@onerjs/core 8.42.3 → 8.42.4

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Files changed (145) 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/Cameras/Inputs/geospatialCameraKeyboardInput.js +6 -3
  19. package/Cameras/Inputs/geospatialCameraKeyboardInput.js.map +1 -1
  20. package/Cameras/geospatialCamera.d.ts +4 -2
  21. package/Cameras/geospatialCamera.js +10 -8
  22. package/Cameras/geospatialCamera.js.map +1 -1
  23. package/Cameras/geospatialCameraMovement.d.ts +11 -1
  24. package/Cameras/geospatialCameraMovement.js +26 -6
  25. package/Cameras/geospatialCameraMovement.js.map +1 -1
  26. package/Debug/physicsViewer.d.ts +1 -0
  27. package/Debug/physicsViewer.js +1 -0
  28. package/Debug/physicsViewer.js.map +1 -1
  29. package/Engines/WebGPU/webgpuBufferManager.js +3 -1
  30. package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
  31. package/Engines/abstractEngine.js +2 -2
  32. package/Engines/abstractEngine.js.map +1 -1
  33. package/Engines/nullEngine.js +4 -0
  34. package/Engines/nullEngine.js.map +1 -1
  35. package/Engines/webgpuEngine.js +2 -2
  36. package/Engines/webgpuEngine.js.map +1 -1
  37. package/Layers/highlightLayer.d.ts +14 -0
  38. package/Layers/highlightLayer.js +20 -0
  39. package/Layers/highlightLayer.js.map +1 -1
  40. package/Layers/selectionOutlineLayer.d.ts +1 -0
  41. package/Layers/selectionOutlineLayer.js +1 -0
  42. package/Layers/selectionOutlineLayer.js.map +1 -1
  43. package/Layers/thinEffectLayer.js +25 -1
  44. package/Layers/thinEffectLayer.js.map +1 -1
  45. package/Layers/thinHighlightLayer.d.ts +9 -0
  46. package/Layers/thinHighlightLayer.js +19 -3
  47. package/Layers/thinHighlightLayer.js.map +1 -1
  48. package/Lights/Clustered/clusteredLightContainer.js +4 -0
  49. package/Lights/Clustered/clusteredLightContainer.js.map +1 -1
  50. package/Loading/Plugins/babylonFileLoader.d.ts +2 -0
  51. package/Loading/Plugins/babylonFileLoader.js +2 -0
  52. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  53. package/Materials/Node/Blocks/Dual/depthSourceBlock.d.ts +1 -0
  54. package/Materials/Node/Blocks/Dual/depthSourceBlock.js +1 -0
  55. package/Materials/Node/Blocks/Dual/depthSourceBlock.js.map +1 -1
  56. package/Materials/Node/Blocks/Dual/sceneDepthBlock.d.ts +1 -0
  57. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js +1 -0
  58. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js.map +1 -1
  59. package/Materials/Node/Blocks/Teleport/teleportOutBlock.js +10 -4
  60. package/Materials/Node/Blocks/Teleport/teleportOutBlock.js.map +1 -1
  61. package/Materials/Textures/renderTargetTexture.js +6 -4
  62. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  63. package/Meshes/abstractMesh.d.ts +9 -0
  64. package/Meshes/abstractMesh.js +16 -0
  65. package/Meshes/abstractMesh.js.map +1 -1
  66. package/Meshes/mesh.js +2 -0
  67. package/Meshes/mesh.js.map +1 -1
  68. package/Meshes/thinInstanceMesh.d.ts +7 -3
  69. package/Meshes/thinInstanceMesh.js +15 -3
  70. package/Meshes/thinInstanceMesh.js.map +1 -1
  71. package/Misc/snapshotRenderingHelper.d.ts +5 -3
  72. package/Misc/snapshotRenderingHelper.js +9 -5
  73. package/Misc/snapshotRenderingHelper.js.map +1 -1
  74. package/Particles/EmitterTypes/coneParticleEmitter.js +3 -3
  75. package/Particles/EmitterTypes/coneParticleEmitter.js.map +1 -1
  76. package/Particles/EmitterTypes/sphereParticleEmitter.js +2 -2
  77. package/Particles/EmitterTypes/sphereParticleEmitter.js.map +1 -1
  78. package/Particles/Node/Blocks/index.d.ts +0 -2
  79. package/Particles/Node/Blocks/index.js +0 -2
  80. package/Particles/Node/Blocks/index.js.map +1 -1
  81. package/Particles/Node/Blocks/particleNumberMathBlock.js +16 -0
  82. package/Particles/Node/Blocks/particleNumberMathBlock.js.map +1 -1
  83. package/Particles/Node/Blocks/systemBlock.d.ts +0 -4
  84. package/Particles/Node/Blocks/systemBlock.js +1 -32
  85. package/Particles/Node/Blocks/systemBlock.js.map +1 -1
  86. package/Particles/Node/nodeParticleSystemSet.helper.js +2 -89
  87. package/Particles/Node/nodeParticleSystemSet.helper.js.map +1 -1
  88. package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.d.ts +1 -0
  89. package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js +1 -0
  90. package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js.map +1 -1
  91. package/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline.d.ts +1 -0
  92. package/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline.js +1 -0
  93. package/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline.js.map +1 -1
  94. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.d.ts +6 -0
  95. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js +8 -0
  96. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
  97. package/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline.d.ts +1 -0
  98. package/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline.js +1 -0
  99. package/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline.js.map +1 -1
  100. package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.d.ts +6 -0
  101. package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js +8 -0
  102. package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js.map +1 -1
  103. package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.d.ts +1 -0
  104. package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.js +1 -0
  105. package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.js.map +1 -1
  106. package/PostProcesses/screenSpaceReflectionPostProcess.d.ts +1 -0
  107. package/PostProcesses/screenSpaceReflectionPostProcess.js +1 -0
  108. package/PostProcesses/screenSpaceReflectionPostProcess.js.map +1 -1
  109. package/Rendering/GlobalIllumination/giRSMManager.d.ts +1 -0
  110. package/Rendering/GlobalIllumination/giRSMManager.js +1 -0
  111. package/Rendering/GlobalIllumination/giRSMManager.js.map +1 -1
  112. package/Rendering/IBLShadows/iblShadowsAccumulationPass.js +7 -3
  113. package/Rendering/IBLShadows/iblShadowsAccumulationPass.js.map +1 -1
  114. package/Rendering/IBLShadows/iblShadowsSpatialBlurPass.js +3 -1
  115. package/Rendering/IBLShadows/iblShadowsSpatialBlurPass.js.map +1 -1
  116. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js +3 -1
  117. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js.map +1 -1
  118. package/Rendering/geometryBufferRenderer.js +3 -0
  119. package/Rendering/geometryBufferRenderer.js.map +1 -1
  120. package/Rendering/prePassRenderer.d.ts +1 -0
  121. package/Rendering/prePassRenderer.js +1 -0
  122. package/Rendering/prePassRenderer.js.map +1 -1
  123. package/Shaders/gpuUpdateParticles.vertex.js +1 -1
  124. package/Shaders/gpuUpdateParticles.vertex.js.map +1 -1
  125. package/ShadersWGSL/ShadersInclude/depthPrePass.js +4 -1
  126. package/ShadersWGSL/ShadersInclude/depthPrePass.js.map +1 -1
  127. package/ShadersWGSL/background.fragment.js +1 -1
  128. package/ShadersWGSL/background.fragment.js.map +1 -1
  129. package/ShadersWGSL/default.fragment.js +1 -1
  130. package/ShadersWGSL/default.fragment.js.map +1 -1
  131. package/ShadersWGSL/gpuUpdateParticles.compute.js +1 -1
  132. package/ShadersWGSL/gpuUpdateParticles.compute.js.map +1 -1
  133. package/XR/features/WebXRControllerPhysics.d.ts +1 -0
  134. package/XR/features/WebXRControllerPhysics.js +1 -0
  135. package/XR/features/WebXRControllerPhysics.js.map +1 -1
  136. package/XR/features/WebXRHandTracking.d.ts +1 -0
  137. package/XR/features/WebXRHandTracking.js +1 -0
  138. package/XR/features/WebXRHandTracking.js.map +1 -1
  139. package/package.json +1 -1
  140. package/Particles/Node/Blocks/Update/updateRemapBlock.d.ts +0 -39
  141. package/Particles/Node/Blocks/Update/updateRemapBlock.js +0 -93
  142. package/Particles/Node/Blocks/Update/updateRemapBlock.js.map +0 -1
  143. package/Particles/Node/Blocks/particleFresnelBlock.d.ts +0 -34
  144. package/Particles/Node/Blocks/particleFresnelBlock.js +0 -74
  145. package/Particles/Node/Blocks/particleFresnelBlock.js.map +0 -1
@@ -1 +1 @@
1
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type { Nullable } from \"../types\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { CreateBox } from \"../Meshes/Builders/boxBuilder\";\r\nimport { CreateSphere } from \"../Meshes/Builders/sphereBuilder\";\r\nimport { Matrix, Quaternion, TmpVectors, Vector3 } from \"../Maths/math.vector\";\r\nimport { Color3, Color4 } from \"../Maths/math.color\";\r\nimport type { Material } from \"../Materials/material\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { StandardMaterial } from \"../Materials/standardMaterial\";\r\nimport type { IPhysicsEnginePlugin as IPhysicsEnginePluginV1 } from \"../Physics/v1/IPhysicsEnginePlugin\";\r\nimport { PhysicsConstraintAxis, PhysicsConstraintAxisLimitMode, type IPhysicsEnginePluginV2, type PhysicsMassProperties } from \"../Physics/v2/IPhysicsEnginePlugin\";\r\nimport { PhysicsImpostor } from \"../Physics/v1/physicsImpostor\";\r\nimport { UtilityLayerRenderer } from \"../Rendering/utilityLayerRenderer\";\r\nimport { CreateCylinder } from \"../Meshes/Builders/cylinderBuilder\";\r\nimport type { ICreateCapsuleOptions } from \"../Meshes/Builders/capsuleBuilder\";\r\nimport { CreateCapsule } from \"../Meshes/Builders/capsuleBuilder\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport type { PhysicsBody } from \"../Physics/v2/physicsBody\";\r\nimport { VertexData } from \"../Meshes/mesh.vertexData\";\r\nimport { MeshBuilder } from \"../Meshes/meshBuilder\";\r\nimport type { PhysicsConstraint } from \"../Physics/v2/physicsConstraint\";\r\nimport { AxesViewer } from \"./axesViewer\";\r\nimport { TransformNode } from \"../Meshes/transformNode\";\r\nimport { Epsilon } from \"../Maths/math.constants\";\r\n\r\n/**\r\n * Used to show the physics impostor around the specific mesh\r\n */\r\nexport class PhysicsViewer {\r\n /** @internal */\r\n protected _impostors: Array<Nullable<PhysicsImpostor>> = [];\r\n /** @internal */\r\n protected _meshes: Array<Nullable<AbstractMesh>> = [];\r\n /** @internal */\r\n protected _bodies: Array<Nullable<PhysicsBody>> = [];\r\n /** @internal */\r\n protected _inertiaBodies: Array<Nullable<PhysicsBody>> = [];\r\n /** @internal */\r\n protected _constraints: Array<Nullable<PhysicsConstraint>> = [];\r\n /** @internal */\r\n protected _bodyMeshes: Array<Nullable<AbstractMesh>> = [];\r\n /** @internal */\r\n protected _inertiaMeshes: Array<Nullable<AbstractMesh>> = [];\r\n /** @internal */\r\n protected _constraintMeshes: Array<Nullable<Array<AbstractMesh>>> = [];\r\n /** @internal */\r\n protected _scene: Nullable<Scene>;\r\n /** @internal */\r\n protected _numMeshes = 0;\r\n /** @internal */\r\n protected _numBodies = 0;\r\n /** @internal */\r\n protected _numInertiaBodies = 0;\r\n /** @internal */\r\n protected _numConstraints = 0;\r\n /** @internal */\r\n protected _physicsEnginePlugin: IPhysicsEnginePluginV1 | IPhysicsEnginePluginV2 | null;\r\n private _renderFunction: () => void;\r\n private _inertiaRenderFunction: () => void;\r\n private _constraintRenderFunction: () => void;\r\n private _utilityLayer: Nullable<UtilityLayerRenderer>;\r\n private _ownUtilityLayer = false;\r\n\r\n private _debugBoxMesh: Mesh;\r\n private _debugSphereMesh: Mesh;\r\n private _debugCapsuleMesh: Mesh;\r\n private _debugCylinderMesh: Mesh;\r\n private _debugMaterial: StandardMaterial;\r\n private _debugInertiaMaterial: StandardMaterial;\r\n private _debugMeshMeshes = new Array<Mesh>();\r\n\r\n private _constraintAxesSize = 0.4;\r\n private _constraintAngularSize = 0.4;\r\n\r\n /**\r\n * Creates a new PhysicsViewer\r\n * @param scene defines the hosting scene\r\n * @param size Physics V2 size scalar\r\n * @param utilityLayer The utility layer the viewer will be added to\r\n */\r\n constructor(scene?: Scene, size?: number, utilityLayer: UtilityLayerRenderer = UtilityLayerRenderer.DefaultUtilityLayer) {\r\n this._scene = scene || EngineStore.LastCreatedScene;\r\n if (!this._scene) {\r\n return;\r\n }\r\n const physicEngine = this._scene.getPhysicsEngine();\r\n\r\n if (physicEngine) {\r\n this._physicsEnginePlugin = physicEngine.getPhysicsPlugin();\r\n }\r\n\r\n if (utilityLayer) {\r\n this._utilityLayer = utilityLayer;\r\n } else {\r\n this._utilityLayer = new UtilityLayerRenderer(this._scene, false);\r\n this._utilityLayer.pickUtilitySceneFirst = false;\r\n this._utilityLayer.utilityLayerScene.autoClearDepthAndStencil = true;\r\n this._ownUtilityLayer = true;\r\n }\r\n if (size) {\r\n this._constraintAxesSize = 0.4 * size;\r\n this._constraintAngularSize = 0.4 * size;\r\n }\r\n }\r\n\r\n /**\r\n * Updates the debug meshes of the physics engine.\r\n *\r\n * This code is useful for synchronizing the debug meshes of the physics engine with the physics impostor and mesh.\r\n * It checks if the impostor is disposed and if the plugin version is 1, then it syncs the mesh with the impostor.\r\n * This ensures that the debug meshes are up to date with the physics engine.\r\n */\r\n protected _updateDebugMeshes(): void {\r\n const plugin = this._physicsEnginePlugin;\r\n\r\n if (plugin?.getPluginVersion() === 1) {\r\n this._updateDebugMeshesV1();\r\n } else {\r\n this._updateDebugMeshesV2();\r\n }\r\n }\r\n\r\n /**\r\n * Updates the debug meshes of the physics engine.\r\n *\r\n * This method is useful for synchronizing the debug meshes with the physics impostors.\r\n * It iterates through the impostors and meshes, and if the plugin version is 1, it syncs the mesh with the impostor.\r\n * This ensures that the debug meshes accurately reflect the physics impostors, which is important for debugging the physics engine.\r\n */\r\n protected _updateDebugMeshesV1(): void {\r\n const plugin = this._physicsEnginePlugin as IPhysicsEnginePluginV1;\r\n for (let i = 0; i < this._numMeshes; i++) {\r\n const impostor = this._impostors[i];\r\n\r\n if (!impostor) {\r\n continue;\r\n }\r\n\r\n if (impostor.isDisposed) {\r\n this.hideImpostor(this._impostors[i--]);\r\n } else {\r\n if (impostor.type === PhysicsImpostor.MeshImpostor) {\r\n continue;\r\n }\r\n const mesh = this._meshes[i];\r\n\r\n if (mesh && plugin) {\r\n plugin.syncMeshWithImpostor(mesh, impostor);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Updates the debug meshes of the physics engine for V2 plugin.