@onerjs/core 8.41.4 → 8.41.6

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (264) hide show
  1. package/Cameras/Inputs/geospatialCameraPointersInput.d.ts +16 -0
  2. package/Cameras/Inputs/geospatialCameraPointersInput.js +19 -3
  3. package/Cameras/Inputs/geospatialCameraPointersInput.js.map +1 -1
  4. package/Cameras/Limits/geospatialLimits.d.ts +0 -6
  5. package/Cameras/Limits/geospatialLimits.js +0 -6
  6. package/Cameras/Limits/geospatialLimits.js.map +1 -1
  7. package/Cameras/geospatialCamera.d.ts +5 -0
  8. package/Cameras/geospatialCamera.js +38 -10
  9. package/Cameras/geospatialCamera.js.map +1 -1
  10. package/Engines/abstractEngine.d.ts +2 -2
  11. package/Engines/abstractEngine.js +2 -2
  12. package/Engines/abstractEngine.js.map +1 -1
  13. package/Engines/webgpuEngine.d.ts +1 -4
  14. package/Engines/webgpuEngine.js +8 -6
  15. package/Engines/webgpuEngine.js.map +1 -1
  16. package/FrameGraph/frameGraphContext.js +1 -1
  17. package/FrameGraph/frameGraphContext.js.map +1 -1
  18. package/FrameGraph/frameGraphRenderContext.js +2 -2
  19. package/FrameGraph/frameGraphRenderContext.js.map +1 -1
  20. package/Lights/Shadows/cascadedShadowGenerator.js +1 -1
  21. package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
  22. package/Lights/Shadows/shadowGenerator.js +1 -1
  23. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  24. package/Lights/lightingVolume.js +1 -1
  25. package/Lights/lightingVolume.js.map +1 -1
  26. package/Materials/Textures/Procedurals/proceduralTexture.js +1 -1
  27. package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
  28. package/Maths/math.path.js +3 -3
  29. package/Maths/math.path.js.map +1 -1
  30. package/Meshes/Builders/capsuleBuilder.js +0 -3
  31. package/Meshes/Builders/capsuleBuilder.js.map +1 -1
  32. package/Meshes/Builders/cylinderBuilder.d.ts +1 -1
  33. package/Meshes/Builders/cylinderBuilder.js +1 -2
  34. package/Meshes/Builders/cylinderBuilder.js.map +1 -1
  35. package/Meshes/Builders/decalBuilder.js +2 -0
  36. package/Meshes/Builders/decalBuilder.js.map +1 -1
  37. package/Meshes/Builders/discBuilder.js +0 -1
  38. package/Meshes/Builders/discBuilder.js.map +1 -1
  39. package/Meshes/Builders/groundBuilder.d.ts +50 -54
  40. package/Meshes/Builders/groundBuilder.js +50 -54
  41. package/Meshes/Builders/groundBuilder.js.map +1 -1
  42. package/Meshes/Builders/tiledBoxBuilder.d.ts +0 -26
  43. package/Meshes/Builders/tiledBoxBuilder.js +0 -26
  44. package/Meshes/Builders/tiledBoxBuilder.js.map +1 -1
  45. package/Meshes/Builders/tiledPlaneBuilder.d.ts +0 -25
  46. package/Meshes/Builders/tiledPlaneBuilder.js +0 -25
  47. package/Meshes/Builders/tiledPlaneBuilder.js.map +1 -1
  48. package/Meshes/Builders/torusBuilder.d.ts +0 -13
  49. package/Meshes/Builders/torusBuilder.js +0 -13
  50. package/Meshes/Builders/torusBuilder.js.map +1 -1
  51. package/Meshes/Builders/torusKnotBuilder.d.ts +0 -19
  52. package/Meshes/Builders/torusKnotBuilder.js +0 -19
  53. package/Meshes/Builders/torusKnotBuilder.js.map +1 -1
  54. package/Meshes/Compression/dracoCompressionWorker.js.map +1 -1
  55. package/Meshes/Compression/dracoDecoder.js.map +1 -1
  56. package/Meshes/Compression/dracoDecoder.types.d.ts +11 -0
  57. package/Meshes/Compression/dracoDecoder.types.js.map +1 -1
  58. package/Meshes/Compression/dracoEncoder.js.map +1 -1
  59. package/Meshes/Compression/meshoptCompression.js +0 -2
  60. package/Meshes/Compression/meshoptCompression.js.map +1 -1
  61. package/Meshes/GreasedLine/greasedLineRibbonMesh.js +0 -8
  62. package/Meshes/GreasedLine/greasedLineRibbonMesh.js.map +1 -1
  63. package/Meshes/Node/Blocks/Instances/instantiateBaseBlock.d.ts +1 -0
  64. package/Meshes/Node/Blocks/Instances/instantiateBaseBlock.js +1 -0
  65. package/Meshes/Node/Blocks/Instances/instantiateBaseBlock.js.map +1 -1
  66. package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.d.ts +1 -0
  67. package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.js +1 -0
  68. package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.js.map +1 -1
  69. package/Meshes/Node/Blocks/Instances/instantiateOnVerticesBlock.d.ts +1 -0
  70. package/Meshes/Node/Blocks/Instances/instantiateOnVerticesBlock.js +1 -0
  71. package/Meshes/Node/Blocks/Instances/instantiateOnVerticesBlock.js.map +1 -1
  72. package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.d.ts +1 -0
  73. package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.js +1 -0
  74. package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.js.map +1 -1
  75. package/Meshes/Node/Blocks/Matrices/scalingBlock.d.ts +1 -0
  76. package/Meshes/Node/Blocks/Matrices/scalingBlock.js +1 -0
  77. package/Meshes/Node/Blocks/Matrices/scalingBlock.js.map +1 -1
  78. package/Meshes/Node/Blocks/Matrices/translationBlock.d.ts +1 -0
  79. package/Meshes/Node/Blocks/Matrices/translationBlock.js +1 -0
  80. package/Meshes/Node/Blocks/Matrices/translationBlock.js.map +1 -1
  81. package/Meshes/Node/Blocks/Set/aggregatorBlock.d.ts +1 -0
  82. package/Meshes/Node/Blocks/Set/aggregatorBlock.js +1 -0
  83. package/Meshes/Node/Blocks/Set/aggregatorBlock.js.map +1 -1
  84. package/Meshes/Node/Blocks/Set/latticeBlock.d.ts +1 -0
  85. package/Meshes/Node/Blocks/Set/latticeBlock.js +1 -0
  86. package/Meshes/Node/Blocks/Set/latticeBlock.js.map +1 -1
  87. package/Meshes/Node/Blocks/Set/setColorsBlock.d.ts +1 -0
  88. package/Meshes/Node/Blocks/Set/setColorsBlock.js +1 -0
  89. package/Meshes/Node/Blocks/Set/setColorsBlock.js.map +1 -1
  90. package/Meshes/Node/Blocks/Set/setMaterialIDBlock.d.ts +1 -0
  91. package/Meshes/Node/Blocks/Set/setMaterialIDBlock.js +1 -0
  92. package/Meshes/Node/Blocks/Set/setMaterialIDBlock.js.map +1 -1
  93. package/Meshes/Node/Blocks/Set/setNormalsBlock.d.ts +1 -0
  94. package/Meshes/Node/Blocks/Set/setNormalsBlock.js +1 -0
  95. package/Meshes/Node/Blocks/Set/setNormalsBlock.js.map +1 -1
  96. package/Meshes/Node/Blocks/Set/setPositionsBlock.d.ts +1 -0
  97. package/Meshes/Node/Blocks/Set/setPositionsBlock.js +1 -0
  98. package/Meshes/Node/Blocks/Set/setPositionsBlock.js.map +1 -1
  99. package/Meshes/Node/Blocks/Set/setTangentsBlock.d.ts +1 -0
  100. package/Meshes/Node/Blocks/Set/setTangentsBlock.js +1 -0
  101. package/Meshes/Node/Blocks/Set/setTangentsBlock.js.map +1 -1
  102. package/Meshes/Node/Blocks/Set/setUVsBlock.d.ts +1 -0
  103. package/Meshes/Node/Blocks/Set/setUVsBlock.js +1 -0
  104. package/Meshes/Node/Blocks/Set/setUVsBlock.js.map +1 -1
  105. package/Meshes/Node/Blocks/Sources/boxBlock.d.ts +2 -0
  106. package/Meshes/Node/Blocks/Sources/boxBlock.js +2 -0
  107. package/Meshes/Node/Blocks/Sources/boxBlock.js.map +1 -1
  108. package/Meshes/Node/Blocks/Sources/capsuleBlock.d.ts +2 -0
  109. package/Meshes/Node/Blocks/Sources/capsuleBlock.js +2 -0
  110. package/Meshes/Node/Blocks/Sources/capsuleBlock.js.map +1 -1
  111. package/Meshes/Node/Blocks/Sources/cylinderBlock.d.ts +2 -0
  112. package/Meshes/Node/Blocks/Sources/cylinderBlock.js +2 -0
  113. package/Meshes/Node/Blocks/Sources/cylinderBlock.js.map +1 -1
  114. package/Meshes/Node/Blocks/Sources/discBlock.d.ts +2 -0
  115. package/Meshes/Node/Blocks/Sources/discBlock.js +2 -0
  116. package/Meshes/Node/Blocks/Sources/discBlock.js.map +1 -1
  117. package/Meshes/Node/Blocks/Sources/gridBlock.d.ts +2 -0
  118. package/Meshes/Node/Blocks/Sources/gridBlock.js +2 -0
  119. package/Meshes/Node/Blocks/Sources/gridBlock.js.map +1 -1
  120. package/Meshes/Node/Blocks/Sources/icoSphereBlock.d.ts +2 -0
  121. package/Meshes/Node/Blocks/Sources/icoSphereBlock.js +2 -0
  122. package/Meshes/Node/Blocks/Sources/icoSphereBlock.js.map +1 -1
  123. package/Meshes/Node/Blocks/Sources/meshBlock.d.ts +1 -0
  124. package/Meshes/Node/Blocks/Sources/meshBlock.js +1 -0
  125. package/Meshes/Node/Blocks/Sources/meshBlock.js.map +1 -1
  126. package/Meshes/Node/Blocks/Sources/planeBlock.d.ts +2 -0
  127. package/Meshes/Node/Blocks/Sources/planeBlock.js +2 -0
  128. package/Meshes/Node/Blocks/Sources/planeBlock.js.map +1 -1
  129. package/Meshes/Node/Blocks/Sources/pointListBlock.d.ts +2 -1
  130. package/Meshes/Node/Blocks/Sources/pointListBlock.js +2 -1
  131. package/Meshes/Node/Blocks/Sources/pointListBlock.js.map +1 -1
  132. package/Meshes/Node/Blocks/Sources/sphereBlock.d.ts +2 -0
  133. package/Meshes/Node/Blocks/Sources/sphereBlock.js +2 -0
  134. package/Meshes/Node/Blocks/Sources/sphereBlock.js.map +1 -1
  135. package/Meshes/Node/Blocks/Sources/torusBlock.d.ts +2 -0
  136. package/Meshes/Node/Blocks/Sources/torusBlock.js +2 -0
  137. package/Meshes/Node/Blocks/Sources/torusBlock.js.map +1 -1
  138. package/Meshes/Node/Blocks/Teleport/teleportInBlock.d.ts +1 -0
  139. package/Meshes/Node/Blocks/Teleport/teleportInBlock.js +1 -0
  140. package/Meshes/Node/Blocks/Teleport/teleportInBlock.js.map +1 -1
  141. package/Meshes/Node/Blocks/Teleport/teleportOutBlock.d.ts +3 -0
  142. package/Meshes/Node/Blocks/Teleport/teleportOutBlock.js +3 -0
  143. package/Meshes/Node/Blocks/Teleport/teleportOutBlock.js.map +1 -1
  144. package/Meshes/Node/Blocks/Textures/geometryTextureBlock.d.ts +1 -0
  145. package/Meshes/Node/Blocks/Textures/geometryTextureBlock.js +1 -1
  146. package/Meshes/Node/Blocks/Textures/geometryTextureBlock.js.map +1 -1
  147. package/Meshes/Node/Blocks/Textures/geometryTextureFetchBlock.d.ts +1 -0
  148. package/Meshes/Node/Blocks/Textures/geometryTextureFetchBlock.js +1 -0
  149. package/Meshes/Node/Blocks/Textures/geometryTextureFetchBlock.js.map +1 -1
  150. package/Meshes/Node/Blocks/booleanGeometryBlock.d.ts +1 -0
  151. package/Meshes/Node/Blocks/booleanGeometryBlock.js +1 -1
  152. package/Meshes/Node/Blocks/booleanGeometryBlock.js.map +1 -1
  153. package/Meshes/Node/Blocks/cleanGeometryBlock.d.ts +1 -0
  154. package/Meshes/Node/Blocks/cleanGeometryBlock.js +1 -0
  155. package/Meshes/Node/Blocks/cleanGeometryBlock.js.map +1 -1
  156. package/Meshes/Node/Blocks/conditionBlock.d.ts +2 -0
  157. package/Meshes/Node/Blocks/conditionBlock.js +2 -0
  158. package/Meshes/Node/Blocks/conditionBlock.js.map +1 -1
  159. package/Meshes/Node/Blocks/geometryClampBlock.d.ts +1 -0
  160. package/Meshes/Node/Blocks/geometryClampBlock.js +1 -0
  161. package/Meshes/Node/Blocks/geometryClampBlock.js.map +1 -1
  162. package/Meshes/Node/Blocks/geometryCollectionBlock.d.ts +1 -0
  163. package/Meshes/Node/Blocks/geometryCollectionBlock.js +1 -0
  164. package/Meshes/Node/Blocks/geometryCollectionBlock.js.map +1 -1
  165. package/Meshes/Node/Blocks/geometryCurveBlock.d.ts +2 -0
  166. package/Meshes/Node/Blocks/geometryCurveBlock.js +2 -0
  167. package/Meshes/Node/Blocks/geometryCurveBlock.js.map +1 -1
  168. package/Meshes/Node/Blocks/geometryEaseBlock.d.ts +2 -0
  169. package/Meshes/Node/Blocks/geometryEaseBlock.js +2 -0
  170. package/Meshes/Node/Blocks/geometryEaseBlock.js.map +1 -1
  171. package/Meshes/Node/Blocks/geometryInputBlock.d.ts +3 -0
  172. package/Meshes/Node/Blocks/geometryInputBlock.js +3 -0
  173. package/Meshes/Node/Blocks/geometryInputBlock.js.map +1 -1
  174. package/Meshes/Node/Blocks/geometryOptimizeBlock.d.ts +1 -0
  175. package/Meshes/Node/Blocks/geometryOptimizeBlock.js +1 -0
  176. package/Meshes/Node/Blocks/geometryOptimizeBlock.js.map +1 -1
  177. package/Meshes/Node/Blocks/geometryTransformBlock.d.ts +1 -0
  178. package/Meshes/Node/Blocks/geometryTransformBlock.js +1 -0
  179. package/Meshes/Node/Blocks/geometryTransformBlock.js.map +1 -1
  180. package/Meshes/Node/Blocks/geometryTrigonometryBlock.d.ts +2 -0
  181. package/Meshes/Node/Blocks/geometryTrigonometryBlock.js +2 -0
  182. package/Meshes/Node/Blocks/geometryTrigonometryBlock.js.map +1 -1
  183. package/Meshes/Node/Blocks/mappingBlock.d.ts +1 -0
  184. package/Meshes/Node/Blocks/mappingBlock.js +1 -0
  185. package/Meshes/Node/Blocks/mappingBlock.js.map +1 -1
  186. package/Meshes/Node/Blocks/mathBlock.d.ts +1 -0
  187. package/Meshes/Node/Blocks/mathBlock.js +1 -0
  188. package/Meshes/Node/Blocks/mathBlock.js.map +1 -1
  189. package/Meshes/Node/Blocks/mergeGeometryBlock.d.ts +1 -0
  190. package/Meshes/Node/Blocks/mergeGeometryBlock.js +1 -0
  191. package/Meshes/Node/Blocks/mergeGeometryBlock.js.map +1 -1
  192. package/Meshes/Node/Blocks/randomBlock.d.ts +2 -0
  193. package/Meshes/Node/Blocks/randomBlock.js +2 -0
  194. package/Meshes/Node/Blocks/randomBlock.js.map +1 -1
  195. package/Meshes/Node/Blocks/subdivideBlock.d.ts +1 -0
  196. package/Meshes/Node/Blocks/subdivideBlock.js +1 -0
  197. package/Meshes/Node/Blocks/subdivideBlock.js.map +1 -1
  198. package/Meshes/Node/Interfaces/nodeGeometryTextureData.d.ts +3 -0
  199. package/Meshes/Node/Interfaces/nodeGeometryTextureData.js.map +1 -1
  200. package/Meshes/Node/nodeGeometry.js +0 -2
  201. package/Meshes/Node/nodeGeometry.js.map +1 -1
  202. package/Meshes/Node/nodeGeometryBlockConnectionPoint.js +0 -1
  203. package/Meshes/Node/nodeGeometryBlockConnectionPoint.js.map +1 -1
  204. package/Meshes/Node/nodeGeometryBuildState.js +0 -1
  205. package/Meshes/Node/nodeGeometryBuildState.js.map +1 -1
  206. package/Meshes/WebGL/webGLDataBuffer.d.ts +2 -0
  207. package/Meshes/WebGL/webGLDataBuffer.js +2 -0
  208. package/Meshes/WebGL/webGLDataBuffer.js.map +1 -1
  209. package/Meshes/WebGPU/webgpuDataBuffer.d.ts +4 -0
  210. package/Meshes/WebGPU/webgpuDataBuffer.js +4 -0
  211. package/Meshes/WebGPU/webgpuDataBuffer.js.map +1 -1
  212. package/Meshes/abstractMesh.d.ts +1 -0
  213. package/Meshes/abstractMesh.decalMap.d.ts +1 -0
  214. package/Meshes/abstractMesh.decalMap.js.map +1 -1
  215. package/Meshes/abstractMesh.js +1 -6
  216. package/Meshes/abstractMesh.js.map +1 -1
  217. package/Meshes/csg.js +0 -6
  218. package/Meshes/csg.js.map +1 -1
  219. package/Meshes/csg2.js +1 -2
  220. package/Meshes/csg2.js.map +1 -1
  221. package/Meshes/geodesicMesh.d.ts +26 -0
  222. package/Meshes/geodesicMesh.js +18 -3
  223. package/Meshes/geodesicMesh.js.map +1 -1
  224. package/Meshes/groundMesh.d.ts +1 -0
  225. package/Meshes/groundMesh.js +1 -0
  226. package/Meshes/groundMesh.js.map +1 -1
  227. package/Meshes/index.js +0 -2
  228. package/Meshes/index.js.map +1 -1
  229. package/Meshes/instancedMesh.d.ts +18 -3
  230. package/Meshes/instancedMesh.js +10 -3
  231. package/Meshes/instancedMesh.js.map +1 -1
  232. package/Meshes/mesh.d.ts +286 -204
  233. package/Meshes/mesh.js +251 -197
  234. package/Meshes/mesh.js.map +1 -1
  235. package/Meshes/mesh.vertexData.d.ts +15 -19
  236. package/Meshes/mesh.vertexData.js +15 -19
  237. package/Meshes/mesh.vertexData.js.map +1 -1
  238. package/Meshes/meshSimplification.d.ts +0 -1
  239. package/Meshes/meshSimplification.js +6 -1
  240. package/Meshes/meshSimplification.js.map +1 -1
  241. package/Meshes/meshSimplificationSceneComponent.d.ts +2 -0
  242. package/Meshes/meshSimplificationSceneComponent.js.map +1 -1
  243. package/Meshes/meshUVSpaceRenderer.d.ts +1 -0
  244. package/Meshes/meshUVSpaceRenderer.js.map +1 -1
  245. package/Meshes/polygonMesh.js +4 -0
  246. package/Meshes/polygonMesh.js.map +1 -1
  247. package/Meshes/subMesh.project.d.ts +1 -0
  248. package/Meshes/subMesh.project.js.map +1 -1
  249. package/Meshes/thinInstanceMesh.d.ts +5 -0
  250. package/Meshes/thinInstanceMesh.js.map +1 -1
  251. package/Meshes/transformNode.d.ts +1 -1
  252. package/Meshes/transformNode.js +1 -1
  253. package/Meshes/transformNode.js.map +1 -1
  254. package/Physics/v2/Plugins/havokPlugin.d.ts +75 -2
  255. package/Physics/v2/Plugins/havokPlugin.js +243 -52
  256. package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
  257. package/Probes/reflectionProbe.js +1 -1
  258. package/Probes/reflectionProbe.js.map +1 -1
  259. package/Rendering/depthRenderer.js +1 -1
  260. package/Rendering/depthRenderer.js.map +1 -1
  261. package/package.json +1 -1
  262. package/scene.d.ts +0 -3
  263. package/scene.js +18 -5
  264. package/scene.js.map +1 -1
@@ -125,7 +125,6 @@ export declare enum SimplificationType {
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  * An implementation of the Quadratic Error simplification algorithm.
