,\r\n false,\r\n false,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n Constants.TEXTURETYPE_FLOAT\r\n );\r\n }\r\n }\r\n\r\n this._computeTransformMatrices(this._transformMatrices, null);\r\n\r\n if (this.isUsingTextureForMatrices && this._transformMatrixTexture) {\r\n this._transformMatrixTexture.update(this._transformMatrices);\r\n }\r\n }\r\n\r\n this._isDirty = false;\r\n }\r\n\r\n /**\r\n * Gets the list of animatables currently running for this skeleton\r\n * @returns an array of animatables\r\n */\r\n public getAnimatables(): IAnimatable[] {\r\n if (!this._animatables || this._animatables.length !== this.bones.length) {\r\n this._animatables = [];\r\n\r\n for (let index = 0; index < this.bones.length; index++) {\r\n this._animatables.push(this.bones[index]);\r\n }\r\n }\r\n\r\n return this._animatables;\r\n }\r\n\r\n /**\r\n * Clone the current skeleton\r\n * @param name defines the name of the new skeleton\r\n * @param id defines the id of the new skeleton\r\n * @returns the new skeleton\r\n */\r\n public clone(name: string, id?: string): Skeleton {\r\n const result = new Skeleton(name, id || name, this._scene);\r\n\r\n result.needInitialSkinMatrix = this.needInitialSkinMatrix;\r\n result.metadata = this.metadata;\r\n\r\n for (let index = 0; index < this.bones.length; index++) {\r\n const source = this.bones[index];\r\n let parentBone = null;\r\n\r\n const parent = source.getParent();\r\n if (parent) {\r\n const parentIndex = this.bones.indexOf(parent);\r\n parentBone = result.bones[parentIndex];\r\n }\r\n\r\n const bone = new Bone(source.name, result, parentBone, source.getBindMatrix().clone(), source.getRestMatrix().clone());\r\n bone._index = source._index;\r\n\r\n if (source._linkedTransformNode) {\r\n bone.linkTransformNode(source._linkedTransformNode);\r\n }\r\n\r\n DeepCopier.DeepCopy(source.animations, bone.animations);\r\n }\r\n\r\n if (this._ranges) {\r\n result._ranges = {};\r\n for (const rangeName in this._ranges) {\r\n const range = this._ranges[rangeName];\r\n\r\n if (range) {\r\n result._ranges[rangeName] = range.clone();\r\n }\r\n }\r\n }\r\n\r\n this._isDirty = true;\r\n\r\n result.prepare(true);\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Enable animation blending for this skeleton\r\n * @param blendingSpeed defines the blending speed to apply\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/animation/advanced_animations#animation-blending\r\n */\r\n public enableBlending(blendingSpeed = 0.01) {\r\n for (const bone of this.bones) {\r\n for (const animation of bone.animations) {\r\n animation.enableBlending = true;\r\n animation.blendingSpeed = blendingSpeed;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Releases all resources associated with the current skeleton\r\n */\r\n public dispose() {\r\n this._meshesWithPoseMatrix.length = 0;\r\n this.metadata = null;\r\n\r\n // Animations\r\n this.getScene().stopAnimation(this);\r\n\r\n // Remove from scene\r\n this.getScene().removeSkeleton(this);\r\n\r\n if (this._parentContainer) {\r\n const index = this._parentContainer.skeletons.indexOf(this);\r\n if (index > -1) {\r\n this._parentContainer.skeletons.splice(index, 1);\r\n }\r\n this._parentContainer = null;\r\n }\r\n\r\n if (this._transformMatrixTexture) {\r\n this._transformMatrixTexture.dispose();\r\n this._transformMatrixTexture = null;\r\n }\r\n }\r\n\r\n /**\r\n * Serialize the skeleton in a JSON object\r\n * @returns a JSON object\r\n */\r\n public serialize(): any {\r\n const serializationObject: any = {};\r\n\r\n serializationObject.name = this.name;\r\n serializationObject.id = this.id;\r\n serializationObject.uniqueId = this.uniqueId;\r\n\r\n if (this.dimensionsAtRest) {\r\n serializationObject.dimensionsAtRest = this.dimensionsAtRest.asArray();\r\n }\r\n\r\n serializationObject.bones = [];\r\n\r\n serializationObject.needInitialSkinMatrix = this.needInitialSkinMatrix;\r\n\r\n if (this.metadata) {\r\n serializationObject.metadata = this.metadata;\r\n }\r\n\r\n for (let index = 0; index < this.bones.length; index++) {\r\n const bone = this.bones[index];\r\n const parent = bone.getParent();\r\n\r\n const serializedBone: any = {\r\n parentBoneIndex: parent ? this.bones.indexOf(parent) : -1,\r\n index: bone.getIndex(),\r\n name: bone.name,\r\n id: bone.id,\r\n uniqueId: bone.uniqueId,\r\n matrix: bone.getBindMatrix().asArray(),\r\n rest: bone.getRestMatrix().asArray(),\r\n linkedTransformNodeId: bone.getTransformNode()?.id,\r\n linkedTransformNodeUniqueId: bone.getTransformNode()?.uniqueId,\r\n };\r\n\r\n serializationObject.bones.push(serializedBone);\r\n\r\n if (bone.length) {\r\n serializedBone.length = bone.length;\r\n }\r\n\r\n if (bone.metadata) {\r\n serializedBone.metadata = bone.metadata;\r\n }\r\n\r\n if (bone.animations && bone.animations.length > 0) {\r\n serializedBone.animation = bone.animations[0].serialize();\r\n }\r\n\r\n serializationObject.ranges = [];\r\n for (const name in this._ranges) {\r\n const source = this._ranges[name];\r\n\r\n if (!source) {\r\n continue;\r\n }\r\n\r\n const range: any = {};\r\n range.name = name;\r\n range.from = source.from;\r\n range.to = source.to;\r\n serializationObject.ranges.push(range);\r\n }\r\n }\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Creates a new skeleton from serialized data\r\n * @param parsedSkeleton defines the serialized data\r\n * @param scene defines the hosting scene\r\n * @returns a new skeleton\r\n */\r\n public static Parse(parsedSkeleton: any, scene: Scene): Skeleton {\r\n const skeleton = new Skeleton(parsedSkeleton.name, parsedSkeleton.id, scene);\r\n if (parsedSkeleton.dimensionsAtRest) {\r\n skeleton.dimensionsAtRest = Vector3.FromArray(parsedSkeleton.dimensionsAtRest);\r\n }\r\n\r\n skeleton.needInitialSkinMatrix = parsedSkeleton.needInitialSkinMatrix;\r\n\r\n if (parsedSkeleton.metadata) {\r\n skeleton.metadata = parsedSkeleton.metadata;\r\n }\r\n\r\n let index: number;\r\n for (index = 0; index < parsedSkeleton.bones.length; index++) {\r\n const parsedBone = parsedSkeleton.bones[index];\r\n const parsedBoneIndex = parsedSkeleton.bones[index].index;\r\n let parentBone = null;\r\n if (parsedBone.parentBoneIndex > -1) {\r\n parentBone = skeleton.bones[parsedBone.parentBoneIndex];\r\n }\r\n\r\n const rest: Nullable<Matrix> = parsedBone.rest ? Matrix.FromArray(parsedBone.rest) : null;\r\n const bone = new Bone(parsedBone.name, skeleton, parentBone, Matrix.FromArray(parsedBone.matrix), rest, null, parsedBoneIndex);\r\n\r\n if (parsedBone.id !== undefined && parsedBone.id !== null) {\r\n bone.id = parsedBone.id;\r\n }\r\n\r\n if (parsedBone.length) {\r\n bone.length = parsedBone.length;\r\n }\r\n\r\n if (parsedBone.metadata) {\r\n bone.metadata = parsedBone.metadata;\r\n }\r\n\r\n if (parsedBone.animation) {\r\n bone.animations.push(Animation.Parse(parsedBone.animation));\r\n }\r\n\r\n if (parsedBone.linkedTransformNodeId !