@onerjs/core 8.28.0 → 8.28.2

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (109) hide show
  1. package/Behaviors/Meshes/handConstraintBehavior.js.map +1 -1
  2. package/Collisions/gpuPicker.d.ts +40 -16
  3. package/Collisions/gpuPicker.js +216 -95
  4. package/Collisions/gpuPicker.js.map +1 -1
  5. package/Decorators/nodeDecorator.d.ts +5 -1
  6. package/Decorators/nodeDecorator.js +4 -0
  7. package/Decorators/nodeDecorator.js.map +1 -1
  8. package/Engines/abstractEngine.js +2 -2
  9. package/Engines/abstractEngine.js.map +1 -1
  10. package/FrameGraph/Node/Blocks/PostProcesses/colorCorrectionPostProcessBlock.d.ts +30 -0
  11. package/FrameGraph/Node/Blocks/PostProcesses/colorCorrectionPostProcessBlock.js +56 -0
  12. package/FrameGraph/Node/Blocks/PostProcesses/colorCorrectionPostProcessBlock.js.map +1 -0
  13. package/FrameGraph/Node/Blocks/PostProcesses/filterPostProcessBlock.d.ts +32 -0
  14. package/FrameGraph/Node/Blocks/PostProcesses/filterPostProcessBlock.js +62 -0
  15. package/FrameGraph/Node/Blocks/PostProcesses/filterPostProcessBlock.js.map +1 -0
  16. package/FrameGraph/Node/Blocks/PostProcesses/tonemapPostProcessBlock.d.ts +36 -0
  17. package/FrameGraph/Node/Blocks/PostProcesses/tonemapPostProcessBlock.js +88 -0
  18. package/FrameGraph/Node/Blocks/PostProcesses/tonemapPostProcessBlock.js.map +1 -0
  19. package/FrameGraph/Node/Blocks/index.d.ts +3 -0
  20. package/FrameGraph/Node/Blocks/index.js +3 -0
  21. package/FrameGraph/Node/Blocks/index.js.map +1 -1
  22. package/FrameGraph/Tasks/PostProcesses/colorCorrectionTask.d.ts +17 -0
  23. package/FrameGraph/Tasks/PostProcesses/colorCorrectionTask.js +18 -0
  24. package/FrameGraph/Tasks/PostProcesses/colorCorrectionTask.js.map +1 -0
  25. package/FrameGraph/Tasks/PostProcesses/filterTask.d.ts +16 -0
  26. package/FrameGraph/Tasks/PostProcesses/filterTask.js +17 -0
  27. package/FrameGraph/Tasks/PostProcesses/filterTask.js.map +1 -0
  28. package/FrameGraph/Tasks/PostProcesses/tonemapTask.d.ts +16 -0
  29. package/FrameGraph/Tasks/PostProcesses/tonemapTask.js +17 -0
  30. package/FrameGraph/Tasks/PostProcesses/tonemapTask.js.map +1 -0
  31. package/FrameGraph/index.d.ts +3 -0
  32. package/FrameGraph/index.js +3 -0
  33. package/FrameGraph/index.js.map +1 -1
  34. package/Materials/Textures/texture.js +9 -2
  35. package/Materials/Textures/texture.js.map +1 -1
  36. package/Materials/effect.d.ts +1 -0
  37. package/Materials/effect.js +7 -1
  38. package/Materials/effect.js.map +1 -1
  39. package/Particles/gpuParticleSystem.js +2 -1
  40. package/Particles/gpuParticleSystem.js.map +1 -1
  41. package/Particles/thinParticleSystem.js +4 -3
  42. package/Particles/thinParticleSystem.js.map +1 -1
  43. package/Physics/v2/physicsAggregate.js +4 -3
  44. package/Physics/v2/physicsAggregate.js.map +1 -1
  45. package/PostProcesses/colorCorrectionPostProcess.d.ts +3 -3
  46. package/PostProcesses/colorCorrectionPostProcess.js +21 -21
  47. package/PostProcesses/colorCorrectionPostProcess.js.map +1 -1
  48. package/PostProcesses/filterPostProcess.d.ts +4 -2
  49. package/PostProcesses/filterPostProcess.js +22 -15
  50. package/PostProcesses/filterPostProcess.js.map +1 -1
  51. package/PostProcesses/index.d.ts +3 -0
  52. package/PostProcesses/index.js +3 -0
  53. package/PostProcesses/index.js.map +1 -1
  54. package/PostProcesses/thinColorCorrectionPostProcess.d.ts +30 -0
  55. package/PostProcesses/thinColorCorrectionPostProcess.js +52 -0
  56. package/PostProcesses/thinColorCorrectionPostProcess.js.map +1 -0
  57. package/PostProcesses/thinFilterPostProcess.d.ts +29 -0
  58. package/PostProcesses/thinFilterPostProcess.js +51 -0
  59. package/PostProcesses/thinFilterPostProcess.js.map +1 -0
  60. package/PostProcesses/thinTonemapPostProcess.d.ts +52 -0
  61. package/PostProcesses/thinTonemapPostProcess.js +83 -0
  62. package/PostProcesses/thinTonemapPostProcess.js.map +1 -0
  63. package/PostProcesses/tonemapPostProcess.d.ts +23 -21
  64. package/PostProcesses/tonemapPostProcess.js +55 -46
  65. package/PostProcesses/tonemapPostProcess.js.map +1 -1
  66. package/Rendering/geometryBufferRenderer.js +6 -1
  67. package/Rendering/geometryBufferRenderer.js.map +1 -1
  68. package/Shaders/geometry.fragment.js +3 -1
  69. package/Shaders/geometry.fragment.js.map +1 -1
  70. package/Shaders/geometry.vertex.js +10 -2
  71. package/Shaders/geometry.vertex.js.map +1 -1
  72. package/Shaders/picking.fragment.js +20 -6
  73. package/Shaders/picking.fragment.js.map +1 -1
