@onerjs/core 8.25.3 → 8.25.5
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Audio/audioEngine.js +5 -0
- package/Audio/audioEngine.js.map +1 -1
- package/Cameras/arcRotateCamera.d.ts +4 -0
- package/Cameras/arcRotateCamera.js +26 -10
- package/Cameras/arcRotateCamera.js.map +1 -1
- package/Engines/Extensions/engine.rawTexture.d.ts +2 -2
- package/Engines/Extensions/engine.rawTexture.js +9 -5
- package/Engines/Extensions/engine.rawTexture.js.map +1 -1
- package/Engines/WebGL/webGLHardwareTexture.d.ts +1 -0
- package/Engines/WebGL/webGLHardwareTexture.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.rawTexture.d.ts +2 -2
- package/Engines/WebGPU/Extensions/engine.rawTexture.js +9 -5
- package/Engines/WebGPU/Extensions/engine.rawTexture.js.map +1 -1
- package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/constants.d.ts +6 -6
- package/Engines/constants.js +6 -6
- package/Engines/constants.js.map +1 -1
- package/Engines/thinEngine.js +11 -1
- package/Engines/thinEngine.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +1 -0
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
- package/Gizmos/boundingBoxGizmo.js +20 -26
- package/Gizmos/boundingBoxGizmo.js.map +1 -1
- package/Loading/Plugins/babylonFileLoader.d.ts +11 -0
- package/Loading/Plugins/babylonFileLoader.js +25 -12
- package/Loading/Plugins/babylonFileLoader.js.map +1 -1
- package/Materials/Node/nodeMaterial.d.ts +2 -0
- package/Materials/Node/nodeMaterial.js +4 -0
- package/Materials/Node/nodeMaterial.js.map +1 -1
- package/Materials/Textures/envCubeTexture.d.ts +125 -0
- package/Materials/Textures/envCubeTexture.js +351 -0
- package/Materials/Textures/envCubeTexture.js.map +1 -0
- package/Materials/Textures/exrCubeTexture.d.ts +55 -0
- package/Materials/Textures/exrCubeTexture.js +83 -0
- package/Materials/Textures/exrCubeTexture.js.map +1 -0
- package/Materials/Textures/hdrCubeTexture.d.ts +14 -73
- package/Materials/Textures/hdrCubeTexture.js +25 -308
- package/Materials/Textures/hdrCubeTexture.js.map +1 -1
- package/Materials/Textures/index.d.ts +2 -0
- package/Materials/Textures/index.js +2 -0
- package/Materials/Textures/index.js.map +1 -1
- package/Materials/effectRenderer.d.ts +3 -1
- package/Materials/effectRenderer.js +5 -3
- package/Materials/effectRenderer.js.map +1 -1
- package/Materials/materialPluginBase.d.ts +1 -0
- package/Materials/materialPluginBase.js.map +1 -1
- package/Materials/materialPluginManager.js +5 -0
- package/Materials/materialPluginManager.js.map +1 -1
- package/Materials/uniformBuffer.d.ts +7 -1
- package/Materials/uniformBuffer.js +15 -6
- package/Materials/uniformBuffer.js.map +1 -1
- package/Maths/index.d.ts +1 -0
- package/Maths/index.js +1 -0
- package/Maths/index.js.map +1 -1
- package/Maths/math.vector.functions.d.ts +15 -7
- package/Maths/math.vector.functions.js +13 -4
- package/Maths/math.vector.functions.js.map +1 -1
- package/Meshes/Builders/tiledBoxBuilder.d.ts +1 -1
- package/Meshes/Builders/tiledBoxBuilder.js +36 -60
- package/Meshes/Builders/tiledBoxBuilder.js.map +1 -1
- package/Meshes/GreasedLine/greasedLineMesh.js +19 -9
- package/Meshes/GreasedLine/greasedLineMesh.js.map +1 -1
- package/Meshes/linesMesh.js +1 -0
- package/Meshes/linesMesh.js.map +1 -1
- package/Meshes/mesh.js +8 -7
- package/Meshes/mesh.js.map +1 -1
- package/Misc/HighDynamicRange/panoramaToCubemap.d.ts +2 -1
- package/Misc/HighDynamicRange/panoramaToCubemap.js +26 -16
- package/Misc/HighDynamicRange/panoramaToCubemap.js.map +1 -1
- package/Misc/environmentTextureTools.js.map +1 -1
- package/Misc/greasedLineTools.d.ts +3 -2
- package/Misc/greasedLineTools.js +4 -3
- package/Misc/greasedLineTools.js.map +1 -1
- package/Misc/khronosTextureContainer2.js +2 -2
- package/Misc/khronosTextureContainer2.js.map +1 -1
- package/Misc/rgbdTextureTools.js.map +1 -1
- package/Misc/screenshotTools.d.ts +9 -2
- package/Misc/screenshotTools.js +14 -3
- package/Misc/screenshotTools.js.map +1 -1
- package/Misc/textureTools.js.map +1 -1
- package/Misc/tools.js +1 -1
- package/Misc/tools.js.map +1 -1
- package/Particles/thinParticleSystem.js +2 -2
- package/Particles/thinParticleSystem.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/taaRenderingPipeline.d.ts +1 -0
- package/PostProcesses/RenderPipeline/Pipelines/taaRenderingPipeline.js +2 -0
- package/PostProcesses/RenderPipeline/Pipelines/taaRenderingPipeline.js.map +1 -1
- package/Rendering/depthRenderer.d.ts +2 -1
- package/Rendering/depthRenderer.js +5 -2
- package/Rendering/depthRenderer.js.map +1 -1
- package/Rendering/depthRendererSceneComponent.d.ts +3 -1
- package/Rendering/depthRendererSceneComponent.js +2 -2
- package/Rendering/depthRendererSceneComponent.js.map +1 -1
- package/Rendering/objectRenderer.d.ts +6 -0
- package/Rendering/objectRenderer.js +14 -1
- package/Rendering/objectRenderer.js.map +1 -1
- package/Rendering/renderingGroup.d.ts +2 -0
- package/Rendering/renderingGroup.js +9 -7
- package/Rendering/renderingGroup.js.map +1 -1
- package/Rendering/renderingManager.d.ts +6 -0
- package/Rendering/renderingManager.js +14 -0
- package/Rendering/renderingManager.js.map +1 -1
- package/Shaders/particles.vertex.js +2 -2
- package/Shaders/particles.vertex.js.map +1 -1
- package/ShadersWGSL/particles.vertex.js +7 -7
- package/ShadersWGSL/particles.vertex.js.map +1 -1
- package/XR/webXRCamera.js +1 -0
- package/XR/webXRCamera.js.map +1 -1
- package/assets/Draco/draco_decoder.js +1 -1
- package/assets/Draco/draco_decoder_gltf.js +1 -1
- package/assets/Draco/draco_encoder.js +2 -0
- package/assets/Draco/draco_encoder_wasm_wrapper.js +1 -1
- package/assets/Draco/draco_wasm_wrapper.js +1 -1
- package/assets/Draco/draco_wasm_wrapper_gltf.js +1 -1
- package/package.json +1 -1
- package/scene.js +1 -1
- package/scene.js.map +1 -1
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{ Curve3 } from \"../Maths/math.path\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { TmpVectors, Vector3 } from \"../Maths/math.vector\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { IFontData } from \"../Meshes/Builders/textBuilder\";\r\nimport { CreateTextShapePaths } from \"../Meshes/Builders/textBuilder\";\r\nimport type { FloatArray, IndicesArray } from \"../types\";\r\nimport type { GreasedLinePoints, GreasedLinePointsOptions } from \"../Meshes/GreasedLine/greasedLineBaseMesh\";\r\nimport type { Color3 } from \"../Maths/math.color\";\r\nimport { RawTexture } from \"../Materials/Textures/rawTexture\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { GreasedLineMaterialDefaults } from \"../Materials/GreasedLine/greasedLineMaterialDefaults\";\r\n\r\n/**\r\n * Tool functions for GreasedLine\r\n */\r\nexport class GreasedLineTools {\r\n /**\r\n * Converts GreasedLinePoints to number[][]\r\n * @param points GreasedLinePoints\r\n * @param options GreasedLineToolsConvertPointsOptions\r\n * @returns number[][] with x, y, z coordinates of the points, like [[x, y, z, x, y, z, ...], [x, y, z, ...]]\r\n */\r\n public static ConvertPoints(points: GreasedLinePoints, options?: GreasedLinePointsOptions): number[][] {\r\n if (points.length && Array.isArray(points) && typeof points[0] === \"number\") {\r\n return [<number[]>points];\r\n } else if (points.length && Array.isArray(points[0]) && typeof points[0][0] === \"number\") {\r\n return <number[][]>points;\r\n } else if (points.length && !Array.isArray(points[0]) && points[0] instanceof Vector3) {\r\n const positions: number[] = [];\r\n for (let j = 0; j < points.length; j++) {\r\n const p = points[j] as Vector3;\r\n positions.push(p.x, p.y, p.z);\r\n }\r\n return [positions];\r\n } else if (points.length > 0 && Array.isArray(points[0]) && points[0].length > 0 && points[0][0] instanceof Vector3) {\r\n const positions: number[][] = [];\r\n const vectorPoints = points as Vector3[][];\r\n for (const p of vectorPoints) {\r\n positions.push(p.flatMap((p2) => [p2.x, p2.y, p2.z]));\r\n }\r\n return positions;\r\n } else if (points instanceof Float32Array) {\r\n if (options?.floatArrayStride) {\r\n const positions: number[][] = [];\r\n const stride = options.floatArrayStride * 3;\r\n for (let i = 0; i < points.length; i += stride) {\r\n const linePoints = new Array(stride); // Pre-allocate memory for the line\r\n for (let j = 0; j < stride; j++) {\r\n linePoints[j] = points[i + j];\r\n }\r\n positions.push(linePoints);\r\n }\r\n return positions;\r\n } else {\r\n return [Array.from(points)];\r\n }\r\n } else if (points.length && points[0] instanceof Float32Array) {\r\n const positions: number[][] = [];\r\n for (const p of points) {\r\n positions.push(Array.from(p as Float32Array));\r\n }\r\n\r\n return positions;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n /**\r\n * Omit zero length lines predicate for the MeshesToLines function\r\n * @param p1 point1 position of the face\r\n * @param p2 point2 position of the face\r\n * @param p3 point3 position of the face\r\n * @returns original points or null if any edge length is zero\r\n */\r\n public static OmitZeroLengthPredicate(p1: Vector3, p2: Vector3, p3: Vector3) {\r\n const fileredPoints = [];\r\n // edge1\r\n if (p2.subtract(p1).lengthSquared() > 0) {\r\n fileredPoints.push([p1, p2]);\r\n }\r\n // edge2\r\n if (p3.subtract(p2).lengthSquared() > 0) {\r\n fileredPoints.push([p2, p3]);\r\n }\r\n // edge3\r\n if (p1.subtract(p3).lengthSquared() > 0) {\r\n fileredPoints.push([p3, p1]);\r\n }\r\n return fileredPoints.length === 0 ? null : fileredPoints;\r\n }\r\n\r\n /**\r\n * Omit duplicate lines predicate for the MeshesToLines function\r\n * @param p1 point1 position of the face\r\n * @param p2 point2 position of the face\r\n * @param p3 point3 position of the face\r\n * @param points array of points to search in\r\n * @returns original points or null if any edge length is zero\r\n */\r\n public static OmitDuplicatesPredicate(p1: Vector3, p2: Vector3, p3: Vector3, points: Vector3[][]) {\r\n const fileredPoints = [];\r\n // edge1\r\n if (!GreasedLineTools._SearchInPoints(p1, p2, points)) {\r\n fileredPoints.push([p1, p2]);\r\n }\r\n // edge2\r\n if (!GreasedLineTools._SearchInPoints(p2, p3, points)) {\r\n fileredPoints.push([p2, p3]);\r\n }\r\n // edge3\r\n if (!GreasedLineTools._SearchInPoints(p3, p1, points)) {\r\n fileredPoints.push([p3, p1]);\r\n }\r\n return fileredPoints.length === 0 ? null : fileredPoints;\r\n }\r\n\r\n private static _SearchInPoints(p1: Vector3, p2: Vector3, points: Vector3[][]) {\r\n for (const ps of points) {\r\n for (let i = 0; i < ps.length; i++) {\r\n if (ps[i]?.equals(p1)) {\r\n // find the first point\r\n // if it has a sibling of p2 the line already exists\r\n if (ps[i + 1]?.equals(p2) || ps[i - 1]?.equals(p2)) {\r\n return true;\r\n }\r\n }\r\n }\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * Gets mesh triangles as line positions\r\n * @param meshes array of meshes\r\n * @param predicate predicate function which decides whether to include the mesh triangle/face in the ouput\r\n * @returns array of arrays of points\r\n */\r\n public static MeshesToLines(\r\n meshes: AbstractMesh[],\r\n predicate?: (\r\n p1: Vector3,\r\n p2: Vector3,\r\n p3: Vector3,\r\n points: Vector3[][],\r\n indiceIndex: number,\r\n vertexIndex: number,\r\n mesh: AbstractMesh,\r\n meshIndex: number,\r\n vertices: FloatArray,\r\n indices: IndicesArray\r\n ) => Vector3[][]\r\n ) {\r\n const points: Vector3[][] = [];\r\n\r\n for (let meshIndex = 0; meshIndex < meshes.length; meshIndex++) {\r\n const mesh = meshes[meshIndex];\r\n const vertices = mesh.getVerticesData(VertexBuffer.PositionKind);\r\n const indices = mesh.getIndices();\r\n if (vertices && indices) {\r\n for (let i = 0, ii = 0; i < indices.length; i++) {\r\n const vi1 = indices[ii++] * 3;\r\n const vi2 = indices[ii++] * 3;\r\n const vi3 = indices[ii++] * 3;\r\n\r\n const p1 = new Vector3(vertices[vi1], vertices[vi1 + 1], vertices[vi1 + 2]);\r\n const p2 = new Vector3(vertices[vi2], vertices[vi2 + 1], vertices[vi2 + 2]);\r\n const p3 = new Vector3(vertices[vi3], vertices[vi3 + 1], vertices[vi3 + 2]);\r\n\r\n if (predicate) {\r\n const pointsFromPredicate = predicate(p1, p2, p3, points, i, vi1, mesh, meshIndex, vertices, indices);\r\n if (pointsFromPredicate) {\r\n for (const p of pointsFromPredicate) {\r\n points.push(p);\r\n }\r\n }\r\n } else {\r\n points.push([p1, p2], [p2, p3], [p3, p1]);\r\n }\r\n }\r\n }\r\n }\r\n\r\n return points;\r\n }\r\n\r\n /**\r\n * Converts number coordinates to Vector3s\r\n * @param points number array of x, y, z, x, y z, ... coordinates\r\n * @returns Vector3 array\r\n */\r\n public static ToVector3Array(points: number[] | number[][]) {\r\n if (Array.isArray(points[0])) {\r\n const array: Vector3[][] = [];\r\n const inputArray = points as number[][];\r\n for (const subInputArray of inputArray) {\r\n const subArray: Vector3[] = [];\r\n for (let i = 0; i < subInputArray.length; i += 3) {\r\n subArray.push(new Vector3(subInputArray[i], subInputArray[i + 1], subInputArray[i + 2]));\r\n }\r\n array.push(subArray);\r\n }\r\n return array;\r\n }\r\n\r\n const inputArray = points as number[];\r\n const array: Vector3[] = [];\r\n for (let i = 0; i < inputArray.length; i += 3) {\r\n array.push(new Vector3(inputArray[i], inputArray[i + 1], inputArray[i + 2]));\r\n }\r\n return array;\r\n }\r\n\r\n /**\r\n * Gets a number array from a Vector3 array.\r\n * You can you for example to convert your Vector3[] offsets to the required number[] for the offsets option.\r\n * @param points Vector3 array\r\n * @returns an array of x, y, z coordinates as numbers [x, y, z, x, y, z, x, y, z, ....]\r\n */\r\n public static ToNumberArray(points: Vector3[]) {\r\n return points.flatMap((v) => [v.x, v.y, v.z]);\r\n }\r\n\r\n /**\r\n * Calculates the sum of points of every line and the number of points in each line.\r\n * This function is useful when you are drawing multiple lines in one mesh and you want\r\n * to know the counts. For example for creating an offsets table.\r\n * @param points point array\r\n * @returns points count info\r\n */\r\n public static GetPointsCountInfo(points: number[][]): { total: number; counts: number[] } {\r\n const counts = new Array(points.length);\r\n let total = 0;\r\n for (let n = points.length; n--; ) {\r\n counts[n] = points[n].length / 3;\r\n total += counts[n];\r\n }\r\n return { total, counts };\r\n }\r\n\r\n /**\r\n * Gets the length of the line counting all it's segments length\r\n * @param data array of line points\r\n * @returns length of the line\r\n */\r\n public static GetLineLength(data: Vector3[] | number[]): number {\r\n if (data.length === 0) {\r\n return 0;\r\n }\r\n\r\n let points: Vector3[];\r\n if (typeof data[0] === \"number\") {\r\n points = GreasedLineTools.ToVector3Array(<number[]>data) as Vector3[];\r\n } else {\r\n points = data as Vector3[];\r\n }\r\n\r\n const tmp = TmpVectors.Vector3[0];\r\n let length = 0;\r\n for (let index = 0; index < points.length - 1; index++) {\r\n const point1 = points[index];\r\n const point2 = points[index + 1];\r\n length += point2.subtractToRef(point1, tmp).length();\r\n }\r\n return length;\r\n }\r\n\r\n /**\r\n * Gets the the length from the beginning to each point of the line as array.