@onerjs/core 8.41.6 → 8.41.8
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/geospatialCamera.js +21 -20
- 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/AbstractEngine/abstractEngine.views.js +5 -2
- package/Engines/AbstractEngine/abstractEngine.views.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 -0
- package/Engines/abstractEngine.js +11 -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/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 +1 -1
- package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
- package/Lights/Shadows/shadowGenerator.js +2 -3
- package/Lights/Shadows/shadowGenerator.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/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/GaussianSplatting/gaussianSplattingMesh.js +17 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
- package/Meshes/instancedMesh.js +1 -0
- package/Meshes/instancedMesh.js.map +1 -1
- package/Meshes/mesh.d.ts +5 -0
- package/Meshes/mesh.js +39 -16
- package/Meshes/mesh.js.map +1 -1
- package/Misc/dataStorage.d.ts +13 -0
- package/Misc/dataStorage.js +25 -0
- package/Misc/dataStorage.js.map +1 -1
- package/Morph/morphTarget.d.ts +9 -5
- package/Morph/morphTarget.js +15 -7
- package/Morph/morphTarget.js.map +1 -1
- package/Morph/morphTargetManager.d.ts +3 -1
- package/Morph/morphTargetManager.js +5 -2
- package/Morph/morphTargetManager.js.map +1 -1
- package/Particles/Node/Blocks/Emitters/boxShapeBlock.js +1 -1
- package/Particles/Node/Blocks/Emitters/boxShapeBlock.js.map +1 -1
- package/Particles/Node/Blocks/Emitters/coneShapeBlock.js +1 -1
- package/Particles/Node/Blocks/Emitters/coneShapeBlock.js.map +1 -1
- package/Particles/Node/Blocks/Emitters/customShapeBlock.js +1 -1
- package/Particles/Node/Blocks/Emitters/customShapeBlock.js.map +1 -1
- package/Particles/Node/Blocks/Emitters/cylinderShapeBlock.js +1 -1
- package/Particles/Node/Blocks/Emitters/cylinderShapeBlock.js.map +1 -1
- package/Particles/Node/Blocks/Emitters/emitters.functions.js +3 -3
- package/Particles/Node/Blocks/Emitters/emitters.functions.js.map +1 -1
- package/Particles/Node/Blocks/Emitters/meshShapeBlock.js +1 -1
- package/Particles/Node/Blocks/Emitters/meshShapeBlock.js.map +1 -1
- package/Particles/Node/Blocks/Emitters/pointShapeBlock.js +1 -1
- package/Particles/Node/Blocks/Emitters/pointShapeBlock.js.map +1 -1
- package/Particles/Node/Blocks/Emitters/sphereShapeBlock.js +1 -1
- package/Particles/Node/Blocks/Emitters/sphereShapeBlock.js.map +1 -1
- package/Particles/Node/Blocks/Update/basicPositionUpdateBlock.js +2 -2
- package/Particles/Node/Blocks/Update/basicPositionUpdateBlock.js.map +1 -1
- package/Particles/Node/Blocks/Update/updateNoiseBlock.js +7 -7
- package/Particles/Node/Blocks/Update/updateNoiseBlock.js.map +1 -1
- package/Particles/Node/Blocks/particleLocalVariableBlock.js +2 -2
- package/Particles/Node/Blocks/particleLocalVariableBlock.js.map +1 -1
- package/Particles/Node/nodeParticleBuildState.js +7 -7
- package/Particles/Node/nodeParticleBuildState.js.map +1 -1
- package/Particles/Node/nodeParticleSystemSet.helper.js +9 -4
- package/Particles/Node/nodeParticleSystemSet.helper.js.map +1 -1
- package/Particles/particle.d.ts +73 -61
- package/Particles/particle.js +106 -91
- package/Particles/particle.js.map +1 -1
- package/Particles/particleSystem.js +5 -5
- package/Particles/particleSystem.js.map +1 -1
- package/Particles/thinParticleSystem.function.js +83 -83
- package/Particles/thinParticleSystem.function.js.map +1 -1
- package/Particles/thinParticleSystem.js +8 -8
- package/Particles/thinParticleSystem.js.map +1 -1
- package/Physics/v2/Plugins/havokPlugin.d.ts +14 -1
- package/Physics/v2/Plugins/havokPlugin.js +154 -10
- package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
- package/Probes/reflectionProbe.js +9 -6
- package/Probes/reflectionProbe.js.map +1 -1
- package/Rendering/objectRenderer.d.ts +3 -1
- package/Rendering/objectRenderer.js +28 -8
- package/Rendering/objectRenderer.js.map +1 -1
- package/Rendering/reflectiveShadowMap.js +1 -1
- package/Rendering/reflectiveShadowMap.js.map +1 -1
- package/Rendering/thinDepthPeelingRenderer.js +8 -0
- package/Rendering/thinDepthPeelingRenderer.js.map +1 -1
- package/Shaders/gaussianSplatting.fragment.js +8 -2
- package/Shaders/gaussianSplatting.fragment.js.map +1 -1
- package/Shaders/gaussianSplatting.vertex.js +8 -2
- package/Shaders/gaussianSplatting.vertex.js.map +1 -1
- package/ShadersWGSL/gaussianSplatting.fragment.js +7 -1
- package/ShadersWGSL/gaussianSplatting.fragment.js.map +1 -1
- package/ShadersWGSL/gaussianSplatting.vertex.js +8 -2
- package/ShadersWGSL/gaussianSplatting.vertex.js.map +1 -1
- package/package.json +1 -1
- package/scene.d.ts +22 -1
- package/scene.js +15 -15
- package/scene.js.map +1 -1
package/Debug/skeletonViewer.js
CHANGED
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@@ -293,6 +293,10 @@ export class SkeletonViewer {
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set debugMesh(value) {
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this._debugMesh = value;
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}
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/** Gets the local axes mesh */
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get debugLocalAxesMesh() {
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return this._localAxes;
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}
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/** Gets the displayMode */
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get displayMode() {
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return this.options.displayMode || SkeletonViewer.DISPLAY_LINES;
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scene,
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/** [true] defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
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autoUpdateBonesMatrices = true,
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/** [
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renderingGroupId =
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/** [2] defines the rendering group id to use with the viewer */
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renderingGroupId = 2,
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/** [Object] is the options for the viewer */
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options = {}) {
|
|
329
333
|
this.skeleton = skeleton;
|
|
@@ -422,6 +426,7 @@ export class SkeletonViewer {
|
|
|
422
426
|
if (this.debugMesh) {
|
|
423
427
|
this.debugMesh.setEnabled(value);
|
|
424
428
|
}
|
|
429
|
+
this._localAxes?.setEnabled(value);
|
|
425
430
|
if (value && !this._obs) {
|
|
426
431
|
this._bindObs();
|
|
427
432
|
}
|
|
@@ -526,20 +531,6 @@ export class SkeletonViewer {
|
|
|
526
531
|
this.utilityLayer.utilityLayerScene.animationsEnabled = animationState;
|
|
527
532
|
}
|
|
528
533
|
}
|
|
529
|
-
/**
|
|
530
|
-
* function to get the absolute bind pose of a bone by accumulating transformations up the bone hierarchy.
|
|
531
|
-
* @param bone
|
|
532
|
-
* @param matrix
|
|
533
|
-
*/
|
|
534
|
-
_getAbsoluteBindPoseToRef(bone, matrix) {
|
|
535
|
-
if (bone === null || bone._index === -1) {
|
|
536
|
-
matrix.copyFrom(Matrix.Identity());
|
|
537
|
-
return;
|
|
538
|
-
}
|
|
539
|
-
this._getAbsoluteBindPoseToRef(bone.getParent(), matrix);
|
|
540
|
-
bone.getBindMatrix().multiplyToRef(matrix, matrix);
|
|
541
|
-
return;
|
|
542
|
-
}
|
|
543
534
|
_createSpur(anchorPoint, bone, childPoint, childBone, displayOptions, utilityLayerScene) {
|
|
544
535
|
const dir = childPoint.subtract(anchorPoint);
|
|
545
536
|
const h = dir.length();
|
|
@@ -652,7 +643,7 @@ export class SkeletonViewer {
|
|
|
652
643
|
continue;
|
|
653
644
|
}
|
|
654
645
|
const boneAbsoluteBindPoseTransform = new Matrix();
|
|
655
|
-
|
|
646
|
+
bone.getAbsoluteInverseBindMatrix().invertToRef(boneAbsoluteBindPoseTransform);
|
|
656
647
|
const anchorPoint = new Vector3();
|
|
657
648
|
boneAbsoluteBindPoseTransform.decompose(undefined, undefined, anchorPoint);
|
|
658
649
|
if (bone.children.length > 0) {
|
|
@@ -665,10 +656,9 @@ export class SkeletonViewer {
|
|
|
665
656
|
if (distanceFromParent > longestBoneLength) {
|
|
666
657
|
longestBoneLength = distanceFromParent;
|
|
667
658
|
}
|
|
668
|
-
if (spheresOnly) {
|
|
669
|
-
|
|
659
|
+
if (!spheresOnly) {
|
|
660
|
+
spurs.push(this._createSpur(anchorPoint, bone, childPoint, bc, displayOptions, utilityLayerScene));
|
|
670
661
|
}
|
|
671
|
-
spurs.push(this._createSpur(anchorPoint, bone, childPoint, bc, displayOptions, utilityLayerScene));
|
|
672
662
|
}
|
|
673
663
|
}
|
|
674
664
|
else {
|
|
@@ -681,7 +671,7 @@ export class SkeletonViewer {
|
|
|
681
671
|
let childPoint;
|
|
682
672
|
const parentBone = bone.getParent();
|
|
683
673
|
if (parentBone) {
|
|
684
|
-
|
|
674
|
+
parentBone.getAbsoluteInverseBindMatrix().invertToRef(boneAbsoluteBindPoseTransform);
|
|
685
675
|
boneAbsoluteBindPoseTransform.decompose(undefined, undefined, TmpVectors.Vector3[0]);
|
|
686
676
|
childPoint = anchorPoint.subtract(TmpVectors.Vector3[0]).normalize().scale(boundingSphere.radius).add(anchorPoint);
|
|
687
677
|
}
|
|
@@ -769,7 +759,7 @@ export class SkeletonViewer {
|
|
|
769
759
|
}
|
|
770
760
|
const boneAbsoluteBindPoseTransform = new Matrix();
|
|
771
761
|
const boneOrigin = new Vector3();
|
|
772
|
-
|
|
762
|
+
bone.getAbsoluteInverseBindMatrix().invertToRef(boneAbsoluteBindPoseTransform);
|
|
773
763
|
boneAbsoluteBindPoseTransform.decompose(undefined, TmpVectors.Quaternion[0], boneOrigin);
|
|
774
764
|
const m = new Matrix();
|
|
775
765
|
TmpVectors.Quaternion[0].toRotationMatrix(m);
|
|
@@ -876,6 +866,7 @@ export class SkeletonViewer {
|
|
|
876
866
|
}
|
|
877
867
|
this.update();
|
|
878
868
|
this._bindObs();
|
|
869
|
+
this._isEnabled = undefined; // force the isEnabled setter to reapply (next line)
|
|
879
870
|
this.isEnabled = wasEnabled;
|
|
880
871
|
}
|
|
881
872
|
/** Release associated resources */
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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{ Vector3, Matrix, TmpVectors } from \"../Maths/math.vector\";\r\nimport { Color3, Color4 } from \"../Maths/math.color\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { Bone } from \"../Bones/bone\";\r\nimport type { Skeleton } from \"../Bones/skeleton\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport type { LinesMesh } from \"../Meshes/linesMesh\";\r\nimport { CreateLineSystem } from \"../Meshes/Builders/linesBuilder\";\r\nimport { UtilityLayerRenderer } from \"../Rendering/utilityLayerRenderer\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { ShaderMaterial } from \"../Materials/shaderMaterial\";\r\nimport { DynamicTexture } from \"../Materials/Textures/dynamicTexture\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { Effect } from \"../Materials/effect\";\r\n\r\nimport type { ISkeletonViewerOptions, IBoneWeightShaderOptions, ISkeletonMapShaderOptions, ISkeletonMapShaderColorMapKnot, ISkeletonViewerDisplayOptions } from \"./ISkeletonViewer\";\r\nimport type { Observer } from \"../Misc/observable\";\r\n\r\nimport { CreateSphere } from \"../Meshes/Builders/sphereBuilder\";\r\nimport { ExtrudeShapeCustom } from \"../Meshes/Builders/shapeBuilder\";\r\nimport { TransformNode } from \"../Meshes/transformNode\";\r\nimport { Logger } from \"core/Misc/logger\";\r\n\r\n/**\r\n * Class used to render a debug view of a given skeleton\r\n * @see http://www.babylonjs-playground.com/#1BZJVJ#8\r\n */\r\nexport class SkeletonViewer {\r\n /** public Display constants BABYLON.SkeletonViewer.DISPLAY_LINES */\r\n public static readonly DISPLAY_LINES = 0;\r\n /** public Display constants BABYLON.SkeletonViewer.DISPLAY_SPHERES */\r\n public static readonly DISPLAY_SPHERES = 1;\r\n /** public Display constants BABYLON.SkeletonViewer.DISPLAY_SPHERE_AND_SPURS */\r\n public static readonly DISPLAY_SPHERE_AND_SPURS = 2;\r\n\r\n /** public static method to create a BoneWeight Shader\r\n * @param options The constructor options\r\n * @param scene The scene that the shader is scoped to\r\n * @returns The created ShaderMaterial\r\n * @see http://www.babylonjs-playground.com/#1BZJVJ#395\r\n */\r\n static CreateBoneWeightShader(options: IBoneWeightShaderOptions, scene: Scene): ShaderMaterial {\r\n const skeleton: Skeleton = options.skeleton;\r\n const colorBase: Color3 = options.colorBase ?? Color3.Black();\r\n const colorZero: Color3 = options.colorZero ?? Color3.Blue();\r\n const colorQuarter: Color3 = options.colorQuarter ?? Color3.Green();\r\n const colorHalf: Color3 = options.colorHalf ?? Color3.Yellow();\r\n const colorFull: Color3 = options.colorFull ?? Color3.Red();\r\n const targetBoneIndex: number = options.targetBoneIndex ?? 