@onerjs/core 8.27.13 → 8.28.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
@@ -48,12 +48,11 @@ export declare function GetFloatData(data: DataArray, size: number, type: number
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  * @param type the component type
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  * @param byteOffset the byte offset of the data
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  * @param byteStride the byte stride of the data
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- * @param normalized whether the data is normalized
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  * @param totalVertices number of vertices in the buffer to take into account
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  * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
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  * @returns a typed array containing vertex data
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  */
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- export declare function GetTypedArrayData(data: DataArray, size: number, type: number, byteOffset: number, byteStride: number, normalized: boolean, totalVertices: number, forceCopy?: boolean): VertexDataTypedArray;
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+ export declare function GetTypedArrayData(data: DataArray, size: number, type: number, byteOffset: number, byteStride: number, totalVertices: number, forceCopy?: boolean): VertexDataTypedArray;
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  /**
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  * Copies the given data array to the given float array.
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  * @param input the input data array
@@ -243,12 +243,11 @@ export function GetFloatData(data, size, type, byteOffset, byteStride, normalize
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  * @param type the component type
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  * @param byteOffset the byte offset of the data
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  * @param byteStride the byte stride of the data
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- * @param normalized whether the data is normalized
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  * @param totalVertices number of vertices in the buffer to take into account
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  * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
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  * @returns a typed array containing vertex data
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  */
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- export function GetTypedArrayData(data, size, type, byteOffset, byteStride, normalized, totalVertices, forceCopy) {
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+ export function GetTypedArrayData(data, size, type, byteOffset, byteStride, totalVertices, forceCopy) {
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  const typeByteLength = GetTypeByteLength(type);
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  const constructor = GetTypedArrayConstructor(type);
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  const count = totalVertices * size;
@@ -268,7 +267,7 @@ export function GetTypedArrayData(data, size, type, byteOffset, byteStride, norm
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  }
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  if (stride !== size) {
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  const copy = new constructor(count);
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- EnumerateFloatValues(data, byteOffset, byteStride, size, type, count, normalized, (values, index) => {
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+ EnumerateFloatValues(data, byteOffset, byteStride, size, type, count, false, (values, index) => {
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  for (let i = 0; i < size; i++) {
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  copy[index + i] = values[i];
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  }
@@ -297,7 +296,7 @@ export function GetTypedArrayData(data, size, type, byteOffset, byteStride, norm
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  }
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  if (byteStride !== tightlyPackedByteStride) {
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  const copy = new constructor(count);
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- EnumerateFloatValues(buffer, adjustedByteOffset, byteStride, size, type, count, normalized, (values, index) => {
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+ EnumerateFloatValues(buffer, adjustedByteOffset, byteStride, size, type, count, false, (values, index) => {
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  for (let i = 0; i < size; i++) {
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  copy[index + i] = values[i];
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  }
@@ -1 +1 @@
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- 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Constants.SHORT: {\r\n if (normalized) {\r\n value = Math.round(value * 32767);\r\n }\r\n dataView.setInt16(byteOffset, value, true);\r\n break;\r\n }\r\n case Constants.UNSIGNED_SHORT: {\r\n if (normalized) {\r\n value = Math.round(value * 65535);\r\n }\r\n dataView.setUint16(byteOffset, value, true);\r\n break;\r\n }\r\n case Constants.INT: {\r\n dataView.setInt32(byteOffset, value, true);\r\n break;\r\n }\r\n case Constants.UNSIGNED_INT: {\r\n dataView.setUint32(byteOffset, value, true);\r\n break;\r\n }\r\n case Constants.FLOAT: {\r\n dataView.setFloat32(byteOffset, value, true);\r\n break;\r\n }\r\n default: {\r\n throw new Error(`Invalid component type ${type}`);\r\n }\r\n }\r\n}\r\n\r\n/**\r\n * Gets the byte length of the given type.\r\n * @param type the type\r\n * @returns the number of bytes\r\n */\r\nexport function GetTypeByteLength(type: number): number {\r\n switch (type) {\r\n case Constants.BYTE:\r\n case Constants.UNSIGNED_BYTE:\r\n return 1;\r\n case Constants.SHORT:\r\n case Constants.UNSIGNED_SHORT:\r\n return 2;\r\n case Constants.INT:\r\n case Constants.UNSIGNED_INT:\r\n case Constants.FLOAT:\r\n return 4;\r\n default:\r\n throw new Error(`Invalid type '${type}'`);\r\n }\r\n}\r\n\r\n/**\r\n * Gets the appropriate TypedArray constructor for the given component type.\r\n * @param componentType the component type\r\n * @returns the constructor object\r\n */\r\nexport function GetTypedArrayConstructor(componentType: number): TypedArrayConstructor<VertexDataTypedArray> {\r\n switch (componentType) {\r\n case Constants.BYTE:\r\n return Int8Array;\r\n case Constants.UNSIGNED_BYTE:\r\n return Uint8Array;\r\n case Constants.SHORT:\r\n return Int16Array;\r\n case Constants.UNSIGNED_SHORT:\r\n return Uint16Array;\r\n case Constants.INT:\r\n return Int32Array;\r\n case Constants.UNSIGNED_INT:\r\n return Uint32Array;\r\n case Constants.FLOAT:\r\n return Float32Array;\r\n default:\r\n throw new Error(`Invalid component type '${componentType}'`);\r\n }\r\n}\r\n\r\n/**\r\n * Enumerates each value of the data array and calls the given callback.