\r\n * @param data array of line points\r\n * @returns length array of the line\r\n */\r\n public static GetLineLengthArray(data: number[]): Float32Array {\r\n const out = new Float32Array(data.length / 3);\r\n let length = 0;\r\n for (let index = 0, pointsLength = data.length / 3 - 1; index < pointsLength; index++) {\r\n let x = data[index * 3 + 0];\r\n let y = data[index * 3 + 1];\r\n let z = data[index * 3 + 2];\r\n x -= data[index * 3 + 3];\r\n y -= data[index * 3 + 4];\r\n z -= data[index * 3 + 5];\r\n const currentLength = Math.sqrt(x * x + y * y + z * z);\r\n length += currentLength;\r\n out[index + 1] = length;\r\n }\r\n return out;\r\n }\r\n\r\n /**\r\n * Divides a segment into smaller segments.\r\n * A segment is a part of the line between it's two points.\r\n * @param point1 first point of the line\r\n * @param point2 second point of the line\r\n * @param segmentCount number of segments we want to have in the divided line\r\n * @returns\r\n */\r\n public static SegmentizeSegmentByCount(point1: Vector3, point2: Vector3, segmentCount: number): Vector3[] {\r\n const dividedLinePoints: Vector3[] = [];\r\n const diff = point2.subtract(point1);\r\n const divisor = TmpVectors.Vector3[0];\r\n divisor.setAll(segmentCount);\r\n const segmentVector = TmpVectors.Vector3[1];\r\n diff.divideToRef(divisor, segmentVector);\r\n\r\n let nextPoint = point1.clone();\r\n dividedLinePoints.push(nextPoint);\r\n for (let index = 0; index < segmentCount; index++) {\r\n nextPoint = nextPoint.clone();\r\n dividedLinePoints.push(nextPoint.addInPlace(segmentVector));\r\n }\r\n\r\n return dividedLinePoints;\r\n }\r\n\r\n /**\r\n * Divides a line into segments.\r\n * A segment is a part of the line between it's two points.\r\n * @param what line points\r\n * @param segmentLength length of each segment of the resulting line (distance between two line points)\r\n * @returns line point\r\n */\r\n public static SegmentizeLineBySegmentLength(what: Vector3[] | number[] | { point1: Vector3; point2: Vector3; length: number }[], segmentLength: number): Vector3[] {\r\n const subLines =\r\n what[0] instanceof Vector3\r\n ? GreasedLineTools.GetLineSegments(what as Vector3[])\r\n : typeof what[0] === \"number\"\r\n ? GreasedLineTools.GetLineSegments(GreasedLineTools.ToVector3Array(what as number[]) as Vector3[])\r\n : (what as { point1: Vector3; point2: Vector3; length: number }[]);\r\n const points: Vector3[] = [];\r\n for (const s of subLines) {\r\n if (s.length > segmentLength) {\r\n const segments = GreasedLineTools.SegmentizeSegmentByCount(s.point1, s.point2, Math.ceil(s.length / segmentLength));\r\n for (const seg of segments) {\r\n points.push(seg);\r\n }\r\n } else {\r\n points.push(s.point1);\r\n points.push(s.point2);\r\n }\r\n }\r\n return points;\r\n }\r\n\r\n /**\r\n * Divides a line into segments.\r\n * A segment is a part of the line between it's two points.\r\n * @param what line points\r\n * @param segmentCount number of segments\r\n * @returns line point\r\n */\r\n public static SegmentizeLineBySegmentCount(what: Vector3[] | number[], segmentCount: number): Vector3[] {\r\n const points = <Vector3[]>(typeof what[0] === \"number\" ? GreasedLineTools.ToVector3Array(<number[]>what) : what);\r\n const segmentLength = GreasedLineTools.GetLineLength(points) / segmentCount;\r\n return GreasedLineTools.SegmentizeLineBySegmentLength(points, segmentLength);\r\n }\r\n /**\r\n * Gets line segments.\r\n * A segment is a part of the line between it's two points.\r\n * @param points line points\r\n * @returns segments information of the line segment including starting point, ending point and the distance between them\r\n */\r\n public static GetLineSegments(points: Vector3[]): { point1: Vector3; point2: Vector3; length: number }[] {\r\n const segments = [];\r\n for (let index = 0; index < points.length - 1; index++) {\r\n const point1 = points[index];\r\n const point2 = points[index + 1];\r\n const length = point2.subtract(point1).length();\r\n segments.push({ point1, point2, length });\r\n }\r\n\r\n return segments;\r\n }\r\n\r\n /**\r\n * Gets the minimum and the maximum length of a line segment in the line.\r\n * A segment is a part of the line between it's two points.\r\n * @param points line points\r\n * @returns\r\n */\r\n public static GetMinMaxSegmentLength(points: Vector3[]): { min: number; max: number } {\r\n const subLines = GreasedLineTools.GetLineSegments(points);\r\n const sorted = subLines.sort((s) => s.length);\r\n return {\r\n min: sorted[0].length,\r\n max: sorted[sorted.length - 1].length,\r\n };\r\n }\r\n\r\n /**\r\n * Finds the last visible position in world space of the line according to the visibility parameter\r\n * @param lineSegments segments of the line\r\n * @param lineLength total length of the line\r\n * @param visbility normalized value of visibility\r\n * @param localSpace if true the result will be in local space (default is false)\r\n * @returns world space coordinate of the last visible piece of the line\r\n */\r\n public static GetPositionOnLineByVisibility(lineSegments: { point1: Vector3; point2: Vector3; length: number }[], lineLength: number, visbility: number, localSpace = false) {\r\n const lengthVisibilityRatio = lineLength * visbility;\r\n let sumSegmentLengths = 0;\r\n let segmentIndex = 0;\r\n\r\n const lineSegmentsLength = lineSegments.length;\r\n for (let i = 0; i < lineSegmentsLength; i++) {\r\n if (lengthVisibilityRatio <= sumSegmentLengths + lineSegments[i].length) {\r\n segmentIndex = i;\r\n break;\r\n }\r\n sumSegmentLengths += lineSegments[i].length;\r\n }\r\n\r\n const s = (lengthVisibilityRatio - sumSegmentLengths) / lineSegments[segmentIndex].length;\r\n\r\n lineSegments[segmentIndex].point2.subtractToRef(lineSegments[segmentIndex].point1, TmpVectors.Vector3[0]);\r\n TmpVectors.Vector3[1] = TmpVectors.Vector3[0].multiplyByFloats(s, s, s);\r\n if (!localSpace) {\r\n TmpVectors.Vector3[1].addInPlace(lineSegments[segmentIndex].point1);\r\n }\r\n\r\n return TmpVectors.Vector3[1].clone();\r\n }\r\n\r\n /**\r\n * Creates lines in a shape of circle/arc.\r\n * A segment is a part of the line between it's two points.\r\n * @param radiusX radiusX of the circle\r\n * @param segments number of segments in the circle\r\n * @param z z coordinate of the points. Defaults to 0.\r\n * @param radiusY radiusY of the circle - you can draw an oval if using different values\r\n * @param segmentAngle angle offset of the segments. Defaults to Math.PI * 2 / segments. Change this value to draw a part of the circle.\r\n * @returns line points\r\n */\r\n public static GetCircleLinePoints(radiusX: number, segments: number, z = 0, radiusY = radiusX, segmentAngle = (Math.PI * 2) / segments) {\r\n const points: Vector3[] = [];\r\n for (let i = 0; i <= segments; i++) {\r\n points.push(new Vector3(Math.cos(i * segmentAngle) * radiusX, Math.sin(i * segmentAngle) * radiusY, z));\r\n }\r\n return points;\r\n }\r\n\r\n /**\r\n * Gets line points in a shape of a bezier curve\r\n * @param p0 bezier point0\r\n * @param p1 bezier point1\r\n * @param p2 bezier point2\r\n * @param segments number of segments in the curve\r\n * @returns\r\n */\r\n public static GetBezierLinePoints(p0: Vector3, p1: Vector3, p2: Vector3, segments: number) {\r\n return Curve3.CreateQuadraticBezier(p0, p1, p2, segments)\r\n .getPoints()\r\n .flatMap((v) => [v.x, v.y, v.z]);\r\n }\r\n\r\n /**\r\n *\r\n * @param position position of the arrow cap (mainly you want to create a triangle, set widthUp and widthDown to the same value and omit widthStartUp and widthStartDown)\r\n * @param direction direction which the arrow points to\r\n * @param length length (size) of the arrow cap itself\r\n * @param widthUp the arrow width above the line\r\n * @param widthDown the arrow width belove the line\r\n * @param widthStartUp the arrow width at the start of the arrow above the line. In most scenarios this is 0.\r\n * @param widthStartDown the arrow width at the start of the arrow below the line. In most scenarios this is 0.\r\n * @returns\r\n */\r\n public static GetArrowCap(position: Vector3, direction: Vector3, length: number, widthUp: number, widthDown: number, widthStartUp = 0, widthStartDown = 0) {\r\n const points = [position.clone(), position.add(direction.multiplyByFloats(length, length, length))];\r\n const widths = [widthUp, widthDown, widthStartUp, widthStartDown];\r\n\r\n return {\r\n points,\r\n widths,\r\n };\r\n }\r\n\r\n /**\r\n * Gets 3D positions of points from a text and font\r\n * @param text Text\r\n * @param size Size of the font\r\n * @param resolution Resolution of the font\r\n * @param fontData defines the font data (can be generated with http://gero3.github.io/facetype.js/)\r\n * @param z z coordinate\r\n * @param includeInner include the inner parts of the font in the result. Default true. If false, only the outlines will be returned.\r\n * @returns number[][] of 3D positions\r\n */\r\n public static GetPointsFromText(text: string, size: number, resolution: number, fontData: IFontData, z = 0, includeInner = true) {\r\n const allPoints = [];\r\n const shapePaths = CreateTextShapePaths(text, size, resolution, fontData);\r\n\r\n for (const sp of shapePaths) {\r\n for (const p of sp.paths) {\r\n const points = [];\r\n const points2d = p.getPoints();\r\n for (const p2d of points2d) {\r\n points.push(p2d.x, p2d.y, z);\r\n }\r\n allPoints.push(points);\r\n }\r\n\r\n if (includeInner) {\r\n for (const h of sp.holes) {\r\n const holes = [];\r\n const points2d = h.getPoints();\r\n for (const p2d of points2d) {\r\n holes.push(p2d.x, p2d.y, z);\r\n }\r\n allPoints.push(holes);\r\n }\r\n }\r\n }\r\n\r\n return allPoints;\r\n }\r\n\r\n /**\r\n * Converts an array of Color3 to Uint8Array\r\n * @param colors Arrray of Color3\r\n * @returns Uin8Array of colors [r, g, b, a, r, g, b, a, ...]\r\n */\r\n public static Color3toRGBAUint8(colors: Color3[]): Uint8Array {\r\n const colorTable: Uint8Array = new Uint8Array(colors.length * 4);\r\n for (let i = 0, j = 0; i < colors.length; i++) {\r\n colorTable[j++] = colors[i].r * 255;\r\n colorTable[j++] = colors[i].g * 255;\r\n colorTable[j++] = colors[i].b * 255;\r\n colorTable[j++] = 255;\r\n }\r\n\r\n return colorTable;\r\n }\r\n\r\n /**\r\n * Creates a RawTexture from an RGBA color array and sets it on the plugin material instance.\r\n * @param name name of the texture\r\n * @param colors Uint8Array of colors\r\n * @param colorsSampling sampling mode of the created texture\r\n * @param scene Scene\r\n * @returns the colors texture\r\n */\r\n public static CreateColorsTexture(name: string, colors: Color3[], colorsSampling: number, scene: Scene) {\r\n const maxTextureSize = scene.getEngine().getCaps().maxTextureSize ?? 1;\r\n const width = colors.length > maxTextureSize ? maxTextureSize : colors.length;\r\n const height = Math.ceil(colors.length / maxTextureSize);\r\n if (height > 1) {\r\n colors = [...colors, ...Array(width * height - colors.length).fill(colors[0])];\r\n }\r\n const colorsArray = GreasedLineTools.Color3toRGBAUint8(colors);\r\n const colorsTexture = new RawTexture(colorsArray, width, height, Engine.TEXTUREFORMAT_RGBA, scene, false, true, colorsSampling);\r\n colorsTexture.name = name;\r\n return colorsTexture;\r\n }\r\n\r\n /**\r\n * A minimum size texture for the colors sampler2D when there is no colors texture defined yet.\r\n * For fast switching using the useColors property without the need to use defines.\r\n * @param scene Scene\r\n * @returns empty colors texture\r\n */\r\n public static PrepareEmptyColorsTexture(scene: Scene) {\r\n if (!GreasedLineMaterialDefaults.EmptyColorsTexture) {\r\n const colorsArray = new Uint8Array(4);\r\n GreasedLineMaterialDefaults.EmptyColorsTexture = new RawTexture(colorsArray, 1, 1, Engine.TEXTUREFORMAT_RGBA, scene, false, false, RawTexture.NEAREST_NEAREST);\r\n GreasedLineMaterialDefaults.EmptyColorsTexture.name = \"grlEmptyColorsTexture\";\r\n }\r\n\r\n return GreasedLineMaterialDefaults.EmptyColorsTexture;\r\n }\r\n\r\n /**\r\n * Diposes the shared empty colors texture\r\n */\r\n public static DisposeEmptyColorsTexture() {\r\n GreasedLineMaterialDefaults.EmptyColorsTexture?.dispose();\r\n GreasedLineMaterialDefaults.EmptyColorsTexture = null;\r\n }\r\n\r\n /**\r\n * Converts boolean to number.\r\n * @param bool the bool value\r\n * @returns 1 if true, 0 if false.\r\n */\r\n public static BooleanToNumber(bool?: boolean) {\r\n return bool ? 1 : 0;\r\n }\r\n}\r\n"]}
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{ Curve3 } from \"../Maths/math.path\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { TmpVectors, Vector3 } from \"../Maths/math.vector\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { IFontData } from \"../Meshes/Builders/textBuilder\";\r\nimport { CreateTextShapePaths } from \"../Meshes/Builders/textBuilder\";\r\nimport type { FloatArray, IndicesArray } from \"../types\";\r\nimport type { GreasedLinePoints, GreasedLinePointsOptions } from \"../Meshes/GreasedLine/greasedLineBaseMesh\";\r\nimport type { Color3 } from \"../Maths/math.color\";\r\nimport { RawTexture } from \"../Materials/Textures/rawTexture\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { GreasedLineMaterialDefaults } from \"../Materials/GreasedLine/greasedLineMaterialDefaults\";\r\n\r\n/**\r\n * Tool functions for GreasedLine\r\n */\r\nexport class GreasedLineTools {\r\n /**\r\n * Converts GreasedLinePoints to number[][]\r\n * @param points GreasedLinePoints\r\n * @param options GreasedLineToolsConvertPointsOptions\r\n * @returns number[][] with x, y, z coordinates of the points, like [[x, y, z, x, y, z, ...], [x, y, z, ...]]