  74. package/Shaders/picking.vertex.js +4 -3
  75. package/Shaders/picking.vertex.js.map +1 -1
  76. package/ShadersWGSL/geometry.fragment.js +3 -1
  77. package/ShadersWGSL/geometry.fragment.js.map +1 -1
  78. package/ShadersWGSL/geometry.vertex.js +10 -2
  79. package/ShadersWGSL/geometry.vertex.js.map +1 -1
  80. package/ShadersWGSL/picking.fragment.js +11 -6
  81. package/ShadersWGSL/picking.fragment.js.map +1 -1
  82. package/ShadersWGSL/picking.vertex.js +4 -3
  83. package/ShadersWGSL/picking.vertex.js.map +1 -1
  84. package/XR/features/WebXRAnchorSystem.d.ts +1 -1
  85. package/XR/features/WebXRBackgroundRemover.d.ts +1 -1
  86. package/XR/features/WebXRControllerMovement.d.ts +1 -1
  87. package/XR/features/WebXRControllerPhysics.d.ts +1 -1
  88. package/XR/features/WebXRControllerPointerSelection.d.ts +1 -1
  89. package/XR/features/WebXRControllerTeleportation.d.ts +1 -1
  90. package/XR/features/WebXRDOMOverlay.d.ts +1 -1
  91. package/XR/features/WebXRDepthSensing.d.ts +1 -1
  92. package/XR/features/WebXREyeTracking.d.ts +1 -1
  93. package/XR/features/WebXRFeaturePointSystem.d.ts +1 -1
  94. package/XR/features/WebXRHandTracking.d.ts +1 -1
  95. package/XR/features/WebXRHitTest.d.ts +1 -1
  96. package/XR/features/WebXRHitTestLegacy.d.ts +1 -1
  97. package/XR/features/WebXRImageTracking.d.ts +1 -1
  98. package/XR/features/WebXRLayers.d.ts +1 -1
  99. package/XR/features/WebXRLightEstimation.d.ts +1 -1
  100. package/XR/features/WebXRMeshDetector.d.ts +1 -1
  101. package/XR/features/WebXRNearInteraction.d.ts +1 -1
  102. package/XR/features/WebXRPlaneDetector.d.ts +1 -1
  103. package/XR/features/WebXRRawCameraAccess.d.ts +1 -1
  104. package/XR/features/WebXRSpaceWarp.d.ts +1 -1
  105. package/XR/webXRDefaultExperience.js +1 -1
  106. package/XR/webXRDefaultExperience.js.map +1 -1
  107. package/XR/webXRFeaturesManager.d.ts +116 -27
  108. package/XR/webXRFeaturesManager.js.map +1 -1
  109. package/package.json +1 -1
@@ -1 +1 @@
1
- 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type { TransformNode } from \"../../Meshes/transformNode\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { WebXRFeatureName } from \"../../XR/webXRFeaturesManager\";\r\nimport type { WebXRFeaturesManager } from \"../../XR/webXRFeaturesManager\";\r\nimport type { WebXREyeTracking } from \"../../XR/features/WebXREyeTracking\";\r\nimport type { WebXRHandTracking } from \"../../XR/features/WebXRHandTracking\";\r\nimport { WebXRHandJoint } from \"../../XR/features/WebXRHandTracking\";\r\nimport type { WebXRExperienceHelper } from \"../../XR/webXRExperienceHelper\";\r\nimport type { Behavior } from \"../behavior\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Quaternion, TmpVectors, Vector3 } from \"../../Maths/math.vector\";\r\nimport type { Ray } from \"../../Culling/ray\";\r\nimport { Tools } from \"core/Misc/tools\";\r\n\r\n/**\r\n * Zones around the hand\r\n */\r\nexport const enum HandConstraintZone {\r\n /**\r\n * Above finger tips\r\n */\r\n ABOVE_FINGER_TIPS,\r\n /**\r\n * Next to the thumb\r\n */\r\n RADIAL_SIDE,\r\n /**\r\n * Next to the pinky finger\r\n */\r\n ULNAR_SIDE,\r\n /**\r\n * Below the wrist\r\n */\r\n BELOW_WRIST,\r\n}\r\n\r\n/**\r\n * Orientations for the hand zones and for the attached node\r\n */\r\nexport const enum HandConstraintOrientation {\r\n /**\r\n * Orientation is towards the camera\r\n */\r\n LOOK_AT_CAMERA,\r\n /**\r\n * Orientation is determined by the rotation of the palm\r\n */\r\n HAND_ROTATION,\r\n}\r\n\r\n/**\r\n * Orientations for the hand zones and for the attached node\r\n */\r\nexport const enum HandConstraintVisibility {\r\n /**\r\n * Constraint is always visible\r\n */\r\n ALWAYS_VISIBLE,\r\n /**\r\n * Constraint is only visible when the palm is up\r\n */\r\n PALM_UP,\r\n /**\r\n * Constraint is only visible when the user is looking at the constraint.\r\n * Uses XR Eye Tracking if enabled/available, otherwise uses camera direction\r\n */\r\n GAZE_FOCUS,\r\n /**\r\n * Constraint is only visible when the palm is up and the user is looking at it\r\n */\r\n PALM_AND_GAZE,\r\n}\r\n\r\ntype HandPoseInfo = {\r\n position: Vector3;\r\n quaternion: Quaternion;\r\n id: string;\r\n};\r\n\r\n/**\r\n * Hand constraint behavior that makes the attached `TransformNode` follow hands in XR experiences.