@babylonjs/core 8.9.1 → 8.10.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Animations/runtimeAnimation.js +3 -1
- package/Animations/runtimeAnimation.js.map +1 -1
- package/AudioV2/abstractAudio/staticSound.d.ts +26 -1
- package/AudioV2/abstractAudio/staticSound.js.map +1 -1
- package/AudioV2/abstractAudio/staticSoundBuffer.d.ts +19 -0
- package/AudioV2/abstractAudio/staticSoundBuffer.js +5 -0
- package/AudioV2/abstractAudio/staticSoundBuffer.js.map +1 -1
- package/AudioV2/webAudio/webAudioStaticSound.d.ts +6 -2
- package/AudioV2/webAudio/webAudioStaticSound.js +21 -0
- package/AudioV2/webAudio/webAudioStaticSound.js.map +1 -1
- package/Cameras/arcRotateCamera.js +1 -1
- package/Cameras/arcRotateCamera.js.map +1 -1
- package/Cameras/targetCamera.d.ts +12 -21
- package/Cameras/targetCamera.js +16 -37
- package/Cameras/targetCamera.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheBindGroups.js +4 -4
- package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/FlowGraph/Blocks/Data/Math/flowGraphVectorMathBlocks.d.ts +3 -3
- package/FlowGraph/Blocks/Data/Math/flowGraphVectorMathBlocks.js +5 -6
- package/FlowGraph/Blocks/Data/Math/flowGraphVectorMathBlocks.js.map +1 -1
- package/FlowGraph/Blocks/Data/Transformers/flowGraphJsonPointerParserBlock.js +16 -1
- package/FlowGraph/Blocks/Data/Transformers/flowGraphJsonPointerParserBlock.js.map +1 -1
- package/Lights/Shadows/cascadedShadowGenerator.d.ts +1 -0
- package/Lights/Shadows/cascadedShadowGenerator.js +12 -0
- package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +2 -4
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
- package/Materials/Node/Blocks/Dual/currentScreenBlock.d.ts +14 -8
- package/Materials/Node/Blocks/Dual/currentScreenBlock.js +15 -10
- package/Materials/Node/Blocks/Dual/currentScreenBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/index.d.ts +1 -0
- package/Materials/Node/Blocks/Dual/index.js +1 -0
- package/Materials/Node/Blocks/Dual/index.js.map +1 -1
- package/Materials/Node/Blocks/Dual/smartFilterTextureBlock.d.ts +32 -0
- package/Materials/Node/Blocks/Dual/smartFilterTextureBlock.js +99 -0
- package/Materials/Node/Blocks/Dual/smartFilterTextureBlock.js.map +1 -0
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +4 -12
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
- package/Materials/Node/Blocks/GaussianSplatting/gaussianBlock.d.ts +8 -0
- package/Materials/Node/Blocks/GaussianSplatting/gaussianBlock.js +23 -3
- package/Materials/Node/Blocks/GaussianSplatting/gaussianBlock.js.map +1 -1
- package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.d.ts +13 -0
- package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.js +44 -0
- package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.js.map +1 -1
- package/Materials/Node/Blocks/GaussianSplatting/splatReaderBlock.js +3 -0
- package/Materials/Node/Blocks/GaussianSplatting/splatReaderBlock.js.map +1 -1
- package/Materials/Node/Blocks/Input/inputBlock.js +1 -3
- package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
- package/Materials/Node/Blocks/Teleport/teleportInBlock.d.ts +4 -0
- package/Materials/Node/Blocks/Teleport/teleportInBlock.js +6 -0
- package/Materials/Node/Blocks/Teleport/teleportInBlock.js.map +1 -1
- package/Materials/Node/Blocks/Teleport/teleportOutBlock.js +8 -2
- package/Materials/Node/Blocks/Teleport/teleportOutBlock.js.map +1 -1
- package/Materials/Node/nodeMaterial.js +7 -1
- package/Materials/Node/nodeMaterial.js.map +1 -1
- package/Materials/Node/nodeMaterialBlock.js +4 -0
- package/Materials/Node/nodeMaterialBlock.js.map +1 -1
- package/Materials/Node/nodeMaterialBuildState.d.ts +11 -9
- package/Materials/Node/nodeMaterialBuildState.js +27 -38
- package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
- package/Materials/Node/nodeMaterialDefault.js +10 -3
- package/Materials/Node/nodeMaterialDefault.js.map +1 -1
- package/Materials/Textures/thinTexture.js +3 -0
- package/Materials/Textures/thinTexture.js.map +1 -1
- package/Maths/math.vector.d.ts +6 -0
- package/Maths/math.vector.js +10 -4
- package/Maths/math.vector.js.map +1 -1
- package/Meshes/Builders/decalBuilder.js +3 -2
- package/Meshes/Builders/decalBuilder.js.map +1 -1
- package/Meshes/transformNode.d.ts +0 -8
- package/Meshes/transformNode.js +66 -88
- package/Meshes/transformNode.js.map +1 -1
- package/Misc/depthReducer.js +2 -6
- package/Misc/depthReducer.js.map +1 -1
- package/Misc/observable.d.ts +34 -3
- package/Misc/observable.js +1 -1
- package/Misc/observable.js.map +1 -1
- package/Physics/v2/characterController.d.ts +9 -0
- package/Physics/v2/characterController.js +17 -0
- package/Physics/v2/characterController.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.d.ts +8 -0
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +21 -0
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsSpatialBlurPass.js +1 -1
- package/Rendering/IBLShadows/iblShadowsSpatialBlurPass.js.map +1 -1
- package/Shaders/ShadersInclude/gaussianSplatting.js +4 -4
- package/Shaders/ShadersInclude/gaussianSplatting.js.map +1 -1
- package/Shaders/gaussianSplatting.vertex.js +3 -3
- package/Shaders/gaussianSplatting.vertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/bonesDeclaration.js +1 -1
- package/ShadersWGSL/ShadersInclude/bonesDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/gaussianSplatting.js +2 -2
- package/ShadersWGSL/ShadersInclude/gaussianSplatting.js.map +1 -1
- package/ShadersWGSL/background.fragment.js +1 -1
- package/ShadersWGSL/background.fragment.js.map +1 -1
- package/ShadersWGSL/gaussianSplatting.vertex.js +3 -3
- package/ShadersWGSL/gaussianSplatting.vertex.js.map +1 -1
- package/ShadersWGSL/iblShadowGBufferDebug.fragment.js +5 -4
- package/ShadersWGSL/iblShadowGBufferDebug.fragment.js.map +1 -1
- package/package.json +1 -1
- package/scene.js +4 -2
- package/scene.js.map +1 -1
package/Cameras/targetCamera.js
CHANGED
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@@ -8,6 +8,9 @@ import { Node } from "../node.js";
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8
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Node.AddNodeConstructor("TargetCamera", (name, scene) => {
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9
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return () => new TargetCamera(name, Vector3.Zero(), scene);
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});
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+
// Temporary cache variables to avoid allocations.
