@onerjs/core 8.25.3 → 8.25.5

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Files changed (120) hide show
  1. package/Audio/audioEngine.js +5 -0
  2. package/Audio/audioEngine.js.map +1 -1
  3. package/Cameras/arcRotateCamera.d.ts +4 -0
  4. package/Cameras/arcRotateCamera.js +26 -10
  5. package/Cameras/arcRotateCamera.js.map +1 -1
  6. package/Engines/Extensions/engine.rawTexture.d.ts +2 -2
  7. package/Engines/Extensions/engine.rawTexture.js +9 -5
  8. package/Engines/Extensions/engine.rawTexture.js.map +1 -1
  9. package/Engines/WebGL/webGLHardwareTexture.d.ts +1 -0
  10. package/Engines/WebGL/webGLHardwareTexture.js.map +1 -1
  11. package/Engines/WebGPU/Extensions/engine.rawTexture.d.ts +2 -2
  12. package/Engines/WebGPU/Extensions/engine.rawTexture.js +9 -5
  13. package/Engines/WebGPU/Extensions/engine.rawTexture.js.map +1 -1
  14. package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
  15. package/Engines/abstractEngine.js +2 -2
  16. package/Engines/abstractEngine.js.map +1 -1
  17. package/Engines/constants.d.ts +6 -6
  18. package/Engines/constants.js +6 -6
  19. package/Engines/constants.js.map +1 -1
  20. package/Engines/thinEngine.js +11 -1
  21. package/Engines/thinEngine.js.map +1 -1
  22. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +1 -0
  23. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
  24. package/Gizmos/boundingBoxGizmo.js +20 -26
  25. package/Gizmos/boundingBoxGizmo.js.map +1 -1
  26. package/Loading/Plugins/babylonFileLoader.d.ts +11 -0
  27. package/Loading/Plugins/babylonFileLoader.js +25 -12
  28. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  29. package/Materials/Node/nodeMaterial.d.ts +2 -0
  30. package/Materials/Node/nodeMaterial.js +4 -0
  31. package/Materials/Node/nodeMaterial.js.map +1 -1
  32. package/Materials/Textures/envCubeTexture.d.ts +125 -0
  33. package/Materials/Textures/envCubeTexture.js +351 -0
  34. package/Materials/Textures/envCubeTexture.js.map +1 -0
  35. package/Materials/Textures/exrCubeTexture.d.ts +55 -0
  36. package/Materials/Textures/exrCubeTexture.js +83 -0
  37. package/Materials/Textures/exrCubeTexture.js.map +1 -0
  38. package/Materials/Textures/hdrCubeTexture.d.ts +14 -73
  39. package/Materials/Textures/hdrCubeTexture.js +25 -308
  40. package/Materials/Textures/hdrCubeTexture.js.map +1 -1
  41. package/Materials/Textures/index.d.ts +2 -0
  42. package/Materials/Textures/index.js +2 -0
  43. package/Materials/Textures/index.js.map +1 -1
  44. package/Materials/effectRenderer.d.ts +3 -1
  45. package/Materials/effectRenderer.js +5 -3
  46. package/Materials/effectRenderer.js.map +1 -1
  47. package/Materials/materialPluginBase.d.ts +1 -0
  48. package/Materials/materialPluginBase.js.map +1 -1
  49. package/Materials/materialPluginManager.js +5 -0
  50. package/Materials/materialPluginManager.js.map +1 -1
  51. package/Materials/uniformBuffer.d.ts +7 -1
  52. package/Materials/uniformBuffer.js +15 -6
  53. package/Materials/uniformBuffer.js.map +1 -1
  54. package/Maths/index.d.ts +1 -0
  55. package/Maths/index.js +1 -0
  56. package/Maths/index.js.map +1 -1
  57. package/Maths/math.vector.functions.d.ts +15 -7
  58. package/Maths/math.vector.functions.js +13 -4
  59. package/Maths/math.vector.functions.js.map +1 -1
  60. package/Meshes/Builders/tiledBoxBuilder.d.ts +1 -1
  61. package/Meshes/Builders/tiledBoxBuilder.js +36 -60
  62. package/Meshes/Builders/tiledBoxBuilder.js.map +1 -1
  63. package/Meshes/GreasedLine/greasedLineMesh.js +19 -9
  64. package/Meshes/GreasedLine/greasedLineMesh.js.map +1 -1
  65. package/Meshes/linesMesh.js +1 -0
  66. package/Meshes/linesMesh.js.map +1 -1
  67. package/Meshes/mesh.js +8 -7
  68. package/Meshes/mesh.js.map +1 -1
  69. package/Misc/HighDynamicRange/panoramaToCubemap.d.ts +2 -1
  70. package/Misc/HighDynamicRange/panoramaToCubemap.js +26 -16
  71. package/Misc/HighDynamicRange/panoramaToCubemap.js.map +1 -1
  72. package/Misc/environmentTextureTools.js.map +1 -1
  73. package/Misc/greasedLineTools.d.ts +3 -2
  74. package/Misc/greasedLineTools.js +4 -3
  75. package/Misc/greasedLineTools.js.map +1 -1
  76. package/Misc/khronosTextureContainer2.js +2 -2
  77. package/Misc/khronosTextureContainer2.js.map +1 -1
  78. package/Misc/rgbdTextureTools.js.map +1 -1
  79. package/Misc/screenshotTools.d.ts +9 -2
  80. package/Misc/screenshotTools.js +14 -3
  81. package/Misc/screenshotTools.js.map +1 -1
  82. package/Misc/textureTools.js.map +1 -1
  83. package/Misc/tools.js +1 -1
  84. package/Misc/tools.js.map +1 -1
  85. package/Particles/thinParticleSystem.js +2 -2
  86. package/Particles/thinParticleSystem.js.map +1 -1
  87. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
  88. package/PostProcesses/RenderPipeline/Pipelines/taaRenderingPipeline.d.ts +1 -0
  89. package/PostProcesses/RenderPipeline/Pipelines/taaRenderingPipeline.js +2 -0
  90. package/PostProcesses/RenderPipeline/Pipelines/taaRenderingPipeline.js.map +1 -1
  91. package/Rendering/depthRenderer.d.ts +2 -1
  92. package/Rendering/depthRenderer.js +5 -2
  93. package/Rendering/depthRenderer.js.map +1 -1
  94. package/Rendering/depthRendererSceneComponent.d.ts +3 -1
  95. package/Rendering/depthRendererSceneComponent.js +2 -2
  96. package/Rendering/depthRendererSceneComponent.js.map +1 -1
  97. package/Rendering/objectRenderer.d.ts +6 -0
  98. package/Rendering/objectRenderer.js +14 -1
  99. package/Rendering/objectRenderer.js.map +1 -1
  100. package/Rendering/renderingGroup.d.ts +2 -0
  101. package/Rendering/renderingGroup.js +9 -7
  102. package/Rendering/renderingGroup.js.map +1 -1
  103. package/Rendering/renderingManager.d.ts +6 -0
  104. package/Rendering/renderingManager.js +14 -0
  105. package/Rendering/renderingManager.js.map +1 -1
  106. package/Shaders/particles.vertex.js +2 -2
  107. package/Shaders/particles.vertex.js.map +1 -1
  108. package/ShadersWGSL/particles.vertex.js +7 -7
  109. package/ShadersWGSL/particles.vertex.js.map +1 -1
  110. package/XR/webXRCamera.js +1 -0
  111. package/XR/webXRCamera.js.map +1 -1
  112. package/assets/Draco/draco_decoder.js +1 -1
  113. package/assets/Draco/draco_decoder_gltf.js +1 -1
  114. package/assets/Draco/draco_encoder.js +2 -0
  115. package/assets/Draco/draco_encoder_wasm_wrapper.js +1 -1
  116. package/assets/Draco/draco_wasm_wrapper.js +1 -1
  117. package/assets/Draco/draco_wasm_wrapper_gltf.js +1 -1
  118. package/package.json +1 -1
  119. package/scene.js +1 -1
  120. package/scene.js.map +1 -1
@@ -4,6 +4,8 @@ import { Mesh } from "../mesh.js";
4
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  import { VertexData } from "../mesh.vertexData.js";
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  import { CreateTiledPlaneVertexData } from "./tiledPlaneBuilder.js";
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  import { useOpenGLOrientationForUV } from "../../Compat/compatibilityOptions.js";
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+ const OP_ADD = 1;
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+ const OP_SUB = -1;
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  /**
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  * Creates the VertexData for a tiled box
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  * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set/tiled_box
@@ -17,7 +19,7 @@ import { useOpenGLOrientationForUV } from "../../Compat/compatibilityOptions.js"
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  * * tileWidth sets the tile width and overwrites tileSize
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  * * tileHeight sets the tile width and overwrites tileSize
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  * * faceUV an array of 6 Vector4 elements used to set different images to each box side
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- * * faceColors an array of 6 Color3 elements used to set different colors to each box side
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+ * * faceColors an array of 6 Color4 elements used to set different colors to each box side
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  * * alignHorizontal places whole tiles aligned to the center, left or right of a row
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  * * alignVertical places whole tiles aligned to the center, left or right of a column
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  * @param options.pattern
@@ -108,8 +110,8 @@ export function CreateTiledBoxVertexData(options) {
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  sideOrientation: sideOrientation,
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  });
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  }
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- let positions = [];
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- let normals = [];
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+ const positions = [];
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+ const normals = [];
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  let uvs = [];
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  let indices = [];
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  const colors = [];
@@ -140,66 +142,40 @@ export function CreateTiledBoxVertexData(options) {
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  indices = indices.concat(faceVertexData[f].indices.map((x) => x + li));
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  li += facePositions[f].length;
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  if (faceColors) {
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- for (let c = 0; c < 4; c++) {
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- colors.push(faceColors[f].r, faceColors[f].g, faceColors[f].b, faceColors[f].a);
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+ const color = faceColors[f];
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+ for (let p = 0; p < facePositions[f].length; p++) {
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+ colors.push(color.r, color.g, color.b, color.a);
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  }
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  }
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  }
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- const vec0 = new Vector3(0, 0, halfDepth);
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- const mtrx0 = Matrix.RotationY(Math.PI);
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- positions = facePositions[0]
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- .map((entry) => Vector3.TransformNormal(entry, mtrx0).add(vec0))
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- .map((entry) => [entry.x, entry.y, entry.z])
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- .reduce((accumulator, currentValue) => accumulator.concat(currentValue), []);
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- normals = faceNormals[0]
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- .map((entry) => Vector3.TransformNormal(entry, mtrx0))
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- .map((entry) => [entry.x, entry.y, entry.z])
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- .reduce((accumulator, currentValue) => accumulator.concat(currentValue), []);
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- positions = positions.concat(facePositions[1]
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- .map((entry) => entry.subtract(vec0))
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- .map((entry) => [entry.x, entry.y, entry.z])
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- .reduce((accumulator, currentValue) => accumulator.concat(currentValue), []));
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- normals = normals.concat(faceNormals[1].map((entry) => [entry.x, entry.y, entry.z]).reduce((accumulator, currentValue) => accumulator.concat(currentValue), []));
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- const vec2 = new Vector3(halfWidth, 0, 0);
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- const mtrx2 = Matrix.RotationY(-Math.PI / 2);
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- positions = positions.concat(facePositions[2]
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- .map((entry) => Vector3.TransformNormal(entry, mtrx2).add(vec2))
