@babylonjs/core 9.10.1 → 9.12.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1065) hide show
  1. package/Actions/actionManager.d.ts +1 -1
  2. package/Actions/actionManager.js +8 -5
  3. package/Actions/actionManager.js.map +1 -1
  4. package/Animations/animatable.core.d.ts +1 -1
  5. package/Animations/animatable.core.js +2 -2
  6. package/Animations/animatable.core.js.map +1 -1
  7. package/Animations/animationPropertiesOverride.js +1 -1
  8. package/Animations/animationPropertiesOverride.js.map +1 -1
  9. package/Animations/animatorAvatar.d.ts +2 -2
  10. package/Animations/animatorAvatar.js +3 -3
  11. package/Animations/animatorAvatar.js.map +1 -1
  12. package/Animations/pathCursor.d.ts +1 -1
  13. package/Animations/pathCursor.js +1 -1
  14. package/Animations/pathCursor.js.map +1 -1
  15. package/Animations/runtimeAnimation.d.ts +1 -1
  16. package/Animations/runtimeAnimation.js +2 -2
  17. package/Animations/runtimeAnimation.js.map +1 -1
  18. package/Audio/analyser.js +1 -1
  19. package/Audio/analyser.js.map +1 -1
  20. package/AudioV2/abstractAudio/components/spatialAudioAttacherComponent.js +1 -1
  21. package/AudioV2/abstractAudio/components/spatialAudioAttacherComponent.js.map +1 -1
  22. package/AudioV2/abstractAudio/subNodes/audioAnalyzerSubNode.d.ts +2 -0
  23. package/AudioV2/abstractAudio/subNodes/audioAnalyzerSubNode.js.map +1 -1
  24. package/AudioV2/abstractAudio/subProperties/abstractAudioAnalyzer.d.ts +13 -3
  25. package/AudioV2/abstractAudio/subProperties/abstractAudioAnalyzer.js +16 -0
  26. package/AudioV2/abstractAudio/subProperties/abstractAudioAnalyzer.js.map +1 -1
  27. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.d.ts +1 -1
  28. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.js +1 -1
  29. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.js.map +1 -1
  30. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudioListener.d.ts +1 -1
  31. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudioListener.js +1 -1
  32. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudioListener.js.map +1 -1
  33. package/AudioV2/abstractAudio/subProperties/audioAnalyzer.d.ts +4 -0
  34. package/AudioV2/abstractAudio/subProperties/audioAnalyzer.js +22 -0
  35. package/AudioV2/abstractAudio/subProperties/audioAnalyzer.js.map +1 -1
  36. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.d.ts +1 -1
  37. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.js +1 -1
  38. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.js.map +1 -1
  39. package/AudioV2/webAudio/subNodes/webAudioAnalyzerSubNode.d.ts +6 -0
  40. package/AudioV2/webAudio/subNodes/webAudioAnalyzerSubNode.js +22 -5
  41. package/AudioV2/webAudio/subNodes/webAudioAnalyzerSubNode.js.map +1 -1
  42. package/AudioV2/webAudio/subProperties/spatialWebAudioListener.js +1 -1
  43. package/AudioV2/webAudio/subProperties/spatialWebAudioListener.js.map +1 -1
  44. package/AudioV2/webAudio/webAudioStreamingSound.js +1 -1
  45. package/AudioV2/webAudio/webAudioStreamingSound.js.map +1 -1
  46. package/BakedVertexAnimation/bakedVertexAnimationManager.d.ts +1 -1
  47. package/BakedVertexAnimation/bakedVertexAnimationManager.js +1 -1
  48. package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
  49. package/BakedVertexAnimation/vertexAnimationBaker.js +1 -1
  50. package/BakedVertexAnimation/vertexAnimationBaker.js.map +1 -1
  51. package/Behaviors/Cameras/bouncingBehavior.js +1 -1
  52. package/Behaviors/Cameras/bouncingBehavior.js.map +1 -1
  53. package/Behaviors/Cameras/framingBehavior.d.ts +1 -1
  54. package/Behaviors/Cameras/framingBehavior.js +2 -2
  55. package/Behaviors/Cameras/framingBehavior.js.map +1 -1
  56. package/Behaviors/Cameras/interpolatingBehavior.d.ts +13 -1
  57. package/Behaviors/Cameras/interpolatingBehavior.js +13 -1
  58. package/Behaviors/Cameras/interpolatingBehavior.js.map +1 -1
  59. package/Behaviors/Meshes/attachToBoxBehavior.js +1 -1
  60. package/Behaviors/Meshes/attachToBoxBehavior.js.map +1 -1
  61. package/Behaviors/Meshes/baseSixDofDragBehavior.d.ts +3 -3
  62. package/Behaviors/Meshes/baseSixDofDragBehavior.js +4 -4
  63. package/Behaviors/Meshes/baseSixDofDragBehavior.js.map +1 -1
  64. package/Behaviors/Meshes/followBehavior.js +1 -1
  65. package/Behaviors/Meshes/followBehavior.js.map +1 -1
  66. package/Behaviors/Meshes/handConstraintBehavior.js +2 -2
  67. package/Behaviors/Meshes/handConstraintBehavior.js.map +1 -1
  68. package/Behaviors/Meshes/multiPointerScaleBehavior.js +1 -1
  69. package/Behaviors/Meshes/multiPointerScaleBehavior.js.map +1 -1
  70. package/Behaviors/Meshes/pointerDragBehavior.d.ts +3 -3
  71. package/Behaviors/Meshes/pointerDragBehavior.js +5 -5
  72. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  73. package/Behaviors/Meshes/sixDofDragBehavior.d.ts +1 -1
  74. package/Behaviors/Meshes/sixDofDragBehavior.js +2 -2
  75. package/Behaviors/Meshes/sixDofDragBehavior.js.map +1 -1
  76. package/Behaviors/Meshes/surfaceMagnetismBehavior.js +1 -1
  77. package/Behaviors/Meshes/surfaceMagnetismBehavior.js.map +1 -1
  78. package/Bones/boneIKController.d.ts +1 -1
  79. package/Bones/boneIKController.js +1 -1
  80. package/Bones/boneIKController.js.map +1 -1
  81. package/Bones/boneLookController.d.ts +1 -1
  82. package/Bones/boneLookController.js +1 -1
  83. package/Bones/boneLookController.js.map +1 -1
  84. package/Bones/skeleton.d.ts +2 -2
  85. package/Bones/skeleton.functions.d.ts +1 -1
  86. package/Bones/skeleton.functions.js +3 -3
  87. package/Bones/skeleton.functions.js.map +1 -1
  88. package/Bones/skeleton.js +3 -4
  89. package/Bones/skeleton.js.map +1 -1
  90. package/Buffers/buffer.align.pure.js +6 -0
  91. package/Buffers/buffer.align.pure.js.map +1 -1
  92. package/Buffers/buffer.nonFloatVertexBuffers.js +2 -1
  93. package/Buffers/buffer.nonFloatVertexBuffers.js.map +1 -1
  94. package/Buffers/buffer.pure.d.ts +8 -0
  95. package/Buffers/buffer.pure.js +31 -2
  96. package/Buffers/buffer.pure.js.map +1 -1
  97. package/Buffers/bufferUtils.js +17 -5
  98. package/Buffers/bufferUtils.js.map +1 -1
  99. package/Cameras/Inputs/BaseCameraMouseWheelInput.js +1 -1
  100. package/Cameras/Inputs/BaseCameraMouseWheelInput.js.map +1 -1
  101. package/Cameras/Inputs/BaseCameraPointersInput.js +1 -1
  102. package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
  103. package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js +1 -1
  104. package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js.map +1 -1
  105. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js +2 -2
  106. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
  107. package/Cameras/Inputs/flyCameraKeyboardInput.js +2 -2
  108. package/Cameras/Inputs/flyCameraKeyboardInput.js.map +1 -1
  109. package/Cameras/Inputs/flyCameraMouseInput.js +2 -2
  110. package/Cameras/Inputs/flyCameraMouseInput.js.map +1 -1
  111. package/Cameras/Inputs/followCameraKeyboardMoveInput.js +1 -1
  112. package/Cameras/Inputs/followCameraKeyboardMoveInput.js.map +1 -1
  113. package/Cameras/Inputs/followCameraMouseWheelInput.js +1 -1
  114. package/Cameras/Inputs/followCameraMouseWheelInput.js.map +1 -1
  115. package/Cameras/Inputs/freeCameraGamepadInput.js +1 -1
  116. package/Cameras/Inputs/freeCameraGamepadInput.js.map +1 -1
  117. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js +2 -2
  118. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js.map +1 -1
  119. package/Cameras/Inputs/freeCameraMouseInput.js +1 -1
  120. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  121. package/Cameras/Inputs/freeCameraMouseWheelInput.js +1 -1
  122. package/Cameras/Inputs/freeCameraMouseWheelInput.js.map +1 -1
  123. package/Cameras/Inputs/freeCameraTouchInput.js +2 -2
  124. package/Cameras/Inputs/freeCameraTouchInput.js.map +1 -1
  125. package/Cameras/Inputs/geospatialCameraKeyboardInput.js +1 -1
  126. package/Cameras/Inputs/geospatialCameraKeyboardInput.js.map +1 -1
  127. package/Cameras/Limits/geospatialLimits.d.ts +1 -1
  128. package/Cameras/Limits/geospatialLimits.js +1 -1
  129. package/Cameras/Limits/geospatialLimits.js.map +1 -1
  130. package/Cameras/RigModes/stereoscopicAnaglyphRigMode.js +2 -2
  131. package/Cameras/RigModes/stereoscopicAnaglyphRigMode.js.map +1 -1
  132. package/Cameras/RigModes/stereoscopicRigMode.d.ts +1 -1
  133. package/Cameras/RigModes/stereoscopicRigMode.js +3 -3
  134. package/Cameras/RigModes/stereoscopicRigMode.js.map +1 -1
  135. package/Cameras/RigModes/vrRigMode.js +2 -2
  136. package/Cameras/RigModes/vrRigMode.js.map +1 -1
  137. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.d.ts +3 -3
  138. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js +5 -5
  139. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js.map +1 -1
  140. package/Cameras/VR/vrCameraMetrics.d.ts +1 -1
  141. package/Cameras/VR/vrCameraMetrics.js +1 -1
  142. package/Cameras/VR/vrCameraMetrics.js.map +1 -1
  143. package/Cameras/cameraInputsManager.d.ts +1 -1
  144. package/Cameras/cameraInputsManager.js +1 -1
  145. package/Cameras/cameraInputsManager.js.map +1 -1
  146. package/Collisions/collider.d.ts +1 -1
  147. package/Collisions/collider.js +1 -1
  148. package/Collisions/collider.js.map +1 -1
  149. package/Collisions/gpuPicker.d.ts +1 -1
  150. package/Collisions/gpuPicker.js +5 -5
  151. package/Collisions/gpuPicker.js.map +1 -1
  152. package/Collisions/meshCollisionData.d.ts +1 -1
  153. package/Collisions/meshCollisionData.js +1 -1
  154. package/Collisions/meshCollisionData.js.map +1 -1
  155. package/Collisions/pickingInfo.d.ts +1 -1
  156. package/Collisions/pickingInfo.js +2 -2
  157. package/Collisions/pickingInfo.js.map +1 -1
  158. package/Compute/computeEffect.d.ts +6 -0
  159. package/Compute/computeEffect.js +3 -0
  160. package/Compute/computeEffect.js.map +1 -1
  161. package/Compute/computeShader.pure.d.ts +4 -0
  162. package/Compute/computeShader.pure.js +1 -0
  163. package/Compute/computeShader.pure.js.map +1 -1
  164. package/Culling/Octrees/octreeBlock.d.ts +1 -1
  165. package/Culling/Octrees/octreeBlock.js +1 -1
  166. package/Culling/Octrees/octreeBlock.js.map +1 -1
  167. package/Culling/boundingBox.d.ts +1 -1
  168. package/Culling/boundingBox.js +1 -1
  169. package/Culling/boundingBox.js.map +1 -1
  170. package/Culling/boundingInfo.d.ts +1 -1
  171. package/Culling/boundingInfo.js +1 -1
  172. package/Culling/boundingInfo.js.map +1 -1
  173. package/Culling/boundingSphere.d.ts +1 -1
  174. package/Culling/boundingSphere.js +1 -1
  175. package/Culling/boundingSphere.js.map +1 -1
  176. package/Culling/ray.core.d.ts +1 -1
  177. package/Culling/ray.core.js +1 -1
  178. package/Culling/ray.core.js.map +1 -1
  179. package/Debug/axesViewer.d.ts +1 -1
  180. package/Debug/axesViewer.js +3 -3
  181. package/Debug/axesViewer.js.map +1 -1
  182. package/Debug/boneAxesViewer.d.ts +1 -1
  183. package/Debug/boneAxesViewer.js +1 -1
  184. package/Debug/boneAxesViewer.js.map +1 -1
  185. package/Debug/directionalLightFrustumViewer.d.ts +1 -1
  186. package/Debug/directionalLightFrustumViewer.js +6 -6
  187. package/Debug/directionalLightFrustumViewer.js.map +1 -1
  188. package/Debug/rayHelper.d.ts +1 -1
  189. package/Debug/rayHelper.js +2 -2
  190. package/Debug/rayHelper.js.map +1 -1
  191. package/Debug/skeletonViewer.d.ts +2 -2
  192. package/Debug/skeletonViewer.js +10 -10
  193. package/Debug/skeletonViewer.js.map +1 -1
  194. package/DeviceInput/internalDeviceSourceManager.d.ts +1 -1
  195. package/DeviceInput/internalDeviceSourceManager.js +0 -1
  196. package/DeviceInput/internalDeviceSourceManager.js.map +1 -1
  197. package/DeviceInput/webDeviceInputSystem.js +1 -1
  198. package/DeviceInput/webDeviceInputSystem.js.map +1 -1
  199. package/Engines/Extensions/engine.views.d.ts +1 -1
  200. package/Engines/Extensions/engine.views.js +1 -1
  201. package/Engines/Extensions/engine.views.js.map +1 -1
  202. package/Engines/Native/nativeHelpers.js +4 -1
  203. package/Engines/Native/nativeHelpers.js.map +1 -1
  204. package/Engines/Native/nativeInterfaces.d.ts +10 -1
  205. package/Engines/Native/nativeInterfaces.js.map +1 -1
  206. package/Engines/WebGPU/Extensions/engine.computeShader.pure.js +154 -2
  207. package/Engines/WebGPU/Extensions/engine.computeShader.pure.js.map +1 -1
  208. package/Engines/WebGPU/webgpuCacheRenderPipeline.d.ts +1 -1
  209. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +11 -1
  210. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  211. package/Engines/WebGPU/webgpuComputeContext.d.ts +1 -1
  212. package/Engines/WebGPU/webgpuComputeContext.js.map +1 -1
  213. package/Engines/WebGPU/webgpuTintWASM.js +1 -1
  214. package/Engines/WebGPU/webgpuTintWASM.js.map +1 -1
  215. package/Engines/abstractEngine.pure.d.ts +7 -1
  216. package/Engines/abstractEngine.pure.js +34 -4
  217. package/Engines/abstractEngine.pure.js.map +1 -1
  218. package/Engines/constants.d.ts +4 -0
  219. package/Engines/constants.js +4 -0
  220. package/Engines/constants.js.map +1 -1
  221. package/Engines/engine.pure.d.ts +0 -7
  222. package/Engines/engine.pure.js +0 -34
  223. package/Engines/engine.pure.js.map +1 -1
  224. package/Engines/engineFactory.d.ts +2 -2
  225. package/Engines/engineFactory.js +3 -3
  226. package/Engines/engineFactory.js.map +1 -1
  227. package/Engines/thinNativeEngine.pure.js +15 -8
  228. package/Engines/thinNativeEngine.pure.js.map +1 -1
