@babylonjs/core 8.8.5 → 8.9.1

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Files changed (172) hide show
  1. package/Animations/animatable.core.js +2 -2
  2. package/Animations/animatable.core.js.map +1 -1
  3. package/AudioV2/abstractAudio/abstractSound.d.ts +0 -7
  4. package/AudioV2/abstractAudio/abstractSound.js.map +1 -1
  5. package/AudioV2/abstractAudio/abstractSoundSource.d.ts +6 -3
  6. package/AudioV2/abstractAudio/abstractSoundSource.js +1 -2
  7. package/AudioV2/abstractAudio/abstractSoundSource.js.map +1 -1
  8. package/AudioV2/webAudio/webAudioEngine.js +4 -1
  9. package/AudioV2/webAudio/webAudioEngine.js.map +1 -1
  10. package/AudioV2/webAudio/webAudioSoundSource.js +1 -1
  11. package/AudioV2/webAudio/webAudioSoundSource.js.map +1 -1
  12. package/AudioV2/webAudio/webAudioStaticSound.js +1 -1
  13. package/AudioV2/webAudio/webAudioStaticSound.js.map +1 -1
  14. package/AudioV2/webAudio/webAudioStreamingSound.js +1 -1
  15. package/AudioV2/webAudio/webAudioStreamingSound.js.map +1 -1
  16. package/Cameras/targetCamera.d.ts +0 -4
  17. package/Cameras/targetCamera.js +0 -28
  18. package/Cameras/targetCamera.js.map +1 -1
  19. package/Collisions/gpuPicker.d.ts +3 -0
  20. package/Collisions/gpuPicker.js +26 -2
  21. package/Collisions/gpuPicker.js.map +1 -1
  22. package/Engines/AbstractEngine/abstractEngine.cubeTexture.js +22 -15
  23. package/Engines/AbstractEngine/abstractEngine.cubeTexture.js.map +1 -1
  24. package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.d.ts +1 -0
  25. package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.js +8 -0
  26. package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.js.map +1 -1
  27. package/Engines/WebGPU/webgpuBufferManager.js +5 -2
  28. package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
  29. package/Engines/abstractEngine.js +2 -2
  30. package/Engines/abstractEngine.js.map +1 -1
  31. package/Engines/constants.d.ts +5 -0
  32. package/Engines/constants.js +5 -0
  33. package/Engines/constants.js.map +1 -1
  34. package/FlowGraph/Blocks/Data/flowGraphDataSwitchBlock.js +1 -1
  35. package/FlowGraph/Blocks/Data/flowGraphDataSwitchBlock.js.map +1 -1
  36. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCancelDelayBlock.d.ts +2 -1
  37. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCancelDelayBlock.js +5 -4
  38. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCancelDelayBlock.js.map +1 -1
  39. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphSetDelayBlock.d.ts +3 -1
  40. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphSetDelayBlock.js +26 -4
  41. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphSetDelayBlock.js.map +1 -1
  42. package/FrameGraph/Node/Blocks/Rendering/csmShadowGeneratorBlock.d.ts +3 -0
  43. package/FrameGraph/Node/Blocks/Rendering/csmShadowGeneratorBlock.js +13 -0
  44. package/FrameGraph/Node/Blocks/Rendering/csmShadowGeneratorBlock.js.map +1 -1
  45. package/FrameGraph/Node/nodeRenderGraph.d.ts +1 -1
  46. package/FrameGraph/Node/nodeRenderGraph.js +1 -1
  47. package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
  48. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.d.ts +7 -0
  49. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js +17 -0
  50. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js.map +1 -1
  51. package/FrameGraph/frameGraph.d.ts +2 -0
  52. package/FrameGraph/frameGraph.js +2 -0
  53. package/FrameGraph/frameGraph.js.map +1 -1
  54. package/Gizmos/planeRotationGizmo.js +1 -1
  55. package/Gizmos/planeRotationGizmo.js.map +1 -1
  56. package/Helpers/environmentHelper.js +3 -3
  57. package/Helpers/environmentHelper.js.map +1 -1
  58. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +1 -0
  59. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  60. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js +4 -1
  61. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js.map +1 -1
  62. package/Materials/PBR/pbrBRDFConfiguration.d.ts +30 -0
  63. package/Materials/PBR/pbrBRDFConfiguration.js +45 -0
  64. package/Materials/PBR/pbrBRDFConfiguration.js.map +1 -1
  65. package/Materials/PBR/pbrBaseMaterial.d.ts +0 -10
  66. package/Materials/PBR/pbrBaseMaterial.js +0 -13
  67. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  68. package/Materials/PBR/pbrMaterial.d.ts +0 -16
  69. package/Materials/PBR/pbrMaterial.decalMap.js +0 -5
  70. package/Materials/PBR/pbrMaterial.decalMap.js.map +1 -1
  71. package/Materials/PBR/pbrMaterial.js +1 -30
  72. package/Materials/PBR/pbrMaterial.js.map +1 -1
  73. package/Materials/Textures/renderTargetTexture.d.ts +4 -4
  74. package/Materials/Textures/renderTargetTexture.js +3 -1
  75. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  76. package/Materials/effectRenderer.d.ts +1 -0
  77. package/Materials/effectRenderer.js +3 -1
  78. package/Materials/effectRenderer.js.map +1 -1
  79. package/Materials/shaderMaterial.d.ts +7 -8
  80. package/Materials/shaderMaterial.js +21 -15
  81. package/Materials/shaderMaterial.js.map +1 -1
  82. package/Materials/standardMaterial.decalMap.js +0 -5
  83. package/Materials/standardMaterial.decalMap.js.map +1 -1
  84. package/Materials/standardMaterial.js +1 -1
  85. package/Materials/standardMaterial.js.map +1 -1
  86. package/Maths/ThinMaths/thinMath.matrix.functions.d.ts +11 -11
  87. package/Maths/ThinMaths/thinMath.matrix.functions.js.map +1 -1
  88. package/Maths/math.like.d.ts +2 -2
  89. package/Maths/math.like.js.map +1 -1
  90. package/Maths/math.vector.d.ts +23 -17
  91. package/Maths/math.vector.js +144 -115
  92. package/Maths/math.vector.js.map +1 -1
  93. package/Meshes/Node/nodeGeometry.d.ts +1 -1
  94. package/Meshes/Node/nodeGeometry.js +1 -1
  95. package/Meshes/Node/nodeGeometry.js.map +1 -1
  96. package/Meshes/csg2.js +1 -1
  97. package/Meshes/csg2.js.map +1 -1
  98. package/Meshes/instancedMesh.js +12 -2
  99. package/Meshes/instancedMesh.js.map +1 -1
  100. package/Meshes/mesh.d.ts +2 -2
  101. package/Meshes/mesh.js.map +1 -1
  102. package/Misc/minMaxReducer.js +5 -0
  103. package/Misc/minMaxReducer.js.map +1 -1
  104. package/Offline/database.d.ts +1 -1
  105. package/Offline/database.js +5 -5
  106. package/Offline/database.js.map +1 -1
  107. package/Rendering/depthPeelingRenderer.d.ts +1 -1
  108. package/Rendering/depthPeelingRenderer.js +1 -1
  109. package/Rendering/depthPeelingRenderer.js.map +1 -1
  110. package/Rendering/edgesRenderer.d.ts +1 -1
  111. package/Rendering/edgesRenderer.js +2 -2
  112. package/Rendering/edgesRenderer.js.map +1 -1
  113. package/Rendering/fluidRenderer/fluidRenderer.d.ts +1 -1
  114. package/Rendering/fluidRenderer/fluidRenderer.js +1 -1
  115. package/Rendering/fluidRenderer/fluidRenderer.js.map +1 -1
  116. package/Rendering/fluidRenderer/fluidRenderingObject.d.ts +1 -1
  117. package/Rendering/fluidRenderer/fluidRenderingObject.js +1 -1
  118. package/Rendering/fluidRenderer/fluidRenderingObject.js.map +1 -1
  119. package/Rendering/fluidRenderer/fluidRenderingObjectCustomParticles.d.ts +1 -1
  120. package/Rendering/fluidRenderer/fluidRenderingObjectCustomParticles.js +1 -1
  121. package/Rendering/fluidRenderer/fluidRenderingObjectCustomParticles.js.map +1 -1
  122. package/Rendering/fluidRenderer/fluidRenderingObjectParticleSystem.d.ts +1 -1
  123. package/Rendering/fluidRenderer/fluidRenderingObjectParticleSystem.js +1 -1
  124. package/Rendering/fluidRenderer/fluidRenderingObjectParticleSystem.js.map +1 -1
  125. package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.d.ts +2 -2
  126. package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.js +2 -2
  127. package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.js.map +1 -1
  128. package/Rendering/prePassEffectConfiguration.d.ts +5 -0
  129. package/Rendering/prePassEffectConfiguration.js.map +1 -1
  130. package/Rendering/prePassRenderer.js +3 -0
  131. package/Rendering/prePassRenderer.js.map +1 -1
  132. package/Rendering/subSurfaceConfiguration.d.ts +6 -1
  133. package/Rendering/subSurfaceConfiguration.js +6 -1
  134. package/Rendering/subSurfaceConfiguration.js.map +1 -1
  135. package/Shaders/ShadersInclude/hdrFilteringFunctions.js +15 -14
  136. package/Shaders/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
  137. package/Shaders/ShadersInclude/pbrBRDFFunctions.js +3 -0
  138. package/Shaders/ShadersInclude/pbrBRDFFunctions.js.map +1 -1
  139. package/Shaders/ShadersInclude/pbrBlockReflection.js +1 -1
  140. package/Shaders/ShadersInclude/pbrBlockReflection.js.map +1 -1
  141. package/Shaders/ShadersInclude/pbrBlockReflectivity.js +2 -2
  142. package/Shaders/ShadersInclude/pbrBlockReflectivity.js.map +1 -1
  143. package/Shaders/ShadersInclude/pbrBlockSubSurface.js +4 -4
  144. package/Shaders/ShadersInclude/pbrBlockSubSurface.js.map +1 -1
  145. package/Shaders/ShadersInclude/pbrDirectLightingFunctions.js +6 -2
  146. package/Shaders/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
  147. package/Shaders/pbr.fragment.js +6 -2
  148. package/Shaders/pbr.fragment.js.map +1 -1
  149. package/Shaders/pbr.vertex.d.ts +1 -0
  150. package/Shaders/pbr.vertex.js +12 -4
  151. package/Shaders/pbr.vertex.js.map +1 -1
  152. package/ShadersWGSL/ShadersInclude/pbrBRDFFunctions.js +3 -0
  153. package/ShadersWGSL/ShadersInclude/pbrBRDFFunctions.js.map +1 -1
  154. package/ShadersWGSL/ShadersInclude/pbrBlockReflection.js +1 -1
  155. package/ShadersWGSL/ShadersInclude/pbrBlockReflection.js.map +1 -1
  156. package/ShadersWGSL/ShadersInclude/pbrBlockReflectivity.js +2 -2
  157. package/ShadersWGSL/ShadersInclude/pbrBlockReflectivity.js.map +1 -1
  158. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js +7 -2
  159. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
  160. package/ShadersWGSL/pbr.fragment.js +2 -1
  161. package/ShadersWGSL/pbr.fragment.js.map +1 -1
  162. package/ShadersWGSL/pbr.vertex.d.ts +1 -0
  163. package/ShadersWGSL/pbr.vertex.js +5 -2
  164. package/ShadersWGSL/pbr.vertex.js.map +1 -1
  165. package/assetContainer.js +13 -13
  166. package/assetContainer.js.map +1 -1
  167. package/package.json +1 -1
  168. package/scene.d.ts +4 -0
  169. package/scene.js +21 -15
  170. package/scene.js.map +1 -1
  171. package/sceneComponent.d.ts +1 -1
  172. package/sceneComponent.js.map +1 -1
@@ -1 +1 @@
1
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{ serialize, serializeAsVector3, serializeAsMeshReference } from \"../Misc/decorators\";\r\nimport type { Nullable } from \"../types\";\r\nimport { Camera } from \"./camera\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Quaternion, Matrix, Vector3, Vector2, TmpVectors } from \"../Maths/math.vector\";\r\nimport { Epsilon } from \"../Maths/math.constants\";\r\nimport { Axis } from \"../Maths/math.axis\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Node } from \"../node\";\r\n\r\nNode.AddNodeConstructor(\"TargetCamera\", (name, scene) => {\r\n return () => new TargetCamera(name, Vector3.Zero(), scene);\r\n});\r\n\r\n/**\r\n * A target camera takes a mesh or position as a target and continues to look at it while it moves.\r\n * This is the base of the follow, arc rotate cameras and Free camera\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras\r\n */\r\nexport class TargetCamera extends Camera {\r\n private static _RigCamTransformMatrix = new Matrix();\r\n private static _TargetTransformMatrix = new Matrix();\r\n private static _TargetFocalPoint = new Vector3();\r\n\r\n private _tmpUpVector = Vector3.Zero();\r\n private _tmpTargetVector = Vector3.Zero();\r\n\r\n /**\r\n * Define the current direction the camera is moving to\r\n */\r\n public cameraDirection = new Vector3(0, 0, 0);\r\n /**\r\n * Define the current rotation the camera is rotating to\r\n */\r\n public cameraRotation = new Vector2(0, 0);\r\n\r\n /** Gets or sets a boolean indicating that the scaling of the parent hierarchy will not be taken in account by the camera */\r\n @serialize()\r\n public ignoreParentScaling = false;\r\n\r\n /**\r\n * When set, the up vector of the camera will be updated by the rotation of the camera\r\n */\r\n @serialize()\r\n public updateUpVectorFromRotation = false;\r\n private _tmpQuaternion = new Quaternion();\r\n\r\n /**\r\n * Define the current rotation of the camera\r\n */\r\n @serializeAsVector3()\r\n public rotation = new Vector3(0, 0, 0);\r\n\r\n /**\r\n * Define the current rotation of the camera as a quaternion to prevent Gimbal lock\r\n */\r\n public rotationQuaternion: Quaternion;\r\n\r\n /**\r\n * Define the current speed of the camera\r\n */\r\n @serialize()\r\n public speed = 2.0;\r\n\r\n /**\r\n * Add constraint to the camera to prevent it to move freely in all directions and\r\n * around all axis.\r\n */\r\n public noRotationConstraint = false;\r\n\r\n /**\r\n * Reverses mouselook direction to 'natural' panning as opposed to traditional direct\r\n * panning\r\n */\r\n public invertRotation = false;\r\n\r\n /**\r\n * Speed multiplier for inverse camera panning\r\n */\r\n public inverseRotationSpeed = 0.2;\r\n\r\n /**\r\n * Define the current target of the camera as an object or a position.