@babylonjs/core 9.11.0 → 9.12.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1078) 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 +28 -1
  46. package/Behaviors/Cameras/interpolatingBehavior.js +64 -22
  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 +11 -3
  97. package/Cameras/Inputs/flyCameraKeyboardInput.js.map +1 -1
  98. package/Cameras/Inputs/flyCameraMouseInput.d.ts +2 -0
  99. package/Cameras/Inputs/flyCameraMouseInput.js +16 -4
  100. package/Cameras/Inputs/flyCameraMouseInput.js.map +1 -1
  101. package/Cameras/Inputs/followCameraKeyboardMoveInput.js +1 -1
  102. package/Cameras/Inputs/followCameraKeyboardMoveInput.js.map +1 -1
  103. package/Cameras/Inputs/followCameraMouseWheelInput.js +1 -1
  104. package/Cameras/Inputs/followCameraMouseWheelInput.js.map +1 -1
  105. package/Cameras/Inputs/freeCameraGamepadInput.js +1 -1
  106. package/Cameras/Inputs/freeCameraGamepadInput.js.map +1 -1
  107. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js +27 -7
  108. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js.map +1 -1
  109. package/Cameras/Inputs/freeCameraMouseInput.d.ts +14 -0
  110. package/Cameras/Inputs/freeCameraMouseInput.js +27 -5
  111. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  112. package/Cameras/Inputs/freeCameraMouseWheelInput.js +1 -1
  113. package/Cameras/Inputs/freeCameraMouseWheelInput.js.map +1 -1
  114. package/Cameras/Inputs/freeCameraTouchInput.js +18 -7
  115. package/Cameras/Inputs/freeCameraTouchInput.js.map +1 -1
  116. package/Cameras/Inputs/geospatialCameraKeyboardInput.js +9 -2
  117. package/Cameras/Inputs/geospatialCameraKeyboardInput.js.map +1 -1
  118. package/Cameras/Limits/geospatialLimits.d.ts +1 -1
  119. package/Cameras/Limits/geospatialLimits.js +1 -1
  120. package/Cameras/Limits/geospatialLimits.js.map +1 -1
  121. package/Cameras/RigModes/stereoscopicAnaglyphRigMode.js +2 -2
  122. package/Cameras/RigModes/stereoscopicAnaglyphRigMode.js.map +1 -1
  123. package/Cameras/RigModes/stereoscopicRigMode.d.ts +1 -1
  124. package/Cameras/RigModes/stereoscopicRigMode.js +3 -3
  125. package/Cameras/RigModes/stereoscopicRigMode.js.map +1 -1
  126. package/Cameras/RigModes/vrRigMode.js +2 -2
  127. package/Cameras/RigModes/vrRigMode.js.map +1 -1
  128. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.d.ts +3 -3
  129. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js +5 -5
  130. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js.map +1 -1
  131. package/Cameras/VR/vrCameraMetrics.d.ts +1 -1
  132. package/Cameras/VR/vrCameraMetrics.js +1 -1
  133. package/Cameras/VR/vrCameraMetrics.js.map +1 -1
  134. package/Cameras/arcRotateCamera.pure.js.map +1 -1
  135. package/Cameras/cameraInputsManager.d.ts +1 -1
  136. package/Cameras/cameraInputsManager.js +1 -1
  137. package/Cameras/cameraInputsManager.js.map +1 -1
  138. package/Cameras/flyCamera.pure.d.ts +8 -0
  139. package/Cameras/flyCamera.pure.js.map +1 -1
  140. package/Cameras/freeCamera.pure.d.ts +8 -0
  141. package/Cameras/freeCamera.pure.js.map +1 -1
  142. package/Cameras/geospatialCamera.pure.d.ts +30 -7
  143. package/Cameras/geospatialCamera.pure.js +39 -14
  144. package/Cameras/geospatialCamera.pure.js.map +1 -1
  145. package/Cameras/geospatialCameraMovement.js +2 -2
  146. package/Cameras/geospatialCameraMovement.js.map +1 -1
  147. package/Cameras/index.d.ts +1 -0
  148. package/Cameras/index.js +1 -0
  149. package/Cameras/index.js.map +1 -1
  150. package/Cameras/pure.d.ts +1 -0
  151. package/Cameras/pure.js +1 -0
  152. package/Cameras/pure.js.map +1 -1
  153. package/Cameras/targetCamera.pure.d.ts +25 -0
  154. package/Cameras/targetCamera.pure.js +83 -25
  155. package/Cameras/targetCamera.pure.js.map +1 -1
  156. package/Cameras/targetCameraMovement.d.ts +56 -0
  157. package/Cameras/targetCameraMovement.js +63 -0
  158. package/Cameras/targetCameraMovement.js.map +1 -0
  159. package/Collisions/collider.d.ts +1 -1
  160. package/Collisions/collider.js +1 -1
  161. package/Collisions/collider.js.map +1 -1
  162. package/Collisions/gpuPicker.d.ts +1 -1
  163. package/Collisions/gpuPicker.js +5 -5
  164. package/Collisions/gpuPicker.js.map +1 -1
  165. package/Collisions/meshCollisionData.d.ts +1 -1
  166. package/Collisions/meshCollisionData.js +1 -1
  167. package/Collisions/meshCollisionData.js.map +1 -1
  168. package/Collisions/pickingInfo.d.ts +1 -1
  169. package/Collisions/pickingInfo.js +2 -2
  170. package/Collisions/pickingInfo.js.map +1 -1
  171. package/Culling/Octrees/octreeBlock.d.ts +1 -1
  172. package/Culling/Octrees/octreeBlock.js +1 -1
  173. package/Culling/Octrees/octreeBlock.js.map +1 -1
  174. package/Culling/boundingBox.d.ts +1 -1
  175. package/Culling/boundingBox.js +1 -1
  176. package/Culling/boundingBox.js.map +1 -1
  177. package/Culling/boundingInfo.d.ts +1 -1
  178. package/Culling/boundingInfo.js +1 -1
  179. package/Culling/boundingInfo.js.map +1 -1
  180. package/Culling/boundingSphere.d.ts +1 -1
  181. package/Culling/boundingSphere.js +1 -1
  182. package/Culling/boundingSphere.js.map +1 -1
  183. package/Culling/ray.core.d.ts +1 -1
  184. package/Culling/ray.core.js +1 -1
  185. package/Culling/ray.core.js.map +1 -1
  186. package/Debug/axesViewer.d.ts +1 -1
  187. package/Debug/axesViewer.js +3 -3
  188. package/Debug/axesViewer.js.map +1 -1
  189. package/Debug/boneAxesViewer.d.ts +1 -1
  190. package/Debug/boneAxesViewer.js +1 -1
  191. package/Debug/boneAxesViewer.js.map +1 -1
  192. package/Debug/directionalLightFrustumViewer.d.ts +1 -1
  193. package/Debug/directionalLightFrustumViewer.js +6 -6
  194. package/Debug/directionalLightFrustumViewer.js.map +1 -1
  195. package/Debug/rayHelper.d.ts +1 -1
  196. package/Debug/rayHelper.js +2 -2
  197. package/Debug/rayHelper.js.map +1 -1
  198. package/Debug/skeletonViewer.d.ts +2 -2
  199. package/Debug/skeletonViewer.js +10 -10
  200. package/Debug/skeletonViewer.js.map +1 -1
  201. package/DeviceInput/internalDeviceSourceManager.d.ts +1 -1
  202. package/DeviceInput/internalDeviceSourceManager.js +0 -1
  203. package/DeviceInput/internalDeviceSourceManager.js.map +1 -1
  204. package/DeviceInput/webDeviceInputSystem.js +1 -1
  205. package/DeviceInput/webDeviceInputSystem.js.map +1 -1
  206. package/Engines/AbstractEngine/abstractEngine.scissor.d.ts +18 -0
  207. package/Engines/AbstractEngine/abstractEngine.scissor.js +2 -0
  208. package/Engines/AbstractEngine/abstractEngine.scissor.js.map +1 -0
  209. package/Engines/Extensions/engine.views.d.ts +1 -1
  210. package/Engines/Extensions/engine.views.js +1 -1
  211. package/Engines/Extensions/engine.views.js.map +1 -1
  212. package/Engines/Native/nativeHelpers.js +4 -1
  213. package/Engines/Native/nativeHelpers.js.map +1 -1
  214. package/Engines/WebGPU/webgpuCacheRenderPipeline.d.ts +1 -1
  215. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +11 -1
  216. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  217. package/Engines/WebGPU/webgpuComputeContext.d.ts +1 -1
  218. package/Engines/WebGPU/webgpuComputeContext.js.map +1 -1
  219. package/Engines/WebGPU/webgpuTintWASM.js +1 -1
  220. package/Engines/WebGPU/webgpuTintWASM.js.map +1 -1
  221. package/Engines/abstractEngine.pure.js +2 -2
  222. package/Engines/abstractEngine.pure.js.map +1 -1
  223. package/Engines/constants.d.ts +4 -0
  224. package/Engines/constants.js +4 -0
  225. package/Engines/constants.js.map +1 -1
  226. package/Engines/engine.d.ts +1 -0
  227. package/Engines/engine.js +1 -0
  228. package/Engines/engine.js.map +1 -1
  229. package/Engines/engine.pure.d.ts +0 -12
  230. package/Engines/engine.pure.js +0 -20
  231. package/Engines/engine.pure.js.map +1 -1
  232. package/Engines/engineFactory.d.ts +2 -2
  233. package/Engines/engineFactory.js +3 -3
  234. package/Engines/engineFactory.js.map +1 -1
  235. package/Engines/nullEngine.pure.d.ts +66 -0
  236. package/Engines/nullEngine.pure.js +93 -0
  237. package/Engines/nullEngine.pure.js.map +1 -1
  238. package/Engines/pure.d.ts +1 -0
  239. package/Engines/pure.js +1 -0
  240. package/Engines/pure.js.map +1 -1
  241. package/Engines/thinEngine.scissor.d.ts +6 -0
  242. package/Engines/thinEngine.scissor.js +9 -0
  243. package/Engines/thinEngine.scissor.js.map +1 -0
  244. package/Engines/thinEngine.scissor.pure.d.ts +6 -0
  245. package/Engines/thinEngine.scissor.pure.js +24 -0
  246. package/Engines/thinEngine.scissor.pure.js.map +1 -0
  247. package/Engines/thinNativeEngine.d.ts +0 -1
  248. package/Engines/thinNativeEngine.js +0 -1
  249. package/Engines/thinNativeEngine.js.map +1 -1
  250. package/Engines/thinNativeEngine.pure.js +7 -0
  251. package/Engines/thinNativeEngine.pure.js.map +1 -1
  252. package/Engines/webgpuEngine.pure.js.map +1 -1
  253. package/Events/pointerEvents.d.ts +1 -1
  254. package/Events/pointerEvents.js +1 -1
  255. package/Events/pointerEvents.js.map +1 -1
  256. package/FlowGraph/Blocks/Data/Utils/flowGraphCodeExecutionBlock.js +1 -1
  257. package/FlowGraph/Blocks/Data/Utils/flowGraphCodeExecutionBlock.js.map +1 -1
  258. package/FlowGraph/Blocks/Data/flowGraphCachedOperationBlock.d.ts +1 -1
  259. package/FlowGraph/Blocks/Data/flowGraphCachedOperationBlock.js +1 -1
  260. package/FlowGraph/Blocks/Data/flowGraphCachedOperationBlock.js.map +1 -1
  261. package/FlowGraph/Blocks/Event/flowGraphKeyboardEventBlock.js +1 -1
  262. package/FlowGraph/Blocks/Event/flowGraphKeyboardEventBlock.js.map +1 -1
  263. package/FlowGraph/Blocks/Execution/Animation/flowGraphInterpolationBlock.pure.d.ts +1 -1
  264. package/FlowGraph/Blocks/Execution/Animation/flowGraphInterpolationBlock.pure.js +3 -3
  265. package/FlowGraph/Blocks/Execution/Animation/flowGraphInterpolationBlock.pure.js.map +1 -1
  266. package/FlowGraph/CustomTypes/flowGraphMatrix.d.ts +1 -1
  267. package/FlowGraph/CustomTypes/flowGraphMatrix.js +1 -1
  268. package/FlowGraph/CustomTypes/flowGraphMatrix.js.map +1 -1
  269. package/FlowGraph/flowGraphBlock.d.ts +1 -1
  270. package/FlowGraph/flowGraphBlock.js +1 -1
  271. package/FlowGraph/flowGraphBlock.js.map +1 -1
  272. package/FlowGraph/flowGraphExecutionBlock.d.ts +1 -1
  273. package/FlowGraph/flowGraphExecutionBlock.js +1 -1
  274. package/FlowGraph/flowGraphExecutionBlock.js.map +1 -1
  275. package/FlowGraph/flowGraphMath.d.ts +1 -1
  276. package/FlowGraph/flowGraphMath.js +1 -1
  277. package/FlowGraph/flowGraphMath.js.map +1 -1
  278. package/FlowGraph/flowGraphParser.js +1 -1
  279. package/FlowGraph/flowGraphParser.js.map +1 -1
  280. package/FlowGraph/flowGraphPathConverterComponent.d.ts +1 -1
  281. package/FlowGraph/flowGraphPathConverterComponent.js +2 -2
  282. package/FlowGraph/flowGraphPathConverterComponent.js.map +1 -1
  283. package/FlowGraph/flowGraphValidator.js.map +1 -1
  284. package/FlowGraph/serialization.js +4 -4
  285. package/FlowGraph/serialization.js.map +1 -1
  286. package/FlowGraph/utils.js.map +1 -1
  287. package/FrameGraph/Node/nodeRenderGraph.d.ts +2 -2
  288. package/FrameGraph/Node/nodeRenderGraph.js +7 -7
  289. package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
  290. package/FrameGraph/Tasks/Layers/baseLayerTask.d.ts +30 -0
  291. package/FrameGraph/Tasks/Layers/baseLayerTask.js +28 -1
  292. package/FrameGraph/Tasks/Layers/baseLayerTask.js.map +1 -1
  293. package/FrameGraph/Tasks/Misc/computeShaderTask.d.ts +2 -2
  294. package/FrameGraph/Tasks/Misc/computeShaderTask.js +2 -2
  295. package/FrameGraph/Tasks/Misc/computeShaderTask.js.map +1 -1
  296. package/FrameGraph/Tasks/Misc/lightingVolumeTask.d.ts +1 -1
  297. package/FrameGraph/Tasks/Misc/lightingVolumeTask.js +2 -2
  298. package/FrameGraph/Tasks/Misc/lightingVolumeTask.js.map +1 -1
  299. package/FrameGraph/Tasks/PostProcesses/blurTask.d.ts +7 -0
  300. package/FrameGraph/Tasks/PostProcesses/blurTask.js +8 -1
  301. package/FrameGraph/Tasks/PostProcesses/blurTask.js.map +1 -1
  302. package/FrameGraph/Tasks/PostProcesses/depthOfFieldBlurTask.js +1 -1
  303. package/FrameGraph/Tasks/PostProcesses/depthOfFieldBlurTask.js.map +1 -1
  304. package/FrameGraph/Tasks/PostProcesses/ssrBlurTask.js +1 -1
  305. package/FrameGraph/Tasks/PostProcesses/ssrBlurTask.js.map +1 -1
  306. package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.d.ts +1 -1
  307. package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.js +1 -1
  308. package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.js.map +1 -1
  309. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.d.ts +2 -2
  310. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js +3 -3
  311. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js.map +1 -1
  312. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.d.ts +1 -1
  313. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js +2 -2
  314. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js.map +1 -1
  315. package/FrameGraph/Tasks/Rendering/geometryRendererTask.d.ts +6 -0
  316. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +14 -5
  317. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
  318. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.d.ts +1 -1
  319. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.js +1 -1
  320. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.js.map +1 -1
  321. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsSpatialBlurTask.d.ts +1 -1
  322. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsSpatialBlurTask.js +1 -1
  323. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsSpatialBlurTask.js.map +1 -1
  324. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsTracingTask.d.ts +1 -1
  325. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsTracingTask.js +2 -2
  326. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsTracingTask.js.map +1 -1
  327. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsVoxelizationTask.d.ts +1 -1
  328. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsVoxelizationTask.js +2 -2
  329. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsVoxelizationTask.js.map +1 -1
  330. package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +7 -1
  331. package/FrameGraph/Tasks/Rendering/objectRendererTask.js +7 -1
  332. package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
  333. package/FrameGraph/Tasks/Texture/clearTextureTask.d.ts +1 -1
  334. package/FrameGraph/Tasks/Texture/clearTextureTask.js +1 -1
  335. package/FrameGraph/Tasks/Texture/clearTextureTask.js.map +1 -1
  336. package/FrameGraph/frameGraphRenderContext.js +1 -1
  337. package/FrameGraph/frameGraphRenderContext.js.map +1 -1
  338. package/FrameGraph/frameGraphTextureManager.d.ts +1 -1
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  1057. package/XR/webXRFeaturesManager.d.ts +47 -0
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@@ -1 +1 @@
