@onerjs/core 8.42.6 → 8.42.8
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Animations/animatable.core.js +1 -1
- package/Animations/animatable.core.js.map +1 -1
- package/Animations/animatorAvatar.d.ts +5 -2
- package/Animations/animatorAvatar.js +42 -29
- package/Animations/animatorAvatar.js.map +1 -1
- package/Animations/runtimeAnimation.js +1 -1
- package/Animations/runtimeAnimation.js.map +1 -1
- package/Audio/audioSceneComponent.js +1 -2
- package/Audio/audioSceneComponent.js.map +1 -1
- package/AudioV2/webAudio/subNodes/webAudioBusAndSoundSubGraph.js +3 -3
- package/AudioV2/webAudio/subNodes/webAudioBusAndSoundSubGraph.js.map +1 -1
- package/AudioV2/webAudio/webAudioEngine.js +1 -1
- package/AudioV2/webAudio/webAudioEngine.js.map +1 -1
- package/Behaviors/Meshes/followBehavior.js +1 -1
- package/Behaviors/Meshes/followBehavior.js.map +1 -1
- package/Behaviors/Meshes/pointerDragBehavior.js +1 -1
- package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
- package/Bones/boneLookController.js +1 -1
- package/Bones/boneLookController.js.map +1 -1
- package/Buffers/buffer.js +1 -1
- package/Buffers/buffer.js.map +1 -1
- package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js +2 -2
- package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
- package/Cameras/Inputs/geospatialCameraMouseWheelInput.d.ts +1 -2
- package/Cameras/Inputs/geospatialCameraMouseWheelInput.js +1 -2
- package/Cameras/Inputs/geospatialCameraMouseWheelInput.js.map +1 -1
- package/Cameras/Inputs/geospatialCameraPointersInput.d.ts +0 -4
- package/Cameras/Inputs/geospatialCameraPointersInput.js +1 -5
- package/Cameras/Inputs/geospatialCameraPointersInput.js.map +1 -1
- package/Cameras/camera.js +2 -2
- package/Cameras/camera.js.map +1 -1
- package/Cameras/cameraMovement.d.ts +1 -4
- package/Cameras/cameraMovement.js +1 -4
- package/Cameras/cameraMovement.js.map +1 -1
- package/Cameras/geospatialCamera.d.ts +22 -4
- package/Cameras/geospatialCamera.js +27 -9
- package/Cameras/geospatialCamera.js.map +1 -1
- package/Cameras/geospatialCameraMovement.d.ts +3 -3
- package/Cameras/geospatialCameraMovement.js +18 -18
- package/Cameras/geospatialCameraMovement.js.map +1 -1
- package/Engines/AbstractEngine/abstractEngine.renderPass.js +1 -0
- package/Engines/AbstractEngine/abstractEngine.renderPass.js.map +1 -1
- package/Engines/Extensions/engine.query.js +1 -1
- package/Engines/Extensions/engine.query.js.map +1 -1
- package/Engines/Processors/shaderProcessor.js +2 -3
- package/Engines/Processors/shaderProcessor.js.map +1 -1
- package/Engines/WebGL/webGLRenderTargetWrapper.js +1 -1
- package/Engines/WebGL/webGLRenderTargetWrapper.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.debugging.d.ts +87 -0
- package/Engines/WebGPU/Extensions/engine.debugging.js +135 -21
- package/Engines/WebGPU/Extensions/engine.debugging.js.map +1 -1
- package/Engines/WebGPU/webgpuBufferManager.js +1 -1
- package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessor.js +1 -1
- package/Engines/WebGPU/webgpuShaderProcessor.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
- package/Engines/WebGPU/webgpuTextureManager.js +10 -5
- package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/engine.common.js +2 -2
- package/Engines/engine.common.js.map +1 -1
- package/Engines/engine.js +0 -1
- package/Engines/engine.js.map +1 -1
- package/Engines/engineFeatures.d.ts +0 -2
- package/Engines/engineFeatures.js.map +1 -1
- package/Engines/nullEngine.js +0 -1
- package/Engines/nullEngine.js.map +1 -1
- package/Engines/thinEngine.functions.js +1 -1
- package/Engines/thinEngine.functions.js.map +1 -1
- package/Engines/thinEngine.js +4 -6
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/thinNativeEngine.js +2 -6
- package/Engines/thinNativeEngine.js.map +1 -1
- package/Engines/thinWebGPUEngine.d.ts +11 -4
- package/Engines/thinWebGPUEngine.js +58 -34
- package/Engines/thinWebGPUEngine.js.map +1 -1
- package/Engines/webgpuEngine.d.ts +3 -1
- package/Engines/webgpuEngine.js +30 -169
- package/Engines/webgpuEngine.js.map +1 -1
- package/FlowGraph/flowGraph.d.ts +1 -0
- package/FlowGraph/flowGraph.js.map +1 -1
- package/FlowGraph/flowGraphBlock.d.ts +1 -0
- package/FlowGraph/flowGraphBlock.js.map +1 -1
- package/FlowGraph/flowGraphContext.d.ts +1 -0
- package/FlowGraph/flowGraphContext.js.map +1 -1
- package/FlowGraph/flowGraphCoordinator.d.ts +1 -0
- package/FlowGraph/flowGraphCoordinator.js.map +1 -1
- package/FrameGraph/Node/nodeRenderGraph.d.ts +12 -1
- package/FrameGraph/Node/nodeRenderGraph.js +36 -2
- package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
- package/FrameGraph/Passes/renderPass.js +0 -3
- package/FrameGraph/Passes/renderPass.js.map +1 -1
- package/FrameGraph/Tasks/Layers/baseLayerTask.js +1 -1
- package/FrameGraph/Tasks/Layers/baseLayerTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/ssao2RenderingPipelineTask.js +3 -0
- package/FrameGraph/Tasks/PostProcesses/ssao2RenderingPipelineTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js +3 -0
- package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.d.ts +3 -1
- package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js +14 -0
- package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.d.ts +2 -2
- package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js +20 -14
- package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +2 -3
- package/FrameGraph/Tasks/Rendering/objectRendererTask.js +5 -29
- package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.d.ts +3 -2
- package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.js +38 -14
- package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.js.map +1 -1
- package/FrameGraph/frameGraph.js +3 -0
- package/FrameGraph/frameGraph.js.map +1 -1
- package/FrameGraph/frameGraphContext.js +1 -1
- package/FrameGraph/frameGraphContext.js.map +1 -1
- package/FrameGraph/frameGraphTask.d.ts +0 -2
- package/FrameGraph/frameGraphTask.js +15 -17
- package/FrameGraph/frameGraphTask.js.map +1 -1
- package/FrameGraph/frameGraphTextureManager.js +1 -1
- package/FrameGraph/frameGraphTextureManager.js.map +1 -1
- package/Gizmos/axisScaleGizmo.js +2 -2
- package/Gizmos/axisScaleGizmo.js.map +1 -1
- package/Gizmos/cameraGizmo.d.ts +1 -1
- package/Gizmos/cameraGizmo.js +1 -1
- package/Gizmos/cameraGizmo.js.map +1 -1
- package/Gizmos/gizmo.d.ts +4 -4
- package/Gizmos/gizmo.js +5 -5
- package/Gizmos/gizmo.js.map +1 -1
- package/Gizmos/gizmoManager.d.ts +2 -2
- package/Gizmos/gizmoManager.js +1 -1
- package/Gizmos/gizmoManager.js.map +1 -1
- package/Gizmos/planeRotationGizmo.d.ts +2 -2
- package/Gizmos/planeRotationGizmo.js +2 -3
- package/Gizmos/planeRotationGizmo.js.map +1 -1
- package/Gizmos/positionGizmo.d.ts +1 -1
- package/Gizmos/positionGizmo.js +2 -2
- package/Gizmos/positionGizmo.js.map +1 -1
- package/Gizmos/rotationGizmo.d.ts +1 -1
- package/Gizmos/rotationGizmo.js +3 -3
- package/Gizmos/rotationGizmo.js.map +1 -1
- package/Gizmos/scaleGizmo.d.ts +1 -1
- package/Gizmos/scaleGizmo.js +1 -1
- package/Gizmos/scaleGizmo.js.map +1 -1
- package/Layers/glowLayer.js +1 -1
- package/Layers/glowLayer.js.map +1 -1
- package/Layers/highlightLayer.js +1 -1
- package/Layers/highlightLayer.js.map +1 -1
- package/Lights/Shadows/cascadedShadowGenerator.js +0 -1
- package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
- package/Lights/Shadows/shadowGenerator.d.ts +28 -1
- package/Lights/Shadows/shadowGenerator.js +77 -11
- package/Lights/Shadows/shadowGenerator.js.map +1 -1
- package/Lights/lightingVolume.d.ts +1 -0
- package/Lights/lightingVolume.js +10 -2
- package/Lights/lightingVolume.js.map +1 -1
- package/Loading/Plugins/babylonFileLoader.js +44 -14
- package/Loading/Plugins/babylonFileLoader.js.map +1 -1
- package/Loading/sceneLoader.js +1 -1
- package/Loading/sceneLoader.js.map +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.d.ts +12 -3
- package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.js +33 -8
- package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.js.map +1 -1
- package/Materials/Node/Blocks/Dual/fogBlock.js +1 -1
- package/Materials/Node/Blocks/Dual/fogBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/imageSourceBlock.js +1 -1
- package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/sheenBlock.js +1 -2
- package/Materials/Node/Blocks/PBR/sheenBlock.js.map +1 -1
- package/Materials/Node/Blocks/cloudBlock.js +1 -1
- package/Materials/Node/Blocks/cloudBlock.js.map +1 -1
- package/Materials/Node/Blocks/curveBlock.js +2 -3
- package/Materials/Node/Blocks/curveBlock.js.map +1 -1
- package/Materials/Node/nodeMaterial.js +1 -2
- package/Materials/Node/nodeMaterial.js.map +1 -1
- package/Materials/PBR/openpbrMaterial.js +3 -5
- package/Materials/PBR/openpbrMaterial.js.map +1 -1
- package/Materials/PBR/pbrBaseMaterial.js +2 -3
- package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
- package/Materials/Textures/Procedurals/proceduralTexture.js +0 -1
- package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
- package/Materials/Textures/cubeTexture.js +1 -1
- package/Materials/Textures/cubeTexture.js.map +1 -1
- package/Materials/Textures/htmlElementTexture.js +2 -2
- package/Materials/Textures/htmlElementTexture.js.map +1 -1
- package/Materials/Textures/multiRenderTarget.js +1 -1
- package/Materials/Textures/multiRenderTarget.js.map +1 -1
- package/Materials/Textures/renderTargetTexture.js +13 -2
- package/Materials/Textures/renderTargetTexture.js.map +1 -1
- package/Materials/effect.js +2 -1
- package/Materials/effect.js.map +1 -1
- package/Materials/materialHelper.functions.js +1 -1
- package/Materials/materialHelper.functions.js.map +1 -1
- package/Materials/multiMaterial.js +1 -1
- package/Materials/multiMaterial.js.map +1 -1
- package/Materials/standardMaterial.js +1 -2
- package/Materials/standardMaterial.js.map +1 -1
- package/Materials/uniformBuffer.d.ts +0 -4
- package/Materials/uniformBuffer.js +0 -8
- package/Materials/uniformBuffer.js.map +1 -1
- package/Maths/index.d.ts +2 -0
- package/Maths/index.js +2 -0
- package/Maths/index.js.map +1 -1
- package/Maths/math.geospatial.d.ts +27 -0
- package/Maths/math.geospatial.functions.d.ts +33 -0
- package/Maths/math.geospatial.functions.js +60 -0
- package/Maths/math.geospatial.functions.js.map +1 -0
- package/Maths/math.geospatial.js +2 -0
- package/Maths/math.geospatial.js.map +1 -0
- package/Maths/math.path.js +1 -1
- package/Maths/math.path.js.map +1 -1
- package/Maths/math.scalar.functions.js +3 -3
- package/Maths/math.scalar.functions.js.map +1 -1
- package/Maths/math.vector.js +1 -1
- package/Maths/math.vector.js.map +1 -1
- package/Meshes/Builders/boxBuilder.js +1 -2
- package/Meshes/Builders/boxBuilder.js.map +1 -1
- package/Meshes/Builders/cylinderBuilder.js +2 -2
- package/Meshes/Builders/cylinderBuilder.js.map +1 -1
- package/Meshes/Builders/decalBuilder.js +1 -2
- package/Meshes/Builders/decalBuilder.js.map +1 -1
- package/Meshes/Builders/latheBuilder.js +2 -2
- package/Meshes/Builders/latheBuilder.js.map +1 -1
- package/Meshes/Builders/linesBuilder.js +11 -15
- package/Meshes/Builders/linesBuilder.js.map +1 -1
- package/Meshes/Builders/polygonBuilder.js +6 -6
- package/Meshes/Builders/polygonBuilder.js.map +1 -1
- package/Meshes/Builders/polyhedronBuilder.js +2 -2
- package/Meshes/Builders/polyhedronBuilder.js.map +1 -1
- package/Meshes/Builders/ribbonBuilder.js +6 -6
- package/Meshes/Builders/ribbonBuilder.js.map +1 -1
- package/Meshes/Builders/shapeBuilder.js +2 -3
- package/Meshes/Builders/shapeBuilder.js.map +1 -1
- package/Meshes/Builders/tiledBoxBuilder.js +1 -1
- package/Meshes/Builders/tiledBoxBuilder.js.map +1 -1
- package/Meshes/Builders/tiledPlaneBuilder.js +1 -1
- package/Meshes/Builders/tiledPlaneBuilder.js.map +1 -1
- package/Meshes/GreasedLine/greasedLineMesh.js +1 -2
- package/Meshes/GreasedLine/greasedLineMesh.js.map +1 -1
- package/Meshes/GreasedLine/greasedLineRibbonMesh.js +1 -1
- package/Meshes/GreasedLine/greasedLineRibbonMesh.js.map +1 -1
- package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.js +1 -1
- package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.js +1 -1
- package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.js.map +1 -1
- package/Meshes/Node/Blocks/mappingBlock.js +1 -1
- package/Meshes/Node/Blocks/mappingBlock.js.map +1 -1
- package/Meshes/abstractMesh.d.ts +4 -0
- package/Meshes/abstractMesh.js +14 -10
- package/Meshes/abstractMesh.js.map +1 -1
- package/Meshes/csg.js +1 -1
- package/Meshes/csg.js.map +1 -1
- package/Meshes/csg2.js +1 -1
- package/Meshes/csg2.js.map +1 -1
- package/Meshes/geodesicMesh.js +11 -13
- package/Meshes/geodesicMesh.js.map +1 -1
- package/Meshes/geometry.js +2 -2
- package/Meshes/geometry.js.map +1 -1
- package/Meshes/groundMesh.js +7 -7
- package/Meshes/groundMesh.js.map +1 -1
- package/Meshes/mesh.d.ts +2 -0
- package/Meshes/mesh.js +22 -8
- package/Meshes/mesh.js.map +1 -1
- package/Meshes/mesh.vertexData.js +22 -22
- package/Meshes/mesh.vertexData.js.map +1 -1
- package/Meshes/meshSimplification.js +1 -1
- package/Meshes/meshSimplification.js.map +1 -1
- package/Meshes/polygonMesh.js +1 -1
- package/Meshes/polygonMesh.js.map +1 -1
- package/Meshes/trailMesh.js +1 -1
- package/Meshes/trailMesh.js.map +1 -1
- package/Misc/HighDynamicRange/hdr.js +4 -6
- package/Misc/HighDynamicRange/hdr.js.map +1 -1
- package/Misc/HighDynamicRange/panoramaToCubemap.js +1 -1
- package/Misc/HighDynamicRange/panoramaToCubemap.js.map +1 -1
- package/Misc/basisWorker.js +1 -1
- package/Misc/basisWorker.js.map +1 -1
- package/Misc/environmentTextureTools.js +1 -1
- package/Misc/environmentTextureTools.js.map +1 -1
- package/Misc/meshExploder.js +1 -2
- package/Misc/meshExploder.js.map +1 -1
- package/Misc/tga.js +2 -2
- package/Misc/tga.js.map +1 -1
- package/Misc/timer.js +4 -2
- package/Misc/timer.js.map +1 -1
- package/Misc/tools.d.ts +7 -0
- package/Misc/tools.js +20 -6
- package/Misc/tools.js.map +1 -1
- package/Morph/morphTargetManager.js +1 -1
- package/Morph/morphTargetManager.js.map +1 -1
- package/Navigation/INavigationEngine.d.ts +2 -2
- package/Navigation/INavigationEngine.js.map +1 -1
- package/Navigation/Plugins/recastJSPlugin.d.ts +2 -2
- package/Navigation/Plugins/recastJSPlugin.js +14 -5
- package/Navigation/Plugins/recastJSPlugin.js.map +1 -1
- package/Particles/Node/Blocks/Update/updateNoiseBlock.js +1 -1
- package/Particles/Node/Blocks/Update/updateNoiseBlock.js.map +1 -1
- package/Particles/Node/Blocks/particleSourceTextureBlock.d.ts +11 -1
- package/Particles/Node/Blocks/particleSourceTextureBlock.js +25 -11
- package/Particles/Node/Blocks/particleSourceTextureBlock.js.map +1 -1
- package/Particles/Node/nodeParticleSystemSet.helper.js +3 -3
- package/Particles/Node/nodeParticleSystemSet.helper.js.map +1 -1
- package/Particles/Node/nodeParticleSystemSet.js +1 -1
- package/Particles/Node/nodeParticleSystemSet.js.map +1 -1
- package/Particles/computeShaderParticleSystem.js +2 -0
- package/Particles/computeShaderParticleSystem.js.map +1 -1
- package/Particles/gpuParticleSystem.d.ts +14 -0
- package/Particles/gpuParticleSystem.js +94 -12
- package/Particles/gpuParticleSystem.js.map +1 -1
- package/Particles/particleSystem.js +4 -1
- package/Particles/particleSystem.js.map +1 -1
- package/Particles/pointsCloudSystem.js +46 -47
- package/Particles/pointsCloudSystem.js.map +1 -1
- package/Particles/solidParticleSystem.js +5 -6
- package/Particles/solidParticleSystem.js.map +1 -1
- package/Particles/thinParticleSystem.js +3 -4
- package/Particles/thinParticleSystem.js.map +1 -1
- package/Particles/webgl2ParticleSystem.js +2 -1
- package/Particles/webgl2ParticleSystem.js.map +1 -1
- package/Physics/castingResult.d.ts +4 -1
- package/Physics/castingResult.js +1 -1
- package/Physics/castingResult.js.map +1 -1
- package/Physics/joinedPhysicsEngineComponent.js +1 -1
- package/Physics/joinedPhysicsEngineComponent.js.map +1 -1
- package/Physics/physicsHelper.d.ts +8 -8
- package/Physics/physicsHelper.js +7 -7
- package/Physics/physicsHelper.js.map +1 -1
- package/Physics/shapeCastResult.d.ts +4 -0
- package/Physics/shapeCastResult.js +7 -0
- package/Physics/shapeCastResult.js.map +1 -1
- package/Physics/v1/Plugins/ammoJSPlugin.js +0 -8
- package/Physics/v1/Plugins/ammoJSPlugin.js.map +1 -1
- package/Physics/v2/IPhysicsEnginePlugin.d.ts +51 -4
- package/Physics/v2/IPhysicsEnginePlugin.js +12 -12
- package/Physics/v2/IPhysicsEnginePlugin.js.map +1 -1
- package/Physics/v2/characterController.js +4 -8
- package/Physics/v2/characterController.js.map +1 -1
- package/Physics/v2/physicsBody.js.map +1 -1
- package/Physics/v2/physicsConstraint.d.ts +1 -1
- package/Physics/v2/physicsConstraint.js +1 -1
