@babylonjs/core 8.54.0 → 8.54.2

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 (297) hide show
  1. package/Animations/animatable.core.js +1 -1
  2. package/Animations/animatable.core.js.map +1 -1
  3. package/Animations/animatorAvatar.js +2 -2
  4. package/Animations/animatorAvatar.js.map +1 -1
  5. package/Animations/runtimeAnimation.js +1 -1
  6. package/Animations/runtimeAnimation.js.map +1 -1
  7. package/Audio/audioSceneComponent.js +1 -2
  8. package/Audio/audioSceneComponent.js.map +1 -1
  9. package/AudioV2/webAudio/subNodes/webAudioBusAndSoundSubGraph.js +3 -3
  10. package/AudioV2/webAudio/subNodes/webAudioBusAndSoundSubGraph.js.map +1 -1
  11. package/AudioV2/webAudio/webAudioEngine.js +1 -1
  12. package/AudioV2/webAudio/webAudioEngine.js.map +1 -1
  13. package/Behaviors/Meshes/followBehavior.js +1 -1
  14. package/Behaviors/Meshes/followBehavior.js.map +1 -1
  15. package/Behaviors/Meshes/pointerDragBehavior.js +1 -1
  16. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  17. package/Bones/boneLookController.js +1 -1
  18. package/Bones/boneLookController.js.map +1 -1
  19. package/Buffers/buffer.js +1 -1
  20. package/Buffers/buffer.js.map +1 -1
  21. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js +2 -2
  22. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
  23. package/Cameras/camera.js +2 -2
  24. package/Cameras/camera.js.map +1 -1
  25. package/Engines/Extensions/engine.query.js +1 -1
  26. package/Engines/Extensions/engine.query.js.map +1 -1
  27. package/Engines/Processors/shaderProcessor.js +2 -3
  28. package/Engines/Processors/shaderProcessor.js.map +1 -1
  29. package/Engines/WebGL/webGLRenderTargetWrapper.js +1 -1
  30. package/Engines/WebGL/webGLRenderTargetWrapper.js.map +1 -1
  31. package/Engines/WebGPU/Extensions/engine.debugging.d.ts +87 -0
  32. package/Engines/WebGPU/Extensions/engine.debugging.js +123 -31
  33. package/Engines/WebGPU/Extensions/engine.debugging.js.map +1 -1
  34. package/Engines/WebGPU/webgpuBufferManager.js +1 -1
  35. package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
  36. package/Engines/WebGPU/webgpuShaderProcessor.js +1 -1
  37. package/Engines/WebGPU/webgpuShaderProcessor.js.map +1 -1
  38. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +1 -1
  39. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
  40. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +1 -1
  41. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
  42. package/Engines/WebGPU/webgpuTextureManager.js +10 -5
  43. package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
  44. package/Engines/abstractEngine.js +2 -2
  45. package/Engines/abstractEngine.js.map +1 -1
  46. package/Engines/engine.common.js +2 -2
  47. package/Engines/engine.common.js.map +1 -1
  48. package/Engines/engine.js +0 -1
  49. package/Engines/engine.js.map +1 -1
  50. package/Engines/thinEngine.functions.js +1 -1
  51. package/Engines/thinEngine.functions.js.map +1 -1
  52. package/Engines/thinEngine.js +4 -5
  53. package/Engines/thinEngine.js.map +1 -1
  54. package/Engines/thinNativeEngine.js +2 -5
  55. package/Engines/thinNativeEngine.js.map +1 -1
  56. package/Engines/thinWebGPUEngine.d.ts +6 -4
  57. package/Engines/thinWebGPUEngine.js +49 -25
  58. package/Engines/thinWebGPUEngine.js.map +1 -1
  59. package/Engines/webgpuEngine.d.ts +2 -1
  60. package/Engines/webgpuEngine.js +18 -16
  61. package/Engines/webgpuEngine.js.map +1 -1
  62. package/FlowGraph/flowGraph.d.ts +1 -0
  63. package/FlowGraph/flowGraph.js.map +1 -1
  64. package/FlowGraph/flowGraphBlock.d.ts +1 -0
  65. package/FlowGraph/flowGraphBlock.js.map +1 -1
  66. package/FlowGraph/flowGraphContext.d.ts +1 -0
  67. package/FlowGraph/flowGraphContext.js.map +1 -1
  68. package/FlowGraph/flowGraphCoordinator.d.ts +1 -0
  69. package/FlowGraph/flowGraphCoordinator.js.map +1 -1
  70. package/FrameGraph/Node/nodeRenderGraph.d.ts +12 -1
  71. package/FrameGraph/Node/nodeRenderGraph.js +36 -2
  72. package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
  73. package/FrameGraph/Tasks/Layers/baseLayerTask.js +1 -1
  74. package/FrameGraph/Tasks/Layers/baseLayerTask.js.map +1 -1
  75. package/FrameGraph/Tasks/PostProcesses/ssao2RenderingPipelineTask.js +3 -0
  76. package/FrameGraph/Tasks/PostProcesses/ssao2RenderingPipelineTask.js.map +1 -1
  77. package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js +3 -0
  78. package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js.map +1 -1
  79. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.d.ts +3 -1
  80. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js +14 -0
  81. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js.map +1 -1
  82. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.d.ts +2 -2
  83. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js +20 -14
  84. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js.map +1 -1
  85. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.d.ts +3 -2
  86. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.js +38 -14
  87. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.js.map +1 -1
  88. package/Layers/glowLayer.js +1 -1
  89. package/Layers/glowLayer.js.map +1 -1
  90. package/Layers/highlightLayer.js +1 -1
  91. package/Layers/highlightLayer.js.map +1 -1
  92. package/Lights/Shadows/cascadedShadowGenerator.js +0 -1
  93. package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
  94. package/Lights/Shadows/shadowGenerator.d.ts +28 -1
  95. package/Lights/Shadows/shadowGenerator.js +77 -11
  96. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  97. package/Lights/lightingVolume.d.ts +1 -0
  98. package/Lights/lightingVolume.js +10 -2
  99. package/Lights/lightingVolume.js.map +1 -1
  100. package/Loading/sceneLoader.js +1 -1
  101. package/Loading/sceneLoader.js.map +1 -1
  102. package/Materials/Node/Blocks/Dual/fogBlock.js +1 -1