\r\n * @param data the data to enumerate\r\n * @param byteOffset the byte offset of the data\r\n * @param byteStride the byte stride of the data\r\n * @param componentCount the number of components per element\r\n * @param componentType the type of the component\r\n * @param count the number of values to enumerate\r\n * @param normalized whether the data is normalized\r\n * @param callback the callback function called for each group of component values\r\n */\r\nexport function EnumerateFloatValues(\r\n data: DataArray,\r\n byteOffset: number,\r\n byteStride: number,\r\n componentCount: number,\r\n componentType: number,\r\n count: number,\r\n normalized: boolean,\r\n callback: (values: number[], index: number) => void\r\n): void {\r\n const oldValues = new Array<number>(componentCount);\r\n const newValues = new Array<number>(componentCount);\r\n\r\n if (data instanceof Array) {\r\n let offset = byteOffset / 4;\r\n const stride = byteStride / 4;\r\n for (let index = 0; index < count; index += componentCount) {\r\n for (let componentIndex = 0; componentIndex < componentCount; componentIndex++) {\r\n oldValues[componentIndex] = newValues[componentIndex] = data[offset + componentIndex];\r\n }\r\n\r\n callback(newValues, index);\r\n\r\n for (let componentIndex = 0; componentIndex < componentCount; componentIndex++) {\r\n if (oldValues[componentIndex] !== newValues[componentIndex]) {\r\n data[offset + componentIndex] = newValues[componentIndex];\r\n }\r\n }\r\n\r\n offset += stride;\r\n }\r\n } else {\r\n const dataView = !ArrayBuffer.isView(data) ? new DataView(data) : new DataView(data.buffer, data.byteOffset, data.byteLength);\r\n const componentByteLength = GetTypeByteLength(componentType);\r\n for (let index = 0; index < count; index += componentCount) {\r\n for (let componentIndex = 0, componentByteOffset = byteOffset; componentIndex < componentCount; componentIndex++, componentByteOffset += componentByteLength) {\r\n oldValues[componentIndex] = newValues[componentIndex] = GetFloatValue(dataView, componentType, componentByteOffset, normalized);\r\n }\r\n\r\n callback(newValues, index);\r\n\r\n for (let componentIndex = 0, componentByteOffset = byteOffset; componentIndex < componentCount; componentIndex++, componentByteOffset += componentByteLength) {\r\n if (oldValues[componentIndex] !== newValues[componentIndex]) {\r\n SetFloatValue(dataView, componentType, componentByteOffset, normalized, newValues[componentIndex]);\r\n }\r\n }\r\n\r\n byteOffset += byteStride;\r\n }\r\n }\r\n}\r\n\r\n/**\r\n * Gets the given data array as a float array. Float data is constructed if the data array cannot be returned directly.\r\n * @param data the input data array\r\n * @param size the number of components\r\n * @param type the component type\r\n * @param byteOffset the byte offset of the data\r\n * @param byteStride the byte stride of the data\r\n * @param normalized whether the data is normalized\r\n * @param totalVertices number of vertices in the buffer to take into account\r\n * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it\r\n * @returns a float array containing vertex data\r\n */\r\nexport function GetFloatData(\r\n data: DataArray,\r\n size: number,\r\n type: number,\r\n byteOffset: number,\r\n byteStride: number,\r\n normalized: boolean,\r\n totalVertices: number,\r\n forceCopy?: boolean\r\n): FloatArray {\r\n const tightlyPackedByteStride = size * GetTypeByteLength(type);\r\n const count = totalVertices * size;\r\n\r\n if (type !== Constants.FLOAT || byteStride !== tightlyPackedByteStride) {\r\n const copy = new Float32Array(count);\r\n EnumerateFloatValues(data, byteOffset, byteStride, size, type, count, normalized, (values, index) => {\r\n for (let i = 0; i < size; i++) {\r\n copy[index + i] = values[i];\r\n }\r\n });\r\n return copy;\r\n }\r\n\r\n if (!(data instanceof Array || data instanceof Float32Array) || byteOffset !== 0 || data.length !== count) {\r\n if (data instanceof Array) {\r\n const offset = byteOffset / 4;\r\n return data.slice(offset, offset + count);\r\n } else if (data instanceof ArrayBuffer) {\r\n return new Float32Array(data, byteOffset, count);\r\n } else {\r\n const offset = data.byteOffset + byteOffset;\r\n if ((offset & 3) !== 0) {\r\n Logger.Warn(\"Float array must be aligned to 4-bytes border\");\r\n forceCopy = true;\r\n }\r\n\r\n if (forceCopy) {\r\n return new Float32Array(data.buffer.slice(offset, offset + count * Float32Array.BYTES_PER_ELEMENT));\r\n } else {\r\n return new Float32Array(data.buffer, offset, count);\r\n }\r\n }\r\n }\r\n\r\n if (forceCopy) {\r\n return data.slice();\r\n }\r\n\r\n return data;\r\n}\r\n\r\n/**\r\n * Gets the given data array as a typed array that matches the component type. If the data cannot be used directly, a copy is made to support the new typed array.\r\n * If the data is number[], byteOffset and byteStride must be a multiple of 4, as data will be treated like a list of floats.\r\n * @param data the input data array\r\n * @param size the number of components\r\n * @param type the component type\r\n * @param byteOffset the byte offset of the data\r\n * @param byteStride the byte stride of the data\r\n * @param normalized whether the data is normalized\r\n * @param totalVertices number of vertices in the buffer to take into account\r\n * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it\r\n * @returns a typed array containing vertex data\r\n */\r\nexport function GetTypedArrayData(\r\n data: DataArray,\r\n size: number,\r\n type: number,\r\n byteOffset: number,\r\n byteStride: number,\r\n normalized: boolean,\r\n totalVertices: number,\r\n forceCopy?: boolean\r\n): VertexDataTypedArray {\r\n const typeByteLength = GetTypeByteLength(type);\r\n const constructor = GetTypedArrayConstructor(type);\r\n const count = totalVertices * size;\r\n\r\n // Handle number[]\r\n if (Array.isArray(data)) {\r\n if ((byteOffset & 3) !== 0 || (byteStride & 3) !== 0) {\r\n throw new Error(\"byteOffset and byteStride must be a multiple of 4 for number[] data.\");\r\n }\r\n\r\n const offset = byteOffset / 4;\r\n const stride = byteStride / 4;\r\n\r\n const lastIndex = offset + (totalVertices - 1) * stride + size;\r\n if (lastIndex > data.length) {\r\n throw new Error(\"Last accessed index is out of bounds.\");\r\n }\r\n\r\n if (stride < size) {\r\n throw new Error(\"Data stride cannot be smaller than the component size.\");\r\n }\r\n if (stride !== size) {\r\n const copy = new constructor(count);\r\n EnumerateFloatValues(data, byteOffset, byteStride, size, type, count, normalized, (values, index) => {\r\n for (let i = 0; i < size; i++) {\r\n copy[index + i] = values[i];\r\n }\r\n });\r\n return copy;\r\n }\r\n\r\n return new constructor(data.slice(offset, offset + count));\r\n }\r\n\r\n // Handle ArrayBuffer and ArrayBufferView\r\n let buffer: ArrayBuffer;\r\n let adjustedByteOffset = byteOffset;\r\n\r\n if (data instanceof ArrayBuffer) {\r\n buffer = data;\r\n } else {\r\n buffer = data.buffer;\r\n adjustedByteOffset += data.byteOffset;\r\n }\r\n\r\n const lastByteOffset = adjustedByteOffset + (totalVertices - 1) * byteStride + size * typeByteLength;\r\n if (lastByteOffset > buffer.byteLength) {\r\n throw new Error(\"Last accessed byte is out of bounds.\");\r\n }\r\n\r\n const tightlyPackedByteStride = size * typeByteLength;\r\n if (byteStride < tightlyPackedByteStride) {\r\n throw new Error(\"Byte stride cannot be smaller than the component's byte size.\");\r\n }\r\n if (byteStride !== tightlyPackedByteStride) {\r\n const copy = new constructor(count);\r\n EnumerateFloatValues(buffer, adjustedByteOffset, byteStride, size, type, count, normalized, (values, index) => {\r\n for (let i = 0; i < size; i++) {\r\n copy[index + i] = values[i];\r\n }\r\n });\r\n return copy;\r\n }\r\n\r\n if (typeByteLength !== 1 && (adjustedByteOffset & (typeByteLength - 1)) !== 0) {\r\n Logger.Warn(\"Array must be aligned to border of element size. Data will be copied.\");\r\n forceCopy = true;\r\n }\r\n\r\n if (forceCopy) {\r\n return new constructor(buffer.slice(adjustedByteOffset, adjustedByteOffset + count * typeByteLength));\r\n }\r\n\r\n return new constructor(buffer, adjustedByteOffset, count);\r\n}\r\n\r\n/**\r\n * Copies the given data array to the given float array.