@babylonjs/core 8.7.0 → 8.7.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Animations/animatable.core.js +2 -2
- package/Animations/animatable.core.js.map +1 -1
- package/AudioV2/abstractAudio/abstractSound.d.ts +3 -35
- package/AudioV2/abstractAudio/abstractSound.js +2 -58
- package/AudioV2/abstractAudio/abstractSound.js.map +1 -1
- package/AudioV2/abstractAudio/abstractSoundSource.d.ts +57 -0
- package/AudioV2/abstractAudio/abstractSoundSource.js +72 -0
- package/AudioV2/abstractAudio/abstractSoundSource.js.map +1 -0
- package/AudioV2/abstractAudio/audioEngineV2.d.ts +33 -0
- package/AudioV2/abstractAudio/audioEngineV2.js +23 -0
- package/AudioV2/abstractAudio/audioEngineV2.js.map +1 -1
- package/AudioV2/webAudio/index.d.ts +1 -0
- package/AudioV2/webAudio/index.js +1 -0
- package/AudioV2/webAudio/index.js.map +1 -1
- package/AudioV2/webAudio/webAudioEngine.d.ts +5 -0
- package/AudioV2/webAudio/webAudioEngine.js +18 -0
- package/AudioV2/webAudio/webAudioEngine.js.map +1 -1
- package/AudioV2/webAudio/webAudioSoundSource.d.ts +41 -0
- package/AudioV2/webAudio/webAudioSoundSource.js +115 -0
- package/AudioV2/webAudio/webAudioSoundSource.js.map +1 -0
- package/AudioV2/webAudio/webAudioStaticSound.js +1 -1
- package/AudioV2/webAudio/webAudioStaticSound.js.map +1 -1
- package/Collisions/collider.d.ts +1 -1
- package/Collisions/collider.js +14 -3
- package/Collisions/collider.js.map +1 -1
- package/Collisions/collisionCoordinator.d.ts +2 -2
- package/Collisions/collisionCoordinator.js +9 -5
- package/Collisions/collisionCoordinator.js.map +1 -1
- package/Culling/ray.core.d.ts +1 -1
- package/Culling/ray.core.js +1 -1
- package/Culling/ray.core.js.map +1 -1
- package/Engines/abstractEngine.d.ts +2 -2
- package/Engines/abstractEngine.js +3 -3
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/constants.d.ts +1 -1
- package/Engines/constants.js +1 -1
- package/Engines/constants.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/motionBlurPostProcessBlock.d.ts +46 -0
- package/FrameGraph/Node/Blocks/PostProcesses/motionBlurPostProcessBlock.js +107 -0
- package/FrameGraph/Node/Blocks/PostProcesses/motionBlurPostProcessBlock.js.map +1 -0
- package/FrameGraph/Node/Blocks/index.d.ts +1 -0
- package/FrameGraph/Node/Blocks/index.js +1 -0
- package/FrameGraph/Node/Blocks/index.js.map +1 -1
- package/FrameGraph/Passes/renderPass.d.ts +1 -1
- package/FrameGraph/Passes/renderPass.js +3 -0
- package/FrameGraph/Passes/renderPass.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/motionBlurTask.d.ts +27 -0
- package/FrameGraph/Tasks/PostProcesses/motionBlurTask.js +41 -0
- package/FrameGraph/Tasks/PostProcesses/motionBlurTask.js.map +1 -0
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.d.ts +12 -0
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +30 -1
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
- package/FrameGraph/index.d.ts +2 -1
- package/FrameGraph/index.js +2 -1
- package/FrameGraph/index.js.map +1 -1
- package/Gizmos/cameraGizmo.js +2 -2
- package/Gizmos/cameraGizmo.js.map +1 -1
- package/Maths/ThinMaths/index.d.ts +2 -0
- package/Maths/ThinMaths/index.js +3 -0
- package/Maths/ThinMaths/index.js.map +1 -0
- package/Maths/ThinMaths/thinMath.matrix.d.ts +20 -0
- package/Maths/ThinMaths/thinMath.matrix.functions.d.ts +53 -0
- package/Maths/ThinMaths/thinMath.matrix.functions.js +190 -0
- package/Maths/ThinMaths/thinMath.matrix.functions.js.map +1 -0
- package/Maths/ThinMaths/thinMath.matrix.js +23 -0
- package/Maths/ThinMaths/thinMath.matrix.js.map +1 -0
- package/Maths/index.d.ts +1 -0
- package/Maths/index.js +2 -0
- package/Maths/index.js.map +1 -1
- package/Maths/math.vector.js +7 -89
- package/Maths/math.vector.js.map +1 -1
- package/Meshes/abstractMesh.d.ts +2 -1
- package/Meshes/abstractMesh.js +3 -2
- package/Meshes/abstractMesh.js.map +1 -1
- package/Misc/screenshotTools.js +2 -0
- package/Misc/screenshotTools.js.map +1 -1
- package/Particles/flowMap.d.ts +18 -3
- package/Particles/flowMap.js +19 -7
- package/Particles/flowMap.js.map +1 -1
- package/Particles/particleSystem.js +2 -1
- package/Particles/particleSystem.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js +0 -3
- package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js.map +1 -1
- package/PostProcesses/index.d.ts +1 -0
- package/PostProcesses/index.js +1 -0
- package/PostProcesses/index.js.map +1 -1
- package/PostProcesses/motionBlurPostProcess.d.ts +4 -11
- package/PostProcesses/motionBlurPostProcess.js +40 -62
- package/PostProcesses/motionBlurPostProcess.js.map +1 -1
- package/PostProcesses/thinMotionBlurPostProcess.d.ts +67 -0
- package/PostProcesses/thinMotionBlurPostProcess.js +127 -0
- package/PostProcesses/thinMotionBlurPostProcess.js.map +1 -0
- package/PostProcesses/thinSSRPostProcess.js +1 -2
- package/PostProcesses/thinSSRPostProcess.js.map +1 -1
- package/Rendering/depthRenderer.js +1 -1
- package/Rendering/depthRenderer.js.map +1 -1
- package/Rendering/geometryBufferRenderer.js +1 -1
- package/Rendering/geometryBufferRenderer.js.map +1 -1
- package/Rendering/prePassRenderer.js +1 -1
- package/Rendering/prePassRenderer.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockReflection.js +1 -1
- package/Shaders/ShadersInclude/pbrBlockReflection.js.map +1 -1
- package/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions.js +4 -4
- package/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/screenSpaceRayTrace.js +3 -2
- package/Shaders/ShadersInclude/screenSpaceRayTrace.js.map +1 -1
- package/Shaders/motionBlur.fragment.js +6 -17
- package/Shaders/motionBlur.fragment.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/bonesDeclaration.js +4 -4
- package/ShadersWGSL/ShadersInclude/bonesDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/bonesVertex.js +8 -8
- package/ShadersWGSL/ShadersInclude/bonesVertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockReflection.js +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockReflection.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/prePassVertex.js +8 -8
- package/ShadersWGSL/ShadersInclude/prePassVertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/screenSpaceRayTrace.js +3 -0
- package/ShadersWGSL/ShadersInclude/screenSpaceRayTrace.js.map +1 -1
- package/ShadersWGSL/geometry.vertex.js +8 -8
- package/ShadersWGSL/geometry.vertex.js.map +1 -1
- package/ShadersWGSL/motionBlur.fragment.js +6 -17
- package/ShadersWGSL/motionBlur.fragment.js.map +1 -1
- package/assetContainer.js +3 -0
- package/assetContainer.js.map +1 -1
- package/package.json +5 -2
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import type { FrameGraph, FrameGraphTextureHandle, FrameGraphRenderPass } from "../../../index.js";
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import { FrameGraphPostProcessTask } from "./postProcessTask.js";
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import { ThinMotionBlurPostProcess } from "../../../PostProcesses/thinMotionBlurPostProcess.js";
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/**
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* Task which applies a motion blur post process.
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*/
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export declare class FrameGraphMotionBlurTask extends FrameGraphPostProcessTask {
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/**
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* The velocity texture to use for the motion blur effect.
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* Needed for object-based motion blur.
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*/
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velocityTexture?: FrameGraphTextureHandle;
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/**
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* The (view) depth texture to use for the motion blur effect.
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* Needed for screen-based motion blur.
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*/
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depthTexture?: FrameGraphTextureHandle;
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readonly postProcess: ThinMotionBlurPostProcess;
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/**
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* Constructs a new motion blur task.
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* @param name The name of the task.
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* @param frameGraph The frame graph this task belongs to.
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* @param thinPostProcess The thin post process to use for the task. If not provided, a new one will be created.
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*/
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constructor(name: string, frameGraph: FrameGraph, thinPostProcess?: ThinMotionBlurPostProcess);
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record(skipCreationOfDisabledPasses?: boolean): FrameGraphRenderPass;
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}
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import { FrameGraphPostProcessTask } from "./postProcessTask.js";
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import { ThinMotionBlurPostProcess } from "../../../PostProcesses/thinMotionBlurPostProcess.js";
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/**
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* Task which applies a motion blur post process.
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*/
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export class FrameGraphMotionBlurTask extends FrameGraphPostProcessTask {
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/**
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* Constructs a new motion blur task.
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* @param name The name of the task.
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* @param frameGraph The frame graph this task belongs to.
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* @param thinPostProcess The thin post process to use for the task. If not provided, a new one will be created.