  103. package/Materials/Node/Blocks/Dual/fogBlock.js.map +1 -1
  104. package/Materials/Node/Blocks/Dual/imageSourceBlock.js +1 -1
  105. package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
  106. package/Materials/Node/Blocks/PBR/sheenBlock.js +1 -2
  107. package/Materials/Node/Blocks/PBR/sheenBlock.js.map +1 -1
  108. package/Materials/Node/Blocks/cloudBlock.js +1 -1
  109. package/Materials/Node/Blocks/cloudBlock.js.map +1 -1
  110. package/Materials/Node/Blocks/curveBlock.js +2 -3
  111. package/Materials/Node/Blocks/curveBlock.js.map +1 -1
  112. package/Materials/Node/nodeMaterial.js +1 -2
  113. package/Materials/Node/nodeMaterial.js.map +1 -1
  114. package/Materials/PBR/openpbrMaterial.js +3 -5
  115. package/Materials/PBR/openpbrMaterial.js.map +1 -1
  116. package/Materials/PBR/pbrBaseMaterial.js +2 -3
  117. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  118. package/Materials/Textures/Procedurals/proceduralTexture.js +0 -1
  119. package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
  120. package/Materials/Textures/cubeTexture.js +1 -1
  121. package/Materials/Textures/cubeTexture.js.map +1 -1
  122. package/Materials/Textures/htmlElementTexture.js +2 -2
  123. package/Materials/Textures/htmlElementTexture.js.map +1 -1
  124. package/Materials/Textures/multiRenderTarget.js +1 -1
  125. package/Materials/Textures/multiRenderTarget.js.map +1 -1
  126. package/Materials/Textures/renderTargetTexture.js +13 -2
  127. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  128. package/Materials/effect.js +2 -1
  129. package/Materials/effect.js.map +1 -1
  130. package/Materials/materialHelper.functions.js +1 -1
  131. package/Materials/materialHelper.functions.js.map +1 -1
  132. package/Materials/multiMaterial.js +1 -1
  133. package/Materials/multiMaterial.js.map +1 -1
  134. package/Materials/standardMaterial.js +1 -2
  135. package/Materials/standardMaterial.js.map +1 -1
  136. package/Maths/math.geospatial.d.ts +17 -2
  137. package/Maths/math.geospatial.functions.d.ts +16 -2
  138. package/Maths/math.geospatial.functions.js +37 -4
  139. package/Maths/math.geospatial.functions.js.map +1 -1
  140. package/Maths/math.geospatial.js.map +1 -1
  141. package/Maths/math.path.js +1 -1
  142. package/Maths/math.path.js.map +1 -1
  143. package/Maths/math.scalar.functions.js +3 -3
  144. package/Maths/math.scalar.functions.js.map +1 -1
  145. package/Maths/math.vector.js +1 -1
  146. package/Maths/math.vector.js.map +1 -1
  147. package/Meshes/Builders/boxBuilder.js +1 -2
  148. package/Meshes/Builders/boxBuilder.js.map +1 -1
  149. package/Meshes/Builders/cylinderBuilder.js +2 -2
  150. package/Meshes/Builders/cylinderBuilder.js.map +1 -1
  151. package/Meshes/Builders/decalBuilder.js +1 -2
  152. package/Meshes/Builders/decalBuilder.js.map +1 -1
  153. package/Meshes/Builders/latheBuilder.js +2 -2
  154. package/Meshes/Builders/latheBuilder.js.map +1 -1
  155. package/Meshes/Builders/linesBuilder.js +11 -15
  156. package/Meshes/Builders/linesBuilder.js.map +1 -1
  157. package/Meshes/Builders/polygonBuilder.js +6 -6
  158. package/Meshes/Builders/polygonBuilder.js.map +1 -1
  159. package/Meshes/Builders/polyhedronBuilder.js +2 -2
  160. package/Meshes/Builders/polyhedronBuilder.js.map +1 -1
  161. package/Meshes/Builders/ribbonBuilder.js +6 -6
  162. package/Meshes/Builders/ribbonBuilder.js.map +1 -1
  163. package/Meshes/Builders/shapeBuilder.js +2 -3
  164. package/Meshes/Builders/shapeBuilder.js.map +1 -1
  165. package/Meshes/Builders/tiledBoxBuilder.js +1 -1
  166. package/Meshes/Builders/tiledBoxBuilder.js.map +1 -1
  167. package/Meshes/Builders/tiledPlaneBuilder.js +1 -1
  168. package/Meshes/Builders/tiledPlaneBuilder.js.map +1 -1
  169. package/Meshes/GreasedLine/greasedLineMesh.js +1 -2
  170. package/Meshes/GreasedLine/greasedLineMesh.js.map +1 -1
  171. package/Meshes/GreasedLine/greasedLineRibbonMesh.js +1 -1
  172. package/Meshes/GreasedLine/greasedLineRibbonMesh.js.map +1 -1
  173. package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.js +1 -1
  174. package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.js.map +1 -1
  175. package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.js +1 -1
  176. package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.js.map +1 -1
  177. package/Meshes/Node/Blocks/mappingBlock.js +1 -1
  178. package/Meshes/Node/Blocks/mappingBlock.js.map +1 -1
  179. package/Meshes/abstractMesh.js +10 -10
  180. package/Meshes/abstractMesh.js.map +1 -1
  181. package/Meshes/csg.js +1 -1
  182. package/Meshes/csg.js.map +1 -1
  183. package/Meshes/csg2.js +1 -1
  184. package/Meshes/csg2.js.map +1 -1
  185. package/Meshes/geodesicMesh.js +11 -13
  186. package/Meshes/geodesicMesh.js.map +1 -1
  187. package/Meshes/geometry.js +2 -2
  188. package/Meshes/geometry.js.map +1 -1
  189. package/Meshes/groundMesh.js +7 -7
  190. package/Meshes/groundMesh.js.map +1 -1
  191. package/Meshes/mesh.js +2 -5
  192. package/Meshes/mesh.js.map +1 -1
  193. package/Meshes/mesh.vertexData.js +22 -22
  194. package/Meshes/mesh.vertexData.js.map +1 -1
  195. package/Meshes/meshSimplification.js +1 -1
  196. package/Meshes/meshSimplification.js.map +1 -1
  197. package/Meshes/polygonMesh.js +1 -1
  198. package/Meshes/polygonMesh.js.map +1 -1
  199. package/Meshes/trailMesh.js +1 -1
  200. package/Meshes/trailMesh.js.map +1 -1
  201. package/Misc/HighDynamicRange/hdr.js +4 -6
  202. package/Misc/HighDynamicRange/hdr.js.map +1 -1
  203. package/Misc/HighDynamicRange/panoramaToCubemap.js +1 -1
  204. package/Misc/HighDynamicRange/panoramaToCubemap.js.map +1 -1
  205. package/Misc/basisWorker.js +1 -1
  206. package/Misc/basisWorker.js.map +1 -1
  207. package/Misc/environmentTextureTools.js +1 -1
  208. package/Misc/environmentTextureTools.js.map +1 -1