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const TmpMatrix = Matrix.Zero();
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const TmpQuaternion = Quaternion.Identity();
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/**
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* A target camera takes a mesh or position as a target and continues to look at it while it moves.
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* This is the base of the follow, arc rotate cameras and Free camera
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@@ -37,11 +40,6 @@ export class TargetCamera extends Camera {
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* When set, the up vector of the camera will be updated by the rotation of the camera
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*/
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this.updateUpVectorFromRotation = false;
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this._tmpQuaternion = new Quaternion();
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/**
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* Define the current rotation of the camera
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*/
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this.rotation = new Vector3(0, 0, 0);
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/**
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* Define the current speed of the camera
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*/
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@@ -65,30 +63,24 @@ export class TargetCamera extends Camera {
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* Please note that locking a target will disable panning.
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*/
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this.lockedTarget = null;
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/** @internal */
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this._currentTarget = Vector3.Zero();
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/** @internal */
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this._initialFocalDistance = 1;
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/** @internal */
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this._viewMatrix = Matrix.Zero();
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/** @internal */
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this._camMatrix = Matrix.Zero();
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/** @internal */
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this._cameraTransformMatrix = Matrix.Zero();
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/** @internal */
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this._cameraRotationMatrix = Matrix.Zero();
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/** @internal */
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this._referencePoint = new Vector3(0, 0, 1);
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/** @internal */
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this._transformedReferencePoint = Vector3.Zero();
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this._deferredPositionUpdate = new Vector3();
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this._deferredRotationQuaternionUpdate = new Quaternion();
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this._deferredRotationUpdate = new Vector3();
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this._deferredUpdated = false;
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this._deferOnly = false;
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this._defaultUp = Vector3.Up();
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this._cachedRotationZ = 0;
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this._cachedQuaternionRotationZ = 0;
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+
this._referencePoint = Vector3.Forward(this.getScene().useRightHandedSystem);
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// Set the y component of the rotation to Math.PI in right-handed system for backwards compatibility.
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this.rotation = new Vector3(0, this.getScene().useRightHandedSystem ? Math.PI : 0, 0);
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}
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/**
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* Gets the position in front of the camera at a given distance.
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@@ -206,29 +198,16 @@ export class TargetCamera extends Camera {
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this.position.z += Epsilon;
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}
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this._referencePoint.normalize().scaleInPlace(this._initialFocalDistance);
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-
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this.rotation.x = Math.atan(this._camMatrix.m[6] / this._camMatrix.m[10]);
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const vDir = target.subtract(this.position);
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if (vDir.x >= 0.0) {
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this.rotation.y = -Math.atan(vDir.z / vDir.x) + Math.PI / 2.0;
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if (this.getScene().useRightHandedSystem) {
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Matrix.LookAtRHToRef(this.position, target, Vector3.UpReadOnly, TmpMatrix);
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}
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else {
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this.
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}
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this.rotation.z = 0;
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if (isNaN(this.rotation.x)) {
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this.rotation.x = 0;
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}
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if (isNaN(this.rotation.y)) {
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this.rotation.y = 0;
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}
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if (isNaN(this.rotation.z)) {
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this.rotation.z = 0;
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}
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if (this.rotationQuaternion) {
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Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this.rotationQuaternion);
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Matrix.LookAtLHToRef(this.position, target, Vector3.UpReadOnly, TmpMatrix);
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}
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TmpMatrix.invert();
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const rotationQuaternion = this.rotationQuaternion || TmpQuaternion;
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Quaternion.FromRotationMatrixToRef(TmpMatrix, rotationQuaternion);
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rotationQuaternion.toEulerAnglesToRef(this.rotation);
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}
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/**
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* Defines the target point of the camera.