\r\n */\r\n public static ConvertPoints(points: GreasedLinePoints, options?: GreasedLinePointsOptions): number[][] {\r\n if (points.length && Array.isArray(points) && typeof points[0] === \"number\") {\r\n return [<number[]>points];\r\n } else if (points.length && Array.isArray(points[0]) && typeof points[0][0] === \"number\") {\r\n return <number[][]>points;\r\n } else if (points.length && !Array.isArray(points[0]) && points[0] instanceof Vector3) {\r\n const positions: number[] = [];\r\n for (let j = 0; j < points.length; j++) {\r\n const p = points[j] as Vector3;\r\n positions.push(p.x, p.y, p.z);\r\n }\r\n return [positions];\r\n } else if (points.length > 0 && Array.isArray(points[0]) && points[0].length > 0 && points[0][0] instanceof Vector3) {\r\n const positions: number[][] = [];\r\n const vectorPoints = points as Vector3[][];\r\n for (const p of vectorPoints) {\r\n positions.push(p.flatMap((p2) => [p2.x, p2.y, p2.z]));\r\n }\r\n return positions;\r\n } else if (points instanceof Float32Array) {\r\n if (options?.floatArrayStride) {\r\n const positions: number[][] = [];\r\n const stride = options.floatArrayStride * 3;\r\n for (let i = 0; i < points.length; i += stride) {\r\n const linePoints = new Array(stride); // Pre-allocate memory for the line\r\n for (let j = 0; j < stride; j++) {\r\n linePoints[j] = points[i + j];\r\n }\r\n positions.push(linePoints);\r\n }\r\n return positions;\r\n } else {\r\n return [Array.from(points)];\r\n }\r\n } else if (points.length && points[0] instanceof Float32Array) {\r\n const positions: number[][] = [];\r\n for (const p of points) {\r\n positions.push(Array.from(p as Float32Array));\r\n }\r\n\r\n return positions;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n /**\r\n * Omit zero length lines predicate for the MeshesToLines function\r\n * @param p1 point1 position of the face\r\n * @param p2 point2 position of the face\r\n * @param p3 point3 position of the face\r\n * @returns original points or null if any edge length is zero\r\n */\r\n public static OmitZeroLengthPredicate(p1: Vector3, p2: Vector3, p3: Vector3) {\r\n const fileredPoints = [];\r\n // edge1\r\n if (p2.subtract(p1).lengthSquared() > 0) {\r\n fileredPoints.push([p1, p2]);\r\n }\r\n // edge2\r\n if (p3.subtract(p2).lengthSquared() > 0) {\r\n fileredPoints.push([p2, p3]);\r\n }\r\n // edge3\r\n if (p1.subtract(p3).lengthSquared() > 0) {\r\n fileredPoints.push([p3, p1]);\r\n }\r\n return fileredPoints.length === 0 ? null : fileredPoints;\r\n }\r\n\r\n /**\r\n * Omit duplicate lines predicate for the MeshesToLines function\r\n * @param p1 point1 position of the face\r\n * @param p2 point2 position of the face\r\n * @param p3 point3 position of the face\r\n * @param points array of points to search in\r\n * @returns original points or null if any edge length is zero\r\n */\r\n public static OmitDuplicatesPredicate(p1: Vector3, p2: Vector3, p3: Vector3, points: Vector3[][]) {\r\n const fileredPoints = [];\r\n // edge1\r\n if (!GreasedLineTools._SearchInPoints(p1, p2, points)) {\r\n fileredPoints.push([p1, p2]);\r\n }\r\n // edge2\r\n if (!GreasedLineTools._SearchInPoints(p2, p3, points)) {\r\n fileredPoints.push([p2, p3]);\r\n }\r\n // edge3\r\n if (!GreasedLineTools._SearchInPoints(p3, p1, points)) {\r\n fileredPoints.push([p3, p1]);\r\n }\r\n return fileredPoints.length === 0 ? null : fileredPoints;\r\n }\r\n\r\n private static _SearchInPoints(p1: Vector3, p2: Vector3, points: Vector3[][]) {\r\n for (const ps of points) {\r\n for (let i = 0; i < ps.length; i++) {\r\n if (ps[i]?.equals(p1)) {\r\n // find the first point\r\n // if it has a sibling of p2 the line already exists\r\n if (ps[i + 1]?.equals(p2) || ps[i - 1]?.equals(p2)) {\r\n return true;\r\n }\r\n }\r\n }\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * Gets mesh triangles as line positions\r\n * @param meshes array of meshes\r\n * @param predicate predicate function which decides whether to include the mesh triangle/face in the ouput\r\n * @returns array of arrays of points\r\n */\r\n public static MeshesToLines(\r\n meshes: AbstractMesh[],\r\n predicate?: (\r\n p1: Vector3,\r\n p2: Vector3,\r\n p3: Vector3,\r\n points: Vector3[][],\r\n indiceIndex: number,\r\n vertexIndex: number,\r\n mesh: AbstractMesh,\r\n meshIndex: number,\r\n vertices: FloatArray,\r\n indices: IndicesArray\r\n ) => Vector3[][]\r\n ) {\r\n const points: Vector3[][] = [];\r\n\r\n for (let meshIndex = 0; meshIndex < meshes.length; meshIndex++) {\r\n const mesh = meshes[meshIndex];\r\n const vertices = mesh.getVerticesData(VertexBuffer.PositionKind);\r\n const indices = mesh.getIndices();\r\n if (vertices && indices) {\r\n for (let i = 0, ii = 0; i < indices.length; i++) {\r\n const vi1 = indices[ii++] * 3;\r\n const vi2 = indices[ii++] * 3;\r\n const vi3 = indices[ii++] * 3;\r\n\r\n const p1 = new Vector3(vertices[vi1], vertices[vi1 + 1], vertices[vi1 + 2]);\r\n const p2 = new Vector3(vertices[vi2], vertices[vi2 + 1], vertices[vi2 + 2]);\r\n const p3 = new Vector3(vertices[vi3], vertices[vi3 + 1], vertices[vi3 + 2]);\r\n\r\n if (predicate) {\r\n const pointsFromPredicate = predicate(p1, p2, p3, points, i, vi1, mesh, meshIndex, vertices, indices);\r\n if (pointsFromPredicate) {\r\n for (const p of pointsFromPredicate) {\r\n points.push(p);\r\n }\r\n }\r\n } else {\r\n points.push([p1, p2], [p2, p3], [p3, p1]);\r\n }\r\n }\r\n }\r\n }\r\n\r\n return points;\r\n }\r\n\r\n /**\r\n * Converts number coordinates to Vector3s\r\n * @param points number array of x, y, z, x, y z, ... coordinates\r\n * @returns Vector3 array\r\n */\r\n public static ToVector3Array(points: number[] | number[][]) {\r\n if (Array.isArray(points[0])) {\r\n const array: Vector3[][] = [];\r\n const inputArray = points as number[][];\r\n for (const subInputArray of inputArray) {\r\n const subArray: Vector3[] = [];\r\n for (let i = 0; i < subInputArray.length; i += 3) {\r\n subArray.push(new Vector3(subInputArray[i], subInputArray[i + 1], subInputArray[i + 2]));\r\n }\r\n array.push(subArray);\r\n }\r\n return array;\r\n }\r\n\r\n const inputArray = points as number[];\r\n const array: Vector3[] = [];\r\n for (let i = 0; i < inputArray.length; i += 3) {\r\n array.push(new Vector3(inputArray[i], inputArray[i + 1], inputArray[i + 2]));\r\n }\r\n return array;\r\n }\r\n\r\n /**\r\n * Gets a number array from a Vector3 array.\r\n * You can you for example to convert your Vector3[] offsets to the required number[] for the offsets option.\r\n * @param points Vector3 array\r\n * @returns an array of x, y, z coordinates as numbers [x, y, z, x, y, z, x, y, z, ....]\r\n */\r\n public static ToNumberArray(points: Vector3[]) {\r\n return points.flatMap((v) => [v.x, v.y, v.z]);\r\n }\r\n\r\n /**\r\n * Calculates the sum of points of every line and the number of points in each line.\r\n * This function is useful when you are drawing multiple lines in one mesh and you want\r\n * to know the counts. For example for creating an offsets table.\r\n * @param points point array\r\n * @returns points count info\r\n */\r\n public static GetPointsCountInfo(points: number[][]): { total: number; counts: number[] } {\r\n const counts = new Array(points.length);\r\n let total = 0;\r\n for (let n = points.length; n--; ) {\r\n counts[n] = points[n].length / 3;\r\n total += counts[n];\r\n }\r\n return { total, counts };\r\n }\r\n\r\n /**\r\n * Gets the length of the line counting all it's segments length\r\n * @param data array of line points\r\n * @returns length of the line\r\n */\r\n public static GetLineLength(data: Vector3[] | number[]): number {\r\n if (data.length === 0) {\r\n return 0;\r\n }\r\n\r\n let points: Vector3[];\r\n if (typeof data[0] === \"number\") {\r\n points = GreasedLineTools.ToVector3Array(<number[]>data) as Vector3[];\r\n } else {\r\n points = data as Vector3[];\r\n }\r\n\r\n const tmp = TmpVectors.Vector3[0];\r\n let length = 0;\r\n for (let index = 0; index < points.length - 1; index++) {\r\n const point1 = points[index];\r\n const point2 = points[index + 1];\r\n length += point2.subtractToRef(point1, tmp).length();\r\n }\r\n return length;\r\n }\r\n\r\n /**\r\n * Gets the length from the beginning to each point of the line as array.\r\n * @param data array of line points\r\n * @param buf optional pre-allocated buffer to reduce memory pressure, should be at least `data.length * 4 / 3` bytes\r\n * @returns length array of the line\r\n */\r\n public static GetLineLengthArray(data: number[], buf?: ArrayBuffer): Float32Array {\r\n const out = buf ? new Float32Array(buf, 0, data.length / 3) : new Float32Array(data.length / 3);\r\n let length = 0;\r\n for (let index = 0, pointsLength = data.length / 3 - 1; index < pointsLength; index++) {\r\n let x = data[index * 3 + 0];\r\n let y = data[index * 3 + 1];\r\n let z = data[index * 3 + 2];\r\n x -= data[index * 3 + 3];\r\n y -= data[index * 3 + 4];\r\n z -= data[index * 3 + 5];\r\n const currentLength = Math.sqrt(x * x + y * y + z * z);\r\n length += currentLength;\r\n out[index + 1] = length;\r\n }\r\n return out;\r\n }\r\n\r\n /**\r\n * Divides a segment into smaller segments.\r\n * A segment is a part of the line between it's two points.\r\n * @param point1 first point of the line\r\n * @param point2 second point of the line\r\n * @param segmentCount number of segments we want to have in the divided line\r\n * @returns\r\n */\r\n public static SegmentizeSegmentByCount(point1: Vector3, point2: Vector3, segmentCount: number): Vector3[] {\r\n const dividedLinePoints: Vector3[] = [];\r\n const diff = point2.subtract(point1);\r\n const divisor = TmpVectors.Vector3[0];\r\n divisor.setAll(segmentCount);\r\n const segmentVector = TmpVectors.Vector3[1];\r\n diff.divideToRef(divisor, segmentVector);\r\n\r\n let nextPoint = point1.clone();\r\n dividedLinePoints.push(nextPoint);\r\n for (let index = 0; index < segmentCount; index++) {\r\n nextPoint = nextPoint.clone();\r\n dividedLinePoints.push(nextPoint.addInPlace(segmentVector));\r\n }\r\n\r\n return dividedLinePoints;\r\n }\r\n\r\n /**\r\n * Divides a line into segments.\r\n * A segment is a part of the line between it's two points.\r\n * @param what line points\r\n * @param segmentLength length of each segment of the resulting line (distance between two line points)\r\n * @returns line point\r\n */\r\n public static SegmentizeLineBySegmentLength(what: Vector3[] | number[] | { point1: Vector3; point2: Vector3; length: number }[], segmentLength: number): Vector3[] {\r\n const subLines =\r\n what[0] instanceof Vector3\r\n ? GreasedLineTools.GetLineSegments(what as Vector3[])\r\n : typeof what[0] === \"number\"\r\n ? GreasedLineTools.GetLineSegments(GreasedLineTools.ToVector3Array(what as number[]) as Vector3[])\r\n : (what as { point1: Vector3; point2: Vector3; length: number }[]);\r\n const points: Vector3[] = [];\r\n for (const s of subLines) {\r\n if (s.length > segmentLength) {\r\n const segments = GreasedLineTools.SegmentizeSegmentByCount(s.point1, s.point2, Math.ceil(s.length / segmentLength));\r\n for (const seg of segments) {\r\n points.push(seg);\r\n }\r\n } else {\r\n points.push(s.point1);\r\n points.push(s.point2);\r\n }\r\n }\r\n return points;\r\n }\r\n\r\n /**\r\n * Divides a line into segments.\r\n * A segment is a part of the line between it's two points.\r\n * @param what line points\r\n * @param segmentCount number of segments\r\n * @returns line point\r\n */\r\n public static SegmentizeLineBySegmentCount(what: Vector3[] | number[], segmentCount: number): Vector3[] {\r\n const points = <Vector3[]>(typeof what[0] === \"number\" ? GreasedLineTools.ToVector3Array(<number[]>what) : what);\r\n const segmentLength = GreasedLineTools.GetLineLength(points) / segmentCount;\r\n return GreasedLineTools.SegmentizeLineBySegmentLength(points, segmentLength);\r\n }\r\n /**\r\n * Gets line segments.\r\n * A segment is a part of the line between it's two points.\r\n * @param points line points\r\n * @returns segments information of the line segment including starting point, ending point and the distance between them\r\n */\r\n public static GetLineSegments(points: Vector3[]): { point1: Vector3; point2: Vector3; length: number }[] {\r\n const segments = [];\r\n for (let index = 0; index < points.length - 1; index++) {\r\n const point1 = points[index];\r\n const point2 = points[index + 1];\r\n const length = point2.subtract(point1).length();\r\n segments.push({ point1, point2, length });\r\n }\r\n\r\n return segments;\r\n }\r\n\r\n /**\r\n * Gets the minimum and the maximum length of a line segment in the line.\r\n * A segment is a part of the line between it's two points.\r\n * @param points line points\r\n * @returns\r\n */\r\n public static GetMinMaxSegmentLength(points: Vector3[]): { min: number; max: number } {\r\n const subLines = GreasedLineTools.GetLineSegments(points);\r\n const sorted = subLines.sort((s) => s.length);\r\n return {\r\n min: sorted[0].length,\r\n max: sorted[sorted.length - 1].length,\r\n };\r\n }\r\n\r\n /**\r\n * Finds the last visible position in world space of the line according to the visibility parameter\r\n * @param lineSegments segments of the line\r\n * @param lineLength total length of the line\r\n * @param visbility normalized value of visibility\r\n * @param localSpace if true the result will be in local space (default is false)\r\n * @returns world space coordinate of the last visible piece of the line\r\n */\r\n public static GetPositionOnLineByVisibility(lineSegments: { point1: Vector3; point2: Vector3; length: number }[], lineLength: number, visbility: number, localSpace = false) {\r\n const lengthVisibilityRatio = lineLength * visbility;\r\n let sumSegmentLengths = 0;\r\n let segmentIndex = 0;\r\n\r\n const lineSegmentsLength = lineSegments.length;\r\n for (let i = 0; i < lineSegmentsLength; i++) {\r\n if (lengthVisibilityRatio <= sumSegmentLengths + lineSegments[i].length) {\r\n segmentIndex = i;\r\n break;\r\n }\r\n sumSegmentLengths += lineSegments[i].length;\r\n }\r\n\r\n const s = (lengthVisibilityRatio - sumSegmentLengths) / lineSegments[segmentIndex].length;\r\n\r\n lineSegments[segmentIndex].point2.subtractToRef(lineSegments[segmentIndex].point1, TmpVectors.Vector3[0]);\r\n TmpVectors.Vector3[1] = TmpVectors.Vector3[0].multiplyByFloats(s, s, s);\r\n if (!localSpace) {\r\n TmpVectors.Vector3[1].addInPlace(lineSegments[segmentIndex].point1);\r\n }\r\n\r\n return TmpVectors.Vector3[1].clone();\r\n }\r\n\r\n /**\r\n * Creates lines in a shape of circle/arc.\r\n * A segment is a part of the line between it's two points.\r\n * @param radiusX radiusX of the circle\r\n * @param segments number of segments in the circle\r\n * @param z z coordinate of the points. Defaults to 0.\r\n * @param radiusY radiusY of the circle - you can draw an oval if using different values\r\n * @param segmentAngle angle offset of the segments. Defaults to Math.PI * 2 / segments. Change this value to draw a part of the circle.\r\n * @returns line points\r\n */\r\n public static GetCircleLinePoints(radiusX: number, segments: number, z = 0, radiusY = radiusX, segmentAngle = (Math.PI * 2) / segments) {\r\n const points: Vector3[] = [];\r\n for (let i = 0; i <= segments; i++) {\r\n points.push(new Vector3(Math.cos(i * segmentAngle) * radiusX, Math.sin(i * segmentAngle) * radiusY, z));\r\n }\r\n return points;\r\n }\r\n\r\n /**\r\n * Gets line points in a shape of a bezier curve\r\n * @param p0 bezier point0\r\n * @param p1 bezier point1\r\n * @param p2 bezier point2\r\n * @param segments number of segments in the curve\r\n * @returns\r\n */\r\n public static GetBezierLinePoints(p0: Vector3, p1: Vector3, p2: Vector3, segments: number) {\r\n return Curve3.CreateQuadraticBezier(p0, p1, p2, segments)\r\n .getPoints()\r\n .flatMap((v) => [v.x, v.y, v.z]);\r\n }\r\n\r\n /**\r\n *\r\n * @param position position of the arrow cap (mainly you want to create a triangle, set widthUp and widthDown to the same value and omit widthStartUp and widthStartDown)\r\n * @param direction direction which the arrow points to\r\n * @param length length (size) of the arrow cap itself\r\n * @param widthUp the arrow width above the line\r\n * @param widthDown the arrow width belove the line\r\n * @param widthStartUp the arrow width at the start of the arrow above the line. In most scenarios this is 0.\r\n * @param widthStartDown the arrow width at the start of the arrow below the line. In most scenarios this is 0.