@babylonjs/core 9.11.0 → 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 (1012) 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/subProperties/abstractSpatialAudio.d.ts +1 -1
  23. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.js +1 -1
  24. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.js.map +1 -1
  25. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudioListener.d.ts +1 -1
  26. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudioListener.js +1 -1
  27. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudioListener.js.map +1 -1
  28. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.d.ts +1 -1
  29. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.js +1 -1
  30. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.js.map +1 -1
  31. package/AudioV2/webAudio/subProperties/spatialWebAudioListener.js +1 -1
  32. package/AudioV2/webAudio/subProperties/spatialWebAudioListener.js.map +1 -1
  33. package/AudioV2/webAudio/webAudioStreamingSound.js +1 -1
  34. package/AudioV2/webAudio/webAudioStreamingSound.js.map +1 -1
  35. package/BakedVertexAnimation/bakedVertexAnimationManager.d.ts +1 -1
  36. package/BakedVertexAnimation/bakedVertexAnimationManager.js +1 -1
  37. package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
  38. package/BakedVertexAnimation/vertexAnimationBaker.js +1 -1
  39. package/BakedVertexAnimation/vertexAnimationBaker.js.map +1 -1
  40. package/Behaviors/Cameras/bouncingBehavior.js +1 -1
  41. package/Behaviors/Cameras/bouncingBehavior.js.map +1 -1
  42. package/Behaviors/Cameras/framingBehavior.d.ts +1 -1
  43. package/Behaviors/Cameras/framingBehavior.js +2 -2
  44. package/Behaviors/Cameras/framingBehavior.js.map +1 -1
  45. package/Behaviors/Cameras/interpolatingBehavior.d.ts +13 -1
  46. package/Behaviors/Cameras/interpolatingBehavior.js +13 -1
  47. package/Behaviors/Cameras/interpolatingBehavior.js.map +1 -1
  48. package/Behaviors/Meshes/attachToBoxBehavior.js +1 -1
  49. package/Behaviors/Meshes/attachToBoxBehavior.js.map +1 -1
  50. package/Behaviors/Meshes/baseSixDofDragBehavior.d.ts +3 -3
  51. package/Behaviors/Meshes/baseSixDofDragBehavior.js +4 -4
  52. package/Behaviors/Meshes/baseSixDofDragBehavior.js.map +1 -1
  53. package/Behaviors/Meshes/followBehavior.js +1 -1
  54. package/Behaviors/Meshes/followBehavior.js.map +1 -1
  55. package/Behaviors/Meshes/handConstraintBehavior.js +2 -2
  56. package/Behaviors/Meshes/handConstraintBehavior.js.map +1 -1
  57. package/Behaviors/Meshes/multiPointerScaleBehavior.js +1 -1
  58. package/Behaviors/Meshes/multiPointerScaleBehavior.js.map +1 -1
  59. package/Behaviors/Meshes/pointerDragBehavior.d.ts +3 -3
  60. package/Behaviors/Meshes/pointerDragBehavior.js +5 -5
  61. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  62. package/Behaviors/Meshes/sixDofDragBehavior.d.ts +1 -1
  63. package/Behaviors/Meshes/sixDofDragBehavior.js +2 -2
  64. package/Behaviors/Meshes/sixDofDragBehavior.js.map +1 -1
  65. package/Behaviors/Meshes/surfaceMagnetismBehavior.js +1 -1
  66. package/Behaviors/Meshes/surfaceMagnetismBehavior.js.map +1 -1
  67. package/Bones/boneIKController.d.ts +1 -1
  68. package/Bones/boneIKController.js +1 -1
  69. package/Bones/boneIKController.js.map +1 -1
  70. package/Bones/boneLookController.d.ts +1 -1
  71. package/Bones/boneLookController.js +1 -1
  72. package/Bones/boneLookController.js.map +1 -1
  73. package/Bones/skeleton.d.ts +2 -2
  74. package/Bones/skeleton.functions.d.ts +1 -1
  75. package/Bones/skeleton.functions.js +3 -3
  76. package/Bones/skeleton.functions.js.map +1 -1
  77. package/Bones/skeleton.js +3 -4
  78. package/Bones/skeleton.js.map +1 -1
  79. package/Buffers/buffer.align.pure.js +6 -0
  80. package/Buffers/buffer.align.pure.js.map +1 -1
  81. package/Buffers/buffer.nonFloatVertexBuffers.js +2 -1
  82. package/Buffers/buffer.nonFloatVertexBuffers.js.map +1 -1
  83. package/Buffers/buffer.pure.d.ts +8 -0
  84. package/Buffers/buffer.pure.js +31 -2
  85. package/Buffers/buffer.pure.js.map +1 -1
  86. package/Buffers/bufferUtils.js +17 -5
  87. package/Buffers/bufferUtils.js.map +1 -1
  88. package/Cameras/Inputs/BaseCameraMouseWheelInput.js +1 -1
  89. package/Cameras/Inputs/BaseCameraMouseWheelInput.js.map +1 -1
  90. package/Cameras/Inputs/BaseCameraPointersInput.js +1 -1
  91. package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
  92. package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js +1 -1
  93. package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js.map +1 -1
  94. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js +2 -2
  95. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
  96. package/Cameras/Inputs/flyCameraKeyboardInput.js +2 -2
  97. package/Cameras/Inputs/flyCameraKeyboardInput.js.map +1 -1
  98. package/Cameras/Inputs/flyCameraMouseInput.js +2 -2
  99. package/Cameras/Inputs/flyCameraMouseInput.js.map +1 -1
  100. package/Cameras/Inputs/followCameraKeyboardMoveInput.js +1 -1
  101. package/Cameras/Inputs/followCameraKeyboardMoveInput.js.map +1 -1
  102. package/Cameras/Inputs/followCameraMouseWheelInput.js +1 -1
  103. package/Cameras/Inputs/followCameraMouseWheelInput.js.map +1 -1
  104. package/Cameras/Inputs/freeCameraGamepadInput.js +1 -1
  105. package/Cameras/Inputs/freeCameraGamepadInput.js.map +1 -1
  106. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js +2 -2
  107. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js.map +1 -1
  108. package/Cameras/Inputs/freeCameraMouseInput.js +1 -1
  109. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  110. package/Cameras/Inputs/freeCameraMouseWheelInput.js +1 -1
  111. package/Cameras/Inputs/freeCameraMouseWheelInput.js.map +1 -1
  112. package/Cameras/Inputs/freeCameraTouchInput.js +2 -2
  113. package/Cameras/Inputs/freeCameraTouchInput.js.map +1 -1
  114. package/Cameras/Inputs/geospatialCameraKeyboardInput.js +1 -1
  115. package/Cameras/Inputs/geospatialCameraKeyboardInput.js.map +1 -1
  116. package/Cameras/Limits/geospatialLimits.d.ts +1 -1
  117. package/Cameras/Limits/geospatialLimits.js +1 -1
  118. package/Cameras/Limits/geospatialLimits.js.map +1 -1
  119. package/Cameras/RigModes/stereoscopicAnaglyphRigMode.js +2 -2
  120. package/Cameras/RigModes/stereoscopicAnaglyphRigMode.js.map +1 -1
  121. package/Cameras/RigModes/stereoscopicRigMode.d.ts +1 -1
  122. package/Cameras/RigModes/stereoscopicRigMode.js +3 -3
  123. package/Cameras/RigModes/stereoscopicRigMode.js.map +1 -1
  124. package/Cameras/RigModes/vrRigMode.js +2 -2
  125. package/Cameras/RigModes/vrRigMode.js.map +1 -1
  126. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.d.ts +3 -3
  127. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js +5 -5
  128. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js.map +1 -1
  129. package/Cameras/VR/vrCameraMetrics.d.ts +1 -1
  130. package/Cameras/VR/vrCameraMetrics.js +1 -1
  131. package/Cameras/VR/vrCameraMetrics.js.map +1 -1
  132. package/Cameras/cameraInputsManager.d.ts +1 -1
  133. package/Cameras/cameraInputsManager.js +1 -1
  134. package/Cameras/cameraInputsManager.js.map +1 -1
  135. package/Collisions/collider.d.ts +1 -1
  136. package/Collisions/collider.js +1 -1
  137. package/Collisions/collider.js.map +1 -1
  138. package/Collisions/gpuPicker.d.ts +1 -1
  139. package/Collisions/gpuPicker.js +5 -5
  140. package/Collisions/gpuPicker.js.map +1 -1
  141. package/Collisions/meshCollisionData.d.ts +1 -1
  142. package/Collisions/meshCollisionData.js +1 -1
  143. package/Collisions/meshCollisionData.js.map +1 -1
  144. package/Collisions/pickingInfo.d.ts +1 -1
  145. package/Collisions/pickingInfo.js +2 -2
  146. package/Collisions/pickingInfo.js.map +1 -1
  147. package/Culling/Octrees/octreeBlock.d.ts +1 -1
  148. package/Culling/Octrees/octreeBlock.js +1 -1
  149. package/Culling/Octrees/octreeBlock.js.map +1 -1
  150. package/Culling/boundingBox.d.ts +1 -1
  151. package/Culling/boundingBox.js +1 -1
  152. package/Culling/boundingBox.js.map +1 -1
  153. package/Culling/boundingInfo.d.ts +1 -1
  154. package/Culling/boundingInfo.js +1 -1
  155. package/Culling/boundingInfo.js.map +1 -1
  156. package/Culling/boundingSphere.d.ts +1 -1
  157. package/Culling/boundingSphere.js +1 -1
  158. package/Culling/boundingSphere.js.map +1 -1
  159. package/Culling/ray.core.d.ts +1 -1
  160. package/Culling/ray.core.js +1 -1
  161. package/Culling/ray.core.js.map +1 -1
  162. package/Debug/axesViewer.d.ts +1 -1
  163. package/Debug/axesViewer.js +3 -3
  164. package/Debug/axesViewer.js.map +1 -1
  165. package/Debug/boneAxesViewer.d.ts +1 -1
  166. package/Debug/boneAxesViewer.js +1 -1
  167. package/Debug/boneAxesViewer.js.map +1 -1
  168. package/Debug/directionalLightFrustumViewer.d.ts +1 -1
  169. package/Debug/directionalLightFrustumViewer.js +6 -6
  170. package/Debug/directionalLightFrustumViewer.js.map +1 -1
  171. package/Debug/rayHelper.d.ts +1 -1
  172. package/Debug/rayHelper.js +2 -2
  173. package/Debug/rayHelper.js.map +1 -1
  174. package/Debug/skeletonViewer.d.ts +2 -2
  175. package/Debug/skeletonViewer.js +10 -10
  176. package/Debug/skeletonViewer.js.map +1 -1
  177. package/DeviceInput/internalDeviceSourceManager.d.ts +1 -1
  178. package/DeviceInput/internalDeviceSourceManager.js +0 -1
  179. package/DeviceInput/internalDeviceSourceManager.js.map +1 -1
  180. package/DeviceInput/webDeviceInputSystem.js +1 -1
  181. package/DeviceInput/webDeviceInputSystem.js.map +1 -1
  182. package/Engines/Extensions/engine.views.d.ts +1 -1
  183. package/Engines/Extensions/engine.views.js +1 -1
  184. package/Engines/Extensions/engine.views.js.map +1 -1
  185. package/Engines/Native/nativeHelpers.js +4 -1
  186. package/Engines/Native/nativeHelpers.js.map +1 -1
  187. package/Engines/WebGPU/webgpuCacheRenderPipeline.d.ts +1 -1
  188. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +11 -1
  189. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  190. package/Engines/WebGPU/webgpuComputeContext.d.ts +1 -1
  191. package/Engines/WebGPU/webgpuComputeContext.js.map +1 -1
  192. package/Engines/WebGPU/webgpuTintWASM.js +1 -1
  193. package/Engines/WebGPU/webgpuTintWASM.js.map +1 -1
  194. package/Engines/abstractEngine.pure.js +2 -2
  195. package/Engines/abstractEngine.pure.js.map +1 -1
  196. package/Engines/constants.d.ts +4 -0
  197. package/Engines/constants.js +4 -0
  198. package/Engines/constants.js.map +1 -1
  199. package/Engines/engineFactory.d.ts +2 -2
  200. package/Engines/engineFactory.js +3 -3
  201. package/Engines/engineFactory.js.map +1 -1
  202. package/Events/pointerEvents.d.ts +1 -1
  203. package/Events/pointerEvents.js +1 -1
  204. package/Events/pointerEvents.js.map +1 -1
  205. package/FlowGraph/Blocks/Data/Utils/flowGraphCodeExecutionBlock.js +1 -1
  206. package/FlowGraph/Blocks/Data/Utils/flowGraphCodeExecutionBlock.js.map +1 -1
  207. package/FlowGraph/Blocks/Data/flowGraphCachedOperationBlock.d.ts +1 -1
  208. package/FlowGraph/Blocks/Data/flowGraphCachedOperationBlock.js +1 -1
  209. package/FlowGraph/Blocks/Data/flowGraphCachedOperationBlock.js.map +1 -1
  210. package/FlowGraph/Blocks/Event/flowGraphKeyboardEventBlock.js +1 -1
  211. package/FlowGraph/Blocks/Event/flowGraphKeyboardEventBlock.js.map +1 -1
  212. package/FlowGraph/Blocks/Execution/Animation/flowGraphInterpolationBlock.pure.d.ts +1 -1
  213. package/FlowGraph/Blocks/Execution/Animation/flowGraphInterpolationBlock.pure.js +3 -3
  214. package/FlowGraph/Blocks/Execution/Animation/flowGraphInterpolationBlock.pure.js.map +1 -1
  215. package/FlowGraph/CustomTypes/flowGraphMatrix.d.ts +1 -1
  216. package/FlowGraph/CustomTypes/flowGraphMatrix.js +1 -1
  217. package/FlowGraph/CustomTypes/flowGraphMatrix.js.map +1 -1
  218. package/FlowGraph/flowGraphBlock.d.ts +1 -1
  219. package/FlowGraph/flowGraphBlock.js +1 -1
  220. package/FlowGraph/flowGraphBlock.js.map +1 -1
  221. package/FlowGraph/flowGraphExecutionBlock.d.ts +1 -1
  222. package/FlowGraph/flowGraphExecutionBlock.js +1 -1
  223. package/FlowGraph/flowGraphExecutionBlock.js.map +1 -1
  224. package/FlowGraph/flowGraphMath.d.ts +1 -1
  225. package/FlowGraph/flowGraphMath.js +1 -1
  226. package/FlowGraph/flowGraphMath.js.map +1 -1
  227. package/FlowGraph/flowGraphParser.js +1 -1
  228. package/FlowGraph/flowGraphParser.js.map +1 -1
  229. package/FlowGraph/flowGraphPathConverterComponent.d.ts +1 -1
  230. package/FlowGraph/flowGraphPathConverterComponent.js +2 -2
  231. package/FlowGraph/flowGraphPathConverterComponent.js.map +1 -1
  232. package/FlowGraph/flowGraphValidator.js.map +1 -1
  233. package/FlowGraph/serialization.js +4 -4
  234. package/FlowGraph/serialization.js.map +1 -1
  235. package/FlowGraph/utils.js.map +1 -1
  236. package/FrameGraph/Node/nodeRenderGraph.d.ts +2 -2
  237. package/FrameGraph/Node/nodeRenderGraph.js +7 -7
  238. package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
  239. package/FrameGraph/Tasks/Layers/baseLayerTask.d.ts +30 -0
  240. package/FrameGraph/Tasks/Layers/baseLayerTask.js +28 -1
  241. package/FrameGraph/Tasks/Layers/baseLayerTask.js.map +1 -1
  242. package/FrameGraph/Tasks/Misc/computeShaderTask.d.ts +2 -2
  243. package/FrameGraph/Tasks/Misc/computeShaderTask.js +2 -2
  244. package/FrameGraph/Tasks/Misc/computeShaderTask.js.map +1 -1
  245. package/FrameGraph/Tasks/Misc/lightingVolumeTask.d.ts +1 -1
  246. package/FrameGraph/Tasks/Misc/lightingVolumeTask.js +2 -2
  247. package/FrameGraph/Tasks/Misc/lightingVolumeTask.js.map +1 -1
  248. package/FrameGraph/Tasks/PostProcesses/blurTask.d.ts +7 -0
  249. package/FrameGraph/Tasks/PostProcesses/blurTask.js +8 -1
  250. package/FrameGraph/Tasks/PostProcesses/blurTask.js.map +1 -1
  251. package/FrameGraph/Tasks/PostProcesses/depthOfFieldBlurTask.js +1 -1
  252. package/FrameGraph/Tasks/PostProcesses/depthOfFieldBlurTask.js.map +1 -1
  253. package/FrameGraph/Tasks/PostProcesses/ssrBlurTask.js +1 -1
  254. package/FrameGraph/Tasks/PostProcesses/ssrBlurTask.js.map +1 -1
  255. package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.d.ts +1 -1
  256. package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.js +1 -1
  257. package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.js.map +1 -1
  258. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.d.ts +2 -2
  259. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js +3 -3
  260. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js.map +1 -1
  261. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.d.ts +1 -1
  262. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js +2 -2
  263. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js.map +1 -1
  264. package/FrameGraph/Tasks/Rendering/geometryRendererTask.d.ts +6 -0
  265. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +14 -5
  266. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
  267. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.d.ts +1 -1
  268. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.js +1 -1
  269. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.js.map +1 -1
  270. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsSpatialBlurTask.d.ts +1 -1
  271. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsSpatialBlurTask.js +1 -1
  272. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsSpatialBlurTask.js.map +1 -1
  273. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsTracingTask.d.ts +1 -1
  274. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsTracingTask.js +2 -2
  275. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsTracingTask.js.map +1 -1
  276. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsVoxelizationTask.d.ts +1 -1
  277. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsVoxelizationTask.js +2 -2
  278. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsVoxelizationTask.js.map +1 -1
  279. package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +7 -1
  280. package/FrameGraph/Tasks/Rendering/objectRendererTask.js +7 -1
  281. package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
  282. package/FrameGraph/Tasks/Texture/clearTextureTask.d.ts +1 -1
  283. package/FrameGraph/Tasks/Texture/clearTextureTask.js +1 -1
  284. package/FrameGraph/Tasks/Texture/clearTextureTask.js.map +1 -1
  285. package/FrameGraph/frameGraphRenderContext.js +1 -1
  286. package/FrameGraph/frameGraphRenderContext.js.map +1 -1
  287. package/FrameGraph/frameGraphTextureManager.d.ts +1 -1
  288. package/FrameGraph/frameGraphTextureManager.js +1 -1
  289. package/FrameGraph/frameGraphTextureManager.js.map +1 -1
  290. package/Gamepads/gamepadManager.js +1 -1
  291. package/Gamepads/gamepadManager.js.map +1 -1
  292. package/Gizmos/axisDragGizmo.d.ts +5 -5
  293. package/Gizmos/axisDragGizmo.js +6 -6
  294. package/Gizmos/axisDragGizmo.js.map +1 -1
  295. package/Gizmos/axisScaleGizmo.d.ts +4 -4
  296. package/Gizmos/axisScaleGizmo.js +6 -6
  297. package/Gizmos/axisScaleGizmo.js.map +1 -1
  298. package/Gizmos/boundingBoxGizmo.d.ts +5 -5
  299. package/Gizmos/boundingBoxGizmo.js +7 -7
  300. package/Gizmos/boundingBoxGizmo.js.map +1 -1
  301. package/Gizmos/cameraGizmo.d.ts +3 -3
  302. package/Gizmos/cameraGizmo.js +7 -7
  303. package/Gizmos/cameraGizmo.js.map +1 -1
  304. package/Gizmos/gizmo.d.ts +2 -2