\r\n * @since 5.0.0\r\n */\r\nexport class HandConstraintBehavior implements Behavior<TransformNode> {\r\n private _scene: Scene;\r\n private _node: TransformNode;\r\n private _eyeTracking: Nullable<WebXREyeTracking>;\r\n private _handTracking: Nullable<WebXRHandTracking>;\r\n private _sceneRenderObserver: Nullable<Observer<Scene>> = null;\r\n private _zoneAxis: { [id: number]: Vector3 } = {};\r\n\r\n /**\r\n * Sets the HandConstraintVisibility level for the hand constraint\r\n */\r\n public handConstraintVisibility: HandConstraintVisibility = HandConstraintVisibility.PALM_AND_GAZE;\r\n\r\n /**\r\n * A number from 0.0 to 1.0, marking how restricted the direction the palm faces is for the attached node to be enabled.\r\n * A 1 means the palm must be directly facing the user before the node is enabled, a 0 means it is always enabled.\r\n * Used with HandConstraintVisibility.PALM_UP\r\n */\r\n public palmUpStrictness: number = 0.95;\r\n\r\n /**\r\n * The radius in meters around the center of the hand that the user must gaze inside for the attached node to be enabled and appear.\r\n * Used with HandConstraintVisibility.GAZE_FOCUS\r\n */\r\n public gazeProximityRadius: number = 0.15;\r\n\r\n /**\r\n * Offset distance from the hand in meters\r\n */\r\n public targetOffset: number = 0.1;\r\n\r\n /**\r\n * Where to place the node regarding the center of the hand.\r\n */\r\n public targetZone: HandConstraintZone = HandConstraintZone.ULNAR_SIDE;\r\n\r\n /**\r\n * Orientation mode of the 4 zones around the hand\r\n */\r\n public zoneOrientationMode: HandConstraintOrientation = HandConstraintOrientation.HAND_ROTATION;\r\n /**\r\n * Orientation mode of the node attached to this behavior\r\n */\r\n public nodeOrientationMode: HandConstraintOrientation = HandConstraintOrientation.HAND_ROTATION;\r\n\r\n /**\r\n * Set the hand this behavior should follow. If set to \"none\", it will follow any visible hand (prioritising the left one).\r\n */\r\n public handedness: XRHandedness = \"none\";\r\n\r\n /**\r\n * Rate of interpolation of position and rotation of the attached node.\r\n * Higher values will give a slower interpolation.\r\n */\r\n public lerpTime = 100;\r\n\r\n /**\r\n * Builds a hand constraint behavior\r\n */\r\n constructor() {\r\n // For a right hand\r\n this._zoneAxis[HandConstraintZone.ABOVE_FINGER_TIPS] = new Vector3(0, 1, 0);\r\n this._zoneAxis[HandConstraintZone.RADIAL_SIDE] = new Vector3(-1, 0, 0);\r\n this._zoneAxis[HandConstraintZone.ULNAR_SIDE] = new Vector3(1, 0, 0);\r\n this._zoneAxis[HandConstraintZone.BELOW_WRIST] = new Vector3(0, -1, 0);\r\n }\r\n\r\n /** gets or sets behavior's name */\r\n public get name() {\r\n return \"HandConstraint\";\r\n }\r\n\r\n /** Enable the behavior */\r\n public enable() {\r\n this._node.setEnabled(true);\r\n }\r\n\r\n /** Disable the behavior */\r\n public disable() {\r\n this._node.setEnabled(false);\r\n }\r\n\r\n private _getHandPose(): Nullable<HandPoseInfo> {\r\n if (!this._handTracking) {\r\n return null;\r\n }\r\n\r\n // Retrieve any available hand, starting by the left\r\n let hand;\r\n if (this.handedness === \"none\") {\r\n hand = this._handTracking.getHandByHandedness(\"left\") || this._handTracking.getHandByHandedness(\"right\");\r\n } else {\r\n hand = this._handTracking.getHandByHandedness(this.handedness);\r\n }\r\n\r\n if (hand) {\r\n const pinkyMetacarpal = hand.getJointMesh(WebXRHandJoint.PINKY_FINGER_METACARPAL);\r\n const middleMetacarpal = hand.getJointMesh(WebXRHandJoint.MIDDLE_FINGER_METACARPAL);\r\n const wrist = hand.getJointMesh(WebXRHandJoint.WRIST);\r\n\r\n if (wrist && middleMetacarpal && pinkyMetacarpal) {\r\n const handPose: HandPoseInfo = { position: middleMetacarpal.absolutePosition, quaternion: new Quaternion(), id: hand.xrController.uniqueId };\r\n\r\n // palm forward\r\n const up = TmpVectors.Vector3[0];\r\n const forward = TmpVectors.Vector3[1];\r\n const left = TmpVectors.Vector3[2];\r\n up.copyFrom(middleMetacarpal.absolutePosition).subtractInPlace(wrist.absolutePosition).normalize();\r\n forward.copyFrom(pinkyMetacarpal.absolutePosition).subtractInPlace(middleMetacarpal.absolutePosition).normalize();\r\n\r\n // Create vectors for a rotation quaternion, where forward points out from the palm\r\n Vector3.CrossToRef(up, forward, forward);\r\n Vector3.CrossToRef(forward, up, left);\r\n\r\n Quaternion.FromLookDirectionLHToRef(forward, up, handPose.quaternion);\r\n\r\n return handPose;\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Initializes the hand constraint behavior\r\n */\r\n public init() {}\r\n\r\n /**\r\n * Attaches the hand constraint to a `TransformNode`\r\n * @param node defines the node to attach the behavior to\r\n */\r\n public attach(node: TransformNode): void {\r\n this._node = node;\r\n this._scene = node.getScene();\r\n\r\n if (!this._node.rotationQuaternion) {\r\n this._node.rotationQuaternion = Quaternion.RotationYawPitchRoll(this._node.rotation.y, this._node.rotation.x, this._node.rotation.z);\r\n }\r\n\r\n let lastTick = Date.now();\r\n this._sceneRenderObserver = this._scene.onBeforeRenderObservable.add(() => {\r\n const pose = this._getHandPose();\r\n\r\n this._node.reservedDataStore = this._node.reservedDataStore || {};\r\n this._node.reservedDataStore.nearInteraction = this._node.reservedDataStore.nearInteraction || {};\r\n this._node.reservedDataStore.nearInteraction.excludedControllerId = null;\r\n\r\n if (pose) {\r\n const zoneOffset = TmpVectors.Vector3[0];\r\n const camera = this._scene.activeCamera;\r\n\r\n zoneOffset.copyFrom(this._zoneAxis[this.targetZone]);\r\n\r\n const cameraLookAtQuaternion = TmpVectors.Quaternion[0];\r\n if (camera && (this.zoneOrientationMode === HandConstraintOrientation.LOOK_AT_CAMERA || this.nodeOrientationMode === HandConstraintOrientation.LOOK_AT_CAMERA)) {\r\n const toCamera = TmpVectors.Vector3[1];\r\n toCamera.copyFrom(camera.position).subtractInPlace(pose.position).normalize();\r\n if (this._scene.useRightHandedSystem) {\r\n Quaternion.FromLookDirectionRHToRef(toCamera, Vector3.UpReadOnly, cameraLookAtQuaternion);\r\n } else {\r\n Quaternion.FromLookDirectionLHToRef(toCamera, Vector3.UpReadOnly, cameraLookAtQuaternion);\r\n }\r\n }\r\n\r\n if (this.zoneOrientationMode === HandConstraintOrientation.HAND_ROTATION) {\r\n pose.quaternion.toRotationMatrix(TmpVectors.Matrix[0]);\r\n } else {\r\n cameraLookAtQuaternion.toRotationMatrix(TmpVectors.Matrix[0]);\r\n }\r\n\r\n Vector3.TransformNormalToRef(zoneOffset, TmpVectors.Matrix[0], zoneOffset);\r\n zoneOffset.scaleInPlace(this.targetOffset);\r\n\r\n const targetPosition = TmpVectors.Vector3[2];\r\n const targetRotation = TmpVectors.Quaternion[1];\r\n targetPosition.copyFrom(pose.position).addInPlace(zoneOffset);\r\n\r\n if (this.nodeOrientationMode === HandConstraintOrientation.HAND_ROTATION) {\r\n targetRotation.copyFrom(pose.quaternion);\r\n } else {\r\n targetRotation.copyFrom(cameraLookAtQuaternion);\r\n }\r\n\r\n const elapsed = Date.now() - lastTick;\r\n\r\n Vector3.SmoothToRef(this._node.position, targetPosition, elapsed, this.lerpTime, this._node.position);\r\n Quaternion.SmoothToRef(this._node.rotationQuaternion!, targetRotation, elapsed, this.lerpTime, this._node.rotationQuaternion!);\r\n\r\n this._node.reservedDataStore.nearInteraction.excludedControllerId = pose.id;\r\n }\r\n\r\n this._setVisibility(pose);\r\n\r\n lastTick = Date.now();\r\n });\r\n }\r\n\r\n private _setVisibility(pose: Nullable<HandPoseInfo>) {\r\n let palmVisible = true;\r\n let gazeVisible = true;\r\n const camera = this._scene.activeCamera;\r\n\r\n if (camera) {\r\n const cameraForward = camera.getForwardRay();\r\n\r\n if (this.handConstraintVisibility === HandConstraintVisibility.GAZE_FOCUS || this.handConstraintVisibility === HandConstraintVisibility.PALM_AND_GAZE) {\r\n gazeVisible = false;\r\n let gaze: Ray | undefined;\r\n if (this._eyeTracking) {\r\n gaze = this._eyeTracking.getEyeGaze()!;\r\n }\r\n\r\n gaze = gaze || cameraForward;\r\n\r\n const gazeToBehavior = TmpVectors.Vector3[0];\r\n if (pose) {\r\n pose.position.subtractToRef(gaze.origin, gazeToBehavior);\r\n } else {\r\n this._node.getAbsolutePosition().subtractToRef(gaze.origin, gazeToBehavior);\r\n }\r\n\r\n const projectedDistance = Vector3.Dot(gazeToBehavior, gaze.direction);\r\n const projectedSquared = projectedDistance * projectedDistance;\r\n\r\n if (projectedDistance > 0) {\r\n const radiusSquared = gazeToBehavior.lengthSquared() - projectedSquared;\r\n if (radiusSquared < this.gazeProximityRadius * this.gazeProximityRadius) {\r\n gazeVisible = true;\r\n }\r\n }\r\n }\r\n\r\n if (this.handConstraintVisibility === HandConstraintVisibility.PALM_UP || this.handConstraintVisibility === HandConstraintVisibility.PALM_AND_GAZE) {\r\n palmVisible = false;\r\n\r\n if (pose) {\r\n const palmDirection = TmpVectors.Vector3[0];\r\n Vector3.LeftHandedForwardReadOnly.rotateByQuaternionToRef(pose.quaternion, palmDirection);\r\n\r\n if (Vector3.Dot(palmDirection, cameraForward.direction) > this.palmUpStrictness * 2 - 1) {\r\n palmVisible = true;\r\n }\r\n }\r\n }\r\n }\r\n\r\n this._node.setEnabled(palmVisible && gazeVisible);\r\n }\r\n\r\n /**\r\n * Detaches the behavior from the `TransformNode`\r\n */\r\n public detach(): void {\r\n this._scene.onBeforeRenderObservable.remove(this._sceneRenderObserver);\r\n }\r\n\r\n /**\r\n * Links the behavior to the XR experience in which to retrieve hand transform information.