  209. package/Misc/meshExploder.js +1 -2
  210. package/Misc/meshExploder.js.map +1 -1
  211. package/Misc/tga.js +2 -2
  212. package/Misc/tga.js.map +1 -1
  213. package/Misc/timer.js +4 -2
  214. package/Misc/timer.js.map +1 -1
  215. package/Misc/tools.d.ts +7 -0
  216. package/Misc/tools.js +20 -6
  217. package/Misc/tools.js.map +1 -1
  218. package/Morph/morphTargetManager.js +1 -1
  219. package/Morph/morphTargetManager.js.map +1 -1
  220. package/Particles/Node/Blocks/Update/updateNoiseBlock.js +1 -1
  221. package/Particles/Node/Blocks/Update/updateNoiseBlock.js.map +1 -1
  222. package/Particles/Node/Blocks/particleSourceTextureBlock.d.ts +11 -1
  223. package/Particles/Node/Blocks/particleSourceTextureBlock.js +25 -11
  224. package/Particles/Node/Blocks/particleSourceTextureBlock.js.map +1 -1
  225. package/Particles/Node/nodeParticleSystemSet.helper.js +3 -3
  226. package/Particles/Node/nodeParticleSystemSet.helper.js.map +1 -1
  227. package/Particles/Node/nodeParticleSystemSet.js +1 -1
  228. package/Particles/Node/nodeParticleSystemSet.js.map +1 -1
  229. package/Particles/computeShaderParticleSystem.js +2 -0
  230. package/Particles/computeShaderParticleSystem.js.map +1 -1
  231. package/Particles/gpuParticleSystem.d.ts +14 -0
  232. package/Particles/gpuParticleSystem.js +94 -12
  233. package/Particles/gpuParticleSystem.js.map +1 -1
  234. package/Particles/particleSystem.js +4 -1
  235. package/Particles/particleSystem.js.map +1 -1
  236. package/Particles/pointsCloudSystem.js +46 -47
  237. package/Particles/pointsCloudSystem.js.map +1 -1
  238. package/Particles/solidParticleSystem.js +5 -6
  239. package/Particles/solidParticleSystem.js.map +1 -1
  240. package/Particles/thinParticleSystem.js +3 -4
  241. package/Particles/thinParticleSystem.js.map +1 -1
  242. package/Particles/webgl2ParticleSystem.js +2 -1
  243. package/Particles/webgl2ParticleSystem.js.map +1 -1
  244. package/Physics/v1/Plugins/ammoJSPlugin.js +0 -8
  245. package/Physics/v1/Plugins/ammoJSPlugin.js.map +1 -1
  246. package/Physics/v2/characterController.js +4 -8
  247. package/Physics/v2/characterController.js.map +1 -1
  248. package/Physics/v2/ragdoll.js +1 -2
  249. package/Physics/v2/ragdoll.js.map +1 -1
  250. package/PostProcesses/postProcess.js +3 -3
  251. package/PostProcesses/postProcess.js.map +1 -1
  252. package/PostProcesses/thinDepthOfFieldEffect.js +2 -2
  253. package/PostProcesses/thinDepthOfFieldEffect.js.map +1 -1
  254. package/Probes/reflectionProbe.js +0 -1
  255. package/Probes/reflectionProbe.js.map +1 -1
  256. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +0 -5
  257. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
  258. package/Rendering/depthRenderer.js +0 -11
  259. package/Rendering/depthRenderer.js.map +1 -1
  260. package/Rendering/depthRendererSceneComponent.js +1 -1
  261. package/Rendering/depthRendererSceneComponent.js.map +1 -1
  262. package/Rendering/geometryBufferRenderer.js +0 -1
  263. package/Rendering/geometryBufferRenderer.js.map +1 -1
  264. package/Rendering/objectRenderer.js +7 -5
  265. package/Rendering/objectRenderer.js.map +1 -1
  266. package/Rendering/thinDepthPeelingRenderer.js +1 -1
  267. package/Rendering/thinDepthPeelingRenderer.js.map +1 -1
  268. package/Rendering/utilityLayerRenderer.js +1 -1
  269. package/Rendering/utilityLayerRenderer.js.map +1 -1
  270. package/Shaders/gpuRenderParticles.vertex.js +4 -0
  271. package/Shaders/gpuRenderParticles.vertex.js.map +1 -1
  272. package/Shaders/gpuUpdateParticles.vertex.js +15 -3
  273. package/Shaders/gpuUpdateParticles.vertex.js.map +1 -1
  274. package/ShadersWGSL/gpuUpdateParticles.compute.js +16 -1
  275. package/ShadersWGSL/gpuUpdateParticles.compute.js.map +1 -1
  276. package/Sprites/spriteManager.js +4 -4
  277. package/Sprites/spriteManager.js.map +1 -1
  278. package/XR/features/WebXRAnchorSystem.js +2 -2
  279. package/XR/features/WebXRAnchorSystem.js.map +1 -1
  280. package/XR/features/WebXRHandTracking.js +1 -1
  281. package/XR/features/WebXRHandTracking.js.map +1 -1
  282. package/XR/features/WebXRNearInteraction.js +1 -1
  283. package/XR/features/WebXRNearInteraction.js.map +1 -1
  284. package/XR/motionController/webXRMicrosoftMixedRealityController.js +1 -1
  285. package/XR/motionController/webXRMicrosoftMixedRealityController.js.map +1 -1
  286. package/XR/motionController/webXROculusTouchMotionController.js +1 -1
  287. package/XR/motionController/webXROculusTouchMotionController.js.map +1 -1
  288. package/XR/webXRFeaturesManager.js +1 -1
  289. package/XR/webXRFeaturesManager.js.map +1 -1
  290. package/assetContainer.js +1 -1
  291. package/assetContainer.js.map +1 -1
  292. package/package.json +1 -1
  293. package/scene.d.ts +16 -0
  294. package/scene.js +28 -0
  295. package/scene.js.map +1 -1
  296. package/sceneComponent.js +1 -1
  297. package/sceneComponent.js.map +1 -1
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{"version":3,"file":"groundMesh.js","sourceRoot":"","sources":["../../../../dev/core/src/Meshes/groundMesh.