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  * Original paper : http://www1.cs.columbia.edu/~cs4162/html05s/garland97.pdf
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  * Ported mostly from QSlim and http://voxels.blogspot.de/2014/05/quadric-mesh-simplification-with-source.html to babylon JS
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- * @author RaananW
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  * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/simplifyingMeshes
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  */
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  export declare class QuadraticErrorSimplification implements ISimplifier {
@@ -146,6 +146,7 @@ class DecimationVertex {
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  this.triangleStart = 0;
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  this.originalOffsets = [];
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  }
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+ /** @internal */
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  updatePosition(newPosition) {
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  this.position.copyFrom(newPosition);
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  }
@@ -162,6 +163,7 @@ class QuadraticMatrix {
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  }
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  }
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  }
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+ /** @internal */
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  det(a11, a12, a13, a21, a22, a23, a31, a32, a33) {
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  const det = this.data[a11] * this.data[a22] * this.data[a33] +
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  this.data[a13] * this.data[a21] * this.data[a32] +
@@ -171,16 +173,19 @@ class QuadraticMatrix {
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  this.data[a12] * this.data[a21] * this.data[a33];
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  return det;
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  }
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+ /** @internal */
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  addInPlace(matrix) {
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  for (let i = 0; i < 10; ++i) {
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  this.data[i] += matrix.data[i];
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  }
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  }
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+ /** @internal */
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  addArrayInPlace(data) {
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  for (let i = 0; i < 10; ++i) {
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  this.data[i] += data[i];
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  }
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  }
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+ /** @internal */
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  add(matrix) {
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  const m = new QuadraticMatrix();
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  for (let i = 0; i < 10; ++i) {
@@ -188,6 +193,7 @@ class QuadraticMatrix {
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  }
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  return m;
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  }
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+ /** @internal */
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  static FromData(a, b, c, d) {
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  return new QuadraticMatrix(QuadraticMatrix.DataFromNumbers(a, b, c, d));
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  }
@@ -206,7 +212,6 @@ class Reference {
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  * An implementation of the Quadratic Error simplification algorithm.
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  * Original paper : http://www1.cs.columbia.edu/~cs4162/html05s/garland97.pdf
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  * Ported mostly from QSlim and http://voxels.blogspot.de/2014/05/quadric-mesh-simplification-with-source.html to babylon JS
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- * @author RaananW
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  * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/simplifyingMeshes
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  */
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  export class QuadraticErrorSimplification {
@@ -1 +1 @@
1
- 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type { IndicesArray } from \"../types\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { SubMesh } from \"../Meshes/subMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { AsyncLoop } from \"../Misc/tools\";\r\nimport { Epsilon } from \"../Maths/math.constants\";\r\n/**\r\n * A simplifier interface for future simplification implementations\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/simplifyingMeshes\r\n */\r\nexport interface ISimplifier {\r\n /**\r\n * Simplification of a given mesh according to the given settings.\r\n * Since this requires computation, it is assumed that the function runs async.\r\n * @param settings The settings of the simplification, including quality and distance\r\n * @param successCallback A callback that will be called after the mesh was simplified.\r\n * @param errorCallback in case of an error, this callback will be called. optional.\r\n */\r\n simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;\r\n}\r\n\r\n/**\r\n * Expected simplification settings.\r\n * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/simplifyingMeshes\r\n */\r\nexport interface ISimplificationSettings {\r\n /**\r\n * Gets or sets the expected quality\r\n */\r\n quality: number;\r\n /**\r\n * Gets or sets the distance when this optimized version should be used\r\n */\r\n distance: number;\r\n /**\r\n * Gets an already optimized mesh\r\n */\r\n optimizeMesh?: boolean | undefined;\r\n}\r\n\r\n/**\r\n * Class used to specify simplification options\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/simplifyingMeshes\r\n */\r\nexport class SimplificationSettings implements ISimplificationSettings {\r\n /**\r\n * Creates a SimplificationSettings\r\n * @param quality expected quality\r\n * @param distance distance when this optimized version should be used\r\n * @param optimizeMesh already optimized mesh\r\n */\r\n constructor(\r\n /** expected quality */\r\n public quality: number,\r\n /** distance when this optimized version should be used */\r\n public distance: number,\r\n /** already optimized mesh */\r\n public optimizeMesh?: boolean\r\n ) {}\r\n}\r\n\r\n/**\r\n * Interface used to define a simplification task\r\n */\r\nexport interface ISimplificationTask {\r\n /**\r\n * Array of settings\r\n */\r\n settings: Array<ISimplificationSettings>;\r\n /**\r\n * Simplification type\r\n */\r\n simplificationType: SimplificationType;\r\n /**\r\n * Mesh to simplify\r\n */\r\n mesh: Mesh;\r\n /**\r\n * Callback called on success\r\n */\r\n successCallback?: () => void;\r\n /**\r\n * Defines if parallel processing can be used\r\n */\r\n parallelProcessing: boolean;\r\n}\r\n\r\n/**\r\n * Queue used to order the simplification tasks\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/simplifyingMeshes\r\n */\r\nexport class SimplificationQueue {\r\n private _simplificationArray: Array<ISimplificationTask>;\r\n\r\n /**\r\n * Gets a boolean indicating that the process is still running\r\n */\r\n public running: boolean;\r\n\r\n /**\r\n * Creates a new queue\r\n */\r\n constructor() {\r\n this.running = false;\r\n this._simplificationArray = [];\r\n }\r\n\r\n /**\r\n * Adds a new simplification task\r\n * @param task defines a task to add\r\n */\r\n public addTask(task: ISimplificationTask) {\r\n this._simplificationArray.push(task);\r\n }\r\n\r\n /**\r\n * Execute next task\r\n */\r\n public executeNext() {\r\n const task = this._simplificationArray.pop();\r\n if (task) {\r\n this.running = true;\r\n this.runSimplification(task);\r\n } else {\r\n this.running = false;\r\n }\r\n }\r\n\r\n /**\r\n * Execute a simplification task\r\n * @param task defines the task to run\r\n */\r\n public runSimplification(task: ISimplificationTask) {\r\n if (task.parallelProcessing) {\r\n //parallel simplifier\r\n for (const setting of task.settings) {\r\n const simplifier = this._getSimplifier(task);\r\n simplifier.simplify(setting, (newMesh) => {\r\n if (setting.distance !== undefined) {\r\n task.mesh.addLODLevel(setting.distance, newMesh);\r\n }\r\n newMesh.isVisible = true;\r\n //check if it is the last\r\n if (setting.quality === task.settings[task.settings.length - 1].quality && task.successCallback) {\r\n //all done, run the success callback.\r\n task.successCallback();\r\n }\r\n this.executeNext();\r\n });\r\n }\r\n } else {\r\n //single simplifier.\r\n const simplifier = this._getSimplifier(task);\r\n\r\n const runDecimation = (setting: ISimplificationSettings, callback: () => void) => {\r\n simplifier.simplify(setting, (newMesh) => {\r\n if (setting.distance !== undefined) {\r\n task.mesh.addLODLevel(setting.distance, newMesh);\r\n }\r\n newMesh.isVisible = true;\r\n //run the next quality level\r\n callback();\r\n });\r\n };\r\n\r\n AsyncLoop.Run(\r\n task.settings.length,\r\n (loop: AsyncLoop) => {\r\n runDecimation(task.settings[loop.index], () => {\r\n loop.executeNext();\r\n });\r\n },\r\n () => {\r\n //execution ended, run the success callback.\r\n if (task.successCallback) {\r\n task.successCallback();\r\n }\r\n this.executeNext();\r\n }\r\n );\r\n }\r\n }\r\n\r\n private _getSimplifier(task: ISimplificationTask): ISimplifier {\r\n switch (task.simplificationType) {\r\n case SimplificationType.QUADRATIC:\r\n default:\r\n return new QuadraticErrorSimplification(task.mesh);\r\n }\r\n }\r\n}\r\n\r\n/**\r\n * The implemented types of simplification\r\n * At the moment only Quadratic Error Decimation is implemented\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/simplifyingMeshes\r\n */\r\nexport const enum SimplificationType {\r\n /** Quadratic error decimation */\r\n QUADRATIC,\r\n}\r\n\r\nclass DecimationTriangle {\r\n public normal: Vector3;\r\n public error: Array<number>;\r\n public deleted: boolean;\r\n public isDirty: boolean;\r\n public borderFactor: number;\r\n public deletePending: boolean;\r\n\r\n public originalOffset: number;\r\n\r\n constructor(public _vertices: Array<DecimationVertex>) {\r\n this.error = new Array<number>(4);\r\n this.deleted = false;\r\n this.isDirty = false;\r\n this.deletePending = false;\r\n this.borderFactor = 0;\r\n }\r\n}\r\n\r\nclass DecimationVertex {\r\n public q: QuadraticMatrix;\r\n public isBorder: boolean;\r\n\r\n public triangleStart: number;\r\n public triangleCount: number;\r\n\r\n public originalOffsets: Array<number>;\r\n\r\n constructor(\r\n public position: Vector3,\r\n public id: number\r\n ) {\r\n this.isBorder = true;\r\n this.q = new QuadraticMatrix();\r\n this.triangleCount = 0;\r\n this.triangleStart = 0;\r\n this.originalOffsets = [];\r\n }\r\n\r\n public updatePosition(newPosition: Vector3) {\r\n this.position.copyFrom(newPosition);\r\n }\r\n}\r\n\r\nclass QuadraticMatrix {\r\n public data: Array<number>;\r\n\r\n constructor(data?: Array<number>) {\r\n this.data = new Array(10);\r\n for (let i = 0; i < 10; ++i) {\r\n if (data && data[i]) {\r\n this.data[i] = data[i];\r\n } else {\r\n this.data[i] = 0;\r\n }\r\n }\r\n }\r\n\r\n public det(a11: number, a12: number, a13: number, a21: number, a22: number, a23: number, a31: number, a32: number, a33: number): number {\r\n const det =\r\n this.data[a11] * this.data[a22] * this.data[a33] +\r\n this.data[a13] * this.data[a21] * this.data[a32] +\r\n this.data[a12] * this.data[a23] * this.data[a31] -\r\n this.data[a13] * this.data[a22] * this.data[a31] -\r\n this.data[a11] * this.data[a23] * this.data[a32] -\r\n this.data[a12] * this.data[a21] * this.data[a33];\r\n return det;\r\n }\r\n\r\n public addInPlace(matrix: QuadraticMatrix) {\r\n for (let i = 0; i < 10; ++i) {\r\n this.data[i] += matrix.data[i];\r\n }\r\n }\r\n\r\n public addArrayInPlace(data: Array<number>) {\r\n for (let i = 0; i < 10; ++i) {\r\n this.data[i] += data[i];\r\n }\r\n }\r\n\r\n public add(matrix: QuadraticMatrix): QuadraticMatrix {\r\n const m = new QuadraticMatrix();\r\n for (let i = 0; i < 10; ++i) {\r\n m.data[i] = this.data[i] + matrix.data[i];\r\n }\r\n return m;\r\n }\r\n\r\n public static FromData(a: number, b: number, c: number, d: number): QuadraticMatrix {\r\n return new QuadraticMatrix(QuadraticMatrix.DataFromNumbers(a, b, c, d));\r\n }\r\n\r\n //returning an array to avoid garbage collection\r\n public static DataFromNumbers(a: number, b: number, c: number, d: number) {\r\n return [a * a, a * b, a * c, a * d, b * b, b * c, b * d, c * c, c * d, d * d];\r\n }\r\n}\r\n\r\nclass Reference {\r\n constructor(\r\n public vertexId: number,\r\n public triangleId: number\r\n ) {}\r\n}\r\n\r\n/**\r\n * An implementation of the Quadratic Error simplification algorithm.\r\n * Original paper : http://www1.cs.columbia.edu/~cs4162/html05s/garland97.pdf\r\n * Ported mostly from QSlim and http://voxels.blogspot.de/2014/05/quadric-mesh-simplification-with-source.html to babylon JS\r\n * @author RaananW\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/simplifyingMeshes\r\n */\r\nexport class QuadraticErrorSimplification implements ISimplifier {\r\n private _triangles: Array<DecimationTriangle>;\r\n private _vertices: Array<DecimationVertex>;\r\n private _references: Array<Reference>;\r\n\r\n private _reconstructedMesh: Mesh;\r\n\r\n /** Gets or sets the number pf sync iterations */\r\n public syncIterations = 5000;\r\n\r\n /** Gets or sets the aggressiveness of the simplifier */\r\n public aggressiveness: number;\r\n\r\n /** Gets or sets the number of allowed iterations for decimation */\r\n public decimationIterations: number;\r\n\r\n /** Gets or sets the espilon to use for bounding box computation */\r\n public boundingBoxEpsilon: number;\r\n\r\n /**\r\n * Creates a new QuadraticErrorSimplification\r\n * @param _mesh defines the target mesh\r\n */\r\n constructor(private _mesh: Mesh) {\r\n this.aggressiveness = 7;\r\n this.decimationIterations = 100;\r\n this.boundingBoxEpsilon = Epsilon;\r\n }\r\n\r\n /**\r\n * Simplification of a given mesh according to the given settings.