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{ type IAnimatable } from \"../Animations/animatable.interface\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { type Nullable, type FloatArray } from \"../types\";\r\nimport { type Scene } from \"../scene\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { type AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { type AnimationPropertiesOverride } from \"../Animations/animationPropertiesOverride\";\r\nimport { serialize } from \"../Misc/decorators\";\r\nimport { SerializationHelper } from \"../Misc/decorators.serialization\";\r\nimport { GetClass } from \"../Misc/typeStore\";\r\nimport { type Animation } from \"../Animations/animation\";\r\nimport { type MorphTargetManager } from \"./morphTargetManager\";\r\n\r\n/**\r\n * Defines a target to use with MorphTargetManager\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/morphTargets\r\n */\r\nexport class MorphTarget implements IAnimatable {\r\n /**\r\n * Gets or sets the list of animations\r\n */\r\n public animations: Animation[] = [];\r\n\r\n private _scene: Nullable<Scene>;\r\n private _positions: Nullable<FloatArray> = null;\r\n private _normals: Nullable<FloatArray> = null;\r\n private _tangents: Nullable<FloatArray> = null;\r\n private _uvs: Nullable<FloatArray> = null;\r\n private _uv2s: Nullable<FloatArray> = null;\r\n private _colors: Nullable<FloatArray> = null;\r\n private _influence: number;\r\n private _uniqueId = 0;\r\n\r\n /**\r\n * Observable raised when the influence changes\r\n */\r\n public onInfluenceChanged = new Observable<boolean>();\r\n\r\n /** @internal */\r\n public _onDataLayoutChanged = new Observable<void>();\r\n\r\n /**\r\n * Gets or sets the influence of this target (ie. its weight in the overall morphing)\r\n */\r\n public get influence(): number {\r\n return this._influence;\r\n }\r\n\r\n public set influence(influence: number) {\r\n if (this._influence === influence) {\r\n return;\r\n }\r\n\r\n const previous = this._influence;\r\n this._influence = influence;\r\n\r\n if (this.onInfluenceChanged.hasObservers()) {\r\n this.onInfluenceChanged.notifyObservers(previous === 0 || influence === 0);\r\n }\r\n }\r\n\r\n /**\r\n * Gets or sets the id of the morph Target\r\n */\r\n @serialize()\r\n public id: string;\r\n\r\n /**\r\n * Gets or sets the morph target manager this morph target is associated with\r\n */\r\n @serialize()\r\n public morphTargetManager: Nullable<MorphTargetManager> = null;\r\n\r\n private _animationPropertiesOverride: Nullable<AnimationPropertiesOverride> = null;\r\n\r\n /**\r\n * Gets or sets the animation properties override\r\n */\r\n public get animationPropertiesOverride(): Nullable<AnimationPropertiesOverride> {\r\n if (!this._animationPropertiesOverride && this._scene) {\r\n return this._scene.animationPropertiesOverride;\r\n }\r\n return this._animationPropertiesOverride;\r\n }\r\n\r\n public set animationPropertiesOverride(value: Nullable<AnimationPropertiesOverride>) {\r\n this._animationPropertiesOverride = value;\r\n }\r\n\r\n /**\r\n * Creates a new MorphTarget\r\n * @param name defines the name of the target\r\n * @param influence defines the influence to use\r\n * @param scene defines the scene the morphtarget belongs to\r\n * @param morphTargetManager morph target manager this morph target is associated with\r\n */\r\n public constructor(\r\n public name: string,\r\n influence = 0,\r\n scene: Nullable<Scene> = null,\r\n morphTargetManager: Nullable<MorphTargetManager> = null\r\n ) {\r\n this.id = name;\r\n this.morphTargetManager = morphTargetManager;\r\n this._scene = scene || EngineStore.LastCreatedScene;\r\n this.influence = influence;\r\n\r\n if (this._scene) {\r\n this._uniqueId = this._scene.getUniqueId();\r\n }\r\n }\r\n\r\n /**\r\n * Gets the unique ID of this manager\r\n */\r\n public get uniqueId(): number {\r\n return this._uniqueId;\r\n }\r\n\r\n /**\r\n * Gets a boolean defining if the target contains position data\r\n */\r\n public get hasPositions(): boolean {\r\n return !!this._positions;\r\n }\r\n\r\n /**\r\n * Gets a boolean defining if the target contains normal data\r\n */\r\n public get hasNormals(): boolean {\r\n return !!this._normals;\r\n }\r\n\r\n /**\r\n * Gets a boolean defining if the target contains tangent data\r\n */\r\n public get hasTangents(): boolean {\r\n return !!this._tangents;\r\n }\r\n\r\n /**\r\n * Gets a boolean defining if the target contains texture coordinates data\r\n */\r\n public get hasUVs(): boolean {\r\n return !!this._uvs;\r\n }\r\n\r\n /**\r\n * Gets a boolean defining if the target contains texture coordinates 2 data\r\n */\r\n public get hasUV2s(): boolean {\r\n return !!this._uv2s;\r\n }\r\n\r\n public get hasColors(): boolean {\r\n return !!this._colors;\r\n }\r\n\r\n /**\r\n * Gets the number of vertices stored in this target\r\n */\r\n public get vertexCount(): number {\r\n return this._positions\r\n ? this._positions.length / 3\r\n : this._normals\r\n ? this._normals.length / 3\r\n : this._tangents\r\n ? this._tangents.length / 3\r\n : this._uvs\r\n ? this._uvs.length / 2\r\n : this._uv2s\r\n ? this._uv2s.length / 2\r\n : this._colors\r\n ? this._colors.length / 4\r\n : 0;\r\n }\r\n\r\n /**\r\n * Affects position data to this target\r\n * @param data defines the position data to use\r\n */\r\n public setPositions(data: Nullable<FloatArray>) {\r\n const hadPositions = this.hasPositions;\r\n\r\n this._positions = data;\r\n\r\n if (hadPositions !== this.hasPositions) {\r\n this._onDataLayoutChanged.notifyObservers(undefined);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the position data stored in this target\r\n * @returns a FloatArray containing the position data (or null if not present)\r\n */\r\n public getPositions(): Nullable<FloatArray> {\r\n return this._positions;\r\n }\r\n\r\n /**\r\n * Affects normal data to this target\r\n * @param data defines the normal data to use\r\n */\r\n public setNormals(data: Nullable<FloatArray>) {\r\n const hadNormals = this.hasNormals;\r\n\r\n this._normals = data;\r\n\r\n if (hadNormals !== this.hasNormals) {\r\n this._onDataLayoutChanged.notifyObservers(undefined);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the normal data stored in this target\r\n * @returns a FloatArray containing the normal data (or null if not present)\r\n */\r\n public getNormals(): Nullable<FloatArray> {\r\n return this._normals;\r\n }\r\n\r\n /**\r\n * Affects tangent data to this target\r\n * @param data defines the tangent data to use\r\n */\r\n public setTangents(data: Nullable<FloatArray>) {\r\n const hadTangents = this.hasTangents;\r\n\r\n this._tangents = data;\r\n\r\n if (hadTangents !== this.hasTangents) {\r\n this._onDataLayoutChanged.notifyObservers(undefined);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the tangent data stored in this target\r\n * @returns a FloatArray containing the tangent data (or null if not present)\r\n */\r\n public getTangents(): Nullable<FloatArray> {\r\n return this._tangents;\r\n }\r\n\r\n /**\r\n * Affects texture coordinates data to this target\r\n * @param data defines the texture coordinates data to use\r\n */\r\n public setUVs(data: Nullable<FloatArray>) {\r\n const hadUVs = this.hasUVs;\r\n\r\n this._uvs = data;\r\n\r\n if (hadUVs !== this.hasUVs) {\r\n this._onDataLayoutChanged.notifyObservers(undefined);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the texture coordinates data stored in this target\r\n * @returns a FloatArray containing the texture coordinates data (or null if not present)\r\n */\r\n public getUVs(): Nullable<FloatArray> {\r\n return this._uvs;\r\n }\r\n\r\n /**\r\n * Affects texture coordinates 2 data to this target\r\n * @param data defines the texture coordinates 2 data to use\r\n */\r\n public setUV2s(data: Nullable<FloatArray>) {\r\n const hadUV2s = this.hasUV2s;\r\n\r\n this._uv2s = data;\r\n\r\n if (hadUV2s !== this.hasUV2s) {\r\n this._onDataLayoutChanged.notifyObservers(undefined);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the texture coordinates 2 data stored in this target\r\n * @returns a FloatArray containing the texture coordinates 2 data (or null if not present)\r\n */\r\n public getUV2s(): Nullable<FloatArray> {\r\n return this._uv2s;\r\n }\r\n\r\n /**\r\n * Affects color data to this target\r\n * @param data defines the color data to use\r\n */\r\n public setColors(data: Nullable<FloatArray>) {\r\n const hadColors = this.hasColors;\r\n\r\n this._colors = data;\r\n\r\n if (hadColors !== this.hasColors) {\r\n this._onDataLayoutChanged.notifyObservers(undefined);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the color data stored in this target\r\n * @returns a FloatArray containing the color data (or null if not present)\r\n */\r\n public getColors(): Nullable<FloatArray> {\r\n return this._colors;\r\n }\r\n\r\n /**\r\n * Clone the current target\r\n * @returns a new MorphTarget\r\n */\r\n public clone(): MorphTarget {\r\n const newOne = SerializationHelper.Clone(() => new MorphTarget(this.name, this.influence, this._scene, this.morphTargetManager), this);\r\n\r\n newOne._positions = this._positions;\r\n newOne._normals = this._normals;\r\n newOne._tangents = this._tangents;\r\n newOne._uvs = this._uvs;\r\n newOne._uv2s = this._uv2s;\r\n newOne._colors = this._colors;\r\n\r\n return newOne;\r\n }\r\n\r\n /**\r\n * Serializes the current target into a Serialization object\r\n * @returns the serialized object\r\n */\r\n public serialize(): any {\r\n const serializationObject: any = {};\r\n\r\n serializationObject.name = this.name;\r\n serializationObject.influence = this.influence;\r\n\r\n if (this.id != null) {\r\n serializationObject.id = this.id;\r\n }\r\n serializationObject.uniqueId = this.uniqueId;\r\n\r\n serializationObject.positions = Array.prototype.slice.call(this.getPositions());\r\n if (this.hasNormals) {\r\n serializationObject.normals = Array.prototype.slice.call(this.getNormals());\r\n }\r\n if (this.hasTangents) {\r\n serializationObject.tangents = Array.prototype.slice.call(this.getTangents());\r\n }\r\n if (this.hasUVs) {\r\n serializationObject.uvs = Array.prototype.slice.call(this.getUVs());\r\n }\r\n if (this.hasUV2s) {\r\n serializationObject.uv2s = Array.prototype.slice.call(this.getUV2s());\r\n }\r\n if (this.hasColors) {\r\n serializationObject.colors = Array.prototype.slice.call(this.getColors());\r\n }\r\n\r\n // Animations\r\n SerializationHelper.AppendSerializedAnimations(this, serializationObject);\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Returns the string \"MorphTarget\"\r\n * @returns \"MorphTarget\"\r\n */\r\n public getClassName(): string {\r\n return \"MorphTarget\";\r\n }\r\n\r\n // Statics\r\n\r\n /**\r\n * Creates a new target from serialized data\r\n * @param serializationObject defines the serialized data to use\r\n * @param scene defines the hosting scene\r\n * @param morphTargetManager morph target manager this morph target is associated with\r\n * @returns a new MorphTarget\r\n */\r\n public static Parse(serializationObject: any, scene?: Scene, morphTargetManager: Nullable<MorphTargetManager> = null): MorphTarget {\r\n const result = new MorphTarget(serializationObject.name, serializationObject.influence, scene, morphTargetManager);\r\n\r\n result.setPositions(serializationObject.positions);\r\n\r\n if (serializationObject.id != null) {\r\n result.id = serializationObject.id;\r\n }\r\n if (serializationObject.normals) {\r\n result.setNormals(serializationObject.normals);\r\n }\r\n if (serializationObject.tangents) {\r\n result.setTangents(serializationObject.tangents);\r\n }\r\n if (serializationObject.uvs) {\r\n result.setUVs(serializationObject.uvs);\r\n }\r\n if (serializationObject.uv2s) {\r\n result.setUV2s(serializationObject.uv2s);\r\n }\r\n if (serializationObject.colors) {\r\n result.setColors(serializationObject.colors);\r\n }\r\n\r\n // Animations\r\n if (serializationObject.animations) {\r\n for (let animationIndex = 0; animationIndex < serializationObject.animations.length; animationIndex++) {\r\n const parsedAnimation = serializationObject.animations[animationIndex];\r\n const internalClass = GetClass(\"BABYLON.Animation\");\r\n if (internalClass) {\r\n result.animations.push(internalClass.Parse(parsedAnimation));\r\n }\r\n }\r\n\r\n if (serializationObject.autoAnimate && scene) {\r\n scene.beginAnimation(\r\n result,\r\n serializationObject.autoAnimateFrom,\r\n serializationObject.autoAnimateTo,\r\n serializationObject.autoAnimateLoop,\r\n serializationObject.autoAnimateSpeed || 1.0\r\n );\r\n }\r\n }\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Creates a MorphTarget from mesh data\r\n * @param mesh defines the source mesh\r\n * @param name defines the name to use for the new target\r\n * @param influence defines the influence to attach to the target\r\n * @returns a new MorphTarget\r\n */\r\n public static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget {\r\n if (!name) {\r\n name = mesh.name;\r\n }\r\n\r\n const result = new MorphTarget(name, influence, mesh.getScene(), mesh.morphTargetManager);\r\n\r\n result.setPositions(<FloatArray>mesh.getVerticesData(VertexBuffer.PositionKind));\r\n\r\n if (mesh.isVerticesDataPresent(VertexBuffer.NormalKind)) {\r\n result.setNormals(<FloatArray>mesh.getVerticesData(VertexBuffer.NormalKind));\r\n }\r\n if (mesh.isVerticesDataPresent(VertexBuffer.TangentKind)) {\r\n result.setTangents(<FloatArray>mesh.getVerticesData(VertexBuffer.TangentKind));\r\n }\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n result.setUVs(<FloatArray>mesh.getVerticesData(VertexBuffer.UVKind));\r\n }\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind)) {\r\n result.setUV2s(<FloatArray>mesh.getVerticesData(VertexBuffer.UV2Kind));\r\n }\r\n if (mesh.isVerticesDataPresent(VertexBuffer.ColorKind)) {\r\n result.setColors(<FloatArray>mesh.getVerticesData(VertexBuffer.ColorKind));\r\n }\r\n\r\n return result;\r\n }\r\n}\r\n"]}
1