\r\n * @returns\r\n */\r\n public static GetArrowCap(position: Vector3, direction: Vector3, length: number, widthUp: number, widthDown: number, widthStartUp = 0, widthStartDown = 0) {\r\n const points = [position.clone(), position.add(direction.multiplyByFloats(length, length, length))];\r\n const widths = [widthUp, widthDown, widthStartUp, widthStartDown];\r\n\r\n return {\r\n points,\r\n widths,\r\n };\r\n }\r\n\r\n /**\r\n * Gets 3D positions of points from a text and font\r\n * @param text Text\r\n * @param size Size of the font\r\n * @param resolution Resolution of the font\r\n * @param fontData defines the font data (can be generated with http://gero3.github.io/facetype.js/)\r\n * @param z z coordinate\r\n * @param includeInner include the inner parts of the font in the result. Default true. If false, only the outlines will be returned.\r\n * @returns number[][] of 3D positions\r\n */\r\n public static GetPointsFromText(text: string, size: number, resolution: number, fontData: IFontData, z = 0, includeInner = true) {\r\n const allPoints = [];\r\n const shapePaths = CreateTextShapePaths(text, size, resolution, fontData);\r\n\r\n for (const sp of shapePaths) {\r\n for (const p of sp.paths) {\r\n const points = [];\r\n const points2d = p.getPoints();\r\n for (const p2d of points2d) {\r\n points.push(p2d.x, p2d.y, z);\r\n }\r\n allPoints.push(points);\r\n }\r\n\r\n if (includeInner) {\r\n for (const h of sp.holes) {\r\n const holes = [];\r\n const points2d = h.getPoints();\r\n for (const p2d of points2d) {\r\n holes.push(p2d.x, p2d.y, z);\r\n }\r\n allPoints.push(holes);\r\n }\r\n }\r\n }\r\n\r\n return allPoints;\r\n }\r\n\r\n /**\r\n * Converts an array of Color3 to Uint8Array\r\n * @param colors Arrray of Color3\r\n * @returns Uin8Array of colors [r, g, b, a, r, g, b, a, ...]\r\n */\r\n public static Color3toRGBAUint8(colors: Color3[]): Uint8Array {\r\n const colorTable: Uint8Array = new Uint8Array(colors.length * 4);\r\n for (let i = 0, j = 0; i < colors.length; i++) {\r\n colorTable[j++] = colors[i].r * 255;\r\n colorTable[j++] = colors[i].g * 255;\r\n colorTable[j++] = colors[i].b * 255;\r\n colorTable[j++] = 255;\r\n }\r\n\r\n return colorTable;\r\n }\r\n\r\n /**\r\n * Creates a RawTexture from an RGBA color array and sets it on the plugin material instance.\r\n * @param name name of the texture\r\n * @param colors Uint8Array of colors\r\n * @param colorsSampling sampling mode of the created texture\r\n * @param scene Scene\r\n * @returns the colors texture\r\n */\r\n public static CreateColorsTexture(name: string, colors: Color3[], colorsSampling: number, scene: Scene) {\r\n const maxTextureSize = scene.getEngine().getCaps().maxTextureSize ?? 1;\r\n const width = colors.length > maxTextureSize ? maxTextureSize : colors.length;\r\n const height = Math.ceil(colors.length / maxTextureSize);\r\n if (height > 1) {\r\n colors = [...colors, ...Array(width * height - colors.length).fill(colors[0])];\r\n }\r\n const colorsArray = GreasedLineTools.Color3toRGBAUint8(colors);\r\n const colorsTexture = new RawTexture(colorsArray, width, height, Engine.TEXTUREFORMAT_RGBA, scene, false, true, colorsSampling);\r\n colorsTexture.name = name;\r\n return colorsTexture;\r\n }\r\n\r\n /**\r\n * A minimum size texture for the colors sampler2D when there is no colors texture defined yet.\r\n * For fast switching using the useColors property without the need to use defines.\r\n * @param scene Scene\r\n * @returns empty colors texture\r\n */\r\n public static PrepareEmptyColorsTexture(scene: Scene) {\r\n if (!GreasedLineMaterialDefaults.EmptyColorsTexture) {\r\n const colorsArray = new Uint8Array(4);\r\n GreasedLineMaterialDefaults.EmptyColorsTexture = new RawTexture(colorsArray, 1, 1, Engine.TEXTUREFORMAT_RGBA, scene, false, false, RawTexture.NEAREST_NEAREST);\r\n GreasedLineMaterialDefaults.EmptyColorsTexture.name = \"grlEmptyColorsTexture\";\r\n }\r\n\r\n return GreasedLineMaterialDefaults.EmptyColorsTexture;\r\n }\r\n\r\n /**\r\n * Diposes the shared empty colors texture\r\n */\r\n public static DisposeEmptyColorsTexture() {\r\n GreasedLineMaterialDefaults.EmptyColorsTexture?.dispose();\r\n GreasedLineMaterialDefaults.EmptyColorsTexture = null;\r\n }\r\n\r\n /**\r\n * Converts boolean to number.\r\n * @param bool the bool value\r\n * @returns 1 if true, 0 if false.\r\n */\r\n public static BooleanToNumber(bool?: boolean) {\r\n return bool ? 1 : 0;\r\n }\r\n}\r\n"]}
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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { InternalTexture } from \"../Materials/Textures/internalTexture\";\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { AutoReleaseWorkerPool } from \"./workerPool\";\r\nimport { Tools } from \"./tools\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { ICompressedFormatCapabilities, IDecodedData, IKTX2DecoderOptions } from \"core/Materials/Textures/ktx2decoderTypes\";\r\nimport { EngineFormat, TranscodeTarget } from \"core/Materials/Textures/ktx2decoderTypes\";\r\nimport type { AllowedKeys } from \"./khronosTextureContainer2Worker\";\r\nimport { applyConfig, initializeWebWorker, workerFunction } from \"./khronosTextureContainer2Worker\";\r\n\r\ndeclare let KTX2DECODER: any;\r\n\r\n/**\r\n * Class that defines the default KTX2 decoder options.\r\n *\r\n * This class is useful for providing options to the KTX2 decoder to control how the source data is transcoded.\r\n */\r\nexport class DefaultKTX2DecoderOptions {\r\n private _isDirty = true;\r\n\r\n /**\r\n * Gets the dirty flag\r\n */\r\n public get isDirty() {\r\n return this._isDirty;\r\n }\r\n\r\n private _useRGBAIfASTCBC7NotAvailableWhenUASTC?: boolean;\r\n /**\r\n * force a (uncompressed) RGBA transcoded format if transcoding a UASTC source format and ASTC + BC7 are not available as a compressed transcoded format\r\n */\r\n public get useRGBAIfASTCBC7NotAvailableWhenUASTC() {\r\n return this._useRGBAIfASTCBC7NotAvailableWhenUASTC;\r\n }\r\n\r\n public set useRGBAIfASTCBC7NotAvailableWhenUASTC(value: boolean | undefined) {\r\n if (this._useRGBAIfASTCBC7NotAvailableWhenUASTC === value) {\r\n return;\r\n }\r\n this._useRGBAIfASTCBC7NotAvailableWhenUASTC = value;\r\n this._isDirty = true;\r\n }\r\n\r\n private _useRGBAIfOnlyBC1BC3AvailableWhenUASTC?: boolean = true;\r\n /**\r\n * force a (uncompressed) RGBA transcoded format if transcoding a UASTC source format and only BC1 or BC3 are available as a compressed transcoded format.\r\n * This property is true by default to favor speed over memory, because currently transcoding from UASTC to BC1/3 is slow because the transcoder transcodes\r\n * to uncompressed and then recompresses the texture\r\n */\r\n public get useRGBAIfOnlyBC1BC3AvailableWhenUASTC() {\r\n return this._useRGBAIfOnlyBC1BC3AvailableWhenUASTC;\r\n }\r\n\r\n public set useRGBAIfOnlyBC1BC3AvailableWhenUASTC(value: boolean | undefined) {\r\n if (this._useRGBAIfOnlyBC1BC3AvailableWhenUASTC === value) {\r\n return;\r\n }\r\n this._useRGBAIfOnlyBC1BC3AvailableWhenUASTC = value;\r\n this._isDirty = true;\r\n }\r\n\r\n private _forceRGBA?: boolean;\r\n /**\r\n * force to always use (uncompressed) RGBA for transcoded format\r\n */\r\n public get forceRGBA() {\r\n return this._forceRGBA;\r\n }\r\n\r\n public set forceRGBA(value: boolean | undefined) {\r\n if (this._forceRGBA === value) {\r\n return;\r\n }\r\n this._forceRGBA = value;\r\n this._isDirty = true;\r\n }\r\n\r\n private _forceR8?: boolean;\r\n /**\r\n * force to always use (uncompressed) R8 for transcoded format\r\n */\r\n public get forceR8() {\r\n return this._forceR8;\r\n }\r\n\r\n public set forceR8(value: boolean | undefined) {\r\n if (this._forceR8 === value) {\r\n return;\r\n }\r\n this._forceR8 = value;\r\n this._isDirty = true;\r\n }\r\n\r\n private _forceRG8?: boolean;\r\n /**\r\n * force to always use (uncompressed) RG8 for transcoded format\r\n */\r\n public get forceRG8() {\r\n return this._forceRG8;\r\n }\r\n\r\n public set forceRG8(value: boolean | undefined) {\r\n if (this._forceRG8 === value) {\r\n return;\r\n }\r\n this._forceRG8 = value;\r\n this._isDirty = true;\r\n }\r\n\r\n private _bypassTranscoders?: string[];\r\n /**\r\n * list of transcoders to bypass when looking for a suitable transcoder. The available transcoders are:\r\n * UniversalTranscoder_UASTC_ASTC\r\n * UniversalTranscoder_UASTC_BC7\r\n * UniversalTranscoder_UASTC_RGBA_UNORM\r\n * UniversalTranscoder_UASTC_RGBA_SRGB\r\n * UniversalTranscoder_UASTC_R8_UNORM\r\n * UniversalTranscoder_UASTC_RG8_UNORM\r\n * MSCTranscoder\r\n */\r\n public get bypassTranscoders() {\r\n return this._bypassTranscoders;\r\n }\r\n\r\n public set bypassTranscoders(value: string[] | undefined) {\r\n if (this._bypassTranscoders === value) {\r\n return;\r\n }\r\n this._bypassTranscoders = value;\r\n this._isDirty = true;\r\n }\r\n\r\n private _ktx2DecoderOptions: IKTX2DecoderOptions = {};\r\n\r\n /** @internal */\r\n public _getKTX2DecoderOptions(): IKTX2DecoderOptions {\r\n if (!this._isDirty) {\r\n return this._ktx2DecoderOptions;\r\n }\r\n\r\n this._isDirty = false;\r\n\r\n const options: IKTX2DecoderOptions = {};\r\n\r\n if (this._useRGBAIfASTCBC7NotAvailableWhenUASTC !== undefined) {\r\n options.useRGBAIfASTCBC7NotAvailableWhenUASTC = this._useRGBAIfASTCBC7NotAvailableWhenUASTC;\r\n }\r\n if (this._forceRGBA !== undefined) {\r\n options.forceRGBA = this._forceRGBA;\r\n }\r\n if (this._forceR8 !== undefined) {\r\n options.forceR8 = this._forceR8;\r\n }\r\n if (this._forceRG8 !== undefined) {\r\n options.forceRG8 = this._forceRG8;\r\n }\r\n if (this._bypassTranscoders !== undefined) {\r\n options.bypassTranscoders = this._bypassTranscoders;\r\n }\r\n\r\n if (this.useRGBAIfOnlyBC1BC3AvailableWhenUASTC) {\r\n options.transcodeFormatDecisionTree = {\r\n UASTC: {\r\n transcodeFormat: [TranscodeTarget.BC1_RGB, TranscodeTarget.BC3_RGBA],\r\n yes: {\r\n transcodeFormat: TranscodeTarget.RGBA32,\r\n engineFormat: EngineFormat.RGBA8Format,\r\n roundToMultiple4: false,\r\n },\r\n },\r\n };\r\n }\r\n\r\n this._ktx2DecoderOptions = options;\r\n\r\n return options;\r\n }\r\n}\r\n\r\n/**\r\n * Options for the KTX2 decoder\r\n */\r\nexport interface IKhronosTextureContainer2Options {\r\n /**\r\n * Number of workers to use for async operations. Specify `0` to disable web workers and run synchronously in the current context.\r\n */\r\n numWorkers?: number;\r\n /**\r\n * Worker pool to use for async operations. If set, `numWorkers` will be ignored.\r\n */\r\n workerPool?: AutoReleaseWorkerPool;\r\n /**\r\n * Optional container for the KTX2 decoder module and its dependencies. If set, the module will be used from this container and the URLs will be ignored.\r\n */\r\n // No need for | any here\r\n // eslint-disable-next-line @typescript-eslint/no-redundant-type-constituents\r\n binariesAndModulesContainer?: { [key in AllowedKeys]?: ArrayBuffer | any };\r\n}\r\n\r\n/**\r\n * Class for loading KTX2 files\r\n */\r\nexport class KhronosTextureContainer2 {\r\n private static _WorkerPoolPromise?: Promise<AutoReleaseWorkerPool>;\r\n private static _DecoderModulePromise?: Promise<any>;\r\n private static _KTX2DecoderModule?: any;\r\n\r\n /**\r\n * URLs to use when loading the KTX2 decoder module as well as its dependencies\r\n * If a url is null, the default url is used (pointing to https://preview.babylonjs.com)\r\n * Note that jsDecoderModule can't be null and that the other dependencies will only be loaded if necessary\r\n * Urls you can change:\r\n * URLConfig.jsDecoderModule\r\n * URLConfig.wasmUASTCToASTC\r\n * URLConfig.wasmUASTCToBC7\r\n * URLConfig.wasmUASTCToRGBA_UNORM\r\n * URLConfig.wasmUASTCToRGBA_SRGB\r\n * URLConfig.wasmUASTCToR8_UNORM\r\n * URLConfig.wasmUASTCToRG8_UNORM\r\n * URLConfig.jsMSCTranscoder\r\n * URLConfig.wasmMSCTranscoder\r\n * URLConfig.wasmZSTDDecoder\r\n * You can see their default values in this PG: https://playground.babylonjs.com/#EIJH8L#29\r\n */\r\n public static URLConfig: {\r\n jsDecoderModule: string;\r\n wasmUASTCToASTC: Nullable<string>;\r\n wasmUASTCToBC7: Nullable<string>;\r\n wasmUASTCToRGBA_UNORM: Nullable<string>;\r\n wasmUASTCToRGBA_SRGB: Nullable<string>;\r\n wasmUASTCToR8_UNORM: Nullable<string>;\r\n wasmUASTCToRG8_UNORM: Nullable<string>;\r\n jsMSCTranscoder: Nullable<string>;\r\n wasmMSCTranscoder: Nullable<string>;\r\n wasmZSTDDecoder: Nullable<string>;\r\n } = {\r\n jsDecoderModule: \"https://cdn.babylonjs.com/babylon.ktx2Decoder.js\",\r\n wasmUASTCToASTC: null,\r\n wasmUASTCToBC7: null,\r\n wasmUASTCToRGBA_UNORM: null,\r\n wasmUASTCToRGBA_SRGB: null,\r\n wasmUASTCToR8_UNORM: null,\r\n wasmUASTCToRG8_UNORM: null,\r\n jsMSCTranscoder: null,\r\n wasmMSCTranscoder: null,\r\n wasmZSTDDecoder: null,\r\n };\r\n\r\n /**\r\n * If provided, this worker pool will be used instead of creating a new one.\r\n * This is useful when loading the WASM and the js modules on your own and\r\n * you want to use the ktxTextureLoader and not construct this class directly.\r\n */\r\n public static WorkerPool?: AutoReleaseWorkerPool;\r\n\r\n /**\r\n * Default number of workers used to handle data decoding\r\n */\r\n public static DefaultNumWorkers = KhronosTextureContainer2.GetDefaultNumWorkers();\r\n\r\n /**\r\n * Default configuration for the KTX2 decoder.\r\n * The options defined in this way have priority over those passed when creating a KTX2 texture with new Texture(...).\r\n */\r\n public static DefaultDecoderOptions = new DefaultKTX2DecoderOptions();\r\n\r\n private static GetDefaultNumWorkers(): number {\r\n if (typeof navigator !== \"object\" || !navigator.hardwareConcurrency) {\r\n return 1;\r\n }\r\n\r\n // Use 50% of the available logical processors but capped at 4.\r\n return Math.min(Math.floor(navigator.hardwareConcurrency * 0.5), 4);\r\n }\r\n\r\n private _engine: AbstractEngine;\r\n\r\n private static _Initialize(numWorkers: number): void {\r\n if (KhronosTextureContainer2._WorkerPoolPromise || KhronosTextureContainer2._DecoderModulePromise) {\r\n return;\r\n }\r\n\r\n const urls = {\r\n jsDecoderModule: Tools.GetBabylonScriptURL(this.URLConfig.jsDecoderModule, true),\r\n wasmUASTCToASTC: Tools.GetBabylonScriptURL(this.URLConfig.wasmUASTCToASTC, true),\r\n wasmUASTCToBC7: Tools.GetBabylonScriptURL(this.URLConfig.wasmUASTCToBC7, true),\r\n wasmUASTCToRGBA_UNORM: Tools.GetBabylonScriptURL(this.URLConfig.wasmUASTCToRGBA_UNORM, true),\r\n wasmUASTCToRGBA_SRGB: Tools.GetBabylonScriptURL(this.URLConfig.wasmUASTCToRGBA_SRGB, true),\r\n wasmUASTCToR8_UNORM: Tools.GetBabylonScriptURL(this.URLConfig.wasmUASTCToR8_UNORM, true),\r\n wasmUASTCToRG8_UNORM: Tools.GetBabylonScriptURL(this.URLConfig.wasmUASTCToRG8_UNORM, true),\r\n jsMSCTranscoder: Tools.GetBabylonScriptURL(this.URLConfig.jsMSCTranscoder, true),\r\n wasmMSCTranscoder: Tools.GetBabylonScriptURL(this.URLConfig.wasmMSCTranscoder, true),\r\n wasmZSTDDecoder: Tools.GetBabylonScriptURL(this.URLConfig.wasmZSTDDecoder, true),\r\n };\r\n\r\n if (numWorkers && typeof Worker === \"function\" && typeof URL !