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- .map((entry) => [entry.x, entry.y, entry.z])
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- .reduce((accumulator, currentValue) => accumulator.concat(currentValue), []));
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- normals = normals.concat(faceNormals[2]
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- .map((entry) => Vector3.TransformNormal(entry, mtrx2))
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- .map((entry) => [entry.x, entry.y, entry.z])
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- .reduce((accumulator, currentValue) => accumulator.concat(currentValue), []));
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- const mtrx3 = Matrix.RotationY(Math.PI / 2);
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- positions = positions.concat(facePositions[3]
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- .map((entry) => Vector3.TransformNormal(entry, mtrx3).subtract(vec2))
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- .map((entry) => [entry.x, entry.y, entry.z])
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- .reduce((accumulator, currentValue) => accumulator.concat(currentValue), []));
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- normals = normals.concat(faceNormals[3]
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- .map((entry) => Vector3.TransformNormal(entry, mtrx3))
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- .map((entry) => [entry.x, entry.y, entry.z])
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- .reduce((accumulator, currentValue) => accumulator.concat(currentValue), []));
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- const vec4 = new Vector3(0, halfHeight, 0);
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- const mtrx4 = Matrix.RotationX(Math.PI / 2);
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- positions = positions.concat(facePositions[4]
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- .map((entry) => Vector3.TransformNormal(entry, mtrx4).add(vec4))
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- .map((entry) => [entry.x, entry.y, entry.z])
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- .reduce((accumulator, currentValue) => accumulator.concat(currentValue), []));
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- normals = normals.concat(faceNormals[4]
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- .map((entry) => Vector3.TransformNormal(entry, mtrx4))
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- .map((entry) => [entry.x, entry.y, entry.z])
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- .reduce((accumulator, currentValue) => accumulator.concat(currentValue), []));
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- const mtrx5 = Matrix.RotationX(-Math.PI / 2);
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- positions = positions.concat(facePositions[5]
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- .map((entry) => Vector3.TransformNormal(entry, mtrx5).subtract(vec4))
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- .map((entry) => [entry.x, entry.y, entry.z])
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- .reduce((accumulator, currentValue) => accumulator.concat(currentValue), []));
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- normals = normals.concat(faceNormals[5]
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- .map((entry) => Vector3.TransformNormal(entry, mtrx5))
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- .map((entry) => [entry.x, entry.y, entry.z])
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- .reduce((accumulator, currentValue) => accumulator.concat(currentValue), []));
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- // sides
202
- VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs);
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+ // Define transforms for each face
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+ const faceTransforms = [
153
+ // FRONT
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+ { m: Matrix.RotationY(Math.PI), t: new Vector3(0, 0, halfDepth), op: OP_ADD },
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+ // BACK
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+ { m: Matrix.Identity(), t: new Vector3(0, 0, halfDepth), op: OP_SUB },
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+ // RIGHT
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+ { m: Matrix.RotationY(-Math.PI / 2), t: new Vector3(halfWidth, 0, 0), op: OP_ADD },
159
+ // LEFT
160
+ { m: Matrix.RotationY(Math.PI / 2), t: new Vector3(halfWidth, 0, 0), op: OP_SUB },
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+ // TOP
162
+ { m: Matrix.RotationX(Math.PI / 2), t: new Vector3(0, halfHeight, 0), op: OP_ADD },
163
+ // BOTTOM
164
+ { m: Matrix.RotationX(-Math.PI / 2), t: new Vector3(0, halfHeight, 0), op: OP_SUB },
165
+ ];
166
+ // Assemble positions and normals
167
+ for (let f = 0; f < nbFaces; f++) {
168
+ const { m, t, op } = faceTransforms[f];
169
+ for (const v of facePositions[f]) {
170
+ const p = Vector3.TransformCoordinates(v, m);
171
+ const final = op === OP_ADD ? p.add(t) : p.subtract(t);
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+ positions.push(final.x, final.y, final.z);
173
+ }
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+ for (const n of faceNormals[f]) {
175
+ const nn = Vector3.TransformNormal(n, m);
176
+ normals.push(nn.x, nn.y, nn.z);
177
+ }
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+ }
203
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  // Result
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  const vertexData = new VertexData();
205
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  vertexData.indices = indices;
@@ -1 +1 @@
1
- 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type { Nullable } from \"../../types\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Matrix, Vector3, Vector4 } from \"../../Maths/math.vector\";\r\nimport { Color4 } from \"../../Maths/math.color\";\r\nimport { Mesh } from \"../mesh\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\nimport { CreateTiledPlaneVertexData } from \"./tiledPlaneBuilder\";\r\nimport { useOpenGLOrientationForUV } from \"../../Compat/compatibilityOptions\";\r\n\r\n/**\r\n * Creates the VertexData for a tiled box\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set/tiled_box\r\n * @param options an object used to set the following optional parameters for the tiled box, required but can be empty\r\n * * pattern sets the rotation or reflection pattern for the tiles,\r\n * * size of the box\r\n * * width of the box, overwrites size\r\n * * height of the box, overwrites size\r\n * * depth of the box, overwrites size\r\n * * tileSize sets the size of a tile\r\n * * tileWidth sets the tile width and overwrites tileSize\r\n * * tileHeight sets the tile width and overwrites tileSize\r\n * * faceUV an array of 6 Vector4 elements used to set different images to each box side\r\n * * faceColors an array of 6 Color3 elements used to set different colors to each box side\r\n * * alignHorizontal places whole tiles aligned to the center, left or right of a row\r\n * * alignVertical places whole tiles aligned to the center, left or right of a column\r\n * @param options.pattern\r\n * @param options.size\r\n * @param options.width\r\n * @param options.height\r\n * @param options.depth\r\n * @param options.tileSize\r\n * @param options.tileWidth\r\n * @param options.tileHeight\r\n * @param options.faceUV\r\n * @param options.faceColors\r\n * @param options.alignHorizontal\r\n * @param options.alignVertical\r\n * @param options.sideOrientation\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * @returns the VertexData of the TiledBox\r\n */\r\nexport function CreateTiledBoxVertexData(options: {\r\n pattern?: number;\r\n size?: number;\r\n width?: number;\r\n height?: number;\r\n depth?: number;\r\n tileSize?: number;\r\n tileWidth?: number;\r\n tileHeight?: number;\r\n faceUV?: Vector4[];\r\n faceColors?: Color4[];\r\n alignHorizontal?: number;\r\n alignVertical?: number;\r\n sideOrientation?: number;\r\n}): VertexData {\r\n const nbFaces = 6;\r\n\r\n const faceUV: Vector4[] = options.faceUV || new Array<Vector4>(6);\r\n const faceColors = options.faceColors;\r\n\r\n const flipTile = options.pattern || Mesh.NO_FLIP;\r\n\r\n const width = options.width || options.size || 1;\r\n const height = options.height || options.size || 1;\r\n const depth = options.depth || options.size || 1;\r\n const tileWidth = options.tileWidth || options.tileSize || 1;\r\n const tileHeight = options.tileHeight || options.tileSize || 1;\r\n const alignH = options.alignHorizontal || 0;\r\n const alignV = options.alignVertical || 0;\r\n\r\n const sideOrientation = options.sideOrientation === 0 ? 0 : options.sideOrientation || VertexData.DEFAULTSIDE;\r\n\r\n // default face colors and UV if undefined\r\n for (let f = 0; f < nbFaces; f++) {\r\n if (faceUV[f] === undefined) {\r\n faceUV[f] = new Vector4(0, 0, 1, 1);\r\n }\r\n if (faceColors && faceColors[f] === undefined) {\r\n faceColors[f] = new Color4(1, 1, 1, 1);\r\n }\r\n }\r\n\r\n const halfWidth = width / 2;\r\n const halfHeight = height / 2;\r\n const halfDepth = depth / 2;\r\n\r\n const faceVertexData: Array<VertexData> = [];\r\n\r\n for (let f = 0; f < 2; f++) {\r\n //front and back\r\n faceVertexData[f] = CreateTiledPlaneVertexData({\r\n pattern: flipTile,\r\n tileWidth: tileWidth,\r\n tileHeight: tileHeight,\r\n width: width,\r\n height: height,\r\n alignVertical: alignV,\r\n alignHorizontal: alignH,\r\n sideOrientation: sideOrientation,\r\n });\r\n }\r\n\r\n for (let f = 2; f < 4; f++) {\r\n //sides\r\n faceVertexData[f] = CreateTiledPlaneVertexData({\r\n pattern: flipTile,\r\n tileWidth: tileWidth,\r\n tileHeight: tileHeight,\r\n width: depth,\r\n height: height,\r\n alignVertical: alignV,\r\n alignHorizontal: alignH,\r\n sideOrientation: sideOrientation,\r\n });\r\n }\r\n\r\n let baseAlignV = alignV;\r\n if (alignV === Mesh.BOTTOM) {\r\n baseAlignV = Mesh.TOP;\r\n } else if (alignV === Mesh.TOP) {\r\n baseAlignV = Mesh.BOTTOM;\r\n }\r\n\r\n for (let f = 4; f < 6; f++) {\r\n //top and bottom\r\n faceVertexData[f] = CreateTiledPlaneVertexData({\r\n pattern: flipTile,\r\n tileWidth: tileWidth,\r\n tileHeight: tileHeight,\r\n width: width,\r\n height: depth,\r\n alignVertical: baseAlignV,\r\n alignHorizontal: alignH,\r\n sideOrientation: sideOrientation,\r\n });\r\n }\r\n\r\n let positions: Array<number> = [];\r\n let normals: Array<number> = [];\r\n let uvs: Array<number> = [];\r\n let indices: Array<number> = [];\r\n const colors: Array<number> = [];\r\n const facePositions: Array<Array<Vector3>> = [];\r\n const faceNormals: Array<Array<Vector3>> = [];\r\n\r\n const newFaceUV: Array<Array<number>> = [];\r\n let lu: number = 0;\r\n\r\n let li: number = 0;\r\n\r\n for (let f = 0; f < nbFaces; f++) {\r\n const len = faceVertexData[f].positions!.length;\r\n facePositions[f] = [];\r\n faceNormals[f] = [];\r\n for (let p = 0; p < len / 3; p++) {\r\n facePositions[f].push(new Vector3(faceVertexData[f].positions![3 * p], faceVertexData[f].positions![3 * p + 1], faceVertexData[f].positions![3 * p + 2]));\r\n faceNormals[f].push(new Vector3(faceVertexData[f].normals![3 * p], faceVertexData[f].normals![3 * p + 1], faceVertexData[f].normals![3 * p + 2]));\r\n }\r\n // uvs\r\n lu = faceVertexData[f].uvs!.length;\r\n newFaceUV[f] = [];\r\n for (let i = 0; i < lu; i += 2) {\r\n newFaceUV[f][i] = faceUV[f].x + (faceUV[f].z - faceUV[f].x) * faceVertexData[f].uvs![i];\r\n newFaceUV[f][i + 1] = faceUV[f].y + (faceUV[f].w - faceUV[f].y) * faceVertexData[f].uvs![i + 1];\r\n\r\n if (useOpenGLOrientationForUV) {\r\n newFaceUV[f][i + 1] = 1.0 - newFaceUV[f][i + 1];\r\n }\r\n }\r\n uvs = uvs.concat(newFaceUV[f]);\r\n\r\n indices = indices.concat(<Array<number>>faceVertexData[f].indices!.map((x: number) => x + li));\r\n li += facePositions[f].length;\r\n if (faceColors) {\r\n for (let c = 0; c < 4; c++) {\r\n colors.push(faceColors[f].r, faceColors[f].g, faceColors[f].b, faceColors[f].a);\r\n }\r\n }\r\n }\r\n\r\n const vec0 = new Vector3(0, 0, halfDepth);\r\n const mtrx0 = Matrix.RotationY(Math.PI);\r\n positions = facePositions[0]\r\n .map((entry) => Vector3.TransformNormal(entry, mtrx0).add(vec0))\r\n .map((entry) => [entry.x, entry.y, entry.z])\r\n .reduce((accumulator: Array<number>, currentValue) => accumulator.concat(currentValue), []);\r\n normals = faceNormals[0]\r\n .map((entry) => Vector3.TransformNormal(entry, mtrx0))\r\n .map((entry) => [entry.x, entry.y, entry.z])\r\n .reduce((accumulator: Array<number>, currentValue) => accumulator.concat(currentValue), []);\r\n positions = positions.concat(\r\n facePositions[1]\r\n .map((entry) => entry.subtract(vec0))\r\n .map((entry) => [entry.x, entry.y, entry.z])\r\n .reduce((accumulator: Array<number>, currentValue) => accumulator.concat(currentValue), [])\r\n );\r\n normals = normals.concat(faceNormals[1].map((entry) => [entry.x, entry.y, entry.z]).reduce((accumulator: Array<number>, currentValue) => accumulator.concat(currentValue), []));\r\n\r\n const vec2 = new Vector3(halfWidth, 0, 0);\r\n const mtrx2 = Matrix.RotationY(-Math.PI / 2);\r\n positions = positions.concat(\r\n facePositions[2]\r\n .map((entry) => Vector3.TransformNormal(entry, mtrx2).add(vec2))\r\n .map((entry) => [entry.x, entry.y, entry.z])\r\n .reduce((accumulator: Array<number>, currentValue) => accumulator.concat(currentValue), [])\r\n );\r\n normals = normals.concat(\r\n faceNormals[2]\r\n .map((entry) => Vector3.TransformNormal(entry, mtrx2))\r\n .map((entry) => [entry.x, entry.y, entry.z])\r\n .reduce((accumulator: Array<number>, currentValue) => accumulator.concat(currentValue), [])\r\n );\r\n const mtrx3 = Matrix.RotationY(Math.PI / 2);\r\n positions = positions.concat(\r\n facePositions[3]\r\n .map((entry) => Vector3.TransformNormal(entry, mtrx3).subtract(vec2))\r\n .map((entry) => [entry.x, entry.y, entry.z])\r\n .reduce((accumulator: Array<number>, currentValue) => accumulator.concat(currentValue), [])\r\n );\r\n normals = normals.concat(\r\n faceNormals[3]\r\n .map((entry) => Vector3.TransformNormal(entry, mtrx3))\r\n .map((entry) => [entry.x, entry.y, entry.z])\r\n .reduce((accumulator: Array<number>, currentValue) => accumulator.concat(currentValue), [])\r\n );\r\n\r\n const vec4 = new Vector3(0, halfHeight, 0);\r\n const mtrx4 = Matrix.RotationX(Math.PI / 2);\r\n positions = positions.concat(\r\n facePositions[4]\r\n .map((entry) => Vector3.TransformNormal(entry, mtrx4).add(vec4))\r\n .map((entry) => [entry.x, entry.y, entry.z])\r\n .reduce((accumulator: Array<number>, currentValue) => accumulator.concat(currentValue), [])\r\n );\r\n normals = normals.concat(\r\n faceNormals[4]\r\n .map((entry) => Vector3.TransformNormal(entry, mtrx4))\r\n .map((entry) => [entry.x, entry.y, entry.z])\r\n .reduce((accumulator: Array<number>, currentValue) => accumulator.concat(currentValue), [])\r\n );\r\n const mtrx5 = Matrix.RotationX(-Math.PI / 2);\r\n positions = positions.concat(\r\n facePositions[5]\r\n .map((entry) => Vector3.TransformNormal(entry, mtrx5).subtract(vec4))\r\n .map((entry) => [entry.x, entry.y, entry.z])\r\n .reduce((accumulator: Array<number>, currentValue) => accumulator.concat(currentValue), [])\r\n );\r\n normals = normals.concat(\r\n faceNormals[5]\r\n .map((entry) => Vector3.TransformNormal(entry, mtrx5))\r\n .map((entry) => [entry.x, entry.y, entry.z])\r\n .reduce((accumulator: Array<number>, currentValue) => accumulator.concat(currentValue), [])\r\n );\r\n\r\n // sides\r\n VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs);\r\n\r\n // Result\r\n const vertexData = new VertexData();\r\n\r\n vertexData.indices = indices;\r\n vertexData.positions = positions;\r\n vertexData.normals = normals;\r\n vertexData.uvs = uvs;\r\n\r\n if (faceColors) {\r\n const totalColors = sideOrientation === VertexData.DOUBLESIDE ? colors.concat(colors) : colors;\r\n vertexData.colors = totalColors;\r\n }\r\n\r\n return vertexData;\r\n}\r\n\r\n/**\r\n * Creates a tiled box mesh\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set/tiled_box\r\n * @param name defines the name of the mesh\r\n * @param options an object used to set the following optional parameters for the tiled box, required but can be empty\r\n * * pattern sets the rotation or reflection pattern for the tiles,\r\n * * size of the box\r\n * * width of the box, overwrites size\r\n * * height of the box, overwrites size\r\n * * depth of the box, overwrites size\r\n * * tileSize sets the size of a tile\r\n * * tileWidth sets the tile width and overwrites tileSize\r\n * * tileHeight sets the tile width and overwrites tileSize\r\n * * faceUV an array of 6 Vector4 elements used to set different images to each box side\r\n * * faceColors an array of 6 Color3 elements used to set different colors to each box side\r\n * * alignHorizontal places whole tiles aligned to the center, left or right of a row\r\n * * alignVertical places whole tiles aligned to the center, left or right of a column\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * @param options.pattern\r\n * @param options.width\r\n * @param options.height\r\n * @param options.depth\r\n * @param options.tileSize\r\n * @param options.tileWidth\r\n * @param options.tileHeight\r\n * @param options.alignHorizontal\r\n * @param options.alignVertical\r\n * @param options.faceUV\r\n * @param options.faceColors\r\n * @param options.sideOrientation\r\n * @param options.updatable\r\n * @param scene defines the hosting scene\r\n * @returns the box mesh\r\n */\r\nexport function CreateTiledBox(\r\n name: string,\r\n options: {\r\n pattern?: number;\r\n width?: number;\r\n height?: number;\r\n depth?: number;\r\n tileSize?: number;\r\n tileWidth?: number;\r\n tileHeight?: number;\r\n alignHorizontal?: number;\r\n alignVertical?: number;\r\n faceUV?: Vector4[];\r\n faceColors?: Color4[];\r\n sideOrientation?: number;\r\n updatable?: boolean;\r\n },\r\n scene: Nullable<Scene> = null\r\n): Mesh {\r\n const box = new Mesh(name, scene);\r\n\r\n options.sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);\r\n box._originalBuilderSideOrientation = options.sideOrientation;\r\n\r\n const vertexData = CreateTiledBoxVertexData(options);\r\n\r\n vertexData.applyToMesh(box, options.updatable);\r\n\r\n return box;\r\n}\r\n\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n * @deprecated use CreateTiledBox instead\r\n */\r\nexport const TiledBoxBuilder = {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CreateTiledBox,\r\n};\r\n\r\nVertexData.CreateTiledBox = CreateTiledBoxVertexData;\r\n"]}
1
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type { Nullable } from \"../../types\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Matrix, Vector3, Vector4 } from \"../../Maths/math.vector\";\r\nimport { Color4 } from \"../../Maths/math.color\";\r\nimport { Mesh } from \"../mesh\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\nimport { CreateTiledPlaneVertexData } from \"./tiledPlaneBuilder\";\r\nimport { useOpenGLOrientationForUV } from \"../../Compat/compatibilityOptions\";\r\n\r\nconst OP_ADD = 1;\r\nconst OP_SUB = -1;\r\n\r\n/**\r\n * Creates the VertexData for a tiled box\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set/tiled_box\r\n * @param options an object used to set the following optional parameters for the tiled box, required but can be empty\r\n * * pattern sets the rotation or reflection pattern for the tiles,\r\n * * size of the box\r\n * * width of the box, overwrites size\r\n * * height of the box, overwrites size\r\n * * depth of the box, overwrites size\r\n * * tileSize sets the size of a tile\r\n * * tileWidth sets the tile width and overwrites tileSize\r\n * * tileHeight sets the tile width and overwrites tileSize\r\n * * faceUV an array of 6 Vector4 elements used to set different images to each box side\r\n * * faceColors an array of 6 Color4 elements used to set different colors to each box side\r\n * * alignHorizontal places whole tiles aligned to the center, left or right of a row\r\n * * alignVertical places whole tiles aligned to the center, left or right of a column\r\n * @param options.pattern\r\n * @param options.size\r\n * @param options.width\r\n * @param options.height\r\n * @param options.depth\r\n * @param options.tileSize\r\n * @param options.tileWidth\r\n * @param options.tileHeight\r\n * @param options.faceUV\r\n * @param options.faceColors\r\n * @param options.alignHorizontal\r\n * @param options.alignVertical\r\n * @param options.sideOrientation\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * @returns the VertexData of the TiledBox\r\n */\r\nexport function CreateTiledBoxVertexData(options: {\r\n pattern?: number;\r\n size?: number;\r\n width?: number;\r\n height?: number;\r\n depth?: number;\r\n tileSize?: number;\r\n tileWidth?: number;\r\n tileHeight?: number;\r\n faceUV?: Vector4[];\r\n faceColors?: Color4[];\r\n alignHorizontal?: number;\r\n alignVertical?: number;\r\n sideOrientation?: number;\r\n}): VertexData {\r\n const nbFaces = 6;\r\n\r\n const faceUV: Vector4[] = options.faceUV || new Array<Vector4>(6);\r\n const faceColors = options.faceColors;\r\n\r\n const flipTile = options.pattern || Mesh.NO_FLIP;\r\n\r\n const width = options.width || options.size || 1;\r\n const height = options.height || options.size || 1;\r\n const depth = options.depth || options.size || 1;\r\n const tileWidth = options.tileWidth || options.tileSize || 1;\r\n const tileHeight = options.tileHeight || options.tileSize || 1;\r\n const alignH = options.alignHorizontal || 0;\r\n const alignV = options.alignVertical || 0;\r\n\r\n const sideOrientation = options.sideOrientation === 0 ? 0 : options.sideOrientation || VertexData.DEFAULTSIDE;\r\n\r\n // default face colors and UV if undefined\r\n for (let f = 0; f < nbFaces; f++) {\r\n if (faceUV[f] === undefined) {\r\n faceUV[f] = new Vector4(0, 0, 1, 1);\r\n }\r\n if (faceColors && faceColors[f] === undefined) {\r\n faceColors[f] = new Color4(1, 1, 1, 1);\r\n }\r\n }\r\n\r\n const halfWidth = width / 2;\r\n const halfHeight = height / 2;\r\n const halfDepth = depth / 2;\r\n\r\n const faceVertexData: Array<VertexData> = [];\r\n\r\n for (let f = 0; f < 2; f++) {\r\n //front and back\r\n faceVertexData[f] = CreateTiledPlaneVertexData({\r\n pattern: flipTile,\r\n tileWidth: tileWidth,\r\n tileHeight: tileHeight,\r\n width: width,\r\n height: height,\r\n alignVertical: alignV,\r\n alignHorizontal: alignH,\r\n sideOrientation: sideOrientation,\r\n });\r\n }\r\n\r\n for (let f = 2; f < 4; f++) {\r\n //sides\r\n faceVertexData[f] = CreateTiledPlaneVertexData({\r\n pattern: flipTile,\r\n tileWidth: tileWidth,\r\n tileHeight: tileHeight,\r\n width: depth,\r\n height: height,\r\n alignVertical: alignV,\r\n alignHorizontal: alignH,\r\n sideOrientation: sideOrientation,\r\n });\r\n }\r\n\r\n let baseAlignV = alignV;\r\n if (alignV === Mesh.BOTTOM) {\r\n baseAlignV = Mesh.TOP;\r\n } else if (alignV === Mesh.TOP) {\r\n baseAlignV = Mesh.BOTTOM;\r\n }\r\n\r\n for (let f = 4; f < 6; f++) {\r\n //top and bottom\r\n faceVertexData[f] = CreateTiledPlaneVertexData({\r\n pattern: flipTile,\r\n tileWidth: tileWidth,\r\n tileHeight: tileHeight,\r\n width: width,\r\n height: depth,\r\n alignVertical: baseAlignV,\r\n alignHorizontal: alignH,\r\n sideOrientation: sideOrientation,\r\n });\r\n }\r\n\r\n const positions: Array<number> = [];\r\n const normals: Array<number> = [];\r\n let uvs: Array<number> = [];\r\n let indices: Array<number> = [];\r\n const colors: Array<number> = [];\r\n const facePositions: Array<Array<Vector3>> = [];\r\n const faceNormals: Array<Array<Vector3>> = [];\r\n\r\n const newFaceUV: Array<Array<number>> = [];\r\n let lu: number = 0;\r\n\r\n let li: number = 0;\r\n\r\n for (let f = 0; f < nbFaces; f++) {\r\n const len = faceVertexData[f].positions!.length;\r\n facePositions[f] = [];\r\n faceNormals[f] = [];\r\n for (let p = 0; p < len / 3; p++) {\r\n facePositions[f].push(new Vector3(faceVertexData[f].positions![3 * p], faceVertexData[f].positions![3 * p + 1], faceVertexData[f].positions![3 * p + 2]));\r\n faceNormals[f].push(new Vector3(faceVertexData[f].normals![3 * p], faceVertexData[f].normals![3 * p + 1], faceVertexData[f].normals![3 * p + 2]));\r\n }\r\n // uvs\r\n lu = faceVertexData[f].uvs!.length;\r\n newFaceUV[f] = [];\r\n for (let i = 0; i < lu; i += 2) {\r\n newFaceUV[f][i] = faceUV[f].x + (faceUV[f].z - faceUV[f].x) * faceVertexData[f].uvs![i];\r\n newFaceUV[f][i + 1] = faceUV[f].y + (faceUV[f].w - faceUV[f].y) * faceVertexData[f].uvs![i + 1];\r\n\r\n if (useOpenGLOrientationForUV) {\r\n newFaceUV[f][i + 1] = 1.0 - newFaceUV[f][i + 1];\r\n }\r\n }\r\n uvs = uvs.concat(newFaceUV[f]);\r\n\r\n indices = indices.concat(<Array<number>>faceVertexData[f].indices!.map((x: number) => x + li));\r\n li += facePositions[f].length;\r\n if (faceColors) {\r\n const color = faceColors[f];\r\n for (let p = 0; p < facePositions[f].length; p++) {\r\n colors.push(color.r, color.g, color.b, color.a);\r\n }\r\n }\r\n }\r\n\r\n // Define transforms for each face\r\n const faceTransforms = [\r\n // FRONT\r\n { m: Matrix.RotationY(Math.PI), t: new Vector3(0, 0, halfDepth), op: OP_ADD },\r\n // BACK\r\n { m: Matrix.Identity(), t: new Vector3(0, 0, halfDepth), op: OP_SUB },\r\n // RIGHT\r\n { m: Matrix.RotationY(-Math.PI / 2), t: new Vector3(halfWidth, 0, 0), op: OP_ADD },\r\n // LEFT\r\n { m: Matrix.RotationY(Math.PI / 2), t: new Vector3(halfWidth, 0, 0), op: OP_SUB },\r\n // TOP\r\n { m: Matrix.RotationX(Math.PI / 2), t: new Vector3(0, halfHeight, 0), op: OP_ADD },\r\n // BOTTOM\r\n { m: Matrix.RotationX(-Math.PI / 2), t: new Vector3(0, halfHeight, 0), op: OP_SUB },\r\n ];\r\n\r\n // Assemble positions and normals\r\n for (let f = 0; f < nbFaces; f++) {\r\n const { m, t, op } = faceTransforms[f];\r\n\r\n for (const v of facePositions[f]) {\r\n const p = Vector3.TransformCoordinates(v, m);\r\n const final = op === OP_ADD ? p.add(t) : p.subtract(t);\r\n positions.push(final.x, final.y, final.z);\r\n }\r\n\r\n for (const n of faceNormals[f]) {\r\n const nn = Vector3.TransformNormal(n, m);\r\n normals.push(nn.x, nn.y, nn.z);\r\n }\r\n }\r\n\r\n // Result\r\n const vertexData = new VertexData();\r\n\r\n vertexData.indices = indices;\r\n vertexData.positions = positions;\r\n vertexData.normals = normals;\r\n vertexData.uvs = uvs;\r\n\r\n if (faceColors) {\r\n const totalColors = sideOrientation === VertexData.DOUBLESIDE ? colors.concat(colors) : colors;\r\n vertexData.colors = totalColors;\r\n }\r\n\r\n return vertexData;\r\n}\r\n\r\n/**\r\n * Creates a tiled box mesh\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set/tiled_box\r\n * @param name defines the name of the mesh\r\n * @param options an object used to set the following optional parameters for the tiled box, required but can be empty\r\n * * pattern sets the rotation or reflection pattern for the tiles,\r\n * * size of the box\r\n * * width of the box, overwrites size\r\n * * height of the box, overwrites size\r\n * * depth of the box, overwrites size\r\n * * tileSize sets the size of a tile\r\n * * tileWidth sets the tile width and overwrites tileSize\r\n * * tileHeight sets the tile width and overwrites tileSize\r\n * * faceUV an array of 6 Vector4 elements used to set different images to each box side\r\n * * faceColors an array of 6 Color3 elements used to set different colors to each box side\r\n * * alignHorizontal places whole tiles aligned to the center, left or right of a row\r\n * * alignVertical places whole tiles aligned to the center, left or right of a column\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * @param options.pattern\r\n * @param options.width\r\n * @param options.height\r\n * @param options.depth\r\n * @param options.tileSize\r\n * @param options.tileWidth\r\n * @param options.tileHeight\r\n * @param options.alignHorizontal\r\n * @param options.alignVertical\r\n * @param options.faceUV\r\n * @param options.faceColors\r\n * @param options.sideOrientation\r\n * @param options.updatable\r\n * @param scene defines the hosting scene\r\n * @returns the box mesh\r\n */\r\nexport function CreateTiledBox(\r\n name: string,\r\n options: {\r\n pattern?: number;\r\n width?: number;\r\n height?: number;\r\n depth?: number;\r\n tileSize?: number;\r\n tileWidth?: number;\r\n tileHeight?: number;\r\n alignHorizontal?: number;\r\n alignVertical?: number;\r\n faceUV?: Vector4[];\r\n faceColors?: Color4[];\r\n sideOrientation?: number;\r\n updatable?: boolean;\r\n },\r\n scene: Nullable<Scene> = null\r\n): Mesh {\r\n const box = new Mesh(name, scene);\r\n\r\n options.sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);\r\n box._originalBuilderSideOrientation = options.sideOrientation;\r\n\r\n const vertexData = CreateTiledBoxVertexData(options);\r\n\r\n vertexData.applyToMesh(box, options.updatable);\r\n\r\n return box;\r\n}\r\n\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n * @deprecated use CreateTiledBox instead\r\n */\r\nexport const TiledBoxBuilder = {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CreateTiledBox,\r\n};\r\n\r\nVertexData.CreateTiledBox = CreateTiledBoxVertexData;\r\n"]}
@@ -60,22 +60,30 @@ export class GreasedLineMesh extends GreasedLineBaseMesh {
60
60
  this._options.points = points;
61
61
  this._initGreasedLine();
62
62
  let indiceOffset = 0;
63
- let vertexPositionsLen = 0, indicesLength = 0, uvLength = 0, previousAndSideLength = 0;
63
+ let vertexPositionsLen = 0, indicesLength = 0, uvLength = 0, previousAndSideLength = 0, maxLineLength = 0;
64
64
  for (const p of points) {
65
+ maxLineLength = Math.max(p.length, maxLineLength);
65
66
  vertexPositionsLen += p.length * 2;
66
67
  indicesLength += (p.length - 3) * 2;
67
68
  uvLength += (p.length * 4) / 3;
68
69
  previousAndSideLength += (p.length * 8) / 3;
69
70
  }
70
- const vertexPositionsArr = new Float32Array(vertexPositionsLen);
71
- const indicesArr = vertexPositionsLen > 65535 ? new Uint32Array(indicesLength) : new Uint16Array(indicesLength);
72
- const uvArr = new Float32Array(uvLength);
73
- const previousAndSide = new Float32Array(previousAndSideLength);
71
+ const buffer = new ArrayBuffer(vertexPositionsLen * 4 + indicesLength * (vertexPositionsLen > 65535 ? 4 : 2) + uvLength * 4 + previousAndSideLength * 4 * 2);
72
+ const tempBuffer = new ArrayBuffer((maxLineLength / 3 + maxLineLength * 4) * 4);
73
+ let byteOffset = 0;
74
+ const vertexPositionsArr = new Float32Array(buffer, byteOffset, vertexPositionsLen);
75
+ byteOffset += vertexPositionsArr.byteLength;
76
+ const indicesArr = vertexPositionsLen > 65535 ? new Uint32Array(buffer, byteOffset, indicesLength) : new Uint16Array(buffer, byteOffset, indicesLength);
77
+ byteOffset += indicesArr.byteLength;
78
+ const uvArr = new Float32Array(buffer, byteOffset, uvLength);
79
+ byteOffset += uvArr.byteLength;
80
+ const previousAndSide = new Float32Array(buffer, byteOffset, previousAndSideLength);
81
+ byteOffset += previousAndSide.byteLength;
74
82
  // it's the same length here
75
- const nextAndCounters = new Float32Array(previousAndSideLength);
83
+ const nextAndCounters = new Float32Array(buffer, byteOffset, previousAndSideLength);
76
84
  let vertexPositionsOffset = 0, indicesOffset = 0, uvOffset = 0, previousAndSideOffset = 0, nextAndCountersOffset = 0;
77
85
  for (const p of points) {
78
- const lengthArray = GreasedLineTools.GetLineLengthArray(p);
86
+ const lengthArray = GreasedLineTools.GetLineLengthArray(p, tempBuffer);
79
87
  const totalLength = lengthArray[lengthArray.length - 1];
80
88
  for (let j = 0, jj = 0; jj < p.length; j++, jj += 3) {
81
89
  const baseOffset = vertexPositionsOffset + jj * 2;
@@ -101,8 +109,10 @@ export class GreasedLineMesh extends GreasedLineBaseMesh {
101
109
  const positions = vertexPositionsArr.subarray(vertexPositionsOffset, vertexPositionsOffset + currVertexPositionsOffsetLength);
102
110
  vertexPositionsOffset += currVertexPositionsOffsetLength;
103
111
  indicesOffset += (p.length - 3) * 2;
104
- const previous = new Float32Array(positions.length);
105
- const next = new Float32Array(positions.length);
112
+ let byteOffset = lengthArray.byteLength;
113
+ const previous = new Float32Array(tempBuffer, byteOffset, positions.length);
114
+ byteOffset += previous.byteLength;
115
+ const next = new Float32Array(tempBuffer, byteOffset, positions.length);
106
116
  const l = positions.length / 6;
107
117
  let v;
108
118
  if (GreasedLineMesh._CompareV3(0, l - 1, positions)) {
@@ -1 +1 @@
1
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type { Scene } from \"../../scene\";\r\nimport type { Matrix } from \"../../Maths/math.vector\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport { Mesh } from \"../mesh\";\r\nimport type { Ray, TrianglePickingPredicate } from \"../../Culling/ray\";\r\nimport { Buffer, VertexBuffer } from \"../../Buffers/buffer\";\r\nimport { PickingInfo } from \"../../Collisions/pickingInfo\";\r\nimport type { Nullable, FloatArray } from \"../../types\";\r\nimport type { Node } from \"../../node\";\r\nimport { DeepCopier } from \"../../Misc/deepCopier\";\r\nimport { GreasedLineTools } from \"../../Misc/greasedLineTools\";\r\nimport type { GreasedLineMeshOptions } from \"./greasedLineBaseMesh\";\r\nimport { GreasedLineBaseMesh } from \"./greasedLineBaseMesh\";\r\nimport type { VertexData } from \"../mesh.vertexData\";\r\n\r\nMesh._GreasedLineMeshParser = (parsedMesh: any, scene: Scene): Mesh => {\r\n return GreasedLineMesh.Parse(parsedMesh, scene);\r\n};\r\n\r\n/**\r\n * GreasedLineMesh\r\n * Use the GreasedLineBuilder.CreateGreasedLine function to create an instance of this class.\r\n */\r\nexport class GreasedLineMesh extends GreasedLineBaseMesh {\r\n private _previousAndSide: FloatArray;\r\n private _nextAndCounters: FloatArray;\r\n\r\n private static _V_START = new Vector3();\r\n private static _V_END = new Vector3();\r\n private static _V_OFFSET_START = new Vector3();\r\n private static _V_OFFSET_END = new Vector3();\r\n\r\n /**\r\n * Treshold used to pick the mesh\r\n */\r\n public intersectionThreshold = 0.1;\r\n\r\n /**\r\n * GreasedLineMesh\r\n * @param name name of the mesh\r\n * @param scene the scene\r\n * @param _options mesh options\r\n */\r\n constructor(\r\n public override readonly name: string,\r\n scene: Scene,\r\n _options: GreasedLineMeshOptions\r\n ) {\r\n super(name, scene, _options);\r\n\r\n this._previousAndSide = [];\r\n this._nextAndCounters = [];\r\n\r\n if (_options.points) {\r\n this.addPoints(GreasedLineTools.ConvertPoints(_options.points));\r\n }\r\n }\r\n\r\n /**\r\n * \"GreasedLineMesh\"\r\n * @returns \"GreasedLineMesh\"\r\n */\r\n public override getClassName(): string {\r\n return \"GreasedLineMesh\";\r\n }\r\n\r\n protected _updateColorPointers() {\r\n if (this._options.colorPointers) {\r\n return;\r\n }\r\n\r\n let colorPointer = 0;\r\n this._colorPointers = [];\r\n for (const p of this._points) {\r\n for (let jj = 0; jj < p.length; jj += 3) {\r\n this._colorPointers.push(colorPointer);\r\n this._colorPointers.push(colorPointer++);\r\n }\r\n }\r\n }\r\n\r\n protected _updateWidths(): void {\r\n // intentionally left blank\r\n }\r\n\r\n protected _setPoints(points: number[][]) {\r\n this._points = points;\r\n this._options.points = points;\r\n\r\n this._initGreasedLine();\r\n\r\n let indiceOffset = 0;\r\n let vertexPositionsLen = 0,\r\n indicesLength = 0,\r\n uvLength = 0,\r\n previousAndSideLength = 0;\r\n for (const p of points) {\r\n vertexPositionsLen += p.length * 2;\r\n indicesLength += (p.length - 3) * 2;\r\n uvLength += (p.length * 4) / 3;\r\n previousAndSideLength += (p.length * 8) / 3;\r\n }\r\n const vertexPositionsArr = new Float32Array(vertexPositionsLen);\r\n const indicesArr = vertexPositionsLen > 65535 ? new Uint32Array(indicesLength) : new Uint16Array(indicesLength);\r\n const uvArr = new Float32Array(uvLength);\r\n const previousAndSide = new Float32Array(previousAndSideLength);\r\n // it's the same length here\r\n const nextAndCounters = new Float32Array(previousAndSideLength);\r\n let vertexPositionsOffset = 0,\r\n indicesOffset = 0,\r\n uvOffset = 0,\r\n previousAndSideOffset = 0,\r\n nextAndCountersOffset = 0;\r\n\r\n for (const p of points) {\r\n const lengthArray = GreasedLineTools.GetLineLengthArray(p);\r\n const totalLength = lengthArray[lengthArray.length - 1];\r\n for (let j = 0, jj = 0; jj < p.length; j++, jj += 3) {\r\n const baseOffset = vertexPositionsOffset + jj * 2;\r\n vertexPositionsArr[baseOffset + 0] = p[jj + 0];\r\n vertexPositionsArr[baseOffset + 1] = p[jj + 1];\r\n vertexPositionsArr[baseOffset + 2] = p[jj + 2];\r\n vertexPositionsArr[baseOffset + 3] = p[jj + 0];\r\n vertexPositionsArr[baseOffset + 4] = p[jj + 1];\r\n vertexPositionsArr[baseOffset + 5] = p[jj + 2];\r\n\r\n if (jj < p.length - 3) {\r\n const n = j * 2 + indiceOffset;\r\n const baseIndicesOffset = indicesOffset + jj * 2;\r\n indicesArr[baseIndicesOffset + 0] = n;\r\n indicesArr[baseIndicesOffset + 1] = n + 1;\r\n indicesArr[baseIndicesOffset + 2] = n + 2;\r\n indicesArr[baseIndicesOffset + 3] = n + 2;\r\n indicesArr[baseIndicesOffset + 4] = n + 1;\r\n indicesArr[baseIndicesOffset + 5] = n + 3;\r\n }\r\n }\r\n\r\n