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*/
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constructor(name, frameGraph, thinPostProcess) {
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super(name, frameGraph, thinPostProcess || new ThinMotionBlurPostProcess(name, frameGraph.scene));
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}
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record(skipCreationOfDisabledPasses = false) {
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if (this.sourceTexture === undefined) {
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throw new Error(`FrameGraphMotionBlurTask "${this.name}": sourceTexture is required`);
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}
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const pass = super.record(skipCreationOfDisabledPasses, undefined, (context) => {
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if (this.velocityTexture) {
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context.bindTextureHandle(this._postProcessDrawWrapper.effect, "velocitySampler", this.velocityTexture);
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}
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else if (this.postProcess.isObjectBased) {
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throw new Error(`FrameGraphMotionBlurTask "${this.name}": velocityTexture is required for object-based motion blur`);
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}
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if (this.depthTexture) {
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context.bindTextureHandle(this._postProcessDrawWrapper.effect, "depthSampler", this.depthTexture);
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}
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else if (!this.postProcess.isObjectBased) {
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throw new Error(`FrameGraphMotionBlurTask "${this.name}": depthTexture is required for screen-based motion blur`);
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}
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});
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pass.addDependencies(this.velocityTexture);
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pass.addDependencies(this.depthTexture);
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this.postProcess.textureWidth = this._sourceWidth;
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this.postProcess.textureHeight = this._sourceHeight;
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return pass;
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}
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}
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//# sourceMappingURL=motionBlurTask.js.map
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{"version":3,"file":"motionBlurTask.js","sourceRoot":"","sources":["../../../../../../dev/core/src/FrameGraph/Tasks/PostProcesses/motionBlurTask.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,yBAAyB,EAAE,MAAM,mBAAmB,CAAC;AAC9D,OAAO,EAAE,yBAAyB,EAAE,4DAAqD;AAEzF;;GAEG;AACH,MAAM,OAAO,wBAAyB,SAAQ,yBAAyB;IAenE;;;;;OAKG;IACH,YAAY,IAAY,EAAE,UAAsB,EAAE,eAA2C;QACzF,KAAK,CAAC,IAAI,EAAE,UAAU,EAAE,eAAe,IAAI,IAAI,yBAAyB,CAAC,IAAI,EAAE,UAAU,CAAC,KAAK,CAAC,CAAC,CAAC;IACtG,CAAC;IAEe,MAAM,CAAC,4BAA4B,GAAG,KAAK;QACvD,IAAI,IAAI,CAAC,aAAa,KAAK,SAAS,EAAE,CAAC;YACnC,MAAM,IAAI,KAAK,CAAC,6BAA6B,IAAI,CAAC,IAAI,8BAA8B,CAAC,CAAC;QAC1F,CAAC;QAED,MAAM,IAAI,GAAG,KAAK,CAAC,MAAM,CAAC,4BAA4B,EAAE,SAAS,EAAE,CAAC,OAAO,EAAE,EAAE;YAC3E,IAAI,IAAI,CAAC,eAAe,EAAE,CAAC;gBACvB,OAAO,CAAC,iBAAiB,CAAC,IAAI,CAAC,uBAAuB,CAAC,MAAO,EAAE,iBAAiB,EAAE,IAAI,CAAC,eAAe,CAAC,CAAC;YAC7G,CAAC;iBAAM,IAAI,IAAI,CAAC,WAAW,CAAC,aAAa,EAAE,CAAC;gBACxC,MAAM,IAAI,KAAK,CAAC,6BAA6B,IAAI,CAAC,IAAI,6DAA6D,CAAC,CAAC;YACzH,CAAC;YAED,IAAI,IAAI,CAAC,YAAY,EAAE,CAAC;gBACpB,OAAO,CAAC,iBAAiB,CAAC,IAAI,CAAC,uBAAuB,CAAC,MAAO,EAAE,cAAc,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC;YACvG,CAAC;iBAAM,IAAI,CAAC,IAAI,CAAC,WAAW,CAAC,aAAa,EAAE,CAAC;gBACzC,MAAM,IAAI,KAAK,CAAC,6BAA6B,IAAI,CAAC,IAAI,0DAA0D,CAAC,CAAC;YACtH,CAAC;QACL,CAAC,CAAC,CAAC;QAEH,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,eAAe,CAAC,CAAC;QAC3C,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;QAExC,IAAI,CAAC,WAAW,CAAC,YAAY,GAAG,IAAI,CAAC,YAAY,CAAC;QAClD,IAAI,CAAC,WAAW,CAAC,aAAa,GAAG,IAAI,CAAC,aAAa,CAAC;QAEpD,OAAO,IAAI,CAAC;IAChB,CAAC;CACJ","sourcesContent":["// eslint-disable-next-line import/no-internal-modules\r\nimport type { FrameGraph, FrameGraphTextureHandle, FrameGraphRenderPass } from \"core/index\";\r\nimport { FrameGraphPostProcessTask } from \"./postProcessTask\";\r\nimport { ThinMotionBlurPostProcess } from \"core/PostProcesses/thinMotionBlurPostProcess\";\r\n\r\n/**\r\n * Task which applies a motion blur post process.\r\n */\r\nexport class FrameGraphMotionBlurTask extends FrameGraphPostProcessTask {\r\n /**\r\n * The velocity texture to use for the motion blur effect.\r\n * Needed for object-based motion blur.\r\n */\r\n public velocityTexture?: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The (view) depth texture to use for the motion blur effect.\r\n * Needed for screen-based motion blur.\r\n */\r\n public depthTexture?: FrameGraphTextureHandle;\r\n\r\n public override readonly postProcess: ThinMotionBlurPostProcess;\r\n\r\n /**\r\n * Constructs a new motion blur task.\r\n * @param name The name of the task.\r\n * @param frameGraph The frame graph this task belongs to.\r\n * @param thinPostProcess The thin post process to use for the task. If not provided, a new one will be created.\r\n */\r\n constructor(name: string, frameGraph: FrameGraph, thinPostProcess?: ThinMotionBlurPostProcess) {\r\n super(name, frameGraph, thinPostProcess || new ThinMotionBlurPostProcess(name, frameGraph.scene));\r\n }\r\n\r\n public override record(skipCreationOfDisabledPasses = false): FrameGraphRenderPass {\r\n if (this.sourceTexture === undefined) {\r\n throw new Error(`FrameGraphMotionBlurTask \"${this.name}\": sourceTexture is required`);\r\n }\r\n\r\n const pass = super.record(skipCreationOfDisabledPasses, undefined, (context) => {\r\n if (this.velocityTexture) {\r\n context.bindTextureHandle(this._postProcessDrawWrapper.effect!, \"velocitySampler\", this.velocityTexture);\r\n } else if (this.postProcess.isObjectBased) {\r\n throw new Error(`FrameGraphMotionBlurTask \"${this.name}\": velocityTexture is required for object-based motion blur`);\r\n }\r\n\r\n if (this.depthTexture) {\r\n context.bindTextureHandle(this._postProcessDrawWrapper.effect!, \"depthSampler\", this.depthTexture);\r\n } else if (!this.postProcess.isObjectBased) {\r\n throw new Error(`FrameGraphMotionBlurTask \"${this.name}\": depthTexture is required for screen-based motion blur`);\r\n }\r\n });\r\n\r\n pass.addDependencies(this.velocityTexture);\r\n pass.addDependencies(this.depthTexture);\r\n\r\n this.postProcess.textureWidth = this._sourceWidth;\r\n this.postProcess.textureHeight = this._sourceHeight;\r\n\r\n return pass;\r\n }\r\n}\r\n"]}
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* Gets the list of excluded meshes from the velocity texture.
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*/
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get excludedSkinnedMeshFromVelocityTexture(): AbstractMesh[];
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/**
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* Excludes the given skinned mesh from computing bones velocities.
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* Computing bones velocities can have a cost. The cost can be saved by calling this function and by passing the skinned mesh to ignore.
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* @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.
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*/
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excludeSkinnedMeshFromVelocityTexture(skinnedMesh: AbstractMesh): void;
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/**
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* Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.
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* @param skinnedMesh The mesh containing the skeleton that has been ignored previously.
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* @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
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*/
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removeExcludedSkinnedMeshFromVelocityTexture(skinnedMesh: AbstractMesh): void;
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import { FrameGraphTask } from "../../frameGraphTask.js";
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import { ObjectRenderer } from "../../../Rendering/objectRenderer.js";
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const ClearColors = [new Color4(0, 0, 0, 0), new Color4(1, 1, 1, 1), new Color4(
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const ClearColors = [new Color4(0, 0, 0, 0), new Color4(1, 1, 1, 1), new Color4(0, 0, 0, 0)];
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/**
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* Task used to render geometry to a set of textures.
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get excludedSkinnedMeshFromVelocityTexture() {
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return MaterialHelperGeometryRendering.GetConfiguration(this._renderer.renderPassId).excludedSkinnedMesh;
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}
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* Excludes the given skinned mesh from computing bones velocities.
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* Computing bones velocities can have a cost. The cost can be saved by calling this function and by passing the skinned mesh to ignore.
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* @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.
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*/
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excludeSkinnedMeshFromVelocityTexture(skinnedMesh) {
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if (skinnedMesh.skeleton) {
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const list = this.excludedSkinnedMeshFromVelocityTexture;
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if (list.indexOf(skinnedMesh) === -1) {
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list.push(skinnedMesh);
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}
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}
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}
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/**
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* Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.
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* @param skinnedMesh The mesh containing the skeleton that has been ignored previously.
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* @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
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*/
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removeExcludedSkinnedMeshFromVelocityTexture(skinnedMesh) {
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const list = this.excludedSkinnedMeshFromVelocityTexture;
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const index = list.indexOf(skinnedMesh);
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if (index !== -1) {
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list.splice(index, 1);
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}
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}
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return this._renderer.isReadyForRendering(this._textureWidth, this._textureHeight);
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}
|
|