\r\n * Since this requires computation, it is assumed that the function runs async.\r\n * @param settings The settings of the simplification, including quality and distance\r\n * @param successCallback A callback that will be called after the mesh was simplified.\r\n */\r\n public simplify(settings: ISimplificationSettings, successCallback: (simplifiedMesh: Mesh) => void) {\r\n this._initDecimatedMesh();\r\n //iterating through the submeshes array, one after the other.\r\n AsyncLoop.Run(\r\n this._mesh.subMeshes.length,\r\n (loop: AsyncLoop) => {\r\n this._initWithMesh(\r\n loop.index,\r\n () => {\r\n this._runDecimation(settings, loop.index, () => {\r\n loop.executeNext();\r\n });\r\n },\r\n settings.optimizeMesh\r\n );\r\n },\r\n () => {\r\n setTimeout(() => {\r\n successCallback(this._reconstructedMesh);\r\n }, 0);\r\n }\r\n );\r\n }\r\n\r\n private _runDecimation(settings: ISimplificationSettings, submeshIndex: number, successCallback: () => void) {\r\n const targetCount = ~~(this._triangles.length * settings.quality);\r\n let deletedTriangles = 0;\r\n\r\n const triangleCount = this._triangles.length;\r\n\r\n const iterationFunction = (iteration: number, callback: () => void) => {\r\n setTimeout(() => {\r\n if (iteration % 5 === 0) {\r\n this._updateMesh(iteration === 0);\r\n }\r\n\r\n for (let i = 0; i < this._triangles.length; ++i) {\r\n this._triangles[i].isDirty = false;\r\n }\r\n\r\n const threshold = 0.000000001 * Math.pow(iteration + 3, this.aggressiveness);\r\n\r\n const trianglesIterator = (i: number) => {\r\n const tIdx = ~~((this._triangles.length / 2 + i) % this._triangles.length);\r\n const t = this._triangles[tIdx];\r\n if (!t) {\r\n return;\r\n }\r\n if (t.error[3] > threshold || t.deleted || t.isDirty) {\r\n return;\r\n }\r\n for (let j = 0; j < 3; ++j) {\r\n if (t.error[j] < threshold) {\r\n const deleted0: Array<boolean> = [];\r\n const deleted1: Array<boolean> = [];\r\n\r\n const v0 = t._vertices[j];\r\n const v1 = t._vertices[(j + 1) % 3];\r\n\r\n if (v0.isBorder || v1.isBorder) {\r\n continue;\r\n }\r\n\r\n const p = Vector3.Zero();\r\n // var n = Vector3.Zero();\r\n // var uv = Vector2.Zero();\r\n // var color = new Color4(0, 0, 0, 1);\r\n\r\n this._calculateError(v0, v1, p);\r\n\r\n const delTr: DecimationTriangle[] = [];\r\n\r\n if (this._isFlipped(v0, v1, p, deleted0, delTr)) {\r\n continue;\r\n }\r\n if (this._isFlipped(v1, v0, p, deleted1, delTr)) {\r\n continue;\r\n }\r\n\r\n if (deleted0.indexOf(true) < 0 || deleted1.indexOf(true) < 0) {\r\n continue;\r\n }\r\n\r\n const uniqueArray: DecimationTriangle[] = [];\r\n for (const deletedT of delTr) {\r\n if (uniqueArray.indexOf(deletedT) === -1) {\r\n deletedT.deletePending = true;\r\n uniqueArray.push(deletedT);\r\n }\r\n }\r\n\r\n if (uniqueArray.length % 2 !== 0) {\r\n continue;\r\n }\r\n\r\n v0.q = v1.q.add(v0.q);\r\n\r\n v0.updatePosition(p);\r\n\r\n const tStart = this._references.length;\r\n\r\n deletedTriangles = this._updateTriangles(v0, v0, deleted0, deletedTriangles);\r\n deletedTriangles = this._updateTriangles(v0, v1, deleted1, deletedTriangles);\r\n\r\n const tCount = this._references.length - tStart;\r\n\r\n if (tCount <= v0.triangleCount) {\r\n if (tCount) {\r\n for (let c = 0; c < tCount; c++) {\r\n this._references[v0.triangleStart + c] = this._references[tStart + c];\r\n }\r\n }\r\n } else {\r\n v0.triangleStart = tStart;\r\n }\r\n\r\n v0.triangleCount = tCount;\r\n break;\r\n }\r\n }\r\n };\r\n AsyncLoop.SyncAsyncForLoop(this._triangles.length, this.syncIterations, trianglesIterator, callback, () => {\r\n return triangleCount - deletedTriangles <= targetCount;\r\n });\r\n }, 0);\r\n };\r\n\r\n AsyncLoop.Run(\r\n this.decimationIterations,\r\n (loop: AsyncLoop) => {\r\n if (triangleCount - deletedTriangles <= targetCount) {\r\n loop.breakLoop();\r\n } else {\r\n iterationFunction(loop.index, () => {\r\n loop.executeNext();\r\n });\r\n }\r\n },\r\n () => {\r\n setTimeout(() => {\r\n //reconstruct this part of the mesh\r\n this._reconstructMesh(submeshIndex);\r\n successCallback();\r\n }, 0);\r\n }\r\n );\r\n }\r\n\r\n private _initWithMesh(submeshIndex: number, callback: Function, optimizeMesh?: boolean) {\r\n this._vertices = [];\r\n this._triangles = [];\r\n\r\n const positionData = this._mesh.getVerticesData(VertexBuffer.PositionKind);\r\n\r\n const indices = this._mesh.getIndices();\r\n const submesh = this._mesh.subMeshes[submeshIndex];\r\n\r\n const findInVertices = (positionToSearch: Vector3) => {\r\n if (optimizeMesh) {\r\n for (let ii = 0; ii < this._vertices.length; ++ii) {\r\n if (this._vertices[ii].position.equalsWithEpsilon(positionToSearch, 0.0001)) {\r\n return this._vertices[ii];\r\n }\r\n }\r\n }\r\n return null;\r\n };\r\n\r\n const vertexReferences: Array<number> = [];\r\n\r\n const vertexInit = (i: number) => {\r\n if (!positionData) {\r\n return;\r\n }\r\n\r\n const offset = i + submesh.verticesStart;\r\n const position = Vector3.FromArray(positionData, offset * 3);\r\n\r\n const vertex = findInVertices(position) || new DecimationVertex(position, this._vertices.length);\r\n vertex.originalOffsets.push(offset);\r\n if (vertex.id === this._vertices.length) {\r\n this._vertices.push(vertex);\r\n }\r\n vertexReferences.push(vertex.id);\r\n };\r\n //var totalVertices = mesh.getTotalVertices();\r\n const totalVertices = submesh.verticesCount;\r\n AsyncLoop.SyncAsyncForLoop(totalVertices, (this.syncIterations / 4) >> 0, vertexInit, () => {\r\n const indicesInit = (i: number) => {\r\n if (!indices) {\r\n return;\r\n }\r\n\r\n const offset = submesh.indexStart / 3 + i;\r\n const pos = offset * 3;\r\n const i0 = indices[pos + 0];\r\n const i1 = indices[pos + 1];\r\n const i2 = indices[pos + 2];\r\n const v0: DecimationVertex = this._vertices[vertexReferences[i0 - submesh.verticesStart]];\r\n const v1: DecimationVertex = this._vertices[vertexReferences[i1 - submesh.verticesStart]];\r\n const v2: DecimationVertex = this._vertices[vertexReferences[i2 - submesh.verticesStart]];\r\n const triangle = new DecimationTriangle([v0, v1, v2]);\r\n triangle.originalOffset = pos;\r\n this._triangles.push(triangle);\r\n };\r\n AsyncLoop.SyncAsyncForLoop(submesh.indexCount / 3, this.syncIterations, indicesInit, () => {\r\n this._init(callback);\r\n });\r\n });\r\n }\r\n\r\n private _init(callback: Function) {\r\n const triangleInit1 = (i: number) => {\r\n const t = this._triangles[i];\r\n t.normal = Vector3.Cross(t._vertices[1].position.subtract(t._vertices[0].position), t._vertices[2].position.subtract(t._vertices[0].position)).normalize();\r\n for (let j = 0; j < 3; j++) {\r\n t._vertices[j].q.addArrayInPlace(QuadraticMatrix.DataFromNumbers(t.normal.x, t.normal.y, t.normal.z, -Vector3.Dot(t.normal, t._vertices[0].position)));\r\n }\r\n };\r\n AsyncLoop.SyncAsyncForLoop(this._triangles.length, this.syncIterations, triangleInit1, () => {\r\n const triangleInit2 = (i: number) => {\r\n const t = this._triangles[i];\r\n for (let j = 0; j < 3; ++j) {\r\n t.error[j] = this._calculateError(t._vertices[j], t._vertices[(j + 1) % 3]);\r\n }\r\n t.error[3] = Math.min(t.error[0], t.error[1], t.error[2]);\r\n };\r\n AsyncLoop.SyncAsyncForLoop(this._triangles.length, this.syncIterations, triangleInit2, () => {\r\n callback();\r\n });\r\n });\r\n }\r\n\r\n private _reconstructMesh(submeshIndex: number) {\r\n const newTriangles: Array<DecimationTriangle> = [];\r\n let i: number;\r\n for (i = 0; i < this._vertices.length; ++i) {\r\n this._vertices[i].triangleCount = 0;\r\n }\r\n let t: DecimationTriangle;\r\n let j: number;\r\n for (i = 0; i < this._triangles.length; ++i) {\r\n if (!this._triangles[i].deleted) {\r\n t = this._triangles[i];\r\n for (j = 0; j < 3; ++j) {\r\n t._vertices[j].triangleCount = 1;\r\n }\r\n newTriangles.push(t);\r\n }\r\n }\r\n\r\n const newPositionData = <number[]>(this._reconstructedMesh.getVerticesData(VertexBuffer.PositionKind) || []);\r\n const newNormalData = <number[]>(this._reconstructedMesh.getVerticesData(VertexBuffer.NormalKind) || []);\r\n const newUVsData = <number[]>(this._reconstructedMesh.getVerticesData(VertexBuffer.UVKind) || []);\r\n const newColorsData = <number[]>(this._reconstructedMesh.getVerticesData(VertexBuffer.ColorKind) || []);\r\n\r\n const normalData = this._mesh.getVerticesData(VertexBuffer.NormalKind);\r\n const uvs = this._mesh.getVerticesData(VertexBuffer.UVKind);\r\n const colorsData = this._mesh.getVerticesData(VertexBuffer.ColorKind);\r\n\r\n let vertexCount = 0;\r\n for (i = 0; i < this._vertices.length; ++i) {\r\n const vertex = this._vertices[i];\r\n vertex.id = vertexCount;\r\n if (vertex.triangleCount) {\r\n for (const originalOffset of vertex.originalOffsets) {\r\n newPositionData.push(vertex.position.x);\r\n newPositionData.push(vertex.position.y);\r\n newPositionData.push(vertex.position.z);\r\n\r\n if (normalData && normalData.length) {\r\n newNormalData.push(normalData[originalOffset * 3]);\r\n newNormalData.push(normalData[originalOffset * 3 + 1]);\r\n newNormalData.push(normalData[originalOffset * 3 + 2]);\r\n }\r\n if (uvs && uvs.length) {\r\n newUVsData.push(uvs[originalOffset * 2]);\r\n newUVsData.push(uvs[originalOffset * 2 + 1]);\r\n }\r\n if (colorsData && colorsData.length) {\r\n newColorsData.push(colorsData[originalOffset * 4]);\r\n newColorsData.push(colorsData[originalOffset * 4 + 1]);\r\n newColorsData.push(colorsData[originalOffset * 4 + 2]);\r\n newColorsData.push(colorsData[originalOffset * 4 + 3]);\r\n }\r\n ++vertexCount;\r\n }\r\n }\r\n }\r\n\r\n const startingIndex = this._reconstructedMesh.getTotalIndices();\r\n const startingVertex = this._reconstructedMesh.getTotalVertices();\r\n\r\n const submeshesArray = this._reconstructedMesh.subMeshes;\r\n this._reconstructedMesh.subMeshes = [];\r\n\r\n const newIndicesArray: number[] = <number[]>this._reconstructedMesh.getIndices(); //[];\r\n const originalIndices = <IndicesArray>this._mesh.getIndices();\r\n for (i = 0; i < newTriangles.length; ++i) {\r\n t = newTriangles[i]; //now get the new referencing point for each vertex\r\n for (let idx = 0; idx < 3; ++idx) {\r\n const id = originalIndices[t.originalOffset + idx];\r\n let offset = t._vertices[idx].originalOffsets.indexOf(id);\r\n if (offset < 0) {\r\n offset = 0;\r\n }\r\n newIndicesArray.push(t._vertices[idx].id + offset + startingVertex);\r\n }\r\n }\r\n\r\n //overwriting the old vertex buffers and indices.\r\n\r\n this._reconstructedMesh.setIndices(newIndicesArray);\r\n this._reconstructedMesh.setVerticesData(VertexBuffer.PositionKind, newPositionData);\r\n if (newNormalData.length > 0) {\r\n this._reconstructedMesh.setVerticesData(VertexBuffer.NormalKind, newNormalData);\r\n }\r\n if (newUVsData.length > 0) {\r\n this._reconstructedMesh.setVerticesData(VertexBuffer.UVKind, newUVsData);\r\n }\r\n if (newColorsData.length > 0) {\r\n this._reconstructedMesh.setVerticesData(VertexBuffer.ColorKind, newColorsData);\r\n }\r\n\r\n //create submesh\r\n const originalSubmesh = this._mesh.subMeshes[submeshIndex];\r\n if (submeshIndex > 0) {\r\n this._reconstructedMesh.subMeshes = [];\r\n for (const submesh of submeshesArray) {\r\n SubMesh.AddToMesh(\r\n submesh.materialIndex,\r\n submesh.verticesStart,\r\n submesh.verticesCount,\r\n /* 0, newPositionData.length/3, */ submesh.indexStart,\r\n submesh.indexCount,\r\n submesh.getMesh()\r\n );\r\n }\r\n SubMesh.AddToMesh(\r\n originalSubmesh.materialIndex,\r\n startingVertex,\r\n vertexCount,\r\n /* 0, newPositionData.length / 3, */ startingIndex,\r\n newTriangles.length * 3,\r\n this._reconstructedMesh\r\n );\r\n }\r\n }\r\n\r\n private _initDecimatedMesh() {\r\n this._reconstructedMesh = new Mesh(this._mesh.name + \"Decimated\", this._mesh.getScene());\r\n this._reconstructedMesh.material = this._mesh.material;\r\n this._reconstructedMesh.parent = this._mesh.parent;\r\n this._reconstructedMesh.isVisible = false;\r\n this._reconstructedMesh.renderingGroupId = this._mesh.renderingGroupId;\r\n }\r\n\r\n private _isFlipped(vertex1: DecimationVertex, vertex2: DecimationVertex, point: Vector3, deletedArray: Array<boolean>, delTr: Array<DecimationTriangle>): boolean {\r\n for (let i = 0; i < vertex1.triangleCount; ++i) {\r\n const t = this._triangles[this._references[vertex1.triangleStart + i].triangleId];\r\n if (t.deleted) {\r\n continue;\r\n }\r\n\r\n const s = this._references[vertex1.triangleStart + i].vertexId;\r\n\r\n const v1 = t._vertices[(s + 1) % 3];\r\n const v2 = t._vertices[(s + 2) % 3];\r\n\r\n if (v1 === vertex2 || v2 === vertex2) {\r\n deletedArray[i] = true;\r\n delTr.push(t);\r\n continue;\r\n }\r\n\r\n let d1 = v1.position.subtract(point);\r\n d1 = d1.normalize();\r\n let d2 = v2.position.subtract(point);\r\n d2 = d2.normalize();\r\n if (Math.abs(Vector3.Dot(d1, d2)) > 0.999) {\r\n return true;\r\n }\r\n const normal = Vector3.Cross(d1, d2).normalize();\r\n deletedArray[i] = false;\r\n if (Vector3.Dot(normal, t.normal) < 0.2) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n private _updateTriangles(origVertex: DecimationVertex, vertex: DecimationVertex, deletedArray: Array<boolean>, deletedTriangles: number): number {\r\n let newDeleted = deletedTriangles;\r\n for (let i = 0; i < vertex.triangleCount; ++i) {\r\n const ref = this._references[vertex.triangleStart + i];\r\n const t = this._triangles[ref.triangleId];\r\n if (t.deleted) {\r\n continue;\r\n }\r\n if (deletedArray[i] && t.deletePending) {\r\n t.deleted = true;\r\n newDeleted++;\r\n continue;\r\n }\r\n t._vertices[ref.vertexId] = origVertex;\r\n t.isDirty = true;\r\n t.error[0] = this._calculateError(t._vertices[0], t._vertices[1]) + t.borderFactor / 2;\r\n t.error[1] = this._calculateError(t._vertices[1], t._vertices[2]) + t.borderFactor / 2;\r\n t.error[2] = this._calculateError(t._vertices[2], t._vertices[0]) + t.borderFactor / 2;\r\n t.error[3] = Math.min(t.error[0], t.error[1], t.error[2]);\r\n this._references.push(ref);\r\n }\r\n return newDeleted;\r\n }\r\n\r\n private _identifyBorder() {\r\n for (let i = 0; i < this._vertices.length; ++i) {\r\n const vCount: Array<number> = [];\r\n const vId: Array<number> = [];\r\n const v = this._vertices[i];\r\n let j: number;\r\n for (j = 0; j < v.triangleCount; ++j) {\r\n const triangle = this._triangles[this._references[v.triangleStart + j].triangleId];\r\n for (let ii = 0; ii < 3; ii++) {\r\n let ofs = 0;\r\n const vv = triangle._vertices[ii];\r\n while (ofs < vCount.length) {\r\n if (vId[ofs] === vv.id) {\r\n break;\r\n }\r\n ++ofs;\r\n }\r\n if (ofs === vCount.length) {\r\n vCount.push(1);\r\n vId.push(vv.id);\r\n } else {\r\n vCount[ofs]++;\r\n }\r\n }\r\n }\r\n\r\n