\r\n * @param xr xr experience\r\n */\r\n public linkToXRExperience(xr: WebXRExperienceHelper | WebXRFeaturesManager) {\r\n const featuresManager: WebXRFeaturesManager = (xr as WebXRExperienceHelper).featuresManager ? (xr as WebXRExperienceHelper).featuresManager : (xr as WebXRFeaturesManager);\r\n if (!featuresManager) {\r\n Tools.Error(\"XR features manager must be available or provided directly for the Hand Menu to work\");\r\n } else {\r\n try {\r\n this._eyeTracking = featuresManager.getEnabledFeature(WebXRFeatureName.EYE_TRACKING) as WebXREyeTracking;\r\n } catch {}\r\n\r\n try {\r\n this._handTracking = featuresManager.getEnabledFeature(WebXRFeatureName.HAND_TRACKING) as WebXRHandTracking;\r\n } catch {\r\n Tools.Error(\"Hand tracking must be enabled for the Hand Menu to work\");\r\n }\r\n }\r\n }\r\n}\r\n"]}
1
+ 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type { TransformNode } from \"../../Meshes/transformNode\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { WebXRFeatureName } from \"../../XR/webXRFeaturesManager\";\r\nimport type { WebXRFeaturesManager } from \"../../XR/webXRFeaturesManager\";\r\nimport type { WebXREyeTracking } from \"../../XR/features/WebXREyeTracking\";\r\nimport type { WebXRHandTracking } from \"../../XR/features/WebXRHandTracking\";\r\nimport { WebXRHandJoint } from \"../../XR/features/WebXRHandTracking\";\r\nimport type { WebXRExperienceHelper } from \"../../XR/webXRExperienceHelper\";\r\nimport type { Behavior } from \"../behavior\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Quaternion, TmpVectors, Vector3 } from \"../../Maths/math.vector\";\r\nimport type { Ray } from \"../../Culling/ray\";\r\nimport { Tools } from \"core/Misc/tools\";\r\n\r\n/**\r\n * Zones around the hand\r\n */\r\nexport const enum HandConstraintZone {\r\n /**\r\n * Above finger tips\r\n */\r\n ABOVE_FINGER_TIPS,\r\n /**\r\n * Next to the thumb\r\n */\r\n RADIAL_SIDE,\r\n /**\r\n * Next to the pinky finger\r\n */\r\n ULNAR_SIDE,\r\n /**\r\n * Below the wrist\r\n */\r\n BELOW_WRIST,\r\n}\r\n\r\n/**\r\n * Orientations for the hand zones and for the attached node\r\n */\r\nexport const enum HandConstraintOrientation {\r\n /**\r\n * Orientation is towards the camera\r\n */\r\n LOOK_AT_CAMERA,\r\n /**\r\n * Orientation is determined by the rotation of the palm\r\n */\r\n HAND_ROTATION,\r\n}\r\n\r\n/**\r\n * Orientations for the hand zones and for the attached node\r\n */\r\nexport const enum HandConstraintVisibility {\r\n /**\r\n * Constraint is always visible\r\n */\r\n ALWAYS_VISIBLE,\r\n /**\r\n * Constraint is only visible when the palm is up\r\n */\r\n PALM_UP,\r\n /**\r\n * Constraint is only visible when the user is looking at the constraint.\r\n * Uses XR Eye Tracking if enabled/available, otherwise uses camera direction\r\n */\r\n GAZE_FOCUS,\r\n /**\r\n * Constraint is only visible when the palm is up and the user is looking at it\r\n */\r\n PALM_AND_GAZE,\r\n}\r\n\r\ntype HandPoseInfo = {\r\n position: Vector3;\r\n quaternion: Quaternion;\r\n id: string;\r\n};\r\n\r\n/**\r\n * Hand constraint behavior that makes the attached `TransformNode` follow hands in XR experiences.\r\n * @since 5.0.0\r\n */\r\nexport class HandConstraintBehavior implements Behavior<TransformNode> {\r\n private _scene: Scene;\r\n private _node: TransformNode;\r\n private _eyeTracking: Nullable<WebXREyeTracking>;\r\n private _handTracking: Nullable<WebXRHandTracking>;\r\n private _sceneRenderObserver: Nullable<Observer<Scene>> = null;\r\n private _zoneAxis: { [id: number]: Vector3 } = {};\r\n\r\n /**\r\n * Sets the HandConstraintVisibility level for the hand constraint\r\n */\r\n public handConstraintVisibility: HandConstraintVisibility = HandConstraintVisibility.PALM_AND_GAZE;\r\n\r\n /**\r\n * A number from 0.0 to 1.0, marking how restricted the direction the palm faces is for the attached node to be enabled.\r\n * A 1 means the palm must be directly facing the user before the node is enabled, a 0 means it is always enabled.\r\n * Used with HandConstraintVisibility.PALM_UP\r\n */\r\n public palmUpStrictness: number = 0.95;\r\n\r\n /**\r\n * The radius in meters around the center of the hand that the user must gaze inside for the attached node to be enabled and appear.