  305. package/Gizmos/gizmo.js +3 -3
  306. package/Gizmos/gizmo.js.map +1 -1
  307. package/Gizmos/gizmoManager.d.ts +2 -2
  308. package/Gizmos/gizmoManager.js +2 -2
  309. package/Gizmos/gizmoManager.js.map +1 -1
  310. package/Gizmos/lightGizmo.d.ts +4 -4
  311. package/Gizmos/lightGizmo.js +11 -11
  312. package/Gizmos/lightGizmo.js.map +1 -1
  313. package/Gizmos/planeDragGizmo.d.ts +4 -4
  314. package/Gizmos/planeDragGizmo.js +5 -5
  315. package/Gizmos/planeDragGizmo.js.map +1 -1
  316. package/Gizmos/positionGizmo.d.ts +1 -1
  317. package/Gizmos/positionGizmo.js +2 -2
  318. package/Gizmos/positionGizmo.js.map +1 -1
  319. package/Gizmos/rotationGizmo.d.ts +3 -3
  320. package/Gizmos/rotationGizmo.js +3 -3
  321. package/Gizmos/rotationGizmo.js.map +1 -1
  322. package/Gizmos/scaleGizmo.d.ts +2 -2
  323. package/Gizmos/scaleGizmo.js +4 -4
  324. package/Gizmos/scaleGizmo.js.map +1 -1
  325. package/Gizmos/spatialAudioGizmo.d.ts +2 -2
  326. package/Gizmos/spatialAudioGizmo.js +6 -6
  327. package/Gizmos/spatialAudioGizmo.js.map +1 -1
  328. package/Helpers/environmentHelper.d.ts +6 -6
  329. package/Helpers/environmentHelper.js +12 -12
  330. package/Helpers/environmentHelper.js.map +1 -1
  331. package/Helpers/materialConversionHelper.d.ts +1 -1
  332. package/Helpers/materialConversionHelper.js +1 -1
  333. package/Helpers/materialConversionHelper.js.map +1 -1
  334. package/Helpers/photoDome.d.ts +1 -1
  335. package/Helpers/photoDome.js +1 -1
  336. package/Helpers/photoDome.js.map +1 -1
  337. package/Helpers/textureDome.d.ts +4 -4
  338. package/Helpers/textureDome.js +6 -6
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{"version":3,"file":"physicsShape.js","sourceRoot":"","sources":["../../../../../dev/core/src/Physics/v2/physicsShape.ts"],"names":[],"mappings":"AAKA,OAAO,EAAE,MAAM,EAAE,OAAO,EAAE,UAAU,EAAE,UAAU,EAAE,MAAM,yBAAyB,CAAC;AAwBlF;;;;GAIG;AACH,MAAM,OAAO,YAAY;IAkBrB;;;;;;;;;;;;OAYG;IACH,YAAY,OAA2B,EAAE,KAAY;QA9BrD;;WAEG;QACI,gBAAW,GAAQ,SAAS,CAAC;QAU5B,eAAU,GAAY,KAAK,CAAC;QAE5B,gBAAW,GAAG,KAAK,CAAC;QAgBxB,IAAI,CAAC,KAAK,EAAE,CAAC;YACT,OAAO;QACX,CAAC;QACD,MAAM,aAAa,GAAG,KAAK,CAAC,gBAAgB,EAAE,CAAC;QAC/C,IAAI,CAAC,aAAa,EAAE,CAAC;YACjB,MAAM,IAAI,KAAK,CAAC,8BAA8B,CAAC,CAAC;QACpD,CAAC;QACD,IAAI,aAAa,CAAC,gBAAgB,EAAE,IAAI,CAAC,EAAE,CAAC;YACxC,MAAM,IAAI,KAAK,CAAC,kDAAkD,CAAC,CAAC;QACxE,CAAC;QACD,MAAM,aAAa,GAAG,aAAa,CAAC,gBAAgB,EAAE,CAAC;QACvD,IAAI,CAAC,aAAa,EAAE,CAAC;YACjB,MAAM,IAAI,KAAK,CAAC,8BAA8B,CAAC,CAAC;QACpD,CAAC;QACD,IAAI,CAAC,cAAc,GAAG,aAAuC,CAAC;QAE9D,IAAI,OAAO,CAAC,UAAU,KAAK,SAAS,IAAI,OAAO,CAAC,UAAU,KAAK,IAAI,EAAE,CAAC;YAClE,IAAI,CAAC,WAAW,GAAG,OAAO,CAAC,UAAU,CAAC;YACtC,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC,cAAc,CAAC,YAAY,CAAC,IAAI,CAAC,CAAC;QACxD,CAAC;aAAM,IAAI,OAAO,CAAC,IAAI,KAAK,SAAS,IAAI,OAAO,CAAC,IAAI,KAAK,IAAI,EAAE,CAAC;YAC7D,IAAI,CAAC,KAAK,GAAG,OAAO,CAAC,IAAI,CAAC;YAC1B,MAAM,UAAU,GAAG,OAAO,CAAC,UAAU,IAAI,EAAE,CAAC;YAC5C,IAAI,CAAC,cAAc,CAAC,SAAS,CAAC,IAAI,EAAE,OAAO,CAAC,IAAI,EAAE,UAAU,CAAC,CAAC;QAClE,CAAC;IACL,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,OAAO,cAAc,CAAC;IAC1B,CAAC;IAED;;;OAGG;IACH,IAAW,IAAI;QACX,OAAO,IAAI,CAAC,KAAK,CAAC;IACtB,CAAC;IAED;;;;;;;OAOG;IACH,IAAW,oBAAoB,CAAC,cAAsB;QAClD,IAAI,CAAC,cAAc,CAAC,4BAA4B,CAAC,IAAI,EAAE,cAAc,CAAC,CAAC;IAC3E,CAAC;IAED;;;OAGG;IACH,IAAW,oBAAoB;QAC3B,OAAO,IAAI,CAAC,cAAc,CAAC,4BAA4B,CAAC,IAAI,CAAC,CAAC;IAClE,CAAC;IAED;;;;;;;;;;;;;;OAcG;IACH,IAAW,iBAAiB,CAAC,WAAmB;QAC5C,IAAI,CAAC,cAAc,CAAC,yBAAyB,CAAC,IAAI,EAAE,WAAW,CAAC,CAAC;IACrE,CAAC;IAED;;;OAGG;IACH,IAAW,iBAAiB;QACxB,OAAO,IAAI,CAAC,cAAc,CAAC,yBAAyB,CAAC,IAAI,CAAC,CAAC;IAC/D,CAAC;IACD;;;OAGG;IACH,IAAW,QAAQ,CAAC,QAAyB;QACzC,IAAI,CAAC,cAAc,CAAC,WAAW,CAAC,IAAI,EAAE,QAAQ,CAAC,CAAC;QAChD,IAAI,CAAC,SAAS,GAAG,QAAQ,CAAC;IAC9B,CAAC;IAED;;;OAGG;IACH,IAAW,QAAQ;QACf,IAAI,CAAC,IAAI,CAAC,SAAS,EAAE,CAAC;YAClB,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,cAAc,CAAC,WAAW,CAAC,IAAI,CAAC,CAAC;QAC3D,CAAC;QACD,OAAO,IAAI,CAAC,SAAS,CAAC;IAC1B,CAAC;IAED;;;OAGG;IACH,IAAW,OAAO,CAAC,OAAe;QAC9B,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,IAAI,EAAE,OAAO,CAAC,CAAC;IAClD,CAAC;IAED;;;OAGG;IACH,IAAW,OAAO;QACd,OAAO,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,IAAI,CAAC,CAAC;IAChD,CAAC;IAED;;;;;;;;OAQG;IACI,kBAAkB,CAAC,eAA8B,EAAE,QAAsB,EAAE,cAA6B;QAC3G,MAAM,YAAY,GAAG,cAAc,CAAC,kBAAkB,CAAC,IAAI,CAAC,CAAC;QAC7D,MAAM,aAAa,GAAG,eAAe,CAAC,kBAAkB,CAAC,IAAI,CAAC,CAAC;QAC/D,MAAM,aAAa,GAAG,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC;QAC3C,YAAY,CAAC,aAAa,CAAC,MAAM,CAAC,MAAM,CAAC,aAAa,CAAC,EAAE,aAAa,CAAC,CAAC;QACxE,MAAM,WAAW,GAAG,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;QAC1C,MAAM,QAAQ,GAAG,UAAU,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC;QAC1C,MAAM,KAAK,GAAG,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;QACpC,aAAa,CAAC,SAAS,CAAC,KAAK,EAAE,QAAQ,EAAE,WAAW,CAAC,CAAC;QACtD,IAAI,CAAC,cAAc,CAAC,QAAQ,CAAC,IAAI,EAAE,QAAQ,EAAE,WAAW,EAAE,QAAQ,EAAE,KAAK,CAAC,CAAC;IAC/E,CAAC;IAED;;;;;;OAMG;IACI,QAAQ,CAAC,QAAsB,EAAE,WAAqB,EAAE,QAAqB,EAAE,KAAe;QACjG,IAAI,CAAC,cAAc,CAAC,QAAQ,CAAC,IAAI,EAAE,QAAQ,EAAE,WAAW,EAAE,QAAQ,EAAE,KAAK,CAAC,CAAC;IAC/E,CAAC;IAED;;;OAGG;IACI,WAAW,CAAC,UAAkB;QACjC,IAAI,CAAC,cAAc,CAAC,WAAW,CAAC,IAAI,EAAE,UAAU,CAAC,CAAC;IACtD,CAAC;IAED;;;OAGG;IACI,cAAc;QACjB,OAAO,IAAI,CAAC,cAAc,CAAC,cAAc,CAAC,IAAI,CAAC,CAAC;IACpD,CAAC;IAED;;;OAGG;IACI,cAAc;QACjB,OAAO,IAAI,CAAC,cAAc,CAAC,cAAc,CAAC,IAAI,CAAC,CAAC;IACpD,CAAC;IAED,IAAW,SAAS,CAAC,SAAkB;QACnC,IAAI,IAAI,CAAC,UAAU,KAAK,SAAS,EAAE,CAAC;YAChC,OAAO;QACX,CAAC;QACD,IAAI,CAAC,UAAU,GAAG,SAAS,CAAC;QAC5B,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,IAAI,EAAE,SAAS,CAAC,CAAC;IACpD,CAAC;IAED,IAAW,SAAS;QAChB,OAAO,IAAI,CAAC,UAAU,CAAC;IAC3B,CAAC;IAED;;OAEG;IACI,OAAO;QACV,IAAI,IAAI,CAAC,WAAW,EAAE,CAAC;YACnB,OAAO;QACX,CAAC;QACD,IAAI,CAAC,cAAc,CAAC,YAAY,CAAC,IAAI,CAAC,CAAC;QACvC,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC;IAC5B,CAAC;CACJ;AAED;;GAEG;AACH,MAAM,OAAO,kBAAmB,SAAQ,YAAY;IAChD;;;;;OAKG;IACH,YAAY,MAAe,EAAE,MAAc,EAAE,KAAY;QACrD,KAAK,CAAC,EAAE,IAAI,iCAAyB,EAAE,UAAU,EAAE,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,EAAE,EAAE,KAAK,CAAC,CAAC;IACpG,CAAC;IAED;;;;OAIG;IACH,MAAM,CAAC,QAAQ,CAAC,IAAkB;QAC9B,MAAM,MAAM,GAAG,IAAI,CAAC,eAAe,EAAE,CAAC;QACtC,MAAM,WAAW,GAAG,MAAM,CAAC,cAAc,CAAC,MAAM,CAAC;QACjD,MAAM,EAAE,GAAG,MAAM,CAAC,WAAW,CAAC,UAAU,CAAC;QACzC,MAAM,MAAM,GAAG,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,CAAC;QAC1C,OAAO,IAAI,kBAAkB,CAAC,WAAW,EAAE,MAAM,EAAE,IAAI,CAAC,QAAQ,EAAE,CAAC,CAAC;IACxE,CAAC;CACJ;AAED;;GAEG;AACH,MAAM,OAAO,mBAAoB,SAAQ,YAAY;IACjD;;;;;;OAMG;IACH,YAAY,MAAe,EAAE,MAAe,EAAE,MAAc,EAAE,KAAY;QACtE,KAAK,CAAC,EAAE,IAAI,kCAA0B,EAAE,UAAU,EAAE,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,EAAE,EAAE,KAAK,CAAC,CAAC;IACrH,CAAC;IAED;;;;;OAKG;IACH,MAAM,CAAC,QAAQ,CAAC,IAAkB;QAC9B,MAAM,WAAW,GAAG,IAAI,CAAC,eAAe,EAAE,CAAC;QAC3C,MAAM,MAAM,GAAG,WAAW,CAAC,WAAW,CAAC,UAAU,CAAC,CAAC,CAAC;QACpD,MAAM,eAAe,GAAG,IA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{ type TransformNode } from \"../../Meshes/transformNode\";\r\nimport { type AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { type BoundingBox } from \"../../Culling/boundingBox\";\r\nimport { PhysicsShapeType, type IPhysicsEnginePluginV2, type PhysicsShapeParameters } from \"./IPhysicsEnginePlugin\";\r\nimport { type PhysicsMaterial } from \"./physicsMaterial\";\r\nimport { Matrix, Vector3, Quaternion, TmpVectors } from \"../../Maths/math.vector\";\r\nimport { type GroundMesh } from \"../../Meshes/groundMesh\";\r\nimport { type Mesh } from \"../../Meshes/mesh\";\r\nimport { type Scene } from \"../../scene\";\r\n\r\n/**\r\n * Options for creating a physics shape\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport interface PhysicShapeOptions {\r\n /**\r\n * The type of the shape. This can be one of the following: SPHERE, BOX, CAPSULE, CYLINDER, CONVEX_HULL, MESH, HEIGHTFIELD, CONTAINER\r\n */\r\n type?: PhysicsShapeType;\r\n /**\r\n * The parameters of the shape. Varies depending of the shape type.\r\n */\r\n parameters?: PhysicsShapeParameters;\r\n /**\r\n * Reference to an already existing physics shape in the plugin.\r\n */\r\n pluginData?: any;\r\n}\r\n\r\n/**\r\n * PhysicsShape class.\r\n * This class is useful for creating a physics shape that can be used in a physics engine.\r\n * A Physic Shape determine how collision are computed. It must be attached to a body.\r\n */\r\nexport class PhysicsShape {\r\n /**\r\n * V2 Physics plugin private data for single shape\r\n */\r\n public _pluginData: any = undefined;\r\n /**\r\n * The V2 plugin used to create and manage this Physics Body\r\n */\r\n private _physicsPlugin: IPhysicsEnginePluginV2;\r\n\r\n private _type: PhysicsShapeType;\r\n\r\n private _material: PhysicsMaterial;\r\n\r\n private _isTrigger: boolean = false;\r\n\r\n private _isDisposed = false;\r\n\r\n /**\r\n * Constructs a new physics shape.\r\n * @param options The options for the physics shape. These are:\r\n * * type: The type of the shape. This can be one of the following: SPHERE, BOX, CAPSULE, CYLINDER, CONVEX_HULL, MESH, HEIGHTFIELD, CONTAINER\r\n * * parameters: The parameters of the shape.\r\n * * pluginData: The plugin data of the shape. This is used if you already have a reference to the object on the plugin side.\r\n * You need to specify either type or pluginData.\r\n * @param scene The scene the shape belongs to.\r\n *\r\n * This code is useful for creating a new physics shape with the given type, options, and scene.\r\n * It also checks that the physics engine and plugin version are correct.\r\n * If not, it throws an error. This ensures that the shape is created with the correct parameters and is compatible with the physics engine.\r\n */\r\n constructor(options: PhysicShapeOptions, scene: Scene) {\r\n if (!scene) {\r\n return;\r\n }\r\n const physicsEngine = scene.getPhysicsEngine();\r\n if (!physicsEngine) {\r\n throw new Error(\"No Physics Engine available.\");\r\n }\r\n if (physicsEngine.getPluginVersion() != 2) {\r\n throw new Error(\"Plugin version is incorrect. Expected version 2.\");\r\n }\r\n const physicsPlugin = physicsEngine.getPhysicsPlugin();\r\n if (!physicsPlugin) {\r\n throw new Error(\"No Physics Plugin available.\");\r\n }\r\n this._physicsPlugin = physicsPlugin as IPhysicsEnginePluginV2;\r\n\r\n if (options.pluginData !== undefined && options.pluginData !== null) {\r\n this._pluginData = options.pluginData;\r\n this._type = this._physicsPlugin.getShapeType(this);\r\n } else if (options.type !== undefined && options.type !== null) {\r\n this._type = options.type;\r\n const parameters = options.parameters ?? {};\r\n this._physicsPlugin.initShape(this, options.type, parameters);\r\n }\r\n }\r\n\r\n /**\r\n * Returns the string \"PhysicsShape\".\r\n * @returns \"PhysicsShape\"\r\n */\r\n public getClassName() {\r\n return \"PhysicsShape\";\r\n }\r\n\r\n /**\r\n * Returns the type of the physics shape.\r\n * @returns The type of the physics shape.\r\n */\r\n public get type(): PhysicsShapeType {\r\n return this._type;\r\n }\r\n\r\n /**\r\n * Set the membership mask of a shape. This is a bitfield of arbitrary\r\n * \"categories\" to which the shape is a member. This is used in combination\r\n * with the collide mask to determine if this shape should collide with\r\n * another.\r\n *\r\n * @param membershipMask Bitfield of categories of this shape.\r\n */\r\n public set filterMembershipMask(membershipMask: number) {\r\n this._physicsPlugin.setShapeFilterMembershipMask(this, membershipMask);\r\n }\r\n\r\n /**\r\n * Get the membership mask of a shape.\r\n * @returns Bitmask of categories which this shape is a member of.\r\n */\r\n public get filterMembershipMask(): number {\r\n return this._physicsPlugin.getShapeFilterMembershipMask(this);\r\n }\r\n\r\n /**\r\n * Sets the collide mask of a shape. This is a bitfield of arbitrary\r\n * \"categories\" to which this shape collides with. Given two shapes,\r\n * the engine will check if the collide mask and membership overlap:\r\n * shapeA.filterMembershipMask & shapeB.filterCollideMask\r\n *\r\n * If this value is zero (i.e. shapeB only collides with categories\r\n * which shapeA is _not_ a member of) then the shapes will not collide.\r\n *\r\n * Note, the engine will also perform the same test with shapeA and\r\n * shapeB swapped; the shapes will not collide if either shape has\r\n * a collideMask which prevents collision with the other shape.\r\n *\r\n * @param collideMask Bitmask of categories this shape should collide with\r\n */\r\n public set filterCollideMask(collideMask: number) {\r\n this._physicsPlugin.setShapeFilterCollideMask(this, collideMask);\r\n }\r\n\r\n /**\r\n *\r\n * @returns Bitmask of categories that this shape should collide with\r\n */\r\n public get filterCollideMask(): number {\r\n return this._physicsPlugin.getShapeFilterCollideMask(this);\r\n }\r\n /**\r\n *\r\n * @param material\r\n */\r\n public set material(material: PhysicsMaterial) {\r\n this._physicsPlugin.setMaterial(this, material);\r\n this._material = material;\r\n }\r\n\r\n /**\r\n * Returns the material of the physics shape.\r\n * @returns The material of the physics shape.\r\n */\r\n public get material(): PhysicsMaterial {\r\n if (!this._material) {\r\n this._material = this._physicsPlugin.getMaterial(this);\r\n }\r\n return this._material;\r\n }\r\n\r\n /**\r\n * Sets the density of the physics shape.\r\n * @param density The density of the physics shape.\r\n */\r\n public set density(density: number) {\r\n this._physicsPlugin.setDensity(this, density);\r\n }\r\n\r\n /**\r\n * Returns the density of the physics shape.\r\n * @returns The density of the physics shape.\r\n */\r\n public get density(): number {\r\n return this._physicsPlugin.getDensity(this);\r\n }\r\n\r\n /**\r\n * Utility to add a child shape to this container,\r\n * automatically computing the relative transform between\r\n * the container shape and the child instance.\r\n *\r\n * @param parentTransform The transform node associated with this shape\r\n * @param newChild The new PhysicsShape to add\r\n * @param childTransform The transform node associated with the child shape\r\n */\r\n public addChildFromParent(parentTransform: TransformNode, newChild: PhysicsShape, childTransform: TransformNode): void {\r\n const childToWorld = childTransform.computeWorldMatrix(true);\r\n const parentToWorld = parentTransform.computeWorldMatrix(true);\r\n const childToParent = TmpVectors.Matrix[0];\r\n childToWorld.multiplyToRef(Matrix.Invert(parentToWorld), childToParent);\r\n const translation = TmpVectors.Vector3[0];\r\n const rotation = TmpVectors.Quaternion[0];\r\n const scale = TmpVectors.Vector3[1];\r\n childToParent.decompose(scale, rotation, translation);\r\n this._physicsPlugin.addChild(this, newChild, translation, rotation, scale);\r\n }\r\n\r\n /**\r\n * Adds a child shape to a container with an optional transform\r\n * @param newChild The new PhysicsShape to add\r\n * @param translation Optional position of the child shape relative to this shape\r\n * @param rotation Optional rotation of the child shape relative to this shape\r\n * @param scale Optional scale of the child shape relative to this shape\r\n */\r\n public addChild(newChild: PhysicsShape, translation?: Vector3, rotation?: Quaternion, scale?: Vector3): void {\r\n this._physicsPlugin.addChild(this, newChild, translation, rotation, scale);\r\n }\r\n\r\n /**\r\n * Removes a child shape from this shape.\r\n * @param childIndex The index of the child shape to remove\r\n */\r\n public removeChild(childIndex: number): void {\r\n this._physicsPlugin.removeChild(this, childIndex);\r\n }\r\n\r\n /**\r\n * Returns the number of children of a physics shape.\r\n * @returns The number of children of a physics shape.\r\n */\r\n public getNumChildren(): number {\r\n return this._physicsPlugin.getNumChildren(this);\r\n }\r\n\r\n /**\r\n * Returns the bounding box of the physics shape.\r\n * @returns The bounding box of the physics shape.\r\n */\r\n public getBoundingBox(): BoundingBox {\r\n return this._physicsPlugin.getBoundingBox(this);\r\n }\r\n\r\n public set isTrigger(isTrigger: boolean) {\r\n if (this._isTrigger === isTrigger) {\r\n return;\r\n }\r\n this._isTrigger = isTrigger;\r\n this._physicsPlugin.setTrigger(this, isTrigger);\r\n }\r\n\r\n public get isTrigger(): boolean {\r\n return this._isTrigger;\r\n }\r\n\r\n /**\r\n * Dispose the shape and release its associated resources.\r\n */\r\n public dispose() {\r\n if (this._isDisposed) {\r\n return;\r\n }\r\n this._physicsPlugin.disposeShape(this);\r\n this._isDisposed = true;\r\n }\r\n}\r\n\r\n/**\r\n * Helper object to create a sphere shape\r\n */\r\nexport class PhysicsShapeSphere extends PhysicsShape {\r\n /**\r\n * Constructor for the Sphere Shape\r\n * @param center local center of the sphere\r\n * @param radius radius\r\n * @param scene scene to attach to\r\n */\r\n constructor(center: Vector3, radius: number, scene: Scene) {\r\n super({ type: PhysicsShapeType.SPHERE, parameters: { center: center, radius: radius } }, scene);\r\n }\r\n\r\n /**\r\n * Derive an approximate sphere from the mesh.