== undefined && parsedBone.linkedTransformNodeId !== null) {\r\n skeleton._hasWaitingData = true;\r\n bone._waitingTransformNodeId = parsedBone.linkedTransformNodeId;\r\n }\r\n\r\n if (parsedBone.linkedTransformNodeUniqueId !== undefined && parsedBone.linkedTransformNodeUniqueId !== null) {\r\n skeleton._hasWaitingData = true;\r\n bone._waitingTransformNodeUniqueId = parsedBone.linkedTransformNodeUniqueId;\r\n }\r\n }\r\n\r\n // placed after bones, so createAnimationRange can cascade down\r\n if (parsedSkeleton.ranges) {\r\n for (index = 0; index < parsedSkeleton.ranges.length; index++) {\r\n const data = parsedSkeleton.ranges[index];\r\n skeleton.createAnimationRange(data.name, data.from, data.to);\r\n }\r\n }\r\n return skeleton;\r\n }\r\n\r\n /**\r\n * Compute all node absolute matrices\r\n * @param forceUpdate defines if computation must be done even if cache is up to date\r\n */\r\n public computeAbsoluteMatrices(forceUpdate = false): void {\r\n if (this._absoluteTransformIsDirty || forceUpdate) {\r\n this.bones[0].computeAbsoluteMatrices();\r\n this._absoluteTransformIsDirty = false;\r\n }\r\n }\r\n\r\n /**\r\n * Compute all node absolute matrices\r\n * @param forceUpdate defines if computation must be done even if cache is up to date\r\n * @deprecated Please use computeAbsoluteMatrices instead\r\n */\r\n public computeAbsoluteTransforms(forceUpdate = false): void {\r\n this.computeAbsoluteMatrices(forceUpdate);\r\n }\r\n\r\n /**\r\n * Gets the root pose matrix\r\n * @returns a matrix\r\n */\r\n public getPoseMatrix(): Nullable<Matrix> {\r\n let poseMatrix: Nullable<Matrix> = null;\r\n\r\n if (this._meshesWithPoseMatrix.length > 0) {\r\n poseMatrix = this._meshesWithPoseMatrix[0].getPoseMatrix();\r\n }\r\n\r\n return poseMatrix;\r\n }\r\n\r\n /**\r\n * Sorts bones per internal index\r\n */\r\n public sortBones(): void {\r\n const bones: Bone[] = [];\r\n const visited = new Array<boolean>(this.bones.length);\r\n for (let index = 0; index < this.bones.length; index++) {\r\n this._sortBones(index, bones, visited);\r\n }\r\n\r\n this.bones = bones;\r\n }\r\n\r\n private _sortBones(index: number, bones: Bone[], visited: boolean[]): void {\r\n if (visited[index]) {\r\n return;\r\n }\r\n\r\n visited[index] = true;\r\n\r\n const bone = this.bones[index];\r\n if (!bone) {\r\n return;\r\n }\r\n\r\n if (bone._index === undefined) {\r\n bone._index = index;\r\n }\r\n\r\n const parentBone = bone.getParent();\r\n if (parentBone) {\r\n this._sortBones(this.bones.indexOf(parentBone), bones, visited);\r\n }\r\n\r\n bones.push(bone);\r\n }\r\n\r\n /**\r\n * Set the current local matrix as the restPose for all bones in the skeleton.\r\n */\r\n public setCurrentPoseAsRest(): void {\r\n for (const b of this.bones) {\r\n b.setCurrentPoseAsRest();\r\n }\r\n }\r\n}\r\n"]}
1
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{ Bone } from \"./bone\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Vector3, Matrix, TmpVectors } from \"../Maths/math.vector\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { RawTexture } from \"../Materials/Textures/rawTexture\";\r\nimport type { Animatable } from \"../Animations/animatable.core\";\r\nimport type { AnimationPropertiesOverride } from \"../Animations/animationPropertiesOverride\";\r\nimport { Animation } from \"../Animations/animation\";\r\nimport { AnimationRange } from \"../Animations/animationRange\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { DeepCopier } from \"../Misc/deepCopier\";\r\nimport type { IInspectable } from \"../Misc/iInspectable\";\r\nimport type { IAnimatable } from \"../Animations/animatable.interface\";\r\nimport type { IAssetContainer } from \"core/IAssetContainer\";\r\nimport type { TransformNode } from \"core/Meshes/transformNode\";\r\n\r\n/**\r\n * Class used to handle skinning animations\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/bonesSkeletons\r\n */\r\nexport class Skeleton implements IAnimatable {\r\n /**\r\n * Defines the list of child bones\r\n */\r\n public bones: Bone[] = [];\r\n /**\r\n * Defines an estimate of the dimension of the skeleton at rest\r\n */\r\n public dimensionsAtRest: Vector3;\r\n /**\r\n * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)\r\n */\r\n public needInitialSkinMatrix = false;\r\n\r\n /**\r\n * Gets the list of animations attached to this skeleton\r\n */\r\n public animations: Array<Animation>;\r\n\r\n private _scene: Scene;\r\n private _isDirty = true;\r\n private _transformMatrices: Float32Array;\r\n private _transformMatrixTexture: Nullable<RawTexture>;\r\n private _meshesWithPoseMatrix = new Array<AbstractMesh>();\r\n private _animatables: IAnimatable[];\r\n private _identity = Matrix.Identity();\r\n private _synchronizedWithMesh: AbstractMesh;\r\n private _currentRenderId = -1;\r\n\r\n private _ranges: { [name: string]: Nullable<AnimationRange> } = {};\r\n\r\n private _absoluteTransformIsDirty = true;\r\n\r\n private _canUseTextureForBones = false;\r\n private _uniqueId = 0;\r\n\r\n /** @internal */\r\n public _numBonesWithLinkedTransformNode = 0;\r\n\r\n /** @internal */\r\n public _hasWaitingData: Nullable<boolean> = null;\r\n\r\n /** @internal */\r\n public _parentContainer: Nullable<IAssetContainer> = null;\r\n\r\n /**\r\n * Specifies if the skeleton should be serialized\r\n */\r\n public doNotSerialize = false;\r\n\r\n private _useTextureToStoreBoneMatrices = true;\r\n /**\r\n * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).\r\n * Please note that this option is not available if the hardware does not support it\r\n */\r\n public get useTextureToStoreBoneMatrices(): boolean {\r\n return this._useTextureToStoreBoneMatrices;\r\n }\r\n\r\n public set useTextureToStoreBoneMatrices(value: boolean) {\r\n this._useTextureToStoreBoneMatrices = value;\r\n this._markAsDirty();\r\n }\r\n\r\n private _animationPropertiesOverride: Nullable<AnimationPropertiesOverride> = null;\r\n\r\n /**\r\n * Gets or sets the animation properties override\r\n */\r\n public get animationPropertiesOverride(): Nullable<AnimationPropertiesOverride> {\r\n if (!this._animationPropertiesOverride) {\r\n return this._scene.animationPropertiesOverride;\r\n }\r\n return this._animationPropertiesOverride;\r\n }\r\n\r\n public set animationPropertiesOverride(value: Nullable<AnimationPropertiesOverride>) {\r\n this._animationPropertiesOverride = value;\r\n }\r\n\r\n /**\r\n * List of inspectable custom properties (used by the Inspector)\r\n * @see https://doc.babylonjs.com/toolsAndResources/inspector#extensibility\r\n */\r\n public inspectableCustomProperties: IInspectable[];\r\n\r\n // Events\r\n\r\n /**\r\n * An observable triggered before computing the skeleton's matrices\r\n */\r\n public onBeforeComputeObservable = new Observable<Skeleton>();\r\n\r\n /**\r\n * Gets a boolean indicating that the skeleton effectively stores matrices into a texture\r\n */\r\n public get isUsingTextureForMatrices() {\r\n return this.useTextureToStoreBoneMatrices && this._canUseTextureForBones;\r\n }\r\n\r\n /**\r\n * Gets the unique ID of this skeleton\r\n */\r\n public get uniqueId(): number {\r\n return this._uniqueId;\r\n }\r\n\r\n /**\r\n * Gets or sets an object used to store user defined information for the skeleton\r\n */\r\n public metadata: any = null;\r\n\r\n /**\r\n * Creates a new skeleton\r\n * @param name defines the skeleton name\r\n * @param id defines the skeleton Id\r\n * @param scene defines the hosting scene\r\n */\r\n constructor(\r\n /** defines the skeleton name */\r\n public name: string,\r\n /** defines the skeleton Id */\r\n public id: string,\r\n scene: Scene\r\n ) {\r\n this.bones = [];\r\n\r\n this._scene = scene || EngineStore.LastCreatedScene;\r\n this._uniqueId = this._scene.getUniqueId();\r\n\r\n this._scene.addSkeleton(this);\r\n\r\n //make sure it will recalculate the matrix next time prepare is called.\r\n this._isDirty = true;\r\n\r\n const engineCaps = this._scene.getEngine().getCaps();\r\n this._canUseTextureForBones = engineCaps.textureFloat && engineCaps.maxVertexTextureImageUnits > 0;\r\n }\r\n\r\n /**\r\n * Gets the current object class name.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"Skeleton\";\r\n }\r\n\r\n /**\r\n * Returns an array containing the root bones\r\n * @returns an array containing the root bones\r\n */\r\n public getChildren(): Array<Bone> {\r\n return this.bones.filter((b) => !b.getParent());\r\n }\r\n\r\n // Members\r\n /**\r\n * Gets the list of transform matrices to send to shaders (one matrix per bone)\r\n * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)\r\n * @returns a Float32Array containing matrices data\r\n */\r\n public getTransformMatrices(mesh: Nullable<AbstractMesh>): Float32Array {\r\n if (this.needInitialSkinMatrix) {\r\n if (!mesh) {\r\n throw new Error(\"getTransformMatrices: When using the needInitialSkinMatrix flag, a mesh must be provided\");\r\n }\r\n if (!mesh._bonesTransformMatrices) {\r\n this.prepare(true);\r\n }\r\n\r\n return mesh._bonesTransformMatrices!;\r\n }\r\n\r\n if (!this._transformMatrices || this._isDirty) {\r\n this.prepare(!this._transformMatrices);\r\n }\r\n\r\n return this._transformMatrices;\r\n }\r\n\r\n /**\r\n * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)\r\n * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)\r\n * @returns a raw texture containing the data\r\n */\r\n public getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture> {\r\n if (this.needInitialSkinMatrix && mesh._transformMatrixTexture) {\r\n return mesh._transformMatrixTexture;\r\n }\r\n\r\n return this._transformMatrixTexture;\r\n }\r\n\r\n /**\r\n * Gets the current hosting scene\r\n * @returns a scene object\r\n */\r\n public getScene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n // Methods\r\n\r\n /**\r\n * Gets a string representing the current skeleton data\r\n * @param fullDetails defines a boolean indicating if we want a verbose version\r\n * @returns a string representing the current skeleton data\r\n */\r\n public toString(fullDetails?: boolean): string {\r\n let ret = `Name: ${this.name}, nBones: ${this.bones.length}`;\r\n ret += `, nAnimationRanges: ${this._ranges ? Object.keys(this._ranges).length : \"none\"}`;\r\n if (fullDetails) {\r\n ret += \", Ranges: {\";\r\n let first = true;\r\n for (const name in this._ranges) {\r\n if (first) {\r\n ret += \", \";\r\n first = false;\r\n }\r\n ret += name;\r\n }\r\n ret += \"}\";\r\n }\r\n return ret;\r\n }\r\n\r\n /**\r\n * Get bone's index searching by name\r\n * @param name defines bone's name to search for\r\n * @returns the indice of the bone. Returns -1 if not found\r\n */\r\n public getBoneIndexByName(name: string): number {\r\n for (let boneIndex = 0, cache = this.bones.length; boneIndex < cache; boneIndex++) {\r\n if (this.bones[boneIndex].name === name) {\r\n return boneIndex;\r\n }\r\n }\r\n return -1;\r\n }\r\n\r\n /**\r\n * Finds a bone in a skeleton that is linked to the given transform node.\r\n * @param transformNode The transform node to find the bone for\r\n * @returns The bone linked to the transform node, or null if not found\r\n */\r\n public findBoneFromLinkedTransformNode(transformNode: TransformNode) {\r\n for (const bone of this.bones) {\r\n if (bone._linkedTransformNode === transformNode) {\r\n return bone;\r\n }\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * Finds a bone in a skeleton by the name of its linked transform node.\r\n * @param name The name of the linked transform node\r\n * @returns The bone linked to the transform node with the given name, or null if not found\r\n */\r\n public findBoneFromLinkedTransformNodeName(name: string) {\r\n for (const bone of this.bones) {\r\n if (bone._linkedTransformNode && bone._linkedTransformNode.name === name) {\r\n return bone;\r\n }\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * Create a new animation range\r\n * @param name defines the name of the range\r\n * @param from defines the start key\r\n * @param to defines the end key\r\n */\r\n public createAnimationRange(name: string, from: number, to: number): void {\r\n // check name not already in use\r\n if (!this._ranges[name]) {\r\n this._ranges[name] = new AnimationRange(name, from, to);\r\n for (let i = 0, nBones = this.bones.length; i < nBones; i++) {\r\n if (this.bones[i].animations[0]) {\r\n this.bones[i].animations[0].createRange(name, from, to);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Delete a specific animation range\r\n * @param name defines the name of the range\r\n * @param deleteFrames defines if frames must be removed as well\r\n */\r\n public deleteAnimationRange(name: string, deleteFrames = true): void {\r\n for (let i = 0, nBones = this.bones.length; i < nBones; i++) {\r\n if (this.bones[i].animations[0]) {\r\n this.bones[i].animations[0].deleteRange(name, deleteFrames);\r\n }\r\n }\r\n this._ranges[name] = null; // said much faster than 'delete this._range[name]'\r\n }\r\n\r\n /**\r\n * Gets a specific animation range\r\n * @param name defines the name of the range to look for\r\n * @returns the requested animation range or null if not found\r\n */\r\n public getAnimationRange(name: string): Nullable<AnimationRange> {\r\n return this._ranges[name] || null;\r\n }\r\n\r\n /**\r\n * Gets the list of all animation ranges defined on this skeleton\r\n * @returns an array\r\n */\r\n public getAnimationRanges(): Nullable<AnimationRange>[] {\r\n const animationRanges: Nullable<AnimationRange>[] = [];\r\n let name: string;\r\n for (name in this._ranges) {\r\n animationRanges.push(this._ranges[name]);\r\n }\r\n return animationRanges;\r\n }\r\n\r\n /**\r\n * Copy animation range from a source skeleton.