0;\r\n\r\n Effect.ShadersStore[\"boneWeights:\" + skeleton.name + \"VertexShader\"] = `precision highp float;\r\n\r\n attribute vec3 position;\r\n attribute vec2 uv;\r\n\r\n uniform mat4 view;\r\n uniform mat4 projection;\r\n uniform mat4 worldViewProjection;\r\n\r\n #include<bonesDeclaration>\r\n #if NUM_BONE_INFLUENCERS == 0\r\n attribute vec4 matricesIndices;\r\n attribute vec4 matricesWeights;\r\n #endif\r\n #include<bakedVertexAnimationDeclaration>\r\n\r\n #include<instancesDeclaration>\r\n\r\n varying vec3 vColor;\r\n\r\n uniform vec3 colorBase;\r\n uniform vec3 colorZero;\r\n uniform vec3 colorQuarter;\r\n uniform vec3 colorHalf;\r\n uniform vec3 colorFull;\r\n\r\n uniform float targetBoneIndex;\r\n\r\n void main() {\r\n vec3 positionUpdated = position;\r\n\r\n #include<instancesVertex>\r\n #include<bonesVertex>\r\n #include<bakedVertexAnimation>\r\n\r\n vec4 worldPos = finalWorld * vec4(positionUpdated, 1.0);\r\n\r\n vec3 color = colorBase;\r\n float totalWeight = 0.;\r\n if(matricesIndices[0] == targetBoneIndex && matricesWeights[0] > 0.){\r\n totalWeight += matricesWeights[0];\r\n }\r\n if(matricesIndices[1] == targetBoneIndex && matricesWeights[1] > 0.){\r\n totalWeight += matricesWeights[1];\r\n }\r\n if(matricesIndices[2] == targetBoneIndex && matricesWeights[2] > 0.){\r\n totalWeight += matricesWeights[2];\r\n }\r\n if(matricesIndices[3] == targetBoneIndex && matricesWeights[3] > 0.){\r\n totalWeight += matricesWeights[3];\r\n }\r\n\r\n color = mix(color, colorZero, smoothstep(0., 0.25, totalWeight));\r\n color = mix(color, colorQuarter, smoothstep(0.25, 0.5, totalWeight));\r\n color = mix(color, colorHalf, smoothstep(0.5, 0.75, totalWeight));\r\n color = mix(color, colorFull, smoothstep(0.75, 1.0, totalWeight));\r\n vColor = color;\r\n\r\n gl_Position = projection * view * worldPos;\r\n }`;\r\n Effect.ShadersStore[\"boneWeights:\" + skeleton.name + \"FragmentShader\"] = `\r\n precision highp float;\r\n varying vec3 vPosition;\r\n\r\n varying vec3 vColor;\r\n\r\n void main() {\r\n vec4 color = vec4(vColor, 1.0);\r\n gl_FragColor = color;\r\n }\r\n `;\r\n const shader: ShaderMaterial = new ShaderMaterial(\r\n \"boneWeight:\" + skeleton.name,\r\n scene,\r\n {\r\n vertex: \"boneWeights:\" + skeleton.name,\r\n fragment: \"boneWeights:\" + skeleton.name,\r\n },\r\n {\r\n attributes: [\"position\", \"normal\", \"matricesIndices\", \"matricesWeights\"],\r\n uniforms: [\r\n \"world\",\r\n \"worldView\",\r\n \"worldViewProjection\",\r\n \"view\",\r\n \"projection\",\r\n \"viewProjection\",\r\n \"colorBase\",\r\n \"colorZero\",\r\n \"colorQuarter\",\r\n \"colorHalf\",\r\n \"colorFull\",\r\n \"targetBoneIndex\",\r\n ],\r\n }\r\n );\r\n\r\n shader.setColor3(\"colorBase\", colorBase);\r\n shader.setColor3(\"colorZero\", colorZero);\r\n shader.setColor3(\"colorQuarter\", colorQuarter);\r\n shader.setColor3(\"colorHalf\", colorHalf);\r\n shader.setColor3(\"colorFull\", colorFull);\r\n shader.setFloat(\"targetBoneIndex\", targetBoneIndex);\r\n\r\n shader.getClassName = (): string => {\r\n return \"BoneWeightShader\";\r\n };\r\n\r\n shader.transparencyMode = Material.MATERIAL_OPAQUE;\r\n\r\n return shader;\r\n }\r\n\r\n /** public static method to create a BoneWeight Shader\r\n * @param options The constructor options\r\n * @param scene The scene that the shader is scoped to\r\n * @returns The created ShaderMaterial\r\n */\r\n static CreateSkeletonMapShader(options: ISkeletonMapShaderOptions, scene: Scene) {\r\n const skeleton: Skeleton = options.skeleton;\r\n const colorMap: ISkeletonMapShaderColorMapKnot[] = options.colorMap ?? [\r\n {\r\n color: new Color3(1, 0.38, 0.18),\r\n location: 0,\r\n },\r\n {\r\n color: new Color3(0.59, 0.18, 1.0),\r\n location: 0.2,\r\n },\r\n {\r\n color: new Color3(0.59, 1, 0.18),\r\n location: 0.4,\r\n },\r\n {\r\n color: new Color3(1, 0.87, 0.17),\r\n location: 0.6,\r\n },\r\n {\r\n color: new Color3(1, 0.17, 0.42),\r\n location: 0.8,\r\n },\r\n {\r\n color: new Color3(0.17, 0.68, 1.0),\r\n location: 1.0,\r\n },\r\n ];\r\n\r\n const bufferWidth: number = skeleton.bones.length + 1;\r\n const colorMapBuffer: number[] = SkeletonViewer._CreateBoneMapColorBuffer(bufferWidth, colorMap, scene);\r\n const shader = new ShaderMaterial(\r\n \"boneWeights:\" + skeleton.name,\r\n scene,\r\n {\r\n vertexSource:\r\n `precision highp float;\r\n\r\n attribute vec3 position;\r\n attribute vec2 uv;\r\n\r\n uniform mat4 view;\r\n uniform mat4 projection;\r\n uniform mat4 worldViewProjection;\r\n uniform float colorMap[` +\r\n skeleton.bones.length * 4 +\r\n `];\r\n\r\n #include<bonesDeclaration>\r\n #if NUM_BONE_INFLUENCERS == 0\r\n attribute vec4 matricesIndices;\r\n attribute vec4 matricesWeights;\r\n #endif\r\n #include<bakedVertexAnimationDeclaration>\r\n #include<instancesDeclaration>\r\n\r\n varying vec3 vColor;\r\n\r\n void main() {\r\n vec3 positionUpdated = position;\r\n\r\n #include<instancesVertex>\r\n #include<bonesVertex>\r\n #include<bakedVertexAnimation>\r\n\r\n vec3 color = vec3(0.);\r\n bool first = true;\r\n\r\n for (int i = 0; i < 4; i++) {\r\n int boneIdx = int(matricesIndices[i]);\r\n float boneWgt = matricesWeights[i];\r\n\r\n vec3 c = vec3(colorMap[boneIdx * 4 + 0], colorMap[boneIdx * 4 + 1], colorMap[boneIdx * 4 + 2]);\r\n\r\n if (boneWgt > 0.) {\r\n if (first) {\r\n first = false;\r\n color = c;\r\n } else {\r\n color = mix(color, c, boneWgt);\r\n }\r\n }\r\n }\r\n\r\n vColor = color;\r\n\r\n vec4 worldPos = finalWorld * vec4(positionUpdated, 1.0);\r\n\r\n gl_Position = projection * view * worldPos;\r\n }`,\r\n fragmentSource: `\r\n precision highp float;\r\n varying vec3 vColor;\r\n\r\n void main() {\r\n vec4 color = vec4( vColor, 1.0 );\r\n gl_FragColor = color;\r\n }\r\n `,\r\n },\r\n {\r\n attributes: [\"position\", \"normal\", \"matricesIndices\", \"matricesWeights\"],\r\n uniforms: [\"world\", \"worldView\", \"worldViewProjection\", \"view\", \"projection\", \"viewProjection\", \"colorMap\"],\r\n }\r\n );\r\n\r\n shader.setFloats(\"colorMap\", colorMapBuffer);\r\n\r\n shader.getClassName = (): string => {\r\n return \"SkeletonMapShader\";\r\n };\r\n\r\n shader.transparencyMode = Material.MATERIAL_OPAQUE;\r\n\r\n return shader;\r\n }\r\n\r\n /** private static method to create a BoneWeight Shader\r\n * @param size The size of the buffer to create (usually the bone count)\r\n * @param colorMap The gradient data to generate\r\n * @param scene The scene that the shader is scoped to\r\n * @returns an Array of floats from the color gradient values\r\n */\r\n private static _CreateBoneMapColorBuffer(size: number, colorMap: ISkeletonMapShaderColorMapKnot[], scene: Scene) {\r\n const tempGrad = new DynamicTexture(\"temp\", { width: size, height: 1 }, scene, false);\r\n const ctx = tempGrad.getContext();\r\n const grad = ctx.createLinearGradient(0, 0, size, 0);\r\n\r\n for (const stop of colorMap) {\r\n grad.addColorStop(stop.location, stop.color.toHexString());\r\n }\r\n\r\n ctx.fillStyle = grad;\r\n ctx.fillRect(0, 0, size, 1);\r\n tempGrad.update();\r\n const buffer: number[] = [];\r\n const data: Uint8ClampedArray = ctx.getImageData(0, 0, size, 1).data;\r\n const rUnit = 1 / 255;\r\n for (let i = 0; i < data.length; i++) {\r\n buffer.push(data[i] * rUnit);\r\n }\r\n tempGrad.dispose();\r\n return buffer;\r\n }\r\n\r\n /** If SkeletonViewer scene scope. */\r\n private _scene: Scene;\r\n\r\n /** Gets or sets the color used to render the skeleton */\r\n public color: Color3 = Color3.White();\r\n\r\n /** Array of the points of the skeleton fo the line view. */\r\n private _debugLines = new Array<Array<Vector3>>();\r\n\r\n /** The SkeletonViewers Mesh. */\r\n private _debugMesh: Nullable<LinesMesh>;\r\n\r\n /** The local axes Meshes. */\r\n private _localAxes: Nullable<LinesMesh> = null;\r\n\r\n /** If SkeletonViewer is enabled. */\r\n private _isEnabled = true;\r\n\r\n /** If SkeletonViewer is ready. */\r\n private _ready: boolean;\r\n\r\n /** SkeletonViewer render observable. */\r\n private _obs: Nullable<Observer<Scene>> = null;\r\n\r\n /** The Utility Layer to render the gizmos in. */\r\n private _utilityLayer: Nullable<UtilityLayerRenderer>;\r\n\r\n private _boneIndices: Set<number>;\r\n\r\n /** Gets the Scene. */\r\n get scene(): Scene {\r\n return this._scene;\r\n }\r\n /** Gets the utilityLayer. */\r\n get utilityLayer(): Nullable<UtilityLayerRenderer> {\r\n return this._utilityLayer;\r\n }\r\n /** Checks Ready Status. */\r\n get isReady(): boolean {\r\n return this._ready;\r\n }\r\n /** Sets Ready Status. */\r\n set ready(value: boolean) {\r\n this._ready = value;\r\n }\r\n /** Gets the debugMesh */\r\n get debugMesh(): Nullable<AbstractMesh> | Nullable<LinesMesh> {\r\n return this._debugMesh;\r\n }\r\n /** Sets the debugMesh */\r\n set debugMesh(value: Nullable<AbstractMesh> | Nullable<LinesMesh>) {\r\n this._debugMesh = value as any;\r\n }\r\n /** Gets the displayMode */\r\n get displayMode(): number {\r\n return this.options.displayMode || SkeletonViewer.DISPLAY_LINES;\r\n }\r\n /** Sets the displayMode */\r\n set displayMode(value: number) {\r\n if (value > SkeletonViewer.DISPLAY_SPHERE_AND_SPURS) {\r\n value = SkeletonViewer.DISPLAY_LINES;\r\n }\r\n this.options.displayMode = value;\r\n }\r\n /**\r\n * Creates a new SkeletonViewer\r\n * @param skeleton defines the skeleton to render\r\n * @param mesh defines the mesh attached to the skeleton\r\n * @param scene defines the hosting scene\r\n * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)\r\n * @param renderingGroupId defines the rendering group id to use with the viewer\r\n * @param options All of the extra constructor options for the SkeletonViewer\r\n */\r\n constructor(\r\n /** defines the skeleton to render */\r\n public skeleton: Skeleton,\r\n /** defines the mesh attached to the skeleton */\r\n public mesh: Nullable<AbstractMesh>,\r\n /** The Scene scope*/\r\n scene: Scene,\r\n /** [true] defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */\r\n public autoUpdateBonesMatrices: boolean = true,\r\n /** [3] defines the rendering group id to use with the viewer */\r\n public renderingGroupId: number = 3,\r\n /** [Object] is the options for the viewer */\r\n public options: Partial<ISkeletonViewerOptions> = {}\r\n ) {\r\n this._scene = scene;\r\n this._ready = false;\r\n\r\n //Defaults\r\n options.pauseAnimations = options.pauseAnimations ?? true;\r\n options.returnToRest = options.returnToRest ?? false;\r\n options.displayMode = options.displayMode ?? SkeletonViewer.DISPLAY_LINES;\r\n options.displayOptions = options.displayOptions ?? {};\r\n options.displayOptions.midStep = options.displayOptions.midStep ?? 0.235;\r\n options.displayOptions.midStepFactor = options.displayOptions.midStepFactor ?? 0.155;\r\n options.displayOptions.sphereBaseSize = options.displayOptions.sphereBaseSize ?? 0.15;\r\n options.displayOptions.sphereScaleUnit = options.displayOptions.sphereScaleUnit ?? 2;\r\n options.displayOptions.sphereFactor = options.displayOptions.sphereFactor ?? 0.865;\r\n options.displayOptions.spurFollowsChild = options.displayOptions.spurFollowsChild ?? false;\r\n options.displayOptions.showLocalAxes = options.displayOptions.showLocalAxes ?? false;\r\n options.displayOptions.localAxesSize = options.displayOptions.localAxesSize ?? 0.075;\r\n options.computeBonesUsingShaders = options.computeBonesUsingShaders ?? true;\r\n options.useAllBones = options.useAllBones ?? true;\r\n\r\n this._boneIndices = new Set();\r\n\r\n if (!options.useAllBones) {\r\n const initialMeshBoneIndices = mesh?.getVerticesData(VertexBuffer.MatricesIndicesKind);\r\n const initialMeshBoneWeights = mesh?.getVerticesData(VertexBuffer.MatricesWeightsKind);\r\n\r\n if (initialMeshBoneIndices && initialMeshBoneWeights) {\r\n for (let i = 0; i < initialMeshBoneIndices.length; ++i) {\r\n const index = initialMeshBoneIndices[i],\r\n weight = initialMeshBoneWeights[i];\r\n if (weight !