for (j = 0; j < vCount.length; ++j) {\r\n if (vCount[j] === 1) {\r\n this._vertices[vId[j]].isBorder = true;\r\n } else {\r\n this._vertices[vId[j]].isBorder = false;\r\n }\r\n }\r\n }\r\n }\r\n\r\n private _updateMesh(identifyBorders: boolean = false) {\r\n let i: number;\r\n if (!identifyBorders) {\r\n const newTrianglesVector: Array<DecimationTriangle> = [];\r\n for (i = 0; i < this._triangles.length; ++i) {\r\n if (!this._triangles[i].deleted) {\r\n newTrianglesVector.push(this._triangles[i]);\r\n }\r\n }\r\n this._triangles = newTrianglesVector;\r\n }\r\n\r\n for (i = 0; i < this._vertices.length; ++i) {\r\n this._vertices[i].triangleCount = 0;\r\n this._vertices[i].triangleStart = 0;\r\n }\r\n let t: DecimationTriangle;\r\n let j: number;\r\n let v: DecimationVertex;\r\n for (i = 0; i < this._triangles.length; ++i) {\r\n t = this._triangles[i];\r\n for (j = 0; j < 3; ++j) {\r\n v = t._vertices[j];\r\n v.triangleCount++;\r\n }\r\n }\r\n\r\n let tStart = 0;\r\n\r\n for (i = 0; i < this._vertices.length; ++i) {\r\n this._vertices[i].triangleStart = tStart;\r\n tStart += this._vertices[i].triangleCount;\r\n this._vertices[i].triangleCount = 0;\r\n }\r\n\r\n const newReferences: Array<Reference> = new Array(this._triangles.length * 3);\r\n for (i = 0; i < this._triangles.length; ++i) {\r\n t = this._triangles[i];\r\n for (j = 0; j < 3; ++j) {\r\n v = t._vertices[j];\r\n newReferences[v.triangleStart + v.triangleCount] = new Reference(j, i);\r\n v.triangleCount++;\r\n }\r\n }\r\n this._references = newReferences;\r\n\r\n if (identifyBorders) {\r\n this._identifyBorder();\r\n }\r\n }\r\n\r\n private _vertexError(q: QuadraticMatrix, point: Vector3): number {\r\n const x = point.x;\r\n const y = point.y;\r\n const z = point.z;\r\n return (\r\n q.data[0] * x * x +\r\n 2 * q.data[1] * x * y +\r\n 2 * q.data[2] * x * z +\r\n 2 * q.data[3] * x +\r\n q.data[4] * y * y +\r\n 2 * q.data[5] * y * z +\r\n 2 * q.data[6] * y +\r\n q.data[7] * z * z +\r\n 2 * q.data[8] * z +\r\n q.data[9]\r\n );\r\n }\r\n\r\n private _calculateError(vertex1: DecimationVertex, vertex2: DecimationVertex, pointResult?: Vector3): number {\r\n const q = vertex1.q.add(vertex2.q);\r\n const border = vertex1.isBorder && vertex2.isBorder;\r\n let error: number = 0;\r\n const qDet = q.det(0, 1, 2, 1, 4, 5, 2, 5, 7);\r\n\r\n if (qDet !== 0 && !border) {\r\n if (!pointResult) {\r\n pointResult = Vector3.Zero();\r\n }\r\n pointResult.x = (-1 / qDet) * q.det(1, 2, 3, 4, 5, 6, 5, 7, 8);\r\n pointResult.y = (1 / qDet) * q.det(0, 2, 3, 1, 5, 6, 2, 7, 8);\r\n pointResult.z = (-1 / qDet) * q.det(0, 1, 3, 1, 4, 6, 2, 5, 8);\r\n error = this._vertexError(q, pointResult);\r\n } else {\r\n const p3 = vertex1.position.add(vertex2.position).divide(new Vector3(2, 2, 2));\r\n //var norm3 = (vertex1.normal.add(vertex2.normal)).divide(new Vector3(2, 2, 2)).normalize();\r\n const error1 = this._vertexError(q, vertex1.position);\r\n const error2 = this._vertexError(q, vertex2.position);\r\n const error3 = this._vertexError(q, p3);\r\n error = Math.min(error1, error2, error3);\r\n if (error === error1) {\r\n if (pointResult) {\r\n pointResult.copyFrom(vertex1.position);\r\n }\r\n } else if (error === error2) {\r\n if (pointResult) {\r\n pointResult.copyFrom(vertex2.position);\r\n }\r\n } else {\r\n if (pointResult) {\r\n pointResult.copyFrom(p3);\r\n }\r\n }\r\n }\r\n return error;\r\n }\r\n}\r\n"]}
1
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type { IndicesArray } from \"../types\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { SubMesh } from \"../Meshes/subMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { AsyncLoop } from \"../Misc/tools\";\r\nimport { Epsilon } from \"../Maths/math.constants\";\r\n/**\r\n * A simplifier interface for future simplification implementations\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/simplifyingMeshes\r\n */\r\nexport interface ISimplifier {\r\n /**\r\n * Simplification of a given mesh according to the given settings.\r\n * Since this requires computation, it is assumed that the function runs async.\r\n * @param settings The settings of the simplification, including quality and distance\r\n * @param successCallback A callback that will be called after the mesh was simplified.\r\n * @param errorCallback in case of an error, this callback will be called. optional.\r\n */\r\n simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;\r\n}\r\n\r\n/**\r\n * Expected simplification settings.\r\n * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/simplifyingMeshes\r\n */\r\nexport interface ISimplificationSettings {\r\n /**\r\n * Gets or sets the expected quality\r\n */\r\n quality: number;\r\n /**\r\n * Gets or sets the distance when this optimized version should be used\r\n */\r\n distance: number;\r\n /**\r\n * Gets an already optimized mesh\r\n */\r\n optimizeMesh?: boolean | undefined;\r\n}\r\n\r\n/**\r\n * Class used to specify simplification options\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/simplifyingMeshes\r\n */\r\nexport class SimplificationSettings implements ISimplificationSettings {\r\n /**\r\n * Creates a SimplificationSettings\r\n * @param quality expected quality\r\n * @param distance distance when this optimized version should be used\r\n * @param optimizeMesh already optimized mesh\r\n */\r\n constructor(\r\n /** expected quality */\r\n public quality: number,\r\n /** distance when this optimized version should be used */\r\n public distance: number,\r\n /** already optimized mesh */\r\n public optimizeMesh?: boolean\r\n ) {}\r\n}\r\n\r\n/**\r\n * Interface used to define a simplification task\r\n */\r\nexport interface ISimplificationTask {\r\n /**\r\n * Array of settings\r\n */\r\n settings: Array<ISimplificationSettings>;\r\n /**\r\n * Simplification type\r\n */\r\n simplificationType: SimplificationType;\r\n /**\r\n * Mesh to simplify\r\n */\r\n mesh: Mesh;\r\n /**\r\n * Callback called on success\r\n */\r\n successCallback?: () => void;\r\n /**\r\n * Defines if parallel processing can be used\r\n */\r\n parallelProcessing: boolean;\r\n}\r\n\r\n/**\r\n * Queue used to order the simplification tasks\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/simplifyingMeshes\r\n */\r\nexport class SimplificationQueue {\r\n private _simplificationArray: Array<ISimplificationTask>;\r\n\r\n /**\r\n * Gets a boolean indicating that the process is still running\r\n */\r\n public running: boolean;\r\n\r\n /**\r\n * Creates a new queue\r\n */\r\n constructor() {\r\n this.running = false;\r\n this._simplificationArray = [];\r\n }\r\n\r\n /**\r\n * Adds a new simplification task\r\n * @param task defines a task to add\r\n */\r\n public addTask(task: ISimplificationTask) {\r\n this._simplificationArray.push(task);\r\n }\r\n\r\n /**\r\n * Execute next task\r\n */\r\n public executeNext() {\r\n const task = this._simplificationArray.pop();\r\n if (task) {\r\n this.running = true;\r\n this.runSimplification(task);\r\n } else {\r\n this.running = false;\r\n }\r\n }\r\n\r\n /**\r\n * Execute a simplification task\r\n * @param task defines the task to run\r\n */\r\n public runSimplification(task: ISimplificationTask) {\r\n if (task.parallelProcessing) {\r\n //parallel simplifier\r\n for (const setting of task.settings) {\r\n const simplifier = this._getSimplifier(task);\r\n simplifier.simplify(setting, (newMesh) => {\r\n if (setting.distance !== undefined) {\r\n task.mesh.addLODLevel(setting.distance, newMesh);\r\n }\r\n newMesh.isVisible = true;\r\n //check if it is the last\r\n if (setting.quality === task.settings[task.settings.length - 1].quality && task.successCallback) {\r\n //all done, run the success callback.\r\n task.successCallback();\r\n }\r\n this.executeNext();\r\n });\r\n }\r\n } else {\r\n //single simplifier.\r\n const simplifier = this._getSimplifier(task);\r\n\r\n const runDecimation = (setting: ISimplificationSettings, callback: () => void) => {\r\n simplifier.simplify(setting, (newMesh) => {\r\n if (setting.distance !== undefined) {\r\n task.mesh.addLODLevel(setting.distance, newMesh);\r\n }\r\n newMesh.isVisible = true;\r\n //run the next quality level\r\n callback();\r\n });\r\n };\r\n\r\n AsyncLoop.Run(\r\n task.settings.length,\r\n (loop: AsyncLoop) => {\r\n runDecimation(task.settings[loop.index], () => {\r\n loop.executeNext();\r\n });\r\n },\r\n () => {\r\n //execution ended, run the success callback.\r\n if (task.successCallback) {\r\n task.successCallback();\r\n }\r\n this.executeNext();\r\n }\r\n );\r\n }\r\n }\r\n\r\n private _getSimplifier(task: ISimplificationTask): ISimplifier {\r\n switch (task.simplificationType) {\r\n case SimplificationType.QUADRATIC:\r\n default:\r\n return new QuadraticErrorSimplification(task.mesh);\r\n }\r\n }\r\n}\r\n\r\n/**\r\n * The implemented types of simplification\r\n * At the moment only Quadratic Error Decimation is implemented\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/simplifyingMeshes\r\n */\r\nexport const enum SimplificationType {\r\n /** Quadratic error decimation */\r\n QUADRATIC,\r\n}\r\n\r\nclass DecimationTriangle {\r\n /** @internal */\r\n public normal: Vector3;\r\n /** @internal */\r\n public error: Array<number>;\r\n /** @internal */\r\n public deleted: boolean;\r\n /** @internal */\r\n public isDirty: boolean;\r\n /** @internal */\r\n public borderFactor: number;\r\n /** @internal */\r\n public deletePending: boolean;\r\n\r\n /** @internal */\r\n public originalOffset: number;\r\n\r\n constructor(public _vertices: Array<DecimationVertex>) {\r\n this.error = new Array<number>(4);\r\n this.deleted = false;\r\n this.isDirty = false;\r\n this.deletePending = false;\r\n this.borderFactor = 0;\r\n }\r\n}\r\n\r\nclass DecimationVertex {\r\n /** @internal */\r\n public q: QuadraticMatrix;\r\n /** @internal */\r\n public isBorder: boolean;\r\n\r\n /** @internal */\r\n public triangleStart: number;\r\n /** @internal */\r\n public triangleCount: number;\r\n\r\n /** @internal */\r\n public originalOffsets: Array<number>;\r\n\r\n constructor(\r\n public position: Vector3,\r\n public id: number\r\n ) {\r\n this.isBorder = true;\r\n this.q = new QuadraticMatrix();\r\n this.triangleCount = 0;\r\n this.triangleStart = 0;\r\n this.originalOffsets = [];\r\n }\r\n\r\n /** @internal */\r\n public updatePosition(newPosition: Vector3) {\r\n this.position.copyFrom(newPosition);\r\n }\r\n}\r\n\r\nclass QuadraticMatrix {\r\n /** @internal */\r\n public data: Array<number>;\r\n\r\n constructor(data?: Array<number>) {\r\n this.data = new Array(10);\r\n for (let i = 0; i < 10; ++i) {\r\n if (data && data[i]) {\r\n this.data[i] = data[i];\r\n } else {\r\n this.data[i] = 0;\r\n }\r\n }\r\n }\r\n\r\n /** @internal */\r\n public det(a11: number, a12: number, a13: number, a21: number, a22: number, a23: number, a31: number, a32: number, a33: number): number {\r\n const det =\r\n this.data[a11] * this.data[a22] * this.data[a33] +\r\n this.data[a13] * this.data[a21] * this.data[a32] +\r\n this.data[a12] * this.data[a23] * this.data[a31] -\r\n this.data[a13] * this.data[a22] * this.data[a31] -\r\n this.data[a11] * this.data[a23] * this.data[a32] -\r\n this.data[a12] * this.data[a21] * this.data[a33];\r\n return det;\r\n }\r\n\r\n /** @internal */\r\n public addInPlace(matrix: QuadraticMatrix) {\r\n for (let i = 0; i < 10; ++i) {\r\n this.data[i] += matrix.data[i];\r\n }\r\n }\r\n\r\n /** @internal */\r\n public addArrayInPlace(data: Array<number>) {\r\n for (let i = 0; i < 10; ++i) {\r\n this.data[i] += data[i];\r\n }\r\n }\r\n\r\n /** @internal */\r\n public add(matrix: QuadraticMatrix): QuadraticMatrix {\r\n const m = new QuadraticMatrix();\r\n for (let i = 0; i < 10; ++i) {\r\n m.data[i] = this.data[i] + matrix.data[i];\r\n }\r\n return m;\r\n }\r\n\r\n /** @internal */\r\n public static FromData(a: number, b: number, c: number, d: number): QuadraticMatrix {\r\n return new QuadraticMatrix(QuadraticMatrix.DataFromNumbers(a, b, c, d));\r\n }\r\n\r\n //returning an array to avoid garbage collection\r\n public static DataFromNumbers(a: number, b: number, c: number, d: number) {\r\n return [a * a, a * b, a * c, a * d, b * b, b * c, b * d, c * c, c * d, d * d];\r\n }\r\n}\r\n\r\nclass Reference {\r\n constructor(\r\n public vertexId: number,\r\n public triangleId: number\r\n ) {}\r\n}\r\n\r\n/**\r\n * An implementation of the Quadratic Error simplification algorithm.\r\n * Original paper : http://www1.cs.columbia.edu/~cs4162/html05s/garland97.pdf\r\n * Ported mostly from QSlim and http://voxels.blogspot.de/2014/05/quadric-mesh-simplification-with-source.html to babylon JS\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/simplifyingMeshes\r\n */\r\nexport class QuadraticErrorSimplification implements ISimplifier {\r\n private _triangles: Array<DecimationTriangle>;\r\n private _vertices: Array<DecimationVertex>;\r\n private _references: Array<Reference>;\r\n\r\n private _reconstructedMesh: Mesh;\r\n\r\n /** Gets or sets the number pf sync iterations */\r\n public syncIterations = 5000;\r\n\r\n /** Gets or sets the aggressiveness of the simplifier */\r\n public aggressiveness: number;\r\n\r\n /** Gets or sets the number of allowed iterations for decimation */\r\n public decimationIterations: number;\r\n\r\n /** Gets or sets the espilon to use for bounding box computation */\r\n public boundingBoxEpsilon: number;\r\n\r\n /**\r\n * Creates a new QuadraticErrorSimplification\r\n * @param _mesh defines the target mesh\r\n */\r\n constructor(private _mesh: Mesh) {\r\n this.aggressiveness = 7;\r\n this.decimationIterations = 100;\r\n this.boundingBoxEpsilon = Epsilon;\r\n }\r\n\r\n /**\r\n * Simplification of a given mesh according to the given settings.\r\n * Since this requires computation, it is assumed that the function runs async.\r\n * @param settings The settings of the simplification, including quality and distance\r\n * @param successCallback A callback that will be called after the mesh was simplified.\r\n */\r\n public simplify(settings: ISimplificationSettings, successCallback: (simplifiedMesh: Mesh) => void) {\r\n this._initDecimatedMesh();\r\n //iterating through the submeshes array, one after the other.