\r\n * Used with HandConstraintVisibility.GAZE_FOCUS\r\n */\r\n public gazeProximityRadius: number = 0.15;\r\n\r\n /**\r\n * Offset distance from the hand in meters\r\n */\r\n public targetOffset: number = 0.1;\r\n\r\n /**\r\n * Where to place the node regarding the center of the hand.\r\n */\r\n public targetZone: HandConstraintZone = HandConstraintZone.ULNAR_SIDE;\r\n\r\n /**\r\n * Orientation mode of the 4 zones around the hand\r\n */\r\n public zoneOrientationMode: HandConstraintOrientation = HandConstraintOrientation.HAND_ROTATION;\r\n /**\r\n * Orientation mode of the node attached to this behavior\r\n */\r\n public nodeOrientationMode: HandConstraintOrientation = HandConstraintOrientation.HAND_ROTATION;\r\n\r\n /**\r\n * Set the hand this behavior should follow. If set to \"none\", it will follow any visible hand (prioritising the left one).\r\n */\r\n public handedness: XRHandedness = \"none\";\r\n\r\n /**\r\n * Rate of interpolation of position and rotation of the attached node.\r\n * Higher values will give a slower interpolation.\r\n */\r\n public lerpTime = 100;\r\n\r\n /**\r\n * Builds a hand constraint behavior\r\n */\r\n constructor() {\r\n // For a right hand\r\n this._zoneAxis[HandConstraintZone.ABOVE_FINGER_TIPS] = new Vector3(0, 1, 0);\r\n this._zoneAxis[HandConstraintZone.RADIAL_SIDE] = new Vector3(-1, 0, 0);\r\n this._zoneAxis[HandConstraintZone.ULNAR_SIDE] = new Vector3(1, 0, 0);\r\n this._zoneAxis[HandConstraintZone.BELOW_WRIST] = new Vector3(0, -1, 0);\r\n }\r\n\r\n /** gets or sets behavior's name */\r\n public get name() {\r\n return \"HandConstraint\";\r\n }\r\n\r\n /** Enable the behavior */\r\n public enable() {\r\n this._node.setEnabled(true);\r\n }\r\n\r\n /** Disable the behavior */\r\n public disable() {\r\n this._node.setEnabled(false);\r\n }\r\n\r\n private _getHandPose(): Nullable<HandPoseInfo> {\r\n if (!this._handTracking) {\r\n return null;\r\n }\r\n\r\n // Retrieve any available hand, starting by the left\r\n let hand;\r\n if (this.handedness === \"none\") {\r\n hand = this._handTracking.getHandByHandedness(\"left\") || this._handTracking.getHandByHandedness(\"right\");\r\n } else {\r\n hand = this._handTracking.getHandByHandedness(this.handedness);\r\n }\r\n\r\n if (hand) {\r\n const pinkyMetacarpal = hand.getJointMesh(WebXRHandJoint.PINKY_FINGER_METACARPAL);\r\n const middleMetacarpal = hand.getJointMesh(WebXRHandJoint.MIDDLE_FINGER_METACARPAL);\r\n const wrist = hand.getJointMesh(WebXRHandJoint.WRIST);\r\n\r\n if (wrist && middleMetacarpal && pinkyMetacarpal) {\r\n const handPose: HandPoseInfo = { position: middleMetacarpal.absolutePosition, quaternion: new Quaternion(), id: hand.xrController.uniqueId };\r\n\r\n // palm forward\r\n const up = TmpVectors.Vector3[0];\r\n const forward = TmpVectors.Vector3[1];\r\n const left = TmpVectors.Vector3[2];\r\n up.copyFrom(middleMetacarpal.absolutePosition).subtractInPlace(wrist.absolutePosition).normalize();\r\n forward.copyFrom(pinkyMetacarpal.absolutePosition).subtractInPlace(middleMetacarpal.absolutePosition).normalize();\r\n\r\n // Create vectors for a rotation quaternion, where forward points out from the palm\r\n Vector3.CrossToRef(up, forward, forward);\r\n Vector3.CrossToRef(forward, up, left);\r\n\r\n Quaternion.FromLookDirectionLHToRef(forward, up, handPose.quaternion);\r\n\r\n return handPose;\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Initializes the hand constraint behavior\r\n */\r\n public init() {}\r\n\r\n /**\r\n * Attaches the hand constraint to a `TransformNode`\r\n * @param node defines the node to attach the behavior to\r\n */\r\n public attach(node: TransformNode): void {\r\n this._node = node;\r\n this._scene = node.getScene();\r\n\r\n if (!this._node.rotationQuaternion) {\r\n this._node.rotationQuaternion = Quaternion.RotationYawPitchRoll(this._node.rotation.y, this._node.rotation.x, this._node.rotation.z);\r\n }\r\n\r\n let lastTick = Date.now();\r\n this._sceneRenderObserver = this._scene.onBeforeRenderObservable.add(() => {\r\n const pose = this._getHandPose();\r\n\r\n this._node.reservedDataStore = this._node.reservedDataStore || {};\r\n this._node.reservedDataStore.nearInteraction = this._node.reservedDataStore.nearInteraction || {};\r\n this._node.reservedDataStore.nearInteraction.excludedControllerId = null;\r\n\r\n if (pose) {\r\n const zoneOffset = TmpVectors.Vector3[0];\r\n const camera = this._scene.activeCamera;\r\n\r\n zoneOffset.copyFrom(this._zoneAxis[this.targetZone]);\r\n\r\n const cameraLookAtQuaternion = TmpVectors.Quaternion[0];\r\n if (camera && (this.zoneOrientationMode === HandConstraintOrientation.LOOK_AT_CAMERA || this.nodeOrientationMode === HandConstraintOrientation.LOOK_AT_CAMERA)) {\r\n const toCamera = TmpVectors.Vector3[1];\r\n toCamera.copyFrom(camera.position).subtractInPlace(pose.position).normalize();\r\n if (this._scene.useRightHandedSystem) {\r\n Quaternion.FromLookDirectionRHToRef(toCamera, Vector3.UpReadOnly, cameraLookAtQuaternion);\r\n } else {\r\n Quaternion.FromLookDirectionLHToRef(toCamera, Vector3.UpReadOnly, cameraLookAtQuaternion);\r\n }\r\n }\r\n\r\n if (this.zoneOrientationMode === HandConstraintOrientation.HAND_ROTATION) {\r\n pose.quaternion.toRotationMatrix(TmpVectors.Matrix[0]);\r\n } else {\r\n cameraLookAtQuaternion.toRotationMatrix(TmpVectors.Matrix[0]);\r\n }\r\n\r\n Vector3.TransformNormalToRef(zoneOffset, TmpVectors.Matrix[0], zoneOffset);\r\n zoneOffset.scaleInPlace(this.targetOffset);\r\n\r\n const targetPosition = TmpVectors.Vector3[2];\r\n const targetRotation = TmpVectors.Quaternion[1];\r\n targetPosition.copyFrom(pose.position).addInPlace(zoneOffset);\r\n\r\n if (this.nodeOrientationMode === HandConstraintOrientation.HAND_ROTATION) {\r\n targetRotation.copyFrom(pose.quaternion);\r\n } else {\r\n targetRotation.copyFrom(cameraLookAtQuaternion);\r\n }\r\n\r\n const elapsed = Date.now() - lastTick;\r\n\r\n Vector3.SmoothToRef(this._node.position, targetPosition, elapsed, this.lerpTime, this._node.position);\r\n Quaternion.SmoothToRef(this._node.rotationQuaternion!, targetRotation, elapsed, this.lerpTime, this._node.rotationQuaternion!);\r\n\r\n this._node.reservedDataStore.nearInteraction.excludedControllerId = pose.id;\r\n }\r\n\r\n this._setVisibility(pose);\r\n\r\n lastTick = Date.now();\r\n });\r\n }\r\n\r\n private _setVisibility(pose: Nullable<HandPoseInfo>) {\r\n let palmVisible = true;\r\n let gazeVisible = true;\r\n const camera = this._scene.activeCamera;\r\n\r\n if (camera) {\r\n const cameraForward = camera.getForwardRay();\r\n\r\n if (this.handConstraintVisibility === HandConstraintVisibility.GAZE_FOCUS || this.handConstraintVisibility === HandConstraintVisibility.PALM_AND_GAZE) {\r\n gazeVisible = false;\r\n let gaze: Ray | undefined;\r\n if (this._eyeTracking) {\r\n gaze = this._eyeTracking.getEyeGaze()!;\r\n }\r\n\r\n gaze = gaze || cameraForward;\r\n\r\n const gazeToBehavior = TmpVectors.Vector3[0];\r\n if (pose) {\r\n pose.position.subtractToRef(gaze.origin, gazeToBehavior);\r\n } else {\r\n this._node.getAbsolutePosition().subtractToRef(gaze.origin, gazeToBehavior);\r\n }\r\n\r\n const projectedDistance = Vector3.Dot(gazeToBehavior, gaze.direction);\r\n const projectedSquared = projectedDistance * projectedDistance;\r\n\r\n if (projectedDistance > 0) {\r\n const radiusSquared = gazeToBehavior.lengthSquared() - projectedSquared;\r\n if (radiusSquared < this.gazeProximityRadius * this.gazeProximityRadius) {\r\n gazeVisible = true;\r\n }\r\n }\r\n }\r\n\r\n if (this.handConstraintVisibility === HandConstraintVisibility.PALM_UP || this.handConstraintVisibility === HandConstraintVisibility.PALM_AND_GAZE) {\r\n palmVisible = false;\r\n\r\n if (pose) {\r\n const palmDirection = TmpVectors.Vector3[0];\r\n Vector3.LeftHandedForwardReadOnly.rotateByQuaternionToRef(pose.quaternion, palmDirection);\r\n\r\n if (Vector3.Dot(palmDirection, cameraForward.direction) > this.palmUpStrictness * 2 - 1) {\r\n palmVisible = true;\r\n }\r\n }\r\n }\r\n }\r\n\r\n this._node.setEnabled(palmVisible && gazeVisible);\r\n }\r\n\r\n /**\r\n * Detaches the behavior from the `TransformNode`\r\n */\r\n public detach(): void {\r\n this._scene.onBeforeRenderObservable.remove(this._sceneRenderObserver);\r\n }\r\n\r\n /**\r\n * Links the behavior to the XR experience in which to retrieve hand transform information.\r\n * @param xr xr experience\r\n */\r\n public linkToXRExperience(xr: WebXRExperienceHelper | WebXRFeaturesManager) {\r\n const featuresManager: WebXRFeaturesManager = (xr as WebXRExperienceHelper).featuresManager ? (xr as WebXRExperienceHelper).featuresManager : (xr as WebXRFeaturesManager);\r\n if (!featuresManager) {\r\n Tools.Error(\"XR features manager must be available or provided directly for the Hand Menu to work\");\r\n } else {\r\n try {\r\n this._eyeTracking = featuresManager.getEnabledFeature(WebXRFeatureName.EYE_TRACKING);\r\n } catch {}\r\n\r\n try {\r\n this._handTracking = featuresManager.getEnabledFeature(WebXRFeatureName.HAND_TRACKING);\r\n } catch {\r\n Tools.Error(\"Hand tracking must be enabled for the Hand Menu to work\");\r\n }\r\n }\r\n }\r\n}\r\n"]}