== \"undefined\") {\r\n KhronosTextureContainer2._WorkerPoolPromise = new Promise((resolve) => {\r\n // eslint-disable-next-line @typescript-eslint/restrict-template-expressions\r\n const workerContent = `${applyConfig}(${workerFunction})()`;\r\n const workerBlobUrl = URL.createObjectURL(new Blob([workerContent], { type: \"application/javascript\" }));\r\n resolve(new AutoReleaseWorkerPool(numWorkers, async () => await initializeWebWorker(new Worker(workerBlobUrl), undefined, urls)));\r\n });\r\n } else {\r\n if (typeof KhronosTextureContainer2._KTX2DecoderModule === \"undefined\") {\r\n // eslint-disable-next-line github/no-then\r\n KhronosTextureContainer2._DecoderModulePromise = Tools.LoadBabylonScriptAsync(urls.jsDecoderModule).then(() => {\r\n KhronosTextureContainer2._KTX2DecoderModule = KTX2DECODER;\r\n KhronosTextureContainer2._KTX2DecoderModule.MSCTranscoder.UseFromWorkerThread = false;\r\n KhronosTextureContainer2._KTX2DecoderModule.WASMMemoryManager.LoadBinariesFromCurrentThread = true;\r\n applyConfig(urls, KhronosTextureContainer2._KTX2DecoderModule);\r\n // eslint-disable-next-line @typescript-eslint/no-unsafe-return\r\n return new KhronosTextureContainer2._KTX2DecoderModule.KTX2Decoder();\r\n });\r\n } else {\r\n KhronosTextureContainer2._KTX2DecoderModule.MSCTranscoder.UseFromWorkerThread = false;\r\n KhronosTextureContainer2._KTX2DecoderModule.WASMMemoryManager.LoadBinariesFromCurrentThread = true;\r\n KhronosTextureContainer2._DecoderModulePromise = Promise.resolve(new KhronosTextureContainer2._KTX2DecoderModule.KTX2Decoder());\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Constructor\r\n * @param engine The engine to use\r\n * @param numWorkersOrOptions The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.\r\n */\r\n public constructor(engine: AbstractEngine, numWorkersOrOptions: number | IKhronosTextureContainer2Options = KhronosTextureContainer2.DefaultNumWorkers) {\r\n this._engine = engine;\r\n const workerPoolOption = (typeof numWorkersOrOptions === \"object\" && numWorkersOrOptions.workerPool) || KhronosTextureContainer2.WorkerPool;\r\n if (workerPoolOption) {\r\n KhronosTextureContainer2._WorkerPoolPromise = Promise.resolve(workerPoolOption);\r\n } else {\r\n // set the KTX2 decoder module\r\n if (typeof numWorkersOrOptions === \"object\") {\r\n KhronosTextureContainer2._KTX2DecoderModule = numWorkersOrOptions?.binariesAndModulesContainer?.jsDecoderModule;\r\n } else if (typeof KTX2DECODER !== \"undefined\") {\r\n KhronosTextureContainer2._KTX2DecoderModule = KTX2DECODER;\r\n }\r\n const numberOfWorkers = typeof numWorkersOrOptions === \"number\" ? numWorkersOrOptions : (numWorkersOrOptions.numWorkers ?? KhronosTextureContainer2.DefaultNumWorkers);\r\n KhronosTextureContainer2._Initialize(numberOfWorkers);\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public async _uploadAsync(data: ArrayBufferView, internalTexture: InternalTexture, options?: IKTX2DecoderOptions & IDecodedData): Promise<void> {\r\n const caps = this._engine.getCaps();\r\n\r\n const compressedTexturesCaps: ICompressedFormatCapabilities = {\r\n astc: !!caps.astc,\r\n bptc: !!caps.bptc,\r\n s3tc: !!caps.s3tc,\r\n pvrtc: !!caps.pvrtc,\r\n etc2: !!caps.etc2,\r\n etc1: !!caps.etc1,\r\n };\r\n\r\n if (KhronosTextureContainer2._WorkerPoolPromise) {\r\n const workerPool = await KhronosTextureContainer2._WorkerPoolPromise;\r\n return await new Promise((resolve, reject) => {\r\n workerPool.push((worker, onComplete) => {\r\n const onError = (error: ErrorEvent) => {\r\n worker.removeEventListener(\"error\", onError);\r\n worker.removeEventListener(\"message\", onMessage);\r\n // eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors\r\n reject(error);\r\n onComplete();\r\n };\r\n\r\n const onMessage = (message: MessageEvent) => {\r\n if (message.data.action === \"decoded\") {\r\n worker.removeEventListener(\"error\", onError);\r\n worker.removeEventListener(\"message\", onMessage);\r\n if (!message.data.success) {\r\n // eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors\r\n reject({ message: message.data.msg });\r\n } else {\r\n try {\r\n this._createTexture(message.data.decodedData, internalTexture, options);\r\n resolve();\r\n } catch (err) {\r\n // eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors\r\n reject({ message: err });\r\n }\r\n }\r\n onComplete();\r\n }\r\n };\r\n\r\n worker.addEventListener(\"error\", onError);\r\n worker.addEventListener(\"message\", onMessage);\r\n worker.postMessage({ action: \"setDefaultDecoderOptions\", options: KhronosTextureContainer2.DefaultDecoderOptions._getKTX2DecoderOptions() });\r\n\r\n const dataCopy = new Uint8Array(data.byteLength);\r\n dataCopy.set(new Uint8Array(data.buffer, data.byteOffset, data.byteLength));\r\n\r\n worker.postMessage({ action: \"decode\", data: dataCopy, caps: compressedTexturesCaps, options }, [dataCopy.buffer]);\r\n });\r\n });\r\n } else if (KhronosTextureContainer2._DecoderModulePromise) {\r\n const decoder = await KhronosTextureContainer2._DecoderModulePromise;\r\n if (KhronosTextureContainer2.DefaultDecoderOptions.isDirty) {\r\n KhronosTextureContainer2._KTX2DecoderModule.KTX2Decoder.DefaultDecoderOptions = KhronosTextureContainer2.DefaultDecoderOptions._getKTX2DecoderOptions();\r\n }\r\n return await new Promise((resolve, reject) => {\r\n decoder\r\n .decode(data, caps)\r\n // eslint-disable-next-line github/no-then\r\n .then((data: IDecodedData) => {\r\n this._createTexture(data, internalTexture);\r\n resolve();\r\n })\r\n // eslint-disable-next-line github/no-then\r\n .catch((reason: any) => {\r\n // eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors\r\n reject({ message: reason });\r\n });\r\n });\r\n }\r\n\r\n throw new Error(\"KTX2 decoder module is not available\");\r\n }\r\n\r\n protected _createTexture(data: IDecodedData, internalTexture: InternalTexture, options?: IKTX2DecoderOptions & IDecodedData): void {\r\n const oglTexture2D = 3553; // gl.TEXTURE_2D\r\n\r\n this._engine._bindTextureDirectly(oglTexture2D, internalTexture);\r\n\r\n if (options) {\r\n // return back some information about the decoded data\r\n options.transcodedFormat = data.transcodedFormat;\r\n options.isInGammaSpace = data.isInGammaSpace;\r\n options.hasAlpha = data.hasAlpha;\r\n options.transcoderName = data.transcoderName;\r\n }\r\n\r\n let isUncompressedFormat = true;\r\n\r\n switch (data.transcodedFormat) {\r\n case 0x8058 /* RGBA8 */:\r\n internalTexture.type = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n internalTexture.format = Constants.TEXTUREFORMAT_RGBA;\r\n break;\r\n case 0x8229 /* R8 */:\r\n internalTexture.type = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n internalTexture.format = Constants.TEXTUREFORMAT_R;\r\n break;\r\n case 0x822b /* RG8 */:\r\n internalTexture.type = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n internalTexture.format = Constants.TEXTUREFORMAT_RG;\r\n break;\r\n default:\r\n internalTexture.format = data.transcodedFormat;\r\n isUncompressedFormat = false;\r\n break;\r\n }\r\n\r\n internalTexture._gammaSpace = data.isInGammaSpace;\r\n internalTexture.generateMipMaps = data.mipmaps.length > 1;\r\n\r\n if (data.errors) {\r\n throw new Error(\"KTX2 container - could not transcode the data. \" + data.errors);\r\n }\r\n\r\n for (let t = 0; t < data.mipmaps.length; ++t) {\r\n const mipmap = data.mipmaps[t];\r\n\r\n if (!mipmap || !mipmap.data) {\r\n throw new Error(\"KTX2 container - could not transcode one of the image\");\r\n }\r\n\r\n if (isUncompressedFormat) {\r\n // uncompressed RGBA / R8 / RG8\r\n internalTexture.width = mipmap.width; // need to set width/height so that the call to _uploadDataToTextureDirectly uses the right dimensions\r\n internalTexture.height = mipmap.height;\r\n\r\n this._engine._uploadDataToTextureDirectly(internalTexture, mipmap.data, 0, t, undefined, true);\r\n } else {\r\n this._engine._uploadCompressedDataToTextureDirectly(internalTexture, data.transcodedFormat, mipmap.width, mipmap.height, mipmap.data, 0, t);\r\n }\r\n }\r\n\r\n internalTexture._extension = \".ktx2\";\r\n internalTexture.width = data.mipmaps[0].width;\r\n internalTexture.height = data.mipmaps[0].height;\r\n internalTexture.isReady = true;\r\n\r\n this._engine._bindTextureDirectly(oglTexture2D, null);\r\n }\r\n\r\n /**\r\n * Checks if the given data starts with a KTX2 file identifier.\r\n * @param data the data to check\r\n * @returns true if the data is a KTX2 file or false otherwise\r\n */\r\n public static IsValid(data: ArrayBufferView): boolean {\r\n if (data.byteLength >= 12) {\r\n // '«', 'K', 'T', 'X', ' ', '2', '0', '»', '\\r', '\\n', '\\x1A', '\\n'\r\n const identifier = new Uint8Array(data.buffer, data.byteOffset, 12);\r\n if (\r\n identifier[0] === 0xab &&\r\n identifier[1] === 0x4b &&\r\n identifier[2] === 0x54 &&\r\n identifier[3] === 0x58 &&\r\n identifier[4] === 0x20 &&\r\n identifier[5] === 0x32 &&\r\n identifier[6] === 0x30 &&\r\n identifier[7] === 0xbb &&\r\n identifier[8] === 0x0d &&\r\n identifier[9] === 0x0a &&\r\n identifier[10] === 0x1a &&\r\n identifier[11] === 0x0a\r\n ) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n}\r\n"]}
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+
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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { InternalTexture } from \"../Materials/Textures/internalTexture\";\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { AutoReleaseWorkerPool } from \"./workerPool\";\r\nimport { Tools } from \"./tools\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { ICompressedFormatCapabilities, IDecodedData, IKTX2DecoderOptions } from \"core/Materials/Textures/ktx2decoderTypes\";\r\nimport { EngineFormat, TranscodeTarget } from \"core/Materials/Textures/ktx2decoderTypes\";\r\nimport type { AllowedKeys } from \"./khronosTextureContainer2Worker\";\r\nimport { applyConfig, initializeWebWorker, workerFunction } from \"./khronosTextureContainer2Worker\";\r\n\r\ndeclare let KTX2DECODER: any;\r\n\r\n/**\r\n * Class that defines the default KTX2 decoder options.\r\n *\r\n * This class is useful for providing options to the KTX2 decoder to control how the source data is transcoded.\r\n */\r\nexport class DefaultKTX2DecoderOptions {\r\n private _isDirty = true;\r\n\r\n /**\r\n * Gets the dirty flag\r\n */\r\n public get isDirty() {\r\n return this._isDirty;\r\n }\r\n\r\n private _useRGBAIfASTCBC7NotAvailableWhenUASTC?: boolean;\r\n /**\r\n * force a (uncompressed) RGBA transcoded format if transcoding a UASTC source format and ASTC + BC7 are not available as a compressed transcoded format\r\n */\r\n public get useRGBAIfASTCBC7NotAvailableWhenUASTC() {\r\n return this._useRGBAIfASTCBC7NotAvailableWhenUASTC;\r\n }\r\n\r\n public set useRGBAIfASTCBC7NotAvailableWhenUASTC(value: boolean | undefined) {\r\n if (this._useRGBAIfASTCBC7NotAvailableWhenUASTC === value) {\r\n return;\r\n }\r\n this._useRGBAIfASTCBC7NotAvailableWhenUASTC = value;\r\n this._isDirty = true;\r\n }\r\n\r\n private _useRGBAIfOnlyBC1BC3AvailableWhenUASTC?: boolean = true;\r\n /**\r\n * force a (uncompressed) RGBA transcoded format if transcoding a UASTC source format and only BC1 or BC3 are available as a compressed transcoded format.\r\n * This property is true by default to favor speed over memory, because currently transcoding from UASTC to BC1/3 is slow because the transcoder transcodes\r\n * to uncompressed and then recompresses the texture\r\n */\r\n public get useRGBAIfOnlyBC1BC3AvailableWhenUASTC() {\r\n return this._useRGBAIfOnlyBC1BC3AvailableWhenUASTC;\r\n }\r\n\r\n public set useRGBAIfOnlyBC1BC3AvailableWhenUASTC(value: boolean | undefined) {\r\n if (this._useRGBAIfOnlyBC1BC3AvailableWhenUASTC === value) {\r\n return;\r\n }\r\n this._useRGBAIfOnlyBC1BC3AvailableWhenUASTC = value;\r\n this._isDirty = true;\r\n }\r\n\r\n private _forceRGBA?: boolean;\r\n /**\r\n * force to always use (uncompressed) RGBA for transcoded format\r\n */\r\n public get forceRGBA() {\r\n return this._forceRGBA;\r\n }\r\n\r\n public set forceRGBA(value: boolean | undefined) {\r\n if (this._forceRGBA === value) {\r\n return;\r\n }\r\n this._forceRGBA = value;\r\n this._isDirty = true;\r\n }\r\n\r\n private _forceR8?: boolean;\r\n /**\r\n * force to always use (uncompressed) R8 for transcoded format\r\n */\r\n public get forceR8() {\r\n return this._forceR8;\r\n }\r\n\r\n public set forceR8(value: boolean | undefined) {\r\n if (this._forceR8 === value) {\r\n return;\r\n }\r\n this._forceR8 = value;\r\n this._isDirty = true;\r\n }\r\n\r\n private _forceRG8?: boolean;\r\n /**\r\n * force to always use (uncompressed) RG8 for transcoded format\r\n */\r\n public get forceRG8() {\r\n return this._forceRG8;\r\n }\r\n\r\n public set forceRG8(value: boolean | undefined) {\r\n if (this._forceRG8 === value) {\r\n return;\r\n }\r\n this._forceRG8 = value;\r\n this._isDirty = true;\r\n }\r\n\r\n private _bypassTranscoders?: string[];\r\n /**\r\n * list of transcoders to bypass when looking for a suitable transcoder. The available transcoders are:\r\n * UniversalTranscoder_UASTC_ASTC\r\n * UniversalTranscoder_UASTC_BC7\r\n * UniversalTranscoder_UASTC_RGBA_UNORM\r\n * UniversalTranscoder_UASTC_RGBA_SRGB\r\n * UniversalTranscoder_UASTC_R8_UNORM\r\n * UniversalTranscoder_UASTC_RG8_UNORM\r\n * MSCTranscoder\r\n */\r\n public get bypassTranscoders() {\r\n return this._bypassTranscoders;\r\n }\r\n\r\n public set bypassTranscoders(value: string[] | undefined) {\r\n if (this._bypassTranscoders === value) {\r\n return;\r\n }\r\n this._bypassTranscoders = value;\r\n this._isDirty = true;\r\n }\r\n\r\n private _ktx2DecoderOptions: IKTX2DecoderOptions = {};\r\n\r\n /** @internal */\r\n public _getKTX2DecoderOptions(): IKTX2DecoderOptions {\r\n if (!this._isDirty) {\r\n return this._ktx2DecoderOptions;\r\n }\r\n\r\n this._isDirty = false;\r\n\r\n const options: IKTX2DecoderOptions = {};\r\n\r\n if (this._useRGBAIfASTCBC7NotAvailableWhenUASTC !== undefined) {\r\n options.useRGBAIfASTCBC7NotAvailableWhenUASTC = this._useRGBAIfASTCBC7NotAvailableWhenUASTC;\r\n }\r\n if (this._forceRGBA !== undefined) {\r\n options.forceRGBA = this._forceRGBA;\r\n }\r\n if (this._forceR8 !== undefined) {\r\n options.forceR8 = this._forceR8;\r\n }\r\n if (this._forceRG8 !== undefined) {\r\n options.forceRG8 = this._forceRG8;\r\n }\r\n if (this._bypassTranscoders !== undefined) {\r\n options.bypassTranscoders = this._bypassTranscoders;\r\n }\r\n\r\n if (this.useRGBAIfOnlyBC1BC3AvailableWhenUASTC) {\r\n options.transcodeFormatDecisionTree = {\r\n UASTC: {\r\n transcodeFormat: [TranscodeTarget.BC1_RGB, TranscodeTarget.BC3_RGBA],\r\n yes: {\r\n transcodeFormat: TranscodeTarget.RGBA32,\r\n engineFormat: EngineFormat.RGBA8Format,\r\n roundToMultiple4: false,\r\n },\r\n },\r\n };\r\n }\r\n\r\n this._ktx2DecoderOptions = options;\r\n\r\n return options;\r\n }\r\n}\r\n\r\n/**\r\n * Options for the KTX2 decoder\r\n */\r\nexport interface IKhronosTextureContainer2Options {\r\n /**\r\n * Number of workers to use for async operations. Specify `0` to disable web workers and run synchronously in the current context.\r\n */\r\n numWorkers?: number;\r\n /**\r\n * Worker pool to use for async operations. If set, `numWorkers` will be ignored.\r\n */\r\n workerPool?: AutoReleaseWorkerPool;\r\n /**\r\n * Optional container for the KTX2 decoder module and its dependencies. If set, the module will be used from this container and the URLs will be ignored.