indiceOffset += (p.length / 3) * 2;\r\n const currVertexPositionsOffsetLength = p.length * 2;\r\n const positions = vertexPositionsArr.subarray(vertexPositionsOffset, vertexPositionsOffset + currVertexPositionsOffsetLength);\r\n vertexPositionsOffset += currVertexPositionsOffsetLength;\r\n indicesOffset += (p.length - 3) * 2;\r\n\r\n const previous = new Float32Array(positions.length);\r\n const next = new Float32Array(positions.length);\r\n const l = positions.length / 6;\r\n let v;\r\n if (GreasedLineMesh._CompareV3(0, l - 1, positions)) {\r\n v = positions.subarray((l - 2) * 6, (l - 1) * 6);\r\n } else {\r\n v = positions.subarray(0, 6);\r\n }\r\n previous.set(v);\r\n previous.set(positions.subarray(0, positions.length - 6), 6);\r\n next.set(positions.subarray(6));\r\n if (GreasedLineMesh._CompareV3(l - 1, 0, positions)) {\r\n v = positions.subarray(6, 12);\r\n } else {\r\n v = positions.subarray((l - 1) * 6, l * 6);\r\n }\r\n next.set(v, next.length - 6);\r\n\r\n for (let i = 0, sidesLength = positions.length / 3; i < sidesLength; i++) {\r\n previousAndSide[previousAndSideOffset++] = previous[i * 3];\r\n previousAndSide[previousAndSideOffset++] = previous[i * 3 + 1];\r\n previousAndSide[previousAndSideOffset++] = previous[i * 3 + 2];\r\n // side[i] = i % 2 ? -1 : 1;\r\n // side[i] = 1 - ((i & 1) << 1);\r\n previousAndSide[previousAndSideOffset++] = 1 - ((i & 1) << 1);\r\n nextAndCounters[nextAndCountersOffset++] = next[i * 3];\r\n nextAndCounters[nextAndCountersOffset++] = next[i * 3 + 1];\r\n nextAndCounters[nextAndCountersOffset++] = next[i * 3 + 2];\r\n // counters[i] = lengthArray[i >> 1] / totalLength;\r\n nextAndCounters[nextAndCountersOffset++] = lengthArray[i >> 1] / totalLength;\r\n }\r\n if (this._options.uvs) {\r\n for (let i = 0; i < this._options.uvs.length; i++) {\r\n uvArr[uvOffset++] = this._options.uvs[i];\r\n }\r\n } else {\r\n for (let j = 0; j < l; j++) {\r\n // uvs\r\n const lengthRatio = lengthArray[j] / totalLength;\r\n const uvOffsetBase = uvOffset + j * 4;\r\n uvArr[uvOffsetBase + 0] = lengthRatio;\r\n uvArr[uvOffsetBase + 1] = 0;\r\n uvArr[uvOffsetBase + 2] = lengthRatio;\r\n uvArr[uvOffsetBase + 3] = 1;\r\n }\r\n }\r\n }\r\n this._vertexPositions = vertexPositionsArr;\r\n this._indices = indicesArr;\r\n this._uvs = uvArr;\r\n this._previousAndSide = previousAndSide;\r\n this._nextAndCounters = nextAndCounters;\r\n\r\n if (!this._lazy) {\r\n if (!this._options.colorPointers) {\r\n this._updateColorPointers();\r\n }\r\n this._createVertexBuffers();\r\n !this.doNotSyncBoundingInfo && this.refreshBoundingInfo();\r\n }\r\n }\r\n\r\n /**\r\n * Clones the GreasedLineMesh.\r\n * @param name new line name\r\n * @param newParent new parent node\r\n * @returns cloned line\r\n */\r\n public override clone(name: string = `${this.name}-cloned`, newParent?: Nullable<Node>) {\r\n const lineOptions = this._createLineOptions();\r\n const deepCopiedLineOptions = {};\r\n DeepCopier.DeepCopy(lineOptions, deepCopiedLineOptions, [\"instance\"], undefined, true);\r\n\r\n const cloned = new GreasedLineMesh(name, this._scene, <GreasedLineMeshOptions>deepCopiedLineOptions);\r\n if (newParent) {\r\n cloned.parent = newParent;\r\n }\r\n\r\n cloned.material = this.material;\r\n\r\n return cloned;\r\n }\r\n\r\n /**\r\n * Serializes this GreasedLineMesh\r\n * @param serializationObject object to write serialization to\r\n */\r\n public override serialize(serializationObject: any): void {\r\n super.serialize(serializationObject);\r\n serializationObject.type = this.getClassName();\r\n\r\n serializationObject.lineOptions = this._createLineOptions();\r\n }\r\n\r\n /**\r\n * Parses a serialized GreasedLineMesh\r\n * @param parsedMesh the serialized GreasedLineMesh\r\n * @param scene the scene to create the GreasedLineMesh in\r\n * @returns the created GreasedLineMesh\r\n */\r\n public static override Parse(parsedMesh: any, scene: Scene): Mesh {\r\n const lineOptions = <GreasedLineMeshOptions>parsedMesh.lineOptions;\r\n const name = <string>parsedMesh.name;\r\n const result = new GreasedLineMesh(name, scene, lineOptions);\r\n return result;\r\n }\r\n\r\n protected override _initGreasedLine() {\r\n super._initGreasedLine();\r\n\r\n this._previousAndSide = [];\r\n this._nextAndCounters = [];\r\n }\r\n /**\r\n * Checks whether a ray is intersecting this GreasedLineMesh\r\n * @param ray ray to check the intersection of this mesh with\r\n * @param fastCheck not supported\r\n * @param trianglePredicate not supported\r\n * @param onlyBoundingInfo defines a boolean indicating if picking should only happen using bounding info (false by default)\r\n * @param worldToUse not supported\r\n * @param skipBoundingInfo a boolean indicating if we should skip the bounding info check\r\n * @returns the picking info\r\n */\r\n public override intersects(\r\n ray: Ray,\r\n fastCheck?: boolean,\r\n trianglePredicate?: TrianglePickingPredicate,\r\n onlyBoundingInfo = false,\r\n worldToUse?: Matrix,\r\n skipBoundingInfo = false\r\n ): PickingInfo {\r\n const pickingInfo = new PickingInfo();\r\n const intersections = this.findAllIntersections(ray, fastCheck, trianglePredicate, onlyBoundingInfo, worldToUse, skipBoundingInfo, true);\r\n if (intersections?.length === 1) {\r\n const intersection = intersections[0];\r\n pickingInfo.hit = true;\r\n pickingInfo.distance = intersection.distance;\r\n pickingInfo.ray = ray;\r\n pickingInfo.pickedMesh = this;\r\n pickingInfo.pickedPoint = intersection.point;\r\n }\r\n return pickingInfo;\r\n }\r\n\r\n /**\r\n * Gets all intersections of a ray and the line\r\n * @param ray Ray to check the intersection of this mesh with\r\n * @param _fastCheck not supported\r\n * @param _trianglePredicate not supported\r\n * @param onlyBoundingInfo defines a boolean indicating if picking should only happen using bounding info (false by default)\r\n * @param _worldToUse not supported\r\n * @param skipBoundingInfo a boolean indicating if we should skip the bounding info check\r\n * @param firstOnly If true, the first and only intersection is immediatelly returned if found\r\n * @returns intersection(s)\r\n */\r\n public findAllIntersections(\r\n ray: Ray,\r\n _fastCheck?: boolean,\r\n _trianglePredicate?: TrianglePickingPredicate,\r\n onlyBoundingInfo = false,\r\n _worldToUse?: Matrix,\r\n skipBoundingInfo = false,\r\n firstOnly = false\r\n ): { distance: number; point: Vector3 }[] | undefined {\r\n if (onlyBoundingInfo && !skipBoundingInfo && ray.intersectsSphere(this._boundingSphere, this.intersectionThreshold) === false) {\r\n return;\r\n }\r\n\r\n const indices = this.getIndices();\r\n const positions = this.getVerticesData(VertexBuffer.PositionKind);\r\n const widths = this._widths;\r\n\r\n const lineWidth = this.greasedLineMaterial?.width ?? 1;\r\n\r\n const intersects = [];\r\n if (indices && positions && widths) {\r\n let i = 0,\r\n l = 0;\r\n for (i = 0, l = indices.length - 1; i < l; i += 3) {\r\n const a = indices[i];\r\n const b = indices[i + 1];\r\n\r\n GreasedLineMesh._V_START.fromArray(positions, a * 3);\r\n GreasedLineMesh._V_END.fromArray(positions, b * 3);\r\n\r\n if (this._offsets) {\r\n GreasedLineMesh._V_OFFSET_START.fromArray(this._offsets, a * 3);\r\n GreasedLineMesh._V_OFFSET_END.fromArray(this._offsets, b * 3);\r\n GreasedLineMesh._V_START.addInPlace(GreasedLineMesh._V_OFFSET_START);\r\n GreasedLineMesh._V_END.addInPlace(GreasedLineMesh._V_OFFSET_END);\r\n }\r\n\r\n const iFloored = Math.floor(i / 3);\r\n const width = widths[iFloored] !== undefined ? widths[iFloored] : 1;\r\n const precision = (this.intersectionThreshold * (lineWidth * width)) / 2;\r\n\r\n const distance = ray.intersectionSegment(GreasedLineMesh._V_START, GreasedLineMesh._V_END, precision);\r\n if (distance !== -1) {\r\n intersects.push({\r\n distance: distance,\r\n point: ray.direction.normalize().multiplyByFloats(distance, distance, distance).add(ray.origin),\r\n });\r\n if (firstOnly) {\r\n return intersects;\r\n }\r\n }\r\n }\r\n i = l;\r\n }\r\n\r\n return intersects;\r\n }\r\n\r\n private get _boundingSphere() {\r\n return this.getBoundingInfo().boundingSphere;\r\n }\r\n\r\n private static _CompareV3(positionIdx1: number, positionIdx2: number, positions: FloatArray) {\r\n const arrayIdx1 = positionIdx1 * 6;\r\n const arrayIdx2 = positionIdx2 * 6;\r\n return positions[arrayIdx1] === positions[arrayIdx2] && positions[arrayIdx1 + 1] === positions[arrayIdx2 + 1] && positions[arrayIdx1 + 2] === positions[arrayIdx2 + 2];\r\n }\r\n\r\n protected override _createVertexBuffers() {\r\n const vertexData: VertexData = super._createVertexBuffers();\r\n\r\n const engine = this._scene.getEngine();\r\n\r\n const previousAndSideBuffer = new Buffer(engine, this._previousAndSide, false, 4);\r\n this.setVerticesBuffer(previousAndSideBuffer.createVertexBuffer(\"grl_previousAndSide\", 0, 4));\r\n\r\n const nextAndCountersBuffer = new Buffer(engine, this._nextAndCounters, false, 4);\r\n this.setVerticesBuffer(nextAndCountersBuffer.createVertexBuffer(\"grl_nextAndCounters\", 0, 4));\r\n\r\n const widthBuffer = new Buffer(engine, this._widths, this._updatable, 1);\r\n this.setVerticesBuffer(widthBuffer.createVertexBuffer(\"grl_widths\", 0, 1));\r\n this._widthsBuffer = widthBuffer;\r\n\r\n const colorPointersBuffer = new Buffer(engine, this._colorPointers, this._updatable, 1);\r\n this.setVerticesBuffer(colorPointersBuffer.createVertexBuffer(\"grl_colorPointers\", 0, 1));\r\n this._colorPointersBuffer = colorPointersBuffer;\r\n\r\n return vertexData;\r\n }\r\n}\r\n"]}
1
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type { Scene } from \"../../scene\";\r\nimport type { Matrix } from \"../../Maths/math.vector\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport { Mesh } from \"../mesh\";\r\nimport type { Ray, TrianglePickingPredicate } from \"../../Culling/ray\";\r\nimport { Buffer, VertexBuffer } from \"../../Buffers/buffer\";\r\nimport { PickingInfo } from \"../../Collisions/pickingInfo\";\r\nimport type { Nullable, FloatArray } from \"../../types\";\r\nimport type { Node } from \"../../node\";\r\nimport { DeepCopier } from \"../../Misc/deepCopier\";\r\nimport { GreasedLineTools } from \"../../Misc/greasedLineTools\";\r\nimport type { GreasedLineMeshOptions } from \"./greasedLineBaseMesh\";\r\nimport { GreasedLineBaseMesh } from \"./greasedLineBaseMesh\";\r\nimport type { VertexData } from \"../mesh.vertexData\";\r\n\r\nMesh._GreasedLineMeshParser = (parsedMesh: any, scene: Scene): Mesh => {\r\n return GreasedLineMesh.Parse(parsedMesh, scene);\r\n};\r\n\r\n/**\r\n * GreasedLineMesh\r\n * Use the GreasedLineBuilder.CreateGreasedLine function to create an instance of this class.\r\n */\r\nexport class GreasedLineMesh extends GreasedLineBaseMesh {\r\n private _previousAndSide: FloatArray;\r\n private _nextAndCounters: FloatArray;\r\n\r\n private static _V_START = new Vector3();\r\n private static _V_END = new Vector3();\r\n private static _V_OFFSET_START = new Vector3();\r\n private static _V_OFFSET_END = new Vector3();\r\n\r\n /**\r\n * Treshold used to pick the mesh\r\n */\r\n public intersectionThreshold = 0.1;\r\n\r\n /**\r\n * GreasedLineMesh\r\n * @param name name of the mesh\r\n * @param scene the scene\r\n * @param _options mesh options\r\n */\r\n constructor(\r\n public override readonly name: string,\r\n scene: Scene,\r\n _options: GreasedLineMeshOptions\r\n ) {\r\n super(name, scene, _options);\r\n\r\n this._previousAndSide = [];\r\n this._nextAndCounters = [];\r\n\r\n if (_options.points) {\r\n this.addPoints(GreasedLineTools.ConvertPoints(_options.points));\r\n }\r\n }\r\n\r\n /**\r\n * \"GreasedLineMesh\"\r\n * @returns \"GreasedLineMesh\"\r\n */\r\n public override getClassName(): string {\r\n return \"GreasedLineMesh\";\r\n }\r\n\r\n protected _updateColorPointers() {\r\n if (this._options.colorPointers) {\r\n return;\r\n }\r\n\r\n let colorPointer = 0;\r\n this._colorPointers = [];\r\n for (const p of this._points) {\r\n for (let jj = 0; jj < p.length; jj += 3) {\r\n this._colorPointers.push(colorPointer);\r\n this._colorPointers.push(colorPointer++);\r\n }\r\n }\r\n }\r\n\r\n protected _updateWidths(): void {\r\n // intentionally left blank\r\n }\r\n\r\n protected _setPoints(points: number[][]) {\r\n this._points = points;\r\n this._options.points = points;\r\n\r\n this._initGreasedLine();\r\n\r\n let indiceOffset = 0;\r\n let vertexPositionsLen = 0,\r\n indicesLength = 0,\r\n uvLength = 0,\r\n previousAndSideLength = 0,\r\n maxLineLength = 0;\r\n for (const p of points) {\r\n maxLineLength = Math.max(p.length, maxLineLength);\r\n vertexPositionsLen += p.length * 2;\r\n indicesLength += (p.length - 3) * 2;\r\n uvLength += (p.length * 4) / 3;\r\n previousAndSideLength += (p.length * 8) / 3;\r\n }\r\n const buffer = new ArrayBuffer(vertexPositionsLen * 4 + indicesLength * (vertexPositionsLen > 65535 ? 