  229. package/Events/pointerEvents.d.ts +1 -1
  230. package/Events/pointerEvents.js +1 -1
  231. package/Events/pointerEvents.js.map +1 -1
  232. package/FlowGraph/Blocks/Data/Utils/flowGraphCodeExecutionBlock.js +1 -1
  233. package/FlowGraph/Blocks/Data/Utils/flowGraphCodeExecutionBlock.js.map +1 -1
  234. package/FlowGraph/Blocks/Data/flowGraphCachedOperationBlock.d.ts +1 -1
  235. package/FlowGraph/Blocks/Data/flowGraphCachedOperationBlock.js +1 -1
  236. package/FlowGraph/Blocks/Data/flowGraphCachedOperationBlock.js.map +1 -1
  237. package/FlowGraph/Blocks/Event/flowGraphKeyboardEventBlock.js +1 -1
  238. package/FlowGraph/Blocks/Event/flowGraphKeyboardEventBlock.js.map +1 -1
  239. package/FlowGraph/Blocks/Execution/Animation/flowGraphInterpolationBlock.pure.d.ts +1 -1
  240. package/FlowGraph/Blocks/Execution/Animation/flowGraphInterpolationBlock.pure.js +3 -3
  241. package/FlowGraph/Blocks/Execution/Animation/flowGraphInterpolationBlock.pure.js.map +1 -1
  242. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCancelDelayBlock.pure.js +1 -1
  243. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCancelDelayBlock.pure.js.map +1 -1
  244. package/FlowGraph/CustomTypes/flowGraphMatrix.d.ts +1 -1
  245. package/FlowGraph/CustomTypes/flowGraphMatrix.js +1 -1
  246. package/FlowGraph/CustomTypes/flowGraphMatrix.js.map +1 -1
  247. package/FlowGraph/flowGraphBlock.d.ts +1 -1
  248. package/FlowGraph/flowGraphBlock.js +1 -1
  249. package/FlowGraph/flowGraphBlock.js.map +1 -1
  250. package/FlowGraph/flowGraphExecutionBlock.d.ts +1 -1
  251. package/FlowGraph/flowGraphExecutionBlock.js +1 -1
  252. package/FlowGraph/flowGraphExecutionBlock.js.map +1 -1
  253. package/FlowGraph/flowGraphMath.d.ts +1 -1
  254. package/FlowGraph/flowGraphMath.js +1 -1
  255. package/FlowGraph/flowGraphMath.js.map +1 -1
  256. package/FlowGraph/flowGraphParser.js +1 -1
  257. package/FlowGraph/flowGraphParser.js.map +1 -1
  258. package/FlowGraph/flowGraphPathConverterComponent.d.ts +1 -1
  259. package/FlowGraph/flowGraphPathConverterComponent.js +2 -2
  260. package/FlowGraph/flowGraphPathConverterComponent.js.map +1 -1
  261. package/FlowGraph/flowGraphValidator.js.map +1 -1
  262. package/FlowGraph/serialization.js +4 -4
  263. package/FlowGraph/serialization.js.map +1 -1
  264. package/FlowGraph/utils.js.map +1 -1
  265. package/FrameGraph/Node/nodeRenderGraph.d.ts +2 -2
  266. package/FrameGraph/Node/nodeRenderGraph.js +7 -7
  267. package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
  268. package/FrameGraph/Tasks/Layers/baseLayerTask.d.ts +30 -0
  269. package/FrameGraph/Tasks/Layers/baseLayerTask.js +28 -1
  270. package/FrameGraph/Tasks/Layers/baseLayerTask.js.map +1 -1
  271. package/FrameGraph/Tasks/Misc/computeShaderTask.d.ts +2 -2
  272. package/FrameGraph/Tasks/Misc/computeShaderTask.js +2 -2
  273. package/FrameGraph/Tasks/Misc/computeShaderTask.js.map +1 -1
  274. package/FrameGraph/Tasks/Misc/lightingVolumeTask.d.ts +1 -1
  275. package/FrameGraph/Tasks/Misc/lightingVolumeTask.js +2 -2
  276. package/FrameGraph/Tasks/Misc/lightingVolumeTask.js.map +1 -1
  277. package/FrameGraph/Tasks/PostProcesses/blurTask.d.ts +7 -0
  278. package/FrameGraph/Tasks/PostProcesses/blurTask.js +8 -1
  279. package/FrameGraph/Tasks/PostProcesses/blurTask.js.map +1 -1
  280. package/FrameGraph/Tasks/PostProcesses/depthOfFieldBlurTask.js +1 -1
  281. package/FrameGraph/Tasks/PostProcesses/depthOfFieldBlurTask.js.map +1 -1
  282. package/FrameGraph/Tasks/PostProcesses/ssrBlurTask.js +1 -1
  283. package/FrameGraph/Tasks/PostProcesses/ssrBlurTask.js.map +1 -1
  284. package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.d.ts +1 -1
  285. package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.js +1 -1
  286. package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.js.map +1 -1
  287. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.d.ts +2 -2
  288. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js +3 -3
  289. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js.map +1 -1
  290. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.d.ts +1 -1
  291. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js +2 -2
  292. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js.map +1 -1
  293. package/FrameGraph/Tasks/Rendering/geometryRendererTask.d.ts +6 -0
  294. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +14 -5
  295. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
  296. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.d.ts +1 -1
  297. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.js +1 -1
  298. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.js.map +1 -1
  299. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsSpatialBlurTask.d.ts +1 -1
  300. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsSpatialBlurTask.js +1 -1
  301. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsSpatialBlurTask.js.map +1 -1
  302. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsTracingTask.d.ts +1 -1
  303. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsTracingTask.js +2 -2
  304. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsTracingTask.js.map +1 -1
  305. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsVoxelizationTask.d.ts +1 -1
  306. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsVoxelizationTask.js +2 -2
  307. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsVoxelizationTask.js.map +1 -1
  308. package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +7 -1
  309. package/FrameGraph/Tasks/Rendering/objectRendererTask.js +7 -1
  310. package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
  311. package/FrameGraph/Tasks/Texture/clearTextureTask.d.ts +1 -1
  312. package/FrameGraph/Tasks/Texture/clearTextureTask.js +1 -1
  313. package/FrameGraph/Tasks/Texture/clearTextureTask.js.map +1 -1
  314. package/FrameGraph/frameGraphRenderContext.js +1 -1
  315. package/FrameGraph/frameGraphRenderContext.js.map +1 -1
  316. package/FrameGraph/frameGraphTextureManager.d.ts +1 -1
  317. package/FrameGraph/frameGraphTextureManager.js +1 -1
  318. package/FrameGraph/frameGraphTextureManager.js.map +1 -1
  319. package/Gamepads/gamepadManager.js +1 -1
  320. package/Gamepads/gamepadManager.js.map +1 -1
  321. package/Gizmos/axisDragGizmo.d.ts +5 -5
  322. package/Gizmos/axisDragGizmo.js +6 -6
  323. package/Gizmos/axisDragGizmo.js.map +1 -1
  324. package/Gizmos/axisScaleGizmo.d.ts +4 -4
  325. package/Gizmos/axisScaleGizmo.js +6 -6
  326. package/Gizmos/axisScaleGizmo.js.map +1 -1
  327. package/Gizmos/boundingBoxGizmo.d.ts +5 -5
  328. package/Gizmos/boundingBoxGizmo.js +7 -7
  329. package/Gizmos/boundingBoxGizmo.js.map +1 -1
  330. package/Gizmos/cameraGizmo.d.ts +3 -3
  331. package/Gizmos/cameraGizmo.js +7 -7
  332. package/Gizmos/cameraGizmo.js.map +1 -1
  333. package/Gizmos/gizmo.d.ts +2 -2
  334. package/Gizmos/gizmo.js +3 -3
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{ type PickingInfo } from \"../../Collisions/pickingInfo\";\r\nimport { type PointerInfo, PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { Quaternion, TmpVectors, Vector3 } from \"../../Maths/math.vector\";\r\nimport { type AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { type Mesh } from \"../../Meshes/mesh\";\r\nimport { type Observer } from \"../../Misc/observable\";\r\nimport { type Scene } from \"../../scene\";\r\nimport { type Nullable } from \"../../types\";\r\nimport { type Behavior } from \"../behavior\";\r\n\r\n/**\r\n * A behavior that allows a transform node to stick to a surface position/orientation\r\n * @since 5.0.0\r\n */\r\nexport class SurfaceMagnetismBehavior implements Behavior<Mesh> {\r\n private _scene: Scene;\r\n private _attachedMesh: Nullable<Mesh> = null;\r\n private _attachPointLocalOffset: Vector3 = new Vector3();\r\n private _pointerObserver: Nullable<Observer<PointerInfo>>;\r\n private _workingPosition: Vector3 = new Vector3();\r\n private _workingQuaternion: Quaternion = new Quaternion();\r\n private _lastTick: number = -1;\r\n private _onBeforeRender: Nullable<Observer<Scene>>;\r\n private _hit = false;\r\n\r\n /**\r\n * Distance offset from the hit point to place the target at, along the hit normal.\r\n */\r\n public hitNormalOffset: number = 0.05;\r\n\r\n /**\r\n * Name of the behavior\r\n */\r\n public get name(): string {\r\n return \"SurfaceMagnetism\";\r\n }\r\n\r\n /**\r\n * Spatial mapping meshes to collide with\r\n */\r\n public meshes: AbstractMesh[] = [];\r\n\r\n /**\r\n * Function called when the behavior needs to be initialized (after attaching it to a target)\r\n */\r\n public init(): void {}\r\n\r\n /**\r\n * Set to false if the node should strictly follow the camera without any interpolation time\r\n */\r\n public interpolatePose = true;\r\n\r\n /**\r\n * Rate of interpolation of position and rotation of the attached node.\r\n * Higher values will give a slower interpolation.\r\n */\r\n public lerpTime = 250;\r\n\r\n /**\r\n * If true, pitch and roll are omitted.\r\n */\r\n public keepOrientationVertical = true;\r\n\r\n /**\r\n * Is this behavior reacting to pointer events\r\n */\r\n public enabled = true;\r\n\r\n /**\r\n * Maximum distance for the node to stick to the surface\r\n */\r\n public maxStickingDistance = 0.8;\r\n\r\n /**\r\n * Attached node of this behavior\r\n */\r\n public get attachedNode(): Nullable<Mesh> {\r\n return this._attachedMesh;\r\n }\r\n\r\n /**\r\n * Attaches the behavior to a transform node\r\n * @param target defines the target where the behavior is attached to\r\n * @param scene the scene\r\n */\r\n public attach(target: Mesh, scene?: Scene): void {\r\n this._attachedMesh = target;\r\n this._scene = scene || target.getScene();\r\n if (!this._attachedMesh.rotationQuaternion) {\r\n this._attachedMesh.rotationQuaternion = Quaternion.RotationYawPitchRoll(this._attachedMesh.rotation.y, this._attachedMesh.rotation.x, this._attachedMesh.rotation.z);\r\n }\r\n this.updateAttachPoint();\r\n\r\n this._workingPosition.copyFrom(this._attachedMesh.position);\r\n this._workingQuaternion.copyFrom(this._attachedMesh.rotationQuaternion);\r\n this._addObservables();\r\n }\r\n\r\n /**\r\n * Detaches the behavior\r\n */\r\n public detach(): void {\r\n this._attachedMesh = null;\r\n this._removeObservables();\r\n }\r\n\r\n private _getTargetPose(pickingInfo: PickingInfo): Nullable<{ position: Vector3; quaternion: Quaternion }> {\r\n if (!this._attachedMesh) {\r\n return null;\r\n }\r\n\r\n if (pickingInfo && pickingInfo.hit) {\r\n const pickedNormal = pickingInfo.getNormal(true, true);\r\n const pickedPoint = pickingInfo.pickedPoint;\r\n\r\n if (!pickedNormal || !pickedPoint) {\r\n return null;\r\n }\r\n pickedNormal.normalize();\r\n\r\n const worldTarget = TmpVectors.Vector3[0];\r\n worldTarget.copyFrom(pickedNormal);\r\n worldTarget.scaleInPlace(this.hitNormalOffset);\r\n worldTarget.addInPlace(pickedPoint);\r\n\r\n if (this._attachedMesh.parent) {\r\n TmpVectors.Matrix[0].copyFrom(this._attachedMesh.parent.getWorldMatrix()).invert();\r\n Vector3.TransformNormalToRef(worldTarget, TmpVectors.Matrix[0], worldTarget);\r\n }\r\n\r\n return {\r\n position: worldTarget,\r\n quaternion: Quaternion.RotationYawPitchRoll(\r\n -Math.atan2(pickedNormal.x, -pickedNormal.z),\r\n this.keepOrientationVertical ? 0 : Math.atan2(pickedNormal.y, Math.sqrt(pickedNormal.z * pickedNormal.z + pickedNormal.x * pickedNormal.x)),\r\n 0\r\n ),\r\n };\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Updates the attach point with the current geometry extents of the attached mesh\r\n */\r\n public updateAttachPoint() {\r\n this._getAttachPointOffsetToRef(this._attachPointLocalOffset);\r\n }\r\n\r\n /**\r\n * Finds the intersection point of the given ray onto the meshes and updates the target.\r\n * Transformation will be interpolated according to `interpolatePose` and `lerpTime` properties.\r\n * If no mesh of `meshes` are hit, this does nothing.