\r\n * Please note that locking a target will disable panning.\r\n */\r\n @serializeAsMeshReference(\"lockedTargetId\")\r\n public lockedTarget: any = null;\r\n\r\n /** @internal */\r\n public _currentTarget = Vector3.Zero();\r\n /** @internal */\r\n public _initialFocalDistance = 1;\r\n /** @internal */\r\n public _viewMatrix = Matrix.Zero();\r\n /** @internal */\r\n public _camMatrix = Matrix.Zero();\r\n /** @internal */\r\n public _cameraTransformMatrix = Matrix.Zero();\r\n /** @internal */\r\n public _cameraRotationMatrix = Matrix.Zero();\r\n\r\n /** @internal */\r\n public _referencePoint = new Vector3(0, 0, 1);\r\n /** @internal */\r\n public _transformedReferencePoint = Vector3.Zero();\r\n\r\n protected _deferredPositionUpdate = new Vector3();\r\n protected _deferredRotationQuaternionUpdate = new Quaternion();\r\n protected _deferredRotationUpdate = new Vector3();\r\n protected _deferredUpdated = false;\r\n protected _deferOnly: boolean = false;\r\n\r\n /** @internal */\r\n public _reset: () => void;\r\n\r\n private _defaultUp = Vector3.Up();\r\n\r\n /**\r\n * Instantiates a target camera that takes a mesh or position as a target and continues to look at it while it moves.\r\n * This is the base of the follow, arc rotate cameras and Free camera\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras\r\n * @param name Defines the name of the camera in the scene\r\n * @param position Defines the start position of the camera in the scene\r\n * @param scene Defines the scene the camera belongs to\r\n * @param setActiveOnSceneIfNoneActive Defines whether the camera should be marked as active if not other active cameras have been defined\r\n */\r\n constructor(name: string, position: Vector3, scene?: Scene, setActiveOnSceneIfNoneActive = true) {\r\n super(name, position, scene, setActiveOnSceneIfNoneActive);\r\n }\r\n\r\n /**\r\n * Gets the position in front of the camera at a given distance.\r\n * @param distance The distance from the camera we want the position to be\r\n * @returns the position\r\n */\r\n public getFrontPosition(distance: number): Vector3 {\r\n this.getWorldMatrix();\r\n const worldForward = TmpVectors.Vector3[0];\r\n const localForward = TmpVectors.Vector3[1];\r\n localForward.set(0, 0, this._scene.useRightHandedSystem ? -1.0 : 1.0);\r\n this.getDirectionToRef(localForward, worldForward);\r\n worldForward.scaleInPlace(distance);\r\n return this.globalPosition.add(worldForward);\r\n }\r\n\r\n /** @internal */\r\n public _getLockedTargetPosition(): Nullable<Vector3> {\r\n if (!this.lockedTarget) {\r\n return null;\r\n }\r\n\r\n if (this.lockedTarget.absolutePosition) {\r\n const lockedTarget = this.lockedTarget as AbstractMesh;\r\n const m = lockedTarget.computeWorldMatrix();\r\n // in some cases the absolute position resets externally, but doesn't update since the matrix is cached.\r\n m.getTranslationToRef(lockedTarget.absolutePosition);\r\n }\r\n\r\n return this.lockedTarget.absolutePosition || this.lockedTarget;\r\n }\r\n\r\n private _storedPosition: Vector3;\r\n private _storedRotation: Vector3;\r\n private _storedRotationQuaternion: Quaternion;\r\n\r\n /**\r\n * Store current camera state of the camera (fov, position, rotation, etc..)\r\n * @returns the camera\r\n */\r\n public override storeState(): Camera {\r\n this._storedPosition = this.position.clone();\r\n this._storedRotation = this.rotation.clone();\r\n if (this.rotationQuaternion) {\r\n this._storedRotationQuaternion = this.rotationQuaternion.clone();\r\n }\r\n\r\n return super.storeState();\r\n }\r\n\r\n /**\r\n * Restored camera state. You must call storeState() first\r\n * @returns whether it was successful or not\r\n * @internal\r\n */\r\n public override _restoreStateValues(): boolean {\r\n if (!super._restoreStateValues()) {\r\n return false;\r\n }\r\n\r\n this.position = this._storedPosition.clone();\r\n this.rotation = this._storedRotation.clone();\r\n\r\n if (this.rotationQuaternion) {\r\n this.rotationQuaternion = this._storedRotationQuaternion.clone();\r\n }\r\n\r\n this.cameraDirection.copyFromFloats(0, 0, 0);\r\n this.cameraRotation.copyFromFloats(0, 0);\r\n\r\n return true;\r\n }\r\n\r\n /** @internal */\r\n public override _initCache() {\r\n super._initCache();\r\n this._cache.lockedTarget = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n this._cache.rotation = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n this._cache.rotationQuaternion = new Quaternion(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override _updateCache(ignoreParentClass?: boolean): void {\r\n if (!ignoreParentClass) {\r\n super._updateCache();\r\n }\r\n\r\n const lockedTargetPosition = this._getLockedTargetPosition();\r\n if (!lockedTargetPosition) {\r\n this._cache.lockedTarget = null;\r\n } else {\r\n if (!this._cache.lockedTarget) {\r\n this._cache.lockedTarget = lockedTargetPosition.clone();\r\n } else {\r\n this._cache.lockedTarget.copyFrom(lockedTargetPosition);\r\n }\r\n }\r\n\r\n this._cache.rotation.copyFrom(this.rotation);\r\n if (this.rotationQuaternion) {\r\n this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion);\r\n }\r\n }\r\n\r\n // Synchronized\r\n /** @internal */\r\n public override _isSynchronizedViewMatrix(): boolean {\r\n if (!super._isSynchronizedViewMatrix()) {\r\n return false;\r\n }\r\n\r\n const lockedTargetPosition = this._getLockedTargetPosition();\r\n\r\n return (\r\n (this._cache.lockedTarget ? this._cache.lockedTarget.equals(lockedTargetPosition) : !lockedTargetPosition) &&\r\n (this.rotationQuaternion ? this.rotationQuaternion.equals(this._cache.rotationQuaternion) : this._cache.rotation.equals(this.rotation))\r\n );\r\n }\r\n\r\n // Methods\r\n /** @internal */\r\n public _computeLocalCameraSpeed(): number {\r\n const engine = this.getEngine();\r\n return this.speed * Math.sqrt(engine.getDeltaTime() / (engine.getFps() * 100.0));\r\n }\r\n\r\n // Target\r\n\r\n /**\r\n * Defines the target the camera should look at.\r\n * @param target Defines the new target as a Vector\r\n */\r\n public setTarget(target: Vector3): void {\r\n this.upVector.normalize();\r\n\r\n this._initialFocalDistance = target.subtract(this.position).length();\r\n\r\n if (this.position.z === target.z) {\r\n this.position.z += Epsilon;\r\n }\r\n\r\n this._referencePoint.normalize().scaleInPlace(this._initialFocalDistance);\r\n\r\n Matrix.LookAtLHToRef(this.position, target, this._defaultUp, this._camMatrix);\r\n this._camMatrix.invert();\r\n\r\n this.rotation.x = Math.atan(this._camMatrix.m[6] / this._camMatrix.m[10]);\r\n\r\n const vDir = target.subtract(this.position);\r\n\r\n if (vDir.x >= 0.0) {\r\n this.rotation.y = -Math.atan(vDir.z / vDir.x) + Math.PI / 2.0;\r\n } else {\r\n this.rotation.y = -Math.atan(vDir.z / vDir.x) - Math.PI / 2.0;\r\n }\r\n\r\n this.rotation.z = 0;\r\n\r\n if (isNaN(this.rotation.x)) {\r\n this.rotation.x = 0;\r\n }\r\n\r\n if (isNaN(this.rotation.y)) {\r\n this.rotation.y = 0;\r\n }\r\n\r\n if (isNaN(this.rotation.z)) {\r\n this.rotation.z = 0;\r\n }\r\n\r\n if (this.rotationQuaternion) {\r\n Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this.rotationQuaternion);\r\n }\r\n }\r\n\r\n /**\r\n * Defines the target point of the camera.\r\n * The camera looks towards it form the radius distance.\r\n */\r\n public get target(): Vector3 {\r\n return this.getTarget();\r\n }\r\n public set target(value: Vector3) {\r\n this.setTarget(value);\r\n }\r\n\r\n /**\r\n * Return the current target position of the camera. This value is expressed in local space.\r\n * @returns the target position\r\n */\r\n public getTarget(): Vector3 {\r\n return this._currentTarget;\r\n }\r\n\r\n /** @internal */\r\n public _decideIfNeedsToMove(): boolean {\r\n return Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;\r\n }\r\n\r\n /** @internal */\r\n public _updatePosition(): void {\r\n if (this.parent) {\r\n this.parent.getWorldMatrix().invertToRef(TmpVectors.Matrix[0]);\r\n Vector3.TransformNormalToRef(this.cameraDirection, TmpVectors.Matrix[0], TmpVectors.Vector3[0]);\r\n this._deferredPositionUpdate.addInPlace(TmpVectors.Vector3[0]);\r\n if (!this._deferOnly) {\r\n this.position.copyFrom(this._deferredPositionUpdate);\r\n } else {\r\n this._deferredUpdated = true;\r\n }\r\n return;\r\n }\r\n this._deferredPositionUpdate.addInPlace(this.cameraDirection);\r\n if (!this._deferOnly) {\r\n this.position.copyFrom(this._deferredPositionUpdate);\r\n } else {\r\n this._deferredUpdated = true;\r\n }\r\n }\r\n\r\n /** @internal */\r\n public override _checkInputs(): void {\r\n const directionMultiplier = this.invertRotation ? -this.inverseRotationSpeed : 1.0;\r\n const needToMove = this._decideIfNeedsToMove();\r\n const needToRotate = this.cameraRotation.x || this.cameraRotation.y;\r\n\r\n this._deferredUpdated = false;\r\n this._deferredRotationUpdate.copyFrom(this.rotation);\r\n this._deferredPositionUpdate.copyFrom(this.position);\r\n if (this.rotationQuaternion) {\r\n this._deferredRotationQuaternionUpdate.copyFrom(this.rotationQuaternion);\r\n }\r\n\r\n // Move\r\n if (needToMove) {\r\n this._updatePosition();\r\n }\r\n\r\n // Rotate\r\n if (needToRotate) {\r\n //rotate, if quaternion is set and rotation was used\r\n if (this.rotationQuaternion) {\r\n this.rotationQuaternion.toEulerAnglesToRef(this._deferredRotationUpdate);\r\n }\r\n\r\n this._deferredRotationUpdate.x += this.cameraRotation.x * directionMultiplier;\r\n this._deferredRotationUpdate.y += this.cameraRotation.y * directionMultiplier;\r\n\r\n // Apply constraints\r\n if (!this.noRotationConstraint) {\r\n const limit = 1.570796;\r\n\r\n if (this._deferredRotationUpdate.x > limit) {\r\n this._deferredRotationUpdate.x = limit;\r\n }\r\n if (this._deferredRotationUpdate.x < -limit) {\r\n this._deferredRotationUpdate.x = -limit;\r\n }\r\n }\r\n\r\n if (!this._deferOnly) {\r\n this.rotation.copyFrom(this._deferredRotationUpdate);\r\n } else {\r\n this._deferredUpdated = true;\r\n }\r\n\r\n //rotate, if quaternion is set and rotation was used\r\n if (this.rotationQuaternion) {\r\n const len = this._deferredRotationUpdate.lengthSquared();\r\n if (len) {\r\n Quaternion.RotationYawPitchRollToRef(\r\n this._deferredRotationUpdate.y,\r\n this._deferredRotationUpdate.x,\r\n this._deferredRotationUpdate.z,\r\n this._deferredRotationQuaternionUpdate\r\n );\r\n if (!this._deferOnly) {\r\n this.rotationQuaternion.copyFrom(this._deferredRotationQuaternionUpdate);\r\n } else {\r\n this._deferredUpdated = true;\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Inertia\r\n if (needToMove) {\r\n if (Math.abs(this.cameraDirection.x) < this.speed * Epsilon) {\r\n this.cameraDirection.x = 0;\r\n }\r\n\r\n if (Math.abs(this.cameraDirection.y) < this.speed * Epsilon) {\r\n this.cameraDirection.y = 0;\r\n }\r\n\r\n if (Math.abs(this.cameraDirection.z) < this.speed * Epsilon) {\r\n this.cameraDirection.z = 0;\r\n }\r\n\r\n this.cameraDirection.scaleInPlace(this.inertia);\r\n }\r\n if (needToRotate) {\r\n if (Math.abs(this.cameraRotation.x) < this.speed * Epsilon) {\r\n this.cameraRotation.x = 0;\r\n }\r\n\r\n if (Math.abs(this.cameraRotation.y) < this.speed * Epsilon) {\r\n this.cameraRotation.y = 0;\r\n }\r\n this.cameraRotation.scaleInPlace(this.inertia);\r\n }\r\n\r\n super._checkInputs();\r\n }\r\n\r\n protected _updateCameraRotationMatrix() {\r\n if (this.rotationQuaternion) {\r\n this.rotationQuaternion.toRotationMatrix(this._cameraRotationMatrix);\r\n } else {\r\n Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._cameraRotationMatrix);\r\n }\r\n }\r\n\r\n /**\r\n * Update the up vector to apply the rotation of the camera (So if you changed the camera rotation.z this will let you update the up vector as well)\r\n * @returns the current camera\r\n */\r\n private _rotateUpVectorWithCameraRotationMatrix(): TargetCamera {\r\n Vector3.TransformNormalToRef(this._defaultUp, this._cameraRotationMatrix, this.upVector);\r\n return this;\r\n }\r\n\r\n private _cachedRotationZ = 0;\r\n private _cachedQuaternionRotationZ = 0;\r\n /** @internal */\r\n public override _getViewMatrix(): Matrix {\r\n if (this.lockedTarget) {\r\n this.setTarget(this._getLockedTargetPosition()!);\r\n }\r\n\r\n // Compute\r\n this._updateCameraRotationMatrix();\r\n\r\n // Apply the changed rotation to the upVector\r\n if (this.rotationQuaternion && this._cachedQuaternionRotationZ != this.rotationQuaternion.z) {\r\n this._rotateUpVectorWithCameraRotationMatrix();\r\n this._cachedQuaternionRotationZ = this.rotationQuaternion.z;\r\n } else if (this._cachedRotationZ !