\r\n *\r\n * This method is useful for synchronizing the debug meshes of the physics engine with the current state of the bodies.\r\n * It iterates through the bodies array and updates the debug meshes with the current transform of each body.\r\n * This ensures that the debug meshes accurately reflect the current state of the physics engine.\r\n */\r\n protected _updateDebugMeshesV2(): void {\r\n const plugin = this._physicsEnginePlugin as IPhysicsEnginePluginV2;\r\n for (let i = 0; i < this._numBodies; ) {\r\n const body = this._bodies[i];\r\n if (body && body.isDisposed && this.hideBody(body)) {\r\n continue;\r\n }\r\n const transform = this._bodyMeshes[i];\r\n if (body && transform) {\r\n plugin.syncTransform(body, transform);\r\n }\r\n i++;\r\n }\r\n }\r\n\r\n protected _updateInertiaMeshes(): void {\r\n for (let i = 0; i < this._numInertiaBodies; ) {\r\n const body = this._inertiaBodies[i];\r\n if (body && body.isDisposed && this.hideInertia(body)) {\r\n continue;\r\n }\r\n const mesh = this._inertiaMeshes[i];\r\n if (body && mesh) {\r\n this._updateDebugInertia(body, mesh);\r\n }\r\n i++;\r\n }\r\n }\r\n\r\n protected _updateDebugInertia(body: PhysicsBody, inertiaMesh: AbstractMesh): void {\r\n const inertiaMatrixRef = Matrix.Identity();\r\n const transformMatrixRef = Matrix.Identity();\r\n const finalMatrixRef = Matrix.Identity();\r\n if (body._pluginDataInstances.length) {\r\n const inertiaAsMesh = inertiaMesh as Mesh;\r\n const inertiaMeshMatrixData = inertiaAsMesh._thinInstanceDataStorage.matrixData!;\r\n const bodyTransformMatrixData = (body.transformNode as Mesh)._thinInstanceDataStorage.matrixData!;\r\n for (let i = 0; i < body._pluginDataInstances.length; i++) {\r\n const props = body.getMassProperties(i);\r\n this._getMeshDebugInertiaMatrixToRef(props, inertiaMatrixRef);\r\n Matrix.FromArrayToRef(bodyTransformMatrixData, i * 16, transformMatrixRef);\r\n inertiaMatrixRef.multiplyToRef(transformMatrixRef, finalMatrixRef);\r\n finalMatrixRef.copyToArray(inertiaMeshMatrixData, i * 16);\r\n }\r\n inertiaAsMesh.thinInstanceBufferUpdated(\"matrix\");\r\n } else {\r\n const props = body.getMassProperties();\r\n this._getMeshDebugInertiaMatrixToRef(props, inertiaMatrixRef);\r\n body.transformNode.rotationQuaternion?.toRotationMatrix(transformMatrixRef);\r\n transformMatrixRef.setTranslation(body.transformNode.position);\r\n if (body.transformNode.parent) {\r\n const parentTransform = body.transformNode.parent.computeWorldMatrix(true);\r\n transformMatrixRef.multiplyToRef(parentTransform, transformMatrixRef);\r\n }\r\n inertiaMatrixRef.multiplyToRef(transformMatrixRef, inertiaMatrixRef);\r\n inertiaMatrixRef.decomposeToTransformNode(inertiaMesh);\r\n }\r\n }\r\n\r\n protected _updateDebugConstraints() {\r\n for (let i = 0; i < this._numConstraints; i++) {\r\n const constraint = this._constraints[i];\r\n const mesh = this._constraintMeshes[i];\r\n if (constraint && mesh) {\r\n this._updateDebugConstraint(constraint, mesh[0]);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Given a scaling vector, make all of its components\r\n * 1, preserving the sign\r\n * @param scaling\r\n */\r\n protected _makeScalingUnitInPlace(scaling: Vector3) {\r\n if (Math.abs(scaling.x - 1) > Epsilon) {\r\n scaling.x = 1 * Math.sign(scaling.x);\r\n }\r\n if (Math.abs(scaling.y - 1) > Epsilon) {\r\n scaling.y = 1 * Math.sign(scaling.y);\r\n }\r\n if (Math.abs(scaling.z - 1) > Epsilon) {\r\n scaling.z = 1 * Math.sign(scaling.z);\r\n }\r\n }\r\n\r\n protected _updateDebugConstraint(constraint: PhysicsConstraint, parentingMesh: AbstractMesh) {\r\n if (!constraint._initOptions) {\r\n return;\r\n }\r\n\r\n // Get constraint pivot and axes\r\n const { pivotA, pivotB, axisA, axisB, perpAxisA, perpAxisB } = constraint._initOptions;\r\n\r\n if (!pivotA || !pivotB || !axisA || !axisB || !perpAxisA || !perpAxisB) {\r\n return;\r\n }\r\n\r\n const descendants = parentingMesh.getDescendants(true);\r\n for (const parentConstraintMesh of descendants) {\r\n // Get the parent transform\r\n const parentCoordSystemNode = parentConstraintMesh.getDescendants(true)[0] as TransformNode;\r\n const childCoordSystemNode = parentConstraintMesh.getDescendants(true)[1] as TransformNode;\r\n\r\n const { parentBody, parentBodyIndex } = parentCoordSystemNode.metadata;\r\n const { childBody, childBodyIndex } = childCoordSystemNode.metadata;\r\n\r\n const parentTransform = this._getTransformFromBodyToRef(parentBody, TmpVectors.Matrix[0], parentBodyIndex);\r\n const childTransform = this._getTransformFromBodyToRef(childBody, TmpVectors.Matrix[1], childBodyIndex);\r\n\r\n parentTransform.decomposeToTransformNode(parentCoordSystemNode);\r\n this._makeScalingUnitInPlace(parentCoordSystemNode.scaling);\r\n\r\n childTransform.decomposeToTransformNode(childCoordSystemNode);\r\n this._makeScalingUnitInPlace(childCoordSystemNode.scaling);\r\n\r\n // Create a transform node and set its matrix\r\n const parentTransformNode = parentCoordSystemNode.getDescendants(true)[0] as TransformNode;\r\n parentTransformNode.position.copyFrom(pivotA);\r\n\r\n const childTransformNode = childCoordSystemNode.getDescendants(true)[0] as TransformNode;\r\n childTransformNode.position.copyFrom(pivotB);\r\n\r\n // Get the transform to align the XYZ axes to the constraint axes\r\n Quaternion.FromRotationMatrixToRef(\r\n Matrix.FromXYZAxesToRef(axisA, perpAxisA, Vector3.CrossToRef(axisA, perpAxisA, TmpVectors.Vector3[0]), TmpVectors.Matrix[0]),\r\n parentTransformNode.rotationQuaternion!\r\n );\r\n Quaternion.FromRotationMatrixToRef(\r\n Matrix.FromXYZAxesToRef(axisB, perpAxisB, Vector3.CrossToRef(axisB, perpAxisB, TmpVectors.Vector3[1]), TmpVectors.Matrix[1]),\r\n childTransformNode.rotationQuaternion!\r\n );\r\n }\r\n }\r\n\r\n /**\r\n * Renders a specified physic impostor\r\n * @param impostor defines the impostor to render\r\n * @param targetMesh defines the mesh represented by the impostor\r\n * @returns the new debug mesh used to render the impostor\r\n */\r\n public showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh> {\r\n if (!this._scene) {\r\n return null;\r\n }\r\n\r\n for (let i = 0; i < this._numMeshes; i++) {\r\n if (this._impostors[i] == impostor) {\r\n return null;\r\n }\r\n }\r\n\r\n const debugMesh = this._getDebugMesh(impostor, targetMesh);\r\n\r\n if (debugMesh) {\r\n this._impostors[this._numMeshes] = impostor;\r\n this._meshes[this._numMeshes] = debugMesh;\r\n\r\n if (this._numMeshes === 0) {\r\n this._renderFunction = () => this._updateDebugMeshes();\r\n this._scene.registerBeforeRender(this._renderFunction);\r\n }\r\n\r\n this._numMeshes++;\r\n }\r\n\r\n return debugMesh;\r\n }\r\n\r\n /**\r\n * Shows a debug mesh for a given physics body.\r\n * @param body The physics body to show.\r\n * @returns The debug mesh, or null if the body is already shown.\r\n *\r\n * This function is useful for visualizing the physics body in the scene.\r\n * It creates a debug mesh for the given body and adds it to the scene.\r\n * It also registers a before render function to update the debug mesh position and rotation.\r\n */\r\n public showBody(body: PhysicsBody): Nullable<AbstractMesh> {\r\n if (!this._scene) {\r\n return null;\r\n }\r\n\r\n for (let i = 0; i < this._numBodies; i++) {\r\n if (this._bodies[i] == body) {\r\n return null;\r\n }\r\n }\r\n\r\n const debugMesh = this._getDebugBodyMesh(body);\r\n\r\n if (debugMesh) {\r\n this._bodies[this._numBodies] = body;\r\n this._bodyMeshes[this._numBodies] = debugMesh;\r\n\r\n if (this._numBodies === 0) {\r\n this._renderFunction = () => this._updateDebugMeshes();\r\n this._scene.registerBeforeRender(this._renderFunction);\r\n }\r\n\r\n this._numBodies++;\r\n }\r\n\r\n return debugMesh;\r\n }\r\n\r\n /**\r\n * Shows a debug box corresponding to the inertia of a given body\r\n * @param body the physics body used to get the inertia\r\n * @returns the debug mesh used to show the inertia, or null if the body is already shown\r\n */\r\n public showInertia(body: PhysicsBody): Nullable<AbstractMesh> {\r\n if (!this._scene) {\r\n return null;\r\n }\r\n\r\n for (let i = 0; i < this._numInertiaBodies; i++) {\r\n if (this._inertiaBodies[i] == body) {\r\n return null;\r\n }\r\n }\r\n\r\n const debugMesh = this._getDebugInertiaMesh(body);\r\n if (debugMesh) {\r\n this._inertiaBodies[this._numInertiaBodies] = body;\r\n this._inertiaMeshes[this._numInertiaBodies] = debugMesh;\r\n\r\n if (this._numInertiaBodies === 0) {\r\n this._inertiaRenderFunction = () => this._updateInertiaMeshes();\r\n this._scene.registerBeforeRender(this._inertiaRenderFunction);\r\n }\r\n\r\n this._numInertiaBodies++;\r\n }\r\n\r\n return debugMesh;\r\n }\r\n\r\n /**\r\n * Shows a debug mesh for a given physics constraint.\r\n * @param constraint the physics constraint to show\r\n * @returns the debug mesh, or null if the constraint is already shown\r\n */\r\n public showConstraint(constraint: PhysicsConstraint): Nullable<AbstractMesh> {\r\n if (!this._scene) {\r\n return null;\r\n }\r\n\r\n for (let i = 0; i < this._numConstraints; i++) {\r\n if (this._constraints[i] == constraint) {\r\n return null;\r\n }\r\n }\r\n\r\n const debugMesh = this._getDebugConstraintMesh(constraint);\r\n if (debugMesh) {\r\n this._constraints[this._numConstraints] = constraint;\r\n this._constraintMeshes[this._numConstraints] = debugMesh;\r\n\r\n if (this._numConstraints === 0) {\r\n this._constraintRenderFunction = () => this._updateDebugConstraints();\r\n this._scene.registerBeforeRender(this._constraintRenderFunction);\r\n }\r\n\r\n this._numConstraints++;\r\n }\r\n\r\n return debugMesh ? debugMesh[0] : null;\r\n }\r\n\r\n /**\r\n * Hides an impostor from the scene.\r\n * @param impostor - The impostor to hide.\r\n *\r\n * This method is useful for hiding an impostor from the scene. It removes the\r\n * impostor from the utility layer scene, disposes the mesh, and removes the\r\n * impostor from the list of impostors. If the impostor is the last one in the\r\n * list, it also unregisters the render function.\r\n */\r\n public hideImpostor(impostor: Nullable<PhysicsImpostor>) {\r\n if (!impostor || !this._scene || !this._utilityLayer) {\r\n return;\r\n }\r\n\r\n let removed = false;\r\n const utilityLayerScene = this._utilityLayer.utilityLayerScene;\r\n\r\n for (let i = 0; i < this._numMeshes; i++) {\r\n if (this._impostors[i] == impostor) {\r\n const mesh = this._meshes[i];\r\n\r\n if (!mesh) {\r\n continue;\r\n }\r\n\r\n utilityLayerScene.removeMesh(mesh);\r\n mesh.dispose();\r\n\r\n const index = this._debugMeshMeshes.indexOf(mesh as Mesh);\r\n if (index > -1) {\r\n this._debugMeshMeshes.splice(index, 1);\r\n }\r\n\r\n this._numMeshes--;\r\n if (this._numMeshes > 0) {\r\n this._meshes[i] = this._meshes[this._numMeshes];\r\n this._impostors[i] = this._impostors[this._numMeshes];\r\n this._meshes[this._numMeshes] = null;\r\n this._impostors[this._numMeshes] = null;\r\n } else {\r\n this._meshes[0] = null;\r\n this._impostors[0] = null;\r\n }\r\n removed = true;\r\n break;\r\n }\r\n }\r\n\r\n if (removed && this._numMeshes === 0) {\r\n this._scene.unregisterBeforeRender(this._renderFunction);\r\n }\r\n }\r\n\r\n /**\r\n * Hides a body from the physics engine.\r\n * @param body - The body to hide.\r\n * @returns true if body actually removed\r\n *\r\n * This function is useful for hiding a body from the physics engine.\r\n * It removes the body from the utility layer scene and disposes the mesh associated with it.\r\n * It also unregisters the render function if the number of bodies is 0.\r\n * This is useful for hiding a body from the physics engine without deleting it.\r\n */\r\n public hideBody(body: Nullable<PhysicsBody>): boolean {\r\n if (!body || !this._scene || !this._utilityLayer) {\r\n return false;\r\n }\r\n\r\n let removed = false;\r\n const utilityLayerScene = this._utilityLayer.utilityLayerScene;\r\n\r\n for (let i = 0; i < this._numBodies; i++) {\r\n if (this._bodies[i] === body) {\r\n const mesh = this._bodyMeshes[i];\r\n\r\n if (!mesh) {\r\n continue;\r\n }\r\n\r\n utilityLayerScene.removeMesh(mesh);\r\n mesh.dispose();\r\n\r\n this._numBodies--;\r\n if (this._numBodies > 0) {\r\n this._bodyMeshes[i] = this._bodyMeshes[this._numBodies];\r\n this._bodies[i] = this._bodies[this._numBodies];\r\n this._bodyMeshes[this._numBodies] = null;\r\n this._bodies[this._numBodies] = null;\r\n } else {\r\n this._bodyMeshes[0] = null;\r\n this._bodies[0] = null;\r\n }\r\n removed = true;\r\n break;\r\n }\r\n }\r\n\r\n if (removed && this._numBodies === 0) {\r\n this._scene.unregisterBeforeRender(this._renderFunction);\r\n }\r\n return removed;\r\n }\r\n\r\n /**\r\n * Hides a body's inertia from the viewer utility layer\r\n * @param body the body to hide\r\n * @returns true if inertia actually removed\r\n */\r\n public hideInertia(body: Nullable<PhysicsBody>): boolean {\r\n if (!body || !this._scene || !this._utilityLayer) {\r\n return false;\r\n }\r\n let removed = false;\r\n const utilityLayerScene = this._utilityLayer.utilityLayerScene;\r\n\r\n for (let i = 0; i < this._numInertiaBodies; i++) {\r\n if (this._inertiaBodies[i] === body) {\r\n const mesh = this._inertiaMeshes[i];\r\n\r\n if (!mesh) {\r\n continue;\r\n }\r\n\r\n utilityLayerScene.removeMesh(mesh);\r\n mesh.dispose();\r\n\r\n this._inertiaBodies.splice(i, 1);\r\n this._inertiaMeshes.splice(i, 1);\r\n\r\n this._numInertiaBodies--;\r\n\r\n removed = true;\r\n break;\r\n }\r\n }\r\n\r\n if (removed && this._numInertiaBodies === 0) {\r\n this._scene.unregisterBeforeRender(this._inertiaRenderFunction);\r\n }\r\n return removed;\r\n }\r\n\r\n /**\r\n * Hide a physics constraint from the viewer utility layer\r\n * @param constraint the constraint to hide\r\n */\r\n public hideConstraint(constraint: Nullable<PhysicsConstraint>) {\r\n if (!constraint || !this._scene || !this._utilityLayer) {\r\n return;\r\n }\r\n let removed = false;\r\n const utilityLayerScene = this._utilityLayer.utilityLayerScene;\r\n\r\n for (let i = 0; i < this._numConstraints; i++) {\r\n if (this._constraints[i] === constraint) {\r\n const meshes = this._constraintMeshes[i];\r\n\r\n if (!meshes) {\r\n continue;\r\n }\r\n\r\n for (const mesh of meshes) {\r\n utilityLayerScene.removeMesh(mesh);\r\n mesh.dispose();\r\n }\r\n\r\n this._constraints.splice(i, 1);\r\n this._constraintMeshes.splice(i, 1);\r\n\r\n this._numConstraints--;\r\n\r\n if (this._numConstraints > 0) {\r\n this._constraints[i] = this._constraints[this._numConstraints];\r\n this._constraintMeshes[i] = this._constraintMeshes[this._numConstraints];\r\n this._constraints[this._numConstraints] = null;\r\n this._constraintMeshes[this._numConstraints] = null;\r\n } else {\r\n this._constraints[0] = null;\r\n this._constraintMeshes[0] = null;\r\n }\r\n\r\n removed = true;\r\n break;\r\n }\r\n }\r\n\r\n if (removed && this._numConstraints === 0) {\r\n this._scene.unregisterBeforeRender(this._constraintRenderFunction);\r\n }\r\n }\r\n\r\n private _getDebugMaterial(scene: Scene): Material {\r\n if (!this._debugMaterial) {\r\n this._debugMaterial = new StandardMaterial(\"\", scene);\r\n this._debugMaterial.wireframe = true;\r\n this._debugMaterial.emissiveColor = Color3.White();\r\n this._debugMaterial.disableLighting = true;\r\n }\r\n\r\n return this._debugMaterial;\r\n }\r\n\r\n private _getDebugInertiaMaterial(scene: Scene): Material {\r\n if (!this._debugInertiaMaterial) {\r\n this._debugInertiaMaterial = new StandardMaterial(\"\", scene);\r\n this._debugInertiaMaterial.disableLighting = true;\r\n this._debugInertiaMaterial.alpha = 0.0;\r\n }\r\n\r\n return this._debugInertiaMaterial;\r\n }\r\n\r\n private _getDebugAxisColoredMaterial(axisNumber: number, scene: Scene): Material {\r\n const material = new StandardMaterial(\"\", scene);\r\n material.emissiveColor = axisNumber == 0 ? Color3.Red() : axisNumber == 1 ? Color3.Green() : Color3.Blue();\r\n material.disableLighting = true;\r\n return material;\r\n }\r\n\r\n private _getDebugBoxMesh(scene: Scene): AbstractMesh {\r\n if (!this._debugBoxMesh) {\r\n this._debugBoxMesh = CreateBox(\"physicsBodyBoxViewMesh\", { size: 1 }, scene);\r\n this._debugBoxMesh.rotationQuaternion = Quaternion.Identity();\r\n this._debugBoxMesh.material = this._getDebugMaterial(scene);\r\n this._debugBoxMesh.setEnabled(false);\r\n }\r\n\r\n return this._debugBoxMesh.createInstance(\"physicsBodyBoxViewInstance\");\r\n }\r\n\r\n private _getDebugSphereMesh(scene: Scene): AbstractMesh {\r\n if (!this._debugSphereMesh) {\r\n this._debugSphereMesh = CreateSphere(\"physicsBodySphereViewMesh\", { diameter: 1 }, scene);\r\n this._debugSphereMesh.rotationQuaternion = Quaternion.Identity();\r\n this._debugSphereMesh.material = this._getDebugMaterial(scene);\r\n this._debugSphereMesh.setEnabled(false);\r\n }\r\n\r\n return this._debugSphereMesh.createInstance(\"physicsBodySphereViewInstance\");\r\n }\r\n\r\n private _getDebugCapsuleMesh(scene: Scene): AbstractMesh {\r\n if (!this._debugCapsuleMesh) {\r\n this._debugCapsuleMesh = CreateCapsule(\"physicsBodyCapsuleViewMesh\", { height: 1 } as ICreateCapsuleOptions, scene);\r\n this._debugCapsuleMesh.rotationQuaternion = Quaternion.Identity();\r\n this._debugCapsuleMesh.material = this._getDebugMaterial(scene);\r\n this._debugCapsuleMesh.setEnabled(false);\r\n }\r\n\r\n return this._debugCapsuleMesh.createInstance(\"physicsBodyCapsuleViewInstance\");\r\n }\r\n\r\n private _getDebugCylinderMesh(scene: Scene): AbstractMesh {\r\n if (!this._debugCylinderMesh) {\r\n this._debugCylinderMesh = CreateCylinder(\"physicsBodyCylinderViewMesh\", { diameterTop: 1, diameterBottom: 1, height: 1 }, scene);\r\n this._debugCylinderMesh.rotationQuaternion = Quaternion.Identity();\r\n this._debugCylinderMesh.material = this._getDebugMaterial(scene);\r\n this._debugCylinderMesh.setEnabled(false);\r\n }\r\n\r\n return this._debugCylinderMesh.createInstance(\"physicsBodyCylinderViewInstance\");\r\n }\r\n\r\n private _getDebugMeshMesh(mesh: Mesh, scene: Scene): AbstractMesh {\r\n const wireframeOver = new Mesh(mesh.name, scene, null, mesh);\r\n wireframeOver.setParent(mesh);\r\n wireframeOver.position = Vector3.Zero();\r\n wireframeOver.material = this._getDebugMaterial(scene);\r\n\r\n this._debugMeshMeshes.push(wireframeOver);\r\n\r\n return wireframeOver;\r\n }\r\n\r\n private _getDebugMesh(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh> {\r\n if (!this._utilityLayer) {\r\n return null;\r\n }\r\n\r\n // Only create child impostor debug meshes when evaluating the parent\r\n if (targetMesh && targetMesh.parent && (targetMesh.parent as Mesh).physicsImpostor) {\r\n return null;\r\n }\r\n\r\n let mesh: Nullable<AbstractMesh> = null;\r\n const utilityLayerScene = this._utilityLayer.utilityLayerScene;\r\n if (!impostor.physicsBody) {\r\n Logger.Warn(\"Unable to get physicsBody of impostor. It might be initialized later by its parent's impostor.\");\r\n return null;\r\n }\r\n switch (impostor.type) {\r\n case PhysicsImpostor.BoxImpostor:\r\n mesh = this._getDebugBoxMesh(utilityLayerScene);\r\n impostor.getBoxSizeToRef(mesh.scaling);\r\n break;\r\n case PhysicsImpostor.SphereImpostor: {\r\n mesh = this._getDebugSphereMesh(utilityLayerScene);\r\n const radius = impostor.getRadius();\r\n mesh.scaling.x = radius * 2;\r\n mesh.scaling.y = radius * 2;\r\n mesh.scaling.z = radius * 2;\r\n break;\r\n }\r\n case PhysicsImpostor.CapsuleImpostor: {\r\n mesh = this._getDebugCapsuleMesh(utilityLayerScene);\r\n const bi = impostor.object.getBoundingInfo();\r\n mesh.scaling.x = (bi.boundingBox.maximum.x - bi.boundingBox.minimum.x) * 2 * impostor.object.scaling.x;\r\n mesh.scaling.y = (bi.boundingBox.maximum.y - bi.boundingBox.minimum.y) * impostor.object.scaling.y;\r\n mesh.scaling.z = (bi.boundingBox.maximum.z - bi.boundingBox.minimum.z) * 2 * impostor.object.scaling.z;\r\n break;\r\n }\r\n case PhysicsImpostor.MeshImpostor:\r\n if (targetMesh) {\r\n mesh = this._getDebugMeshMesh(targetMesh, utilityLayerScene);\r\n }\r\n break;\r\n case PhysicsImpostor.NoImpostor:\r\n if (targetMesh) {\r\n // Handle compound impostors\r\n const childMeshes = targetMesh.getChildMeshes().filter((c) => {\r\n return c.physicsImpostor ? 1 : 0;\r\n });\r\n for (const m of childMeshes) {\r\n if (m.physicsImpostor && m.getClassName() === \"Mesh\") {\r\n const boundingInfo = m.getBoundingInfo();\r\n const min = boundingInfo.boundingBox.minimum;\r\n const max = boundingInfo.boundingBox.maximum;\r\n switch (m.physicsImpostor.type) {\r\n case PhysicsImpostor.BoxImpostor:\r\n mesh = this._getDebugBoxMesh(utilityLayerScene);\r\n mesh.position.copyFrom(min);\r\n mesh.position.addInPlace(max);\r\n mesh.position.scaleInPlace(0.5);\r\n break;\r\n case PhysicsImpostor.SphereImpostor:\r\n mesh = this._getDebugSphereMesh(utilityLayerScene);\r\n break;\r\n case PhysicsImpostor.CylinderImpostor:\r\n mesh = this._getDebugCylinderMesh(utilityLayerScene);\r\n break;\r\n default:\r\n mesh = null;\r\n break;\r\n }\r\n if (mesh) {\r\n mesh.scaling.x = max.x - min.x;\r\n mesh.scaling.y = max.y - min.y;\r\n mesh.scaling.z = max.z - min.z;\r\n mesh.parent = m;\r\n }\r\n }\r\n }\r\n } else {\r\n Logger.Warn(\"No target mesh parameter provided for NoImpostor. Skipping.\");\r\n }\r\n mesh = null;\r\n break;\r\n case PhysicsImpostor.CylinderImpostor: {\r\n mesh = this._getDebugCylinderMesh(utilityLayerScene);\r\n const bi = impostor.object.getBoundingInfo();\r\n mesh.scaling.x = (bi.boundingBox.maximum.x - bi.boundingBox.minimum.x) * impostor.object.scaling.x;\r\n mesh.scaling.y = (bi.boundingBox.maximum.y - bi.boundingBox.minimum.y) * impostor.object.scaling.y;\r\n mesh.scaling.z = (bi.boundingBox.maximum.z - bi.boundingBox.minimum.z) * impostor.object.scaling.z;\r\n break;\r\n }\r\n }\r\n return mesh;\r\n }\r\n\r\n /**\r\n * Creates a debug mesh for a given physics body\r\n * @param body The physics body to create the debug mesh for\r\n * @returns The created debug mesh or null if the utility layer is not available\r\n *\r\n * This code is useful for creating a debug mesh for a given physics body.\r\n * It creates a Mesh object with a VertexData object containing the positions and indices\r\n * of the geometry of the body. The mesh is then assigned a debug material from the utility layer scene.\r\n * This allows for visualizing the physics body in the scene.\r\n */\r\n private _getDebugBodyMesh(body: PhysicsBody): Nullable<AbstractMesh> {\r\n if (!this._utilityLayer) {\r\n return null;\r\n }\r\n\r\n const utilityLayerScene = this._utilityLayer.utilityLayerScene;\r\n\r\n const mesh = new Mesh(\"custom\", utilityLayerScene);\r\n const vertexData = new VertexData();\r\n const geometry = body.getGeometry() as any;\r\n vertexData.positions = geometry.positions;\r\n vertexData.indices = geometry.indices;\r\n vertexData.applyToMesh(mesh);\r\n if (body._pluginDataInstances) {\r\n const instanceBuffer = new Float32Array(body._pluginDataInstances.length * 16);\r\n mesh.thinInstanceSetBuffer(\"matrix\", instanceBuffer, 16, false);\r\n }\r\n mesh.material = this._getDebugMaterial(utilityLayerScene);\r\n return mesh;\r\n }\r\n\r\n private _getMeshDebugInertiaMatrixToRef(massProps: PhysicsMassProperties, matrix: Matrix) {\r\n const orientation = massProps.inertiaOrientation ?? Quaternion.Identity();\r\n const inertiaLocal = massProps.inertia ?? Vector3.Zero();\r\n const center = massProps.centerOfMass ?? Vector3.Zero();\r\n\r\n const betaSqrd = (inertiaLocal.x - inertiaLocal.y + inertiaLocal.z) * 6;\r\n const beta = Math.sqrt(Math.max(betaSqrd, 0)); // Safety check for zeroed elements!\r\n\r\n const gammaSqrd = inertiaLocal.x * 12 - betaSqrd;\r\n const gamma = Math.sqrt(Math.max(gammaSqrd, 0)); // Safety check for zeroed elements!\r\n\r\n const alphaSqrd = inertiaLocal.z * 12 - betaSqrd;\r\n const alpha = Math.sqrt(Math.max(alphaSqrd, 0)); // Safety check for zeroed elements!\r\n\r\n const extents = TmpVectors.Vector3[0];\r\n extents.set(alpha, beta, gamma);\r\n\r\n const scaling = Matrix.ScalingToRef(extents.x, extents.y, extents.z, TmpVectors.Matrix[0]);\r\n const rotation = orientation.toRotationMatrix(TmpVectors.Matrix[1]);\r\n const translation = Matrix.TranslationToRef(center.x, center.y, center.z, TmpVectors.Matrix[2]);\r\n\r\n scaling.multiplyToRef(rotation, matrix);\r\n matrix.multiplyToRef(translation, matrix);\r\n\r\n return matrix;\r\n }\r\n\r\n private _getDebugInertiaMesh(body: PhysicsBody): Nullable<AbstractMesh> {\r\n if (!this._utilityLayer) {\r\n return null;\r\n }\r\n const utilityLayerScene = this._utilityLayer.utilityLayerScene;\r\n\r\n // The base inertia mesh is going to be a 1x1 cube that's scaled and rotated according to the inertia\r\n const inertiaBoxMesh = MeshBuilder.CreateBox(\"custom\", { size: 1 }, utilityLayerScene);\r\n const matrixRef = Matrix.Identity();\r\n if (body._pluginDataInstances.length) {\r\n const instanceBuffer = new Float32Array(body._pluginDataInstances.length * 16);\r\n for (let i = 0; i < body._pluginDataInstances.length; ++i) {\r\n const props = body.getMassProperties(i);\r\n this._getMeshDebugInertiaMatrixToRef(props, matrixRef);\r\n matrixRef.copyToArray(instanceBuffer, i * 16);\r\n }\r\n inertiaBoxMesh.thinInstanceSetBuffer(\"matrix\", instanceBuffer, 16, false);\r\n } else {\r\n const props = body.getMassProperties();\r\n this._getMeshDebugInertiaMatrixToRef(props, matrixRef);\r\n matrixRef.decomposeToTransformNode(inertiaBoxMesh);\r\n }\r\n inertiaBoxMesh.enableEdgesRendering();\r\n inertiaBoxMesh.edgesWidth = 2.0;\r\n inertiaBoxMesh.edgesColor = new Color4(1, 0, 1, 1);\r\n inertiaBoxMesh.material = this._getDebugInertiaMaterial(utilityLayerScene);\r\n\r\n return inertiaBoxMesh;\r\n }\r\n\r\n private _getTransformFromBodyToRef(body: PhysicsBody, matrix: Matrix, instanceIndex?: number) {\r\n const tnode = body.transformNode;\r\n if (instanceIndex && instanceIndex >= 0) {\r\n return Matrix.FromArrayToRef((tnode as Mesh)._thinInstanceDataStorage.matrixData!, instanceIndex, matrix);\r\n } else {\r\n return matrix.copyFrom(tnode.getWorldMatrix());\r\n }\r\n }\r\n\r\n private _createAngularConstraintMesh(minLimit: number, maxLimit: number, axisNumber: number, parent: TransformNode, scene: Scene): AbstractMesh {\r\n const arcAngle = (maxLimit - minLimit) / (Math.PI * 2);\r\n const mesh = MeshBuilder.CreateCylinder(\"ConstraintCylinder\", { height: 0.0001, diameter: 3 * this._constraintAngularSize, arc: arcAngle }, scene);\r\n mesh.material = this._getDebugAxisColoredMaterial(axisNumber, scene);\r\n mesh.parent = parent;\r\n const parentScaling = parent.absoluteScaling;\r\n switch (axisNumber) {\r\n case 0:\r\n mesh.rotation.z = Math.PI * 0.5;\r\n mesh.rotation.x = -minLimit + Math.PI * 0.5;\r\n // scaling on y,z\r\n mesh.scaling.x = 1 / parentScaling.x;\r\n mesh.scaling.y = 1 / parentScaling.z;\r\n mesh.scaling.z = 1 / parentScaling.y;\r\n break;\r\n case 1:\r\n mesh.rotation.y = Math.PI * 1.5 + minLimit;\r\n // flip x,z\r\n mesh.scaling.x = 1 / parentScaling.z;\r\n mesh.scaling.y = 1 / parentScaling.y;\r\n mesh.scaling.z = 1 / parentScaling.x;\r\n break;\r\n case 2:\r\n mesh.rotation.x = Math.PI * 0.5;\r\n // flip z,y\r\n mesh.scaling.x = 1 / parentScaling.x;\r\n mesh.scaling.y = 1 / parentScaling.z;\r\n mesh.scaling.z = 1 / parentScaling.y;\r\n break;\r\n }\r\n return mesh;\r\n }\r\n\r\n private _createCage(parent: TransformNode, scene: Scene): AbstractMesh {\r\n const cage = MeshBuilder.CreateBox(\"cage\", { size: 1 }, scene);\r\n cage.setPivotPoint(new Vector3(-0.5, -0.5, -0.5));\r\n const transparentMaterial = new StandardMaterial(\"cage_material\", scene);\r\n transparentMaterial.alpha = 0; // Fully transparent\r\n cage.material = transparentMaterial;\r\n\r\n cage.enableEdgesRendering();\r\n cage.edgesWidth = 4.0;\r\n cage.edgesColor = new Color4(1, 1, 1, 1);\r\n cage.parent = parent;\r\n return cage;\r\n }\r\n\r\n private _getDebugConstraintMesh(constraint: PhysicsConstraint): Nullable<Array<AbstractMesh>> {\r\n if (!this._utilityLayer) {\r\n return null;\r\n }\r\n const utilityLayerScene = this._utilityLayer.utilityLayerScene;\r\n\r\n if (!constraint._initOptions) {\r\n return null;\r\n }\r\n\r\n // Get constraint pivot and axes\r\n const { pivotA, pivotB, axisA, axisB, perpAxisA, perpAxisB } = constraint._initOptions;\r\n\r\n if (!pivotA || !pivotB || !axisA || !axisB || !perpAxisA || !perpAxisB) {\r\n return null;\r\n }\r\n\r\n // Create a mesh to parent all the constraint debug meshes to\r\n const parentingMesh = new Mesh(\"parentingDebugConstraint\", utilityLayerScene);\r\n\r\n // First, get a reference to all physic bodies