@@ -146,6 +171,7 @@ export class FrameGraphGeometryRendererTask extends FrameGraphTask {
|
|
|
146
171
|
MaterialHelperGeometryRendering.MarkAsDirty(this._renderer.renderPassId, this.objectList.meshes || this._scene.meshes);
|
|
147
172
|
const pass = this._frameGraph.addRenderPass(this.name);
|
|
148
173
|
pass.setRenderTarget(outputTextureHandle);
|
|
174
|
+
let needPreviousWorldMatrices = false;
|
|
149
175
|
for (let i = 0; i < this.textureDescriptions.length; i++) {
|
|
150
176
|
const description = this.textureDescriptions[i];
|
|
151
177
|
const handle = outputTextureHandle[i];
|
|
@@ -178,12 +204,15 @@ export class FrameGraphGeometryRendererTask extends FrameGraphTask {
|
|
|
178
204
|
break;
|
|
179
205
|
case 2:
|
|
180
206
|
this._frameGraph.textureManager.resolveDanglingHandle(this.geometryVelocityTexture, handle);
|
|
207
|
+
needPreviousWorldMatrices = true;
|
|
181
208
|
break;
|
|
182
209
|
case 11:
|
|
183
210
|
this._frameGraph.textureManager.resolveDanglingHandle(this.geometryLinearVelocityTexture, handle);
|
|
211
|
+
needPreviousWorldMatrices = true;
|
|
184
212
|
break;
|
|
185
213
|
}
|
|
186
214
|
}
|
|
215
|
+
this._scene.needsPreviousWorldMatrices = needPreviousWorldMatrices;
|
|
187
216
|
pass.setRenderTargetDepth(this.depthTexture);
|
|
188
217
|
pass.setExecuteFunc((context) => {
|
|
189
218
|
this._renderer.renderList = this.objectList.meshes;
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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type {\r\n FrameGraphTextureHandle,\r\n Scene,\r\n Camera,\r\n AbstractEngine,\r\n FrameGraph,\r\n GeometryRenderingTextureClearType,\r\n FrameGraphObjectList,\r\n AbstractMesh,\r\n ObjectRendererOptions,\r\n // eslint-disable-next-line import/no-internal-modules\r\n} from \"core/index\";\r\nimport { backbufferDepthStencilTextureHandle } from \"../../frameGraphTypes\";\r\nimport { Color4 } from \"core/Maths/math.color\";\r\nimport { MaterialHelperGeometryRendering } from \"core/Materials/materialHelper.geometryrendering\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { FrameGraphTask } from \"../../frameGraphTask\";\r\nimport { ObjectRenderer } from \"../../../Rendering/objectRenderer\";\r\n\r\n/**\r\n * Description of a texture used by the geometry renderer task.\r\n */\r\nexport interface IFrameGraphGeometryRendererTextureDescription {\r\n /**\r\n * The type of the texture.\r\n * The value should be one of the Constants.PREPASS_XXX_TEXTURE_TYPE values.\r\n */\r\n type: number;\r\n\r\n /**\r\n * The type of the texture.\r\n */\r\n textureType: number;\r\n\r\n /**\r\n * The format of the texture.\r\n */\r\n textureFormat: number;\r\n}\r\n\r\nconst ClearColors: Color4[] = [new Color4(0, 0, 0, 0), new Color4(1, 1, 1, 1), new Color4(1e8, 1e8, 1e8, 1e8)];\r\n\r\n/**\r\n * Task used to render geometry to a set of textures.\r\n */\r\nexport class FrameGraphGeometryRendererTask extends FrameGraphTask {\r\n /**\r\n * The depth texture attachment to use for rendering (optional).\r\n */\r\n public depthTexture?: FrameGraphTextureHandle;\r\n\r\n private _camera: Camera;\r\n\r\n /**\r\n * Gets or sets the camera used for rendering.\r\n */\r\n public get camera() {\r\n return this._camera;\r\n }\r\n\r\n public set camera(camera: Camera) {\r\n this._camera = camera;\r\n this._renderer.activeCamera = this.camera;\r\n }\r\n\r\n /**\r\n * The object list used for rendering.\r\n */\r\n public objectList: FrameGraphObjectList;\r\n\r\n /**\r\n * Whether depth testing is enabled (default is true).\r\n */\r\n public depthTest = true;\r\n\r\n /**\r\n * Whether depth writing is enabled (default is true).\r\n */\r\n public depthWrite = true;\r\n\r\n /**\r\n * The size of the output textures (default is 100% of the back buffer texture size).\r\n */\r\n public size: { width: number; height: number } = { width: 100, height: 100 };\r\n\r\n /**\r\n * Whether the size is a percentage of the back buffer size (default is true).\r\n */\r\n public sizeIsPercentage = true;\r\n\r\n /**\r\n * The number of samples to use for the output textures (default is 1).\r\n */\r\n public samples = 1;\r\n\r\n private _reverseCulling = false;\r\n\r\n /**\r\n * Whether to reverse culling (default is false).\r\n */\r\n public get reverseCulling() {\r\n return this._reverseCulling;\r\n }\r\n\r\n public set reverseCulling(value: boolean) {\r\n this._reverseCulling = value;\r\n\r\n const configuration = MaterialHelperGeometryRendering.GetConfiguration(this._renderer.renderPassId);\r\n if (configuration) {\r\n configuration.reverseCulling = value;\r\n }\r\n }\r\n\r\n /**\r\n * Indicates if a mesh shouldn't be rendered when its material has depth write disabled (default is true).\r\n */\r\n public dontRenderWhenMaterialDepthWriteIsDisabled = true;\r\n\r\n /**\r\n * The list of texture descriptions used by the geometry renderer task.\r\n */\r\n public textureDescriptions: IFrameGraphGeometryRendererTextureDescription[] = [];\r\n\r\n /**\r\n * The output depth texture attachment texture.\r\n * This texture will point to the same texture than the depthTexture property if it is set.\r\n * Note, however, that the handle itself will be different!\r\n */\r\n public readonly outputDepthTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The depth (in view space) output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryViewDepthTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The depth (in screen space) output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryScreenDepthTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The normal (in view space) output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryViewNormalTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The normal (in world space) output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryWorldNormalTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The position (in local space) output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryLocalPositionTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The position (in world space) output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryWorldPositionTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The albedo output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryAlbedoTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The reflectivity output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryReflectivityTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The velocity output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryVelocityTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The linear velocity output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryLinearVelocityTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The object renderer used by the geometry renderer task.\r\n */\r\n public get objectRenderer() {\r\n return this._renderer;\r\n }\r\n\r\n /**\r\n * Gets or sets the name of the task.\r\n */\r\n public override get name() {\r\n return this._name;\r\n }\r\n\r\n public override set name(value: string) {\r\n this._name = value;\r\n if (this._renderer) {\r\n this._renderer.name = value;\r\n }\r\n }\r\n\r\n private readonly _engine: AbstractEngine;\r\n private readonly _scene: Scene;\r\n private readonly _renderer: ObjectRenderer;\r\n private _textureWidth: number;\r\n private _textureHeight: number;\r\n private _clearAttachmentsLayout: Map<GeometryRenderingTextureClearType, number[]>;\r\n private _allAttachmentsLayout: number[];\r\n\r\n /**\r\n * Constructs a new geometry renderer task.\r\n * @param name The name of the task.\r\n * @param frameGraph The frame graph the task belongs to.\r\n * @param scene The scene the frame graph is associated with.\r\n * @param options The options of the object renderer.\r\n */\r\n constructor(name: string, frameGraph: FrameGraph, scene: Scene, options?: ObjectRendererOptions) {\r\n super(name, frameGraph);\r\n\r\n this._scene = scene;\r\n this._engine = this._scene.getEngine();\r\n\r\n this._renderer = new ObjectRenderer(name, scene, options);\r\n this._renderer.renderSprites = false;\r\n this._renderer.renderParticles = false;\r\n\r\n this._renderer.customIsReadyFunction = (mesh: AbstractMesh, refreshRate: number, preWarm?: boolean) => {\r\n if (this.dontRenderWhenMaterialDepthWriteIsDisabled && mesh.material && mesh.material.disableDepthWrite) {\r\n return !!preWarm;\r\n }\r\n\r\n return mesh.isReady(refreshRate === 0);\r\n };\r\n\r\n this._renderer.onBeforeRenderingManagerRenderObservable.add(() => {\r\n if (!this._renderer.options.doNotChangeAspectRatio) {\r\n scene.updateTransformMatrix(true);\r\n }\r\n });\r\n\r\n this.name = name;\r\n this._clearAttachmentsLayout = new Map();\r\n this._allAttachmentsLayout = [];\r\n\r\n this.outputDepthTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryViewDepthTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryScreenDepthTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryViewNormalTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryWorldNormalTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryLocalPositionTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryWorldPositionTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryAlbedoTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryReflectivityTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryVelocityTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryLinearVelocityTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n }\r\n\r\n /**\r\n * Gets the list of excluded meshes from the velocity texture.\r\n */\r\n public get excludedSkinnedMeshFromVelocityTexture(): AbstractMesh[] {\r\n return MaterialHelperGeometryRendering.GetConfiguration(this._renderer.renderPassId).excludedSkinnedMesh;\r\n }\r\n\r\n public override isReady() {\r\n return this._renderer.isReadyForRendering(this._textureWidth, this._textureHeight);\r\n }\r\n\r\n public record() {\r\n if (this.textureDescriptions.length === 0 || this.objectList === undefined) {\r\n throw new Error(`FrameGraphGeometryRendererTask ${this.name}: object list and at least one geometry texture description must be provided`);\r\n }\r\n\r\n // Make sure the renderList / particleSystemList are set when FrameGraphGeometryRendererTask.isReady() is called!\r\n this._renderer.renderList = this.objectList.meshes;\r\n this._renderer.particleSystemList = this.objectList.particleSystems;\r\n\r\n const outputTextureHandle = this._createMultiRenderTargetTexture();\r\n\r\n const depthEnabled = this._checkDepthTextureCompatibility();\r\n\r\n this._buildClearAttachmentsLayout();\r\n\r\n this._registerForRenderPassId(this._renderer.renderPassId);\r\n\r\n const outputTextureDescription = this._frameGraph.textureManager.getTextureDescription(outputTextureHandle[0]);\r\n\r\n this._textureWidth = outputTextureDescription.size.width;\r\n this._textureHeight = outputTextureDescription.size.height;\r\n\r\n // Create pass\r\n MaterialHelperGeometryRendering.MarkAsDirty(this._renderer.renderPassId, this.objectList.meshes || this._scene.meshes);\r\n\r\n const pass = this._frameGraph.addRenderPass(this.name);\r\n\r\n pass.setRenderTarget(outputTextureHandle);\r\n\r\n for (let i = 0; i < this.textureDescriptions.length; i++) {\r\n const description = this.textureDescriptions[i];\r\n const handle = outputTextureHandle[i];\r\n const index = MaterialHelperGeometryRendering.GeometryTextureDescriptions.findIndex((f) => f.type === description.type);\r\n const geometryDescription = MaterialHelperGeometryRendering.GeometryTextureDescriptions[index];\r\n\r\n switch (geometryDescription.type) {\r\n case Constants.PREPASS_DEPTH_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryViewDepthTexture, handle);\r\n break;\r\n case Constants.PREPASS_SCREENSPACE_DEPTH_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryScreenDepthTexture, handle);\r\n break;\r\n case Constants.PREPASS_NORMAL_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryViewNormalTexture, handle);\r\n break;\r\n case Constants.PREPASS_WORLD_NORMAL_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryWorldNormalTexture, handle);\r\n