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,OAAO,EAAE,OAAO,EAAE,UAAU,EAAE,OAAO,EAAE,MAAM,sBAAsB,CAAC;AAC7E,OAAO,EAAE,YAAY,EAAE,MAAM,mBAAmB,CAAC;AACjD,OAAO,EAAE,IAAI,EAAE,MAAM,gBAAgB,CAAC;AAEtC,IAAI,CAAC,iBAAiB,GAAG,CAAC,UAAe,EAAE,KAAY,EAAQ,EAAE;IAC7D,OAAO,UAAU,CAAC,KAAK,CAAC,UAAU,EAAE,KAAK,CAAC,CAAC;AAC/C,CAAC,CAAC;AAEF;;GAEG;AACH,MAAM,OAAO,UAAW,SAAQ,IAAI;IAuBhC,gBAAgB;IAChB,YAAY,IAAY,EAAE,KAAa;QACnC,KAAK,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC;QAxBvB,oCAAoC;QAC7B,mBAAc,GAAG,KAAK,CAAC;IAwB9B,CAAC;IAED;;;OAGG;IACa,YAAY;QACxB,OAAO,YAAY,CAAC;IACxB,CAAC;IAED;;OAEG;IACH,IAAW,YAAY;QACnB,OAAO,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,cAAc,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC;IAC9D,CAAC;IAED;;OAEG;IACH,IAAW,aAAa;QACpB,OAAO,IAAI,CAAC,cAAc,CAAC;IAC/B,CAAC;IAED;;OAEG;IACH,IAAW,aAAa;QACpB,OAAO,IAAI,CAAC,cAAc,CAAC;IAC/B,CAAC;IAED;;;;;;OAMG;IACI,QAAQ,CAAC,WAAmB,EAAE,gBAAgB,GAAG,EAAE;QACtD,IAAI,CAAC,cAAc,GAAG,WAAW,CAAC;QAClC,IAAI,CAAC,cAAc,GAAG,WAAW,CAAC;QAClC,IAAI,CAAC,SAAS,CAAC,WAAW,CAAC,CAAC;QAE5B,wDAAwD;QACxD,MAAM,SAAS,GAAG,IAAW,CAAC;QAC9B,IAAI,SAAS,CAAC,6BAA6B,EAAE,CAAC;YAC1C,SAAS,CAAC,6BAA6B,CAAC,gBAAgB,CAAC,CAAC;QAC9D,CAAC;IACL,CAAC;IAED;;;;;;OAMG;IACI,sBAAsB,CAAC,CAAS,EAAE,CAAS;QAC9C,MAAM,KAAK,GAAG,IAAI,CAAC,cAAc,EAAE,CAAC;QACpC,MAAM,MAAM,GAAG,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC;QACpC,KAAK,CAAC,WAAW,CAAC,MAAM,CAAC,CAAC;QAC1B,MAAM,OAAO,GAAG,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;QACtC,OAAO,CAAC,mCAAmC,CAAC,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,MAAM,EAAE,OAAO,CAAC,CAAC,CAAC,wCAAwC;QACjH,CAAC,GAAG,OAAO,CAAC,CAAC,CAAC;QACd,CAAC,GAAG,OAAO,CAAC,CAAC,CAAC;QACd,IAAI,CAAC,GAAG,IAAI,CAAC,KAAK,IAAI,CAAC,IAAI,IAAI,CAAC,KAAK,IAAI,CAAC,IAAI,IAAI,CAAC,KAAK,IAAI,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,CAAC;YACzE,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC;QAC3B,CAAC;QACD,IAAI,CAAC,IAAI,CAAC,YAAY,IAAI,IAAI,CAAC,YAAY,CAAC,MAAM,IAAI,CAAC,EAAE,CAAC;YACtD,IAAI,CAAC,gBAAgB,EAAE,CAAC;YACxB,IAAI,CAAC,mBAAmB,EAAE,CAAC;QAC/B,CAAC;QACD,MAAM,KAAK,GAAG,IAAI,CAAC,WAAW,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;QACrC,MAAM,CAAC,GAAG,CAAC,CAAC,KAAK,CAAC,CAAC,GAAG,CAAC,GAAG,KAAK,CAAC,CAAC,GAAG,CAAC,GAAG,KAAK,CAAC,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,CAAC;QAC3D,+BAA+B;QAC/B,OAAO,CAAC,mCAAmC,CAAC,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,KAAK,EAAE,OAAO,CAAC,CAAC;QACzE,OAAO,OAAO,CAAC,CAAC,CAAC;IACrB,CAAC;IAED;;;;;;OAMG;IACI,sBAAsB,CAAC,CAAS,EAAE,CAAS;QAC9C,MAAM,MAAM,GAAG,IAAI,OAAO,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;QAC1C,IAAI,CAAC,2BAA2B,CAAC,CAAC,EAAE,CAAC,EAAE,MAAM,CAAC,CAAC;QAC/C,OAAO,MAAM,CAAC;IAClB,CAAC;IAED;;;;;;;;OAQG;IACI,2BAA2B,CAAC,CAAS,EAAE,CAAS,EAAE,GAAY;QACjE,MAAM,KAAK,GAAG,IAAI,CAAC,cAAc,EAAE,CAAC;QACpC,MAAM,MAAM,GAAG,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC;QACpC,KAAK,CAAC,WAAW,CAAC,MAAM,CAAC,CAAC;QAC1B,MAAM,OAAO,GAAG,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;QACtC,OAAO,CAAC,mCAAmC,CAAC,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,MAAM,EAAE,OAAO,CAAC,CAAC,CAAC,wCAAwC;QACjH,CAAC,GAAG,OAAO,CAAC,CAAC,CAAC;QACd,CAAC,GAAG,OAAO,CAAC,CAAC,CAAC;QACd,IAAI,CAAC,GAAG,IAAI,CAAC,KAAK,IAAI,CAAC,GAAG,IAAI,CAAC,KAAK,IAAI,CAAC,GAAG,IAAI,CAAC,KAAK,IAAI,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,CAAC;YACvE,OAAO,IAAI,CAAC;QAChB,CAAC;QACD,IAAI,CAAC,IAAI,CAAC,YAAY,IAAI,IAAI,CAAC,YAAY,CAAC,MAAM,IAAI,CAAC,EAAE,CAAC;YACtD,IAAI,CAAC,gBAAgB,EAAE,CAAC;YACxB,IAAI,CAAC,mBAAmB,EAAE,CAAC;QAC/B,CAAC;QACD,MAAM,KAAK,GAAG,IAAI,CAAC,WAAW,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;QACrC,OAAO,CAAC,8BAA8B,CAAC,KAAK,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC,EAAE,KAAK,EAAE,GAAG,CAAC,CAAC;QAC9E,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;;;OAKG;IACI,uBAAuB;QAC1B,IAAI,CAAC,IAAI,CAAC,YAAY,IAAI,IAAI,CAAC,YAAY,CAAC,MAAM,IAAI,CAAC,EAAE,CAAC;YACtD,IAAI,CAAC,gBAAgB,EAAE,CAAC;QAC5B,CAAC;QACD,IAAI,CAAC,mBAAmB,EAAE,CAAC;QAC3B,OAAO,IAAI,CAAC;IAChB,CAAC;IAED,8FAA8F;IACtF,WAAW,CAAC,CAAS,EAAE,CAAS;QACpC,wEAAwE;QACxE,MAAM,GAAG,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,GAAG,IAAI,CAAC,cAAc,CAAC,GAAG,IAAI,CAAC,MAAM,CAAC,CAAC;QAC/E,MAAM,GAAG,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,GAAG,IAAI,CAAC,cAAc,CAAC,GAAG,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC,cAAc,CAAC,CAAC;QACvG,MAAM,IAAI,GAAG,IAAI,CAAC,YAAY,CAAC,GAAG,GAAG,IAAI,CAAC,cAAc,GAAG,GAAG,CAAC,CAAC;QAChE,IAAI,KAAK,CAAC;QACV,IAAI,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,GAAG,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,EAAE,CAAC;YACtC,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC;QACxB,CAAC;aAAM,CAAC;YACJ,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC;QACxB,CAAC;QACD,OAAO,KAAK,CAAC;IACjB,CAAC;IAED,qEAAqE;IACrE,mGAAmG;IACnG,+GAA+G;IAC/G,sFAAsF;IACtF,wFAAwF;IACxF,0BAA0B;IAClB,gBAAgB;QACpB,MAAM,aAAa,GAAG,IAAI,CAAC,cAAc,CAAC;QAC1C,MAAM,aAAa,GAAG,IAAI,CAAC,cAAc,CAAC;QAC1C,IAAI,CAAC,YAAY,GAAG,EAAE,CAAC;QACvB,KAAK,IAAI,GAAG,GAAG,CAAC,EAAE,GAAG,GAAG,aAAa,EAAE,GAAG,EAAE,EAAE,CAAC;YAC3C,KAAK,IAAI,GAAG,GAAG,CAAC,EAAE,GAAG,GAAG,aAAa,EAAE,GAAG,EAAE,EAAE,CAAC;gBAC3C,MAAM,IAAI,GAAG,EAAE,KAAK,EAAE,OAAO,CAAC,IAAI,EAAE,EAAE,MAAM,EAAE,IAAI,OAAO,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,EAAE,MAAM,EAAE,IAAI,OAAO,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,EAAE,CAAC;gBACzH,IAAI,CAAC,YAAY,CAAC,GAAG,GAAG,aAAa,G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type { Scene } from \"../scene\";\r\nimport { Vector3, Vector2, TmpVectors, Vector4 } from \"../Maths/math.vector\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\n\r\nMesh._GroundMeshParser = (parsedMesh: any, scene: Scene): Mesh => {\r\n return GroundMesh.Parse(parsedMesh, scene);\r\n};\r\n\r\n/**\r\n * Mesh representing the ground\r\n */\r\nexport class GroundMesh extends Mesh {\r\n /** If octree should be generated */\r\n public generateOctree = false;\r\n\r\n private _heightQuads: { slope: Vector2; facet1: Vector4; facet2: Vector4 }[];\r\n\r\n /** @internal */\r\n public _subdivisionsX: number;\r\n /** @internal */\r\n public _subdivisionsY: number;\r\n /** @internal */\r\n public _width: number;\r\n /** @internal */\r\n public _height: number;\r\n /** @internal */\r\n public _minX: number;\r\n /** @internal */\r\n public _maxX: number;\r\n /** @internal */\r\n public _minZ: number;\r\n /** @internal */\r\n public _maxZ: number;\r\n\r\n /** @internal */\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n }\r\n\r\n /**\r\n * \"GroundMesh\"\r\n * @returns \"GroundMesh\"\r\n */\r\n public override getClassName(): string {\r\n return \"GroundMesh\";\r\n }\r\n\r\n /**\r\n * The minimum of x and y subdivisions\r\n */\r\n public get subdivisions(): number {\r\n return Math.min(this._subdivisionsX, this._subdivisionsY);\r\n }\r\n\r\n /**\r\n * X subdivisions\r\n */\r\n public get subdivisionsX(): number {\r\n return this._subdivisionsX;\r\n }\r\n\r\n /**\r\n * Y subdivisions\r\n */\r\n public get subdivisionsY(): number {\r\n return this._subdivisionsY;\r\n }\r\n\r\n /**\r\n * This function will divide the mesh into submeshes and update an octree to help to select the right submeshes\r\n * for rendering, picking and collision computations. Please note that you must have a decent number of submeshes\r\n * to get performance improvements when using an octree.