\r\n * @param mesh node from which to derive the sphere shape\r\n * @returns PhysicsShapeSphere\r\n */\r\n static FromMesh(mesh: AbstractMesh) {\r\n const bounds = mesh.getBoundingInfo();\r\n const centerLocal = bounds.boundingSphere.center;\r\n const he = bounds.boundingBox.extendSize;\r\n const radius = Math.max(he.x, he.y, he.z);\r\n return new PhysicsShapeSphere(centerLocal, radius, mesh.getScene());\r\n }\r\n}\r\n\r\n/**\r\n * Helper object to create a capsule shape\r\n */\r\nexport class PhysicsShapeCapsule extends PhysicsShape {\r\n /**\r\n *\r\n * @param pointA Starting point that defines the capsule segment\r\n * @param pointB ending point of that same segment\r\n * @param radius radius\r\n * @param scene scene to attach to\r\n */\r\n constructor(pointA: Vector3, pointB: Vector3, radius: number, scene: Scene) {\r\n super({ type: PhysicsShapeType.CAPSULE, parameters: { pointA: pointA, pointB: pointB, radius: radius } }, scene);\r\n }\r\n\r\n /**\r\n * Derive an approximate capsule from the mesh. Note, this is\r\n * not the optimal bounding capsule.\r\n * @param mesh Node from which to derive a cylinder shape\r\n * @returns Physics Shape Capsule\r\n */\r\n static FromMesh(mesh: AbstractMesh): PhysicsShapeCapsule {\r\n const boundsLocal = mesh.getBoundingInfo();\r\n const radius = boundsLocal.boundingBox.extendSize.x;\r\n const pointFromCenter = new Vector3(0, boundsLocal.boundingBox.extendSize.y - radius, 0);\r\n const pointA = boundsLocal.boundingBox.center.add(pointFromCenter);\r\n const pointB = boundsLocal.boundingBox.center.subtract(pointFromCenter);\r\n return new PhysicsShapeCapsule(pointA, pointB, radius, mesh.getScene());\r\n }\r\n}\r\n\r\n/**\r\n * Helper object to create a cylinder shape\r\n */\r\nexport class PhysicsShapeCylinder extends PhysicsShape {\r\n /**\r\n *\r\n * @param pointA Starting point that defines the cylinder segment\r\n * @param pointB ending point of that same segment\r\n * @param radius radius\r\n * @param scene scene to attach to\r\n */\r\n constructor(pointA: Vector3, pointB: Vector3, radius: number, scene: Scene) {\r\n super({ type: PhysicsShapeType.CYLINDER, parameters: { pointA: pointA, pointB: pointB, radius: radius } }, scene);\r\n }\r\n\r\n /**\r\n * Derive an approximate cylinder from the mesh. Note, this is\r\n * not the optimal bounding cylinder.\r\n * @param mesh Node from which to derive a cylinder shape\r\n * @returns Physics Shape Cylinder\r\n */\r\n static FromMesh(mesh: AbstractMesh): PhysicsShapeCylinder {\r\n const boundsLocal = mesh.getBoundingInfo();\r\n const radius = boundsLocal.boundingBox.extendSize.x;\r\n const pointFromCenter = new Vector3(0, boundsLocal.boundingBox.extendSize.y, 0);\r\n const pointA = boundsLocal.boundingBox.center.add(pointFromCenter);\r\n const pointB = boundsLocal.boundingBox.center.subtract(pointFromCenter);\r\n return new PhysicsShapeCylinder(pointA, pointB, radius, mesh.getScene());\r\n }\r\n}\r\n\r\n/**\r\n * Helper object to create a box shape\r\n */\r\nexport class PhysicsShapeBox extends PhysicsShape {\r\n /**\r\n *\r\n * @param center local center of the box\r\n * @param rotation local orientation\r\n * @param extents size of the box in each direction\r\n * @param scene scene to attach to\r\n */\r\n constructor(center: Vector3, rotation: Quaternion, extents: Vector3, scene: Scene) {\r\n super({ type: PhysicsShapeType.BOX, parameters: { center: center, rotation: rotation, extents: extents } }, scene);\r\n }\r\n\r\n /**\r\n *\r\n * @param mesh\r\n * @returns PhysicsShapeBox\r\n */\r\n static FromMesh(mesh: AbstractMesh): PhysicsShapeBox {\r\n const bounds = mesh.getBoundingInfo();\r\n const centerLocal = bounds.boundingBox.center;\r\n const extents = bounds.boundingBox.extendSize.scale(2.0); //<todo.eoin extendSize seems to really be half-extents?\r\n return new PhysicsShapeBox(centerLocal, Quaternion.Identity(), extents, mesh.getScene());\r\n }\r\n}\r\n\r\n/**\r\n * Helper object to create a convex hull shape\r\n */\r\nexport class PhysicsShapeConvexHull extends PhysicsShape {\r\n /**\r\n *\r\n * @param mesh the mesh to be used as topology infos for the convex hull\r\n * @param scene scene to attach to\r\n */\r\n constructor(mesh: Mesh, scene: Scene) {\r\n super({ type: PhysicsShapeType.CONVEX_HULL, parameters: { mesh: mesh } }, scene);\r\n }\r\n}\r\n\r\n/**\r\n * Helper object to create a mesh shape\r\n */\r\nexport class PhysicsShapeMesh extends PhysicsShape {\r\n /**\r\n *\r\n * @param mesh the mesh topology that will be used to create the shape\r\n * @param scene scene to attach to\r\n */\r\n constructor(mesh: Mesh, scene: Scene) {\r\n super({ type: PhysicsShapeType.MESH, parameters: { mesh: mesh } }, scene);\r\n }\r\n}\r\n\r\n/**\r\n * A shape container holds a variable number of shapes. Use AddChild to append to newly created parent container.\r\n */\r\nexport class PhysicsShapeContainer extends PhysicsShape {\r\n /**\r\n * Constructor of the Shape container\r\n * @param scene scene to attach to\r\n */\r\n constructor(scene: Scene) {\r\n super({ type: PhysicsShapeType.CONTAINER, parameters: {} }, scene);\r\n }\r\n}\r\n\r\n/**\r\n * Helper object to create a heightfield Shape\r\n */\r\nexport class PhysicsShapeHeightField extends PhysicsShape {\r\n /**\r\n * Constructor of the Shape heightfield\r\n * @param heightFieldSizeX The size of the heightfield in the X axis\r\n * @param heightFieldSizeZ The size of the heightfield in the Z axis\r\n * @param numHeightFieldSamplesX The number of samples along the X axis\r\n * @param numHeightFieldSamplesZ The number of samples along the Z axis\r\n * @param heightFieldData The data for the heightfield\r\n * @param scene scene to attach to\r\n */\r\n constructor(heightFieldSizeX: number, heightFieldSizeZ: number, numHeightFieldSamplesX: number, numHeightFieldSamplesZ: number, heightFieldData: Float32Array, scene: Scene) {\r\n super(\r\n {\r\n type: PhysicsShapeType.HEIGHTFIELD,\r\n parameters: {\r\n heightFieldSizeX: heightFieldSizeX,\r\n heightFieldSizeZ: heightFieldSizeZ,\r\n numHeightFieldSamplesX: numHeightFieldSamplesX,\r\n numHeightFieldSamplesZ: numHeightFieldSamplesZ,\r\n heightFieldData: heightFieldData,\r\n },\r\n },\r\n scene\r\n );\r\n }\r\n}\r\n\r\n/**\r\n * Helper object to create a ground mesh Shape\r\n */\r\nexport class PhysicsShapeGroundMesh extends PhysicsShape {\r\n /**\r\n * Constructor of the Shape heightfield\r\n * @param groundMesh ground mesh used for display\r\n * @param scene scene to attach to\r\n */\r\n constructor(groundMesh: GroundMesh, scene: Scene) {\r\n super({ type: PhysicsShapeType.HEIGHTFIELD, parameters: { groundMesh: groundMesh } }, scene);\r\n }\r\n}\r\n"]}
1
+ 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{ type TransformNode } from \"../../Meshes/transformNode\";\r\nimport { type AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { type BoundingBox } from \"../../Culling/boundingBox\";\r\nimport { PhysicsShapeType, type IPhysicsEnginePluginV2, type PhysicsShapeParameters } from \"./IPhysicsEnginePlugin\";\r\nimport { type PhysicsMaterial } from \"./physicsMaterial\";\r\nimport { Matrix, Vector3, Quaternion, TmpVectors } from \"../../Maths/math.vector.pure\";\r\nimport { type GroundMesh } from \"../../Meshes/groundMesh\";\r\nimport { type Mesh } from \"../../Meshes/mesh\";\r\nimport { type Scene } from \"../../scene\";\r\n\r\n/**\r\n * Options for creating a physics shape\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport interface PhysicShapeOptions {\r\n /**\r\n * The type of the shape. This can be one of the following: SPHERE, BOX, CAPSULE, CYLINDER, CONVEX_HULL, MESH, HEIGHTFIELD, CONTAINER\r\n */\r\n type?: PhysicsShapeType;\r\n /**\r\n * The parameters of the shape. Varies depending of the shape type.\r\n */\r\n parameters?: PhysicsShapeParameters;\r\n /**\r\n * Reference to an already existing physics shape in the plugin.\r\n */\r\n pluginData?: any;\r\n}\r\n\r\n/**\r\n * PhysicsShape class.\r\n * This class is useful for creating a physics shape that can be used in a physics engine.\r\n * A Physic Shape determine how collision are computed. It must be attached to a body.\r\n */\r\nexport class PhysicsShape {\r\n /**\r\n * V2 Physics plugin private data for single shape\r\n */\r\n public _pluginData: any = undefined;\r\n /**\r\n * The V2 plugin used to create and manage this Physics Body\r\n */\r\n private _physicsPlugin: IPhysicsEnginePluginV2;\r\n\r\n private _type: PhysicsShapeType;\r\n\r\n private _material: PhysicsMaterial;\r\n\r\n private _isTrigger: boolean = false;\r\n\r\n private _isDisposed = false;\r\n\r\n /**\r\n * Constructs a new physics shape.\r\n * @param options The options for the physics shape. These are:\r\n * * type: The type of the shape. This can be one of the following: SPHERE, BOX, CAPSULE, CYLINDER, CONVEX_HULL, MESH, HEIGHTFIELD, CONTAINER\r\n * * parameters: The parameters of the shape.\r\n * * pluginData: The plugin data of the shape. This is used if you already have a reference to the object on the plugin side.\r\n * You need to specify either type or pluginData.\r\n * @param scene The scene the shape belongs to.\r\n *\r\n * This code is useful for creating a new physics shape with the given type, options, and scene.\r\n * It also checks that the physics engine and plugin version are correct.\r\n * If not, it throws an error. This ensures that the shape is created with the correct parameters and is compatible with the physics engine.\r\n */\r\n constructor(options: PhysicShapeOptions, scene: Scene) {\r\n if (!scene) {\r\n return;\r\n }\r\n const physicsEngine = scene.getPhysicsEngine();\r\n if (!physicsEngine) {\r\n throw new Error(\"No Physics Engine available.\");\r\n }\r\n if (physicsEngine.getPluginVersion() != 2) {\r\n throw new Error(\"Plugin version is incorrect. Expected version 2.\");\r\n }\r\n const physicsPlugin = physicsEngine.getPhysicsPlugin();\r\n if (!physicsPlugin) {\r\n throw new Error(\"No Physics Plugin available.\");\r\n }\r\n this._physicsPlugin = physicsPlugin as IPhysicsEnginePluginV2;\r\n\r\n if (options.pluginData !== undefined && options.pluginData !== null) {\r\n this._pluginData = options.pluginData;\r\n this._type = this._physicsPlugin.getShapeType(this);\r\n } else if (options.type !== undefined && options.type !== null) {\r\n this._type = options.type;\r\n const parameters = options.parameters ?? {};\r\n this._physicsPlugin.initShape(this, options.type, parameters);\r\n }\r\n }\r\n\r\n /**\r\n * Returns the string \"PhysicsShape\".\r\n * @returns \"PhysicsShape\"\r\n */\r\n public getClassName() {\r\n return \"PhysicsShape\";\r\n }\r\n\r\n /**\r\n * Returns the type of the physics shape.\r\n * @returns The type of the physics shape.\r\n */\r\n public get type(): PhysicsShapeType {\r\n return this._type;\r\n }\r\n\r\n /**\r\n * Set the membership mask of a shape. This is a bitfield of arbitrary\r\n * \"categories\" to which the shape is a member. This is used in combination\r\n * with the collide mask to determine if this shape should collide with\r\n * another.\r\n *\r\n * @param membershipMask Bitfield of categories of this shape.\r\n */\r\n public set filterMembershipMask(membershipMask: number) {\r\n this._physicsPlugin.setShapeFilterMembershipMask(this, membershipMask);\r\n }\r\n\r\n /**\r\n * Get the membership mask of a shape.\r\n * @returns Bitmask of categories which this shape is a member of.\r\n */\r\n public get filterMembershipMask(): number {\r\n return this._physicsPlugin.getShapeFilterMembershipMask(this);\r\n }\r\n\r\n /**\r\n * Sets the collide mask of a shape. This is a bitfield of arbitrary\r\n * \"categories\" to which this shape collides with. Given two shapes,\r\n * the engine will check if the collide mask and membership overlap:\r\n * shapeA.filterMembershipMask & shapeB.filterCollideMask\r\n *\r\n * If this value is zero (i.e. shapeB only collides with categories\r\n * which shapeA is _not_ a member of) then the shapes will not collide.\r\n *\r\n * Note, the engine will also perform the same test with shapeA and\r\n * shapeB swapped; the shapes will not collide if either shape has\r\n * a collideMask which prevents collision with the other shape.\r\n *\r\n * @param collideMask Bitmask of categories this shape should collide with\r\n */\r\n public set filterCollideMask(collideMask: number) {\r\n this._physicsPlugin.setShapeFilterCollideMask(this, collideMask);\r\n }\r\n\r\n /**\r\n *\r\n * @returns Bitmask of categories that this shape should collide with\r\n */\r\n public get filterCollideMask(): number {\r\n return this._physicsPlugin.getShapeFilterCollideMask(this);\r\n }\r\n /**\r\n *\r\n * @param material\r\n */\r\n public set material(material: PhysicsMaterial) {\r\n this._physicsPlugin.setMaterial(this, material);\r\n this._material = material;\r\n }\r\n\r\n /**\r\n * Returns the material of the physics shape.\r\n * @returns The material of the physics shape.\r\n */\r\n public get material(): PhysicsMaterial {\r\n if (!this._material) {\r\n this._material = this._physicsPlugin.getMaterial(this);\r\n }\r\n return this._material;\r\n }\r\n\r\n /**\r\n * Sets the density of the physics shape.\r\n * @param density The density of the physics shape.\r\n */\r\n public set density(density: number) {\r\n this._physicsPlugin.setDensity(this, density);\r\n }\r\n\r\n /**\r\n * Returns the density of the physics shape.\r\n * @returns The density of the physics shape.\r\n */\r\n public get density(): number {\r\n return this._physicsPlugin.getDensity(this);\r\n }\r\n\r\n /**\r\n * Utility to add a child shape to this container,\r\n * automatically computing the relative transform between\r\n * the container shape and the child instance.\r\n *\r\n * @param parentTransform The transform node associated with this shape\r\n * @param newChild The new PhysicsShape to add\r\n * @param childTransform The transform node associated with the child shape\r\n */\r\n public addChildFromParent(parentTransform: TransformNode, newChild: PhysicsShape, childTransform: TransformNode): void {\r\n const childToWorld = childTransform.computeWorldMatrix(true);\r\n const parentToWorld = parentTransform.computeWorldMatrix(true);\r\n const childToParent = TmpVectors.Matrix[0];\r\n childToWorld.multiplyToRef(Matrix.Invert(parentToWorld), childToParent);\r\n const translation = TmpVectors.Vector3[0];\r\n const rotation = TmpVectors.Quaternion[0];\r\n const scale = TmpVectors.Vector3[1];\r\n childToParent.decompose(scale, rotation, translation);\r\n this._physicsPlugin.addChild(this, newChild, translation, rotation, scale);\r\n }\r\n\r\n /**\r\n * Adds a child shape to a container with an optional transform\r\n * @param newChild The new PhysicsShape to add\r\n * @param translation Optional position of the child shape relative to this shape\r\n * @param rotation Optional rotation of the child shape relative to this shape\r\n * @param scale Optional scale of the child shape relative to this shape\r\n */\r\n public addChild(newChild: PhysicsShape, translation?: Vector3, rotation?: Quaternion, scale?: Vector3): void {\r\n this._physicsPlugin.addChild(this, newChild, translation, rotation, scale);\r\n }\r\n\r\n /**\r\n * Removes a child shape from this shape.\r\n * @param childIndex The index of the child shape to remove\r\n */\r\n public removeChild(childIndex: number): void {\r\n this._physicsPlugin.removeChild(this, childIndex);\r\n }\r\n\r\n /**\r\n * Returns the number of children of a physics shape.\r\n * @returns The number of children of a physics shape.\r\n */\r\n public getNumChildren(): number {\r\n return this._physicsPlugin.getNumChildren(this);\r\n }\r\n\r\n /**\r\n * Returns the bounding box of the physics shape.\r\n * @returns The bounding box of the physics shape.\r\n */\r\n public getBoundingBox(): BoundingBox {\r\n return this._physicsPlugin.getBoundingBox(this);\r\n }\r\n\r\n public set isTrigger(isTrigger: boolean) {\r\n if (this._isTrigger === isTrigger) {\r\n return;\r\n }\r\n this._isTrigger = isTrigger;\r\n this._physicsPlugin.setTrigger(this, isTrigger);\r\n }\r\n\r\n public get isTrigger(): boolean {\r\n return this._isTrigger;\r\n }\r\n\r\n /**\r\n * Dispose the shape and release its associated resources.\r\n */\r\n public dispose() {\r\n if (this._isDisposed) {\r\n return;\r\n }\r\n this._physicsPlugin.disposeShape(this);\r\n this._isDisposed = true;\r\n }\r\n}\r\n\r\n/**\r\n * Helper object to create a sphere shape\r\n */\r\nexport class PhysicsShapeSphere extends PhysicsShape {\r\n /**\r\n * Constructor for the Sphere Shape\r\n * @param center local center of the sphere\r\n * @param radius radius\r\n * @param scene scene to attach to\r\n */\r\n constructor(center: Vector3, radius: number, scene: Scene) {\r\n super({ type: PhysicsShapeType.SPHERE, parameters: { center: center, radius: radius } }, scene);\r\n }\r\n\r\n /**\r\n * Derive an approximate sphere from the mesh.\r\n * @param mesh node from which to derive the sphere shape\r\n * @returns PhysicsShapeSphere\r\n */\r\n static FromMesh(mesh: AbstractMesh) {\r\n const bounds = mesh.getBoundingInfo();\r\n const centerLocal = bounds.boundingSphere.center;\r\n const he = bounds.boundingBox.extendSize;\r\n const radius = Math.max(he.x, he.y, he.z);\r\n return new PhysicsShapeSphere(centerLocal, radius, mesh.getScene());\r\n }\r\n}\r\n\r\n/**\r\n * Helper object to create a capsule shape\r\n */\r\nexport class PhysicsShapeCapsule extends PhysicsShape {\r\n /**\r\n *\r\n * @param pointA Starting point that defines the capsule segment\r\n * @param pointB ending point of that same segment\r\n * @param radius radius\r\n * @param scene scene to attach to\r\n */\r\n constructor(pointA: Vector3, pointB: Vector3, radius: number, scene: Scene) {\r\n super({ type: PhysicsShapeType.CAPSULE, parameters: { pointA: pointA, pointB: pointB, radius: radius } }, scene);\r\n }\r\n\r\n /**\r\n * Derive an approximate capsule from the mesh. Note, this is\r\n * not the optimal bounding capsule.