4 : 2) + uvLength * 4 + previousAndSideLength * 4 * 2);\r\n const tempBuffer = new ArrayBuffer((maxLineLength / 3 + maxLineLength * 4) * 4);\r\n let byteOffset = 0;\r\n const vertexPositionsArr = new Float32Array(buffer, byteOffset, vertexPositionsLen);\r\n byteOffset += vertexPositionsArr.byteLength;\r\n const indicesArr = vertexPositionsLen > 65535 ? new Uint32Array(buffer, byteOffset, indicesLength) : new Uint16Array(buffer, byteOffset, indicesLength);\r\n byteOffset += indicesArr.byteLength;\r\n const uvArr = new Float32Array(buffer, byteOffset, uvLength);\r\n byteOffset += uvArr.byteLength;\r\n const previousAndSide = new Float32Array(buffer, byteOffset, previousAndSideLength);\r\n byteOffset += previousAndSide.byteLength;\r\n // it's the same length here\r\n const nextAndCounters = new Float32Array(buffer, byteOffset, previousAndSideLength);\r\n let vertexPositionsOffset = 0,\r\n indicesOffset = 0,\r\n uvOffset = 0,\r\n previousAndSideOffset = 0,\r\n nextAndCountersOffset = 0;\r\n\r\n for (const p of points) {\r\n const lengthArray = GreasedLineTools.GetLineLengthArray(p, tempBuffer);\r\n const totalLength = lengthArray[lengthArray.length - 1];\r\n for (let j = 0, jj = 0; jj < p.length; j++, jj += 3) {\r\n const baseOffset = vertexPositionsOffset + jj * 2;\r\n vertexPositionsArr[baseOffset + 0] = p[jj + 0];\r\n vertexPositionsArr[baseOffset + 1] = p[jj + 1];\r\n vertexPositionsArr[baseOffset + 2] = p[jj + 2];\r\n vertexPositionsArr[baseOffset + 3] = p[jj + 0];\r\n vertexPositionsArr[baseOffset + 4] = p[jj + 1];\r\n vertexPositionsArr[baseOffset + 5] = p[jj + 2];\r\n\r\n if (jj < p.length - 3) {\r\n const n = j * 2 + indiceOffset;\r\n const baseIndicesOffset = indicesOffset + jj * 2;\r\n indicesArr[baseIndicesOffset + 0] = n;\r\n indicesArr[baseIndicesOffset + 1] = n + 1;\r\n indicesArr[baseIndicesOffset + 2] = n + 2;\r\n indicesArr[baseIndicesOffset + 3] = n + 2;\r\n indicesArr[baseIndicesOffset + 4] = n + 1;\r\n indicesArr[baseIndicesOffset + 5] = n + 3;\r\n }\r\n }\r\n\r\n indiceOffset += (p.length / 3) * 2;\r\n const currVertexPositionsOffsetLength = p.length * 2;\r\n const positions = vertexPositionsArr.subarray(vertexPositionsOffset, vertexPositionsOffset + currVertexPositionsOffsetLength);\r\n vertexPositionsOffset += currVertexPositionsOffsetLength;\r\n indicesOffset += (p.length - 3) * 2;\r\n\r\n let byteOffset = lengthArray.byteLength;\r\n const previous = new Float32Array(tempBuffer, byteOffset, positions.length);\r\n byteOffset += previous.byteLength;\r\n const next = new Float32Array(tempBuffer, byteOffset, positions.length);\r\n const l = positions.length / 6;\r\n let v;\r\n if (GreasedLineMesh._CompareV3(0, l - 1, positions)) {\r\n v = positions.subarray((l - 2) * 6, (l - 1) * 6);\r\n } else {\r\n v = positions.subarray(0, 6);\r\n }\r\n previous.set(v);\r\n previous.set(positions.subarray(0, positions.length - 6), 6);\r\n next.set(positions.subarray(6));\r\n if (GreasedLineMesh._CompareV3(l - 1, 0, positions)) {\r\n v = positions.subarray(6, 12);\r\n } else {\r\n v = positions.subarray((l - 1) * 6, l * 6);\r\n }\r\n next.set(v, next.length - 6);\r\n\r\n for (let i = 0, sidesLength = positions.length / 3; i < sidesLength; i++) {\r\n previousAndSide[previousAndSideOffset++] = previous[i * 3];\r\n previousAndSide[previousAndSideOffset++] = previous[i * 3 + 1];\r\n previousAndSide[previousAndSideOffset++] = previous[i * 3 + 2];\r\n // side[i] = i % 2 ? -1 : 1;\r\n // side[i] = 1 - ((i & 1) << 1);\r\n previousAndSide[previousAndSideOffset++] = 1 - ((i & 1) << 1);\r\n nextAndCounters[nextAndCountersOffset++] = next[i * 3];\r\n nextAndCounters[nextAndCountersOffset++] = next[i * 3 + 1];\r\n nextAndCounters[nextAndCountersOffset++] = next[i * 3 + 2];\r\n // counters[i] = lengthArray[i >> 1] / totalLength;\r\n nextAndCounters[nextAndCountersOffset++] = lengthArray[i >> 1] / totalLength;\r\n }\r\n if (this._options.uvs) {\r\n for (let i = 0; i < this._options.uvs.length; i++) {\r\n uvArr[uvOffset++] = this._options.uvs[i];\r\n }\r\n } else {\r\n for (let j = 0; j < l; j++) {\r\n // uvs\r\n const lengthRatio = lengthArray[j] / totalLength;\r\n const uvOffsetBase = uvOffset + j * 4;\r\n uvArr[uvOffsetBase + 0] = lengthRatio;\r\n uvArr[uvOffsetBase + 1] = 0;\r\n uvArr[uvOffsetBase + 2] = lengthRatio;\r\n uvArr[uvOffsetBase + 3] = 1;\r\n }\r\n }\r\n }\r\n this._vertexPositions = vertexPositionsArr;\r\n this._indices = indicesArr;\r\n this._uvs = uvArr;\r\n this._previousAndSide = previousAndSide;\r\n this._nextAndCounters = nextAndCounters;\r\n\r\n if (!this._lazy) {\r\n if (!this._options.colorPointers) {\r\n this._updateColorPointers();\r\n }\r\n this._createVertexBuffers();\r\n !this.doNotSyncBoundingInfo && this.refreshBoundingInfo();\r\n }\r\n }\r\n\r\n /**\r\n * Clones the GreasedLineMesh.\r\n * @param name new line name\r\n * @param newParent new parent node\r\n * @returns cloned line\r\n */\r\n public override clone(name: string = `${this.name}-cloned`, newParent?: Nullable<Node>) {\r\n const lineOptions = this._createLineOptions();\r\n const deepCopiedLineOptions = {};\r\n DeepCopier.DeepCopy(lineOptions, deepCopiedLineOptions, [\"instance\"], undefined, true);\r\n\r\n const cloned = new GreasedLineMesh(name, this._scene, <GreasedLineMeshOptions>deepCopiedLineOptions);\r\n if (newParent) {\r\n cloned.parent = newParent;\r\n }\r\n\r\n cloned.material = this.material;\r\n\r\n return cloned;\r\n }\r\n\r\n /**\r\n * Serializes this GreasedLineMesh\r\n * @param serializationObject object to write serialization to\r\n */\r\n public override serialize(serializationObject: any): void {\r\n super.serialize(serializationObject);\r\n serializationObject.type = this.getClassName();\r\n\r\n serializationObject.lineOptions = this._createLineOptions();\r\n }\r\n\r\n /**\r\n * Parses a serialized GreasedLineMesh\r\n * @param parsedMesh the serialized GreasedLineMesh\r\n * @param scene the scene to create the GreasedLineMesh in\r\n * @returns the created GreasedLineMesh\r\n */\r\n public static override Parse(parsedMesh: any, scene: Scene): Mesh {\r\n const lineOptions = <GreasedLineMeshOptions>parsedMesh.lineOptions;\r\n const name = <string>parsedMesh.name;\r\n const result = new GreasedLineMesh(name, scene, lineOptions);\r\n return result;\r\n }\r\n\r\n protected override _initGreasedLine() {\r\n super._initGreasedLine();\r\n\r\n this._previousAndSide = [];\r\n this._nextAndCounters = [];\r\n }\r\n /**\r\n * Checks whether a ray is intersecting this GreasedLineMesh\r\n * @param ray ray to check the intersection of this mesh with\r\n * @param fastCheck not supported\r\n * @param trianglePredicate not supported\r\n * @param onlyBoundingInfo defines a boolean indicating if picking should only happen using bounding info (false by default)\r\n * @param worldToUse not supported\r\n * @param skipBoundingInfo a boolean indicating if we should skip the bounding info check\r\n * @returns the picking info\r\n */\r\n public override intersects(\r\n ray: Ray,\r\n fastCheck?: boolean,\r\n trianglePredicate?: TrianglePickingPredicate,\r\n onlyBoundingInfo = false,\r\n worldToUse?: Matrix,\r\n skipBoundingInfo = false\r\n ): PickingInfo {\r\n const pickingInfo = new PickingInfo();\r\n const intersections = this.findAllIntersections(ray, fastCheck, trianglePredicate, onlyBoundingInfo, worldToUse, skipBoundingInfo, true);\r\n if (intersections?.length === 1) {\r\n const intersection = intersections[0];\r\n pickingInfo.hit = true;\r\n pickingInfo.distance = intersection.distance;\r\n pickingInfo.ray = ray;\r\n pickingInfo.pickedMesh = this;\r\n pickingInfo.pickedPoint = intersection.point;\r\n }\r\n return pickingInfo;\r\n }\r\n\r\n /**\r\n * Gets all intersections of a ray and the line\r\n * @param ray Ray to check the intersection of this mesh with\r\n * @param _fastCheck not supported\r\n * @param _trianglePredicate not supported\r\n * @param onlyBoundingInfo defines a boolean indicating if picking should only happen using bounding info (false by default)\r\n * @param _worldToUse not supported\r\n * @param skipBoundingInfo a boolean indicating if we should skip the bounding info check\r\n * @param firstOnly If true, the first and only intersection is immediatelly returned if found\r\n * @returns intersection(s)\r\n */\r\n public findAllIntersections(\r\n ray: Ray,\r\n _fastCheck?: boolean,\r\n _trianglePredicate?: TrianglePickingPredicate,\r\n onlyBoundingInfo = false,\r\n _worldToUse?: Matrix,\r\n skipBoundingInfo = false,\r\n firstOnly = false\r\n ): { distance: number; point: Vector3 }[] | undefined {\r\n if (onlyBoundingInfo && !skipBoundingInfo && ray.intersectsSphere(this._boundingSphere, this.intersectionThreshold) === false) {\r\n return;\r\n }\r\n\r\n const indices = this.getIndices();\r\n const positions = this.getVerticesData(VertexBuffer.PositionKind);\r\n const widths = this._widths;\r\n\r\n const lineWidth = this.greasedLineMaterial?.width ?? 1;\r\n\r\n const intersects = [];\r\n if (indices && positions && widths) {\r\n let i = 0,\r\n l = 0;\r\n for (i = 0, l = indices.length - 1; i < l; i += 3) {\r\n const a = indices[i];\r\n const b = indices[i + 1];\r\n\r\n GreasedLineMesh._V_START.fromArray(positions, a * 3);\r\n GreasedLineMesh._V_END.fromArray(positions, b * 3);\r\n\r\n if (this._offsets) {\r\n GreasedLineMesh._V_OFFSET_START.fromArray(this._offsets, a * 3);\r\n GreasedLineMesh._V_OFFSET_END.fromArray(this._offsets, b * 3);\r\n GreasedLineMesh._V_START.addInPlace(GreasedLineMesh._V_OFFSET_START);\r\n GreasedLineMesh._V_END.addInPlace(GreasedLineMesh._V_OFFSET_END);\r\n }\r\n\r\n const iFloored = Math.floor(i / 3);\r\n const width = widths[iFloored] !== undefined ? widths[iFloored] : 1;\r\n const precision = (this.intersectionThreshold * (lineWidth * width)) / 2;\r\n\r\n const distance = ray.intersectionSegment(GreasedLineMesh._V_START, GreasedLineMesh._V_END, precision);\r\n if (distance !== -1) {\r\n intersects.push({\r\n distance: distance,\r\n point: ray.direction.normalize().multiplyByFloats(distance, distance, distance).add(ray.origin),\r\n });\r\n if (firstOnly) {\r\n return intersects;\r\n }\r\n }\r\n }\r\n i = l;\r\n }\r\n\r\n return intersects;\r\n }\r\n\r\n private get _boundingSphere() {\r\n return this.getBoundingInfo().boundingSphere;\r\n }\r\n\r\n private static _CompareV3(positionIdx1: number, positionIdx2: number, positions: FloatArray) {\r\n const arrayIdx1 = positionIdx1 * 6;\r\n const arrayIdx2 = positionIdx2 * 6;\r\n return positions[arrayIdx1] === positions[arrayIdx2] && positions[arrayIdx1 + 1] === positions[arrayIdx2 + 1] && positions[arrayIdx1 + 2] === positions[arrayIdx2 + 2];\r\n }\r\n\r\n protected override _createVertexBuffers() {\r\n const vertexData: VertexData = super._createVertexBuffers();\r\n\r\n const engine = this._scene.getEngine();\r\n\r\n const previousAndSideBuffer = new Buffer(engine, this._previousAndSide, false, 4);\r\n this.setVerticesBuffer(previousAndSideBuffer.createVertexBuffer(\"grl_previousAndSide\", 0, 4));\r\n\r\n const nextAndCountersBuffer = new Buffer(engine, this._nextAndCounters, false, 4);\r\n this.setVerticesBuffer(nextAndCountersBuffer.createVertexBuffer(\"grl_nextAndCounters\", 0, 4));\r\n\r\n const widthBuffer = new Buffer(engine, this._widths, this._updatable, 1);\r\n this.setVerticesBuffer(widthBuffer.createVertexBuffer(\"grl_widths\", 0, 1));\r\n this._widthsBuffer = widthBuffer;\r\n\r\n const colorPointersBuffer = new Buffer(engine, this._colorPointers, this._updatable, 1);\r\n this.setVerticesBuffer(colorPointersBuffer.createVertexBuffer(\"grl_colorPointers\", 0, 1));\r\n this._colorPointersBuffer = colorPointersBuffer;\r\n\r\n return vertexData;\r\n }\r\n}\r\n"]}
@@ -138,6 +138,7 @@ export class LinesMesh extends Mesh {
138
138
  this._setMaterial(material);
139
139
  if (this.material) {
140
140
  this.material.fillMode = Material.LineListDrawMode;
141
+ this.material.disableLighting = true;
141
142
  }
142
143
  }
143
144
  /**
@@ -1 +1 @@
1