\r\n AsyncLoop.Run(\r\n this._mesh.subMeshes.length,\r\n (loop: AsyncLoop) => {\r\n this._initWithMesh(\r\n loop.index,\r\n () => {\r\n this._runDecimation(settings, loop.index, () => {\r\n loop.executeNext();\r\n });\r\n },\r\n settings.optimizeMesh\r\n );\r\n },\r\n () => {\r\n setTimeout(() => {\r\n successCallback(this._reconstructedMesh);\r\n }, 0);\r\n }\r\n );\r\n }\r\n\r\n private _runDecimation(settings: ISimplificationSettings, submeshIndex: number, successCallback: () => void) {\r\n const targetCount = ~~(this._triangles.length * settings.quality);\r\n let deletedTriangles = 0;\r\n\r\n const triangleCount = this._triangles.length;\r\n\r\n const iterationFunction = (iteration: number, callback: () => void) => {\r\n setTimeout(() => {\r\n if (iteration % 5 === 0) {\r\n this._updateMesh(iteration === 0);\r\n }\r\n\r\n for (let i = 0; i < this._triangles.length; ++i) {\r\n this._triangles[i].isDirty = false;\r\n }\r\n\r\n const threshold = 0.000000001 * Math.pow(iteration + 3, this.aggressiveness);\r\n\r\n const trianglesIterator = (i: number) => {\r\n const tIdx = ~~((this._triangles.length / 2 + i) % this._triangles.length);\r\n const t = this._triangles[tIdx];\r\n if (!t) {\r\n return;\r\n }\r\n if (t.error[3] > threshold || t.deleted || t.isDirty) {\r\n return;\r\n }\r\n for (let j = 0; j < 3; ++j) {\r\n if (t.error[j] < threshold) {\r\n const deleted0: Array<boolean> = [];\r\n const deleted1: Array<boolean> = [];\r\n\r\n const v0 = t._vertices[j];\r\n const v1 = t._vertices[(j + 1) % 3];\r\n\r\n if (v0.isBorder || v1.isBorder) {\r\n continue;\r\n }\r\n\r\n const p = Vector3.Zero();\r\n // var n = Vector3.Zero();\r\n // var uv = Vector2.Zero();\r\n // var color = new Color4(0, 0, 0, 1);\r\n\r\n this._calculateError(v0, v1, p);\r\n\r\n const delTr: DecimationTriangle[] = [];\r\n\r\n if (this._isFlipped(v0, v1, p, deleted0, delTr)) {\r\n continue;\r\n }\r\n if (this._isFlipped(v1, v0, p, deleted1, delTr)) {\r\n continue;\r\n }\r\n\r\n if (deleted0.indexOf(true) < 0 || deleted1.indexOf(true) < 0) {\r\n continue;\r\n }\r\n\r\n const uniqueArray: DecimationTriangle[] = [];\r\n for (const deletedT of delTr) {\r\n if (uniqueArray.indexOf(deletedT) === -1) {\r\n deletedT.deletePending = true;\r\n uniqueArray.push(deletedT);\r\n }\r\n }\r\n\r\n if (uniqueArray.length % 2 !== 0) {\r\n continue;\r\n }\r\n\r\n v0.q = v1.q.add(v0.q);\r\n\r\n v0.updatePosition(p);\r\n\r\n const tStart = this._references.length;\r\n\r\n deletedTriangles = this._updateTriangles(v0, v0, deleted0, deletedTriangles);\r\n deletedTriangles = this._updateTriangles(v0, v1, deleted1, deletedTriangles);\r\n\r\n const tCount = this._references.length - tStart;\r\n\r\n if (tCount <= v0.triangleCount) {\r\n if (tCount) {\r\n for (let c = 0; c < tCount; c++) {\r\n this._references[v0.triangleStart + c] = this._references[tStart + c];\r\n }\r\n }\r\n } else {\r\n v0.triangleStart = tStart;\r\n }\r\n\r\n v0.triangleCount = tCount;\r\n break;\r\n }\r\n }\r\n };\r\n AsyncLoop.SyncAsyncForLoop(this._triangles.length, this.syncIterations, trianglesIterator, callback, () => {\r\n return triangleCount - deletedTriangles <= targetCount;\r\n });\r\n }, 0);\r\n };\r\n\r\n AsyncLoop.Run(\r\n this.decimationIterations,\r\n (loop: AsyncLoop) => {\r\n if (triangleCount - deletedTriangles <= targetCount) {\r\n loop.breakLoop();\r\n } else {\r\n iterationFunction(loop.index, () => {\r\n loop.executeNext();\r\n });\r\n }\r\n },\r\n () => {\r\n setTimeout(() => {\r\n //reconstruct this part of the mesh\r\n this._reconstructMesh(submeshIndex);\r\n successCallback();\r\n }, 0);\r\n }\r\n );\r\n }\r\n\r\n private _initWithMesh(submeshIndex: number, callback: Function, optimizeMesh?: boolean) {\r\n this._vertices = [];\r\n this._triangles = [];\r\n\r\n const positionData = this._mesh.getVerticesData(VertexBuffer.PositionKind);\r\n\r\n const indices = this._mesh.getIndices();\r\n const submesh = this._mesh.subMeshes[submeshIndex];\r\n\r\n const findInVertices = (positionToSearch: Vector3) => {\r\n if (optimizeMesh) {\r\n for (let ii = 0; ii < this._vertices.length; ++ii) {\r\n if (this._vertices[ii].position.equalsWithEpsilon(positionToSearch, 0.0001)) {\r\n return this._vertices[ii];\r\n }\r\n }\r\n }\r\n return null;\r\n };\r\n\r\n const vertexReferences: Array<number> = [];\r\n\r\n const vertexInit = (i: number) => {\r\n if (!positionData) {\r\n return;\r\n }\r\n\r\n const offset = i + submesh.verticesStart;\r\n const position = Vector3.FromArray(positionData, offset * 3);\r\n\r\n const vertex = findInVertices(position) || new DecimationVertex(position, this._vertices.length);\r\n vertex.originalOffsets.push(offset);\r\n if (vertex.id === this._vertices.length) {\r\n this._vertices.push(vertex);\r\n }\r\n vertexReferences.push(vertex.id);\r\n };\r\n //var totalVertices = mesh.getTotalVertices();\r\n const totalVertices = submesh.verticesCount;\r\n AsyncLoop.SyncAsyncForLoop(totalVertices, (this.syncIterations / 4) >> 0, vertexInit, () => {\r\n const indicesInit = (i: number) => {\r\n if (!indices) {\r\n return;\r\n }\r\n\r\n const offset = submesh.indexStart / 3 + i;\r\n const pos = offset * 3;\r\n const i0 = indices[pos + 0];\r\n const i1 = indices[pos + 1];\r\n const i2 = indices[pos + 2];\r\n const v0: DecimationVertex = this._vertices[vertexReferences[i0 - submesh.verticesStart]];\r\n const v1: DecimationVertex = this._vertices[vertexReferences[i1 - submesh.verticesStart]];\r\n const v2: DecimationVertex = this._vertices[vertexReferences[i2 - submesh.verticesStart]];\r\n const triangle = new DecimationTriangle([v0, v1, v2]);\r\n triangle.originalOffset = pos;\r\n this._triangles.push(triangle);\r\n };\r\n AsyncLoop.SyncAsyncForLoop(submesh.indexCount / 3, this.syncIterations, indicesInit, () => {\r\n this._init(callback);\r\n });\r\n });\r\n }\r\n\r\n private _init(callback: Function) {\r\n const triangleInit1 = (i: number) => {\r\n const t = this._triangles[i];\r\n t.normal = Vector3.Cross(t._vertices[1].position.subtract(t._vertices[0].position), t._vertices[2].position.subtract(t._vertices[0].position)).normalize();\r\n for (let j = 0; j < 3; j++) {\r\n t._vertices[j].q.addArrayInPlace(QuadraticMatrix.DataFromNumbers(t.normal.x, t.normal.y, t.normal.z, -Vector3.Dot(t.normal, t._vertices[0].position)));\r\n }\r\n };\r\n AsyncLoop.SyncAsyncForLoop(this._triangles.length, this.syncIterations, triangleInit1, () => {\r\n const triangleInit2 = (i: number) => {\r\n const t = this._triangles[i];\r\n for (let j = 0; j < 3; ++j) {\r\n t.error[j] = this._calculateError(t._vertices[j], t._vertices[(j + 1) % 3]);\r\n }\r\n t.error[3] = Math.min(t.error[0], t.error[1], t.error[2]);\r\n };\r\n AsyncLoop.SyncAsyncForLoop(this._triangles.length, this.syncIterations, triangleInit2, () => {\r\n callback();\r\n });\r\n });\r\n }\r\n\r\n private _reconstructMesh(submeshIndex: number) {\r\n const newTriangles: Array<DecimationTriangle> = [];\r\n let i: number;\r\n for (i = 0; i < this._vertices.length; ++i) {\r\n this._vertices[i].triangleCount = 0;\r\n }\r\n let t: DecimationTriangle;\r\n let j: number;\r\n for (i = 0; i < this._triangles.length; ++i) {\r\n if (!this._triangles[i].deleted) {\r\n t = this._triangles[i];\r\n for (j = 0; j < 3; ++j) {\r\n t._vertices[j].triangleCount = 1;\r\n }\r\n newTriangles.push(t);\r\n }\r\n }\r\n\r\n const newPositionData = <number[]>(this._reconstructedMesh.getVerticesData(VertexBuffer.PositionKind) || []);\r\n const newNormalData = <number[]>(this._reconstructedMesh.getVerticesData(VertexBuffer.NormalKind) || []);\r\n const newUVsData = <number[]>(this._reconstructedMesh.getVerticesData(VertexBuffer.UVKind) || []);\r\n const newColorsData = <number[]>(this._reconstructedMesh.getVerticesData(VertexBuffer.ColorKind) || []);\r\n\r\n const normalData = this._mesh.getVerticesData(VertexBuffer.NormalKind);\r\n const uvs = this._mesh.getVerticesData(VertexBuffer.UVKind);\r\n const colorsData = this._mesh.getVerticesData(VertexBuffer.ColorKind);\r\n\r\n let vertexCount = 0;\r\n for (i = 0; i < this._vertices.length; ++i) {\r\n const vertex = this._vertices[i];\r\n vertex.id = vertexCount;\r\n if (vertex.triangleCount) {\r\n for (const originalOffset of vertex.originalOffsets) {\r\n newPositionData.push(vertex.position.x);\r\n newPositionData.push(vertex.position.y);\r\n newPositionData.push(vertex.position.z);\r\n\r\n if (normalData && normalData.length) {\r\n newNormalData.push(normalData[originalOffset * 3]);\r\n newNormalData.push(normalData[originalOffset * 3 + 1]);\r\n newNormalData.push(normalData[originalOffset * 3 + 2]);\r\n }\r\n if (uvs && uvs.length) {\r\n newUVsData.push(uvs[originalOffset * 2]);\r\n newUVsData.push(uvs[originalOffset * 2 + 1]);\r\n }\r\n if (colorsData && colorsData.length) {\r\n newColorsData.push(colorsData[originalOffset * 4]);\r\n newColorsData.push(colorsData[originalOffset * 4 + 1]);\r\n newColorsData.push(colorsData[originalOffset * 4 + 2]);\r\n newColorsData.push(colorsData[originalOffset * 4 + 3]);\r\n }\r\n ++vertexCount;\r\n }\r\n }\r\n }\r\n\r\n const startingIndex = this._reconstructedMesh.getTotalIndices();\r\n const startingVertex = this._reconstructedMesh.getTotalVertices();\r\n\r\n const submeshesArray = this._reconstructedMesh.subMeshes;\r\n this._reconstructedMesh.subMeshes = [];\r\n\r\n const newIndicesArray: number[] = <number[]>this._reconstructedMesh.getIndices(); //[];\r\n const originalIndices = <IndicesArray>this._mesh.getIndices();\r\n for (i = 0; i < newTriangles.length; ++i) {\r\n t = newTriangles[i]; //now get the new referencing point for each vertex\r\n for (let idx = 0; idx < 3; ++idx) {\r\n const id = originalIndices[t.originalOffset + idx];\r\n let offset = t._vertices[idx].originalOffsets.indexOf(id);\r\n if (offset < 0) {\r\n offset = 0;\r\n }\r\n newIndicesArray.push(t._vertices[idx].id + offset + startingVertex);\r\n }\r\n }\r\n\r\n //overwriting the old vertex buffers and indices.\r\n\r\n this._reconstructedMesh.setIndices(newIndicesArray);\r\n this._reconstructedMesh.setVerticesData(VertexBuffer.PositionKind, newPositionData);\r\n if (newNormalData.length > 0) {\r\n this._reconstructedMesh.setVerticesData(VertexBuffer.NormalKind, newNormalData);\r\n }\r\n if (newUVsData.length > 0) {\r\n this._reconstructedMesh.setVerticesData(VertexBuffer.UVKind, newUVsData);\r\n }\r\n if (newColorsData.length > 0) {\r\n this._reconstructedMesh.setVerticesData(VertexBuffer.ColorKind, newColorsData);\r\n }\r\n\r\n //create submesh\r\n const originalSubmesh = this._mesh.subMeshes[submeshIndex];\r\n if (submeshIndex > 0) {\r\n this._reconstructedMesh.subMeshes = [];\r\n for (const submesh of submeshesArray) {\r\n SubMesh.AddToMesh(\r\n submesh.materialIndex,\r\n submesh.verticesStart,\r\n submesh.verticesCount,\r\n /* 0, newPositionData.length/3, */ submesh.indexStart,\r\n submesh.indexCount,\r\n submesh.getMesh()\r\n );\r\n }\r\n SubMesh.AddToMesh(\r\n originalSubmesh.materialIndex,\r\n startingVertex,\r\n vertexCount,\r\n /* 0, newPositionData.length / 3, */ startingIndex,\r\n newTriangles.length * 3,\r\n this._reconstructedMesh\r\n );\r\n }\r\n }\r\n\r\n private _initDecimatedMesh() {\r\n this._reconstructedMesh = new Mesh(this._mesh.name + \"Decimated\", this._mesh.getScene());\r\n this._reconstructedMesh.material = this._mesh.material;\r\n this._reconstructedMesh.parent = this._mesh.parent;\r\n this._reconstructedMesh.isVisible = false;\r\n this._reconstructedMesh.renderingGroupId = this._mesh.renderingGroupId;\r\n }\r\n\r\n private _isFlipped(vertex1: DecimationVertex, vertex2: DecimationVertex, point: Vector3, deletedArray: Array<boolean>, delTr: Array<DecimationTriangle>): boolean {\r\n for (let i = 0; i < vertex1.triangleCount; ++i) {\r\n const t = this._triangles[this._references[vertex1.triangleStart + i].triangleId];\r\n if (t.deleted) {\r\n continue;\r\n }\r\n\r\n const s = this._references[vertex1.triangleStart + i].vertexId;\r\n\r\n const v1 = t._vertices[(s + 1) % 3];\r\n const v2 = t._vertices[(s + 2) % 3];\r\n\r\n if (v1 === vertex2 || v2 === vertex2) {\r\n deletedArray[i] = true;\r\n delTr.push(t);\r\n continue;\r\n }\r\n\r\n let d1 = v1.position.subtract(point);\r\n d1 = d1.normalize();\r\n let d2 = v2.position.subtract(point);\r\n d2 = d2.normalize();\r\n if (Math.abs(Vector3.Dot(d1, d2)) > 0.999) {\r\n return true;\r\n }\r\n const normal = Vector3.Cross(d1, d2).normalize();\r\n deletedArray[i] = false;\r\n if (Vector3.Dot(normal, t.normal) < 0.2) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n private _updateTriangles(origVertex: DecimationVertex, vertex: DecimationVertex, deletedArray: Array<boolean>, deletedTriangles: number): number {\r\n let newDeleted = deletedTriangles;\r\n for (let i = 0; i < vertex.triangleCount; ++i) {\r\n const ref = this._references[vertex.triangleStart + i];\r\n const t = this._triangles[ref.triangleId];\r\n if (t.deleted) {\r\n continue;\r\n }\r\n if (deletedArray[i] && t.deletePending) {\r\n t.deleted = true;\r\n newDeleted++;\r\n continue;\r\n }\r\n t._vertices[ref.vertexId] = origVertex;\r\n t.isDirty = true;\r\n t.error[0] = this._calculateError(t._vertices[0], t._vertices[1]) + t.borderFactor / 2;\r\n t.error[1] = this._calculateError(t._vertices[1], t._vertices[2]) + t.borderFactor / 2;\r\n t.error[2] = this._calculateError(t._vertices[2], t._vertices[0]) + t.borderFactor / 2;\r\n t.error[3] = Math.min(t.error[0], t.error[1], t.error[2]);\r\n this._references.push(ref);\r\n }\r\n return newDeleted;\r\n }\r\n\r\n private _identifyBorder() {\r\n for (let i = 0; i < this._vertices.length; ++i) {\r\n const vCount: Array<number> = [];\r\n const vId: Array<number> = [];\r\n const v = this._vertices[i];\r\n let j: number;\r\n for (j = 0; j < v.triangleCount; ++j) {\r\n const triangle = this._triangles[this._references[v.triangleStart + j].triangleId];\r\n for (let ii = 0; ii < 3; ii++) {\r\n let ofs = 0;\r\n const vv = triangle._vertices[ii];\r\n while (ofs < vCount.length) {\r\n if (vId[ofs] === vv.id) {\r\n break;\r\n }\r\n ++ofs;\r\n }\r\n if (ofs === vCount.length) {\r\n vCount.push(1);\r\n vId.push(vv.id);\r\n } else {\r\n vCount[ofs]++;\r\n }\r\n }\r\n }\r\n\r\n for (j = 0; j < vCount.length; ++j) {\r\n if (vCount[j] === 1) {\r\n this._vertices[vId[j]].isBorder = true;\r\n } else {\r\n this._vertices[vId[j]].isBorder = false;\r\n }\r\n }\r\n }\r\n }\r\n\r\n private _updateMesh(identifyBorders: boolean = false) {\r\n let i: number;\r\n if (!identifyBorders) {\r\n const newTrianglesVector: Array<DecimationTriangle> = [];\r\n for (i = 0; i < this._triangles.length; ++i) {\r\n if (!this._triangles[i].deleted) {\r\n newTrianglesVector.push(this._triangles[i]);\r\n }\r\n }\r\n this._triangles = newTrianglesVector;\r\n }\r\n\r\n for (i = 0; i < this._vertices.length; ++i) {\r\n this._vertices[i].triangleCount = 0;\r\n this._vertices[i].triangleStart = 0;\r\n }\r\n let t: DecimationTriangle;\r\n let j: number;\r\n let v: DecimationVertex;\r\n for (i = 0; i < this._triangles.length; ++i) {\r\n t = this._triangles[i];\r\n for (j = 0; j < 3; ++j) {\r\n v = t._vertices[j];\r\n v.triangleCount++;\r\n }\r\n }\r\n\r\n let tStart = 0;\r\n\r\n for (i = 0; i < this._vertices.length; ++i) {\r\n this._vertices[i].triangleStart = tStart;\r\n tStart += this._vertices[i].triangleCount;\r\n this._vertices[i].triangleCount = 0;\r\n }\r\n\r\n const newReferences: Array<Reference> = new Array(this._triangles.length * 3);\r\n for (i = 0; i < this._triangles.length; ++i) {\r\n t = this._triangles[i];\r\n for (j = 0; j < 3; ++j) {\r\n v = t._vertices[j];\r\n newReferences[v.triangleStart + v.triangleCount] = new Reference(j, i);\r\n v.triangleCount++;\r\n }\r\n }\r\n this._references = newReferences;\r\n\r\n if (identifyBorders) {\r\n this._identifyBorder();\r\n }\r\n }\r\n\r\n private _vertexError(q: QuadraticMatrix, point: Vector3): number {\r\n const x = point.x;\r\n const y = point.y;\r\n const z = point.z;\r\n return (\r\n q.data[0] * x * x +\r\n 2 * q.data[1] * x * y +\r\n 2 * q.data[2] * x * z +\r\n 2 * q.data[3] * x +\r\n q.data[4] * y * y +\r\n 2 * q.data[5] * y * z +\r\n 2 * q.data[6] * y +\r\n q.data[7] * z * z +\r\n 2 * q.data[8] * z +\r\n q.data[9]\r\n );\r\n }\r\n\r\n private _calculateError(vertex1: DecimationVertex, vertex2: DecimationVertex, pointResult?: Vector3): number {\r\n const q = vertex1.q.add(vertex2.q);\r\n const border = vertex1.isBorder && vertex2.isBorder;\r\n let error: number = 0;\r\n const qDet = q.det(0, 1, 2, 1, 4, 5, 2, 5, 7);\r\n\r\n if (qDet !