+ 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{ type IAnimatable } from \"../Animations/animatable.interface\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { type Nullable, type FloatArray } from \"../types\";\r\nimport { type Scene } from \"../scene\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { type AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { VertexBuffer } from \"../Buffers/buffer.pure\";\r\nimport { type AnimationPropertiesOverride } from \"../Animations/animationPropertiesOverride\";\r\nimport { serialize } from \"../Misc/decorators\";\r\nimport { SerializationHelper } from \"../Misc/decorators.serialization\";\r\nimport { GetClass } from \"../Misc/typeStore\";\r\nimport { type Animation } from \"../Animations/animation\";\r\nimport { type MorphTargetManager } from \"./morphTargetManager\";\r\n\r\n/**\r\n * Defines a target to use with MorphTargetManager\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/morphTargets\r\n */\r\nexport class MorphTarget implements IAnimatable {\r\n /**\r\n * Gets or sets the list of animations\r\n */\r\n public animations: Animation[] = [];\r\n\r\n private _scene: Nullable<Scene>;\r\n private _positions: Nullable<FloatArray> = null;\r\n private _normals: Nullable<FloatArray> = null;\r\n private _tangents: Nullable<FloatArray> = null;\r\n private _uvs: Nullable<FloatArray> = null;\r\n private _uv2s: Nullable<FloatArray> = null;\r\n private _colors: Nullable<FloatArray> = null;\r\n private _influence: number;\r\n private _uniqueId = 0;\r\n\r\n /**\r\n * Observable raised when the influence changes\r\n */\r\n public onInfluenceChanged = new Observable<boolean>();\r\n\r\n /** @internal */\r\n public _onDataLayoutChanged = new Observable<void>();\r\n\r\n /**\r\n * Gets or sets the influence of this target (ie. its weight in the overall morphing)\r\n */\r\n public get influence(): number {\r\n return this._influence;\r\n }\r\n\r\n public set influence(influence: number) {\r\n if (this._influence === influence) {\r\n return;\r\n }\r\n\r\n const previous = this._influence;\r\n this._influence = influence;\r\n\r\n if (this.onInfluenceChanged.hasObservers()) {\r\n this.onInfluenceChanged.notifyObservers(previous === 0 || influence === 0);\r\n }\r\n }\r\n\r\n /**\r\n * Gets or sets the id of the morph Target\r\n */\r\n @serialize()\r\n public id: string;\r\n\r\n /**\r\n * Gets or sets the morph target manager this morph target is associated with\r\n */\r\n @serialize()\r\n public morphTargetManager: Nullable<MorphTargetManager> = null;\r\n\r\n private _animationPropertiesOverride: Nullable<AnimationPropertiesOverride> = null;\r\n\r\n /**\r\n * Gets or sets the animation properties override\r\n */\r\n public get animationPropertiesOverride(): Nullable<AnimationPropertiesOverride> {\r\n if (!this._animationPropertiesOverride && this._scene) {\r\n return this._scene.animationPropertiesOverride;\r\n }\r\n return this._animationPropertiesOverride;\r\n }\r\n\r\n public set animationPropertiesOverride(value: Nullable<AnimationPropertiesOverride>) {\r\n this._animationPropertiesOverride = value;\r\n }\r\n\r\n /**\r\n * Creates a new MorphTarget\r\n * @param name defines the name of the target\r\n * @param influence defines the influence to use\r\n * @param scene defines the scene the morphtarget belongs to\r\n * @param morphTargetManager morph target manager this morph target is associated with\r\n */\r\n public constructor(\r\n public name: string,\r\n influence = 0,\r\n scene: Nullable<Scene> = null,\r\n morphTargetManager: Nullable<MorphTargetManager> = null\r\n ) {\r\n this.id = name;\r\n this.morphTargetManager = morphTargetManager;\r\n this._scene = scene || EngineStore.LastCreatedScene;\r\n this.influence = influence;\r\n\r\n if (this._scene) {\r\n this._uniqueId = this._scene.getUniqueId();\r\n }\r\n }\r\n\r\n /**\r\n * Gets the unique ID of this manager\r\n */\r\n public get uniqueId(): number {\r\n return this._uniqueId;\r\n }\r\n\r\n /**\r\n * Gets a boolean defining if the target contains position data\r\n */\r\n public get hasPositions(): boolean {\r\n return !!this._positions;\r\n }\r\n\r\n /**\r\n * Gets a boolean defining if the target contains normal data\r\n */\r\n public get hasNormals(): boolean {\r\n return !!this._normals;\r\n }\r\n\r\n /**\r\n * Gets a boolean defining if the target contains tangent data\r\n */\r\n public get hasTangents(): boolean {\r\n return !!this._tangents;\r\n }\r\n\r\n /**\r\n * Gets a boolean defining if the target contains texture coordinates data\r\n */\r\n public get hasUVs(): boolean {\r\n return !!this._uvs;\r\n }\r\n\r\n /**\r\n * Gets a boolean defining if the target contains texture coordinates 2 data\r\n */\r\n public get hasUV2s(): boolean {\r\n return !!this._uv2s;\r\n }\r\n\r\n public get hasColors(): boolean {\r\n return !!this._colors;\r\n }\r\n\r\n /**\r\n * Gets the number of vertices stored in this target\r\n */\r\n public get vertexCount(): number {\r\n return this._positions\r\n ? this._positions.length / 3\r\n : this._normals\r\n ? this._normals.length / 3\r\n : this._tangents\r\n ? this._tangents.length / 3\r\n : this._uvs\r\n ? this._uvs.length / 2\r\n : this._uv2s\r\n ? this._uv2s.length / 2\r\n : this._colors\r\n ? this._colors.length / 4\r\n : 0;\r\n }\r\n\r\n /**\r\n * Affects position data to this target\r\n * @param data defines the position data to use\r\n */\r\n public setPositions(data: Nullable<FloatArray>) {\r\n const hadPositions = this.hasPositions;\r\n\r\n this._positions = data;\r\n\r\n if (hadPositions !== this.hasPositions) {\r\n this._onDataLayoutChanged.notifyObservers(undefined);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the position data stored in this target\r\n * @returns a FloatArray containing the position data (or null if not present)\r\n */\r\n public getPositions(): Nullable<FloatArray> {\r\n return this._positions;\r\n }\r\n\r\n /**\r\n * Affects normal data to this target\r\n * @param data defines the normal data to use\r\n */\r\n public setNormals(data: Nullable<FloatArray>) {\r\n const hadNormals = this.hasNormals;\r\n\r\n this._normals = data;\r\n\r\n if (hadNormals !== this.hasNormals) {\r\n this._onDataLayoutChanged.notifyObservers(undefined);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the normal data stored in this target\r\n * @returns a FloatArray containing the normal data (or null if not present)\r\n */\r\n public getNormals(): Nullable<FloatArray> {\r\n return this._normals;\r\n }\r\n\r\n /**\r\n * Affects tangent data to this target\r\n * @param data defines the tangent data to use\r\n */\r\n public setTangents(data: Nullable<FloatArray>) {\r\n const hadTangents = this.hasTangents;\r\n\r\n this._tangents = data;\r\n\r\n if (hadTangents !== this.hasTangents) {\r\n this._onDataLayoutChanged.notifyObservers(undefined);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the tangent data stored in this target\r\n * @returns a FloatArray containing the tangent data (or null if not present)\r\n */\r\n public getTangents(): Nullable<FloatArray> {\r\n return this._tangents;\r\n }\r\n\r\n /**\r\n * Affects texture coordinates data to this target\r\n * @param data defines the texture coordinates data to use\r\n */\r\n public setUVs(data: Nullable<FloatArray>) {\r\n const hadUVs = this.hasUVs;\r\n\r\n this._uvs = data;\r\n\r\n if (hadUVs !== this.hasUVs) {\r\n this._onDataLayoutChanged.notifyObservers(undefined);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the texture coordinates data stored in this target\r\n * @returns a FloatArray containing the texture coordinates data (or null if not present)\r\n */\r\n public getUVs(): Nullable<FloatArray> {\r\n return this._uvs;\r\n }\r\n\r\n /**\r\n * Affects texture coordinates 2 data to this target\r\n * @param data defines the texture coordinates 2 data to use\r\n */\r\n public setUV2s(data: Nullable<FloatArray>) {\r\n const hadUV2s = this.hasUV2s;\r\n\r\n this._uv2s = data;\r\n\r\n if (hadUV2s !== this.hasUV2s) {\r\n this._onDataLayoutChanged.notifyObservers(undefined);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the texture coordinates 2 data stored in this target\r\n * @returns a FloatArray containing the texture coordinates 2 data (or null if not present)\r\n */\r\n public getUV2s(): Nullable<FloatArray> {\r\n return this._uv2s;\r\n }\r\n\r\n /**\r\n * Affects color data to this target\r\n * @param data defines the color data to use\r\n */\r\n public setColors(data: Nullable<FloatArray>) {\r\n const hadColors = this.hasColors;\r\n\r\n this._colors = data;\r\n\r\n if (hadColors !== this.hasColors) {\r\n this._onDataLayoutChanged.notifyObservers(undefined);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the color data stored in this target\r\n * @returns a FloatArray containing the color data (or null if not present)\r\n */\r\n public getColors(): Nullable<FloatArray> {\r\n return this._colors;\r\n }\r\n\r\n /**\r\n * Clone the current target\r\n * @returns a new MorphTarget\r\n */\r\n public clone(): MorphTarget {\r\n const newOne = SerializationHelper.Clone(() => new MorphTarget(this.name, this.influence, this._scene, this.morphTargetManager), this);\r\n\r\n newOne._positions = this._positions;\r\n newOne._normals = this._normals;\r\n newOne._tangents = this._tangents;\r\n newOne._uvs = this._uvs;\r\n newOne._uv2s = this._uv2s;\r\n newOne._colors = this._colors;\r\n\r\n return newOne;\r\n }\r\n\r\n /**\r\n * Serializes the current target into a Serialization object\r\n * @returns the serialized object\r\n */\r\n public serialize(): any {\r\n const serializationObject: any = {};\r\n\r\n serializationObject.name = this.name;\r\n serializationObject.influence = this.influence;\r\n\r\n if (this.id != null) {\r\n serializationObject.id = this.id;\r\n }\r\n serializationObject.uniqueId = this.uniqueId;\r\n\r\n serializationObject.positions = Array.prototype.slice.call(this.getPositions());\r\n if (this.hasNormals) {\r\n serializationObject.normals = Array.prototype.slice.call(this.getNormals());\r\n }\r\n if (this.hasTangents) {\r\n serializationObject.tangents = Array.prototype.slice.call(this.getTangents());\r\n }\r\n if (this.hasUVs) {\r\n serializationObject.uvs = Array.prototype.slice.call(this.getUVs());\r\n }\r\n if (this.hasUV2s) {\r\n serializationObject.uv2s = Array.prototype.slice.call(this.getUV2s());\r\n }\r\n if (this.hasColors) {\r\n serializationObject.colors = Array.prototype.slice.call(this.getColors());\r\n }\r\n\r\n // Animations\r\n SerializationHelper.AppendSerializedAnimations(this, serializationObject);\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Returns the string \"MorphTarget\"\r\n * @returns \"MorphTarget\"\r\n */\r\n public getClassName(): string {\r\n return \"MorphTarget\";\r\n }\r\n\r\n // Statics\r\n\r\n /**\r\n * Creates a new target from serialized data\r\n * @param serializationObject defines the serialized data to use\r\n * @param scene defines the hosting scene\r\n * @param morphTargetManager morph target manager this morph target is associated with\r\n * @returns a new MorphTarget\r\n */\r\n public static Parse(serializationObject: any, scene?: Scene, morphTargetManager: Nullable<MorphTargetManager> = null): MorphTarget {\r\n const result = new MorphTarget(serializationObject.name, serializationObject.influence, scene, morphTargetManager);\r\n\r\n result.setPositions(serializationObject.positions);\r\n\r\n if (serializationObject.id != null) {\r\n result.id = serializationObject.id;\r\n }\r\n if (serializationObject.normals) {\r\n result.setNormals(serializationObject.normals);\r\n }\r\n if (serializationObject.tangents) {\r\n result.setTangents(serializationObject.tangents);\r\n }\r\n if (serializationObject.uvs) {\r\n result.setUVs(serializationObject.uvs);\r\n }\r\n if (serializationObject.uv2s) {\r\n result.setUV2s(serializationObject.uv2s);\r\n }\r\n if (serializationObject.colors) {\r\n result.setColors(serializationObject.colors);\r\n }\r\n\r\n // Animations\r\n if (serializationObject.animations) {\r\n for (let animationIndex = 0; animationIndex < serializationObject.animations.length; animationIndex++) {\r\n const parsedAnimation = serializationObject.animations[animationIndex];\r\n const internalClass = GetClass(\"BABYLON.Animation\");\r\n if (internalClass) {\r\n result.animations.push(internalClass.Parse(parsedAnimation));\r\n }\r\n }\r\n\r\n if (serializationObject.autoAnimate && scene) {\r\n scene.beginAnimation(\r\n result,\r\n serializationObject.autoAnimateFrom,\r\n serializationObject.autoAnimateTo,\r\n serializationObject.autoAnimateLoop,\r\n serializationObject.autoAnimateSpeed || 1.0\r\n );\r\n }\r\n }\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Creates a MorphTarget from mesh data\r\n * @param mesh defines the source mesh\r\n * @param name defines the name to use for the new target\r\n * @param influence defines the influence to attach to the target\r\n * @returns a new MorphTarget\r\n */\r\n public static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget {\r\n if (!name) {\r\n name = mesh.name;\r\n }\r\n\r\n const result = new MorphTarget(name, influence, mesh.getScene(), mesh.morphTargetManager);\r\n\r\n result.setPositions(<FloatArray>mesh.getVerticesData(VertexBuffer.PositionKind));\r\n\r\n if (mesh.isVerticesDataPresent(VertexBuffer.NormalKind)) {\r\n result.setNormals(<FloatArray>mesh.getVerticesData(VertexBuffer.NormalKind));\r\n }\r\n if (mesh.isVerticesDataPresent(VertexBuffer.TangentKind)) {\r\n result.setTangents(<FloatArray>mesh.getVerticesData(VertexBuffer.TangentKind));\r\n }\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n result.setUVs(<FloatArray>mesh.getVerticesData(VertexBuffer.UVKind));\r\n }\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind)) {\r\n result.setUV2s(<FloatArray>mesh.getVerticesData(VertexBuffer.UV2Kind));\r\n }\r\n if (mesh.isVerticesDataPresent(VertexBuffer.ColorKind)) {\r\n result.setColors(<FloatArray>mesh.getVerticesData(VertexBuffer.ColorKind));\r\n }\r\n\r\n return result;\r\n }\r\n}\r\n"]}
@@ -1,5 +1,5 @@
1
1
  import { type INavigationEnginePlugin, type ICrowd, type IAgentParameters, type INavMeshParameters, type IObstacle } from "../../Navigation/INavigationEngine.js";
2
- import { Mesh } from "../../Meshes/mesh.js";
2
+ import { Mesh } from "../../Meshes/mesh.pure.js";
3
3
  import { type Scene } from "../../scene.js";
4
4
  import { Vector3 } from "../../Maths/math.js";
5
5
  import { type TransformNode } from "../../Meshes/transformNode.js";
@@ -1,9 +1,9 @@
1
1
  import { Logger } from "../../Misc/logger.js";
2
2
  import { VertexData } from "../../Meshes/mesh.vertexData.js";
3
- import { Mesh } from "../../Meshes/mesh.js";
3
+ import { Mesh } from "../../Meshes/mesh.pure.js";
4
4
  import { Epsilon, Vector3, Matrix } from "../../Maths/math.js";
5
5
  import { Observable } from "../../Misc/observable.js";
6
- import { VertexBuffer } from "../../Buffers/buffer.js";
6
+ import { VertexBuffer } from "../../Buffers/buffer.pure.js";
7
7
  /**
8
8
  * RecastJS navigation plugin
9
9
  */
@@ -1 +1 @@
1
