@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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{ Logger } from \"../Misc/logger\";\r\nimport { type Nullable, type FloatArray } from \"../types\";\r\nimport { type IMatrixLike, type IVector3Like, type IVector4Like, type IColor3Like, type IColor4Like } from \"../Maths/math.like\";\r\nimport { type Effect } from \"./effect\";\r\nimport { type ThinTexture } from \"../Materials/Textures/thinTexture\";\r\nimport { type DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { type InternalTexture } from \"./Textures/internalTexture\";\r\nimport { Tools } from \"../Misc/tools\";\r\nimport { type AbstractEngine } from \"core/Engines/abstractEngine\";\r\n\r\n/**\r\n * Uniform buffer objects.\r\n *\r\n * Handles blocks of uniform on the GPU.\r\n *\r\n * If WebGL 2 is not available, this class falls back on traditional setUniformXXX calls.\r\n *\r\n * For more information, please refer to :\r\n * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object\r\n */\r\nexport class UniformBuffer {\r\n private _engine: AbstractEngine;\r\n private _buffer: Nullable<DataBuffer>;\r\n private _buffers: Array<[DataBuffer, Float32Array | undefined]>;\r\n private _bufferIndex: number;\r\n private _bufferUpdatedLastFrame: boolean;\r\n private _createBufferOnWrite: boolean;\r\n private _data: number[];\r\n private _bufferData: Float32Array;\r\n private _dynamic: boolean;\r\n private _uniformLocations: { [key: string]: number };\r\n private _uniformSizes: { [key: string]: number };\r\n private _uniformArraySizes: { [key: string]: { strideSize: number; arraySize: number } };\r\n private _uniformNames: string[] = [];\r\n private _uniformLocationPointer: number;\r\n private _needSync: boolean;\r\n private _noUBO: boolean;\r\n private _currentEffect: Effect;\r\n private _currentEffectName: string;\r\n private _name: string;\r\n private _currentFrameId: number;\r\n private _trackUBOsInFrame: boolean;\r\n\r\n // Pool for avoiding memory leaks\r\n private static _MAX_UNIFORM_SIZE = 256;\r\n private static _TempBuffer = new Float32Array(UniformBuffer._MAX_UNIFORM_SIZE);\r\n private static _TempBufferInt32View = new Int32Array(UniformBuffer._TempBuffer.buffer);\r\n private static _TempBufferUInt32View = new Uint32Array(UniformBuffer._TempBuffer.buffer);\r\n\r\n /**\r\n * Lambda to Update a 3x3 Matrix in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateMatrix3x3: (name: string, matrix: Float32Array) => void;\r\n\r\n /**\r\n * Lambda to Update a 2x2 Matrix in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateMatrix2x2: (name: string, matrix: Float32Array) => void;\r\n\r\n /**\r\n * Lambda to Update a single float in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateFloat: (name: string, x: number, suffix?: string) => void;\r\n\r\n /**\r\n * Lambda to Update a vec2 of float in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateFloat2: (name: string, x: number, y: number, suffix?: string) => void;\r\n\r\n /**\r\n * Lambda to Update a vec3 of float in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateFloat3: (name: string, x: number, y: number, z: number, suffix?: string) => void;\r\n\r\n /**\r\n * Lambda to Update a vec4 of float in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateFloat4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;\r\n\r\n /**\r\n * Lambda to Update an array of float in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateFloatArray: (name: string, array: Float32Array, suffix?: string) => void;\r\n\r\n /**\r\n * Lambda to Update an array of number in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateArray: (name: string, array: number[]) => void;\r\n\r\n /**\r\n * Lambda to Update an array of number in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateIntArray: (name: string, array: Int32Array) => void;\r\n\r\n /**\r\n * Lambda to Update an array of number in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateUIntArray: (name: string, array: Uint32Array) => void;\r\n\r\n /**\r\n * Lambda to Update a 4x4 Matrix in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateMatrix: (name: string, mat: IMatrixLike) => void;\r\n\r\n /**\r\n * Lambda to Update an array of 4x4 Matrix in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateMatrices: (name: string, mat: Float32Array) => void;\r\n\r\n /**\r\n * Lambda to Update vec3 of float from a Vector in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateVector3: (name: string, vector: IVector3Like) => void;\r\n\r\n /**\r\n * Lambda to Update vec4 of float from a Vector in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateVector4: (name: string, vector: IVector4Like) => void;\r\n\r\n /**\r\n * Lambda to Update vec3 of float from a Color in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateColor3: (name: string, color: IColor3Like, suffix?: string) => void;\r\n\r\n /**\r\n * Lambda to Update vec4 of float from a Color in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateColor4: (name: string, color: IColor3Like, alpha: number, suffix?: string) => void;\r\n\r\n /**\r\n * Lambda to Update vec4 of float from a Color in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateDirectColor4: (name: string, color: IColor4Like, suffix?: string) => void;\r\n\r\n /**\r\n * Lambda to Update a int a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateInt: (name: string, x: number, suffix?: string) => void;\r\n\r\n /**\r\n * Lambda to Update a vec2 of int in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateInt2: (name: string, x: number, y: number, suffix?: string) => void;\r\n\r\n /**\r\n * Lambda to Update a vec3 of int in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateInt3: (name: string, x: number, y: number, z: number, suffix?: string) => void;\r\n\r\n /**\r\n * Lambda to Update a vec4 of int in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateInt4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;\r\n\r\n /**\r\n * Lambda to Update a unsigned int a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateUInt: (name: string, x: number, suffix?: string) => void;\r\n\r\n /**\r\n * Lambda to Update a vec2 of unsigned int in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateUInt2: (name: string, x: number, y: number, suffix?: string) => void;\r\n\r\n /**\r\n * Lambda to Update a vec3 of unsigned int in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateUInt3: (name: string, x: number, y: number, z: number, suffix?: string) => void;\r\n\r\n /**\r\n * Lambda to Update a vec4 of unsigned int in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateUInt4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;\r\n\r\n /**\r\n * Instantiates a new Uniform buffer objects.\r\n *\r\n * Handles blocks of uniform on the GPU.\r\n *\r\n * If WebGL 2 is not available, this class falls back on traditional setUniformXXX calls.\r\n *\r\n * For more information, please refer to :\r\n * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object\r\n * @param engine Define the engine the buffer is associated with\r\n * @param data Define the data contained in the buffer\r\n * @param dynamic Define if the buffer is updatable\r\n * @param name to assign to the buffer (debugging purpose)\r\n * @param forceNoUniformBuffer define that this object must not rely on UBO objects\r\n * @param trackUBOsInFrame define if the UBOs should be tracked in the frame (default: undefined - will use the value from Engine._features.trackUbosInFrame)\r\n */\r\n constructor(engine: AbstractEngine, data?: number[], dynamic = false, name?: string, forceNoUniformBuffer = false, trackUBOsInFrame?: boolean) {\r\n this._engine = engine;\r\n this._noUBO = !engine.supportsUniformBuffers || forceNoUniformBuffer;\r\n this._dynamic = dynamic;\r\n this._name = name ?? \"no-name\";\r\n\r\n this._data = data || [];\r\n\r\n this._uniformLocations = {};\r\n this._uniformSizes = {};\r\n this._uniformArraySizes = {};\r\n this._uniformLocationPointer = 0;\r\n this._needSync = false;\r\n this._trackUBOsInFrame = false;\r\n\r\n if ((trackUBOsInFrame === undefined && this._engine._features.trackUbosInFrame) || trackUBOsInFrame === true) {\r\n this._buffers = [];\r\n this._bufferIndex = -1;\r\n this._bufferUpdatedLastFrame = false;\r\n this._createBufferOnWrite = false;\r\n this._currentFrameId = 0;\r\n this._trackUBOsInFrame = true;\r\n }\r\n\r\n if (this._noUBO) {\r\n this.updateMatrix3x3 = this._updateMatrix3x3ForEffect;\r\n this.updateMatrix2x2 = this._updateMatrix2x2ForEffect;\r\n this.updateFloat = this._updateFloatForEffect;\r\n this.updateFloat2 = this._updateFloat2ForEffect;\r\n this.updateFloat3 = this._updateFloat3ForEffect;\r\n this.updateFloat4 = this._updateFloat4ForEffect;\r\n this.updateFloatArray = this._updateFloatArrayForEffect;\r\n this.updateArray = this._updateArrayForEffect;\r\n this.updateIntArray = this._updateIntArrayForEffect;\r\n this.updateUIntArray = this._updateUIntArrayForEffect;\r\n this.updateMatrix = this._updateMatrixForEffect;\r\n this.updateMatrices = this._updateMatricesForEffect;\r\n this.updateVector3 = this._updateVector3ForEffect;\r\n this.updateVector4 = this._updateVector4ForEffect;\r\n this.updateColor3 = this._updateColor3ForEffect;\r\n this.updateColor4 = this._updateColor4ForEffect;\r\n this.updateDirectColor4 = this._updateDirectColor4ForEffect;\r\n this.updateInt = this._updateIntForEffect;\r\n this.updateInt2 = this._updateInt2ForEffect;\r\n this.updateInt3 = this._updateInt3ForEffect;\r\n this.updateInt4 = this._updateInt4ForEffect;\r\n this.updateUInt = this._updateUIntForEffect;\r\n this.updateUInt2 = this._updateUInt2ForEffect;\r\n this.updateUInt3 = this._updateUInt3ForEffect;\r\n this.updateUInt4 = this._updateUInt4ForEffect;\r\n } else {\r\n this._engine._uniformBuffers.push(this);\r\n\r\n this.updateMatrix3x3 = this._updateMatrix3x3ForUniform;\r\n this.updateMatrix2x2 = this._updateMatrix2x2ForUniform;\r\n this.updateFloat = this._updateFloatForUniform;\r\n this.updateFloat2 = this._updateFloat2ForUniform;\r\n this.updateFloat3 = this._updateFloat3ForUniform;\r\n this.updateFloat4 = this._updateFloat4ForUniform;\r\n this.updateFloatArray = this._updateFloatArrayForUniform;\r\n this.updateArray = this._updateArrayForUniform;\r\n this.updateIntArray = this._updateIntArrayForUniform;\r\n this.updateUIntArray = this._updateUIntArrayForUniform;\r\n this.updateMatrix = this._updateMatrixForUniform;\r\n this.updateMatrices = this._updateMatricesForUniform;\r\n this.updateVector3 = this._updateVector3ForUniform;\r\n this.updateVector4 = this._updateVector4ForUniform;\r\n this.updateColor3 = this._updateColor3ForUniform;\r\n this.updateColor4 = this._updateColor4ForUniform;\r\n this.updateDirectColor4 = this._updateDirectColor4ForUniform;\r\n this.updateInt = this._updateIntForUniform;\r\n this.updateInt2 = this._updateInt2ForUniform;\r\n this.updateInt3 = this._updateInt3ForUniform;\r\n this.updateInt4 = this._updateInt4ForUniform;\r\n this.updateUInt = this._updateUIntForUniform;\r\n this.updateUInt2 = this._updateUInt2ForUniform;\r\n this.updateUInt3 = this._updateUInt3ForUniform;\r\n this.updateUInt4 = this._updateUInt4ForUniform;\r\n }\r\n }\r\n\r\n /**\r\n * Indicates if the buffer is using the WebGL2 UBO implementation,\r\n * or just falling back on setUniformXXX calls.\r\n */\r\n public get useUbo(): boolean {\r\n return !this._noUBO;\r\n }\r\n\r\n /**\r\n * Indicates if the WebGL underlying uniform buffer is in sync\r\n * with the javascript cache data.\r\n */\r\n public get isSync(): boolean {\r\n return !this._needSync;\r\n }\r\n\r\n /**\r\n * Indicates if the WebGL underlying uniform buffer is dynamic.\r\n * Also, a dynamic UniformBuffer will disable cache verification and always\r\n * update the underlying WebGL uniform buffer to the GPU.\r\n * @returns if Dynamic, otherwise false\r\n */\r\n public isDynamic(): boolean {\r\n return this._dynamic;\r\n }\r\n\r\n /**\r\n * The data cache on JS side.\r\n * @returns the underlying data as a float array\r\n */\r\n public getData(): Float32Array {\r\n return this._bufferData;\r\n }\r\n\r\n /**\r\n * The underlying WebGL Uniform buffer.\r\n * @returns the webgl buffer\r\n */\r\n public getBuffer(): Nullable<DataBuffer> {\r\n return this._buffer;\r\n }\r\n\r\n /**\r\n * The names of the uniforms in the buffer.\r\n * @returns an array of uniform names\r\n */\r\n public getUniformNames(): string[] {\r\n return this._uniformNames;\r\n }\r\n\r\n /**\r\n * std140 layout specifies how to align data within an UBO structure.\r\n * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159\r\n * for specs.\r\n * @param size\r\n */\r\n private _fillAlignment(size: number) {\r\n // This code has been simplified because we only use floats, vectors of 1, 2, 3, 4 components\r\n // and 4x4 matrices\r\n // TODO : change if other types are used\r\n\r\n let alignment;\r\n if (size <= 2) {\r\n alignment = size;\r\n } else {\r\n alignment = 4;\r\n }\r\n\r\n if (this._uniformLocationPointer % alignment !== 0) {\r\n const oldPointer = this._uniformLocationPointer;\r\n this._uniformLocationPointer += alignment - (this._uniformLocationPointer % alignment);\r\n const diff = this._uniformLocationPointer - oldPointer;\r\n\r\n for (let i = 0; i < diff; i++) {\r\n this._data.push(0);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Adds an uniform in the buffer.\r\n * Warning : the subsequents calls of this function must be in the same order as declared in the shader\r\n * for the layout to be correct ! The addUniform function only handles types like float, vec2, vec3, vec4, mat4,\r\n * meaning size=1,2,3,4 or 16. It does not handle struct types.