@onerjs/core 8.40.8 → 8.41.1
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/Engines/abstractEngine.functions.js.map +1 -1
- package/Engines/shaderStore.js +2 -2
- package/Engines/shaderStore.js.map +1 -1
- package/Layers/effectLayer.js.map +1 -1
- package/Layers/effectLayerSceneComponent.js.map +1 -1
- package/Layers/glowLayer.js.map +1 -1
- package/Layers/highlightLayer.js.map +1 -1
- package/Layers/layerSceneComponent.js.map +1 -1
- package/Layers/thinEffectLayer.js.map +1 -1
- package/Layers/thinGlowLayer.js.map +1 -1
- package/Layers/thinHighlightLayer.js.map +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.d.ts +2 -1
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +19 -1
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
- package/Materials/effect.functions.js.map +1 -1
- package/Meshes/Builders/linesBuilder.d.ts +1 -0
- package/Meshes/Builders/linesBuilder.js +9 -1
- package/Meshes/Builders/linesBuilder.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +5 -6
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
- package/Rendering/depthRenderer.js +2 -1
- package/Rendering/depthRenderer.js.map +1 -1
- package/Shaders/gaussianSplattingDepth.vertex.js +16 -2
- package/Shaders/gaussianSplattingDepth.vertex.js.map +1 -1
- package/ShadersWGSL/gaussianSplattingDepth.vertex.js +16 -2
- package/ShadersWGSL/gaussianSplattingDepth.vertex.js.map +1 -1
- package/package.json +1 -1
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type { _IProcessingOptions, ShaderCustomProcessingFunction, _IShaderProcessingContext } from \"core/Engines/Processors/shaderProcessingOptions\";\r\nimport { GetDOMTextContent, IsWindowObjectExist } from \"core/Misc/domManagement\";\r\nimport type { Nullable } from \"core/types\";\r\nimport { ShaderLanguage } from \"./shaderLanguage\";\r\nimport type { WebGLContext } from \"core/Engines/thinEngine.functions\";\r\nimport { getStateObject } from \"core/Engines/thinEngine.functions\";\r\nimport { ShaderStore } from \"core/Engines/shaderStore\";\r\nimport type { AbstractEngine } from \"core/Engines/abstractEngine\";\r\nimport type { Effect, IShaderPath } from \"./effect\";\r\nimport type { IPipelineContext } from \"core/Engines/IPipelineContext\";\r\nimport { Logger } from \"core/Misc/logger\";\r\nimport { Finalize, Initialize, Process } from \"core/Engines/Processors/shaderProcessor\";\r\nimport { _LoadFile } from \"core/Engines/abstractEngine.functions\";\r\nimport type { WebGLPipelineContext } from \"core/Engines/WebGL/webGLPipelineContext\";\r\n\r\n/**\r\n * Options to be used when creating a pipeline\r\n */\r\nexport interface IPipelineGenerationOptions {\r\n /**\r\n * The definition of the shader content.\r\n * Can be either a unified name, name per vertex and frament or the shader code content itself\r\n */\r\n shaderNameOrContent: string | IShaderPath;\r\n /**\r\n * Unique key to identify the pipeline.\r\n * Note that though not mandatory, it's recommended to provide a key to be able to use the automated pipeline loading system.\r\n */\r\n key?: string;\r\n /**\r\n * The list of defines to be used in the shader\r\n */\r\n defines?: string[];\r\n\r\n /**\r\n * If true, the global defines will be added to the defines array\r\n */\r\n addGlobalDefines?: boolean;\r\n /**\r\n * The shader language.\r\n * Defaults to the language suiting the platform name (GLSL for WEBGL2, WGSL for WEBGPU)\r\n */\r\n shaderLanguage?: ShaderLanguage;\r\n\r\n /**\r\n * The name of the platform to be used when processing the shader\r\n * defaults to WEBGL2\r\n */\r\n platformName?: string /* \"WEBGL2\" | \"WEBGL1\" | \"WEBGPU\" */;\r\n\r\n /**\r\n * extend the processing options when running code processing\r\n */\r\n extendedProcessingOptions?: Partial<_IProcessingOptions>;\r\n\r\n /**\r\n * extend the pipeline generation options\r\n */\r\n extendedCreatePipelineOptions?: Partial<ICreateAndPreparePipelineContextOptions>;\r\n\r\n /**\r\n * If true, generating a new pipeline will return when the pipeline is ready to be used\r\n */\r\n waitForIsReady?: boolean;\r\n\r\n /**\r\n * If true, the pipeline will be created synchronously, even if parallel shader compilation is available\r\n */\r\n disableParallelCompilation?: boolean;\r\n}\r\n\r\n/**\r\n * @internal\r\n */\r\nexport interface ICreateAndPreparePipelineContextOptions {\r\n parallelShaderCompile?: { COMPLETION_STATUS_KHR: number };\r\n shaderProcessingContext: Nullable<_IShaderProcessingContext>;\r\n existingPipelineContext?: Nullable<IPipelineContext>;\r\n name?: string;\r\n rebuildRebind?: (vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void) => void;\r\n onRenderingStateCompiled?: (pipelineContext?: IPipelineContext) => void;\r\n context?: WebGL2RenderingContext | WebGLRenderingContext;\r\n // preparePipeline options\r\n createAsRaw?: boolean;\r\n vertex: string;\r\n fragment: string;\r\n defines: Nullable<string>;\r\n transformFeedbackVaryings: Nullable<string[]>;\r\n disableParallelCompilation?: boolean;\r\n}\r\n\r\n/**\r\n * Get a cached pipeline context\r\n * @param name the pipeline name\r\n * @param context the context to be used when creating the pipeline\r\n * @returns the cached pipeline context if it exists\r\n * @internal\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport function getCachedPipeline(name: string, context: WebGLContext): IPipelineContext | undefined {\r\n const stateObject = getStateObject(context);\r\n return stateObject.cachedPipelines[name];\r\n}\r\n\r\n/**\r\n * @internal\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport function resetCachedPipeline(pipeline: IPipelineContext): void {\r\n const name = pipeline._name;\r\n const context = (pipeline as WebGLPipelineContext).context;\r\n if (name && context) {\r\n const stateObject = getStateObject(context);\r\n const cachedPipeline = stateObject.cachedPipelines[name];\r\n cachedPipeline?.dispose();\r\n delete stateObject.cachedPipelines[name];\r\n }\r\n}\r\n\r\n/** @internal */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport function _ProcessShaderCode(\r\n processorOptions: _IProcessingOptions,\r\n baseName: any,\r\n processFinalCode?: Nullable<ShaderCustomProcessingFunction>,\r\n onFinalCodeReady?: (vertexCode: string, fragmentCode: string) => void,\r\n shaderLanguage?: ShaderLanguage,\r\n engine?: AbstractEngine,\r\n effectContext?: Effect\r\n) {\r\n let vertexSource: string | HTMLElement | IShaderPath;\r\n let fragmentSource: string | HTMLElement | IShaderPath;\r\n\r\n // const baseName = this.name;\r\n const hostDocument = IsWindowObjectExist() ? engine?.getHostDocument() : null;\r\n\r\n if (typeof baseName === \"string\") {\r\n vertexSource = baseName;\r\n } else if (baseName.vertexSource) {\r\n vertexSource = \"source:\" + baseName.vertexSource;\r\n } else if (baseName.vertexElement) {\r\n vertexSource = hostDocument?.getElementById(baseName.vertexElement) || baseName.vertexElement;\r\n } else {\r\n vertexSource = baseName.vertex || baseName;\r\n }\r\n if (typeof baseName === \"string\") {\r\n fragmentSource = baseName;\r\n } else if (baseName.fragmentSource) {\r\n fragmentSource = \"source:\" + baseName.fragmentSource;\r\n } else if (baseName.fragmentElement) {\r\n fragmentSource = hostDocument?.getElementById(baseName.fragmentElement) || baseName.fragmentElement;\r\n } else {\r\n fragmentSource = baseName.fragment || baseName;\r\n }\r\n\r\n const shaderCodes: [string | undefined, string | undefined] = [undefined, undefined];\r\n const shadersLoaded = () => {\r\n if (shaderCodes[0] && shaderCodes[1]) {\r\n processorOptions.isFragment = true;\r\n const [migratedVertexCode, fragmentCode] = shaderCodes;\r\n Process(\r\n fragmentCode,\r\n processorOptions,\r\n (migratedFragmentCode, codeBeforeMigration) => {\r\n if (effectContext) {\r\n effectContext._fragmentSourceCodeBeforeMigration = codeBeforeMigration;\r\n }\r\n if (processFinalCode) {\r\n migratedFragmentCode = processFinalCode(\"fragment\", migratedFragmentCode);\r\n }\r\n const finalShaders = Finalize(migratedVertexCode, migratedFragmentCode, processorOptions);\r\n processorOptions = null as any;\r\n const finalCode = UseFinalCode(finalShaders.vertexCode, finalShaders.fragmentCode, baseName, shaderLanguage);\r\n onFinalCodeReady?.(finalCode.vertexSourceCode, finalCode.fragmentSourceCode);\r\n },\r\n engine\r\n );\r\n }\r\n };\r\n LoadShader(\r\n vertexSource,\r\n \"Vertex\",\r\n \"\",\r\n (vertexCode) => {\r\n Initialize(processorOptions);\r\n Process(\r\n vertexCode,\r\n processorOptions,\r\n (migratedVertexCode, codeBeforeMigration) => {\r\n if (effectContext) {\r\n effectContext._rawVertexSourceCode = vertexCode;\r\n effectContext._vertexSourceCodeBeforeMigration = codeBeforeMigration;\r\n }\r\n if (processFinalCode) {\r\n migratedVertexCode = processFinalCode(\"vertex\", migratedVertexCode);\r\n }\r\n shaderCodes[0] = migratedVertexCode;\r\n shadersLoaded();\r\n },\r\n engine\r\n );\r\n },\r\n shaderLanguage\r\n );\r\n LoadShader(\r\n fragmentSource,\r\n \"Fragment\",\r\n \"Pixel\",\r\n (fragmentCode) => {\r\n if (effectContext) {\r\n effectContext._rawFragmentSourceCode = fragmentCode;\r\n }\r\n shaderCodes[1] = fragmentCode;\r\n shadersLoaded();\r\n },\r\n shaderLanguage\r\n );\r\n}\r\n\r\nfunction LoadShader(shader: any, key: string, optionalKey: string, callback: (data: any) => void, shaderLanguage?: ShaderLanguage, _loadFileInjection?: typeof _LoadFile) {\r\n if (typeof HTMLElement !== \"undefined\") {\r\n // DOM element ?\r\n if (shader instanceof HTMLElement) {\r\n const shaderCode = GetDOMTextContent(shader);\r\n callback(shaderCode);\r\n return;\r\n }\r\n }\r\n\r\n // Direct source ?\r\n if (shader.substring(0, 7) === \"source:\") {\r\n callback(shader.substring(7));\r\n return;\r\n }\r\n\r\n // Base64 encoded ?\r\n if (shader.substring(0, 7) === \"base64:\") {\r\n const shaderBinary = window.atob(shader.substring(7));\r\n callback(shaderBinary);\r\n return;\r\n }\r\n\r\n const shaderStore = ShaderStore.GetShadersStore(shaderLanguage);\r\n\r\n // Is in local store ?\r\n if (shaderStore[shader + key + \"Shader\"]) {\r\n callback(shaderStore[shader + key + \"Shader\"]);\r\n return;\r\n }\r\n\r\n if (optionalKey && shaderStore[shader + optionalKey + \"Shader\"]) {\r\n callback(shaderStore[shader + optionalKey + \"Shader\"]);\r\n return;\r\n }\r\n\r\n let shaderUrl;\r\n\r\n if (shader[0] === \".\" || shader[0] === \"/\" || shader.indexOf(\"http\") > -1) {\r\n shaderUrl = shader;\r\n } else {\r\n shaderUrl = ShaderStore.GetShadersRepository(shaderLanguage) + shader;\r\n }\r\n _loadFileInjection = _loadFileInjection || _LoadFile;\r\n if (!_loadFileInjection) {\r\n // we got to this point and loadFile was not injected - throw an error\r\n throw new Error(\"loadFileInjection is not defined\");\r\n }\r\n // Vertex shader\r\n _loadFileInjection(shaderUrl + \".\" + key.toLowerCase() + \".fx\", callback);\r\n}\r\n\r\nfunction UseFinalCode(migratedVertexCode: string, migratedFragmentCode: string, baseName: any, shaderLanguage?: ShaderLanguage) {\r\n if (baseName) {\r\n const vertex = baseName.vertexElement || baseName.vertex || baseName.spectorName || baseName;\r\n const fragment = baseName.fragmentElement || baseName.fragment || baseName.spectorName || baseName;\r\n\r\n return {\r\n vertexSourceCode: (shaderLanguage === ShaderLanguage.WGSL ? \"//\" : \"\") + \"#define SHADER_NAME vertex:\" + vertex + \"\\n\" + migratedVertexCode,\r\n fragmentSourceCode: (shaderLanguage === ShaderLanguage.WGSL ? \"//\" : \"\") + \"#define SHADER_NAME fragment:\" + fragment + \"\\n\" + migratedFragmentCode,\r\n };\r\n } else {\r\n return {\r\n vertexSourceCode: migratedVertexCode,\r\n fragmentSourceCode: migratedFragmentCode,\r\n };\r\n }\r\n}\r\n\r\n/**\r\n * Creates and prepares a pipeline context\r\n * @internal\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport const createAndPreparePipelineContext = (\r\n options: ICreateAndPreparePipelineContextOptions,\r\n createPipelineContext: typeof AbstractEngine.prototype.createPipelineContext,\r\n _preparePipelineContext: typeof AbstractEngine.prototype._preparePipelineContextAsync,\r\n _executeWhenRenderingStateIsCompiled: typeof AbstractEngine.prototype._executeWhenRenderingStateIsCompiled\r\n): IPipelineContext => {\r\n try {\r\n const stateObject = options.context ? getStateObject(options.context) : null;\r\n if (stateObject) {\r\n // will not remove the reference to parallelShaderPrecompile, but will prevent it from being used in the next shader compilation\r\n stateObject.disableParallelShaderCompile = options.disableParallelCompilation;\r\n }\r\n const pipelineContext: IPipelineContext = options.existingPipelineContext || createPipelineContext(options.shaderProcessingContext);\r\n pipelineContext._name = options.name;\r\n if (options.name && stateObject) {\r\n stateObject.cachedPipelines[options.name] = pipelineContext;\r\n }\r\n\r\n // Flagged as async as we may need to delay load some processing tools\r\n // This does not break anything as the execution is waiting for _executeWhenRenderingStateIsCompiled\r\n _preparePipelineContext(\r\n pipelineContext,\r\n options.vertex,\r\n options.fragment,\r\n !!options.createAsRaw,\r\n \"\",\r\n \"\",\r\n options.rebuildRebind,\r\n options.defines,\r\n options.transformFeedbackVaryings,\r\n \"\",\r\n () => {\r\n _executeWhenRenderingStateIsCompiled(pipelineContext, () => {\r\n options.onRenderingStateCompiled?.(pipelineContext);\r\n });\r\n }\r\n );\r\n\r\n return pipelineContext;\r\n } catch (e) {\r\n Logger.Error(\"Error compiling effect\");\r\n throw e;\r\n }\r\n};\r\n"]}
|
|
1
|
+