\r\n * @param mesh Node from which to derive a cylinder shape\r\n * @returns Physics Shape Capsule\r\n */\r\n static FromMesh(mesh: AbstractMesh): PhysicsShapeCapsule {\r\n const boundsLocal = mesh.getBoundingInfo();\r\n const radius = boundsLocal.boundingBox.extendSize.x;\r\n const pointFromCenter = new Vector3(0, boundsLocal.boundingBox.extendSize.y - radius, 0);\r\n const pointA = boundsLocal.boundingBox.center.add(pointFromCenter);\r\n const pointB = boundsLocal.boundingBox.center.subtract(pointFromCenter);\r\n return new PhysicsShapeCapsule(pointA, pointB, radius, mesh.getScene());\r\n }\r\n}\r\n\r\n/**\r\n * Helper object to create a cylinder shape\r\n */\r\nexport class PhysicsShapeCylinder extends PhysicsShape {\r\n /**\r\n *\r\n * @param pointA Starting point that defines the cylinder segment\r\n * @param pointB ending point of that same segment\r\n * @param radius radius\r\n * @param scene scene to attach to\r\n */\r\n constructor(pointA: Vector3, pointB: Vector3, radius: number, scene: Scene) {\r\n super({ type: PhysicsShapeType.CYLINDER, parameters: { pointA: pointA, pointB: pointB, radius: radius } }, scene);\r\n }\r\n\r\n /**\r\n * Derive an approximate cylinder from the mesh. Note, this is\r\n * not the optimal bounding cylinder.\r\n * @param mesh Node from which to derive a cylinder shape\r\n * @returns Physics Shape Cylinder\r\n */\r\n static FromMesh(mesh: AbstractMesh): PhysicsShapeCylinder {\r\n const boundsLocal = mesh.getBoundingInfo();\r\n const radius = boundsLocal.boundingBox.extendSize.x;\r\n const pointFromCenter = new Vector3(0, boundsLocal.boundingBox.extendSize.y, 0);\r\n const pointA = boundsLocal.boundingBox.center.add(pointFromCenter);\r\n const pointB = boundsLocal.boundingBox.center.subtract(pointFromCenter);\r\n return new PhysicsShapeCylinder(pointA, pointB, radius, mesh.getScene());\r\n }\r\n}\r\n\r\n/**\r\n * Helper object to create a box shape\r\n */\r\nexport class PhysicsShapeBox extends PhysicsShape {\r\n /**\r\n *\r\n * @param center local center of the box\r\n * @param rotation local orientation\r\n * @param extents size of the box in each direction\r\n * @param scene scene to attach to\r\n */\r\n constructor(center: Vector3, rotation: Quaternion, extents: Vector3, scene: Scene) {\r\n super({ type: PhysicsShapeType.BOX, parameters: { center: center, rotation: rotation, extents: extents } }, scene);\r\n }\r\n\r\n /**\r\n *\r\n * @param mesh\r\n * @returns PhysicsShapeBox\r\n */\r\n static FromMesh(mesh: AbstractMesh): PhysicsShapeBox {\r\n const bounds = mesh.getBoundingInfo();\r\n const centerLocal = bounds.boundingBox.center;\r\n const extents = bounds.boundingBox.extendSize.scale(2.0); //<todo.eoin extendSize seems to really be half-extents?\r\n return new PhysicsShapeBox(centerLocal, Quaternion.Identity(), extents, mesh.getScene());\r\n }\r\n}\r\n\r\n/**\r\n * Helper object to create a convex hull shape\r\n */\r\nexport class PhysicsShapeConvexHull extends PhysicsShape {\r\n /**\r\n *\r\n * @param mesh the mesh to be used as topology infos for the convex hull\r\n * @param scene scene to attach to\r\n */\r\n constructor(mesh: Mesh, scene: Scene) {\r\n super({ type: PhysicsShapeType.CONVEX_HULL, parameters: { mesh: mesh } }, scene);\r\n }\r\n}\r\n\r\n/**\r\n * Helper object to create a mesh shape\r\n */\r\nexport class PhysicsShapeMesh extends PhysicsShape {\r\n /**\r\n *\r\n * @param mesh the mesh topology that will be used to create the shape\r\n * @param scene scene to attach to\r\n */\r\n constructor(mesh: Mesh, scene: Scene) {\r\n super({ type: PhysicsShapeType.MESH, parameters: { mesh: mesh } }, scene);\r\n }\r\n}\r\n\r\n/**\r\n * A shape container holds a variable number of shapes. Use AddChild to append to newly created parent container.\r\n */\r\nexport class PhysicsShapeContainer extends PhysicsShape {\r\n /**\r\n * Constructor of the Shape container\r\n * @param scene scene to attach to\r\n */\r\n constructor(scene: Scene) {\r\n super({ type: PhysicsShapeType.CONTAINER, parameters: {} }, scene);\r\n }\r\n}\r\n\r\n/**\r\n * Helper object to create a heightfield Shape\r\n */\r\nexport class PhysicsShapeHeightField extends PhysicsShape {\r\n /**\r\n * Constructor of the Shape heightfield\r\n * @param heightFieldSizeX The size of the heightfield in the X axis\r\n * @param heightFieldSizeZ The size of the heightfield in the Z axis\r\n * @param numHeightFieldSamplesX The number of samples along the X axis\r\n * @param numHeightFieldSamplesZ The number of samples along the Z axis\r\n * @param heightFieldData The data for the heightfield\r\n * @param scene scene to attach to\r\n */\r\n constructor(heightFieldSizeX: number, heightFieldSizeZ: number, numHeightFieldSamplesX: number, numHeightFieldSamplesZ: number, heightFieldData: Float32Array, scene: Scene) {\r\n super(\r\n {\r\n type: PhysicsShapeType.HEIGHTFIELD,\r\n parameters: {\r\n heightFieldSizeX: heightFieldSizeX,\r\n heightFieldSizeZ: heightFieldSizeZ,\r\n numHeightFieldSamplesX: numHeightFieldSamplesX,\r\n numHeightFieldSamplesZ: numHeightFieldSamplesZ,\r\n heightFieldData: heightFieldData,\r\n },\r\n },\r\n scene\r\n );\r\n }\r\n}\r\n\r\n/**\r\n * Helper object to create a ground mesh Shape\r\n */\r\nexport class PhysicsShapeGroundMesh extends PhysicsShape {\r\n /**\r\n * Constructor of the Shape heightfield\r\n * @param groundMesh ground mesh used for display\r\n * @param scene scene to attach to\r\n */\r\n constructor(groundMesh: GroundMesh, scene: Scene) {\r\n super({ type: PhysicsShapeType.HEIGHTFIELD, parameters: { groundMesh: groundMesh } }, scene);\r\n }\r\n}\r\n"]}
@@ -1,10 +1,10 @@
1
1
  import { type Skeleton } from "../../Bones/skeleton.js";
2
- import { Vector3 } from "../../Maths/math.vector.js";
2
+ import { Vector3 } from "../../Maths/math.vector.pure.js";
3
3
  import { PhysicsAggregate } from "./physicsAggregate.js";
4
4
  import { PhysicsConstraint } from "./physicsConstraint.js";
5
5
  import { type Mesh } from "../../Meshes/mesh.js";
6
6
  import { PhysicsConstraintType } from "./IPhysicsEnginePlugin.js";
7
- import { TransformNode } from "../../Meshes/transformNode.js";
7
+ import { TransformNode } from "../../Meshes/transformNode.pure.js";
8
8
  /**
9
9
  * Ragdoll bone properties
10
10
  * @experimental
@@ -1,9 +1,9 @@
1
- import { Vector3, Matrix, TmpVectors, Quaternion } from "../../Maths/math.vector.js";
1
+ import { Vector3, Matrix, TmpVectors, Quaternion } from "../../Maths/math.vector.pure.js";
2
2
  import { PhysicsAggregate } from "./physicsAggregate.js";
3
3
  import { PhysicsConstraint } from "./physicsConstraint.js";
4
4
  import { Axis } from "../../Maths/math.axis.js";
5
5
  import { Logger } from "../../Misc/logger.js";
6
- import { TransformNode } from "../../Meshes/transformNode.js";
6
+ import { TransformNode } from "../../Meshes/transformNode.pure.js";
7
7
  /**
8
8
  * Ragdoll bone properties
9
9
  * @experimental
@@ -1 +1 @@
1
- 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{ type Skeleton } from \"../../Bones/skeleton\";\r\nimport { Vector3, Matrix, TmpVectors, Quaternion } from \"../../Maths/math.vector\";\r\nimport { type Scene } from \"../../scene\";\r\nimport { PhysicsAggregate } from \"./physicsAggregate\";\r\nimport { PhysicsConstraint } from \"./physicsConstraint\";\r\nimport { type Mesh } from \"../../Meshes/mesh\";\r\nimport { Axis, Space } from \"../../Maths/math.axis\";\r\nimport { PhysicsShapeType, PhysicsConstraintType, PhysicsMotionType } from \"./IPhysicsEnginePlugin\";\r\nimport { type Nullable } from \"../../types\";\r\nimport { type Bone } from \"../../Bones/bone\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { TransformNode } from \"../../Meshes/transformNode\";\r\nimport { type Observer } from \"../../Misc/observable\";\r\n\r\n/**\r\n * Ragdoll bone properties\r\n * @experimental\r\n */\r\nexport class RagdollBoneProperties {\r\n /**\r\n * Width of the box shape\r\n */\r\n width?: number;\r\n /**\r\n * depth of the box shape\r\n */\r\n depth?: number;\r\n /**\r\n * height of the box shape\r\n */\r\n height?: number;\r\n /**\r\n * size that will be used of width, depth and height of the shape box\r\n */\r\n size?: number;\r\n /**\r\n * Type of Physics Constraint used between bones\r\n */\r\n joint?: number | undefined | PhysicsConstraintType;\r\n /**\r\n * Main rotation axis used by the constraint, in local space\r\n */\r\n rotationAxis?: Vector3;\r\n /**\r\n * Minimum rotation angle value\r\n */\r\n min?: number;\r\n /**\r\n * Maximum rotation angle value\r\n */\r\n max?: number;\r\n /**\r\n * Offset along local axis\r\n */\r\n boxOffset?: number;\r\n /**\r\n * Axis that need an offset\r\n */\r\n boneOffsetAxis?: Vector3;\r\n}\r\n\r\n/**\r\n * Ragdoll for Physics V2\r\n * @experimental\r\n */\r\nexport class Ragdoll {\r\n private _skeleton: Skeleton;\r\n private _scene: Scene;\r\n private _rootTransformNode: Mesh | TransformNode;\r\n private _config: any;\r\n private _boxConfigs: Array<RagdollBoneProperties> = new Array<RagdollBoneProperties>();\r\n private _constraints: Array<PhysicsConstraint> = new Array<PhysicsConstraint>();\r\n private _bones: Array<Bone> = new Array<Bone>();\r\n private _initialRotation: Array<Quaternion> = new Array<Quaternion>();\r\n // without mesh transform, to figure out later\r\n private _initialRotation2: Array<Quaternion> = new Array<Quaternion>();\r\n private _boneNames: string[] = [];\r\n private _transforms: Array<TransformNode> = new Array<TransformNode>();\r\n private _aggregates: Array<PhysicsAggregate> = new Array<PhysicsAggregate>();\r\n private _ragdollMode: boolean = false;\r\n private _rootBoneName: string = \"\";\r\n private _rootBoneIndex: number = -1;\r\n private _mass: number = 10;\r\n private _restitution: number = 0;\r\n private _beforeRenderObserver: Nullable<Observer<Scene>> = null;\r\n\r\n /**\r\n * Pause synchronization between physics and bone position/orientation\r\n */\r\n public pauseSync: boolean = false;\r\n\r\n private _putBoxesInBoneCenter: boolean;\r\n private _defaultJoint: number = PhysicsConstraintType.HINGE;\r\n private _defaultJointMin: number = -90;\r\n private _defaultJointMax: number = 90;\r\n\r\n /**\r\n * Construct a new Ragdoll object. Once ready, it can be made dynamic by calling `Ragdoll` method\r\n * @param skeleton The skeleton containing bones to be physicalized\r\n * @param rootTransformNode The mesh or its transform used by the skeleton\r\n * @param config an array of `RagdollBoneProperties` corresponding to bones and their properties used to instanciate physics bodies\r\n */\r\n constructor(skeleton: Skeleton, rootTransformNode: Mesh | TransformNode, config: RagdollBoneProperties[]) {\r\n this._skeleton = skeleton;\r\n this._scene = skeleton.getScene();\r\n this._rootTransformNode = rootTransformNode;\r\n this._config = config; // initial, user defined box configs. May have several box configs jammed into 1 index.\r\n this._boxConfigs = []; // final box configs. Every element is a separate box config (this.config may have several configs jammed into 1 index).\r\n this._putBoxesInBoneCenter = false;\r\n this._defaultJoint = PhysicsConstraintType.HINGE;\r\n\r\n this._init();\r\n }\r\n\r\n /**\r\n * returns an array of created constraints\r\n * @returns array of created constraints\r\n */\r\n public getConstraints(): Array<PhysicsConstraint> {\r\n return this._constraints;\r\n }\r\n\r\n /**\r\n * Returns the aggregate corresponding to the ragdoll bone index\r\n * @param index ragdoll bone aggregate index\r\n * @returns the aggregate for the bone index for the root aggregate if index is invalid\r\n */\r\n public getAggregate(index: number): PhysicsAggregate {\r\n if (index < 0 || index >= this._aggregates.length) {\r\n return this._aggregates[this._rootBoneIndex];\r\n }\r\n return this._aggregates[index];\r\n }\r\n\r\n private _createColliders(): void {\r\n this._rootTransformNode.computeWorldMatrix();\r\n this._skeleton.computeAbsoluteMatrices(true);\r\n this._skeleton.prepare(true);\r\n\r\n const config = this._config;\r\n for (let i = 0; i < config.length; i++) {\r\n const boneNames = config[i].bone !== undefined ? [config[i].bone] : config[i].bones;\r\n\r\n for (let ii = 0; ii < boneNames.length; ii++) {\r\n const currentBone = this._skeleton.bones[this._skeleton.getBoneIndexByName(boneNames[ii])];\r\n if (currentBone == undefined) {\r\n return;\r\n }\r\n\r\n // First define the box dimensions, so we can then use them when calling CreateBox().\r\n const currentRagdollBoneProperties: RagdollBoneProperties = {\r\n width: this._config[i].width,\r\n depth: this._config[i].depth,\r\n height: this._config[i].height,\r\n size: this._config[i].size,\r\n };\r\n\r\n currentRagdollBoneProperties.width = currentRagdollBoneProperties.width ?? currentRagdollBoneProperties.size;\r\n currentRagdollBoneProperties.depth = currentRagdollBoneProperties.depth ?? currentRagdollBoneProperties.size;\r\n currentRagdollBoneProperties.height = currentRagdollBoneProperties.height ?? currentRagdollBoneProperties.size;\r\n const transform = new TransformNode(boneNames[ii] + \"_transform\", this._scene);\r\n\r\n // Define the rest of the box properties.\r\n currentRagdollBoneProperties.joint = config[i].joint !== undefined ? config[i].joint : this._defaultJoint;\r\n currentRagdollBoneProperties.rotationAxis = config[i].rotationAxis !== undefined ? config[i].rotationAxis : Axis.X;\r\n currentRagdollBoneProperties.min = config[i].min !== undefined ? config[i].min : this._defaultJointMin;\r\n currentRagdollBoneProperties.max = config[i].max !== undefined ? config[i].max : this._defaultJointMax;\r\n\r\n // Offset value.\r\n let boxOffset = 0;\r\n if ((config[i].putBoxInBoneCenter !== undefined && config[i].putBoxInBoneCenter) || this._putBoxesInBoneCenter) {\r\n if (currentBone.length === undefined) {\r\n Logger.Log(\"The length property is not defined for bone \" + currentBone.name);\r\n }\r\n boxOffset = currentBone.length / 2;\r\n } else if (config[i].boxOffset !== undefined) {\r\n boxOffset = config[i].boxOffset;\r\n }\r\n currentRagdollBoneProperties.boxOffset = boxOffset;\r\n\r\n // Offset axis.\r\n const boneOffsetAxis = config[i].boneOffsetAxis !== undefined ? config[i].boneOffsetAxis : Axis.Y;\r\n const boneDir = currentBone.getDirection(boneOffsetAxis, this._rootTransformNode);\r\n currentRagdollBoneProperties.boneOffsetAxis = boneOffsetAxis;\r\n\r\n transform.position = currentBone.getAbsolutePosition(this._rootTransformNode).add(boneDir.scale(boxOffset));\r\n\r\n const mass = config[i].mass !== undefined ? config[i].mass : this._mass;\r\n const restitution = config[i].restitution !== undefined ? config[i].restitution : this._restitution;\r\n const aggregate = new PhysicsAggregate(\r\n transform,\r\n PhysicsShapeType.BOX,\r\n {\r\n mass: mass,\r\n restitution: restitution,\r\n friction: 0.6,\r\n extents: new Vector3(currentRagdollBoneProperties.width, currentRagdollBoneProperties.height, currentRagdollBoneProperties.depth),\r\n },\r\n this._scene\r\n );\r\n aggregate.body.setCollisionCallbackEnabled(true);\r\n aggregate.body.disablePreStep = false;\r\n aggregate.body.setMotionType(PhysicsMotionType.ANIMATED);\r\n this._aggregates.push(aggregate);\r\n this._bones.push(currentBone);\r\n this._boneNames.push(currentBone.name);\r\n this._transforms.push(transform);\r\n this._boxConfigs.push(currentRagdollBoneProperties);\r\n this._initialRotation.push(currentBone.getRotationQuaternion(Space.WORLD, this._rootTransformNode));\r\n this._initialRotation2.push(currentBone.getRotationQuaternion(Space.WORLD));\r\n }\r\n }\r\n }\r\n\r\n private _initJoints(): void {\r\n this._rootTransformNode.computeWorldMatrix();\r\n for (let i = 0; i < this._bones.length; i++) {\r\n // The root bone has no joints.\r\n if (i == this._rootBoneIndex) {\r\n continue;\r\n }\r\n\r\n const nearestParent = this._findNearestParent(i);\r\n\r\n if (nearestParent == null) {\r\n Logger.Warn(\"Couldn't find a nearest parent bone in the configs for bone called \" + this._boneNames[i]);\r\n return;\r\n }\r\n\r\n const boneParentIndex = this._boneNames.indexOf(nearestParent.name);\r\n\r\n const wmat = this._transforms[boneParentIndex].computeWorldMatrix();\r\n const invertedWorldMat = Matrix.Invert(wmat);\r\n const boneAbsPos = this._bones[i].getAbsolutePosition(this._rootTransformNode);\r\n const distanceFromParentBoxToBone = Vector3.TransformCoordinates(boneAbsPos, invertedWorldMat);\r\n const boxAbsPos = this._transforms[i].position.clone();\r\n const myConnectedPivot = boneAbsPos.subtract(boxAbsPos);\r\n\r\n const constraintType = this._boxConfigs[i].joint ?? this._defaultJoint;\r\n const constraint = new PhysicsConstraint(\r\n constraintType,\r\n {\r\n pivotA: distanceFromParentBoxToBone,\r\n pivotB: myConnectedPivot,\r\n axisA: this._boxConfigs[i].rotationAxis!,\r\n axisB: this._boxConfigs[i].rotationAxis!,\r\n collision: false,\r\n },\r\n this._scene\r\n );\r\n\r\n this._aggregates[boneParentIndex].body.addConstraint(this._aggregates[i].body, constraint);\r\n constraint.isEnabled = false;\r\n this._constraints.push(constraint);\r\n }\r\n }\r\n\r\n // set physics body orientation/position from bones\r\n private _syncBonesToPhysics(): void {\r\n const rootMatrix = this._rootTransformNode.getWorldMatrix();\r\n for (let i = 0; i < this._bones.length; i++) {\r\n // position\r\n const transform = this._aggregates[i].transformNode;\r\n const rootPos = this._bones[i].getAbsolutePosition();\r\n Vector3.TransformCoordinatesToRef(rootPos, rootMatrix, transform.position);\r\n\r\n // added offset\r\n this._bones[i].getDirectionToRef(this._boxConfigs[i].boneOffsetAxis!, this._rootTransformNode, TmpVectors.Vector3[0]);\r\n TmpVectors.Vector3[0].scaleInPlace(this._boxConfigs[i].boxOffset ?? 