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{ type INavigationEnginePlugin, type ICrowd, type IAgentParameters, type INavMeshParameters, type IObstacle } from \"../../Navigation/INavigationEngine\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { VertexData } from \"../../Meshes/mesh.vertexData\";\r\nimport { Mesh } from \"../../Meshes/mesh\";\r\nimport { type Scene } from \"../../scene\";\r\nimport { Epsilon, Vector3, Matrix } from \"../../Maths/math\";\r\nimport { type TransformNode } from \"../../Meshes/transformNode\";\r\nimport { type Observer, Observable } from \"../../Misc/observable\";\r\nimport { type Nullable } from \"../../types\";\r\nimport { VertexBuffer } from \"../../Buffers/buffer\";\r\n\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\ndeclare let Recast: any;\r\n\r\n/**\r\n * RecastJS navigation plugin\r\n */\r\nexport class RecastJSPlugin implements INavigationEnginePlugin {\r\n /**\r\n * Reference to the Recast library\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public bjsRECAST: any = {};\r\n\r\n /**\r\n * plugin name\r\n */\r\n public name: string = \"RecastJSPlugin\";\r\n\r\n /**\r\n * the first navmesh created. We might extend this to support multiple navmeshes\r\n */\r\n public navMesh: any;\r\n\r\n private _maximumSubStepCount: number = 10;\r\n private _timeStep: number = 1 / 60;\r\n private _timeFactor: number = 1;\r\n\r\n private _tempVec1: any;\r\n private _tempVec2: any;\r\n\r\n private _worker: Nullable<Worker> = null;\r\n\r\n /**\r\n * Initializes the recastJS plugin\r\n * @param recastInjection can be used to inject your own recast reference\r\n */\r\n public constructor(recastInjection: any = Recast) {\r\n if (typeof recastInjection === \"function\") {\r\n Logger.Error(\"RecastJS is not ready. Please make sure you await Recast() before using the plugin.\");\r\n } else {\r\n this.bjsRECAST = recastInjection;\r\n }\r\n\r\n if (!this.isSupported()) {\r\n Logger.Error(\"RecastJS is not available. Please make sure you included the js file.\");\r\n return;\r\n }\r\n this.setTimeStep();\r\n\r\n this._tempVec1 = new this.bjsRECAST.Vec3();\r\n this._tempVec2 = new this.bjsRECAST.Vec3();\r\n }\r\n\r\n /**\r\n * Set worker URL to be used when generating a new navmesh\r\n * @param workerURL url string\r\n * @returns boolean indicating if worker is created\r\n */\r\n public setWorkerURL(workerURL: string | URL): boolean {\r\n if (window && window.Worker) {\r\n this._worker = new Worker(workerURL);\r\n return true;\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * Set the time step of the navigation tick update.\r\n * Default is 1/60.\r\n * A value of 0 will disable fixed time update\r\n * @param newTimeStep the new timestep to apply to this world.\r\n */\r\n setTimeStep(newTimeStep: number = 1 / 60): void {\r\n this._timeStep = newTimeStep;\r\n }\r\n\r\n /**\r\n * Get the time step of the navigation tick update.\r\n * @returns the current time step\r\n */\r\n getTimeStep(): number {\r\n return this._timeStep;\r\n }\r\n\r\n /**\r\n * If delta time in navigation tick update is greater than the time step\r\n * a number of sub iterations are done. If more iterations are needed to reach deltatime\r\n * they will be discarded.\r\n * A value of 0 will set to no maximum and update will use as many substeps as needed\r\n * @param newStepCount the maximum number of iterations\r\n */\r\n setMaximumSubStepCount(newStepCount: number = 10): void {\r\n this._maximumSubStepCount = newStepCount;\r\n }\r\n\r\n /**\r\n * Get the maximum number of iterations per navigation tick update\r\n * @returns the maximum number of iterations\r\n */\r\n getMaximumSubStepCount(): number {\r\n return this._maximumSubStepCount;\r\n }\r\n\r\n /**\r\n * Time factor applied when updating crowd agents (default 1). A value of 0 will pause crowd updates.\r\n * @param value the time factor applied at update\r\n */\r\n public set timeFactor(value: number) {\r\n this._timeFactor = Math.max(value, 0);\r\n }\r\n\r\n /**\r\n * Get the time factor used for crowd agent update\r\n * @returns the time factor\r\n */\r\n public get timeFactor(): number {\r\n return this._timeFactor;\r\n }\r\n\r\n /**\r\n * Creates a navigation mesh\r\n * @param meshes array of all the geometry used to compute the navigation mesh\r\n * @param parameters bunch of parameters used to filter geometry\r\n * @param completion callback when data is available from the worker. Not used without a worker\r\n */\r\n createNavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters, completion?: (navmeshData: Uint8Array) => void): void {\r\n if (this._worker && !completion) {\r\n Logger.Warn(\"A worker is available but no completion callback. Defaulting to blocking navmesh creation\");\r\n } else if (!this._worker && completion) {\r\n Logger.Warn(\"A completion callback is available but no worker. Defaulting to blocking navmesh creation\");\r\n }\r\n\r\n this.navMesh = new this.bjsRECAST.NavMesh();\r\n\r\n let index: number;\r\n let tri: number;\r\n let pt: number;\r\n\r\n const indices = [];\r\n const positions = [];\r\n let offset = 0;\r\n for (index = 0; index < meshes.length; index++) {\r\n if (meshes[index]) {\r\n const mesh = meshes[index];\r\n\r\n const meshIndices = mesh.getIndices();\r\n if (!meshIndices) {\r\n continue;\r\n }\r\n const meshPositions = mesh.getVerticesData(VertexBuffer.PositionKind, false, false);\r\n if (!meshPositions) {\r\n continue;\r\n }\r\n\r\n const worldMatrices = [];\r\n const worldMatrix = mesh.computeWorldMatrix(true);\r\n\r\n if (mesh.hasThinInstances) {\r\n const thinMatrices = mesh.thinInstanceGetWorldMatrices();\r\n for (let instanceIndex = 0; instanceIndex < thinMatrices.length; instanceIndex++) {\r\n const tmpMatrix = new Matrix();\r\n const thinMatrix = thinMatrices[instanceIndex];\r\n thinMatrix.multiplyToRef(worldMatrix, tmpMatrix);\r\n worldMatrices.push(tmpMatrix);\r\n }\r\n } else {\r\n worldMatrices.push(worldMatrix);\r\n }\r\n\r\n for (let matrixIndex = 0; matrixIndex < worldMatrices.length; matrixIndex++) {\r\n const wm = worldMatrices[matrixIndex];\r\n for (tri = 0; tri < meshIndices.length; tri++) {\r\n indices.push(meshIndices[tri] + offset);\r\n }\r\n\r\n const transformed = Vector3.Zero();\r\n const position = Vector3.Zero();\r\n for (pt = 0; pt < meshPositions.length; pt += 3) {\r\n Vector3.FromArrayToRef(meshPositions, pt, position);\r\n Vector3.TransformCoordinatesToRef(position, wm, transformed);\r\n positions.push(transformed.x, transformed.y, transformed.z);\r\n }\r\n\r\n offset += meshPositions.length / 3;\r\n }\r\n }\r\n }\r\n\r\n if (this._worker && completion) {\r\n // spawn worker and send message\r\n this._worker.postMessage([positions, offset, indices, indices.length, parameters]);\r\n this._worker.onmessage = function (e) {\r\n completion(e.data);\r\n };\r\n } else {\r\n // blocking calls\r\n const rc = new this.bjsRECAST.rcConfig();\r\n rc.cs = parameters.cs;\r\n rc.ch = parameters.ch;\r\n rc.borderSize = parameters.borderSize ? parameters.borderSize : 0;\r\n rc.tileSize = parameters.tileSize ? parameters.tileSize : 0;\r\n rc.walkableSlopeAngle = parameters.walkableSlopeAngle;\r\n rc.walkableHeight = parameters.walkableHeight;\r\n rc.walkableClimb = parameters.walkableClimb;\r\n rc.walkableRadius = parameters.walkableRadius;\r\n rc.maxEdgeLen = parameters.maxEdgeLen;\r\n rc.maxSimplificationError = parameters.maxSimplificationError;\r\n rc.minRegionArea = parameters.minRegionArea;\r\n rc.mergeRegionArea = parameters.mergeRegionArea;\r\n rc.maxVertsPerPoly = parameters.maxVertsPerPoly;\r\n rc.detailSampleDist = parameters.detailSampleDist;\r\n rc.detailSampleMaxError = parameters.detailSampleMaxError;\r\n\r\n this.navMesh.build(positions, offset, indices, indices.length, rc);\r\n }\r\n }\r\n\r\n /**\r\n * Create a navigation mesh debug mesh\r\n * @param scene is where the mesh will be added\r\n * @returns debug display mesh\r\n */\r\n createDebugNavMesh(scene: Scene): Mesh {\r\n let tri: number;\r\n let pt: number;\r\n const debugNavMesh = this.navMesh.getDebugNavMesh();\r\n const triangleCount = debugNavMesh.getTriangleCount();\r\n\r\n const indices = [];\r\n const positions = [];\r\n for (tri = 0; tri < triangleCount * 3; tri++) {\r\n indices.push(tri);\r\n }\r\n for (tri = 0; tri < triangleCount; tri++) {\r\n for (pt = 0; pt < 3; pt++) {\r\n const point = debugNavMesh.getTriangle(tri).getPoint(pt);\r\n positions.push(point.x, point.y, point.z);\r\n }\r\n }\r\n\r\n const mesh = new Mesh(\"NavMeshDebug\", scene);\r\n const vertexData = new VertexData();\r\n\r\n vertexData.indices = indices;\r\n vertexData.positions = positions;\r\n vertexData.applyToMesh(mesh, false);\r\n return mesh;\r\n }\r\n\r\n /**\r\n * Get a navigation mesh constrained position, closest to the parameter position\r\n * @param position world position\r\n * @returns the closest point to position constrained by the navigation mesh\r\n */\r\n getClosestPoint(position: Vector3): Vector3 {\r\n this._tempVec1.x = position.x;\r\n this._tempVec1.y = position.y;\r\n this._tempVec1.z = position.z;\r\n const ret = this.navMesh.getClosestPoint(this._tempVec1);\r\n const pr = new Vector3(ret.x, ret.y, ret.z);\r\n return pr;\r\n }\r\n\r\n /**\r\n * Get a navigation mesh constrained position, closest to the parameter position\r\n * @param position world position\r\n * @param result output the closest point to position constrained by the navigation mesh\r\n */\r\n getClosestPointToRef(position: Vector3, result: Vector3): void {\r\n this._tempVec1.x = position.x;\r\n this._tempVec1.y = position.y;\r\n this._tempVec1.z = position.z;\r\n const ret = this.navMesh.getClosestPoint(this._tempVec1);\r\n result.set(ret.x, ret.y, ret.z);\r\n }\r\n\r\n /**\r\n * Get a navigation mesh constrained position, within a particular radius\r\n * @param position world position\r\n * @param maxRadius the maximum distance to the constrained world position\r\n * @returns the closest point to position constrained by the navigation mesh\r\n */\r\n getRandomPointAround(position: Vector3, maxRadius: number): Vector3 {\r\n this._tempVec1.x = position.x;\r\n this._tempVec1.y = position.y;\r\n this._tempVec1.z = position.z;\r\n const ret = this.navMesh.getRandomPointAround(this._tempVec1, maxRadius);\r\n const pr = new Vector3(ret.x, ret.y, ret.z);\r\n return pr;\r\n }\r\n\r\n /**\r\n * Get a navigation mesh constrained position, within a particular radius\r\n * @param position world position\r\n * @param maxRadius the maximum distance to the constrained world position\r\n * @param result output the closest point to position constrained by the navigation mesh\r\n */\r\n getRandomPointAroundToRef(position: Vector3, maxRadius: number, result: Vector3): void {\r\n this._tempVec1.x = position.x;\r\n this._tempVec1.y = position.y;\r\n this._tempVec1.z = position.z;\r\n const ret = this.navMesh.getRandomPointAround(this._tempVec1, maxRadius);\r\n result.set(ret.x, ret.y, ret.z);\r\n }\r\n\r\n /**\r\n * Compute the final position from a segment made of destination-position\r\n * @param position world position\r\n * @param destination world position\r\n * @returns the resulting point along the navmesh\r\n */\r\n moveAlong(position: Vector3, destination: Vector3): Vector3 {\r\n this._tempVec1.x = position.x;\r\n this._tempVec1.y = position.y;\r\n this._tempVec1.z = position.z;\r\n this._tempVec2.x = destination.x;\r\n this._tempVec2.y = destination.y;\r\n this._tempVec2.z = destination.z;\r\n const ret = this.navMesh.moveAlong(this._tempVec1, this._tempVec2);\r\n const pr = new Vector3(ret.x, ret.y, ret.z);\r\n return pr;\r\n }\r\n\r\n /**\r\n * Compute the final position from a segment made of destination-position\r\n * @param position world position\r\n * @param destination world position\r\n * @param result output the resulting point along the navmesh\r\n */\r\n moveAlongToRef(position: Vector3, destination: Vector3, result: Vector3): void {\r\n this._tempVec1.x = position.x;\r\n this._tempVec1.y = position.y;\r\n this._tempVec1.z = position.z;\r\n this._tempVec2.x = destination.x;\r\n this._tempVec2.y = destination.y;\r\n this._tempVec2.z = destination.z;\r\n const ret = this.navMesh.moveAlong(this._tempVec1, this._tempVec2);\r\n result.set(ret.x, ret.y, ret.z);\r\n }\r\n\r\n private _convertNavPathPoints(navPath: any): Vector3[] {\r\n let pt: number;\r\n const pointCount = navPath.getPointCount();\r\n const positions = [];\r\n for (pt = 0; pt < pointCount; pt++) {\r\n const p = navPath.getPoint(pt);\r\n positions.push(new Vector3(p.x, p.y, p.z));\r\n }\r\n return positions;\r\n }\r\n\r\n /**\r\n * Compute a navigation path from start to end. Returns an empty array if no path can be computed\r\n * Path is straight.\r\n * @param start world position\r\n * @param end world position\r\n * @returns array containing world position composing the path\r\n */\r\n computePath(start: Vector3, end: Vector3): Vector3[] {\r\n this._tempVec1.x = start.x;\r\n this._tempVec1.y = start.y;\r\n this._tempVec1.z = start.z;\r\n this._tempVec2.x = end.x;\r\n this._tempVec2.y = end.y;\r\n this._tempVec2.z = end.z;\r\n const navPath = this.navMesh.computePath(this._tempVec1, this._tempVec2);\r\n return this._convertNavPathPoints(navPath);\r\n }\r\n\r\n /**\r\n * Compute a navigation path from start to end. Returns an empty array if no path can be computed.\r\n * Path follows navigation mesh geometry.