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type { _IProcessingOptions, ShaderCustomProcessingFunction, _IShaderProcessingContext } from \"../Engines/Processors/shaderProcessingOptions\";\r\nimport { GetDOMTextContent, IsWindowObjectExist } from \"../Misc/domManagement\";\r\nimport type { Nullable } from \"../types\";\r\nimport { ShaderLanguage } from \"./shaderLanguage\";\r\nimport type { WebGLContext } from \"../Engines/thinEngine.functions\";\r\nimport { getStateObject } from \"../Engines/thinEngine.functions\";\r\nimport { ShaderStore } from \"../Engines/shaderStore\";\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport type { Effect, IShaderPath } from \"./effect\";\r\nimport type { IPipelineContext } from \"../Engines/IPipelineContext\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { Finalize, Initialize, Process } from \"../Engines/Processors/shaderProcessor\";\r\nimport { _LoadFile } from \"../Engines/abstractEngine.functions\";\r\nimport type { WebGLPipelineContext } from \"../Engines/WebGL/webGLPipelineContext\";\r\n\r\n/**\r\n * Options to be used when creating a pipeline\r\n */\r\nexport interface IPipelineGenerationOptions {\r\n /**\r\n * The definition of the shader content.\r\n * Can be either a unified name, name per vertex and frament or the shader code content itself\r\n */\r\n shaderNameOrContent: string | IShaderPath;\r\n /**\r\n * Unique key to identify the pipeline.\r\n * Note that though not mandatory, it's recommended to provide a key to be able to use the automated pipeline loading system.\r\n */\r\n key?: string;\r\n /**\r\n * The list of defines to be used in the shader\r\n */\r\n defines?: string[];\r\n\r\n /**\r\n * If true, the global defines will be added to the defines array\r\n */\r\n addGlobalDefines?: boolean;\r\n /**\r\n * The shader language.\r\n * Defaults to the language suiting the platform name (GLSL for WEBGL2, WGSL for WEBGPU)\r\n */\r\n shaderLanguage?: ShaderLanguage;\r\n\r\n /**\r\n * The name of the platform to be used when processing the shader\r\n * defaults to WEBGL2\r\n */\r\n platformName?: string /* \"WEBGL2\" | \"WEBGL1\" | \"WEBGPU\" */;\r\n\r\n /**\r\n * extend the processing options when running code processing\r\n */\r\n extendedProcessingOptions?: Partial<_IProcessingOptions>;\r\n\r\n /**\r\n * extend the pipeline generation options\r\n */\r\n extendedCreatePipelineOptions?: Partial<ICreateAndPreparePipelineContextOptions>;\r\n\r\n /**\r\n * If true, generating a new pipeline will return when the pipeline is ready to be used\r\n */\r\n waitForIsReady?: boolean;\r\n\r\n /**\r\n * If true, the pipeline will be created synchronously, even if parallel shader compilation is available\r\n */\r\n disableParallelCompilation?: boolean;\r\n}\r\n\r\n/**\r\n * @internal\r\n */\r\nexport interface ICreateAndPreparePipelineContextOptions {\r\n parallelShaderCompile?: { COMPLETION_STATUS_KHR: number };\r\n shaderProcessingContext: Nullable<_IShaderProcessingContext>;\r\n existingPipelineContext?: Nullable<IPipelineContext>;\r\n name?: string;\r\n rebuildRebind?: (vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void) => void;\r\n onRenderingStateCompiled?: (pipelineContext?: IPipelineContext) => void;\r\n context?: WebGL2RenderingContext | WebGLRenderingContext;\r\n // preparePipeline options\r\n createAsRaw?: boolean;\r\n vertex: string;\r\n fragment: string;\r\n defines: Nullable<string>;\r\n transformFeedbackVaryings: Nullable<string[]>;\r\n disableParallelCompilation?: boolean;\r\n}\r\n\r\n/**\r\n * Get a cached pipeline context\r\n * @param name the pipeline name\r\n * @param context the context to be used when creating the pipeline\r\n * @returns the cached pipeline context if it exists\r\n * @internal\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport function getCachedPipeline(name: string, context: WebGLContext): IPipelineContext | undefined {\r\n const stateObject = getStateObject(context);\r\n return stateObject.cachedPipelines[name];\r\n}\r\n\r\n/**\r\n * @internal\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport function resetCachedPipeline(pipeline: IPipelineContext): void {\r\n const name = pipeline._name;\r\n const context = (pipeline as WebGLPipelineContext).context;\r\n if (name && context) {\r\n const stateObject = getStateObject(context);\r\n const cachedPipeline = stateObject.cachedPipelines[name];\r\n cachedPipeline?.dispose();\r\n delete stateObject.cachedPipelines[name];\r\n }\r\n}\r\n\r\n/** @internal */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport function _ProcessShaderCode(\r\n processorOptions: _IProcessingOptions,\r\n baseName: any,\r\n processFinalCode?: Nullable<ShaderCustomProcessingFunction>,\r\n onFinalCodeReady?: (vertexCode: string, fragmentCode: string) => void,\r\n shaderLanguage?: ShaderLanguage,\r\n engine?: AbstractEngine,\r\n effectContext?: Effect\r\n) {\r\n let vertexSource: string | HTMLElement | IShaderPath;\r\n let fragmentSource: string | HTMLElement | IShaderPath;\r\n\r\n // const baseName = this.name;\r\n const hostDocument = IsWindowObjectExist() ? engine?.getHostDocument() : null;\r\n\r\n if (typeof baseName === \"string\") {\r\n vertexSource = baseName;\r\n } else if (baseName.vertexSource) {\r\n vertexSource = \"source:\" + baseName.vertexSource;\r\n } else if (baseName.vertexElement) {\r\n vertexSource = hostDocument?.getElementById(baseName.vertexElement) || baseName.vertexElement;\r\n } else {\r\n vertexSource = baseName.vertex || baseName;\r\n }\r\n if (typeof baseName === \"string\") {\r\n fragmentSource = baseName;\r\n } else if (baseName.fragmentSource) {\r\n fragmentSource = \"source:\" + baseName.fragmentSource;\r\n } else if (baseName.fragmentElement) {\r\n fragmentSource = hostDocument?.getElementById(baseName.fragmentElement) || baseName.fragmentElement;\r\n } else {\r\n fragmentSource = baseName.fragment || baseName;\r\n }\r\n\r\n const shaderCodes: [string | undefined, string | undefined] = [undefined, undefined];\r\n const shadersLoaded = () => {\r\n if (shaderCodes[0] && shaderCodes[1]) {\r\n processorOptions.isFragment = true;\r\n const [migratedVertexCode, fragmentCode] = shaderCodes;\r\n Process(\r\n fragmentCode,\r\n processorOptions,\r\n (migratedFragmentCode, codeBeforeMigration) => {\r\n if (effectContext) {\r\n effectContext._fragmentSourceCodeBeforeMigration = codeBeforeMigration;\r\n }\r\n if (processFinalCode) {\r\n migratedFragmentCode = processFinalCode(\"fragment\", migratedFragmentCode);\r\n }\r\n const finalShaders = Finalize(migratedVertexCode, migratedFragmentCode, processorOptions);\r\n processorOptions = null as any;\r\n const finalCode = UseFinalCode(finalShaders.vertexCode, finalShaders.fragmentCode, baseName, shaderLanguage);\r\n onFinalCodeReady?.