break;\r\n case Constants.PREPASS_LOCAL_POSITION_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryLocalPositionTexture, handle);\r\n break;\r\n case Constants.PREPASS_POSITION_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryWorldPositionTexture, handle);\r\n break;\r\n case Constants.PREPASS_ALBEDO_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryAlbedoTexture, handle);\r\n break;\r\n case Constants.PREPASS_REFLECTIVITY_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryReflectivityTexture, handle);\r\n break;\r\n case Constants.PREPASS_VELOCITY_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryVelocityTexture, handle);\r\n break;\r\n case Constants.PREPASS_VELOCITY_LINEAR_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryLinearVelocityTexture, handle);\r\n break;\r\n }\r\n }\r\n\r\n pass.setRenderTargetDepth(this.depthTexture);\r\n\r\n pass.setExecuteFunc((context) => {\r\n this._renderer.renderList = this.objectList.meshes;\r\n this._renderer.particleSystemList = this.objectList.particleSystems;\r\n\r\n context.setDepthStates(this.depthTest && depthEnabled, this.depthWrite && depthEnabled);\r\n\r\n this._clearAttachmentsLayout.forEach((layout, clearType) => {\r\n context.clearColorAttachments(ClearColors[clearType], layout);\r\n });\r\n\r\n context.bindAttachments(this._allAttachmentsLayout);\r\n\r\n context.render(this._renderer, this._textureWidth, this._textureHeight);\r\n });\r\n\r\n const passDisabled = this._frameGraph.addRenderPass(this.name + \"_disabled\", true);\r\n\r\n passDisabled.setRenderTarget(outputTextureHandle);\r\n passDisabled.setRenderTargetDepth(this.depthTexture);\r\n passDisabled.setExecuteFunc((_context) => {});\r\n }\r\n\r\n public override dispose(): void {\r\n MaterialHelperGeometryRendering.DeleteConfiguration(this._renderer.renderPassId);\r\n this._renderer.dispose();\r\n super.dispose();\r\n }\r\n\r\n private _createMultiRenderTargetTexture(): FrameGraphTextureHandle[] {\r\n const types: number[] = [];\r\n const formats: number[] = [];\r\n const labels: string[] = [];\r\n const useSRGBBuffers: boolean[] = [];\r\n\r\n for (let i = 0; i < this.textureDescriptions.length; i++) {\r\n const description = this.textureDescriptions[i];\r\n const index = MaterialHelperGeometryRendering.GeometryTextureDescriptions.findIndex((f) => f.type === description.type);\r\n\r\n if (index === -1) {\r\n throw new Error(`FrameGraphGeometryRendererTask ${this.name}: unknown texture type ${description.type}`);\r\n }\r\n\r\n types[i] = description.textureType;\r\n formats[i] = description.textureFormat;\r\n labels[i] = MaterialHelperGeometryRendering.GeometryTextureDescriptions[index].name;\r\n useSRGBBuffers[i] = false;\r\n }\r\n\r\n const baseHandle = this._frameGraph.textureManager.createRenderTargetTexture(this.name, {\r\n size: this.size,\r\n sizeIsPercentage: this.sizeIsPercentage,\r\n options: {\r\n createMipMaps: false,\r\n samples: this.samples,\r\n types,\r\n formats,\r\n useSRGBBuffers,\r\n labels,\r\n },\r\n });\r\n\r\n const handles: FrameGraphTextureHandle[] = [];\r\n for (let i = 0; i < this.textureDescriptions.length; i++) {\r\n handles.push(baseHandle + i);\r\n }\r\n\r\n return handles;\r\n }\r\n\r\n private _checkDepthTextureCompatibility(): boolean {\r\n let depthEnabled = false;\r\n\r\n if (this.depthTexture !== undefined) {\r\n if (this.depthTexture === backbufferDepthStencilTextureHandle) {\r\n throw new Error(`FrameGraphGeometryRendererTask ${this.name}: the depth/stencil back buffer is not allowed as a depth texture`);\r\n }\r\n\r\n const depthTextureDescription = this._frameGraph.textureManager.getTextureDescription(this.depthTexture);\r\n if (depthTextureDescription.options.samples !== this.samples) {\r\n throw new Error(`FrameGraphGeometryRendererTask ${this.name}: the depth texture and the output texture must have the same number of samples`);\r\n }\r\n\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.outputDepthTexture, this.depthTexture);\r\n\r\n depthEnabled = true;\r\n }\r\n\r\n return depthEnabled;\r\n }\r\n\r\n private _buildClearAttachmentsLayout() {\r\n const clearAttachmentsLayout = new Map<GeometryRenderingTextureClearType, boolean[]>();\r\n const allAttachmentsLayout: boolean[] = [];\r\n\r\n for (let i = 0; i < this.textureDescriptions.length; i++) {\r\n const description = this.textureDescriptions[i];\r\n const index = MaterialHelperGeometryRendering.GeometryTextureDescriptions.findIndex((f) => f.type === description.type);\r\n const geometryDescription = MaterialHelperGeometryRendering.GeometryTextureDescriptions[index];\r\n\r\n let layout = clearAttachmentsLayout.get(geometryDescription.clearType);\r\n if (layout === undefined) {\r\n layout = [];\r\n clearAttachmentsLayout.set(geometryDescription.clearType, layout);\r\n for (let j = 0; j < i; j++) {\r\n layout[j] = false;\r\n }\r\n }\r\n\r\n clearAttachmentsLayout.forEach((layout, clearType) => {\r\n layout.push(clearType === geometryDescription.clearType);\r\n });\r\n\r\n allAttachmentsLayout.push(true);\r\n }\r\n\r\n this._clearAttachmentsLayout = new Map();\r\n\r\n clearAttachmentsLayout.forEach((layout, clearType) => {\r\n this._clearAttachmentsLayout.set(clearType, this._engine.buildTextureLayout(layout));\r\n });\r\n\r\n this._allAttachmentsLayout = this._engine.buildTextureLayout(allAttachmentsLayout);\r\n }\r\n\r\n private _registerForRenderPassId(renderPassId: number) {\r\n const configuration = MaterialHelperGeometryRendering.CreateConfiguration(renderPassId);\r\n\r\n for (let i = 0; i < this.textureDescriptions.length; i++) {\r\n const description = this.textureDescriptions[i];\r\n const index = MaterialHelperGeometryRendering.GeometryTextureDescriptions.findIndex((f) => f.type === description.type);\r\n const geometryDescription = MaterialHelperGeometryRendering.GeometryTextureDescriptions[index];\r\n\r\n configuration.defines[geometryDescription.defineIndex] = i;\r\n }\r\n\r\n configuration.reverseCulling = this.reverseCulling;\r\n }\r\n}\r\n"]}
|
|
1
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+
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type {\r\n FrameGraphTextureHandle,\r\n Scene,\r\n Camera,\r\n AbstractEngine,\r\n FrameGraph,\r\n GeometryRenderingTextureClearType,\r\n FrameGraphObjectList,\r\n AbstractMesh,\r\n ObjectRendererOptions,\r\n // eslint-disable-next-line import/no-internal-modules\r\n} from \"core/index\";\r\nimport { backbufferDepthStencilTextureHandle } from \"../../frameGraphTypes\";\r\nimport { Color4 } from \"core/Maths/math.color\";\r\nimport { MaterialHelperGeometryRendering } from \"core/Materials/materialHelper.geometryrendering\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { FrameGraphTask } from \"../../frameGraphTask\";\r\nimport { ObjectRenderer } from \"../../../Rendering/objectRenderer\";\r\n\r\n/**\r\n * Description of a texture used by the geometry renderer task.\r\n */\r\nexport interface IFrameGraphGeometryRendererTextureDescription {\r\n /**\r\n * The type of the texture.\r\n * The value should be one of the Constants.PREPASS_XXX_TEXTURE_TYPE values.\r\n */\r\n type: number;\r\n\r\n /**\r\n * The type of the texture.\r\n */\r\n textureType: number;\r\n\r\n /**\r\n * The format of the texture.\r\n */\r\n textureFormat: number;\r\n}\r\n\r\nconst ClearColors: Color4[] = [new Color4(0, 0, 0, 0), new Color4(1, 1, 1, 1), new Color4(0, 0, 0, 0)];\r\n\r\n/**\r\n * Task used to render geometry to a set of textures.\r\n */\r\nexport class FrameGraphGeometryRendererTask extends FrameGraphTask {\r\n /**\r\n * The depth texture attachment to use for rendering (optional).\r\n */\r\n public depthTexture?: FrameGraphTextureHandle;\r\n\r\n private _camera: Camera;\r\n\r\n /**\r\n * Gets or sets the camera used for rendering.\r\n */\r\n public get camera() {\r\n return this._camera;\r\n }\r\n\r\n public set camera(camera: Camera) {\r\n this._camera = camera;\r\n this._renderer.activeCamera = this.camera;\r\n }\r\n\r\n /**\r\n * The object list used for rendering.\r\n */\r\n public objectList: FrameGraphObjectList;\r\n\r\n /**\r\n * Whether depth testing is enabled (default is true).\r\n */\r\n public depthTest = true;\r\n\r\n /**\r\n * Whether depth writing is enabled (default is true).\r\n */\r\n public depthWrite = true;\r\n\r\n /**\r\n * The size of the output textures (default is 100% of the back buffer texture size).\r\n */\r\n public size: { width: number; height: number } = { width: 100, height: 100 };\r\n\r\n /**\r\n * Whether the size is a percentage of the back buffer size (default is true).\r\n */\r\n public sizeIsPercentage = true;\r\n\r\n /**\r\n * The number of samples to use for the output textures (default is 1).\r\n */\r\n public samples = 1;\r\n\r\n private _reverseCulling = false;\r\n\r\n /**\r\n * Whether to reverse culling (default is false).\r\n */\r\n public get reverseCulling() {\r\n return this._reverseCulling;\r\n }\r\n\r\n public set reverseCulling(value: boolean) {\r\n this._reverseCulling = value;\r\n\r\n const configuration = MaterialHelperGeometryRendering.GetConfiguration(this._renderer.renderPassId);\r\n if (configuration) {\r\n configuration.reverseCulling = value;\r\n }\r\n }\r\n\r\n /**\r\n * Indicates if a mesh shouldn't be rendered when its material has depth write disabled (default is true).\r\n */\r\n public dontRenderWhenMaterialDepthWriteIsDisabled = true;\r\n\r\n /**\r\n * The list of texture descriptions used by the geometry renderer task.\r\n */\r\n public textureDescriptions: IFrameGraphGeometryRendererTextureDescription[] = [];\r\n\r\n /**\r\n * The output depth texture attachment texture.\r\n * This texture will point to the same texture than the depthTexture property if it is set.\r\n * Note, however, that the handle itself will be different!\r\n */\r\n public readonly outputDepthTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The depth (in view space) output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryViewDepthTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The depth (in screen space) output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryScreenDepthTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The normal (in view space) output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryViewNormalTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The normal (in world space) output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryWorldNormalTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The position (in local space) output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryLocalPositionTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The position (in world space) output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryWorldPositionTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The albedo output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryAlbedoTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The reflectivity output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryReflectivityTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The velocity output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryVelocityTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The linear velocity output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryLinearVelocityTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The object renderer used by the geometry renderer task.\r\n */\r\n public get objectRenderer() {\r\n return this._renderer;\r\n }\r\n\r\n /**\r\n * Gets or sets the name of the task.\r\n */\r\n public override get name() {\r\n return this._name;\r\n }\r\n\r\n public override set name(value: string) {\r\n this._name = value;\r\n if (this._renderer) {\r\n this._renderer.name = value;\r\n }\r\n }\r\n\r\n private readonly _engine: AbstractEngine;\r\n private readonly _scene: Scene;\r\n private readonly _renderer: ObjectRenderer;\r\n private _textureWidth: number;\r\n private _textureHeight: number;\r\n private _clearAttachmentsLayout: Map<GeometryRenderingTextureClearType, number[]>;\r\n private _allAttachmentsLayout: number[];\r\n\r\n /**\r\n * Constructs a new geometry renderer task.