@onerjs/core 8.37.7 → 8.37.9

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Files changed (77) hide show
  1. package/Animations/animationGroup.d.ts +2 -3
  2. package/Animations/animationGroup.js +10 -15
  3. package/Animations/animationGroup.js.map +1 -1
  4. package/Bones/bone.d.ts +2 -0
  5. package/Bones/bone.js +2 -0
  6. package/Bones/bone.js.map +1 -1
  7. package/Bones/skeleton.js +7 -0
  8. package/Bones/skeleton.js.map +1 -1
  9. package/FrameGraph/Tasks/PostProcesses/bloomTask.js +3 -1
  10. package/FrameGraph/Tasks/PostProcesses/bloomTask.js.map +1 -1
  11. package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js +3 -1
  12. package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js.map +1 -1
  13. package/FrameGraph/Tasks/PostProcesses/postProcessTask.js +1 -1
  14. package/FrameGraph/Tasks/PostProcesses/postProcessTask.js.map +1 -1
  15. package/FrameGraph/Tasks/PostProcesses/ssao2RenderingPipelineTask.js +3 -1
  16. package/FrameGraph/Tasks/PostProcesses/ssao2RenderingPipelineTask.js.map +1 -1
  17. package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js +3 -1
  18. package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js.map +1 -1
  19. package/Layers/effectLayer.d.ts +4 -0
  20. package/Layers/effectLayer.js +2 -0
  21. package/Layers/effectLayer.js.map +1 -1
  22. package/Layers/highlightLayer.js +1 -0
  23. package/Layers/highlightLayer.js.map +1 -1
  24. package/Layers/index.d.ts +2 -0
  25. package/Layers/index.js +2 -0
  26. package/Layers/index.js.map +1 -1
  27. package/Layers/selectionOutlineLayer.d.ts +185 -0
  28. package/Layers/selectionOutlineLayer.js +326 -0
  29. package/Layers/selectionOutlineLayer.js.map +1 -0
  30. package/Layers/thinEffectLayer.d.ts +5 -1
  31. package/Layers/thinEffectLayer.js +21 -16
  32. package/Layers/thinEffectLayer.js.map +1 -1
  33. package/Layers/thinGlowLayer.js +1 -0
  34. package/Layers/thinGlowLayer.js.map +1 -1
  35. package/Layers/thinHighlightLayer.js +1 -0
  36. package/Layers/thinHighlightLayer.js.map +1 -1
  37. package/Layers/thinSelectionOutlineLayer.d.ts +154 -0
  38. package/Layers/thinSelectionOutlineLayer.js +611 -0
  39. package/Layers/thinSelectionOutlineLayer.js.map +1 -0
  40. package/Loading/Plugins/babylonFileLoader.js +136 -48
  41. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  42. package/Maths/math.vector.functions.d.ts +8 -0
  43. package/Maths/math.vector.functions.js +10 -0
  44. package/Maths/math.vector.functions.js.map +1 -1
  45. package/Meshes/abstractMesh.d.ts +4 -0
  46. package/Meshes/abstractMesh.js +4 -0
  47. package/Meshes/abstractMesh.js.map +1 -1
  48. package/Meshes/csg2.js +9 -1
  49. package/Meshes/csg2.js.map +1 -1
  50. package/Meshes/instancedMesh.js +2 -2
  51. package/Meshes/instancedMesh.js.map +1 -1
  52. package/Meshes/mesh.js +6 -1
  53. package/Meshes/mesh.js.map +1 -1
  54. package/Morph/morphTarget.js +2 -1
  55. package/Morph/morphTarget.js.map +1 -1
  56. package/Shaders/selection.fragment.d.ts +7 -0
  57. package/Shaders/selection.fragment.js +47 -0
  58. package/Shaders/selection.fragment.js.map +1 -0
  59. package/Shaders/selection.vertex.d.ts +17 -0
  60. package/Shaders/selection.vertex.js +95 -0
  61. package/Shaders/selection.vertex.js.map +1 -0
  62. package/Shaders/selectionOutline.fragment.d.ts +5 -0
  63. package/Shaders/selectionOutline.fragment.js +23 -0
  64. package/Shaders/selectionOutline.fragment.js.map +1 -0
  65. package/ShadersWGSL/selection.fragment.d.ts +7 -0
  66. package/ShadersWGSL/selection.fragment.js +47 -0
  67. package/ShadersWGSL/selection.fragment.js.map +1 -0
  68. package/ShadersWGSL/selection.vertex.d.ts +17 -0
  69. package/ShadersWGSL/selection.vertex.js +96 -0
  70. package/ShadersWGSL/selection.vertex.js.map +1 -0
  71. package/ShadersWGSL/selectionOutline.fragment.d.ts +5 -0
  72. package/ShadersWGSL/selectionOutline.fragment.js +24 -0
  73. package/ShadersWGSL/selectionOutline.fragment.js.map +1 -0
  74. package/package.json +1 -1
  75. package/scene.d.ts +2 -2
  76. package/scene.js +10 -2
  77. package/scene.js.map +1 -1
@@ -0,0 +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"]}
@@ -46,7 +46,9 @@ export class BabylonFileLoaderConfiguration {
46
46
  BabylonFileLoaderConfiguration.LoaderInjectedPhysicsEngine = undefined;
47
47
  let TempIndexContainer = {};
48
48
  let TempMaterialIndexContainer = {};
49
+ let TempMorphTargetIndexContainer = {};
49
50
  let TempMorphTargetManagerIndexContainer = {};
51
+ let TempSkeletonIndexContainer = {};
50
52
  const ParseMaterialByPredicate = (predicate, parsedData, scene, rootUrl) => {
51
53
  if (!parsedData.materials) {
52
54
  return null;
@@ -304,13 +306,21 @@ const LoadAssetContainer = (scene, data, rootUrl, onError, addToScene = false) =
304
306
  }
305
307
  }
306
308
  }
307
- // Morph targets
309