- package/Physics/v2/physicsConstraint.js.map +1 -1
- package/Physics/v2/physicsEngine.d.ts +0 -5
- package/Physics/v2/physicsEngine.js +0 -5
- package/Physics/v2/physicsEngine.js.map +1 -1
- package/Physics/v2/physicsEngineComponent.d.ts +1 -1
- package/Physics/v2/physicsEngineComponent.js.map +1 -1
- package/Physics/v2/physicsMaterial.d.ts +6 -0
- package/Physics/v2/physicsMaterial.js +2 -2
- package/Physics/v2/physicsMaterial.js.map +1 -1
- package/Physics/v2/ragdoll.js +1 -2
- package/Physics/v2/ragdoll.js.map +1 -1
- package/PostProcesses/postProcess.js +3 -3
- package/PostProcesses/postProcess.js.map +1 -1
- package/PostProcesses/thinDepthOfFieldEffect.js +2 -2
- package/PostProcesses/thinDepthOfFieldEffect.js.map +1 -1
- package/Probes/reflectionProbe.js +0 -1
- package/Probes/reflectionProbe.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +0 -5
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js +4 -1
- package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js.map +1 -1
- package/Rendering/depthRenderer.js +0 -11
- package/Rendering/depthRenderer.js.map +1 -1
- package/Rendering/depthRendererSceneComponent.js +1 -1
- package/Rendering/depthRendererSceneComponent.js.map +1 -1
- package/Rendering/edgesRenderer.js +1 -0
- package/Rendering/edgesRenderer.js.map +1 -1
- package/Rendering/geometryBufferRenderer.js +0 -1
- package/Rendering/geometryBufferRenderer.js.map +1 -1
- package/Rendering/objectRenderer.js +15 -9
- package/Rendering/objectRenderer.js.map +1 -1
- package/Rendering/renderingGroup.d.ts +1 -1
- package/Rendering/renderingGroup.js +1 -1
- package/Rendering/renderingGroup.js.map +1 -1
- package/Rendering/renderingManager.d.ts +1 -1
- package/Rendering/renderingManager.js.map +1 -1
- package/Rendering/thinDepthPeelingRenderer.js +1 -1
- package/Rendering/thinDepthPeelingRenderer.js.map +1 -1
- package/Rendering/utilityLayerRenderer.js +1 -1
- package/Rendering/utilityLayerRenderer.js.map +1 -1
- package/Shaders/ShadersInclude/screenSpaceRayTrace.js +18 -8
- package/Shaders/ShadersInclude/screenSpaceRayTrace.js.map +1 -1
- package/Shaders/gpuRenderParticles.vertex.js +4 -0
- package/Shaders/gpuRenderParticles.vertex.js.map +1 -1
- package/Shaders/gpuUpdateParticles.vertex.js +15 -3
- package/Shaders/gpuUpdateParticles.vertex.js.map +1 -1
- package/Shaders/iblVoxelGrid.fragment.js +4 -1
- package/Shaders/iblVoxelGrid.fragment.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/screenSpaceRayTrace.js +18 -7
- package/ShadersWGSL/ShadersInclude/screenSpaceRayTrace.js.map +1 -1
- package/ShadersWGSL/background.vertex.js +8 -8
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type { INavigationEnginePlugin, ICrowd, IAgentParameters, INavMeshParameters, IObstacle } from \"../../Navigation/INavigationEngine\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { VertexData } from \"../../Meshes/mesh.vertexData\";\r\nimport { Mesh } from \"../../Meshes/mesh\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Epsilon, Vector3, Matrix } from \"../../Maths/math\";\r\nimport type { TransformNode } from \"../../Meshes/transformNode\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { VertexBuffer } from \"../../Buffers/buffer\";\r\n\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\ndeclare let Recast: any;\r\n\r\n/**\r\n * RecastJS navigation plugin\r\n */\r\nexport class RecastJSPlugin implements INavigationEnginePlugin {\r\n /**\r\n * Reference to the Recast library\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public bjsRECAST: any = {};\r\n\r\n /**\r\n * plugin name\r\n */\r\n public name: string = \"RecastJSPlugin\";\r\n\r\n /**\r\n * the first navmesh created. We might extend this to support multiple navmeshes\r\n */\r\n public navMesh: any;\r\n\r\n private _maximumSubStepCount: number = 10;\r\n private _timeStep: number = 1 / 60;\r\n private _timeFactor: number = 1;\r\n\r\n private _tempVec1: any;\r\n private _tempVec2: any;\r\n\r\n private _worker: Nullable<Worker> = null;\r\n\r\n /**\r\n * Initializes the recastJS plugin\r\n * @param recastInjection can be used to inject your own recast reference\r\n */\r\n public constructor(recastInjection: any = Recast) {\r\n if (typeof recastInjection === \"function\") {\r\n Logger.Error(\"RecastJS is not ready. Please make sure you await Recast() before using the plugin.\");\r\n } else {\r\n this.bjsRECAST = recastInjection;\r\n }\r\n\r\n if (!this.isSupported()) {\r\n Logger.Error(\"RecastJS is not available. Please make sure you included the js file.\");\r\n return;\r\n }\r\n this.setTimeStep();\r\n\r\n this._tempVec1 = new this.bjsRECAST.Vec3();\r\n this._tempVec2 = new this.bjsRECAST.Vec3();\r\n }\r\n\r\n /**\r\n * Set worker URL to be used when generating a new navmesh\r\n * @param workerURL url string\r\n * @returns boolean indicating if worker is created\r\n */\r\n public setWorkerURL(workerURL: string | URL): boolean {\r\n if (window && window.Worker) {\r\n this._worker = new Worker(workerURL);\r\n return true;\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * Set the time step of the navigation tick update.\r\n * Default is 1/60.\r\n * A value of 0 will disable fixed time update\r\n * @param newTimeStep the new timestep to apply to this world.\r\n */\r\n setTimeStep(newTimeStep: number = 1 / 60): void {\r\n this._timeStep = newTimeStep;\r\n }\r\n\r\n /**\r\n * Get the time step of the navigation tick update.\r\n * @returns the current time step\r\n */\r\n getTimeStep(): number {\r\n return this._timeStep;\r\n }\r\n\r\n /**\r\n * If delta time in navigation tick update is greater than the time step\r\n * a number of sub iterations are done. If more iterations are need to reach deltatime\r\n * they will be discarded.\r\n * A value of 0 will set to no maximum and update will use as many substeps as needed\r\n * @param newStepCount the maximum number of iterations\r\n */\r\n setMaximumSubStepCount(newStepCount: number = 10): void {\r\n this._maximumSubStepCount = newStepCount;\r\n }\r\n\r\n /**\r\n * Get the maximum number of iterations per navigation tick update\r\n * @returns the maximum number of iterations\r\n */\r\n getMaximumSubStepCount(): number {\r\n return this._maximumSubStepCount;\r\n }\r\n\r\n /**\r\n * Time factor applied when updating crowd agents (default 1). A value of 0 will pause crowd updates.\r\n * @param value the time factor applied at update\r\n */\r\n public set timeFactor(value: number) {\r\n this._timeFactor = Math.max(value, 0);\r\n }\r\n\r\n /**\r\n * Get the time factor used for crowd agent update\r\n * @returns the time factor\r\n */\r\n public get timeFactor(): number {\r\n return this._timeFactor;\r\n }\r\n\r\n /**\r\n * Creates a navigation mesh\r\n * @param meshes array of all the geometry used to compute the navigation mesh\r\n * @param parameters bunch of parameters used to filter geometry\r\n * @param completion callback when data is available from the worker. Not used without a worker\r\n */\r\n createNavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters, completion?: (navmeshData: Uint8Array) => void): void {\r\n if (this._worker && !completion) {\r\n Logger.Warn(\"A worker is avaible but no completion callback. Defaulting to blocking navmesh creation\");\r\n } else if (!this._worker && completion) {\r\n Logger.Warn(\"A completion callback is avaible but no worker. Defaulting to blocking navmesh creation\");\r\n }\r\n\r\n this.navMesh = new this.bjsRECAST.NavMesh();\r\n\r\n let index: number;\r\n let tri: number;\r\n let pt: number;\r\n\r\n const indices = [];\r\n const positions = [];\r\n let offset = 0;\r\n for (index = 0; index < meshes.length; index++) {\r\n if (meshes[index]) {\r\n const mesh = meshes[index];\r\n\r\n const meshIndices = mesh.getIndices();\r\n if (!meshIndices) {\r\n continue;\r\n }\r\n const meshPositions = mesh.getVerticesData(VertexBuffer.PositionKind, false, false);\r\n if (!meshPositions) {\r\n continue;\r\n }\r\n\r\n const worldMatrices = [];\r\n const worldMatrix = mesh.computeWorldMatrix(true);\r\n\r\n if (mesh.hasThinInstances) {\r\n const thinMatrices = mesh.thinInstanceGetWorldMatrices();\r\n for (let instanceIndex = 0; instanceIndex < thinMatrices.length; instanceIndex++) {\r\n const tmpMatrix = new Matrix();\r\n const thinMatrix = thinMatrices[instanceIndex];\r\n thinMatrix.multiplyToRef(worldMatrix, tmpMatrix);\r\n worldMatrices.push(tmpMatrix);\r\n }\r\n } else {\r\n worldMatrices.push(worldMatrix);\r\n }\r\n\r\n for (let matrixIndex = 0; matrixIndex < worldMatrices.length; matrixIndex++) {\r\n const wm = worldMatrices[matrixIndex];\r\n for (tri = 0; tri < meshIndices.length; tri++) {\r\n indices.push(meshIndices[tri] + offset);\r\n }\r\n\r\n const transformed = Vector3.Zero();\r\n const position = Vector3.Zero();\r\n for (pt = 0; pt < meshPositions.length; pt += 3) {\r\n Vector3.FromArrayToRef(meshPositions, pt, position);\r\n Vector3.TransformCoordinatesToRef(position, wm, transformed);\r\n positions.push(transformed.x, transformed.y, transformed.z);\r\n }\r\n\r\n offset += meshPositions.length / 3;\r\n }\r\n }\r\n }\r\n\r\n if (this._worker && completion) {\r\n // spawn worker and send message\r\n this._worker.postMessage([positions, offset, indices, indices.length, parameters]);\r\n this._worker.onmessage = function (e) {\r\n completion(e.data);\r\n };\r\n } else {\r\n // blocking calls\r\n const rc = new this.bjsRECAST.rcConfig();\r\n rc.cs = parameters.cs;\r\n rc.ch = parameters.ch;\r\n rc.borderSize = parameters.borderSize ? parameters.borderSize : 0;\r\n rc.tileSize = parameters.tileSize ? parameters.tileSize : 0;\r\n rc.walkableSlopeAngle = parameters.walkableSlopeAngle;\r\n rc.walkableHeight = parameters.walkableHeight;\r\n rc.walkableClimb = parameters.walkableClimb;\r\n rc.walkableRadius = parameters.walkableRadius;\r\n rc.maxEdgeLen = parameters.maxEdgeLen;\r\n rc.maxSimplificationError = parameters.maxSimplificationError;\r\n rc.minRegionArea = parameters.minRegionArea;\r\n rc.mergeRegionArea = parameters.mergeRegionArea;\r\n rc.maxVertsPerPoly = parameters.maxVertsPerPoly;\r\n rc.detailSampleDist = parameters.detailSampleDist;\r\n rc.detailSampleMaxError = parameters.detailSampleMaxError;\r\n\r\n this.navMesh.build(positions, offset, indices, indices.length, rc);\r\n }\r\n }\r\n\r\n /**\r\n * Create a navigation mesh debug mesh\r\n * @param scene is where the mesh will be added\r\n * @returns debug display mesh\r\n */\r\n createDebugNavMesh(scene: Scene): Mesh {\r\n let tri: number;\r\n let pt: number;\r\n const debugNavMesh = this.navMesh.getDebugNavMesh();\r\n const triangleCount = debugNavMesh.getTriangleCount();\r\n\r\n const indices = [];\r\n const positions = [];\r\n for (tri = 0; tri < triangleCount * 3; tri++) {\r\n indices.push(tri);\r\n }\r\n for (tri = 0; tri < triangleCount; tri++) {\r\n for (pt = 0; pt < 3; pt++) {\r\n const point = debugNavMesh.getTriangle(tri).getPoint(pt);\r\n positions.push(point.x, point.y, point.z);\r\n }\r\n }\r\n\r\n const mesh = new Mesh(\"NavMeshDebug\", scene);\r\n const vertexData = new VertexData();\r\n\r\n vertexData.indices = indices;\r\n vertexData.positions = positions;\r\n vertexData.applyToMesh(mesh, false);\r\n return mesh;\r\n }\r\n\r\n /**\r\n * Get a navigation mesh constrained position, closest to the parameter position\r\n * @param position world position\r\n * @returns the closest point to position constrained by the navigation mesh\r\n */\r\n getClosestPoint(position: Vector3): Vector3 {\r\n this._tempVec1.x = position.x;\r\n this._tempVec1.y = position.y;\r\n this._tempVec1.z = position.z;\r\n const ret = this.navMesh.getClosestPoint(this._tempVec1);\r\n const pr = new Vector3(ret.x, ret.y, ret.z);\r\n return pr;\r\n }\r\n\r\n /**\r\n * Get a navigation mesh constrained position, closest to the parameter position\r\n * @param position world position\r\n * @param result output the closest point to position constrained by the navigation mesh\r\n */\r\n getClosestPointToRef(position: Vector3, result: Vector3): void {\r\n this._tempVec1.x = position.x;\r\n this._tempVec1.y = position.y;\r\n this._tempVec1.z = position.z;\r\n const ret = this.navMesh.getClosestPoint(this._tempVec1);\r\n result.set(ret.x, ret.y, ret.z);\r\n }\r\n\r\n /**\r\n * Get a navigation mesh constrained position, within a particular radius\r\n * @param position world position\r\n * @param maxRadius the maximum distance to the constrained world position\r\n * @returns the closest point to position constrained by the navigation mesh\r\n */\r\n getRandomPointAround(position: Vector3, maxRadius: number): Vector3 {\r\n this._tempVec1.x = position.x;\r\n this._tempVec1.y = position.y;\r\n this._tempVec1.z = position.z;\r\n const ret = this.navMesh.getRandomPointAround(this._tempVec1, maxRadius);\r\n const pr = new Vector3(ret.x, ret.y, ret.z);\r\n return pr;\r\n }\r\n\r\n /**\r\n * Get a navigation mesh constrained position, within a particular radius\r\n * @param position world position\r\n * @param maxRadius the maximum distance to the constrained world position\r\n * @param result output the closest point to position constrained by the navigation mesh\r\n */\r\n getRandomPointAroundToRef(position: Vector3, maxRadius: number, result: Vector3): void {\r\n this._tempVec1.x = position.x;\r\n this._tempVec1.y = position.y;\r\n this._tempVec1.z = position.z;\r\n const ret = this.navMesh.getRandomPointAround(this._tempVec1, maxRadius);\r\n result.set(ret.x, ret.y, ret.z);\r\n }\r\n\r\n /**\r\n * Compute the final position from a segment made of destination-position\r\n * @param position world position\r\n * @param destination world position\r\n * @returns the resulting point along the navmesh\r\n */\r\n moveAlong(position: Vector3, destination: Vector3): Vector3 {\r\n this._tempVec1.x = position.x;\r\n this._tempVec1.y = position.y;\r\n this._tempVec1.z = position.z;\r\n this._tempVec2.x = destination.x;\r\n this._tempVec2.y = destination.y;\r\n this._tempVec2.z = destination.z;\r\n const ret = this.navMesh.moveAlong(this._tempVec1, this._tempVec2);\r\n const pr = new Vector3(ret.x, ret.y, ret.z);\r\n return pr;\r\n }\r\n\r\n /**\r\n * Compute the final position from a segment made of destination-position\r\n * @param position world position\r\n * @param destination world position\r\n * @param result output the resulting point along the navmesh\r\n */\r\n moveAlongToRef(position: Vector3, destination: Vector3, result: Vector3): void {\r\n this._tempVec1.x = position.x;\r\n this._tempVec1.y = position.y;\r\n this._tempVec1.z = position.z;\r\n this._tempVec2.x = destination.x;\r\n this._tempVec2.y = destination.y;\r\n this._tempVec2.z = destination.z;\r\n const ret = this.navMesh.moveAlong(this._tempVec1, this._tempVec2);\r\n result.set(ret.x, ret.y, ret.z);\r\n }\r\n\r\n private _convertNavPathPoints(navPath: any): Vector3[] {\r\n let pt: number;\r\n const pointCount = navPath.getPointCount();\r\n const positions = [];\r\n for (pt = 0; pt < pointCount; pt++) {\r\n const p = navPath.getPoint(pt);\r\n positions.push(new Vector3(p.x, p.y, p.z));\r\n }\r\n return positions;\r\n }\r\n\r\n /**\r\n * Compute a navigation path from start to end. Returns an empty array if no path can be computed\r\n * Path is straight.\r\n * @param start world position\r\n * @param end world position\r\n * @returns array containing world position composing the path\r\n */\r\n computePath(start: Vector3, end: Vector3): Vector3[] {\r\n this._tempVec1.x = start.x;\r\n this._tempVec1.y = start.y;\r\n this._tempVec1.z = start.z;\r\n this._tempVec2.x = end.x;\r\n this._tempVec2.y = end.y;\r\n this._tempVec2.z = end.z;\r\n const navPath = this.navMesh.computePath(this._tempVec1, this._tempVec2);\r\n return this._convertNavPathPoints(navPath);\r\n }\r\n\r\n /**\r\n * Compute a navigation path from start to end. Returns an empty array if no path can be computed.\r\n * Path follows navigation mesh geometry.