@onerjs/core 8.41.5 → 8.41.7
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Animations/animation.d.ts +6 -2
- package/Animations/animation.js +28 -4
- package/Animations/animation.js.map +1 -1
- package/Animations/animationGroup.d.ts +2 -1
- package/Animations/animationGroup.js +3 -2
- package/Animations/animationGroup.js.map +1 -1
- package/Animations/animatorAvatar.d.ts +161 -0
- package/Animations/animatorAvatar.js +573 -0
- package/Animations/animatorAvatar.js.map +1 -0
- package/Animations/index.d.ts +1 -0
- package/Animations/index.js +1 -0
- package/Animations/index.js.map +1 -1
- package/AudioV2/webAudio/webAudioSoundSource.d.ts +2 -2
- package/AudioV2/webAudio/webAudioSoundSource.js +12 -2
- package/AudioV2/webAudio/webAudioSoundSource.js.map +1 -1
- package/Bones/index.d.ts +1 -0
- package/Bones/index.js +1 -0
- package/Bones/index.js.map +1 -1
- package/Bones/skeleton.d.ts +13 -0
- package/Bones/skeleton.functions.d.ts +26 -0
- package/Bones/skeleton.functions.js +91 -0
- package/Bones/skeleton.functions.js.map +1 -0
- package/Bones/skeleton.js +26 -0
- package/Bones/skeleton.js.map +1 -1
- package/Cameras/Inputs/geospatialCameraPointersInput.d.ts +16 -0
- package/Cameras/Inputs/geospatialCameraPointersInput.js +19 -3
- package/Cameras/Inputs/geospatialCameraPointersInput.js.map +1 -1
- package/Cameras/Limits/geospatialLimits.d.ts +0 -6
- package/Cameras/Limits/geospatialLimits.js +0 -6
- package/Cameras/Limits/geospatialLimits.js.map +1 -1
- package/Cameras/geospatialCamera.d.ts +5 -0
- package/Cameras/geospatialCamera.js +54 -25
- package/Cameras/geospatialCamera.js.map +1 -1
- package/Cameras/geospatialCameraMovement.d.ts +8 -1
- package/Cameras/geospatialCameraMovement.js +29 -8
- package/Cameras/geospatialCameraMovement.js.map +1 -1
- package/Collisions/gpuPicker.d.ts +11 -0
- package/Collisions/gpuPicker.js +148 -19
- package/Collisions/gpuPicker.js.map +1 -1
- package/Debug/skeletonViewer.d.ts +4 -8
- package/Debug/skeletonViewer.js +13 -22
- package/Debug/skeletonViewer.js.map +1 -1
- package/Engines/Extensions/engine.multiview.d.ts +2 -0
- package/Engines/Extensions/engine.multiview.js +7 -3
- package/Engines/Extensions/engine.multiview.js.map +1 -1
- package/Engines/abstractEngine.d.ts +2 -2
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/constants.d.ts +4 -0
- package/Engines/constants.js +4 -0
- package/Engines/constants.js.map +1 -1
- package/Engines/webgpuEngine.d.ts +1 -4
- package/Engines/webgpuEngine.js +8 -6
- package/Engines/webgpuEngine.js.map +1 -1
- package/FrameGraph/frameGraphContext.js +1 -1
- package/FrameGraph/frameGraphContext.js.map +1 -1
- package/FrameGraph/frameGraphRenderContext.js +2 -2
- package/FrameGraph/frameGraphRenderContext.js.map +1 -1
- package/Instrumentation/engineInstrumentation.js +2 -1
- package/Instrumentation/engineInstrumentation.js.map +1 -1
- package/Layers/effectLayer.js +1 -3
- package/Layers/effectLayer.js.map +1 -1
- package/Lights/Shadows/cascadedShadowGenerator.js +2 -2
- package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
- package/Lights/Shadows/shadowGenerator.js +3 -4
- package/Lights/Shadows/shadowGenerator.js.map +1 -1
- package/Lights/lightingVolume.js +1 -1
- package/Lights/lightingVolume.js.map +1 -1
- package/Materials/Background/backgroundMaterial.js +37 -2
- package/Materials/Background/backgroundMaterial.js.map +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.d.ts +109 -0
- package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.js +210 -0
- package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.js.map +1 -0
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.d.ts +1 -0
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +71 -15
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.d.ts +86 -0
- package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.js +161 -0
- package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.js.map +1 -0
- package/Materials/GreasedLine/greasedLinePluginMaterial.js +0 -6
- package/Materials/GreasedLine/greasedLinePluginMaterial.js.map +1 -1
- package/Materials/GreasedLine/greasedLinePluginMaterialShadersGLSL.js +0 -1
- package/Materials/GreasedLine/greasedLinePluginMaterialShadersGLSL.js.map +1 -1
- package/Materials/GreasedLine/greasedLinePluginMaterialShadersWGSL.js +0 -1
- package/Materials/GreasedLine/greasedLinePluginMaterialShadersWGSL.js.map +1 -1
- package/Materials/Node/Blocks/Dual/clipPlanesBlock.d.ts +14 -0
- package/Materials/Node/Blocks/Dual/clipPlanesBlock.js +14 -0
- package/Materials/Node/Blocks/Dual/clipPlanesBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/currentScreenBlock.d.ts +20 -1
- package/Materials/Node/Blocks/Dual/currentScreenBlock.js +20 -1
- package/Materials/Node/Blocks/Dual/currentScreenBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/depthSourceBlock.d.ts +13 -0
- package/Materials/Node/Blocks/Dual/depthSourceBlock.js +13 -0
- package/Materials/Node/Blocks/Dual/depthSourceBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/fogBlock.d.ts +21 -0
- package/Materials/Node/Blocks/Dual/fogBlock.js +21 -0
- package/Materials/Node/Blocks/Dual/fogBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/imageSourceBlock.d.ts +21 -0
- package/Materials/Node/Blocks/Dual/imageSourceBlock.js +21 -0
- package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/lightBlock.d.ts +38 -0
- package/Materials/Node/Blocks/Dual/lightBlock.js +38 -0
- package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.d.ts +29 -0
- package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +29 -0
- package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/reflectionTextureBlock.d.ts +5 -0
- package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js +5 -0
- package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/sceneDepthBlock.d.ts +16 -0
- package/Materials/Node/Blocks/Dual/sceneDepthBlock.js +16 -0
- package/Materials/Node/Blocks/Dual/sceneDepthBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/smartFilterTextureBlock.d.ts +16 -0
- package/Materials/Node/Blocks/Dual/smartFilterTextureBlock.js +16 -0
- package/Materials/Node/Blocks/Dual/smartFilterTextureBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/textureBlock.d.ts +34 -0
- package/Materials/Node/Blocks/Dual/textureBlock.js +34 -0
- package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/TBNBlock.d.ts +17 -0
- package/Materials/Node/Blocks/Fragment/TBNBlock.js +17 -2
- package/Materials/Node/Blocks/Fragment/TBNBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/ambientOcclusionBlock.d.ts +7 -0
- package/Materials/Node/Blocks/Fragment/ambientOcclusionBlock.js +7 -0
- package/Materials/Node/Blocks/Fragment/ambientOcclusionBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.d.ts +21 -0
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +21 -0
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/heightToNormalBlock.d.ts +10 -0
- package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js +10 -0
- package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/imageProcessingBlock.d.ts +28 -0
- package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js +28 -0
- package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/perturbNormalBlock.d.ts +30 -0
- package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js +30 -1
- package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/screenSizeBlock.d.ts +4 -0
- package/Materials/Node/Blocks/Fragment/screenSizeBlock.js +4 -0
- package/Materials/Node/Blocks/Fragment/screenSizeBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/screenSpaceBlock.d.ts +5 -0
- package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js +5 -0
- package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/twirlBlock.d.ts +3 -0
- package/Materials/Node/Blocks/Fragment/twirlBlock.js +3 -0
- package/Materials/Node/Blocks/Fragment/twirlBlock.js.map +1 -1
- package/Materials/Node/Blocks/GaussianSplatting/splatReaderBlock.d.ts +6 -0
- package/Materials/Node/Blocks/GaussianSplatting/splatReaderBlock.js +6 -0
- package/Materials/Node/Blocks/GaussianSplatting/splatReaderBlock.js.map +1 -1
- package/Materials/Node/Blocks/Input/inputBlock.d.ts +16 -0
- package/Materials/Node/Blocks/Input/inputBlock.js +16 -1
- package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
- package/Materials/Node/Blocks/Input/prePassTextureBlock.d.ts +5 -0
- package/Materials/Node/Blocks/Input/prePassTextureBlock.js +5 -0
- package/Materials/Node/Blocks/Input/prePassTextureBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/anisotropyBlock.d.ts +10 -0
- package/Materials/Node/Blocks/PBR/anisotropyBlock.js +10 -1
- package/Materials/Node/Blocks/PBR/anisotropyBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/clearCoatBlock.d.ts +23 -0
- package/Materials/Node/Blocks/PBR/clearCoatBlock.js +23 -1
- package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/iridescenceBlock.d.ts +17 -0
- package/Materials/Node/Blocks/PBR/iridescenceBlock.js +17 -0
- package/Materials/Node/Blocks/PBR/iridescenceBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.d.ts +41 -0
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +41 -0
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/reflectionBlock.d.ts +21 -0
- package/Materials/Node/Blocks/PBR/reflectionBlock.js +21 -0
- package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/refractionBlock.d.ts +29 -0
- package/Materials/Node/Blocks/PBR/refractionBlock.js +29 -0
- package/Materials/Node/Blocks/PBR/refractionBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/sheenBlock.d.ts +14 -0
- package/Materials/Node/Blocks/PBR/sheenBlock.js +14 -0
- package/Materials/Node/Blocks/PBR/sheenBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/subSurfaceBlock.d.ts +7 -0
- package/Materials/Node/Blocks/PBR/subSurfaceBlock.js +7 -0
- package/Materials/Node/Blocks/PBR/subSurfaceBlock.js.map +1 -1
- package/Materials/Node/Blocks/Particle/particleTextureBlock.d.ts +23 -0
- package/Materials/Node/Blocks/Particle/particleTextureBlock.js +23 -0
- package/Materials/Node/Blocks/Particle/particleTextureBlock.js.map +1 -1
- package/Materials/Node/Blocks/Teleport/teleportInBlock.d.ts +6 -0
- package/Materials/Node/Blocks/Teleport/teleportInBlock.js +6 -0
- package/Materials/Node/Blocks/Teleport/teleportInBlock.js.map +1 -1
- package/Materials/Node/Blocks/Teleport/teleportOutBlock.d.ts +17 -0
- package/Materials/Node/Blocks/Teleport/teleportOutBlock.js +17 -0
- package/Materials/Node/Blocks/Teleport/teleportOutBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/bonesBlock.d.ts +22 -0
- package/Materials/Node/Blocks/Vertex/bonesBlock.js +22 -0
- package/Materials/Node/Blocks/Vertex/bonesBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/instancesBlock.d.ts +13 -0
- package/Materials/Node/Blocks/Vertex/instancesBlock.js +13 -0
- package/Materials/Node/Blocks/Vertex/instancesBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/lightInformationBlock.d.ts +20 -0
- package/Materials/Node/Blocks/Vertex/lightInformationBlock.js +20 -0
- package/Materials/Node/Blocks/Vertex/lightInformationBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/morphTargetsBlock.d.ts +27 -0
- package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js +27 -0
- package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js.map +1 -1