\r\n * @param input the input data array\r\n * @param size the number of components\r\n * @param type the component type\r\n * @param byteOffset the byte offset of the data\r\n * @param byteStride the byte stride of the data\r\n * @param normalized whether the data is normalized\r\n * @param totalVertices number of vertices in the buffer to take into account\r\n * @param output the output float array\r\n */\r\nexport function CopyFloatData(\r\n input: DataArray,\r\n size: number,\r\n type: number,\r\n byteOffset: number,\r\n byteStride: number,\r\n normalized: boolean,\r\n totalVertices: number,\r\n output: Float32Array\r\n): void {\r\n const tightlyPackedByteStride = size * GetTypeByteLength(type);\r\n const count = totalVertices * size;\r\n\r\n if (output.length !== count) {\r\n throw new Error(\"Output length is not valid\");\r\n }\r\n\r\n if (type !== Constants.FLOAT || byteStride !== tightlyPackedByteStride) {\r\n EnumerateFloatValues(input, byteOffset, byteStride, size, type, count, normalized, (values, index) => {\r\n for (let i = 0; i < size; i++) {\r\n output[index + i] = values[i];\r\n }\r\n });\r\n return;\r\n }\r\n\r\n if (input instanceof Array) {\r\n const offset = byteOffset / 4;\r\n output.set(input, offset);\r\n } else if (input instanceof ArrayBuffer) {\r\n const floatData = new Float32Array(input, byteOffset, count);\r\n output.set(floatData);\r\n } else {\r\n const offset = input.byteOffset + byteOffset;\r\n if ((offset & 3) !== 0) {\r\n Logger.Warn(\"Float array must be aligned to 4-bytes border\");\r\n output.set(new Float32Array(input.buffer.slice(offset, offset + count * Float32Array.BYTES_PER_ELEMENT)));\r\n return;\r\n }\r\n\r\n const floatData = new Float32Array(input.buffer, offset, count);\r\n output.set(floatData);\r\n }\r\n}\r\n\r\n/**\r\n * Utility function to determine if an IndicesArray is an Uint32Array. If indices is an Array, determines whether at least one index is 32 bits.\r\n * @param indices The IndicesArray to check.\r\n * @param count The number of indices. Only used if indices is an Array.\r\n * @param start The offset to start at (default: 0). Only used if indices is an Array.\r\n * @param offset The offset to substract from the indices before testing (default: 0). Only used if indices is an Array.\r\n * @returns True if the indices use 32 bits\r\n */\r\nexport function AreIndices32Bits(indices: IndicesArray, count: number, start = 0, offset = 0): boolean {\r\n if (Array.isArray(indices)) {\r\n for (let index = 0; index < count; index++) {\r\n if (indices[start + index] - offset > 65535) {\r\n return true;\r\n }\r\n }\r\n return false;\r\n }\r\n\r\n return indices.BYTES_PER_ELEMENT === 4;\r\n}\r\n\r\n/**\r\n * Creates a typed array suitable for GPU buffer operations, as some engines require CPU buffer sizes to be aligned to specific boundaries (e.g., 4 bytes).\r\n * The use of non-aligned arrays still works but may result in a performance penalty.\r\n * @param type The type of the array. For instance, Float32Array or Uint8Array\r\n * @param elementCount The number of elements to store in the array\r\n * @returns The aligned typed array\r\n */\r\nexport function CreateAlignedTypedArray<T extends TypedArray>(type: TypedArrayConstructor<T>, elementCount: number): T {\r\n let byteSize = elementCount * type.BYTES_PER_ELEMENT;\r\n\r\n if ((byteSize & 3) === 0) {\r\n return new type(elementCount);\r\n }\r\n\r\n byteSize = (byteSize + 3) & ~3;\r\n\r\n const backingBuffer = new ArrayBuffer(byteSize);\r\n\r\n return new type(backingBuffer, 0, elementCount);\r\n}\r\n"]}
1
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'${componentType}'`);\r\n }\r\n}\r\n\r\n/**\r\n * Enumerates each value of the data array and calls the given callback.\r\n * @param data the data to enumerate\r\n * @param byteOffset the byte offset of the data\r\n * @param byteStride the byte stride of the data\r\n * @param componentCount the number of components per element\r\n * @param componentType the type of the component\r\n * @param count the number of values to enumerate\r\n * @param normalized whether the data is normalized\r\n * @param callback the callback function called for each group of component values\r\n */\r\nexport function EnumerateFloatValues(\r\n data: DataArray,\r\n byteOffset: number,\r\n byteStride: number,\r\n componentCount: number,\r\n componentType: number,\r\n count: number,\r\n normalized: boolean,\r\n callback: (values: number[], index: number) => void\r\n): void {\r\n const oldValues = new Array<number>(componentCount);\r\n const newValues = new Array<number>(componentCount);\r\n\r\n if (data instanceof Array) {\r\n let offset = byteOffset / 4;\r\n const stride = byteStride / 4;\r\n for (let index = 0; index < count; index += componentCount) {\r\n for (let componentIndex = 0; componentIndex < componentCount; componentIndex++) {\r\n oldValues[componentIndex] = newValues[componentIndex] = data[offset + componentIndex];\r\n }\r\n\r\n callback(newValues, index);\r\n\r\n for (let componentIndex = 0; componentIndex < componentCount; componentIndex++) {\r\n if (oldValues[componentIndex] !== newValues[componentIndex]) {\r\n data[offset + componentIndex] = newValues[componentIndex];\r\n }\r\n }\r\n\r\n offset += stride;\r\n }\r\n } else {\r\n const dataView = !ArrayBuffer.isView(data) ? new DataView(data) : new DataView(data.buffer, data.byteOffset, data.byteLength);\r\n const componentByteLength = GetTypeByteLength(componentType);\r\n for (let index = 0; index < count; index += componentCount) {\r\n for (let componentIndex = 0, componentByteOffset = byteOffset; componentIndex < componentCount; componentIndex++, componentByteOffset += componentByteLength) {\r\n oldValues[componentIndex] = newValues[componentIndex] = GetFloatValue(dataView, componentType, componentByteOffset, normalized);\r\n }\r\n\r\n callback(newValues, index);\r\n\r\n for (let componentIndex = 0, componentByteOffset = byteOffset; componentIndex < componentCount; componentIndex++, componentByteOffset += componentByteLength) {\r\n if (oldValues[componentIndex] !== newValues[componentIndex]) {\r\n SetFloatValue(dataView, componentType, componentByteOffset, normalized, newValues[componentIndex]);\r\n }\r\n }\r\n\r\n byteOffset += byteStride;\r\n }\r\n }\r\n}\r\n\r\n/**\r\n * Gets the given data array as a float array. Float data is constructed if the data array cannot be returned directly.\r\n * @param data the input data array\r\n * @param size the number of components\r\n * @param type the component type\r\n * @param byteOffset the byte offset of the data\r\n * @param byteStride the byte stride of the data\r\n * @param normalized whether the data is normalized\r\n * @param totalVertices number of vertices in the buffer to take into account\r\n * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it\r\n * @returns a float array containing vertex data\r\n */\r\nexport function GetFloatData(\r\n data: DataArray,\r\n size: number,\r\n type: number,\r\n byteOffset: number,\r\n byteStride: number,\r\n normalized: boolean,\r\n totalVertices: number,\r\n forceCopy?: boolean\r\n): FloatArray {\r\n const tightlyPackedByteStride = size * GetTypeByteLength(type);\r\n const count = totalVertices * size;\r\n\r\n if (type !== Constants.FLOAT || byteStride !== tightlyPackedByteStride) {\r\n const copy = new Float32Array(count);\r\n EnumerateFloatValues(data, byteOffset, byteStride, size, type, count, normalized, (values, index) => {\r\n for (let i = 0; i < size; i++) {\r\n copy[index + i] = values[i];\r\n }\r\n });\r\n return copy;\r\n }\r\n\r\n if (!(data instanceof Array || data instanceof Float32Array) || byteOffset !== 0 || data.length !== count) {\r\n if (data instanceof Array) {\r\n const offset = byteOffset / 4;\r\n return data.slice(offset, offset + count);\r\n } else if (data instanceof ArrayBuffer) {\r\n return new Float32Array(data, byteOffset, count);\r\n } else {\r\n const offset = data.byteOffset + byteOffset;\r\n if ((offset & 3) !