- 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type { Nullable } from \"../types\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Color3, Color4 } from \"../Maths/math.color\";\r\nimport type { Node } from \"../node\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { InstancedMesh } from \"../Meshes/instancedMesh\";\r\nimport { Material } from \"../Materials/material\";\r\nimport type { IShaderMaterialOptions } from \"../Materials/shaderMaterial\";\r\nimport { ShaderMaterial } from \"../Materials/shaderMaterial\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport type { MeshCreationOptions } from \"./mesh\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\nMesh._LinesMeshParser = (parsedMesh: any, scene: Scene): Mesh => {\r\n return LinesMesh.Parse(parsedMesh, scene);\r\n};\r\n\r\n/**\r\n * Line mesh\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param\r\n */\r\nexport class LinesMesh extends Mesh {\r\n /**\r\n * Force all the LineMeshes to compile their default color material to glsl even on WebGPU engines.\r\n * False by default. This is mostly meant for backward compatibility.\r\n */\r\n public static ForceGLSL = false;\r\n\r\n /**\r\n * Color of the line (Default: White)\r\n */\r\n public color = new Color3(1, 1, 1);\r\n\r\n /**\r\n * Alpha of the line (Default: 1)\r\n */\r\n public alpha = 1;\r\n\r\n /**\r\n * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.\r\n * This margin is expressed in world space coordinates, so its value may vary.\r\n * Default value is 0.1\r\n */\r\n public intersectionThreshold: number;\r\n\r\n private _isShaderMaterial(shader: Nullable<Material>): shader is ShaderMaterial {\r\n if (!shader) {\r\n return false;\r\n }\r\n\r\n return shader.getClassName() === \"ShaderMaterial\";\r\n }\r\n\r\n private _color4: Color4;\r\n\r\n /** Shader language used by the material */\r\n protected _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n private _ownsMaterial: boolean = false;\r\n\r\n /**\r\n * Creates a new LinesMesh\r\n * @param name defines the name\r\n * @param scene defines the hosting scene\r\n * @param parent defines the parent mesh if any\r\n * @param source defines the optional source LinesMesh used to clone data from\r\n * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.\r\n * When false, achieved by calling a clone(), also passing False.\r\n * This will make creation of children, recursive.\r\n * @param useVertexColor defines if this LinesMesh supports vertex color\r\n * @param useVertexAlpha defines if this LinesMesh supports vertex alpha\r\n * @param material material to use to draw the line. If not provided, will create a new one\r\n */\r\n constructor(\r\n name: string,\r\n scene: Nullable<Scene> = null,\r\n parent: Nullable<Node> = null,\r\n source: Nullable<LinesMesh> = null,\r\n doNotCloneChildren?: boolean,\r\n /**\r\n * If vertex color should be applied to the mesh\r\n */\r\n public readonly useVertexColor?: boolean,\r\n /**\r\n * If vertex alpha should be applied to the mesh\r\n */\r\n public readonly useVertexAlpha?: boolean,\r\n material?: Material\r\n ) {\r\n super(name, scene, parent, source, doNotCloneChildren);\r\n\r\n if (source) {\r\n this.color = source.color.clone();\r\n this.alpha = source.alpha;\r\n this.useVertexColor = source.useVertexColor;\r\n this.useVertexAlpha = source.useVertexAlpha;\r\n }\r\n\r\n this.intersectionThreshold = 0.1;\r\n\r\n const defines: string[] = [];\r\n const options: Partial<IShaderMaterialOptions> = {\r\n attributes: [VertexBuffer.PositionKind],\r\n uniforms: [\"world\", \"viewProjection\"],\r\n needAlphaBlending: true,\r\n defines: defines,\r\n useClipPlane: null,\r\n shaderLanguage: ShaderLanguage.GLSL,\r\n };\r\n\r\n if (!this.useVertexAlpha) {\r\n options.needAlphaBlending = false;\r\n } else {\r\n options.defines!.push(\"#define VERTEXALPHA\");\r\n }\r\n\r\n if (!this.useVertexColor) {\r\n options.uniforms!.push(\"color\");\r\n this._color4 = new Color4();\r\n } else {\r\n options.defines!.push(\"#define VERTEXCOLOR\");\r\n options.attributes!.push(VertexBuffer.ColorKind);\r\n }\r\n\r\n if (material) {\r\n this.material = material;\r\n } else {\r\n const engine = this.getScene().getEngine();\r\n\r\n if (engine.isWebGPU && !LinesMesh.ForceGLSL) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n }\r\n\r\n options.shaderLanguage = this._shaderLanguage;\r\n options.extraInitializationsAsync = async () => {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"../ShadersWGSL/color.vertex\"), import(\"../ShadersWGSL/color.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/color.vertex\"), import(\"../Shaders/color.fragment\")]);\r\n }\r\n };\r\n\r\n const material = new ShaderMaterial(\"colorShader\", this.getScene(), \"color\", options, false);\r\n material.doNotSerialize = true;\r\n\r\n this._ownsMaterial = true;\r\n this._setInternalMaterial(material);\r\n }\r\n }\r\n\r\n /**\r\n * @returns the string \"LineMesh\"\r\n */\r\n public override getClassName(): string {\r\n return \"LinesMesh\";\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override get material(): Nullable<Material> {\r\n return this._internalAbstractMeshDataInfo._material as Material;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override set material(value: Nullable<Material>) {\r\n const currentMaterial = this.material;\r\n if (currentMaterial === value) {\r\n return;\r\n }\r\n\r\n const shouldDispose = currentMaterial && this._ownsMaterial;\r\n this._ownsMaterial = false;\r\n this._setInternalMaterial(value);\r\n\r\n if (shouldDispose) {\r\n currentMaterial?.dispose();\r\n }\r\n }\r\n\r\n private _setInternalMaterial(material: Nullable<Material>) {\r\n this._setMaterial(material);\r\n if (this.material) {\r\n this.material.fillMode = Material.LineListDrawMode;\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override get checkCollisions(): boolean {\r\n return false;\r\n }\r\n\r\n public override set checkCollisions(value: boolean) {\r\n // Just ignore it\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override _bind(_subMesh: SubMesh, colorEffect: Effect): Mesh {\r\n if (!this._geometry) {\r\n return this;\r\n }\r\n\r\n // VBOs\r\n const indexToBind = this.isUnIndexed ? null : this._geometry.getIndexBuffer();\r\n if (!this._userInstancedBuffersStorage || this.hasThinInstances) {\r\n this._geometry._bind(colorEffect, indexToBind);\r\n } else {\r\n this._geometry._bind(colorEffect, indexToBind, this._userInstancedBuffersStorage.vertexBuffers, this._userInstancedBuffersStorage.vertexArrayObjects);\r\n }\r\n\r\n // Color\r\n if (!this.useVertexColor && this._isShaderMaterial(this.material)) {\r\n const { r, g, b } = this.color;\r\n this._color4.set(r, g, b, this.alpha);\r\n this.material.setColor4(\"color\", this._color4);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh {\r\n if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {\r\n return this;\r\n }\r\n\r\n const engine = this.getScene().getEngine();\r\n\r\n // Draw order\r\n\r\n if (this._unIndexed) {\r\n engine.drawArraysType(Material.LineListDrawMode, subMesh.verticesStart, subMesh.verticesCount, instancesCount);\r\n } else {\r\n engine.drawElementsType(Material.LineListDrawMode, subMesh.indexStart, subMesh.indexCount, instancesCount);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Disposes of the line mesh (this disposes of the automatically created material if not instructed otherwise).\r\n * @param doNotRecurse If children should be disposed\r\n * @param disposeMaterialAndTextures This parameter is used to force disposing the material in case it is not the default one\r\n * @param doNotDisposeMaterial If the material should not be disposed (default: false, meaning the material might be disposed)\r\n */\r\n public override dispose(doNotRecurse?: boolean, disposeMaterialAndTextures = false, doNotDisposeMaterial?: boolean): void {\r\n if (!doNotDisposeMaterial) {\r\n if (this._ownsMaterial) {\r\n this.material?.dispose(false, false, true);\r\n } else if (disposeMaterialAndTextures) {\r\n this.material?.dispose(false, false, true);\r\n }\r\n }\r\n\r\n super.dispose(doNotRecurse);\r\n }\r\n\r\n /**\r\n * Returns a new LineMesh object cloned from the current one.\r\n * @param name defines the cloned mesh name\r\n * @param newParent defines the new mesh parent\r\n * @param doNotCloneChildren if set to true, none of the mesh children are cloned (false by default)\r\n * @returns the new mesh\r\n */\r\n public override clone(name: string, newParent: Nullable<Node> | MeshCreationOptions = null, doNotCloneChildren?: boolean): LinesMesh {\r\n if (newParent && (newParent as Node)._addToSceneRootNodes === undefined) {\r\n const createOptions = newParent as MeshCreationOptions;\r\n createOptions.source = this;\r\n\r\n return new LinesMesh(name, this.getScene(), createOptions.parent, createOptions.source as Nullable<LinesMesh>, createOptions.doNotCloneChildren);\r\n }\r\n\r\n return new LinesMesh(name, this.getScene(), newParent as Nullable<Node>, this, doNotCloneChildren);\r\n }\r\n\r\n /**\r\n * Creates a new InstancedLinesMesh object from the mesh model.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/copies/instances\r\n * @param name defines the name of the new instance\r\n * @returns a new InstancedLinesMesh\r\n */\r\n public override createInstance(name: string): InstancedLinesMesh {\r\n const instance = new InstancedLinesMesh(name, this);\r\n\r\n if (this.instancedBuffers) {\r\n instance.instancedBuffers = {};\r\n\r\n for (const key in this.instancedBuffers) {\r\n instance.instancedBuffers[key] = this.instancedBuffers[key];\r\n }\r\n }\r\n\r\n return instance;\r\n }\r\n\r\n /**\r\n * Serializes this ground mesh\r\n * @param serializationObject object to write serialization to\r\n */\r\n public override serialize(serializationObject: any): void {\r\n super.serialize(serializationObject);\r\n serializationObject.color = this.color.asArray();\r\n serializationObject.alpha = this.alpha;\r\n }\r\n\r\n /**\r\n * Parses a serialized ground mesh\r\n * @param parsedMesh the serialized mesh\r\n * @param scene the scene to create the ground mesh in\r\n * @returns the created ground mesh\r\n */\r\n public static override Parse(parsedMesh: any, scene: Scene): LinesMesh {\r\n const result = new LinesMesh(parsedMesh.name, scene);\r\n\r\n result.color = Color3.FromArray(parsedMesh.color);\r\n result.alpha = parsedMesh.alpha;\r\n\r\n return result;\r\n }\r\n}\r\n\r\n/**\r\n * Creates an instance based on a source LinesMesh\r\n */\r\nexport class InstancedLinesMesh extends InstancedMesh {\r\n /**\r\n * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.\r\n * This margin is expressed in world space coordinates, so its value may vary.\r\n * Initialized with the intersectionThreshold value of the source LinesMesh\r\n */\r\n public intersectionThreshold: number;\r\n\r\n constructor(name: string, source: LinesMesh) {\r\n super(name, source);\r\n this.intersectionThreshold = source.intersectionThreshold;\r\n }\r\n\r\n /**\r\n * @returns the string \"InstancedLinesMesh\".\r\n */\r\n public override getClassName(): string {\r\n return \"InstancedLinesMesh\";\r\n }\r\n}\r\n"]}
1