\r\n * @param start world position\r\n * @param end world position\r\n * @returns array containing world position composing the path\r\n */\r\n computePathSmooth(start: Vector3, end: Vector3): Vector3[] {\r\n this._tempVec1.x = start.x;\r\n this._tempVec1.y = start.y;\r\n this._tempVec1.z = start.z;\r\n this._tempVec2.x = end.x;\r\n this._tempVec2.y = end.y;\r\n this._tempVec2.z = end.z;\r\n const navPath = this.navMesh.computePathSmooth(this._tempVec1, this._tempVec2);\r\n return this._convertNavPathPoints(navPath);\r\n }\r\n /**\r\n * Create a new Crowd so you can add agents\r\n * @param maxAgents the maximum agent count in the crowd\r\n * @param maxAgentRadius the maximum radius an agent can have\r\n * @param scene to attach the crowd to\r\n * @returns the crowd you can add agents to\r\n */\r\n createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd {\r\n const crowd = new RecastJSCrowd(this, maxAgents, maxAgentRadius, scene);\r\n return crowd;\r\n }\r\n\r\n /**\r\n * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)\r\n * The queries will try to find a solution within those bounds\r\n * default is (1,1,1)\r\n * @param extent x,y,z value that define the extent around the queries point of reference\r\n */\r\n setDefaultQueryExtent(extent: Vector3): void {\r\n this._tempVec1.x = extent.x;\r\n this._tempVec1.y = extent.y;\r\n this._tempVec1.z = extent.z;\r\n this.navMesh.setDefaultQueryExtent(this._tempVec1);\r\n }\r\n\r\n /**\r\n * Get the Bounding box extent specified by setDefaultQueryExtent\r\n * @returns the box extent values\r\n */\r\n getDefaultQueryExtent(): Vector3 {\r\n const p = this.navMesh.getDefaultQueryExtent();\r\n return new Vector3(p.x, p.y, p.z);\r\n }\r\n\r\n /**\r\n * build the navmesh from a previously saved state using getNavmeshData\r\n * @param data the Uint8Array returned by getNavmeshData\r\n */\r\n buildFromNavmeshData(data: Uint8Array): void {\r\n const nDataBytes = data.length * data.BYTES_PER_ELEMENT;\r\n const dataPtr = this.bjsRECAST._malloc(nDataBytes);\r\n\r\n const dataHeap = new Uint8Array(this.bjsRECAST.HEAPU8.buffer, dataPtr, nDataBytes);\r\n dataHeap.set(data);\r\n\r\n const buf = new this.bjsRECAST.NavmeshData();\r\n buf.dataPointer = dataHeap.byteOffset;\r\n buf.size = data.length;\r\n this.navMesh = new this.bjsRECAST.NavMesh();\r\n this.navMesh.buildFromNavmeshData(buf);\r\n\r\n // Free memory\r\n this.bjsRECAST._free(dataHeap.byteOffset);\r\n }\r\n\r\n /**\r\n * returns the navmesh data that can be used later. The navmesh must be built before retrieving the data\r\n * @returns data the Uint8Array that can be saved and reused\r\n */\r\n getNavmeshData(): Uint8Array {\r\n const navmeshData = this.navMesh.getNavmeshData();\r\n const arrView = new Uint8Array(this.bjsRECAST.HEAPU8.buffer, navmeshData.dataPointer, navmeshData.size);\r\n const ret = new Uint8Array(navmeshData.size);\r\n ret.set(arrView);\r\n this.navMesh.freeNavmeshData(navmeshData);\r\n return ret;\r\n }\r\n\r\n /**\r\n * Get the Bounding box extent result specified by setDefaultQueryExtent\r\n * @param result output the box extent values\r\n */\r\n getDefaultQueryExtentToRef(result: Vector3): void {\r\n const p = this.navMesh.getDefaultQueryExtent();\r\n result.set(p.x, p.y, p.z);\r\n }\r\n\r\n /**\r\n * Disposes of the plugin resources\r\n */\r\n public dispose() {\r\n if (this._worker) {\r\n // Clear handlers and terminate the worker to avoid leaks\r\n this._worker.onmessage = null;\r\n // Clear other handlers if they were used\r\n (this._worker as any).onerror = null;\r\n this._worker.terminate();\r\n }\r\n this._worker = null;\r\n }\r\n\r\n /**\r\n * Creates a cylinder obstacle and add it to the navigation\r\n * @param position world position\r\n * @param radius cylinder radius\r\n * @param height cylinder height\r\n * @returns the obstacle freshly created\r\n */\r\n addCylinderObstacle(position: Vector3, radius: number, height: number): Nullable<IObstacle> {\r\n this._tempVec1.x = position.x;\r\n this._tempVec1.y = position.y;\r\n this._tempVec1.z = position.z;\r\n return this.navMesh.addCylinderObstacle(this._tempVec1, radius, height);\r\n }\r\n\r\n /**\r\n * Creates an oriented box obstacle and add it to the navigation\r\n * @param position world position\r\n * @param extent box size\r\n * @param angle angle in radians of the box orientation on Y axis\r\n * @returns the obstacle freshly created\r\n */\r\n addBoxObstacle(position: Vector3, extent: Vector3, angle: number): Nullable<IObstacle> {\r\n this._tempVec1.x = position.x;\r\n this._tempVec1.y = position.y;\r\n this._tempVec1.z = position.z;\r\n this._tempVec2.x = extent.x;\r\n this._tempVec2.y = extent.y;\r\n this._tempVec2.z = extent.z;\r\n return this.navMesh.addBoxObstacle(this._tempVec1, this._tempVec2, angle);\r\n }\r\n\r\n /**\r\n * Removes an obstacle created by addCylinderObstacle or addBoxObstacle\r\n * @param obstacle obstacle to remove from the navigation\r\n */\r\n removeObstacle(obstacle: IObstacle): void {\r\n this.navMesh.removeObstacle(obstacle);\r\n }\r\n\r\n /**\r\n * If this plugin is supported\r\n * @returns true if plugin is supported\r\n */\r\n public isSupported(): boolean {\r\n return this.bjsRECAST !== undefined;\r\n }\r\n\r\n /**\r\n * Returns the seed used for randomized functions like `getRandomPointAround`\r\n * @returns seed number\r\n */\r\n public getRandomSeed(): number {\r\n return this.bjsRECAST._getRandomSeed();\r\n }\r\n\r\n /**\r\n * Set the seed used for randomized functions like `getRandomPointAround`\r\n * @param seed number used as seed for random functions\r\n */\r\n public setRandomSeed(seed: number): void {\r\n this.bjsRECAST._setRandomSeed(seed);\r\n }\r\n}\r\n\r\n/**\r\n * Recast detour crowd implementation\r\n */\r\nexport class RecastJSCrowd implements ICrowd {\r\n /**\r\n * Recast/detour plugin\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public bjsRECASTPlugin: RecastJSPlugin;\r\n /**\r\n * Link to the detour crowd\r\n */\r\n public recastCrowd: any = {};\r\n /**\r\n * One transform per agent\r\n */\r\n public transforms: TransformNode[] = new Array<TransformNode>();\r\n /**\r\n * All agents created\r\n */\r\n public agents: number[] = new Array<number>();\r\n /**\r\n * agents reach radius\r\n */\r\n public reachRadii: number[] = new Array<number>();\r\n /**\r\n * true when a destination is active for an agent and notifier hasn't been notified of reach\r\n */\r\n private _agentDestinationArmed: boolean[] = new Array<boolean>();\r\n /**\r\n * agent current target\r\n */\r\n private _agentDestination: Vector3[] = new Array<Vector3>();\r\n /**\r\n * Link to the scene is kept to unregister the crowd from the scene\r\n */\r\n private _scene: Scene;\r\n\r\n /**\r\n * Observer for crowd updates\r\n */\r\n private _onBeforeAnimationsObserver: Nullable<Observer<Scene>> = null;\r\n\r\n /**\r\n * Fires each time an agent is in reach radius of its destination\r\n */\r\n public onReachTargetObservable = new Observable<{ agentIndex: number; destination: Vector3 }>();\r\n\r\n /**\r\n * Constructor\r\n * @param plugin recastJS plugin\r\n * @param maxAgents the maximum agent count in the crowd\r\n * @param maxAgentRadius the maximum radius an agent can have\r\n * @param scene to attach the crowd to\r\n * @returns the crowd you can add agents to\r\n */\r\n public constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene) {\r\n this.bjsRECASTPlugin = plugin;\r\n this.recastCrowd = new this.bjsRECASTPlugin.bjsRECAST.Crowd(maxAgents, maxAgentRadius, this.bjsRECASTPlugin.navMesh.getNavMesh());\r\n this._scene = scene;\r\n\r\n this._onBeforeAnimationsObserver = scene.onBeforeAnimationsObservable.add(() => {\r\n this.update(scene.getEngine().getDeltaTime() * 0.001 * plugin.timeFactor);\r\n });\r\n }\r\n\r\n /**\r\n * Add a new agent to the crowd with the specified parameter a corresponding transformNode.\r\n * You can attach anything to that node. The node position is updated in the scene update tick.\r\n * @param pos world position that will be constrained by the navigation mesh\r\n * @param parameters agent parameters\r\n * @param transform hooked to the agent that will be update by the scene\r\n * @returns agent index\r\n */\r\n addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number {\r\n const agentParams = new this.bjsRECASTPlugin.bjsRECAST.dtCrowdAgentParams();\r\n agentParams.radius = parameters.radius;\r\n agentParams.height = parameters.height;\r\n agentParams.maxAcceleration = parameters.maxAcceleration;\r\n agentParams.maxSpeed = parameters.maxSpeed;\r\n agentParams.collisionQueryRange = parameters.collisionQueryRange;\r\n agentParams.pathOptimizationRange = parameters.pathOptimizationRange;\r\n agentParams.separationWeight = parameters.separationWeight;\r\n agentParams.updateFlags = 7;\r\n agentParams.obstacleAvoidanceType = 0;\r\n agentParams.queryFilterType = 0;\r\n agentParams.userData = 0;\r\n\r\n const agentIndex = this.recastCrowd.addAgent(new this.bjsRECASTPlugin.bjsRECAST.Vec3(pos.x, pos.y, pos.z), agentParams);\r\n this.transforms.push(transform);\r\n this.agents.push(agentIndex);\r\n this.reachRadii.push(parameters.reachRadius ? parameters.reachRadius : parameters.radius);\r\n this._agentDestinationArmed.push(false);\r\n this._agentDestination.push(new Vector3(0, 0, 0));\r\n return agentIndex;\r\n }\r\n\r\n /**\r\n * Returns the agent position in world space\r\n * @param index agent index returned by addAgent\r\n * @returns world space position\r\n */\r\n getAgentPosition(index: number): Vector3 {\r\n const agentPos = this.recastCrowd.getAgentPosition(index);\r\n return new Vector3(agentPos.x, agentPos.y, agentPos.z);\r\n }\r\n\r\n /**\r\n * Returns the agent position result in world space\r\n * @param index agent index returned by addAgent\r\n * @param result output world space position\r\n */\r\n getAgentPositionToRef(index: number, result: Vector3): void {\r\n const agentPos = this.recastCrowd.getAgentPosition(index);\r\n result.set(agentPos.x, agentPos.y, agentPos.z);\r\n }\r\n\r\n /**\r\n * Returns the agent velocity in world space\r\n * @param index agent index returned by addAgent\r\n * @returns world space velocity\r\n */\r\n getAgentVelocity(index: number): Vector3 {\r\n const agentVel = this.recastCrowd.getAgentVelocity(index);\r\n return new Vector3(agentVel.x, agentVel.y, agentVel.z);\r\n }\r\n\r\n /**\r\n * Returns the agent velocity result in world space\r\n * @param index agent index returned by addAgent\r\n * @param result output world space velocity\r\n */\r\n getAgentVelocityToRef(index: number, result: Vector3): void {\r\n const agentVel = this.recastCrowd.getAgentVelocity(index);\r\n result.set(agentVel.x, agentVel.y, agentVel.z);\r\n }\r\n\r\n /**\r\n * Returns the agent next target point on the path\r\n * @param index agent index returned by addAgent\r\n * @returns world space position\r\n */\r\n getAgentNextTargetPath(index: number): Vector3 {\r\n const pathTargetPos = this.recastCrowd.getAgentNextTargetPath(index);\r\n return new Vector3(pathTargetPos.x, pathTargetPos.y, pathTargetPos.z);\r\n }\r\n\r\n /**\r\n * Returns the agent next target point on the path\r\n * @param index agent index returned by addAgent\r\n * @param result output world space position\r\n */\r\n getAgentNextTargetPathToRef(index: number, result: Vector3): void {\r\n const pathTargetPos = this.recastCrowd.getAgentNextTargetPath(index);\r\n result.set(pathTargetPos.x, pathTargetPos.y, pathTargetPos.z);\r\n }\r\n\r\n /**\r\n * Gets the agent state\r\n * @param index agent index returned by addAgent\r\n * @returns agent state\r\n */\r\n getAgentState(index: number): number {\r\n return this.recastCrowd.getAgentState(index);\r\n }\r\n\r\n /**\r\n * returns true if the agent in over an off mesh link connection\r\n * @param index agent index returned by addAgent\r\n * @returns true if over an off mesh link connection\r\n */\r\n overOffmeshConnection(index: number): boolean {\r\n return this.recastCrowd.overOffmeshConnection(index);\r\n }\r\n\r\n /**\r\n * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh\r\n * @param index agent index returned by addAgent\r\n * @param destination targeted world position\r\n */\r\n agentGoto(index: number, destination: Vector3): void {\r\n this.recastCrowd.agentGoto(index, new this.bjsRECASTPlugin.bjsRECAST.Vec3(destination.x, destination.y, destination.z));\r\n\r\n // arm observer\r\n const item = this.agents.indexOf(index);\r\n if (item > -1) {\r\n this._agentDestinationArmed[item] = true;\r\n this._agentDestination[item].set(destination.x, destination.y, destination.z);\r\n }\r\n }\r\n\r\n /**\r\n * Teleport the agent to a new position\r\n * @param index agent index returned by addAgent\r\n * @param destination targeted world position\r\n */\r\n agentTeleport(index: number, destination: Vector3): void {\r\n this.recastCrowd.agentTeleport(index, new this.bjsRECASTPlugin.bjsRECAST.Vec3(destination.x, destination.y, destination.z));\r\n }\r\n\r\n /**\r\n * Update agent parameters\r\n * @param index agent index returned by addAgent\r\n * @param parameters agent parameters\r\n */\r\n updateAgentParameters(index: number, parameters: IAgentParameters): void {\r\n const agentParams = this.recastCrowd.getAgentParameters(index);\r\n\r\n if (parameters.radius !== undefined) {\r\n agentParams.radius = parameters.radius;\r\n }\r\n if (parameters.height !== undefined) {\r\n agentParams.height = parameters.height;\r\n }\r\n if (parameters.maxAcceleration !== undefined) {\r\n agentParams.maxAcceleration = parameters.maxAcceleration;\r\n }\r\n if (parameters.maxSpeed !== undefined) {\r\n agentParams.maxSpeed = parameters.maxSpeed;\r\n }\r\n if (parameters.collisionQueryRange !== undefined) {\r\n agentParams.collisionQueryRange = parameters.collisionQueryRange;\r\n }\r\n if (parameters.pathOptimizationRange !== undefined) {\r\n agentParams.pathOptimizationRange = parameters.pathOptimizationRange;\r\n }\r\n if (parameters.separationWeight !== undefined) {\r\n agentParams.separationWeight = parameters.separationWeight;\r\n }\r\n\r\n this.recastCrowd.setAgentParameters(index, agentParams);\r\n }\r\n\r\n /**\r\n * remove a particular agent previously created\r\n * @param index agent index returned by addAgent\r\n */\r\n removeAgent(index: number): void {\r\n this.recastCrowd.removeAgent(index);\r\n\r\n const item = this.agents.indexOf(index);\r\n if (item > -1) {\r\n this.agents.splice(item, 1);\r\n this.transforms.splice(item, 1);\r\n this.reachRadii.splice(item, 1);\r\n this._agentDestinationArmed.splice(item, 1);\r\n this._agentDestination.splice(item, 1);\r\n }\r\n }\r\n\r\n /**\r\n * get the list of all agents attached to this crowd\r\n * @returns list of agent indices\r\n */\r\n getAgents(): number[] {\r\n return this.agents;\r\n }\r\n\r\n /**\r\n * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function\r\n * @param deltaTime in seconds\r\n */\r\n update(deltaTime: number): void {\r\n // update obstacles\r\n this.bjsRECASTPlugin.navMesh.update();\r\n\r\n if (deltaTime <= Epsilon) {\r\n return;\r\n }\r\n // update crowd\r\n const timeStep = this.bjsRECASTPlugin.getTimeStep();\r\n const maxStepCount = this.bjsRECASTPlugin.getMaximumSubStepCount();\r\n if (timeStep <= Epsilon) {\r\n this.recastCrowd.update(deltaTime);\r\n } else {\r\n let iterationCount = Math.floor(deltaTime / timeStep);\r\n if (maxStepCount && iterationCount > maxStepCount) {\r\n iterationCount = maxStepCount;\r\n }\r\n if (iterationCount < 1) {\r\n iterationCount = 1;\r\n }\r\n\r\n const step = deltaTime / iterationCount;\r\n for (let i = 0; i < iterationCount; i++) {\r\n this.recastCrowd.update(step);\r\n }\r\n }\r\n\r\n // update transforms\r\n for (let index = 0; index < this.agents.length; index++) {\r\n // update transform position\r\n const agentIndex = this.agents[index];\r\n const agentPosition = this.getAgentPosition(agentIndex);\r\n this.transforms[index].position = agentPosition;\r\n // check agent reach destination\r\n if (this._agentDestinationArmed[index]) {\r\n const dx = agentPosition.x - this._agentDestination[index].x;\r\n const dz = agentPosition.z - this._agentDestination[index].z;\r\n const radius = this.reachRadii[index];\r\n const groundY = this._agentDestination[index].y - this.reachRadii[index];\r\n const ceilingY = this._agentDestination[index].y + this.reachRadii[index];\r\n const distanceXZSquared = dx * dx + dz * dz;\r\n if (agentPosition.y > groundY && agentPosition.y < ceilingY && distanceXZSquared < radius * radius) {\r\n this._agentDestinationArmed[index] = false;\r\n this.onReachTargetObservable.notifyObservers({ agentIndex: agentIndex, destination: this._agentDestination[index] });\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)\r\n * The queries will try to find a solution within those bounds\r\n * default is (1,1,1)\r\n * @param extent x,y,z value that define the extent around the queries point of reference\r\n */\r\n setDefaultQueryExtent(extent: Vector3): void {\r\n const ext = new this.bjsRECASTPlugin.bjsRECAST.Vec3(extent.x, extent.y, extent.z);\r\n this.recastCrowd.setDefaultQueryExtent(ext);\r\n }\r\n\r\n /**\r\n * Get the Bounding box extent specified by setDefaultQueryExtent\r\n * @returns the box extent values\r\n */\r\n getDefaultQueryExtent(): Vector3 {\r\n const p = this.recastCrowd.getDefaultQueryExtent();\r\n return new Vector3(p.x, p.y, p.z);\r\n }\r\n\r\n /**\r\n * Get the Bounding box extent result specified by setDefaultQueryExtent\r\n * @param result output the box extent values\r\n */\r\n getDefaultQueryExtentToRef(result: Vector3): void {\r\n const p = this.recastCrowd.getDefaultQueryExtent();\r\n result.set(p.x, p.y, p.z);\r\n }\r\n\r\n /**\r\n * Get the next corner points composing the path (max 4 points)\r\n * @param index agent index returned by addAgent\r\n * @returns array containing world position composing the path\r\n */\r\n getCorners(index: number): Vector3[] {\r\n let pt: number;\r\n const navPath = this.recastCrowd.getCorners(index);\r\n const pointCount = navPath.getPointCount();\r\n const positions = [];\r\n for (pt = 0; pt < pointCount; pt++) {\r\n const p = navPath.getPoint(pt);\r\n positions.push(new Vector3(p.x, p.y, p.z));\r\n }\r\n return positions;\r\n }\r\n\r\n /**\r\n * Release all resources\r\n */\r\n dispose(): void {\r\n this.recastCrowd.destroy();\r\n this._scene.onBeforeAnimationsObservable.remove(this._onBeforeAnimationsObserver);\r\n this._onBeforeAnimationsObserver = null;\r\n this.onReachTargetObservable.clear();\r\n }\r\n}\r\n"]}