== 0) {\r\n Logger.Warn(\"Float array must be aligned to 4-bytes border\");\r\n forceCopy = true;\r\n }\r\n\r\n if (forceCopy) {\r\n return new Float32Array(data.buffer.slice(offset, offset + count * Float32Array.BYTES_PER_ELEMENT));\r\n } else {\r\n return new Float32Array(data.buffer, offset, count);\r\n }\r\n }\r\n }\r\n\r\n if (forceCopy) {\r\n return data.slice();\r\n }\r\n\r\n return data;\r\n}\r\n\r\n/**\r\n * Gets the given data array as a typed array that matches the component type. If the data cannot be used directly, a copy is made to support the new typed array.\r\n * If the data is number[], byteOffset and byteStride must be a multiple of 4, as data will be treated like a list of floats.\r\n * @param data the input data array\r\n * @param size the number of components\r\n * @param type the component type\r\n * @param byteOffset the byte offset of the data\r\n * @param byteStride the byte stride of the data\r\n * @param totalVertices number of vertices in the buffer to take into account\r\n * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it\r\n * @returns a typed array containing vertex data\r\n */\r\nexport function GetTypedArrayData(\r\n data: DataArray,\r\n size: number,\r\n type: number,\r\n byteOffset: number,\r\n byteStride: number,\r\n totalVertices: number,\r\n forceCopy?: boolean\r\n): VertexDataTypedArray {\r\n const typeByteLength = GetTypeByteLength(type);\r\n const constructor = GetTypedArrayConstructor(type);\r\n const count = totalVertices * size;\r\n\r\n // Handle number[]\r\n if (Array.isArray(data)) {\r\n if ((byteOffset & 3) !== 0 || (byteStride & 3) !== 0) {\r\n throw new Error(\"byteOffset and byteStride must be a multiple of 4 for number[] data.\");\r\n }\r\n\r\n const offset = byteOffset / 4;\r\n const stride = byteStride / 4;\r\n\r\n const lastIndex = offset + (totalVertices - 1) * stride + size;\r\n if (lastIndex > data.length) {\r\n throw new Error(\"Last accessed index is out of bounds.\");\r\n }\r\n\r\n if (stride < size) {\r\n throw new Error(\"Data stride cannot be smaller than the component size.\");\r\n }\r\n if (stride !== size) {\r\n const copy = new constructor(count);\r\n EnumerateFloatValues(data, byteOffset, byteStride, size, type, count, false, (values, index) => {\r\n for (let i = 0; i < size; i++) {\r\n copy[index + i] = values[i];\r\n }\r\n });\r\n return copy;\r\n }\r\n\r\n return new constructor(data.slice(offset, offset + count));\r\n }\r\n\r\n // Handle ArrayBuffer and ArrayBufferView\r\n let buffer: ArrayBuffer;\r\n let adjustedByteOffset = byteOffset;\r\n\r\n if (data instanceof ArrayBuffer) {\r\n buffer = data;\r\n } else {\r\n buffer = data.buffer;\r\n adjustedByteOffset += data.byteOffset;\r\n }\r\n\r\n const lastByteOffset = adjustedByteOffset + (totalVertices - 1) * byteStride + size * typeByteLength;\r\n if (lastByteOffset > buffer.byteLength) {\r\n throw new Error(\"Last accessed byte is out of bounds.\");\r\n }\r\n\r\n const tightlyPackedByteStride = size * typeByteLength;\r\n if (byteStride < tightlyPackedByteStride) {\r\n throw new Error(\"Byte stride cannot be smaller than the component's byte size.\");\r\n }\r\n if (byteStride !== tightlyPackedByteStride) {\r\n const copy = new constructor(count);\r\n EnumerateFloatValues(buffer, adjustedByteOffset, byteStride, size, type, count, false, (values, index) => {\r\n for (let i = 0; i < size; i++) {\r\n copy[index + i] = values[i];\r\n }\r\n });\r\n return copy;\r\n }\r\n\r\n if (typeByteLength !== 1 && (adjustedByteOffset & (typeByteLength - 1)) !== 0) {\r\n Logger.Warn(\"Array must be aligned to border of element size. Data will be copied.\");\r\n forceCopy = true;\r\n }\r\n\r\n if (forceCopy) {\r\n return new constructor(buffer.slice(adjustedByteOffset, adjustedByteOffset + count * typeByteLength));\r\n }\r\n\r\n return new constructor(buffer, adjustedByteOffset, count);\r\n}\r\n\r\n/**\r\n * Copies the given data array to the given float array.\r\n * @param input the input data array\r\n * @param size the number of components\r\n * @param type the component type\r\n * @param byteOffset the byte offset of the data\r\n * @param byteStride the byte stride of the data\r\n * @param normalized whether the data is normalized\r\n * @param totalVertices number of vertices in the buffer to take into account\r\n * @param output the output float array\r\n */\r\nexport function CopyFloatData(\r\n input: DataArray,\r\n size: number,\r\n type: number,\r\n byteOffset: number,\r\n byteStride: number,\r\n normalized: boolean,\r\n totalVertices: number,\r\n output: Float32Array\r\n): void {\r\n const tightlyPackedByteStride = size * GetTypeByteLength(type);\r\n const count = totalVertices * size;\r\n\r\n if (output.length !== count) {\r\n throw new Error(\"Output length is not valid\");\r\n }\r\n\r\n if (type !== Constants.FLOAT || byteStride !== tightlyPackedByteStride) {\r\n EnumerateFloatValues(input, byteOffset, byteStride, size, type, count, normalized, (values, index) => {\r\n for (let i = 0; i < size; i++) {\r\n output[index + i] = values[i];\r\n }\r\n });\r\n return;\r\n }\r\n\r\n if (input instanceof Array) {\r\n const offset = byteOffset / 4;\r\n output.set(input, offset);\r\n } else if (input instanceof ArrayBuffer) {\r\n const floatData = new Float32Array(input, byteOffset, count);\r\n output.set(floatData);\r\n } else {\r\n const offset = input.byteOffset + byteOffset;\r\n if ((offset & 3) !== 0) {\r\n Logger.Warn(\"Float array must be aligned to 4-bytes border\");\r\n output.set(new Float32Array(input.buffer.slice(offset, offset + count * Float32Array.BYTES_PER_ELEMENT)));\r\n return;\r\n }\r\n\r\n const floatData = new Float32Array(input.buffer, offset, count);\r\n output.set(floatData);\r\n }\r\n}\r\n\r\n/**\r\n * Utility function to determine if an IndicesArray is an Uint32Array. If indices is an Array, determines whether at least one index is 32 bits.\r\n * @param indices The IndicesArray to check.\r\n * @param count The number of indices. Only used if indices is an Array.\r\n * @param start The offset to start at (default: 0). Only used if indices is an Array.\r\n * @param offset The offset to substract from the indices before testing (default: 0). Only used if indices is an Array.\r\n * @returns True if the indices use 32 bits\r\n */\r\nexport function AreIndices32Bits(indices: IndicesArray, count: number, start = 0, offset = 0): boolean {\r\n if (Array.isArray(indices)) {\r\n for (let index = 0; index < count; index++) {\r\n if (indices[start + index] - offset > 65535) {\r\n return true;\r\n }\r\n }\r\n return false;\r\n }\r\n\r\n return indices.BYTES_PER_ELEMENT === 4;\r\n}\r\n\r\n/**\r\n * Creates a typed array suitable for GPU buffer operations, as some engines require CPU buffer sizes to be aligned to specific boundaries (e.g., 4 bytes).\r\n * The use of non-aligned arrays still works but may result in a performance penalty.\r\n * @param type The type of the array. For instance, Float32Array or Uint8Array\r\n * @param elementCount The number of elements to store in the array\r\n * @returns The aligned typed array\r\n */\r\nexport function CreateAlignedTypedArray<T extends TypedArray>(type: TypedArrayConstructor<T>, elementCount: number): T {\r\n let byteSize = elementCount * type.BYTES_PER_ELEMENT;\r\n\r\n if ((byteSize & 3) === 0) {\r\n return new type(elementCount);\r\n }\r\n\r\n byteSize = (byteSize + 3) & ~3;\r\n\r\n const backingBuffer = new ArrayBuffer(byteSize);\r\n\r\n return new type(backingBuffer, 0, elementCount);\r\n}\r\n"]}
@@ -57,7 +57,7 @@ function PrepareAttributesForDraco(input, excludedAttributes) {
57
57
  // Convert number[] to typed array, if needed.