\r\n */\r\n // No need for | any here\r\n // eslint-disable-next-line @typescript-eslint/no-redundant-type-constituents\r\n binariesAndModulesContainer?: { [key in AllowedKeys]?: ArrayBuffer | any };\r\n}\r\n\r\n/**\r\n * Class for loading KTX2 files\r\n */\r\nexport class KhronosTextureContainer2 {\r\n private static _WorkerPoolPromise?: Promise<AutoReleaseWorkerPool>;\r\n private static _DecoderModulePromise?: Promise<any>;\r\n private static _KTX2DecoderModule?: any;\r\n\r\n /**\r\n * URLs to use when loading the KTX2 decoder module as well as its dependencies\r\n * If a url is null, the default url is used (pointing to https://preview.babylonjs.com)\r\n * Note that jsDecoderModule can't be null and that the other dependencies will only be loaded if necessary\r\n * Urls you can change:\r\n * URLConfig.jsDecoderModule\r\n * URLConfig.wasmUASTCToASTC\r\n * URLConfig.wasmUASTCToBC7\r\n * URLConfig.wasmUASTCToRGBA_UNORM\r\n * URLConfig.wasmUASTCToRGBA_SRGB\r\n * URLConfig.wasmUASTCToR8_UNORM\r\n * URLConfig.wasmUASTCToRG8_UNORM\r\n * URLConfig.jsMSCTranscoder\r\n * URLConfig.wasmMSCTranscoder\r\n * URLConfig.wasmZSTDDecoder\r\n * You can see their default values in this PG: https://playground.babylonjs.com/#EIJH8L#29\r\n */\r\n public static URLConfig: {\r\n jsDecoderModule: string;\r\n wasmUASTCToASTC: Nullable<string>;\r\n wasmUASTCToBC7: Nullable<string>;\r\n wasmUASTCToRGBA_UNORM: Nullable<string>;\r\n wasmUASTCToRGBA_SRGB: Nullable<string>;\r\n wasmUASTCToR8_UNORM: Nullable<string>;\r\n wasmUASTCToRG8_UNORM: Nullable<string>;\r\n jsMSCTranscoder: Nullable<string>;\r\n wasmMSCTranscoder: Nullable<string>;\r\n wasmZSTDDecoder: Nullable<string>;\r\n } = {\r\n jsDecoderModule: \"https://cdn.babylonjs.com/babylon.ktx2Decoder.js\",\r\n wasmUASTCToASTC: null,\r\n wasmUASTCToBC7: null,\r\n wasmUASTCToRGBA_UNORM: null,\r\n wasmUASTCToRGBA_SRGB: null,\r\n wasmUASTCToR8_UNORM: null,\r\n wasmUASTCToRG8_UNORM: null,\r\n jsMSCTranscoder: null,\r\n wasmMSCTranscoder: null,\r\n wasmZSTDDecoder: null,\r\n };\r\n\r\n /**\r\n * If provided, this worker pool will be used instead of creating a new one.\r\n * This is useful when loading the WASM and the js modules on your own and\r\n * you want to use the ktxTextureLoader and not construct this class directly.\r\n */\r\n public static WorkerPool?: AutoReleaseWorkerPool;\r\n\r\n /**\r\n * Default number of workers used to handle data decoding\r\n */\r\n public static DefaultNumWorkers = KhronosTextureContainer2.GetDefaultNumWorkers();\r\n\r\n /**\r\n * Default configuration for the KTX2 decoder.\r\n * The options defined in this way have priority over those passed when creating a KTX2 texture with new Texture(...).\r\n */\r\n public static DefaultDecoderOptions = new DefaultKTX2DecoderOptions();\r\n\r\n private static GetDefaultNumWorkers(): number {\r\n if (typeof navigator !== \"object\" || !navigator.hardwareConcurrency) {\r\n return 1;\r\n }\r\n\r\n // Use 50% of the available logical processors but capped at 4.\r\n return Math.min(Math.floor(navigator.hardwareConcurrency * 0.5), 4);\r\n }\r\n\r\n private _engine: AbstractEngine;\r\n\r\n private static _Initialize(numWorkers: number): void {\r\n if (KhronosTextureContainer2._WorkerPoolPromise || KhronosTextureContainer2._DecoderModulePromise) {\r\n return;\r\n }\r\n\r\n const urls = {\r\n jsDecoderModule: Tools.GetBabylonScriptURL(this.URLConfig.jsDecoderModule, true),\r\n wasmUASTCToASTC: Tools.GetBabylonScriptURL(this.URLConfig.wasmUASTCToASTC, true),\r\n wasmUASTCToBC7: Tools.GetBabylonScriptURL(this.URLConfig.wasmUASTCToBC7, true),\r\n wasmUASTCToRGBA_UNORM: Tools.GetBabylonScriptURL(this.URLConfig.wasmUASTCToRGBA_UNORM, true),\r\n wasmUASTCToRGBA_SRGB: Tools.GetBabylonScriptURL(this.URLConfig.wasmUASTCToRGBA_SRGB, true),\r\n wasmUASTCToR8_UNORM: Tools.GetBabylonScriptURL(this.URLConfig.wasmUASTCToR8_UNORM, true),\r\n wasmUASTCToRG8_UNORM: Tools.GetBabylonScriptURL(this.URLConfig.wasmUASTCToRG8_UNORM, true),\r\n jsMSCTranscoder: Tools.GetBabylonScriptURL(this.URLConfig.jsMSCTranscoder, true),\r\n wasmMSCTranscoder: Tools.GetBabylonScriptURL(this.URLConfig.wasmMSCTranscoder, true),\r\n wasmZSTDDecoder: Tools.GetBabylonScriptURL(this.URLConfig.wasmZSTDDecoder, true),\r\n };\r\n\r\n if (numWorkers && typeof Worker === \"function\" && typeof URL !== \"undefined\") {\r\n KhronosTextureContainer2._WorkerPoolPromise = new Promise((resolve) => {\r\n // eslint-disable-next-line @typescript-eslint/restrict-template-expressions\r\n const workerContent = `${applyConfig}(${workerFunction})()`;\r\n const workerBlobUrl = URL.createObjectURL(new Blob([workerContent], { type: \"application/javascript\" }));\r\n resolve(new AutoReleaseWorkerPool(numWorkers, async () => await initializeWebWorker(new Worker(workerBlobUrl), undefined, urls)));\r\n });\r\n } else {\r\n if (typeof KhronosTextureContainer2._KTX2DecoderModule === \"undefined\") {\r\n // eslint-disable-next-line github/no-then\r\n KhronosTextureContainer2._DecoderModulePromise = Tools.LoadBabylonScriptAsync(urls.jsDecoderModule).then(() => {\r\n KhronosTextureContainer2._KTX2DecoderModule = KTX2DECODER;\r\n KhronosTextureContainer2._KTX2DecoderModule.MSCTranscoder.UseFromWorkerThread = false;\r\n KhronosTextureContainer2._KTX2DecoderModule.WASMMemoryManager.LoadBinariesFromCurrentThread = true;\r\n applyConfig(urls, KhronosTextureContainer2._KTX2DecoderModule);\r\n // eslint-disable-next-line @typescript-eslint/no-unsafe-return\r\n return new KhronosTextureContainer2._KTX2DecoderModule.KTX2Decoder();\r\n });\r\n } else {\r\n KhronosTextureContainer2._KTX2DecoderModule.MSCTranscoder.UseFromWorkerThread = false;\r\n KhronosTextureContainer2._KTX2DecoderModule.WASMMemoryManager.LoadBinariesFromCurrentThread = true;\r\n KhronosTextureContainer2._DecoderModulePromise = Promise.resolve(new KhronosTextureContainer2._KTX2DecoderModule.KTX2Decoder());\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Constructor\r\n * @param engine The engine to use\r\n * @param numWorkersOrOptions The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.\r\n */\r\n public constructor(engine: AbstractEngine, numWorkersOrOptions: number | IKhronosTextureContainer2Options = KhronosTextureContainer2.DefaultNumWorkers) {\r\n this._engine = engine;\r\n const workerPoolOption = (typeof numWorkersOrOptions === \"object\" && numWorkersOrOptions.workerPool) || KhronosTextureContainer2.WorkerPool;\r\n if (workerPoolOption) {\r\n KhronosTextureContainer2._WorkerPoolPromise = Promise.resolve(workerPoolOption);\r\n } else {\r\n // set the KTX2 decoder module\r\n if (typeof numWorkersOrOptions === \"object\") {\r\n KhronosTextureContainer2._KTX2DecoderModule = numWorkersOrOptions?.binariesAndModulesContainer?.jsDecoderModule;\r\n } else if (typeof KTX2DECODER !== \"undefined\") {\r\n KhronosTextureContainer2._KTX2DecoderModule = KTX2DECODER;\r\n }\r\n const numberOfWorkers = typeof numWorkersOrOptions === \"number\" ? numWorkersOrOptions : (numWorkersOrOptions.numWorkers ?? KhronosTextureContainer2.DefaultNumWorkers);\r\n KhronosTextureContainer2._Initialize(numberOfWorkers);\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public async _uploadAsync(data: ArrayBufferView, internalTexture: InternalTexture, options?: IKTX2DecoderOptions & IDecodedData): Promise<void> {\r\n const caps = this._engine.getCaps();\r\n\r\n const compressedTexturesCaps: ICompressedFormatCapabilities = {\r\n astc: !!caps.astc,\r\n bptc: !!caps.bptc,\r\n s3tc: !!caps.s3tc,\r\n pvrtc: !!caps.pvrtc,\r\n etc2: !!caps.etc2,\r\n etc1: !!caps.etc1,\r\n };\r\n\r\n if (KhronosTextureContainer2._WorkerPoolPromise) {\r\n const workerPool = await KhronosTextureContainer2._WorkerPoolPromise;\r\n return await new Promise((resolve, reject) => {\r\n workerPool.push((worker, onComplete) => {\r\n const onError = (error: ErrorEvent) => {\r\n worker.removeEventListener(\"error\", onError);\r\n worker.removeEventListener(\"message\", onMessage);\r\n // eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors\r\n reject(error);\r\n onComplete();\r\n };\r\n\r\n const onMessage = (message: MessageEvent) => {\r\n if (message.data.action === \"decoded\") {\r\n worker.removeEventListener(\"error\", onError);\r\n worker.removeEventListener(\"message\", onMessage);\r\n if (!message.data.success) {\r\n // eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors\r\n reject({ message: message.data.msg });\r\n } else {\r\n try {\r\n this._createTexture(message.data.decodedData, internalTexture, options);\r\n resolve();\r\n } catch (err) {\r\n // eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors\r\n reject({ message: err });\r\n }\r\n }\r\n onComplete();\r\n }\r\n };\r\n\r\n worker.addEventListener(\"error\", onError);\r\n worker.addEventListener(\"message\", onMessage);\r\n worker.postMessage({ action: \"setDefaultDecoderOptions\", options: KhronosTextureContainer2.DefaultDecoderOptions._getKTX2DecoderOptions() });\r\n\r\n const dataCopy = new Uint8Array(data.byteLength);\r\n dataCopy.set(new Uint8Array(data.buffer, data.byteOffset, data.byteLength));\r\n\r\n worker.postMessage({ action: \"decode\", data: dataCopy, caps: compressedTexturesCaps, options }, [dataCopy.buffer]);\r\n });\r\n });\r\n } else if (KhronosTextureContainer2._DecoderModulePromise) {\r\n const decoder = await KhronosTextureContainer2._DecoderModulePromise;\r\n if (KhronosTextureContainer2.DefaultDecoderOptions.isDirty) {\r\n KhronosTextureContainer2._KTX2DecoderModule.KTX2Decoder.DefaultDecoderOptions = KhronosTextureContainer2.DefaultDecoderOptions._getKTX2DecoderOptions();\r\n }\r\n return await new Promise((resolve, reject) => {\r\n decoder\r\n .decode(data, caps)\r\n // eslint-disable-next-line github/no-then\r\n .then((data: IDecodedData) => {\r\n this._createTexture(data, internalTexture);\r\n resolve();\r\n })\r\n // eslint-disable-next-line github/no-then\r\n .catch((reason: any) => {\r\n // eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors\r\n reject({ message: reason });\r\n });\r\n });\r\n }\r\n\r\n throw new Error(\"KTX2 decoder module is not available\");\r\n }\r\n\r\n protected _createTexture(data: IDecodedData, internalTexture: InternalTexture, options?: IKTX2DecoderOptions & IDecodedData): void {\r\n const oglTexture2D = 3553; // gl.TEXTURE_2D\r\n\r\n this._engine._bindTextureDirectly(oglTexture2D, internalTexture);\r\n\r\n if (options) {\r\n // return back some information about the decoded data\r\n options.transcodedFormat = data.transcodedFormat;\r\n options.isInGammaSpace = data.isInGammaSpace;\r\n options.hasAlpha = data.hasAlpha;\r\n options.transcoderName = data.transcoderName;\r\n }\r\n\r\n let isUncompressedFormat = true;\r\n\r\n switch (data.transcodedFormat) {\r\n case 0x8058 /* RGBA8 */:\r\n internalTexture.type = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n internalTexture.format = Constants.TEXTUREFORMAT_RGBA;\r\n break;\r\n case 0x8229 /* R8 */:\r\n internalTexture.type = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n internalTexture.format = Constants.TEXTUREFORMAT_R;\r\n break;\r\n case 0x822b /* RG8 */:\r\n internalTexture.type = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n internalTexture.format = Constants.TEXTUREFORMAT_RG;\r\n break;\r\n default:\r\n internalTexture.format = data.transcodedFormat;\r\n isUncompressedFormat = false;\r\n break;\r\n }\r\n\r\n internalTexture._gammaSpace = data.isInGammaSpace;\r\n internalTexture.generateMipMaps = data.mipmaps.length > 1;\r\n internalTexture.width = data.mipmaps[0].width;\r\n internalTexture.height = data.mipmaps[0].height;\r\n\r\n if (data.errors) {\r\n throw new Error(\"KTX2 container - could not transcode the data. \" + data.errors);\r\n }\r\n\r\n for (let t = 0; t < data.mipmaps.length; ++t) {\r\n const mipmap = data.mipmaps[t];\r\n\r\n if (!mipmap || !mipmap.data) {\r\n throw new Error(\"KTX2 container - could not transcode one of the image\");\r\n }\r\n\r\n if (isUncompressedFormat) {\r\n // uncompressed RGBA / R8 / RG8\r\n internalTexture.width = mipmap.width; // need to set width/height so that the call to _uploadDataToTextureDirectly uses the right dimensions\r\n internalTexture.height = mipmap.height;\r\n\r\n this._engine._uploadDataToTextureDirectly(internalTexture, mipmap.data, 0, t, undefined, true);\r\n } else {\r\n this._engine._uploadCompressedDataToTextureDirectly(internalTexture, data.transcodedFormat, mipmap.width, mipmap.height, mipmap.data, 0, t);\r\n }\r\n }\r\n\r\n internalTexture._extension = \".ktx2\";\r\n internalTexture.isReady = true;\r\n\r\n this._engine._bindTextureDirectly(oglTexture2D, null);\r\n }\r\n\r\n /**\r\n * Checks if the given data starts with a KTX2 file identifier.\r\n * @param data the data to check\r\n * @returns true if the data is a KTX2 file or false otherwise\r\n */\r\n public static IsValid(data: ArrayBufferView): boolean {\r\n if (data.byteLength >= 12) {\r\n // '«', 'K', 'T', 'X', ' ', '2', '0', '»', '\\r', '\\n', '\\x1A', '\\n'\r\n const identifier = new Uint8Array(data.buffer, data.byteOffset, 12);\r\n if (\r\n identifier[0] === 0xab &&\r\n identifier[1] === 0x4b &&\r\n identifier[2] === 0x54 &&\r\n identifier[3] === 0x58 &&\r\n identifier[4] === 0x20 &&\r\n identifier[5] === 0x32 &&\r\n identifier[6] === 0x30 &&\r\n identifier[7] === 0xbb &&\r\n identifier[8] === 0x0d &&\r\n identifier[9] === 0x0a &&\r\n identifier[10] === 0x1a &&\r\n identifier[11] === 0x0a\r\n ) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n}\r\n"]}