\r\n * @param start world position\r\n * @param end world position\r\n * @returns array containing world position composing the path\r\n */\r\n computePathSmooth(start: Vector3, end: Vector3): Vector3[] {\r\n this._tempVec1.x = start.x;\r\n this._tempVec1.y = start.y;\r\n this._tempVec1.z = start.z;\r\n this._tempVec2.x = end.x;\r\n this._tempVec2.y = end.y;\r\n this._tempVec2.z = end.z;\r\n const navPath = this.navMesh.computePathSmooth(this._tempVec1, this._tempVec2);\r\n return this._convertNavPathPoints(navPath);\r\n }\r\n /**\r\n * Create a new Crowd so you can add agents\r\n * @param maxAgents the maximum agent count in the crowd\r\n * @param maxAgentRadius the maximum radius an agent can have\r\n * @param scene to attach the crowd to\r\n * @returns the crowd you can add agents to\r\n */\r\n createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd {\r\n const crowd = new RecastJSCrowd(this, maxAgents, maxAgentRadius, scene);\r\n return crowd;\r\n }\r\n\r\n /**\r\n * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)\r\n * The queries will try to find a solution within those bounds\r\n * default is (1,1,1)\r\n * @param extent x,y,z value that define the extent around the queries point of reference\r\n */\r\n setDefaultQueryExtent(extent: Vector3): void {\r\n this._tempVec1.x = extent.x;\r\n this._tempVec1.y = extent.y;\r\n this._tempVec1.z = extent.z;\r\n this.navMesh.setDefaultQueryExtent(this._tempVec1);\r\n }\r\n\r\n /**\r\n * Get the Bounding box extent specified by setDefaultQueryExtent\r\n * @returns the box extent values\r\n */\r\n getDefaultQueryExtent(): Vector3 {\r\n const p = this.navMesh.getDefaultQueryExtent();\r\n return new Vector3(p.x, p.y, p.z);\r\n }\r\n\r\n /**\r\n * build the navmesh from a previously saved state using getNavmeshData\r\n * @param data the Uint8Array returned by getNavmeshData\r\n */\r\n buildFromNavmeshData(data: Uint8Array): void {\r\n const nDataBytes = data.length * data.BYTES_PER_ELEMENT;\r\n const dataPtr = this.bjsRECAST._malloc(nDataBytes);\r\n\r\n const dataHeap = new Uint8Array(this.bjsRECAST.HEAPU8.buffer, dataPtr, nDataBytes);\r\n dataHeap.set(data);\r\n\r\n const buf = new this.bjsRECAST.NavmeshData();\r\n buf.dataPointer = dataHeap.byteOffset;\r\n buf.size = data.length;\r\n this.navMesh = new this.bjsRECAST.NavMesh();\r\n this.navMesh.buildFromNavmeshData(buf);\r\n\r\n // Free memory\r\n this.bjsRECAST._free(dataHeap.byteOffset);\r\n }\r\n\r\n /**\r\n * returns the navmesh data that can be used later. The navmesh must be built before retrieving the data\r\n * @returns data the Uint8Array that can be saved and reused\r\n */\r\n getNavmeshData(): Uint8Array {\r\n const navmeshData = this.navMesh.getNavmeshData();\r\n const arrView = new Uint8Array(this.bjsRECAST.HEAPU8.buffer, navmeshData.dataPointer, navmeshData.size);\r\n const ret = new Uint8Array(navmeshData.size);\r\n ret.set(arrView);\r\n this.navMesh.freeNavmeshData(navmeshData);\r\n return ret;\r\n }\r\n\r\n /**\r\n * Get the Bounding box extent result specified by setDefaultQueryExtent\r\n * @param result output the box extent values\r\n */\r\n getDefaultQueryExtentToRef(result: Vector3): void {\r\n const p = this.navMesh.getDefaultQueryExtent();\r\n result.set(p.x, p.y, p.z);\r\n }\r\n\r\n /**\r\n * Disposes\r\n */\r\n public dispose() {}\r\n\r\n /**\r\n * Creates a cylinder obstacle and add it to the navigation\r\n * @param position world position\r\n * @param radius cylinder radius\r\n * @param height cylinder height\r\n * @returns the obstacle freshly created\r\n */\r\n addCylinderObstacle(position: Vector3, radius: number, height: number): Nullable<IObstacle> {\r\n this._tempVec1.x = position.x;\r\n this._tempVec1.y = position.y;\r\n this._tempVec1.z = position.z;\r\n return this.navMesh.addCylinderObstacle(this._tempVec1, radius, height);\r\n }\r\n\r\n /**\r\n * Creates an oriented box obstacle and add it to the navigation\r\n * @param position world position\r\n * @param extent box size\r\n * @param angle angle in radians of the box orientation on Y axis\r\n * @returns the obstacle freshly created\r\n */\r\n addBoxObstacle(position: Vector3, extent: Vector3, angle: number): Nullable<IObstacle> {\r\n this._tempVec1.x = position.x;\r\n this._tempVec1.y = position.y;\r\n this._tempVec1.z = position.z;\r\n this._tempVec2.x = extent.x;\r\n this._tempVec2.y = extent.y;\r\n this._tempVec2.z = extent.z;\r\n return this.navMesh.addBoxObstacle(this._tempVec1, this._tempVec2, angle);\r\n }\r\n\r\n /**\r\n * Removes an obstacle created by addCylinderObstacle or addBoxObstacle\r\n * @param obstacle obstacle to remove from the navigation\r\n */\r\n removeObstacle(obstacle: IObstacle): void {\r\n this.navMesh.removeObstacle(obstacle);\r\n }\r\n\r\n /**\r\n * If this plugin is supported\r\n * @returns true if plugin is supported\r\n */\r\n public isSupported(): boolean {\r\n return this.bjsRECAST !== undefined;\r\n }\r\n\r\n /**\r\n * Returns the seed used for randomized functions like `getRandomPointAround`\r\n * @returns seed number\r\n */\r\n public getRandomSeed(): number {\r\n return this.bjsRECAST._getRandomSeed();\r\n }\r\n\r\n /**\r\n * Set the seed used for randomized functions like `getRandomPointAround`\r\n * @param seed number used as seed for random functions\r\n */\r\n public setRandomSeed(seed: number): void {\r\n this.bjsRECAST._setRandomSeed(seed);\r\n }\r\n}\r\n\r\n/**\r\n * Recast detour crowd implementation\r\n */\r\nexport class RecastJSCrowd implements ICrowd {\r\n /**\r\n * Recast/detour plugin\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public bjsRECASTPlugin: RecastJSPlugin;\r\n /**\r\n * Link to the detour crowd\r\n */\r\n public recastCrowd: any = {};\r\n /**\r\n * One transform per agent\r\n */\r\n public transforms: TransformNode[] = new Array<TransformNode>();\r\n /**\r\n * All agents created\r\n */\r\n public agents: number[] = new Array<number>();\r\n /**\r\n * agents reach radius\r\n */\r\n public reachRadii: number[] = new Array<number>();\r\n /**\r\n * true when a destination is active for an agent and notifier hasn't been notified of reach\r\n */\r\n private _agentDestinationArmed: boolean[] = new Array<boolean>();\r\n /**\r\n * agent current target\r\n */\r\n private _agentDestination: Vector3[] = new Array<Vector3>();\r\n /**\r\n * Link to the scene is kept to unregister the crowd from the scene\r\n */\r\n private _scene: Scene;\r\n\r\n /**\r\n * Observer for crowd updates\r\n */\r\n private _onBeforeAnimationsObserver: Nullable<Observer<Scene>> = null;\r\n\r\n /**\r\n * Fires each time an agent is in reach radius of its destination\r\n */\r\n public onReachTargetObservable = new Observable<{ agentIndex: number; destination: Vector3 }>();\r\n\r\n /**\r\n * Constructor\r\n * @param plugin recastJS plugin\r\n * @param maxAgents the maximum agent count in the crowd\r\n * @param maxAgentRadius the maximum radius an agent can have\r\n * @param scene to attach the crowd to\r\n * @returns the crowd you can add agents to\r\n */\r\n public constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene) {\r\n this.bjsRECASTPlugin = plugin;\r\n this.recastCrowd = new this.bjsRECASTPlugin.bjsRECAST.Crowd(maxAgents, maxAgentRadius, this.bjsRECASTPlugin.navMesh.getNavMesh());\r\n this._scene = scene;\r\n\r\n this._onBeforeAnimationsObserver = scene.onBeforeAnimationsObservable.add(() => {\r\n this.update(scene.getEngine().getDeltaTime() * 0.001 * plugin.timeFactor);\r\n });\r\n }\r\n\r\n /**\r\n * Add a new agent to the crowd with the specified parameter a corresponding transformNode.\r\n * You can attach anything to that node. The node position is updated in the scene update tick.\r\n * @param pos world position that will be constrained by the navigation mesh\r\n * @param parameters agent parameters\r\n * @param transform hooked to the agent that will be update by the scene\r\n * @returns agent index\r\n */\r\n addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number {\r\n const agentParams = new this.bjsRECASTPlugin.bjsRECAST.dtCrowdAgentParams();\r\n agentParams.radius = parameters.radius;\r\n agentParams.height = parameters.height;\r\n agentParams.maxAcceleration = parameters.maxAcceleration;\r\n agentParams.maxSpeed = parameters.maxSpeed;\r\n agentParams.collisionQueryRange = parameters.collisionQueryRange;\r\n agentParams.pathOptimizationRange = parameters.pathOptimizationRange;\r\n agentParams.separationWeight = parameters.separationWeight;\r\n agentParams.updateFlags = 7;\r\n agentParams.obstacleAvoidanceType = 0;\r\n agentParams.queryFilterType = 0;\r\n agentParams.userData = 0;\r\n\r\n const agentIndex = this.recastCrowd.addAgent(new this.bjsRECASTPlugin.bjsRECAST.Vec3(pos.x, pos.y, pos.z), agentParams);\r\n this.transforms.push(transform);\r\n this.agents.push(agentIndex);\r\n this.reachRadii.push(parameters.reachRadius ? parameters.reachRadius : parameters.radius);\r\n this._agentDestinationArmed.push(false);\r\n this._agentDestination.push(new Vector3(0, 0, 0));\r\n return agentIndex;\r\n }\r\n\r\n /**\r\n * Returns the agent position in world space\r\n * @param index agent index returned by addAgent\r\n * @returns world space position\r\n */\r\n getAgentPosition(index: number): Vector3 {\r\n const agentPos = this.recastCrowd.getAgentPosition(index);\r\n return new Vector3(agentPos.x, agentPos.y, agentPos.z);\r\n }\r\n\r\n /**\r\n * Returns the agent position result in world space\r\n * @param index agent index returned by addAgent\r\n * @param result output world space position\r\n */\r\n getAgentPositionToRef(index: number, result: Vector3): void {\r\n const agentPos = this.recastCrowd.getAgentPosition(index);\r\n result.set(agentPos.x, agentPos.y, agentPos.z);\r\n }\r\n\r\n /**\r\n * Returns the agent velocity in world space\r\n * @param index agent index returned by addAgent\r\n * @returns world space velocity\r\n */\r\n getAgentVelocity(index: number): Vector3 {\r\n const agentVel = this.recastCrowd.getAgentVelocity(index);\r\n return new Vector3(agentVel.x, agentVel.y, agentVel.z);\r\n }\r\n\r\n /**\r\n * Returns the agent velocity result in world space\r\n * @param index agent index returned by addAgent\r\n * @param result output world space velocity\r\n */\r\n getAgentVelocityToRef(index: number, result: Vector3): void {\r\n const agentVel = this.recastCrowd.getAgentVelocity(index);\r\n result.set(agentVel.x, agentVel.y, agentVel.z);\r\n }\r\n\r\n /**\r\n * Returns the agent next target point on the path\r\n * @param index agent index returned by addAgent\r\n * @returns world space position\r\n */\r\n getAgentNextTargetPath(index: number): Vector3 {\r\n const pathTargetPos = this.recastCrowd.getAgentNextTargetPath(index);\r\n return new Vector3(pathTargetPos.x, pathTargetPos.y, pathTargetPos.z);\r\n }\r\n\r\n /**\r\n * Returns the agent next target point on the path\r\n * @param index agent index returned by addAgent\r\n * @param result output world space position\r\n */\r\n getAgentNextTargetPathToRef(index: number, result: Vector3): void {\r\n const pathTargetPos = this.recastCrowd.getAgentNextTargetPath(index);\r\n result.set(pathTargetPos.x, pathTargetPos.y, pathTargetPos.z);\r\n }\r\n\r\n /**\r\n * Gets the agent state\r\n * @param index agent index returned by addAgent\r\n * @returns agent state\r\n */\r\n getAgentState(index: number): number {\r\n return this.recastCrowd.getAgentState(index);\r\n }\r\n\r\n /**\r\n * returns true if the agent in over an off mesh link connection\r\n * @param index agent index returned by addAgent\r\n * @returns true if over an off mesh link connection\r\n */\r\n overOffmeshConnection(index: number): boolean {\r\n return this.recastCrowd.overOffmeshConnection(index);\r\n }\r\n\r\n /**\r\n * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh\r\n * @param index agent index returned by addAgent\r\n * @param destination targeted world position\r\n */\r\n agentGoto(index: number, destination: Vector3): void {\r\n this.recastCrowd.agentGoto(index, new this.bjsRECASTPlugin.bjsRECAST.Vec3(destination.x, destination.y, destination.z));\r\n\r\n // arm observer\r\n const item = this.agents.indexOf(index);\r\n if (item > -1) {\r\n this._agentDestinationArmed[item] = true;\r\n this._agentDestination[item].set(destination.x, destination.y, destination.z);\r\n }\r\n }\r\n\r\n /**\r\n * Teleport the agent to a new position\r\n * @param index agent index returned by addAgent\r\n * @param destination targeted world position\r\n */\r\n agentTeleport(index: number, destination: Vector3): void {\r\n this.recastCrowd.agentTeleport(index, new this.bjsRECASTPlugin.bjsRECAST.Vec3(destination.x, destination.y, destination.z));\r\n }\r\n\r\n /**\r\n * Update agent parameters\r\n * @param index agent index returned by addAgent\r\n * @param parameters agent parameters\r\n */\r\n updateAgentParameters(index: number, parameters: IAgentParameters): void {\r\n const agentParams = this.recastCrowd.getAgentParameters(index);\r\n\r\n if (parameters.radius !== undefined) {\r\n agentParams.radius = parameters.radius;\r\n }\r\n if (parameters.height !== undefined) {\r\n agentParams.height = parameters.height;\r\n }\r\n if (parameters.maxAcceleration !== undefined) {\r\n agentParams.maxAcceleration = parameters.maxAcceleration;\r\n }\r\n if (parameters.maxSpeed !== undefined) {\r\n agentParams.maxSpeed = parameters.maxSpeed;\r\n }\r\n if (parameters.collisionQueryRange !== undefined) {\r\n agentParams.collisionQueryRange = parameters.collisionQueryRange;\r\n }\r\n if (parameters.pathOptimizationRange !== undefined) {\r\n agentParams.pathOptimizationRange = parameters.pathOptimizationRange;\r\n }\r\n if (parameters.separationWeight !== undefined) {\r\n agentParams.separationWeight = parameters.separationWeight;\r\n }\r\n\r\n this.recastCrowd.setAgentParameters(index, agentParams);\r\n }\r\n\r\n /**\r\n * remove a particular agent previously created\r\n * @param index agent index returned by addAgent\r\n */\r\n removeAgent(index: number): void {\r\n this.recastCrowd.removeAgent(index);\r\n\r\n const item = this.agents.indexOf(index);\r\n if (item > -1) {\r\n this.agents.splice(item, 1);\r\n this.transforms.splice(item, 1);\r\n this.reachRadii.splice(item, 1);\r\n this._agentDestinationArmed.splice(item, 1);\r\n this._agentDestination.splice(item, 1);\r\n }\r\n }\r\n\r\n /**\r\n * get the list of all agents attached to this crowd\r\n * @returns list of agent indices\r\n */\r\n getAgents(): number[] {\r\n return this.agents;\r\n }\r\n\r\n /**\r\n * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function\r\n * @param deltaTime in seconds\r\n */\r\n update(deltaTime: number): void {\r\n // update obstacles\r\n this.bjsRECASTPlugin.navMesh.update();\r\n\r\n if (deltaTime <= Epsilon) {\r\n return;\r\n }\r\n // update crowd\r\n const timeStep = this.bjsRECASTPlugin.getTimeStep();\r\n const maxStepCount = this.bjsRECASTPlugin.getMaximumSubStepCount();\r\n if (timeStep <= Epsilon) {\r\n this.recastCrowd.update(deltaTime);\r\n } else {\r\n let iterationCount = Math.floor(deltaTime / timeStep);\r\n if (maxStepCount && iterationCount > maxStepCount) {\r\n iterationCount = maxStepCount;\r\n }\r\n if (iterationCount < 1) {\r\n iterationCount = 1;\r\n }\r\n\r\n const step = deltaTime / iterationCount;\r\n for (let i = 0; i < iterationCount; i++) {\r\n this.recastCrowd.update(step);\r\n }\r\n }\r\n\r\n // update transforms\r\n for (let index = 0; index < this.agents.length; index++) {\r\n // update transform position\r\n const agentIndex = this.agents[index];\r\n const agentPosition = this.getAgentPosition(agentIndex);\r\n this.transforms[index].position = agentPosition;\r\n // check agent reach destination\r\n if (this._agentDestinationArmed[index]) {\r\n const dx = agentPosition.x - this._agentDestination[index].x;\r\n const dz = agentPosition.z - this._agentDestination[index].z;\r\n const radius = this.reachRadii[index];\r\n const groundY = this._agentDestination[index].y - this.reachRadii[index];\r\n const ceilingY = this._agentDestination[index].y + this.reachRadii[index];\r\n const distanceXZSquared = dx * dx + dz * dz;\r\n if (agentPosition.y > groundY && agentPosition.y < ceilingY && distanceXZSquared < radius * radius) {\r\n this._agentDestinationArmed[index] = false;\r\n this.onReachTargetObservable.notifyObservers({ agentIndex: agentIndex, destination: this._agentDestination[index] });\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)\r\n * The queries will try to find a solution within those bounds\r\n * default is (1,1,1)\r\n * @param extent x,y,z value that define the extent around the queries point of reference\r\n */\r\n setDefaultQueryExtent(extent: Vector3): void {\r\n const ext = new this.bjsRECASTPlugin.bjsRECAST.Vec3(extent.x, extent.y, extent.z);\r\n this.recastCrowd.setDefaultQueryExtent(ext);\r\n }\r\n\r\n /**\r\n * Get the Bounding box extent specified by setDefaultQueryExtent\r\n * @returns the box extent values\r\n */\r\n getDefaultQueryExtent(): Vector3 {\r\n const p = this.recastCrowd.getDefaultQueryExtent();\r\n return new Vector3(p.x, p.y, p.z);\r\n }\r\n\r\n /**\r\n * Get the Bounding box extent result specified by setDefaultQueryExtent\r\n * @param result output the box extent values\r\n */\r\n getDefaultQueryExtentToRef(result: Vector3): void {\r\n const p = this.recastCrowd.getDefaultQueryExtent();\r\n result.set(p.x, p.y, p.z);\r\n }\r\n\r\n /**\r\n * Get the next corner points composing the path (max 4 points)\r\n * @param index agent index returned by addAgent\r\n * @returns array containing world position composing the path\r\n */\r\n getCorners(index: number): Vector3[] {\r\n let pt: number;\r\n const navPath = this.recastCrowd.getCorners(index);\r\n const pointCount = navPath.getPointCount();\r\n const positions = [];\r\n for (pt = 0; pt < pointCount; pt++) {\r\n const p = navPath.getPoint(pt);\r\n positions.push(new Vector3(p.x, p.y, p.z));\r\n }\r\n return positions;\r\n }\r\n\r\n /**\r\n * Release all resources\r\n */\r\n dispose(): void {\r\n this.recastCrowd.destroy();\r\n this._scene.onBeforeAnimationsObservable.remove(this._onBeforeAnimationsObserver);\r\n this._onBeforeAnimationsObserver = null;\r\n this.onReachTargetObservable.clear();\r\n }\r\n}\r\n"]}