that are using this constraint\r\n const bodiesUsingConstraint = constraint.getBodiesUsingConstraint();\r\n\r\n const parentedConstraintMeshes = [];\r\n parentedConstraintMeshes.push(parentingMesh);\r\n\r\n for (const bodyPairInfo of bodiesUsingConstraint) {\r\n // Create a mesh to keep the pair of constraint axes\r\n const parentOfPair = new TransformNode(\"parentOfPair\", utilityLayerScene);\r\n parentOfPair.parent = parentingMesh;\r\n\r\n const { parentBody, parentBodyIndex, childBody, childBodyIndex } = bodyPairInfo;\r\n // Get the parent transform\r\n\r\n const parentTransform = this._getTransformFromBodyToRef(parentBody, TmpVectors.Matrix[0], parentBodyIndex);\r\n const childTransform = this._getTransformFromBodyToRef(childBody, TmpVectors.Matrix[1], childBodyIndex);\r\n\r\n const parentCoordSystemNode = new TransformNode(\"parentCoordSystem\", utilityLayerScene);\r\n // parentCoordSystemNode.parent = parentingMesh;\r\n parentCoordSystemNode.parent = parentOfPair;\r\n // Save parent and index here to be able to get the transform on update\r\n parentCoordSystemNode.metadata = { parentBody, parentBodyIndex };\r\n parentTransform.decomposeToTransformNode(parentCoordSystemNode);\r\n\r\n const childCoordSystemNode = new TransformNode(\"childCoordSystem\", utilityLayerScene);\r\n // childCoordSystemNode.parent = parentingMesh;\r\n childCoordSystemNode.parent = parentOfPair;\r\n // Save child and index here to be able to get the transform on update\r\n childCoordSystemNode.metadata = { childBody, childBodyIndex };\r\n childTransform.decomposeToTransformNode(childCoordSystemNode);\r\n\r\n // Get the transform to align the XYZ axes to the constraint axes\r\n const rotTransformParent = Quaternion.FromRotationMatrix(Matrix.FromXYZAxesToRef(axisA, perpAxisA, axisA.cross(perpAxisA), TmpVectors.Matrix[0]));\r\n const rotTransformChild = Quaternion.FromRotationMatrix(Matrix.FromXYZAxesToRef(axisB, perpAxisB, axisB.cross(perpAxisB), TmpVectors.Matrix[0]));\r\n\r\n const translateTransformParent = pivotA;\r\n const translateTransformChild = pivotB;\r\n\r\n // Create a transform node and set its matrix\r\n const parentTransformNode = new TransformNode(\"constraint_parent\", utilityLayerScene);\r\n parentTransformNode.position.copyFrom(translateTransformParent);\r\n parentTransformNode.rotationQuaternion = rotTransformParent;\r\n parentTransformNode.parent = parentCoordSystemNode;\r\n\r\n const childTransformNode = new TransformNode(\"constraint_child\", utilityLayerScene);\r\n childTransformNode.parent = childCoordSystemNode;\r\n childTransformNode.position.copyFrom(translateTransformChild);\r\n childTransformNode.rotationQuaternion = rotTransformChild;\r\n\r\n // Create axes for the constraint\r\n const parentAxes = new AxesViewer(utilityLayerScene, this._constraintAxesSize);\r\n parentAxes.xAxis.parent = parentTransformNode;\r\n parentAxes.yAxis.parent = parentTransformNode;\r\n parentAxes.zAxis.parent = parentTransformNode;\r\n\r\n const childAxes = new AxesViewer(utilityLayerScene, this._constraintAxesSize);\r\n childAxes.xAxis.parent = childTransformNode;\r\n childAxes.yAxis.parent = childTransformNode;\r\n childAxes.zAxis.parent = childTransformNode;\r\n\r\n // constrain vis\r\n const engine = this._physicsEnginePlugin! as IPhysicsEnginePluginV2;\r\n\r\n const constraintAxisAngular = [PhysicsConstraintAxis.ANGULAR_X, PhysicsConstraintAxis.ANGULAR_Y, PhysicsConstraintAxis.ANGULAR_Z];\r\n const constraintAxisLinear = [PhysicsConstraintAxis.LINEAR_X, PhysicsConstraintAxis.LINEAR_Y, PhysicsConstraintAxis.LINEAR_Z];\r\n const constraintAxis = [constraintAxisAngular, constraintAxisLinear];\r\n\r\n // count axis. Angular and Linear\r\n const lockCount = [0, 0];\r\n for (let angularLinear = 0; angularLinear < 2; angularLinear++) {\r\n for (let axis = 0; axis < 3; axis++) {\r\n const constraintAxisValue = constraintAxis[angularLinear][axis];\r\n const axisMode = engine.getAxisMode(constraint, constraintAxisValue);\r\n if (axisMode == PhysicsConstraintAxisLimitMode.LOCKED) {\r\n lockCount[angularLinear]++;\r\n }\r\n }\r\n }\r\n\r\n // Any free/limited Linear axis\r\n if (lockCount[1] != 3) {\r\n const cage = this._createCage(parentTransformNode, utilityLayerScene);\r\n\r\n const min = TmpVectors.Vector3[0];\r\n const max = TmpVectors.Vector3[1];\r\n const limited = [false, false, false];\r\n\r\n limited[0] = engine.getAxisMode(constraint, PhysicsConstraintAxis.LINEAR_X) == PhysicsConstraintAxisLimitMode.LIMITED;\r\n limited[1] = engine.getAxisMode(constraint, PhysicsConstraintAxis.LINEAR_Y) == PhysicsConstraintAxisLimitMode.LIMITED;\r\n limited[2] = engine.getAxisMode(constraint, PhysicsConstraintAxis.LINEAR_Z) == PhysicsConstraintAxisLimitMode.LIMITED;\r\n\r\n min.x = limited[0] ? engine.getAxisMinLimit(constraint, PhysicsConstraintAxis.LINEAR_X)! : 0;\r\n max.x = limited[0] ? engine.getAxisMaxLimit(constraint, PhysicsConstraintAxis.LINEAR_X)! : 0;\r\n min.y = limited[1] ? engine.getAxisMinLimit(constraint, PhysicsConstraintAxis.LINEAR_Y)! : 0;\r\n max.y = limited[1] ? engine.getAxisMaxLimit(constraint, PhysicsConstraintAxis.LINEAR_Y)! : 0;\r\n min.z = limited[2] ? engine.getAxisMinLimit(constraint, PhysicsConstraintAxis.LINEAR_Z)! : 0;\r\n max.z = limited[2] ? engine.getAxisMaxLimit(constraint, PhysicsConstraintAxis.LINEAR_Z)! : 0;\r\n\r\n cage.position.x = min.x + 0.5;\r\n cage.position.y = min.y + 0.5;\r\n cage.position.z = min.z + 0.5;\r\n\r\n cage.scaling.x = max.x - min.x + Epsilon;\r\n cage.scaling.y = max.y - min.y + Epsilon;\r\n cage.scaling.z = max.z - min.z + Epsilon;\r\n parentedConstraintMeshes.push(cage);\r\n }\r\n\r\n // Angular\r\n if (lockCount[0] != 3) {\r\n for (let axisIndex = 0; axisIndex < 3; axisIndex++) {\r\n const axis = constraintAxisAngular[axisIndex];\r\n const axisMode = engine.getAxisMode(constraint, axis);\r\n let minLimit = 0;\r\n let maxLimit = Math.PI * 2;\r\n if (axisMode == PhysicsConstraintAxisLimitMode.LIMITED) {\r\n minLimit = engine.getAxisMinLimit(constraint, axis)!;\r\n maxLimit = engine.getAxisMaxLimit(constraint, axis)!;\r\n }\r\n if (axisMode != PhysicsConstraintAxisLimitMode.LOCKED && constraint.options.pivotB) {\r\n const mesh = this._createAngularConstraintMesh(minLimit, maxLimit, axisIndex, childBody.transformNode, utilityLayerScene);\r\n mesh.position.copyFrom(constraint.options.pivotB);\r\n parentedConstraintMeshes.push(mesh);\r\n }\r\n }\r\n }\r\n }\r\n\r\n return parentedConstraintMeshes;\r\n }\r\n\r\n /**\r\n * Clean up physics debug display\r\n */\r\n public dispose() {\r\n // impostors\r\n for (let index = this._numMeshes - 1; index >= 0; index--) {\r\n this.hideImpostor(this._impostors[0]);\r\n }\r\n // bodies\r\n for (let index = this._numBodies - 1; index >= 0; index--) {\r\n this.hideBody(this._bodies[0]);\r\n }\r\n // inertia\r\n for (let index = this._numInertiaBodies - 1; index >= 0; index--) {\r\n this.hideInertia(this._inertiaBodies[0]);\r\n }\r\n\r\n if (this._debugBoxMesh) {\r\n this._debugBoxMesh.dispose();\r\n }\r\n if (this._debugSphereMesh) {\r\n this._debugSphereMesh.dispose();\r\n }\r\n if (this._debugCylinderMesh) {\r\n this._debugCylinderMesh.dispose();\r\n }\r\n if (this._debugMaterial) {\r\n this._debugMaterial.dispose();\r\n }\r\n\r\n this._impostors.length = 0;\r\n this._scene = null;\r\n this._physicsEnginePlugin = null;\r\n\r\n if (this._ownUtilityLayer && this._utilityLayer) {\r\n this._utilityLayer.dispose();\r\n this._utilityLayer = null;\r\n }\r\n }\r\n}\r\n"]}
1
+ 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type { Nullable } from \"../types\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { CreateBox } from \"../Meshes/Builders/boxBuilder\";\r\nimport { CreateSphere } from \"../Meshes/Builders/sphereBuilder\";\r\nimport { Matrix, Quaternion, TmpVectors, Vector3 } from \"../Maths/math.vector\";\r\nimport { Color3, Color4 } from \"../Maths/math.color\";\r\nimport type { Material } from \"../Materials/material\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { StandardMaterial } from \"../Materials/standardMaterial\";\r\nimport type { IPhysicsEnginePlugin as IPhysicsEnginePluginV1 } from \"../Physics/v1/IPhysicsEnginePlugin\";\r\nimport { PhysicsConstraintAxis, PhysicsConstraintAxisLimitMode, type IPhysicsEnginePluginV2, type PhysicsMassProperties } from \"../Physics/v2/IPhysicsEnginePlugin\";\r\nimport { PhysicsImpostor } from \"../Physics/v1/physicsImpostor\";\r\nimport { UtilityLayerRenderer } from \"../Rendering/utilityLayerRenderer\";\r\nimport { CreateCylinder } from \"../Meshes/Builders/cylinderBuilder\";\r\nimport type { ICreateCapsuleOptions } from \"../Meshes/Builders/capsuleBuilder\";\r\nimport { CreateCapsule } from \"../Meshes/Builders/capsuleBuilder\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport type { PhysicsBody } from \"../Physics/v2/physicsBody\";\r\nimport { VertexData } from \"../Meshes/mesh.vertexData\";\r\nimport { MeshBuilder } from \"../Meshes/meshBuilder\";\r\nimport type { PhysicsConstraint } from \"../Physics/v2/physicsConstraint\";\r\nimport { AxesViewer } from \"./axesViewer\";\r\nimport { TransformNode } from \"../Meshes/transformNode\";\r\nimport { Epsilon } from \"../Maths/math.constants\";\r\n\r\nimport \"../Physics/joinedPhysicsEngineComponent\";\r\n\r\n/**\r\n * Used to show the physics impostor around the specific mesh\r\n */\r\nexport class PhysicsViewer {\r\n /** @internal */\r\n protected _impostors: Array<Nullable<PhysicsImpostor>> = [];\r\n /** @internal */\r\n protected _meshes: Array<Nullable<AbstractMesh>> = [];\r\n /** @internal */\r\n protected _bodies: Array<Nullable<PhysicsBody>> = [];\r\n /** @internal */\r\n protected _inertiaBodies: Array<Nullable<PhysicsBody>> = [];\r\n /** @internal */\r\n protected _constraints: Array<Nullable<PhysicsConstraint>> = [];\r\n /** @internal */\r\n protected _bodyMeshes: Array<Nullable<AbstractMesh>> = [];\r\n /** @internal */\r\n protected _inertiaMeshes: Array<Nullable<AbstractMesh>> = [];\r\n /** @internal */\r\n protected _constraintMeshes: Array<Nullable<Array<AbstractMesh>>> = [];\r\n /** @internal */\r\n protected _scene: Nullable<Scene>;\r\n /** @internal */\r\n protected _numMeshes = 0;\r\n /** @internal */\r\n protected _numBodies = 0;\r\n /** @internal */\r\n protected _numInertiaBodies = 0;\r\n /** @internal */\r\n protected _numConstraints = 0;\r\n /** @internal */\r\n protected _physicsEnginePlugin: IPhysicsEnginePluginV1 | IPhysicsEnginePluginV2 | null;\r\n private _renderFunction: () => void;\r\n private _inertiaRenderFunction: () => void;\r\n private _constraintRenderFunction: () => void;\r\n private _utilityLayer: Nullable<UtilityLayerRenderer>;\r\n private _ownUtilityLayer = false;\r\n\r\n private _debugBoxMesh: Mesh;\r\n private _debugSphereMesh: Mesh;\r\n private _debugCapsuleMesh: Mesh;\r\n private _debugCylinderMesh: Mesh;\r\n private _debugMaterial: StandardMaterial;\r\n private _debugInertiaMaterial: StandardMaterial;\r\n private _debugMeshMeshes = new Array<Mesh>();\r\n\r\n private _constraintAxesSize = 0.4;\r\n private _constraintAngularSize = 0.4;\r\n\r\n /**\r\n * Creates a new PhysicsViewer\r\n * @param scene defines the hosting scene\r\n * @param size Physics V2 size scalar\r\n * @param utilityLayer The utility layer the viewer will be added to\r\n */\r\n constructor(scene?: Scene, size?: number, utilityLayer: UtilityLayerRenderer = UtilityLayerRenderer.DefaultUtilityLayer) {\r\n this._scene = scene || EngineStore.LastCreatedScene;\r\n if (!this._scene) {\r\n return;\r\n }\r\n const physicEngine = this._scene.getPhysicsEngine();\r\n\r\n if (physicEngine) {\r\n this._physicsEnginePlugin = physicEngine.getPhysicsPlugin();\r\n }\r\n\r\n if (utilityLayer) {\r\n this._utilityLayer = utilityLayer;\r\n } else {\r\n this._utilityLayer = new UtilityLayerRenderer(this._scene, false);\r\n this._utilityLayer.pickUtilitySceneFirst = false;\r\n this._utilityLayer.utilityLayerScene.autoClearDepthAndStencil = true;\r\n this._ownUtilityLayer = true;\r\n }\r\n if (size) {\r\n this._constraintAxesSize = 0.4 * size;\r\n this._constraintAngularSize = 0.4 * size;\r\n }\r\n }\r\n\r\n /**\r\n * Updates the debug meshes of the physics engine.\r\n *\r\n * This code is useful for synchronizing the debug meshes of the physics engine with the physics impostor and mesh.\r\n * It checks if the impostor is disposed and if the plugin version is 1, then it syncs the mesh with the impostor.\r\n * This ensures that the debug meshes are up to date with the physics engine.\r\n */\r\n protected _updateDebugMeshes(): void {\r\n const plugin = this._physicsEnginePlugin;\r\n\r\n if (plugin?.getPluginVersion() === 1) {\r\n this._updateDebugMeshesV1();\r\n } else {\r\n this._updateDebugMeshesV2();\r\n }\r\n }\r\n\r\n /**\r\n * Updates the debug meshes of the physics engine.\r\n *\r\n * This method is useful for synchronizing the debug meshes with the physics impostors.\r\n * It iterates through the impostors and meshes, and if the plugin version is 1, it syncs the mesh with the impostor.\r\n * This ensures that the debug meshes accurately reflect the physics impostors, which is important for debugging the physics engine.\r\n */\r\n protected _updateDebugMeshesV1(): void {\r\n const plugin = this._physicsEnginePlugin as IPhysicsEnginePluginV1;\r\n for (let i = 0; i < this._numMeshes; i++) {\r\n const impostor = this._impostors[i];\r\n\r\n if (!impostor) {\r\n continue;\r\n }\r\n\r\n if (impostor.isDisposed) {\r\n this.hideImpostor(this._impostors[i--]);\r\n } else {\r\n if (impostor.type === PhysicsImpostor.MeshImpostor) {\r\n continue;\r\n }\r\n const mesh = this._meshes[i];\r\n\r\n if (mesh && plugin) {\r\n plugin.syncMeshWithImpostor(mesh, impostor);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Updates the debug meshes of the physics engine for V2 plugin.\r\n *\r\n * This method is useful for synchronizing the debug meshes of the physics engine with the current state of the bodies.\r\n * It iterates through the bodies array and updates the debug meshes with the current transform of each body.\r\n * This ensures that the debug meshes accurately reflect the current state of the physics engine.