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@@ -363,7 +342,7 @@ export class TargetCamera extends Camera {
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* @returns the current camera
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*/
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_rotateUpVectorWithCameraRotationMatrix() {
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Vector3.TransformNormalToRef(
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Vector3.TransformNormalToRef(Vector3.UpReadOnly, this._cameraRotationMatrix, this.upVector);
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return this;
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}
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/** @internal */
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@@ -390,8 +369,8 @@ export class TargetCamera extends Camera {
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Axis.Y.rotateByQuaternionToRef(this.rotationQuaternion, this.upVector);
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}
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else {
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Quaternion.FromEulerVectorToRef(this.rotation,
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Axis.Y.rotateByQuaternionToRef(
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Quaternion.FromEulerVectorToRef(this.rotation, TmpQuaternion);
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Axis.Y.rotateByQuaternionToRef(TmpQuaternion, this.upVector);
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}
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}
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this._computeViewMatrix(this.position, this._currentTarget, this.upVector);
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@@ -1 +1 @@
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1
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-
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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"]}
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1
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+
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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// Temporary cache variables to avoid allocations.\r\nconst TmpMatrix = Matrix.Zero();\r\nconst TmpQuaternion = Quaternion.Identity();\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\r\n /**\r\n * Define the current rotation of the camera\r\n */\r\n @serializeAsVector3()\r\n public rotation: Vector3;\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 protected readonly _currentTarget = Vector3.Zero();\r\n protected _initialFocalDistance = 1;\r\n protected readonly _viewMatrix = Matrix.Zero();\r\n\r\n /** @internal */\r\n public readonly _cameraTransformMatrix = Matrix.Zero();\r\n /** @internal */\r\n public readonly _cameraRotationMatrix = Matrix.Zero();\r\n\r\n protected readonly _referencePoint: Vector3;\r\n protected readonly _transformedReferencePoint = Vector3.Zero();\r\n\r\n protected readonly _deferredPositionUpdate = new Vector3();\r\n protected readonly _deferredRotationQuaternionUpdate = new Quaternion();\r\n protected readonly _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 /**\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 this._referencePoint = Vector3.Forward(this.getScene().useRightHandedSystem);\r\n\r\n // Set the y component of the rotation to Math.PI in right-handed system for backwards compatibility.\r\n this.rotation = new Vector3(0, this.getScene().useRightHandedSystem ? Math.PI : 0, 0);\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 if (this.getScene().useRightHandedSystem) {\r\n Matrix.LookAtRHToRef(this.position, target, Vector3.UpReadOnly, TmpMatrix);\r\n } else {\r\n Matrix.LookAtLHToRef(this.position, target, Vector3.UpReadOnly, TmpMatrix);\r\n }\r\n TmpMatrix.invert();\r\n\r\n const rotationQuaternion = this.rotationQuaternion || TmpQuaternion;\r\n Quaternion.FromRotationMatrixToRef(TmpMatrix, rotationQuaternion);\r\n\r\n rotationQuaternion.toEulerAnglesToRef(this.rotation);\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(Vector3.UpReadOnly, 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, TmpQuaternion);\r\n Axis.Y.rotateByQuaternionToRef(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"]}
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Logger.Error(`Texture "${name}" not found in the material context. Make sure you bound it (something like effect.setTexture("${name}", texture)). entry=${JSON.stringify(entry)}, materialContext=${JSON.stringify(materialContext, (key, value) => (key === "texture" || key === "sampler" ? "<no dump>" : value))}`, 50);
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Logger.Error(`Can't find buffer "${name}" in the draw context. Make sure you bound it. entry=${JSON.stringify(entry)}, buffers=${JSON.stringify(drawContext.buffers)}, drawContext.uniqueId=${drawContext.uniqueId}`, 50);