\r\n * @param name Name of the uniform, as used in the uniform block in the shader.\r\n * @param size Data size, or data directly.\r\n * @param arraySize The number of elements in the array, 0 if not an array.\r\n */\r\n public addUniform(name: string, size: number | number[], arraySize = 0) {\r\n if (arraySize > 0 && typeof size === \"number\") {\r\n // Keep track of stride for `updateFloatArray`\r\n this._uniformArraySizes[name] = { strideSize: size, arraySize };\r\n }\r\n\r\n if (this._uniformLocations[name] !== undefined) {\r\n // Already existing uniform\r\n return;\r\n }\r\n\r\n this._uniformNames.push(name);\r\n\r\n if (this._noUBO) {\r\n return;\r\n }\r\n\r\n // This function must be called in the order of the shader layout !\r\n // size can be the size of the uniform, or data directly\r\n let data;\r\n\r\n // std140 FTW...\r\n if (arraySize > 0) {\r\n if (size instanceof Array) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \"addUniform should not be use with Array in UBO: \" + name;\r\n }\r\n\r\n this._fillAlignment(4);\r\n\r\n if (size == 16) {\r\n size = size * arraySize;\r\n } else {\r\n const perElementPadding = 4 - size;\r\n const totalPadding = perElementPadding * arraySize;\r\n size = size * arraySize + totalPadding;\r\n }\r\n\r\n data = [];\r\n // Fill with zeros\r\n for (let i = 0; i < size; i++) {\r\n data.push(0);\r\n }\r\n } else {\r\n if (size instanceof Array) {\r\n data = size;\r\n size = data.length;\r\n } else {\r\n data = [];\r\n\r\n // Fill with zeros\r\n for (let i = 0; i < size; i++) {\r\n data.push(0);\r\n }\r\n }\r\n this._fillAlignment(size);\r\n }\r\n\r\n this._uniformSizes[name] = size;\r\n this._uniformLocations[name] = this._uniformLocationPointer;\r\n this._uniformLocationPointer += size;\r\n\r\n for (let i = 0; i < size; i++) {\r\n this._data.push(data[i]);\r\n }\r\n\r\n this._needSync = true;\r\n }\r\n\r\n /**\r\n * Adds a Matrix 4x4 to the uniform buffer.\r\n * @param name Name of the uniform, as used in the uniform block in the shader.\r\n * @param mat A 4x4 matrix.\r\n */\r\n public addMatrix(name: string, mat: IMatrixLike) {\r\n this.addUniform(name, Array.prototype.slice.call(mat.asArray()));\r\n }\r\n\r\n /**\r\n * Adds a vec2 to the uniform buffer.\r\n * @param name Name of the uniform, as used in the uniform block in the shader.\r\n * @param x Define the x component value of the vec2\r\n * @param y Define the y component value of the vec2\r\n */\r\n public addFloat2(name: string, x: number, y: number) {\r\n const temp = [x, y];\r\n this.addUniform(name, temp);\r\n }\r\n\r\n /**\r\n * Adds a vec3 to the uniform buffer.\r\n * @param name Name of the uniform, as used in the uniform block in the shader.\r\n * @param x Define the x component value of the vec3\r\n * @param y Define the y component value of the vec3\r\n * @param z Define the z component value of the vec3\r\n */\r\n public addFloat3(name: string, x: number, y: number, z: number) {\r\n const temp = [x, y, z];\r\n this.addUniform(name, temp);\r\n }\r\n\r\n /**\r\n * Adds a vec3 to the uniform buffer.\r\n * @param name Name of the uniform, as used in the uniform block in the shader.\r\n * @param color Define the vec3 from a Color\r\n */\r\n public addColor3(name: string, color: IColor3Like) {\r\n const temp = [color.r, color.g, color.b];\r\n this.addUniform(name, temp);\r\n }\r\n\r\n /**\r\n * Adds a vec4 to the uniform buffer.\r\n * @param name Name of the uniform, as used in the uniform block in the shader.\r\n * @param color Define the rgb components from a Color\r\n * @param alpha Define the a component of the vec4\r\n */\r\n public addColor4(name: string, color: IColor3Like, alpha: number) {\r\n const temp = [color.r, color.g, color.b, alpha];\r\n this.addUniform(name, temp);\r\n }\r\n\r\n /**\r\n * Adds a vec3 to the uniform buffer.\r\n * @param name Name of the uniform, as used in the uniform block in the shader.\r\n * @param vector Define the vec3 components from a Vector\r\n */\r\n public addVector3(name: string, vector: IVector3Like) {\r\n const temp = [vector.x, vector.y, vector.z];\r\n this.addUniform(name, temp);\r\n }\r\n\r\n /**\r\n * Adds a Matrix 3x3 to the uniform buffer.\r\n * @param name Name of the uniform, as used in the uniform block in the shader.\r\n */\r\n public addMatrix3x3(name: string) {\r\n this.addUniform(name, 12);\r\n }\r\n\r\n /**\r\n * Adds a Matrix 2x2 to the uniform buffer.\r\n * @param name Name of the uniform, as used in the uniform block in the shader.\r\n */\r\n public addMatrix2x2(name: string) {\r\n this.addUniform(name, 8);\r\n }\r\n\r\n /**\r\n * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.\r\n */\r\n public create(): void {\r\n if (this._noUBO) {\r\n return;\r\n }\r\n if (this._buffer) {\r\n return; // nothing to do\r\n }\r\n\r\n // See spec, alignment must be filled as a vec4\r\n this._fillAlignment(4);\r\n this._bufferData = new Float32Array(this._data);\r\n\r\n this._rebuild();\r\n\r\n this._needSync = true;\r\n }\r\n\r\n // The result of this method is used for debugging purpose, as part of the buffer name\r\n // It is meant to more easily know what this buffer is about when debugging\r\n // Some buffers can have a lot of uniforms (several dozens), so the method only returns the first 10 of them\r\n // (should be enough to understand what the buffer is for)\r\n private _getNamesDebug() {\r\n const names = [];\r\n let i = 0;\r\n for (const name in this._uniformLocations) {\r\n names.push(name);\r\n if (++i === 10) {\r\n break;\r\n }\r\n }\r\n return names.join(\",\");\r\n }\r\n\r\n /** @internal */\r\n public _rebuild(): void {\r\n if (this._noUBO || !this._bufferData) {\r\n return;\r\n }\r\n\r\n if (this._dynamic) {\r\n this._buffer = this._engine.createDynamicUniformBuffer(this._bufferData, this._name + \"_UniformList:\" + this._getNamesDebug());\r\n } else {\r\n this._buffer = this._engine.createUniformBuffer(this._bufferData, this._name + \"_UniformList:\" + this._getNamesDebug());\r\n }\r\n\r\n if (this._trackUBOsInFrame) {\r\n this._buffers.push([this._buffer, this._engine._features.checkUbosContentBeforeUpload ? this._bufferData.slice() : undefined]);\r\n this._bufferIndex = this._buffers.length - 1;\r\n this._createBufferOnWrite = false;\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _rebuildAfterContextLost(): void {\r\n if (this._trackUBOsInFrame) {\r\n this._buffers = [];\r\n this._currentFrameId = 0;\r\n }\r\n this._rebuild();\r\n }\r\n\r\n /** @internal */\r\n public get _numBuffers(): number {\r\n return this._buffers.length;\r\n }\r\n\r\n /** @internal */\r\n public get _indexBuffer(): number {\r\n return this._bufferIndex;\r\n }\r\n\r\n /** Gets or sets the name of this buffer */\r\n public get name(): string {\r\n return this._name;\r\n }\r\n\r\n public set name(value: string) {\r\n this._name = value;\r\n }\r\n\r\n /** Gets the current effect */\r\n public get currentEffect(): Nullable<Effect> {\r\n return this._currentEffect;\r\n }\r\n\r\n private _buffersEqual(buf1: Float32Array, buf2: Float32Array): boolean {\r\n for (let i = 0; i < buf1.length; ++i) {\r\n if (buf1[i] !== buf2[i]) {\r\n return false;\r\n }\r\n }\r\n return true;\r\n }\r\n\r\n private _copyBuffer(src: Float32Array, dst: Float32Array): void {\r\n for (let i = 0; i < src.length; ++i) {\r\n dst[i] = src[i];\r\n }\r\n }\r\n\r\n /**\r\n * Updates the WebGL Uniform Buffer on the GPU.\r\n * If the `dynamic` flag is set to true, no cache comparison is done.\r\n * Otherwise, the buffer will be updated only if the cache differs.\r\n */\r\n public update(): void {\r\n if (this._noUBO) {\r\n return;\r\n }\r\n\r\n this.bindUniformBuffer();\r\n\r\n if (!this._buffer) {\r\n this.create();\r\n return;\r\n }\r\n\r\n if (!this._dynamic && !this._needSync) {\r\n this._createBufferOnWrite = this._trackUBOsInFrame;\r\n return;\r\n }\r\n\r\n if (this._buffers && this._buffers.length > 1 && this._buffers[this._bufferIndex][1]) {\r\n if (this._buffersEqual(this._bufferData, this._buffers[this._bufferIndex][1]!)) {\r\n this._needSync = false;\r\n this._createBufferOnWrite = this._trackUBOsInFrame;\r\n return;\r\n } else {\r\n this._copyBuffer(this._bufferData, this._buffers[this._bufferIndex][1]!);\r\n }\r\n }\r\n\r\n this._bufferUpdatedLastFrame = true;\r\n\r\n this._engine.updateUniformBuffer(this._buffer, this._bufferData);\r\n\r\n this._needSync = false;\r\n this._createBufferOnWrite = this._trackUBOsInFrame;\r\n }\r\n\r\n private _createNewBuffer() {\r\n if (this._bufferIndex + 1 < this._buffers.length) {\r\n this._bufferIndex++;\r\n this._buffer = this._buffers[this._bufferIndex][0];\r\n this._createBufferOnWrite = false;\r\n this._needSync = true;\r\n } else {\r\n this._rebuild();\r\n }\r\n }\r\n\r\n private _checkNewFrame(): void {\r\n if (this._trackUBOsInFrame && this._currentFrameId !== this._engine.frameId) {\r\n this._currentFrameId = this._engine.frameId;\r\n this._createBufferOnWrite = false;\r\n if (this._buffers && this._buffers.length > 0) {\r\n if (this._buffers.length === 1) {\r\n this._needSync = !this._bufferUpdatedLastFrame;\r\n } else {\r\n this._needSync = this._bufferIndex !== 0;\r\n }\r\n this._bufferIndex = 0;\r\n this._buffer = this._buffers[this._bufferIndex][0];\r\n } else {\r\n this._bufferIndex = -1;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.\r\n * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.\r\n * @param data Define the flattened data\r\n * @param size Define the size of the data.\r\n */\r\n public updateUniform(uniformName: string, data: FloatArray, size: number) {\r\n this._checkNewFrame();\r\n\r\n let location = this._uniformLocations[uniformName];\r\n if (location === undefined) {\r\n if (this._buffer) {\r\n // Cannot add an uniform if the buffer is already created\r\n Logger.Error(\"Cannot add an uniform after UBO has been created. uniformName=\" + uniformName);\r\n return;\r\n }\r\n this.addUniform(uniformName, size);\r\n location = this._uniformLocations[uniformName];\r\n }\r\n\r\n if (!this._buffer) {\r\n this.create();\r\n }\r\n\r\n if (!this._dynamic) {\r\n // Cache for static uniform buffers\r\n let changed = false;\r\n\r\n for (let i = 0; i < size; i++) {\r\n // We are checking the matrix cache before calling updateUniform so we do not need to check it here\r\n // Hence the test for size === 16 to simply commit the matrix values\r\n if ((size === 16 && !this._engine._features.uniformBufferHardCheckMatrix) || this._bufferData[location + i] !== Math.fround(data[i])) {\r\n changed = true;\r\n if (this._createBufferOnWrite) {\r\n this._createNewBuffer();\r\n }\r\n this._bufferData[location + i] = data[i];\r\n }\r\n }\r\n\r\n this._needSync = this._needSync || changed;\r\n } else {\r\n // No cache for dynamic\r\n for (let i = 0; i < size; i++) {\r\n this._bufferData[location + i] = data[i];\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.\r\n * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.\r\n * @param data Define the flattened data\r\n * @param size Define the size of the data.\r\n */\r\n public updateUniformArray(uniformName: string, data: FloatArray, size: number) {\r\n this._checkNewFrame();\r\n\r\n const location = this._uniformLocations[uniformName];\r\n if (location === undefined) {\r\n Logger.Error(\"Cannot add an uniform Array dynamically. Please, add it using addUniform and make sure that uniform buffers are supported by the current engine.\");\r\n return;\r\n }\r\n\r\n if (!this._buffer) {\r\n this.create();\r\n }\r\n\r\n const arraySizes = this._uniformArraySizes[uniformName];\r\n\r\n if (!this._dynamic) {\r\n // Cache for static uniform buffers\r\n let changed = false;\r\n let countToFour = 0;\r\n let baseStride = 0;\r\n for (let i = 0; i < size; i++) {\r\n if (this._bufferData[location + baseStride * 4 + countToFour] !== Tools.FloatRound(data[i])) {\r\n changed = true;\r\n if (this._createBufferOnWrite) {\r\n this._createNewBuffer();\r\n }\r\n this._bufferData[location + baseStride * 4 + countToFour] = data[i];\r\n }\r\n countToFour++;\r\n if (countToFour === arraySizes.strideSize) {\r\n for (; countToFour < 4; countToFour++) {\r\n this._bufferData[location + baseStride * 4 + countToFour] = 0;\r\n }\r\n countToFour = 0;\r\n baseStride++;\r\n }\r\n }\r\n\r\n this._needSync = this._needSync || changed;\r\n } else {\r\n // No cache for dynamic\r\n for (let i = 0; i < size; i++) {\r\n this._bufferData[location + i] = data[i];\r\n }\r\n }\r\n }\r\n\r\n // Matrix cache\r\n private _valueCache: { [key: string]: number } = {};\r\n private _cacheMatrix(name: string, matrix: IMatrixLike): boolean {\r\n this._checkNewFrame();\r\n\r\n const cache = this._valueCache[name];\r\n const flag = matrix.updateFlag;\r\n if (cache !