@onerjs/core 8.42.2 → 8.42.4

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Files changed (162) hide show
  1. package/Animations/animatorAvatar.d.ts +31 -16
  2. package/Animations/animatorAvatar.js +138 -86
  3. package/Animations/animatorAvatar.js.map +1 -1
  4. package/AudioV2/abstractAudio/abstractSound.js +3 -4
  5. package/AudioV2/abstractAudio/abstractSound.js.map +1 -1
  6. package/AudioV2/abstractAudio/audioBus.js +3 -0
  7. package/AudioV2/abstractAudio/audioBus.js.map +1 -1
  8. package/AudioV2/abstractAudio/streamingSoundInstance.d.ts +1 -1
  9. package/AudioV2/abstractAudio/streamingSoundInstance.js +2 -2
  10. package/AudioV2/abstractAudio/streamingSoundInstance.js.map +1 -1
  11. package/AudioV2/webAudio/components/spatialWebAudioUpdaterComponent.d.ts +4 -1
  12. package/AudioV2/webAudio/components/spatialWebAudioUpdaterComponent.js +5 -2
  13. package/AudioV2/webAudio/components/spatialWebAudioUpdaterComponent.js.map +1 -1
  14. package/AudioV2/webAudio/webAudioStaticSound.js +3 -3
  15. package/AudioV2/webAudio/webAudioStaticSound.js.map +1 -1
  16. package/AudioV2/webAudio/webAudioStreamingSound.js +2 -4
  17. package/AudioV2/webAudio/webAudioStreamingSound.js.map +1 -1
  18. package/Behaviors/Meshes/pointerDragBehavior.d.ts +6 -1
  19. package/Behaviors/Meshes/pointerDragBehavior.js +4 -0
  20. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  21. package/Cameras/Inputs/geospatialCameraKeyboardInput.js +6 -3
  22. package/Cameras/Inputs/geospatialCameraKeyboardInput.js.map +1 -1
  23. package/Cameras/geospatialCamera.d.ts +4 -2
  24. package/Cameras/geospatialCamera.js +10 -8
  25. package/Cameras/geospatialCamera.js.map +1 -1
  26. package/Cameras/geospatialCameraMovement.d.ts +11 -1
  27. package/Cameras/geospatialCameraMovement.js +26 -6
  28. package/Cameras/geospatialCameraMovement.js.map +1 -1
  29. package/Debug/physicsViewer.d.ts +1 -0
  30. package/Debug/physicsViewer.js +1 -0
  31. package/Debug/physicsViewer.js.map +1 -1
  32. package/Engines/WebGPU/webgpuBufferManager.js +3 -1
  33. package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
  34. package/Engines/abstractEngine.js +2 -2
  35. package/Engines/abstractEngine.js.map +1 -1
  36. package/Engines/nullEngine.js +4 -0
  37. package/Engines/nullEngine.js.map +1 -1
  38. package/Engines/webgpuEngine.js +2 -2
  39. package/Engines/webgpuEngine.js.map +1 -1
  40. package/Gizmos/axisDragGizmo.d.ts +1 -1
  41. package/Gizmos/axisDragGizmo.js +13 -5
  42. package/Gizmos/axisDragGizmo.js.map +1 -1
  43. package/Gizmos/gizmo.js +8 -2
  44. package/Gizmos/gizmo.js.map +1 -1
  45. package/Gizmos/planeDragGizmo.js +10 -3
  46. package/Gizmos/planeDragGizmo.js.map +1 -1
  47. package/Gizmos/planeRotationGizmo.js +10 -0
  48. package/Gizmos/planeRotationGizmo.js.map +1 -1
  49. package/Layers/highlightLayer.d.ts +14 -0
  50. package/Layers/highlightLayer.js +20 -0
  51. package/Layers/highlightLayer.js.map +1 -1
  52. package/Layers/selectionOutlineLayer.d.ts +1 -0
  53. package/Layers/selectionOutlineLayer.js +1 -0
  54. package/Layers/selectionOutlineLayer.js.map +1 -1
  55. package/Layers/thinEffectLayer.js +25 -1
  56. package/Layers/thinEffectLayer.js.map +1 -1
  57. package/Layers/thinHighlightLayer.d.ts +9 -0
  58. package/Layers/thinHighlightLayer.js +19 -3
  59. package/Layers/thinHighlightLayer.js.map +1 -1
  60. package/Lights/Clustered/clusteredLightContainer.js +4 -0
  61. package/Lights/Clustered/clusteredLightContainer.js.map +1 -1
  62. package/Loading/Plugins/babylonFileLoader.d.ts +2 -0
  63. package/Loading/Plugins/babylonFileLoader.js +2 -0
  64. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  65. package/Materials/Node/Blocks/Dual/depthSourceBlock.d.ts +1 -0
  66. package/Materials/Node/Blocks/Dual/depthSourceBlock.js +1 -0
  67. package/Materials/Node/Blocks/Dual/depthSourceBlock.js.map +1 -1
  68. package/Materials/Node/Blocks/Dual/sceneDepthBlock.d.ts +1 -0
  69. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js +1 -0
  70. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js.map +1 -1
  71. package/Materials/Node/Blocks/Teleport/teleportOutBlock.js +10 -4
  72. package/Materials/Node/Blocks/Teleport/teleportOutBlock.js.map +1 -1
  73. package/Materials/Textures/renderTargetTexture.js +6 -4
  74. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  75. package/Materials/effect.functions.js +29 -21
  76. package/Materials/effect.functions.js.map +1 -1
  77. package/Meshes/abstractMesh.d.ts +9 -0
  78. package/Meshes/abstractMesh.js +16 -0
  79. package/Meshes/abstractMesh.js.map +1 -1
  80. package/Meshes/mesh.js +2 -0
  81. package/Meshes/mesh.js.map +1 -1
  82. package/Meshes/subMesh.d.ts +2 -1
  83. package/Meshes/subMesh.js +3 -2
  84. package/Meshes/subMesh.js.map +1 -1
  85. package/Meshes/thinInstanceMesh.d.ts +7 -3
  86. package/Meshes/thinInstanceMesh.js +15 -3
  87. package/Meshes/thinInstanceMesh.js.map +1 -1
  88. package/Misc/snapshotRenderingHelper.d.ts +5 -3
  89. package/Misc/snapshotRenderingHelper.js +9 -5
  90. package/Misc/snapshotRenderingHelper.js.map +1 -1
  91. package/Particles/EmitterTypes/coneParticleEmitter.js +3 -3
  92. package/Particles/EmitterTypes/coneParticleEmitter.js.map +1 -1
  93. package/Particles/EmitterTypes/sphereParticleEmitter.js +2 -2
  94. package/Particles/EmitterTypes/sphereParticleEmitter.js.map +1 -1
  95. package/Particles/Node/Blocks/index.d.ts +0 -2
  96. package/Particles/Node/Blocks/index.js +0 -2
  97. package/Particles/Node/Blocks/index.js.map +1 -1
  98. package/Particles/Node/Blocks/particleNumberMathBlock.js +16 -0
  99. package/Particles/Node/Blocks/particleNumberMathBlock.js.map +1 -1
  100. package/Particles/Node/Blocks/systemBlock.d.ts +0 -4
  101. package/Particles/Node/Blocks/systemBlock.js +1 -32
  102. package/Particles/Node/Blocks/systemBlock.js.map +1 -1
  103. package/Particles/Node/nodeParticleSystemSet.helper.js +2 -89
  104. package/Particles/Node/nodeParticleSystemSet.helper.js.map +1 -1
  105. package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.d.ts +1 -0
  106. package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js +1 -0
  107. package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js.map +1 -1
  108. package/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline.d.ts +1 -0
  109. package/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline.js +1 -0
  110. package/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline.js.map +1 -1
  111. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.d.ts +6 -0
  112. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js +8 -0
  113. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
  114. package/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline.d.ts +1 -0
  115. package/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline.js +1 -0
  116. package/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline.js.map +1 -1
  117. package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.d.ts +6 -0
  118. package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js +8 -0
  119. package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js.map +1 -1
  120. package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.d.ts +1 -0
  121. package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.js +1 -0
  122. package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.js.map +1 -1
  123. package/PostProcesses/screenSpaceReflectionPostProcess.d.ts +1 -0
  124. package/PostProcesses/screenSpaceReflectionPostProcess.js +1 -0
  125. package/PostProcesses/screenSpaceReflectionPostProcess.js.map +1 -1
  126. package/Rendering/GlobalIllumination/giRSMManager.d.ts +1 -0
  127. package/Rendering/GlobalIllumination/giRSMManager.js +1 -0
  128. package/Rendering/GlobalIllumination/giRSMManager.js.map +1 -1
  129. package/Rendering/IBLShadows/iblShadowsAccumulationPass.js +7 -3
  130. package/Rendering/IBLShadows/iblShadowsAccumulationPass.js.map +1 -1
  131. package/Rendering/IBLShadows/iblShadowsSpatialBlurPass.js +3 -1
  132. package/Rendering/IBLShadows/iblShadowsSpatialBlurPass.js.map +1 -1
  133. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js +3 -1
  134. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js.map +1 -1
  135. package/Rendering/geometryBufferRenderer.js +3 -0
  136. package/Rendering/geometryBufferRenderer.js.map +1 -1
  137. package/Rendering/prePassRenderer.d.ts +1 -0
  138. package/Rendering/prePassRenderer.js +1 -0
  139. package/Rendering/prePassRenderer.js.map +1 -1
  140. package/Shaders/gpuUpdateParticles.vertex.js +1 -1
  141. package/Shaders/gpuUpdateParticles.vertex.js.map +1 -1
  142. package/ShadersWGSL/ShadersInclude/depthPrePass.js +4 -1
  143. package/ShadersWGSL/ShadersInclude/depthPrePass.js.map +1 -1
  144. package/ShadersWGSL/background.fragment.js +1 -1
  145. package/ShadersWGSL/background.fragment.js.map +1 -1
  146. package/ShadersWGSL/default.fragment.js +1 -1
  147. package/ShadersWGSL/default.fragment.js.map +1 -1
  148. package/ShadersWGSL/gpuUpdateParticles.compute.js +1 -1
  149. package/ShadersWGSL/gpuUpdateParticles.compute.js.map +1 -1
  150. package/XR/features/WebXRControllerPhysics.d.ts +1 -0
  151. package/XR/features/WebXRControllerPhysics.js +1 -0
  152. package/XR/features/WebXRControllerPhysics.js.map +1 -1
  153. package/XR/features/WebXRHandTracking.d.ts +1 -0
  154. package/XR/features/WebXRHandTracking.js +1 -0
  155. package/XR/features/WebXRHandTracking.js.map +1 -1
  156. package/package.json +1 -1
  157. package/Particles/Node/Blocks/Update/updateRemapBlock.d.ts +0 -39
  158. package/Particles/Node/Blocks/Update/updateRemapBlock.js +0 -93
  159. package/Particles/Node/Blocks/Update/updateRemapBlock.js.map +0 -1
  160. package/Particles/Node/Blocks/particleFresnelBlock.d.ts +0 -34
  161. package/Particles/Node/Blocks/particleFresnelBlock.js +0 -74
  162. package/Particles/Node/Blocks/particleFresnelBlock.js.map +0 -1
@@ -122,6 +122,10 @@ export class PlaneRotationGizmo extends Gizmo {
122
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  let localPlaneNormalTowardsCamera = new Vector3();
123
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  this.dragBehavior.onDragStartObservable.add((e) => {
124
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  if (this.attachedNode) {
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+ if (this._additionalTransformNode) {
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+ this._additionalTransformNode.getWorldMatrix().invertToRef(TmpVectors.Matrix[0]);
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+ Vector3.TransformCoordinatesToRef(e.dragPlanePoint, TmpVectors.Matrix[0], e.dragPlanePoint);
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+ }
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  lastDragPosition.copyFrom(e.dragPlanePoint);
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  this._rotationDisplayPlane.setEnabled(true);
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  this._rotationDisplayPlane.getWorldMatrix().invertToRef(rotationMatrix);
@@ -133,6 +137,8 @@ export class PlaneRotationGizmo extends Gizmo {
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  lastDragPosition.copyFrom(e.dragPlanePoint);
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  this._rotationShaderMaterial.setVector3("angles", this._angles);
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  this.angle = 0;
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+ // there is an issue with the rotation plane with additionalTransformNode, so we hide it in that case to avoid confusion
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+ this._rotationDisplayPlane.visibility = this._additionalTransformNode ? 0 : 0.999;
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  }
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  });
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  this.dragBehavior.onDragEndObservable.add(() => {
@@ -169,6 +175,10 @@ export class PlaneRotationGizmo extends Gizmo {
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  }
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  nodeQuaternion.normalize();
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  const nodeTranslationForOperation = this.updateGizmoPositionToMatchAttachedMesh ? nodeTranslation : this._rootMesh.absolutePosition;
178
+ if (this._additionalTransformNode) {
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+ this._additionalTransformNode.getWorldMatrix().invertToRef(TmpVectors.Matrix[0]);
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+ Vector3.TransformCoordinatesToRef(event.dragPlanePoint, TmpVectors.Matrix[0], event.dragPlanePoint);
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+ }
