@onerjs/core 8.37.7 → 8.37.9
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Animations/animationGroup.d.ts +2 -3
- package/Animations/animationGroup.js +10 -15
- package/Animations/animationGroup.js.map +1 -1
- package/Bones/bone.d.ts +2 -0
- package/Bones/bone.js +2 -0
- package/Bones/bone.js.map +1 -1
- package/Bones/skeleton.js +7 -0
- package/Bones/skeleton.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/bloomTask.js +3 -1
- package/FrameGraph/Tasks/PostProcesses/bloomTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js +3 -1
- package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/postProcessTask.js +1 -1
- package/FrameGraph/Tasks/PostProcesses/postProcessTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/ssao2RenderingPipelineTask.js +3 -1
- package/FrameGraph/Tasks/PostProcesses/ssao2RenderingPipelineTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js +3 -1
- package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js.map +1 -1
- package/Layers/effectLayer.d.ts +4 -0
- package/Layers/effectLayer.js +2 -0
- package/Layers/effectLayer.js.map +1 -1
- package/Layers/highlightLayer.js +1 -0
- package/Layers/highlightLayer.js.map +1 -1
- package/Layers/index.d.ts +2 -0
- package/Layers/index.js +2 -0
- package/Layers/index.js.map +1 -1
- package/Layers/selectionOutlineLayer.d.ts +185 -0
- package/Layers/selectionOutlineLayer.js +326 -0
- package/Layers/selectionOutlineLayer.js.map +1 -0
- package/Layers/thinEffectLayer.d.ts +5 -1
- package/Layers/thinEffectLayer.js +21 -16
- package/Layers/thinEffectLayer.js.map +1 -1
- package/Layers/thinGlowLayer.js +1 -0
- package/Layers/thinGlowLayer.js.map +1 -1
- package/Layers/thinHighlightLayer.js +1 -0
- package/Layers/thinHighlightLayer.js.map +1 -1
- package/Layers/thinSelectionOutlineLayer.d.ts +154 -0
- package/Layers/thinSelectionOutlineLayer.js +611 -0
- package/Layers/thinSelectionOutlineLayer.js.map +1 -0
- package/Loading/Plugins/babylonFileLoader.js +136 -48
- package/Loading/Plugins/babylonFileLoader.js.map +1 -1
- package/Maths/math.vector.functions.d.ts +8 -0
- package/Maths/math.vector.functions.js +10 -0
- package/Maths/math.vector.functions.js.map +1 -1
- package/Meshes/abstractMesh.d.ts +4 -0
- package/Meshes/abstractMesh.js +4 -0
- package/Meshes/abstractMesh.js.map +1 -1
- package/Meshes/csg2.js +9 -1
- package/Meshes/csg2.js.map +1 -1
- package/Meshes/instancedMesh.js +2 -2
- package/Meshes/instancedMesh.js.map +1 -1
- package/Meshes/mesh.js +6 -1
- package/Meshes/mesh.js.map +1 -1
- package/Morph/morphTarget.js +2 -1
- package/Morph/morphTarget.js.map +1 -1
- package/Shaders/selection.fragment.d.ts +7 -0
- package/Shaders/selection.fragment.js +47 -0
- package/Shaders/selection.fragment.js.map +1 -0
- package/Shaders/selection.vertex.d.ts +17 -0
- package/Shaders/selection.vertex.js +95 -0
- package/Shaders/selection.vertex.js.map +1 -0
- package/Shaders/selectionOutline.fragment.d.ts +5 -0
- package/Shaders/selectionOutline.fragment.js +23 -0
- package/Shaders/selectionOutline.fragment.js.map +1 -0
- package/ShadersWGSL/selection.fragment.d.ts +7 -0
- package/ShadersWGSL/selection.fragment.js +47 -0
- package/ShadersWGSL/selection.fragment.js.map +1 -0
- package/ShadersWGSL/selection.vertex.d.ts +17 -0
- package/ShadersWGSL/selection.vertex.js +96 -0
- package/ShadersWGSL/selection.vertex.js.map +1 -0
- package/ShadersWGSL/selectionOutline.fragment.d.ts +5 -0
- package/ShadersWGSL/selectionOutline.fragment.js +24 -0
- package/ShadersWGSL/selectionOutline.fragment.js.map +1 -0
- package/package.json +1 -1
- package/scene.d.ts +2 -2
- package/scene.js +10 -2
- package/scene.js.map +1 -1
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{ VertexBuffer } from \"../Buffers/buffer\";\nimport { Camera } from \"../Cameras/camera\";\nimport { Constants } from \"../Engines/constants\";\nimport type { ThinEngine } from \"../Engines/thinEngine\";\nimport { AddClipPlaneUniforms, BindClipPlane, PrepareStringDefinesForClipPlanes } from \"../Materials/clipPlaneMaterialHelper\";\nimport type { Effect, IEffectCreationOptions } from \"../Materials/effect\";\nimport { EffectFallbacks } from \"../Materials/effectFallbacks\";\nimport { Material } from \"../Materials/material\";\nimport { BindBonesParameters, BindMorphTargetParameters, PrepareDefinesAndAttributesForMorphTargets, PushAttributesForInstances } from \"../Materials/materialHelper.functions\";\nimport { ShaderLanguage } from \"../Materials/shaderLanguage\";\nimport type { BaseTexture } from \"../Materials/Textures/baseTexture\";\nimport { Color3, Color4 } from \"../Maths/math.color\";\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\nimport type { InstancedMesh } from \"../Meshes/instancedMesh\";\nimport type { Mesh } from \"../Meshes/mesh\";\nimport type { SubMesh } from \"../Meshes/subMesh\";\nimport type { Scene } from \"../scene\";\nimport type { Nullable } from \"../types\";\nimport type { IThinEffectLayerOptions } from \"./thinEffectLayer\";\nimport { ThinEffectLayer } from \"./thinEffectLayer\";\n\n/**\n * Selection outline layer options. This helps customizing the behaviour\n * of the selection outline layer.