== undefined && cache === flag) {\r\n return false;\r\n }\r\n\r\n this._valueCache[name] = flag;\r\n return true;\r\n }\r\n\r\n // Update methods\r\n\r\n private _updateMatrix3x3ForUniform(name: string, matrix: Float32Array): void {\r\n // To match std140, matrix must be realigned\r\n for (let i = 0; i < 3; i++) {\r\n UniformBuffer._TempBuffer[i * 4] = matrix[i * 3];\r\n UniformBuffer._TempBuffer[i * 4 + 1] = matrix[i * 3 + 1];\r\n UniformBuffer._TempBuffer[i * 4 + 2] = matrix[i * 3 + 2];\r\n UniformBuffer._TempBuffer[i * 4 + 3] = 0.0;\r\n }\r\n\r\n this.updateUniform(name, UniformBuffer._TempBuffer, 12);\r\n }\r\n\r\n private _updateMatrix3x3ForEffect(name: string, matrix: Float32Array): void {\r\n this._currentEffect.setMatrix3x3(name, matrix);\r\n }\r\n\r\n private _updateMatrix2x2ForEffect(name: string, matrix: Float32Array): void {\r\n this._currentEffect.setMatrix2x2(name, matrix);\r\n }\r\n\r\n private _updateMatrix2x2ForUniform(name: string, matrix: Float32Array): void {\r\n // To match std140, matrix must be realigned\r\n for (let i = 0; i < 2; i++) {\r\n UniformBuffer._TempBuffer[i * 4] = matrix[i * 2];\r\n UniformBuffer._TempBuffer[i * 4 + 1] = matrix[i * 2 + 1];\r\n UniformBuffer._TempBuffer[i * 4 + 2] = 0.0;\r\n UniformBuffer._TempBuffer[i * 4 + 3] = 0.0;\r\n }\r\n\r\n this.updateUniform(name, UniformBuffer._TempBuffer, 8);\r\n }\r\n\r\n private _updateFloatForEffect(name: string, x: number, suffix = \"\") {\r\n this._currentEffect.setFloat(name + suffix, x);\r\n }\r\n\r\n private _updateFloatForUniform(name: string, x: number) {\r\n UniformBuffer._TempBuffer[0] = x;\r\n this.updateUniform(name, UniformBuffer._TempBuffer, 1);\r\n }\r\n\r\n private _updateFloat2ForEffect(name: string, x: number, y: number, suffix = \"\") {\r\n this._currentEffect.setFloat2(name + suffix, x, y);\r\n }\r\n\r\n private _updateFloat2ForUniform(name: string, x: number, y: number) {\r\n UniformBuffer._TempBuffer[0] = x;\r\n UniformBuffer._TempBuffer[1] = y;\r\n this.updateUniform(name, UniformBuffer._TempBuffer, 2);\r\n }\r\n\r\n private _updateFloat3ForEffect(name: string, x: number, y: number, z: number, suffix = \"\") {\r\n this._currentEffect.setFloat3(name + suffix, x, y, z);\r\n }\r\n\r\n private _updateFloat3ForUniform(name: string, x: number, y: number, z: number) {\r\n UniformBuffer._TempBuffer[0] = x;\r\n UniformBuffer._TempBuffer[1] = y;\r\n UniformBuffer._TempBuffer[2] = z;\r\n this.updateUniform(name, UniformBuffer._TempBuffer, 3);\r\n }\r\n\r\n private _updateFloat4ForEffect(name: string, x: number, y: number, z: number, w: number, suffix = \"\") {\r\n this._currentEffect.setFloat4(name + suffix, x, y, z, w);\r\n }\r\n\r\n private _updateFloat4ForUniform(name: string, x: number, y: number, z: number, w: number) {\r\n UniformBuffer._TempBuffer[0] = x;\r\n UniformBuffer._TempBuffer[1] = y;\r\n UniformBuffer._TempBuffer[2] = z;\r\n UniformBuffer._TempBuffer[3] = w;\r\n this.updateUniform(name, UniformBuffer._TempBuffer, 4);\r\n }\r\n\r\n private _updateFloatArrayForEffect(name: string, array: Float32Array, suffix = \"\") {\r\n switch (this._uniformArraySizes[name]?.strideSize) {\r\n case 2:\r\n this._currentEffect.setFloatArray2(name + suffix, array);\r\n break;\r\n case 3:\r\n this._currentEffect.setFloatArray3(name + suffix, array);\r\n break;\r\n case 4:\r\n this._currentEffect.setFloatArray4(name + suffix, array);\r\n break;\r\n default:\r\n this._currentEffect.setFloatArray(name + suffix, array);\r\n break;\r\n }\r\n }\r\n\r\n private _updateFloatArrayForUniform(name: string, array: Float32Array) {\r\n this.updateUniformArray(name, array, array.length);\r\n }\r\n\r\n private _updateArrayForEffect(name: string, array: number[]) {\r\n this._currentEffect.setArray(name, array);\r\n }\r\n\r\n private _updateArrayForUniform(name: string, array: number[]) {\r\n this.updateUniformArray(name, array, array.length);\r\n }\r\n\r\n private _updateIntArrayForEffect(name: string, array: Int32Array) {\r\n this._currentEffect.setIntArray(name, array);\r\n }\r\n\r\n private _updateIntArrayForUniform(name: string, array: Int32Array) {\r\n UniformBuffer._TempBufferInt32View.set(array);\r\n this.updateUniformArray(name, UniformBuffer._TempBuffer, array.length);\r\n }\r\n\r\n private _updateUIntArrayForEffect(name: string, array: Uint32Array) {\r\n this._currentEffect.setUIntArray(name, array);\r\n }\r\n\r\n private _updateUIntArrayForUniform(name: string, array: Uint32Array) {\r\n UniformBuffer._TempBufferUInt32View.set(array);\r\n this.updateUniformArray(name, UniformBuffer._TempBuffer, array.length);\r\n }\r\n\r\n private _updateMatrixForEffect(name: string, mat: IMatrixLike) {\r\n this._currentEffect.setMatrix(name, mat);\r\n }\r\n\r\n private _updateMatrixForUniform(name: string, mat: IMatrixLike) {\r\n if (this._cacheMatrix(name, mat)) {\r\n this.updateUniform(name, <any>mat.asArray(), 16);\r\n }\r\n }\r\n\r\n private _updateMatricesForEffect(name: string, mat: Float32Array) {\r\n this._currentEffect.setMatrices(name, mat);\r\n }\r\n\r\n private _updateMatricesForUniform(name: string, mat: Float32Array) {\r\n this.updateUniform(name, mat, mat.length);\r\n }\r\n\r\n private _updateVector3ForEffect(name: string, vector: IVector3Like) {\r\n this._currentEffect.setVector3(name, vector);\r\n }\r\n\r\n private _updateVector3ForUniform(name: string, vector: IVector3Like) {\r\n UniformBuffer._TempBuffer[0] = vector.x;\r\n UniformBuffer._TempBuffer[1] = vector.y;\r\n UniformBuffer._TempBuffer[2] = vector.z;\r\n this.updateUniform(name, UniformBuffer._TempBuffer, 3);\r\n }\r\n\r\n private _updateVector4ForEffect(name: string, vector: IVector4Like) {\r\n this._currentEffect.setVector4(name, vector);\r\n }\r\n\r\n private _updateVector4ForUniform(name: string, vector: IVector4Like) {\r\n UniformBuffer._TempBuffer[0] = vector.x;\r\n UniformBuffer._TempBuffer[1] = vector.y;\r\n UniformBuffer._TempBuffer[2] = vector.z;\r\n UniformBuffer._TempBuffer[3] = vector.w;\r\n this.updateUniform(name, UniformBuffer._TempBuffer, 4);\r\n }\r\n\r\n private _updateColor3ForEffect(name: string, color: IColor3Like, suffix = \"\") {\r\n this._currentEffect.setColor3(name + suffix, color);\r\n }\r\n\r\n private _updateColor3ForUniform(name: string, color: IColor3Like) {\r\n UniformBuffer._TempBuffer[0] = color.r;\r\n UniformBuffer._TempBuffer[1] = color.g;\r\n UniformBuffer._TempBuffer[2] = color.b;\r\n this.updateUniform(name, UniformBuffer._TempBuffer, 3);\r\n }\r\n\r\n private _updateColor4ForEffect(name: string, color: IColor3Like, alpha: number, suffix = \"\") {\r\n this._currentEffect.setColor4(name + suffix, color, alpha);\r\n }\r\n\r\n private _updateDirectColor4ForEffect(name: string, color: IColor4Like, suffix = \"\") {\r\n this._currentEffect.setDirectColor4(name + suffix, color);\r\n }\r\n\r\n private _updateColor4ForUniform(name: string, color: IColor3Like, alpha: number) {\r\n UniformBuffer._TempBuffer[0] = color.r;\r\n UniformBuffer._TempBuffer[1] = color.g;\r\n UniformBuffer._TempBuffer[2] = color.b;\r\n UniformBuffer._TempBuffer[3] = alpha;\r\n this.updateUniform(name, UniformBuffer._TempBuffer, 4);\r\n }\r\n\r\n private _updateDirectColor4ForUniform(name: string, color: IColor4Like) {\r\n UniformBuffer._TempBuffer[0] = color.r;\r\n UniformBuffer._TempBuffer[1] = color.g;\r\n UniformBuffer._TempBuffer[2] = color.b;\r\n UniformBuffer._TempBuffer[3] = color.a;\r\n this.updateUniform(name, UniformBuffer._TempBuffer, 4);\r\n }\r\n\r\n private _updateIntForEffect(name: string, x: number, suffix = \"\") {\r\n this._currentEffect.setInt(name + suffix, x);\r\n }\r\n\r\n private _updateIntForUniform(name: string, x: number) {\r\n UniformBuffer._TempBufferInt32View[0] = x;\r\n this.updateUniform(name, UniformBuffer._TempBuffer, 1);\r\n }\r\n\r\n private _updateInt2ForEffect(name: string, x: number, y: number, suffix = \"\") {\r\n this._currentEffect.setInt2(name + suffix, x, y);\r\n }\r\n\r\n private _updateInt2ForUniform(name: string, x: number, y: number) {\r\n UniformBuffer._TempBufferInt32View[0] = x;\r\n UniformBuffer._TempBufferInt32View[1] = y;\r\n this.updateUniform(name, UniformBuffer._TempBuffer, 2);\r\n }\r\n\r\n private _updateInt3ForEffect(name: string, x: number, y: number, z: number, suffix = \"\") {\r\n this._currentEffect.setInt3(name + suffix, x, y, z);\r\n }\r\n\r\n private _updateInt3ForUniform(name: string, x: number, y: number, z: number) {\r\n UniformBuffer._TempBufferInt32View[0] = x;\r\n UniformBuffer._TempBufferInt32View[1] = y;\r\n UniformBuffer._TempBufferInt32View[2] = z;\r\n this.updateUniform(name, UniformBuffer._TempBuffer, 3);\r\n }\r\n\r\n private _updateInt4ForEffect(name: string, x: number, y: number, z: number, w: number, suffix = \"\") {\r\n this._currentEffect.setInt4(name + suffix, x, y, z, w);\r\n }\r\n\r\n private _updateInt4ForUniform(name: string, x: number, y: number, z: number, w: number) {\r\n UniformBuffer._TempBufferInt32View[0] = x;\r\n UniformBuffer._TempBufferInt32View[1] = y;\r\n UniformBuffer._TempBufferInt32View[2] = z;\r\n UniformBuffer._TempBufferInt32View[3] = w;\r\n this.updateUniform(name, UniformBuffer._TempBuffer, 4);\r\n }\r\n\r\n private _updateUIntForEffect(name: string, x: number, suffix = \"\") {\r\n this._currentEffect.setUInt(name + suffix, x);\r\n }\r\n\r\n private _updateUIntForUniform(name: string, x: number) {\r\n UniformBuffer._TempBufferUInt32View[0] = x;\r\n this.updateUniform(name, UniformBuffer._TempBuffer, 1);\r\n }\r\n\r\n private _updateUInt2ForEffect(name: string, x: number, y: number, suffix = \"\") {\r\n this._currentEffect.setUInt2(name + suffix, x, y);\r\n }\r\n\r\n private _updateUInt2ForUniform(name: string, x: number, y: number) {\r\n UniformBuffer._TempBufferUInt32View[0] = x;\r\n UniformBuffer._TempBufferUInt32View[1] = y;\r\n this.updateUniform(name, UniformBuffer._TempBuffer, 2);\r\n }\r\n\r\n private _updateUInt3ForEffect(name: string, x: number, y: number, z: number, suffix = \"\") {\r\n this._currentEffect.setUInt3(name + suffix, x, y, z);\r\n }\r\n\r\n private _updateUInt3ForUniform(name: string, x: number, y: number, z: number) {\r\n UniformBuffer._TempBufferUInt32View[0] = x;\r\n UniformBuffer._TempBufferUInt32View[1] = y;\r\n UniformBuffer._TempBufferUInt32View[2] = z;\r\n this.updateUniform(name, UniformBuffer._TempBuffer, 3);\r\n }\r\n\r\n private _updateUInt4ForEffect(name: string, x: number, y: number, z: number, w: number, suffix = \"\") {\r\n this._currentEffect.setUInt4(name + suffix, x, y, z, w);\r\n }\r\n\r\n private _updateUInt4ForUniform(name: string, x: number, y: number, z: number, w: number) {\r\n UniformBuffer._TempBufferUInt32View[0] = x;\r\n UniformBuffer._TempBufferUInt32View[1] = y;\r\n UniformBuffer._TempBufferUInt32View[2] = z;\r\n UniformBuffer._TempBufferUInt32View[3] = w;\r\n this.updateUniform(name, UniformBuffer._TempBuffer, 4);\r\n }\r\n\r\n /**\r\n * Sets a sampler uniform on the effect.\r\n * @param name Define the name of the sampler.\r\n * @param texture Define the texture to set in the sampler\r\n */\r\n public setTexture(name: string, texture: Nullable<ThinTexture>) {\r\n this._currentEffect.setTexture(name, texture);\r\n }\r\n\r\n /**\r\n * Sets an array of sampler uniforms on the effect.\r\n * @param name Define the name of uniform.\r\n * @param textures Define the textures to set in the array of samplers\r\n */\r\n public setTextureArray(name: string, textures: ThinTexture[]) {\r\n this._currentEffect.setTextureArray(name, textures);\r\n }\r\n /**\r\n * Sets a sampler uniform on the effect.\r\n * @param name Define the name of the sampler.\r\n * @param texture Define the (internal) texture to set in the sampler\r\n */\r\n public bindTexture(name: string, texture: Nullable<InternalTexture>) {\r\n this._currentEffect._bindTexture(name, texture);\r\n }\r\n\r\n /**\r\n * Directly updates the value of the uniform in the cache AND on the GPU.\r\n * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.\r\n * @param data Define the flattened data\r\n */\r\n public updateUniformDirectly(uniformName: string, data: FloatArray) {\r\n this.updateUniform(uniformName, data, data.length);\r\n\r\n this.update();\r\n }\r\n\r\n /**\r\n * Associates an effect to this uniform buffer\r\n * @param effect Define the effect to associate the buffer to\r\n * @param name Name of the uniform block in the shader.\r\n */\r\n public bindToEffect(effect: Effect, name: string): void {\r\n this._currentEffect = effect;\r\n this._currentEffectName = name;\r\n }\r\n\r\n /**\r\n * Binds the current (GPU) buffer to the effect\r\n */\r\n public bindUniformBuffer(): void {\r\n if (!this._noUBO && this._buffer && this._currentEffect) {\r\n this._currentEffect.bindUniformBuffer(this._buffer, this._currentEffectName);\r\n }\r\n }\r\n\r\n /**\r\n * Dissociates the current effect from this uniform buffer\r\n */\r\n public unbindEffect(): void {\r\n this._currentEffect = undefined as any;\r\n this._currentEffectName = undefined as any;\r\n }\r\n\r\n /**\r\n * Sets the current state of the class (_bufferIndex, _buffer) to point to the data buffer passed in parameter if this buffer is one of the buffers handled by the class (meaning if it can be found in the _buffers array)\r\n * This method is meant to be able to update a buffer at any time: just call setDataBuffer to set the class in the right state, call some updateXXX methods and then call udpate() => that will update the GPU buffer on the graphic card\r\n * @param dataBuffer buffer to look for\r\n * @returns true if the buffer has been found and the class internal state points to it, else false\r\n */\r\n public setDataBuffer(dataBuffer: DataBuffer): boolean {\r\n if (!this._buffers) {\r\n return this._buffer === dataBuffer;\r\n }\r\n\r\n for (let b = 0; b < this._buffers.length; ++b) {\r\n const buffer = this._buffers[b];\r\n if (buffer[0] === dataBuffer) {\r\n this._bufferIndex = b;\r\n this._buffer = dataBuffer;\r\n this._createBufferOnWrite = false;\r\n this._currentEffect = undefined as any;\r\n // Note that if _buffers.length == 1, we don't copy _bufferData into _buffers[_bufferIndex][1] (see the update() method), and _bufferData already contains the right data\r\n if (this._buffers.length > 1 && this._buffers[b][1]) {\r\n this._bufferData.set(this._buffers[b][1]!);\r\n }\r\n this._valueCache = {};\r\n // The following line prevents the current buffer (_buffer / _bufferIndex) from being updated during subsequent calls to updateXXX() due to a call to _checkNewFrame()\r\n // If we called setDataBuffer, it means that we want to update the buffer we just defined and not another one (_checkNewFrame() can modify the current buffer).\r\n this._currentFrameId = this._engine.frameId;\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Checks if the uniform buffer has a uniform with the given name.\r\n * @param name Name of the uniform to check\r\n * @returns True if the uniform exists, false otherwise.\r\n */\r\n public has(name: string): boolean {\r\n return this._uniformLocations[name] !== undefined;\r\n }\r\n\r\n /**\r\n * Disposes the uniform buffer.\r\n */\r\n public dispose(): void {\r\n if (this._noUBO) {\r\n return;\r\n }\r\n\r\n const uniformBuffers = this._engine._uniformBuffers;\r\n const index = uniformBuffers.indexOf(this);\r\n\r\n if (index !== -1) {\r\n uniformBuffers[index] = uniformBuffers[uniformBuffers.length - 1];\r\n uniformBuffers.pop();\r\n }\r\n\r\n if (this._trackUBOsInFrame && this._buffers) {\r\n for (let i = 0; i < this._buffers.length; ++i) {\r\n const buffer = this._buffers[i][0];\r\n this._engine._releaseBuffer(buffer);\r\n }\r\n } else if (this._buffer && this._engine._releaseBuffer(this._buffer)) {\r\n this._buffer = null;\r\n }\r\n }\r\n}\r\n"]}