0);\r\n transform.position.addInPlace(TmpVectors.Vector3[0]);\r\n\r\n this._setBoneOrientationToBody(i);\r\n }\r\n }\r\n\r\n private _setBoneOrientationToBody(boneIndex: number): void {\r\n const transform = this._aggregates[boneIndex].transformNode;\r\n const bone = this._bones[boneIndex];\r\n this._initialRotation[boneIndex].conjugateToRef(TmpVectors.Quaternion[0]);\r\n bone.getRotationQuaternionToRef(Space.WORLD, this._rootTransformNode, TmpVectors.Quaternion[1]);\r\n TmpVectors.Quaternion[1].multiplyToRef(TmpVectors.Quaternion[0], transform.rotationQuaternion!);\r\n transform.rotationQuaternion!.normalize();\r\n }\r\n\r\n private _syncBonesAndBoxes(): void {\r\n if (this.pauseSync) {\r\n return;\r\n }\r\n\r\n if (this._ragdollMode) {\r\n this._setBodyOrientationToBone(this._rootBoneIndex);\r\n\r\n const rootPos = this._aggregates[this._rootBoneIndex].body.transformNode.position;\r\n this._rootTransformNode.getWorldMatrix().invertToRef(TmpVectors.Matrix[0]);\r\n\r\n Vector3.TransformCoordinatesToRef(rootPos, TmpVectors.Matrix[0], TmpVectors.Vector3[0]);\r\n this._bones[this._rootBoneIndex].setAbsolutePosition(TmpVectors.Vector3[0]);\r\n\r\n for (let i = 0; i < this._bones.length; i++) {\r\n if (i == this._rootBoneIndex) {\r\n continue;\r\n }\r\n this._setBodyOrientationToBone(i);\r\n }\r\n } else {\r\n this._syncBonesToPhysics();\r\n }\r\n }\r\n\r\n private _setBodyOrientationToBone(boneIndex: number): void {\r\n const qmesh =\r\n this._rootTransformNode.rotationQuaternion ??\r\n Quaternion.FromEulerAngles(this._rootTransformNode.rotation.x, this._rootTransformNode.rotation.y, this._rootTransformNode.rotation.z);\r\n const qbind = this._initialRotation2[boneIndex];\r\n const qphys = this._aggregates[boneIndex].body?.transformNode?.rotationQuaternion;\r\n\r\n qmesh.multiplyToRef(qbind, TmpVectors.Quaternion[1]);\r\n qphys?.multiplyToRef(TmpVectors.Quaternion[1], TmpVectors.Quaternion[0]);\r\n\r\n this._bones[boneIndex].setRotationQuaternion(TmpVectors.Quaternion[0], Space.WORLD, this._rootTransformNode);\r\n }\r\n\r\n // Return true if root bone is valid/exists in this.bonesNames. false otherwise.\r\n private _defineRootBone(): boolean {\r\n const skeletonRoots = this._skeleton.getChildren();\r\n if (skeletonRoots.length != 1) {\r\n Logger.Log(\"Ragdoll creation failed: there can only be one root in the skeleton.\");\r\n return false;\r\n }\r\n\r\n this._rootBoneName = skeletonRoots[0].name;\r\n this._rootBoneIndex = this._boneNames.indexOf(this._rootBoneName);\r\n if (this._rootBoneIndex == -1) {\r\n // eslint-disable-next-line @typescript-eslint/restrict-plus-operands, @typescript-eslint/no-base-to-string\r\n Logger.Log(\"Ragdoll creation failed: the array boneNames doesn't have the root bone. The root bone is \" + this._skeleton.getChildren());\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n private _findNearestParent(boneIndex: number): any {\r\n let nearestParent: Nullable<Bone> | undefined = this._bones[boneIndex].getParent();\r\n do {\r\n if (nearestParent != null && this._boneNames.includes(nearestParent.name)) {\r\n break;\r\n }\r\n\r\n nearestParent = nearestParent?.getParent();\r\n } while (nearestParent != null);\r\n\r\n return nearestParent;\r\n }\r\n\r\n private _init() {\r\n this._createColliders();\r\n\r\n // If this.defineRootBone() returns ... there is not root bone.\r\n if (!this._defineRootBone()) {\r\n return;\r\n }\r\n\r\n this._initJoints();\r\n this._beforeRenderObserver = this._scene.onBeforeRenderObservable.add(() => {\r\n this._syncBonesAndBoxes();\r\n });\r\n this._syncBonesToPhysics();\r\n }\r\n\r\n /**\r\n * Enable ragdoll mode. Create physics objects and make them dynamic.\r\n */\r\n public ragdoll(): void {\r\n this._ragdollMode = true;\r\n // detach bones with link transform to let physics have control\r\n for (const bone of this._skeleton.bones) {\r\n bone.linkTransformNode(null);\r\n }\r\n for (let i = 0; i < this._constraints.length; i++) {\r\n this._constraints[i].isEnabled = true;\r\n }\r\n for (let i = 0; i < this._aggregates.length; i++) {\r\n this._aggregates[i].body.setMotionType(PhysicsMotionType.DYNAMIC);\r\n }\r\n }\r\n\r\n /**\r\n * Dispose resources and remove physics objects\r\n */\r\n dispose(): void {\r\n for (const aggregate of this._aggregates) {\r\n aggregate.dispose();\r\n }\r\n this._aggregates.length = 0;\r\n for (const transform of this._transforms) {\r\n transform.dispose();\r\n }\r\n this._transforms.length = 0;\r\n for (const constraint of this._constraints) {\r\n constraint.dispose();\r\n }\r\n this._constraints.length = 0;\r\n\r\n if (this._beforeRenderObserver) {\r\n this._scene.onBeforeRenderObservable.remove(this._beforeRenderObserver);\r\n this._beforeRenderObserver = null;\r\n }\r\n }\r\n}\r\n"]}
1
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{ type Skeleton } from \"../../Bones/skeleton\";\r\nimport { Vector3, Matrix, TmpVectors, Quaternion } from \"../../Maths/math.vector.pure\";\r\nimport { type Scene } from \"../../scene\";\r\nimport { PhysicsAggregate } from \"./physicsAggregate\";\r\nimport { PhysicsConstraint } from \"./physicsConstraint\";\r\nimport { type Mesh } from \"../../Meshes/mesh\";\r\nimport { Axis, Space } from \"../../Maths/math.axis\";\r\nimport { PhysicsShapeType, PhysicsConstraintType, PhysicsMotionType } from \"./IPhysicsEnginePlugin\";\r\nimport { type Nullable } from \"../../types\";\r\nimport { type Bone } from \"../../Bones/bone\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { TransformNode } from \"../../Meshes/transformNode.pure\";\r\nimport { type Observer } from \"../../Misc/observable\";\r\n\r\n/**\r\n * Ragdoll bone properties\r\n * @experimental\r\n */\r\nexport class RagdollBoneProperties {\r\n /**\r\n * Width of the box shape\r\n */\r\n width?: number;\r\n /**\r\n * depth of the box shape\r\n */\r\n depth?: number;\r\n /**\r\n * height of the box shape\r\n */\r\n height?: number;\r\n /**\r\n * size that will be used of width, depth and height of the shape box\r\n */\r\n size?: number;\r\n /**\r\n * Type of Physics Constraint used between bones\r\n */\r\n joint?: number | undefined | PhysicsConstraintType;\r\n /**\r\n * Main rotation axis used by the constraint, in local space\r\n */\r\n rotationAxis?: Vector3;\r\n /**\r\n * Minimum rotation angle value\r\n */\r\n min?: number;\r\n /**\r\n * Maximum rotation angle value\r\n */\r\n max?: number;\r\n /**\r\n * Offset along local axis\r\n */\r\n boxOffset?: number;\r\n /**\r\n * Axis that need an offset\r\n */\r\n boneOffsetAxis?: Vector3;\r\n}\r\n\r\n/**\r\n * Ragdoll for Physics V2\r\n * @experimental\r\n */\r\nexport class Ragdoll {\r\n private _skeleton: Skeleton;\r\n private _scene: Scene;\r\n private _rootTransformNode: Mesh | TransformNode;\r\n private _config: any;\r\n private _boxConfigs: Array<RagdollBoneProperties> = new Array<RagdollBoneProperties>();\r\n private _constraints: Array<PhysicsConstraint> = new Array<PhysicsConstraint>();\r\n private _bones: Array<Bone> = new Array<Bone>();\r\n private _initialRotation: Array<Quaternion> = new Array<Quaternion>();\r\n // without mesh transform, to figure out later\r\n private _initialRotation2: Array<Quaternion> = new Array<Quaternion>();\r\n private _boneNames: string[] = [];\r\n private _transforms: Array<TransformNode> = new Array<TransformNode>();\r\n private _aggregates: Array<PhysicsAggregate> = new Array<PhysicsAggregate>();\r\n private _ragdollMode: boolean = false;\r\n private _rootBoneName: string = \"\";\r\n private _rootBoneIndex: number = -1;\r\n private _mass: number = 10;\r\n private _restitution: number = 0;\r\n private _beforeRenderObserver: Nullable<Observer<Scene>> = null;\r\n\r\n /**\r\n * Pause synchronization between physics and bone position/orientation\r\n */\r\n public pauseSync: boolean = false;\r\n\r\n private _putBoxesInBoneCenter: boolean;\r\n private _defaultJoint: number = PhysicsConstraintType.HINGE;\r\n private _defaultJointMin: number = -90;\r\n private _defaultJointMax: number = 90;\r\n\r\n /**\r\n * Construct a new Ragdoll object. Once ready, it can be made dynamic by calling `Ragdoll` method\r\n * @param skeleton The skeleton containing bones to be physicalized\r\n * @param rootTransformNode The mesh or its transform used by the skeleton\r\n * @param config an array of `RagdollBoneProperties` corresponding to bones and their properties used to instanciate physics bodies\r\n */\r\n constructor(skeleton: Skeleton, rootTransformNode: Mesh | TransformNode, config: RagdollBoneProperties[]) {\r\n this._skeleton = skeleton;\r\n this._scene = skeleton.getScene();\r\n this._rootTransformNode = rootTransformNode;\r\n this._config = config; // initial, user defined box configs. May have several box configs jammed into 1 index.\r\n this._boxConfigs = []; // final box configs. Every element is a separate box config (this.config may have several configs jammed into 1 index).\r\n this._putBoxesInBoneCenter = false;\r\n this._defaultJoint = PhysicsConstraintType.HINGE;\r\n\r\n this._init();\r\n }\r\n\r\n /**\r\n * returns an array of created constraints\r\n * @returns array of created constraints\r\n */\r\n public getConstraints(): Array<PhysicsConstraint> {\r\n return this._constraints;\r\n }\r\n\r\n /**\r\n * Returns the aggregate corresponding to the ragdoll bone index\r\n * @param index ragdoll bone aggregate index\r\n * @returns the aggregate for the bone index for the root aggregate if index is invalid\r\n */\r\n public getAggregate(index: number): PhysicsAggregate {\r\n if (index < 0 || index >= this._aggregates.length) {\r\n return this._aggregates[this._rootBoneIndex];\r\n }\r\n return this._aggregates[index];\r\n }\r\n\r\n private _createColliders(): void {\r\n this._rootTransformNode.computeWorldMatrix();\r\n this._skeleton.computeAbsoluteMatrices(true);\r\n this._skeleton.prepare(true);\r\n\r\n const config = this._config;\r\n for (let i = 0; i < config.length; i++) {\r\n const boneNames = config[i].bone !== undefined ? [config[i].bone] : config[i].bones;\r\n\r\n for (let ii = 0; ii < boneNames.length; ii++) {\r\n const currentBone = this._skeleton.bones[this._skeleton.getBoneIndexByName(boneNames[ii])];\r\n if (currentBone == undefined) {\r\n return;\r\n }\r\n\r\n // First define the box dimensions, so we can then use them when calling CreateBox().\r\n const currentRagdollBoneProperties: RagdollBoneProperties = {\r\n width: this._config[i].width,\r\n depth: this._config[i].depth,\r\n height: this._config[i].height,\r\n size: this._config[i].size,\r\n };\r\n\r\n currentRagdollBoneProperties.width = currentRagdollBoneProperties.width ?? currentRagdollBoneProperties.size;\r\n currentRagdollBoneProperties.depth = currentRagdollBoneProperties.depth ?? currentRagdollBoneProperties.size;\r\n currentRagdollBoneProperties.height = currentRagdollBoneProperties.height ?? currentRagdollBoneProperties.size;\r\n const transform = new TransformNode(boneNames[ii] + \"_transform\", this._scene);\r\n\r\n // Define the rest of the box properties.\r\n currentRagdollBoneProperties.joint = config[i].joint !== undefined ? config[i].joint : this._defaultJoint;\r\n currentRagdollBoneProperties.rotationAxis = config[i].rotationAxis !== undefined ? config[i].rotationAxis : Axis.X;\r\n currentRagdollBoneProperties.min = config[i].min !== undefined ? config[i].min : this._defaultJointMin;\r\n currentRagdollBoneProperties.max = config[i].max !== undefined ? config[i].max : this._defaultJointMax;\r\n\r\n // Offset value.\r\n let boxOffset = 0;\r\n if ((config[i].putBoxInBoneCenter !== undefined && config[i].putBoxInBoneCenter) || this._putBoxesInBoneCenter) {\r\n if (currentBone.length === undefined) {\r\n Logger.Log(\"The length property is not defined for bone \" + currentBone.name);\r\n }\r\n boxOffset = currentBone.length / 2;\r\n } else if (config[i].boxOffset !== undefined) {\r\n boxOffset = config[i].boxOffset;\r\n }\r\n currentRagdollBoneProperties.boxOffset = boxOffset;\r\n\r\n // Offset axis.\r\n const boneOffsetAxis = config[i].boneOffsetAxis !== undefined ? config[i].boneOffsetAxis : Axis.Y;\r\n const boneDir = currentBone.getDirection(boneOffsetAxis, this._rootTransformNode);\r\n currentRagdollBoneProperties.boneOffsetAxis = boneOffsetAxis;\r\n\r\n transform.position = currentBone.getAbsolutePosition(this._rootTransformNode).add(boneDir.scale(boxOffset));\r\n\r\n const mass = config[i].mass !== undefined ? config[i].mass : this._mass;\r\n const restitution = config[i].restitution !== undefined ? config[i].restitution : this._restitution;\r\n const aggregate = new PhysicsAggregate(\r\n transform,\r\n PhysicsShapeType.BOX,\r\n {\r\n mass: mass,\r\n restitution: restitution,\r\n friction: 0.6,\r\n extents: new Vector3(currentRagdollBoneProperties.width, currentRagdollBoneProperties.height, currentRagdollBoneProperties.depth),\r\n },\r\n this._scene\r\n );\r\n aggregate.body.setCollisionCallbackEnabled(true);\r\n aggregate.body.disablePreStep = false;\r\n aggregate.body.setMotionType(PhysicsMotionType.ANIMATED);\r\n this._aggregates.push(aggregate);\r\n this._bones.push(currentBone);\r\n this._boneNames.push(currentBone.name);\r\n this._transforms.push(transform);\r\n this._boxConfigs.push(currentRagdollBoneProperties);\r\n this._initialRotation.push(currentBone.getRotationQuaternion(Space.WORLD, this._rootTransformNode));\r\n this._initialRotation2.push(currentBone.getRotationQuaternion(Space.WORLD));\r\n }\r\n }\r\n }\r\n\r\n private _initJoints(): void {\r\n this._rootTransformNode.computeWorldMatrix();\r\n for (let i = 0; i < this._bones.length; i++) {\r\n // The root bone has no joints.\r\n if (i == this._rootBoneIndex) {\r\n continue;\r\n }\r\n\r\n const nearestParent = this._findNearestParent(i);\r\n\r\n if (nearestParent == null) {\r\n Logger.Warn(\"Couldn't find a nearest parent bone in the configs for bone called \" + this._boneNames[i]);\r\n return;\r\n }\r\n\r\n const boneParentIndex = this._boneNames.indexOf(nearestParent.name);\r\n\r\n const wmat = this._transforms[boneParentIndex].computeWorldMatrix();\r\n const invertedWorldMat = Matrix.Invert(wmat);\r\n const boneAbsPos = this._bones[i].getAbsolutePosition(this._rootTransformNode);\r\n const distanceFromParentBoxToBone = Vector3.TransformCoordinates(boneAbsPos, invertedWorldMat);\r\n const boxAbsPos = this._transforms[i].position.clone();\r\n const myConnectedPivot = boneAbsPos.subtract(boxAbsPos);\r\n\r\n const constraintType = this._boxConfigs[i].joint ?? this._defaultJoint;\r\n const constraint = new PhysicsConstraint(\r\n constraintType,\r\n {\r\n pivotA: distanceFromParentBoxToBone,\r\n pivotB: myConnectedPivot,\r\n axisA: this._boxConfigs[i].rotationAxis!,\r\n axisB: this._boxConfigs[i].rotationAxis!,\r\n collision: false,\r\n },\r\n this._scene\r\n );\r\n\r\n this._aggregates[boneParentIndex].body.addConstraint(this._aggregates[i].body, constraint);\r\n constraint.isEnabled = false;\r\n this._constraints.push(constraint);\r\n }\r\n }\r\n\r\n // set physics body orientation/position from bones\r\n private _syncBonesToPhysics(): void {\r\n const rootMatrix = this._rootTransformNode.getWorldMatrix();\r\n for (let i = 0; i < this._bones.length; i++) {\r\n // position\r\n const transform = this._aggregates[i].transformNode;\r\n const rootPos = this._bones[i].getAbsolutePosition();\r\n Vector3.TransformCoordinatesToRef(rootPos, rootMatrix, transform.position);\r\n\r\n // added offset\r\n this._bones[i].getDirectionToRef(this._boxConfigs[i].boneOffsetAxis!, this._rootTransformNode, TmpVectors.Vector3[0]);\r\n TmpVectors.Vector3[0].scaleInPlace(this._boxConfigs[i].boxOffset ?? 0);\r\n transform.position.addInPlace(TmpVectors.Vector3[0]);\r\n\r\n this._setBoneOrientationToBody(i);\r\n }\r\n }\r\n\r\n private _setBoneOrientationToBody(boneIndex: number): void {\r\n const transform = this._aggregates[boneIndex].transformNode;\r\n const bone = this._bones[boneIndex];\r\n this._initialRotation[boneIndex].conjugateToRef(TmpVectors.Quaternion[0]);\r\n bone.getRotationQuaternionToRef(Space.WORLD, this._rootTransformNode, TmpVectors.Quaternion[1]);\r\n TmpVectors.Quaternion[1].multiplyToRef(TmpVectors.Quaternion[0], transform.rotationQuaternion!);\r\n transform.rotationQuaternion!.normalize();\r\n }\r\n\r\n private _syncBonesAndBoxes(): void {\r\n if (this.pauseSync) {\r\n return;\r\n }\r\n\r\n if (this._ragdollMode) {\r\n this._setBodyOrientationToBone(this._rootBoneIndex);\r\n\r\n const rootPos = this._aggregates[this._rootBoneIndex].body.transformNode.position;\r\n this._rootTransformNode.getWorldMatrix().invertToRef(TmpVectors.Matrix[0]);\r\n\r\n Vector3.TransformCoordinatesToRef(rootPos, TmpVectors.Matrix[0], TmpVectors.Vector3[0]);\r\n this._bones[this._rootBoneIndex].setAbsolutePosition(TmpVectors.Vector3[0]);\r\n\r\n for (let i = 0; i < this._bones.length; i++) {\r\n if (i == this._rootBoneIndex) {\r\n continue;\r\n }\r\n this._setBodyOrientationToBone(i);\r\n }\r\n } else {\r\n this._syncBonesToPhysics();\r\n }\r\n }\r\n\r\n private _setBodyOrientationToBone(boneIndex: number): void {\r\n const qmesh =\r\n this._rootTransformNode.rotationQuaternion ??