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{ Constants } from \"../Engines/constants\";\r\nimport { PostProcess } from \"../PostProcesses/postProcess\";\r\n\r\nimport { ApplyPostProcess } from \"./textureTools\";\r\n\r\nimport type { Texture } from \"../Materials/Textures/texture\";\r\nimport type { InternalTexture } from \"../Materials/Textures/internalTexture\";\r\nimport type { Scene } from \"../scene\";\r\nimport { ShaderLanguage } from \"core/Materials\";\r\n\r\n/**\r\n * Class used to host RGBD texture specific utilities\r\n */\r\nexport class RGBDTextureTools {\r\n /**\r\n * Expand the RGBD Texture from RGBD to Half Float if possible.\r\n * @param texture the texture to expand.\r\n */\r\n public static ExpandRGBDTexture(texture: Texture) {\r\n const internalTexture = texture._texture;\r\n if (!internalTexture || !texture.isRGBD) {\r\n return;\r\n }\r\n\r\n // Gets everything ready.\r\n const engine = internalTexture.getEngine();\r\n const caps = engine.getCaps();\r\n const isReady = internalTexture.isReady;\r\n let expandTexture = false;\r\n\r\n // If half float available we can uncompress the texture\r\n if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {\r\n expandTexture = true;\r\n internalTexture.type = Constants.TEXTURETYPE_HALF_FLOAT;\r\n }\r\n // If full float available we can uncompress the texture\r\n else if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {\r\n expandTexture = true;\r\n internalTexture.type = Constants.TEXTURETYPE_FLOAT;\r\n }\r\n\r\n if (expandTexture) {\r\n // Do not use during decode.\r\n internalTexture.isReady = false;\r\n internalTexture._isRGBD = false;\r\n internalTexture.invertY = false;\r\n }\r\n\r\n const expandRgbdTextureAsync = async () => {\r\n const isWebGpu = engine.isWebGPU;\r\n const shaderLanguage = isWebGpu ? ShaderLanguage.WGSL : ShaderLanguage.GLSL;\r\n internalTexture.isReady = false;\r\n\r\n if (isWebGpu) {\r\n await import(\"../ShadersWGSL/rgbdDecode.fragment\");\r\n } else {\r\n await import(\"../Shaders/rgbdDecode.fragment\");\r\n }\r\n\r\n // Expand the texture if possible\r\n // Simply run through the decode PP.\r\n const rgbdPostProcess = new PostProcess(\r\n \"rgbdDecode\",\r\n \"rgbdDecode\",\r\n null,\r\n null,\r\n 1,\r\n null,\r\n Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,\r\n engine,\r\n false,\r\n undefined,\r\n internalTexture.type,\r\n undefined,\r\n null,\r\n false,\r\n undefined,\r\n shaderLanguage\r\n );\r\n rgbdPostProcess.externalTextureSamplerBinding = true;\r\n\r\n // Hold the output of the decoding.\r\n const expandedTexture = engine.createRenderTargetTexture(internalTexture.width, {\r\n generateDepthBuffer: false,\r\n generateMipMaps: false,\r\n generateStencilBuffer: false,\r\n samplingMode: internalTexture.samplingMode,\r\n type: internalTexture.type,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n });\r\n\r\n rgbdPostProcess.onEffectCreatedObservable.addOnce((e) => {\r\n e.executeWhenCompiled(() => {\r\n // PP Render Pass\r\n rgbdPostProcess.onApply = (effect) => {\r\n effect._bindTexture(\"textureSampler\", internalTexture);\r\n effect.setFloat2(\"scale\", 1, 1);\r\n };\r\n texture.getScene()!.postProcessManager.directRender([rgbdPostProcess], expandedTexture, true);\r\n\r\n // Cleanup\r\n engine.restoreDefaultFramebuffer();\r\n engine._releaseTexture(internalTexture);\r\n if (rgbdPostProcess) {\r\n rgbdPostProcess.dispose();\r\n }\r\n\r\n // Internal Swap\r\n expandedTexture._swapAndDie(internalTexture);\r\n\r\n // Ready to get rolling again.\r\n internalTexture.isReady = true;\r\n });\r\n });\r\n };\r\n\r\n if (expandTexture) {\r\n if (isReady) {\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises\r\n expandRgbdTextureAsync();\r\n } else {\r\n // eslint-disable-next-line @typescript-eslint/no-misused-promises\r\n texture.onLoadObservable.addOnce(expandRgbdTextureAsync);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Encode the texture to RGBD if possible.\r\n * @param internalTexture the texture to encode\r\n * @param scene the scene hosting the texture\r\n * @param outputTextureType type of the texture in which the encoding is performed\r\n * @returns a promise with the internalTexture having its texture replaced by the result of the processing\r\n */\r\n // Should have \"Async\" in the name but this is a breaking change.\r\n // eslint-disable-next-line no-restricted-syntax\r\n public static async EncodeTextureToRGBD(internalTexture: InternalTexture, scene: Scene, outputTextureType = Constants.TEXTURETYPE_UNSIGNED_BYTE): Promise<InternalTexture> {\r\n if (!scene.getEngine().isWebGPU) {\r\n await import(\"../Shaders/rgbdEncode.fragment\");\r\n } else {\r\n await import(\"../ShadersWGSL/rgbdEncode.fragment\");\r\n }\r\n return await ApplyPostProcess(\"rgbdEncode\", internalTexture, scene, outputTextureType, Constants.TEXTURE_NEAREST_SAMPLINGMODE, Constants.TEXTUREFORMAT_RGBA);\r\n }\r\n}\r\n"]}
|
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1
|
+
{"version":3,"file":"rgbdTextureTools.js","sourceRoot":"","sources":["../../../../dev/core/src/Misc/rgbdTextureTools.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AACjD,OAAO,EAAE,WAAW,EAAE,MAAM,8BAA8B,CAAC;AAE3D,OAAO,EAAE,gBAAgB,EAAE,MAAM,gBAAgB,CAAC;AAOlD;;GAEG;AACH,MAAM,OAAO,gBAAgB;IACzB;;;OAGG;IACI,MAAM,CAAC,iBAAiB,CAAC,OAAgB;QAC5C,MAAM,eAAe,GAAG,OAAO,CAAC,QAAQ,CAAC;QACzC,IAAI,CAAC,eAAe,IAAI,CAAC,OAAO,CAAC,MAAM,EAAE,CAAC;YACtC,OAAO;QACX,CAAC;QAED,yBAAyB;QACzB,MAAM,MAAM,GAAG,eAAe,CAAC,SAAS,EAAE,CAAC;QAC3C,MAAM,IAAI,GAAG,MAAM,CAAC,OAAO,EAAE,CAAC;QAC9B,MAAM,OAAO,GAAG,eAAe,CAAC,OAAO,CAAC;QACxC,IAAI,aAAa,GAAG,KAAK,CAAC;QAE1B,wDAAwD;QACxD,IAAI,IAAI,CAAC,sBAAsB,IAAI,IAAI,CAAC,+BAA+B,EAAE,CAAC;YACtE,aAAa,GAAG,IAAI,CAAC;YACrB,eAAe,CAAC,IAAI,GAAG,SAAS,CAAC,sBAAsB,CAAC;QAC5D,CAAC;QACD,wDAAwD;aACnD,IAAI,IAAI,CAAC,kBAAkB,IAAI,IAAI,CAAC,2BAA2B,EAAE,CAAC;YACnE,aAAa,GAAG,IAAI,CAAC;YACrB,eAAe,CAAC,IAAI,GAAG,SAAS,CAAC,iBAAiB,CAAC;QACvD,CAAC;QAED,IAAI,aAAa,EAAE,CAAC;YAChB,4BAA4B;YAC5B,eAAe,CAAC,OAAO,GAAG,KAAK,CAAC;YAChC,eAAe,CAAC,OAAO,GAAG,KAAK,CAAC;YAChC,eAAe,CAAC,OAAO,GAAG,KAAK,CAAC;QACpC,CAAC;QAED,MAAM,sBAAsB,GAAG,KAAK,IAAI,EAAE;YACtC,MAAM,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;YACjC,MAAM,cAAc,GAAG,QAAQ,CAAC,CAAC,6BAAqB,CAAC,4BAAoB,CAAC;YAC5E,eAAe,CAAC,OAAO,GAAG,KAAK,CAAC;YAEhC,IAAI,QAAQ,EAAE,CAAC;gBACX,MAAM,MAAM,CAAC,oCAAoC,CAAC,CAAC;YACvD,CAAC;iBAAM,CAAC;gBACJ,MAAM,MAAM,CAAC,gCAAgC,CAAC,CAAC;YACnD,CAAC;YAED,iCAAiC;YACjC,oCAAoC;YACpC,MAAM,eAAe,GAAG,IAAI,WAAW,CACnC,YAAY,EACZ,YAAY,EACZ,IAAI,EACJ,IAAI,EACJ,CAAC,EACD,IAAI,EACJ,SAAS,CAAC,8BAA8B,EACxC,MAAM,EACN,KAAK,EACL,SAAS,EACT,eAAe,CAAC,IAAI,EACpB,SAAS,EACT,IAAI,EACJ,KAAK,EACL,SAAS,EACT,cAAc,CACjB,CAAC;YACF,eAAe,CAAC,6BAA6B,GAAG,IAAI,CAAC;YAErD,mCAAmC;YACnC,MAAM,eAAe,GAAG,MAAM,CAAC,yBAAyB,CAAC,eAAe,CAAC,KAAK,EAAE;gBAC5E,mBAAmB,EAAE,KAAK;gBAC1B,eAAe,EAAE,KAAK;gBACtB,qBAAqB,EAAE,KAAK;gBAC5B,YAAY,EAAE,eAAe,CAAC,YAAY;gBAC1C,IAAI,EAAE,eAAe,CAAC,IAAI;gBAC1B,MAAM,EAAE,SAAS,CAAC,kBAAkB;aACvC,CAAC,CAAC;YAEH,eAAe,CAAC,yBAAyB,CAAC,OAAO,CAAC,CAAC,CAAC,EAAE,EAAE;gBACpD,CAAC,CAAC,mBAAmB,CAAC,GAAG,EAAE;oBACvB,iBAAiB;oBACjB,eAAe,CAAC,OAAO,GAAG,CAAC,MAAM,EAAE,EAAE;wBACjC,MAAM,CAAC,YAAY,CAAC,gBAAgB,EAAE,eAAe,CAAC,CAAC;wBACvD,MAAM,CAAC,SAAS,CAAC,OAAO,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;oBACpC,CAAC,CAAC;oBACF,OAAO,CAAC,QAAQ,EAAG,CAAC,kBAAkB,CAAC,YAAY,CAAC,CAAC,eAAe,CAAC,EAAE,eAAe,EAAE,IAAI,CAAC,CAAC;oBAE9F,UAAU;oBACV,MAAM,CAAC,yBAAyB,EAAE,CAAC;oBACnC,MAAM,CAAC,eAAe,CAAC,eAAe,CAAC,CAAC;oBACxC,IAAI,eAAe,EAAE,CAAC;wBAClB,eAAe,CAAC,OAAO,EAAE,CAAC;oBAC9B,CAAC;oBAED,gBAAgB;oBAChB,eAAe,CAAC,WAAW,CAAC,eAAe,CAAC,CAAC;oBAE7C,8BAA8B;oBAC9B,eAAe,CAAC,OAAO,GAAG,IAAI,CAAC;gBACnC,CAAC,CAAC,CAAC;YACP,CAAC,CAAC,CAAC;QACP,CAAC,CAAC;QAEF,IAAI,aAAa,EAAE,CAAC;YAChB,IAAI,OAAO,EAAE,CAAC;gBACV,mEAAmE;gBACnE,sBAAsB,EAAE,CAAC;YAC7B,CAAC;iBAAM,CAAC;gBACJ,kEAAkE;gBAClE,OAAO,CAAC,gBAAgB,CAAC,OAAO,CAAC,sBAAsB,CAAC,CAAC;YAC7D,CAAC;QACL,CAAC;IACL,CAAC;IAED;;;;;;OAMG;IACH,iEAAiE;IACjE,gDAAgD;IACzC,MAAM,CAAC,KAAK,CAAC,mBAAmB,CAAC,eAAgC,EAAE,KAAY,EAAE,iBAAiB,GAAG,SAAS,CAAC,yBAAyB;QAC3I,IAAI,CAAC,KAAK,CAAC,SAAS,EAAE,CAAC,QAAQ,EAAE,CAAC;YAC9B,MAAM,MAAM,CAAC,gCAAgC,CAAC,CAAC;QACnD,CAAC;aAAM,CAAC;YACJ,MAAM,MAAM,CAAC,oCAAoC,CAAC,CAAC;QACvD,CAAC;QACD,OAAO,MAAM,gBAAgB,CAAC,YAAY,EAAE,eAAe,EAAE,KAAK,EAAE,iBAAiB,EAAE,SAAS,CAAC,4BAA4B,EAAE,SAAS,CAAC,kBAAkB,CAAC,CAAC;IACjK,CAAC;CACJ","sourcesContent":["import { Constants } from \"../Engines/constants\";\r\nimport { PostProcess } from \"../PostProcesses/postProcess\";\r\n\r\nimport { ApplyPostProcess } from \"./textureTools\";\r\n\r\nimport type { Texture } from \"../Materials/Textures/texture\";\r\nimport type { InternalTexture } from \"../Materials/Textures/internalTexture\";\r\nimport type { Scene } from \"../scene\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Class used to host RGBD texture specific utilities\r\n */\r\nexport class RGBDTextureTools {\r\n /**\r\n * Expand the RGBD Texture from RGBD to Half Float if possible.\r\n * @param texture the texture to expand.\r\n */\r\n public static ExpandRGBDTexture(texture: Texture) {\r\n const internalTexture = texture._texture;\r\n if (!internalTexture || !texture.isRGBD) {\r\n return;\r\n }\r\n\r\n // Gets everything ready.\r\n const engine = internalTexture.getEngine();\r\n const caps = engine.getCaps();\r\n const isReady = internalTexture.isReady;\r\n let expandTexture = false;\r\n\r\n // If half float available we can uncompress the texture\r\n if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {\r\n expandTexture = true;\r\n internalTexture.type = Constants.TEXTURETYPE_HALF_FLOAT;\r\n }\r\n // If full float available we can uncompress the texture\r\n else if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {\r\n expandTexture = true;\r\n internalTexture.type = Constants.TEXTURETYPE_FLOAT;\r\n }\r\n\r\n if (expandTexture) {\r\n // Do not use during decode.\r\n internalTexture.isReady = false;\r\n internalTexture._isRGBD = false;\r\n internalTexture.invertY = false;\r\n }\r\n\r\n const expandRgbdTextureAsync = async () => {\r\n const isWebGpu = engine.isWebGPU;\r\n const shaderLanguage = isWebGpu ? ShaderLanguage.WGSL : ShaderLanguage.GLSL;\r\n internalTexture.isReady = false;\r\n\r\n if (isWebGpu) {\r\n await import(\"../ShadersWGSL/rgbdDecode.fragment\");\r\n } else {\r\n await import(\"../Shaders/rgbdDecode.fragment\");\r\n }\r\n\r\n // Expand the texture if possible\r\n // Simply run through the decode PP.\r\n const rgbdPostProcess = new PostProcess(\r\n \"rgbdDecode\",\r\n \"rgbdDecode\",\r\n null,\r\n null,\r\n 1,\r\n null,\r\n Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,\r\n engine,\r\n false,\r\n undefined,\r\n internalTexture.type,\r\n undefined,\r\n null,\r\n false,\r\n undefined,\r\n shaderLanguage\r\n );\r\n rgbdPostProcess.externalTextureSamplerBinding = true;\r\n\r\n // Hold the output of the decoding.\r\n const expandedTexture = engine.createRenderTargetTexture(internalTexture.width, {\r\n generateDepthBuffer: false,\r\n generateMipMaps: false,\r\n generateStencilBuffer: false,\r\n samplingMode: internalTexture.samplingMode,\r\n type: internalTexture.type,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n });\r\n\r\n rgbdPostProcess.onEffectCreatedObservable.addOnce((e) => {\r\n e.executeWhenCompiled(() => {\r\n // PP Render Pass\r\n rgbdPostProcess.onApply = (effect) => {\r\n effect._bindTexture(\"textureSampler\", internalTexture);\r\n effect.setFloat2(\"scale\", 1, 1);\r\n };\r\n texture.getScene()!.postProcessManager.directRender([rgbdPostProcess], expandedTexture, true);\r\n\r\n // Cleanup\r\n engine.restoreDefaultFramebuffer();\r\n engine._releaseTexture(internalTexture);\r\n if (rgbdPostProcess) {\r\n rgbdPostProcess.dispose();\r\n }\r\n\r\n // Internal Swap\r\n expandedTexture._swapAndDie(internalTexture);\r\n\r\n // Ready to get rolling again.\r\n internalTexture.isReady = true;\r\n });\r\n });\r\n };\r\n\r\n if (expandTexture) {\r\n if (isReady) {\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises\r\n expandRgbdTextureAsync();\r\n } else {\r\n // eslint-disable-next-line @typescript-eslint/no-misused-promises\r\n texture.onLoadObservable.addOnce(expandRgbdTextureAsync);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Encode the texture to RGBD if possible.\r\n * @param internalTexture the texture to encode\r\n * @param scene the scene hosting the texture\r\n * @param outputTextureType type of the texture in which the encoding is performed\r\n * @returns a promise with the internalTexture having its texture replaced by the result of the processing\r\n */\r\n // Should have \"Async\" in the name but this is a breaking change.\r\n // eslint-disable-next-line no-restricted-syntax\r\n public static async EncodeTextureToRGBD(internalTexture: InternalTexture, scene: Scene, outputTextureType = Constants.TEXTURETYPE_UNSIGNED_BYTE): Promise<InternalTexture> {\r\n if (!scene.getEngine().isWebGPU) {\r\n await import(\"../Shaders/rgbdEncode.fragment\");\r\n } else {\r\n await import(\"../ShadersWGSL/rgbdEncode.fragment\");\r\n }\r\n return await ApplyPostProcess(\"rgbdEncode\", internalTexture, scene, outputTextureType, Constants.TEXTURE_NEAREST_SAMPLINGMODE, Constants.TEXTUREFORMAT_RGBA);\r\n }\r\n}\r\n"]}
|
|
@@ -4,6 +4,7 @@ import type { IScreenshotSize } from "./interfaces/screenshotSize.js";
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4
4
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import type { AbstractEngine } from "../Engines/abstractEngine.js";
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/**
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* Captures a screenshot of the current rendering
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+
* Please note that simultaneous screenshots are not supported: you must wait until one screenshot is complete before taking another.
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* @see https://doc.babylonjs.com/features/featuresDeepDive/scene/renderToPNG
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* @param engine defines the rendering engine
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9
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* @param camera defines the source camera. If the camera is not the scene's active camera, {@link CreateScreenshotUsingRenderTarget} will be used instead, and `useFill` will be ignored
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@@ -20,10 +21,12 @@ import type { AbstractEngine } from "../Engines/abstractEngine.js";
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* @param forceDownload force the system to download the image even if a successCallback is provided
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* @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.
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* @param useFill fill the screenshot dimensions with the render canvas and clip any overflow. If false, fit the canvas within the screenshot, as in letterboxing.
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* @param clearWithSceneColor If true, the screenshot canvas will be cleared with the scene clear color before copying the render.
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*/
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-
export declare function CreateScreenshot(engine: AbstractEngine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, forceDownload?: boolean, quality?: number, useFill?: boolean): void;
|
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+
export declare function CreateScreenshot(engine: AbstractEngine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, forceDownload?: boolean, quality?: number, useFill?: boolean, clearWithSceneColor?: boolean): void;
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/**
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* Captures a screenshot of the current rendering
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* Please note that simultaneous screenshots are not supported: you must wait until one screenshot is complete before taking another.
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* @see https://doc.babylonjs.com/features/featuresDeepDive/scene/renderToPNG
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* @param engine defines the rendering engine
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* @param camera defines the source camera. If the camera is not the scene's active camera, {@link CreateScreenshotUsingRenderTarget} will be used instead, and `useFill` will be ignored
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@@ -36,13 +39,15 @@ export declare function CreateScreenshot(engine: AbstractEngine, camera: Camera,
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* Check your browser for supported MIME types