\r\n * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences\r\n * @param source defines the source skeleton\r\n * @param name defines the name of the range to copy\r\n * @param rescaleAsRequired defines if rescaling must be applied if required\r\n * @returns true if operation was successful\r\n */\r\n public copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired = false): boolean {\r\n if (this._ranges[name] || !source.getAnimationRange(name)) {\r\n return false;\r\n }\r\n let ret = true;\r\n const frameOffset = this._getHighestAnimationFrame() + 1;\r\n\r\n // make a dictionary of source skeleton's bones, so exact same order or doubly nested loop is not required\r\n const boneDict: { [key: string]: Bone } = {};\r\n const sourceBones = source.bones;\r\n let nBones: number;\r\n let i: number;\r\n for (i = 0, nBones = sourceBones.length; i < nBones; i++) {\r\n boneDict[sourceBones[i].name] = sourceBones[i];\r\n }\r\n\r\n if (this.bones.length !== sourceBones.length) {\r\n Logger.Warn(`copyAnimationRange: this rig has ${this.bones.length} bones, while source as ${sourceBones.length}`);\r\n ret = false;\r\n }\r\n\r\n const skelDimensionsRatio = rescaleAsRequired && this.dimensionsAtRest && source.dimensionsAtRest ? this.dimensionsAtRest.divide(source.dimensionsAtRest) : null;\r\n\r\n for (i = 0, nBones = this.bones.length; i < nBones; i++) {\r\n const boneName = this.bones[i].name;\r\n const sourceBone = boneDict[boneName];\r\n if (sourceBone) {\r\n ret = ret && this.bones[i].copyAnimationRange(sourceBone, name, frameOffset, rescaleAsRequired, skelDimensionsRatio);\r\n } else {\r\n Logger.Warn(\"copyAnimationRange: not same rig, missing source bone \" + boneName);\r\n ret = false;\r\n }\r\n }\r\n // do not call createAnimationRange(), since it also is done to bones, which was already done\r\n const range = source.getAnimationRange(name);\r\n if (range) {\r\n this._ranges[name] = new AnimationRange(name, range.from + frameOffset, range.to + frameOffset);\r\n }\r\n return ret;\r\n }\r\n\r\n /**\r\n * Forces the skeleton to go to rest pose\r\n */\r\n public returnToRest(): void {\r\n for (const bone of this.bones) {\r\n if (bone._index !== -1) {\r\n bone.returnToRest();\r\n }\r\n }\r\n }\r\n\r\n private _getHighestAnimationFrame(): number {\r\n let ret = 0;\r\n for (let i = 0, nBones = this.bones.length; i < nBones; i++) {\r\n if (this.bones[i].animations[0]) {\r\n const highest = this.bones[i].animations[0].getHighestFrame();\r\n if (ret < highest) {\r\n ret = highest;\r\n }\r\n }\r\n }\r\n return ret;\r\n }\r\n\r\n /**\r\n * Begin a specific animation range\r\n * @param name defines the name of the range to start\r\n * @param loop defines if looping must be turned on (false by default)\r\n * @param speedRatio defines the speed ratio to apply (1 by default)\r\n * @param onAnimationEnd defines a callback which will be called when animation will end\r\n * @returns a new animatable\r\n */\r\n public beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable> {\r\n const range = this.getAnimationRange(name);\r\n\r\n if (!range) {\r\n return null;\r\n }\r\n\r\n return this._scene.beginAnimation(this, range.from, range.to, loop, speedRatio, onAnimationEnd);\r\n }\r\n\r\n /**\r\n * Convert the keyframes for a range of animation on a skeleton to be relative to a given reference frame.\r\n * @param skeleton defines the Skeleton containing the animation range to convert\r\n * @param referenceFrame defines the frame that keyframes in the range will be relative to\r\n * @param range defines the name of the AnimationRange belonging to the Skeleton to convert\r\n * @returns the original skeleton\r\n */\r\n public static MakeAnimationAdditive(skeleton: Skeleton, referenceFrame = 0, range: string): Nullable<Skeleton> {\r\n const rangeValue = skeleton.getAnimationRange(range);\r\n\r\n // We can't make a range additive if it doesn't exist\r\n if (!rangeValue) {\r\n return null;\r\n }\r\n\r\n // Find any current scene-level animatable belonging to the target that matches the range\r\n const sceneAnimatables = skeleton._scene.getAllAnimatablesByTarget(skeleton);\r\n let rangeAnimatable: Nullable<Animatable> = null;\r\n\r\n for (let index = 0; index < sceneAnimatables.length; index++) {\r\n const sceneAnimatable = sceneAnimatables[index];\r\n\r\n if (sceneAnimatable.fromFrame === rangeValue?.from && sceneAnimatable.toFrame === rangeValue?.to) {\r\n rangeAnimatable = sceneAnimatable;\r\n break;\r\n }\r\n }\r\n\r\n // Convert the animations belonging to the skeleton to additive keyframes\r\n const animatables = skeleton.getAnimatables();\r\n\r\n for (let index = 0; index < animatables.length; index++) {\r\n const animatable = animatables[index];\r\n const animations = animatable.animations;\r\n\r\n if (!animations) {\r\n continue;\r\n }\r\n\r\n for (let animIndex = 0; animIndex < animations.length; animIndex++) {\r\n Animation.MakeAnimationAdditive(animations[animIndex], referenceFrame, range);\r\n }\r\n }\r\n\r\n // Mark the scene-level animatable as additive\r\n if (rangeAnimatable) {\r\n rangeAnimatable.isAdditive = true;\r\n }\r\n\r\n return skeleton;\r\n }\r\n\r\n /** @internal */\r\n public _markAsDirty(): void {\r\n this._isDirty = true;\r\n this._absoluteTransformIsDirty = true;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _registerMeshWithPoseMatrix(mesh: AbstractMesh): void {\r\n this._meshesWithPoseMatrix.push(mesh);\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void {\r\n const index = this._meshesWithPoseMatrix.indexOf(mesh);\r\n\r\n if (index > -1) {\r\n this._meshesWithPoseMatrix.splice(index, 1);\r\n }\r\n }\r\n\r\n private _computeTransformMatrices(targetMatrix: Float32Array, initialSkinMatrix: Nullable<Matrix>): void {\r\n this.onBeforeComputeObservable.notifyObservers(this);\r\n\r\n for (let index = 0; index < this.bones.length; index++) {\r\n const bone = this.bones[index];\r\n bone._childUpdateId++;\r\n const parentBone = bone.getParent();\r\n\r\n if (parentBone) {\r\n bone.getLocalMatrix().multiplyToRef(parentBone.getFinalMatrix(), bone.getFinalMatrix());\r\n } else {\r\n if (initialSkinMatrix) {\r\n bone.getLocalMatrix().multiplyToRef(initialSkinMatrix, bone.getFinalMatrix());\r\n } else {\r\n bone.getFinalMatrix().copyFrom(bone.getLocalMatrix());\r\n }\r\n }\r\n\r\n if (bone._index !