\r\n Quaternion.FromEulerAngles(this._rootTransformNode.rotation.x, this._rootTransformNode.rotation.y, this._rootTransformNode.rotation.z);\r\n const qbind = this._initialRotation2[boneIndex];\r\n const qphys = this._aggregates[boneIndex].body?.transformNode?.rotationQuaternion;\r\n\r\n qmesh.multiplyToRef(qbind, TmpVectors.Quaternion[1]);\r\n qphys?.multiplyToRef(TmpVectors.Quaternion[1], TmpVectors.Quaternion[0]);\r\n\r\n this._bones[boneIndex].setRotationQuaternion(TmpVectors.Quaternion[0], Space.WORLD, this._rootTransformNode);\r\n }\r\n\r\n // Return true if root bone is valid/exists in this.bonesNames. false otherwise.\r\n private _defineRootBone(): boolean {\r\n const skeletonRoots = this._skeleton.getChildren();\r\n if (skeletonRoots.length != 1) {\r\n Logger.Log(\"Ragdoll creation failed: there can only be one root in the skeleton.\");\r\n return false;\r\n }\r\n\r\n this._rootBoneName = skeletonRoots[0].name;\r\n this._rootBoneIndex = this._boneNames.indexOf(this._rootBoneName);\r\n if (this._rootBoneIndex == -1) {\r\n // eslint-disable-next-line @typescript-eslint/restrict-plus-operands, @typescript-eslint/no-base-to-string\r\n Logger.Log(\"Ragdoll creation failed: the array boneNames doesn't have the root bone. The root bone is \" + this._skeleton.getChildren());\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n private _findNearestParent(boneIndex: number): any {\r\n let nearestParent: Nullable<Bone> | undefined = this._bones[boneIndex].getParent();\r\n do {\r\n if (nearestParent != null && this._boneNames.includes(nearestParent.name)) {\r\n break;\r\n }\r\n\r\n nearestParent = nearestParent?.getParent();\r\n } while (nearestParent != null);\r\n\r\n return nearestParent;\r\n }\r\n\r\n private _init() {\r\n this._createColliders();\r\n\r\n // If this.defineRootBone() returns ... there is not root bone.\r\n if (!this._defineRootBone()) {\r\n return;\r\n }\r\n\r\n this._initJoints();\r\n this._beforeRenderObserver = this._scene.onBeforeRenderObservable.add(() => {\r\n this._syncBonesAndBoxes();\r\n });\r\n this._syncBonesToPhysics();\r\n }\r\n\r\n /**\r\n * Enable ragdoll mode. Create physics objects and make them dynamic.\r\n */\r\n public ragdoll(): void {\r\n this._ragdollMode = true;\r\n // detach bones with link transform to let physics have control\r\n for (const bone of this._skeleton.bones) {\r\n bone.linkTransformNode(null);\r\n }\r\n for (let i = 0; i < this._constraints.length; i++) {\r\n this._constraints[i].isEnabled = true;\r\n }\r\n for (let i = 0; i < this._aggregates.length; i++) {\r\n this._aggregates[i].body.setMotionType(PhysicsMotionType.DYNAMIC);\r\n }\r\n }\r\n\r\n /**\r\n * Dispose resources and remove physics objects\r\n */\r\n dispose(): void {\r\n for (const aggregate of this._aggregates) {\r\n aggregate.dispose();\r\n }\r\n this._aggregates.length = 0;\r\n for (const transform of this._transforms) {\r\n transform.dispose();\r\n }\r\n this._transforms.length = 0;\r\n for (const constraint of this._constraints) {\r\n constraint.dispose();\r\n }\r\n this._constraints.length = 0;\r\n\r\n if (this._beforeRenderObserver) {\r\n this._scene.onBeforeRenderObservable.remove(this._beforeRenderObserver);\r\n this._beforeRenderObserver = null;\r\n }\r\n }\r\n}\r\n"]}
@@ -179,6 +179,7 @@ export declare class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
179
179
  * @param disableGeometryBufferRenderer Set to true if you want to disable the Geometry Buffer renderer
180
180
  */
181
181
  dispose(disableGeometryBufferRenderer?: boolean): void;
182
+ private _syncNormalsInWorldSpace;
182
183
  /** @internal */
183
184
  _rebuild(): void;
184
185
  private _createBlurPostProcess;
@@ -207,6 +207,7 @@ export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
207
207
  * @returns True if all the post processes in the pipeline are ready
208
208
  */
209
209
  isReady() {
210
+ this._syncNormalsInWorldSpace();
210
211
  return this._thinSSAORenderingPipeline.isReady();
211
212
  }
212
213
  /**
@@ -283,18 +284,14 @@ export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
283
284
  if (!this._forcedGeometryBuffer) {
284
285
  scene.enableGeometryBufferRenderer();
285
286
  }
286
- if (scene.geometryBufferRenderer?.generateNormalsInWorldSpace) {
287
- Logger.Error("SSAO2RenderingPipeline does not support generateNormalsInWorldSpace=true for the geometry buffer renderer!");
288
- }
289
287
  }
290
288
  else {
291
289
  scene.enablePrePassRenderer();
292
- if (scene.prePassRenderer?.generateNormalsInWorldSpace) {
293
- Logger.Error("SSAO2RenderingPipeline does not support generateNormalsInWorldSpace=true for the prepass renderer!");
294
- }
295
290
  }
291
+ this._syncNormalsInWorldSpace();
296
292
  this._originalColorPostProcess = new PassPostProcess("SSAOOriginalSceneColor", 1.0, null, Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), undefined, this._textureType);
297
293
  this._originalColorPostProcess.onBeforeRenderObservable.add(() => {
294
+ this._syncNormalsInWorldSpace();
298
295
  const camera = this._scene.activeCamera;
299
296
  this._thinSSAORenderingPipeline._ssaoPostProcess.camera = camera;
300
297
  if (camera && this._currentCameraMode !== camera.mode) {
@@ -358,6 +355,11 @@ export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
358
355
  super.dispose();
359
356
  }
360
357
  // Private Methods
358
+ _syncNormalsInWorldSpace() {
359
+ const renderer = this._forceGeometryBuffer ? this._geometryBufferRenderer : this._prePassRenderer;
360
+ const normalsInWorldSpace = !!renderer?.generateNormalsInWorldSpace;
361
+ this._thinSSAORenderingPipeline._ssaoPostProcess.normalsInWorldSpace = normalsInWorldSpace;
362
+ }
361
363
  /** @internal */
362
364
  _rebuild() {
363
365
  super._rebuild();
@@ -1 +1 @@
1
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This file must only contain pure code and pure imports */\n\nimport { Logger } from \"../../../Misc/logger\";\nimport { serialize } from \"../../../Misc/decorators\";\nimport { SerializationHelper } from \"../../../Misc/decorators.serialization\";\nimport { type Camera } from \"../../../Cameras/camera.pure\";\nimport { type Effect } from \"../../../Materials/effect.pure\";\nimport { Texture } from \"../../../Materials/Textures/texture.pure\";\nimport { PostProcess } from \"../../../PostProcesses/postProcess.pure\";\nimport { PostProcessRenderPipeline } from \"../../../PostProcesses/RenderPipeline/postProcessRenderPipeline\";\nimport { PostProcessRenderEffect } from \"../../../PostProcesses/RenderPipeline/postProcessRenderEffect\";\nimport { PassPostProcess } from \"../../../PostProcesses/passPostProcess.pure\";\nimport { type Scene } from \"../../../scene.pure\";\nimport { EngineStore } from \"../../../Engines/engineStore\";\nimport { SSAO2Configuration } from \"../../../Rendering/ssao2Configuration\";\nimport { PrePassRenderer } from \"../../../Rendering/prePassRenderer.pure\";\nimport { GeometryBufferRenderer } from \"../../../Rendering/geometryBufferRenderer.pure\";\nimport { Constants } from \"../../../Engines/constants\";\nimport { type Nullable } from \"../../../types\";\nimport { ThinSSAO2RenderingPipeline } from \"./thinSSAO2RenderingPipeline\";\nimport { ThinSSAO2PostProcess } from \"../../thinSSAO2PostProcess\";\nimport { type ISize } from \"../../../Maths/math.size\";\nimport { ThinSSAO2BlurPostProcess } from \"../../thinSSAO2BlurPostProcess\";\nimport { ThinSSAO2CombinePostProcess } from \"../../thinSSAO2CombinePostProcess\";\nimport { RegisterClass } from \"../../../Misc/typeStore\";\nimport { RegisterPrePassRendererSceneComponent } from \"../../../Rendering/prePassRendererSceneComponent.pure\";\nimport { RegisterGeometryBufferRendererSceneComponent } from \"../../../Rendering/geometryBufferRendererSceneComponent.pure\";\n\n/* eslint-disable @typescript-eslint/naming-convention */\n\n/**\n * Render pipeline to produce ssao effect\n */\nexport class SSAO2RenderingPipeline extends PostProcessRenderPipeline {\n // Members\n\n /**\n * @ignore\n * The PassPostProcess id in the pipeline that contains the original scene color\n */\n public SSAOOriginalSceneColorEffect: string = \"SSAOOriginalSceneColorEffect\";\n /**\n * @ignore\n * The SSAO PostProcess id in the pipeline\n */\n public SSAORenderEffect: string = \"SSAORenderEffect\";\n /**\n * @ignore\n * The horizontal blur PostProcess id in the pipeline\n */\n public SSAOBlurHRenderEffect: string = \"SSAOBlurHRenderEffect\";\n /**\n * @ignore\n * The vertical blur PostProcess id in the pipeline\n */\n public SSAOBlurVRenderEffect: string = \"SSAOBlurVRenderEffect\";\n /**\n * @ignore\n * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)\n */\n public SSAOCombineRenderEffect: string = \"SSAOCombineRenderEffect\";\n\n private _thinSSAORenderingPipeline: ThinSSAO2RenderingPipeline;\n\n /**\n * The output strength of the SSAO post-process. Default value is 1.0.\n */\n @serialize()\n public get totalStrength() {\n return this._thinSSAORenderingPipeline.totalStrength;\n }\n\n public set totalStrength(value: number) {\n this._thinSSAORenderingPipeline.totalStrength = value;\n }\n\n /**\n * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.\n */\n @serialize()\n public get maxZ() {\n return this._thinSSAORenderingPipeline.maxZ;\n }\n\n public set maxZ(value: number) {\n this._thinSSAORenderingPipeline.maxZ = value;\n }\n\n /**\n * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much.\n */\n @serialize()\n public get minZAspect() {\n return this._thinSSAORenderingPipeline.minZAspect;\n }\n\n public set minZAspect(value: number) {\n this._thinSSAORenderingPipeline.minZAspect = value;\n }\n\n /**\n * Used in SSAO calculations to compensate for accuracy issues with depth values. Default 0.02.\n *\n * Normally you do not need to change this value, but you can experiment with it if you get a lot of in false self-occlusion on flat surfaces when using fewer than 16 samples. Useful range is normally [0..0.1] but higher values is allowed.\n */\n @serialize(\"epsilon\")\n public set epsilon(n: number) {\n this._thinSSAORenderingPipeline.epsilon = n;\n }\n public get epsilon(): number {\n return this._thinSSAORenderingPipeline.epsilon;\n }\n\n /**\n * Number of samples used for the SSAO calculations. Default value is 8.\n */\n @serialize(\"samples\")\n public set samples(n: number) {\n this._thinSSAORenderingPipeline.samples = n;\n }\n public get samples(): number {\n return this._thinSSAORenderingPipeline.samples;\n }\n\n @serialize(\"textureSamples\")\n private _textureSamples: number = 1;\n /**\n * Number of samples to use for antialiasing.\n */\n public set textureSamples(n: number) {\n this._textureSamples = n;\n\n if (this._prePassRenderer) {\n this._prePassRenderer.samples = n;\n } else {\n this._originalColorPostProcess.samples = n;\n }\n }\n public get textureSamples(): number {\n return this._textureSamples;\n }\n\n private _forcedGeometryBuffer: Nullable<GeometryBufferRenderer> = null;\n /**\n * Force rendering the geometry through geometry buffer.\n */\n @serialize()\n private _forceGeometryBuffer: boolean = false;\n private get _geometryBufferRenderer(): Nullable<GeometryBufferRenderer> {\n if (!this._forceGeometryBuffer) {\n return null;\n }\n return this._forcedGeometryBuffer ?? this._scene.geometryBufferRenderer;\n }\n private get _prePassRenderer(): Nullable<PrePassRenderer> {\n if (this._forceGeometryBuffer) {\n return null;\n }\n return this._scene.prePassRenderer;\n }\n\n /**\n * Ratio object used for SSAO ratio and blur ratio\n */\n @serialize()\n private _ratio: any;\n\n /*\n * The texture type used by the different post processes created by SSAO\n */\n @serialize()\n private _textureType: number;\n\n /**\n * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0\n */\n @serialize()\n public get radius() {\n return this._thinSSAORenderingPipeline.radius;\n }\n\n public set radius(value: number) {\n this._thinSSAORenderingPipeline.radius = value;\n }\n\n /**\n * The base color of the SSAO post-process\n * The final result is \"base + ssao\" between [0, 1]\n */\n @serialize()\n public get base() {\n return this._thinSSAORenderingPipeline.base;\n }\n\n public set base(value: number) {\n this._thinSSAORenderingPipeline.base = value;\n }\n\n /**\n * Skips the denoising (blur) stage of the SSAO calculations.\n *\n * Useful to temporarily set while experimenting with the other SSAO2 settings.\n */\n @serialize(\"bypassBlur\")\n public set bypassBlur(b: boolean) {\n this._thinSSAORenderingPipeline.bypassBlur = b;\n }\n public get bypassBlur(): boolean {\n return this._thinSSAORenderingPipeline.bypassBlur;\n }\n\n /**\n * Enables the configurable bilateral denoising (blurring) filter. Default is true.\n * Set to false to instead use a legacy bilateral filter that can't be configured.\n *\n * The denoising filter runs after the SSAO calculations and is a very important step. Both options results in a so called bilateral being used, but the \"expensive\" one can be\n * configured in several ways to fit your scene.\n */\n @serialize(\"expensiveBlur\")\n public set expensiveBlur(b: boolean) {\n this._thinSSAORenderingPipeline.expensiveBlur = b;\n }\n public get expensiveBlur(): boolean {\n return this._thinSSAORenderingPipeline.expensiveBlur;\n }\n\n /**\n * The number of samples the bilateral filter uses in both dimensions when denoising the SSAO calculations. Default value is 16.\n *\n * A higher value should result in smoother shadows but will use more processing time in the shaders.\n *\n * A high value can cause the shadows to get to blurry or create visible artifacts (bands) near sharp details in the geometry. The artifacts can sometimes be mitigated by increasing the bilateralSoften setting.\n */\n @serialize()\n public get bilateralSamples(): number {\n return this._thinSSAORenderingPipeline.bilateralSamples;\n }\n\n public set bilateralSamples(n: number) {\n this._thinSSAORenderingPipeline.bilateralSamples = n;\n }\n\n /**\n * Controls the shape of the denoising kernel used by the bilateral filter. Default value is 0.\n *\n * By default the bilateral filter acts like a box-filter, treating all samples on the same depth with equal weights. This is effective to maximize the denoising effect given a limited set of samples. However, it also often results in visible ghosting around sharp shadow regions and can spread out lines over large areas so they are no longer visible.\n *\n * Increasing this setting will make the filter pay less attention to samples further away from the center sample, reducing many artifacts but at the same time increasing noise.\n *\n * Useful value range is [0..1].\n */\n @serialize()\n public get bilateralSoften(): number {\n return this._thinSSAORenderingPipeline.bilateralSoften;\n }\n\n public set bilateralSoften(n: number) {\n this._thinSSAORenderingPipeline.bilateralSoften = n;\n }\n\n /**\n * How forgiving the bilateral denoiser should be when rejecting samples. Default value is 0.\n *\n * A higher value results in the bilateral filter being more forgiving and thus doing a better job at denoising slanted and curved surfaces, but can lead to shadows spreading out around corners or between objects that are close to each other depth wise.\n *\n * Useful value range is normally [0..1], but higher values are allowed.\n */\n @serialize()\n public get bilateralTolerance(): number {\n return this._thinSSAORenderingPipeline.bilateralTolerance;\n }\n\n public set bilateralTolerance(n: number) {\n this._thinSSAORenderingPipeline.bilateralTolerance = n;\n }\n\n /**\n * Support test.\n */\n public static get IsSupported(): boolean {\n const engine = EngineStore.LastCreatedEngine;\n if (!engine) {\n return false;\n }\n return engine._features.supportSSAO2;\n }\n\n /**\n * Indicates that the combine stage should use the current camera viewport to render the SSAO result on only a portion of the output texture (default: true).\n */\n public get useViewportInCombineStage() {\n return this._thinSSAORenderingPipeline.useViewportInCombineStage;\n }\n\n public set useViewportInCombineStage(b: boolean) {\n this._thinSSAORenderingPipeline.useViewportInCombineStage = b;\n }\n\n /**\n * Checks if all the post processes in the pipeline are ready.\n * @returns True if all the post processes in the pipeline are ready\n */\n public isReady() {\n return this._thinSSAORenderingPipeline.isReady();\n }\n\n private _scene: Scene;\n private _originalColorPostProcess: PassPostProcess;\n private _ssaoPostProcess: PostProcess;\n private _blurHPostProcess: PostProcess;\n private _blurVPostProcess: PostProcess;\n private _ssaoCombinePostProcess: PostProcess;\n private _currentCameraMode = -1;\n\n /**\n * Gets active scene\n */\n public get scene(): Scene {\n return this._scene;\n }\n\n /**\n * Creates the SSAO2 rendering pipeline.