\r\n * @param name The name of the task.\r\n * @param frameGraph The frame graph the task belongs to.\r\n * @param scene The scene the frame graph is associated with.\r\n * @param options The options of the object renderer.\r\n */\r\n constructor(name: string, frameGraph: FrameGraph, scene: Scene, options?: ObjectRendererOptions) {\r\n super(name, frameGraph);\r\n\r\n this._scene = scene;\r\n this._engine = this._scene.getEngine();\r\n\r\n this._renderer = new ObjectRenderer(name, scene, options);\r\n this._renderer.renderSprites = false;\r\n this._renderer.renderParticles = false;\r\n\r\n this._renderer.customIsReadyFunction = (mesh: AbstractMesh, refreshRate: number, preWarm?: boolean) => {\r\n if (this.dontRenderWhenMaterialDepthWriteIsDisabled && mesh.material && mesh.material.disableDepthWrite) {\r\n return !!preWarm;\r\n }\r\n\r\n return mesh.isReady(refreshRate === 0);\r\n };\r\n\r\n this._renderer.onBeforeRenderingManagerRenderObservable.add(() => {\r\n if (!this._renderer.options.doNotChangeAspectRatio) {\r\n scene.updateTransformMatrix(true);\r\n }\r\n });\r\n\r\n this.name = name;\r\n this._clearAttachmentsLayout = new Map();\r\n this._allAttachmentsLayout = [];\r\n\r\n this.outputDepthTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryViewDepthTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryScreenDepthTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryViewNormalTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryWorldNormalTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryLocalPositionTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryWorldPositionTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryAlbedoTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryReflectivityTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryVelocityTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryLinearVelocityTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n }\r\n\r\n /**\r\n * Gets the list of excluded meshes from the velocity texture.\r\n */\r\n public get excludedSkinnedMeshFromVelocityTexture(): AbstractMesh[] {\r\n return MaterialHelperGeometryRendering.GetConfiguration(this._renderer.renderPassId).excludedSkinnedMesh;\r\n }\r\n\r\n /**\r\n * Excludes the given skinned mesh from computing bones velocities.\r\n * Computing bones velocities can have a cost. The cost can be saved by calling this function and by passing the skinned mesh to ignore.\r\n * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.\r\n */\r\n public excludeSkinnedMeshFromVelocityTexture(skinnedMesh: AbstractMesh): void {\r\n if (skinnedMesh.skeleton) {\r\n const list = this.excludedSkinnedMeshFromVelocityTexture;\r\n if (list.indexOf(skinnedMesh) === -1) {\r\n list.push(skinnedMesh);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.\r\n * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.\r\n * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.\r\n */\r\n public removeExcludedSkinnedMeshFromVelocityTexture(skinnedMesh: AbstractMesh): void {\r\n const list = this.excludedSkinnedMeshFromVelocityTexture;\r\n const index = list.indexOf(skinnedMesh);\r\n if (index !== -1) {\r\n list.splice(index, 1);\r\n }\r\n }\r\n\r\n public override isReady() {\r\n return this._renderer.isReadyForRendering(this._textureWidth, this._textureHeight);\r\n }\r\n\r\n public record() {\r\n if (this.textureDescriptions.length === 0 || this.objectList === undefined) {\r\n throw new Error(`FrameGraphGeometryRendererTask ${this.name}: object list and at least one geometry texture description must be provided`);\r\n }\r\n\r\n // Make sure the renderList / particleSystemList are set when FrameGraphGeometryRendererTask.isReady() is called!\r\n this._renderer.renderList = this.objectList.meshes;\r\n this._renderer.particleSystemList = this.objectList.particleSystems;\r\n\r\n const outputTextureHandle = this._createMultiRenderTargetTexture();\r\n\r\n const depthEnabled = this._checkDepthTextureCompatibility();\r\n\r\n this._buildClearAttachmentsLayout();\r\n\r\n this._registerForRenderPassId(this._renderer.renderPassId);\r\n\r\n const outputTextureDescription = this._frameGraph.textureManager.getTextureDescription(outputTextureHandle[0]);\r\n\r\n this._textureWidth = outputTextureDescription.size.width;\r\n this._textureHeight = outputTextureDescription.size.height;\r\n\r\n // Create pass\r\n MaterialHelperGeometryRendering.MarkAsDirty(this._renderer.renderPassId, this.objectList.meshes || this._scene.meshes);\r\n\r\n const pass = this._frameGraph.addRenderPass(this.name);\r\n\r\n pass.setRenderTarget(outputTextureHandle);\r\n\r\n let needPreviousWorldMatrices = false;\r\n\r\n for (let i = 0; i < this.textureDescriptions.length; i++) {\r\n const description = this.textureDescriptions[i];\r\n const handle = outputTextureHandle[i];\r\n const index = MaterialHelperGeometryRendering.GeometryTextureDescriptions.findIndex((f) => f.type === description.type);\r\n const geometryDescription = MaterialHelperGeometryRendering.GeometryTextureDescriptions[index];\r\n\r\n switch (geometryDescription.type) {\r\n case Constants.PREPASS_DEPTH_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryViewDepthTexture, handle);\r\n break;\r\n case Constants.PREPASS_SCREENSPACE_DEPTH_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryScreenDepthTexture, handle);\r\n break;\r\n case Constants.PREPASS_NORMAL_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryViewNormalTexture, handle);\r\n break;\r\n case Constants.PREPASS_WORLD_NORMAL_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryWorldNormalTexture, handle);\r\n break;\r\n case Constants.PREPASS_LOCAL_POSITION_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryLocalPositionTexture, handle);\r\n break;\r\n case Constants.PREPASS_POSITION_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryWorldPositionTexture, handle);\r\n break;\r\n case Constants.PREPASS_ALBEDO_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryAlbedoTexture, handle);\r\n break;\r\n case Constants.PREPASS_REFLECTIVITY_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryReflectivityTexture, handle);\r\n break;\r\n case Constants.PREPASS_VELOCITY_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryVelocityTexture, handle);\r\n needPreviousWorldMatrices = true;\r\n break;\r\n case Constants.PREPASS_VELOCITY_LINEAR_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryLinearVelocityTexture, handle);\r\n needPreviousWorldMatrices = true;\r\n break;\r\n }\r\n }\r\n\r\n this._scene.needsPreviousWorldMatrices = needPreviousWorldMatrices;\r\n\r\n pass.setRenderTargetDepth(this.depthTexture);\r\n\r\n pass.setExecuteFunc((context) => {\r\n this._renderer.renderList = this.objectList.meshes;\r\n this._renderer.particleSystemList = this.objectList.particleSystems;\r\n\r\n context.setDepthStates(this.depthTest && depthEnabled, this.depthWrite && depthEnabled);\r\n\r\n this._clearAttachmentsLayout.forEach((layout, clearType) => {\r\n context.clearColorAttachments(ClearColors[clearType], layout);\r\n });\r\n\r\n context.bindAttachments(this._allAttachmentsLayout);\r\n\r\n context.render(this._renderer, this._textureWidth, this._textureHeight);\r\n });\r\n\r\n const passDisabled = this._frameGraph.addRenderPass(this.name + \"_disabled\", true);\r\n\r\n passDisabled.setRenderTarget(outputTextureHandle);\r\n passDisabled.setRenderTargetDepth(this.depthTexture);\r\n passDisabled.setExecuteFunc((_context) => {});\r\n }\r\n\r\n public override dispose(): void {\r\n MaterialHelperGeometryRendering.DeleteConfiguration(this._renderer.renderPassId);\r\n this._renderer.dispose();\r\n super.dispose();\r\n }\r\n\r\n private _createMultiRenderTargetTexture(): FrameGraphTextureHandle[] {\r\n const types: number[] = [];\r\n const formats: number[] = [];\r\n const labels: string[] = [];\r\n const useSRGBBuffers: boolean[] = [];\r\n\r\n for (let i = 0; i < this.textureDescriptions.length; i++) {\r\n const description = this.textureDescriptions[i];\r\n const index = MaterialHelperGeometryRendering.GeometryTextureDescriptions.findIndex((f) => f.type === description.type);\r\n\r\n if (index === -1) {\r\n throw new Error(`FrameGraphGeometryRendererTask ${this.name}: unknown texture type ${description.type}`);\r\n }\r\n\r\n types[i] = description.textureType;\r\n formats[i] = description.textureFormat;\r\n labels[i] = MaterialHelperGeometryRendering.GeometryTextureDescriptions[index].name;\r\n useSRGBBuffers[i] = false;\r\n }\r\n\r\n const baseHandle = this._frameGraph.textureManager.createRenderTargetTexture(this.name, {\r\n size: this.size,\r\n sizeIsPercentage: this.sizeIsPercentage,\r\n options: {\r\n createMipMaps: false,\r\n samples: this.samples,\r\n types,\r\n formats,\r\n useSRGBBuffers,\r\n labels,\r\n },\r\n });\r\n\r\n const handles: FrameGraphTextureHandle[] = [];\r\n for (let i = 0; i < this.textureDescriptions.length; i++) {\r\n handles.push(baseHandle + i);\r\n }\r\n\r\n return handles;\r\n }\r\n\r\n private _checkDepthTextureCompatibility(): boolean {\r\n let depthEnabled = false;\r\n\r\n if (this.depthTexture !== undefined) {\r\n if (this.depthTexture === backbufferDepthStencilTextureHandle) {\r\n throw new Error(`FrameGraphGeometryRendererTask ${this.name}: the depth/stencil back buffer is not allowed as a depth texture`);\r\n }\r\n\r\n const depthTextureDescription = this._frameGraph.textureManager.getTextureDescription(this.depthTexture);\r\n if (depthTextureDescription.options.samples !== this.samples) {\r\n throw new Error(`FrameGraphGeometryRendererTask ${this.name}: the depth texture and the output texture must have the same number of samples`);\r\n }\r\n\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.outputDepthTexture, this.depthTexture);\r\n\r\n depthEnabled = true;\r\n }\r\n\r\n return depthEnabled;\r\n }\r\n\r\n private _buildClearAttachmentsLayout() {\r\n const clearAttachmentsLayout = new Map<GeometryRenderingTextureClearType, boolean[]>();\r\n const allAttachmentsLayout: boolean[] = [];\r\n\r\n for (let i = 0; i < this.textureDescriptions.length; i++) {\r\n const description = this.textureDescriptions[i];\r\n const index = MaterialHelperGeometryRendering.GeometryTextureDescriptions.findIndex((f) => f.type === description.type);\r\n const geometryDescription = MaterialHelperGeometryRendering.GeometryTextureDescriptions[index];\r\n\r\n let layout = clearAttachmentsLayout.get(geometryDescription.clearType);\r\n if (layout === undefined) {\r\n layout = [];\r\n clearAttachmentsLayout.set(geometryDescription.clearType, layout);\r\n for (let j = 0; j < i; j++) {\r\n layout[j] = false;\r\n }\r\n }\r\n\r\n clearAttachmentsLayout.forEach((layout, clearType) => {\r\n layout.push(clearType === geometryDescription.clearType);\r\n });\r\n\r\n allAttachmentsLayout.push(true);\r\n }\r\n\r\n this._clearAttachmentsLayout = new Map();\r\n\r\n clearAttachmentsLayout.forEach((layout, clearType) => {\r\n this._clearAttachmentsLayout.set(clearType, this._engine.buildTextureLayout(layout));\r\n });\r\n\r\n this._allAttachmentsLayout = this._engine.buildTextureLayout(allAttachmentsLayout);\r\n }\r\n\r\n private _registerForRenderPassId(renderPassId: number) {\r\n const configuration = MaterialHelperGeometryRendering.CreateConfiguration(renderPassId);\r\n\r\n for (let i = 0; i < this.textureDescriptions.length; i++) {\r\n const description = this.textureDescriptions[i];\r\n const index = MaterialHelperGeometryRendering.GeometryTextureDescriptions.findIndex((f) => f.type === description.type);\r\n const geometryDescription = MaterialHelperGeometryRendering.GeometryTextureDescriptions[index];\r\n\r\n configuration.defines[geometryDescription.defineIndex] = i;\r\n }\r\n\r\n configuration.reverseCulling = this.reverseCulling;\r\n }\r\n}\r\n"]}
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package/FrameGraph/index.d.ts