1
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{ type INavigationEnginePlugin, type ICrowd, type IAgentParameters, type INavMeshParameters, type IObstacle } from \"../../Navigation/INavigationEngine\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { VertexData } from \"../../Meshes/mesh.vertexData\";\r\nimport { Mesh } from \"../../Meshes/mesh.pure\";\r\nimport { type Scene } from \"../../scene\";\r\nimport { Epsilon, Vector3, Matrix } from \"../../Maths/math\";\r\nimport { type TransformNode } from \"../../Meshes/transformNode\";\r\nimport { type Observer, Observable } from \"../../Misc/observable\";\r\nimport { type Nullable } from \"../../types\";\r\nimport { VertexBuffer } from \"../../Buffers/buffer.pure\";\r\n\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\ndeclare let Recast: any;\r\n\r\n/**\r\n * RecastJS navigation plugin\r\n */\r\nexport class RecastJSPlugin implements INavigationEnginePlugin {\r\n /**\r\n * Reference to the Recast library\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public bjsRECAST: any = {};\r\n\r\n /**\r\n * plugin name\r\n */\r\n public name: string = \"RecastJSPlugin\";\r\n\r\n /**\r\n * the first navmesh created. We might extend this to support multiple navmeshes\r\n */\r\n public navMesh: any;\r\n\r\n private _maximumSubStepCount: number = 10;\r\n private _timeStep: number = 1 / 60;\r\n private _timeFactor: number = 1;\r\n\r\n private _tempVec1: any;\r\n private _tempVec2: any;\r\n\r\n private _worker: Nullable<Worker> = null;\r\n\r\n /**\r\n * Initializes the recastJS plugin\r\n * @param recastInjection can be used to inject your own recast reference\r\n */\r\n public constructor(recastInjection: any = Recast) {\r\n if (typeof recastInjection === \"function\") {\r\n Logger.Error(\"RecastJS is not ready. Please make sure you await Recast() before using the plugin.\");\r\n } else {\r\n this.bjsRECAST = recastInjection;\r\n }\r\n\r\n if (!this.isSupported()) {\r\n Logger.Error(\"RecastJS is not available. Please make sure you included the js file.\");\r\n return;\r\n }\r\n this.setTimeStep();\r\n\r\n this._tempVec1 = new this.bjsRECAST.Vec3();\r\n this._tempVec2 = new this.bjsRECAST.Vec3();\r\n }\r\n\r\n /**\r\n * Set worker URL to be used when generating a new navmesh\r\n * @param workerURL url string\r\n * @returns boolean indicating if worker is created\r\n */\r\n public setWorkerURL(workerURL: string | URL): boolean {\r\n if (window && window.Worker) {\r\n this._worker = new Worker(workerURL);\r\n return true;\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * Set the time step of the navigation tick update.\r\n * Default is 1/60.\r\n * A value of 0 will disable fixed time update\r\n * @param newTimeStep the new timestep to apply to this world.\r\n */\r\n setTimeStep(newTimeStep: number = 1 / 60): void {\r\n this._timeStep = newTimeStep;\r\n }\r\n\r\n /**\r\n * Get the time step of the navigation tick update.\r\n * @returns the current time step\r\n */\r\n getTimeStep(): number {\r\n return this._timeStep;\r\n }\r\n\r\n /**\r\n * If delta time in navigation tick update is greater than the time step\r\n * a number of sub iterations are done. If more iterations are needed to reach deltatime\r\n * they will be discarded.\r\n * A value of 0 will set to no maximum and update will use as many substeps as needed\r\n * @param newStepCount the maximum number of iterations\r\n */\r\n setMaximumSubStepCount(newStepCount: number = 10): void {\r\n this._maximumSubStepCount = newStepCount;\r\n }\r\n\r\n /**\r\n * Get the maximum number of iterations per navigation tick update\r\n * @returns the maximum number of iterations\r\n */\r\n getMaximumSubStepCount(): number {\r\n return this._maximumSubStepCount;\r\n }\r\n\r\n /**\r\n * Time factor applied when updating crowd agents (default 1). A value of 0 will pause crowd updates.\r\n * @param value the time factor applied at update\r\n */\r\n public set timeFactor(value: number) {\r\n this._timeFactor = Math.max(value, 0);\r\n }\r\n\r\n /**\r\n * Get the time factor used for crowd agent update\r\n * @returns the time factor\r\n */\r\n public get timeFactor(): number {\r\n return this._timeFactor;\r\n }\r\n\r\n /**\r\n * Creates a navigation mesh\r\n * @param meshes array of all the geometry used to compute the navigation mesh\r\n * @param parameters bunch of parameters used to filter geometry\r\n * @param completion callback when data is available from the worker. Not used without a worker\r\n */\r\n createNavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters, completion?: (navmeshData: Uint8Array) => void): void {\r\n if (this._worker && !completion) {\r\n Logger.Warn(\"A worker is available but no completion callback. Defaulting to blocking navmesh creation\");\r\n } else if (!this._worker && completion) {\r\n Logger.Warn(\"A completion callback is available but no worker. Defaulting to blocking navmesh creation\");\r\n }\r\n\r\n this.navMesh = new this.bjsRECAST.NavMesh();\r\n\r\n let index: number;\r\n let tri: number;\r\n let pt: number;\r\n\r\n const indices = [];\r\n const positions = [];\r\n let offset = 0;\r\n for (index = 0; index < meshes.length; index++) {\r\n if (meshes[index]) {\r\n const mesh = meshes[index];\r\n\r\n const meshIndices = mesh.getIndices();\r\n if (!meshIndices) {\r\n continue;\r\n }\r\n const meshPositions = mesh.getVerticesData(VertexBuffer.PositionKind, false, false);\r\n if (!meshPositions) {\r\n continue;\r\n }\r\n\r\n const worldMatrices = [];\r\n const worldMatrix = mesh.computeWorldMatrix(true);\r\n\r\n if (mesh.hasThinInstances) {\r\n const thinMatrices = mesh.thinInstanceGetWorldMatrices();\r\n for (let instanceIndex = 0; instanceIndex < thinMatrices.length; instanceIndex++) {\r\n const tmpMatrix = new Matrix();\r\n const thinMatrix = thinMatrices[instanceIndex];\r\n thinMatrix.multiplyToRef(worldMatrix, tmpMatrix);\r\n worldMatrices.push(tmpMatrix);\r\n }\r\n } else {\r\n worldMatrices.push(worldMatrix);\r\n }\r\n\r\n for (let matrixIndex = 0; matrixIndex < worldMatrices.length; matrixIndex++) {\r\n const wm = worldMatrices[matrixIndex];\r\n for (tri = 0; tri < meshIndices.length; tri++) {\r\n indices.push(meshIndices[tri] + offset);\r\n }\r\n\r\n const transformed = Vector3.Zero();\r\n const position = Vector3.Zero();\r\n for (pt = 0; pt < meshPositions.length; pt += 3) {\r\n Vector3.FromArrayToRef(meshPositions, pt, position);\r\n Vector3.TransformCoordinatesToRef(position, wm, transformed);\r\n positions.push(transformed.x, transformed.y, transformed.z);\r\n }\r\n\r\n offset += meshPositions.length / 3;\r\n }\r\n }\r\n }\r\n\r\n if (this._worker && completion) {\r\n // spawn worker and send message\r\n this._worker.postMessage([positions, offset, indices, indices.length, parameters]);\r\n this._worker.onmessage = function (e) {\r\n completion(e.data);\r\n };\r\n } else {\r\n // blocking calls\r\n const rc = new this.bjsRECAST.rcConfig();\r\n rc.cs = parameters.cs;\r\n rc.ch = parameters.ch;\r\n rc.borderSize = parameters.borderSize ? parameters.borderSize : 0;\r\n rc.tileSize = parameters.tileSize ? parameters.tileSize : 0;\r\n rc.walkableSlopeAngle = parameters.walkableSlopeAngle;\r\n rc.walkableHeight = parameters.walkableHeight;\r\n rc.walkableClimb = parameters.walkableClimb;\r\n rc.walkableRadius = parameters.walkableRadius;\r\n rc.maxEdgeLen = parameters.maxEdgeLen;\r\n rc.maxSimplificationError = parameters.maxSimplificationError;\r\n rc.minRegionArea = parameters.minRegionArea;\r\n rc.mergeRegionArea = parameters.mergeRegionArea;\r\n rc.maxVertsPerPoly = parameters.maxVertsPerPoly;\r\n rc.detailSampleDist = parameters.detailSampleDist;\r\n rc.detailSampleMaxError = parameters.detailSampleMaxError;\r\n\r\n this.navMesh.build(positions, offset, indices, indices.length, rc);\r\n }\r\n }\r\n\r\n /**\r\n * Create a navigation mesh debug mesh\r\n * @param scene is where the mesh will be added\r\n * @returns debug display mesh\r\n */\r\n createDebugNavMesh(scene: Scene): Mesh {\r\n let tri: number;\r\n let pt: number;\r\n const debugNavMesh = this.navMesh.getDebugNavMesh();\r\n const triangleCount = debugNavMesh.getTriangleCount();\r\n\r\n const indices = [];\r\n const positions = [];\r\n for (tri = 0; tri < triangleCount * 3; tri++) {\r\n indices.push(tri);\r\n }\r\n for (tri = 0; tri < triangleCount; tri++) {\r\n for (pt = 0; pt < 3; pt++) {\r\n const point = debugNavMesh.getTriangle(tri).getPoint(pt);\r\n positions.push(point.x, point.y, point.z);\r\n }\r\n }\r\n\r\n const mesh = new Mesh(\"NavMeshDebug\", scene);\r\n const vertexData = new VertexData();\r\n\r\n vertexData.indices = indices;\r\n vertexData.positions = positions;\r\n vertexData.applyToMesh(mesh, false);\r\n return mesh;\r\n }\r\n\r\n /**\r\n * Get a navigation mesh constrained position, closest to the parameter position\r\n * @param position world position\r\n * @returns the closest point to position constrained by the navigation mesh\r\n */\r\n getClosestPoint(position: Vector3): Vector3 {\r\n this._tempVec1.x = position.x;\r\n this._tempVec1.y = position.y;\r\n this._tempVec1.z = position.z;\r\n const ret = this.navMesh.getClosestPoint(this._tempVec1);\r\n const pr = new Vector3(ret.x, ret.y, ret.z);\r\n return pr;\r\n }\r\n\r\n /**\r\n * Get a navigation mesh constrained position, closest to the parameter position\r\n * @param position world position\r\n * @param result output the closest point to position constrained by the navigation mesh\r\n */\r\n getClosestPointToRef(position: Vector3, result: Vector3): void {\r\n this._tempVec1.x = position.x;\r\n this._tempVec1.y = position.y;\r\n this._tempVec1.z = position.z;\r\n const ret = this.navMesh.getClosestPoint(this._tempVec1);\r\n result.set(ret.x, ret.y, ret.z);\r\n }\r\n\r\n /**\r\n * Get a navigation mesh constrained position, within a particular radius\r\n * @param position world position\r\n * @param maxRadius the maximum distance to the constrained world position\r\n * @returns the closest point to position constrained by the navigation mesh\r\n */\r\n getRandomPointAround(position: Vector3, maxRadius: number): Vector3 {\r\n this._tempVec1.x = position.x;\r\n this._tempVec1.y = position.y;\r\n this._tempVec1.z = position.z;\r\n const ret = this.navMesh.getRandomPointAround(this._tempVec1, maxRadius);\r\n const pr = new Vector3(ret.x, ret.y, ret.z);\r\n return pr;\r\n }\r\n\r\n /**\r\n * Get a navigation mesh constrained position, within a particular radius\r\n * @param position world position\r\n * @param maxRadius the maximum distance to the constrained world position\r\n * @param result output the closest point to position constrained by the navigation mesh\r\n */\r\n getRandomPointAroundToRef(position: Vector3, maxRadius: number, result: Vector3): void {\r\n this._tempVec1.x = position.x;\r\n this._tempVec1.y = position.y;\r\n this._tempVec1.z = position.z;\r\n const ret = this.navMesh.getRandomPointAround(this._tempVec1, maxRadius);\r\n result.set(ret.x, ret.y, ret.z);\r\n }\r\n\r\n /**\r\n * Compute the final position from a segment made of destination-position\r\n * @param position world position\r\n * @param destination world position\r\n * @returns the resulting point along the navmesh\r\n */\r\n moveAlong(position: Vector3, destination: Vector3): Vector3 {\r\n this._tempVec1.x = position.x;\r\n this._tempVec1.y = position.y;\r\n this._tempVec1.z = position.z;\r\n this._tempVec2.x = destination.x;\r\n this._tempVec2.y = destination.y;\r\n this._tempVec2.z = destination.z;\r\n const ret = this.navMesh.moveAlong(this._tempVec1, this._tempVec2);\r\n const pr = new Vector3(ret.x, ret.y, ret.z);\r\n return pr;\r\n }\r\n\r\n /**\r\n * Compute the final position from a segment made of destination-position\r\n * @param position world position\r\n * @param destination world position\r\n * @param result output the resulting point along the navmesh\r\n */\r\n moveAlongToRef(position: Vector3, destination: Vector3, result: Vector3): void {\r\n this._tempVec1.x = position.x;\r\n this._tempVec1.y = position.y;\r\n this._tempVec1.z = position.z;\r\n this._tempVec2.x = destination.x;\r\n this._tempVec2.y = destination.y;\r\n this._tempVec2.z = destination.z;\r\n const ret = this.navMesh.moveAlong(this._tempVec1, this._tempVec2);\r\n result.set(ret.x, ret.y, ret.z);\r\n }\r\n\r\n private _convertNavPathPoints(navPath: any): Vector3[] {\r\n let pt: number;\r\n const pointCount = navPath.getPointCount();\r\n const positions = [];\r\n for (pt = 0; pt < pointCount; pt++) {\r\n const p = navPath.getPoint(pt);\r\n positions.push(new Vector3(p.x, p.y, p.z));\r\n }\r\n return positions;\r\n }\r\n\r\n /**\r\n * Compute a navigation path from start to end. Returns an empty array if no path can be computed\r\n * Path is straight.\r\n * @param start world position\r\n * @param end world position\r\n * @returns array containing world position composing the path\r\n */\r\n computePath(start: Vector3, end: Vector3): Vector3[] {\r\n this._tempVec1.x = start.x;\r\n this._tempVec1.y = start.y;\r\n this._tempVec1.z = start.z;\r\n this._tempVec2.x = end.x;\r\n this._tempVec2.y = end.y;\r\n this._tempVec2.z = end.z;\r\n const navPath = this.navMesh.computePath(this._tempVec1, this._tempVec2);\r\n return this._convertNavPathPoints(navPath);\r\n }\r\n\r\n /**\r\n * Compute a navigation path from start to end. Returns an empty array if no path can be computed.