== -1) {\r\n const mappedIndex = bone._index === null ? index : bone._index;\r\n bone.getAbsoluteInverseBindMatrix().multiplyToArray(bone.getFinalMatrix(), targetMatrix, mappedIndex * 16);\r\n }\r\n }\r\n\r\n this._identity.copyToArray(targetMatrix, this.bones.length * 16);\r\n }\r\n\r\n /**\r\n * Build all resources required to render a skeleton\r\n * @param dontCheckFrameId defines a boolean indicating if prepare should be run without checking first the current frame id (default: false)\r\n */\r\n public prepare(dontCheckFrameId = false): void {\r\n if (!dontCheckFrameId) {\r\n const currentRenderId = this.getScene().getRenderId();\r\n if (this._currentRenderId === currentRenderId) {\r\n return;\r\n }\r\n this._currentRenderId = currentRenderId;\r\n }\r\n\r\n // Update the local matrix of bones with linked transform nodes.\r\n if (this._numBonesWithLinkedTransformNode > 0) {\r\n for (const bone of this.bones) {\r\n if (bone._linkedTransformNode) {\r\n const node = bone._linkedTransformNode;\r\n bone.position = node.position;\r\n if (node.rotationQuaternion) {\r\n bone.rotationQuaternion = node.rotationQuaternion;\r\n } else {\r\n bone.rotation = node.rotation;\r\n }\r\n bone.scaling = node.scaling;\r\n }\r\n }\r\n }\r\n\r\n if (this.needInitialSkinMatrix) {\r\n for (const mesh of this._meshesWithPoseMatrix) {\r\n const poseMatrix = mesh.getPoseMatrix();\r\n\r\n let needsUpdate = this._isDirty;\r\n if (!mesh._bonesTransformMatrices || mesh._bonesTransformMatrices.length !== 16 * (this.bones.length + 1)) {\r\n mesh._bonesTransformMatrices = new Float32Array(16 * (this.bones.length + 1));\r\n needsUpdate = true;\r\n }\r\n\r\n if (!needsUpdate) {\r\n continue;\r\n }\r\n\r\n if (this._synchronizedWithMesh !== mesh) {\r\n this._synchronizedWithMesh = mesh;\r\n\r\n // Prepare bones\r\n for (const bone of this.bones) {\r\n if (!bone.getParent()) {\r\n const matrix = bone.getBindMatrix();\r\n matrix.multiplyToRef(poseMatrix, TmpVectors.Matrix[1]);\r\n bone._updateAbsoluteBindMatrices(TmpVectors.Matrix[1]);\r\n }\r\n }\r\n\r\n if (this.isUsingTextureForMatrices) {\r\n const textureWidth = (this.bones.length + 1) * 4;\r\n if (!mesh._transformMatrixTexture || mesh._transformMatrixTexture.getSize().width !== textureWidth) {\r\n if (mesh._transformMatrixTexture) {\r\n mesh._transformMatrixTexture.dispose();\r\n }\r\n\r\n mesh._transformMatrixTexture = RawTexture.CreateRGBATexture(\r\n mesh._bonesTransformMatrices,\r\n (this.bones.length + 1) * 4,\r\n 1,\r\n this._scene,\r\n false,\r\n false,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n Constants.TEXTURETYPE_FLOAT\r\n );\r\n }\r\n }\r\n }\r\n\r\n this._computeTransformMatrices(mesh._bonesTransformMatrices, poseMatrix);\r\n\r\n if (this.isUsingTextureForMatrices && mesh._transformMatrixTexture) {\r\n mesh._transformMatrixTexture.update(mesh._bonesTransformMatrices);\r\n }\r\n }\r\n } else {\r\n if (!this._isDirty) {\r\n return;\r\n }\r\n\r\n if (!this._transformMatrices || this._transformMatrices.length !== 16 * (this.bones.length + 1)) {\r\n this._transformMatrices = new Float32Array(16 * (this.bones.length + 1));\r\n\r\n if (this.isUsingTextureForMatrices) {\r\n if (this._transformMatrixTexture) {\r\n this._transformMatrixTexture.dispose();\r\n }\r\n\r\n this._transformMatrixTexture = RawTexture.CreateRGBATexture(\r\n this._transformMatrices,\r\n (this.bones.length + 1) * 4,\r\n 1,\r\n this._scene,\r\n false,\r\n false,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n Constants.TEXTURETYPE_FLOAT\r\n );\r\n }\r\n }\r\n\r\n this._computeTransformMatrices(this._transformMatrices, null);\r\n\r\n if (this.isUsingTextureForMatrices && this._transformMatrixTexture) {\r\n this._transformMatrixTexture.update(this._transformMatrices);\r\n }\r\n }\r\n\r\n this._isDirty = false;\r\n }\r\n\r\n /**\r\n * Gets the list of animatables currently running for this skeleton\r\n * @returns an array of animatables\r\n */\r\n public getAnimatables(): IAnimatable[] {\r\n if (!this._animatables || this._animatables.length !== this.bones.length) {\r\n this._animatables = [];\r\n\r\n for (let index = 0; index < this.bones.length; index++) {\r\n this._animatables.push(this.bones[index]);\r\n }\r\n }\r\n\r\n return this._animatables;\r\n }\r\n\r\n /**\r\n * Clone the current skeleton\r\n * @param name defines the name of the new skeleton\r\n * @param id defines the id of the new skeleton\r\n * @returns the new skeleton\r\n */\r\n public clone(name: string, id?: string): Skeleton {\r\n const result = new Skeleton(name, id || name, this._scene);\r\n\r\n result.needInitialSkinMatrix = this.needInitialSkinMatrix;\r\n result.metadata = this.metadata;\r\n\r\n for (let index = 0; index < this.bones.length; index++) {\r\n const source = this.bones[index];\r\n let parentBone = null;\r\n\r\n const parent = source.getParent();\r\n if (parent) {\r\n const parentIndex = this.bones.indexOf(parent);\r\n parentBone = result.bones[parentIndex];\r\n }\r\n\r\n const bone = new Bone(source.name, result, parentBone, source.getBindMatrix().clone(), source.getRestMatrix().clone());\r\n bone._index = source._index;\r\n\r\n if (source._linkedTransformNode) {\r\n bone.linkTransformNode(source._linkedTransformNode);\r\n }\r\n\r\n DeepCopier.DeepCopy(source.animations, bone.animations);\r\n }\r\n\r\n if (this._ranges) {\r\n result._ranges = {};\r\n for (const rangeName in this._ranges) {\r\n const range = this._ranges[rangeName];\r\n\r\n if (range) {\r\n result._ranges[rangeName] = range.clone();\r\n }\r\n }\r\n }\r\n\r\n this._isDirty = true;\r\n\r\n result.prepare(true);\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Enable animation blending for this skeleton\r\n * @param blendingSpeed defines the blending speed to apply\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/animation/advanced_animations#animation-blending\r\n */\r\n public enableBlending(blendingSpeed = 0.01) {\r\n for (const bone of this.bones) {\r\n for (const animation of bone.animations) {\r\n animation.enableBlending = true;\r\n animation.blendingSpeed = blendingSpeed;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Releases all resources associated with the current skeleton\r\n */\r\n public dispose() {\r\n this._meshesWithPoseMatrix.length = 0;\r\n this.metadata = null;\r\n\r\n // Animations\r\n this.getScene().stopAnimation(this);\r\n\r\n // Remove from scene\r\n this.getScene().removeSkeleton(this);\r\n\r\n if (this._parentContainer) {\r\n const index = this._parentContainer.skeletons.indexOf(this);\r\n if (index > -1) {\r\n this._parentContainer.skeletons.splice(index, 1);\r\n }\r\n this._parentContainer = null;\r\n }\r\n\r\n if (this._transformMatrixTexture) {\r\n this._transformMatrixTexture.dispose();\r\n this._transformMatrixTexture = null;\r\n }\r\n }\r\n\r\n /**\r\n * Serialize the skeleton in a JSON object\r\n * @returns a JSON object\r\n */\r\n public serialize(): any {\r\n const serializationObject: any = {};\r\n\r\n serializationObject.name = this.name;\r\n serializationObject.id = this.id;\r\n serializationObject.uniqueId = this.uniqueId;\r\n\r\n if (this.dimensionsAtRest) {\r\n serializationObject.dimensionsAtRest = this.dimensionsAtRest.asArray();\r\n }\r\n\r\n serializationObject.bones = [];\r\n\r\n serializationObject.needInitialSkinMatrix = this.needInitialSkinMatrix;\r\n\r\n if (this.metadata) {\r\n serializationObject.metadata = this.metadata;\r\n }\r\n\r\n for (let index = 0; index < this.bones.length; index++) {\r\n const bone = this.bones[index];\r\n const parent = bone.getParent();\r\n\r\n const serializedBone: any = {\r\n parentBoneIndex: parent ? this.bones.indexOf(parent) : -1,\r\n index: bone.getIndex(),\r\n name: bone.name,\r\n id: bone.id,\r\n uniqueId: bone.uniqueId,\r\n matrix: bone.getBindMatrix().asArray(),\r\n rest: bone.getRestMatrix().asArray(),\r\n linkedTransformNodeId: bone.getTransformNode()?.id,\r\n linkedTransformNodeUniqueId: bone.getTransformNode()?.uniqueId,\r\n };\r\n\r\n serializationObject.bones.push(serializedBone);\r\n\r\n if (bone.length) {\r\n serializedBone.length = bone.length;\r\n }\r\n\r\n if (bone.metadata) {\r\n serializedBone.metadata = bone.metadata;\r\n }\r\n\r\n if (bone.animations && bone.animations.length > 0) {\r\n serializedBone.animation = bone.animations[0].serialize();\r\n }\r\n\r\n serializationObject.ranges = [];\r\n for (const name in this._ranges) {\r\n const source = this._ranges[name];\r\n\r\n if (!source) {\r\n continue;\r\n }\r\n\r\n const range: any = {};\r\n range.name = name;\r\n range.from = source.from;\r\n range.to = source.to;\r\n serializationObject.ranges.push(range);\r\n }\r\n }\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Creates a new skeleton from serialized data\r\n * @param parsedSkeleton defines the serialized data\r\n * @param scene defines the hosting scene\r\n * @returns a new skeleton\r\n */\r\n public static Parse(parsedSkeleton: any, scene: Scene): Skeleton {\r\n const skeleton = new Skeleton(parsedSkeleton.name, parsedSkeleton.id, scene);\r\n if (parsedSkeleton.dimensionsAtRest) {\r\n skeleton.dimensionsAtRest = Vector3.FromArray(parsedSkeleton.dimensionsAtRest);\r\n }\r\n\r\n skeleton.needInitialSkinMatrix = parsedSkeleton.needInitialSkinMatrix;\r\n\r\n if (parsedSkeleton.metadata) {\r\n skeleton.metadata = parsedSkeleton.metadata;\r\n }\r\n\r\n let index: number;\r\n for (index = 0; index < parsedSkeleton.bones.length; index++) {\r\n const parsedBone = parsedSkeleton.bones[index];\r\n const parsedBoneIndex = parsedSkeleton.bones[index].index;\r\n let parentBone = null;\r\n if (parsedBone.parentBoneIndex > -1) {\r\n parentBone = skeleton.bones[parsedBone.parentBoneIndex];\r\n }\r\n\r\n const rest: Nullable<Matrix> = parsedBone.rest ? Matrix.FromArray(parsedBone.rest) : null;\r\n const bone = new Bone(parsedBone.name, skeleton, parentBone, Matrix.FromArray(parsedBone.matrix), rest, null, parsedBoneIndex);\r\n\r\n if (parsedBone.id !== undefined && parsedBone.id !== null) {\r\n bone.id = parsedBone.id;\r\n }\r\n\r\n if (parsedBone.length) {\r\n bone.length = parsedBone.length;\r\n }\r\n\r\n if (parsedBone.metadata) {\r\n bone.metadata = parsedBone.metadata;\r\n }\r\n\r\n if (parsedBone.animation) {\r\n bone.animations.push(Animation.Parse(parsedBone.animation));\r\n }\r\n\r\n if (parsedBone.linkedTransformNodeId !== undefined && parsedBone.linkedTransformNodeId !== null) {\r\n skeleton._hasWaitingData = true;\r\n bone._waitingTransformNodeId = parsedBone.linkedTransformNodeId;\r\n }\r\n\r\n if (parsedBone.linkedTransformNodeUniqueId !== undefined && parsedBone.linkedTransformNodeUniqueId !== null) {\r\n skeleton._hasWaitingData = true;\r\n bone._waitingTransformNodeUniqueId = parsedBone.linkedTransformNodeUniqueId;\r\n }\r\n }\r\n\r\n // placed after bones, so createAnimationRange can cascade down\r\n if (parsedSkeleton.ranges) {\r\n for (index = 0; index < parsedSkeleton.ranges.length; index++) {\r\n const data = parsedSkeleton.ranges[index];\r\n skeleton.createAnimationRange(data.name, data.from, data.to);\r\n }\r\n }\r\n return skeleton;\r\n }\r\n\r\n /**\r\n * Compute all node absolute matrices\r\n * @param forceUpdate defines if computation must be done even if cache is up to date\r\n */\r\n public computeAbsoluteMatrices(forceUpdate = false): void {\r\n if (this._absoluteTransformIsDirty || forceUpdate) {\r\n this.bones[0].computeAbsoluteMatrices();\r\n this._absoluteTransformIsDirty = false;\r\n }\r\n }\r\n\r\n /**\r\n * Compute all node absolute matrices\r\n * @param forceUpdate defines if computation must be done even if cache is up to date\r\n * @deprecated Please use computeAbsoluteMatrices instead\r\n */\r\n public computeAbsoluteTransforms(forceUpdate = false): void {\r\n this.computeAbsoluteMatrices(forceUpdate);\r\n }\r\n\r\n /**\r\n * Gets the root pose matrix\r\n * @returns a matrix\r\n */\r\n public getPoseMatrix(): Nullable<Matrix> {\r\n let poseMatrix: Nullable<Matrix> = null;\r\n\r\n if (this._meshesWithPoseMatrix.length > 0) {\r\n poseMatrix = this._meshesWithPoseMatrix[0].getPoseMatrix();\r\n }\r\n\r\n return poseMatrix;\r\n }\r\n\r\n /**\r\n * Sorts bones per internal index\r\n */\r\n public sortBones(): void {\r\n const bones: Bone[] = [];\r\n const visited = new Array<boolean>(this.bones.length);\r\n for (let index = 0; index < this.bones.length; index++) {\r\n this._sortBones(index, bones, visited);\r\n }\r\n\r\n this.bones = bones;\r\n }\r\n\r\n private _sortBones(index: number, bones: Bone[], visited: boolean[]): void {\r\n if (visited[index]) {\r\n return;\r\n }\r\n\r\n visited[index] = true;\r\n\r\n const bone = this.bones[index];\r\n if (!bone) {\r\n return;\r\n }\r\n\r\n if (bone._index === undefined) {\r\n bone._index = index;\r\n }\r\n\r\n const parentBone = bone.getParent();\r\n if (parentBone) {\r\n this._sortBones(this.bones.indexOf(parentBone), bones, visited);\r\n }\r\n\r\n bones.push(bone);\r\n }\r\n\r\n /**\r\n * Set the current local matrix as the restPose for all bones in the skeleton.\r\n */\r\n public setCurrentPoseAsRest(): void {\r\n for (const b of this.bones) {\r\n b.setCurrentPoseAsRest();\r\n }\r\n }\r\n}\r\n"]}
@@ -53,6 +53,8 @@ export declare class GPUPicker {
53
53
  private _sceneBeforeRenderObserver;
54
54
  private _pickingTextureAfterRenderObserver;
55
55
  private _nextFreeId;
56
+ private readonly _gsPickingMaterials;
57
+ private readonly _gsCompoundRenderMeshes;
56
58
  /** Shader language used by the generator */
57
59
  protected _shaderLanguage: ShaderLanguage;
58
60
  /**
@@ -139,6 +141,15 @@ export declare class GPUPicker {
139
141
  * Updates the render list with the current pickable meshes.