(finalCode.vertexSourceCode, finalCode.fragmentSourceCode);\r\n },\r\n engine\r\n );\r\n }\r\n };\r\n LoadShader(\r\n vertexSource,\r\n \"Vertex\",\r\n \"\",\r\n (vertexCode) => {\r\n Initialize(processorOptions);\r\n Process(\r\n vertexCode,\r\n processorOptions,\r\n (migratedVertexCode, codeBeforeMigration) => {\r\n if (effectContext) {\r\n effectContext._rawVertexSourceCode = vertexCode;\r\n effectContext._vertexSourceCodeBeforeMigration = codeBeforeMigration;\r\n }\r\n if (processFinalCode) {\r\n migratedVertexCode = processFinalCode(\"vertex\", migratedVertexCode);\r\n }\r\n shaderCodes[0] = migratedVertexCode;\r\n shadersLoaded();\r\n },\r\n engine\r\n );\r\n },\r\n shaderLanguage\r\n );\r\n LoadShader(\r\n fragmentSource,\r\n \"Fragment\",\r\n \"Pixel\",\r\n (fragmentCode) => {\r\n if (effectContext) {\r\n effectContext._rawFragmentSourceCode = fragmentCode;\r\n }\r\n shaderCodes[1] = fragmentCode;\r\n shadersLoaded();\r\n },\r\n shaderLanguage\r\n );\r\n}\r\n\r\nfunction LoadShader(shader: any, key: string, optionalKey: string, callback: (data: any) => void, shaderLanguage?: ShaderLanguage, _loadFileInjection?: typeof _LoadFile) {\r\n if (typeof HTMLElement !== \"undefined\") {\r\n // DOM element ?\r\n if (shader instanceof HTMLElement) {\r\n const shaderCode = GetDOMTextContent(shader);\r\n callback(shaderCode);\r\n return;\r\n }\r\n }\r\n\r\n // Direct source ?\r\n if (shader.substring(0, 7) === \"source:\") {\r\n callback(shader.substring(7));\r\n return;\r\n }\r\n\r\n // Base64 encoded ?\r\n if (shader.substring(0, 7) === \"base64:\") {\r\n const shaderBinary = window.atob(shader.substring(7));\r\n callback(shaderBinary);\r\n return;\r\n }\r\n\r\n const shaderStore = ShaderStore.GetShadersStore(shaderLanguage);\r\n\r\n // Is in local store ?\r\n if (shaderStore[shader + key + \"Shader\"]) {\r\n callback(shaderStore[shader + key + \"Shader\"]);\r\n return;\r\n }\r\n\r\n if (optionalKey && shaderStore[shader + optionalKey + \"Shader\"]) {\r\n callback(shaderStore[shader + optionalKey + \"Shader\"]);\r\n return;\r\n }\r\n\r\n let shaderUrl;\r\n\r\n if (shader[0] === \".\" || shader[0] === \"/\" || shader.indexOf(\"http\") > -1) {\r\n shaderUrl = shader;\r\n } else {\r\n shaderUrl = ShaderStore.GetShadersRepository(shaderLanguage) + shader;\r\n }\r\n _loadFileInjection = _loadFileInjection || _LoadFile;\r\n if (!_loadFileInjection) {\r\n // we got to this point and loadFile was not injected - throw an error\r\n throw new Error(\"loadFileInjection is not defined\");\r\n }\r\n // Vertex shader\r\n _loadFileInjection(shaderUrl + \".\" + key.toLowerCase() + \".fx\", callback);\r\n}\r\n\r\nfunction UseFinalCode(migratedVertexCode: string, migratedFragmentCode: string, baseName: any, shaderLanguage?: ShaderLanguage) {\r\n if (baseName) {\r\n const vertex = baseName.vertexElement || baseName.vertex || baseName.spectorName || baseName;\r\n const fragment = baseName.fragmentElement || baseName.fragment || baseName.spectorName || baseName;\r\n\r\n return {\r\n vertexSourceCode: (shaderLanguage === ShaderLanguage.WGSL ? \"//\" : \"\") + \"#define SHADER_NAME vertex:\" + vertex + \"\\n\" + migratedVertexCode,\r\n fragmentSourceCode: (shaderLanguage === ShaderLanguage.WGSL ? \"//\" : \"\") + \"#define SHADER_NAME fragment:\" + fragment + \"\\n\" + migratedFragmentCode,\r\n };\r\n } else {\r\n return {\r\n vertexSourceCode: migratedVertexCode,\r\n fragmentSourceCode: migratedFragmentCode,\r\n };\r\n }\r\n}\r\n\r\n/**\r\n * Creates and prepares a pipeline context\r\n * @internal\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport const createAndPreparePipelineContext = (\r\n options: ICreateAndPreparePipelineContextOptions,\r\n createPipelineContext: typeof AbstractEngine.prototype.createPipelineContext,\r\n _preparePipelineContext: typeof AbstractEngine.prototype._preparePipelineContextAsync,\r\n _executeWhenRenderingStateIsCompiled: typeof AbstractEngine.prototype._executeWhenRenderingStateIsCompiled\r\n): IPipelineContext => {\r\n try {\r\n const stateObject = options.context ? getStateObject(options.context) : null;\r\n if (stateObject) {\r\n // will not remove the reference to parallelShaderPrecompile, but will prevent it from being used in the next shader compilation\r\n stateObject.disableParallelShaderCompile = options.disableParallelCompilation;\r\n }\r\n const pipelineContext: IPipelineContext = options.existingPipelineContext || createPipelineContext(options.shaderProcessingContext);\r\n pipelineContext._name = options.name;\r\n if (options.name && stateObject) {\r\n stateObject.cachedPipelines[options.name] = pipelineContext;\r\n }\r\n\r\n // Flagged as async as we may need to delay load some processing tools\r\n // This does not break anything as the execution is waiting for _executeWhenRenderingStateIsCompiled\r\n _preparePipelineContext(\r\n pipelineContext,\r\n options.vertex,\r\n options.fragment,\r\n !!options.createAsRaw,\r\n \"\",\r\n \"\",\r\n options.rebuildRebind,\r\n options.defines,\r\n options.transformFeedbackVaryings,\r\n \"\",\r\n () => {\r\n _executeWhenRenderingStateIsCompiled(pipelineContext, () => {\r\n options.onRenderingStateCompiled?.(pipelineContext);\r\n });\r\n }\r\n );\r\n\r\n return pipelineContext;\r\n } catch (e) {\r\n Logger.Error(\"Error compiling effect\");\r\n throw e;\r\n }\r\n};\r\n"]}
|
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@@ -191,7 +191,15 @@ export function CreateLineSystem(name, options, scene = null) {
|
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|
191
191
|
*/
|
|
192
192
|
export function CreateLines(name, options, scene = null) {
|
|
193
193
|
const colors = options.colors ? [options.colors] : null;
|
|
194
|
-
const lines = CreateLineSystem(name, {
|
|
194
|
+
const lines = CreateLineSystem(name, {
|
|
195
|
+
lines: [options.points],
|
|
196
|
+
updatable: options.updatable,
|
|
197
|
+
instance: options.instance,
|
|
198
|
+
colors: colors,
|
|
199
|
+
useVertexAlpha: options.useVertexAlpha,
|
|
200
|
+
material: options.material,
|
|
201
|
+
updateVertexData: options.updateVertexData,
|
|
202
|
+
}, scene);
|
|
195
203
|
return lines;
|
|
196
204
|
}
|
|
197
205
|
/**
|
|
@@ -1 +1 @@
|
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|
1
|
-