+ // Morph target managers
308
310
  if (parsedData.morphTargetManagers !== undefined && parsedData.morphTargetManagers !== null) {
309
311
  for (const parsedManager of parsedData.morphTargetManagers) {
310
312
  const manager = MorphTargetManager.Parse(parsedManager, scene);
311
313
  TempMorphTargetManagerIndexContainer[parsedManager.id] = manager;
312
314
  container.morphTargetManagers.push(manager);
313
315
  manager._parentContainer = container;
316
+ // Morph targets - add to TempMorphTargetIndexContainer to later connect animations -> morph targets
317
+ for (let index = 0; index < parsedManager.targets.length; index++) {
318
+ const parsedTarget = parsedManager.targets[index];
319
+ if (parsedTarget.uniqueId !== undefined && parsedTarget.uniqueId !== null) {
320
+ const target = manager.getTarget(index);
321
+ TempMorphTargetIndexContainer[parsedTarget.uniqueId] = target;
322
+ }
323
+ }
314
324
  }
315
325
  }
316
326
  // Skeletons
@@ -318,10 +328,19 @@ const LoadAssetContainer = (scene, data, rootUrl, onError, addToScene = false) =
318
328
  for (index = 0, cache = parsedData.skeletons.length; index < cache; index++) {
319
329
  const parsedSkeleton = parsedData.skeletons[index];
320
330
  const skeleton = Skeleton.Parse(parsedSkeleton, scene);
331
+ if (parsedSkeleton.uniqueId !== undefined && parsedSkeleton.uniqueId !== null) {
332
+ TempSkeletonIndexContainer[parsedSkeleton.uniqueId] = skeleton;
333
+ }
321
334
  container.skeletons.push(skeleton);
322
335
  skeleton._parentContainer = container;
323
336
  log += index === 0 ? "\n\tSkeletons:" : "";
324
337
  log += "\n\t\t" + skeleton.toString(fullDetails);
338
+ // Bones - add to TempIndexContainer to later connect animations -> bones
339
+ for (let boneIndex = 0; boneIndex < parsedSkeleton.bones.length; boneIndex++) {
340
+ const parsedBone = parsedSkeleton.bones[boneIndex];
341
+ const bone = skeleton.bones[boneIndex]; // This was instantiated in Skeleton.Parse
342
+ TempIndexContainer[parsedBone.uniqueId] = bone;
343
+ }
325
344
  }
326
345
  }
327
346
  // Geometries
@@ -408,42 +427,65 @@ const LoadAssetContainer = (scene, data, rootUrl, onError, addToScene = false) =
408
427
  }
409
428
  // Animation Groups
410
429
  if (parsedData.animationGroups !== undefined && parsedData.animationGroups !== null && parsedData.animationGroups.length) {
411
- // Build the nodeMap only for scenes with animationGroups
412
- const nodeMap = new Map();
413
- // Nodes in scene does not change when parsing animationGroups, so it's safe to build a map.
414
- // This follows the order of scene.getNodeById: mesh, transformNode, light, camera, bone
415
- for (let index = 0; index < scene.meshes.length; index++) {
416
- // This follows the behavior of scene.getXXXById, which picks the first match
417
- if (!nodeMap.has(scene.meshes[index].id)) {
418
- nodeMap.set(scene.meshes[index].id, scene.meshes[index]);
419
- }
420
- }
421
- for (let index = 0; index < scene.transformNodes.length; index++) {
422
- if (!nodeMap.has(scene.transformNodes[index].id)) {
423
- nodeMap.set(scene.transformNodes[index].id, scene.transformNodes[index]);
424
- }
425
- }
426
- for (let index = 0; index < scene.lights.length; index++) {
427
- if (!nodeMap.has(scene.lights[index].id)) {
428
- nodeMap.set(scene.lights[index].id, scene.lights[index]);
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
- for (let index = 0; index < scene.cameras.length; index++) {
432
- if (!nodeMap.has(scene.cameras[index].id)) {
433
- nodeMap.set(scene.cameras[index].id, scene.cameras[index]);
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
- for (let skeletonIndex = 0; skeletonIndex < scene.skeletons.length; skeletonIndex++) {
437
- const skeleton = scene.skeletons[skeletonIndex];
438
- for (let boneIndex = 0; boneIndex < skeleton.bones.length; boneIndex++) {
439
- if (!nodeMap.has(skeleton.bones[boneIndex].id)) {
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, nodeMap);
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 skeleton transform nodes
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
- if (bone._waitingTransformNodeId) {
528
- const linkTransformNode = scene.getLastEntryById(bone._waitingTransformNodeId);
529
- if (linkTransformNode) {
530
- bone.linkTransformNode(linkTransformNode);
531
- }
532
- bone._waitingTransformNodeId = null;
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 targets ?
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 skeleton transform nodes
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
- if (bone._waitingTransformNodeId) {
867
- const linkTransformNode = scene.getLastEntryById(bone._waitingTransformNodeId);
868
- if (linkTransformNode) {
869
- bone.linkTransformNode(linkTransformNode);
870
- }
871
- bone._waitingTransformNodeId = null;
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
  },