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  const newVector = event.dragPlanePoint.subtract(nodeTranslationForOperation).normalize();
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  const originalVector = lastDragPosition.subtract(nodeTranslationForOperation).normalize();
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  const cross = Vector3.Cross(newVector, originalVector);
@@ -1 +1 @@
1
- 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type { Observer } from \"../Misc/observable\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { PointerInfo } from \"../Events/pointerEvents\";\r\nimport { Quaternion, Matrix, Vector3, TmpVectors } from \"../Maths/math.vector\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport \"../Meshes/Builders/linesBuilder\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport type { Node } from \"../node\";\r\nimport { PointerDragBehavior } from \"../Behaviors/Meshes/pointerDragBehavior\";\r\nimport type { GizmoAxisCache, IGizmo } from \"./gizmo\";\r\nimport { Gizmo } from \"./gizmo\";\r\nimport { UtilityLayerRenderer } from \"../Rendering/utilityLayerRenderer\";\r\nimport { StandardMaterial } from \"../Materials/standardMaterial\";\r\nimport type { RotationGizmo } from \"./rotationGizmo\";\r\nimport { ShaderMaterial } from \"../Materials/shaderMaterial\";\r\nimport { Effect } from \"../Materials/effect\";\r\nimport { CreatePlane } from \"../Meshes/Builders/planeBuilder\";\r\nimport { CreateTorus } from \"../Meshes/Builders/torusBuilder\";\r\nimport { Epsilon } from \"../Maths/math.constants\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport type { TransformNode } from \"../Meshes/transformNode\";\r\n\r\n/**\r\n * Interface for plane rotation gizmo\r\n */\r\nexport interface IPlaneRotationGizmo extends IGizmo {\r\n /** Drag behavior responsible for the gizmos dragging interactions */\r\n dragBehavior: PointerDragBehavior;\r\n /** Drag distance in babylon units that the gizmo will snap to when dragged */\r\n snapDistance: number;\r\n /** Sensitivity factor for dragging */\r\n sensitivity: number;\r\n /**\r\n * Event that fires each time the gizmo snaps to a new location.\r\n * * snapDistance is the change in distance\r\n */\r\n onSnapObservable: Observable<{ snapDistance: number }>;\r\n /** Accumulated relative angle value for rotation on the axis. */\r\n angle: number;\r\n /** If the gizmo is enabled */\r\n isEnabled: boolean;\r\n\r\n /** Default material used to render when gizmo is not disabled or hovered */\r\n coloredMaterial: StandardMaterial;\r\n /** Material used to render when gizmo is hovered with mouse */\r\n hoverMaterial: StandardMaterial;\r\n /** Color used to render the drag angle sector when gizmo is rotated with mouse */\r\n rotationColor: Color3;\r\n /** Material used to render when gizmo is disabled. typically grey. */\r\n disableMaterial: StandardMaterial;\r\n}\r\n\r\n/**\r\n * Single plane rotation gizmo\r\n */\r\nexport class PlaneRotationGizmo extends Gizmo implements IPlaneRotationGizmo {\r\n /**\r\n * Drag behavior responsible for the gizmos dragging interactions\r\n */\r\n public dragBehavior: PointerDragBehavior;\r\n protected _pointerObserver: Nullable<Observer<PointerInfo>> = null;\r\n\r\n /**\r\n * Rotation distance in radians that the gizmo will snap to (Default: 0)\r\n */\r\n public snapDistance = 0;\r\n /**\r\n * Event that fires each time the gizmo snaps to a new location.\r\n * * snapDistance is the change in distance\r\n */\r\n public onSnapObservable = new Observable<{ snapDistance: number }>();\r\n\r\n /**\r\n * The maximum angle between the camera and the rotation allowed for interaction\r\n * If a rotation plane appears 'flat', a lower value allows interaction.\r\n */\r\n public static MaxDragAngle: number = (Math.PI * 9) / 20;\r\n\r\n /**\r\n * Accumulated relative angle value for rotation on the axis. Reset to 0 when a dragStart occurs\r\n */\r\n public angle: number = 0;\r\n\r\n /**\r\n * Custom sensitivity value for the drag strength\r\n */\r\n public sensitivity = 1;\r\n\r\n /** Default material used to render when gizmo is not disabled or hovered */\r\n public get coloredMaterial() {\r\n return this._coloredMaterial;\r\n }\r\n\r\n /** Material used to render when gizmo is hovered with mouse */\r\n public get hoverMaterial() {\r\n return this._hoverMaterial;\r\n }\r\n\r\n /** Color used to render the drag angle sector when gizmo is rotated with mouse */\r\n public set rotationColor(color: Color3) {\r\n this._rotationShaderMaterial.setColor3(\"rotationColor\", color);\r\n }\r\n\r\n /** Material used to render when gizmo is disabled. typically grey. */\r\n public get disableMaterial() {\r\n return this._disableMaterial;\r\n }\r\n\r\n protected _isEnabled: boolean = true;\r\n protected _parent: Nullable<RotationGizmo> = null;\r\n protected _coloredMaterial: StandardMaterial;\r\n protected _hoverMaterial: StandardMaterial;\r\n protected _disableMaterial: StandardMaterial;\r\n protected _gizmoMesh: Mesh;\r\n protected _rotationDisplayPlane: Mesh;\r\n protected _dragging: boolean = false;\r\n protected _angles = new Vector3();\r\n\r\n protected static _RotationGizmoVertexShader = `\r\n precision highp float;\r\n attribute vec3 position;\r\n attribute vec2 uv;\r\n uniform mat4 worldViewProjection;\r\n varying vec3 vPosition;\r\n varying vec2 vUV;\r\n\r\n void main(void) {\r\n gl_Position = worldViewProjection * vec4(position, 1.0);\r\n vUV = uv;\r\n }`;\r\n\r\n protected static _RotationGizmoFragmentShader = `\r\n precision highp float;\r\n varying vec2 vUV;\r\n varying vec3 vPosition;\r\n uniform vec3 angles;\r\n uniform vec3 rotationColor;\r\n\r\n #define twopi 6.283185307\r\n\r\n void main(void) {\r\n vec2 uv = vUV - vec2(0.5);\r\n float angle = atan(uv.y, uv.x) + 3.141592;\r\n float delta = gl_FrontFacing ? angles.y : -angles.y;\r\n float begin = angles.x - delta * angles.z;\r\n float start = (begin < (begin + delta)) ? begin : (begin + delta);\r\n float end = (begin > (begin + delta)) ? begin : (begin + delta);\r\n float len = sqrt(dot(uv,uv));\r\n float opacity = 1. - step(0.5, len);\r\n\r\n float base = abs(floor(start / twopi)) * twopi;\r\n start += base;\r\n end += base;\r\n\r\n float intensity = 0.;\r\n for (int i = 0; i < 5; i++)\r\n {\r\n intensity += max(step(start, angle) - step(end, angle), 0.);\r\n angle += twopi;\r\n }\r\n gl_FragColor = vec4(rotationColor, min(intensity * 0.25, 0.8)) * opacity;\r\n }\r\n `;\r\n\r\n protected _rotationShaderMaterial: ShaderMaterial;\r\n\r\n /**\r\n * Creates a PlaneRotationGizmo\r\n * @param planeNormal The normal of the plane which the gizmo will be able to rotate on\r\n * @param color The color of the gizmo\r\n * @param gizmoLayer The utility layer the gizmo will be added to\r\n * @param tessellation Amount of tessellation to be used when creating rotation circles\r\n * @param parent\r\n * @param useEulerRotation Use and update Euler angle instead of quaternion\r\n * @param thickness display gizmo axis thickness\r\n * @param hoverColor The color of the gizmo when hovering over and dragging\r\n * @param disableColor The Color of the gizmo when its disabled\r\n */\r\n constructor(\r\n planeNormal: Vector3,\r\n color: Color3 = Color3.Gray(),\r\n gizmoLayer: UtilityLayerRenderer = UtilityLayerRenderer.DefaultUtilityLayer,\r\n tessellation = 32,\r\n parent: Nullable<RotationGizmo> = null,\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n useEulerRotation = false,\r\n thickness: number = 1,\r\n hoverColor: Color3 = Color3.Yellow(),\r\n disableColor: Color3 = Color3.Gray()\r\n ) {\r\n super(gizmoLayer);\r\n this._parent = parent;\r\n // Create Material\r\n this._coloredMaterial = new StandardMaterial(\"\", gizmoLayer.utilityLayerScene);\r\n this._coloredMaterial.diffuseColor = color;\r\n this._coloredMaterial.specularColor = color.subtract(new Color3(0.1, 0.1, 0.1));\r\n\r\n this._hoverMaterial = new StandardMaterial(\"\", gizmoLayer.utilityLayerScene);\r\n this._hoverMaterial.diffuseColor = hoverColor;\r\n this._hoverMaterial.specularColor = hoverColor;\r\n\r\n this._disableMaterial = new StandardMaterial(\"\", gizmoLayer.utilityLayerScene);\r\n this._disableMaterial.diffuseColor = disableColor;\r\n this._disableMaterial.alpha = 0.4;\r\n\r\n // Build mesh on root node\r\n this._gizmoMesh = new Mesh(\"\", gizmoLayer.utilityLayerScene);\r\n const { rotationMesh, collider } = this._createGizmoMesh(this._gizmoMesh, thickness, tessellation);\r\n\r\n // Setup Rotation Circle\r\n this._rotationDisplayPlane = CreatePlane(\r\n \"rotationDisplay\",\r\n {\r\n size: 0.6,\r\n updatable: false,\r\n },\r\n this.gizmoLayer.utilityLayerScene\r\n );\r\n this._rotationDisplayPlane.rotation.z = Math.PI * 0.5;\r\n this._rotationDisplayPlane.parent = this._gizmoMesh;\r\n this._rotationDisplayPlane.setEnabled(false);\r\n\r\n Effect.ShadersStore[\"rotationGizmoVertexShader\"] = PlaneRotationGizmo._RotationGizmoVertexShader;\r\n Effect.ShadersStore[\"rotationGizmoFragmentShader\"] = PlaneRotationGizmo._RotationGizmoFragmentShader;\r\n this._rotationShaderMaterial = new ShaderMaterial(\r\n \"shader\",\r\n this.gizmoLayer.utilityLayerScene,\r\n {\r\n vertex: \"rotationGizmo\",\r\n fragment: \"rotationGizmo\",\r\n },\r\n {\r\n attributes: [\"position\", \"uv\"],\r\n uniforms: [\"worldViewProjection\", \"angles\", \"rotationColor\"],\r\n }\r\n );\r\n this._rotationShaderMaterial.backFaceCulling = false;\r\n this.rotationColor = hoverColor;\r\n\r\n this._rotationDisplayPlane.material = this._rotationShaderMaterial;\r\n this._rotationDisplayPlane.visibility = 0.999;\r\n\r\n this._gizmoMesh.lookAt(this._rootMesh.position.add(planeNormal));\r\n this._rootMesh.addChild(this._gizmoMesh, Gizmo.PreserveScaling);\r\n this._gizmoMesh.scaling.scaleInPlace(1 / 3);\r\n // Add drag behavior to handle events when the gizmo is dragged\r\n this.dragBehavior = new PointerDragBehavior({ dragPlaneNormal: planeNormal });\r\n this.dragBehavior.moveAttached = false;\r\n this.dragBehavior.maxDragAngle = PlaneRotationGizmo.MaxDragAngle;\r\n this.dragBehavior._useAlternatePickedPointAboveMaxDragAngle = true;\r\n this._rootMesh.addBehavior(this.dragBehavior);\r\n\r\n // Closures for drag logic\r\n const lastDragPosition = new Vector3();\r\n\r\n const rotationMatrix = new Matrix();\r\n const planeNormalTowardsCamera = new Vector3();\r\n let localPlaneNormalTowardsCamera = new Vector3();\r\n\r\n this.dragBehavior.onDragStartObservable.add((e) => {\r\n if (this.attachedNode) {\r\n lastDragPosition.copyFrom(e.dragPlanePoint);\r\n this._rotationDisplayPlane.setEnabled(true);\r\n\r\n this._rotationDisplayPlane.getWorldMatrix().invertToRef(rotationMatrix);\r\n Vector3.TransformCoordinatesToRef(e.dragPlanePoint, rotationMatrix, lastDragPosition);\r\n\r\n this._angles.x = Math.atan2(lastDragPosition.y, lastDragPosition.x) + Math.PI;\r\n this._angles.y = 0;\r\n this._angles.z = this.updateGizmoRotationToMatchAttachedMesh ? 1 : 0;\r\n this._dragging = true;\r\n lastDragPosition.copyFrom(e.dragPlanePoint);\r\n this._rotationShaderMaterial.setVector3(\"angles\", this._angles);\r\n this.angle = 0;\r\n }\r\n });\r\n\r\n this.dragBehavior.onDragEndObservable.add(() => {\r\n this._dragging = false;\r\n this._rotationDisplayPlane.setEnabled(false);\r\n });\r\n\r\n const tmpSnapEvent = { snapDistance: 0 };\r\n let currentSnapDragDistance = 0;\r\n const tmpMatrix = new Matrix();\r\n const amountToRotate = new Quaternion();\r\n this.dragBehavior.onDragObservable.add((event) => {\r\n if (this.attachedNode) {\r\n // Calc angle over full 360 degree (https://stackoverflow.com/questions/43493711/the-angle-between-two-3d-vectors-with-a-result-range-0-360)\r\n const nodeScale = new Vector3(1, 1, 1);\r\n const nodeQuaternion = new Quaternion(0, 0, 0, 1);\r\n const nodeTranslation = new Vector3(0, 0, 0);\r\n const attachedNodeTransform = this._attachedNode as TransformNode;\r\n // check there is an active pivot for the TransformNode attached\r\n if (attachedNodeTransform && attachedNodeTransform.isUsingPivotMatrix && attachedNodeTransform.isUsingPivotMatrix() && attachedNodeTransform.position) {\r\n // When a TransformNode has an active pivot, even without parenting,\r\n // translation from the world matrix is different from TransformNode.position.\r\n // Pivot works like a virtual parent that's using the node orientation.\r\n // As the world matrix is transformed by the gizmo and then decomposed to TRS\r\n // its translation part must be set to the Node's position.\r\n attachedNodeTransform.getWorldMatrix().setTranslation(attachedNodeTransform.position);\r\n }\r\n\r\n this.attachedNode.getWorldMatrix().decompose(nodeScale, nodeQuaternion, nodeTranslation);\r\n // uniform scaling of absolute value of components\r\n // (-1,1,1) is uniform but (1,1.001,1) is not\r\n const uniformScaling = Math.abs(Math.abs(nodeScale.x) - Math.abs(nodeScale.y)) <= Epsilon && Math.abs(Math.abs(nodeScale.x) - Math.abs(nodeScale.z)) <= Epsilon;\r\n if (!uniformScaling && this.updateGizmoRotationToMatchAttachedMesh) {\r\n Logger.Warn(\r\n \"Unable to use a rotation gizmo matching mesh rotation with non uniform scaling. Use uniform scaling or set updateGizmoRotationToMatchAttachedMesh to false.