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1
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+
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type { INavigationEnginePlugin, ICrowd, IAgentParameters, INavMeshParameters, IObstacle } from \"../../Navigation/INavigationEngine\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { VertexData } from \"../../Meshes/mesh.vertexData\";\r\nimport { Mesh } from \"../../Meshes/mesh\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Epsilon, Vector3, Matrix } from \"../../Maths/math\";\r\nimport type { TransformNode } from \"../../Meshes/transformNode\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { VertexBuffer } from \"../../Buffers/buffer\";\r\n\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\ndeclare let Recast: any;\r\n\r\n/**\r\n * RecastJS navigation plugin\r\n */\r\nexport class RecastJSPlugin implements INavigationEnginePlugin {\r\n /**\r\n * Reference to the Recast library\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public bjsRECAST: any = {};\r\n\r\n /**\r\n * plugin name\r\n */\r\n public name: string = \"RecastJSPlugin\";\r\n\r\n /**\r\n * the first navmesh created. We might extend this to support multiple navmeshes\r\n */\r\n public navMesh: any;\r\n\r\n private _maximumSubStepCount: number = 10;\r\n private _timeStep: number = 1 / 60;\r\n private _timeFactor: number = 1;\r\n\r\n private _tempVec1: any;\r\n private _tempVec2: any;\r\n\r\n private _worker: Nullable<Worker> = null;\r\n\r\n /**\r\n * Initializes the recastJS plugin\r\n * @param recastInjection can be used to inject your own recast reference\r\n */\r\n public constructor(recastInjection: any = Recast) {\r\n if (typeof recastInjection === \"function\") {\r\n Logger.Error(\"RecastJS is not ready. Please make sure you await Recast() before using the plugin.\");\r\n } else {\r\n this.bjsRECAST = recastInjection;\r\n }\r\n\r\n if (!this.isSupported()) {\r\n Logger.Error(\"RecastJS is not available. Please make sure you included the js file.\");\r\n return;\r\n }\r\n this.setTimeStep();\r\n\r\n this._tempVec1 = new this.bjsRECAST.Vec3();\r\n this._tempVec2 = new this.bjsRECAST.Vec3();\r\n }\r\n\r\n /**\r\n * Set worker URL to be used when generating a new navmesh\r\n * @param workerURL url string\r\n * @returns boolean indicating if worker is created\r\n */\r\n public setWorkerURL(workerURL: string | URL): boolean {\r\n if (window && window.Worker) {\r\n this._worker = new Worker(workerURL);\r\n return true;\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * Set the time step of the navigation tick update.\r\n * Default is 1/60.\r\n * A value of 0 will disable fixed time update\r\n * @param newTimeStep the new timestep to apply to this world.\r\n */\r\n setTimeStep(newTimeStep: number = 1 / 60): void {\r\n this._timeStep = newTimeStep;\r\n }\r\n\r\n /**\r\n * Get the time step of the navigation tick update.\r\n * @returns the current time step\r\n */\r\n getTimeStep(): number {\r\n return this._timeStep;\r\n }\r\n\r\n /**\r\n * If delta time in navigation tick update is greater than the time step\r\n * a number of sub iterations are done. If more iterations are needed to reach deltatime\r\n * they will be discarded.\r\n * A value of 0 will set to no maximum and update will use as many substeps as needed\r\n * @param newStepCount the maximum number of iterations\r\n */\r\n setMaximumSubStepCount(newStepCount: number = 10): void {\r\n this._maximumSubStepCount = newStepCount;\r\n }\r\n\r\n /**\r\n * Get the maximum number of iterations per navigation tick update\r\n * @returns the maximum number of iterations\r\n */\r\n getMaximumSubStepCount(): number {\r\n return this._maximumSubStepCount;\r\n }\r\n\r\n /**\r\n * Time factor applied when updating crowd agents (default 1). A value of 0 will pause crowd updates.\r\n * @param value the time factor applied at update\r\n */\r\n public set timeFactor(value: number) {\r\n this._timeFactor = Math.max(value, 0);\r\n }\r\n\r\n /**\r\n * Get the time factor used for crowd agent update\r\n * @returns the time factor\r\n */\r\n public get timeFactor(): number {\r\n return this._timeFactor;\r\n }\r\n\r\n /**\r\n * Creates a navigation mesh\r\n * @param meshes array of all the geometry used to compute the navigation mesh\r\n * @param parameters bunch of parameters used to filter geometry\r\n * @param completion callback when data is available from the worker. Not used without a worker\r\n */\r\n createNavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters, completion?: (navmeshData: Uint8Array) => void): void {\r\n if (this._worker && !completion) {\r\n Logger.Warn(\"A worker is available but no completion callback. Defaulting to blocking navmesh creation\");\r\n } else if (!this._worker && completion) {\r\n Logger.Warn(\"A completion callback is available but no worker. Defaulting to blocking navmesh creation\");\r\n }\r\n\r\n this.navMesh = new this.bjsRECAST.NavMesh();\r\n\r\n let index: number;\r\n let tri: number;\r\n let pt: number;\r\n\r\n const indices = [];\r\n const positions = [];\r\n let offset = 0;\r\n for (index = 0; index < meshes.length; index++) {\r\n if (meshes[index]) {\r\n const mesh = meshes[index];\r\n\r\n const meshIndices = mesh.getIndices();\r\n if (!meshIndices) {\r\n continue;\r\n }\r\n const meshPositions = mesh.getVerticesData(VertexBuffer.PositionKind, false, false);\r\n if (!meshPositions) {\r\n continue;\r\n }\r\n\r\n const worldMatrices = [];\r\n const worldMatrix = mesh.computeWorldMatrix(true);\r\n\r\n if (mesh.hasThinInstances) {\r\n const thinMatrices = mesh.thinInstanceGetWorldMatrices();\r\n for (let instanceIndex = 0; instanceIndex < thinMatrices.length; instanceIndex++) {\r\n const tmpMatrix = new Matrix();\r\n const thinMatrix = thinMatrices[instanceIndex];\r\n thinMatrix.multiplyToRef(worldMatrix, tmpMatrix);\r\n worldMatrices.push(tmpMatrix);\r\n }\r\n } else {\r\n worldMatrices.push(worldMatrix);\r\n }\r\n\r\n for (let matrixIndex = 0; matrixIndex < worldMatrices.length; matrixIndex++) {\r\n const wm = worldMatrices[matrixIndex];\r\n for (tri = 0; tri < meshIndices.length; tri++) {\r\n indices.push(meshIndices[tri] + offset);\r\n }\r\n\r\n const transformed = Vector3.Zero();\r\n const position = Vector3.Zero();\r\n for (pt = 0; pt < meshPositions.length; pt += 3) {\r\n Vector3.FromArrayToRef(meshPositions, pt, position);\r\n Vector3.TransformCoordinatesToRef(position, wm, transformed);\r\n positions.push(transformed.x, transformed.y, transformed.z);\r\n }\r\n\r\n offset += meshPositions.length / 3;\r\n }\r\n }\r\n }\r\n\r\n if (this._worker && completion) {\r\n // spawn worker and send message\r\n this._worker.postMessage([positions, offset, indices, indices.length, parameters]);\r\n this._worker.onmessage = function (e) {\r\n completion(e.data);\r\n };\r\n } else {\r\n // blocking calls\r\n const rc = new this.bjsRECAST.rcConfig();\r\n rc.cs = parameters.cs;\r\n rc.ch = parameters.ch;\r\n rc.borderSize = parameters.borderSize ? parameters.borderSize : 0;\r\n rc.tileSize = parameters.tileSize ? parameters.tileSize : 0;\r\n rc.walkableSlopeAngle = parameters.walkableSlopeAngle;\r\n rc.walkableHeight = parameters.walkableHeight;\r\n rc.walkableClimb = parameters.walkableClimb;\r\n rc.walkableRadius = parameters.walkableRadius;\r\n rc.maxEdgeLen = parameters.maxEdgeLen;\r\n rc.maxSimplificationError = parameters.maxSimplificationError;\r\n rc.minRegionArea = parameters.minRegionArea;\r\n rc.mergeRegionArea = parameters.mergeRegionArea;\r\n rc.maxVertsPerPoly = parameters.maxVertsPerPoly;\r\n rc.detailSampleDist = parameters.detailSampleDist;\r\n rc.detailSampleMaxError = parameters.detailSampleMaxError;\r\n\r\n this.navMesh.build(positions, offset, indices, indices.length, rc);\r\n }\r\n }\r\n\r\n /**\r\n * Create a navigation mesh debug mesh\r\n * @param scene is where the mesh will be added\r\n * @returns debug display mesh\r\n */\r\n createDebugNavMesh(scene: Scene): Mesh {\r\n let tri: number;\r\n let pt: number;\r\n const debugNavMesh = this.navMesh.getDebugNavMesh();\r\n const triangleCount = debugNavMesh.getTriangleCount();\r\n\r\n const indices = [];\r\n const positions = [];\r\n for (tri = 0; tri < triangleCount * 3; tri++) {\r\n indices.push(tri);\r\n }\r\n for (tri = 0; tri < triangleCount; tri++) {\r\n for (pt = 0; pt < 3; pt++) {\r\n const point = debugNavMesh.getTriangle(tri).getPoint(pt);\r\n positions.push(point.x, point.y, point.z);\r\n }\r\n }\r\n\r\n const mesh = new Mesh(\"NavMeshDebug\", scene);\r\n const vertexData = new VertexData();\r\n\r\n vertexData.indices = indices;\r\n vertexData.positions = positions;\r\n vertexData.applyToMesh(mesh, false);\r\n return mesh;\r\n }\r\n\r\n /**\r\n * Get a navigation mesh constrained position, closest to the parameter position\r\n * @param position world position\r\n * @returns the closest point to position constrained by the navigation mesh\r\n */\r\n getClosestPoint(position: Vector3): Vector3 {\r\n this._tempVec1.x = position.x;\r\n this._tempVec1.y = position.y;\r\n this._tempVec1.z = position.z;\r\n const ret = this.navMesh.getClosestPoint(this._tempVec1);\r\n const pr = new Vector3(ret.x, ret.y, ret.z);\r\n return pr;\r\n }\r\n\r\n /**\r\n * Get a navigation mesh constrained position, closest to the parameter position\r\n * @param position world position\r\n * @param result output the closest point to position constrained by the navigation mesh\r\n */\r\n getClosestPointToRef(position: Vector3, result: Vector3): void {\r\n this._tempVec1.x = position.x;\r\n this._tempVec1.y = position.y;\r\n this._tempVec1.z = position.z;\r\n const ret = this.navMesh.getClosestPoint(this._tempVec1);\r\n result.set(ret.x, ret.y, ret.z);\r\n }\r\n\r\n /**\r\n * Get a navigation mesh constrained position, within a particular radius\r\n * @param position world position\r\n * @param maxRadius the maximum distance to the constrained world position\r\n * @returns the closest point to position constrained by the navigation mesh\r\n */\r\n getRandomPointAround(position: Vector3, maxRadius: number): Vector3 {\r\n this._tempVec1.x = position.x;\r\n this._tempVec1.y = position.y;\r\n this._tempVec1.z = position.z;\r\n const ret = this.navMesh.getRandomPointAround(this._tempVec1, maxRadius);\r\n const pr = new Vector3(ret.x, ret.y, ret.z);\r\n return pr;\r\n }\r\n\r\n /**\r\n * Get a navigation mesh constrained position, within a particular radius\r\n * @param position world position\r\n * @param maxRadius the maximum distance to the constrained world position\r\n * @param result output the closest point to position constrained by the navigation mesh\r\n */\r\n getRandomPointAroundToRef(position: Vector3, maxRadius: number, result: Vector3): void {\r\n this._tempVec1.x = position.x;\r\n this._tempVec1.y = position.y;\r\n this._tempVec1.z = position.z;\r\n const ret = this.navMesh.getRandomPointAround(this._tempVec1, maxRadius);\r\n result.set(ret.x, ret.y, ret.z);\r\n }\r\n\r\n /**\r\n * Compute the final position from a segment made of destination-position\r\n * @param position world position\r\n * @param destination world position\r\n * @returns the resulting point along the navmesh\r\n */\r\n moveAlong(position: Vector3, destination: Vector3): Vector3 {\r\n this._tempVec1.x = position.x;\r\n this._tempVec1.y = position.y;\r\n this._tempVec1.z = position.z;\r\n this._tempVec2.x = destination.x;\r\n this._tempVec2.y = destination.y;\r\n this._tempVec2.z = destination.z;\r\n const ret = this.navMesh.moveAlong(this._tempVec1, this._tempVec2);\r\n const pr = new Vector3(ret.x, ret.y, ret.z);\r\n return pr;\r\n }\r\n\r\n /**\r\n * Compute the final position from a segment made of destination-position\r\n * @param position world position\r\n * @param destination world position\r\n * @param result output the resulting point along the navmesh\r\n */\r\n moveAlongToRef(position: Vector3, destination: Vector3, result: Vector3): void {\r\n this._tempVec1.x = position.x;\r\n this._tempVec1.y = position.y;\r\n this._tempVec1.z = position.z;\r\n this._tempVec2.x = destination.x;\r\n this._tempVec2.y = destination.y;\r\n this._tempVec2.z = destination.z;\r\n const ret = this.navMesh.moveAlong(this._tempVec1, this._tempVec2);\r\n result.set(ret.x, ret.y, ret.z);\r\n }\r\n\r\n private _convertNavPathPoints(navPath: any): Vector3[] {\r\n let pt: number;\r\n const pointCount = navPath.getPointCount();\r\n const positions = [];\r\n for (pt = 0; pt < pointCount; pt++) {\r\n const p = navPath.getPoint(pt);\r\n positions.push(new Vector3(p.x, p.y, p.z));\r\n }\r\n return positions;\r\n }\r\n\r\n /**\r\n * Compute a navigation path from start to end. Returns an empty array if no path can be computed\r\n * Path is straight.\r\n * @param start world position\r\n * @param end world position\r\n * @returns array containing world position composing the path\r\n */\r\n computePath(start: Vector3, end: Vector3): Vector3[] {\r\n this._tempVec1.x = start.x;\r\n this._tempVec1.y = start.y;\r\n this._tempVec1.z = start.z;\r\n this._tempVec2.x = end.x;\r\n this._tempVec2.y = end.y;\r\n this._tempVec2.z = end.z;\r\n const navPath = this.navMesh.computePath(this._tempVec1, this._tempVec2);\r\n return this._convertNavPathPoints(navPath);\r\n }\r\n\r\n /**\r\n * Compute a navigation path from start to end. Returns an empty array if no path can be computed.\r\n * Path follows navigation mesh geometry.\r\n * @param start world position\r\n * @param end world position\r\n * @returns array containing world position composing the path\r\n */\r\n computePathSmooth(start: Vector3, end: Vector3): Vector3[] {\r\n this._tempVec1.x = start.x;\r\n this._tempVec1.y = start.y;\r\n this._tempVec1.z = start.z;\r\n this._tempVec2.x = end.x;\r\n this._tempVec2.y = end.y;\r\n this._tempVec2.z = end.z;\r\n const navPath = this.navMesh.computePathSmooth(this._tempVec1, this._tempVec2);\r\n return this._convertNavPathPoints(navPath);\r\n }\r\n /**\r\n * Create a new Crowd so you can add agents\r\n * @param maxAgents the maximum agent count in the crowd\r\n * @param maxAgentRadius the maximum radius an agent can have\r\n * @param scene to attach the crowd to\r\n * @returns the crowd you can add agents to\r\n */\r\n createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd {\r\n const crowd = new RecastJSCrowd(this, maxAgents, maxAgentRadius, scene);\r\n return crowd;\r\n }\r\n\r\n /**\r\n * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)\r\n * The queries will try to find a solution within those bounds\r\n * default is (1,1,1)\r\n * @param extent x,y,z value that define the extent around the queries point of reference\r\n */\r\n setDefaultQueryExtent(extent: Vector3): void {\r\n this._tempVec1.x = extent.x;\r\n this._tempVec1.y = extent.y;\r\n this._tempVec1.z = extent.z;\r\n this.navMesh.setDefaultQueryExtent(this._tempVec1);\r\n }\r\n\r\n /**\r\n * Get the Bounding box extent specified by setDefaultQueryExtent\r\n * @returns the box extent values\r\n */\r\n getDefaultQueryExtent(): Vector3 {\r\n const p = this.navMesh.getDefaultQueryExtent();\r\n return new Vector3(p.x, p.y, p.z);\r\n }\r\n\r\n /**\r\n * build the navmesh from a previously saved state using getNavmeshData\r\n * @param data the Uint8Array returned by getNavmeshData\r\n */\r\n buildFromNavmeshData(data: Uint8Array): void {\r\n const nDataBytes = data.length * data.BYTES_PER_ELEMENT;\r\n const dataPtr = this.bjsRECAST._malloc(nDataBytes);\r\n\r\n const dataHeap = new Uint8Array(this.bjsRECAST.HEAPU8.buffer, dataPtr, nDataBytes);\r\n dataHeap.set(data);\r\n\r\n const buf = new this.bjsRECAST.NavmeshData();\r\n buf.dataPointer = dataHeap.byteOffset;\r\n buf.size = data.length;\r\n this.navMesh = new this.bjsRECAST.NavMesh();\r\n this.navMesh.buildFromNavmeshData(buf);\r\n\r\n // Free memory\r\n this.bjsRECAST._free(dataHeap.byteOffset);\r\n }\r\n\r\n /**\r\n * returns the navmesh data that can be used