- package/Materials/Node/Blocks/clampBlock.d.ts +10 -0
- package/Materials/Node/Blocks/clampBlock.js +10 -0
- package/Materials/Node/Blocks/clampBlock.js.map +1 -1
- package/Materials/Node/Blocks/cloudBlock.d.ts +10 -0
- package/Materials/Node/Blocks/cloudBlock.js +10 -0
- package/Materials/Node/Blocks/cloudBlock.js.map +1 -1
- package/Materials/Node/Blocks/colorMergerBlock.d.ts +10 -0
- package/Materials/Node/Blocks/colorMergerBlock.js +10 -0
- package/Materials/Node/Blocks/colorMergerBlock.js.map +1 -1
- package/Materials/Node/Blocks/conditionalBlock.d.ts +14 -0
- package/Materials/Node/Blocks/conditionalBlock.js +14 -0
- package/Materials/Node/Blocks/conditionalBlock.js.map +1 -1
- package/Materials/Node/Blocks/curveBlock.d.ts +10 -0
- package/Materials/Node/Blocks/curveBlock.js +10 -0
- package/Materials/Node/Blocks/curveBlock.js.map +1 -1
- package/Materials/Node/Blocks/customBlock.d.ts +10 -0
- package/Materials/Node/Blocks/customBlock.js +10 -0
- package/Materials/Node/Blocks/customBlock.js.map +1 -1
- package/Materials/Node/Blocks/debugBlock.d.ts +10 -0
- package/Materials/Node/Blocks/debugBlock.js +10 -0
- package/Materials/Node/Blocks/debugBlock.js.map +1 -1
- package/Materials/Node/Blocks/fresnelBlock.d.ts +4 -0
- package/Materials/Node/Blocks/fresnelBlock.js +4 -0
- package/Materials/Node/Blocks/fresnelBlock.js.map +1 -1
- package/Materials/Node/Blocks/gradientBlock.d.ts +10 -0
- package/Materials/Node/Blocks/gradientBlock.js +10 -0
- package/Materials/Node/Blocks/gradientBlock.js.map +1 -1
- package/Materials/Node/Blocks/loopBlock.d.ts +10 -0
- package/Materials/Node/Blocks/loopBlock.js +10 -0
- package/Materials/Node/Blocks/loopBlock.js.map +1 -1
- package/Materials/Node/Blocks/matrixBuilderBlock.d.ts +1 -0
- package/Materials/Node/Blocks/matrixBuilderBlock.js +1 -0
- package/Materials/Node/Blocks/matrixBuilderBlock.js.map +1 -1
- package/Materials/Node/Blocks/meshAttributeExistsBlock.d.ts +10 -0
- package/Materials/Node/Blocks/meshAttributeExistsBlock.js +10 -0
- package/Materials/Node/Blocks/meshAttributeExistsBlock.js.map +1 -1
- package/Materials/Node/Blocks/pannerBlock.d.ts +5 -0
- package/Materials/Node/Blocks/pannerBlock.js +5 -0
- package/Materials/Node/Blocks/pannerBlock.js.map +1 -1
- package/Materials/Node/Blocks/remapBlock.d.ts +10 -0
- package/Materials/Node/Blocks/remapBlock.js +10 -0
- package/Materials/Node/Blocks/remapBlock.js.map +1 -1
- package/Materials/Node/Blocks/rotate2dBlock.d.ts +1 -0
- package/Materials/Node/Blocks/rotate2dBlock.js +1 -0
- package/Materials/Node/Blocks/rotate2dBlock.js.map +1 -1
- package/Materials/Node/Blocks/transformBlock.d.ts +10 -0
- package/Materials/Node/Blocks/transformBlock.js +10 -0
- package/Materials/Node/Blocks/transformBlock.js.map +1 -1
- package/Materials/Node/Blocks/triPlanarBlock.d.ts +22 -0
- package/Materials/Node/Blocks/triPlanarBlock.js +22 -0
- package/Materials/Node/Blocks/triPlanarBlock.js.map +1 -1
- package/Materials/Node/Blocks/trigonometryBlock.d.ts +10 -0
- package/Materials/Node/Blocks/trigonometryBlock.js +10 -0
- package/Materials/Node/Blocks/trigonometryBlock.js.map +1 -1
- package/Materials/Node/Blocks/vectorMergerBlock.d.ts +10 -0
- package/Materials/Node/Blocks/vectorMergerBlock.js +10 -0
- package/Materials/Node/Blocks/vectorMergerBlock.js.map +1 -1
- package/Materials/Node/Blocks/viewDirectionBlock.d.ts +5 -0
- package/Materials/Node/Blocks/viewDirectionBlock.js +5 -0
- package/Materials/Node/Blocks/viewDirectionBlock.js.map +1 -1
- package/Materials/Node/Blocks/waveBlock.d.ts +10 -0
- package/Materials/Node/Blocks/waveBlock.js +10 -0
- package/Materials/Node/Blocks/waveBlock.js.map +1 -1
- package/Materials/Node/Blocks/worleyNoise3DBlock.d.ts +1 -0
- package/Materials/Node/Blocks/worleyNoise3DBlock.js +1 -0
- package/Materials/Node/Blocks/worleyNoise3DBlock.js.map +1 -1
- package/Materials/Node/nodeMaterial.d.ts +13 -0
- package/Materials/Node/nodeMaterial.js +14 -2
- package/Materials/Node/nodeMaterial.js.map +1 -1
- package/Materials/Node/nodeMaterialBlock.d.ts +0 -3
- package/Materials/Node/nodeMaterialBlock.js +1 -6
- package/Materials/Node/nodeMaterialBlock.js.map +1 -1
- package/Materials/Node/nodeMaterialBlockConnectionPoint.js +1 -2
- package/Materials/Node/nodeMaterialBlockConnectionPoint.js.map +1 -1
- package/Materials/Textures/Procedurals/proceduralTexture.js +1 -1
- package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
- package/Materials/Textures/mirrorTexture.js +1 -1
- package/Materials/Textures/mirrorTexture.js.map +1 -1
- package/Materials/index.d.ts +2 -0
- package/Materials/index.js +2 -0
- package/Materials/index.js.map +1 -1
- package/Maths/math.constants.d.ts +2 -1
- package/Maths/math.constants.js +3 -2
- package/Maths/math.constants.js.map +1 -1
- package/Meshes/Builders/capsuleBuilder.js +0 -3
- package/Meshes/Builders/capsuleBuilder.js.map +1 -1
- package/Meshes/Builders/cylinderBuilder.d.ts +1 -1
- package/Meshes/Builders/cylinderBuilder.js +1 -2
- package/Meshes/Builders/cylinderBuilder.js.map +1 -1
- package/Meshes/Builders/decalBuilder.js +2 -0
- package/Meshes/Builders/decalBuilder.js.map +1 -1
- package/Meshes/Builders/discBuilder.js +0 -1
- package/Meshes/Builders/discBuilder.js.map +1 -1
- package/Meshes/Builders/groundBuilder.d.ts +50 -54
- package/Meshes/Builders/groundBuilder.js +50 -54
- package/Meshes/Builders/groundBuilder.js.map +1 -1
- package/Meshes/Builders/tiledBoxBuilder.d.ts +0 -26
- package/Meshes/Builders/tiledBoxBuilder.js +0 -26
- package/Meshes/Builders/tiledBoxBuilder.js.map +1 -1
- package/Meshes/Builders/tiledPlaneBuilder.d.ts +0 -25
- package/Meshes/Builders/tiledPlaneBuilder.js +0 -25
- package/Meshes/Builders/tiledPlaneBuilder.js.map +1 -1
- package/Meshes/Builders/torusBuilder.d.ts +0 -13
- package/Meshes/Builders/torusBuilder.js +0 -13
- package/Meshes/Builders/torusBuilder.js.map +1 -1
- package/Meshes/Builders/torusKnotBuilder.d.ts +0 -19
- package/Meshes/Builders/torusKnotBuilder.js +0 -19
- package/Meshes/Builders/torusKnotBuilder.js.map +1 -1
- package/Meshes/Compression/dracoCompressionWorker.js.map +1 -1
- package/Meshes/Compression/dracoDecoder.js.map +1 -1
- package/Meshes/Compression/dracoDecoder.types.d.ts +11 -0
- package/Meshes/Compression/dracoDecoder.types.js.map +1 -1
- package/Meshes/Compression/dracoEncoder.js.map +1 -1
- package/Meshes/Compression/meshoptCompression.js +0 -2
- package/Meshes/Compression/meshoptCompression.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +17 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
- package/Meshes/GreasedLine/greasedLineRibbonMesh.js +0 -8
- package/Meshes/GreasedLine/greasedLineRibbonMesh.js.map +1 -1
- package/Meshes/Node/Blocks/Instances/instantiateBaseBlock.d.ts +1 -0
- package/Meshes/Node/Blocks/Instances/instantiateBaseBlock.js +1 -0
- package/Meshes/Node/Blocks/Instances/instantiateBaseBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.d.ts +1 -0
- package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.js +1 -0
- package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Instances/instantiateOnVerticesBlock.d.ts +1 -0
- package/Meshes/Node/Blocks/Instances/instantiateOnVerticesBlock.js +1 -0
- package/Meshes/Node/Blocks/Instances/instantiateOnVerticesBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.d.ts +1 -0
- package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.js +1 -0
- package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Matrices/scalingBlock.d.ts +1 -0
- package/Meshes/Node/Blocks/Matrices/scalingBlock.js +1 -0
- package/Meshes/Node/Blocks/Matrices/scalingBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Matrices/translationBlock.d.ts +1 -0
- package/Meshes/Node/Blocks/Matrices/translationBlock.js +1 -0
- package/Meshes/Node/Blocks/Matrices/translationBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Set/aggregatorBlock.d.ts +1 -0
- package/Meshes/Node/Blocks/Set/aggregatorBlock.js +1 -0
- package/Meshes/Node/Blocks/Set/aggregatorBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Set/latticeBlock.d.ts +1 -0
- package/Meshes/Node/Blocks/Set/latticeBlock.js +1 -0
- package/Meshes/Node/Blocks/Set/latticeBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Set/setColorsBlock.d.ts +1 -0
- package/Meshes/Node/Blocks/Set/setColorsBlock.js +1 -0
- package/Meshes/Node/Blocks/Set/setColorsBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Set/setMaterialIDBlock.d.ts +1 -0
- package/Meshes/Node/Blocks/Set/setMaterialIDBlock.js +1 -0
- package/Meshes/Node/Blocks/Set/setMaterialIDBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Set/setNormalsBlock.d.ts +1 -0
- package/Meshes/Node/Blocks/Set/setNormalsBlock.js +1 -0
- package/Meshes/Node/Blocks/Set/setNormalsBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Set/setPositionsBlock.d.ts +1 -0
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type { Nullable } from \"../../types\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Matrix, Vector3, Vector4 } from \"../../Maths/math.vector\";\r\nimport { Color4 } from \"../../Maths/math.color\";\r\nimport { Mesh } from \"../mesh\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\nimport { CreateTiledPlaneVertexData } from \"./tiledPlaneBuilder\";\r\nimport { useOpenGLOrientationForUV } from \"../../Compat/compatibilityOptions\";\r\n\r\nconst OP_ADD = 1;\r\nconst OP_SUB = -1;\r\n\r\n/**\r\n * Creates the VertexData for a tiled box\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set/tiled_box\r\n * @param options an object used to set the following optional parameters for the tiled box, required but can be empty\r\n * * pattern sets the rotation or reflection pattern for the tiles,\r\n * * size of the box\r\n * * width of the box, overwrites size\r\n * * height of the box, overwrites size\r\n * * depth of the box, overwrites size\r\n * * tileSize sets the size of a tile\r\n * * tileWidth sets the tile width and overwrites tileSize\r\n * * tileHeight sets the tile width and overwrites tileSize\r\n * * faceUV an array of 6 Vector4 elements used to set different images to each box side\r\n * * faceColors an array of 6 Color4 elements used to set different colors to each box side\r\n * * alignHorizontal places whole tiles aligned to the center, left or right of a row\r\n * * alignVertical places whole tiles aligned to the center, left or right of a column\r\n * @param options.pattern\r\n * @param options.size\r\n * @param options.width\r\n * @param options.height\r\n * @param options.depth\r\n * @param options.tileSize\r\n * @param options.tileWidth\r\n * @param options.tileHeight\r\n * @param options.faceUV\r\n * @param options.faceColors\r\n * @param options.alignHorizontal\r\n * @param options.alignVertical\r\n * @param options.sideOrientation\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * @returns the VertexData of the TiledBox\r\n */\r\nexport function CreateTiledBoxVertexData(options: {\r\n pattern?: number;\r\n size?: number;\r\n width?: number;\r\n height?: number;\r\n depth?: number;\r\n tileSize?: number;\r\n tileWidth?: number;\r\n tileHeight?: number;\r\n faceUV?: Vector4[];\r\n faceColors?: Color4[];\r\n alignHorizontal?: number;\r\n alignVertical?: number;\r\n sideOrientation?: number;\r\n}): VertexData {\r\n const nbFaces = 6;\r\n\r\n const faceUV: Vector4[] = options.faceUV || new Array<Vector4>(6);\r\n const faceColors = options.faceColors;\r\n\r\n const flipTile = options.pattern || Mesh.NO_FLIP;\r\n\r\n const width = options.width || options.size || 1;\r\n const height = options.height || options.size || 1;\r\n const depth = options.depth || options.size || 1;\r\n const tileWidth = options.tileWidth || options.tileSize || 1;\r\n const tileHeight = options.tileHeight || options.tileSize || 1;\r\n const alignH = options.alignHorizontal || 0;\r\n const alignV = options.alignVertical || 0;\r\n\r\n const sideOrientation = options.sideOrientation === 0 ? 