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eslint-disable babylonjs/available */\r\n/* eslint-disable jsdoc/require-jsdoc */\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport type { WebGPUCacheSampler } from \"./webgpuCacheSampler\";\r\nimport type { WebGPUMaterialContext } from \"./webgpuMaterialContext\";\r\nimport type { WebGPUPipelineContext } from \"./webgpuPipelineContext\";\r\nimport type { WebGPUEngine } from \"../webgpuEngine\";\r\nimport type { WebGPUHardwareTexture } from \"./webgpuHardwareTexture\";\r\nimport type { InternalTexture } from \"../../Materials/Textures/internalTexture\";\r\nimport type { ExternalTexture } from \"../../Materials/Textures/externalTexture\";\r\nimport type { WebGPUDrawContext } from \"./webgpuDrawContext\";\r\n\r\n/**\r\n * Sampler hash codes are 19 bits long, so using a start value of 2^20 for buffer ids will ensure we can't have any collision with the sampler hash codes\r\n */\r\nconst BufferIdStart = 1 << 20;\r\n\r\n/**\r\n * textureIdStart is added to texture ids to ensure we can't have any collision with the buffer ids / sampler hash codes.\r\n * 2^35 for textureIdStart means we can have:\r\n * - 2^(35-20) = 2^15 = 32768 possible buffer ids\r\n * - 2^(53-35) = 2^18 = 524288 possible texture ids\r\n */\r\nconst TextureIdStart = 2 ** 35;\r\n\r\nclass WebGPUBindGroupCacheNode {\r\n public values: { [id: number]: WebGPUBindGroupCacheNode };\r\n public bindGroups: GPUBindGroup[];\r\n\r\n constructor() {\r\n this.values = {};\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class WebGPUCacheBindGroups {\r\n public static NumBindGroupsCreatedTotal = 0;\r\n public static NumBindGroupsCreatedLastFrame = 0;\r\n public static NumBindGroupsLookupLastFrame = 0;\r\n public static NumBindGroupsNoLookupLastFrame = 0;\r\n\r\n private static _Cache: WebGPUBindGroupCacheNode = new WebGPUBindGroupCacheNode();\r\n\r\n private static _NumBindGroupsCreatedCurrentFrame = 0;\r\n private static _NumBindGroupsLookupCurrentFrame = 0;\r\n private static _NumBindGroupsNoLookupCurrentFrame = 0;\r\n\r\n private _device: GPUDevice;\r\n private _cacheSampler: WebGPUCacheSampler;\r\n private _engine: WebGPUEngine;\r\n\r\n public disabled = false;\r\n\r\n public static get Statistics() {\r\n return {\r\n totalCreated: WebGPUCacheBindGroups.NumBindGroupsCreatedTotal,\r\n lastFrameCreated: WebGPUCacheBindGroups.NumBindGroupsCreatedLastFrame,\r\n lookupLastFrame: WebGPUCacheBindGroups.NumBindGroupsLookupLastFrame,\r\n noLookupLastFrame: WebGPUCacheBindGroups.NumBindGroupsNoLookupLastFrame,\r\n };\r\n }\r\n\r\n public static ResetCache() {\r\n WebGPUCacheBindGroups._Cache = new WebGPUBindGroupCacheNode();\r\n WebGPUCacheBindGroups.NumBindGroupsCreatedTotal = 0;\r\n WebGPUCacheBindGroups.NumBindGroupsCreatedLastFrame = 0;\r\n WebGPUCacheBindGroups.NumBindGroupsLookupLastFrame = 0;\r\n WebGPUCacheBindGroups.NumBindGroupsNoLookupLastFrame = 0;\r\n WebGPUCacheBindGroups._NumBindGroupsCreatedCurrentFrame = 0;\r\n WebGPUCacheBindGroups._NumBindGroupsLookupCurrentFrame = 0;\r\n WebGPUCacheBindGroups._NumBindGroupsNoLookupCurrentFrame = 0;\r\n }\r\n\r\n constructor(device: GPUDevice, cacheSampler: WebGPUCacheSampler, engine: WebGPUEngine) {\r\n this._device = device;\r\n this._cacheSampler = cacheSampler;\r\n this._engine = engine;\r\n }\r\n\r\n public endFrame(): void {\r\n WebGPUCacheBindGroups.NumBindGroupsCreatedLastFrame = WebGPUCacheBindGroups._NumBindGroupsCreatedCurrentFrame;\r\n WebGPUCacheBindGroups.NumBindGroupsLookupLastFrame = WebGPUCacheBindGroups._NumBindGroupsLookupCurrentFrame;\r\n WebGPUCacheBindGroups.NumBindGroupsNoLookupLastFrame = WebGPUCacheBindGroups._NumBindGroupsNoLookupCurrentFrame;\r\n WebGPUCacheBindGroups._NumBindGroupsCreatedCurrentFrame = 0;\r\n WebGPUCacheBindGroups._NumBindGroupsLookupCurrentFrame = 0;\r\n WebGPUCacheBindGroups._NumBindGroupsNoLookupCurrentFrame = 0;\r\n }\r\n\r\n /**\r\n * Cache is currently based on the uniform/storage buffers, samplers and textures used by the binding groups.\r\n * Note that all uniform buffers have an offset of 0 in Babylon and we don't have a use case where we would have the same buffer used with different capacity values:\r\n * that means we don't need to factor in the offset/size of the buffer in the cache, only the id\r\n * @param webgpuPipelineContext\r\n * @param drawContext\r\n * @param materialContext\r\n * @returns a bind group array\r\n */\r\n public getBindGroups(webgpuPipelineContext: WebGPUPipelineContext, drawContext: WebGPUDrawContext, materialContext: WebGPUMaterialContext): GPUBindGroup[] {\r\n let bindGroups: GPUBindGroup[] | undefined = undefined;\r\n let node = WebGPUCacheBindGroups._Cache;\r\n\r\n const cacheIsDisabled = this.disabled || materialContext.forceBindGroupCreation;\r\n if (!cacheIsDisabled) {\r\n if (!drawContext.isDirty(materialContext.updateId) && !materialContext.isDirty) {\r\n WebGPUCacheBindGroups._NumBindGroupsNoLookupCurrentFrame++;\r\n return drawContext.bindGroups!;\r\n }\r\n\r\n for (const bufferName of webgpuPipelineContext.shaderProcessingContext.bufferNames) {\r\n const uboId = (drawContext.buffers[bufferName]?.uniqueId ?? 