== 0) {\r\n this._boneIndices.add(index);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /* Create Utility Layer */\r\n this._utilityLayer = new UtilityLayerRenderer(this._scene, false);\r\n this._utilityLayer.pickUtilitySceneFirst = false;\r\n this._utilityLayer.utilityLayerScene.autoClearDepthAndStencil = true;\r\n\r\n let displayMode = this.options.displayMode || 0;\r\n if (displayMode > SkeletonViewer.DISPLAY_SPHERE_AND_SPURS) {\r\n displayMode = SkeletonViewer.DISPLAY_LINES;\r\n }\r\n this.displayMode = displayMode;\r\n //Prep the Systems\r\n this.update();\r\n this._bindObs();\r\n }\r\n\r\n /** The Dynamic bindings for the update functions */\r\n private _bindObs(): void {\r\n switch (this.displayMode) {\r\n case SkeletonViewer.DISPLAY_LINES: {\r\n this._obs = this.scene.onBeforeRenderObservable.add(() => {\r\n this._displayLinesUpdate();\r\n });\r\n break;\r\n }\r\n }\r\n }\r\n\r\n /** Update the viewer to sync with current skeleton state, only used to manually update. */\r\n public update(): void {\r\n switch (this.displayMode) {\r\n case SkeletonViewer.DISPLAY_LINES: {\r\n this._displayLinesUpdate();\r\n break;\r\n }\r\n case SkeletonViewer.DISPLAY_SPHERES: {\r\n this._buildSpheresAndSpurs(true);\r\n break;\r\n }\r\n case SkeletonViewer.DISPLAY_SPHERE_AND_SPURS: {\r\n this._buildSpheresAndSpurs(false);\r\n break;\r\n }\r\n }\r\n\r\n this._buildLocalAxes();\r\n }\r\n\r\n /** Gets or sets a boolean indicating if the viewer is enabled */\r\n public set isEnabled(value: boolean) {\r\n if (this.isEnabled === value) {\r\n return;\r\n }\r\n\r\n this._isEnabled = value;\r\n\r\n if (this.debugMesh) {\r\n this.debugMesh.setEnabled(value);\r\n }\r\n\r\n if (value && !this._obs) {\r\n this._bindObs();\r\n } else if (!value && this._obs) {\r\n this.scene.onBeforeRenderObservable.remove(this._obs);\r\n this._obs = null;\r\n }\r\n }\r\n\r\n public get isEnabled(): boolean {\r\n return this._isEnabled;\r\n }\r\n\r\n private _getBonePosition(position: Vector3, bone: Bone, meshMat: Matrix, x = 0, y = 0, z = 0): void {\r\n const tmat = TmpVectors.Matrix[0];\r\n const parentBone = bone.getParent();\r\n tmat.copyFrom(bone.getLocalMatrix());\r\n\r\n if (x !== 0 || y !== 0 || z !== 0) {\r\n const tmat2 = TmpVectors.Matrix[1];\r\n Matrix.IdentityToRef(tmat2);\r\n tmat2.setTranslationFromFloats(x, y, z);\r\n tmat2.multiplyToRef(tmat, tmat);\r\n }\r\n\r\n if (parentBone) {\r\n tmat.multiplyToRef(parentBone.getAbsoluteMatrix(), tmat);\r\n }\r\n\r\n tmat.multiplyToRef(meshMat, tmat);\r\n\r\n position.x = tmat.m[12];\r\n position.y = tmat.m[13];\r\n position.z = tmat.m[14];\r\n }\r\n\r\n private _getLinesForBonesWithLength(bones: Bone[], mesh: Nullable<AbstractMesh>): void {\r\n const len = bones.length;\r\n\r\n let matrix;\r\n let meshPos;\r\n if (mesh) {\r\n matrix = mesh.getWorldMatrix();\r\n meshPos = mesh.position;\r\n } else {\r\n matrix = new Matrix();\r\n meshPos = bones[0].position;\r\n }\r\n let idx = 0;\r\n for (let i = 0; i < len; i++) {\r\n const bone = bones[i];\r\n let points = this._debugLines[idx];\r\n\r\n if (bone._index === -1 || (!this._boneIndices.has(bone.getIndex()) && !this.options.useAllBones)) {\r\n continue;\r\n }\r\n if (!points) {\r\n points = [Vector3.Zero(), Vector3.Zero()];\r\n this._debugLines[idx] = points;\r\n }\r\n this._getBonePosition(points[0], bone, matrix);\r\n this._getBonePosition(points[1], bone, matrix, 0, bone.length, 0);\r\n points[0].subtractInPlace(meshPos);\r\n points[1].subtractInPlace(meshPos);\r\n idx++;\r\n }\r\n }\r\n\r\n private _getLinesForBonesNoLength(bones: Bone[]): void {\r\n const len = bones.length;\r\n let boneNum = 0;\r\n\r\n const mesh = this.mesh;\r\n let transformNode;\r\n let meshPos;\r\n if (mesh) {\r\n transformNode = mesh;\r\n meshPos = mesh.position;\r\n } else {\r\n transformNode = new TransformNode(\"\");\r\n meshPos = bones[0].position;\r\n }\r\n for (let i = len - 1; i >= 0; i--) {\r\n const childBone = bones[i];\r\n const parentBone = childBone.getParent();\r\n if (!parentBone || (!this._boneIndices.has(childBone.getIndex()) && !this.options.useAllBones)) {\r\n continue;\r\n }\r\n let points = this._debugLines[boneNum];\r\n if (!points) {\r\n points = [Vector3.Zero(), Vector3.Zero()];\r\n this._debugLines[boneNum] = points;\r\n }\r\n childBone.getAbsolutePositionToRef(transformNode, points[0]);\r\n parentBone.getAbsolutePositionToRef(transformNode, points[1]);\r\n points[0].subtractInPlace(meshPos);\r\n points[1].subtractInPlace(meshPos);\r\n boneNum++;\r\n }\r\n if (!mesh) {\r\n transformNode.dispose();\r\n }\r\n }\r\n\r\n /**\r\n * function to revert the mesh and scene back to the initial state.\r\n * @param animationState\r\n */\r\n private _revert(animationState: boolean): void {\r\n if (this.options.pauseAnimations) {\r\n this.scene.animationsEnabled = animationState;\r\n this.utilityLayer!.utilityLayerScene.animationsEnabled = animationState;\r\n }\r\n }\r\n\r\n /**\r\n * function to get the absolute bind pose of a bone by accumulating transformations up the bone hierarchy.\r\n * @param bone\r\n * @param matrix\r\n */\r\n private _getAbsoluteBindPoseToRef(bone: Nullable<Bone>, matrix: Matrix) {\r\n if (bone === null || bone._index === -1) {\r\n matrix.copyFrom(Matrix.Identity());\r\n return;\r\n }\r\n\r\n this._getAbsoluteBindPoseToRef(bone.getParent(), matrix);\r\n bone.getBindMatrix().multiplyToRef(matrix, matrix);\r\n return;\r\n }\r\n\r\n private _createSpur(anchorPoint: Vector3, bone: Bone, childPoint: Vector3, childBone: Nullable<Bone>, displayOptions: ISkeletonViewerDisplayOptions, utilityLayerScene: Scene) {\r\n const dir = childPoint.subtract(anchorPoint);\r\n const h = dir.length();\r\n const up = dir.normalize().scale(h);\r\n\r\n const midStep = displayOptions.midStep || 0.165;\r\n const midStepFactor = displayOptions.midStepFactor || 0.215;\r\n\r\n const up0 = up.scale(midStep);\r\n\r\n const spur = ExtrudeShapeCustom(\r\n \"skeletonViewer\",\r\n {\r\n shape: [new Vector3(1, -1, 0), new Vector3(1, 1, 0), new Vector3(-1, 1, 0), new Vector3(-1, -1, 0), new Vector3(1, -1, 0)],\r\n path: [Vector3.Zero(), up0, up],\r\n scaleFunction: (i: number) => {\r\n switch (i) {\r\n case 0:\r\n case 2:\r\n return 0;\r\n case 1:\r\n return h * midStepFactor;\r\n }\r\n return 0;\r\n },\r\n sideOrientation: Mesh.DEFAULTSIDE,\r\n updatable: false,\r\n },\r\n utilityLayerScene\r\n );\r\n\r\n const numVertices = spur.getTotalVertices();\r\n const mwk: number[] = [],\r\n mik: number[] = [];\r\n\r\n for (let i = 0; i < numVertices; i++) {\r\n mwk.push(1, 0, 0, 0);\r\n\r\n // Select verts at end of spur (ie vert 10 to 14) and bind to child\r\n // bone if spurFollowsChild is enabled.\r\n if (childBone && displayOptions.spurFollowsChild && i > 9) {\r\n mik.push(childBone.getIndex(), 0, 0, 0);\r\n } else {\r\n mik.push(bone.getIndex(), 0, 0, 0);\r\n }\r\n }\r\n\r\n spur.position = anchorPoint.clone();\r\n\r\n spur.setVerticesData(VertexBuffer.MatricesWeightsKind, mwk, false);\r\n spur.setVerticesData(VertexBuffer.MatricesIndicesKind, mik, false);\r\n spur.convertToFlatShadedMesh();\r\n\r\n return spur;\r\n }\r\n\r\n private _getBoundingSphereForBone(boneIndex: number) {\r\n if (!this.mesh) {\r\n return null;\r\n }\r\n\r\n const positions = this.mesh.getVerticesData(VertexBuffer.PositionKind);\r\n const indices = this.mesh.getIndices();\r\n const boneWeights = this.mesh.getVerticesData(VertexBuffer.MatricesWeightsKind);\r\n const boneIndices = this.mesh.getVerticesData(VertexBuffer.MatricesIndicesKind);\r\n if (!positions || !indices || !boneWeights || !boneIndices) {\r\n return null;\r\n }\r\n\r\n const min = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n const max = new Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);\r\n\r\n let found = 0;\r\n for (let i = 0; i < indices.length; ++i) {\r\n const vertexIndex = indices[i];\r\n\r\n for (let b = 0; b < 4; ++b) {\r\n const bIndex = boneIndices[vertexIndex * 4 + b];\r\n const bWeight = boneWeights[vertexIndex * 4 + b];\r\n\r\n if (bIndex === boneIndex && bWeight > 1e-5) {\r\n Vector3.FromArrayToRef(positions, vertexIndex * 3, TmpVectors.Vector3[0]);\r\n min.minimizeInPlace(TmpVectors.Vector3[0]);\r\n max.maximizeInPlace(TmpVectors.Vector3[0]);\r\n found++;\r\n break;\r\n }\r\n }\r\n }\r\n\r\n return found > 1\r\n ? {\r\n center: Vector3.Center(min, max),\r\n radius: Vector3.Distance(min, max) / 2,\r\n }\r\n : null;\r\n }\r\n\r\n /**\r\n * function to build and bind sphere joint points and spur bone representations.\r\n * @param spheresOnly\r\n */\r\n private _buildSpheresAndSpurs(spheresOnly = true): void {\r\n if (this._debugMesh) {\r\n this._debugMesh.dispose();\r\n this._debugMesh = null;\r\n this.ready = false;\r\n }\r\n\r\n this._ready = false;\r\n const utilityLayerScene = this.utilityLayer?.utilityLayerScene as Scene;\r\n const bones: Bone[] = this.skeleton.bones;\r\n const spheres: Array<[Mesh, Bone]> = [];\r\n const spurs: Mesh[] = [];\r\n\r\n const animationState = this.scene.animationsEnabled;\r\n\r\n try {\r\n if (this.options.pauseAnimations) {\r\n this.scene.animationsEnabled = false;\r\n utilityLayerScene.animationsEnabled = false;\r\n }\r\n\r\n if (this.options.returnToRest) {\r\n this.skeleton.returnToRest();\r\n }\r\n\r\n if (this.autoUpdateBonesMatrices) {\r\n this.skeleton.computeAbsoluteMatrices();\r\n }\r\n\r\n let longestBoneLength = Number.NEGATIVE_INFINITY;\r\n const displayOptions = this.options.displayOptions || {};\r\n\r\n for (let i = 0; i < bones.length; i++) {\r\n const bone = bones[i];\r\n\r\n if (bone._index === -1 || (!this._boneIndices.has(bone.getIndex()) && !this.options.useAllBones)) {\r\n continue;\r\n }\r\n\r\n const boneAbsoluteBindPoseTransform = new Matrix();\r\n this._getAbsoluteBindPoseToRef(bone, boneAbsoluteBindPoseTransform);\r\n\r\n const anchorPoint = new Vector3();\r\n\r\n boneAbsoluteBindPoseTransform.decompose(undefined, undefined, anchorPoint);\r\n\r\n if (bone.children.length > 0) {\r\n for (const bc of bone.children) {\r\n const childAbsoluteBindPoseTransform: Matrix = new Matrix();\r\n bc.getLocalMatrix().multiplyToRef(boneAbsoluteBindPoseTransform, childAbsoluteBindPoseTransform);\r\n const childPoint = new Vector3();\r\n childAbsoluteBindPoseTransform.decompose(undefined, undefined, childPoint);\r\n const distanceFromParent = Vector3.Distance(anchorPoint, childPoint);\r\n if (distanceFromParent > longestBoneLength) {\r\n longestBoneLength = distanceFromParent;\r\n }\r\n if (spheresOnly) {\r\n return;\r\n }\r\n\r\n spurs.push(this._createSpur(anchorPoint, bone, childPoint, bc, displayOptions, utilityLayerScene));\r\n }\r\n } else {\r\n const boundingSphere = this._getBoundingSphereForBone(bone.getIndex());\r\n if (boundingSphere) {\r\n if (boundingSphere.radius > longestBoneLength) {\r\n longestBoneLength = boundingSphere.radius;\r\n }\r\n if (!spheresOnly) {\r\n let childPoint;\r\n const parentBone = bone.getParent();\r\n if (parentBone) {\r\n this._getAbsoluteBindPoseToRef(parentBone, boneAbsoluteBindPoseTransform);\r\n boneAbsoluteBindPoseTransform.decompose(undefined, undefined, TmpVectors.Vector3[0]);\r\n childPoint = anchorPoint.subtract(TmpVectors.Vector3[0]).normalize().scale(boundingSphere.radius).add(anchorPoint);\r\n } else {\r\n childPoint = boundingSphere.center.subtract(anchorPoint).normalize().scale(boundingSphere.radius).add(anchorPoint);\r\n }\r\n spurs.push(this._createSpur(anchorPoint, bone, childPoint, null, displayOptions, utilityLayerScene));\r\n }\r\n }\r\n }\r\n\r\n const sphereBaseSize = displayOptions.sphereBaseSize || 0.2;\r\n\r\n const sphere = CreateSphere(\r\n \"skeletonViewer\",\r\n {\r\n segments: 6,\r\n diameter: sphereBaseSize,\r\n updatable: true,\r\n },\r\n utilityLayerScene\r\n );\r\n\r\n const numVertices = sphere.getTotalVertices();\r\n\r\n const mwk: number[] = [],\r\n mik: number[] = [];\r\n\r\n for (let i = 0; i < numVertices; i++) {\r\n mwk.push(1, 0, 0, 0);\r\n mik.push(bone.getIndex(), 0, 0, 0);\r\n }\r\n\r\n sphere.setVerticesData(VertexBuffer.MatricesWeightsKind, mwk, false);\r\n sphere.setVerticesData(VertexBuffer.MatricesIndicesKind, mik, false);\r\n\r\n sphere.position = anchorPoint.clone();\r\n spheres.push([sphere, bone]);\r\n }\r\n\r\n const sphereScaleUnit = displayOptions.sphereScaleUnit || 2;\r\n const sphereFactor = displayOptions.sphereFactor || 0.85;\r\n\r\n const meshes = [];\r\n for (let i = 0; i < spheres.length; i++) {\r\n const [sphere, bone] = spheres[i];\r\n const scale = 1 / (sphereScaleUnit / longestBoneLength);\r\n\r\n let _stepsOut = 0;\r\n let _b = bone;\r\n\r\n while (_b.getParent() && (_b.getParent() as Bone).getIndex() !