\r\n */\r\n protected _updateDebugMeshesV2(): void {\r\n const plugin = this._physicsEnginePlugin as IPhysicsEnginePluginV2;\r\n for (let i = 0; i < this._numBodies; ) {\r\n const body = this._bodies[i];\r\n if (body && body.isDisposed && this.hideBody(body)) {\r\n continue;\r\n }\r\n const transform = this._bodyMeshes[i];\r\n if (body && transform) {\r\n plugin.syncTransform(body, transform);\r\n }\r\n i++;\r\n }\r\n }\r\n\r\n protected _updateInertiaMeshes(): void {\r\n for (let i = 0; i < this._numInertiaBodies; ) {\r\n const body = this._inertiaBodies[i];\r\n if (body && body.isDisposed && this.hideInertia(body)) {\r\n continue;\r\n }\r\n const mesh = this._inertiaMeshes[i];\r\n if (body && mesh) {\r\n this._updateDebugInertia(body, mesh);\r\n }\r\n i++;\r\n }\r\n }\r\n\r\n protected _updateDebugInertia(body: PhysicsBody, inertiaMesh: AbstractMesh): void {\r\n const inertiaMatrixRef = Matrix.Identity();\r\n const transformMatrixRef = Matrix.Identity();\r\n const finalMatrixRef = Matrix.Identity();\r\n if (body._pluginDataInstances.length) {\r\n const inertiaAsMesh = inertiaMesh as Mesh;\r\n const inertiaMeshMatrixData = inertiaAsMesh._thinInstanceDataStorage.matrixData!;\r\n const bodyTransformMatrixData = (body.transformNode as Mesh)._thinInstanceDataStorage.matrixData!;\r\n for (let i = 0; i < body._pluginDataInstances.length; i++) {\r\n const props = body.getMassProperties(i);\r\n this._getMeshDebugInertiaMatrixToRef(props, inertiaMatrixRef);\r\n Matrix.FromArrayToRef(bodyTransformMatrixData, i * 16, transformMatrixRef);\r\n inertiaMatrixRef.multiplyToRef(transformMatrixRef, finalMatrixRef);\r\n finalMatrixRef.copyToArray(inertiaMeshMatrixData, i * 16);\r\n }\r\n inertiaAsMesh.thinInstanceBufferUpdated(\"matrix\");\r\n } else {\r\n const props = body.getMassProperties();\r\n this._getMeshDebugInertiaMatrixToRef(props, inertiaMatrixRef);\r\n body.transformNode.rotationQuaternion?.toRotationMatrix(transformMatrixRef);\r\n transformMatrixRef.setTranslation(body.transformNode.position);\r\n if (body.transformNode.parent) {\r\n const parentTransform = body.transformNode.parent.computeWorldMatrix(true);\r\n transformMatrixRef.multiplyToRef(parentTransform, transformMatrixRef);\r\n }\r\n inertiaMatrixRef.multiplyToRef(transformMatrixRef, inertiaMatrixRef);\r\n inertiaMatrixRef.decomposeToTransformNode(inertiaMesh);\r\n }\r\n }\r\n\r\n protected _updateDebugConstraints() {\r\n for (let i = 0; i < this._numConstraints; i++) {\r\n const constraint = this._constraints[i];\r\n const mesh = this._constraintMeshes[i];\r\n if (constraint && mesh) {\r\n this._updateDebugConstraint(constraint, mesh[0]);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Given a scaling vector, make all of its components\r\n * 1, preserving the sign\r\n * @param scaling\r\n */\r\n protected _makeScalingUnitInPlace(scaling: Vector3) {\r\n if (Math.abs(scaling.x - 1) > Epsilon) {\r\n scaling.x = 1 * Math.sign(scaling.x);\r\n }\r\n if (Math.abs(scaling.y - 1) > Epsilon) {\r\n scaling.y = 1 * Math.sign(scaling.y);\r\n }\r\n if (Math.abs(scaling.z - 1) > Epsilon) {\r\n scaling.z = 1 * Math.sign(scaling.z);\r\n }\r\n }\r\n\r\n protected _updateDebugConstraint(constraint: PhysicsConstraint, parentingMesh: AbstractMesh) {\r\n if (!constraint._initOptions) {\r\n return;\r\n }\r\n\r\n // Get constraint pivot and axes\r\n const { pivotA, pivotB, axisA, axisB, perpAxisA, perpAxisB } = constraint._initOptions;\r\n\r\n if (!pivotA || !pivotB || !axisA || !axisB || !perpAxisA || !perpAxisB) {\r\n return;\r\n }\r\n\r\n const descendants = parentingMesh.getDescendants(true);\r\n for (const parentConstraintMesh of descendants) {\r\n // Get the parent transform\r\n const parentCoordSystemNode = parentConstraintMesh.getDescendants(true)[0] as TransformNode;\r\n const childCoordSystemNode = parentConstraintMesh.getDescendants(true)[1] as TransformNode;\r\n\r\n const { parentBody, parentBodyIndex } = parentCoordSystemNode.metadata;\r\n const { childBody, childBodyIndex } = childCoordSystemNode.metadata;\r\n\r\n const parentTransform = this._getTransformFromBodyToRef(parentBody, TmpVectors.Matrix[0], parentBodyIndex);\r\n const childTransform = this._getTransformFromBodyToRef(childBody, TmpVectors.Matrix[1], childBodyIndex);\r\n\r\n parentTransform.decomposeToTransformNode(parentCoordSystemNode);\r\n this._makeScalingUnitInPlace(parentCoordSystemNode.scaling);\r\n\r\n childTransform.decomposeToTransformNode(childCoordSystemNode);\r\n this._makeScalingUnitInPlace(childCoordSystemNode.scaling);\r\n\r\n // Create a transform node and set its matrix\r\n const parentTransformNode = parentCoordSystemNode.getDescendants(true)[0] as TransformNode;\r\n parentTransformNode.position.copyFrom(pivotA);\r\n\r\n const childTransformNode = childCoordSystemNode.getDescendants(true)[0] as TransformNode;\r\n childTransformNode.position.copyFrom(pivotB);\r\n\r\n // Get the transform to align the XYZ axes to the constraint axes\r\n Quaternion.FromRotationMatrixToRef(\r\n Matrix.FromXYZAxesToRef(axisA, perpAxisA, Vector3.CrossToRef(axisA, perpAxisA, TmpVectors.Vector3[0]), TmpVectors.Matrix[0]),\r\n parentTransformNode.rotationQuaternion!\r\n );\r\n Quaternion.FromRotationMatrixToRef(\r\n Matrix.FromXYZAxesToRef(axisB, perpAxisB, Vector3.CrossToRef(axisB, perpAxisB, TmpVectors.Vector3[1]), TmpVectors.Matrix[1]),\r\n childTransformNode.rotationQuaternion!\r\n );\r\n }\r\n }\r\n\r\n /**\r\n * Renders a specified physic impostor\r\n * @param impostor defines the impostor to render\r\n * @param targetMesh defines the mesh represented by the impostor\r\n * @returns the new debug mesh used to render the impostor\r\n */\r\n public showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh> {\r\n if (!this._scene) {\r\n return null;\r\n }\r\n\r\n for (let i = 0; i < this._numMeshes; i++) {\r\n if (this._impostors[i] == impostor) {\r\n return null;\r\n }\r\n }\r\n\r\n const debugMesh = this._getDebugMesh(impostor, targetMesh);\r\n\r\n if (debugMesh) {\r\n this._impostors[this._numMeshes] = impostor;\r\n this._meshes[this._numMeshes] = debugMesh;\r\n\r\n if (this._numMeshes === 0) {\r\n this._renderFunction = () => this._updateDebugMeshes();\r\n this._scene.registerBeforeRender(this._renderFunction);\r\n }\r\n\r\n this._numMeshes++;\r\n }\r\n\r\n return debugMesh;\r\n }\r\n\r\n /**\r\n * Shows a debug mesh for a given physics body.\r\n * @param body The physics body to show.\r\n * @returns The debug mesh, or null if the body is already shown.\r\n *\r\n * This function is useful for visualizing the physics body in the scene.\r\n * It creates a debug mesh for the given body and adds it to the scene.\r\n * It also registers a before render function to update the debug mesh position and rotation.\r\n */\r\n public showBody(body: PhysicsBody): Nullable<AbstractMesh> {\r\n if (!this._scene) {\r\n return null;\r\n }\r\n\r\n for (let i = 0; i < this._numBodies; i++) {\r\n if (this._bodies[i] == body) {\r\n return null;\r\n }\r\n }\r\n\r\n const debugMesh = this._getDebugBodyMesh(body);\r\n\r\n if (debugMesh) {\r\n this._bodies[this._numBodies] = body;\r\n this._bodyMeshes[this._numBodies] = debugMesh;\r\n\r\n if (this._numBodies === 0) {\r\n this._renderFunction = () => this._updateDebugMeshes();\r\n this._scene.registerBeforeRender(this._renderFunction);\r\n }\r\n\r\n this._numBodies++;\r\n }\r\n\r\n return debugMesh;\r\n }\r\n\r\n /**\r\n * Shows a debug box corresponding to the inertia of a given body\r\n * @param body the physics body used to get the inertia\r\n * @returns the debug mesh used to show the inertia, or null if the body is already shown\r\n */\r\n public showInertia(body: PhysicsBody): Nullable<AbstractMesh> {\r\n if (!this._scene) {\r\n return null;\r\n }\r\n\r\n for (let i = 0; i < this._numInertiaBodies; i++) {\r\n if (this._inertiaBodies[i] == body) {\r\n return null;\r\n }\r\n }\r\n\r\n const debugMesh = this._getDebugInertiaMesh(body);\r\n if (debugMesh) {\r\n this._inertiaBodies[this._numInertiaBodies] = body;\r\n this._inertiaMeshes[this._numInertiaBodies] = debugMesh;\r\n\r\n if (this._numInertiaBodies === 0) {\r\n this._inertiaRenderFunction = () => this._updateInertiaMeshes();\r\n this._scene.registerBeforeRender(this._inertiaRenderFunction);\r\n }\r\n\r\n this._numInertiaBodies++;\r\n }\r\n\r\n return debugMesh;\r\n }\r\n\r\n /**\r\n * Shows a debug mesh for a given physics constraint.\r\n * @param constraint the physics constraint to show\r\n * @returns the debug mesh, or null if the constraint is already shown\r\n */\r\n public showConstraint(constraint: PhysicsConstraint): Nullable<AbstractMesh> {\r\n if (!this._scene) {\r\n return null;\r\n }\r\n\r\n for (let i = 0; i < this._numConstraints; i++) {\r\n if (this._constraints[i] == constraint) {\r\n return null;\r\n }\r\n }\r\n\r\n const debugMesh = this._getDebugConstraintMesh(constraint);\r\n if (debugMesh) {\r\n this._constraints[this._numConstraints] = constraint;\r\n this._constraintMeshes[this._numConstraints] = debugMesh;\r\n\r\n if (this._numConstraints === 0) {\r\n this._constraintRenderFunction = () => this._updateDebugConstraints();\r\n this._scene.registerBeforeRender(this._constraintRenderFunction);\r\n }\r\n\r\n this._numConstraints++;\r\n }\r\n\r\n return debugMesh ? debugMesh[0] : null;\r\n }\r\n\r\n /**\r\n * Hides an impostor from the scene.\r\n * @param impostor - The impostor to hide.\r\n *\r\n * This method is useful for hiding an impostor from the scene. It removes the\r\n * impostor from the utility layer scene, disposes the mesh, and removes the\r\n * impostor from the list of impostors. If the impostor is the last one in the\r\n * list, it also unregisters the render function.\r\n */\r\n public hideImpostor(impostor: Nullable<PhysicsImpostor>) {\r\n if (!impostor || !this._scene || !this._utilityLayer) {\r\n return;\r\n }\r\n\r\n let removed = false;\r\n const utilityLayerScene = this._utilityLayer.utilityLayerScene;\r\n\r\n for (let i = 0; i < this._numMeshes; i++) {\r\n if (this._impostors[i] == impostor) {\r\n const mesh = this._meshes[i];\r\n\r\n if (!mesh) {\r\n continue;\r\n }\r\n\r\n utilityLayerScene.removeMesh(mesh);\r\n mesh.dispose();\r\n\r\n const index = this._debugMeshMeshes.indexOf(mesh as Mesh);\r\n if (index > -1) {\r\n this._debugMeshMeshes.splice(index, 1);\r\n }\r\n\r\n this._numMeshes--;\r\n if (this._numMeshes > 0) {\r\n this._meshes[i] = this._meshes[this._numMeshes];\r\n this._impostors[i] = this._impostors[this._numMeshes];\r\n this._meshes[this._numMeshes] = null;\r\n this._impostors[this._numMeshes] = null;\r\n } else {\r\n this._meshes[0] = null;\r\n this._impostors[0] = null;\r\n }\r\n removed = true;\r\n break;\r\n }\r\n }\r\n\r\n if (removed && this._numMeshes === 0) {\r\n this._scene.unregisterBeforeRender(this._renderFunction);\r\n }\r\n }\r\n\r\n /**\r\n * Hides a body from the physics engine.\r\n * @param body - The body to hide.\r\n * @returns true if body actually removed\r\n *\r\n * This function is useful for hiding a body from the physics engine.\r\n * It removes the body from the utility layer scene and disposes the mesh associated with it.\r\n * It also unregisters the render function if the number of bodies is 0.\r\n * This is useful for hiding a body from the physics engine without deleting it.\r\n */\r\n public hideBody(body: Nullable<PhysicsBody>): boolean {\r\n if (!body || !this._scene || !this._utilityLayer) {\r\n return false;\r\n }\r\n\r\n let removed = false;\r\n const utilityLayerScene = this._utilityLayer.utilityLayerScene;\r\n\r\n for (let i = 0; i < this._numBodies; i++) {\r\n if (this._bodies[i] === body) {\r\n const mesh = this._bodyMeshes[i];\r\n\r\n if (!mesh) {\r\n continue;\r\n }\r\n\r\n utilityLayerScene.removeMesh(mesh);\r\n mesh.dispose();\r\n\r\n this._numBodies--;\r\n if (this._numBodies > 0) {\r\n this._bodyMeshes[i] = this._bodyMeshes[this._numBodies];\r\n this._bodies[i] = this._bodies[this._numBodies];\r\n this._bodyMeshes[this._numBodies] = null;\r\n this._bodies[this._numBodies] = null;\r\n } else {\r\n this._bodyMeshes[0] = null;\r\n this._bodies[0] = null;\r\n }\r\n removed = true;\r\n break;\r\n }\r\n }\r\n\r\n if (removed && this._numBodies === 0) {\r\n this._scene.unregisterBeforeRender(this._renderFunction);\r\n }\r\n return removed;\r\n }\r\n\r\n /**\r\n * Hides a body's inertia from the viewer utility layer\r\n * @param body the body to hide\r\n * @returns true if inertia actually removed\r\n */\r\n public hideInertia(body: Nullable<PhysicsBody>): boolean {\r\n if (!body || !this._scene || !this._utilityLayer) {\r\n return false;\r\n }\r\n let removed = false;\r\n const utilityLayerScene = this._utilityLayer.utilityLayerScene;\r\n\r\n for (let i = 0; i < this._numInertiaBodies; i++) {\r\n if (this._inertiaBodies[i] === body) {\r\n const mesh = this._inertiaMeshes[i];\r\n\r\n if (!mesh) {\r\n continue;\r\n }\r\n\r\n utilityLayerScene.removeMesh(mesh);\r\n mesh.dispose();\r\n\r\n this._inertiaBodies.splice(i, 1);\r\n this._inertiaMeshes.splice(i, 1);\r\n\r\n this._numInertiaBodies--;\r\n\r\n removed = true;\r\n break;\r\n }\r\n }\r\n\r\n if (removed && this._numInertiaBodies === 0) {\r\n this._scene.unregisterBeforeRender(this._inertiaRenderFunction);\r\n }\r\n return removed;\r\n }\r\n\r\n /**\r\n * Hide a physics constraint from the viewer utility layer\r\n * @param constraint the constraint to hide\r\n */\r\n public hideConstraint(constraint: Nullable<PhysicsConstraint>) {\r\n if (!constraint || !this._scene || !this._utilityLayer) {\r\n return;\r\n }\r\n let removed = false;\r\n const utilityLayerScene = this._utilityLayer.utilityLayerScene;\r\n\r\n for (let i = 0; i < this._numConstraints; i++) {\r\n if (this._constraints[i] === constraint) {\r\n const meshes = this._constraintMeshes[i];\r\n\r\n if (!meshes) {\r\n continue;\r\n }\r\n\r\n for (const mesh of meshes) {\r\n utilityLayerScene.removeMesh(mesh);\r\n mesh.dispose();\r\n }\r\n\r\n this._constraints.splice(i, 1);\r\n this._constraintMeshes.splice(i, 1);\r\n\r\n this._numConstraints--;\r\n\r\n if (this._numConstraints > 0) {\r\n this._constraints[i] = this._constraints[this._numConstraints];\r\n this._constraintMeshes[i] = this._constraintMeshes[this._numConstraints];\r\n this._constraints[this._numConstraints] = null;\r\n this._constraintMeshes[this._numConstraints] = null;\r\n } else {\r\n this._constraints[0] = null;\r\n this._constraintMeshes[0] = null;\r\n }\r\n\r\n removed = true;\r\n