58
58
  const vertexBuffer = input.getVertexBuffer(kind);
59
59
  const size = vertexBuffer.getSize();
60
- const data = GetTypedArrayData(vertexBuffer.getData(), size, vertexBuffer.type, vertexBuffer.byteOffset, vertexBuffer.byteStride, vertexBuffer.normalized, input.getTotalVertices(), true);
60
+ const data = GetTypedArrayData(vertexBuffer.getData(), size, vertexBuffer.type, vertexBuffer.byteOffset, vertexBuffer.byteStride, input.getTotalVertices(), true);
61
61
  attributes.push({ kind: kind, dracoName: GetDracoAttributeName(kind), size: size, data: data });
62
62
  }
63
63
  return attributes;
@@ -1 +1 @@
1
- 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{ _IsConfigurationAvailable, DracoCodec, type IDracoCodecConfiguration } from \"./dracoCodec\";\r\nimport type { EncoderMessage, IDracoAttributeData, IDracoEncodedMeshData, IDracoEncoderOptions, DracoAttributeName } from \"./dracoEncoder.types\";\r\nimport { EncodeMesh, EncoderWorkerFunction } from \"./dracoCompressionWorker\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport { VertexBuffer } from \"../buffer\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { Mesh } from \"../mesh\";\r\nimport type { Geometry } from \"../geometry\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { deepMerge } from \"../../Misc/deepMerger\";\r\nimport type { EncoderModule } from \"draco3d\";\r\nimport { AreIndices32Bits, GetTypedArrayData } from \"core/Buffers/bufferUtils\";\r\n\r\n// Missing type from types/draco3d. Do not use in public scope; UMD tests will fail because of EncoderModule.\r\ntype DracoEncoderModule = (props: { wasmBinary?: ArrayBuffer }) => Promise<EncoderModule>;\r\n\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\ndeclare let DracoEncoderModule: DracoEncoderModule;\r\n\r\n/**\r\n * Map the Babylon.js attribute kind to the Draco attribute kind, defined by the `GeometryAttributeType` enum.\r\n * @internal\r\n */\r\nfunction GetDracoAttributeName(kind: string): DracoAttributeName {\r\n if (kind === VertexBuffer.PositionKind) {\r\n return \"POSITION\";\r\n } else if (kind === VertexBuffer.NormalKind) {\r\n return \"NORMAL\";\r\n } else if (kind === VertexBuffer.ColorKind) {\r\n return \"COLOR\";\r\n } else if (kind.startsWith(VertexBuffer.UVKind)) {\r\n return \"TEX_COORD\";\r\n }\r\n return \"GENERIC\";\r\n}\r\n\r\n/**\r\n * Get the indices for the geometry, if present. Eventually used as\r\n * `AddFacesToMesh(mesh: Mesh, numFaces: number, faces: Uint16Array | Uint32Array)`;\r\n * where `numFaces = indices.length / 3` and `faces = indices`.\r\n * @internal\r\n */\r\nfunction PrepareIndicesForDraco(input: Mesh | Geometry): Nullable<Uint32Array | Uint16Array> {\r\n let indices = input.getIndices(undefined, true);\r\n\r\n // Convert number[] and Int32Array types, if needed\r\n if (indices && !(indices instanceof Uint32Array) && !(indices instanceof Uint16Array)) {\r\n indices = (AreIndices32Bits(indices, indices.length) ? Uint32Array : Uint16Array).from(indices);\r\n }\r\n\r\n return indices;\r\n}\r\n\r\n/**\r\n * Get relevant information about the geometry's vertex attributes for Draco encoding. Eventually used for each attribute as\r\n * `AddFloatAttribute(mesh: Mesh, attribute: number, count: number, itemSize: number, array: TypedArray)`\r\n * where `attribute = EncoderModule[<dracoAttribute>]`, `itemSize = <size>`, `array = <data>`, and count is the number of position vertices.\r\n * @internal\r\n */\r\nfunction PrepareAttributesForDraco(input: Mesh | Geometry, excludedAttributes?: string[]): Array<IDracoAttributeData> {\r\n const attributes: Array<IDracoAttributeData> = [];\r\n\r\n for (const kind of input.getVerticesDataKinds()) {\r\n if (excludedAttributes?.includes(kind)) {\r\n if (kind === VertexBuffer.PositionKind) {\r\n throw new Error(\"Cannot exclude position attribute from Draco encoding.\");\r\n }\r\n continue;\r\n }\r\n\r\n // Convert number[] to typed array, if needed.\r\n const vertexBuffer = input.getVertexBuffer(kind)!;\r\n const size = vertexBuffer.getSize();\r\n const data = GetTypedArrayData(\r\n vertexBuffer.getData()!,\r\n size,\r\n vertexBuffer.type,\r\n vertexBuffer.byteOffset,\r\n vertexBuffer.byteStride,\r\n vertexBuffer.normalized,\r\n input.getTotalVertices(),\r\n true\r\n );\r\n attributes.push({ kind: kind, dracoName: GetDracoAttributeName(kind), size: size, data: data });\r\n }\r\n\r\n return attributes;\r\n}\r\n\r\nconst DefaultEncoderOptions: IDracoEncoderOptions = {\r\n decodeSpeed: 5,\r\n encodeSpeed: 5,\r\n method: \"MESH_EDGEBREAKER_ENCODING\",\r\n quantizationBits: {\r\n POSITION: 14,\r\n NORMAL: 10,\r\n COLOR: 8,\r\n TEX_COORD: 12,\r\n GENERIC: 12,\r\n },\r\n};\r\n\r\n/**\r\n * @experimental This class is subject to change.\r\n *\r\n * Draco Encoder (https://google.github.io/draco/)\r\n *\r\n * This class wraps the Draco encoder module.\r\n *\r\n * By default, the configuration points to a copy of the Draco encoder files from the Babylon.js cdn https://cdn.babylonjs.com/draco_encoder_wasm_wrapper.js.\r\n *\r\n * To update the configuration, use the following code:\r\n * ```javascript\r\n * DracoEncoder.DefaultConfiguration = {\r\n * wasmUrl: \"<url to the WebAssembly library>\",\r\n * wasmBinaryUrl: \"<url to the WebAssembly binary>\",\r\n * fallbackUrl: \"<url to the fallback JavaScript library>\",\r\n * };\r\n * ```\r\n *\r\n * Draco has two versions, one for WebAssembly and one for JavaScript. The encoder configuration can be set to only support WebAssembly or only support the JavaScript version.\r\n * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.\r\n * Use `DracoEncoder.DefaultAvailable` to determine if the encoder configuration is available for the current context.\r\n *\r\n * To encode Draco compressed data, get the default DracoEncoder object and call encodeMeshAsync:\r\n * ```javascript\r\n * var dracoData = await DracoEncoder.Default.encodeMeshAsync(mesh);\r\n * ```\r\n *\r\n * Currently, DracoEncoder only encodes to meshes. Encoding to point clouds is not yet supported.\r\n *\r\n * Only position, normal, color, and UV attributes are supported natively by the encoder. All other attributes are treated as generic. This means that,\r\n * when decoding these generic attributes later, additional information about their original Babylon types will be needed to interpret the data correctly.