\r\n * Path follows navigation mesh geometry.\r\n * @param start world position\r\n * @param end world position\r\n * @returns array containing world position composing the path\r\n */\r\n computePathSmooth(start: Vector3, end: Vector3): Vector3[] {\r\n this._tempVec1.x = start.x;\r\n this._tempVec1.y = start.y;\r\n this._tempVec1.z = start.z;\r\n this._tempVec2.x = end.x;\r\n this._tempVec2.y = end.y;\r\n this._tempVec2.z = end.z;\r\n const navPath = this.navMesh.computePathSmooth(this._tempVec1, this._tempVec2);\r\n return this._convertNavPathPoints(navPath);\r\n }\r\n /**\r\n * Create a new Crowd so you can add agents\r\n * @param maxAgents the maximum agent count in the crowd\r\n * @param maxAgentRadius the maximum radius an agent can have\r\n * @param scene to attach the crowd to\r\n * @returns the crowd you can add agents to\r\n */\r\n createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd {\r\n const crowd = new RecastJSCrowd(this, maxAgents, maxAgentRadius, scene);\r\n return crowd;\r\n }\r\n\r\n /**\r\n * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)\r\n * The queries will try to find a solution within those bounds\r\n * default is (1,1,1)\r\n * @param extent x,y,z value that define the extent around the queries point of reference\r\n */\r\n setDefaultQueryExtent(extent: Vector3): void {\r\n this._tempVec1.x = extent.x;\r\n this._tempVec1.y = extent.y;\r\n this._tempVec1.z = extent.z;\r\n this.navMesh.setDefaultQueryExtent(this._tempVec1);\r\n }\r\n\r\n /**\r\n * Get the Bounding box extent specified by setDefaultQueryExtent\r\n * @returns the box extent values\r\n */\r\n getDefaultQueryExtent(): Vector3 {\r\n const p = this.navMesh.getDefaultQueryExtent();\r\n return new Vector3(p.x, p.y, p.z);\r\n }\r\n\r\n /**\r\n * build the navmesh from a previously saved state using getNavmeshData\r\n * @param data the Uint8Array returned by getNavmeshData\r\n */\r\n buildFromNavmeshData(data: Uint8Array): void {\r\n const nDataBytes = data.length * data.BYTES_PER_ELEMENT;\r\n const dataPtr = this.bjsRECAST._malloc(nDataBytes);\r\n\r\n const dataHeap = new Uint8Array(this.bjsRECAST.HEAPU8.buffer, dataPtr, nDataBytes);\r\n dataHeap.set(data);\r\n\r\n const buf = new this.bjsRECAST.NavmeshData();\r\n buf.dataPointer = dataHeap.byteOffset;\r\n buf.size = data.length;\r\n this.navMesh = new this.bjsRECAST.NavMesh();\r\n this.navMesh.buildFromNavmeshData(buf);\r\n\r\n // Free memory\r\n this.bjsRECAST._free(dataHeap.byteOffset);\r\n }\r\n\r\n /**\r\n * returns the navmesh data that can be used later. The navmesh must be built before retrieving the data\r\n * @returns data the Uint8Array that can be saved and reused\r\n */\r\n getNavmeshData(): Uint8Array {\r\n const navmeshData = this.navMesh.getNavmeshData();\r\n const arrView = new Uint8Array(this.bjsRECAST.HEAPU8.buffer, navmeshData.dataPointer, navmeshData.size);\r\n const ret = new Uint8Array(navmeshData.size);\r\n ret.set(arrView);\r\n this.navMesh.freeNavmeshData(navmeshData);\r\n return ret;\r\n }\r\n\r\n /**\r\n * Get the Bounding box extent result specified by setDefaultQueryExtent\r\n * @param result output the box extent values\r\n */\r\n getDefaultQueryExtentToRef(result: Vector3): void {\r\n const p = this.navMesh.getDefaultQueryExtent();\r\n result.set(p.x, p.y, p.z);\r\n }\r\n\r\n /**\r\n * Disposes of the plugin resources\r\n */\r\n public dispose() {\r\n if (this._worker) {\r\n // Clear handlers and terminate the worker to avoid leaks\r\n this._worker.onmessage = null;\r\n // Clear other handlers if they were used\r\n (this._worker as any).onerror = null;\r\n this._worker.terminate();\r\n }\r\n this._worker = null;\r\n }\r\n\r\n /**\r\n * Creates a cylinder obstacle and add it to the navigation\r\n * @param position world position\r\n * @param radius cylinder radius\r\n * @param height cylinder height\r\n * @returns the obstacle freshly created\r\n */\r\n addCylinderObstacle(position: Vector3, radius: number, height: number): Nullable<IObstacle> {\r\n this._tempVec1.x = position.x;\r\n this._tempVec1.y = position.y;\r\n this._tempVec1.z = position.z;\r\n return this.navMesh.addCylinderObstacle(this._tempVec1, radius, height);\r\n }\r\n\r\n /**\r\n * Creates an oriented box obstacle and add it to the navigation\r\n * @param position world position\r\n * @param extent box size\r\n * @param angle angle in radians of the box orientation on Y axis\r\n * @returns the obstacle freshly created\r\n */\r\n addBoxObstacle(position: Vector3, extent: Vector3, angle: number): Nullable<IObstacle> {\r\n this._tempVec1.x = position.x;\r\n this._tempVec1.y = position.y;\r\n this._tempVec1.z = position.z;\r\n this._tempVec2.x = extent.x;\r\n this._tempVec2.y = extent.y;\r\n this._tempVec2.z = extent.z;\r\n return this.navMesh.addBoxObstacle(this._tempVec1, this._tempVec2, angle);\r\n }\r\n\r\n /**\r\n * Removes an obstacle created by addCylinderObstacle or addBoxObstacle\r\n * @param obstacle obstacle to remove from the navigation\r\n */\r\n removeObstacle(obstacle: IObstacle): void {\r\n this.navMesh.removeObstacle(obstacle);\r\n }\r\n\r\n /**\r\n * If this plugin is supported\r\n * @returns true if plugin is supported\r\n */\r\n public isSupported(): boolean {\r\n return this.bjsRECAST !== undefined;\r\n }\r\n\r\n /**\r\n * Returns the seed used for randomized functions like `getRandomPointAround`\r\n * @returns seed number\r\n */\r\n public getRandomSeed(): number {\r\n return this.bjsRECAST._getRandomSeed();\r\n }\r\n\r\n /**\r\n * Set the seed used for randomized functions like `getRandomPointAround`\r\n * @param seed number used as seed for random functions\r\n */\r\n public setRandomSeed(seed: number): void {\r\n this.bjsRECAST._setRandomSeed(seed);\r\n }\r\n}\r\n\r\n/**\r\n * Recast detour crowd implementation\r\n */\r\nexport class RecastJSCrowd implements ICrowd {\r\n /**\r\n * Recast/detour plugin\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public bjsRECASTPlugin: RecastJSPlugin;\r\n /**\r\n * Link to the detour crowd\r\n */\r\n public recastCrowd: any = {};\r\n /**\r\n * One transform per agent\r\n */\r\n public transforms: TransformNode[] = new Array<TransformNode>();\r\n /**\r\n * All agents created\r\n */\r\n public agents: number[] = new Array<number>();\r\n /**\r\n * agents reach radius\r\n */\r\n public reachRadii: number[] = new Array<number>();\r\n /**\r\n * true when a destination is active for an agent and notifier hasn't been notified of reach\r\n */\r\n private _agentDestinationArmed: boolean[] = new Array<boolean>();\r\n /**\r\n * agent current target\r\n */\r\n private _agentDestination: Vector3[] = new Array<Vector3>();\r\n /**\r\n * Link to the scene is kept to unregister the crowd from the scene\r\n */\r\n private _scene: Scene;\r\n\r\n /**\r\n * Observer for crowd updates\r\n */\r\n private _onBeforeAnimationsObserver: Nullable<Observer<Scene>> = null;\r\n\r\n /**\r\n * Fires each time an agent is in reach radius of its destination\r\n */\r\n public onReachTargetObservable = new Observable<{ agentIndex: number; destination: Vector3 }>();\r\n\r\n /**\r\n * Constructor\r\n * @param plugin recastJS plugin\r\n * @param maxAgents the maximum agent count in the crowd\r\n * @param maxAgentRadius the maximum radius an agent can have\r\n * @param scene to attach the crowd to\r\n * @returns the crowd you can add agents to\r\n */\r\n public constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene) {\r\n this.bjsRECASTPlugin = plugin;\r\n this.recastCrowd = new this.bjsRECASTPlugin.bjsRECAST.Crowd(maxAgents, maxAgentRadius, this.bjsRECASTPlugin.navMesh.getNavMesh());\r\n this._scene = scene;\r\n\r\n this._onBeforeAnimationsObserver = scene.onBeforeAnimationsObservable.add(() => {\r\n this.update(scene.getEngine().getDeltaTime() * 0.001 * plugin.timeFactor);\r\n });\r\n }\r\n\r\n /**\r\n * Add a new agent to the crowd with the specified parameter a corresponding transformNode.\r\n * You can attach anything to that node. The node position is updated in the scene update tick.\r\n * @param pos world position that will be constrained by the navigation mesh\r\n * @param parameters agent parameters\r\n * @param transform hooked to the agent that will be update by the scene\r\n * @returns agent index\r\n */\r\n addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number {\r\n const agentParams = new this.bjsRECASTPlugin.bjsRECAST.dtCrowdAgentParams();\r\n agentParams.radius = parameters.radius;\r\n agentParams.height = parameters.height;\r\n agentParams.maxAcceleration = parameters.maxAcceleration;\r\n agentParams.maxSpeed = parameters.maxSpeed;\r\n agentParams.collisionQueryRange = parameters.collisionQueryRange;\r\n agentParams.pathOptimizationRange = parameters.pathOptimizationRange;\r\n agentParams.separationWeight = parameters.separationWeight;\r\n agentParams.updateFlags = 7;\r\n agentParams.obstacleAvoidanceType = 0;\r\n agentParams.queryFilterType = 0;\r\n agentParams.userData = 0;\r\n\r\n const agentIndex = this.recastCrowd.addAgent(new this.bjsRECASTPlugin.bjsRECAST.Vec3(pos.x, pos.y, pos.z), agentParams);\r\n this.transforms.push(transform);\r\n this.agents.push(agentIndex);\r\n this.reachRadii.push(parameters.reachRadius ? parameters.reachRadius : parameters.radius);\r\n this._agentDestinationArmed.push(false);\r\n this._agentDestination.push(new Vector3(0, 0, 0));\r\n return agentIndex;\r\n }\r\n\r\n /**\r\n * Returns the agent position in world space\r\n * @param index agent index returned by addAgent\r\n * @returns world space position\r\n */\r\n getAgentPosition(index: number): Vector3 {\r\n const agentPos = this.recastCrowd.getAgentPosition(index);\r\n return new Vector3(agentPos.x, agentPos.y, agentPos.z);\r\n }\r\n\r\n /**\r\n * Returns the agent position result in world space\r\n * @param index agent index returned by addAgent\r\n * @param result output world space position\r\n */\r\n getAgentPositionToRef(index: number, result: Vector3): void {\r\n const agentPos = this.recastCrowd.getAgentPosition(index);\r\n result.set(agentPos.x, agentPos.y, agentPos.z);\r\n }\r\n\r\n /**\r\n * Returns the agent velocity in world space\r\n * @param index agent index returned by addAgent\r\n * @returns world space velocity\r\n */\r\n getAgentVelocity(index: number): Vector3 {\r\n const agentVel = this.recastCrowd.getAgentVelocity(index);\r\n return new Vector3(agentVel.x, agentVel.y, agentVel.z);\r\n }\r\n\r\n /**\r\n * Returns the agent velocity result in world space\r\n * @param index agent index returned by addAgent\r\n * @param result output world space velocity\r\n */\r\n getAgentVelocityToRef(index: number, result: Vector3): void {\r\n const agentVel = this.recastCrowd.getAgentVelocity(index);\r\n result.set(agentVel.x, agentVel.y, agentVel.z);\r\n }\r\n\r\n /**\r\n * Returns the agent next target point on the path\r\n * @param index agent index returned by addAgent\r\n * @returns world space position\r\n */\r\n getAgentNextTargetPath(index: number): Vector3 {\r\n const pathTargetPos = this.recastCrowd.getAgentNextTargetPath(index);\r\n return new Vector3(pathTargetPos.x, pathTargetPos.y, pathTargetPos.z);\r\n }\r\n\r\n /**\r\n * Returns the agent next target point on the path\r\n * @param index agent index returned by addAgent\r\n * @param result output world space position\r\n */\r\n getAgentNextTargetPathToRef(index: number, result: Vector3): void {\r\n const pathTargetPos = this.recastCrowd.getAgentNextTargetPath(index);\r\n result.set(pathTargetPos.x, pathTargetPos.y, pathTargetPos.z);\r\n }\r\n\r\n /**\r\n * Gets the agent state\r\n * @param index agent index returned by addAgent\r\n * @returns agent state\r\n */\r\n getAgentState(index: number): number {\r\n return this.recastCrowd.getAgentState(index);\r\n }\r\n\r\n /**\r\n * returns true if the agent in over an off mesh link connection\r\n * @param index agent index returned by addAgent\r\n * @returns true if over an off mesh link connection\r\n */\r\n overOffmeshConnection(index: number): boolean {\r\n return this.recastCrowd.overOffmeshConnection(index);\r\n }\r\n\r\n /**\r\n * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh\r\n * @param index agent index returned by addAgent\r\n * @param destination targeted world position\r\n */\r\n agentGoto(index: number, destination: Vector3): void {\r\n this.recastCrowd.agentGoto(index, new this.bjsRECASTPlugin.bjsRECAST.Vec3(destination.x, destination.y, destination.z));\r\n\r\n // arm observer\r\n const item = this.agents.indexOf(index);\r\n if (item > -1) {\r\n this._agentDestinationArmed[item] = true;\r\n this._agentDestination[item].set(destination.x, destination.y, destination.z);\r\n }\r\n }\r\n\r\n /**\r\n * Teleport the agent to a new position\r\n * @param index agent index returned by addAgent\r\n * @param destination targeted world position\r\n */\r\n agentTeleport(index: number, destination: Vector3): void {\r\n this.recastCrowd.agentTeleport(index, new this.bjsRECASTPlugin.bjsRECAST.Vec3(destination.x, destination.y, destination.z));\r\n }\r\n\r\n /**\r\n * Update agent parameters\r\n * @param index agent index returned by addAgent\r\n * @param parameters agent parameters\r\n */\r\n updateAgentParameters(index: number, parameters: IAgentParameters): void {\r\n const agentParams = this.recastCrowd.getAgentParameters(index);\r\n\r\n if (parameters.radius !== undefined) {\r\n agentParams.radius = parameters.radius;\r\n }\r\n if (parameters.height !== undefined) {\r\n agentParams.height = parameters.height;\r\n }\r\n if (parameters.maxAcceleration !== undefined) {\r\n agentParams.maxAcceleration = parameters.maxAcceleration;\r\n }\r\n if (parameters.maxSpeed !== undefined) {\r\n agentParams.maxSpeed = parameters.maxSpeed;\r\n }\r\n if (parameters.collisionQueryRange !== undefined) {\r\n agentParams.collisionQueryRange = parameters.collisionQueryRange;\r\n }\r\n if (parameters.pathOptimizationRange !== undefined) {\r\n agentParams.pathOptimizationRange = parameters.pathOptimizationRange;\r\n }\r\n if (parameters.separationWeight !