1
+ 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{ Logger } from \"../Misc/logger\";\r\nimport { type Nullable, type FloatArray } from \"../types\";\r\nimport { type IMatrixLike, type IVector3Like, type IVector4Like, type IColor3Like, type IColor4Like } from \"../Maths/math.like\";\r\nimport { type Effect } from \"./effect\";\r\nimport { type ThinTexture } from \"../Materials/Textures/thinTexture\";\r\nimport { type DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { type InternalTexture } from \"./Textures/internalTexture\";\r\nimport { Tools } from \"../Misc/tools.pure\";\r\nimport { type AbstractEngine } from \"core/Engines/abstractEngine\";\r\n\r\n/**\r\n * Uniform buffer objects.\r\n *\r\n * Handles blocks of uniform on the GPU.\r\n *\r\n * If WebGL 2 is not available, this class falls back on traditional setUniformXXX calls.\r\n *\r\n * For more information, please refer to :\r\n * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object\r\n */\r\nexport class UniformBuffer {\r\n private _engine: AbstractEngine;\r\n private _buffer: Nullable<DataBuffer>;\r\n private _buffers: Array<[DataBuffer, Float32Array | undefined]>;\r\n private _bufferIndex: number;\r\n private _bufferUpdatedLastFrame: boolean;\r\n private _createBufferOnWrite: boolean;\r\n private _data: number[];\r\n private _bufferData: Float32Array;\r\n private _dynamic: boolean;\r\n private _uniformLocations: { [key: string]: number };\r\n private _uniformSizes: { [key: string]: number };\r\n private _uniformArraySizes: { [key: string]: { strideSize: number; arraySize: number } };\r\n private _uniformNames: string[] = [];\r\n private _uniformLocationPointer: number;\r\n private _needSync: boolean;\r\n private _noUBO: boolean;\r\n private _currentEffect: Effect;\r\n private _currentEffectName: string;\r\n private _name: string;\r\n private _currentFrameId: number;\r\n private _trackUBOsInFrame: boolean;\r\n\r\n // Pool for avoiding memory leaks\r\n private static _MAX_UNIFORM_SIZE = 256;\r\n private static _TempBuffer = new Float32Array(UniformBuffer._MAX_UNIFORM_SIZE);\r\n private static _TempBufferInt32View = new Int32Array(UniformBuffer._TempBuffer.buffer);\r\n private static _TempBufferUInt32View = new Uint32Array(UniformBuffer._TempBuffer.buffer);\r\n\r\n /**\r\n * Lambda to Update a 3x3 Matrix in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateMatrix3x3: (name: string, matrix: Float32Array) => void;\r\n\r\n /**\r\n * Lambda to Update a 2x2 Matrix in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateMatrix2x2: (name: string, matrix: Float32Array) => void;\r\n\r\n /**\r\n * Lambda to Update a single float in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateFloat: (name: string, x: number, suffix?: string) => void;\r\n\r\n /**\r\n * Lambda to Update a vec2 of float in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateFloat2: (name: string, x: number, y: number, suffix?: string) => void;\r\n\r\n /**\r\n * Lambda to Update a vec3 of float in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateFloat3: (name: string, x: number, y: number, z: number, suffix?: string) => void;\r\n\r\n /**\r\n * Lambda to Update a vec4 of float in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateFloat4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;\r\n\r\n /**\r\n * Lambda to Update an array of float in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateFloatArray: (name: string, array: Float32Array, suffix?: string) => void;\r\n\r\n /**\r\n * Lambda to Update an array of number in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateArray: (name: string, array: number[]) => void;\r\n\r\n /**\r\n * Lambda to Update an array of number in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateIntArray: (name: string, array: Int32Array) => void;\r\n\r\n /**\r\n * Lambda to Update an array of number in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateUIntArray: (name: string, array: Uint32Array) => void;\r\n\r\n /**\r\n * Lambda to Update a 4x4 Matrix in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateMatrix: (name: string, mat: IMatrixLike) => void;\r\n\r\n /**\r\n * Lambda to Update an array of 4x4 Matrix in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateMatrices: (name: string, mat: Float32Array) => void;\r\n\r\n /**\r\n * Lambda to Update vec3 of float from a Vector in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateVector3: (name: string, vector: IVector3Like) => void;\r\n\r\n /**\r\n * Lambda to Update vec4 of float from a Vector in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateVector4: (name: string, vector: IVector4Like) => void;\r\n\r\n /**\r\n * Lambda to Update vec3 of float from a Color in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateColor3: (name: string, color: IColor3Like, suffix?: string) => void;\r\n\r\n /**\r\n * Lambda to Update vec4 of float from a Color in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateColor4: (name: string, color: IColor3Like, alpha: number, suffix?: string) => void;\r\n\r\n /**\r\n * Lambda to Update vec4 of float from a Color in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateDirectColor4: (name: string, color: IColor4Like, suffix?: string) => void;\r\n\r\n /**\r\n * Lambda to Update a int a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateInt: (name: string, x: number, suffix?: string) => void;\r\n\r\n /**\r\n * Lambda to Update a vec2 of int in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateInt2: (name: string, x: number, y: number, suffix?: string) => void;\r\n\r\n /**\r\n * Lambda to Update a vec3 of int in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateInt3: (name: string, x: number, y: number, z: number, suffix?: string) => void;\r\n\r\n /**\r\n * Lambda to Update a vec4 of int in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateInt4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;\r\n\r\n /**\r\n * Lambda to Update a unsigned int a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateUInt: (name: string, x: number, suffix?: string) => void;\r\n\r\n /**\r\n * Lambda to Update a vec2 of unsigned int in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateUInt2: (name: string, x: number, y: number, suffix?: string) => void;\r\n\r\n /**\r\n * Lambda to Update a vec3 of unsigned int in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateUInt3: (name: string, x: number, y: number, z: number, suffix?: string) => void;\r\n\r\n /**\r\n * Lambda to Update a vec4 of unsigned int in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateUInt4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;\r\n\r\n /**\r\n * Instantiates a new Uniform buffer objects.\r\n *\r\n * Handles blocks of uniform on the GPU.\r\n *\r\n * If WebGL 2 is not available, this class falls back on traditional setUniformXXX calls.\r\n *\r\n * For more information, please refer to :\r\n * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object\r\n * @param engine Define the engine the buffer is associated with\r\n * @param data Define the data contained in the buffer\r\n * @param dynamic Define if the buffer is updatable\r\n * @param name to assign to the buffer (debugging purpose)\r\n * @param forceNoUniformBuffer define that this object must not rely on UBO objects\r\n * @param trackUBOsInFrame define if the UBOs should be tracked in the frame (default: undefined - will use the value from Engine._features.trackUbosInFrame)\r\n */\r\n constructor(engine: AbstractEngine, data?: number[], dynamic = false, name?: string, forceNoUniformBuffer = false, trackUBOsInFrame?: boolean) {\r\n this._engine = engine;\r\n this._noUBO = !engine.supportsUniformBuffers || forceNoUniformBuffer;\r\n this._dynamic = dynamic;\r\n this._name = name ?? \"no-name\";\r\n\r\n this._data = data || [];\r\n\r\n this._uniformLocations = {};\r\n this._uniformSizes = {};\r\n this._uniformArraySizes = {};\r\n this._uniformLocationPointer = 0;\r\n this._needSync = false;\r\n this._trackUBOsInFrame = false;\r\n\r\n if ((trackUBOsInFrame === undefined && this._engine._features.trackUbosInFrame) || trackUBOsInFrame === true) {\r\n this._buffers = [];\r\n this._bufferIndex = -1;\r\n this._bufferUpdatedLastFrame = false;\r\n this._createBufferOnWrite = false;\r\n this._currentFrameId = 0;\r\n this._trackUBOsInFrame = true;\r\n }\r\n\r\n if (this._noUBO) {\r\n this.updateMatrix3x3 = this._updateMatrix3x3ForEffect;\r\n this.updateMatrix2x2 = this._updateMatrix2x2ForEffect;\r\n this.updateFloat = this._updateFloatForEffect;\r\n this.updateFloat2 = this._updateFloat2ForEffect;\r\n this.updateFloat3 = this._updateFloat3ForEffect;\r\n this.updateFloat4 = this._updateFloat4ForEffect;\r\n this.updateFloatArray = this._updateFloatArrayForEffect;\r\n this.updateArray = this._updateArrayForEffect;\r\n this.updateIntArray = this._updateIntArrayForEffect;\r\n this.updateUIntArray = this._updateUIntArrayForEffect;\r\n this.updateMatrix = this._updateMatrixForEffect;\r\n this.updateMatrices = this._updateMatricesForEffect;\r\n this.updateVector3 = this._updateVector3ForEffect;\r\n this.updateVector4 = this._updateVector4ForEffect;\r\n this.updateColor3 = this._updateColor3ForEffect;\r\n this.updateColor4 = this._updateColor4ForEffect;\r\n this.updateDirectColor4 = this._updateDirectColor4ForEffect;\r\n this.updateInt = this._updateIntForEffect;\r\n this.updateInt2 = this._updateInt2ForEffect;\r\n this.updateInt3 = this._updateInt3ForEffect;\r\n this.updateInt4 = this._updateInt4ForEffect;\r\n this.updateUInt = this._updateUIntForEffect;\r\n this.updateUInt2 = this._updateUInt2ForEffect;\r\n this.updateUInt3 = this._updateUInt3ForEffect;\r\n this.updateUInt4 = this._updateUInt4ForEffect;\r\n } else {\r\n this._engine._uniformBuffers.push(this);\r\n\r\n this.updateMatrix3x3 = this._updateMatrix3x3ForUniform;\r\n this.updateMatrix2x2 = this._updateMatrix2x2ForUniform;\r\n this.updateFloat = this._updateFloatForUniform;\r\n this.updateFloat2 = this._updateFloat2ForUniform;\r\n this.updateFloat3 = this._updateFloat3ForUniform;\r\n this.updateFloat4 = this._updateFloat4ForUniform;\r\n this.updateFloatArray = this._updateFloatArrayForUniform;\r\n this.updateArray = this._updateArrayForUniform;\r\n this.updateIntArray = this._updateIntArrayForUniform;\r\n this.updateUIntArray = this._updateUIntArrayForUniform;\r\n this.updateMatrix = this._updateMatrixForUniform;\r\n this.updateMatrices = this._updateMatricesForUniform;\r\n this.updateVector3 = this._updateVector3ForUniform;\r\n this.updateVector4 = this._updateVector4ForUniform;\r\n this.updateColor3 = this._updateColor3ForUniform;\r\n this.updateColor4 = this._updateColor4ForUniform;\r\n this.updateDirectColor4 = this._updateDirectColor4ForUniform;\r\n this.updateInt = this._updateIntForUniform;\r\n this.updateInt2 = this._updateInt2ForUniform;\r\n this.updateInt3 = this._updateInt3ForUniform;\r\n this.updateInt4 = this._updateInt4ForUniform;\r\n this.updateUInt = this._updateUIntForUniform;\r\n this.updateUInt2 = this._updateUInt2ForUniform;\r\n this.updateUInt3 = this._updateUInt3ForUniform;\r\n this.updateUInt4 = this._updateUInt4ForUniform;\r\n }\r\n }\r\n\r\n /**\r\n * Indicates if the buffer is using the WebGL2 UBO implementation,\r\n * or just falling back on setUniformXXX calls.\r\n */\r\n public get useUbo(): boolean {\r\n return !this._noUBO;\r\n }\r\n\r\n /**\r\n * Indicates if the WebGL underlying uniform buffer is in sync\r\n * with the javascript cache data.\r\n */\r\n public get isSync(): boolean {\r\n return !this._needSync;\r\n }\r\n\r\n /**\r\n * Indicates if the WebGL underlying uniform buffer is dynamic.\r\n * Also, a dynamic UniformBuffer will disable cache verification and always\r\n * update the underlying WebGL uniform buffer to the GPU.\r\n * @returns if Dynamic, otherwise false\r\n */\r\n public isDynamic(): boolean {\r\n return this._dynamic;\r\n }\r\n\r\n /**\r\n * The data cache on JS side.\r\n * @returns the underlying data as a float array\r\n */\r\n public getData(): Float32Array {\r\n return this._bufferData;\r\n }\r\n\r\n /**\r\n * The underlying WebGL Uniform buffer.\r\n * @returns the webgl buffer\r\n */\r\n public getBuffer(): Nullable<DataBuffer> {\r\n return this._buffer;\r\n }\r\n\r\n /**\r\n * The names of the uniforms in the buffer.\r\n * @returns an array of uniform names\r\n */\r\n public getUniformNames(): string[] {\r\n return this._uniformNames;\r\n }\r\n\r\n /**\r\n * std140 layout specifies how to align data within an UBO structure.\r\n * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159\r\n * for specs.