\r\n * You can use the return value of `encodeMeshAsync` to source this information, specifically the `attributes` field. E.g.,\r\n * ```javascript\r\n * var dracoData = await DracoEncoder.Default.encodeMeshAsync(mesh);\r\n * var meshData = await DracoDecoder.Default.decodeMeshToMeshDataAsync(dracoData.data, dracoData.attributes);\r\n * ```\r\n *\r\n * By default, DracoEncoder will encode all available attributes of the mesh. To exclude specific attributes, use the following code:\r\n * ```javascript\r\n * var options = { excludedAttributes: [VertexBuffer.MatricesIndicesKind, VertexBuffer.MatricesWeightsKind] };\r\n * var dracoData = await DracoDecoder.Default.encodeMeshAsync(mesh, options);\r\n * ```\r\n */\r\nexport class DracoEncoder extends DracoCodec {\r\n /**\r\n * Default configuration for the DracoEncoder. Defaults to the following:\r\n * - numWorkers: 50% of the available logical processors, capped to 4. If no logical processors are available, defaults to 1.\r\n * - wasmUrl: `\"https://cdn.babylonjs.com/draco_encoder_wasm_wrapper.js\"`\r\n * - wasmBinaryUrl: `\"https://cdn.babylonjs.com/draco_encoder.wasm\"`\r\n * - fallbackUrl: `\"https://cdn.babylonjs.com/draco_encoder.js\"`\r\n */\r\n public static DefaultConfiguration: IDracoCodecConfiguration = {\r\n wasmUrl: `${Tools._DefaultCdnUrl}/draco_encoder_wasm_wrapper.js`,\r\n wasmBinaryUrl: `${Tools._DefaultCdnUrl}/draco_encoder.wasm`,\r\n fallbackUrl: `${Tools._DefaultCdnUrl}/draco_encoder.js`,\r\n };\r\n\r\n /**\r\n * Returns true if the encoder's `DefaultConfiguration` is available.\r\n */\r\n public static get DefaultAvailable(): boolean {\r\n return _IsConfigurationAvailable(DracoEncoder.DefaultConfiguration);\r\n }\r\n\r\n protected static _Default: Nullable<DracoEncoder> = null;\r\n /**\r\n * Default instance for the DracoEncoder.\r\n */\r\n public static get Default(): DracoEncoder {\r\n DracoEncoder._Default ??= new DracoEncoder();\r\n return DracoEncoder._Default;\r\n }\r\n\r\n /**\r\n * Reset the default DracoEncoder object to null and disposing the removed default instance.\r\n * Note that if the workerPool is a member of the static DefaultConfiguration object it is recommended not to run dispose,\r\n * unless the static worker pool is no longer needed.\r\n * @param skipDispose set to true to not dispose the removed default instance\r\n */\r\n public static ResetDefault(skipDispose?: boolean): void {\r\n if (DracoEncoder._Default) {\r\n if (!skipDispose) {\r\n DracoEncoder._Default.dispose();\r\n }\r\n DracoEncoder._Default = null;\r\n }\r\n }\r\n\r\n protected override _isModuleAvailable(): boolean {\r\n return typeof DracoEncoderModule !== \"undefined\";\r\n }\r\n\r\n protected override async _createModuleAsync(wasmBinary?: ArrayBuffer, jsModule?: unknown /** DracoEncoderModule */): Promise<{ module: unknown /** EncoderModule */ }> {\r\n const module = await ((jsModule as DracoEncoderModule) || DracoEncoderModule)({ wasmBinary });\r\n return { module };\r\n }\r\n\r\n protected override _getWorkerContent(): string {\r\n return `${EncodeMesh}(${EncoderWorkerFunction})()`;\r\n }\r\n\r\n /**\r\n * Creates a new Draco encoder.\r\n * @param configuration Optional override of the configuration for the DracoEncoder. If not provided, defaults to {@link DracoEncoder.DefaultConfiguration}.\r\n */\r\n constructor(configuration: IDracoCodecConfiguration = DracoEncoder.DefaultConfiguration) {\r\n super(configuration);\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public async _encodeAsync(\r\n attributes: Array<IDracoAttributeData>,\r\n indices: Nullable<Uint16Array | Uint32Array>,\r\n options?: IDracoEncoderOptions\r\n ): Promise<Nullable<IDracoEncodedMeshData>> {\r\n const mergedOptions = options ? deepMerge(DefaultEncoderOptions, options) : DefaultEncoderOptions;\r\n\r\n if (this._workerPoolPromise) {\r\n const workerPool = await this._workerPoolPromise;\r\n return await new Promise<Nullable<IDracoEncodedMeshData>>((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<EncoderMessage>) => {\r\n if (message.data.id === \"encodeMeshDone\") {\r\n worker.removeEventListener(\"error\", onError);\r\n worker.removeEventListener(\"message\", onMessage);\r\n resolve(message.data.encodedMeshData);\r\n onComplete();\r\n }\r\n };\r\n\r\n worker.addEventListener(\"error\", onError);\r\n worker.addEventListener(\"message\", onMessage);\r\n\r\n // Build the transfer list. No need to copy, as the data was copied in previous steps.\r\n const transferList = [];\r\n for (const attribute of attributes) {\r\n transferList.push(attribute.data.buffer);\r\n }\r\n if (indices) {\r\n transferList.push(indices.buffer);\r\n }\r\n\r\n worker.postMessage({ id: \"encodeMesh\", attributes: attributes, indices: indices, options: mergedOptions }, transferList);\r\n });\r\n });\r\n }\r\n\r\n if (this._modulePromise) {\r\n const encoder = await this._modulePromise;\r\n return EncodeMesh(encoder.module, attributes, indices, mergedOptions);\r\n }\r\n\r\n throw new Error(\"Draco encoder module is not available\");\r\n }\r\n\r\n /**\r\n * Encodes a mesh or geometry into a Draco-encoded mesh data.\r\n * @param input the mesh or geometry to encode\r\n * @param options options for the encoding\r\n * @returns a promise that resolves to the newly-encoded data\r\n */\r\n public async encodeMeshAsync(input: Mesh | Geometry, options?: IDracoEncoderOptions): Promise<Nullable<IDracoEncodedMeshData>> {\r\n const verticesCount = input.getTotalVertices();\r\n if (verticesCount == 0) {\r\n throw new Error(\"Cannot compress geometry with Draco. There are no vertices.\");\r\n }\r\n\r\n // Prepare parameters for encoding\r\n if (input instanceof Mesh && input.morphTargetManager && options?.method === \"MESH_EDGEBREAKER_ENCODING\") {\r\n Logger.Warn(\"Cannot use Draco EDGEBREAKER method with morph targets. Falling back to SEQUENTIAL method.\");\r\n options.method = \"MESH_SEQUENTIAL_ENCODING\";\r\n }\r\n\r\n const indices = PrepareIndicesForDraco(input);\r\n const attributes = PrepareAttributesForDraco(input, options?.excludedAttributes);\r\n\r\n return await this._encodeAsync(attributes, indices, options);\r\n }\r\n}\r\n"]}
1