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@@ -9,6 +9,7 @@ export * from "./Passes/pass.js";
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export * from "./Passes/renderPass.js";
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export * from "./Tasks/Layers/glowLayerTask.js";
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export * from "./Tasks/Layers/highlightLayerTask.js";
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export * from "./Tasks/Misc/cullObjectsTask.js";
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export * from "./Tasks/Misc/executeTask.js";
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export * from "./Tasks/PostProcesses/anaglyphTask.js";
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export * from "./Tasks/PostProcesses/blackAndWhiteTask.js";
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@@ -21,6 +22,7 @@ export * from "./Tasks/PostProcesses/extractHighlightsTask.js";
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export * from "./Tasks/PostProcesses/fxaaTask.js";
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export * from "./Tasks/PostProcesses/grainTask.js";
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export * from "./Tasks/PostProcesses/imageProcessingTask.js";
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export * from "./Tasks/PostProcesses/motionBlurTask.js";
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export * from "./Tasks/PostProcesses/passTask.js";
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export * from "./Tasks/PostProcesses/postProcessTask.js";
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export * from "./Tasks/PostProcesses/ssrRenderingPipelineTask.js";
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@@ -29,7 +31,6 @@ export * from "./Tasks/Texture/copyToBackbufferColorTask.js";
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export * from "./Tasks/Texture/copyToTextureTask.js";
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export * from "./Tasks/Texture/generateMipMapsTask.js";
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export * from "./Tasks/Rendering/csmShadowGeneratorTask.js";
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export * from "./Tasks/Misc/cullObjectsTask.js";
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export * from "./Tasks/Rendering/geometryRendererTask.js";
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export * from "./Tasks/Rendering/objectRendererTask.js";
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export * from "./Tasks/Rendering/shadowGeneratorTask.js";
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package/FrameGraph/index.js
CHANGED
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@@ -10,6 +10,7 @@ export * from "./Passes/pass.js";
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export * from "./Passes/renderPass.js";
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export * from "./Tasks/Layers/glowLayerTask.js";
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export * from "./Tasks/Layers/highlightLayerTask.js";
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export * from "./Tasks/Misc/cullObjectsTask.js";
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export * from "./Tasks/Misc/executeTask.js";
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export * from "./Tasks/PostProcesses/anaglyphTask.js";
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export * from "./Tasks/PostProcesses/blackAndWhiteTask.js";
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@@ -22,6 +23,7 @@ export * from "./Tasks/PostProcesses/extractHighlightsTask.js";
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export * from "./Tasks/PostProcesses/fxaaTask.js";
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export * from "./Tasks/PostProcesses/grainTask.js";
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export * from "./Tasks/PostProcesses/imageProcessingTask.js";
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export * from "./Tasks/PostProcesses/motionBlurTask.js";
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export * from "./Tasks/PostProcesses/passTask.js";
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export * from "./Tasks/PostProcesses/postProcessTask.js";
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export * from "./Tasks/PostProcesses/ssrRenderingPipelineTask.js";
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@@ -30,7 +32,6 @@ export * from "./Tasks/Texture/copyToBackbufferColorTask.js";
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export * from "./Tasks/Texture/copyToTextureTask.js";
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export * from "./Tasks/Texture/generateMipMapsTask.js";
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export * from "./Tasks/Misc/cullObjectsTask.js";
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package/FrameGraph/index.js.map
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1
|
+
{"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../dev/core/src/FrameGraph/index.ts"],"names":[],"mappings":"AAAA,+CAA+C;AAC/C,cAAc,wBAAwB,CAAC;AACvC,cAAc,6BAA6B,CAAC;AAC5C,cAAc,4CAA4C,CAAC;AAC3D,cAAc,kCAAkC,CAAC;AACjD,cAAc,mCAAmC,CAAC;AAClD,cAAc,qBAAqB,CAAC;AAEpC,cAAc,mBAAmB,CAAC;AAClC,cAAc,eAAe,CAAC;AAC9B,cAAc,qBAAqB,CAAC;AAEpC,cAAc,8BAA8B,CAAC;AAC7C,cAAc,mCAAmC,CAAC;AAElD,cAAc,8BAA8B,CAAC;AAC7C,cAAc,0BAA0B,CAAC;AAEzC,cAAc,oCAAoC,CAAC;AACnD,cAAc,yCAAyC,CAAC;AACxD,cAAc,iCAAiC,CAAC;AAChD,cAAc,gCAAgC,CAAC;AAC/C,cAAc,+CAA+C,CAAC;AAC9D,cAAc,6CAA6C,CAAC;AAC5D,cAAc,wCAAwC,CAAC;AACvD,cAAc,6CAA6C,CAAC;AAC5D,cAAc,gCAAgC,CAAC;AAC/C,cAAc,iCAAiC,CAAC;AAChD,cAAc,2CAA2C,CAAC;AAC1D,cAAc,sCAAsC,CAAC;AACrD,cAAc,gCAAgC,CAAC;AAC/C,cAAc,uCAAuC,CAAC;AACtD,cAAc,gDAAgD,CAAC;AAE/D,cAAc,kCAAkC,CAAC;AACjD,cAAc,2CAA2C,CAAC;AAC1D,cAAc,mCAAmC,CAAC;AAClD,cAAc,qCAAqC,CAAC;AAEpD,cAAc,0CAA0C,CAAC;AACzD,cAAc,wCAAwC,CAAC;AACvD,cAAc,sCAAsC,CAAC;AACrD,cAAc,uCAAuC,CAAC;AACtD,cAAc,yCAAyC,CAAC;AACxD,cAAc,4CAA4C,CAAC;AAE3D,cAAc,cAAc,CAAC;AAC7B,cAAc,qBAAqB,CAAC;AACpC,cAAc,wBAAwB,CAAC;AACvC,cAAc,2BAA2B,CAAC;AAC1C,cAAc,0BAA0B,CAAC;AACzC,cAAc,kBAAkB,CAAC;AACjC,cAAc,4BAA4B,CAAC;AAC3C,cAAc,mBAAmB,CAAC","sourcesContent":["/* eslint-disable import/no-internal-modules */\r\nexport * from \"./Node/nodeRenderGraph\";\r\nexport * from \"./Node/nodeRenderGraphBlock\";\r\nexport * from \"./Node/nodeRenderGraphBlockConnectionPoint\";\r\nexport * from \"./Node/nodeRenderGraphBuildState\";\r\nexport * from \"./Node/Types/nodeRenderGraphTypes\";\r\nexport * from \"./Node/Blocks/index\";\r\n\r\nexport * from \"./Passes/cullPass\";\r\nexport * from \"./Passes/pass\";\r\nexport * from \"./Passes/renderPass\";\r\n\r\nexport * from \"./Tasks/Layers/glowLayerTask\";\r\nexport * from \"./Tasks/Layers/highlightLayerTask\";\r\n\r\nexport * from \"./Tasks/Misc/cullObjectsTask\";\r\nexport * from \"./Tasks/Misc/executeTask\";\r\n\r\nexport * from \"./Tasks/PostProcesses/anaglyphTask\";\r\nexport * from \"./Tasks/PostProcesses/blackAndWhiteTask\";\r\nexport * from \"./Tasks/PostProcesses/bloomTask\";\r\nexport * from \"./Tasks/PostProcesses/blurTask\";\r\nexport * from \"./Tasks/PostProcesses/chromaticAberrationTask\";\r\nexport * from \"./Tasks/PostProcesses/circleOfConfusionTask\";\r\nexport * from \"./Tasks/PostProcesses/depthOfFieldTask\";\r\nexport * from \"./Tasks/PostProcesses/extractHighlightsTask\";\r\nexport * from \"./Tasks/PostProcesses/fxaaTask\";\r\nexport * from \"./Tasks/PostProcesses/grainTask\";\r\nexport * from \"./Tasks/PostProcesses/imageProcessingTask\";\r\nexport * from \"./Tasks/PostProcesses/motionBlurTask\";\r\nexport * from \"./Tasks/PostProcesses/passTask\";\r\nexport * from \"./Tasks/PostProcesses/postProcessTask\";\r\nexport * from \"./Tasks/PostProcesses/ssrRenderingPipelineTask\";\r\n\r\nexport * from \"./Tasks/Texture/clearTextureTask\";\r\nexport * from \"./Tasks/Texture/copyToBackbufferColorTask\";\r\nexport * from \"./Tasks/Texture/copyToTextureTask\";\r\nexport * from \"./Tasks/Texture/generateMipMapsTask\";\r\n\r\nexport * from \"./Tasks/Rendering/csmShadowGeneratorTask\";\r\nexport * from \"./Tasks/Rendering/geometryRendererTask\";\r\nexport * from \"./Tasks/Rendering/objectRendererTask\";\r\nexport * from \"./Tasks/Rendering/shadowGeneratorTask\";\r\nexport * from \"./Tasks/Rendering/taaObjectRendererTask\";\r\nexport * from \"./Tasks/Rendering/utilityLayerRendererTask\";\r\n\r\nexport * from \"./frameGraph\";\r\nexport * from \"./frameGraphContext\";\r\nexport * from \"./frameGraphObjectList\";\r\nexport * from \"./frameGraphRenderContext\";\r\nexport * from \"./frameGraphRenderTarget\";\r\nexport * from \"./frameGraphTask\";\r\nexport * from \"./frameGraphTextureManager\";\r\nexport * from \"./frameGraphTypes\";\r\n"]}
|
package/Gizmos/cameraGizmo.js
CHANGED
|
@@ -77,8 +77,8 @@ export class CameraGizmo extends Gizmo {
|
|
|
77
77
|
this._cameraLinesMesh.parent = this._rootMesh;
|
|
78
78
|
if (this.gizmoLayer.utilityLayerScene.activeCamera &&
|
|
79
79
|
this.gizmoLayer.utilityLayerScene.activeCamera != camera &&
|
|
80
|
-
this.gizmoLayer.utilityLayerScene.activeCamera.maxZ < camera.maxZ
|
|
81
|
-
this.gizmoLayer.utilityLayerScene.activeCamera.maxZ = camera.maxZ
|
|
80
|
+
this.gizmoLayer.utilityLayerScene.activeCamera.maxZ < camera.maxZ) {
|
|
81
|
+
this.gizmoLayer.utilityLayerScene.activeCamera.maxZ = camera.maxZ;
|
|
82
82
|
}
|
|
83
83
|
if (!this.attachedNode.reservedDataStore) {
|
|
84
84
|
this.attachedNode.reservedDataStore = {};
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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type { Nullable } from \"../types\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport { Color3, Color4 } from \"../Maths/math.color\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport type { IGizmo } from \"./gizmo\";\r\nimport { Gizmo } from \"./gizmo\";\r\nimport { UtilityLayerRenderer } from \"../Rendering/utilityLayerRenderer\";\r\nimport { StandardMaterial } from \"../Materials/standardMaterial\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { CreateBox } from \"../Meshes/Builders/boxBuilder\";\r\nimport { CreateCylinder } from \"../Meshes/Builders/cylinderBuilder\";\r\nimport { Matrix } from \"../Maths/math\";\r\nimport { CreateLines } from \"../Meshes/Builders/linesBuilder\";\r\nimport type { PointerInfo } from \"../Events/pointerEvents\";\r\nimport { PointerEventTypes } from \"../Events/pointerEvents\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport { Observable } from \"../Misc/observable\";\r\n\r\n/**\r\n * Interface for camera gizmo\r\n */\r\nexport interface ICameraGizmo extends IGizmo {\r\n /** Event that fires each time the gizmo is clicked */\r\n onClickedObservable: Observable<Camera>;\r\n /** A boolean indicating if frustum lines must be rendered */\r\n displayFrustum: boolean;\r\n /** The camera that the gizmo is attached to */\r\n camera: Nullable<Camera>;\r\n /** The material used to render the camera gizmo */\r\n readonly material: StandardMaterial;\r\n}\r\n\r\n/**\r\n * Gizmo that enables viewing a camera\r\n */\r\nexport class CameraGizmo extends Gizmo implements ICameraGizmo {\r\n protected _cameraMesh: Mesh;\r\n protected _cameraLinesMesh: Mesh;\r\n protected _material: StandardMaterial;\r\n protected _pointerObserver: Nullable<Observer<PointerInfo>> = null;\r\n private _frustumLinesColor?: Color3;\r\n\r\n /**\r\n * Event that fires each time the gizmo is clicked\r\n */\r\n public onClickedObservable = new Observable<Camera>();\r\n\r\n /**\r\n * Creates a CameraGizmo\r\n * @param gizmoLayer The utility layer the gizmo will be added to\r\n * @param gizmoColor Camera mesh color. Default is Gray\r\n * @param frustumLinesColor Frustum lines color. Default is White\r\n */\r\n constructor(gizmoLayer: UtilityLayerRenderer = UtilityLayerRenderer.DefaultUtilityLayer, gizmoColor?: Color3, frustumLinesColor?: Color3) {\r\n super(gizmoLayer);\r\n\r\n this._material = new StandardMaterial(\"cameraGizmoMaterial\", this.gizmoLayer.utilityLayerScene);\r\n this._frustumLinesColor = frustumLinesColor;\r\n\r\n this._material.diffuseColor = gizmoColor ?? new Color3(0.5, 0.5, 0.5);\r\n this._material.specularColor = new Color3(0.1, 0.1, 0.1);\r\n\r\n this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add((pointerInfo) => {\r\n if (!this._camera) {\r\n return;\r\n }\r\n\r\n this._isHovered = !!