0 : options.sideOrientation || VertexData.DEFAULTSIDE;\r\n\r\n // default face colors and UV if undefined\r\n for (let f = 0; f < nbFaces; f++) {\r\n if (faceUV[f] === undefined) {\r\n faceUV[f] = new Vector4(0, 0, 1, 1);\r\n }\r\n if (faceColors && faceColors[f] === undefined) {\r\n faceColors[f] = new Color4(1, 1, 1, 1);\r\n }\r\n }\r\n\r\n const halfWidth = width / 2;\r\n const halfHeight = height / 2;\r\n const halfDepth = depth / 2;\r\n\r\n const faceVertexData: Array<VertexData> = [];\r\n\r\n for (let f = 0; f < 2; f++) {\r\n //front and back\r\n faceVertexData[f] = CreateTiledPlaneVertexData({\r\n pattern: flipTile,\r\n tileWidth: tileWidth,\r\n tileHeight: tileHeight,\r\n width: width,\r\n height: height,\r\n alignVertical: alignV,\r\n alignHorizontal: alignH,\r\n sideOrientation: sideOrientation,\r\n });\r\n }\r\n\r\n for (let f = 2; f < 4; f++) {\r\n //sides\r\n faceVertexData[f] = CreateTiledPlaneVertexData({\r\n pattern: flipTile,\r\n tileWidth: tileWidth,\r\n tileHeight: tileHeight,\r\n width: depth,\r\n height: height,\r\n alignVertical: alignV,\r\n alignHorizontal: alignH,\r\n sideOrientation: sideOrientation,\r\n });\r\n }\r\n\r\n let baseAlignV = alignV;\r\n if (alignV === Mesh.BOTTOM) {\r\n baseAlignV = Mesh.TOP;\r\n } else if (alignV === Mesh.TOP) {\r\n baseAlignV = Mesh.BOTTOM;\r\n }\r\n\r\n for (let f = 4; f < 6; f++) {\r\n //top and bottom\r\n faceVertexData[f] = CreateTiledPlaneVertexData({\r\n pattern: flipTile,\r\n tileWidth: tileWidth,\r\n tileHeight: tileHeight,\r\n width: width,\r\n height: depth,\r\n alignVertical: baseAlignV,\r\n alignHorizontal: alignH,\r\n sideOrientation: sideOrientation,\r\n });\r\n }\r\n\r\n const positions: Array<number> = [];\r\n const normals: Array<number> = [];\r\n let uvs: Array<number> = [];\r\n let indices: Array<number> = [];\r\n const colors: Array<number> = [];\r\n const facePositions: Array<Array<Vector3>> = [];\r\n const faceNormals: Array<Array<Vector3>> = [];\r\n\r\n const newFaceUV: Array<Array<number>> = [];\r\n let lu: number = 0;\r\n\r\n let li: number = 0;\r\n\r\n for (let f = 0; f < nbFaces; f++) {\r\n const len = faceVertexData[f].positions!.length;\r\n facePositions[f] = [];\r\n faceNormals[f] = [];\r\n for (let p = 0; p < len / 3; p++) {\r\n facePositions[f].push(new Vector3(faceVertexData[f].positions![3 * p], faceVertexData[f].positions![3 * p + 1], faceVertexData[f].positions![3 * p + 2]));\r\n faceNormals[f].push(new Vector3(faceVertexData[f].normals![3 * p], faceVertexData[f].normals![3 * p + 1], faceVertexData[f].normals![3 * p + 2]));\r\n }\r\n // uvs\r\n lu = faceVertexData[f].uvs!.length;\r\n newFaceUV[f] = [];\r\n for (let i = 0; i < lu; i += 2) {\r\n newFaceUV[f][i] = faceUV[f].x + (faceUV[f].z - faceUV[f].x) * faceVertexData[f].uvs![i];\r\n newFaceUV[f][i + 1] = faceUV[f].y + (faceUV[f].w - faceUV[f].y) * faceVertexData[f].uvs![i + 1];\r\n\r\n if (useOpenGLOrientationForUV) {\r\n newFaceUV[f][i + 1] = 1.0 - newFaceUV[f][i + 1];\r\n }\r\n }\r\n uvs = uvs.concat(newFaceUV[f]);\r\n\r\n indices = indices.concat(<Array<number>>faceVertexData[f].indices!.map((x: number) => x + li));\r\n li += facePositions[f].length;\r\n if (faceColors) {\r\n const color = faceColors[f];\r\n for (let p = 0; p < facePositions[f].length; p++) {\r\n colors.push(color.r, color.g, color.b, color.a);\r\n }\r\n }\r\n }\r\n\r\n // Define transforms for each face\r\n const faceTransforms = [\r\n // FRONT\r\n { m: Matrix.RotationY(Math.PI), t: new Vector3(0, 0, halfDepth), op: OP_ADD },\r\n // BACK\r\n { m: Matrix.Identity(), t: new Vector3(0, 0, halfDepth), op: OP_SUB },\r\n // RIGHT\r\n { m: Matrix.RotationY(-Math.PI / 2), t: new Vector3(halfWidth, 0, 0), op: OP_ADD },\r\n // LEFT\r\n { m: Matrix.RotationY(Math.PI / 2), t: new Vector3(halfWidth, 0, 0), op: OP_SUB },\r\n // TOP\r\n { m: Matrix.RotationX(Math.PI / 2), t: new Vector3(0, halfHeight, 0), op: OP_ADD },\r\n // BOTTOM\r\n { m: Matrix.RotationX(-Math.PI / 2), t: new Vector3(0, halfHeight, 0), op: OP_SUB },\r\n ];\r\n\r\n // Assemble positions and normals\r\n for (let f = 0; f < nbFaces; f++) {\r\n const { m, t, op } = faceTransforms[f];\r\n\r\n for (const v of facePositions[f]) {\r\n const p = Vector3.TransformCoordinates(v, m);\r\n const final = op === OP_ADD ? p.add(t) : p.subtract(t);\r\n positions.push(final.x, final.y, final.z);\r\n }\r\n\r\n for (const n of faceNormals[f]) {\r\n const nn = Vector3.TransformNormal(n, m);\r\n normals.push(nn.x, nn.y, nn.z);\r\n }\r\n }\r\n\r\n // Result\r\n const vertexData = new VertexData();\r\n\r\n vertexData.indices = indices;\r\n vertexData.positions = positions;\r\n vertexData.normals = normals;\r\n vertexData.uvs = uvs;\r\n\r\n if (faceColors) {\r\n const totalColors = sideOrientation === VertexData.DOUBLESIDE ? colors.concat(colors) : colors;\r\n vertexData.colors = totalColors;\r\n }\r\n\r\n return vertexData;\r\n}\r\n\r\n/**\r\n * Creates a tiled box mesh\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set/tiled_box\r\n * @param name defines the name of the mesh\r\n * @param options an object used to set the following optional parameters for the tiled box, required but can be empty\r\n * * pattern sets the rotation or reflection pattern for the tiles,\r\n * * size of the box\r\n * * width of the box, overwrites size\r\n * * height of the box, overwrites size\r\n * * depth of the box, overwrites size\r\n * * tileSize sets the size of a tile\r\n * * tileWidth sets the tile width and overwrites tileSize\r\n * * tileHeight sets the tile width and overwrites tileSize\r\n * * faceUV an array of 6 Vector4 elements used to set different images to each box side\r\n * * faceColors an array of 6 Color3 elements used to set different colors to each box side\r\n * * alignHorizontal places whole tiles aligned to the center, left or right of a row\r\n * * alignVertical places whole tiles aligned to the center, left or right of a column\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * @param options.pattern\r\n * @param options.width\r\n * @param options.height\r\n * @param options.depth\r\n * @param options.tileSize\r\n * @param options.tileWidth\r\n * @param options.tileHeight\r\n * @param options.alignHorizontal\r\n * @param options.alignVertical\r\n * @param options.faceUV\r\n * @param options.faceColors\r\n * @param options.sideOrientation\r\n * @param options.updatable\r\n * @param scene defines the hosting scene\r\n * @returns the box mesh\r\n */\r\nexport function CreateTiledBox(\r\n name: string,\r\n options: {\r\n pattern?: number;\r\n width?: number;\r\n height?: number;\r\n depth?: number;\r\n tileSize?: number;\r\n tileWidth?: number;\r\n tileHeight?: number;\r\n alignHorizontal?: number;\r\n alignVertical?: number;\r\n faceUV?: Vector4[];\r\n faceColors?: Color4[];\r\n sideOrientation?: number;\r\n updatable?: boolean;\r\n },\r\n scene: Nullable<Scene> = null\r\n): Mesh {\r\n const box = new Mesh(name, scene);\r\n\r\n options.sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);\r\n box._originalBuilderSideOrientation = options.sideOrientation;\r\n\r\n const vertexData = CreateTiledBoxVertexData(options);\r\n\r\n vertexData.applyToMesh(box, options.updatable);\r\n\r\n return box;\r\n}\r\n\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n * @deprecated use CreateTiledBox instead\r\n */\r\nexport const TiledBoxBuilder = {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CreateTiledBox,\r\n};\r\n\r\nVertexData.CreateTiledBox = CreateTiledBoxVertexData;\r\n"]}
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+
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type { Nullable } from \"../../types\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Matrix, Vector3, Vector4 } from \"../../Maths/math.vector\";\r\nimport { Color4 } from \"../../Maths/math.color\";\r\nimport { Mesh } from \"../mesh\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\nimport { CreateTiledPlaneVertexData } from \"./tiledPlaneBuilder\";\r\nimport { useOpenGLOrientationForUV } from \"../../Compat/compatibilityOptions\";\r\n\r\nconst OP_ADD = 1;\r\nconst OP_SUB = -1;\r\n\r\n/**\r\n * Creates the VertexData for a tiled box\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set/tiled_box\r\n * @param options an object used to set the following optional parameters for the tiled box, required but can be empty\r\n * * pattern sets the rotation or reflection pattern for the tiles,\r\n * * size of the box\r\n * * width of the box, overwrites size\r\n * * height of the box, overwrites size\r\n * * depth of the box, overwrites size\r\n * * tileSize sets the size of a tile\r\n * * tileWidth sets the tile width and overwrites tileSize\r\n * * tileHeight sets the tile width and overwrites tileSize\r\n * * faceUV an array of 6 Vector4 elements used to set different images to each box side\r\n * * faceColors an array of 6 Color4 elements used to set different colors to each box side\r\n * * alignHorizontal places whole tiles aligned to the center, left or right of a row\r\n * * alignVertical places whole tiles aligned to the center, left or right of a column\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * @returns the VertexData of the TiledBox\r\n */\r\nexport function CreateTiledBoxVertexData(options: {\r\n pattern?: number;\r\n size?: number;\r\n width?: number;\r\n height?: number;\r\n depth?: number;\r\n tileSize?: number;\r\n tileWidth?: number;\r\n tileHeight?: number;\r\n faceUV?: Vector4[];\r\n faceColors?: Color4[];\r\n alignHorizontal?: number;\r\n alignVertical?: number;\r\n sideOrientation?: number;\r\n}): VertexData {\r\n const nbFaces = 6;\r\n\r\n const faceUV: Vector4[] = options.faceUV || new Array<Vector4>(6);\r\n const faceColors = options.faceColors;\r\n\r\n const flipTile = options.pattern || Mesh.NO_FLIP;\r\n\r\n const width = options.width || options.size || 1;\r\n const height = options.height || options.size || 1;\r\n const depth = options.depth || options.size || 1;\r\n const tileWidth = options.tileWidth || options.tileSize || 1;\r\n const tileHeight = options.tileHeight || options.tileSize || 1;\r\n const alignH = options.alignHorizontal || 0;\r\n const alignV = options.alignVertical || 0;\r\n\r\n const sideOrientation = options.sideOrientation === 0 ? 