\"\r\n );\r\n return;\r\n }\r\n nodeQuaternion.normalize();\r\n\r\n const nodeTranslationForOperation = this.updateGizmoPositionToMatchAttachedMesh ? nodeTranslation : this._rootMesh.absolutePosition;\r\n const newVector = event.dragPlanePoint.subtract(nodeTranslationForOperation).normalize();\r\n const originalVector = lastDragPosition.subtract(nodeTranslationForOperation).normalize();\r\n const cross = Vector3.Cross(newVector, originalVector);\r\n const dot = Vector3.Dot(newVector, originalVector);\r\n let angle = Math.atan2(cross.length(), dot) * this.sensitivity;\r\n planeNormalTowardsCamera.copyFrom(planeNormal);\r\n localPlaneNormalTowardsCamera.copyFrom(planeNormal);\r\n if (this.updateGizmoRotationToMatchAttachedMesh) {\r\n nodeQuaternion.toRotationMatrix(rotationMatrix);\r\n localPlaneNormalTowardsCamera = Vector3.TransformCoordinates(planeNormalTowardsCamera, rotationMatrix);\r\n }\r\n // Flip up vector depending on which side the camera is on\r\n let cameraFlipped = false;\r\n if (gizmoLayer.utilityLayerScene.activeCamera) {\r\n const camVec = gizmoLayer.utilityLayerScene.activeCamera.position.subtract(nodeTranslationForOperation).normalize();\r\n if (Vector3.Dot(camVec, localPlaneNormalTowardsCamera) > 0) {\r\n planeNormalTowardsCamera.scaleInPlace(-1);\r\n localPlaneNormalTowardsCamera.scaleInPlace(-1);\r\n cameraFlipped = true;\r\n }\r\n }\r\n const halfCircleSide = Vector3.Dot(localPlaneNormalTowardsCamera, cross) > 0.0;\r\n if (halfCircleSide) {\r\n angle = -angle;\r\n }\r\n\r\n TmpVectors.Vector3[0].set(angle, 0, 0);\r\n if (!this.dragBehavior.validateDrag(TmpVectors.Vector3[0])) {\r\n angle = 0;\r\n }\r\n\r\n // Snapping logic\r\n let snapped = false;\r\n if (this.snapDistance != 0) {\r\n currentSnapDragDistance += angle;\r\n if (Math.abs(currentSnapDragDistance) > this.snapDistance) {\r\n let dragSteps = Math.floor(Math.abs(currentSnapDragDistance) / this.snapDistance);\r\n if (currentSnapDragDistance < 0) {\r\n dragSteps *= -1;\r\n }\r\n currentSnapDragDistance = currentSnapDragDistance % this.snapDistance;\r\n angle = this.snapDistance * dragSteps;\r\n snapped = true;\r\n } else {\r\n angle = 0;\r\n }\r\n }\r\n\r\n // Convert angle and axis to quaternion (http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm)\r\n const quaternionCoefficient = Math.sin(angle / 2);\r\n amountToRotate.set(\r\n planeNormalTowardsCamera.x * quaternionCoefficient,\r\n planeNormalTowardsCamera.y * quaternionCoefficient,\r\n planeNormalTowardsCamera.z * quaternionCoefficient,\r\n Math.cos(angle / 2)\r\n );\r\n\r\n // If the meshes local scale is inverted (eg. loaded gltf file parent with z scale of -1) the rotation needs to be inverted on the y axis\r\n if (tmpMatrix.determinant() > 0) {\r\n const tmpVector = new Vector3();\r\n amountToRotate.toEulerAnglesToRef(tmpVector);\r\n Quaternion.RotationYawPitchRollToRef(tmpVector.y, -tmpVector.x, -tmpVector.z, amountToRotate);\r\n }\r\n\r\n if (this.updateGizmoRotationToMatchAttachedMesh) {\r\n // Rotate selected mesh quaternion over fixed axis\r\n nodeQuaternion.multiplyToRef(amountToRotate, nodeQuaternion);\r\n nodeQuaternion.normalize();\r\n // recompose matrix\r\n Matrix.ComposeToRef(nodeScale, nodeQuaternion, nodeTranslation, this.attachedNode.getWorldMatrix());\r\n } else {\r\n // Rotate selected mesh quaternion over rotated axis\r\n amountToRotate.toRotationMatrix(TmpVectors.Matrix[0]);\r\n const translation = this.attachedNode.getWorldMatrix().getTranslation();\r\n this.attachedNode.getWorldMatrix().multiplyToRef(TmpVectors.Matrix[0], this.attachedNode.getWorldMatrix());\r\n this.attachedNode.getWorldMatrix().setTranslation(translation);\r\n }\r\n\r\n lastDragPosition.copyFrom(event.dragPlanePoint);\r\n if (snapped) {\r\n tmpSnapEvent.snapDistance = angle;\r\n this.onSnapObservable.notifyObservers(tmpSnapEvent);\r\n }\r\n this._angles.y += gizmoLayer.utilityLayerScene.useRightHandedSystem ? -angle : angle;\r\n this.angle += cameraFlipped ? -angle : angle;\r\n this._rotationShaderMaterial.setVector3(\"angles\", this._angles);\r\n this._matrixChanged();\r\n }\r\n });\r\n\r\n const light = gizmoLayer._getSharedGizmoLight();\r\n light.includedOnlyMeshes = light.includedOnlyMeshes.concat(this._rootMesh.getChildMeshes(false));\r\n\r\n const cache: GizmoAxisCache = {\r\n colliderMeshes: [collider],\r\n gizmoMeshes: [rotationMesh],\r\n material: this._coloredMaterial,\r\n hoverMaterial: this._hoverMaterial,\r\n disableMaterial: this._disableMaterial,\r\n active: false,\r\n dragBehavior: this.dragBehavior,\r\n };\r\n this._parent?.addToAxisCache(this._gizmoMesh, cache);\r\n\r\n this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add((pointerInfo) => {\r\n if (this._customMeshSet) {\r\n return;\r\n }\r\n // updating here the maxangle because ondragstart is too late (value already used) and the updated value is not taken into account\r\n this.dragBehavior.maxDragAngle = PlaneRotationGizmo.MaxDragAngle;\r\n this._isHovered = !!(cache.colliderMeshes.indexOf(<Mesh>pointerInfo?.pickInfo?.pickedMesh) != -1);\r\n if (!this._parent) {\r\n const material = cache.dragBehavior.enabled ? (this._isHovered || this._dragging ? this._hoverMaterial : this._coloredMaterial) : this._disableMaterial;\r\n this._setGizmoMeshMaterial(cache.gizmoMeshes, material);\r\n }\r\n });\r\n\r\n this.dragBehavior.onEnabledObservable.add((newState) => {\r\n this._setGizmoMeshMaterial(cache.gizmoMeshes, newState ? this._coloredMaterial : this._disableMaterial);\r\n });\r\n }\r\n\r\n /**\r\n * @internal\r\n * Create Geometry for Gizmo\r\n * @param parentMesh\r\n * @param thickness\r\n * @param tessellation\r\n * @returns\r\n */\r\n protected _createGizmoMesh(parentMesh: AbstractMesh, thickness: number, tessellation: number) {\r\n const collider = CreateTorus(\r\n \"ignore\",\r\n {\r\n diameter: 0.6,\r\n thickness: 0.03 * thickness,\r\n tessellation,\r\n },\r\n this.gizmoLayer.utilityLayerScene\r\n );\r\n collider.visibility = 0;\r\n const rotationMesh = CreateTorus(\r\n \"\",\r\n {\r\n diameter: 0.6,\r\n thickness: 0.005 * thickness,\r\n tessellation,\r\n },\r\n this.gizmoLayer.utilityLayerScene\r\n );\r\n rotationMesh.material = this._coloredMaterial;\r\n\r\n // Position arrow pointing in its drag axis\r\n rotationMesh.rotation.x = Math.PI / 2;\r\n collider.rotation.x = Math.PI / 2;\r\n\r\n parentMesh.addChild(rotationMesh, Gizmo.PreserveScaling);\r\n parentMesh.addChild(collider, Gizmo.PreserveScaling);\r\n return { rotationMesh, collider };\r\n }\r\n\r\n protected override _attachedNodeChanged(value: Nullable<Node>) {\r\n if (this.dragBehavior) {\r\n this.dragBehavior.enabled = value ? true : false;\r\n }\r\n }\r\n\r\n /**\r\n * If the gizmo is enabled\r\n */\r\n public set isEnabled(value: boolean) {\r\n this._isEnabled = value;\r\n if (!value) {\r\n this.attachedMesh = null;\r\n } else {\r\n if (this._parent) {\r\n this.attachedMesh = this._parent.attachedMesh;\r\n }\r\n }\r\n }\r\n\r\n public get isEnabled(): boolean {\r\n return this._isEnabled;\r\n }\r\n\r\n /**\r\n * Disposes of the gizmo\r\n */\r\n public override dispose() {\r\n this.onSnapObservable.clear();\r\n this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);\r\n this.dragBehavior.detach();\r\n if (this._gizmoMesh) {\r\n this._gizmoMesh.dispose();\r\n }\r\n if (this._rotationDisplayPlane) {\r\n this._rotationDisplayPlane.dispose();\r\n }\r\n if (this._rotationShaderMaterial) {\r\n this._rotationShaderMaterial.dispose();\r\n }\r\n const materials = [this._coloredMaterial, this._hoverMaterial, this._disableMaterial];\r\n for (const matl of materials) {\r\n if (matl) {\r\n matl.dispose();\r\n }\r\n }\r\n super.dispose();\r\n }\r\n}\r\n"]}
1
+ 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type { Observer } from \"../Misc/observable\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { PointerInfo } from \"../Events/pointerEvents\";\r\nimport { Quaternion, Matrix, Vector3, TmpVectors } from \"../Maths/math.vector\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport \"../Meshes/Builders/linesBuilder\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport type { Node } from \"../node\";\r\nimport { PointerDragBehavior } from \"../Behaviors/Meshes/pointerDragBehavior\";\r\nimport type { GizmoAxisCache, IGizmo } from \"./gizmo\";\r\nimport { Gizmo } from \"./gizmo\";\r\nimport { UtilityLayerRenderer } from \"../Rendering/utilityLayerRenderer\";\r\nimport { StandardMaterial } from \"../Materials/standardMaterial\";\r\nimport type { RotationGizmo } from \"./rotationGizmo\";\r\nimport { ShaderMaterial } from \"../Materials/shaderMaterial\";\r\nimport { Effect } from \"../Materials/effect\";\r\nimport { CreatePlane } from \"../Meshes/Builders/planeBuilder\";\r\nimport { CreateTorus } from \"../Meshes/Builders/torusBuilder\";\r\nimport { Epsilon } from \"../Maths/math.constants\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport type { TransformNode } from \"../Meshes/transformNode\";\r\n\r\n/**\r\n * Interface for plane rotation gizmo\r\n */\r\nexport interface IPlaneRotationGizmo extends IGizmo {\r\n /** Drag behavior responsible for the gizmos dragging interactions */\r\n dragBehavior: PointerDragBehavior;\r\n /** Drag distance in babylon units that the gizmo will snap to when dragged */\r\n snapDistance: number;\r\n /** Sensitivity factor for dragging */\r\n sensitivity: number;\r\n /**\r\n * Event that fires each time the gizmo snaps to a new location.\r\n * * snapDistance is the change in distance\r\n */\r\n onSnapObservable: Observable<{ snapDistance: number }>;\r\n /** Accumulated relative angle value for rotation on the axis. */\r\n angle: number;\r\n /** If the gizmo is enabled */\r\n isEnabled: boolean;\r\n\r\n /** Default material used to render when gizmo is not disabled or hovered */\r\n coloredMaterial: StandardMaterial;\r\n /** Material used to render when gizmo is hovered with mouse */\r\n hoverMaterial: StandardMaterial;\r\n /** Color used to render the drag angle sector when gizmo is rotated with mouse */\r\n rotationColor: Color3;\r\n /** Material used to render when gizmo is disabled. typically grey. */\r\n disableMaterial: StandardMaterial;\r\n}\r\n\r\n/**\r\n * Single plane rotation gizmo\r\n */\r\nexport class PlaneRotationGizmo extends Gizmo implements IPlaneRotationGizmo {\r\n /**\r\n * Drag behavior responsible for the gizmos dragging interactions\r\n */\r\n public dragBehavior: PointerDragBehavior;\r\n protected _pointerObserver: Nullable<Observer<PointerInfo>> = null;\r\n\r\n /**\r\n * Rotation distance in radians that the gizmo will snap to (Default: 0)\r\n */\r\n public snapDistance = 0;\r\n /**\r\n * Event that fires each time the gizmo snaps to a new location.\r\n * * snapDistance is the change in distance\r\n */\r\n public onSnapObservable = new Observable<{ snapDistance: number }>();\r\n\r\n /**\r\n * The maximum angle between the camera and the rotation allowed for interaction\r\n * If a rotation plane appears 'flat', a lower value allows interaction.