\n */\nexport interface IThinSelectionOutlineLayerOptions extends IThinEffectLayerOptions {\n /**\n * Use the GLSL code generation for the shader (even on WebGPU). Default is false\n */\n forceGLSL?: boolean;\n\n /**\n * Specifies whether the depth stored is the Z coordinate in camera space.\n */\n storeCameraSpaceZ?: boolean;\n}\n\n/**\n * @internal\n */\nexport class ThinSelectionOutlineLayer extends ThinEffectLayer {\n /**\n * Effect Name of the layer.\n */\n public static readonly EffectName = \"SelectionOutlineLayer\";\n\n /**\n * Name of the instance selection ID attribute\n * @internal\n */\n public static readonly InstanceSelectionIdAttributeName = \"instanceSelectionId\";\n\n /**\n * The outline color\n */\n public outlineColor: Color3 = new Color3(1, 0.5, 0);\n\n /**\n * The thickness of the edges\n */\n public outlineThickness: number = 2.0;\n\n /**\n * The strength of the occlusion effect (default: 0.8)\n */\n public occlusionStrength: number = 0.8;\n\n /**\n * The occlusion threshold (default: 0.0001)\n */\n public occlusionThreshold: number = 0.0001;\n\n /**\n * The width of the source texture\n */\n public textureWidth: number = 0;\n\n /**\n * The height of the source texture\n */\n public textureHeight: number = 0;\n\n /** @internal */\n public override _options: Required<IThinSelectionOutlineLayerOptions>;\n\n /** @internal */\n public readonly _meshUniqueIdToSelectionId: number[] = [];\n /** @internal */\n public _selection: Nullable<AbstractMesh[]> = [];\n private _nextSelectionId = 1;\n\n /**\n * Instantiates a new selection outline Layer and references it to the scene..\n * @param name The name of the layer\n * @param scene The scene to use the layer in\n * @param options Sets of none mandatory options to use with the layer (see IThinSelectionOutlineLayerOptions for more information)\n * @param dontCheckIfReady Specifies if the layer should disable checking whether all the post processes are ready (default: false). To save performance, this should be set to true and you should call `isReady` manually before rendering to the layer.\n */\n public constructor(name: string, scene?: Scene, options?: Partial<IThinSelectionOutlineLayerOptions>, dontCheckIfReady = false) {\n super(name, scene, options !== undefined ? !!options.forceGLSL : false);\n\n // Adapt options\n this._options = {\n mainTextureRatio: 1.0,\n mainTextureFixedSize: 0,\n alphaBlendingMode: Constants.ALPHA_COMBINE,\n camera: null,\n renderingGroupId: -1,\n forceGLSL: false,\n mainTextureType: Constants.TEXTURETYPE_FLOAT,\n mainTextureFormat: Constants.TEXTUREFORMAT_RG,\n storeCameraSpaceZ: false,\n ...options,\n };\n\n // set clear color\n this.neutralColor = new Color4(0.0, this._options.storeCameraSpaceZ ? 0.0 : 1.0, 0.0, 1.0);\n\n // Initialize the layer\n this._init(this._options);\n\n // Do not render as long as no meshes have been added\n this._shouldRender = false;\n\n if (dontCheckIfReady) {\n // When dontCheckIfReady is true, we are in the new ThinXXX layer mode, so we must call _createTextureAndPostProcesses ourselves (it is called by EffectLayer otherwise)\n this._createTextureAndPostProcesses();\n }\n }\n\n /**\n * Gets the class name of the effect layer\n * @returns the string with the class name of the effect layer\n */\n public getClassName(): string {\n return \"SelectionOutlineLayer\";\n }\n\n /** @internal */\n public override _internalIsSubMeshReady(subMesh: SubMesh, useInstances: boolean, _emissiveTexture: Nullable<BaseTexture>): boolean {\n const engine = this._scene.getEngine();\n const mesh = subMesh.getMesh();\n\n const renderingMaterial = mesh._internalAbstractMeshDataInfo._materialForRenderPass?.[engine.currentRenderPassId];\n\n if (renderingMaterial) {\n return renderingMaterial.isReadyForSubMesh(mesh, subMesh, useInstances);\n }\n\n const material = subMesh.getMaterial();\n\n if (!material) {\n return false;\n }\n\n // selection outline layer is not compatible with custom materials\n // if (this._useMeshMaterial(subMesh.getRenderingMesh())) {\n // return material.isReadyForSubMesh(subMesh.getMesh(), subMesh, useInstances);\n // }\n\n const defines: string[] = [];\n\n const attribs = [VertexBuffer.PositionKind];\n\n let uv1 = false;\n let uv2 = false;\n const color = false;\n\n // Alpha test\n if (material.needAlphaTestingForMesh(mesh)) {\n defines.push(\"#define ALPHATEST\");\n if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\n attribs.push(VertexBuffer.UVKind);\n defines.push(\"#define UV1\");\n uv1 = true;\n }\n if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind)) {\n attribs.push(VertexBuffer.UV2Kind);\n defines.push(\"#define UV2\");\n uv2 = true;\n }\n }\n\n // Bones\n const fallbacks = new EffectFallbacks();\n if (mesh.useBones && mesh.computeBonesUsingShaders) {\n attribs.push(VertexBuffer.MatricesIndicesKind);\n attribs.push(VertexBuffer.MatricesWeightsKind);\n if (mesh.numBoneInfluencers > 4) {\n attribs.push(VertexBuffer.MatricesIndicesExtraKind);\n attribs.push(VertexBuffer.MatricesWeightsExtraKind);\n }\n\n defines.push(\"#define NUM_BONE_INFLUENCERS \" + mesh.numBoneInfluencers);\n\n const