\r\n * @param pickInfo The input pickingInfo that will be used to intersect the meshes\r\n * @returns a boolean indicating if we found a hit to stick to\r\n */\r\n public findAndUpdateTarget(pickInfo: PickingInfo): boolean {\r\n this._hit = false;\r\n if (!pickInfo.ray) {\r\n return false;\r\n }\r\n\r\n const subPicking = pickInfo.ray.intersectsMeshes(this.meshes)[0];\r\n\r\n if (this._attachedMesh && subPicking && subPicking.hit && subPicking.pickedMesh) {\r\n const pose = this._getTargetPose(subPicking);\r\n if (pose && Vector3.Distance(this._attachedMesh.position, pose.position) < this.maxStickingDistance) {\r\n this._workingPosition.copyFrom(pose.position);\r\n this._workingQuaternion.copyFrom(pose.quaternion);\r\n this._hit = true;\r\n }\r\n }\r\n\r\n return this._hit;\r\n }\r\n\r\n private _getAttachPointOffsetToRef(ref: Vector3) {\r\n if (!this._attachedMesh) {\r\n ref.setAll(0);\r\n return;\r\n }\r\n\r\n const storedQuat = TmpVectors.Quaternion[0];\r\n storedQuat.copyFrom(this._attachedMesh.rotationQuaternion!);\r\n this._attachedMesh.rotationQuaternion!.copyFromFloats(0, 0, 0, 1);\r\n this._attachedMesh.computeWorldMatrix();\r\n const boundingMinMax = this._attachedMesh.getHierarchyBoundingVectors();\r\n const center = TmpVectors.Vector3[0];\r\n boundingMinMax.max.addToRef(boundingMinMax.min, center);\r\n center.scaleInPlace(0.5);\r\n center.z = boundingMinMax.max.z;\r\n // We max the z coordinate because we want the attach point to be on the back of the mesh\r\n const invWorld = TmpVectors.Matrix[0];\r\n this._attachedMesh.getWorldMatrix().invertToRef(invWorld);\r\n Vector3.TransformCoordinatesToRef(center, invWorld, ref);\r\n this._attachedMesh.rotationQuaternion!.copyFrom(storedQuat);\r\n }\r\n\r\n private _updateTransformToGoal(elapsed: number) {\r\n if (!this._attachedMesh || !this._hit) {\r\n return;\r\n }\r\n\r\n const oldParent = this._attachedMesh.parent;\r\n this._attachedMesh.setParent(null);\r\n\r\n const worldOffset = TmpVectors.Vector3[0];\r\n Vector3.TransformNormalToRef(this._attachPointLocalOffset, this._attachedMesh.getWorldMatrix(), worldOffset);\r\n\r\n if (!this.interpolatePose) {\r\n this._attachedMesh.position.copyFrom(this._workingPosition).subtractInPlace(worldOffset);\r\n this._attachedMesh.rotationQuaternion!.copyFrom(this._workingQuaternion);\r\n return;\r\n }\r\n\r\n // position\r\n const interpolatedPosition = new Vector3();\r\n Vector3.SmoothToRef(this._attachedMesh.position, this._workingPosition, elapsed, this.lerpTime, interpolatedPosition);\r\n this._attachedMesh.position.copyFrom(interpolatedPosition);\r\n\r\n // rotation\r\n const currentRotation = new Quaternion();\r\n currentRotation.copyFrom(this._attachedMesh.rotationQuaternion!);\r\n Quaternion.SmoothToRef(currentRotation, this._workingQuaternion, elapsed, this.lerpTime, this._attachedMesh.rotationQuaternion!);\r\n\r\n this._attachedMesh.setParent(oldParent);\r\n }\r\n\r\n private _addObservables() {\r\n this._pointerObserver = this._scene.onPointerObservable.add((pointerInfo) => {\r\n if (this.enabled && pointerInfo.type == PointerEventTypes.POINTERMOVE && pointerInfo.pickInfo) {\r\n this.findAndUpdateTarget(pointerInfo.pickInfo);\r\n }\r\n });\r\n\r\n this._lastTick = Date.now();\r\n this._onBeforeRender = this._scene.onBeforeRenderObservable.add(() => {\r\n const tick = Date.now();\r\n this._updateTransformToGoal(tick - this._lastTick);\r\n this._lastTick = tick;\r\n });\r\n }\r\n\r\n private _removeObservables() {\r\n this._scene.onPointerObservable.remove(this._pointerObserver);\r\n this._scene.onBeforeRenderObservable.remove(this._onBeforeRender);\r\n this._pointerObserver = null;\r\n this._onBeforeRender = null;\r\n }\r\n}\r\n"]}
1
+ 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{ type PickingInfo } from \"../../Collisions/pickingInfo\";\r\nimport { type PointerInfo, PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { Quaternion, TmpVectors, Vector3 } from \"../../Maths/math.vector.pure\";\r\nimport { type AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { type Mesh } from \"../../Meshes/mesh\";\r\nimport { type Observer } from \"../../Misc/observable\";\r\nimport { type Scene } from \"../../scene\";\r\nimport { type Nullable } from \"../../types\";\r\nimport { type Behavior } from \"../behavior\";\r\n\r\n/**\r\n * A behavior that allows a transform node to stick to a surface position/orientation\r\n * @since 5.0.0\r\n */\r\nexport class SurfaceMagnetismBehavior implements Behavior<Mesh> {\r\n private _scene: Scene;\r\n private _attachedMesh: Nullable<Mesh> = null;\r\n private _attachPointLocalOffset: Vector3 = new Vector3();\r\n private _pointerObserver: Nullable<Observer<PointerInfo>>;\r\n private _workingPosition: Vector3 = new Vector3();\r\n private _workingQuaternion: Quaternion = new Quaternion();\r\n private _lastTick: number = -1;\r\n private _onBeforeRender: Nullable<Observer<Scene>>;\r\n private _hit = false;\r\n\r\n /**\r\n * Distance offset from the hit point to place the target at, along the hit normal.\r\n */\r\n public hitNormalOffset: number = 0.05;\r\n\r\n /**\r\n * Name of the behavior\r\n */\r\n public get name(): string {\r\n return \"SurfaceMagnetism\";\r\n }\r\n\r\n /**\r\n * Spatial mapping meshes to collide with\r\n */\r\n public meshes: AbstractMesh[] = [];\r\n\r\n /**\r\n * Function called when the behavior needs to be initialized (after attaching it to a target)\r\n */\r\n public init(): void {}\r\n\r\n /**\r\n * Set to false if the node should strictly follow the camera without any interpolation time\r\n */\r\n public interpolatePose = true;\r\n\r\n /**\r\n * Rate of interpolation of position and rotation of the attached node.\r\n * Higher values will give a slower interpolation.\r\n */\r\n public lerpTime = 250;\r\n\r\n /**\r\n * If true, pitch and roll are omitted.\r\n */\r\n public keepOrientationVertical = true;\r\n\r\n /**\r\n * Is this behavior reacting to pointer events\r\n */\r\n public enabled = true;\r\n\r\n /**\r\n * Maximum distance for the node to stick to the surface\r\n */\r\n public maxStickingDistance = 0.8;\r\n\r\n /**\r\n * Attached node of this behavior\r\n */\r\n public get attachedNode(): Nullable<Mesh> {\r\n return this._attachedMesh;\r\n }\r\n\r\n /**\r\n * Attaches the behavior to a transform node\r\n * @param target defines the target where the behavior is attached to\r\n * @param scene the scene\r\n */\r\n public attach(target: Mesh, scene?: Scene): void {\r\n this._attachedMesh = target;\r\n this._scene = scene || target.getScene();\r\n if (!this._attachedMesh.rotationQuaternion) {\r\n this._attachedMesh.rotationQuaternion = Quaternion.RotationYawPitchRoll(this._attachedMesh.rotation.y, this._attachedMesh.rotation.x, this._attachedMesh.rotation.z);\r\n }\r\n this.updateAttachPoint();\r\n\r\n this._workingPosition.copyFrom(this._attachedMesh.position);\r\n this._workingQuaternion.copyFrom(this._attachedMesh.rotationQuaternion);\r\n this._addObservables();\r\n }\r\n\r\n /**\r\n * Detaches the behavior\r\n */\r\n public detach(): void {\r\n this._attachedMesh = null;\r\n this._removeObservables();\r\n }\r\n\r\n private _getTargetPose(pickingInfo: PickingInfo): Nullable<{ position: Vector3; quaternion: Quaternion }> {\r\n if (!this._attachedMesh) {\r\n return null;\r\n }\r\n\r\n if (pickingInfo && pickingInfo.hit) {\r\n const pickedNormal = pickingInfo.getNormal(true, true);\r\n const pickedPoint = pickingInfo.pickedPoint;\r\n\r\n if (!pickedNormal || !pickedPoint) {\r\n return null;\r\n }\r\n pickedNormal.normalize();\r\n\r\n const worldTarget = TmpVectors.Vector3[0];\r\n worldTarget.copyFrom(pickedNormal);\r\n worldTarget.scaleInPlace(this.hitNormalOffset);\r\n worldTarget.addInPlace(pickedPoint);\r\n\r\n if (this._attachedMesh.parent) {\r\n TmpVectors.Matrix[0].copyFrom(this._attachedMesh.parent.getWorldMatrix()).invert();\r\n Vector3.TransformNormalToRef(worldTarget, TmpVectors.Matrix[0], worldTarget);\r\n }\r\n\r\n return {\r\n position: worldTarget,\r\n quaternion: Quaternion.RotationYawPitchRoll(\r\n -Math.atan2(pickedNormal.x, -pickedNormal.z),\r\n this.keepOrientationVertical ? 0 : Math.atan2(pickedNormal.y, Math.sqrt(pickedNormal.z * pickedNormal.z + pickedNormal.x * pickedNormal.x)),\r\n 0\r\n ),\r\n };\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Updates the attach point with the current geometry extents of the attached mesh\r\n */\r\n public updateAttachPoint() {\r\n this._getAttachPointOffsetToRef(this._attachPointLocalOffset);\r\n }\r\n\r\n /**\r\n * Finds the intersection point of the given ray onto the meshes and updates the target.\r\n * Transformation will be interpolated according to `interpolatePose` and `lerpTime` properties.\r\n * If no mesh of `meshes` are hit, this does nothing.\r\n * @param pickInfo The input pickingInfo that will be used to intersect the meshes\r\n * @returns a boolean indicating if we found a hit to stick to\r\n */\r\n public findAndUpdateTarget(pickInfo: PickingInfo): boolean {\r\n this._hit = false;\r\n if (!pickInfo.ray) {\r\n return false;\r\n }\r\n\r\n const subPicking = pickInfo.ray.intersectsMeshes(this.meshes)[0];\r\n\r\n if (this._attachedMesh && subPicking && subPicking.hit && subPicking.pickedMesh) {\r\n const pose = this._getTargetPose(subPicking);\r\n if (pose && Vector3.Distance(this._attachedMesh.position, pose.position) < this.maxStickingDistance) {\r\n this._workingPosition.copyFrom(pose.position);\r\n this._workingQuaternion.copyFrom(pose.quaternion);\r\n this._hit = true;\r\n }\r\n }\r\n\r\n return this._hit;\r\n }\r\n\r\n private _getAttachPointOffsetToRef(ref: Vector3) {\r\n if (!this._attachedMesh) {\r\n ref.setAll(0);\r\n return;\r\n }\r\n\r\n const storedQuat = TmpVectors.Quaternion[0];\r\n storedQuat.copyFrom(this._attachedMesh.rotationQuaternion!);\r\n this._attachedMesh.rotationQuaternion!.copyFromFloats(0, 0, 0, 1);\r\n this._attachedMesh.computeWorldMatrix();\r\n const boundingMinMax = this._attachedMesh.getHierarchyBoundingVectors();\r\n const center = TmpVectors.Vector3[0];\r\n boundingMinMax.max.addToRef(boundingMinMax.min, center);\r\n center.scaleInPlace(0.5);\r\n center.z = boundingMinMax.max.z;\r\n // We max the z coordinate because we want the attach point to be on the back of the mesh\r\n const invWorld = TmpVectors.Matrix[0];\r\n this._attachedMesh.getWorldMatrix().invertToRef(invWorld);\r\n Vector3.TransformCoordinatesToRef(center, invWorld, ref);\r\n this._attachedMesh.rotationQuaternion!.copyFrom(storedQuat);\r\n }\r\n\r\n private _updateTransformToGoal(elapsed: number) {\r\n if (!this._attachedMesh || !this._hit) {\r\n return;\r\n }\r\n\r\n const oldParent = this._attachedMesh.parent;\r\n this._attachedMesh.setParent(null);\r\n\r\n const worldOffset = TmpVectors.Vector3[0];\r\n Vector3.TransformNormalToRef(this._attachPointLocalOffset, this._attachedMesh.getWorldMatrix(), worldOffset);\r\n\r\n if (!this.interpolatePose) {\r\n this._attachedMesh.position.copyFrom(this._workingPosition).subtractInPlace(worldOffset);\r\n this._attachedMesh.rotationQuaternion!.copyFrom(this._workingQuaternion);\r\n return;\r\n }\r\n\r\n // position\r\n const interpolatedPosition = new Vector3();\r\n Vector3.SmoothToRef(this._attachedMesh.position, this._workingPosition, elapsed, this.lerpTime, interpolatedPosition);\r\n this._attachedMesh.position.copyFrom(interpolatedPosition);\r\n\r\n // rotation\r\n const currentRotation = new Quaternion();\r\n currentRotation.copyFrom(this._attachedMesh.rotationQuaternion!);\r\n Quaternion.SmoothToRef(currentRotation, this._workingQuaternion, elapsed, this.lerpTime, this._attachedMesh.rotationQuaternion!);\r\n\r\n this._attachedMesh.setParent(oldParent);\r\n }\r\n\r\n private _addObservables() {\r\n this._pointerObserver = this._scene.onPointerObservable.add((pointerInfo) => {\r\n if (this.enabled && pointerInfo.type == PointerEventTypes.POINTERMOVE && pointerInfo.pickInfo) {\r\n this.findAndUpdateTarget(pointerInfo.pickInfo);\r\n }\r\n });\r\n\r\n this._lastTick = Date.now();\r\n this._onBeforeRender = this._scene.onBeforeRenderObservable.add(() => {\r\n const tick = Date.now();\r\n this._updateTransformToGoal(tick - this._lastTick);\r\n this._lastTick = tick;\r\n });\r\n }\r\n\r\n private _removeObservables() {\r\n this._scene.onPointerObservable.remove(this._pointerObserver);\r\n this._scene.onBeforeRenderObservable.remove(this._onBeforeRender);\r\n this._pointerObserver = null;\r\n this._onBeforeRender = null;\r\n }\r\n}\r\n"]}
@@ -1,5 +1,5 @@
1
1
  import { type Bone } from "./bone.js";
2
- import { Vector3 } from "../Maths/math.vector.js";
2
+ import { Vector3 } from "../Maths/math.vector.pure.js";
3
3
  import { type TransformNode } from "../Meshes/transformNode.js";
4
4
  import { type Nullable } from "../types.js";
5
5
  /**
@@ -1,4 +1,4 @@
1
- import { Vector3, Quaternion, Matrix } from "../Maths/math.vector.js";
1
+ import { Vector3, Quaternion, Matrix } from "../Maths/math.vector.pure.js";
2
2
  import { Logger } from "../Misc/logger.js";
3
3
  /**
4
4
  * Class used to apply inverse kinematics to bones
@@ -1 +1 @@
1