== this.rotation.z) {\r\n this._rotateUpVectorWithCameraRotationMatrix();\r\n this._cachedRotationZ = this.rotation.z;\r\n }\r\n\r\n Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);\r\n\r\n // Computing target and final matrix\r\n this.position.addToRef(this._transformedReferencePoint, this._currentTarget);\r\n if (this.updateUpVectorFromRotation) {\r\n if (this.rotationQuaternion) {\r\n Axis.Y.rotateByQuaternionToRef(this.rotationQuaternion, this.upVector);\r\n } else {\r\n Quaternion.FromEulerVectorToRef(this.rotation, this._tmpQuaternion);\r\n Axis.Y.rotateByQuaternionToRef(this._tmpQuaternion, this.upVector);\r\n }\r\n }\r\n this._computeViewMatrix(this.position, this._currentTarget, this.upVector);\r\n return this._viewMatrix;\r\n }\r\n\r\n protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void {\r\n if (this.ignoreParentScaling) {\r\n if (this.parent) {\r\n const parentWorldMatrix = this.parent.getWorldMatrix();\r\n Vector3.TransformCoordinatesToRef(position, parentWorldMatrix, this._globalPosition);\r\n Vector3.TransformCoordinatesToRef(target, parentWorldMatrix, this._tmpTargetVector);\r\n Vector3.TransformNormalToRef(up, parentWorldMatrix, this._tmpUpVector);\r\n this._markSyncedWithParent();\r\n } else {\r\n this._globalPosition.copyFrom(position);\r\n this._tmpTargetVector.copyFrom(target);\r\n this._tmpUpVector.copyFrom(up);\r\n }\r\n\r\n if (this.getScene().useRightHandedSystem) {\r\n Matrix.LookAtRHToRef(this._globalPosition, this._tmpTargetVector, this._tmpUpVector, this._viewMatrix);\r\n } else {\r\n Matrix.LookAtLHToRef(this._globalPosition, this._tmpTargetVector, this._tmpUpVector, this._viewMatrix);\r\n }\r\n return;\r\n }\r\n\r\n if (this.getScene().useRightHandedSystem) {\r\n Matrix.LookAtRHToRef(position, target, up, this._viewMatrix);\r\n } else {\r\n Matrix.LookAtLHToRef(position, target, up, this._viewMatrix);\r\n }\r\n\r\n if (this.parent) {\r\n const parentWorldMatrix = this.parent.getWorldMatrix();\r\n this._viewMatrix.invert();\r\n this._viewMatrix.multiplyToRef(parentWorldMatrix, this._viewMatrix);\r\n this._viewMatrix.getTranslationToRef(this._globalPosition);\r\n this._viewMatrix.invert();\r\n this._markSyncedWithParent();\r\n } else {\r\n this._globalPosition.copyFrom(position);\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public override createRigCamera(name: string, cameraIndex: number): Nullable<Camera> {\r\n if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {\r\n const rigCamera = new TargetCamera(name, this.position.clone(), this.getScene());\r\n rigCamera.isRigCamera = true;\r\n rigCamera.rigParent = this;\r\n if (this.cameraRigMode === Camera.RIG_MODE_VR) {\r\n if (!this.rotationQuaternion) {\r\n this.rotationQuaternion = new Quaternion();\r\n }\r\n rigCamera._cameraRigParams = {};\r\n rigCamera.rotationQuaternion = new Quaternion();\r\n }\r\n\r\n rigCamera.mode = this.mode;\r\n rigCamera.orthoLeft = this.orthoLeft;\r\n rigCamera.orthoRight = this.orthoRight;\r\n rigCamera.orthoTop = this.orthoTop;\r\n rigCamera.orthoBottom = this.orthoBottom;\r\n\r\n return rigCamera;\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override _updateRigCameras() {\r\n const camLeft = <TargetCamera>this._rigCameras[0];\r\n const camRight = <TargetCamera>this._rigCameras[1];\r\n\r\n this.computeWorldMatrix();\r\n\r\n switch (this.cameraRigMode) {\r\n case Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:\r\n case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:\r\n case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:\r\n case Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:\r\n case Camera.RIG_MODE_STEREOSCOPIC_INTERLACED: {\r\n //provisionnaly using _cameraRigParams.stereoHalfAngle instead of calculations based on _cameraRigParams.interaxialDistance:\r\n const leftSign = this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED ? 1 : -1;\r\n const rightSign = this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED ? -1 : 1;\r\n this._getRigCamPositionAndTarget(this._cameraRigParams.stereoHalfAngle * leftSign, camLeft);\r\n this._getRigCamPositionAndTarget(this._cameraRigParams.stereoHalfAngle * rightSign, camRight);\r\n break;\r\n }\r\n case Camera.RIG_MODE_VR:\r\n if (camLeft.rotationQuaternion) {\r\n camLeft.rotationQuaternion.copyFrom(this.rotationQuaternion);\r\n camRight.rotationQuaternion.copyFrom(this.rotationQuaternion);\r\n } else {\r\n camLeft.rotation.copyFrom(this.rotation);\r\n camRight.rotation.copyFrom(this.rotation);\r\n }\r\n camLeft.position.copyFrom(this.position);\r\n camRight.position.copyFrom(this.position);\r\n\r\n break;\r\n }\r\n super._updateRigCameras();\r\n }\r\n\r\n private _getRigCamPositionAndTarget(halfSpace: number, rigCamera: TargetCamera) {\r\n const target = this.getTarget();\r\n target.subtractToRef(this.position, TargetCamera._TargetFocalPoint);\r\n\r\n TargetCamera._TargetFocalPoint.normalize().scaleInPlace(this._initialFocalDistance);\r\n const newFocalTarget = TargetCamera._TargetFocalPoint.addInPlace(this.position);\r\n\r\n Matrix.TranslationToRef(-newFocalTarget.x, -newFocalTarget.y, -newFocalTarget.z, TargetCamera._TargetTransformMatrix);\r\n TargetCamera._TargetTransformMatrix.multiplyToRef(Matrix.RotationAxis(rigCamera.upVector, halfSpace), TargetCamera._RigCamTransformMatrix);\r\n Matrix.TranslationToRef(newFocalTarget.x, newFocalTarget.y, newFocalTarget.z, TargetCamera._TargetTransformMatrix);\r\n\r\n TargetCamera._RigCamTransformMatrix.multiplyToRef(TargetCamera._TargetTransformMatrix, TargetCamera._RigCamTransformMatrix);\r\n\r\n Vector3.TransformCoordinatesToRef(this.position, TargetCamera._RigCamTransformMatrix, rigCamera.position);\r\n rigCamera.setTarget(newFocalTarget);\r\n }\r\n\r\n /**\r\n * Gets the current object class name.\r\n * @returns the class name\r\n */\r\n public override getClassName(): string {\r\n return \"TargetCamera\";\r\n }\r\n}\r\n"]}
1
+ 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{ serialize, serializeAsVector3, serializeAsMeshReference } from \"../Misc/decorators\";\r\nimport type { Nullable } from \"../types\";\r\nimport { Camera } from \"./camera\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Quaternion, Matrix, Vector3, Vector2, TmpVectors } from \"../Maths/math.vector\";\r\nimport { Epsilon } from \"../Maths/math.constants\";\r\nimport { Axis } from \"../Maths/math.axis\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Node } from \"../node\";\r\n\r\nNode.AddNodeConstructor(\"TargetCamera\", (name, scene) => {\r\n return () => new TargetCamera(name, Vector3.Zero(), scene);\r\n});\r\n\r\n/**\r\n * A target camera takes a mesh or position as a target and continues to look at it while it moves.\r\n * This is the base of the follow, arc rotate cameras and Free camera\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras\r\n */\r\nexport class TargetCamera extends Camera {\r\n private static _RigCamTransformMatrix = new Matrix();\r\n private static _TargetTransformMatrix = new Matrix();\r\n private static _TargetFocalPoint = new Vector3();\r\n\r\n /**\r\n * Define the current direction the camera is moving to\r\n */\r\n public cameraDirection = new Vector3(0, 0, 0);\r\n /**\r\n * Define the current rotation the camera is rotating to\r\n */\r\n public cameraRotation = new Vector2(0, 0);\r\n\r\n /**\r\n * When set, the up vector of the camera will be updated by the rotation of the camera\r\n */\r\n @serialize()\r\n public updateUpVectorFromRotation = false;\r\n private _tmpQuaternion = new Quaternion();\r\n\r\n /**\r\n * Define the current rotation of the camera\r\n */\r\n @serializeAsVector3()\r\n public rotation = new Vector3(0, 0, 0);\r\n\r\n /**\r\n * Define the current rotation of the camera as a quaternion to prevent Gimbal lock\r\n */\r\n public rotationQuaternion: Quaternion;\r\n\r\n /**\r\n * Define the current speed of the camera\r\n */\r\n @serialize()\r\n public speed = 2.0;\r\n\r\n /**\r\n * Add constraint to the camera to prevent it to move freely in all directions and\r\n * around all axis.\r\n */\r\n public noRotationConstraint = false;\r\n\r\n /**\r\n * Reverses mouselook direction to 'natural' panning as opposed to traditional direct\r\n * panning\r\n */\r\n public invertRotation = false;\r\n\r\n /**\r\n * Speed multiplier for inverse camera panning\r\n */\r\n public inverseRotationSpeed = 0.2;\r\n\r\n /**\r\n * Define the current target of the camera as an object or a position.\r\n * Please note that locking a target will disable panning.\r\n */\r\n @serializeAsMeshReference(\"lockedTargetId\")\r\n public lockedTarget: any = null;\r\n\r\n /** @internal */\r\n public _currentTarget = Vector3.Zero();\r\n /** @internal */\r\n public _initialFocalDistance = 1;\r\n /** @internal */\r\n public _viewMatrix = Matrix.Zero();\r\n /** @internal */\r\n public _camMatrix = Matrix.Zero();\r\n /** @internal */\r\n public _cameraTransformMatrix = Matrix.Zero();\r\n /** @internal */\r\n public _cameraRotationMatrix = Matrix.Zero();\r\n\r\n /** @internal */\r\n public _referencePoint = new Vector3(0, 0, 1);\r\n /** @internal */\r\n public _transformedReferencePoint = Vector3.Zero();\r\n\r\n protected _deferredPositionUpdate = new Vector3();\r\n protected _deferredRotationQuaternionUpdate = new Quaternion();\r\n protected _deferredRotationUpdate = new Vector3();\r\n protected _deferredUpdated = false;\r\n protected _deferOnly: boolean = false;\r\n\r\n /** @internal */\r\n public _reset: () => void;\r\n\r\n private _defaultUp = Vector3.Up();\r\n\r\n /**\r\n * Instantiates a target camera that takes a mesh or position as a target and continues to look at it while it moves.\r\n * This is the base of the follow, arc rotate cameras and Free camera\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras\r\n * @param name Defines the name of the camera in the scene\r\n * @param position Defines the start position of the camera in the scene\r\n * @param scene Defines the scene the camera belongs to\r\n * @param setActiveOnSceneIfNoneActive Defines whether the camera should be marked as active if not other active cameras have been defined\r\n */\r\n constructor(name: string, position: Vector3, scene?: Scene, setActiveOnSceneIfNoneActive = true) {\r\n super(name, position, scene, setActiveOnSceneIfNoneActive);\r\n }\r\n\r\n /**\r\n * Gets the position in front of the camera at a given distance.\r\n * @param distance The distance from the camera we want the position to be\r\n * @returns the position\r\n */\r\n public getFrontPosition(distance: number): Vector3 {\r\n this.getWorldMatrix();\r\n const worldForward = TmpVectors.Vector3[0];\r\n const localForward = TmpVectors.Vector3[1];\r\n localForward.set(0, 0, this._scene.useRightHandedSystem ? -1.0 : 1.0);\r\n this.getDirectionToRef(localForward, worldForward);\r\n worldForward.scaleInPlace(distance);\r\n return this.globalPosition.add(worldForward);\r\n }\r\n\r\n /** @internal */\r\n public _getLockedTargetPosition(): Nullable<Vector3> {\r\n if (!this.lockedTarget) {\r\n return null;\r\n }\r\n\r\n if (this.lockedTarget.absolutePosition) {\r\n const lockedTarget = this.lockedTarget as AbstractMesh;\r\n const m = lockedTarget.computeWorldMatrix();\r\n // in some cases the absolute position resets externally, but doesn't update since the matrix is cached.\r\n m.getTranslationToRef(lockedTarget.absolutePosition);\r\n }\r\n\r\n return this.lockedTarget.absolutePosition || this.lockedTarget;\r\n }\r\n\r\n private _storedPosition: Vector3;\r\n private _storedRotation: Vector3;\r\n private _storedRotationQuaternion: Quaternion;\r\n\r\n /**\r\n * Store current camera state of the camera (fov, position, rotation, etc..)\r\n * @returns the camera\r\n */\r\n public override storeState(): Camera {\r\n this._storedPosition = this.position.clone();\r\n this._storedRotation = this.rotation.clone();\r\n if (this.rotationQuaternion) {\r\n this._storedRotationQuaternion = this.rotationQuaternion.clone();\r\n }\r\n\r\n return super.storeState();\r\n }\r\n\r\n /**\r\n * Restored camera state. You must call storeState() first\r\n * @returns whether it was successful or not\r\n * @internal\r\n */\r\n public override _restoreStateValues(): boolean {\r\n if (!super._restoreStateValues()) {\r\n return false;\r\n }\r\n\r\n this.position = this._storedPosition.clone();\r\n this.rotation = this._storedRotation.clone();\r\n\r\n if (this.rotationQuaternion) {\r\n this.rotationQuaternion = this._storedRotationQuaternion.clone();\r\n }\r\n\r\n this.cameraDirection.copyFromFloats(0, 0, 0);\r\n this.cameraRotation.copyFromFloats(0, 0);\r\n\r\n return true;\r\n }\r\n\r\n /** @internal */\r\n public override _initCache() {\r\n super._initCache();\r\n this._cache.lockedTarget = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n this._cache.rotation = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n this._cache.rotationQuaternion = new Quaternion(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override _updateCache(ignoreParentClass?: boolean): void {\r\n if (!ignoreParentClass) {\r\n super._updateCache();\r\n }\r\n\r\n const lockedTargetPosition = this._getLockedTargetPosition();\r\n if (!lockedTargetPosition) {\r\n this._cache.lockedTarget = null;\r\n } else {\r\n if (!this._cache.lockedTarget) {\r\n this._cache.lockedTarget = lockedTargetPosition.clone();\r\n } else {\r\n this._cache.lockedTarget.copyFrom(lockedTargetPosition);\r\n }\r\n }\r\n\r\n this._cache.rotation.copyFrom(this.rotation);\r\n if (this.rotationQuaternion) {\r\n this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion);\r\n }\r\n }\r\n\r\n // Synchronized\r\n /** @internal */\r\n public override _isSynchronizedViewMatrix(): boolean {\r\n if (!super._isSynchronizedViewMatrix()) {\r\n return false;\r\n }\r\n\r\n const lockedTargetPosition = this._getLockedTargetPosition();\r\n\r\n return (\r\n (this._cache.lockedTarget ? this._cache.lockedTarget.equals(lockedTargetPosition) : !lockedTargetPosition) &&\r\n (this.rotationQuaternion ? this.rotationQuaternion.equals(this._cache.rotationQuaternion) : this._cache.rotation.equals(this.rotation))\r\n );\r\n }\r\n\r\n // Methods\r\n /** @internal */\r\n public _computeLocalCameraSpeed(): number {\r\n const engine = this.getEngine();\r\n return this.speed * Math.sqrt(engine.getDeltaTime() / (engine.getFps() * 100.0));\r\n }\r\n\r\n // Target\r\n\r\n /**\r\n * Defines the target the camera should look at.