0) + BufferIdStart;\r\n let nextNode = node.values[uboId];\r\n if (!nextNode) {\r\n nextNode = new WebGPUBindGroupCacheNode();\r\n node.values[uboId] = nextNode;\r\n }\r\n node = nextNode;\r\n }\r\n\r\n for (const samplerName of webgpuPipelineContext.shaderProcessingContext.samplerNames) {\r\n const samplerHashCode = materialContext.samplers[samplerName]?.hashCode ?? 0;\r\n let nextNode = node.values[samplerHashCode];\r\n if (!nextNode) {\r\n nextNode = new WebGPUBindGroupCacheNode();\r\n node.values[samplerHashCode] = nextNode;\r\n }\r\n node = nextNode;\r\n }\r\n\r\n for (const textureName of webgpuPipelineContext.shaderProcessingContext.textureNames) {\r\n const textureId = (materialContext.textures[textureName]?.texture?.uniqueId ?? 0) + TextureIdStart;\r\n let nextNode = node.values[textureId];\r\n if (!nextNode) {\r\n nextNode = new WebGPUBindGroupCacheNode();\r\n node.values[textureId] = nextNode;\r\n }\r\n node = nextNode;\r\n }\r\n\r\n bindGroups = node.bindGroups;\r\n }\r\n\r\n drawContext.resetIsDirty(materialContext.updateId);\r\n materialContext.isDirty = false;\r\n\r\n if (bindGroups) {\r\n drawContext.bindGroups = bindGroups;\r\n WebGPUCacheBindGroups._NumBindGroupsLookupCurrentFrame++;\r\n return bindGroups;\r\n }\r\n\r\n bindGroups = [];\r\n drawContext.bindGroups = bindGroups;\r\n\r\n if (!cacheIsDisabled) {\r\n node.bindGroups = bindGroups;\r\n }\r\n\r\n WebGPUCacheBindGroups.NumBindGroupsCreatedTotal++;\r\n WebGPUCacheBindGroups._NumBindGroupsCreatedCurrentFrame++;\r\n\r\n const bindGroupLayouts = webgpuPipelineContext.bindGroupLayouts[materialContext.textureState];\r\n for (let i = 0; i < webgpuPipelineContext.shaderProcessingContext.bindGroupLayoutEntries.length; i++) {\r\n const setDefinition = webgpuPipelineContext.shaderProcessingContext.bindGroupLayoutEntries[i];\r\n\r\n const entries = webgpuPipelineContext.shaderProcessingContext.bindGroupEntries[i];\r\n for (let j = 0; j < setDefinition.length; j++) {\r\n const entry = webgpuPipelineContext.shaderProcessingContext.bindGroupLayoutEntries[i][j];\r\n const entryInfo = webgpuPipelineContext.shaderProcessingContext.bindGroupLayoutEntryInfo[i][entry.binding];\r\n const name = entryInfo.nameInArrayOfTexture ?? entryInfo.name;\r\n\r\n if (entry.sampler) {\r\n const bindingInfo = materialContext.samplers[name];\r\n if (bindingInfo) {\r\n const sampler = bindingInfo.sampler;\r\n if (!sampler) {\r\n if (this._engine.dbgSanityChecks) {\r\n Logger.Error(\r\n `Trying to bind a null sampler! entry=${JSON.stringify(entry)}, name=${name}, bindingInfo=${JSON.stringify(\r\n bindingInfo,\r\n (key: string, value: any) => (key === \"texture\" ? \"<no dump>\" : value)\r\n )}, materialContext.uniqueId=${materialContext.uniqueId}`,\r\n 50\r\n );\r\n }\r\n continue;\r\n }\r\n entries[j].resource = this._cacheSampler.getSampler(sampler, false, bindingInfo.hashCode, sampler.label);\r\n } else {\r\n Logger.Error(\r\n `Sampler \"${name}\" could not be bound. entry=${JSON.stringify(entry)}, materialContext=${JSON.stringify(materialContext, (key: string, value: any) =>\r\n key === \"texture\" || key === \"sampler\" ? \"<no dump>\" : value\r\n )}`,\r\n 50\r\n );\r\n }\r\n } else if (entry.texture || entry.storageTexture) {\r\n const bindingInfo = materialContext.textures[name];\r\n if (bindingInfo) {\r\n if (this._engine.dbgSanityChecks && bindingInfo.texture === null) {\r\n Logger.Error(\r\n `Trying to bind a null texture! name=\"${name}\", entry=${JSON.stringify(entry)}, bindingInfo=${JSON.stringify(\r\n bindingInfo,\r\n (key: string, value: any) => (key === \"texture\" ? \"<no dump>\" : value)\r\n )}, materialContext.uniqueId=${materialContext.uniqueId}`,\r\n 50\r\n );\r\n continue;\r\n }\r\n const hardwareTexture = (bindingInfo.texture as InternalTexture)._hardwareTexture as WebGPUHardwareTexture;\r\n\r\n if (\r\n this._engine.dbgSanityChecks &&\r\n (!hardwareTexture || (entry.texture && !hardwareTexture.view) || (entry.storageTexture && !hardwareTexture.viewForWriting))\r\n ) {\r\n Logger.Error(\r\n `Trying to bind a null gpu texture or view! entry=${JSON.stringify(entry)}, name=${name}, bindingInfo=${JSON.stringify(\r\n bindingInfo,\r\n (key: string, value: any) => (key === \"texture\" ? \"<no dump>\" : value)\r\n )}, isReady=${bindingInfo.texture?.isReady}, materialContext.uniqueId=${materialContext.uniqueId}`,\r\n 50\r\n );\r\n continue;\r\n }\r\n\r\n entries[j].resource = entry.storageTexture ? hardwareTexture.viewForWriting! : hardwareTexture.view!;\r\n } else {\r\n Logger.Error(\r\n `Texture \"${name}\" could not be bound. entry=${JSON.stringify(entry)}, materialContext=${JSON.stringify(materialContext, (key: string, value: any) =>\r\n key === \"texture\" || key === \"sampler\" ? \"<no dump>\" : value\r\n )}`,\r\n 50\r\n );\r\n }\r\n } else if (entry.externalTexture) {\r\n const bindingInfo = materialContext.textures[name];\r\n if (bindingInfo) {\r\n if (this._engine.dbgSanityChecks && bindingInfo.texture === null) {\r\n Logger.Error(\r\n `Trying to bind a null external texture! entry=${JSON.stringify(entry)}, name=${name}, bindingInfo=${JSON.stringify(\r\n bindingInfo,\r\n (key: string, value: any) => (key === \"texture\" ? \"<no dump>\" : value)\r\n )}, materialContext.uniqueId=${materialContext.uniqueId}`,\r\n 50\r\n );\r\n continue;\r\n }\r\n const externalTexture = (bindingInfo.texture as ExternalTexture).underlyingResource;\r\n\r\n if (this._engine.dbgSanityChecks && !externalTexture) {\r\n Logger.Error(\r\n `Trying to bind a null gpu external texture! entry=${JSON.stringify(entry)}, name=${name}, bindingInfo=${JSON.stringify(\r\n bindingInfo,\r\n (key: string, value: any) => (key === \"texture\" ? \"<no dump>\" : value)\r\n )}, isReady=${bindingInfo.texture?.isReady}, materialContext.uniqueId=${materialContext.uniqueId}`,\r\n 50\r\n );\r\n continue;\r\n }\r\n\r\n entries[j].resource = this._device.importExternalTexture({ source: externalTexture });\r\n } else {\r\n Logger.Error(\r\n `Texture \"${name}\" could not be bound. entry=${JSON.stringify(entry)}, materialContext=${JSON.stringify(materialContext, (key: string, value: any) =>\r\n key === \"texture\" || key === \"sampler\" ? \"<no dump>\" : value\r\n )}`,\r\n 50\r\n );\r\n }\r\n } else if (entry.buffer) {\r\n const dataBuffer = drawContext.buffers[name];\r\n if (dataBuffer) {\r\n const webgpuBuffer = dataBuffer.underlyingResource as GPUBuffer;\r\n (entries[j].resource as GPUBufferBinding).buffer = webgpuBuffer;\r\n (entries[j].resource as GPUBufferBinding).size = dataBuffer.capacity;\r\n } else {\r\n Logger.Error(\r\n `Can't find buffer \"${name}\". entry=${JSON.stringify(entry)}, buffers=${JSON.stringify(drawContext.buffers)}, drawContext.uniqueId=${\r\n drawContext.uniqueId\r\n }`,\r\n 50\r\n );\r\n }\r\n }\r\n }\r\n\r\n const groupLayout = bindGroupLayouts[i];\r\n bindGroups[i] = this._device.createBindGroup({\r\n layout: groupLayout,\r\n entries,\r\n });\r\n }\r\n\r\n return bindGroups;\r\n }\r\n}\r\n"]}
|
|
1
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+
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eslint-disable babylonjs/available */\r\n/* eslint-disable jsdoc/require-jsdoc */\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport type { WebGPUCacheSampler } from \"./webgpuCacheSampler\";\r\nimport type { WebGPUMaterialContext } from \"./webgpuMaterialContext\";\r\nimport type { WebGPUPipelineContext } from \"./webgpuPipelineContext\";\r\nimport type { WebGPUEngine } from \"../webgpuEngine\";\r\nimport type { WebGPUHardwareTexture } from \"./webgpuHardwareTexture\";\r\nimport type { InternalTexture } from \"../../Materials/Textures/internalTexture\";\r\nimport type { ExternalTexture } from \"../../Materials/Textures/externalTexture\";\r\nimport type { WebGPUDrawContext } from \"./webgpuDrawContext\";\r\n\r\n/**\r\n * Sampler hash codes are 19 bits long, so using a start value of 2^20 for buffer ids will ensure we can't have any collision with the sampler hash codes\r\n */\r\nconst BufferIdStart = 1 << 20;\r\n\r\n/**\r\n * textureIdStart is added to texture ids to ensure we can't have any collision with the buffer ids / sampler hash codes.\r\n * 2^35 for textureIdStart means we can have:\r\n * - 2^(35-20) = 2^15 = 32768 possible buffer ids\r\n * - 2^(53-35) = 2^18 = 524288 possible texture ids\r\n */\r\nconst TextureIdStart = 2 ** 35;\r\n\r\nclass WebGPUBindGroupCacheNode {\r\n public values: { [id: number]: WebGPUBindGroupCacheNode };\r\n public bindGroups: GPUBindGroup[];\r\n\r\n constructor() {\r\n this.values = {};\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class WebGPUCacheBindGroups {\r\n public static NumBindGroupsCreatedTotal = 0;\r\n public static NumBindGroupsCreatedLastFrame = 0;\r\n public static NumBindGroupsLookupLastFrame = 0;\r\n public static NumBindGroupsNoLookupLastFrame = 0;\r\n\r\n private static _Cache: WebGPUBindGroupCacheNode = new WebGPUBindGroupCacheNode();\r\n\r\n private static _NumBindGroupsCreatedCurrentFrame = 0;\r\n private static _NumBindGroupsLookupCurrentFrame = 0;\r\n private static _NumBindGroupsNoLookupCurrentFrame = 0;\r\n\r\n private _device: GPUDevice;\r\n private _cacheSampler: WebGPUCacheSampler;\r\n private _engine: WebGPUEngine;\r\n\r\n public disabled = false;\r\n\r\n public static get Statistics() {\r\n return {\r\n totalCreated: WebGPUCacheBindGroups.NumBindGroupsCreatedTotal,\r\n lastFrameCreated: WebGPUCacheBindGroups.NumBindGroupsCreatedLastFrame,\r\n lookupLastFrame: WebGPUCacheBindGroups.NumBindGroupsLookupLastFrame,\r\n noLookupLastFrame: WebGPUCacheBindGroups.NumBindGroupsNoLookupLastFrame,\r\n };\r\n }\r\n\r\n public static ResetCache() {\r\n WebGPUCacheBindGroups._Cache = new WebGPUBindGroupCacheNode();\r\n WebGPUCacheBindGroups.NumBindGroupsCreatedTotal = 0;\r\n WebGPUCacheBindGroups.NumBindGroupsCreatedLastFrame = 0;\r\n WebGPUCacheBindGroups.NumBindGroupsLookupLastFrame = 0;\r\n WebGPUCacheBindGroups.NumBindGroupsNoLookupLastFrame = 0;\r\n WebGPUCacheBindGroups._NumBindGroupsCreatedCurrentFrame = 0;\r\n WebGPUCacheBindGroups._NumBindGroupsLookupCurrentFrame = 0;\r\n WebGPUCacheBindGroups._NumBindGroupsNoLookupCurrentFrame = 0;\r\n }\r\n\r\n constructor(device: GPUDevice, cacheSampler: WebGPUCacheSampler, engine: WebGPUEngine) {\r\n this._device = device;\r\n this._cacheSampler = cacheSampler;\r\n this._engine = engine;\r\n }\r\n\r\n public endFrame(): void {\r\n WebGPUCacheBindGroups.NumBindGroupsCreatedLastFrame = WebGPUCacheBindGroups._NumBindGroupsCreatedCurrentFrame;\r\n WebGPUCacheBindGroups.NumBindGroupsLookupLastFrame = WebGPUCacheBindGroups._NumBindGroupsLookupCurrentFrame;\r\n WebGPUCacheBindGroups.NumBindGroupsNoLookupLastFrame = WebGPUCacheBindGroups._NumBindGroupsNoLookupCurrentFrame;\r\n WebGPUCacheBindGroups._NumBindGroupsCreatedCurrentFrame = 0;\r\n WebGPUCacheBindGroups._NumBindGroupsLookupCurrentFrame = 0;\r\n WebGPUCacheBindGroups._NumBindGroupsNoLookupCurrentFrame = 0;\r\n }\r\n\r\n /**\r\n * Cache is currently based on the uniform/storage buffers, samplers and textures used by the binding groups.