== 0 && !border) {\r\n if (!pointResult) {\r\n pointResult = Vector3.Zero();\r\n }\r\n pointResult.x = (-1 / qDet) * q.det(1, 2, 3, 4, 5, 6, 5, 7, 8);\r\n pointResult.y = (1 / qDet) * q.det(0, 2, 3, 1, 5, 6, 2, 7, 8);\r\n pointResult.z = (-1 / qDet) * q.det(0, 1, 3, 1, 4, 6, 2, 5, 8);\r\n error = this._vertexError(q, pointResult);\r\n } else {\r\n const p3 = vertex1.position.add(vertex2.position).divide(new Vector3(2, 2, 2));\r\n //var norm3 = (vertex1.normal.add(vertex2.normal)).divide(new Vector3(2, 2, 2)).normalize();\r\n const error1 = this._vertexError(q, vertex1.position);\r\n const error2 = this._vertexError(q, vertex2.position);\r\n const error3 = this._vertexError(q, p3);\r\n error = Math.min(error1, error2, error3);\r\n if (error === error1) {\r\n if (pointResult) {\r\n pointResult.copyFrom(vertex1.position);\r\n }\r\n } else if (error === error2) {\r\n if (pointResult) {\r\n pointResult.copyFrom(vertex2.position);\r\n }\r\n } else {\r\n if (pointResult) {\r\n pointResult.copyFrom(p3);\r\n }\r\n }\r\n }\r\n return error;\r\n }\r\n}\r\n"]}
@@ -3,6 +3,7 @@ import type { ISimplificationSettings } from "./meshSimplification.js";
3
3
  import { SimplificationQueue, SimplificationType } from "./meshSimplification.js";
4
4
  import type { ISceneComponent } from "../sceneComponent.js";
5
5
  declare module "../scene.js" {
6
+ /** @internal */
6
7
  interface Scene {
7
8
  /** @internal (Backing field) */
8
9
  _simplificationQueue: SimplificationQueue;
@@ -14,6 +15,7 @@ declare module "../scene.js" {
14
15
  }
15
16
  }
16
17
  declare module "../Meshes/mesh.js" {
18
+ /** @internal */
17
19
  interface Mesh {
18
20
  /**
19
21
  * Simplify the mesh according to the given array of settings.
@@ -1 +1 @@
1
- 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{ Scene } from \"../scene\";\r\nimport { Mesh } from \"./mesh\";\r\nimport type { ISimplificationSettings } from \"./meshSimplification\";\r\nimport { SimplificationQueue, SimplificationType } from \"./meshSimplification\";\r\nimport type { ISceneComponent } from \"../sceneComponent\";\r\nimport { SceneComponentConstants } from \"../sceneComponent\";\r\n\r\ndeclare module \"../scene\" {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n export interface Scene {\r\n /** @internal (Backing field) */\r\n _simplificationQueue: SimplificationQueue;\r\n\r\n /**\r\n * Gets or sets the simplification queue attached to the scene\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/simplifyingMeshes\r\n */\r\n simplificationQueue: SimplificationQueue;\r\n }\r\n}\r\nObject.defineProperty(Scene.prototype, \"simplificationQueue\", {\r\n get: function (this: Scene) {\r\n if (!this._simplificationQueue) {\r\n this._simplificationQueue = new SimplificationQueue();\r\n let component = this._getComponent(SceneComponentConstants.NAME_SIMPLIFICATIONQUEUE) as SimplicationQueueSceneComponent;\r\n if (!component) {\r\n component = new SimplicationQueueSceneComponent(this);\r\n this._addComponent(component);\r\n }\r\n }\r\n return this._simplificationQueue;\r\n },\r\n set: function (this: Scene, value: SimplificationQueue) {\r\n this._simplificationQueue = value;\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\ndeclare module \"../Meshes/mesh\" {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n export interface Mesh {\r\n /**\r\n * Simplify the mesh according to the given array of settings.\r\n * Function will return immediately and will simplify async\r\n * @param settings a collection of simplification settings\r\n * @param parallelProcessing should all levels calculate parallel or one after the other\r\n * @param simplificationType the type of simplification to run\r\n * @param successCallback optional success callback to be called after the simplification finished processing all settings\r\n * @returns the current mesh\r\n */\r\n simplify(\r\n settings: Array<ISimplificationSettings>,\r\n parallelProcessing?: boolean,\r\n simplificationType?: SimplificationType,\r\n successCallback?: (mesh?: Mesh, submeshIndex?: number) => void\r\n ): Mesh;\r\n }\r\n}\r\n\r\nMesh.prototype.simplify = function (\r\n settings: Array<ISimplificationSettings>,\r\n parallelProcessing: boolean = true,\r\n simplificationType: SimplificationType = SimplificationType.QUADRATIC,\r\n successCallback?: (mesh?: Mesh, submeshIndex?: number) => void\r\n): Mesh {\r\n this.getScene().simplificationQueue.addTask({\r\n settings: settings,\r\n parallelProcessing: parallelProcessing,\r\n mesh: this,\r\n simplificationType: simplificationType,\r\n successCallback: successCallback,\r\n });\r\n return this;\r\n};\r\n\r\n/**\r\n * Defines the simplification queue scene component responsible to help scheduling the various simplification task\r\n * created in a scene\r\n */\r\nexport class SimplicationQueueSceneComponent implements ISceneComponent {\r\n /**\r\n * The component name helpfull to identify the component in the list of scene components.\r\n */\r\n public readonly name = SceneComponentConstants.NAME_SIMPLIFICATIONQUEUE;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /**\r\n * Creates a new instance of the component for the given scene\r\n * @param scene Defines the scene to register the component in\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n }\r\n\r\n /**\r\n * Registers the component in a given scene\r\n */\r\n public register(): void {\r\n this.scene._beforeCameraUpdateStage.registerStep(SceneComponentConstants.STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE, this, this._beforeCameraUpdate);\r\n }\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n // Nothing to do for this component\r\n }\r\n\r\n /**\r\n * Disposes the component and the associated resources\r\n */\r\n public dispose(): void {\r\n // Nothing to do for this component\r\n }\r\n\r\n private _beforeCameraUpdate(): void {\r\n if (this.scene._simplificationQueue && !this.scene._simplificationQueue.running) {\r\n this.scene._simplificationQueue.executeNext();\r\n }\r\n }\r\n}\r\n"]}
1
+ 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{ Scene } from \"../scene\";\r\nimport { Mesh } from \"./mesh\";\r\nimport type { ISimplificationSettings } from \"./meshSimplification\";\r\nimport { SimplificationQueue, SimplificationType } from \"./meshSimplification\";\r\nimport type { ISceneComponent } from \"../sceneComponent\";\r\nimport { SceneComponentConstants } from \"../sceneComponent\";\r\n\r\ndeclare module \"../scene\" {\r\n /** @internal */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n export interface Scene {\r\n /** @internal (Backing field) */\r\n _simplificationQueue: SimplificationQueue;\r\n\r\n /**\r\n * Gets or sets the simplification queue attached to the scene\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/simplifyingMeshes\r\n */\r\n simplificationQueue: SimplificationQueue;\r\n }\r\n}\r\nObject.defineProperty(Scene.prototype, \"simplificationQueue\", {\r\n get: function (this: Scene) {\r\n if (!this._simplificationQueue) {\r\n this._simplificationQueue = new SimplificationQueue();\r\n let component = this._getComponent(SceneComponentConstants.NAME_SIMPLIFICATIONQUEUE) as SimplicationQueueSceneComponent;\r\n if (!component) {\r\n component = new SimplicationQueueSceneComponent(this);\r\n this._addComponent(component);\r\n }\r\n }\r\n return this._simplificationQueue;\r\n },\r\n set: function (this: Scene, value: SimplificationQueue) {\r\n this._simplificationQueue = value;\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\ndeclare module \"../Meshes/mesh\" {\r\n /** @internal */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n export interface Mesh {\r\n /**\r\n * Simplify the mesh according to the given array of settings.\r\n * Function will return immediately and will simplify async\r\n * @param settings a collection of simplification settings\r\n * @param parallelProcessing should all levels calculate parallel or one after the other\r\n * @param simplificationType the type of simplification to run\r\n * @param successCallback optional success callback to be called after the simplification finished processing all settings\r\n * @returns the current mesh\r\n */\r\n simplify(\r\n settings: Array<ISimplificationSettings>,\r\n parallelProcessing?: boolean,\r\n simplificationType?: SimplificationType,\r\n successCallback?: (mesh?: Mesh, submeshIndex?: number) => void\r\n ): Mesh;\r\n }\r\n}\r\n\r\nMesh.prototype.simplify = function (\r\n settings: Array<ISimplificationSettings>,\r\n parallelProcessing: boolean = true,\r\n simplificationType: SimplificationType = SimplificationType.QUADRATIC,\r\n successCallback?: (mesh?: Mesh, submeshIndex?: number) => void\r\n): Mesh {\r\n this.getScene().simplificationQueue.addTask({\r\n settings: settings,\r\n parallelProcessing: parallelProcessing,\r\n mesh: this,\r\n simplificationType: simplificationType,\r\n successCallback: successCallback,\r\n });\r\n return this;\r\n};\r\n\r\n/**\r\n * Defines the simplification queue scene component responsible to help scheduling the various simplification task\r\n * created in a scene\r\n */\r\nexport class SimplicationQueueSceneComponent implements ISceneComponent {\r\n /**\r\n * The component name helpfull to identify the component in the list of scene components.\r\n */\r\n public readonly name = SceneComponentConstants.NAME_SIMPLIFICATIONQUEUE;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /**\r\n * Creates a new instance of the component for the given scene\r\n * @param scene Defines the scene to register the component in\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n }\r\n\r\n /**\r\n * Registers the component in a given scene\r\n */\r\n public register(): void {\r\n this.scene._beforeCameraUpdateStage.registerStep(SceneComponentConstants.STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE, this, this._beforeCameraUpdate);\r\n }\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n // Nothing to do for this component\r\n }\r\n\r\n /**\r\n * Disposes the component and the associated resources\r\n */\r\n public dispose(): void {\r\n // Nothing to do for this component\r\n }\r\n\r\n private _beforeCameraUpdate(): void {\r\n if (this.scene._simplificationQueue && !this.scene._simplificationQueue.running) {\r\n this.scene._simplificationQueue.executeNext();\r\n }\r\n }\r\n}\r\n"]}
@@ -8,6 +8,7 @@ import { ShaderMaterial } from "../Materials/shaderMaterial.js";
8
8
  import { Color4 } from "../Maths/math.color.js";
9
9
  import { ShaderLanguage } from "../Materials/shaderLanguage.js";
10
10
  declare module "../scene.js" {
11
+ /** @internal */
11
12
  interface Scene {
12
13
  /** @internal */
13
14
  _meshUVSpaceRendererShader: Nullable<ShaderMaterial>;
@@ -1 +1 @@
1
- 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type { Texture } from \"core/Materials/Textures/texture\";\r\nimport type { Vector3 } from \"core/Maths/math.vector\";\r\nimport type { Scene } from \"core/scene\";\r\nimport type { AbstractMesh } from \"./abstractMesh\";\r\nimport type { ThinTexture } from \"core/Materials/Textures/thinTexture\";\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport type { Nullable } from \"core/types\";\r\nimport { Matrix } from \"core/Maths/math.vector\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { ShaderMaterial } from \"core/Materials/shaderMaterial\";\r\nimport { RenderTargetTexture } from \"core/Materials/Textures/renderTargetTexture\";\r\nimport { Color4 } from \"core/Maths/math.color\";\r\nimport { PostProcess } from \"core/PostProcesses/postProcess\";\r\n\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\ndeclare module \"../scene\" {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n export interface Scene {\r\n /** @internal */\r\n _meshUVSpaceRendererShader: Nullable<ShaderMaterial>;\r\n /** @internal */\r\n _meshUVSpaceRendererMaskShader: Nullable<ShaderMaterial>;\r\n }\r\n}\r\n\r\n/**\r\n * Options for the MeshUVSpaceRenderer\r\n * @since 5.49.1\r\n */\r\nexport interface IMeshUVSpaceRendererOptions {\r\n /**\r\n * Width of the texture. Default: 1024\r\n */\r\n width?: number;\r\n /**\r\n * Height of the texture. Default: 1024\r\n */\r\n height?: number;\r\n /**\r\n * Type of the texture. Default: Constants.TEXTURETYPE_UNSIGNED_BYTE\r\n */\r\n textureType?: number;\r\n /**\r\n * Generate mip maps. Default: true\r\n */\r\n generateMipMaps?: boolean;\r\n /**\r\n * Optimize UV allocation. Default: true\r\n * If you plan to use the texture as a decal map and rotate / offset the texture, you should set this to false\r\n */\r\n optimizeUVAllocation?: boolean;\r\n /**\r\n * If true, a post processing effect will be applied to the texture to fix seams. Default: false\r\n */\r\n uvEdgeBlending?: boolean;\r\n}\r\n\r\n/**\r\n * Class used to render in the mesh UV space\r\n * @since 5.49.1\r\n */\r\nexport class MeshUVSpaceRenderer {\r\n private _mesh: AbstractMesh;\r\n private _scene: Scene;\r\n private _options: Required<IMeshUVSpaceRendererOptions>;\r\n private _textureCreatedInternally = false;\r\n private _configureUserCreatedTexture = true;\r\n private _maskTexture: Nullable<RenderTargetTexture> = null;\r\n private _finalPostProcess: Nullable<PostProcess> = null;\r\n private _shadersLoaded = false;\r\n private _isDisposed = false;\r\n\r\n private static _GetShader(scene: Scene, shaderLanguage: ShaderLanguage): ShaderMaterial {\r\n if (!scene._meshUVSpaceRendererShader) {\r\n const shader = new ShaderMaterial(\r\n \"meshUVSpaceRendererShader\",\r\n scene,\r\n {\r\n vertex: \"meshUVSpaceRenderer\",\r\n fragment: \"meshUVSpaceRenderer\",\r\n },\r\n {\r\n attributes: [\"position\", \"normal\", \"uv\"],\r\n uniforms: [\"world\", \"projMatrix\"],\r\n samplers: [\"textureSampler\"],\r\n needAlphaBlending: true,\r\n shaderLanguage: shaderLanguage,\r\n }\r\n );\r\n shader.backFaceCulling = false;\r\n shader.alphaMode = Constants.ALPHA_COMBINE;\r\n\r\n scene.onDisposeObservable.add(() => {\r\n scene._meshUVSpaceRendererShader?.dispose();\r\n scene._meshUVSpaceRendererShader = null;\r\n });\r\n\r\n scene._meshUVSpaceRendererShader = shader;\r\n }\r\n\r\n return scene._meshUVSpaceRendererShader;\r\n }\r\n\r\n private static _GetMaskShader(scene: Scene, shaderLanguage: ShaderLanguage): ShaderMaterial {\r\n if (!scene._meshUVSpaceRendererMaskShader) {\r\n const shader = new ShaderMaterial(\r\n \"meshUVSpaceRendererMaskShader\",\r\n scene,\r\n {\r\n vertex: \"meshUVSpaceRendererMasker\",\r\n fragment: \"meshUVSpaceRendererMasker\",\r\n },\r\n {\r\n attributes: [\"position\", \"uv\"],\r\n uniforms: [\"worldViewProjection\"],\r\n shaderLanguage: shaderLanguage,\r\n }\r\n );\r\n shader.backFaceCulling = false;\r\n shader.alphaMode = Constants.ALPHA_COMBINE;\r\n\r\n scene.onDisposeObservable.add(() => {\r\n scene._meshUVSpaceRendererMaskShader?.dispose();\r\n scene._meshUVSpaceRendererMaskShader = null;\r\n });\r\n\r\n scene._meshUVSpaceRendererMaskShader = shader;\r\n }\r\n return scene._meshUVSpaceRendererMaskShader;\r\n }\r\n\r\n private static _IsRenderTargetTexture(texture: ThinTexture | RenderTargetTexture): texture is RenderTargetTexture {\r\n return (texture as RenderTargetTexture).renderList !