- 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{ type Bone } from \"./bone\";\r\nimport { Vector3, Quaternion, Matrix } from \"../Maths/math.vector\";\r\nimport { type TransformNode } from \"../Meshes/transformNode\";\r\nimport { type Nullable } from \"../types\";\r\nimport { Space } from \"../Maths/math.axis\";\r\nimport { Logger } from \"../Misc/logger\";\r\n\r\n/**\r\n * Class used to apply inverse kinematics to bones\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/bonesSkeletons#boneikcontroller\r\n */\r\nexport class BoneIKController {\r\n private static _TmpVecs: Vector3[] = [Vector3.Zero(), Vector3.Zero(), Vector3.Zero(), Vector3.Zero(), Vector3.Zero(), Vector3.Zero()];\r\n private static _TmpQuat = Quaternion.Identity();\r\n private static _TmpMats: Matrix[] = [Matrix.Identity(), Matrix.Identity()];\r\n\r\n /**\r\n * Gets or sets the target TransformNode\r\n * Name kept as mesh for back compatibility\r\n */\r\n public targetMesh: TransformNode;\r\n\r\n /** Gets or sets the mesh used as pole */\r\n public poleTargetMesh: TransformNode;\r\n\r\n /**\r\n * Gets or sets the bone used as pole\r\n */\r\n public poleTargetBone: Nullable<Bone>;\r\n\r\n /**\r\n * Gets or sets the target position\r\n */\r\n public targetPosition = Vector3.Zero();\r\n\r\n /**\r\n * Gets or sets the pole target position\r\n */\r\n public poleTargetPosition = Vector3.Zero();\r\n\r\n /**\r\n * Gets or sets the pole target local offset\r\n */\r\n public poleTargetLocalOffset = Vector3.Zero();\r\n\r\n /**\r\n * Gets or sets the pole angle\r\n */\r\n public poleAngle = 0;\r\n\r\n /**\r\n * Gets or sets the TransformNode associated with the controller\r\n * Name kept as mesh for back compatibility\r\n */\r\n public mesh: TransformNode;\r\n\r\n /**\r\n * The amount to slerp (spherical linear interpolation) to the target. Set this to a value between 0 and 1 (a value of 1 disables slerp)\r\n */\r\n public slerpAmount = 1;\r\n\r\n private _bone1Quat = Quaternion.Identity();\r\n private _bone1Mat = Matrix.Identity();\r\n private _bone2Ang = Math.PI;\r\n\r\n private _bone1: Bone;\r\n private _bone2: Bone;\r\n private _bone1Length: number;\r\n private _bone2Length: number;\r\n private _maxAngle = Math.PI;\r\n private _maxReach: number;\r\n\r\n private _rightHandedSystem = false;\r\n\r\n private _bendAxis = Vector3.Right();\r\n private _slerping = false;\r\n\r\n private _adjustRoll = 0;\r\n\r\n private _notEnoughInformation = false;\r\n\r\n /**\r\n * Gets or sets maximum allowed angle\r\n */\r\n public get maxAngle(): number {\r\n return this._maxAngle;\r\n }\r\n\r\n public set maxAngle(value: number) {\r\n this._setMaxAngle(value);\r\n }\r\n\r\n /**\r\n * Creates a new BoneIKController\r\n * @param mesh defines the TransformNode to control\r\n * @param bone defines the bone to control. The bone needs to have a parent bone. It also needs to have a length greater than 0 or a children we can use to infer its length.\r\n * @param options defines options to set up the controller\r\n * @param options.targetMesh\r\n * @param options.poleTargetMesh\r\n * @param options.poleTargetBone\r\n * @param options.poleTargetLocalOffset\r\n * @param options.poleAngle\r\n * @param options.bendAxis\r\n * @param options.maxAngle\r\n * @param options.slerpAmount\r\n */\r\n constructor(\r\n mesh: TransformNode,\r\n bone: Bone,\r\n options?: {\r\n targetMesh?: TransformNode;\r\n poleTargetMesh?: TransformNode;\r\n poleTargetBone?: Bone;\r\n poleTargetLocalOffset?: Vector3;\r\n poleAngle?: number;\r\n bendAxis?: Vector3;\r\n maxAngle?: number;\r\n slerpAmount?: number;\r\n }\r\n ) {\r\n this._bone2 = bone;\r\n const bone1 = bone.getParent();\r\n\r\n if (!bone1) {\r\n this._notEnoughInformation = true;\r\n Logger.Error(\"BoneIKController: bone must have a parent for IK to work.\");\r\n return;\r\n }\r\n this._bone1 = bone1;\r\n\r\n if (this._bone2.children.length === 0 && !this._bone2.length) {\r\n this._notEnoughInformation = true;\r\n Logger.Error(\"BoneIKController: bone must not be a leaf or it should have a length for IK to work.\");\r\n return;\r\n }\r\n\r\n this.mesh = mesh;\r\n\r\n bone.getSkeleton().computeAbsoluteMatrices();\r\n\r\n const bonePos = bone.getPosition();\r\n\r\n if (bone.getAbsoluteMatrix().determinant() > 0) {\r\n this._rightHandedSystem = true;\r\n this._bendAxis.x = 0;\r\n this._bendAxis.y = 0;\r\n this._bendAxis.z = -1;\r\n\r\n if (bonePos.x > bonePos.y && bonePos.x > bonePos.z) {\r\n this._adjustRoll = Math.PI * 0.5;\r\n this._bendAxis.z = 1;\r\n }\r\n }\r\n\r\n if (this._bone1.length && this._bone2.length) {\r\n const boneScale1 = this._bone1.getScale();\r\n const boneScale2 = this._bone2.getScale();\r\n\r\n this._bone1Length = this._bone1.length * boneScale1.y * this.mesh.scaling.y;\r\n this._bone2Length = this._bone2.length * boneScale2.y * this.mesh.scaling.y;\r\n } else if (this._bone2.children[0]) {\r\n mesh.computeWorldMatrix(true);\r\n\r\n const pos1 = this._bone2.children[0].getAbsolutePosition(mesh);\r\n const pos2 = this._bone2.getAbsolutePosition(mesh);\r\n const pos3 = this._bone1.getAbsolutePosition(mesh);\r\n\r\n this._bone2Length = Vector3.Distance(pos1, pos2);\r\n this._bone1Length = Vector3.Distance(pos2, pos3);\r\n } else {\r\n mesh.computeWorldMatrix(true);\r\n\r\n const boneScale2 = this._bone2.getScale();\r\n this._bone2Length = this._bone2.length * boneScale2.y * this.mesh.scaling.y;\r\n\r\n const pos2 = this._bone2.getAbsolutePosition(mesh);\r\n const pos3 = this._bone1.getAbsolutePosition(mesh);\r\n\r\n this._bone1Length = Vector3.Distance(pos2, pos3);\r\n }\r\n\r\n this._bone1.getRotationMatrixToRef(Space.WORLD, mesh, this._bone1Mat);\r\n this.maxAngle = Math.PI;\r\n\r\n if (options) {\r\n if (options.targetMesh) {\r\n this.targetMesh = options.targetMesh;\r\n this.targetMesh.computeWorldMatrix(true);\r\n }\r\n\r\n if (options.poleTargetMesh) {\r\n this.poleTargetMesh = options.poleTargetMesh;\r\n this.poleTargetMesh.computeWorldMatrix(true);\r\n } else if (options.poleTargetBone) {\r\n this.poleTargetBone = options.poleTargetBone;\r\n } else if (this._bone1.getParent()) {\r\n this.poleTargetBone = this._bone1.getParent();\r\n }\r\n\r\n if (options.poleTargetLocalOffset) {\r\n this.poleTargetLocalOffset.copyFrom(options.poleTargetLocalOffset);\r\n }\r\n\r\n if (options.poleAngle) {\r\n this.poleAngle = options.poleAngle;\r\n }\r\n\r\n if (options.bendAxis) {\r\n this._bendAxis.copyFrom(options.bendAxis);\r\n }\r\n\r\n if (options.maxAngle) {\r\n this.maxAngle = options.maxAngle;\r\n }\r\n\r\n if (options.slerpAmount) {\r\n this.slerpAmount = options.slerpAmount;\r\n }\r\n }\r\n }\r\n\r\n private _setMaxAngle(ang: number): void {\r\n if (ang < 0) {\r\n ang = 0;\r\n }\r\n\r\n if (ang > Math.PI || ang == undefined) {\r\n ang = Math.PI;\r\n }\r\n\r\n this._maxAngle = ang;\r\n\r\n const a = this._bone1Length;\r\n const b = this._bone2Length;\r\n\r\n this._maxReach = Math.sqrt(a * a + b * b - 2 * a * b * Math.cos(ang));\r\n }\r\n\r\n /**\r\n * Force the controller to update the bones\r\n */\r\n public update(): void {\r\n if (this._notEnoughInformation) {\r\n return;\r\n }\r\n\r\n const target = this.targetPosition;\r\n const poleTarget = this.poleTargetPosition;\r\n\r\n const mat1 = BoneIKController._TmpMats[0];\r\n const mat2 = BoneIKController._TmpMats[1];\r\n\r\n if (this.targetMesh) {\r\n target.copyFrom(this.targetMesh.getAbsolutePosition());\r\n }\r\n\r\n if (this.poleTargetBone) {\r\n this.poleTargetBone.getAbsolutePositionFromLocalToRef(this.poleTargetLocalOffset, this.mesh, poleTarget);\r\n } else if (this.poleTargetMesh) {\r\n Vector3.TransformCoordinatesToRef(this.poleTargetLocalOffset, this.poleTargetMesh.getWorldMatrix(), poleTarget);\r\n }\r\n\r\n const bonePos = BoneIKController._TmpVecs[0];\r\n const zaxis = BoneIKController._TmpVecs[1];\r\n const xaxis = BoneIKController._TmpVecs[2];\r\n const yaxis = BoneIKController._TmpVecs[3];\r\n const upAxis = BoneIKController._TmpVecs[4];\r\n\r\n const tmpQuat = BoneIKController._TmpQuat;\r\n\r\n this._bone1.getAbsolutePositionToRef(this.mesh, bonePos);\r\n\r\n poleTarget.subtractToRef(bonePos, upAxis);\r\n\r\n if (upAxis.x == 0 && upAxis.y == 0 && upAxis.z == 0) {\r\n upAxis.y = 1;\r\n } else {\r\n upAxis.normalize();\r\n }\r\n\r\n target.subtractToRef(bonePos, yaxis);\r\n yaxis.normalize();\r\n\r\n Vector3.CrossToRef(yaxis, upAxis, zaxis);\r\n zaxis.normalize();\r\n\r\n Vector3.CrossToRef(yaxis, zaxis, xaxis);\r\n xaxis.normalize();\r\n\r\n Matrix.FromXYZAxesToRef(xaxis, yaxis, zaxis, mat1);\r\n\r\n const a = this._bone1Length;\r\n const b = this._bone2Length;\r\n\r\n let c = Vector3.Distance(bonePos, target);\r\n\r\n if (this._maxReach > 0) {\r\n c = Math.min(this._maxReach, c);\r\n }\r\n\r\n let acosa = (b * b + c * c - a * a) / (2 * b * c);\r\n let acosb = (c * c + a * a - b * b) / (2 * c * a);\r\n\r\n if (acosa > 1) {\r\n acosa = 1;\r\n }\r\n\r\n if (acosb > 1) {\r\n acosb = 1;\r\n }\r\n\r\n if (acosa < -1) {\r\n acosa = -1;\r\n }\r\n\r\n if (acosb < -1) {\r\n acosb = -1;\r\n }\r\n\r\n const angA = Math.acos(acosa);\r\n const angB = Math.acos(acosb);\r\n\r\n let angC = -angA - angB;\r\n\r\n if (this._rightHandedSystem) {\r\n Matrix.RotationYawPitchRollToRef(0, 0, this._adjustRoll, mat2);\r\n mat2.multiplyToRef(mat1, mat1);\r\n\r\n Matrix.RotationAxisToRef(this._bendAxis, angB, mat2);\r\n mat2.multiplyToRef(mat1, mat1);\r\n } else {\r\n const _tmpVec = BoneIKController._TmpVecs[5];\r\n\r\n _tmpVec.copyFrom(this._bendAxis);\r\n _tmpVec.x *= -1;\r\n\r\n Matrix.RotationAxisToRef(_tmpVec, -angB, mat2);\r\n mat2.multiplyToRef(mat1, mat1);\r\n }\r\n\r\n if (this.poleAngle) {\r\n Matrix.RotationAxisToRef(yaxis, this.poleAngle, mat2);\r\n mat1.multiplyToRef(mat2, mat1);\r\n }\r\n\r\n if (this._bone1) {\r\n if (this.slerpAmount < 1) {\r\n if (!this._slerping) {\r\n Quaternion.FromRotationMatrixToRef(this._bone1Mat, this._bone1Quat);\r\n }\r\n Quaternion.FromRotationMatrixToRef(mat1, tmpQuat);\r\n Quaternion.SlerpToRef(this._bone1Quat, tmpQuat, this.slerpAmount, this._bone1Quat);\r\n angC = this._bone2Ang * (1.0 - this.slerpAmount) + angC * this.slerpAmount;\r\n\r\n this._bone1.setRotationQuaternion(this._bone1Quat, Space.WORLD, this.mesh);\r\n this._slerping = true;\r\n } else {\r\n this._bone1.setRotationMatrix(mat1, Space.WORLD, this.mesh);\r\n this._bone1Mat.copyFrom(mat1);\r\n this._slerping = false;\r\n }\r\n this._updateLinkedTransformRotation(this._bone1);\r\n }\r\n\r\n this._bone2.setAxisAngle(this._bendAxis, angC, Space.LOCAL);\r\n this._updateLinkedTransformRotation(this._bone2);\r\n this._bone2Ang = angC;\r\n }\r\n\r\n private _updateLinkedTransformRotation(bone: Bone): void {\r\n if (bone._linkedTransformNode) {\r\n if (!bone._linkedTransformNode.rotationQuaternion) {\r\n bone._linkedTransformNode.rotationQuaternion = new Quaternion();\r\n }\r\n bone.getRotationQuaternionToRef(Space.LOCAL, null, bone._linkedTransformNode.rotationQuaternion);\r\n }\r\n }\r\n}\r\n"]}
1
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{ type Bone } from \"./bone\";\r\nimport { Vector3, Quaternion, Matrix } from \"../Maths/math.vector.pure\";\r\nimport { type TransformNode } from \"../Meshes/transformNode\";\r\nimport { type Nullable } from \"../types\";\r\nimport { Space } from \"../Maths/math.axis\";\r\nimport { Logger } from \"../Misc/logger\";\r\n\r\n/**\r\n * Class used to apply inverse kinematics to bones\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/bonesSkeletons#boneikcontroller\r\n */\r\nexport class BoneIKController {\r\n private static _TmpVecs: Vector3[] = [Vector3.Zero(), Vector3.Zero(), Vector3.Zero(), Vector3.Zero(), Vector3.Zero(), Vector3.Zero()];\r\n private static _TmpQuat = Quaternion.Identity();\r\n private static _TmpMats: Matrix[] = [Matrix.Identity(), Matrix.Identity()];\r\n\r\n /**\r\n * Gets or sets the target TransformNode\r\n * Name kept as mesh for back compatibility\r\n */\r\n public targetMesh: TransformNode;\r\n\r\n /** Gets or sets the mesh used as pole */\r\n public poleTargetMesh: TransformNode;\r\n\r\n /**\r\n * Gets or sets the bone used as pole\r\n */\r\n public poleTargetBone: Nullable<Bone>;\r\n\r\n /**\r\n * Gets or sets the target position\r\n */\r\n public targetPosition = Vector3.Zero();\r\n\r\n /**\r\n * Gets or sets the pole target position\r\n */\r\n public poleTargetPosition = Vector3.Zero();\r\n\r\n /**\r\n * Gets or sets the pole target local offset\r\n */\r\n public poleTargetLocalOffset = Vector3.Zero();\r\n\r\n /**\r\n * Gets or sets the pole angle\r\n */\r\n public poleAngle = 0;\r\n\r\n /**\r\n * Gets or sets the TransformNode associated with the controller\r\n * Name kept as mesh for back compatibility\r\n */\r\n public mesh: TransformNode;\r\n\r\n /**\r\n * The amount to slerp (spherical linear interpolation) to the target. Set this to a value between 0 and 1 (a value of 1 disables slerp)\r\n */\r\n public slerpAmount = 1;\r\n\r\n private _bone1Quat = Quaternion.Identity();\r\n private _bone1Mat = Matrix.Identity();\r\n private _bone2Ang = Math.PI;\r\n\r\n private _bone1: Bone;\r\n private _bone2: Bone;\r\n private _bone1Length: number;\r\n private _bone2Length: number;\r\n private _maxAngle = Math.PI;\r\n private _maxReach: number;\r\n\r\n private _rightHandedSystem = false;\r\n\r\n private _bendAxis = Vector3.Right();\r\n private _slerping = false;\r\n\r\n private _adjustRoll = 0;\r\n\r\n private _notEnoughInformation = false;\r\n\r\n /**\r\n * Gets or sets maximum allowed angle\r\n */\r\n public get maxAngle(): number {\r\n return this._maxAngle;\r\n }\r\n\r\n public set maxAngle(value: number) {\r\n this._setMaxAngle(value);\r\n }\r\n\r\n /**\r\n * Creates a new BoneIKController\r\n * @param mesh defines the TransformNode to control\r\n * @param bone defines the bone to control. The bone needs to have a parent bone. It also needs to have a length greater than 0 or a children we can use to infer its length.\r\n * @param options defines options to set up the controller\r\n * @param options.targetMesh\r\n * @param options.poleTargetMesh\r\n * @param options.poleTargetBone\r\n * @param options.poleTargetLocalOffset\r\n * @param options.poleAngle\r\n * @param options.bendAxis\r\n * @param options.maxAngle\r\n * @param options.slerpAmount\r\n */\r\n constructor(\r\n mesh: TransformNode,\r\n bone: Bone,\r\n options?: {\r\n targetMesh?: TransformNode;\r\n poleTargetMesh?: TransformNode;\r\n poleTargetBone?: Bone;\r\n poleTargetLocalOffset?: Vector3;\r\n poleAngle?: number;\r\n bendAxis?: Vector3;\r\n maxAngle?: number;\r\n slerpAmount?: number;\r\n }\r\n ) {\r\n this._bone2 = bone;\r\n const bone1 = bone.getParent();\r\n\r\n if (!bone1) {\r\n this._notEnoughInformation = true;\r\n Logger.Error(\"BoneIKController: bone must have a parent for IK to work.\");\r\n return;\r\n }\r\n this._bone1 = bone1;\r\n\r\n if (this._bone2.children.length === 0 && !this._bone2.length) {\r\n this._notEnoughInformation = true;\r\n Logger.Error(\"BoneIKController: bone must not be a leaf or it should have a length for IK to work.