skeleton = mesh.skeleton;\n if (skeleton && skeleton.isUsingTextureForMatrices) {\n defines.push(\"#define BONETEXTURE\");\n } else {\n defines.push(\"#define BonesPerMesh \" + (skeleton ? skeleton.bones.length + 1 : 0));\n }\n\n if (mesh.numBoneInfluencers > 0) {\n fallbacks.addCPUSkinningFallback(0, mesh);\n }\n } else {\n defines.push(\"#define NUM_BONE_INFLUENCERS 0\");\n }\n\n // Morph targets\n const numMorphInfluencers = mesh.morphTargetManager\n ? PrepareDefinesAndAttributesForMorphTargets(\n mesh.morphTargetManager,\n defines,\n attribs,\n mesh,\n true, // usePositionMorph\n false, // useNormalMorph\n false, // useTangentMorph\n uv1, // useUVMorph\n uv2, // useUV2Morph\n color // useColorMorph\n )\n : 0;\n\n // Instances\n if (useInstances) {\n defines.push(\"#define INSTANCES\");\n PushAttributesForInstances(attribs);\n if (subMesh.getRenderingMesh().hasThinInstances) {\n defines.push(\"#define THIN_INSTANCES\");\n }\n }\n\n // Baked vertex animations\n const bvaManager = mesh.bakedVertexAnimationManager;\n if (bvaManager && bvaManager.isEnabled) {\n defines.push(\"#define BAKED_VERTEX_ANIMATION_TEXTURE\");\n if (useInstances) {\n attribs.push(\"bakedVertexAnimationSettingsInstanced\");\n }\n }\n\n // ClipPlanes\n PrepareStringDefinesForClipPlanes(material, this._scene, defines);\n\n // Selection ID\n if (useInstances) {\n attribs.push(ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName);\n }\n\n this._addCustomEffectDefines(defines);\n\n // Get correct effect\n const drawWrapper = subMesh._getDrawWrapper(undefined, true)!;\n const cachedDefines = drawWrapper.defines as string;\n const join = defines.join(\"\\n\");\n if (cachedDefines !== join) {\n const uniforms = [\n \"world\",\n \"mBones\",\n \"viewProjection\",\n \"view\",\n \"morphTargetInfluences\",\n \"morphTargetCount\",\n \"boneTextureWidth\",\n \"diffuseMatrix\",\n \"morphTargetTextureInfo\",\n \"morphTargetTextureIndices\",\n \"bakedVertexAnimationSettings\",\n \"bakedVertexAnimationTextureSizeInverted\",\n \"bakedVertexAnimationTime\",\n \"bakedVertexAnimationTexture\",\n \"depthValues\",\n \"selectionId\",\n ];\n\n AddClipPlaneUniforms(uniforms);\n\n drawWrapper.setEffect(\n this._engine.createEffect(\n \"selection\",\n <IEffectCreationOptions>{\n attributes: attribs,\n uniformsNames: uniforms,\n uniformBuffersNames: [],\n samplers: [\"diffuseSampler\", \"boneSampler\", \"morphTargets\", \"bakedVertexAnimationTexture\"],\n defines: join,\n fallbacks: fallbacks,\n onCompiled: null,\n onError: null,\n indexParameters: { maxSimultaneousMorphTargets: numMorphInfluencers },\n shaderLanguage: this._shaderLanguage,\n extraInitializationsAsync: this._shadersLoaded\n ? undefined\n : async () => {\n await this._importShadersAsync();\n this._shadersLoaded = true;\n },\n },\n this._engine\n ),\n join\n );\n }\n\n const effectIsReady = drawWrapper.effect!.isReady();\n\n return effectIsReady && (this._dontCheckIfReady || (!this._dontCheckIfReady && this.isLayerReady()));\n }\n\n protected override async _importShadersAsync(): Promise<void> {\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\n await Promise.all([\n import(\"../ShadersWGSL/selection.vertex\"),\n import(\"../ShadersWGSL/selection.fragment\"),\n import(\"../ShadersWGSL/glowMapMerge.vertex\"),\n import(\"../ShadersWGSL/selectionOutline.fragment\"),\n ]);\n } else {\n await Promise.all([\n import(\"../Shaders/selection.vertex\"),\n import(\"../Shaders/selection.fragment\"),\n import(\"../Shaders/glowMapMerge.vertex\"),\n import(\"../Shaders/selectionOutline.fragment\"),\n ]);\n }\n\n await super._importShadersAsync();\n }\n\n /**\n * Get the effect name of the layer.\n * @returns The effect name\n */\n public override getEffectName(): string {\n return ThinSelectionOutlineLayer.EffectName;\n }\n\n /** @internal */\n public override _createMergeEffect(): Effect {\n return this._engine.createEffect(\n {\n // glowMapMerge vertex is just a basic vertex shader for drawing a quad. so we reuse it here\n vertex: \"glowMapMerge\",\n // selection outline fragment does computation of outline with alpha channel for blending\n fragment: \"selectionOutline\",\n },\n <IEffectCreationOptions>{\n attributes: [VertexBuffer.PositionKind],\n uniformsNames: [\"screenSize\", \"outlineColor\", \"outlineThickness\", \"occlusionStrength\", \"occlusionThreshold\"],\n samplers: [\"maskSampler\", \"depthSampler\"],\n defines: \"\",\n fallbacks: null,\n onCompiled: null,\n onError: null,\n shaderLanguage: this._shaderLanguage,\n extraInitializationsAsync: this._shadersLoaded\n ? undefined\n : async () => {\n await this._importShadersAsync();\n this._shadersLoaded = true;\n },\n },\n this._engine\n );\n }\n\n /** @internal */\n public override _createTextureAndPostProcesses(): void {\n // we don't need to create a texture for this layer. since all computation is done in the merge effect\n }\n\n /**\n * Checks for the readiness of the element composing the layer.