\r\n * @param chunksCount the number of submeshes the mesh will be divided into\r\n * @param octreeBlocksSize the maximum size of the octree blocks (Default: 32)\r\n */\r\n public optimize(chunksCount: number, octreeBlocksSize = 32): void {\r\n this._subdivisionsX = chunksCount;\r\n this._subdivisionsY = chunksCount;\r\n this.subdivide(chunksCount);\r\n\r\n // Call the octree system optimization if it is defined.\r\n const thisAsAny = this as any;\r\n if (thisAsAny.createOrUpdateSubmeshesOctree) {\r\n thisAsAny.createOrUpdateSubmeshesOctree(octreeBlocksSize);\r\n }\r\n }\r\n\r\n /**\r\n * Returns a height (y) value in the World system :\r\n * the ground altitude at the coordinates (x, z) expressed in the World system.\r\n * @param x x coordinate\r\n * @param z z coordinate\r\n * @returns the ground y position if (x, z) are outside the ground surface.\r\n */\r\n public getHeightAtCoordinates(x: number, z: number): number {\r\n const world = this.getWorldMatrix();\r\n const invMat = TmpVectors.Matrix[5];\r\n world.invertToRef(invMat);\r\n const tmpVect = TmpVectors.Vector3[8];\r\n Vector3.TransformCoordinatesFromFloatsToRef(x, 0.0, z, invMat, tmpVect); // transform x,z in the mesh local space\r\n x = tmpVect.x;\r\n z = tmpVect.z;\r\n if (x < this._minX || x >= this._maxX || z <= this._minZ || z > this._maxZ) {\r\n return this.position.y;\r\n }\r\n if (!this._heightQuads || this._heightQuads.length == 0) {\r\n this._initHeightQuads();\r\n this._computeHeightQuads();\r\n }\r\n const facet = this._getFacetAt(x, z);\r\n const y = -(facet.x * x + facet.z * z + facet.w) / facet.y;\r\n // return y in the World system\r\n Vector3.TransformCoordinatesFromFloatsToRef(0.0, y, 0.0, world, tmpVect);\r\n return tmpVect.y;\r\n }\r\n\r\n /**\r\n * Returns a normalized vector (Vector3) orthogonal to the ground\r\n * at the ground coordinates (x, z) expressed in the World system.\r\n * @param x x coordinate\r\n * @param z z coordinate\r\n * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.\r\n */\r\n public getNormalAtCoordinates(x: number, z: number): Vector3 {\r\n const normal = new Vector3(0.0, 1.0, 0.0);\r\n this.getNormalAtCoordinatesToRef(x, z, normal);\r\n return normal;\r\n }\r\n\r\n /**\r\n * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground\r\n * at the ground coordinates (x, z) expressed in the World system.\r\n * Doesn't update the reference Vector3 if (x, z) are outside the ground surface.\r\n * @param x x coordinate\r\n * @param z z coordinate\r\n * @param ref vector to store the result\r\n * @returns the GroundMesh.\r\n */\r\n public getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh {\r\n const world = this.getWorldMatrix();\r\n const tmpMat = TmpVectors.Matrix[5];\r\n world.invertToRef(tmpMat);\r\n const tmpVect = TmpVectors.Vector3[8];\r\n Vector3.TransformCoordinatesFromFloatsToRef(x, 0.0, z, tmpMat, tmpVect); // transform x,z in the mesh local space\r\n x = tmpVect.x;\r\n z = tmpVect.z;\r\n if (x < this._minX || x > this._maxX || z < this._minZ || z > this._maxZ) {\r\n return this;\r\n }\r\n if (!this._heightQuads || this._heightQuads.length == 0) {\r\n this._initHeightQuads();\r\n this._computeHeightQuads();\r\n }\r\n const facet = this._getFacetAt(x, z);\r\n Vector3.TransformNormalFromFloatsToRef(facet.x, facet.y, facet.z, world, ref);\r\n return this;\r\n }\r\n\r\n /**\r\n * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()\r\n * if the ground has been updated.\r\n * This can be used in the render loop.\r\n * @returns the GroundMesh.\r\n */\r\n public updateCoordinateHeights(): GroundMesh {\r\n if (!this._heightQuads || this._heightQuads.length == 0) {\r\n this._initHeightQuads();\r\n }\r\n this._computeHeightQuads();\r\n return this;\r\n }\r\n\r\n // Returns the element \"facet\" from the heightQuads array relative to (x, z) local coordinates\r\n private _getFacetAt(x: number, z: number): Vector4 {\r\n // retrieve col and row from x, z coordinates in the ground local system\r\n const col = Math.floor(((x + this._maxX) * this._subdivisionsX) / this._width);\r\n const row = Math.floor((-(z + this._maxZ) * this._subdivisionsY) / this._height + this._subdivisionsY);\r\n const quad = this._heightQuads[row * this._subdivisionsX + col];\r\n let facet;\r\n if (z < quad.slope.x * x + quad.slope.y) {\r\n facet = quad.facet1;\r\n } else {\r\n facet = quad.facet2;\r\n }\r\n return facet;\r\n }\r\n\r\n // Creates and populates the heightMap array with \"facet\" elements :\r\n // a quad is two triangular facets separated by a slope, so a \"facet\" element is 1 slope + 2 facets\r\n // slope : Vector2(c, h) = 2D diagonal line equation setting apart two triangular facets in a quad : z = cx + h\r\n // facet1 : Vector4(a, b, c, d) = first facet 3D plane equation : ax + by + cz + d = 0\r\n // facet2 : Vector4(a, b, c, d) = second facet 3D plane equation : ax + by + cz + d = 0\r\n // Returns the GroundMesh.