+ 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type { Nullable } from \"../types\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Color3, Color4 } from \"../Maths/math.color\";\r\nimport type { Node } from \"../node\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { InstancedMesh } from \"../Meshes/instancedMesh\";\r\nimport { Material } from \"../Materials/material\";\r\nimport type { IShaderMaterialOptions } from \"../Materials/shaderMaterial\";\r\nimport { ShaderMaterial } from \"../Materials/shaderMaterial\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport type { MeshCreationOptions } from \"./mesh\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\nMesh._LinesMeshParser = (parsedMesh: any, scene: Scene): Mesh => {\r\n return LinesMesh.Parse(parsedMesh, scene);\r\n};\r\n\r\n/**\r\n * Line mesh\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param\r\n */\r\nexport class LinesMesh extends Mesh {\r\n /**\r\n * Force all the LineMeshes to compile their default color material to glsl even on WebGPU engines.\r\n * False by default. This is mostly meant for backward compatibility.\r\n */\r\n public static ForceGLSL = false;\r\n\r\n /**\r\n * Color of the line (Default: White)\r\n */\r\n public color = new Color3(1, 1, 1);\r\n\r\n /**\r\n * Alpha of the line (Default: 1)\r\n */\r\n public alpha = 1;\r\n\r\n /**\r\n * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.\r\n * This margin is expressed in world space coordinates, so its value may vary.\r\n * Default value is 0.1\r\n */\r\n public intersectionThreshold: number;\r\n\r\n private _isShaderMaterial(shader: Nullable<Material>): shader is ShaderMaterial {\r\n if (!shader) {\r\n return false;\r\n }\r\n\r\n return shader.getClassName() === \"ShaderMaterial\";\r\n }\r\n\r\n private _color4: Color4;\r\n\r\n /** Shader language used by the material */\r\n protected _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n private _ownsMaterial: boolean = false;\r\n\r\n /**\r\n * Creates a new LinesMesh\r\n * @param name defines the name\r\n * @param scene defines the hosting scene\r\n * @param parent defines the parent mesh if any\r\n * @param source defines the optional source LinesMesh used to clone data from\r\n * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.\r\n * When false, achieved by calling a clone(), also passing False.\r\n * This will make creation of children, recursive.\r\n * @param useVertexColor defines if this LinesMesh supports vertex color\r\n * @param useVertexAlpha defines if this LinesMesh supports vertex alpha\r\n * @param material material to use to draw the line. If not provided, will create a new one\r\n */\r\n constructor(\r\n name: string,\r\n scene: Nullable<Scene> = null,\r\n parent: Nullable<Node> = null,\r\n source: Nullable<LinesMesh> = null,\r\n doNotCloneChildren?: boolean,\r\n /**\r\n * If vertex color should be applied to the mesh\r\n */\r\n public readonly useVertexColor?: boolean,\r\n /**\r\n * If vertex alpha should be applied to the mesh\r\n */\r\n public readonly useVertexAlpha?: boolean,\r\n material?: Material\r\n ) {\r\n super(name, scene, parent, source, doNotCloneChildren);\r\n\r\n if (source) {\r\n this.color = source.color.clone();\r\n this.alpha = source.alpha;\r\n this.useVertexColor = source.useVertexColor;\r\n this.useVertexAlpha = source.useVertexAlpha;\r\n }\r\n\r\n this.intersectionThreshold = 0.1;\r\n\r\n const defines: string[] = [];\r\n const options: Partial<IShaderMaterialOptions> = {\r\n attributes: [VertexBuffer.PositionKind],\r\n uniforms: [\"world\", \"viewProjection\"],\r\n needAlphaBlending: true,\r\n defines: defines,\r\n useClipPlane: null,\r\n shaderLanguage: ShaderLanguage.GLSL,\r\n };\r\n\r\n if (!this.useVertexAlpha) {\r\n options.needAlphaBlending = false;\r\n } else {\r\n options.defines!.push(\"#define VERTEXALPHA\");\r\n }\r\n\r\n if (!this.useVertexColor) {\r\n options.uniforms!.push(\"color\");\r\n this._color4 = new Color4();\r\n } else {\r\n options.defines!.push(\"#define VERTEXCOLOR\");\r\n options.attributes!.push(VertexBuffer.ColorKind);\r\n }\r\n\r\n if (material) {\r\n this.material = material;\r\n } else {\r\n const engine = this.getScene().getEngine();\r\n\r\n if (engine.isWebGPU && !LinesMesh.ForceGLSL) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n }\r\n\r\n options.shaderLanguage = this._shaderLanguage;\r\n options.extraInitializationsAsync = async () => {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"../ShadersWGSL/color.vertex\"), import(\"../ShadersWGSL/color.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/color.vertex\"), import(\"../Shaders/color.fragment\")]);\r\n }\r\n };\r\n\r\n const material = new ShaderMaterial(\"colorShader\", this.getScene(), \"color\", options, false);\r\n material.doNotSerialize = true;\r\n\r\n this._ownsMaterial = true;\r\n this._setInternalMaterial(material);\r\n }\r\n }\r\n\r\n /**\r\n * @returns the string \"LineMesh\"\r\n */\r\n public override getClassName(): string {\r\n return \"LinesMesh\";\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override get material(): Nullable<Material> {\r\n return this._internalAbstractMeshDataInfo._material as Material;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override set material(value: Nullable<Material>) {\r\n const currentMaterial = this.material;\r\n if (currentMaterial === value) {\r\n return;\r\n }\r\n\r\n const shouldDispose = currentMaterial && this._ownsMaterial;\r\n this._ownsMaterial = false;\r\n this._setInternalMaterial(value);\r\n\r\n if (shouldDispose) {\r\n currentMaterial?.dispose();\r\n }\r\n }\r\n\r\n private _setInternalMaterial(material: Nullable<Material>) {\r\n this._setMaterial(material);\r\n if (this.material) {\r\n this.material.fillMode = Material.LineListDrawMode;\r\n (this.material as any).disableLighting = true;\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override get checkCollisions(): boolean {\r\n return false;\r\n }\r\n\r\n public override set checkCollisions(value: boolean) {\r\n // Just ignore it\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override _bind(_subMesh: SubMesh, colorEffect: Effect): Mesh {\r\n if (!this._geometry) {\r\n return this;\r\n }\r\n\r\n // VBOs\r\n const indexToBind = this.isUnIndexed ? null : this._geometry.getIndexBuffer();\r\n if (!this._userInstancedBuffersStorage || this.hasThinInstances) {\r\n this._geometry._bind(colorEffect, indexToBind);\r\n } else {\r\n this._geometry._bind(colorEffect, indexToBind, this._userInstancedBuffersStorage.vertexBuffers, this._userInstancedBuffersStorage.vertexArrayObjects);\r\n }\r\n\r\n // Color\r\n if (!this.useVertexColor && this._isShaderMaterial(this.material)) {\r\n const { r, g, b } = this.color;\r\n this._color4.set(r, g, b, this.alpha);\r\n this.material.setColor4(\"color\", this._color4);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh {\r\n if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {\r\n return this;\r\n }\r\n\r\n const engine = this.getScene().getEngine();\r\n\r\n // Draw order\r\n\r\n if (this._unIndexed) {\r\n engine.drawArraysType(Material.LineListDrawMode, subMesh.verticesStart, subMesh.verticesCount, instancesCount);\r\n } else {\r\n engine.drawElementsType(Material.LineListDrawMode, subMesh.indexStart, subMesh.indexCount, instancesCount);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Disposes of the line mesh (this disposes of the automatically created material if not instructed otherwise).\r\n * @param doNotRecurse If children should be disposed\r\n * @param disposeMaterialAndTextures This parameter is used to force disposing the material in case it is not the default one\r\n * @param doNotDisposeMaterial If the material should not be disposed (default: false, meaning the material might be disposed)\r\n */\r\n public override dispose(doNotRecurse?: boolean, disposeMaterialAndTextures = false, doNotDisposeMaterial?: boolean): void {\r\n if (!doNotDisposeMaterial) {\r\n if (this._ownsMaterial) {\r\n this.material?.dispose(false, false, true);\r\n } else if (disposeMaterialAndTextures) {\r\n this.material?.dispose(false, false, true);\r\n }\r\n }\r\n\r\n super.dispose(doNotRecurse);\r\n }\r\n\r\n /**\r\n * Returns a new LineMesh object cloned from the current one.\r\n * @param name defines the cloned mesh name\r\n * @param newParent defines the new mesh parent\r\n * @param doNotCloneChildren if set to true, none of the mesh children are cloned (false by default)\r\n * @returns the new mesh\r\n */\r\n public override clone(name: string, newParent: Nullable<Node> | MeshCreationOptions = null, doNotCloneChildren?: boolean): LinesMesh {\r\n if (newParent && (newParent as Node)._addToSceneRootNodes === undefined) {\r\n const createOptions = newParent as MeshCreationOptions;\r\n createOptions.source = this;\r\n\r\n return new LinesMesh(name, this.getScene(), createOptions.parent, createOptions.source as Nullable<LinesMesh>, createOptions.doNotCloneChildren);\r\n }\r\n\r\n return new LinesMesh(name, this.getScene(), newParent as Nullable<Node>, this, doNotCloneChildren);\r\n }\r\n\r\n /**\r\n * Creates a new InstancedLinesMesh object from the mesh model.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/copies/instances\r\n * @param name defines the name of the new instance\r\n * @returns a new InstancedLinesMesh\r\n */\r\n public override createInstance(name: string): InstancedLinesMesh {\r\n const instance = new InstancedLinesMesh(name, this);\r\n\r\n if (this.instancedBuffers) {\r\n instance.instancedBuffers = {};\r\n\r\n for (const key in this.instancedBuffers) {\r\n instance.instancedBuffers[key] = this.instancedBuffers[key];\r\n }\r\n }\r\n\r\n return instance;\r\n }\r\n\r\n /**\r\n * Serializes this ground mesh\r\n * @param serializationObject object to write serialization to\r\n */\r\n public override serialize(serializationObject: any): void {\r\n super.serialize(serializationObject);\r\n serializationObject.color = this.color.asArray();\r\n serializationObject.alpha = this.alpha;\r\n }\r\n\r\n /**\r\n * Parses a serialized ground mesh\r\n * @param parsedMesh the serialized mesh\r\n * @param scene the scene to create the ground mesh in\r\n * @returns the created ground mesh\r\n */\r\n public static override Parse(parsedMesh: any, scene: Scene): LinesMesh {\r\n const result = new LinesMesh(parsedMesh.name, scene);\r\n\r\n result.color = Color3.FromArray(parsedMesh.color);\r\n result.alpha = parsedMesh.alpha;\r\n\r\n return result;\r\n }\r\n}\r\n\r\n/**\r\n * Creates an instance based on a source LinesMesh\r\n */\r\nexport class InstancedLinesMesh extends InstancedMesh {\r\n /**\r\n * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.\r\n * This margin is expressed in world space coordinates, so its value may vary.\r\n * Initialized with the intersectionThreshold value of the source LinesMesh\r\n */\r\n public intersectionThreshold: number;\r\n\r\n constructor(name: string, source: LinesMesh) {\r\n super(name, source);\r\n this.intersectionThreshold = source.intersectionThreshold;\r\n }\r\n\r\n /**\r\n * @returns the string \"InstancedLinesMesh\".\r\n */\r\n public override getClassName(): string {\r\n return \"InstancedLinesMesh\";\r\n }\r\n}\r\n"]}
package/Meshes/mesh.js CHANGED
@@ -3998,9 +3998,12 @@ export class Mesh extends AbstractMesh {
3998
3998
  return null;
3999
3999
  }
4000
4000
  if (subdivideWithSubMeshes) {
4001
- indiceArray.push(mesh.getTotalIndices());
4001
+ indiceArray.push({ start: 0, count: mesh.getTotalIndices() });
4002
4002
  }
4003
4003
  if (multiMultiMaterials) {
4004
+ const indexOffset = indiceArray.reduce((accumulator, currentValue) => {
4005
+ return Math.max(accumulator, currentValue.start + currentValue.count);
4006
+ }, 0);
4004
4007
  if (mesh.material) {
4005
4008
  const material = mesh.material;
4006
4009
  if (material instanceof MultiMaterial) {
@@ -4011,7 +4014,7 @@ export class Mesh extends AbstractMesh {
4011
4014
  }
4012
4015
  for (let subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
4013
4016
  materialIndexArray.push(materialArray.indexOf(material.subMaterials[mesh.subMeshes[subIndex].materialIndex]));
4014
- indiceArray.push(mesh.subMeshes[subIndex].indexCount);
4017
+ indiceArray.push({ start: indexOffset + mesh.subMeshes[subIndex].indexStart, count: mesh.subMeshes[subIndex].indexCount });
4015
4018
  }
4016
4019
  }
4017
4020
  else {
@@ -4020,14 +4023,14 @@ export class Mesh extends AbstractMesh {
4020
4023
  }
4021
4024
  for (let subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
4022
4025
  materialIndexArray.push(materialArray.indexOf(material));
4023
- indiceArray.push(mesh.subMeshes[subIndex].indexCount);
4026
+ indiceArray.push({ start: indexOffset + mesh.subMeshes[subIndex].indexStart, count: mesh.subMeshes[subIndex].indexCount });
4024
4027
  }
4025
4028
  }
4026
4029
  }
4027
4030
  else {
4028
4031
  for (let subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
4029
4032
  materialIndexArray.push(0);
4030
- indiceArray.push(mesh.subMeshes[subIndex].indexCount);
4033
+ indiceArray.push({ start: indexOffset + mesh.subMeshes[subIndex].indexStart, count: mesh.subMeshes[subIndex].indexCount });
4031
4034
  }
4032
4035
  }
4033
4036
  }
@@ -4083,11 +4086,9 @@ export class Mesh extends AbstractMesh {
4083
4086
  //-- removal of global submesh
4084
4087
  meshSubclass.releaseSubMeshes();
4085
4088
  index = 0;
4086
- let offset = 0;
4087
4089
  //-- apply subdivision according to index table
4088
4090
  while (index < indiceArray.length) {
4089
- SubMesh.CreateFromIndices(0, offset, indiceArray[index], meshSubclass, undefined, false);
4090
- offset += indiceArray[index];
4091
+ SubMesh.CreateFromIndices(0, indiceArray[index].start, indiceArray[index].count, meshSubclass, undefined, false);
4091
4092
  index++;
4092
4093
  }
4093
4094
  for (const subMesh of meshSubclass.subMeshes) {