\n * @param subMesh the mesh to check for\n * @param useInstances specify whether or not to use instances to render the mesh\n * @returns true if ready otherwise, false\n */\n public override isReady(subMesh: SubMesh, useInstances: boolean): boolean {\n const material = subMesh.getMaterial();\n const mesh = subMesh.getRenderingMesh();\n\n if (!material || !mesh || !this._selection) {\n return false;\n }\n\n return super._isSubMeshReady(subMesh, useInstances, null);\n }\n\n /** @internal */\n public override _canRenderMesh(_mesh: AbstractMesh, _material: Material): boolean {\n return true;\n }\n\n protected override _renderSubMesh(subMesh: SubMesh, enableAlphaMode: boolean = false): void {\n if (!this._internalShouldRender()) {\n return;\n }\n\n const material = subMesh.getMaterial();\n const ownerMesh = subMesh.getMesh();\n const replacementMesh = subMesh.getReplacementMesh();\n const renderingMesh = subMesh.getRenderingMesh();\n const effectiveMesh = subMesh.getEffectiveMesh();\n const scene = this._scene;\n const engine = scene.getEngine();\n\n effectiveMesh._internalAbstractMeshDataInfo._isActiveIntermediate = false;\n\n if (!material) {\n return;\n }\n\n // Do not block in blend mode.\n if (!this._canRenderMesh(renderingMesh, material)) {\n return;\n }\n\n // Culling\n let sideOrientation = material._getEffectiveOrientation(renderingMesh);\n const mainDeterminant = effectiveMesh._getWorldMatrixDeterminant();\n if (mainDeterminant < 0) {\n sideOrientation = sideOrientation === Material.ClockWiseSideOrientation ? Material.CounterClockWiseSideOrientation : Material.ClockWiseSideOrientation;\n }\n\n const reverse = sideOrientation === Material.ClockWiseSideOrientation;\n engine.setState(material.backFaceCulling, material.zOffset, undefined, reverse, material.cullBackFaces, undefined, material.zOffsetUnits);\n\n // Managing instances\n const batch = renderingMesh._getInstancesRenderList(subMesh._id, !!replacementMesh);\n if (batch.mustReturn) {\n return;\n }\n\n // Early Exit per mesh\n if (!this._shouldRenderMesh(renderingMesh)) {\n return;\n }\n\n const hardwareInstancedRendering = batch.hardwareInstancedRendering[subMesh._id] || renderingMesh.hasThinInstances || !!renderingMesh._userInstancedBuffersStorage;\n\n this._setEmissiveTextureAndColor(renderingMesh, subMesh, material);\n\n this.onBeforeRenderMeshToEffect.notifyObservers(ownerMesh);\n\n // selection outline layer is not compatible with custom materials\n // if (this._useMeshMaterial(renderingMesh)) {\n // subMesh.getMaterial()!._glowModeEnabled = true;\n // renderingMesh.render(subMesh, enableAlphaMode, replacementMesh || undefined);\n // subMesh.getMaterial()!._glowModeEnabled = false;\n // } else\n if (this._isSubMeshReady(subMesh, hardwareInstancedRendering, this._emissiveTextureAndColor.texture)) {\n const renderingMaterial = effectiveMesh._internalAbstractMeshDataInfo._materialForRenderPass?.[engine.currentRenderPassId];\n\n let drawWrapper = subMesh._getDrawWrapper();\n if (!drawWrapper && renderingMaterial) {\n drawWrapper = renderingMaterial._getDrawWrapper();\n }\n\n if (!drawWrapper) {\n return;\n }\n\n const effect = drawWrapper.effect!;\n\n engine.enableEffect(drawWrapper);\n if (!hardwareInstancedRendering) {\n renderingMesh._bind(subMesh, effect, material.fillMode);\n }\n\n if (!renderingMaterial) {\n effect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\n if (this._options.storeCameraSpaceZ) {\n effect.setMatrix(\"view\", scene.getViewMatrix());\n } else {\n const camera = this.camera || scene.activeCamera;\n if (camera) {\n const cameraIsOrtho = camera.mode === Camera.ORTHOGRAPHIC_CAMERA;\n\n let minZ: number, maxZ: number;\n\n if (cameraIsOrtho) {\n minZ = !engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : 1;\n maxZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : 1;\n } else {\n minZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? camera.minZ : engine.isNDCHalfZRange ? 0 : camera.minZ;\n maxZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : camera.maxZ;\n }\n\n effect.setFloat2(\"depthValues\", minZ, minZ + maxZ);\n }\n }\n effect.setMatrix(\"world\", effectiveMesh.getWorldMatrix());\n } else {\n renderingMaterial.bindForSubMesh(effectiveMesh.getWorldMatrix(), effectiveMesh as Mesh, subMesh);\n }\n\n if (!renderingMaterial) {\n // Alpha test\n if (material && material.needAlphaTestingForMesh(effectiveMesh)) {\n const alphaTexture = material.getAlphaTestTexture();\n if (alphaTexture) {\n effect.setTexture(\"diffuseSampler\", alphaTexture);\n effect.setMatrix(\"diffuseMatrix\", alphaTexture.getTextureMatrix());\n }\n }\n\n // Bones\n BindBonesParameters(renderingMesh, effect);\n\n // Morph targets\n BindMorphTargetParameters(renderingMesh, effect);\n if (renderingMesh.morphTargetManager && renderingMesh.morphTargetManager.isUsingTextureForTargets) {\n renderingMesh.morphTargetManager._bind(effect);\n }\n\n // Baked vertex animations\n const bvaManager = subMesh.getMesh().bakedVertexAnimationManager;\n if (bvaManager && bvaManager.isEnabled) {\n bvaManager.bind(effect, hardwareInstancedRendering);\n }\n\n // Alpha mode\n if (enableAlphaMode) {\n engine.setAlphaMode(material.alphaMode);\n }\n\n // Clip planes\n BindClipPlane(effect, material, scene);\n\n // Selection ID\n const selectionId = this._meshUniqueIdToSelectionId[renderingMesh.uniqueId];\n if (!renderingMesh.hasInstances && !renderingMesh.isAnInstance && selectionId !