later. The navmesh must be built before retrieving the data\r\n * @returns data the Uint8Array that can be saved and reused\r\n */\r\n getNavmeshData(): Uint8Array {\r\n const navmeshData = this.navMesh.getNavmeshData();\r\n const arrView = new Uint8Array(this.bjsRECAST.HEAPU8.buffer, navmeshData.dataPointer, navmeshData.size);\r\n const ret = new Uint8Array(navmeshData.size);\r\n ret.set(arrView);\r\n this.navMesh.freeNavmeshData(navmeshData);\r\n return ret;\r\n }\r\n\r\n /**\r\n * Get the Bounding box extent result specified by setDefaultQueryExtent\r\n * @param result output the box extent values\r\n */\r\n getDefaultQueryExtentToRef(result: Vector3): void {\r\n const p = this.navMesh.getDefaultQueryExtent();\r\n result.set(p.x, p.y, p.z);\r\n }\r\n\r\n /**\r\n * Disposes of the plugin resources\r\n */\r\n public dispose() {\r\n if (this._worker) {\r\n // Clear handlers and terminate the worker to avoid leaks\r\n this._worker.onmessage = null;\r\n // Clear other handlers if they were used\r\n (this._worker as any).onerror = null;\r\n this._worker.terminate();\r\n }\r\n this._worker = null;\r\n }\r\n\r\n /**\r\n * Creates a cylinder obstacle and add it to the navigation\r\n * @param position world position\r\n * @param radius cylinder radius\r\n * @param height cylinder height\r\n * @returns the obstacle freshly created\r\n */\r\n addCylinderObstacle(position: Vector3, radius: number, height: number): Nullable<IObstacle> {\r\n this._tempVec1.x = position.x;\r\n this._tempVec1.y = position.y;\r\n this._tempVec1.z = position.z;\r\n return this.navMesh.addCylinderObstacle(this._tempVec1, radius, height);\r\n }\r\n\r\n /**\r\n * Creates an oriented box obstacle and add it to the navigation\r\n * @param position world position\r\n * @param extent box size\r\n * @param angle angle in radians of the box orientation on Y axis\r\n * @returns the obstacle freshly created\r\n */\r\n addBoxObstacle(position: Vector3, extent: Vector3, angle: number): Nullable<IObstacle> {\r\n this._tempVec1.x = position.x;\r\n this._tempVec1.y = position.y;\r\n this._tempVec1.z = position.z;\r\n this._tempVec2.x = extent.x;\r\n this._tempVec2.y = extent.y;\r\n this._tempVec2.z = extent.z;\r\n return this.navMesh.addBoxObstacle(this._tempVec1, this._tempVec2, angle);\r\n }\r\n\r\n /**\r\n * Removes an obstacle created by addCylinderObstacle or addBoxObstacle\r\n * @param obstacle obstacle to remove from the navigation\r\n */\r\n removeObstacle(obstacle: IObstacle): void {\r\n this.navMesh.removeObstacle(obstacle);\r\n }\r\n\r\n /**\r\n * If this plugin is supported\r\n * @returns true if plugin is supported\r\n */\r\n public isSupported(): boolean {\r\n return this.bjsRECAST !== undefined;\r\n }\r\n\r\n /**\r\n * Returns the seed used for randomized functions like `getRandomPointAround`\r\n * @returns seed number\r\n */\r\n public getRandomSeed(): number {\r\n return this.bjsRECAST._getRandomSeed();\r\n }\r\n\r\n /**\r\n * Set the seed used for randomized functions like `getRandomPointAround`\r\n * @param seed number used as seed for random functions\r\n */\r\n public setRandomSeed(seed: number): void {\r\n this.bjsRECAST._setRandomSeed(seed);\r\n }\r\n}\r\n\r\n/**\r\n * Recast detour crowd implementation\r\n */\r\nexport class RecastJSCrowd implements ICrowd {\r\n /**\r\n * Recast/detour plugin\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public bjsRECASTPlugin: RecastJSPlugin;\r\n /**\r\n * Link to the detour crowd\r\n */\r\n public recastCrowd: any = {};\r\n /**\r\n * One transform per agent\r\n */\r\n public transforms: TransformNode[] = new Array<TransformNode>();\r\n /**\r\n * All agents created\r\n */\r\n public agents: number[] = new Array<number>();\r\n /**\r\n * agents reach radius\r\n */\r\n public reachRadii: number[] = new Array<number>();\r\n /**\r\n * true when a destination is active for an agent and notifier hasn't been notified of reach\r\n */\r\n private _agentDestinationArmed: boolean[] = new Array<boolean>();\r\n /**\r\n * agent current target\r\n */\r\n private _agentDestination: Vector3[] = new Array<Vector3>();\r\n /**\r\n * Link to the scene is kept to unregister the crowd from the scene\r\n */\r\n private _scene: Scene;\r\n\r\n /**\r\n * Observer for crowd updates\r\n */\r\n private _onBeforeAnimationsObserver: Nullable<Observer<Scene>> = null;\r\n\r\n /**\r\n * Fires each time an agent is in reach radius of its destination\r\n */\r\n public onReachTargetObservable = new Observable<{ agentIndex: number; destination: Vector3 }>();\r\n\r\n /**\r\n * Constructor\r\n * @param plugin recastJS plugin\r\n * @param maxAgents the maximum agent count in the crowd\r\n * @param maxAgentRadius the maximum radius an agent can have\r\n * @param scene to attach the crowd to\r\n * @returns the crowd you can add agents to\r\n */\r\n public constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene) {\r\n this.bjsRECASTPlugin = plugin;\r\n this.recastCrowd = new this.bjsRECASTPlugin.bjsRECAST.Crowd(maxAgents, maxAgentRadius, this.bjsRECASTPlugin.navMesh.getNavMesh());\r\n this._scene = scene;\r\n\r\n this._onBeforeAnimationsObserver = scene.onBeforeAnimationsObservable.add(() => {\r\n this.update(scene.getEngine().getDeltaTime() * 0.001 * plugin.timeFactor);\r\n });\r\n }\r\n\r\n /**\r\n * Add a new agent to the crowd with the specified parameter a corresponding transformNode.\r\n * You can attach anything to that node. The node position is updated in the scene update tick.\r\n * @param pos world position that will be constrained by the navigation mesh\r\n * @param parameters agent parameters\r\n * @param transform hooked to the agent that will be update by the scene\r\n * @returns agent index\r\n */\r\n addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number {\r\n const agentParams = new this.bjsRECASTPlugin.bjsRECAST.dtCrowdAgentParams();\r\n agentParams.radius = parameters.radius;\r\n agentParams.height = parameters.height;\r\n agentParams.maxAcceleration = parameters.maxAcceleration;\r\n agentParams.maxSpeed = parameters.maxSpeed;\r\n agentParams.collisionQueryRange = parameters.collisionQueryRange;\r\n agentParams.pathOptimizationRange = parameters.pathOptimizationRange;\r\n agentParams.separationWeight = parameters.separationWeight;\r\n agentParams.updateFlags = 7;\r\n agentParams.obstacleAvoidanceType = 0;\r\n agentParams.queryFilterType = 0;\r\n agentParams.userData = 0;\r\n\r\n const agentIndex = this.recastCrowd.addAgent(new this.bjsRECASTPlugin.bjsRECAST.Vec3(pos.x, pos.y, pos.z), agentParams);\r\n this.transforms.push(transform);\r\n this.agents.push(agentIndex);\r\n this.reachRadii.push(parameters.reachRadius ? parameters.reachRadius : parameters.radius);\r\n this._agentDestinationArmed.push(false);\r\n this._agentDestination.push(new Vector3(0, 0, 0));\r\n return agentIndex;\r\n }\r\n\r\n /**\r\n * Returns the agent position in world space\r\n * @param index agent index returned by addAgent\r\n * @returns world space position\r\n */\r\n getAgentPosition(index: number): Vector3 {\r\n const agentPos = this.recastCrowd.getAgentPosition(index);\r\n return new Vector3(agentPos.x, agentPos.y, agentPos.z);\r\n }\r\n\r\n /**\r\n * Returns the agent position result in world space\r\n * @param index agent index returned by addAgent\r\n * @param result output world space position\r\n */\r\n getAgentPositionToRef(index: number, result: Vector3): void {\r\n const agentPos = this.recastCrowd.getAgentPosition(index);\r\n result.set(agentPos.x, agentPos.y, agentPos.z);\r\n }\r\n\r\n /**\r\n * Returns the agent velocity in world space\r\n * @param index agent index returned by addAgent\r\n * @returns world space velocity\r\n */\r\n getAgentVelocity(index: number): Vector3 {\r\n const agentVel = this.recastCrowd.getAgentVelocity(index);\r\n return new Vector3(agentVel.x, agentVel.y, agentVel.z);\r\n }\r\n\r\n /**\r\n * Returns the agent velocity result in world space\r\n * @param index agent index returned by addAgent\r\n * @param result output world space velocity\r\n */\r\n getAgentVelocityToRef(index: number, result: Vector3): void {\r\n const agentVel = this.recastCrowd.getAgentVelocity(index);\r\n result.set(agentVel.x, agentVel.y, agentVel.z);\r\n }\r\n\r\n /**\r\n * Returns the agent next target point on the path\r\n * @param index agent index returned by addAgent\r\n * @returns world space position\r\n */\r\n getAgentNextTargetPath(index: number): Vector3 {\r\n const pathTargetPos = this.recastCrowd.getAgentNextTargetPath(index);\r\n return new Vector3(pathTargetPos.x, pathTargetPos.y, pathTargetPos.z);\r\n }\r\n\r\n /**\r\n * Returns the agent next target point on the path\r\n * @param index agent index returned by addAgent\r\n * @param result output world space position\r\n */\r\n getAgentNextTargetPathToRef(index: number, result: Vector3): void {\r\n const pathTargetPos = this.recastCrowd.getAgentNextTargetPath(index);\r\n result.set(pathTargetPos.x, pathTargetPos.y, pathTargetPos.z);\r\n }\r\n\r\n /**\r\n * Gets the agent state\r\n * @param index agent index returned by addAgent\r\n * @returns agent state\r\n */\r\n getAgentState(index: number): number {\r\n return this.recastCrowd.getAgentState(index);\r\n }\r\n\r\n /**\r\n * returns true if the agent in over an off mesh link connection\r\n * @param index agent index returned by addAgent\r\n * @returns true if over an off mesh link connection\r\n */\r\n overOffmeshConnection(index: number): boolean {\r\n return this.recastCrowd.overOffmeshConnection(index);\r\n }\r\n\r\n /**\r\n * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh\r\n * @param index agent index returned by addAgent\r\n * @param destination targeted world position\r\n */\r\n agentGoto(index: number, destination: Vector3): void {\r\n this.recastCrowd.agentGoto(index, new this.bjsRECASTPlugin.bjsRECAST.Vec3(destination.x, destination.y, destination.z));\r\n\r\n // arm observer\r\n const item = this.agents.indexOf(index);\r\n if (item > -1) {\r\n this._agentDestinationArmed[item] = true;\r\n this._agentDestination[item].set(destination.x, destination.y, destination.z);\r\n }\r\n }\r\n\r\n /**\r\n * Teleport the agent to a new position\r\n * @param index agent index returned by addAgent\r\n * @param destination targeted world position\r\n */\r\n agentTeleport(index: number, destination: Vector3): void {\r\n this.recastCrowd.agentTeleport(index, new this.bjsRECASTPlugin.bjsRECAST.Vec3(destination.x, destination.y, destination.z));\r\n }\r\n\r\n /**\r\n * Update agent parameters\r\n * @param index agent index returned by addAgent\r\n * @param parameters agent parameters\r\n */\r\n updateAgentParameters(index: number, parameters: IAgentParameters): void {\r\n const agentParams = this.recastCrowd.getAgentParameters(index);\r\n\r\n if (parameters.radius !== undefined) {\r\n agentParams.radius = parameters.radius;\r\n }\r\n if (parameters.height !== undefined) {\r\n agentParams.height = parameters.height;\r\n }\r\n if (parameters.maxAcceleration !== undefined) {\r\n agentParams.maxAcceleration = parameters.maxAcceleration;\r\n }\r\n if (parameters.maxSpeed !== undefined) {\r\n agentParams.maxSpeed = parameters.maxSpeed;\r\n }\r\n if (parameters.collisionQueryRange !== undefined) {\r\n agentParams.collisionQueryRange = parameters.collisionQueryRange;\r\n }\r\n if (parameters.pathOptimizationRange !== undefined) {\r\n agentParams.pathOptimizationRange = parameters.pathOptimizationRange;\r\n }\r\n if (parameters.separationWeight !== undefined) {\r\n agentParams.separationWeight = parameters.separationWeight;\r\n }\r\n\r\n this.recastCrowd.setAgentParameters(index, agentParams);\r\n }\r\n\r\n /**\r\n * remove a particular agent previously created\r\n * @param index agent index returned by addAgent\r\n */\r\n removeAgent(index: number): void {\r\n this.recastCrowd.removeAgent(index);\r\n\r\n const item = this.agents.indexOf(index);\r\n if (item > -1) {\r\n this.agents.splice(item, 1);\r\n this.transforms.splice(item, 1);\r\n this.reachRadii.splice(item, 1);\r\n this._agentDestinationArmed.splice(item, 1);\r\n this._agentDestination.splice(item, 1);\r\n }\r\n }\r\n\r\n /**\r\n * get the list of all agents attached to this crowd\r\n * @returns list of agent indices\r\n */\r\n getAgents(): number[] {\r\n return this.agents;\r\n }\r\n\r\n /**\r\n * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function\r\n * @param deltaTime in seconds\r\n */\r\n update(deltaTime: number): void {\r\n // update obstacles\r\n this.bjsRECASTPlugin.navMesh.update();\r\n\r\n if (deltaTime <= Epsilon) {\r\n return;\r\n }\r\n // update crowd\r\n const timeStep = this.bjsRECASTPlugin.getTimeStep();\r\n const maxStepCount = this.bjsRECASTPlugin.getMaximumSubStepCount();\r\n if (timeStep <= Epsilon) {\r\n this.recastCrowd.update(deltaTime);\r\n } else {\r\n let iterationCount = Math.floor(deltaTime / timeStep);\r\n if (maxStepCount && iterationCount > maxStepCount) {\r\n iterationCount = maxStepCount;\r\n }\r\n if (iterationCount < 1) {\r\n iterationCount = 1;\r\n }\r\n\r\n const step = deltaTime / iterationCount;\r\n for (let i = 0; i < iterationCount; i++) {\r\n this.recastCrowd.update(step);\r\n }\r\n }\r\n\r\n // update transforms\r\n for (let index = 0; index < this.agents.length; index++) {\r\n // update transform position\r\n const agentIndex = this.agents[index];\r\n const agentPosition = this.getAgentPosition(agentIndex);\r\n this.transforms[index].position = agentPosition;\r\n // check agent reach destination\r\n if (this._agentDestinationArmed[index]) {\r\n const dx = agentPosition.x - this._agentDestination[index].x;\r\n const dz = agentPosition.z - this._agentDestination[index].z;\r\n const radius = this.reachRadii[index];\r\n const groundY = this._agentDestination[index].y - this.reachRadii[index];\r\n const ceilingY = this._agentDestination[index].y + this.reachRadii[index];\r\n const distanceXZSquared = dx * dx + dz * dz;\r\n if (agentPosition.y > groundY && agentPosition.y < ceilingY && distanceXZSquared < radius * radius) {\r\n this._agentDestinationArmed[index] = false;\r\n this.onReachTargetObservable.notifyObservers({ agentIndex: agentIndex, destination: this._agentDestination[index] });\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)\r\n * The queries will try to find a solution within those bounds\r\n * default is (1,1,1)\r\n * @param extent x,y,z value that define the extent around the queries point of reference\r\n */\r\n setDefaultQueryExtent(extent: Vector3): void {\r\n const ext = new this.bjsRECASTPlugin.bjsRECAST.Vec3(extent.x, extent.y, extent.z);\r\n this.recastCrowd.setDefaultQueryExtent(ext);\r\n }\r\n\r\n /**\r\n * Get the Bounding box extent specified by setDefaultQueryExtent\r\n * @returns the box extent values\r\n */\r\n getDefaultQueryExtent(): Vector3 {\r\n const p = this.recastCrowd.getDefaultQueryExtent();\r\n return new Vector3(p.x, p.y, p.z);\r\n }\r\n\r\n /**\r\n * Get the Bounding box extent result specified by setDefaultQueryExtent\r\n * @param result output the box extent values\r\n */\r\n getDefaultQueryExtentToRef(result: Vector3): void {\r\n const p = this.recastCrowd.getDefaultQueryExtent();\r\n result.set(p.x, p.y, p.z);\r\n }\r\n\r\n /**\r\n * Get the next corner points composing the path (max 4 points)\r\n * @param index agent index returned by addAgent\r\n * @returns array containing world position composing the path\r\n */\r\n getCorners(index: number): Vector3[] {\r\n let pt: number;\r\n const navPath = this.recastCrowd.getCorners(index);\r\n const pointCount = navPath.getPointCount();\r\n const positions = [];\r\n for (pt = 0; pt < pointCount; pt++) {\r\n const p = navPath.getPoint(pt);\r\n positions.push(new Vector3(p.x, p.y, p.z));\r\n }\r\n return positions;\r\n }\r\n\r\n /**\r\n * Release all resources\r\n */\r\n dispose(): void {\r\n this.recastCrowd.destroy();\r\n this._scene.onBeforeAnimationsObservable.remove(this._onBeforeAnimationsObserver);\r\n this._onBeforeAnimationsObserver = null;\r\n this.onReachTargetObservable.clear();\r\n }\r\n}\r\n"]}
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@@ -70,7 +70,7 @@ export class UpdateNoiseBlock extends NodeParticleBlock {
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const processNoise = (particle) => {
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71
71
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// Get the texture directly from the block's stored value to support procedural textures
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// (as the block caches the texture data)
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73
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-
const texture = noiseTextureBlock.