\r\n * Note that all uniform buffers have an offset of 0 in Babylon and we don't have a use case where we would have the same buffer used with different capacity values:\r\n * that means we don't need to factor in the offset/size of the buffer in the cache, only the id\r\n * @param webgpuPipelineContext\r\n * @param drawContext\r\n * @param materialContext\r\n * @returns a bind group array\r\n */\r\n public getBindGroups(webgpuPipelineContext: WebGPUPipelineContext, drawContext: WebGPUDrawContext, materialContext: WebGPUMaterialContext): GPUBindGroup[] {\r\n let bindGroups: GPUBindGroup[] | undefined = undefined;\r\n let node = WebGPUCacheBindGroups._Cache;\r\n\r\n const cacheIsDisabled = this.disabled || materialContext.forceBindGroupCreation;\r\n if (!cacheIsDisabled) {\r\n if (!drawContext.isDirty(materialContext.updateId) && !materialContext.isDirty) {\r\n WebGPUCacheBindGroups._NumBindGroupsNoLookupCurrentFrame++;\r\n return drawContext.bindGroups!;\r\n }\r\n\r\n for (const bufferName of webgpuPipelineContext.shaderProcessingContext.bufferNames) {\r\n const uboId = (drawContext.buffers[bufferName]?.uniqueId ?? 0) + BufferIdStart;\r\n let nextNode = node.values[uboId];\r\n if (!nextNode) {\r\n nextNode = new WebGPUBindGroupCacheNode();\r\n node.values[uboId] = nextNode;\r\n }\r\n node = nextNode;\r\n }\r\n\r\n for (const samplerName of webgpuPipelineContext.shaderProcessingContext.samplerNames) {\r\n const samplerHashCode = materialContext.samplers[samplerName]?.hashCode ?? 0;\r\n let nextNode = node.values[samplerHashCode];\r\n if (!nextNode) {\r\n nextNode = new WebGPUBindGroupCacheNode();\r\n node.values[samplerHashCode] = nextNode;\r\n }\r\n node = nextNode;\r\n }\r\n\r\n for (const textureName of webgpuPipelineContext.shaderProcessingContext.textureNames) {\r\n const textureId = (materialContext.textures[textureName]?.texture?.uniqueId ?? 0) + TextureIdStart;\r\n let nextNode = node.values[textureId];\r\n if (!nextNode) {\r\n nextNode = new WebGPUBindGroupCacheNode();\r\n node.values[textureId] = nextNode;\r\n }\r\n node = nextNode;\r\n }\r\n\r\n bindGroups = node.bindGroups;\r\n }\r\n\r\n drawContext.resetIsDirty(materialContext.updateId);\r\n materialContext.isDirty = false;\r\n\r\n if (bindGroups) {\r\n drawContext.bindGroups = bindGroups;\r\n WebGPUCacheBindGroups._NumBindGroupsLookupCurrentFrame++;\r\n return bindGroups;\r\n }\r\n\r\n bindGroups = [];\r\n drawContext.bindGroups = bindGroups;\r\n\r\n if (!cacheIsDisabled) {\r\n node.bindGroups = bindGroups;\r\n }\r\n\r\n WebGPUCacheBindGroups.NumBindGroupsCreatedTotal++;\r\n WebGPUCacheBindGroups._NumBindGroupsCreatedCurrentFrame++;\r\n\r\n const bindGroupLayouts = webgpuPipelineContext.bindGroupLayouts[materialContext.textureState];\r\n for (let i = 0; i < webgpuPipelineContext.shaderProcessingContext.bindGroupLayoutEntries.length; i++) {\r\n const setDefinition = webgpuPipelineContext.shaderProcessingContext.bindGroupLayoutEntries[i];\r\n\r\n const entries = webgpuPipelineContext.shaderProcessingContext.bindGroupEntries[i];\r\n for (let j = 0; j < setDefinition.length; j++) {\r\n const entry = webgpuPipelineContext.shaderProcessingContext.bindGroupLayoutEntries[i][j];\r\n const entryInfo = webgpuPipelineContext.shaderProcessingContext.bindGroupLayoutEntryInfo[i][entry.binding];\r\n const name = entryInfo.nameInArrayOfTexture ?? entryInfo.name;\r\n\r\n if (entry.sampler) {\r\n const bindingInfo = materialContext.samplers[name];\r\n if (bindingInfo) {\r\n const sampler = bindingInfo.sampler;\r\n if (!sampler) {\r\n if (this._engine.dbgSanityChecks) {\r\n Logger.Error(\r\n `Trying to bind a null sampler! entry=${JSON.stringify(entry)}, name=${name}, bindingInfo=${JSON.stringify(\r\n bindingInfo,\r\n (key: string, value: any) => (key === \"texture\" ? \"<no dump>\" : value)\r\n )}, materialContext.uniqueId=${materialContext.uniqueId}`,\r\n 50\r\n );\r\n }\r\n continue;\r\n }\r\n entries[j].resource = this._cacheSampler.getSampler(sampler, false, bindingInfo.hashCode, sampler.label);\r\n } else {\r\n Logger.Error(\r\n `Sampler \"${name}\" not found in the material context. Make sure you bound it. entry=${JSON.stringify(entry)}, materialContext=${JSON.stringify(\r\n materialContext,\r\n (key: string, value: any) => (key === \"texture\" || key === \"sampler\" ? \"<no dump>\" : value)\r\n )}`,\r\n 50\r\n );\r\n }\r\n } else if (entry.texture || entry.storageTexture) {\r\n const bindingInfo = materialContext.textures[name];\r\n