\r\n private _initHeightQuads(): GroundMesh {\r\n const subdivisionsX = this._subdivisionsX;\r\n const subdivisionsY = this._subdivisionsY;\r\n this._heightQuads = [];\r\n for (let row = 0; row < subdivisionsY; row++) {\r\n for (let col = 0; col < subdivisionsX; col++) {\r\n const quad = { slope: Vector2.Zero(), facet1: new Vector4(0.0, 0.0, 0.0, 0.0), facet2: new Vector4(0.0, 0.0, 0.0, 0.0) };\r\n this._heightQuads[row * subdivisionsX + col] = quad;\r\n }\r\n }\r\n return this;\r\n }\r\n\r\n // Compute each quad element values and update the heightMap array :\r\n // slope : Vector2(c, h) = 2D diagonal line equation setting apart two triangular facets in a quad : z = cx + h\r\n // facet1 : Vector4(a, b, c, d) = first facet 3D plane equation : ax + by + cz + d = 0\r\n // facet2 : Vector4(a, b, c, d) = second facet 3D plane equation : ax + by + cz + d = 0\r\n // Returns the GroundMesh.\r\n private _computeHeightQuads(): GroundMesh {\r\n const positions = this.getVerticesData(VertexBuffer.PositionKind);\r\n\r\n if (!positions) {\r\n return this;\r\n }\r\n\r\n const v1 = TmpVectors.Vector3[3];\r\n const v2 = TmpVectors.Vector3[2];\r\n const v3 = TmpVectors.Vector3[1];\r\n const v4 = TmpVectors.Vector3[0];\r\n const v1v2 = TmpVectors.Vector3[4];\r\n const v1v3 = TmpVectors.Vector3[5];\r\n const v1v4 = TmpVectors.Vector3[6];\r\n const norm1 = TmpVectors.Vector3[7];\r\n const norm2 = TmpVectors.Vector3[8];\r\n let i = 0;\r\n let j = 0;\r\n let k = 0;\r\n let cd = 0; // 2D slope coefficient : z = cd * x + h\r\n let h = 0;\r\n let d1 = 0; // facet plane equation : ax + by + cz + d = 0\r\n let d2 = 0;\r\n\r\n const subdivisionsX = this._subdivisionsX;\r\n const subdivisionsY = this._subdivisionsY;\r\n\r\n for (let row = 0; row < subdivisionsY; row++) {\r\n for (let col = 0; col < subdivisionsX; col++) {\r\n i = col * 3;\r\n j = row * (subdivisionsX + 1) * 3;\r\n k = (row + 1) * (subdivisionsX + 1) * 3;\r\n v1.x = positions[j + i];\r\n v1.y = positions[j + i + 1];\r\n v1.z = positions[j + i + 2];\r\n v2.x = positions[j + i + 3];\r\n v2.y = positions[j + i + 4];\r\n v2.z = positions[j + i + 5];\r\n v3.x = positions[k + i];\r\n v3.y = positions[k + i + 1];\r\n v3.z = positions[k + i + 2];\r\n v4.x = positions[k + i + 3];\r\n v4.y = positions[k + i + 4];\r\n v4.z = positions[k + i + 5];\r\n\r\n // 2D slope V1V4\r\n cd = (v4.z - v1.z) / (v4.x - v1.x);\r\n h = v1.z - cd * v1.x; // v1 belongs to the slope\r\n\r\n // facet equations :\r\n // we compute each facet normal vector\r\n // the equation of the facet plane is : norm.x * x + norm.y * y + norm.z * z + d = 0\r\n // we compute the value d by applying the equation to v1 which belongs to the plane\r\n // then we store the facet equation in a Vector4\r\n v2.subtractToRef(v1, v1v2);\r\n v3.subtractToRef(v1, v1v3);\r\n v4.subtractToRef(v1, v1v4);\r\n Vector3.CrossToRef(v1v4, v1v3, norm1); // caution : CrossToRef uses the Tmp class\r\n Vector3.CrossToRef(v1v2, v1v4, norm2);\r\n norm1.normalize();\r\n norm2.normalize();\r\n d1 = -(norm1.x * v1.x + norm1.y * v1.y + norm1.z * v1.z);\r\n d2 = -(norm2.x * v2.x + norm2.y * v2.y + norm2.z * v2.z);\r\n\r\n const quad = this._heightQuads[row * subdivisionsX + col];\r\n quad.slope.copyFromFloats(cd, h);\r\n quad.facet1.copyFromFloats(norm1.x, norm1.y, norm1.z, d1);\r\n quad.facet2.copyFromFloats(norm2.x, norm2.y, norm2.z, d2);\r\n }\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Serializes this ground mesh\r\n * @param serializationObject object to write serialization to\r\n */\r\n public override serialize(serializationObject: any): void {\r\n super.serialize(serializationObject);\r\n serializationObject.subdivisionsX = this._subdivisionsX;\r\n serializationObject.subdivisionsY = this._subdivisionsY;\r\n\r\n serializationObject.minX = this._minX;\r\n serializationObject.maxX = this._maxX;\r\n\r\n serializationObject.minZ = this._minZ;\r\n serializationObject.maxZ = this._maxZ;\r\n\r\n serializationObject.width = this._width;\r\n serializationObject.height = this._height;\r\n }\r\n\r\n /**\r\n * Parses a serialized ground mesh\r\n * @param parsedMesh the serialized mesh\r\n * @param scene the scene to create the ground mesh in\r\n * @returns the created ground mesh\r\n */\r\n public static override Parse(parsedMesh: any, scene: Scene): GroundMesh {\r\n const result = new GroundMesh(parsedMesh.name, scene);\r\n\r\n result._subdivisionsX = parsedMesh.subdivisionsX || 1;\r\n result._subdivisionsY = parsedMesh.subdivisionsY || 1;\r\n\r\n result._minX = parsedMesh.minX;\r\n result._maxX = parsedMesh.maxX;\r\n\r\n result._minZ = parsedMesh.minZ;\r\n result._maxZ = parsedMesh.maxZ;\r\n\r\n result._width = parsedMesh.width;\r\n result._height = parsedMesh.height;\r\n\r\n return result;\r\n }\r\n}\r\n"]}
1
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type { Scene } from \"../scene\";\r\nimport { Vector3, Vector2, TmpVectors, Vector4 } from \"../Maths/math.vector\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\n\r\nMesh._GroundMeshParser = (parsedMesh: any, scene: Scene): Mesh => {\r\n return GroundMesh.Parse(parsedMesh, scene);\r\n};\r\n\r\n/**\r\n * Mesh representing the ground\r\n */\r\nexport class GroundMesh extends Mesh {\r\n /** If octree should be generated */\r\n public generateOctree = false;\r\n\r\n private _heightQuads: { slope: Vector2; facet1: Vector4; facet2: Vector4 }[];\r\n\r\n /** @internal */\r\n public _subdivisionsX: number;\r\n /** @internal */\r\n public _subdivisionsY: number;\r\n /** @internal */\r\n public _width: number;\r\n /** @internal */\r\n public _height: number;\r\n /** @internal */\r\n public _minX: number;\r\n /** @internal */\r\n public _maxX: number;\r\n /** @internal */\r\n public _minZ: number;\r\n /** @internal */\r\n public _maxZ: number;\r\n\r\n /** @internal */\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n }\r\n\r\n /**\r\n * \"GroundMesh\"\r\n * @returns \"GroundMesh\"\r\n */\r\n public override getClassName(): string {\r\n return \"GroundMesh\";\r\n }\r\n\r\n /**\r\n * The minimum of x and y subdivisions\r\n */\r\n public get subdivisions(): number {\r\n return Math.min(this._subdivisionsX, this._subdivisionsY);\r\n }\r\n\r\n /**\r\n * X subdivisions\r\n */\r\n public get subdivisionsX(): number {\r\n return this._subdivisionsX;\r\n }\r\n\r\n /**\r\n * Y subdivisions\r\n */\r\n public get subdivisionsY(): number {\r\n return this._subdivisionsY;\r\n }\r\n\r\n /**\r\n * This function will divide the mesh into submeshes and update an octree to help to select the right submeshes\r\n * for rendering, picking and collision computations. Please note that you must have a decent number of submeshes\r\n * to get performance improvements when using an octree.