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eslint-disable @typescript-eslint/naming-convention */\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport type { Color4 } from \"../../Maths/math.color\";\r\nimport { _CreationDataStorage, Mesh } from \"../mesh\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\nimport type { FloatArray, Nullable } from \"../../types\";\r\nimport { LinesMesh } from \"../../Meshes/linesMesh\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { VertexBuffer } from \"../../Buffers/buffer\";\r\nimport { Logger } from \"../../Misc/logger\";\r\n\r\nimport type { Material } from \"../../Materials/material\";\r\n\r\n/**\r\n * Creates the VertexData of the LineSystem\r\n * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty\r\n * - lines an array of lines, each line being an array of successive Vector3\r\n * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point\r\n * @returns the VertexData of the LineSystem\r\n */\r\nexport function CreateLineSystemVertexData(options: { lines: Vector3[][]; colors?: Nullable<Color4[][]> }): VertexData {\r\n const indices = [];\r\n const positions = [];\r\n const lines = options.lines;\r\n const colors = options.colors;\r\n const vertexColors = [];\r\n let idx = 0;\r\n\r\n for (let l = 0; l < lines.length; l++) {\r\n const points = lines[l];\r\n for (let index = 0; index < points.length; index++) {\r\n const { x, y, z } = points[index];\r\n positions.push(x, y, z);\r\n if (colors) {\r\n const color = colors[l];\r\n const { r, g, b, a } = color[index];\r\n vertexColors.push(r, g, b, a);\r\n }\r\n if (index > 0) {\r\n indices.push(idx - 1);\r\n indices.push(idx);\r\n }\r\n idx++;\r\n }\r\n }\r\n const vertexData = new VertexData();\r\n vertexData.indices = indices;\r\n vertexData.positions = positions;\r\n if (colors) {\r\n vertexData.colors = vertexColors;\r\n }\r\n return vertexData;\r\n}\r\n\r\n/**\r\n * Create the VertexData for a DashedLines\r\n * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty\r\n * - points an array successive Vector3\r\n * - dashSize the size of the dashes relative to the dash number, optional, default 3\r\n * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1\r\n * - dashNb the intended total number of dashes, optional, default 200\r\n * @returns the VertexData for the DashedLines\r\n */\r\nexport function CreateDashedLinesVertexData(options: { points: Vector3[]; dashSize?: number; gapSize?: number; dashNb?: number }): VertexData {\r\n const dashSize = options.dashSize || 3;\r\n const gapSize = options.gapSize || 1;\r\n const dashNb = options.dashNb || 200;\r\n const points = options.points;\r\n\r\n const positions: number[] = [];\r\n const indices: number[] = [];\r\n\r\n const curvect = Vector3.Zero();\r\n let lg = 0;\r\n let nb = 0;\r\n let shft = 0;\r\n let dashshft = 0;\r\n let curshft = 0;\r\n let idx = 0;\r\n let i = 0;\r\n for (i = 0; i < points.length - 1; i++) {\r\n points[i + 1].subtractToRef(points[i], curvect);\r\n lg += curvect.length();\r\n }\r\n shft = lg / dashNb;\r\n dashshft = (dashSize * shft) / (dashSize + gapSize);\r\n for (i = 0; i < points.length - 1; i++) {\r\n points[i + 1].subtractToRef(points[i], curvect);\r\n nb = Math.floor(curvect.length() / shft);\r\n curvect.normalize();\r\n for (let j = 0; j < nb; j++) {\r\n curshft = shft * j;\r\n positions.push(points[i].x + curshft * curvect.x, points[i].y + curshft * curvect.y, points[i].z + curshft * curvect.z);\r\n positions.push(points[i].x + (curshft + dashshft) * curvect.x, points[i].y + (curshft + dashshft) * curvect.y, points[i].z + (curshft + dashshft) * curvect.z);\r\n indices.push(idx, idx + 1);\r\n idx += 2;\r\n }\r\n }\r\n\r\n // Result\r\n const vertexData = new VertexData();\r\n vertexData.positions = positions;\r\n vertexData.indices = indices;\r\n\r\n return vertexData;\r\n}\r\n\r\n/**\r\n * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh\r\n * * A line system mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of lines as an input parameter\r\n * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function\r\n * * The parameter `lines` is an array of lines, each line being an array of successive Vector3\r\n * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter\r\n * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point\r\n * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)\r\n * * The optional parameter `material` is the material to use to draw the lines if provided. If not, a default material will be created\r\n * * Updating a simple Line mesh, you just need to update every line in the `lines` array : https://doc.babylonjs.com/features/featuresDeepDive/mesh/dynamicMeshMorph#lines-and-dashedlines\r\n * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param#line-system\r\n * @param name defines the name of the new line system\r\n * @param options defines the options used to create the line system\r\n * @param scene defines the hosting scene\r\n * @returns a new line system mesh\r\n */\r\nexport function CreateLineSystem(\r\n name: string,\r\n options: {\r\n lines: Vector3[][];\r\n updatable?: boolean;\r\n instance?: Nullable<LinesMesh>;\r\n colors?: Nullable<Color4[][]>;\r\n useVertexAlpha?: boolean;\r\n material?: Material;\r\n updateVertexData?: boolean;\r\n },\r\n scene: Nullable<Scene> = null\r\n): LinesMesh {\r\n const instance = options.instance;\r\n const lines = options.lines;\r\n const colors = options.colors;\r\n\r\n if (instance) {\r\n if (options.updateVertexData) {\r\n const vertexData = CreateLineSystemVertexData(options);\r\n vertexData.applyToMesh(instance, options.updatable);\r\n instance.refreshBoundingInfo();\r\n return instance;\r\n }\r\n\r\n // lines update\r\n const indices: number[] = [];\r\n const positions = instance.getVerticesData(VertexBuffer.PositionKind)!;\r\n let vertexColor;\r\n let lineColors;\r\n if (colors) {\r\n vertexColor = instance.getVerticesData(VertexBuffer.ColorKind)!;\r\n }\r\n let i = 0;\r\n let c = 0;\r\n let idx = 0;\r\n for (let l = 0; l < lines.length; l++) {\r\n const points = lines[l];\r\n for (let p = 0; p < points.length; p++) {\r\n positions[i] = points[p].x;\r\n positions[i + 1] = points[p].y;\r\n positions[i + 2] = points[p].z;\r\n if (colors && vertexColor) {\r\n lineColors = colors[l];\r\n vertexColor[c] = lineColors[p].r;\r\n vertexColor[c + 1] = lineColors[p].g;\r\n vertexColor[c + 2] = lineColors[p].b;\r\n vertexColor[c + 3] = lineColors[p].a;\r\n c += 4;\r\n }\r\n i += 3;\r\n if (p > 0) {\r\n indices.push(idx - 1);\r\n indices.push(idx);\r\n }\r\n idx++;\r\n }\r\n }\r\n const originIndices = instance.getIndices();\r\n if (!originIndices || originIndices.length !== indices.length) {\r\n instance.setIndices(indices, null, options.updatable);\r\n }\r\n instance.updateVerticesData(VertexBuffer.PositionKind, positions, false, false);\r\n if (colors && vertexColor) {\r\n instance.updateVerticesData(VertexBuffer.ColorKind, vertexColor, false, false);\r\n }\r\n instance.refreshBoundingInfo();\r\n return instance;\r\n }\r\n\r\n // line system creation\r\n const useVertexColor = colors ? true : false;\r\n const lineSystem = new LinesMesh(name, scene, null, undefined, undefined, useVertexColor, options.useVertexAlpha, options.material);\r\n const vertexData = CreateLineSystemVertexData(options);\r\n vertexData.applyToMesh(lineSystem, options.updatable);\r\n return lineSystem;\r\n}\r\n\r\n/**\r\n * Creates a line mesh\r\n * A line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter\r\n * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function\r\n * * The parameter `points` is an array successive Vector3\r\n * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/features/featuresDeepDive/mesh/dynamicMeshMorph#lines-and-dashedlines\r\n * * The optional parameter `colors` is an array of successive Color4, one per line point\r\n * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)\r\n * * The optional parameter `material` is the material to use to draw the lines if provided. If not, a default material will be created\r\n * * When updating an instance, remember that only point positions can change, not the number of points\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param#lines\r\n * @param name defines the name of the new line system\r\n * @param options defines the options used to create the line system\r\n * @param scene defines the hosting scene\r\n * @returns a new line mesh\r\n */\r\nexport function CreateLines(\r\n name: string,\r\n options: { points: Vector3[]; updatable?: boolean; instance?: Nullable<LinesMesh>; colors?: Color4[]; useVertexAlpha?: boolean; material?: Material },\r\n scene: Nullable<Scene> = null\r\n): LinesMesh {\r\n const colors = options.colors ? [options.colors] : null;\r\n const lines = CreateLineSystem(\r\n name,\r\n { lines: [options.points], updatable: options.updatable, instance: options.instance, colors: colors, useVertexAlpha: options.useVertexAlpha, material: options.material },\r\n scene\r\n );\r\n return lines;\r\n}\r\n\r\n/**\r\n * Creates a dashed line mesh\r\n * * A dashed line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter\r\n * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function\r\n * * The parameter `points` is an array successive Vector3\r\n * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)\r\n * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)\r\n * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)\r\n * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/features/featuresDeepDive/mesh/dynamicMeshMorph#lines-and-dashedlines\r\n * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)\r\n * * The optional parameter `material` is the material to use to draw the lines if provided. If not, a default material will be created\r\n * * When updating an instance, remember that only point positions can change, not the number of points\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @returns the dashed line mesh\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param#dashed-lines\r\n */\r\nexport function CreateDashedLines(\r\n name: string,\r\n options: { points: Vector3[]; dashSize?: number; gapSize?: number; dashNb?: number; updatable?: boolean; instance?: LinesMesh; useVertexAlpha?: boolean; material?: Material },\r\n scene: Nullable<Scene> = null\r\n): LinesMesh {\r\n const points = options.points;\r\n const instance = options.instance;\r\n const gapSize = options.gapSize || 1;\r\n const dashSize = options.dashSize || 3;\r\n\r\n if (instance) {\r\n // dashed lines update\r\n const positionFunction = (positions: FloatArray): void => {\r\n const curvect = Vector3.Zero();\r\n const nbSeg = positions.length / 6;\r\n let lg = 0;\r\n let nb = 0;\r\n let shft = 0;\r\n let dashshft = 0;\r\n let curshft = 0;\r\n let p = 0;\r\n let i = 0;\r\n let j = 0;\r\n for (i = 0; i < points.length - 1; i++) {\r\n points[i + 1].subtractToRef(points[i], curvect);\r\n lg += curvect.length();\r\n }\r\n shft = lg / nbSeg;\r\n const dashSize = instance._creationDataStorage!.dashSize;\r\n const gapSize = instance._creationDataStorage!.gapSize;\r\n dashshft = (dashSize * shft) / (dashSize + gapSize);\r\n for (i = 0; i < points.length - 1; i++) {\r\n points[i + 1].subtractToRef(points[i], curvect);\r\n nb = Math.floor(curvect.length() / shft);\r\n curvect.normalize();\r\n j = 0;\r\n while (j < nb && p < positions.length) {\r\n curshft = shft * j;\r\n positions[p] = points[i].x + curshft * curvect.x;\r\n positions[p + 1] = points[i].y + curshft * curvect.y;\r\n positions[p + 2] = points[i].z + curshft * curvect.z;\r\n positions[p + 3] = points[i].x + (curshft + dashshft) * curvect.x;\r\n positions[p + 4] = points[i].y + (curshft + dashshft) * curvect.y;\r\n positions[p + 5] = points[i].z + (curshft + dashshft) * curvect.z;\r\n p += 6;\r\n j++;\r\n }\r\n }\r\n while (p < positions.length) {\r\n positions[p] = points[i].x;\r\n positions[p + 1] = points[i].y;\r\n positions[p + 2] = points[i].z;\r\n p += 3;\r\n }\r\n };\r\n if (options.dashNb || options.dashSize || options.gapSize || options.useVertexAlpha || options.material) {\r\n Logger.Warn(\"You have used an option other than points with the instance option. Please be aware that these other options will be ignored.\");\r\n }\r\n instance.updateMeshPositions(positionFunction, false);\r\n return instance;\r\n }\r\n // dashed lines creation\r\n const dashedLines = new LinesMesh(name, scene, null, undefined, undefined, undefined, options.useVertexAlpha, options.material);\r\n const vertexData = CreateDashedLinesVertexData(options);\r\n vertexData.applyToMesh(dashedLines, options.updatable);\r\n\r\n dashedLines._creationDataStorage = new _CreationDataStorage();\r\n dashedLines._creationDataStorage.dashSize = dashSize;\r\n dashedLines._creationDataStorage.gapSize = gapSize;\r\n return dashedLines;\r\n}\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n * @deprecated use the functions directly from the module\r\n */\r\nexport const LinesBuilder = {\r\n CreateDashedLines,\r\n CreateLineSystem,\r\n CreateLines,\r\n};\r\n\r\nVertexData.CreateLineSystem = CreateLineSystemVertexData;\r\nVertexData.CreateDashedLines = CreateDashedLinesVertexData;\r\n\r\nMesh.CreateLines = (name: string, points: Vector3[], scene: Nullable<Scene> = null, updatable: boolean = false, instance: Nullable<LinesMesh> = null): LinesMesh => {\r\n const options = {\r\n points,\r\n updatable,\r\n instance,\r\n };\r\n return CreateLines(name, options, scene);\r\n};\r\n\r\nMesh.CreateDashedLines = (\r\n name: string,\r\n points: Vector3[],\r\n dashSize: number,\r\n gapSize: number,\r\n dashNb: number,\r\n scene: Nullable<Scene> = null,\r\n updatable?: boolean,\r\n instance?: LinesMesh\r\n): LinesMesh => {\r\n const options = {\r\n points,\r\n dashSize,\r\n gapSize,\r\n dashNb,\r\n updatable,\r\n instance,\r\n };\r\n return CreateDashedLines(name, options, scene);\r\n};\r\n"]}