if (bindingInfo) {\r\n if (this._engine.dbgSanityChecks && bindingInfo.texture === null) {\r\n Logger.Error(\r\n `Trying to bind a null texture! name=\"${name}\", entry=${JSON.stringify(entry)}, bindingInfo=${JSON.stringify(\r\n bindingInfo,\r\n (key: string, value: any) => (key === \"texture\" ? \"<no dump>\" : value)\r\n )}, materialContext.uniqueId=${materialContext.uniqueId}`,\r\n 50\r\n );\r\n continue;\r\n }\r\n const hardwareTexture = (bindingInfo.texture as InternalTexture)._hardwareTexture as WebGPUHardwareTexture;\r\n\r\n if (\r\n this._engine.dbgSanityChecks &&\r\n (!hardwareTexture || (entry.texture && !hardwareTexture.view) || (entry.storageTexture && !hardwareTexture.viewForWriting))\r\n ) {\r\n Logger.Error(\r\n `Trying to bind a null gpu texture or view! entry=${JSON.stringify(entry)}, name=${name}, bindingInfo=${JSON.stringify(\r\n bindingInfo,\r\n (key: string, value: any) => (key === \"texture\" ? \"<no dump>\" : value)\r\n )}, isReady=${bindingInfo.texture?.isReady}, materialContext.uniqueId=${materialContext.uniqueId}`,\r\n 50\r\n );\r\n continue;\r\n }\r\n\r\n entries[j].resource = entry.storageTexture ? hardwareTexture.viewForWriting! : hardwareTexture.view!;\r\n } else {\r\n Logger.Error(\r\n `Texture \"${name}\" not found in the material context. Make sure you bound it (something like effect.setTexture(\"${name}\", texture)). entry=${JSON.stringify(entry)}, materialContext=${JSON.stringify(\r\n materialContext,\r\n (key: string, value: any) => (key === \"texture\" || key === \"sampler\" ? \"<no dump>\" : value)\r\n )}`,\r\n 50\r\n );\r\n }\r\n } else if (entry.externalTexture) {\r\n const bindingInfo = materialContext.textures[name];\r\n if (bindingInfo) {\r\n if (this._engine.dbgSanityChecks && bindingInfo.texture === null) {\r\n Logger.Error(\r\n `Trying to bind a null external texture! entry=${JSON.stringify(entry)}, name=${name}, bindingInfo=${JSON.stringify(\r\n bindingInfo,\r\n (key: string, value: any) => (key === \"texture\" ? \"<no dump>\" : value)\r\n )}, materialContext.uniqueId=${materialContext.uniqueId}`,\r\n 50\r\n );\r\n continue;\r\n }\r\n const externalTexture = (bindingInfo.texture as ExternalTexture).underlyingResource;\r\n\r\n if (this._engine.dbgSanityChecks && !externalTexture) {\r\n Logger.Error(\r\n `Trying to bind a null gpu external texture! entry=${JSON.stringify(entry)}, name=${name}, bindingInfo=${JSON.stringify(\r\n bindingInfo,\r\n (key: string, value: any) => (key === \"texture\" ? \"<no dump>\" : value)\r\n )}, isReady=${bindingInfo.texture?.isReady}, materialContext.uniqueId=${materialContext.uniqueId}`,\r\n 50\r\n );\r\n continue;\r\n }\r\n\r\n entries[j].resource = this._device.importExternalTexture({ source: externalTexture });\r\n } else {\r\n Logger.Error(\r\n `External texture \"${name}\" not found in the material context. Make sure you bound it. entry=${JSON.stringify(entry)}, materialContext=${JSON.stringify(\r\n materialContext,\r\n (key: string, value: any) => (key === \"texture\" || key === \"sampler\" ? \"<no dump>\" : value)\r\n )}`,\r\n 50\r\n );\r\n }\r\n } else if (entry.buffer) {\r\n const dataBuffer = drawContext.buffers[name];\r\n if (dataBuffer) {\r\n const webgpuBuffer = dataBuffer.underlyingResource as GPUBuffer;\r\n (entries[j].resource as GPUBufferBinding).buffer = webgpuBuffer;\r\n (entries[j].resource as GPUBufferBinding).size = dataBuffer.capacity;\r\n } else {\r\n Logger.Error(\r\n `Can't find buffer \"${name}\" in the draw context. Make sure you bound it. entry=${JSON.stringify(entry)}, buffers=${JSON.stringify(drawContext.buffers)}, drawContext.uniqueId=${\r\n drawContext.uniqueId\r\n }`,\r\n 50\r\n );\r\n }\r\n }\r\n }\r\n\r\n const groupLayout = bindGroupLayouts[i];\r\n bindGroups[i] = this._device.createBindGroup({\r\n layout: groupLayout,\r\n entries,\r\n });\r\n }\r\n\r\n return bindGroups;\r\n }\r\n}\r\n"]}
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@@ -787,13 +787,13 @@ export class AbstractEngine {
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*/
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// Not mixed with Version for tooling purpose.
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static get NpmPackage() {
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-
return "babylonjs@8.
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+
return "babylonjs@8.10.1";
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}
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/**
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* Returns the current version of the framework
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*/
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static get Version() {
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-
return "8.
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+
return "8.10.1";
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}
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/**
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* Gets the HTML canvas attached with the current webGL context
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