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73
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+
const texture = noiseTextureBlock.textureOutput._storedValue;
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74
74
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if (!texture || !texture.isReady()) {
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return;
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}
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@@ -1 +1 @@
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1
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-
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type { Nullable } from \"core/types\";\r\nimport type { ISize } from \"core/Maths/math.size\";\r\nimport type { ProceduralTexture } from \"core/Materials/Textures/Procedurals/proceduralTexture\";\r\nimport type { Particle } from \"core/Particles/particle\";\r\nimport type { ThinParticleSystem } from \"core/Particles/thinParticleSystem\";\r\nimport type { NodeParticleConnectionPoint } from \"core/Particles/Node/nodeParticleBlockConnectionPoint\";\r\nimport type { NodeParticleBuildState } from \"core/Particles/Node/nodeParticleBuildState\";\r\nimport type { ParticleTextureSourceBlock } from \"core/Particles/Node/Blocks/particleSourceTextureBlock\";\r\n\r\nimport { TmpVectors, Vector3 } from \"core/Maths/math.vector\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport { NodeParticleBlock } from \"core/Particles/Node/nodeParticleBlock\";\r\nimport { NodeParticleBlockConnectionPointTypes } from \"core/Particles/Node/Enums/nodeParticleBlockConnectionPointTypes\";\r\nimport { _ConnectAtTheEnd } from \"core/Particles/Queue/executionQueue\";\r\n\r\n/**\r\n * Block used to update particle position based on a noise texture\r\n */\r\nexport class UpdateNoiseBlock extends NodeParticleBlock {\r\n /**\r\n * Create a new UpdateNoiseBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"particle\", NodeParticleBlockConnectionPointTypes.Particle);\r\n this.registerInput(\"noiseTexture\", NodeParticleBlockConnectionPointTypes.Texture);\r\n this.registerInput(\"strength\", NodeParticleBlockConnectionPointTypes.Vector3, true, new Vector3(100, 100, 100));\r\n this.registerOutput(\"output\", NodeParticleBlockConnectionPointTypes.Particle);\r\n }\r\n\r\n /**\r\n * Gets the particle component\r\n */\r\n public get particle(): NodeParticleConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the noiseTexture input component\r\n */\r\n public get noiseTexture(): NodeParticleConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the strength input component\r\n */\r\n public get strength(): NodeParticleConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeParticleConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"UpdateNoiseBlock\";\r\n }\r\n\r\n /**\r\n * Builds the block\r\n * @param state defines the current build state\r\n */\r\n public override _build(state: NodeParticleBuildState) {\r\n const system = this.particle.getConnectedValue(state) as ThinParticleSystem;\r\n\r\n const strength = this.strength.getConnectedValue(state) as Vector3;\r\n if (!strength) {\r\n return;\r\n }\r\n\r\n const noiseTextureBlock = this.noiseTexture.connectedPoint?.ownerBlock as ParticleTextureSourceBlock;\r\n if (!noiseTextureBlock) {\r\n return;\r\n }\r\n\r\n // These will be updated each frame for procedural textures\r\n let noiseTextureData: Nullable<Uint8Array | Uint8ClampedArray> = null;\r\n let noiseTextureSize: Nullable<ISize> = null;\r\n let lastFrameId = -1;\r\n\r\n const processNoise = (particle: Particle) => {\r\n // Get the texture directly from the block's stored value to support procedural textures\r\n // (as the block caches the texture data)\r\n const texture = noiseTextureBlock.texture._storedValue as ProceduralTexture;\r\n if (!texture || !texture.isReady()) {\r\n return;\r\n }\r\n\r\n // Fetch fresh texture data once per frame (like in thinParticleSystem)\r\n const currentFrameId = texture.getScene()?.getFrameId() ?? -1;\r\n if (currentFrameId !== lastFrameId) {\r\n lastFrameId = currentFrameId;\r\n\r\n // Texture size only needs to be fetched once\r\n if (!noiseTextureSize) {\r\n noiseTextureSize = texture.getSize();\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises, github/no-then\r\n texture.getContent()?.then((data) => {\r\n noiseTextureData = data as Uint8Array;\r\n });\r\n }\r\n\r\n // Skip if we don't have texture data yet\r\n if (!noiseTextureData || !noiseTextureSize) {\r\n return;\r\n }\r\n\r\n if (!particle._properties.randomNoiseCoordinates1) {\r\n particle._properties.randomNoiseCoordinates1 = new Vector3(Math.random(), Math.random(), Math.random());\r\n }\r\n\r\n if (!particle._properties.randomNoiseCoordinates2) {\r\n particle._properties.randomNoiseCoordinates2 = new Vector3(Math.random(), Math.random(), Math.random());\r\n }\r\n\r\n const fetchedColorR = system._fetchR(\r\n particle._properties.randomNoiseCoordinates1.x,\r\n particle._properties.randomNoiseCoordinates1.y,\r\n noiseTextureSize.width,\r\n noiseTextureSize.height,\r\n noiseTextureData\r\n );\r\n const fetchedColorG = system._fetchR(\r\n particle._properties.randomNoiseCoordinates1.z,\r\n particle._properties.randomNoiseCoordinates2.x,\r\n noiseTextureSize.width,\r\n noiseTextureSize.height,\r\n noiseTextureData\r\n );\r\n const fetchedColorB = system._fetchR(\r\n particle._properties.randomNoiseCoordinates2.y,\r\n particle._properties.randomNoiseCoordinates2.z,\r\n noiseTextureSize.width,\r\n noiseTextureSize.height,\r\n noiseTextureData\r\n );\r\n\r\n const force = TmpVectors.Vector3[0];\r\n const scaledForce = TmpVectors.Vector3[1];\r\n\r\n force.copyFromFloats((2 * fetchedColorR - 1) * strength.x, (2 * fetchedColorG - 1) * strength.y, (2 * fetchedColorB - 1) * strength.z);\r\n\r\n force.scaleToRef(system._tempScaledUpdateSpeed, scaledForce);\r\n particle.direction.addInPlace(scaledForce);\r\n };\r\n\r\n const noiseProcessing = {\r\n process: processNoise,\r\n previousItem: null,\r\n nextItem: null,\r\n };\r\n\r\n if (system._updateQueueStart) {\r\n _ConnectAtTheEnd(noiseProcessing, system._updateQueueStart);\r\n } else {\r\n system._updateQueueStart = noiseProcessing;\r\n }\r\n\r\n this.output._storedValue = system;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.UpdateNoiseBlock\", UpdateNoiseBlock);\r\n"]}
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1
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+
{"version":3,"file":"updateNoiseBlock.js","sourceRoot":"","sources":["../../../../../../../dev/core/src/Particles/Node/Blocks/Update/updateNoiseBlock.ts"],"names":[],"mappings":"AASA,OAAO,EAAE,UAAU,EAAE,OAAO,EAAE,yCAA+B;AAC7D,OAAO,EAAE,aAAa,EAAE,sCAA4B;AACpD,OAAO,EAAE,iBAAiB,EAAE,mCAA8C;AAC1E,OAAO,EAAE,qCAAqC,EAAE,6DAAwE;AACxH,OAAO,EAAE,gBAAgB,EAAE,yCAA4C;AAEvE;;GAEG;AACH,MAAM,OAAO,gBAAiB,SAAQ,iBAAiB;IACnD;;;OAGG;IACH,YAAmB,IAAY;QAC3B,KAAK,CAAC,IAAI,CAAC,CAAC;QAEZ,IAAI,CAAC,aAAa,CAAC,UAAU,EAAE,qCAAqC,CAAC,QAAQ,CAAC,CAAC;QAC/E,IAAI,CAAC,aAAa,CAAC,cAAc,EAAE,qCAAqC,CAAC,OAAO,CAAC,CAAC;QAClF,IAAI,CAAC,aAAa,CAAC,UAAU,EAAE,qCAAqC,CAAC,OAAO,EAAE,IAAI,EAAE,IAAI,OAAO,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC,CAAC;QAChH,IAAI,CAAC,cAAc,CAAC,QAAQ,EAAE,qCAAqC,CAAC,QAAQ,CAAC,CAAC;IAClF,CAAC;IAED;;OAEG;IACH,IAAW,QAAQ;QACf,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,YAAY;QACnB,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,QAAQ;QACf,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAED;;;OAGG;IACa,YAAY;QACxB,OAAO,kBAAkB,CAAC;IAC9B,CAAC;IAED;;;OAGG;IACa,MAAM,CAAC,KAA6B;QAChD,MAAM,MAAM,GAAG,IAAI,CAAC,QAAQ,CAAC,iBAAiB,CAAC,KAAK,CAAuB,CAAC;QAE5E,MAAM,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC,iBAAiB,CAAC,KAAK,CAAY,CAAC;QACnE,IAAI,CAAC,QAAQ,EAAE,CAAC;YACZ,OAAO;QACX,CAAC;QAED,MAAM,iBAAiB,GAAG,IAAI,CAAC,YAAY,CAAC,cAAc,EAAE,UAAwC,CAAC;QACrG,IAAI,CAAC,iBAAiB,EAAE,CAAC;YACrB,OAAO;QACX,CAAC;QAED,2DAA2D;QAC3D,IAAI,gBAAgB,GAA6C,IAAI,CAAC;QACtE,IAAI,gBAAgB,GAAoB,IAAI,CAAC;QAC7C,IAAI,WAAW,GAAG,CAAC,CAAC,CAAC;QAErB,MAAM,YAAY,GAAG,CAAC,QAAkB,EAAE,EAAE;YACxC,wFAAwF;YACxF,yCAAyC;YACzC,MAAM,OAAO,GAAG,iBAAiB,CAAC,aAAa,CAAC,YAAiC,CAAC;YAClF,IAAI,CAAC,OAAO,IAAI,CAAC,OAAO,CAAC,OAAO,EAAE,EAAE,CAAC;gBACjC,OAAO;YACX,CAAC;YAED,uEAAuE;YACvE,MAAM,cAAc,GAAG,OAAO,CAAC,QAAQ,EAAE,EAAE,UAAU,EAAE,IAAI,CAAC,CAAC,CAAC;YAC9D,IAAI,cAAc,KAAK,WAAW,EAAE,CAAC;gBACjC,WAAW,GAAG,cAAc,CAAC;gBAE7B,6CAA6C;gBAC7C,IAAI,CAAC,gBAAgB,EAAE,CAAC;oBACpB,gBAAgB,GAAG,OAAO,CAAC,OAAO,EAAE,CAAC;gBACzC,CAAC;gBAED,mFAAmF;gBACnF,OAAO,CAAC,UAAU,EAAE,EAAE,IAAI,CAAC,CAAC,IAAI,EAAE,EAAE;oBAChC,gBAAgB,GAAG,IAAkB,CAAC;gBAC1C,CAAC,CAAC,CAAC;YACP,CAAC;YAED,yCAAyC;YACzC,IAAI,CAAC,gBAAgB,IAAI,CAAC,gBAAgB,EAAE,CAAC;gBACzC,OAAO;YACX,CAAC;YAED,IAAI,CAAC,QAAQ,CAAC,WAAW,CAAC,uBAAuB,EAAE,CAAC;gBAChD,QAAQ,CAAC,WAAW,CAAC,uBAAuB,GAAG,IAAI,OAAO,CAAC,IAAI,CAAC,MAAM,EAAE,EAAE,IAAI,CAAC,MAAM,EAAE,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC,CAAC;YAC5G,CAAC;YAED,IAAI,CAAC,QAAQ,CAAC,WAAW,CAAC,uBAAuB,EAAE,CAAC;gBAChD,QAAQ,CAAC,WAAW,CAAC,uBAAuB,GAAG,IAAI,OAAO,CAAC,IAAI,CAAC,MAAM,EAAE,EAAE,IAAI,CAAC,MAAM,EAAE,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC,CAAC;YAC5G,CAAC;YAED,MAAM,aAAa,GAAG,MAAM,CAAC,OAAO,CAChC,QAAQ,CAAC,WAAW,CAAC,uBAAuB,CAAC,CAAC,EAC9C,QAAQ,CAAC,WAAW,CAAC,uBAAuB,CAAC,CAAC,EAC9C,gBAAgB,CAAC,KAAK,EACtB,gBAAgB,CAAC,MAAM,EACvB,gBAAgB,CACnB,CAAC;YACF,MAAM,aAAa,GAAG,MAAM,CAAC,OAAO,CAChC,QAAQ,CAAC,WAAW,CAAC,uBAAuB,CAAC,CAAC,EAC9C,QAAQ,CAAC,WAAW,CAAC,uBAAuB,CAAC,CAAC,EAC9C,gBAAgB,CAAC,KAAK,EACtB,gBAAgB,CAAC,MAAM,EACvB,gBAAgB,CACnB,CAAC;YACF,MAAM,aAAa,GAAG,MAAM,CAAC,OAAO,CAChC,QAAQ,CAAC,WAAW,CAAC,uBAAuB,CAAC,CAAC,EAC9C,QAAQ,CAAC,WAAW,CAAC,uBAAuB,CAAC,CAAC,EAC9C,gBAAgB,CAAC,KAAK,EACtB,gBAAgB,CAAC,MAAM,EACvB,gBAAgB,CACnB,CAAC;YAEF,MAAM,KAAK,GAAG,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;YACpC,MAAM,WAAW,GAAG,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;YAE1C,KAAK,CAAC,cAAc,CAAC,CAAC,CAAC,GAAG,aAAa,GAAG,CAAC,CAAC,GAAG,QAAQ,CAAC,CAAC,EAAE,CAAC,CAAC,GAAG,aAAa,GAAG,CAAC,CAAC,GAAG,QAAQ,CAAC,CAAC,EAAE,CAAC,CAAC,GAAG,aAAa,GAAG,CAAC,CAAC,GAAG,QAAQ,CAAC,CAAC,CAAC,CAAC;YAEvI,KAAK,CAAC,UAAU,CAAC,MAAM,CAAC,sBAAsB,EAAE,WAAW,CAAC,CAAC;YAC7D,QAAQ,CAAC,SAAS,CAAC,UAAU,CAAC,WAAW,CAAC,CAAC;QAC/C,CAAC,CAAC;QAEF,MAAM,eAAe,GAAG;YACpB,OAAO,EAAE,YAAY;YACrB,YAAY,EAAE,IAAI;YAClB,QAAQ,EAAE,IAAI;SACjB,CAAC;QAEF,IAAI,MAAM,CAAC,iBAAiB,EAAE,CAAC;YAC3B,gBAAgB,CAAC,eAAe,EAAE,MAAM,CAAC,iBAAiB,CAAC,CAAC;QAChE,CAAC;aAAM,CAAC;YACJ,MAAM,CAAC,iBAAiB,GAAG,eAAe,CAAC;QAC/C,CAAC;QAED,IAAI,CAAC,MAAM,CAAC,YAAY,GAAG,MAAM,CAAC;IACtC,CAAC;CACJ;AAED,aAAa,CAAC,0BAA0B,EAAE,gBAAgB,CAAC,CAAC","sourcesContent":["import type { Nullable } from \"core/types\";\r\nimport type { ISize } from \"core/Maths/math.size\";\r\nimport type { ProceduralTexture } from \"core/Materials/Textures/Procedurals/proceduralTexture\";\r\nimport type { Particle } from \"core/Particles/particle\";\r\nimport type { ThinParticleSystem } from \"core/Particles/thinParticleSystem\";\r\nimport type { NodeParticleConnectionPoint } from \"core/Particles/Node/nodeParticleBlockConnectionPoint\";\r\nimport type { NodeParticleBuildState } from \"core/Particles/Node/nodeParticleBuildState\";\r\nimport type { ParticleTextureSourceBlock } from \"core/Particles/Node/Blocks/particleSourceTextureBlock\";\r\n\r\nimport { TmpVectors, Vector3 } from \"core/Maths/math.vector\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport { NodeParticleBlock } from \"core/Particles/Node/nodeParticleBlock\";\r\nimport { NodeParticleBlockConnectionPointTypes } from \"core/Particles/Node/Enums/nodeParticleBlockConnectionPointTypes\";\r\nimport { _ConnectAtTheEnd } from \"core/Particles/Queue/executionQueue\";\r\n\r\n/**\r\n * Block used to update particle position based on a noise texture\r\n */\r\nexport class UpdateNoiseBlock extends NodeParticleBlock {\r\n /**\r\n * Create a new UpdateNoiseBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"particle\", NodeParticleBlockConnectionPointTypes.Particle);\r\n this.registerInput(\"noiseTexture\", NodeParticleBlockConnectionPointTypes.Texture);\r\n this.registerInput(\"strength\", NodeParticleBlockConnectionPointTypes.Vector3, true, new Vector3(100, 100, 100));\r\n this.registerOutput(\"output\", NodeParticleBlockConnectionPointTypes.Particle);\r\n }\r\n\r\n /**\r\n * Gets the particle component\r\n */\r\n public get particle(): NodeParticleConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the noiseTexture input component\r\n */\r\n public get noiseTexture(): NodeParticleConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the strength input component\r\n */\r\n public get strength(): NodeParticleConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeParticleConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"UpdateNoiseBlock\";\r\n }\r\n\r\n /**\r\n * Builds the block\r\n * @param state defines the current build state\r\n */\r\n public override _build(state: NodeParticleBuildState) {\r\n const system = this.particle.getConnectedValue(state) as ThinParticleSystem;\r\n\r\n const strength = this.strength.getConnectedValue(state) as Vector3;\r\n if (!strength) {\r\n return;\r\n }\r\n\r\n const noiseTextureBlock = this.noiseTexture.connectedPoint?.ownerBlock as ParticleTextureSourceBlock;\r\n if (!noiseTextureBlock) {\r\n return;\r\n }\r\n\r\n // These will be updated each frame for procedural textures\r\n let noiseTextureData: Nullable<Uint8Array | Uint8ClampedArray> = null;\r\n let noiseTextureSize: Nullable<ISize> = null;\r\n let lastFrameId = -1;\r\n\r\n const processNoise = (particle: Particle) => {\r\n // Get the texture directly from the block's stored value to support procedural textures\r\n // (as the block caches the texture data)\r\n const texture = noiseTextureBlock.textureOutput._storedValue as ProceduralTexture;\r\n if (!texture || !texture.isReady()) {\r\n return;\r\n }\r\n\r\n // Fetch fresh texture data once per frame (like in thinParticleSystem)\r\n const currentFrameId = texture.getScene()?.getFrameId() ?? -1;\r\n if (currentFrameId !== lastFrameId) {\r\n lastFrameId = currentFrameId;\r\n\r\n // Texture size only needs to be fetched once\r\n if (!noiseTextureSize) {\r\n noiseTextureSize = texture.getSize();\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises, github/no-then\r\n texture.getContent()?.then((data) => {\r\n noiseTextureData = data as Uint8Array;\r\n });\r\n }\r\n\r\n // Skip if we don't have texture data yet\r\n if (!noiseTextureData || !noiseTextureSize) {\r\n return;\r\n }\r\n\r\n if (!particle._properties.randomNoiseCoordinates1) {\r\n particle._properties.randomNoiseCoordinates1 = new Vector3(Math.random(), Math.random(), Math.random());\r\n }\r\n\r\n if (!particle._properties.randomNoiseCoordinates2) {\r\n particle._properties.randomNoiseCoordinates2 = new Vector3(Math.random(), Math.random(), Math.random());\r\n }\r\n\r\n const fetchedColorR = system._fetchR(\r\n particle._properties.randomNoiseCoordinates1.x,\r\n particle._properties.randomNoiseCoordinates1.y,\r\n noiseTextureSize.width,\r\n noiseTextureSize.height,\r\n noiseTextureData\r\n );\r\n const fetchedColorG = system._fetchR(\r\n particle._properties.randomNoiseCoordinates1.z,\r\n particle._properties.randomNoiseCoordinates2.x,\r\n noiseTextureSize.width,\r\n noiseTextureSize.height,\r\n noiseTextureData\r\n );\r\n const fetchedColorB = system._fetchR(\r\n particle._properties.randomNoiseCoordinates2.y,\r\n particle._properties.randomNoiseCoordinates2.z,\r\n noiseTextureSize.width,\r\n noiseTextureSize.height,\r\n noiseTextureData\r\n );\r\n\r\n const force = TmpVectors.Vector3[0];\r\n const scaledForce = TmpVectors.Vector3[1];\r\n\r\n force.copyFromFloats((2 * fetchedColorR - 1) * strength.x, (2 * fetchedColorG - 1) * strength.y, (2 * fetchedColorB - 1) * strength.z);\r\n\r\n force.scaleToRef(system._tempScaledUpdateSpeed, scaledForce);\r\n particle.direction.addInPlace(scaledForce);\r\n };\r\n\r\n const noiseProcessing = {\r\n process: processNoise,\r\n previousItem: null,\r\n nextItem: null,\r\n };\r\n\r\n if (system._updateQueueStart) {\r\n _ConnectAtTheEnd(noiseProcessing, system._updateQueueStart);\r\n } else {\r\n system._updateQueueStart = noiseProcessing;\r\n }\r\n\r\n this.output._storedValue = system;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.UpdateNoiseBlock\", UpdateNoiseBlock);\r\n"]}