== undefined) {\r\n agentParams.separationWeight = parameters.separationWeight;\r\n }\r\n\r\n this.recastCrowd.setAgentParameters(index, agentParams);\r\n }\r\n\r\n /**\r\n * remove a particular agent previously created\r\n * @param index agent index returned by addAgent\r\n */\r\n removeAgent(index: number): void {\r\n this.recastCrowd.removeAgent(index);\r\n\r\n const item = this.agents.indexOf(index);\r\n if (item > -1) {\r\n this.agents.splice(item, 1);\r\n this.transforms.splice(item, 1);\r\n this.reachRadii.splice(item, 1);\r\n this._agentDestinationArmed.splice(item, 1);\r\n this._agentDestination.splice(item, 1);\r\n }\r\n }\r\n\r\n /**\r\n * get the list of all agents attached to this crowd\r\n * @returns list of agent indices\r\n */\r\n getAgents(): number[] {\r\n return this.agents;\r\n }\r\n\r\n /**\r\n * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function\r\n * @param deltaTime in seconds\r\n */\r\n update(deltaTime: number): void {\r\n // update obstacles\r\n this.bjsRECASTPlugin.navMesh.update();\r\n\r\n if (deltaTime <= Epsilon) {\r\n return;\r\n }\r\n // update crowd\r\n const timeStep = this.bjsRECASTPlugin.getTimeStep();\r\n const maxStepCount = this.bjsRECASTPlugin.getMaximumSubStepCount();\r\n if (timeStep <= Epsilon) {\r\n this.recastCrowd.update(deltaTime);\r\n } else {\r\n let iterationCount = Math.floor(deltaTime / timeStep);\r\n if (maxStepCount && iterationCount > maxStepCount) {\r\n iterationCount = maxStepCount;\r\n }\r\n if (iterationCount < 1) {\r\n iterationCount = 1;\r\n }\r\n\r\n const step = deltaTime / iterationCount;\r\n for (let i = 0; i < iterationCount; i++) {\r\n this.recastCrowd.update(step);\r\n }\r\n }\r\n\r\n // update transforms\r\n for (let index = 0; index < this.agents.length; index++) {\r\n // update transform position\r\n const agentIndex = this.agents[index];\r\n const agentPosition = this.getAgentPosition(agentIndex);\r\n this.transforms[index].position = agentPosition;\r\n // check agent reach destination\r\n if (this._agentDestinationArmed[index]) {\r\n const dx = agentPosition.x - this._agentDestination[index].x;\r\n const dz = agentPosition.z - this._agentDestination[index].z;\r\n const radius = this.reachRadii[index];\r\n const groundY = this._agentDestination[index].y - this.reachRadii[index];\r\n const ceilingY = this._agentDestination[index].y + this.reachRadii[index];\r\n const distanceXZSquared = dx * dx + dz * dz;\r\n if (agentPosition.y > groundY && agentPosition.y < ceilingY && distanceXZSquared < radius * radius) {\r\n this._agentDestinationArmed[index] = false;\r\n this.onReachTargetObservable.notifyObservers({ agentIndex: agentIndex, destination: this._agentDestination[index] });\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)\r\n * The queries will try to find a solution within those bounds\r\n * default is (1,1,1)\r\n * @param extent x,y,z value that define the extent around the queries point of reference\r\n */\r\n setDefaultQueryExtent(extent: Vector3): void {\r\n const ext = new this.bjsRECASTPlugin.bjsRECAST.Vec3(extent.x, extent.y, extent.z);\r\n this.recastCrowd.setDefaultQueryExtent(ext);\r\n }\r\n\r\n /**\r\n * Get the Bounding box extent specified by setDefaultQueryExtent\r\n * @returns the box extent values\r\n */\r\n getDefaultQueryExtent(): Vector3 {\r\n const p = this.recastCrowd.getDefaultQueryExtent();\r\n return new Vector3(p.x, p.y, p.z);\r\n }\r\n\r\n /**\r\n * Get the Bounding box extent result specified by setDefaultQueryExtent\r\n * @param result output the box extent values\r\n */\r\n getDefaultQueryExtentToRef(result: Vector3): void {\r\n const p = this.recastCrowd.getDefaultQueryExtent();\r\n result.set(p.x, p.y, p.z);\r\n }\r\n\r\n /**\r\n * Get the next corner points composing the path (max 4 points)\r\n * @param index agent index returned by addAgent\r\n * @returns array containing world position composing the path\r\n */\r\n getCorners(index: number): Vector3[] {\r\n let pt: number;\r\n const navPath = this.recastCrowd.getCorners(index);\r\n const pointCount = navPath.getPointCount();\r\n const positions = [];\r\n for (pt = 0; pt < pointCount; pt++) {\r\n const p = navPath.getPoint(pt);\r\n positions.push(new Vector3(p.x, p.y, p.z));\r\n }\r\n return positions;\r\n }\r\n\r\n /**\r\n * Release all resources\r\n */\r\n dispose(): void {\r\n this.recastCrowd.destroy();\r\n this._scene.onBeforeAnimationsObservable.remove(this._onBeforeAnimationsObserver);\r\n this._onBeforeAnimationsObserver = null;\r\n this.onReachTargetObservable.clear();\r\n }\r\n}\r\n"]}
@@ -1,4 +1,4 @@
1
- import { type Matrix, Vector3 } from "../../Maths/math.vector.js";
1
+ import { type Matrix, Vector3 } from "../../Maths/math.vector.pure.js";
2
2
  import { type Particle } from "../../Particles/particle.js";
3
3
  import { type IParticleEmitterType } from "./IParticleEmitterType.js";
4
4
  import { type UniformBufferEffectCommonAccessor } from "../../Materials/uniformBufferEffectCommonAccessor.js";
@@ -1,4 +1,4 @@
1
- import { Vector3 } from "../../Maths/math.vector.js";
1
+ import { Vector3 } from "../../Maths/math.vector.pure.js";
2
2
  import { RandomRange } from "../../Maths/math.scalar.functions.js";
3
3
  import { DeepCopier } from "../../Misc/deepCopier.js";
4
4
  /**
@@ -1 +1 @@
1
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Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.\r\n */\r\n public minEmitBox = new Vector3(-0.5, -0.5, -0.5);\r\n /**\r\n * Maximum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.\r\n */\r\n public maxEmitBox = new Vector3(0.5, 0.5, 0.5);\r\n\r\n /**\r\n * Creates a new instance BoxParticleEmitter\r\n */\r\n constructor() {}\r\n\r\n /**\r\n * Called by the particle System when the direction is computed for the created particle.\r\n * @param worldMatrix is the world matrix of the particle system\r\n * @param directionToUpdate is the direction vector to update with the result\r\n * @param particle is the particle we are computed the direction for\r\n * @param isLocal defines if the direction should be set in local space\r\n */\r\n public startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle, isLocal: boolean): void {\r\n const randX = RandomRange(this.direction1.x, this.direction2.x);\r\n const randY = RandomRange(this.direction1.y, this.direction2.y);\r\n const randZ = RandomRange(this.direction1.z, this.direction2.z);\r\n\r\n if (isLocal) {\r\n directionToUpdate.x = randX;\r\n directionToUpdate.y = randY;\r\n directionToUpdate.z = randZ;\r\n return;\r\n }\r\n\r\n Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);\r\n }\r\n\r\n /**\r\n * Called by the particle System when the position is computed for the created particle.\r\n * @param worldMatrix is the world matrix of the particle system\r\n * @param positionToUpdate is the position vector to update with the result\r\n * @param particle is the particle we are computed the position for\r\n * @param isLocal defines if the position should be set in local space\r\n */\r\n public startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle, isLocal: boolean): void {\r\n const randX = RandomRange(this.minEmitBox.x, this.maxEmitBox.x);\r\n const randY = RandomRange(this.minEmitBox.y, this.maxEmitBox.y);\r\n const randZ = RandomRange(this.minEmitBox.z, this.maxEmitBox.z);\r\n\r\n if (isLocal) {\r\n positionToUpdate.x = randX;\r\n positionToUpdate.y = randY;\r\n positionToUpdate.z = randZ;\r\n return;\r\n }\r\n\r\n Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);\r\n }\r\n\r\n /**\r\n * Clones the current emitter and returns a copy of it\r\n * @returns the new emitter\r\n */\r\n public clone(): BoxParticleEmitter {\r\n const newOne = new BoxParticleEmitter();\r\n\r\n DeepCopier.DeepCopy(this, newOne);\r\n\r\n return newOne;\r\n }\r\n\r\n /**\r\n * Called by the GPUParticleSystem to setup the update shader\r\n * @param uboOrEffect defines the update shader\r\n */\r\n public applyToShader(uboOrEffect: UniformBufferEffectCommonAccessor): void {\r\n uboOrEffect.setVector3(\"direction1\", this.direction1);\r\n uboOrEffect.setVector3(\"direction2\", this.direction2);\r\n uboOrEffect.setVector3(\"minEmitBox\", this.minEmitBox);\r\n uboOrEffect.setVector3(\"maxEmitBox\", this.maxEmitBox);\r\n }\r\n\r\n /**\r\n * Creates the structure of the ubo for this particle emitter\r\n * @param ubo ubo to create the structure for\r\n */\r\n public buildUniformLayout(ubo: UniformBuffer): void {\r\n ubo.addUniform(\"direction1\", 3);\r\n ubo.addUniform(\"direction2\", 3);\r\n ubo.addUniform(\"minEmitBox\", 3);\r\n ubo.addUniform(\"maxEmitBox\", 3);\r\n }\r\n\r\n /**\r\n * Returns a string to use to update the GPU particles update shader\r\n * @returns a string containing the defines string\r\n */\r\n public getEffectDefines(): string {\r\n return \"#define BOXEMITTER\";\r\n }\r\n\r\n /**\r\n * Returns the string \"BoxParticleEmitter\"\r\n * @returns a string containing the class name\r\n */\r\n public getClassName(): string {\r\n return \"BoxParticleEmitter\";\r\n }\r\n\r\n /**\r\n * Serializes the particle system to a JSON object.\r\n * @returns the JSON object\r\n */\r\n public serialize(): any {\r\n const serializationObject: any = {};\r\n\r\n serializationObject.type = this.getClassName();\r\n serializationObject.direction1 = this.direction1.asArray();\r\n serializationObject.direction2 = this.direction2.asArray();\r\n serializationObject.minEmitBox = this.minEmitBox.asArray();\r\n serializationObject.maxEmitBox = this.maxEmitBox.asArray();\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parse properties from a JSON object\r\n * @param serializationObject defines the JSON object\r\n */\r\n public parse(serializationObject: any): void {\r\n Vector3.FromArrayToRef(serializationObject.direction1, 0, this.direction1);\r\n Vector3.FromArrayToRef(serializationObject.direction2, 0, this.direction2);\r\n Vector3.FromArrayToRef(serializationObject.minEmitBox, 0, this.minEmitBox);\r\n Vector3.FromArrayToRef(serializationObject.maxEmitBox, 0, this.maxEmitBox);\r\n }\r\n}\r\n"]}
1
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Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.\r\n */\r\n public minEmitBox = new Vector3(-0.5, -0.5, -0.5);\r\n /**\r\n * Maximum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.\r\n */\r\n public maxEmitBox = new Vector3(0.5, 0.5, 0.5);\r\n\r\n /**\r\n * Creates a new instance BoxParticleEmitter\r\n */\r\n constructor() {}\r\n\r\n /**\r\n * Called by the particle System when the direction is computed for the created particle.\r\n * @param worldMatrix is the world matrix of the particle system\r\n * @param directionToUpdate is the direction vector to update with the result\r\n * @param particle is the particle we are computed the direction for\r\n * @param isLocal defines if the direction should be set in local space\r\n */\r\n public startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle, isLocal: boolean): void {\r\n const randX = RandomRange(this.direction1.x, this.direction2.x);\r\n const randY = RandomRange(this.direction1.y, this.direction2.y);\r\n const randZ = RandomRange(this.direction1.z, this.direction2.z);\r\n\r\n if (isLocal) {\r\n directionToUpdate.x = randX;\r\n directionToUpdate.y = randY;\r\n directionToUpdate.z = randZ;\r\n return;\r\n }\r\n\r\n Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);\r\n }\r\n\r\n /**\r\n * Called by the particle System when the position is computed for the created particle.\r\n * @param worldMatrix is the world matrix of the particle system\r\n * @param positionToUpdate is the position vector to update with the result\r\n * @param particle is the particle we are computed the position for\r\n * @param isLocal defines if the position should be set in local space\r\n */\r\n public startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle, isLocal: boolean): void {\r\n const randX = RandomRange(this.minEmitBox.x, this.maxEmitBox.x);\r\n const randY = RandomRange(this.minEmitBox.y, this.maxEmitBox.y);\r\n const randZ = RandomRange(this.minEmitBox.z, this.maxEmitBox.z);\r\n\r\n if (isLocal) {\r\n positionToUpdate.x = randX;\r\n positionToUpdate.y = randY;\r\n positionToUpdate.z = randZ;\r\n return;\r\n }\r\n\r\n Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);\r\n }\r\n\r\n /**\r\n * Clones the current emitter and returns a copy of it\r\n * @returns the new emitter\r\n */\r\n public clone(): BoxParticleEmitter {\r\n const newOne = new BoxParticleEmitter();\r\n\r\n DeepCopier.DeepCopy(this, newOne);\r\n\r\n return newOne;\r\n }\r\n\r\n /**\r\n * Called by the GPUParticleSystem to setup the update shader\r\n * @param uboOrEffect defines the update shader\r\n */\r\n public applyToShader(uboOrEffect: UniformBufferEffectCommonAccessor): void {\r\n uboOrEffect.setVector3(\"direction1\", this.direction1);\r\n uboOrEffect.setVector3(\"direction2\", this.direction2);\r\n uboOrEffect.setVector3(\"minEmitBox\", this.minEmitBox);\r\n uboOrEffect.setVector3(\"maxEmitBox\", this.maxEmitBox);\r\n }\r\n\r\n /**\r\n * Creates the structure of the ubo for this particle emitter\r\n * @param ubo ubo to create the structure for\r\n */\r\n public buildUniformLayout(ubo: UniformBuffer): void {\r\n ubo.addUniform(\"direction1\", 3);\r\n ubo.addUniform(\"direction2\", 3);\r\n ubo.addUniform(\"minEmitBox\", 3);\r\n ubo.addUniform(\"maxEmitBox\", 3);\r\n }\r\n\r\n /**\r\n * Returns a string to use to update the GPU particles update shader\r\n * @returns a string containing the defines string\r\n */\r\n public getEffectDefines(): string {\r\n return \"#define BOXEMITTER\";\r\n }\r\n\r\n /**\r\n * Returns the string \"BoxParticleEmitter\"\r\n * @returns a string containing the class name\r\n */\r\n public getClassName(): string {\r\n return \"BoxParticleEmitter\";\r\n }\r\n\r\n /**\r\n * Serializes the particle system to a JSON object.\r\n * @returns the JSON object\r\n */\r\n public serialize(): any {\r\n const serializationObject: any = {};\r\n\r\n serializationObject.type = this.getClassName();\r\n serializationObject.direction1 = this.direction1.asArray();\r\n serializationObject.direction2 = this.direction2.asArray();\r\n serializationObject.minEmitBox = this.minEmitBox.asArray();\r\n serializationObject.maxEmitBox = this.maxEmitBox.asArray();\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parse properties from a JSON object\r\n * @param serializationObject defines the JSON object\r\n */\r\n public parse(serializationObject: any): void {\r\n Vector3.FromArrayToRef(serializationObject.direction1, 0, this.direction1);\r\n Vector3.FromArrayToRef(serializationObject.direction2, 0, this.direction2);\r\n Vector3.FromArrayToRef(serializationObject.minEmitBox, 0, this.minEmitBox);\r\n Vector3.FromArrayToRef(serializationObject.maxEmitBox, 0, this.maxEmitBox);\r\n }\r\n}\r\n"]}
@@ -1,4 +1,4 @@
1
- import { type Matrix, Vector3 } from "../../Maths/math.vector.js";
1
+ import { type Matrix, Vector3 } from "../../Maths/math.vector.pure.js";
2
2
  import { type Particle } from "../particle.js";
3
3
  import { type UniformBufferEffectCommonAccessor } from "../../Materials/uniformBufferEffectCommonAccessor.js";
4
4
  import { type UniformBuffer } from "../../Materials/uniformBuffer.js";
@@ -1,4 +1,4 @@
1
- import { Vector3 } from "../../Maths/math.vector.js";
1
+ import { Vector3 } from "../../Maths/math.vector.pure.js";
2
2
  import { DeepCopier } from "../../Misc/deepCopier.js";
3
3
  import { RandomRange } from "../../Maths/math.scalar.functions.js";
4
4
  /**