== -1) {\r\n _stepsOut++;\r\n _b = _b.getParent() as Bone;\r\n }\r\n sphere.scaling.scaleInPlace(scale * Math.pow(sphereFactor, _stepsOut));\r\n meshes.push(sphere);\r\n }\r\n\r\n this.debugMesh = Mesh.MergeMeshes(meshes.concat(spurs), true, true);\r\n if (this.debugMesh) {\r\n this.debugMesh.renderingGroupId = this.renderingGroupId;\r\n this.debugMesh.skeleton = this.skeleton;\r\n this.debugMesh.parent = this.mesh;\r\n this.debugMesh.computeBonesUsingShaders = this.options.computeBonesUsingShaders ?? true;\r\n this.debugMesh.alwaysSelectAsActiveMesh = true;\r\n }\r\n\r\n const light = this.utilityLayer!._getSharedGizmoLight();\r\n light.intensity = 0.7;\r\n\r\n this._revert(animationState);\r\n this.ready = true;\r\n } catch (err) {\r\n Logger.Error(err);\r\n this._revert(animationState);\r\n this.dispose();\r\n }\r\n }\r\n\r\n private _buildLocalAxes(): void {\r\n if (this._localAxes) {\r\n this._localAxes.dispose();\r\n }\r\n\r\n this._localAxes = null;\r\n\r\n const displayOptions = this.options.displayOptions || {};\r\n\r\n if (!displayOptions.showLocalAxes) {\r\n return;\r\n }\r\n\r\n const targetScene = this._utilityLayer!.utilityLayerScene;\r\n const size = displayOptions.localAxesSize || 0.075;\r\n const lines = [];\r\n const colors = [];\r\n const red = new Color4(1, 0, 0, 1);\r\n const green = new Color4(0, 1, 0, 1);\r\n const blue = new Color4(0, 0, 1, 1);\r\n\r\n const mwk: number[] = [];\r\n const mik: number[] = [];\r\n const vertsPerBone = 6;\r\n\r\n for (const i in this.skeleton.bones) {\r\n const bone = this.skeleton.bones[i];\r\n\r\n if (bone._index === -1 || (!this._boneIndices.has(bone.getIndex()) && !this.options.useAllBones)) {\r\n continue;\r\n }\r\n\r\n const boneAbsoluteBindPoseTransform = new Matrix();\r\n const boneOrigin = new Vector3();\r\n\r\n this._getAbsoluteBindPoseToRef(bone, boneAbsoluteBindPoseTransform);\r\n boneAbsoluteBindPoseTransform.decompose(undefined, TmpVectors.Quaternion[0], boneOrigin);\r\n\r\n const m = new Matrix();\r\n TmpVectors.Quaternion[0].toRotationMatrix(m);\r\n\r\n const boneAxisX = Vector3.TransformCoordinates(new Vector3(0 + size, 0, 0), m);\r\n const boneAxisY = Vector3.TransformCoordinates(new Vector3(0, 0 + size, 0), m);\r\n const boneAxisZ = Vector3.TransformCoordinates(new Vector3(0, 0, 0 + size), m);\r\n\r\n const axisX = [boneOrigin, boneOrigin.add(boneAxisX)];\r\n const axisY = [boneOrigin, boneOrigin.add(boneAxisY)];\r\n const axisZ = [boneOrigin, boneOrigin.add(boneAxisZ)];\r\n\r\n const linePoints = [axisX, axisY, axisZ];\r\n const lineColors = [\r\n [red, red],\r\n [green, green],\r\n [blue, blue],\r\n ];\r\n\r\n lines.push(...linePoints);\r\n colors.push(...lineColors);\r\n\r\n for (let j = 0; j < vertsPerBone; j++) {\r\n mwk.push(1, 0, 0, 0);\r\n mik.push(bone.getIndex(), 0, 0, 0);\r\n }\r\n }\r\n\r\n this._localAxes = CreateLineSystem(\"localAxes\", { lines: lines, colors: colors, updatable: true }, targetScene);\r\n this._localAxes.setVerticesData(VertexBuffer.MatricesWeightsKind, mwk, false);\r\n this._localAxes.setVerticesData(VertexBuffer.MatricesIndicesKind, mik, false);\r\n this._localAxes.skeleton = this.skeleton;\r\n this._localAxes.renderingGroupId = this.renderingGroupId + 1;\r\n this._localAxes.parent = this.mesh;\r\n this._localAxes.computeBonesUsingShaders = this.options.computeBonesUsingShaders ?? true;\r\n }\r\n\r\n /** Update the viewer to sync with current skeleton state, only used for the line display. */\r\n private _displayLinesUpdate(): void {\r\n if (!this._utilityLayer) {\r\n return;\r\n }\r\n\r\n if (this.autoUpdateBonesMatrices) {\r\n this.skeleton.computeAbsoluteMatrices();\r\n }\r\n\r\n if (this.skeleton.bones[0].length === undefined) {\r\n this._getLinesForBonesNoLength(this.skeleton.bones);\r\n } else {\r\n this._getLinesForBonesWithLength(this.skeleton.bones, this.mesh);\r\n }\r\n\r\n const targetScene = this._utilityLayer.utilityLayerScene;\r\n\r\n if (targetScene) {\r\n if (!this._debugMesh) {\r\n this._debugMesh = CreateLineSystem(\"\", { lines: this._debugLines, updatable: true, instance: null }, targetScene);\r\n this._debugMesh.renderingGroupId = this.renderingGroupId;\r\n } else {\r\n CreateLineSystem(\"\", { lines: this._debugLines, updatable: true, instance: this._debugMesh }, targetScene);\r\n }\r\n if (this.mesh) {\r\n this._debugMesh.position.copyFrom(this.mesh.position);\r\n } else {\r\n this._debugMesh.position.copyFrom(this.skeleton.bones[0].position);\r\n }\r\n this._debugMesh.color = this.color;\r\n }\r\n }\r\n /** Changes the displayMode of the skeleton viewer\r\n * @param mode The displayMode numerical value\r\n */\r\n public changeDisplayMode(mode: number): void {\r\n const wasEnabled = this.isEnabled ? true : false;\r\n if (this.displayMode !== mode) {\r\n this.isEnabled = false;\r\n if (this._debugMesh) {\r\n this._debugMesh.dispose();\r\n this._debugMesh = null;\r\n this.ready = false;\r\n }\r\n this.displayMode = mode;\r\n\r\n this.update();\r\n this._bindObs();\r\n this.isEnabled = wasEnabled;\r\n }\r\n }\r\n\r\n /** Sets a display option of the skeleton viewer\r\n *\r\n * | Option | Type | Default | Description |\r\n * | ---------------- | ------- | ------- | ----------- |\r\n * | midStep | float | 0.235 | A percentage between a bone and its child that determines the widest part of a spur. Only used when `displayMode` is set to `DISPLAY_SPHERE_AND_SPURS`. |\r\n * | midStepFactor | float | 0.15 | Mid step width expressed as a factor of the length. A value of 0.5 makes the spur width half of the spur length. Only used when `displayMode` is set to `DISPLAY_SPHERE_AND_SPURS`. |\r\n * | sphereBaseSize | float | 2 | Sphere base size. Only used when `displayMode` is set to `DISPLAY_SPHERE_AND_SPURS`. |\r\n * | sphereScaleUnit | float | 0.865 | Sphere scale factor used to scale spheres in relation to the longest bone. Only used when `displayMode` is set to `DISPLAY_SPHERE_AND_SPURS`. |\r\n * | spurFollowsChild | boolean | false | Whether a spur should attach its far end to the child bone. |\r\n * | showLocalAxes | boolean | false | Displays local axes on all bones. |\r\n * | localAxesSize | float | 0.075 | Determines the length of each local axis. |\r\n *\r\n * @param option String of the option name\r\n * @param value The numerical option value\r\n */\r\n public changeDisplayOptions(option: string, value: number | boolean): void {\r\n const wasEnabled = this.isEnabled ? true : false;\r\n (this.options.displayOptions as any)[option] = value;\r\n this.isEnabled = false;\r\n if (this._debugMesh) {\r\n this._debugMesh.dispose();\r\n this._debugMesh = null;\r\n this.ready = false;\r\n }\r\n this.update();\r\n this._bindObs();\r\n this.isEnabled = wasEnabled;\r\n }\r\n\r\n /** Release associated resources */\r\n public dispose(): void {\r\n this.isEnabled = false;\r\n if (this._debugMesh) {\r\n this._debugMesh.dispose();\r\n this._debugMesh = null;\r\n }\r\n\r\n if (this._utilityLayer) {\r\n this._utilityLayer.dispose();\r\n this._utilityLayer = null;\r\n }\r\n\r\n this.ready = false;\r\n }\r\n}\r\n"]}
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1
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+
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{ Vector3, Matrix, TmpVectors } from \"../Maths/math.vector\";\r\nimport { Color3, Color4 } from \"../Maths/math.color\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { Bone } from \"../Bones/bone\";\r\nimport type { Skeleton } from \"../Bones/skeleton\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport type { LinesMesh } from \"../Meshes/linesMesh\";\r\nimport { CreateLineSystem } from \"../Meshes/Builders/linesBuilder\";\r\nimport { UtilityLayerRenderer } from \"../Rendering/utilityLayerRenderer\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { ShaderMaterial } from \"../Materials/shaderMaterial\";\r\nimport { DynamicTexture } from \"../Materials/Textures/dynamicTexture\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { Effect } from \"../Materials/effect\";\r\n\r\nimport type { ISkeletonViewerOptions, IBoneWeightShaderOptions, ISkeletonMapShaderOptions, ISkeletonMapShaderColorMapKnot, ISkeletonViewerDisplayOptions } from \"./ISkeletonViewer\";\r\nimport type { Observer } from \"../Misc/observable\";\r\n\r\nimport { CreateSphere } from \"../Meshes/Builders/sphereBuilder\";\r\nimport { ExtrudeShapeCustom } from \"../Meshes/Builders/shapeBuilder\";\r\nimport { TransformNode } from \"../Meshes/transformNode\";\r\nimport { Logger } from \"core/Misc/logger\";\r\n\r\n/**\r\n * Class used to render a debug view of a given skeleton\r\n * @see http://www.babylonjs-playground.com/#1BZJVJ#8\r\n */\r\nexport class SkeletonViewer {\r\n /** public Display constants BABYLON.SkeletonViewer.DISPLAY_LINES */\r\n public static readonly DISPLAY_LINES = 0;\r\n /** public Display constants BABYLON.SkeletonViewer.DISPLAY_SPHERES */\r\n public static readonly DISPLAY_SPHERES = 1;\r\n /** public Display constants BABYLON.SkeletonViewer.DISPLAY_SPHERE_AND_SPURS */\r\n public static readonly DISPLAY_SPHERE_AND_SPURS = 2;\r\n\r\n /** public static method to create a BoneWeight Shader\r\n * @param options The constructor options\r\n * @param scene The scene that the shader is scoped to\r\n * @returns The created ShaderMaterial\r\n * @see http://www.babylonjs-playground.com/#1BZJVJ#395\r\n */\r\n static CreateBoneWeightShader(options: IBoneWeightShaderOptions, scene: Scene): ShaderMaterial {\r\n const skeleton: Skeleton = options.skeleton;\r\n const colorBase: Color3 = options.colorBase ?? Color3.Black();\r\n const colorZero: Color3 = options.colorZero ?? Color3.Blue();\r\n const colorQuarter: Color3 = options.colorQuarter ?? Color3.Green();\r\n const colorHalf: Color3 = options.colorHalf ?? Color3.Yellow();\r\n const colorFull: Color3 = options.colorFull ?? Color3.Red();\r\n const targetBoneIndex: number = options.targetBoneIndex ?? 0;\r\n\r\n Effect.ShadersStore[\"boneWeights:\" + skeleton.name + \"VertexShader\"] = `precision highp float;\r\n\r\n attribute vec3 position;\r\n attribute vec2 uv;\r\n\r\n uniform mat4 view;\r\n uniform mat4 projection;\r\n uniform mat4 worldViewProjection;\r\n\r\n #include<bonesDeclaration>\r\n #if NUM_BONE_INFLUENCERS == 0\r\n attribute vec4 matricesIndices;\r\n attribute vec4 matricesWeights;\r\n #endif\r\n #include<bakedVertexAnimationDeclaration>\r\n\r\n #include<instancesDeclaration>\r\n\r\n varying vec3 vColor;\r\n\r\n uniform vec3 colorBase;\r\n uniform vec3 colorZero;\r\n uniform vec3 colorQuarter;\r\n uniform vec3 colorHalf;\r\n uniform vec3 colorFull;\r\n\r\n uniform float targetBoneIndex;\r\n\r\n void main() {\r\n vec3 positionUpdated = position;\r\n\r\n #include<instancesVertex>\r\n #include<bonesVertex>\r\n #include<bakedVertexAnimation>\r\n\r\n vec4 worldPos = finalWorld * vec4(positionUpdated, 1.0);\r\n\r\n vec3 color = colorBase;\r\n float totalWeight = 0.;\r\n if(matricesIndices[0] == targetBoneIndex && matricesWeights[0] > 0.){\r\n totalWeight += matricesWeights[0];\r\n }\r\n if(matricesIndices[1] == targetBoneIndex && matricesWeights[1] > 0.){\r\n totalWeight += matricesWeights[1];\r\n }\r\n if(matricesIndices[2] == targetBoneIndex && matricesWeights[2] > 0.){\r\n totalWeight += matricesWeights[2];\r\n }\r\n if(matricesIndices[3] == targetBoneIndex && matricesWeights[3] > 0.){\r\n totalWeight += matricesWeights[3];\r\n }\r\n\r\n color = mix(color, colorZero, smoothstep(0., 0.25, totalWeight));\r\n color = mix(color, colorQuarter, smoothstep(0.25, 0.5, totalWeight));\r\n color = mix(color, colorHalf, smoothstep(0.5, 0.75, totalWeight));\r\n color = mix(color, colorFull, smoothstep(0.75, 1.0, totalWeight));\r\n vColor = color;\r\n\r\n gl_Position = projection * view * worldPos;\r\n }`;\r\n Effect.ShadersStore[\"boneWeights:\" + skeleton.name + \"FragmentShader\"] = `\r\n precision highp float;\r\n varying vec3 vPosition;\r\n\r\n varying vec3 vColor;\r\n\r\n void main() {\r\n vec4 color = vec4(vColor, 1.0);\r\n gl_FragColor = color;\r\n }\r\n `;\r\n const shader: ShaderMaterial = new ShaderMaterial(\r\n \"boneWeight:\" + skeleton.name,\r\n scene,\r\n {\r\n vertex: \"boneWeights:\" + skeleton.name,\r\n fragment: \"boneWeights:\" + skeleton.name,\r\n },\r\n {\r\n attributes: [\"position\", \"normal\", \"matricesIndices\", \"matricesWeights\"],\r\n uniforms: [\r\n \"world\",\r\n \"worldView\",\r\n \"worldViewProjection\",\r\n \"view\",\r\n \"projection\",\r\n \"viewProjection\",\r\n \"colorBase\",\r\n \"colorZero\",\r\n \"colorQuarter\",\r\n \"colorHalf\",\r\n \"colorFull\",\r\n \"targetBoneIndex\",\r\n ],\r\n }\r\n );\r\n\r\n shader.setColor3(\"colorBase\", colorBase);\r\n shader.setColor3(\"colorZero\", colorZero);\r\n shader.setColor3(\"colorQuarter\", colorQuarter);\r\n shader.setColor3(\"colorHalf\", colorHalf);\r\n shader.setColor3(\"colorFull\", colorFull);\r\n