\");\r\n return;\r\n }\r\n\r\n this.mesh = mesh;\r\n\r\n bone.getSkeleton().computeAbsoluteMatrices();\r\n\r\n const bonePos = bone.getPosition();\r\n\r\n if (bone.getAbsoluteMatrix().determinant() > 0) {\r\n this._rightHandedSystem = true;\r\n this._bendAxis.x = 0;\r\n this._bendAxis.y = 0;\r\n this._bendAxis.z = -1;\r\n\r\n if (bonePos.x > bonePos.y && bonePos.x > bonePos.z) {\r\n this._adjustRoll = Math.PI * 0.5;\r\n this._bendAxis.z = 1;\r\n }\r\n }\r\n\r\n if (this._bone1.length && this._bone2.length) {\r\n const boneScale1 = this._bone1.getScale();\r\n const boneScale2 = this._bone2.getScale();\r\n\r\n this._bone1Length = this._bone1.length * boneScale1.y * this.mesh.scaling.y;\r\n this._bone2Length = this._bone2.length * boneScale2.y * this.mesh.scaling.y;\r\n } else if (this._bone2.children[0]) {\r\n mesh.computeWorldMatrix(true);\r\n\r\n const pos1 = this._bone2.children[0].getAbsolutePosition(mesh);\r\n const pos2 = this._bone2.getAbsolutePosition(mesh);\r\n const pos3 = this._bone1.getAbsolutePosition(mesh);\r\n\r\n this._bone2Length = Vector3.Distance(pos1, pos2);\r\n this._bone1Length = Vector3.Distance(pos2, pos3);\r\n } else {\r\n mesh.computeWorldMatrix(true);\r\n\r\n const boneScale2 = this._bone2.getScale();\r\n this._bone2Length = this._bone2.length * boneScale2.y * this.mesh.scaling.y;\r\n\r\n const pos2 = this._bone2.getAbsolutePosition(mesh);\r\n const pos3 = this._bone1.getAbsolutePosition(mesh);\r\n\r\n this._bone1Length = Vector3.Distance(pos2, pos3);\r\n }\r\n\r\n this._bone1.getRotationMatrixToRef(Space.WORLD, mesh, this._bone1Mat);\r\n this.maxAngle = Math.PI;\r\n\r\n if (options) {\r\n if (options.targetMesh) {\r\n this.targetMesh = options.targetMesh;\r\n this.targetMesh.computeWorldMatrix(true);\r\n }\r\n\r\n if (options.poleTargetMesh) {\r\n this.poleTargetMesh = options.poleTargetMesh;\r\n this.poleTargetMesh.computeWorldMatrix(true);\r\n } else if (options.poleTargetBone) {\r\n this.poleTargetBone = options.poleTargetBone;\r\n } else if (this._bone1.getParent()) {\r\n this.poleTargetBone = this._bone1.getParent();\r\n }\r\n\r\n if (options.poleTargetLocalOffset) {\r\n this.poleTargetLocalOffset.copyFrom(options.poleTargetLocalOffset);\r\n }\r\n\r\n if (options.poleAngle) {\r\n this.poleAngle = options.poleAngle;\r\n }\r\n\r\n if (options.bendAxis) {\r\n this._bendAxis.copyFrom(options.bendAxis);\r\n }\r\n\r\n if (options.maxAngle) {\r\n this.maxAngle = options.maxAngle;\r\n }\r\n\r\n if (options.slerpAmount) {\r\n this.slerpAmount = options.slerpAmount;\r\n }\r\n }\r\n }\r\n\r\n private _setMaxAngle(ang: number): void {\r\n if (ang < 0) {\r\n ang = 0;\r\n }\r\n\r\n if (ang > Math.PI || ang == undefined) {\r\n ang = Math.PI;\r\n }\r\n\r\n this._maxAngle = ang;\r\n\r\n const a = this._bone1Length;\r\n const b = this._bone2Length;\r\n\r\n this._maxReach = Math.sqrt(a * a + b * b - 2 * a * b * Math.cos(ang));\r\n }\r\n\r\n /**\r\n * Force the controller to update the bones\r\n */\r\n public update(): void {\r\n if (this._notEnoughInformation) {\r\n return;\r\n }\r\n\r\n const target = this.targetPosition;\r\n const poleTarget = this.poleTargetPosition;\r\n\r\n const mat1 = BoneIKController._TmpMats[0];\r\n const mat2 = BoneIKController._TmpMats[1];\r\n\r\n if (this.targetMesh) {\r\n target.copyFrom(this.targetMesh.getAbsolutePosition());\r\n }\r\n\r\n if (this.poleTargetBone) {\r\n this.poleTargetBone.getAbsolutePositionFromLocalToRef(this.poleTargetLocalOffset, this.mesh, poleTarget);\r\n } else if (this.poleTargetMesh) {\r\n Vector3.TransformCoordinatesToRef(this.poleTargetLocalOffset, this.poleTargetMesh.getWorldMatrix(), poleTarget);\r\n }\r\n\r\n const bonePos = BoneIKController._TmpVecs[0];\r\n const zaxis = BoneIKController._TmpVecs[1];\r\n const xaxis = BoneIKController._TmpVecs[2];\r\n const yaxis = BoneIKController._TmpVecs[3];\r\n const upAxis = BoneIKController._TmpVecs[4];\r\n\r\n const tmpQuat = BoneIKController._TmpQuat;\r\n\r\n this._bone1.getAbsolutePositionToRef(this.mesh, bonePos);\r\n\r\n poleTarget.subtractToRef(bonePos, upAxis);\r\n\r\n if (upAxis.x == 0 && upAxis.y == 0 && upAxis.z == 0) {\r\n upAxis.y = 1;\r\n } else {\r\n upAxis.normalize();\r\n }\r\n\r\n target.subtractToRef(bonePos, yaxis);\r\n yaxis.normalize();\r\n\r\n Vector3.CrossToRef(yaxis, upAxis, zaxis);\r\n zaxis.normalize();\r\n\r\n Vector3.CrossToRef(yaxis, zaxis, xaxis);\r\n xaxis.normalize();\r\n\r\n Matrix.FromXYZAxesToRef(xaxis, yaxis, zaxis, mat1);\r\n\r\n const a = this._bone1Length;\r\n const b = this._bone2Length;\r\n\r\n let c = Vector3.Distance(bonePos, target);\r\n\r\n if (this._maxReach > 0) {\r\n c = Math.min(this._maxReach, c);\r\n }\r\n\r\n let acosa = (b * b + c * c - a * a) / (2 * b * c);\r\n let acosb = (c * c + a * a - b * b) / (2 * c * a);\r\n\r\n if (acosa > 1) {\r\n acosa = 1;\r\n }\r\n\r\n if (acosb > 1) {\r\n acosb = 1;\r\n }\r\n\r\n if (acosa < -1) {\r\n acosa = -1;\r\n }\r\n\r\n if (acosb < -1) {\r\n acosb = -1;\r\n }\r\n\r\n const angA = Math.acos(acosa);\r\n const angB = Math.acos(acosb);\r\n\r\n let angC = -angA - angB;\r\n\r\n if (this._rightHandedSystem) {\r\n Matrix.RotationYawPitchRollToRef(0, 0, this._adjustRoll, mat2);\r\n mat2.multiplyToRef(mat1, mat1);\r\n\r\n Matrix.RotationAxisToRef(this._bendAxis, angB, mat2);\r\n mat2.multiplyToRef(mat1, mat1);\r\n } else {\r\n const _tmpVec = BoneIKController._TmpVecs[5];\r\n\r\n _tmpVec.copyFrom(this._bendAxis);\r\n _tmpVec.x *= -1;\r\n\r\n Matrix.RotationAxisToRef(_tmpVec, -angB, mat2);\r\n mat2.multiplyToRef(mat1, mat1);\r\n }\r\n\r\n if (this.poleAngle) {\r\n Matrix.RotationAxisToRef(yaxis, this.poleAngle, mat2);\r\n mat1.multiplyToRef(mat2, mat1);\r\n }\r\n\r\n if (this._bone1) {\r\n if (this.slerpAmount < 1) {\r\n if (!this._slerping) {\r\n Quaternion.FromRotationMatrixToRef(this._bone1Mat, this._bone1Quat);\r\n }\r\n Quaternion.FromRotationMatrixToRef(mat1, tmpQuat);\r\n Quaternion.SlerpToRef(this._bone1Quat, tmpQuat, this.slerpAmount, this._bone1Quat);\r\n angC = this._bone2Ang * (1.0 - this.slerpAmount) + angC * this.slerpAmount;\r\n\r\n this._bone1.setRotationQuaternion(this._bone1Quat, Space.WORLD, this.mesh);\r\n this._slerping = true;\r\n } else {\r\n this._bone1.setRotationMatrix(mat1, Space.WORLD, this.mesh);\r\n this._bone1Mat.copyFrom(mat1);\r\n this._slerping = false;\r\n }\r\n this._updateLinkedTransformRotation(this._bone1);\r\n }\r\n\r\n this._bone2.setAxisAngle(this._bendAxis, angC, Space.LOCAL);\r\n this._updateLinkedTransformRotation(this._bone2);\r\n this._bone2Ang = angC;\r\n }\r\n\r\n private _updateLinkedTransformRotation(bone: Bone): void {\r\n if (bone._linkedTransformNode) {\r\n if (!bone._linkedTransformNode.rotationQuaternion) {\r\n bone._linkedTransformNode.rotationQuaternion = new Quaternion();\r\n }\r\n bone.getRotationQuaternionToRef(Space.LOCAL, null, bone._linkedTransformNode.rotationQuaternion);\r\n }\r\n }\r\n}\r\n"]}
@@ -1,4 +1,4 @@
1
- import { Vector3 } from "../Maths/math.vector.js";
1
+ import { Vector3 } from "../Maths/math.vector.pure.js";
2
2
  import { type TransformNode } from "../Meshes/transformNode.js";
3
3
  import { type Bone } from "./bone.js";
4
4
  import { Space } from "../Maths/math.axis.js";
@@ -1,5 +1,5 @@
1
1
  import { BuildArray } from "../Misc/arrayTools.js";
2
- import { Vector3, Quaternion, Matrix } from "../Maths/math.vector.js";
2
+ import { Vector3, Quaternion, Matrix } from "../Maths/math.vector.pure.js";
3
3
  import { Axis } from "../Maths/math.axis.js";
4
4
  /**
5
5
  * Class used to make a bone look toward a point in space
@@ -1 +1 @@
1
- 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{ type Nullable } from \"../types\";\r\nimport { BuildArray } from \"../Misc/arrayTools\";\r\nimport { Vector3, Quaternion, Matrix } from \"../Maths/math.vector\";\r\nimport { type TransformNode } from \"../Meshes/transformNode\";\r\nimport { type Bone } from \"./bone\";\r\nimport { Space, Axis } from \"../Maths/math.axis\";\r\n\r\n/**\r\n * Class used to make a bone look toward a point in space\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/bonesSkeletons#bonelookcontroller\r\n */\r\nexport class BoneLookController {\r\n private static _TmpVecs: Vector3[] = BuildArray(10, Vector3.Zero);\r\n private static _TmpQuat = Quaternion.Identity();\r\n private static _TmpMats: Matrix[] = BuildArray(5, Matrix.Identity);\r\n\r\n /**\r\n * The target Vector3 that the bone will look at\r\n */\r\n public target: Vector3;\r\n\r\n /**\r\n * The TransformNode that the bone is attached to\r\n * Name kept as mesh for back compatibility\r\n */\r\n public mesh: TransformNode;\r\n\r\n /**\r\n * The bone that will be looking to the target\r\n */\r\n public bone: Bone;\r\n\r\n /**\r\n * The up axis of the coordinate system that is used when the bone is rotated\r\n */\r\n public upAxis: Vector3 = Vector3.Up();\r\n\r\n /**\r\n * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD\r\n */\r\n public upAxisSpace: Space = Space.LOCAL;\r\n\r\n /**\r\n * Used to make an adjustment to the yaw of the bone\r\n */\r\n public adjustYaw = 0;\r\n\r\n /**\r\n * Used to make an adjustment to the pitch of the bone\r\n */\r\n public adjustPitch = 0;\r\n\r\n /**\r\n * Used to make an adjustment to the roll of the bone\r\n */\r\n public adjustRoll = 0;\r\n\r\n /**\r\n * The amount to slerp (spherical linear interpolation) to the target. Set this to a value between 0 and 1 (a value of 1 disables slerp)\r\n */\r\n public slerpAmount = 1;\r\n\r\n private _minYaw: number;\r\n private _maxYaw: number;\r\n private _minPitch: number;\r\n private _maxPitch: number;\r\n private _minYawSin: number;\r\n private _minYawCos: number;\r\n private _maxYawSin: number;\r\n private _maxYawCos: number;\r\n private _midYawConstraint: number;\r\n private _minPitchTan: number;\r\n private _maxPitchTan: number;\r\n\r\n private _boneQuat: Quaternion = Quaternion.Identity();\r\n private _slerping = false;\r\n private _transformYawPitch: Matrix;\r\n private _transformYawPitchInv: Matrix;\r\n private _firstFrameSkipped = false;\r\n private _yawRange: number;\r\n private _fowardAxis: Vector3 = Vector3.Forward();\r\n\r\n /**\r\n * Gets or sets the minimum yaw angle that the bone can look to\r\n */\r\n get minYaw(): number {\r\n return this._minYaw;\r\n }\r\n\r\n set minYaw(value: number) {\r\n this._minYaw = value;\r\n this._minYawSin = Math.sin(value);\r\n this._minYawCos = Math.cos(value);\r\n if (this._maxYaw != null) {\r\n this._midYawConstraint = this._getAngleDiff(this._minYaw, this._maxYaw) * 0.5 + this._minYaw;\r\n this._yawRange = this._maxYaw - this._minYaw;\r\n }\r\n }\r\n\r\n /**\r\n * Gets or sets the maximum yaw angle that the bone can look to\r\n */\r\n get maxYaw(): number {\r\n return this._maxYaw;\r\n }\r\n\r\n set maxYaw(value: number) {\r\n this._maxYaw = value;\r\n this._maxYawSin = Math.sin(value);\r\n this._maxYawCos = Math.cos(value);\r\n if (this._minYaw != null) {\r\n this._midYawConstraint = this._getAngleDiff(this._minYaw, this._maxYaw) * 0.5 + this._minYaw;\r\n this._yawRange = this._maxYaw - this._minYaw;\r\n }\r\n }\r\n\r\n /**\r\n * Use the absolute value for yaw when checking the min/max constraints\r\n */\r\n public useAbsoluteValueForYaw = false;\r\n\r\n /**\r\n * Gets or sets the minimum pitch angle that the bone can look to\r\n */\r\n get minPitch(): number {\r\n return this._minPitch;\r\n }\r\n\r\n set minPitch(value: number) {\r\n this._minPitch = value;\r\n this._minPitchTan = Math.tan(value);\r\n }\r\n\r\n /**\r\n * Gets or sets the maximum pitch angle that the bone can look to\r\n */\r\n get maxPitch(): number {\r\n return this._maxPitch;\r\n }\r\n\r\n set maxPitch(value: number) {\r\n this._maxPitch = value;\r\n this._maxPitchTan = Math.tan(value);\r\n }\r\n\r\n /**\r\n * Create a BoneLookController\r\n * @param mesh the TransformNode that the bone belongs to\r\n * @param bone the bone that will be looking to the target\r\n * @param target the target Vector3 to look at\r\n * @param options optional settings:\r\n * * maxYaw: the maximum angle the bone will yaw to\r\n * * minYaw: the minimum angle the bone will yaw to\r\n * * maxPitch: the maximum angle the bone will pitch to\r\n * * minPitch: the minimum angle the bone will yaw to\r\n * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.\r\n * * upAxis: the up axis of the coordinate system\r\n * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.