\r\n * @param size\r\n */\r\n private _fillAlignment(size: number) {\r\n // This code has been simplified because we only use floats, vectors of 1, 2, 3, 4 components\r\n // and 4x4 matrices\r\n // TODO : change if other types are used\r\n\r\n let alignment;\r\n if (size <= 2) {\r\n alignment = size;\r\n } else {\r\n alignment = 4;\r\n }\r\n\r\n if (this._uniformLocationPointer % alignment !== 0) {\r\n const oldPointer = this._uniformLocationPointer;\r\n this._uniformLocationPointer += alignment - (this._uniformLocationPointer % alignment);\r\n const diff = this._uniformLocationPointer - oldPointer;\r\n\r\n for (let i = 0; i < diff; i++) {\r\n this._data.push(0);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Adds an uniform in the buffer.\r\n * Warning : the subsequents calls of this function must be in the same order as declared in the shader\r\n * for the layout to be correct ! The addUniform function only handles types like float, vec2, vec3, vec4, mat4,\r\n * meaning size=1,2,3,4 or 16. It does not handle struct types.\r\n * @param name Name of the uniform, as used in the uniform block in the shader.\r\n * @param size Data size, or data directly.\r\n * @param arraySize The number of elements in the array, 0 if not an array.\r\n */\r\n public addUniform(name: string, size: number | number[], arraySize = 0) {\r\n if (arraySize > 0 && typeof size === \"number\") {\r\n // Keep track of stride for `updateFloatArray`\r\n this._uniformArraySizes[name] = { strideSize: size, arraySize };\r\n }\r\n\r\n if (this._uniformLocations[name] !== undefined) {\r\n // Already existing uniform\r\n return;\r\n }\r\n\r\n this._uniformNames.push(name);\r\n\r\n if (this._noUBO) {\r\n return;\r\n }\r\n\r\n // This function must be called in the order of the shader layout !\r\n // size can be the size of the uniform, or data directly\r\n let data;\r\n\r\n // std140 FTW...\r\n if (arraySize > 0) {\r\n if (size instanceof Array) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \"addUniform should not be use with Array in UBO: \" + name;\r\n }\r\n\r\n this._fillAlignment(4);\r\n\r\n if (size == 16) {\r\n size = size * arraySize;\r\n } else {\r\n const perElementPadding = 4 - size;\r\n const totalPadding = perElementPadding * arraySize;\r\n size = size * arraySize + totalPadding;\r\n }\r\n\r\n data = [];\r\n // Fill with zeros\r\n for (let i = 0; i < size; i++) {\r\n data.push(0);\r\n }\r\n } else {\r\n if (size instanceof Array) {\r\n data = size;\r\n size = data.length;\r\n } else {\r\n data = [];\r\n\r\n // Fill with zeros\r\n for (let i = 0; i < size; i++) {\r\n data.push(0);\r\n }\r\n }\r\n this._fillAlignment(size);\r\n }\r\n\r\n this._uniformSizes[name] = size;\r\n this._uniformLocations[name] = this._uniformLocationPointer;\r\n this._uniformLocationPointer += size;\r\n\r\n for (let i = 0; i < size; i++) {\r\n this._data.push(data[i]);\r\n }\r\n\r\n this._needSync = true;\r\n }\r\n\r\n /**\r\n * Adds a Matrix 4x4 to the uniform buffer.\r\n * @param name Name of the uniform, as used in the uniform block in the shader.\r\n * @param mat A 4x4 matrix.\r\n */\r\n public addMatrix(name: string, mat: IMatrixLike) {\r\n this.addUniform(name, Array.prototype.slice.call(mat.asArray()));\r\n }\r\n\r\n /**\r\n * Adds a vec2 to the uniform buffer.\r\n * @param name Name of the uniform, as used in the uniform block in the shader.\r\n * @param x Define the x component value of the vec2\r\n * @param y Define the y component value of the vec2\r\n */\r\n public addFloat2(name: string, x: number, y: number) {\r\n const temp = [x, y];\r\n this.addUniform(name, temp);\r\n }\r\n\r\n /**\r\n * Adds a vec3 to the uniform buffer.\r\n * @param name Name of the uniform, as used in the uniform block in the shader.\r\n * @param x Define the x component value of the vec3\r\n * @param y Define the y component value of the vec3\r\n * @param z Define the z component value of the vec3\r\n */\r\n public addFloat3(name: string, x: number, y: number, z: number) {\r\n const temp = [x, y, z];\r\n this.addUniform(name, temp);\r\n }\r\n\r\n /**\r\n * Adds a vec3 to the uniform buffer.\r\n * @param name Name of the uniform, as used in the uniform block in the shader.\r\n * @param color Define the vec3 from a Color\r\n */\r\n public addColor3(name: string, color: IColor3Like) {\r\n const temp = [color.r, color.g, color.b];\r\n this.addUniform(name, temp);\r\n }\r\n\r\n /**\r\n * Adds a vec4 to the uniform buffer.\r\n * @param name Name of the uniform, as used in the uniform block in the shader.\r\n * @param color Define the rgb components from a Color\r\n * @param alpha Define the a component of the vec4\r\n */\r\n public addColor4(name: string, color: IColor3Like, alpha: number) {\r\n const temp = [color.r, color.g, color.b, alpha];\r\n this.addUniform(name, temp);\r\n }\r\n\r\n /**\r\n * Adds a vec3 to the uniform buffer.\r\n * @param name Name of the uniform, as used in the uniform block in the shader.\r\n * @param vector Define the vec3 components from a Vector\r\n */\r\n public addVector3(name: string, vector: IVector3Like) {\r\n const temp = [vector.x, vector.y, vector.z];\r\n this.addUniform(name, temp);\r\n }\r\n\r\n /**\r\n * Adds a Matrix 3x3 to the uniform buffer.\r\n * @param name Name of the uniform, as used in the uniform block in the shader.\r\n */\r\n public addMatrix3x3(name: string) {\r\n this.addUniform(name, 12);\r\n }\r\n\r\n /**\r\n * Adds a Matrix 2x2 to the uniform buffer.\r\n * @param name Name of the uniform, as used in the uniform block in the shader.\r\n */\r\n public addMatrix2x2(name: string) {\r\n this.addUniform(name, 8);\r\n }\r\n\r\n /**\r\n * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.\r\n */\r\n public create(): void {\r\n if (this._noUBO) {\r\n return;\r\n }\r\n if (this._buffer) {\r\n return; // nothing to do\r\n }\r\n\r\n // See spec, alignment must be filled as a vec4\r\n this._fillAlignment(4);\r\n this._bufferData = new Float32Array(this._data);\r\n\r\n this._rebuild();\r\n\r\n this._needSync = true;\r\n }\r\n\r\n // The result of this method is used for debugging purpose, as part of the buffer name\r\n // It is meant to more easily know what this buffer is about when debugging\r\n // Some buffers can have a lot of uniforms (several dozens), so the method only returns the first 10 of them\r\n // (should be enough to understand what the buffer is for)\r\n private _getNamesDebug() {\r\n const names = [];\r\n let i = 0;\r\n for (const name in this._uniformLocations) {\r\n names.push(name);\r\n if (++i === 10) {\r\n break;\r\n }\r\n }\r\n return names.join(\",\");\r\n }\r\n\r\n /** @internal */\r\n public _rebuild(): void {\r\n if (this._noUBO || !this._bufferData) {\r\n return;\r\n }\r\n\r\n if (this._dynamic) {\r\n this._buffer = this._engine.createDynamicUniformBuffer(this._bufferData, this._name + \"_UniformList:\" + this._getNamesDebug());\r\n } else {\r\n this._buffer = this._engine.createUniformBuffer(this._bufferData, this._name + \"_UniformList:\" + this._getNamesDebug());\r\n }\r\n\r\n if (this._trackUBOsInFrame) {\r\n this._buffers.push([this._buffer, this._engine._features.checkUbosContentBeforeUpload ? this._bufferData.slice() : undefined]);\r\n this._bufferIndex = this._buffers.length - 1;\r\n this._createBufferOnWrite = false;\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _rebuildAfterContextLost(): void {\r\n if (this._trackUBOsInFrame) {\r\n this._buffers = [];\r\n this._currentFrameId = 0;\r\n }\r\n this._rebuild();\r\n }\r\n\r\n /** @internal */\r\n public get _numBuffers(): number {\r\n return this._buffers.length;\r\n }\r\n\r\n /** @internal */\r\n public get _indexBuffer(): number {\r\n return this._bufferIndex;\r\n }\r\n\r\n /** Gets or sets the name of this buffer */\r\n public get name(): string {\r\n return this._name;\r\n }\r\n\r\n public set name(value: string) {\r\n this._name = value;\r\n }\r\n\r\n /** Gets the current effect */\r\n public get currentEffect(): Nullable<Effect> {\r\n return this._currentEffect;\r\n }\r\n\r\n private _buffersEqual(buf1: Float32Array, buf2: Float32Array): boolean {\r\n for (let i = 0; i < buf1.length; ++i) {\r\n if (buf1[i] !== buf2[i]) {\r\n return false;\r\n }\r\n }\r\n return true;\r\n }\r\n\r\n private _copyBuffer(src: Float32Array, dst: Float32Array): void {\r\n for (let i = 0; i < src.length; ++i) {\r\n dst[i] = src[i];\r\n }\r\n }\r\n\r\n /**\r\n * Updates the WebGL Uniform Buffer on the GPU.\r\n * If the `dynamic` flag is set to true, no cache comparison is done.\r\n * Otherwise, the buffer will be updated only if the cache differs.\r\n */\r\n public update(): void {\r\n if (this._noUBO) {\r\n return;\r\n }\r\n\r\n this.bindUniformBuffer();\r\n\r\n if (!this._buffer) {\r\n this.create();\r\n return;\r\n }\r\n\r\n if (!this._dynamic && !this._needSync) {\r\n this._createBufferOnWrite = this._trackUBOsInFrame;\r\n return;\r\n }\r\n\r\n if (this._buffers && this._buffers.length > 1 && this._buffers[this._bufferIndex][1]) {\r\n if (this._buffersEqual(this._bufferData, this._buffers[this._bufferIndex][1]!)) {\r\n this._needSync = false;\r\n this._createBufferOnWrite = this._trackUBOsInFrame;\r\n return;\r\n } else {\r\n this._copyBuffer(this._bufferData, this._buffers[this._bufferIndex][1]!);\r\n }\r\n }\r\n\r\n this._bufferUpdatedLastFrame = true;\r\n\r\n this._engine.updateUniformBuffer(this._buffer, this._bufferData);\r\n\r\n this._needSync = false;\r\n this._createBufferOnWrite = this._trackUBOsInFrame;\r\n }\r\n\r\n private _createNewBuffer() {\r\n if (this._bufferIndex + 1 < this._buffers.length) {\r\n this._bufferIndex++;\r\n this._buffer = this._buffers[this._bufferIndex][0];\r\n this._createBufferOnWrite = false;\r\n this._needSync = true;\r\n } else {\r\n this._rebuild();\r\n }\r\n }\r\n\r\n private _checkNewFrame(): void {\r\n if (this._trackUBOsInFrame && this._currentFrameId !== this._engine.frameId) {\r\n this._currentFrameId = this._engine.frameId;\r\n this._createBufferOnWrite = false;\r\n if (this._buffers && this._buffers.length > 0) {\r\n if (this._buffers.length === 1) {\r\n this._needSync = !this._bufferUpdatedLastFrame;\r\n } else {\r\n this._needSync = this._bufferIndex !== 0;\r\n }\r\n this._bufferIndex = 0;\r\n this._buffer = this._buffers[this._bufferIndex][0];\r\n } else {\r\n this._bufferIndex = -1;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.\r\n * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.\r\n * @param data Define the flattened data\r\n * @param size Define the size of the data.\r\n */\r\n public updateUniform(uniformName: string, data: FloatArray, size: number) {\r\n this._checkNewFrame();\r\n\r\n let location = this._uniformLocations[uniformName];\r\n if (location === undefined) {\r\n if (this._buffer) {\r\n // Cannot add an uniform if the buffer is already created\r\n Logger.Error(\"Cannot add an uniform after UBO has been created. uniformName=\" + uniformName);\r\n return;\r\n }\r\n this.addUniform(uniformName, size);\r\n location = this._uniformLocations[uniformName];\r\n }\r\n\r\n if (!this._buffer) {\r\n this.create();\r\n }\r\n\r\n if (!this._dynamic) {\r\n // Cache for static uniform buffers\r\n let changed = false;\r\n\r\n for (let i = 0; i < size; i++) {\r\n // We are checking the matrix cache before calling updateUniform so we do not need to check it here\r\n // Hence the test for size === 16 to simply commit the matrix values\r\n if ((size === 16 && !this._engine._features.uniformBufferHardCheckMatrix) || this._bufferData[location + i] !== Math.fround(data[i])) {\r\n changed = true;\r\n if (this._createBufferOnWrite) {\r\n this._createNewBuffer();\r\n }\r\n this._bufferData[location + i] = data[i];\r\n }\r\n }\r\n\r\n this._needSync = this._needSync || changed;\r\n } else {\r\n // No cache for dynamic\r\n for (let i = 0; i < size; i++) {\r\n this._bufferData[location + i] = data[i];\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.\r\n * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.\r\n * @param data Define the flattened data\r\n * @param size Define the size of the data.\r\n */\r\n public updateUniformArray(uniformName: string, data: FloatArray, size: number) {\r\n this._checkNewFrame();\r\n\r\n const location = this._uniformLocations[uniformName];\r\n if (location === undefined) {\r\n Logger.Error(\"Cannot add an uniform Array dynamically. Please, add it using addUniform and make sure that uniform buffers are supported by the current engine.\");\r\n return;\r\n }\r\n\r\n if (!this._buffer) {\r\n this.create();\r\n }\r\n\r\n const arraySizes = this._uniformArraySizes[uniformName];\r\n\r\n if (!this._dynamic) {\r\n // Cache for static uniform buffers\r\n let changed = false;\r\n let countToFour = 0;\r\n let baseStride = 0;\r\n for (let i = 0; i < size; i++) {\r\n if (this._bufferData[location + baseStride * 4 + countToFour] !== Tools.FloatRound(data[i])) {\r\n changed = true;\r\n if (this._createBufferOnWrite) {\r\n this._createNewBuffer();\r\n }\r\n this._bufferData[location + baseStride * 4 + countToFour] = data[i];\r\n }\r\n countToFour++;\r\n if (countToFour === arraySizes.strideSize) {\r\n for (; countToFour < 4; countToFour++) {\r\n this._bufferData[location + baseStride * 4 + countToFour] = 0;\r\n }\r\n countToFour = 0;\r\n baseStride++;\r\n }\r\n }\r\n\r\n this._needSync = this._needSync || changed;\r\n } else {\r\n // No cache for dynamic\r\n for (let i = 0; i < size; i++) {\r\n this._bufferData[location + i] = data[i];\r\n }\r\n }\r\n }\r\n\r\n // Matrix cache\r\n private _valueCache: { [key: string]: number } = {};\r\n private _cacheMatrix(name: string, matrix: IMatrixLike): boolean {\r\n this._checkNewFrame();\r\n\r\n const cache = this._valueCache[name];\r\n const flag = matrix.updateFlag;\r\n if (cache !