\r\n */\r\n public static MaxDragAngle: number = (Math.PI * 9) / 20;\r\n\r\n /**\r\n * Accumulated relative angle value for rotation on the axis. Reset to 0 when a dragStart occurs\r\n */\r\n public angle: number = 0;\r\n\r\n /**\r\n * Custom sensitivity value for the drag strength\r\n */\r\n public sensitivity = 1;\r\n\r\n /** Default material used to render when gizmo is not disabled or hovered */\r\n public get coloredMaterial() {\r\n return this._coloredMaterial;\r\n }\r\n\r\n /** Material used to render when gizmo is hovered with mouse */\r\n public get hoverMaterial() {\r\n return this._hoverMaterial;\r\n }\r\n\r\n /** Color used to render the drag angle sector when gizmo is rotated with mouse */\r\n public set rotationColor(color: Color3) {\r\n this._rotationShaderMaterial.setColor3(\"rotationColor\", color);\r\n }\r\n\r\n /** Material used to render when gizmo is disabled. typically grey. */\r\n public get disableMaterial() {\r\n return this._disableMaterial;\r\n }\r\n\r\n protected _isEnabled: boolean = true;\r\n protected _parent: Nullable<RotationGizmo> = null;\r\n protected _coloredMaterial: StandardMaterial;\r\n protected _hoverMaterial: StandardMaterial;\r\n protected _disableMaterial: StandardMaterial;\r\n protected _gizmoMesh: Mesh;\r\n protected _rotationDisplayPlane: Mesh;\r\n protected _dragging: boolean = false;\r\n protected _angles = new Vector3();\r\n\r\n protected static _RotationGizmoVertexShader = `\r\n precision highp float;\r\n attribute vec3 position;\r\n attribute vec2 uv;\r\n uniform mat4 worldViewProjection;\r\n varying vec3 vPosition;\r\n varying vec2 vUV;\r\n\r\n void main(void) {\r\n gl_Position = worldViewProjection * vec4(position, 1.0);\r\n vUV = uv;\r\n }`;\r\n\r\n protected static _RotationGizmoFragmentShader = `\r\n precision highp float;\r\n varying vec2 vUV;\r\n varying vec3 vPosition;\r\n uniform vec3 angles;\r\n uniform vec3 rotationColor;\r\n\r\n #define twopi 6.283185307\r\n\r\n void main(void) {\r\n vec2 uv = vUV - vec2(0.5);\r\n float angle = atan(uv.y, uv.x) + 3.141592;\r\n float delta = gl_FrontFacing ? angles.y : -angles.y;\r\n float begin = angles.x - delta * angles.z;\r\n float start = (begin < (begin + delta)) ? begin : (begin + delta);\r\n float end = (begin > (begin + delta)) ? begin : (begin + delta);\r\n float len = sqrt(dot(uv,uv));\r\n float opacity = 1. - step(0.5, len);\r\n\r\n float base = abs(floor(start / twopi)) * twopi;\r\n start += base;\r\n end += base;\r\n\r\n float intensity = 0.;\r\n for (int i = 0; i < 5; i++)\r\n {\r\n intensity += max(step(start, angle) - step(end, angle), 0.);\r\n angle += twopi;\r\n }\r\n gl_FragColor = vec4(rotationColor, min(intensity * 0.25, 0.8)) * opacity;\r\n }\r\n `;\r\n\r\n protected _rotationShaderMaterial: ShaderMaterial;\r\n\r\n /**\r\n * Creates a PlaneRotationGizmo\r\n * @param planeNormal The normal of the plane which the gizmo will be able to rotate on\r\n * @param color The color of the gizmo\r\n * @param gizmoLayer The utility layer the gizmo will be added to\r\n * @param tessellation Amount of tessellation to be used when creating rotation circles\r\n * @param parent\r\n * @param useEulerRotation Use and update Euler angle instead of quaternion\r\n * @param thickness display gizmo axis thickness\r\n * @param hoverColor The color of the gizmo when hovering over and dragging\r\n * @param disableColor The Color of the gizmo when its disabled\r\n */\r\n constructor(\r\n planeNormal: Vector3,\r\n color: Color3 = Color3.Gray(),\r\n gizmoLayer: UtilityLayerRenderer = UtilityLayerRenderer.DefaultUtilityLayer,\r\n tessellation = 32,\r\n parent: Nullable<RotationGizmo> = null,\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n useEulerRotation = false,\r\n thickness: number = 1,\r\n hoverColor: Color3 = Color3.Yellow(),\r\n disableColor: Color3 = Color3.Gray()\r\n ) {\r\n super(gizmoLayer);\r\n this._parent = parent;\r\n // Create Material\r\n this._coloredMaterial = new StandardMaterial(\"\", gizmoLayer.utilityLayerScene);\r\n this._coloredMaterial.diffuseColor = color;\r\n this._coloredMaterial.specularColor = color.subtract(new Color3(0.1, 0.1, 0.1));\r\n\r\n this._hoverMaterial = new StandardMaterial(\"\", gizmoLayer.utilityLayerScene);\r\n this._hoverMaterial.diffuseColor = hoverColor;\r\n this._hoverMaterial.specularColor = hoverColor;\r\n\r\n this._disableMaterial = new StandardMaterial(\"\", gizmoLayer.utilityLayerScene);\r\n this._disableMaterial.diffuseColor = disableColor;\r\n this._disableMaterial.alpha = 0.4;\r\n\r\n // Build mesh on root node\r\n this._gizmoMesh = new Mesh(\"\", gizmoLayer.utilityLayerScene);\r\n const { rotationMesh, collider } = this._createGizmoMesh(this._gizmoMesh, thickness, tessellation);\r\n\r\n // Setup Rotation Circle\r\n this._rotationDisplayPlane = CreatePlane(\r\n \"rotationDisplay\",\r\n {\r\n size: 0.6,\r\n updatable: false,\r\n },\r\n this.gizmoLayer.utilityLayerScene\r\n );\r\n this._rotationDisplayPlane.rotation.z = Math.PI * 0.5;\r\n this._rotationDisplayPlane.parent = this._gizmoMesh;\r\n this._rotationDisplayPlane.setEnabled(false);\r\n\r\n Effect.ShadersStore[\"rotationGizmoVertexShader\"] = PlaneRotationGizmo._RotationGizmoVertexShader;\r\n Effect.ShadersStore[\"rotationGizmoFragmentShader\"] = PlaneRotationGizmo._RotationGizmoFragmentShader;\r\n this._rotationShaderMaterial = new ShaderMaterial(\r\n \"shader\",\r\n this.gizmoLayer.utilityLayerScene,\r\n {\r\n vertex: \"rotationGizmo\",\r\n fragment: \"rotationGizmo\",\r\n },\r\n {\r\n attributes: [\"position\", \"uv\"],\r\n uniforms: [\"worldViewProjection\", \"angles\", \"rotationColor\"],\r\n }\r\n );\r\n this._rotationShaderMaterial.backFaceCulling = false;\r\n this.rotationColor = hoverColor;\r\n\r\n this._rotationDisplayPlane.material = this._rotationShaderMaterial;\r\n this._rotationDisplayPlane.visibility = 0.999;\r\n\r\n this._gizmoMesh.lookAt(this._rootMesh.position.add(planeNormal));\r\n this._rootMesh.addChild(this._gizmoMesh, Gizmo.PreserveScaling);\r\n this._gizmoMesh.scaling.scaleInPlace(1 / 3);\r\n // Add drag behavior to handle events when the gizmo is dragged\r\n this.dragBehavior = new PointerDragBehavior({ dragPlaneNormal: planeNormal });\r\n this.dragBehavior.moveAttached = false;\r\n this.dragBehavior.maxDragAngle = PlaneRotationGizmo.MaxDragAngle;\r\n this.dragBehavior._useAlternatePickedPointAboveMaxDragAngle = true;\r\n this._rootMesh.addBehavior(this.dragBehavior);\r\n\r\n // Closures for drag logic\r\n const lastDragPosition = new Vector3();\r\n\r\n const rotationMatrix = new Matrix();\r\n const planeNormalTowardsCamera = new Vector3();\r\n let localPlaneNormalTowardsCamera = new Vector3();\r\n\r\n this.dragBehavior.onDragStartObservable.add((e) => {\r\n if (this.attachedNode) {\r\n if (this._additionalTransformNode) {\r\n this._additionalTransformNode.getWorldMatrix().invertToRef(TmpVectors.Matrix[0]);\r\n Vector3.TransformCoordinatesToRef(e.dragPlanePoint, TmpVectors.Matrix[0], e.dragPlanePoint);\r\n }\r\n lastDragPosition.copyFrom(e.dragPlanePoint);\r\n this._rotationDisplayPlane.setEnabled(true);\r\n\r\n this._rotationDisplayPlane.getWorldMatrix().invertToRef(rotationMatrix);\r\n Vector3.TransformCoordinatesToRef(e.dragPlanePoint, rotationMatrix, lastDragPosition);\r\n\r\n this._angles.x = Math.atan2(lastDragPosition.y, lastDragPosition.x) + Math.PI;\r\n this._angles.y = 0;\r\n this._angles.z = this.updateGizmoRotationToMatchAttachedMesh ? 1 : 0;\r\n this._dragging = true;\r\n lastDragPosition.copyFrom(e.dragPlanePoint);\r\n this._rotationShaderMaterial.setVector3(\"angles\", this._angles);\r\n this.angle = 0;\r\n // there is an issue with the rotation plane with additionalTransformNode, so we hide it in that case to avoid confusion\r\n this._rotationDisplayPlane.visibility = this._additionalTransformNode ? 0 : 0.999;\r\n }\r\n });\r\n\r\n this.dragBehavior.onDragEndObservable.add(() => {\r\n this._dragging = false;\r\n this._rotationDisplayPlane.setEnabled(false);\r\n });\r\n\r\n const tmpSnapEvent = { snapDistance: 0 };\r\n let currentSnapDragDistance = 0;\r\n const tmpMatrix = new Matrix();\r\n const amountToRotate = new Quaternion();\r\n this.dragBehavior.onDragObservable.add((event) => {\r\n if (this.attachedNode) {\r\n // Calc angle over full 360 degree (https://stackoverflow.com/questions/43493711/the-angle-between-two-3d-vectors-with-a-result-range-0-360)\r\n const nodeScale = new Vector3(1, 1, 1);\r\n const nodeQuaternion = new Quaternion(0, 0, 0, 1);\r\n const nodeTranslation = new Vector3(0, 0, 0);\r\n const attachedNodeTransform = this._attachedNode as TransformNode;\r\n // check there is an active pivot for the TransformNode attached\r\n if (attachedNodeTransform && attachedNodeTransform.isUsingPivotMatrix && attachedNodeTransform.isUsingPivotMatrix() && attachedNodeTransform.position) {\r\n // When a TransformNode has an active pivot, even without parenting,\r\n // translation from the world matrix is different from TransformNode.position.\r\n // Pivot works like a virtual parent that's using the node orientation.\r\n // As the world matrix is transformed by the gizmo and then decomposed to TRS\r\n // its translation part must be set to the Node's position.\r\n attachedNodeTransform.getWorldMatrix().setTranslation(attachedNodeTransform.position);\r\n }\r\n\r\n this.attachedNode.getWorldMatrix().decompose(nodeScale, nodeQuaternion, nodeTranslation);\r\n // uniform scaling of absolute value of components\r\n // (-1,1,1) is uniform but (1,1.001,1) is not\r\n const uniformScaling = Math.abs(Math.abs(nodeScale.x) - Math.abs(nodeScale.y)) <= Epsilon && Math.abs(Math.abs(nodeScale.x) - Math.abs(nodeScale.z)) <= Epsilon;\r\n if (!uniformScaling && this.updateGizmoRotationToMatchAttachedMesh) {\r\n Logger.Warn(\r\n \"Unable to use a rotation gizmo matching mesh rotation with non uniform scaling. Use uniform scaling or set updateGizmoRotationToMatchAttachedMesh to false.\"\r\n );\r\n return;\r\n }\r\n nodeQuaternion.normalize();\r\n\r\n const nodeTranslationForOperation = this.updateGizmoPositionToMatchAttachedMesh ? nodeTranslation : this._rootMesh.absolutePosition;\r\n if (this._additionalTransformNode) {\r\n this._additionalTransformNode.getWorldMatrix().invertToRef(TmpVectors.Matrix[0]);\r\n Vector3.TransformCoordinatesToRef(event.dragPlanePoint, TmpVectors.Matrix[0], event.dragPlanePoint);\r\n }\r\n const newVector = event.dragPlanePoint.subtract(nodeTranslationForOperation).normalize();\r\n const originalVector = lastDragPosition.subtract(nodeTranslationForOperation).normalize();\r\n const cross = Vector3.Cross(newVector, originalVector);\r\n const dot = Vector3.Dot(newVector, originalVector);\r\n let angle = Math.atan2(cross.length(), dot) * this.sensitivity;\r\n planeNormalTowardsCamera.copyFrom(planeNormal);\r\n localPlaneNormalTowardsCamera.copyFrom(planeNormal);\r\n if (this.updateGizmoRotationToMatchAttachedMesh) {\r\n nodeQuaternion.toRotationMatrix(rotationMatrix);\r\n localPlaneNormalTowardsCamera = Vector3.TransformCoordinates(planeNormalTowardsCamera, rotationMatrix);\r\n }\r\n // Flip up vector depending on which side the camera is on\r\n let cameraFlipped = false;\r\n if (gizmoLayer.utilityLayerScene.activeCamera) {\r\n const camVec = gizmoLayer.utilityLayerScene.activeCamera.position.subtract(nodeTranslationForOperation).normalize();\r\n if (Vector3.Dot(camVec, localPlaneNormalTowardsCamera) > 0) {\r\n planeNormalTowardsCamera.scaleInPlace(-1);\r\n localPlaneNormalTowardsCamera.scaleInPlace(-1);\r\n cameraFlipped = true;\r\n }\r\n }\r\n const halfCircleSide = Vector3.Dot(localPlaneNormalTowardsCamera, cross) > 0.0;\r\n if (halfCircleSide) {\r\n angle = -angle;\r\n }\r\n\r\n TmpVectors.Vector3[0].set(angle, 0, 0);\r\n if (!this.dragBehavior.validateDrag(TmpVectors.Vector3[0])) {\r\n angle = 0;\r\n }\r\n\r\n // Snapping logic\r\n let snapped = false;\r\n if (this.snapDistance != 0) {\r\n currentSnapDragDistance += angle;\r\n if (Math.abs(currentSnapDragDistance) > this.snapDistance) {\r\n let dragSteps = Math.floor(Math.abs(currentSnapDragDistance) / this.snapDistance);\r\n if (currentSnapDragDistance < 0) {\r\n dragSteps *= -1;\r\n }\r\n currentSnapDragDistance = currentSnapDragDistance % this.snapDistance;\r\n angle = this.snapDistance * dragSteps;\r\n snapped = true;\r\n } else {\r\n angle = 0;\r\n }\r\n }\r\n\r\n // Convert angle and axis to quaternion (http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm)\r\n const quaternionCoefficient = Math.sin(angle / 2);\r\n amountToRotate.set(\r\n planeNormalTowardsCamera.x * quaternionCoefficient,\r\n planeNormalTowardsCamera.y * quaternionCoefficient,\r\n planeNormalTowardsCamera.z * quaternionCoefficient,\r\n Math.cos(angle / 2)\r\n );\r\n\r\n // If the meshes local scale is inverted (eg. loaded gltf file parent with z scale of -1) the rotation needs to be inverted on the y axis\r\n if (tmpMatrix.determinant() > 0) {\r\n const tmpVector = new Vector3();\r\n amountToRotate.toEulerAnglesToRef(tmpVector);\r\n Quaternion.RotationYawPitchRollToRef(tmpVector.y, -tmpVector.x, -tmpVector.z, amountToRotate);\r\n }\r\n\r\n if (this.updateGizmoRotationToMatchAttachedMesh) {\r\n // Rotate selected mesh quaternion over fixed axis\r\n nodeQuaternion.multiplyToRef(amountToRotate, nodeQuaternion);\r\n nodeQuaternion.normalize();\r\n // recompose matrix\r\n Matrix.ComposeToRef(nodeScale, nodeQuaternion, nodeTranslation, this.attachedNode.getWorldMatrix());\r\n } else {\r\n // Rotate selected mesh quaternion over rotated axis\r\n amountToRotate.toRotationMatrix(TmpVectors.Matrix[0]);\r\n const translation = this.attachedNode.getWorldMatrix().getTranslation();\r\n this.attachedNode.getWorldMatrix().multiplyToRef(TmpVectors.Matrix[0], this.attachedNode.getWorldMatrix());\r\n this.attachedNode.getWorldMatrix().setTranslation(translation);\r\n }\r\n\r\n lastDragPosition.copyFrom(event.dragPlanePoint);\r\n if (snapped) {\r\n tmpSnapEvent.snapDistance = angle;\r\n this.onSnapObservable.notifyObservers(tmpSnapEvent);\r\n }\r\n this._angles.y += gizmoLayer.utilityLayerScene.useRightHandedSystem ? -angle : angle;\r\n this.angle += cameraFlipped ? -angle : angle;\r\n this._rotationShaderMaterial.setVector3(\"angles\", this._angles);\r\n this._matrixChanged();\r\n }\r\n });\r\n\r\n const light = gizmoLayer._getSharedGizmoLight();\r\n light.includedOnlyMeshes = light.includedOnlyMeshes.concat(this._rootMesh.getChildMeshes(false));\r\n\r\n const cache: GizmoAxisCache = {\r\n colliderMeshes: [collider],\r\n gizmoMeshes: [rotationMesh],\r\n material: this._coloredMaterial,\r\n hoverMaterial: this._hoverMaterial,\r\n disableMaterial: this._disableMaterial,\r\n active: false,\r\n dragBehavior: this.dragBehavior,\r\n };\r\n this._parent?.addToAxisCache(this._gizmoMesh, cache);\r\n\r\n this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add((pointerInfo) => {\r\n if (this._customMeshSet) {\r\n return;\r\n }\r\n // updating here the maxangle because ondragstart is too late (value already used) and the updated value is not taken into account\r\n this.dragBehavior.maxDragAngle = PlaneRotationGizmo.MaxDragAngle;\r\n this._isHovered = !!