\r\n * * yawAxis: set yawAxis if the bone does not yaw on the y axis\r\n * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis\r\n * * adjustYaw: used to make an adjustment to the yaw of the bone\r\n * * adjustPitch: used to make an adjustment to the pitch of the bone\r\n * * adjustRoll: used to make an adjustment to the roll of the bone\r\n * @param options.maxYaw\r\n * @param options.minYaw\r\n * @param options.maxPitch\r\n * @param options.minPitch\r\n * @param options.slerpAmount\r\n * @param options.upAxis\r\n * @param options.upAxisSpace\r\n * @param options.yawAxis\r\n * @param options.pitchAxis\r\n * @param options.adjustYaw\r\n * @param options.adjustPitch\r\n * @param options.adjustRoll\r\n **/\r\n constructor(\r\n mesh: TransformNode,\r\n bone: Bone,\r\n target: Vector3,\r\n options?: {\r\n maxYaw?: number;\r\n minYaw?: number;\r\n maxPitch?: number;\r\n minPitch?: number;\r\n slerpAmount?: number;\r\n upAxis?: Vector3;\r\n upAxisSpace?: Space;\r\n yawAxis?: Vector3;\r\n pitchAxis?: Vector3;\r\n adjustYaw?: number;\r\n adjustPitch?: number;\r\n adjustRoll?: number;\r\n useAbsoluteValueForYaw?: boolean;\r\n }\r\n ) {\r\n this.mesh = mesh;\r\n this.bone = bone;\r\n this.target = target;\r\n\r\n if (options) {\r\n if (options.adjustYaw) {\r\n this.adjustYaw = options.adjustYaw;\r\n }\r\n\r\n if (options.adjustPitch) {\r\n this.adjustPitch = options.adjustPitch;\r\n }\r\n\r\n if (options.adjustRoll) {\r\n this.adjustRoll = options.adjustRoll;\r\n }\r\n\r\n if (options.maxYaw != null) {\r\n this.maxYaw = options.maxYaw;\r\n } else {\r\n this.maxYaw = Math.PI;\r\n }\r\n\r\n if (options.minYaw != null) {\r\n this.minYaw = options.minYaw;\r\n } else {\r\n this.minYaw = -Math.PI;\r\n }\r\n\r\n if (options.maxPitch != null) {\r\n this.maxPitch = options.maxPitch;\r\n } else {\r\n this.maxPitch = Math.PI;\r\n }\r\n\r\n if (options.minPitch != null) {\r\n this.minPitch = options.minPitch;\r\n } else {\r\n this.minPitch = -Math.PI;\r\n }\r\n\r\n if (options.slerpAmount != null) {\r\n this.slerpAmount = options.slerpAmount;\r\n }\r\n\r\n if (options.upAxis != null) {\r\n this.upAxis = options.upAxis;\r\n }\r\n\r\n if (options.upAxisSpace != null) {\r\n this.upAxisSpace = options.upAxisSpace;\r\n }\r\n\r\n if (options.yawAxis != null || options.pitchAxis != null) {\r\n let newYawAxis = Axis.Y;\r\n let newPitchAxis = Axis.X;\r\n\r\n if (options.yawAxis != null) {\r\n newYawAxis = options.yawAxis.clone();\r\n newYawAxis.normalize();\r\n }\r\n\r\n if (options.pitchAxis != null) {\r\n newPitchAxis = options.pitchAxis.clone();\r\n newPitchAxis.normalize();\r\n }\r\n\r\n const newRollAxis = Vector3.Cross(newPitchAxis, newYawAxis);\r\n\r\n this._transformYawPitch = Matrix.Identity();\r\n Matrix.FromXYZAxesToRef(newPitchAxis, newYawAxis, newRollAxis, this._transformYawPitch);\r\n\r\n this._transformYawPitchInv = this._transformYawPitch.clone();\r\n this._transformYawPitch.invert();\r\n }\r\n\r\n if (options.useAbsoluteValueForYaw !== undefined) {\r\n this.useAbsoluteValueForYaw = options.useAbsoluteValueForYaw;\r\n }\r\n }\r\n\r\n if (!bone.getParent() && this.upAxisSpace == Space.BONE) {\r\n this.upAxisSpace = Space.LOCAL;\r\n }\r\n }\r\n\r\n /**\r\n * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())\r\n */\r\n public update(): void {\r\n //skip the first frame when slerping so that the TransformNode rotation is correct\r\n if (this.slerpAmount < 1 && !this._firstFrameSkipped) {\r\n this._firstFrameSkipped = true;\r\n return;\r\n }\r\n\r\n const bone = this.bone;\r\n const bonePos = BoneLookController._TmpVecs[0];\r\n bone.getAbsolutePositionToRef(this.mesh, bonePos);\r\n\r\n let target = this.target;\r\n const _tmpMat1 = BoneLookController._TmpMats[0];\r\n const _tmpMat2 = BoneLookController._TmpMats[1];\r\n\r\n const mesh = this.mesh;\r\n const parentBone = bone.getParent();\r\n\r\n const upAxis = BoneLookController._TmpVecs[1];\r\n upAxis.copyFrom(this.upAxis);\r\n\r\n if (this.upAxisSpace == Space.BONE && parentBone) {\r\n if (this._transformYawPitch) {\r\n Vector3.TransformCoordinatesToRef(upAxis, this._transformYawPitchInv, upAxis);\r\n }\r\n parentBone.getDirectionToRef(upAxis, this.mesh, upAxis);\r\n } else if (this.upAxisSpace == Space.LOCAL) {\r\n mesh.getDirectionToRef(upAxis, upAxis);\r\n if (mesh.scaling.x != 1 || mesh.scaling.y != 1 || mesh.scaling.z != 1) {\r\n upAxis.normalize();\r\n }\r\n }\r\n\r\n let checkYaw = false;\r\n let checkPitch = false;\r\n\r\n if (this._maxYaw != Math.PI || this._minYaw != -Math.PI) {\r\n checkYaw = true;\r\n }\r\n if (this._maxPitch != Math.PI || this._minPitch != -Math.PI) {\r\n checkPitch = true;\r\n }\r\n\r\n if (checkYaw || checkPitch) {\r\n const spaceMat = BoneLookController._TmpMats[2];\r\n const spaceMatInv = BoneLookController._TmpMats[3];\r\n\r\n if (this.upAxisSpace == Space.BONE && upAxis.y == 1 && parentBone) {\r\n parentBone.getRotationMatrixToRef(Space.WORLD, this.mesh, spaceMat);\r\n } else if (this.upAxisSpace == Space.LOCAL && upAxis.y == 1 && !parentBone) {\r\n spaceMat.copyFrom(mesh.getWorldMatrix());\r\n } else {\r\n let forwardAxis = BoneLookController._TmpVecs[2];\r\n forwardAxis.copyFrom(this._fowardAxis);\r\n\r\n if (this._transformYawPitch) {\r\n Vector3.TransformCoordinatesToRef(forwardAxis, this._transformYawPitchInv, forwardAxis);\r\n }\r\n\r\n if (parentBone) {\r\n parentBone.getDirectionToRef(forwardAxis, this.mesh, forwardAxis);\r\n } else {\r\n mesh.getDirectionToRef(forwardAxis, forwardAxis);\r\n }\r\n\r\n const rightAxis = Vector3.Cross(upAxis, forwardAxis);\r\n rightAxis.normalize();\r\n forwardAxis = Vector3.Cross(rightAxis, upAxis);\r\n\r\n Matrix.FromXYZAxesToRef(rightAxis, upAxis, forwardAxis, spaceMat);\r\n }\r\n\r\n spaceMat.invertToRef(spaceMatInv);\r\n\r\n let xzlen: Nullable<number> = null;\r\n\r\n if (checkPitch) {\r\n const localTarget = BoneLookController._TmpVecs[3];\r\n target.subtractToRef(bonePos, localTarget);\r\n Vector3.TransformCoordinatesToRef(localTarget, spaceMatInv, localTarget);\r\n\r\n xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);\r\n const pitch = Math.atan2(localTarget.y, xzlen);\r\n let newPitch = pitch;\r\n\r\n if (pitch > this._maxPitch) {\r\n localTarget.y = this._maxPitchTan * xzlen;\r\n newPitch = this._maxPitch;\r\n } else if (pitch < this._minPitch) {\r\n localTarget.y = this._minPitchTan * xzlen;\r\n newPitch = this._minPitch;\r\n }\r\n\r\n if (pitch != newPitch) {\r\n Vector3.TransformCoordinatesToRef(localTarget, spaceMat, localTarget);\r\n localTarget.addInPlace(bonePos);\r\n target = localTarget;\r\n }\r\n }\r\n\r\n if (checkYaw) {\r\n const localTarget = BoneLookController._TmpVecs[4];\r\n target.subtractToRef(bonePos, localTarget);\r\n Vector3.TransformCoordinatesToRef(localTarget, spaceMatInv, localTarget);\r\n\r\n const yaw = Math.atan2(localTarget.x, localTarget.z);\r\n const yawCheck = this.useAbsoluteValueForYaw ? Math.abs(yaw) : yaw;\r\n let newYaw = yaw;\r\n\r\n if (yawCheck > this._maxYaw || yawCheck < this._minYaw) {\r\n if (xzlen == null) {\r\n xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);\r\n }\r\n\r\n if (this._yawRange > Math.PI) {\r\n if (this._isAngleBetween(yaw, this._maxYaw, this._midYawConstraint)) {\r\n localTarget.z = this._maxYawCos * xzlen;\r\n localTarget.x = this._maxYawSin * xzlen;\r\n newYaw = this._maxYaw;\r\n } else if (this._isAngleBetween(yaw, this._midYawConstraint, this._minYaw)) {\r\n localTarget.z = this._minYawCos * xzlen;\r\n localTarget.x = this._minYawSin * xzlen;\r\n newYaw = this._minYaw;\r\n }\r\n } else {\r\n if (yawCheck > this._maxYaw) {\r\n localTarget.z = this._maxYawCos * xzlen;\r\n localTarget.x = this._maxYawSin * xzlen;\r\n if (yaw < 0 && this.useAbsoluteValueForYaw) {\r\n localTarget.x *= -1;\r\n }\r\n newYaw = this._maxYaw;\r\n } else if (yawCheck < this._minYaw) {\r\n localTarget.z = this._minYawCos * xzlen;\r\n localTarget.x = this._minYawSin * xzlen;\r\n if (yaw < 0 && this.useAbsoluteValueForYaw) {\r\n localTarget.x *= -1;\r\n }\r\n newYaw = this._minYaw;\r\n }\r\n }\r\n }\r\n\r\n if (this._slerping && this._yawRange > Math.PI) {\r\n //are we going to be crossing into the min/max region?\r\n const boneFwd = BoneLookController._TmpVecs[8];\r\n boneFwd.copyFrom(Axis.Z);\r\n if (this._transformYawPitch) {\r\n Vector3.TransformCoordinatesToRef(boneFwd, this._transformYawPitchInv, boneFwd);\r\n }\r\n\r\n const boneRotMat = BoneLookController._TmpMats[4];\r\n this._boneQuat.toRotationMatrix(boneRotMat);\r\n this.mesh.getWorldMatrix().multiplyToRef(boneRotMat, boneRotMat);\r\n Vector3.TransformCoordinatesToRef(boneFwd, boneRotMat, boneFwd);\r\n Vector3.TransformCoordinatesToRef(boneFwd, spaceMatInv, boneFwd);\r\n\r\n const boneYaw = Math.atan2(boneFwd.x, boneFwd.z);\r\n const angBtwTar = this._getAngleBetween(boneYaw, yaw);\r\n const angBtwMidYaw = this._getAngleBetween(boneYaw, this._midYawConstraint);\r\n\r\n if (angBtwTar > angBtwMidYaw) {\r\n if (xzlen == null) {\r\n xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);\r\n }\r\n\r\n const angBtwMax = this._getAngleBetween(boneYaw, this._maxYaw);\r\n const angBtwMin = this._getAngleBetween(boneYaw, this._minYaw);\r\n\r\n if (angBtwMin < angBtwMax) {\r\n newYaw = boneYaw + Math.PI * 0.75;\r\n localTarget.z = Math.cos(newYaw) * xzlen;\r\n localTarget.x = Math.sin(newYaw) * xzlen;\r\n } else {\r\n newYaw = boneYaw - Math.PI * 0.75;\r\n localTarget.z = Math.cos(newYaw) * xzlen;\r\n localTarget.x = Math.sin(newYaw) * xzlen;\r\n }\r\n }\r\n }\r\n\r\n if (yaw != newYaw) {\r\n Vector3.TransformCoordinatesToRef(localTarget, spaceMat, localTarget);\r\n localTarget.addInPlace(bonePos);\r\n target = localTarget;\r\n }\r\n }\r\n }\r\n\r\n const zaxis = BoneLookController._TmpVecs[5];\r\n const xaxis = BoneLookController._TmpVecs[6];\r\n const yaxis = BoneLookController._TmpVecs[7];\r\n const tmpQuat = BoneLookController._TmpQuat;\r\n const boneScaling = BoneLookController._TmpVecs[9];\r\n\r\n target.subtractToRef(bonePos, zaxis);\r\n zaxis.normalize();\r\n Vector3.CrossToRef(upAxis, zaxis, xaxis);\r\n xaxis.normalize();\r\n Vector3.CrossToRef(zaxis, xaxis, yaxis);\r\n yaxis.normalize();\r\n Matrix.FromXYZAxesToRef(xaxis, yaxis, zaxis, _tmpMat1);\r\n\r\n if (xaxis.x === 0 && xaxis.y === 0 && xaxis.z === 0) {\r\n return;\r\n }\r\n\r\n if (yaxis.x === 0 && yaxis.y === 0 && yaxis.z === 0) {\r\n return;\r\n }\r\n\r\n if (zaxis.x === 0 && zaxis.y === 0 && zaxis.z === 0) {\r\n return;\r\n }\r\n\r\n if (this.adjustYaw || this.adjustPitch || this.adjustRoll) {\r\n Matrix.RotationYawPitchRollToRef(this.adjustYaw, this.adjustPitch, this.adjustRoll, _tmpMat2);\r\n _tmpMat2.multiplyToRef(_tmpMat1, _tmpMat1);\r\n }\r\n\r\n boneScaling.copyFrom(this.bone.getScale());\r\n\r\n if (this.slerpAmount < 1) {\r\n if (!this._slerping) {\r\n this.bone.getRotationQuaternionToRef(Space.WORLD, this.mesh, this._boneQuat);\r\n }\r\n if (this._transformYawPitch) {\r\n this._transformYawPitch.multiplyToRef(_tmpMat1, _tmpMat1);\r\n }\r\n Quaternion.FromRotationMatrixToRef(_tmpMat1, tmpQuat);\r\n Quaternion.SlerpToRef(this._boneQuat, tmpQuat, this.slerpAmount, this._boneQuat);\r\n\r\n this.bone.setRotationQuaternion(this._boneQuat, Space.WORLD, this.mesh);\r\n this._slerping = true;\r\n } else {\r\n if (this._transformYawPitch) {\r\n this._transformYawPitch.multiplyToRef(_tmpMat1, _tmpMat1);\r\n }\r\n this.bone.setRotationMatrix(_tmpMat1, Space.WORLD, this.mesh);\r\n this._slerping = false;\r\n }\r\n\r\n this.bone.setScale(boneScaling);\r\n\r\n this._updateLinkedTransformRotation();\r\n }\r\n\r\n private _getAngleDiff(ang1: number, ang2: number): number {\r\n let angDiff = ang2 - ang1;\r\n angDiff %= Math.PI * 2;\r\n\r\n if (angDiff > Math.PI) {\r\n angDiff -= Math.PI * 2;\r\n } else if (angDiff < -Math.PI) {\r\n angDiff += Math.PI * 2;\r\n }\r\n\r\n return angDiff;\r\n }\r\n\r\n private _getAngleBetween(ang1: number, ang2: number): number {\r\n ang1 %= 2 * Math.PI;\r\n ang1 = ang1 < 0 ? ang1 + 2 * Math.PI : ang1;\r\n\r\n ang2 %= 2 * Math.PI;\r\n ang2 = ang2 < 0 ? ang2 + 2 * Math.PI : ang2;\r\n\r\n let ab: number;\r\n\r\n if (ang1 < ang2) {\r\n ab = ang2 - ang1;\r\n } else {\r\n ab = ang1 - ang2;\r\n }\r\n\r\n if (ab > Math.PI) {\r\n ab = Math.PI * 2 - ab;\r\n }\r\n\r\n return ab;\r\n }\r\n\r\n private _isAngleBetween(ang: number, ang1: number, ang2: number): boolean {\r\n ang %= 2 * Math.PI;\r\n ang = ang < 0 ? ang + 2 * Math.PI : ang;\r\n ang1 %= 2 * Math.PI;\r\n ang1 = ang1 < 0 ? ang1 + 2 * Math.PI : ang1;\r\n ang2 %= 2 * Math.PI;\r\n ang2 = ang2 < 0 ? ang2 + 2 * Math.PI : ang2;\r\n\r\n if (ang1 < ang2) {\r\n if (ang > ang1 && ang < ang2) {\r\n return true;\r\n }\r\n } else {\r\n if (ang > ang2 && ang < ang1) {\r\n return true;\r\n }\r\n }\r\n return false;\r\n }\r\n\r\n private _updateLinkedTransformRotation(): void {\r\n const bone = this.bone;\r\n if (bone._linkedTransformNode) {\r\n if (!bone._linkedTransformNode.rotationQuaternion) {\r\n bone._linkedTransformNode.rotationQuaternion = new Quaternion();\r\n }\r\n bone.getRotationQuaternionToRef(Space.LOCAL, null, bone._linkedTransformNode.rotationQuaternion);\r\n }\r\n }\r\n}\r\n"]}
1