\r\n * @param chunksCount the number of submeshes the mesh will be divided into\r\n * @param octreeBlocksSize the maximum size of the octree blocks (Default: 32)\r\n */\r\n public optimize(chunksCount: number, octreeBlocksSize = 32): void {\r\n this._subdivisionsX = chunksCount;\r\n this._subdivisionsY = chunksCount;\r\n this.subdivide(chunksCount);\r\n\r\n // Call the octree system optimization if it is defined.\r\n const thisAsAny = this as any;\r\n if (thisAsAny.createOrUpdateSubmeshesOctree) {\r\n thisAsAny.createOrUpdateSubmeshesOctree(octreeBlocksSize);\r\n }\r\n }\r\n\r\n /**\r\n * Returns a height (y) value in the World system :\r\n * the ground altitude at the coordinates (x, z) expressed in the World system.\r\n * @param x x coordinate\r\n * @param z z coordinate\r\n * @returns the ground y position if (x, z) are outside the ground surface.\r\n */\r\n public getHeightAtCoordinates(x: number, z: number): number {\r\n const world = this.getWorldMatrix();\r\n const invMat = TmpVectors.Matrix[5];\r\n world.invertToRef(invMat);\r\n const tmpVect = TmpVectors.Vector3[8];\r\n Vector3.TransformCoordinatesFromFloatsToRef(x, 0.0, z, invMat, tmpVect); // transform x,z in the mesh local space\r\n x = tmpVect.x;\r\n z = tmpVect.z;\r\n if (x < this._minX || x >= this._maxX || z <= this._minZ || z > this._maxZ) {\r\n return this.position.y;\r\n }\r\n if (!this._heightQuads || this._heightQuads.length == 0) {\r\n this._initHeightQuads();\r\n this._computeHeightQuads();\r\n }\r\n const facet = this._getFacetAt(x, z);\r\n const y = -(facet.x * x + facet.z * z + facet.w) / facet.y;\r\n // return y in the World system\r\n Vector3.TransformCoordinatesFromFloatsToRef(0.0, y, 0.0, world, tmpVect);\r\n return tmpVect.y;\r\n }\r\n\r\n /**\r\n * Returns a normalized vector (Vector3) orthogonal to the ground\r\n * at the ground coordinates (x, z) expressed in the World system.\r\n * @param x x coordinate\r\n * @param z z coordinate\r\n * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.\r\n */\r\n public getNormalAtCoordinates(x: number, z: number): Vector3 {\r\n const normal = new Vector3(0.0, 1.0, 0.0);\r\n this.getNormalAtCoordinatesToRef(x, z, normal);\r\n return normal;\r\n }\r\n\r\n /**\r\n * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground\r\n * at the ground coordinates (x, z) expressed in the World system.\r\n * Doesn't update the reference Vector3 if (x, z) are outside the ground surface.\r\n * @param x x coordinate\r\n * @param z z coordinate\r\n * @param ref vector to store the result\r\n * @returns the GroundMesh.\r\n */\r\n public getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh {\r\n const world = this.getWorldMatrix();\r\n const tmpMat = TmpVectors.Matrix[5];\r\n world.invertToRef(tmpMat);\r\n const tmpVect = TmpVectors.Vector3[8];\r\n Vector3.TransformCoordinatesFromFloatsToRef(x, 0.0, z, tmpMat, tmpVect); // transform x,z in the mesh local space\r\n x = tmpVect.x;\r\n z = tmpVect.z;\r\n if (x < this._minX || x > this._maxX || z < this._minZ || z > this._maxZ) {\r\n return this;\r\n }\r\n if (!this._heightQuads || this._heightQuads.length == 0) {\r\n this._initHeightQuads();\r\n this._computeHeightQuads();\r\n }\r\n const facet = this._getFacetAt(x, z);\r\n Vector3.TransformNormalFromFloatsToRef(facet.x, facet.y, facet.z, world, ref);\r\n return this;\r\n }\r\n\r\n /**\r\n * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()\r\n * if the ground has been updated.\r\n * This can be used in the render loop.\r\n * @returns the GroundMesh.\r\n */\r\n public updateCoordinateHeights(): GroundMesh {\r\n if (!this._heightQuads || this._heightQuads.length == 0) {\r\n this._initHeightQuads();\r\n }\r\n this._computeHeightQuads();\r\n return this;\r\n }\r\n\r\n // Returns the element \"facet\" from the heightQuads array relative to (x, z) local coordinates\r\n private _getFacetAt(x: number, z: number): Vector4 {\r\n // retrieve col and row from x, z coordinates in the ground local system\r\n const col = Math.floor(((x + this._maxX) * this._subdivisionsX) / this._width);\r\n const row = Math.floor((-(z + this._maxZ) * this._subdivisionsY) / this._height + this._subdivisionsY);\r\n const quad = this._heightQuads[row * this._subdivisionsX + col];\r\n let facet;\r\n if (z < quad.slope.x * x + quad.slope.y) {\r\n facet = quad.facet1;\r\n } else {\r\n facet = quad.facet2;\r\n }\r\n return facet;\r\n }\r\n\r\n // Creates and populates the heightMap array with \"facet\" elements :\r\n // a quad is two triangular facets separated by a slope, so a \"facet\" element is 1 slope + 2 facets\r\n // slope : Vector2(c, h) = 2D diagonal line equation setting apart two triangular facets in a quad : z = cx + h\r\n // facet1 : Vector4(a, b, c, d) = first facet 3D plane equation : ax + by + cz + d = 0\r\n // facet2 : Vector4(a, b, c, d) = second facet 3D plane equation : ax + by + cz + d = 0\r\n // Returns the GroundMesh.