0 : options.sideOrientation || VertexData.DEFAULTSIDE;\r\n\r\n // default face colors and UV if undefined\r\n for (let f = 0; f < nbFaces; f++) {\r\n if (faceUV[f] === undefined) {\r\n faceUV[f] = new Vector4(0, 0, 1, 1);\r\n }\r\n if (faceColors && faceColors[f] === undefined) {\r\n faceColors[f] = new Color4(1, 1, 1, 1);\r\n }\r\n }\r\n\r\n const halfWidth = width / 2;\r\n const halfHeight = height / 2;\r\n const halfDepth = depth / 2;\r\n\r\n const faceVertexData: Array<VertexData> = [];\r\n\r\n for (let f = 0; f < 2; f++) {\r\n //front and back\r\n faceVertexData[f] = CreateTiledPlaneVertexData({\r\n pattern: flipTile,\r\n tileWidth: tileWidth,\r\n tileHeight: tileHeight,\r\n width: width,\r\n height: height,\r\n alignVertical: alignV,\r\n alignHorizontal: alignH,\r\n sideOrientation: sideOrientation,\r\n });\r\n }\r\n\r\n for (let f = 2; f < 4; f++) {\r\n //sides\r\n faceVertexData[f] = CreateTiledPlaneVertexData({\r\n pattern: flipTile,\r\n tileWidth: tileWidth,\r\n tileHeight: tileHeight,\r\n width: depth,\r\n height: height,\r\n alignVertical: alignV,\r\n alignHorizontal: alignH,\r\n sideOrientation: sideOrientation,\r\n });\r\n }\r\n\r\n let baseAlignV = alignV;\r\n if (alignV === Mesh.BOTTOM) {\r\n baseAlignV = Mesh.TOP;\r\n } else if (alignV === Mesh.TOP) {\r\n baseAlignV = Mesh.BOTTOM;\r\n }\r\n\r\n for (let f = 4; f < 6; f++) {\r\n //top and bottom\r\n faceVertexData[f] = CreateTiledPlaneVertexData({\r\n pattern: flipTile,\r\n tileWidth: tileWidth,\r\n tileHeight: tileHeight,\r\n width: width,\r\n height: depth,\r\n alignVertical: baseAlignV,\r\n alignHorizontal: alignH,\r\n sideOrientation: sideOrientation,\r\n });\r\n }\r\n\r\n const positions: Array<number> = [];\r\n const normals: Array<number> = [];\r\n let uvs: Array<number> = [];\r\n let indices: Array<number> = [];\r\n const colors: Array<number> = [];\r\n const facePositions: Array<Array<Vector3>> = [];\r\n const faceNormals: Array<Array<Vector3>> = [];\r\n\r\n const newFaceUV: Array<Array<number>> = [];\r\n let lu: number = 0;\r\n\r\n let li: number = 0;\r\n\r\n for (let f = 0; f < nbFaces; f++) {\r\n const len = faceVertexData[f].positions!.length;\r\n facePositions[f] = [];\r\n faceNormals[f] = [];\r\n for (let p = 0; p < len / 3; p++) {\r\n facePositions[f].push(new Vector3(faceVertexData[f].positions![3 * p], faceVertexData[f].positions![3 * p + 1], faceVertexData[f].positions![3 * p + 2]));\r\n faceNormals[f].push(new Vector3(faceVertexData[f].normals![3 * p], faceVertexData[f].normals![3 * p + 1], faceVertexData[f].normals![3 * p + 2]));\r\n }\r\n // uvs\r\n lu = faceVertexData[f].uvs!.length;\r\n newFaceUV[f] = [];\r\n for (let i = 0; i < lu; i += 2) {\r\n newFaceUV[f][i] = faceUV[f].x + (faceUV[f].z - faceUV[f].x) * faceVertexData[f].uvs![i];\r\n newFaceUV[f][i + 1] = faceUV[f].y + (faceUV[f].w - faceUV[f].y) * faceVertexData[f].uvs![i + 1];\r\n\r\n if (useOpenGLOrientationForUV) {\r\n newFaceUV[f][i + 1] = 1.0 - newFaceUV[f][i + 1];\r\n }\r\n }\r\n uvs = uvs.concat(newFaceUV[f]);\r\n\r\n indices = indices.concat(<Array<number>>faceVertexData[f].indices!.map((x: number) => x + li));\r\n li += facePositions[f].length;\r\n if (faceColors) {\r\n const color = faceColors[f];\r\n for (let p = 0; p < facePositions[f].length; p++) {\r\n colors.push(color.r, color.g, color.b, color.a);\r\n }\r\n }\r\n }\r\n\r\n // Define transforms for each face\r\n const faceTransforms = [\r\n // FRONT\r\n { m: Matrix.RotationY(Math.PI), t: new Vector3(0, 0, halfDepth), op: OP_ADD },\r\n // BACK\r\n { m: Matrix.Identity(), t: new Vector3(0, 0, halfDepth), op: OP_SUB },\r\n // RIGHT\r\n { m: Matrix.RotationY(-Math.PI / 2), t: new Vector3(halfWidth, 0, 0), op: OP_ADD },\r\n // LEFT\r\n { m: Matrix.RotationY(Math.PI / 2), t: new Vector3(halfWidth, 0, 0), op: OP_SUB },\r\n // TOP\r\n { m: Matrix.RotationX(Math.PI / 2), t: new Vector3(0, halfHeight, 0), op: OP_ADD },\r\n // BOTTOM\r\n { m: Matrix.RotationX(-Math.PI / 2), t: new Vector3(0, halfHeight, 0), op: OP_SUB },\r\n ];\r\n\r\n // Assemble positions and normals\r\n for (let f = 0; f < nbFaces; f++) {\r\n const { m, t, op } = faceTransforms[f];\r\n\r\n for (const v of facePositions[f]) {\r\n const p = Vector3.TransformCoordinates(v, m);\r\n const final = op === OP_ADD ? p.add(t) : p.subtract(t);\r\n positions.push(final.x, final.y, final.z);\r\n }\r\n\r\n for (const n of faceNormals[f]) {\r\n const nn = Vector3.TransformNormal(n, m);\r\n normals.push(nn.x, nn.y, nn.z);\r\n }\r\n }\r\n\r\n // Result\r\n const vertexData = new VertexData();\r\n\r\n vertexData.indices = indices;\r\n vertexData.positions = positions;\r\n vertexData.normals = normals;\r\n vertexData.uvs = uvs;\r\n\r\n if (faceColors) {\r\n const totalColors = sideOrientation === VertexData.DOUBLESIDE ? colors.concat(colors) : colors;\r\n vertexData.colors = totalColors;\r\n }\r\n\r\n return vertexData;\r\n}\r\n\r\n/**\r\n * Creates a tiled box mesh\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set/tiled_box\r\n * @param name defines the name of the mesh\r\n * @param options an object used to set the following optional parameters for the tiled box, required but can be empty\r\n * * pattern sets the rotation or reflection pattern for the tiles,\r\n * * size of the box\r\n * * width of the box, overwrites size\r\n * * height of the box, overwrites size\r\n * * depth of the box, overwrites size\r\n * * tileSize sets the size of a tile\r\n * * tileWidth sets the tile width and overwrites tileSize\r\n * * tileHeight sets the tile width and overwrites tileSize\r\n * * faceUV an array of 6 Vector4 elements used to set different images to each box side\r\n * * faceColors an array of 6 Color3 elements used to set different colors to each box side\r\n * * alignHorizontal places whole tiles aligned to the center, left or right of a row\r\n * * alignVertical places whole tiles aligned to the center, left or right of a column\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * @param scene defines the hosting scene\r\n * @returns the box mesh\r\n */\r\nexport function CreateTiledBox(\r\n name: string,\r\n options: {\r\n pattern?: number;\r\n width?: number;\r\n height?: number;\r\n depth?: number;\r\n tileSize?: number;\r\n tileWidth?: number;\r\n tileHeight?: number;\r\n alignHorizontal?: number;\r\n alignVertical?: number;\r\n faceUV?: Vector4[];\r\n faceColors?: Color4[];\r\n sideOrientation?: number;\r\n updatable?: boolean;\r\n },\r\n scene: Nullable<Scene> = null\r\n): Mesh {\r\n const box = new Mesh(name, scene);\r\n\r\n options.sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);\r\n box._originalBuilderSideOrientation = options.sideOrientation;\r\n\r\n const vertexData = CreateTiledBoxVertexData(options);\r\n\r\n vertexData.applyToMesh(box, options.updatable);\r\n\r\n return box;\r\n}\r\n\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n * @deprecated use CreateTiledBox instead\r\n */\r\nexport const TiledBoxBuilder = {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CreateTiledBox,\r\n};\r\n\r\nVertexData.CreateTiledBox = CreateTiledBoxVertexData;\r\n"]}
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type { Nullable } from \"../../types\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { Vector4 } from \"../../Maths/math.vector\";\r\nimport { Mesh } from \"../mesh\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\n\r\n/**\r\n * Creates the VertexData for a tiled plane\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set/tiled_plane\r\n * @param options an object used to set the following optional parameters for the tiled plane, required but can be empty\r\n * * pattern a limited pattern arrangement depending on the number\r\n * * size of the box\r\n * * width of the box, overwrites size\r\n * * height of the box, overwrites size\r\n * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1\r\n * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size\r\n * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * * alignHorizontal places whole tiles aligned to the center, left or right of a row\r\n * * alignVertical places whole tiles aligned to the center, left or right of a column\r\n * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)\r\n * @param options.pattern\r\n * @param options.tileSize\r\n * @param options.tileWidth\r\n * @param options.tileHeight\r\n * @param options.size\r\n * @param options.width\r\n * @param options.height\r\n * @param options.alignHorizontal\r\n * @param options.alignVertical\r\n * @param options.sideOrientation\r\n * @param options.frontUVs\r\n * @param options.backUVs\r\n * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)\r\n * @returns the VertexData of the tiled plane\r\n */\r\nexport function CreateTiledPlaneVertexData(options: {\r\n pattern?: number;\r\n tileSize?: number;\r\n tileWidth?: number;\r\n tileHeight?: number;\r\n size?: number;\r\n width?: number;\r\n height?: number;\r\n alignHorizontal?: number;\r\n alignVertical?: number;\r\n sideOrientation?: number;\r\n frontUVs?: Vector4;\r\n backUVs?: Vector4;\r\n}): VertexData {\r\n const flipTile = options.pattern || Mesh.NO_FLIP;\r\n const tileWidth = options.tileWidth || options.tileSize || 1;\r\n const tileHeight = options.tileHeight || options.tileSize || 1;\r\n const alignH = options.alignHorizontal || 0;\r\n const alignV = options.alignVertical || 0;\r\n\r\n const width = options.width || options.size || 1;\r\n const tilesX = Math.floor(width / tileWidth);\r\n let offsetX = width - tilesX * tileWidth;\r\n\r\n const height = options.height || options.size || 1;\r\n const tilesY = Math.floor(height / tileHeight);\r\n let offsetY = height - tilesY * tileHeight;\r\n\r\n const halfWidth = (tileWidth * tilesX) / 2;\r\n const halfHeight = (tileHeight * tilesY) / 2;\r\n\r\n let adjustX = 0;\r\n let adjustY = 0;\r\n let startX = 0;\r\n let startY = 0;\r\n let endX = 0;\r\n let endY = 0;\r\n\r\n //Part Tiles\r\n if (offsetX > 0 || offsetY > 0) {\r\n startX = -halfWidth;\r\n startY = -halfHeight;\r\n endX = halfWidth;\r\n endY = halfHeight;\r\n\r\n switch (alignH) {\r\n case Mesh.CENTER:\r\n offsetX /= 2;\r\n startX -= offsetX;\r\n endX += offsetX;\r\n break;\r\n case Mesh.LEFT:\r\n endX += offsetX;\r\n adjustX = -offsetX / 2;\r\n break;\r\n case Mesh.RIGHT:\r\n startX -= offsetX;\r\n adjustX = offsetX / 2;\r\n break;\r\n }\r\n\r\n switch (alignV) {\r\n case Mesh.CENTER:\r\n offsetY /= 2;\r\n startY -= offsetY;\r\n endY += offsetY;\r\n break;\r\n case Mesh.BOTTOM:\r\n endY += offsetY;\r\n adjustY = -offsetY / 2;\r\n break;\r\n case Mesh.TOP:\r\n startY -= offsetY;\r\n adjustY = offsetY / 2;\r\n break;\r\n }\r\n }\r\n\r\n const positions = [];\r\n const normals = [];\r\n const uvBase = [];\r\n uvBase[0] = [0, 0, 1, 0, 1, 1, 0, 1];\r\n uvBase[1] = [0, 0, 1, 0, 1, 1, 0, 1];\r\n if (flipTile === Mesh.ROTATE_TILE || flipTile === Mesh.ROTATE_ROW) {\r\n uvBase[1] = [1, 1, 0, 1, 0, 0, 1, 0];\r\n }\r\n if (flipTile === Mesh.FLIP_TILE || flipTile === Mesh.FLIP_ROW) {\r\n uvBase[1] = [1, 0, 0, 0, 0, 1, 1, 1];\r\n }\r\n if (flipTile === Mesh.FLIP_N_ROTATE_TILE || flipTile === Mesh.FLIP_N_ROTATE_ROW) {\r\n uvBase[1] = [0, 1, 1, 1, 1, 0, 0, 0];\r\n }\r\n let uvs: Array<number> = [];\r\n const colors = [];\r\n const indices = [];\r\n let index = 0;\r\n for (let y = 0; y < tilesY; y++) {\r\n for (let x = 0; x < tilesX; x++) {\r\n positions.push(-halfWidth + x * tileWidth + adjustX, -halfHeight + y * tileHeight + adjustY, 0);\r\n positions.push(-halfWidth + (x + 1) * tileWidth + adjustX, -halfHeight + y * tileHeight + adjustY, 0);\r\n positions.push(-halfWidth + (x + 1) * tileWidth + adjustX, -halfHeight + (y + 1) * tileHeight + adjustY, 0);\r\n positions.push(-halfWidth + x * tileWidth + adjustX, -halfHeight + (y + 1) * tileHeight + adjustY, 0);\r\n indices.push(index, index + 1, index + 3, index + 1, index + 2, index + 3);\r\n if (flipTile === Mesh.FLIP_TILE || flipTile === Mesh.ROTATE_TILE || flipTile === Mesh.FLIP_N_ROTATE_TILE) {\r\n