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@@ -52,6 +52,16 @@ export declare class ParticleTextureSourceBlock extends NodeParticleBlock {
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get textureOutput(): NodeParticleConnectionPoint;
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}
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}
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const texture = this.
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const tex = new Texture(url, state.scene, undefined, invertY);
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this.
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|
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+
this.textureOutput._storedValue = tex;
|
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|
return;
|
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}
|
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// No URL available - use the source texture directly as fallback
|
|
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193
|
// This may not render correctly but avoids breaking completely
|
|
180
|
-
this.
|
|
194
|
+
this.textureOutput._storedValue = this._sourceTexture;
|
|
181
195
|
return;
|
|
182
196
|
}
|
|
183
197
|
// Same engine: clone works correctly and preserves all properties
|
|
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198
|
const cloned = this._sourceTexture.clone();
|
|
185
199
|
if (cloned) {
|
|
186
200
|
this._clonedTextures.push(cloned);
|
|
187
|
-
this.
|
|
201
|
+
this.textureOutput._storedValue = cloned;
|
|
188
202
|
}
|
|
189
203
|
else {
|
|
190
|
-
this.
|
|
204
|
+
this.textureOutput._storedValue = this._sourceTexture;
|
|
191
205
|
}
|
|
192
206
|
return;
|
|
193
207
|
}
|
|
194
208
|
if (!this._textureDataUrl && !this._url) {
|
|
195
|
-
this.
|
|
209
|
+
this.textureOutput._storedValue = null;
|
|
196
210
|
return;
|
|
197
211
|
}
|
|
198
212
|
if (this._textureDataUrl) {
|
|
199
213
|
const tex = new Texture(this._textureDataUrl, state.scene, undefined, this.invertY);
|
|
200
214
|
this._clonedTextures.push(tex);
|
|
201
|
-
this.
|
|
215
|
+
this.textureOutput._storedValue = tex;
|
|
202
216
|
return;
|
|
203
217
|
}
|
|
204
218
|
const tex = new Texture(this._url, state.scene, undefined, this.invertY);
|
|
205
219
|
this._clonedTextures.push(tex);
|
|
206
|
-
this.
|
|
220
|
+
this.textureOutput._storedValue = tex;
|
|
207
221
|
}
|
|
208
222
|
/**
|
|
209
223
|
* Serializes this block
|
|
@@ -241,7 +255,7 @@ export class ParticleTextureSourceBlock extends NodeParticleBlock {
|
|
|
241
255
|
tex.dispose();
|
|
242
256
|
}
|
|
243
257
|
this._clonedTextures = [];
|
|
244
|
-
this.
|
|
258
|
+
this.textureOutput._storedValue = null;
|
|
245
259
|
// Never dispose _sourceTexture - it's owned by the caller
|
|
246
260
|
super.dispose();
|
|
247
261
|
}
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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type { NodeParticleConnectionPoint } from \"../nodeParticleBlockConnectionPoint\";\r\nimport type { NodeParticleBuildState } from \"../nodeParticleBuildState\";\r\nimport type { Nullable } from \"core/types\";\r\nimport type { BaseTexture } from \"../../../Materials/Textures/baseTexture\";\r\nimport type { ProceduralTexture } from \"../../../Materials/Textures/Procedurals/proceduralTexture\";\r\n\r\nimport { Texture } from \"core/Materials/Textures/texture\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport { NodeParticleBlockConnectionPointTypes } from \"../Enums/nodeParticleBlockConnectionPointTypes\";\r\nimport { NodeParticleBlock } from \"../nodeParticleBlock\";\r\nimport { TextureTools } from \"core/Misc/textureTools\";\r\n\r\n/**\r\n * Interface used to define texture data\r\n */\r\nexport interface INodeParticleTextureData {\r\n /** Width of the texture in pixels */\r\n width: number;\r\n /** Height of the texture in pixels */\r\n height: number;\r\n /** RGBA pixel data */\r\n data: Uint8ClampedArray;\r\n}\r\n\r\n/**\r\n * Block used to provide a texture for particles in a particle system\r\n */\r\nexport class ParticleTextureSourceBlock extends NodeParticleBlock {\r\n private _url: string = \"\";\r\n private _textureDataUrl: string = \"\";\r\n private _sourceTexture: Nullable<BaseTexture> = null;\r\n private _cachedData: Nullable<INodeParticleTextureData> = null;\r\n private _clonedTextures: BaseTexture[] = [];\r\n\r\n /**\r\n * Gets or sets the strenght of the flow map effect\r\n */\r\n public invertY = true;\r\n\r\n /**\r\n * Indicates if the texture data should be serialized as a base64 string.\r\n */\r\n public serializedCachedData: boolean = false;\r\n\r\n /**\r\n * Gets or sets the URL of the texture to be used by this block.\r\n */\r\n public get url(): string {\r\n return this._url;\r\n }\r\n\r\n public set url(value: string) {\r\n if (this._url === value) {\r\n return;\r\n }\r\n this._cachedData = null;\r\n this._url = value;\r\n this._textureDataUrl = \"\";\r\n this._sourceTexture = null;\r\n }\r\n\r\n /**\r\n * Gets or sets the data URL of the texture to be used by this block.\r\n * This is a base64 encoded string representing the texture data.\r\n */\r\n public get textureDataUrl(): string {\r\n return this._textureDataUrl;\r\n }\r\n\r\n public set textureDataUrl(value: string) {\r\n if (this._textureDataUrl === value) {\r\n return;\r\n }\r\n\r\n this._cachedData = null;\r\n this._textureDataUrl = value;\r\n this._url = \"\";\r\n this._sourceTexture = null;\r\n }\r\n\r\n /**\r\n * Gets the texture directly set on this block.\r\n * This value will not be serialized.\r\n */\r\n public get sourceTexture(): Nullable<BaseTexture> {\r\n return this._sourceTexture;\r\n }\r\n\r\n /**\r\n * Directly sets the texture to be used by this block.\r\n * This value will not be serialized.\r\n */\r\n public set sourceTexture(value: Nullable<BaseTexture>) {\r\n if (this._sourceTexture === value) {\r\n return;\r\n }\r\n this._cachedData = null;\r\n this._sourceTexture = value;\r\n this._url = (value as Texture).url || \"\";\r\n this._textureDataUrl = \"\";\r\n }\r\n\r\n /**\r\n * Create a new ParticleTextureSourceBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerOutput(\"texture\", NodeParticleBlockConnectionPointTypes.Texture);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"ParticleTextureSourceBlock\";\r\n }\r\n\r\n /**\r\n * Gets the texture output component\r\n */\r\n public get texture(): NodeParticleConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the texture content as a promise\r\n * @returns a promise that resolves to the texture content, including width, height, and pixel data\r\n */\r\n async extractTextureContentAsync() {\r\n if (!this.texture._storedValue && !this._sourceTexture) {\r\n return null;\r\n }\r\n\r\n if (this._cachedData) {\r\n return this._cachedData;\r\n }\r\n\r\n const texture = this.texture._storedValue || this._sourceTexture;\r\n return await new Promise<\r\n Nullable<{\r\n width: number;\r\n height: number;\r\n data: Uint8ClampedArray;\r\n }>\r\n >((resolve, reject) => {\r\n if (!texture.isReady()) {\r\n texture.onLoadObservable.addOnce(async () => {\r\n try {\r\n this._cachedData = await this.extractTextureContentAsync();\r\n resolve(this._cachedData);\r\n } catch (e) {\r\n // eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors\r\n reject(e);\r\n }\r\n });\r\n return;\r\n }\r\n const size = texture.getSize();\r\n if (texture.getContent) {\r\n const proceduralTexture = texture as ProceduralTexture;\r\n proceduralTexture\r\n .getContent()\r\n // eslint-disable-next-line github/no-then\r\n ?.then((data) => {\r\n this._cachedData = {\r\n width: size.width,\r\n height: size.height,\r\n data: new Uint8ClampedArray(data.buffer.slice(data.byteOffset, data.byteOffset + data.byteLength)),\r\n };\r\n resolve(this._cachedData);\r\n })\r\n // eslint-disable-next-line github/no-then\r\n .catch(reject);\r\n } else {\r\n TextureTools.GetTextureDataAsync(texture, size.width, size.height)\r\n // eslint-disable-next-line github/no-then\r\n .then((data) => {\r\n this._cachedData = {\r\n width: size.width,\r\n height: size.height,\r\n data: new Uint8ClampedArray(data),\r\n };\r\n texture.dispose();\r\n resolve(this._cachedData);\r\n })\r\n // eslint-disable-next-line github/no-then\r\n .catch(reject);\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Builds the block\r\n * @param state defines the current build state\r\n */\r\n public override _build(state: NodeParticleBuildState) {\r\n if (this._sourceTexture) {\r\n // The same NodeParticleSystemSet can be built into multiple scenes/engines\r\n // (original system scene, editor preview scene).\r\n // Textures are engine-specific, so we need to handle cross-engine cases.\r\n const sourceScene = this._sourceTexture.getScene?.();\r\n const sourceEngine = sourceScene?.getEngine?.();\r\n const targetEngine = state.scene.getEngine();\r\n\r\n if (sourceEngine && sourceEngine !== targetEngine) {\r\n // Cross-engine: recreate texture from URL if available, preserving invertY\r\n const url = (this._sourceTexture as Texture).url || this._url;\r\n if (url) {\r\n const invertY = (this._sourceTexture as Texture).invertY ?? this.invertY;\r\n const tex = new Texture(url, state.scene, undefined, invertY);\r\n this._copyTextureProperties(this._sourceTexture, tex);\r\n this._clonedTextures.push(tex);\r\n this.texture._storedValue = tex;\r\n return;\r\n }\r\n // No URL available - use the source texture directly as fallback\r\n // This may not render correctly but avoids breaking completely\r\n this.texture._storedValue = this._sourceTexture;\r\n return;\r\n }\r\n\r\n // Same engine: clone works correctly and preserves all properties\r\n const cloned = this._sourceTexture.clone();\r\n if (cloned) {\r\n this._clonedTextures.push(cloned);\r\n this.texture._storedValue = cloned;\r\n } else {\r\n this.texture._storedValue = this._sourceTexture;\r\n }\r\n return;\r\n }\r\n\r\n if (!this._textureDataUrl && !this._url) {\r\n this.texture._storedValue = null;\r\n return;\r\n }\r\n\r\n if (this._textureDataUrl) {\r\n const tex = new Texture(this._textureDataUrl, state.scene, undefined, this.invertY);\r\n this._clonedTextures.push(tex);\r\n this.texture._storedValue = tex;\r\n return;\r\n }\r\n\r\n const tex = new Texture(this._url, state.scene, undefined, this.invertY);\r\n this._clonedTextures.push(tex);\r\n this.texture._storedValue = tex;\r\n }\r\n\r\n /**\r\n * Serializes this block\r\n * @returns the serialization object\r\n */\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.url = this.url;\r\n serializationObject.serializedCachedData = this.serializedCachedData;\r\n serializationObject.invertY = this.invertY;\r\n\r\n if (this.serializedCachedData) {\r\n serializationObject.textureDataUrl = this.textureDataUrl;\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Deserializes this block from a serialization object\r\n * @param serializationObject the serialization object\r\n */\r\n public override _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n\r\n this.url = serializationObject.url;\r\n this.serializedCachedData = !!serializationObject.serializedCachedData;\r\n this.invertY = !!serializationObject.invertY;\r\n\r\n if (serializationObject.textureDataUrl) {\r\n this.textureDataUrl = serializationObject.textureDataUrl;\r\n }\r\n }\r\n\r\n /**\r\n * Disposes the block and its associated resources\r\n */\r\n public override dispose(): void {\r\n // Dispose all cloned textures we created\r\n for (const tex of this._clonedTextures) {\r\n tex.dispose();\r\n }\r\n this._clonedTextures = [];\r\n this.texture._storedValue = null;\r\n // Never dispose _sourceTexture - it's owned by the caller\r\n super.dispose();\r\n }\r\n\r\n /**\r\n * Copies texture properties from source to target texture\r\n * @param source - The source texture to copy properties from\r\n * @param target - The target texture to copy properties to\r\n */\r\n private _copyTextureProperties(source: BaseTexture, target: BaseTexture): void {\r\n // BaseTexture properties\r\n target.hasAlpha = source.hasAlpha;\r\n target.level = source.level;\r\n target.coordinatesIndex = source.coordinatesIndex;\r\n target.coordinatesMode = source.coordinatesMode;\r\n target.wrapU = source.wrapU;\r\n target.wrapV = source.wrapV;\r\n target.wrapR = source.wrapR;\r\n target.anisotropicFilteringLevel = source.anisotropicFilteringLevel;\r\n\r\n // Texture-specific properties (if both are Texture instances)\r\n const sourceTexture = source as Texture;\r\n const targetTexture = target as Texture;\r\n if (sourceTexture.uOffset !== undefined && targetTexture.uOffset !== undefined) {\r\n targetTexture.uOffset = sourceTexture.uOffset;\r\n targetTexture.vOffset = sourceTexture.vOffset;\r\n targetTexture.uScale = sourceTexture.uScale;\r\n targetTexture.vScale = sourceTexture.vScale;\r\n targetTexture.uAng = sourceTexture.uAng;\r\n targetTexture.vAng = sourceTexture.vAng;\r\n targetTexture.wAng = sourceTexture.wAng;\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ParticleTextureSourceBlock\", ParticleTextureSourceBlock);\r\n"]}