\r\n * @param target Defines the new target as a Vector\r\n */\r\n public setTarget(target: Vector3): void {\r\n this.upVector.normalize();\r\n\r\n this._initialFocalDistance = target.subtract(this.position).length();\r\n\r\n if (this.position.z === target.z) {\r\n this.position.z += Epsilon;\r\n }\r\n\r\n this._referencePoint.normalize().scaleInPlace(this._initialFocalDistance);\r\n\r\n Matrix.LookAtLHToRef(this.position, target, this._defaultUp, this._camMatrix);\r\n this._camMatrix.invert();\r\n\r\n this.rotation.x = Math.atan(this._camMatrix.m[6] / this._camMatrix.m[10]);\r\n\r\n const vDir = target.subtract(this.position);\r\n\r\n if (vDir.x >= 0.0) {\r\n this.rotation.y = -Math.atan(vDir.z / vDir.x) + Math.PI / 2.0;\r\n } else {\r\n this.rotation.y = -Math.atan(vDir.z / vDir.x) - Math.PI / 2.0;\r\n }\r\n\r\n this.rotation.z = 0;\r\n\r\n if (isNaN(this.rotation.x)) {\r\n this.rotation.x = 0;\r\n }\r\n\r\n if (isNaN(this.rotation.y)) {\r\n this.rotation.y = 0;\r\n }\r\n\r\n if (isNaN(this.rotation.z)) {\r\n this.rotation.z = 0;\r\n }\r\n\r\n if (this.rotationQuaternion) {\r\n Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this.rotationQuaternion);\r\n }\r\n }\r\n\r\n /**\r\n * Defines the target point of the camera.\r\n * The camera looks towards it form the radius distance.\r\n */\r\n public get target(): Vector3 {\r\n return this.getTarget();\r\n }\r\n public set target(value: Vector3) {\r\n this.setTarget(value);\r\n }\r\n\r\n /**\r\n * Return the current target position of the camera. This value is expressed in local space.\r\n * @returns the target position\r\n */\r\n public getTarget(): Vector3 {\r\n return this._currentTarget;\r\n }\r\n\r\n /** @internal */\r\n public _decideIfNeedsToMove(): boolean {\r\n return Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;\r\n }\r\n\r\n /** @internal */\r\n public _updatePosition(): void {\r\n if (this.parent) {\r\n this.parent.getWorldMatrix().invertToRef(TmpVectors.Matrix[0]);\r\n Vector3.TransformNormalToRef(this.cameraDirection, TmpVectors.Matrix[0], TmpVectors.Vector3[0]);\r\n this._deferredPositionUpdate.addInPlace(TmpVectors.Vector3[0]);\r\n if (!this._deferOnly) {\r\n this.position.copyFrom(this._deferredPositionUpdate);\r\n } else {\r\n this._deferredUpdated = true;\r\n }\r\n return;\r\n }\r\n this._deferredPositionUpdate.addInPlace(this.cameraDirection);\r\n if (!this._deferOnly) {\r\n this.position.copyFrom(this._deferredPositionUpdate);\r\n } else {\r\n this._deferredUpdated = true;\r\n }\r\n }\r\n\r\n /** @internal */\r\n public override _checkInputs(): void {\r\n const directionMultiplier = this.invertRotation ? -this.inverseRotationSpeed : 1.0;\r\n const needToMove = this._decideIfNeedsToMove();\r\n const needToRotate = this.cameraRotation.x || this.cameraRotation.y;\r\n\r\n this._deferredUpdated = false;\r\n this._deferredRotationUpdate.copyFrom(this.rotation);\r\n this._deferredPositionUpdate.copyFrom(this.position);\r\n if (this.rotationQuaternion) {\r\n this._deferredRotationQuaternionUpdate.copyFrom(this.rotationQuaternion);\r\n }\r\n\r\n // Move\r\n if (needToMove) {\r\n this._updatePosition();\r\n }\r\n\r\n // Rotate\r\n if (needToRotate) {\r\n //rotate, if quaternion is set and rotation was used\r\n if (this.rotationQuaternion) {\r\n this.rotationQuaternion.toEulerAnglesToRef(this._deferredRotationUpdate);\r\n }\r\n\r\n this._deferredRotationUpdate.x += this.cameraRotation.x * directionMultiplier;\r\n this._deferredRotationUpdate.y += this.cameraRotation.y * directionMultiplier;\r\n\r\n // Apply constraints\r\n if (!this.noRotationConstraint) {\r\n const limit = 1.570796;\r\n\r\n if (this._deferredRotationUpdate.x > limit) {\r\n this._deferredRotationUpdate.x = limit;\r\n }\r\n if (this._deferredRotationUpdate.x < -limit) {\r\n this._deferredRotationUpdate.x = -limit;\r\n }\r\n }\r\n\r\n if (!this._deferOnly) {\r\n this.rotation.copyFrom(this._deferredRotationUpdate);\r\n } else {\r\n this._deferredUpdated = true;\r\n }\r\n\r\n //rotate, if quaternion is set and rotation was used\r\n if (this.rotationQuaternion) {\r\n const len = this._deferredRotationUpdate.lengthSquared();\r\n if (len) {\r\n Quaternion.RotationYawPitchRollToRef(\r\n this._deferredRotationUpdate.y,\r\n this._deferredRotationUpdate.x,\r\n this._deferredRotationUpdate.z,\r\n this._deferredRotationQuaternionUpdate\r\n );\r\n if (!this._deferOnly) {\r\n this.rotationQuaternion.copyFrom(this._deferredRotationQuaternionUpdate);\r\n } else {\r\n this._deferredUpdated = true;\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Inertia\r\n if (needToMove) {\r\n if (Math.abs(this.cameraDirection.x) < this.speed * Epsilon) {\r\n this.cameraDirection.x = 0;\r\n }\r\n\r\n if (Math.abs(this.cameraDirection.y) < this.speed * Epsilon) {\r\n this.cameraDirection.y = 0;\r\n }\r\n\r\n if (Math.abs(this.cameraDirection.z) < this.speed * Epsilon) {\r\n this.cameraDirection.z = 0;\r\n }\r\n\r\n this.cameraDirection.scaleInPlace(this.inertia);\r\n }\r\n if (needToRotate) {\r\n if (Math.abs(this.cameraRotation.x) < this.speed * Epsilon) {\r\n this.cameraRotation.x = 0;\r\n }\r\n\r\n if (Math.abs(this.cameraRotation.y) < this.speed * Epsilon) {\r\n this.cameraRotation.y = 0;\r\n }\r\n this.cameraRotation.scaleInPlace(this.inertia);\r\n }\r\n\r\n super._checkInputs();\r\n }\r\n\r\n protected _updateCameraRotationMatrix() {\r\n if (this.rotationQuaternion) {\r\n this.rotationQuaternion.toRotationMatrix(this._cameraRotationMatrix);\r\n } else {\r\n Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._cameraRotationMatrix);\r\n }\r\n }\r\n\r\n /**\r\n * Update the up vector to apply the rotation of the camera (So if you changed the camera rotation.z this will let you update the up vector as well)\r\n * @returns the current camera\r\n */\r\n private _rotateUpVectorWithCameraRotationMatrix(): TargetCamera {\r\n Vector3.TransformNormalToRef(this._defaultUp, this._cameraRotationMatrix, this.upVector);\r\n return this;\r\n }\r\n\r\n private _cachedRotationZ = 0;\r\n private _cachedQuaternionRotationZ = 0;\r\n /** @internal */\r\n public override _getViewMatrix(): Matrix {\r\n if (this.lockedTarget) {\r\n this.setTarget(this._getLockedTargetPosition()!);\r\n }\r\n\r\n // Compute\r\n this._updateCameraRotationMatrix();\r\n\r\n // Apply the changed rotation to the upVector\r\n if (this.rotationQuaternion && this._cachedQuaternionRotationZ != this.rotationQuaternion.z) {\r\n this._rotateUpVectorWithCameraRotationMatrix();\r\n this._cachedQuaternionRotationZ = this.rotationQuaternion.z;\r\n } else if (this._cachedRotationZ !== this.rotation.z) {\r\n this._rotateUpVectorWithCameraRotationMatrix();\r\n this._cachedRotationZ = this.rotation.z;\r\n }\r\n\r\n Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);\r\n\r\n // Computing target and final matrix\r\n this.position.addToRef(this._transformedReferencePoint, this._currentTarget);\r\n if (this.updateUpVectorFromRotation) {\r\n if (this.rotationQuaternion) {\r\n Axis.Y.rotateByQuaternionToRef(this.rotationQuaternion, this.upVector);\r\n } else {\r\n Quaternion.FromEulerVectorToRef(this.rotation, this._tmpQuaternion);\r\n Axis.Y.rotateByQuaternionToRef(this._tmpQuaternion, this.upVector);\r\n }\r\n }\r\n this._computeViewMatrix(this.position, this._currentTarget, this.upVector);\r\n return this._viewMatrix;\r\n }\r\n\r\n protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void {\r\n if (this.getScene().useRightHandedSystem) {\r\n Matrix.LookAtRHToRef(position, target, up, this._viewMatrix);\r\n } else {\r\n Matrix.LookAtLHToRef(position, target, up, this._viewMatrix);\r\n }\r\n\r\n if (this.parent) {\r\n const parentWorldMatrix = this.parent.getWorldMatrix();\r\n this._viewMatrix.invert();\r\n this._viewMatrix.multiplyToRef(parentWorldMatrix, this._viewMatrix);\r\n this._viewMatrix.getTranslationToRef(this._globalPosition);\r\n this._viewMatrix.invert();\r\n\r\n this._markSyncedWithParent();\r\n } else {\r\n this._globalPosition.copyFrom(position);\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public override createRigCamera(name: string, cameraIndex: number): Nullable<Camera> {\r\n if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {\r\n const rigCamera = new TargetCamera(name, this.position.clone(), this.getScene());\r\n rigCamera.isRigCamera = true;\r\n rigCamera.rigParent = this;\r\n if (this.cameraRigMode === Camera.RIG_MODE_VR) {\r\n if (!this.rotationQuaternion) {\r\n this.rotationQuaternion = new Quaternion();\r\n }\r\n rigCamera._cameraRigParams = {};\r\n rigCamera.rotationQuaternion = new Quaternion();\r\n }\r\n\r\n rigCamera.mode = this.mode;\r\n rigCamera.orthoLeft = this.orthoLeft;\r\n rigCamera.orthoRight = this.orthoRight;\r\n rigCamera.orthoTop = this.orthoTop;\r\n rigCamera.orthoBottom = this.orthoBottom;\r\n\r\n return rigCamera;\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override _updateRigCameras() {\r\n const camLeft = <TargetCamera>this._rigCameras[0];\r\n const camRight = <TargetCamera>this._rigCameras[1];\r\n\r\n this.computeWorldMatrix();\r\n\r\n switch (this.cameraRigMode) {\r\n case Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:\r\n case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:\r\n case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:\r\n case Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:\r\n case Camera.RIG_MODE_STEREOSCOPIC_INTERLACED: {\r\n //provisionnaly using _cameraRigParams.stereoHalfAngle instead of calculations based on _cameraRigParams.interaxialDistance:\r\n const leftSign = this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED ? 1 : -1;\r\n const rightSign = this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED ? -1 : 1;\r\n this._getRigCamPositionAndTarget(this._cameraRigParams.stereoHalfAngle * leftSign, camLeft);\r\n this._getRigCamPositionAndTarget(this._cameraRigParams.stereoHalfAngle * rightSign, camRight);\r\n break;\r\n }\r\n case Camera.RIG_MODE_VR:\r\n if (camLeft.rotationQuaternion) {\r\n camLeft.rotationQuaternion.copyFrom(this.rotationQuaternion);\r\n camRight.rotationQuaternion.copyFrom(this.rotationQuaternion);\r\n } else {\r\n camLeft.rotation.copyFrom(this.rotation);\r\n camRight.rotation.copyFrom(this.rotation);\r\n }\r\n camLeft.position.copyFrom(this.position);\r\n camRight.position.copyFrom(this.position);\r\n\r\n break;\r\n }\r\n super._updateRigCameras();\r\n }\r\n\r\n private _getRigCamPositionAndTarget(halfSpace: number, rigCamera: TargetCamera) {\r\n const target = this.getTarget();\r\n target.subtractToRef(this.position, TargetCamera._TargetFocalPoint);\r\n\r\n TargetCamera._TargetFocalPoint.normalize().scaleInPlace(this._initialFocalDistance);\r\n const newFocalTarget = TargetCamera._TargetFocalPoint.addInPlace(this.position);\r\n\r\n Matrix.TranslationToRef(-newFocalTarget.x, -newFocalTarget.y, -newFocalTarget.z, TargetCamera._TargetTransformMatrix);\r\n TargetCamera._TargetTransformMatrix.multiplyToRef(Matrix.RotationAxis(rigCamera.upVector, halfSpace), TargetCamera._RigCamTransformMatrix);\r\n Matrix.TranslationToRef(newFocalTarget.x, newFocalTarget.y, newFocalTarget.z, TargetCamera._TargetTransformMatrix);\r\n\r\n TargetCamera._RigCamTransformMatrix.multiplyToRef(TargetCamera._TargetTransformMatrix, TargetCamera._RigCamTransformMatrix);\r\n\r\n Vector3.TransformCoordinatesToRef(this.position, TargetCamera._RigCamTransformMatrix, rigCamera.position);\r\n rigCamera.setTarget(newFocalTarget);\r\n }\r\n\r\n /**\r\n * Gets the current object class name.\r\n * @returns the class name\r\n */\r\n public override getClassName(): string {\r\n return \"TargetCamera\";\r\n }\r\n}\r\n"]}
@@ -47,6 +47,9 @@ export declare class GPUPicker {
47
47
  private _meshRenderingCount;
48
48
  private readonly _attributeName;
49
49
  private _warningIssued;
50
+ private _renderPickingTexture;
51
+ private _sceneBeforeRenderObserver;
52
+ private _pickingTextureAfterRenderObservable;
50
53
  /** Shader language used by the generator */
51
54
  protected _shaderLanguage: ShaderLanguage;
52
55
  private static _TempColor;
@@ -18,6 +18,9 @@ export class GPUPicker {
18
18
  this._meshRenderingCount = 0;
19
19
  this._attributeName = "instanceMeshID";
20
20
  this._warningIssued = false;
21
+ this._renderPickingTexture = false;
22
+ this._sceneBeforeRenderObserver = null;
23
+ this._pickingTextureAfterRenderObservable = null;
21
24
  /** Shader language used by the generator */
22
25
  this._shaderLanguage = 0 /* ShaderLanguage.GLSL */;