uvs = uvs.concat(uvBase[((x % 2) + (y % 2)) % 2]);\r\n } else if (flipTile === Mesh.FLIP_ROW || flipTile === Mesh.ROTATE_ROW || flipTile === Mesh.FLIP_N_ROTATE_ROW) {\r\n uvs = uvs.concat(uvBase[y % 2]);\r\n } else {\r\n uvs = uvs.concat(uvBase[0]);\r\n }\r\n colors.push(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1);\r\n normals.push(0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1);\r\n index += 4;\r\n }\r\n }\r\n\r\n //Part Tiles\r\n if (offsetX > 0 || offsetY > 0) {\r\n const partialBottomRow: boolean = offsetY > 0 && (alignV === Mesh.CENTER || alignV === Mesh.TOP);\r\n const partialTopRow: boolean = offsetY > 0 && (alignV === Mesh.CENTER || alignV === Mesh.BOTTOM);\r\n const partialLeftCol: boolean = offsetX > 0 && (alignH === Mesh.CENTER || alignH === Mesh.RIGHT);\r\n const partialRightCol: boolean = offsetX > 0 && (alignH === Mesh.CENTER || alignH === Mesh.LEFT);\r\n let uvPart: Array<number> = [];\r\n let a, b, c, d: number;\r\n\r\n //corners\r\n if (partialBottomRow && partialLeftCol) {\r\n //bottom left corner\r\n positions.push(startX + adjustX, startY + adjustY, 0);\r\n positions.push(-halfWidth + adjustX, startY + adjustY, 0);\r\n positions.push(-halfWidth + adjustX, startY + offsetY + adjustY, 0);\r\n positions.push(startX + adjustX, startY + offsetY + adjustY, 0);\r\n indices.push(index, index + 1, index + 3, index + 1, index + 2, index + 3);\r\n index += 4;\r\n a = 1 - offsetX / tileWidth;\r\n b = 1 - offsetY / tileHeight;\r\n c = 1;\r\n d = 1;\r\n uvPart = [a, b, c, b, c, d, a, d];\r\n if (flipTile === Mesh.ROTATE_ROW) {\r\n uvPart = [1 - a, 1 - b, 1 - c, 1 - b, 1 - c, 1 - d, 1 - a, 1 - d];\r\n }\r\n if (flipTile === Mesh.FLIP_ROW) {\r\n uvPart = [1 - a, b, 1 - c, b, 1 - c, d, 1 - a, d];\r\n }\r\n if (flipTile === Mesh.FLIP_N_ROTATE_ROW) {\r\n uvPart = [a, 1 - b, c, 1 - b, c, 1 - d, a, 1 - d];\r\n }\r\n uvs = uvs.concat(uvPart);\r\n colors.push(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1);\r\n normals.push(0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1);\r\n }\r\n\r\n if (partialBottomRow && partialRightCol) {\r\n //bottom right corner\r\n positions.push(halfWidth + adjustX, startY + adjustY, 0);\r\n positions.push(endX + adjustX, startY + adjustY, 0);\r\n positions.push(endX + adjustX, startY + offsetY + adjustY, 0);\r\n positions.push(halfWidth + adjustX, startY + offsetY + adjustY, 0);\r\n indices.push(index, index + 1, index + 3, index + 1, index + 2, index + 3);\r\n index += 4;\r\n a = 0;\r\n b = 1 - offsetY / tileHeight;\r\n c = offsetX / tileWidth;\r\n d = 1;\r\n uvPart = [a, b, c, b, c, d, a, d];\r\n if (flipTile === Mesh.ROTATE_ROW || (flipTile === Mesh.ROTATE_TILE && tilesX % 2 === 0)) {\r\n uvPart = [1 - a, 1 - b, 1 - c, 1 - b, 1 - c, 1 - d, 1 - a, 1 - d];\r\n }\r\n if (flipTile === Mesh.FLIP_ROW || (flipTile === Mesh.FLIP_TILE && tilesX % 2 === 0)) {\r\n uvPart = [1 - a, b, 1 - c, b, 1 - c, d, 1 - a, d];\r\n }\r\n if (flipTile === Mesh.FLIP_N_ROTATE_ROW || (flipTile === Mesh.FLIP_N_ROTATE_TILE && tilesX % 2 === 0)) {\r\n uvPart = [a, 1 - b, c, 1 - b, c, 1 - d, a, 1 - d];\r\n }\r\n uvs = uvs.concat(uvPart);\r\n colors.push(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1);\r\n normals.push(0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1);\r\n }\r\n\r\n if (partialTopRow && partialLeftCol) {\r\n //top left corner\r\n positions.push(startX + adjustX, halfHeight + adjustY, 0);\r\n positions.push(-halfWidth + adjustX, halfHeight + adjustY, 0);\r\n positions.push(-halfWidth + adjustX, endY + adjustY, 0);\r\n positions.push(startX + adjustX, endY + adjustY, 0);\r\n indices.push(index, index + 1, index + 3, index + 1, index + 2, index + 3);\r\n index += 4;\r\n a = 1 - offsetX / tileWidth;\r\n b = 0;\r\n c = 1;\r\n d = offsetY / tileHeight;\r\n uvPart = [a, b, c, b, c, d, a, d];\r\n if ((flipTile === Mesh.ROTATE_ROW && tilesY % 2 === 1) || (flipTile === Mesh.ROTATE_TILE && tilesY % 1 === 0)) {\r\n uvPart = [1 - a, 1 - b, 1 - c, 1 - b, 1 - c, 1 - d, 1 - a, 1 - d];\r\n }\r\n if ((flipTile === Mesh.FLIP_ROW && tilesY % 2 === 1) || (flipTile === Mesh.FLIP_TILE && tilesY % 2 === 0)) {\r\n uvPart = [1 - a, b, 1 - c, b, 1 - c, d, 1 - a, d];\r\n }\r\n if ((flipTile === Mesh.FLIP_N_ROTATE_ROW && tilesY % 2 === 1) || (flipTile === Mesh.FLIP_N_ROTATE_TILE && tilesY % 2 === 0)) {\r\n uvPart = [a, 1 - b, c, 1 - b, c, 1 - d, a, 1 - d];\r\n }\r\n uvs = uvs.concat(uvPart);\r\n colors.push(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1);\r\n normals.push(0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1);\r\n }\r\n\r\n if (partialTopRow && partialRightCol) {\r\n //top right corner\r\n positions.push(halfWidth + adjustX, halfHeight + adjustY, 0);\r\n positions.push(endX + adjustX, halfHeight + adjustY, 0);\r\n positions.push(endX + adjustX, endY + adjustY, 0);\r\n positions.push(halfWidth + adjustX, endY + adjustY, 0);\r\n indices.push(index, index + 1, index + 3, index + 1, index + 2, index + 3);\r\n index += 4;\r\n a = 0;\r\n b = 0;\r\n c = offsetX / tileWidth;\r\n d = offsetY / tileHeight;\r\n uvPart = [a, b, c, b, c, d, a, d];\r\n if ((flipTile === Mesh.ROTATE_ROW && tilesY % 2 === 1) || (flipTile === Mesh.ROTATE_TILE && (tilesY + tilesX) % 2 === 1)) {\r\n uvPart = [1 - a, 1 - b, 1 - c, 1 - b, 1 - c, 1 - d, 1 - a, 1 - d];\r\n }\r\n if ((flipTile === Mesh.FLIP_ROW && tilesY % 2 === 1) || (flipTile === Mesh.FLIP_TILE && (tilesY + tilesX) % 2 === 1)) {\r\n uvPart = [1 - a, b, 1 - c, b, 1 - c, d, 1 - a, d];\r\n }\r\n if ((flipTile === Mesh.FLIP_N_ROTATE_ROW && tilesY % 2 === 1) || (flipTile === Mesh.FLIP_N_ROTATE_TILE && (tilesY + tilesX) % 2 === 1)) {\r\n uvPart = [a, 1 - b, c, 1 - b, c, 1 - d, a, 1 - d];\r\n }\r\n uvs = uvs.concat(uvPart);\r\n colors.push(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1);\r\n normals.push(0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1);\r\n }\r\n\r\n //part rows\r\n if (partialBottomRow) {\r\n const uvBaseBR = [];\r\n a = 0;\r\n b = 1 - offsetY / tileHeight;\r\n c = 1;\r\n d = 1;\r\n uvBaseBR[0] = [a, b, c, b, c, d, a, d];\r\n uvBaseBR[1] = [a, b, c, b, c, d, a, d];\r\n if (flipTile === Mesh.ROTATE_TILE || flipTile === Mesh.ROTATE_ROW) {\r\n uvBaseBR[1] = [1 - a, 1 - b, 1 - c, 1 - b, 1 - c, 1 - d, 1 - a, 1 - d];\r\n }\r\n if (flipTile === Mesh.FLIP_TILE || flipTile === Mesh.FLIP_ROW) {\r\n uvBaseBR[1] = [1 - a, b, 1 - c, b, 1 - c, d, 1 - a, d];\r\n }\r\n if (flipTile === Mesh.FLIP_N_ROTATE_TILE || flipTile === Mesh.FLIP_N_ROTATE_ROW) {\r\n uvBaseBR[1] = [a, 1 - b, c, 1 - b, c, 1 - d, a, 1 - d];\r\n }\r\n for (let x = 0; x < tilesX; x++) {\r\n positions.push(-halfWidth + x * tileWidth + adjustX, startY + adjustY, 0);\r\n positions.push(-halfWidth + (x + 1) * tileWidth + adjustX, startY + adjustY, 0);\r\n positions.push(-halfWidth + (x + 1) * tileWidth + adjustX, startY + offsetY + adjustY, 0);\r\n positions.push(-halfWidth + x * tileWidth + adjustX, startY + offsetY + adjustY, 0);\r\n indices.push(index, index + 1, index + 3, index + 1, index + 2, index + 3);\r\n index += 4;\r\n if (flipTile === Mesh.FLIP_TILE || flipTile === Mesh.ROTATE_TILE || flipTile === Mesh.FLIP_N_ROTATE_TILE) {\r\n uvs = uvs.concat(uvBaseBR[(x + 1) % 2]);\r\n } else if (flipTile === Mesh.FLIP_ROW || flipTile === Mesh.ROTATE_ROW || flipTile === Mesh.FLIP_N_ROTATE_ROW) {\r\n uvs = uvs.concat(uvBaseBR[1]);\r\n } else {\r\n uvs = uvs.concat(uvBaseBR[0]);\r\n }\r\n colors.push(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1);\r\n normals.push(0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1);\r\n }\r\n }\r\n\r\n if (partialTopRow) {\r\n const uvBaseTR = [];\r\n a = 0;\r\n b = 0;\r\n c = 1;\r\n d = offsetY / tileHeight;\r\n uvBaseTR[0] = [a, b, c, b, c, d, a, d];\r\n uvBaseTR[1] = [a, b, c, b, c, d, a, d];\r\n if (flipTile === Mesh.ROTATE_TILE || flipTile === Mesh.ROTATE_ROW) {\r\n uvBaseTR[1] = [1 - a, 1 - b, 1 - c, 1 - b, 1 - c, 1 - d, 1 - a, 1 - d];\r\n }\r\n if (flipTile === Mesh.FLIP_TILE || flipTile === Mesh.FLIP_ROW) {\r\n uvBaseTR[1] = [1 - a, b, 1 - c, b, 1 - c, d, 1 - a, d];\r\n }\r\n if (flipTile === Mesh.FLIP_N_ROTATE_TILE || flipTile === Mesh.FLIP_N_ROTATE_ROW) {\r\n uvBaseTR[1] = [a, 1 - b, c, 1 - b, c, 1 - d, a, 1 - d];\r\n }\r\n for (let x = 0; x < tilesX; x++) {\r\n positions.push(-halfWidth + x * tileWidth + adjustX, endY - offsetY + adjustY, 0);\r\n positions.push(-halfWidth + (x + 1) * tileWidth + adjustX, endY - offsetY + adjustY, 0);\r\n positions.push(-halfWidth + (x + 1) * tileWidth + adjustX, endY + adjustY, 0);\r\n positions.push(-halfWidth + x * tileWidth + adjustX, endY + adjustY, 0);\r\n indices.push(index, index + 1, index + 3, index + 1, index + 2, index + 3);\r\n index += 4;\r\n if (flipTile === Mesh.FLIP_TILE || flipTile === Mesh.ROTATE_TILE || flipTile === Mesh.FLIP_N_ROTATE_TILE) {\r\n uvs = uvs.concat(uvBaseTR[(x + tilesY) % 2]);\r\n } else if (flipTile === Mesh.FLIP_ROW || flipTile === Mesh.ROTATE_ROW || flipTile === Mesh.FLIP_N_ROTATE_ROW) {\r\n uvs = uvs.concat(uvBaseTR[tilesY % 2]);\r\n } else {\r\n uvs = uvs.concat(uvBaseTR[0]);\r\n }\r\n colors.push(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1);\r\n normals.push(0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1);\r\n }\r\n }\r\n\r\n if (partialLeftCol) {\r\n const uvBaseLC = [];\r\n a = 1 - offsetX / tileWidth;\r\n b = 0;\r\n c = 1;\r\n d = 1;\r\n uvBaseLC[0] = [a, b, c, b, c, d, a, d];\r\n uvBaseLC[1] = [a, b, c, b, c, d, a, d];\r\n if (flipTile === Mesh.ROTATE_TILE || flipTile === Mesh.ROTATE_ROW) {\r\n uvBaseLC[1] = [1 - a, 1 - b, 1 - c, 1 - b, 1 - c, 1 - d, 1 - a, 1 - d];\r\n }\r\n if (flipTile === Mesh.FLIP_TILE || flipTile === Mesh.FLIP_ROW) {\r\n uvBaseLC[1] = [1 - a, b, 1 - c, b, 1 - c, d, 1 - a, d];\r\n }\r\n if (flipTile === Mesh.FLIP_N_ROTATE_TILE || flipTile === Mesh.FLIP_N_ROTATE_ROW) {\r\n uvBaseLC[1] = [a, 1 - b, c, 1 - b, c, 1 - d, a, 1 - d];\r\n }\r\n for (let y = 0; y < tilesY; y++) {\r\n positions.push(startX + adjustX, -halfHeight + y * tileHeight + adjustY, 0);\r\n positions.push(startX + offsetX + adjustX, -halfHeight + y * tileHeight + adjustY, 0);\r\n positions.push(startX + offsetX + adjustX, -halfHeight + (y + 1) * tileHeight + adjustY, 0);\r\n positions.push(startX + adjustX, -halfHeight + (y + 1) * tileHeight + adjustY, 0);\r\n indices.push(index, index + 1, index + 3, index + 1, index + 2, index + 3);\r\n index += 4;\r\n if (flipTile === Mesh.FLIP_TILE || flipTile === Mesh.ROTATE_TILE || flipTile === Mesh.FLIP_N_ROTATE_TILE) {\r\n uvs = uvs.concat(uvBaseLC[(y + 1) % 2]);\r\n } else if (flipTile === Mesh.FLIP_ROW || flipTile === Mesh.ROTATE_ROW || flipTile === Mesh.FLIP_N_ROTATE_ROW) {\r\n uvs = uvs.concat(uvBaseLC[y % 2]);\r\n } else {\r\n uvs = uvs.concat(uvBaseLC[0]);\r\n }\r\n colors.push(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1);\r\n normals.push(0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1);\r\n }\r\n }\r\n\r\n if (partialRightCol) {\r\n const uvBaseRC = [];\r\n a = 0;\r\n b = 0;\r\n c = offsetX / tileHeight;\r\n d = 1;\r\n uvBaseRC[0] = [a, b, c, b, c, d, a, d];\r\n uvBaseRC[1] = [a, b, c, b, c, d, a, d];\r\n if (flipTile === Mesh.ROTATE_TILE || flipTile === Mesh.ROTATE_ROW) {\r\n uvBaseRC[1] = [1 - a, 1 - b, 1 - c, 1 - b, 1 - c, 1 - d, 1 - a, 1 - d];\r\n }\r\n if (flipTile === Mesh.FLIP_TILE || flipTile === Mesh.FLIP_ROW) {\r\n uvBaseRC[1] = [1 - a, b, 1 - c, b, 1 - c, d, 1 - a, d];\r\n }\r\n if (flipTile === Mesh.FLIP_N_ROTATE_TILE || flipTile === Mesh.FLIP_N_ROTATE_ROW) {\r\n uvBaseRC[1] = [a, 1 - b, c, 1 - b, c, 1 - d, a, 1 - d];\r\n }\r\n for (let y = 0; y < tilesY; y++) {\r\n positions.push(endX - offsetX + adjustX, -halfHeight + y * tileHeight + adjustY, 0);\r\n positions.push(endX + adjustX, -halfHeight + y * tileHeight + adjustY, 0);\r\n positions.push(endX + adjustX, -halfHeight + (y + 1) * tileHeight + adjustY, 0);\r\n positions.push(endX - offsetX + adjustX, -halfHeight + (y + 1) * tileHeight + adjustY, 0);\r\n indices.push(index, index + 1, index + 3, index + 1, index + 2, index + 3);\r\n index += 4;\r\n if (flipTile === Mesh.FLIP_TILE || flipTile === Mesh.ROTATE_TILE || flipTile === Mesh.FLIP_N_ROTATE_TILE) {\r\n uvs = uvs.concat(uvBaseRC[(y + tilesX) % 2]);\r\n } else if (flipTile === Mesh.FLIP_ROW || flipTile === Mesh.ROTATE_ROW || flipTile === Mesh.FLIP_N_ROTATE_ROW) {\r\n uvs = uvs.concat(uvBaseRC[y % 2]);\r\n } else {\r\n uvs = uvs.concat(uvBaseRC[0]);\r\n }\r\n colors.push(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1);\r\n normals.push(0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1);\r\n }\r\n }\r\n }\r\n\r\n const sideOrientation = options.sideOrientation === 0 ? 