== undefined && cache === flag) {\r\n return false;\r\n }\r\n\r\n this._valueCache[name] = flag;\r\n return true;\r\n }\r\n\r\n // Update methods\r\n\r\n private _updateMatrix3x3ForUniform(name: string, matrix: Float32Array): void {\r\n // To match std140, matrix must be realigned\r\n for (let i = 0; i < 3; i++) {\r\n UniformBuffer._TempBuffer[i * 4] = matrix[i * 3];\r\n UniformBuffer._TempBuffer[i * 4 + 1] = matrix[i * 3 + 1];\r\n UniformBuffer._TempBuffer[i * 4 + 2] = matrix[i * 3 + 2];\r\n UniformBuffer._TempBuffer[i * 4 + 3] = 0.0;\r\n }\r\n\r\n this.updateUniform(name, UniformBuffer._TempBuffer, 12);\r\n }\r\n\r\n private _updateMatrix3x3ForEffect(name: string, matrix: Float32Array): void {\r\n this._currentEffect.setMatrix3x3(name, matrix);\r\n }\r\n\r\n private _updateMatrix2x2ForEffect(name: string, matrix: Float32Array): void {\r\n this._currentEffect.setMatrix2x2(name, matrix);\r\n }\r\n\r\n private _updateMatrix2x2ForUniform(name: string, matrix: Float32Array): void {\r\n // To match std140, matrix must be realigned\r\n for (let i = 0; i < 2; i++) {\r\n UniformBuffer._TempBuffer[i * 4] = matrix[i * 2];\r\n UniformBuffer._TempBuffer[i * 4 + 1] = matrix[i * 2 + 1];\r\n UniformBuffer._TempBuffer[i * 4 + 2] = 0.0;\r\n UniformBuffer._TempBuffer[i * 4 + 3] = 0.0;\r\n }\r\n\r\n this.updateUniform(name, UniformBuffer._TempBuffer, 8);\r\n }\r\n\r\n private _updateFloatForEffect(name: string, x: number, suffix = \"\") {\r\n this._currentEffect.setFloat(name + suffix, x);\r\n }\r\n\r\n private _updateFloatForUniform(name: string, x: number) {\r\n UniformBuffer._TempBuffer[0] = x;\r\n this.updateUniform(name, UniformBuffer._TempBuffer, 1);\r\n }\r\n\r\n private _updateFloat2ForEffect(name: string, x: number, y: number, suffix = \"\") {\r\n this._currentEffect.setFloat2(name + suffix, x, y);\r\n }\r\n\r\n private _updateFloat2ForUniform(name: string, x: number, y: number) {\r\n UniformBuffer._TempBuffer[0] = x;\r\n UniformBuffer._TempBuffer[1] = y;\r\n this.updateUniform(name, UniformBuffer._TempBuffer, 2);\r\n }\r\n\r\n private _updateFloat3ForEffect(name: string, x: number, y: number, z: number, suffix = \"\") {\r\n this._currentEffect.setFloat3(name + suffix, x, y, z);\r\n }\r\n\r\n private _updateFloat3ForUniform(name: string, x: number, y: number, z: number) {\r\n UniformBuffer._TempBuffer[0] = x;\r\n UniformBuffer._TempBuffer[1] = y;\r\n UniformBuffer._TempBuffer[2] = z;\r\n this.updateUniform(name, UniformBuffer._TempBuffer, 3);\r\n }\r\n\r\n private _updateFloat4ForEffect(name: string, x: number, y: number, z: number, w: number, suffix = \"\") {\r\n this._currentEffect.setFloat4(name + suffix, x, y, z, w);\r\n }\r\n\r\n private _updateFloat4ForUniform(name: string, x: number, y: number, z: number, w: number) {\r\n UniformBuffer._TempBuffer[0] = x;\r\n UniformBuffer._TempBuffer[1] = y;\r\n UniformBuffer._TempBuffer[2] = z;\r\n UniformBuffer._TempBuffer[3] = w;\r\n this.updateUniform(name, UniformBuffer._TempBuffer, 4);\r\n }\r\n\r\n private _updateFloatArrayForEffect(name: string, array: Float32Array, suffix = \"\") {\r\n switch (this._uniformArraySizes[name]?.strideSize) {\r\n case 2:\r\n this._currentEffect.setFloatArray2(name + suffix, array);\r\n break;\r\n case 3:\r\n this._currentEffect.setFloatArray3(name + suffix, array);\r\n break;\r\n case 4:\r\n this._currentEffect.setFloatArray4(name + suffix, array);\r\n break;\r\n default:\r\n this._currentEffect.setFloatArray(name + suffix, array);\r\n break;\r\n }\r\n }\r\n\r\n private _updateFloatArrayForUniform(name: string, array: Float32Array) {\r\n this.updateUniformArray(name, array, array.length);\r\n }\r\n\r\n private _updateArrayForEffect(name: string, array: number[]) {\r\n this._currentEffect.setArray(name, array);\r\n }\r\n\r\n private _updateArrayForUniform(name: string, array: number[]) {\r\n this.updateUniformArray(name, array, array.length);\r\n }\r\n\r\n private _updateIntArrayForEffect(name: string, array: Int32Array) {\r\n this._currentEffect.setIntArray(name, array);\r\n }\r\n\r\n private _updateIntArrayForUniform(name: string, array: Int32Array) {\r\n UniformBuffer._TempBufferInt32View.set(array);\r\n this.updateUniformArray(name, UniformBuffer._TempBuffer, array.length);\r\n }\r\n\r\n private _updateUIntArrayForEffect(name: string, array: Uint32Array) {\r\n this._currentEffect.setUIntArray(name, array);\r\n }\r\n\r\n private _updateUIntArrayForUniform(name: string, array: Uint32Array) {\r\n UniformBuffer._TempBufferUInt32View.set(array);\r\n this.updateUniformArray(name, UniformBuffer._TempBuffer, array.length);\r\n }\r\n\r\n private _updateMatrixForEffect(name: string, mat: IMatrixLike) {\r\n this._currentEffect.setMatrix(name, mat);\r\n }\r\n\r\n private _updateMatrixForUniform(name: string, mat: IMatrixLike) {\r\n if (this._cacheMatrix(name, mat)) {\r\n this.updateUniform(name, <any>mat.asArray(), 16);\r\n }\r\n }\r\n\r\n private _updateMatricesForEffect(name: string, mat: Float32Array) {\r\n this._currentEffect.setMatrices(name, mat);\r\n }\r\n\r\n private _updateMatricesForUniform(name: string, mat: Float32Array) {\r\n this.updateUniform(name, mat, mat.length);\r\n }\r\n\r\n private _updateVector3ForEffect(name: string, vector: IVector3Like) {\r\n this._currentEffect.setVector3(name, vector);\r\n }\r\n\r\n private _updateVector3ForUniform(name: string, vector: IVector3Like) {\r\n UniformBuffer._TempBuffer[0] = vector.x;\r\n UniformBuffer._TempBuffer[1] = vector.y;\r\n UniformBuffer._TempBuffer[2] = vector.z;\r\n this.updateUniform(name, UniformBuffer._TempBuffer, 3);\r\n }\r\n\r\n private _updateVector4ForEffect(name: string, vector: IVector4Like) {\r\n this._currentEffect.setVector4(name, vector);\r\n }\r\n\r\n private _updateVector4ForUniform(name: string, vector: IVector4Like) {\r\n UniformBuffer._TempBuffer[0] = vector.x;\r\n UniformBuffer._TempBuffer[1] = vector.y;\r\n UniformBuffer._TempBuffer[2] = vector.z;\r\n UniformBuffer._TempBuffer[3] = vector.w;\r\n this.updateUniform(name, UniformBuffer._TempBuffer, 4);\r\n }\r\n\r\n private _updateColor3ForEffect(name: string, color: IColor3Like, suffix = \"\") {\r\n this._currentEffect.setColor3(name + suffix, color);\r\n }\r\n\r\n private _updateColor3ForUniform(name: string, color: IColor3Like) {\r\n UniformBuffer._TempBuffer[0] = color.r;\r\n UniformBuffer._TempBuffer[1] = color.g;\r\n UniformBuffer._TempBuffer[2] = color.b;\r\n this.updateUniform(name, UniformBuffer._TempBuffer, 3);\r\n }\r\n\r\n private _updateColor4ForEffect(name: string, color: IColor3Like, alpha: number, suffix = \"\") {\r\n this._currentEffect.setColor4(name + suffix, color, alpha);\r\n }\r\n\r\n private _updateDirectColor4ForEffect(name: string, color: IColor4Like, suffix = \"\") {\r\n this._currentEffect.setDirectColor4(name + suffix, color);\r\n }\r\n\r\n private _updateColor4ForUniform(name: string, color: IColor3Like, alpha: number) {\r\n UniformBuffer._TempBuffer[0] = color.r;\r\n UniformBuffer._TempBuffer[1] = color.g;\r\n UniformBuffer._TempBuffer[2] = color.b;\r\n UniformBuffer._TempBuffer[3] = alpha;\r\n this.updateUniform(name, UniformBuffer._TempBuffer, 4);\r\n }\r\n\r\n private _updateDirectColor4ForUniform(name: string, color: IColor4Like) {\r\n UniformBuffer._TempBuffer[0] = color.r;\r\n UniformBuffer._TempBuffer[1] = color.g;\r\n UniformBuffer._TempBuffer[2] = color.b;\r\n UniformBuffer._TempBuffer[3] = color.a;\r\n this.updateUniform(name, UniformBuffer._TempBuffer, 4);\r\n }\r\n\r\n private _updateIntForEffect(name: string, x: number, suffix = \"\") {\r\n this._currentEffect.setInt(name + suffix, x);\r\n }\r\n\r\n private _updateIntForUniform(name: string, x: number) {\r\n UniformBuffer._TempBufferInt32View[0] = x;\r\n this.updateUniform(name, UniformBuffer._TempBuffer, 1);\r\n }\r\n\r\n private _updateInt2ForEffect(name: string, x: number, y: number, suffix = \"\") {\r\n this._currentEffect.setInt2(name + suffix, x, y);\r\n }\r\n\r\n private _updateInt2ForUniform(name: string, x: number, y: number) {\r\n UniformBuffer._TempBufferInt32View[0] = x;\r\n UniformBuffer._TempBufferInt32View[1] = y;\r\n this.updateUniform(name, UniformBuffer._TempBuffer, 2);\r\n }\r\n\r\n private _updateInt3ForEffect(name: string, x: number, y: number, z: number, suffix = \"\") {\r\n this._currentEffect.setInt3(name + suffix, x, y, z);\r\n }\r\n\r\n private _updateInt3ForUniform(name: string, x: number, y: number, z: number) {\r\n UniformBuffer._TempBufferInt32View[0] = x;\r\n UniformBuffer._TempBufferInt32View[1] = y;\r\n UniformBuffer._TempBufferInt32View[2] = z;\r\n this.updateUniform(name, UniformBuffer._TempBuffer, 3);\r\n }\r\n\r\n private _updateInt4ForEffect(name: string, x: number, y: number, z: number, w: number, suffix = \"\") {\r\n this._currentEffect.setInt4(name + suffix, x, y, z, w);\r\n }\r\n\r\n private _updateInt4ForUniform(name: string, x: number, y: number, z: number, w: number) {\r\n UniformBuffer._TempBufferInt32View[0] = x;\r\n UniformBuffer._TempBufferInt32View[1] = y;\r\n UniformBuffer._TempBufferInt32View[2] = z;\r\n UniformBuffer._TempBufferInt32View[3] = w;\r\n this.updateUniform(name, UniformBuffer._TempBuffer, 4);\r\n }\r\n\r\n private _updateUIntForEffect(name: string, x: number, suffix = \"\") {\r\n this._currentEffect.setUInt(name + suffix, x);\r\n }\r\n\r\n private _updateUIntForUniform(name: string, x: number) {\r\n UniformBuffer._TempBufferUInt32View[0] = x;\r\n this.updateUniform(name, UniformBuffer._TempBuffer, 1);\r\n }\r\n\r\n private _updateUInt2ForEffect(name: string, x: number, y: number, suffix = \"\") {\r\n this._currentEffect.setUInt2(name + suffix, x, y);\r\n }\r\n\r\n private _updateUInt2ForUniform(name: string, x: number, y: number) {\r\n UniformBuffer._TempBufferUInt32View[0] = x;\r\n UniformBuffer._TempBufferUInt32View[1] = y;\r\n this.updateUniform(name, UniformBuffer._TempBuffer, 2);\r\n }\r\n\r\n private _updateUInt3ForEffect(name: string, x: number, y: number, z: number, suffix = \"\") {\r\n this._currentEffect.setUInt3(name + suffix, x, y, z);\r\n }\r\n\r\n private _updateUInt3ForUniform(name: string, x: number, y: number, z: number) {\r\n UniformBuffer._TempBufferUInt32View[0] = x;\r\n UniformBuffer._TempBufferUInt32View[1] = y;\r\n UniformBuffer._TempBufferUInt32View[2] = z;\r\n this.updateUniform(name, UniformBuffer._TempBuffer, 3);\r\n }\r\n\r\n private _updateUInt4ForEffect(name: string, x: number, y: number, z: number, w: number, suffix = \"\") {\r\n this._currentEffect.setUInt4(name + suffix, x, y, z, w);\r\n }\r\n\r\n private _updateUInt4ForUniform(name: string, x: number, y: number, z: number, w: number) {\r\n UniformBuffer._TempBufferUInt32View[0] = x;\r\n UniformBuffer._TempBufferUInt32View[1] = y;\r\n UniformBuffer._TempBufferUInt32View[2] = z;\r\n UniformBuffer._TempBufferUInt32View[3] = w;\r\n this.updateUniform(name, UniformBuffer._TempBuffer, 4);\r\n }\r\n\r\n /**\r\n * Sets a sampler uniform on the effect.\r\n * @param name Define the name of the sampler.\r\n * @param texture Define the texture to set in the sampler\r\n */\r\n public setTexture(name: string, texture: Nullable<ThinTexture>) {\r\n this._currentEffect.setTexture(name, texture);\r\n }\r\n\r\n /**\r\n * Sets an array of sampler uniforms on the effect.\r\n * @param name Define the name of uniform.\r\n * @param textures Define the textures to set in the array of samplers\r\n */\r\n public setTextureArray(name: string, textures: ThinTexture[]) {\r\n this._currentEffect.setTextureArray(name, textures);\r\n }\r\n /**\r\n * Sets a sampler uniform on the effect.\r\n * @param name Define the name of the sampler.\r\n * @param texture Define the (internal) texture to set in the sampler\r\n */\r\n public bindTexture(name: string, texture: Nullable<InternalTexture>) {\r\n this._currentEffect._bindTexture(name, texture);\r\n }\r\n\r\n /**\r\n * Directly updates the value of the uniform in the cache AND on the GPU.\r\n * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.\r\n * @param data Define the flattened data\r\n */\r\n public updateUniformDirectly(uniformName: string, data: FloatArray) {\r\n this.updateUniform(uniformName, data, data.length);\r\n\r\n this.update();\r\n }\r\n\r\n /**\r\n * Associates an effect to this uniform buffer\r\n * @param effect Define the effect to associate the buffer to\r\n * @param name Name of the uniform block in the shader.\r\n */\r\n public bindToEffect(effect: Effect, name: string): void {\r\n this._currentEffect = effect;\r\n this._currentEffectName = name;\r\n }\r\n\r\n /**\r\n * Binds the current (GPU) buffer to the effect\r\n */\r\n public bindUniformBuffer(): void {\r\n if (!this._noUBO && this._buffer && this._currentEffect) {\r\n this._currentEffect.bindUniformBuffer(this._buffer, this._currentEffectName);\r\n }\r\n }\r\n\r\n /**\r\n * Dissociates the current effect from this uniform buffer\r\n */\r\n public unbindEffect(): void {\r\n this._currentEffect = undefined as any;\r\n this._currentEffectName = undefined as any;\r\n }\r\n\r\n /**\r\n * Sets the current state of the class (_bufferIndex, _buffer) to point to the data buffer passed in parameter if this buffer is one of the buffers handled by the class (meaning if it can be found in the _buffers array)\r\n * This method is meant to be able to update a buffer at any time: just call setDataBuffer to set the class in the right state, call some updateXXX methods and then call udpate() => that will update the GPU buffer on the graphic card\r\n * @param dataBuffer buffer to look for\r\n * @returns true if the buffer has been found and the class internal state points to it, else false\r\n */\r\n public setDataBuffer(dataBuffer: DataBuffer): boolean {\r\n if (!this._buffers) {\r\n return this._buffer === dataBuffer;\r\n }\r\n\r\n for (let b = 0; b < this._buffers.length; ++b) {\r\n const buffer = this._buffers[b];\r\n if (buffer[0] === dataBuffer) {\r\n this._bufferIndex = b;\r\n this._buffer = dataBuffer;\r\n this._createBufferOnWrite = false;\r\n this._currentEffect = undefined as any;\r\n // Note that if _buffers.length == 1, we don't copy _bufferData into _buffers[_bufferIndex][1] (see the update() method), and _bufferData already contains the right data\r\n if (this._buffers.length > 1 && this._buffers[b][1]) {\r\n this._bufferData.set(this._buffers[b][1]!);\r\n }\r\n this._valueCache = {};\r\n // The following line prevents the current buffer (_buffer / _bufferIndex) from being updated during subsequent calls to updateXXX() due to a call to _checkNewFrame()\r\n // If we called setDataBuffer, it means that we want to update the buffer we just defined and not another one (_checkNewFrame() can modify the current buffer).