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* @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.
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* @param useFill fill the screenshot dimensions with the render canvas and clip any overflow. If false, fit the canvas within the screenshot, as in letterboxing.
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+
* @param clearWithSceneColor If true, the screenshot canvas will be cleared with the scene clear color before copying the render.
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* @returns screenshot as a string of base64-encoded characters. This string can be assigned
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* to the src parameter of an <img> to display it
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*/
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-
export declare function CreateScreenshotAsync(engine: AbstractEngine, camera: Camera, size: IScreenshotSize | number, mimeType?: string, quality?: number, useFill?: boolean): Promise<string>;
|
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46
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+
export declare function CreateScreenshotAsync(engine: AbstractEngine, camera: Camera, size: IScreenshotSize | number, mimeType?: string, quality?: number, useFill?: boolean, clearWithSceneColor?: boolean): Promise<string>;
|
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/**
|
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* Captures and automatically downloads a screenshot of the current rendering for a specific size. This will render the entire canvas but will generate a blink (due to canvas resize)
|
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45
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* If screenshot image data is needed, use {@link CreateScreenshotAsync} instead.
|
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+
* Please note that simultaneous screenshots are not supported: you must wait until one screenshot is complete before taking another.
|
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* @see https://doc.babylonjs.com/features/featuresDeepDive/scene/renderToPNG
|
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* @param engine defines the rendering engine
|
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* @param camera defines the source camera. If the camera is not the scene's active camera, {@link CreateScreenshotUsingRenderTarget} will be used instead, and `useFill` will be ignored
|
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@@ -57,6 +62,7 @@ export declare function CreateScreenshotAsync(engine: AbstractEngine, camera: Ca
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export declare function CreateScreenshotWithResizeAsync(engine: AbstractEngine, camera: Camera, width: number, height: number, mimeType?: string, quality?: number, useFill?: boolean): Promise<void>;
|
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/**
|
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* Generates an image screenshot from the specified camera.
|
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+
* Please note that simultaneous screenshots are not supported: you must wait until one screenshot is complete before taking another.
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* @see https://doc.babylonjs.com/features/featuresDeepDive/scene/renderToPNG
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* @param engine The engine to use for rendering
|
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* @param camera The camera to use for rendering
|
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@@ -83,6 +89,7 @@ export declare function CreateScreenshotWithResizeAsync(engine: AbstractEngine,
|
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export declare function CreateScreenshotUsingRenderTarget(engine: AbstractEngine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string, renderSprites?: boolean, enableStencilBuffer?: boolean, useLayerMask?: boolean, quality?: number, customizeTexture?: (texture: RenderTargetTexture) => void, customDumpData?: (width: number, height: number, data: ArrayBufferView, successCallback?: (data: string | ArrayBuffer) => void, mimeType?: string, fileName?: string, invertY?: boolean, toArrayBuffer?: boolean, quality?: number) => void): void;
|
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/**
|
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85
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* Generates an image screenshot from the specified camera.
|
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92
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+
* Please note that simultaneous screenshots are not supported: you must wait until one screenshot is complete before taking another.
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* @see https://doc.babylonjs.com/features/featuresDeepDive/scene/renderToPNG
|
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* @param engine The engine to use for rendering
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* @param camera The camera to use for rendering
|
package/Misc/screenshotTools.js
CHANGED
|
@@ -10,6 +10,7 @@ import { _RetryWithInterval } from "./timingTools.js";
|
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10
10
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let screenshotCanvas = null;
|
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11
11
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/**
|
|
12
12
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* Captures a screenshot of the current rendering
|
|
13
|
+
* Please note that simultaneous screenshots are not supported: you must wait until one screenshot is complete before taking another.
|
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13
14
|
* @see https://doc.babylonjs.com/features/featuresDeepDive/scene/renderToPNG
|
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* @param engine defines the rendering engine
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* @param camera defines the source camera. If the camera is not the scene's active camera, {@link CreateScreenshotUsingRenderTarget} will be used instead, and `useFill` will be ignored
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* @param forceDownload force the system to download the image even if a successCallback is provided
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* @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.
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* @param useFill fill the screenshot dimensions with the render canvas and clip any overflow. If false, fit the canvas within the screenshot, as in letterboxing.
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* @param clearWithSceneColor If true, the screenshot canvas will be cleared with the scene clear color before copying the render.
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*/
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export function CreateScreenshot(engine, camera, size, successCallback, mimeType = "image/png", forceDownload = false, quality, useFill = false) {
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export function CreateScreenshot(engine, camera, size, successCallback, mimeType = "image/png", forceDownload = false, quality, useFill = false, clearWithSceneColor = false) {
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const { height, width } = GetScreenshotSize(engine, camera, size);
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if (!(height && width)) {
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Logger.Error("Invalid 'size' parameter !");
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// Center the image in the screenshot canvas
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const offsetX = (destWidth - newWidth) / 2;
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const offsetY = (destHeight - newHeight) / 2;
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renderContext.save();
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renderContext.fillStyle = clearWithSceneColor ? scene.clearColor.toHexString() : "rgba(0, 0, 0, 0)";
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renderContext.fillRect(0, 0, width, height);
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renderContext.restore();
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renderContext.drawImage(renderingCanvas, 0, 0, srcWidth, srcHeight, offsetX, offsetY, newWidth, newHeight);
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if (forceDownload) {
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Tools.EncodeScreenshotCanvasData(screenshotCanvas, undefined, mimeType, undefined, quality);
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@@ -89,6 +95,7 @@ export function CreateScreenshot(engine, camera, size, successCallback, mimeType
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}
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/**
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* Captures a screenshot of the current rendering
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* Please note that simultaneous screenshots are not supported: you must wait until one screenshot is complete before taking another.
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* @see https://doc.babylonjs.com/features/featuresDeepDive/scene/renderToPNG
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* @param engine defines the rendering engine
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* @param camera defines the source camera. If the camera is not the scene's active camera, {@link CreateScreenshotUsingRenderTarget} will be used instead, and `useFill` will be ignored
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@@ -101,10 +108,11 @@ export function CreateScreenshot(engine, camera, size, successCallback, mimeType
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* Check your browser for supported MIME types
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* @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.
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* @param useFill fill the screenshot dimensions with the render canvas and clip any overflow. If false, fit the canvas within the screenshot, as in letterboxing.
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* @param clearWithSceneColor If true, the screenshot canvas will be cleared with the scene clear color before copying the render.
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* @returns screenshot as a string of base64-encoded characters. This string can be assigned
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* to the src parameter of an <img> to display it
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*/
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export async function CreateScreenshotAsync(engine, camera, size, mimeType = "image/png", quality, useFill = false) {
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export async function CreateScreenshotAsync(engine, camera, size, mimeType = "image/png", quality, useFill = false, clearWithSceneColor = false) {
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return await new Promise((resolve, reject) => {
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CreateScreenshot(engine, camera, size, (data) => {
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if (typeof data !== "undefined") {
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@@ -113,12 +121,13 @@ export async function CreateScreenshotAsync(engine, camera, size, mimeType = "im
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else {
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reject(new Error("Data is undefined"));
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}
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-
}, mimeType, undefined, quality, useFill);
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}, mimeType, undefined, quality, useFill, clearWithSceneColor);
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});
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}
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/**
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* Captures and automatically downloads a screenshot of the current rendering for a specific size. This will render the entire canvas but will generate a blink (due to canvas resize)
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* If screenshot image data is needed, use {@link CreateScreenshotAsync} instead.
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+
* Please note that simultaneous screenshots are not supported: you must wait until one screenshot is complete before taking another.
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* @see https://doc.babylonjs.com/features/featuresDeepDive/scene/renderToPNG
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* @param engine defines the rendering engine
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* @param camera defines the source camera. If the camera is not the scene's active camera, {@link CreateScreenshotUsingRenderTarget} will be used instead, and `useFill` will be ignored
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@@ -139,6 +148,7 @@ export async function CreateScreenshotWithResizeAsync(engine, camera, width, hei
|
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|
}
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/**
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* Generates an image screenshot from the specified camera.
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+
* Please note that simultaneous screenshots are not supported: you must wait until one screenshot is complete before taking another.
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* @see https://doc.babylonjs.com/features/featuresDeepDive/scene/renderToPNG
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* @param engine The engine to use for rendering
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* @param camera The camera to use for rendering
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@@ -299,6 +309,7 @@ export function CreateScreenshotUsingRenderTarget(engine, camera, size, successC
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}
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/**
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* Generates an image screenshot from the specified camera.
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+
* Please note that simultaneous screenshots are not supported: you must wait until one screenshot is complete before taking another.
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* @see https://doc.babylonjs.com/features/featuresDeepDive/scene/renderToPNG
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* @param engine The engine to use for rendering
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* @param camera The camera to use for rendering
|