140
142
  */
141
143
  private _updateRenderList;
144
+ /**
145
+ * Creates a GaussianSplattingMaterial configured for GPU picking by attaching
146
+ * a GaussianSplattingGpuPickingMaterialPlugin. The plugin injects picking ID
147
+ * encoding into the existing Gaussian Splatting shaders via material plugin hooks.
148
+ * @param scene The scene
149
+ * @param gsMesh The Gaussian Splatting mesh (used to set the source mesh on the material)
150
+ * @returns A GaussianSplattingMaterial with the picking plugin attached
151
+ */
152
+ private _createGaussianSplattingPickingMaterial;
142
153
  private _readTexturePixelsAsync;
143
154
  /** Release the resources */
144
155
  dispose(): void;
@@ -1,6 +1,8 @@
1
1
 
2
2
  import { RenderTargetTexture } from "../Materials/Textures/renderTargetTexture.js";
3
3
  import { ShaderMaterial } from "../Materials/shaderMaterial.js";
4
+ import { GaussianSplattingMaterial } from "../Materials/GaussianSplatting/gaussianSplattingMaterial.js";
5
+ import { GaussianSplattingGpuPickingMaterialPlugin } from "../Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.js";
4
6
  import { Color4 } from "../Maths/math.color.js";
5
7
  import { VertexBuffer } from "../Meshes/buffer.js";
6
8
  import { Logger } from "../Misc/logger.js";
@@ -27,6 +29,8 @@ export class GPUPicker {
27
29
  this._sceneBeforeRenderObserver = null;
28
30
  this._pickingTextureAfterRenderObserver = null;
29
31
  this._nextFreeId = 1;
32
+ this._gsPickingMaterials = [];
33
+ this._gsCompoundRenderMeshes = [];
30
34
  /** Shader language used by the generator */
31
35
  this._shaderLanguage = 0 /* ShaderLanguage.GLSL */;
32
36
  this._pickingInProgress = false;
@@ -131,6 +135,9 @@ export class GPUPicker {
131
135
  return;
132
136
  }
133
137
  const effect = material.getEffect();
138
+ if (!effect) {
139
+ return;
140
+ }
134
141
  if (!mesh.hasInstances && !mesh.isAnInstance && !mesh.hasThinInstances && this._meshUniqueIdToPickerId[mesh.uniqueId] !== undefined) {
135
142
  effect.setFloat("meshID", this._meshUniqueIdToPickerId[mesh.uniqueId]);
136
143
  }
@@ -162,20 +169,40 @@ export class GPUPicker {
162
169
  // Cleanup
163
170
  for (let index = 0; index < this._pickableMeshes.length; index++) {
164
171
  const mesh = this._pickableMeshes[index];
165
- if (mesh.hasInstances) {
166
- mesh.removeVerticesData(GPUPicker._AttributeName);
172
+ const className = mesh.getClassName();
173
+ // Skip GS part proxies - they don't have instance buffers or render list entries
174
+ if (className === "GaussianSplattingPartProxyMesh") {
175
+ continue;
167
176
  }
168
- if (mesh.hasThinInstances) {
169
- mesh.thinInstanceSetBuffer(GPUPicker._AttributeName, null);
177
+ // Skip thin instance cleanup for GaussianSplattingMesh (their thin instances are for batching, not picking)
178
+ if (className !== "GaussianSplattingMesh") {
179
+ if (mesh.hasInstances) {
180
+ mesh.removeVerticesData(GPUPicker._AttributeName);
181
+ }
182
+ if (mesh.hasThinInstances) {
183
+ mesh.thinInstanceSetBuffer(GPUPicker._AttributeName, null);
184
+ }
170
185
  }
171
186
  if (this._pickingTexture) {
172
187
  this._pickingTexture.setMaterialForRendering(mesh, undefined);
173
188
  }
174
189
  const material = this._meshMaterialMap.get(mesh);
175
- if (!this._pickingMaterialCache.includes(material)) {
190
+ if (material && !this._pickingMaterialCache.includes(material)) {
176
191
  material.onBindObservable.removeCallback(this._materialBindCallback);
177
192
  }
178
193
  }
194
+ // Clean up GS compound meshes from render list
195
+ for (const mesh of this._gsCompoundRenderMeshes) {
196
+ if (this._pickingTexture) {
197
+ this._pickingTexture.setMaterialForRendering(mesh, undefined);
198
+ }
199
+ }
200
+ this._gsCompoundRenderMeshes.length = 0;
201
+ // Dispose GS picking materials
202
+ for (const material of this._gsPickingMaterials) {
203
+ material.dispose();
204
+ }
205
+ this._gsPickingMaterials.length = 0;
179
206
  this._pickableMeshes.length = 0;
180
207
  this._meshMaterialMap.clear();
181
208
  this._idMap.length = 0;
@@ -232,9 +259,16 @@ export class GPUPicker {
232
259
  newPickableMeshes[i] = item.mesh;
233
260
  }
234
261
  else {
235
- const material = this._getPickingMaterial(scene, item.material?.fillMode ?? 0);
236
- this._meshMaterialMap.set(item, material);
237
- newPickableMeshes[i] = item;
262
+ const className = item.getClassName();
263
+ if (className === "GaussianSplattingMesh" || className === "GaussianSplattingPartProxyMesh") {
264
+ // GS meshes get special picking materials - handled in the ID assignment loop below
265
+ newPickableMeshes[i] = item;
266
+ }
267
+ else {
268
+ const material = this._getPickingMaterial(scene, item.material?.fillMode ?? 0);
269
+ this._meshMaterialMap.set(item, material);
270
+ newPickableMeshes[i] = item;
271
+ }
238
272
  }
239
273
  }
240
274
  if (this._pickableMeshes !== null) {
@@ -244,9 +278,46 @@ export class GPUPicker {
244
278
  this._pickableMeshes = newPickableMeshes;
245
279
  }
246
280
  // We will affect colors and create vertex color buffers
247
- let nextFreeid = this._nextFreeId;
281
+ let nextFreeId = this._nextFreeId;
282
+ // Collect GaussianSplatting part proxy groups for compound picking
283
+ const gsCompoundGroups = [];
248
284
  for (let index = 0; index < newPickableMeshes.length; index++) {
249
285
  const mesh = newPickableMeshes[index];
286
+ const className = mesh.getClassName();
287
+ // Handle GaussianSplatting part proxy meshes - collect by compound for processing after the loop
288
+ if (className === "GaussianSplattingPartProxyMesh") {
289
+ const proxy = mesh; // GaussianSplattingPartProxyMesh
290
+ const compound = proxy.compoundSplatMesh;
291
+ const globalIndex = index + pickableMeshOffset;
292
+ let group = gsCompoundGroups[compound.uniqueId];
293
+ if (!group) {
294
+ group = { compound, partEntries: [] };
295
+ gsCompoundGroups[compound.uniqueId] = group;
296
+ }
297
+ group.partEntries.push({ proxy, globalIndex });
298
+ continue; // Don't add to render list - the compound mesh will render for all parts
299
+ }
300
+ // Handle non-compound GaussianSplatting meshes
301
+ if (className === "GaussianSplattingMesh") {
302
+ const globalIndex = index + pickableMeshOffset;
303
+ const pickId = nextFreeId;
304
+ this._idMap[pickId] = globalIndex;
305
+ this._meshUniqueIdToPickerId[mesh.uniqueId] = pickId;
306
+ nextFreeId++;
307