(cache.colliderMeshes.indexOf(<Mesh>pointerInfo?.pickInfo?.pickedMesh) != -1);\r\n if (!this._parent) {\r\n const material = cache.dragBehavior.enabled ? (this._isHovered || this._dragging ? this._hoverMaterial : this._coloredMaterial) : this._disableMaterial;\r\n this._setGizmoMeshMaterial(cache.gizmoMeshes, material);\r\n }\r\n });\r\n\r\n this.dragBehavior.onEnabledObservable.add((newState) => {\r\n this._setGizmoMeshMaterial(cache.gizmoMeshes, newState ? this._coloredMaterial : this._disableMaterial);\r\n });\r\n }\r\n\r\n /**\r\n * @internal\r\n * Create Geometry for Gizmo\r\n * @param parentMesh\r\n * @param thickness\r\n * @param tessellation\r\n * @returns\r\n */\r\n protected _createGizmoMesh(parentMesh: AbstractMesh, thickness: number, tessellation: number) {\r\n const collider = CreateTorus(\r\n \"ignore\",\r\n {\r\n diameter: 0.6,\r\n thickness: 0.03 * thickness,\r\n tessellation,\r\n },\r\n this.gizmoLayer.utilityLayerScene\r\n );\r\n collider.visibility = 0;\r\n const rotationMesh = CreateTorus(\r\n \"\",\r\n {\r\n diameter: 0.6,\r\n thickness: 0.005 * thickness,\r\n tessellation,\r\n },\r\n this.gizmoLayer.utilityLayerScene\r\n );\r\n rotationMesh.material = this._coloredMaterial;\r\n\r\n // Position arrow pointing in its drag axis\r\n rotationMesh.rotation.x = Math.PI / 2;\r\n collider.rotation.x = Math.PI / 2;\r\n\r\n parentMesh.addChild(rotationMesh, Gizmo.PreserveScaling);\r\n parentMesh.addChild(collider, Gizmo.PreserveScaling);\r\n return { rotationMesh, collider };\r\n }\r\n\r\n protected override _attachedNodeChanged(value: Nullable<Node>) {\r\n if (this.dragBehavior) {\r\n this.dragBehavior.enabled = value ? true : false;\r\n }\r\n }\r\n\r\n /**\r\n * If the gizmo is enabled\r\n */\r\n public set isEnabled(value: boolean) {\r\n this._isEnabled = value;\r\n if (!value) {\r\n this.attachedMesh = null;\r\n } else {\r\n if (this._parent) {\r\n this.attachedMesh = this._parent.attachedMesh;\r\n }\r\n }\r\n }\r\n\r\n public get isEnabled(): boolean {\r\n return this._isEnabled;\r\n }\r\n\r\n /**\r\n * Disposes of the gizmo\r\n */\r\n public override dispose() {\r\n this.onSnapObservable.clear();\r\n this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);\r\n this.dragBehavior.detach();\r\n if (this._gizmoMesh) {\r\n this._gizmoMesh.dispose();\r\n }\r\n if (this._rotationDisplayPlane) {\r\n this._rotationDisplayPlane.dispose();\r\n }\r\n if (this._rotationShaderMaterial) {\r\n this._rotationShaderMaterial.dispose();\r\n }\r\n const materials = [this._coloredMaterial, this._hoverMaterial, this._disableMaterial];\r\n for (const matl of materials) {\r\n if (matl) {\r\n matl.dispose();\r\n }\r\n }\r\n super.dispose();\r\n }\r\n}\r\n"]}
@@ -36,6 +36,10 @@ interface IHighlightLayerMesh {
36
36
  * of the highlight layer.
37
37
  */
38
38
  export interface IHighlightLayerOptions extends IThinHighlightLayerOptions {
39
+ /**
40
+ * Whether or not to generate a stencil buffer. Default: false
41
+ */
42
+ generateStencilBuffer?: boolean;
39
43
  }
40
44
  /**
41
45
  * The highlight layer Helps adding a glow effect around a mesh.
@@ -82,6 +86,16 @@ export declare class HighlightLayer extends EffectLayer {
82
86
  * Gets the vertical size of the blur.
83
87
  */
84
88
  get blurVerticalSize(): number;
89
+ /**
90
+ * Number of stencil bits used by the highlight layer (default: 8).
91
+ * The layer uses the numStencilBits highest bits of the stencil buffer.
92
+ */
93
+ get numStencilBits(): number;
94
+ set numStencilBits(value: number);
95
+ /**
96
+ * Gets the stencil reference value used for the meshes rendered by the highlight layer.
97
+ */
98
+ get stencilReference(): number;
85
99
  /**
86
100
  * An event triggered when the highlight layer is being blurred.
87
101
  */
@@ -124,6 +124,22 @@ export class HighlightLayer extends EffectLayer {
124
124
  get blurVerticalSize() {
125
125
  return this._thinEffectLayer.blurVerticalSize;
126
126
  }
127
+ /**
128
+ * Number of stencil bits used by the highlight layer (default: 8).
129
+ * The layer uses the numStencilBits highest bits of the stencil buffer.
130
+ */
131
+ get numStencilBits() {
132
+ return this._thinEffectLayer.numStencilBits;
133
+ }
134
+ set numStencilBits(value) {
135
+ this._thinEffectLayer.numStencilBits = value;
136
+ }
137
+ /**
138
+ * Gets the stencil reference value used for the meshes rendered by the highlight layer.
139
+ */
140
+ get stencilReference() {
141
+ return this._thinEffectLayer.stencilReference;
142
+ }
127
143
  /**
128
144
  * Instantiates a new highlight Layer and references it to the scene..
129
145
  * @param name The name of the layer
@@ -158,6 +174,7 @@ export class HighlightLayer extends EffectLayer {
158
174
  mainTextureFormat: 5,
159
175
  forceGLSL: false,
160
176
  isStroke: false,
177
+ generateStencilBuffer: false,
161
178
  ...options,
162
179
  };
163
180
  // Initialize the layer
@@ -515,6 +532,9 @@ __decorate([
515
532
  __decorate([
516
533
  serialize()
517
534
  ], HighlightLayer.prototype, "blurVerticalSize", null);
535
+ __decorate([
536
+ serialize()
537
+ ], HighlightLayer.prototype, "numStencilBits", null);
518
538
  __decorate([
519
539
  serialize("options")
520
540
  ], HighlightLayer.prototype, "_options", void 0);
@@ -1 +1 @@
1
- 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eslint-disable @typescript-eslint/no-unused-vars */\r\nimport { serialize } from \"../Misc/decorators\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { Scene } from \"../scene\";\r\nimport { Vector2 } from \"../Maths/math.vector\";\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport type { Material } from \"../Materials/material\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport type { PostProcessOptions } from \"../PostProcesses/postProcess\";\r\nimport { PostProcess } from \"../PostProcesses/postProcess\";\r\nimport { PassPostProcess } from \"../PostProcesses/passPostProcess\";\r\nimport { BlurPostProcess } from \"../PostProcesses/blurPostProcess\";\r\nimport { EffectLayer } from \"./effectLayer\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport type { Color4 } from \"../Maths/math.color\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\n\r\nimport type { ThinPassPostProcess } from \"../PostProcesses/thinPassPostProcess\";\r\nimport type { ThinBlurPostProcess } from \"../PostProcesses/thinBlurPostProcess\";\r\nimport type { IThinHighlightLayerOptions } from \"./thinHighlightLayer\";\r\nimport { SerializationHelper } from \"../Misc/decorators.serialization\";\r\nimport { GetExponentOfTwo } from \"../Misc/tools.functions\";\r\nimport { ThinHighlightLayer } from \"./thinHighlightLayer\";\r\nimport { ThinGlowBlurPostProcess } from \"./thinEffectLayer\";\r\n\r\ndeclare module \"../scene\" {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n export interface Scene {\r\n /**\r\n * Return a the first highlight layer of the scene with a given name.\r\n * @param name The name of the highlight layer to look for.\r\n * @returns The highlight layer if found otherwise null.\r\n */\r\n getHighlightLayerByName(name: string): Nullable<HighlightLayer>;\r\n }\r\n}\r\n\r\nScene.prototype.getHighlightLayerByName = function (name: string): Nullable<HighlightLayer> {\r\n for (let index = 0; index < this.effectLayers?.length; index++) {\r\n if (this.effectLayers[index].name === name && this.effectLayers[index].getEffectName() === HighlightLayer.EffectName) {\r\n return (<any>this.effectLayers[index]) as HighlightLayer;\r\n }\r\n }\r\n\r\n return null;\r\n};\r\n\r\ninterface IBlurPostProcess extends PostProcess {\r\n kernel: number;\r\n}\r\n\r\ninterface IHighlightLayerMesh {\r\n /**\r\n * The glowy mesh\r\n */\r\n mesh: Mesh;\r\n /**\r\n * The color of the glow\r\n */\r\n color: Color3;\r\n}\r\n\r\n/**\r\n * Special Glow Blur post process only blurring the alpha channel\r\n * It enforces keeping the most luminous color in the color channel.\r\n */\r\nclass GlowBlurPostProcess extends PostProcess {\r\n protected override _effectWrapper: ThinGlowBlurPostProcess;\r\n\r\n constructor(\r\n name: string,\r\n public direction: Vector2,\r\n public kernel: number,\r\n options: number | PostProcessOptions,\r\n camera: Nullable<Camera> = null,\r\n samplingMode: number = Texture.BILINEAR_SAMPLINGMODE,\r\n engine?: AbstractEngine,\r\n reusable?: boolean\r\n ) {\r\n const localOptions = {\r\n uniforms: ThinGlowBlurPostProcess.Uniforms,\r\n size: typeof options === \"number\" ? options : undefined,\r\n camera,\r\n samplingMode,\r\n engine,\r\n reusable,\r\n ...(options as PostProcessOptions),\r\n };\r\n\r\n super(name, ThinGlowBlurPostProcess.FragmentUrl, {\r\n effectWrapper: typeof options === \"number\" || !options.effectWrapper ? new ThinGlowBlurPostProcess(name, engine, direction, kernel, localOptions) : undefined,\r\n ...localOptions,\r\n });\r\n\r\n this.onApplyObservable.add(() => {\r\n this._effectWrapper.textureWidth = this.width;\r\n this._effectWrapper.textureHeight = this.height;\r\n });\r\n }\r\n\r\n protected override _gatherImports(useWebGPU: boolean, list: Promise<any>[]) {\r\n if (useWebGPU) {\r\n this._webGPUReady = true;\r\n list.push(import(\"../ShadersWGSL/glowBlurPostProcess.fragment\"));\r\n } else {\r\n list.push(import(\"../Shaders/glowBlurPostProcess.fragment\"));\r\n }\r\n\r\n super._gatherImports(useWebGPU, list);\r\n }\r\n}\r\n\r\n/**\r\n * Highlight layer options. This helps customizing the behaviour\r\n * of the highlight layer.\r\n */\r\nexport interface IHighlightLayerOptions extends IThinHighlightLayerOptions {}\r\n\r\n/**\r\n * The highlight layer Helps adding a glow effect around a mesh.\r\n *\r\n * Once instantiated in a scene, simply use the addMesh or removeMesh method to add or remove\r\n * glowy meshes to your scene.\r\n *\r\n * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!\r\n */\r\nexport class HighlightLayer extends EffectLayer {\r\n /**\r\n * Effect Name of the highlight layer.\r\n */\r\n public static readonly EffectName = \"HighlightLayer\";\r\n\r\n /**\r\n * The neutral color used during the preparation of the glow effect.\r\n * This is black by default as the blend operation is a blend operation.\r\n */\r\n public static get NeutralColor() {\r\n return ThinHighlightLayer.NeutralColor;\r\n }\r\n\r\n public static set NeutralColor(value: Color4) {\r\n ThinHighlightLayer.NeutralColor = value;\r\n }\r\n\r\n /**\r\n * Specifies whether or not the inner glow is ACTIVE in the layer.\r\n */\r\n @serialize()\r\n public get innerGlow() {\r\n return this._thinEffectLayer.innerGlow;\r\n }\r\n\r\n public set innerGlow(value: boolean) {\r\n this._thinEffectLayer.innerGlow = value;\r\n }\r\n\r\n /**\r\n * Specifies whether or not the outer glow is ACTIVE in the layer.\r\n */\r\n @serialize()\r\n public get outerGlow() {\r\n return this._thinEffectLayer.outerGlow;\r\n }\r\n\r\n public set outerGlow(value: boolean) {\r\n this._thinEffectLayer.outerGlow = value;\r\n }\r\n\r\n /**\r\n * Specifies the horizontal size of the blur.\r\n */\r\n public set blurHorizontalSize(value: number) {\r\n this._thinEffectLayer.blurHorizontalSize = value;\r\n }\r\n\r\n /**\r\n * Specifies the vertical size of the blur.\r\n */\r\n public set blurVerticalSize(value: number) {\r\n this._thinEffectLayer.blurVerticalSize = value;\r\n }\r\n\r\n /**\r\n * Gets the horizontal size of the blur.\r\n */\r\n @serialize()\r\n public get blurHorizontalSize(): number {\r\n return this._thinEffectLayer.blurHorizontalSize;\r\n }\r\n\r\n /**\r\n * Gets the vertical size of the blur.\r\n */\r\n @serialize()\r\n public get blurVerticalSize(): number {\r\n return this._thinEffectLayer.blurVerticalSize;\r\n }\r\n\r\n /**\r\n * An event triggered when the highlight layer is being blurred.\r\n */\r\n public onBeforeBlurObservable = new Observable<HighlightLayer>();\r\n\r\n /**\r\n * An event triggered when the highlight layer has been blurred.\r\n */\r\n public onAfterBlurObservable = new Observable<HighlightLayer>();\r\n\r\n @serialize(\"options\")\r\n private _options: Required<IHighlightLayerOptions>;\r\n\r\n protected override readonly _thinEffectLayer: ThinHighlightLayer;\r\n private _downSamplePostprocess: PassPostProcess;\r\n private _horizontalBlurPostprocess: IBlurPostProcess;\r\n private _verticalBlurPostprocess: IBlurPostProcess;\r\n private _blurTexture: RenderTargetTexture;\r\n\r\n /**\r\n * Instantiates a new highlight Layer and references it to the scene..