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eslint-disable @typescript-eslint/naming-convention */\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport type { Color4 } from \"../../Maths/math.color\";\r\nimport { _CreationDataStorage, Mesh } from \"../mesh\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\nimport type { FloatArray, Nullable } from \"../../types\";\r\nimport { LinesMesh } from \"../../Meshes/linesMesh\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { VertexBuffer } from \"../../Buffers/buffer\";\r\nimport { Logger } from \"../../Misc/logger\";\r\n\r\nimport type { Material } from \"../../Materials/material\";\r\n\r\n/**\r\n * Creates the VertexData of the LineSystem\r\n * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty\r\n * - lines an array of lines, each line being an array of successive Vector3\r\n * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point\r\n * @returns the VertexData of the LineSystem\r\n */\r\nexport function CreateLineSystemVertexData(options: { lines: Vector3[][]; colors?: Nullable<Color4[][]> }): VertexData {\r\n const indices = [];\r\n const positions = [];\r\n const lines = options.lines;\r\n const colors = options.colors;\r\n const vertexColors = [];\r\n let idx = 0;\r\n\r\n for (let l = 0; l < lines.length; l++) {\r\n const points = lines[l];\r\n for (let index = 0; index < points.length; index++) {\r\n const { x, y, z } = points[index];\r\n positions.push(x, y, z);\r\n if (colors) {\r\n const color = colors[l];\r\n const { r, g, b, a } = color[index];\r\n vertexColors.push(r, g, b, a);\r\n }\r\n if (index > 0) {\r\n indices.push(idx - 1);\r\n indices.push(idx);\r\n }\r\n idx++;\r\n }\r\n }\r\n const vertexData = new VertexData();\r\n vertexData.indices = indices;\r\n vertexData.positions = positions;\r\n if (colors) {\r\n vertexData.colors = vertexColors;\r\n }\r\n return vertexData;\r\n}\r\n\r\n/**\r\n * Create the VertexData for a DashedLines\r\n * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty\r\n * - points an array successive Vector3\r\n * - dashSize the size of the dashes relative to the dash number, optional, default 3\r\n * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1\r\n * - dashNb the intended total number of dashes, optional, default 200\r\n * @returns the VertexData for the DashedLines\r\n */\r\nexport function CreateDashedLinesVertexData(options: { points: Vector3[]; dashSize?: number; gapSize?: number; dashNb?: number }): VertexData {\r\n const dashSize = options.dashSize || 3;\r\n const gapSize = options.gapSize || 1;\r\n const dashNb = options.dashNb || 200;\r\n const points = options.points;\r\n\r\n const positions: number[] = [];\r\n const indices: number[] = [];\r\n\r\n const curvect = Vector3.Zero();\r\n let lg = 0;\r\n let nb = 0;\r\n let shft = 0;\r\n let dashshft = 0;\r\n let curshft = 0;\r\n let idx = 0;\r\n let i = 0;\r\n for (i = 0; i < points.length - 1; i++) {\r\n points[i + 1].subtractToRef(points[i], curvect);\r\n lg += curvect.length();\r\n }\r\n shft = lg / dashNb;\r\n dashshft = (dashSize * shft) / (dashSize + gapSize);\r\n for (i = 0; i < points.length - 1; i++) {\r\n points[i + 1].subtractToRef(points[i], curvect);\r\n nb = Math.floor(curvect.length() / shft);\r\n curvect.normalize();\r\n for (let j = 0; j < nb; j++) {\r\n curshft = shft * j;\r\n positions.push(points[i].x + curshft * curvect.x, points[i].y + curshft * curvect.y, points[i].z + curshft * curvect.z);\r\n positions.push(points[i].x + (curshft + dashshft) * curvect.x, points[i].y + (curshft + dashshft) * curvect.y, points[i].z + (curshft + dashshft) * curvect.z);\r\n indices.push(idx, idx + 1);\r\n idx += 2;\r\n }\r\n }\r\n\r\n // Result\r\n const vertexData = new VertexData();\r\n vertexData.positions = positions;\r\n vertexData.indices = indices;\r\n\r\n return vertexData;\r\n}\r\n\r\n/**\r\n * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh\r\n * * A line system mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of lines as an input parameter\r\n * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function\r\n * * The parameter `lines` is an array of lines, each line being an array of successive Vector3\r\n * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter\r\n * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point\r\n * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)\r\n * * The optional parameter `material` is the material to use to draw the lines if provided. If not, a default material will be created\r\n * * Updating a simple Line mesh, you just need to update every line in the `lines` array : https://doc.babylonjs.com/features/featuresDeepDive/mesh/dynamicMeshMorph#lines-and-dashedlines\r\n * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param#line-system\r\n * @param name defines the name of the new line system\r\n * @param options defines the options used to create the line system\r\n * @param scene defines the hosting scene\r\n * @returns a new line system mesh\r\n */\r\nexport function CreateLineSystem(\r\n name: string,\r\n options: {\r\n lines: Vector3[][];\r\n updatable?: boolean;\r\n instance?: Nullable<LinesMesh>;\r\n colors?: Nullable<Color4[][]>;\r\n useVertexAlpha?: boolean;\r\n material?: Material;\r\n updateVertexData?: boolean;\r\n },\r\n scene: Nullable<Scene> = null\r\n): LinesMesh {\r\n const instance = options.instance;\r\n const lines = options.lines;\r\n const colors = options.colors;\r\n\r\n if (instance) {\r\n if (options.updateVertexData) {\r\n const vertexData = CreateLineSystemVertexData(options);\r\n vertexData.applyToMesh(instance, options.updatable);\r\n instance.refreshBoundingInfo();\r\n return instance;\r\n }\r\n\r\n // lines update\r\n const indices: number[] = [];\r\n const positions = instance.getVerticesData(VertexBuffer.PositionKind)!;\r\n let vertexColor;\r\n let lineColors;\r\n if (colors) {\r\n vertexColor = instance.getVerticesData(VertexBuffer.ColorKind)!;\r\n }\r\n let i = 0;\r\n let c = 0;\r\n let idx = 0;\r\n for (let l = 0; l < lines.length; l++) {\r\n const points = lines[l];\r\n for (let p = 0; p < points.length; p++) {\r\n positions[i] = points[p].x;\r\n positions[i + 1] = points[p].y;\r\n positions[i + 2] = points[p].z;\r\n if (colors && vertexColor) {\r\n lineColors = colors[l];\r\n vertexColor[c] = lineColors[p].r;\r\n vertexColor[c + 1] = lineColors[p].g;\r\n vertexColor[c + 2] = lineColors[p].b;\r\n vertexColor[c + 3] = lineColors[p].a;\r\n c += 4;\r\n }\r\n i += 3;\r\n if (p > 0) {\r\n indices.push(idx - 1);\r\n indices.push(idx);\r\n }\r\n idx++;\r\n }\r\n }\r\n const originIndices = instance.getIndices();\r\n if (!originIndices || originIndices.length !== indices.length) {\r\n instance.setIndices(indices, null, options.updatable);\r\n }\r\n instance.updateVerticesData(VertexBuffer.PositionKind, positions, false, false);\r\n if (colors && vertexColor) {\r\n instance.updateVerticesData(VertexBuffer.ColorKind, vertexColor, false, false);\r\n }\r\n instance.refreshBoundingInfo();\r\n return instance;\r\n }\r\n\r\n // line system creation\r\n const useVertexColor = colors ? true : false;\r\n const lineSystem = new LinesMesh(name, scene, null, undefined, undefined, useVertexColor, options.useVertexAlpha, options.material);\r\n const vertexData = CreateLineSystemVertexData(options);\r\n vertexData.applyToMesh(lineSystem, options.updatable);\r\n return lineSystem;\r\n}\r\n\r\n/**\r\n * Creates a line mesh\r\n * A line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter\r\n * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function\r\n * * The parameter `points` is an array successive Vector3\r\n * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/features/featuresDeepDive/mesh/dynamicMeshMorph#lines-and-dashedlines\r\n * * The optional parameter `colors` is an array of successive Color4, one per line point\r\n * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)\r\n * * The optional parameter `material` is the material to use to draw the lines if provided. If not, a default material will be created\r\n * * When updating an instance, remember that only point positions can change, not the number of points\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param#lines\r\n * @param name defines the name of the new line system\r\n * @param options defines the options used to create the line system\r\n * @param scene defines the hosting scene\r\n * @returns a new line mesh\r\n */\r\nexport function CreateLines(\r\n name: string,\r\n options: {\r\n points: Vector3[];\r\n updatable?: boolean;\r\n instance?: Nullable<LinesMesh>;\r\n colors?: Color4[];\r\n useVertexAlpha?: boolean;\r\n material?: Material;\r\n updateVertexData?: boolean;\r\n },\r\n scene: Nullable<Scene> = null\r\n): LinesMesh {\r\n const colors = options.colors ? [options.colors] : null;\r\n const lines = CreateLineSystem(\r\n name,\r\n {\r\n lines: [options.points],\r\n updatable: options.updatable,\r\n instance: options.instance,\r\n colors: colors,\r\n useVertexAlpha: options.useVertexAlpha,\r\n material: options.material,\r\n updateVertexData: options.updateVertexData,\r\n },\r\n scene\r\n );\r\n return lines;\r\n}\r\n\r\n/**\r\n * Creates a dashed line mesh\r\n * * A dashed line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter\r\n * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function\r\n * * The parameter `points` is an array successive Vector3\r\n * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)\r\n * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)\r\n * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)\r\n * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/features/featuresDeepDive/mesh/dynamicMeshMorph#lines-and-dashedlines\r\n * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)\r\n * * The optional parameter `material` is the material to use to draw the lines if provided. If not, a default material will be created\r\n * * When updating an instance, remember that only point positions can change, not the number of points\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @returns the dashed line mesh\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param#dashed-lines\r\n */\r\nexport function CreateDashedLines(\r\n name: string,\r\n options: { points: Vector3[]; dashSize?: number; gapSize?: number; dashNb?: number; updatable?: boolean; instance?: LinesMesh; useVertexAlpha?: boolean; material?: Material },\r\n scene: Nullable<Scene> = null\r\n): LinesMesh {\r\n const points = options.points;\r\n const instance = options.instance;\r\n const gapSize = options.gapSize || 1;\r\n const dashSize = options.dashSize || 3;\r\n\r\n if (instance) {\r\n // dashed lines update\r\n const positionFunction = (positions: FloatArray): void => {\r\n const curvect = Vector3.Zero();\r\n const nbSeg = positions.length / 6;\r\n let lg = 0;\r\n let nb = 0;\r\n let shft = 0;\r\n let dashshft = 0;\r\n let curshft = 0;\r\n let p = 0;\r\n let i = 0;\r\n let j = 0;\r\n for (i = 0; i < points.length - 1; i++) {\r\n points[i + 1].subtractToRef(points[i], curvect);\r\n lg += curvect.length();\r\n }\r\n shft = lg / nbSeg;\r\n const dashSize = instance._creationDataStorage!.dashSize;\r\n const gapSize = instance._creationDataStorage!.gapSize;\r\n dashshft = (dashSize * shft) / (dashSize + gapSize);\r\n for (i = 0; i < points.length - 1; i++) {\r\n points[i + 1].subtractToRef(points[i], curvect);\r\n nb = Math.floor(curvect.length() / shft);\r\n curvect.normalize();\r\n j = 0;\r\n while (j < nb && p < positions.length) {\r\n curshft = shft * j;\r\n positions[p] = points[i].x + curshft * curvect.x;\r\n positions[p + 1] = points[i].y + curshft * curvect.y;\r\n positions[p + 2] = points[i].z + curshft * curvect.z;\r\n positions[p + 3] = points[i].x + (curshft + dashshft) * curvect.x;\r\n positions[p + 4] = points[i].y + (curshft + dashshft) * curvect.y;\r\n positions[p + 5] = points[i].z + (curshft + dashshft) * curvect.z;\r\n p += 6;\r\n j++;\r\n }\r\n }\r\n while (p < positions.length) {\r\n positions[p] = points[i].x;\r\n positions[p + 1] = points[i].y;\r\n positions[p + 2] = points[i].z;\r\n p += 3;\r\n }\r\n };\r\n if (options.dashNb || options.dashSize || options.gapSize || options.useVertexAlpha || options.material) {\r\n Logger.Warn(\"You have used an option other than points with the instance option. Please be aware that these other options will be ignored.\");\r\n }\r\n instance.updateMeshPositions(positionFunction, false);\r\n return instance;\r\n }\r\n // dashed lines creation\r\n const dashedLines = new LinesMesh(name, scene, null, undefined, undefined, undefined, options.useVertexAlpha, options.material);\r\n const vertexData = CreateDashedLinesVertexData(options);\r\n vertexData.applyToMesh(dashedLines, options.updatable);\r\n\r\n dashedLines._creationDataStorage = new _CreationDataStorage();\r\n dashedLines._creationDataStorage.dashSize = dashSize;\r\n dashedLines._creationDataStorage.gapSize = gapSize;\r\n return dashedLines;\r\n}\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n * @deprecated use the functions directly from the module\r\n */\r\nexport const LinesBuilder = {\r\n CreateDashedLines,\r\n CreateLineSystem,\r\n CreateLines,\r\n};\r\n\r\nVertexData.CreateLineSystem = CreateLineSystemVertexData;\r\nVertexData.CreateDashedLines = CreateDashedLinesVertexData;\r\n\r\nMesh.CreateLines = (name: string, points: Vector3[], scene: Nullable<Scene> = null, updatable: boolean = false, instance: Nullable<LinesMesh> = null): LinesMesh => {\r\n const options = {\r\n points,\r\n updatable,\r\n instance,\r\n };\r\n return CreateLines(name, options, scene);\r\n};\r\n\r\nMesh.CreateDashedLines = (\r\n name: string,\r\n points: Vector3[],\r\n dashSize: number,\r\n gapSize: number,\r\n dashNb: number,\r\n scene: Nullable<Scene> = null,\r\n updatable?: boolean,\r\n instance?: LinesMesh\r\n): LinesMesh => {\r\n const options = {\r\n points,\r\n dashSize,\r\n gapSize,\r\n dashNb,\r\n updatable,\r\n instance,\r\n };\r\n return CreateDashedLines(name, options, scene);\r\n};\r\n"]}
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@@ -7,7 +7,7 @@ import { Mesh } from "../mesh.js";
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viewProjection: this._viewProjectionMatrix.m,
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floatMix[2 * j + 1] = 10000
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floatMix[2 * j + 1] = 10000 - (mvp[2] * positions[4 * j + 0] + mvp[6] * positions[4 * j + 1] + mvp[10] * positions[4 * j + 2] + mvp[14]) * depthScale;
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floatMix[2 * j + 1] = 10000 - (mvp[2] * positions[4 * j + 0] + mvp[6] * positions[4 * j + 1] + mvp[10] * positions[4 * j + 2] + mvp[14]) * depthScale;
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