shader.setFloat(\"targetBoneIndex\", targetBoneIndex);\r\n\r\n shader.getClassName = (): string => {\r\n return \"BoneWeightShader\";\r\n };\r\n\r\n shader.transparencyMode = Material.MATERIAL_OPAQUE;\r\n\r\n return shader;\r\n }\r\n\r\n /** public static method to create a BoneWeight Shader\r\n * @param options The constructor options\r\n * @param scene The scene that the shader is scoped to\r\n * @returns The created ShaderMaterial\r\n */\r\n static CreateSkeletonMapShader(options: ISkeletonMapShaderOptions, scene: Scene) {\r\n const skeleton: Skeleton = options.skeleton;\r\n const colorMap: ISkeletonMapShaderColorMapKnot[] = options.colorMap ?? [\r\n {\r\n color: new Color3(1, 0.38, 0.18),\r\n location: 0,\r\n },\r\n {\r\n color: new Color3(0.59, 0.18, 1.0),\r\n location: 0.2,\r\n },\r\n {\r\n color: new Color3(0.59, 1, 0.18),\r\n location: 0.4,\r\n },\r\n {\r\n color: new Color3(1, 0.87, 0.17),\r\n location: 0.6,\r\n },\r\n {\r\n color: new Color3(1, 0.17, 0.42),\r\n location: 0.8,\r\n },\r\n {\r\n color: new Color3(0.17, 0.68, 1.0),\r\n location: 1.0,\r\n },\r\n ];\r\n\r\n const bufferWidth: number = skeleton.bones.length + 1;\r\n const colorMapBuffer: number[] = SkeletonViewer._CreateBoneMapColorBuffer(bufferWidth, colorMap, scene);\r\n const shader = new ShaderMaterial(\r\n \"boneWeights:\" + skeleton.name,\r\n scene,\r\n {\r\n vertexSource:\r\n `precision highp float;\r\n\r\n attribute vec3 position;\r\n attribute vec2 uv;\r\n\r\n uniform mat4 view;\r\n uniform mat4 projection;\r\n uniform mat4 worldViewProjection;\r\n uniform float colorMap[` +\r\n skeleton.bones.length * 4 +\r\n `];\r\n\r\n #include<bonesDeclaration>\r\n #if NUM_BONE_INFLUENCERS == 0\r\n attribute vec4 matricesIndices;\r\n attribute vec4 matricesWeights;\r\n #endif\r\n #include<bakedVertexAnimationDeclaration>\r\n #include<instancesDeclaration>\r\n\r\n varying vec3 vColor;\r\n\r\n void main() {\r\n vec3 positionUpdated = position;\r\n\r\n #include<instancesVertex>\r\n #include<bonesVertex>\r\n #include<bakedVertexAnimation>\r\n\r\n vec3 color = vec3(0.);\r\n bool first = true;\r\n\r\n for (int i = 0; i < 4; i++) {\r\n int boneIdx = int(matricesIndices[i]);\r\n float boneWgt = matricesWeights[i];\r\n\r\n vec3 c = vec3(colorMap[boneIdx * 4 + 0], colorMap[boneIdx * 4 + 1], colorMap[boneIdx * 4 + 2]);\r\n\r\n if (boneWgt > 0.) {\r\n if (first) {\r\n first = false;\r\n color = c;\r\n } else {\r\n color = mix(color, c, boneWgt);\r\n }\r\n }\r\n }\r\n\r\n vColor = color;\r\n\r\n vec4 worldPos = finalWorld * vec4(positionUpdated, 1.0);\r\n\r\n gl_Position = projection * view * worldPos;\r\n }`,\r\n fragmentSource: `\r\n precision highp float;\r\n varying vec3 vColor;\r\n\r\n void main() {\r\n vec4 color = vec4( vColor, 1.0 );\r\n gl_FragColor = color;\r\n }\r\n `,\r\n },\r\n {\r\n attributes: [\"position\", \"normal\", \"matricesIndices\", \"matricesWeights\"],\r\n uniforms: [\"world\", \"worldView\", \"worldViewProjection\", \"view\", \"projection\", \"viewProjection\", \"colorMap\"],\r\n }\r\n );\r\n\r\n shader.setFloats(\"colorMap\", colorMapBuffer);\r\n\r\n shader.getClassName = (): string => {\r\n return \"SkeletonMapShader\";\r\n };\r\n\r\n shader.transparencyMode = Material.MATERIAL_OPAQUE;\r\n\r\n return shader;\r\n }\r\n\r\n /** private static method to create a BoneWeight Shader\r\n * @param size The size of the buffer to create (usually the bone count)\r\n * @param colorMap The gradient data to generate\r\n * @param scene The scene that the shader is scoped to\r\n * @returns an Array of floats from the color gradient values\r\n */\r\n private static _CreateBoneMapColorBuffer(size: number, colorMap: ISkeletonMapShaderColorMapKnot[], scene: Scene) {\r\n const tempGrad = new DynamicTexture(\"temp\", { width: size, height: 1 }, scene, false);\r\n const ctx = tempGrad.getContext();\r\n const grad = ctx.createLinearGradient(0, 0, size, 0);\r\n\r\n for (const stop of colorMap) {\r\n grad.addColorStop(stop.location, stop.color.toHexString());\r\n }\r\n\r\n ctx.fillStyle = grad;\r\n ctx.fillRect(0, 0, size, 1);\r\n tempGrad.update();\r\n const buffer: number[] = [];\r\n const data: Uint8ClampedArray = ctx.getImageData(0, 0, size, 1).data;\r\n const rUnit = 1 / 255;\r\n for (let i = 0; i < data.length; i++) {\r\n buffer.push(data[i] * rUnit);\r\n }\r\n tempGrad.dispose();\r\n return buffer;\r\n }\r\n\r\n /** If SkeletonViewer scene scope. */\r\n private _scene: Scene;\r\n\r\n /** Gets or sets the color used to render the skeleton */\r\n public color: Color3 = Color3.White();\r\n\r\n /** Array of the points of the skeleton fo the line view. */\r\n private _debugLines = new Array<Array<Vector3>>();\r\n\r\n /** The SkeletonViewers Mesh. */\r\n private _debugMesh: Nullable<LinesMesh>;\r\n\r\n /** The local axes Meshes. */\r\n private _localAxes: Nullable<LinesMesh> = null;\r\n\r\n /** If SkeletonViewer is enabled. */\r\n private _isEnabled = true;\r\n\r\n /** If SkeletonViewer is ready. */\r\n private _ready: boolean;\r\n\r\n /** SkeletonViewer render observable. */\r\n private _obs: Nullable<Observer<Scene>> = null;\r\n\r\n /** The Utility Layer to render the gizmos in. */\r\n private _utilityLayer: Nullable<UtilityLayerRenderer>;\r\n\r\n private _boneIndices: Set<number>;\r\n\r\n /** Gets the Scene. */\r\n get scene(): Scene {\r\n return this._scene;\r\n }\r\n /** Gets the utilityLayer. */\r\n get utilityLayer(): Nullable<UtilityLayerRenderer> {\r\n return this._utilityLayer;\r\n }\r\n /** Checks Ready Status. */\r\n get isReady(): boolean {\r\n return this._ready;\r\n }\r\n /** Sets Ready Status. */\r\n set ready(value: boolean) {\r\n this._ready = value;\r\n }\r\n /** Gets the debugMesh */\r\n get debugMesh(): Nullable<AbstractMesh> | Nullable<LinesMesh> {\r\n return this._debugMesh;\r\n }\r\n /** Sets the debugMesh */\r\n set debugMesh(value: Nullable<AbstractMesh> | Nullable<LinesMesh>) {\r\n this._debugMesh = value as any;\r\n }\r\n /** Gets the local axes mesh */\r\n get debugLocalAxesMesh(): Nullable<LinesMesh> {\r\n return this._localAxes;\r\n }\r\n /** Gets the displayMode */\r\n get displayMode(): number {\r\n return this.options.displayMode || SkeletonViewer.DISPLAY_LINES;\r\n }\r\n /** Sets the displayMode */\r\n set displayMode(value: number) {\r\n if (value > SkeletonViewer.DISPLAY_SPHERE_AND_SPURS) {\r\n value = SkeletonViewer.DISPLAY_LINES;\r\n }\r\n this.options.displayMode = value;\r\n }\r\n /**\r\n * Creates a new SkeletonViewer\r\n * @param skeleton defines the skeleton to render\r\n * @param mesh defines the mesh attached to the skeleton\r\n * @param scene defines the hosting scene\r\n * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)\r\n * @param renderingGroupId defines the rendering group id to use with the viewer\r\n * @param options All of the extra constructor options for the SkeletonViewer\r\n */\r\n constructor(\r\n /** defines the skeleton to render */\r\n public skeleton: Skeleton,\r\n /** defines the mesh attached to the skeleton */\r\n public mesh: Nullable<AbstractMesh>,\r\n /** The Scene scope*/\r\n scene: Scene,\r\n /** [true] defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */\r\n public autoUpdateBonesMatrices: boolean = true,\r\n /** [2] defines the rendering group id to use with the viewer */\r\n public renderingGroupId: number = 2,\r\n /** [Object] is the options for the viewer */\r\n public options: Partial<ISkeletonViewerOptions> = {}\r\n ) {\r\n this._scene = scene;\r\n this._ready = false;\r\n\r\n //Defaults\r\n options.pauseAnimations = options.pauseAnimations ?? true;\r\n options.returnToRest = options.returnToRest ?? false;\r\n options.displayMode = options.displayMode ?? SkeletonViewer.DISPLAY_LINES;\r\n options.displayOptions = options.displayOptions ?? {};\r\n options.displayOptions.midStep = options.displayOptions.midStep ?? 0.235;\r\n options.displayOptions.midStepFactor = options.displayOptions.midStepFactor ?? 0.155;\r\n options.displayOptions.sphereBaseSize = options.displayOptions.sphereBaseSize ?? 0.15;\r\n options.displayOptions.sphereScaleUnit = options.displayOptions.sphereScaleUnit ?? 2;\r\n options.displayOptions.sphereFactor = options.displayOptions.sphereFactor ?? 0.865;\r\n options.displayOptions.spurFollowsChild = options.displayOptions.spurFollowsChild ?? false;\r\n options.displayOptions.showLocalAxes = options.displayOptions.showLocalAxes ?? false;\r\n options.displayOptions.localAxesSize = options.displayOptions.localAxesSize ?? 0.075;\r\n options.computeBonesUsingShaders = options.computeBonesUsingShaders ?? true;\r\n options.useAllBones = options.useAllBones ?? true;\r\n\r\n this._boneIndices = new Set();\r\n\r\n if (!options.useAllBones) {\r\n const initialMeshBoneIndices = mesh?.getVerticesData(VertexBuffer.MatricesIndicesKind);\r\n const initialMeshBoneWeights = mesh?.getVerticesData(VertexBuffer.MatricesWeightsKind);\r\n\r\n if (initialMeshBoneIndices && initialMeshBoneWeights) {\r\n for (let i = 0; i < initialMeshBoneIndices.length; ++i) {\r\n const index = initialMeshBoneIndices[i],\r\n weight = initialMeshBoneWeights[i];\r\n if (weight !== 0) {\r\n this._boneIndices.add(index);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /* Create Utility Layer */\r\n this._utilityLayer = new UtilityLayerRenderer(this._scene, false);\r\n this._utilityLayer.pickUtilitySceneFirst = false;\r\n this._utilityLayer.utilityLayerScene.autoClearDepthAndStencil = true;\r\n\r\n let displayMode = this.options.displayMode || 0;\r\n if (displayMode > SkeletonViewer.DISPLAY_SPHERE_AND_SPURS) {\r\n displayMode = SkeletonViewer.DISPLAY_LINES;\r\n }\r\n this.displayMode = displayMode;\r\n //Prep the Systems\r\n this.update();\r\n this._bindObs();\r\n }\r\n\r\n /** The Dynamic bindings for the update functions */\r\n private _bindObs(): void {\r\n switch (this.displayMode) {\r\n case SkeletonViewer.DISPLAY_LINES: {\r\n this._obs = this.scene.onBeforeRenderObservable.add(() => {\r\n this._displayLinesUpdate();\r\n });\r\n break;\r\n }\r\n }\r\n }\r\n\r\n /** Update the viewer to sync with current skeleton state, only used to manually update. */\r\n public update(): void {\r\n switch (this.displayMode) {\r\n case SkeletonViewer.DISPLAY_LINES: {\r\n this._displayLinesUpdate();\r\n break;\r\n }\r\n case SkeletonViewer.DISPLAY_SPHERES: {\r\n this._buildSpheresAndSpurs(true);\r\n break;\r\n }\r\n case SkeletonViewer.DISPLAY_SPHERE_AND_SPURS: {\r\n this._buildSpheresAndSpurs(false);\r\n break;\r\n }\r\n }\r\n\r\n this._buildLocalAxes();\r\n }\r\n\r\n /** Gets or sets a boolean indicating if the viewer is enabled */\r\n public set isEnabled(value: boolean) {\r\n if (this.isEnabled === value) {\r\n return;\r\n }\r\n\r\n this._isEnabled = value;\r\n\r\n if (this.debugMesh) {\r\n this.debugMesh.setEnabled(value);\r\n }\r\n\r\n this._localAxes?.setEnabled(value);\r\n\r\n if (value && !this._obs) {\r\n this._bindObs();\r\n } else if (!value && this._obs) {\r\n this.scene.onBeforeRenderObservable.remove(this._obs);\r\n this._obs = null;\r\n }\r\n }\r\n\r\n public get isEnabled(): boolean {\r\n return this._isEnabled;\r\n }\r\n\r\n private _getBonePosition(position: Vector3, bone: Bone, meshMat: Matrix, x = 0, y = 0, z = 0): void {\r\n const tmat = TmpVectors.Matrix[0];\r\n const parentBone = bone.getParent();\r\n tmat.copyFrom(bone.getLocalMatrix());\r\n\r\n if (x !== 0 || y !== 0 || z !