(pointerInfo.pickInfo && this._rootMesh.getChildMeshes().indexOf(<Mesh>pointerInfo.pickInfo.pickedMesh) != -1);\r\n if (this._isHovered && pointerInfo.event.button === 0) {\r\n this.onClickedObservable.notifyObservers(this._camera);\r\n }\r\n }, PointerEventTypes.POINTERDOWN);\r\n }\r\n protected _camera: Nullable<Camera> = null;\r\n\r\n /** Gets or sets a boolean indicating if frustum lines must be rendered (true by default)) */\r\n public get displayFrustum() {\r\n return this._cameraLinesMesh.isEnabled();\r\n }\r\n public set displayFrustum(value) {\r\n this._cameraLinesMesh.setEnabled(value);\r\n }\r\n\r\n /**\r\n * The camera that the gizmo is attached to\r\n */\r\n public set camera(camera: Nullable<Camera>) {\r\n this._camera = camera;\r\n this.attachedNode = camera;\r\n if (camera) {\r\n // Create the mesh for the given camera\r\n if (!this._customMeshSet) {\r\n if (this._cameraMesh) {\r\n this._cameraMesh.dispose();\r\n }\r\n this._cameraMesh = CameraGizmo._CreateCameraMesh(this.gizmoLayer.utilityLayerScene);\r\n\r\n const childMeshes = this._cameraMesh.getChildMeshes(false);\r\n for (const m of childMeshes) {\r\n m.material = this._material;\r\n }\r\n this._cameraMesh.parent = this._rootMesh;\r\n }\r\n\r\n if (this._cameraLinesMesh) {\r\n this._cameraLinesMesh.dispose();\r\n }\r\n const linesColor = this._frustumLinesColor?.toColor4(1) ?? new Color4(1, 1, 1, 1);\r\n this._cameraLinesMesh = CameraGizmo._CreateCameraFrustum(this.gizmoLayer.utilityLayerScene, linesColor);\r\n this._cameraLinesMesh.parent = this._rootMesh;\r\n\r\n if (\r\n this.gizmoLayer.utilityLayerScene.activeCamera &&\r\n this.gizmoLayer.utilityLayerScene.activeCamera != camera &&\r\n this.gizmoLayer.utilityLayerScene.activeCamera.maxZ < camera.maxZ * 1.5\r\n ) {\r\n this.gizmoLayer.utilityLayerScene.activeCamera.maxZ = camera.maxZ * 1.5;\r\n }\r\n\r\n if (!this.attachedNode!.reservedDataStore) {\r\n this.attachedNode!.reservedDataStore = {};\r\n }\r\n this.attachedNode!.reservedDataStore.cameraGizmo = this;\r\n\r\n // Add lighting to the camera gizmo\r\n const gizmoLight = this.gizmoLayer._getSharedGizmoLight();\r\n gizmoLight.includedOnlyMeshes = gizmoLight.includedOnlyMeshes.concat(this._cameraMesh.getChildMeshes(false));\r\n\r\n this._update();\r\n }\r\n }\r\n\r\n public get camera() {\r\n return this._camera;\r\n }\r\n\r\n /**\r\n * Gets the material used to render the camera gizmo\r\n */\r\n public get material() {\r\n return this._material;\r\n }\r\n /**\r\n * @internal\r\n * Updates the gizmo to match the attached mesh's position/rotation\r\n */\r\n\r\n protected override _update() {\r\n super._update();\r\n if (!this._camera) {\r\n return;\r\n }\r\n\r\n // frustum matrix\r\n this._camera.getProjectionMatrix().invertToRef(this._invProjection);\r\n this._cameraLinesMesh.setPivotMatrix(this._invProjection, false);\r\n\r\n this._cameraLinesMesh.scaling.x = 1 / this._rootMesh.scaling.x;\r\n this._cameraLinesMesh.scaling.y = 1 / this._rootMesh.scaling.y;\r\n this._cameraLinesMesh.scaling.z = 1 / this._rootMesh.scaling.z;\r\n\r\n // take care of coordinate system in camera scene to properly display the mesh with the good Y axis orientation in this scene\r\n this._cameraMesh.parent = null;\r\n this._cameraMesh.rotation.y = Math.PI * 0.5 * (this._camera.getScene().useRightHandedSystem ? 1 : -1);\r\n this._cameraMesh.parent = this._rootMesh;\r\n }\r\n\r\n // Static helper methods\r\n private static _Scale = 0.05;\r\n private _invProjection = new Matrix();\r\n\r\n /**\r\n * Disposes and replaces the current camera mesh in the gizmo with the specified mesh\r\n * @param mesh The mesh to replace the default mesh of the camera gizmo\r\n */\r\n public override setCustomMesh(mesh: Mesh) {\r\n if (mesh.getScene() != this.gizmoLayer.utilityLayerScene) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \"When setting a custom mesh on a gizmo, the custom meshes scene must be the same as the gizmos (eg. gizmo.gizmoLayer.utilityLayerScene)\";\r\n }\r\n if (this._cameraMesh) {\r\n this._cameraMesh.dispose();\r\n }\r\n this._cameraMesh = mesh;\r\n this._cameraMesh.parent = this._rootMesh;\r\n this._customMeshSet = true;\r\n }\r\n\r\n /**\r\n * Disposes of the camera gizmo\r\n */\r\n public override dispose() {\r\n this.onClickedObservable.clear();\r\n this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);\r\n if (this._cameraMesh) {\r\n this._cameraMesh.dispose();\r\n }\r\n if (this._cameraLinesMesh) {\r\n this._cameraLinesMesh.dispose();\r\n }\r\n this._material.dispose();\r\n super.dispose();\r\n }\r\n\r\n private static _CreateCameraMesh(scene: Scene) {\r\n const root = new Mesh(\"rootCameraGizmo\", scene);\r\n\r\n const mesh = new Mesh(root.name, scene);\r\n mesh.parent = root;\r\n\r\n const box = CreateBox(root.name, { width: 1.0, height: 0.8, depth: 0.5 }, scene);\r\n box.parent = mesh;\r\n\r\n const cyl1 = CreateCylinder(root.name, { height: 0.5, diameterTop: 0.8, diameterBottom: 0.8 }, scene);\r\n cyl1.parent = mesh;\r\n cyl1.position.y = 0.3;\r\n cyl1.position.x = -0.6;\r\n cyl1.rotation.x = Math.PI * 0.5;\r\n\r\n const cyl2 = CreateCylinder(root.name, { height: 0.5, diameterTop: 0.6, diameterBottom: 0.6 }, scene);\r\n cyl2.parent = mesh;\r\n cyl2.position.y = 0.5;\r\n cyl2.position.x = 0.4;\r\n cyl2.rotation.x = Math.PI * 0.5;\r\n\r\n const cyl3 = CreateCylinder(root.name, { height: 0.5, diameterTop: 0.5, diameterBottom: 0.5 }, scene);\r\n cyl3.parent = mesh;\r\n cyl3.position.y = 0.0;\r\n cyl3.position.x = 0.6;\r\n cyl3.rotation.z = Math.PI * 0.5;\r\n\r\n root.scaling.scaleInPlace(CameraGizmo._Scale);\r\n mesh.position.x = -0.9;\r\n\r\n return root;\r\n }\r\n\r\n private static _CreateCameraFrustum(scene: Scene, linesColor: Color4) {\r\n const root = new Mesh(\"rootCameraGizmo\", scene);\r\n const mesh = new Mesh(root.name, scene);\r\n mesh.parent = root;\r\n\r\n for (let y = 0; y < 4; y += 2) {\r\n for (let x = 0; x < 4; x += 2) {\r\n let line = CreateLines(\"lines\", { points: [new Vector3(-1 + x, -1 + y, -1), new Vector3(-1 + x, -1 + y, 1)], colors: [linesColor, linesColor] }, scene);\r\n line.parent = mesh;\r\n line.alwaysSelectAsActiveMesh = true;\r\n line.isPickable = false;\r\n line = CreateLines(\"lines\", { points: [new Vector3(-1, -1 + x, -1 + y), new Vector3(1, -1 + x, -1 + y)], colors: [linesColor, linesColor] }, scene);\r\n line.parent = mesh;\r\n line.alwaysSelectAsActiveMesh = true;\r\n line.isPickable = false;\r\n line = CreateLines(\"lines\", { points: [new Vector3(-1 + x, -1, -1 + y), new Vector3(-1 + x, 1, -1 + y)], colors: [linesColor, linesColor] }, scene);\r\n line.parent = mesh;\r\n line.alwaysSelectAsActiveMesh = true;\r\n line.isPickable = false;\r\n }\r\n }\r\n\r\n return root;\r\n }\r\n}\r\n"]}
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1
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+
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type { Nullable } from \"../types\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport { Color3, Color4 } from \"../Maths/math.color\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport type { IGizmo } from \"./gizmo\";\r\nimport { Gizmo } from \"./gizmo\";\r\nimport { UtilityLayerRenderer } from \"../Rendering/utilityLayerRenderer\";\r\nimport { StandardMaterial } from \"../Materials/standardMaterial\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { CreateBox } from \"../Meshes/Builders/boxBuilder\";\r\nimport { CreateCylinder } from \"../Meshes/Builders/cylinderBuilder\";\r\nimport { Matrix } from \"../Maths/math\";\r\nimport { CreateLines } from \"../Meshes/Builders/linesBuilder\";\r\nimport type { PointerInfo } from \"../Events/pointerEvents\";\r\nimport { PointerEventTypes } from \"../Events/pointerEvents\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport { Observable } from \"../Misc/observable\";\r\n\r\n/**\r\n * Interface for camera gizmo\r\n */\r\nexport interface ICameraGizmo extends IGizmo {\r\n /** Event that fires each time the gizmo is clicked */\r\n onClickedObservable: Observable<Camera>;\r\n /** A boolean indicating if frustum lines must be rendered */\r\n displayFrustum: boolean;\r\n /** The camera that the gizmo is attached to */\r\n camera: Nullable<Camera>;\r\n /** The material used to render the camera gizmo */\r\n readonly material: StandardMaterial;\r\n}\r\n\r\n/**\r\n * Gizmo that enables viewing a camera\r\n */\r\nexport class CameraGizmo extends Gizmo implements ICameraGizmo {\r\n protected _cameraMesh: Mesh;\r\n protected _cameraLinesMesh: Mesh;\r\n protected _material: StandardMaterial;\r\n protected _pointerObserver: Nullable<Observer<PointerInfo>> = null;\r\n private _frustumLinesColor?: Color3;\r\n\r\n /**\r\n * Event that fires each time the gizmo is clicked\r\n */\r\n public onClickedObservable = new Observable<Camera>();\r\n\r\n /**\r\n * Creates a CameraGizmo\r\n * @param gizmoLayer The utility layer the gizmo will be added to\r\n * @param gizmoColor Camera mesh color. Default is Gray\r\n * @param frustumLinesColor Frustum lines color. Default is White\r\n */\r\n constructor(gizmoLayer: UtilityLayerRenderer = UtilityLayerRenderer.DefaultUtilityLayer, gizmoColor?: Color3, frustumLinesColor?: Color3) {\r\n super(gizmoLayer);\r\n\r\n this._material = new StandardMaterial(\"cameraGizmoMaterial\", this.gizmoLayer.utilityLayerScene);\r\n this._frustumLinesColor = frustumLinesColor;\r\n\r\n this._material.diffuseColor = gizmoColor ?? new Color3(0.5, 0.5, 0.5);\r\n this._material.specularColor = new Color3(0.1, 0.1, 0.1);\r\n\r\n this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add((pointerInfo) => {\r\n if (!this._camera) {\r\n return;\r\n }\r\n\r\n this._isHovered = !!(pointerInfo.pickInfo && this._rootMesh.getChildMeshes().indexOf(<Mesh>pointerInfo.pickInfo.pickedMesh) != -1);\r\n if (this._isHovered && pointerInfo.event.button === 0) {\r\n this.onClickedObservable.notifyObservers(this._camera);\r\n }\r\n }, PointerEventTypes.POINTERDOWN);\r\n }\r\n protected _camera: Nullable<Camera> = null;\r\n\r\n /** Gets or sets a boolean indicating if frustum lines must be rendered (true by default)) */\r\n public get displayFrustum() {\r\n return this._cameraLinesMesh.isEnabled();\r\n }\r\n public set displayFrustum(value) {\r\n this._cameraLinesMesh.setEnabled(value);\r\n }\r\n\r\n /**\r\n * The camera that the gizmo is attached to\r\n */\r\n public set camera(camera: Nullable<Camera>) {\r\n this._camera = camera;\r\n this.attachedNode = camera;\r\n if (camera) {\r\n // Create the mesh for the given camera\r\n if (!this._customMeshSet) {\r\n if (this._cameraMesh) {\r\n this._cameraMesh.dispose();\r\n }\r\n this._cameraMesh = CameraGizmo._CreateCameraMesh(this.gizmoLayer.utilityLayerScene);\r\n\r\n const childMeshes = this._cameraMesh.getChildMeshes(false);\r\n for (const m of childMeshes) {\r\n m.material = this._material;\r\n }\r\n this._cameraMesh.parent = this._rootMesh;\r\n }\r\n\r\n if (this._cameraLinesMesh) {\r\n this._cameraLinesMesh.dispose();\r\n }\r\n const linesColor = this._frustumLinesColor?.toColor4(1) ?? new Color4(1, 1, 1, 1);\r\n this._cameraLinesMesh = CameraGizmo._CreateCameraFrustum(this.gizmoLayer.utilityLayerScene, linesColor);\r\n this._cameraLinesMesh.parent = this._rootMesh;\r\n\r\n if (\r\n this.gizmoLayer.utilityLayerScene.activeCamera &&\r\n this.gizmoLayer.utilityLayerScene.activeCamera != camera &&\r\n this.gizmoLayer.utilityLayerScene.activeCamera.maxZ < camera.maxZ\r\n ) {\r\n this.gizmoLayer.utilityLayerScene.activeCamera.maxZ = camera.maxZ;\r\n }\r\n\r\n if (!this.attachedNode!.reservedDataStore) {\r\n this.attachedNode!.reservedDataStore = {};\r\n }\r\n this.attachedNode!.reservedDataStore.cameraGizmo = this;\r\n\r\n // Add lighting to the camera gizmo\r\n const gizmoLight = this.gizmoLayer._getSharedGizmoLight();\r\n gizmoLight.includedOnlyMeshes = gizmoLight.includedOnlyMeshes.concat(this._cameraMesh.getChildMeshes(false));\r\n\r\n this._update();\r\n }\r\n }\r\n\r\n public get camera() {\r\n return this._camera;\r\n }\r\n\r\n /**\r\n * Gets the material used to render the camera gizmo\r\n */\r\n public get material() {\r\n return this._material;\r\n }\r\n /**\r\n * @internal\r\n * Updates the gizmo to match the attached mesh's position/rotation\r\n */\r\n\r\n protected override _update() {\r\n super._update();\r\n if (!this._camera) {\r\n return;\r\n }\r\n\r\n // frustum matrix\r\n this._camera.getProjectionMatrix().invertToRef(this._invProjection);\r\n this._cameraLinesMesh.setPivotMatrix(this._invProjection, false);\r\n\r\n this._cameraLinesMesh.scaling.x = 1 / this._rootMesh.scaling.x;\r\n this._cameraLinesMesh.scaling.y = 1 / this._rootMesh.scaling.y;\r\n this._cameraLinesMesh.scaling.z = 1 / this._rootMesh.scaling.z;\r\n\r\n // take care of coordinate system in camera scene to properly display the mesh with the good Y axis orientation in this scene\r\n this._cameraMesh.parent = null;\r\n this._cameraMesh.rotation.y = Math.PI * 0.5 * (this._camera.getScene().useRightHandedSystem ? 