break;\r\n }\r\n }\r\n\r\n if (removed && this._numConstraints === 0) {\r\n this._scene.unregisterBeforeRender(this._constraintRenderFunction);\r\n }\r\n }\r\n\r\n private _getDebugMaterial(scene: Scene): Material {\r\n if (!this._debugMaterial) {\r\n this._debugMaterial = new StandardMaterial(\"\", scene);\r\n this._debugMaterial.wireframe = true;\r\n this._debugMaterial.emissiveColor = Color3.White();\r\n this._debugMaterial.disableLighting = true;\r\n }\r\n\r\n return this._debugMaterial;\r\n }\r\n\r\n private _getDebugInertiaMaterial(scene: Scene): Material {\r\n if (!this._debugInertiaMaterial) {\r\n this._debugInertiaMaterial = new StandardMaterial(\"\", scene);\r\n this._debugInertiaMaterial.disableLighting = true;\r\n this._debugInertiaMaterial.alpha = 0.0;\r\n }\r\n\r\n return this._debugInertiaMaterial;\r\n }\r\n\r\n private _getDebugAxisColoredMaterial(axisNumber: number, scene: Scene): Material {\r\n const material = new StandardMaterial(\"\", scene);\r\n material.emissiveColor = axisNumber == 0 ? Color3.Red() : axisNumber == 1 ? Color3.Green() : Color3.Blue();\r\n material.disableLighting = true;\r\n return material;\r\n }\r\n\r\n private _getDebugBoxMesh(scene: Scene): AbstractMesh {\r\n if (!this._debugBoxMesh) {\r\n this._debugBoxMesh = CreateBox(\"physicsBodyBoxViewMesh\", { size: 1 }, scene);\r\n this._debugBoxMesh.rotationQuaternion = Quaternion.Identity();\r\n this._debugBoxMesh.material = this._getDebugMaterial(scene);\r\n this._debugBoxMesh.setEnabled(false);\r\n }\r\n\r\n return this._debugBoxMesh.createInstance(\"physicsBodyBoxViewInstance\");\r\n }\r\n\r\n private _getDebugSphereMesh(scene: Scene): AbstractMesh {\r\n if (!this._debugSphereMesh) {\r\n this._debugSphereMesh = CreateSphere(\"physicsBodySphereViewMesh\", { diameter: 1 }, scene);\r\n this._debugSphereMesh.rotationQuaternion = Quaternion.Identity();\r\n this._debugSphereMesh.material = this._getDebugMaterial(scene);\r\n this._debugSphereMesh.setEnabled(false);\r\n }\r\n\r\n return this._debugSphereMesh.createInstance(\"physicsBodySphereViewInstance\");\r\n }\r\n\r\n private _getDebugCapsuleMesh(scene: Scene): AbstractMesh {\r\n if (!this._debugCapsuleMesh) {\r\n this._debugCapsuleMesh = CreateCapsule(\"physicsBodyCapsuleViewMesh\", { height: 1 } as ICreateCapsuleOptions, scene);\r\n this._debugCapsuleMesh.rotationQuaternion = Quaternion.Identity();\r\n this._debugCapsuleMesh.material = this._getDebugMaterial(scene);\r\n this._debugCapsuleMesh.setEnabled(false);\r\n }\r\n\r\n return this._debugCapsuleMesh.createInstance(\"physicsBodyCapsuleViewInstance\");\r\n }\r\n\r\n private _getDebugCylinderMesh(scene: Scene): AbstractMesh {\r\n if (!this._debugCylinderMesh) {\r\n this._debugCylinderMesh = CreateCylinder(\"physicsBodyCylinderViewMesh\", { diameterTop: 1, diameterBottom: 1, height: 1 }, scene);\r\n this._debugCylinderMesh.rotationQuaternion = Quaternion.Identity();\r\n this._debugCylinderMesh.material = this._getDebugMaterial(scene);\r\n this._debugCylinderMesh.setEnabled(false);\r\n }\r\n\r\n return this._debugCylinderMesh.createInstance(\"physicsBodyCylinderViewInstance\");\r\n }\r\n\r\n private _getDebugMeshMesh(mesh: Mesh, scene: Scene): AbstractMesh {\r\n const wireframeOver = new Mesh(mesh.name, scene, null, mesh);\r\n wireframeOver.setParent(mesh);\r\n wireframeOver.position = Vector3.Zero();\r\n wireframeOver.material = this._getDebugMaterial(scene);\r\n\r\n this._debugMeshMeshes.push(wireframeOver);\r\n\r\n return wireframeOver;\r\n }\r\n\r\n private _getDebugMesh(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh> {\r\n if (!this._utilityLayer) {\r\n return null;\r\n }\r\n\r\n // Only create child impostor debug meshes when evaluating the parent\r\n if (targetMesh && targetMesh.parent && (targetMesh.parent as Mesh).physicsImpostor) {\r\n return null;\r\n }\r\n\r\n let mesh: Nullable<AbstractMesh> = null;\r\n const utilityLayerScene = this._utilityLayer.utilityLayerScene;\r\n if (!impostor.physicsBody) {\r\n Logger.Warn(\"Unable to get physicsBody of impostor. It might be initialized later by its parent's impostor.\");\r\n return null;\r\n }\r\n switch (impostor.type) {\r\n case PhysicsImpostor.BoxImpostor:\r\n mesh = this._getDebugBoxMesh(utilityLayerScene);\r\n impostor.getBoxSizeToRef(mesh.scaling);\r\n break;\r\n case PhysicsImpostor.SphereImpostor: {\r\n mesh = this._getDebugSphereMesh(utilityLayerScene);\r\n const radius = impostor.getRadius();\r\n mesh.scaling.x = radius * 2;\r\n mesh.scaling.y = radius * 2;\r\n mesh.scaling.z = radius * 2;\r\n break;\r\n }\r\n case PhysicsImpostor.CapsuleImpostor: {\r\n mesh = this._getDebugCapsuleMesh(utilityLayerScene);\r\n const bi = impostor.object.getBoundingInfo();\r\n mesh.scaling.x = (bi.boundingBox.maximum.x - bi.boundingBox.minimum.x) * 2 * impostor.object.scaling.x;\r\n mesh.scaling.y = (bi.boundingBox.maximum.y - bi.boundingBox.minimum.y) * impostor.object.scaling.y;\r\n mesh.scaling.z = (bi.boundingBox.maximum.z - bi.boundingBox.minimum.z) * 2 * impostor.object.scaling.z;\r\n break;\r\n }\r\n case PhysicsImpostor.MeshImpostor:\r\n if (targetMesh) {\r\n mesh = this._getDebugMeshMesh(targetMesh, utilityLayerScene);\r\n }\r\n break;\r\n case PhysicsImpostor.NoImpostor:\r\n if (targetMesh) {\r\n // Handle compound impostors\r\n const childMeshes = targetMesh.getChildMeshes().filter((c) => {\r\n return c.physicsImpostor ? 1 : 0;\r\n });\r\n for (const m of childMeshes) {\r\n if (m.physicsImpostor && m.getClassName() === \"Mesh\") {\r\n const boundingInfo = m.getBoundingInfo();\r\n const min = boundingInfo.boundingBox.minimum;\r\n const max = boundingInfo.boundingBox.maximum;\r\n switch (m.physicsImpostor.type) {\r\n case PhysicsImpostor.BoxImpostor:\r\n mesh = this._getDebugBoxMesh(utilityLayerScene);\r\n mesh.position.copyFrom(min);\r\n mesh.position.addInPlace(max);\r\n mesh.position.scaleInPlace(0.5);\r\n break;\r\n case PhysicsImpostor.SphereImpostor:\r\n mesh = this._getDebugSphereMesh(utilityLayerScene);\r\n break;\r\n case PhysicsImpostor.CylinderImpostor:\r\n mesh = this._getDebugCylinderMesh(utilityLayerScene);\r\n break;\r\n default:\r\n mesh = null;\r\n break;\r\n }\r\n if (mesh) {\r\n mesh.scaling.x = max.x - min.x;\r\n mesh.scaling.y = max.y - min.y;\r\n mesh.scaling.z = max.z - min.z;\r\n mesh.parent = m;\r\n }\r\n }\r\n }\r\n } else {\r\n Logger.Warn(\"No target mesh parameter provided for NoImpostor. Skipping.\");\r\n }\r\n mesh = null;\r\n break;\r\n case PhysicsImpostor.CylinderImpostor: {\r\n mesh = this._getDebugCylinderMesh(utilityLayerScene);\r\n const bi = impostor.object.getBoundingInfo();\r\n mesh.scaling.x = (bi.boundingBox.maximum.x - bi.boundingBox.minimum.x) * impostor.object.scaling.x;\r\n mesh.scaling.y = (bi.boundingBox.maximum.y - bi.boundingBox.minimum.y) * impostor.object.scaling.y;\r\n mesh.scaling.z = (bi.boundingBox.maximum.z - bi.boundingBox.minimum.z) * impostor.object.scaling.z;\r\n break;\r\n }\r\n }\r\n return mesh;\r\n }\r\n\r\n /**\r\n * Creates a debug mesh for a given physics body\r\n * @param body The physics body to create the debug mesh for\r\n * @returns The created debug mesh or null if the utility layer is not available\r\n *\r\n * This code is useful for creating a debug mesh for a given physics body.\r\n * It creates a Mesh object with a VertexData object containing the positions and indices\r\n * of the geometry of the body. The mesh is then assigned a debug material from the utility layer scene.\r\n * This allows for visualizing the physics body in the scene.\r\n */\r\n private _getDebugBodyMesh(body: PhysicsBody): Nullable<AbstractMesh> {\r\n if (!this._utilityLayer) {\r\n return null;\r\n }\r\n\r\n const utilityLayerScene = this._utilityLayer.utilityLayerScene;\r\n\r\n const mesh = new Mesh(\"custom\", utilityLayerScene);\r\n const vertexData = new VertexData();\r\n const geometry = body.getGeometry() as any;\r\n vertexData.positions = geometry.positions;\r\n vertexData.indices = geometry.indices;\r\n vertexData.applyToMesh(mesh);\r\n if (body._pluginDataInstances) {\r\n const instanceBuffer = new Float32Array(body._pluginDataInstances.length * 16);\r\n mesh.thinInstanceSetBuffer(\"matrix\", instanceBuffer, 16, false);\r\n }\r\n mesh.material = this._getDebugMaterial(utilityLayerScene);\r\n return mesh;\r\n }\r\n\r\n private _getMeshDebugInertiaMatrixToRef(massProps: PhysicsMassProperties, matrix: Matrix) {\r\n const orientation = massProps.inertiaOrientation ?? Quaternion.Identity();\r\n const inertiaLocal = massProps.inertia ?? Vector3.Zero();\r\n const center = massProps.centerOfMass ?? Vector3.Zero();\r\n\r\n const betaSqrd = (inertiaLocal.x - inertiaLocal.y + inertiaLocal.z) * 6;\r\n const beta = Math.sqrt(Math.max(betaSqrd, 0)); // Safety check for zeroed elements!\r\n\r\n const gammaSqrd = inertiaLocal.x * 12 - betaSqrd;\r\n const gamma = Math.sqrt(Math.max(gammaSqrd, 0)); // Safety check for zeroed elements!\r\n\r\n const alphaSqrd = inertiaLocal.z * 12 - betaSqrd;\r\n const alpha = Math.sqrt(Math.max(alphaSqrd, 0)); // Safety check for zeroed elements!\r\n\r\n const extents = TmpVectors.Vector3[0];\r\n extents.set(alpha, beta, gamma);\r\n\r\n const scaling = Matrix.ScalingToRef(extents.x, extents.y, extents.z, TmpVectors.Matrix[0]);\r\n const rotation = orientation.toRotationMatrix(TmpVectors.Matrix[1]);\r\n const translation = Matrix.TranslationToRef(center.x, center.y, center.z, TmpVectors.Matrix[2]);\r\n\r\n scaling.multiplyToRef(rotation, matrix);\r\n matrix.multiplyToRef(translation, matrix);\r\n\r\n return matrix;\r\n }\r\n\r\n private _getDebugInertiaMesh(body: PhysicsBody): Nullable<AbstractMesh> {\r\n if (!this._utilityLayer) {\r\n return null;\r\n }\r\n const utilityLayerScene = this._utilityLayer.utilityLayerScene;\r\n\r\n // The base inertia mesh is going to be a 1x1 cube that's scaled and rotated according to the inertia\r\n const inertiaBoxMesh = MeshBuilder.CreateBox(\"custom\", { size: 1 }, utilityLayerScene);\r\n const matrixRef = Matrix.Identity();\r\n if (body._pluginDataInstances.length) {\r\n const instanceBuffer = new Float32Array(body._pluginDataInstances.length * 16);\r\n for (let i = 0; i < body._pluginDataInstances.length; ++i) {\r\n const props = body.getMassProperties(i);\r\n this._getMeshDebugInertiaMatrixToRef(props, matrixRef);\r\n matrixRef.copyToArray(instanceBuffer, i * 16);\r\n }\r\n inertiaBoxMesh.thinInstanceSetBuffer(\"matrix\", instanceBuffer, 16, false);\r\n } else {\r\n const props = body.getMassProperties();\r\n this._getMeshDebugInertiaMatrixToRef(props, matrixRef);\r\n matrixRef.decomposeToTransformNode(inertiaBoxMesh);\r\n }\r\n inertiaBoxMesh.enableEdgesRendering();\r\n inertiaBoxMesh.edgesWidth = 2.0;\r\n inertiaBoxMesh.edgesColor = new Color4(1, 0, 1, 1);\r\n inertiaBoxMesh.material = this._getDebugInertiaMaterial(utilityLayerScene);\r\n\r\n return inertiaBoxMesh;\r\n }\r\n\r\n private _getTransformFromBodyToRef(body: PhysicsBody, matrix: Matrix, instanceIndex?: number) {\r\n const tnode = body.transformNode;\r\n if (instanceIndex && instanceIndex >= 0) {\r\n return Matrix.FromArrayToRef((tnode as Mesh)._thinInstanceDataStorage.matrixData!, instanceIndex, matrix);\r\n } else {\r\n return matrix.copyFrom(tnode.getWorldMatrix());\r\n }\r\n }\r\n\r\n private _createAngularConstraintMesh(minLimit: number, maxLimit: number, axisNumber: number, parent: TransformNode, scene: Scene): AbstractMesh {\r\n const arcAngle = (maxLimit - minLimit) / (Math.PI * 2);\r\n const mesh = MeshBuilder.CreateCylinder(\"ConstraintCylinder\", { height: 0.0001, diameter: 3 * this._constraintAngularSize, arc: arcAngle }, scene);\r\n mesh.material = this._getDebugAxisColoredMaterial(axisNumber, scene);\r\n mesh.parent = parent;\r\n const parentScaling = parent.absoluteScaling;\r\n switch (axisNumber) {\r\n case 0:\r\n mesh.rotation.z = Math.PI * 0.5;\r\n mesh.rotation.x = -minLimit + Math.PI * 0.5;\r\n // scaling on y,z\r\n mesh.scaling.x = 1 / parentScaling.x;\r\n mesh.scaling.y = 1 / parentScaling.z;\r\n mesh.scaling.z = 1 / parentScaling.y;\r\n break;\r\n case 1:\r\n mesh.rotation.y = Math.PI * 1.5 + minLimit;\r\n // flip x,z\r\n mesh.scaling.x = 1 / parentScaling.z;\r\n mesh.scaling.y = 1 / parentScaling.y;\r\n mesh.scaling.z = 1 / parentScaling.x;\r\n break;\r\n case 2:\r\n mesh.rotation.x = Math.PI * 0.5;\r\n // flip z,y\r\n mesh.scaling.x = 1 / parentScaling.x;\r\n mesh.scaling.y = 1 / parentScaling.z;\r\n mesh.scaling.z = 1 / parentScaling.y;\r\n break;\r\n }\r\n return mesh;\r\n }\r\n\r\n private _createCage(parent: TransformNode, scene: Scene): AbstractMesh {\r\n const cage = MeshBuilder.CreateBox(\"cage\", { size: 1 }, scene);\r\n cage.setPivotPoint(new Vector3(-0.5, -0.5, -0.5));\r\n const transparentMaterial = new StandardMaterial(\"cage_material\", scene);\r\n transparentMaterial.alpha = 0; // Fully transparent\r\n cage.material = transparentMaterial;\r\n\r\n cage.enableEdgesRendering();\r\n cage.edgesWidth = 4.0;\r\n cage.edgesColor = new Color4(1, 1, 1, 1);\r\n cage.parent = parent;\r\n return cage;\r\n }\r\n\r\n private _getDebugConstraintMesh(constraint: PhysicsConstraint): Nullable<Array<AbstractMesh>> {\r\n if (!this._utilityLayer) {\r\n return null;\r\n }\r\n const utilityLayerScene = this._utilityLayer.utilityLayerScene;\r\n\r\n if (!constraint._initOptions) {\r\n return null;\r\n }\r\n\r\n // Get constraint pivot and axes\r\n const { pivotA, pivotB, axisA, axisB, perpAxisA, perpAxisB } = constraint._initOptions;\r\n\r\n if (!pivotA || !pivotB || !axisA || !axisB || !perpAxisA || !perpAxisB) {\r\n return null;\r\n }\r\n\r\n // Create a mesh to parent all the constraint debug meshes to\r\n const parentingMesh = new Mesh(\"parentingDebugConstraint\", utilityLayerScene);\r\n\r\n // First, get a reference to all physic bodies that are using this constraint\r\n const bodiesUsingConstraint = constraint.getBodiesUsingConstraint();\r\n\r\n const parentedConstraintMeshes = [];\r\n parentedConstraintMeshes.push(parentingMesh);\r\n\r\n for (const bodyPairInfo of bodiesUsingConstraint) {\r\n // Create a mesh to keep the pair of constraint axes\r\n const parentOfPair = new TransformNode(\"parentOfPair\", utilityLayerScene);\r\n parentOfPair.parent = parentingMesh;\r\n\r\n const { parentBody, parentBodyIndex, childBody, childBodyIndex } = bodyPairInfo;\r\n // Get the parent transform\r\n\r\n const parentTransform = this._getTransformFromBodyToRef(parentBody, TmpVectors.Matrix[0], parentBodyIndex);\r\n const childTransform = this._getTransformFromBodyToRef(childBody, TmpVectors.Matrix[1], childBodyIndex);\r\n\r\n const parentCoordSystemNode = new TransformNode(\"parentCoordSystem\", utilityLayerScene);\r\n // parentCoordSystemNode.parent = parentingMesh;\r\n parentCoordSystemNode.parent = parentOfPair;\r\n // Save parent and index here to be able to get the transform on update\r\n parentCoordSystemNode.metadata = { parentBody, parentBodyIndex };\r\n parentTransform.decomposeToTransformNode(parentCoordSystemNode);\r\n\r\n const childCoordSystemNode = new TransformNode(\"childCoordSystem\", utilityLayerScene);\r\n // childCoordSystemNode.parent = parentingMesh;\r\n childCoordSystemNode.parent = parentOfPair;\r\n // Save child and index here to be able to get the transform on update\r\n childCoordSystemNode.metadata = { childBody, childBodyIndex };\r\n childTransform.decomposeToTransformNode(childCoordSystemNode);\r\n\r\n // Get the transform to align the XYZ axes to the constraint axes\r\n const rotTransformParent = Quaternion.FromRotationMatrix(Matrix.FromXYZAxesToRef(axisA, perpAxisA, axisA.cross(perpAxisA), TmpVectors.Matrix[0]));\r\n const rotTransformChild = Quaternion.FromRotationMatrix(Matrix.FromXYZAxesToRef(axisB, perpAxisB, axisB.cross(perpAxisB), TmpVectors.Matrix[0]));\r\n\r\n const translateTransformParent = pivotA;\r\n const translateTransformChild = pivotB;\r\n\r\n // Create a transform node and set its matrix\r\n const parentTransformNode = new TransformNode(\"constraint_parent\", utilityLayerScene);\r\n parentTransformNode.position.copyFrom(translateTransformParent);\r\n parentTransformNode.rotationQuaternion = rotTransformParent;\r\n parentTransformNode.parent = parentCoordSystemNode;\r\n\r\n const childTransformNode = new TransformNode(\"constraint_child\", utilityLayerScene);\r\n childTransformNode.parent = childCoordSystemNode;\r\n childTransformNode.position.copyFrom(translateTransformChild);\r\n childTransformNode.rotationQuaternion = rotTransformChild;\r\n\r\n // Create axes for the constraint\r\n const parentAxes = new AxesViewer(utilityLayerScene, this._constraintAxesSize);\r\n parentAxes.xAxis.parent = parentTransformNode;\r\n parentAxes.yAxis.parent = parentTransformNode;\r\n parentAxes.zAxis.parent = parentTransformNode;\r\n\r\n const childAxes = new AxesViewer(utilityLayerScene, this._constraintAxesSize);\r\n childAxes.xAxis.parent = childTransformNode;\r\n childAxes.yAxis.parent = childTransformNode;\r\n childAxes.zAxis.parent = childTransformNode;\r\n\r\n // constrain vis\r\n const engine = this._physicsEnginePlugin! as IPhysicsEnginePluginV2;\r\n\r\n const constraintAxisAngular = [PhysicsConstraintAxis.ANGULAR_X, PhysicsConstraintAxis.ANGULAR_Y, PhysicsConstraintAxis.ANGULAR_Z];\r\n const constraintAxisLinear = [PhysicsConstraintAxis.LINEAR_X, PhysicsConstraintAxis.LINEAR_Y, PhysicsConstraintAxis.LINEAR_Z];\r\n const constraintAxis = [constraintAxisAngular, constraintAxisLinear];\r\n\r\n // count axis. Angular and Linear\r\n const lockCount = [0, 0];\r\n for (let angularLinear = 0; angularLinear < 2; angularLinear++) {\r\n for (let axis = 0; axis < 3; axis++) {\r\n const constraintAxisValue = constraintAxis[angularLinear][axis];\r\n const axisMode = engine.getAxisMode(constraint, constraintAxisValue);\r\n if (axisMode == PhysicsConstraintAxisLimitMode.LOCKED) {\r\n lockCount[angularLinear]++;\r\n }\r\n }\r\n }\r\n\r\n // Any free/limited Linear axis\r\n if (lockCount[1] != 3) {\r\n const cage = this._createCage(parentTransformNode, utilityLayerScene);\r\n\r\n const min = TmpVectors.Vector3[0];\r\n const max = TmpVectors.Vector3[1];\r\n const limited = [false, false, false];\r\n\r\n limited[0] = engine.getAxisMode(constraint, PhysicsConstraintAxis.LINEAR_X) == PhysicsConstraintAxisLimitMode.LIMITED;\r\n limited[1] = engine.getAxisMode(constraint, PhysicsConstraintAxis.LINEAR_Y) == PhysicsConstraintAxisLimitMode.LIMITED;\r\n limited[2] = engine.getAxisMode(constraint, PhysicsConstraintAxis.LINEAR_Z) == PhysicsConstraintAxisLimitMode.LIMITED;\r\n\r\n min.x = limited[0] ? engine.getAxisMinLimit(constraint, PhysicsConstraintAxis.LINEAR_X)! : 0;\r\n max.x = limited[0] ? engine.getAxisMaxLimit(constraint, PhysicsConstraintAxis.LINEAR_X)! : 0;\r\n min.y = limited[1] ? engine.getAxisMinLimit(constraint, PhysicsConstraintAxis.LINEAR_Y)! : 0;\r\n max.y = limited[1] ? engine.getAxisMaxLimit(constraint, PhysicsConstraintAxis.LINEAR_Y)! : 0;\r\n min.z = limited[2] ? engine.getAxisMinLimit(constraint, PhysicsConstraintAxis.LINEAR_Z)! : 0;\r\n max.z = limited[2] ? engine.getAxisMaxLimit(constraint, PhysicsConstraintAxis.LINEAR_Z)! : 0;\r\n\r\n cage.position.x = min.x + 0.5;\r\n cage.position.y = min.y + 0.5;\r\n cage.position.z = min.z + 0.5;\r\n\r\n cage.scaling.x = max.x - min.x + Epsilon;\r\n cage.scaling.y = max.y - min.y + Epsilon;\r\n cage.scaling.z = max.z - min.z + Epsilon;\r\n parentedConstraintMeshes.push(cage);\r\n }\r\n\r\n // Angular\r\n if (lockCount[0] != 3) {\r\n for (let axisIndex = 0; axisIndex < 3; axisIndex++) {\r\n const axis = constraintAxisAngular[axisIndex];\r\n const axisMode = engine.getAxisMode(constraint, axis);\r\n let minLimit = 0;\r\n let maxLimit = Math.PI * 2;\r\n if (axisMode == PhysicsConstraintAxisLimitMode.LIMITED) {\r\n minLimit = engine.getAxisMinLimit(constraint, axis)!;\r\n maxLimit = engine.getAxisMaxLimit(constraint, axis)!;\r\n }\r\n if (axisMode != PhysicsConstraintAxisLimitMode.LOCKED && constraint.options.pivotB) {\r\n const mesh = this._createAngularConstraintMesh(minLimit, maxLimit, axisIndex, childBody.transformNode, utilityLayerScene);\r\n mesh.position.copyFrom(constraint.options.pivotB);\r\n parentedConstraintMeshes.push(mesh);\r\n }\r\n }\r\n }\r\n }\r\n\r\n return parentedConstraintMeshes;\r\n }\r\n\r\n /**\r\n * Clean up physics debug display\r\n */\r\n public dispose() {\r\n // impostors\r\n for (let index = this._numMeshes - 1; index >= 0; index--) {\r\n this.hideImpostor(this._impostors[0]);\r\n }\r\n // bodies\r\n for (let index = this._numBodies - 1; index >= 0; index--) {\r\n this.hideBody(this._bodies[0]);\r\n }\r\n // inertia\r\n for (let index = this._numInertiaBodies - 1; index >= 0; index--) {\r\n this.hideInertia(this._inertiaBodies[0]);\r\n }\r\n\r\n if (this._debugBoxMesh) {\r\n this._debugBoxMesh.dispose();\r\n }\r\n if (this._debugSphereMesh) {\r\n this._debugSphereMesh.dispose();\r\n }\r\n if (this._debugCylinderMesh) {\r\n this._debugCylinderMesh.dispose();\r\n }\r\n if (this._debugMaterial) {\r\n this._debugMaterial.dispose();\r\n }\r\n\r\n this._impostors.length = 0;\r\n this._scene = null;\r\n this._physicsEnginePlugin = null;\r\n\r\n if (this._ownUtilityLayer && this._utilityLayer) {\r\n this._utilityLayer.dispose();\r\n this._utilityLayer = null;\r\n }\r\n }\r\n}\r\n"]}
@@ -42,7 +42,9 @@ export class WebGPUBufferManager {
42
42
  const labelId = "DataBufferUniqueId=" + dataBuffer.uniqueId;
43
43
  dataBuffer.buffer = this.createRawBuffer(viewOrSize, flags, undefined, label ? labelId + "-" + label : labelId);
44
44
  dataBuffer.references = 1;
45
- dataBuffer.capacity = isView ? viewOrSize.byteLength : viewOrSize;
45
+ // Next line should work, because the "size" property of GPUBuffer is required by the spec, but it seems that it fails in the CI / in playwright tests. So, we will recalculate the aligned size ourselves.
46
+ //dataBuffer.capacity = dataBuffer.buffer.size;
47
+ dataBuffer.capacity = viewOrSize.byteLength !== undefined ? (viewOrSize.byteLength + 3) & ~3 : (viewOrSize + 3) & ~3; // 4 bytes alignments (because of the upload which requires this)
46
48
  dataBuffer.engineId = this._engine.uniqueId;
47
49
  if (isView) {
48
50
  this.setSubData(dataBuffer, 0, viewOrSize);
@@ -1 +1 @@
1
- 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eslint-disable babylonjs/available */\r\nimport type { DataBuffer } from \"../../Buffers/dataBuffer\";\r\nimport { WebGPUDataBuffer } from \"../../Meshes/WebGPU/webgpuDataBuffer\";\r\nimport { FromHalfFloat } from \"../../Misc/textureTools\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { allocateAndCopyTypedBuffer } from \"../abstractEngine.functions\";\r\nimport { Constants } from \"../constants\";\r\nimport type { WebGPUEngine } from \"../webgpuEngine\";\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nimport * as WebGPUConstants from \"./webgpuConstants\";\r\n\r\n/** @internal */\r\nexport class WebGPUBufferManager {\r\n private _engine: WebGPUEngine;\r\n private _device: GPUDevice;\r\n private _deferredReleaseBuffers: Array<GPUBuffer> = [];\r\n\r\n private static _IsGPUBuffer(buffer: DataBuffer | GPUBuffer): buffer is GPUBuffer {\r\n return (buffer as DataBuffer).underlyingResource === undefined;\r\n }\r\n\r\n private static _FlagsToString(flags: GPUBufferUsageFlags, suffix = \"\") {\r\n let result = suffix;\r\n\r\n for (let i = 0; i <= 9; ++i) {\r\n if (flags & (1 << i)) {\r\n if (result) {\r\n result += \"_\";\r\n }\r\n result += WebGPUConstants.BufferUsage[1 << i];\r\n }\r\n }\r\n\r\n return result;\r\n }\r\n\r\n constructor(engine: WebGPUEngine, device: GPUDevice) {\r\n this._engine = engine;\r\n this._device = device;\r\n }\r\n\r\n public createRawBuffer(viewOrSize: ArrayBufferView | number, flags: GPUBufferUsageFlags, mappedAtCreation = false, label?: string): GPUBuffer {\r\n const alignedLength = (viewOrSize as ArrayBufferView).byteLength !== undefined ? ((viewOrSize as ArrayBufferView).byteLength + 3) & ~3 : ((viewOrSize as number) + 3) & ~3; // 4 bytes alignments (because of the upload which requires this)\r\n const verticesBufferDescriptor = {\r\n label: \"BabylonWebGPUDevice\" + this._engine.uniqueId + \"_\" + WebGPUBufferManager._FlagsToString(flags, label ?? \"Buffer\") + \"_size\" + alignedLength,\r\n mappedAtCreation,\r\n size: alignedLength,\r\n usage: flags,\r\n };\r\n\r\n return this._device.createBuffer(verticesBufferDescriptor);\r\n }\r\n\r\n public createBuffer(viewOrSize: ArrayBufferView | number, flags: GPUBufferUsageFlags, label?: string): WebGPUDataBuffer {\r\n const isView = (viewOrSize as ArrayBufferView).byteLength !== undefined;\r\n const dataBuffer = new WebGPUDataBuffer();\r\n const labelId = \"DataBufferUniqueId=\" + dataBuffer.uniqueId;\r\n dataBuffer.buffer = this.createRawBuffer(viewOrSize, flags, undefined, label ? labelId + \"-\" + label : labelId);\r\n dataBuffer.references = 1;\r\n dataBuffer.capacity = isView ? (viewOrSize as ArrayBufferView).byteLength : (viewOrSize as number);\r\n dataBuffer.engineId = this._engine.uniqueId;\r\n\r\n if (isView) {\r\n this.setSubData(dataBuffer, 0, viewOrSize as ArrayBufferView);\r\n }\r\n\r\n return dataBuffer;\r\n }\r\n\r\n // This calls GPUBuffer.writeBuffer() with no alignment corrections\r\n // dstByteOffset and byteLength must both be aligned to 4 bytes and bytes moved must be within src and dst arrays\r\n public setRawData(buffer: GPUBuffer, dstByteOffset: number, src: ArrayBufferView, srcByteOffset: number, byteLength: number): void {\r\n srcByteOffset += src.byteOffset;\r\n\r\n this._device.queue.writeBuffer(buffer, dstByteOffset, src.buffer, srcByteOffset, byteLength);\r\n }\r\n\r\n // This calls GPUBuffer.writeBuffer() with alignment corrections (dstByteOffset and byteLength will be aligned to 4 byte boundaries)\r\n // If alignment is needed, src must be a full copy of dataBuffer, or at least should be large enough to cope with the additional bytes copied because of alignment!\r\n public setSubData(dataBuffer: WebGPUDataBuffer, dstByteOffset: number, src: ArrayBufferView, srcByteOffset = 0, byteLength = 0): void {\r\n const buffer = dataBuffer.underlyingResource as GPUBuffer;\r\n\r\n byteLength = byteLength || src.byteLength - srcByteOffset;\r\n\r\n // Make sure the dst offset is aligned to 4 bytes\r\n const startPre = dstByteOffset & 3;\r\n\r\n srcByteOffset -= startPre;\r\n dstByteOffset -= startPre;\r\n\r\n // Make sure the byte length is aligned to 4 bytes\r\n const originalByteLength = byteLength;\r\n\r\n byteLength = (byteLength + startPre + 3) & ~3;\r\n\r\n // Check if the backing buffer of src is large enough to cope with the additional bytes copied because of alignment\r\n const backingBufferSize = src.buffer.byteLength - src.byteOffset;\r\n\r\n if (backingBufferSize < byteLength) {\r\n // Not enough place in the backing buffer for the aligned copy.\r\n // Creates a new buffer and copy the source data to it.\r\n // The buffer will have byteLength - originalByteLength zeros at the end.\r\n const tmpBuffer = new Uint8Array(byteLength);\r\n tmpBuffer.set(new Uint8Array(src.buffer, src.byteOffset + srcByteOffset, originalByteLength));\r\n src = tmpBuffer;\r\n srcByteOffset = 0;\r\n }\r\n\r\n this.setRawData(buffer, dstByteOffset, src, srcByteOffset, byteLength);\r\n }\r\n\r\n private _getHalfFloatAsFloatRGBAArrayBuffer(dataLength: number, arrayBuffer: ArrayBuffer, destArray?: Float32Array): Float32Array {\r\n if (!destArray) {\r\n destArray = new Float32Array(dataLength);\r\n } else {\r\n dataLength = Math.min(dataLength, destArray.length);\r\n }\r\n const srcData = new Uint16Array(arrayBuffer);\r\n while (dataLength--) {\r\n destArray[dataLength] = FromHalfFloat(srcData[dataLength]);\r\n }\r\n\r\n return destArray;\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention, @typescript-eslint/promise-function-async\r\n public readDataFromBuffer(\r\n gpuBuffer: GPUBuffer,\r\n size: number,\r\n width: number,\r\n height: number,\r\n bytesPerRow: number,\r\n bytesPerRowAligned: number,\r\n type = Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n offset = 0,\r\n buffer: Nullable<ArrayBufferView> = null,\r\n destroyBuffer = true,\r\n noDataConversion = false\r\n ): Promise<ArrayBufferView> {\r\n const floatFormat = type === Constants.TEXTURETYPE_FLOAT ? 2 : type === Constants.TEXTURETYPE_HALF_FLOAT ? 