== 0) {\r\n const tmat2 = TmpVectors.Matrix[1];\r\n Matrix.IdentityToRef(tmat2);\r\n tmat2.setTranslationFromFloats(x, y, z);\r\n tmat2.multiplyToRef(tmat, tmat);\r\n }\r\n\r\n if (parentBone) {\r\n tmat.multiplyToRef(parentBone.getAbsoluteMatrix(), tmat);\r\n }\r\n\r\n tmat.multiplyToRef(meshMat, tmat);\r\n\r\n position.x = tmat.m[12];\r\n position.y = tmat.m[13];\r\n position.z = tmat.m[14];\r\n }\r\n\r\n private _getLinesForBonesWithLength(bones: Bone[], mesh: Nullable<AbstractMesh>): void {\r\n const len = bones.length;\r\n\r\n let matrix;\r\n let meshPos;\r\n if (mesh) {\r\n matrix = mesh.getWorldMatrix();\r\n meshPos = mesh.position;\r\n } else {\r\n matrix = new Matrix();\r\n meshPos = bones[0].position;\r\n }\r\n let idx = 0;\r\n for (let i = 0; i < len; i++) {\r\n const bone = bones[i];\r\n let points = this._debugLines[idx];\r\n\r\n if (bone._index === -1 || (!this._boneIndices.has(bone.getIndex()) && !this.options.useAllBones)) {\r\n continue;\r\n }\r\n if (!points) {\r\n points = [Vector3.Zero(), Vector3.Zero()];\r\n this._debugLines[idx] = points;\r\n }\r\n this._getBonePosition(points[0], bone, matrix);\r\n this._getBonePosition(points[1], bone, matrix, 0, bone.length, 0);\r\n points[0].subtractInPlace(meshPos);\r\n points[1].subtractInPlace(meshPos);\r\n idx++;\r\n }\r\n }\r\n\r\n private _getLinesForBonesNoLength(bones: Bone[]): void {\r\n const len = bones.length;\r\n let boneNum = 0;\r\n\r\n const mesh = this.mesh;\r\n let transformNode;\r\n let meshPos;\r\n if (mesh) {\r\n transformNode = mesh;\r\n meshPos = mesh.position;\r\n } else {\r\n transformNode = new TransformNode(\"\");\r\n meshPos = bones[0].position;\r\n }\r\n for (let i = len - 1; i >= 0; i--) {\r\n const childBone = bones[i];\r\n const parentBone = childBone.getParent();\r\n if (!parentBone || (!this._boneIndices.has(childBone.getIndex()) && !this.options.useAllBones)) {\r\n continue;\r\n }\r\n let points = this._debugLines[boneNum];\r\n if (!points) {\r\n points = [Vector3.Zero(), Vector3.Zero()];\r\n this._debugLines[boneNum] = points;\r\n }\r\n childBone.getAbsolutePositionToRef(transformNode, points[0]);\r\n parentBone.getAbsolutePositionToRef(transformNode, points[1]);\r\n points[0].subtractInPlace(meshPos);\r\n points[1].subtractInPlace(meshPos);\r\n boneNum++;\r\n }\r\n if (!mesh) {\r\n transformNode.dispose();\r\n }\r\n }\r\n\r\n /**\r\n * function to revert the mesh and scene back to the initial state.\r\n * @param animationState\r\n */\r\n private _revert(animationState: boolean): void {\r\n if (this.options.pauseAnimations) {\r\n this.scene.animationsEnabled = animationState;\r\n this.utilityLayer!.utilityLayerScene.animationsEnabled = animationState;\r\n }\r\n }\r\n\r\n private _createSpur(anchorPoint: Vector3, bone: Bone, childPoint: Vector3, childBone: Nullable<Bone>, displayOptions: ISkeletonViewerDisplayOptions, utilityLayerScene: Scene) {\r\n const dir = childPoint.subtract(anchorPoint);\r\n const h = dir.length();\r\n const up = dir.normalize().scale(h);\r\n\r\n const midStep = displayOptions.midStep || 0.165;\r\n const midStepFactor = displayOptions.midStepFactor || 0.215;\r\n\r\n const up0 = up.scale(midStep);\r\n\r\n const spur = ExtrudeShapeCustom(\r\n \"skeletonViewer\",\r\n {\r\n shape: [new Vector3(1, -1, 0), new Vector3(1, 1, 0), new Vector3(-1, 1, 0), new Vector3(-1, -1, 0), new Vector3(1, -1, 0)],\r\n path: [Vector3.Zero(), up0, up],\r\n scaleFunction: (i: number) => {\r\n switch (i) {\r\n case 0:\r\n case 2:\r\n return 0;\r\n case 1:\r\n return h * midStepFactor;\r\n }\r\n return 0;\r\n },\r\n sideOrientation: Mesh.DEFAULTSIDE,\r\n updatable: false,\r\n },\r\n utilityLayerScene\r\n );\r\n\r\n const numVertices = spur.getTotalVertices();\r\n const mwk: number[] = [],\r\n mik: number[] = [];\r\n\r\n for (let i = 0; i < numVertices; i++) {\r\n mwk.push(1, 0, 0, 0);\r\n\r\n // Select verts at end of spur (ie vert 10 to 14) and bind to child\r\n // bone if spurFollowsChild is enabled.\r\n if (childBone && displayOptions.spurFollowsChild && i > 9) {\r\n mik.push(childBone.getIndex(), 0, 0, 0);\r\n } else {\r\n mik.push(bone.getIndex(), 0, 0, 0);\r\n }\r\n }\r\n\r\n spur.position = anchorPoint.clone();\r\n\r\n spur.setVerticesData(VertexBuffer.MatricesWeightsKind, mwk, false);\r\n spur.setVerticesData(VertexBuffer.MatricesIndicesKind, mik, false);\r\n spur.convertToFlatShadedMesh();\r\n\r\n return spur;\r\n }\r\n\r\n private _getBoundingSphereForBone(boneIndex: number) {\r\n if (!this.mesh) {\r\n return null;\r\n }\r\n\r\n const positions = this.mesh.getVerticesData(VertexBuffer.PositionKind);\r\n const indices = this.mesh.getIndices();\r\n const boneWeights = this.mesh.getVerticesData(VertexBuffer.MatricesWeightsKind);\r\n const boneIndices = this.mesh.getVerticesData(VertexBuffer.MatricesIndicesKind);\r\n if (!positions || !indices || !boneWeights || !boneIndices) {\r\n return null;\r\n }\r\n\r\n const min = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n const max = new Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);\r\n\r\n let found = 0;\r\n for (let i = 0; i < indices.length; ++i) {\r\n const vertexIndex = indices[i];\r\n\r\n for (let b = 0; b < 4; ++b) {\r\n const bIndex = boneIndices[vertexIndex * 4 + b];\r\n const bWeight = boneWeights[vertexIndex * 4 + b];\r\n\r\n if (bIndex === boneIndex && bWeight > 1e-5) {\r\n Vector3.FromArrayToRef(positions, vertexIndex * 3, TmpVectors.Vector3[0]);\r\n min.minimizeInPlace(TmpVectors.Vector3[0]);\r\n max.maximizeInPlace(TmpVectors.Vector3[0]);\r\n found++;\r\n break;\r\n }\r\n }\r\n }\r\n\r\n return found > 1\r\n ? {\r\n center: Vector3.Center(min, max),\r\n radius: Vector3.Distance(min, max) / 2,\r\n }\r\n : null;\r\n }\r\n\r\n /**\r\n * function to build and bind sphere joint points and spur bone representations.\r\n * @param spheresOnly\r\n */\r\n private _buildSpheresAndSpurs(spheresOnly = true): void {\r\n if (this._debugMesh) {\r\n this._debugMesh.dispose();\r\n this._debugMesh = null;\r\n this.ready = false;\r\n }\r\n\r\n this._ready = false;\r\n const utilityLayerScene = this.utilityLayer?.utilityLayerScene as Scene;\r\n const bones: Bone[] = this.skeleton.bones;\r\n const spheres: Array<[Mesh, Bone]> = [];\r\n const spurs: Mesh[] = [];\r\n\r\n const animationState = this.scene.animationsEnabled;\r\n\r\n try {\r\n if (this.options.pauseAnimations) {\r\n this.scene.animationsEnabled = false;\r\n utilityLayerScene.animationsEnabled = false;\r\n }\r\n\r\n if (this.options.returnToRest) {\r\n this.skeleton.returnToRest();\r\n }\r\n\r\n if (this.autoUpdateBonesMatrices) {\r\n this.skeleton.computeAbsoluteMatrices();\r\n }\r\n\r\n let longestBoneLength = Number.NEGATIVE_INFINITY;\r\n const displayOptions = this.options.displayOptions || {};\r\n\r\n for (let i = 0; i < bones.length; i++) {\r\n const bone = bones[i];\r\n\r\n if (bone._index === -1 || (!this._boneIndices.has(bone.getIndex()) && !this.options.useAllBones)) {\r\n continue;\r\n }\r\n\r\n const boneAbsoluteBindPoseTransform = new Matrix();\r\n bone.getAbsoluteInverseBindMatrix().invertToRef(boneAbsoluteBindPoseTransform);\r\n\r\n const anchorPoint = new Vector3();\r\n\r\n boneAbsoluteBindPoseTransform.decompose(undefined, undefined, anchorPoint);\r\n\r\n if (bone.children.length > 0) {\r\n for (const bc of bone.children) {\r\n const childAbsoluteBindPoseTransform: Matrix = new Matrix();\r\n bc.getLocalMatrix().multiplyToRef(boneAbsoluteBindPoseTransform, childAbsoluteBindPoseTransform);\r\n const childPoint = new Vector3();\r\n childAbsoluteBindPoseTransform.decompose(undefined, undefined, childPoint);\r\n const distanceFromParent = Vector3.Distance(anchorPoint, childPoint);\r\n if (distanceFromParent > longestBoneLength) {\r\n longestBoneLength = distanceFromParent;\r\n }\r\n if (!spheresOnly) {\r\n spurs.push(this._createSpur(anchorPoint, bone, childPoint, bc, displayOptions, utilityLayerScene));\r\n }\r\n }\r\n } else {\r\n const boundingSphere = this._getBoundingSphereForBone(bone.getIndex());\r\n if (boundingSphere) {\r\n if (boundingSphere.radius > longestBoneLength) {\r\n longestBoneLength = boundingSphere.radius;\r\n }\r\n if (!spheresOnly) {\r\n let childPoint;\r\n const parentBone = bone.getParent();\r\n if (parentBone) {\r\n parentBone.getAbsoluteInverseBindMatrix().invertToRef(boneAbsoluteBindPoseTransform);\r\n boneAbsoluteBindPoseTransform.decompose(undefined, undefined, TmpVectors.Vector3[0]);\r\n childPoint = anchorPoint.subtract(TmpVectors.Vector3[0]).normalize().scale(boundingSphere.radius).add(anchorPoint);\r\n } else {\r\n childPoint = boundingSphere.center.subtract(anchorPoint).normalize().scale(boundingSphere.radius).add(anchorPoint);\r\n }\r\n spurs.push(this._createSpur(anchorPoint, bone, childPoint, null, displayOptions, utilityLayerScene));\r\n }\r\n }\r\n }\r\n\r\n const sphereBaseSize = displayOptions.sphereBaseSize || 0.2;\r\n\r\n const sphere = CreateSphere(\r\n \"skeletonViewer\",\r\n {\r\n segments: 6,\r\n diameter: sphereBaseSize,\r\n updatable: true,\r\n },\r\n utilityLayerScene\r\n );\r\n\r\n const numVertices = sphere.getTotalVertices();\r\n\r\n const mwk: number[] = [],\r\n mik: number[] = [];\r\n\r\n for (let i = 0; i < numVertices; i++) {\r\n mwk.push(1, 0, 0, 0);\r\n mik.push(bone.getIndex(), 0, 0, 0);\r\n }\r\n\r\n sphere.setVerticesData(VertexBuffer.MatricesWeightsKind, mwk, false);\r\n sphere.setVerticesData(VertexBuffer.MatricesIndicesKind, mik, false);\r\n\r\n sphere.position = anchorPoint.clone();\r\n spheres.push([sphere, bone]);\r\n }\r\n\r\n const sphereScaleUnit = displayOptions.sphereScaleUnit || 2;\r\n const sphereFactor = displayOptions.sphereFactor || 0.85;\r\n\r\n const meshes = [];\r\n for (let i = 0; i < spheres.length; i++) {\r\n const [sphere, bone] = spheres[i];\r\n const scale = 1 / (sphereScaleUnit / longestBoneLength);\r\n\r\n let _stepsOut = 0;\r\n let _b = bone;\r\n\r\n while (_b.getParent() && (_b.getParent() as Bone).getIndex() !== -1) {\r\n _stepsOut++;\r\n _b = _b.getParent() as Bone;\r\n }\r\n sphere.scaling.scaleInPlace(scale * Math.pow(sphereFactor, _stepsOut));\r\n meshes.push(sphere);\r\n }\r\n\r\n this.debugMesh = Mesh.MergeMeshes(meshes.concat(spurs), true, true);\r\n if (this.debugMesh) {\r\n this.debugMesh.renderingGroupId = this.renderingGroupId;\r\n this.debugMesh.skeleton = this.skeleton;\r\n this.debugMesh.parent = this.mesh;\r\n this.debugMesh.computeBonesUsingShaders = this.options.computeBonesUsingShaders ?? true;\r\n this.debugMesh.alwaysSelectAsActiveMesh = true;\r\n }\r\n\r\n const light = this.utilityLayer!._getSharedGizmoLight();\r\n light.intensity = 0.7;\r\n\r\n this._revert(animationState);\r\n this.ready = true;\r\n } catch (err) {\r\n Logger.Error(err);\r\n this._revert(animationState);\r\n this.dispose();\r\n }\r\n }\r\n\r\n private _buildLocalAxes(): void {\r\n if (this._localAxes) {\r\n this._localAxes.dispose();\r\n }\r\n\r\n this._localAxes = null;\r\n\r\n const displayOptions = this.options.displayOptions || {};\r\n\r\n if (!displayOptions.showLocalAxes) {\r\n return;\r\n }\r\n\r\n const targetScene = this._utilityLayer!.utilityLayerScene;\r\n const size = displayOptions.localAxesSize || 0.075;\r\n const lines = [];\r\n const colors = [];\r\n const red = new Color4(1, 0, 0, 1);\r\n const green = new Color4(0, 1, 0, 1);\r\n const blue = new Color4(0, 0, 1, 1);\r\n\r\n const mwk: number[] = [];\r\n const mik: number[] = [];\r\n const vertsPerBone = 6;\r\n\r\n for (const i in this.skeleton.bones) {\r\n const bone = this.skeleton.bones[i];\r\n\r\n if (bone._index === -1 || (!this._boneIndices.has(bone.getIndex()) && !this.options.useAllBones)) {\r\n continue;\r\n }\r\n\r\n const boneAbsoluteBindPoseTransform = new Matrix();\r\n const boneOrigin = new Vector3();\r\n\r\n bone.getAbsoluteInverseBindMatrix().invertToRef(boneAbsoluteBindPoseTransform);\r\n boneAbsoluteBindPoseTransform.decompose(undefined, TmpVectors.Quaternion[0], boneOrigin);\r\n\r\n const m = new Matrix();\r\n TmpVectors.Quaternion[0].toRotationMatrix(m);\r\n\r\n const boneAxisX = Vector3.TransformCoordinates(new Vector3(0 + size, 0, 0), m);\r\n const boneAxisY = Vector3.TransformCoordinates(new Vector3(0, 0 + size, 0), m);\r\n const boneAxisZ = Vector3.TransformCoordinates(new Vector3(0, 0, 0 + size), m);\r\n\r\n const axisX = [boneOrigin, boneOrigin.add(boneAxisX)];\r\n const axisY = [boneOrigin, boneOrigin.add(boneAxisY)];\r\n const axisZ = [boneOrigin, boneOrigin.add(boneAxisZ)];\r\n\r\n const linePoints = [axisX, axisY, axisZ];\r\n const lineColors = [\r\n [red, red],\r\n [green, green],\r\n [blue, blue],\r\n ];\r\n\r\n lines.push(...linePoints);\r\n colors.push(...lineColors);\r\n\r\n for (let j = 0; j < vertsPerBone; j++) {\r\n mwk.push(1, 0, 0, 0);\r\n mik.push(bone.getIndex(), 0, 0, 0);\r\n }\r\n }\r\n\r\n this._localAxes = CreateLineSystem(\"localAxes\", { lines: lines, colors: colors, updatable: true }, targetScene);\r\n this._localAxes.setVerticesData(VertexBuffer.MatricesWeightsKind, mwk, false);\r\n this._localAxes.setVerticesData(VertexBuffer.MatricesIndicesKind, mik, false);\r\n this._localAxes.skeleton = this.skeleton;\r\n this._localAxes.renderingGroupId = this.renderingGroupId + 1;\r\n this._localAxes.parent = this.mesh;\r\n this._localAxes.computeBonesUsingShaders = this.options.computeBonesUsingShaders ?? true;\r\n }\r\n\r\n /** Update the viewer to sync with current skeleton state, only used for the line display. */\r\n private _displayLinesUpdate(): void {\r\n if (!this._utilityLayer) {\r\n return;\r\n }\r\n\r\n if (this.autoUpdateBonesMatrices) {\r\n this.skeleton.computeAbsoluteMatrices();\r\n }\r\n\r\n if (this.skeleton.bones[0].length === undefined) {\r\n this._getLinesForBonesNoLength(this.skeleton.bones);\r\n } else {\r\n this._getLinesForBonesWithLength(this.skeleton.bones, this.mesh);\r\n }\r\n\r\n const targetScene = this._utilityLayer.utilityLayerScene;\r\n\r\n if (targetScene) {\r\n if (!this._debugMesh) {\r\n this._debugMesh = CreateLineSystem(\"\", { lines: this._debugLines, updatable: true, instance: null }, targetScene);\r\n this._debugMesh.renderingGroupId = this.renderingGroupId;\r\n } else {\r\n CreateLineSystem(\"\", { lines: this._debugLines, updatable: true, instance: this._debugMesh }, targetScene);\r\n }\r\n if (this.mesh) {\r\n this._debugMesh.position.copyFrom(this.mesh.position);\r\n } else {\r\n this._debugMesh.position.copyFrom(this.skeleton.bones[0].position);\r\n }\r\n this._debugMesh.color = this.color;\r\n }\r\n }\r\n /** Changes the displayMode of the skeleton viewer\r\n * @param mode The displayMode numerical value\r\n */\r\n public changeDisplayMode(mode: number): void {\r\n const wasEnabled = this.isEnabled ? true : false;\r\n if (this.displayMode !