\r\n * @param name The name of the layer\r\n * @param scene The scene to use the layer in\r\n * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)\r\n */\r\n constructor(name: string, scene?: Scene, options?: Partial<IHighlightLayerOptions>) {\r\n super(name, scene, options !== undefined ? !!options.forceGLSL : false, new ThinHighlightLayer(name, scene, options));\r\n\r\n // Warn on stencil\r\n if (!this._engine.isStencilEnable) {\r\n Logger.Warn(\"Rendering the Highlight Layer requires the stencil to be active on the canvas. var engine = new Engine(canvas, antialias, { stencil: true }\");\r\n }\r\n\r\n // Adapt options\r\n this._options = {\r\n mainTextureRatio: 0.5,\r\n blurTextureSizeRatio: 0.5,\r\n mainTextureFixedSize: 0,\r\n blurHorizontalSize: 1.0,\r\n blurVerticalSize: 1.0,\r\n alphaBlendingMode: Constants.ALPHA_COMBINE,\r\n camera: null,\r\n renderingGroupId: -1,\r\n mainTextureType: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n mainTextureFormat: Constants.TEXTUREFORMAT_RGBA,\r\n forceGLSL: false,\r\n isStroke: false,\r\n ...options,\r\n };\r\n\r\n // Initialize the layer\r\n this._init(this._options);\r\n\r\n // Do not render as long as no meshes have been added\r\n this._shouldRender = false;\r\n }\r\n\r\n /**\r\n * Get the effect name of the layer.\r\n * @returns The effect name\r\n */\r\n public getEffectName(): string {\r\n return HighlightLayer.EffectName;\r\n }\r\n\r\n protected override _numInternalDraws(): number {\r\n return 2; // we need two rendering, one for the inner glow and the other for the outer glow\r\n }\r\n\r\n /**\r\n * Create the merge effect. This is the shader use to blit the information back\r\n * to the main canvas at the end of the scene rendering.\r\n * @returns The effect created\r\n */\r\n protected _createMergeEffect(): Effect {\r\n return this._thinEffectLayer._createMergeEffect();\r\n }\r\n\r\n /**\r\n * Creates the render target textures and post processes used in the highlight layer.\r\n */\r\n protected _createTextureAndPostProcesses(): void {\r\n let blurTextureWidth = this._mainTextureDesiredSize.width * this._options.blurTextureSizeRatio;\r\n let blurTextureHeight = this._mainTextureDesiredSize.height * this._options.blurTextureSizeRatio;\r\n blurTextureWidth = this._engine.needPOTTextures ? GetExponentOfTwo(blurTextureWidth, this._maxSize) : blurTextureWidth;\r\n blurTextureHeight = this._engine.needPOTTextures ? GetExponentOfTwo(blurTextureHeight, this._maxSize) : blurTextureHeight;\r\n\r\n let textureType = 0;\r\n if (this._engine.getCaps().textureHalfFloatRender) {\r\n textureType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n } else {\r\n textureType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n }\r\n\r\n this._blurTexture = new RenderTargetTexture(\r\n \"HighlightLayerBlurRTT\",\r\n {\r\n width: blurTextureWidth,\r\n height: blurTextureHeight,\r\n },\r\n this._scene,\r\n false,\r\n true,\r\n textureType\r\n );\r\n this._blurTexture.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._blurTexture.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._blurTexture.anisotropicFilteringLevel = 16;\r\n this._blurTexture.updateSamplingMode(Texture.TRILINEAR_SAMPLINGMODE);\r\n this._blurTexture.renderParticles = false;\r\n this._blurTexture.ignoreCameraViewport = true;\r\n\r\n this._textures = [this._blurTexture];\r\n\r\n this._thinEffectLayer.bindTexturesForCompose = (effect: Effect) => {\r\n effect.setTexture(\"textureSampler\", this._blurTexture);\r\n };\r\n\r\n this._thinEffectLayer._createTextureAndPostProcesses();\r\n\r\n if (this._options.alphaBlendingMode === Constants.ALPHA_COMBINE) {\r\n this._downSamplePostprocess = new PassPostProcess(\"HighlightLayerPPP\", {\r\n size: this._options.blurTextureSizeRatio,\r\n samplingMode: Texture.BILINEAR_SAMPLINGMODE,\r\n engine: this._scene.getEngine(),\r\n effectWrapper: this._thinEffectLayer._postProcesses[0] as ThinPassPostProcess,\r\n });\r\n this._downSamplePostprocess.externalTextureSamplerBinding = true;\r\n this._downSamplePostprocess.onApplyObservable.add((effect) => {\r\n effect.setTexture(\"textureSampler\", this._mainTexture);\r\n });\r\n\r\n this._horizontalBlurPostprocess = new GlowBlurPostProcess(\"HighlightLayerHBP\", new Vector2(1.0, 0), this._options.blurHorizontalSize, {\r\n samplingMode: Texture.BILINEAR_SAMPLINGMODE,\r\n engine: this._scene.getEngine(),\r\n effectWrapper: this._thinEffectLayer._postProcesses[1] as ThinGlowBlurPostProcess,\r\n });\r\n this._horizontalBlurPostprocess.onApplyObservable.add((effect) => {\r\n effect.setFloat2(\"screenSize\", blurTextureWidth, blurTextureHeight);\r\n });\r\n\r\n this._verticalBlurPostprocess = new GlowBlurPostProcess(\"HighlightLayerVBP\", new Vector2(0, 1.0), this._options.blurVerticalSize, {\r\n samplingMode: Texture.BILINEAR_SAMPLINGMODE,\r\n engine: this._scene.getEngine(),\r\n effectWrapper: this._thinEffectLayer._postProcesses[2] as ThinGlowBlurPostProcess,\r\n });\r\n this._verticalBlurPostprocess.onApplyObservable.add((effect) => {\r\n effect.setFloat2(\"screenSize\", blurTextureWidth, blurTextureHeight);\r\n });\r\n\r\n this._postProcesses = [this._downSamplePostprocess, this._horizontalBlurPostprocess, this._verticalBlurPostprocess];\r\n } else {\r\n this._horizontalBlurPostprocess = new BlurPostProcess(\"HighlightLayerHBP\", new Vector2(1.0, 0), this._options.blurHorizontalSize / 2, {\r\n size: {\r\n width: blurTextureWidth,\r\n height: blurTextureHeight,\r\n },\r\n samplingMode: Texture.BILINEAR_SAMPLINGMODE,\r\n engine: this._scene.getEngine(),\r\n textureType,\r\n effectWrapper: this._thinEffectLayer._postProcesses[0] as ThinBlurPostProcess,\r\n });\r\n this._horizontalBlurPostprocess.width = blurTextureWidth;\r\n this._horizontalBlurPostprocess.height = blurTextureHeight;\r\n this._horizontalBlurPostprocess.externalTextureSamplerBinding = true;\r\n this._horizontalBlurPostprocess.onApplyObservable.add((effect) => {\r\n effect.setTexture(\"textureSampler\", this._mainTexture);\r\n });\r\n\r\n this._verticalBlurPostprocess = new BlurPostProcess(\"HighlightLayerVBP\", new Vector2(0, 1.0), this._options.blurVerticalSize / 2, {\r\n size: {\r\n width: blurTextureWidth,\r\n height: blurTextureHeight,\r\n },\r\n samplingMode: Texture.BILINEAR_SAMPLINGMODE,\r\n engine: this._scene.getEngine(),\r\n textureType,\r\n });\r\n\r\n this._postProcesses = [this._horizontalBlurPostprocess, this._verticalBlurPostprocess];\r\n }\r\n\r\n this._mainTexture.onAfterUnbindObservable.add(() => {\r\n this.onBeforeBlurObservable.notifyObservers(this);\r\n\r\n const internalTexture = this._blurTexture.renderTarget;\r\n if (internalTexture) {\r\n this._scene.postProcessManager.directRender(this._postProcesses, internalTexture, true);\r\n this._engine.unBindFramebuffer(internalTexture, true);\r\n }\r\n\r\n this.onAfterBlurObservable.notifyObservers(this);\r\n });\r\n\r\n // Prevent autoClear.\r\n this._postProcesses.map((pp) => {\r\n pp.autoClear = false;\r\n });\r\n\r\n this._mainTextureCreatedSize.width = this._mainTextureDesiredSize.width;\r\n this._mainTextureCreatedSize.height = this._mainTextureDesiredSize.height;\r\n }\r\n\r\n /**\r\n * @returns whether or not the layer needs stencil enabled during the mesh rendering.\r\n */\r\n public needStencil(): boolean {\r\n return this._thinEffectLayer.needStencil();\r\n }\r\n\r\n /**\r\n * Checks for the readiness of the element composing the layer.\r\n * @param subMesh the mesh to check for\r\n * @param useInstances specify whether or not to use instances to render the mesh\r\n * @returns true if ready otherwise, false\r\n */\r\n public isReady(subMesh: SubMesh, useInstances: boolean): boolean {\r\n return this._thinEffectLayer.isReady(subMesh, useInstances);\r\n }\r\n\r\n /**\r\n * Implementation specific of rendering the generating effect on the main canvas.\r\n * @param effect The effect used to render through\r\n * @param renderIndex\r\n */\r\n protected _internalRender(effect: Effect, renderIndex: number): void {\r\n this._thinEffectLayer._internalCompose(effect, renderIndex);\r\n }\r\n\r\n /**\r\n * @returns true if the layer contains information to display, otherwise false.\r\n */\r\n public override shouldRender(): boolean {\r\n return this._thinEffectLayer.shouldRender();\r\n }\r\n\r\n /**\r\n * Returns true if the mesh should render, otherwise false.\r\n * @param mesh The mesh to render\r\n * @returns true if it should render otherwise false\r\n */\r\n protected override _shouldRenderMesh(mesh: Mesh): boolean {\r\n return this._thinEffectLayer._shouldRenderMesh(mesh);\r\n }\r\n\r\n /**\r\n * Returns true if the mesh can be rendered, otherwise false.\r\n * @param mesh The mesh to render\r\n * @param material The material used on the mesh\r\n * @returns true if it can be rendered otherwise false\r\n */\r\n protected override _canRenderMesh(mesh: AbstractMesh, material: Material): boolean {\r\n return this._thinEffectLayer._canRenderMesh(mesh, material);\r\n }\r\n\r\n /**\r\n * Adds specific effects defines.\r\n * @param defines The defines to add specifics to.\r\n */\r\n protected override _addCustomEffectDefines(defines: string[]): void {\r\n this._thinEffectLayer._addCustomEffectDefines(defines);\r\n }\r\n\r\n /**\r\n * Sets the required values for both the emissive texture and and the main color.\r\n * @param mesh\r\n * @param subMesh\r\n * @param material\r\n */\r\n protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void {\r\n this._thinEffectLayer._setEmissiveTextureAndColor(mesh, subMesh, material);\r\n }\r\n\r\n /**\r\n * Get the excluded meshes fron the highlight layer\r\n * @returns Mesh[]\r\n */\r\n public getAllExcludedMeshes(): Mesh[] {\r\n if (!this._thinEffectLayer._excludedMeshes) {\r\n return [];\r\n }\r\n return Object.values(this._thinEffectLayer._excludedMeshes!)\r\n .filter((mesh) => mesh?.mesh)\r\n .map((mesh) => mesh!.mesh);\r\n }\r\n\r\n /**\r\n * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.\r\n * @param mesh The mesh to exclude from the highlight layer\r\n */\r\n public addExcludedMesh(mesh: Mesh) {\r\n this._thinEffectLayer.addExcludedMesh(mesh);\r\n }\r\n\r\n /**\r\n * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.\r\n * @param mesh The mesh to highlight\r\n */\r\n public removeExcludedMesh(mesh: Mesh) {\r\n this._thinEffectLayer.removeExcludedMesh(mesh);\r\n }\r\n\r\n /**\r\n * Determine if a given mesh will be highlighted by the current HighlightLayer\r\n * @param mesh mesh to test\r\n * @returns true if the mesh will be highlighted by the current HighlightLayer\r\n */\r\n public override hasMesh(mesh: AbstractMesh): boolean {\r\n return this._thinEffectLayer.hasMesh(mesh);\r\n }\r\n\r\n /**\r\n * Add a mesh in the highlight layer in order to make it glow with the chosen color.\r\n * @param mesh The mesh to highlight\r\n * @param color The color of the highlight\r\n * @param glowEmissiveOnly Extract the glow from the emissive texture\r\n */\r\n public addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly = false) {\r\n this._thinEffectLayer.addMesh(mesh, color, glowEmissiveOnly);\r\n }\r\n\r\n /**\r\n * Get all meshes from the highlight layer\r\n * @returns IHighlightLayerMesh[]\r\n */\r\n public getAllMeshes(): IHighlightLayerMesh[] {\r\n return this._thinEffectLayer._meshes\r\n ? Object.values(this._thinEffectLayer._meshes)\r\n .filter(Boolean)\r\n .map((item) => {\r\n return {\r\n mesh: item!.mesh,\r\n color: item!.color,\r\n };\r\n })\r\n : [];\r\n }\r\n\r\n /**\r\n * Remove a mesh from the highlight layer in order to make it stop glowing.\r\n * @param mesh The mesh to highlight\r\n */\r\n public removeMesh(mesh: Mesh) {\r\n this._thinEffectLayer.removeMesh(mesh);\r\n }\r\n\r\n /**\r\n * Remove all the meshes currently referenced in the highlight layer\r\n */\r\n public removeAllMeshes(): void {\r\n this._thinEffectLayer.removeAllMeshes();\r\n }\r\n\r\n /**\r\n * Free any resources and references associated to a mesh.\r\n * Internal use\r\n * @param mesh The mesh to free.