\r\n this._currentFrameId = this._engine.frameId;\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Checks if the uniform buffer has a uniform with the given name.\r\n * @param name Name of the uniform to check\r\n * @returns True if the uniform exists, false otherwise.\r\n */\r\n public has(name: string): boolean {\r\n return this._uniformLocations[name] !== undefined;\r\n }\r\n\r\n /**\r\n * Disposes the uniform buffer.\r\n */\r\n public dispose(): void {\r\n if (this._noUBO) {\r\n return;\r\n }\r\n\r\n const uniformBuffers = this._engine._uniformBuffers;\r\n const index = uniformBuffers.indexOf(this);\r\n\r\n if (index !== -1) {\r\n uniformBuffers[index] = uniformBuffers[uniformBuffers.length - 1];\r\n uniformBuffers.pop();\r\n }\r\n\r\n if (this._trackUBOsInFrame && this._buffers) {\r\n for (let i = 0; i < this._buffers.length; ++i) {\r\n const buffer = this._buffers[i][0];\r\n this._engine._releaseBuffer(buffer);\r\n }\r\n } else if (this._buffer && this._engine._releaseBuffer(this._buffer)) {\r\n this._buffer = null;\r\n }\r\n }\r\n}\r\n"]}
@@ -1,4 +1,4 @@
1
- import { Vector3 } from "./math.vector.js";
1
+ import { Vector3 } from "./math.vector.pure.js";
2
2
  /** Defines supported spaces */
3
3
  export declare enum Space {
4
4
  /** Local (object) space */
@@ -1,4 +1,4 @@
1
- import { Vector3 } from "./math.vector.js";
1
+ import { Vector3 } from "./math.vector.pure.js";
2
2
  /** Defines supported spaces */
3
3
  export var Space;
4
4
  (function (Space) {
@@ -1 +1 @@
1
- {"version":3,"file":"math.axis.js","sourceRoot":"","sources":["../../../../dev/core/src/Maths/math.axis.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,OAAO,EAAE,MAAM,eAAe,CAAC;AAExC,+BAA+B;AAC/B,MAAM,CAAN,IAAkB,KAOjB;AAPD,WAAkB,KAAK;IACnB,2BAA2B;IAC3B,mCAAS,CAAA;IACT,kBAAkB;IAClB,mCAAS,CAAA;IACT,iBAAiB;IACjB,iCAAQ,CAAA;AACZ,CAAC,EAPiB,KAAK,KAAL,KAAK,QAOtB;AAED,8BAA8B;AAC9B,MAAM,OAAO,IAAI;;AACb,aAAa;AACC,MAAC,GAAY,IAAI,OAAO,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;AACtD,aAAa;AACC,MAAC,GAAY,IAAI,OAAO,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;AACtD,aAAa;AACC,MAAC,GAAY,IAAI,OAAO,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;AAG1D;;GAEG;AACH,MAAM,CAAN,IAAkB,UAOjB;AAPD,WAAkB,UAAU;IACxB,aAAa;IACb,qCAAC,CAAA;IACD,aAAa;IACb,qCAAC,CAAA;IACD,aAAa;IACb,qCAAC,CAAA;AACL,CAAC,EAPiB,UAAU,KAAV,UAAU,QAO3B","sourcesContent":["import { Vector3 } from \"./math.vector\";\r\n\r\n/** Defines supported spaces */\r\nexport const enum Space {\r\n /** Local (object) space */\r\n LOCAL = 0,\r\n /** World space */\r\n WORLD = 1,\r\n /** Bone space */\r\n BONE = 2,\r\n}\r\n\r\n/** Defines the 3 main axes */\r\nexport class Axis {\r\n /** X axis */\r\n public static X: Vector3 = new Vector3(1.0, 0.0, 0.0);\r\n /** Y axis */\r\n public static Y: Vector3 = new Vector3(0.0, 1.0, 0.0);\r\n /** Z axis */\r\n public static Z: Vector3 = new Vector3(0.0, 0.0, 1.0);\r\n}\r\n\r\n/**\r\n * Defines cartesian components.\r\n */\r\nexport const enum Coordinate {\r\n /** X axis */\r\n X,\r\n /** Y axis */\r\n Y,\r\n /** Z axis */\r\n Z,\r\n}\r\n"]}
1
+ {"version":3,"file":"math.axis.js","sourceRoot":"","sources":["../../../../dev/core/src/Maths/math.axis.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,OAAO,EAAE,MAAM,oBAAoB,CAAC;AAE7C,+BAA+B;AAC/B,MAAM,CAAN,IAAkB,KAOjB;AAPD,WAAkB,KAAK;IACnB,2BAA2B;IAC3B,mCAAS,CAAA;IACT,kBAAkB;IAClB,mCAAS,CAAA;IACT,iBAAiB;IACjB,iCAAQ,CAAA;AACZ,CAAC,EAPiB,KAAK,KAAL,KAAK,QAOtB;AAED,8BAA8B;AAC9B,MAAM,OAAO,IAAI;;AACb,aAAa;AACC,MAAC,GAAY,IAAI,OAAO,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;AACtD,aAAa;AACC,MAAC,GAAY,IAAI,OAAO,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;AACtD,aAAa;AACC,MAAC,GAAY,IAAI,OAAO,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;AAG1D;;GAEG;AACH,MAAM,CAAN,IAAkB,UAOjB;AAPD,WAAkB,UAAU;IACxB,aAAa;IACb,qCAAC,CAAA;IACD,aAAa;IACb,qCAAC,CAAA;IACD,aAAa;IACb,qCAAC,CAAA;AACL,CAAC,EAPiB,UAAU,KAAV,UAAU,QAO3B","sourcesContent":["import { Vector3 } from \"./math.vector.pure\";\r\n\r\n/** Defines supported spaces */\r\nexport const enum Space {\r\n /** Local (object) space */\r\n LOCAL = 0,\r\n /** World space */\r\n WORLD = 1,\r\n /** Bone space */\r\n BONE = 2,\r\n}\r\n\r\n/** Defines the 3 main axes */\r\nexport class Axis {\r\n /** X axis */\r\n public static X: Vector3 = new Vector3(1.0, 0.0, 0.0);\r\n /** Y axis */\r\n public static Y: Vector3 = new Vector3(0.0, 1.0, 0.0);\r\n /** Z axis */\r\n public static Z: Vector3 = new Vector3(0.0, 0.0, 1.0);\r\n}\r\n\r\n/**\r\n * Defines cartesian components.\r\n */\r\nexport const enum Coordinate {\r\n /** X axis */\r\n X,\r\n /** Y axis */\r\n Y,\r\n /** Z axis */\r\n Z,\r\n}\r\n"]}
package/Maths/math.d.ts CHANGED
@@ -1,10 +1,10 @@
1
1
  export * from "./math.axis.js";
2
- export * from "./math.color.js";
2
+ export * from "./math.color.pure.js";
3
3
  export * from "./math.constants.js";
4
4
  export * from "./math.frustum.js";
5
5
  export * from "./math.path.js";
6
6
  export * from "./math.plane.js";
7
7
  export * from "./math.size.js";
8
- export * from "./math.vector.js";
8
+ export * from "./math.vector.pure.js";
9
9
  export * from "./math.vertexFormat.js";
10
10
  export * from "./math.viewport.js";
@@ -1,5 +1,5 @@
1
1
  import { type FloatArray, type Nullable, type IndicesArray } from "../types.js";
2
- import { type Vector2, Vector3 } from "./math.vector.js";
2
+ import { type Vector2, Vector3 } from "./math.vector.pure.js";
3
3
  /**
4
4
  * Extracts minimum and maximum values from a list of indexed positions
5
5
  * @param positions defines the positions to use
@@ -1,5 +1,5 @@
1
1
  import { __decorate } from "../tslib.es6.js";
2
- import { Vector3 } from "./math.vector.js";
2
+ import { Vector3 } from "./math.vector.pure.js";
3
3
  import { nativeOverride } from "../Misc/decorators.js";
4
4
  // This helper class is only here so we can apply the nativeOverride decorator to functions.
5
5
  class MathHelpers {
@@ -1 +1 @@
1
- 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{ type FloatArray, type Nullable, type IndicesArray } from \"../types\";\r\nimport { type Vector2, Vector3 } from \"./math.vector\";\r\nimport { nativeOverride } from \"../Misc/decorators\";\r\n\r\n// This helper class is only here so we can apply the nativeOverride decorator to functions.\r\nclass MathHelpers {\r\n @nativeOverride.filter((...args: Parameters<typeof MathHelpers.extractMinAndMaxIndexed>) => !Array.isArray(args[0]) && !Array.isArray(args[1]))\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public static extractMinAndMaxIndexed(positions: FloatArray, indices: IndicesArray, indexStart: number, indexCount: number, minimum: Vector3, maximum: Vector3): void {\r\n for (let index = indexStart; index < indexStart + indexCount; index++) {\r\n const offset = indices[index] * 3;\r\n const x = positions[offset];\r\n const y = positions[offset + 1];\r\n const z = positions[offset + 2];\r\n minimum.minimizeInPlaceFromFloats(x, y, z);\r\n maximum.maximizeInPlaceFromFloats(x, y, z);\r\n }\r\n }\r\n\r\n @nativeOverride.filter((...args: Parameters<typeof MathHelpers.extractMinAndMax>) => !Array.isArray(args[0]))\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public static extractMinAndMax(positions: FloatArray, start: number, count: number, stride: number, minimum: Vector3, maximum: Vector3): void {\r\n for (let index = start, offset = start * stride; index < start + count; index++, offset += stride) {\r\n const x = positions[offset];\r\n const y = positions[offset + 1];\r\n const z = positions[offset + 2];\r\n minimum.minimizeInPlaceFromFloats(x, y, z);\r\n maximum.maximizeInPlaceFromFloats(x, y, z);\r\n }\r\n }\r\n}\r\n\r\n/**\r\n * Extracts minimum and maximum values from a list of indexed positions\r\n * @param positions defines the positions to use\r\n * @param indices defines the indices to the positions\r\n * @param indexStart defines the start index\r\n * @param indexCount defines the end index\r\n * @param bias defines bias value to add to the result\r\n * @returns minimum and maximum values\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport function extractMinAndMaxIndexed(\r\n positions: FloatArray,\r\n indices: IndicesArray,\r\n indexStart: number,\r\n indexCount: number,\r\n bias: Nullable<Vector2> = null\r\n): { minimum: Vector3; maximum: Vector3 } {\r\n const minimum = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n const maximum = new Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);\r\n\r\n MathHelpers.extractMinAndMaxIndexed(positions, indices, indexStart, indexCount, minimum, maximum);\r\n\r\n if (bias) {\r\n minimum.x -= minimum.x * bias.x + bias.y;\r\n minimum.y -= minimum.y * bias.x + bias.y;\r\n minimum.z -= minimum.z * bias.x + bias.y;\r\n maximum.x += maximum.x * bias.x + bias.y;\r\n maximum.y += maximum.y * bias.x + bias.y;\r\n maximum.z += maximum.z * bias.x + bias.y;\r\n }\r\n\r\n return {\r\n minimum: minimum,\r\n maximum: maximum,\r\n };\r\n}\r\n\r\n/**\r\n * Extracts minimum and maximum values from a list of positions\r\n * @param positions defines the positions to use\r\n * @param start defines the start index in the positions array\r\n * @param count defines the number of positions to handle\r\n * @param bias defines bias value to add to the result\r\n * @param stride defines the stride size to use (distance between two positions in the positions array)\r\n * @returns minimum and maximum values\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport function extractMinAndMax(positions: FloatArray, start: number, count: number, bias: Nullable<Vector2> = null, stride?: number): { minimum: Vector3; maximum: Vector3 } {\r\n const minimum = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n const maximum = new Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);\r\n\r\n if (!stride) {\r\n stride = 3;\r\n }\r\n\r\n MathHelpers.extractMinAndMax(positions, start, count, stride, minimum, maximum);\r\n\r\n if (bias) {\r\n minimum.x -= minimum.x * bias.x + bias.y;\r\n minimum.y -= minimum.y * bias.x + bias.y;\r\n minimum.z -= minimum.z * bias.x + bias.y;\r\n maximum.x += maximum.x * bias.x + bias.y;\r\n maximum.y += maximum.y * bias.x + bias.y;\r\n maximum.z += maximum.z * bias.x + bias.y;\r\n }\r\n\r\n return {\r\n minimum: minimum,\r\n maximum: maximum,\r\n };\r\n}\r\n\r\n/**\r\n * Flip flipped faces\r\n * @param positions defines the positions to use\r\n * @param indices defines the indices to use and update\r\n */\r\nexport function FixFlippedFaces(positions: FloatArray, indices: IndicesArray): void {\r\n const boundingInfo = extractMinAndMax(positions, 0, positions.length / 3);\r\n\r\n const inside = boundingInfo.maximum.subtract(boundingInfo.minimum).scale(0.5).add(boundingInfo.minimum);\r\n const tmpVectorA = new Vector3();\r\n const tmpVectorB = new Vector3();\r\n const tmpVectorC = new Vector3();\r\n const tmpVectorAB = new Vector3();\r\n const tmpVectorAC = new Vector3();\r\n const tmpVectorNormal = new Vector3();\r\n const tmpVectorAvgNormal = new Vector3();\r\n\r\n // Clean indices\r\n for (let index = 0; index < indices.length; index += 3) {\r\n const a = indices[index];\r\n const b = indices[index + 1];\r\n const c = indices[index + 2];\r\n\r\n // Evaluate face normal\r\n tmpVectorA.fromArray(positions, a * 3);\r\n tmpVectorB.fromArray(positions, b * 3);\r\n tmpVectorC.fromArray(positions, c * 3);\r\n\r\n tmpVectorB.subtractToRef(tmpVectorA, tmpVectorAB);\r\n tmpVectorC.subtractToRef(tmpVectorA, tmpVectorAC);\r\n\r\n Vector3.CrossToRef(tmpVectorAB, tmpVectorAC, tmpVectorNormal);\r\n\r\n tmpVectorNormal.normalize();\r\n\r\n // Calculate normal from face center to the inside of the geometry\r\n const avgX = tmpVectorA.x + tmpVectorB.x + tmpVectorC.x;\r\n const avgY = tmpVectorA.y + tmpVectorB.y + tmpVectorC.y;\r\n const avgZ = tmpVectorA.z + tmpVectorB.z + tmpVectorC.z;\r\n\r\n tmpVectorAvgNormal.set(avgX / 3, avgY / 3, avgZ / 3);\r\n tmpVectorAvgNormal.subtractInPlace(inside);\r\n tmpVectorAvgNormal.normalize();\r\n\r\n if (Vector3.Dot(tmpVectorNormal, tmpVectorAvgNormal) >= 0) {\r\n // Flip!\r\n indices[index] = c;\r\n indices[index + 2] = a;\r\n }\r\n }\r\n}\r\n"]}
1