== mode) {\r\n this.isEnabled = false;\r\n if (this._debugMesh) {\r\n this._debugMesh.dispose();\r\n this._debugMesh = null;\r\n this.ready = false;\r\n }\r\n this.displayMode = mode;\r\n\r\n this.update();\r\n this._bindObs();\r\n this.isEnabled = wasEnabled;\r\n }\r\n }\r\n\r\n /** Sets a display option of the skeleton viewer\r\n *\r\n * | Option | Type | Default | Description |\r\n * | ---------------- | ------- | ------- | ----------- |\r\n * | midStep | float | 0.235 | A percentage between a bone and its child that determines the widest part of a spur. Only used when `displayMode` is set to `DISPLAY_SPHERE_AND_SPURS`. |\r\n * | midStepFactor | float | 0.15 | Mid step width expressed as a factor of the length. A value of 0.5 makes the spur width half of the spur length. Only used when `displayMode` is set to `DISPLAY_SPHERE_AND_SPURS`. |\r\n * | sphereBaseSize | float | 2 | Sphere base size. Only used when `displayMode` is set to `DISPLAY_SPHERE_AND_SPURS`. |\r\n * | sphereScaleUnit | float | 0.865 | Sphere scale factor used to scale spheres in relation to the longest bone. Only used when `displayMode` is set to `DISPLAY_SPHERE_AND_SPURS`. |\r\n * | spurFollowsChild | boolean | false | Whether a spur should attach its far end to the child bone. |\r\n * | showLocalAxes | boolean | false | Displays local axes on all bones. |\r\n * | localAxesSize | float | 0.075 | Determines the length of each local axis. |\r\n *\r\n * @param option String of the option name\r\n * @param value The numerical option value\r\n */\r\n public changeDisplayOptions(option: string, value: number | boolean): void {\r\n const wasEnabled = this.isEnabled ? true : false;\r\n (this.options.displayOptions as any)[option] = value;\r\n this.isEnabled = false;\r\n if (this._debugMesh) {\r\n this._debugMesh.dispose();\r\n this._debugMesh = null;\r\n this.ready = false;\r\n }\r\n this.update();\r\n this._bindObs();\r\n this._isEnabled = undefined as any; // force the isEnabled setter to reapply (next line)\r\n this.isEnabled = wasEnabled;\r\n }\r\n\r\n /** Release associated resources */\r\n public dispose(): void {\r\n this.isEnabled = false;\r\n if (this._debugMesh) {\r\n this._debugMesh.dispose();\r\n this._debugMesh = null;\r\n }\r\n\r\n if (this._utilityLayer) {\r\n this._utilityLayer.dispose();\r\n this._utilityLayer = null;\r\n }\r\n\r\n this.ready = false;\r\n }\r\n}\r\n"]}
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@@ -32,7 +32,7 @@ Object.defineProperty(AbstractEngine.prototype, "inputElement", {
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AbstractEngine.prototype.getInputElement = function () {
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return this.inputElement || this.getRenderingCanvas();
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};
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-
AbstractEngine.prototype.registerView = function (canvas, camera, clearBeforeCopy) {
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AbstractEngine.prototype.registerView = function (canvas, camera, clearBeforeCopy, customResize) {
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if (!this.views) {
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this.views = [];
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@@ -46,8 +46,11 @@ AbstractEngine.prototype.registerView = function (canvas, camera, clearBeforeCop
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canvas.width = masterCanvas.width;
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canvas.height = masterCanvas.height;
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}
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const newView = { target: canvas, camera, clearBeforeCopy, enabled: true, id: (Math.random() * 100000).toFixed() };
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const newView = { target: canvas, camera, clearBeforeCopy, enabled: true, id: (Math.random() * 100000).toFixed(), customResize };
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this.views.push(newView);
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if (customResize) {
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customResize(canvas);
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}
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if (camera && !Array.isArray(camera)) {
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camera.onDisposeObservable.add(() => {
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this.unRegisterView(canvas);
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@@ -1 +1 @@
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1
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type { Camera } from \"../../Cameras/camera\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { AbstractEngine } from \"../abstractEngine\";\r\n\r\n/**\r\n * Class used to define an additional view for the engine\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/multiCanvas\r\n */\r\nexport class EngineView {\r\n /**\r\n * A randomly generated unique id\r\n */\r\n readonly id: string;\r\n /** Defines the canvas where to render the view */\r\n target: HTMLCanvasElement;\r\n /**\r\n * Defines an optional camera or array of cameras used to render the view (will use active camera / cameras else)\r\n * Support for array of cameras @since\r\n */\r\n camera?: Camera | Camera[];\r\n /** Indicates if the destination view canvas should be cleared before copying the parent canvas. Can help if the scene clear color has alpha < 1 */\r\n clearBeforeCopy?: boolean;\r\n /** Indicates if the view is enabled (true by default) */\r\n enabled: boolean;\r\n /** Defines a custom function to handle canvas size changes. (the canvas to render into is provided to the callback) */\r\n customResize?: (canvas: HTMLCanvasElement) => void;\r\n}\r\n\r\ndeclare module \"../../Engines/abstractEngine\" {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n export interface AbstractEngine {\r\n /** @internal */\r\n _inputElement: Nullable<HTMLElement>;\r\n\r\n /**\r\n * Gets or sets the HTML element to use for attaching events\r\n */\r\n inputElement: Nullable<HTMLElement>;\r\n\r\n /**\r\n * Observable to handle when a change to inputElement occurs\r\n * @internal\r\n */\r\n _onEngineViewChanged?: () => void;\r\n\r\n /**\r\n * Will be triggered before the view renders\r\n */\r\n readonly onBeforeViewRenderObservable: Observable<EngineView>;\r\n /**\r\n * Will be triggered after the view rendered\r\n */\r\n readonly onAfterViewRenderObservable: Observable<EngineView>;\r\n\r\n /**\r\n * Gets the current engine view\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/multiCanvas\r\n */\r\n activeView: Nullable<EngineView>;\r\n\r\n /** Gets or sets the list of views */\r\n views: EngineView[];\r\n\r\n /**\r\n * Register a new child canvas\r\n * @param canvas defines the canvas to register\r\n * @param camera defines an optional camera or array of cameras to use with this canvas (it will overwrite the scene.activeCamera / scene.activeCameras for this view). Support for array of cameras @since\r\n * @param clearBeforeCopy Indicates if the destination view canvas should be cleared before copying the parent canvas. Can help if the scene clear color has alpha \\< 1\r\n * @returns the associated view\r\n */\r\n registerView(canvas: HTMLCanvasElement, camera?: Camera | Camera[], clearBeforeCopy?: boolean): EngineView;\r\n\r\n /**\r\n * Remove a registered child canvas\r\n * @param canvas defines the canvas to remove\r\n * @returns the current engine\r\n */\r\n unRegisterView(canvas: HTMLCanvasElement): AbstractEngine;\r\n\r\n /**\r\n * @internal\r\n */\r\n _renderViewStep(view: EngineView): boolean;\r\n }\r\n}\r\n\r\nconst OnBeforeViewRenderObservable = new Observable<EngineView>();\r\nconst OnAfterViewRenderObservable = new Observable<EngineView>();\r\n\r\nObject.defineProperty(AbstractEngine.prototype, \"onBeforeViewRenderObservable\", {\r\n get: function (this: AbstractEngine) {\r\n return OnBeforeViewRenderObservable;\r\n },\r\n});\r\n\r\nObject.defineProperty(AbstractEngine.prototype, \"onAfterViewRenderObservable\", {\r\n get: function (this: AbstractEngine) {\r\n return OnAfterViewRenderObservable;\r\n },\r\n});\r\n\r\nObject.defineProperty(AbstractEngine.prototype, \"inputElement\", {\r\n get: function (this: AbstractEngine) {\r\n return this._inputElement;\r\n },\r\n set: function (this: AbstractEngine, value: HTMLElement) {\r\n if (this._inputElement !== value) {\r\n this._inputElement = value;\r\n this._onEngineViewChanged?.();\r\n }\r\n },\r\n});\r\n\r\nAbstractEngine.prototype.getInputElement = function (): Nullable<HTMLElement> {\r\n return this.inputElement || this.getRenderingCanvas();\r\n};\r\n\r\nAbstractEngine.prototype.registerView = function (canvas: HTMLCanvasElement, camera?: Camera | Camera[], clearBeforeCopy?: boolean): EngineView {\r\n if (!this.views) {\r\n this.views = [];\r\n }\r\n\r\n for (const view of this.views) {\r\n if (view.target === canvas) {\r\n return view;\r\n }\r\n }\r\n\r\n const masterCanvas = this.getRenderingCanvas();\r\n if (masterCanvas) {\r\n canvas.width = masterCanvas.width;\r\n canvas.height = masterCanvas.height;\r\n }\r\n\r\n const newView = { target: canvas, camera, clearBeforeCopy, enabled: true, id: (Math.random() * 100000).toFixed() };\r\n this.views.push(newView);\r\n\r\n if (camera && !Array.isArray(camera)) {\r\n camera.onDisposeObservable.add(() => {\r\n this.unRegisterView(canvas);\r\n });\r\n }\r\n\r\n return newView;\r\n};\r\n\r\nAbstractEngine.prototype.unRegisterView = function (canvas: HTMLCanvasElement): AbstractEngine {\r\n if (!this.views || this.views.length === 0) {\r\n return this;\r\n }\r\n\r\n for (const view of this.views) {\r\n if (view.target === canvas) {\r\n const index = this.views.indexOf(view);\r\n\r\n if (index !== -1) {\r\n this.views.splice(index, 1);\r\n }\r\n break;\r\n }\r\n }\r\n\r\n return this;\r\n};\r\n\r\nAbstractEngine.prototype._renderViewStep = function (view: EngineView): boolean {\r\n const canvas = view.target;\r\n const context = canvas.getContext(\"2d\");\r\n if (!context) {\r\n return true;\r\n }\r\n const parent = this.getRenderingCanvas()!;\r\n\r\n OnBeforeViewRenderObservable.notifyObservers(view);\r\n const camera = view.camera;\r\n let previewCamera: Nullable<Camera> = null;\r\n let previewCameras: Nullable<Camera[]> = null;\r\n let scene: Nullable<Scene> = null;\r\n if (camera) {\r\n scene = Array.isArray(camera) ? camera[0].getScene() : camera.getScene();\r\n\r\n previewCamera = scene.activeCamera;\r\n previewCameras = scene.activeCameras;\r\n\r\n if (Array.isArray(camera)) {\r\n scene.activeCameras = camera;\r\n } else {\r\n scene.activeCamera = camera;\r\n scene.activeCameras = null;\r\n }\r\n }\r\n this.activeView = view;\r\n\r\n if (view.customResize) {\r\n view.customResize(canvas);\r\n } else {\r\n // Set sizes\r\n const width = Math.floor(canvas.clientWidth / this._hardwareScalingLevel);\r\n const height = Math.floor(canvas.clientHeight / this._hardwareScalingLevel);\r\n\r\n const dimsChanged = width !== canvas.width || parent.width !== canvas.width || height !== canvas.height || parent.height !== canvas.height;\r\n if (canvas.clientWidth && canvas.clientHeight && dimsChanged) {\r\n canvas.width = width;\r\n canvas.height = height;\r\n this.setSize(width, height);\r\n }\r\n }\r\n\r\n if (!parent.width || !parent.height) {\r\n return false;\r\n }\r\n\r\n // Render the frame\r\n this._renderFrame();\r\n\r\n this.flushFramebuffer();\r\n\r\n // Copy to target\r\n if (view.clearBeforeCopy) {\r\n context.clearRect(0, 0, parent.width, parent.height);\r\n }\r\n context.drawImage(parent, 0, 0);\r\n\r\n // Restore\r\n if (scene) {\r\n scene.activeCameras = previewCameras;\r\n scene.activeCamera = previewCamera;\r\n }\r\n OnAfterViewRenderObservable.notifyObservers(view);\r\n return true;\r\n};\r\n\r\nAbstractEngine.prototype._renderViews = function () {\r\n if (!this.views || this.views.length === 0) {\r\n return false;\r\n }\r\n\r\n const parent = this.getRenderingCanvas();\r\n\r\n if (!parent) {\r\n return false;\r\n }\r\n\r\n let inputElementView;\r\n for (const view of this.views) {\r\n if (!view.enabled) {\r\n continue;\r\n }\r\n const canvas = view.target;\r\n // Always render the view correspondent to the inputElement for last\r\n if (canvas === this.inputElement) {\r\n inputElementView = view;\r\n continue;\r\n }\r\n\r\n if (!this._renderViewStep(view)) {\r\n return false;\r\n }\r\n }\r\n\r\n if (inputElementView) {\r\n if (!this._renderViewStep(inputElementView)) {\r\n return false;\r\n }\r\n }\r\n\r\n this.activeView = null;\r\n\r\n return true;\r\n};\r\n"]}