\r\n * @internal\r\n */\r\n public _disposeMesh(mesh: Mesh): void {\r\n this._thinEffectLayer._disposeMesh(mesh);\r\n }\r\n\r\n /**\r\n * Gets the class name of the effect layer\r\n * @returns the string with the class name of the effect layer\r\n */\r\n public override getClassName(): string {\r\n return \"HighlightLayer\";\r\n }\r\n\r\n /**\r\n * Serializes this Highlight layer\r\n * @returns a serialized Highlight layer object\r\n */\r\n public serialize(): any {\r\n const serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.customType = \"BABYLON.HighlightLayer\";\r\n\r\n // Highlighted meshes\r\n serializationObject.meshes = [];\r\n\r\n const meshes = this._thinEffectLayer._meshes;\r\n if (meshes) {\r\n for (const m in meshes) {\r\n const mesh = meshes[m];\r\n\r\n if (mesh) {\r\n serializationObject.meshes.push({\r\n glowEmissiveOnly: mesh.glowEmissiveOnly,\r\n color: mesh.color.asArray(),\r\n meshId: mesh.mesh.id,\r\n });\r\n }\r\n }\r\n }\r\n\r\n // Excluded meshes\r\n serializationObject.excludedMeshes = [];\r\n\r\n const excludedMeshes = this._thinEffectLayer._excludedMeshes;\r\n if (excludedMeshes) {\r\n for (const e in excludedMeshes) {\r\n const excludedMesh = excludedMeshes[e];\r\n\r\n if (excludedMesh) {\r\n serializationObject.excludedMeshes.push(excludedMesh.mesh.id);\r\n }\r\n }\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Creates a Highlight layer from parsed Highlight layer data\r\n * @param parsedHightlightLayer defines the Highlight layer data\r\n * @param scene defines the current scene\r\n * @param rootUrl defines the root URL containing the Highlight layer information\r\n * @returns a parsed Highlight layer\r\n */\r\n public static override Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer {\r\n const hl = SerializationHelper.Parse(() => new HighlightLayer(parsedHightlightLayer.name, scene, parsedHightlightLayer.options), parsedHightlightLayer, scene, rootUrl);\r\n let index;\r\n\r\n // Excluded meshes\r\n for (index = 0; index < parsedHightlightLayer.excludedMeshes.length; index++) {\r\n const mesh = scene.getMeshById(parsedHightlightLayer.excludedMeshes[index]);\r\n if (mesh) {\r\n hl.addExcludedMesh(<Mesh>mesh);\r\n }\r\n }\r\n\r\n // Included meshes\r\n for (index = 0; index < parsedHightlightLayer.meshes.length; index++) {\r\n const highlightedMesh = parsedHightlightLayer.meshes[index];\r\n const mesh = scene.getMeshById(highlightedMesh.meshId);\r\n\r\n if (mesh) {\r\n hl.addMesh(<Mesh>mesh, Color3.FromArray(highlightedMesh.color), highlightedMesh.glowEmissiveOnly);\r\n }\r\n }\r\n\r\n return hl;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.HighlightLayer\", HighlightLayer);\r\n"]}
1
+ 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eslint-disable @typescript-eslint/no-unused-vars */\r\nimport { serialize } from \"../Misc/decorators\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { Scene } from \"../scene\";\r\nimport { Vector2 } from \"../Maths/math.vector\";\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport type { Material } from \"../Materials/material\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport type { PostProcessOptions } from \"../PostProcesses/postProcess\";\r\nimport { PostProcess } from \"../PostProcesses/postProcess\";\r\nimport { PassPostProcess } from \"../PostProcesses/passPostProcess\";\r\nimport { BlurPostProcess } from \"../PostProcesses/blurPostProcess\";\r\nimport { EffectLayer } from \"./effectLayer\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport type { Color4 } from \"../Maths/math.color\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\n\r\nimport type { ThinPassPostProcess } from \"../PostProcesses/thinPassPostProcess\";\r\nimport type { ThinBlurPostProcess } from \"../PostProcesses/thinBlurPostProcess\";\r\nimport type { IThinHighlightLayerOptions } from \"./thinHighlightLayer\";\r\nimport { SerializationHelper } from \"../Misc/decorators.serialization\";\r\nimport { GetExponentOfTwo } from \"../Misc/tools.functions\";\r\nimport { ThinHighlightLayer } from \"./thinHighlightLayer\";\r\nimport { ThinGlowBlurPostProcess } from \"./thinEffectLayer\";\r\n\r\ndeclare module \"../scene\" {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n export interface Scene {\r\n /**\r\n * Return a the first highlight layer of the scene with a given name.\r\n * @param name The name of the highlight layer to look for.\r\n * @returns The highlight layer if found otherwise null.\r\n */\r\n getHighlightLayerByName(name: string): Nullable<HighlightLayer>;\r\n }\r\n}\r\n\r\nScene.prototype.getHighlightLayerByName = function (name: string): Nullable<HighlightLayer> {\r\n for (let index = 0; index < this.effectLayers?.length; index++) {\r\n if (this.effectLayers[index].name === name && this.effectLayers[index].getEffectName() === HighlightLayer.EffectName) {\r\n return (<any>this.effectLayers[index]) as HighlightLayer;\r\n }\r\n }\r\n\r\n return null;\r\n};\r\n\r\ninterface IBlurPostProcess extends PostProcess {\r\n kernel: number;\r\n}\r\n\r\ninterface IHighlightLayerMesh {\r\n /**\r\n * The glowy mesh\r\n */\r\n mesh: Mesh;\r\n /**\r\n * The color of the glow\r\n */\r\n color: Color3;\r\n}\r\n\r\n/**\r\n * Special Glow Blur post process only blurring the alpha channel\r\n * It enforces keeping the most luminous color in the color channel.\r\n */\r\nclass GlowBlurPostProcess extends PostProcess {\r\n protected override _effectWrapper: ThinGlowBlurPostProcess;\r\n\r\n constructor(\r\n name: string,\r\n public direction: Vector2,\r\n public kernel: number,\r\n options: number | PostProcessOptions,\r\n camera: Nullable<Camera> = null,\r\n samplingMode: number = Texture.BILINEAR_SAMPLINGMODE,\r\n engine?: AbstractEngine,\r\n reusable?: boolean\r\n ) {\r\n const localOptions = {\r\n uniforms: ThinGlowBlurPostProcess.Uniforms,\r\n size: typeof options === \"number\" ? options : undefined,\r\n camera,\r\n samplingMode,\r\n engine,\r\n reusable,\r\n ...(options as PostProcessOptions),\r\n };\r\n\r\n super(name, ThinGlowBlurPostProcess.FragmentUrl, {\r\n effectWrapper: typeof options === \"number\" || !options.effectWrapper ? new ThinGlowBlurPostProcess(name, engine, direction, kernel, localOptions) : undefined,\r\n ...localOptions,\r\n });\r\n\r\n this.onApplyObservable.add(() => {\r\n this._effectWrapper.textureWidth = this.width;\r\n this._effectWrapper.textureHeight = this.height;\r\n });\r\n }\r\n\r\n protected override _gatherImports(useWebGPU: boolean, list: Promise<any>[]) {\r\n if (useWebGPU) {\r\n this._webGPUReady = true;\r\n list.push(import(\"../ShadersWGSL/glowBlurPostProcess.fragment\"));\r\n } else {\r\n list.push(import(\"../Shaders/glowBlurPostProcess.fragment\"));\r\n }\r\n\r\n super._gatherImports(useWebGPU, list);\r\n }\r\n}\r\n\r\n/**\r\n * Highlight layer options. This helps customizing the behaviour\r\n * of the highlight layer.\r\n */\r\nexport interface IHighlightLayerOptions extends IThinHighlightLayerOptions {\r\n /**\r\n * Whether or not to generate a stencil buffer. Default: false\r\n */\r\n generateStencilBuffer?: boolean;\r\n}\r\n\r\n/**\r\n * The highlight layer Helps adding a glow effect around a mesh.\r\n *\r\n * Once instantiated in a scene, simply use the addMesh or removeMesh method to add or remove\r\n * glowy meshes to your scene.\r\n *\r\n * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!\r\n */\r\nexport class HighlightLayer extends EffectLayer {\r\n /**\r\n * Effect Name of the highlight layer.\r\n */\r\n public static readonly EffectName = \"HighlightLayer\";\r\n\r\n /**\r\n * The neutral color used during the preparation of the glow effect.\r\n * This is black by default as the blend operation is a blend operation.\r\n */\r\n public static get NeutralColor() {\r\n return ThinHighlightLayer.NeutralColor;\r\n }\r\n\r\n public static set NeutralColor(value: Color4) {\r\n ThinHighlightLayer.NeutralColor = value;\r\n }\r\n\r\n /**\r\n * Specifies whether or not the inner glow is ACTIVE in the layer.\r\n */\r\n @serialize()\r\n public get innerGlow() {\r\n return this._thinEffectLayer.innerGlow;\r\n }\r\n\r\n public set innerGlow(value: boolean) {\r\n this._thinEffectLayer.innerGlow = value;\r\n }\r\n\r\n /**\r\n * Specifies whether or not the outer glow is ACTIVE in the layer.\r\n */\r\n @serialize()\r\n public get outerGlow() {\r\n return this._thinEffectLayer.outerGlow;\r\n }\r\n\r\n public set outerGlow(value: boolean) {\r\n this._thinEffectLayer.outerGlow = value;\r\n }\r\n\r\n /**\r\n * Specifies the horizontal size of the blur.\r\n */\r\n public set blurHorizontalSize(value: number) {\r\n this._thinEffectLayer.blurHorizontalSize = value;\r\n }\r\n\r\n /**\r\n * Specifies the vertical size of the blur.\r\n */\r\n public set blurVerticalSize(value: number) {\r\n this._thinEffectLayer.blurVerticalSize = value;\r\n }\r\n\r\n /**\r\n * Gets the horizontal size of the blur.\r\n */\r\n @serialize()\r\n public get blurHorizontalSize(): number {\r\n return this._thinEffectLayer.blurHorizontalSize;\r\n }\r\n\r\n /**\r\n * Gets the vertical size of the blur.\r\n */\r\n @serialize()\r\n public get blurVerticalSize(): number {\r\n return this._thinEffectLayer.blurVerticalSize;\r\n }\r\n\r\n /**\r\n * Number of stencil bits used by the highlight layer (default: 8).\r\n * The layer uses the numStencilBits highest bits of the stencil buffer.\r\n */\r\n @serialize()\r\n public get numStencilBits(): number {\r\n return this._thinEffectLayer.numStencilBits;\r\n }\r\n\r\n public set numStencilBits(value: number) {\r\n this._thinEffectLayer.numStencilBits = value;\r\n }\r\n\r\n /**\r\n * Gets the stencil reference value used for the meshes rendered by the highlight layer.\r\n */\r\n public get stencilReference(): number {\r\n return this._thinEffectLayer.stencilReference;\r\n }\r\n\r\n /**\r\n * An event triggered when the highlight layer is being blurred.\r\n */\r\n public onBeforeBlurObservable = new Observable<HighlightLayer>();\r\n\r\n /**\r\n * An event triggered when the highlight layer has been blurred.\r\n */\r\n public onAfterBlurObservable = new Observable<HighlightLayer>();\r\n\r\n @serialize(\"options\")\r\n private _options: Required<IHighlightLayerOptions>;\r\n\r\n protected override readonly _thinEffectLayer: ThinHighlightLayer;\r\n private _downSamplePostprocess: PassPostProcess;\r\n private _horizontalBlurPostprocess: IBlurPostProcess;\r\n private _verticalBlurPostprocess: IBlurPostProcess;\r\n private _blurTexture: RenderTargetTexture;\r\n\r\n /**\r\n * Instantiates a new highlight Layer and references it to the scene..\r\n * @param name The name of the layer\r\n * @param scene The scene to use the layer in\r\n * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)\r\n */\r\n constructor(name: string, scene?: Scene, options?: Partial<IHighlightLayerOptions>) {\r\n super(name, scene, options !== undefined ? !!options.forceGLSL : false, new ThinHighlightLayer(name, scene, options));\r\n\r\n // Warn on stencil\r\n if (!this._engine.isStencilEnable) {\r\n Logger.Warn(\"Rendering the Highlight Layer requires the stencil to be active on the canvas. var engine = new Engine(canvas, antialias, { stencil: true }\");\r\n }\r\n\r\n // Adapt options\r\n this._options = {\r\n mainTextureRatio: 0.5,\r\n blurTextureSizeRatio: 0.5,\r\n mainTextureFixedSize: 0,\r\n blurHorizontalSize: 1.0,\r\n blurVerticalSize: 1.0,\r\n alphaBlendingMode: Constants.ALPHA_COMBINE,\r\n camera: null,\r\n renderingGroupId: -1,\r\n mainTextureType: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n mainTextureFormat: Constants.TEXTUREFORMAT_RGBA,\r\n forceGLSL: false,\r\n isStroke: false,\r\n generateStencilBuffer: false,\r\n ...options,\r\n };\r\n\r\n // Initialize the layer\r\n this._init(this._options);\r\n\r\n // Do not render as long as no meshes have been added\r\n this._shouldRender = false;\r\n }\r\n\r\n /**\r\n * Get the effect name of the layer.\r\n * @returns The effect name\r\n */\r\n public getEffectName(): string {\r\n return HighlightLayer.EffectName;\r\n }\r\n\r\n protected override _numInternalDraws(): number {\r\n return 2; // we need two rendering, one for the inner glow and the other for the outer glow\r\n }\r\n\r\n /**\r\n * Create the merge effect. This is the shader use to blit the information back\r\n * to the main canvas at the end of the scene rendering.\r\n * @returns The effect created\r\n */\r\n protected _createMergeEffect(): Effect {\r\n return this._thinEffectLayer._createMergeEffect();\r\n }\r\n\r\n /**\r\n * Creates the render target textures and post processes used in the highlight layer.\r\n */\r\n protected _createTextureAndPostProcesses(): void {\r\n let blurTextureWidth = this._mainTextureDesiredSize.width * this._options.blurTextureSizeRatio;\r\n let blurTextureHeight = this._mainTextureDesiredSize.height * this._options.blurTextureSizeRatio;\r\n blurTextureWidth = this._engine.needPOTTextures ? GetExponentOfTwo(blurTextureWidth, this._maxSize) : blurTextureWidth;\r\n blurTextureHeight = this._engine.needPOTTextures ? GetExponentOfTwo(blurTextureHeight, this._maxSize) : blurTextureHeight;\r\n\r\n let textureType = 0;\r\n if (this._engine.getCaps().textureHalfFloatRender) {\r\n textureType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n } else {\r\n textureType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n }\r\n\r\n this._blurTexture = new RenderTargetTexture(\r\n \"HighlightLayerBlurRTT\",\r\n {\r\n width: blurTextureWidth,\r\n height: blurTextureHeight,\r\n },\r\n this._scene,\r\n false,\r\n true,\r\n textureType\r\n );\r\n this._blurTexture.