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{ type FloatArray, type Nullable, type IndicesArray } from \"../types\";\r\nimport { type Vector2, Vector3 } from \"./math.vector.pure\";\r\nimport { nativeOverride } from \"../Misc/decorators\";\r\n\r\n// This helper class is only here so we can apply the nativeOverride decorator to functions.\r\nclass MathHelpers {\r\n @nativeOverride.filter((...args: Parameters<typeof MathHelpers.extractMinAndMaxIndexed>) => !Array.isArray(args[0]) && !Array.isArray(args[1]))\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public static extractMinAndMaxIndexed(positions: FloatArray, indices: IndicesArray, indexStart: number, indexCount: number, minimum: Vector3, maximum: Vector3): void {\r\n for (let index = indexStart; index < indexStart + indexCount; index++) {\r\n const offset = indices[index] * 3;\r\n const x = positions[offset];\r\n const y = positions[offset + 1];\r\n const z = positions[offset + 2];\r\n minimum.minimizeInPlaceFromFloats(x, y, z);\r\n maximum.maximizeInPlaceFromFloats(x, y, z);\r\n }\r\n }\r\n\r\n @nativeOverride.filter((...args: Parameters<typeof MathHelpers.extractMinAndMax>) => !Array.isArray(args[0]))\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public static extractMinAndMax(positions: FloatArray, start: number, count: number, stride: number, minimum: Vector3, maximum: Vector3): void {\r\n for (let index = start, offset = start * stride; index < start + count; index++, offset += stride) {\r\n const x = positions[offset];\r\n const y = positions[offset + 1];\r\n const z = positions[offset + 2];\r\n minimum.minimizeInPlaceFromFloats(x, y, z);\r\n maximum.maximizeInPlaceFromFloats(x, y, z);\r\n }\r\n }\r\n}\r\n\r\n/**\r\n * Extracts minimum and maximum values from a list of indexed positions\r\n * @param positions defines the positions to use\r\n * @param indices defines the indices to the positions\r\n * @param indexStart defines the start index\r\n * @param indexCount defines the end index\r\n * @param bias defines bias value to add to the result\r\n * @returns minimum and maximum values\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport function extractMinAndMaxIndexed(\r\n positions: FloatArray,\r\n indices: IndicesArray,\r\n indexStart: number,\r\n indexCount: number,\r\n bias: Nullable<Vector2> = null\r\n): { minimum: Vector3; maximum: Vector3 } {\r\n const minimum = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n const maximum = new Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);\r\n\r\n MathHelpers.extractMinAndMaxIndexed(positions, indices, indexStart, indexCount, minimum, maximum);\r\n\r\n if (bias) {\r\n minimum.x -= minimum.x * bias.x + bias.y;\r\n minimum.y -= minimum.y * bias.x + bias.y;\r\n minimum.z -= minimum.z * bias.x + bias.y;\r\n maximum.x += maximum.x * bias.x + bias.y;\r\n maximum.y += maximum.y * bias.x + bias.y;\r\n maximum.z += maximum.z * bias.x + bias.y;\r\n }\r\n\r\n return {\r\n minimum: minimum,\r\n maximum: maximum,\r\n };\r\n}\r\n\r\n/**\r\n * Extracts minimum and maximum values from a list of positions\r\n * @param positions defines the positions to use\r\n * @param start defines the start index in the positions array\r\n * @param count defines the number of positions to handle\r\n * @param bias defines bias value to add to the result\r\n * @param stride defines the stride size to use (distance between two positions in the positions array)\r\n * @returns minimum and maximum values\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport function extractMinAndMax(positions: FloatArray, start: number, count: number, bias: Nullable<Vector2> = null, stride?: number): { minimum: Vector3; maximum: Vector3 } {\r\n const minimum = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n const maximum = new Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);\r\n\r\n if (!stride) {\r\n stride = 3;\r\n }\r\n\r\n MathHelpers.extractMinAndMax(positions, start, count, stride, minimum, maximum);\r\n\r\n if (bias) {\r\n minimum.x -= minimum.x * bias.x + bias.y;\r\n minimum.y -= minimum.y * bias.x + bias.y;\r\n minimum.z -= minimum.z * bias.x + bias.y;\r\n maximum.x += maximum.x * bias.x + bias.y;\r\n maximum.y += maximum.y * bias.x + bias.y;\r\n maximum.z += maximum.z * bias.x + bias.y;\r\n }\r\n\r\n return {\r\n minimum: minimum,\r\n maximum: maximum,\r\n };\r\n}\r\n\r\n/**\r\n * Flip flipped faces\r\n * @param positions defines the positions to use\r\n * @param indices defines the indices to use and update\r\n */\r\nexport function FixFlippedFaces(positions: FloatArray, indices: IndicesArray): void {\r\n const boundingInfo = extractMinAndMax(positions, 0, positions.length / 3);\r\n\r\n const inside = boundingInfo.maximum.subtract(boundingInfo.minimum).scale(0.5).add(boundingInfo.minimum);\r\n const tmpVectorA = new Vector3();\r\n const tmpVectorB = new Vector3();\r\n const tmpVectorC = new Vector3();\r\n const tmpVectorAB = new Vector3();\r\n const tmpVectorAC = new Vector3();\r\n const tmpVectorNormal = new Vector3();\r\n const tmpVectorAvgNormal = new Vector3();\r\n\r\n // Clean indices\r\n for (let index = 0; index < indices.length; index += 3) {\r\n const a = indices[index];\r\n const b = indices[index + 1];\r\n const c = indices[index + 2];\r\n\r\n // Evaluate face normal\r\n tmpVectorA.fromArray(positions, a * 3);\r\n tmpVectorB.fromArray(positions, b * 3);\r\n tmpVectorC.fromArray(positions, c * 3);\r\n\r\n tmpVectorB.subtractToRef(tmpVectorA, tmpVectorAB);\r\n tmpVectorC.subtractToRef(tmpVectorA, tmpVectorAC);\r\n\r\n Vector3.CrossToRef(tmpVectorAB, tmpVectorAC, tmpVectorNormal);\r\n\r\n tmpVectorNormal.normalize();\r\n\r\n // Calculate normal from face center to the inside of the geometry\r\n const avgX = tmpVectorA.x + tmpVectorB.x + tmpVectorC.x;\r\n const avgY = tmpVectorA.y + tmpVectorB.y + tmpVectorC.y;\r\n const avgZ = tmpVectorA.z + tmpVectorB.z + tmpVectorC.z;\r\n\r\n tmpVectorAvgNormal.set(avgX / 3, avgY / 3, avgZ / 3);\r\n tmpVectorAvgNormal.subtractInPlace(inside);\r\n tmpVectorAvgNormal.normalize();\r\n\r\n if (Vector3.Dot(tmpVectorNormal, tmpVectorAvgNormal) >= 0) {\r\n // Flip!\r\n indices[index] = c;\r\n indices[index + 2] = a;\r\n }\r\n }\r\n}\r\n"]}
@@ -1,4 +1,4 @@
1
- import { Vector3 } from "./math.vector.js";
1
+ import { Vector3 } from "./math.vector.pure.js";
2
2
  /**
3
3
  * Class representing an isovector a vector containing 2 INTEGER coordinates
4
4
  * x axis is horizontal
@@ -1,5 +1,5 @@
1
1
  import { Logger } from "../Misc/logger.js";
2
- import { Vector3 } from "./math.vector.js";
2
+ import { Vector3 } from "./math.vector.pure.js";
3
3
  /**
4
4
  * Class representing an isovector a vector containing 2 INTEGER coordinates
5
5
  * x axis is horizontal
@@ -1 +1 @@
1
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this.y;\r\n this.y = x + this.y - other.x;\r\n return this;\r\n }\r\n\r\n /**\r\n * Rotates one IsoVector 60 degrees clockwise about another\r\n * Please note that this is an in place operation\r\n * @param other an IsoVector as center of rotation\r\n * @returns the rotated IsoVector\r\n */\r\n public rotateNeg60About(other: _IsoVector) {\r\n const x = this.x;\r\n this.x = x + this.y - other.y;\r\n this.y = other.x + other.y - x;\r\n return this;\r\n }\r\n\r\n /**\r\n * For an equilateral triangle OAB with O at isovector (0, 0) and A at isovector (m, n)\r\n * Rotates one IsoVector 120 degrees counter clockwise about the center of the triangle\r\n * Please note that this is an in place operation\r\n * @param m integer a measure a Primary triangle of order (m, n) m > n\r\n * @param n >= 0 integer a measure for a Primary triangle of order (m, n)\r\n * @returns the rotated IsoVector\r\n */\r\n public rotate120(m: number, n: number) {\r\n //m, n integers\r\n if (m !== Math.floor(m)) {\r\n m = Math.floor(m);\r\n Logger.Warn(\"m not an integer only floor(m) used\");\r\n }\r\n if (n !== Math.floor(n)) {\r\n n = Math.floor(n);\r\n Logger.Warn(\"n not an integer only floor(n) used\");\r\n }\r\n const x = this.x;\r\n this.x = m - x - this.y;\r\n this.y = n + x;\r\n return this;\r\n }\r\n\r\n /**\r\n * For an equilateral triangle OAB with O at isovector (0, 0) and A at isovector (m, n)\r\n * Rotates one IsoVector 120 degrees clockwise about the center of the triangle\r\n * Please note that this is an in place operation\r\n * @param m integer a measure a Primary triangle of order (m, n) m > n\r\n * @param n >= 0 integer a measure for a Primary triangle of order (m, n)\r\n * @returns the rotated IsoVector\r\n */\r\n public rotateNeg120(m: number, n: number) {\r\n //m, n integers\r\n if (m !== Math.floor(m)) {\r\n m = Math.floor(m);\r\n Logger.Warn(\"m is not an integer, floor(m) used\");\r\n }\r\n if (n !== Math.floor(n)) {\r\n n = Math.floor(n);\r\n Logger.Warn(\"n is not an integer, floor(n) used\");\r\n }\r\n const x = this.x;\r\n this.x = this.y - n;\r\n this.y = m + n - x - this.y;\r\n return this;\r\n }\r\n\r\n /**\r\n * Transforms an IsoVector to one in Cartesian 3D space based on an isovector\r\n * @param origin an IsoVector\r\n * @param isoGridSize\r\n * @returns Point as a Vector3\r\n */\r\n public toCartesianOrigin(origin: _IsoVector, isoGridSize: number) {\r\n const point = Vector3.Zero();\r\n point.x = origin.x + 2 * this.x * isoGridSize + this.y * isoGridSize;\r\n point.y = origin.y + Math.sqrt(3) * this.y * isoGridSize;\r\n return point;\r\n }\r\n\r\n // Statics\r\n\r\n /**\r\n * Gets a new IsoVector(0, 0)\r\n * @returns a new IsoVector\r\n */\r\n public static Zero(): _IsoVector {\r\n return new _IsoVector(0, 0);\r\n }\r\n}\r\n"]}
1
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this.y;\r\n this.y = x + this.y - other.x;\r\n return this;\r\n }\r\n\r\n /**\r\n * Rotates one IsoVector 60 degrees clockwise about another\r\n * Please note that this is an in place operation\r\n * @param other an IsoVector as center of rotation\r\n * @returns the rotated IsoVector\r\n */\r\n public rotateNeg60About(other: _IsoVector) {\r\n const x = this.x;\r\n this.x = x + this.y - other.y;\r\n this.y = other.x + other.y - x;\r\n return this;\r\n }\r\n\r\n /**\r\n * For an equilateral triangle OAB with O at isovector (0, 0) and A at isovector (m, n)\r\n * Rotates one IsoVector 120 degrees counter clockwise about the center of the triangle\r\n * Please note that this is an in place operation\r\n * @param m integer a measure a Primary triangle of order (m, n) m > n\r\n * @param n >= 0 integer a measure for a Primary triangle of order (m, n)\r\n * @returns the rotated IsoVector\r\n */\r\n public rotate120(m: number, n: number) {\r\n //m, n integers\r\n if (m !== Math.floor(m)) {\r\n m = Math.floor(m);\r\n Logger.Warn(\"m not an integer only floor(m) used\");\r\n }\r\n if (n !== Math.floor(n)) {\r\n n = Math.floor(n);\r\n Logger.Warn(\"n not an integer only floor(n) used\");\r\n }\r\n const x = this.x;\r\n this.x = m - x - this.y;\r\n this.y = n + x;\r\n return this;\r\n }\r\n\r\n /**\r\n * For an equilateral triangle OAB with O at isovector (0, 0) and A at isovector (m, n)\r\n * Rotates one IsoVector 120 degrees clockwise about the center of the triangle\r\n * Please note that this is an in place operation\r\n * @param m integer a measure a Primary triangle of order (m, n) m > n\r\n * @param n >= 0 integer a measure for a Primary triangle of order (m, n)\r\n * @returns the rotated IsoVector\r\n */\r\n public rotateNeg120(m: number, n: number) {\r\n //m, n integers\r\n if (m !== Math.floor(m)) {\r\n m = Math.floor(m);\r\n Logger.Warn(\"m is not an integer, floor(m) used\");\r\n }\r\n if (n !== Math.floor(n)) {\r\n n = Math.floor(n);\r\n Logger.Warn(\"n is not an integer, floor(n) used\");\r\n }\r\n const x = this.x;\r\n this.x = this.y - n;\r\n this.y = m + n - x - this.y;\r\n return this;\r\n }\r\n\r\n /**\r\n * Transforms an IsoVector to one in Cartesian 3D space based on an isovector\r\n * @param origin an IsoVector\r\n * @param isoGridSize\r\n * @returns Point as a Vector3\r\n */\r\n public toCartesianOrigin(origin: _IsoVector, isoGridSize: number) {\r\n const point = Vector3.Zero();\r\n point.x = origin.x + 2 * this.x * isoGridSize + this.y * isoGridSize;\r\n point.y = origin.y + Math.sqrt(3) * this.y * isoGridSize;\r\n return point;\r\n }\r\n\r\n // Statics\r\n\r\n /**\r\n * Gets a new IsoVector(0, 0)\r\n * @returns a new IsoVector\r\n */\r\n public static Zero(): _IsoVector {\r\n return new _IsoVector(0, 0);\r\n }\r\n}\r\n"]}
package/Maths/math.js CHANGED
@@ -1,11 +1,11 @@
1
1
  export * from "./math.axis.js";
2
- export * from "./math.color.js";
2
+ export * from "./math.color.pure.js";
3
3
  export * from "./math.constants.js";
4
4
  export * from "./math.frustum.js";
5
5
  export * from "./math.path.js";
6
6
  export * from "./math.plane.js";
7
7
  export * from "./math.size.js";
8
- export * from "./math.vector.js";
8
+ export * from "./math.vector.pure.js";
9
9
  export * from "./math.vertexFormat.js";
10
10
  export * from "./math.viewport.js";
11
11
  //# sourceMappingURL=math.js.map
package/Maths/math.js.map CHANGED
@@ -1 +1 @@
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+ {"version":3,"file":"math.js","sourceRoot":"","sources":["../../../../dev/core/src/Maths/math.ts"],"names":[],"mappings":"AAAA,cAAc,aAAa,CAAC;AAC5B,cAAc,mBAAmB,CAAC;AAClC,cAAc,kBAAkB,CAAC;AACjC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,aAAa,CAAC;AAC5B,cAAc,cAAc,CAAC;AAC7B,cAAc,aAAa,CAAC;AAC5B,cAAc,oBAAoB,CAAC;AACnC,cAAc,qBAAqB,CAAC;AACpC,cAAc,iBAAiB,CAAC","sourcesContent":["export * from \"./math.axis\";\r\nexport * from \"./math.color.pure\";\r\nexport * from \"./math.constants\";\r\nexport * from \"./math.frustum\";\r\nexport * from \"./math.path\";\r\nexport * from \"./math.plane\";\r\nexport * from \"./math.size\";\r\nexport * from \"./math.vector.pure\";\r\nexport * from \"./math.vertexFormat\";\r\nexport * from \"./math.viewport\";\r\n"]}
@@ -1,5 +1,5 @@
1
1
  import { type DeepImmutable, type Nullable } from "../types.js";
2
- import { Vector2, Vector3, type Vector4 } from "./math.vector.js";
2
+ import { Vector2, Vector3, type Vector4 } from "./math.vector.pure.js";
3
3
  /**
4
4
  * Defines potential orientation for back face culling
5
5
  */