@@ -34,25 +34,27 @@ export interface IGPUMultiPickingInfo {
34
34
  * GPUPIcker can pick meshes, instances and thin instances
35
35
  */
36
36
  export declare class GPUPicker {
37
+ private static readonly _AttributeName;
38
+ private static readonly _MaxPickingId;
37
39
  private _pickingTexture;
38
- private _idMap;
39
- private _thinIdMap;
40
- private _idColors;
40
+ private readonly _idMap;
41
+ private readonly _thinIdMap;
42
+ private readonly _meshUniqueIdToPickerId;
43
+ private _idWarningIssued;
41
44
  private _cachedScene;
42
45
  private _engine;
43
- private _defaultRenderMaterial;
46
+ private readonly _pickingMaterialCache;
44
47
  private _pickableMeshes;
45
- private _meshMaterialMap;
48
+ private readonly _meshMaterialMap;
46
49
  private _readbuffer;
47
50
  private _meshRenderingCount;
48
- private readonly _attributeName;
49
- private _warningIssued;
51
+ private _renderWarningIssued;
50
52
  private _renderPickingTexture;
51
53
  private _sceneBeforeRenderObserver;
52
- private _pickingTextureAfterRenderObservable;
54
+ private _pickingTextureAfterRenderObserver;
55
+ private _nextFreeId;
53
56
  /** Shader language used by the generator */
54
57
  protected _shaderLanguage: ShaderLanguage;
55
- private static _TempColor;
56
58
  /**
57
59
  * Gets the shader language used in this generator.
58
60
  */
@@ -63,17 +65,16 @@ export declare class GPUPicker {
63
65
  */
64
66
  get pickingInProgress(): boolean;
65
67
  /**
66
- * Gets the default render material used by the picker.
68
+ * Gets the default render materials used by the picker.
69
+ *
70
+ * index is Material filling mode
67
71
  */
68
- get defaultRenderMaterial(): Nullable<ShaderMaterial>;
69
- private static _IdToRgb;
72
+ get defaultRenderMaterials(): readonly Nullable<ShaderMaterial>[];
70
73
  private _getColorIdFromReadBuffer;
71
- private static _SetColorData;
72
74
  private _createRenderTarget;
73
- private _createColorMaterialAsync;
75
+ private _clearPickingMaterials;
76
+ private _getPickingMaterial;
74
77
  private _materialBindCallback;
75
- private _generateColorData;
76
- private _generateThinInstanceColorData;
77
78
  /**
78
79
  * Set the list of meshes to pick from
79
80
  * Set that value to null to clear the list (and avoid leaks)
@@ -84,6 +85,18 @@ export declare class GPUPicker {
84
85
  mesh: AbstractMesh;
85
86
  material: ShaderMaterial;
86
87
  }>>): void;
88
+ /**
89
+ * Clear the current picking list and free resources
90
+ */
91
+ clearPickingList(): void;
92
+ /**
93
+ * Add array of meshes to the current picking list
94
+ * @param list defines the array of meshes to add to the current picking list
95
+ */
96
+ addPickingList(list: Array<AbstractMesh | {
97
+ mesh: AbstractMesh;
98
+ material: ShaderMaterial;
99
+ }>): void;
87
100
  /**
88
101
  * Execute a picking operation
89
102
  * @param x defines the X coordinates where to run the pick
@@ -99,11 +112,22 @@ export declare class GPUPicker {
99
112
  * @returns A promise with the picking results. Always returns an array with the same length as the number of coordinates. The mesh or null at the index where no mesh was picked.
100
113
  */
101
114
  multiPickAsync(xy: IVector2Like[], disposeWhenDone?: boolean): Promise<Nullable<IGPUMultiPickingInfo>>;
115
+ /**
116
+ * Execute a picking operation on box defined by two screen coordinates
117
+ * @param x1 defines the X coordinate of the first corner of the box where to run the pick
118
+ * @param y1 defines the Y coordinate of the first corner of the box where to run the pick
119
+ * @param x2 defines the X coordinate of the opposite corner of the box where to run the pick
120
+ * @param y2 defines the Y coordinate of the opposite corner of the box where to run the pick
121
+ * @param disposeWhenDone defines a boolean indicating we do not want to keep resources alive (false by default)
122
+ * @returns A promise with the picking results. Always returns an array with the same length as the number of coordinates. The mesh or null at the index where no mesh was picked.
123
+ */
124
+ boxPickAsync(x1: number, y1: number, x2: number, y2: number, disposeWhenDone?: boolean): Promise<Nullable<IGPUMultiPickingInfo>>;
102
125
  private _getRenderInfo;
103
126
  private _prepareForPicking;
104
127
  private _preparePickingBuffer;
105
128
  private _executePickingAsync;
106
129
  private _executeMultiPickingAsync;
130
+ private _executeBoxPickingAsync;
107
131
  private _enableScissor;
108
132
  private _disableScissor;
109
133
  /**