0 : options.sideOrientation || VertexData.DEFAULTSIDE;\r\n\r\n // sides\r\n VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);\r\n\r\n // Result\r\n const vertexData = new VertexData();\r\n\r\n vertexData.indices = indices;\r\n vertexData.positions = positions;\r\n vertexData.normals = normals;\r\n vertexData.uvs = uvs;\r\n\r\n const totalColors = sideOrientation === VertexData.DOUBLESIDE ? colors.concat(colors) : colors;\r\n vertexData.colors = totalColors;\r\n\r\n return vertexData;\r\n}\r\n\r\n/**\r\n * Creates a tiled plane mesh\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set/tiled_plane\r\n * @param name defines the name of the mesh\r\n * @param options an object used to set the following optional parameters for the tiled plane, required but can be empty\r\n * * pattern a limited pattern arrangement depending on the number\r\n * * size of the box\r\n * * width of the box, overwrites size\r\n * * height of the box, overwrites size\r\n * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1\r\n * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size\r\n * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * * alignHorizontal places whole tiles aligned to the center, left or right of a row\r\n * * alignVertical places whole tiles aligned to the center, left or right of a column\r\n * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)\r\n * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)\r\n * @param options.pattern\r\n * @param options.tileSize\r\n * @param options.tileWidth\r\n * @param options.tileHeight\r\n * @param options.size\r\n * @param options.width\r\n * @param options.height\r\n * @param options.alignHorizontal\r\n * @param options.alignVertical\r\n * @param options.sideOrientation\r\n * @param options.frontUVs\r\n * @param options.backUVs\r\n * @param options.updatable\r\n * @param scene defines the hosting scene\r\n * @returns the box mesh\r\n */\r\nexport function CreateTiledPlane(\r\n name: string,\r\n options: {\r\n pattern?: number;\r\n tileSize?: number;\r\n tileWidth?: number;\r\n tileHeight?: number;\r\n size?: number;\r\n width?: number;\r\n height?: number;\r\n alignHorizontal?: number;\r\n alignVertical?: number;\r\n sideOrientation?: number;\r\n frontUVs?: Vector4;\r\n backUVs?: Vector4;\r\n updatable?: boolean;\r\n },\r\n scene: Nullable<Scene> = null\r\n): Mesh {\r\n const plane = new Mesh(name, scene);\r\n\r\n options.sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);\r\n plane._originalBuilderSideOrientation = options.sideOrientation;\r\n\r\n const vertexData = CreateTiledPlaneVertexData(options);\r\n\r\n vertexData.applyToMesh(plane, options.updatable);\r\n\r\n return plane;\r\n}\r\n\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n * @deprecated use CreateTiledPlane instead\r\n */\r\nexport const TiledPlaneBuilder = {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CreateTiledPlane,\r\n};\r\n\r\nVertexData.CreateTiledPlane = CreateTiledPlaneVertexData;\r\n"]}
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+
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type { Nullable } from \"../../types\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { Vector4 } from \"../../Maths/math.vector\";\r\nimport { Mesh } from \"../mesh\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\n\r\n/**\r\n * Creates the VertexData for a tiled plane\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set/tiled_plane\r\n * @param options an object used to set the following optional parameters for the tiled plane, required but can be empty\r\n * * pattern a limited pattern arrangement depending on the number\r\n * * size of the box\r\n * * width of the box, overwrites size\r\n * * height of the box, overwrites size\r\n * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1\r\n * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size\r\n * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * * alignHorizontal places whole tiles aligned to the center, left or right of a row\r\n * * alignVertical places whole tiles aligned to the center, left or right of a column\r\n * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)\r\n * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)\r\n * @returns the VertexData of the tiled plane\r\n */\r\nexport function CreateTiledPlaneVertexData(options: {\r\n pattern?: number;\r\n tileSize?: number;\r\n tileWidth?: number;\r\n tileHeight?: number;\r\n size?: number;\r\n width?: number;\r\n height?: number;\r\n alignHorizontal?: number;\r\n alignVertical?: number;\r\n sideOrientation?: number;\r\n frontUVs?: Vector4;\r\n backUVs?: Vector4;\r\n}): VertexData {\r\n const flipTile = options.pattern || Mesh.NO_FLIP;\r\n const tileWidth = options.tileWidth || options.tileSize || 1;\r\n const tileHeight = options.tileHeight || options.tileSize || 1;\r\n const alignH = options.alignHorizontal || 0;\r\n const alignV = options.alignVertical || 0;\r\n\r\n const width = options.width || options.size || 1;\r\n const tilesX = Math.floor(width / tileWidth);\r\n let offsetX = width - tilesX * tileWidth;\r\n\r\n const height = options.height || options.size || 1;\r\n const tilesY = Math.floor(height / tileHeight);\r\n let offsetY = height - tilesY * tileHeight;\r\n\r\n const halfWidth = (tileWidth * tilesX) / 2;\r\n const halfHeight = (tileHeight * tilesY) / 2;\r\n\r\n let adjustX = 0;\r\n let adjustY = 0;\r\n let startX = 0;\r\n let startY = 0;\r\n let endX = 0;\r\n let endY = 0;\r\n\r\n //Part Tiles\r\n if (offsetX > 0 || offsetY > 0) {\r\n startX = -halfWidth;\r\n startY = -halfHeight;\r\n endX = halfWidth;\r\n endY = halfHeight;\r\n\r\n switch (alignH) {\r\n case Mesh.CENTER:\r\n offsetX /= 2;\r\n startX -= offsetX;\r\n endX += offsetX;\r\n break;\r\n case Mesh.LEFT:\r\n endX += offsetX;\r\n adjustX = -offsetX / 2;\r\n break;\r\n case Mesh.RIGHT:\r\n startX -= offsetX;\r\n adjustX = offsetX / 2;\r\n break;\r\n }\r\n\r\n switch (alignV) {\r\n case Mesh.CENTER:\r\n offsetY /= 2;\r\n startY -= offsetY;\r\n endY += offsetY;\r\n break;\r\n case Mesh.BOTTOM:\r\n endY += offsetY;\r\n adjustY = -offsetY / 2;\r\n break;\r\n case Mesh.TOP:\r\n startY -= offsetY;\r\n adjustY = offsetY / 2;\r\n break;\r\n }\r\n }\r\n\r\n const positions = [];\r\n const normals = [];\r\n const uvBase = [];\r\n uvBase[0] = [0, 0, 1, 0, 1, 1, 0, 1];\r\n uvBase[1] = [0, 0, 1, 0, 1, 1, 0, 1];\r\n if (flipTile === Mesh.ROTATE_TILE || flipTile === Mesh.ROTATE_ROW) {\r\n uvBase[1] = [1, 1, 0, 1, 0, 0, 1, 0];\r\n }\r\n if (flipTile === Mesh.FLIP_TILE || flipTile === Mesh.FLIP_ROW) {\r\n uvBase[1] = [1, 0, 0, 0, 0, 1, 1, 1];\r\n }\r\n if (flipTile === Mesh.FLIP_N_ROTATE_TILE || flipTile === Mesh.FLIP_N_ROTATE_ROW) {\r\n uvBase[1] = [0, 1, 1, 1, 1, 0, 0, 0];\r\n }\r\n let uvs: Array<number> = [];\r\n const colors = [];\r\n const indices = [];\r\n let index = 0;\r\n for (let y = 0; y < tilesY; y++) {\r\n for (let x = 0; x < tilesX; x++) {\r\n positions.push(-halfWidth + x * tileWidth + adjustX, -halfHeight + y * tileHeight + adjustY, 0);\r\n positions.push(-halfWidth + (x + 1) * tileWidth + adjustX, -halfHeight + y * tileHeight + adjustY, 0);\r\n positions.push(-halfWidth + (x + 1) * tileWidth + adjustX, -halfHeight + (y + 1) * tileHeight + adjustY, 0);\r\n positions.push(-halfWidth + x * tileWidth + adjustX, -halfHeight + (y + 1) * tileHeight + adjustY, 0);\r\n indices.push(index, index + 1, index + 3, index + 1, index + 2, index + 3);\r\n if (flipTile === Mesh.FLIP_TILE || flipTile === Mesh.ROTATE_TILE || flipTile === Mesh.FLIP_N_ROTATE_TILE) {\r\n uvs = uvs.concat(uvBase[((x % 2) + (y % 2)) % 2]);\r\n } else if (flipTile === Mesh.FLIP_ROW || flipTile === Mesh.ROTATE_ROW || flipTile === Mesh.FLIP_N_ROTATE_ROW) {\r\n uvs = uvs.concat(uvBase[y % 2]);\r\n } else {\r\n uvs = uvs.concat(uvBase[0]);\r\n }\r\n colors.push(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1);\r\n normals.push(0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1);\r\n index += 4;\r\n }\r\n }\r\n\r\n //Part Tiles\r\n if (offsetX > 0 || offsetY > 0) {\r\n const partialBottomRow: boolean = offsetY > 0 && (alignV === Mesh.CENTER || alignV === Mesh.TOP);\r\n const partialTopRow: boolean = offsetY > 0 && (alignV === Mesh.CENTER || alignV === Mesh.BOTTOM);\r\n const partialLeftCol: boolean = offsetX > 0 && (alignH === Mesh.CENTER || alignH === Mesh.RIGHT);\r\n const partialRightCol: boolean = offsetX > 0 && (alignH === Mesh.CENTER || alignH === Mesh.LEFT);\r\n let uvPart: Array<number> = [];\r\n let a, b, c, d: number;\r\n\r\n //corners\r\n if (partialBottomRow && partialLeftCol) {\r\n //bottom left corner\r\n positions.push(startX + adjustX, startY + adjustY, 0);\r\n positions.push(-halfWidth + adjustX, startY + adjustY, 0);\r\n positions.push(-halfWidth + adjustX, startY + offsetY + adjustY, 0);\r\n positions.push(startX + adjustX, startY + offsetY + adjustY, 0);\r\n indices.push(index, index + 1, index + 3, index + 1, index + 2, index + 3);\r\n index += 4;\r\n a = 1 - offsetX / tileWidth;\r\n b = 1 - offsetY / tileHeight;\r\n c = 1;\r\n d = 1;\r\n uvPart = [a, b, c, b, c, d, a, d];\r\n if (flipTile === Mesh.ROTATE_ROW) {\r\n uvPart = [1 - a, 1 - b, 1 - c, 1 - b, 1 - c, 1 - d, 1 - a, 1 - d];\r\n }\r\n if (flipTile === Mesh.FLIP_ROW) {\r\n uvPart = [1 - a, b, 1 - c, b, 1 - c, d, 1 - a, d];\r\n }\r\n if (flipTile === Mesh.FLIP_N_ROTATE_ROW) {\r\n uvPart = [a, 1 - b, c, 1 - b, c, 1 - d, a, 1 - d];\r\n }\r\n uvs = uvs.concat(uvPart);\r\n colors.push(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1);\r\n normals.push(0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1);\r\n }\r\n\r\n if (partialBottomRow && partialRightCol) {\r\n //bottom right corner\r\n positions.push(halfWidth + adjustX, startY + adjustY, 0);\r\n positions.push(endX + adjustX, startY + adjustY, 0);\r\n positions.push(endX + adjustX, startY + offsetY + adjustY, 0);\r\n positions.push(halfWidth + adjustX, startY + offsetY + adjustY, 0);\r\n indices.push(index, index + 1, index + 3, index + 1, index + 2, index + 3);\r\n index += 4;\r\n a = 0;\r\n b = 1 - offsetY / tileHeight;\r\n c = offsetX / tileWidth;\r\n d = 1;\r\n uvPart = [a, b, c, b, c, d, a, d];\r\n if (flipTile === Mesh.ROTATE_ROW || (flipTile === Mesh.ROTATE_TILE && tilesX % 2 === 0)) {\r\n uvPart = [1 - a, 1 - b, 1 - c, 1 - b, 1 - c, 1 - d, 1 - a, 1 - d];\r\n }\r\n if (flipTile === Mesh.FLIP_ROW || (flipTile === Mesh.FLIP_TILE && tilesX % 2 === 0)) {\r\n uvPart = [1 - a, b, 1 - c, b, 1 - c, d, 1 - a, d];\r\n }\r\n if (flipTile === Mesh.FLIP_N_ROTATE_ROW || (flipTile === Mesh.FLIP_N_ROTATE_TILE && tilesX % 2 === 0)) {\r\n uvPart = [a, 1 - b, c, 1 - b, c, 1 - d, a, 1 - d];\r\n }\r\n uvs = uvs.concat(uvPart);\r\n colors.push(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1);\r\n normals.push(0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1);\r\n }\r\n\r\n if (partialTopRow && partialLeftCol) {\r\n //top left corner\r\n positions.push(startX + adjustX, halfHeight + adjustY, 0);\r\n positions.push(-halfWidth + adjustX, halfHeight + adjustY, 0);\r\n positions.push(-halfWidth + adjustX, endY + adjustY, 0);\r\n positions.push(startX + adjustX, endY + adjustY, 0);\r\n indices.push(index, index + 1, index + 3, index + 1, index + 2, index + 3);\r\n index += 4;\r\n a = 1 - offsetX / tileWidth;\r\n b = 0;\r\n c = 1;\r\n d = offsetY / tileHeight;\r\n uvPart = [a, b, c, b, c, d, a, d];\r\n if ((flipTile === Mesh.ROTATE_ROW && tilesY % 2 === 1) || (flipTile === Mesh.ROTATE_TILE && tilesY % 1 === 0)) {\r\n uvPart = [1 - a, 1 - b, 1 - c, 1 - b, 1 - c, 1 - d, 1 - a, 1 - d];\r\n }\r\n if ((flipTile === Mesh.FLIP_ROW && tilesY % 2 === 1) || (flipTile === Mesh.FLIP_TILE && tilesY % 2 === 0)) {\r\n uvPart = [1 - a, b, 1 - c, b, 1 - c, d, 1 - a, d];\r\n }\r\n if ((flipTile === Mesh.FLIP_N_ROTATE_ROW && tilesY % 2 === 1) || (flipTile === Mesh.FLIP_N_ROTATE_TILE && tilesY % 2 === 0)) {\r\n uvPart = [a, 1 - b, c, 1 - b, c, 1 - d, a, 1 - d];\r\n }\r\n uvs = uvs.concat(uvPart);\r\n colors.push(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1);\r\n normals.push(0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1);\r\n }\r\n\r\n if (partialTopRow && partialRightCol) {\r\n //top right corner\r\n positions.push(halfWidth + adjustX, halfHeight + adjustY, 0);\r\n positions.push(endX + adjustX, halfHeight + adjustY, 0);\r\n positions.push(endX + adjustX, endY + adjustY, 0);\r\n positions.push(halfWidth + adjustX, endY + adjustY, 0);\r\n indices.push(index, index + 1, index + 3, index + 1, index + 2, index + 3);\r\n index += 4;\r\n a = 0;\r\n b = 0;\r\n c = offsetX / tileWidth;\r\n d = offsetY / tileHeight;\r\n uvPart = [a, b, c, b, c, d, a, d];\r\n if ((flipTile === Mesh.ROTATE_ROW && tilesY % 2 === 1) || (flipTile === Mesh.ROTATE_TILE && (tilesY + tilesX) % 2 === 1)) {\r\n uvPart = [1 - a, 1 - b, 1 - c, 1 - b, 1 - c, 1 - d, 1 - a, 1 - d];\r\n }\r\n if ((flipTile === Mesh.FLIP_ROW && tilesY % 2 === 1) || (flipTile === Mesh.FLIP_TILE && (tilesY + tilesX) % 2 === 1)) {\r\n uvPart = [1 - a, b, 1 - c, b, 1 - c, d, 1 - a, d];\r\n }\r\n if ((flipTile === Mesh.FLIP_N_ROTATE_ROW && tilesY % 2 === 1) || (flipTile === Mesh.FLIP_N_ROTATE_TILE && (tilesY + tilesX) % 2 === 1)) {\r\n uvPart = [a, 1 - b, c, 1 - b, c, 1 - d, a, 1 - d];\r\n }\r\n uvs = uvs.concat(uvPart);\r\n colors.push(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1);\r\n normals.push(0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1);\r\n }\r\n\r\n //part rows\r\n if (partialBottomRow) {\r\n const uvBaseBR = [];\r\n a = 0;\r\n b = 1 - offsetY / tileHeight;\r\n c = 1;\r\n d = 1;\r\n uvBaseBR[0] = [a, b, c, b, c, d, a, d];\r\n uvBaseBR[1] = [a, b, c, b, c, d, a, d];\r\n if (flipTile === Mesh.ROTATE_TILE || flipTile === Mesh.ROTATE_ROW) {\r\n uvBaseBR[1] = [1 - a, 1 - b, 1 - c, 1 - b, 1 - c, 1 - d, 1 - a, 1 - d];\r\n }\r\n if (flipTile === Mesh.FLIP_TILE || flipTile === Mesh.FLIP_ROW) {\r\n uvBaseBR[1] = [1 - a, b, 1 - c, b, 1 - c, d, 1 - a, d];\r\n }\r\n if (flipTile === Mesh.FLIP_N_ROTATE_TILE || flipTile === Mesh.FLIP_N_ROTATE_ROW) {\r\n uvBaseBR[1] = [a, 1 - b, c, 1 - b, c, 1 - d, a, 1 - d];\r\n }\r\n for (let x = 0; x < tilesX; x++) {\r\n positions.push(-halfWidth + x * tileWidth + adjustX, startY + adjustY, 0);\r\n positions.push(-halfWidth + (x + 1) * tileWidth + adjustX, startY + adjustY, 0);\r\n positions.push(-halfWidth + (x + 1) * tileWidth + adjustX, startY + offsetY + adjustY, 0);\r\n positions.push(-halfWidth + x * tileWidth + adjustX, startY + offsetY + adjustY, 0);\r\n indices.push(index, index + 1, index + 3, index + 1, index + 2, index + 3);\r\n index += 4;\r\n if (flipTile === Mesh.FLIP_TILE || flipTile === Mesh.ROTATE_TILE || flipTile === Mesh.FLIP_N_ROTATE_TILE) {\r\n uvs = uvs.concat(uvBaseBR[(x + 1) % 2]);\r\n } else if (flipTile === Mesh.FLIP_ROW || flipTile === Mesh.ROTATE_ROW || flipTile === Mesh.FLIP_N_ROTATE_ROW) {\r\n uvs = uvs.concat(uvBaseBR[1]);\r\n } else {\r\n uvs = uvs.concat(uvBaseBR[0]);\r\n }\r\n colors.push(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1);\r\n normals.push(0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1);\r\n }\r\n }\r\n\r\n if (partialTopRow) {\r\n const uvBaseTR = [];\r\n a = 0;\r\n b = 0;\r\n c = 1;\r\n d = offsetY / tileHeight;\r\n uvBaseTR[0] = [a, b, c, b, c, d, a, d];\r\n uvBaseTR[1] = [a, b, c, b, c, d, a, d];\r\n if (flipTile === Mesh.ROTATE_TILE || flipTile === Mesh.ROTATE_ROW) {\r\n uvBaseTR[1] = [1 - a, 1 - b, 1 - c, 1 - b, 1 - c, 1 - d, 1 - a, 1 - d];\r\n }\r\n if (flipTile === Mesh.FLIP_TILE || flipTile === Mesh.FLIP_ROW) {\r\n uvBaseTR[1] = [1 - a, b, 1 - c, b, 1 - c, d, 1 - a, d];\r\n }\r\n if (flipTile === Mesh.FLIP_N_ROTATE_TILE || flipTile === Mesh.FLIP_N_ROTATE_ROW) {\r\n uvBaseTR[1] = [a, 1 - b, c, 1 - b, c, 1 - d, a, 1 - d];\r\n }\r\n for (let x = 0; x < tilesX; x++) {\r\n positions.push(-halfWidth + x * tileWidth + adjustX, endY - offsetY + adjustY, 0);\r\n positions.push(-halfWidth + (x + 1) * tileWidth + adjustX, endY - offsetY + adjustY, 0);\r\n positions.push(-halfWidth + (x + 1) * tileWidth + adjustX, endY + adjustY, 0);\r\n positions.push(-halfWidth + x * tileWidth + adjustX, endY + adjustY, 0);\r\n indices.push(index, index + 1, index + 3, index + 1, index + 2, index + 3);\r\n index += 4;\r\n if (flipTile === Mesh.FLIP_TILE || flipTile === Mesh.ROTATE_TILE || flipTile === Mesh.FLIP_N_ROTATE_TILE) {\r\n uvs = uvs.concat(uvBaseTR[(x + tilesY) % 2]);\r\n } else if (flipTile === Mesh.FLIP_ROW || flipTile === Mesh.ROTATE_ROW || flipTile === Mesh.FLIP_N_ROTATE_ROW) {\r\n uvs = uvs.concat(uvBaseTR[tilesY % 2]);\r\n } else {\r\n uvs = uvs.concat(uvBaseTR[0]);\r\n }\r\n colors.push(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1);\r\n normals.push(0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1);\r\n }\r\n }\r\n\r\n if (partialLeftCol) {\r\n const uvBaseLC = [];\r\n a = 1 - offsetX / tileWidth;\r\n b = 0;\r\n c = 1;\r\n d = 1;\r\n uvBaseLC[0] = [a, b, c, b, c, d, a, d];\r\n uvBaseLC[1] = [a, b, c, b, c, d, a, d];\r\n if (flipTile === Mesh.ROTATE_TILE || flipTile === Mesh.ROTATE_ROW) {\r\n uvBaseLC[1] = [1 - a, 1 - b, 1 - c, 1 - b, 1 - c, 1 - d, 1 - a, 1 - d];\r\n }\r\n if (flipTile === Mesh.FLIP_TILE || flipTile === Mesh.FLIP_ROW) {\r\n uvBaseLC[1] = [1 - a, b, 1 - c, b, 1 - c, d, 1 - a, d];\r\n }\r\n if (flipTile === Mesh.FLIP_N_ROTATE_TILE || flipTile === Mesh.FLIP_N_ROTATE_ROW) {\r\n uvBaseLC[1] = [a, 1 - b, c, 1 - b, c, 1 - d, a, 1 - d];\r\n }\r\n for (let y = 0; y < tilesY; y++) {\r\n positions.push(startX + adjustX, -halfHeight + y * tileHeight + adjustY, 0);\r\n positions.push(startX + offsetX + adjustX, -halfHeight + y * tileHeight + adjustY, 0);\r\n positions.push(startX + offsetX + adjustX, -halfHeight + (y + 1) * tileHeight + adjustY, 0);\r\n positions.push(startX + adjustX, -halfHeight + (y + 1) * tileHeight + adjustY, 0);\r\n indices.push(index, index + 1, index + 3, index + 1, index + 2, index + 3);\r\n index += 4;\r\n if (flipTile === Mesh.FLIP_TILE || flipTile === Mesh.ROTATE_TILE || flipTile === Mesh.FLIP_N_ROTATE_TILE) {\r\n uvs = uvs.concat(uvBaseLC[(y + 1) % 2]);\r\n } else if (flipTile === Mesh.FLIP_ROW || flipTile === Mesh.ROTATE_ROW || flipTile === Mesh.FLIP_N_ROTATE_ROW) {\r\n uvs = uvs.concat(uvBaseLC[y % 2]);\r\n } else {\r\n uvs = uvs.concat(uvBaseLC[0]);\r\n }\r\n colors.push(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1);\r\n normals.push(0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1);\r\n }\r\n }\r\n\r\n if (partialRightCol) {\r\n const uvBaseRC = [];\r\n a = 0;\r\n b = 0;\r\n c = offsetX / tileHeight;\r\n d = 1;\r\n uvBaseRC[0] = [a, b, c, b, c, d, a, d];\r\n uvBaseRC[1] = [a, b, c, b, c, d, a, d];\r\n if (flipTile === Mesh.ROTATE_TILE || flipTile === Mesh.ROTATE_ROW) {\r\n uvBaseRC[1] = [1 - a, 1 - b, 1 - c, 1 - b, 1 - c, 1 - d, 1 - a, 1 - d];\r\n }\r\n if (flipTile === Mesh.FLIP_TILE || flipTile === Mesh.FLIP_ROW) {\r\n uvBaseRC[1] = [1 - a, b, 1 - c, b, 1 - c, d, 1 - a, d];\r\n }\r\n if (flipTile === Mesh.FLIP_N_ROTATE_TILE || flipTile === Mesh.FLIP_N_ROTATE_ROW) {\r\n uvBaseRC[1] = [a, 1 - b, c, 1 - b, c, 1 - d, a, 1 - d];\r\n }\r\n for (let y = 0; y < tilesY; y++) {\r\n positions.push(endX - offsetX + adjustX, -halfHeight + y * tileHeight + adjustY, 0);\r\n positions.push(endX + adjustX, -halfHeight + y * tileHeight + adjustY, 0);\r\n positions.push(endX + adjustX, -halfHeight + (y + 1) * tileHeight + adjustY, 0);\r\n positions.push(endX - offsetX + adjustX, -halfHeight + (y + 1) * tileHeight + adjustY, 0);\r\n indices.push(index, index + 1, index + 3, index + 1, index + 2, index + 3);\r\n index += 4;\r\n if (flipTile === Mesh.FLIP_TILE || flipTile === Mesh.ROTATE_TILE || flipTile === Mesh.FLIP_N_ROTATE_TILE) {\r\n uvs = uvs.concat(uvBaseRC[(y + tilesX) % 2]);\r\n } else if (flipTile === Mesh.FLIP_ROW || flipTile === Mesh.ROTATE_ROW || flipTile === Mesh.FLIP_N_ROTATE_ROW) {\r\n uvs = uvs.concat(uvBaseRC[y % 2]);\r\n } else {\r\n uvs = uvs.concat(uvBaseRC[0]);\r\n }\r\n colors.push(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1);\r\n normals.push(0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1);\r\n }\r\n }\r\n }\r\n\r\n const sideOrientation = options.sideOrientation === 0 ? 0 : options.sideOrientation || VertexData.DEFAULTSIDE;\r\n\r\n // sides\r\n VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);\r\n\r\n // Result\r\n const vertexData = new VertexData();\r\n\r\n vertexData.indices = indices;\r\n vertexData.positions = positions;\r\n vertexData.normals = normals;\r\n vertexData.uvs = uvs;\r\n\r\n const totalColors = sideOrientation === VertexData.DOUBLESIDE ? colors.concat(colors) : colors;\r\n vertexData.colors = totalColors;\r\n\r\n return vertexData;\r\n}\r\n\r\n/**\r\n * Creates a tiled plane mesh\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set/tiled_plane\r\n * @param name defines the name of the mesh\r\n * @param options an object used to set the following optional parameters for the tiled plane, required but can be empty\r\n * * pattern a limited pattern arrangement depending on the number\r\n * * size of the box\r\n * * width of the box, overwrites size\r\n * * height of the box, overwrites size\r\n * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1\r\n * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size\r\n * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * * alignHorizontal places whole tiles aligned to the center, left or right of a row\r\n * * alignVertical places whole tiles aligned to the center, left or right of a column\r\n * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)\r\n * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)\r\n * @param scene defines the hosting scene\r\n * @returns the box mesh\r\n */\r\nexport function CreateTiledPlane(\r\n name: string,\r\n options: {\r\n pattern?: number;\r\n tileSize?: number;\r\n tileWidth?: number;\r\n tileHeight?: number;\r\n size?: number;\r\n width?: number;\r\n height?: number;\r\n alignHorizontal?: number;\r\n alignVertical?: number;\r\n sideOrientation?: number;\r\n frontUVs?: Vector4;\r\n backUVs?: Vector4;\r\n updatable?: boolean;\r\n },\r\n scene: Nullable<Scene> = null\r\n): Mesh {\r\n const plane = new Mesh(name, scene);\r\n\r\n options.sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);\r\n plane._originalBuilderSideOrientation = options.sideOrientation;\r\n\r\n const vertexData = CreateTiledPlaneVertexData(options);\r\n\r\n vertexData.applyToMesh(plane, options.updatable);\r\n\r\n return plane;\r\n}\r\n\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n * @deprecated use CreateTiledPlane instead\r\n */\r\nexport const TiledPlaneBuilder = {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CreateTiledPlane,\r\n};\r\n\r\nVertexData.CreateTiledPlane = CreateTiledPlaneVertexData;\r\n"]}