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{ _IsConfigurationAvailable, DracoCodec, type IDracoCodecConfiguration } from \"./dracoCodec\";\r\nimport type { EncoderMessage, IDracoAttributeData, IDracoEncodedMeshData, IDracoEncoderOptions, DracoAttributeName } from \"./dracoEncoder.types\";\r\nimport { EncodeMesh, EncoderWorkerFunction } from \"./dracoCompressionWorker\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport { VertexBuffer } from \"../buffer\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { Mesh } from \"../mesh\";\r\nimport type { Geometry } from \"../geometry\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { deepMerge } from \"../../Misc/deepMerger\";\r\nimport type { EncoderModule } from \"draco3d\";\r\nimport { AreIndices32Bits, GetTypedArrayData } from \"core/Buffers/bufferUtils\";\r\n\r\n// Missing type from types/draco3d. Do not use in public scope; UMD tests will fail because of EncoderModule.\r\ntype DracoEncoderModule = (props: { wasmBinary?: ArrayBuffer }) => Promise<EncoderModule>;\r\n\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\ndeclare let DracoEncoderModule: DracoEncoderModule;\r\n\r\n/**\r\n * Map the Babylon.js attribute kind to the Draco attribute kind, defined by the `GeometryAttributeType` enum.\r\n * @internal\r\n */\r\nfunction GetDracoAttributeName(kind: string): DracoAttributeName {\r\n if (kind === VertexBuffer.PositionKind) {\r\n return \"POSITION\";\r\n } else if (kind === VertexBuffer.NormalKind) {\r\n return \"NORMAL\";\r\n } else if (kind === VertexBuffer.ColorKind) {\r\n return \"COLOR\";\r\n } else if (kind.startsWith(VertexBuffer.UVKind)) {\r\n return \"TEX_COORD\";\r\n }\r\n return \"GENERIC\";\r\n}\r\n\r\n/**\r\n * Get the indices for the geometry, if present. Eventually used as\r\n * `AddFacesToMesh(mesh: Mesh, numFaces: number, faces: Uint16Array | Uint32Array)`;\r\n * where `numFaces = indices.length / 3` and `faces = indices`.\r\n * @internal\r\n */\r\nfunction PrepareIndicesForDraco(input: Mesh | Geometry): Nullable<Uint32Array | Uint16Array> {\r\n let indices = input.getIndices(undefined, true);\r\n\r\n // Convert number[] and Int32Array types, if needed\r\n if (indices && !(indices instanceof Uint32Array) && !(indices instanceof Uint16Array)) {\r\n indices = (AreIndices32Bits(indices, indices.length) ? Uint32Array : Uint16Array).from(indices);\r\n }\r\n\r\n return indices;\r\n}\r\n\r\n/**\r\n * Get relevant information about the geometry's vertex attributes for Draco encoding. Eventually used for each attribute as\r\n * `AddFloatAttribute(mesh: Mesh, attribute: number, count: number, itemSize: number, array: TypedArray)`\r\n * where `attribute = EncoderModule[<dracoAttribute>]`, `itemSize = <size>`, `array = <data>`, and count is the number of position vertices.\r\n * @internal\r\n */\r\nfunction PrepareAttributesForDraco(input: Mesh | Geometry, excludedAttributes?: string[]): Array<IDracoAttributeData> {\r\n const attributes: Array<IDracoAttributeData> = [];\r\n\r\n for (const kind of input.getVerticesDataKinds()) {\r\n if (excludedAttributes?.includes(kind)) {\r\n if (kind === VertexBuffer.PositionKind) {\r\n throw new Error(\"Cannot exclude position attribute from Draco encoding.\");\r\n }\r\n continue;\r\n }\r\n\r\n // Convert number[] to typed array, if needed.\r\n const vertexBuffer = input.getVertexBuffer(kind)!;\r\n const size = vertexBuffer.getSize();\r\n const data = GetTypedArrayData(vertexBuffer.getData()!, size, vertexBuffer.type, vertexBuffer.byteOffset, vertexBuffer.byteStride, input.getTotalVertices(), true);\r\n attributes.push({ kind: kind, dracoName: GetDracoAttributeName(kind), size: size, data: data });\r\n }\r\n\r\n return attributes;\r\n}\r\n\r\nconst DefaultEncoderOptions: IDracoEncoderOptions = {\r\n decodeSpeed: 5,\r\n encodeSpeed: 5,\r\n method: \"MESH_EDGEBREAKER_ENCODING\",\r\n quantizationBits: {\r\n POSITION: 14,\r\n NORMAL: 10,\r\n COLOR: 8,\r\n TEX_COORD: 12,\r\n GENERIC: 12,\r\n },\r\n};\r\n\r\n/**\r\n * @experimental This class is subject to change.\r\n *\r\n * Draco Encoder (https://google.github.io/draco/)\r\n *\r\n * This class wraps the Draco encoder module.\r\n *\r\n * By default, the configuration points to a copy of the Draco encoder files from the Babylon.js cdn https://cdn.babylonjs.com/draco_encoder_wasm_wrapper.js.\r\n *\r\n * To update the configuration, use the following code:\r\n * ```javascript\r\n * DracoEncoder.DefaultConfiguration = {\r\n * wasmUrl: \"<url to the WebAssembly library>\",\r\n * wasmBinaryUrl: \"<url to the WebAssembly binary>\",\r\n * fallbackUrl: \"<url to the fallback JavaScript library>\",\r\n * };\r\n * ```\r\n *\r\n * Draco has two versions, one for WebAssembly and one for JavaScript. The encoder configuration can be set to only support WebAssembly or only support the JavaScript version.\r\n * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.\r\n * Use `DracoEncoder.DefaultAvailable` to determine if the encoder configuration is available for the current context.\r\n *\r\n * To encode Draco compressed data, get the default DracoEncoder object and call encodeMeshAsync:\r\n * ```javascript\r\n * var dracoData = await DracoEncoder.Default.encodeMeshAsync(mesh);\r\n * ```\r\n *\r\n * Currently, DracoEncoder only encodes to meshes. Encoding to point clouds is not yet supported.\r\n *\r\n * Only position, normal, color, and UV attributes are supported natively by the encoder. All other attributes are treated as generic. This means that,\r\n * when decoding these generic attributes later, additional information about their original Babylon types will be needed to interpret the data correctly.\r\n * You can use the return value of `encodeMeshAsync` to source this information, specifically the `attributes` field. E.g.,\r\n * ```javascript\r\n * var dracoData = await DracoEncoder.Default.encodeMeshAsync(mesh);\r\n * var meshData = await DracoDecoder.Default.decodeMeshToMeshDataAsync(dracoData.data, dracoData.attributes);\r\n * ```\r\n *\r\n * By default, DracoEncoder will encode all available attributes of the mesh. To exclude specific attributes, use the following code:\r\n * ```javascript\r\n * var options = { excludedAttributes: [VertexBuffer.MatricesIndicesKind, VertexBuffer.MatricesWeightsKind] };\r\n * var dracoData = await DracoDecoder.Default.encodeMeshAsync(mesh, options);\r\n * ```\r\n */\r\nexport class DracoEncoder extends DracoCodec {\r\n /**\r\n * Default configuration for the DracoEncoder. Defaults to the following:\r\n * - numWorkers: 50% of the available logical processors, capped to 4. If no logical processors are available, defaults to 1.