+ // Create a GaussianSplattingMaterial with picking plugin for GPU picking
308
+ const gsPickingMaterial = this._createGaussianSplattingPickingMaterial(scene, mesh);
309
+ const plugin = gsPickingMaterial.pluginManager.getPlugin("GaussianSplatGpuPicking");
310
+ plugin.meshId = pickId;
311
+ gsPickingMaterial.onBindObservable.add(() => {
312
+ this._meshRenderingCount++;
313
+ });
314
+ this._gsPickingMaterials.push(gsPickingMaterial);
315
+ this._meshMaterialMap.set(mesh, gsPickingMaterial);
316
+ this._pickingTexture.setMaterialForRendering(mesh, gsPickingMaterial);
317
+ this._pickingTexture.renderList.push(mesh);
318
+ continue;
319
+ }
320
+ // Standard mesh processing
250
321
  const material = this._meshMaterialMap.get(mesh);
251
322
  if (!this._pickingMaterialCache.includes(material)) {
252
323
  material.onBindObservable.add(this._materialBindCallback, undefined, undefined, this);
@@ -261,16 +332,16 @@ export class GPUPicker {
261
332
  const thinInstanceCount = mesh.thinInstanceCount;
262
333
  const instanceIdData = new Float32Array(thinInstanceCount);
263
334
  for (let i = 0; i < thinInstanceCount; i++) {
264
- instanceIdData[i] = nextFreeid;
265
- this._thinIdMap[nextFreeid] = { meshId: globalIndex, thinId: i };
266
- nextFreeid++;
335
+ instanceIdData[i] = nextFreeId;
336
+ this._thinIdMap[nextFreeId] = { meshId: globalIndex, thinId: i };
337
+ nextFreeId++;
267
338
  }
268
339
  mesh.thinInstanceSetBuffer(GPUPicker._AttributeName, instanceIdData, 1);
269
340
  }
270
341
  else {
271
- const currentMeshId = nextFreeid;
342
+ const currentMeshId = nextFreeId;
272
343
  this._idMap[currentMeshId] = globalIndex;
273
- nextFreeid++;
344
+ nextFreeId++;
274
345
  if (mesh.hasInstances) {
275
346
  // find index of instances of that mesh
276
347
  const instancesForPick = [];
@@ -283,10 +354,10 @@ export class GPUPicker {
283
354
  const instanceIdData = new Float32Array(instancesForPick.length + 1); // +1 for the source mesh
284
355
  instanceIdData[0] = currentMeshId;
285
356
  for (let i = 0; i < instancesForPick.length; i++) {
286
- instanceIdData[i + 1] = nextFreeid;
357
+ instanceIdData[i + 1] = nextFreeId;
287
358
  const globalInstanceIndex = instancesForPick[i] + pickableMeshOffset;
288
- this._idMap[nextFreeid] = globalInstanceIndex;
289
- nextFreeid++;
359
+ this._idMap[nextFreeId] = globalInstanceIndex;
360
+ nextFreeId++;
290
361
  }
291
362
  const engine = mesh.getEngine();
292
363
  const buffer = new VertexBuffer(engine, instanceIdData, GPUPicker._AttributeName, false, false, 1, true);
@@ -297,13 +368,44 @@ export class GPUPicker {
297
368
  }
298
369
  }
299
370
  }
300
- if (GPUPicker._MaxPickingId < nextFreeid - 1) {
371
+ // Process GaussianSplatting compound groups (part proxy meshes)
372
+ for (const group of gsCompoundGroups) {
373
+ if (!group) {
374
+ continue;
375
+ }
376
+ const compound = group.compound;
377
+ // Assign picking IDs for each part
378
+ const partMeshIds = new Array(compound.partCount || 1).fill(0);
379
+ for (const entry of group.partEntries) {
380
+ const pickId = nextFreeId;
381
+ this._idMap[pickId] = entry.globalIndex;
382
+ const partIndex = entry.proxy.partIndex;
383
+ if (partIndex < partMeshIds.length) {
384
+ partMeshIds[partIndex] = pickId;
385
+ }
386
+ nextFreeId++;
387
+ }
388
+ // Create compound GS picking material with plugin
389
+ const gsPickingMaterial = this._createGaussianSplattingPickingMaterial(scene, compound);
390
+ const plugin = gsPickingMaterial.pluginManager.getPlugin("GaussianSplatGpuPicking");
391
+ plugin.isCompound = true;
392
+ plugin.partMeshIds = partMeshIds;
393
+ gsPickingMaterial.onBindObservable.add(() => {
394
+ this._meshRenderingCount++;
395
+ });
396
+ this._gsPickingMaterials.push(gsPickingMaterial);
397
+ this._meshMaterialMap.set(compound, gsPickingMaterial);
398
+ this._pickingTexture.setMaterialForRendering(compound, gsPickingMaterial);
399
+ this._pickingTexture.renderList.push(compound);
400
+ this._gsCompoundRenderMeshes.push(compound);
401
+ }
402
+ if (GPUPicker._MaxPickingId < nextFreeId - 1) {
301
403
  if (!this._idWarningIssued) {
302
404
  this._idWarningIssued = true;
303
405
  Logger.Warn(`GPUPicker maximum number of pickable meshes and instances is ${GPUPicker._MaxPickingId}. Some meshes or instances won't be pickable.`);
304
406
  }
305
407
  }
306
- this._nextFreeId = nextFreeid;
408
+ this._nextFreeId = nextFreeId;
307
409
  }
308
410
  /**
309
411
  * Execute a picking operation
@@ -621,9 +723,36 @@ export class GPUPicker {
621
723
  _updateRenderList() {
622
724
  this._pickingTexture.renderList = [];
623
725
  for (const mesh of this._pickableMeshes) {
726
+ const className = mesh.getClassName();
727
+ // Part proxies don't render directly - their compound renders for them
728
+ if (className === "GaussianSplattingPartProxyMesh") {
729
+ continue;
730
+ }
624
731
  this._pickingTexture.setMaterialForRendering(mesh, this._meshMaterialMap.get(mesh));
625
732
  this._pickingTexture.renderList.push(mesh);
626
733
  }
734
+ // Also add compound GS meshes that render on behalf of part proxies
735
+ for (const mesh of this._gsCompoundRenderMeshes) {
736
+ this._pickingTexture.setMaterialForRendering(mesh, this._meshMaterialMap.get(mesh));
737
+ this._pickingTexture.renderList.push(mesh);
738
+ }
739
+ }
740
+ /**
741
+ * Creates a GaussianSplattingMaterial configured for GPU picking by attaching
742
+ * a GaussianSplattingGpuPickingMaterialPlugin. The plugin injects picking ID
743
+ * encoding into the existing Gaussian Splatting shaders via material plugin hooks.
744
+ * @param scene The scene
745
+ * @param gsMesh The Gaussian Splatting mesh (used to set the source mesh on the material)
746
+ * @returns A GaussianSplattingMaterial with the picking plugin attached
747
+ */
748
+ _createGaussianSplattingPickingMaterial(scene, gsMesh) {
749
+ const gsPickingMaterial = new GaussianSplattingMaterial("gaussianSplattingGpuPicking", scene);
750
+ gsPickingMaterial.setSourceMesh(gsMesh);
751
+ gsPickingMaterial.needAlphaBlending = () => false;
752
+ gsPickingMaterial.backFaceCulling = false;
753
+ // Attach the GPU picking plugin
754
+ new GaussianSplattingGpuPickingMaterialPlugin(gsPickingMaterial);
755
+ return gsPickingMaterial;
627
756
  }
628
757
  async _readTexturePixelsAsync(x, y, w = 1, h = 1) {
629
758
  if (!this._cachedScene || !this._pickingTexture?._texture) {