+ 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{ type Nullable } from \"../types\";\r\nimport { BuildArray } from \"../Misc/arrayTools\";\r\nimport { Vector3, Quaternion, Matrix } from \"../Maths/math.vector.pure\";\r\nimport { type TransformNode } from \"../Meshes/transformNode\";\r\nimport { type Bone } from \"./bone\";\r\nimport { Space, Axis } from \"../Maths/math.axis\";\r\n\r\n/**\r\n * Class used to make a bone look toward a point in space\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/bonesSkeletons#bonelookcontroller\r\n */\r\nexport class BoneLookController {\r\n private static _TmpVecs: Vector3[] = BuildArray(10, Vector3.Zero);\r\n private static _TmpQuat = Quaternion.Identity();\r\n private static _TmpMats: Matrix[] = BuildArray(5, Matrix.Identity);\r\n\r\n /**\r\n * The target Vector3 that the bone will look at\r\n */\r\n public target: Vector3;\r\n\r\n /**\r\n * The TransformNode that the bone is attached to\r\n * Name kept as mesh for back compatibility\r\n */\r\n public mesh: TransformNode;\r\n\r\n /**\r\n * The bone that will be looking to the target\r\n */\r\n public bone: Bone;\r\n\r\n /**\r\n * The up axis of the coordinate system that is used when the bone is rotated\r\n */\r\n public upAxis: Vector3 = Vector3.Up();\r\n\r\n /**\r\n * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD\r\n */\r\n public upAxisSpace: Space = Space.LOCAL;\r\n\r\n /**\r\n * Used to make an adjustment to the yaw of the bone\r\n */\r\n public adjustYaw = 0;\r\n\r\n /**\r\n * Used to make an adjustment to the pitch of the bone\r\n */\r\n public adjustPitch = 0;\r\n\r\n /**\r\n * Used to make an adjustment to the roll of the bone\r\n */\r\n public adjustRoll = 0;\r\n\r\n /**\r\n * The amount to slerp (spherical linear interpolation) to the target. Set this to a value between 0 and 1 (a value of 1 disables slerp)\r\n */\r\n public slerpAmount = 1;\r\n\r\n private _minYaw: number;\r\n private _maxYaw: number;\r\n private _minPitch: number;\r\n private _maxPitch: number;\r\n private _minYawSin: number;\r\n private _minYawCos: number;\r\n private _maxYawSin: number;\r\n private _maxYawCos: number;\r\n private _midYawConstraint: number;\r\n private _minPitchTan: number;\r\n private _maxPitchTan: number;\r\n\r\n private _boneQuat: Quaternion = Quaternion.Identity();\r\n private _slerping = false;\r\n private _transformYawPitch: Matrix;\r\n private _transformYawPitchInv: Matrix;\r\n private _firstFrameSkipped = false;\r\n private _yawRange: number;\r\n private _fowardAxis: Vector3 = Vector3.Forward();\r\n\r\n /**\r\n * Gets or sets the minimum yaw angle that the bone can look to\r\n */\r\n get minYaw(): number {\r\n return this._minYaw;\r\n }\r\n\r\n set minYaw(value: number) {\r\n this._minYaw = value;\r\n this._minYawSin = Math.sin(value);\r\n this._minYawCos = Math.cos(value);\r\n if (this._maxYaw != null) {\r\n this._midYawConstraint = this._getAngleDiff(this._minYaw, this._maxYaw) * 0.5 + this._minYaw;\r\n this._yawRange = this._maxYaw - this._minYaw;\r\n }\r\n }\r\n\r\n /**\r\n * Gets or sets the maximum yaw angle that the bone can look to\r\n */\r\n get maxYaw(): number {\r\n return this._maxYaw;\r\n }\r\n\r\n set maxYaw(value: number) {\r\n this._maxYaw = value;\r\n this._maxYawSin = Math.sin(value);\r\n this._maxYawCos = Math.cos(value);\r\n if (this._minYaw != null) {\r\n this._midYawConstraint = this._getAngleDiff(this._minYaw, this._maxYaw) * 0.5 + this._minYaw;\r\n this._yawRange = this._maxYaw - this._minYaw;\r\n }\r\n }\r\n\r\n /**\r\n * Use the absolute value for yaw when checking the min/max constraints\r\n */\r\n public useAbsoluteValueForYaw = false;\r\n\r\n /**\r\n * Gets or sets the minimum pitch angle that the bone can look to\r\n */\r\n get minPitch(): number {\r\n return this._minPitch;\r\n }\r\n\r\n set minPitch(value: number) {\r\n this._minPitch = value;\r\n this._minPitchTan = Math.tan(value);\r\n }\r\n\r\n /**\r\n * Gets or sets the maximum pitch angle that the bone can look to\r\n */\r\n get maxPitch(): number {\r\n return this._maxPitch;\r\n }\r\n\r\n set maxPitch(value: number) {\r\n this._maxPitch = value;\r\n this._maxPitchTan = Math.tan(value);\r\n }\r\n\r\n /**\r\n * Create a BoneLookController\r\n * @param mesh the TransformNode that the bone belongs to\r\n * @param bone the bone that will be looking to the target\r\n * @param target the target Vector3 to look at\r\n * @param options optional settings:\r\n * * maxYaw: the maximum angle the bone will yaw to\r\n * * minYaw: the minimum angle the bone will yaw to\r\n * * maxPitch: the maximum angle the bone will pitch to\r\n * * minPitch: the minimum angle the bone will yaw to\r\n * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.\r\n * * upAxis: the up axis of the coordinate system\r\n * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.\r\n * * yawAxis: set yawAxis if the bone does not yaw on the y axis\r\n * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis\r\n * * adjustYaw: used to make an adjustment to the yaw of the bone\r\n * * adjustPitch: used to make an adjustment to the pitch of the bone\r\n * * adjustRoll: used to make an adjustment to the roll of the bone\r\n * @param options.maxYaw\r\n * @param options.minYaw\r\n * @param options.maxPitch\r\n * @param options.minPitch\r\n * @param options.slerpAmount\r\n * @param options.upAxis\r\n * @param options.upAxisSpace\r\n * @param options.yawAxis\r\n * @param options.pitchAxis\r\n * @param options.adjustYaw\r\n * @param options.adjustPitch\r\n * @param options.adjustRoll\r\n **/\r\n constructor(\r\n mesh: TransformNode,\r\n bone: Bone,\r\n target: Vector3,\r\n options?: {\r\n maxYaw?: number;\r\n minYaw?: number;\r\n maxPitch?: number;\r\n minPitch?: number;\r\n slerpAmount?: number;\r\n upAxis?: Vector3;\r\n upAxisSpace?: Space;\r\n yawAxis?: Vector3;\r\n pitchAxis?: Vector3;\r\n adjustYaw?: number;\r\n adjustPitch?: number;\r\n adjustRoll?: number;\r\n useAbsoluteValueForYaw?: boolean;\r\n }\r\n ) {\r\n this.mesh = mesh;\r\n this.bone = bone;\r\n this.target = target;\r\n\r\n if (options) {\r\n if (options.adjustYaw) {\r\n this.adjustYaw = options.adjustYaw;\r\n }\r\n\r\n if (options.adjustPitch) {\r\n this.adjustPitch = options.adjustPitch;\r\n }\r\n\r\n if (options.adjustRoll) {\r\n this.adjustRoll = options.adjustRoll;\r\n }\r\n\r\n if (options.maxYaw != null) {\r\n this.maxYaw = options.maxYaw;\r\n } else {\r\n this.maxYaw = Math.PI;\r\n }\r\n\r\n if (options.minYaw != null) {\r\n this.minYaw = options.minYaw;\r\n } else {\r\n this.minYaw = -Math.PI;\r\n }\r\n\r\n if (options.maxPitch != null) {\r\n this.maxPitch = options.maxPitch;\r\n } else {\r\n this.maxPitch = Math.PI;\r\n }\r\n\r\n if (options.minPitch != null) {\r\n this.minPitch = options.minPitch;\r\n } else {\r\n this.minPitch = -Math.PI;\r\n }\r\n\r\n if (options.slerpAmount != null) {\r\n this.slerpAmount = options.slerpAmount;\r\n }\r\n\r\n if (options.upAxis != null) {\r\n this.upAxis = options.upAxis;\r\n }\r\n\r\n if (options.upAxisSpace != null) {\r\n this.upAxisSpace = options.upAxisSpace;\r\n }\r\n\r\n if (options.yawAxis != null || options.pitchAxis != null) {\r\n let newYawAxis = Axis.Y;\r\n let newPitchAxis = Axis.X;\r\n\r\n if (options.yawAxis != null) {\r\n newYawAxis = options.yawAxis.clone();\r\n newYawAxis.normalize();\r\n }\r\n\r\n if (options.pitchAxis != null) {\r\n newPitchAxis = options.pitchAxis.clone();\r\n newPitchAxis.normalize();\r\n }\r\n\r\n const newRollAxis = Vector3.Cross(newPitchAxis, newYawAxis);\r\n\r\n this._transformYawPitch = Matrix.Identity();\r\n Matrix.FromXYZAxesToRef(newPitchAxis, newYawAxis, newRollAxis, this._transformYawPitch);\r\n\r\n this._transformYawPitchInv = this._transformYawPitch.clone();\r\n this._transformYawPitch.invert();\r\n }\r\n\r\n if (options.useAbsoluteValueForYaw !== undefined) {\r\n this.useAbsoluteValueForYaw = options.useAbsoluteValueForYaw;\r\n }\r\n }\r\n\r\n if (!bone.getParent() && this.upAxisSpace == Space.BONE) {\r\n this.upAxisSpace = Space.LOCAL;\r\n }\r\n }\r\n\r\n /**\r\n * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())\r\n */\r\n public update(): void {\r\n //skip the first frame when slerping so that the TransformNode rotation is correct\r\n if (this.slerpAmount < 1 && !this._firstFrameSkipped) {\r\n this._firstFrameSkipped = true;\r\n return;\r\n }\r\n\r\n const bone = this.bone;\r\n const bonePos = BoneLookController._TmpVecs[0];\r\n bone.getAbsolutePositionToRef(this.mesh, bonePos);\r\n\r\n let target = this.target;\r\n const _tmpMat1 = BoneLookController._TmpMats[0];\r\n const _tmpMat2 = BoneLookController._TmpMats[1];\r\n\r\n const mesh = this.mesh;\r\n const parentBone = bone.getParent();\r\n\r\n const upAxis = BoneLookController._TmpVecs[1];\r\n upAxis.copyFrom(this.upAxis);\r\n\r\n if (this.upAxisSpace == Space.BONE && parentBone) {\r\n if (this._transformYawPitch) {\r\n Vector3.TransformCoordinatesToRef(upAxis, this._transformYawPitchInv, upAxis);\r\n }\r\n parentBone.getDirectionToRef(upAxis, this.mesh, upAxis);\r\n } else if (this.upAxisSpace == Space.LOCAL) {\r\n mesh.getDirectionToRef(upAxis, upAxis);\r\n if (mesh.scaling.x != 1 || mesh.scaling.y != 1 || mesh.scaling.z != 1) {\r\n upAxis.normalize();\r\n }\r\n }\r\n\r\n let checkYaw = false;\r\n let checkPitch = false;\r\n\r\n if (this._maxYaw != Math.PI || this._minYaw != -Math.PI) {\r\n checkYaw = true;\r\n }\r\n if (this._maxPitch != Math.PI || this._minPitch != -Math.PI) {\r\n checkPitch = true;\r\n }\r\n\r\n if (checkYaw || checkPitch) {\r\n const spaceMat = BoneLookController._TmpMats[2];\r\n const spaceMatInv = BoneLookController._TmpMats[3];\r\n\r\n if (this.upAxisSpace == Space.BONE && upAxis.y == 1 && parentBone) {\r\n parentBone.getRotationMatrixToRef(Space.WORLD, this.mesh, spaceMat);\r\n } else if (this.upAxisSpace == Space.LOCAL && upAxis.y == 1 && !parentBone) {\r\n spaceMat.copyFrom(mesh.getWorldMatrix());\r\n } else {\r\n let forwardAxis = BoneLookController._TmpVecs[2];\r\n forwardAxis.copyFrom(this._fowardAxis);\r\n\r\n if (this._transformYawPitch) {\r\n Vector3.TransformCoordinatesToRef(forwardAxis, this._transformYawPitchInv, forwardAxis);\r\n }\r\n\r\n if (parentBone) {\r\n parentBone.getDirectionToRef(forwardAxis, this.mesh, forwardAxis);\r\n } else {\r\n mesh.getDirectionToRef(forwardAxis, forwardAxis);\r\n }\r\n\r\n const rightAxis = Vector3.Cross(upAxis, forwardAxis);\r\n rightAxis.normalize();\r\n forwardAxis = Vector3.Cross(rightAxis, upAxis);\r\n\r\n Matrix.FromXYZAxesToRef(rightAxis, upAxis, forwardAxis, spaceMat);\r\n }\r\n\r\n spaceMat.invertToRef(spaceMatInv);\r\n\r\n let xzlen: Nullable<number> = null;\r\n\r\n if (checkPitch) {\r\n const localTarget = BoneLookController._TmpVecs[3];\r\n target.subtractToRef(bonePos, localTarget);\r\n Vector3.TransformCoordinatesToRef(localTarget, spaceMatInv, localTarget);\r\n\r\n xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);\r\n const pitch = Math.atan2(localTarget.y, xzlen);\r\n let newPitch = pitch;\r\n\r\n if (pitch > this._maxPitch) {\r\n localTarget.y = this._maxPitchTan * xzlen;\r\n newPitch = this._maxPitch;\r\n } else if (pitch < this._minPitch) {\r\n localTarget.y = this._minPitchTan * xzlen;\r\n newPitch = this._minPitch;\r\n }\r\n\r\n if (pitch != newPitch) {\r\n Vector3.TransformCoordinatesToRef(localTarget, spaceMat, localTarget);\r\n localTarget.addInPlace(bonePos);\r\n target = localTarget;\r\n }\r\n }\r\n\r\n if (checkYaw) {\r\n const localTarget = BoneLookController._TmpVecs[4];\r\n target.subtractToRef(bonePos, localTarget);\r\n Vector3.TransformCoordinatesToRef(localTarget, spaceMatInv, localTarget);\r\n\r\n const yaw = Math.atan2(localTarget.x, localTarget.z);\r\n const yawCheck = this.useAbsoluteValueForYaw ? Math.abs(yaw) : yaw;\r\n let newYaw = yaw;\r\n\r\n if (yawCheck > this._maxYaw || yawCheck < this._minYaw) {\r\n if (xzlen == null) {\r\n xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);\r\n }\r\n\r\n if (this._yawRange > Math.PI) {\r\n if (this._isAngleBetween(yaw, this._maxYaw, this._midYawConstraint)) {\r\n localTarget.z = this._maxYawCos * xzlen;\r\n localTarget.x = this._maxYawSin * xzlen;\r\n newYaw = this._maxYaw;\r\n } else if (this._isAngleBetween(yaw, this._midYawConstraint, this._minYaw)) {\r\n localTarget.z = this._minYawCos * xzlen;\r\n localTarget.x = this._minYawSin * xzlen;\r\n newYaw = this._minYaw;\r\n }\r\n } else {\r\n if (yawCheck > this._maxYaw) {\r\n localTarget.z = this._maxYawCos * xzlen;\r\n localTarget.x = this._maxYawSin * xzlen;\r\n if (yaw < 0 && this.useAbsoluteValueForYaw) {\r\n localTarget.x *= -1;\r\n }\r\n newYaw = this._maxYaw;\r\n } else if (yawCheck < this._minYaw) {\r\n localTarget.z = this._minYawCos * xzlen;\r\n localTarget.x = this._minYawSin * xzlen;\r\n if (yaw < 0 && this.useAbsoluteValueForYaw) {\r\n localTarget.x *= -1;\r\n }\r\n newYaw = this._minYaw;\r\n }\r\n }\r\n }\r\n\r\n if (this._slerping && this._yawRange > Math.PI) {\r\n //are we going to be crossing into the min/max region?\r\n const boneFwd = BoneLookController._TmpVecs[8];\r\n boneFwd.copyFrom(Axis.Z);\r\n if (this._transformYawPitch) {\r\n Vector3.TransformCoordinatesToRef(boneFwd, this._transformYawPitchInv, boneFwd);\r\n }\r\n\r\n const boneRotMat = BoneLookController._TmpMats[4];\r\n this._boneQuat.toRotationMatrix(boneRotMat);\r\n this.mesh.getWorldMatrix().multiplyToRef(boneRotMat, boneRotMat);\r\n Vector3.TransformCoordinatesToRef(boneFwd, boneRotMat, boneFwd);\r\n Vector3.TransformCoordinatesToRef(boneFwd, spaceMatInv, boneFwd);\r\n\r\n const boneYaw = Math.atan2(boneFwd.x, boneFwd.z);\r\n const angBtwTar = this._getAngleBetween(boneYaw, yaw);\r\n const angBtwMidYaw = this._getAngleBetween(boneYaw, this._midYawConstraint);\r\n\r\n if (angBtwTar > angBtwMidYaw) {\r\n if (xzlen == null) {\r\n xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);\r\n }\r\n\r\n const angBtwMax = this._getAngleBetween(boneYaw, this._maxYaw);\r\n const angBtwMin = this._getAngleBetween(boneYaw, this._minYaw);\r\n\r\n if (angBtwMin < angBtwMax) {\r\n newYaw = boneYaw + Math.PI * 0.75;\r\n localTarget.z = Math.cos(newYaw) * xzlen;\r\n localTarget.x = Math.sin(newYaw) * xzlen;\r\n } else {\r\n newYaw = boneYaw - Math.PI * 0.75;\r\n localTarget.z = Math.cos(newYaw) * xzlen;\r\n localTarget.x = Math.sin(newYaw) * xzlen;\r\n }\r\n }\r\n }\r\n\r\n if (yaw != newYaw) {\r\n Vector3.TransformCoordinatesToRef(localTarget, spaceMat, localTarget);\r\n localTarget.addInPlace(bonePos);\r\n target = localTarget;\r\n }\r\n }\r\n }\r\n\r\n const zaxis = BoneLookController._TmpVecs[5];\r\n const xaxis = BoneLookController._TmpVecs[6];\r\n const yaxis = BoneLookController._TmpVecs[7];\r\n const tmpQuat = BoneLookController._TmpQuat;\r\n const boneScaling = BoneLookController._TmpVecs[9];\r\n\r\n target.subtractToRef(bonePos, zaxis);\r\n zaxis.normalize();\r\n Vector3.CrossToRef(upAxis, zaxis, xaxis);\r\n xaxis.normalize();\r\n Vector3.CrossToRef(zaxis, xaxis, yaxis);\r\n yaxis.normalize();\r\n Matrix.FromXYZAxesToRef(xaxis, yaxis, zaxis, _tmpMat1);\r\n\r\n if (xaxis.x === 0 && xaxis.y === 0 && xaxis.z === 0) {\r\n return;\r\n }\r\n\r\n if (yaxis.x === 0 && yaxis.y === 0 && yaxis.z === 0) {\r\n return;\r\n }\r\n\r\n if (zaxis.x === 0 && zaxis.y === 0 && zaxis.z === 0) {\r\n return;\r\n }\r\n\r\n