\n * @param name The rendering pipeline name\n * @param scene The scene linked to this pipeline\n * @param ratio The size of the postprocesses. Can be a number shared between passes or an object for more precision: { ssaoRatio: 0.5, blurRatio: 1.0 }\n * @param cameras The array of cameras that the rendering pipeline will be attached to\n * @param forceGeometryBuffer Set to true if you want to use the legacy geometry buffer renderer. You can also pass an existing instance of GeometryBufferRenderer if you want to use your own geometry buffer renderer.\n * @param textureType The texture type used by the different post processes created by SSAO (default: Constants.TEXTURETYPE_UNSIGNED_BYTE)\n */\n constructor(\n name: string,\n scene: Scene,\n ratio: any,\n cameras?: Camera[],\n forceGeometryBuffer: boolean | GeometryBufferRenderer = false,\n textureType = Constants.TEXTURETYPE_UNSIGNED_BYTE\n ) {\n RegisterPrePassRendererSceneComponent(PrePassRenderer);\n RegisterGeometryBufferRendererSceneComponent(GeometryBufferRenderer);\n super(scene.getEngine(), name);\n\n this._thinSSAORenderingPipeline = new ThinSSAO2RenderingPipeline(name, scene);\n\n this._scene = scene;\n this._ratio = ratio;\n this._textureType = textureType;\n if (forceGeometryBuffer instanceof GeometryBufferRenderer) {\n this._forceGeometryBuffer = true;\n this._forcedGeometryBuffer = forceGeometryBuffer;\n } else {\n this._forceGeometryBuffer = forceGeometryBuffer;\n }\n\n if (!this.isSupported) {\n Logger.Error(\"The current engine does not support SSAO 2.\");\n return;\n }\n\n const ssaoRatio = this._ratio.ssaoRatio || ratio;\n const blurRatio = this._ratio.blurRatio || ratio;\n\n // Set up assets\n if (this._forceGeometryBuffer) {\n if (!this._forcedGeometryBuffer) {\n scene.enableGeometryBufferRenderer();\n }\n if (scene.geometryBufferRenderer?.generateNormalsInWorldSpace) {\n Logger.Error(\"SSAO2RenderingPipeline does not support generateNormalsInWorldSpace=true for the geometry buffer renderer!\");\n }\n } else {\n scene.enablePrePassRenderer();\n if (scene.prePassRenderer?.generateNormalsInWorldSpace) {\n Logger.Error(\"SSAO2RenderingPipeline does not support generateNormalsInWorldSpace=true for the prepass renderer!\");\n }\n }\n\n this._originalColorPostProcess = new PassPostProcess(\"SSAOOriginalSceneColor\", 1.0, null, Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), undefined, this._textureType);\n this._originalColorPostProcess.onBeforeRenderObservable.add(() => {\n const camera = this._scene.activeCamera;\n this._thinSSAORenderingPipeline._ssaoPostProcess.camera = camera;\n if (camera && this._currentCameraMode !== camera.mode) {\n this._currentCameraMode = camera.mode;\n this._thinSSAORenderingPipeline._ssaoPostProcess.updateEffect();\n }\n });\n this._originalColorPostProcess.samples = this.textureSamples;\n this._createSSAOPostProcess(1.0, textureType);\n this._createBlurPostProcess(ssaoRatio, blurRatio, this._textureType);\n this._createSSAOCombinePostProcess(blurRatio, this._textureType);\n\n // Set up pipeline\n this.addEffect(\n new PostProcessRenderEffect(\n scene.getEngine(),\n this.SSAOOriginalSceneColorEffect,\n () => {\n return this._originalColorPostProcess;\n },\n true\n )\n );\n this.addEffect(\n new PostProcessRenderEffect(\n scene.getEngine(),\n this.SSAORenderEffect,\n () => {\n return this._ssaoPostProcess;\n },\n true\n )\n );\n this.addEffect(\n new PostProcessRenderEffect(\n scene.getEngine(),\n this.SSAOBlurHRenderEffect,\n () => {\n return this._blurHPostProcess;\n },\n true\n )\n );\n this.addEffect(\n new PostProcessRenderEffect(\n scene.getEngine(),\n this.SSAOBlurVRenderEffect,\n () => {\n return this._blurVPostProcess;\n },\n true\n )\n );\n this.addEffect(\n new PostProcessRenderEffect(\n scene.getEngine(),\n this.SSAOCombineRenderEffect,\n () => {\n return this._ssaoCombinePostProcess;\n },\n true\n )\n );\n\n // Finish\n scene.postProcessRenderPipelineManager.addPipeline(this);\n if (cameras) {\n scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);\n }\n }\n\n // Public Methods\n\n /**\n * Get the class name\n * @returns \"SSAO2RenderingPipeline\"\n */\n public override getClassName(): string {\n return \"SSAO2RenderingPipeline\";\n }\n\n /**\n * Removes the internal pipeline assets and detaches the pipeline from the scene cameras\n * @param disableGeometryBufferRenderer Set to true if you want to disable the Geometry Buffer renderer\n */\n public override dispose(disableGeometryBufferRenderer: boolean = false): void {\n for (let i = 0; i < this._scene.cameras.length; i++) {\n const camera = this._scene.cameras[i];\n\n this._originalColorPostProcess.dispose(camera);\n this._ssaoPostProcess.dispose(camera);\n this._blurHPostProcess.dispose(camera);\n this._blurVPostProcess.dispose(camera);\n this._ssaoCombinePostProcess.dispose(camera);\n }\n\n if (disableGeometryBufferRenderer && !this._forcedGeometryBuffer) {\n this._scene.disableGeometryBufferRenderer();\n }\n\n this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);\n\n this._scene.postProcessRenderPipelineManager.removePipeline(this._name);\n\n this._thinSSAORenderingPipeline.dispose();\n\n super.dispose();\n }\n\n // Private Methods\n\n /** @internal */\n public override _rebuild() {\n super._rebuild();\n }\n\n private _createBlurPostProcess(ssaoRatio: number, blurRatio: number, textureType: number): void {\n this._blurHPostProcess = this._createBlurFilter(\"BlurH\", ssaoRatio, textureType, true);\n this._blurVPostProcess = this._createBlurFilter(\"BlurV\", blurRatio, textureType, false);\n }\n\n private _createBlurFilter(name: string, ratio: number, textureType: number, horizontal: boolean): PostProcess {\n const blurFilter = new PostProcess(name, ThinSSAO2BlurPostProcess.FragmentUrl, {\n size: ratio,\n samplingMode: Constants.TEXTURE_BILINEAR_SAMPLINGMODE,\n engine: this._scene.getEngine(),\n textureType: this._textureType,\n effectWrapper: horizontal ? this._thinSSAORenderingPipeline._ssaoBlurXPostProcess : this._thinSSAORenderingPipeline._ssaoBlurYPostProcess,\n });\n\n blurFilter.onApply = (effect: Effect) => {\n const ratio = this._ratio.blurRatio || this._ratio;\n const ssaoCombineSize = horizontal ? this._originalColorPostProcess.width * ratio : this._originalColorPostProcess.height * ratio;\n const originalColorSize = horizontal ? this._originalColorPostProcess.width : this._originalColorPostProcess.height;\n\n this._thinSSAORenderingPipeline._ssaoBlurXPostProcess.textureSize = ssaoCombineSize > 0 ? ssaoCombineSize : originalColorSize;\n this._thinSSAORenderingPipeline._ssaoBlurYPostProcess.textureSize = ssaoCombineSize > 0 ? ssaoCombineSize : originalColorSize;\n\n if (this._geometryBufferRenderer) {\n effect.setTexture(\"depthSampler\", this._geometryBufferRenderer.getGBuffer().textures[0]);\n } else if (this._prePassRenderer) {\n effect.setTexture(\"depthSampler\", this._prePassRenderer.getRenderTarget().textures[this._prePassRenderer.getIndex(Constants.PREPASS_DEPTH_TEXTURE_TYPE)]);\n }\n };\n\n blurFilter.samples = this.textureSamples;\n blurFilter.autoClear = false;\n return blurFilter;\n }\n\n private _getTextureSize() {\n const engine = this._scene.getEngine();\n const prePassRenderer = this._prePassRenderer;\n\n let textureSize: ISize = { width: engine.getRenderWidth(), height: engine.getRenderHeight() };\n\n if (prePassRenderer && this._scene.activeCamera?._getFirstPostProcess() === this._ssaoPostProcess) {\n const renderTarget = prePassRenderer.getRenderTarget();\n\n if (renderTarget && renderTarget.textures) {\n textureSize = renderTarget.textures[prePassRenderer.getIndex(Constants.PREPASS_COLOR_TEXTURE_TYPE)].getSize();\n }\n } else if (this._ssaoPostProcess.inputTexture) {\n textureSize.width = this._ssaoPostProcess.inputTexture.width;\n textureSize.height = this._ssaoPostProcess.inputTexture.height;\n }\n\n return textureSize;\n }\n\n private _createSSAOPostProcess(ratio: number, textureType: number): void {\n this._ssaoPostProcess = new PostProcess(\"ssao\", ThinSSAO2PostProcess.FragmentUrl, {\n size: ratio,\n samplingMode: Constants.TEXTURE_BILINEAR_SAMPLINGMODE,\n engine: this._scene.getEngine(),\n textureType,\n effectWrapper: this._thinSSAORenderingPipeline._ssaoPostProcess,\n });\n this._ssaoPostProcess.autoClear = false;\n\n this._ssaoPostProcess.onApply = (effect: Effect) => {\n if (this._geometryBufferRenderer) {\n effect.setTexture(\"depthSampler\", this._geometryBufferRenderer.getGBuffer().textures[0]);\n effect.setTexture(\"normalSampler\", this._geometryBufferRenderer.getGBuffer().textures[1]);\n } else if (this._prePassRenderer) {\n effect.setTexture(\"depthSampler\", this._prePassRenderer.getRenderTarget().textures[this._prePassRenderer.getIndex(Constants.PREPASS_DEPTH_TEXTURE_TYPE)]);\n effect.setTexture(\"normalSampler\", this._prePassRenderer.getRenderTarget().textures[this._prePassRenderer.getIndex(Constants.PREPASS_NORMAL_TEXTURE_TYPE)]);\n }\n\n const textureSize = this._getTextureSize();\n\n this._thinSSAORenderingPipeline._ssaoPostProcess.textureWidth = textureSize.width;\n this._thinSSAORenderingPipeline._ssaoPostProcess.textureHeight = textureSize.height;\n };\n this._ssaoPostProcess.samples = this.textureSamples;\n\n if (!this._forceGeometryBuffer) {\n this._ssaoPostProcess._prePassEffectConfiguration = new SSAO2Configuration();\n }\n }\n\n private _createSSAOCombinePostProcess(ratio: number, textureType: number): void {\n this._ssaoCombinePostProcess = new PostProcess(\"ssaoCombine\", ThinSSAO2CombinePostProcess.FragmentUrl, {\n size: ratio,\n samplingMode: Constants.TEXTURE_BILINEAR_SAMPLINGMODE,\n engine: this._scene.getEngine(),\n textureType,\n effectWrapper: this._thinSSAORenderingPipeline._ssaoCombinePostProcess,\n });\n\n this._ssaoCombinePostProcess.onApply = (effect: Effect) => {\n this._thinSSAORenderingPipeline._ssaoCombinePostProcess.camera = this._scene.activeCamera;\n\n effect.setTextureFromPostProcessOutput(\"originalColor\", this._originalColorPostProcess);\n };\n this._ssaoCombinePostProcess.autoClear = false;\n this._ssaoCombinePostProcess.samples = this.textureSamples;\n }\n\n /**\n * Serialize the rendering pipeline (Used when exporting)\n * @returns the serialized object\n */\n public serialize(): any {\n const serializationObject = SerializationHelper.Serialize(this);\n serializationObject.customType = \"SSAO2RenderingPipeline\";\n\n return serializationObject;\n }\n}\n\nlet _Registered = false;\n\n/**\n * Parse the serialized pipeline\n * @param source Source pipeline.\n * @param scene The scene to load the pipeline to.\n * @param rootUrl The URL of the serialized pipeline.\n * @returns An instantiated pipeline from the serialized object.\n */\nexport function SSAO2RenderingPipelineParse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline {\n return SerializationHelper.Parse(\n () => new SSAO2RenderingPipeline(source._name, scene, source._ratio, undefined, source._forceGeometryBuffer, source._textureType),\n source,\n scene,\n rootUrl\n );\n}\n\n/**\n * Register side effects for ssao2RenderingPipeline.\n * Safe to call multiple times; only the first call has an effect.\n */\nexport function RegisterSsao2RenderingPipeline(): void {\n if (_Registered) {\n return;\n }\n _Registered = true;\n\n SSAO2RenderingPipeline.Parse = SSAO2RenderingPipelineParse;\n\n RegisterClass(\"BABYLON.SSAO2RenderingPipeline\", SSAO2RenderingPipeline);\n}\n"]}
1
+ 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This file must only contain pure code and pure imports */\n\nimport { Logger } from \"../../../Misc/logger\";\nimport { serialize } from \"../../../Misc/decorators\";\nimport { SerializationHelper } from \"../../../Misc/decorators.serialization\";\nimport { type Camera } from \"../../../Cameras/camera.pure\";\nimport { type Effect } from \"../../../Materials/effect.pure\";\nimport { Texture } from \"../../../Materials/Textures/texture.pure\";\nimport { PostProcess } from \"../../../PostProcesses/postProcess.pure\";\nimport { PostProcessRenderPipeline } from \"../../../PostProcesses/RenderPipeline/postProcessRenderPipeline\";\nimport { PostProcessRenderEffect } from \"../../../PostProcesses/RenderPipeline/postProcessRenderEffect\";\nimport { PassPostProcess } from \"../../../PostProcesses/passPostProcess.pure\";\nimport { type Scene } from \"../../../scene.pure\";\nimport { EngineStore } from \"../../../Engines/engineStore\";\nimport { SSAO2Configuration } from \"../../../Rendering/ssao2Configuration\";\nimport { PrePassRenderer } from \"../../../Rendering/prePassRenderer.pure\";\nimport { GeometryBufferRenderer } from \"../../../Rendering/geometryBufferRenderer.pure\";\nimport { Constants } from \"../../../Engines/constants\";\nimport { type Nullable } from \"../../../types\";\nimport { ThinSSAO2RenderingPipeline } from \"./thinSSAO2RenderingPipeline\";\nimport { ThinSSAO2PostProcess } from \"../../thinSSAO2PostProcess\";\nimport { type ISize } from \"../../../Maths/math.size\";\nimport { ThinSSAO2BlurPostProcess } from \"../../thinSSAO2BlurPostProcess\";\nimport { ThinSSAO2CombinePostProcess } from \"../../thinSSAO2CombinePostProcess\";\nimport { RegisterClass } from \"../../../Misc/typeStore\";\nimport { RegisterPrePassRendererSceneComponent } from \"../../../Rendering/prePassRendererSceneComponent.pure\";\nimport { RegisterGeometryBufferRendererSceneComponent } from \"../../../Rendering/geometryBufferRendererSceneComponent.pure\";\n\n/* eslint-disable @typescript-eslint/naming-convention */\n\n/**\n * Render pipeline to produce ssao effect\n */\nexport class SSAO2RenderingPipeline extends PostProcessRenderPipeline {\n // Members\n\n /**\n * @ignore\n * The PassPostProcess id in the pipeline that contains the original scene color\n */\n public SSAOOriginalSceneColorEffect: string = \"SSAOOriginalSceneColorEffect\";\n /**\n * @ignore\n * The SSAO PostProcess id in the pipeline\n */\n public SSAORenderEffect: string = \"SSAORenderEffect\";\n /**\n * @ignore\n * The horizontal blur PostProcess id in the pipeline\n */\n public SSAOBlurHRenderEffect: string = \"SSAOBlurHRenderEffect\";\n /**\n * @ignore\n * The vertical blur PostProcess id in the pipeline\n */\n public SSAOBlurVRenderEffect: string = \"SSAOBlurVRenderEffect\";\n /**\n * @ignore\n * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)\n */\n public SSAOCombineRenderEffect: string = \"SSAOCombineRenderEffect\";\n\n private _thinSSAORenderingPipeline: ThinSSAO2RenderingPipeline;\n\n /**\n * The output strength of the SSAO post-process. Default value is 1.0.\n */\n @serialize()\n public get totalStrength() {\n return this._thinSSAORenderingPipeline.totalStrength;\n }\n\n public set totalStrength(value: number) {\n this._thinSSAORenderingPipeline.totalStrength = value;\n }\n\n /**\n * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.\n */\n @serialize()\n public get maxZ() {\n return this._thinSSAORenderingPipeline.maxZ;\n }\n\n public set maxZ(value: number) {\n this._thinSSAORenderingPipeline.maxZ = value;\n }\n\n /**\n * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much.\n */\n @serialize()\n public get minZAspect() {\n return this._thinSSAORenderingPipeline.minZAspect;\n }\n\n public set minZAspect(value: number) {\n this._thinSSAORenderingPipeline.minZAspect = value;\n }\n\n /**\n * Used in SSAO calculations to compensate for accuracy issues with depth values. Default 0.02.\n *\n * Normally you do not need to change this value, but you can experiment with it if you get a lot of in false self-occlusion on flat surfaces when using fewer than 16 samples. Useful range is normally [0..0.1] but higher values is allowed.\n */\n @serialize(\"epsilon\")\n public set epsilon(n: number) {\n this._thinSSAORenderingPipeline.epsilon = n;\n }\n public get epsilon(): number {\n return this._thinSSAORenderingPipeline.epsilon;\n }\n\n /**\n * Number of samples used for the SSAO calculations. Default value is 8.\n */\n @serialize(\"samples\")\n public set samples(n: number) {\n this._thinSSAORenderingPipeline.samples = n;\n }\n public get samples(): number {\n return this._thinSSAORenderingPipeline.samples;\n }\n\n @serialize(\"textureSamples\")\n private _textureSamples: number = 1;\n /**\n * Number of samples to use for antialiasing.\n */\n public set textureSamples(n: number) {\n this._textureSamples = n;\n\n if (this._prePassRenderer) {\n this._prePassRenderer.samples = n;\n } else {\n this._originalColorPostProcess.samples = n;\n }\n }\n public get textureSamples(): number {\n return this._textureSamples;\n }\n\n private _forcedGeometryBuffer: Nullable<GeometryBufferRenderer> = null;\n /**\n * Force rendering the geometry through geometry buffer.