\r\n * - wasmUrl: `\"https://cdn.babylonjs.com/draco_encoder_wasm_wrapper.js\"`\r\n * - wasmBinaryUrl: `\"https://cdn.babylonjs.com/draco_encoder.wasm\"`\r\n * - fallbackUrl: `\"https://cdn.babylonjs.com/draco_encoder.js\"`\r\n */\r\n public static DefaultConfiguration: IDracoCodecConfiguration = {\r\n wasmUrl: `${Tools._DefaultCdnUrl}/draco_encoder_wasm_wrapper.js`,\r\n wasmBinaryUrl: `${Tools._DefaultCdnUrl}/draco_encoder.wasm`,\r\n fallbackUrl: `${Tools._DefaultCdnUrl}/draco_encoder.js`,\r\n };\r\n\r\n /**\r\n * Returns true if the encoder's `DefaultConfiguration` is available.\r\n */\r\n public static get DefaultAvailable(): boolean {\r\n return _IsConfigurationAvailable(DracoEncoder.DefaultConfiguration);\r\n }\r\n\r\n protected static _Default: Nullable<DracoEncoder> = null;\r\n /**\r\n * Default instance for the DracoEncoder.\r\n */\r\n public static get Default(): DracoEncoder {\r\n DracoEncoder._Default ??= new DracoEncoder();\r\n return DracoEncoder._Default;\r\n }\r\n\r\n /**\r\n * Reset the default DracoEncoder object to null and disposing the removed default instance.\r\n * Note that if the workerPool is a member of the static DefaultConfiguration object it is recommended not to run dispose,\r\n * unless the static worker pool is no longer needed.\r\n * @param skipDispose set to true to not dispose the removed default instance\r\n */\r\n public static ResetDefault(skipDispose?: boolean): void {\r\n if (DracoEncoder._Default) {\r\n if (!skipDispose) {\r\n DracoEncoder._Default.dispose();\r\n }\r\n DracoEncoder._Default = null;\r\n }\r\n }\r\n\r\n protected override _isModuleAvailable(): boolean {\r\n return typeof DracoEncoderModule !== \"undefined\";\r\n }\r\n\r\n protected override async _createModuleAsync(wasmBinary?: ArrayBuffer, jsModule?: unknown /** DracoEncoderModule */): Promise<{ module: unknown /** EncoderModule */ }> {\r\n const module = await ((jsModule as DracoEncoderModule) || DracoEncoderModule)({ wasmBinary });\r\n return { module };\r\n }\r\n\r\n protected override _getWorkerContent(): string {\r\n return `${EncodeMesh}(${EncoderWorkerFunction})()`;\r\n }\r\n\r\n /**\r\n * Creates a new Draco encoder.\r\n * @param configuration Optional override of the configuration for the DracoEncoder. If not provided, defaults to {@link DracoEncoder.DefaultConfiguration}.\r\n */\r\n constructor(configuration: IDracoCodecConfiguration = DracoEncoder.DefaultConfiguration) {\r\n super(configuration);\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public async _encodeAsync(\r\n attributes: Array<IDracoAttributeData>,\r\n indices: Nullable<Uint16Array | Uint32Array>,\r\n options?: IDracoEncoderOptions\r\n ): Promise<Nullable<IDracoEncodedMeshData>> {\r\n const mergedOptions = options ? deepMerge(DefaultEncoderOptions, options) : DefaultEncoderOptions;\r\n\r\n if (this._workerPoolPromise) {\r\n const workerPool = await this._workerPoolPromise;\r\n return await new Promise<Nullable<IDracoEncodedMeshData>>((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<EncoderMessage>) => {\r\n if (message.data.id === \"encodeMeshDone\") {\r\n worker.removeEventListener(\"error\", onError);\r\n worker.removeEventListener(\"message\", onMessage);\r\n resolve(message.data.encodedMeshData);\r\n onComplete();\r\n }\r\n };\r\n\r\n worker.addEventListener(\"error\", onError);\r\n worker.addEventListener(\"message\", onMessage);\r\n\r\n // Build the transfer list. No need to copy, as the data was copied in previous steps.\r\n const transferList = [];\r\n for (const attribute of attributes) {\r\n transferList.push(attribute.data.buffer);\r\n }\r\n if (indices) {\r\n transferList.push(indices.buffer);\r\n }\r\n\r\n worker.postMessage({ id: \"encodeMesh\", attributes: attributes, indices: indices, options: mergedOptions }, transferList);\r\n });\r\n });\r\n }\r\n\r\n if (this._modulePromise) {\r\n const encoder = await this._modulePromise;\r\n return EncodeMesh(encoder.module, attributes, indices, mergedOptions);\r\n }\r\n\r\n throw new Error(\"Draco encoder module is not available\");\r\n }\r\n\r\n /**\r\n * Encodes a mesh or geometry into a Draco-encoded mesh data.\r\n * @param input the mesh or geometry to encode\r\n * @param options options for the encoding\r\n * @returns a promise that resolves to the newly-encoded data\r\n */\r\n public async encodeMeshAsync(input: Mesh | Geometry, options?: IDracoEncoderOptions): Promise<Nullable<IDracoEncodedMeshData>> {\r\n const verticesCount = input.getTotalVertices();\r\n if (verticesCount == 0) {\r\n throw new Error(\"Cannot compress geometry with Draco. There are no vertices.\");\r\n }\r\n\r\n // Prepare parameters for encoding\r\n if (input instanceof Mesh && input.morphTargetManager && options?.method === \"MESH_EDGEBREAKER_ENCODING\") {\r\n Logger.Warn(\"Cannot use Draco EDGEBREAKER method with morph targets. Falling back to SEQUENTIAL method.\");\r\n options.method = \"MESH_SEQUENTIAL_ENCODING\";\r\n }\r\n\r\n const indices = PrepareIndicesForDraco(input);\r\n const attributes = PrepareAttributesForDraco(input, options?.excludedAttributes);\r\n\r\n return await this._encodeAsync(attributes, indices, options);\r\n }\r\n}\r\n"]}
@@ -832,13 +832,13 @@ export class Geometry {
832
832
  const size = vb.getSize();
833
833
  const { type, byteOffset, byteStride, normalized } = vb;
834
834
  updatable = updatable || isUpdatable;
835
- const data = GetTypedArrayData(bufferData, size, type, byteOffset, byteStride, normalized, this._totalVertices, true);
836
- const newVb = new VertexBuffer(this._engine, data, kind, {
835
+ const copy = GetTypedArrayData(bufferData, size, type, byteOffset, byteStride, this._totalVertices, true);
836
+ const newVb = new VertexBuffer(this._engine, copy, kind, {
837
837
  updatable: isUpdatable,
838
- useBytes: true,
839
- stride: byteStride,
840
- size: size,
841
- offset: byteOffset,
838
+ useBytes: false,
839
+ stride: size, // Copy is tightly-packed, so stride = size
840
+ size: size, // Component size stays the same
841
+ offset: 0, // Copy starts at beginning of its own buffer
842
842
  type: type,
843
843
  normalized: normalized,
844
844
  takeBufferOwnership: true,