if (this.adjustYaw || this.adjustPitch || this.adjustRoll) {\r\n Matrix.RotationYawPitchRollToRef(this.adjustYaw, this.adjustPitch, this.adjustRoll, _tmpMat2);\r\n _tmpMat2.multiplyToRef(_tmpMat1, _tmpMat1);\r\n }\r\n\r\n boneScaling.copyFrom(this.bone.getScale());\r\n\r\n if (this.slerpAmount < 1) {\r\n if (!this._slerping) {\r\n this.bone.getRotationQuaternionToRef(Space.WORLD, this.mesh, this._boneQuat);\r\n }\r\n if (this._transformYawPitch) {\r\n this._transformYawPitch.multiplyToRef(_tmpMat1, _tmpMat1);\r\n }\r\n Quaternion.FromRotationMatrixToRef(_tmpMat1, tmpQuat);\r\n Quaternion.SlerpToRef(this._boneQuat, tmpQuat, this.slerpAmount, this._boneQuat);\r\n\r\n this.bone.setRotationQuaternion(this._boneQuat, Space.WORLD, this.mesh);\r\n this._slerping = true;\r\n } else {\r\n if (this._transformYawPitch) {\r\n this._transformYawPitch.multiplyToRef(_tmpMat1, _tmpMat1);\r\n }\r\n this.bone.setRotationMatrix(_tmpMat1, Space.WORLD, this.mesh);\r\n this._slerping = false;\r\n }\r\n\r\n this.bone.setScale(boneScaling);\r\n\r\n this._updateLinkedTransformRotation();\r\n }\r\n\r\n private _getAngleDiff(ang1: number, ang2: number): number {\r\n let angDiff = ang2 - ang1;\r\n angDiff %= Math.PI * 2;\r\n\r\n if (angDiff > Math.PI) {\r\n angDiff -= Math.PI * 2;\r\n } else if (angDiff < -Math.PI) {\r\n angDiff += Math.PI * 2;\r\n }\r\n\r\n return angDiff;\r\n }\r\n\r\n private _getAngleBetween(ang1: number, ang2: number): number {\r\n ang1 %= 2 * Math.PI;\r\n ang1 = ang1 < 0 ? ang1 + 2 * Math.PI : ang1;\r\n\r\n ang2 %= 2 * Math.PI;\r\n ang2 = ang2 < 0 ? ang2 + 2 * Math.PI : ang2;\r\n\r\n let ab: number;\r\n\r\n if (ang1 < ang2) {\r\n ab = ang2 - ang1;\r\n } else {\r\n ab = ang1 - ang2;\r\n }\r\n\r\n if (ab > Math.PI) {\r\n ab = Math.PI * 2 - ab;\r\n }\r\n\r\n return ab;\r\n }\r\n\r\n private _isAngleBetween(ang: number, ang1: number, ang2: number): boolean {\r\n ang %= 2 * Math.PI;\r\n ang = ang < 0 ? ang + 2 * Math.PI : ang;\r\n ang1 %= 2 * Math.PI;\r\n ang1 = ang1 < 0 ? ang1 + 2 * Math.PI : ang1;\r\n ang2 %= 2 * Math.PI;\r\n ang2 = ang2 < 0 ? ang2 + 2 * Math.PI : ang2;\r\n\r\n if (ang1 < ang2) {\r\n if (ang > ang1 && ang < ang2) {\r\n return true;\r\n }\r\n } else {\r\n if (ang > ang2 && ang < ang1) {\r\n return true;\r\n }\r\n }\r\n return false;\r\n }\r\n\r\n private _updateLinkedTransformRotation(): void {\r\n const bone = this.bone;\r\n if (bone._linkedTransformNode) {\r\n if (!bone._linkedTransformNode.rotationQuaternion) {\r\n bone._linkedTransformNode.rotationQuaternion = new Quaternion();\r\n }\r\n bone.getRotationQuaternionToRef(Space.LOCAL, null, bone._linkedTransformNode.rotationQuaternion);\r\n }\r\n }\r\n}\r\n"]}
@@ -1,13 +1,13 @@
1
1
  import { Bone } from "./bone.js";
2
2
  import { Observable } from "../Misc/observable.js";
3
- import { Vector3, Matrix } from "../Maths/math.vector.js";
3
+ import { Vector3, Matrix } from "../Maths/math.vector.pure.js";
4
4
  import { type Scene } from "../scene.js";
5
5
  import { type Nullable } from "../types.js";
6
6
  import { type AbstractMesh } from "../Meshes/abstractMesh.js";
7
7
  import { RawTexture } from "../Materials/Textures/rawTexture.js";
8
8
  import { type Animatable } from "../Animations/animatable.core.js";
9
9
  import { type AnimationPropertiesOverride } from "../Animations/animationPropertiesOverride.js";
10
- import { Animation } from "../Animations/animation.js";
10
+ import { type Animation } from "../Animations/animation.pure.js";
11
11
  import { AnimationRange } from "../Animations/animationRange.js";
12
12
  import { type IInspectable } from "../Misc/iInspectable.js";
13
13
  import { type IAnimatable } from "../Animations/animatable.interface.js";
@@ -1,6 +1,6 @@
1
1
  import { type Scene } from "../scene.js";
2
2
  import { type TransformNode } from "../Meshes/transformNode.js";
3
- import { Mesh } from "../Meshes/mesh.js";
3
+ import { Mesh } from "../Meshes/mesh.pure.js";
4
4
  import { Skeleton } from "./skeleton.js";
5
5
  /**
6
6
  * Creates a skeleton from a hierarchy of transform nodes by converting each node into a bone.
@@ -1,8 +1,8 @@
1
1
  import { Bone } from "./bone.js";
2
- import { Matrix } from "../Maths/math.vector.js";
3
- import { Mesh } from "../Meshes/mesh.js";
2
+ import { Matrix } from "../Maths/math.vector.pure.js";
3
+ import { Mesh } from "../Meshes/mesh.pure.js";
4
4
  import { MeshBuilder } from "../Meshes/meshBuilder.js";
5
- import { VertexBuffer } from "../Buffers/buffer.js";
5
+ import { VertexBuffer } from "../Buffers/buffer.pure.js";
6
6
  import { Skeleton } from "./skeleton.js";
7
7
  /**
8
8
  * Creates a skeleton from a hierarchy of transform nodes by converting each node into a bone.
@@ -1 +1 @@
1
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name: The name for the created skeleton (defaults to rootNode.name + \"_skeleton\")\r\n * - boneMeshSize: The diameter of the sphere mesh created for each bone (defaults to 1, only used if createMesh is true)\r\n * - createMesh: If true, creates a mesh with spheres at each bone location for visualization purposes.\r\n * The mesh will be parented to the rootNode's parent and returned through options.mesh\r\n * - mesh: An existing mesh to attach the skeleton to. If provided, the skeleton will be assigned to this mesh\r\n * @returns A new skeleton with bones corresponding to the transform node hierarchy\r\n * @remarks\r\n * - Only transform nodes with a rotationQuaternion property will be converted into bones\r\n */\r\nexport function CreateSkeletonFromTransformNodeHierarchy(\r\n rootNode: TransformNode,\r\n scene: Scene,\r\n options?: { name?: string; boneMeshSize?: number; createMesh?: boolean; mesh?: Mesh }\r\n): Skeleton {\r\n const name = options?.name || rootNode.name + \"_skeleton\";\r\n const skeleton = new Skeleton(name, name, scene);\r\n\r\n const nodes = rootNode.getChildTransformNodes(false);\r\n\r\n nodes.unshift(rootNode);\r\n\r\n let mesh = options?.mesh || null;\r\n if (options?.createMesh) {\r\n mesh = new Mesh(`${name}_mesh`, scene);\r\n mesh.parent = rootNode.parent;\r\n mesh.skeleton = skeleton;\r\n\r\n options.mesh = mesh;\r\n } else if (mesh) {\r\n mesh.skeleton = skeleton;\r\n }\r\n\r\n const positions: number[] = [];\r\n const indices: number[] = [];\r\n const normals: number[] = [];\r\n const boneIndices: number[] = [];\r\n const boneWeights: number[] = [];\r\n\r\n const boneMesh = options?.createMesh ? MeshBuilder.CreateSphere(\"dummy\", { diameter: options?.boneMeshSize || 1, segments: 8 }, scene) : null;\r\n\r\n const boneMeshNumVertices = boneMesh?.getTotalVertices() || 0;\r\n const boneMeshPositions = boneMesh?.getVerticesData(VertexBuffer.PositionKind);\r\n const boneMeshIndices = boneMesh?.getIndices();\r\n const boneMeshNormals = boneMesh?.getVerticesData(VertexBuffer.NormalKind);\r\n\r\n const mapNameToBone: { [name: string]: Bone } = {};\r\n\r\n for (const node of nodes) {\r\n if (!node.rotationQuaternion || node.getClassName() !== \"TransformNode\") {\r\n continue;\r\n }\r\n\r\n const currentVertexIndex = positions.length / 3;\r\n\r\n if (boneMeshPositions) {\r\n for (let i = 0; i < boneMeshPositions.length; ++i) {\r\n positions.push(boneMeshPositions[i]);\r\n }\r\n }\r\n if (boneMeshNormals) {\r\n for (let i = 0; i < boneMeshNormals.length; ++i) {\r\n normals.push(boneMeshNormals[i]);\r\n }\r\n }\r\n\r\n const boneIndex = skeleton.bones.length;\r\n\r\n if (boneMesh) {\r\n for (let i = 0; i < boneMeshNumVertices; ++i) {\r\n boneIndices.push(boneIndex, -1, -1, -1);\r\n boneWeights.push(1, 0, 0, 0);\r\n }\r\n }\r\n\r\n if (boneMeshIndices) {\r\n for (let i = 0; i < boneMeshIndices.length; ++i) {\r\n indices.push(currentVertexIndex + boneMeshIndices[i]);\r\n }\r\n }\r\n\r\n const bone = new Bone(\r\n node.name,\r\n skeleton,\r\n node.parent ? mapNameToBone[node.parent.name] : null,\r\n Matrix.Compose(node.scaling, node.rotationQuaternion, node.position), // local matrix\r\n undefined,\r\n Matrix.Identity() // bind matrix\r\n );\r\n\r\n bone.linkTransformNode(node);\r\n\r\n mapNameToBone[node.name] = bone;\r\n }\r\n\r\n mesh?.setVerticesData(VertexBuffer.PositionKind, positions);\r\n mesh?.setVerticesData(VertexBuffer.NormalKind, normals);\r\n mesh?.setVerticesData(VertexBuffer.MatricesIndicesKind, boneIndices);\r\n mesh?.setVerticesData(VertexBuffer.MatricesWeightsKind, boneWeights);\r\n mesh?.setIndices(indices);\r\n\r\n mesh?.refreshBoundingInfo(true, false);\r\n\r\n boneMesh?.dispose();\r\n\r\n return skeleton;\r\n}\r\n"]}
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name: The name for the created skeleton (defaults to rootNode.name + \"_skeleton\")\r\n * - boneMeshSize: The diameter of the sphere mesh created for each bone (defaults to 1, only used if createMesh is true)\r\n * - createMesh: If true, creates a mesh with spheres at each bone location for visualization purposes.\r\n * The mesh will be parented to the rootNode's parent and returned through options.mesh\r\n * - mesh: An existing mesh to attach the skeleton to. If provided, the skeleton will be assigned to this mesh\r\n * @returns A new skeleton with bones corresponding to the transform node hierarchy\r\n * @remarks\r\n * - Only transform nodes with a rotationQuaternion property will be converted into bones\r\n */\r\nexport function CreateSkeletonFromTransformNodeHierarchy(\r\n rootNode: TransformNode,\r\n scene: Scene,\r\n options?: { name?: string; boneMeshSize?: number; createMesh?: boolean; mesh?: Mesh }\r\n): Skeleton {\r\n const name = options?.name || rootNode.name + \"_skeleton\";\r\n const skeleton = new Skeleton(name, name, scene);\r\n\r\n const nodes = rootNode.getChildTransformNodes(false);\r\n\r\n nodes.unshift(rootNode);\r\n\r\n let mesh = options?.mesh || null;\r\n if (options?.createMesh) {\r\n mesh = new Mesh(`${name}_mesh`, scene);\r\n mesh.parent = rootNode.parent;\r\n mesh.skeleton = skeleton;\r\n\r\n options.mesh = mesh;\r\n } else if (mesh) {\r\n mesh.skeleton = skeleton;\r\n }\r\n\r\n const positions: number[] = [];\r\n const indices: number[] = [];\r\n const normals: number[] = [];\r\n const boneIndices: number[] = [];\r\n const boneWeights: number[] = [];\r\n\r\n const boneMesh = options?.createMesh ? MeshBuilder.CreateSphere(\"dummy\", { diameter: options?.boneMeshSize || 1, segments: 8 }, scene) : null;\r\n\r\n const boneMeshNumVertices = boneMesh?.getTotalVertices() || 0;\r\n const boneMeshPositions = boneMesh?.getVerticesData(VertexBuffer.PositionKind);\r\n const boneMeshIndices = boneMesh?.getIndices();\r\n const boneMeshNormals = boneMesh?.getVerticesData(VertexBuffer.NormalKind);\r\n\r\n const mapNameToBone: { [name: string]: Bone } = {};\r\n\r\n for (const node of nodes) {\r\n if (!node.rotationQuaternion || node.getClassName() !== \"TransformNode\") {\r\n continue;\r\n }\r\n\r\n const currentVertexIndex = positions.length / 3;\r\n\r\n if (boneMeshPositions) {\r\n for (let i = 0; i < boneMeshPositions.length; ++i) {\r\n positions.push(boneMeshPositions[i]);\r\n }\r\n }\r\n if (boneMeshNormals) {\r\n for (let i = 0; i < boneMeshNormals.length; ++i) {\r\n normals.push(boneMeshNormals[i]);\r\n }\r\n }\r\n\r\n const boneIndex = skeleton.bones.length;\r\n\r\n if (boneMesh) {\r\n for (let i = 0; i < boneMeshNumVertices; ++i) {\r\n boneIndices.push(boneIndex, -1, -1, -1);\r\n boneWeights.push(1, 0, 0, 0);\r\n }\r\n }\r\n\r\n if (boneMeshIndices) {\r\n for (let i = 0; i < boneMeshIndices.length; ++i) {\r\n indices.push(currentVertexIndex + boneMeshIndices[i]);\r\n }\r\n }\r\n\r\n const bone = new Bone(\r\n node.name,\r\n skeleton,\r\n node.parent ? mapNameToBone[node.parent.name] : null,\r\n Matrix.Compose(node.scaling, node.rotationQuaternion, node.position), // local matrix\r\n undefined,\r\n Matrix.Identity() // bind matrix\r\n );\r\n\r\n bone.linkTransformNode(node);\r\n\r\n mapNameToBone[node.name] = bone;\r\n }\r\n\r\n mesh?.setVerticesData(VertexBuffer.PositionKind, positions);\r\n mesh?.setVerticesData(VertexBuffer.NormalKind, normals);\r\n mesh?.setVerticesData(VertexBuffer.MatricesIndicesKind, boneIndices);\r\n mesh?.setVerticesData(VertexBuffer.MatricesWeightsKind, boneWeights);\r\n mesh?.setIndices(indices);\r\n\r\n mesh?.refreshBoundingInfo(true, false);\r\n\r\n boneMesh?.dispose();\r\n\r\n return skeleton;\r\n}\r\n"]}
package/Bones/skeleton.js CHANGED
@@ -1,9 +1,8 @@
1
1
  import { Bone } from "./bone.js";
2
2
  import { Observable } from "../Misc/observable.js";
3
- import { Vector3, Matrix, TmpVectors } from "../Maths/math.vector.js";
3
+ import { Vector3, Matrix, TmpVectors } from "../Maths/math.vector.pure.js";
4
4
  import { RawTexture } from "../Materials/Textures/rawTexture.js";
5
- import { Animation } from "../Animations/animation.js";
6
- import { AnimationMakeAnimationAdditive } from "../Animations/animation.pure.js";
5
+ import { AnimationMakeAnimationAdditive, AnimationParse } from "../Animations/animation.pure.js";
7
6
  import { AnimationRange } from "../Animations/animationRange.js";
8
7
  import { EngineStore } from "../Engines/engineStore.js";
9
8
 
@@ -729,7 +728,7 @@ export class Skeleton {
729
728
  bone.metadata = parsedBone.metadata;
730
729
  }
731
730
  if (parsedBone.animation) {
732
- bone.animations.push(Animation.Parse(parsedBone.animation));
731
+ bone.animations.push(AnimationParse(parsedBone.animation));
733
732
  }
734
733
  if (parsedBone.linkedTransformNodeId !== undefined && parsedBone.linkedTransformNodeId !== null) {
735
734
  skeleton._hasWaitingData = true;