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._blurTexture.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._blurTexture.anisotropicFilteringLevel = 16;\r\n this._blurTexture.updateSamplingMode(Texture.TRILINEAR_SAMPLINGMODE);\r\n this._blurTexture.renderParticles = false;\r\n this._blurTexture.ignoreCameraViewport = true;\r\n\r\n this._textures = [this._blurTexture];\r\n\r\n this._thinEffectLayer.bindTexturesForCompose = (effect: Effect) => {\r\n effect.setTexture(\"textureSampler\", this._blurTexture);\r\n };\r\n\r\n this._thinEffectLayer._createTextureAndPostProcesses();\r\n\r\n if (this._options.alphaBlendingMode === Constants.ALPHA_COMBINE) {\r\n this._downSamplePostprocess = new PassPostProcess(\"HighlightLayerPPP\", {\r\n size: this._options.blurTextureSizeRatio,\r\n samplingMode: Texture.BILINEAR_SAMPLINGMODE,\r\n engine: this._scene.getEngine(),\r\n effectWrapper: this._thinEffectLayer._postProcesses[0] as ThinPassPostProcess,\r\n });\r\n this._downSamplePostprocess.externalTextureSamplerBinding = true;\r\n this._downSamplePostprocess.onApplyObservable.add((effect) => {\r\n effect.setTexture(\"textureSampler\", this._mainTexture);\r\n });\r\n\r\n this._horizontalBlurPostprocess = new GlowBlurPostProcess(\"HighlightLayerHBP\", new Vector2(1.0, 0), this._options.blurHorizontalSize, {\r\n samplingMode: Texture.BILINEAR_SAMPLINGMODE,\r\n engine: this._scene.getEngine(),\r\n effectWrapper: this._thinEffectLayer._postProcesses[1] as ThinGlowBlurPostProcess,\r\n });\r\n this._horizontalBlurPostprocess.onApplyObservable.add((effect) => {\r\n effect.setFloat2(\"screenSize\", blurTextureWidth, blurTextureHeight);\r\n });\r\n\r\n this._verticalBlurPostprocess = new GlowBlurPostProcess(\"HighlightLayerVBP\", new Vector2(0, 1.0), this._options.blurVerticalSize, {\r\n samplingMode: Texture.BILINEAR_SAMPLINGMODE,\r\n engine: this._scene.getEngine(),\r\n effectWrapper: this._thinEffectLayer._postProcesses[2] as ThinGlowBlurPostProcess,\r\n });\r\n this._verticalBlurPostprocess.onApplyObservable.add((effect) => {\r\n effect.setFloat2(\"screenSize\", blurTextureWidth, blurTextureHeight);\r\n });\r\n\r\n this._postProcesses = [this._downSamplePostprocess, this._horizontalBlurPostprocess, this._verticalBlurPostprocess];\r\n } else {\r\n this._horizontalBlurPostprocess = new BlurPostProcess(\"HighlightLayerHBP\", new Vector2(1.0, 0), this._options.blurHorizontalSize / 2, {\r\n size: {\r\n width: blurTextureWidth,\r\n height: blurTextureHeight,\r\n },\r\n samplingMode: Texture.BILINEAR_SAMPLINGMODE,\r\n engine: this._scene.getEngine(),\r\n textureType,\r\n effectWrapper: this._thinEffectLayer._postProcesses[0] as ThinBlurPostProcess,\r\n });\r\n this._horizontalBlurPostprocess.width = blurTextureWidth;\r\n this._horizontalBlurPostprocess.height = blurTextureHeight;\r\n this._horizontalBlurPostprocess.externalTextureSamplerBinding = true;\r\n this._horizontalBlurPostprocess.onApplyObservable.add((effect) => {\r\n effect.setTexture(\"textureSampler\", this._mainTexture);\r\n });\r\n\r\n this._verticalBlurPostprocess = new BlurPostProcess(\"HighlightLayerVBP\", new Vector2(0, 1.0), this._options.blurVerticalSize / 2, {\r\n size: {\r\n width: blurTextureWidth,\r\n height: blurTextureHeight,\r\n },\r\n samplingMode: Texture.BILINEAR_SAMPLINGMODE,\r\n engine: this._scene.getEngine(),\r\n textureType,\r\n });\r\n\r\n this._postProcesses = [this._horizontalBlurPostprocess, this._verticalBlurPostprocess];\r\n }\r\n\r\n this._mainTexture.onAfterUnbindObservable.add(() => {\r\n this.onBeforeBlurObservable.notifyObservers(this);\r\n\r\n const internalTexture = this._blurTexture.renderTarget;\r\n if (internalTexture) {\r\n this._scene.postProcessManager.directRender(this._postProcesses, internalTexture, true);\r\n this._engine.unBindFramebuffer(internalTexture, true);\r\n }\r\n\r\n this.onAfterBlurObservable.notifyObservers(this);\r\n });\r\n\r\n // Prevent autoClear.\r\n this._postProcesses.map((pp) => {\r\n pp.autoClear = false;\r\n });\r\n\r\n this._mainTextureCreatedSize.width = this._mainTextureDesiredSize.width;\r\n this._mainTextureCreatedSize.height = this._mainTextureDesiredSize.height;\r\n }\r\n\r\n /**\r\n * @returns whether or not the layer needs stencil enabled during the mesh rendering.\r\n */\r\n public needStencil(): boolean {\r\n return this._thinEffectLayer.needStencil();\r\n }\r\n\r\n /**\r\n * Checks for the readiness of the element composing the layer.\r\n * @param subMesh the mesh to check for\r\n * @param useInstances specify whether or not to use instances to render the mesh\r\n * @returns true if ready otherwise, false\r\n */\r\n public isReady(subMesh: SubMesh, useInstances: boolean): boolean {\r\n return this._thinEffectLayer.isReady(subMesh, useInstances);\r\n }\r\n\r\n /**\r\n * Implementation specific of rendering the generating effect on the main canvas.\r\n * @param effect The effect used to render through\r\n * @param renderIndex\r\n */\r\n protected _internalRender(effect: Effect, renderIndex: number): void {\r\n this._thinEffectLayer._internalCompose(effect, renderIndex);\r\n }\r\n\r\n /**\r\n * @returns true if the layer contains information to display, otherwise false.\r\n */\r\n public override shouldRender(): boolean {\r\n return this._thinEffectLayer.shouldRender();\r\n }\r\n\r\n /**\r\n * Returns true if the mesh should render, otherwise false.\r\n * @param mesh The mesh to render\r\n * @returns true if it should render otherwise false\r\n */\r\n protected override _shouldRenderMesh(mesh: Mesh): boolean {\r\n return this._thinEffectLayer._shouldRenderMesh(mesh);\r\n }\r\n\r\n /**\r\n * Returns true if the mesh can be rendered, otherwise false.\r\n * @param mesh The mesh to render\r\n * @param material The material used on the mesh\r\n * @returns true if it can be rendered otherwise false\r\n */\r\n protected override _canRenderMesh(mesh: AbstractMesh, material: Material): boolean {\r\n return this._thinEffectLayer._canRenderMesh(mesh, material);\r\n }\r\n\r\n /**\r\n * Adds specific effects defines.\r\n * @param defines The defines to add specifics to.\r\n */\r\n protected override _addCustomEffectDefines(defines: string[]): void {\r\n this._thinEffectLayer._addCustomEffectDefines(defines);\r\n }\r\n\r\n /**\r\n * Sets the required values for both the emissive texture and and the main color.\r\n * @param mesh\r\n * @param subMesh\r\n * @param material\r\n */\r\n protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void {\r\n this._thinEffectLayer._setEmissiveTextureAndColor(mesh, subMesh, material);\r\n }\r\n\r\n /**\r\n * Get the excluded meshes fron the highlight layer\r\n * @returns Mesh[]\r\n */\r\n public getAllExcludedMeshes(): Mesh[] {\r\n if (!this._thinEffectLayer._excludedMeshes) {\r\n return [];\r\n }\r\n return Object.values(this._thinEffectLayer._excludedMeshes!)\r\n .filter((mesh) => mesh?.mesh)\r\n .map((mesh) => mesh!.mesh);\r\n }\r\n\r\n /**\r\n * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.\r\n * @param mesh The mesh to exclude from the highlight layer\r\n */\r\n public addExcludedMesh(mesh: Mesh) {\r\n this._thinEffectLayer.addExcludedMesh(mesh);\r\n }\r\n\r\n /**\r\n * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.\r\n * @param mesh The mesh to highlight\r\n */\r\n public removeExcludedMesh(mesh: Mesh) {\r\n this._thinEffectLayer.removeExcludedMesh(mesh);\r\n }\r\n\r\n /**\r\n * Determine if a given mesh will be highlighted by the current HighlightLayer\r\n * @param mesh mesh to test\r\n * @returns true if the mesh will be highlighted by the current HighlightLayer\r\n */\r\n public override hasMesh(mesh: AbstractMesh): boolean {\r\n return this._thinEffectLayer.hasMesh(mesh);\r\n }\r\n\r\n /**\r\n * Add a mesh in the highlight layer in order to make it glow with the chosen color.\r\n * @param mesh The mesh to highlight\r\n * @param color The color of the highlight\r\n * @param glowEmissiveOnly Extract the glow from the emissive texture\r\n */\r\n public addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly = false) {\r\n this._thinEffectLayer.addMesh(mesh, color, glowEmissiveOnly);\r\n }\r\n\r\n /**\r\n * Get all meshes from the highlight layer\r\n * @returns IHighlightLayerMesh[]\r\n */\r\n public getAllMeshes(): IHighlightLayerMesh[] {\r\n return this._thinEffectLayer._meshes\r\n ? Object.values(this._thinEffectLayer._meshes)\r\n .filter(Boolean)\r\n .map((item) => {\r\n return {\r\n mesh: item!.mesh,\r\n color: item!.color,\r\n };\r\n })\r\n : [];\r\n }\r\n\r\n /**\r\n * Remove a mesh from the highlight layer in order to make it stop glowing.\r\n * @param mesh The mesh to highlight\r\n */\r\n public removeMesh(mesh: Mesh) {\r\n this._thinEffectLayer.removeMesh(mesh);\r\n }\r\n\r\n /**\r\n * Remove all the meshes currently referenced in the highlight layer\r\n */\r\n public removeAllMeshes(): void {\r\n this._thinEffectLayer.removeAllMeshes();\r\n }\r\n\r\n /**\r\n * Free any resources and references associated to a mesh.\r\n * Internal use\r\n * @param mesh The mesh to free.\r\n * @internal\r\n */\r\n public _disposeMesh(mesh: Mesh): void {\r\n this._thinEffectLayer._disposeMesh(mesh);\r\n }\r\n\r\n /**\r\n * Gets the class name of the effect layer\r\n * @returns the string with the class name of the effect layer\r\n */\r\n public override getClassName(): string {\r\n return \"HighlightLayer\";\r\n }\r\n\r\n /**\r\n * Serializes this Highlight layer\r\n * @returns a serialized Highlight layer object\r\n */\r\n public serialize(): any {\r\n const serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.customType = \"BABYLON.HighlightLayer\";\r\n\r\n // Highlighted meshes\r\n serializationObject.meshes = [];\r\n\r\n const meshes = this._thinEffectLayer._meshes;\r\n if (meshes) {\r\n for (const m in meshes) {\r\n const mesh = meshes[m];\r\n\r\n if (mesh) {\r\n serializationObject.meshes.push({\r\n glowEmissiveOnly: mesh.glowEmissiveOnly,\r\n color: mesh.color.asArray(),\r\n meshId: mesh.mesh.id,\r\n });\r\n }\r\n }\r\n }\r\n\r\n // Excluded meshes\r\n serializationObject.excludedMeshes = [];\r\n\r\n const excludedMeshes = this._thinEffectLayer._excludedMeshes;\r\n if (excludedMeshes) {\r\n for (const e in excludedMeshes) {\r\n const excludedMesh = excludedMeshes[e];\r\n\r\n if (excludedMesh) {\r\n serializationObject.excludedMeshes.push(excludedMesh.mesh.id);\r\n }\r\n }\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Creates a Highlight layer from parsed Highlight layer data\r\n * @param parsedHightlightLayer defines the Highlight layer data\r\n * @param scene defines the current scene\r\n * @param rootUrl defines the root URL containing the Highlight layer information\r\n * @returns a parsed Highlight layer\r\n */\r\n public static override Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer {\r\n const hl = SerializationHelper.Parse(() => new HighlightLayer(parsedHightlightLayer.name, scene, parsedHightlightLayer.options), parsedHightlightLayer, scene, rootUrl);\r\n let index;\r\n\r\n // Excluded meshes\r\n for (index = 0; index < parsedHightlightLayer.excludedMeshes.length; index++) {\r\n const mesh = scene.getMeshById(parsedHightlightLayer.excludedMeshes[index]);\r\n if (mesh) {\r\n hl.addExcludedMesh(<Mesh>mesh);\r\n }\r\n }\r\n\r\n // Included meshes\r\n for (index = 0; index < parsedHightlightLayer.meshes.length; index++) {\r\n const highlightedMesh = parsedHightlightLayer.meshes[index];\r\n const mesh = scene.getMeshById(highlightedMesh.meshId);\r\n\r\n if (mesh) {\r\n hl.addMesh(<Mesh>mesh, Color3.FromArray(highlightedMesh.color), highlightedMesh.glowEmissiveOnly);\r\n }\r\n }\r\n\r\n return hl;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.HighlightLayer\", HighlightLayer);\r\n"]}
@@ -9,6 +9,7 @@ import { EffectLayer } from "./effectLayer.js";
9
9
  import type { IThinSelectionOutlineLayerOptions } from "./thinSelectionOutlineLayer.js";
10
10
  import { ThinSelectionOutlineLayer } from "./thinSelectionOutlineLayer.js";
11
11
  import type { Color3 } from "../Maths/math.color.js";
12
+ import "../Rendering/depthRendererSceneComponent.js";
12
13
  declare module "../scene.js" {
13
14
  interface Scene {
14
15
  /**
@@ -6,6 +6,7 @@ import { EffectLayer } from "./effectLayer.js";
6
6
  import { RegisterClass } from "../Misc/typeStore.js";
7
7
  import { SerializationHelper } from "../Misc/decorators.serialization.js";
8
8
  import { ThinSelectionOutlineLayer } from "./thinSelectionOutlineLayer.js";
9
+ import "../Rendering/depthRendererSceneComponent.js";
9
10
  Scene.prototype.getSelectionOutlineLayerByName = function (name) {
10
11
  for (let index = 0; index < this.effectLayers?.length; index++) {
11
12
  if (this.effectLayers[index].name === name && this.effectLayers[index].getEffectName() === SelectionOutlineLayer.EffectName) {