1 : 0;\r\n const engineId = this._engine.uniqueId;\r\n return new Promise((resolve, reject) => {\r\n // eslint-disable-next-line github/no-then\r\n gpuBuffer.mapAsync(WebGPUConstants.MapMode.Read, offset, size).then(\r\n () => {\r\n const copyArrayBuffer = gpuBuffer.getMappedRange(offset, size);\r\n let data: Nullable<ArrayBufferView> | Uint8Array | Float32Array = buffer;\r\n if (noDataConversion) {\r\n if (data === null) {\r\n data = allocateAndCopyTypedBuffer(type, size, true, copyArrayBuffer);\r\n } else {\r\n data = allocateAndCopyTypedBuffer(type, data.buffer, undefined, copyArrayBuffer);\r\n }\r\n } else {\r\n if (data === null) {\r\n switch (floatFormat) {\r\n case 0: // byte format\r\n data = new Uint8Array(size);\r\n (data as Uint8Array).set(new Uint8Array(copyArrayBuffer));\r\n break;\r\n case 1: // half float\r\n // TODO WEBGPU use computer shaders (or render pass) to make the conversion?\r\n data = this._getHalfFloatAsFloatRGBAArrayBuffer(size / 2, copyArrayBuffer);\r\n break;\r\n case 2: // float\r\n data = new Float32Array(size / 4);\r\n (data as Float32Array).set(new Float32Array(copyArrayBuffer));\r\n break;\r\n }\r\n } else {\r\n switch (floatFormat) {\r\n case 0: // byte format\r\n data = new Uint8Array(data.buffer);\r\n (data as Uint8Array).set(new Uint8Array(copyArrayBuffer, 0, Math.min(data.byteLength, size)));\r\n break;\r\n case 1: // half float\r\n // TODO WEBGPU use computer shaders (or render pass) to make the conversion?\r\n data = this._getHalfFloatAsFloatRGBAArrayBuffer(size / 2, copyArrayBuffer, buffer as Float32Array);\r\n break;\r\n case 2: // float\r\n data = new Float32Array(data.buffer);\r\n (data as Float32Array).set(new Float32Array(copyArrayBuffer, 0, data.byteLength / 4));\r\n break;\r\n }\r\n }\r\n }\r\n if (bytesPerRow !== bytesPerRowAligned) {\r\n // TODO WEBGPU use computer shaders (or render pass) to build the final buffer data?\r\n if (floatFormat === 1 && !noDataConversion) {\r\n // half float have been converted to float above\r\n bytesPerRow *= 2;\r\n bytesPerRowAligned *= 2;\r\n }\r\n const data2 = new Uint8Array(data.buffer);\r\n let offset = bytesPerRow,\r\n offset2 = 0;\r\n for (let y = 1; y < height; ++y) {\r\n offset2 = y * bytesPerRowAligned;\r\n for (let x = 0; x < bytesPerRow; ++x) {\r\n data2[offset++] = data2[offset2++];\r\n }\r\n }\r\n if (floatFormat !== 0 && !noDataConversion) {\r\n data = new Float32Array(data2.buffer, 0, offset / 4);\r\n } else {\r\n data = new Uint8Array(data2.buffer, 0, offset);\r\n }\r\n }\r\n gpuBuffer.unmap();\r\n if (destroyBuffer) {\r\n this.releaseBuffer(gpuBuffer);\r\n }\r\n resolve(data);\r\n },\r\n (reason) => {\r\n if (this._engine.isDisposed || this._engine.uniqueId !== engineId) {\r\n // The engine was disposed while waiting for the promise, or a context loss/restoration has occurred: don't reject\r\n resolve(new Uint8Array());\r\n } else {\r\n // eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors\r\n reject(reason);\r\n }\r\n }\r\n );\r\n });\r\n }\r\n\r\n public releaseBuffer(buffer: DataBuffer | GPUBuffer): boolean {\r\n if (WebGPUBufferManager._IsGPUBuffer(buffer)) {\r\n this._deferredReleaseBuffers.push(buffer);\r\n return true;\r\n }\r\n\r\n buffer.references--;\r\n\r\n if (buffer.references === 0) {\r\n this._deferredReleaseBuffers.push(buffer.underlyingResource as GPUBuffer);\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n public destroyDeferredBuffers(): void {\r\n for (let i = 0; i < this._deferredReleaseBuffers.length; ++i) {\r\n this._deferredReleaseBuffers[i].destroy();\r\n }\r\n\r\n this._deferredReleaseBuffers.length = 0;\r\n }\r\n}\r\n"]}
1
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eslint-disable babylonjs/available */\r\nimport type { DataBuffer } from \"../../Buffers/dataBuffer\";\r\nimport { WebGPUDataBuffer } from \"../../Meshes/WebGPU/webgpuDataBuffer\";\r\nimport { FromHalfFloat } from \"../../Misc/textureTools\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { allocateAndCopyTypedBuffer } from \"../abstractEngine.functions\";\r\nimport { Constants } from \"../constants\";\r\nimport type { WebGPUEngine } from \"../webgpuEngine\";\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nimport * as WebGPUConstants from \"./webgpuConstants\";\r\n\r\n/** @internal */\r\nexport class WebGPUBufferManager {\r\n private _engine: WebGPUEngine;\r\n private _device: GPUDevice;\r\n private _deferredReleaseBuffers: Array<GPUBuffer> = [];\r\n\r\n private static _IsGPUBuffer(buffer: DataBuffer | GPUBuffer): buffer is GPUBuffer {\r\n return (buffer as DataBuffer).underlyingResource === undefined;\r\n }\r\n\r\n private static _FlagsToString(flags: GPUBufferUsageFlags, suffix = \"\") {\r\n let result = suffix;\r\n\r\n for (let i = 0; i <= 9; ++i) {\r\n if (flags & (1 << i)) {\r\n if (result) {\r\n result += \"_\";\r\n }\r\n result += WebGPUConstants.BufferUsage[1 << i];\r\n }\r\n }\r\n\r\n return result;\r\n }\r\n\r\n constructor(engine: WebGPUEngine, device: GPUDevice) {\r\n this._engine = engine;\r\n this._device = device;\r\n }\r\n\r\n public createRawBuffer(viewOrSize: ArrayBufferView | number, flags: GPUBufferUsageFlags, mappedAtCreation = false, label?: string): GPUBuffer {\r\n const alignedLength = (viewOrSize as ArrayBufferView).byteLength !== undefined ? ((viewOrSize as ArrayBufferView).byteLength + 3) & ~3 : ((viewOrSize as number) + 3) & ~3; // 4 bytes alignments (because of the upload which requires this)\r\n const verticesBufferDescriptor = {\r\n label: \"BabylonWebGPUDevice\" + this._engine.uniqueId + \"_\" + WebGPUBufferManager._FlagsToString(flags, label ?? \"Buffer\") + \"_size\" + alignedLength,\r\n mappedAtCreation,\r\n size: alignedLength,\r\n usage: flags,\r\n };\r\n\r\n return this._device.createBuffer(verticesBufferDescriptor);\r\n }\r\n\r\n public createBuffer(viewOrSize: ArrayBufferView | number, flags: GPUBufferUsageFlags, label?: string): WebGPUDataBuffer {\r\n const isView = (viewOrSize as ArrayBufferView).byteLength !== undefined;\r\n const dataBuffer = new WebGPUDataBuffer();\r\n const labelId = \"DataBufferUniqueId=\" + dataBuffer.uniqueId;\r\n dataBuffer.buffer = this.createRawBuffer(viewOrSize, flags, undefined, label ? labelId + \"-\" + label : labelId);\r\n dataBuffer.references = 1;\r\n // Next line should work, because the \"size\" property of GPUBuffer is required by the spec, but it seems that it fails in the CI / in playwright tests. So, we will recalculate the aligned size ourselves.\r\n //dataBuffer.capacity = dataBuffer.buffer.size;\r\n dataBuffer.capacity = (viewOrSize as ArrayBufferView).byteLength !== undefined ? ((viewOrSize as ArrayBufferView).byteLength + 3) & ~3 : ((viewOrSize as number) + 3) & ~3; // 4 bytes alignments (because of the upload which requires this)\r\n dataBuffer.engineId = this._engine.uniqueId;\r\n\r\n if (isView) {\r\n this.setSubData(dataBuffer, 0, viewOrSize as ArrayBufferView);\r\n }\r\n\r\n return dataBuffer;\r\n }\r\n\r\n // This calls GPUBuffer.writeBuffer() with no alignment corrections\r\n // dstByteOffset and byteLength must both be aligned to 4 bytes and bytes moved must be within src and dst arrays\r\n public setRawData(buffer: GPUBuffer, dstByteOffset: number, src: ArrayBufferView, srcByteOffset: number, byteLength: number): void {\r\n srcByteOffset += src.byteOffset;\r\n\r\n this._device.queue.writeBuffer(buffer, dstByteOffset, src.buffer, srcByteOffset, byteLength);\r\n }\r\n\r\n // This calls GPUBuffer.writeBuffer() with alignment corrections (dstByteOffset and byteLength will be aligned to 4 byte boundaries)\r\n // If alignment is needed, src must be a full copy of dataBuffer, or at least should be large enough to cope with the additional bytes copied because of alignment!\r\n public setSubData(dataBuffer: WebGPUDataBuffer, dstByteOffset: number, src: ArrayBufferView, srcByteOffset = 0, byteLength = 0): void {\r\n const buffer = dataBuffer.underlyingResource as GPUBuffer;\r\n\r\n byteLength = byteLength || src.byteLength - srcByteOffset;\r\n\r\n // Make sure the dst offset is aligned to 4 bytes\r\n const startPre = dstByteOffset & 3;\r\n\r\n srcByteOffset -= startPre;\r\n dstByteOffset -= startPre;\r\n\r\n // Make sure the byte length is aligned to 4 bytes\r\n const originalByteLength = byteLength;\r\n\r\n byteLength = (byteLength + startPre + 3) & ~3;\r\n\r\n // Check if the backing buffer of src is large enough to cope with the additional bytes copied because of alignment\r\n const backingBufferSize = src.buffer.byteLength - src.byteOffset;\r\n\r\n if (backingBufferSize < byteLength) {\r\n // Not enough place in the backing buffer for the aligned copy.\r\n // Creates a new buffer and copy the source data to it.\r\n // The buffer will have byteLength - originalByteLength zeros at the end.\r\n const tmpBuffer = new Uint8Array(byteLength);\r\n tmpBuffer.set(new Uint8Array(src.buffer, src.byteOffset + srcByteOffset, originalByteLength));\r\n src = tmpBuffer;\r\n srcByteOffset = 0;\r\n }\r\n\r\n this.setRawData(buffer, dstByteOffset, src, srcByteOffset, byteLength);\r\n }\r\n\r\n private _getHalfFloatAsFloatRGBAArrayBuffer(dataLength: number, arrayBuffer: ArrayBuffer, destArray?: Float32Array): Float32Array {\r\n if (!destArray) {\r\n destArray = new Float32Array(dataLength);\r\n } else {\r\n dataLength = Math.min(dataLength, destArray.length);\r\n }\r\n const srcData = new Uint16Array(arrayBuffer);\r\n while (dataLength--) {\r\n destArray[dataLength] = FromHalfFloat(srcData[dataLength]);\r\n }\r\n\r\n return destArray;\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention, @typescript-eslint/promise-function-async\r\n public readDataFromBuffer(\r\n gpuBuffer: GPUBuffer,\r\n size: number,\r\n width: number,\r\n height: number,\r\n bytesPerRow: number,\r\n bytesPerRowAligned: number,\r\n type = Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n offset = 0,\r\n buffer: Nullable<ArrayBufferView> = null,\r\n destroyBuffer = true,\r\n noDataConversion = false\r\n ): Promise<ArrayBufferView> {\r\n const floatFormat = type === Constants.TEXTURETYPE_FLOAT ? 2 : type === Constants.TEXTURETYPE_HALF_FLOAT ? 1 : 0;\r\n const engineId = this._engine.uniqueId;\r\n return new Promise((resolve, reject) => {\r\n // eslint-disable-next-line github/no-then\r\n gpuBuffer.mapAsync(WebGPUConstants.MapMode.Read, offset, size).then(\r\n () => {\r\n const copyArrayBuffer = gpuBuffer.getMappedRange(offset, size);\r\n let data: Nullable<ArrayBufferView> | Uint8Array | Float32Array = buffer;\r\n if (noDataConversion) {\r\n if (data === null) {\r\n data = allocateAndCopyTypedBuffer(type, size, true, copyArrayBuffer);\r\n } else {\r\n data = allocateAndCopyTypedBuffer(type, data.buffer, undefined, copyArrayBuffer);\r\n }\r\n } else {\r\n if (data === null) {\r\n switch (floatFormat) {\r\n case 0: // byte format\r\n data = new Uint8Array(size);\r\n (data as Uint8Array).set(new Uint8Array(copyArrayBuffer));\r\n break;\r\n case 1: // half float\r\n // TODO WEBGPU use computer shaders (or render pass) to make the conversion?\r\n data = this._getHalfFloatAsFloatRGBAArrayBuffer(size / 2, copyArrayBuffer);\r\n break;\r\n case 2: // float\r\n data = new Float32Array(size / 4);\r\n (data as Float32Array).set(new Float32Array(copyArrayBuffer));\r\n break;\r\n }\r\n } else {\r\n switch (floatFormat) {\r\n case 0: // byte format\r\n data = new Uint8Array(data.buffer);\r\n (data as Uint8Array).set(new Uint8Array(copyArrayBuffer, 0, Math.min(data.byteLength, size)));\r\n break;\r\n case 1: // half float\r\n // TODO WEBGPU use computer shaders (or render pass) to make the conversion?\r\n data = this._getHalfFloatAsFloatRGBAArrayBuffer(size / 2, copyArrayBuffer, buffer as Float32Array);\r\n break;\r\n case 2: // float\r\n data = new Float32Array(data.buffer);\r\n (data as Float32Array).set(new Float32Array(copyArrayBuffer, 0, data.byteLength / 4));\r\n break;\r\n }\r\n }\r\n }\r\n if (bytesPerRow !== bytesPerRowAligned) {\r\n // TODO WEBGPU use computer shaders (or render pass) to build the final buffer data?\r\n if (floatFormat === 1 && !noDataConversion) {\r\n // half float have been converted to float above\r\n bytesPerRow *= 2;\r\n bytesPerRowAligned *= 2;\r\n }\r\n const data2 = new Uint8Array(data.buffer);\r\n let offset = bytesPerRow,\r\n offset2 = 0;\r\n for (let y = 1; y < height; ++y) {\r\n offset2 = y * bytesPerRowAligned;\r\n for (let x = 0; x < bytesPerRow; ++x) {\r\n data2[offset++] = data2[offset2++];\r\n }\r\n }\r\n if (floatFormat !== 0 && !noDataConversion) {\r\n data = new Float32Array(data2.buffer, 0, offset / 4);\r\n } else {\r\n data = new Uint8Array(data2.buffer, 0, offset);\r\n }\r\n }\r\n gpuBuffer.unmap();\r\n if (destroyBuffer) {\r\n this.releaseBuffer(gpuBuffer);\r\n }\r\n resolve(data);\r\n },\r\n (reason) => {\r\n if (this._engine.isDisposed || this._engine.uniqueId !== engineId) {\r\n // The engine was disposed while waiting for the promise, or a context loss/restoration has occurred: don't reject\r\n resolve(new Uint8Array());\r\n } else {\r\n // eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors\r\n reject(reason);\r\n }\r\n }\r\n );\r\n });\r\n }\r\n\r\n public releaseBuffer(buffer: DataBuffer | GPUBuffer): boolean {\r\n if (WebGPUBufferManager._IsGPUBuffer(buffer)) {\r\n this._deferredReleaseBuffers.push(buffer);\r\n return true;\r\n }\r\n\r\n buffer.references--;\r\n\r\n if (buffer.references === 0) {\r\n this._deferredReleaseBuffers.push(buffer.underlyingResource as GPUBuffer);\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n public destroyDeferredBuffers(): void {\r\n for (let i = 0; i < this._deferredReleaseBuffers.length; ++i) {\r\n this._deferredReleaseBuffers[i].destroy();\r\n }\r\n\r\n this._deferredReleaseBuffers.length = 0;\r\n }\r\n}\r\n"]}
@@ -802,13 +802,13 @@ export class AbstractEngine {
802
802
  */
803
803
  // Not mixed with Version for tooling purpose.
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  static get NpmPackage() {
805
- return "babylonjs@8.52.0";
805
+ return "babylonjs@8.52.1";
806
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  }
807
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  /**
808
808
  * Returns the current version of the framework
809
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  */
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  static get Version() {
811
- return "8.52.0";
811
+ return "8.52.1";
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  }
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  /**
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  * Gets the HTML canvas attached with the current webGL context