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+
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type { Camera } from \"../../Cameras/camera\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { AbstractEngine } from \"../abstractEngine\";\r\n\r\n/**\r\n * Class used to define an additional view for the engine\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/multiCanvas\r\n */\r\nexport class EngineView {\r\n /**\r\n * A randomly generated unique id\r\n */\r\n readonly id: string;\r\n /** Defines the canvas where to render the view */\r\n target: HTMLCanvasElement;\r\n /**\r\n * Defines an optional camera or array of cameras used to render the view (will use active camera / cameras else)\r\n * Support for array of cameras @since\r\n */\r\n camera?: Camera | Camera[];\r\n /** Indicates if the destination view canvas should be cleared before copying the parent canvas. Can help if the scene clear color has alpha < 1 */\r\n clearBeforeCopy?: boolean;\r\n /** Indicates if the view is enabled (true by default) */\r\n enabled: boolean;\r\n /** Defines a custom function to handle canvas size changes. (the canvas to render into is provided to the callback) */\r\n customResize?: (canvas: HTMLCanvasElement) => void;\r\n}\r\n\r\ndeclare module \"../../Engines/abstractEngine\" {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n export interface AbstractEngine {\r\n /** @internal */\r\n _inputElement: Nullable<HTMLElement>;\r\n\r\n /**\r\n * Gets or sets the HTML element to use for attaching events\r\n */\r\n inputElement: Nullable<HTMLElement>;\r\n\r\n /**\r\n * Observable to handle when a change to inputElement occurs\r\n * @internal\r\n */\r\n _onEngineViewChanged?: () => void;\r\n\r\n /**\r\n * Will be triggered before the view renders\r\n */\r\n readonly onBeforeViewRenderObservable: Observable<EngineView>;\r\n /**\r\n * Will be triggered after the view rendered\r\n */\r\n readonly onAfterViewRenderObservable: Observable<EngineView>;\r\n\r\n /**\r\n * Gets the current engine view\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/multiCanvas\r\n */\r\n activeView: Nullable<EngineView>;\r\n\r\n /** Gets or sets the list of views */\r\n views: EngineView[];\r\n\r\n /**\r\n * Register a new child canvas\r\n * @param canvas defines the canvas to register\r\n * @param camera defines an optional camera or array of cameras to use with this canvas (it will overwrite the scene.activeCamera / scene.activeCameras for this view). Support for array of cameras @since\r\n * @param clearBeforeCopy Indicates if the destination view canvas should be cleared before copying the parent canvas. Can help if the scene clear color has alpha \\< 1\r\n * @returns the associated view\r\n */\r\n registerView(canvas: HTMLCanvasElement, camera?: Camera | Camera[], clearBeforeCopy?: boolean): EngineView;\r\n\r\n /**\r\n * Remove a registered child canvas\r\n * @param canvas defines the canvas to remove\r\n * @returns the current engine\r\n */\r\n unRegisterView(canvas: HTMLCanvasElement): AbstractEngine;\r\n\r\n /**\r\n * @internal\r\n */\r\n _renderViewStep(view: EngineView): boolean;\r\n }\r\n}\r\n\r\nconst OnBeforeViewRenderObservable = new Observable<EngineView>();\r\nconst OnAfterViewRenderObservable = new Observable<EngineView>();\r\n\r\nObject.defineProperty(AbstractEngine.prototype, \"onBeforeViewRenderObservable\", {\r\n get: function (this: AbstractEngine) {\r\n return OnBeforeViewRenderObservable;\r\n },\r\n});\r\n\r\nObject.defineProperty(AbstractEngine.prototype, \"onAfterViewRenderObservable\", {\r\n get: function (this: AbstractEngine) {\r\n return OnAfterViewRenderObservable;\r\n },\r\n});\r\n\r\nObject.defineProperty(AbstractEngine.prototype, \"inputElement\", {\r\n get: function (this: AbstractEngine) {\r\n return this._inputElement;\r\n },\r\n set: function (this: AbstractEngine, value: HTMLElement) {\r\n if (this._inputElement !== value) {\r\n this._inputElement = value;\r\n this._onEngineViewChanged?.();\r\n }\r\n },\r\n});\r\n\r\nAbstractEngine.prototype.getInputElement = function (): Nullable<HTMLElement> {\r\n return this.inputElement || this.getRenderingCanvas();\r\n};\r\n\r\nAbstractEngine.prototype.registerView = function (\r\n canvas: HTMLCanvasElement,\r\n camera?: Camera | Camera[],\r\n clearBeforeCopy?: boolean,\r\n customResize?: EngineView[\"customResize\"]\r\n): EngineView {\r\n if (!this.views) {\r\n this.views = [];\r\n }\r\n\r\n for (const view of this.views) {\r\n if (view.target === canvas) {\r\n return view;\r\n }\r\n }\r\n\r\n const masterCanvas = this.getRenderingCanvas();\r\n if (masterCanvas) {\r\n canvas.width = masterCanvas.width;\r\n canvas.height = masterCanvas.height;\r\n }\r\n\r\n const newView = { target: canvas, camera, clearBeforeCopy, enabled: true, id: (Math.random() * 100000).toFixed(), customResize };\r\n this.views.push(newView);\r\n if (customResize) {\r\n customResize(canvas);\r\n }\r\n if (camera && !Array.isArray(camera)) {\r\n camera.onDisposeObservable.add(() => {\r\n this.unRegisterView(canvas);\r\n });\r\n }\r\n\r\n return newView;\r\n};\r\n\r\nAbstractEngine.prototype.unRegisterView = function (canvas: HTMLCanvasElement): AbstractEngine {\r\n if (!this.views || this.views.length === 0) {\r\n return this;\r\n }\r\n\r\n for (const view of this.views) {\r\n if (view.target === canvas) {\r\n const index = this.views.indexOf(view);\r\n\r\n if (index !== -1) {\r\n this.views.splice(index, 1);\r\n }\r\n break;\r\n }\r\n }\r\n\r\n return this;\r\n};\r\n\r\nAbstractEngine.prototype._renderViewStep = function (view: EngineView): boolean {\r\n const canvas = view.target;\r\n const context = canvas.getContext(\"2d\");\r\n if (!context) {\r\n return true;\r\n }\r\n const parent = this.getRenderingCanvas()!;\r\n\r\n OnBeforeViewRenderObservable.notifyObservers(view);\r\n const camera = view.camera;\r\n let previewCamera: Nullable<Camera> = null;\r\n let previewCameras: Nullable<Camera[]> = null;\r\n let scene: Nullable<Scene> = null;\r\n if (camera) {\r\n scene = Array.isArray(camera) ? camera[0].getScene() : camera.getScene();\r\n\r\n previewCamera = scene.activeCamera;\r\n previewCameras = scene.activeCameras;\r\n\r\n if (Array.isArray(camera)) {\r\n scene.activeCameras = camera;\r\n } else {\r\n scene.activeCamera = camera;\r\n scene.activeCameras = null;\r\n }\r\n }\r\n this.activeView = view;\r\n\r\n if (view.customResize) {\r\n view.customResize(canvas);\r\n } else {\r\n // Set sizes\r\n const width = Math.floor(canvas.clientWidth / this._hardwareScalingLevel);\r\n const height = Math.floor(canvas.clientHeight / this._hardwareScalingLevel);\r\n\r\n const dimsChanged = width !== canvas.width || parent.width !== canvas.width || height !== canvas.height || parent.height !== canvas.height;\r\n if (canvas.clientWidth && canvas.clientHeight && dimsChanged) {\r\n canvas.width = width;\r\n canvas.height = height;\r\n this.setSize(width, height);\r\n }\r\n }\r\n\r\n if (!parent.width || !parent.height) {\r\n return false;\r\n }\r\n\r\n // Render the frame\r\n this._renderFrame();\r\n\r\n this.flushFramebuffer();\r\n\r\n // Copy to target\r\n if (view.clearBeforeCopy) {\r\n context.clearRect(0, 0, parent.width, parent.height);\r\n }\r\n context.drawImage(parent, 0, 0);\r\n\r\n // Restore\r\n if (scene) {\r\n scene.activeCameras = previewCameras;\r\n scene.activeCamera = previewCamera;\r\n }\r\n OnAfterViewRenderObservable.notifyObservers(view);\r\n return true;\r\n};\r\n\r\nAbstractEngine.prototype._renderViews = function () {\r\n if (!this.views || this.views.length === 0) {\r\n return false;\r\n }\r\n\r\n const parent = this.getRenderingCanvas();\r\n\r\n if (!parent) {\r\n return false;\r\n }\r\n\r\n let inputElementView;\r\n for (const view of this.views) {\r\n if (!view.enabled) {\r\n continue;\r\n }\r\n const canvas = view.target;\r\n // Always render the view correspondent to the inputElement for last\r\n if (canvas === this.inputElement) {\r\n inputElementView = view;\r\n continue;\r\n }\r\n\r\n if (!this._renderViewStep(view)) {\r\n return false;\r\n }\r\n }\r\n\r\n if (inputElementView) {\r\n if (!this._renderViewStep(inputElementView)) {\r\n return false;\r\n }\r\n }\r\n\r\n this.activeView = null;\r\n\r\n return true;\r\n};\r\n"]}
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@@ -58,6 +58,8 @@ declare module "../../scene.js" {
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/** @internal */
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_multiviewSceneUbo: Nullable<UniformBuffer>;
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/** @internal */
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+
_multiviewSceneUboIsActive: boolean;
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/** @internal */
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_createMultiviewUbo(): void;
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/** @internal */
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_updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;
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@@ -93,14 +93,18 @@ function CreateMultiviewUbo(engine, name, trackUBOsInFrame) {
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const CurrentCreateSceneUniformBuffer = Scene.prototype.createSceneUniformBuffer;
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Scene.prototype._transformMatrixR = Matrix.Zero();
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Scene.prototype._multiviewSceneUbo = null;
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Scene.prototype._multiviewSceneUboIsActive = false;
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Scene.prototype._createMultiviewUbo = function () {
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this._multiviewSceneUbo = CreateMultiviewUbo(this.getEngine(), "scene_multiview");
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this._multiviewSceneUboIsActive = true;
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};
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-
Scene.prototype.createSceneUniformBuffer = function (name,
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-
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Scene.prototype.createSceneUniformBuffer = function (name, trackUBOsInFrameOrOptions) {
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const forceMono = typeof trackUBOsInFrameOrOptions === "object" && !!trackUBOsInFrameOrOptions?.forceMono;
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if (!forceMono && this._multiviewSceneUboIsActive) {
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const trackUBOsInFrame = typeof trackUBOsInFrameOrOptions === "boolean" ? trackUBOsInFrameOrOptions : trackUBOsInFrameOrOptions?.trackUBOsInFrame;
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return CreateMultiviewUbo(this.getEngine(), name, trackUBOsInFrame);
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}
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-
return CurrentCreateSceneUniformBuffer.bind(this)(name,
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return CurrentCreateSceneUniformBuffer.bind(this)(name, trackUBOsInFrameOrOptions);
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};
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Scene.prototype._updateMultiviewUbo = function (viewR, projectionR) {
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if (viewR && projectionR) {
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