23
26
  this._pickingInProgress = false;
@@ -52,6 +55,13 @@ export class GPUPicker {
52
55
  buffer[i + 3] = 1.0;
53
56
  }
54
57
  _createRenderTarget(scene, width, height) {
58
+ if (this._cachedScene && this._pickingTexture) {
59
+ const index = this._cachedScene.customRenderTargets.indexOf(this._pickingTexture);
60
+ if (index > -1) {
61
+ this._cachedScene.customRenderTargets.splice(index, 1);
62
+ this._renderPickingTexture = false;
63
+ }
64
+ }
55
65
  if (this._pickingTexture) {
56
66
  this._pickingTexture.dispose();
57
67
  }
@@ -178,6 +188,13 @@ export class GPUPicker {
178
188
  this._createRenderTarget(scene, rttSizeW, rttSizeH);
179
189
  }
180
190
  }
191
+ this._sceneBeforeRenderObserver?.remove();
192
+ this._sceneBeforeRenderObserver = scene.onBeforeRenderObservable.add(() => {
193
+ if (scene.frameGraph && this._renderPickingTexture && this._cachedScene && this._pickingTexture) {
194
+ this._cachedScene._renderRenderTarget(this._pickingTexture, this._cachedScene.cameras?.[0] ?? null);
195
+ this._cachedScene.activeCamera = null;
196
+ }
197
+ });
181
198
  if (!this._cachedScene || this._cachedScene !== scene) {
182
199
  // eslint-disable-next-line @typescript-eslint/no-floating-promises
183
200
  this._createColorMaterialAsync(scene);
@@ -339,7 +356,12 @@ export class GPUPicker {
339
356
  this._pickingTexture.onBeforeRender = () => {
340
357
  this._enableScissor(x, y, w, h);
341
358
  };
359
+ this._pickingTextureAfterRenderObservable?.remove();
360
+ this._pickingTextureAfterRenderObservable = this._pickingTexture.onAfterRenderObservable.add(() => {
361
+ this._disableScissor();
362
+ });
342
363
  this._cachedScene.customRenderTargets.push(this._pickingTexture);
364
+ this._renderPickingTexture = true;
343
365
  }
344
366
  // pick one pixel
345
367
  async _executePickingAsync(x, y, disposeWhenDone) {
@@ -351,7 +373,6 @@ export class GPUPicker {
351
373
  }
352
374
  // eslint-disable-next-line @typescript-eslint/no-misused-promises
353
375
  this._pickingTexture.onAfterRender = async () => {
354
- this._disableScissor();
355
376
  if (this._checkRenderStatus()) {
356
377
  this._pickingTexture.onAfterRender = null;
357
378
  let pickedMesh = null;
@@ -360,6 +381,7 @@ export class GPUPicker {
360
381
  const index = this._cachedScene.customRenderTargets.indexOf(this._pickingTexture);
361
382
  if (index > -1) {
362
383
  this._cachedScene.customRenderTargets.splice(index, 1);
384
+ this._renderPickingTexture = false;
363
385
  }
364
386
  // Do the actual picking
365
387
  if (await this._readTexturePixelsAsync(x, y)) {
@@ -397,7 +419,6 @@ export class GPUPicker {
397
419
  }
398
420
  // eslint-disable-next-line @typescript-eslint/no-misused-promises
399
421
  this._pickingTexture.onAfterRender = async () => {
400
- this._disableScissor();
401
422
  if (this._checkRenderStatus()) {
402
423
  this._pickingTexture.onAfterRender = null;
403
424
  const pickedMeshes = [];
@@ -438,6 +459,7 @@ export class GPUPicker {
438
459
  const index = this._cachedScene.customRenderTargets.indexOf(this._pickingTexture);
439
460
  if (index > -1) {
440
461
  this._cachedScene.customRenderTargets.splice(index, 1);
462
+ this._renderPickingTexture = false;
441
463
  }
442
464
  return true;
443
465
  }
@@ -490,6 +512,8 @@ export class GPUPicker {
490
512
  this._pickingTexture = null;
491
513
  this._defaultRenderMaterial?.dispose();
492
514
  this._defaultRenderMaterial = null;
515
+ this._sceneBeforeRenderObserver?.remove();
516
+ this._sceneBeforeRenderObserver = null;
493
517
  }
494
518
  }
495
519
  GPUPicker._TempColor = {
@@ -1 +1 @@
1
- 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type { AbstractEngine } from \"core/Engines/abstractEngine\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport type { Engine } from \"core/Engines/engine\";\r\nimport type { WebGPUEngine } from \"core/Engines/webgpuEngine\";\r\nimport { RenderTargetTexture } from \"core/Materials/Textures/renderTargetTexture\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport type { IShaderMaterialOptions } from \"core/Materials/shaderMaterial\";\r\nimport { ShaderMaterial } from \"core/Materials/shaderMaterial\";\r\nimport { Color3, Color4 } from \"core/Maths/math.color\";\r\nimport type { IColor3Like, IVector2Like } from \"core/Maths/math.like\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { VertexBuffer } from \"core/Meshes/buffer\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport type { InstancedMesh } from \"core/Meshes/instancedMesh\";\r\nimport { Logger } from \"core/Misc/logger\";\r\nimport type { Scene } from \"core/scene\";\r\nimport type { Nullable } from \"core/types\";\r\n\r\n/**\r\n * Class used to store the result of a GPU picking operation\r\n */\r\nexport interface IGPUPickingInfo {\r\n /**\r\n * Picked mesh\r\n */\r\n mesh: AbstractMesh;\r\n /**\r\n * Picked thin instance index\r\n */\r\n thinInstanceIndex?: number;\r\n}\r\n\r\n/**\r\n * Stores the result of a multi GPU piciking operation\r\n */\r\nexport interface IGPUMultiPickingInfo {\r\n /**\r\n * Picked mesh\r\n */\r\n meshes: Nullable<AbstractMesh>[];\r\n /**\r\n * Picked thin instance index\r\n */\r\n thinInstanceIndexes?: number[];\r\n}\r\n\r\n/**\r\n * Class used to perform a picking operation using GPU\r\n * GPUPIcker can pick meshes, instances and thin instances\r\n */\r\nexport class GPUPicker {\r\n private _pickingTexture: Nullable<RenderTargetTexture> = null;\r\n private _idMap: Array<number> = [];\r\n private _thinIdMap: Array<{ meshId: number; thinId: number }> = [];\r\n private _idColors: Array<Color3> = [];\r\n private _cachedScene: Nullable<Scene>;\r\n private _engine: Nullable<AbstractEngine>;\r\n private _defaultRenderMaterial: Nullable<ShaderMaterial>;\r\n private _pickableMeshes: Array<AbstractMesh>;\r\n private _meshMaterialMap: Map<AbstractMesh, ShaderMaterial> = new Map();\r\n private _readbuffer: Uint8Array;\r\n private _meshRenderingCount: number = 0;\r\n private readonly _attributeName = \"instanceMeshID\";\r\n private _warningIssued = false;\r\n\r\n /** Shader language used by the generator */\r\n protected _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n private static _TempColor: IColor3Like = {\r\n r: 0,\r\n g: 0,\r\n b: 0,\r\n };\r\n\r\n /**\r\n * Gets the shader language used in this generator.\r\n */\r\n public get shaderLanguage(): ShaderLanguage {\r\n return this._shaderLanguage;\r\n }\r\n\r\n private _pickingInProgress = false;\r\n\r\n /**\r\n * Gets a boolean indicating if the picking is in progress\r\n */\r\n public get pickingInProgress() {\r\n return this._pickingInProgress;\r\n }\r\n\r\n private static _IdToRgb(id: number) {\r\n GPUPicker._TempColor.r = (id & 0xff0000) >> 16;\r\n GPUPicker._TempColor.g = (id & 0x00ff00) >> 8;\r\n GPUPicker._TempColor.b = (id & 0x0000ff) >> 0;\r\n }\r\n\r\n private _getColorIdFromReadBuffer(offset: number) {\r\n const r = this._readbuffer[offset];\r\n const g = this._readbuffer[offset + 1];\r\n const b = this._readbuffer[offset + 2];\r\n return (r << 16) + (g << 8) + b;\r\n }\r\n\r\n private static _SetColorData(buffer: Float32Array, i: number, r: number, g: number, b: number) {\r\n buffer[i] = r / 255.0;\r\n buffer[i + 1] = g / 255.0;\r\n buffer[i + 2] = b / 255.0;\r\n buffer[i + 3] = 1.0;\r\n }\r\n\r\n private _createRenderTarget(scene: Scene, width: number, height: number) {\r\n if (this._pickingTexture) {\r\n this._pickingTexture.dispose();\r\n }\r\n this._pickingTexture = new RenderTargetTexture(\r\n \"pickingTexure\",\r\n { width: width, height: height },\r\n scene,\r\n false,\r\n undefined,\r\n Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n false,\r\n Constants.TEXTURE_NEAREST_NEAREST\r\n );\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/require-await\r\n private async _createColorMaterialAsync(scene: Scene) {\r\n if (this._defaultRenderMaterial) {\r\n this._defaultRenderMaterial.dispose();\r\n }\r\n\r\n this._defaultRenderMaterial = null;\r\n\r\n const engine = scene.getEngine();\r\n\r\n if (engine.isWebGPU) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n }\r\n\r\n const defines: string[] = [];\r\n const options: Partial<IShaderMaterialOptions> = {\r\n attributes: [VertexBuffer.PositionKind, this._attributeName, \"bakedVertexAnimationSettingsInstanced\"],\r\n uniforms: [\"world\", \"viewProjection\", \"meshID\"],\r\n needAlphaBlending: false,\r\n defines: defines,\r\n useClipPlane: null,\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: async () => {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"../ShadersWGSL/picking.fragment\"), import(\"../ShadersWGSL/picking.vertex\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/picking.fragment\"), import(\"../Shaders/picking.vertex\")]);\r\n }\r\n },\r\n };\r\n\r\n this._defaultRenderMaterial = new ShaderMaterial(\"pickingShader\", scene, \"picking\", options, false);\r\n\r\n this._defaultRenderMaterial.onBindObservable.add(this._materialBindCallback, undefined, undefined, this);\r\n }\r\n\r\n private _materialBindCallback(mesh: AbstractMesh | undefined) {\r\n if (!mesh) {\r\n return;\r\n }\r\n\r\n const material = this._meshMaterialMap.get(mesh)!;\r\n\r\n if (!material) {\r\n if (!this._warningIssued) {\r\n this._warningIssued = true;\r\n Logger.Warn(\"GPUPicker issue: Mesh not found in the material map. This may happen when the root mesh of an instance is not in the picking list.\");\r\n }\r\n return;\r\n }\r\n\r\n const effect = material.getEffect();\r\n\r\n if (!mesh.hasInstances && !mesh.isAnInstance && !mesh.hasThinInstances && this._idColors[mesh.uniqueId] !== undefined) {\r\n effect.setColor4(\"meshID\", this._idColors[mesh.uniqueId], 1);\r\n }\r\n\r\n this._meshRenderingCount++;\r\n }\r\n\r\n private _generateColorData(instanceCount: number, id: number, r: number, g: number, b: number, onInstance: (i: number, id: number) => void) {\r\n const colorData = new Float32Array(4 * (instanceCount + 1));\r\n\r\n GPUPicker._SetColorData(colorData, 0, r, g, b);\r\n\r\n for (let i = 0; i < instanceCount; i++) {\r\n GPUPicker._IdToRgb(id);\r\n\r\n onInstance(i, id);\r\n GPUPicker._SetColorData(colorData, (i + 1) * 4, GPUPicker._TempColor.r, GPUPicker._TempColor.g, GPUPicker._TempColor.b);\r\n id++;\r\n }\r\n\r\n return colorData;\r\n }\r\n\r\n private _generateThinInstanceColorData(instanceCount: number, id: number, onInstance: (i: number, id: number) => void) {\r\n const colorData = new Float32Array(4 * instanceCount);\r\n\r\n for (let i = 0; i < instanceCount; i++) {\r\n GPUPicker._IdToRgb(id);\r\n\r\n onInstance(i, id);\r\n GPUPicker._SetColorData(colorData, i * 4, GPUPicker._TempColor.r, GPUPicker._TempColor.g, GPUPicker._TempColor.b);\r\n\r\n id++;\r\n }\r\n\r\n return colorData;\r\n }\r\n\r\n /**\r\n * Set the list of meshes to pick from\r\n * Set that value to null to clear the list (and avoid leaks)\r\n * The module will read and delete from the array provided by reference. Disposing the module or setting the value to null will clear the array.\r\n * @param list defines the list of meshes to pick from\r\n */\r\n public setPickingList(list: Nullable<Array<AbstractMesh | { mesh: AbstractMesh; material: ShaderMaterial }>>) {\r\n if (this._pickableMeshes) {\r\n // Cleanup\r\n for (let index = 0; index < this._pickableMeshes.length; index++) {\r\n const mesh = this._pickableMeshes[index];\r\n if (mesh.hasInstances) {\r\n (mesh as Mesh).removeVerticesData(this._attributeName);\r\n }\r\n if (mesh.hasThinInstances) {\r\n (mesh as Mesh).thinInstanceSetBuffer(this._attributeName, null);\r\n }\r\n if (this._pickingTexture) {\r\n this._pickingTexture.setMaterialForRendering(mesh, undefined);\r\n }\r\n\r\n const material = this._meshMaterialMap.get(mesh)!;\r\n if (material !== this._defaultRenderMaterial) {\r\n material.onBindObservable.removeCallback(this._materialBindCallback);\r\n }\r\n }\r\n this._pickableMeshes.length = 0;\r\n this._meshMaterialMap.clear();\r\n this._idMap.length = 0;\r\n this._thinIdMap.length = 0;\r\n this._idColors.length = 0;\r\n if (this._pickingTexture) {\r\n this._pickingTexture.renderList = [];\r\n }\r\n }\r\n if (!list || list.length === 0) {\r\n return;\r\n }\r\n\r\n this._pickableMeshes = list as Array<AbstractMesh>;\r\n\r\n // Prepare target\r\n const scene = (\"mesh\" in list[0] ? list[0].mesh : list[0]).getScene();\r\n const engine = scene.getEngine();\r\n const rttSizeW = engine.getRenderWidth();\r\n const rttSizeH = engine.getRenderHeight();\r\n if (!this._pickingTexture) {\r\n this._createRenderTarget(scene, rttSizeW, rttSizeH);\r\n } else {\r\n const size = this._pickingTexture.getSize();\r\n\r\n if (size.width !== rttSizeW || size.height !== rttSizeH || this._cachedScene !== scene) {\r\n this._createRenderTarget(scene, rttSizeW, rttSizeH);\r\n }\r\n }\r\n\r\n if (!this._cachedScene || this._cachedScene !