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type { Vector4 } from \"../../Maths/math.vector\";\r\nimport { Matrix, Vector3, Vector2 } from \"../../Maths/math.vector\";\r\nimport { Mesh } from \"../mesh\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { useOpenGLOrientationForUV } from \"../../Compat/compatibilityOptions\";\r\n\r\n/**\r\n * Creates the VertexData for a torus\r\n * @param options an object used to set the following optional parameters for the box, required but can be empty\r\n * * diameter the diameter of the torus, optional default 1\r\n * * thickness the diameter of the tube forming the torus, optional default 0.5\r\n * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)\r\n * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)\r\n * @param options.diameter\r\n * @param options.thickness\r\n * @param options.tessellation\r\n * @param options.sideOrientation\r\n * @param options.frontUVs\r\n * @param options.backUVs\r\n * @returns the VertexData of the torus\r\n */\r\nexport function CreateTorusVertexData(options: { diameter?: number; thickness?: number; tessellation?: number; sideOrientation?: number; frontUVs?: Vector4; backUVs?: Vector4 }) {\r\n const indices = [];\r\n const positions = [];\r\n const normals = [];\r\n const uvs = [];\r\n\r\n const diameter = options.diameter || 1;\r\n const thickness = options.thickness || 0.5;\r\n const tessellation = (options.tessellation || 16) | 0;\r\n const sideOrientation = options.sideOrientation === 0 ? 0 : options.sideOrientation || VertexData.DEFAULTSIDE;\r\n\r\n const stride = tessellation + 1;\r\n\r\n for (let i = 0; i <= tessellation; i++) {\r\n const u = i / tessellation;\r\n\r\n const outerAngle = (i * Math.PI * 2.0) / tessellation - Math.PI / 2.0;\r\n\r\n const transform = Matrix.Translation(diameter / 2.0, 0, 0).multiply(Matrix.RotationY(outerAngle));\r\n\r\n for (let j = 0; j <= tessellation; j++) {\r\n const v = 1 - j / tessellation;\r\n\r\n const innerAngle = (j * Math.PI * 2.0) / tessellation + Math.PI;\r\n const dx = Math.cos(innerAngle);\r\n const dy = Math.sin(innerAngle);\r\n\r\n // Create a vertex.\r\n let normal = new Vector3(dx, dy, 0);\r\n let position = normal.scale(thickness / 2);\r\n const textureCoordinate = new Vector2(u, v);\r\n\r\n position = Vector3.TransformCoordinates(position, transform);\r\n normal = Vector3.TransformNormal(normal, transform);\r\n\r\n positions.push(position.x, position.y, position.z);\r\n normals.push(normal.x, normal.y, normal.z);\r\n uvs.push(textureCoordinate.x, useOpenGLOrientationForUV ? 1.0 - textureCoordinate.y : textureCoordinate.y);\r\n\r\n // And create indices for two triangles.\r\n const nextI = (i + 1) % stride;\r\n const nextJ = (j + 1) % stride;\r\n\r\n indices.push(i * stride + j);\r\n indices.push(i * stride + nextJ);\r\n indices.push(nextI * stride + j);\r\n\r\n indices.push(i * stride + nextJ);\r\n indices.push(nextI * stride + nextJ);\r\n indices.push(nextI * stride + j);\r\n }\r\n }\r\n\r\n // Sides\r\n VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);\r\n\r\n // Result\r\n const vertexData = new VertexData();\r\n\r\n vertexData.indices = indices;\r\n vertexData.positions = positions;\r\n vertexData.normals = normals;\r\n vertexData.uvs = uvs;\r\n\r\n return vertexData;\r\n}\r\n\r\n/**\r\n * Creates a torus mesh\r\n * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)\r\n * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)\r\n * * The parameter `tessellation` sets the number of torus sides (positive integer, default 16)\r\n * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE\r\n * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#side-orientation\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param options.diameter\r\n * @param options.thickness\r\n * @param options.tessellation\r\n * @param options.updatable\r\n * @param options.sideOrientation\r\n * @param options.frontUVs\r\n * @param options.backUVs\r\n * @param scene defines the hosting scene\r\n * @returns the torus mesh\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#torus\r\n */\r\nexport function CreateTorus(\r\n name: string,\r\n options: { diameter?: number; thickness?: number; tessellation?: number; updatable?: boolean; sideOrientation?: number; frontUVs?: Vector4; backUVs?: Vector4 } = {},\r\n scene?: Scene\r\n): Mesh {\r\n const torus = new Mesh(name, scene);\r\n\r\n options.sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);\r\n torus._originalBuilderSideOrientation = options.sideOrientation;\r\n\r\n const vertexData = CreateTorusVertexData(options);\r\n\r\n vertexData.applyToMesh(torus, options.updatable);\r\n\r\n return torus;\r\n}\r\n\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n * @deprecated use CreateTorus instead\r\n */\r\nexport const TorusBuilder = {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CreateTorus,\r\n};\r\n\r\nVertexData.CreateTorus = CreateTorusVertexData;\r\n\r\nMesh.CreateTorus = (name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh => {\r\n const options = {\r\n diameter,\r\n thickness,\r\n tessellation,\r\n sideOrientation,\r\n updatable,\r\n };\r\n\r\n return CreateTorus(name, options, scene);\r\n};\r\n"]}
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1
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type { Vector4 } from \"../../Maths/math.vector\";\r\nimport { Matrix, Vector3, Vector2 } from \"../../Maths/math.vector\";\r\nimport { Mesh } from \"../mesh\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { useOpenGLOrientationForUV } from \"../../Compat/compatibilityOptions\";\r\n\r\n/**\r\n * Creates the VertexData for a torus\r\n * @param options an object used to set the following optional parameters for the box, required but can be empty\r\n * * diameter the diameter of the torus, optional default 1\r\n * * thickness the diameter of the tube forming the torus, optional default 0.5\r\n * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)\r\n * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)\r\n * @returns the VertexData of the torus\r\n */\r\nexport function CreateTorusVertexData(options: { diameter?: number; thickness?: number; tessellation?: number; sideOrientation?: number; frontUVs?: Vector4; backUVs?: Vector4 }) {\r\n const indices = [];\r\n const positions = [];\r\n const normals = [];\r\n const uvs = [];\r\n\r\n const diameter = options.diameter || 1;\r\n const thickness = options.thickness || 0.5;\r\n const tessellation = (options.tessellation || 16) | 0;\r\n const sideOrientation = options.sideOrientation === 0 ? 0 : options.sideOrientation || VertexData.DEFAULTSIDE;\r\n\r\n const stride = tessellation + 1;\r\n\r\n for (let i = 0; i <= tessellation; i++) {\r\n const u = i / tessellation;\r\n\r\n const outerAngle = (i * Math.PI * 2.0) / tessellation - Math.PI / 2.0;\r\n\r\n const transform = Matrix.Translation(diameter / 2.0, 0, 0).multiply(Matrix.RotationY(outerAngle));\r\n\r\n for (let j = 0; j <= tessellation; j++) {\r\n const v = 1 - j / tessellation;\r\n\r\n const innerAngle = (j * Math.PI * 2.0) / tessellation + Math.PI;\r\n const dx = Math.cos(innerAngle);\r\n const dy = Math.sin(innerAngle);\r\n\r\n // Create a vertex.\r\n let normal = new Vector3(dx, dy, 0);\r\n let position = normal.scale(thickness / 2);\r\n const textureCoordinate = new Vector2(u, v);\r\n\r\n position = Vector3.TransformCoordinates(position, transform);\r\n normal = Vector3.TransformNormal(normal, transform);\r\n\r\n positions.push(position.x, position.y, position.z);\r\n normals.push(normal.x, normal.y, normal.z);\r\n uvs.push(textureCoordinate.x, useOpenGLOrientationForUV ? 1.0 - textureCoordinate.y : textureCoordinate.y);\r\n\r\n // And create indices for two triangles.\r\n const nextI = (i + 1) % stride;\r\n const nextJ = (j + 1) % stride;\r\n\r\n indices.push(i * stride + j);\r\n indices.push(i * stride + nextJ);\r\n indices.push(nextI * stride + j);\r\n\r\n indices.push(i * stride + nextJ);\r\n indices.push(nextI * stride + nextJ);\r\n indices.push(nextI * stride + j);\r\n }\r\n }\r\n\r\n // Sides\r\n VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);\r\n\r\n // Result\r\n const vertexData = new VertexData();\r\n\r\n vertexData.indices = indices;\r\n vertexData.positions = positions;\r\n vertexData.normals = normals;\r\n vertexData.uvs = uvs;\r\n\r\n return vertexData;\r\n}\r\n\r\n/**\r\n * Creates a torus mesh\r\n * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)\r\n * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)\r\n * * The parameter `tessellation` sets the number of torus sides (positive integer, default 16)\r\n * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE\r\n * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#side-orientation\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @returns the torus mesh\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#torus\r\n */\r\nexport function CreateTorus(\r\n name: string,\r\n options: { diameter?: number; thickness?: number; tessellation?: number; updatable?: boolean; sideOrientation?: number; frontUVs?: Vector4; backUVs?: Vector4 } = {},\r\n scene?: Scene\r\n): Mesh {\r\n const torus = new Mesh(name, scene);\r\n\r\n options.sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);\r\n torus._originalBuilderSideOrientation = options.sideOrientation;\r\n\r\n const vertexData = CreateTorusVertexData(options);\r\n\r\n vertexData.applyToMesh(torus, options.updatable);\r\n\r\n return torus;\r\n}\r\n\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n * @deprecated use CreateTorus instead\r\n */\r\nexport const TorusBuilder = {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CreateTorus,\r\n};\r\n\r\nVertexData.CreateTorus = CreateTorusVertexData;\r\n\r\nMesh.CreateTorus = (name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh => {\r\n const options = {\r\n diameter,\r\n thickness,\r\n tessellation,\r\n sideOrientation,\r\n updatable,\r\n };\r\n\r\n return CreateTorus(name, options, scene);\r\n};\r\n"]}
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