== undefined) {\n effect.setFloat(\"selectionId\", selectionId);\n }\n }\n\n // Draw\n renderingMesh._processRendering(effectiveMesh, subMesh, effect, material.fillMode, batch, hardwareInstancedRendering, (isInstance, world) =>\n effect.setMatrix(\"world\", world)\n );\n } else {\n // Need to reset refresh rate of the main map\n this._objectRenderer.resetRefreshCounter();\n }\n\n this.onAfterRenderMeshToEffect.notifyObservers(ownerMesh);\n }\n\n /** @internal */\n public override _internalCompose(effect: Effect, _renderIndex: number): void {\n // Texture\n this.bindTexturesForCompose(effect);\n effect.setFloat2(\"screenSize\", this.textureWidth, this.textureHeight);\n effect.setColor3(\"outlineColor\", this.outlineColor);\n effect.setFloat(\"outlineThickness\", this.outlineThickness);\n effect.setFloat(\"occlusionStrength\", this.occlusionStrength);\n effect.setFloat(\"occlusionThreshold\", this.occlusionThreshold);\n\n // Cache\n const engine = this._engine;\n const previousStencilBuffer = engine.getStencilBuffer();\n\n // Draw order\n engine.setStencilBuffer(false);\n\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\n\n // Draw order\n engine.setStencilBuffer(previousStencilBuffer);\n }\n\n /** @internal */\n public override _setEmissiveTextureAndColor(_mesh: Mesh, _subMesh: SubMesh, _material: Material): void {\n // we don't use emissive texture or color for this layer\n }\n\n /**\n * Returns true if the layer contains information to display, otherwise false.\n * @returns true if the glow layer should be rendered\n */\n public override shouldRender(): boolean {\n return this._selection && super.shouldRender() ? true : false;\n }\n\n /** @internal */\n public override _shouldRenderMesh(mesh: Mesh): boolean {\n return this.hasMesh(mesh);\n }\n\n /** @internal */\n public override _addCustomEffectDefines(defines: string[]): void {\n if (this._options.storeCameraSpaceZ) {\n defines.push(\"#define STORE_CAMERASPACE_Z\");\n }\n }\n\n /**\n * Determine if a given mesh will be used in the current effect.\n * @param mesh mesh to test\n * @returns true if the mesh will be used\n */\n public override hasMesh(mesh: AbstractMesh): boolean {\n // we control selection as RTT render list\n return super.hasMesh(mesh);\n }\n\n /** @internal */\n public override _useMeshMaterial(_mesh: AbstractMesh): boolean {\n return false;\n }\n\n private _clearMeshSelection(mesh: Mesh): void {\n if (mesh._userInstancedBuffersStorage) {\n const kind = ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName;\n mesh._userInstancedBuffersStorage.vertexBuffers[kind]?.dispose();\n\n const vao = mesh._userInstancedBuffersStorage.vertexArrayObjects?.[kind];\n if (vao) {\n // invalidate VAO is very important to keep sync between VAO and vertex buffers\n (this._engine as ThinEngine).releaseVertexArrayObject(vao);\n delete mesh._userInstancedBuffersStorage.vertexArrayObjects![kind];\n }\n\n delete mesh._userInstancedBuffersStorage.data[kind];\n delete mesh._userInstancedBuffersStorage.vertexBuffers[kind];\n delete mesh._userInstancedBuffersStorage.strides[kind];\n delete mesh._userInstancedBuffersStorage.sizes[kind];\n\n if (Object.keys(mesh._userInstancedBuffersStorage.vertexBuffers).length === 0) {\n mesh._userInstancedBuffersStorage = undefined!;\n }\n }\n if (mesh.instancedBuffers?.[ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName] !== undefined) {\n delete mesh.instancedBuffers[ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName];\n }\n if (this._selection) {\n const index = this._selection.indexOf(mesh);\n if (~index) {\n this._selection.splice(index, 1);\n }\n }\n }\n\n /**\n * Remove all the meshes currently referenced in the selection outline layer\n */\n public clearSelection(): void {\n if (!this._selection) {\n return;\n }\n\n for (let index = 0; index < this._selection.length; ++index) {\n const mesh = this._selection[index] as Mesh;\n this._clearMeshSelection(mesh);\n }\n this._selection = [];\n this._meshUniqueIdToSelectionId.length = 0;\n\n this._nextSelectionId = 1;\n\n this._shouldRender = false;\n }\n\n /**\n * Adds mesh or group of mesh to the current selection\n * @param meshOrGroup Meshes to remove from the selection\n */\n\n public removeSelection(meshOrGroup: AbstractMesh | AbstractMesh[]) {\n if (!this._selection) {\n return;\n }\n const group = Array.isArray(meshOrGroup) ? meshOrGroup : [meshOrGroup];\n if (group.length === 0) {\n return;\n }\n for (let i = 0; i < group.length; i++) {\n const mesh = group[i] as Mesh;\n this._clearMeshSelection(mesh);\n delete this._meshUniqueIdToSelectionId[mesh.uniqueId];\n }\n if (!this._selection || !this._selection.length) {\n this._meshUniqueIdToSelectionId.length = 0;\n\n this._nextSelectionId = 1;\n\n this._shouldRender = false;\n }\n }\n\n /**\n * Adds mesh or group of mesh to the current selection\n *\n * If a group of meshes is provided, they will outline as a single unit\n * @param meshOrGroup Meshes to add to the selection\n */\n public addSelection(meshOrGroup: AbstractMesh | AbstractMesh[]): void {\n if (!this._selection) {\n return;\n }\n\n const nextId = this._nextSelectionId;\n\n const group = Array.isArray(meshOrGroup) ? meshOrGroup : [meshOrGroup];\n if (group.length === 0) {\n return;\n }\n\n for (let meshIndex = 0; meshIndex < group.length; ++meshIndex) {\n const mesh = group[meshIndex];\n\n this._selection.push(mesh); // add to render list\n\n if (mesh.hasInstances || mesh.isAnInstance) {\n const sourceMesh = (mesh as InstancedMesh).sourceMesh ?? (mesh as Mesh);\n\n if (sourceMesh.instancedBuffers?.[ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName] === undefined) {\n sourceMesh.registerInstancedBuffer(ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName, 1);\n }\n\n mesh.instancedBuffers[ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName] = nextId;\n } else {\n this._meshUniqueIdToSelectionId[mesh.uniqueId] = nextId;\n }\n }\n this._nextSelectionId += 1;\n\n this._shouldRender = true;\n }\n\n /**\n * Free any resources and references associated to a mesh.\n * Internal use\n * @param mesh The mesh to free.\n * @internal\n */\n public _disposeMesh(mesh: Mesh): void {\n const selection = this._selection;\n if (!selection) {\n return;\n }\n\n const index = selection.indexOf(mesh);\n if (index !== -1) {\n selection.splice(index, 1);\n\n if (mesh.hasInstances) {\n mesh.removeVerticesData(ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName);\n }\n\n if (selection.length === 0) {\n this._shouldRender = false;\n }\n }\n }\n\n /**\n * Dispose the effect layer and free resources.\n */\n public override dispose(): void {\n this.clearSelection();\n this._selection = null;\n\n super.dispose();\n }\n}\n"]}
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@@ -318,10 +328,19 @@ const LoadAssetContainer = (scene, data, rootUrl, onError, addToScene = false) =
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for (index = 0, cache = parsedData.skeletons.length; index < cache; index++) {
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log += "\n\t\t" + skeleton.toString(fullDetails);
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@@ -408,42 +427,65 @@ const LoadAssetContainer = (scene, data, rootUrl, onError, addToScene = false) =
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410
429
|
if (parsedData.animationGroups !== undefined && parsedData.animationGroups !== null && parsedData.animationGroups.length) {
|
|
411
|
-
// Build the nodeMap only for scenes with animationGroups
|
|
412
|
-
|
|
413
|
-
//
|
|
414
|
-
|
|
415
|
-
|
|
416
|
-
|
|
417
|
-
|
|
418
|
-
|
|
419
|
-
|
|
420
|
-
|
|
421
|
-
|
|
422
|
-
|
|
423
|
-
|
|
424
|
-
|
|
425
|
-
|
|
426
|
-
|
|
427
|
-
|
|
428
|
-
|
|
430
|
+
// Build the nodeMap only for scenes with animationGroups.
|
|
431
|
+
let nodeMap = null;
|
|
432
|
+
// Helper to get nodes by id more efficiently, building the nodeMap only on first access.
|
|
433
|
+
const getNodeById = (id) => {
|
|
434
|
+
if (!nodeMap) {
|
|
435
|
+
nodeMap = new Map();
|
|
436
|
+
// Nodes in scene does not change when parsing animationGroups, so it's safe to build a map.
|
|
437
|
+
// This follows the order of scene.getNodeById: mesh, transformNode, light, camera, bone
|
|
438
|
+
for (let index = 0; index < scene.meshes.length; index++) {
|
|
439
|
+
// This follows the behavior of scene.getXXXById, which picks the first match
|
|
440
|
+
if (!nodeMap.has(scene.meshes[index].id)) {
|
|
441
|
+
nodeMap.set(scene.meshes[index].id, scene.meshes[index]);
|
|
442
|
+
}
|
|
443
|
+
}
|
|
444
|
+
for (let index = 0; index < scene.transformNodes.length; index++) {
|
|
445
|
+
if (!nodeMap.has(scene.transformNodes[index].id)) {
|
|
446
|
+
nodeMap.set(scene.transformNodes[index].id, scene.transformNodes[index]);
|
|
447
|
+
}
|
|
448
|
+
}
|
|
449
|
+
for (let index = 0; index < scene.lights.length; index++) {
|
|
450
|
+
if (!nodeMap.has(scene.lights[index].id)) {
|
|
451
|
+
nodeMap.set(scene.lights[index].id, scene.lights[index]);
|
|
452
|
+
}
|
|
453
|
+
}
|
|
454
|
+
for (let index = 0; index < scene.cameras.length; index++) {
|
|
455
|
+
if (!nodeMap.has(scene.cameras[index].id)) {
|
|
456
|
+
nodeMap.set(scene.cameras[index].id, scene.cameras[index]);
|
|
457
|
+
}
|
|
458
|
+
}
|
|
459
|
+
for (let skeletonIndex = 0; skeletonIndex < scene.skeletons.length; skeletonIndex++) {
|
|
460
|
+
const skeleton = scene.skeletons[skeletonIndex];
|
|
461
|
+
for (let boneIndex = 0; boneIndex < skeleton.bones.length; boneIndex++) {
|
|
462
|
+
if (!nodeMap.has(skeleton.bones[boneIndex].id)) {
|
|
463
|
+
nodeMap.set(skeleton.bones[boneIndex].id, skeleton.bones[boneIndex]);
|
|
464
|
+
}
|
|
465
|
+
}
|
|
466
|
+
}
|
|
429
467
|
}
|
|
430
|
-
|
|
431
|
-
|
|
432
|
-
|
|
433
|
-
|
|
468
|
+
return nodeMap.get(id);
|
|
469
|
+
};
|
|
470
|
+
const targetLookup = (parsedTargetAnimation) => {
|
|
471
|
+
let target = null;
|
|
472
|
+
const isMorphTarget = parsedTargetAnimation.animation.property === "influence";
|
|
473
|
+
const uniqueId = parsedTargetAnimation.targetUniqueId;
|
|
474
|
+
// Attempt to find animation targets by uniqueId first (tracked in TempXXXIndexContainer).