== scene) {\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises\r\n this._createColorMaterialAsync(scene);\r\n }\r\n\r\n this._cachedScene = scene;\r\n this._engine = scene.getEngine();\r\n\r\n for (let i = 0; i < list.length; i++) {\r\n const item = list[i];\r\n if (\"mesh\" in item) {\r\n this._meshMaterialMap.set(item.mesh, item.material);\r\n list[i] = item.mesh;\r\n } else {\r\n this._meshMaterialMap.set(item, this._defaultRenderMaterial!);\r\n }\r\n }\r\n\r\n this._pickingTexture!.renderList = [];\r\n\r\n // We will affect colors and create vertex color buffers\r\n let id = 1;\r\n for (let index = 0; index < this._pickableMeshes.length; index++) {\r\n const mesh = this._pickableMeshes[index];\r\n const material = this._meshMaterialMap.get(mesh)!;\r\n\r\n if (material !== this._defaultRenderMaterial) {\r\n material.onBindObservable.add(this._materialBindCallback, undefined, undefined, this);\r\n }\r\n this._pickingTexture!.setMaterialForRendering(mesh, material);\r\n this._pickingTexture!.renderList.push(mesh);\r\n\r\n if (mesh.isAnInstance) {\r\n continue; // This will be handled by the source mesh\r\n }\r\n\r\n GPUPicker._IdToRgb(id);\r\n\r\n if (mesh.hasThinInstances) {\r\n const colorData = this._generateThinInstanceColorData((mesh as Mesh).thinInstanceCount, id, (i, id) => {\r\n this._thinIdMap[id] = { meshId: index, thinId: i };\r\n });\r\n id += (mesh as Mesh).thinInstanceCount;\r\n (mesh as Mesh).thinInstanceSetBuffer(this._attributeName, colorData, 4);\r\n } else {\r\n this._idMap[id] = index;\r\n id++;\r\n\r\n if (mesh.hasInstances) {\r\n const instancesForPick = this._pickableMeshes.filter((m) => m.isAnInstance && (m as InstancedMesh).sourceMesh === mesh);\r\n const colorData = this._generateColorData(instancesForPick.length, id, GPUPicker._TempColor.r, GPUPicker._TempColor.g, GPUPicker._TempColor.b, (i, id) => {\r\n const instance = instancesForPick[i];\r\n this._idMap[id] = this._pickableMeshes.indexOf(instance);\r\n });\r\n\r\n id += instancesForPick.length;\r\n const engine = mesh.getEngine();\r\n\r\n const buffer = new VertexBuffer(engine, colorData, this._attributeName, false, false, 4, true);\r\n (mesh as Mesh).setVerticesBuffer(buffer, true);\r\n } else {\r\n this._idColors[mesh.uniqueId] = Color3.FromInts(GPUPicker._TempColor.r, GPUPicker._TempColor.g, GPUPicker._TempColor.b);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Execute a picking operation\r\n * @param x defines the X coordinates where to run the pick\r\n * @param y defines the Y coordinates where to run the pick\r\n * @param disposeWhenDone defines a boolean indicating we do not want to keep resources alive (false by default)\r\n * @returns A promise with the picking results\r\n */\r\n public async pickAsync(x: number, y: number, disposeWhenDone = false): Promise<Nullable<IGPUPickingInfo>> {\r\n if (this._pickingInProgress) {\r\n return null;\r\n }\r\n\r\n if (!this._pickableMeshes || this._pickableMeshes.length === 0) {\r\n return null;\r\n }\r\n\r\n const { rttSizeW, rttSizeH, devicePixelRatio } = this._getRenderInfo();\r\n\r\n const { x: adjustedX, y: adjustedY } = this._prepareForPicking(x, y, devicePixelRatio);\r\n if (adjustedX < 0 || adjustedY < 0 || adjustedX >= rttSizeW || adjustedY >= rttSizeH) {\r\n return null;\r\n }\r\n\r\n this._pickingInProgress = true;\r\n\r\n // Invert Y\r\n const invertedY = rttSizeH - adjustedY - 1;\r\n this._preparePickingBuffer(this._engine!, rttSizeW, rttSizeH, adjustedX, invertedY);\r\n\r\n return await this._executePickingAsync(adjustedX, invertedY, disposeWhenDone);\r\n }\r\n\r\n /**\r\n * Execute a picking operation on multiple coordinates\r\n * @param xy defines the X,Y coordinates where to run the pick\r\n * @param disposeWhenDone defines a boolean indicating we do not want to keep resources alive (false by default)\r\n * @returns A promise with the picking results. Always returns an array with the same length as the number of coordinates. The mesh or null at the index where no mesh was picked.\r\n */\r\n public async multiPickAsync(xy: IVector2Like[], disposeWhenDone = false): Promise<Nullable<IGPUMultiPickingInfo>> {\r\n if (this._pickingInProgress) {\r\n return null;\r\n }\r\n\r\n if (!this._pickableMeshes || this._pickableMeshes.length === 0 || xy.length === 0) {\r\n return null;\r\n }\r\n\r\n if (xy.length === 1) {\r\n const pi = await this.pickAsync(xy[0].x, xy[0].y, disposeWhenDone);\r\n return {\r\n meshes: [pi?.mesh ?? null],\r\n thinInstanceIndexes: pi?.thinInstanceIndex ? [pi.thinInstanceIndex] : undefined,\r\n };\r\n }\r\n\r\n this._pickingInProgress = true;\r\n\r\n const processedXY = new Array(xy.length);\r\n\r\n let minX = Infinity;\r\n let maxX = -Infinity;\r\n let minY = Infinity;\r\n let maxY = -Infinity;\r\n\r\n const { rttSizeW, rttSizeH, devicePixelRatio } = this._getRenderInfo();\r\n\r\n // Process screen coordinates adjust to dpr\r\n for (let i = 0; i < xy.length; i++) {\r\n const item = xy[i];\r\n const { x, y } = item;\r\n\r\n const { x: adjustedX, y: adjustedY } = this._prepareForPicking(x, y, devicePixelRatio);\r\n\r\n processedXY[i] = {\r\n ...item,\r\n x: adjustedX,\r\n y: adjustedY,\r\n };\r\n\r\n minX = Math.min(minX, adjustedX);\r\n maxX = Math.max(maxX, adjustedX);\r\n minY = Math.min(minY, adjustedY);\r\n maxY = Math.max(maxY, adjustedY);\r\n }\r\n\r\n const w = Math.max(maxX - minX, 1);\r\n const h = Math.max(maxY - minY, 1);\r\n const partialCutH = rttSizeH - maxY - 1;\r\n\r\n this._preparePickingBuffer(this._engine!, rttSizeW, rttSizeH, minX, partialCutH, w, h);\r\n\r\n return await this._executeMultiPickingAsync(processedXY, minX, maxY, rttSizeH, w, h, disposeWhenDone);\r\n }\r\n\r\n private _getRenderInfo() {\r\n const engine = this._cachedScene!.getEngine();\r\n const rttSizeW = engine.getRenderWidth();\r\n const rttSizeH = engine.getRenderHeight();\r\n const devicePixelRatio = 1 / engine._hardwareScalingLevel;\r\n\r\n return {\r\n rttSizeW,\r\n rttSizeH,\r\n devicePixelRatio,\r\n };\r\n }\r\n\r\n private _prepareForPicking(x: number, y: number, devicePixelRatio: number) {\r\n return { x: (devicePixelRatio * x) >> 0, y: (devicePixelRatio * y) >> 0 };\r\n }\r\n\r\n private _preparePickingBuffer(engine: AbstractEngine, rttSizeW: number, rttSizeH: number, x: number, y: number, w = 1, h = 1) {\r\n this._meshRenderingCount = 0;\r\n\r\n const requiredBufferSize = engine.isWebGPU ? (4 * w * h + 255) & ~255 : 4 * w * h;\r\n if (!this._readbuffer || this._readbuffer.length < requiredBufferSize) {\r\n this._readbuffer = new Uint8Array(requiredBufferSize);\r\n }\r\n\r\n // Do we need to rebuild the RTT?\r\n const size = this._pickingTexture!.getSize();\r\n if (size.width !== rttSizeW || size.height !== rttSizeH) {\r\n this._createRenderTarget(this._cachedScene!, rttSizeW, rttSizeH);\r\n this._updateRenderList();\r\n }\r\n\r\n this._pickingTexture!.clearColor = new Color4(0, 0, 0, 0);\r\n\r\n this._pickingTexture!.onBeforeRender = () => {\r\n this._enableScissor(x, y, w, h);\r\n };\r\n\r\n this._cachedScene!.customRenderTargets.push(this._pickingTexture!);\r\n }\r\n\r\n // pick one pixel\r\n private async _executePickingAsync(x: number, y: number, disposeWhenDone: boolean): Promise<Nullable<IGPUPickingInfo>> {\r\n return await new Promise((resolve, reject) => {\r\n if (!this._pickingTexture) {\r\n this._pickingInProgress = false;\r\n reject(new Error(\"Picking texture not created\"));\r\n return;\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-misused-promises\r\n this._pickingTexture.onAfterRender = async () => {\r\n this._disableScissor();\r\n\r\n if (this._checkRenderStatus()) {\r\n this._pickingTexture!.onAfterRender = null as any;\r\n let pickedMesh: Nullable<AbstractMesh> = null;\r\n let thinInstanceIndex: number | undefined = undefined;\r\n\r\n // Remove from the active RTTs\r\n const index = this._cachedScene!.customRenderTargets.indexOf(this._pickingTexture!);\r\n if (index > -1) {\r\n this._cachedScene!.customRenderTargets.splice(index, 1);\r\n }\r\n\r\n // Do the actual picking\r\n if (await this._readTexturePixelsAsync(x, y)) {\r\n const colorId = this._getColorIdFromReadBuffer(0);\r\n\r\n // Thin?\r\n if (this._thinIdMap[colorId]) {\r\n pickedMesh = this._pickableMeshes[this._thinIdMap[colorId].meshId];\r\n thinInstanceIndex = this._thinIdMap[colorId].thinId;\r\n } else {\r\n pickedMesh = this._pickableMeshes[this._idMap[colorId]];\r\n }\r\n }\r\n\r\n if (disposeWhenDone) {\r\n this.dispose();\r\n }\r\n\r\n this._pickingInProgress = false;\r\n if (pickedMesh) {\r\n resolve({ mesh: pickedMesh, thinInstanceIndex: thinInstanceIndex });\r\n } else {\r\n resolve(null);\r\n }\r\n }\r\n };\r\n });\r\n }\r\n\r\n // pick multiple pixels\r\n private async _executeMultiPickingAsync(\r\n xy: IVector2Like[],\r\n minX: number,\r\n maxY: number,\r\n rttSizeH: number,\r\n w: number,\r\n h: number,\r\n disposeWhenDone: boolean\r\n ): Promise<Nullable<IGPUMultiPickingInfo>> {\r\n return await new Promise((resolve, reject) => {\r\n if (!this._pickingTexture) {\r\n this._pickingInProgress = false;\r\n reject(new Error(\"Picking texture not created\"));\r\n return;\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-misused-promises\r\n this._pickingTexture.onAfterRender = async () => {\r\n this._disableScissor();\r\n\r\n if (this._checkRenderStatus()) {\r\n this._pickingTexture!.onAfterRender = null as any;\r\n const pickedMeshes: Nullable<AbstractMesh>[] = [];\r\n const thinInstanceIndexes: number[] = [];\r\n\r\n if (await this._readTexturePixelsAsync(minX, rttSizeH - maxY - 1, w, h)) {\r\n for (let i = 0; i < xy.length; i++) {\r\n const { pickedMesh, thinInstanceIndex } = this._getMeshFromMultiplePoints(xy[i].x, xy[i].y, minX, maxY, w);\r\n pickedMeshes.push(pickedMesh);\r\n thinInstanceIndexes.push(thinInstanceIndex ?? 0);\r\n }\r\n }\r\n\r\n if (disposeWhenDone) {\r\n this.dispose();\r\n }\r\n\r\n this._pickingInProgress = false;\r\n resolve({ meshes: pickedMeshes, thinInstanceIndexes: thinInstanceIndexes });\r\n }\r\n };\r\n });\r\n }\r\n\r\n private _enableScissor(x: number, y: number, w = 1, h = 1) {\r\n if ((this._engine as WebGPUEngine | Engine).enableScissor) {\r\n (this._engine as WebGPUEngine | Engine).enableScissor(x, y, w, h);\r\n }\r\n }\r\n private _disableScissor() {\r\n if ((this._engine as WebGPUEngine | Engine).disableScissor) {\r\n (this._engine as WebGPUEngine | Engine).disableScissor();\r\n }\r\n }\r\n\r\n /**\r\n * @returns true if rendering if the picking texture has finished, otherwise false\r\n */\r\n private _checkRenderStatus(): boolean {\r\n const wasSuccessfull = this._meshRenderingCount > 0;\r\n if (wasSuccessfull) {\r\n // Remove from the active RTTs\r\n const index = this._cachedScene!.customRenderTargets.indexOf(this._pickingTexture!);\r\n if (index > -1) {\r\n this._cachedScene!.customRenderTargets.splice(index, 1);\r\n }\r\n return true;\r\n }\r\n\r\n this._meshRenderingCount = 0;\r\n return false; // Wait for shaders to be ready\r\n }\r\n\r\n private _getMeshFromMultiplePoints(x: number, y: number, minX: number, maxY: number, w: number): { pickedMesh: Nullable<AbstractMesh>; thinInstanceIndex: number | undefined } {\r\n let offsetX = (x - minX - 1) * 4;\r\n let offsetY = (maxY - y - 1) * w * 4;\r\n\r\n offsetX = Math.max(offsetX, 0);\r\n offsetY = Math.max(offsetY, 0);\r\n\r\n const colorId = this._getColorIdFromReadBuffer(offsetX + offsetY);\r\n\r\n let pickedMesh: Nullable<AbstractMesh> = null;\r\n let thinInstanceIndex: number | undefined;\r\n\r\n if (colorId > 0) {\r\n if (this._thinIdMap[colorId]) {\r\n pickedMesh = this._pickableMeshes[this._thinIdMap[colorId].meshId];\r\n thinInstanceIndex = this._thinIdMap[colorId].thinId;\r\n } else {\r\n pickedMesh = this._pickableMeshes[this._idMap[colorId]];\r\n }\r\n }\r\n\r\n return { pickedMesh, thinInstanceIndex };\r\n }\r\n\r\n /**\r\n * Updates the render list with the current pickable meshes.\r\n */\r\n private _updateRenderList() {\r\n this._pickingTexture!.renderList = [];\r\n for (const mesh of this._pickableMeshes) {\r\n this._pickingTexture!.setMaterialForRendering(mesh, this._meshMaterialMap.get(mesh));\r\n this._pickingTexture!.renderList.push(mesh);\r\n }\r\n }\r\n\r\n private async _readTexturePixelsAsync(x: number, y: number, w = 1, h = 1) {\r\n if (!this._cachedScene || !this._pickingTexture?._texture) {\r\n return false;\r\n }\r\n const engine = this._cachedScene.getEngine();\r\n await engine._readTexturePixels(this._pickingTexture._texture, w, h, -1, 0, this._readbuffer, true, true, x, y);\r\n\r\n return true;\r\n }\r\n\r\n /** Release the resources */\r\n public dispose() {\r\n this.setPickingList(null);\r\n this._cachedScene = null;\r\n\r\n // Cleaning up\r\n this._pickingTexture?.dispose();\r\n this._pickingTexture = null;\r\n this._defaultRenderMaterial?.dispose();\r\n this._defaultRenderMaterial = null;\r\n }\r\n}\r\n"]}
1