== undefined;\r\n }\r\n\r\n /**\r\n * Clear color of the texture\r\n */\r\n public clearColor = new Color4(0, 0, 0, 0);\r\n\r\n /**\r\n * Target texture used for rendering\r\n * If you don't set the property, a RenderTargetTexture will be created internally given the options provided to the constructor.\r\n * If you provide a RenderTargetTexture, it will be used directly.\r\n */\r\n public texture: Nullable<Texture> = null;\r\n\r\n /** Shader language used by the material */\r\n protected _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n /**\r\n * Gets the shader language used in this material.\r\n */\r\n public get shaderLanguage(): ShaderLanguage {\r\n return this._shaderLanguage;\r\n }\r\n\r\n /**\r\n * Creates a new MeshUVSpaceRenderer\r\n * @param mesh The mesh used for the source UV space\r\n * @param scene The scene the mesh belongs to\r\n * @param options The options to use when creating the texture\r\n */\r\n constructor(mesh: AbstractMesh, scene: Scene, options?: IMeshUVSpaceRendererOptions) {\r\n this._mesh = mesh;\r\n this._scene = scene;\r\n this._options = {\r\n width: 1024,\r\n height: 1024,\r\n textureType: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n generateMipMaps: true,\r\n optimizeUVAllocation: true,\r\n uvEdgeBlending: false,\r\n ...options,\r\n };\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises\r\n this._initShaderSourceAsync();\r\n }\r\n\r\n private async _initShaderSourceAsync() {\r\n const engine = this._scene.getEngine();\r\n\r\n if (engine.isWebGPU) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n await Promise.all([\r\n import(\"../ShadersWGSL/meshUVSpaceRenderer.vertex\"),\r\n import(\"../ShadersWGSL/meshUVSpaceRenderer.fragment\"),\r\n import(\"../ShadersWGSL/meshUVSpaceRendererMasker.vertex\"),\r\n import(\"../ShadersWGSL/meshUVSpaceRendererMasker.fragment\"),\r\n import(\"../ShadersWGSL/meshUVSpaceRendererFinaliser.vertex\"),\r\n import(\"../ShadersWGSL/meshUVSpaceRendererFinaliser.fragment\"),\r\n ]);\r\n } else {\r\n await Promise.all([\r\n import(\"../Shaders/meshUVSpaceRenderer.vertex\"),\r\n import(\"../Shaders/meshUVSpaceRenderer.fragment\"),\r\n import(\"../Shaders/meshUVSpaceRendererMasker.vertex\"),\r\n import(\"../Shaders/meshUVSpaceRendererMasker.fragment\"),\r\n import(\"../Shaders/meshUVSpaceRendererFinaliser.vertex\"),\r\n import(\"../Shaders/meshUVSpaceRendererFinaliser.fragment\"),\r\n ]);\r\n }\r\n\r\n if (this._isDisposed) {\r\n return;\r\n }\r\n\r\n this._shadersLoaded = true;\r\n }\r\n\r\n /**\r\n * Checks if the texture is ready to be used\r\n * @returns true if the texture is ready to be used\r\n */\r\n public isReady(): boolean {\r\n if (!this._shadersLoaded) {\r\n return false;\r\n }\r\n\r\n if (!this.texture) {\r\n this._createDiffuseRTT();\r\n } else if (this._configureUserCreatedTexture) {\r\n this._configureUserCreatedRTT();\r\n }\r\n\r\n // this.texture is guaranteed to be non-null here as it is created in _createDiffuseRTT above\r\n const textureIsReady = MeshUVSpaceRenderer._IsRenderTargetTexture(this.texture!) ? this.texture.isReadyForRendering() : this.texture!.isReady();\r\n const maskIsReady = this._maskTexture?.isReadyForRendering() ?? true;\r\n const postProcessIsReady = this._finalPostProcess?.isReady() ?? true;\r\n\r\n return textureIsReady && maskIsReady && postProcessIsReady;\r\n }\r\n\r\n /**\r\n * Projects and renders a texture in the mesh UV space\r\n * @param texture The texture\r\n * @param position The position of the center of projection (world space coordinates)\r\n * @param normal The direction of the projection (world space coordinates)\r\n * @param size The size of the projection\r\n * @param angle The rotation angle around the direction of the projection (default: 0)\r\n * @param checkIsReady If true, it will check if the texture is ready before rendering (default: true). If the texture is not ready, a new attempt will be scheduled in 16ms\r\n */\r\n public renderTexture(texture: BaseTexture, position: Vector3, normal: Vector3, size: Vector3, angle = 0, checkIsReady = true): void {\r\n if (checkIsReady && !this.isReady()) {\r\n setTimeout(() => {\r\n this.renderTexture(texture, position, normal, size, angle, checkIsReady);\r\n }, 16);\r\n return;\r\n }\r\n\r\n if (!this.texture) {\r\n this._createDiffuseRTT();\r\n } else if (this._configureUserCreatedTexture) {\r\n this._configureUserCreatedRTT();\r\n }\r\n\r\n // this.texture is guaranteed to be non-null here as it is created in _createDiffuseRTT above\r\n if (MeshUVSpaceRenderer._IsRenderTargetTexture(this.texture!)) {\r\n const matrix = this._createProjectionMatrix(position, normal, size, angle);\r\n const shader = MeshUVSpaceRenderer._GetShader(this._scene, this._shaderLanguage);\r\n\r\n shader.setTexture(\"textureSampler\", texture);\r\n shader.setMatrix(\"projMatrix\", matrix);\r\n\r\n this.texture.render();\r\n\r\n // We needed the texture only once for the render() call above, so we can remove it from the shader.\r\n // It's important to do that, because this texture could be disposed by the user, meaning that shader.isReady() would return false as part of the this.texture.isReadyForRendering() call of isReady()\r\n shader.removeTexture(\"textureSampler\");\r\n }\r\n }\r\n\r\n /**\r\n * Clears the texture map\r\n */\r\n public clear(): void {\r\n if (this.texture && MeshUVSpaceRenderer._IsRenderTargetTexture(this.texture) && this.texture.renderTarget) {\r\n const engine = this._scene.getEngine();\r\n\r\n engine.bindFramebuffer(this.texture.renderTarget);\r\n engine.clear(this.clearColor, true, true, true);\r\n engine.unBindFramebuffer(this.texture.renderTarget);\r\n }\r\n if (this._finalPostProcess?.inputTexture) {\r\n const engine = this._scene.getEngine();\r\n\r\n engine.bindFramebuffer(this._finalPostProcess?.inputTexture);\r\n engine.clear(this.clearColor, true, true, true);\r\n engine.unBindFramebuffer(this._finalPostProcess?.inputTexture);\r\n }\r\n }\r\n\r\n /**\r\n * Disposes of the resources\r\n */\r\n public dispose() {\r\n if (this._textureCreatedInternally) {\r\n this.texture?.dispose();\r\n this._textureCreatedInternally = false;\r\n }\r\n this._configureUserCreatedTexture = true;\r\n this._maskTexture?.dispose();\r\n this._maskTexture = null;\r\n this._finalPostProcess?.dispose();\r\n this._finalPostProcess = null;\r\n this._isDisposed = true;\r\n }\r\n\r\n private _configureUserCreatedRTT(): void {\r\n this._configureUserCreatedTexture = false;\r\n if (this.texture && MeshUVSpaceRenderer._IsRenderTargetTexture(this.texture)) {\r\n this.texture.setMaterialForRendering(this._mesh, MeshUVSpaceRenderer._GetShader(this._scene, this._shaderLanguage));\r\n this.texture.onClearObservable.add(() => {});\r\n this.texture.renderList = [this._mesh];\r\n if (this._options.uvEdgeBlending) {\r\n this._createMaskTexture();\r\n this._createPostProcess();\r\n this.texture.addPostProcess(this._finalPostProcess!);\r\n }\r\n }\r\n }\r\n\r\n private _createDiffuseRTT(): void {\r\n this._textureCreatedInternally = true;\r\n\r\n const texture = this._createRenderTargetTexture(this._options.width, this._options.height);\r\n\r\n texture.setMaterialForRendering(this._mesh, MeshUVSpaceRenderer._GetShader(this._scene, this._shaderLanguage));\r\n\r\n this.texture = texture;\r\n this._configureUserCreatedTexture = false;\r\n if (this._options.uvEdgeBlending) {\r\n this._createMaskTexture();\r\n this._createPostProcess();\r\n texture.addPostProcess(this._finalPostProcess!);\r\n }\r\n }\r\n\r\n private _createMaskTexture(): void {\r\n if (this._maskTexture) {\r\n return;\r\n }\r\n\r\n this._maskTexture = new RenderTargetTexture(\r\n this._mesh.name + \"_maskTexture\",\r\n { width: this._options.width, height: this._options.height },\r\n this._scene,\r\n false, // No mipmaps for the mask texture\r\n true,\r\n Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n false,\r\n Constants.TEXTURE_BILINEAR_SAMPLINGMODE,\r\n undefined,\r\n undefined,\r\n undefined,\r\n Constants.TEXTUREFORMAT_R\r\n );\r\n\r\n this._maskTexture.clearColor = new Color4(0, 0, 0, 0);\r\n\r\n // Render the mesh with the mask material to the mask texture\r\n this._maskTexture.renderList!.push(this._mesh);\r\n this._maskTexture.setMaterialForRendering(this._mesh, MeshUVSpaceRenderer._GetMaskShader(this._scene, this._shaderLanguage));\r\n\r\n // Ensure the mask texture is updated\r\n this._maskTexture.refreshRate = RenderTargetTexture.REFRESHRATE_RENDER_ONCE;\r\n this._scene.customRenderTargets.push(this._maskTexture);\r\n }\r\n\r\n private _createPostProcess(): void {\r\n if (this._finalPostProcess) {\r\n return;\r\n }\r\n\r\n this._finalPostProcess = new PostProcess(\r\n this._mesh.name + \"_fixSeamsPostProcess\",\r\n \"meshUVSpaceRendererFinaliser\",\r\n [\"textureSize\"],\r\n [\"textureSampler\", \"maskTextureSampler\"],\r\n 1.0,\r\n null,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false,\r\n null,\r\n this._options.textureType,\r\n undefined,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._shaderLanguage\r\n );\r\n\r\n this._finalPostProcess.onApplyObservable.add((effect) => {\r\n effect.setTexture(\"maskTextureSampler\", this._maskTexture);\r\n effect.setFloat2(\"textureSize\", this._options.width, this._options.height);\r\n });\r\n }\r\n\r\n private _createRenderTargetTexture(width: number, height: number): RenderTargetTexture {\r\n const rtt = new RenderTargetTexture(\r\n this._mesh.name + \"_uvspaceTexture\",\r\n { width, height },\r\n this._scene,\r\n this._options.generateMipMaps,\r\n true,\r\n this._options.textureType,\r\n false,\r\n this._options.generateMipMaps ? Constants.TEXTURE_TRILINEAR_SAMPLINGMODE : Constants.TEXTURE_BILINEAR_SAMPLINGMODE,\r\n false,\r\n false,\r\n false,\r\n Constants.TEXTUREFORMAT_RGBA\r\n );\r\n\r\n rtt.renderParticles = false;\r\n rtt.optimizeUVAllocation = !!this._options.optimizeUVAllocation;\r\n\r\n rtt.onClearObservable.addOnce(() => {\r\n this._scene.getEngine().clear(this.clearColor, true, true, true);\r\n rtt.onClearObservable.add(() => {}); // this disables clearing the texture for the next frames\r\n });\r\n\r\n rtt.renderList = [this._mesh];\r\n\r\n return rtt;\r\n }\r\n\r\n private _createProjectionMatrix(position: Vector3, normal: Vector3, size: Vector3, angle = 0): Matrix {\r\n const yaw = -Math.atan2(normal.z, normal.x) - Math.PI / 2;\r\n const len = Math.sqrt(normal.x * normal.x + normal.z * normal.z);\r\n const pitch = Math.atan2(normal.y, len);\r\n\r\n const p = position.add(normal.scale(size.z * 0.5));\r\n\r\n const projWorldMatrix = Matrix.RotationYawPitchRoll(yaw, pitch, angle).multiply(Matrix.Translation(p.x, p.y, p.z));\r\n const inverseProjWorldMatrix = Matrix.Invert(projWorldMatrix);\r\n\r\n const projMatrix = Matrix.FromArray([2 / size.x, 0, 0, 0, 0, 2 / size.y, 0, 0, 0, 0, 1 / size.z, 0, 0, 0, 0, 1]);\r\n\r\n const screenMatrix = Matrix.FromArray([0.5, 0, 0, 0, 0, 0.5, 0, 0, 0, 0, 1, 0, 0.5, 0.5, 0.0, 1]);\r\n\r\n return inverseProjWorldMatrix.multiply(projMatrix).multiply(screenMatrix);\r\n }\r\n}\r\n"]}
1