|
|
475
|
+
if (uniqueId !== undefined && uniqueId !== null) {
|
|
476
|
+
target = isMorphTarget ? TempMorphTargetIndexContainer[uniqueId] : TempIndexContainer[uniqueId];
|
|
434
477
|
}
|
|
435
|
-
|
|
436
|
-
|
|
437
|
-
|
|
438
|
-
|
|
439
|
-
|
|
440
|
-
nodeMap.set(skeleton.bones[boneIndex].id, skeleton.bones[boneIndex]);
|
|
441
|
-
}
|
|
478
|
+
// Backwards compatibility: If no uniqueId is provided or no match is found,
|
|
479
|
+
// fall back to searching by id in the scene.
|
|
480
|
+
if (!target) {
|
|
481
|
+
const id = parsedTargetAnimation.targetId;
|
|
482
|
+
target = isMorphTarget ? scene.getMorphTargetById(id) : getNodeById(id);
|
|
442
483
|
}
|
|
443
|
-
|
|
484
|
+
return target;
|
|
485
|
+
};
|
|
444
486
|
for (index = 0, cache = parsedData.animationGroups.length; index < cache; index++) {
|
|
445
487
|
const parsedAnimationGroup = parsedData.animationGroups[index];
|
|
446
|
-
const animationGroup = AnimationGroup.Parse(parsedAnimationGroup, scene,
|
|
488
|
+
const animationGroup = AnimationGroup.Parse(parsedAnimationGroup, scene, targetLookup);
|
|
447
489
|
container.animationGroups.push(animationGroup);
|
|
448
490
|
animationGroup._parentContainer = container;
|
|
449
491
|
log += index === 0 ? "\n\tAnimationGroups:" : "";
|
|
@@ -518,19 +560,39 @@ const LoadAssetContainer = (scene, data, rootUrl, onError, addToScene = false) =
|
|
|
518
560
|
mesh._waitingMorphTargetManagerId = null;
|
|
519
561
|
}
|
|
520
562
|
}
|
|
521
|
-
// link
|
|
563
|
+
// link meshes with skeletons
|
|
564
|
+
for (const mesh of scene.meshes) {
|
|
565
|
+
// First try to get it via uniqueId
|
|
566
|
+
if (mesh._waitingSkeletonUniqueId !== null) {
|
|
567
|
+
mesh.skeleton = TempSkeletonIndexContainer[mesh._waitingSkeletonUniqueId];
|
|
568
|
+
}
|
|
569
|
+
// If not possible or not found, try to get it from the scene (backwards compatibility)
|
|
570
|
+
if (mesh._waitingSkeletonId !== null && !mesh.skeleton) {
|
|
571
|
+
mesh.skeleton = scene.getLastSkeletonById(mesh._waitingSkeletonId);
|
|
572
|
+
}
|
|
573
|
+
mesh._waitingSkeletonId = null;
|
|
574
|
+
mesh._waitingSkeletonUniqueId = null;
|
|
575
|
+
}
|
|
576
|
+
// link bones to transform nodes
|
|
522
577
|
for (index = 0, cache = scene.skeletons.length; index < cache; index++) {
|
|
523
578
|
const skeleton = scene.skeletons[index];
|
|
524
579
|
if (skeleton._hasWaitingData) {
|
|
525
580
|
if (skeleton.bones != null) {
|
|
526
581
|
for (const bone of skeleton.bones) {
|
|
527
|
-
|
|
528
|
-
|
|
529
|
-
|
|
530
|
-
|
|
531
|
-
|
|
532
|
-
|
|
582
|
+
let linkTransformNode = null;
|
|
583
|
+
// First try to get it via uniqueId
|
|
584
|
+
if (bone._waitingTransformNodeUniqueId !== null) {
|
|
585
|
+
linkTransformNode = TempIndexContainer[bone._waitingTransformNodeUniqueId];
|
|
586
|
+
}
|
|
587
|
+
// If not possible or not found, try to get it from the scene (backwards compatibility)
|
|
588
|
+
if (bone._waitingTransformNodeId !== null && !linkTransformNode) {
|
|
589
|
+
linkTransformNode = scene.getLastEntryById(bone._waitingTransformNodeId);
|
|
590
|
+
}
|
|
591
|
+
if (linkTransformNode) {
|
|
592
|
+
bone.linkTransformNode(linkTransformNode);
|
|
533
593
|
}
|
|
594
|
+
bone._waitingTransformNodeId = null;
|
|
595
|
+
bone._waitingTransformNodeUniqueId = null;
|
|
534
596
|
}
|
|
535
597
|
}
|
|
536
598
|
skeleton._hasWaitingData = null;
|
|
@@ -600,7 +662,9 @@ const LoadAssetContainer = (scene, data, rootUrl, onError, addToScene = false) =
|
|
|
600
662
|
finally {
|
|
601
663
|
TempIndexContainer = {};
|
|
602
664
|
TempMaterialIndexContainer = {};
|
|
665
|
+
TempMorphTargetIndexContainer = {};
|
|
603
666
|