+ 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type { AbstractEngine } from \"core/Engines/abstractEngine\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport type { Engine } from \"core/Engines/engine\";\r\nimport type { WebGPUEngine } from \"core/Engines/webgpuEngine\";\r\nimport { RenderTargetTexture } from \"core/Materials/Textures/renderTargetTexture\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport type { IShaderMaterialOptions } from \"core/Materials/shaderMaterial\";\r\nimport { ShaderMaterial } from \"core/Materials/shaderMaterial\";\r\nimport { Color3, Color4 } from \"core/Maths/math.color\";\r\nimport type { IColor3Like, IVector2Like } from \"core/Maths/math.like\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { VertexBuffer } from \"core/Meshes/buffer\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport type { InstancedMesh } from \"core/Meshes/instancedMesh\";\r\nimport { Logger } from \"core/Misc/logger\";\r\nimport type { Scene } from \"core/scene\";\r\nimport type { Nullable } from \"core/types\";\r\nimport type { Observer } from \"core/Misc/observable\";\r\n\r\n/**\r\n * Class used to store the result of a GPU picking operation\r\n */\r\nexport interface IGPUPickingInfo {\r\n /**\r\n * Picked mesh\r\n */\r\n mesh: AbstractMesh;\r\n /**\r\n * Picked thin instance index\r\n */\r\n thinInstanceIndex?: number;\r\n}\r\n\r\n/**\r\n * Stores the result of a multi GPU piciking operation\r\n */\r\nexport interface IGPUMultiPickingInfo {\r\n /**\r\n * Picked mesh\r\n */\r\n meshes: Nullable<AbstractMesh>[];\r\n /**\r\n * Picked thin instance index\r\n */\r\n thinInstanceIndexes?: number[];\r\n}\r\n\r\n/**\r\n * Class used to perform a picking operation using GPU\r\n * GPUPIcker can pick meshes, instances and thin instances\r\n */\r\nexport class GPUPicker {\r\n private _pickingTexture: Nullable<RenderTargetTexture> = null;\r\n private _idMap: Array<number> = [];\r\n private _thinIdMap: Array<{ meshId: number; thinId: number }> = [];\r\n private _idColors: Array<Color3> = [];\r\n private _cachedScene: Nullable<Scene>;\r\n private _engine: Nullable<AbstractEngine>;\r\n private _defaultRenderMaterial: Nullable<ShaderMaterial>;\r\n private _pickableMeshes: Array<AbstractMesh>;\r\n private _meshMaterialMap: Map<AbstractMesh, ShaderMaterial> = new Map();\r\n private _readbuffer: Uint8Array;\r\n private _meshRenderingCount: number = 0;\r\n private readonly _attributeName = \"instanceMeshID\";\r\n private _warningIssued = false;\r\n private _renderPickingTexture = false;\r\n private _sceneBeforeRenderObserver: Nullable<Observer<Scene>> = null;\r\n private _pickingTextureAfterRenderObservable: Nullable<Observer<number>> = null;\r\n\r\n /** Shader language used by the generator */\r\n protected _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n private static _TempColor: IColor3Like = {\r\n r: 0,\r\n g: 0,\r\n b: 0,\r\n };\r\n\r\n /**\r\n * Gets the shader language used in this generator.\r\n */\r\n public get shaderLanguage(): ShaderLanguage {\r\n return this._shaderLanguage;\r\n }\r\n\r\n private _pickingInProgress = false;\r\n\r\n /**\r\n * Gets a boolean indicating if the picking is in progress\r\n */\r\n public get pickingInProgress() {\r\n return this._pickingInProgress;\r\n }\r\n\r\n private static _IdToRgb(id: number) {\r\n GPUPicker._TempColor.r = (id & 0xff0000) >> 16;\r\n GPUPicker._TempColor.g = (id & 0x00ff00) >> 8;\r\n GPUPicker._TempColor.b = (id & 0x0000ff) >> 0;\r\n }\r\n\r\n private _getColorIdFromReadBuffer(offset: number) {\r\n const r = this._readbuffer[offset];\r\n const g = this._readbuffer[offset + 1];\r\n const b = this._readbuffer[offset + 2];\r\n return (r << 16) + (g << 8) + b;\r\n }\r\n\r\n private static _SetColorData(buffer: Float32Array, i: number, r: number, g: number, b: number) {\r\n buffer[i] = r / 255.0;\r\n buffer[i + 1] = g / 255.0;\r\n buffer[i + 2] = b / 255.0;\r\n buffer[i + 3] = 1.0;\r\n }\r\n\r\n private _createRenderTarget(scene: Scene, width: number, height: number) {\r\n if (this._cachedScene && this._pickingTexture) {\r\n const index = this._cachedScene.customRenderTargets.indexOf(this._pickingTexture);\r\n if (index > -1) {\r\n this._cachedScene.customRenderTargets.splice(index, 1);\r\n this._renderPickingTexture = false;\r\n }\r\n }\r\n if (this._pickingTexture) {\r\n this._pickingTexture.dispose();\r\n }\r\n this._pickingTexture = new RenderTargetTexture(\r\n \"pickingTexure\",\r\n { width: width, height: height },\r\n scene,\r\n false,\r\n undefined,\r\n Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n false,\r\n Constants.TEXTURE_NEAREST_NEAREST\r\n );\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/require-await\r\n private async _createColorMaterialAsync(scene: Scene) {\r\n if (this._defaultRenderMaterial) {\r\n this._defaultRenderMaterial.dispose();\r\n }\r\n\r\n this._defaultRenderMaterial = null;\r\n\r\n const engine = scene.getEngine();\r\n\r\n if (engine.isWebGPU) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n }\r\n\r\n const defines: string[] = [];\r\n const options: Partial<IShaderMaterialOptions> = {\r\n attributes: [VertexBuffer.PositionKind, this._attributeName, \"bakedVertexAnimationSettingsInstanced\"],\r\n uniforms: [\"world\", \"viewProjection\", \"meshID\"],\r\n needAlphaBlending: false,\r\n defines: defines,\r\n useClipPlane: null,\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: async () => {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"../ShadersWGSL/picking.fragment\"), import(\"../ShadersWGSL/picking.vertex\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/picking.fragment\"), import(\"../Shaders/picking.vertex\")]);\r\n }\r\n },\r\n };\r\n\r\n this._defaultRenderMaterial = new ShaderMaterial(\"pickingShader\", scene, \"picking\", options, false);\r\n\r\n this._defaultRenderMaterial.onBindObservable.add(this._materialBindCallback, undefined, undefined, this);\r\n }\r\n\r\n private _materialBindCallback(mesh: AbstractMesh | undefined) {\r\n if (!mesh) {\r\n return;\r\n }\r\n\r\n const material = this._meshMaterialMap.get(mesh)!;\r\n\r\n if (!material) {\r\n if (!this._warningIssued) {\r\n this._warningIssued = true;\r\n Logger.Warn(\"GPUPicker issue: Mesh not found in the material map. This may happen when the root mesh of an instance is not in the picking list.\");\r\n }\r\n return;\r\n }\r\n\r\n const effect = material.getEffect();\r\n\r\n if (!mesh.hasInstances && !mesh.isAnInstance && !mesh.hasThinInstances && this._idColors[mesh.uniqueId] !== undefined) {\r\n effect.setColor4(\"meshID\", this._idColors[mesh.uniqueId], 1);\r\n }\r\n\r\n this._meshRenderingCount++;\r\n }\r\n\r\n private _generateColorData(instanceCount: number, id: number, r: number, g: number, b: number, onInstance: (i: number, id: number) => void) {\r\n const colorData = new Float32Array(4 * (instanceCount + 1));\r\n\r\n GPUPicker._SetColorData(colorData, 0, r, g, b);\r\n\r\n for (let i = 0; i < instanceCount; i++) {\r\n GPUPicker._IdToRgb(id);\r\n\r\n onInstance(i, id);\r\n GPUPicker._SetColorData(colorData, (i + 1) * 4, GPUPicker._TempColor.r, GPUPicker._TempColor.g, GPUPicker._TempColor.b);\r\n id++;\r\n }\r\n\r\n return colorData;\r\n }\r\n\r\n private _generateThinInstanceColorData(instanceCount: number, id: number, onInstance: (i: number, id: number) => void) {\r\n const colorData = new Float32Array(4 * instanceCount);\r\n\r\n for (let i = 0; i < instanceCount; i++) {\r\n GPUPicker._IdToRgb(id);\r\n\r\n onInstance(i, id);\r\n GPUPicker._SetColorData(colorData, i * 4, GPUPicker._TempColor.r, GPUPicker._TempColor.g, GPUPicker._TempColor.b);\r\n\r\n id++;\r\n }\r\n\r\n return colorData;\r\n }\r\n\r\n /**\r\n * Set the list of meshes to pick from\r\n * Set that value to null to clear the list (and avoid leaks)\r\n * The module will read and delete from the array provided by reference. Disposing the module or setting the value to null will clear the array.\r\n * @param list defines the list of meshes to pick from\r\n */\r\n public setPickingList(list: Nullable<Array<AbstractMesh | { mesh: AbstractMesh; material: ShaderMaterial }>>) {\r\n if (this._pickableMeshes) {\r\n // Cleanup\r\n for (let index = 0; index < this._pickableMeshes.length; index++) {\r\n const mesh = this._pickableMeshes[index];\r\n if (mesh.hasInstances) {\r\n (mesh as Mesh).removeVerticesData(this._attributeName);\r\n }\r\n if (mesh.hasThinInstances) {\r\n (mesh as Mesh).thinInstanceSetBuffer(this._attributeName, null);\r\n }\r\n if (this._pickingTexture) {\r\n this._pickingTexture.setMaterialForRendering(mesh, undefined);\r\n }\r\n\r\n const material = this._meshMaterialMap.get(mesh)!;\r\n if (material !== this._defaultRenderMaterial) {\r\n material.onBindObservable.removeCallback(this._materialBindCallback);\r\n }\r\n }\r\n this._pickableMeshes.length = 0;\r\n this._meshMaterialMap.clear();\r\n this._idMap.length = 0;\r\n this._thinIdMap.length = 0;\r\n this._idColors.length = 0;\r\n if (this._pickingTexture) {\r\n this._pickingTexture.renderList = [];\r\n }\r\n }\r\n if (!list || list.length === 0) {\r\n return;\r\n }\r\n\r\n this._pickableMeshes = list as Array<AbstractMesh>;\r\n\r\n // Prepare target\r\n const scene = (\"mesh\" in list[0] ? list[0].mesh : list[0]).getScene();\r\n const engine = scene.getEngine();\r\n const rttSizeW = engine.getRenderWidth();\r\n const rttSizeH = engine.getRenderHeight();\r\n if (!this._pickingTexture) {\r\n this._createRenderTarget(scene, rttSizeW, rttSizeH);\r\n } else {\r\n const size = this._pickingTexture.getSize();\r\n\r\n if (size.width !== rttSizeW || size.height !== rttSizeH || this._cachedScene !== scene) {\r\n this._createRenderTarget(scene, rttSizeW, rttSizeH);\r\n }\r\n }\r\n\r\n this._sceneBeforeRenderObserver?.remove();\r\n this._sceneBeforeRenderObserver = scene.onBeforeRenderObservable.add(() => {\r\n if (scene.frameGraph && this._renderPickingTexture && this._cachedScene && this._pickingTexture) {\r\n this._cachedScene._renderRenderTarget(this._pickingTexture, this._cachedScene.cameras?.[0] ?? null);\r\n this._cachedScene.activeCamera = null;\r\n }\r\n });\r\n\r\n if (!this._cachedScene || this._cachedScene !== scene) {\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises\r\n this._createColorMaterialAsync(scene);\r\n }\r\n\r\n this._cachedScene = scene;\r\n this._engine = scene.getEngine();\r\n\r\n for (let i = 0; i < list.length; i++) {\r\n const item = list[i];\r\n if (\"mesh\" in item) {\r\n this._meshMaterialMap.set(item.mesh, item.material);\r\n list[i] = item.mesh;\r\n } else {\r\n this._meshMaterialMap.set(item, this._defaultRenderMaterial!);\r\n }\r\n }\r\n\r\n this._pickingTexture!.renderList = [];\r\n\r\n // We will affect colors and create vertex color buffers\r\n let id = 1;\r\n for (let index = 0; index < this._pickableMeshes.length; index++) {\r\n const mesh = this._pickableMeshes[index];\r\n const material = this._meshMaterialMap.get(mesh)!;\r\n\r\n if (material !== this._defaultRenderMaterial) {\r\n material.onBindObservable.add(this._materialBindCallback, undefined, undefined, this);\r\n }\r\n this._pickingTexture!.setMaterialForRendering(mesh, material);\r\n this._pickingTexture!.renderList.push(mesh);\r\n\r\n if (mesh.isAnInstance) {\r\n continue; // This will be handled by the source mesh\r\n }\r\n\r\n GPUPicker._IdToRgb(id);\r\n\r\n if (mesh.hasThinInstances) {\r\n const colorData = this._generateThinInstanceColorData((mesh as Mesh).thinInstanceCount, id, (i, id) => {\r\n this._thinIdMap[id] = { meshId: index, thinId: i };\r\n });\r\n id += (mesh as Mesh).thinInstanceCount;\r\n (mesh as Mesh).thinInstanceSetBuffer(this._attributeName, colorData, 4);\r\n } else {\r\n this._idMap[id] = index;\r\n id++;\r\n\r\n if (mesh.hasInstances) {\r\n const instancesForPick = this._pickableMeshes.filter((m) => m.isAnInstance && (m as InstancedMesh).sourceMesh === mesh);\r\n const colorData = this._generateColorData(instancesForPick.length, id, GPUPicker._TempColor.r, GPUPicker._TempColor.g, GPUPicker._TempColor.b, (i, id) => {\r\n const instance = instancesForPick[i];\r\n this._idMap[id] = this._pickableMeshes.indexOf(instance);\r\n });\r\n\r\n id += instancesForPick.length;\r\n const engine = mesh.getEngine();\r\n\r\n const buffer = new VertexBuffer(engine, colorData, this._attributeName, false, false, 4, true);\r\n (mesh as Mesh).setVerticesBuffer(buffer, true);\r\n } else {\r\n this._idColors[mesh.uniqueId] = Color3.FromInts(GPUPicker._TempColor.r, GPUPicker._TempColor.g, GPUPicker._TempColor.b);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Execute a picking operation\r\n * @param x defines the X coordinates where to run the pick\r\n * @param y defines the Y coordinates where to run the pick\r\n * @param disposeWhenDone defines a boolean indicating we do not want to keep resources alive (false by default)\r\n * @returns A promise with the picking results\r\n */\r\n public async pickAsync(x: number, y: number, disposeWhenDone = false): Promise<Nullable<IGPUPickingInfo>> {\r\n if (this._pickingInProgress) {\r\n return null;\r\n }\r\n\r\n if (!this._pickableMeshes || this._pickableMeshes.length === 0) {\r\n return null;\r\n }\r\n\r\n const { rttSizeW, rttSizeH, devicePixelRatio } = this._getRenderInfo();\r\n\r\n const { x: adjustedX, y: adjustedY } = this._prepareForPicking(x, y, devicePixelRatio);\r\n if (adjustedX < 0 || adjustedY < 0 || adjustedX >= rttSizeW || adjustedY >= rttSizeH) {\r\n return null;\r\n }\r\n\r\n this._pickingInProgress = true;\r\n\r\n // Invert Y\r\n const invertedY = rttSizeH - adjustedY - 1;\r\n this._preparePickingBuffer(this._engine!, rttSizeW, rttSizeH, adjustedX, invertedY);\r\n\r\n return await this._executePickingAsync(adjustedX, invertedY, disposeWhenDone);\r\n }\r\n\r\n /**\r\n * Execute a picking operation on multiple coordinates\r\n * @param xy defines the X,Y coordinates where to run the pick\r\n * @param disposeWhenDone defines a boolean indicating we do not want to keep resources alive (false by default)\r\n * @returns A promise with the picking results. Always returns an array with the same length as the number of coordinates. The mesh or null at the index where no mesh was picked.