1 : -1);\r\n this._cameraMesh.parent = this._rootMesh;\r\n }\r\n\r\n // Static helper methods\r\n private static _Scale = 0.05;\r\n private _invProjection = new Matrix();\r\n\r\n /**\r\n * Disposes and replaces the current camera mesh in the gizmo with the specified mesh\r\n * @param mesh The mesh to replace the default mesh of the camera gizmo\r\n */\r\n public override setCustomMesh(mesh: Mesh) {\r\n if (mesh.getScene() != this.gizmoLayer.utilityLayerScene) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \"When setting a custom mesh on a gizmo, the custom meshes scene must be the same as the gizmos (eg. gizmo.gizmoLayer.utilityLayerScene)\";\r\n }\r\n if (this._cameraMesh) {\r\n this._cameraMesh.dispose();\r\n }\r\n this._cameraMesh = mesh;\r\n this._cameraMesh.parent = this._rootMesh;\r\n this._customMeshSet = true;\r\n }\r\n\r\n /**\r\n * Disposes of the camera gizmo\r\n */\r\n public override dispose() {\r\n this.onClickedObservable.clear();\r\n this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);\r\n if (this._cameraMesh) {\r\n this._cameraMesh.dispose();\r\n }\r\n if (this._cameraLinesMesh) {\r\n this._cameraLinesMesh.dispose();\r\n }\r\n this._material.dispose();\r\n super.dispose();\r\n }\r\n\r\n private static _CreateCameraMesh(scene: Scene) {\r\n const root = new Mesh(\"rootCameraGizmo\", scene);\r\n\r\n const mesh = new Mesh(root.name, scene);\r\n mesh.parent = root;\r\n\r\n const box = CreateBox(root.name, { width: 1.0, height: 0.8, depth: 0.5 }, scene);\r\n box.parent = mesh;\r\n\r\n const cyl1 = CreateCylinder(root.name, { height: 0.5, diameterTop: 0.8, diameterBottom: 0.8 }, scene);\r\n cyl1.parent = mesh;\r\n cyl1.position.y = 0.3;\r\n cyl1.position.x = -0.6;\r\n cyl1.rotation.x = Math.PI * 0.5;\r\n\r\n const cyl2 = CreateCylinder(root.name, { height: 0.5, diameterTop: 0.6, diameterBottom: 0.6 }, scene);\r\n cyl2.parent = mesh;\r\n cyl2.position.y = 0.5;\r\n cyl2.position.x = 0.4;\r\n cyl2.rotation.x = Math.PI * 0.5;\r\n\r\n const cyl3 = CreateCylinder(root.name, { height: 0.5, diameterTop: 0.5, diameterBottom: 0.5 }, scene);\r\n cyl3.parent = mesh;\r\n cyl3.position.y = 0.0;\r\n cyl3.position.x = 0.6;\r\n cyl3.rotation.z = Math.PI * 0.5;\r\n\r\n root.scaling.scaleInPlace(CameraGizmo._Scale);\r\n mesh.position.x = -0.9;\r\n\r\n return root;\r\n }\r\n\r\n private static _CreateCameraFrustum(scene: Scene, linesColor: Color4) {\r\n const root = new Mesh(\"rootCameraGizmo\", scene);\r\n const mesh = new Mesh(root.name, scene);\r\n mesh.parent = root;\r\n\r\n for (let y = 0; y < 4; y += 2) {\r\n for (let x = 0; x < 4; x += 2) {\r\n let line = CreateLines(\"lines\", { points: [new Vector3(-1 + x, -1 + y, -1), new Vector3(-1 + x, -1 + y, 1)], colors: [linesColor, linesColor] }, scene);\r\n line.parent = mesh;\r\n line.alwaysSelectAsActiveMesh = true;\r\n line.isPickable = false;\r\n line = CreateLines(\"lines\", { points: [new Vector3(-1, -1 + x, -1 + y), new Vector3(1, -1 + x, -1 + y)], colors: [linesColor, linesColor] }, scene);\r\n line.parent = mesh;\r\n line.alwaysSelectAsActiveMesh = true;\r\n line.isPickable = false;\r\n line = CreateLines(\"lines\", { points: [new Vector3(-1 + x, -1, -1 + y), new Vector3(-1 + x, 1, -1 + y)], colors: [linesColor, linesColor] }, scene);\r\n line.parent = mesh;\r\n line.alwaysSelectAsActiveMesh = true;\r\n line.isPickable = false;\r\n }\r\n }\r\n\r\n return root;\r\n }\r\n}\r\n"]}
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{"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../../dev/core/src/Maths/ThinMaths/index.ts"],"names":[],"mappings":"AAAA,cAAc,mBAAmB,CAAC;AAClC,cAAc,6BAA6B,CAAC","sourcesContent":["export * from \"./thinMath.matrix\";\r\nexport * from \"./thinMath.matrix.functions\";\r\n"]}
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import type { Tuple } from "../../types.js";
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import type { IMatrixLike } from "../math.like.js";
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/**
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* A thin matrix class that is used for size reasons.
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* The class is identity by default
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*/
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export declare class ThinMatrix implements IMatrixLike {
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private readonly _m;
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/**
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* Returns the matrix as a Array<number>
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* @returns the matrix underlying array.
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*/
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asArray(): Tuple<number, 16>;
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/**
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* Gets the update flag of the matrix which is an unique number for the matrix.
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* It will be incremented every time the matrix data change.
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* You can use it to speed the comparison between two versions of the same matrix.
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*/
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updateFlag: number;
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}
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import type { IMatrixLike } from "../math.like.js";
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import type { ThinMatrix } from "./thinMath.matrix.js";
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/**
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* Sets the given matrix to the identity matrix
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* @param result defines the target matrix
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*/
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export declare function IdentityMatrixToRef(result: ThinMatrix): void;
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/**
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* Creates a new translation matrix.
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* @param x defines the x coordinate
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* @param y defines the y coordinate
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* @param z defines the z coordinate
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* @param result defines the target matrix
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*/
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export declare function TranslationMatrixToRef(x: number, y: number, z: number, result: ThinMatrix): void;
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/**
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* Creates a new scaling matrix.
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* @param x defines the scale factor on X axis
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* @param y defines the scale factor on Y axis
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* @param z defines the scale factor on Z axis
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* @param result defines the target matrix
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*/
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export declare function ScalingMatrixToRef(x: number, y: number, z: number, result: ThinMatrix): void;
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/**
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* Multiplies two matrices and stores the result in the target array.
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* @param a defines the first matrix
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* @param b defines the second matrix
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* @param output defines the target array
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* @param offset defines the offset in the target array where to store the result (0 by default)
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*/
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export declare function MultiplyMatricesToArray(a: IMatrixLike, b: IMatrixLike, output: Float32Array | Array<number>, offset?: number): void;
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/**
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* Multiplies two matrices and stores the result in a third matrix.
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* @param a defines the first matrix
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* @param b defines the second matrix
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* @param result defines the target matrix
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* @param offset defines the offset in the target matrix where to store the result (0 by default)
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*/
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export declare function MultiplyMatricesToRef(a: IMatrixLike, b: IMatrixLike, result: ThinMatrix, offset?: number): void;
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/**
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* Populates the given array from the starting index with the current matrix values
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* @param matrix defines the source matrix
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* @param array defines the target array
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* @param offset defines the offset in the target array where to start storing values
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*/
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export declare function CopyMatrixToArray(matrix: IMatrixLike, array: Float32Array | Array<number>, offset?: number): void;
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/**
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* Inverts the given matrix and stores the result in the target array
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* @param source defines the source matrix
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* @param target defines the target array
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* @returns true if the matrix was inverted successfully, false otherwise
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*/
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export declare function InvertMatrixToRef(source: IMatrixLike, target: Float32Array | Array<number>): boolean;
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