\r\n private _initHeightQuads(): GroundMesh {\r\n const subdivisionsX = this._subdivisionsX;\r\n const subdivisionsY = this._subdivisionsY;\r\n this._heightQuads = [];\r\n for (let row = 0; row < subdivisionsY; row++) {\r\n for (let col = 0; col < subdivisionsX; col++) {\r\n const quad = { slope: Vector2.Zero(), facet1: new Vector4(0.0, 0.0, 0.0, 0.0), facet2: new Vector4(0.0, 0.0, 0.0, 0.0) };\r\n this._heightQuads[row * subdivisionsX + col] = quad;\r\n }\r\n }\r\n return this;\r\n }\r\n\r\n // Compute each quad element values and update the heightMap array :\r\n // slope : Vector2(c, h) = 2D diagonal line equation setting apart two triangular facets in a quad : z = cx + h\r\n // facet1 : Vector4(a, b, c, d) = first facet 3D plane equation : ax + by + cz + d = 0\r\n // facet2 : Vector4(a, b, c, d) = second facet 3D plane equation : ax + by + cz + d = 0\r\n // Returns the GroundMesh.\r\n private _computeHeightQuads(): GroundMesh {\r\n const positions = this.getVerticesData(VertexBuffer.PositionKind);\r\n\r\n if (!positions) {\r\n return this;\r\n }\r\n\r\n const v1 = TmpVectors.Vector3[3];\r\n const v2 = TmpVectors.Vector3[2];\r\n const v3 = TmpVectors.Vector3[1];\r\n const v4 = TmpVectors.Vector3[0];\r\n const v1v2 = TmpVectors.Vector3[4];\r\n const v1v3 = TmpVectors.Vector3[5];\r\n const v1v4 = TmpVectors.Vector3[6];\r\n const norm1 = TmpVectors.Vector3[7];\r\n const norm2 = TmpVectors.Vector3[8];\r\n let i: number;\r\n let j: number;\r\n let k: number;\r\n let cd: number; // 2D slope coefficient : z = cd * x + h\r\n let h: number;\r\n let d1: number; // facet plane equation : ax + by + cz + d = 0\r\n let d2: number;\r\n\r\n const subdivisionsX = this._subdivisionsX;\r\n const subdivisionsY = this._subdivisionsY;\r\n\r\n for (let row = 0; row < subdivisionsY; row++) {\r\n for (let col = 0; col < subdivisionsX; col++) {\r\n i = col * 3;\r\n j = row * (subdivisionsX + 1) * 3;\r\n k = (row + 1) * (subdivisionsX + 1) * 3;\r\n v1.x = positions[j + i];\r\n v1.y = positions[j + i + 1];\r\n v1.z = positions[j + i + 2];\r\n v2.x = positions[j + i + 3];\r\n v2.y = positions[j + i + 4];\r\n v2.z = positions[j + i + 5];\r\n v3.x = positions[k + i];\r\n v3.y = positions[k + i + 1];\r\n v3.z = positions[k + i + 2];\r\n v4.x = positions[k + i + 3];\r\n v4.y = positions[k + i + 4];\r\n v4.z = positions[k + i + 5];\r\n\r\n // 2D slope V1V4\r\n cd = (v4.z - v1.z) / (v4.x - v1.x);\r\n h = v1.z - cd * v1.x; // v1 belongs to the slope\r\n\r\n // facet equations :\r\n // we compute each facet normal vector\r\n // the equation of the facet plane is : norm.x * x + norm.y * y + norm.z * z + d = 0\r\n // we compute the value d by applying the equation to v1 which belongs to the plane\r\n // then we store the facet equation in a Vector4\r\n v2.subtractToRef(v1, v1v2);\r\n v3.subtractToRef(v1, v1v3);\r\n v4.subtractToRef(v1, v1v4);\r\n Vector3.CrossToRef(v1v4, v1v3, norm1); // caution : CrossToRef uses the Tmp class\r\n Vector3.CrossToRef(v1v2, v1v4, norm2);\r\n norm1.normalize();\r\n norm2.normalize();\r\n d1 = -(norm1.x * v1.x + norm1.y * v1.y + norm1.z * v1.z);\r\n d2 = -(norm2.x * v2.x + norm2.y * v2.y + norm2.z * v2.z);\r\n\r\n const quad = this._heightQuads[row * subdivisionsX + col];\r\n quad.slope.copyFromFloats(cd, h);\r\n quad.facet1.copyFromFloats(norm1.x, norm1.y, norm1.z, d1);\r\n quad.facet2.copyFromFloats(norm2.x, norm2.y, norm2.z, d2);\r\n }\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Serializes this ground mesh\r\n * @param serializationObject object to write serialization to\r\n */\r\n public override serialize(serializationObject: any): void {\r\n super.serialize(serializationObject);\r\n serializationObject.subdivisionsX = this._subdivisionsX;\r\n serializationObject.subdivisionsY = this._subdivisionsY;\r\n\r\n serializationObject.minX = this._minX;\r\n serializationObject.maxX = this._maxX;\r\n\r\n serializationObject.minZ = this._minZ;\r\n serializationObject.maxZ = this._maxZ;\r\n\r\n serializationObject.width = this._width;\r\n serializationObject.height = this._height;\r\n }\r\n\r\n /**\r\n * Parses a serialized ground mesh\r\n * @param parsedMesh the serialized mesh\r\n * @param scene the scene to create the ground mesh in\r\n * @returns the created ground mesh\r\n */\r\n public static override Parse(parsedMesh: any, scene: Scene): GroundMesh {\r\n const result = new GroundMesh(parsedMesh.name, scene);\r\n\r\n result._subdivisionsX = parsedMesh.subdivisionsX || 1;\r\n result._subdivisionsY = parsedMesh.subdivisionsY || 1;\r\n\r\n result._minX = parsedMesh.minX;\r\n result._maxX = parsedMesh.maxX;\r\n\r\n result._minZ = parsedMesh.minZ;\r\n result._maxZ = parsedMesh.maxZ;\r\n\r\n result._width = parsedMesh.width;\r\n result._height = parsedMesh.height;\r\n\r\n return result;\r\n }\r\n}\r\n"]}
package/Meshes/mesh.js CHANGED
@@ -566,7 +566,7 @@ export class Mesh extends AbstractMesh {
566
566
  }
567
567
  }
568
568
  };
569
- let parent = null;
569
+ let parent;
570
570
  let cloneThinInstances = false;
571
571
  if (parentOrOptions && parentOrOptions._addToSceneRootNodes === undefined) {
572
572
  const options = parentOrOptions;
@@ -2209,9 +2209,6 @@ export class Mesh extends AbstractMesh {
2209
2209
  }
2210
2210
  this._internalMeshDataInfo._effectiveSideOrientation = sideOrientation;
2211
2211
  }
2212
- else {
2213
- sideOrientation = this._internalMeshDataInfo._effectiveSideOrientation;
2214
- }
2215
2212
  const reverse = this._internalMeshDataInfo._effectiveMaterial._preBind(drawWrapper, this._internalMeshDataInfo._effectiveSideOrientation);
2216
2213
  if (this._internalMeshDataInfo._effectiveMaterial.forceDepthWrite) {
2217
2214
  engine.setDepthWrite(true);
@@ -3112,7 +3109,7 @@ export class Mesh extends AbstractMesh {
3112
3109
  const matrixWeights = [];
3113
3110
  const matrixIndicesExtra = [];
3114
3111
  const matrixWeightsExtra = [];
3115
- let pstring = []; //lists facet vertex positions (a,b,c) as string "a|b|c"
3112
+ let pstring; //lists facet vertex positions (a,b,c) as string "a|b|c"
3116
3113
  let indexPtr = 0; // pointer to next available index value
3117
3114
  const uniquePositions = {}; // unique vertex positions
3118
3115
  let ptr; // pointer to element in uniquePositions