|
|
1
|
+
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type { NodeParticleConnectionPoint } from \"../nodeParticleBlockConnectionPoint\";\r\nimport type { NodeParticleBuildState } from \"../nodeParticleBuildState\";\r\nimport type { Nullable } from \"core/types\";\r\nimport type { BaseTexture } from \"../../../Materials/Textures/baseTexture\";\r\nimport type { ProceduralTexture } from \"../../../Materials/Textures/Procedurals/proceduralTexture\";\r\n\r\nimport { Texture } from \"core/Materials/Textures/texture\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport { NodeParticleBlockConnectionPointTypes } from \"../Enums/nodeParticleBlockConnectionPointTypes\";\r\nimport { NodeParticleBlock } from \"../nodeParticleBlock\";\r\nimport { TextureTools } from \"core/Misc/textureTools\";\r\n\r\n/**\r\n * Interface used to define texture data\r\n */\r\nexport interface INodeParticleTextureData {\r\n /** Width of the texture in pixels */\r\n width: number;\r\n /** Height of the texture in pixels */\r\n height: number;\r\n /** RGBA pixel data */\r\n data: Uint8ClampedArray;\r\n}\r\n\r\n/**\r\n * Block used to provide a texture for particles in a particle system\r\n */\r\nexport class ParticleTextureSourceBlock extends NodeParticleBlock {\r\n private _url: string = \"\";\r\n private _textureDataUrl: string = \"\";\r\n private _sourceTexture: Nullable<BaseTexture> = null;\r\n private _cachedData: Nullable<INodeParticleTextureData> = null;\r\n private _clonedTextures: BaseTexture[] = [];\r\n\r\n /**\r\n * Gets or sets the strenght of the flow map effect\r\n */\r\n public invertY = true;\r\n\r\n /**\r\n * Indicates if the texture data should be serialized as a base64 string.\r\n */\r\n public serializedCachedData: boolean = false;\r\n\r\n /**\r\n * Gets or sets the URL of the texture to be used by this block.\r\n */\r\n public get url(): string {\r\n return this._url;\r\n }\r\n\r\n public set url(value: string) {\r\n if (this._url === value) {\r\n return;\r\n }\r\n this._cachedData = null;\r\n this._url = value;\r\n this._textureDataUrl = \"\";\r\n this._sourceTexture = null;\r\n }\r\n\r\n /**\r\n * Gets or sets the data URL of the texture to be used by this block.\r\n * This is a base64 encoded string representing the texture data.\r\n */\r\n public get textureDataUrl(): string {\r\n return this._textureDataUrl;\r\n }\r\n\r\n public set textureDataUrl(value: string) {\r\n if (this._textureDataUrl === value) {\r\n return;\r\n }\r\n\r\n this._cachedData = null;\r\n this._textureDataUrl = value;\r\n this._url = \"\";\r\n this._sourceTexture = null;\r\n }\r\n\r\n /**\r\n * Gets the texture directly set on this block.\r\n * This value will not be serialized.\r\n */\r\n public get sourceTexture(): Nullable<BaseTexture> {\r\n return this._sourceTexture;\r\n }\r\n\r\n /**\r\n * Directly sets the texture to be used by this block.\r\n * This value will not be serialized.\r\n */\r\n public set sourceTexture(value: Nullable<BaseTexture>) {\r\n if (this._sourceTexture === value) {\r\n return;\r\n }\r\n this._cachedData = null;\r\n this._sourceTexture = value;\r\n this._url = (value as Texture).url || \"\";\r\n this._textureDataUrl = \"\";\r\n }\r\n\r\n /**\r\n * Gets the texture set on this block.\r\n * This value will not be serialized.\r\n */\r\n public get texture(): Nullable<BaseTexture> {\r\n return this.sourceTexture;\r\n }\r\n\r\n /**\r\n * Sets the texture to be used by this block.\r\n * This value will not be serialized.\r\n */\r\n public set texture(value: Nullable<BaseTexture>) {\r\n this.sourceTexture = value;\r\n }\r\n\r\n /**\r\n * Create a new ParticleTextureSourceBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerOutput(\"texture\", NodeParticleBlockConnectionPointTypes.Texture);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"ParticleTextureSourceBlock\";\r\n }\r\n\r\n /**\r\n * Gets the texture output component\r\n */\r\n public get textureOutput(): NodeParticleConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the texture content as a promise\r\n * @returns a promise that resolves to the texture content, including width, height, and pixel data\r\n */\r\n async extractTextureContentAsync() {\r\n if (!this.textureOutput._storedValue && !this._sourceTexture) {\r\n return null;\r\n }\r\n\r\n if (this._cachedData) {\r\n return this._cachedData;\r\n }\r\n\r\n const texture = this.textureOutput._storedValue || this._sourceTexture;\r\n return await new Promise<\r\n Nullable<{\r\n width: number;\r\n height: number;\r\n data: Uint8ClampedArray;\r\n }>\r\n >((resolve, reject) => {\r\n if (!texture.isReady()) {\r\n texture.onLoadObservable.addOnce(async () => {\r\n try {\r\n this._cachedData = await this.extractTextureContentAsync();\r\n resolve(this._cachedData);\r\n } catch (e) {\r\n // eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors\r\n reject(e);\r\n }\r\n });\r\n return;\r\n }\r\n const size = texture.getSize();\r\n if (texture.getContent) {\r\n const proceduralTexture = texture as ProceduralTexture;\r\n proceduralTexture\r\n .getContent()\r\n // eslint-disable-next-line github/no-then\r\n ?.then((data) => {\r\n this._cachedData = {\r\n width: size.width,\r\n height: size.height,\r\n data: new Uint8ClampedArray(data.buffer.slice(data.byteOffset, data.byteOffset + data.byteLength)),\r\n };\r\n resolve(this._cachedData);\r\n })\r\n // eslint-disable-next-line github/no-then\r\n .catch(reject);\r\n } else {\r\n TextureTools.GetTextureDataAsync(texture, size.width, size.height)\r\n // eslint-disable-next-line github/no-then\r\n .then((data) => {\r\n this._cachedData = {\r\n width: size.width,\r\n height: size.height,\r\n data: new Uint8ClampedArray(data),\r\n };\r\n texture.dispose();\r\n resolve(this._cachedData);\r\n })\r\n // eslint-disable-next-line github/no-then\r\n .catch(reject);\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Builds the block\r\n * @param state defines the current build state\r\n */\r\n public override _build(state: NodeParticleBuildState) {\r\n if (this._sourceTexture) {\r\n // The same NodeParticleSystemSet can be built into multiple scenes/engines\r\n // (original system scene, editor preview scene).\r\n // Textures are engine-specific, so we need to handle cross-engine cases.\r\n const sourceScene = this._sourceTexture.getScene?.();\r\n const sourceEngine = sourceScene?.getEngine?.();\r\n const targetEngine = state.scene.getEngine();\r\n\r\n if (sourceEngine && sourceEngine !== targetEngine) {\r\n // Cross-engine: recreate texture from URL if available, preserving invertY\r\n const url = (this._sourceTexture as Texture).url || this._url;\r\n if (url) {\r\n const invertY = (this._sourceTexture as Texture).invertY ?? this.invertY;\r\n const tex = new Texture(url, state.scene, undefined, invertY);\r\n this._copyTextureProperties(this._sourceTexture, tex);\r\n this._clonedTextures.push(tex);\r\n this.textureOutput._storedValue = tex;\r\n return;\r\n }\r\n // No URL available - use the source texture directly as fallback\r\n // This may not render correctly but avoids breaking completely\r\n this.textureOutput._storedValue = this._sourceTexture;\r\n return;\r\n }\r\n\r\n // Same engine: clone works correctly and preserves all properties\r\n const cloned = this._sourceTexture.clone();\r\n if (cloned) {\r\n this._clonedTextures.push(cloned);\r\n this.textureOutput._storedValue = cloned;\r\n } else {\r\n this.textureOutput._storedValue = this._sourceTexture;\r\n }\r\n return;\r\n }\r\n\r\n if (!this._textureDataUrl && !this._url) {\r\n this.textureOutput._storedValue = null;\r\n return;\r\n }\r\n\r\n if (this._textureDataUrl) {\r\n const tex = new Texture(this._textureDataUrl, state.scene, undefined, this.invertY);\r\n this._clonedTextures.push(tex);\r\n this.textureOutput._storedValue = tex;\r\n return;\r\n }\r\n\r\n const tex = new Texture(this._url, state.scene, undefined, this.invertY);\r\n this._clonedTextures.push(tex);\r\n this.textureOutput._storedValue = tex;\r\n }\r\n\r\n /**\r\n * Serializes this block\r\n * @returns the serialization object\r\n */\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.url = this.url;\r\n serializationObject.serializedCachedData = this.serializedCachedData;\r\n serializationObject.invertY = this.invertY;\r\n\r\n if (this.serializedCachedData) {\r\n serializationObject.textureDataUrl = this.textureDataUrl;\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Deserializes this block from a serialization object\r\n * @param serializationObject the serialization object\r\n */\r\n public override _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n\r\n this.url = serializationObject.url;\r\n this.serializedCachedData = !!serializationObject.serializedCachedData;\r\n this.invertY = !!serializationObject.invertY;\r\n\r\n if (serializationObject.textureDataUrl) {\r\n this.textureDataUrl = serializationObject.textureDataUrl;\r\n }\r\n }\r\n\r\n /**\r\n * Disposes the block and its associated resources\r\n */\r\n public override dispose(): void {\r\n // Dispose all cloned textures we created\r\n for (const tex of this._clonedTextures) {\r\n tex.dispose();\r\n }\r\n this._clonedTextures = [];\r\n this.textureOutput._storedValue = null;\r\n // Never dispose _sourceTexture - it's owned by the caller\r\n super.dispose();\r\n }\r\n\r\n /**\r\n * Copies texture properties from source to target texture\r\n * @param source - The source texture to copy properties from\r\n * @param target - The target texture to copy properties to\r\n */\r\n private _copyTextureProperties(source: BaseTexture, target: BaseTexture): void {\r\n // BaseTexture properties\r\n target.hasAlpha = source.hasAlpha;\r\n target.level = source.level;\r\n target.coordinatesIndex = source.coordinatesIndex;\r\n target.coordinatesMode = source.coordinatesMode;\r\n target.wrapU = source.wrapU;\r\n target.wrapV = source.wrapV;\r\n target.wrapR = source.wrapR;\r\n target.anisotropicFilteringLevel = source.anisotropicFilteringLevel;\r\n\r\n // Texture-specific properties (if both are Texture instances)\r\n const sourceTexture = source as Texture;\r\n const targetTexture = target as Texture;\r\n if (sourceTexture.uOffset !== undefined && targetTexture.uOffset !== undefined) {\r\n targetTexture.uOffset = sourceTexture.uOffset;\r\n targetTexture.vOffset = sourceTexture.vOffset;\r\n targetTexture.uScale = sourceTexture.uScale;\r\n targetTexture.vScale = sourceTexture.vScale;\r\n targetTexture.uAng = sourceTexture.uAng;\r\n targetTexture.vAng = sourceTexture.vAng;\r\n targetTexture.wAng = sourceTexture.wAng;\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ParticleTextureSourceBlock\", ParticleTextureSourceBlock);\r\n"]}
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@@ -403,7 +403,7 @@ function _UpdateParticleBlockGroup(inputParticle, oldSystem, context) {
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403
403
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* @returns The output of the group of blocks that represent the particle color update
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404
404
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*/
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405
405
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function _UpdateParticleColorBlockGroup(inputParticle, colorGradients, context) {
|
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406
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-
let colorCalculation
|
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406
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+
let colorCalculation;
|
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407
407
|
if (colorGradients && colorGradients.length > 0) {
|
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408
408
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if (context.colorGradientValue0Output === undefined) {
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409
409
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throw new Error("Initial color gradient values not found in context.");
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@@ -625,7 +625,7 @@ function _UpdateParticleFlowMapBlockGroup(inputParticle, flowMap, flowMapStrengt
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625
625
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const flowMapTextureBlock = new ParticleTextureSourceBlock("Flow Map Texture");
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626
626
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flowMapTextureBlock.serializedCachedData = true;
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627
627
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flowMapTextureBlock.textureDataUrl = GenerateBase64StringFromPixelData(flowMap.data, { width: flowMap.width, height: flowMap.height }, true) ?? "";
|
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628
|
-
flowMapTextureBlock.
|
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628
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+
flowMapTextureBlock.textureOutput.connectTo(updateFlowMapBlock.flowMap);
|
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629
629
|
_CreateAndConnectInput("Flow Map Strength", flowMapStrength, updateFlowMapBlock.strength);
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630
630
|
return updateFlowMapBlock.output;
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631
631
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}
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@@ -968,6 +968,6 @@ function _CreateTextureBlock(texture) {
|
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968
968
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// Texture - always use sourceTexture to preserve all texture options
|
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969
969
|
const textureBlock = new ParticleTextureSourceBlock("Texture");
|
|
970
970
|
textureBlock.sourceTexture = texture;
|
|
971
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-
return textureBlock.
|
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971
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+
return textureBlock.textureOutput;
|
|
972
972
|
}
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973
973
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//# sourceMappingURL=nodeParticleSystemSet.helper.js.map
|