+ 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type { Texture } from \"core/Materials/Textures/texture\";\r\nimport type { Vector3 } from \"core/Maths/math.vector\";\r\nimport type { Scene } from \"core/scene\";\r\nimport type { AbstractMesh } from \"./abstractMesh\";\r\nimport type { ThinTexture } from \"core/Materials/Textures/thinTexture\";\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport type { Nullable } from \"core/types\";\r\nimport { Matrix } from \"core/Maths/math.vector\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { ShaderMaterial } from \"core/Materials/shaderMaterial\";\r\nimport { RenderTargetTexture } from \"core/Materials/Textures/renderTargetTexture\";\r\nimport { Color4 } from \"core/Maths/math.color\";\r\nimport { PostProcess } from \"core/PostProcesses/postProcess\";\r\n\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\ndeclare module \"../scene\" {\r\n /** @internal */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n export interface Scene {\r\n /** @internal */\r\n _meshUVSpaceRendererShader: Nullable<ShaderMaterial>;\r\n /** @internal */\r\n _meshUVSpaceRendererMaskShader: Nullable<ShaderMaterial>;\r\n }\r\n}\r\n\r\n/**\r\n * Options for the MeshUVSpaceRenderer\r\n * @since 5.49.1\r\n */\r\nexport interface IMeshUVSpaceRendererOptions {\r\n /**\r\n * Width of the texture. Default: 1024\r\n */\r\n width?: number;\r\n /**\r\n * Height of the texture. Default: 1024\r\n */\r\n height?: number;\r\n /**\r\n * Type of the texture. Default: Constants.TEXTURETYPE_UNSIGNED_BYTE\r\n */\r\n textureType?: number;\r\n /**\r\n * Generate mip maps. Default: true\r\n */\r\n generateMipMaps?: boolean;\r\n /**\r\n * Optimize UV allocation. Default: true\r\n * If you plan to use the texture as a decal map and rotate / offset the texture, you should set this to false\r\n */\r\n optimizeUVAllocation?: boolean;\r\n /**\r\n * If true, a post processing effect will be applied to the texture to fix seams. Default: false\r\n */\r\n uvEdgeBlending?: boolean;\r\n}\r\n\r\n/**\r\n * Class used to render in the mesh UV space\r\n * @since 5.49.1\r\n */\r\nexport class MeshUVSpaceRenderer {\r\n private _mesh: AbstractMesh;\r\n private _scene: Scene;\r\n private _options: Required<IMeshUVSpaceRendererOptions>;\r\n private _textureCreatedInternally = false;\r\n private _configureUserCreatedTexture = true;\r\n private _maskTexture: Nullable<RenderTargetTexture> = null;\r\n private _finalPostProcess: Nullable<PostProcess> = null;\r\n private _shadersLoaded = false;\r\n private _isDisposed = false;\r\n\r\n private static _GetShader(scene: Scene, shaderLanguage: ShaderLanguage): ShaderMaterial {\r\n if (!scene._meshUVSpaceRendererShader) {\r\n const shader = new ShaderMaterial(\r\n \"meshUVSpaceRendererShader\",\r\n scene,\r\n {\r\n vertex: \"meshUVSpaceRenderer\",\r\n fragment: \"meshUVSpaceRenderer\",\r\n },\r\n {\r\n attributes: [\"position\", \"normal\", \"uv\"],\r\n uniforms: [\"world\", \"projMatrix\"],\r\n samplers: [\"textureSampler\"],\r\n needAlphaBlending: true,\r\n shaderLanguage: shaderLanguage,\r\n }\r\n );\r\n shader.backFaceCulling = false;\r\n shader.alphaMode = Constants.ALPHA_COMBINE;\r\n\r\n scene.onDisposeObservable.add(() => {\r\n scene._meshUVSpaceRendererShader?.dispose();\r\n scene._meshUVSpaceRendererShader = null;\r\n });\r\n\r\n scene._meshUVSpaceRendererShader = shader;\r\n }\r\n\r\n return scene._meshUVSpaceRendererShader;\r\n }\r\n\r\n private static _GetMaskShader(scene: Scene, shaderLanguage: ShaderLanguage): ShaderMaterial {\r\n if (!scene._meshUVSpaceRendererMaskShader) {\r\n const shader = new ShaderMaterial(\r\n \"meshUVSpaceRendererMaskShader\",\r\n scene,\r\n {\r\n vertex: \"meshUVSpaceRendererMasker\",\r\n fragment: \"meshUVSpaceRendererMasker\",\r\n },\r\n {\r\n attributes: [\"position\", \"uv\"],\r\n uniforms: [\"worldViewProjection\"],\r\n shaderLanguage: shaderLanguage,\r\n }\r\n );\r\n shader.backFaceCulling = false;\r\n shader.alphaMode = Constants.ALPHA_COMBINE;\r\n\r\n scene.onDisposeObservable.add(() => {\r\n scene._meshUVSpaceRendererMaskShader?.dispose();\r\n scene._meshUVSpaceRendererMaskShader = null;\r\n });\r\n\r\n scene._meshUVSpaceRendererMaskShader = shader;\r\n }\r\n return scene._meshUVSpaceRendererMaskShader;\r\n }\r\n\r\n private static _IsRenderTargetTexture(texture: ThinTexture | RenderTargetTexture): texture is RenderTargetTexture {\r\n return (texture as RenderTargetTexture).renderList !== undefined;\r\n }\r\n\r\n /**\r\n * Clear color of the texture\r\n */\r\n public clearColor = new Color4(0, 0, 0, 0);\r\n\r\n /**\r\n * Target texture used for rendering\r\n * If you don't set the property, a RenderTargetTexture will be created internally given the options provided to the constructor.\r\n * If you provide a RenderTargetTexture, it will be used directly.\r\n */\r\n public texture: Nullable<Texture> = null;\r\n\r\n /** Shader language used by the material */\r\n protected _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n /**\r\n * Gets the shader language used in this material.\r\n */\r\n public get shaderLanguage(): ShaderLanguage {\r\n return this._shaderLanguage;\r\n }\r\n\r\n /**\r\n * Creates a new MeshUVSpaceRenderer\r\n * @param mesh The mesh used for the source UV space\r\n * @param scene The scene the mesh belongs to\r\n * @param options The options to use when creating the texture\r\n */\r\n constructor(mesh: AbstractMesh, scene: Scene, options?: IMeshUVSpaceRendererOptions) {\r\n this._mesh = mesh;\r\n this._scene = scene;\r\n this._options = {\r\n width: 1024,\r\n height: 1024,\r\n textureType: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n generateMipMaps: true,\r\n optimizeUVAllocation: true,\r\n uvEdgeBlending: false,\r\n ...options,\r\n };\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises\r\n this._initShaderSourceAsync();\r\n }\r\n\r\n private async _initShaderSourceAsync() {\r\n const engine = this._scene.getEngine();\r\n\r\n if (engine.isWebGPU) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n await Promise.all([\r\n import(\"../ShadersWGSL/meshUVSpaceRenderer.vertex\"),\r\n import(\"../ShadersWGSL/meshUVSpaceRenderer.fragment\"),\r\n import(\"../ShadersWGSL/meshUVSpaceRendererMasker.vertex\"),\r\n import(\"../ShadersWGSL/meshUVSpaceRendererMasker.fragment\"),\r\n import(\"../ShadersWGSL/meshUVSpaceRendererFinaliser.vertex\"),\r\n import(\"../ShadersWGSL/meshUVSpaceRendererFinaliser.fragment\"),\r\n ]);\r\n } else {\r\n await Promise.all([\r\n import(\"../Shaders/meshUVSpaceRenderer.vertex\"),\r\n import(\"../Shaders/meshUVSpaceRenderer.fragment\"),\r\n import(\"../Shaders/meshUVSpaceRendererMasker.vertex\"),\r\n import(\"../Shaders/meshUVSpaceRendererMasker.fragment\"),\r\n import(\"../Shaders/meshUVSpaceRendererFinaliser.vertex\"),\r\n import(\"../Shaders/meshUVSpaceRendererFinaliser.fragment\"),\r\n ]);\r\n }\r\n\r\n if (this._isDisposed) {\r\n return;\r\n }\r\n\r\n this._shadersLoaded = true;\r\n }\r\n\r\n /**\r\n * Checks if the texture is ready to be used\r\n * @returns true if the texture is ready to be used\r\n */\r\n public isReady(): boolean {\r\n if (!this._shadersLoaded) {\r\n return false;\r\n }\r\n\r\n if (!this.texture) {\r\n this._createDiffuseRTT();\r\n } else if (this._configureUserCreatedTexture) {\r\n this._configureUserCreatedRTT();\r\n }\r\n\r\n // this.texture is guaranteed to be non-null here as it is created in _createDiffuseRTT above\r\n const textureIsReady = MeshUVSpaceRenderer._IsRenderTargetTexture(this.texture!) ? this.texture.isReadyForRendering() : this.texture!.isReady();\r\n const maskIsReady = this._maskTexture?.isReadyForRendering() ?? true;\r\n const postProcessIsReady = this._finalPostProcess?.isReady() ?? true;\r\n\r\n return textureIsReady && maskIsReady && postProcessIsReady;\r\n }\r\n\r\n /**\r\n * Projects and renders a texture in the mesh UV space\r\n * @param texture The texture\r\n * @param position The position of the center of projection (world space coordinates)\r\n * @param normal The direction of the projection (world space coordinates)\r\n * @param size The size of the projection\r\n * @param angle The rotation angle around the direction of the projection (default: 0)\r\n * @param checkIsReady If true, it will check if the texture is ready before rendering (default: true). If the texture is not ready, a new attempt will be scheduled in 16ms\r\n */\r\n public renderTexture(texture: BaseTexture, position: Vector3, normal: Vector3, size: Vector3, angle = 0, checkIsReady = true): void {\r\n if (checkIsReady && !this.isReady()) {\r\n setTimeout(() => {\r\n this.renderTexture(texture, position, normal, size, angle, checkIsReady);\r\n }, 16);\r\n return;\r\n }\r\n\r\n if (!this.texture) {\r\n this._createDiffuseRTT();\r\n } else if (this._configureUserCreatedTexture) {\r\n this._configureUserCreatedRTT();\r\n }\r\n\r\n // this.texture is guaranteed to be non-null here as it is created in _createDiffuseRTT above\r\n if (MeshUVSpaceRenderer._IsRenderTargetTexture(this.texture!)) {\r\n const matrix = this._createProjectionMatrix(position, normal, size, angle);\r\n const shader = MeshUVSpaceRenderer._GetShader(this._scene, this._shaderLanguage);\r\n\r\n shader.setTexture(\"textureSampler\", texture);\r\n shader.setMatrix(\"projMatrix\", matrix);\r\n\r\n this.texture.render();\r\n\r\n // We needed the texture only once for the render() call above, so we can remove it from the shader.\r\n // It's important to do that, because this texture could be disposed by the user, meaning that shader.isReady() would return false as part of the this.texture.isReadyForRendering() call of isReady()\r\n shader.removeTexture(\"textureSampler\");\r\n }\r\n }\r\n\r\n /**\r\n * Clears the texture map\r\n */\r\n public clear(): void {\r\n if (this.texture && MeshUVSpaceRenderer._IsRenderTargetTexture(this.texture) && this.texture.renderTarget) {\r\n const engine = this._scene.getEngine();\r\n\r\n engine.bindFramebuffer(this.texture.renderTarget);\r\n engine.clear(this.clearColor, true, true, true);\r\n engine.unBindFramebuffer(this.texture.renderTarget);\r\n }\r\n if (this._finalPostProcess?.inputTexture) {\r\n const engine = this._scene.getEngine();\r\n\r\n engine.bindFramebuffer(this._finalPostProcess?.inputTexture);\r\n engine.clear(this.clearColor, true, true, true);\r\n engine.unBindFramebuffer(this._finalPostProcess?.inputTexture);\r\n }\r\n }\r\n\r\n /**\r\n * Disposes of the resources\r\n */\r\n public dispose() {\r\n if (this._textureCreatedInternally) {\r\n this.texture?.dispose();\r\n this._textureCreatedInternally = false;\r\n }\r\n this._configureUserCreatedTexture = true;\r\n this._maskTexture?.dispose();\r\n this._maskTexture = null;\r\n this._finalPostProcess?.dispose();\r\n this._finalPostProcess = null;\r\n this._isDisposed = true;\r\n }\r\n\r\n private _configureUserCreatedRTT(): void {\r\n this._configureUserCreatedTexture = false;\r\n if (this.texture && MeshUVSpaceRenderer._IsRenderTargetTexture(this.texture)) {\r\n this.texture.setMaterialForRendering(this._mesh, MeshUVSpaceRenderer._GetShader(this._scene, this._shaderLanguage));\r\n this.texture.onClearObservable.add(() => {});\r\n this.texture.renderList = [this._mesh];\r\n if (this._options.uvEdgeBlending) {\r\n this._createMaskTexture();\r\n this._createPostProcess();\r\n this.texture.addPostProcess(this._finalPostProcess!);\r\n }\r\n }\r\n }\r\n\r\n private _createDiffuseRTT(): void {\r\n this._textureCreatedInternally = true;\r\n\r\n const texture = this._createRenderTargetTexture(this._options.width, this._options.height);\r\n\r\n texture.setMaterialForRendering(this._mesh, MeshUVSpaceRenderer._GetShader(this._scene, this._shaderLanguage));\r\n\r\n this.texture = texture;\r\n this._configureUserCreatedTexture = false;\r\n if (this._options.uvEdgeBlending) {\r\n this._createMaskTexture();\r\n this._createPostProcess();\r\n texture.addPostProcess(this._finalPostProcess!);\r\n }\r\n }\r\n\r\n private _createMaskTexture(): void {\r\n if (this._maskTexture) {\r\n return;\r\n }\r\n\r\n this._maskTexture = new RenderTargetTexture(\r\n this._mesh.name + \"_maskTexture\",\r\n { width: this._options.width, height: this._options.height },\r\n this._scene,\r\n false, // No mipmaps for the mask texture\r\n true,\r\n Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n false,\r\n Constants.TEXTURE_BILINEAR_SAMPLINGMODE,\r\n undefined,\r\n undefined,\r\n undefined,\r\n Constants.TEXTUREFORMAT_R\r\n );\r\n\r\n this._maskTexture.clearColor = new Color4(0, 0, 0, 0);\r\n\r\n // Render the mesh with the mask material to the mask texture\r\n this._maskTexture.renderList!.push(this._mesh);\r\n this._maskTexture.setMaterialForRendering(this._mesh, MeshUVSpaceRenderer._GetMaskShader(this._scene, this._shaderLanguage));\r\n\r\n // Ensure the mask texture is updated\r\n this._maskTexture.refreshRate = RenderTargetTexture.REFRESHRATE_RENDER_ONCE;\r\n this._scene.customRenderTargets.push(this._maskTexture);\r\n }\r\n\r\n private _createPostProcess(): void {\r\n if (this._finalPostProcess) {\r\n return;\r\n }\r\n\r\n this._finalPostProcess = new PostProcess(\r\n this._mesh.name + \"_fixSeamsPostProcess\",\r\n \"meshUVSpaceRendererFinaliser\",\r\n [\"textureSize\"],\r\n [\"textureSampler\", \"maskTextureSampler\"],\r\n 1.0,\r\n null,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false,\r\n null,\r\n this._options.textureType,\r\n undefined,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._shaderLanguage\r\n );\r\n\r\n this._finalPostProcess.onApplyObservable.add((effect) => {\r\n effect.setTexture(\"maskTextureSampler\", this._maskTexture);\r\n effect.setFloat2(\"textureSize\", this._options.width, this._options.height);\r\n });\r\n }\r\n\r\n private _createRenderTargetTexture(width: number, height: number): RenderTargetTexture {\r\n const rtt = new RenderTargetTexture(\r\n this._mesh.name + \"_uvspaceTexture\",\r\n { width, height },\r\n this._scene,\r\n this._options.generateMipMaps,\r\n true,\r\n this._options.textureType,\r\n false,\r\n this._options.generateMipMaps ? Constants.TEXTURE_TRILINEAR_SAMPLINGMODE : Constants.TEXTURE_BILINEAR_SAMPLINGMODE,\r\n false,\r\n false,\r\n false,\r\n Constants.TEXTUREFORMAT_RGBA\r\n );\r\n\r\n rtt.renderParticles = false;\r\n rtt.optimizeUVAllocation = !!this._options.optimizeUVAllocation;\r\n\r\n rtt.onClearObservable.addOnce(() => {\r\n this._scene.getEngine().clear(this.clearColor, true, true, true);\r\n rtt.onClearObservable.add(() => {}); // this disables clearing the texture for the next frames\r\n });\r\n\r\n rtt.renderList = [this._mesh];\r\n\r\n return rtt;\r\n }\r\n\r\n private _createProjectionMatrix(position: Vector3, normal: Vector3, size: Vector3, angle = 0): Matrix {\r\n const yaw = -Math.atan2(normal.z, normal.x) - Math.PI / 2;\r\n const len = Math.sqrt(normal.x * normal.x + normal.z * normal.z);\r\n const pitch = Math.atan2(normal.y, len);\r\n\r\n const p = position.add(normal.scale(size.z * 0.5));\r\n\r\n const projWorldMatrix = Matrix.RotationYawPitchRoll(yaw, pitch, angle).multiply(Matrix.Translation(p.x, p.y, p.z));\r\n const inverseProjWorldMatrix = Matrix.Invert(projWorldMatrix);\r\n\r\n const projMatrix = Matrix.FromArray([2 / size.x, 0, 0, 0, 0, 2 / size.y, 0, 0, 0, 0, 1 / size.z, 0, 0, 0, 0, 1]);\r\n\r\n const screenMatrix = Matrix.FromArray([0.5, 0, 0, 0, 0, 0.5, 0, 0, 0, 0, 1, 0, 0.5, 0.5, 0.0, 1]);\r\n\r\n return inverseProjWorldMatrix.multiply(projMatrix).multiply(screenMatrix);\r\n }\r\n}\r\n"]}
@@ -10,6 +10,7 @@ import { EngineStore } from "../Engines/engineStore.js";
10
10
  * Vector2 wth index property
11
11
  */
12
12
  class IndexedVector2 extends Vector2 {
13
+ /** @internal */
13
14
  constructor(original,
14
15
  /** Index of the vector2 */
15
16
  index) {
@@ -22,8 +23,10 @@ class IndexedVector2 extends Vector2 {
22
23
  */
23
24
  class PolygonPoints {
24
25
  constructor() {
26
+ /** @internal */
25
27
  this.elements = [];
26
28
  }
29
+ /** @internal */
27
30
  add(originalPoints) {
28
31
  const result = [];
29
32
  for (const point of originalPoints) {
@@ -33,6 +36,7 @@ class PolygonPoints {
33
36
  }
34
37
  return result;
35
38
  }
39
+ /** @internal */
36
40
  computeBounds() {
37
41
  const lmin = new Vector2(this.elements[0].x, this.elements[0].y);
38
42
  const lmax = new Vector2(this.elements[0].x, this.elements[0].y);