\r\n */\r\n public async multiPickAsync(xy: IVector2Like[], disposeWhenDone = false): Promise<Nullable<IGPUMultiPickingInfo>> {\r\n if (this._pickingInProgress) {\r\n return null;\r\n }\r\n\r\n if (!this._pickableMeshes || this._pickableMeshes.length === 0 || xy.length === 0) {\r\n return null;\r\n }\r\n\r\n if (xy.length === 1) {\r\n const pi = await this.pickAsync(xy[0].x, xy[0].y, disposeWhenDone);\r\n return {\r\n meshes: [pi?.mesh ?? null],\r\n thinInstanceIndexes: pi?.thinInstanceIndex ? [pi.thinInstanceIndex] : undefined,\r\n };\r\n }\r\n\r\n this._pickingInProgress = true;\r\n\r\n const processedXY = new Array(xy.length);\r\n\r\n let minX = Infinity;\r\n let maxX = -Infinity;\r\n let minY = Infinity;\r\n let maxY = -Infinity;\r\n\r\n const { rttSizeW, rttSizeH, devicePixelRatio } = this._getRenderInfo();\r\n\r\n // Process screen coordinates adjust to dpr\r\n for (let i = 0; i < xy.length; i++) {\r\n const item = xy[i];\r\n const { x, y } = item;\r\n\r\n const { x: adjustedX, y: adjustedY } = this._prepareForPicking(x, y, devicePixelRatio);\r\n\r\n processedXY[i] = {\r\n ...item,\r\n x: adjustedX,\r\n y: adjustedY,\r\n };\r\n\r\n minX = Math.min(minX, adjustedX);\r\n maxX = Math.max(maxX, adjustedX);\r\n minY = Math.min(minY, adjustedY);\r\n maxY = Math.max(maxY, adjustedY);\r\n }\r\n\r\n const w = Math.max(maxX - minX, 1);\r\n const h = Math.max(maxY - minY, 1);\r\n const partialCutH = rttSizeH - maxY - 1;\r\n\r\n this._preparePickingBuffer(this._engine!, rttSizeW, rttSizeH, minX, partialCutH, w, h);\r\n\r\n return await this._executeMultiPickingAsync(processedXY, minX, maxY, rttSizeH, w, h, disposeWhenDone);\r\n }\r\n\r\n private _getRenderInfo() {\r\n const engine = this._cachedScene!.getEngine();\r\n const rttSizeW = engine.getRenderWidth();\r\n const rttSizeH = engine.getRenderHeight();\r\n const devicePixelRatio = 1 / engine._hardwareScalingLevel;\r\n\r\n return {\r\n rttSizeW,\r\n rttSizeH,\r\n devicePixelRatio,\r\n };\r\n }\r\n\r\n private _prepareForPicking(x: number, y: number, devicePixelRatio: number) {\r\n return { x: (devicePixelRatio * x) >> 0, y: (devicePixelRatio * y) >> 0 };\r\n }\r\n\r\n private _preparePickingBuffer(engine: AbstractEngine, rttSizeW: number, rttSizeH: number, x: number, y: number, w = 1, h = 1) {\r\n this._meshRenderingCount = 0;\r\n\r\n const requiredBufferSize = engine.isWebGPU ? (4 * w * h + 255) & ~255 : 4 * w * h;\r\n if (!this._readbuffer || this._readbuffer.length < requiredBufferSize) {\r\n this._readbuffer = new Uint8Array(requiredBufferSize);\r\n }\r\n\r\n // Do we need to rebuild the RTT?\r\n const size = this._pickingTexture!.getSize();\r\n if (size.width !== rttSizeW || size.height !== rttSizeH) {\r\n this._createRenderTarget(this._cachedScene!, rttSizeW, rttSizeH);\r\n this._updateRenderList();\r\n }\r\n\r\n this._pickingTexture!.clearColor = new Color4(0, 0, 0, 0);\r\n\r\n this._pickingTexture!.onBeforeRender = () => {\r\n this._enableScissor(x, y, w, h);\r\n };\r\n\r\n this._pickingTextureAfterRenderObservable?.remove();\r\n this._pickingTextureAfterRenderObservable = this._pickingTexture!.onAfterRenderObservable.add(() => {\r\n this._disableScissor();\r\n });\r\n\r\n this._cachedScene!.customRenderTargets.push(this._pickingTexture!);\r\n this._renderPickingTexture = true;\r\n }\r\n\r\n // pick one pixel\r\n private async _executePickingAsync(x: number, y: number, disposeWhenDone: boolean): Promise<Nullable<IGPUPickingInfo>> {\r\n return await new Promise((resolve, reject) => {\r\n if (!this._pickingTexture) {\r\n this._pickingInProgress = false;\r\n reject(new Error(\"Picking texture not created\"));\r\n return;\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-misused-promises\r\n this._pickingTexture.onAfterRender = async () => {\r\n if (this._checkRenderStatus()) {\r\n this._pickingTexture!.onAfterRender = null as any;\r\n let pickedMesh: Nullable<AbstractMesh> = null;\r\n let thinInstanceIndex: number | undefined = undefined;\r\n\r\n // Remove from the active RTTs\r\n const index = this._cachedScene!.customRenderTargets.indexOf(this._pickingTexture!);\r\n if (index > -1) {\r\n this._cachedScene!.customRenderTargets.splice(index, 1);\r\n this._renderPickingTexture = false;\r\n }\r\n\r\n // Do the actual picking\r\n if (await this._readTexturePixelsAsync(x, y)) {\r\n const colorId = this._getColorIdFromReadBuffer(0);\r\n\r\n // Thin?\r\n if (this._thinIdMap[colorId]) {\r\n pickedMesh = this._pickableMeshes[this._thinIdMap[colorId].meshId];\r\n thinInstanceIndex = this._thinIdMap[colorId].thinId;\r\n } else {\r\n pickedMesh = this._pickableMeshes[this._idMap[colorId]];\r\n }\r\n }\r\n\r\n if (disposeWhenDone) {\r\n this.dispose();\r\n }\r\n\r\n this._pickingInProgress = false;\r\n if (pickedMesh) {\r\n resolve({ mesh: pickedMesh, thinInstanceIndex: thinInstanceIndex });\r\n } else {\r\n resolve(null);\r\n }\r\n }\r\n };\r\n });\r\n }\r\n\r\n // pick multiple pixels\r\n private async _executeMultiPickingAsync(\r\n xy: IVector2Like[],\r\n minX: number,\r\n maxY: number,\r\n rttSizeH: number,\r\n w: number,\r\n h: number,\r\n disposeWhenDone: boolean\r\n ): Promise<Nullable<IGPUMultiPickingInfo>> {\r\n return await new Promise((resolve, reject) => {\r\n if (!this._pickingTexture) {\r\n this._pickingInProgress = false;\r\n reject(new Error(\"Picking texture not created\"));\r\n return;\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-misused-promises\r\n this._pickingTexture.onAfterRender = async () => {\r\n if (this._checkRenderStatus()) {\r\n this._pickingTexture!.onAfterRender = null as any;\r\n const pickedMeshes: Nullable<AbstractMesh>[] = [];\r\n const thinInstanceIndexes: number[] = [];\r\n\r\n if (await this._readTexturePixelsAsync(minX, rttSizeH - maxY - 1, w, h)) {\r\n for (let i = 0; i < xy.length; i++) {\r\n const { pickedMesh, thinInstanceIndex } = this._getMeshFromMultiplePoints(xy[i].x, xy[i].y, minX, maxY, w);\r\n pickedMeshes.push(pickedMesh);\r\n thinInstanceIndexes.push(thinInstanceIndex ?? 0);\r\n }\r\n }\r\n\r\n if (disposeWhenDone) {\r\n this.dispose();\r\n }\r\n\r\n this._pickingInProgress = false;\r\n resolve({ meshes: pickedMeshes, thinInstanceIndexes: thinInstanceIndexes });\r\n }\r\n };\r\n });\r\n }\r\n\r\n private _enableScissor(x: number, y: number, w = 1, h = 1) {\r\n if ((this._engine as WebGPUEngine | Engine).enableScissor) {\r\n (this._engine as WebGPUEngine | Engine).enableScissor(x, y, w, h);\r\n }\r\n }\r\n private _disableScissor() {\r\n if ((this._engine as WebGPUEngine | Engine).disableScissor) {\r\n (this._engine as WebGPUEngine | Engine).disableScissor();\r\n }\r\n }\r\n\r\n /**\r\n * @returns true if rendering if the picking texture has finished, otherwise false\r\n */\r\n private _checkRenderStatus(): boolean {\r\n const wasSuccessfull = this._meshRenderingCount > 0;\r\n if (wasSuccessfull) {\r\n // Remove from the active RTTs\r\n const index = this._cachedScene!.customRenderTargets.indexOf(this._pickingTexture!);\r\n if (index > -1) {\r\n this._cachedScene!.customRenderTargets.splice(index, 1);\r\n this._renderPickingTexture = false;\r\n }\r\n return true;\r\n }\r\n\r\n this._meshRenderingCount = 0;\r\n return false; // Wait for shaders to be ready\r\n }\r\n\r\n private _getMeshFromMultiplePoints(x: number, y: number, minX: number, maxY: number, w: number): { pickedMesh: Nullable<AbstractMesh>; thinInstanceIndex: number | undefined } {\r\n let offsetX = (x - minX - 1) * 4;\r\n let offsetY = (maxY - y - 1) * w * 4;\r\n\r\n offsetX = Math.max(offsetX, 0);\r\n offsetY = Math.max(offsetY, 0);\r\n\r\n const colorId = this._getColorIdFromReadBuffer(offsetX + offsetY);\r\n\r\n let pickedMesh: Nullable<AbstractMesh> = null;\r\n let thinInstanceIndex: number | undefined;\r\n\r\n if (colorId > 0) {\r\n if (this._thinIdMap[colorId]) {\r\n pickedMesh = this._pickableMeshes[this._thinIdMap[colorId].meshId];\r\n thinInstanceIndex = this._thinIdMap[colorId].thinId;\r\n } else {\r\n pickedMesh = this._pickableMeshes[this._idMap[colorId]];\r\n }\r\n }\r\n\r\n return { pickedMesh, thinInstanceIndex };\r\n }\r\n\r\n /**\r\n * Updates the render list with the current pickable meshes.\r\n */\r\n private _updateRenderList() {\r\n this._pickingTexture!.renderList = [];\r\n for (const mesh of this._pickableMeshes) {\r\n this._pickingTexture!.setMaterialForRendering(mesh, this._meshMaterialMap.get(mesh));\r\n this._pickingTexture!.renderList.push(mesh);\r\n }\r\n }\r\n\r\n private async _readTexturePixelsAsync(x: number, y: number, w = 1, h = 1) {\r\n if (!this._cachedScene || !this._pickingTexture?._texture) {\r\n return false;\r\n }\r\n const engine = this._cachedScene.getEngine();\r\n await engine._readTexturePixels(this._pickingTexture._texture, w, h, -1, 0, this._readbuffer, true, true, x, y);\r\n\r\n return true;\r\n }\r\n\r\n /** Release the resources */\r\n public dispose() {\r\n this.setPickingList(null);\r\n this._cachedScene = null;\r\n\r\n // Cleaning up\r\n this._pickingTexture?.dispose();\r\n this._pickingTexture = null;\r\n this._defaultRenderMaterial?.dispose();\r\n this._defaultRenderMaterial = null;\r\n this._sceneBeforeRenderObserver?.remove();\r\n this._sceneBeforeRenderObserver = null;\r\n }\r\n}\r\n"]}
@@ -81,45 +81,52 @@ AbstractEngine.prototype.createCubeTextureBase = function (rootUrl, scene, files
81
81
  }
82
82
  const extension = forcedExtension ?? GetExtensionFromUrl(rootUrl);
83
83
  const loaderPromise = _GetCompatibleTextureLoader(extension);
84
+ const localOnError = (message, exception) => {
85
+ // if an error was thrown during load, dispose the texture, otherwise it will stay in the cache
86
+ texture.dispose();
87
+ if (onError) {
88
+ onError(message, exception);
89
+ }
90
+ else if (message) {
91
+ Logger.Warn(message);
92
+ }
93
+ };
84
94
  const onInternalError = (request, exception) => {
85
95
  if (rootUrl === originalRootUrl) {
86
- if (onError && request) {
87
- onError(request.status + " " + request.statusText, exception);
96
+ if (request) {
97
+ localOnError(request.status + " " + request.statusText, exception);
88
98
  }
89
99
  }
90
100
  else {
91
101
  // fall back to the original url if the transformed url fails to load
92
102
  Logger.Warn(`Failed to load ${rootUrl}, falling back to the ${originalRootUrl}`);
93
- this.createCubeTextureBase(originalRootUrl, scene, files, !!noMipmap, onLoad, onError, format, forcedExtension, createPolynomials, lodScale, lodOffset, texture, beforeLoadCubeDataCallback, imageHandler, useSRGBBuffer, buffer);
103
+ this.createCubeTextureBase(originalRootUrl, scene, files, !!noMipmap, onLoad, localOnError, format, forcedExtension, createPolynomials, lodScale, lodOffset, texture, beforeLoadCubeDataCallback, imageHandler, useSRGBBuffer, buffer);
94
104
  }
95
105
  };
96
106
  if (loaderPromise) {
97
107
  // eslint-disable-next-line @typescript-eslint/no-floating-promises, github/no-then
98
108
  loaderPromise.then((loader) => {
99
- const onloaddata = (data) => {
109
+ const onLoadData = (data) => {
100
110
  if (beforeLoadCubeDataCallback) {
101
111
  beforeLoadCubeDataCallback(texture, data);
102
112
  }
103
- loader.loadCubeData(data, texture, createPolynomials, onLoad, onError);
113
+ loader.loadCubeData(data, texture, createPolynomials, onLoad, (message, exception) => {
114
+ localOnError(message, exception);
115
+ });
104
116
  };
105
117
  if (buffer) {
106
- onloaddata(buffer);
118
+ onLoadData(buffer);
107
119
  }
108
120
  else if (files && files.length === 6) {
109
121
  if (loader.supportCascades) {
110
- this._cascadeLoadFiles(scene, (images) => onloaddata(images.map((image) => new Uint8Array(image))), files, onError);
122
+ this._cascadeLoadFiles(scene, (images) => onLoadData(images.map((image) => new Uint8Array(image))), files, localOnError);
111
123
  }
112
124
  else {
113
- if (onError) {
114
- onError("Textures type does not support cascades.");
115
- }
116
- else {
117
- Logger.Warn("Texture loader does not support cascades.");
118
- }
125
+ localOnError("Textures type does not support cascades.");
119
126
  }
120
127
  }
121
128
  else {
122
- this._loadFile(rootUrl, (data) => onloaddata(new Uint8Array(data)), undefined, undefined, true, onInternalError);
129
+ this._loadFile(rootUrl, (data) => onLoadData(new Uint8Array(data)), undefined, undefined, true, onInternalError);
123
130
  }
124
131
  });
125
132
  }
@@ -131,7 +138,7 @@ AbstractEngine.prototype.createCubeTextureBase = function (rootUrl, scene, files
131
138
  if (imageHandler) {
132
139
  imageHandler(texture, imgs);
133
140
  }
134
- }, files, onError);
141
+ }, files, localOnError);
135
142
  }
136
143
  this._internalTexturesCache.push(texture);
137
144
  return texture;