TempMorphTargetManagerIndexContainer = {};
|
|
667
|
+
TempSkeletonIndexContainer = {};
|
|
604
668
|
if (!addToScene) {
|
|
605
669
|
// Removes any breadcrumb left during the loading like geometries
|
|
606
670
|
container.removeAllFromScene();
|
|
@@ -763,14 +827,17 @@ RegisterSceneLoaderPlugin({
|
|
|
763
827
|
const parsedSkeleton = parsedData.skeletons[skeletonIndex];
|
|
764
828
|
if (parsedSkeleton.id === parsedMesh.skeletonId) {
|
|
765
829
|
const skeleton = Skeleton.Parse(parsedSkeleton, scene);
|
|
766
|
-
skeletons.push(skeleton);
|
|
767
830
|
loadedSkeletonsIds.push(parsedSkeleton.id);
|
|
831
|
+
if (parsedSkeleton.uniqueId !== undefined && parsedSkeleton.uniqueId !== null) {
|
|
832
|
+
TempSkeletonIndexContainer[parsedSkeleton.uniqueId] = skeleton;
|
|
833
|
+
}
|
|
834
|
+
skeletons.push(skeleton);
|
|
768
835
|
log += "\n\tSkeleton " + skeleton.toString(fullDetails);
|
|
769
836
|
}
|
|
770
837
|
}
|
|
771
838
|
}
|
|
772
839
|
}
|
|
773
|
-
// Morph
|
|
840
|
+
// Morph target managers ?
|
|
774
841
|
if (parsedMesh.morphTargetManagerId > -1 && parsedData.morphTargetManagers !== undefined && parsedData.morphTargetManagers !== null) {
|
|
775
842
|
const morphTargetManagerAlreadyLoaded = loadedMorphTargetManagerIds.indexOf(parsedMesh.morphTargetManagerId) > -1;
|
|
776
843
|
if (!morphTargetManagerAlreadyLoaded) {
|
|
@@ -857,19 +924,39 @@ RegisterSceneLoaderPlugin({
|
|
|
857
924
|
transformNode.dispose();
|
|
858
925
|
}
|
|
859
926
|
}
|
|
860
|
-
// link
|
|
927
|
+
// link meshes with skeletons
|
|
928
|
+
for (const mesh of scene.meshes) {
|
|
929
|
+
// First try to get it via uniqueId
|
|
930
|
+
if (mesh._waitingSkeletonUniqueId !== null) {
|
|
931
|
+
mesh.skeleton = TempSkeletonIndexContainer[mesh._waitingSkeletonUniqueId];
|
|
932
|
+
}
|
|
933
|
+
// If not possible or not found, try to get it from the scene (backwards compatibility)
|
|
934
|
+
if (mesh._waitingSkeletonId !== null && !mesh.skeleton) {
|
|
935
|
+
mesh.skeleton = scene.getLastSkeletonById(mesh._waitingSkeletonId);
|
|
936
|
+
}
|
|
937
|
+
mesh._waitingSkeletonId = null;
|
|
938
|
+
mesh._waitingSkeletonUniqueId = null;
|
|
939
|
+
}
|
|
940
|
+
// link bones to transform nodes
|
|
861
941
|
for (let index = 0, cache = scene.skeletons.length; index < cache; index++) {
|
|
862
942
|
const skeleton = scene.skeletons[index];
|
|
863
943
|
if (skeleton._hasWaitingData) {
|
|
864
944
|
if (skeleton.bones != null) {
|
|
865
945
|
for (const bone of skeleton.bones) {
|
|
866
|
-
|
|
867
|
-
|
|
868
|
-
|
|
869
|
-
|
|
870
|
-
|
|
871
|
-
|
|
946
|
+
let linkTransformNode = null;
|
|
947
|
+
// First try to get it via uniqueId
|
|
948
|
+
if (bone._waitingTransformNodeUniqueId !== null) {
|
|
949
|
+
linkTransformNode = parsedIdToNodeMap.get(bone._waitingTransformNodeUniqueId) ?? null;
|
|
950
|
+
}
|
|
951
|
+
// If not possible or not found, try to get it from the scene (backwards compatibility)
|
|
952
|
+
if (bone._waitingTransformNodeId !== null && !linkTransformNode) {
|
|
953
|
+
linkTransformNode = scene.getLastEntryById(bone._waitingTransformNodeId);
|
|
954
|
+
}
|
|
955
|
+
if (linkTransformNode) {
|
|
956
|
+
bone.linkTransformNode(linkTransformNode);
|
|
872
957
|
}
|
|
958
|
+
bone._waitingTransformNodeId = null;
|
|
959
|
+
bone._waitingTransformNodeUniqueId = null;
|
|
873
960
|
}
|
|
874
961
|
}
|
|
875
962
|
skeleton._hasWaitingData = null;
|
|
@@ -920,6 +1007,7 @@ RegisterSceneLoaderPlugin({
|
|
|
920
1007
|
}
|
|
921
1008
|
TempMaterialIndexContainer = {};
|
|
922
1009
|
TempMorphTargetManagerIndexContainer = {};
|
|
1010
|
+
TempSkeletonIndexContainer = {};
|
|
923
1011
|
}
|
|
924
1012
|
return false;
|
|
925
1013
|
},
|