\n */\n @serialize()\n private _forceGeometryBuffer: boolean = false;\n private get _geometryBufferRenderer(): Nullable<GeometryBufferRenderer> {\n if (!this._forceGeometryBuffer) {\n return null;\n }\n return this._forcedGeometryBuffer ?? this._scene.geometryBufferRenderer;\n }\n private get _prePassRenderer(): Nullable<PrePassRenderer> {\n if (this._forceGeometryBuffer) {\n return null;\n }\n return this._scene.prePassRenderer;\n }\n\n /**\n * Ratio object used for SSAO ratio and blur ratio\n */\n @serialize()\n private _ratio: any;\n\n /*\n * The texture type used by the different post processes created by SSAO\n */\n @serialize()\n private _textureType: number;\n\n /**\n * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0\n */\n @serialize()\n public get radius() {\n return this._thinSSAORenderingPipeline.radius;\n }\n\n public set radius(value: number) {\n this._thinSSAORenderingPipeline.radius = value;\n }\n\n /**\n * The base color of the SSAO post-process\n * The final result is \"base + ssao\" between [0, 1]\n */\n @serialize()\n public get base() {\n return this._thinSSAORenderingPipeline.base;\n }\n\n public set base(value: number) {\n this._thinSSAORenderingPipeline.base = value;\n }\n\n /**\n * Skips the denoising (blur) stage of the SSAO calculations.\n *\n * Useful to temporarily set while experimenting with the other SSAO2 settings.\n */\n @serialize(\"bypassBlur\")\n public set bypassBlur(b: boolean) {\n this._thinSSAORenderingPipeline.bypassBlur = b;\n }\n public get bypassBlur(): boolean {\n return this._thinSSAORenderingPipeline.bypassBlur;\n }\n\n /**\n * Enables the configurable bilateral denoising (blurring) filter. Default is true.\n * Set to false to instead use a legacy bilateral filter that can't be configured.\n *\n * The denoising filter runs after the SSAO calculations and is a very important step. Both options results in a so called bilateral being used, but the \"expensive\" one can be\n * configured in several ways to fit your scene.\n */\n @serialize(\"expensiveBlur\")\n public set expensiveBlur(b: boolean) {\n this._thinSSAORenderingPipeline.expensiveBlur = b;\n }\n public get expensiveBlur(): boolean {\n return this._thinSSAORenderingPipeline.expensiveBlur;\n }\n\n /**\n * The number of samples the bilateral filter uses in both dimensions when denoising the SSAO calculations. Default value is 16.\n *\n * A higher value should result in smoother shadows but will use more processing time in the shaders.\n *\n * A high value can cause the shadows to get to blurry or create visible artifacts (bands) near sharp details in the geometry. The artifacts can sometimes be mitigated by increasing the bilateralSoften setting.\n */\n @serialize()\n public get bilateralSamples(): number {\n return this._thinSSAORenderingPipeline.bilateralSamples;\n }\n\n public set bilateralSamples(n: number) {\n this._thinSSAORenderingPipeline.bilateralSamples = n;\n }\n\n /**\n * Controls the shape of the denoising kernel used by the bilateral filter. Default value is 0.\n *\n * By default the bilateral filter acts like a box-filter, treating all samples on the same depth with equal weights. This is effective to maximize the denoising effect given a limited set of samples. However, it also often results in visible ghosting around sharp shadow regions and can spread out lines over large areas so they are no longer visible.\n *\n * Increasing this setting will make the filter pay less attention to samples further away from the center sample, reducing many artifacts but at the same time increasing noise.\n *\n * Useful value range is [0..1].\n */\n @serialize()\n public get bilateralSoften(): number {\n return this._thinSSAORenderingPipeline.bilateralSoften;\n }\n\n public set bilateralSoften(n: number) {\n this._thinSSAORenderingPipeline.bilateralSoften = n;\n }\n\n /**\n * How forgiving the bilateral denoiser should be when rejecting samples. Default value is 0.\n *\n * A higher value results in the bilateral filter being more forgiving and thus doing a better job at denoising slanted and curved surfaces, but can lead to shadows spreading out around corners or between objects that are close to each other depth wise.\n *\n * Useful value range is normally [0..1], but higher values are allowed.\n */\n @serialize()\n public get bilateralTolerance(): number {\n return this._thinSSAORenderingPipeline.bilateralTolerance;\n }\n\n public set bilateralTolerance(n: number) {\n this._thinSSAORenderingPipeline.bilateralTolerance = n;\n }\n\n /**\n * Support test.\n */\n public static get IsSupported(): boolean {\n const engine = EngineStore.LastCreatedEngine;\n if (!engine) {\n return false;\n }\n return engine._features.supportSSAO2;\n }\n\n /**\n * Indicates that the combine stage should use the current camera viewport to render the SSAO result on only a portion of the output texture (default: true).\n */\n public get useViewportInCombineStage() {\n return this._thinSSAORenderingPipeline.useViewportInCombineStage;\n }\n\n public set useViewportInCombineStage(b: boolean) {\n this._thinSSAORenderingPipeline.useViewportInCombineStage = b;\n }\n\n /**\n * Checks if all the post processes in the pipeline are ready.\n * @returns True if all the post processes in the pipeline are ready\n */\n public isReady() {\n this._syncNormalsInWorldSpace();\n return this._thinSSAORenderingPipeline.isReady();\n }\n\n private _scene: Scene;\n private _originalColorPostProcess: PassPostProcess;\n private _ssaoPostProcess: PostProcess;\n private _blurHPostProcess: PostProcess;\n private _blurVPostProcess: PostProcess;\n private _ssaoCombinePostProcess: PostProcess;\n private _currentCameraMode = -1;\n\n /**\n * Gets active scene\n */\n public get scene(): Scene {\n return this._scene;\n }\n\n /**\n * Creates the SSAO2 rendering pipeline.\n * @param name The rendering pipeline name\n * @param scene The scene linked to this pipeline\n * @param ratio The size of the postprocesses. Can be a number shared between passes or an object for more precision: { ssaoRatio: 0.5, blurRatio: 1.0 }\n * @param cameras The array of cameras that the rendering pipeline will be attached to\n * @param forceGeometryBuffer Set to true if you want to use the legacy geometry buffer renderer. You can also pass an existing instance of GeometryBufferRenderer if you want to use your own geometry buffer renderer.\n * @param textureType The texture type used by the different post processes created by SSAO (default: Constants.TEXTURETYPE_UNSIGNED_BYTE)\n */\n constructor(\n name: string,\n scene: Scene,\n ratio: any,\n cameras?: Camera[],\n forceGeometryBuffer: boolean | GeometryBufferRenderer = false,\n textureType = Constants.TEXTURETYPE_UNSIGNED_BYTE\n ) {\n RegisterPrePassRendererSceneComponent(PrePassRenderer);\n RegisterGeometryBufferRendererSceneComponent(GeometryBufferRenderer);\n super(scene.getEngine(), name);\n\n this._thinSSAORenderingPipeline = new ThinSSAO2RenderingPipeline(name, scene);\n\n this._scene = scene;\n this._ratio = ratio;\n this._textureType = textureType;\n if (forceGeometryBuffer instanceof GeometryBufferRenderer) {\n this._forceGeometryBuffer = true;\n this._forcedGeometryBuffer = forceGeometryBuffer;\n } else {\n this._forceGeometryBuffer = forceGeometryBuffer;\n }\n\n if (!this.isSupported) {\n Logger.Error(\"The current engine does not support SSAO 2.\");\n return;\n }\n\n const ssaoRatio = this._ratio.ssaoRatio || ratio;\n const blurRatio = this._ratio.blurRatio || ratio;\n\n // Set up assets\n if (this._forceGeometryBuffer) {\n if (!this._forcedGeometryBuffer) {\n scene.enableGeometryBufferRenderer();\n }\n } else {\n scene.enablePrePassRenderer();\n }\n this._syncNormalsInWorldSpace();\n\n this._originalColorPostProcess = new PassPostProcess(\"SSAOOriginalSceneColor\", 1.0, null, Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), undefined, this._textureType);\n this._originalColorPostProcess.onBeforeRenderObservable.add(() => {\n this._syncNormalsInWorldSpace();\n const camera = this._scene.activeCamera;\n this._thinSSAORenderingPipeline._ssaoPostProcess.camera = camera;\n if (camera && this._currentCameraMode !== camera.mode) {\n this._currentCameraMode = camera.mode;\n this._thinSSAORenderingPipeline._ssaoPostProcess.updateEffect();\n }\n });\n this._originalColorPostProcess.samples = this.textureSamples;\n this._createSSAOPostProcess(1.0, textureType);\n this._createBlurPostProcess(ssaoRatio, blurRatio, this._textureType);\n this._createSSAOCombinePostProcess(blurRatio, this._textureType);\n\n // Set up pipeline\n this.addEffect(\n new PostProcessRenderEffect(\n scene.getEngine(),\n this.SSAOOriginalSceneColorEffect,\n () => {\n return this._originalColorPostProcess;\n },\n true\n )\n );\n this.addEffect(\n new PostProcessRenderEffect(\n scene.getEngine(),\n this.SSAORenderEffect,\n () => {\n return this._ssaoPostProcess;\n },\n true\n )\n );\n this.addEffect(\n new PostProcessRenderEffect(\n scene.getEngine(),\n this.SSAOBlurHRenderEffect,\n () => {\n return this._blurHPostProcess;\n },\n true\n )\n );\n this.addEffect(\n new PostProcessRenderEffect(\n scene.getEngine(),\n this.SSAOBlurVRenderEffect,\n () => {\n return this._blurVPostProcess;\n },\n true\n )\n );\n this.addEffect(\n new PostProcessRenderEffect(\n scene.getEngine(),\n this.SSAOCombineRenderEffect,\n () => {\n return this._ssaoCombinePostProcess;\n },\n true\n )\n );\n\n // Finish\n scene.postProcessRenderPipelineManager.addPipeline(this);\n if (cameras) {\n scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);\n }\n }\n\n // Public Methods\n\n /**\n * Get the class name\n * @returns \"SSAO2RenderingPipeline\"\n */\n public override getClassName(): string {\n return \"SSAO2RenderingPipeline\";\n }\n\n /**\n * Removes the internal pipeline assets and detaches the pipeline from the scene cameras\n * @param disableGeometryBufferRenderer Set to true if you want to disable the Geometry Buffer renderer\n */\n public override dispose(disableGeometryBufferRenderer: boolean = false): void {\n for (let i = 0; i < this._scene.cameras.length; i++) {\n const camera = this._scene.cameras[i];\n\n this._originalColorPostProcess.dispose(camera);\n this._ssaoPostProcess.dispose(camera);\n this._blurHPostProcess.dispose(camera);\n this._blurVPostProcess.dispose(camera);\n this._ssaoCombinePostProcess.dispose(camera);\n }\n\n if (disableGeometryBufferRenderer && !this._forcedGeometryBuffer) {\n this._scene.disableGeometryBufferRenderer();\n }\n\n this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);\n\n this._scene.postProcessRenderPipelineManager.removePipeline(this._name);\n\n this._thinSSAORenderingPipeline.dispose();\n\n super.dispose();\n }\n\n // Private Methods\n\n private _syncNormalsInWorldSpace(): void {\n const renderer = this._forceGeometryBuffer ? this._geometryBufferRenderer : this._prePassRenderer;\n const normalsInWorldSpace = !!renderer?.generateNormalsInWorldSpace;\n this._thinSSAORenderingPipeline._ssaoPostProcess.normalsInWorldSpace = normalsInWorldSpace;\n }\n\n /** @internal */\n public override _rebuild() {\n super._rebuild();\n }\n\n private _createBlurPostProcess(ssaoRatio: number, blurRatio: number, textureType: number): void {\n this._blurHPostProcess = this._createBlurFilter(\"BlurH\", ssaoRatio, textureType, true);\n this._blurVPostProcess = this._createBlurFilter(\"BlurV\", blurRatio, textureType, false);\n }\n\n private _createBlurFilter(name: string, ratio: number, textureType: number, horizontal: boolean): PostProcess {\n const blurFilter = new PostProcess(name, ThinSSAO2BlurPostProcess.FragmentUrl, {\n size: ratio,\n samplingMode: Constants.TEXTURE_BILINEAR_SAMPLINGMODE,\n engine: this._scene.getEngine(),\n textureType: this._textureType,\n effectWrapper: horizontal ? this._thinSSAORenderingPipeline._ssaoBlurXPostProcess : this._thinSSAORenderingPipeline._ssaoBlurYPostProcess,\n });\n\n blurFilter.onApply = (effect: Effect) => {\n const ratio = this._ratio.blurRatio || this._ratio;\n const ssaoCombineSize = horizontal ? this._originalColorPostProcess.width * ratio : this._originalColorPostProcess.height * ratio;\n const originalColorSize = horizontal ? this._originalColorPostProcess.width : this._originalColorPostProcess.height;\n\n this._thinSSAORenderingPipeline._ssaoBlurXPostProcess.textureSize = ssaoCombineSize > 0 ? ssaoCombineSize : originalColorSize;\n this._thinSSAORenderingPipeline._ssaoBlurYPostProcess.textureSize = ssaoCombineSize > 0 ? ssaoCombineSize : originalColorSize;\n\n if (this._geometryBufferRenderer) {\n effect.setTexture(\"depthSampler\", this._geometryBufferRenderer.getGBuffer().textures[0]);\n } else if (this._prePassRenderer) {\n effect.setTexture(\"depthSampler\", this._prePassRenderer.getRenderTarget().textures[this._prePassRenderer.getIndex(Constants.PREPASS_DEPTH_TEXTURE_TYPE)]);\n }\n };\n\n blurFilter.samples = this.textureSamples;\n blurFilter.autoClear = false;\n return blurFilter;\n }\n\n private _getTextureSize() {\n const engine = this._scene.getEngine();\n const prePassRenderer = this._prePassRenderer;\n\n let textureSize: ISize = { width: engine.getRenderWidth(), height: engine.getRenderHeight() };\n\n if (prePassRenderer && this._scene.activeCamera?._getFirstPostProcess() === this._ssaoPostProcess) {\n const renderTarget = prePassRenderer.getRenderTarget();\n\n if (renderTarget && renderTarget.textures) {\n textureSize = renderTarget.textures[prePassRenderer.getIndex(Constants.PREPASS_COLOR_TEXTURE_TYPE)].getSize();\n }\n } else if (this._ssaoPostProcess.inputTexture) {\n textureSize.width = this._ssaoPostProcess.inputTexture.width;\n textureSize.height = this._ssaoPostProcess.inputTexture.height;\n }\n\n return textureSize;\n }\n\n private _createSSAOPostProcess(ratio: number, textureType: number): void {\n this._ssaoPostProcess = new PostProcess(\"ssao\", ThinSSAO2PostProcess.FragmentUrl, {\n size: ratio,\n samplingMode: Constants.TEXTURE_BILINEAR_SAMPLINGMODE,\n engine: this._scene.getEngine(),\n textureType,\n effectWrapper: this._thinSSAORenderingPipeline._ssaoPostProcess,\n });\n this._ssaoPostProcess.autoClear = false;\n\n this._ssaoPostProcess.onApply = (effect: Effect) => {\n if (this._geometryBufferRenderer) {\n effect.setTexture(\"depthSampler\", this._geometryBufferRenderer.getGBuffer().textures[0]);\n effect.setTexture(\"normalSampler\", this._geometryBufferRenderer.getGBuffer().textures[1]);\n } else if (this._prePassRenderer) {\n effect.setTexture(\"depthSampler\", this._prePassRenderer.getRenderTarget().textures[this._prePassRenderer.getIndex(Constants.PREPASS_DEPTH_TEXTURE_TYPE)]);\n effect.setTexture(\"normalSampler\", this._prePassRenderer.getRenderTarget().textures[this._prePassRenderer.getIndex(Constants.PREPASS_NORMAL_TEXTURE_TYPE)]);\n }\n\n const textureSize = this._getTextureSize();\n\n this._thinSSAORenderingPipeline._ssaoPostProcess.textureWidth = textureSize.width;\n this._thinSSAORenderingPipeline._ssaoPostProcess.textureHeight = textureSize.height;\n };\n this._ssaoPostProcess.samples = this.textureSamples;\n\n if (!this._forceGeometryBuffer) {\n this._ssaoPostProcess._prePassEffectConfiguration = new SSAO2Configuration();\n }\n }\n\n private _createSSAOCombinePostProcess(ratio: number, textureType: number): void {\n this._ssaoCombinePostProcess = new PostProcess(\"ssaoCombine\", ThinSSAO2CombinePostProcess.FragmentUrl, {\n size: ratio,\n samplingMode: Constants.TEXTURE_BILINEAR_SAMPLINGMODE,\n engine: this._scene.getEngine(),\n textureType,\n effectWrapper: this._thinSSAORenderingPipeline._ssaoCombinePostProcess,\n });\n\n this._ssaoCombinePostProcess.onApply = (effect: Effect) => {\n this._thinSSAORenderingPipeline._ssaoCombinePostProcess.camera = this._scene.activeCamera;\n\n effect.setTextureFromPostProcessOutput(\"originalColor\", this._originalColorPostProcess);\n };\n this._ssaoCombinePostProcess.autoClear = false;\n this._ssaoCombinePostProcess.samples = this.textureSamples;\n }\n\n /**\n * Serialize the rendering pipeline (Used when exporting)\n * @returns the serialized object\n */\n public serialize(): any {\n const serializationObject = SerializationHelper.Serialize(this);\n serializationObject.customType = \"SSAO2RenderingPipeline\";\n\n return serializationObject;\n }\n}\n\nlet _Registered = false;\n\n/**\n * Parse the serialized pipeline\n * @param source Source pipeline.\n * @param scene The scene to load the pipeline to.\n * @param rootUrl The URL of the serialized pipeline.\n * @returns An instantiated pipeline from the serialized object.\n */\nexport function SSAO2RenderingPipelineParse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline {\n return SerializationHelper.Parse(\n () => new SSAO2RenderingPipeline(source._name, scene, source._ratio, undefined, source._forceGeometryBuffer, source._textureType),\n source,\n scene,\n rootUrl\n );\n}\n\n/**\n * Register side effects for ssao2RenderingPipeline.\n * Safe to call multiple times; only the first call has an effect.\n */\nexport function RegisterSsao2RenderingPipeline(): void {\n if (_Registered) {\n return;\n }\n _Registered = true;\n\n SSAO2RenderingPipeline.Parse = SSAO2RenderingPipelineParse;\n\n RegisterClass(\"BABYLON.SSAO2RenderingPipeline\", SSAO2RenderingPipeline);\n}\n"]}
@@ -1,4 +1,4 @@
1
- import { Vector2 } from "../../../Maths/math.vector.js";
1
+ import { Vector2 } from "../../../Maths/math.vector.pure.js";
2
2
  import { ThinSSRPostProcess } from "../../thinSSRPostProcess.js";
3
3
  import { ThinSSRBlurPostProcess } from "../../thinSSRBlurPostProcess.js";
4
4
  import { ThinSSRBlurCombinerPostProcess } from "../../thinSSRBlurCombinerPostProcess.js";